I was unsure this work but it does by targeting that:
Nameless Wanderer :2mana::symu:
Creature - (Intentionally no types, like Nameless Race)
Each creature loses each creature type.
2/3
A changeling is a single creature type with a static ability that grants the ability to effect creature type terms and plays in the game, but it is still one creature type and the Nameless Race static ability creates the sum of zero creature types. The Radiate rule would have been defeated by this creature static ability if you given it flash, but you didnt.
Well, I am playing this game, so as that cute college mermaid said as she was passing by earlier "Nothing personal" and what you dudes doing shouldn't be that easy either, I Don't Like You :
Shadow Lynx
Creature Cat Warrior
Flash. Split Second.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Haste Shadow
Shadow Lynx
Creature Cat Warrior
Flash. Split Second.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Haste Shadow
: Destroy non-green/red target creature in play.
I'm now convinced that you are trying to make bad cards. Let's review:
Exalted out of color, randomly.
Shadow randomly, out of color. You see, hybrids have to be in color for anything you can cast it for, and red/green gets no shadows. Look it up. The only red shadow is multicolor white.
Haste T creature destruction, which with flash and split second have all the problems of instant speed creature destruction in red/green. Furthermore the creature has to be not both red and green. That doesn't exclude many creatures.
Ooh, and you specify that the creature you destroy has to be in play. This is wrong for two reasons. First "target creature" implies that, and secondly you wanted "on the battlefield." M10 and all.
You also don't have power and toughness.
One more that isn't always so clear, the mana cost you want is (B/R)(B/G)(R/G).
Can you please add more abilities onto your cards? I mean, at 3cc you have 5 keywords, all beneficial, and the ability to tap to destroy creatures.
And by the way, if you make a changeling like Amoeboid Changeling lose all creature types, that works.
The P/T of Shadow Lynx was 1/2 when I saved it but I must have goof that too.
AS FOR YOUR VALID COMPLAINT, KENA-SHAN?
YOU ARE CORRECT. EXCUSE ME.
I ADMIT I'M FINDING MYSELF SINGLING OUT YOU MAYBE WE BOTH SHOULD STOP THE RUDE DISTRACTING AND CONCENTRATE ON WHAT WE HERE TO DO THEN THIS:
Exalted out of color, randomly.
Court Archers (3)
Creature — Human Archer (1/3) Reach (This can block creatures with flying.)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Shadow randomly, out of color. You see, hybrids have to be in color for anything you can cast it for, and red/green gets no shadows. Look it up.
The lynx are mystical indicated by their hybrid colors and their resourcefulness with the shadow abilities can be found in:
Æther Web (2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +1/+1, has reach, and can block creatures with shadow as though they didn't have shadow. (Creatures with reach can block creatures with flying.)
Ætherflame Wall (2)
Creature — Wall (0/4) Defender
Ætherflame Wall can block creatures with shadow as though they didn't have shadow.
: Ætherflame Wall gets +1/+0 until end of turn.
OKAY ALREADY! I STAND CORRECTED!! DONT HURT ME!!!
Haste creature destruction,
Uktabi Kong (8)
Creature — Ape (8/8)
Trample
When Uktabi Kong comes into play, destroy all artifacts.
Tap two untapped Apes you control: Put a 1/1 green Ape creature token into play.
Goblin Medics (3)
Creature — Goblin Shaman (1/1)
Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player.
AND GREEN/RED IS THE TRADITIONAL HASTE COLORS IN MAGIC, THE GATHERING.
Ach! Hans, Run!" (6)
Enchantment
At the beginning of your upkeep, you may say "Ach Hans, run It's the . . ." and name a creature card. If you do, search your library for the named card, put it into play, then shuffle your library. That creature has haste. Remove it from the game at end of turn.
Sacrifice Fires of Yavimaya: Target creature gets +2/+2 until end of turn.
AND
Giantbaiting (3)
Sorcery
Put a 4/4 red and green Giant Warrior creature token with haste onto the battlefield. Exile it at the beginning of the next end step.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it.)
I must confess and warn all; haste destructive creatures with compensation by conditions for a reasonable casting cost will be consistent from me.
Pressingchess.
which with flash and split second have all the problems of instant speed creature destruction in red/green.
In white its definitely determining to favor the creature's color only:
Celestial Crusader (4)
Creature — Spirit (2/2) Flash (You may cast this spell any time you could cast an instant.)
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Flying
Other white creatures get +1/+1.
With red, split second definitely means destuctive
Kicker (You may pay an additional as you cast this spell.)
If Molten Disaster was kicked, it has split second. (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Molten Disaster deals X damage to each creature without flying and each player
Sulfur Elemental (3)
Creature — Elemental (3/2)
Flash (You may cast this spell any time you could cast an instant.)
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
White creatures get +1/-1.
Pettiness of the Rabble
Creature Spirit - Demon
The power of the Pettines Of The Rabble is equal the sum of the power of all creatures in play.
All creatures in play becomes demon types.
All other creatures in play has the power of 0.
*/1
Now How You Done That?
Tribal Instant - Wizard - Mage
As additional cost to play this spell: For every creature in play, put an copy token with haste for each creature in play under that copied creature's controller control until the end of turn.
Tap all non-token creatures in play and until the end of this turn you may copy and play any of the spells or abilities that was played this turn for no cost. (Copied version can't be copied.)
There is a combat phase to follow this phase this card is played on and this combat phase may be an additional one for this turn. That look on that cat's face definitely meant; "Now How Did You Do That?" The grateful guard said laughing.
Yes there's is an infinity loop intentionally in play here, too..
How Did You Do That?
Tribal Instant - Wizard
For every creature on the battlefield, its controller puts a token copy of it onto the battlefield with haste and "sacrifice this creature at the beginning of the end step."
Tap all non-token creatures.
You may copy each spell cast and ability activated this turn.
At the end of this phase, there is an additional combat phase.
Patent Office
Land T: Add to your mana pool. ,T: Gain 2 life.
Spells, permanents, and abilities can't be copied.
Unfamaliar Lands
Sorcery
As an additional cost to cast Unfamaliar Lands: Sacrifice a land card you control in play then play a land card from your hand and then sacrifice another land card you control from play.
Discard your hand and draw seven cards.
If you choose to, after drawing the cards, you may exile two land cards from your hand and confiscate a land card your opponent control and if you choose other than to placed two land cards in exile then this spell resolves in play.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Reinvitation 1W
Enchantment Whenever a permanent is exiled, any player may pay 2. If a player does, return it to play under it's owner's control at end of turn.
Welcome to the "I dont like you game" DancingDragon. Fury of the Horde and Sunscour have the same type of cost and I can produce more cards with more of a wordy template than Unfamaliar Land. I intentionally using the official cards template this time.
As like too many who have bought the sensation-type hype that we all have to endure and shun from participating in with this unusual initiation happening here. (I can't say I'm the first to recieved so much of this first impression attention but I'm sharing this logical deduction I surmised from a pattern I endure from playing the tournament circuits.
I am burning your artifact and giving you some to your cranial with this rip-offed template but that enchantment played after you, I like.
Red Wizardry Research
Sorcery.
Destroy target player's artifact with converted mana cost X. Target player's artifact can't be regenerated. Red Wizardry Research deals X damages divided among that player and the creatures he/she controls.
Tolarian Metallurgy :1mana::symu:
Instant
As an additional cost to play Tolarian Metallurgy, shuffle an artifact you control into your library.
Exile the top card of your library until you reveal an artifact. Put that artifact into play, tapped.
"The peril of learning is losing what you know to discover what you think you don't."
Private Mod Note
():
Rollback Post to RevisionRollBack
BInfect BWDeath & Taxes UBRAffinity
RBurn UBRSac Land Tendrils UBRGOops, All Spells
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
Objection :symw::symu::symb:
Instant
Exile target nonland permanent that entered the battlefield this turn. Its controller reveals his or her hand and shuffles all cards that share a card type with the exiled card into their library.
Choose a non-land card you own from outside the game and put it into your hand. Then, shuffle all cards you own from outside the game with the same name as that card into your library.
Jace's Command2UU
Instant
A deck can contain only one copy of ~.
Gain control of target spell. You may choose new targets for it.
The key here is that you can only have one copy in your deck, until you steal Recuring Wish to put more into your deck. Well, not in tournament play, but I don't see this thread as being too tournament concerned.
Sudden Inspiration 2UU
Instant
Split Second
Name a nonland card. Search target player's graveyard, hand, and library for a card with that name and exile it. Until end of turn, you may play that card.
Invisible Gate 4
Artifact
The first time each turn a non-land permanent enters the battlefield under an opponent's control, return it to its owner's hand.
Invisible Gate 4
Artifact
The first time each turn a non-land permanent enters the battlefield under an opponent's control, return it to its owner's hand.
I don't think permanents would remember being in play, so this would basically prohibit anything from coming into play. Well, except for lands.
Slumbering Ancient
Land Creature - Mountain Giant
~ is red.
If ~ would enter the battlefield, pay 3R instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
3/3
I don't think permanents would remember being in play, so this would basically prohibit anything from coming into play. Well, except for lands.
Slumbering Ancient
Land Creature - Mountain Giant
~ is red.
If ~ would enter the battlefield, pay 3R instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
3/3
The intent is that this only triggers once per turn, not once per permanent. If you cast a one-drop, then another creature, only the one-drop gets bounced.
Joint Initiative
Sorcery
Search each player's library for a land card. If you found a card for each player, put each one onto the battlefield under its owner's control.
Each player shuffles his or her library.
Paranoid SorcererUB
Creature - Human Wizard T: Put the top card of your library into your graveyard. If that card is a land card, sacrifice Paranoid Sorcerer.
As long as Paranoid Sorcerer is tapped, players can't search libraries.
1/1
I find that card really interesting. There may be ways to build around it to make it good, like somehow combining land destruction and shuffle effects, or using it in the same turn as other discard spells to force your opponent to discard non-lands late-game.
Elf Ambush-Party 3G
Creature--Elf Rogue
1/1
Flash
When Elf Ambush-Party enters the battlefield, reveal the top card of your library. If it's a land, put it onto the battlefield. Otherwise, Elf Ambush-Party gets +X/+X until end of turn, where X is the revealed card's converted mana cost.
Phase Shift2UUW
Enchantment
If a creature would enter play, instead exile it.
Creature cards in the exile zone can attack and block as though they were in play. (They still assign and deal combat damage, but the source is a card, not a permanent. Creature cards do not receive combat damage. Creature cards cannot be targeted by anything that targets a permanent. Creature cards do not tap to attack)
I can give more rulings, but those suffice for basic functionality.
Boulderweight Kraken 3UR
Creature - Kraken
Boulderweight Kraken is unblockable.
When Boulderweight Kraken enters the battlefield, sacrifice four permanents you control other than Boulderweight Kraken of an opponent's choice.
6/3
It never enters the battlefield, and it can't be blocked (which is useful because everything has a virtual Heart of Light).
Creature - Elf
All other creatures are elves in addition to their other creature types
1/1
Sorcery
Destroy all elves you don't control. They can't be regenerated.
Sig by XenoNinja of Heroes of the Plane Studios
Well, I am playing this game, so as that cute college mermaid said as she was passing by earlier "Nothing personal" and what you dudes doing shouldn't be that easy either, I Don't Like You :
Shadow Lynx
Creature Cat Warrior
Flash. Split Second.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Haste Shadow
: Destroy non-green/red target creature in play.
I'm now convinced that you are trying to make bad cards. Let's review:
Exalted out of color, randomly.
Shadow randomly, out of color. You see, hybrids have to be in color for anything you can cast it for, and red/green gets no shadows. Look it up. The only red shadow is multicolor white.
Haste T creature destruction, which with flash and split second have all the problems of instant speed creature destruction in red/green. Furthermore the creature has to be not both red and green. That doesn't exclude many creatures.
Ooh, and you specify that the creature you destroy has to be in play. This is wrong for two reasons. First "target creature" implies that, and secondly you wanted "on the battlefield." M10 and all.
You also don't have power and toughness.
One more that isn't always so clear, the mana cost you want is (B/R)(B/G)(R/G).
Can you please add more abilities onto your cards? I mean, at 3cc you have 5 keywords, all beneficial, and the ability to tap to destroy creatures.
And by the way, if you make a changeling like Amoeboid Changeling lose all creature types, that works.
Pettiness of the Rabble
Creature Spirit - Demon
The power of the Pettines Of The Rabble is equal the sum of the power of all creatures in play.
All creatures in play becomes demon types.
All other creatures in play has the power of 0.
*/1
Tribal Instant - Wizard - Mage
As additional cost to play this spell: For every creature in play, put an copy token with haste for each creature in play under that copied creature's controller control until the end of turn.
Tap all non-token creatures in play and until the end of this turn you may copy and play any of the spells or abilities that was played this turn for no cost. (Copied version can't be copied.)
There is a combat phase to follow this phase this card is played on and this combat phase may be an additional one for this turn.
That look on that cat's face definitely meant; "Now How Did You Do That?" The grateful guard said laughing.
Patent Office
Land
T: Add to your mana pool.
,T: Gain 2 life.
Spells, permanents, and abilities can't be copied.
Make a card called Long For This World.
Sorcery
As an additional cost to cast Unfamaliar Lands: Sacrifice a land card you control in play then play a land card from your hand and then sacrifice another land card you control from play.
Discard your hand and draw seven cards.
If you choose to, after drawing the cards, you may exile two land cards from your hand and confiscate a land card your opponent control and if you choose other than to placed two land cards in exile then this spell resolves in play.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Constructed City
4
Artifact
imprint- When ~ comes into play exile target land.
~ has all activated abilities of the imprinted land.
Enchantment Whenever a permanent is exiled, any player may pay 2. If a player does, return it to play under it's owner's control at end of turn.
Red Wizardry Research
Sorcery.
Destroy target player's artifact with converted mana cost X. Target player's artifact can't be regenerated. Red Wizardry Research deals X damages divided among that player and the creatures he/she controls.
Instant
As an additional cost to play Tolarian Metallurgy, shuffle an artifact you control into your library.
Exile the top card of your library until you reveal an artifact. Put that artifact into play, tapped.
"The peril of learning is losing what you know to discover what you think you don't."
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
Instant
Exile target nonland permanent that entered the battlefield this turn. Its controller reveals his or her hand and shuffles all cards that share a card type with the exiled card into their library.
Sorcery
Choose a non-land card you own from outside the game and put it into your hand. Then, shuffle all cards you own from outside the game with the same name as that card into your library.
Draw a card.
Thanks to Spiderboy4 @ High~Light Studios for the banner and avatar!
Let your daughters date me. I want them for their BRAINS!!
I'm A [POKEMON MASTER]!
Judges 15:15-16
EDH
Seshiro the Anointed
:symg::symb: Savra, Queen of the Golgari :symb::symg::
Instant
A deck can contain only one copy of ~.
Gain control of target spell. You may choose new targets for it.
The key here is that you can only have one copy in your deck, until you steal Recuring Wish to put more into your deck. Well, not in tournament play, but I don't see this thread as being too tournament concerned.
Instant
Split Second
Name a nonland card. Search target player's graveyard, hand, and library for a card with that name and exile it. Until end of turn, you may play that card.
Creature - Spirit
Players can't cast more than one spell each turn.
2/2
(I'm not sure if it can cost 2 mana instead of 3, but it's probably more fragile as a creature, so...)
Official Quizmaster of The Crafters!
Follow Lasersharp on Facebook
4
Artifact
The first time each turn a non-land permanent enters the battlefield under an opponent's control, return it to its owner's hand.
Make a card called Long For This World.
I don't think permanents would remember being in play, so this would basically prohibit anything from coming into play. Well, except for lands.
Slumbering Ancient
Land Creature - Mountain Giant
~ is red.
If ~ would enter the battlefield, pay 3R instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
3/3
The intent is that this only triggers once per turn, not once per permanent. If you cast a one-drop, then another creature, only the one-drop gets bounced.
Joint Initiative
Sorcery
Search each player's library for a land card. If you found a card for each player, put each one onto the battlefield under its owner's control.
Each player shuffles his or her library.
Make a card called Long For This World.
Creature - Human Wizard
T: Put the top card of your library into your graveyard. If that card is a land card, sacrifice Paranoid Sorcerer.
As long as Paranoid Sorcerer is tapped, players can't search libraries.
1/1
B
Sorcery
Look at target player's hand. Choose a land card from it. That player puts that card on top of his or her library.
Elf Ambush-Party
3G
Creature--Elf Rogue
1/1
Flash
When Elf Ambush-Party enters the battlefield, reveal the top card of your library. If it's a land, put it onto the battlefield. Otherwise, Elf Ambush-Party gets +X/+X until end of turn, where X is the revealed card's converted mana cost.
Make a card called Long For This World.
Enchantment
If a creature would enter play, instead exile it.
Creature cards in the exile zone can attack and block as though they were in play. (They still assign and deal combat damage, but the source is a card, not a permanent. Creature cards do not receive combat damage. Creature cards cannot be targeted by anything that targets a permanent. Creature cards do not tap to attack)
I can give more rulings, but those suffice for basic functionality.
Creature - Kraken
Boulderweight Kraken is unblockable.
When Boulderweight Kraken enters the battlefield, sacrifice four permanents you control other than Boulderweight Kraken of an opponent's choice.
6/3
It never enters the battlefield, and it can't be blocked (which is useful because everything has a virtual Heart of Light).
Official Quizmaster of The Crafters!
Follow Lasersharp on Facebook