Use this thread to post any ideas you had for creature abilities, be they active or passive.
Achromatic: This creature's element matches your mark. It costs the element of your mark to play.
Degrade: This creature deals damage by lowering your maximum HP.
Last Stand: If this creature would die, destroy a creature your opponent controls
Recall: At the beginning of your turn, this creature returns to your hand.
Martyrdom: This creature loses one life each time it attacks.
Coward: This creature cannot die as long as a creature with more defense power is on your side of the field. All damage that would be dealt to it is instead dealt to the creature with higher attack power.
Battle Ready: This creature may use it's ability the turn it's played.
Armor: Creatures with Armor have incoming damage reduced by X per source, just like a shield for a player. (Grav, Earth, Light)
Perish: Permanents with Perish trigger whenever a creature (on either player's side) dies. (Fire, Death, Entropy)
Energy: Permanents with Energy can have their activated abilities used twice each turn. (Air, Aether, Life)
Flicker: Creatures upon which Flicker is activated become immaterial for the duration of the opponent's next turn. (Water, Dark, Time)
Aggressive: +2/-2 on itself each turn.
Defensive: -2/+2 on itself each turn.
Suspend: Suspend the target in a time bubble for 2 turns
Blood Spikes: every succesful hit this creature earns +2/-1
Grow: copy this creature every turn, drains 1
per creature
Ninja: immune to enemy spells.
Cloaking: Creature cannot be targeted by opponent for 2 turns, if you target this monster it will lose cloaking. When cloaking disappear creature can't use cloaking this turn.
Forge: This creature becomes the weapon in your weapon slot. Destroy the weapon in your weapon slot.
Splash: Deal 6 damage to a fire creature.
Architect: Selected Permanent becomes immaterial
Run Away: If this creature has 1hp at the end of your turn its returned to your hand.
Lucky Shot: Flip the coin if heads the attack is doubled if tails it misses
Sure Shot: Will hit through any shield that could make you miss.
Soul Steal: Absorb adjacent monsters atk/hp (this would cost quantum)
Chaotic: Randomly adjusts this creatures atk/hp at the end of your turn that equals the sum of its original atk/hp
Time Loop: Creature attacks twice but could end up in a time bubble for 1 turn (50% chance?)
Trickery: Lure a creature to your side with an attack lower than this creature (for low atk creatures only)
Stomp: An opponents creature with 1 hp is destroyed whenever this creature attacks successfully.
Swamp: Creatures adjacent to this creature cannot use activated abilities.
War Drum: All creatures gain attack equal to half there hp, but are destroyed at the end of turn.
Protection: Prevents one source of damage to itself once per turn.
sneaker: your opponent can see the creature one turn after played
leader: the card gives each card on your site +1/+1
What do you think?