Mana Nexus Invocation2UUBB
Sorcery (M)
Until end of turn, you may cast nonland cards from your hand without paying their mana cost.
Until end of turn, whenever you cast a spell any opponent may pay 3 life. If an opponent does, counter that spell.
Club Flamingo acting troupe proudly presents: A Flamingo's Dilemma.
A play in four acts.
Act 1 scene 1. In which Club Flamingo consults the four xhusbands. All of whom ask you to find their xwives for various reasons. The first wants his xwife to lift a vow of silence she imposed on him. The second wants you to get back some jewelry his xwife stole. The third just found out his xwife faked her death and wants you to find her. The fourth suspects his xwife burned his house down for the insurance money.
admirableadmiral: 5 cards
Elesh's Decree is too expensive to be worth it. 5 mana for a turn without 1cmc spells is pretty lame, and paying 8 to add a turn without 2cmc or less isn't much better. Pay any more and you might as well play a different card.
The Ultimate Theft has the potential for a huge swing. When you start getting up to 8 or 9 mana you can get some huge value out of it. Seems fine. Maybe too good?
Gravern Dominance. No. Too many cheap spells. Dredge is already really good. Don't make it better. Hell, this doesn't even say "until end of turn."
Everything Burns. I'm not a fan of random effects, or large scale sacrifice effects. Mixing them doesn't help my opinion.
Act 1 scene 2. In which Mtgsalvation laments the pact she made with a demon, and resolves to kill the demon in hopes of breaking the pact.
Forestguy: Dark Faith Ritual
This is a cool play and all but give your opponents some chance to interact with what you do. Maybe make this an enchantment. "ETB sac a lot. Creatures you control have lifelink. Pay x life: get x/x demons." Or even simpler. Just a sorcery that says pay x life: get two demons with lifelink. That's the big play you're going for anyway. Give it flashback/buyback to get your incremental increase thing. Elegance, man.
Act 2 scene 1. In which Club Flamingo consults the first xwife. Who is Jane Goodall. She signs a contract rescinding the vow of silence. Then she sells Club Flamingo some gorillas.
Morgellons: Savage Arbitration.
This is pretty cool. Pay 4 for a 4/4 is fine, and 3 for every 4/4 after that sounds like a good deal. Especially to Timmys. As cool as it is, the biggest this play is going to get, is just plopping down a bunch of big dudes. Balanced, clean, but not all that exciting.
Act 2 scene 2. In which Club Flamingo consults the second x wife, who has become a famous singer, as she sings a song. The second xwife has become a favorite character for many, so in this version of the play, the song has been extended. Club Flamingo likes the song so much he decides not to steal anything. Which is good because the xhusband was lying and just wanted you to steal some of his xwifes jewelry.
SelesnyaNewLife: Tet's Mantra.
I like this. Kind of like Martial Coup. It gives you a good effect for x, and then a bonus when you make x big enough. Probably too good. Mind Spring saw some play, and this is strictly better. Maybe add U. Still, looks fun and can make for a big play.
Act 2 scene 3. In which Mtgsalvation decides to betray the demons to the angels in hopes of redemption.
FortuitousEntity: Shift of Loyalties Reins of power is a favorite finisher of mine in my [card]Hunted Phantasm[/deck]. It is absolutely hilarious to bulk up your opponent's side then switch when it gets really huge. I've seen how big this kind of play can get. Making the switch permanent would really add to my fun.
Act 2 scene 4. In which the first and second xwives attempt to disguise themselves as the gorillas Club Flamingo bought in order to spy on their xhusbands.
Cythare: Kavu Replicant
Somebody knows what I like. Incremental growth copy effects and lots of cool creature tokens. While this play is big and gets cooler the bigger you make it the biggest it can be is a bunch of huge dudes. See Savage Arbitration.
Intermission.
KoolKoal: Get Huge.
This doesn't even work.
Act 3 scene 1. In which Mtgsalvation is chided by the angels for her treacherous tactics, and violent ways. She is told violence is not the only solution and cannot solve anything in the long term. However, it is all she knows. She must now make a painful choice. Does she continue to fight for her goals, perhaps losing out on the long term redemption, or does she renounce what she has now in order to grow as a person.
Mix Master Mikeaus: Wages of Sin.
I love these cruel choice cards black sometimes gets. I still need to build a deck with Choice of Damnations. As we've seen with Identity Crisis 6 is about as low as you can get for getting rid of someone's hand. So having that, and giving players a painful out, is right on the money. I love it. I even love the phrasing. Each opponent may discard any number of cards. As if they would want to.
Act 3 scene 2. In which Club Flamingo learns that the third and fourth xwife are the same person. Club Flamingo gets her new address and tries to avoid drawing the attention of this clearly dangerous person.
Avatarz: Impending Doom.
Whew. Rough card. Having to choose what to sacrifice a turn later. Could have a huge impact on play, if the right cost is payed for X. I can see this being fun in a "desperately gotta use this before I lose it" kinda way. I like this more than most mass sacrifice effects because of how much choice everyone gets.
Act 3 scene 3 In which Mtgsalvation makes the painful choice to give up what she has in order to grow and learn. She burns all of her weapons and draws inspiration from the fire.
Scarbo: Catharsis.
Big big play here. Made up of encouraging lots of little spells. "Use me to go off!" this spell yells in all caps, which I am too polite to use. Cool name.
Act 3 scene 4 in which the Worldflux Ancient awakens and everyone flees the plane.
Sperlman: Worldflux Ancient
Pay 6 color intensive mana for a 5/4 indestructible trample. Sure. Pay extra for cool ETB effects, they'd better be pretty cool for the cost.
Making someone sacrifice a land after you have at least 7 mana doesn t do too much most of the time.
Searching for a land when you can already pay 3BUGG also isn't too effective.
95% of the time paying 1 to untap a land will be the same as not paying 1.
The base creature is a pretty big play, but the extras don't add much.
Act 4 scene 1 In which Club Flamingo, Mtgsalvation, all the xwives, and all the xhusbands meet each other on this new plane, and we learn that the fourth xwife is also the demon who made a pact with Mtgsalvation!
iphanx: Abandon the Plane
Reset the board, draw a bunch of cards. Undeniably a big play but I'd have preferred a big play making or changing things, rather than a big play subtracting everything.
Act 4 scene 3 In which there is a big fight.
Mana Nexus Invocation
Did you know Emrakul, the aeons torn can't be countered? There are a couple of other big spells that can't be countered that would make this kind of worrisome. Still, I like the idea of being able to play practically anything, while all your opponent has to do to stop you is pay 3 life. Interesting premise, but I feel this may just turn all the cards in your hand into lava spikes most of the time. Neat trick for blue black.
Survivors' ShelterWB
Enchantment
Hexproof, Indestructible
When Survivors' Emergence enters the battlefield, you may exile any number of creatures you control.
At the beginning of each upkeep, if five or more creatures died last turn, sacrifice Survivors' Shelter and return all creatures exiled with it to the battlefield under your control. After the calamity, the survivors began to emerge, and civilization was reborn anew.
-Book of Histories
IIW: A legendary creature without an existing card that's been mentioned in flavor text (I.E. Callaphe the Mariner, Blunk, Fblthp, Chianul)
Stordraven Cleric3WWBB
Creature - Human Cleric (M)
When Stordraven Cleric enter the battlefield, destroy all other creatures.
At the beginning of your upkeep, return target creature card from your graveyard to your hand. She was determined to fix what she helped create.
4/3
IIW: Cards that would push one modern deck over the top
Tactical Celebrant, you're so rude! You didn't even say anything new about my card.
Innocuous CockroachesG
Creature - Insect (U)
Shroud, indestructible
Whenever Innocuous Cockroaches blocks a creature, that creature gains trample until end of combat.
0/1
iiw:
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Wastewild PariahGW
Creature - Human Druid (R)
Whenever a player taps a nonbasic land for mana, it doesn't untap during its controller's next untap step. To abandon the burdens of civilization is to find salvation itself.
3/3
Memories of GloryRW
Enchantment (R) X: Choose target unequipped Equipment you control with converted mana cost X. Put a 1/1 red and white Spirit Soldier creature token with "When this creature dies, sacrifice all Equipment that was attached to it." onto the battlefield and attach that Equipment to that creature. "I call upon you, my ancient protectors, to rise in service to the Empire once more. Our world might yet endure this wasting, but only with your swords stabbed right through the heart of our ruination."
-Raius Urvon
Makeshift Workbench4
Artifact (R) 2, exile two equipment cards from your graveyard: Put a colorless Equipment artifact token onto the battlefield, it has equip 2 and your choice of one of the following:
- "Equipped creature gets +2/+1."
- "Equipped creature has first strike and trample." or
- "Equipped creature has "1, T: Deal 1 damage to target creature or player.""
IIW: "Shuffle your library, then reveal the top card..."
Radiated Field
Land [R]
At the beginning of your upkeep, you lose 1 life for each radiation counter on Radiated Field. t: Add one mana of any color to your mana pool. Put a radiation counter on Radiated Field. 1, t: Remove a radiation counter from Radiated Field.
Protected ScionW
Creature - Human Warrior (U)
Sacrifice a creature you control paired with Protected Scion: Protected Scion becomes indestructible until end of turn.
Human Ward W (As you draw Protected Scion you may pay W and put it on the battlefield paired with an unpaired human you control. They remain paired for as long as you control both of them.)
2/1
Unaffected by cards with "Destroy all" or "return all" in their card text.
At the beginning of each upkeep, If there are no other creatures on the battlefield except for "Refugee", put a 1/1 Human Soldier token named "Refugee" on the battlefield tapped.
2/2
(it's green because survival, coexistence, instinct)
Hellspawn Cleanser2WW
Creature - Human Soldier (R)
Vigilance, lifelink W: Hellspawn Cleanser gets +1/+1 if it's blocking. "This blight is a punishment from God, and my blade your only salvation!"
2/3
iiw: Demon invasion
Private Mod Note
():
Rollback Post to RevisionRollBack
If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Fish2U
Creature - Fish Mutant (U)
At end of combat, if Fish attacked this turn, draw a card. 2W: Prevent all combat damage that would be dealt to Fish this turn. FISH CAN ROLL.
2/2
Anyone remember my February MCC entry Lauria, Kadeen Herald? Well guess who's back and didn't survive the Phyrexian invasion.
Lauria, Darkweaving Seer2UUBB
Legendary Creature - Zombie Wizard (MR)
Hexproof, Intimidate
Whenever a creature dies or a spell is countered, put a +1/+1 counter on Lauria. 1UU: Counter target spell unless its controller pays 3. Activate this ability only once each turn.
2/3 "Survival is just as much a matter of intellect as it is a consequence of instinct." - Jin-Gitaxias
Aside from the fact that it's connected to New Phyrexia, it doesn't particularly feel post-apocalyptic. Aside from that, it looks like it'd make a pretty decent Commander.
Survivors' ShelterWB
Enchantment
Hexproof, Indestructible
When Survivors' Emergence enters the battlefield, you may exile any number of creatures you control.
At the beginning of each upkeep, if five or more creatures died last turn, sacrifice Survivors' Shelter and return all creatures exiled with it to the battlefield under your control. After the calamity, the survivors began to emerge, and civilization was reborn anew.
-Book of Histories
Could be an artifact instead of an enchantment, and maybe make the sac optional so you can keep your creatures safe indefinitely. Otherwise, the base concept is solid.
Stordraven Cleric3WWBB
Creature - Human Cleric (M)
When Stordraven Cleric enter the battlefield, destroy all other creatures.
At the beginning of your upkeep, return target creature card from your graveyard to your hand. She was determined to fix what she helped create.
4/3
This seems like it should be an Angel instead of a mere Human. It does create a cataclysm, though, and the flavor text adds a distinct touch.
Innocuous CockroachesG
Creature - Insect (U)
Shroud, indestructible
Whenever Innocuous Cockroaches blocks a creature, that creature gains trample until end of combat.
0/1
Cockroaches are a natural fit for a post-apocalypse set. This one is one of those Johnny cards that begs to be built around.
Wastewild PariahGW
Creature - Human Druid (R)
Whenever a player taps a nonbasic land for mana, it doesn't untap during its controller's next untap step. To abandon the burdens of civilization is to find salvation itself.
3/3
Not really very post-apocalyptic in terms of flavor, though it's a very good hatebear and would fit in a post-apoc set.
Granting double strike to all creatures instead of just yours is a strong effect with a chance to benefit your opponents as much as you (think Mass Hysteria). And though it's not necessarily post-apoc, a bit of flavor jiggering is all that's needed to make it so.
Memories of GloryRW
Enchantment (R) X: Choose target unequipped Equipment you control with converted mana cost X. Put a 1/1 red and white Spirit Soldier creature token with "When this creature dies, sacrifice all Equipment that was attached to it." onto the battlefield and attach that Equipment to that creature. "I call upon you, my ancient protectors, to rise in service to the Empire once more. Our world might yet endure this wasting, but only with your swords stabbed right through the heart of our ruination."
-Raius Urvon
I'd prefer it if the token creation was a flat cost, so you don't have to wait 6 turns to animate Argentum Armor or an equally expensive Equipment. The flavor text and the name make it feel somewhat post-apocalyptic or emblematic of a lost kingdom, so plus points for that.
Makeshift Workbench4
Artifact (R) 2, exile two equipment cards from your graveyard: Put a colorless Equipment artifact token onto the battlefield, it has equip 2 and your choice of one of the following:
- "Equipped creature gets +2/+1."
- "Equipped creature has first strike and trample." or
- "Equipped creature has "1, T: Deal 1 damage to target creature or player.""
While I like the idea of a build-it-yourself equipment, this has memory issues that need to be worked out if you want this to be practical.
Radiated Field
Land [R]
At the beginning of your upkeep, you lose 1 life for each radiation counter on Radiated Field. t: Add one mana of any color to your mana pool. Put a radiation counter on Radiated Field. 1, t: Remove a radiation counter from Radiated Field.
A very risk-vs.-reward card. Think of this as a delayed-action City of Brass.
Protected ScionW
Creature - Human Warrior (U)
Sacrifice a creature you control paired with Protected Scion: Protected Scion becomes indestructible until end of turn.
Human Ward W (As you draw Protected Scion you may pay W and put it on the battlefield paired with an unpaired human you control. They remain paired for as long as you control both of them.)
2/1
Seems unnecessarily complicated and not at all post-apocalyptic.
Unaffected by cards with "Destroy all" or "return all" in their card text.
At the beginning of each upkeep, If there are no other creatures on the battlefield except for "Refugee", put a 1/1 Human Soldier token named "Refugee" on the battlefield tapped.
2/2
(it's green because survival, coexistence, instinct)
I don't think the first ability works as it should, and I have no idea how it would go. Something like "Spells and abilities that don't target a creature don't affect this creature"? Also is it only supposed to produce one token or is it supposed to make a bunch of refugees?
Hellspawn Cleanser2WW
Creature - Human Soldier (R)
Vigilance, lifelink W: Hellspawn Cleanser gets +1/+1 if it's blocking. "This blight is a punishment from God, and my blade your only salvation!"
2/3
Detached from context, the name doesn't match up with the mechanics. I'd have expected something like Banisher Priest on attacking or something along those lines.
Fish2U
Creature - Fish Mutant (U)
At end of combat, if Fish attacked this turn, draw a card. 2W: Prevent all combat damage that would be dealt to Fish this turn. FISH CAN ROLL.
2/2
"Fish Mutant" is a type that makes me happy. That said, this doesn't feel very post-apoc, aside from the type.
Goblin Ignition Squad3RR
Creature - Goblin Warrior (R)
Goblin Ignition Squad enters the battlefield with three fuse counters on it. T: Move a fuse counter from Goblin Ignition Squad to another target creature. T: Remove all fuse counters from all creatures. For each creature, Goblin Ignition Squad deals damage to that creature equal to three times the number of fuse counters removed from it this way.
4/3
IIW: Design a card that embodies the classic old man traits of stubbornness and single-mindedness.
Sylex Shard3
Artifact (R) 3, T, Sacrifice Sylex Shard: Destroy all creatures attacking you or a planeswalker you control. Crystallized fragments of Argoth are used by wicked chronomancers to bring similar fates upon those in the present.
IIW: Anglo-European frameworks of sexual morality (ctrl + v)
Each player sacrifices all non creature permanents, shuffles all creatures into their decks and discards their hand. Then each places as many creatures and lands on the battlefield from their decks.
IIW: RAMP Spells! or better yet FAT spells/Creatures that RAMP.
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
Goblin Investigator2RR
Creature - Goblin Scout (u)
When Goblin Investigator deals combat damage to a player, sacrifice it. If you do, it deals 3 damage to each creature. "Oooh, I think this is the place to look! Let's go there and check it out! OOOOH! A shiny red big button!" - Flib, goblin investigator, last words
2/2
Cragnarok3RRR
Enchantment (R)
Whenever a player casts the first noncreature spell that player has casted this turn, counter that spell. Its controller puts a X/X red Elemental creature token with haste onto the battlefield, where X is that spell's converted mana cost.
Sorcery (M)
Until end of turn, you may cast nonland cards from your hand without paying their mana cost.
Until end of turn, whenever you cast a spell any opponent may pay 3 life. If an opponent does, counter that spell.
iIW: Threaten effects
A play in four acts.
Act 1 scene 1. In which Club Flamingo consults the four xhusbands. All of whom ask you to find their xwives for various reasons. The first wants his xwife to lift a vow of silence she imposed on him. The second wants you to get back some jewelry his xwife stole. The third just found out his xwife faked her death and wants you to find her. The fourth suspects his xwife burned his house down for the insurance money.
admirableadmiral: 5 cards
Elesh's Decree is too expensive to be worth it. 5 mana for a turn without 1cmc spells is pretty lame, and paying 8 to add a turn without 2cmc or less isn't much better. Pay any more and you might as well play a different card.
The Ultimate Theft has the potential for a huge swing. When you start getting up to 8 or 9 mana you can get some huge value out of it. Seems fine. Maybe too good?
Gravern Dominance. No. Too many cheap spells. Dredge is already really good. Don't make it better. Hell, this doesn't even say "until end of turn."
Everything Burns. I'm not a fan of random effects, or large scale sacrifice effects. Mixing them doesn't help my opinion.
Forestguy: Dark Faith Ritual
This is a cool play and all but give your opponents some chance to interact with what you do. Maybe make this an enchantment. "ETB sac a lot. Creatures you control have lifelink. Pay x life: get x/x demons." Or even simpler. Just a sorcery that says pay x life: get two demons with lifelink. That's the big play you're going for anyway. Give it flashback/buyback to get your incremental increase thing. Elegance, man.
Act 2 scene 1. In which Club Flamingo consults the first xwife. Who is Jane Goodall. She signs a contract rescinding the vow of silence. Then she sells Club Flamingo some gorillas.
Morgellons: Savage Arbitration.
This is pretty cool. Pay 4 for a 4/4 is fine, and 3 for every 4/4 after that sounds like a good deal. Especially to Timmys. As cool as it is, the biggest this play is going to get, is just plopping down a bunch of big dudes. Balanced, clean, but not all that exciting.
Act 2 scene 2. In which Club Flamingo consults the second x wife, who has become a famous singer, as she sings a song. The second xwife has become a favorite character for many, so in this version of the play, the song has been extended. Club Flamingo likes the song so much he decides not to steal anything. Which is good because the xhusband was lying and just wanted you to steal some of his xwifes jewelry.
SelesnyaNewLife: Tet's Mantra.
I like this. Kind of like Martial Coup. It gives you a good effect for x, and then a bonus when you make x big enough. Probably too good. Mind Spring saw some play, and this is strictly better. Maybe add U. Still, looks fun and can make for a big play.
Act 2 scene 3. In which Mtgsalvation decides to betray the demons to the angels in hopes of redemption.
FortuitousEntity: Shift of Loyalties
Reins of power is a favorite finisher of mine in my [card]Hunted Phantasm[/deck]. It is absolutely hilarious to bulk up your opponent's side then switch when it gets really huge. I've seen how big this kind of play can get. Making the switch permanent would really add to my fun.
Act 2 scene 4. In which the first and second xwives attempt to disguise themselves as the gorillas Club Flamingo bought in order to spy on their xhusbands.
Cythare: Kavu Replicant
Somebody knows what I like. Incremental growth copy effects and lots of cool creature tokens. While this play is big and gets cooler the bigger you make it the biggest it can be is a bunch of huge dudes. See Savage Arbitration.
Intermission.
KoolKoal: Get Huge.
This doesn't even work.
Act 3 scene 1. In which Mtgsalvation is chided by the angels for her treacherous tactics, and violent ways. She is told violence is not the only solution and cannot solve anything in the long term. However, it is all she knows. She must now make a painful choice. Does she continue to fight for her goals, perhaps losing out on the long term redemption, or does she renounce what she has now in order to grow as a person.
Mix Master Mikeaus: Wages of Sin.
I love these cruel choice cards black sometimes gets. I still need to build a deck with Choice of Damnations. As we've seen with Identity Crisis 6 is about as low as you can get for getting rid of someone's hand. So having that, and giving players a painful out, is right on the money. I love it. I even love the phrasing. Each opponent may discard any number of cards. As if they would want to.
Act 3 scene 2. In which Club Flamingo learns that the third and fourth xwife are the same person. Club Flamingo gets her new address and tries to avoid drawing the attention of this clearly dangerous person.
Avatarz: Impending Doom.
Whew. Rough card. Having to choose what to sacrifice a turn later. Could have a huge impact on play, if the right cost is payed for X. I can see this being fun in a "desperately gotta use this before I lose it" kinda way. I like this more than most mass sacrifice effects because of how much choice everyone gets.
Act 3 scene 3 In which Mtgsalvation makes the painful choice to give up what she has in order to grow and learn. She burns all of her weapons and draws inspiration from the fire.
Scarbo: Catharsis.
Big big play here. Made up of encouraging lots of little spells. "Use me to go off!" this spell yells in all caps, which I am too polite to use. Cool name.
Act 3 scene 4 in which the Worldflux Ancient awakens and everyone flees the plane.
Sperlman: Worldflux Ancient
Pay 6 color intensive mana for a 5/4 indestructible trample. Sure. Pay extra for cool ETB effects, they'd better be pretty cool for the cost.
Making someone sacrifice a land after you have at least 7 mana doesn t do too much most of the time.
Searching for a land when you can already pay 3BUGG also isn't too effective.
95% of the time paying 1 to untap a land will be the same as not paying 1.
The base creature is a pretty big play, but the extras don't add much.
Act 4 scene 1 In which Club Flamingo, Mtgsalvation, all the xwives, and all the xhusbands meet each other on this new plane, and we learn that the fourth xwife is also the demon who made a pact with Mtgsalvation!
iphanx: Abandon the Plane
Reset the board, draw a bunch of cards. Undeniably a big play but I'd have preferred a big play making or changing things, rather than a big play subtracting everything.
Act 4 scene 3 In which there is a big fight.
Mana Nexus Invocation
Did you know Emrakul, the aeons torn can't be countered? There are a couple of other big spells that can't be countered that would make this kind of worrisome. Still, I like the idea of being able to play practically anything, while all your opponent has to do to stop you is pay 3 life. Interesting premise, but I feel this may just turn all the cards in your hand into lava spikes most of the time. Neat trick for blue black.
Winner: Mix Master Mikeaus
HMs: Cythare FortuitousEntity
Next: Post-apocalyptic World.
Enchantment
Hexproof, Indestructible
When Survivors' Emergence enters the battlefield, you may exile any number of creatures you control.
At the beginning of each upkeep, if five or more creatures died last turn, sacrifice Survivors' Shelter and return all creatures exiled with it to the battlefield under your control.
After the calamity, the survivors began to emerge, and civilization was reborn anew.
-Book of Histories
IIW: A legendary creature without an existing card that's been mentioned in flavor text (I.E. Callaphe the Mariner, Blunk, Fblthp, Chianul)
Creature - Human Cleric (M)
When Stordraven Cleric enter the battlefield, destroy all other creatures.
At the beginning of your upkeep, return target creature card from your graveyard to your hand.
She was determined to fix what she helped create.
4/3
IIW: Cards that would push one modern deck over the top
Modern
UBR Grixis Control
U Merfolk
Pauper
U Mono U Delver
Ancestral Visions is freed
Innocuous Cockroaches G
Creature - Insect (U)
Shroud, indestructible
Whenever Innocuous Cockroaches blocks a creature, that creature gains trample until end of combat.
0/1
iiw:
Creature - Human Druid (R)
Whenever a player taps a nonbasic land for mana, it doesn't untap during its controller's next untap step.
To abandon the burdens of civilization is to find salvation itself.
3/3
IIW: Black-white but not Orzhov
EDIT: Druid feels better than knight.
Draft my cube! (630 cards)
Enchantment (R)
X: Choose target unequipped Equipment you control with converted mana cost X. Put a 1/1 red and white Spirit Soldier creature token with "When this creature dies, sacrifice all Equipment that was attached to it." onto the battlefield and attach that Equipment to that creature.
"I call upon you, my ancient protectors, to rise in service to the Empire once more. Our world might yet endure this wasting, but only with your swords stabbed right through the heart of our ruination."
-Raius Urvon
IIW: A second chance
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Artifact (R)
2, exile two equipment cards from your graveyard: Put a colorless Equipment artifact token onto the battlefield, it has equip 2 and your choice of one of the following:
- "Equipped creature gets +2/+1."
- "Equipped creature has first strike and trample." or
- "Equipped creature has "1, T: Deal 1 damage to target creature or player.""
IIW: "Shuffle your library, then reveal the top card..."
Land [R]
At the beginning of your upkeep, you lose 1 life for each radiation counter on Radiated Field.
t: Add one mana of any color to your mana pool. Put a radiation counter on Radiated Field.
1, t: Remove a radiation counter from Radiated Field.
IIW: Push the big red button
Creature - Human Warrior (U)
Sacrifice a creature you control paired with Protected Scion: Protected Scion becomes indestructible until end of turn.
Human Ward W (As you draw Protected Scion you may pay W and put it on the battlefield paired with an unpaired human you control. They remain paired for as long as you control both of them.)
2/1
IIW:WII
Creature - Human Noble
Unaffected by cards with "Destroy all" or "return all" in their card text.
At the beginning of each upkeep, If there are no other creatures on the battlefield except for "Refugee", put a 1/1 Human Soldier token named "Refugee" on the battlefield tapped.
2/2
(it's green because survival, coexistence, instinct)
IIW Creatures with P/T total exceeding 30
Hellspawn Cleanser 2WW
Creature - Human Soldier (R)
Vigilance, lifelink
W: Hellspawn Cleanser gets +1/+1 if it's blocking.
"This blight is a punishment from God, and my blade your only salvation!"
2/3
iiw: Demon invasion
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------
Creature - Fish Mutant (U)
At end of combat, if Fish attacked this turn, draw a card.
2W: Prevent all combat damage that would be dealt to Fish this turn.
FISH CAN ROLL.
2/2
iiw: mutants and/or off-color mana in text boxes
Could be an artifact instead of an enchantment, and maybe make the sac optional so you can keep your creatures safe indefinitely. Otherwise, the base concept is solid.
This seems like it should be an Angel instead of a mere Human. It does create a cataclysm, though, and the flavor text adds a distinct touch.
Cockroaches are a natural fit for a post-apocalypse set. This one is one of those Johnny cards that begs to be built around.
Not really very post-apocalyptic in terms of flavor, though it's a very good hatebear and would fit in a post-apoc set.
Granting double strike to all creatures instead of just yours is a strong effect with a chance to benefit your opponents as much as you (think Mass Hysteria). And though it's not necessarily post-apoc, a bit of flavor jiggering is all that's needed to make it so.
I'd prefer it if the token creation was a flat cost, so you don't have to wait 6 turns to animate Argentum Armor or an equally expensive Equipment. The flavor text and the name make it feel somewhat post-apocalyptic or emblematic of a lost kingdom, so plus points for that.
While I like the idea of a build-it-yourself equipment, this has memory issues that need to be worked out if you want this to be practical.
A very risk-vs.-reward card. Think of this as a delayed-action City of Brass.
Seems unnecessarily complicated and not at all post-apocalyptic.
I don't think the first ability works as it should, and I have no idea how it would go. Something like "Spells and abilities that don't target a creature don't affect this creature"? Also is it only supposed to produce one token or is it supposed to make a bunch of refugees?
Detached from context, the name doesn't match up with the mechanics. I'd have expected something like Banisher Priest on attacking or something along those lines.
"Fish Mutant" is a type that makes me happy. That said, this doesn't feel very post-apoc, aside from the type.
Winner: admirableadmiral
Runner-up: SelesnyaNewLife
Next challenge: Push the big red button
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------
Drain Intellect 1B
Enchantment - Aura (U)
Enchant creature
Whenever enchanted creature would attack or block, it does the other instead.
IIW:
Creature - Goblin Warrior (R)
Goblin Ignition Squad enters the battlefield with three fuse counters on it.
T: Move a fuse counter from Goblin Ignition Squad to another target creature.
T: Remove all fuse counters from all creatures. For each creature, Goblin Ignition Squad deals damage to that creature equal to three times the number of fuse counters removed from it this way.
4/3
IIW: Design a card that embodies the classic old man traits of stubbornness and single-mindedness.
Artifact (R)
3, T, Sacrifice Sylex Shard: Destroy all creatures attacking you or a planeswalker you control.
Crystallized fragments of Argoth are used by wicked chronomancers to bring similar fates upon those in the present.
IIW: Anglo-European frameworks of sexual morality (ctrl + v)
Sorcery
Each player sacrifices all non creature permanents, shuffles all creatures into their decks and discards their hand. Then each places as many creatures and lands on the battlefield from their decks.
IIW: RAMP Spells! or better yet FAT spells/Creatures that RAMP.
Sorcery
Destroy all lands. Explosive End deals 10 damage to each creature and each player.
IIW: legendary creatures that don't have a preexisting card but exist in MTG flavor text.
Creature - Goblin Scout (u)
When Goblin Investigator deals combat damage to a player, sacrifice it. If you do, it deals 3 damage to each creature.
"Oooh, I think this is the place to look! Let's go there and check it out! OOOOH! A shiny red big button!" - Flib, goblin investigator, last words
2/2
IIW: A common one-frop with 2 power
Enchantment (R)
Whenever a player casts the first noncreature spell that player has casted this turn, counter that spell. Its controller puts a X/X red Elemental creature token with haste onto the battlefield, where X is that spell's converted mana cost.
IIW: non-blue clever guys
Instant (R)
Destroy target nonland permanent. If W was spent to cast Abort, exile that permanent instead.
IIW: In a world... where your favorite constructed staple never existed... you had a dream of its possibility...