Singe, Kinni Shinobi 3RUB
Legendary Creature - Human Ninja
Double Strike
Ninjitsu- 1RUB 1R: Singe gets +1/+1 until the end of the turn. 1U: Return Singe to the owner's hand and put one creature with a converted mana cost of 5 or less into play from your hand. 1B: Singe loses Double Strike and gains Shadow until the end of the opponent's turn.
3/4
Mechanic
Transform X: (Return this creature card to the owner's hand and put one creature card with a converted manacost of X or less into play. That creature gains haste.)
The reverse of Ninjitsu. It helps Ninjas dodge attacks and maintain the offense.
Ninja Bombmer 1RU
Creuture- Human Ninja
Ninjitsu- RU
Transform 2: (Return this creature card to the owner's hand and put one creature with a converted manacost of 2 or less from your hand into play. That creature gains haste.)
When Ninja Bombmer deals combat damage to the opponent, deal an equal amount of damage to target creature the opponent controls.
2/2
Ninja of Disguise 1BU
Creature- Shapeshifter Ninja
Ninjitsu- BU
Transform 3
When Ninja of Disguise deals combat damage to the opponent, select one creature card in the opponent's hand. Ninja of Diguise becomes a copy of that creature card and gains "Transform 3."
2/2
Distort (When this creature blocks creatures without Distort, the blocked creatures gets -1/-0 until the end of the turn.)
Bend the perception of the enemy and they will have trouble attacking.
Wall of Reality UUU
Creature- Illusion Wall
Distort, Defender
1/5
Backstab (When this creature is blocked by creatures without Backstab, the blocking creatures gets -0/-1 until the end of the turn.)
Some creatures can strike the weakspot of another creature. Hide in the shadows and ambush the enemy.
Rouge of the Underworld 2BB
Creature- Spirit Rouge
Backstab
3/2
Spinstrike (If this would assign combat damage to one or more blocking creatures it assigns combat damage equal to its power to each blocking creature instead. Prevent all combat damage dealt to the opponent by this creature.)
Picture big creature swinging his massive weight around dealing an equal amount of damage to all blocking creatures. Tornados don't let up. The last sentence prevent damage overload with trample.
Backstab is an ability limited to Assains, Ninjas, and Rouges in the Black Color.
It is a different version of flanking. It can take out 2 toughness creatures and weaken stronger creatures making them killable. The Backstab mechanic is their way of playing dirty and cheap.
"gains restrain" or "are restrained" sounds a lot better than "are restrain".
Poison forest:
If a land is a swamp or a forest, it automatically gains the ability to tap for the appropriate mana without the ouch. It should be reworded to something like: "If ~ is tapped for colored mana, you get 1 poison counter".
In any case, Poison forest is quite powerful. Unless your opponent is playing with a poison deck, you can safely use it 9 times without any problems. This is very different from being damaged 9 times (like a city of brass would) or shock your (the way shock lands do). Its would be the best black green dual land since bayou.
Jodah, Archmage BGRUW
Legendary Creature - Human Wizard
Immortal BGRUW, Sacrifice a permanent you control: Play one spell in your hand without paying its mana cost.
4/4
Brainclamp 1B
Enchantment - Aura
Enchant creature you control.
Enchanted creature gets +1/-1.
When enchanted creature is put into a graveyard, draw a card.
When Brainclamp is put into a graveyard from play, return Brainclamp to its owner's hand.
Brainclamp is hideously overpowered at 2cc... because you can brainclamp your opponent's creatures, lets you draw a card, then it returns to your hand.
Private Mod Note
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Rollback Post to RevisionRollBack
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Sages Pact 0
Sorcery
Sages Pact is blue
Target player draws 2 cards.
At the beginning of your next upkeep, pay 2U. If you don't, you lose the game.
Pact of the Mountains 0
Sorcery
Pact of the Mountains is red.
Pact of the Mountains deals X damage to target creature, X is equal to the number of Mountains you control. A creature dealt damage this way can't be regenerated this turn.
At the beginning of your next upkeep, pay 2RR. If you don't, you lose the game.
Pact of Heaven 0
Sorcery
Pact of Heaven is White.
Reveal any number of white cards in your hand and put X 3/3 White Angel tokens with flying into play, where X is equal to the number of white cards revealed.
At the beginning of your next upkeep, pay 3WWWW. If you don't, you lose the game.
Pact of Hell 0
Sorcery
Pact of Hell is Black
Put a Black Demon token with Fear into play. "Its power and toughness is equal to the number of Swamps you control."
At the beginning of your next upkeep, pay 3BBB. If you don't, you lose the game.
Pact of Gaea 0
Sorcery
Pact of Gaea is Green
Search your library for two basic land cards, reveal those cards, and put one into play and the other into your hand. Then shuffle your library.
At the beginning of your next upkeep, pay 2GG. If you don't, you lose the game.
Green Fire GR
Instant
Green Fire deals 2 damage to target creature or player.
Target creature gets +3/+3 until the end of the turn.
Soul Elimination UUBB
Instant
Counter target creature spell. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.
I like the idea of green fire but its too powerful in my opinion. Turn one raging goblin. they miss a drop and its essentially +5/+5 to your goblin. Maybe +2/+2 and 2 damage . +4/+4 for GR should be a little better.
Soul Elimination is too good also, because its an instant, takes care of an immediate threat and gets rid of all future threats of the card. Lobotomy costed more, was a sorcery, and only elimated the threat if they held onto it. Your card is only limited to spells that are played, but it should cost a little more. 2 more maybe.. or another blue.
I like the idea of green fire but its too powerful in my opinion. Turn one raging goblin. they miss a drop and its essentially +5/+5 to your goblin. Maybe +2/+2 and 2 damage . +4/+4 for GR should be a little better.
Monstrous growth is already cheaper at 1G, and its barely playable.
Personally, I find it balanced, keeping in mind similar spells like lightning helix.
Soul elimination is too powerful for its cost -- eradicate costs more and is a sorcery (granted, it has a bigger window of opportunity than soul elimination).
Sages pact is insanely broken, an autoban in legacy (probably standard, too), and instant restriction vintage (where it becomes one of the most powerful cards ever printed, rivaling ancestral recall).
3RUB
Legendary Creature - Human Ninja
Double Strike
Ninjitsu- 1RUB
1R: Singe gets +1/+1 until the end of the turn.
1U: Return Singe to the owner's hand and put one creature with a converted mana cost of 5 or less into play from your hand.
1B: Singe loses Double Strike and gains Shadow until the end of the opponent's turn.
3/4
Mechanic
Transform X: (Return this creature card to the owner's hand and put one creature card with a converted manacost of X or less into play. That creature gains haste.)
The reverse of Ninjitsu. It helps Ninjas dodge attacks and maintain the offense.
Ninja Bombmer
1RU
Creuture- Human Ninja
Ninjitsu- RU
Transform 2: (Return this creature card to the owner's hand and put one creature with a converted manacost of 2 or less from your hand into play. That creature gains haste.)
When Ninja Bombmer deals combat damage to the opponent, deal an equal amount of damage to target creature the opponent controls.
2/2
Ninja of Disguise
1BU
Creature- Shapeshifter Ninja
Ninjitsu- BU
Transform 3
When Ninja of Disguise deals combat damage to the opponent, select one creature card in the opponent's hand. Ninja of Diguise becomes a copy of that creature card and gains "Transform 3."
2/2
Distort (When this creature blocks creatures without Distort, the blocked creatures gets -1/-0 until the end of the turn.)
Bend the perception of the enemy and they will have trouble attacking.
Wall of Reality
UUU
Creature- Illusion Wall
Distort, Defender
1/5
Backstab (When this creature is blocked by creatures without Backstab, the blocking creatures gets -0/-1 until the end of the turn.)
Some creatures can strike the weakspot of another creature. Hide in the shadows and ambush the enemy.
Rouge of the Underworld
2BB
Creature- Spirit Rouge
Backstab
3/2
Spinstrike (If this would assign combat damage to one or more blocking creatures it assigns combat damage equal to its power to each blocking creature instead. Prevent all combat damage dealt to the opponent by this creature.)
Picture big creature swinging his massive weight around dealing an equal amount of damage to all blocking creatures. Tornados don't let up. The last sentence prevent damage overload with trample.
Twister Elemental
3GGGG
Creature- Elemental
Reach, Spinstrike
6/6
I'll post more later.
Sure, the creature's power doesn't go down, but 2 toughness creatures die before they even deal damage.
Ninja bomber is already powerful without ninjitsu and transform.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
It is a different version of flanking. It can take out 2 toughness creatures and weaken stronger creatures making them killable. The Backstab mechanic is their way of playing dirty and cheap.
Simple creature pumps can overide the backstab.
This ability is between flying and the ground.
Hover Guard
1U
Hover
1/2
Hover Guard :1mana::symu:
Creature -- Drone
1/2
Flying
CARDNAME can't block creatures with flying.
Very Well Then I Contradict Myself.
Tide of the Moon
2UU
Legendary Enchantment
All Islands produce an additional U when tapped.
Burning Blood
RR
Enchantment
Cumalative Upkeep- Each player is dealt 1 damage.
Swim (This creature can only be blocked by Blue creatures.)
Swift Merfolk
1U
Swim
2/1
Word of Stop
UUU
Enchantment - Aura
Enchanted creature gains restrain.
Disable (This permanent doesn't untap during the controller's next untap step.)
Numbing Spores
2GG
Instant
All tapped non-green creatures gains disable.
Poison Spores
GB
Enchantment
Enchant target land card.
When the enchanted land card is tapped for mana, its controller gains 1 poison counter.
Poison Forest
Swamp Forest Land
You get 1 poison counter and lose 1 life when this land is tapped for mana.
"gains restrain" or "are restrained" sounds a lot better than "are restrain".
Poison forest:
If a land is a swamp or a forest, it automatically gains the ability to tap for the appropriate mana without the ouch. It should be reworded to something like: "If ~ is tapped for colored mana, you get 1 poison counter".
In any case, Poison forest is quite powerful. Unless your opponent is playing with a poison deck, you can safely use it 9 times without any problems. This is very different from being damaged 9 times (like a city of brass would) or shock your (the way shock lands do). Its would be the best black green dual land since bayou.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
It would still poison you and still be playable but it wouldn't be as overpowered as it is now.
Machius proudly supports R_E's right to Rumour!
Immortal (This permanent cannot be sacrifice.)
Jodah, Archmage
BGRUW
Legendary Creature - Human Wizard
Immortal
BGRUW, Sacrifice a permanent you control: Play one spell in your hand without paying its mana cost.
4/4
1B
Enchantment - Aura
Enchant creature you control.
Enchanted creature gets +1/-1.
When enchanted creature is put into a graveyard, draw a card.
When Brainclamp is put into a graveyard from play, return Brainclamp to its owner's hand.
Skullclamp 2.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
0
Sorcery
Sages Pact is blue
Target player draws 2 cards.
At the beginning of your next upkeep, pay 2U. If you don't, you lose the game.
Pact of the Mountains
0
Sorcery
Pact of the Mountains is red.
Pact of the Mountains deals X damage to target creature, X is equal to the number of Mountains you control. A creature dealt damage this way can't be regenerated this turn.
At the beginning of your next upkeep, pay 2RR. If you don't, you lose the game.
Pact of Heaven
0
Sorcery
Pact of Heaven is White.
Reveal any number of white cards in your hand and put X 3/3 White Angel tokens with flying into play, where X is equal to the number of white cards revealed.
At the beginning of your next upkeep, pay 3WWWW. If you don't, you lose the game.
Pact of Hell
0
Sorcery
Pact of Hell is Black
Put a Black Demon token with Fear into play. "Its power and toughness is equal to the number of Swamps you control."
At the beginning of your next upkeep, pay 3BBB. If you don't, you lose the game.
Pact of Gaea
0
Sorcery
Pact of Gaea is Green
Search your library for two basic land cards, reveal those cards, and put one into play and the other into your hand. Then shuffle your library.
At the beginning of your next upkeep, pay 2GG. If you don't, you lose the game.
GR
Instant
Green Fire deals 2 damage to target creature or player.
Target creature gets +3/+3 until the end of the turn.
Soul Elimination
UUBB
Instant
Counter target creature spell. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.
Soul Elimination is too good also, because its an instant, takes care of an immediate threat and gets rid of all future threats of the card. Lobotomy costed more, was a sorcery, and only elimated the threat if they held onto it. Your card is only limited to spells that are played, but it should cost a little more. 2 more maybe.. or another blue.
just my thoughts..
Monstrous growth is already cheaper at 1G, and its barely playable.
Personally, I find it balanced, keeping in mind similar spells like lightning helix.
Soul elimination is too powerful for its cost -- eradicate costs more and is a sorcery (granted, it has a bigger window of opportunity than soul elimination).
Sages pact is insanely broken, an autoban in legacy (probably standard, too), and instant restriction vintage (where it becomes one of the most powerful cards ever printed, rivaling ancestral recall).
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn