Tinka's Companionship 3GG
Sorcery
Each of two target creatures gain "At the beginning of your upkeep, put a +1/+1 counter on this creature." When those creatures have a total power of 8 or more, draw three cards. A friend in need of wisdom deserves a rollicking experience.
Tinka, Eager Companion GU
Legendary Creature - Hound
Befriend GU(GU: Target creature you control becomes Tinka, Eager Companion's master. Befriend only as a sorcery.) ,T: Put a +1/+1 counter on Tinka and Tinka's master. Then, if the combined power of Tinka and Tinka's master is 8 or more, draw a card. Play this ability only if Tinka has a master.
2/2
Unnatural Selection :2mana::symb::symb:
Sorcery R
Destroy target creature and all creatures with the same converted mana cost. "Eeny Meanie Meanie Meanie"
-Necromancer's Selection Process
Artificial Selection2BBG
Enchantment
When ~ comes into play, target creature becomes indestructible until the end of the next end step. Then destroy all creatures. They cannot regenerate.
Creature spells that have converted mana cost less than that target creature can not be cast.
(This is a weak connection to the beak of the finch. really.)
Accelerated Selection GU2
Enchantment
All creatures that are of the corresponding colors of the most common basic land in play gain +1/+2. All creatures that are not of the colors of the most common basic land in play gain -2/-1.
When there is a tie for most common basic land, this ability applies to both colors. "Life is always poised for flight. From a distance it looks still, silhouetted against the bright sky or the dark ground; but up close it is flitting this way and that, as if displaying to the world at every moment its perpetual readiness to take off in any of a thousand directions."
Evolution of Species 3GG
Sorcery {R}
Choose a target creature. Search each player's library for a card with the same name as that creature and put it onto the battlefield under your control with a +1/+1 counter on it. Then, each player shuffles thier library.
My first thought was that this was overcosted, but a look at similarmechanics disabused me. I wouldn't have blinked at 3G, but this fits previous standards. It's an interesting twist in its blue-moon potential for a 2-for-1, either in a mirror match or in a 2HG pair that's designed for this purpose.
The flavor confused me at first, but I was probably overthinking it. Still, there was room for a line or two of flavortext.
Nitpick: The last line should be "Each player whose library was searched this way shuffles it." Your version creates unneeded shuffles and uses a pronoun convention that WoTC doesn't.
Environmental Adaptation 3GG
Sorcery
Each creature gets a +1/+1 counter for each basic land
type you control. Life is prone to adaptability. Change a creature's environment and watch it thrive.
I really like the flavor here: you're invoking not just evolution, but specifically what can happen on isolated islands. I suspect you meant to pump only the caster's creatures, and the templating is off regardless.
Mechanically, this is a straightforward extension of green's normal Domain effects (actually it should really have that ability word), although I can't judge its balance without knowing exactly what it was meant to do. It seems too weak as is, and about right as a one-sided effect.
Evolutionary Path1GG
Sorcery
Sacrifice a green creature. Search your library for a green creature card with a converted mana cost of exactly one more than the sacrificed creature and put it into play. “It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.”
In real life, I don't believe in what's often called the teleological view of biological evolution, the idea that it's a one-directional process of creation. Your Darwin quote is more like it. But the title of the card, and the mechanic, are about a path--they invoke the classic picture of a fish turning into a man by way of several hominids. In real life, I don't like that picture, but it seems appropriate for Magic, which is after all about godlike beings meddling with mortals.
Mechanically, this duplicates an obscure portal card called Natural Order, with a twist that I think makes it too weak to see play. It'd be decent as an instant.
Tinka's Companionship 3GG
Sorcery
Each of two target creatures gain "At the beginning of your upkeep, put a +1/+1 counter on this creature." When those creatures have a total power of 8 or more, draw three cards. A friend in need of wisdom deserves a rollicking experience.
Tinka, Eager Companion GU
Legendary Creature - Hound
Befriend GU(GU: Target creature you control becomes Tinka, Eager Companion's master. Befriend only as a sorcery.) ,T: Put a +1/+1 counter on Tinka and Tinka's master. Then, if the combined power of Tinka and Tinka's master is 8 or more, draw a card. Play this ability only if Tinka has a master.
2/2
Befriend borrowed from mystic1110.
Based on Cool Dog, School Dog, natch.
I'm regretting putting in mechanical constraints--this was much better as a creature. As a sorcery, it's still a cool top-down effect. The templating is tricky--technically, this keeps triggering until it kills you! I'm not sure how to fix it elegantly without making this an enchantment.
Ignoring the loop issue, this strikes me as overpowered. It's not at all unusual in a green deck to have two 3/3's out by the time you hit five mana, and even if your creatures are smaller or your opponent can kill one of them, you're left with a decent effect. It would've suited the flavor fine to have the counters stop accumulating when either creature leaves the battlefield.
Unnatural Selection :2mana::symb::symb:
Sorcery R
Destroy target creature and all creatures with the same converted mana cost. "Eeny Meanie Meanie Meanie"
-Necromancer's Selection Process
[in-joke]I like this better than the actual Unnatural Selection[/in-joke]. The flavortext is hilarious. I suspect this is a bit overpowered, but I could see it being printed.
(This is a weak connection to the beak of the finch. really.)
Accelerated Selection GU2
Enchantment
All creatures that are of the corresponding colors of the most common basic land in play gain +1/+2. All creatures that are not of the colors of the most common basic land in play gain -2/-1.
When there is a tie for most common basic land, this ability applies to both colors. "Life is always poised for flight. From a distance it looks still, silhouetted against the bright sky or the dark ground; but up close it is flitting this way and that, as if displaying to the world at every moment its perpetual readiness to take off in any of a thousand directions."
If you templated this as "Each creature of each color that corresponds to a most common basic land type gets +1/+2, and each other creature gets -2/-1" then it might actually fit. "Corresponds" is still a cheat, although I wish it'd be a useful addition to the Magic syntax.
The flavor works for me. Unfortunately, the color pie does not allow these colors to reduce toughness, and fatally the card is neither monocolored nor a sorcery.
Erikcu, for a funny card that is, as usual, perfectly executed. Running up is Tywin, and an honorable mention to void_nothing for a great top-down concept.
It was a very quick adjustment of my previous card. It turned out pretty good.
OK!!! I am back to work. (I am a teacher). So I have very little time right now for a challenge or judging. So I will make this a quick round with quick results and a quick theme.
A card that has some connection to being quick, speedy, fast, rapid-- you get the picture.
Bonus if you make the card in under two minutes. I'll trust you.
Quick Man3RR
Legendary Artifact Creature - Human Construct (R)
Super haste (You can cast this creature and attack on that turn without paying its mana cost. If you do, at the beginning of your upkeep, pay this card's converted mana cost. If you don't, you lose the game.)
5/3
Growth Spurt 1(R/G)
Sorcery
Choose target creature.
if G was spent to play Growth Spurt, put 2 +1/+1 counters on that creature.
if R was spent to play Growth Spurt, that creature gets +2/+0 and gains haste until end of turn.
if both G and R were spent to play Growth Spurt, sacrifice that creature at end of turn and it deals 4 damage to you
made it under 2 minutes.RG for +4/+2 and haste? the last clause is meant to signify the creature exploding from growing so much in 1 turn.
level up is absolute garbage. yes somebody feel free to quote me on this in their sig. NONE OF THE LEVEL UP CARDS SHOWN TODAY WILL SEE COMPETITIVE PLAY OUTSIDE OF LIKE ROE ONLY CONSTRUCTED OR SOME GARBAGE.
athos276
Excellent, red deserves this, it is a counterspell hoser and making everything instant has a lot of Johny potential. The only problem with this card is that it does not do much for you in limited. It needs to be uncommon, or rare. Blitzkrieg :2mana::symr::symr:
Enchantment
All spells have flash.
All spells have split second.
Lightning warfare indeed.
sclocke42This is another fun quickening card. Simple yet interesting. Some quick flavor text could have put this over the top.
Quickened Demise :2mana::symr::symr:
Sorcery
Target opponent loses the game if he or she has been dealt 12 or more damage this turn.
Thundrstorm
Junk, but I am sure someone would try and make this work. Rapid Thoughts :symbu::symbu:
Sorcery
Discard X cards from your hand. Put a creature from your hand into play with CMC of X or less. "It's a hard balance knowledge and power but in the end power is what I seek"
TywinLannister - nice fast card, a little boring though. I like the simplicity. Speed Elemental :2mana::symu::symr:
Creature — Elemental {U}
Flash
Double strike, haste, shroud
2/1
2GG
I like this card. I think the drawback is pretty original. Let me go check the card database (quick check). Yup, it is an original & balanced card. My only complaint is that the quick part is overshadowed by the getting big flavor... however spurt... Yeah, good card. Growth Spurt :1mana::symgr:
Sorcery
Choose target creature.
if was spent to play Growth Spurt, put 2 +1/+1 counters on that creature.
if was spent to play Growth Spurt, that creature gets +2/+0 and gains haste until end of turn.
if both and were spent to play Growth Spurt, sacrifice that creature at end of turn and it deals 4 damage to you.
bloodyspasm
This is another original and well balanced card. The parts of this card have been done before, but the way it is executed is great. Nice flavor. This is my favorite so far. (I think it needs haste, in my slow, after the fact evaluation.) Speed Spark
Creature - Elemental
If Speed Spark is in your opening hand, you may begin the game with it in play.
Whenever another creature comes into play under your control, sacrifice ~. "There are no speed limits on the road to victory, only speedbumps..."
2/2
Surging Chaos
Its the super slug! with less flavor. Quick Man :3mana::symr::symr:
Legendary Artifact Creature - Human Construct (R)
Super haste (You can cast this creature and attack on that turn without paying its mana cost. If you do, at the beginning of your upkeep, pay this card's converted mana cost. If you don't, you lose the game.)
5/3
The win goes to bloodyspasm's Speed Spark. It is quick, and it seems a very printable as a card. A very close second was 2GG's Growth Spurt.
ok... gotta go. Thanks for participating in the lightning round.
Prismatic Boon 2G
Instant C
As an additional cost to play Prismatic Boon, reveal a card in your hand. For each of the revealed cards colors, add one mana of that color to your mana pool. "Green, white, red
black and blue
From this reflected light
I conjure you."
-Prism's chant
Gluttonous Connoisseur1BB
Creature - Zombie
As an additional cost to cast ~, sacrifice a creature.
when ~ comes into play, put a +1/+1 counter on it for each of the sacrificed creature's colors. "Roast goblin and shredded merfolk goes nicely with a nice bottle of elf blood and iced kithkin for dessert."
—Juli Achild, Mastering the Art of Dominarian Cooking
2/2
Mask of Lights 2
Artifact - Equipment
Equipped creature has Prismatic and Intimidate.
When a colorless creature comes onto the Battlefield,
you may attach ~ to it.
Equip: 2 It makes the wearer stunning to behold.
Prismatic Bolt1RR
Instant
Prismatic (this is all colors, even when it is not in play)
As an additional cost to play Prismatic Bolt reveal your hand.
Prismatic Bolt deals damage to target creature or player equal to the number of cards in your hand that shares a color with this spell. "From one end of the rainbow to the other I can see, but only the red in there that burns me."
Private Mod Note
():
Rollback Post to RevisionRollBack
"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
Sparkling Ooze 1G
Creature--Ooze
2/2
Prismatic
When Sparkling Ooze enters the battlefield, target opponent names a color.
Whenever you cast a spell of the chosen color, put a +1/+1 counter on Sparkling Ooze. It grows to reflect the beauty around it.
Naturual Selection BG
Sorcery Rare
Put a 3/3 Bear Mutant creature token with Prismatic into play under target player's control;
or
For each color among creatures each player controls, that player sacrifices a creature.
Entwine (B/G)(B/G)(B/G) Sometimes Nature encourages diversity.
Sometimes not.
--Femeref saying
ok, multi layered card here. you can play it for BG and get a 3/3 early on. good, yeah? or you can make each player sac at least 1 creature. or for a CMC of 5 and 1 of your creatures, you can give your opponent a prismatic creature and knock out 5 of his creatures.
it's honestly over powered but I was trying to find a way to make Prismatic interesting / worthwhile.
Diversity of Thought UU3
Look at the top X cards of your library and replace them in any order, where X is the amount of different colors in your hand. "You know what this plan needs?" "Nothing. My plan is perfect. MOVE OUT!" -Last words of the final conference of Zedd, Evil Genius --Greatest of Cautionary Tales
Angel of Solitude 2UU
Creature- Angel Spirit
Flying, Shroud
Only play ~ if there are no other creatures under your control.
:symu::symu:,:symtap: - Counter target non-creature spell. Place one +1/+1 on ~
:symu:,:symtap: - Counter target creature spell. Place one +1/+1 on ~
An outcast of her order, she flies alone in solitude. Her sorrowful tears fall as beautiful crystals, while she sings a lamentful tune under the nights moon.
Sorcery
Each of two target creatures gain "At the beginning of your upkeep, put a +1/+1 counter on this creature." When those creatures have a total power of 8 or more, draw three cards.
A friend in need of wisdom deserves a rollicking experience.
Legendary Creature - Hound
Befriend GU (GU: Target creature you control becomes Tinka, Eager Companion's master. Befriend only as a sorcery.)
,T: Put a +1/+1 counter on Tinka and Tinka's master. Then, if the combined power of Tinka and Tinka's master is 8 or more, draw a card. Play this ability only if Tinka has a master.
2/2
Befriend borrowed from mystic1110.
Based on Cool Dog, School Dog, natch.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Unnatural Selection :2mana::symb::symb:
Sorcery R
Destroy target creature and all creatures with the same converted mana cost.
"Eeny Meanie Meanie Meanie"
-Necromancer's Selection Process
Enchantment
When ~ comes into play, target creature becomes indestructible until the end of the next end step. Then destroy all creatures. They cannot regenerate.
Creature spells that have converted mana cost less than that target creature can not be cast.
Accelerated Selection GU2
Enchantment
All creatures that are of the corresponding colors of the most common basic land in play gain +1/+2. All creatures that are not of the colors of the most common basic land in play gain -2/-1.
When there is a tie for most common basic land, this ability applies to both colors.
"Life is always poised for flight. From a distance it looks still, silhouetted against the bright sky or the dark ground; but up close it is flitting this way and that, as if displaying to the world at every moment its perpetual readiness to take off in any of a thousand directions."
Thanks to chibiswan for a kick butt avvy art.
And thanks to Heroes of the Plane for making my sig banner
Make a card called Long For This World.
Make a card called Long For This World.
My first thought was that this was overcosted, but a look at similar mechanics disabused me. I wouldn't have blinked at 3G, but this fits previous standards. It's an interesting twist in its blue-moon potential for a 2-for-1, either in a mirror match or in a 2HG pair that's designed for this purpose.
The flavor confused me at first, but I was probably overthinking it. Still, there was room for a line or two of flavortext.
Nitpick: The last line should be "Each player whose library was searched this way shuffles it." Your version creates unneeded shuffles and uses a pronoun convention that WoTC doesn't.
I really like the flavor here: you're invoking not just evolution, but specifically what can happen on isolated islands. I suspect you meant to pump only the caster's creatures, and the templating is off regardless.
Mechanically, this is a straightforward extension of green's normal Domain effects (actually it should really have that ability word), although I can't judge its balance without knowing exactly what it was meant to do. It seems too weak as is, and about right as a one-sided effect.
In real life, I don't believe in what's often called the teleological view of biological evolution, the idea that it's a one-directional process of creation. Your Darwin quote is more like it. But the title of the card, and the mechanic, are about a path--they invoke the classic picture of a fish turning into a man by way of several hominids. In real life, I don't like that picture, but it seems appropriate for Magic, which is after all about godlike beings meddling with mortals.
Mechanically, this duplicates an obscure portal card called Natural Order, with a twist that I think makes it too weak to see play. It'd be decent as an instant.
I'm regretting putting in mechanical constraints--this was much better as a creature. As a sorcery, it's still a cool top-down effect. The templating is tricky--technically, this keeps triggering until it kills you! I'm not sure how to fix it elegantly without making this an enchantment.
Ignoring the loop issue, this strikes me as overpowered. It's not at all unusual in a green deck to have two 3/3's out by the time you hit five mana, and even if your creatures are smaller or your opponent can kill one of them, you're left with a decent effect. It would've suited the flavor fine to have the counters stop accumulating when either creature leaves the battlefield.
[in-joke]I like this better than the actual Unnatural Selection[/in-joke]. The flavortext is hilarious. I suspect this is a bit overpowered, but I could see it being printed.
If you templated this as "Each creature of each color that corresponds to a most common basic land type gets +1/+2, and each other creature gets -2/-1" then it might actually fit. "Corresponds" is still a cheat, although I wish it'd be a useful addition to the Magic syntax.
The flavor works for me. Unfortunately, the color pie does not allow these colors to reduce toughness, and fatally the card is neither monocolored nor a sorcery.
Erikcu, for a funny card that is, as usual, perfectly executed. Running up is Tywin, and an honorable mention to void_nothing for a great top-down concept.
Make a card called Long For This World.
OK!!! I am back to work. (I am a teacher). So I have very little time right now for a challenge or judging. So I will make this a quick round with quick results and a quick theme.
A card that has some connection to being quick, speedy, fast, rapid-- you get the picture.
Bonus if you make the card in under two minutes. I'll trust you.
Legendary Artifact Creature - Human Construct (R)
Super haste (You can cast this creature and attack on that turn without paying its mana cost. If you do, at the beginning of your upkeep, pay this card's converted mana cost. If you don't, you lose the game.)
5/3
Sorcery
Choose target creature.
if G was spent to play Growth Spurt, put 2 +1/+1 counters on that creature.
if R was spent to play Growth Spurt, that creature gets +2/+0 and gains haste until end of turn.
if both G and R were spent to play Growth Spurt, sacrifice that creature at end of turn and it deals 4 damage to you
made it under 2 minutes.RG for +4/+2 and haste? the last clause is meant to signify the creature exploding from growing so much in 1 turn.
Sorcery
Discard X cards from your hand. Put a creature from your hand into play with CMC of X or less.
"It's a hard balance knowledge and power but in the end power is what I seek"
BUWRG--->> Here to view my stuff <<---GRWUB
Sorcery
Target opponent loses the game if he or she has been dealt 12 or more damage this turn.
--Ertai, wizard adept
Enchantment
All spells have flash.
All spells have split second.
Lightning warfare indeed.
Excellent, red deserves this, it is a counterspell hoser and making everything instant has a lot of Johny potential. The only problem with this card is that it does not do much for you in limited. It needs to be uncommon, or rare.
Blitzkrieg :2mana::symr::symr:
Enchantment
All spells have flash.
All spells have split second.
Lightning warfare indeed.
sclocke42This is another fun quickening card. Simple yet interesting. Some quick flavor text could have put this over the top.
Quickened Demise :2mana::symr::symr:
Sorcery
Target opponent loses the game if he or she has been dealt 12 or more damage this turn.
Thundrstorm
Junk, but I am sure someone would try and make this work.
Rapid Thoughts :symbu::symbu:
Sorcery
Discard X cards from your hand. Put a creature from your hand into play with CMC of X or less.
"It's a hard balance knowledge and power but in the end power is what I seek"
TywinLannister - nice fast card, a little boring though. I like the simplicity.
Speed Elemental :2mana::symu::symr:
Creature — Elemental {U}
Flash
Double strike, haste, shroud
2/1
2GG
I like this card. I think the drawback is pretty original. Let me go check the card database (quick check). Yup, it is an original & balanced card. My only complaint is that the quick part is overshadowed by the getting big flavor... however spurt... Yeah, good card.
Growth Spurt :1mana::symgr:
Sorcery
Choose target creature.
if was spent to play Growth Spurt, put 2 +1/+1 counters on that creature.
if was spent to play Growth Spurt, that creature gets +2/+0 and gains haste until end of turn.
if both and were spent to play Growth Spurt, sacrifice that creature at end of turn and it deals 4 damage to you.
bloodyspasm
This is another original and well balanced card. The parts of this card have been done before, but the way it is executed is great. Nice flavor. This is my favorite so far. (I think it needs haste, in my slow, after the fact evaluation.)
Speed Spark
Creature - Elemental
If Speed Spark is in your opening hand, you may begin the game with it in play.
Whenever another creature comes into play under your control, sacrifice ~.
"There are no speed limits on the road to victory, only speedbumps..."
2/2
Surging Chaos
Its the super slug! with less flavor.
Quick Man :3mana::symr::symr:
Legendary Artifact Creature - Human Construct (R)
Super haste (You can cast this creature and attack on that turn without paying its mana cost. If you do, at the beginning of your upkeep, pay this card's converted mana cost. If you don't, you lose the game.)
5/3
The win goes to bloodyspasm's Speed Spark. It is quick, and it seems a very printable as a card. A very close second was 2GG's Growth Spurt.
ok... gotta go. Thanks for participating in the lightning round.
Instant C
As an additional cost to play Prismatic Boon, reveal a card in your hand. For each of the revealed cards colors, add one mana of that color to your mana pool.
"Green, white, red
black and blue
From this reflected light
I conjure you."
-Prism's chant
Reckless Waif; It's the red Delver of Secrets.
Creature - Zombie
As an additional cost to cast ~, sacrifice a creature.
when ~ comes into play, put a +1/+1 counter on it for each of the sacrificed creature's colors.
"Roast goblin and shredded merfolk goes nicely with a nice bottle of elf blood and iced kithkin for dessert."
—Juli Achild, Mastering the Art of Dominarian Cooking
2/2
Artifact - Equipment
Equipped creature has Prismatic and Intimidate.
When a colorless creature comes onto the Battlefield,
you may attach ~ to it.
Equip: 2
It makes the wearer stunning to behold.
[Clan Flamingo]
Instant
Prismatic (this is all colors, even when it is not in play)
As an additional cost to play Prismatic Bolt reveal your hand.
Prismatic Bolt deals damage to target creature or player equal to the number of cards in your hand that shares a color with this spell.
"From one end of the rainbow to the other I can see, but only the red in there that burns me."
1G
Creature--Ooze
2/2
Prismatic
When Sparkling Ooze enters the battlefield, target opponent names a color.
Whenever you cast a spell of the chosen color, put a +1/+1 counter on Sparkling Ooze.
It grows to reflect the beauty around it.
Make a card called Long For This World.
Sorcery Rare
Put a 3/3 Bear Mutant creature token with Prismatic into play under target player's control;
or
For each color among creatures each player controls, that player sacrifices a creature.
Entwine (B/G)(B/G)(B/G)
Sometimes Nature encourages diversity.
Sometimes not.
--Femeref saying
ok, multi layered card here. you can play it for BG and get a 3/3 early on. good, yeah? or you can make each player sac at least 1 creature. or for a CMC of 5 and 1 of your creatures, you can give your opponent a prismatic creature and knock out 5 of his creatures.
it's honestly over powered but I was trying to find a way to make Prismatic interesting / worthwhile.
Look at the top X cards of your library and replace them in any order, where X is the amount of different colors in your hand.
"You know what this plan needs?"
"Nothing. My plan is perfect. MOVE OUT!"
-Last words of the final conference of Zedd, Evil Genius --Greatest of Cautionary Tales
Thanks to chibiswan for a kick butt avvy art.
And thanks to Heroes of the Plane for making my sig banner
Instant
Counter target spell with the same color as a permanent in play.
The challenge: Make an Angel card. It cannot be white or black. It must make sense in the color(s) that you make it.
That's the challenge. Make it right or receive a boot to the head.
Creature- Angel Spirit
Flying, Shroud
Only play ~ if there are no other creatures under your control.
:symu::symu:,:symtap: - Counter target non-creature spell. Place one +1/+1 on ~
:symu:,:symtap: - Counter target creature spell. Place one +1/+1 on ~
An outcast of her order, she flies alone in solitude. Her sorrowful tears fall as beautiful crystals, while she sings a lamentful tune under the nights moon.
1/1
Multicolored millcards in something other than dimir.