You know how creature types typically do a certain thing? (Like slivers?)

I created an enchantment type that I think has some pretty cool merit in MTG's world (I call them Mindmakers). They are Enchantments, that, like auras, attach to creatures. The difference is they are exclusively based on changing the creature's behavior, and always changing their color. For example, a red mindmaker could make a creature red and have double strike. Here's a bit of lore if you're interested.

According to the scientist's research, they have been existing for as long as we have oral records. He even toyed with the idea that their kind created the mana types in the first place, as a reflection of their personality splits between their species. However, as we emerged off their mana, they began to lose power. Eventually, they were forced off of every plane in existence (which he believes they created too). Now, their only power is to change the thoughts and information changed in a creature, even those who are not truly alive. In a way, they only speak with us for what would be considered demonic purposes; they help you with whatever petty thing you want, and you bring them one step closer to restoring their ancient world. Only the most powerful planeswalkers in the entire multiverse could possibly spark the interest of any of these, and, with the proper ritual, have a conversation, and possibly strike a deal.
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Comments

  • @IanLowenthal Yes, that'd be reasonable. Except for one thing I didn't realize until later: It should be player auras, shouldn't it?
  • @dudedaniel As I said on your contest, they behave EXACTLY like Auras. Therefore, "Aura Mindmaker". It just makes more sense to me. It's like you don't give a priest the type "Priest". You use "Cleric". And since they're clearly a tribal enchantment style, do them like Curses and Traps.
  • Are you picturing something like a Licid?
  • no, I think more like a combo of the wisps from shadowmoor and generic auras
  • @CrucibleOfHate I know, but the program doesn't allow Auras as a card type- if it did, I wouldn't have a problem. It just doesn't sound right to me.
  • actually, you can just put aura as a subtype. that is what it actually is.
  • @stormbreath well the idea is that it isn't like an aura at all, but it behaves like one. It'd be an unspoken rule- like changelings count as all creature types, so putting other creature types on it is redundant.
  • @IanLowenthal sorry for being so confusing, but the player thing was just a recommendation. The idea in the story is that planeswalkers enlist the help of Mindmakers to change their thought process, but there is no reason they wouldn't be able to do that on creatures they control.
  • if you use any Magic card search engine, it will recognize aura as a subtype, and act accordingly. I, for one, have never seen any non-aura enchants that enchant creatures or players(aura curses, bestow).
  • @stormbreath I know, but that problem is that they're not auras. They're mind manipulations caused by beings that do not exist in your world, beyond even the "mindrealm" that some blue planeswalkers like Jace interact in.
  • let me put it simply: auras deal with changing some fundamental part of a creature to make it stronger, right? what do mindmakers do? they change creature's fundamental aspects to make them different. the similarity is a gameplay style, not a lore style, but the bestow mechanic from theros is a good thing to look into.
  • @stormbreath I suppose I should just use my own custom ability and call it "mindmaker".
  • that sounds good
  • @stormbreath Feel free to check out my latest card, "Aggressive". It's a Mindmaker that has profound affects on your color alliance and on your creature tendencies. Keep in mind that the Mindmakers are nameless; the names of the card just dictate a personality trait they instill on you.
  • edited December 2015
    Now it sounds a lot like Vanguard.
    http://mtgsalvation.gamepedia.com/Vanguard

    I think the problem you're running into is that you're trying to reinvent something that already exists.. and that's why you're getting resistance. The basic concept is interesting, but the trick is finding a way to make it function the way you want it to.
  • @Corwinnn It's really similar to a Vanguard, except you can play it in-game as part of your deck. Plus, I have a total wicked idea for what happens after players use the card too many times.... as in the next set gets a little bit backwards...
  • edited December 2015
    Here's another thing to check out too... It might be something that helps you in your R&D
    http://forums.mtgcardsmith.com/discussion/686/elemental-incarnations-because-we-have-no-emotions-of-our-own/p1
    Something @GodOfWar started
  • @Corwinnn I don't know how to not sound lame, but cool! Mindmakers are basically just like that, except they're a player enchantment, and they affect all your spells and creatures.
  • LoL! Awesome!
  • @In the storyline, due to Planeswalkers abusing them, turns out they just wanted their multiverse back (they created the multiverse, but lost it to physical forms), so the Mindmakers started making creatures that behave... the opposite of their color. That's right! Blue creatures are strong! White creatures are disordered! Myrs are penta-colored and colorless have everything! Welcome everyone... to the end of all times!
  • So why do the Mindmakers cost so much??
  • @Corwinnn Well, because I'm bad at balancing, and because they have effects on all your creatures. I'm a pretty casual MTG player, so if you think I balanced it wrong, I'll believe you.
  • LoL.. I'm just looking at it from the perspective that these will sit in your hand until the game is over and you shuffle them back in the deck again. By the time you get that much land, the game should be over... if it isn't then you might need to rethink your deck strategy.

    Like Ruthlessness... Three colors, 14 mana is a lot to deal with, because it will take away from the focus of your deck and eventually you'll abandon it altogether...

    If you want it played, you have to make it playable.

    Here is my breakdown on Ruthlessness..

    Casting Cost - 14 is insane lets go with a single color and keep it low, so WWW. Three white gives it a small degree of difficulty if you're not playing mono-white

    Rarity - this needs to be rare or better. It's far to complicated to be anything less

    Mindmaker - This needs to be keyworded so it can have a rule that goes along with it, like "You may only control one mindmaker of each color. If another mindmaker enters the battlefield under your control with the same color as this, exile this card"

    Creatures you control have Hexproof, First Strike, Trample, and Hunting - You said the Mindmaker makes the act off color, but these are all of the colors you have represented... Blue red and green. It needs to stick to the theme, so at three white to cast this you would make creatures you control become Red... "Creatures you control have haste, first strike and must attack each turn if able."

    (At the end of each turn, if an enemy creature did not participate in combat, put a -1/-1 counter on it.) - This should be worded more like (at the end of combat put a -1/-1 counter on all creatures defending player controls that did not block this turn.) In a multi-player format, if you don't attack a player, all his stuff gets counters, and this would cause an uproar

    There are obviously a lot of things that would need to be fleshed out more to make this something people would play, but that's part of the fun of this site... you have an opportunity to try something and then fix the things that don't work and then try it again!
  • @Corwinnn I can see you put a lot of thought into it. I agree with almost everything- when I mentioned that they made creatures act off-color, that's from the apocalypse they cause later on- when you deal with them, they make it act in-color. The off-color thing is not a part of the Mindmaker enchantments (although I can see why that confused you). Also, I did Keyword it- I just didn't have room to describe it on most of them, it says "Enters the battlefield enchanting you. Remove all other Mindmaker cards that do not share a color and have no 'ally' colors. Permanents and Spells you control are this Enchantment's color(s)"
  • Gotcha... I think you've got a decent idea, and once you get it all focused in one place, people might appreciate it a bit more.
  • @Corwinnn It's just that every time I want to edit it, I can't because the program doesn't allow it, so I'd have to delete it and remake it. I finally made a Mindmaker for each color combination (except colorless), totaling 26. And that's just 1 per combination. Even with the hundreds of cards you've made, I think you'll agree that's a lot to balance. Maybe just start small, each Mindmaker just adds one keyword ability?
  • LoL - It is a lot, but that's part of the fun too! Anyways, it's ultimately your baby, I just thought I'd chime in and give you my thoughts since you're obviously very passionate about it. (plus I think I've deleted more cards than I've made!) XD

    I like that idea... minor Mindmakers!
  • @Corwinnn So I remade the 5 one-colored Mindmakers... is that better?
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