Seems strong, perhaps a little too much so. I guess with the 3/1 haste for BR though, it's right at the top of the curve. Still think it's a bit much, but that's just my rambling.
Here's a "fun" build-around card. I'm not sure if it's too strong though.
Trembled AetherXURG
Sorcery
Cascade, Cascade (This spell does nothing on resolution.)
Private Mod Note
():
Rollback Post to RevisionRollBack
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.
Seems strong, perhaps a little too much so. I guess with the 3/1 haste for BR though, it's right at the top of the curve. Still think it's a bit much, but that's just my rambling.
Here's a "fun" build-around card. I'm not sure if it's too strong though.
Trembled AetherXURG
Sorcery
Cascade, Cascade (This spell does nothing on resolution.)
The card itself does somewhat provoke the "..why does this card even exist?" response. You'd need it to be in a futurish set or something like that.
As for the card itself, it doesn't seem too strong. I think the mana cost is pretty good; sticking a in front seems clunky.
Forgive2U Instant {R}
The controller of target creature that dealt damage this turn draws two cards.
---Fuse--- Forget*3BB Instant
Target player discards his or her hand, then loses life equal to the number of cards he or she discarded this way.
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
The problem with your Forget is that we have Monomania and Wit's End, which are pretty inferior compared to your Forget. Even at 8 mana I'm sure someone will complain.
How about a waste of ultra-cool name?
Solarblaze4RW
Sorcery (R)
Solarblaze deals damage to each player equal to 10 minus the number of nonland permanents that player controls. Then destroy all nonland permanents. You may shelter from the light, but all will be devoured by the flare.
I know, extra damage without bumping the cmc compared to Planar Cleansing, but let's see here; If you're lagging in permanent count, this card will kill you, and if you want to deal massive damage to opponent, you also will lose plenty of permanents in the process. So?
RRR
[+X] ~ deals X damage to up to one target creature you don't control and X damage to you.
[+1] discard a card, ~ deals 2 damage to target creature or player.
[-10] Target player gets an emblem with "If a source would deal damage to you or a creature you control, it deals double that damage instead.
I posted a version of this in the New Chandra idea thread but its ultimate destroyed half the lands in play... This ultimate now synergizes really well with the +1. The ultimate seemed a little too good if it let you beat up all your opponents so it allows you to pick on one person instead (which can be much more evil).
@CPU_Doom; don't forge to gie some feed back on the card before you, since that's what keeps the game rolling.
@Magac; I actually kinda like it. I feel like the cost should have another or in it, but maybe one of each, but you don't need to raise the actual cost (make it like :2mana::symr::symr::symw::symw: or some such) since all the effects and abilities seemed very closely tied to the colors you're using.
Mr. Hiss; i don't care for it. I like the flavor and I think we'd see it some day at a :1mana::symr: cost, but I think it should either be at random or have a "discard a card, return a creature card to your hand" quality. Red just doesn't care about that kinda thing.
Come Out And Play :1mana::symr::symu::symg:
Sorcery
Each player may search their library for up to one creature card, reveal it, put it onto the battlefield and shuffles their library.
Draw a card for each creature put into play this way. Each member of The Mage Confederacy focuses primarily his our her own pet projects, looking forward to the grand festival called "The Show-off and Tell-about".
Private Mod Note
():
Rollback Post to RevisionRollBack
Teroza Veg'Ra, Druidic Archmage :4mana::symg::symu::symug:
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Come Out And Play~ I like the ability a lot, but the tri color makes me wonder what inspired the color choice?
Dor’Gulakk, Dread Shaman 2BB [1]
Planeswalker — Dor’Gulakk
[+1] Until your next turn, creatures opponents control get -1/-0 for each loyalty counter on Dor’Gulakk, Dread Shaman.
[0] Sacrifice any number of creatures: Put loyalty counters on Dor’Gulakk, Dread Shaman equal to the total power of those creatures. Target opponent 1 life for each loyalty counter added this way.
[-X] Sacrifice Dor’Gulakk, Dread Shaman: Put an X/X Black Legendary Skeleton token named Dread Husk into play that has: Sacrifice this creature: Return Dor’Gulakk, Dread Shaman from your graveyard to the battlefield.
Come Out And Play~ I like the ability a lot, but the tri color makes me wonder what inspired the color choice?
Dor’Gulakk, Dread Shaman 2BB [1]
Planeswalker — Dor’Gulakk
[+1] Until your next turn, creatures opponents control get -1/-0 for each loyalty counter on Dor’Gulakk, Dread Shaman.
[0] Sacrifice any number of creatures: Put loyalty counters on Dor’Gulakk, Dread Shaman equal to the total power of those creatures. Target opponent 1 life for each loyalty counter added this way.
[-X] Sacrifice Dor’Gulakk, Dread Shaman: Put an X/X Black Legendary Skeleton token named Dread Husk into play that has: Sacrifice this creature: Return Dor’Gulakk, Dread Shaman from your graveyard to the battlefield.
I like it, the build around me mechanic is fantastic and it is kind of powerful, denying the creatures the opponent with enough creatures, you barely allow the opponent to attack.
Just my shot at the OP Red 2-drop, still thinking about modificationsto reduce his power level.
This card is extremely overpowered for the mana cost. A 2/1 with ETB Lightning Bolt is already very strong, but printable. But giving it haste and making it unprofitable to counter put this way over the top.
Tarms, Confidant, Stoneforge and Snapcaster all need require some level of build around (less so for the first two) for maximum efficiency, but this thing is a 4 of in every red deck forever.
MaliceB
Enchantment (U)
Sacrifice a creature: Put a -1/-1 counter on target creature
Hmm..... May be ok, but in casse you're worried this may get out of hand, try 2cc or 3cc. Yes, losing a creature is harsh, but it's a permanent weakening...
Next
Blooming Wisdom3GG
Enchantment (R)
Whenever you draw a card, you may untap target land. 2GG: Draw a card. The forest grants wisdom to those who attune to it.
Lark Winterfire (designed by Lark Ballinger, aka ChimericPisces, aka 4Lark) RWU
Legendary Creature - Human Wizard Advisor (M)
Vigilance T: Lark Winterfire deals 2 damage to target player. Activate this ability only during combat. Q: Counter target spell. Activate this ability only once each turn. A warrior with words, Lark's tongue was sharper than steel. 2/2
I can't believe I never thought to design a card before! My favorite colors to play are :boros:, but every M:TG test I've ever taken shows that I'm through and through. That isn't all that surprising given that I typically play control decks. (I just happen to enjoy playing control.)
I wanted my card design to capture both my play style and my own real-life personality, so the Raka color combination was an obvious choice. I'm a huge fan of top-down design and the persona I envisioned behind the card was an acerbic royal advisor cutting enemies down at court with mere words.
Although wit can be seen as a blend of haste and vigilance, I thought a successful advisor would show a bit more restraint. Of course, a good advisor is always on guard, hence the vigilance. Lark Winterfire doesn't waste their time on lowly pawns, but boldly engages those in power instead. This is why my design only deals damage to players and planeswalkers. Also, a well-placed word can deflate the mightiest of egos, especially in the form of an unexpected retort when the opponent thinks they have the upper hand. This is represented by Lark Winterfire untapping to counter a spell and being ready to follow up with tapping to deal direct damage.
To maintain the flavor—and keep Lark Winterfire balanced as well—I elected to restrict the card's activated abilities to combat or once each turn.
Finally, Lark Winterfire believes in a sound mind-sound body balance and doesn't shy away from fisticuffs if deemed necessary. This is portrayed by the card being able to vigilantly attack and still use its direct damage ability. Think of it as a physical blow quickly followed by a verbal thrust!
Private Mod Note
():
Rollback Post to RevisionRollBack
There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
Lark Winterfire is not. There's literally no cohesion, and a hard lock with any of the spell restriction effects for 3 mana is NOT a good thing, even CDE mana.
I'm new at this (obviously). What changes do you suggest? Also, please elaborate on the "hard lock… spell restriction" statement. (It went over my head!)
Thanks, mate.
Private Mod Note
():
Rollback Post to RevisionRollBack
There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
I'm new at this (obviously). What changes do you suggest? Also, please elaborate on the "hard lock… spell restriction" statement. (It went over my head!)
Thanks, mate.
If you play this and add any tap effect (Like Psionic Gift), you can counter the first spell played every turn. This is a very unfun situation. Adding a significant mana cost to the effect (Like Ertai, Wizard Adept) would at least make it harder to lock, since you'd have to keep the mana open.
When making a flavor-based card, it's tempting to try and include everything you can to make it as accurate as possible. A fully accurate Luke Skywalker card would have mechanics representing his piloting skill, his force powers, his lightsaber, his grappling hook, his attempt to redeem his father, etc. But this isn't really a fun Magic card. A fun Magic card version of Luke would try to be cohesive, focusing on a few iconic aspects of the character.
Private Mod Note
():
Rollback Post to RevisionRollBack
The wedding is over. Now it's time for the honeymoon.
Target creature gets +4/+4 and gains Flying, First Strike, and Vigilance until end of turn. Those touched by the angels receive both great strength and a higher calling.
Private Mod Note
():
Rollback Post to RevisionRollBack
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.
@Drawing Spell of Discarding Awesomeness: Eargh. It's hard to rate this spell. It seems most similar to Yawgmoth's Will, while being much more expensive.
@Divine Embrace: Angelic Destiny really makes your card sad. I guess being able to be played at any time and giving the creature Flash give it somewhat of a leg up. I do think you could add Lifelink; it would give this more of a dramatic effect in limited and justify its cost (Because a 4 cost pumping spell is a hefty investment).
An Unwinding Spiral7 Creature - Eldrazi (U)
Annhilator 2
Whenever an opponent sacrifices a permanent, put a +1/+1 counter on An Unwinding Spiral.
3/3 "Their dreams make our nightmares." - Akatesh Pukh
Private Mod Note
():
Rollback Post to RevisionRollBack
The wedding is over. Now it's time for the honeymoon.
Feels rather underwhelming compared to the card that it steps on the toes of; it that betrays, doesn't it? Yeah its in a whole nother ballpark of mana cost, but its still so highly priced its a finisher or cheat in card, and the effect is a lot less. I can't say I'm a fan of card thats cost super high mana, but then have a small body and no protection and no board impact. I mean not from a hurr durr we've been spoiled by power creep perspective, but that it just feels wonky to tap out so late into a game and not have anything but a hill giant until you untap
Wilt BB
Instant - (U)
All permanents are swamp lands until end of turn. (They lose all other types and abilities and have T: Add B to your mana pool)
HOLY COW O_O This should be at least 6cc, because this + tokens = mana flooding. And imagine pairing this with Corrupt.
Next
Polluted MindB
Enchantment (R)
Flash
When Polluted Mind enters the battlefield, reveal your hand. Each opponent loses 2 life for each black card in your hand.
Whenever a spell or ability an opponent controls causes you to reveal your hand, each opponent loses 2 life for each black card in your hand revealed this way.
Comments?
EDIT: That second ability is BONKERS. Gotta take it out.
Polluted MindB
Enchantment (R)
Flash
When Polluted Mind enters the battlefield, you may reveal a black card in your hand. If you do, each opponent loses 2 life.
Whenever a spell or ability an opponent controls causes you to reveal your hand, each opponent loses 2 life for each black card in your hand.
A very passive effect for a color that generally frowns upon passivity. Maybe make it blue and change the penalty from enemies losing life to you drawing a card.
* * *
Hitlister1UB
Creature - Human Assassin (R)
As ~ enters the battlefield, for each player, name a creature card.
Whenever a creature with one of the chosen names dies, you may return ~ to its owner's hand. T: Destroy target creature if it has the same name as one of the chosen names.
1/1
Wow... I think at 3 mana this is a little too absurd. I know we have Evil Twin and Royal Assassin, but the Evil Twin cannot bounce itself, and Royal Assassin requires other card to help find its victim. Though, 4 mana probably should be relatively doable, making it a repeated Murder.
I know someone will complain this card below is parasitic, but then again that's the reason I pick that name.
Ubul Sar Underpass
Land (U) T: Add 1 to your mana pool. B, T, tap an untapped Gate you control: Target creature gets -1/-1 until end of turn. An opened gate in the undercity generally means something bad is about to happen to you.
Seems a bit under powered that's 3 mana (2 tapped lands and B) to give target creature -1/-1. It also forces you to run Gates and being on a land the effect is telegraphed to your opponent.
Bladeclan Besereker2RR
Creature - Human Beserker (R)
Haste
At the end of each combat damage step, if ~ attacked and didn't deal combat damage to a player, there is an additional combat phase after this step. At the beginning of that combat, untap all creatures you control.
4/2
Kind of wordy but the effect is pretty simple. If it attacks and doesn't deal combat damage to a player, you keep getting combat phases until it does.
4/2 for 4 and forcing people to let this guy go through lest you get more combat. Probably a little too good. 3/2 probably should suffice, or 3/3 at best. Also, what if you reword the ability into "Whenever ~ attacks, at the end of combat untap everyone if ~ doesn't deal combat damage to player"? Probably clearer as per what happens should this guy blows up before it manages to get blocked.
One more card from my cycle above and then I'll probably move on to the next card.
Saluri Canopies
Land (U) T: Add 1 to your mana pool. G, T, tap an untapped Gate you control: You gain 2 life. Those who live at the heights of Saluri are in state of everpresent vigor.
3 lands for 2 life per turn. Maybe too weak, but 3 life for 3 lands seems dangerously absurd. Comments?
Hrmm yeah I don't think 3 life a turn would be holding off any serious aggro while you tapped out, and its not in friendly colors for EOT abuse. I like having an efficient land for lifegain since those have been nonexistent in recent memory, but pegging it to gates makes it instantly limited-only, and yes its perhaps too strong for limited, specially at U
OutbrainU
Enchantment - Aura (R)
Enchant creature with no abilities.
You control enchanted creature.
Haha, steal target Centaur token But perhaps I'd rather have this have the clause of Dream Leash to make it more attractive, like "Enchant Creature. You may only cast ~ targetting creature with no abilities" That way, it makes it more interactive with Turn/Burn, Sudden Spoiling etc, although in that case, 2cc may be necessary.
Next
Unstoppable Vigor1G
Enchantment (R)
Unstoppable Vigor can't be countered.
As long as you control three or more creatures, spells you control can't be countered.
As long as you control ten or more creatures, permanents you control have hexproof. Strength in number also translates to intangible might.
I actually only gave it the first ability, but since it's super narrow, I decide to make it worth more while with the second ability. Comments?
Mhmm thats a tricky one. Heres my gripe- lets say its moderately underpowered- would anyone want to play it? Its a hoser, and a fairly narrow, reactive one at that, so most people wouldn't even bother sideboarding it, and it would see no limited play. Now lets say its moderately overpowered- wouldn't it break every format wide open? Aggro would poop all over control, an easy to fill condition for zoo makes all its toons uncounterable on an uncounterable card, how will we live? But eh, it compares unfavorably to vexing shusher until you reach 10 beaters and cavern of souls has already been a stake through the heart of counters on creatures anyway, and even if this works on non-creature spells, it only really works in zoo or token decks anyway. So I dunno
Jealous Rage1RR
Enchantment - Aura (U)
Enchant Creature
Enchanted creature gets +2/+2 and trample and its controller cannot cast creature spells.
Hmmm. I think this should also give the "enchanted creature can also attack as though it didn't have defender" just in case. Imagine slapping this to a defender that doesn't have flying, and then you poop over your opponent because they can't cast any spell. That, or give it a self-destruct mechanism, like "Sacrifice a creature: Blow this thing up. Only enchanted creature's controller can do this".
Next
Guardian's Repository2GG
Enchantment (R)
At the beginning of your precombat main phase, add X mana of any color combination to your mana pool, where X is the number of creatures your opponents control. Even a presumed threat can wake the forest into retaliatory stance.
I orignally wanted this to be 3cc, but that's potentially a little too fast. So this 4cc shouldn't be too bonkers since this only helps you if you're seriously outnumbered. Comments?
EDIT:
Guardian's Repository2GG
Enchantment (R)
At the beginning of your precombat main phase, add X mana of any one color to your mana pool, where X is the number of creatures your opponents control. Even a presumed threat can wake the forest into retaliatory stance.
The thing that scares me the most about that card is the phrase "of any combination of colors." Quite honestly, that may cause it to be a bit too versatile. Make it any 1 color.
Plagueborn Goliath4GGG
Creature - Beast Mutant
Trample, Decay (This creature receives damage in the form of -1/-1 counters)
When Plagueborn Goliath deals combat damage to a player, remove all -1/-1 counters from Plagueborn Goliath. For each -1/-1 counter removed in this way, put a 1/1 green Fungus token onto the battlefield.
7/7
Private Mod Note
():
Rollback Post to RevisionRollBack
Credit to Maelstrom Graphics for the sig.
To post a comment, please login or register a new account.
Here's a "fun" build-around card. I'm not sure if it's too strong though.
Trembled Aether XURG
Sorcery
Cascade, Cascade (This spell does nothing on resolution.)
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
The card itself does somewhat provoke the "..why does this card even exist?" response. You'd need it to be in a futurish set or something like that.
As for the card itself, it doesn't seem too strong. I think the mana cost is pretty good; sticking a in front seems clunky.
Forgive 2U
Instant {R}
The controller of target creature that dealt damage this turn draws two cards.
---Fuse---
Forget* 3BB
Instant
Target player discards his or her hand, then loses life equal to the number of cards he or she discarded this way.
* Ignore Forget.
[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
How about a waste of ultra-cool name?
Solarblaze 4RW
Sorcery (R)
Solarblaze deals damage to each player equal to 10 minus the number of nonland permanents that player controls. Then destroy all nonland permanents.
You may shelter from the light, but all will be devoured by the flare.
I know, extra damage without bumping the cmc compared to Planar Cleansing, but let's see here; If you're lagging in permanent count, this card will kill you, and if you want to deal massive damage to opponent, you also will lose plenty of permanents in the process. So?
RRR
[+X] ~ deals X damage to up to one target creature you don't control and X damage to you.
[+1] discard a card, ~ deals 2 damage to target creature or player.
[-10] Target player gets an emblem with "If a source would deal damage to you or a creature you control, it deals double that damage instead.
I posted a version of this in the New Chandra idea thread but its ultimate destroyed half the lands in play... This ultimate now synergizes really well with the +1. The ultimate seemed a little too good if it let you beat up all your opponents so it allows you to pick on one person instead (which can be much more evil).
@Magac; I actually kinda like it. I feel like the cost should have another or in it, but maybe one of each, but you don't need to raise the actual cost (make it like :2mana::symr::symr::symw::symw: or some such) since all the effects and abilities seemed very closely tied to the colors you're using.
Mr. Hiss; i don't care for it. I like the flavor and I think we'd see it some day at a :1mana::symr: cost, but I think it should either be at random or have a "discard a card, return a creature card to your hand" quality. Red just doesn't care about that kinda thing.
Come Out And Play :1mana::symr::symu::symg:
Sorcery
Each player may search their library for up to one creature card, reveal it, put it onto the battlefield and shuffles their library.
Draw a card for each creature put into play this way.
Each member of The Mage Confederacy focuses primarily his our her own pet projects, looking forward to the grand festival called "The Show-off and Tell-about".
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Dor’Gulakk, Dread Shaman 2BB [1]
Planeswalker — Dor’Gulakk
[+1] Until your next turn, creatures opponents control get -1/-0 for each loyalty counter on Dor’Gulakk, Dread Shaman.
[0] Sacrifice any number of creatures: Put loyalty counters on Dor’Gulakk, Dread Shaman equal to the total power of those creatures. Target opponent 1 life for each loyalty counter added this way.
[-X] Sacrifice Dor’Gulakk, Dread Shaman: Put an X/X Black Legendary Skeleton token named Dread Husk into play that has: Sacrifice this creature: Return Dor’Gulakk, Dread Shaman from your graveyard to the battlefield.
Artists named are correct. Deviantart
http://mictones.deviantart.com/
http://loztvampir3.deviantart.com/
I like it, the build around me mechanic is fantastic and it is kind of powerful, denying the creatures the opponent with enough creatures, you barely allow the opponent to attack.
Just my shot at the OP Red 2-drop, still thinking about modificationsto reduce his power level.
Artist name is correct: http://michalivan.deviantart.com/
Boring...
Modern
WGBJunk:Feel the Rhinos WGB
RWUAmerican Taxes RWU
EDH
XKarn and the Living StaxX RETIRED
GWURoon of The Hidden RealmGWU
Tarms, Confidant, Stoneforge and Snapcaster all need require some level of build around (less so for the first two) for maximum efficiency, but this thing is a 4 of in every red deck forever.
Malice B
Enchantment (U)
Sacrifice a creature: Put a -1/-1 counter on target creature
Next
Blooming Wisdom 3GG
Enchantment (R)
Whenever you draw a card, you may untap target land.
2GG: Draw a card.
The forest grants wisdom to those who attune to it.
Too cheap?
RWU
Legendary Creature - Human Wizard Advisor (M)
Vigilance
T: Lark Winterfire deals 2 damage to target player. Activate this ability only during combat.
Q: Counter target spell. Activate this ability only once each turn.
A warrior with words, Lark's tongue was sharper than steel.
2/2
I can't believe I never thought to design a card before! My favorite colors to play are :boros:, but every M:TG test I've ever taken shows that I'm through and through. That isn't all that surprising given that I typically play control decks. (I just happen to enjoy playing control.)
I wanted my card design to capture both my play style and my own real-life personality, so the Raka color combination was an obvious choice. I'm a huge fan of top-down design and the persona I envisioned behind the card was an acerbic royal advisor cutting enemies down at court with mere words.
Although wit can be seen as a blend of haste and vigilance, I thought a successful advisor would show a bit more restraint. Of course, a good advisor is always on guard, hence the vigilance. Lark Winterfire doesn't waste their time on lowly pawns, but boldly engages those in power instead. This is why my design only deals damage to players and planeswalkers. Also, a well-placed word can deflate the mightiest of egos, especially in the form of an unexpected retort when the opponent thinks they have the upper hand. This is represented by Lark Winterfire untapping to counter a spell and being ready to follow up with tapping to deal direct damage.
To maintain the flavor—and keep Lark Winterfire balanced as well—I elected to restrict the card's activated abilities to combat or once each turn.
Finally, Lark Winterfire believes in a sound mind-sound body balance and doesn't shy away from fisticuffs if deemed necessary. This is portrayed by the card being able to vigilantly attack and still use its direct damage ability. Think of it as a physical blow quickly followed by a verbal thrust!
I'm new at this (obviously). What changes do you suggest? Also, please elaborate on the "hard lock… spell restriction" statement. (It went over my head!)
Thanks, mate.
When making a flavor-based card, it's tempting to try and include everything you can to make it as accurate as possible. A fully accurate Luke Skywalker card would have mechanics representing his piloting skill, his force powers, his lightsaber, his grappling hook, his attempt to redeem his father, etc. But this isn't really a fun Magic card. A fun Magic card version of Luke would try to be cohesive, focusing on a few iconic aspects of the character.
Thanks to Rivenor of Miraculous Recovery Signatures!
Divine Embrace 2WW
Instant (U)
Target creature gets +4/+4 and gains Flying, First Strike, and Vigilance until end of turn.
Those touched by the angels receive both great strength and a higher calling.
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
@Divine Embrace: Angelic Destiny really makes your card sad. I guess being able to be played at any time and giving the creature Flash give it somewhat of a leg up. I do think you could add Lifelink; it would give this more of a dramatic effect in limited and justify its cost (Because a 4 cost pumping spell is a hefty investment).
Creature - Eldrazi (U)
Annhilator 2
Whenever an opponent sacrifices a permanent, put a +1/+1 counter on An Unwinding Spiral.
3/3
"Their dreams make our nightmares." - Akatesh Pukh
Thanks to Rivenor of Miraculous Recovery Signatures!
Wilt BB
Instant - (U)
All permanents are swamp lands until end of turn. (They lose all other types and abilities and have T: Add B to your mana pool)
Next
Polluted Mind B
Enchantment (R)
Flash
When Polluted Mind enters the battlefield, reveal your hand. Each opponent loses 2 life for each black card in your hand.
Whenever a spell or ability an opponent controls causes you to reveal your hand, each opponent loses 2 life for each black card in your hand revealed this way.
Comments?
EDIT: That second ability is BONKERS. Gotta take it out.
Polluted Mind B
Enchantment (R)
Flash
When Polluted Mind enters the battlefield, you may reveal a black card in your hand. If you do, each opponent loses 2 life.
Whenever a spell or ability an opponent controls causes you to reveal your hand, each opponent loses 2 life for each black card in your hand.
* * *
Hitlister 1UB
Creature - Human Assassin (R)
As ~ enters the battlefield, for each player, name a creature card.
Whenever a creature with one of the chosen names dies, you may return ~ to its owner's hand.
T: Destroy target creature if it has the same name as one of the chosen names.
1/1
I know someone will complain this card below is parasitic, but then again that's the reason I pick that name.
Ubul Sar Underpass
Land (U)
T: Add 1 to your mana pool.
B, T, tap an untapped Gate you control: Target creature gets -1/-1 until end of turn.
An opened gate in the undercity generally means something bad is about to happen to you.
Comments?
Bladeclan Besereker 2RR
Creature - Human Beserker (R)
Haste
At the end of each combat damage step, if ~ attacked and didn't deal combat damage to a player, there is an additional combat phase after this step. At the beginning of that combat, untap all creatures you control.
4/2
Kind of wordy but the effect is pretty simple. If it attacks and doesn't deal combat damage to a player, you keep getting combat phases until it does.
One more card from my cycle above and then I'll probably move on to the next card.
Saluri Canopies
Land (U)
T: Add 1 to your mana pool.
G, T, tap an untapped Gate you control: You gain 2 life.
Those who live at the heights of Saluri are in state of everpresent vigor.
3 lands for 2 life per turn. Maybe too weak, but 3 life for 3 lands seems dangerously absurd. Comments?
Outbrain U
Enchantment - Aura (R)
Enchant creature with no abilities.
You control enchanted creature.
Next
Unstoppable Vigor 1G
Enchantment (R)
Unstoppable Vigor can't be countered.
As long as you control three or more creatures, spells you control can't be countered.
As long as you control ten or more creatures, permanents you control have hexproof.
Strength in number also translates to intangible might.
I actually only gave it the first ability, but since it's super narrow, I decide to make it worth more while with the second ability. Comments?
Jealous Rage 1RR
Enchantment - Aura (U)
Enchant Creature
Enchanted creature gets +2/+2 and trample and its controller cannot cast creature spells.
Next
Guardian's Repository 2GG
Enchantment (R)
At the beginning of your precombat main phase, add X mana of any color combination to your mana pool, where X is the number of creatures your opponents control.
Even a presumed threat can wake the forest into retaliatory stance.
I orignally wanted this to be 3cc, but that's potentially a little too fast. So this 4cc shouldn't be too bonkers since this only helps you if you're seriously outnumbered. Comments?
EDIT:
Guardian's Repository 2GG
Enchantment (R)
At the beginning of your precombat main phase, add X mana of any one color to your mana pool, where X is the number of creatures your opponents control.
Even a presumed threat can wake the forest into retaliatory stance.
Plagueborn Goliath 4GGG
Creature - Beast Mutant
Trample, Decay (This creature receives damage in the form of -1/-1 counters)
When Plagueborn Goliath deals combat damage to a player, remove all -1/-1 counters from Plagueborn Goliath. For each -1/-1 counter removed in this way, put a 1/1 green Fungus token onto the battlefield.
7/7
Credit to Maelstrom Graphics for the sig.