Doubling Upkeep cards...

J

jackal_pup

Guest
Doubling Upkeep...Instead of adding the upkeep onto it's last paid self, you double the last paid upkeep instead. Kinda like cumulative upkeep, but gets bigger faster....and the upkeep is what helps you rather than hinders you.They are somewhat simple to thwart early on but if left un-dealt-with, they will explode in your face.
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Mass Exodus UUUU
Enchantment
When Mass Exodus comes into play, return target permenant you control to its' owner's hand.
Doubling upkeep: Return 1 target permenant to its' owner's hand. (At the beginning of your next upkeep, you must return 1 target permenant to its' owner's hand or sacrifice Mass Exodus. At the beginning of each of your following upkeeps you must return double the number of permenants to their owner's hand as you did last upkeep with Mass Exodus or sacrifice Mass Exodus.)
At end of turn, if there are no other permenants in play, sacrifice Mass Exodus.
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Gaea's Call GGGG
Enchantment
When Gaea's Call comes into play, put a 1/1 Wild Beast token into play under each of your opponent's control.
Doubling Upkeep: Put 1 Wild Beast token into play under your control. Treat this token as a 1/1 green creature.
Whenever you pay the Doubling Upkeep cost, any of your opponents may choose to pay X, where X is the number of Wild Beast tokens you are putting into play this turn. If an opponent does, instead put no Wild Beast tokens into play this turn. The Doubling Upkeep cost still doubles during controller's next upkeep.
At end of turn, if there are no Wild Beast tokens in play, sacrifice Gaea's Call.
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Hellplague BBBB
Enchantment
Doubling Upkeep: You must put 1 -1/-1 counter on any target creature. If you cannot, lose 5 life and sacrifice Hellplague.
Whenever a creature is put into a graveyard from play, return it to play under it's owner's control at the beginning of the next main phase.
At end of turn, if there are no creatures in play, sacrifice Hellplague.
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Tectonic Calamity RRRR
Enchantment
Doubling Upkeep: You must deal 1 damage to target creature or player.
At the time you pay the Doubling Upkeep cost, any player may pay X, where X is the number of damage Tectonic Calamity is dealing this turn. If they do, they choose new targets for each 1 damage Tectonic Calamity deals this turn.
At end of turn, if any of your opponent's life totals is 3 or less, sacrifice Tectonic Calamity.
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Divine Ascendence WWWW
Enchantment
Doubling Upkeep: Gain 1 life.
At the time you pay the Doubling Upkeep cost, any player may pay X, where X is the number of life you gain this turn. If a player does, they instead gain X life.
At end of turn, if an opponent has more life than you, sacrifice Divine Ascendence.
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Thoughts, suggestions, anything?
 
F

Force of Will Smith

Guest
the red one is especially sneaky.

Hellplague might bite you in the ass, not being able to find targets, or finding that your minus counters dont come close to the huge benefit you gave your opponent.

i think the doubling upkeep term could possibly be something different, mainly becuase it happens at your upkeep but for all intense purposes, it's a new ability. Hmmm,.. restate, repeat.... hmm... echo's already been used otherwise that would have been awesome..

I think you can just cut the Upkeep portion and call it "doubling". plus the wording as it is... its not really a cost... more of something that happens..

maybe something like....

Divine Ascendence WWWW Enchantment
At the beginning of your upkeep, put X counters on this, where X is equal to double the number of counter's Divine Ascendence
had at the beginning of your turn.

Gain X life, where X is equal to the number of counters on this. Any player may pay mana equal to the amount of counters on this, if a player does, they
instead gain the life.



whew... i think the last part about sacrificing it is highly unlikely.. unless they can pay 20 mana a turn... plus it kills the fun right away..



Tectonic Calamity RRRR Enchantment

At the beginning of your upkeep, put X counters on this, where X is equal to double the number of counter's Tectonic Calamity had at the beginning of your turn.

Deal X damage divided among any number of target creatures or players,
where X is equal to the number of counters on this. Any player may pay
mana equal to the amount of counters on this, if a player does,
they instead deal the damage.

At end of turn, if any of your opponent's life totals is 3 or less, sacrifice Tectonic Calamity.





really cool mechanic.. its like everything is a ticking time bomb...


you: ill tap out, and play divine ascendence. Next turn ill gain 1 life..
opponent: no i'll pay X.. i gain 1 life.. you wasted 4 mana..

one think that doesnt quite make sense.. is if the red one says the number one.. but the card says X.. you might be able to get able without stating it
 

Spiderman

Administrator
Staff member
These examples do a better job describing the mechanic... I think they're more balanced and usable now :)
 
J

jackal_pup

Guest
Yeah Doubling sounds good...well here I made some revisions, the wording you had was a little clearer, thanks...


Mass Exodus UUUU
Enchantment
When Mass Exodus comes into play, return target permenant you control to its' owner's hand.
Mass Exodus comes into play with 1 Exodus counter on it.
Doubling (At the beginning of your turn, double the number of counters on Mass Exodus.)
At the beginning of your upkeep, you must return X target permenants to owner's hand where X is the number of Exodus counters on Mass Exodus or sacrifice Mass Exodus.
At end of turn, if there are no other permenants in play, sacrifice Mass Exodus.
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Gaea's Call GGGG
Enchantment
When Gaea's Call comes into play, put a 1/1 Wild Beast token into play under each of your opponent's control.
Gaea's Call comes into play with one Stampede counter on it.
Doubling (At the beginning of your turn, double the number of counters on Gaea's Call.)
At the beginning of your upkeep, put X Wild Beast tokens into play under your control, where X is the number of Stampede counters on Gaea's Call. Treat these tokens as 1/1 Green creatures. Any opponent may pay X at this time, where X is the number of Stampede counters on Gaea's Call. If they do, put no Wild Beast tokens into play instead.
At end of turn, if there are no Wild Beast tokens in play, sacrifice Gaea's Call.
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Hellplague BBBB
Enchantment
Hellplague comes into play with 1 Plague counter on it.
Doubling (At the beginning of your turn, double the number of counters on Hellplague.)
At the beginning of your upkeep, put X -1/-1 counters on any number of target creatures, where X is the number of Plague counters on Hellplague. If you cannot, sacrifice Hellplague and each player loses 3 life.
Whenever a creature is put into a graveyard from play, return it to play under it's owner's control at the beginning of the next main phase.
At end of turn, if there are no creatures in play, sacrifice Hellplague.
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Tectonic Calamity RRRR
Enchantment
Tectonic Calamity comes into play with 1 Quake counter on it.
Doubling (At the beginning of your turn, double the number of counters on Tectonic Calamity.)
At the beginning of your upkeep, deal X damage divided however you choose among any number of target creatures and/or players, where X is the number of Quake counters on Tectonic Calamity. Any player may pay X at this time. If they do, they choose new targets for each 1 damage Tectonic Calamity deals this turn.
At end of turn, if any opponent's life total is 3 or less, sacrifice Tectonic Calamity.
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Divine Ascendence WWWW
Enchantment
Divine Ascendence comes into play with one Sanctity counter on it.
Doubling (At the beginning of your turn, double the number of counters on Divine Ascendence.)
At the beginning of your upkeep gain X life, where X is the number of Sanctity counters on Divine Ascendence. Any player may pay X at this tim, where X is the number of Sanctity tokens on Divine Ascendence. If a player does, they instead gain X life.
At end of turn, if any opponent has 7 or greater more life than you, sacrifice Divine Ascendence.
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I changed a few things, tried to make them slightly more balanced. Note that for the ones where a player may pay X to reap the benefits of the card, it says any player, meaning that the controller of the card could also pay X after an opponent does and keep the benefit for themselves.
I changed the Divine Ascendence sacrifice condition to any player having 7 or more life than you, so you have a greater chance of keeping it around.
Hellplague now makes everyone lose 3 life, which makes a little more sense anyways.
Otherwise the rest are the same but with the new wording.
Any more thoughts? :)
 
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