The Third CCC&G Pro Tour
We Make the Set II: Into The Core
Round 6 - Design-A-Booster, 3rd Pack
Last booster, everybody. After this round finishes, we'll cut to Top 8 (from the ten or eleven people still in) and it's single-elimination from there out, but everyone's cards make it in at that point.
9 commons
3 uncommons
1 rare or mythic
and 1 card of any rarity, clearly marked as your choice for the "foil" of the pack
For this round, you have 7 days to come up with your pack - until 11pm Pacific, Wednesday, July 31 - and there will then be a poll lasting three days covering all of the submitted packs. Again, keep in mind that these packs should be somewhat representative of a core set, rather than just designed to showcase the set.
In addition, some notes about card slots:
First, and probably most important, the rare land slots are for this core set's version of dual lands. If you want to take a crack at them, great. If multiple people do so, and their visions don't fit together, well...
...between that, and any other "collisions" (running out of rare slots in a color, multiple people doing the same planeswalker, etc.), we won't necessarily get the desired 42 cards from the top 3 packs in the poll. There will still be 42 cards added to the skeleton. The additional cards will be chosen from packs starting in 4th place in the poll.
In the case of collisions, ties will be broken first by whichever pack polled higher, and secondly by their submitter's current score.
For this round, each pack will be scored out of 15 on a curve based on voting - all of the packs with the most votes will get 15 points, and everyone else will get a proportionate fraction of 15 based on their votes.
In addition, each pack in the top 3 will get 5 bonus points, and any packs that had cards used to fill out the 42 will get 2 bonus points. So: even if you think you're hopelessly behind as of the current standings, take heart! There are 60 points potentially available for you this round! You could go from last to first if your cards poll well!
For the poll, you may vote for any number of the packs, as long as you vote for at least one pack other than your own. You may vote for your own pack.
Thune Raiders1WW
Creature - Human Soldier (C) It is said that the Raiders have traversed the sands for so long that they have shaped it to their liking.
3/3
Mana Filter2
Artifact (C) ,T: Add two mana of any combination to your mana pool. I would hardly call it an ordinary.
Smashing BlowG
Instant (C)
Target creature gets +2/+2 and gains trample until end of turn. Shields and armor are merely a sign of good faith in the wilds of Kalonia.
Terra Tosser2RR
Creature - Ogre (C)
Sacrifice Terra Tosser: Destroy target land.
2/2
Drain Lifeforce3B
Sorcery (C)
Target player loses 4 life and you gain 4 life. What's yours is most definitely mine.
Shield of Glory3W
Creature - Wall (C)
Defender, flying
2/6
Cowardliness of the MeekW
Enchantment - Aura (C)
Enchant creature with power 3 or less.
Enchanted creature can't attack or block.
Sailor's Bane4UU
Creature - Serpent (C)
Islandwalk
If there are four or less islands on the battlefield, sacrifice Sailor's Bane.
5/5
Unmaking Winds3U
Instant (U)
Return two target creatures to their owner's hands. It is said that the winds prevent anybody from reach the steps of the old academy.
Specterform2B
Enchantment - Aura (U)
Enchant creature
Enchanted creature has intimidate and "Whenever this creature deals damage to an opponent, that player discards a card." (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Warcries of the Horde3RR
Sorcery (U)
Creatures you control get +1/+0 until end of turn and creatures you don't control can't block this turn. "The cries echoed out and I was paralyzed as the horde ripped through my ranks." - Gendry, Squire.
Flood of Life8GGG
Sorcery (MR)
Each player may search his or her library for any number of creature cards and put them onto the battlefield. Then each player who searched his or her library this way shuffles it. For when two baloths, three wurms, a hydra, and a pack of elves just doesn't cut it.
*Foil*Dancing Flames1RR
Enchantment (R)
At the beginning of your upkeep, exile the top card of your library. You may play it this turn. The flames offer more than desolation and damnation. They offer a glimpse of salvation.
Woodwarder1G
Creature - Elf Warrior {C}
Spells your opponents cast that target Woodwarder cost 2 more to cast. "Such is the Green Word, and such is our law." 2/2
Nakai Covert2U
Creature - Human Rogue {C} “The beastdrivers’ tyranny will end when we find the key to breaking their oppressive control over the titans.”
—Syeena, Nakai coalition leader 3/1
Tragic ThoughtsBB
Sorcery {C}
Target opponent discards two cards unless he or she discards a land card.
Ion Stone2
Artifact {C} T: Add 1 to your mana pool. These tiny spheres float around the heads of many mages, the color of each determining what power it bestows. Or in some cases, lack of color.
Overworked Infantry1BB
Creature - Human Soldier {C}
When Overworked Infantry attacks or blocks, tap it. It doesn't untap during your next untap step. (It's still attacking or blocking.) 4/4
DecommissionU
Instant {C}
Return target noncreature, nonland permanent to its owner’s hand. Out of order.
Gideon's InfantryW
Creature - Human Soldier {C}
Gideon's Infantry gets +1/+1 as long as it's equipped. These rank and file are taught weapons arts from childhood. 1/1
Rage Elemental2RR
Creature - Elemental {C}
Haste (This creature can attack and T as soon as it comes under your control.)
Rage Elemental attacks each turn if able. It has the uncontrollable urge to exact vengeance on everything that moves. 5/2
Trained Griffin3W
Creature - Griffin {C}
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Trained Griffin attacks, if another creature is attacking, Trained Griffin gets +1/+1 until end of turn. 2/2
Gideon's Blacksmith1W
Creature - Human Artificer {U}
When Gideon's Blacksmith enters the battlefield, you may search your library for an Equipment card, reveal that card, then shuffle your library and put that card on top of it. A blade is only as good as its forge. 2/2
Rainforest Ooze3GG
Creature - Ooze {U}
Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)
Whenever you play a land, put a +1/+1 counter on Rainforest Ooze. 4/4
Firespitter1RR
Creature - Lizard {U}
At the beginning of your upkeep, Firespitter deals 1 damage to target creature or player. Often accompanying goblin chieftains as pets, firespitters are nicknamed "archers of the volcano." 3/2
Gideon the Weaponmaster2WW
Planeswalker - Gideon {M}
+1: Choose an Equipment you control. Attach it to a creature you control.
-X: Search your library for an Equipment card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
0: Until end of turn, Gideon the Weaponmaster becomes a 4/4 Human Soldier creature that's still a planeswalker. Attach all Equipment you control to him. Prevent all damage that would be dealt to him this turn. 4
Dissolve Flesh1B (foil)
Instant {U}
Target creature gets -X/-X until end of turn, where X is its converted mana cost. (For instance, if a creature's mana cost is 3BB, its converted mana cost is 5.)
Forest
Basic Land - Forest {L} T: Add G to your mana pool.
Sankai Soldiers 1RR
Creature – Human Soldier (C)
4/2
Verdant Hunter 3G
Creature - Beast (C)
Verdant Hunter gets +2/+2 as long as you control three or more green permanents.
3/3
Pearlspur Griffin 2W
Creature - Griffin (C)
Flying
Pearlspur Griffin gets +1/+1 as long as you control three or more white permanents.
2/1
A griffin-rider can accidently cut himself badly just getting mounted – which spells bad news for anyone that a griffin is trying to hurt.
Mound of Zombies 3BBB
Creature - Zombie (C)
6/6
The explorers believed they’d come across a hill. Then they figured it for a burial mound. Then a mass grave. Ultimately they realised- too late- what had become of the last exploring party.
Giant Squid 3U
Creature - Squid (C)
Whenever Giant Squid deals damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.
2/2
Vampiric Frenzy 2BB
Sorcery (C)
Vampiric Frenzy deals 2 damage to target player and 2 damage to target creature that player controls. You gain 4 life.
Toxic Lotus Bush 2G
Creature – Plant (C)
Defender (This creature can’t attack.)
Deathtouch (Any damage this deals to a creature is enough to destroy it.) T: Add one mana of any color to your mana pool.
1/2
The flowers are priceless, but the thorns are merciless.
Firecat Rider 3R
Creature – Viashino Warrior (C)
Haste (This creature can attack and t the turn it enters the battlefield.)
3/2
Strength of the Faithful W
Enchantment - Aura (C)
Enchant white creature
Enchanted creature gets +2/+2.
Bed of Thorns G
Sorcery (U)
Put a 0/1 green Plant creature token with defender onto the battlefield for each Forest you control. (Creatures with defender can’t attack.)
Skeletal Remains 2B
Creature - Skeleton (U)
B: Regenerate Skeletal Remains. BBB: Return Skeletal Remains from your graveyard to the battlefield and put a +1/+1 counter on it.
1/1
Heat X
{red color indicator} Sorcery (U)
Spend only red mana to cast Heat.
Heat deals X damage to target creature or player.
Bloodstained Peaks
Land (R)
T: Add 1 to your mana pool. ,T: Add RR to your mana pool.
(Intended names for rest of the cycle are Sundrenched Fields, Rainswept Ise, Pitch-Black Mire, and Vine-Choked Jungle)
Foil –
Swooping Drake 3U
Creature - Drake (U)
Flying
Swooping Drake can block only creatures with flying. UUU: Until end of turn, Swooping Drake gets +1/+3 can block creatures without flying as though they had flying.
3/1
I suppose I'll give a crack at finishing up that charm cycle I started.
Erase Creation
Enchantment [Common]
When Erase Creation enters the battlefield, you may exile another target artifact or enchantment until Erase Creation leaves the battlefield. From not enough space to infinite space.
Striking Griffin 1W
Creature - Griffin [Common]
Flying
First strike (This creature deals combat damage before creatures without first strike.) 1/1
Charging Aven :1mana::symw::symw:
Creature - Bird Soldier [Common]
Flying The difficulty lies not in the battle itself, but rising to the challenge. 3/1
Deep-Sea Serpent :4mana::symu::symu:
Creature - Serpent [Uncommon]
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
Deep-Sea Serpent’s power and toughness are each equal to the number of Islands on the battlefield.
*/*
String Puller :3mana::symu:
Creature - Human Wizard [Common]
Flash (You may cast this spell any time you could cast an instant.)
When String Puller enters the battlefield, you may tap or untap another target creature.
1/4
Demon's Charm :1mana::symb::symb:
Instant [Uncommon]
Choose one — Exile all cards from target player’s graveyard; or remove all counters from target permanent; or target player sacrifices a creature.
Severed Dead2B
Creature - Zombie [Common]
When Severed Dead dies, put a 2/2 black Zombie creature token onto the battlefield.
2/2
Xathrid Bloodseeker :3mana::symb:
Creature - Vampire Wizard [Common]
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
2/3
Cleft Lightning2R
Instant [Common]
Cleft Lightning deals 2 damage to target player and 2 damage to target creature that player controls.
Valkan Barbarian :3mana::symr:
Creature - Human Barbarian [Common]
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
When Valkan Barbarian enters the battlefield, target creature gets +2/+0 and gains intimidate until end of turn.
2/2
Elvish Embracer :1mana::symg:
Creature - Elf Druid [Common]
: Add to your mana pool. 1, T: Add one mana of any color to your mana pool. Why limit yourself to the forests? There are so many forms of life outside these trees.
1/1
Hunter's Charm1GG
Instant [Uncommon]
Choose one — Target creature gets +3/+3 and gains trample until end of turn; or return target permanent card from your graveyard to your hand; or destroy target creature with flying.
Angel of Reckoning 4WWW
Creature - Angel [Mythic Rare]
Flying
When Angel of Reckoning enters the battlefield, destroy all other creatures.
5/5
*Foil*
Thrumming Blade1
Artifact - Equipment [Uncommon]
Equipped creature gets +1/+0 for each artifact on the battlefield named Thrumming Blade.
Equip 1
Atonement2W
Instant (C)
Exile target creature you control. Return it to the battlefield under its owner’s control at the beginning of the next end step.
You gain 3 life.
Dignitary's Decree1W
Sorcery (C)
Target opponent skips his or her next combat phase.
Lazy Elephant3W
Creature - Elephant (C)
Lazy Elephant doesn’t untap during your untap step.
Whenever another creature enters the battlefield under your control, you may untap Lazy Elephant. “We’ve got to show him that we’re still watching or he won’t work.”
4/4
DeliberateU
Sorcery (C)
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Bloodflow Ritualist1B
Creature - Vampire Shaman (C)
Sacrifice a creature: Put a +1/+1 counter on Bloodflow Ritualist. The ritualists thrive on the blood of their sacrifices.
0/1
Feast of Flesh2BB
Instant (C)
Destroy target nonblack creature. You gain life equal to its toughness. The Nezumi around these parts are known for their acts of cannibalism.
Flamespewer SalamanderR
Creature - Salamander (C) R: Flamespewer Salamander deals 1 damage to target creature blocking it.
1/1
Fertilizer1G
Enchantment - Aura (C)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color that land could produce to his or her mana pool (in addition to the mana the land produces). “Consider what each soil will bear, and what each refuses.”
—Virgil
Illusionist's Summons3UU
Sorcery (U)
Put two 3/3 blue Illusion creature tokens onto the battlefield. They have “When this creature becomes the target of a spell or ability, sacrifice it.”
Demolition Team1RR
Creature - Dwarf Artificer (U) 1R, Sacrifice Demolition Team: Destroy target artifact or land. Dwarves are willing to sacrifice everything, even their lives, for a chance at hidden treasures.
3/2
Savage Charge2G
Sorcery (U)
Creatures you control get +1/+1 and gain trample until end of turn.
Tibalt, Painbringer1RR
Planeswalker - Tibalt (M)
[+1] Until the beginning of your next turn, whenever a player draws a card, Tibalt deals 1 damage to that player.
[-2] Tibalt deals 2 damage to each creature.
[-6] Target player reveals his or her hand. Tibalt deals damage to that player equal to the total converted mana cost of all cards in his or her hand.
{2}
{FOIL} Unclaimed Territory
Land (C) T: Add 1 to your mana pool. ,T, Sacrifice Unclaimed Territory: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Wall of Ink :2mana::symu:
Creature - Ooze Wall [C]
Defender (This creature can’t attack.)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
1/3
Elusive Cutpurse :2mana::symu::symu:
Creature - Human Rogue [C]
Elusive Cutpurse is unblockable.
2/2
Lurking Arachnid :3mana::symg::symg:
Creature - Spider [C]
Flash (You may cast this spell any time you could cast an instant.)
Reach (This creature can block creatures with flying.)
2/4
Hungry Baloth :3mana::symg:
Creature - Beast [C]
Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)
4/3
Skeleton Guards :2mana::symb:
Creature - Skeleton Warrior [C]
:symb:: Regenerate Skeleton Guards. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
1/2
Steadfast
Enchantment - Aura [C]
Enchant Creature
Enchanted creature gets +0/+2 and vigilance. (Attacking doesn't cause this creature to tap.)
Sacred Lion :3mana::symw:
Creature - Cat [C]
First Strike (This creature deals combat damage before creatures without first strike.)
Lifelink Damage dealt by the creature also causes its controller to gain that much life.
2/2
Surprise Attack :1mana::symr:
Instant [C]
Creatures you control gain first strike until end of turn. (Creatures with first strike deal combat damage before creatures without first strike.)
Mountain Giant :3mana::symr:
Creature - Giant [C]
Mountain Giant can’t be blocked except by two or more creatures.
3/3
Venomancer :2mana::symb:
Creature - Human Wizard [U]
:3mana::symb:: Target creature gains deathtouch until end of turn. (Any amount of damage a creature with deathouch deals to a creature is enough to destroy it.)
2/2
Seeds of Renewal :2mana::symg::symg:
Sorcery [U]
Return target card from your graveyard to your hand. You gain 4 life.
Rumble Charger :4mana::symr::symr:
Creature - Giant Warrior [U]
Haste (This creature can attack and as soon as it comes under your control.)
When Rumble Charger enters the battlefield, creatures without flying can't block until end of turn.
3/3
Carnival of Death :3mana::symb::symb:
Sorcery [R]
Put the top five cards of your library into your graveyard. You may then put a creature card from your graveyard onto the battlefield tapped.
FOIL: Llanowar Cultivator :1mana::symg:
Creature - Elf Druid [U]
:symtap:: Add to your mana pool.
:symtap:: You may put a land card from your hand onto the battlefield.
1/2
Brain BleedB
Sorcery (C)
Target player discards a card and loses 1 life. "I've never been great at lobotomies, but you know what they say: practice makes perfect."
—Hooks, cabal torturer
Righteous TemplarWW
Creature- Human Knight (C)
First strike (This creature deals combat damage before creatures without first strike.)
A glimmer of hope and a shimmer of steel.
2/2
Seal of Repetition1U
Enchantment (C)
Sacrifice Seal of Repetition: Return target nonland permanent to its owner's hand. The only thing worse than performing a day-long arcane ritual is being forced to perform it again immediately after.
Rampaging Ogre3RR
Creature- Ogre Warrior (C)
Haste (This creature can attack and T as soon as it comes under your control.)
Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)
3/3
Shifting Terrain
Land (C) T: Add 1 to your mana pool. T: Put a land card from your hand onto the battlefield. Return Shifting Terrain to its owner's hand. Few accurate maps exist on Zendikar. The towering mountains in the distance one day may be a flat plain the next.
Pillarfield Abomination3B
Creature- Zombie Ox (C) "You poor old clod! I've cursed you in the worst ways I could imagine, but never would I have asked for anything like this."
—Bruse Tarl, Goma Fada nomad
2/4
Firebomb2R
Instant (C)
Firebomb deals 4 damage to target creature. When faced with the Riddle of A Thousand Solutions by the inscrutible conundrum sphinx of Evos Isle, Chandra thought long and hard before deciding to set the sphinx on fire.
Leonin Pathcaster1W
Creature- Cat Wizard (C)
Whenever Leonin Pathcaster attacks, you may pay W. If you do, tap target creature.
2/1
Violent Swell3G
Instant (C)
Target creature gets +5/+5 until end of turn. The baloth drooled, eyeing its little snack. The runt meepling surged in size, then enjoyed the largest meal of its life.
Agonizing Decision4R
Enchantment (U)
Whenever an opponent casts a spell, Agonizing Decision deals 2 damage to that player. "Most torturers hurt people until they talk. I hurt people when they talk. Or when they're silent. Or just whenever I feel like it."
—Tibalt
Menacing Gargoyle5
Artifact Creature- Gargoyle (U)
Defender (This creature can't attack.)
Whenever a creature attacks you, it gets -1/-0 until end of turn. Artificers among the faithful built the gargoyles as a way of deterring would-be temple raiders.
3/3
Glimpse of ParadiseG
Sorcery (C)
Until end of turn, lands you control have "T: Add one mana of any color to your mana pool."
Draw a card.
Duplicate4UU
Sorcery (R)
Put a token onto the battlefield that's a copy of target permanent. “I spent an entire year of my apprenticeship crafting thousands of perfect homunculi. Did you really think I’d struggle with something as simple as your face? Or your soul?”
—Tezzeret
Zombie Overseer2B (Foil)
Creature- Zombie (U)
Other Zombie creatures you control get +1/+1. A handprint in the dirt. An army in the grave.
2/2
I went a different direction with the creature type on my warcaster, though I don't mind it changing.
Superfluity of Priests4W
Creature - Human Cleric (C)
If you would gain life, you gain that much life plus 1 instead. There were so many priests at the church of Viona that sermons could be heard round the clock.
3/3
Nomadic Giant4R
Creature - Giant Nomad (C) ”Travelling from place to place, hitting everyone with his mace. Make sure to avoid his wandering gaze or he’ll squash you into an early grave.” – Goblin poem
4/4
Memory Cauldron
Land (C) T: Put the top card of your library into your graveyard. Add 1 to your mana pool. After five minutes in the blasted landscape known as the Cauldron you could literally feel your thoughts fading away.
Blade Spinner1W
Creature - Human Soldier (C)
Whenever you cast a white spell Blade Spinner gains first strike until end of turn. (It deals combat damage before creatures without first strike.) Infusing the power of the land into the blades and edges of weapons the Blade Spinners always have an edge in battle.
2/2
Electrified Net2U
Enchantment - Aura (C)
Enchant creature with power 3 or less.
When Electrified Net enters the battlefield, draw a card.
Enchanted creature doesn't untap during its controller's untap step. Halt, minion.
Turn to RustG
Instant (C)
Choose target artifact. Its controller shuffles it into his or her library. Iron and oxygen don’t mix.
Grime Spinner2B
Creature - Zombie Wizard (C)
Whenever you cast a black spell, Grime Spinner gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) Infusing the power of the land into muck and sewerage, the Grime Spinners always find people avoiding them allowing them to slip into the shadows.
2/3
Arachnid Infusion2G
Enchantment - Aura (C)
Enchant creature
Flash
When Arachnid Infusion enters the battlefield, untap enchanted creature.
Enchanted creature gets +1/+1, has reach and is a Spider in addition to its other types. (This creature can block creatures with flying.)
Adolescent Dragon2RR
Creature - Dragon (C)
Flying 1R: Adolescent Dragon gets +2/+0 until end of turn. ”Even though the dragons start to gain control of their powers in their youth, full control is impossible until adulthood leading to fits and bursts of flame.” – Rakatack, dragon hunter
2/2
Restrict1U
Instant (U)
Return target spell or nonland permanent to its owner's hand. ”This won’t help us for very long, but it might just give us enough time to work out a better plan.” – Tamiyo, the Moon Sage
Ethereal Commander3W
Creature - Spirit Soldier (U)
When Ethereal Commander enters or leaves the battlefield, put a +1/+1 counter on each other creature you control. Whether the whistling was the wind or the hordes of fallen soldiers backing their allies, it certainly pushed those on the battlefield to go that extra mile for victory.
2/2
Cirrus Apparition4U
Creature - Spirit (U)
Flying
When Cirrus Apparition enters the battlefield, return target permanent to its owner's hand. ”Looking at shapes in the clouds is far more dangerous here.” – Tachi, Speedmage
2/2
Caller of the Forgotten5GG
Creature – Beast (M)
When Caller of the Forgotten enters the battlefield, return all creature cards from your graveyard to your hand. You have no maximum hand size for the rest of the game.
Creature cards you own that aren't on the battlefield have flash. His roar was strong enough to bring those who ran with him back to this world.
7/6
*foil* Spirit Recycler1
Artifact (R)
If a card would be put into a graveyard from anywhere, put it on the bottom of its owner's library instead. A simple little disc capable of rewriting the laws of life and death itself. The word ‘prized’ ceases to be accurate.
Binding WardW
Enchantment - Aura (C)
Enchant creature
Tap an untapped creature you control: Tap enchanted creature. "A nightly prayer will renew the seal. But forget the prayer, and the demon will rise again."
-Ganter, itinerant exorcist
Oculus Seer3U
Creature - Homunculus Wizard (C)
When Oculus Seer enters the battlefield, you may put any number of cards from your hand on the bottom of your library, then draw that many cards. One eye to show you what you are looking for.
2/3
Pluck from the Mind3B
Sorcery (C)
Target opponent reveals his or her hand. You choose a creature card from it. That player discards that card and loses life equal to its power.
Momentary InspirationR
Sorcery (C)
Exile the top two cards of your library. You may play those cards this turn. Goblin magic is much like catching fireflies - difficult to grasp, wondrous for a moment, and easily squashed by inattention.
Crushcoil Wurm4G
Creature - Wurm (C)
Trample Vastwood pioneers have mastered the technique of driving a wurm to the forest's edge to clear land for farming. Unfortunately, they have yet to master the technique of driving the wurm away.
4/5
Swarm of Eels 3UU
Creature - Fish (C)
Whenever Stream of Eels attacks, the defending player puts the top three cards of his or her library into his or her graveyard. The hypnotic patterns of the silver-sided eels in the Straits of Crimal allow them to confuse and attack much larger prey.
3/3
Scheming Vizier2B
Creature - Human Advisor (C) In the centuries since the fall of the Sorceress Queen, Rabiah's palaces have seen many rulers rise and fall with the strike of a silent knife or a drop of poison.
1/4
Rusting RainsG
Instant (C)
Target player sacrifices an artifact or enchantment. "Your kingdoms cut our trees and steal our stones, but the earth will not forget your debt."
-Elhassar, elvish mystic
Frontier Road
Land (C) T: Add 1 to your mana pool. ,T, Sacrifice Frontier Road: Reveal cards from the top of your library until you reveal two land cards. Put those cards onto the battlefield tapped and the rest on the bottom of your library.
Traitor's Bones2B
Creature - Skeleton (U)
Whenever another creature dies, if Traitor's Bones is in your graveyard, you may pay B. If you do, return Traitor's Bones to the battlefield tapped.
2/1
Top of the Food Chain1G
Sorcery (U)
Put three +1/+1 counters on target creature with the greatest power or tied for the greatest power. Baloth growth is only restricted by the available prey within their range.
Escort Battalion4W
Creature - Human Soldier (U)
Vigilance W,T: Return target creature you control to its owner's hand. Their shields protect from spell and sword alike.
2/6
Open the Gates of Hell3BBB
Sorcery (M)
Choose any number of target creatures and an equal number of target creature cards in graveyards. For each chosen creature, its controller sacrifices it, then you put one of the chosen creature cards from a graveyard onto the battlefield under that player's control.
Brawler's CharmFoil1RR
Instant (U)
Choose one — Destroy target artifact; or discard your hand and draw two cards; or target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Warding Orbit1U
Enchantment - Aura (C)
Enchant permanent
Enchanted permanent has hexproof. "Locks I can deal with. Not so much invisible, impermeable ones." - Geela, apprentice thief
Ostentatious Brute2BB
Creature - Human Barbarian (C)
Plainswalk The righteous can hardly withstand the sun glinting off his gaudy armor.
3/3
Inky Taint1B
Enchantment - Aura (C)
Enchant land
Enchanted land is a Swamp.
Sacrifice Inky Taint: Until end of turn, permanents target player controls are black.
Rhox Drill Sergeant3WW
Creature - Rhino Soldier (C)
:symw:: Rhox Drill Sergeant gets +0/+1 until end of turn. Said to be chosen for his baritone bellow, all the better for insulting lower-ranking whelps.
3/4
Visionary's Charge1G
Instant (C)
Put a +1/+1 counter on target creature, then move any number of +1/+1 counters from other creatures you control onto that creature. The clans would grant their hero anything she desired.
Mud Wrestling
Instant (C)
Target creature loses first strike and trample until end of turn and attacks this turn if able. Not pretty, but that hardly disqualifies goblins from loving the sight of it.
Irontail Gecko
Creature - Lizard (C) 4R,T: Destroy target artifact. "Well, what do you think they eat to maintain their lovely metallic complexions?" - Myno-Eighteen, golembrain lifeseer
1/1
Infrared Portcullis 2RR
Creature - Elemental Wall (C)
Defender "Sir, the energy readings are off the charts, but I can't see any ba--" - Phedra-Seven, golembrain forescout, last words
5/2
Sunfur Puma1WW
Creature - Cat (C)
Flash Some wildcats start out cute and grow up to be vicious. Sunfur pumas never stop being cute - and are vicious from birth.
2/3
Trial of Screaming Fever3RR
Sorcery (U)
Discard your hand, then draw three cards and add RRRRRR to your mana pool. Initiates who survive describe it as "not as metaphorical as I would have liked."
Army of False Souls5WW
Sorcery (U)
Put a 3/3 colorless Golem artifact creature token onto the battlefield for each enchantment you control. From the womb of ideas, the protectors of prayers.
Infernal Loan 2B
Instant (U)
You gain 9 life. At the beginning of the end step, if you lost less than 9 life this turn, you lose 9 life. The collateral is hell to pay.
Tricorporeal Development4GG
Sorcery (R)
Choose up to three target permanents. For each counter on each of those permanents, put two more counters of that type onto that permanent. For brains, for brawn, and for braggadocio.
(FOIL)
Somersault2R
Instant (C)
Switch target creature's power and toughness until end of turn.
Draw a card.
Wall of Radiance1W
Creature - Wall (C)
Defender (This creature can't attack.)
Prevent all combat damage that would be dealt to Wall of Radiance.
0/3
Research Report1U
Sorcery (C)
Put the top five cards of target player's library into his or her graveyard. Then shuffle any number of cards from your graveyard into your library.
Bane Alley Bully2B
Creature - Human Rogue (C)
When Bane Alley Bully enters the battlefield, you may destroy target token creature. "I don't think you heard who's boss around here..."
2/2
Momentary Inspiration1R
Sorcery (C)
Exile the top two cards of your library. You may play those cards this turn. Goblin magic is much like catching fireflies - difficult to grasp, wondrous for a moment, and easily squashed by inattention.
Jamuraan Elephant2G
Creature - Elephant (C) The call of the herd still echoes across Jamuraa's savannahs, standing strong against predation by dragons and other massive predators.
3/3
Scatter the Shards2R
Instant (C)
Destroy target artifact. Creatures controlled by that artifact's controller can't block this turn.
Binding Tides2U
Enchantment - Aura (C)
Enchant nonblue creature
Enchanted creature doesn't untap during its controller's untap step. "What's the matter, can't swim?"
-Trinella, merfolk illusionist
Midnight Hunter1B
Creature - Bat (C)
Flying Anything beneath the attention of the Falkenrath vampire lords is under the domain of their blood-sucking pets. 1/2
Sprouts of Yesterday 3G
Sorcery (C)
Put a 1/1 green Saproling creature token onto the battlefield for each green card in your graveyard. New life grows in a bed of discarded dreams and forgotten fantasies.
Enchanted Hammer4
Artifact - Equipment (U)
Equipped creature gets +2/+2 and has "T, Unattach Enchanted Hammer: Enchanted Hammer deals 2 damage to target player."
Equip 3
Render to the HeavensW
Instant (U)
Exile target nonland permanent you control and target permanent an opponent controls that shares a type with that permanent.
Twin-Blade Seraph3WW
Creature - Angel (U)
Flying, double strike A golden blade to blind her enemies and a silver blade to cleave them.
2/3
Tamiyo, the Eclipser2UU
Planeswalker - Tamiyo (M)
+1: Target creature's controller may pay its mana cost. If he or she doesn't, return it to its owner's hand.
-1: Until end of turn, creatures you control gain "Whenever this creature attacks, you may tap or untap target permanent."
-6: You get an emblem with "1, Return a land you control to its owner's hand: Put two 1/1 blue Illusion creature tokens with flying onto the battlefield."
(4)
Law of the Jungle3G
Enchantment (R)
At the beginning of your upkeep, you may have target creature you control fight another target creature.
Whenever a creature an opponent controls dies in a fight with a creature you control, put a +1/+1 counter on the creature you control (if that creature is still on the battlefield).
I stopped being lazy this time and posted my thoughts. These are just that and I could very well be wrong. If you think I've misjudged something I'd be happy to talk about it.
Koopa
Thune Raiders blurs the line between green and white a bit too much for my taste. White is supposed to get better little guys while green gets better big guys. White getting a 3/3 for 3 at common feels like they might as well just be the same color. I think Unmaking Winds will win every game it's cast in. I don't think the targeting restriction is enough of a balancing factor. We already have a red Overrun in the set in Pinnacle of Strength, so Warcries of the Horde seems off. I don't think the set could handle two. Flood of Life and Dancing Flames are both awesome. I really want to play with Dancing Flames to see how good it actually is.
Raikou Rider
A couple of months ago I posted a new Chandra in a thread about trying to make a playable one. Mine had +1: Reckless Charge with a slightly different wording and the other abilities were typical Chandra abilities. Posters quickly replied saying that Planeswalkers are unique and have a unique set of abilities and that giving a Planeswalker an entire ability set that the previous versions haven't had before should just be saved for a different Planeswalker to save design space. Though I didn't say it in the thread, my response is: Did the first Liliana care about making your opponent sacrifice creatures? Did she care about Swamps? Did the first Chandra care about copying instants and sorceries? Did the first Sorin care about you having creatures? The answers are all no, yet each of their evolutions did care about these things. I think the ultimate still feels enough like Gideon that this could be an evolution of the character. I'm not saying that I don't wish the first Equipment Planeswalker had been a new character, but I think that I like the rest of your cards enough to give your pack a vote. The only problem I have is that we already have a Gideon card at common but I really don't care enough.
Savia
I quite like Vampiric Frenzy, Sankai Soldiers and Bed of Thorns, but I have some problems elsewhere. I don't think Heat should be in a Core Set. It's a cool card and I like what it does, but I don't like it here. The lands are fundamentally flawed. At first glance, they seem like they're promoting mono-color play, but they're actually just really bad duals. If you were going to run a mono-color deck you'd just run basics. These are promoting two-color play and they try to let you splash that other color, which completely defeats the purpose of promoting mono-color. I understand that they are (slightly) different from the Graven Cairns cycle but I don't think they're different enough that they both need to exist, and they're definitely not rare. I could see these at uncommon. I think if a land is going to be rare it needs to either be a dual or have a powerful or unique utility effect. I just don't think I can vote for this pack knowing I'm voting all five of these lands into the set.
Svennihilator
I hate you. That's reason enough.
Sir Karn
We already have a Tibalt in the set and Feast of Flesh is already a card. I can and have looked past minor naming or templating problems in this contest already and would be willing to do it here, but I can't very well vote another Tibalt into the set. I do really like Lazy Elephant.
Aurorasparrow
Carnival of Death seems dangerous. I don't think it would make an impact, but cheated Emrakul's always has to be watched - especially when it's a one-card combo. We already have a 1/3 Hexproof dude for 2U so Wall of Ink feels really weird. I love cards like Lurking Arachnid. Get some value and stall the board.
Yewlas
Other than Seal of Repetition I have no problems here. All of these cards seem perfect for a Core Set. I particularly like Brain Bleed and Duplicate. The seal either implies a cycle or it feels weird. The new player asks why it's an enchantment and the seasoned player asks why there isn't a cycle. We already have loooooooooots of cycles. I don't mind the card being in the set based on how good everything else is, but I wish it wasn't here. Voted.
Big_Cal
I love Adolescent Dragon and Caller of the Forgotten. I think Ethereal Commander is too powerful. If you go 2-drop>3-drop>Commander you're hitting them for a ton and they can't attack anymore. If they do, you're hitting them for even more. It's like Travel Preparations but mono-color and you could potentially trade him off for value. I think Disperse costs exactly what it needs to and I don't like that Restrict obsoletes it while being verbose for no good reason. I do like the rest of your cards enough to want to include this pack in the set, though. Voted.
Gerrard's Mom
Frontier Road is really cool, but I don't think it's a common. If it had said basic land I could see it at uncommon, but the effect is so unique and potentially powerful that I'd like to see it at rare. Momentary Inspiration is just too good. I realize that it wont always be "Draw 2" or even "Draw 1", but outside of limited the decks that want to play this are going to be drawing two cards. Storm, Burn and Sligh are always going to be drawing two cards with this. It's probably perfectly costed at 1R. Pluck from the Mind, Open the Gates of Hell and Brawler's Charm are all awesome. I had to re-read Open the Gates of Hell a couple times before I fully understood but every set needs that big black/red/green sorcery that does stuff. This one might actually see play! Even though I think Frontier Road and Momentary Inspiration should have slight changes, I like the rest of these cards enough to want them in the set. Voted.
Void_Nothing
Icky Taint, Mud Wrestling, Trial of Screaming Fevor, Infernal Loan and Tricorporeal Development are all very weird. They're all fringe-playable and feel like they came from the edges of design space, rather than being from the core of the color. They don't feel like Core Set cards to me. I understand that you were taking more of a development approach this round but I don't think it worked out well. I think Infrared Protcullis has the coolest flavor I've seen this entire round. I keep getting images of Cube or the first Resident Evil movie. Very awesome.
A refresher of how my personal voting system will work. I'm attempting to set an objective standard and then will vote for any boosters which pass it. So here are my criteria:
A pack with a significant flaw will not be voted for (Examples: Non-Core Set appropriate mechanic; card that does not work in the rules; serious balance issues; unprintable names / flavour).
A pack with three or more minor flaws will not be voted for (Examples: Small templating or presentation errors; minor power level issues; cards that are not at a correct rarity).
A pack with no vanilla or French vanilla creatures will not be voted for.
A pack with no cards with 'Wow Factor' will not be voted for.
If necessary I'll use a little judgment to adjust the votes if this leaves me voting for too many or too few people.
Ok, so vanilla right up front. Major mistakes absent. On the minors, you made a strong card (Into the Void) into an even stronger one in Unmaking Winds, which is a bit of a push. Soul Feast also pushed down by a B here which isn't all that necessary. Ultimately, though, I think this pack lacks splash. Flood of Life seems like an OK idea but I think Primal Surge does it a lot better without being unnecessarily symmetrical.
I couldn't spot any major errors here, and there's a vanilla guy (hooray!). I don't think planeswalkers are free passes to passing my splash criterion, but your incarnation of Gideon does take the character in an interesting subset of his existing martial flavour and I think that it qualifies. There are also several excellent Core Set designs, such as Ion Stone and Rage Elemental. The first time a player figures out how to get their Rage Elemental to block is an important learning experience. Now, speaking on minor errors: Nakai Convert is just not a blue-feeling creature to me. There are tiny numbers of blue cards as aggressive as this and I don't think that a Core Set helps newer players to differentiate between the colours by including this kind of thing in it. Dissolve Flesh is possibly too strong, killing the vast majority of creatures for 1B - I did a rough calculation and it can kill ~90.3% of creatures, compared with 78.4% for Doom Blade. But then again Go for the Throat can kill about 93.6% so maybe you're OK. I'd potentially consider including two Equipment enablers and no Equipment an error, but that's pack composition and not design so I won't. Overall you earned a vote.
As before, a brief overview of my own booster to demonstrate adherence to my own standards: Sankai Soldiers is vanilla, and major errors are absent. I believe Heat was a fine design but probably not for this booster, and Svennihilator correct identified that my land cycle was ill-conceived. However I believe that the power of Strength of the Faithful and the flavour of Vampiric Frenzy are sufficient for me to consider this booster to have splashiness, and therefore to vote for myself.
French vanilla present here and no major errors. In terms of minors, I don't like charms like Demon's Charm where one mode is going to be picked 90+% of the time, as they don't feel much like charms to me. There's nothing else I can really pick up on here though. And your rare ETB Mageta the Lion Angel is splash and more. Several other nice designs here, like Severed Dead and Xathrid Bloodseeker.
This has French vanilla in it and no major errors. However, under minors: Tibalt is already taken; Feast of Flesh is already taken; and I don't think a strict upgrade of the Panoramas is necessary. I feel the pack lacks splash, too.
French vanilla exists! And some nice "Wow factor" added by the pushed self-mill / reanimate combo card. I felt Hungry Baloth was a bit too pushed for a common, and would count that as a minor error. Elusive Cutpurse should say "can't be blocked" these days but that's too recent a change, and too small, to even count as a minor. Overall vote earned.
I will try to not be too biased for you complimenting my Warcaster idea by using it - but I did like your card and it's a nice Haazda Snare Squad variant. There's some vanilla here - and it made me laugh a lot. Great way to embrace Wizards' recent shift of black to having more high-toughness creatures, and to make reference to a fan favourite. The only thing I could count as a possible error here is Glimpse of Paradise, as Divergent Growth exists, but to be honest I don't think it is one even then. Duplicate is nice splash, too. Vote earned.
Vanilla here. However, to me, Restrict is a clear large mistake. A very powerful delaying counter already, as well as a strictly-better Disperse. I don't believe this card is printable and so I can't vote for the booster.
I don't think I can get past Momentary Inspiration here. In a mid game this is very close to R: Draw two cards. Even just casting this on turn one to get an extra land and a shot at a 1-drop is strong. As much as I love Bottling as a new red ability, this is too much for me.
I don't think here I am able to vote for Trial of Screaming Fever. A (potentially) cantrip (or more) ritual is just not a good idea.
tl;dr version: Votes go to Raikou Raider, Svennihilator, aurorasparrow, yewlas, and myself.
Private Mod Note
():
Rollback Post to RevisionRollBack
DCI L3 Judge; Regional Coordinator, British Isles & South Africa
I run a Tumblr for Magic-related statistics, graphs, and quizzes. Come check it out!
Thune Raiders is a bit off-flavor for white. Drain Lifeforce and Shield of Glory are pretty strong for common. I really hope they print Dancing Flames at some point.
Nakai Covert is kinda off-flavor for blue. Overworked Infantry really contributes to board stalls, which is something to think about; 4/3 might be better. Decomission, Blacksmith and Gideon are all pretty rad. Dissolve Flesh and Lizard are both very, very strong.
Giant Squid, Bed of Thorns and Toxic Lotus Bush are sweet. Skeletal Remains is pretty crazy in Limited, provided you can return it.. I'm not sure I approve. I think Heat and Swooping Drake are a tad complex for Core. I don't think Bloodstained Peaks is strong/interesting enough to be a rare.
Demon's Charm seems a bit weak, especially when compared to Hunter's Charm. I think Angel of Reckoning has the potential to cause problems even at 7 mana; Wotc would probably require you to cast her for the Wrath effect to take place.I like Hunter's Charm and Thrumming Blade.
I like almost all of your cards. I do feel like Fertilizer is a bit wordy, but that's it.
I like all of your cards.
I think Memory Cauldron would go better in a graveyard-themed set; in a Core Set I think it would come of as useless/confusing more often than not. I think Arachnid Infusion and Electrified Net are a bit wordy. I like the Spinners, Restrict and Spirit Recycler.
I like the majority of your cards. I think Frontier Road and Traitor's Bones' abilities could stand to cost more. Escort Battalion is very, very, very strong. Open the Gates of Hell was hard for me to understand.
Tricorporeal Development and Mud Wrestling seem awfully weak most of the time. Army of False Souls and Infernal Loan are kinda weird. I like Warding Orbit, Trial of Screaming Fever and Somersault (could cost :1mana::symr:).
Gonna repeat some cards I really want in the set, but everything else is new.
Safeguard1W
Instant {C}
Prevent all damage that would be dealt to you this turn. Do you believe in guardian angels?
Peregrine Falcon1W
Creature - Bird {C}
Flying, first strike (This creature can't be blocked except by creatures with flying or reach, and it deals combat damage before creatures without first strike.) Its dive is faster than the flight of any dragon. 1/1
Sigil of Flight's Wings1W
Enchantment - Aura {C}
Enchant creature (Target a creature as you cast this. This enters the battlefield attached to that creature.)
Enchanted creature has flying and vigilance. (It can't be blocked except by creatures without flying, and attacking doesn't cause it to tap.) Some believe that the truly righteous can ascend to become angels.
Vedalken LookoutU
Creature - Vedalken Scout {C}
Defender (This creature can't attack.)
When Vedalken Lookout enters the battlefield, draw a card. 0/2
New Moon Stalker3BB
Creature - Vampire {C}
When New Moon Stalker enters the battlefield, it deals 2 damage to target creature or player and you gain 2 life. Though most vampires prefer hunting in the moonlight, the ones that only hunt during the new moon are more dangerous. 3/3
Paladin's Lance2
Artifact - Equipment {C}
Equipped creature has first strike and lifelink. (It deals combat damage before creatures without first strike, and damage dealt by this creature causes its controller to gain that much life.)
Equip 1(1: Attach to target creature you control. Equip only as a sorcery.)
Final FuryR
Enchantment - Aura {C}
Enchant creature you control (Target a creature you control as you cast this. This enters the battlefield attached to that creature.)
When enchanted creature dies, it deals damage equal to its power to target creature or player. "I may be dead, but I'm taking you with me!"
Titanic Wurm5G
Creature - Wurm {C}
Trample (If this creature assigns enough combat damage to its blockers to destroy them, you may have it assign the rest of its combat damage to defending player or planeswalker.)
Titanic Wurm enters the battlefield with a +1/+1 counter on it for each G spent to cast it.
2/2
Cloak of NightB
Enchantment - Aura {C}
Enchant black creature (Target a black creature as you cast this. This enters the battlefield attached to that creature.) B: Enchanted creature gets +1/+1 until end of turn.
Quickblade3
Artifact {U}
When Quickblade enters the battlefield, attach it to target creature you control.
Equipped creature gets +2/+2.
Equip 2(2: Attach this card to target creature you control. Equip only as a sorcery.)
Inhibition Chamber2WW
Enchantment - Aura {U}
Enchant permanent (Target a permanent as you cast this. This enters the battlefield attached to that permanent.)
Enchanted permanent's activated abilities can't be activated unless they're mana abilities, and its triggered abilities don't trigger. If enchanted permanent is a creature, it can't attack or block. (A triggered ability uses the words "when," "whenever," or "at.")
Prismatic SanctuaryG
Enchantment {U}
As Prismatic Sanctuary enters the battlefield, choose a color.
Lands you control have "T: Add one mana of the chosen color to your mana pool."
Sphinx's Library 2UUU
Enchantment {R}
Whenever you cast a spell, you may draw a card. (This ability resolves before the spell does.) The wisdom of the sphinxes is so vast that all the books in the world could not contain it.
Mountain
Basic Land - Mountain {L} T: Add R to your mana pool.
Thune Trapper1W (foil)
Creature - Human Soldier {C}
Vigilance (Attacking doesn't cause this creature to tap.) W, T: Tap target creature. 1/1
Imagine :1mana::symu:
Sorcery [C]
Draw two cards, then discard a card.
Shield Warden :1mana::symw:
Creature - Human Cleric [C]
:1mana::symw:, :symtap:: Target creature gets +0/+3 until end of turn.
0/3
Battle Gnomes
Artifact Creature - Gnome Soldier [C]
Sacrifice Battle Gnomes: Battle Gnomes deals 1 damage to target creature or player.
2/2
Surprise Attack :2mana::symr:
Instant [C]
Creatures you control get +1/+0 and first strike until end of turn.
Skeleton Guards :2mana::symb:
Creature - Skeleton Soldier [C]
:symb:: Regenerate Skeleton Guards. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
1/2
Heavy Heart
Enchantment - Aura [C]
Enchant creature
Whenever enchanted creature deals damage, tap it. It doesn’t untap during it’s controller’s next untap step.
Blessings of the Earth
Enchantment - Aura [C]
Enchant land
Enchanted land has “:symtap:: Target creature gets +1/+1 until end of turn.”
Grave Tender :1mana::symb:
Creature - Zombie [C]
When Grave Tender enters the battlefield, you may discard a card. If you do, return target creature card from your graveyard to your hand.
2/1
Pillaging Giant :4mana::symr::symr:
Creature - Giant Berserker [C]
When Pillaging Giant enters the battlefield, you may destroy target artifact or land.
3/3
Hunting Season :1mana::symg::symg:
Enchantment [U]
Creatures you control must be blocked if able.
Elusive Cutpurse :2mana::symu::symu:
Creature - Human Rogue [U]
Elusive Cutpurse can’t be blocked.
3/1
Master-at-Arms :2mana::symw::symw:
Creature - Human Soldier [U]
Double strike (This creature deals both first strike and regular combat damage.)
2/2
Darkest Disciple :2mana::symb::symb:
Creature - Human Wizard [R]
When Darkest Disciple dies, you may pay 5 life. If you do, put a 5/5 black Demon token with flying onto the battlefield.
2/2
FOIL: Merchant’s Tome
Artifact [U]
:2mana:, discard a card: Draw a card.
Multiple people said that Demon's Charm was underpowered and that you'd only use the sac a creature mode so I'm going to make a small development blurb this time.
The first two modes on Demon's Charm are in correlation with the previous set's graveyard and -1/-1 counters themes. Savia was right in saying that the third mode would probably be used most often, but depending on what's in the previous set the other two modes were meant to be stop-gaps for the format.
GM pointed out that we have somewhat of a blue/white flash archetype in the works and I’ve noticed that both G/W and R/W have a tokens theme. Praised Vanguard is meant to play into all three of those archetypes while still being a solid card elsewhere.
Similar to how Vile Rebirth was in the Core Set rather than Innistrad block, Autopsy is an answer to any degenerate graveyard decks that may pop up while being your average black draw spell.
Our common land doesn’t fix mana and none of our common artifacts do. I think our last colorless common slot needs to go to a fixer of some sort, thus Cartomaton.
Diligent Cleric, Loyal Falcon and Stalked Prey all play into the tokens theme.
Lastly, GM also pointed out the large number of "flier hate" cards we have. Mist Elemental is a direct response to that. I gave it 2 toughness specifically so that two of our common reach creatures still "stone wall" it effectively.
Diligent Cleric2W
Creature - Human Cleric [Common]
When Diligent Cleric enters the battlefield, you gain 1 life for each creature you control.
2/2
Loyal Falcon1W
Creature - Bird
Flying
When Loyal Falcon enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
1/1
Praised VanguardW
Creature - Human Soldier [Uncommon]
Whenever another creature enters the battlefield under your control, Praised Vanguard gets +1/+1 until end of turn.
1/1
Mist Elemental4U
Creature - Elemental [Common]
Flying
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
3/2
Refute2U
Instant [Uncommon]
Counter target noncreature spell.
Draw a card.
Autopsy2B
Instant [Common]
Exile target creature card from a graveyard.
Draw two cards. “It seams I was the cause of death.”
—Sisca, Valcom Mortician
Seal of Decay1B
Enchantment [Common]
Sacrifice Seal of Decay: Creatures get -1/-1 until end of turn.
Sorin the Bloodweaver3BB
Planeswalker - Sorin [Mythic Rare] [+1]: Target player draws a card and loses 1 life. [-X]: Sorin the Bloodweaver deals X damage to target creature or player and you gain X life. [-5]: You get an emblem with: “Rather than pay the mana cost for a spell, you may pay life equal to its converted mana cost.” {4}
Goblin Bully2R
Creature - Goblin Warcaster [Common]
Whenever Goblin Bully attacks, you may pay R. If you do, target creature can’t block this turn.
2/2
Goblin Pike-Fighter1R
Creature - Goblin Soldier [Common]
First strike (This creature deals combat damage before creatures without first strike.) 1R: Goblin Pike-Fighter gets +1/+0 until end of turn.
1/1
Stalked PreyG
Creature - Elk [Common]
When Stalked Prey dies, put a 2/2 green Wolf creature token onto the battlefield.
1/1
Taunting Rootwalla2G
Creature - Lizard [Uncommon] 3G: Taunting Rootwalla gets +2/+2 until end of turn and must be blocked this turn if able. Activate this ability only once each turn.
2/2
Thrashing Baloth4G
Creature - Beast [Common]
Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)
5/3
*Foil*
Cartomaton3
Artifact Creature - Construct [Common]
When Cartomaton enters the battlefield, you may search your library for a basic land card, reveal it and put it into your hand. Then shuffle your library. “Why make a map when you can make something to do it for you?”
—Gaza, Retired Cartographer
1/3
Solemn Keeper5W
Creature - Human Soldier (C)
Solemn Keeper can block an additional creature.
4/4
Lazy Elephant3W
Creature - Elephant (C)
Lazy Elephant doesn’t untap during your untap step.
Whenever another creature enters the battlefield under your control, you may untap Lazy Elephant. “We’ve got to show him that we’re still watching or he won’t work.”
4/4
Screeching Seahawk1U
Creature - Bird (C)
Flying
When Screeching Seahawk enters the battlefield, target player puts the top three cards of his or her library into his or her graveyard.
1/2
PerpendU
Sorcery (C)
Look at the top card of your library and the bottom card of your library. Put one on top of your library and the rest on the bottom of your library.
Draw a card.
LeechesBB
Creature - Leech (C) T: Each opponent loses 1 life. You gain life equal to the life lost this way.
1/3
Goblin Maniac2R
Creature - Goblin Berserker (C)
Whenever Goblin Maniac deals combat damage to a creature, it deals that much damage to that creature's controller.
2/2
Flatten3R
Sorcery (C)
Destroy target artifact or creature without flying.
Relic of Ancients2
Artifact (C) 3, Sacrifice Relic of Ancients: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
Memory Grinder1U
Creature - Merfolk Wizard (U) 1U,T: Target player puts the top two cards of his or her library into his or her graveyard. If both cards share a color, repeat this process. (Land cards are colorless)
1/2
Organ Parser2B
Creature - Zombie Mutant (U) B, Sacrifice a creature: Put a +1/+1 counter on target creature. You gain 2 life.
2/2
Swift Tiger1G
Creature - Cat (U)
Hexproof, haste
2/1
Sorin, Master Sangromancer3B
Planeswalker - Sorin (M)
[+1] Sorin, Master Sangromancer deals 1 damage to target creature or player and you gain 1 life.
[-2] Put two 1/1 black Vampire creature tokens with deathtouch onto the battlefield.
[-6] You get an emblem with "Pay 1 life: Draw a card."
{3}
{FOIL} Shimmerbark TreefolkG
Creature - Treefolk (R) T: Add one mana of any color to your mana pool.
0/1
Final booster time: As with the others, I've picked a theme for my submission. This booster plays up on some classic fantasy tropes and some other simple top-down cards, as is the fashion for modern-day Core sets.
Magic Wand 1
Artifact - Equipment (C)
Equipped creature has protection from instants and from sorceries.
If the equipped creature is named Wizard Recluse, it gets +2/+2 and gains flying.
Equip 1
Shield Corps 4WW
Creature - Human Soldier (C)
4/6
Hunger-Mad Wurm 2GG
Creature - Wurm (C)
Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)
4/3
Highpass Shaman R
Creature – Goblin Shaman (C)
When Highpass Shaman enters the battlefield, add R to your mana pool.
1/1
Highpass is infested with goblins, who variously attempt to murder, attack, rob, extort, rip off, or prank anyone who has to pass through it.
Root Coast Dolphin 2U
Creature – Dolphin (C)
Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)
2/2
“Don’t go fishing near there. Not only have the dolphins taken the lion’s share, but if you catch one in your nets they’ll sink your boat.” – Hiram, old salt
Grisly Bears 1B
Creature - Bear (C)
Grisly Bears can't block.
Whenever Grisly Bears becomes blocked, it gets +1/+1 until end of turn.
2/1
Fervent Exorcist 1W
Creature – Human (C)
When Fervent Exorcist enters the battlefield, destroy target Aura or Equipment.
2/2
Volcano Cultists 3R
Creature - Human Shaman (C)
2R: Volcano Cultists gets +3/+0 until end of turn.
2/3
"The earth-mother speaks! Her red anger will overflow our enemies!"
Injured Lion 2G
Creature - Cat (C)
Injured Lion enters the battlefield with a thorn counter on it. 1GG, Remove a thorn counter from Injured Lion: Put two +1/+1 counters on Injured Lion.
2/2
Wizard’s Tower
Land (U)
T: Add 1 to your mana pool. U,T: Untap target Wizard. 1UU,T: Look at the top five cards of your library. You may reveal a card named Magic Wand from among them and put it into your hand. Then put the remaining cards on the bottom of your library in any order.
Sear into Memory 1RR
Sorcery (U)
Discard two cards, then draw three cards.
Siren Temptress 1U
Creature - Siren (U)
Whenever a creature blocks Siren Temptress, return that creature to its owner’s hand.
1/1
Wizard Recluse 2UU
Creature – Human Wizard (R)
Wizard Recluse has protection from creatures as long as you control a land named Wizard’s Tower. 2UU, T: Exile the bottom card of your library. If that card is an instant or sorcery, you may cast it without paying its mana cost.
2/3
Foil:
Enchanted Mirror 1U
Enchantment (R)-
Whenever one or more creatures attack you, you may have Enchanted Mirror become a copy of one of those creatures until end of turn.
Private Mod Note
():
Rollback Post to RevisionRollBack
DCI L3 Judge; Regional Coordinator, British Isles & South Africa
I run a Tumblr for Magic-related statistics, graphs, and quizzes. Come check it out!
Guardian Ox3W
Creature - Ox (C)
Defender More loyal than a hound, stronger than stone, and more pure than a priest.
2/5
Highwind Drake4U
Creature - Drake (C)
Flash
Flying
Highwind Drake can only block creatures with flying.
3/4
Explorer's Compass1
Artifact (C) ,T: Look at the top card of your library. If it's a land card, you may put it into your hand. A necessary tool when traveling through the Everbloom.
Mental FlareRR
Instant (C)
Exile the top two cards of your library. You may play those cards this turn. The flames gave me a vision. A vision that quickly disappeared.
Xathrid Shade1B
Creature - Shade (C) 1B: Xathrid Shade gets +1/+1 until end of turn.
1/1
Minor PrecognitionU
Sorcery (C)
Look at the top card of target player's library, then you may put that card on the bottom of that players library.
Draw a card.
Kalonia Wurm5GG
Creature - Wurm (C)
Trample The Kalonia canyons have been carved out by the erosion of water over thousands of years... or it was a wurm.
6/5
Furious Battlecry1R
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+0 and has intimate.
Cloudgazing1U
Sorcery (U)
Draw a card, then draw cards equal to the number of cards named Cloudgazing in your graveyard. The more you look, the more you see.
Vivid Cave
Land (U)
Vivid Cave enters the battlefield with two charge counters on it. T: Add 1 to your mana pool. T, Remove a charge counter from Vivid Cave: Add one mana of any color to your mana pool.
Awaken1GG
Sorcery (U)
Target Forest you control becomes a 3/4 green Treefolk creature that's still a land.
Tamiyo, Moonfolk Student2UU
Planeswalker - Tamiyo (MR)
+1: Tap or untap target permanent.
-3: Permanents target player control don't untap during their controller's untap step.
-7: You get an emblem with "Tap an untapped permanent you control: Tap target permanent."
[3]
Lesser Basilisk3G
Creature- Basilisk (C)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) "I've often wondered if basilisks enjoy the taste of stone."
—Yon Basrel, Oran-Rief survivalist
3/3
Consider2U
Sorcery (C)
Draw three cards, then discard two cards. "Think. Weigh your options. This is a challenge, not a race."
—Doriel, mentor of Mistral Isle
Skirk Immolator2R
Creature- Goblin Shaman (C)
When Skirk Immolator dies, it deals 2 damage to target creature or player. At first, the Cabal thought the Skirk Ridge shamans lit themselves ablaze as some form of protest or resistance. They soon realized that the goblins just really liked fire.
2/1
Shielded Strike1W
Instant (C)
Target creature gets +1/+1 and gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, or enchanted by anything of that color.)
Kalonian Wurm5G
Creature- Wurm (C) The food chain on Shandalar isn't so much a chain as it is an inverted pyramid with a variety of residents occupying the "top."
6/5
Volcanic Backlash3RR
Sorcery (C)
Destroy target land. Volcanic Backlash deals 4 damage to that land's controller. A favored strategy among lavamancers is to conjure the magma not as an attack or an elemental, but simply to place it in an inconvenient spot.
Catacomb Guard3B
Creature- Zombie (C)
When Catacomb Guard dies, you may return another target creature card from your graveyard to your hand. “We seldom send patrols to the Undercity. The shadowier guilds tend to protect the area well enough on their own.”
—Libuse, Boros sergeant
2/3
Wooded PassageG
Sorcery (C)
Search your library for a basic Forest card and put it into the battlefield tapped. Then shuffle your library. The elves long for the day when there are no longer paths into or out of the woods.
Evos Drake2UU
Creature- Drake (C)
Flying (This creature cannot be blocked except by creatures with flying or reach.) "I admire their proud domination of the sky. It is a kingdom I intend to take from them, but they have my admiration nonetheless."
—Talrand, sky summoner
3/3
Pristine Prism4
Artifact (U) T: Add one mana of any color to your mana pool. You gain 1 life. "There is no light more pure or beautiful than the light of the soul."
—Ajani Goldmane
Oblivion Mage2WW
Creature- Human Wizard (U)
When Oblivion Mage enters the battlefield, exile target nonland permanent until Oblivion Mage leaves the battlefield. (That permanent returns under its owner's control.)
There is only one true path to peace.
2/2
Thought Fracture2UU
Instant (U)
Counter target spell. Its controller puts a number of cards equal to that spell's converted mana cost from the top of his or her library into his or her graveyard. Suddenly, Grog had a splitting headache.
Binding Necromancer2BB
Creature- Human Wizard (R)
When Binding Necromancer enters the battlefield, put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
When Binding Necromancer leaves the battlefield, exile the creature put onto the battlefield with it.
2/2
Obstinate Hydra5GG (foil)
Creature- Hydra (M)
Trample
If Obstinate Hydra would be destroyed, instead regenerate it and put a +1/+1 counter on it. It regrows heads faster than you can run away.
5/5
I'm still attempting to fill some holes in this submission. While I agree with a lot of what Svennihilator said in his post, I disagree with the need for mana fixing at common. The set's strong monocolor theme pushed me away from that, hence Pristine Prism at uncommon and Wooded Passage only fetching Forests. Not to mention that Elvish Embracer already fills that role.
In my head, the art for Thought Fracture shows a close up of an ogre or troll wincing in pain as a large, blue, ephemeral crack runs down its head/face.
Binding Necromancer has made me realize that it is sad there isn't a word/term in Magic that means "move something from the graveyard to the battlefield." Banisher Priest et al benefit from the fact that "exile" is a game term that means "move something from its zone to the exile zone." The battlefield and/or graveyard could use a similar word, maybe.
@aurorasparrow- Thanks for the heads up! I appreciate it.
MicrodrixBB
Creature - Rabbit Mutant (C) Adding piranha teeth would be redundant.
2/3
Hail Splinter1R
Instant (C)
Target creature loses flying until end of turn, then Hail Splinter deals 1 damage to each creature without flying.
Infrared Portcullis 2RR
Creature - Elemental Wall (C)
Defender "Sir, the energy readings are off the charts, but I can't see any ba--" - Phedra-Seven, golembrain forescout, last words
5/2
Innocent Ascension
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +0/+2 and has flying. Little Hidda was less appreciative of her winged slippers when they worked outside of her dreams.
Brittlescale Berserker4R
Creature - Viashino Berserker (C)
Double strike Having a glass jaw just means a mouthful of shards to spit at anyone who challenges you.
2/2
Ostentatious Brute2BB
Creature - Human Barbarian (C)
Plainswalk The righteous can hardly withstand the sun glinting off his gaudy armor.
3/3
Myopic Thug3R
Creature - Cyclops Warrior (C)
You can't cast Myopic Thug if you cast another spell this turn.
You can't cast other spells if you cast Myopic Thug this turn. "Come now, this might not be the most straightforward battleplan, but if you'll just see it my way--" - Haunek, orcish mercenary, last words
4/4
Golemruse2W
Instant (C)
Return target blocking creature to its owner's hand. That creature's controller puts a 3/3 colorless Golem artifact creature onto the battlefield blocking each creature that creature was blocking.
Ruin Mummy6B
Creature - Zombie Giant (C)
When Ruin Mummy enters the battlefield, exile your graveyard. The ziggurat crumbled - along with all of its treasures - when its secret denizen arose.
7/7
Seageists' Jury1UU
Sorcery (U)
Target player chooses up to four permanents he or she controls. Other permanents that player controls don't untap during his or her next untap step.
Disciple of the Many-Handed :symr::symr:
Creature - Human Warrior (U)
Disciple of the Many-Handed gets +1/+0 for each Equipment attached to it.
Disciple of the Many-Handed gets +2/+0 for each Equipment named Thrumming Blade attached to it.
2/2
Oratory2WW
Instant (U)
You may put an enchantment card from your hand onto the battlefield.
Authorship of the Perfect Tome 4UU
Enchantment (M)
You have no maximum hand size.
At the beginning of your upkeep, draw a card, then you may return target instant or sorcery card from your graveyard to your hand.
Reveal twelve instant and/or sorcery cards from your hand: You win the game.
(FOIL)
Gruesome Impersonator3R
Creature - Orc Rogue (U)
:2mana:: Target creature with intimidate loses intimidate until end of turn. Gruesome Impersonator gains intimidate until end of turn. The steal-the-fake-vampire's-mask heist was fun until the time it wasn't a mask.
4/2
We Make the Set II: Into The Core
Round 6 - Design-A-Booster, 3rd Pack
Last booster, everybody. After this round finishes, we'll cut to Top 8 (from the ten or eleven people still in) and it's single-elimination from there out, but everyone's cards make it in at that point.
For this round, you have 7 days to come up with your pack - until 11pm Pacific, Wednesday, July 31 - and there will then be a poll lasting three days covering all of the submitted packs. Again, keep in mind that these packs should be somewhat representative of a core set, rather than just designed to showcase the set.
In addition, some notes about card slots:
In addition, each pack in the top 3 will get 5 bonus points, and any packs that had cards used to fill out the 42 will get 2 bonus points. So: even if you think you're hopelessly behind as of the current standings, take heart! There are 60 points potentially available for you this round! You could go from last to first if your cards poll well!
For the poll, you may vote for any number of the packs, as long as you vote for at least one pack other than your own. You may vote for your own pack.
Thune Raiders 1WW
Creature - Human Soldier (C)
It is said that the Raiders have traversed the sands for so long that they have shaped it to their liking.
3/3
Mana Filter 2
Artifact (C)
,T: Add two mana of any combination to your mana pool.
I would hardly call it an ordinary.
Smashing Blow G
Instant (C)
Target creature gets +2/+2 and gains trample until end of turn.
Shields and armor are merely a sign of good faith in the wilds of Kalonia.
Terra Tosser 2RR
Creature - Ogre (C)
Sacrifice Terra Tosser: Destroy target land.
2/2
Lesser Troll 2G
Creature - Troll (C)
1G: Regenerate Lesser Troll.
2/2
Drain Lifeforce 3B
Sorcery (C)
Target player loses 4 life and you gain 4 life.
What's yours is most definitely mine.
Shield of Glory 3W
Creature - Wall (C)
Defender, flying
2/6
Cowardliness of the Meek W
Enchantment - Aura (C)
Enchant creature with power 3 or less.
Enchanted creature can't attack or block.
Sailor's Bane 4UU
Creature - Serpent (C)
Islandwalk
If there are four or less islands on the battlefield, sacrifice Sailor's Bane.
5/5
Unmaking Winds 3U
Instant (U)
Return two target creatures to their owner's hands.
It is said that the winds prevent anybody from reach the steps of the old academy.
Specterform 2B
Enchantment - Aura (U)
Enchant creature
Enchanted creature has intimidate and "Whenever this creature deals damage to an opponent, that player discards a card." (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Warcries of the Horde 3RR
Sorcery (U)
Creatures you control get +1/+0 until end of turn and creatures you don't control can't block this turn.
"The cries echoed out and I was paralyzed as the horde ripped through my ranks." - Gendry, Squire.
Flood of Life 8GGG
Sorcery (MR)
Each player may search his or her library for any number of creature cards and put them onto the battlefield. Then each player who searched his or her library this way shuffles it.
For when two baloths, three wurms, a hydra, and a pack of elves just doesn't cut it.
*Foil* Dancing Flames 1RR
Enchantment (R)
At the beginning of your upkeep, exile the top card of your library. You may play it this turn.
The flames offer more than desolation and damnation. They offer a glimpse of salvation.
Woodwarder 1G
Creature - Elf Warrior {C}
Spells your opponents cast that target Woodwarder cost 2 more to cast.
"Such is the Green Word, and such is our law."
2/2
Nakai Covert 2U
Creature - Human Rogue {C}
“The beastdrivers’ tyranny will end when we find the key to breaking their oppressive control over the titans.”
—Syeena, Nakai coalition leader
3/1
Tragic Thoughts BB
Sorcery {C}
Target opponent discards two cards unless he or she discards a land card.
Ion Stone 2
Artifact {C}
T: Add 1 to your mana pool.
These tiny spheres float around the heads of many mages, the color of each determining what power it bestows. Or in some cases, lack of color.
Overworked Infantry 1BB
Creature - Human Soldier {C}
When Overworked Infantry attacks or blocks, tap it. It doesn't untap during your next untap step. (It's still attacking or blocking.)
4/4
Decommission U
Instant {C}
Return target noncreature, nonland permanent to its owner’s hand.
Out of order.
Gideon's Infantry W
Creature - Human Soldier {C}
Gideon's Infantry gets +1/+1 as long as it's equipped.
These rank and file are taught weapons arts from childhood.
1/1
Rage Elemental 2RR
Creature - Elemental {C}
Haste (This creature can attack and T as soon as it comes under your control.)
Rage Elemental attacks each turn if able.
It has the uncontrollable urge to exact vengeance on everything that moves.
5/2
Trained Griffin 3W
Creature - Griffin {C}
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Trained Griffin attacks, if another creature is attacking, Trained Griffin gets +1/+1 until end of turn.
2/2
Gideon's Blacksmith 1W
Creature - Human Artificer {U}
When Gideon's Blacksmith enters the battlefield, you may search your library for an Equipment card, reveal that card, then shuffle your library and put that card on top of it.
A blade is only as good as its forge.
2/2
Rainforest Ooze 3GG
Creature - Ooze {U}
Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)
Whenever you play a land, put a +1/+1 counter on Rainforest Ooze.
4/4
Firespitter 1RR
Creature - Lizard {U}
At the beginning of your upkeep, Firespitter deals 1 damage to target creature or player.
Often accompanying goblin chieftains as pets, firespitters are nicknamed "archers of the volcano."
3/2
Gideon the Weaponmaster 2WW
Planeswalker - Gideon {M}
+1: Choose an Equipment you control. Attach it to a creature you control.
-X: Search your library for an Equipment card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
0: Until end of turn, Gideon the Weaponmaster becomes a 4/4 Human Soldier creature that's still a planeswalker. Attach all Equipment you control to him. Prevent all damage that would be dealt to him this turn.
4
Dissolve Flesh 1B (foil)
Instant {U}
Target creature gets -X/-X until end of turn, where X is its converted mana cost. (For instance, if a creature's mana cost is 3BB, its converted mana cost is 5.)
Forest
Basic Land - Forest {L}
T: Add G to your mana pool.
Sankai Soldiers
1RR
Creature – Human Soldier (C)
4/2
Verdant Hunter
3G
Creature - Beast (C)
Verdant Hunter gets +2/+2 as long as you control three or more green permanents.
3/3
Pearlspur Griffin
2W
Creature - Griffin (C)
Flying
Pearlspur Griffin gets +1/+1 as long as you control three or more white permanents.
2/1
A griffin-rider can accidently cut himself badly just getting mounted – which spells bad news for anyone that a griffin is trying to hurt.
Mound of Zombies
3BBB
Creature - Zombie (C)
6/6
The explorers believed they’d come across a hill. Then they figured it for a burial mound. Then a mass grave. Ultimately they realised- too late- what had become of the last exploring party.
Giant Squid
3U
Creature - Squid (C)
Whenever Giant Squid deals damage to a creature, tap that creature and it doesn’t untap during its controller’s next untap step.
2/2
Vampiric Frenzy
2BB
Sorcery (C)
Vampiric Frenzy deals 2 damage to target player and 2 damage to target creature that player controls. You gain 4 life.
Toxic Lotus Bush
2G
Creature – Plant (C)
Defender (This creature can’t attack.)
Deathtouch (Any damage this deals to a creature is enough to destroy it.)
T: Add one mana of any color to your mana pool.
1/2
The flowers are priceless, but the thorns are merciless.
Firecat Rider
3R
Creature – Viashino Warrior (C)
Haste (This creature can attack and t the turn it enters the battlefield.)
3/2
Strength of the Faithful
W
Enchantment - Aura (C)
Enchant white creature
Enchanted creature gets +2/+2.
Bed of Thorns
G
Sorcery (U)
Put a 0/1 green Plant creature token with defender onto the battlefield for each Forest you control. (Creatures with defender can’t attack.)
Skeletal Remains
2B
Creature - Skeleton (U)
B: Regenerate Skeletal Remains.
BBB: Return Skeletal Remains from your graveyard to the battlefield and put a +1/+1 counter on it.
1/1
Heat
X
{red color indicator} Sorcery (U)
Spend only red mana to cast Heat.
Heat deals X damage to target creature or player.
Bloodstained Peaks
Land (R)
T: Add 1 to your mana pool.
,T: Add RR to your mana pool.
(Intended names for rest of the cycle are Sundrenched Fields, Rainswept Ise, Pitch-Black Mire, and Vine-Choked Jungle)
Foil –
Swooping Drake
3U
Creature - Drake (U)
Flying
Swooping Drake can block only creatures with flying.
UUU: Until end of turn, Swooping Drake gets +1/+3 can block creatures without flying as though they had flying.
3/1
I suppose I'll give a crack at finishing up that charm cycle I started.
Erase Creation
Enchantment [Common]
When Erase Creation enters the battlefield, you may exile another target artifact or enchantment until Erase Creation leaves the battlefield.
From not enough space to infinite space.
Striking Griffin 1W
Creature - Griffin [Common]
Flying
First strike (This creature deals combat damage before creatures without first strike.)
1/1
Charging Aven :1mana::symw::symw:
Creature - Bird Soldier [Common]
Flying
The difficulty lies not in the battle itself, but rising to the challenge.
3/1
Deep-Sea Serpent :4mana::symu::symu:
Creature - Serpent [Uncommon]
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
Deep-Sea Serpent’s power and toughness are each equal to the number of Islands on the battlefield.
*/*
String Puller :3mana::symu:
Creature - Human Wizard [Common]
Flash (You may cast this spell any time you could cast an instant.)
When String Puller enters the battlefield, you may tap or untap another target creature.
1/4
Demon's Charm :1mana::symb::symb:
Instant [Uncommon]
Choose one — Exile all cards from target player’s graveyard; or remove all counters from target permanent; or target player sacrifices a creature.
Severed Dead 2B
Creature - Zombie [Common]
When Severed Dead dies, put a 2/2 black Zombie creature token onto the battlefield.
2/2
Xathrid Bloodseeker :3mana::symb:
Creature - Vampire Wizard [Common]
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
2/3
Cleft Lightning 2R
Instant [Common]
Cleft Lightning deals 2 damage to target player and 2 damage to target creature that player controls.
Valkan Barbarian :3mana::symr:
Creature - Human Barbarian [Common]
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
When Valkan Barbarian enters the battlefield, target creature gets +2/+0 and gains intimidate until end of turn.
2/2
Elvish Embracer :1mana::symg:
Creature - Elf Druid [Common]
: Add to your mana pool.
1, T: Add one mana of any color to your mana pool.
Why limit yourself to the forests? There are so many forms of life outside these trees.
1/1
Hunter's Charm 1GG
Instant [Uncommon]
Choose one — Target creature gets +3/+3 and gains trample until end of turn; or return target permanent card from your graveyard to your hand; or destroy target creature with flying.
Angel of Reckoning 4WWW
Creature - Angel [Mythic Rare]
Flying
When Angel of Reckoning enters the battlefield, destroy all other creatures.
5/5
*Foil*
Thrumming Blade 1
Artifact - Equipment [Uncommon]
Equipped creature gets +1/+0 for each artifact on the battlefield named Thrumming Blade.
Equip 1
Atonement 2W
Instant (C)
Exile target creature you control. Return it to the battlefield under its owner’s control at the beginning of the next end step.
You gain 3 life.
Dignitary's Decree 1W
Sorcery (C)
Target opponent skips his or her next combat phase.
Lazy Elephant 3W
Creature - Elephant (C)
Lazy Elephant doesn’t untap during your untap step.
Whenever another creature enters the battlefield under your control, you may untap Lazy Elephant.
“We’ve got to show him that we’re still watching or he won’t work.”
4/4
Deliberate U
Sorcery (C)
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Bloodflow Ritualist 1B
Creature - Vampire Shaman (C)
Sacrifice a creature: Put a +1/+1 counter on Bloodflow Ritualist.
The ritualists thrive on the blood of their sacrifices.
0/1
Feast of Flesh 2BB
Instant (C)
Destroy target nonblack creature. You gain life equal to its toughness.
The Nezumi around these parts are known for their acts of cannibalism.
Flamespewer Salamander R
Creature - Salamander (C)
R: Flamespewer Salamander deals 1 damage to target creature blocking it.
1/1
Fertilizer 1G
Enchantment - Aura (C)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color that land could produce to his or her mana pool (in addition to the mana the land produces).
“Consider what each soil will bear, and what each refuses.”
—Virgil
Grounded Treefolk 3G
Creature - Treefolk (C)
Hexproof
2/4
Illusionist's Summons 3UU
Sorcery (U)
Put two 3/3 blue Illusion creature tokens onto the battlefield. They have “When this creature becomes the target of a spell or ability, sacrifice it.”
Demolition Team 1RR
Creature - Dwarf Artificer (U)
1R, Sacrifice Demolition Team: Destroy target artifact or land.
Dwarves are willing to sacrifice everything, even their lives, for a chance at hidden treasures.
3/2
Savage Charge 2G
Sorcery (U)
Creatures you control get +1/+1 and gain trample until end of turn.
Tibalt, Painbringer 1RR
Planeswalker - Tibalt (M)
[+1] Until the beginning of your next turn, whenever a player draws a card, Tibalt deals 1 damage to that player.
[-2] Tibalt deals 2 damage to each creature.
[-6] Target player reveals his or her hand. Tibalt deals damage to that player equal to the total converted mana cost of all cards in his or her hand.
{2}
{FOIL}
Unclaimed Territory
Land (C)
T: Add 1 to your mana pool.
,T, Sacrifice Unclaimed Territory: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Creature - Ooze Wall [C]
Defender (This creature can’t attack.)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
1/3
Elusive Cutpurse :2mana::symu::symu:
Creature - Human Rogue [C]
Elusive Cutpurse is unblockable.
2/2
Lurking Arachnid :3mana::symg::symg:
Creature - Spider [C]
Flash (You may cast this spell any time you could cast an instant.)
Reach (This creature can block creatures with flying.)
2/4
Hungry Baloth :3mana::symg:
Creature - Beast [C]
Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)
4/3
Skeleton Guards :2mana::symb:
Creature - Skeleton Warrior [C]
:symb:: Regenerate Skeleton Guards. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
1/2
Steadfast
Enchantment - Aura [C]
Enchant Creature
Enchanted creature gets +0/+2 and vigilance. (Attacking doesn't cause this creature to tap.)
Sacred Lion :3mana::symw:
Creature - Cat [C]
First Strike (This creature deals combat damage before creatures without first strike.)
Lifelink Damage dealt by the creature also causes its controller to gain that much life.
2/2
Surprise Attack :1mana::symr:
Instant [C]
Creatures you control gain first strike until end of turn. (Creatures with first strike deal combat damage before creatures without first strike.)
Mountain Giant :3mana::symr:
Creature - Giant [C]
Mountain Giant can’t be blocked except by two or more creatures.
3/3
Venomancer :2mana::symb:
Creature - Human Wizard [U]
:3mana::symb:: Target creature gains deathtouch until end of turn. (Any amount of damage a creature with deathouch deals to a creature is enough to destroy it.)
2/2
Seeds of Renewal :2mana::symg::symg:
Sorcery [U]
Return target card from your graveyard to your hand. You gain 4 life.
Rumble Charger :4mana::symr::symr:
Creature - Giant Warrior [U]
Haste (This creature can attack and as soon as it comes under your control.)
When Rumble Charger enters the battlefield, creatures without flying can't block until end of turn.
3/3
Carnival of Death :3mana::symb::symb:
Sorcery [R]
Put the top five cards of your library into your graveyard. You may then put a creature card from your graveyard onto the battlefield tapped.
FOIL: Llanowar Cultivator :1mana::symg:
Creature - Elf Druid [U]
:symtap:: Add to your mana pool.
:symtap:: You may put a land card from your hand onto the battlefield.
1/2
Brain Bleed B
Sorcery (C)
Target player discards a card and loses 1 life.
"I've never been great at lobotomies, but you know what they say: practice makes perfect."
—Hooks, cabal torturer
Righteous Templar WW
Creature- Human Knight (C)
First strike (This creature deals combat damage before creatures without first strike.)
A glimmer of hope and a shimmer of steel.
2/2
Seal of Repetition 1U
Enchantment (C)
Sacrifice Seal of Repetition: Return target nonland permanent to its owner's hand.
The only thing worse than performing a day-long arcane ritual is being forced to perform it again immediately after.
Rampaging Ogre 3RR
Creature- Ogre Warrior (C)
Haste (This creature can attack and T as soon as it comes under your control.)
Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)
3/3
Shifting Terrain
Land (C)
T: Add 1 to your mana pool.
T: Put a land card from your hand onto the battlefield. Return Shifting Terrain to its owner's hand.
Few accurate maps exist on Zendikar. The towering mountains in the distance one day may be a flat plain the next.
Pillarfield Abomination 3B
Creature- Zombie Ox (C)
"You poor old clod! I've cursed you in the worst ways I could imagine, but never would I have asked for anything like this."
—Bruse Tarl, Goma Fada nomad
2/4
Firebomb 2R
Instant (C)
Firebomb deals 4 damage to target creature.
When faced with the Riddle of A Thousand Solutions by the inscrutible conundrum sphinx of Evos Isle, Chandra thought long and hard before deciding to set the sphinx on fire.
Leonin Pathcaster 1W
Creature- Cat Wizard (C)
Whenever Leonin Pathcaster attacks, you may pay W. If you do, tap target creature.
2/1
Violent Swell 3G
Instant (C)
Target creature gets +5/+5 until end of turn.
The baloth drooled, eyeing its little snack. The runt meepling surged in size, then enjoyed the largest meal of its life.
Agonizing Decision 4R
Enchantment (U)
Whenever an opponent casts a spell, Agonizing Decision deals 2 damage to that player.
"Most torturers hurt people until they talk. I hurt people when they talk. Or when they're silent. Or just whenever I feel like it."
—Tibalt
Menacing Gargoyle 5
Artifact Creature- Gargoyle (U)
Defender (This creature can't attack.)
Whenever a creature attacks you, it gets -1/-0 until end of turn.
Artificers among the faithful built the gargoyles as a way of deterring would-be temple raiders.
3/3
Glimpse of Paradise G
Sorcery (C)
Until end of turn, lands you control have "T: Add one mana of any color to your mana pool."
Draw a card.
Duplicate 4UU
Sorcery (R)
Put a token onto the battlefield that's a copy of target permanent.
“I spent an entire year of my apprenticeship crafting thousands of perfect homunculi. Did you really think I’d struggle with something as simple as your face? Or your soul?”
—Tezzeret
Zombie Overseer 2B (Foil)
Creature- Zombie (U)
Other Zombie creatures you control get +1/+1.
A handprint in the dirt. An army in the grave.
2/2
I went a different direction with the creature type on my warcaster, though I don't mind it changing.
Superfluity of Priests 4W
Creature - Human Cleric (C)
If you would gain life, you gain that much life plus 1 instead.
There were so many priests at the church of Viona that sermons could be heard round the clock.
3/3
Nomadic Giant 4R
Creature - Giant Nomad (C)
”Travelling from place to place, hitting everyone with his mace. Make sure to avoid his wandering gaze or he’ll squash you into an early grave.” – Goblin poem
4/4
Memory Cauldron
Land (C)
T: Put the top card of your library into your graveyard. Add 1 to your mana pool.
After five minutes in the blasted landscape known as the Cauldron you could literally feel your thoughts fading away.
Blade Spinner 1W
Creature - Human Soldier (C)
Whenever you cast a white spell Blade Spinner gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Infusing the power of the land into the blades and edges of weapons the Blade Spinners always have an edge in battle.
2/2
Electrified Net 2U
Enchantment - Aura (C)
Enchant creature with power 3 or less.
When Electrified Net enters the battlefield, draw a card.
Enchanted creature doesn't untap during its controller's untap step.
Halt, minion.
Turn to Rust G
Instant (C)
Choose target artifact. Its controller shuffles it into his or her library.
Iron and oxygen don’t mix.
Grime Spinner 2B
Creature - Zombie Wizard (C)
Whenever you cast a black spell, Grime Spinner gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Infusing the power of the land into muck and sewerage, the Grime Spinners always find people avoiding them allowing them to slip into the shadows.
2/3
Arachnid Infusion 2G
Enchantment - Aura (C)
Enchant creature
Flash
When Arachnid Infusion enters the battlefield, untap enchanted creature.
Enchanted creature gets +1/+1, has reach and is a Spider in addition to its other types. (This creature can block creatures with flying.)
Adolescent Dragon 2RR
Creature - Dragon (C)
Flying
1R: Adolescent Dragon gets +2/+0 until end of turn.
”Even though the dragons start to gain control of their powers in their youth, full control is impossible until adulthood leading to fits and bursts of flame.” – Rakatack, dragon hunter
2/2
Restrict 1U
Instant (U)
Return target spell or nonland permanent to its owner's hand.
”This won’t help us for very long, but it might just give us enough time to work out a better plan.” – Tamiyo, the Moon Sage
Ethereal Commander 3W
Creature - Spirit Soldier (U)
When Ethereal Commander enters or leaves the battlefield, put a +1/+1 counter on each other creature you control.
Whether the whistling was the wind or the hordes of fallen soldiers backing their allies, it certainly pushed those on the battlefield to go that extra mile for victory.
2/2
Cirrus Apparition 4U
Creature - Spirit (U)
Flying
When Cirrus Apparition enters the battlefield, return target permanent to its owner's hand.
”Looking at shapes in the clouds is far more dangerous here.” – Tachi, Speedmage
2/2
Caller of the Forgotten 5GG
Creature – Beast (M)
When Caller of the Forgotten enters the battlefield, return all creature cards from your graveyard to your hand. You have no maximum hand size for the rest of the game.
Creature cards you own that aren't on the battlefield have flash.
His roar was strong enough to bring those who ran with him back to this world.
7/6
*foil* Spirit Recycler 1
Artifact (R)
If a card would be put into a graveyard from anywhere, put it on the bottom of its owner's library instead.
A simple little disc capable of rewriting the laws of life and death itself. The word ‘prized’ ceases to be accurate.
Enchantment - Aura (C)
Enchant creature
Tap an untapped creature you control: Tap enchanted creature.
"A nightly prayer will renew the seal. But forget the prayer, and the demon will rise again."
-Ganter, itinerant exorcist
Oculus Seer 3U
Creature - Homunculus Wizard (C)
When Oculus Seer enters the battlefield, you may put any number of cards from your hand on the bottom of your library, then draw that many cards.
One eye to show you what you are looking for.
2/3
Pluck from the Mind 3B
Sorcery (C)
Target opponent reveals his or her hand. You choose a creature card from it. That player discards that card and loses life equal to its power.
Momentary Inspiration R
Sorcery (C)
Exile the top two cards of your library. You may play those cards this turn.
Goblin magic is much like catching fireflies - difficult to grasp, wondrous for a moment, and easily squashed by inattention.
Crushcoil Wurm 4G
Creature - Wurm (C)
Trample
Vastwood pioneers have mastered the technique of driving a wurm to the forest's edge to clear land for farming. Unfortunately, they have yet to master the technique of driving the wurm away.
4/5
Swarm of Eels 3UU
Creature - Fish (C)
Whenever Stream of Eels attacks, the defending player puts the top three cards of his or her library into his or her graveyard.
The hypnotic patterns of the silver-sided eels in the Straits of Crimal allow them to confuse and attack much larger prey.
3/3
Scheming Vizier 2B
Creature - Human Advisor (C)
In the centuries since the fall of the Sorceress Queen, Rabiah's palaces have seen many rulers rise and fall with the strike of a silent knife or a drop of poison.
1/4
Rusting Rains G
Instant (C)
Target player sacrifices an artifact or enchantment.
"Your kingdoms cut our trees and steal our stones, but the earth will not forget your debt."
-Elhassar, elvish mystic
Frontier Road
Land (C)
T: Add 1 to your mana pool.
,T, Sacrifice Frontier Road: Reveal cards from the top of your library until you reveal two land cards. Put those cards onto the battlefield tapped and the rest on the bottom of your library.
Traitor's Bones 2B
Creature - Skeleton (U)
Whenever another creature dies, if Traitor's Bones is in your graveyard, you may pay B. If you do, return Traitor's Bones to the battlefield tapped.
2/1
Top of the Food Chain 1G
Sorcery (U)
Put three +1/+1 counters on target creature with the greatest power or tied for the greatest power.
Baloth growth is only restricted by the available prey within their range.
Escort Battalion 4W
Creature - Human Soldier (U)
Vigilance
W,T: Return target creature you control to its owner's hand.
Their shields protect from spell and sword alike.
2/6
Open the Gates of Hell 3BBB
Sorcery (M)
Choose any number of target creatures and an equal number of target creature cards in graveyards. For each chosen creature, its controller sacrifices it, then you put one of the chosen creature cards from a graveyard onto the battlefield under that player's control.
Brawler's CharmFoil 1RR
Instant (U)
Choose one — Destroy target artifact; or discard your hand and draw two cards; or target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Warding Orbit 1U
Enchantment - Aura (C)
Enchant permanent
Enchanted permanent has hexproof.
"Locks I can deal with. Not so much invisible, impermeable ones." - Geela, apprentice thief
Ostentatious Brute 2BB
Creature - Human Barbarian (C)
Plainswalk
The righteous can hardly withstand the sun glinting off his gaudy armor.
3/3
Inky Taint 1B
Enchantment - Aura (C)
Enchant land
Enchanted land is a Swamp.
Sacrifice Inky Taint: Until end of turn, permanents target player controls are black.
Rhox Drill Sergeant 3WW
Creature - Rhino Soldier (C)
:symw:: Rhox Drill Sergeant gets +0/+1 until end of turn.
Said to be chosen for his baritone bellow, all the better for insulting lower-ranking whelps.
3/4
Visionary's Charge 1G
Instant (C)
Put a +1/+1 counter on target creature, then move any number of +1/+1 counters from other creatures you control onto that creature.
The clans would grant their hero anything she desired.
Mud Wrestling
Instant (C)
Target creature loses first strike and trample until end of turn and attacks this turn if able.
Not pretty, but that hardly disqualifies goblins from loving the sight of it.
Irontail Gecko
Creature - Lizard (C)
4R,T: Destroy target artifact.
"Well, what do you think they eat to maintain their lovely metallic complexions?" - Myno-Eighteen, golembrain lifeseer
1/1
Infrared Portcullis 2RR
Creature - Elemental Wall (C)
Defender
"Sir, the energy readings are off the charts, but I can't see any ba--" - Phedra-Seven, golembrain forescout, last words
5/2
Sunfur Puma 1WW
Creature - Cat (C)
Flash
Some wildcats start out cute and grow up to be vicious. Sunfur pumas never stop being cute - and are vicious from birth.
2/3
Trial of Screaming Fever 3RR
Sorcery (U)
Discard your hand, then draw three cards and add RRRRRR to your mana pool.
Initiates who survive describe it as "not as metaphorical as I would have liked."
Army of False Souls 5WW
Sorcery (U)
Put a 3/3 colorless Golem artifact creature token onto the battlefield for each enchantment you control.
From the womb of ideas, the protectors of prayers.
Infernal Loan 2B
Instant (U)
You gain 9 life. At the beginning of the end step, if you lost less than 9 life this turn, you lose 9 life.
The collateral is hell to pay.
Tricorporeal Development 4GG
Sorcery (R)
Choose up to three target permanents. For each counter on each of those permanents, put two more counters of that type onto that permanent.
For brains, for brawn, and for braggadocio.
(FOIL)
Somersault 2R
Instant (C)
Switch target creature's power and toughness until end of turn.
Draw a card.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Creature - Wall (C)
Defender (This creature can't attack.)
Prevent all combat damage that would be dealt to Wall of Radiance.
0/3
Research Report 1U
Sorcery (C)
Put the top five cards of target player's library into his or her graveyard. Then shuffle any number of cards from your graveyard into your library.
Bane Alley Bully 2B
Creature - Human Rogue (C)
When Bane Alley Bully enters the battlefield, you may destroy target token creature.
"I don't think you heard who's boss around here..."
2/2
Momentary Inspiration 1R
Sorcery (C)
Exile the top two cards of your library. You may play those cards this turn.
Goblin magic is much like catching fireflies - difficult to grasp, wondrous for a moment, and easily squashed by inattention.
Jamuraan Elephant 2G
Creature - Elephant (C)
The call of the herd still echoes across Jamuraa's savannahs, standing strong against predation by dragons and other massive predators.
3/3
Scatter the Shards 2R
Instant (C)
Destroy target artifact. Creatures controlled by that artifact's controller can't block this turn.
Binding Tides 2U
Enchantment - Aura (C)
Enchant nonblue creature
Enchanted creature doesn't untap during its controller's untap step.
"What's the matter, can't swim?"
-Trinella, merfolk illusionist
Midnight Hunter 1B
Creature - Bat (C)
Flying
Anything beneath the attention of the Falkenrath vampire lords is under the domain of their blood-sucking pets.
1/2
Sprouts of Yesterday 3G
Sorcery (C)
Put a 1/1 green Saproling creature token onto the battlefield for each green card in your graveyard.
New life grows in a bed of discarded dreams and forgotten fantasies.
Enchanted Hammer 4
Artifact - Equipment (U)
Equipped creature gets +2/+2 and has "T, Unattach Enchanted Hammer: Enchanted Hammer deals 2 damage to target player."
Equip 3
Render to the Heavens W
Instant (U)
Exile target nonland permanent you control and target permanent an opponent controls that shares a type with that permanent.
Twin-Blade Seraph 3WW
Creature - Angel (U)
Flying, double strike
A golden blade to blind her enemies and a silver blade to cleave them.
2/3
Tamiyo, the Eclipser 2UU
Planeswalker - Tamiyo (M)
+1: Target creature's controller may pay its mana cost. If he or she doesn't, return it to its owner's hand.
-1: Until end of turn, creatures you control gain "Whenever this creature attacks, you may tap or untap target permanent."
-6: You get an emblem with "1, Return a land you control to its owner's hand: Put two 1/1 blue Illusion creature tokens with flying onto the battlefield."
(4)
Law of the Jungle 3G
Enchantment (R)
At the beginning of your upkeep, you may have target creature you control fight another target creature.
Whenever a creature an opponent controls dies in a fight with a creature you control, put a +1/+1 counter on the creature you control (if that creature is still on the battlefield).
I stopped being lazy this time and posted my thoughts. These are just that and I could very well be wrong. If you think I've misjudged something I'd be happy to talk about it.
Koopa
Raikou Rider
Savia
Svennihilator
Sir Karn
Aurorasparrow
Yewlas
Big_Cal
Gerrard's Mom
Void_Nothing
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
(Fixed. Whoops.)
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
A pack with a significant flaw will not be voted for (Examples: Non-Core Set appropriate mechanic; card that does not work in the rules; serious balance issues; unprintable names / flavour).
A pack with three or more minor flaws will not be voted for (Examples: Small templating or presentation errors; minor power level issues; cards that are not at a correct rarity).
A pack with no vanilla or French vanilla creatures will not be voted for.
A pack with no cards with 'Wow Factor' will not be voted for.
If necessary I'll use a little judgment to adjust the votes if this leaves me voting for too many or too few people.
tl;dr version: Votes go to Raikou Raider, Svennihilator, aurorasparrow, yewlas, and myself.
I run a Tumblr for Magic-related statistics, graphs, and quizzes. Come check it out!
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Safeguard 1W
Instant {C}
Prevent all damage that would be dealt to you this turn.
Do you believe in guardian angels?
Peregrine Falcon 1W
Creature - Bird {C}
Flying, first strike (This creature can't be blocked except by creatures with flying or reach, and it deals combat damage before creatures without first strike.)
Its dive is faster than the flight of any dragon.
1/1
Sigil of Flight's Wings 1W
Enchantment - Aura {C}
Enchant creature (Target a creature as you cast this. This enters the battlefield attached to that creature.)
Enchanted creature has flying and vigilance. (It can't be blocked except by creatures without flying, and attacking doesn't cause it to tap.)
Some believe that the truly righteous can ascend to become angels.
Vedalken Lookout U
Creature - Vedalken Scout {C}
Defender (This creature can't attack.)
When Vedalken Lookout enters the battlefield, draw a card.
0/2
New Moon Stalker 3BB
Creature - Vampire {C}
When New Moon Stalker enters the battlefield, it deals 2 damage to target creature or player and you gain 2 life.
Though most vampires prefer hunting in the moonlight, the ones that only hunt during the new moon are more dangerous.
3/3
Paladin's Lance 2
Artifact - Equipment {C}
Equipped creature has first strike and lifelink. (It deals combat damage before creatures without first strike, and damage dealt by this creature causes its controller to gain that much life.)
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
Final Fury R
Enchantment - Aura {C}
Enchant creature you control (Target a creature you control as you cast this. This enters the battlefield attached to that creature.)
When enchanted creature dies, it deals damage equal to its power to target creature or player.
"I may be dead, but I'm taking you with me!"
Titanic Wurm 5G
Creature - Wurm {C}
Trample (If this creature assigns enough combat damage to its blockers to destroy them, you may have it assign the rest of its combat damage to defending player or planeswalker.)
Titanic Wurm enters the battlefield with a +1/+1 counter on it for each G spent to cast it.
2/2
Cloak of Night B
Enchantment - Aura {C}
Enchant black creature (Target a black creature as you cast this. This enters the battlefield attached to that creature.)
B: Enchanted creature gets +1/+1 until end of turn.
Quickblade 3
Artifact {U}
When Quickblade enters the battlefield, attach it to target creature you control.
Equipped creature gets +2/+2.
Equip 2 (2: Attach this card to target creature you control. Equip only as a sorcery.)
Inhibition Chamber 2WW
Enchantment - Aura {U}
Enchant permanent (Target a permanent as you cast this. This enters the battlefield attached to that permanent.)
Enchanted permanent's activated abilities can't be activated unless they're mana abilities, and its triggered abilities don't trigger. If enchanted permanent is a creature, it can't attack or block. (A triggered ability uses the words "when," "whenever," or "at.")
Prismatic Sanctuary G
Enchantment {U}
As Prismatic Sanctuary enters the battlefield, choose a color.
Lands you control have "T: Add one mana of the chosen color to your mana pool."
Sphinx's Library 2UUU
Enchantment {R}
Whenever you cast a spell, you may draw a card. (This ability resolves before the spell does.)
The wisdom of the sphinxes is so vast that all the books in the world could not contain it.
Mountain
Basic Land - Mountain {L}
T: Add R to your mana pool.
Thune Trapper 1W (foil)
Creature - Human Soldier {C}
Vigilance (Attacking doesn't cause this creature to tap.)
W, T: Tap target creature.
1/1
Emille, Seven-Sting Dancer Shalin Nariya
Sorcery [C]
Draw two cards, then discard a card.
Shield Warden :1mana::symw:
Creature - Human Cleric [C]
:1mana::symw:, :symtap:: Target creature gets +0/+3 until end of turn.
0/3
Battle Gnomes
Artifact Creature - Gnome Soldier [C]
Sacrifice Battle Gnomes: Battle Gnomes deals 1 damage to target creature or player.
2/2
Surprise Attack :2mana::symr:
Instant [C]
Creatures you control get +1/+0 and first strike until end of turn.
Skeleton Guards :2mana::symb:
Creature - Skeleton Soldier [C]
:symb:: Regenerate Skeleton Guards. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
1/2
Heavy Heart
Enchantment - Aura [C]
Enchant creature
Whenever enchanted creature deals damage, tap it. It doesn’t untap during it’s controller’s next untap step.
Blessings of the Earth
Enchantment - Aura [C]
Enchant land
Enchanted land has “:symtap:: Target creature gets +1/+1 until end of turn.”
Grave Tender :1mana::symb:
Creature - Zombie [C]
When Grave Tender enters the battlefield, you may discard a card. If you do, return target creature card from your graveyard to your hand.
2/1
Pillaging Giant :4mana::symr::symr:
Creature - Giant Berserker [C]
When Pillaging Giant enters the battlefield, you may destroy target artifact or land.
3/3
Hunting Season :1mana::symg::symg:
Enchantment [U]
Creatures you control must be blocked if able.
Elusive Cutpurse :2mana::symu::symu:
Creature - Human Rogue [U]
Elusive Cutpurse can’t be blocked.
3/1
Master-at-Arms :2mana::symw::symw:
Creature - Human Soldier [U]
Double strike (This creature deals both first strike and regular combat damage.)
2/2
Darkest Disciple :2mana::symb::symb:
Creature - Human Wizard [R]
When Darkest Disciple dies, you may pay 5 life. If you do, put a 5/5 black Demon token with flying onto the battlefield.
2/2
FOIL: Merchant’s Tome
Artifact [U]
:2mana:, discard a card: Draw a card.
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Development
The first two modes on Demon's Charm are in correlation with the previous set's graveyard and -1/-1 counters themes. Savia was right in saying that the third mode would probably be used most often, but depending on what's in the previous set the other two modes were meant to be stop-gaps for the format.
GM pointed out that we have somewhat of a blue/white flash archetype in the works and I’ve noticed that both G/W and R/W have a tokens theme. Praised Vanguard is meant to play into all three of those archetypes while still being a solid card elsewhere.
Similar to how Vile Rebirth was in the Core Set rather than Innistrad block, Autopsy is an answer to any degenerate graveyard decks that may pop up while being your average black draw spell.
Our common land doesn’t fix mana and none of our common artifacts do. I think our last colorless common slot needs to go to a fixer of some sort, thus Cartomaton.
Diligent Cleric, Loyal Falcon and Stalked Prey all play into the tokens theme.
Lastly, GM also pointed out the large number of "flier hate" cards we have. Mist Elemental is a direct response to that. I gave it 2 toughness specifically so that two of our common reach creatures still "stone wall" it effectively.
Diligent Cleric 2W
Creature - Human Cleric [Common]
When Diligent Cleric enters the battlefield, you gain 1 life for each creature you control.
2/2
Loyal Falcon 1W
Creature - Bird
Flying
When Loyal Falcon enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
1/1
Praised Vanguard W
Creature - Human Soldier [Uncommon]
Whenever another creature enters the battlefield under your control, Praised Vanguard gets +1/+1 until end of turn.
1/1
Mist Elemental 4U
Creature - Elemental [Common]
Flying
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
3/2
Refute 2U
Instant [Uncommon]
Counter target noncreature spell.
Draw a card.
Autopsy 2B
Instant [Common]
Exile target creature card from a graveyard.
Draw two cards.
“It seams I was the cause of death.”
—Sisca, Valcom Mortician
Seal of Decay 1B
Enchantment [Common]
Sacrifice Seal of Decay: Creatures get -1/-1 until end of turn.
Sorin the Bloodweaver 3BB
Planeswalker - Sorin [Mythic Rare]
[+1]: Target player draws a card and loses 1 life.
[-X]: Sorin the Bloodweaver deals X damage to target creature or player and you gain X life.
[-5]: You get an emblem with: “Rather than pay the mana cost for a spell, you may pay life equal to its converted mana cost.”
{4}
Goblin Bully 2R
Creature - Goblin Warcaster [Common]
Whenever Goblin Bully attacks, you may pay R. If you do, target creature can’t block this turn.
2/2
Goblin Pike-Fighter 1R
Creature - Goblin Soldier [Common]
First strike (This creature deals combat damage before creatures without first strike.)
1R: Goblin Pike-Fighter gets +1/+0 until end of turn.
1/1
Stalked Prey G
Creature - Elk [Common]
When Stalked Prey dies, put a 2/2 green Wolf creature token onto the battlefield.
1/1
Taunting Rootwalla 2G
Creature - Lizard [Uncommon]
3G: Taunting Rootwalla gets +2/+2 until end of turn and must be blocked this turn if able. Activate this ability only once each turn.
2/2
Thrashing Baloth 4G
Creature - Beast [Common]
Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)
5/3
*Foil*
Cartomaton 3
Artifact Creature - Construct [Common]
When Cartomaton enters the battlefield, you may search your library for a basic land card, reveal it and put it into your hand. Then shuffle your library.
“Why make a map when you can make something to do it for you?”
—Gaza, Retired Cartographer
1/3
Creature - Human Soldier (C)
Solemn Keeper can block an additional creature.
4/4
Lazy Elephant 3W
Creature - Elephant (C)
Lazy Elephant doesn’t untap during your untap step.
Whenever another creature enters the battlefield under your control, you may untap Lazy Elephant.
“We’ve got to show him that we’re still watching or he won’t work.”
4/4
Screeching Seahawk 1U
Creature - Bird (C)
Flying
When Screeching Seahawk enters the battlefield, target player puts the top three cards of his or her library into his or her graveyard.
1/2
Perpend U
Sorcery (C)
Look at the top card of your library and the bottom card of your library. Put one on top of your library and the rest on the bottom of your library.
Draw a card.
Leeches BB
Creature - Leech (C)
T: Each opponent loses 1 life. You gain life equal to the life lost this way.
1/3
Goblin Maniac 2R
Creature - Goblin Berserker (C)
Whenever Goblin Maniac deals combat damage to a creature, it deals that much damage to that creature's controller.
2/2
Flatten 3R
Sorcery (C)
Destroy target artifact or creature without flying.
Bark Badger 2G
Creature - Badger (C)
Forestwalk
2/3
Relic of Ancients 2
Artifact (C)
3, Sacrifice Relic of Ancients: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
Memory Grinder 1U
Creature - Merfolk Wizard (U)
1U,T: Target player puts the top two cards of his or her library into his or her graveyard. If both cards share a color, repeat this process. (Land cards are colorless)
1/2
Organ Parser 2B
Creature - Zombie Mutant (U)
B, Sacrifice a creature: Put a +1/+1 counter on target creature. You gain 2 life.
2/2
Swift Tiger 1G
Creature - Cat (U)
Hexproof, haste
2/1
Sorin, Master Sangromancer 3B
Planeswalker - Sorin (M)
[+1] Sorin, Master Sangromancer deals 1 damage to target creature or player and you gain 1 life.
[-2] Put two 1/1 black Vampire creature tokens with deathtouch onto the battlefield.
[-6] You get an emblem with "Pay 1 life: Draw a card."
{3}
{FOIL}
Shimmerbark Treefolk G
Creature - Treefolk (R)
T: Add one mana of any color to your mana pool.
0/1
1
Artifact - Equipment (C)
Equipped creature has protection from instants and from sorceries.
If the equipped creature is named Wizard Recluse, it gets +2/+2 and gains flying.
Equip 1
Shield Corps
4WW
Creature - Human Soldier (C)
4/6
Hunger-Mad Wurm
2GG
Creature - Wurm (C)
Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)
4/3
Highpass Shaman
R
Creature – Goblin Shaman (C)
When Highpass Shaman enters the battlefield, add R to your mana pool.
1/1
Highpass is infested with goblins, who variously attempt to murder, attack, rob, extort, rip off, or prank anyone who has to pass through it.
Root Coast Dolphin
2U
Creature – Dolphin (C)
Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)
2/2
“Don’t go fishing near there. Not only have the dolphins taken the lion’s share, but if you catch one in your nets they’ll sink your boat.” – Hiram, old salt
Grisly Bears
1B
Creature - Bear (C)
Grisly Bears can't block.
Whenever Grisly Bears becomes blocked, it gets +1/+1 until end of turn.
2/1
Fervent Exorcist
1W
Creature – Human (C)
When Fervent Exorcist enters the battlefield, destroy target Aura or Equipment.
2/2
Volcano Cultists
3R
Creature - Human Shaman (C)
2R: Volcano Cultists gets +3/+0 until end of turn.
2/3
"The earth-mother speaks! Her red anger will overflow our enemies!"
Injured Lion
2G
Creature - Cat (C)
Injured Lion enters the battlefield with a thorn counter on it.
1GG, Remove a thorn counter from Injured Lion: Put two +1/+1 counters on Injured Lion.
2/2
Wizard’s Tower
Land (U)
T: Add 1 to your mana pool.
U,T: Untap target Wizard.
1UU,T: Look at the top five cards of your library. You may reveal a card named Magic Wand from among them and put it into your hand. Then put the remaining cards on the bottom of your library in any order.
Sear into Memory
1RR
Sorcery (U)
Discard two cards, then draw three cards.
Siren Temptress
1U
Creature - Siren (U)
Whenever a creature blocks Siren Temptress, return that creature to its owner’s hand.
1/1
Wizard Recluse
2UU
Creature – Human Wizard (R)
Wizard Recluse has protection from creatures as long as you control a land named Wizard’s Tower.
2UU, T: Exile the bottom card of your library. If that card is an instant or sorcery, you may cast it without paying its mana cost.
2/3
Foil:
Enchanted Mirror
1U
Enchantment (R)-
Whenever one or more creatures attack you, you may have Enchanted Mirror become a copy of one of those creatures until end of turn.
I run a Tumblr for Magic-related statistics, graphs, and quizzes. Come check it out!
Guardian Ox 3W
Creature - Ox (C)
Defender
More loyal than a hound, stronger than stone, and more pure than a priest.
2/5
Highwind Drake 4U
Creature - Drake (C)
Flash
Flying
Highwind Drake can only block creatures with flying.
3/4
Explorer's Compass 1
Artifact (C)
,T: Look at the top card of your library. If it's a land card, you may put it into your hand.
A necessary tool when traveling through the Everbloom.
Mental Flare RR
Instant (C)
Exile the top two cards of your library. You may play those cards this turn.
The flames gave me a vision. A vision that quickly disappeared.
Xathrid Shade 1B
Creature - Shade (C)
1B: Xathrid Shade gets +1/+1 until end of turn.
1/1
Boldersmash Ogre 2RR
Creature - Ogre (C)
Sacrifice Boldersmash Ogre: Destroy target land.
2/2
Minor Precognition U
Sorcery (C)
Look at the top card of target player's library, then you may put that card on the bottom of that players library.
Draw a card.
Kalonia Wurm 5GG
Creature - Wurm (C)
Trample
The Kalonia canyons have been carved out by the erosion of water over thousands of years... or it was a wurm.
6/5
Furious Battlecry 1R
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+0 and has intimate.
Cloudgazing 1U
Sorcery (U)
Draw a card, then draw cards equal to the number of cards named Cloudgazing in your graveyard.
The more you look, the more you see.
Vivid Cave
Land (U)
Vivid Cave enters the battlefield with two charge counters on it.
T: Add 1 to your mana pool.
T, Remove a charge counter from Vivid Cave: Add one mana of any color to your mana pool.
Awaken 1GG
Sorcery (U)
Target Forest you control becomes a 3/4 green Treefolk creature that's still a land.
Tamiyo, Moonfolk Student 2UU
Planeswalker - Tamiyo (MR)
+1: Tap or untap target permanent.
-3: Permanents target player control don't untap during their controller's untap step.
-7: You get an emblem with "Tap an untapped permanent you control: Tap target permanent."
[3]
*Foil* Baby Baloth GG
Creature - Baloth (U)
4/2
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Lesser Basilisk 3G
Creature- Basilisk (C)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
"I've often wondered if basilisks enjoy the taste of stone."
—Yon Basrel, Oran-Rief survivalist
3/3
Consider 2U
Sorcery (C)
Draw three cards, then discard two cards.
"Think. Weigh your options. This is a challenge, not a race."
—Doriel, mentor of Mistral Isle
Skirk Immolator 2R
Creature- Goblin Shaman (C)
When Skirk Immolator dies, it deals 2 damage to target creature or player.
At first, the Cabal thought the Skirk Ridge shamans lit themselves ablaze as some form of protest or resistance. They soon realized that the goblins just really liked fire.
2/1
Shielded Strike 1W
Instant (C)
Target creature gets +1/+1 and gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, or enchanted by anything of that color.)
Kalonian Wurm 5G
Creature- Wurm (C)
The food chain on Shandalar isn't so much a chain as it is an inverted pyramid with a variety of residents occupying the "top."
6/5
Volcanic Backlash 3RR
Sorcery (C)
Destroy target land. Volcanic Backlash deals 4 damage to that land's controller.
A favored strategy among lavamancers is to conjure the magma not as an attack or an elemental, but simply to place it in an inconvenient spot.
Catacomb Guard 3B
Creature- Zombie (C)
When Catacomb Guard dies, you may return another target creature card from your graveyard to your hand.
“We seldom send patrols to the Undercity. The shadowier guilds tend to protect the area well enough on their own.”
—Libuse, Boros sergeant
2/3
Wooded Passage G
Sorcery (C)
Search your library for a basic Forest card and put it into the battlefield tapped. Then shuffle your library.
The elves long for the day when there are no longer paths into or out of the woods.
Evos Drake 2UU
Creature- Drake (C)
Flying (This creature cannot be blocked except by creatures with flying or reach.)
"I admire their proud domination of the sky. It is a kingdom I intend to take from them, but they have my admiration nonetheless."
—Talrand, sky summoner
3/3
Pristine Prism 4
Artifact (U)
T: Add one mana of any color to your mana pool. You gain 1 life.
"There is no light more pure or beautiful than the light of the soul."
—Ajani Goldmane
Oblivion Mage 2WW
Creature- Human Wizard (U)
When Oblivion Mage enters the battlefield, exile target nonland permanent until Oblivion Mage leaves the battlefield. (That permanent returns under its owner's control.)
There is only one true path to peace.
2/2
Thought Fracture 2UU
Instant (U)
Counter target spell. Its controller puts a number of cards equal to that spell's converted mana cost from the top of his or her library into his or her graveyard.
Suddenly, Grog had a splitting headache.
Binding Necromancer 2BB
Creature- Human Wizard (R)
When Binding Necromancer enters the battlefield, put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
When Binding Necromancer leaves the battlefield, exile the creature put onto the battlefield with it.
2/2
Obstinate Hydra 5GG (foil)
Creature- Hydra (M)
Trample
If Obstinate Hydra would be destroyed, instead regenerate it and put a +1/+1 counter on it.
It regrows heads faster than you can run away.
5/5
I'm still attempting to fill some holes in this submission. While I agree with a lot of what Svennihilator said in his post, I disagree with the need for mana fixing at common. The set's strong monocolor theme pushed me away from that, hence Pristine Prism at uncommon and Wooded Passage only fetching Forests. Not to mention that Elvish Embracer already fills that role.
In my head, the art for Thought Fracture shows a close up of an ogre or troll wincing in pain as a large, blue, ephemeral crack runs down its head/face.
Binding Necromancer has made me realize that it is sad there isn't a word/term in Magic that means "move something from the graveyard to the battlefield." Banisher Priest et al benefit from the fact that "exile" is a game term that means "move something from its zone to the exile zone." The battlefield and/or graveyard could use a similar word, maybe.
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Microdrix BB
Creature - Rabbit Mutant (C)
Adding piranha teeth would be redundant.
2/3
Hail Splinter 1R
Instant (C)
Target creature loses flying until end of turn, then Hail Splinter deals 1 damage to each creature without flying.
Infrared Portcullis 2RR
Creature - Elemental Wall (C)
Defender
"Sir, the energy readings are off the charts, but I can't see any ba--" - Phedra-Seven, golembrain forescout, last words
5/2
Innocent Ascension
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +0/+2 and has flying.
Little Hidda was less appreciative of her winged slippers when they worked outside of her dreams.
Brittlescale Berserker 4R
Creature - Viashino Berserker (C)
Double strike
Having a glass jaw just means a mouthful of shards to spit at anyone who challenges you.
2/2
Ostentatious Brute 2BB
Creature - Human Barbarian (C)
Plainswalk
The righteous can hardly withstand the sun glinting off his gaudy armor.
3/3
Myopic Thug 3R
Creature - Cyclops Warrior (C)
You can't cast Myopic Thug if you cast another spell this turn.
You can't cast other spells if you cast Myopic Thug this turn.
"Come now, this might not be the most straightforward battleplan, but if you'll just see it my way--" - Haunek, orcish mercenary, last words
4/4
Golemruse 2W
Instant (C)
Return target blocking creature to its owner's hand. That creature's controller puts a 3/3 colorless Golem artifact creature onto the battlefield blocking each creature that creature was blocking.
Ruin Mummy 6B
Creature - Zombie Giant (C)
When Ruin Mummy enters the battlefield, exile your graveyard.
The ziggurat crumbled - along with all of its treasures - when its secret denizen arose.
7/7
Seageists' Jury 1UU
Sorcery (U)
Target player chooses up to four permanents he or she controls. Other permanents that player controls don't untap during his or her next untap step.
Disciple of the Many-Handed :symr::symr:
Creature - Human Warrior (U)
Disciple of the Many-Handed gets +1/+0 for each Equipment attached to it.
Disciple of the Many-Handed gets +2/+0 for each Equipment named Thrumming Blade attached to it.
2/2
Oratory 2WW
Instant (U)
You may put an enchantment card from your hand onto the battlefield.
Authorship of the Perfect Tome 4UU
Enchantment (M)
You have no maximum hand size.
At the beginning of your upkeep, draw a card, then you may return target instant or sorcery card from your graveyard to your hand.
Reveal twelve instant and/or sorcery cards from your hand: You win the game.
(FOIL)
Gruesome Impersonator 3R
Creature - Orc Rogue (U)
:2mana:: Target creature with intimidate loses intimidate until end of turn. Gruesome Impersonator gains intimidate until end of turn.
The steal-the-fake-vampire's-mask heist was fun until the time it wasn't a mask.
4/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
tailshours).(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013