Seems solid, although I don't know if 4cc for this is right...... But it's pretty good nonetheless; Forcing your opponent's utility creature to die is good.
More Haunt
Ashen Possessor4BB
Creature - Spirit
Haunt
As long as a permanent is haunted by Ashen Possessor, you control that permanent.
4/3
Too strong, perhaps? This is already a decent beater, but when it dies (should be quick with just 3cc, it can steal a creature permanently.... What say you?
@Virus
Seems a bit strong, but Legendary Lands tend to be. I think it needs a limit on how many times per turn to use the second the ability, or something.
A card I posted somewhere else years ago:
Physical Isolation WW
Enchantment - Aura
Enchant Permanent
Enchanted Permanent is an Enchantment.
Meant to protect your utility creatures or neutralize your opponent's combat creatures.
Double specific mana makes it already impossible to splash, while the life loss is already harsh. Why "plus 2"? I think "You lose life equal to its converted mana cost" is enough. Could see play in B/u control, although this deck doesn't exist... yet
War Era 2:symgr::symgr:
Enchantment
Creatures you control have provoke.
Well, with counterspell being over curve, I wanted to make it weak enough, especially since black doesn't normally counter spells. Without the "plus 2," it's counterspell for 0 cost spells, counterspell and 1 life for 1, 2 life for 2. Unless it counters a big spell, it's probably better than cancel otherwise and I didn't want to give black the best counterspell in the format. Just look at what black pays for a 3/3 for 2 (which usually see play) and you'll see how good it is still especially with black's removal arsenal. No one wants MBC to rape the format anymore than MUC.
War Era looks a bit expensive, though. Most ability granters (other than evasion) cost 2-3 and tend to be splashable. Just knock 1 mana off and it should be fine.
@Virus
Seems a bit strong, but Legendary Lands tend to be. I think it needs a limit on how many times per turn to use the second the ability, or something.
A card I posted somewhere else years ago:
Physical Isolation WW
Enchantment - Aura
Enchant Permanent
Enchanted Permanent is an Enchantment.
Meant to protect your utility creatures or neutralize your opponent's combat creatures.
It's a nice ability although the name doesn't really fit. As for playability, it certainly gives white some sniper rifle power against all permanents. Afterall, it can kill enchantments for 1 mana. It also doubles as pacifism plays extremely well with enchantress decks, makes your ability creatures immune to most colors, protects a land/artifact, and does all that for 2 mana.
Tits Bar
Land T:add 1 to your mana pool 7, T: Put a 1/1 white bird creature token with flying into play.
Tits Bar: You could probably get away with dropping the activation cost. I'd say make it and give a nod to The Hive, but is probably safer.
Gambler's Prayer :symr::symr::symr:
Sorcery
Play a random card in your hand without paying its mana cost.
It's actually a nod to Urza's Factory from timespiral. I just thought it would be a great un card with a tit based theme sort of like how unhinged's asses had a city of brass.
Gambler's Prayer is just asking to be broken.
Holey Knight BB
Creature-Human Knight
Holey Knight comes into play with 3 blood counters on it.
At the beginning of your upkeep, remove a blood counter from Holey Knight.
If Holey Knight has no blood counters on it, sacrifice it.
5/5
Holey Knight is too strong for 2cc; Make it the usual 4cc or 3/3, plus, as Blinking Spirit has pointed out and I realized, this is just Vanishing......
More Haunts, but this time, it's different
Bog Sapper2B
Creature - Ooze
Swampwalk.
Haunt a land (When this card is put into a graveyard from play, remove it from the game haunting target land.)
The land haunted by Bog Sapper is a Swamp.
2/1
Screws up mana a bit, and allows your next Bog Sappers to start attacking FTW. What say you?
And yes, I asked myself; Like Soulshift, why should Haunt be limited to haunting creatures only? We've heard the sayings of haunted buildings, so why not?
i like the concept, but A) it should be a wraith (for flavor reasons) and B)the only problem with huanting a land is what's the point? enabling swampwalk is cool, but outside of desrtucyion and things like cursed land, (and occasionally bounce/denial effects, which is pretty much the same as land destruction) land's aren't worth screwing with.
An Army From One :1mana::symug::symgu::symug::symgu:
Tribal Enchantment- Shapeshifter Aura
Enchant Creature you control.
All other creatures you control are a copy of enchanted creature. While Tero'Za didn't lack vanity, he did appreciate knowing who, exactly, was watching his back. {I even wrote an art note for this in my old notes: It shows the card in my signeture standing in front of a thick jungle, canopy while various copies of him emerage from it. there should be a small cat (one of his choice pets) mid-transformation. the feeling is supposed to be of the final stages of a plan coming to fruition}
I was thinking of mirrorweave meets followed footsteps
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}
The Chameleon is pretty cool (I'd rather it be a lizard, btw, chameleon and all :D), and since it's green and the protection lasts only temporarily, it seems pretty fair with that stat, but I may request that the mana cost be 2GG
Random
Thirsty Hellbender4BB
Creature - Demon
Flying
At the beginning of your upkeep, discard a card. If you can't, Thirsty Hellbender deals 4 damage to you. Hellbent - Whenever Thirsty Hellbender attacks, if you have no card in your hand, it gains lifelink until end of turn.
4/4
Hellbender: Synergize the abilities; make it deal damage to you when it attacks or at end of turn, not at the beginning of your upkeep. One of my decks uses that trick all the time with Armadillo Cloak and Flesh Reaver.
Crested Behemoth :1mana::symg:
Creature - Dinosaur
Whenever Crested Behemoth attacks, untap all creatures defending player controls.
3/3
Private Mod Note
():
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
Holey Knight is too strong for 2cc; Make it the usual 4cc or 3/3, plus, as Blinking Spirit has pointed out and I realized, this is just Vanishing......
Well, it's a silly Un card. If Un land can have an artifact that taps for infinite, a possibly more broken Necropotence, a virtual Ancestral Recall... Blastoderm for 2 mana seems tame in comparison.
Hellbender: Synergize the abilities; make it deal damage to you when it attacks or at end of turn, not at the beginning of your upkeep. One of my decks uses that trick all the time with Armadillo Cloak and Flesh Reaver.
Crested Behemoth :1mana::symg:
Creature - Dinosaur
Whenever Crested Behemoth attacks, untap all creatures defending player controls.
3/3
I'm not really sure on this. I'm leaning toward slightly underpowered, though, since 3/3 for 2G is the standard. It really seems counterproductive to an aggro deck, which is about all would want it.
Holey Knight is too strong for 2cc; Make it the usual 4cc or 3/3, plus, as Blinking Spirit has pointed out and I realized, this is just Vanishing......
Well, it's a silly Un card. If Un land can have an artifact that taps for infinite, a possibly more broken Necropotence, a virtual Ancestral Recall... Blastoderm for 2 mana seems tame in comparison.
Hellbender: Synergize the abilities; make it deal damage to you when it attacks or at end of turn, not at the beginning of your upkeep. One of my decks uses that trick all the time with Armadillo Cloak and Flesh Reaver.
Crested Behemoth :1mana::symg:
Creature - Dinosaur
Whenever Crested Behemoth attacks, untap all creatures defending player controls.
3/3
I'm not really sure on this. I'm leaning toward slightly underpowered, though, since 3/3 for 2G is the standard. It really seems counterproductive to an aggro deck, which is about all would want it.
Shifting Resources 2UUR
Instant
Counter target spell. At the beginning of your next main phase, add X to your mana pool, where X is that spell's converted mana cost.
actually, yeah, it is. I'd say just specify the kind of mana (:symur: ? ).
I actually meant for Army from One to say: An Army From One :1mana::symgu::symgu::symgu::symgu:
Tribal Enchantment- Shapeshifter Aura
Enchant Creature you control. Enchanted Creature losses Legendary. All other creatures you control are a copy of enchanted creature.
The idea being you can turn your army into one powerful being over, and over again. As i originally wrote it I guess it's less broken.
Clique Choirer :sym2w::sym2u::sym2b:
Creature- Faerie Wizard
Flying, Flash.
When Clique Choirer comes into play reveal the top four cards of you library. Put all Faerie cards revealed this way into your hand, and the rest on the bottom of your library in any order.
2/2
yeah it's simply a a new version of the old Cryer Cards (like Kavu Howler), but i figured if anyone likes Faeries enough they Might use this.... If you do, give me a copy: my Faerie deck could use some pizzazz.
Private Mod Note
():
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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}
Flash? Faerie hand-fill? Hmm.... For generally 4cc that's quite powerful, but looking at the Kavu you mentioned..... It may need to lose Flash, at least.
Solane Snake2GG
Creature - Snake
Deathtouch
Reveal your hand: If you have seven or more cards in your hand and none of them is a land card, you may put Solane Snake into play. Play this ability only if Solane Snake is in your hand.
1/5
I originally made this a 3/3 vanilla except for the self-putting ability that triggers only on upkeep, but hell, I decided to just switch it to a smaller powered creature that can kill on strike. This now has several function: Eyes-Magnivore counter (and it can survive a Wildfire to boot), Mulligan alternative (with 1 power this shouldn't wreak too much havoc...), bounce killer in general etc. What say you?
I'm vaguely uncomfortable with a free creature with 5 toughness. I realize he's hard to play, and if you play him, you're probably losing already, though, so maybe he's OK.
Grind 5 (At the beginning of your upkeep, put the top five cards of your libary into your graveyard.)
5/5
Ok whoa way overpowered. Dredge much? With a lot of black decks this wouldn't be a penalty at all. Get some decent flashback or dredge into your graveyard, then win a few turns later. It's an interesting idea, mind you, but I would remove the cards from the game instead. Then its balanced-er.
Dronestriker (new name please?) 5
Artifact Creature - Construct
First strike, Protection from artifacts
Whenever Dronestriker deals combat damage to a creature, put a drone counter on that creature. Creatures with drone counters on them are copies of Dronestriker. 3: Target creature blocks Dronestriker this turn if able.
2/3
Dronestriker: How about "Borg Drone"? Well-done card; interesting ability. But it might have a detrimental effect on the game: In the sort of creature battle in which it is most likely to see play, the probable end state of playing it, if it is not destroyed immediately, is two armies of Dronestrikers running back and forth, unable to block each other.
Clever Bet :1mana::symu:
Instant
Draw two cards.
Haunt
When Clever Bet’s haunt ability is countered or the creature it haunts is put into a graveyard, discard four cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
Hmmm...... in most cases, this becomes draw 2, discard 4, which, for a 2cc Instant, is still quite not worth it. You'll want to play this only on an empty board to avoid both drawbacks..... Hard to say, probably it needs to discard 2 instead, or make it a Sorcery with discard 1 as drawback..... Dunno.
Broken.
Dustborn Wurm4GG
Creature - Wurm
Trample
Reveal Dustborn Wurm from your hand: Remove your hand from the game. If seven or more nonland cards are removed from the game this way, search your library for three basic land cards and put them into play tapped, then shuffle your library.
6/4
With this, you may start out with 0 cards in hand on turn 1, but in return, you get accelerated by 3, which is probably overpowered. What say you?
EDIT:
Dustborn Wurm4GG
Creature - Wurm
Trample
Reveal Dustborn Wurm from your hand: Remove your hand from the game. If seven or more cards are removed from the game this way, search your library for three basic land cards and put them into play tapped, then shuffle your library.
6/4
Mechanically this seems fine, but isn't that just a new phrasing for the old Nightmare abilities? With this in mind, I feel like it should be a nightmare, not a shapeshifter, and changeling comes outta nowhere flavorwise.
In terms of balance, it's probably alright, but I might lower its toughness by 1. Cards that remove stuff from the game until they leave tend to be a bit more fragile.
Mind Prod BB
Sorcery (U)
Target player discards a card at random.
Seal creature—Pay 2 life (Pay 2 life: Remove this spell in your hand from the game sealing target creature. That creature has “Sacrifice this: You may play each spell sealing this without paying its mana cost.” Seal only as a sorcery.)
Mind Prod -- This mechanic might be viable if you sealed on resolution of the spell; otherwise, as the poster above says, it's just risking too much for too little. Either way, it needs a lot of tinkering and cost adjusting.
.
Barnyard Rooster -- 1RG
Creature - Rooster
Flying.
When Barnyard Rooster attacks, each other creature attacks and blocks this turn if able.
When Barnyard Rooster deals more than three damage to a creature, destroy that creature.
1/4
Private Mod Note
():
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Playlace --
Instant
Target spell or permanent's tone becomes playful.
Barnyard Rooster: The second ability is kind of a head-scratcher. I'm not sure it's relevant enough to be worth the line of text; it seems random and corner-case. You have to get the Rooster's power up, and most creatures that are dealt four damage are dead anyway.
EDIT: Wait, it doesn't say "this turn". If this was intentional, you might want to use counters to make it more obvious.
Toxic Exposure :1mana::symb:
Enchantment
When Toxic Exposure comes into play, put a plague counter on each creature.
Open - :3mana:: Destroy target creature with a plague counter on it. (Any player may play this ability.)
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
Barnyard Rooster: The second ability is kind of a head-scratcher. I'm not sure it's relevant enough to be worth the line of text; it seems random and corner-case. You have to get the Rooster's power up, and most creatures that are dealt four damage are dead anyway.
EDIT: Wait, it doesn't say "this turn". If this was intentional, you might want to use counters to make it more obvious.
Toxic Exposure :1mana::symb:
Enchantment
When Toxic Exposure comes into play, put a plague counter on each creature.
Open - :3mana:: Destroy target creature with a plague counter on it. (Any player may play this ability.)
Toxic Exposure: by itself, it isn't really that amazing. In a controllish deck, it plays as 4B destroy target creature and lets you destroy other creatures that were in play at the same time for 3 each. Yeah, it can be spread over turns, but it just makes Mutilate/Damnation cry over its lack of efficiency. It would depend on the environment, though. If there are other cards that combo with it, then it could be good. That being said, it sucks in limited unless it's a blowout anyway.
Hot **** 3RR
Creature-Rooster
Other Roosters you control get +1/+1. 1R Tap 2 chickens and a rooster you control: put 2 1/1 red chicken creature tokens with flying into play.
2(3/4)/2(3/4)
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More Haunt
Ashen Possessor 4BB
Creature - Spirit
Haunt
As long as a permanent is haunted by Ashen Possessor, you control that permanent.
4/3
Too strong, perhaps? This is already a decent beater, but when it dies (should be quick with just 3cc, it can steal a creature permanently.... What say you?
House of Flame
Legendary Land
T: Add 1 to your mana pool.
1: Add R to your mana pool.
UBB Rogues
UUB Faeries
RW Seismic Swans
RRR Control
Seems a bit strong, but Legendary Lands tend to be. I think it needs a limit on how many times per turn to use the second the ability, or something.
A card I posted somewhere else years ago:
Physical Isolation WW
Enchantment - Aura
Enchant Permanent
Enchanted Permanent is an Enchantment.
Meant to protect your utility creatures or neutralize your opponent's combat creatures.
Well, with counterspell being over curve, I wanted to make it weak enough, especially since black doesn't normally counter spells. Without the "plus 2," it's counterspell for 0 cost spells, counterspell and 1 life for 1, 2 life for 2. Unless it counters a big spell, it's probably better than cancel otherwise and I didn't want to give black the best counterspell in the format. Just look at what black pays for a 3/3 for 2 (which usually see play) and you'll see how good it is still especially with black's removal arsenal. No one wants MBC to rape the format anymore than MUC.
War Era looks a bit expensive, though. Most ability granters (other than evasion) cost 2-3 and tend to be splashable. Just knock 1 mana off and it should be fine.
It's a nice ability although the name doesn't really fit. As for playability, it certainly gives white some sniper rifle power against all permanents. Afterall, it can kill enchantments for 1 mana. It also doubles as pacifism plays extremely well with enchantress decks, makes your ability creatures immune to most colors, protects a land/artifact, and does all that for 2 mana.
Tits Bar
Land
T:add 1 to your mana pool
7, T: Put a 1/1 white bird creature token with flying into play.
Gambler's Prayer :symr::symr::symr:
Sorcery
Play a random card in your hand without paying its mana cost.
candidus inperti; si nil, his utere mecum.
It's actually a nod to Urza's Factory from timespiral. I just thought it would be a great un card with a tit based theme sort of like how unhinged's asses had a city of brass.
Gambler's Prayer is just asking to be broken.
Holey Knight BB
Creature-Human Knight
Holey Knight comes into play with 3 blood counters on it.
At the beginning of your upkeep, remove a blood counter from Holey Knight.
If Holey Knight has no blood counters on it, sacrifice it.
5/5
candidus inperti; si nil, his utere mecum.
More Haunts, but this time, it's different
Bog Sapper 2B
Creature - Ooze
Swampwalk.
Haunt a land (When this card is put into a graveyard from play, remove it from the game haunting target land.)
The land haunted by Bog Sapper is a Swamp.
2/1
Screws up mana a bit, and allows your next Bog Sappers to start attacking FTW. What say you?
And yes, I asked myself; Like Soulshift, why should Haunt be limited to haunting creatures only? We've heard the sayings of haunted buildings, so why not?
An Army From One :1mana::symug::symgu::symug::symgu:
Tribal Enchantment- Shapeshifter Aura
Enchant Creature you control.
All other creatures you control are a copy of enchanted creature.
While Tero'Za didn't lack vanity, he did appreciate knowing who, exactly, was watching his back.
{I even wrote an art note for this in my old notes: It shows the card in my signeture standing in front of a thick jungle, canopy while various copies of him emerage from it. there should be a small cat (one of his choice pets) mid-transformation. the feeling is supposed to be of the final stages of a plan coming to fruition}
I was thinking of mirrorweave meets followed footsteps
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}
Random
Thirsty Hellbender 4BB
Creature - Demon
Flying
At the beginning of your upkeep, discard a card. If you can't, Thirsty Hellbender deals 4 damage to you.
Hellbent - Whenever Thirsty Hellbender attacks, if you have no card in your hand, it gains lifelink until end of turn.
4/4
Comments?
Crested Behemoth :1mana::symg:
Creature - Dinosaur
Whenever Crested Behemoth attacks, untap all creatures defending player controls.
3/3
candidus inperti; si nil, his utere mecum.
Well, it's a silly Un card. If Un land can have an artifact that taps for infinite, a possibly more broken Necropotence, a virtual Ancestral Recall... Blastoderm for 2 mana seems tame in comparison.
I'm not really sure on this. I'm leaning toward slightly underpowered, though, since 3/3 for 2G is the standard. It really seems counterproductive to an aggro deck, which is about all would want it.
Well, it's a silly Un card. If Un land can have an artifact that taps for infinite, a possibly more broken Necropotence, a virtual Ancestral Recall... Blastoderm for 2 mana seems tame in comparison.
I'm not really sure on this. I'm leaning toward slightly underpowered, though, since 3/3 for 2G is the standard. It really seems counterproductive to an aggro deck, which is about all would want it.
Shifting Resources 2UUR
Instant
Counter target spell. At the beginning of your next main phase, add X to your mana pool, where X is that spell's converted mana cost.
Is this a fair Mana Drain?
I actually meant for Army from One to say:
An Army From One :1mana::symgu::symgu::symgu::symgu:
Tribal Enchantment- Shapeshifter Aura
Enchant Creature you control.
Enchanted Creature losses Legendary.
All other creatures you control are a copy of enchanted creature.
The idea being you can turn your army into one powerful being over, and over again. As i originally wrote it I guess it's less broken.
Clique Choirer :sym2w::sym2u::sym2b:
Creature- Faerie Wizard
Flying, Flash.
When Clique Choirer comes into play reveal the top four cards of you library. Put all Faerie cards revealed this way into your hand, and the rest on the bottom of your library in any order.
2/2
yeah it's simply a a new version of the old Cryer Cards (like Kavu Howler), but i figured if anyone likes Faeries enough they Might use this.... If you do, give me a copy: my Faerie deck could use some pizzazz.
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}
So your opponent plays Magnivore powered with Eyes of Nowhere? I can help
Solane Snake 2GG
Creature - Snake
Deathtouch
Reveal your hand: If you have seven or more cards in your hand and none of them is a land card, you may put Solane Snake into play. Play this ability only if Solane Snake is in your hand.
1/5
I originally made this a 3/3 vanilla except for the self-putting ability that triggers only on upkeep, but hell, I decided to just switch it to a smaller powered creature that can kill on strike. This now has several function: Eyes-Magnivore counter (and it can survive a Wildfire to boot), Mulligan alternative (with 1 power this shouldn't wreak too much havoc...), bounce killer in general etc. What say you?
Another tool for Mishra's Workshop decks:
Oppressive Trinket 3
Artifact
Mana abilities of nonland permanents can't be played.
Juzam Djinn redux
Mind Chaser 2BB
Creature - Horror
Grind 5 (At the beginning of your upkeep, put the top five cards of your libary into your graveyard.)
5/5
And the heavens will tremble....
- Seer's Parables
Deck
BU Fearies
RB Elemental/Horror
RB Artifact
BRG Dragonz
UBR Grixis
Ok whoa way overpowered. Dredge much? With a lot of black decks this wouldn't be a penalty at all. Get some decent flashback or dredge into your graveyard, then win a few turns later. It's an interesting idea, mind you, but I would remove the cards from the game instead. Then its balanced-er.
Dronestriker (new name please?) 5
Artifact Creature - Construct
First strike, Protection from artifacts
Whenever Dronestriker deals combat damage to a creature, put a drone counter on that creature. Creatures with drone counters on them are copies of Dronestriker.
3: Target creature blocks Dronestriker this turn if able.
2/3
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
Clever Bet :1mana::symu:
Instant
Draw two cards.
Haunt
When Clever Bet’s haunt ability is countered or the creature it haunts is put into a graveyard, discard four cards.
candidus inperti; si nil, his utere mecum.
Broken.
Dustborn Wurm 4GG
Creature - Wurm
Trample
Reveal Dustborn Wurm from your hand: Remove your hand from the game. If seven or more nonland cards are removed from the game this way, search your library for three basic land cards and put them into play tapped, then shuffle your library.
6/4
With this, you may start out with 0 cards in hand on turn 1, but in return, you get accelerated by 3, which is probably overpowered. What say you?
EDIT:
Dustborn Wurm 4GG
Creature - Wurm
Trample
Reveal Dustborn Wurm from your hand: Remove your hand from the game. If seven or more cards are removed from the game this way, search your library for three basic land cards and put them into play tapped, then shuffle your library.
6/4
In terms of balance, it's probably alright, but I might lower its toughness by 1. Cards that remove stuff from the game until they leave tend to be a bit more fragile.
Mind Prod BB
Sorcery (U)
Target player discards a card at random.
Seal creature—Pay 2 life (Pay 2 life: Remove this spell in your hand from the game sealing target creature. That creature has “Sacrifice this: You may play each spell sealing this without paying its mana cost.” Seal only as a sorcery.)
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
.
Barnyard Rooster -- 1RG
Creature - Rooster
Flying.
When Barnyard Rooster attacks, each other creature attacks and blocks this turn if able.
When Barnyard Rooster deals more than three damage to a creature, destroy that creature.
1/4
Instant
Target spell or permanent's tone becomes playful.
EDIT: Wait, it doesn't say "this turn". If this was intentional, you might want to use counters to make it more obvious.
Toxic Exposure :1mana::symb:
Enchantment
When Toxic Exposure comes into play, put a plague counter on each creature.
Open - :3mana:: Destroy target creature with a plague counter on it. (Any player may play this ability.)
candidus inperti; si nil, his utere mecum.
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
Toxic Exposure: by itself, it isn't really that amazing. In a controllish deck, it plays as 4B destroy target creature and lets you destroy other creatures that were in play at the same time for 3 each. Yeah, it can be spread over turns, but it just makes Mutilate/Damnation cry over its lack of efficiency. It would depend on the environment, though. If there are other cards that combo with it, then it could be good. That being said, it sucks in limited unless it's a blowout anyway.
Hot **** 3RR
Creature-Rooster
Other Roosters you control get +1/+1.
1R Tap 2 chickens and a rooster you control: put 2 1/1 red chicken creature tokens with flying into play.
2(3/4)/2(3/4)