Help with wording for mechanic ideas

These are simply the mechanics I'm trying to nail down, although I'm an idiot, straight up. So I'm putting out the ideas and asking for your help to word them correctly for custom cards here on Cardsmith.

If you also are trying to figure out the wording to your own mechanics put them in the comments as well, hopefully we can all get a little wording help.

The mechanic ideas I'm trying to get right-

Mega-Haste: The idea is that the creature would have haste and in addition to that that creature can be cast onto the battlefield without summoning sickness for no mana cost, on the next turn you have to pay that creature's mana cost if you can't that creature is exiled.

Mega-Trample: The idea is simply that the creature would still have trample but the damage that continues past the blocking creature is still equal to the this creature's power.
Example, you have a 6/1 creature and the opponent has a 3/3 creature, if you attack with your 6/1, they block with the 3/3, that creature dies and that creature's owner still takes 6 damage.

Multi-Use: The idea came from originally wanting to make dual face card, but wanting A. to have more then 2 sides and B. wanting to let the player decide which side to cast without paying that side's (or "Use") cost.
Example #1 an artifact, the artifact can be cost for (3) mana, the artifact says it has Multi-Use which lists for this card 3 options you can switch between only one at a time anytime you may cast a non-instant spell. Use one, pay (r) this artifact becomes a 4/4 artifact creature with first strike. Use two, pay (u) this artifact becomes an artifact equipment which gives equipped creature +3/+3 with dual strike, equip (2). Use three, pay (g) the artifact stays an artifact but also now has (t) give target creature you control +3/+3 and first strike until end of turn.
Example #2 a creature, the creature is cast for (2)(w) mana, the creature says it has Multi-Use which lists for this card 4 options you can switch between only one at a time anytime you cast a non-instant spell. Use one, pay (1) this creature gets first strike. Use two, pay (1) this creature gets vigilance. Use three, pay (1) this creature gets hexproof. Use four, pay (1) this creature gets +1/+0.

Reflect: The idea is that the creature would have Reflect with a mana cost with it. Whenever this creature becomes the target of a spell, you may pay that reflect cost. If you do, gain control of that spell. You may choose new targets for it.

Company: The idea is that the creature and every creature with that subtype add their toughness together, anytime a creature your opponent control attacks and is blocked by all creatures you control with that subtype they're shared defense is the sum total of all creatures you control on the battlefield with the same subtype. The same is said for direct damage spells that target the creature.
Example, you have four creatures on the battlefield, they are all fungus type creatures, each one is a 2/2, one of these creatures has Company, meaning every creature you have with that subtype shares a total of 8 toughness. If your opponent attacks with a 5/5 (EDIT 4/4 not 5/5), you block with all four fungus creatures and in doing so they all collectively count as one 2/8 creature, all fungus creatures survive as it has a shared toughness of 8. If your opponent then casts Lightning Strike on one of your fungus creatures, that creature has a also survives with it's shared toughness of 8 so it also survives. At the end of combat, the shared total toughness of your Fungus creatures would be 1.

Brigade: The idea is pretty much the same as Company but it works with power not toughness.
Example, if you have 4 1/1 human creatures, and one or more has Brigade and you attack with 4 of these creatures, anytime you attack with them they all collectively count as one creature in combat, meaning you're effectively attacking with one 4/1 creature.

Embody (cost): The idea is simply pay the Embody mana cost and in addition pay the casting cost of a creature you own in your graveyard, exile that creature your graveyard, add the exiled creature's power and toughness to this creature (the one with embody) and also add all abilities and mechanics that exiled creature has to this creature. Treat this as an enchantment-aura. If your opponent casts a card that destroys an enchantment on this creature, is loses the exiled creature's power, toughness, and abilities. A creature with Embody can only have one creature it's using embody with.
Example, you have a 1/1 human creature with embody (2) on the battlefield and a 4/4 dragon creature whose mana cost is (4)(g)(g) with flying and trample in your graveyard. You pay the embody cost of your 1/1 human, then you pay the (4)(g)(g) mana cost of the 4/4 dragon, the dragon creature is technically in exile, but you may place it with the 1/1 human creature on the battlefield to represent an enchantment-aura. The 1/1 Human with Embody now becomes a 5/5 with flying and trample, but as long as it's embodying a creature it can't embody another or multiple creatures.

I'll maybe throw in more mechanics later on, idk.
Sorry for the boring read.

Comments

  • edited July 2016
    Super haste (This may attack the turn before you play it. (You may put this card into play from your hand, tapped and attacking, during your declare attackers step. If you do, you lose the game at the end of your next turn unless you pay this card's mana cost during that turn.))

    http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74324
  • Ha, I'm not sure that's quite what I'm going for with that one, but I'll make sure it keep it in mind.
  • edited July 2016
    Unhinged is the answer lol.

    Mega-Trample (If this creature assigns lethal combat damage to a blocking creature, all of that damage is also assigned to the defending player.)

    Or, if you want the ability to be blocked by indestructible and protection:

    Mega-Trample (If this creature would deal lethal combat damage to a blocking creature, all of that damage is also dealt to the defending player.)

    These are the most complicated solutions. The easier versions deal direct damage.

    Multi-Use... needs it's own comment, lol.

    Reflect [COST] (Whenever ~ becomes the target of a spell you don't control, you may pay [COST]. If you do, gain control of that spell, and you may choose new targets for it.)
    You essentially already had the wording down.

    Company - You screwed up your math. Lightning strike deals 3 damage. A 2/8 blocks a 5/5 - lightning strike will kill it. Better explanation, please.

    Brigade is bad and I won't help XD

    Embody... oh boy.

    Embody [COST] (Pay [COST] and the mana cost of a target creature card in your graveyard.Put an aura enchantment token onto the battlefield with "Enchant creature", "Enchanted creature gets +X/+Y, is all of the colors and types of the embodied creature in addition to its other colors and types, and has all of the abilities of the embodied creature, where X is the embodied creature's power and Y is the embodied creature's toughness" and "Enchanted creature loses Embody," and attach it to this creature. Exile the creature card from your graveyard embodied on the enchantment token.)

    The order may seem strange on this one, but I
    ASSURE you this is correct. Mainly I just wanted Embody to work like Cipher. Good luck fitting this on a card. :/

    That was fun.
  • Oh yeah I did screw up the math on Company. Uh, if the creature was a 4/4 not a 5/5.
    Brigade, yeah, that's needs....something.
  • I have no suggestions lol. Banding gives even ME a headache.
  • lol, I can not blame you, it gives me a headache too. These are very convoluted and messy ideas for sure.
  • It just reminded me of that card!
  • edited July 2016
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