Evoke 1UR(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Time in a Bottle is put into a graveyard from the battlefield, you take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Savage Concoction4
Artifact - Potion [RARE]
Evoke 2RG(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Savage Concoction is put into a graveyard from the battlefield, you may put a creature card from your hand onto the battlefield.
Elixir of Improbability5
Artifact - Potion [RARE]
Evoke 3GU(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Elixir of Improbability is put into a graveyard from the battlefield, you may activate an ability of target permanent without paying its activation cost. (If it has X in its activation cost, X is 0.)
These are based off of my earlier common Potion cycle, here.
I also plan for one final, mythic rare Potion, which I may post later in the thread.
I realize that these three are a little bit more "out there", so comments and criticisms are greatly desired.
Nice! I like the effects.
Wonder Unguent is something that I've never really seen before... I do agree that activating an ability of a creature or artifact would be cooler.
None of these effects seem particularily thrilling on a Potion.
What would be more thrilling?
The one I'm least excited about is Monster Vial (I like the ability, but I agree that it might fit better on a non-Potion card), but I don't want the effect to be:
A creature token dump.
A removal effect.
I'm very interested in hearing other possible :symr::symg: effects that would fit here.
[EDIT]: As for "artifact or creature" on Wonder Unguent, my reasoning was purely to avoid the 2-card insta-win combo with Door to Nothingness. But, since there very well may be other creature / land combos that I'm missing, I may just have to fix this by raising the mana / Evoke costs, or something.
I'm just going to go over all of them with a suggestion for a twist.
Time in a Bottle3
Artifact - Potion [RARE]
Evoke 1UR(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Time in a Bottle is put into a graveyard from the battlefield, sacrifice an artifact. If you do, take an extra turn after this one. Otherwise draw a card.
Ferocity Vial4
Artifact - Potion [RARE]
Evoke 2RG(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Time in a Bottle is put into a graveyard from the battlefield, sacrifice an artifact. If you do, creatures you control get +3/+3 and gain trample until end of turn. Otherwise draw a card.
Specimen Jar5
Artifact - Potion [RARE]
Evoke 3GU(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Time in a Bottle is put into a graveyard from the battlefield, sacrifice an artifact. If you do, put a creature card from your hand onto the battlefield. Otherwise draw a card.
I could see you having a problem with Overrun after having Giant Growth at common, but I wasn't sure how broad your definition of removal is. Fallow Earth?
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
I could see you having a problem with Overrun after having Giant Growth at common, but I wasn't sure how broad your definition of removal is. Fallow Earth?
My common one's actually a life-gainer, so yours doesn't conflict with it. As for removal, I need to leave something for the blue, red, and green cards to do.
And then, the other reason for me not wanting it to be a removal card is the mythic Potion:
I misremembered apparently - it was Piar's riff that emulated Giant Growth. Everything's fine then.
---
I expected the mythic to be three-colored, but I cannot say I don't like it.
Being able to activate it one turn later with at least eight mana floating is a huge benefit though. The legendary... well... who cares? It's kinda arbitrary.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Artifact - Potion [RARE]
Evoke 1UR (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Time in a Bottle is put into a graveyard from the battlefield, you take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Artifact - Potion [RARE]
Evoke 2RG (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Savage Concoction is put into a graveyard from the battlefield, you may put a creature card from your hand onto the battlefield.
Artifact - Potion [RARE]
Evoke 3GU (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Elixir of Improbability is put into a graveyard from the battlefield, you may activate an ability of target permanent without paying its activation cost. (If it has X in its activation cost, X is 0.)
I also plan for one final, mythic rare Potion, which I may post later in the thread.
I realize that these three are a little bit more "out there", so comments and criticisms are greatly desired.
[EDIT]: Updated some names and mechanics.
Considering the set you probably want an ability of an artifact or a creature.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Wonder Unguent is something that I've never really seen before... I do agree that activating an ability of a creature or artifact would be cooler.
• Recent Card Ideas • My Drawings at DeviantArt
What would be more thrilling?
The one I'm least excited about is Monster Vial (I like the ability, but I agree that it might fit better on a non-Potion card), but I don't want the effect to be:
[EDIT]: As for "artifact or creature" on Wonder Unguent, my reasoning was purely to avoid the 2-card insta-win combo with Door to Nothingness. But, since there very well may be other creature / land combos that I'm missing, I may just have to fix this by raising the mana / Evoke costs, or something.
Door to Nothingness is itself a one-card insta-win combo. I don't think you need to worry about it.
Artifact - Potion [RARE]
Evoke 1UR (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Time in a Bottle is put into a graveyard from the battlefield, sacrifice an artifact. If you do, take an extra turn after this one. Otherwise draw a card.
Artifact - Potion [RARE]
Evoke 2RG (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Time in a Bottle is put into a graveyard from the battlefield, sacrifice an artifact. If you do, creatures you control get +3/+3 and gain trample until end of turn. Otherwise draw a card.
Artifact - Potion [RARE]
Evoke 3GU (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
When Time in a Bottle is put into a graveyard from the battlefield, sacrifice an artifact. If you do, put a creature card from your hand onto the battlefield. Otherwise draw a card.
I could see you having a problem with Overrun after having Giant Growth at common, but I wasn't sure how broad your definition of removal is. Fallow Earth?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
My common one's actually a life-gainer, so yours doesn't conflict with it. As for removal, I need to leave something for the blue, red, and green cards to do.
And then, the other reason for me not wanting it to be a removal card is the mythic Potion:
Legendary Artifact - Potion [MR]
Evoke 2RRRR (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
Apocalypse Serum can't be countered.
When Apocalypse Serum is put into a graveyard from the battlefield, destroy all artifacts, creatures, and lands. They can't be regenerated.
I misremembered apparently - it was Piar's riff that emulated Giant Growth. Everything's fine then.
---
I expected the mythic to be three-colored, but I cannot say I don't like it.
Being able to activate it one turn later with at least eight mana floating is a huge benefit though. The legendary... well... who cares? It's kinda arbitrary.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
It's mostly just for flavor. I mean, it's basically a legendary sorcery. I can't not do one, if given the opportunity (let's not talk about epic).
My rarity philosophy is that mythic rares should be legendary (or planeswalkers) whenever possible, and that rares should not be.
So, whether or not the legendary has any particular effect, I like it just for the vibe. It's my inner Timmy acting out.