spellwalker 5U
creature - elemental
Spellwalker costs 1 less to cast for each diferent card type in all graveyards.
Flying, shroud.
2/3
Amulet of loss 2
Artifact
If you would lose the game for having zero or less life, exile amulet of loss. If amulet of loss is exiled when this ability resolves you gain 5 life and draw a card.
All right, well, at least it ought to have some way of reminding you that the effect is there, instead of relying purely on memory.
Enchantment
Flash
When a player casts a spell, sacrifice ~. If you do, counter that spell unless its controller pays :1mana:.
sorry for the line below this one: THIS IS NOT SUPPOSED TO COUNTER A SPELL! (I hope you are not trolling me :()
at least if I was to make it an enchantment, it would be something like:
Dust wand W
enchantment
Flash
Kicker 5.
Spells costs 1 more to cast. If dust wand was kicked, spells cost 3 more to cast.
When a player cast a spell sacrifice dust wand.
Why word the Talisman that way? Why isn't it just a counterspell worded like Prohibit instead? "Counter target spell unless its controller pays :1mana:. If Talisman of Dust was kicked, counter that spell unless its controller pays instead."
lol....
I worded this way because this is not counterspell...
you cant use this in response to the enemy cast something be because once he cast you can't chage the cost of that spell because it was already paid.
This card is to prevent the enemy from casting a spell or to make it harder.
if it was like a mana leak it would just make the enemy spend a card. But if he has no mana to pay for his next spell than he cant do anything and the effect of the talisman stills on the game screwing up your enemy until he can play something.
You can also cast multiple talismans in response to each other to achieve a greater effect.
Example:
cast one kicked talisman, in response, cast a non kicked one = the next spell costs 4 more to cast.
priest of sands 1W
Creature - cleric
When priest of sands enters the battlefield tap target land, it doesn't untap during it's controller's next untap step.
2/1
talisman of dust W
intant
kicker 5
the next spell cast in the game costs 1 more to cast. If the kicker cost was paid it costs 3 more instead.
don't pay attention if the card is broken or not.
To make a broken card fair it's just necessary to change some numbers.
pay attention just to the idea on itself.:)
Drain hopes ub1UB
Sorcery
Target opponent searches his library for six cards and reveals them. Chose one of those cards, that player puts it in his or her hand and exiles the rest.
Rebound.
At first this sounds bad doesnt it?
Well, the fact is that you are in fact milling your opponent 12 cards. And this is not just a mill, because you are exiling those cards. The card also presses the enemy against the wall, because if he takes 6 good cards from his library he will lose 5 of them. and if he gets random cards you will always give him the worst one.
This is a mean card, just try to imagine how would you react to it if used against you.
for Johny
]
Geen, the lone 4WW
Legendary creature - human eternal
flying.
When geen, the lone enters the battlefield, if you cast it from your hand exile all other permanents. Return those permanents to the battlefield at the beginning of your next main phase. 6/6 4/4
For Timmy
Dragonification 3r3RR
Instant
Exile target creature you control. Then, reveal cards from the top of your library until you reveal a dragon card, put it on the battlefield then shuffle your library.
This is more about turning one creature into another. I guess I see how this could make sense on the desperate card, but something about it feels wrong to me.
The green is desperate to save his pet, then he sacrifices something to give it power.
creature - elemental
Spellwalker costs 1 less to cast for each diferent card type in all graveyards.
Flying, shroud.
2/3
Amulet of loss 2
Artifact
If you would lose the game for having zero or less life, exile amulet of loss. If amulet of loss is exiled when this ability resolves you gain 5 life and draw a card.
or
sacrifice a plains, but then, it would change the next spell to 2 inteads of 3.
card 2 = the idea of the card is to make the enemy lose his next turn. So, the only avaliable changes would be the power of the creature.
card 3 = probably change the cost
sorry for the line below this one:
THIS IS NOT SUPPOSED TO COUNTER A SPELL! (I hope you are not trolling me :()
at least if I was to make it an enchantment, it would be something like:
it is supposed to create a soft lock for one turn or some turns.
lol....
I worded this way because this is not counterspell...
you cant use this in response to the enemy cast something be because once he cast you can't chage the cost of that spell because it was already paid.
This card is to prevent the enemy from casting a spell or to make it harder.
if it was like a mana leak it would just make the enemy spend a card. But if he has no mana to pay for his next spell than he cant do anything and the effect of the talisman stills on the game screwing up your enemy until he can play something.
You can also cast multiple talismans in response to each other to achieve a greater effect.
Example:
cast one kicked talisman, in response, cast a non kicked one = the next spell costs 4 more to cast.
instant
kicker 5
The next spell cast in the game costs 1 more to cast. If the kicker cost was paid, then it costs 3 more instead.
Creature - cleric
When priest of sands enters the battlefield tap target land, it doesn't untap during it's controller's next untap step.
2/1
talisman of dust W
intant
kicker 5
the next spell cast in the game costs 1 more to cast. If the kicker cost was paid it costs 3 more instead.
To make a broken card fair it's just necessary to change some numbers.
pay attention just to the idea on itself.:)
"too long, didn't read"
Spam infraction #2
At first this sounds bad doesnt it?
This is a mean card, just try to imagine how would you react to it if used against you.
for Johny
]
I think the general is:
"too long, didn't read"
The green is desperate to save his pet, then he sacrifices something to give it power.
counter splinter twin.
and save mana leaks for it too.
the deck only have 4 twins... you can also use surgical extraction to counter the first deceiver or twin and then remove all copies of it.
the negation makes blue lose lands.
the red is overcosted and inneficient.
the white accelerates the game for the enemy.
the green makes you lose a creature drop to save another one.
the black is the one with the lowest drawback. 3 life is not much if you really want to remove that vengevine or bridge from below.