Elspeth had a Little ClamWU
Instant {R}
Put a 1/1 blue Clamfolk token onto the battlefield with "All damage that would be dealt to you is dealt to this creature instead."
Zora Mask
Artifact- Equipment (R)
Equipped creature gets +1/+1, islandwalk, and is a Merfolk.
Equip Herein lies Mikqau, the legendary guitarist of the Zora Tribe
-Grave inscription below the mask
Merfolk City
Land R t: Add1 to your mana pool. (W/U),t: Put a 1/1 blue Merfolk creature token onto the battlefield. Activate this ability only if an opponent controls more creatures than you.
ShelldonUUUU
Legendary Creature - Clamfolk
Shroud
Whenever a creature attacks, Shelldon becomes a 0/20 creature that can't block.
20/20 Shelldon is the strongest Clam in the whole wide ocean, but when he sees danger he hides in his shell.
Tonight has been really strange. Judgement is not something that is going to happen right now. Emocakes wins for being a few words away from what is honestly a really exciting card and also because no other card excited me in quite the same way. I'm going to bed. If you want actual judgments remind me when I'm lucid.
Yore-Tiller's Charm(W/U)(B/R)
Instant [U]
Choose one: Tap or untap target permanent; or each creature must attack this turn if able; or target creature becomes a copy of target creature card in a graveyard until end of turn.
Glint-Eye's Charm(U/B)(R/G)
Instant [U]
Choose one: Look at the top four cards of target player's library, then put them back in any order; or target permanent becomes a 3/3 green Beast creature until end of turn; or return target creature to its owner's hand and each creature blocked by it gains trample until end of turn.
Dune-Brood's Charm(B/R)(G/W)
Instant [U]
Choose one: All creatures get +1/-1 until end of turn; or exile target artifact or enchantment; or sacrifice a nontoken permanent, then put a 3/3 green Beast creature token onto the battlefield.
Ink-Treader's Charm(R/G)(W/U)
Instant [U]
Choose one: Return a card from your graveyard to your hand at random; or target permanent becomes an enchantment and loses all other card types until end of turn; or target creature gets +X/-X until end of turn, where X is its toughness minus one.
Witch-Maw's Charm(G/W)(U/B)
Instant [U]
Choose one: You gain hexproof until end of turn; or put target tapped creature on the bottom of its owner's library; or put a +1/+1 counter on target creature for each card you've drawn this turn.
In case you're wondering, the format is (color A/B effect; color C/D effect; color ABCD effect).
Also, that cycle was reeeeally difficult to complete. I'll revisit it later once I have a better idea of what a four-color-ability should feel like.
Frostgleam CharmWU
Instant U
Kicker S
Choose one - Counter target non-snow spell, or target creature
gains Flying and Vigilance until end of turn, or exile target non-creature
permanent.
If this spell was kicked, tap or untap target creature. The dazzling glimmer of sun on the ice.
These charms become more powerful when you satisfy a condition.
Blessed Charm2W
Instant (C)
Choose one - You gain 5 life; or target attacking or blocking creature gets +3/+3; or creatures you control gain first strike until end of turn.
If an opponent controls a Swamp or a Mountain, you may choose up to two instead. If an opponent controls both a Swamp and a Mountain, you may choose up to three instead.
Angelic Charm3WW
Sorcery (R)
Choose one - Put a 4/4 white Angel creature token with flying onto the battlefield; or exile target creature with power greater than 4; or exile target creature with power less than 4.
If you have 10 or less life, you may choose up to two instead. If you have 3 or less life, you may choose up to three instead.
Balancing CharmWW
Instant (U)
Choose one - Put a 2/2 white Soldier creature token onto the battlefield; or destroy target enchantment; search your library for a Plains card, reveal it, put it into your hand, then shuffle your library.
If you control less creatures than each opponent, you may choose up to two instead. If you control less permanents than each opponent, you may choose up to three instead.
Temporal Charm3UU
Sorcery R
Choose two - Put a 6/6 blue Illusion creature token onto the battlefield tapped; or untap each permanent you control; or draw two cards.
Because riffs on modal instants and sorceries are boring: Charms that are Auras with flash. They end up playing a little like Haunt cards from Guildpact.
Intet's CharmURG
Enchantment - Aura {U}
Flash
Whenever enchanted creature deals combat damage to a player, return target permanent card from your graveyard to your hand.
When enchanted creature dies, return target instant or sorcery card from your graveyard to your hand.
Pearl Charm3
Artifact {C}
At the beginning of your upkeep, gain 1 life. W, Sacrifice Pearl Charm: Prevent all damage that would be dealt to you and to permanents you control this turn.
I was going to do a cycle but these are boring and I stopped.
IIW: zombies
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
Evergreen Charm
Enchantment - Aura (C)
Enchanted creature has +1/+1 and can't be destroyed by instant and sorcery spells.
Sacrifice Evergreen Charm: Until end of turn, creatures you control get +1/+1 and can't be destroyed by instant and sorcery spells.
(they are objects that can be destroyed to have them release its ability.)
Elemental Flux :symur::symur:
Instant
If you spent UU to cast this, return target permanent to its owner's hand.
If you spent RR to cast this, deal 4 damage to target creature.
If you spent UR to cast this, deal 2 damage to target creature, then return that creature to its owner's hand.
Enlightenment CharmGWWU Sorcery (R)
Search your library for two land cards, two enchantment cards, or two artifact cards and reveal them. Shuffle your library, then put one in your hand and the other on top of your library.
Immortality CharmWUUB Sorcery (R)
As you cast Immortality Charm, choose either enchantment, artifact, or creature.
Each player returns up to two cards of the chosen type from his or her graveyard to the battlefield under his or her control.
Greed CharmUBBR Sorcery
Draw six cards, then either put three cards from your hand on top of your library in any order, pay 7 life, or discard 3 cards.
Savage CharmBRRG Sorcery (R)
As you cast Savage Charm, choose either creature, land, or enchantment.
Each player sacrifices two permanents of the chosen type.
Titan CharmRGGW Sorcery (R)
Creatures you control get +2/+2 and gain your choice of first strike, trample, or lifelink until end of turn.
Meh.
IIW: CC's IIW
Private Mod Note
():
Rollback Post to RevisionRollBack
Check out the thread for my cube if you have the time, and tell me how terrible it is.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Rix Maadi Charm
(:symbr:) Instant - Charm (U)
:1mana::symb:: Each non-black creature gets -1/-1 until end of turn.
:1mana::symr:: Rix Maadi Charm deals 1 damage to each player.
:1mana::symb::symr:: Target creature deals damage to itself equal to its power.
Charm is a new spell type that has activated abilities that can only be used while the spell is on the stack.
Elspeth had a Little Clam WU
Instant {R}
Put a 1/1 blue Clamfolk token onto the battlefield with "All damage that would be dealt to you is dealt to this creature instead."
IIW: Design a new keyword for a Ravnican guild.
Artifact- Equipment (R)
Equipped creature gets +1/+1, islandwalk, and is a Merfolk.
Equip
Herein lies Mikqau, the legendary guitarist of the Zora Tribe
-Grave inscription below the mask
IIW: Maps, Scenery, and traveling
WUB Esper Control
Legacy
WU Miracles
Edh
WUBErtai, the corrupted
Modern
GR Welcome to the Jungle
Land R
t: Add1 to your mana pool.
(W/U),t: Put a 1/1 blue Merfolk creature token onto the battlefield. Activate this ability only if an opponent controls more creatures than you.
IIW: Do your best Eeyore impression.
Jiggernuts and pressingchess are CF history lessons. Look them up and read their posts.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
This man speaks the truth. Heed his word and you will go far in life.
Sig & Avvy by Disappointing Signets Inc.
CCC&G BRAGGING RIGHTS
Mafia Statistics
I collect pacifism: 228
Legendary Creature - Clamfolk
Shroud
Whenever a creature attacks, Shelldon becomes a 0/20 creature that can't block.
20/20
Shelldon is the strongest Clam in the whole wide ocean, but when he sees danger he hides in his shell.
IIW: A card with "Hand" in its name
I will judge now.
Next: Reinvent the charm concept.
Instant [U]
Choose one: Tap or untap target permanent; or each creature must attack this turn if able; or target creature becomes a copy of target creature card in a graveyard until end of turn.
Glint-Eye's Charm (U/B)(R/G)
Instant [U]
Choose one: Look at the top four cards of target player's library, then put them back in any order; or target permanent becomes a 3/3 green Beast creature until end of turn; or return target creature to its owner's hand and each creature blocked by it gains trample until end of turn.
Dune-Brood's Charm (B/R)(G/W)
Instant [U]
Choose one: All creatures get +1/-1 until end of turn; or exile target artifact or enchantment; or sacrifice a nontoken permanent, then put a 3/3 green Beast creature token onto the battlefield.
Ink-Treader's Charm (R/G)(W/U)
Instant [U]
Choose one: Return a card from your graveyard to your hand at random; or target permanent becomes an enchantment and loses all other card types until end of turn; or target creature gets +X/-X until end of turn, where X is its toughness minus one.
Witch-Maw's Charm (G/W)(U/B)
Instant [U]
Choose one: You gain hexproof until end of turn; or put target tapped creature on the bottom of its owner's library; or put a +1/+1 counter on target creature for each card you've drawn this turn.
In case you're wondering, the format is (color A/B effect; color C/D effect; color ABCD effect).
Also, that cycle was reeeeally difficult to complete. I'll revisit it later once I have a better idea of what a four-color-ability should feel like.
IIW: Colorshift something
Instant U
Kicker S
Choose one - Counter target non-snow spell, or target creature
gains Flying and Vigilance until end of turn, or exile target non-creature
permanent.
If this spell was kicked, tap or untap target creature.
The dazzling glimmer of sun on the ice.
IIW: Inspired by your avatar
[Clan Flamingo]
Blessed Charm 2W
Instant (C)
Choose one - You gain 5 life; or target attacking or blocking creature gets +3/+3; or creatures you control gain first strike until end of turn.
If an opponent controls a Swamp or a Mountain, you may choose up to two instead. If an opponent controls both a Swamp and a Mountain, you may choose up to three instead.
Angelic Charm 3WW
Sorcery (R)
Choose one - Put a 4/4 white Angel creature token with flying onto the battlefield; or exile target creature with power greater than 4; or exile target creature with power less than 4.
If you have 10 or less life, you may choose up to two instead. If you have 3 or less life, you may choose up to three instead.
Balancing Charm WW
Instant (U)
Choose one - Put a 2/2 white Soldier creature token onto the battlefield; or destroy target enchantment; search your library for a Plains card, reveal it, put it into your hand, then shuffle your library.
If you control less creatures than each opponent, you may choose up to two instead. If you control less permanents than each opponent, you may choose up to three instead.
IIW: Elementals, my dear Watson.
[Clan Flamingo]
The clan for custom card creators!
Sorcery R
Choose two - Put a 6/6 blue Illusion creature token onto the battlefield tapped; or untap each permanent you control; or draw two cards.
IIW: Orbital Ion Cannon Strike
Intet's Charm URG
Enchantment - Aura {U}
Flash
Whenever enchanted creature deals combat damage to a player, return target permanent card from your graveyard to your hand.
When enchanted creature dies, return target instant or sorcery card from your graveyard to your hand.
IIW: Design a new keyword for a Ravnican guild.
Artifact {C}
At the beginning of your upkeep, gain 1 life.
W, Sacrifice Pearl Charm: Prevent all damage that would be dealt to you and to permanents you control this turn.
I was going to do a cycle but these are boring and I stopped.
IIW: zombies
Enchantment - Aura (C)
Enchanted creature has +1/+1 and can't be destroyed by instant and sorcery spells.
Sacrifice Evergreen Charm: Until end of turn, creatures you control get +1/+1 and can't be destroyed by instant and sorcery spells.
(they are objects that can be destroyed to have them release its ability.)
IIW: Mana
Enchantment
Cards with Charm in their name that you own gain Cycle 2.
Every charm has its uses.
IIW: A card with Hand in its name.
Instant
If you spent UU to cast this, return target permanent to its owner's hand.
If you spent RR to cast this, deal 4 damage to target creature.
If you spent UR to cast this, deal 2 damage to target creature, then return that creature to its owner's hand.
iiwsig
Club Flamingo Wins: 1!
Sorcery (R)
Search your library for two land cards, two enchantment cards, or two artifact cards and reveal them. Shuffle your library, then put one in your hand and the other on top of your library.
Sorcery (R)
As you cast Immortality Charm, choose either enchantment, artifact, or creature.
Each player returns up to two cards of the chosen type from his or her graveyard to the battlefield under his or her control.
Sorcery
Draw six cards, then either put three cards from your hand on top of your library in any order, pay 7 life, or discard 3 cards.
Sorcery (R)
As you cast Savage Charm, choose either creature, land, or enchantment.
Each player sacrifices two permanents of the chosen type.
Sorcery (R)
Creatures you control get +2/+2 and gain your choice of first strike, trample, or lifelink until end of turn.
Meh.
IIW: CC's IIW
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Artifact {U}
T:Add R to your mana pool.
R,T,Discard a card: Draw a card.
IIW: Mana rocks.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Artifact (U)
,T or 1W: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Vision Charm 3
Artifact (U)
,T or 1U: Draw a card, then discard a card.
Funeral Charm 3
Artifact (U)
,T or 1B: Destroy target creature that was dealt damage this turn.
Hearth Charm 3
Artifact (U)
,T or 1R: Hearth Charm deals 1 damage to target player.
Emerald Charm 3
Artifact (U)
,T or 1G: Untap target creature.
IIW: Music magic.
[Clan Flamingo]
The clan for custom card creators!
No, it's "1W" or ",T". You only tap it when you pay the second cost, not the first.
This is why alternate costs are confusing.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Impatient much?
Seriously, it's been 7 hours and some people have jobs and/or school and/or need sleep.
Like me!
Sig & Avvy by Disappointing Signets Inc.
CCC&G BRAGGING RIGHTS
Mafia Statistics
I collect pacifism: 228
(:symbr:) Instant - Charm (U)
:1mana::symb:: Each non-black creature gets -1/-1 until end of turn.
:1mana::symr:: Rix Maadi Charm deals 1 damage to each player.
:1mana::symb::symr:: Target creature deals damage to itself equal to its power.
Charm is a new spell type that has activated abilities that can only be used while the spell is on the stack.
IIW: Black group hug cards