[@1Charak2] 1) Damn. I didn't think about that. I think that if a player wants to summon/cast three or more creatures in a post, they must have summoned/casted two nothing for two less than that previous posts, started the battle within the past three posts, or cast a draw spell, which will increase the number of cards they can play by the amount they draw minus the number they discard (if any). I explained that pretty badly, so if anyone needs a better explanation, ask me, I'll give it another go. 2) Extra turn cards could be described as something like a slow time spell. You could say that everything else seemed to slow down for the player (and his creatures, etc.), but to those not affected by the spell, they seem it speed up. 3) Mass destruction can be described like anything that, ugh, destroys a lot. An ad-hoc description for the card you showed could be "A storm forms overhead. Thunder cracks in the distance. Suddenly, a vicious bolt of lightning blasts (non-token creature A). This happens again and again, killing indiscriminately, until only (token creature X), (token creature Y) and (token creature Z) are left, then the storm clears." Just because a mage casts a spell doesn't necessarily mean that they have control of it afterwards. 4) Creatures are effectively semi-permanent mana constructs. They only look like humans etc. because mages need to think quickly in battle and when there's inspiration for dangerous things everywhere, why come up with something new and not necessarily more or even as effective? [hr] [@PrivateVentures] 1) (I assume you mean +1/+1 counters? I suppose this could be adapted for most kinds of counters anyway.) Just describe the creature getting stronger. The demon's fangs growing and sharpening, the fires in his eyes growing brighter, yet colder, and the slow, terrible grin that comes across his face. 2) Enchanted items would work like artifact spells, but these would be semi-permanent mana constructs, like creatures. For a more lasting item, also yes, little is mentioned in the lore, as ar as I'm aware. I'll allow it, but because of the magical investment required to craft them, should they be broken the mage will suffer a penalty for a period of time (both of which could of different severities, based on the power of the enchantment). Warning: items are no more durable when enchanted, and because of this decision there will be no "really hard to break" enchantment, though I could possibly see a temporary spell for the same effect (keyword: temporary).