Vote on Upheaval: Gold Cards

  • Thread starter Shiro, Time Devourer
  • Start date
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Shiro, Time Devourer

Guest
These are the possibilities for gold card cycles in the set:

2 color (normal) instants with a "you may remove this from the game as you play it" booster mechanic.

2 color (enemy) "agents", each with protection from the color allied to both of its colors (Ex: U/R has prot-black), a static ability common to both enemy colors, and two opposite activated abilities at 2C, where C is one of the agents' colored mana. The agents carry opposing faction types.

2-color (normal) creatures with protection from the enemy color of both, and one static ability from each faction opposed to that enemy color.

3-color (normal) enchantments that affect all of a particular zone and have state-based effects.

4-color Justicar legends with protection from the 5th color, "All creatures lose an ability common to that color."

4-color sorceries with a special thing that happens should they target or affect a fifth color.

What one is best suited for each of Common, Uncommon, and Rare status?

BTW:

White: 100%
Blue: All commons, all non-creature uncommons, 10/17 uncommon creatures.

Voting Ends 12/3/2002, 4:12 PM.
 
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Shiro, Time Devourer

Guest
Fine.

Common- 2-color ally creatures
Uncommon- 2-color overdrive instants
Rare- 2-color agents

White- 100%
Blue- Common and Uncommon finished, Rares 35%
 
T

Thallid Ice Cream Man

Guest
I personally think making an entire color category just for a cycle is a cop out. Oh well, that's me.

Why not just do some two color stuff and have the cards fairly unrelated?
 
S

Shiro, Time Devourer

Guest
If you want unrelated, the enchantments, instants and sorceries aren't all that related. However, once you see the Agents, you will probably think they're cool.

BTW: This will be a 350 set.

Hurricane Agent
4UG
Dragoon Ranger (Was wurmite)
Can't be the target of spells or abilities
2G: Target creature loses flying until end of turn
2U: Hurricane Agent or target creature gains flying until end of turn.
2/6

Cadiz Agent
4UR
Davina Starlet
Unblockable
2U: Counter target spell
2R: Target spell can't be countered.
3/5

Ronin Agent
4WB
Ninja Samurai
Whenever RA deals or is dealt damage, you gain that much life.
2W: Target unblocked creature becomes blocked
2B: Target creature gains fear until end of turn
5/3

Warrior Agent
4WR
Protector Commando
First Strike
2W: Target creature gets +0/+3 this turn.
2R: Target creature gets +3/+0 this turn.
4/4

Ecosystem Agent
4GB
Preserver Defiler
Pay 2 life: Regenerate
2G: Creatures you control get +1/+1 this turn
2B: Creatures target player controls get -1/-1 this turn.
6/2
 
T

train

Guest
Ecosystem Agent reminds me of the people that test the water at our stores...
 
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