Vitality (Common)
Cost: W
Sorcery
Linger 2W (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Target player gains 2 life.
Furious Awakening (Rare)
Cost: RRR
Sorcery
Linger 2RRR
Until the end of the turn, mountains you control are 3/1 red Elemental creatures.
O rly? Coincidentally, I thought up a similar mechanic. I think your wording might be better though.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
To contribute another keyword I made for creatures (although I may change it into permanents):
Etherform X (You may cast this card for its Etherform cost. If you do, as it resolves, search your library for a creature card with converted mana cost equal to or less than this card and put it onto the battlefield, then shuffle this card into its owner's library.)
The rules are:
* The Etherform cost is an alternative cost, thus still affected by effects that gives you discounts for casting creature spells. Of course, effects that allows you to cast spells for free may still not allow you to cast this with its Etherform cost for free.
* If you cast a creature spell with its Etherform cost, you MUST tutor. So think twice before Etherforming a cheap creature lest you then find you've run out of weenies in your deck.
* If you cast a creature spell with its Etherform cost, that creature spell is still considered the spell that you cast, so if an effect takes note of, for example, color, name or converted mana cost of the spell cast, it will take note of those characteristics of the spell cast, not the creature you'll tutor later.
* Once you finish tutoring a creature using Etherform, put that creature into the field. That creature is not cast, so effects that care about what spells is cast doesn't take note of the creature you tutor. For example, if you cast a blue creature spell with Etherform, it will cause effects that trigger from "Whenever a player casts a blue spell", but if using that Etherform you bring out a green creature, it will not trigger abilties such as "Whenever a player casts a green spell".
* Also, once you finish tutoring, the Etherform spell you cast is shuffled into your library, thus the creature spell that you cast using Etherform NEVER enters the battlefield. Going with the example above (blue etherform, green tutored), effects that say "Whenever a blue creature enters the battlefield" will not trigger, while effects that say "Whenever a green creature enters the battlefield" will trigger.
So in short:
Using Etherform, you cast only one spell, and you still get only one creature out in the field, but the cast creature and the creature on field are not necessarily the same thing.
PS: Oh btw, guys who made Linger mechanic: Haha, looks like that name is a wee too popular try searching the rest of the thread and spot how many Linger abilities there are inside
not 100% sure on the name and the ability but it goes something like this:
cloak n - ~ enters the battelfield with n cloak counters on it, at the beginnig of your upkeep remove a cloak counter from ~. as long as ~ has a cloak counter on it, it is unblockable.
(ps. only on creatures) not sure if i should add shroud/hexproof to the effect, or if it should be an additional effect for some creatures.
examples:
Faranian Thief 1UU
creature-human rogue (R)
cloak 3
as long as ~ has a cloak counter on it, it has "whenever ~ deals combat damage to a opponent draw a card"
if ~ has no cloak counter on it, it has " whenever ~ deals damage to an opponent draw a card, then discard a card"
1/2
and
Cunning Shadowmage 1BU
creature-human wizard rogue (U)
cloak 3 :SymBU:: put a cloak counter on a creature with cloak
all other creatures you control with a cloak counter on them gets +1/+1
2/2
Oh cool Magac, i really like your keyword. Also being from denmark, let me help you with your aether problem.
Ætherform
Also tranquilo i like most of your keywords to. they're pretty awesome.
your welcome
Anyway, a repost of my previous custom keyword due to some issues. This is the old one:
Revered (A creature you control that is attacking or blocking alone gets +1/+1)
I'm changing it to this:
Revered (A creature you control that is attacking or blocking alone gets +1/+0)
The reason is that because the bonus only lasts for for the duration of combat, and such temporary bonus to toughness will cause a lone attacker/blocker to instantly die once combat is over if it takes any damage during combat. So, now that the temporary bonus is only to power, such issues should be gone.
Cunning: when this creature is blocked, you may remove it from combat. If you do, untap it.
Creators Note: my attempt at a blue/red creature keyword, it makes it easier to attack with smaller creatures if you know you can change your mind
Natural: while in your library, this card is considered a basic land
Creators Note: mostly for Green Mana Dorks
Stout: this creature may block while tapped
Creators Note: like vigilance, only it works against tap-down control
Private Mod Note
():
Rollback Post to RevisionRollBack
Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Keyword: Ethereal When this permanent dies, if it had no ethereal counters on it, return it to the battlefield under its owner's control with an ethereal counter on it.
Twist on persist and undying, but meant for enchantments (read: Auras) and maybe artifacts and lands.
Ethereal Castle 2WW
Enchantment
Creatures you control get +0/+2.
Sacrifice ~: Creature you control get +2/+0 until end of turn.
Ethereal
Ethereal Terramorpher
Land
~ enters the battlefield tapped. 2, T, Sacrifice ~: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Ethereal
Mutant X:(When this creature enters the battlefield, flip a coin. If you flipped tails, put X -1/-1 counter(s) on this creature. if you flipped heads, put X +1/+1 counter(s) on this creature.)
Gex Charger :2mana::symg::symu:
Creature — Mutant Merfolk (C)
Trample, Mutant 1 (When this creature enters the battlefield, flip a coin. If you flipped tails, put 1 -1/-1 counter(s) on this creature. if you flipped heads, put 1 +1/+1 counter(s) on this creature.)
3/4
Hollow Altar (Uncommon)
Cost: 3
Artifact
Ancestral 2 (If this card is in your deck you may begin with this on the battlefield. If you do, draw two less cards in your opening hand.)
When you cast a white or black spell, gain 1 life. 2, exile target card from your graveyard: Gain 2 life.
Derlsang Greywing (Rare) Cost:4W
Creature - Griffin
Flying, Ancestral 2
When a creature attacks you, you may pay B. If you do, it's controller loses 1 life. If you don't, gain 1 life.
2/2
This ability is incredibly interesting, although there. are not many card designs that this can work on. Derlsang Greywing should be either be converted to a legendary creature, or reduced to 1 power. 6 power of flying turn one every game is too consistent. This could appear on a small numbers of cards in a set without a keyword.
7/10
Chivalrous Stand (Common)
Cost: 3W
Instant
Dispense (You may exile a creature you control that shares a color with it as you cast this spell. If you do, it costs 2 less to cast. Return that creature to the battlefield at end of turn.)
Put two 2/2 white human knight creature tokens with first strike on the battlefield. At the end of the turn, exile them.
Experienced Abjurer (Rare)
Cost: 2UU
Creature - Human Wizard
Dispense (You may exile a creature you control that shares a color with it as you cast this spell. If you do, it costs 2 less to cast. Return that creature to the battlefield at end of turn.)
When Experienced Abjurer enters the battlefield, target opponent returns a creature he or she controls to his or her hand.
2/1
Not sure what to think of this one, it isn't as clean as some of the other keywords. 6/10
Raindrop Elemental (Common)
Cost: 1G
Creature - Elemental Dimiss - Pay this card's mana cost and exile it from your graveyard: Draw a card. Play this ability only when you could cast a sorcery.
2/2
Thunderblade Rager (Rare)
Cost: 4RR
Creature - Elemental
Double strike Dimiss - Pay this card's mana cost and exile it from your graveyard: Untap all creatures you control. After your second main phase, there is an additional combat phase followed by an additional main phase. Play this ability only when you could cast a sorcery.
4/3
This one is excellent and reads like flashback for creatures. I think it would be improved by wording it more similarly to flashback and unearth by having a flexible dismiss cost (not always the mana cost of the creature). 8/10
Vodalian Lorekeeper (Common)
Cost: 2U
Creature - Merfolk Wizard
Mastery (This spell costs 1 less to cast for each experience counter you have.)
When Vodalian Lorekeeper enters the battlefield, gain an experience counter. T: Draw a card, then discard a card.
1/2
Spellflame (Uncommon)
Cost: XRR
Instant
Mastery (This spell costs 1 less to cast for each experience counter you have.)
Spellflame deals X damage to target creature or player.
This is a parasitic mechanic so it is hard to evaluate without playing a set with a bunch of these cards, although they can work well in multiples (kind of like Accumulated Knowledge for cost reduction). It is a bit awkward that the cost reduction comes late game, where it is much less relevant, although Spellflame gets around this problem. 6/10
Bemaron Spy (Common)
Cost: 2U
Creature - Human Rogue
Gift 2-U (Rather than play this card from your hand, you may pay U and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, target opponent plays it without paying its mana cost.)
Play with your hand revealed.
2/2
Maddening Sigil (Uncommon)
Cost: 1RR
Enchantment
Gift 2-RR (Rather than play this card from your hand, you may pay RR and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, target opponent plays it without paying its mana cost.)
Creatures you control get +1/+0 and can't block.
Sleeper Agent has always been an interesting card for me so I like this one a lot, perhaps my favorite. It seems difficult to come up with playable and not broken cards for it, but I am sure there are enough options out there. 9/10
Jhoira's Barrier (Uncommon)
Cost: 4U
Instant
Implement (Each artifact you tap while casting this spell reduces its cost by 1.)
Counter target spell unless it's controller pays 4.
Viashino Sandlord (Rare)
Cost: 4RR
Creature - Viashino Shaman
Implement, Haste 2R,Q: Viashino creatures you control get +1/+0 and gain first strike until the end of the turn.
4/4
This seems like a decent role-filler mechanic. It doesn't do anything if all your artifacts produce mana anyway. It is similar, but more restrictive than affinity and has less options than metalcraft. I think it could probably do with a buff to make it a bit more exciting (reduce mana by 2 instead?) 5/10
Vitality (Common)
Cost: W
Sorcery
Linger 2W (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Target player gains 2 life.
Furious Awakening (Rare)
Cost: RRR
Sorcery
Linger 2RRR
Until the end of the turn, mountains you control are 3/1 red Elemental creatures.
I think I would prefer it if the mechanic was the other way around (enchantments with evoke and "when enters the battlefield and at the beginning of your upkeep do something" 7/10
Royal Serpent (Common)
Cost: 4UU
Creature - Serpent
Majesty (As this enters the battlefield, you may tap any number of untapped creatures you control. This creature enters the battlefield with that many +1/+1 counters on it.)
Royal Serpent can't attack unless defending player controls an island.
3/3
Vamarox, King of Dragons (Mythic)
Cost: 4WUR
Legendary Creature - Dragon
Flying, Majesty
Creatures with power lesser then Vamarox, King of Dragon's power can't attack you.
At the beginning of your upkeep, tap another untapped creature you control or sacrifice Vamarox.
5/5
This one is good. It is like not-terrible devour. 8/10
Goblin Cannon (Common)
Cost: 2
Artifact
Misfire 2 (2, discard this card: Flip a coin. If you win, this card deals 2 damage to target player.)
Goblin Cannon entes the battlefield tapped. T, sacrifice Goblin Cannon: It deals 2 damage to target creature or player.
Bullywug, the Terrible (Rare)
Cost: 2R
Legendary Creature - Goblin Warrior
Misfire R (R, discard this card: Flip a coin. If you win, this card deals 2 damage to target player.)
Haste
Goblin cards in your hand have "Misfire R"
2/1
Not sure how fun this mechanic is for most people, but it does seem very red. 7/10
Nalathni Ranger (Common)
Cost: 1G
Creature - Elf Warrior
Opaque (This creature enters the battlefield with a +1/+1 counter on it for each colorless mana used to pay it's casting cost.) 1: Nalathni Ranger gains haste and vigilance until end of turn.
1/1
Kor Lightbender (Uncommon)
Cost: 2W
Creature - Kor Wizard
Opaque (This creature enters the battlefield with a +1/+1 counter on it for each colorless mana used to pay it's casting cost.) W,T: Gain life equal to Kor Lightbender's power.
1/1
The best colorless-matters mechanic I have seen. This one is simple but innovative and has a good power level. It can go on a lot of cards. 9/10
Dunkir Shadowstrider (Common)
Cost: B
Creature - Zombie Soldier
Port 1 (2, discard this card: Search your library for a card with port 1 or less, reveal it and put it in your hand. Then shuffle your library.)
1/1
Extraplanar Burst (Rare)
Cost: 1RR
Sorcery
Port 2 (2, discard this card: Search your library for a card with port 2 or less, reveal it and put it in your hand. Then shuffle your library.)
Extraplanar Burst deals 3 damage to target creature or player.
When you play a spell with port, if Extraplanar Burst is in your graveyard, you may pay 2RRR. If you do, you may cast it without paying its mana cost.
Another parasitic mechanic in the same vein as the Rebel/mercenary mechanic and Soulshift. Could be fun depending on its support in the set it is in. Too many words on Extraplanar Burst for my liking.6/10
Winterfell Conscript (Common)
Cost: 2G
Creature - Human Soldier
Tactics (You may redirect any amount of combat damage dealt to this creature to another creature with tactics or defender you control.) S: Winterfell Conscript gains vigilance until end of turn.
2/2
Knight of the Kingsguard (Rare)
Cost: 1WW
Creature - Human Knight
Double Strike, Tactics (You may redirect any amount of combat damage dealt to this creature to another creature with tactics or defender you control.)
When Knight of the Kingsguard attacks, you may pay W. If you do, another target creature gets +2/+2 until end of turn.
2/2
Tactics is great. Including defenders makes it perfect. 9/10
Eagle Eye (Common)
Cost: 1G
Sorcery
Technique - Ranger (You may tap an untapped ranger you control instead of paying this card's mana cost.)
Search your library for a basic land card, put it on the battlefield tapped then shuffle your library. If that land is a forest, untap it.
Mirror Image (Uncommon)
Cost: 3UU
Instant
Technique - Wizard 3 (You may tap an untapped wizard you control of level three or more instead of paying this card's mana cost.)
Put a token on the battlefield that is a copy of target creature you control.
Another hit for me. Except, I strongly dislike the level three requirement on the Wizard card as this makes the card extremely narrow. I would like to see something like "You may pay 1U and tap an untapped Wizard you control instead of paying its cost...". 8/10
Wild Kathrax (Common)
Cost: 3G
Creature - Beast
Vicious 2 (When this creature deals combat damage to a player, you may have it deal 2 damage to a creature that player controls.)
2/4
Dothraki Rider (Uncommon)
Cost: 1R
Creature - Human Knight
Desertwalk, Vicious 1 (When this creature deals combat damage to a player, you may have it deal 1 damage to a creature that player controls.)
1/1
Another decent mechanic. Quite a powerful one you would have to be quite careful with. 7/10
First Post ever here and 19 pages through this thread. I believe this is original and I'm hoping for decent reviews. The closest I found here is "X Deathtouch" but this is more of a combined ramp/provoke/vigilance/first strike. This keyword is one of a few that I've been toying around with as I'm designing a custom set.
Proficiency X, M
Proficiency 2, B (When this creature attacks or blocks B creatures it gains a +2/+2 and deals combat damage before creatures without first strike. Attacking doesn’t cause this creature to tap and you may have target B creature untap and block if able.)
Proficiency 2, B(When this creature attacks or blocks B creatures it gains a +2/+2 and deals combat damage before creatures without first strike. Attacking doesn’t cause this creature to tap and you may have target B creature untap and block if able.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Toning Proficiency down a bit (lol by suggestion), let's try another. I'm pretty sure I didn't see this anywhere either. Again the most similar is X Deathtouch; however this is a provoke/deathtouch hybrid. On a red with Double strike, lookout.
Marksman
Marksman (When this attacks, you may have target creature defending player controls untap and block it if able. If the target is able to block, destroy that creature.)
Purge [N] (If you would draw a card, instead you may have target player put [N] card(s) from the top of his or her library into his or her graveyard. If you do, return this card to your hand. Otherwise, draw a card.)
Suggested MTGS CompRules
502.PUR: Purge:
502.PURa Purge is a static keyword ability that functions only while the card with purge is in a player's graveyard. "Purge N" means "If you would draw a card, you may instead have target player put N cards from the top of his or her library into his or her graveyard and return this card from your graveyard to your hand."
502.PURb A player with fewer cards in his or her library than the number required by a purge ability can't put any of them into his or her graveyard this way.
Subdue(If you were to draw a card, instead you may tap target creature. If you do, return this card to your hand. Otherwise, draw a card.)
Suggested MTGS CompRules
502.SUB: Subdue:
502.PURa Subdue is a static keyword ability that functions only while the card with subdue is in a player's graveyard. "Subdue" means "If you would draw a card, you may instead tap a target creature and return this card from your graveyard to your hand."
Conscript(If you were to draw a card, instead you may untap target creature and gain control of it until end of turn. If you do, return this card to your hand. Otherwise, draw a card.)
Suggested MTGS CompRules
502.CON: Conscript:
502.CONa Conscript is a static keyword ability that functions only while the card with conscript is in a player's graveyard. "Conscript" means "If you would draw a card, you may instead untap target creature and gain control of it until end of turn, If you do, return this card to your hand."
502.CONb A conscripted creature, gains haste until end of turn. (It can attack and tap.)
Manalink (Combat damage dealt by this creature also causes you to add that much G to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.)
Suggested MTGS CompRules
502.MAN: Manalink
MAN:502.MANa Manalink is a static keyword ability.
502.MANb Combat damage dealt by a source with manalink causes that source’s controller, or its owner if it has no controller, to add that much mana to their mana pool (in addition to any other results that damage causes). See rule 119.3.
502.MANc If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had manalink.
502.MANd The manalink rules function no matter what zone an object with manalink deals damage from.
502.MANe The mana gained as a result of this effect doesn't empty from your mana pool as steps and phases end. This is an exception to 500.4.
502.MANf Multiple instances of manalink on the same object are redundant.
Morale X (Whenever this creature attacks or blocks, if you control another attacking or blocking creature, it gets +X/+X until end of turn.)
Gouge X (When this creature attacks, put the top X cards of defending player's library into their graveyard.)
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn't untap durring its controller's next untap step.)
Consume (Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.)
Landbond -- As long as you control four or more lands, effect.
Some examples
Sacred Balm :1mana::symw:
Instant
Gain 5 life.
Landbond -- Gain 7 life instead as long as you control four or more lands.
Knight Enlister :2mana::symw::symw:
Creature - Human Knight
Vigilance
:tap:: Put a 1/1 white Knight creature token onto the battlefield
Landbond -- :tap:: Put two 1/1 white Knight creature tokens onto the battlefield instead if you control four or more lands.
Upheave -- At the beginning of your upkeep return a land you control to your hand, effect.
Cunning -- Whenever you search your library, effect.
Martyr
Whenever one or more creatures you control would be destroyed by an effect, you may chose to sacrifice a creature you control with Martyr. If you do, other creatures you control cannot be destroyed by that effect.
Soulbound
Effects that remove permanents from the game do not affect this card.
Haramis, soulbound, probably, won't happen because of its similarity in name to soulbond.
Those you you posting comp rules updates, keyword actions/abilities have been rules 701 and 702, respectively, for a while, now. Thus, I suggest, at least, making those changes. You may want to add a unifying section to the comp rules to prevent non-sequential addition as well. I use 702c for custom keyword abilities and plan to use 701c for custom keyword actions.
@ Darth Vedik:
Some of your keywords are essentially giving words to existing mechanics, but at least the names you gave are fine (Consume and Subdue, especially). Morale is ok, if a semi-Battalion.
Finally I got to create a new keyword after so long being dry
Confine X (As this permanent enters the battlefield, choose X lands you control. As long as this permanent and the chosen land are on the battlefield under your control, this creature is confined by that land.)
Some rules concerning this:
- You choose which lands you use for the Confine ability only as the permanent with Confine enters the battlefield. In other words, while, for example, the permanent is still just a spell, you don't choose any lands to confine this permanent spell.
- Choosing lands to confine the permanent is a must.
- In case that the number of lands you control is fewer than X, choose all of them to confine the permanent.
- In case the land stops being land (such as a manland being a victim of Mirrorweave), treat it as still confining the permanent as long as it doesn't leave the battlefield.
- If the confining land blinks (such as a mandland getting Cloudshifted), it no longer confines the permanent, so one fewer confining lands.
- If the confining land is no longer under your control (Annex, it no longer confines the permanent.
Example:
Chained HellhoundR
Creature - Hound (C)
Confine 1 (As this creature enters the battlefield, choose one land you control. As long as this creature and the chosen land are on the battlefield under your control, this creature is confined by that land.)
Chained Hellhound has Defender as long as it is confined.
3/2
A few mechanics that I've made and been a fan of over the months:
701.SUR. Survive
701.SURa A permanent "survives" a spell or ability that generated a one-shot effect that dealt damage to it, put counters that reduce toughness on it, or attempted to cause it to leave the battlefield if it was on the battlefield before the effect was applied and if it would remain on the battlefield immediately after the effect is applied and state-based actions would be checked.
Example: An effect puts a -1/-1 counter on a Grizzly Bears, a 2/2 creature. If state-based actions were to be checked before the spell or ability that generated that effect finished resolving, the Grizzly Bears would remain on the battlefield for having greater than 0 toughness. Grizzly Bears survives the spell or ability that generated that effect.
702.SURb A player "survives" a spell or ability that generated a one-shot effect that caused that player to lose life, put poison counters on that player, caused that player to attempt to draw a card from an empty library, or some other effect that would cause him or her to lose the game after state-based actions would be checked if, immediately after the effect is applied, if state-based actions were to be checked, the player has not yet lost the game. (The only exception to this rule is that a player may concede at any time, in which case, the player still "survives" the effect, as it is the concession that causes the player to lose the game.)
613.1f Layer 6: Ability-adding and ability-removing effects are applied.
613.2.* Within layers 1-5, apply effects from characteristic-defining abilities first, then all other effects in timestamp order. Note that dependency may alter the order in which effects are applied within a layer.
613.2b.* Within layer 6, apply effects from characteristic-defining abilities first, then all ability-adding and ability-removing effects that don't involve void in timestamp order. Then apply ability-adding and ability-removing effects that add or remove void in timestamp order. While applying effects that add or remove void, a creature is not considered to have or not have void until all such effects have been applied. Note that dependency may alter the order in which effects are applied within this layer.
702.VOI Void
702.VOIa Void is a static ability that appears on some permanents.
702.VOIb For as long as a permanent has void, it loses all of its other abilities, and it can't gain any other abilities.
702.VOIc To determine what abilities a permanent with void has, first apply all effects that add or remove abilities that aren't void in timestamp order. Then apply all effects that add or remove void in timestamp order. While applying effects that add or remove void, a permanent is not considered to have or not have void until all such effects have been applied. In other words, as long as a permanent has void, it doesn't have any other abilities, regardless of the timestamp of all other ability-adding effects. (See rule 613.2b.)
Example: Elite Vanguard is enchanted with Griffin Guide, giving it flying. It is later enchanted with Void Arrest, giving it void. To determine what abilities the Elite Vanguard has, first apply the ability-adding effect that gives it flying, then apply the ability-manipulating effect that gives it void. The Elite Vanguard is a 3/3 creature with void and no other abilities. Once it loses void, it will have flying.
Example: Elite Vanguard is equipped with Basilisk Collar, giving it deathtouch and lifelink. It is later enchanted with Void Arrest, giving it void. Apply the ability-adding effects that give it deathtouch and lifelink first, then apply the ability-manipulating effect that gives it void. The Elite Vanguard is a 1/1 creature with void and no other abilities. Once it loses void, it will have deathtouch and lifelink.
Example: Elite Vanguard is enchanted with Void Arrest, giving it void. It is later given haste from a resolved Accelerate. To determine what abilities the Elite Vanguard has, first apply the ability-adding effect that gives it haste, then apply the effect that gives it void. The Elite Vanguard will have void, but not haste.
Example: Void Beast, a creature with void, has been the target of Ovinize, which reads in part, "Target creature loses all abilities. . ." Ovinize resolves. It no longer has void. A player casts Accelerate on it, and it resolves. Void Beast now has haste. A player then activates Voidomancer's ability targeting Void Beast, which reads, "Target creature gains void until end of turn." It resolves. Void Beast no longer has haste and has void.
Example: Tarmogoyf has a characteristic-defining ability that defines its power and toughness. It is the target of Void Arrest, which then resolves. Tarmogoyf no longer has its characteristic-defining ability because it has void. All instances of * are now treated as 0, since there is no ability that defines them. It is 0/1 for as long as it has void. (See rule 107.2.)
Example: Alice controls a Galerider Sliver, a creature that reads, "Sliver creatures you control have flying." Bob is Alice's opponent, and he controls a Superawesome Sliver, a creature that reads, "Sliver creatures your opponents control lose flying." Bob also controls an Amazing Pillow, which reads, "All creatures have void." To determine which abilities the Galerider Sliver has, apply its ability and the ability of the Superawesome Sliver based on timestamp order. Then apply Amazing Pillow's ability. To determine which abilities the Superawesome Sliver has, first start with the actual object, which has the ability that causes Slivers to lose flying. Then in layer 6, apply its ability in relation to other non-void abilities in timestamp order. Lastly, apply Amazing Pillow's ability. Both Slivers will have void.
Example: Alice and Bob are playing in a two-player game, and each player controls a Hamburger Sliver, which reads, "Sliver creatures your opponents control have void." To determine what abilities these creatures have, apply the ability-adding effects of each Sliver in timestamp order, which gives void to each Sliver controlled by the opponent of the Sliver whose ability generated the effect. Both creatures will have void.
702.VOId Multiple instances of void on the same permanent are redundant.
702.AWA Awaken
702.AWAa Awaken is a static ability that functions in any zone from which you could play the card it is on. The awaken effect works any time the card is face-down. "Awaken [cost]" means "You may play this as a face-down land. It has no name, no types, no subtypes, and no mana cost. It has the text 'T: Add 1 to your mana pool.'"(See rule 707, "Face-Down Spells and Permanents.")
702.AWAb A player may play a card using its awaken ability only any time he or she could play a land. See rule 305.2a.
702.AWAc To play a card using its awaken ability, turn it face-down and put it onto the battlefield. The permanent it becomes is a face-down land with no name, no types, no subtypes, and no mana cost, with the text "T: Add 1 to your mana pool."
702.AWAd You can't play a card face-down this way if it doesn't have awaken.
702.AWAe If you have priority, you may turn a face-down permanent you control face up if it would have an awaken cost if it were face up. This is a special action; it doesn't use the stack (see rule 115). To do this, show all players what the permanent's awaken cost would be if it were face up, pay that cost, then turn the permanent face up. The awaken effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don't trigger when it's turned face up and don't have any effect, because the permanent has already entered the battlefield.
702.AWAf If a face-up permanent with awaken is turned face-down by a spell or ability, it becomes a 2/2 creature with no characteristics. See rule 707.2a.
702.ELU Elusive
702.ELUa Elusive is a static ability that appears on some permanents. It is also an ability that a player can have.
702.ELUb If an effect that doesn't target a permanent or player with elusive would perform an action on that permanent or player, make another object or player perform an action on that permanent or player, or make that permanent or player perform any actions, and the set of objects it could affect consists of at least two permanents and/or players, that spell or ability doesn't affect the permanent or player with elusive. If the set of objects that such an effect could affect consists of just the permanent or player with elusive, the spell or ability will affect the permanent or player as normal.
Example: Glorious Anthem is an enchantment that reads, "Creatures you control get +1/+1." If Alice controls a Glorious Anthem and a creature with elusive, the creature with elusive will not get +1/+1. It doesn't matter if Alice controls any other creatures.
Example: An Equipment is attached to a creature with elusive. The Equipment reads, "Equipped creature gets +1/+1." Since the only object or player that ability can affect is the creature, the creature will get +1/+1.
Example: Alice casts Lightning Bolt, a spell that reads, "Lightning Bolt deals 3 damage to target creature or player", targeting Bob's creature with elusive. The creature will be dealt 3 damage as Lightning Bolt resolves.
702.ELUc Effects may still determine information about a permanent or player with elusive. Parts of the effect of a spell or ability that do not match the criteria listed in 702.ELUb may still affect that permanent or player.
Example: Alice casts Sleep, a spell that reads, "Tap all creatures target player controls. Those creatures don't untap during that player's next untap step", targeting Bob. Bob controls an Elusive Soldier, a creature with elusive. Upon resolution, Sleep will not cause the Elusive Soldier to become tapped. However, it will still not untap during Bob's next untap step.
702.ELUd Multiple instances of elusive on a permanent or player are redundant.
Private Mod Note
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How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
702.MRYa Mastery is a static ability that is found on some creatures.
702.MRYb "Mastery [cost]" means "Equip abilities of Equipment cost [cost] less to activate if they target this creature."
702.MRYc Multiple instances of mastery on a creature are cumulative.
Examples:
Minotaur Warlord - 3RR
Creature - Minotaur
Haste, Trample.
Mastery 2 (Equip of card to Minotaur Warlord costs 2 less.)
This card gets +1/+0 while having an artifact attached to it.
"I can destroy you with anything around me! Try me!"
3/3
Scroll of the Swordsmaster - 2UU
Enchantment - Aura
When Scroll of the Swordsmaster enters the field, search for an Equipment Artifact with Equip cost of 4 or more and summon it into the battlefield without paying its
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Let's get Random! Forum Set Make! (W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
This is a mechanic that I have been working on; it is worth putting down here.
Imbue is a keyword found on some instant and sorcery cards that functions while that card is in your hand.
Imbue [cost] means: As an additional cost to cast a creature spell, you may reveal this card from your hand and pay [cost]. If you do, that spell gains "When this creature enters the battlefield, you may cast a copy of the imbued spell without paying its mana cost."
If a card has multiple instances of imbue, either cost may be paid. You cannot imbue the same instant or sorcery multiple times onto a creature spell.
Notes:
Imbue never targets, even if the spell being imbued does. You can imbue an instant or sorcery onto a creature spell even if that instant or sorcery has no legal targets.
Casting the spell this way is optional.
The spell does not get cast until after the creature enters the battlefield. Therefore, the creature will be a legal target for any spells imbued on it that could normally target that creature.
Instants or Sorceries being imbued onto a creature remain revealed until either that card leaves the hand, the creature spell leaves the stack through any method other than resolving and entering the battlefield, or the copy of the spell has either not been cast or has left the stack.
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Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Isn't this a better, more complex, indestructible made to circumvent a few cornercases?
O rly? Coincidentally, I thought up a similar mechanic. I think your wording might be better though.
{Magic: The RPG}
Etherform X (You may cast this card for its Etherform cost. If you do, as it resolves, search your library for a creature card with converted mana cost equal to or less than this card and put it onto the battlefield, then shuffle this card into its owner's library.)
The rules are:
* The Etherform cost is an alternative cost, thus still affected by effects that gives you discounts for casting creature spells. Of course, effects that allows you to cast spells for free may still not allow you to cast this with its Etherform cost for free.
* If you cast a creature spell with its Etherform cost, you MUST tutor. So think twice before Etherforming a cheap creature lest you then find you've run out of weenies in your deck.
* If you cast a creature spell with its Etherform cost, that creature spell is still considered the spell that you cast, so if an effect takes note of, for example, color, name or converted mana cost of the spell cast, it will take note of those characteristics of the spell cast, not the creature you'll tutor later.
* Once you finish tutoring a creature using Etherform, put that creature into the field. That creature is not cast, so effects that care about what spells is cast doesn't take note of the creature you tutor. For example, if you cast a blue creature spell with Etherform, it will cause effects that trigger from "Whenever a player casts a blue spell", but if using that Etherform you bring out a green creature, it will not trigger abilties such as "Whenever a player casts a green spell".
* Also, once you finish tutoring, the Etherform spell you cast is shuffled into your library, thus the creature spell that you cast using Etherform NEVER enters the battlefield. Going with the example above (blue etherform, green tutored), effects that say "Whenever a blue creature enters the battlefield" will not trigger, while effects that say "Whenever a green creature enters the battlefield" will trigger.
So in short:
Using Etherform, you cast only one spell, and you still get only one creature out in the field, but the cast creature and the creature on field are not necessarily the same thing.
PS: Oh btw, guys who made Linger mechanic: Haha, looks like that name is a wee too popular try searching the rest of the thread and spot how many Linger abilities there are inside
cloak n - ~ enters the battelfield with n cloak counters on it, at the beginnig of your upkeep remove a cloak counter from ~. as long as ~ has a cloak counter on it, it is unblockable.
(ps. only on creatures) not sure if i should add shroud/hexproof to the effect, or if it should be an additional effect for some creatures.
examples:
Faranian Thief 1UU
creature-human rogue (R)
cloak 3
as long as ~ has a cloak counter on it, it has "whenever ~ deals combat damage to a opponent draw a card"
if ~ has no cloak counter on it, it has " whenever ~ deals damage to an opponent draw a card, then discard a card"
1/2
and
Cunning Shadowmage 1BU
creature-human wizard rogue (U)
cloak 3
:SymBU:: put a cloak counter on a creature with cloak
all other creatures you control with a cloak counter on them gets +1/+1
2/2
Ætherform
Also tranquilo i like most of your keywords to. they're pretty awesome.
your welcome
Anyway, a repost of my previous custom keyword due to some issues. This is the old one:
Revered (A creature you control that is attacking or blocking alone gets +1/+1)
I'm changing it to this:
Revered (A creature you control that is attacking or blocking alone gets +1/+0)
The reason is that because the bonus only lasts for for the duration of combat, and such temporary bonus to toughness will cause a lone attacker/blocker to instantly die once combat is over if it takes any damage during combat. So, now that the temporary bonus is only to power, such issues should be gone.
Cunning: when this creature is blocked, you may remove it from combat. If you do, untap it.
Creators Note: my attempt at a blue/red creature keyword, it makes it easier to attack with smaller creatures if you know you can change your mind
Natural: while in your library, this card is considered a basic land
Creators Note: mostly for Green Mana Dorks
Stout: this creature may block while tapped
Creators Note: like vigilance, only it works against tap-down control
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
When this permanent dies, if it had no ethereal counters on it, return it to the battlefield under its owner's control with an ethereal counter on it.
Twist on persist and undying, but meant for enchantments (read: Auras) and maybe artifacts and lands.
Ethereal Skin
2G
Enchantment - Aura
Enchant creature
Enchanted creature has Absorb 1.
Sacrifice ~: Regenerate enchanted creature.
Ethereal
Ethereal Castle
2WW
Enchantment
Creatures you control get +0/+2.
Sacrifice ~: Creature you control get +2/+0 until end of turn.
Ethereal
Ethereal Terramorpher
Land
~ enters the battlefield tapped.
2, T, Sacrifice ~: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Ethereal
........................
Example:
Mutant X:(When this creature enters the battlefield, flip a coin. If you flipped tails, put X -1/-1 counter(s) on this creature. if you flipped heads, put X +1/+1 counter(s) on this creature.)
Gex Charger :2mana::symg::symu:
Creature — Mutant Merfolk (C)
Trample, Mutant 1 (When this creature enters the battlefield, flip a coin. If you flipped tails, put 1 -1/-1 counter(s) on this creature. if you flipped heads, put 1 +1/+1 counter(s) on this creature.)
3/4
Dar'jargo
Unharmed from <characteristic> (Prevent all damage that <characteristic> sources would deal to this permanent.)
e.g.
Dwarf Ironsmith
R
Creature - Dwarf
Unharmed from red
1/1
Stalwart (As long as this creature blocks a creature, that creature loses trample.)
e.g.
Blue Turtle
2U
Creature - Turtle
Stalwart
1/4
........................
Proficiency X, M
Proficiency Example
Creature - Elvish Ranger
Proficiency 2, B (When this creature attacks or blocks B creatures it gains a +2/+2 and deals combat damage before creatures without first strike. Attacking doesn’t cause this creature to tap and you may have target B creature untap and block if able.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
1/1
Marksman
Purge [N] (If you would draw a card, instead you may have target player put [N] card(s) from the top of his or her library into his or her graveyard. If you do, return this card to your hand. Otherwise, draw a card.)
Suggested MTGS CompRules
502.PUR: Purge:
502.PURb A player with fewer cards in his or her library than the number required by a purge ability can't put any of them into his or her graveyard this way.
Subdue (If you were to draw a card, instead you may tap target creature. If you do, return this card to your hand. Otherwise, draw a card.)
Suggested MTGS CompRules
502.SUB: Subdue:
Conscript (If you were to draw a card, instead you may untap target creature and gain control of it until end of turn. If you do, return this card to your hand. Otherwise, draw a card.)
Suggested MTGS CompRules
502.CON: Conscript:
502.CONb A conscripted creature, gains haste until end of turn. (It can attack and tap.)
Suggested MTGS CompRules
502.MAN: Manalink
MAN:502.MANa Manalink is a static keyword ability.
502.MANb Combat damage dealt by a source with manalink causes that source’s controller, or its owner if it has no controller, to add that much mana to their mana pool (in addition to any other results that damage causes). See rule 119.3.
502.MANc If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had manalink.
502.MANd The manalink rules function no matter what zone an object with manalink deals damage from.
502.MANe The mana gained as a result of this effect doesn't empty from your mana pool as steps and phases end. This is an exception to 500.4.
502.MANf Multiple instances of manalink on the same object are redundant.
Cripple X - COST (You may cast this creature spell for its Cripple cost. If you do, this creature enters the battlefield with X -1/-1 counters on it.)
Simple enough, hopefully
Morale X (Whenever this creature attacks or blocks, if you control another attacking or blocking creature, it gets +X/+X until end of turn.)
Gouge X (When this creature attacks, put the top X cards of defending player's library into their graveyard.)
Subdue (When this creature deals combat damage to a creature, tap that creature and it doesn't untap durring its controller's next untap step.)
Consume (Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.)
Landbond -- As long as you control four or more lands, effect.
Some examples
Sacred Balm :1mana::symw:
Instant
Gain 5 life.
Landbond -- Gain 7 life instead as long as you control four or more lands.
Knight Enlister :2mana::symw::symw:
Creature - Human Knight
Vigilance
:tap:: Put a 1/1 white Knight creature token onto the battlefield
Landbond -- :tap:: Put two 1/1 white Knight creature tokens onto the battlefield instead if you control four or more lands.
Upheave -- At the beginning of your upkeep return a land you control to your hand, effect.
Cunning -- Whenever you search your library, effect.
Questions, comments, concerns, criticism, conundrums?
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Crumble (Whenever damage would be dealt to ~, prevent that damage. Put a -1/-1 counter on ~.)
It appears on skeleton creatures.
Signature done by DNC from the Heroes of the Plane Studios
--------------------
Official Ink Bearer of [The Crafters]
--------------------
Old Custom Set: Imminence over Marycion
Whenever one or more creatures you control would be destroyed by an effect, you may chose to sacrifice a creature you control with Martyr. If you do, other creatures you control cannot be destroyed by that effect.
Soulbound
Effects that remove permanents from the game do not affect this card.
WWWAvacyn: We Can Make The World StopWWW
Those you you posting comp rules updates, keyword actions/abilities have been rules 701 and 702, respectively, for a while, now. Thus, I suggest, at least, making those changes. You may want to add a unifying section to the comp rules to prevent non-sequential addition as well. I use 702c for custom keyword abilities and plan to use 701c for custom keyword actions.
Some of your keywords are essentially giving words to existing mechanics, but at least the names you gave are fine (Consume and Subdue, especially). Morale is ok, if a semi-Battalion.
Finally I got to create a new keyword after so long being dry
Confine X (As this permanent enters the battlefield, choose X lands you control. As long as this permanent and the chosen land are on the battlefield under your control, this creature is confined by that land.)
Some rules concerning this:
- You choose which lands you use for the Confine ability only as the permanent with Confine enters the battlefield. In other words, while, for example, the permanent is still just a spell, you don't choose any lands to confine this permanent spell.
- Choosing lands to confine the permanent is a must.
- In case that the number of lands you control is fewer than X, choose all of them to confine the permanent.
- In case the land stops being land (such as a manland being a victim of Mirrorweave), treat it as still confining the permanent as long as it doesn't leave the battlefield.
- If the confining land blinks (such as a mandland getting Cloudshifted), it no longer confines the permanent, so one fewer confining lands.
- If the confining land is no longer under your control (Annex, it no longer confines the permanent.
Example:
Chained Hellhound R
Creature - Hound (C)
Confine 1 (As this creature enters the battlefield, choose one land you control. As long as this creature and the chosen land are on the battlefield under your control, this creature is confined by that land.)
Chained Hellhound has Defender as long as it is confined.
3/2
701.SURa A permanent "survives" a spell or ability that generated a one-shot effect that dealt damage to it, put counters that reduce toughness on it, or attempted to cause it to leave the battlefield if it was on the battlefield before the effect was applied and if it would remain on the battlefield immediately after the effect is applied and state-based actions would be checked.
702.SURb A player "survives" a spell or ability that generated a one-shot effect that caused that player to lose life, put poison counters on that player, caused that player to attempt to draw a card from an empty library, or some other effect that would cause him or her to lose the game after state-based actions would be checked if, immediately after the effect is applied, if state-based actions were to be checked, the player has not yet lost the game. (The only exception to this rule is that a player may concede at any time, in which case, the player still "survives" the effect, as it is the concession that causes the player to lose the game.)
613.2.* Within layers 1-5, apply effects from characteristic-defining abilities first, then all other effects in timestamp order. Note that dependency may alter the order in which effects are applied within a layer.
613.2b.* Within layer 6, apply effects from characteristic-defining abilities first, then all ability-adding and ability-removing effects that don't involve void in timestamp order. Then apply ability-adding and ability-removing effects that add or remove void in timestamp order. While applying effects that add or remove void, a creature is not considered to have or not have void until all such effects have been applied. Note that dependency may alter the order in which effects are applied within this layer.
702.VOI Void
702.VOIa Void is a static ability that appears on some permanents.
702.VOIb For as long as a permanent has void, it loses all of its other abilities, and it can't gain any other abilities.
702.VOIc To determine what abilities a permanent with void has, first apply all effects that add or remove abilities that aren't void in timestamp order. Then apply all effects that add or remove void in timestamp order. While applying effects that add or remove void, a permanent is not considered to have or not have void until all such effects have been applied. In other words, as long as a permanent has void, it doesn't have any other abilities, regardless of the timestamp of all other ability-adding effects. (See rule 613.2b.)
702.VOId Multiple instances of void on the same permanent are redundant.
702.AWAa Awaken is a static ability that functions in any zone from which you could play the card it is on. The awaken effect works any time the card is face-down. "Awaken [cost]" means "You may play this as a face-down land. It has no name, no types, no subtypes, and no mana cost. It has the text 'T: Add 1 to your mana pool.'"(See rule 707, "Face-Down Spells and Permanents.")
702.AWAb A player may play a card using its awaken ability only any time he or she could play a land. See rule 305.2a.
702.AWAc To play a card using its awaken ability, turn it face-down and put it onto the battlefield. The permanent it becomes is a face-down land with no name, no types, no subtypes, and no mana cost, with the text "T: Add 1 to your mana pool."
702.AWAd You can't play a card face-down this way if it doesn't have awaken.
702.AWAe If you have priority, you may turn a face-down permanent you control face up if it would have an awaken cost if it were face up. This is a special action; it doesn't use the stack (see rule 115). To do this, show all players what the permanent's awaken cost would be if it were face up, pay that cost, then turn the permanent face up. The awaken effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don't trigger when it's turned face up and don't have any effect, because the permanent has already entered the battlefield.
702.AWAf If a face-up permanent with awaken is turned face-down by a spell or ability, it becomes a 2/2 creature with no characteristics. See rule 707.2a.
702.ELUa Elusive is a static ability that appears on some permanents. It is also an ability that a player can have.
702.ELUb If an effect that doesn't target a permanent or player with elusive would perform an action on that permanent or player, make another object or player perform an action on that permanent or player, or make that permanent or player perform any actions, and the set of objects it could affect consists of at least two permanents and/or players, that spell or ability doesn't affect the permanent or player with elusive. If the set of objects that such an effect could affect consists of just the permanent or player with elusive, the spell or ability will affect the permanent or player as normal.
702.ELUc Effects may still determine information about a permanent or player with elusive. Parts of the effect of a spell or ability that do not match the criteria listed in 702.ELUb may still affect that permanent or player.
702.ELUd Multiple instances of elusive on a permanent or player are redundant.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
702.MRY. Mastery
Examples:
Minotaur Warlord - 3RR
Creature - Minotaur
Haste, Trample.
Mastery 2 (Equip of card to Minotaur Warlord costs 2 less.)
This card gets +1/+0 while having an artifact attached to it.
"I can destroy you with anything around me! Try me!"
3/3
Scroll of the Swordsmaster - 2UU
Enchantment - Aura
When Scroll of the Swordsmaster enters the field, search for an Equipment Artifact with Equip cost of 4 or more and summon it into the battlefield without paying its
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Imbue is a keyword found on some instant and sorcery cards that functions while that card is in your hand.
Imbue [cost] means: As an additional cost to cast a creature spell, you may reveal this card from your hand and pay [cost]. If you do, that spell gains "When this creature enters the battlefield, you may cast a copy of the imbued spell without paying its mana cost."
If a card has multiple instances of imbue, either cost may be paid. You cannot imbue the same instant or sorcery multiple times onto a creature spell.
Notes:
Imbue never targets, even if the spell being imbued does. You can imbue an instant or sorcery onto a creature spell even if that instant or sorcery has no legal targets.
Casting the spell this way is optional.
The spell does not get cast until after the creature enters the battlefield. Therefore, the creature will be a legal target for any spells imbued on it that could normally target that creature.
Instants or Sorceries being imbued onto a creature remain revealed until either that card leaves the hand, the creature spell leaves the stack through any method other than resolving and entering the battlefield, or the copy of the spell has either not been cast or has left the stack.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)