@Robo_Kitty Your currently wording says that a card is Altered, even if the changes made to it are temporarily. Do you mean you want the card is only altered once changes are permanently?
@smax765 Wording for Piercing is kinda off, you can take example from my card for that. After all, I made that keyword. Plus, usually blue and red can use Piercing. That way, it would make sense for Pact of Disintegration to be white, red, and black. (Blue can remove ability to do something about it while Red can become hotter than sun's surface and somehow melt through magic shield.)
Since pact is subtype to the card type, you should capitalize it as it goes;
"Whenever you cast a Pact, you may not cast another until beginning of your next upkeep."
Because I assumed the Pact is card type rather than subtype. Any subtypes are usually capitalized.
For piercing I know it’s your mechanic, I just used a easier wording for it (anyways, I forgot protection). As a removal will always say “destroy/exile target creature”, a counter spell “counter target spell” and boardwipes don’t care about hexproof or shround (and boardwipes that exile don’t care about protection), the wording should be like this:
“This spell can target permanents with hexproof, shround and protection, and spells targeted by this spell can be countered”
I've always loved the interactions the card Hive Mind can have in 4-player Magic, so I wanted to come up with a mechanic that can keep the spirit of the original effect, while expanding on the design space of a card you cast knowing that you're opponent gets to do the same thing on their turn. Without further ado:
Reciprocate (When you cast this spell, if it isn't a copy, each other player casts a copy of it at the beginning of their next upkeep without paying its mana cost.)
@MarvelousHavel I never really stopped to consider how horrifying your reciprocate mechanic was on the card you submitted lol. Imagine grieving the fallen, and they come and grieve you back as well as if you are a dead person.
Freezing (When this deals damage to a creature, freeze that creature. When a creature is frozen, tap it. It does not untap during its controller's next untap step.)
Pattern seeker: if a creature deals damage to this card, you can pay X to take control of said creature, with X representing half the damage dealt (round up) and a minimum mana cost of 3 (unless the target card costs less).
Friend or foe?: whenever this creature attacks, throw a D6. If it falls on 1 or two, target opponent takes control of your creature
Host: creatures with the host ability are linked to one node ability of a creature with the node mention under your control. Hosts may become "vessels" of a god derived from a creature with the node mention.
Remnant (X): if a host creature becomes a host for another creature, it maintains X of it's former written abilities (keywords, mana abilities, passive abilities...). If a creature with the remnant ability comes back from your graveyard, put a consumed token on it (creatures with a consumed token on them retain all their abilities and statistics and gain all the abilities of consumed one)
Many more to come and most probably not definitive, let me know if you have any suggestions (I'm trying to keep it balance so let me know if you think these abilities are too op).
Haven't used in it a card yet because I'm still toying around with the idea, but I'm thinking of calling my mechanic "Act", and it would be similar to Level up but without a mana cost to it. Essentially it would be something like:
Act - [trigger condition] (This creature enters the battlefield with one Act counter on it. Whenever you [trigger condition], put an Act counter on this creature. Act counters cannot be added except by the Act ability, and the creature loses all Act counters when it leaves the battlefield)
Wording is probably a little unclear, but instead of having to pay for Level up, there's a specific trigger that would give a creature with Act an Act counter, and some other ability the creature would have would scale off of the Act counters it has. The last section about Act counters not being able to be added is so you can't proliferate a creature up to a really high number of Act counters, and it forces you to have to meet the trigger condition.
Another mechanic I'm thinking of is exclusively for lands, and I'd probably call it "Population".
Population (At the beginning of your upkeep, put a Population counter on this land. As long as this land has at least one Population counter, it can be dealt damage, losing Population counters equal to the damage dealt. If this land would be reduced to 0 Population counters, destroy it)
My vision for this is kind of to make lands that are Planeswalker-esque, where they can tap for more powerful effects based on the number of Population counters they have, but your opponents can attack them or hit them with spells and effects that would deal damage to reduce the Population counters and limit your ability to use those effects. Granted, such spells would have to be able to target anything. I also want to do something with a Population land being destroyed and then you get to create a Ruin land in its place so it's not a total loss. Ruins would probably function similar to Wastes, providing colorless mana, but the mechanic could make some interesting themed decks I think.
Of course let me know if there's any balance or wording issues that stand out and I can work to fix them. I might start trying to make some cards with these mechanics soon to test them out.
Comments
Your currently wording says that a card is Altered, even if the changes made to it are temporarily. Do you mean you want the card is only altered once changes are permanently?
I would go for;
Card type: Pact. Pacts have "Whenever you cast a pact, you may not cast another until beginning of your next upkeep."
Wording for Piercing is kinda off, you can take example from my card for that. After all, I made that keyword. Plus, usually blue and red can use Piercing. That way, it would make sense for Pact of Disintegration to be white, red, and black. (Blue can remove ability to do something about it while Red can become hotter than sun's surface and somehow melt through magic shield.)
Since pact is subtype to the card type, you should capitalize it as it goes;
"Whenever you cast a Pact, you may not cast another until beginning of your next upkeep."
Because I assumed the Pact is card type rather than subtype. Any subtypes are usually capitalized.
“This spell can target permanents with hexproof, shround and protection, and spells targeted by this spell can be countered”
This is the why.
This is worded this way, so protection that acts like indestructible to certain color can be destroyed by this card.
(Any player may attack a duel. Any other player
may choose to block a creature attacking a duel.)
Example:
Reciprocate (When you cast this spell, if it isn't a copy, each other player casts a copy of it at the beginning of their next upkeep without paying its mana cost.)
Example:
Assassinate - (Whenever a creature with assassinate deals combat damage to a player, that player loses the game).
Inscrutable (This spell can't be targeted.)
My old card and your cards are in somewhat the same. 😅
Friend or foe?: whenever this creature attacks, throw a D6. If it falls on 1 or two, target opponent takes control of your creature
Host: creatures with the host ability are linked to one node ability of a creature with the node mention under your control. Hosts may become "vessels" of a god derived from a creature with the node mention.
Remnant (X): if a host creature becomes a host for another creature, it maintains X of it's former written abilities (keywords, mana abilities, passive abilities...). If a creature with the remnant ability comes back from your graveyard, put a consumed token on it (creatures with a consumed token on them retain all their abilities and statistics and gain all the abilities of consumed one)
Many more to come and most probably not definitive, let me know if you have any suggestions (I'm trying to keep it balance so let me know if you think these abilities are too op).
Act - [trigger condition] (This creature enters the battlefield with one Act counter on it. Whenever you [trigger condition], put an Act counter on this creature. Act counters cannot be added except by the Act ability, and the creature loses all Act counters when it leaves the battlefield)
Wording is probably a little unclear, but instead of having to pay for Level up, there's a specific trigger that would give a creature with Act an Act counter, and some other ability the creature would have would scale off of the Act counters it has. The last section about Act counters not being able to be added is so you can't proliferate a creature up to a really high number of Act counters, and it forces you to have to meet the trigger condition.
Another mechanic I'm thinking of is exclusively for lands, and I'd probably call it "Population".
Population (At the beginning of your upkeep, put a Population counter on this land. As long as this land has at least one Population counter, it can be dealt damage, losing Population counters equal to the damage dealt. If this land would be reduced to 0 Population counters, destroy it)
My vision for this is kind of to make lands that are Planeswalker-esque, where they can tap for more powerful effects based on the number of Population counters they have, but your opponents can attack them or hit them with spells and effects that would deal damage to reduce the Population counters and limit your ability to use those effects. Granted, such spells would have to be able to target anything.
I also want to do something with a Population land being destroyed and then you get to create a Ruin land in its place so it's not a total loss. Ruins would probably function similar to Wastes, providing colorless mana, but the mechanic could make some interesting themed decks I think.
Of course let me know if there's any balance or wording issues that stand out and I can work to fix them. I might start trying to make some cards with these mechanics soon to test them out.