Your wiseblow mechanic gave me a cool idea so i swerved in a diffrent direction
Passer of Knowledge1U
Creature - Human Wizard U , T : Until end of turn another target creature gains Wiseblow 3 (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for every three cards in your hand.)
Wiseblow 4 (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for every four cards in your hand.) 1/2
Seeker of Form2UU
Creature - Shapeshifter
Wiseblow 2 (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for every two cards in your hand.)
Discard a card: Seeker of Form becomes a copy of target creature until end of turn except it gains wiseblow 2. 2/2
Knowledge Protector3UUU
Creature - Illusion
Spellblock 2 (whenever a sorcery, instant or ablility would target this creature, counter it if its converted mana cost is X or less.)
Wiseblow 1 (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each card in your hand.) 3/4
Mechanics
Spectral N (If combat damage from this creature is prevented, it deals N damage to target creature.)
Amplify X {cost} (You may cast this spell for its resound cost. If you do, change its text by replacing all instances of a number with that number plus X)
Ban away
Sorcery (u)
Resound 3 - Sacrifice a permanent.
Exile target creature with power 3 or less.
Obnoxious Vapors
Creature - Elemental.
Resound 3 - Draw a card.
When Obnoxious Vapors dies, you lose 3 life.
5/5
Ghost Bat
Creature - Bat Spirit
Resound 7 - Pay 2 life.
Flying
: +1/+0/until the end of turn. Play this ability no more than three times this turn.
1/1
Tactical (This costs less for each attacking creature you control)
Regal Charge5RRWW
Instant
Tactical (This costs 1 less for each attacking creature you control)
Untap each creature that attacked this turn. After the next main phase, there is an additional combat phase followed by an additional main phase. Repeat this process once.
Next:Oblivion - As long as a permanent you control is in exile, [EFFECT]
There are no permanents in exile. Permanents only exist on the battlefield. All you get are cards in exile.
Ancestor's Cape -- W
Enchantment - Aura
Enchant creature.
Enchanted creature gets +1/+1. Oblivion -- As long as a card you own has been exiled, enchanted creature gains protection from that card's color.
Infiltrator's Cloak -- U
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals combat damage to an opponent, you may draw a card. Oblivion -- As long as a card you own has been exiled, enchanted creature has hexproof.
Necromancer's Scream -- 2B
Sorcery
Return target creature in a graveyard to your hand. Creatures with that card's name gain haste this turn. Oblivion -- If a card you own has been exiled, creature spells with that card's name cost less to play this turn.
Next: Thwart (Whenever a spell targeting this permanent is countered .... )
Landbreaker of Emrakul
Creature - Eldrazi
Annihilator 2 Blight - When a land is put into a graveyard from the battlefield, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add to your mana pool"
5/8
The LIST! maker revives! And Amuzet, you don't change the mechanic. Use it as written.
Chainbreaking X {cost} (This creature comes into play with X -1/-1 counters on it. You may pay {cost} to remove a -1/–1 counter from it)
Intercept {cost} (You may cast this creature for it's Intercept cost during an opponent's combat step, before blockers are declared. If you do, put it into play blocking target creature and return it to its owner's hand at the end of the combat step)
Swoop X (When this creature blocks a creature without Flying, it gains +x/+x until end of turn)
Arcana (When this Aura comes into play, you may have it come into play enchanting a 0/0 Spirit creature token)
Bloodlust X (Whenever this creature destroys a creature by combat, put X +1/+1 counters on it)
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
Obliterate (whenever a creature would be dealt damage by {this}, exile that creature instead)
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Lifesteal X (whenever this creature/spell deals damage, you gain X life)
Devour {type} X (As this enters the battlefield, you may sacrifice/counter any number of {type} you control. This creature enters the battlefield with X times that many +1/+1 counters on it.)
-can be Sorceries or Instants, which is why there's the sacrifice/counter and You Control added
Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.)
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
Spirits of Monchartres -- 1WB
Creature - Ghost
Flying
Drain 2 Whenever this creature deals combat damage to a player, remove two mana from that player's mana pool, then add CC to your mana pool.
Spells paid for with mana drained by Spirits of Monchartres are colorless.
2/2
.
Next: Finishing Blow (Whenever this deals lethal damage to a player, ...)
Balong the Victorious2RW
Legendary Creature - Human Warrior
Haste, Double Strike
Finishing Blow (Whenever ~ deals lethal damage to a player, untap all attacking creatures. Following your second main phase there will be an additional combat phase followed by an additional main phase.) t: ~ deals damage to target player equal to its power
2/3
Frenzy BlowRR
Sorcery
Deal 4 damage to target creature or player.
Finishing Blow (Whenever ~ deals lethal damage to a player, return ~ to your hand and add R to your mana pool for every life that player lost this turn)
Not to happy about the wording, maybe because of the word lethal. It implies killing, but effects like an enemy Platinum Angel makes lethal damage a tricky area and multiple sources of damage occurring at once (damage step) makes determining what dealt lethal an issue
Next: Avenge (If a creature you control died this turn,...)
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Currently Playing:
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Survivor of Bala Ged1WR
Creature - Human Ally Avenge - If a creature you control died this turn, Ally creatures you control have First Strike
3/2
Chainbreaking X {cost} (This creature comes into play with X -1/-1 counters on it. You may pay {cost} to remove a -1/–1 counter from it)
Intercept {cost} (You may cast this creature for it's Intercept cost during an opponent's combat step, before blockers are declared. If you do, put it into play blocking target creature and return it to its owner's hand at the end of the combat step)
Swoop X (When this creature blocks a creature without Flying, it gains +x/+x until end of turn)
Arcana (When this Aura comes into play, you may have it come into play enchanting a 0/0 Spirit creature token)
Bloodlust X (Whenever this creature destroys a creature by combat, put X +1/+1 counters on it)
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Lifesteal X (whenever this creature/spell deals damage, you gain X life)
Devour {type} X (As this enters the battlefield, you may sacrifice/counter any number of {type} you control. This creature enters the battlefield with X times that many +1/+1 counters on it.)
-can be Sorceries or Instants, which is why there's the sacrifice/counter and You Control added
Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.)
Amplify X (As this creature enters the battlefield, put X +1/+1 counters on it for each card that shares a creature type with this you reveal in your hand.)
-old, old keyword, the reminder text actually specified the types on the cards
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
Ulamog's VisionaryUB
Creature - Eldrazi Drone
Devoid
Ingest
You may put up to one fewer card an opponent owns from exile into its owner's graveyard to pay a cost. This effect can't reduce the number of cards you put into their owners' graveyards to pay a cost to less than one.
1/3
...Can you give a list of examples? Because I'm pretty sure there isn't a compiled list, and I don't think that it's at all easy to locate all of it. Particularly because I have no idea what is or isn't Evergreen at this point.
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
Tide RiderU
Creature - Merfolk
Islandhome (This creature can't attack as long as the defending player controls no islands. When you control no islands, sacrifice this creature.)
3/2
Next: Tarnish counters. (Activated abilities of artifacts with Tarnish counters on them can't be activated)
Jeskai SightWUR
Enchantment - Aura
Enchant creature
Enchanted creature has Prowess and Distract(Whenever you cast a noncreature spell, enchanted creature gets +1/+1 until end of turn, and can't be blocked by creatures with converted mana cost less that that spell's converted mana cost this turn)
Next: Contort [N](At any time that you could cast a sorcery, you may have this creature's power and toughness each become any number, as long as they add to [N])
Enchantment (Common)
At the beginning of your upkeep, put the top card of your library into your graveyard. If you do, put X +1/+1 counters on target creature, where X is the number of colors of that card. (Melds with Vine Snapper or Reflective Albatross.) 2/6>
Vine Snapper1G
Creature — Turtle (Uncommon)
Deathtouch 1U, T: Draw a card. If you both own and control Vine Snapper and an enchantment named Unstable Mutagen, exile them, then meld them into Mutant Abomination. 2/6> 1/2
Mutant Abomination
Creature — Turtle Ooze
Deathtouch
Prowess
When Mutant Abomination enters the battlefield, draw a card. 2/6
Little Cassowary1U
Creature — Bird (Uncommon)
Flying 1G, T: Little Cassowarys Explore. If you both own and control Little Cassowarys and an enchantment named Unstable Mutagen, exile them, then meld them into Mutant Abomination. 2/6> 1/1
Mutant Aomination
Creature — Bird Ooze
Flying, deathtouch
When Mutant Abomination enters the battlefield search your library for two basic land cards and put them onto the battlefield tapped. Then shuffle your library. 2/6
New Mechanic:
Spark Parasite (You can have two commanders if one has Spark Parasite and the other is a planeswalker. This creature cannot leave the command zone.)
Engine Parasite (You can have two commanders if one has Engine Parasite and the other is a legendary artifact. This creature cannot leave the command zone.)
Spark Parasite: Gisa, Acolyte of Vess3BB
Legendary Creature - Zombie Shaman
Spark Parasite
Whenever a creature dies, if ~ is in the command zone, you may pay BB. If you do, create a 2/2 black Zombie.
2/2
Engine Parasite: Mishra, Completion Overseer4UBR
Legendary Artifact Creature - Cyborg Zombie Artificer
Engine Parasite Eminence - As long as ~ is in the command zone or on the battlefield, other legendary artifacts you control have "At the beginning of each end step, create a token that's a copy of this artifact, except it's nonlegendary.
At the beginning of your upkeep, if ~ is in the command zone pay 1UBR
7/7
Next: Blight - As long as <an opponent/a player/you has/have> a poison counter, {EFFECT} Instinct - Whenever this creature enters the battlefield or attacks, {EFFECT}
Torture (Rather that pay this spell's mana cost, you may put a number of -1/-1 counters on target creature you control equal to this spell's converted mana cost.)
Sappy Webs1G
Instant
Spider and Treefolk you control have Deathtouch to Insects and Birds for as long as they remain untapped.
Turf Tool2
Artifact - Equipment
Equipped creature gets +2/+0 and can Trample over Plants and Saprolings.
Equip 1
CandiruU
Creature - Fish
Lifelinks Fish
1/1
Pacu1G
Creature - Fish
Deathtouch to Humans
Whenever a plant enters the battlefield, put a +1/+1 counter on ~.
1/3
Mechanics Tromple(?) Dounce--{COST}T, Return this creature to it's owners hand: Sidkig N Something(That player sacrifices N Something of their opponent's choice.)
Bound Angel4WW
Creature - Angel
You may cast either face of this card.
Flying, vigilance
At the beginning of your upkeep, you gain 2 life.
2/7
/// Bound Demon4BR
Creature - Demon
You may cast either face of this card.
Flying, trample
At the beginning of your upkeep, Bound Demon deals 2 damage to target creature.
7/2
Bound Kraken5UU
Creature - Kraken
You may cast either face of this card.
When Bound Kraken enters the battlefield, scry 2.
Bound Kraken can't be blocked.
4/6
/// Bound Hellion5RG
Creature - Hellion
You may cast either face of this card.
Haste
Bound Hellion must be blocked if able.
6/4
Bound Horror5BB
Creature - Horror
You may cast either face of this card.
When Bound Horror enters the battlefield, target player discards a card.
Menace, deathtouch
4/4
/// Bound Unicorn5GW
Creature - Unicorn
You may cast either face of this card.
When Bound Unicorn enters the battlefield, target player draws a card.
Lifelink
Stalwart (This creature can be assigned to block an additional time each combat.)
4/4
Bound Dragon6RR
Creature - Dragon
You may cast either face of this card.
Flying, menace R: Target creature you control gets +1/+0 until end of turn.
8/6
/// Bound Archon6WU
Creature - Archon
You may cast either face of this card.
Flying, hexproof WU: Prevent all damage that would be dealt to target creature you control this turn.
6/8
Bound Hydra4GG
Creature - Hydra
Flash
You may cast either face of this card.
When Bound Hydra enters the battlefield, put a +1/+1 counter on target creature and shuffle up to two target cards from your graveyard into your library.
3/3
/// Bound Vampire4UB
Creature - Vampire
Flash
You may cast either face of this card.
When Bound Vampire enters the battlefield, target creature gets -3/-1 until end of turn and put target card from an opponent's graveyard on top of their library.
3/3
Yamazaki-clan Retainer1(R/W)
Creature - Human Samurai
Bushido 1, Bands with other Samurai
If Yamazaki-clan Retainer is in a Band, it gains Haste.
1/2
Chainbreaking X {cost} (This creature comes into play with X -1/-1 counters on it. You may pay {cost} to remove a -1/–1 counter from it)
Intercept {cost} (You may cast this creature for it's Intercept cost during an opponent's combat step, before blockers are declared. If you do, put it into play blocking target creature and return it to its owner's hand at the end of the combat step)
Swoop X (When this creature blocks a creature without Flying, it gains +x/+x until end of turn)
Arcana (When this Aura comes into play, you may have it come into play enchanting a 0/0 Spirit creature token)
Bloodlust X (Whenever this creature destroys a creature by combat, put X +1/+1 counters on it)
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Lifesteal X (whenever this creature/spell deals damage, you gain X life)
Devour {type} X (As this enters the battlefield, you may sacrifice/counter any number of {type} you control. This creature enters the battlefield with X times that many +1/+1 counters on it.)
-can be Sorceries or Instants, which is why there's the sacrifice/counter and You Control added
Amplify X (As this creature enters the battlefield, put X +1/+1 counters on it for each card that shares a creature type with this you reveal in your hand.)
-old, old keyword, the reminder text actually specified the types on the cards
Conscript ShellW
Creature - Soldier Melting pot - Conscript Shell gets +1/+2 as long as a creature sharing no creature types with it entered the battlefield under your control this turn.
1/1
Clergy of the Mask1W
Creature - Cleric Melting pot - At the beginning of your end step, you gain 2 life if a creature sharing no creature types with Clergy of the Mask entered the battlefield under your control this turn.
0/4
Shimmering Swiftknight2W
Creature - Knight
You may cast white creature spells as though they had flash if you pay 2 more to cast them. Melting pot - Shimmering Swiftknight has double strike as long as a creature sharing no creature types with it entered the battlefield under your control this turn.
3/1
Hulking Mindform3U
Creature - Wizard
Defender Melting pot - Hulking Mindform can attack as though it didn't have defender long as a creature sharing no creature types with it entered the battlefield under your control this turn.
4/4
Missing HoodlumsU
Creature - Rogue Melting pot - Whenever Missing Hoodlums deals combat damage to a player, if a creature sharing no creature types with it entered the battlefield under your control this turn, draw a card.
1/1
Undetected Watcher1U
Creature - Scout Melting pot - As long as a creature sharing no creature types with Undetected Watcher entered the battlefield under your control this turn, your opponents play with their hands and the top cards of their libraries revealed, and spells they cast cost 2 more to cast.
2/1
Fletcher Shell3G
Creature - Archer
Reach Melting pot - Fletcher Shell has vigilance as long as a creature sharing no creature types with it entered the battlefield under your control this turn.
3/2
Silent Invoker1G
Creature - Druid T: Add one mana of any color to your mana pool. Melting pot - Silent Invoker gets +1/+1 and has "T: Add two mana of any one color to your mana pool" as long as a creature sharing no creature types with it entered the battlefield under your control this turn.
0/2
Bravest Detachment4G
Creature - Warrior
Trample Melting pot - Whenever Bravest Detachment deals combat damage to a player, if a creature sharing no creature types with it entered the battlefield under your control this turn, put seven +1/+1 counters on Bravest Detachment.
3/3
Within the Flock1WB
Enchantment ::rare:: Resonant -- Whenever a nontoken creature enters the battlefield under your control, if you control another permanent with the same converted mana cost as that creature, put two +1/+1 counters on the creature. Otherwise, sacrifice it. The church's hands are gentle in welcoming the compliant and merciless in exorcising the dissentious.
Orphaned Melody1R
Creature - Elemental ::common:: Harmonic -- Whenever Orphaned Melody attacks, if you control no other permanents with the same converted mana cost as it, it gets +3/+0 until end of turn. "Will it ring more beautifully this way?"
--Elegia, magicomposer
1/2
Next: Proficiency (You may pay <cost> and tap an untapped <type> creature you control rather than pay this spell's mana cost.)
Call of the Deep4U
Instant
Proficiency - You may pay 3U and tap an untapped Merfolk you control rather than pay this spell's mana cost
Exile target non-blue creature.
If you cast this spell proficiently, exile two non-blue creatures instead
Next:
Cannibalize - whenever this creature attacks, you may sacrifice another creature. If you do/dont then...
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Currently Playing:
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Branded Minotaur2R
Creature — Minotaur (C)
Tattoo (Auras targeting this permanent cost 1 less to cast.)
Sacrifice Branded Minotaur: Add R for each aura attached to Branded Minotaur.
3/1
Marked Ouphe2GG
Creature — Ouphe (C)
Tattoo (Auras targeting this permanent cost 1 less to cast.) 2G, T, Sacrifice an Aura attached to Marked Ouphe: Destroy target artifact or enchantment.
3/3
?2GUB
Creature — Shapeshifter (C)
Tattoo (Auras targeting this permanent cost 1 less to cast.)
You may have CARDNAME enter the battlefield as a copy of any permanent on the battlefield or permanent card in a graveyard, except it gains tattoo.
0/0
Etched Automaton2
Artifact Creature — Construct (C)
Tattoo (Auras targeting this permanent cost 1 less to cast.)
1/1
NEXT:
Overdraw (You may have this spell cost X less to cast. At the beginning of your next X upkeeps, pay 1. If you don’t you lose the game.)
Fury <cost> (Whenever this creature dies, you may pay <cost>. If you do, this creature deals damage equal to its base power to target creature or planeswalker.)
Scale <number> (When this would deal damage, it deals <number> of that damage instead.)
I'll reword the keywords for clarity of what I think they do, and to add a touch more user-friendliness and design space:
Overdraw (You may have this spell cost less to cast and add X overdraw counters to it. At the beginning of each of your upkeeps, remove an overdraw counter and pay or lose the game)
-the adjustment makes it so that if you have Platinum Angel, you can't just ignore it, as the counters stay put. The counters themselves also make tracking it easier, while making it subject to penalizing via Proliferate and boosting via counter-removal. However, it also means that the card has to stay "in play" in some way (Suspend might work), so it excludes previously-usable Instants and Sorceries. Also, by having it be counters, you can actually have the Overdraw give diminishing penalties/benefits for using it. This does mean your opponent may enter a catch 22 where they need to destroy/counter a permanent, but if they don't, you lose to Overdraw, and you can get out of the penalty by destroying the permanent yourself. Fury <cost> (Whenever this creature dies, you may pay <cost>. If you do, this creature deals X damage {X is base power} to target creature or player
-the adjustment is because specifying damage to Planeswalkers is really, really rare (I actually think it doesn't exist yet...) and quite narrow in use. Damage to players always can be shifted to Planeswalkers and damage to Planeswalkers is, generally, more useful than to players early on. As it's already base power, there's little issue to be had because you can't boost the damage. Scale X (whenever this would deal more than X damage, reduce the damage dealt to X)
-the adjustment should be purely rewording to fit the way Magic works better and clarifying what it actually does.
So, have a card for each:
Consulate Riot Carriage
Artifact - Vehicle
Overdraw (You may have this spell cost less to cast and add 3 overdraw counters to it. At the beginning of each of your upkeeps, remove an overdraw counter and pay or lose the game)
Consulate Riot Carriage and creatures currently tapped to crew it have Shroud.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
3/5
-
The point of this is to be able to "cheat out" a reusable Shroud provider for anti-removal purposes early on, or wait a lengthy time to do so. As the creature has to Crew to get Shroud, it interferes with tap abilities and combat tricks. The primary purpose is, ultimately, to have a reusable, ultra-efficient targetting denial. Of course, then they can break out the untargetted damage to nuke the Carriage itself. Being Shroud, you can't target the creatures yourself, and the line for giving Shroud to crewing creatures removes it when they untap for any reason.
---
Vindictive Goblin1R
Creature - Goblin
Fury (Whenever this creature dies, you may pay . If you do, this creature deals 2 damage to target creature or player
2/1
-
I was tempted to add a second ability, like having it get Double Strike or a Power bonus when blocked by a creature that deals First Strike damage, but the idea of retaliatory damage (vindication) is what Fury's there for.
---
Prizewinning ExperimentGU
Creature - Drake Mutant
Evolve, Scale 4 (whenever this creature would deal more than 4 damage, reduce the damage dealt to 4)
As long as Prizewinning Experiment has a +1/+1 counter on it, it has Flight and Shroud
3/2 While it handily won the long-standing prize for a griffin-superior krasis, many members of the Simic Combine feel it to be a crude intermediary step due to complex maturation needs and stark limitations with its design
-
This card is, mostly, a matter of flavor. It starts with one less toughness than Harrier Griffin, which has the highest raw stats of any griffin in the Ravnica blocks, but requires a +1/+1 counter for Flight and then gets the double-edged sword of Shroud. Which makes it have an unarguably better body than any griffin in Ravnica. Assault Griffin's flavor text reads that there's a prize for any Biomancer who makes a Krasis better at aerial combat than a griffin. So while it trivially surpasses a Griffon, it's pretty starkly limited in damage output, and because of that limit to 4 damage at a time and becoming untargettable once it gets its first +1/+1 counter, it gets a premium statline. Even before Shroud activates, you still can't get it to deal more than 4 damage at a time with Equipment or Auras.
Chainbreaking X {cost} (This creature comes into play with X -1/-1 counters on it. You may pay {cost} to remove a -1/–1 counter from it)
Intercept {cost} (You may cast this creature for it's Intercept cost during an opponent's combat step, before blockers are declared. If you do, put it into play blocking target creature and return it to its owner's hand at the end of the combat step)
Swoop X (When this creature blocks a creature without Flying, it gains +x/+x until end of turn)
Arcana (When this Aura comes into play, you may have it come into play enchanting a 0/0 Spirit creature token)
Bloodlust X (Whenever this creature destroys a creature by combat, put X +1/+1 counters on it)
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Lifesteal X (whenever this creature/spell deals damage, you gain X life)
Amplify X (As this creature enters the battlefield, put X +1/+1 counters on it for each card that shares a creature type with this you reveal in your hand.)
-old, old keyword, the reminder text actually specified the types on the cards
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
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Passer of Knowledge 1U
Creature - Human Wizard
U , T : Until end of turn another target creature gains Wiseblow 3 (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for every three cards in your hand.)
Wiseblow 4 (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for every four cards in your hand.)
1/2
Seeker of Form 2UU
Creature - Shapeshifter
Wiseblow 2 (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for every two cards in your hand.)
Discard a card: Seeker of Form becomes a copy of target creature until end of turn except it gains wiseblow 2.
2/2
Knowledge Protector 3UUU
Creature - Illusion
Spellblock 2 (whenever a sorcery, instant or ablility would target this creature, counter it if its converted mana cost is X or less.)
Wiseblow 1 (Whenever this creature attacks or blocks, it gets +1/+1 until end of turn for each card in your hand.)
3/4
Mechanics
Spectral N (If combat damage from this creature is prevented, it deals N damage to target creature.)
Amplify X {cost} (You may cast this spell for its resound cost. If you do, change its text by replacing all instances of a number with that number plus X)
Sorcery (u)
Resound 3 - Sacrifice a permanent.
Exile target creature with power 3 or less.
Obnoxious Vapors
Creature - Elemental.
Resound 3 - Draw a card.
When Obnoxious Vapors dies, you lose 3 life.
5/5
Ghost Bat
Creature - Bat Spirit
Resound 7 - Pay 2 life.
Flying
: +1/+0/until the end of turn. Play this ability no more than three times this turn.
1/1
Tactical (This costs less for each attacking creature you control)
Instant
Tactical (This costs 1 less for each attacking creature you control)
Untap each creature that attacked this turn. After the next main phase, there is an additional combat phase followed by an additional main phase. Repeat this process once.
Next: Oblivion - As long as a permanent you control is in exile, [EFFECT]
Ancestor's Cape -- W
Enchantment - Aura
Enchant creature.
Enchanted creature gets +1/+1.
Oblivion -- As long as a card you own has been exiled, enchanted creature gains protection from that card's color.
Infiltrator's Cloak -- U
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals combat damage to an opponent, you may draw a card.
Oblivion -- As long as a card you own has been exiled, enchanted creature has hexproof.
Necromancer's Scream -- 2B
Sorcery
Return target creature in a graveyard to your hand. Creatures with that card's name gain haste this turn.
Oblivion -- If a card you own has been exiled, creature spells with that card's name cost less to play this turn.
Next: Thwart (Whenever a spell targeting this permanent is countered .... )
Creature - Farie
Flying
Thwart - Draw a card (Whenever a spell targeting this permanent is countered draw a card.)
Next Blight (When a land is put into a graveyard from the battlefield...)
Creature - Eldrazi
Annihilator 2
Blight - When a land is put into a graveyard from the battlefield, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add to your mana pool"
5/8
The LIST! maker revives! And Amuzet, you don't change the mechanic. Use it as written.
Intercept {cost} (You may cast this creature for it's Intercept cost during an opponent's combat step, before blockers are declared. If you do, put it into play blocking target creature and return it to its owner's hand at the end of the combat step)
Swoop X (When this creature blocks a creature without Flying, it gains +x/+x until end of turn)
Arcana (When this Aura comes into play, you may have it come into play enchanting a 0/0 Spirit creature token)
Bloodlust X (Whenever this creature destroys a creature by combat, put X +1/+1 counters on it)
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
Obliterate (whenever a creature would be dealt damage by {this}, exile that creature instead)
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Lifesteal X (whenever this creature/spell deals damage, you gain X life)
Devour {type} X (As this enters the battlefield, you may sacrifice/counter any number of {type} you control. This creature enters the battlefield with X times that many +1/+1 counters on it.)
-can be Sorceries or Instants, which is why there's the sacrifice/counter and You Control added
Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.)
Creature - Eldrazi
Devoid
Obliterate (Whenever a creature would be dealt damage by this creature, exile that creature instead)
2/5
Drain [N](Whenever this creature deals combat damage to a player, remove [N] mana from that player's mana pool, then add [N] C to your mana pool.)
Creature - Ghost
Flying
Drain 2 Whenever this creature deals combat damage to a player, remove two mana from that player's mana pool, then add CC to your mana pool.
Spells paid for with mana drained by Spirits of Monchartres are colorless.
2/2
.
Next: Finishing Blow (Whenever this deals lethal damage to a player, ...)
Legendary Creature - Human Warrior
Haste, Double Strike
Finishing Blow (Whenever ~ deals lethal damage to a player, untap all attacking creatures. Following your second main phase there will be an additional combat phase followed by an additional main phase.)
t: ~ deals damage to target player equal to its power
2/3
Frenzy Blow RR
Sorcery
Deal 4 damage to target creature or player.
Finishing Blow (Whenever ~ deals lethal damage to a player, return ~ to your hand and add R to your mana pool for every life that player lost this turn)
Not to happy about the wording, maybe because of the word lethal. It implies killing, but effects like an enemy Platinum Angel makes lethal damage a tricky area and multiple sources of damage occurring at once (damage step) makes determining what dealt lethal an issue
Next: Avenge (If a creature you control died this turn,...)
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Survivor of Bala Ged 1WR
Creature - Human Ally
Avenge - If a creature you control died this turn, Ally creatures you control have First Strike
3/2
Intercept {cost} (You may cast this creature for it's Intercept cost during an opponent's combat step, before blockers are declared. If you do, put it into play blocking target creature and return it to its owner's hand at the end of the combat step)
Swoop X (When this creature blocks a creature without Flying, it gains +x/+x until end of turn)
Arcana (When this Aura comes into play, you may have it come into play enchanting a 0/0 Spirit creature token)
Bloodlust X (Whenever this creature destroys a creature by combat, put X +1/+1 counters on it)
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Lifesteal X (whenever this creature/spell deals damage, you gain X life)
Devour {type} X (As this enters the battlefield, you may sacrifice/counter any number of {type} you control. This creature enters the battlefield with X times that many +1/+1 counters on it.)
-can be Sorceries or Instants, which is why there's the sacrifice/counter and You Control added
Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.)
Amplify X (As this creature enters the battlefield, put X +1/+1 counters on it for each card that shares a creature type with this you reveal in your hand.)
-old, old keyword, the reminder text actually specified the types on the cards
Creature - Eldrazi Drone
Devoid
Ingest
You may put up to one fewer card an opponent owns from exile into its owner's graveyard to pay a cost. This effect can't reduce the number of cards you put into their owners' graveyards to pay a cost to less than one.
1/3
Duststorm Entity 5R
Creature - Eldrazi Drone
Devoid
Double strike
Ingest
3/3
Next: Any evergreen keyword in a color it's never been printed in post-8th edition.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Merfolk
Islandhome (This creature can't attack as long as the defending player controls no islands. When you control no islands, sacrifice this creature.)
3/2
Next: Tarnish counters. (Activated abilities of artifacts with Tarnish counters on them can't be activated)
Enchantment - Aura
Enchant creature
Enchanted creature has Prowess and Distract(Whenever you cast a noncreature spell, enchanted creature gets +1/+1 until end of turn, and can't be blocked by creatures with converted mana cost less that that spell's converted mana cost this turn)
Next: Contort [N](At any time that you could cast a sorcery, you may have this creature's power and toughness each become any number, as long as they add to [N])
At the beginning of your upkeep, put the top card of your library into your graveyard. If you do, put X +1/+1 counters on target creature, where X is the number of colors of that card.
(Melds with Vine Snapper or Reflective Albatross.) 2/6>
Deathtouch
1U, T: Draw a card. If you both own and control Vine Snapper and an enchantment named Unstable Mutagen, exile them, then meld them into Mutant Abomination. 2/6>
1/2
Deathtouch
Prowess
When Mutant Abomination enters the battlefield, draw a card.
2/6
Flying
1G, T: Little Cassowarys Explore. If you both own and control Little Cassowarys and an enchantment named Unstable Mutagen, exile them, then meld them into Mutant Abomination. 2/6>
1/1
Flying, deathtouch
When Mutant Abomination enters the battlefield search your library for two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
2/6
New Mechanic:
Gisa, Acolyte of Vess 3BB
Legendary Creature - Zombie Shaman
Spark Parasite
Whenever a creature dies, if ~ is in the command zone, you may pay BB. If you do, create a 2/2 black Zombie.
2/2
Engine Parasite:
Mishra, Completion Overseer 4UBR
Legendary Artifact Creature - Cyborg Zombie Artificer
Engine Parasite
Eminence - As long as ~ is in the command zone or on the battlefield, other legendary artifacts you control have "At the beginning of each end step, create a token that's a copy of this artifact, except it's nonlegendary.
At the beginning of your upkeep, if ~ is in the command zone pay 1UBR
7/7
Next:
Blight - As long as <an opponent/a player/you has/have> a poison counter, {EFFECT}
Instinct - Whenever this creature enters the battlefield or attacks, {EFFECT}
Torture (Rather that pay this spell's mana cost, you may put a number of -1/-1 counters on target creature you control equal to this spell's converted mana cost.)
Instant
Spider and Treefolk you control have Deathtouch to Insects and Birds for as long as they remain untapped.
Turf Tool 2
Artifact - Equipment
Equipped creature gets +2/+0 and can Trample over Plants and Saprolings.
Equip 1
Candiru U
Creature - Fish
Lifelinks Fish
1/1
Pacu 1G
Creature - Fish
Deathtouch to Humans
Whenever a plant enters the battlefield, put a +1/+1 counter on ~.
1/3
Mechanics
Tromple (?)
Dounce--{COST}T, Return this creature to it's owners hand:
Sidkig N Something(That player sacrifices N Something of their opponent's choice.)
Creature - Angel
You may cast either face of this card.
Flying, vigilance
At the beginning of your upkeep, you gain 2 life.
2/7
///
Bound Demon 4BR
Creature - Demon
You may cast either face of this card.
Flying, trample
At the beginning of your upkeep, Bound Demon deals 2 damage to target creature.
7/2
Bound Kraken 5UU
Creature - Kraken
You may cast either face of this card.
When Bound Kraken enters the battlefield, scry 2.
Bound Kraken can't be blocked.
4/6
///
Bound Hellion 5RG
Creature - Hellion
You may cast either face of this card.
Haste
Bound Hellion must be blocked if able.
6/4
Bound Horror 5BB
Creature - Horror
You may cast either face of this card.
When Bound Horror enters the battlefield, target player discards a card.
Menace, deathtouch
4/4
///
Bound Unicorn 5GW
Creature - Unicorn
You may cast either face of this card.
When Bound Unicorn enters the battlefield, target player draws a card.
Lifelink
Stalwart (This creature can be assigned to block an additional time each combat.)
4/4
Bound Dragon 6RR
Creature - Dragon
You may cast either face of this card.
Flying, menace
R: Target creature you control gets +1/+0 until end of turn.
8/6
///
Bound Archon 6WU
Creature - Archon
You may cast either face of this card.
Flying, hexproof
WU: Prevent all damage that would be dealt to target creature you control this turn.
6/8
Bound Hydra 4GG
Creature - Hydra
Flash
You may cast either face of this card.
When Bound Hydra enters the battlefield, put a +1/+1 counter on target creature and shuffle up to two target cards from your graveyard into your library.
3/3
///
Bound Vampire 4UB
Creature - Vampire
Flash
You may cast either face of this card.
When Bound Vampire enters the battlefield, target creature gets -3/-1 until end of turn and put target card from an opponent's graveyard on top of their library.
3/3
Next:
Bushido
Heroic
Flanking
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Human Samurai
Bushido 1, Bands with other Samurai
If Yamazaki-clan Retainer is in a Band, it gains Haste.
1/2
Intercept {cost} (You may cast this creature for it's Intercept cost during an opponent's combat step, before blockers are declared. If you do, put it into play blocking target creature and return it to its owner's hand at the end of the combat step)
Swoop X (When this creature blocks a creature without Flying, it gains +x/+x until end of turn)
Arcana (When this Aura comes into play, you may have it come into play enchanting a 0/0 Spirit creature token)
Bloodlust X (Whenever this creature destroys a creature by combat, put X +1/+1 counters on it)
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Lifesteal X (whenever this creature/spell deals damage, you gain X life)
Devour {type} X (As this enters the battlefield, you may sacrifice/counter any number of {type} you control. This creature enters the battlefield with X times that many +1/+1 counters on it.)
-can be Sorceries or Instants, which is why there's the sacrifice/counter and You Control added
Amplify X (As this creature enters the battlefield, put X +1/+1 counters on it for each card that shares a creature type with this you reveal in your hand.)
-old, old keyword, the reminder text actually specified the types on the cards
Creature - Soldier
Melting pot - Conscript Shell gets +1/+2 as long as a creature sharing no creature types with it entered the battlefield under your control this turn.
1/1
Clergy of the Mask 1W
Creature - Cleric
Melting pot - At the beginning of your end step, you gain 2 life if a creature sharing no creature types with Clergy of the Mask entered the battlefield under your control this turn.
0/4
Shimmering Swiftknight 2W
Creature - Knight
You may cast white creature spells as though they had flash if you pay 2 more to cast them.
Melting pot - Shimmering Swiftknight has double strike as long as a creature sharing no creature types with it entered the battlefield under your control this turn.
3/1
Hulking Mindform 3U
Creature - Wizard
Defender
Melting pot - Hulking Mindform can attack as though it didn't have defender long as a creature sharing no creature types with it entered the battlefield under your control this turn.
4/4
Missing Hoodlums U
Creature - Rogue
Melting pot - Whenever Missing Hoodlums deals combat damage to a player, if a creature sharing no creature types with it entered the battlefield under your control this turn, draw a card.
1/1
Undetected Watcher 1U
Creature - Scout
Melting pot - As long as a creature sharing no creature types with Undetected Watcher entered the battlefield under your control this turn, your opponents play with their hands and the top cards of their libraries revealed, and spells they cast cost 2 more to cast.
2/1
Fletcher Shell 3G
Creature - Archer
Reach
Melting pot - Fletcher Shell has vigilance as long as a creature sharing no creature types with it entered the battlefield under your control this turn.
3/2
Silent Invoker 1G
Creature - Druid
T: Add one mana of any color to your mana pool.
Melting pot - Silent Invoker gets +1/+1 and has "T: Add two mana of any one color to your mana pool" as long as a creature sharing no creature types with it entered the battlefield under your control this turn.
0/2
Bravest Detachment 4G
Creature - Warrior
Trample
Melting pot - Whenever Bravest Detachment deals combat damage to a player, if a creature sharing no creature types with it entered the battlefield under your control this turn, put seven +1/+1 counters on Bravest Detachment.
3/3
Next:
Persist
Multikicker
Suspend
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Enchantment ::rare::
Resonant -- Whenever a nontoken creature enters the battlefield under your control, if you control another permanent with the same converted mana cost as that creature, put two +1/+1 counters on the creature. Otherwise, sacrifice it.
The church's hands are gentle in welcoming the compliant and merciless in exorcising the dissentious.
Orphaned Melody 1R
Creature - Elemental ::common::
Harmonic -- Whenever Orphaned Melody attacks, if you control no other permanents with the same converted mana cost as it, it gets +3/+0 until end of turn.
"Will it ring more beautifully this way?"
--Elegia, magicomposer
1/2
Next: Proficiency (You may pay <cost> and tap an untapped <type> creature you control rather than pay this spell's mana cost.)
Instant
Proficiency - You may pay 3U and tap an untapped Merfolk you control rather than pay this spell's mana cost
Exile target non-blue creature.
If you cast this spell proficiently, exile two non-blue creatures instead
Next:
Cannibalize - whenever this creature attacks, you may sacrifice another creature. If you do/dont then...
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Creature — Minotaur (C)
Tattoo (Auras targeting this permanent cost 1 less to cast.)
Sacrifice Branded Minotaur: Add R for each aura attached to Branded Minotaur.
3/1
Marked Ouphe 2GG
Creature — Ouphe (C)
Tattoo (Auras targeting this permanent cost 1 less to cast.)
2G, T, Sacrifice an Aura attached to Marked Ouphe: Destroy target artifact or enchantment.
3/3
? 2GUB
Creature — Shapeshifter (C)
Tattoo (Auras targeting this permanent cost 1 less to cast.)
You may have CARDNAME enter the battlefield as a copy of any permanent on the battlefield or permanent card in a graveyard, except it gains tattoo.
0/0
Etched Automaton 2
Artifact Creature — Construct (C)
Tattoo (Auras targeting this permanent cost 1 less to cast.)
1/1
NEXT:
Overdraw (You may have this spell cost less to cast and add X overdraw counters to it. At the beginning of each of your upkeeps, remove an overdraw counter and pay or lose the game)
-the adjustment makes it so that if you have Platinum Angel, you can't just ignore it, as the counters stay put. The counters themselves also make tracking it easier, while making it subject to penalizing via Proliferate and boosting via counter-removal. However, it also means that the card has to stay "in play" in some way (Suspend might work), so it excludes previously-usable Instants and Sorceries. Also, by having it be counters, you can actually have the Overdraw give diminishing penalties/benefits for using it. This does mean your opponent may enter a catch 22 where they need to destroy/counter a permanent, but if they don't, you lose to Overdraw, and you can get out of the penalty by destroying the permanent yourself.
Fury <cost> (Whenever this creature dies, you may pay <cost>. If you do, this creature deals X damage {X is base power} to target creature or player
-the adjustment is because specifying damage to Planeswalkers is really, really rare (I actually think it doesn't exist yet...) and quite narrow in use. Damage to players always can be shifted to Planeswalkers and damage to Planeswalkers is, generally, more useful than to players early on. As it's already base power, there's little issue to be had because you can't boost the damage.
Scale X (whenever this would deal more than X damage, reduce the damage dealt to X)
-the adjustment should be purely rewording to fit the way Magic works better and clarifying what it actually does.
So, have a card for each:
Consulate Riot Carriage
Artifact - Vehicle
Overdraw (You may have this spell cost less to cast and add 3 overdraw counters to it. At the beginning of each of your upkeeps, remove an overdraw counter and pay or lose the game)
Consulate Riot Carriage and creatures currently tapped to crew it have Shroud.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
3/5
-
The point of this is to be able to "cheat out" a reusable Shroud provider for anti-removal purposes early on, or wait a lengthy time to do so. As the creature has to Crew to get Shroud, it interferes with tap abilities and combat tricks. The primary purpose is, ultimately, to have a reusable, ultra-efficient targetting denial. Of course, then they can break out the untargetted damage to nuke the Carriage itself. Being Shroud, you can't target the creatures yourself, and the line for giving Shroud to crewing creatures removes it when they untap for any reason.
---
Vindictive Goblin 1R
Creature - Goblin
Fury (Whenever this creature dies, you may pay . If you do, this creature deals 2 damage to target creature or player
2/1
-
I was tempted to add a second ability, like having it get Double Strike or a Power bonus when blocked by a creature that deals First Strike damage, but the idea of retaliatory damage (vindication) is what Fury's there for.
---
Prizewinning Experiment GU
Creature - Drake Mutant
Evolve, Scale 4 (whenever this creature would deal more than 4 damage, reduce the damage dealt to 4)
As long as Prizewinning Experiment has a +1/+1 counter on it, it has Flight and Shroud
3/2
While it handily won the long-standing prize for a griffin-superior krasis, many members of the Simic Combine feel it to be a crude intermediary step due to complex maturation needs and stark limitations with its design
-
This card is, mostly, a matter of flavor. It starts with one less toughness than Harrier Griffin, which has the highest raw stats of any griffin in the Ravnica blocks, but requires a +1/+1 counter for Flight and then gets the double-edged sword of Shroud. Which makes it have an unarguably better body than any griffin in Ravnica. Assault Griffin's flavor text reads that there's a prize for any Biomancer who makes a Krasis better at aerial combat than a griffin. So while it trivially surpasses a Griffon, it's pretty starkly limited in damage output, and because of that limit to 4 damage at a time and becoming untargettable once it gets its first +1/+1 counter, it gets a premium statline. Even before Shroud activates, you still can't get it to deal more than 4 damage at a time with Equipment or Auras.
Intercept {cost} (You may cast this creature for it's Intercept cost during an opponent's combat step, before blockers are declared. If you do, put it into play blocking target creature and return it to its owner's hand at the end of the combat step)
Swoop X (When this creature blocks a creature without Flying, it gains +x/+x until end of turn)
Arcana (When this Aura comes into play, you may have it come into play enchanting a 0/0 Spirit creature token)
Bloodlust X (Whenever this creature destroys a creature by combat, put X +1/+1 counters on it)
Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)
Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)
Lifesteal X (whenever this creature/spell deals damage, you gain X life)
Amplify X (As this creature enters the battlefield, put X +1/+1 counters on it for each card that shares a creature type with this you reveal in your hand.)
-old, old keyword, the reminder text actually specified the types on the cards