so im just used to review about 2 or 3 pages before
but that doesn't mean im new to Magic.
i know how the metagame is currently works.
and in my post i have explain is just how Sarkhan look alike in red absence.
in every ability i have explain the reason..
i tend to create how Sarkhan to be calmer but still deadly as his predecessor card. green in the form of ramping and black in the form of sacrifice creature
so im just used to review about 2 or 3 pages before
but that doesn't mean im new to Magic.
i know how the metagame is currently works.
and in my post i have explain is just how Sarkhan look alike in red absence.
in every ability i have explain the reason..
i tend to create how Sarkhan to be calmer but still deadly as his predecessor card. green in the form of ramping and black in the form of sacrifice creature
That's true, but Sarkhan isn't colors, he's a character.
Private Mod Note
():
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
so im just used to review about 2 or 3 pages before
but that doesn't mean im new to Magic.
i know how the metagame is currently works.
and in my post i have explain is just how Sarkhan look alike in red absence.
in every ability i have explain the reason..
i tend to create how Sarkhan to be calmer but still deadly as his predecessor card. green in the form of ramping and black in the form of sacrifice creature
The main problem isn't story. It's the abilities. The first 2 don't fit Sarkhan as a character. The last 2 abilities don't fit the colors.
Vaporize is probably a bit too powerful, but then again, we have the likes of Unmake, but then again, we also have Sever the Bloodline. Sorcery, maybe? But then again if sorcery, the additional life loss effect may need to be a bit stronger.
Meanwhile, Aetherbreak seems just nice. This is Time Ebb that shuffles instead of just puts on top of library. And the fact that it has many colors to begin with....
A card that never works.
Rectruitment of the DisgruntledUR
Enchantment (R)
At the beginning of each end step, gain control of target creature token that has been dealt damage this turn. "Now that you understand how little your master thinks of you, why don't you join me? It would be better, I can guarantee you."
Useless most of the time since most tokens have 1 toughness, thus without Avacyn, they will NOT survive any damage. However, may be fun if your opponent plays big tokens, like Dragonmaster Outcast. What do you think?
EDIT:
Rectruitment of the Disgruntled1R
Enchantment (R)
At the beginning of each end step, gain control of target creature token that has been dealt damage this turn. "Now that you understand how little your master thinks of you, why don't you join me? It would be better, I can guarantee you."
Haha, a very cute concept. I would amend it so that it's monored, given that blue is no longer in the practice of poking, and maybe let it affect nontokens as well.
* * *
Scattered Growth1G
Enchantment (C)
When ~ enters the battlefield, distribute three +1/+1 counters among any number of creatures you control.
When ~ leaves the battlefield, remove three +1/+1 counters from creatures you control.
That one looks fine for a Spikes deck, or any deck based on +1/+1 counters.
Monumental Uprising1R
Enchantment - Aura (U)
Enchant land
When Monumental Uprising enters the battlefield, it deals 2 damage to target player.
Enchanted land is a Mountain. Some mountains are born from the most destructive forces ever conceived.
Divine Scathing :2mana::symrw:
Instant (U)
Divine Scathing deals 4 damage to target attacking or blocking creature. If you spent to cast this spell, if the target creature dies later this same turn, exile it instead. If you spent to cast this spell, if the target creature dies later this same turn, exile any permanents that were attached to it.
Private Mod Note
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Master Biomancer's flavor text should read 'My DNA - I put that ---- in everything'.
This is a good card, but it's two abilities based on colors used are confusing. Having two conditionals for each of the two effects makes the proper wording become lengthy, which in all fairness seems to be the only weakness of the card.
Divine Scathing2
Instant (U)
Divine Scathing deals 4 damage to target attacking or blocking creature.
If a creature dealt damage this way would die this turn and you spent R to cast this spell, exile that creature instead.
If a creature dealt damage this way would die this turn and you spent W to cast this spell, exile all permanents attached to that creature.
Now my card: Hunted Alpha2GG
Creature - Werewolf
Trample, hexproof
All creatures opponents control have “1: This creature fights Hunted Alpha.”
6/4
Well, Hunted Alpha looks like it can be traded easily for two of the opponent's creatures, the hexproof seems like a bit too much I guess.
Bog ReaverBBB
Creature - Wraith (R)
Swampwalk
Other creatures with swampwalk you control get +1/+1 and "B: Regenerate this creature." "Rumor says that it's the amalgam of the hatred, suffering and despair of those who have been slain in the Faldrin Mire... I disagree, I'll find the truth about that abomination..."
--- Kalista Onyxblade, Defender of Parzun (3/2)
1. Regeneration doesn't mesh mechanically with black very well.
2. BBB for that? Zombie Master was 1BB, after all. CCC mana costs tend to be inelegant unless the card's effects really should be inaccessible to multicolored decks.
3. As cool as Wraiths are, there's little about them that registers as tribal.
* * *
Syphon Energy4UU
Instant (R)
Each opponent activates a mana ability of each land he or she controls. Then put all mana from those players' mana pools into yours.
Um.... in the current system, this basically taps all lands and signets, right? Well, as instant, it's pretty dangerous since you can hit them during upkeep, then they will be forced to waste their mana lest you get them. Pretty fair a skip-a-turn effect, in a way, although maybe 5cc isn't too bad since this won't hit as hard as Silence
EDIT: D'oh... I thought I read permanents, not lands :D:D:D
Next
Smelter Parasite2U
Creature - Insect (U)
You may pay RG to cast Smelter Parasite rather than pay its mana cost.
When Smelter Parasite enters the battlefield, put target noncreature artifact at the bottom of its owner's library. Despite its size, it can leach off heat from its surrounding, causing damage to manmade objects.
2/2
The effect is a bit of Hide/Seek. Other than that, what say you?
EDIT:
Smelter Parasite2U
Creature - Insect (U)
You may pay RG to cast Smelter Parasite rather than pay its mana cost.
When Smelter Parasite enters the battlefield, you may put target noncreature artifact at the bottom of its owner's library. Despite its size, it can leach off heat from its surrounding, causing damage to manmade objects.
2/2
Um.... in the current system, this basically taps all lands and signets, right?
Signets weren't lands the last time I checked.
Smelter Parasite2U
Creature - Insect (U)
You may pay RG to cast Smelter Parasite rather than pay its mana cost.
When Smelter Parasite enters the battlefield, put target noncreature artifact at the bottom of its owner's library. Despite its size, it can leach off heat from its surrounding, causing damage to manmade objects.
2/2
Definitely possible in the pie and at both costs. I would at a "may" to the ETB trigger.
I'm not sure the kind of alternate cost you are proposing is worth it though. It's just a lot less intriguing to replace a mana cost with another mana cost compared to e. g. a nonmana cost.
Under the premise that the alternate cost is decreed fine (due to a set theme or whatever) I like the card idea.
Also: "leech".
Next:
Outlaw 2.0 :sym2w::sym2u::sym2b:
Enchantment
When ~ enters the battlefield, target player reveals his or her hand. You choose a nonland card from it. Exile that card.
Cards with the same name as the exiled card can't be cast.
Proteus as legendary is definitely fitting considering how amazingly powerful this effect is. In the same vein, I think the costs for both casting it and activating its ability should go up by one at least
On one hand, Outloaw looks dangerous. On the other hand, this can be removed, and at best it kills 4 cards out of 60, which isn't that good. Should be ok, since playing at 3 color, while cheap, is a lot of work.
Arlyne Household a few pages back, this now.
Master Tormentor Emuran2BB
Legendary Creature - Human Assassin (M)
Intimidate
Whenever you cast a red, green, white or blue spell, each opponent loses 1 life for each B you spent to cast that spell. "Interesting. I have never thought of that."
3/3
I think the cost is right for the effect, since it does leave an opening for your opponent to handle it before it really becomes an issue for them. Very strong with split mana, but that makes it more fun. I'd almost love to see him costed :symbr::symbg::symwb::symub:, as ugly as that might be, if only to have him as a valid EDH general.
Child of the Temple :symwg::symwg:
Creature - Elf Cleric (C)
When Child of the Temple enters the battlefield, search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
1/3
Private Mod Note
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Master Biomancer's flavor text should read 'My DNA - I put that ---- in everything'.
I wouldn't increase the cost, because it's not strictly stronger. It has summoning sickness, and the ability is fundamentally random. More often than not, it would target itself for it's effect, just so you have some guarantees.
Private Mod Note
():
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Oh, I see.... I never realized we have Proteus Staff. Then if Wizards say it's ok then it's ok.
Child of the Temple is basically Safewright Quest on stick, so it should be ok. 1/2 if too big then.
No card posting for now. I actually have ideas, but they are basically my recent color-messing cards on an opposite direction OK fine, something like this.
Shield-Blessed HoundGU
Creature - Hound (U)
You may pay 2W to cast Shield-Blessed Hound rather than pay its mana cost.
When Shield-Blessed Hound enters the battlefield, you may have another target creature gain hexproof for as long as you control Shield-Blessed Hound. A dog is always a man's best friend.
1/2
See?
EDIT:
Shield-Blessed HoundGU
Creature - Hound (U)
You may pay 2W to cast Shield-Blessed Hound rather than pay its mana cost.
When Shield-Blessed Hound enters the battlefield, you may have another target creature gain hexproof for as long as you control Shield-Blessed Hound. A dog is always a man's best friend.
2/2
Even so, it's a fine way to give Hexproof while not being too strong. Very solid design.
Ascendant's Passage :symw::symu::symb::symr::symg:
Sorcery (M)
Reveal the top five cards of your library. If they are in the order of a white card, a blue card, a black card, a red card, and a green card or in the order of a land, a creature, an artifact, an enchantment, and a planeswalker, you win the game. Otherwise, you lose the game.
Private Mod Note
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Master Biomancer's flavor text should read 'My DNA - I put that ---- in everything'.
thanks to solmancer for the reference of Rakdos Mechanic i revised my own Mythic rare enchantment borrowing his Dementia mechanic
Rakdos Forbidden Teaching (Mythic) 4BBR
Enchantment
Whenever Rakdos Forbidden teaching enter the battlefield, draw 7 cards then put your library to the graveyard.
Exile a cards in each player graveyards: add B or R to your mana pool
Dementia- you may cast X target cards from your graveyard this turn where X is 7 minus the number of cards in your hand.
One card per post please. Wait until later or start a thread if you want to discuss multiple cards. Thanks!
-Gerrard's Mom
(You're also supposed to give a quick review of the previous card. Like so.)
So does the Dementia effect come after the draw 7? Because if it does, then you'll never get to use it, since at the point the Dementia is checked you have 7 cards in your hand. It also seems a tad costly and unwieldly in it's current form, especially as a Mythic, and the wording feels off. I get that it's pretty much supposed to be a 'win this turn' kind of card, but if that's the case there's a far better way to approach this.
Twisted Conversion :3mana::symb::symb::symr::symr:
Sorcery Dementia - When you cast this spell, count the number of cards in your hand.
Draw 7 cards, then put your library into you graveyard. Until the end of turn, you may exile a card from your graveyard to add or to your mana pool. You may cast up to X target spells from your graveyard, where X is equal to 7 minus the number of cards that you counted for Dementia.
Even there it's hard to make it seem like the way that Dementia works in the referenced thread. You might as well drop that part and just word it into the spell.
Twisted Conversion :3mana::symb::symb::symr::symr:
Sorcery
When you cast this spell, count the number of cards in your hand,
Draw 7 cards, then put your library into you graveyard. Until the end of turn, you may exile a card from your graveyard to add or to your mana pool. Then, you may cast up to X target spells from your graveyard, where X is equal to 7 minus the number of cards that were in your hand when you had cast this spell.
(Sorry for rename, but the name you gave also wasn't too great, IMO).
Anywho, in addition to Ascendant's Passage, I give you this to review!
Humanize
Enchantment - Aura
When Humanize enters the battlefield, draw a card.
Enchanted creature is a Human in addition to its other types. No one's quite sure how many allies the Azorius have these days.
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Master Biomancer's flavor text should read 'My DNA - I put that ---- in everything'.
Ahaha, how sweet. There shouldn't be anything wrong with the card, although why suddenly Azorius becomes human-freaks is beyond me
Oh, and Ascendancy's Passage... How does this deal with multicolor/multitype? Because if multicolor is ok, then this may be broken with Footbottom Feast + 4 Transguild Courier + 2 other multicolors, although admittedly that's still a lot of work. Maybe make it cost the same as Coalition Victory to be safe? Or at least a bit cheaper, but not 5 cc.
Next:
Chromaton Automaton4
Artifact Creature - Construct (U)
Whenever you cast a colored spell, Chromaton Automaton gets +1/+1 until end of turn for each mana that is not the color of that spell spent to cast it. Even machines find the sight of blue fire strange.
2/2
So, spending WUBRG to cast, say, Blaze will give this +4/+4. Comments?
(You're also supposed to give a quick review of the previous card. Like so.)
So does the Dementia effect come after the draw 7? Because if it does, then you'll never get to use it, since at the point the Dementia is checked you have 7 cards in your hand. It also seems a tad costly and unwieldly in it's current form, especially as a Mythic, and the wording feels off. I get that it's pretty much supposed to be a 'win this turn' kind of card, but if that's the case there's a far better way to approach this.
Twisted Conversion :3mana::symb::symb::symr::symr:
Sorcery Dementia - When you cast this spell, count the number of cards in your hand.
Draw 7 cards, then put your library into you graveyard. Until the end of turn, you may exile a card from your graveyard to add or to your mana pool. You may cast up to X target spells from your graveyard, where X is equal to 7 minus the number of cards that you counted for Dementia.
Even there it's hard to make it seem like the way that Dementia works in the referenced thread. You might as well drop that part and just word it into the spell.
Twisted Conversion 3BBRR
Sorcery
When you cast this spell, count the number of cards in your hand,
Draw 7 cards, then put your library into you graveyard. Until the end of turn, you may exile a card from your graveyard to add or to your mana pool. Then, you may cast up to X target spells from your graveyard, where X is equal to 7 minus the number of cards in your hand when you cast this spell.
(Sorry for rename, but the name you gave also wasn't too great, IMO).
actually it should work when it enabled at turn 8 if we look on the mana curve:
turn 8 means you have 8 mana and your library should be 45 cards. draw more 7 cards its 45-7= 38, the remaining 38 cards in library goes into graveyard to be free 38 mana!
cast remaining 7 cards in your hand then when your hand empty cast 7 additional 7 target cards in graveyard, that doesnt include flashback cards or cards like gravecrawler
however to make it not so confusing lets drop the the 7 drawing part for a while to see how it works
i fact i want to add a flavor on it: Many Necromancers raise the dead to serve, Rakdos Necromancers raise the dead to be burned and fuel their master's deranged sorcery
lets see how it works in new version
Twisted Conversion3BBRR
Sorcery
When you cast this spell, count the number of cards in your hand,
then put your library into your graveyard. Until the end of turn, you may exile a card from your graveyard to add B or R to your mana pool. Then, you may cast up to X target spells from your graveyard, where X is equal to 7 minus the number of cards that were in your hand when you had cast this spell.
Many Necromancers raise the dead to serve, Rakdos Necromancers raise the dead to be burned and fuel their master's deranged sorcery
and thanks for fixing the exact ruling of cards, feel free to critics and making it as sorcery was more reasonable than enchantment:)
Definitely fine how it is, seeing as it won't break anything while being good.
:3mana::symg::symg:
Creature - Elf Shaman {R}
:symtap:: Target creature becomes a 1/1 green Squirrel with no abilities until end of turn.
:symtap:: Target creature gets +3/+3 until end of turn.
2/3
I don't know if polymorphing is Green's thing, really, nor a common practice for Elves. Flavorwise it does seem very green though and perhaps could be worked in somehow. Should make it a 3/3 though for the cost of 5.
Sword of the Alpha and the Omega
Legendary Artifact - Equipment
Equipped creature has +3/+3 and protection from non-Equipment colorless and from multi-color.
Whenever equipped creature deals combat damage to a player, return a permanent from your graveyard to the battlefield and untap all creatures you control.
Equip :3mana:.
Private Mod Note
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Master Biomancer's flavor text should read 'My DNA - I put that ---- in everything'.
.... Well, the protection abilities are a bit of a mess, but I do understand in that what is means is that it can be harmed by monocolors. The combat damage effect is too strong though; I know this sword is probably made in the same vein as the Mirrodin swords, but I think reanimating every turn, on top of being unblockable by artifact creatures and multicolors AND +3/+3 is overkill for that cost.
Forestwalk fiesta?
Kudzu Dryad1G
Creature - Dryad (R)
Lands you control are Forests in addition to their other types.
Whenever Kudzu Dryad deals combat damage to a player, you may have that player gain control of Kudzu Dryad. If you do, it doesn't untap during that player's next untap step. Legend says that the vines that choke the Farlore Woods are a dryad's hair.
1/3
Comments?
EDIT: to Destructor: That she had that no-untap clause was a left-over because she used to have Forestwalk herself. Without the self-tap, that Forestwalk will backfire on you, reducing her usefulness.
Kudzu Dryad1G
Creature - Dryad (R)
Lands you control are Forests in addition to their other types.
Whenever Kudzu Dryad deals combat damage to a player, you may have that player gain control of Kudzu Dryad. Legend says that the vines that choke the Farlore Woods are a dryad's hair.
1/3
so im just used to review about 2 or 3 pages before
but that doesn't mean im new to Magic.
i know how the metagame is currently works.
and in my post i have explain is just how Sarkhan look alike in red absence.
in every ability i have explain the reason..
i tend to create how Sarkhan to be calmer but still deadly as his predecessor card. green in the form of ramping and black in the form of sacrifice creature
That's true, but Sarkhan isn't colors, he's a character.
- To my youngest sister when she was 6.
The main problem isn't story. It's the abilities. The first 2 don't fit Sarkhan as a character. The last 2 abilities don't fit the colors.
Credit to Maelstrom Graphics for the sig.
Meanwhile, Aetherbreak seems just nice. This is Time Ebb that shuffles instead of just puts on top of library. And the fact that it has many colors to begin with....
A card that never works.
Rectruitment of the Disgruntled UR
Enchantment (R)
At the beginning of each end step, gain control of target creature token that has been dealt damage this turn.
"Now that you understand how little your master thinks of you, why don't you join me? It would be better, I can guarantee you."
Useless most of the time since most tokens have 1 toughness, thus without Avacyn, they will NOT survive any damage. However, may be fun if your opponent plays big tokens, like Dragonmaster Outcast. What do you think?
EDIT:
Rectruitment of the Disgruntled 1R
Enchantment (R)
At the beginning of each end step, gain control of target creature token that has been dealt damage this turn.
"Now that you understand how little your master thinks of you, why don't you join me? It would be better, I can guarantee you."
* * *
Scattered Growth 1G
Enchantment (C)
When ~ enters the battlefield, distribute three +1/+1 counters among any number of creatures you control.
When ~ leaves the battlefield, remove three +1/+1 counters from creatures you control.
Monumental Uprising 1R
Enchantment - Aura (U)
Enchant land
When Monumental Uprising enters the battlefield, it deals 2 damage to target player.
Enchanted land is a Mountain.
Some mountains are born from the most destructive forces ever conceived.
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
Divine Scathing :2mana::symrw:
Instant (U)
Divine Scathing deals 4 damage to target attacking or blocking creature. If you spent to cast this spell, if the target creature dies later this same turn, exile it instead. If you spent to cast this spell, if the target creature dies later this same turn, exile any permanents that were attached to it.
ok. then can i ask suggestion how to Emulating a card ruling for Sarkhan?
if i look back to my memory how about this card: Violent Ultimatum?
Divine Scathing 2
Instant (U)
Divine Scathing deals 4 damage to target attacking or blocking creature.
If a creature dealt damage this way would die this turn and you spent R to cast this spell, exile that creature instead.
If a creature dealt damage this way would die this turn and you spent W to cast this spell, exile all permanents attached to that creature.
Now my card:
Hunted Alpha 2GG
Creature - Werewolf
Trample, hexproof
All creatures opponents control have “1: This creature fights Hunted Alpha.”
6/4
Bog Reaver BBB
Creature - Wraith (R)
Swampwalk
Other creatures with swampwalk you control get +1/+1 and "B: Regenerate this creature."
"Rumor says that it's the amalgam of the hatred, suffering and despair of those who have been slain in the Faldrin Mire... I disagree, I'll find the truth about that abomination..."
--- Kalista Onyxblade, Defender of Parzun
(3/2)
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
1. Regeneration doesn't mesh mechanically with black very well.
2. BBB for that? Zombie Master was 1BB, after all. CCC mana costs tend to be inelegant unless the card's effects really should be inaccessible to multicolored decks.
3. As cool as Wraiths are, there's little about them that registers as tribal.
* * *
Syphon Energy 4UU
Instant (R)
Each opponent activates a mana ability of each land he or she controls. Then put all mana from those players' mana pools into yours.
EDIT: D'oh... I thought I read permanents, not lands :D:D:D
Next
Smelter Parasite 2U
Creature - Insect (U)
You may pay RG to cast Smelter Parasite rather than pay its mana cost.
When Smelter Parasite enters the battlefield, put target noncreature artifact at the bottom of its owner's library.
Despite its size, it can leach off heat from its surrounding, causing damage to manmade objects.
2/2
The effect is a bit of Hide/Seek. Other than that, what say you?
EDIT:
Smelter Parasite 2U
Creature - Insect (U)
You may pay RG to cast Smelter Parasite rather than pay its mana cost.
When Smelter Parasite enters the battlefield, you may put target noncreature artifact at the bottom of its owner's library.
Despite its size, it can leach off heat from its surrounding, causing damage to manmade objects.
2/2
Signets weren't lands the last time I checked.
Definitely possible in the pie and at both costs. I would at a "may" to the ETB trigger.
I'm not sure the kind of alternate cost you are proposing is worth it though. It's just a lot less intriguing to replace a mana cost with another mana cost compared to e. g. a nonmana cost.
Under the premise that the alternate cost is decreed fine (due to a set theme or whatever) I like the card idea.
Also: "leech".
Next:
Enchantment
When ~ enters the battlefield, target player reveals his or her hand. You choose a nonland card from it. Exile that card.
Cards with the same name as the exiled card can't be cast.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
On one hand, Outloaw looks dangerous. On the other hand, this can be removed, and at best it kills 4 cards out of 60, which isn't that good. Should be ok, since playing at 3 color, while cheap, is a lot of work.
Arlyne Household a few pages back, this now.
Master Tormentor Emuran 2BB
Legendary Creature - Human Assassin (M)
Intimidate
Whenever you cast a red, green, white or blue spell, each opponent loses 1 life for each B you spent to cast that spell.
"Interesting. I have never thought of that."
3/3
Fair enough for the cost?
Child of the Temple :symwg::symwg:
Creature - Elf Cleric (C)
When Child of the Temple enters the battlefield, search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.
1/3
- To my youngest sister when she was 6.
Child of the Temple is basically Safewright Quest on stick, so it should be ok. 1/2 if too big then.
No card posting for now. I actually have ideas, but they are basically my recent color-messing cards on an opposite direction OK fine, something like this.
Shield-Blessed Hound GU
Creature - Hound (U)
You may pay 2W to cast Shield-Blessed Hound rather than pay its mana cost.
When Shield-Blessed Hound enters the battlefield, you may have another target creature gain hexproof for as long as you control Shield-Blessed Hound.
A dog is always a man's best friend.
1/2
See?
EDIT:
Shield-Blessed Hound GU
Creature - Hound (U)
You may pay 2W to cast Shield-Blessed Hound rather than pay its mana cost.
When Shield-Blessed Hound enters the battlefield, you may have another target creature gain hexproof for as long as you control Shield-Blessed Hound.
A dog is always a man's best friend.
2/2
Ascendant's Passage :symw::symu::symb::symr::symg:
Sorcery (M)
Reveal the top five cards of your library. If they are in the order of a white card, a blue card, a black card, a red card, and a green card or in the order of a land, a creature, an artifact, an enchantment, and a planeswalker, you win the game. Otherwise, you lose the game.
http://forums.mtgsalvation.com/showthread.php?t=432357&page=2
thanks to solmancer for the reference of Rakdos Mechanic i revised my own Mythic rare enchantment borrowing his Dementia mechanic
One card per post please. Wait until later or start a thread if you want to discuss multiple cards. Thanks!
-Gerrard's Mom
So does the Dementia effect come after the draw 7? Because if it does, then you'll never get to use it, since at the point the Dementia is checked you have 7 cards in your hand. It also seems a tad costly and unwieldly in it's current form, especially as a Mythic, and the wording feels off. I get that it's pretty much supposed to be a 'win this turn' kind of card, but if that's the case there's a far better way to approach this.
Twisted Conversion :3mana::symb::symb::symr::symr:
Sorcery
Dementia - When you cast this spell, count the number of cards in your hand.
Draw 7 cards, then put your library into you graveyard. Until the end of turn, you may exile a card from your graveyard to add or to your mana pool. You may cast up to X target spells from your graveyard, where X is equal to 7 minus the number of cards that you counted for Dementia.
Even there it's hard to make it seem like the way that Dementia works in the referenced thread. You might as well drop that part and just word it into the spell.
Twisted Conversion :3mana::symb::symb::symr::symr:
Sorcery
When you cast this spell, count the number of cards in your hand,
Draw 7 cards, then put your library into you graveyard. Until the end of turn, you may exile a card from your graveyard to add or to your mana pool. Then, you may cast up to X target spells from your graveyard, where X is equal to 7 minus the number of cards that were in your hand when you had cast this spell.
(Sorry for rename, but the name you gave also wasn't too great, IMO).
Anywho, in addition to Ascendant's Passage, I give you this to review!
Humanize
Enchantment - Aura
When Humanize enters the battlefield, draw a card.
Enchanted creature is a Human in addition to its other types.
No one's quite sure how many allies the Azorius have these days.
Oh, and Ascendancy's Passage... How does this deal with multicolor/multitype? Because if multicolor is ok, then this may be broken with Footbottom Feast + 4 Transguild Courier + 2 other multicolors, although admittedly that's still a lot of work. Maybe make it cost the same as Coalition Victory to be safe? Or at least a bit cheaper, but not 5 cc.
Next:
Chromaton Automaton 4
Artifact Creature - Construct (U)
Whenever you cast a colored spell, Chromaton Automaton gets +1/+1 until end of turn for each mana that is not the color of that spell spent to cast it.
Even machines find the sight of blue fire strange.
2/2
So, spending WUBRG to cast, say, Blaze will give this +4/+4. Comments?
actually it should work when it enabled at turn 8 if we look on the mana curve:
turn 8 means you have 8 mana and your library should be 45 cards. draw more 7 cards its 45-7= 38, the remaining 38 cards in library goes into graveyard to be free 38 mana!
cast remaining 7 cards in your hand then when your hand empty cast 7 additional 7 target cards in graveyard, that doesnt include flashback cards or cards like gravecrawler
however to make it not so confusing lets drop the the 7 drawing part for a while to see how it works
well its basically my idea to combining Final fortune, Past in Flame and crucible of worlds
i fact i want to add a flavor on it:
Many Necromancers raise the dead to serve, Rakdos Necromancers raise the dead to be burned and fuel their master's deranged sorcery
lets see how it works in new version
Twisted Conversion 3BBRR
Sorcery
When you cast this spell, count the number of cards in your hand,
then put your library into your graveyard. Until the end of turn, you may exile a card from your graveyard to add B or R to your mana pool. Then, you may cast up to X target spells from your graveyard, where X is equal to 7 minus the number of cards that were in your hand when you had cast this spell.
Many Necromancers raise the dead to serve, Rakdos Necromancers raise the dead to be burned and fuel their master's deranged sorcery
and thanks for fixing the exact ruling of cards, feel free to critics and making it as sorcery was more reasonable than enchantment:)
cheers
:3mana::symg::symg:
Creature - Elf Shaman {R}
:symtap:: Target creature becomes a 1/1 green Squirrel with no abilities until end of turn.
:symtap:: Target creature gets +3/+3 until end of turn.
2/3
Credit to Maelstrom Graphics for the sig.
Sword of the Alpha and the Omega
Legendary Artifact - Equipment
Equipped creature has +3/+3 and protection from non-Equipment colorless and from multi-color.
Whenever equipped creature deals combat damage to a player, return a permanent from your graveyard to the battlefield and untap all creatures you control.
Equip :3mana:.
Forestwalk fiesta?
Kudzu Dryad 1G
Creature - Dryad (R)
Lands you control are Forests in addition to their other types.
Whenever Kudzu Dryad deals combat damage to a player, you may have that player gain control of Kudzu Dryad. If you do, it doesn't untap during that player's next untap step.
Legend says that the vines that choke the Farlore Woods are a dryad's hair.
1/3
Comments?
EDIT: to Destructor: That she had that no-untap clause was a left-over because she used to have Forestwalk herself. Without the self-tap, that Forestwalk will backfire on you, reducing her usefulness.
Kudzu Dryad 1G
Creature - Dryad (R)
Lands you control are Forests in addition to their other types.
Whenever Kudzu Dryad deals combat damage to a player, you may have that player gain control of Kudzu Dryad.
Legend says that the vines that choke the Farlore Woods are a dryad's hair.
1/3