Sorry for the delay. I fell asleep at the keyboard halfway through Sir Aureus’s cards. Got em finished now, though. Enjoy:
Pyram of Respect4WWW Creature - Spirit
Vigilance 2W: Each player may gain 1 life for each card in his or her hand. Each player who doesn't, draws a card. "They bow and listen. As they should."
6/6
Pyram of Growth4GGG Creature - Spirit
Trample 1G: Each player may search his or her library for a land card and put it into play tapped. Each player who didn't search his or her library may draw a card. Each player who did, shuffles his or her library.
"There is potential in everything. You just need to open your eyes."
6/6
Pyram of Impulse4RRR Creature - Spirit
Haste 2R: Each player draws a card, then takes 1 damage for each card he or she has drawn this turn.
"Don't think. Do."
6/6
Pyram of Emptiness4BBB Creature - Spirit
Deathtouch 1BB: Each player sacrifices a non-spirit creature. Each player who doesn't, draws a card.
"Oh stop crying. It's not like you needed that."
6/6
Respect - Interesting. A mono-white Temple Bell. Already unorthodox, though, it has some justification from cards like Truce. But, those cards haven’t been seen since 5th ed. So, this feels like a color pie screw up.
Growth - You allow an option between getting a ramp, or drawing a card. Regardless, it’s going to give everyone exactly what they want, which makes it better than Temple Bell. Green is good at this sort of thing, of course, so, it seems fair. Regardless, any game where this thing takes off, it’d make the game go nuts.
Impulse - Red has only recently really been introduced to looting, so, I’m not sure this is on color yet. Giving the benefit of the doubt, however, this comes out largely fair. It actually winds up behaving more like speed-burn than card draw, though, as it first hit’s each player for at least 1, 2, then 3. Sure, it’s not much compared to other burn strategies, but it’s much more likely to be ignored and allowed to continue until it’s almost too late, as those card draws make people happy.
Emptiness - Encourages creatureless strategies or only-spirit-based strategies. Nothing exactly wrong with that, but it’s actually more likely to make enemies at the game table than friends. This is the most clear-cut ‘I’m screwing you guys over’ card out of this version of the cycle. Though, it’s not a badly designed card, tbh.
Overall - I‘m not sure I see how my original card fits into this cycle, as it distracts players with a tedious action while giving the controller a simple, clear-cut bonus that is likely to go unnoticed (Or, that‘s what I believe it‘d do). Each of your cards do little distracting and a lot of benefiting everyone equally. As far as each card design goes, though, you have one error, two iffy cards, and an okay, so you get a
Pyram of Decay 5BBB
Creature - Spirit M
Flying 1B: You and target opponent each choose a target permanent. Destroy those permanents.
6/6
IIW: Madness
Decay - Simple and aggressive. Would decimate the field quickly. Feels accurate at mythic.
Overall - This does not make a cycle.
Pyram of Blinding4WWW
Creature - Spirit (R)
Flying 1W: Two target players each choose a creature he or she controls. Those players each tap those creatures. You draw a card.
6/6 "I own all of their eyes. I can skim whatever I happen to need off the top."
Pyram of Offerings4BBB
Creature - Spirit (R)
Flying 1B: Two target players each choose a creature he or she controls. Those players each sacrifice those creatures. You draw a card.
6/6 "I own all of their bodies. I can skim whatever I happen to need off the top."
Pyram of War4RRR
Creature - Spirit (R)
Flying 1R: Two target players each choose a creature he or she controls. Those creatures must attack and/or block this turn. You draw a card.
6/6 "I own their vengeance. I can skim whatever I happen to need off the top."
Pyram of Growth4GGG
Creature - Spirit (R)
Flying 1G: Two target players each choose a creature he or she controls. Those players each put a +1/+1 counter on each of those creatures. You draw a card.
6/6 "I own their ambition. I can skim whatever I happen to need off the top."
IIW siggy
Blinding - So, the other players each tap their creatures while you machine-gun off some draws. Would likely make some enemies at the table. Then again, there’s nothing preventing them from simply tapping creatures that are already tapped, so, meh. Though, white is not apt for repeated, one-sided drawing at such a cheap rate. Color error there.
Offerings - A slight wording snafu: ‘Two target players each sacrifice a creature’ would have sufficed. Definitely will irritate foes. Also a very powerful card advantage engine, except in 1v1. Black rarely gets card-draw, but when they do, it’s tacked onto activation costs like this. However, they also generally come with drawbacks such as ‘pay 2 life’ or the like. This comes with a very powerful advantage. So, I’m afraid this is a bit too strong.
War - Rapid card draw in red? Odd, to say the least, and likely about as far off as mono-white rapid card draw. The chances are the other half of the ability will be useful as well, as it can allow you to force an opponent to shove a creature they control under the bus of a 6/6 flying Pyram.
Growth - I cannot think of a situation in which you would not choose yourself as one of the two players to target with that ability. You would put sooooo many +1/+1 counters on that Pyram, swinging for the fences in the meantime and drawing fistfuls of cards. Bit too good.
Overall - I can see how you approached the concept: Pyram‘s are 6/6 flying Spirits for 4CCC that allow their controller to draw lots of cards and grant some other benefit as well. However, your execution leaves me wanting. Also, the majority of your flavor texts confused me. Why does the white one want to collect eyes?
Pyram of Ordinance 4WWW
Creature - Spirit (M)
Vigilance 2W: Each player taps an untapped creature he or she controls. Put a 1/1 white Soldier creature token onto the battlefield. "They bow; I rule."
5/7
Pyram of Commerce :4mana::symu::symu::symu:
Creature - Spirit (M)
Flying
:1mana::symu:: Two target players each choose a permanent he or she controls. Those players exchange control of those permanents. You draw a card. "They toil; I succeed"
6/6
Pyram of Discipline 4BBB
Creature - Spirit (M)
Lifelink 1B: Sacrifice a creature. If you do, each player loses life equal to the sacrificed creature's converted mana cost. "I suffer; they perish."
5/5
Pyram of Retribution4RRR
Creature - Spirit (M)
Haste 3R: Pyram of Retribution deals 1 damage to each creature and each player. Add R to your mana pool for each point of damage dealt this way. "They bleed; I revel."
7/3
Pyram of Abundance 4GGG
Creature - Spirit (M)
Reach 4G: Each player may put a permanent from his or her hand onto the battlefield. You gain 4 life. "They prosper; I thrive."
8/8
In my head, Pyrams are the patron spirits of civilisation: law, trade, punishment, war, agriculture. They are also greedy bastards.
The black one is intentionally reversed. Black will do anything to win, even if it means breaking a cycle.
IIW: The paranormal.
Ordinance - With enough mana, this allows the controller to keep each opponent completely tapped down with enough mana. After all, you just pay it once, tap the Pyram, get a token, pay it again, tap the token, get another token, pay it again, ect, ect, each turn, until you have more tokens that anyone should rightfully have. On the other hand, it’s not targeted, and it does cost 2C per activation, so it’s not without holes. A fair enough design, one that applies pressure from two different fronts.
Discipline - Ah, the cycle is broken. You could have worded it slightly differently, though, since the ‘if you do’ is largely null. If you don’t, nothing’s happening anyways, so, yeah. In a deck, this honestly wins you the game at any point that you are at 8 and they are at 7 or less. Add more creatures to the mix, and getting them down to that point is stupidly easy. I could see this card ending games really fast. Honestly, a bit too fast, as those creatures likely attacked in the meantime as well. It feels quite mythic, but is too strong.
Retribution - An ability that pays for itself. Good thing you gave the creature 3 toughness, else it’d be absurdly good. As is, in any multiplayer game, this will either wipe the board entirely without draining your overall mana at all, or it will be used to ramp up to an absurd number while getting rid of dozens of tokens. It’s an interesting take on a ritual, and feels appropriate for seven mana.
Abundance - Out of the cycle, this does the least for the controller. Each player slams a permanent down onto the field and you gain 4 life. The most expensive activation cost as well. This card would make some friends for you, for sure, and, once everyone’s hand is empty, perhaps stall the game out long enough for you to win. Intriguing design.
Overall - I like your approach to this challenge. You fleshed out a largely blank concept with your own creative juices. The card designs themselves were pretty smooth too. You get a
So, a Pyram is basically a pyramid creature? *confused* Oh well... modeling this after US government cabinet posts (following the Commerce thing)
The original: Pyram of Commerce4UUU
Creature - Spirit (M)
Flying 1U: Two target players each choose a permanent he or she controls. Those players exchange control of those permanents. You draw a card. "They toil; I succeed."
6/6
The cycle: Pyram of State4WWW
Creature - Spirit (M)
Vigilance 1W: Two target players compare the number of each type of permanent he or she controls. The player with the most of each type of permanent exiles a number of that type of permanent until both players control the same number. You may choose a permanent exiled this turn and put it onto the battlefield under your control.
6/6 "They negotiate; I usurp."
Pyram of Labor4RRR
Creature - Spirit (M)
Double strike 1R: Up to two target players each double the number of counters on an artifact they control. You double the number of counters on all artifacts you control.
6/6 "They endeavor; I progress."
Pyram of Agriculture4GGG
Creature - Spirit (M)
Trample 1G: Two target players each search their library for a basic land card, reveal it, and put it into his or her hand. Then those players shuffle their libraries. You may play an additional land this turn.
6/6 "They cultivate; I annex."
Pyram of Education4BBB
Creature - Spirit (M)
Intimidate 1B: Two target players may each sacrifice up to three creatures. Then those players draw a card for each creature he or she sacrificed this turn. You gain life equal to each creature that went to a graveyard from the battlefield this turn.
6/6 "They learn; I live."
IIW: Going with k-rad here. Designing under the influence (interpret as you will).
State - A repeatable, selective balance that puts you out ahead of everybody else regardless of who it was between goes for 1C?! Seriously, you just have to pick a player with mostly enchantments and a player with none, and it becomes “1W: Exile all enchantments target player controls, then take one of them and stick it on your side of the field.” Way too overwhelming and abusive.
Labor - Just pick yourself, double the number of counters on an artifact, then double them again? Seems a little overwhelming. Of course, it also seems very corner-case outside of ‘+1/+1 counters on artifact creatures’. In that case, all the same, it quadruples the number of +1/+1 counters there, for 2 mana! It even says ‘up to’, so you never have to benefit anyone other than yourself with this ability, even if they were lucky enough to have artifacts that relied on counters.
Agriculture - Another card that I cannot see you use on anyone other than yourself. Also, as far as ramp goes, this thing’s quality is unprecedented. Compare to Primeval Titan, which, at -1 cmc, only gets 2 lands a turn, and is still considered an absurdly good card, This will help thin out your opponents’ decks as well, but they don’t get to play the lands, and if you’re in a multiplayer game, it might not be the same player each time either. Again, too strong.
Education - This card is fair. Trade creatures for cards in hand. The life gain tacked on is massive in scope, since once you and two other players each sacrifice 3 creatures each, it’s 1B: Gain 9 life. So, you’re flirting with the upper edge of reasonable with powerful life-gain there, but, I’ll give you the benefit of the doubt.
Overall - You clearly did not really slide into the idea all that well. Pyram‘s were intended to be a nebulous concept which you could adjust to whatever idea sprang to your mind, not ‘Pyramid Creatures’. However, if ‘Pyramid Creatures’ jumps to your mind when you ponder on what a Pyram might be, then you could adjust the idea to fit that. Your designs were far too aggressive, of course, so you get a
Pyram of Purity4WWW (Mythic Rare)
Creature - Spirit
Vigilance 1W: Each player must sacrifice a nonwhite permanent if able. "They worship; I purify."
6/6
Pyram of Commerce4UUU (Mythic Rare)
Creature - Spirit
Flying 1U: Two target players each choose a permanent he or she controls. Those players exchange control of those permanents. You draw a card. "They toil; I succeed."
6/6
Pyram of Predation4GGG (Mythic Rare)
Creature - Spirit
Trample 1G: Target creature you control fights target creature your opponent controls. "They eat bears; I eat them."
6/6
Pyram of Rage4RRR (Mythic Rare)
Creature - Spirit
Firebreathing (R: This creature gets +1/+0 until end of turn.) 1R: Deal X damage to target opponent, where X is the number of instants and sorceries in your graveyard. You then take Y damage, where Y is the number of instants and sorceries in targeted opponent's graveyard. "They burn; I laugh."
6/6
Pyram of Rot4BBB (Mythic Rare)
Creature - Spirit
Deathtouch 1B: Each player may destroy target creature the other controls. "They die; I thrive."
6/6
Pyram of Artifice 7 (Mythic Rare)
Artifact Creature - Spirit Golem
No colored mana may be spent to cast Pyram of Artifice. Metalcraft - Tap an artifact you control: Destroy target colored permanent. Activate this ability only if you control three or more artifacts. 2: Put a charge counter on target artifact you control. "They live, I never will."
6/6
IIW: Create cards that operate with gold counters. (Thanks, Prophylaxis!)
Purity - Wording screw-up. It’d just be ‘Each player sacrifices a non-white permanent’. The ‘if able’ and ‘must’ are implied. As far as the design goes: scary. 2 mana to have each player sacrifice a permanent will decimate any player who doesn’t have a heavy commitment to white. Even then, they’ll be sacrificing lands like crazy as this fires off again and again.
Predation - This makes any creature you control with a big rump into a powerful source of removal. Compare to Ancient Hellkite. Sure, the card isn’t all that great, but it’s very good at burning creatures down. At the same cmc, but for one more on the activated ability, this card deals at least 6 damage. Sure, it might take your creature down as well, but that very well might be a reasonable price to pay, and hey, a clever player wont often reach that mark.
Rage - This is interesting and nebulous enough that it’s unclear how it would really turn out. It could range anywhere from ‘incredibly great’ to ‘risky’. I’ll give you the benefit of the doubt on it. Also, there’s a minor wording error as well, so you know.
Rot - Effectively a board wipe. Once this thing starts going off, either there wont be anything left on the board, or the board will have so little left on it that it might as well not have anything left. Cool design. Also, it’d be ‘Each player chooses a target creature. Destroy those creatures.’
Artifice - The first colorless Pyram we’ve got. It has an odd casting restriction which actually makes it more difficult to cast that the normal versions. Looking past that, we’ve got a metalcraft ability that turns your artifacts into vindicating machines. Also, that ability needs to read ‘tap an untapped artifact you control:’ else you could tap the same artifact infinitely and destroy all colored permanents. This card really breaks the cycle, though, and that second activated ability seems tacked on and out-of-place.
Overall - Really, these come across as being hurriedly made. I recommend taking your time with the next challenge and thinking things through.
Pyram of State3WW
Creature - Spirit (M)
:symtap:: Target opponent draws a card. That player skips his or her next combat phase.
3/5
Pyram of Justice4WW
Creature - Spirit (M)
Vigilance
Whenever a source an opponent controls deals damage to you, Pyram of Justice deals half that much damage, rounded down, to that opponent.
3/6
Pyram of Homeland Security4WWW
Creature - Spirit (M)
Pyram of Homeland Security is indestructible.
Other creatures you control get +0/+3.
4/7
Pyram of Housing and Urban Development3UU
Creature - Spirit (M)
Shroud
Artifact spells you cast cost 3 less to cast.
2/4
Pyram of Education3UUU
Creature - Spirit (M) U: Target player draws a card.
5/5
Pyram of Commerce4UUU
Creature - Spirit (M)
Flying 1U: Two target players each choose a permanent he or she controls. Those players exchange control of those permanents. You draw a card.
6/6
Pyram of Veterans' Affairs4BB
Creature - Spirit (M)
Deathtouch 1B: Put target creature card from a graveyard on top of its owner's library.
2/5
Pyram of the Treasury4BB
Creature - Spirit (M)
:2mana:, :symtap:: Add B to your mana pool for each card in your graveyard.
4/4
Pyram of Labor2RR
Creature - Spirit (M) 3R: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. Activate this ability only any time you could cast a sorcery.
3/2
Pyram of Energy3RR
Creature - Spirit (M)
Sacrifice a land: Add to your mana pool.
5/3
Pyram of Defense3RR
Creature - Spirit (M)
First strike XR: Pyram of Defense deals X damage to target attacking creature.
4/4
Pyram of Health and Human Services2GG
Creature - Spirit (M) 1G: Regenerate target creature.
3/3
Pyram of Agriculture4GG
Creature - Spirit (M)
Hexproof
Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.
4/4
Pyram of the Interior4GGG
Creature - Spirit (M)
Lands you control are indestructible. 1G: Target land you control becomes a 2/2 creature until end of turn. It's still a land.
7/7
State - This is more how white would use card draw. Lock the opponent out of combat with a bribe. I like the flavor of this. As for mechanics, it’s very aggressive. With 5 toughness it’s pretty resilient, and that ability can keep any aggro deck locked down indefinitely, but it helps them dig through their library to find a way to get rid of this guy. It seems like it’d be, by large, a fair, if heavy-handed, design. Though, it is a mythic, so, good job.
Justice - This feel much more like a rare than a mythic. Sure, it packs a fine retributive punch, but it only deals half damage back. Compare to Vengeful Archon for more details. As a rare, it’s an awesome card that makes anyone think twice. As a mythic, it just lacks that ‘wow’ factor.
Homeland Security - It’s an indestructible wall that makes all your creatures more wall-like. I am underwhelmed. This is supposed to be a mythic? Come on man.
Housing and Urban Development - Yikes. Now that’s more like it. Massive cost reduction and shroud on top of that. All on a body that would likely see play in a constructed format, especially when it’s reducing the cost by freaking 3! Seems fine, considering other cards have competing levels of cost reduction for artifacts (Etherium Sculptor). The flavor on this, is all screwy for an MtG world, but cool considering your inspiration.
Transportation - Islandwalk and the untapping seem to be dragging this card in two different directions, so, you have an issue there. Also, this is another card that you have at mythic that just lacks the epic feel. I realize that turning all your creatures into Horseshoe Crabs is awesome, but, still, it’d be fine as a rare.
Education - Way too strong. Compare to Sphinx of Magosi . I would argue that, minus the +1/+1 counter part, the ability should still cost at least 1U to activate. This is less than that and has added utility in that it can help in multiplayer. Way too strong.
Veterans' Affairs - That’s epic recursion. Definitely feels mythic, considering returning at a price like that is unprecedented, and overwhelmingly useful. Is it overpowered? I would honestly actually doubt it, considering you’re replacing a draw with the returned card all the same. Good design.
The Treasury - I would say that this is to Crypt of Agadeem as Magus of the Coffers is to Cabal Coffers, but this is so much bigger. This doesn’t just count creatures, it counts all cards. That kind of ramp is, quite honestly, Cabal Coffers worthy. Having said that, it may actually be a little too strong. Definitely mythic feeling, no doubt.
Labor - Act of Treason on a stick. Quite epic. With enough mana, this can take away your opponent’s creatures often enough that you swing through with no issue each time. But, that takes a lot of mana to pull off, so, seems fair.
Energy - Effects like this are risky, and often result in the game going crazy with them. Definitely mythic, but too strong by virtue of the idea itself.
Defense - Another card too generic to be a mythic. Also feels fathoms more white. Not much to pick apart or point out on this card past that.
Health and Human Services - I like this. Asceticism on legs minus the hexproof. A little boring, however. Another card which would have worked fine as a rare.
Agriculture - Now this is closer to a mythic. A hexproof, one-sided Heartbeat of Spring with legs. Same cmc as Mana Reflection, which makes plenty of sense. All around, well designed.
The Interior - Alright, so, you have to tap two lands to make a third land a 2/2 creature? That’s actually fair, considering it’s a 2/2 indestructible creature. Now that’s how you make an army of walls. Mythic works here just fine.
Overall - You made enough cards here to fill in every single mythic slot in an entire large or core set (I don’t particularly think rarities are a necessary part of design, but a card still always falls in a particular rarity, so, if you include it, you‘re simply judging what that rarity is), and while some of these cards were elegant and unique, you spread yourself too thin to make them all excellent. For all the cards you made that excelled, you made one other that didn’t do too well. I like how you put a spin on the matter, however.
Pyram of Artifice (Mythic)
Cost: 4WWW
Creature - Spirit
Pyram of Artifice is indestructible. 2W: Target permanent is indestructible this turn.
"Look around you. Everything that is, they owe it to me."
4/4
Pyram of Slavery (Mythic)
Cost: 4BBB
Creature - Spirit
Lifelink 3B: Gain control of target creature. That creature deals damage equal to it's power to you.
"I own their freedom. One word from me and this city is brought to ashes."
4/6
Pyram of Threat (Mythic)
Cost: 4RRR
Creature - Spirit
First Strike 2R: Attacking creatures gets +2/+0 and trample until the end of the turn.
"They obey me because they know what will happen if they dont."
6/4
Pyram of Dependence (Mythic)
Cost: 4GGG
Creature - Spirit
Pyram of Dependence can only be blocked by two or more creatures. 1G: Two target creatures get +1/+1 until the end of the turn.
"I control the network. My power is in the numbers."
7/5
Artifice - [card]Deathless Angel[card] for all permanents? That’s a big enough pump-up to justify the leap to Mythic. A little on the weak side, however. Perhaps could use a reduction by 1 in that activation cost.
Slavery - Whoa. Epic much? Definitely a mythic card. Stealing a card permanently is rare as is. Stealing mutiple cards is rare worthy. This does both at the same time, making for an obviously mind-blowing card. At the same time, that damage will kill you if you aren’t careful, so this winds up fairly enough.
Threat - A repeatable front-line pump? Cool. I imagine that, if you swing with this thing, you pretty much win. It’s doesn’t have enough ‘whoa’ factor to justify it as a mythic, however, so, slightly screwy there.
Dependence - This card is little more than a beatstick. A beatstick with isn’t even good enough to be rare, to be perfectly honest. It’d make a fine uncommon, however.
Overall - A couple of good cards here. I have a little difficulty seeing how the cycle fits together, but it seems cool enough. However, since the cards were split evenly between ‘needs work’ and ‘awesome’, you’ll get a
Pyram of Warfare3WWW
Creature - Spirit (M)
Vigilance 2W: Two target players each put a 2/2 white Knight creature token onto the battlefield, then creatures you control get +1/+1 until end of turn. "Let them hear of my strategies. I am the only one to whom they are bound to bring victory."
4/5
Pyram of Contracts4BBB
Creature - Spirit (M) 3B: Each of two target players puts the top six cards of his or her library into his or or her graveyard, then put target card from your graveyard on top of your library. "My terms are unalterable. My profits are more flexible."
7/3
Pyram of Arson4RRR
Creature - Spirit (M)
Haste 2R: Each of two target players sacrifices a land, then add RR to your mana pool at the beginning of your next upkeep. "All into the fire! All mine!"
6/5
Pyram of Wildness2GGG
Creature - Spirit (M) 1G: Two target players each gains 3 life, then target creature gains deathtouch and trample until end of turn. "I am guaranteed sufficient room to grow."
5/5
IIW: A cycle of Demons.
Warfare - I cannot imagine a situation where you wouldn’t choose yourself as part of the receiving end. As a whole, shading your entire field and producing 2/2 tokens at instant speed is good. Makes for a considerable mythic.
Contracts - In this one, I cannot imagine a situation when you would want to target yourself. Past that, of course, you’ve got a card very similar to Sir Aureus’s Pyram of Veterans’ Affairs, which I liked. This is a bit more expensive, but also includes decent-speed mill, so you’re good on this one.
Arson - Cannot think of a situation where you would target yourself with this. Fair mana ramp. Too tired to pick this apart much more.
Wildness - The two sides seem disjointed and unconnected, but actually can make for several different options. Also, again, cannot picture a situation in which you would choose to not give yourself an extra three life.
Overall - A good batch. Needs some polish, but you shall receive, for your efforts, a
Paranormal Activity3UR
Enchantment (R)
When ~ enters the battlefield, turn all creatures face down. (Face down creatures are considered colorless 2/2 creatures.)
Whenever a creature enters the battlefield under any player's control, turn it face down. Then, randomly select a face down creature that player controls and turn it face up. "Did you hear that?"
IIW: Flashback humor.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
Gatekeeper :1mana::symb::symb:
Legendary Creature - Human Minion (R)
First Strike
:symb::symb::symb:, Exile a creature named Keymaster and Gatekeeper: Reveal a card named Gozer from your hand and put that card onto the battlefield.
3/1
Gozer
Legendary Creature - Spirit Avatar (M)
Gozer is black.
Pay 2 life: Destroy target tapped creature.
When Gozer dies, exile it instead and return a card named Gatekeeper and a card named Keymaster from exile to the battlefield.
6/6
Crossing the Streams :symu::symw::symw:
Instant (U)
Destroy target Spirit or attacking creature.
Scry 2
Dangerous Horizon :1mana::symw::symw:
Tribal Sorcery - Spirit (R)
Each opponent loses X life, where X is the number of Spirit cards in all graveyards. You gain life equal to the life lost this way.
Peeving Poltergeist 2U
Creature - Spirit U
Flying 2, clap your hands three times and make a spooky sound while ominously wiggling your fingers: tap target creature.
1/1
Exorcism Demon4BBB
Creature - Demon (R)
When Exorcism Demon enters the battlefield, instead exile it and gain control of target creature. Put a exorcism counter on that creature.
Whenever a creature with an exorcism counter on it dies, return Exorcism Demon from exile onto the battlefield.
4/4
JonFuryZacharias - Paranormal Activity
Slight wording issues, but it's no big deal. I really like this, by the way. Smacks of tricksy ghosts. 8/10
Timothy, Mimeslayer - Ghostbusters
Keymaster and Gatekeeper is overcosted. Gozer is okay, but I'm not sure it's worth the hoops. Parasitism at this high a rarity is a terrible idea, by the way. Crossing the Streams is pretty nice, but should probably exile. 5/10
CrazyMatt - Dangerous Horizon
Lifeloss in white? For serious? Black works much nicer. 5/10
Vishamon - Peeving Poltergeist
I lol'd. 8/10
PancoPonceN - Spoon Bender
Icy Manipulator on a stick. Nifty flavour and probably balanced, but nothing special. 7/10
Winterspring - Possession
I don't know if this is broken or trash. Nice card, regardless. 7/10
Prophylaxis - Exorcism Demon
Now this is just bonkers with a sac outlet, but perhaps not too good without one. The flavour is really, really nice. 7/10
Megiddo - ESPer Trainee
Azure Mage poor cousin. Nice limited card that's actually pretty good late game. 7/10
MagicBrains - The Other Side
Nifty flavour, but overcosted slightly. Phasing is pretty fun, though. 6/10
So, it's a tossup between Vishamon and JonFuryZacharias, but I'm going to give it to JonFuryZacharias for his hilarious enchantment. Their IIWs are pretty similar, so it doesn't matter much.
Drawing blanks on the challenge, but it is the New Years' one...from my perspective anyway...
With a Vengeance2B
Sorcery {U}
Return target creature card from your graveyard to the battlefield. It gains haste. At the beginning of the end step, sacrifice it.
Flashback 3R
Thanks for the win CC, it's been a while! Gotta start participating again, and getting my win % up there again! Should be possible (maybe) since this is my last upcoming semester in grad school.
For those who don't know... flashback humor (at least from where I know it, is a reference made in Fight Club, referring to making a humorous reference to something that happened previously). You don't have to use the flashback ability. Just have fun and run with it however you choose to interpret. I'll be out of town until late Sunday evening, so I'll likely judge then, or early Monday morning.
And happy new year to everyone out there!
Private Mod Note
():
Rollback Post to RevisionRollBack
"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
Thanks for the link. Now I'm not going to get anything done.
Jerk.
I know right, just spent way too long... learning
Private Mod Note
():
Rollback Post to RevisionRollBack
"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
Cauldron Waltz4R
Instant - Placeholder (R)
You may put a creature card from your hand onto the battlefield. That creature gains haste. Its controller sacrifices it at the beginning of the next end step. Graveburst — If you cast Cauldron Waltz from your graveyard, instead return target creature card from your graveyard to the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step.
Flashback 5B
One-Two Punch1R
Sorcery (U)
One-Two Punch deals 1 damage to target creature or player. If the target was already dealt damage this turn, One-Two Punch instead deals 3 damage to it.
Flashback 2R
IIW: Build me an army worthy of Mordor.
Private Mod Note
():
Rollback Post to RevisionRollBack
"My will is my own. I won't bow to fate." - Volrath, Null Profusion
Plot of Dragon's Maze:
Niv-Mizzet plays Realmwright, chooses "Gate". Then a dramatic retelling of the ensuing argument.
Cerebral Explosion7RUU
Sorcery (R)
Exile all cards from all libraries. Cerebral Explosion deals damage to you equal to the number of cards exiled this way. "Sometimes I like a good mess."
One Last TrickBB
Sorcery (C)
Target player loses 2 life and you gain 2 life.
As long as you control a swamp and an opponent has two or less life, One Last Trick has flashback 0
One Last TrickBB
Sorcery (C)
Target player loses 2 life and you gain 2 life.
Flashback 0. Flashback only if you control a Swamp.
You must flashback One Last Trick only if it would reduce an opponent's life total to 0.
IIW: Siggy
Is this the correct wording?
Try this:
One Last TrickBB
Sorcery (C)
Target player loses 2 life and you gain 2 life.
As long as you control a swamp and an opponent has exactly 2 life, One Last Trick has flashback 0.
Private Mod Note
():
Rollback Post to RevisionRollBack
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
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Respect - Interesting. A mono-white Temple Bell. Already unorthodox, though, it has some justification from cards like Truce. But, those cards haven’t been seen since 5th ed. So, this feels like a color pie screw up.
Growth - You allow an option between getting a ramp, or drawing a card. Regardless, it’s going to give everyone exactly what they want, which makes it better than Temple Bell. Green is good at this sort of thing, of course, so, it seems fair. Regardless, any game where this thing takes off, it’d make the game go nuts.
Impulse - Red has only recently really been introduced to looting, so, I’m not sure this is on color yet. Giving the benefit of the doubt, however, this comes out largely fair. It actually winds up behaving more like speed-burn than card draw, though, as it first hit’s each player for at least 1, 2, then 3. Sure, it’s not much compared to other burn strategies, but it’s much more likely to be ignored and allowed to continue until it’s almost too late, as those card draws make people happy.
Emptiness - Encourages creatureless strategies or only-spirit-based strategies. Nothing exactly wrong with that, but it’s actually more likely to make enemies at the game table than friends. This is the most clear-cut ‘I’m screwing you guys over’ card out of this version of the cycle. Though, it’s not a badly designed card, tbh.
Overall - I‘m not sure I see how my original card fits into this cycle, as it distracts players with a tedious action while giving the controller a simple, clear-cut bonus that is likely to go unnoticed (Or, that‘s what I believe it‘d do). Each of your cards do little distracting and a lot of benefiting everyone equally. As far as each card design goes, though, you have one error, two iffy cards, and an okay, so you get a
Decay - Simple and aggressive. Would decimate the field quickly. Feels accurate at mythic.
Overall - This does not make a cycle.
Blinding - So, the other players each tap their creatures while you machine-gun off some draws. Would likely make some enemies at the table. Then again, there’s nothing preventing them from simply tapping creatures that are already tapped, so, meh. Though, white is not apt for repeated, one-sided drawing at such a cheap rate. Color error there.
Offerings - A slight wording snafu: ‘Two target players each sacrifice a creature’ would have sufficed. Definitely will irritate foes. Also a very powerful card advantage engine, except in 1v1. Black rarely gets card-draw, but when they do, it’s tacked onto activation costs like this. However, they also generally come with drawbacks such as ‘pay 2 life’ or the like. This comes with a very powerful advantage. So, I’m afraid this is a bit too strong.
War - Rapid card draw in red? Odd, to say the least, and likely about as far off as mono-white rapid card draw. The chances are the other half of the ability will be useful as well, as it can allow you to force an opponent to shove a creature they control under the bus of a 6/6 flying Pyram.
Growth - I cannot think of a situation in which you would not choose yourself as one of the two players to target with that ability. You would put sooooo many +1/+1 counters on that Pyram, swinging for the fences in the meantime and drawing fistfuls of cards. Bit too good.
Overall - I can see how you approached the concept: Pyram‘s are 6/6 flying Spirits for 4CCC that allow their controller to draw lots of cards and grant some other benefit as well. However, your execution leaves me wanting. Also, the majority of your flavor texts confused me. Why does the white one want to collect eyes?
Ordinance - With enough mana, this allows the controller to keep each opponent completely tapped down with enough mana. After all, you just pay it once, tap the Pyram, get a token, pay it again, tap the token, get another token, pay it again, ect, ect, each turn, until you have more tokens that anyone should rightfully have. On the other hand, it’s not targeted, and it does cost 2C per activation, so it’s not without holes. A fair enough design, one that applies pressure from two different fronts.
Discipline - Ah, the cycle is broken. You could have worded it slightly differently, though, since the ‘if you do’ is largely null. If you don’t, nothing’s happening anyways, so, yeah. In a deck, this honestly wins you the game at any point that you are at 8 and they are at 7 or less. Add more creatures to the mix, and getting them down to that point is stupidly easy. I could see this card ending games really fast. Honestly, a bit too fast, as those creatures likely attacked in the meantime as well. It feels quite mythic, but is too strong.
Retribution - An ability that pays for itself. Good thing you gave the creature 3 toughness, else it’d be absurdly good. As is, in any multiplayer game, this will either wipe the board entirely without draining your overall mana at all, or it will be used to ramp up to an absurd number while getting rid of dozens of tokens. It’s an interesting take on a ritual, and feels appropriate for seven mana.
Abundance - Out of the cycle, this does the least for the controller. Each player slams a permanent down onto the field and you gain 4 life. The most expensive activation cost as well. This card would make some friends for you, for sure, and, once everyone’s hand is empty, perhaps stall the game out long enough for you to win. Intriguing design.
Overall - I like your approach to this challenge. You fleshed out a largely blank concept with your own creative juices. The card designs themselves were pretty smooth too. You get a
State - A repeatable, selective balance that puts you out ahead of everybody else regardless of who it was between goes for 1C?! Seriously, you just have to pick a player with mostly enchantments and a player with none, and it becomes “1W: Exile all enchantments target player controls, then take one of them and stick it on your side of the field.” Way too overwhelming and abusive.
Labor - Just pick yourself, double the number of counters on an artifact, then double them again? Seems a little overwhelming. Of course, it also seems very corner-case outside of ‘+1/+1 counters on artifact creatures’. In that case, all the same, it quadruples the number of +1/+1 counters there, for 2 mana! It even says ‘up to’, so you never have to benefit anyone other than yourself with this ability, even if they were lucky enough to have artifacts that relied on counters.
Agriculture - Another card that I cannot see you use on anyone other than yourself. Also, as far as ramp goes, this thing’s quality is unprecedented. Compare to Primeval Titan, which, at -1 cmc, only gets 2 lands a turn, and is still considered an absurdly good card, This will help thin out your opponents’ decks as well, but they don’t get to play the lands, and if you’re in a multiplayer game, it might not be the same player each time either. Again, too strong.
Education - This card is fair. Trade creatures for cards in hand. The life gain tacked on is massive in scope, since once you and two other players each sacrifice 3 creatures each, it’s 1B: Gain 9 life. So, you’re flirting with the upper edge of reasonable with powerful life-gain there, but, I’ll give you the benefit of the doubt.
Overall - You clearly did not really slide into the idea all that well. Pyram‘s were intended to be a nebulous concept which you could adjust to whatever idea sprang to your mind, not ‘Pyramid Creatures’. However, if ‘Pyramid Creatures’ jumps to your mind when you ponder on what a Pyram might be, then you could adjust the idea to fit that. Your designs were far too aggressive, of course, so you get a
Purity - Wording screw-up. It’d just be ‘Each player sacrifices a non-white permanent’. The ‘if able’ and ‘must’ are implied. As far as the design goes: scary. 2 mana to have each player sacrifice a permanent will decimate any player who doesn’t have a heavy commitment to white. Even then, they’ll be sacrificing lands like crazy as this fires off again and again.
Predation - This makes any creature you control with a big rump into a powerful source of removal. Compare to Ancient Hellkite. Sure, the card isn’t all that great, but it’s very good at burning creatures down. At the same cmc, but for one more on the activated ability, this card deals at least 6 damage. Sure, it might take your creature down as well, but that very well might be a reasonable price to pay, and hey, a clever player wont often reach that mark.
Rage - This is interesting and nebulous enough that it’s unclear how it would really turn out. It could range anywhere from ‘incredibly great’ to ‘risky’. I’ll give you the benefit of the doubt on it. Also, there’s a minor wording error as well, so you know.
Rot - Effectively a board wipe. Once this thing starts going off, either there wont be anything left on the board, or the board will have so little left on it that it might as well not have anything left. Cool design. Also, it’d be ‘Each player chooses a target creature. Destroy those creatures.’
Artifice - The first colorless Pyram we’ve got. It has an odd casting restriction which actually makes it more difficult to cast that the normal versions. Looking past that, we’ve got a metalcraft ability that turns your artifacts into vindicating machines. Also, that ability needs to read ‘tap an untapped artifact you control:’ else you could tap the same artifact infinitely and destroy all colored permanents. This card really breaks the cycle, though, and that second activated ability seems tacked on and out-of-place.
Overall - Really, these come across as being hurriedly made. I recommend taking your time with the next challenge and thinking things through.
State - This is more how white would use card draw. Lock the opponent out of combat with a bribe. I like the flavor of this. As for mechanics, it’s very aggressive. With 5 toughness it’s pretty resilient, and that ability can keep any aggro deck locked down indefinitely, but it helps them dig through their library to find a way to get rid of this guy. It seems like it’d be, by large, a fair, if heavy-handed, design. Though, it is a mythic, so, good job.
Justice - This feel much more like a rare than a mythic. Sure, it packs a fine retributive punch, but it only deals half damage back. Compare to Vengeful Archon for more details. As a rare, it’s an awesome card that makes anyone think twice. As a mythic, it just lacks that ‘wow’ factor.
Homeland Security - It’s an indestructible wall that makes all your creatures more wall-like. I am underwhelmed. This is supposed to be a mythic? Come on man.
Housing and Urban Development - Yikes. Now that’s more like it. Massive cost reduction and shroud on top of that. All on a body that would likely see play in a constructed format, especially when it’s reducing the cost by freaking 3! Seems fine, considering other cards have competing levels of cost reduction for artifacts (Etherium Sculptor). The flavor on this, is all screwy for an MtG world, but cool considering your inspiration.
Transportation - Islandwalk and the untapping seem to be dragging this card in two different directions, so, you have an issue there. Also, this is another card that you have at mythic that just lacks the epic feel. I realize that turning all your creatures into Horseshoe Crabs is awesome, but, still, it’d be fine as a rare.
Education - Way too strong. Compare to Sphinx of Magosi . I would argue that, minus the +1/+1 counter part, the ability should still cost at least 1U to activate. This is less than that and has added utility in that it can help in multiplayer. Way too strong.
Veterans' Affairs - That’s epic recursion. Definitely feels mythic, considering returning at a price like that is unprecedented, and overwhelmingly useful. Is it overpowered? I would honestly actually doubt it, considering you’re replacing a draw with the returned card all the same. Good design.
The Treasury - I would say that this is to Crypt of Agadeem as Magus of the Coffers is to Cabal Coffers, but this is so much bigger. This doesn’t just count creatures, it counts all cards. That kind of ramp is, quite honestly, Cabal Coffers worthy. Having said that, it may actually be a little too strong. Definitely mythic feeling, no doubt.
Labor - Act of Treason on a stick. Quite epic. With enough mana, this can take away your opponent’s creatures often enough that you swing through with no issue each time. But, that takes a lot of mana to pull off, so, seems fair.
Energy - Effects like this are risky, and often result in the game going crazy with them. Definitely mythic, but too strong by virtue of the idea itself.
Defense - Another card too generic to be a mythic. Also feels fathoms more white. Not much to pick apart or point out on this card past that.
Health and Human Services - I like this. Asceticism on legs minus the hexproof. A little boring, however. Another card which would have worked fine as a rare.
Agriculture - Now this is closer to a mythic. A hexproof, one-sided Heartbeat of Spring with legs. Same cmc as Mana Reflection, which makes plenty of sense. All around, well designed.
The Interior - Alright, so, you have to tap two lands to make a third land a 2/2 creature? That’s actually fair, considering it’s a 2/2 indestructible creature. Now that’s how you make an army of walls. Mythic works here just fine.
Overall - You made enough cards here to fill in every single mythic slot in an entire large or core set (I don’t particularly think rarities are a necessary part of design, but a card still always falls in a particular rarity, so, if you include it, you‘re simply judging what that rarity is), and while some of these cards were elegant and unique, you spread yourself too thin to make them all excellent. For all the cards you made that excelled, you made one other that didn’t do too well. I like how you put a spin on the matter, however.
Artifice - [card]Deathless Angel[card] for all permanents? That’s a big enough pump-up to justify the leap to Mythic. A little on the weak side, however. Perhaps could use a reduction by 1 in that activation cost.
Slavery - Whoa. Epic much? Definitely a mythic card. Stealing a card permanently is rare as is. Stealing mutiple cards is rare worthy. This does both at the same time, making for an obviously mind-blowing card. At the same time, that damage will kill you if you aren’t careful, so this winds up fairly enough.
Threat - A repeatable front-line pump? Cool. I imagine that, if you swing with this thing, you pretty much win. It’s doesn’t have enough ‘whoa’ factor to justify it as a mythic, however, so, slightly screwy there.
Dependence - This card is little more than a beatstick. A beatstick with isn’t even good enough to be rare, to be perfectly honest. It’d make a fine uncommon, however.
Overall - A couple of good cards here. I have a little difficulty seeing how the cycle fits together, but it seems cool enough. However, since the cards were split evenly between ‘needs work’ and ‘awesome’, you’ll get a
Warfare - I cannot imagine a situation where you wouldn’t choose yourself as part of the receiving end. As a whole, shading your entire field and producing 2/2 tokens at instant speed is good. Makes for a considerable mythic.
Contracts - In this one, I cannot imagine a situation when you would want to target yourself. Past that, of course, you’ve got a card very similar to Sir Aureus’s Pyram of Veterans’ Affairs, which I liked. This is a bit more expensive, but also includes decent-speed mill, so you’re good on this one.
Arson - Cannot think of a situation where you would target yourself with this. Fair mana ramp. Too tired to pick this apart much more.
Wildness - The two sides seem disjointed and unconnected, but actually can make for several different options. Also, again, cannot picture a situation in which you would choose to not give yourself an extra three life.
Overall - A good batch. Needs some polish, but you shall receive, for your efforts, a
Enchantment (R)
When ~ enters the battlefield, turn all creatures face down. (Face down creatures are considered colorless 2/2 creatures.)
Whenever a creature enters the battlefield under any player's control, turn it face down. Then, randomly select a face down creature that player controls and turn it face up.
"Did you hear that?"
IIW: Flashback humor.
Legendary Creature - Human Minion (R)
:symb::symb:: Regenerate Keymaster.
1/3
Gatekeeper :1mana::symb::symb:
Legendary Creature - Human Minion (R)
First Strike
:symb::symb::symb:, Exile a creature named Keymaster and Gatekeeper: Reveal a card named Gozer from your hand and put that card onto the battlefield.
3/1
Gozer
Legendary Creature - Spirit Avatar (M)
Gozer is black.
Pay 2 life: Destroy target tapped creature.
When Gozer dies, exile it instead and return a card named Gatekeeper and a card named Keymaster from exile to the battlefield.
6/6
Crossing the Streams :symu::symw::symw:
Instant (U)
Destroy target Spirit or attacking creature.
Scry 2
IIW: Mouses!
Tribal Sorcery - Spirit (R)
Each opponent loses X life, where X is the number of Spirit cards in all graveyards. You gain life equal to the life lost this way.
IIW: December 21, 2012
Creature - Spirit U
Flying
2, clap your hands three times and make a spooky sound while ominously wiggling your fingers: tap target creature.
1/1
IIW: silver bordered cards
Creature - Human Wizard (U)
1U, T: Tap target permanent.
"To do it, I just think of it as a big spoon."
[1/1]
IIW: A fine common with CMC 6 or greater.
[Clan Flamingo]
The clan for custom card creators!
Creature - Demon (R)
When Exorcism Demon enters the battlefield, instead exile it and gain control of target creature. Put a exorcism counter on that creature.
Whenever a creature with an exorcism counter on it dies, return Exorcism Demon from exile onto the battlefield.
4/4
Iiw sig
Creature — Human Wizard {C}
3U: Scry 1.
1/1
IIW: Very Strong People
Instant (U)
Target creature phases out. When it phases back in, it is a spirit in addition to its other types.
The "when it phases back in" is redundant, but I don't care.
IIW: Mooses
This is for me more than it is for anyone else. I sucks at colors.
[Clan Flamingo]
The clan for custom card creators!
I had way more votes than I thought I would
JonFuryZacharias - Paranormal Activity
Slight wording issues, but it's no big deal. I really like this, by the way. Smacks of tricksy ghosts. 8/10
Timothy, Mimeslayer - Ghostbusters
Keymaster and Gatekeeper is overcosted. Gozer is okay, but I'm not sure it's worth the hoops. Parasitism at this high a rarity is a terrible idea, by the way. Crossing the Streams is pretty nice, but should probably exile. 5/10
CrazyMatt - Dangerous Horizon
Lifeloss in white? For serious? Black works much nicer. 5/10
Vishamon - Peeving Poltergeist
I lol'd. 8/10
PancoPonceN - Spoon Bender
Icy Manipulator on a stick. Nifty flavour and probably balanced, but nothing special. 7/10
Winterspring - Possession
I don't know if this is broken or trash. Nice card, regardless. 7/10
Prophylaxis - Exorcism Demon
Now this is just bonkers with a sac outlet, but perhaps not too good without one. The flavour is really, really nice. 7/10
Megiddo - ESPer Trainee
Azure Mage poor cousin. Nice limited card that's actually pretty good late game. 7/10
MagicBrains - The Other Side
Nifty flavour, but overcosted slightly. Phasing is pretty fun, though. 6/10
So, it's a tossup between Vishamon and JonFuryZacharias, but I'm going to give it to JonFuryZacharias for his hilarious enchantment. Their IIWs are pretty similar, so it doesn't matter much.
Next: Flashback humour.
With a Vengeance 2B
Sorcery {U}
Return target creature card from your graveyard to the battlefield. It gains haste. At the beginning of the end step, sacrifice it.
Flashback 3R
IIW: The miracle of a new beginning.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
For those who don't know... flashback humor (at least from where I know it, is a reference made in Fight Club, referring to making a humorous reference to something that happened previously). You don't have to use the flashback ability. Just have fun and run with it however you choose to interpret. I'll be out of town until late Sunday evening, so I'll likely judge then, or early Monday morning.
And happy new year to everyone out there!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Thanks for the link. Now I'm not going to get anything done.
Jerk.
I know right, just spent way too long... learning
Instant - Placeholder (R)
You may put a creature card from your hand onto the battlefield. That creature gains haste. Its controller sacrifices it at the beginning of the next end step.
Graveburst — If you cast Cauldron Waltz from your graveyard, instead return target creature card from your graveyard to the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step.
Flashback 5B
IIW: Graveburst.
One-Two Punch 1R
Sorcery (U)
One-Two Punch deals 1 damage to target creature or player. If the target was already dealt damage this turn, One-Two Punch instead deals 3 damage to it.
Flashback 2R
IIW: Build me an army worthy of Mordor.
Plot of Dragon's Maze:
Niv-Mizzet plays Realmwright, chooses "Gate". Then a dramatic retelling of the ensuing argument.
IIW: Dark Wizards
Cerebral Explosion 7RUU
Sorcery (R)
Exile all cards from all libraries. Cerebral Explosion deals damage to you equal to the number of cards exiled this way.
"Sometimes I like a good mess."
IIW: Make a card that sounds like another card.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Sorcery (C)
Target player loses 2 life and you gain 2 life.
As long as you control a swamp and an opponent has two or less life, One Last Trick has flashback 0
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Try this:
One Last Trick BB
Sorcery (C)
Target player loses 2 life and you gain 2 life.
As long as you control a swamp and an opponent has exactly 2 life, One Last Trick has flashback 0.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.