Hooting Gibbons 3G
Creature - Ape
Flash
When Hooting Gibbons enters the battlefield, destroy target artifact an opponent controls.
2/2
Antelope Grove
Land
Antelopes can't attack or block as long as Antelope Grove is tapped.
T: Put a 0/1 white Antelope creature token onto the battlefield.
T, Sacrifice an Antelope: Add G or W to your mana pool. You gain 1 life.
Smouldering Coals R
Sorcery
Add RR to your mana pool. Smouldering Coals deals 2 damage to you.
At the beginning of your precombat main phase, if Smouldering Coals is in your graveyard, exile it and copy it. Cast the copy without paying its mana cost.
Antelope Grove seems busted. Creating tokens every turn for free on a land is nothing to scoff at. Without some sort of mana cost on it that thing's just too good in my opinion.
Antelope Grove
Land T: Put a 0/1 white Antelope creature token onto the battlefield. It can't attack or block for as long as you control a permanent named Antelope Grove. T, Sacrifice an Antelope and Antelope Grove: Add GG, GW, or WW to your mana pool. You gain 2 life. (Bonus: Plus an additional 1 or 2 life for each Antelope you control.)
Alternate...
Antelope Grove
Land T: Put a 0/1 white Antelope creature token onto the battlefield. It can't attack or block as long as you control a permanent named Antelope Grove T, Sacrifice an Antelope and Antelope Grove: Add any combination of X green and or white mana to your mana pool, where X is two plus the number of Antelopes you control. You gain that much life.
Lots of variables here.
Alternatives include as before but can only produce a token as a sorcery.
I think 2 is the best number for Embers. I was thinking of a card like this...
Forging Ritual R
Sorcery
Add RRR to your mana pool. Forging Ritual deals 3 damage to you.
It's a "fair" card and could have been printed a while ago, but it would probably do something busted in older formats where the drawback is probably a positive.
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Creature - Ape
Flash
When Hooting Gibbons enters the battlefield, destroy target artifact an opponent controls.
2/2
Antelope Grove
Land
Antelopes can't attack or block as long as Antelope Grove is tapped.
T: Put a 0/1 white Antelope creature token onto the battlefield.
T, Sacrifice an Antelope: Add G or W to your mana pool. You gain 1 life.
Smouldering Coals R
Sorcery
Add RR to your mana pool. Smouldering Coals deals 2 damage to you.
At the beginning of your precombat main phase, if Smouldering Coals is in your graveyard, exile it and copy it. Cast the copy without paying its mana cost.
Light on the formatting. I'm on mobile.
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Antelope Grove
Land
T: Put a 0/1 white Antelope creature token onto the battlefield. It can't attack or block for as long as you control a permanent named Antelope Grove.
T, Sacrifice an Antelope and Antelope Grove: Add GG, GW, or WW to your mana pool. You gain 2 life. (Bonus: Plus an additional 1 or 2 life for each Antelope you control.)
Alternate...
Antelope Grove
Land
T: Put a 0/1 white Antelope creature token onto the battlefield. It can't attack or block as long as you control a permanent named Antelope Grove
T, Sacrifice an Antelope and Antelope Grove: Add any combination of X green and or white mana to your mana pool, where X is two plus the number of Antelopes you control. You gain that much life.
Lots of variables here.
Alternatives include as before but can only produce a token as a sorcery.
I think 2 is the best number for Embers. I was thinking of a card like this...
Forging Ritual R
Sorcery
Add RRR to your mana pool. Forging Ritual deals 3 damage to you.
It's a "fair" card and could have been printed a while ago, but it would probably do something busted in older formats where the drawback is probably a positive.
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