Following up on my previous post with an adjusted version, thanks to the insights of @jadefirewsn.
The 6 mana warp on the previous one, while a hefty upfront cost, did leave a flash 3/2 with an attached counterspell as a known entity, which would cause some oppressive play patterns, as well as some slowed play patterns, where neither player is incentivized to utilize all their mana, lest the counterspell be imposed or needed.
So this new version reduces Warp by 1, making the cost to warp in and get a second etb, still greater than just casting, but it is lower as no longer will you be able to counter, without casting from hand.
The card making bug has bitten me. I made a bunch of Fortification based cards (started just making fortifications; then started making fortification-related cards). Whoops.
I’m thinking three-color-shards? Two factions strong on casting fortifications/benefitting from having them in play, two strong on removing them/benefitting from opponents having them; and then one neutral-ish one
C is colorless mana, n is a static number, X is X, the rest is pretty self explanatory I think?
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NOMAD ENCAMPMENT, n
Artifact - Fortification
When CARDNAME is placed on the battlefield, attach it to target land you control.
Whenever CARDNAME is attached to a land, put a Population counter on it.
Whenever a land is placed on the battlefield under your control, attach CARDNAME to it.
When you control no lands, sacrifice CARDNAME.
When CARDNAME is placed into a graveyard from the battlefield, create X 0/1 white nomad creature tokens, where X is the number of Population counters on CARDNAME.
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GARDEN PLANTATION, n
Artifact - Fortification
Fortify n.
Fortified land has "T: Add GG, GW, or WW to your mana pool."
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WATCHTOWER, n
Artifact - Fortification
Fortify n.
Fortified land has "T: Create a 1/1 green archer token with reach."
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TRAINING HALL, n
Artifact - Fortification
Fortify n.
If fortified land is a mountain, all creatures you control have haste.
If fortified land is a plains, all creatures you control have first strike.
If fortified land is a forest, all creatures you control have trample.
If fortified land is a swamp, all creatures you control have deathtouch.
If fortified land is a island, all creatures you control have flying.
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BARRICADE, n
Artifact - Fortification
Fortify n.
If fortified land would be put anywhere from the battlefield, instead sacrifice CARDNAME.
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VAULT, n
Artifact - Fortification
Fortify n.
C[/1]: Put a Gold counter on CARDNAME.
Fortified land has "T: choose up to two colors (you must choose at least one). For every gold counter on CARDNAME, add one mana of any chosen color to your mana pool. This mana stays in your mana pool until the end of the current turn. Remove all gold counters from CARDNAME."
If fortified land leaves the battlefield, remove all gold counters from CARDNAME.
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RUNIC WALL, n
Artifact - Fortification
Fortify n.
Fortified land has hexproof.
U/G U/G: Target creature you control gains hexproof until the end of the turn. Activate this ability only if CARDNAME is attached to a land.
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BASTION, n
Artifact - Fortification
Fortify n.
Fortified land has "T[n]: Creatures you control get +0/+1 for each fortification you control until the end of the turn."
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GRAVEYARD GATE, n
Artifact - Fortification
Fortify n.
If CARDNAME is attached to a land, the owner of that land can't cast spells from their graveyard.
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MESSENGER STATION, n
Artifact - Fortification
Fortify n.
As long as CARDNAME is attached to a land, creature tokens you control have "T, sacrifice this token: draw a card."
Fortified land has "T: create a 0/1 blue messenger token with haste."
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[character]'S PALACE, n
Legendary Artifact - Fortification
Fortify n.
While CARDNAME is attached to a land
·White creatures you control have +1/+1.
·Green creatures you control have +1/+0.
·Blue creatures you control have +0/+1.
XW: Gain X life. X can't be higher than the number of creatures you control. Activate this ability only if CARDNAME is attached to a land.
XU: Draw X cards. X can't be higher than the number of creatures you control. Activate this ability only if CARDNAME is attached to a land.
XG: Put a +1/+1 counter on X creatures you control. X can't be higher than the number of creatures you control. Activate this ability only if CARDNAME is attached to a land.
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High Architect [character], nWUG
Legendary Creature - Human Advisor
You may fortify any time you could cast an instant spell.
When you cast CARDNAME, you may search your library for a card called [different]CARDNAME, reveal it, and put it into your hand. If you do, shuffle your library.
[n]WUG: Creatures you control gain [GREEN KEYWORD and BLUE KEYWORD and WHITE KEYWORD] until the end of your turn. Activate this ability only if you control a fortification.
n/n+1
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REPURPOSE, W/U
Instant
As an additional cost for casting CARDNAME, sacrifice an artifact. Return a fortification with converted mana cost equal or lower to that artifact's converted mana cost from your graveyard to the battlefield and attach it to a land.
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faux cards for my different planeswalkers under the cut, sorry if you’re on mobile and it doesn’t work. Any feedback is appreciated, i am not very good at balancing cards.
Theogenos, Champion of Purphoros (couldn’t fit the title in :( )
A Giant from Theros; first planeswalk took him to Ravnica, where he worked alongside the Boros legion for a while, and eventually met his husband. Maybe I should add “if it’s an artifact or enchantment card” to the first effect? But there was no space, soooo.....
Also should maybe drop one R for 1? Originally he was gonna have some sort of artifact destruction but I think I’ll keep that for a mono-colored version I wanna make.
Drustan, Soulhealer
A Giant from Lorwyn, and Theogenos’ husband. His first planeswalk took him to Ravnica as well, where he joined the Selesnya conclave. Should I give the Spirit tokens flying? Or is that too much?
Deranna, Cryomancer
couldn’t fit this on the card but, passive ability: Permanents with ice counters on them are snow.
I’ve actually done a card for her before, this is a slightly updated version I guess? Elven lady from Dominaria, first planeswalk to Kaldheim; and my only pre-mending walker! She was not happy about the thaw OR the mending. If there was a story she’d be, like, a medium tier villain like Dovin or Tezzeret.
Izzuk, Exiled Anarch
A goblin from Jund, first planeswalk to Zendikar. Wanted to give him a coin toss ability but I couldn’t make it work in a way that made sense. Maybe I should bump the -1 to a -2 since otherwise it’s just an objectively better Daretti?
Ylka Avakian
A knight from Benalia! First planeswalk I haven’t actually decided yet, but probably Tarkir (if not Tarkir then Kamigawa or Alara). She sparks during the events of the Time Spiral block so while technically she’s an old walker she doesn’t really learn to use her powers until after the mending. Not sure I quite like her abilities here tbh; I deffinetly want her to work with +x/+x and -x/-x abilities but I’m not sure counters are a great fit. Also yes I realize flanking is an outdated mechanic but listen, we all have our nostalgic biases.
Nothing fancy. Makes a little more sense now, though. I’m not sure if an uncommon rarity works - maybe a rare would be better, but it relies on the set it would be in. This card could be useless or overpowered depending on the situation in which it’s used.
Image source: Unknown, but it shows up on a lot of wallpaper sites, like this.