This card is combo insanity. You draw cards until you draw a land which could be an insane number of cards. So basically when you untap with this you win. You cast explores exploration or any fastbond effect, play a bunch of lands cast everything you just drew. Or you mana severance and draw your whole deck.
The ultimate is certainly ultimate. I like the idea of causing someone to have only black mana for the rest of the game. I think the life loss is a bit much. Might reword to only affect lands that add mana.
Next:
Ok Magac this is for you re: conversations. You gave me an idea.
Word Vomit - 2B
Enchantment Sorcery - Conversation Whenever a player casts a Conversation he or she gains control of all Conversations. At the end of each turn, if no player cast a Conversation this turn the Conversation ends and this goes on the stack as a Sorcery under your control.
Creatures your opponents control get -1/-1.
This card is powerful I guess and makes sense but WTF is a card conversation.
My turn.
Hector, Lord of the Lost 1WWBB
Legendary Creature - Vampire Spirit Cleric (M)
Flying Haste Lifelink
At the beginning of your upkeep you may return ~ to the battlefield under its owners control from the graveyard or from exile.
5/2
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
This card is powerful I guess and makes sense but WTF is a card conversation.
My turn.
Hector, Lord of the Lost 1WWBB
Legendary Creature - Vampire Spirit Cleric (M)
Flying Haste Lifelink
At the beginning of your upkeep you may return ~ to the battlefield under its owners control from the graveyard or from exile.
5/2
That's a little broken with no cost there. 5 power comes back from exile or graveyard haste flying lifelink and it never has to enter play. Every deck would play this because with the new legend rule there's no reason not to get a free 5 points a turn (10 point life swing)
Next:
Modified the conversation
Spouting Off - R
Enchantment - Conversation Whenever a player casts a Conversation he or she gains control of all Conversations. At the end of each turn, if no player cast a Conversation this turn the Conversation ends and this goes on the stack as a Sorcery under your control.
Creatures you control have haste.
Whenever Spouting off resolves, if it's a sorcery it deals 2 damage to target creature.
Spouting Off - R
Enchantment - Conversation Whenever a player casts a Conversation he or she gains control of all Conversations. At the end of each turn, if no player cast a Conversation this turn the Conversation ends and this goes on the stack as a Sorcery under your control.
Creatures you control have haste.
Whenever Spouting off resolves, if it's a sorcery it deals 2 damage to target creature.
I don't see why Conversation enchantments have to be sorcery spells. You don't cast Conversation sorcery spells, so abilities that care about players casting sorcery spells don't trigger.
Spouting OffR Enchantment - Conversation {X}
Converse (When you cast this spell, gain control of all Conversations. At the beginning of each end step, if no player cast a Conversation this turn and this is on the battlefield, the conversation ends.)
Creatures you control have haste.
When the conversation ends, sacrifice ~ and it deals 2 damage to target creature.
Other than the conversation bit, it's weird that the enchantment and the sorcery modes of the spell do two largely unrelated things.
---
Vampire Scartip2B Creature - Vampire {U}
Flying
When ~ enters the battlefield, target creature gets -X/-X until end of turn, where X is the amount of B used to cast it.
2/3
Private Mod Note
():
Rollback Post to RevisionRollBack
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
I don't see why Conversation enchantments have to be sorcery spells. You don't cast Conversation sorcery spells, so abilities that care about players casting sorcery spells don't trigger.
Spouting OffR Enchantment - Conversation {X}
Converse (When you cast this spell, gain control of all Conversations. At the beginning of each end step, if no player cast a Conversation this turn and this is on the battlefield, the conversation ends.)
Creatures you control have haste.
When the conversation ends, sacrifice ~ and it deals 2 damage to target creature.
Other than the conversation bit, it's weird that the enchantment and the sorcery modes of the spell do two largely unrelated things.
Hey that works for me. Conversing is like a subgame. Two mages battle and the conversation is distracting. I like this fix for it.
---
Vampire Scartip2B Creature - Vampire {U}
Flying
When ~ enters the battlefield, target creature gets -X/-X until end of turn, where X is the amount of B used to cast it.
2/3
Mono black loves this thing as a 2/3 that kills X/3's. Pretty useful.
EDI*T - 'Nath'd. Vampire Scartip is amusing. Nice mini removal spell.
Ajani the Forlorn3
Planeswalker - Ajani (MR)
You may cast Ajani the Forlorn by sacrificing two Cats instead of paying his mana cost.
{0}: Put a 2/3 green and white Cat Archer creature token with reach and vigilance onto the battlefield.
{0}: Search your library for a permanent card, reveal it, then shuffle your library. Put that card on top.
{0}: Ajani the Forlorn becomes a 6/6 Cat Warrior Cleric until end of turn, that's still a planeswalker, with "Whenever Ajani deals combat damage to a player, put that many green and white 2/3 Cat Archer creature tokens with reach and vigilance onto the battlefield.". Prevent all damage that would be dealt to Ajani this turn.
3
It's a super strange Planeswalker that doesn't use loyalty counters at all. Is that just so your opponents have another way to destroy it? Seems too aggressive if you can give it haste on turn 2 and swing for 6. swing for 6 then next turn have 18 points of power. I'd go out of my way to get cats in play to make that work.
Next:
Double Talk - 1U
Enchantment - Conversation
Converse (When this enters the battlefield you gain control of all Conversations. When the last conversation leaves the battlefield the conversation ends. At the beginning of each end step if no player cast a conversation this turn sacrifice this permanent)
You may have Double Talk enter the battlefield as a copy of any Conversation on the battlefield.
Ok so basically mages are having a conversation. And since they're competing against each other then the person who has the last word wins. The conversation ends when no one has anything else to say. So the concept is that if you're the last person to say something you control the conversation. You should get a benefit for carrying on the conversation and for winning a conversation the opponent participated in. I'm not sure how to capture this on these cards.
Champion of Meletis 2UW
Creature - Human Soldier(R)
Inblockable
Whenever ~ deals combat damage to a player reveal the top three cards of your library put an enchantment card amoung the revealed cards in your hand.
2/2
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Hmm should be a 'may reveal an enchantment card..." Besides that, its basically a somewhat upgrade of shadowmage infiltrator, costs +1 but gets +1/+1 and isn't assured its draw but gets to filter. Overall its probably a weaker card, so I'd say its fine.
Sacrificial Knife1
Artifact - Equipment (U)
Equipped creature gets +1/+0 and has "T: Sacrifice this creature."
Equip 0
Champion of Meletis 2UW
Creature - Human Soldier(R)
Inblockable
Whenever ~ deals combat damage to a player reveal the top three cards of your library put an enchantment card amoung the revealed cards in your hand.
2/2
Nice aura enabler there
What exactly happens to the cards after they're revealed? That could affect the card greatly (i.e. Curiosity shenanigans)
It also sounds fun with Thassa's scrying.
As for my card:
Natural Fury RG
Instant
~ deals 3 damage to target creature. Up to one target creature gets +3/+3 until end of turn.
Its still too strong for a card that combos off. It basically becomes B: Draw your final combo piece. Thats too much. And when you have a drawback so severe, can you imagine it being played in any other way? Thats one problem with such drawbacks, they preclude the card from fair usage and resign it to degenerate combos.
Exiled Necromancer2BB
Creature - Human Wizard (R) 1: Exile target creature card from a graveyard. Put a 1/1 black Skeleton creature token onto the battlefield. T: Regenerate target Skeleton creature.
2/2
The comparison here is ant queen / sliver queen. This makes more tokens more quickly, but is self limiting and a weak body of its own. It becomes a question of "how many creatures cards are reasonably in graveyards?", because it could easily be 2BB for a 2/2, then 4 for 4x 1/1 tokens, then nothing but a proxy blocker.
Ouch... That Skeleton-making ability should cost more. Sure, we have that Ooze, but since the Ooze is easily crushed with a Murder, while this card isn't, maybe it needs to cost more. Then again, maybe not. Either way, this guy can still be printed as is, without changes despite what I said.
Next
Lord of Rage and RevivalBRGW
Creature - Nephilim (M)
Bloodthirst 4
Haunt
Whenever the creature haunted by Lord of Rage and Revival deals damage, you may return Lord of Rage and Revival onto the battlefield under your control.
4/4
So if this guy dies, you can haunt your own creature, and if that creature you control deals damage to an opponent, you can bring this guy back, auto-bloodthirsted. Comments?
Sudden ReversalBBB
Instant (MR)
As an additional cost to cast Sudden Reversal, exile your hand, all permanents you control and all cards in your graveyard.
If you would lose the game this turn, instead, each other player loses life equal to twice their life total and your life total returns to your starting life total.
There's a bit of a problem with your card: What am I supposed to do against a mono-Black deck with this in their hand if I have no counterspells or discard? I can't kill them, they'll play the card. I can only just sit there and defend until one of us runs out of cards in our decks. I like the idea, but I'm not sure it can be executed in a fair way without making it unplayably expensive.
Very powerful maybe up the cost by one but good card.
Dark Magician 2BB
Creature - Human Wizard (R)
Deathtouch
Whenever ~ Attacks search your graveyard for an instant or socery and put that card in your hand.
3/3
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
A couple of year ago I'd have said it was too small to be worth the alternate casting cost but right now it's the best reason to play Dragon's Eggs I've seen yet.
Dragon of Disorder3URG
Creature - Dragon
Trample, Flying
When ~ deals combat damage to a player, you and that player each discard your hands then draw cards equal to ~ power.
R: ~ gets +1/+0 until the end of turn.
3/5
Dragon of Disorder3URG
Creature - Dragon
Trample, Flying
When ~ deals combat damage to a player, you and that player each discard your hands then draw cards equal to ~ power.
R: ~ gets +1/+0 until the end of turn.
3/5
I'm guessing this is a rare or mythic rare? It seems fine, although giving it trample might be a little much, especially with the pump. Personally, I would set the card draw equal to the damage dealt and not the creature's power. It makes more sense to me that way, especially since the two things have the potential to be different more often since you've given it trample.
Rolling Barchan
Land (R) T: Add 1 to your mana pool. T, Remove a -1/-1 from Rolling Barchan: Add one mana of any color to your mana pool. 1: Rolling Barchan becomes a 2/2 Sand creature with persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
That one is kinda interesting but also kinda all over the place. It leaves me feeling a little overwhelmed and, though it skirts a nice edge of playability, it might need another encumbering limiter and it's already pretty bloated.
Lifecycle1WBG
Instant (M)
Destroy target permanent, then return a permanent of that type from your graveyard to your hand.
Lifecycle1WBG
Instant (M)
Destroy target permanent, then return a permanent of that type from your graveyard to your hand.
Great minds think alike, huh? I also made a card with the exact same name, mana cost, card type, and spell ability. Only mine was rare, but who's counting? That alone should tell you that I highly approve of this card.
Also, "permanent card of that type".
---
Fizzlefaerie2U Creature - Faerie Wizard {U}
Flash, flying
When ~ enters the battlefield, counter target spell with converted mana cost X or less, where X is the amount of U spent to cast ~.
1/3
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
Great minds think alike, huh? I also made a card with the exact same name, mana cost, card type, and spell ability. Only mine was rare, but who's counting? That alone should tell you that I highly approve of this card.
Also, "permanent card of that type".
---
Fizzlefaerie2U Creature - Faerie Wizard {U}
Flash, flying
When ~ enters the battlefield, counter target spell with converted mana cost X or less, where X is the amount of U spent to cast ~.
1/3
<Random Card Name>1GWW
Creature — Human Monk (R)
First strike, Vigilance
If ~ would deal battle damage to a creature or player, prevent that damage and you gain that much life.
6/6
Great minds think alike, huh? I also made a card with the exact same name, mana cost, card type, and spell ability. Only mine was rare, but who's counting? That alone should tell you that I highly approve of this card.
Also, "permanent card of that type".
Hahaha I think so. I'm really on the fence with it being an instant but it's sorta hard to get max value from it and destroying things for 4cc is really bad without getting serious value (Fetters right?).
Here was my other idea on this line:
Archdruids Spell2WBG
Sorcery (M)
Destroy target permanent it can't be regenerated. Then return a permanent of the same type from your graveyard to play.
I got really into giving 3 colour identities that sorta lack compelling foundations real hammer spells. I guess it could also just be a regrowth + vindicate right?
Ayssia:
I'm really not sure what to think of your card. It seems like it'd be really lame to play, and really weird and frustrating to play against. I guess theres more zany lifegain stuff to work with now.
Things that came to mind:
- Whats with the first strik?
- I kinda hate multicoloured cards that seem to be arbitrarily uneven in their colour commitment.
- I really dig that it's a monk, and I dig the angle you're going with vs monks.
Stalling and Excuses1U
Instant (U)
Return target spell to it's owner's hand.
Flashback - 3U "Having spent most of his life as a headmaster, Barrin knew close to every trick in the book when it came to buying a little extra time."
Cuuuuuuuuuuuuuuuuute card!
I don't much like the transmogrification aspect though. Reflave!
I've got 2 ideas this time:
Kiss of NightB
Instant (C)
Kiss of night deals 1 damage to target creature or player and gain 1 life, if you control a vampire, instead, Kiss of Night deals 3 damage to target creature or player and you gain 3 life.
Kiss of Night2B
Instant (C)
Kiss of night deals 1 damage to target creature or player and gain 1 life, if you control a vampire, instead, Kiss of Night deals 3 damage to target creature or player and you gain 3 life.
Draw a card.
Cemetery Explosion!2RR
Sorcery (r)
Cemetery Explosion! deals damage equal to half the number of cards in your graveyard, rounded down. Exile that many cards from your graveyard and Cemetery Explosion!
I would absolutely love this card in some sort of threshold/graveyard matters set, but uh... I think you're missing a damage recipient parameter. What does the spell deal damage to?
Enertron5 Artifact {R} X2: Exile target creature you control. Return that creature to the battlefield at the beginning of the next end step with an additional X +1/+1 counters on it. But you're still hungry...
Private Mod Note
():
Rollback Post to RevisionRollBack
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
Hrmm well at 5 it comes down late and won't have any immediate board impact since you'll be tapped out, and the next turn it can exile one of your beaters to give him +4/+4 in counters- but again, only after he attacks that turn, not after you've untapped, before he attacks, due to the EOT clause. So its one slow, slow card. And I think you could afford to speed it up a little. Yeah, meant to exploit ETB effects, but seeing as the counters drop off and can't be stacked each turn on a creature (unless its skullbriar[/c), it seems underwhelming to me. How often would it just be an overpriced Conjurer's Closet, albeit able to cycle through more than one creature? And the closet wasn't exactly an all-star. I wouldn't mind seeing a bit cheaper.
Toll Road
Land - (R) T: Add 1 to your mana pool. T: Target creature can't attack this turn unless it's controller puts one mana from his or her mana pool into your mana pool.
Hmmm..... well, something of a "target creature can't attack unless its controller pays 2", except that instead of that you also get some mana to use for something...... This probably need to enter tapped since it has an immediate board effect by preventing a strong creature from attacking.
Next
Lord of Song and ScienceRGWU
Creature - Nephilim (M)
Sacrifice a creature: The next instant or sorcery spell you cast this turn has Convoke.
Sacrifice a creature: The next instant or sorcery spell you cast this turn has Replicate, and its Replicate cost is equal to its mana cost.
3/3
Forcing you to lose 2 creatures everytime you want to abuse the Convoke + Replicate effect, which probably still a bit too powerful. That, and thanks to this guy's colors, he can easily convoke for anything. What say you?
This card is powerful I guess and makes sense but WTF is a card conversation.
My turn.
Hector, Lord of the Lost 1WWBB
Legendary Creature - Vampire Spirit Cleric (M)
Flying Haste Lifelink
At the beginning of your upkeep you may return ~ to the battlefield under its owners control from the graveyard or from exile.
5/2
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
That's a little broken with no cost there. 5 power comes back from exile or graveyard haste flying lifelink and it never has to enter play. Every deck would play this because with the new legend rule there's no reason not to get a free 5 points a turn (10 point life swing)
Next:
Modified the conversation
Spouting Off - R
Enchantment - Conversation
Whenever a player casts a Conversation he or she gains control of all Conversations. At the end of each turn, if no player cast a Conversation this turn the Conversation ends and this goes on the stack as a Sorcery under your control.
Creatures you control have haste.
Whenever Spouting off resolves, if it's a sorcery it deals 2 damage to target creature.
I don't see why Conversation enchantments have to be sorcery spells. You don't cast Conversation sorcery spells, so abilities that care about players casting sorcery spells don't trigger.
Spouting Off R
Enchantment - Conversation {X}
Converse (When you cast this spell, gain control of all Conversations. At the beginning of each end step, if no player cast a Conversation this turn and this is on the battlefield, the conversation ends.)
Creatures you control have haste.
When the conversation ends, sacrifice ~ and it deals 2 damage to target creature.
Other than the conversation bit, it's weird that the enchantment and the sorcery modes of the spell do two largely unrelated things.
---
Vampire Scartip 2B
Creature - Vampire {U}
Flying
When ~ enters the battlefield, target creature gets -X/-X until end of turn, where X is the amount of B used to cast it.
2/3
[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
Hey that works for me. Conversing is like a subgame. Two mages battle and the conversation is distracting. I like this fix for it.
Mono black loves this thing as a 2/3 that kills X/3's. Pretty useful.
It's a super strange Planeswalker that doesn't use loyalty counters at all. Is that just so your opponents have another way to destroy it? Seems too aggressive if you can give it haste on turn 2 and swing for 6. swing for 6 then next turn have 18 points of power. I'd go out of my way to get cats in play to make that work.
Next:
Double Talk - 1U
Enchantment - Conversation
Converse (When this enters the battlefield you gain control of all Conversations. When the last conversation leaves the battlefield the conversation ends. At the beginning of each end step if no player cast a conversation this turn sacrifice this permanent)
You may have Double Talk enter the battlefield as a copy of any Conversation on the battlefield.
Ok so basically mages are having a conversation. And since they're competing against each other then the person who has the last word wins. The conversation ends when no one has anything else to say. So the concept is that if you're the last person to say something you control the conversation. You should get a benefit for carrying on the conversation and for winning a conversation the opponent participated in. I'm not sure how to capture this on these cards.
Champion of Meletis 2UW
Creature - Human Soldier(R)
Inblockable
Whenever ~ deals combat damage to a player reveal the top three cards of your library put an enchantment card amoung the revealed cards in your hand.
2/2
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Sacrificial Knife 1
Artifact - Equipment (U)
Equipped creature gets +1/+0 and has "T: Sacrifice this creature."
Equip 0
small step up from shuko
Nice aura enabler there
What exactly happens to the cards after they're revealed? That could affect the card greatly (i.e. Curiosity shenanigans)
It also sounds fun with Thassa's scrying.
As for my card:
Natural Fury RG
Instant
~ deals 3 damage to target creature. Up to one target creature gets +3/+3 until end of turn.
Natural Fury is broken and is very powerful. a lightning bolt and a gaint growth on one card this is better than lightning helix.
Searing Truth RRR
Socery - (U)
Scry 2
Draw a card, discard a card.
Add RR to your mana pool
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
* * *
Final Analysis B
Sorcery (R)
Choose one -- Draw three cards; or search your library for a card and put it into your hand. Exile ~ and your library.
Exiled Necromancer 2BB
Creature - Human Wizard (R)
1: Exile target creature card from a graveyard. Put a 1/1 black Skeleton creature token onto the battlefield.
T: Regenerate target Skeleton creature.
2/2
The comparison here is ant queen / sliver queen. This makes more tokens more quickly, but is self limiting and a weak body of its own. It becomes a question of "how many creatures cards are reasonably in graveyards?", because it could easily be 2BB for a 2/2, then 4 for 4x 1/1 tokens, then nothing but a proxy blocker.
Next
Lord of Rage and Revival BRGW
Creature - Nephilim (M)
Bloodthirst 4
Haunt
Whenever the creature haunted by Lord of Rage and Revival deals damage, you may return Lord of Rage and Revival onto the battlefield under your control.
4/4
So if this guy dies, you can haunt your own creature, and if that creature you control deals damage to an opponent, you can bring this guy back, auto-bloodthirsted. Comments?
Anyway, here's a card based on Godhead of Awe.
Enchantment (R)
Creatures your opponents control are 1/1.
Against an accomplished wizard, giants are anything but.
Thanks to Rivenor of Miraculous Recovery Signatures!
Dark Magician 2BB
Creature - Human Wizard (R)
Deathtouch
Whenever ~ Attacks search your graveyard for an instant or socery and put that card in your hand.
3/3
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Red Eyes Black Dragon 2RRB
Creature - Dragon (R)
Flying Haste
You may sacrifice two dragon rather than paying ~ mana cost.
5/4
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Dragon of Disorder3URG
Creature - Dragon
Trample, Flying
When ~ deals combat damage to a player, you and that player each discard your hands then draw cards equal to ~ power.
R: ~ gets +1/+0 until the end of turn.
3/5
I'm guessing this is a rare or mythic rare? It seems fine, although giving it trample might be a little much, especially with the pump. Personally, I would set the card draw equal to the damage dealt and not the creature's power. It makes more sense to me that way, especially since the two things have the potential to be different more often since you've given it trample.
Land (R)
T: Add 1 to your mana pool.
T, Remove a -1/-1 from Rolling Barchan: Add one mana of any color to your mana pool.
1: Rolling Barchan becomes a 2/2 Sand creature with persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Lifecycle 1WBG
Instant (M)
Destroy target permanent, then return a permanent of that type from your graveyard to your hand.
Cube talk, design community and much much more!
Great minds think alike, huh? I also made a card with the exact same name, mana cost, card type, and spell ability. Only mine was rare, but who's counting? That alone should tell you that I highly approve of this card.
Also, "permanent card of that type".
---
Fizzlefaerie 2U
Creature - Faerie Wizard {U}
Flash, flying
When ~ enters the battlefield, counter target spell with converted mana cost X or less, where X is the amount of U spent to cast ~.
1/3
A spin-off of Spellstutter Sprite. What do you guys think?
[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
Not OP, but definitely should be rare(or mythic).
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<Random Card Name> 1GWW
Creature — Human Monk (R)
First strike, Vigilance
If ~ would deal battle damage to a creature or player, prevent that damage and you gain that much life.
6/6
Hahaha I think so. I'm really on the fence with it being an instant but it's sorta hard to get max value from it and destroying things for 4cc is really bad without getting serious value (Fetters right?).
Here was my other idea on this line:
Archdruids Spell 2WBG
Sorcery (M)
Destroy target permanent it can't be regenerated. Then return a permanent of the same type from your graveyard to play.
I got really into giving 3 colour identities that sorta lack compelling foundations real hammer spells. I guess it could also just be a regrowth + vindicate right?
Ayssia:
I'm really not sure what to think of your card. It seems like it'd be really lame to play, and really weird and frustrating to play against. I guess theres more zany lifegain stuff to work with now.
Things that came to mind:
- Whats with the first strik?
- I kinda hate multicoloured cards that seem to be arbitrarily uneven in their colour commitment.
- I really dig that it's a monk, and I dig the angle you're going with vs monks.
Stalling and Excuses 1U
Instant (U)
Return target spell to it's owner's hand.
Flashback - 3U
"Having spent most of his life as a headmaster, Barrin knew close to every trick in the book when it came to buying a little extra time."
Cube talk, design community and much much more!
I don't much like the transmogrification aspect though. Reflave!
I've got 2 ideas this time:
Kiss of Night B
Instant (C)
Kiss of night deals 1 damage to target creature or player and gain 1 life, if you control a vampire, instead, Kiss of Night deals 3 damage to target creature or player and you gain 3 life.
Kiss of Night 2B
Instant (C)
Kiss of night deals 1 damage to target creature or player and gain 1 life, if you control a vampire, instead, Kiss of Night deals 3 damage to target creature or player and you gain 3 life.
Draw a card.
Cube talk, design community and much much more!
Vampire Advocate B
Creature - Vampire (R)
Flying Lifelink
1/1
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
I would absolutely love this card in some sort of threshold/graveyard matters set, but uh... I think you're missing a damage recipient parameter. What does the spell deal damage to?
Enertron 5
Artifact {R}
X2: Exile target creature you control. Return that creature to the battlefield at the beginning of the next end step with an additional X +1/+1 counters on it.
But you're still hungry...
[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
Toll Road
Land - (R)
T: Add 1 to your mana pool.
T: Target creature can't attack this turn unless it's controller puts one mana from his or her mana pool into your mana pool.
Next
Lord of Song and Science RGWU
Creature - Nephilim (M)
Sacrifice a creature: The next instant or sorcery spell you cast this turn has Convoke.
Sacrifice a creature: The next instant or sorcery spell you cast this turn has Replicate, and its Replicate cost is equal to its mana cost.
3/3
Forcing you to lose 2 creatures everytime you want to abuse the Convoke + Replicate effect, which probably still a bit too powerful. That, and thanks to this guy's colors, he can easily convoke for anything. What say you?