Piss on Cost
Instant
When you play Piss on Cost from your hand, you lose the game.
Piss on Cost deals 15 damage to target creature or player.
Suspend 15 -
Whenever you play a red spell, remove a time counter from Piss on Cost.
My only problem is Magus of the Future. Still, much better than the origional.
Shy Guy 3UU
Creature - Human Coward
~ cannot attack or block. T: target creature cannot attack or block this turn.
2/2
Coalition Pact 0
Instant
~ is all 5 colors.
You win the game if you control a land of each basic land type and a creature of each color.
At the beginning of your next upkeep, pay 3WUBRG. If you don't, you lose the game.
Coalition Pact
Instant
~ is white, blue, black, red and green.
When ~ is played, counter it unless you have two mana of each color in your mana pool.
You win the game if you control a land of each basic land type and a creature of each color.
At the beginning of your next upkeep, pay 3WUBRG. If you don't, you lose the game.
Next: Into the Mix
Instant
Each player chooses a card of each card type that is a permanent in his or her hand and puts them into play.
Private Mod Note
():
Rollback Post to RevisionRollBack
[The Crafters] | [Johnnies United]
My anecdotal evidence disagrees with yours! EXPLAIN THAT!
Into the Mix
Instant
As an additional cost to play ~, sacrifice a permanent of each type. (Enchantment, Land and creature)
Each player chooses a card of each card type that is a permanent in his or her hand and puts them into play.
Magical SeigeRRR
Enchantment
Opponents can't play lands.
The idea is that when mages duel, supply lines=mana. Thus, a magical seige is a cutting off their mana. Remember, you can't change its abilitys.
Magical Seige :symr::symr::symr:
Enchantment
Opponents can't play lands.
Land cards in opponents' hands have "Remove this card in your hand from the game: Add one mana of any color to your mana pool.
Aje8 - this one was cool. Good job.
Next:
Piss on the Mana CurveW
Creature - Human Soldier 5/5
Magical SeigeRRR
Enchantment
During your upkeep pay 1 for each resistance token or sacrifice ~.
Opponents can't play lands. X: Add X resistance tokens to ~. Any oppoent can play this ability.
I wanted to go with a cumulative upkeep 2 but Clockspinning was just too easy.
Piss on the Mana Curve W
Creature - Human Soldier 1: ~ cannot attack or block this turn. Any player can play this ability.
5/5
Now it's meaning is a little different, you piss on your opponent's mana curve.
Next, pardon the name:
Cantripmancer U
Creature - Human Wizard
When ~ comes into play draw a card.
1/1
Master of Knowledge 1U
Creature-Wizard
Shroud
If the total number of cards in all player's hands is 15 or more, sacrifice ~.
Whenever another player plays a spell, draw a card.
Whenever you play a spell each opponent draws a card.
1/1
I didn't necessarily feel the self-destruct clause was needed, but it was put in as insurance against extreme craziness. Still, it'd be interesting to see how that would play out if it were real. Another possible fix would be to say " Whenever another player plays a spell, draw a card then discard a card.", but I felt that to be less inspired, if not more practical.
Compare Notes 2UU
Sorcery
Search your library for any number of different cards with names matching permanents in play that you do not control, put those cards into play then shuffle your library.
I didn't mean to alter the text, just adding the drawback that also requires some shuffling so:
Compare Notes 2UU
Sorcery
Search your library for any number of different cards with the same name as a permanent in play under another player's control. Put those cards into play. For each card put into play this way, shuffle a card from your hand into your library.
Next: Wall of Cthulhu BB
Creature - Wall
Defender, flying
Prevent all damage ~ would deal to players.
~ may block any number of creatures.
∞/∞
Private Mod Note
():
Rollback Post to RevisionRollBack
[The Crafters] | [Johnnies United]
My anecdotal evidence disagrees with yours! EXPLAIN THAT!
Including a slight change that avoids the "infinite damage/infinite toughness" issues but results in the same effect.
Wall of Cthulhu BB
Creature - Wall
Defender, flying
Prevent all damage ~ would deal to players or that would be dealt to ~.
~ may block any number of creatures.
At end of combat, destroy all creatures blocked by ~.
Whenever ~ blocks more than one creature, put a -0/-1 counter on it.
0/1
I think Jungle Wurm text would be better than negative Rampage, just to avoid possible rules arguments. It's functionally identical. This guy would be better served as a Giant truth be told, but I'm not going to change that.
Craw Midget 4GGGG
Creature - Midget
Trample.
~ Cannot be blocked by creatures with 3 or more power.
Whenever ~ becomes blocked, it gets -1/-1 until end of turn for each creature blocking it beyond the first.
7/7
Grunt 1GG
Instant
Play Grunt only during your own turn.
Counter target spell. If that spell is countered this way, its controller may put a creature or land card from his or her hand into play.
Next, I'll be tryng an ∞ again, as the ∞ is the whole point: it can't be destroyed by damage or trampled through. As for the issue of having ∞ in the game, it's possible in silver-border land. But I'll do a new card: Indomitable Courage WW
Instant
Blocking creatures you control become 0/∞ until end of turn.
Private Mod Note
():
Rollback Post to RevisionRollBack
[The Crafters] | [Johnnies United]
My anecdotal evidence disagrees with yours! EXPLAIN THAT!
Indomitable Courage WW
Instant
Play Indomitable Courage only if your life total is 1 or less.
Blocking creatures you control become 0/∞ until end of turn.
Next: Sovereign of World's Growth 5GG
Sorcery
Draw 10 cards.
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
Sovereign of World's Growth
:5mana::symg::symg: Sorcery
If you control ten or more creatures, draw 10 cards.
Next:
Who Put This HereBBB
Enchantment
Sacrifice Who Put This Here: Destroy all creatures target player controls. That player gains control of Who Put This Here.
Who Put This Here BBB
Enchantment
When Who Put This Here comes into play, sacrifice it unless you pay 2 life for each creature in play.
Sacrifice Who Put This Here: Destroy all creatures target player controls. That player gains control of Who Put This Here. Play this ability only any time you could play a sorcery.
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
Pandemonium Blast
:1mana::symr:
Instant
Replicate
Flip a coin. If it comes up heads, destroy target artifact, creature or land. If it comes up tails, sacrifice a permanent.
Sorry, but I couldn't let red hit enchantments, it's just wrong.
TerrageddonRW
Instant
Destroy all lands.
Terrageddon :symr::symw:
Instant
Destroy all lands.
Then, Terrageddon deals damage equal to the number of lands destroyed this way to you and to each creature without flying you control.
Next:
(Posted a similar one once, but that's some time ago and it's fun)
Path to Death
Path to Death is black.
Path to Death can't be countered. You lose the game.
Suspend 20 -
Path to Death
Path to Death is black.
Path to Death can't be countered. You lose the game.
Suspend 20 -
Whenever a time counter is removed from ~, choose 1-destroy target non-black creature, you lose life equal to its toughness or target opponent loses 1 life and you gain 1 life.
Its hard to balance because it comes with a huge disadvantage, but whatever its effect is will happen every single turn.
Next:
Path to Life
~ is white.
~ can't be countered. You win the game.
Suspend 20-W
You know, what's funny is that I think Zith's version of Grunt could be a real card without the second disadvantage. A green counterspell that could only be played on your turn has that whole City of Solitude feel to it. Anway, onto buisiness. Path of life. Hmm... Darksteel Reactor with lower cost. I'm assuming this is supposed to be on the strong side.
Path to Life
Sorcery
~ is white.
~ can't be countered. You win the game.
While ~ is suspended and your life is less than 15, time counters cannot be removed from ~.
Suspend W - 20
Next, let's finish this silly cycle.
Path of the Hoard
Sorcery
~ is red.
~ can't be countered.
Put 10,000 1/1 red Goblin Berserker creature tokens into play with Haste.
Suspend R - 20
Aje8, there are some more ways to balance this, for example, removing a certain number of time counters as a cost for a good effect like "Remove three time counters from Path to Death: Destroy target nonblack creature".
Also, I don't really think the Path to Life is too good. It's like Darksteel Reactor, but you must remove time counters instead of putting charge counters on it to fasten the effect.
So I don't really think this one's too good, either.
Path of the Hoard
Sorcery
Path of the Hoard is red.
Path of the Hoard can't be countered.
Put 10,000 1/1 red Goblin Berserker creature tokens into play with Haste.
Suspend - 20
So I'll leave it unchanged and go to the next one, I don't think a cycle is of much use here:
Fair Trade
Sorcery
Draw a card, then target oppponent may draw up to two cards. "Sounds fair."
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
Sorcery
Scry 2, then target opponent may scry 1.
Draw a card, then target oppponent may draw up to two cards. "Sounds fair."
Come on! this card sucks. There is a card for U that draws a card then srcys 2. That card saw no play. This is that card only much worse! seriously its so terrible. Allow me to fix it.
Fair Trade
Sorcery
Scry 1
Draw a card, then target oppponent may draw up to two cards.
Return target creature to its owners hand if they drew a card in this way. "Sounds fair."
Worked to Near Death 2BB
Enchantment
Whenever a creature you control is dealt damage, destory it.
Worked to Near Death 2BB
Enchantment
Creatures you control have Haste and "0: Untap this creature. Play this ability only during your turn."
Whenever a creature you control is dealt damage, destory it.
Next:
Not quite Humility2WW
Enchantment
All creatures loose all abilities.
Not quite Humility :2mana::symw::symw:
Enchantment
All creatures loose all abilities.
Is this card supposed to be too weak or too good? It seems like a perfectly fair Johnny card to me.
This card would be used by Johnny in a deck filled with creatures that have horrible disadvantages but high P/T to cost ratio. This card might be a bit undercosted, but at 3WW or 1WWW it would be perfectly fair.
Then reflect that it's slightly undercosted.
Not Quite Humility 2WW
Enchantment
When ~ comes into play, prevent all damage that would be dealt to opponents until end of turn.
All creatures lose all abilities.
Next, much too good: Heart of Stone
Artifact
Whenever a player plays a spell, prevent all damage that would be dealt to you until end of turn.
Private Mod Note
():
Rollback Post to RevisionRollBack
[The Crafters] | [Johnnies United]
My anecdotal evidence disagrees with yours! EXPLAIN THAT!
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My only problem is Magus of the Future. Still, much better than the origional.
Shy Guy 3UU
Creature - Human Coward
~ cannot attack or block.
T: target creature cannot attack or block this turn.
2/2
Next, a "Free" Coalition Victory
Coalition Pact 0
Instant
~ is all 5 colors.
You win the game if you control a land of each basic land type and a creature of each color.
At the beginning of your next upkeep, pay 3WUBRG. If you don't, you lose the game.
Instant
~ is white, blue, black, red and green.
When ~ is played, counter it unless you have two mana of each color in your mana pool.
You win the game if you control a land of each basic land type and a creature of each color.
At the beginning of your next upkeep, pay 3WUBRG. If you don't, you lose the game.
Next:
Into the Mix
Instant
Each player chooses a card of each card type that is a permanent in his or her hand and puts them into play.
Instant
As an additional cost to play ~, sacrifice a permanent of each type. (Enchantment, Land and creature)
Each player chooses a card of each card type that is a permanent in his or her hand and puts them into play.
Magical Seige RRR
Enchantment
Opponents can't play lands.
The idea is that when mages duel, supply lines=mana. Thus, a magical seige is a cutting off their mana. Remember, you can't change its abilitys.
Enchantment
Opponents can't play lands.
Land cards in opponents' hands have "Remove this card in your hand from the game: Add one mana of any color to your mana pool.
Aje8 - this one was cool. Good job.
Next:
Piss on the Mana Curve W
Creature - Human Soldier
5/5
Enchantment
During your upkeep pay 1 for each resistance token or sacrifice ~.
Opponents can't play lands.
X: Add X resistance tokens to ~. Any oppoent can play this ability.
I wanted to go with a cumulative upkeep 2 but Clockspinning was just too easy.
Piss on the Mana Curve W
Creature - Human Soldier
1: ~ cannot attack or block this turn. Any player can play this ability.
5/5
Now it's meaning is a little different, you piss on your opponent's mana curve.
Next, pardon the name:
Cantripmancer U
Creature - Human Wizard
When ~ comes into play draw a card.
1/1
Creature—Human Wizard
Whenever you draw a card, reveal it.
When ~ comes into play, draw a card.
1/1
Is that balanced? I'm guessing not still—the card draw is huge and having to reveal each card you draw is hard to cost. Thoughts?
This is an interesting one:
[Darkwolf] :symb::symg:
Creature—Wolf
3/3
Thx MajoraX!
[Darkwolf] :symb::symg:
Creature—Wolf
When ~ comes into play, you lose 4 life.
3/3
Master of Knowledge 1U
Creature-Wizard
Shroud
Whenever another player plays a spell, draw a card.
1/1
Creature-Wizard
Shroud
If the total number of cards in all player's hands is 15 or more, sacrifice ~.
Whenever another player plays a spell, draw a card.
Whenever you play a spell each opponent draws a card.
1/1
I didn't necessarily feel the self-destruct clause was needed, but it was put in as insurance against extreme craziness. Still, it'd be interesting to see how that would play out if it were real. Another possible fix would be to say " Whenever another player plays a spell, draw a card then discard a card.", but I felt that to be less inspired, if not more practical.
Compare Notes 2UU
Sorcery
Search your library for any number of different cards with names matching permanents in play that you do not control, put those cards into play then shuffle your library.
Compare Notes 2UU
Sorcery
Search your library for any number of different cards with the same name as a permanent in play under another player's control. Put those cards into play. For each card put into play this way, shuffle a card from your hand into your library.
Next:
Wall of Cthulhu BB
Creature - Wall
Defender, flying
Prevent all damage ~ would deal to players.
~ may block any number of creatures.
∞/∞
Wall of Cthulhu BB
Creature - Wall
Defender, flying
Prevent all damage ~ would deal to players or that would be dealt to ~.
~ may block any number of creatures.
At end of combat, destroy all creatures blocked by ~.
Whenever ~ blocks more than one creature, put a -0/-1 counter on it.
0/1
AND NOW:
Craw Midget 4GGGG
Creature - Midget
Rampage -1
7/7
Yes, that's rampage of negative one - so it gets -1/-1 for each blocker beyond the first.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Craw Midget 4GGGG
Creature - Midget
Trample.
~ Cannot be blocked by creatures with 3 or more power.
Whenever ~ becomes blocked, it gets -1/-1 until end of turn for each creature blocking it beyond the first.
7/7
Next, a planeshift that should never be.
Grunt 1GG
Instant
Counter target spell
Instant
Play Grunt only during your own turn.
Counter target spell. If that spell is countered this way, its controller may put a creature or land card from his or her hand into play.
Next, I'll be tryng an ∞ again, as the ∞ is the whole point: it can't be destroyed by damage or trampled through. As for the issue of having ∞ in the game, it's possible in silver-border land. But I'll do a new card:
Indomitable Courage WW
Instant
Blocking creatures you control become 0/∞ until end of turn.
WW
Instant
Play Indomitable Courage only if your life total is 1 or less.
Blocking creatures you control become 0/∞ until end of turn.
Next:
Sovereign of World's Growth
5GG
Sorcery
Draw 10 cards.
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
:5mana::symg::symg:
Sorcery
If you control ten or more creatures, draw 10 cards.
Next:
Who Put This Here BBB
Enchantment
Sacrifice Who Put This Here: Destroy all creatures target player controls. That player gains control of Who Put This Here.
BBB
Enchantment
When Who Put This Here comes into play, sacrifice it unless you pay 2 life for each creature in play.
Sacrifice Who Put This Here: Destroy all creatures target player controls. That player gains control of Who Put This Here. Play this ability only any time you could play a sorcery.
Next:
Pandemonium Blast
1R
Instant
Replicate 2
Destroy target permanent.
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
:1mana::symr:
Instant
Replicate
Flip a coin. If it comes up heads, destroy target artifact, creature or land. If it comes up tails, sacrifice a permanent.
Sorry, but I couldn't let red hit enchantments, it's just wrong.
Terrageddon RW
Instant
Destroy all lands.
Instant
Destroy all lands.
Then, Terrageddon deals damage equal to the number of lands destroyed this way to you and to each creature without flying you control.
Next:
(Posted a similar one once, but that's some time ago and it's fun)
Path to Death
Path to Death is black.
Path to Death can't be countered. You lose the game.
Suspend 20 -
Path to Death is black.
Path to Death can't be countered. You lose the game.
Suspend 20 -
Whenever a time counter is removed from ~, choose 1-destroy target non-black creature, you lose life equal to its toughness or target opponent loses 1 life and you gain 1 life.
Its hard to balance because it comes with a huge disadvantage, but whatever its effect is will happen every single turn.
Next:
Path to Life
~ is white.
~ can't be countered. You win the game.
Suspend 20-W
Path to Life
Sorcery
~ is white.
~ can't be countered. You win the game.
While ~ is suspended and your life is less than 15, time counters cannot be removed from ~.
Suspend W - 20
Next, let's finish this silly cycle.
Path of the Hoard
Sorcery
~ is red.
~ can't be countered.
Put 10,000 1/1 red Goblin Berserker creature tokens into play with Haste.
Suspend R - 20
Also, I don't really think the Path to Life is too good. It's like Darksteel Reactor, but you must remove time counters instead of putting charge counters on it to fasten the effect.
So I don't really think this one's too good, either.
Path of the Hoard
Sorcery
Path of the Hoard is red.
Path of the Hoard can't be countered.
Put 10,000 1/1 red Goblin Berserker creature tokens into play with Haste.
Suspend - 20
So I'll leave it unchanged and go to the next one, I don't think a cycle is of much use here:
Fair Trade
Sorcery
Draw a card, then target oppponent may draw up to two cards.
"Sounds fair."
Sorcery
Scry 2, then target opponent may scry 1.
Draw a card, then target oppponent may draw up to two cards.
"Sounds fair."
Next: Today's DCC post in its original form
~Volcanic Grub~
~2R~
~Sorcery~
~Put a 3/3 red Hellion creature token into play.~
~Flashback 3R~
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
Fair Trade
Sorcery
Scry 1
Draw a card, then target oppponent may draw up to two cards.
Return target creature to its owners hand if they drew a card in this way.
"Sounds fair."
Worked to Near Death 2BB
Enchantment
Whenever a creature you control is dealt damage, destory it.
Enchantment
Creatures you control have Haste and "0: Untap this creature. Play this ability only during your turn."
Whenever a creature you control is dealt damage, destory it.
Next:
Not quite Humility 2WW
Enchantment
All creatures loose all abilities.
This card would be used by Johnny in a deck filled with creatures that have horrible disadvantages but high P/T to cost ratio. This card might be a bit undercosted, but at 3WW or 1WWW it would be perfectly fair.
Not Quite Humility 2WW
Enchantment
When ~ comes into play, prevent all damage that would be dealt to opponents until end of turn.
All creatures lose all abilities.
Next, much too good:
Heart of Stone
Artifact
Whenever a player plays a spell, prevent all damage that would be dealt to you until end of turn.