Challenge from Round 1:
Choose a mechanic, decide what cards fit around it, and then decide what sort of world it makes sense in.



Possible world identities

  • A world where mana ebbs and flows with the ages, currently recovering from a mana-less age.
  • Twin planets that orbit around each other — one with only colored mana, which evolved into a Magocracy, the other with only colorless mana, which evolved into a technotopia.
  • Parallel flat planes that can see each as the other's "sky", but are usually too far away for travel, but once in a while they get closer, and suddenly the natural laws of each planes become altered.

Mechanical Themes

  • Operate {2} ({2}: Attach an unattached creature you control to this artifact, or unattach a creature from it. An attached creature can't attack or block. Operate only as a sorcery.)
  • Rebate {B} (You may cast this spell for its Rebate cost. If you do, change its text by reducing all numbers by 1.)
  • Latch 6 — {U} (If the last spell you cast this turn had a converted mana cost of 6 or more, you may cast this spell for its latch cost.)
  • Ethereal {1}{W} (You may cast this spell for its ethereal cost. If you do it enters the battlefield as an enchantment with no other types or subtypes.)
  • Colorless mana matters: "If only colorless mana was spent to cast this, <bonus>"
  • Cards that represent hating wizards

Individual Card Designs

Other Discussions


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