Child of DemonsRRBB
Creature-Demon Child
When ~ comes into play, remove your graveyard from the game.
Discard a card: Remove a card in a graveyard from the game. Only opponents may play this ability.
~ gets +7/+7, is indestructable and gains Flying, Trample and Haste as long as there is a card in your graveyard.
1/1
Oops... I mean: Blade of Omens3
Artifact - Equipment
Equipped creature gets +2/-1.
Whenever equipped creature deals combat damage to a player, scry 2, then fateseal 2.
Equip 4
Next: Imperial Rule2WW
Legendary Enchantment
Mana abilities of other permanents can't be played.
Imperial Rule :2mana::symw::symw:
Legendary Enchantment
Mana abilities of other permanents can't be played.
T: Add 3 mana of any combination of colors to target players mana pool. Only an opponent may play this ability.
Discard 2 cards: add 3 mana of any combination of colors to your mana pool.
This still might be broken-really good in an aggro deck and so probably should cost 4WW but it is a cool Johnny enchantment none the less.
Soul of the Planeswalker8
Artifact Enchantment Creature-Human
When ~ leaves play, you lose the game.
0/1
Its 3 card types so any type of removal can destroy it. It also gives each color a way to destroy it.
Soul of the Planeswalker
Artifact Enchantment Creature-Human
When ~ leaves play, you lose the game. X: ~ gets +X/+X and gains defender until end of turn. You lose X life.
Sacrifice all artifacts you control: ~ is indestructible until end of turn.
Sacrifice all enchantments you control: Counter target spell targeting ~.
0/1
There. An ability for each card type? I think it works.
Maybe a bit too easy on the first ability? Should it be something to do with sac'ing all creatures?
Dragonspeak3RR
Instant
All Dragons in players' hands have Amplify 2.
All Dragons in play get +2/+2 until end of turn.
Private Mod Note
():
Rollback Post to RevisionRollBack
RG WurmBall RG Gruul Prototype UG Maddening Mongrel UU The Spellshifts Have Eyes RR Legal, Lethal Goblins UB Planeswalkers RR Zodiac Arrest GB New Elves BB Disciple of the Artifacts
Dragonspeak3RR
Instant
Until end of turn, All Dragons get +2/+2 and have amplify 2. (This includes dragons that are not in play).
Add RRRRR to your mana pool.
I assume the first version was too weak. Dragons aren't played from hand anymore anyway, library or occasionally graveyard. This way you can play it before Dragonstorm to some effect.
You CANNOT remove abilities, you CANNOT change its casting cost or power/toughness (if it's a creature), etc., but have to ADD handicaps to make it as close to "balanced and playable" as it would be in an official Wizards set.
I dont belive i removed any of your words. so as far as i am concerned i am fine
Idiocy 1B
Enchantment
Whenever a source an opponent controls deals damage to you, sacrifice a permanent.
Sacrifice a creature or land: Target creature gets -3/-3 until end of turn.
Giant Platypus BG
Creature - Giant Platypus
Trample, islandwalk, poisonous 10
Prevent all combat damage ~ would deal to players with 10 or more life.
3/2
Still kind of rediculous, but I'm sure you could get it working. I made it a Giant just for fun, that doesn't change the card any. My muse today is http://www.wizards.com/default.asp?x=mtgcom/arcana/1365, proving that World cards don't have to be enchantments.
Earth :symu::symu::symu::symr::symr::symr::symg::symg::symg:
World Creature - Elemental
If Earth would come into play, remove it from the game instead unless you spent mana from a basic land to play it.
Whenever a permanent comes into play, it becomes World until end of turn.
50/50
Next:
Shocking Grasp
Instant
Shocking Grasp deals 2 damage to target player that was dealt combat damage this turn.
Angry Dwarf
Creature - Dwarf Berkserker
First Strike
At the beginning of your upkeep, you may pay :symr::symr::symr: or sacrifice Angry Dwarf.
Whenever Angry Dwarf deals combat damage you may flip it.
2/1
/// Raging Entity
Creature - Avatar
Double Strike, Trample
6/1
Wrath of the seven stars
Instant
Destroy all creatures of the colour of your choice.
Wrath of the seven stars
Instant
Destroy all creatures of the colour of your choice.
Each opponent may choose another colour and return all creatures of that colour from their graveyard to play.
Oblivion Tower
Land 1, T: Add 1 to your mana pool for each land you control. X, T: Destroy each nonland permanent with a converted mana cost of X.
Oblivion Tower
Land
At the beginning of your upkeep, sacrifice a land, then you lose 1 life for each land card in your graveyard.
:1mana:, : Add to your mana pool for each land you control.
:xmana:, : Destroy each nonland permanent with a converted mana cost of X.
Next:
Grow :symg::symg::symg: Sorcery
Put a +1/+1 counter on target creature.
/// Shrink :symu::symu::symu: Instant
Target creature gets -2/-0 until end of turn.
Grow :symg::symg::symg: Sorcery
Put a +1/+1 counter on target creature. If that creature already had a +1/+1 counter, return Grow to your hand.
/// Shrink :symu::symu::symu: Instant
Target creature gets -2/-0 until end of turn. If that creature's power becomes 0 this way, return Shrink to your hand.
Shrug Off
:1mana::symg:
Sorcery
Play Shrug Off only if you have 8 or more life. If you have less than 14 life, pay an additional :1mana::symg::symg: to play Shrug Off.
Your life total becomes 20.
Next:
Greater Knowledge :symu::symu::symu::symu::symu: Sorcery
Draw a card.
The Unspeakably Bad :6mana::symu::symu::symu:
Legendary Creature - Spirit
:symu::symu: : The Unspeakably Bad gains shroud until end of turn.
:symb:, pay 1 life: Counter target spell.
2/1
Next:
Condemnation
Instant
Destroy target creature. Its controller loses life equal to its power.
//
Purification
Instant
Remove target creature from the game. You gain life equal to its toughness.
Condemnation B
Instant
Destroy target creature. Its controller loses life equal to its power and may discard a card to play Purification without cost.
//
Purification W
Instant
Remove target creature from the game. You gain life equal to its toughness. That creature's controller may discard a card to play Condemnation without cost.
Funny, at one point I had a whole thread to these type cards, but I digress. Why don't we fix a fictional card that almost got printed.
Good LichWWWW
Enchantment
As ~ comes into play, your life total becomes 0.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice that many permanents.
When ~ leaves play, you lose the game.
Please don't post existing cards (even if they are in another color) - its more fun with CLEARLY overpowered/underpowered cards.
Good Lich :symw::symw::symw::symw:
Enchantment
:symw::symw::symw: : Good Lich gains shroud until end of turn.
As Good Lich comes into play, your life total becomes 0.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice a permanent. If you were dealt 5 or more damage, sacrifice two permanents instead. If you were dealt 10 or more damage, sacrifice three permanents instead.
When Good Lich leaves play, you lose the game.
Next:
Greatest Knowledge Instant
Put your library into your hand.
(Be careful: A "At end of turn, you lose the game" clause won't stop most combos!)
Your fixing doesn't quite work. It's an instant, so you can play it during an opponnents turn. Even if you write "End the Turn", its not balanced because you get to use all the cards during your turn. (You don't have to discard down at an opponent's end of turn)
Ovnecaronian :symb::symb::symb::symb:
Creature - Weird
Play Ovnecaronian only if an opponent has less life than you.
When Ovnecaronian comes into play, each players life totals become 0
1/1
(So you can still make the game a draw, however only if you aren't about to die)
Try again:
Greatest Knowledge Instant
Put your library into your hand.
Timewarped Specter :1mana::symu::symb:
Creature--Specter
Flying
Timewarped Specter's power is equal to the total number of cards in each player's hand.
3: ~ loses flying until end of turn
*/1
The End U
Instant
End target players turn
also at greatest knowledge, no real way to unbreak that, wizards would never print that. unles you gave it epic ;-)
Creature-Demon Child
When ~ comes into play, remove your graveyard from the game.
Discard a card: Remove a card in a graveyard from the game. Only opponents may play this ability.
~ gets +7/+7, is indestructable and gains Flying, Trample and Haste as long as there is a card in your graveyard.
1/1
Oops... I mean:
Blade of Omens 3
Artifact - Equipment
Equipped creature gets +2/-1.
Whenever equipped creature deals combat damage to a player, scry 2, then fateseal 2.
Equip 4
Next:
Imperial Rule 2WW
Legendary Enchantment
Mana abilities of other permanents can't be played.
Legendary Enchantment
Mana abilities of other permanents can't be played.
T: Add 3 mana of any combination of colors to target players mana pool. Only an opponent may play this ability.
Discard 2 cards: add 3 mana of any combination of colors to your mana pool.
This still might be broken-really good in an aggro deck and so probably should cost 4WW but it is a cool Johnny enchantment none the less.
Soul of the Planeswalker 8
Artifact Enchantment Creature-Human
When ~ leaves play, you lose the game.
0/1
Its 3 card types so any type of removal can destroy it. It also gives each color a way to destroy it.
Artifact Enchantment Creature-Human
When ~ leaves play, you lose the game.
X: ~ gets +X/+X and gains defender until end of turn. You lose X life.
Sacrifice all artifacts you control: ~ is indestructible until end of turn.
Sacrifice all enchantments you control: Counter target spell targeting ~.
0/1
There. An ability for each card type? I think it works.
Maybe a bit too easy on the first ability? Should it be something to do with sac'ing all creatures?
Dragonspeak 3RR
Instant
All Dragons in players' hands have Amplify 2.
All Dragons in play get +2/+2 until end of turn.
RG WurmBall
UB PlaneswalkersRG Gruul Prototype
UG Maddening Mongrel
UU The Spellshifts Have Eyes
RR Legal, Lethal Goblins
RR Zodiac Arrest
GB New ElvesBB Disciple of the Artifacts
Instant
Until end of turn, All Dragons get +2/+2 and have amplify 2. (This includes dragons that are not in play).
Add RRRRR to your mana pool.
I assume the first version was too weak. Dragons aren't played from hand anymore anyway, library or occasionally graveyard. This way you can play it before Dragonstorm to some effect.
Next:
Free Bear 0
Creature - Bear
~ is green.
2/2
Creature - Bear
~ is green.
At the beginning of your upkeep, pay G or sacrifice Free Bear.
2/2
EDIT:
Next:
Expensive McBear 5GGG
Creature - Bear
2/2
I dont belive i removed any of your words. so as far as i am concerned i am fine
Expensive McBear :5mana::symg::symg::symg:
Creature - Bear
Morph 1G
2/2
Next
Knowledge 0
Instant
~is blue
Draw a card.
Buyback 1
Millionaires, I hear it's good Music (Disclaimer: lyrics not PG-13) Thanks, CC
Instant
~is blue
Draw a card, then discard two cards.
Buyback
Next:
Idiocy 1B
Enchantment
Whenever a source an opponent controls deals damage to you, sacrifice a permanent.
Enchantment
Whenever a source an opponent controls deals damage to you, sacrifice a permanent.
Sacrifice a creature or land: Target creature gets -3/-3 until end of turn.
Next:
Giant Platypus BG
Creature - Platypus
Trample, islandwalk, poisonous 10
3/2
Creature - Giant Platypus
Trample, islandwalk, poisonous 10
Prevent all combat damage ~ would deal to players with 10 or more life.
3/2
Still kind of rediculous, but I'm sure you could get it working. I made it a Giant just for fun, that doesn't change the card any. My muse today is http://www.wizards.com/default.asp?x=mtgcom/arcana/1365, proving that World cards don't have to be enchantments.
Earth UUURRRGGG
World Creature - Elemental
50/50
(The art would have to be the third frame from http://www.pbfcomics.com/?cid=PBF088AD-Punch_Bout.gif#155)
World Creature - Elemental
If Earth would come into play, remove it from the game instead unless you spent mana from a basic land to play it.
Whenever a permanent comes into play, it becomes World until end of turn.
50/50
Next:
Shocking Grasp
Instant
Shocking Grasp deals 2 damage to target player that was dealt combat damage this turn.
Make a card called Long For This World.
Instant
Shocking Grasp deals 2 damage to target player for each time that player was dealt combat damage this turn. ~deals 5 damage to you
Next: Uber shock R
Instant
Deal 9 damage to target creature or 5 damage to target player
Millionaires, I hear it's good Music (Disclaimer: lyrics not PG-13) Thanks, CC
Instant
As an additonal cost to pay Uber Shock sacrifice two mountains.
Deal 9 damage to target creature or 5 damage to target player.
Angry Dwarf R
Creature - Dwarf Berkserker
First Strike
Whenever Angry Dwarf deals combat damage you may flip it.
2/1
///
Raging Entity
Creature - Avatar
Double Strike, Trample
6/1
Creature - Dwarf Berkserker
First Strike
At the beginning of your upkeep, you may pay :symr::symr::symr: or sacrifice Angry Dwarf.
Whenever Angry Dwarf deals combat damage you may flip it.
2/1
///
Raging Entity
Creature - Avatar
Double Strike, Trample
6/1
Wrath of the seven stars
Instant
Destroy all creatures of the colour of your choice.
Instant
Destroy all creatures of the colour of your choice.
Each opponent may choose another colour and return all creatures of that colour from their graveyard to play.
Oblivion Tower
Land
1, T: Add 1 to your mana pool for each land you control.
X, T: Destroy each nonland permanent with a converted mana cost of X.
Land
At the beginning of your upkeep, sacrifice a land, then you lose 1 life for each land card in your graveyard.
:1mana:, : Add to your mana pool for each land you control.
:xmana:, : Destroy each nonland permanent with a converted mana cost of X.
Next:
Grow :symg::symg::symg:
Sorcery
Put a +1/+1 counter on target creature.
///
Shrink :symu::symu::symu:
Instant
Target creature gets -2/-0 until end of turn.
Sorcery
Put a +1/+1 counter on target creature. If that creature already had a +1/+1 counter, return Grow to your hand.
///
Shrink :symu::symu::symu:
Instant
Target creature gets -2/-0 until end of turn. If that creature's power becomes 0 this way, return Shrink to your hand.
Next:
Shrug Off
1G
Sorcery
Your life total becomes 20.
Make a card called Long For This World.
:1mana::symg:
Sorcery
Play Shrug Off only if you have 8 or more life. If you have less than 14 life, pay an additional :1mana::symg::symg: to play Shrug Off.
Your life total becomes 20.
Next:
Greater Knowledge :symu::symu::symu::symu::symu:
Sorcery
Draw a card.
Sorcery
Draw a card.
Replicate: Pay 1 life.
Next
The Unspeakably Bad 6UUU
Legendary Creature - Spirit
2/1
Legendary Creature - Spirit
:symu::symu: : The Unspeakably Bad gains shroud until end of turn.
:symb:, pay 1 life: Counter target spell.
2/1
Next:
Condemnation
Instant
Destroy target creature. Its controller loses life equal to its power.
//
Purification
Instant
Remove target creature from the game. You gain life equal to its toughness.
Instant
Destroy target creature. Its controller loses life equal to its power and may discard a card to play Purification without cost.
//
Purification W
Instant
Remove target creature from the game. You gain life equal to its toughness. That creature's controller may discard a card to play Condemnation without cost.
Funny, at one point I had a whole thread to these type cards, but I digress. Why don't we fix a fictional card that almost got printed.
Good Lich WWWW
Enchantment
As ~ comes into play, your life total becomes 0.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice that many permanents.
When ~ leaves play, you lose the game.
Good Lich :symw::symw::symw::symw:
Enchantment
:symw::symw::symw: : Good Lich gains shroud until end of turn.
As Good Lich comes into play, your life total becomes 0.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice a permanent. If you were dealt 5 or more damage, sacrifice two permanents instead. If you were dealt 10 or more damage, sacrifice three permanents instead.
When Good Lich leaves play, you lose the game.
Next:
Greatest Knowledge
Instant
Put your library into your hand.
(Be careful: A "At end of turn, you lose the game" clause won't stop most combos!)
Instant
Put your library into your hand. your life total becomes one
end your turn
Next:
ovnecaronian BBBB
when ~ comes into play all players life totals become 0
1/1
Millionaires, I hear it's good Music (Disclaimer: lyrics not PG-13) Thanks, CC
Ovnecaronian :symb::symb::symb::symb:
Creature - Weird
Play Ovnecaronian only if an opponent has less life than you.
When Ovnecaronian comes into play, each players life totals become 0
1/1
(So you can still make the game a draw, however only if you aren't about to die)
Try again:
Greatest Knowledge
Instant
Put your library into your hand.
Instant
Put your library into your hand. Each player draws 3 cards.
Still pretty strong with draw-replacement effects, but at least your opponent gets a chance to draw something to stop you.
Next:
Timewarped Specter
1UB
Creature--Specter
*/1
Flying
Timewarped Specter's power is equal to the total number of cards in each player's hand.
Make a card called Long For This World.
Creature--Specter
Flying
Timewarped Specter's power is equal to the total number of cards in each player's hand.
3: ~ loses flying until end of turn
*/1
The End U
Instant
End target players turn
also at greatest knowledge, no real way to unbreak that, wizards would never print that. unles you gave it epic ;-)
Millionaires, I hear it's good Music (Disclaimer: lyrics not PG-13) Thanks, CC