Lavatouch (Any amount of damage this creature deals to a creature is enough to destroy it. When this creature destroys another creature, add {r} to your manapool.)
@TheGamingBolasChannel I really like Racism and Alliance, although I don't really like Enslavement and Overwhelm. Keep at it, though, they are creative Ideas!
@TheGamingBolasChannel I'd ditch Enslavement keyword entirely as it's too limited. Then, re-name Racism as Prejudice since not all creature types are races. That and it sounds less extreme to discriminated groups.
These are the mechanics for the Nature and City faction groups in my set.
Nature:
1. g/r: Roar- Whenever you cast a creature spell with converted mana cost four or greater, [effect].
2. g/u: Natural: (When you cast this spell, you may pay {X}. If you do, this permanent enters the battlefield with X flora counters on it.)
3. g/b: Mold N (To mold N, put a spore counter on up to N (other) target creatures. Those creatures have "When this permanent dies, create X 1/1 green and black Fungus creature tokens." For as long as they have a spore counter on them.)
4. g/w: Propagate-Whenever a creature token enters the battlefield, [effect].
City:
1. w/u: Tax N (At the beginning of your upkeep, you may tap N other untapped creatures you control.)
2. w/b: Reverence (Whenever another creature enters the battlefield under your control, you may have it worship this creature.)
3. u/b: Clandestine N (This creature enters the battlefield with N stealth counters on it. Whenever this creature attacks, you may remove a stealth counter from it. If you do, this creature is unblockable until end of turn.)
4. w/r: Goldsword (Whenever this creature deals combat damage to a player, create a colorless artifact token named Gold with "Sacrifice this artifact: Add one mana of any color to your mana pool.")
I haven't made any of the racist cards yet, but they will only focus on major creature types, and if you see what cards use enslavement, it may make a bit more sense.
So, I'll just drop the keywords I've made here, I spose.
Prismatic: This card has all colors (included colorless) among Prismatic cards you control. (Usually alongside an ability that gets stronger the more colors it has.)
Honorbound: (Whenever a creature you control attacks or blocks alone, this creature must attack or block (if able) it then gains +1/+1 for each attacking or blocking creature) (Not sure if I worded it right, but, all of the Honorbound creatures are meant to attack or block (if able) all at once, to get the bonus of the other half of the effect.)
Press ([Activation Timing] if a permanent you didn't control left the battlefield this turn [Effect]) Yeah, it's basicly Revolt triggering on other player's cards.
Fracture N [Cost] ([Cost]: Exile this spell from the stack. At the beginning of your next upkeep, cast if from exile without paying its mana cost and copy it N times. You may choose new targets for each copy.) I was thinking this could be used with low cost sorceries with high fracture costs. Basically wastes a turn but sets up a big-threat situation.
Morphkicker {Cost}(You may pay an additional {Cost} as you turn this permanent face up.) Like Kicker but on a Morph! Example: Counterflux N {Cost} ({Cost}: Move N counters from this creature onto another target creature) Example:
Because I deleted some mechanics and changed names, here is the new masterlist for me. @Tomigon, please disregard my other post(s).
Incorporeal (Prevent all damage that would be dealt to and dealt by this creature.)
Unwavering (This creature can block any number of creatures.)
Backstab (You may have this creature enter the battlefield with a -1/-1 counter on it. If you do, it has deathtouch, and can assign lethal damage to creatures with indestructible as though they don't have indestructible.)
Drain (Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.)
Backlash (Whenever this creature is dealt damage, it deals that much damage to that source's controller.)
Arcanashield (Prevent all noncombat damage that would be dealt to this creature.)
Warshield (Prevent all combat damage that would be dealt to this creature.)
Allthestrikes (This creature deals combat damage before creatures with first strike or double strike, before creatures without first strike or double strike. It also deals regular combat damage and damage after creatures without allthestrikes.) This is an unglued mechanic.
Phalanx - As long as you control 4 or more creatures, [effect]
Fury - Whenever this creature attacks, [effect]
Invigorate N (For each creature you control that isn't invigorated, that creature gets +N/+0 until end of turn and becomes invigorated until end of turn.) Instances of inclusion are "Whenever this creature attacks, invigorate" or {cost}: invigorate.
Enslave {cost} ({cost}: Gain control of target creature with toughness less than or equal to this creature's power. You lose life equal to that creature's converted mana cost.)
Saddle up {cost} ({cost}: Attach this creature to another target creature. It gains all the abilities of this creature and gets +X/+Y, where X is this creature's power and Y is this creature's toughness.) Featured on mount creature cards
Shadowmeld {cost} ({cost}: This creature can't be blocked this turn.)
Shatter XB - Sacrifice this creature, create X 1/1 black zombie creatures (this is a simple, yet basic mechanic that obviously is more or less black and black-multicolor creatures only
Ascension (This creature can be exiled by paying {w} equal to its power. If its exiled this way, create a X/X Angel Creature with Flying where X is this creature's power. The angel created this way has all other abilities of the exiled creature.)
Breakthrough [cost] ([cost] This creature gains haste and lifelink, this creature is unblockable. Exile it at the end of turn.)
It's something I primarily saw as a mechanic for mono white, white/red and white/red/blue creatures, sacrificing staying power in favor of swift combat.
Final blow (Whenever this creature deals damage to this creature, if that creature has already been dealt damage by a source you control this turn, destroy that creature.)
We give others permission to use our mechanic called decree for their cards. Hopefully the community will come up with some really cool ideas!
The mechanic has two versions used depending on the card.
Decree - If [Permanent Name] would leave the battlefield, [Permanent Name]'s static abilities last until your next turn.
Decree - If [Permanent Name] would leave the battlefield, [Permanent Name]'s static abilities last until the end of your next turn.
Here's our card that demonstrates the capability of the mechanic! (Made by Mercyque, the other user of this account.)
Rules Explanation: In multiplayer games (2+ players) a player cannott win the game if an opponent can't lose the game. (Rules: 104.2b & 104.3h +Reference)
Comments
I'd ditch Enslavement keyword entirely as it's too limited. Then, re-name Racism as Prejudice since not all creature types are races. That and it sounds less extreme to discriminated groups.
Trained Will (This creature can't attack or block unless you control a [type] creature.)
Nature:
1. g/r: Roar- Whenever you cast a creature spell with converted mana cost four or greater, [effect].
2. g/u: Natural: (When you cast this spell, you may pay {X}. If you do, this permanent enters the battlefield with X flora counters on it.)
3. g/b: Mold N (To mold N, put a spore counter on up to N (other) target creatures. Those creatures have "When this permanent dies, create X 1/1 green and black Fungus creature tokens." For as long as they have a spore counter on them.)
4. g/w: Propagate-Whenever a creature token enters the battlefield, [effect].
City:
1. w/u: Tax N (At the beginning of your upkeep, you may tap N other untapped creatures you control.)
2. w/b: Reverence (Whenever another creature enters the battlefield under your control, you may have it worship this creature.)
3. u/b: Clandestine N (This creature enters the battlefield with N stealth counters on it. Whenever this creature attacks, you may remove a stealth counter from it. If you do, this creature is unblockable until end of turn.)
4. w/r: Goldsword (Whenever this creature deals combat damage to a player, create a colorless artifact token named Gold with "Sacrifice this artifact: Add one mana of any color to your mana pool.")
Examples:
I would really change those names as they are unnerving. I could never see WotC consider those names!
Prismatic: This card has all colors (included colorless) among Prismatic cards you control.
(Usually alongside an ability that gets stronger the more colors it has.)
Honorbound: (Whenever a creature you control attacks or blocks alone, this creature must attack or block (if able) it then gains +1/+1 for each attacking or blocking creature)
(Not sure if I worded it right, but, all of the Honorbound creatures are meant to attack or block (if able) all at once, to get the bonus of the other half of the effect.)
Press ([Activation Timing] if a permanent you didn't control left the battlefield this turn [Effect])
Yeah, it's basicly Revolt triggering on other player's cards.
I was thinking this could be used with low cost sorceries with high fracture costs. Basically wastes a turn but sets up a big-threat situation.
Like Kicker but on a Morph! Example:
Counterflux N {Cost} ({Cost}: Move N counters from this creature onto another target creature)
Example:
Incorporeal (Prevent all damage that would be dealt to and dealt by this creature.)
Unwavering (This creature can block any number of creatures.)
Backstab (You may have this creature enter the battlefield with a -1/-1 counter on it. If you do, it has deathtouch, and can assign lethal damage to creatures with indestructible as though they don't have indestructible.)
Drain (Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.)
Backlash (Whenever this creature is dealt damage, it deals that much damage to that source's controller.)
Arcanashield (Prevent all noncombat damage that would be dealt to this creature.)
Warshield (Prevent all combat damage that would be dealt to this creature.)
Allthestrikes (This creature deals combat damage before creatures with first strike or double strike, before creatures without first strike or double strike. It also deals regular combat damage and damage after creatures without allthestrikes.) This is an unglued mechanic.
Phalanx - As long as you control 4 or more creatures, [effect]
Fury - Whenever this creature attacks, [effect]
Invigorate N (For each creature you control that isn't invigorated, that creature gets +N/+0 until end of turn and becomes invigorated until end of turn.) Instances of inclusion are "Whenever this creature attacks, invigorate" or {cost}: invigorate.
Enslave {cost} ({cost}: Gain control of target creature with toughness less than or equal to this creature's power. You lose life equal to that creature's converted mana cost.)
Saddle up {cost} ({cost}: Attach this creature to another target creature. It gains all the abilities of this creature and gets +X/+Y, where X is this creature's power and Y is this creature's toughness.) Featured on mount creature cards
Shadowmeld {cost} ({cost}: This creature can't be blocked this turn.)
Example:
It's something I primarily saw as a mechanic for mono white, white/red and white/red/blue creatures, sacrificing staying power in favor of swift combat.
The mechanic has two versions used depending on the card.
Decree - If [Permanent Name] would leave the battlefield, [Permanent Name]'s static abilities last until your next turn.
Decree - If [Permanent Name] would leave the battlefield, [Permanent Name]'s static abilities last until the end of your next turn.
Here's our card that demonstrates the capability of the mechanic! (Made by Mercyque, the other user of this account.)
Rules Explanation: In multiplayer games (2+ players) a player cannott win the game if an opponent can't lose the game. (Rules: 104.2b & 104.3h +Reference)
Usually, a card with Everlasting would have some text, like "If this card is an enchantment, blah blah blah."
Ex: http://mtgcardsmith.com/view/dual-of-sorcery
A plains would lose its inherent mana ability if it were no longer a plains, yes?
Yes, it would as long as it's only given by the land type!