Needs bigger cost. Since this is a creature steal, which can even be done in response to Wrath, make it cost 6-7 cc. Something like 3(W/U)(W/U)(W/U).
Nothing special:
Woundgorger2GG
Creature - Beast
Whenever Woundgorger deals damage, put that many +1/+1 counters on it. Predators feast on their preys. It is the natural order of things.
3/3
Comments?
EDIT
Woundgorger1GGG
Creature - Beast
Whenever Woundgorger deals damage, put that many +1/+1 counters on it. Predators feast on their preys. It is the natural order of things.
3/3
I agree about Hypnotic Haze.
I think wound gorger is a bit too powerful for it's cost. If it's supposed to be uncommon maybe it could cost :1mana::symg::symg::symg: so it's harder to splash for but eh.
I fixed th angel I made earlier....Maybe
Pacifica, Spirit of Peace :sym2g::sym2g::sym2g::symwg::symwg:::symwg:
Legendary Creature- Angel Spirit Druid
Defender, Reach.
Each other creatures you control gain Defender and Reach.
If you control ten or more creatures Pacifica loses defender and Reach and gains Flying, Shroud and ":sym2g::symg::Regenerate.", and gets +8/-8.
0/15
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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}
I think that card is really too complicated. Why not just say "Creatures you control have Defender and Reach" instead of writing it twice on Pacifica. The Manacost is so convoluted. minimum cost is GGGGGG for a 0/15 with defender and reach that also stops the rest of your creatures from attacking. If you control 9 other creatures this one creature can finally attack and then it's only an 8/7 that can regenerate for GG, has Flying and Shroud.
.... After reading all of the card I'd get bored and just not care to try to play it anymore.
I don't think it needs an IF though.
Try this:
Pacifica Spirit of Peace :sym2g::sym2g::symwg::symwg::symwg:
Legendary Creature -Angel Spirit Druid
Creatures you control have Defender and Reach
As long as you control 8 creatures, Pacifica Spirit of Peace loses flying and gains +8/-8, Shroud, Flying and :sym2g::symwg:: Regenerate Pacifica.
0/9
Reduce the toughness and the cost. Reduce a line of text. When it gets its bonus the thoughness really doesn't matter anymore except against creatures with wither. You'd have an 8/1 with shroud that regenerates. It wouldn't die to anything but mass removal and again the Wither mechanic. That means its toughness can be 1 sacrificing all of your defense for the ability to swing. I'd also reduce the number of creatures necessary to make this beast so good. Cuz even then if you have 8 creatures this guy sitll isn't that great and the rest of your creatures can't attack anyways. Overall I think this guy just isn't worth the effort to get him into play and active as a beatstick. Maybe if it lost the read defender clause and gave ALL your creatures +4/+4 then you wouldn't need the flying and shroud and regeneration clause. As an example:
Pacifica Spirit of Peace :sym2g::sym2g::symwg::symwg::symwg:
Legendary Creature -Angel Spirit Druid
Creatures you control have Defender and Flying
As long as you control 8 creatures, each creature you control loses defender and gets +3/+3 and Trample.
3/9
There. What about that?
Here's a card I was thinking of while watching a game with Porphyry Nodes in play:
Lingering Refrain - :symuw::symuw:
Enchantment
At the end of your turn, target player gains control of all Enchantments you control.
Lingering Refrain -- It took Le Chat a moment to get it (oh! it gets switched, too!), but at that point it may as well become "At the beginning of each player's upkeep, that player gains control of all enchantments." The name doesn't make a lot of sense, flavorfully.
.
Kargh-Cleft Bonegrinder -- 2RR
Creature - Orgg
Haste, trample.
Kargh-Cleft Bonegrinder can't attack during the first combat phase of a turn.
8/8
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Playlace --
Instant
Target spell or permanent's tone becomes playful.
Ack, the Bonegrinder is crazy, nuts, silly! How many cards are there that will grant you a second combat phase, I wonder. Let me see, six; seven if you can make him a Samurai. Honestly, he may not need haste. What's the use really unless you alternate cast Fury of the Horde or have enough for a Seize the Day? You could probably lessen his cost to maybe 1RR, RRR, something.
Empty Lots 2 Artifact - Fortification
Fortified land loses all mana abilities an has, "t: Add 4 to your mana pool.
Fortify: 1
Lingering Refrain -- It took Le Chat a moment to get it (oh! it gets switched, too!), but at that point it may as well become "At the beginning of each player's upkeep, that player gains control of all enchantments." The name doesn't make a lot of sense, flavorfully.
.
Kargh-Cleft Bonegrinder -- 2RR
Creature - Orgg
Haste, trample.
Kargh-Cleft Bonegrinder can't attack during the first combat phase of a turn.
8/8
Yeah the name needed work I was going to cost it at 1 but there are other cards that I wanted to combo with it.
BTW, le chat, I love your www.bonegrinder.orgg
It's really cool. But to be fair I'd say "Can't Block" cuz otherwise you have a huge wall to get through.
Empty Lots is too powerful: 1 Attach to a land. Tap it Add 4 to your mana pool. Pay 1 to attach to a different land. Tap to add 4 to your pool. See the dilemma? It should cost more mana to attach than you get when you tap it. Otherwise it gets out of hand. Play this on turn one with a mox and a land. Attach next turn with mox. Tap land add 4. Use 1 and attach to the second land and tap it for 4 more. 7 total. If you want it to be like grim monilith it needs to have Fortify 4
Is this creature infinite?
Hydrativus - 4
Artifact Creature - Construct
Modular 3
Remove 3 +1/+1 counters from Hydrativus: Hydrativus deals 3 damage to target creature or player.
Persist
0/0
I guess I misjudged Hydrativus. It's still powerful, but not for the reason I said previously. IN multiples, this with a reliable sac engine can easily ruin the day for the rest of the players. Krosan Basher is a bit fairer, although a 3/3 that always returns as 2/2 later in the game is quite strong. This is what I think is one of Persist's weakness: It brings back the creature with only one -1/-1 counter each time, as opposed to increasing number of them to eventually force the creature to permanently bite the dust.
Back to damage miscalculation:
Sheer Crowd1GG
Enchantment
Whenever a source deals damage, its controller puts a 1/1 green Saproling creature token into play under his or her control. The crowd only knows one thing: They never know how big they are.
The original text for this is this: "If a source would deal damage, its controller puts a 1/1 green Saproling creature token into play under his or her control instead." A rather stupid wording, obviously, since it can stop the game, even at 5cc which is my planned cost. Thus, I break the cycle a bit and make this a trigger as well as lower cost since this is nowhere as strong as my Sheer Fury and Sheer Mercy. Comments?
EDIT: Thanks for reminding me about that Blue ^^;;
Sheer Crowd- for flavor concerns, why does this card look for a source, as opposed to a creature? A creature would feel more "crowd"y. Likewise, I get the feeling there is some rather nasty way to break this card if its a "source". As it stands, I would just change it to a creature.
Waking Spiritguide 2UU
Creature- Human Mystic 2/2
You may choose not to untap ~ during your untap phase.
T, Discard a card from your hand: Put a 2/2 spirit token with flying into play. If ~ becomes untapped, remove it from play.
Wording issues on the second ability. Also concerned about balance. Should the spirit be bigger but grounded...or is it fine as is?
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"I never allowed my schooling to interfere with my education" -Mark Twain
Quote from hybrid life »
The war is for oil..its one of the ways to make this huge operation worthwhile. People care more about lower gas prices than iraqis anyway.
What others say about me:
Quote from JayC »
You're obviously an ignorant conservative. I blame your hill-billy Mom and Dad.
Sheer Crowd- for flavor concerns, why does this card look for a source, as opposed to a creature? A creature would feel more "crowd"y. Likewise, I get the feeling there is some rather nasty way to break this card if its a "source". As it stands, I would just change it to a creature.
Either way it still goes infinite with Pandemonium and any damage or any creature 2 card combo is bad. Especially when they're both enchantments and fairly cheap (3 and four can come out turns 2 and three for game)
Waking Spiritguide 2UU
Creature- Human Mystic 2/2
You may choose not to untap ~ during your untap phase. T, Discard a card from your hand: Put a 2/2 spirit token with flying into play. If ~ becomes untapped, remove it from play.
Well For this it's basically creating a copy of itself for the cost of a card.
The wording is off though because you've given the spirit token the ability of "If this spirit token becomes untapped remove this spirit token from play" OR you've given the Mystic "If this mystic becomes untapped remove this mystic from the game"
My other issue with the wording is that if you untap this creature while his ability is on the stack you get a 2/2 and have the ability to create another 2/2 for another card. While that's not all that great the wording still needs to be fixed.
Waking Spiritguide 2UU
Creature- Human Mystic
You may choose not to untap ~ during your untap phase. T, Discard a card from your hand: Put a 2/2 colorless spirit token with flying into play.
Whenever Waking Spiritguide is untapped, remove all tokens created by it from the game.
2/2
Here's another combo piece, name needs work:
Gift from Beyond - 4UUB
Sorcery
As an additional cost to play Gift from Beyond target player gains control of target permanent you control.
Each player puts all cards he or she owns that are removed from the game into his or her hand if they were removed from the game this turn. At the end of turn each player removes his or her hand from the game.
The additional cost seems random. This effect also kind of possible for monoblue, although I understand your reasoning on adding black to it. This is essentially something like a mass discard, so 7cc and that additional cost is too expensive. 6cc flat shouldn't be too bad, since this is a mass effect sorcery, meaning that you'll have less mana available by the time you need to play those once-RFG'd cards, not to mention people being able to use those cards before they go kapoof, plus, other players will normally outrun the number of cards in your hand later.
Izzet's new Aerie. Okay, not THAT Aerie, but this is probably better
Iridium Laboratory
Land
Whenever a player plays an instant or sorcery spell, put a charge counter on Iridium Laboratory. T, remove a charge counter from Iridium Laboratory: Add one mana of any color to your mana pool.
I think you mean Monstrous Wurm. Monsterious Wurm kinda sounds a little... off.
It also seems excessively wordy (with all the reminder text) considering how low impact it's ability is. It just doesn't feel 'Monsterious' enough.
My card:
Lich Lord- BBB
Creature- Zombie Wizard
If damage would be dealt to Lich Lord, sacrifice that many permanents instead. Draw a card for each Zombie sacrificed in this way.
5/5
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GENERATION 3.78: The first time you see this, add it into your sig and add 1 to the number after generation
A Lich, eh? I haven't seen one of those in a while.
In all honesty, I think this card is very well balanced. I can somewhat relate it to Phyrexian Negator, and as such (and given the color intensity of it) I feel it could do with a keyword ability (maybe not trample, but something).
Although I am pretty sure there's SOME way to abuse the rather embarrassing amount of cards this guy can give you, but then again, there are better draw engines than this, and he works extremely well with the established bounds of the zombie tribe.
ANYWAY, I've got a quick question. Looking at the absurd indestructible ability, I got to thinking. What color most deserves it? Besides the Myojins, white has two instances of it, black one, red one, and green one. Now, to me, I always felt that it seemed very blue and white, since green already has regeneration on it's side. A near immortal state seemed blue and white to me. But what do you all think?
According to Shield of the Oversoul, it's a green ability, but I don't think that's entirely fair (again, given regeneration). For that sake, the card I'm posting here is green white (and based in a faction in my new set). White obviously has some reign in it, but do you think its justified in blue?
Lustersang Errant
Creature - Beast Soldier
Whenever ~ attacks, it becomes indestructible until end of turn.
1/1 "What I find most promising is their valor and sheer tenacity in battle. It's everything else that worries me." - Marcus, Lustersang Demagogue
EDIT: Sorry, 1/1 for a one cost creature, of course. That's actually the first time I missed something like that...
Lusterang Errant-P/T? I'll assume it is a 1/1. Immortality definitely seems white, while blue generally likes to redefine what immortality is. That said, the functional differences between this and say, Gustcloak Runner are very small. That said, there is a certain flavor to this.
Tinsteel Automation 4
Artifact Creature - Golem
~ gets +1/+1 and flying as long as you control a blue permanent.
~ gets +1/+1 and haste as long as you control a red permanent.
2/2
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"I never allowed my schooling to interfere with my education" -Mark Twain
Quote from hybrid life »
The war is for oil..its one of the ways to make this huge operation worthwhile. People care more about lower gas prices than iraqis anyway.
What others say about me:
Quote from JayC »
You're obviously an ignorant conservative. I blame your hill-billy Mom and Dad.
Hmmmm....... comparing this with some spoiler cards, this is still a little over the top..... Even in the correct monocolor, this is already 3/3 with ability for 4, which is pretty good. I think instead of adding +1/+1, make it 3/3 base altogether and get him the abilities if you're playing with the right colors. Or at most 1/2 that gets those bonuses.
Affinity's best friend?
Titanic Orchard
Land
Whenever you play a spell with converted mana cost 6 or more, untap Titanic Orchard. T: Add 1 to your mana pool.
I choose a number that high so that it can't be too easily abused with cards like the Spellbombs. What do you think?
Titanic Orchard works nicely with a couple of the cards from legions. It's abusable, but not too easily.
Prying Open The Third Eye
Insant
(This spell is Blue and Black.)
You may spend only on Prying Open The Third Eye.
Reveal the top X cards of your library, choose a card revealed this way. You may put that card in your hand unless anyplayer pays X life. Remove all cards revaled this way and put into your hand from the game.
It's kinda wordy, and doesn't seem very blue, but i like it.....and I was listening to TOOL when i named it.
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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}
I don't....get it. I mean on the one hand you get a card...then remove it from the game?
Prying Open the Third Eye - X
Instant (This spell is Blue and Black)
Spend only blue and or black mana to pay for this card's manacost.
Remove the top X cards of your library from the game. Then, any player may pay X life. If no one does, choose a card removed from the game this way and put it into your hand.
Prying Open the Third Eye is... I dunno..... this can be both rather weak for removing your library, or pretty powerful if you just need one last card for your winning combo. The punisher element is a little random but probably can do.
I wonder if this land is strong...
Floral Greenery
Land
At the beginning of your upkeep, add G to your mana pool. G, T: Add one mana of any color to your mana pool.
Comments?
EDIT:
Floral Greenery
Land
At the beginning of your precombat main phase, add G to your mana pool. G, T: Add one mana of any color to your mana pool.
Floral Greenery. I understand where you're coming from, but unfortunately, wouldn't the mana produced during your upkeep empty before you got to your main phase (and then burn)? Like why Magus of the Vineyard adds mana during the precombat main phase, and why Sakura-tribe Springcaller has that whole clause afterwards.
If you change it to add during the mainphase, or have the clause about not emptying until the end of your turn, then this could work. And in that case, it essentially becomes a land that says you can either get one man a of any color either during your turn or only any time you could play a sorcery. It's a neat concept, and I like it for the most part. The limitation seems fairly green to me, and if you include the one of the changes above it is rather good for a land that can produce any color of mana (since you're likely to only be spending it during your own turn anyway). Otherwise, mana during the upkeep isn't terribly useful. Thran Turbine was fun, but I'm not sure if it was really used all that much.
Lustersang EnforcerUU
Creature - Human Soldier
Whenever ~ becomes the target of a spell or ability, it becomes indestructible until end of turn.
2/2
How blue wrote it was how i meant it, and X not being zero should probably be added, even though all it does for zero is add to storm
Floral Greenery will burn you at the end of your up-keep if you don't use it, so it doesn't seem too strong.
Discharger :1mana::symr::symr:
Artifact- Equipment
Whenever equipped creature attacks or blocks you may have it deal two damage to target creature.
When you play Discharger you may search your library for a card named Dischager. If you do, reveal it, put it into your hand and shuffle your library.
Equip: :sym2r::1mana:
I was tryimg to figure out how to make a Red equipment, and thought this might work.
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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}
Prying Open the Third Eye is... I dunno..... this can be both rather weak for removing your library, or pretty powerful if you just need one last card for your winning combo. The punisher element is a little random but probably can do.
I wonder if this land is strong...
Floral Greenery
Land
At the beginning of your upkeep, add G to your mana pool. G, T: Add one mana of any color to your mana pool.
Comments?
Seems fine. Doesn't tap for mana normally so some will groan that it only helps for upkeep costs and instants during the upkeep. There's an artifact that does this too but it's more vulnerable.
*headslap* I put Upkeep instead of "beginning of precombat main phase".... I'll repost and please comment on the corrected one later, kay
With Discharger's equip cost being red already, I wonder why you'd have to make the artifact itself red.... 5 for its cost shouldn't be too bad, especially since it searches for its own copy.
As I said, repost for mishap
Floral Greenery
Land
At the beginning of your precombat main phase, add G to your mana pool. G, t: Add one mana of any color to your mana pool.
Discharger - Extra Arms! Man I loved that card, even better in Equipment form. I don't have any qualms for equipment being colored, but I'd say lose the Avarax ability, it doesn't really go well together with the card, and with that ability the card should cost :2mana::symr::symr:.
Floral Greenery - Imagine if it read:
Floral Greenery
Land
At the end of your precombat main phase, if Floral Greenery is untapped, you lose 1 life.
:symtap:: Add one mana of any color to your mana pool.
That seems like what it is 90% of the time. While there are some differences but I'd say this one's a lot better than Shimmering Grotto. I wouldn't say it's overpowered, it looks printable but probably with some other drawback.
Old Aula GGGGGGG
Legendary Creature - Treefolk Warrior
Convoke
10/10 The most veteran of the Birchshield regiment. When Aula speaks, everyone listens; when Aula fights, everyone charges.
What's the ideal cost vs p/t for a big legendary creature with only colored mana cost and convoke?
We've seen a 2GGGG 7/7 with several beneficial abilities, so even with Convoke, GGGGGGG is still much too intensive. But if you do insist on colored mana only so that it's convokable only in green..... 6 cc isn't that bad, I think. My reasoning is this: Enormous Baloth is 6G. Consider that each G can replace 2, so we have GGGG for a 7/7. Add +3/+3 is about GG. Convoke adds G due to its nature. Then since it's legendary, we can cut a slack and kick a G out. Voila, GGGGGG.
Okay, my mistake's fixed, here's something different:
Thanatophobia1UB
Enchantment
Whenever a creature is put into graveyard from play, return target creature to its owner's hand. "No! I don't want to die! I don't want to die!"
I originally thought about making this 2BB, but since pure bounce is NEVER in black (even white's bounce are limited), I decide to add the blue, so there goes. Comments?
EDIT
Thanatophobia1UB
Enchantment
Whenever a nontoken creature is put into graveyard from play, you may pay 1. If you do, return target creature to its owner's hand. "No! I don't want to die! I don't want to die!"
ah it's a bounce. I thought that it raised the dead.
Seems fine with Tokens. Especially if you have Nantuko Husk and Sengir Autocrat. Sack the tokens bounce two of their creatures and your autocrat swing with husk for 8 and play the autocrat the next turn for more fun.
Actually as a one card combo I'd just play things like Waylay, (or the blue one that makes 3/3 weirds). Block and kill stuff let your tokens die then bounce creatures you couldn't kill.
Works well with Evoke. Something like Offulsnout becomes remove something in the yard, bounce a creature for B. Echo works too but slower.
I guess I'd say make it Non-Token creature is put into a graveyard from play.
ah it's a bounce. I thought that it raised the dead.
Seems fine with Tokens. Especially if you have Nantuko Husk and Sengir Autocrat. Sack the tokens bounce two of their creatures and your autocrat swing with husk for 8 and play the autocrat the next turn for more fun.
Actually as a one card combo I'd just play things like Waylay, (or the blue one that makes 3/3 weirds). Block and kill stuff let your tokens die then bounce creatures you couldn't kill.
Works well with Evoke. Something like Offulsnout becomes remove something in the yard, bounce a creature for B. Echo works too but slower.
I guess I'd say make it Non-Token creature is put into a graveyard from play. The only thing other than that I could suggest is a triggered manacost of 1. If you wanted to make it mono black you could but it might still feel weird.
1BB
Enchantment
Whenever a creature is put into your graveyard from play you may pay :sym2U:. If you do you may return target creature to its owner's hand.
Mischief and Mayhem B
Instant
Choose one: Remove all counters from target creature permanent; or destroy target creature permanent with no counters on it.
Nothing special:
Woundgorger 2GG
Creature - Beast
Whenever Woundgorger deals damage, put that many +1/+1 counters on it.
Predators feast on their preys. It is the natural order of things.
3/3
Comments?
EDIT
Woundgorger 1GGG
Creature - Beast
Whenever Woundgorger deals damage, put that many +1/+1 counters on it.
Predators feast on their preys. It is the natural order of things.
3/3
I think wound gorger is a bit too powerful for it's cost. If it's supposed to be uncommon maybe it could cost :1mana::symg::symg::symg: so it's harder to splash for but eh.
I fixed th angel I made earlier....Maybe
Pacifica, Spirit of Peace :sym2g::sym2g::sym2g::symwg::symwg:::symwg:
Legendary Creature- Angel Spirit Druid
Defender, Reach.
Each other creatures you control gain Defender and Reach.
If you control ten or more creatures Pacifica loses defender and Reach and gains Flying, Shroud and ":sym2g::symg::Regenerate.", and gets +8/-8.
0/15
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}
.... After reading all of the card I'd get bored and just not care to try to play it anymore.
I don't think it needs an IF though.
Try this:
Pacifica Spirit of Peace :sym2g::sym2g::symwg::symwg::symwg:
Legendary Creature -Angel Spirit Druid
Creatures you control have Defender and Reach
As long as you control 8 creatures, Pacifica Spirit of Peace loses flying and gains +8/-8, Shroud, Flying and :sym2g::symwg:: Regenerate Pacifica.
0/9
Reduce the toughness and the cost. Reduce a line of text. When it gets its bonus the thoughness really doesn't matter anymore except against creatures with wither. You'd have an 8/1 with shroud that regenerates. It wouldn't die to anything but mass removal and again the Wither mechanic. That means its toughness can be 1 sacrificing all of your defense for the ability to swing. I'd also reduce the number of creatures necessary to make this beast so good. Cuz even then if you have 8 creatures this guy sitll isn't that great and the rest of your creatures can't attack anyways. Overall I think this guy just isn't worth the effort to get him into play and active as a beatstick. Maybe if it lost the read defender clause and gave ALL your creatures +4/+4 then you wouldn't need the flying and shroud and regeneration clause. As an example:
Pacifica Spirit of Peace :sym2g::sym2g::symwg::symwg::symwg:
Legendary Creature -Angel Spirit Druid
Creatures you control have Defender and Flying
As long as you control 8 creatures, each creature you control loses defender and gets +3/+3 and Trample.
3/9
There. What about that?
Here's a card I was thinking of while watching a game with Porphyry Nodes in play:
Lingering Refrain - :symuw::symuw:
Enchantment
At the end of your turn, target player gains control of all Enchantments you control.
.
Kargh-Cleft Bonegrinder -- 2RR
Creature - Orgg
Haste, trample.
Kargh-Cleft Bonegrinder can't attack during the first combat phase of a turn.
8/8
Instant
Target spell or permanent's tone becomes playful.
Empty Lots 2
Artifact - Fortification
Fortified land loses all mana abilities an has, "t: Add 4 to your mana pool.
Fortify: 1
Too good? Fortifications are hard to gauge.
Yeah the name needed work I was going to cost it at 1 but there are other cards that I wanted to combo with it.
BTW, le chat, I love your www.bonegrinder.orgg
It's really cool. But to be fair I'd say "Can't Block" cuz otherwise you have a huge wall to get through.
Empty Lots is too powerful: 1 Attach to a land. Tap it Add 4 to your mana pool. Pay 1 to attach to a different land. Tap to add 4 to your pool. See the dilemma? It should cost more mana to attach than you get when you tap it. Otherwise it gets out of hand. Play this on turn one with a mox and a land. Attach next turn with mox. Tap land add 4. Use 1 and attach to the second land and tap it for 4 more. 7 total. If you want it to be like grim monilith it needs to have Fortify 4
Is this creature infinite?
Hydrativus - 4
Artifact Creature - Construct
Modular 3
Remove 3 +1/+1 counters from Hydrativus: Hydrativus deals 3 damage to target creature or player.
Persist
0/0
same concept different style:
Krosan Basher - 2GG
Creature - Beast
Graft 1, Persist
2/2
Back to damage miscalculation:
Sheer Crowd 1GG
Enchantment
Whenever a source deals damage, its controller puts a 1/1 green Saproling creature token into play under his or her control.
The crowd only knows one thing: They never know how big they are.
The original text for this is this: "If a source would deal damage, its controller puts a 1/1 green Saproling creature token into play under his or her control instead." A rather stupid wording, obviously, since it can stop the game, even at 5cc which is my planned cost. Thus, I break the cycle a bit and make this a trigger as well as lower cost since this is nowhere as strong as my Sheer Fury and Sheer Mercy. Comments?
EDIT: Thanks for reminding me about that Blue ^^;;
In fixing ^^;;
Waking Spiritguide 2UU
Creature- Human Mystic 2/2
You may choose not to untap ~ during your untap phase.
T, Discard a card from your hand: Put a 2/2 spirit token with flying into play. If ~ becomes untapped, remove it from play.
Wording issues on the second ability. Also concerned about balance. Should the spirit be bigger but grounded...or is it fine as is?
What others say about me:
Sven Dostei
Unofficial Official arrogant teenage elitist of The Ivory Tower
Either way it still goes infinite with Pandemonium and any damage or any creature 2 card combo is bad. Especially when they're both enchantments and fairly cheap (3 and four can come out turns 2 and three for game)
Waking Spiritguide 2UU
Creature- Human Mystic 2/2
You may choose not to untap ~ during your untap phase.
T, Discard a card from your hand: Put a 2/2 spirit token with flying into play. If ~ becomes untapped, remove it from play.
Well For this it's basically creating a copy of itself for the cost of a card.
The wording is off though because you've given the spirit token the ability of "If this spirit token becomes untapped remove this spirit token from play" OR you've given the Mystic "If this mystic becomes untapped remove this mystic from the game"
My other issue with the wording is that if you untap this creature while his ability is on the stack you get a 2/2 and have the ability to create another 2/2 for another card. While that's not all that great the wording still needs to be fixed.
Waking Spiritguide 2UU
Creature- Human Mystic
You may choose not to untap ~ during your untap phase.
T, Discard a card from your hand: Put a 2/2 colorless spirit token with flying into play.
Whenever Waking Spiritguide is untapped, remove all tokens created by it from the game.
2/2
Here's another combo piece, name needs work:
Gift from Beyond - 4UUB
Sorcery
As an additional cost to play Gift from Beyond target player gains control of target permanent you control.
Each player puts all cards he or she owns that are removed from the game into his or her hand if they were removed from the game this turn. At the end of turn each player removes his or her hand from the game.
Izzet's new Aerie. Okay, not THAT Aerie, but this is probably better
Iridium Laboratory
Land
Whenever a player plays an instant or sorcery spell, put a charge counter on Iridium Laboratory.
T, remove a charge counter from Iridium Laboratory: Add one mana of any color to your mana pool.
Comments?
Haunt + Evoke
Monsterious Wurm 8GGG
Creature - Wurm
Monsterious Wurm comes into play tapped.
Trample, Haunt
The creature Monsterious Wurm haunts gets +2/+0 and has trample.
Evoke 1G
12/12
And the heavens will tremble....
- Seer's Parables
Deck
BU Fearies
RB Elemental/Horror
RB Artifact
BRG Dragonz
UBR Grixis
It also seems excessively wordy (with all the reminder text) considering how low impact it's ability is. It just doesn't feel 'Monsterious' enough.
My card:
Lich Lord- BBB
Creature- Zombie Wizard
If damage would be dealt to Lich Lord, sacrifice that many permanents instead. Draw a card for each Zombie sacrificed in this way.
5/5
There is an imposter among us...
In all honesty, I think this card is very well balanced. I can somewhat relate it to Phyrexian Negator, and as such (and given the color intensity of it) I feel it could do with a keyword ability (maybe not trample, but something).
Although I am pretty sure there's SOME way to abuse the rather embarrassing amount of cards this guy can give you, but then again, there are better draw engines than this, and he works extremely well with the established bounds of the zombie tribe.
ANYWAY, I've got a quick question. Looking at the absurd indestructible ability, I got to thinking. What color most deserves it? Besides the Myojins, white has two instances of it, black one, red one, and green one. Now, to me, I always felt that it seemed very blue and white, since green already has regeneration on it's side. A near immortal state seemed blue and white to me. But what do you all think?
According to Shield of the Oversoul, it's a green ability, but I don't think that's entirely fair (again, given regeneration). For that sake, the card I'm posting here is green white (and based in a faction in my new set). White obviously has some reign in it, but do you think its justified in blue?
Lustersang Errant
Creature - Beast Soldier
Whenever ~ attacks, it becomes indestructible until end of turn.
1/1
"What I find most promising is their valor and sheer tenacity in battle. It's everything else that worries me." - Marcus, Lustersang Demagogue
EDIT: Sorry, 1/1 for a one cost creature, of course. That's actually the first time I missed something like that...
Tinsteel Automation 4
Artifact Creature - Golem
~ gets +1/+1 and flying as long as you control a blue permanent.
~ gets +1/+1 and haste as long as you control a red permanent.
2/2
What others say about me:
Sven Dostei
Unofficial Official arrogant teenage elitist of The Ivory Tower
Affinity's best friend?
Titanic Orchard
Land
Whenever you play a spell with converted mana cost 6 or more, untap Titanic Orchard.
T: Add 1 to your mana pool.
I choose a number that high so that it can't be too easily abused with cards like the Spellbombs. What do you think?
Prying Open The Third Eye
Insant
(This spell is Blue and Black.)
You may spend only on Prying Open The Third Eye.
Reveal the top X cards of your library, choose a card revealed this way. You may put that card in your hand unless anyplayer pays X life. Remove all cards revaled this way and put into your hand from the game.
It's kinda wordy, and doesn't seem very blue, but i like it.....and I was listening to TOOL when i named it.
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}
Prying Open the Third Eye - X
Instant
(This spell is Blue and Black)
Spend only blue and or black mana to pay for this card's manacost.
Remove the top X cards of your library from the game. Then, any player may pay X life. If no one does, choose a card removed from the game this way and put it into your hand.
Is that what you meant?
MAybe say that X can't be Zero.
I wonder if this land is strong...
Floral Greenery
Land
At the beginning of your upkeep, add G to your mana pool.
G, T: Add one mana of any color to your mana pool.
Comments?
EDIT:
Floral Greenery
Land
At the beginning of your precombat main phase, add G to your mana pool.
G, T: Add one mana of any color to your mana pool.
If you change it to add during the mainphase, or have the clause about not emptying until the end of your turn, then this could work. And in that case, it essentially becomes a land that says you can either get one man a of any color either during your turn or only any time you could play a sorcery. It's a neat concept, and I like it for the most part. The limitation seems fairly green to me, and if you include the one of the changes above it is rather good for a land that can produce any color of mana (since you're likely to only be spending it during your own turn anyway). Otherwise, mana during the upkeep isn't terribly useful. Thran Turbine was fun, but I'm not sure if it was really used all that much.
Lustersang Enforcer UU
Creature - Human Soldier
Whenever ~ becomes the target of a spell or ability, it becomes indestructible until end of turn.
2/2
Floral Greenery will burn you at the end of your up-keep if you don't use it, so it doesn't seem too strong.
Discharger :1mana::symr::symr:
Artifact- Equipment
Whenever equipped creature attacks or blocks you may have it deal two damage to target creature.
When you play Discharger you may search your library for a card named Dischager. If you do, reveal it, put it into your hand and shuffle your library.
Equip: :sym2r::1mana:
I was tryimg to figure out how to make a Red equipment, and thought this might work.
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}
Seems fine. Doesn't tap for mana normally so some will groan that it only helps for upkeep costs and instants during the upkeep. There's an artifact that does this too but it's more vulnerable.
Not bad but definitely a combo card.
With Discharger's equip cost being red already, I wonder why you'd have to make the artifact itself red.... 5 for its cost shouldn't be too bad, especially since it searches for its own copy.
As I said, repost for mishap
Floral Greenery
Land
At the beginning of your precombat main phase, add G to your mana pool.
G, t: Add one mana of any color to your mana pool.
This should be better. Comments, please?
Floral Greenery - Imagine if it read:
Floral Greenery
Land
At the end of your precombat main phase, if Floral Greenery is untapped, you lose 1 life.
:symtap:: Add one mana of any color to your mana pool.
That seems like what it is 90% of the time. While there are some differences but I'd say this one's a lot better than Shimmering Grotto. I wouldn't say it's overpowered, it looks printable but probably with some other drawback.
Old Aula
GGGGGGG
Legendary Creature - Treefolk Warrior
Convoke
10/10
The most veteran of the Birchshield regiment. When Aula speaks, everyone listens; when Aula fights, everyone charges.
What's the ideal cost vs p/t for a big legendary creature with only colored mana cost and convoke?
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Okay, my mistake's fixed, here's something different:
Thanatophobia 1UB
Enchantment
Whenever a creature is put into graveyard from play, return target creature to its owner's hand.
"No! I don't want to die! I don't want to die!"
I originally thought about making this 2BB, but since pure bounce is NEVER in black (even white's bounce are limited), I decide to add the blue, so there goes. Comments?
EDIT
Thanatophobia 1UB
Enchantment
Whenever a nontoken creature is put into graveyard from play, you may pay 1. If you do, return target creature to its owner's hand.
"No! I don't want to die! I don't want to die!"
Seems fine with Tokens. Especially if you have Nantuko Husk and Sengir Autocrat. Sack the tokens bounce two of their creatures and your autocrat swing with husk for 8 and play the autocrat the next turn for more fun.
Actually as a one card combo I'd just play things like Waylay, (or the blue one that makes 3/3 weirds). Block and kill stuff let your tokens die then bounce creatures you couldn't kill.
Works well with Evoke. Something like Offulsnout becomes remove something in the yard, bounce a creature for B. Echo works too but slower.
I guess I'd say make it Non-Token creature is put into a graveyard from play.
ah it's a bounce. I thought that it raised the dead.
Seems fine with Tokens. Especially if you have Nantuko Husk and Sengir Autocrat. Sack the tokens bounce two of their creatures and your autocrat swing with husk for 8 and play the autocrat the next turn for more fun.
Actually as a one card combo I'd just play things like Waylay, (or the blue one that makes 3/3 weirds). Block and kill stuff let your tokens die then bounce creatures you couldn't kill.
Works well with Evoke. Something like Offulsnout becomes remove something in the yard, bounce a creature for B. Echo works too but slower.
I guess I'd say make it Non-Token creature is put into a graveyard from play. The only thing other than that I could suggest is a triggered manacost of 1. If you wanted to make it mono black you could but it might still feel weird.
1BB
Enchantment
Whenever a creature is put into your graveyard from play you may pay :sym2U:. If you do you may return target creature to its owner's hand.
Mischief and Mayhem B
Instant
Choose one: Remove all counters from target creature permanent; or destroy target creature permanent with no counters on it.