This is plain brutal. You stop your opponent from attacking at ALL as long as you have the mana (since the combat damage will be nulled and all their creatures will be tapped for 2 turns), so I think it should cost even more. Just my thoughts though, someone may digress.
Landwalk supporter?
Worldtwister5GG
Creature - Elemental Beast (R)
Forestwalk
When Worldtwister enters the battlefield, two target players exchange control of all lands they control. Too lazy to walk to the shores to wash itself, it drags the shore inland instead.
7/7
So in short, by giving away your lands to your opponent, your forestwalkers (including this later) will be able to start attacking unblocked. What do you think?
So, a 7/7 unblockable that prevents 2 players from casting spells unless they are playing each other's colors. Make this card only swap 1 or 2 lands so players can still play stuff.
Phyrexian Shepard :1mana::symw::symw:
Creature - Cleric {R}
Infect
Creatures with counters on them can't attack or block.
1/3
It's hard to tell with guys like this, but I feel like it should be expressly -1/-1 counters or he should cost in the 4-5 mana range (with an appropriate body): I think it's great, just needs tweaking to be perfected.
It does make me think of a card I wish I had for a specific deck:
Twisted Stranomancer :2mana::symr::symb::symbr: (M)
Creature- Vampire Shaman
Wither, persist, haste.
Whenever a creature you control dies, you may gain three life if it had a counter on it.
Whenever a creature an opponent controls dies, you may have that creature's controller lose three life if it had a counter on it. "An evolutionary response to his own blatant blighting, it can feed on both the strength of others as well as the pestilence it spreads." -Teroza's obvious study notes
4/2
Teroza Veg'Ra, Druidic Archmage :4mana::symg::symu::symug:
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
I love the flavor of the card and it shouldn't be a problem power wise.
Samel, Father of DustWUBRG
Legendary Creature -Sand (M)
Haste, trample
When Samel, Father of Dust deals combat damage to a player put 1/1 colorless sand creature tokens into play equal to the damage it dealt.
Sacrifice a sand: Samel gets +2/+2 until end of turn.
3/3
I love the flavor of the card and it shouldn't be a problem power wise.
Samel, Father of DustWUBRG
Legendary Creature -Sand (M)
Haste, trample
When Samel, Father of Dust deals combat damage to a player put 1/1 colorless sand creature tokens into play equal to the damage it dealt.
Sacrifice a sand: Samel gets +2/+2 until end of turn.
3/3
I think it should be Sand Elemental for Samel and his token's creature types, and that the pump should be +1/+1 (one power for each grain of sand (the tokens)). Other than that, good design.
Fog for Blue:
Haze of Mentality 1U
Instant-Common
Prevent all combat damage that would be dealt this turn. Each attacking player puts X cards from the top of their libraries into their graveyards, where X is equal to the amount of damage prevented by ~.
What do you think? Is it to wordy, or would it work better with a black mana symbol?
Countermagic is the smell before rain, the sun on the horizon and the chocolate chips in my mint chocolate chip ice cream. It's the first time I saw a woman naked and the first time I smelled perfume. It's that feeling you get when you know you're right.
But most of all; it's the feeling of playing Magic
Cool. This card seems fine as is. I would actually like to see this in Dark Ascention.
Tunnel Wurm :3mana::symg::symg::symg:
Creature - Wurm (R)
Other Creatures you control have ":symg:, Return this creature to it's owner's hand: Add mana to your mana pool equal to this creature's mana cost. Play this ability only as a sorcery."
4/4
Potentially abusive, but then again, this is a late-game creature, and it's only for support, so I guess it's fine, not to mention that it doesn't help Evoke, thus limiting its brokenness. In the event that this can still be busted open, maybe replace the mana activation with tapping.
Next
Winterstorm Defenses3WW
Snow Enchantment (R)
Cumulative Upkeep - 2
Creatures with converted mana cost X or less can't attack you or planeswalkers you control, where X is the number of age counters on Winterstorm Defenses. When the blizzard grows thick, hostility grows thin.
So, by merely dropping this you can stop token decks cold (he he). Plus, if you can manage to keep up the quickly-rising CU, you can stop many people from attacking you. What say you?
EDIT:
Winterstorm Defenses1WW
Snow Enchantment (R)
Cumulative Upkeep - 2
Creatures with converted mana cost X or less can't attack you or planeswalkers you control, where X is the number of age counters on Winterstorm Defenses. When the blizzard grows thick, hostility grows thin.
No. First off, it's worded incorrectly. Second, it sucks in the deck you want it to. Third, it's OP in every deck with any discard effects at all that can afford the 1 mana.
Also, you need to rate the card above you.
Glorious Genesis :symr::symr::symu::symu::symu::symg::symg:
Sorcery (R)
Instant and sorcery spells in your graveyard gain Flashback until end of turn.
..... Well, the fact that it doesn't help itself helps it to become slightly less broken, but late-game, the many many instant and sorceries you can flashback for free can be rather destructive. But then again, the cost of this card by itself is already horrendous, so I have a feeling you can get away with it.
In the wake of some spoiled cards in the Rumor Mill, I present you this removal.
Muscle Burst2BR
Sorcery (U)
Put a +1/+1 counter on target creature, then destroy it. Muscle Burst deals damage equal to that creature's power to that creature's controller. The bigger the body, the messier the splattered sinews will be.
Yeah, it's just to counter that one mechanic. What say you?
Tried to make a card for the new keyword (rumor mill spoilers ahead)
Morbid
Thirsty Vampire 1B
Creature-Vampire Rogue
At the beginning of your upkeep put a -1/-1 counter on ~
Morbid: Remove a -1/-1 counter from thirsty vampire and gains flying until EOT
5/5
Been ages since I played magic so I have no idea if this is fast or slow for this format but what do people think?
Private Mod Note
():
Rollback Post to RevisionRollBack
If I am not posting in the custom card creation forum something has gone horribely wrong.
PlayMoreRemoval I am a newbie, and I apologize that I climb with my opinion, but I think it would be better like this:
At the beginning of your end step put a -1/-1 counter on ~
Morbid:At the beginning of your upkeep, if creature dies at last turn remove a -1/-1 counter from Thirsty Vampire and it gains flying until EOT
That's pretty OP, as it is a 5/5 on turn 2. Who cares if it withers over time. A couple of these and you essentially won the game.
Commanding Genesis :symw::symw::symr::symr::symr::symu::symu:
Sorcery {R}
Target opponent gains control of up to 3 target permanents you control. For each permanent that opponent gained control of in this way, gain control of target permanent that player controls.
A Trix overkill, huh? Not to mention that you can also steal, in other words, exchanging things. Up to six permanents being moved around seems fine, but I worry that it may still be too much. More research is required.
Repost.
Muscle Burst2BR
Sorcery (U)
Put a +1/+1 counter on target creature, then destroy it. Muscle Burst deals damage equal to that creature's power to that creature's controller. The bigger the body, the messier the splattered sinews will be.
@Magac Muscle Burst, well if you're aware that its already an existing MTG card, disregard this comment regarding the name.
Comment regarding the effect
Muscle Burst destructive effect should trigger at the beginning of the end step, since the boost effect won't even matter this way. The card can be reworded as "Destroy target creature. Muscle Burst deals damage equal to that creature's power plus 1 to that creature's controller." that would make Muscle Burst naming pointless.
-------------- Entry without Consent :1mana::symb::symr:
Sorcery (U)
Black and red creatures you control gets +2/+0 and gains intimidate until end of turn.
The snake is still too much, I think. It should cost 3 with all those landwalks and cantrip on...
The Phyrexian Traitor needs to cost 3 at least, considering that it's Tatterkite minus flying but can't be killed by spot removal. And like the kite, it can block infect like there's no tomorrow.
An odd direction for Battlemages.
Wildblade Battlemage2W
Creature - Human Wizard (U) R, T: Target creature gets first strike until end of turn. G, T: Target creature gets trample until end of turn.
2/2
What do you think? I'll try to be more creative later, but see what you say here first.
Ten cards and no max hand size seem a bit much: I'd say 7 but that's me.
Vampire of Doom :1mana::symb::symb: (R)
Creature- Vampire Warrior
Haste.
Sacrifice a creature: Remove a +1/+1 counter from ~. If you do ~ gets +2/+2 until end of turn.
Undying
2/1
Private Mod Note
():
Rollback Post to RevisionRollBack
Teroza Veg'Ra, Druidic Archmage :4mana::symg::symu::symug:
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Holy crap, this is GOOD. It can attack for 2 thr first time, and when it dies, it can attack for 3, or attack for 2 again then smack people again. OUCH. At least it can't do an infinite by itself since if it were to sac itself when it has a counter, it will die for good. Damn, this card is GOOD.
I just had an idea on how my new battlemages will work. Let's try this example:
Sunthorn Battlemage2U
Creature - Human Wizard (U) G, T: Untap target creature. W, T: Target creature gets +0/+2 until end of turn.
2/2
What about this one? The idea is that I try to make the enemy color ability something that the battlemage's own color can do (in my last case, first strike, in here, untapping creature), but the allied color ability something that it can't do (trample last time and pure toughness boost here). What do you think?
Seems intriguing! I think a toughness boost that small, for one white mana and a tap, is a bit negligible. If it was bigger (say, to jump out of Lightning Bolt and Giant Growth territory), it'd be better. I think you could have made it gain life, even (as blue is a fan of the stall, but doesn't normally gain life.)
Also, to be frank, I don't like the name. It doesn't feel like it includes enough; perhaps "Puresky"? Very fitting of the colors.
I'm gonna make up my own battlemage, too; they are fun!
Ichorheart Battlemage :2mana::symb:
Creature - Human Wizard
:symw:, :symtap:: Target creature gains lifelink until end of turn.
:symu:, :symtap:: Target creature gains shroud until end of turn.
2/2
Private Mod Note
():
Rollback Post to RevisionRollBack
Known as Inanimate at Goblin Artisans, and TyrRev at /r/custommagic!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
@Turbo: Interesting concept, but perhaps hexproof would be a better option for the U,T ability? If you have untap shenanigans that you can use and want to gain multiple effects with Ichorheart Battlemage then hexproof would be much better.
Going to try something different other than a battlemage...
Book of Fabled Creatures3
Artifact ,T : Add a page counter to Book of Fabled Creatures.
Remove four counters: Search your library for a creature with a mana cost of seven or more, then put that card onto the battlefield under your control.
(I was gonna use hexproof, but that color combination don't normally get it. Hexproof is :symug:. Besides, I was trying to stay flavorfully near Alara, which didn't have hexproof.)
Private Mod Note
():
Rollback Post to RevisionRollBack
Known as Inanimate at Goblin Artisans, and TyrRev at /r/custommagic!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Seems like it would be a fun rare that could be built around. Not too powerful, but not too weak.
An old card of mine that I still can't word right.
Goblin Commander
Creature - Goblin Soldier {R}
You may treat yourself as an opponent for the effects of spells and abilities you control.
1/1 He's his own worst enemy.
An old card of mine that I still can't word right.
Goblin Commander
Creature - Goblin Soldier {R}
You may treat yourself as an opponent for the effects of spells and abilities you control.
1/1 He's his own worst enemy.
Not 100% sure what you are trying to do with this. Would you want something like "whenever your opponent casts a spell reverse the spell and act as if you caste it." or something like that?
I might be going in the complete wrong direction with this. ^^
My idea.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Landwalk supporter?
Worldtwister 5GG
Creature - Elemental Beast (R)
Forestwalk
When Worldtwister enters the battlefield, two target players exchange control of all lands they control.
Too lazy to walk to the shores to wash itself, it drags the shore inland instead.
7/7
So in short, by giving away your lands to your opponent, your forestwalkers (including this later) will be able to start attacking unblocked. What do you think?
Phyrexian Shepard :1mana::symw::symw:
Creature - Cleric {R}
Infect
Creatures with counters on them can't attack or block.
1/3
Credit to Maelstrom Graphics for the sig.
It does make me think of a card I wish I had for a specific deck:
Twisted Stranomancer :2mana::symr::symb::symbr: (M)
Creature- Vampire Shaman
Wither, persist, haste.
Whenever a creature you control dies, you may gain three life if it had a counter on it.
Whenever a creature an opponent controls dies, you may have that creature's controller lose three life if it had a counter on it.
"An evolutionary response to his own blatant blighting, it can feed on both the strength of others as well as the pestilence it spreads." -Teroza's obvious study notes
4/2
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Samel, Father of DustWUBRG
Legendary Creature -Sand (M)
Haste, trample
When Samel, Father of Dust deals combat damage to a player put 1/1 colorless sand creature tokens into play equal to the damage it dealt.
Sacrifice a sand: Samel gets +2/+2 until end of turn.
3/3
I think it should be Sand Elemental for Samel and his token's creature types, and that the pump should be +1/+1 (one power for each grain of sand (the tokens)). Other than that, good design.
Fog for Blue:
Haze of Mentality 1U
Instant-Common
Prevent all combat damage that would be dealt this turn. Each attacking player puts X cards from the top of their libraries into their graveyards, where X is equal to the amount of damage prevented by ~.
What do you think? Is it to wordy, or would it work better with a black mana symbol?
Tunnel Wurm :3mana::symg::symg::symg:
Creature - Wurm (R)
Other Creatures you control have ":symg:, Return this creature to it's owner's hand: Add mana to your mana pool equal to this creature's mana cost. Play this ability only as a sorcery."
4/4
Credit to Maelstrom Graphics for the sig.
Next
Winterstorm Defenses 3WW
Snow Enchantment (R)
Cumulative Upkeep - 2
Creatures with converted mana cost X or less can't attack you or planeswalkers you control, where X is the number of age counters on Winterstorm Defenses.
When the blizzard grows thick, hostility grows thin.
So, by merely dropping this you can stop token decks cold (he he). Plus, if you can manage to keep up the quickly-rising CU, you can stop many people from attacking you. What say you?
EDIT:
Winterstorm Defenses 1WW
Snow Enchantment (R)
Cumulative Upkeep - 2
Creatures with converted mana cost X or less can't attack you or planeswalkers you control, where X is the number of age counters on Winterstorm Defenses.
When the blizzard grows thick, hostility grows thin.
Wedge 'Ultimatum'
Glorious Genesis :symr::symr::symu::symu::symu::symg::symg:
Sorcery (R)
Instant and sorcery spells in your graveyard gain Flashback until end of turn.
Credit to Maelstrom Graphics for the sig.
Also, you need to rate the card above you.
Glorious Genesis :symr::symr::symu::symu::symu::symg::symg:
Sorcery (R)
Instant and sorcery spells in your graveyard gain Flashback until end of turn.
Credit to Maelstrom Graphics for the sig.
In the wake of some spoiled cards in the Rumor Mill, I present you this removal.
Muscle Burst 2BR
Sorcery (U)
Put a +1/+1 counter on target creature, then destroy it. Muscle Burst deals damage equal to that creature's power to that creature's controller.
The bigger the body, the messier the splattered sinews will be.
Yeah, it's just to counter that one mechanic. What say you?
Thirsty Vampire
1B
Creature-Vampire Rogue
At the beginning of your upkeep put a -1/-1 counter on ~
Morbid: Remove a -1/-1 counter from thirsty vampire and gains flying until EOT
5/5
My alterations - http://mixowiarts.blogspot.ru/
Commanding Genesis :symw::symw::symr::symr::symr::symu::symu:
Sorcery {R}
Target opponent gains control of up to 3 target permanents you control. For each permanent that opponent gained control of in this way, gain control of target permanent that player controls.
Credit to Maelstrom Graphics for the sig.
Repost.
Muscle Burst 2BR
Sorcery (U)
Put a +1/+1 counter on target creature, then destroy it. Muscle Burst deals damage equal to that creature's power to that creature's controller.
The bigger the body, the messier the splattered sinews will be.
Muscle Burst, well if you're aware that its already an existing MTG card, disregard this comment regarding the name.
Comment regarding the effect
Muscle Burst destructive effect should trigger at the beginning of the end step, since the boost effect won't even matter this way. The card can be reworded as "Destroy target creature. Muscle Burst deals damage equal to that creature's power plus 1 to that creature's controller." that would make Muscle Burst naming pointless.
--------------
Entry without Consent :1mana::symb::symr:
Sorcery (U)
Black and red creatures you control gets +2/+0 and gains intimidate until end of turn.
Any thoughts??? It's a total vothos creation, and my EDH group let me use it...
leopard
The Phyrexian Traitor needs to cost 3 at least, considering that it's Tatterkite minus flying but can't be killed by spot removal. And like the kite, it can block infect like there's no tomorrow.
An odd direction for Battlemages.
Wildblade Battlemage 2W
Creature - Human Wizard (U)
R, T: Target creature gets first strike until end of turn.
G, T: Target creature gets trample until end of turn.
2/2
What do you think? I'll try to be more creative later, but see what you say here first.
Erudent Genesis :symu::symu::symg::symg::symg::symb::symb:
Sorcery {R}
Draw 10 cards
For the rest of the game, you have no maximum hand size.
Credit to Maelstrom Graphics for the sig.
Vampire of Doom :1mana::symb::symb: (R)
Creature- Vampire Warrior
Haste.
Sacrifice a creature: Remove a +1/+1 counter from ~. If you do ~ gets +2/+2 until end of turn.
Undying
2/1
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
I just had an idea on how my new battlemages will work. Let's try this example:
Sunthorn Battlemage 2U
Creature - Human Wizard (U)
G, T: Untap target creature.
W, T: Target creature gets +0/+2 until end of turn.
2/2
What about this one? The idea is that I try to make the enemy color ability something that the battlemage's own color can do (in my last case, first strike, in here, untapping creature), but the allied color ability something that it can't do (trample last time and pure toughness boost here). What do you think?
Also, to be frank, I don't like the name. It doesn't feel like it includes enough; perhaps "Puresky"? Very fitting of the colors.
I'm gonna make up my own battlemage, too; they are fun!
Ichorheart Battlemage :2mana::symb:
Creature - Human Wizard
:symw:, :symtap:: Target creature gains lifelink until end of turn.
:symu:, :symtap:: Target creature gains shroud until end of turn.
2/2
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Going to try something different other than a battlemage...
Book of Fabled Creatures 3
Artifact
,T : Add a page counter to Book of Fabled Creatures.
Remove four counters: Search your library for a creature with a mana cost of seven or more, then put that card onto the battlefield under your control.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
An old card of mine that I still can't word right.
Goblin Commander
Creature - Goblin Soldier {R}
You may treat yourself as an opponent for the effects of spells and abilities you control.
1/1
He's his own worst enemy.
Credit to Maelstrom Graphics for the sig.
Not 100% sure what you are trying to do with this. Would you want something like "whenever your opponent casts a spell reverse the spell and act as if you caste it." or something like that?
I might be going in the complete wrong direction with this. ^^
My idea.