Extrawhelming Marauder3CC
Creature - Eldrazi (R)
Trample
Whenever a creature you control deals 10 or more combat damage to a player, that player sacrifices five permanents. C: Target Eldrazi creature gets +1/+1 until end of turn. No sane mind prevails against the superiority of the unknown.
5/5
Overkill, mostly, but what do you think?
It's costed fine. The activated ability is interesting, though not something I feel fits a Marauder.
Maybe gaining control of any of the sacrificed permanents if they are colorless would work. That would at least be more Maraudery, come in, break your stuff, and steal what you like.
Bonus(I get bored easily):
~~~
Edit: Made a card for a friend on Disqus:
Front: Ludevic of Ulm1UUU
Legendary Creature - Human Wizard (R)
Whenever you cast an instant or sorcery spell, put an experiment counter on Ludevic of Ulm and then copy that spell. You may choose new targets for the copy.
At the beginning of each end step, if there are 7 or more experiment counters on Ludevic of Ulm transform it. And They thought I was mad...
1/4
Back: Udev of Lm
Legendary Creature - Human Mutant (R)
Whenever an instant or sorcery card is put into your graveyard, exile it face up.
You may cast instant and sorcery spells that are exiled face up, if you do exile that spell face down. ...Agh, Rawr, Spurgh...
4/1
Hmmmm...... Too cheap. I remember there's that artifact card (what's the name again?) which I think is a 7 mana card that copies instant/sorcery spells you cast. This guy's triple blue requirement doesn't excuse 4 cmc, seeing that he's also a creature, so he can do more than just sitting there copying your spell. Of course, if you increase his casting cost, the number of counters required for him to transform can be reduced. As for his transformed self, fine enough, nothing to change there, except maybe beefier body to go with increased cost.
Next
Graf-Eater Monstrosity2B
Creature - Ooze (R) T: Exile target creature card in a graveyard. 4B: Transform Graf-Eater Monstrosity. Each open grave is an invitation for those who dine on the dead.
2/2
////////// Yesterguise Abomination
Creature - Ooze [BLACK]
Yesterguise Abomination's power is equal to the total sum of powers of creature cards exiled by it, and its toughness is equal to the total sum of toughness of creature cards exiled by it. If there is one thing history proves, the greater a figure of the past is, the more impact their return will inflict.
*/*
So if you exile a few dead fatties, the next time this thing transforms, it can easily become a 20/20 or more. Comments?
I like the basic concept of it, just a few suggestions:
1. It would be nice if the trigger for transformation was in some way linked to the concept of the card, rather than just being a mana activation.
2. I don't think you need the qualifier "by it" regarding the P/T of the back side. There are limited options for exiling creatures and I think, if anything, it would be fine for this creature to get rewarded with some synergy with those other other cards (same way that Oblivion Sower lets you take all exiled lands rather than just the ones exiled with its own ability). Also, this specification forces both players to keep track of how all exiled permanents got there, and while that's doable, it's an added burden on gameplay that should be avoided if possible.
Here is a weird idea I came up with (I can't come up with good names, lol):
BooplesnootUG
Instant
As an additional cost to casting ~, counter target creature spell you control.
Search your library for up to two cards that have the same name as the spell countered by ~. Put both cards onto the battlefield under your control. Shuffle your library.
Notes: This card is potentially a really powerful clone variant, but also very risky. It thins your library of powerful cards and costs you one from your hand. Also, I decided to make countering your own spell a cost because I want this card to be very risky to play against the threat of opposing counter-magic, as a way of balancing the strength of copying any creature card for UG. There are also some bizarre timing tricks that could be done with this (i.e. play a big guy, wait for opponent to counter it, if they do you play this and counter it yourself to get 2 more of them).
This feels it would be very overpowered, but at second glance it's actually not. It starts pretty weak, and if you cast this guy early you risk him dying or there not being enough creatures in the graveyard to exile. As a result, you can use this guy effectively only in the mid/late game. I feel that the exile effect should cost a bit more than just a tap, as it is a powerful ability, but otherwise well done. Your cards are very well designed.
Palace Gardener2WG
Creature - Human
Whenever a Forest or Plains you control is tapped for mana, you gain 1 life. Put a Gardening counter on Palace Gardener.
Remove 10 Gardening counters from Palace Gardener: Destroy a black creature.
2/3
Meant to be a sideboard card, but I feel the removal might be a bit too powerful. Comments?
EDIT: For some reason, I couldn't see the last two cards. As for Power for a Price, it is definitely too strong. Note that Channel doesn't allow you to have multiple colors of mana. If the casting cost is higher, it's fine, but still this can be abused with lifegain effects. Cool concept though, and allows for great casual fun
Hmmmm.... I kinda worry about being able to bring a dead Ulamog with haste by casting Bone Saw. Remember why Kaalia of The Vast and Avacyn, Angel Of Hope was such a scary combination? Same case. Try to add some restriction, like having to revived creature being the same or less cmc than the spell (which still makes it dangerous when you have things like Evoke). Still dangerous, but more manageable, and perhaps you can even lose the exile at EoT clause.
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Vertalovo, The Deceiver6UB
Legendary Creature - Demon (M)
Flying
At the beginning of each opponent's upkeep, reveal the top card of that player's library. You may have that player put that card into his or her hand. If that player does, he or she reveals his or her hand. You may choose a nonland card from that player's hand and cast it without paying its mana cost.
4/4
Too powerful? Too expensive?
EDIT:
Vertalovo, The Deceiver6UB
Legendary Creature - Demon (M)
Flying
At the beginning of each opponent's upkeep, reveal the top card of that player's library. You may have that player put that card into his or her hand. If that player does, he or she reveals his or her hand. You may choose a nonland card from that player's hand and cast it without paying its mana cost.
5/5
I like the design, but 2 damage to everything is a bit hectic. That being said, this is a four color card, so I assume you would be fighting crazy battles anyway. I personally think that this should be a 3/3 rather than a 4/4, but it's fine as it is. I wonder how this would do in Commander.
Dormant Volcano
Land
Dormant Volcano enters the battlefield tapped. t: Put a charge counter on Dormant Volcano. Add R to your mana pool.
When Dormant Volcano has 12 charge counters on it, transform it.
Vulkans, the Fury Awakened
Creature - Elemental
Annihilator 1 t, Sacrifice a creature: Add RRRRR to your mana pool.
Vulkans can't be blocked except by more than 3 creatures.
7/10
I don't even know if this is allowed, transforming lands into creatures and whatnot.
The commander deck style is clear: Lots of ways to deal non-combat damage, lots of kill cards, lots of defensive creatures. A blueless control/tempo deck, essentially. Although the question of what happens when you deal damage that destroys a creature is important.
Say hello to a nightmare upon all control decks. CMC 3 for a 1/1 shouldn't be a good deal.
Lucky FoxURG
Creature - Fox
Whenever an effect would affect Lucky Fox, you may flip a coin. If it lands on heads, counter that effect.
1/1
---
Note: Non-targeted abilities can be countered as well. It has a 50/50 chance to ignore anything, even spells that can't be countered, as it countered the effect, not the spell. Multi target effects are countered in full. Have 4 of these out, and Wrath effects must face a mighty one in sixteen chance of working.
Note 2: Sorceries and instants with multiple effects only have the one that affected Lucky Fox dealt with. A separate coin flip happens for each effect that would affect Lucky Fox.
Note 3: I know the difference between effect and affect, as I have better grammar, vocabulary and spelling that most people on the Internet. This ashames me as this has been the case for most of my life.
I guess its fine. I personally don't use multi-target spells too often, so I can't see this being effective, but I suppose it could have its merits. I would much rather cast something else for three mana though.
And no offense, but most people don't care about how people are worse than you at spelling and grammar. We also have had educations.
Busy Merchant4
Creature - Human
Artifacts you control cost 1 less to cast.
When Busy Merchant is tapped, put a charge counter on Busy Merchant. t, Remove 4 charge counters on Busy Merchant: Draw 3 cards.
2/3
The style of commander deck that calls for is very complicated. On one hand, you have the four colors that are best at locking down enemies. On the other, the ability calls for creature buffs, double strike in particular, extra turns and extra combat steps. Granted, you have 99 cards to put in a commander deck, so you can be decent at both.
Provocative Banner10
Artifact - Equipment
Indestructible.
Provocative Banner cannot be sacrificed.
All spells and abilities must target equipped creature if able.
All creatures must block equipped creature if able.
All spells and abilities must target Provocative Banner if able.
Equipped creature may block any number of creatures and must block all attacking creatures it is able to block.
Equip The magic within it is among the most powerful. Sadly, only the overwhelmingly powerful and the foolish would dare use it.
---
You stick this on a crazy hard beatstick, attack with said beatstick, and watch as your opponent struggles to deal with the fact that they must get rid of the equipped creature or the banner before they can get do much of anything else.
Fixed the lack of equip cost. And it actually doesn't do much, it's essentially just the Flagbearer effect mixed with the thing Tempting Licid does and having to block ALL THE THINGS.
As for your card, it's an interesting way to kill when you have a strong Flash creature.
As is now usual for me, it's a cross thread post.
Blightbound Overlord
Artifact Creature - Construct
Modular 6
All creatures with Modular you control gain Infect.
At the beginning of your upkeep, put a +1/+1 counter on each creature with Modular you control.
0/0
Seems really good, but also fairly balanced. Even if a player pays 6 life it still costs 7 to cast and at that cost it should be as much of a win condition as anything else that can win the game if unanswered and modern decks such as tron would much rather play Karn or Ugin. I am surprised to see that it's not an artifact, is that intentional?
Moment of PeaceUW Sorcery
Moment of Peace can't be countered.
Spells and creatures you control gain hexproof until the beginning of your next upkeep.
Draw a card.
This started out as a thought to myself, how powerful would sorcery that grants hexproof have to be to see some play? (I really wanted to give it a hybrid u/w u/w cost, but for some reason the hybrid symbol in the forum's menu bar didn't insert a mana tag that worked.)
For Moment of Peace, it's slightly OP, although that's mostly due to the fact that it can't be countered.
Savage Perfect2RRG
Creature - Elf Satyr
Haste, First Strike
4/4 Perfects are allowed access to the greatest training and equipment. While rare, some perfects chose to life as hedonistic hunters, caring for their appearance only to keep access to the things they see themselves as needing from civilized areas.
---
It's a Lorwin elf who decided that lengthy balls and politics are boring, then decided to act like a Satyr does on most planes. Given that Lorwin elves look like pretty Satyrs, the result is something that most would mistake for a Satyr, and gets the creature type as a result of the fact that they would fit in with any Satyr crowd. As they still know how to act like an elf, they keep that type.
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
Its pretty rare for us to do card designs for flavor instead of mechanics, but seems like you've gotten a nice enough with a story behind it. However, the creature type wouldn't be Elf Satyr under that explanation, because its treated as the biological basis or direct imimitation. It can work when its a class rather than species, like Balthor the Stout being a barbarian when all the other barbarians on otaria were humans- but a razorfin hunter is literally half goblin half merfolk. Satyrs are a species, one not appearing on lorwyn, so an "Elf Satyr" would have to be a half-elf-helf-satyr. Now it could be a satyr-related class type like druid, shaman, berserker, etc, but thats not as unique. As far as the card itself, it could probably be an uncommon and be balanced for limited, strong stats for a draft, not strong enough for constructed, but fairly hard color intensity to keep it from being too much.
Dralnu's BanishingB
Instant (R)
Exile target creature an opponent owns.
Lichbound (Whenever a player who owns one or more cards exiled by a Lichbound spell would lose the game, instead that player returns those cards from exile, shuffles their graveyard into their library and their life total becomes 20.)
Very strong, although judging by your description, you meant for the ability to affect you. Is that correct? If it is, it brings nice flavor as a commander who wants to save his soldiers no matter what the cost, but if not it is utter and completer chaos.
Dack, the Lost3RU
Planeswalker - Dack
+1: Sacrifice an artifact. Then, look for a card in your library with converted mana cost equal to or less than that artifact's converted mana cost and put it in your hand. Shuffle your library afterwards.
-3: Gain control of target nonland permanent.
-X: Sacrifice Dack, then search your library for X cards with converted mana cost less than X and put them on the battlefield.
4
I always thought Dack's story was interesting, even though it wasn't built up very much. I guess this card would be when he comes back to Fiora, and he is filled with remorse at his loved ones gone. Comments?
Given that lands count as CMC 0, that can be used for quick land gain when combined with the surprising amount of CMC 0 artifacts. There are also some cards, like Reaper King, that have a CMC that you will almost never cast it for.
Time for a weird idea I just had.
Wasp Sniper2GB
Creature - Human Soldier
First Strike, Reach
Whenever Wasp Sniper blocks or is blocked by a creature, put a 1/1 green Insect creature token with Flying onto the battlefield blocking or being blocked by the same creature as Wasp Sniper.
Whenever Wasp Sniper deals combat damage, put a 1/1 green Insect creature token with flying onto the battlefield.
2/1
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
I don't like your design: first, each player sacrificing a creature makes the oath very powerful in planeswalker-control decks with few to no creatures, because you can make the symmetric effect asymmetric; whereas this effect you propose is hard to make asymmetric. Also, the last effect is just broken. None of the oaths have a 0-mana card advantage engine attached to them. The oath of Jace is the closes to 0-mana card advantage (has scry X), but scry X is much, much less powerful than put X 2/2 zombies.
Moving on, I'm a bit rusty since i haven't done cards in a while. I hate how instant-speed card draw got nerfed in SOI, therefore killing any good instant-speed control decks. So here is a card to correct this: tries to be balanced but powerful:
Knowledge from the beyond. 2UU
instant (R)
As an additional cost, pay BB or WW.
Draw 4 cards.
If you payed WW, gain 4 life.
If you payed BB, target player loses 4 life.
A nice flavor. t can be changed to 1BB, as you aren't necessarily going to have a planeswalker at any given time. Not much to say here.
Judgement DayXWWW
Enchantment
Judgement Day enters the battlefield with X time counters on it.
At the beginning of your upkeep, remove a time counter from Judgement Day.
Put a judgement counter on any creature that kills another creature in combat.
When Judgement Day loses all time counters, destroy all creatures with judgement counters on them. Sacrifice Judgement Day.
Or alternately:
Judgement DayXWWW
Enchantment
Judgement Day enters the battlefield with X judgement counters on it.
If a creature kills another creature in combat, move a judgement counter from Judgement Day to that creature.
When Judgement Day loses all time counters, destroy all creatures with judgement counters on them. Sacrifice Judgement Day.
If you could critique both versions, I would be glad. I think the second one is more interesting, as it requires some action to take place and can be controlled better.
Cool concept, but Judgment Day doesn't really work within the rules. The wording you'd need to make the damage ability works would probably be too long for the text to fit on an actual card. Even if it's not, it reads a bit strangely. "Each creature has "When a creature dealt combat damage by this creature this turn dies, put a judgment counter on this creature.""
A workable alternative might be something like this:
Judgment day enters the battlefield with X judgment counters on it.
Whenever an attacking creature deals combat damage, move a Judgment counter from ~ onto that creature.
When ~ has no Judgment counters on it, sacrifice it. If you do, destroy all creatures will judgment counters on them.
---
Go With The FlowR Sorcery
As an additional cost to play Go With the Flow discard X cards.
Exile the top X cards of your library. Until then end of turn, you may play those cards.
Cool concept, but Judgment Day doesn't really work within the rules. The wording you'd need to make the damage ability works would probably be too long for the text to fit on an actual card. Even if it's not, it reads a bit strangely. "Each creature has "When a creature dealt combat damage by this creature this turn dies, put a judgment counter on this creature.""
A workable alternative might be something like this:
Judgment day enters the battlefield with X judgment counters on it.
Whenever an attacking creature deals combat damage, move a Judgment counter from ~ onto that creature.
When ~ has no Judgment counters on it, sacrifice it. If you do, destroy all creatures will judgment counters on them.
---
Go With The FlowR Sorcery
As an additional cost to play Go With the Flow discard X cards.
Exile the top X cards of your library. Until the end of turn, you may play those cards.
Its tempting to say this would be too strong at first glance as the cost is so low- you can play a iname as one, all the myojins, etc and other 8+ cmc cards for just 1 and a discard. But contrast it to elvish piper casting progenitus for G. What your card does is make the cost a bit steeper to cheat things in- you need to lose card advantage at first, and its more restrictive to just spirits, but its also far more powerful because it can be used the turn it comes down, giving the opponent no chance to interact with it, and indeed doesn't matter if you remove it since the ability would stay on the stack. That makes it too strong overall, a deck could be made that offsets the card advantage and mana costs with cantripping and mana generating spirits, particularly as even 12+ cmc cards lay down as easily as dorks. It might even make soulshift broken. But theres just too little room to interact with it and its too powerful for a whole subtype. And as far as the flavor, aren't geralf and gisa obsessed with zombies and skaabs, not spirits? Geistwork didn't seem their forte too much, ludevic made lizard horrors. Not exactly sure what a "Spirit construct" would be, I'm picturing it as something like johann kraus.
Xaositect BarkerR
Creature - Human Warrior (R)
If Xaositect Barker is in your hand as you mulligan, you may exile Xaositect Barker. If you do, begin the game with it on the battlefield.
Flash, Haste
1/1
Weird but surprisingly satisfying. It starts you off with a small boost and an opponent with probably 19 life (unless they're sporting one of their own). I like it.
Now for some multiplayer madness :
Changing Perspective4UUUU
Enchantment 4UU: At the start of an upkeep, trade places with target player until end of turn. (They may see your hand and use spells or abilities. All decisions that would be made by you are made by target player.)
Hmmmm..... Phasing Colossus might be too cheap despite the three colors, considering Meandering Towershell (or whatever that slow turtle from Tarkir is). Fix that P/T-Cost ratio, and you're set.
And lol at chicken's version of Lili's oath.
Random.
Bastille Moon3WB
Legendary Enchantment (M)
At the beginning of each upkeep, exile another permanent you control with converted mana cost greater than or equal to the number of cards exiled by Bastille Moon. If your can't, exile three other permanents you control, then sacrifice Bastille Moon. 2: Target player gains control of Bastille Moon. Activate this ability only any time you could cast a sorcery and only if you have more cards you own exiled by Bastille Moon than each other player.
Complicated, I know. First thing first, this card will hurt you first by exiling something, and especially dangerous in multiplayer game where you may end up exiling a bunch of permanents before your turn comes around again. You also can only transfer this card once you have lost a few stuffs. Played well, you'll at least lose only 2 permanents while an opponent loses three. Comments?
Very interesting card that builds on the Dryad Arbor concept. Having Defender keeps this from being broken, probably. I still feel like it's a little strong that you can actually tap it for mana the turn you play it (unlike Dryad Arbor), so you get to start turn 2 with a 3/4 (that can't attack, admittedly) and a 1-drop already in play.
Herald of Oblivion2WWBB
Creature - Demon Avatar
When ~ enters the battlefield, it gains indestructible until end of turn. Then, destroy all creatures and put a +1/+1 counter on ~ for each creature destroyed this way.
2/2
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It's costed fine. The activated ability is interesting, though not something I feel fits a Marauder.
Maybe gaining control of any of the sacrificed permanents if they are colorless would work. That would at least be more Maraudery, come in, break your stuff, and steal what you like.
Bonus(I get bored easily):
~~~
Edit: Made a card for a friend on Disqus:
Front:
Ludevic of Ulm 1UUU
Legendary Creature - Human Wizard (R)
Whenever you cast an instant or sorcery spell, put an experiment counter on Ludevic of Ulm and then copy that spell. You may choose new targets for the copy.
At the beginning of each end step, if there are 7 or more experiment counters on Ludevic of Ulm transform it.
And They thought I was mad...
1/4
Back:
Udev of Lm
Legendary Creature - Human Mutant (R)
Whenever an instant or sorcery card is put into your graveyard, exile it face up.
You may cast instant and sorcery spells that are exiled face up, if you do exile that spell face down.
...Agh, Rawr, Spurgh...
4/1
Mark my words, the Year of Eldrazi will not be the last we see of them.
RGUCascade Cascade -- When you want to put a Roil Elemental into play before a Boundless Realms is cast...RGU
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Graf-Eater Monstrosity 2B
Creature - Ooze (R)
T: Exile target creature card in a graveyard.
4B: Transform Graf-Eater Monstrosity.
Each open grave is an invitation for those who dine on the dead.
2/2
//////////
Yesterguise Abomination
Creature - Ooze [BLACK]
Yesterguise Abomination's power is equal to the total sum of powers of creature cards exiled by it, and its toughness is equal to the total sum of toughness of creature cards exiled by it.
If there is one thing history proves, the greater a figure of the past is, the more impact their return will inflict.
*/*
So if you exile a few dead fatties, the next time this thing transforms, it can easily become a 20/20 or more. Comments?
1. It would be nice if the trigger for transformation was in some way linked to the concept of the card, rather than just being a mana activation.
2. I don't think you need the qualifier "by it" regarding the P/T of the back side. There are limited options for exiling creatures and I think, if anything, it would be fine for this creature to get rewarded with some synergy with those other other cards (same way that Oblivion Sower lets you take all exiled lands rather than just the ones exiled with its own ability). Also, this specification forces both players to keep track of how all exiled permanents got there, and while that's doable, it's an added burden on gameplay that should be avoided if possible.
Here is a weird idea I came up with (I can't come up with good names, lol):
Booplesnoot UG
Instant
As an additional cost to casting ~, counter target creature spell you control.
Search your library for up to two cards that have the same name as the spell countered by ~. Put both cards onto the battlefield under your control. Shuffle your library.
Notes: This card is potentially a really powerful clone variant, but also very risky. It thins your library of powerful cards and costs you one from your hand. Also, I decided to make countering your own spell a cost because I want this card to be very risky to play against the threat of opposing counter-magic, as a way of balancing the strength of copying any creature card for UG. There are also some bizarre timing tricks that could be done with this (i.e. play a big guy, wait for opponent to counter it, if they do you play this and counter it yourself to get 2 more of them).
---
Power for a Price
Sorcery
As an additional cost to play Power for a price, pay X life.
Add X in any combination of colors to your mana pool.
---
A sidegrade of Channel, so judge its power by that.
Palace Gardener 2WG
Creature - Human
Whenever a Forest or Plains you control is tapped for mana, you gain 1 life. Put a Gardening counter on Palace Gardener.
Remove 10 Gardening counters from Palace Gardener: Destroy a black creature.
2/3
Meant to be a sideboard card, but I feel the removal might be a bit too powerful. Comments?
EDIT: For some reason, I couldn't see the last two cards. As for Power for a Price, it is definitely too strong. Note that Channel doesn't allow you to have multiple colors of mana. If the casting cost is higher, it's fine, but still this can be abused with lifegain effects. Cool concept though, and allows for great casual fun
Next
Vertalovo, The Deceiver 6UB
Legendary Creature - Demon (M)
Flying
At the beginning of each opponent's upkeep, reveal the top card of that player's library. You may have that player put that card into his or her hand. If that player does, he or she reveals his or her hand. You may choose a nonland card from that player's hand and cast it without paying its mana cost.
4/4
Too powerful? Too expensive?
EDIT:
Vertalovo, The Deceiver 6UB
Legendary Creature - Demon (M)
Flying
At the beginning of each opponent's upkeep, reveal the top card of that player's library. You may have that player put that card into his or her hand. If that player does, he or she reveals his or her hand. You may choose a nonland card from that player's hand and cast it without paying its mana cost.
5/5
Dormant Volcano
Land
Dormant Volcano enters the battlefield tapped.
t: Put a charge counter on Dormant Volcano. Add R to your mana pool.
When Dormant Volcano has 12 charge counters on it, transform it.
Vulkans, the Fury Awakened
Creature - Elemental
Annihilator 1
t, Sacrifice a creature: Add RRRRR to your mana pool.
Vulkans can't be blocked except by more than 3 creatures.
7/10
I don't even know if this is allowed, transforming lands into creatures and whatnot.
Say hello to a nightmare upon all control decks. CMC 3 for a 1/1 shouldn't be a good deal.
Lucky Fox URG
Creature - Fox
Whenever an effect would affect Lucky Fox, you may flip a coin. If it lands on heads, counter that effect.
1/1
---
Note: Non-targeted abilities can be countered as well. It has a 50/50 chance to ignore anything, even spells that can't be countered, as it countered the effect, not the spell. Multi target effects are countered in full. Have 4 of these out, and Wrath effects must face a mighty one in sixteen chance of working.
Note 2: Sorceries and instants with multiple effects only have the one that affected Lucky Fox dealt with. A separate coin flip happens for each effect that would affect Lucky Fox.
Note 3: I know the difference between effect and affect, as I have better grammar, vocabulary and spelling that most people on the Internet. This ashames me as this has been the case for most of my life.
And no offense, but most people don't care about how people are worse than you at spelling and grammar. We also have had educations.
Busy Merchant 4
Creature - Human
Artifacts you control cost 1 less to cast.
When Busy Merchant is tapped, put a charge counter on Busy Merchant.
t, Remove 4 charge counters on Busy Merchant: Draw 3 cards.
2/3
Provocative Banner 10
Artifact - Equipment
Indestructible.
Provocative Banner cannot be sacrificed.
All spells and abilities must target equipped creature if able.
All creatures must block equipped creature if able.
All spells and abilities must target Provocative Banner if able.
Equipped creature may block any number of creatures and must block all attacking creatures it is able to block.
Equip
The magic within it is among the most powerful. Sadly, only the overwhelmingly powerful and the foolish would dare use it.
---
You stick this on a crazy hard beatstick, attack with said beatstick, and watch as your opponent struggles to deal with the fact that they must get rid of the equipped creature or the banner before they can get do much of anything else.
As for your card, it's an interesting way to kill when you have a strong Flash creature.
As is now usual for me, it's a cross thread post.
Blightbound Overlord
Artifact Creature - Construct
Modular 6
All creatures with Modular you control gain Infect.
At the beginning of your upkeep, put a +1/+1 counter on each creature with Modular you control.
0/0
---
It's the same sort of relation as Blightsteel Colossus has with Darksteel Colossus.
Moment of Peace UW
Sorcery
Moment of Peace can't be countered.
Spells and creatures you control gain hexproof until the beginning of your next upkeep.
Draw a card.
This started out as a thought to myself, how powerful would sorcery that grants hexproof have to be to see some play? (I really wanted to give it a hybrid u/w u/w cost, but for some reason the hybrid symbol in the forum's menu bar didn't insert a mana tag that worked.)
For Moment of Peace, it's slightly OP, although that's mostly due to the fact that it can't be countered.
Savage Perfect 2RRG
Creature - Elf Satyr
Haste, First Strike
4/4
Perfects are allowed access to the greatest training and equipment. While rare, some perfects chose to life as hedonistic hunters, caring for their appearance only to keep access to the things they see themselves as needing from civilized areas.
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It's a Lorwin elf who decided that lengthy balls and politics are boring, then decided to act like a Satyr does on most planes. Given that Lorwin elves look like pretty Satyrs, the result is something that most would mistake for a Satyr, and gets the creature type as a result of the fact that they would fit in with any Satyr crowd. As they still know how to act like an elf, they keep that type.
Dralnu's Banishing B
Instant (R)
Exile target creature an opponent owns.
Lichbound (Whenever a player who owns one or more cards exiled by a Lichbound spell would lose the game, instead that player returns those cards from exile, shuffles their graveyard into their library and their life total becomes 20.)
Dack, the Lost 3RU
Planeswalker - Dack
+1: Sacrifice an artifact. Then, look for a card in your library with converted mana cost equal to or less than that artifact's converted mana cost and put it in your hand. Shuffle your library afterwards.
-3: Gain control of target nonland permanent.
-X: Sacrifice Dack, then search your library for X cards with converted mana cost less than X and put them on the battlefield.
4
I always thought Dack's story was interesting, even though it wasn't built up very much. I guess this card would be when he comes back to Fiora, and he is filled with remorse at his loved ones gone. Comments?
Time for a weird idea I just had.
Wasp Sniper 2GB
Creature - Human Soldier
First Strike, Reach
Whenever Wasp Sniper blocks or is blocked by a creature, put a 1/1 green Insect creature token with Flying onto the battlefield blocking or being blocked by the same creature as Wasp Sniper.
Whenever Wasp Sniper deals combat damage, put a 1/1 green Insect creature token with flying onto the battlefield.
2/1
Moving on, I'm a bit rusty since i haven't done cards in a while. I hate how instant-speed card draw got nerfed in SOI, therefore killing any good instant-speed control decks. So here is a card to correct this: tries to be balanced but powerful:
Knowledge from the beyond. 2UU
instant (R)
As an additional cost, pay BB or WW.
Draw 4 cards.
If you payed WW, gain 4 life.
If you payed BB, target player loses 4 life.
Judgement Day XWWW
Enchantment
Judgement Day enters the battlefield with X time counters on it.
At the beginning of your upkeep, remove a time counter from Judgement Day.
Put a judgement counter on any creature that kills another creature in combat.
When Judgement Day loses all time counters, destroy all creatures with judgement counters on them. Sacrifice Judgement Day.
Or alternately:
Judgement Day XWWW
Enchantment
Judgement Day enters the battlefield with X judgement counters on it.
If a creature kills another creature in combat, move a judgement counter from Judgement Day to that creature.
When Judgement Day loses all time counters, destroy all creatures with judgement counters on them. Sacrifice Judgement Day.
If you could critique both versions, I would be glad. I think the second one is more interesting, as it requires some action to take place and can be controlled better.
A workable alternative might be something like this:
Judgment day enters the battlefield with X judgment counters on it.
Whenever an attacking creature deals combat damage, move a Judgment counter from ~ onto that creature.
When ~ has no Judgment counters on it, sacrifice it. If you do, destroy all creatures will judgment counters on them.
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Go With The Flow R
Sorcery
As an additional cost to play Go With the Flow discard X cards.
Exile the top X cards of your library. Until then end of turn, you may play those cards.
A workable alternative might be something like this:
Judgment day enters the battlefield with X judgment counters on it.
Whenever an attacking creature deals combat damage, move a Judgment counter from ~ onto that creature.
When ~ has no Judgment counters on it, sacrifice it. If you do, destroy all creatures will judgment counters on them.
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Go With The Flow R
Sorcery
As an additional cost to play Go With the Flow discard X cards.
Exile the top X cards of your library. Until the end of turn, you may play those cards.
Xaositect Barker R
Creature - Human Warrior (R)
If Xaositect Barker is in your hand as you mulligan, you may exile Xaositect Barker. If you do, begin the game with it on the battlefield.
Flash, Haste
1/1
Now for some multiplayer madness :
Changing Perspective 4UUUU
Enchantment
4UU: At the start of an upkeep, trade places with target player until end of turn. (They may see your hand and use spells or abilities. All decisions that would be made by you are made by target player.)
And lol at chicken's version of Lili's oath.
Random.
Bastille Moon 3WB
Legendary Enchantment (M)
At the beginning of each upkeep, exile another permanent you control with converted mana cost greater than or equal to the number of cards exiled by Bastille Moon. If your can't, exile three other permanents you control, then sacrifice Bastille Moon.
2: Target player gains control of Bastille Moon. Activate this ability only any time you could cast a sorcery and only if you have more cards you own exiled by Bastille Moon than each other player.
Complicated, I know. First thing first, this card will hurt you first by exiling something, and especially dangerous in multiplayer game where you may end up exiling a bunch of permanents before your turn comes around again. You also can only transfer this card once you have lost a few stuffs. Played well, you'll at least lose only 2 permanents while an opponent loses three. Comments?
Herald of Oblivion 2WWBB
Creature - Demon Avatar
When ~ enters the battlefield, it gains indestructible until end of turn. Then, destroy all creatures and put a +1/+1 counter on ~ for each creature destroyed this way.
2/2