Okay, so I came up with all of these while valentines shopping, and seeing as how I'm no good at art, I'm not going to make template cards.
This would be a new type of card, representing the realms the different elements come from. Each player could only play 1 plane at a time, and if either player plays a new plane, the first is destroyed
The flavour is that you bring part of the elemental plane to the material, it's effects washing over all the non-natives. They're supposed to be balanced with a good effect and a bad effect, let me know what you think. Also not sure about costs.
My idea for these is that you'd win them by beating 5 false gods, a new quest.
Here they are!
all planes would cost 6 of their element
Plane of Aether, All aether creatures become immaterial and receive
+0/+1 -1/+1 (Why would a spark die so easily in it's home realm?)
Plane of Air, All non-air creatures have there damage halved. (can't maneuver so well when it's your first time flying)
Plane of Darkness,
All dark creatures without an ability gain vampire Darkness creatures cannot be target by spells.
Plane of Death, All non-death creatures come into play with 1 poison, all non-death creatures spawn a skeleton when they die * this would be under the control of the player who's creature just died
Plane of Earth, All non-earth creatures come into play burrowed, and must pay
1 to unburrow 2 random quanta
Plane of Entropy, All creatures mutate when played ((abomination, mutant or death))
Plane of Fire, All non-fire creatures take one damage each time they use an ability, all non-fire permanents cost 1 more ((except pillars))
Plane of Gravity, all non-gravity creatures take one extra damage from spells and effects, all gravity creatures gain momentum
Plane of Life, All non-life creatures gain -1/+1
Plane of Light, All spells are reflected
Plane of time, All creatures may use their abilities
twice the turn they are summoned the turn they are summoned
Plane of Water, all creatures come into play frozen * for 3 turns
Well, that's it, if you have any better ideas, or input, or just questions, let me know
Upgrades~!
Planar Shifts are 6 of their element
Planar Shift Aether: All aether creatures are immortal, and receive
+1/+2 -1/+2
Planar Shift Air: All non-air creatures have their life and damage halved ((hard to breath in the thin air))
Planar Shift Darkness:
All darkness creatures without abilities gain Vampire and +1/+1 Darkness creatures may not be target by spells or effects.
Planar Shift Earth: All non-earth creatures come into play Burrowed, and must pay
to unburrow4 random quanta to unburrow
Planar Shift Entropy: All creatures Mutate each turn. ((abomination, mutant or dead)
Planar Shift Fire: All non-fire creatures take
1 damage each time they use an ability, all non-plane permanents are destroyed at the end of your turn. 2 damage each time they use an ability, non-fire permanents cost 1 more ((except pillars)
Planar Shift Gravity: All non-gravity creatures take one extra damage from spells and effects, all gravity creatures gain momentum and +1/+1
Planar Shift Life: All non-life creatures gain -2/+2
Planar Shift Light: All spells are reflected, players heal 1 life for each light creature they play.
Planar Shift Time:
All time creatures may use their abilites twice the turn they are summoned All creatures may use their ability the turn they are summoned, all time creatures cost
less
Planar Shift Water: All
non-water creatures come into play frozen for
2 turns. four turns
Warning, before posting about power level, keep in mind that these cards are /meant/ to be more powerful than other cards, this is why you will only ever have one, and one would destroy another.