Mondombre Round 2 Proposal By Nich Grayson

Bribe the Guard
Counter target creature spell. Its controller gets a gold counter. It has “Sacrifice this counter: Add 1 to your mana pool, or you gain 1 life. Activate this ability only during your turn.”
“Done. But be wary. Inside we’ll find beings that can’t be paid off.” — Minsiel, the guide

My take on gold counters. BTW, the rules text for creating and explaining the ability of a gold counter is about as long as an Eldrazi Spawn creature token. I had to make sure the counters couldn’t be sacrificed in response to getting stolen, since stealing them is a way to make gold distinct from Eldrazi Spawn, and central to the set. There will be a little color bleed with gold counters, but nothing undoable. As you will see Blue is not good at producing them for you. (Other colors will be.)

About the life gain: Devon’s original vision for gold let you sac them to pay life payments, but that mandated that design include a lot of cards with life payments, which was a problem. And some players wanted amassing a certain number of them to be a win condition, like Poison in reverse. The ability to sac for life is a solution to both ideas.

Silverscale Wings
Artifact – Equipment
Equipped creature gets +1/+1 and has flying.
Pay two gold: Attach Silverscale Wings to target creature you control.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
“If you knew what I went through to acquire them, you’d understand why they’re not for sale.” — Red Patch

Dungeon world needs loot, so I suggest more artifacts. To keep it from feeling like another Mirrodin, the increased presence will be via colored artifacts. Also notice that “paying gold” allows for a lot of design possibilities and lets the counters be more interactive.

Dungeon Training
Draw two cards.
Put a level counter on each creature you control with level up.
“The vaults of Tor Barrow are long empty, but you’ll earn so much more in experience if you plumb its depths.” — Escaro, map-seller

Professional dungeon crawlers need to practice and plan to avoid traps and monsters. Like Venerated Teacher from ROE, Blue can goose its level counters the best.

Cistern Weepling
Creature – Elemental
U: Cistern Weepling gets +1/-1 until end of turn.
The collected tears of a dragon can be animated to protect their previous owner’s treasure hoard.

Players will not only assemble parties, but have an option to build up forces to protect for their hoard of loot. Blue does this defensively.

Silent Lookout
Creature – Kithkin Scout
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
Fellowship — Silent Lookout has flying if four or more creatures you control have different classes. (A class is underlined.)

Vaporous Thief
Creature – Vedalken Rogue
Fellowship —When Vaporous Thief enters the battlefield, if four or more creatures you control have different classes, you get a gold counter for each gold counter you have. (A class is underlined.)

So my Big Idea for team up requires calling out classes specifically. Underlining is effective and non-obtrusive. It won’t be a big stretch or create needless errata. The Comprehensive Rules would just point out the 10-20 creature types that are also Classes. This set is introducing this elaboration, so it gets reminder text.

Fellowship should play out like hellbent or threshold. Players can easily recognize when they have fellowship. I like the simplicity of it compared to the other variations of Team up, but it’s still deep for design.

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