@RandomFandom - An aura is a type of enchantment that attaches to a permanent (or enchants a player in the case of curses). Instants don't attach to anything or enchant anything so an Instant can't be an Aura (unless there's some modal cardtype stuff going on). You can have Enchantment Auras with flash though.
The way you've described Energy Inversion is still a replacement effect so the wording I've suggested will work. So I cast Revitalize, which says I gain 3 life. That spell goes on the stack. Then I cast Energy Inversion with the wording "If you would gain life this turn, instead target opponent loses that much life." Energy Inversion resolves. Then Revitalize revolves. But now instead of gaining the 3 life from Revitalize, my opponent loses 3 life. That sounds like what you want it to do?
@Animist Yeah, but then you could cast another Revitalize, without casting another Energy Inversion, and your opponent would still lose life, right? I’m not entirely sure because now Energy Inversion says 'this turn'. Am I correct or do I just not understand?
@RandomFandom - If you cast another Revitalize this same turn, then, yes, the opponent will still lose life. The effect in my wording lasts the whole turn. You only need to cast Energy Inversion once and then, every time you would gain life for the rest of the turn, you won't gain that life and instead the opponent loses life.
If you're instead looking for an effect that lasts the rest of the game then you need to consider making an enchantment rather than an instant. Instants and sorceries are best for effects that last only one turn; enchantments are better for persistent effects (because the enchantment reminds everyone what's going on). If you want an enchantment, then just drop the "this turn" clause. So it would be "If you would gain life, instead target opponent loses that much life." Then you can cast Revitalize this turn, next turn, whenever, and the opponent will lose 3 life (unless they can remove your enchantment).
@Animist That’s exactly what I don’t want. Is there a way to make it last less than a turn? Like, Energy Inversion is only supposed to work with the effects of the spell under it in the stack. Everything else works normally, until you cast another Energy Inversion.
@RandomFandom - Sorry, I misunderstood. If you only want a one-time effect the easiest way to do it is "The next time you would gain life this turn, instead target opponent loses that much life."
If you want to affect every lifegain ability / spell on the stack, so it's more than once but less than a turn, it's a bit more complicated. As far as I'm aware, there isn't any current WotC wording that covers a replacement effect that only lasts until the stack is empty. You could either say "Until the end of this step or phase, if you would gain life..." if you want it to be less than a turn. Or, if it specifically has to be for the stack, you could say, "If a spell or ability you currently control would cause you to gain life...".
Hey Hey Hey! They're not exactly ? mine, but I made two commons to go into the HatSG set that Kansha is in! Props to Barricade for the original ideas, which I turned into their final states. https://mtgcardsmith.com/view/blood-orange-1
@Archeo_Lumiere Perhaps a little too many words for commons? If you play draft, common cards are like pawns of chess, so what they do should be easier to read and remember. I recommend you to google New World Order to learn more about this.
@Usaername - Interesting entry, though it's the inverse of most cost reduction mechanics in that it gets worse as the game goes on. A guaranteed one drop on turn one but not the best card when you're in top-deck mode!
An old one from a while ago. I was looking back at my cards and thought, hmm, I could probably enter the commons contest with that one. It’s probably overpowered, maybe it should be a 0/1, but whatever. It’s too late now.
Comments
If you want to affect every lifegain ability / spell on the stack, so it's more than once but less than a turn, it's a bit more complicated. As far as I'm aware, there isn't any current WotC wording that covers a replacement effect that only lasts until the stack is empty. You could either say "Until the end of this step or phase, if you would gain life..." if you want it to be less than a turn. Or, if it specifically has to be for the stack, you could say, "If a spell or ability you currently control would cause you to gain life...".
https://mtgcardsmith.com/view/pooter
https://mtgcardsmith.com/view/pacer
https://mtgcardsmith.com/view/gusher
https://mtgcardsmith.com/view/horfs
https://mtgcardsmith.com/view/maw
https://mtgcardsmith.com/view/red-maw
https://mtgcardsmith.com/view/gurgle-1
https://mtgcardsmith.com/view/red-and-white-pill
https://mtgcardsmith.com/view/blue-pill-1
https://mtgcardsmith.com/view/b-licker
Phew- I have made some rare and uncommon cards, so they are in the set which is https://mtgcardsmith.com/user/FireOfGolden/sets/56111, if you want to check them out, knock yourself out.
I wanted to use leveling on a few commons, to see where i can go with it, so i hope these seem alright, either way, hope ya'll enjoy any of these.
Also, to those who want, I posted a little story that accompanies this card in the comments!
Hope ya'll enjoy it.
https://mtgcardsmith.com/view/blood-orange-1
https://mtgcardsmith.com/view/a-simple-apple-1
Perhaps a little too many words for commons? If you play draft, common cards are like pawns of chess, so what they do should be easier to read and remember. I recommend you to google New World Order to learn more about this.
https://mtgcardsmith.com/view/cogwork-scribe
It's way too late for me to make cards, yet here i am. I hope ya'll enjoyed any of em!
An old one from a while ago. I was looking back at my cards and thought, hmm, I could probably enter the commons contest with that one. It’s probably overpowered, maybe it should be a 0/1, but whatever. It’s too late now.
https://mtgcardsmith.com/view/frolic