Doon- the Nonsensical Plane!

Doon- the Nonsensical Plane. "What do you mean by that?", you may say.
This is why:
GUILDS:

The Simpki (Black/white)- Artificers and innovators

The Faaran (Black/blue)- Warriors and Knights

The Dendrai (Blue/green)- Assassins and poisoners (probably alchemy)

The Akora (Red/green)- Sages and scholars

The Oorn (White/red)- Necromancers and priests

Besides their odd names, the guilds of Doon are kinda antithetical- meaning that they specialize in things that they are not supposed to specialize in. For each of the guilds, I would like an ability for one of the guilds that synergizes with BOTH their backgrounds and their colors. I will choose an ability for each guild eventually and whoever thought of the ability will get 2 favorites on their cards. Good luck everyone!

Example: http://mtgcardsmith.com/view/simpki-tinkerer?list=user

Comments

  • The spice must stop flowing.
  • Fear is the mind waker.
  • Nice Bieber reference btdubs.
  • Any abilities?
  • Vindicate X - Whenever this creature is dealt combat damage by another creature, it deals X damage to that creature.

    Purge X - When you cast this spell, you may exile X cards from target graveyard.

    Gorge - When this creature enters the battlefield, each player sacrifices a permanent.

    Defile - When this creature dies, each player discards a card.

    Sow - When you cast this spell, target player exiles the top card if his or her library.

    Ethereal - Additional effect granted on the condition that an opponent has three or more cards in exile. Voidlance deals 2 damage to target creature or player Ethereal - Voidlance deals 3 damage to that creature or player instead if an opponent has three or more cards in exile. Nightskaf Ranger Ethereal - Nightskaf Ranger can't be blocked as long as an opponent has three or more cards in exile.
  • The way that I went about this is essentially "what does this job mean in the context of these colors?"

    For example, the Simpki are white/black artificers, so the main question is 'what does white/black make'? The answer is corpses. So,
    Receptacle (When a creature dies, you may exile it imprinted on this card. If it has a creature card exiled on it, it's a creature with power and toughness equal to its converted mana cost.)

    Black and blue (Faaran) are often thought of as the stealthiest colors, but that's not strictly true. Black is associated with ruthlessness and cruelty and white with patience and precision; these traits can both be translated well into warriors.
    Duelist (This creature can't be blocked by more than one creature.)

    Blue's focus on precision works well with the idea of assassins. Green is not a subtle color, but they do have access to poisons.
    Biotoxin (Whenever this creature deals combat damage to a creature, it gains "Spells you don't control that target this creature cost {1} less.")

    The Akora are kind of weird, since red (aggressive and reckless) and green (uncontrolled and wild) don't really have anything to do with sagely contemplation. I got nothing.

    The Oorn are much easier, since red/white is already a pretty priesty colorset. The necromancer bit is a bit harder, but you just have to tie it closer to combat.
    Furor (When this creature is deal lethal damage, regenerate it and choose one you haven't chosen-- it gains defender; or it gains "This creature can't block"; or exile it.)
  • edited October 2015
    Red: freedom, action, short-sighted.
    Green: naive, growth, nature.

    I say probably emotion and instinct based scholars.

    Revelation (whenever this creature kills another creature [insert effect ex: scry 1, draw a card. play an additional land this turn. or deal 2 damage to target player])
  • @Beeswax FUror is an interesting choice. You should run away with that and see wear it takes you.
This discussion has been closed.