Feel free to make further suggestions to improve upon the idea. Each card is meant to be very powerful, which is why they must be earned on a relatively difficult quest. On top of that, you can only have one in your deck, so they have their downside in a non mono-deck, and on top of that they are destroyed by playing another Plane or Planar shift, and can even be stolen or have conflagration used on them.
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There aren't many aether creatures that aren't immaterial, and it makes sense to turn them all immaterial in their home realm
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I was working on an idea opposite of dive, it was either this, or double the attack power of all flying creatures.
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This one obviously needs tweaking then, I just couldn't come up with anything other then giving them a 50% chance to ignore spells, and that seemed to close to
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There's no reason why being summoned into a new plane of existence would give you time to defend yourself, and creatures who were already on the field are unaffected by this, though it would also effect /your/ new summoned creatures. The skeleton that is created likewise goes onto the field of the controller who's card died, and would not be poisoned.
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While I agree that it would be difficult to unburrow the creatures in a non
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deck, that's sort of the point. If you come into a world where digging is the only way to move around, and you don't know the first thing about it, you're screwed.
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Again, this card effects your creatures as well, essentially forcing the use of a rainbow deck if the player wants to be able to use the card effectively, and even then, you never know what you're going to get.
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I agree in retrospect, but my idea of having them take damage (or have say 3 turns before they die) didn't seem to work either. My only other idea was to increase the damage to 2 a turn
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Infection doesn't do any damage, so it wouldn't be affected, and yes, other cards would be better. Sort of the point wouldn't you say? When you're in a world with fluctuating gravity, defending yourself effectively from things like spells and effects is nearly impossible
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admittedly, this was how I had made all the planes, but I wanted to have more strategy in them.
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Again, this would affect both players. I couldn't think of anything for light. All they have is this, and healing.
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Perhaps they should be reversed, or the un-upgraded version could allow you to use your ability twice the first round, but for double the cost, and the upped would just be at normal cost.
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This would freeze your cards as well, water ones too when unupped, it's meant more as a period of recuperation, give you some time before your opponent destroys you while you think of a way around it. There isn't much else I can think of for water.