Sower of Doubt3B
Creature--Human Advisor [c] BB,t: Target creature gets -1/-1 until end of turn for each experience counter on it. "Confidence is more potent than any gladius. Learn to sunder that and no one will stand against you." --Ivar, Masked Pretender
2/2
Fear TacticsBB
Instant
Target creature gains Awe until end of turn. The shadows rose around him and he knew not what to do.
If this makes it in, the mana cost will have to be changed. From now on, please make sure you note which CMCs of certain colors and cards cannot be used.
Bloodstench Madness 2B
Instant C
Target creature gets +X/-Y until end of turn, where X is the number of attacking creatures and Y is the number of blocking creatures.
Draw a card. The same frenzy that propels you into battle could kill you in the thick of it.
Bloodstench Madness 2B
Instant C
Target creature gets +X/-Y until end of turn, where X is the number of attacking creatures and Y is the number of blocking creatures.
Draw a card. The same frenzy that propels you into battle could kill you in the thick of it.
Deny the ImpulseU
Instant
Return target attacking creature and all creatures blocking it to their owner's hand. If three or more creatures were returned to their owner's hand this way, draw a card. "I understand your reasons to hurt me, but I just ignore them."
- Irlamir, Xyanthic Spellcaster.
Combat Zombify3BB
Instant C
Choose a creature that's attacking you. Return target creature card from your graveyard to play blocking that creature. Remove it from the game at end of combat.
PrevailU
Instant C
Untap target creature. You may place an experience counter on that creature. "Every single one of my men has faced the worst that Aegea has to offer. There is no place for the weak among our legions." - Oberus, Kaemirian general
Senate Dealings2U
Instant
Target creature gains or lose formation until the end of the turn.
You may tap or untap that creature. "The senators handle every detail of the kingdom, including the army."
Disqualified: Videojuegos for submitting a white card.
Fight in Darkness B
Instant (C)
Put an experience counter on a creature you control. Creatures you control with experience counters on them gain fear until end of turn.
Draw a card.
Round Challenge:
Design Challenge: Create a card that appeals to Johnny.
- NOT blue or black
Creative Challenge:
Create a more in-depth background for Mirambar, the Sacred City.
- As usual, the creative challenge will run for four days or two design challenges.
Unless the round specifically requires it, the following should not be made:
Fortifications
Cards which are obvoiusly part of a cycle
Land cards
Multicoloured cards
Blue creatures which draw cards
Red cards that draw cards (Exluding cantrips)
Creatures with counters other than experience counters
Legendary creatures with experience
Cards that tap creatures
Green Creatures with experience
Cards that produce tokens not already in the set
Colour/Type/CMC's which cannot be used (thanks to menma for analysis):
Common:
White Noncreature cards with CMC 2
Blue Creature cards with CMC 1
Red Noncreature cards with CMC 1 or 5
Black noncreature cards with CMC 2
Red noncreature cards with CMC 3
Green creature cards with CMC 2
Green noncreature cards with CMC 5
Uncommons:
Black noncreature cards with CMC 2
Red noncreature cards with CMC 3
Green creature cards with CMC 2
Green noncreature cards with CMC 5
Rules:
General Rules:
1. Anyone may play as many or as few rounds as he or she wishes. Players can join in whenever they want; there is no need to sign up.
2. Anyone may vote, even if he or she is not competing in the current (or in any) round.
3. Each player scores 1 point for each vote in the poll. The winner(s) of any poll receives a bonus point.
4. The winning card(s) from each poll will be added to the set list.
5. Have fun!
Submission Rules:
1. If you are submitting a card for the current round, you must vote in the poll.
2. You can't vote for yourself.
3. If your vote was wrong for any reason (e.g. you didn't vote for as many submissions as you should) then post your voting intentions together with your submission.
4. You can only submit one card each round, unless the round requirements specifically ask for more cards or state that a card cycle is allowed (be it vertical or horizontal).
5. You may resubmit cards you created in previous rounds, so long as they meet the round requirements.
6. Keep your submission post as tidy as possible, with only the card(s) you are actually submitting.
7. Don't make more than one post with cards. If you do, only the first will be considered. 8. Make sure to check out the cards already in the set (see spoiler below) so you don't submit similar cards.
9. You must indicate the rarity of your card.
10. Please check the rules above for cards/colour and CMC that cannot be created.
Voting criteria: 1. Design - whether the card is mechanically interesting and interesting to play with or not
2. Contribution to the set - whether it fills an important role for which there are no cards, fills an important role but is similar to cards already in the set, or has a neutral contribution to the set.
3. Compliance with round requirements - it is essential for the set and round planning that cards comply with round requirements, so please DON'T vote for cards you think will need a change if that change means the card will no longer comply with round requirements.
4. Ignore the card's name, render, flavor text and templating. All these aspects can be fixed later. Even balance is not very important, as long as the card is not broken beyond any fixing AND balance can be corrected while still complying with round requirements.
Discussion:
1. In this thread you can also discuss the submissions for the current round and the cards that are up for voting.
2. Any other subject or issue should be discussed in the rules/discussion thread, here.
Results: After a tiebreaker match, Alabran gets his sixth card into the set. Also, Seeonee continues our monocolored grandeur legend cycle with his 11th card and Dragoon26 finishes off our tricolored legend cycle with his 6th card!
A Classical, Greco-Roman theme. Part Greco-Roman mythology, complete with all the regular monsters that go with it and Greek culture and Roman imperialism. Philosophers in blue, legions in white, senators in black, all poised against barbarians hordes in red and druidic cultures in green. A contradictory civilization, simultaneously the most civilized in history while still being a terror which is spreading and enslaving the known world. Visually, it could be stunning, too, employing classical painters (like Donato Giancola) to give it an epic, classy, timeless feel.
Colors: :symw::symu::sym2b: Races/Classes: Human, Griffin, Soldier, Knight, Advisor, Citizen, Archer, Rogue, Assassin, Scout
Weight in the set: ~30% Description: Roman-like empire in a period of expansion. Details: Kaemir, the jewel of cities, is bathed by the fresh waters of the river Narimin, and lies under the shade of mount Turon. Legend tells that it was founded by the brave Nerissus, son of Deonar (the all-father, lord of the skies) and Alinmara (the fairest nymph that was ever born under the sun), in the place where he tamed his griffin Glaudsen.
A few centuries ago, as the city became prosper, it started an expansion policy that led to its control over the whole Irgasian peninsula, and further beyond.
The city of Kaemir is ruled by a senate, but the empire is ruled by an imperator, who is the military commander and has a permanent seat in the senate.
The Kaemirians have a powerful army, but the main reason behind their might lies in their griffin-riding knights. A single knight is worth fifty soldiers in battle, and worth much more for keeping the peace, as even the most remote outpost of the empire are only a day's flight away.
Kaemirians are remarkable builders, with aqueducts bringing water and roads paving the way for every city in the empire.
Important cities in the empire include:
- Lilenor - the capital of a small island of the same name, just to the southeast of Kaemir, is an important trade port between Kaemir and the southern islands. It was once a powerful state with Minotaurs as revered rulers, but most Minotaurs were slained during the war with the Cyclops two century ago, which left the state severely weakened. So, when the Kaemirians came, two score years ago, the city accepted their rule without much struggle. Today there are only a handful of Minotaurs in the island, and another handful scattered throughout the Kaemirian cities.
- Niemar - the city of light was once a powerful city-state which controlled the trade from all Southern Alisia to the eastern continent Ornella. As Kaemir began to grow in power, the two cities became rivals, and eventually war broke out between the two. After a long attrition war and a siege of two years, Niemar finally fell and became a protectorate of Kaemir. While the Niemarin royal family was slain, the people of the city were allowed to live under Kaemirian rule, and many Niemarin soldiers later joined the Kaemirian legions.
- Tirion - is the most important city the Kaemirians control in the Arezian peninsula. Although independent, it was under indirect control of Xyanthos, so the Kaemirian conquest opened a certain enmity between Kaemir and Xyanthos. Exclusive mechanic: Formation
Colors: :symr::symg::sym2b: Races/Classes: Human, Wolf, Warrior, Druid, Barbarian, Berserker, Mercenary Weight in the set: ~30% Description: Celtic and druidic culture in conflict with the Kaemirian empire Details: North of Irgasian peninsula, dwell the Marvindul people, which constitute the main etnic and cultural group in the continent Alisia.
They are not a single unit, but rather a group of independent tribes of 50-100 individuals, which occasionally battle amongs each other when competing for resources. Each tribe is ruled by a warrior chief, but even he bows to the tribe's elder druid - the spiritual leader of the people.
The druids are precisely the link that unites the Marvindul people, as they all meet once each year, under the supreme hireophant, to take counsel from each other, and to decide how best to rule their tribes and how to rule their people.
The coming of the Kaemirians has lead the druids to rally their tribes to unite in combat against these southern oppressors. And while the Marvindul warriors fear the Kaemirian griffins, so do the Kaemirian soldiers fear the powers of the Druids over nature and the weather, and fear the wolves that usually fight for them.
The Marvindul build only wooden settlements, and small villages. Most are farmers or sheepherders, but there are also many hunters among them. Exclusive mechanic: Battlestorm
Colors: :symg::symw: Races/Classes: Centaur, Warrior, Scout, Archer, Shaman Weight in the set: ~12% Description: A race of centaurs in a southern island, in peace with the Kaemirians and with little or no contact with the Marvindul. Details: The island of Vessalia, home of the Nessian people, lies four hours southwest of Kaemir, as the griffin flies (more than a day as a ship sails). Two score leagues it spans in longitude, and five leagues in latitude, and every acre covered by thick forest.
The Nessians are a proud, old and wise people, who live in harmony with nature. They are peaceful and hard to anger, but fierce fighters when angered, especially when defending their sacred woods.
They are at peace with the Kaemirians, who hold them in awe, for they are children of the goddess Nessia, daughter of Avannia, the mother earth.
They hate cyclops above all else, and have played an important role in helping the Lilenorians in the war against them.
Colors: :symg::symw: Races/Classes: Centaur, Warrior, Scout, Archer, Shaman Weight in the set: ~12% Description: A race of centaurs in a southern island, in peace with the Kaemirians and with little or no contact with the Marvindul. Details: The island of Vessalia, home of the Nessian people, lies four hours southwest of Kaemir, as the griffin flies (more than a day as a ship sails). Two score leagues it spans in longitude, and five leagues in latitude, and every acre covered by thick forest.
The Nessians are a proud, old and wise people, who live in harmony with nature. They are peaceful and hard to anger, but fierce fighters when angered, especially when defending their sacred woods.
They are at peace with the Kaemirians, who hold them in awe, for they are children of the goddess Nessia, daughter of Avannia, the mother earth.
They hate cyclops above all else, and have played an important role in helping the Lilenorians in the war against them.
Colors: :symu::symb: Races/Classes: Merfolk, Whale, Rogue, Assassin, Wizard Weight in the set: ~6% Description: An undewater city, home to the merfolk race Details: Legends tell of the first city in Aegea, Avelion, and of how it was taken by the Laemin sea, like most of the continent Euferia, many many ages ago. Whether this is only myth or has some truth, no one knows, but it is said that the merfolk are direct descendents of the people of Avelion.
Merfolk are rare, but mischievous and malicious enough to be feared by all sailors, despite their small number. The mermaids are known to lure sailors into the ocean with their singing and leading them to drown, whereas the tritons have the sport of sinking ships with their great whales.
Little is know of the habits of this people, but it is certain that they feel nothing but spite for the earth-bound peoples.
Color: :symb::symr: Races/Classes: Cyclops, Warrior, Shaman Weight in the set: ~6% Description: An island of cyclops to the far southeast. Occasionally banished cyclops come to the mainland and wreak havoc. Details: The small island of Nurgren lies somewhere to the southeast of Kaemir. Its location is uncertain for few who have gone there came back to tell their tale. As it happens, the island is exclusively inhabited by cyclops, and those brute, vicious and beligerant one-eyed giants don't take kindly to visitors.
Occasionally, a cyclops is banished from the island and reaches the Irgasian peninsula. It usually takes a centurie of Kaemirians to deal with the fiend.
Fortunately, the number of cyclops was severely reduced in the war with Lilenor, so Cyclop appearences in the continent have become very rare.
Colors: :symw::symu::symb::symr::symg: Races/Classes: Human, Cleric Weight in the set: ~5% Description: A semi-independent religious center, with the main temples for each deity in the pantheon of the southern religion. Details: Mirambar is the religious center of all southern Alisia, from Xyanthos to Niemar and beyond, as there are located the chief temples to every deity in the pantheon (all peoples of the South share the same religion) except for Nessia (whose chief temple is located in Vessalia).
Although the city is located within the Kaemirian Empire, it is semi-independent, and the internal affairs of the city are ruled by the supreme Psychopomp.
Despite the proximity to the lands of the Marvindul, who have a different religion, Mirambar has always been safe from raids, for the Marvindul fear the weird southern gods.
Muses (Spirits) - :symw::symu::symb::symr::symg: - These rare and fickle spirits give blessings to those who seek them. There are only five of them, and no one knows where they can be found. Giants - :symw::symu::symb::symr::symg: - Contrary to the cyclops, giants aren't usually vicious. That however doesn't mean it is safe to approach them, for they are known for their fits of violence. They are not great in number, and most of them dwell in the Karpasian mountains, that separate the Alisian continent. A few have been known to side with the Marvindul, and others are friendly with the Kaemirians, but mostly, they are for none but themselves. Griffins - - Griffins are fairly common in the mountains around Kaemir, although taming them is no easy task. Nymphs - - Nymphs are mischievous beings who like to take advantage of their natural powers of seduction to allure and mislead those who travel through their lands. They are rarer than dryads, and dwell typically in hidden lakes or rivers, within forested areas. Harpies - - Harpies dwell in the far away island of Ruhr Illith, which is fortunate, for they are cruel and plain evil. They occasionally organize raids to their neighbouring islands, but are only very seldomly seen in the main continent. The last time someone got the better of the Harpies was when the brave Nerissus gathered an army of griffin-riding heroes to battle the invading Harpy armies, many centuries ago. Minotaurs - - Only a few minotaurs have survived the war with the cyclops. Some still dwell in Lilenor, and others are scattered throughout the Kaemirian Empire. They are a passionate and fierce race, but their decay has deflated significantly their pride. Dryads - - Common in most forested areas, dryads are solitary creatures, which shun most humanoids. However, they are friendly with the centaurs, and have been known to ally with them in cases of war. They are vicious defenders of their woodlands. Note: All creature types not present here can appear in the set but only as a one of - this includes Sphinx, Phoenix, Gorgon, etc... Weight in the set: ~5%
Deonar - the all-father, lord of the skies and of the weather, chief of the pantheon - :symw::symu::symb::symr::symg: Avannia - the mother-earth and goddess of nature and fertility, wife of Deonar - Senusil - the cunning, god of wisdom and knowledge - Nemerion - god of death - Lainara - goddess of health, child of Deonar and Avannia, and wife of Nemerion - Asfaloth - god of war - Tessania - goddess of the oceans, sister of Avannia - :symg::symu::sym2b: Allyra - goddess of love, passion and pleasure - :sym2b::symr::symw: Nessia - goddess of the hunt, daughter of Avannia and mother of the centaur race -
Map Here
(it corresponds to about 1/3 of the surface of the Aegean plane, or alternatively the plane is very small)
Set Themes:
Combat matters theme
Legends/Heroes theme (mostly mulicolor)
Fortifications
Involvement of the gods (namely with big mana spells)
Mechanics:
All core set abilities (protection, shroud, deathtouch, etc).
Multicolor (two colored?) - for legends only
Fortifications
Grandeur
Experience N (Whenever this creature deals combat damage, put N experience counters on it.)
Battlestorm (When you play this spell, copy it for each creature that attacked this turn. You may choose new targets for the copies.)
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
Awe (When this blocks or becomes blocked by a creature without Awe, that creature loses all abilities until end of combat.)
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Each Color (47):
22 Common
14 Uncommon
11 Rare
Multicolor (10):
10 Rare
Artifacts (7):
2 Common
2 Uncommon
3 Rare
Fortifications (21):
8 Common
6 Uncommon
7 Rare
Non-Basic Lands (8):
1 Common
2 Uncommon
5 Rare
Brightness of Light :1mana::symw:
Enchantment - Aura C
Enchant Creature
Enchanted creature has ":symtap:: Tap target creature."
(Creator: menma)
Builder's Vision
Sorcery U
Search your library for a Fortification card, reveal it and put it into your hand. Then shuffle your library. He saw the great marble temple rising from the plains - its ivory-smooth columns, god-graced frescoes, and crystal-clear fountains. Then he smiled and laid the first stone. (Creator: HGaramond)
Civilian Service :1mana::symw:
Enchantment--Aura C
Enchant creature
Enchanted creature can't attack or block and has formation.
(Creator: GetItWrong)
Convert :3mana::symw:
Instant R
Gain control of all creatures blocking or blocked by target legendary creature you control. “With power comes responsibility. We should not kill or those unruly savages, but teach them the way of the true Gods” — Soft-Step, Godspoken.
(Creator: Lorgalis)
Coordinated Strike :1mana::symw:
Instant C
As an additional cost to play Coordinated Strike, tap two untapped creatures you control with Formation.
Remove target creature without formation from the game.
(Creator: Asrama)
Field Tactician :1mana::symw:
Creature - Human Soldier C
Flash
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
1/2
(Creator: Ikeda)
Fifth Legion Commander :3mana::symw:
Creature - Human Soldier U
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
When Fifth Legion Commander is put into the graveyard from play, you may put a 1/1 white Human Soldier creature token into play for each experience counter on it.
2/3
(Creator: Asrama)
Gerold, of Glaudsen's Blood :3mana::symw::symw:
Legendary Creature - Griffin R
Flying, first strike, vigilance
4/4
(Creator: zu_Faul)
Griffin Duo :2mana::symw:
Creature - Griffin U
Flying
When Griffin Duo is put into a graveyard from play, put a 2/2 white Griffin creature token with flying into play. Even death is not enough to separate a griffin couple.
2/2
(Creator: Morningstar81)
Join the Army :3mana::symw:
Instant C
Put two white 1/1 Human Soldier creature tokens into play. If mana produced by a fortified land was used to play Join the Army, put four white 1/1 Human Soldier creature tokens into play instead.
(Creator: menma)
Kaemerian Frontrunner :symw::symw:
Creature - Human Soldier C
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
3/1
(Creator: RainbowBrite)
Kaemirian Recruiter :2mana::symw:
Creature - Human Soldier U
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.) When Kaemirian Recruiter comes into play, you may search your library for a creature with formation, reveal it, then shuffle your library and put that card on top.
1/3
(Creator: Lorgalis)
Lethargy :1mana::symw::symw:
Enchantment R
Whenever a permanent becomes untapped, it loses all abilities until end of turn. Patience is the refuse of stones and the quarry of kings.
(Creator: Seeonee)
Might of the Empire :4mana::symw::symw:
Enchantment R
At the beginning of your upkeep, if all lands you control are fortified and you control more creatures than target opponent, you win the game. “How are this northern barbarians supposed to breach our defenses or defeat our Legions? Our civilization shall remain untouched.” - Aeronus, Kaemirian Imperator
(Creator: Lorgalis)
Mirrored Redemption :3mana::symw::symw:
Instant R
If a creature would deal damage to another creature, planeswalker or player this turn, it deals damage to itself instead.
(Creator: orgolove)
Nessian Expertise :1mana::symw::symw:
Enchantment U
Whenever a creature attacks another player, it gets +1/+1 until end of turn. Nessians excel at the art of war, and they bring their expertise only to the worthiest causes. (Creator: Lorgalis)
Soft-Step, Godspoken - :1mana::symw::symw:
Legendary Creature - Centaur Shaman R
First strike, lifelink
Whenever you gain life, creatures you control get +X/+X until end of turn where X is the amount of life you gained.
1/2
(Creator: Alabran)
Tirion Cantor
Creature - Human Citizen C
Experience 2 (Whenever this creature deals combat damage, put two experience counters on it.)
Sacrifice Tirion Cantor: Destroy target enchantment with a converted mana cost of X or less, where X is the number of experience counters on Tirion Cantor. Giving himself over to the music, the cantor's sweet melody washes away the feelings of sin you once held.
1/1
(Creator: Stax)
Absolute Control :symu::symu::symu:
Instant R
Counter target spell.
Players can't play spells this turn. "A bright light flashed and the spell was gone, then... silence."
(Creator: Krey)
Avelion Transport :3mana::symu::symu:
Creature - Whale U
Islandwalk
When Avelion Trasport attacks, target creature gains islandwalk until end of turn.
3/4
(Creator: Dragoon26)
Break the Mold :2mana::symu:
Instant U
Choose one — Target creature's power becomes 0 until end of turn; or each creature's toughness becomes 3 until end of turn.
(Creator: Seeonee)
Clear the Highroad :1mana::symu:
Instant C
Return target creature to its owners hand. If mana from a fortified land was spent to play Clear the Highroad, put that creature on top of its owners library instead.
(creator: Asrama)
Fair Trade :2mana::symu::symu:
Sorcery R
If you control more permanents than any other player, exchange control of all permanents you control with all permanents target player controls.
(Creator: RainbowBrite)
Glacial Chimera :6mana::symu::symu:
Creature - Chimera R
Flying
When Glacial Chimera deals combat damage to an opponent, tap all creatures that player controls. They don't untap during that player's next untap step. Glacial chimeras are a rare sight on Aegea, partially due to the fact that those who see it never thaw out. 6/5
(Creator: memnarch6)
Kaemirian Scout :2mana::symu:
Creature - Human Soldier Scout C
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
When Kaemirian Scout is put into a graveyard from play, you may draw a card.
2/1
(Creator: zu_Faul)
Impulsive Inspiration :2mana::symu:
Instant U
Reveal the top five cards of your library. An opponent chooses two of those cards. Put the chosen cards into your hand. Put the remaning cards on top of your library in any order.
(Creator: zu_Faul)
Merspout Whale :4mana::symu:
Creature - Whale C
Merspout Whale can't attack unless defending player controls an Island.
:symu:,:symtap:: Target blue creature gains flying until end of turn. "Merfolk often ride its waterspout to gain a better vantage point."
4/4
(Creator: Onderzeeboot)
Nereid
Creature — Dryad C
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
:symu:: Nereid becomes X/X until end of turn, where X is the number of experience counters on it.
1/1
(Creator: Seeonee)
Oracle of Winds :3mana::symu:
Creature - Human Wizard U
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
When Oracle of Winds is put into the graveyard from play, you may draw a card for each experience counter on it.
2/2
(Creator: Asrama)
Premature Fate
Instant C
Play Premature Fate only during combat.
Counter target spell.
Avelian oracles cast their killing strokes the day before, knowing that once the battle has begun, it is too late.
(Creator: Seeonee)
Resource Management :2mana::symu::symu:
Sorcery R
Take another turn after this one.
You cannot draw cards that turn.
(Creator: flappy)
Sarai the Clairvoyant :1mana::symu::symu:
Legendary Creature - Merfolk Wizard R
Players play with the top card of their libraries revealed.
:symtap:: Target player puts the top card of his or her library into his or her graveyard.
With the ability to see the future comes the ability to change it.
1/3
(Creator: RainbowBrite)
Sena, Xyanthos Archmage :2mana::symu::symu::symu:
Legendary Creature - Elemental Wizard R
Blue instant spells you play have "Counter up to one target spell". Grandeur - Discard another card named Sena, Xyanthos Archmage: End the turn.
2/3
(Creator: Morningstar81)
Senusilian Voidmouth - :2mana::symu::symu::symu::symu: Creature - Whale Horror R
Whenever you play a spell, remove that spell from the game. (It doesn't resolve.)
When Senusilian Voidmouth leaves play, play each card removed from the game by Senusilian Voidmouth without paying their mana costs.
8/8
(Creator: Alabran)
Structural Infiltrator :symu::symu:
Creature - Human Soldier U
Fortified landwalk
2/1
(Creator: RainbowBrite)
Surprise Control :1mana::symu::symu:
Enchantment - Aura R
Enchant creature
Flash
Play ~ only on an attacking creature.
You control enchanted creature.
(Creator: menma)
Tallinur Trade Laws
Enchantment R
At the beginning of your upkeep, sacrifice Tallinur Trade Laws unless you discard a card.
Whenever an opponent plays a creature spell, draw a card.
(Creator: Onderzeeboot)
Thief Novice
Creature - Human Rogue C
Thief Novice is unblockable. If you choose not to fight, there is no need for power. 0/1
(Creator: menma)
Wisdomof Water :1mana::symu:
Enchantment - Aura C
Enchant Creature
Enchanted Creature has ":symtap:: Target player draws a card, then discards a card."
(Creator: menma)
Wisdomseeker :1mana::symu:
Creature - Human Wizard R
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
At the beginning of your upkeep, if the number of experience counters on Wisdomseeker is odd, you may draw a card. Nothing is easy to find. You must take the world into yourself and the time spent experiencing everything is invaluable to that search. 2/1
(Creator: memnarch6)
Cavus, Hydra's Maw:symb::symb::symb:
Legendary Creature — Horror R
Cavus, Hadra’s Maw’s power and toughness are each equal to the number of creature cards in all graveyards. Grandeur — Discard another card named Cavus, Hadra’s Maw: Destroy target creature. Even shadows hunger in the underworld.
*/*
(Creator: Seeonee)
Darkwater Assassin :2mana::symb::symb:
Creature - Merfolk Assassin U
Deathtouch
When Darkwater Assassin comes into play, it deals one damage to target creature. Don't drink the water, don't.
1/1
(Creator: colormage1)
Drain of Darkness :1mana::symb:
Enchantment - Aura C
Enchant Creature
Enchanted creature has ":symtap:: Each opponent loses 1 life and you gain 1 life"
(Creator: menma)
Expert Assassin :2mana::symb::symb:
Creature - Human Assassin R
When Expert Assassin comes into play, all other creatures get -2/-2 until end of turn. “One, two...uh!, three...”
2/2
(Creator: Solesticio)
Fall from Grace :2mana::symb:
Instant C
Destroy target nonblack, non-artifact creature. Its controller loses life equal to the number of experience counters on it. How far the mighty have fallen...
(Creator: Shepherd)
Forbidden Knowledge :3mana::symb::symb:
Enchantment R
Skip your draw step.
At the beginning of your upkeep, if you have no cards in hand, draw seven cards.
At the end of each of your turns, if you have at least one card in your hand, you lose 7 life. "Senusil hides the gods' greatest secrets in Nemerion's realm, knowing well that the lord of the dead does not take kindly to thieves." - Trismus's Tales of the Gods
(Creator: Ikeda)
Gluttonous Burglar :1mana::symb::symb:
Creature- Harpy U
Flying.
Players can't gain life.
2/1 “Oh no! Here it is again! Quick! Hide those juicy steaks!” — Neros, frustrated gourmet
(Creator: Lorgalis)
Hero Tiller :2mana::symb:
Creature - Human Advisor U
Sacrifice Hero Tiller: Return target legendary creature card from your graveyard to play. "The gardeners of your palace are far less important that the gardeners of your crypt."-Ivar, Masked Pretender 1/1
(Creator: Dodavehu)
Kaiver, Nemerion's General :2mana::symb::symb:
Legendary Creature - Human Knight
First Strike
You may play creature cards from your graveyard.
If a creature would be put into your graveyard from play, remove it from the game instead.
2/3
(Creator: RainbowBrite)
Nemerian Demon :6mana::symb::symb::symb:
Creature - Demon R
Trample
Sacrifice a creature: Nemerian Demon gains +X/+X until end of turn, where X is the sacrificed creature’s power. Worshippers of Nemerion started calling for his aid in a bid to end the war quickly. Nemerion responded, but in a manner unexpected...
6/6
(Creator: Shepherd)
Nemerion's Harvest :6mana::symb::symb::symb:
Sorcery R
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, put a 2/2 black Spirit creature token into play. As per agreement of the gods, Nemerion claims all of the living at the end of time, then he repopulates Aegea anew.
(Creator: Shepherd)
Nurgren Initiate :1mana::symb:
Creature - Cyclops Shaman - C
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.) Sacrifice Nurgren Initiate: Target player discards cards equal to the number of experience counters on Nurgren Initiate. "The first year, we spend rooting out those who play with the mind and those who obliterate it."
-Bhar'glex, Nemerion sage 1/1
(Creator: Memnarch6)
Nurgren Researcher :1mana::symb::symb:
Creature - Cyclops Shaman - U
Experience 2 (Whenever this creature deals combat damage, put two experience counters on it.) Sacrifice Nurgren Researcher: You draw cards and lose life equal to the number of experience counters on Nurgren Researcher. "The second year, we spend rooting out those who research the forbidden and those who embrace it." -Bhar'glex, Nemerion sage
2/1
(Creator: Memnarch6)
Nurgren Summoner :3mana::symb::symb:
Creature - Cyclops Shaman - R
Experience 3 (Whenever this creature deals combat damage, put three experience counters on it.)
Sacrifice Nurgren Summoner: Put a black Demon creature token into play with flying. Its power and toughness are equal to the number of experience counters on Nurgren Summoner. "The final year, those who survive are best suited as conduits for bringing forth the darkest hour." -Bhar'glex, Nemerion sage
3/2
(Creator: Memnarch6)
Ruhr Illith Raider
Creature - Harpy Warrior C
Flying
Whenever a creature comes into play, you lose 1 life.
2/1
(Creator: Morningstar81)
Sepulcher Rustler :3mana::symb::symb:
Creature - Harpy U
Flying
Whenever Sepulcher Rustler deals combat damage to a player, you may return target creature card in a graveyard to its owners hand.
3/3
(Creator: Pokey Poke)
Sickening Cloud :2mana::symb:
Instant U
Choose one - Target creature gets -3/-3 until end of turn; or all creatures get -1/-1 until end of turn. "All life ends in death. Yours will end in suffering." - Lanita, High Priestess of Nemerion (Creator: flappy)
Thought Reading
Sorcery U
Choose a card type other than land. Target player reveals his or her hand, then you choose a card of that type. The player discards that card. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)
Let me guess...
(Creator: menma)
Tyrannizing Senator :3mana::symb:
Creature - Human Advisor U
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
When Tyrannizing Senator is put into the graveyard from play, you may have target player discard a card for each experience counter on it.
2/2
(Creator: Asrama)
Unsung Fate
Instant U
Destroy target creature with no abilities. "The weaklings that I have overcome are not even worth their own chapter. They will be a footnote, in very tiny print, in the tome of my exploits."
(Creator: Seeone)
Boulder Hurler :4mana::symr:
Creature - Cyclops Warrior U
When Boulder Hurler comes into play, it deals 2 damage to target creature. If that creature has Formation, Boulder Hurler deals an additional 1 damage to each other creature with formation controlled by the same player. There's nothing a cyclops loves more than throwing a rock at one of those tight groups of soldier and watch them all fly. 3/4
(Creator: Asrama)
City at Ruins :3mana::symr::symr:
Sorcery C
Destroy target artifact. It that artifact was attached to a land, destroy that land. Destroy everything! not just their walls but their land.
(Creator: Soto2)
Deadgrip Cyclops :2mana::symr:
Creature - Cyclops Warrior C
At the end of your turn, if Deadgrip Cyclops didn't attack this turn, it deals 3 damage to you. Not all of Nurgren's exiles reach landfall, but a wake of devastation follows those who do.
3/3
(Creator: Ikeda)
Deonar's Ballad :1mana::symr::symr: InstantU
Add :symw::symu::symb::symr::symg: to your mana pool.
Only the purest notes are allowed within the temples of Mirambar, and only Deonar's can fulfill the many definitions of "purity".
(Creator: Alabran)
Emberglow Elemental :2mana::symr:
Creature - Elemental U
At the beginning of your upkeep, Emberglow Elemental deals 1 damage to each creature and each player.
When Emberglow Elemental is put into a graveyard from play, Emberglow Elemental deals 1 damage to each creature and each player. "Remember to keep a bucket of water at hand, in case it refuses to obey your commands." - Surias, Xyanthos scholar 2/2
(Creator: Ikeda)
Fickle Fate :2mana::symr:
Instant U
Fickle Fate deals 3 damage to target creature. Untap that creature and gain control of it until end of turn. That creature gains haste until end of turn.
(Creator: Seeonee)
Fire the Catapult :1mana::symr:
Sorcery C
Each player sacrifices a land. If mana from a fortified land was used to play Fire the Catapult, target player sacrifices a land instead.
(Creator: flappy)
Head Trauma
Instant C
Head Trauma deals 2 damage to target creature. Remove all experience counters from that creature.
(Creator: Dragoon26)
Kreani Glaive-Thrower :3mana::symr:
Creature - Minotaur Warrior U
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
When Kreani Glaive-Thrower is put into the graveyard from play, you may have it deal 1 damage to target creature or player for each experience counter on it.
3/2
(Creator: Asrama)
Nurgren Sentry :2mana::symr:
Creature - Cyclops Warrior
Defender, trample R
Whenever Nurgren Sentry is dealt combat damage, it loses defender until the end of your next turn. He's really quite restrained for a cyclops. If you anger him, he'll only chase you as far as the mainland before returning to his cave.
4/4
(Creator: HGaramond)
Pillage :1mana::symr::symr:
Sorcery U
Destroy target artifact or land. It can't be regenerated.
(Creator: WotC)
Power of Fire :1mana::symr:
Enchantment - Aura C
Enchant Creature
Enchanted Creature has ":symtap:: This creature deals 1 damage to target creature or player."
(Creator: WotC)
Ragebound Ritual
Instant C
Add to your mana pool.
Battlestorm (When you play this spell, copy it for each creature that attacked this turn.) Mana courses through their veins, culminating in chilling cries of victory.
(Creator: Onderzeeboot)
Shape the Flames :2mana::symr:
Sorcery U
Choose one - Shape the Flames deals 3 to target player; or Shape the Flames deals 2 damage to each creature. "Once you learn to shape the flames, you learn to shape destinies" - Igneos, High Priest of Asfaloth
(Creator: Lorgalis)
Short-Term Plans :1mana::symr:
Enchantment R
When you play Short-Term Plans, draw three cards.
You can't draw cards.
(creator: zu_Faul)
Supporting Fire :xmana::xmana:
Sorcery R
Supporting Fire deals X damage to target creature.
Battlestorm Despite the rush of warriors, the Kaemirian phalanx remained unbroken. Despite the unbroken phalanx, the Marvindul prevailed.
(Creator: Shepherd)
Tarot Reading :2mana::symr:
Sorcery R
Reveal a card at random from your hand. Draw cards equal to that card's converted mana cost.
Reveal another card at random from your hand. Discard cards to that card's converted mana cost. Endellion's Cards have no bias. Not to us, and especially not to you.-Marvindal Druid
(Creator: seratonin)
Wrath of the Earth :3mana::symr::symr:
Sorcery R
Put a red Elemental creature token into play with power and toughness equal to the number of Mountains you control as the token comes into play.
Battlestorm (When you play this spell, copy it for each creature that attacked this turn.) "Mountains, heed my call." - Ciara, Supreme Hierophant
(Creator: Shepherd)
Alpha Mare :symg::symg:
Creature - Centaur Warrior U
3/2
(Creator: FirstTurnManaBurn)
Bear-Clan Shamans :3mana::symg:
Creature - Human Shaman C
Experience 1
At the beginning of your precombat main phase, you may add to your mana pool for each experience counter on Bear-Clan Shamans
3/3
(Creator: Asrama)
Beast Lair :3mana::symg::symg:
Enchantment U
Whenever a creature with power 4 or greater comes into play, draw a card.
:2mana::symg::symg:: Each other play puts a 4/4 green Elephant creature token into play.
(Creator: zu_Faul)
Belrisius the Aged :1mana::symg::symg:
Legendary Creature - Centaur Druid R
Experience 4 (Whenever this creature deals combat damage, put four experience counters on it.)
:2mana:: Move an experience counter from Belrisius the Aged onto target creature you control.
1/2
(Creator: LookingForReality)
Bloom of Nature :1mana::symg:
Enchantment - Aura C
Enchant Creature
Enchanted creature has ":symtap:: Untap target land."
(Creator: menma)
Dichotomous Wurm :4mana::symg::symg::symg:
Creature - Wurm R
When Dichotomous Wurm is put into a graveyard from play, put two 3/3 green Wurm creature tokens into play with “When this creature is put into a graveyard from play, put two 1/1 green Wurm creature tokens into play”.
7/7
(Creator: RainbowBrite)
Earthkiln Hyperion :4mana::symg:
Creature — TitanU
Earthkiln Hyperion is indestructible. A bubbling spring is said to erupt from a titan’s birthplace. Though sword and spell turn from its hide, a pebble, placed over the font to block its flow, will bring the immortal creature to its end. 5/1
(Creator: Seeonee)
Gust
Instant U
Gust deals 2 damage to target creature with flying. That creature loses flying until end of turn. "Even the mighty Griffin Knights can fall." (Creator: menma)
Lonely Centaur :1mana::symg::symg:
Creature - Centaur Warrior U
Trample
At the beginning of each opponent's upkeep, that player puts a 1/1 green Saproling creature token into play under his or her control.
4/4
(Creator: solesticio)
Marvindul Adept
Creature - Human Druid C
Shroud
:symr:: Add to your mana pool. Play this ability only during combat.
0/1
(Creator: zu_Faul)
Marvindul Chieftain :1mana::symg::symg:
Creature - Human Warrior R
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
At the beginning of your upkeep, you may search your library for a creature card with converted mana cost equal to the number of experience counters on Marvindul Chieftain and put it into your hand. If you do, shuffle your library.
3/3
(Creator: Morningstar81)
Meld with Nature :2mana::symg:
Instant U
Choose one — Target creature gets +3/+3 and gains Trample until end of turn; or creatures you control get +1/+1 and gain Trample until end of turn. “Respecting the natural order is simple. It only requires to melt with nature, rejecting the false strictures imposed by civilization.” — Demetia, High Priestess of Avannia.
(Creator: Lorgalis)
Mernean Hydra :2mana::symg::symg:
Creature — Hydra R
Trample
Experience 3 (Whenever this creature deals combat damage, put three experience counters on it.)
At the beginning of your upkeep, Mernean Hydra gets +1/-1 until end of turn for each experience counter on it.
5/4
(Creator: Seeonee)
Nessian Explorer :3mana::symg:
Creature - Centaur Scout U
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
When Nessian Explorer is put into the graveyard from play, you may search your library for a basic land card and put it into play tapped for each experience counter on it. If you do, shuffle your library.
3/3
(Creator: Asrama)
Nessian Hunter :1mana::symg:
Creature - Centaur Warrior U
Experience 1 (Whenever this creature deals combat damage, put 1 experience counter on it.)
Nessian Hunter can't be blocked except by creatures with power greater than the number of experience counters on it.
2/2
(Creator: menma)
Ravenous Charge :2mana::symg:
Instant C
Target creature gets +1/+1 until end of turn.
Battlestorm (When you play this spell, copy it for each creature that attacked this turn. You may choose new targets for the copies.)
"Tactics? The only tactic the Marvindul practice is 'kill the Keamirians as fast as you can.'"-Vangus, Kaemirian Skyknight (Creator: Dodavehu)
River Raider :symg::symg:
Creature - Human Barbarian U
Islandwalk
When River Raider comes into play, draw a card.
2/2
(Creator: Lorgalis)
Spontaneous Bloom :1mana::symg:
Instant C
Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
Draw a card.
(Creator: Dragoon26)
Sweet Harvest
Instant C
Untap up to two target lands.
(Creator: blacker_lotus)
Aeronus, Kaemirian Imperator :3mana::symw::symu:
Legendary Creature - Human Soldier R
Vigilance
Awe (Whenever this creature blocks or becomes blocked by a creature without Awe, that creature loses all abilities until end of combat.)
Grandeur — Discard another card named Aeronus, Kaemirian Imperator: Gain control of each creatures with no abilities.
3/4
(Creator: Asrama)
A'garom, Caller of Heroes :2mana::symg::symw:
Legendary Creature - Centaur Advisor R
Whenever A'garom, Caller of Heroes deals combat damage to an opponent, you may search your library for a legendary creature card, reveal it, and put it in your hand. If you do, shuffle your library. Grandeur — Discard a card named A’garom, Caller of Heroes: Legendary creatures you control and creatures you control with experience counters on them are indestructible this turn.
4/4
(Creator: Shepherd)
Belgern, Scourge of Nurgren :5mana::symb::symr:
Legendary Creature - Cyclops Warrior Shaman R
Whenever a creature dealt damage by Belgern is put into a graveyard, return that card to play under your control. Grandeur — Discard another card named Belgern, Scourge of Nurgren: Belgern deals 2 damage to each other creature.
6/5
(Creator: Dragoon26)
Ciara, Supreme Hierophant :3mana::symr::symg:
Legendary Creature - Human Druid R
When Ciara, Supreme Hierophant comes into play, put two 2/2 green Wolf creature tokens into play. Grandeur - Discard another card named Ciara, Supreme Hierophant: The next instant or sorcery spell you play this turn has battlestorm.
2/2
(Creator: Morningstar81)
Equirion, the Calling Gale :3mana::symg::symw::symu:
Legendary Creature - Sphinx R
Flying, trample, vigilance
Creature spells with flying cost you less to play.
Creature spells with trample cost you less to play.
Creature spells with vigilance cost you less to play.
5/5
(Creator: Asrama)
Ivar, Masked Pretender :symu::symb:
Legendary Creature - Merfolk Rogue R
You may discard this card as though it had the same name as a legendary creature you control to pay the activation costs of that creature’s abilities. Grandeur — Discard a card named Ivar, Masked Pretender: Search your library for a legendary creature card, reveal it, then put it in your hand. Ivar, Masked Pretender becomes a copy of that card and gains this ability.
2/2
(Creator: Shepherd)
Muto, the Change Preyer UBR
Legendary Creature - Shapeshifter R
Haste, fear, shroud
Muto, the Change Preyer's power and toughness are each equal to the last played spell's converted mana cost.
*/*
(Creator: Lorgalis)
Nocturne, the Silent Moon - :1mana::symw::symu::symb:
Legendary Creature - Lammasu R
Flying, lifelink, vigilance
If a player would gain life, that player draws that many cards instead.
If a player would lose life, that player puts that many cards from the top of his or her library into his or her graveyard instead.
1/4
(Creator: Alabran)
Semplice, the Roaring Wood :symr::symg::symw:
Legendary Creature - Wolf Elemental R
Haste, Trample, Vigilance
Spend only mana produced by basic lands to play Semplice, the Roaring Wood.
6/6
(Creator: Alabran)
Severix, the Blighted Earth2:symb::symr::symg:
Legendary Creature - Wurm Horror R
First strike, haste, trample
Severix, the Blighted Earth gets +1/+1 for each land card in opponents' graveyards.
Whenever Severix, the Blighted Earth deals combat damage to an opponent, destroy target land that player controls.
3/3
(Creator: Dragoon26)
Coastal Camp
Artifact - Fortification C
Fortified land has ":1mana:, :symtap:: Untap target creature."
Whenever an Island comes into play under your control, you may attach Coastal Camp to it.
Fortify
(Creator: Shepherd)
Decoy Tower
Artifact - Fortification C
Fortified land has ":1mana:, :symtap:: Tap target creature."
Whenever a Plains comes into play under your control, you may attach Decoy Tower to it.
Fortify
(Creator: RainbowBrite)
False Temple
Artifact - Fortification C
Fortified land has ":1mana:, :symtap:: Remove target card in a graveyard from the game."
Whenever a Swamp comes into play under your control, you may attach False Temple to it.
Fortify
(Creator: seratonin)
Flare Tower
Artifact - Fortification C
Fortified land has ":1mana:, :symtap:: Target creature can't block this turn."
Whenever a Mountain comes into play under your control, you may attach Flare Tower to it.
Fortify
(Creator: Dragoon26)
Golden Soldier
Artifact Creature - Soldier C
2/2
:3mana:: Golden Soldier and another target creature gain Formation until end of turn. "As the wolves closed in, I thought I saw bright Senusil, come to carry me to Nemerion's realm. But instead, the shining figure stood between us, sacrificing its semblance of a life to give me time to retreat."--Celerius, Kaemirian veteran
(Creator: GetItWrong)
Hierophant's Sword
Legendary Artifact - Equipment
Equipped creature gets +3/+3.
Whenever equipped creature attacks, put three 1/1 red Spirit Warrior creature tokens into play tapped and attacking.
Sacrifice a token you control: Add to your mana pool.
Equip
(Creator: Solesticio)
Idol of Deonar
Legendary Artifact - Fortification R
Fortifed land is a 5/5 colorless Avatar creature. It has vigilance as long as you control a Plains, flying as long as you control an Island, lifelink as long as you control a Swamp, first strike as long as you control a Mountain, and is indestructible as long as you control a Forest.
Fortify
(Creator: seratonin)
Mythbound Cornucopia
Artifact U
Whenever a legendary permanent comes into play under your control, draw a card.
(Creator: Lorgalis)
Pleasure Garden Artifact - Fortification C
Fortify
Fortified land is all basic land types.
(Creator: FuriouslySleepingIdea)
Shellprism Shrine
Artifact — Fortification (U)
:xmana:, Unattach Shellprism Shrine: Fortified land becomes an X/X creature until end of turn.
Fortify (:3mana:: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
(Creator: Seeonee)
Temple of Lainara
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Lainara.
:1mana::symw:, Remove two charge counters from Temple of Lainara: You gain 4 life.
Fortify
(Creator: Morningstar81)
Temple of Senusil
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Senusil.
:2mana::symu:, Remove two charge counters from Temple of Senusil: Draw a card.
Fortify
(Creator: Morningstar81)
Temple of Nemerion
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Nemerion.
:1mana::symb:, Remove two charge counters from Temple of Nemerion: Return target creature card from your graveyard to your hand.
Fortify
(Creator: Morningstar81)
Temple of Asfaloth
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Asfaloth.
:2mana::symr:, Remove two charge counters from Temple of Asfaloth: Target creature you control gains double strike until end of turn.
Fortify
(Creator: Morningstar81)
Temple of Avannia
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Avannia.
:symg:, Remove two charge counters from Temple of Avannia: Add three mana in any combination of colors to your mana pool.
Fortify
(Creator: Morningstar81)
Terretheral Stimulator
Artifact - Fortification R
Discard a card: Untap fortified land.
Fortify
(Creator: Alabran)
Wand of Grandeur
Artifact — Equipment U
Equipped creature has haste.
Discard a card with the same name as equipped creature: Equipped creature gets +5/+5 until end of turn.
Equip
(Creator: Seeonee)
Wood Camp
Artifact - Fortification C
Fortified land has ":1mana:, :symtap:: Target creature gets +1/+1 until end of turn."
Whenever a Forest comes into play under your control, you may attach Wood Camp to it.
Fortify
(Creator: zu_Faul)
Ancient Battlefield
Land U
:symtap:: Add to your mana pool.
:symtap:: Put an experience counter on target creature or remove an experience counter from target creature. "The best way to learn about war is to study the bloodstains of the past."
--Aeronus, Kaemerian Emperor (Creator: Dodavehu)
Construction Site
Land C
Fortification abilities targeting Construction Site cost less.
: Add to your mana pool. It's much easier to build when someone else starts the work.
(Creator: Stax)
Flawless Substratum
Land U
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any colour to your mana pool. Play this ability only if Flawless Substratum is fortified.
(Creator: RainbowBrite)
Kaemir, Jewel of the Empire
Legendary Land R
Kaemir, Jewel of the Empire comes into play tapped.
:symtap:: Add or to your mana pool. Grandeur - Discard another card named Kaemir, Jewel of the Empire: Search your library for a Plains or Island, reveal it and put it into your hand. Then shuffle your library.
(Creator: Lorgalis)
Sacred Glen of Deisdiane
Legendary Land R
Sacred Glen of Deisdiane comes into play tapped.
:symtap:: Add or to your mana pool. Grandeur - Discard another card named Sacred Glen of Deisdiane: Search your library for a Mountain or Forest, reveal it and put it into your hand. Then shuffle your library.
(Creator: Lorgalis)
Sunken City of Avelion
Legendary Land R
Sunken City of Avelion comes into play tapped.
:symtap:: Add or to your mana pool. Grandeur - Discard another card named Sunken City of Avelion: Search your library for an Island or Swamp, reveal it and put it into your hand. Then shuffle your library.
(Creator: Lorgalis)
Nurgren, Island of Horror
Legendary Land R
Nurgren, Island of Horror comes into play tapped.
:symtap:: Add or to your mana pool. Grandeur - Discard another card named Nurgren, Island of Horror: Search your library for a Swamp or Mountain, reveal it and put it into your hand. Then shuffle your library.
(Creator: Lorgalis)
Vessalia, the Elder Wood
Legendary Land R
Vessalia, the Elder Wood comes into play tapped.
:symtap:: Add or to your mana pool. Grandeur - Discard another card named Vessalia, the Elder Wood: Search your library for a Forest or Plains, reveal it and put it into your hand. Then shuffle your library.
(Creator: Lorgalis)
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Battlefield Iconoclast3RR
Creature — Giant Berserker (U)
Whenever another creature with abilities attacks or blocks, it gets +2/+0 and loses all abilities until end of turn. Skirmish lines dissolve as his wrath soaks the battlefield, inspiring devout arcanists and steadfast defenders alike to revel in the simple ritual of spilling blood.
4/3
Sizzling Survivor1G
Creature - Snake Cleric (r)
Whenever another creature would be destroyed, regenerate it.
Whenever another creature becomes tapped, ~ gets +1/+1 until end of turn.
1/1
Avannia's Fertility 1GG
Enchanment
Whenever you play a land you may reveal the top card of your deck, if it is a land you may put that card into your hand, otherwise put it into your discard pile.
Fickleflame R
Creature--Elemental R
10/1
Whenever Fickleflame attacks or blocks, you may pay :9mana:. If you don't, it gets -9/-0 until end of turn. "Outside of war, might is an extravagant bauble."--Aeronus, Kaemirian Imperator
Avarice Unbound2RR
Enchantment - Aura R
Enchant permanent
You control enchanted permanent. If it's a creature, it has haste.
At end of turn, choose an opponent at random. That opponent gains control of Avarice Unbound. He or she may move it to a permanent of his or her choice.
Reserves of Strength1G
Enchantment R
When Reserves of Strength comes into play, draw a card.
Experience counters are +1/+1 counters.
+1/+1 counters are Experience counters.
Gears, meet monkey wrench.
As much as I liked my previous submission, people have pointed out that there's already a "you win the game" card in the set. I'll keep the idea in mind, though, in case it might have some use later on.
Iconoclastic Accord WWWW
Enchantment {R}
As Iconoclastic Accord comes into play, your life total becomes 0.
As long as you control a creature, you can't lose the game.
If you would gain life, put that many 1/1 white Spirit creature tokens into play instead.
If you would lose life, sacrifice that many creatures.
I'll try this one again. I've always sort of liked it. It sort of applies to Johnny.
Vindictive Ballista Squad 2W
Creature--Human Soldier [u]
Lifelink, formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.) t: ~ deals damage equal the amount of damage it has taken this turn to target creature.
2/3
Knowledge of Fire R
Enchantment (R)
At the beginning of your upkeep, reveal the top card of your library. Knowledge of Fire deals damage to each creature you control equal the cards converted mana cost and creatures you control get +X/+0 until end of turn, where X is the cards converted mana cost.
Valuable Teachings :3mana::symg::symg:
Enchantment (R)
Whenever a experience counter is placed on a creature, draw a card.
Sacrifice a permanent: Put an experience counter on target creature you don't control.
Teaching in exchange of power.
Fireworks Stock3RR
Enchantment R
Whenever a creature you control would deal combat damage to a creature or player, sacrifice it instead. If you do, it deals 4 damage to that creature or player.
I just realized that the reason why I couldn't vote was because the poll was closed after I submitted my card. I'll learn to do it early or try at least.
Thanks to spiderboy4 and [High~Light Studios] for the banner!
In this competiton we will slowly make a set between us all. Each other day a new task will be set, obviously relevant to completing the set.
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This Round:
Voting:
Vote for the best blue combat trick and the best black combat trick.
Round Challenge:
Design Challenge:
Create a card that appeals to Johnny.
- NOT blue or black
Creative Challenge:
Create a more in-depth background for Mirambar, the Sacred City.
- As usual, the creative challenge will run for four days or two design challenges.
Unless the round specifically requires it, the following should not be made:
Fortifications
Cards which are obvoiusly part of a cycle
Land cards
Multicoloured cards
Blue creatures which draw cards
Red cards that draw cards (Exluding cantrips)
Creatures with counters other than experience counters
Legendary creatures with experience
Cards that tap creatures
Green Creatures with experience
Cards that produce tokens not already in the set
Colour/Type/CMC's which cannot be used (thanks to menma for analysis):
Common:
White Noncreature cards with CMC 2
Blue Creature cards with CMC 1
Red Noncreature cards with CMC 1 or 5
Black noncreature cards with CMC 2
Red noncreature cards with CMC 3
Green creature cards with CMC 2
Green noncreature cards with CMC 5
Uncommons:
Black noncreature cards with CMC 2
Red noncreature cards with CMC 3
Green creature cards with CMC 2
Green noncreature cards with CMC 5
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Rules:
General Rules:
1. Anyone may play as many or as few rounds as he or she wishes. Players can join in whenever they want; there is no need to sign up.
2. Anyone may vote, even if he or she is not competing in the current (or in any) round.
3. Each player scores 1 point for each vote in the poll. The winner(s) of any poll receives a bonus point.
4. The winning card(s) from each poll will be added to the set list.
5. Have fun!
Submission Rules:
1. If you are submitting a card for the current round, you must vote in the poll.
2. You can't vote for yourself.
3. If your vote was wrong for any reason (e.g. you didn't vote for as many submissions as you should) then post your voting intentions together with your submission.
4. You can only submit one card each round, unless the round requirements specifically ask for more cards or state that a card cycle is allowed (be it vertical or horizontal).
5. You may resubmit cards you created in previous rounds, so long as they meet the round requirements.
6. Keep your submission post as tidy as possible, with only the card(s) you are actually submitting.
7. Don't make more than one post with cards. If you do, only the first will be considered.
8. Make sure to check out the cards already in the set (see spoiler below) so you don't submit similar cards.
9. You must indicate the rarity of your card.
10. Please check the rules above for cards/colour and CMC that cannot be created.
Voting criteria:
1. Design - whether the card is mechanically interesting and interesting to play with or not
2. Contribution to the set - whether it fills an important role for which there are no cards, fills an important role but is similar to cards already in the set, or has a neutral contribution to the set.
3. Compliance with round requirements - it is essential for the set and round planning that cards comply with round requirements, so please DON'T vote for cards you think will need a change if that change means the card will no longer comply with round requirements.
4. Ignore the card's name, render, flavor text and templating. All these aspects can be fixed later. Even balance is not very important, as long as the card is not broken beyond any fixing AND balance can be corrected while still complying with round requirements.
Discussion:
1. In this thread you can also discuss the submissions for the current round and the cards that are up for voting.
2. Any other subject or issue should be discussed in the rules/discussion thread, here.
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Results: After a tiebreaker match, Alabran gets his sixth card into the set. Also, Seeonee continues our monocolored grandeur legend cycle with his 11th card and Dragoon26 finishes off our tricolored legend cycle with his 6th card!
Lorgalis - 186
Dragoon26 - 173
Asrama - 170
Seeonee - 164
zu_Faul - 154
menma - 152
GetItWrong - 136
RainbowBrite - 133
Ikeda - 133
Shepherd - 128
Dodavehu - 105
seratonin - 101
mysticspeculation - 99
HGaramond - 99
Alabran - 83
flappy - 67
FirstTurnManaBurn - 67
Krey - 61
colormage1 - 61
penguinwriter - 58
LookingforReality - 57
Solesticio - 57
Stax - 48
memnarch6 - 48
Onderzeeboot - 43
Avier - 40
blacker_lotus - 34
Echo - 31
orgolove - 31
videojuegos - 31
Soto2 - 30
KOV - 29
KoolKoal - 27
Sqeetschy - 19
FuriouslySleepingIdea - 15
beren camlost - 14
1T4 - 13
Dranith - 12
Infinitive - 10
Rendog - 10
L0ng5h0t - 8
mab - 7
Danny - 6
Masamune - 6
BlackBull - 8
Pokey Poke - 5
Rubin8or - 6
Twilight Kiwi - 5
BorgMan -4
Atrius - 4
Chojiro - 3
drewdagreek - 3
NightArcher - 3
teroctocopter - 3
Waffles - 3
frizbone - 2
snoopYah - 2
Blutsau - 1
chaosjuggler - 1
Octosquid - 1
poisenville_kidz - 1
spiderboy4 - 1
Spiritmonger_Fan - 1
Urbatect - 1
WUPBRspellsPlanarChaos - 1
Asrama - 11
Seeonee - 11
menma - 10
Morningstar81 - 10
RainbowBrite - 8
Shepherd - 8
zu_Faul - 7
Alabran - 6
Dragoon26 - 6
memnarch6 - 5
Ikeda - 4
Dodavehu - 3
flappy - 3
Onderzeeboot - 3
seratonin - 3
WotC - 3
HGaramond - 2
Solesticio - 3
Stax - 2
GetItWrong - 2
blacker_lotus - 1
colormage1 - 1
FirstTurnManaBurn - 1
FuriouslySleepingIdea - 1
Krey - 1
LookingForReality - 1
orgolove - 1
Pokey Poke - 1
Soto2 -1
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The Set:
Set Name: Aegis
Plane: Aegea
Races/Classes: Human, Griffin, Soldier, Knight, Advisor, Citizen, Archer, Rogue, Assassin, Scout
Weight in the set: ~30%
Description: Roman-like empire in a period of expansion.
Details: Kaemir, the jewel of cities, is bathed by the fresh waters of the river Narimin, and lies under the shade of mount Turon. Legend tells that it was founded by the brave Nerissus, son of Deonar (the all-father, lord of the skies) and Alinmara (the fairest nymph that was ever born under the sun), in the place where he tamed his griffin Glaudsen.
A few centuries ago, as the city became prosper, it started an expansion policy that led to its control over the whole Irgasian peninsula, and further beyond.
The city of Kaemir is ruled by a senate, but the empire is ruled by an imperator, who is the military commander and has a permanent seat in the senate.
The Kaemirians have a powerful army, but the main reason behind their might lies in their griffin-riding knights. A single knight is worth fifty soldiers in battle, and worth much more for keeping the peace, as even the most remote outpost of the empire are only a day's flight away.
Kaemirians are remarkable builders, with aqueducts bringing water and roads paving the way for every city in the empire.
Important cities in the empire include:
- Lilenor - the capital of a small island of the same name, just to the southeast of Kaemir, is an important trade port between Kaemir and the southern islands. It was once a powerful state with Minotaurs as revered rulers, but most Minotaurs were slained during the war with the Cyclops two century ago, which left the state severely weakened. So, when the Kaemirians came, two score years ago, the city accepted their rule without much struggle. Today there are only a handful of Minotaurs in the island, and another handful scattered throughout the Kaemirian cities.
- Niemar - the city of light was once a powerful city-state which controlled the trade from all Southern Alisia to the eastern continent Ornella. As Kaemir began to grow in power, the two cities became rivals, and eventually war broke out between the two. After a long attrition war and a siege of two years, Niemar finally fell and became a protectorate of Kaemir. While the Niemarin royal family was slain, the people of the city were allowed to live under Kaemirian rule, and many Niemarin soldiers later joined the Kaemirian legions.
- Tirion - is the most important city the Kaemirians control in the Arezian peninsula. Although independent, it was under indirect control of Xyanthos, so the Kaemirian conquest opened a certain enmity between Kaemir and Xyanthos.
Exclusive mechanic: Formation
Races/Classes: Human, Wolf, Warrior, Druid, Barbarian, Berserker, Mercenary
Weight in the set: ~30%
Description: Celtic and druidic culture in conflict with the Kaemirian empire
Details: North of Irgasian peninsula, dwell the Marvindul people, which constitute the main etnic and cultural group in the continent Alisia.
They are not a single unit, but rather a group of independent tribes of 50-100 individuals, which occasionally battle amongs each other when competing for resources. Each tribe is ruled by a warrior chief, but even he bows to the tribe's elder druid - the spiritual leader of the people.
The druids are precisely the link that unites the Marvindul people, as they all meet once each year, under the supreme hireophant, to take counsel from each other, and to decide how best to rule their tribes and how to rule their people.
The coming of the Kaemirians has lead the druids to rally their tribes to unite in combat against these southern oppressors. And while the Marvindul warriors fear the Kaemirian griffins, so do the Kaemirian soldiers fear the powers of the Druids over nature and the weather, and fear the wolves that usually fight for them.
The Marvindul build only wooden settlements, and small villages. Most are farmers or sheepherders, but there are also many hunters among them.
Exclusive mechanic: Battlestorm
Races/Classes: Centaur, Warrior, Scout, Archer, Shaman
Weight in the set: ~12%
Description: A race of centaurs in a southern island, in peace with the Kaemirians and with little or no contact with the Marvindul.
Details: The island of Vessalia, home of the Nessian people, lies four hours southwest of Kaemir, as the griffin flies (more than a day as a ship sails). Two score leagues it spans in longitude, and five leagues in latitude, and every acre covered by thick forest.
The Nessians are a proud, old and wise people, who live in harmony with nature. They are peaceful and hard to anger, but fierce fighters when angered, especially when defending their sacred woods.
They are at peace with the Kaemirians, who hold them in awe, for they are children of the goddess Nessia, daughter of Avannia, the mother earth.
They hate cyclops above all else, and have played an important role in helping the Lilenorians in the war against them.
Races/Classes: Centaur, Warrior, Scout, Archer, Shaman
Weight in the set: ~12%
Description: A race of centaurs in a southern island, in peace with the Kaemirians and with little or no contact with the Marvindul.
Details: The island of Vessalia, home of the Nessian people, lies four hours southwest of Kaemir, as the griffin flies (more than a day as a ship sails). Two score leagues it spans in longitude, and five leagues in latitude, and every acre covered by thick forest.
The Nessians are a proud, old and wise people, who live in harmony with nature. They are peaceful and hard to anger, but fierce fighters when angered, especially when defending their sacred woods.
They are at peace with the Kaemirians, who hold them in awe, for they are children of the goddess Nessia, daughter of Avannia, the mother earth.
They hate cyclops above all else, and have played an important role in helping the Lilenorians in the war against them.
Races/Classes: Merfolk, Whale, Rogue, Assassin, Wizard
Weight in the set: ~6%
Description: An undewater city, home to the merfolk race
Details: Legends tell of the first city in Aegea, Avelion, and of how it was taken by the Laemin sea, like most of the continent Euferia, many many ages ago. Whether this is only myth or has some truth, no one knows, but it is said that the merfolk are direct descendents of the people of Avelion.
Merfolk are rare, but mischievous and malicious enough to be feared by all sailors, despite their small number. The mermaids are known to lure sailors into the ocean with their singing and leading them to drown, whereas the tritons have the sport of sinking ships with their great whales.
Little is know of the habits of this people, but it is certain that they feel nothing but spite for the earth-bound peoples.
Races/Classes: Cyclops, Warrior, Shaman
Weight in the set: ~6%
Description: An island of cyclops to the far southeast. Occasionally banished cyclops come to the mainland and wreak havoc.
Details: The small island of Nurgren lies somewhere to the southeast of Kaemir. Its location is uncertain for few who have gone there came back to tell their tale. As it happens, the island is exclusively inhabited by cyclops, and those brute, vicious and beligerant one-eyed giants don't take kindly to visitors.
Occasionally, a cyclops is banished from the island and reaches the Irgasian peninsula. It usually takes a centurie of Kaemirians to deal with the fiend.
Fortunately, the number of cyclops was severely reduced in the war with Lilenor, so Cyclop appearences in the continent have become very rare.
Races/Classes: Human, Cleric
Weight in the set: ~5%
Description: A semi-independent religious center, with the main temples for each deity in the pantheon of the southern religion.
Details: Mirambar is the religious center of all southern Alisia, from Xyanthos to Niemar and beyond, as there are located the chief temples to every deity in the pantheon (all peoples of the South share the same religion) except for Nessia (whose chief temple is located in Vessalia).
Although the city is located within the Kaemirian Empire, it is semi-independent, and the internal affairs of the city are ruled by the supreme Psychopomp.
Despite the proximity to the lands of the Marvindul, who have a different religion, Mirambar has always been safe from raids, for the Marvindul fear the weird southern gods.
Giants - :symw::symu::symb::symr::symg: - Contrary to the cyclops, giants aren't usually vicious. That however doesn't mean it is safe to approach them, for they are known for their fits of violence. They are not great in number, and most of them dwell in the Karpasian mountains, that separate the Alisian continent. A few have been known to side with the Marvindul, and others are friendly with the Kaemirians, but mostly, they are for none but themselves.
Griffins - - Griffins are fairly common in the mountains around Kaemir, although taming them is no easy task.
Nymphs - - Nymphs are mischievous beings who like to take advantage of their natural powers of seduction to allure and mislead those who travel through their lands. They are rarer than dryads, and dwell typically in hidden lakes or rivers, within forested areas.
Harpies - - Harpies dwell in the far away island of Ruhr Illith, which is fortunate, for they are cruel and plain evil. They occasionally organize raids to their neighbouring islands, but are only very seldomly seen in the main continent. The last time someone got the better of the Harpies was when the brave Nerissus gathered an army of griffin-riding heroes to battle the invading Harpy armies, many centuries ago.
Minotaurs - - Only a few minotaurs have survived the war with the cyclops. Some still dwell in Lilenor, and others are scattered throughout the Kaemirian Empire. They are a passionate and fierce race, but their decay has deflated significantly their pride.
Dryads - - Common in most forested areas, dryads are solitary creatures, which shun most humanoids. However, they are friendly with the centaurs, and have been known to ally with them in cases of war. They are vicious defenders of their woodlands.
Note: All creature types not present here can appear in the set but only as a one of - this includes Sphinx, Phoenix, Gorgon, etc...
Weight in the set: ~5%
Avannia - the mother-earth and goddess of nature and fertility, wife of Deonar -
Senusil - the cunning, god of wisdom and knowledge -
Nemerion - god of death -
Lainara - goddess of health, child of Deonar and Avannia, and wife of Nemerion -
Asfaloth - god of war -
Tessania - goddess of the oceans, sister of Avannia - :symg::symu::sym2b:
Allyra - goddess of love, passion and pleasure - :sym2b::symr::symw:
Nessia - goddess of the hunt, daughter of Avannia and mother of the centaur race -
(it corresponds to about 1/3 of the surface of the Aegean plane, or alternatively the plane is very small)
- Aeronus, Imperator of Kaemir, by mysticspeculation
- A'garom, Caller of Heroes, by seratonin
- Ciara, The Supreme Hierophant, by mysticspeculation
- Ivar, Masked Pretender, by mysticspeculation
- Belgern [...], by mysticspeculation
Others:
- Marvindul religion, by mysticspeculation
Combat matters theme
Legends/Heroes theme (mostly mulicolor)
Fortifications
Involvement of the gods (namely with big mana spells)
Mechanics:
All core set abilities (protection, shroud, deathtouch, etc).
Multicolor (two colored?) - for legends only
Fortifications
Grandeur
Experience N (Whenever this creature deals combat damage, put N experience counters on it.)
Battlestorm (When you play this spell, copy it for each creature that attacked this turn. You may choose new targets for the copies.)
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
Awe (When this blocks or becomes blocked by a creature without Awe, that creature loses all abilities until end of combat.)
Level 1 DCI Judge
Check out my Commons Cube.
22 Common
14 Uncommon
11 Rare
Multicolor (10):
10 Rare
Artifacts (7):
2 Common
2 Uncommon
3 Rare
Fortifications (21):
8 Common
6 Uncommon
7 Rare
Non-Basic Lands (8):
1 Common
2 Uncommon
5 Rare
Enchantment - Aura C
Enchant Creature
Enchanted creature has ":symtap:: Tap target creature."
(Creator: menma)
Builder's Vision
Sorcery U
Search your library for a Fortification card, reveal it and put it into your hand. Then shuffle your library.
He saw the great marble temple rising from the plains - its ivory-smooth columns, god-graced frescoes, and crystal-clear fountains. Then he smiled and laid the first stone.
(Creator: HGaramond)
Civilian Service :1mana::symw:
Enchantment--Aura C
Enchant creature
Enchanted creature can't attack or block and has formation.
(Creator: GetItWrong)
Convert :3mana::symw:
Instant R
Gain control of all creatures blocking or blocked by target legendary creature you control.
“With power comes responsibility. We should not kill or those unruly savages, but teach them the way of the true Gods” — Soft-Step, Godspoken.
(Creator: Lorgalis)
Coordinated Strike :1mana::symw:
Instant C
As an additional cost to play Coordinated Strike, tap two untapped creatures you control with Formation.
Remove target creature without formation from the game.
(Creator: Asrama)
Field Tactician :1mana::symw:
Creature - Human Soldier C
Flash
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
1/2
(Creator: Ikeda)
Fifth Legion Commander :3mana::symw:
Creature - Human Soldier U
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
When Fifth Legion Commander is put into the graveyard from play, you may put a 1/1 white Human Soldier creature token into play for each experience counter on it.
2/3
(Creator: Asrama)
Gerold, of Glaudsen's Blood :3mana::symw::symw:
Legendary Creature - Griffin R
Flying, first strike, vigilance
4/4
(Creator: zu_Faul)
Griffin Duo :2mana::symw:
Creature - Griffin U
Flying
When Griffin Duo is put into a graveyard from play, put a 2/2 white Griffin creature token with flying into play.
Even death is not enough to separate a griffin couple.
2/2
(Creator: Morningstar81)
Join the Army :3mana::symw:
Instant C
Put two white 1/1 Human Soldier creature tokens into play. If mana produced by a fortified land was used to play Join the Army, put four white 1/1 Human Soldier creature tokens into play instead.
(Creator: menma)
Kaemerian Frontrunner :symw::symw:
Creature - Human Soldier C
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
3/1
(Creator: RainbowBrite)
Kaemirian Recruiter :2mana::symw:
Creature - Human Soldier U
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
When Kaemirian Recruiter comes into play, you may search your library for a creature with formation, reveal it, then shuffle your library and put that card on top.
1/3
(Creator: Lorgalis)
Lethargy :1mana::symw::symw:
Enchantment R
Whenever a permanent becomes untapped, it loses all abilities until end of turn.
Patience is the refuse of stones and the quarry of kings.
(Creator: Seeonee)
Might of the Empire :4mana::symw::symw:
Enchantment R
At the beginning of your upkeep, if all lands you control are fortified and you control more creatures than target opponent, you win the game.
“How are this northern barbarians supposed to breach our defenses or defeat our Legions? Our civilization shall remain untouched.” - Aeronus, Kaemirian Imperator
(Creator: Lorgalis)
Mirrored Redemption :3mana::symw::symw:
Instant R
If a creature would deal damage to another creature, planeswalker or player this turn, it deals damage to itself instead.
(Creator: orgolove)
Nessian Expertise :1mana::symw::symw:
Enchantment U
Whenever a creature attacks another player, it gets +1/+1 until end of turn.
Nessians excel at the art of war, and they bring their expertise only to the worthiest causes.
(Creator: Lorgalis)
Soft-Step, Godspoken - :1mana::symw::symw:
Legendary Creature - Centaur Shaman R
First strike, lifelink
Whenever you gain life, creatures you control get +X/+X until end of turn where X is the amount of life you gained.
1/2
(Creator: Alabran)
Tirion Cantor
Creature - Human Citizen C
Experience 2 (Whenever this creature deals combat damage, put two experience counters on it.)
Sacrifice Tirion Cantor: Destroy target enchantment with a converted mana cost of X or less, where X is the number of experience counters on Tirion Cantor.
Giving himself over to the music, the cantor's sweet melody washes away the feelings of sin you once held.
1/1
(Creator: Stax)
Instant R
Counter target spell.
Players can't play spells this turn.
"A bright light flashed and the spell was gone, then... silence."
(Creator: Krey)
Avelion Transport :3mana::symu::symu:
Creature - Whale U
Islandwalk
When Avelion Trasport attacks, target creature gains islandwalk until end of turn.
3/4
(Creator: Dragoon26)
Break the Mold :2mana::symu:
Instant U
Choose one — Target creature's power becomes 0 until end of turn; or each creature's toughness becomes 3 until end of turn.
(Creator: Seeonee)
Clear the Highroad :1mana::symu:
Instant C
Return target creature to its owners hand. If mana from a fortified land was spent to play Clear the Highroad, put that creature on top of its owners library instead.
(creator: Asrama)
Fair Trade :2mana::symu::symu:
Sorcery R
If you control more permanents than any other player, exchange control of all permanents you control with all permanents target player controls.
(Creator: RainbowBrite)
Glacial Chimera :6mana::symu::symu:
Creature - Chimera R
Flying
When Glacial Chimera deals combat damage to an opponent, tap all creatures that player controls. They don't untap during that player's next untap step.
Glacial chimeras are a rare sight on Aegea, partially due to the fact that those who see it never thaw out.
6/5
(Creator: memnarch6)
Kaemirian Scout :2mana::symu:
Creature - Human Soldier Scout C
Formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
When Kaemirian Scout is put into a graveyard from play, you may draw a card.
2/1
(Creator: zu_Faul)
Impulsive Inspiration :2mana::symu:
Instant U
Reveal the top five cards of your library. An opponent chooses two of those cards. Put the chosen cards into your hand. Put the remaning cards on top of your library in any order.
(Creator: zu_Faul)
Merspout Whale :4mana::symu:
Creature - Whale C
Merspout Whale can't attack unless defending player controls an Island.
:symu:,:symtap:: Target blue creature gains flying until end of turn.
"Merfolk often ride its waterspout to gain a better vantage point."
4/4
(Creator: Onderzeeboot)
Nereid
Creature — Dryad C
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
:symu:: Nereid becomes X/X until end of turn, where X is the number of experience counters on it.
1/1
(Creator: Seeonee)
Oracle of Winds :3mana::symu:
Creature - Human Wizard U
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
When Oracle of Winds is put into the graveyard from play, you may draw a card for each experience counter on it.
2/2
(Creator: Asrama)
Premature Fate
Instant C
Play Premature Fate only during combat.
Counter target spell.
Avelian oracles cast their killing strokes the day before, knowing that once the battle has begun, it is too late.
(Creator: Seeonee)
Resource Management :2mana::symu::symu:
Sorcery R
Take another turn after this one.
You cannot draw cards that turn.
(Creator: flappy)
Sarai the Clairvoyant :1mana::symu::symu:
Legendary Creature - Merfolk Wizard R
Players play with the top card of their libraries revealed.
:symtap:: Target player puts the top card of his or her library into his or her graveyard.
With the ability to see the future comes the ability to change it.
1/3
(Creator: RainbowBrite)
Sena, Xyanthos Archmage :2mana::symu::symu::symu:
Legendary Creature - Elemental Wizard R
Blue instant spells you play have "Counter up to one target spell".
Grandeur - Discard another card named Sena, Xyanthos Archmage: End the turn.
2/3
(Creator: Morningstar81)
Senusilian Voidmouth - :2mana::symu::symu::symu::symu:
Creature - Whale Horror R
Whenever you play a spell, remove that spell from the game. (It doesn't resolve.)
When Senusilian Voidmouth leaves play, play each card removed from the game by Senusilian Voidmouth without paying their mana costs.
8/8
(Creator: Alabran)
Structural Infiltrator :symu::symu:
Creature - Human Soldier U
Fortified landwalk
2/1
(Creator: RainbowBrite)
Surprise Control :1mana::symu::symu:
Enchantment - Aura R
Enchant creature
Flash
Play ~ only on an attacking creature.
You control enchanted creature.
(Creator: menma)
Tallinur Trade Laws
Enchantment R
At the beginning of your upkeep, sacrifice Tallinur Trade Laws unless you discard a card.
Whenever an opponent plays a creature spell, draw a card.
(Creator: Onderzeeboot)
Thief Novice
Creature - Human Rogue C
Thief Novice is unblockable.
If you choose not to fight, there is no need for power.
0/1
(Creator: menma)
Wisdom of Water :1mana::symu:
Enchantment - Aura C
Enchant Creature
Enchanted Creature has ":symtap:: Target player draws a card, then discards a card."
(Creator: menma)
Wisdomseeker :1mana::symu:
Creature - Human Wizard R
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
At the beginning of your upkeep, if the number of experience counters on Wisdomseeker is odd, you may draw a card.
Nothing is easy to find. You must take the world into yourself and the time spent experiencing everything is invaluable to that search.
2/1
(Creator: memnarch6)
Legendary Creature — Horror R
Cavus, Hadra’s Maw’s power and toughness are each equal to the number of creature cards in all graveyards.
Grandeur — Discard another card named Cavus, Hadra’s Maw: Destroy target creature.
Even shadows hunger in the underworld.
*/*
(Creator: Seeonee)
Darkwater Assassin :2mana::symb::symb:
Creature - Merfolk Assassin U
Deathtouch
When Darkwater Assassin comes into play, it deals one damage to target creature.
Don't drink the water, don't.
1/1
(Creator: colormage1)
Drain of Darkness :1mana::symb:
Enchantment - Aura C
Enchant Creature
Enchanted creature has ":symtap:: Each opponent loses 1 life and you gain 1 life"
(Creator: menma)
Expert Assassin :2mana::symb::symb:
Creature - Human Assassin R
When Expert Assassin comes into play, all other creatures get -2/-2 until end of turn.
“One, two...uh!, three...”
2/2
(Creator: Solesticio)
Fall from Grace :2mana::symb:
Instant C
Destroy target nonblack, non-artifact creature. Its controller loses life equal to the number of experience counters on it.
How far the mighty have fallen...
(Creator: Shepherd)
Forbidden Knowledge :3mana::symb::symb:
Enchantment R
Skip your draw step.
At the beginning of your upkeep, if you have no cards in hand, draw seven cards.
At the end of each of your turns, if you have at least one card in your hand, you lose 7 life.
"Senusil hides the gods' greatest secrets in Nemerion's realm, knowing well that the lord of the dead does not take kindly to thieves." - Trismus's Tales of the Gods
(Creator: Ikeda)
Gluttonous Burglar :1mana::symb::symb:
Creature- Harpy U
Flying.
Players can't gain life.
2/1
“Oh no! Here it is again! Quick! Hide those juicy steaks!” — Neros, frustrated gourmet
(Creator: Lorgalis)
Hero Tiller :2mana::symb:
Creature - Human Advisor U
Sacrifice Hero Tiller: Return target legendary creature card from your graveyard to play.
"The gardeners of your palace are far less important that the gardeners of your crypt."-Ivar, Masked Pretender
1/1
(Creator: Dodavehu)
Kaiver, Nemerion's General :2mana::symb::symb:
Legendary Creature - Human Knight
First Strike
You may play creature cards from your graveyard.
If a creature would be put into your graveyard from play, remove it from the game instead.
2/3
(Creator: RainbowBrite)
Nemerian Demon :6mana::symb::symb::symb:
Creature - Demon R
Trample
Sacrifice a creature: Nemerian Demon gains +X/+X until end of turn, where X is the sacrificed creature’s power.
Worshippers of Nemerion started calling for his aid in a bid to end the war quickly. Nemerion responded, but in a manner unexpected...
6/6
(Creator: Shepherd)
Nemerion's Harvest :6mana::symb::symb::symb:
Sorcery R
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, put a 2/2 black Spirit creature token into play.
As per agreement of the gods, Nemerion claims all of the living at the end of time, then he repopulates Aegea anew.
(Creator: Shepherd)
Nurgren Initiate :1mana::symb:
Creature - Cyclops Shaman - C
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
Sacrifice Nurgren Initiate: Target player discards cards equal to the number of experience counters on Nurgren Initiate.
"The first year, we spend rooting out those who play with the mind and those who obliterate it."
-Bhar'glex, Nemerion sage
1/1
(Creator: Memnarch6)
Nurgren Researcher :1mana::symb::symb:
Creature - Cyclops Shaman - U
Experience 2 (Whenever this creature deals combat damage, put two experience counters on it.)
Sacrifice Nurgren Researcher: You draw cards and lose life equal to the number of experience counters on Nurgren Researcher.
"The second year, we spend rooting out those who research the forbidden and those who embrace it."
-Bhar'glex, Nemerion sage
2/1
(Creator: Memnarch6)
Nurgren Summoner :3mana::symb::symb:
Creature - Cyclops Shaman - R
Experience 3 (Whenever this creature deals combat damage, put three experience counters on it.)
Sacrifice Nurgren Summoner: Put a black Demon creature token into play with flying. Its power and toughness are equal to the number of experience counters on Nurgren Summoner.
"The final year, those who survive are best suited as conduits for bringing forth the darkest hour."
-Bhar'glex, Nemerion sage
3/2
(Creator: Memnarch6)
Ruhr Illith Raider
Creature - Harpy Warrior C
Flying
Whenever a creature comes into play, you lose 1 life.
2/1
(Creator: Morningstar81)
Sepulcher Rustler :3mana::symb::symb:
Creature - Harpy U
Flying
Whenever Sepulcher Rustler deals combat damage to a player, you may return target creature card in a graveyard to its owners hand.
3/3
(Creator: Pokey Poke)
Sickening Cloud :2mana::symb:
Instant U
Choose one - Target creature gets -3/-3 until end of turn; or all creatures get -1/-1 until end of turn.
"All life ends in death. Yours will end in suffering." - Lanita, High Priestess of Nemerion
(Creator: flappy)
Thought Reading
Sorcery U
Choose a card type other than land. Target player reveals his or her hand, then you choose a card of that type. The player discards that card.
(The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)
Let me guess...
(Creator: menma)
Tyrannizing Senator :3mana::symb:
Creature - Human Advisor U
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
When Tyrannizing Senator is put into the graveyard from play, you may have target player discard a card for each experience counter on it.
2/2
(Creator: Asrama)
Unsung Fate
Instant U
Destroy target creature with no abilities.
"The weaklings that I have overcome are not even worth their own chapter. They will be a footnote, in very tiny print, in the tome of my exploits."
(Creator: Seeone)
Creature - Cyclops Warrior U
When Boulder Hurler comes into play, it deals 2 damage to target creature. If that creature has Formation, Boulder Hurler deals an additional 1 damage to each other creature with formation controlled by the same player.
There's nothing a cyclops loves more than throwing a rock at one of those tight groups of soldier and watch them all fly.
3/4
(Creator: Asrama)
City at Ruins :3mana::symr::symr:
Sorcery C
Destroy target artifact. It that artifact was attached to a land, destroy that land.
Destroy everything! not just their walls but their land.
(Creator: Soto2)
Deadgrip Cyclops :2mana::symr:
Creature - Cyclops Warrior C
At the end of your turn, if Deadgrip Cyclops didn't attack this turn, it deals 3 damage to you.
Not all of Nurgren's exiles reach landfall, but a wake of devastation follows those who do.
3/3
(Creator: Ikeda)
Deonar's Ballad :1mana::symr::symr:
Instant U
Add :symw::symu::symb::symr::symg: to your mana pool.
Only the purest notes are allowed within the temples of Mirambar, and only Deonar's can fulfill the many definitions of "purity".
(Creator: Alabran)
Emberglow Elemental :2mana::symr:
Creature - Elemental U
At the beginning of your upkeep, Emberglow Elemental deals 1 damage to each creature and each player.
When Emberglow Elemental is put into a graveyard from play, Emberglow Elemental deals 1 damage to each creature and each player.
"Remember to keep a bucket of water at hand, in case it refuses to obey your commands." - Surias, Xyanthos scholar
2/2
(Creator: Ikeda)
Fickle Fate :2mana::symr:
Instant U
Fickle Fate deals 3 damage to target creature. Untap that creature and gain control of it until end of turn. That creature gains haste until end of turn.
(Creator: Seeonee)
Fire the Catapult :1mana::symr:
Sorcery C
Each player sacrifices a land. If mana from a fortified land was used to play Fire the Catapult, target player sacrifices a land instead.
(Creator: flappy)
Head Trauma
Instant C
Head Trauma deals 2 damage to target creature. Remove all experience counters from that creature.
(Creator: Dragoon26)
Kreani Glaive-Thrower :3mana::symr:
Creature - Minotaur Warrior U
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
When Kreani Glaive-Thrower is put into the graveyard from play, you may have it deal 1 damage to target creature or player for each experience counter on it.
3/2
(Creator: Asrama)
Nurgren Sentry :2mana::symr:
Creature - Cyclops Warrior
Defender, trample R
Whenever Nurgren Sentry is dealt combat damage, it loses defender until the end of your next turn.
He's really quite restrained for a cyclops. If you anger him, he'll only chase you as far as the mainland before returning to his cave.
4/4
(Creator: HGaramond)
Pillage :1mana::symr::symr:
Sorcery U
Destroy target artifact or land. It can't be regenerated.
(Creator: WotC)
Power of Fire :1mana::symr:
Enchantment - Aura C
Enchant Creature
Enchanted Creature has ":symtap:: This creature deals 1 damage to target creature or player."
(Creator: WotC)
Ragebound Ritual
Instant C
Add to your mana pool.
Battlestorm (When you play this spell, copy it for each creature that attacked this turn.)
Mana courses through their veins, culminating in chilling cries of victory.
(Creator: Onderzeeboot)
Shape the Flames :2mana::symr:
Sorcery U
Choose one - Shape the Flames deals 3 to target player; or Shape the Flames deals 2 damage to each creature.
"Once you learn to shape the flames, you learn to shape destinies" - Igneos, High Priest of Asfaloth
(Creator: Lorgalis)
Short-Term Plans :1mana::symr:
Enchantment R
When you play Short-Term Plans, draw three cards.
You can't draw cards.
(creator: zu_Faul)
Supporting Fire :xmana::xmana:
Sorcery R
Supporting Fire deals X damage to target creature.
Battlestorm
Despite the rush of warriors, the Kaemirian phalanx remained unbroken. Despite the unbroken phalanx, the Marvindul prevailed.
(Creator: Shepherd)
Tarot Reading :2mana::symr:
Sorcery R
Reveal a card at random from your hand. Draw cards equal to that card's converted mana cost.
Reveal another card at random from your hand. Discard cards to that card's converted mana cost.
Endellion's Cards have no bias. Not to us, and especially not to you.-Marvindal Druid
(Creator: seratonin)
Wrath of the Earth :3mana::symr::symr:
Sorcery R
Put a red Elemental creature token into play with power and toughness equal to the number of Mountains you control as the token comes into play.
Battlestorm (When you play this spell, copy it for each creature that attacked this turn.)
"Mountains, heed my call." - Ciara, Supreme Hierophant
(Creator: Shepherd)
Creature - Centaur Warrior U
3/2
(Creator: FirstTurnManaBurn)
Bear-Clan Shamans :3mana::symg:
Creature - Human Shaman C
Experience 1
At the beginning of your precombat main phase, you may add to your mana pool for each experience counter on Bear-Clan Shamans
3/3
(Creator: Asrama)
Beast Lair :3mana::symg::symg:
Enchantment U
Whenever a creature with power 4 or greater comes into play, draw a card.
:2mana::symg::symg:: Each other play puts a 4/4 green Elephant creature token into play.
(Creator: zu_Faul)
Belrisius the Aged :1mana::symg::symg:
Legendary Creature - Centaur Druid R
Experience 4 (Whenever this creature deals combat damage, put four experience counters on it.)
:2mana:: Move an experience counter from Belrisius the Aged onto target creature you control.
1/2
(Creator: LookingForReality)
Bloom of Nature :1mana::symg:
Enchantment - Aura C
Enchant Creature
Enchanted creature has ":symtap:: Untap target land."
(Creator: menma)
Dichotomous Wurm :4mana::symg::symg::symg:
Creature - Wurm R
When Dichotomous Wurm is put into a graveyard from play, put two 3/3 green Wurm creature tokens into play with “When this creature is put into a graveyard from play, put two 1/1 green Wurm creature tokens into play”.
7/7
(Creator: RainbowBrite)
Earthkiln Hyperion :4mana::symg:
Creature — Titan U
Earthkiln Hyperion is indestructible.
A bubbling spring is said to erupt from a titan’s birthplace. Though sword and spell turn from its hide, a pebble, placed over the font to block its flow, will bring the immortal creature to its end.
5/1
(Creator: Seeonee)
Gust
Instant U
Gust deals 2 damage to target creature with flying. That creature loses flying until end of turn.
"Even the mighty Griffin Knights can fall."
(Creator: menma)
Lonely Centaur :1mana::symg::symg:
Creature - Centaur Warrior U
Trample
At the beginning of each opponent's upkeep, that player puts a 1/1 green Saproling creature token into play under his or her control.
4/4
(Creator: solesticio)
Marvindul Adept
Creature - Human Druid C
Shroud
:symr:: Add to your mana pool. Play this ability only during combat.
0/1
(Creator: zu_Faul)
Marvindul Chieftain :1mana::symg::symg:
Creature - Human Warrior R
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
At the beginning of your upkeep, you may search your library for a creature card with converted mana cost equal to the number of experience counters on Marvindul Chieftain and put it into your hand. If you do, shuffle your library.
3/3
(Creator: Morningstar81)
Meld with Nature :2mana::symg:
Instant U
Choose one — Target creature gets +3/+3 and gains Trample until end of turn; or creatures you control get +1/+1 and gain Trample until end of turn.
“Respecting the natural order is simple. It only requires to melt with nature, rejecting the false strictures imposed by civilization.” — Demetia, High Priestess of Avannia.
(Creator: Lorgalis)
Mernean Hydra :2mana::symg::symg:
Creature — Hydra R
Trample
Experience 3 (Whenever this creature deals combat damage, put three experience counters on it.)
At the beginning of your upkeep, Mernean Hydra gets +1/-1 until end of turn for each experience counter on it.
5/4
(Creator: Seeonee)
Nessian Courser :2mana::symg:
Creature - Centaur Warrior C
3/3
(Creator: WotC)
Nessian Explorer :3mana::symg:
Creature - Centaur Scout U
Experience 1 (Whenever this creature deals combat damage, put an experience counter on it.)
When Nessian Explorer is put into the graveyard from play, you may search your library for a basic land card and put it into play tapped for each experience counter on it. If you do, shuffle your library.
3/3
(Creator: Asrama)
Nessian Hunter :1mana::symg:
Creature - Centaur Warrior U
Experience 1 (Whenever this creature deals combat damage, put 1 experience counter on it.)
Nessian Hunter can't be blocked except by creatures with power greater than the number of experience counters on it.
2/2
(Creator: menma)
Ravenous Charge :2mana::symg:
Instant C
Target creature gets +1/+1 until end of turn.
Battlestorm (When you play this spell, copy it for each creature that attacked this turn. You may choose new targets for the copies.)
"Tactics? The only tactic the Marvindul practice is 'kill the Keamirians as fast as you can.'"-Vangus, Kaemirian Skyknight
(Creator: Dodavehu)
River Raider :symg::symg:
Creature - Human Barbarian U
Islandwalk
When River Raider comes into play, draw a card.
2/2
(Creator: Lorgalis)
Spontaneous Bloom :1mana::symg:
Instant C
Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
Draw a card.
(Creator: Dragoon26)
Sweet Harvest
Instant C
Untap up to two target lands.
(Creator: blacker_lotus)
Legendary Creature - Human Soldier R
Vigilance
Awe (Whenever this creature blocks or becomes blocked by a creature without Awe, that creature loses all abilities until end of combat.)
Grandeur — Discard another card named Aeronus, Kaemirian Imperator: Gain control of each creatures with no abilities.
3/4
(Creator: Asrama)
A'garom, Caller of Heroes :2mana::symg::symw:
Legendary Creature - Centaur Advisor R
Whenever A'garom, Caller of Heroes deals combat damage to an opponent, you may search your library for a legendary creature card, reveal it, and put it in your hand. If you do, shuffle your library.
Grandeur — Discard a card named A’garom, Caller of Heroes: Legendary creatures you control and creatures you control with experience counters on them are indestructible this turn.
4/4
(Creator: Shepherd)
Belgern, Scourge of Nurgren :5mana::symb::symr:
Legendary Creature - Cyclops Warrior Shaman R
Whenever a creature dealt damage by Belgern is put into a graveyard, return that card to play under your control.
Grandeur — Discard another card named Belgern, Scourge of Nurgren: Belgern deals 2 damage to each other creature.
6/5
(Creator: Dragoon26)
Ciara, Supreme Hierophant :3mana::symr::symg:
Legendary Creature - Human Druid R
When Ciara, Supreme Hierophant comes into play, put two 2/2 green Wolf creature tokens into play.
Grandeur - Discard another card named Ciara, Supreme Hierophant: The next instant or sorcery spell you play this turn has battlestorm.
2/2
(Creator: Morningstar81)
Equirion, the Calling Gale :3mana::symg::symw::symu:
Legendary Creature - Sphinx R
Flying, trample, vigilance
Creature spells with flying cost you less to play.
Creature spells with trample cost you less to play.
Creature spells with vigilance cost you less to play.
5/5
(Creator: Asrama)
Ivar, Masked Pretender :symu::symb:
Legendary Creature - Merfolk Rogue R
You may discard this card as though it had the same name as a legendary creature you control to pay the activation costs of that creature’s abilities.
Grandeur — Discard a card named Ivar, Masked Pretender: Search your library for a legendary creature card, reveal it, then put it in your hand. Ivar, Masked Pretender becomes a copy of that card and gains this ability.
2/2
(Creator: Shepherd)
Muto, the Change Preyer UBR
Legendary Creature - Shapeshifter R
Haste, fear, shroud
Muto, the Change Preyer's power and toughness are each equal to the last played spell's converted mana cost.
*/*
(Creator: Lorgalis)
Nocturne, the Silent Moon - :1mana::symw::symu::symb:
Legendary Creature - Lammasu R
Flying, lifelink, vigilance
If a player would gain life, that player draws that many cards instead.
If a player would lose life, that player puts that many cards from the top of his or her library into his or her graveyard instead.
1/4
(Creator: Alabran)
Semplice, the Roaring Wood :symr::symg::symw:
Legendary Creature - Wolf Elemental R
Haste, Trample, Vigilance
Spend only mana produced by basic lands to play Semplice, the Roaring Wood.
6/6
(Creator: Alabran)
Severix, the Blighted Earth 2:symb::symr::symg:
Legendary Creature - Wurm Horror R
First strike, haste, trample
Severix, the Blighted Earth gets +1/+1 for each land card in opponents' graveyards.
Whenever Severix, the Blighted Earth deals combat damage to an opponent, destroy target land that player controls.
3/3
(Creator: Dragoon26)
Artifact - Fortification C
Fortified land has ":1mana:, :symtap:: Untap target creature."
Whenever an Island comes into play under your control, you may attach Coastal Camp to it.
Fortify
(Creator: Shepherd)
Decoy Tower
Artifact - Fortification C
Fortified land has ":1mana:, :symtap:: Tap target creature."
Whenever a Plains comes into play under your control, you may attach Decoy Tower to it.
Fortify
(Creator: RainbowBrite)
False Temple
Artifact - Fortification C
Fortified land has ":1mana:, :symtap:: Remove target card in a graveyard from the game."
Whenever a Swamp comes into play under your control, you may attach False Temple to it.
Fortify
(Creator: seratonin)
Flare Tower
Artifact - Fortification C
Fortified land has ":1mana:, :symtap:: Target creature can't block this turn."
Whenever a Mountain comes into play under your control, you may attach Flare Tower to it.
Fortify
(Creator: Dragoon26)
Golden Soldier
Artifact Creature - Soldier C
2/2
:3mana:: Golden Soldier and another target creature gain Formation until end of turn.
"As the wolves closed in, I thought I saw bright Senusil, come to carry me to Nemerion's realm. But instead, the shining figure stood between us, sacrificing its semblance of a life to give me time to retreat."--Celerius, Kaemirian veteran
(Creator: GetItWrong)
Hierophant's Sword
Legendary Artifact - Equipment
Equipped creature gets +3/+3.
Whenever equipped creature attacks, put three 1/1 red Spirit Warrior creature tokens into play tapped and attacking.
Sacrifice a token you control: Add to your mana pool.
Equip
(Creator: Solesticio)
Idol of Deonar
Legendary Artifact - Fortification R
Fortifed land is a 5/5 colorless Avatar creature. It has vigilance as long as you control a Plains, flying as long as you control an Island, lifelink as long as you control a Swamp, first strike as long as you control a Mountain, and is indestructible as long as you control a Forest.
Fortify
(Creator: seratonin)
Mythbound Cornucopia
Artifact U
Whenever a legendary permanent comes into play under your control, draw a card.
(Creator: Lorgalis)
Pleasure Garden
Artifact - Fortification C
Fortify
Fortified land is all basic land types.
(Creator: FuriouslySleepingIdea)
Shellprism Shrine
Artifact — Fortification (U)
:xmana:, Unattach Shellprism Shrine: Fortified land becomes an X/X creature until end of turn.
Fortify (:3mana:: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
(Creator: Seeonee)
Temple of Lainara
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Lainara.
:1mana::symw:, Remove two charge counters from Temple of Lainara: You gain 4 life.
Fortify
(Creator: Morningstar81)
Temple of Senusil
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Senusil.
:2mana::symu:, Remove two charge counters from Temple of Senusil: Draw a card.
Fortify
(Creator: Morningstar81)
Temple of Nemerion
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Nemerion.
:1mana::symb:, Remove two charge counters from Temple of Nemerion: Return target creature card from your graveyard to your hand.
Fortify
(Creator: Morningstar81)
Temple of Asfaloth
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Asfaloth.
:2mana::symr:, Remove two charge counters from Temple of Asfaloth: Target creature you control gains double strike until end of turn.
Fortify
(Creator: Morningstar81)
Temple of Avannia
Artifact - Fortification R
Whenever fortified land is tapped for mana, put a charge counter on Temple of Avannia.
:symg:, Remove two charge counters from Temple of Avannia: Add three mana in any combination of colors to your mana pool.
Fortify
(Creator: Morningstar81)
Terretheral Stimulator
Artifact - Fortification R
Discard a card: Untap fortified land.
Fortify
(Creator: Alabran)
Wand of Grandeur
Artifact — Equipment U
Equipped creature has haste.
Discard a card with the same name as equipped creature: Equipped creature gets +5/+5 until end of turn.
Equip
(Creator: Seeonee)
Wood Camp
Artifact - Fortification C
Fortified land has ":1mana:, :symtap:: Target creature gets +1/+1 until end of turn."
Whenever a Forest comes into play under your control, you may attach Wood Camp to it.
Fortify
(Creator: zu_Faul)
Land U
:symtap:: Add to your mana pool.
:symtap:: Put an experience counter on target creature or remove an experience counter from target creature.
"The best way to learn about war is to study the bloodstains of the past."
--Aeronus, Kaemerian Emperor
(Creator: Dodavehu)
Construction Site
Land C
Fortification abilities targeting Construction Site cost less.
: Add to your mana pool.
It's much easier to build when someone else starts the work.
(Creator: Stax)
Flawless Substratum
Land U
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any colour to your mana pool. Play this ability only if Flawless Substratum is fortified.
(Creator: RainbowBrite)
Kaemir, Jewel of the Empire
Legendary Land R
Kaemir, Jewel of the Empire comes into play tapped.
:symtap:: Add or to your mana pool.
Grandeur - Discard another card named Kaemir, Jewel of the Empire: Search your library for a Plains or Island, reveal it and put it into your hand. Then shuffle your library.
(Creator: Lorgalis)
Sacred Glen of Deisdiane
Legendary Land R
Sacred Glen of Deisdiane comes into play tapped.
:symtap:: Add or to your mana pool.
Grandeur - Discard another card named Sacred Glen of Deisdiane: Search your library for a Mountain or Forest, reveal it and put it into your hand. Then shuffle your library.
(Creator: Lorgalis)
Sunken City of Avelion
Legendary Land R
Sunken City of Avelion comes into play tapped.
:symtap:: Add or to your mana pool.
Grandeur - Discard another card named Sunken City of Avelion: Search your library for an Island or Swamp, reveal it and put it into your hand. Then shuffle your library.
(Creator: Lorgalis)
Nurgren, Island of Horror
Legendary Land R
Nurgren, Island of Horror comes into play tapped.
:symtap:: Add or to your mana pool.
Grandeur - Discard another card named Nurgren, Island of Horror: Search your library for a Swamp or Mountain, reveal it and put it into your hand. Then shuffle your library.
(Creator: Lorgalis)
Vessalia, the Elder Wood
Legendary Land R
Vessalia, the Elder Wood comes into play tapped.
:symtap:: Add or to your mana pool.
Grandeur - Discard another card named Vessalia, the Elder Wood: Search your library for a Forest or Plains, reveal it and put it into your hand. Then shuffle your library.
(Creator: Lorgalis)
Level 1 DCI Judge
Check out my Commons Cube.
Enchantment
You get an additional combat phase after your first combat phase each turn.
Creatures may only attack or block once each turn.
-
Urp, I missed my black vote. Give my vote to Asrama.
Creature — Giant Berserker (U)
Whenever another creature with abilities attacks or blocks, it gets +2/+0 and loses all abilities until end of turn.
Skirmish lines dissolve as his wrath soaks the battlefield, inspiring devout arcanists and steadfast defenders alike to revel in the simple ritual of spilling blood.
4/3
Creature - Snake Cleric (r)
Whenever another creature would be destroyed, regenerate it.
Whenever another creature becomes tapped, ~ gets +1/+1 until end of turn.
1/1
( 0.0 )
=O ((U/R)) O=
(")(")
I'm an AI making Magic cards.
http://www.staalmedia.nl/nexus/#generate
Enchanment
Whenever you play a land you may reveal the top card of your deck, if it is a land you may put that card into your hand, otherwise put it into your discard pile.
R
Creature--Elemental R
10/1
Whenever Fickleflame attacks or blocks, you may pay :9mana:. If you don't, it gets -9/-0 until end of turn.
"Outside of war, might is an extravagant bauble."--Aeronus, Kaemirian Imperator
Make a card called Long For This World.
1GG
Enchantment (rare)
Whenever a land comes into play, its controller may add one mana of any type that land could produce to his or her mana pool.
Whenever a nonartifact creature comes into play, its controller may add one mana of any of that creature's colors to his or her mana pool.
Link to current contents of Cube here.
SSC 8-Way Forum Draft
Current Pick: 1-6
Link to team assignments here.
SSC Forum Draft
Current Pick: 2-5
Link to pick here.
Enchantment - Aura R
Enchant permanent
You control enchanted permanent. If it's a creature, it has haste.
At end of turn, choose an opponent at random. That opponent gains control of Avarice Unbound. He or she may move it to a permanent of his or her choice.
Enchantment R
When Reserves of Strength comes into play, draw a card.
Experience counters are +1/+1 counters.
+1/+1 counters are Experience counters.
Gears, meet monkey wrench.
As much as I liked my previous submission, people have pointed out that there's already a "you win the game" card in the set. I'll keep the idea in mind, though, in case it might have some use later on.
Iconoclastic Accord WWWW
Enchantment {R}
As Iconoclastic Accord comes into play, your life total becomes 0.
As long as you control a creature, you can't lose the game.
If you would gain life, put that many 1/1 white Spirit creature tokens into play instead.
If you would lose life, sacrifice that many creatures.
Winner of the First and Fourth Double Dare Single Elimination Contests
2009 July CCL: COMING THIS JULY
2008 December CCL: The Mechinations of Fate
Double Dare to Design: The 5th Single Elimination Contest
Double Dare That Designer: The 2nd Single Elimination Contest
Winner of the First and Fourth Double Dare Single Elimination Contests
2009 July CCL: COMING THIS JULY
2008 December CCL: The Mechinations of Fate
Double Dare to Design: The 5th Single Elimination Contest
Double Dare That Designer: The 2nd Single Elimination Contest
Vindictive Ballista Squad 2W
Creature--Human Soldier [u]
Lifelink, formation (If this creature would be dealt combat damage, instead you may have that damage dealt to any number of creatures with formation you control, divided as you choose.)
t: ~ deals damage equal the amount of damage it has taken this turn to target creature.
2/3
Winner of the 2nd Design Survivor Contest
Creator of the Vorthos Card Contest
Winner of 12th and the 18th Short Story Contests
Creator of the Vs. Tournament.
--Runner of the Superhero Vs. Tounrament
--Runner of the Villian Vs. Tournament.
Winner of the First and Fourth Double Dare Single Elimination Contests
2009 July CCL: COMING THIS JULY
2008 December CCL: The Mechinations of Fate
Double Dare to Design: The 5th Single Elimination Contest
Double Dare That Designer: The 2nd Single Elimination Contest
ph for now...
Credit for banner goes to: a passer by
World of Pokemon---------------------------Michael Syne
Magic the RPG-------------------------------Forace
Community Project(Fantasy)-----------------Sammy Matthews
Disegreth-----------------------------------Sussania
The Pen and Paper Inn(Project PlanarChaos)--Valarie Liadon
Enchantment (R)
At the beginning of your upkeep, reveal the top card of your library. Knowledge of Fire deals damage to each creature you control equal the cards converted mana cost and creatures you control get +X/+0 until end of turn, where X is the cards converted mana cost.
Enchantment (r)
Creatures you control get -4/-4 and are indestructable.
Creature spells you play can't be countered.
Draft it on Cubetutor!
Enchantment (R)
Whenever a experience counter is placed on a creature, draw a card.
Sacrifice a permanent: Put an experience counter on target creature you don't control.
Teaching in exchange of power.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Enchantment R
Whenever a creature you control would deal combat damage to a creature or player, sacrifice it instead. If you do, it deals 4 damage to that creature or player.