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.
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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http://mtgcardsmith.com/view/the-darkness-3
http://mtgcardsmith.com/view/the-darkness-10
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.
http://forums.mtgcardsmith.com/discussion/686/elemental-incarnations-because-we-have-no-emotions-of-our-own/p1
Something @GodOfWar started
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!
I like that idea... minor Mindmakers!