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Post by Arcades Sabboth on Jun 8, 2004 20:37:09 GMT -6
Lifestream
Casting Cost: 4 Artifact
All infuse costs are reduced by 1. Lifestream cannot lower infuse costs to less than 1.
Volrath realized that he needed a more efficient way of using peoples' souls.
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Post by Maraxus of Keld on Jun 8, 2004 23:39:55 GMT -6
They say imitation is the greatest form of flattery, so I'm going to assume you like Infuse as well. Bloodform Shade Casting cost: 2 Creature - Shade Power/Toughness: 0/0 Infuse 6 (When Bloodform Shade comes into play, you may pay up to 6 life. Put that many +1/+1 counters on Bloodform Shade). Swampwalk Pay 1 life: Put a +1/+1 counter on Bloodform Shade.
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Post by Maraxus of Keld on Jun 8, 2004 23:45:33 GMT -6
Blood Magus Casting cost: 4 Creature - Wizard Power/Toughness: 0/0 Infuse X (When Blood Magus comes into play, you may pay X life. Put that many +1/+1 counters on Blood Magus). Remove a +1/+1 counter from Blood Magus: Blood Magus deals 1 damage to target creature or player.
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Post by Arcades Sabboth on Jun 9, 2004 2:13:29 GMT -6
blood magus should come into play tapped, otherwise, it will just end up like hatred
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Post by Arcades Sabboth on Jun 9, 2004 2:16:32 GMT -6
Bloodform Vampire Casting Cost: 4 Creature - Vampire Infuse 7 When Bloodform Vampire comes into play, sacrifice any number of creatures. Add a +1/+1 counter to Bloodform Vampire for each creature sacrificed this way. 0/0
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Post by Arcades Sabboth on Jun 9, 2004 2:20:21 GMT -6
Earthforged Elf Casting cost: 1 Creature - Elf Infuse 2 : add to your mana pool 0/0 "Not another one" -Thangarth
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Post by Maraxus of Keld on Jun 9, 2004 2:29:17 GMT -6
blood magus should come into play tapped, otherwise, it will just end up like hatredIts ability doesn't tap to activate, so coming in tapped wouldn't do anything. And yeah, that's kinda the point, but there are plenty of ways to prevent that damage. However, I think Blood Magus is undercosted at 2 now that I look at it, so I'm going to adjust the cost.
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Post by Arcades Sabboth on Jun 9, 2004 13:09:25 GMT -6
thats better
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Post by Arcades Sabboth on Jun 9, 2004 13:12:12 GMT -6
Lightshaped Angel Casting Cost: 2 Infuse 5 Flying, Attacking doesn't cause Lightshaped Angel to tap : prevent 3 damage from any source. 0/0
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Post by Arcades Sabboth on Jun 9, 2004 20:17:50 GMT -6
you know, this is the first thread that ive had more post than maraxus.
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Post by Arcades Sabboth on Jun 9, 2004 20:21:05 GMT -6
Lightshaped Soldier Casting cost: 1 Summon creature - Soldier Infuse 6 All soldiers Gain +1/+1 and Plainswalk -4/-4
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Post by Maraxus of Keld on Jun 9, 2004 22:54:26 GMT -6
When I designed Infuse, I intended it to be mostly for black creatures, as paying life for effects is black's style moreso than other colors. I would certainly not give Infuse to white creatures, as white can gain back the life far too easily, making Infused creatures (remember, paying life so the mana cost can be lower) easy to recover from and probably overbalanced. I would also be hesitant to make green Infused creatures for the same reason. Just my 2 cents.
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thekadar81
Cleric
"Hear hoofbeats; expect horses, not zebras." - Robert A. Heinlein
Posts: 110
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Post by thekadar81 on Jun 10, 2004 23:26:33 GMT -6
Triage Surgeon 2 Creature - Cleric 1/1 Infuse 3 Remove a +1/+1 counter from Triage Surgeon: Gain 2 life "He may not look like it now, but he'll live"
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thekadar81
Cleric
"Hear hoofbeats; expect horses, not zebras." - Robert A. Heinlein
Posts: 110
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Post by thekadar81 on Jun 10, 2004 23:34:30 GMT -6
Infused Lightning Creature - Elemental 0/0 Infuse 5 Double Strike Haste Sacrifice Infused Lightning at the end of your turn
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Post by Maraxus of Keld on Jun 11, 2004 1:29:35 GMT -6
Infused Lightning Creature - Elemental 0/0 Infuse 5 Double Strike Haste Sacrifice Infused Lightning at the end of your turn Wow. Who needs Ball Lightning when you can pay 5 life to deal 10 damage?
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