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PostPosted: Wed Apr 18, 2018 10:02 pm 
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Cumiyith, Spire of Peace
Legendary Land — Spire (R)
: Add . Each opponent gains 1 life.
Whenever another Spire you control becomes tapped, you gain 1 life.
Its winds whisper platitudes of pacifism. Those who top it have wills of steel, knowing bliss cannot swallow tribulation.

Sayanith, Spire of Sorrow
Legendary Land — Spire (R)
: Add . Put the top card of your library into your graveyard.
Whenever another Spire you control becomes tapped, each opponent puts the top card of their library into their graveyard.
The mists encircling it dampen the body and spirit. Its conquerors wield perspective, knowing that life persists beyond its failures.

Karkarith, Spire of Torment
Legendary Land — Spire (R)
: Add . Discard a card.
Whenever another Spire you control becomes tapped, each opponent with three or more cards in hand discards a card.
Its fogs poison the mind and enshroud the senses. To climb it takes determination, knowing power can be found in many forms.

Farakith, Spire of Pain
Legendary Land — Spire (R)
: Add . Farakith, Spire of Pain deals 1 damage to you.
Whenever another Spire you control becomes tapped, Farakith deals 1 damage to each opponent.
Its constant cinders singe the skin. Its vanquishers bear persistence, knowing focus is found through suffering.

Alyalith, Spire of Vitality
Legendary Land — Spire (R)
: Add . Each opponent creates a 0/1 green Plant creature token.
Whenever another Spire you control becomes tapped, create a 0/1 green Plant creature token.
Its flowers distract and intoxicate the soul. To see past them requires purpose, knowing life is far more than vanity.

Omnizith, Spire of Communion
Legendary Land — Spire (M)
Omnizith, Spire of Unity enters the battlefield tapped.
: Add one mana of any color.
Whenever another Spire enters the battlefield under your control, untap it. Then, if you control six Spires, you win the game.
The prize is in sight. But to take it, one must have balance, for the world spins precariously.

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PostPosted: Thu Apr 19, 2018 10:13 am 
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I tried something like the Ravnica commands with "Climaxes" awhile back.

The Dimir Command has 3 1/2 black effects and only 1/2 a blue effect. I'd swap out "Sacks a creature" for "Return target permanent to its owner's hand" and make the bounce mode 1 so you can get a Recoil out of it. FWIW, the Dimir Command isn't overpowered at all, with or without my changes.

Gruul Command needs a lot of work. The first two modes are weak and the second two modes are strong. I'd make mode 3 "TARGET creature gets +2/+2 and trample" and maybe mode four just a straight-up 3 to the dome. If you make those changes you can drop the cost to

I feel like Simic needs more fun with +1/+1 counters

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PostPosted: Thu Apr 19, 2018 12:47 pm 
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these spires whiiiiiiiiiiiip

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PostPosted: Thu Apr 19, 2018 1:53 pm 
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these spires whiiiiiiiiiiiip

Trying to figure out what whiiiiiiiiiiiiip means here.

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PostPosted: Thu Apr 19, 2018 9:37 pm 
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History Repeats Itself
Enchantment (R)
If a Saga on its final chapter would leave the battlefield, remove all lore counters from it instead.
"The key to becoming a legend is interrupting history at just the right moment."
—Teferi

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PostPosted: Thu Apr 26, 2018 11:32 am 
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Messenger's Demise
Sorcery (U)
Return target creature card from your graveyard to the battlefield. Then sacrifice it.
"The spy returned, weak and wounded, delivering the news of the impending onslaught. As he perished before us, we shuddered, knowing we would soon be joining him along the ranks of the dead."
—Maira, journal entry

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PostPosted: Mon May 07, 2018 12:30 am 
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Communal Growth
Enchantment (R)
If a player would add mana, instead each player adds that mana.

Communal Plague
Enchantment (R)
If a player would lose life from a noncreature source, instead each player loses that much life.

Communal Research
Enchantment (R)
If a player would draw a card, instead each player draws a card.

Communal Prosperity
Enchantment (R)
If a player would gain life, instead each player gains that much life.

Communal Ravaging
Enchantment (R)
If a player would sacrifice a permanent, instead each player sacrifices a permanent.

No flavor text because lateness. If you want to nominate one of these for some reason, let me know so I can write flavor text.

Not a fan of how the new mana phraseology affects the wording of Communal Growth.

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PostPosted: Tue May 08, 2018 5:29 am 
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I feel like this would work better as a 3-card cycle if you just cut the black and red ones. Bant are the colors that care most about community anyway, and the effects the cards produce are the most elegant and effortless.

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PostPosted: Wed May 09, 2018 12:54 am 
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You have a really good point there. The Bant ones certainly make a lot more sense.

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PostPosted: Sun Jun 03, 2018 9:02 pm 
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Ariah, Deliverer of Justice
Legendary Creature — Angel (M)
1/5
Flying
If a source would deal 1 or more damage to a player or a permanent other than Ariah, Deliverer of Justice, it deals 5 damage instead.
"Behold, the time hath to purge my vineyard with cleansing fire, for all are guilty before me. If you wouldst receive mercy, kneel before me and cry: Thy judgments are fair and equal."

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PostPosted: Sun Jun 17, 2018 12:10 am 
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Illusionist's Gardens
Artifact — Fortification (R)
Whenever fortified land produces mana, add one mana of any of the added types.
Whenever you activate an ability of fortified land that isn't a mana ability, copy that ability. You may choose new targets for the copy.
Fortify

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PostPosted: Mon Jun 18, 2018 6:46 pm 
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Contract of Tomorrows
Enchantment (R)
Cumulative upkeep — Pay 1 life
At the beginning of your upkeep, add for each age counter on Contract of Tomorrows. You don't lose this mana until end of turn.
At the beginning of your end step, sacrifice Contract of Tomorrows unless you pay for each age counter on it.
When you sacrifice Contract of Tomorrows, you lose the game.
The future is as harsh as it is hopeful.

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PostPosted: Mon Jun 18, 2018 7:18 pm 
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I don't get it. If you have to pay back the mana you gain at end of turn anyway, aren't you just losing life?

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PostPosted: Mon Jun 18, 2018 8:24 pm 
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I don't get it. If you have to pay back the mana you gain at end of turn anyway, aren't you just losing life?

You could use that mana to accelerate into more mana sources that help pay for the end step trigger. Then after several turns, you can use the big mana burst to deliver a finishing blow to your opponents with something like Exsanguinate.

It's definitely a niche card, but it has potential.

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PostPosted: Mon Jun 18, 2018 8:27 pm 
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I guess you can pay it back each turn until you have enough to use it to win (or a way to destroy your enchantment) and then you don't pay back that turn.

I could see this more as an artifact with the following rules text:

At the beginning of your upkeep, put a charge counter on ~ and lose life equal to the number of charge counters.
Sacrifice ~: Add :b: for each charge counter. At the beginning of the next end step, you lose the game.


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PostPosted: Sun Jun 24, 2018 4:48 pm 
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Kamino, Home of Clones
Legendary Land (M)
Kamino, Home of Clones enters the battlefield tapped.
: Add .
At the beginning of your end step, if you control six or more Islands, create a token that's a copy of target creature you control.

On a related note, i am now officially a homeowner!

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PostPosted: Mon Jun 25, 2018 4:47 pm 
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Emeria, the Sky Ruins says this doesn't need to be legendary.

I was going to say it seems OP, but… well, Emeria, the Sky Ruins. Clone costs just as much as Breath of Life, though, so maybe seven Islands, just to be safe? Nevermind, this is Mirror Image, not Clone. Six is fine.

Congratulations on home ownership!!!

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PostPosted: Tue Jun 26, 2018 11:23 pm 
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I suppose it doesn't have be legendary. And thanks! :)

Back and Forth
Sorcery (C)
Search your library for a basic land card. If it shares a name with a land you control, put it into the battlefield. Otherwise, reveal it and put it into your hand. Then shuffle your library.
As Gronk wandered the Mistcove Forest, he couldn't help but feel like he was walking in circles.

This card describes what moving feels like right now. But it's actually really fun too.

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PostPosted: Wed Jun 27, 2018 3:06 pm 
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Shouldn't it ETB tapped? It almost always does for Rampant Growth variants.

Sylvan Scrying was already pretty good, but I don't imagine this would break any backs.

Edit: missed the word "basic". yeah this is fine

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PostPosted: Thu Jun 28, 2018 12:45 am 
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I was considering the implications of making it any land, and I think it would be a little too strong of a ritual for Tron decks, not to mention being strictly better than Sylvan Scrying.

Basic is a small word that changes power levels in big ways. I disagree with WOTC that Rampant Growth is underpriced, and Back and Forth is better in some ways and worse in others. felt right.

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