Nessian Darkwatcher: I don't know how to read it. If they have 5 in any combination of blue and or black? Or each one must be at five?
Well, theoretically it should count things like U, B, (U/B), (2/U), (2/B), and separately. For each symbol existing on permanents, that should count towards devotion.
As for your card... oh, now I understand that the copies must have a different target... somewhat awkward, but in that case, I think this burn spell still needs to cost more. So what if you may end up shooting yourself? Red is about blowing things up, yours or your opponents', so controling the number of 1/1s in your field should be easy.
As for a name for mechanic... eh, I'm not good at names
Expensive card ahead.
Engulfing Voraplasm3GG
Creature - Ooze (R) 1G, T: Put a token that is a copy of Engulfing Voraplasm onto the battlefield, then put a +1/+1 counter on each creature you control. "Be wary when you find bits of slime everywhere. They may be alive."
1/1
1/1 for 5. Lousy. But if you manage to start using its ability to churn out its own copies, and start pumping your creatures left and right, probably this card may end up being too cheap. Comments?
Well, theoretically it should count things like U, B, (U/B), (2/U), (2/B), (P/U) and (P/B) separately. For each symbol existing on permanents, that should count towards devotion.
As for your card... oh, now I understand that the copies must have a different target... somewhat awkward, but in that case, I think this burn spell still needs to cost more. So what if you may end up shooting yourself? Red is about blowing things up, yours or your opponents', so controling the number of 1/1s in your field should be easy.
As for a name for mechanic... eh, I'm not good at names
Expensive card ahead.
Engulfing Voraplasm3GG
Creature - Ooze (R) 1G, T: Put a token that is a copy of Engulfing Voraplasm onto the battlefield, then put a +1/+1 counter on each creature you control. "Be wary when you find bits of slime everywhere. They may be alive."
1/1
1/1 for 5. Lousy. But if you manage to start using its ability to churn out its own copies, and start pumping your creatures left and right, probably this card may end up being too cheap. Comments?
Yeah it copies for each 1/1 you control and then targets each of those 1/1s. I made this because without 1/1s it's just a lightning bolt. In red that can actually be a huge drawback.
Limited nuttiness for sure. Adds to devotion. Makes creatures then starts making huge creatures. ETB as a 1/1. Turn two you get 2 2/2s. Turn 3 you get 3 4/4s. Turn 4 you get 4 7/7s. And that's not to mention the rest of your creatures getting bigger in the meanwhile! If its starting P/T was just 1 higher each this would be a mythic. It might be strong enough to be a mythic now. Well...if it cost less to activate. Maybe G then it'd be sick. imagine Necrotic Ooze with this?
Next:
Volcanic Undertow - 2R
Sorcery - Mythic
Target creature loses all abilities and becomes a mountain instead of its other types.
Mob Mentality? - As you cast this copy it for each 1/1 creature you control. Each of those copies targets a different one of those creatures.
Dead Reformed3BB
Creature - Shapeshifter
Changeling
When you cast ~, you may exile a creature card from your graveyard. If you do, ~ enters the battlefield as a copy of that creature and has changeling.
0/0
Reminds me of Body Double. Any reasons why I would play this card over a (possibly cheaper) reanimator card? But B is long overdue a clone of themselves. Nice approach!
When you include itself you don't need to qualify it: Green creatures you control have hexproof accomplishes the same thing.
reach
Green creatures you control have hexproof.
White creatures you control have double strike.
When a green or white creature you control deals combat damage to a player put a +1/+1 counter on that creature.
Karrthus, Tyrant of Jund for reference. On legendary creatures, you might want to give the creatures themselves the ability they "lord" onto another creatures just to be safe that if they get altered somehow they still got those defining abilities. (For example, you could change Karrthus creature type somehow and without his initial haste, he would'nt be hasty anymore. Same here with the colors of the legend.)
PosturingXWU
Instant (U)
Counter target spell with converted mana cost equal to or less than Posturing.
You gain X life.
So this is off the X you paid is part of the cmc of a card while it's being played. Plus UW counters would probably benefit from something like this. On it's own she counters 2cc spells, you will never be at a real tempo gain from this counter, only really trading on par, unless you've bought meaningful turns with the life.
The Veronicas1BR
Legendary Enchantment Creature - Elf Goblin Mutant (MR)
Bestow - Sacrifice two creatures
Desthtouch
Enchanted creature gets +3/+1 and has deathtouch
As long as you control exactly two copies of The Veronicas, they or enchanted creature get +3/+0 and have first strike and trample.
3/1
I think player is not able to control two copies of The Veronicas because of:
205.4d Any permanent with the supertype “legendary” is subject to the state-based action for legendary permanents, also called the “legend rule” (see rule 704.5k).
704.5k If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”
Volcanic Undertow - 2R
Sorcery - Mythic
Target creature loses all abilities and becomes a mountain instead of its other types.
Mob Mentality? - As you cast this copy it for each 1/1 creature you control. Each of those copies targets a different one of those creatures.
I think it should read as "becomes a Land - Mountain" but I'm not sure. Very cool idea, though. And for the name of your mechanic: Maybe Domination or something in that direction? Because, you know, the weak always get dominated? Or Conquer? Or Reign? Rule?
Next:
Don't have a card - no ideas at the moment. Feel free to post!
It seems like an interesting enough card. Mechanically, I think it's fine. There are a couple of tweaks I'd make, however.
As a card that wants you to run them as 4-ofs, I feel it makes a bit more sense for them to by rare rather than mythic rare. I think I would also make the default stats either 1/2 or 1/3. Being as this card is only really useful if you have two or more out at a time, giving it a bigger butt would help give it the resilience it needs to survive long enough for you to get three. Lastly, I'd likely get rid of the Legendary supertype. If you can have three of them out at once, it's not going to be very relevant ever. With his current abilities, it's also not particularly useful as a Commander in EDH. There seems to be little reason to muddle things up with the Legendary type and the legend rule clause.
*****
[Community Outreach] 1WW
Instant (R)
Gain 2 life for each creature and planeswalker you control. Put a loyalty counter on each planeswalker you control.
Now that we're getting more cards that mention planeswalkers directly, I thought it'd be interesting to create a pro-planeswalker card. Since black and red get the anti-planeswalkers cards, the ability seemed like a good fit for white.
Gain 2 life for each creature and planeswalker you control. Put a loyalty counter on each planeswalker you control.
Folk Medicine says 3 mana instant (common) gains you 1 life for each creature you control or flashback for 2 mana. The loyalty counter thing is still untested but it's probably a very good rare if you have a planeswalker who makes tokens
Having said that I really dislike white getting pro planeswalker cards. Black and red sure are anti planeswalker but white has access to EVERYthing :/ Efficient creatures, great top of the curve bombs, creature control, counter magic, land acceleration, tutoring. It's good with enchantments, artifacts and destroys permanents and draws cards.
Karrthus, Tyrant of Jund for reference. On legendary creatures, you might want to give the creatures themselves the ability they "lord" onto another creatures just to be safe that if they get altered somehow they still got those defining abilities. (For example, you could change Karrthus creature type somehow and without his initial haste, he would'nt be hasty anymore. Same here with the colors of the legend.)
Ah i see what you mean now. However, I don't see that as a hard and fast rule. But I'm ok taking the risk since color changes happens almost never.
I think it should read as "becomes a Land - Mountain" but I'm not sure. Very cool idea, though. And for the name of your mechanic: Maybe Domination or something in that direction? Because, you know, the weak always get dominated? Or Conquer? Or Reign? Rule?
I think that's probably right. Land - Mountain.
I haven't figured out the name of the mechanic yet either. Favor the Meek implies I can't flavorfully include negative effects on those cards, but I want to be able to make consequences that could make a card more powerful.
Mob mentality doesn't have any flair. I do want it to evoke the idea of "Oh that targets 1/1s and it makes sense" immediately. Or at least "Oh that should target weak creatures"
The Shadow TripletsBB
Legendary Creature - Vedalken Rogue (MR)
You may control up to three copies of the Shadow Triplets on the battlefield before the Legend rule applies.
As long as you control two or more creatures named The Shadow Triplets, black creatures you control get +1/+1 and have deathtouch.
If you control exactly three creatures named The Shadow Triplets and all three deal combat damage to a player in a single turn, you win the game.
1/1
So there are these three black squid folk and they're all "Bam bam bam!" I win.
A lot of hoops. I wish it was less cluttered. BB for a 1/1. BBBB for two 3/3s with death touch. BBBBBB for three 4/4s with deathtouch and I winsies!
Hmmmmmm....
At the end of your turn, if you control three different creatures named ~ that dealt combat damage to a single opponent this turn you win the game.
In multiplayer clearly this becomes a target. Cuz who would want someone to win the game because they got setup and couldn't do anything about it? My opponent three people away can't target nor attack me. I set up and kill the person to my left. I win all the games
Don't think I didn't notice they're named Shadow and don't have Shadow
Have you thought about Shadow Triad as a shorter name?
Next:
Soften the Blow - U
Instant
Trickle Down (As you cast this, copy it for each 1/1 creature you control. Each copy targets a different one of those creatures.)
Tap target permanent. It doesn't untap during its controllers next untap step.
Interesting mechanic, except the reminder step tells me to target my own 1/1's? i don't think thats what you want.
It's what I want. The mechanic is what I want I'm still working on the name.
Brain control3UU enchatment
you control each other players upkeep step, you can't look at that players hand or cast spells during that upkeep step. at the end of that players upkeep, untap a land for each mana that empties from that players mana pool.
This card is kind of a mess and really confusing.
At the beginning of each other player's upkeep step you gain control of that player except that you can't look at that player's hand or cast that player's spells.
But the way you have it worded you can't cast your own spells at this time.
Not sure why you can't see their hand. The upkeep is very limited in scope of functionality so gaining control of it is useless pretty much. Maybe you can type out what you hope this accomplishes because at the moment I don't see any upsides to this card at all.
Next:
Humiliate - B
Sorcery
Trickle Down (As you cast this spell copy it for each 1/1 creature you control. Each copy targets a different one of those creatures.)
Target creature gets -3/-3 until end of turn. If it's a 1/1 it gains lifelink instead.
I don't like the mechanic but I like the main card.
Ummm heres a thing
Secrets of Time and Space1U
Instant (U)
Scry 1 then draw a card.
If you payed the kicker cost put target permanent on top of it's owner's library.
Kicker 2U
Yes it's better than totally lost, but no, that is not a thing that should bother you.
My original looked like this:
3UU
Instant
Put target permanent on top of it's owners librarium.
Draw a card.
But it's better than Totally Lost! erm. I guess we live in a time where Scry 1 draw 1 for 2 mana at instant speed is ok :/
I'd like to see the reverse as well
Lies of Time and Space - 3U
instant
kicker U
return target permanent to the top of its owners library
if kicked, fateseal 1.
But I don't know why it shouldn't bother me that it's better than totally lost
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Needle to Death - 1R
Sorcery
Trickle Down (As you cast this copy it for each 1/1 creature you control. Each copy targets a different one of those creatures)
Tap target creature. It deals damage equal to its power to target creature or player.
Blew:
I dunno, because it's a 23rd card common that will never be anything more than a cutesy flavor collectable?
Like it isn't doing a service for that ability, it's not upholding any standard for putting things on top of libraries. You aren't obsoleting a card when you make something that does that job better because that one will never (or very very very rarely) be allowed to do that job. Think of my card as more like remand or repulse, except not being very much of a tempo swing but more as a +1 card that doesn't make you feel like you wasted a turn. 5cc sounds right for that right? Just look up the list of target permanent owner's library and you'll see a lot of cards that try to represent that ability a little better. It's still one they haven't nailed down properly yet though sadly. The examples I like for that are Hinder, temporal spring and memory lapse, though I know memory lapse has gone the way of poor remand.
Your fateseal thing is very similar to a card that already exists right? I wasn't out to make blue vindicate or blue terminate.
Your needle thing seems incredibly narrow. I'd love to know more about your intention with that card.
Fevered DreamUB
Instant (U)
Draw 3 cards, discard one and put another on top of your library. "He awoke with such newfound clarity, never considering what he may have lost."
Black Brainstorm baby! I know it's like reaaaaaaaly good, but don't we deserve some really good cards? Especially if they cost twice as much as cards they are more or less the same as and commit you to twice the colours? Is miracle just the end of the world forever?
Blew:
I dunno, because it's a 23rd card common that will never be anything more than a cutesy flavor collectable?
Like it isn't doing a service for that ability, it's not upholding any standard for putting things on top of libraries. You aren't obsoleting a card when you make something that does that job better because that one will never (or very very very rarely) be allowed to do that job. Think of my card as more like remand or repulse, except not being very much of a tempo swing but more as a +1 card that doesn't make you feel like you wasted a turn. 5cc sounds right for that right? Just look up the list of target permanent owner's library and you'll see a lot of cards that try to represent that ability a little better. It's still one they haven't nailed down properly yet though sadly. The examples I like for that are Hinder, temporal spring and memory lapse, though I know memory lapse has gone the way of poor remand.
Your fateseal thing is very similar to a card that already exists right? I wasn't out to make blue vindicate or blue terminate.
Your needle thing seems incredibly narrow. I'd love to know more about your intention with that card.
Well stated and convinced that Totally lost is awful (wasn't difficult) I'm ok with your card.
I think the card should say it deals the damage to target opponent. The idea is to Blood one of your creatures (or theirs honestly since it taps it) Then each of your 1/1's deals 1 damage to the opponent. Shouldn't feel narrow, should feel like a lot of 1/1s are adding a bunch of power to the otherwise typical fling effect.
Fevered DreamUB
Instant (U)
Draw 3 cards, discard one and put another on top of your library. "He awoke with such newfound clarity, never considering what he may have lost."
Black Brainstorm baby! I know it's like reaaaaaaaly good, but don't we deserve some really good cards? Especially if they cost twice as much as cards they are more or less the same as and commit you to twice the colours? Is miracle just the end of the world forever?
Miracles destroy worlds O_O.
I like it. I'm fine with drawing three and keeping one and this is a clever way to do it. It's not even a brainstorm really because you don't get to use the rest of your hand for the discard or to put on top of the library.
But, I will also say that blue rarely needs MORE help to push it over the edge. You give it one powerful card draw spell and even mediocre counters/control and it can run the format. I think that's what people have to understand when it comes to breaking ground with card draw spells. I don't think this is broken. I'd want to play it because it works so well in reanimator to discard what I want and draw what I want.
Next:
Big Brother - 9
Legendary Artifact - Mythic
You control each player as they search their libraries. You may look at their hand and library as they search their library and may make all decisions during that search. You may not concede for that player. ,t: Target player searches his or her library for three cards and exiles them. Then that player shuffles his or her library.
Oooooh, interesting. May be a bit hard to apply in rules, but I get the gist. This card is pure evil
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Champion Of Blessings3WW
Creature - Human Cleric (R) Heroic - Whenever you cast a spell that targets Champion of Blessings, return target enchantment card in your graveyard into your hand. "Blessings from the gods are not to be squandered, and it it my duty to make sure they are put to good use."
2/2
Blech. Now that I've seen all of this set I can officially say I do not like Heroic. Sure it benefits you if you can target it with a spell, but then it means you have to fill your deck with a bunch of spells that target your permanents positively. Green has some great ways to target your own guys with a benefit and also destroy the opponent, but typically you're packing your deck with creatures + Removal.
Having said that I like that it gets an enchantment back each turn. Yes it would probably be rare. I would hope the stats wouldn't be that bad, but it all fits well together and makes sense.
So my blech is directed at Heroic completely and not the design of this card.
Next:
Anti Hero - 4RR
Creature - Dragon
Flying, Haste
Anti-Hero - Whenever Anti Hero becomes the target of a spell or ability an opponent controls it deals 5 damage to that player.
8/3
Anti Hero - 4RR
Creature - Dragon
Flying, Haste
Anti-Hero - Whenever Anti Hero becomes the target of a spell or ability an opponent controls it deals 5 damage to that player.
8/3
This thing is really pushed. Eight power with an additional ability to zap for five is over doing it. Maybe reduce the power to six or seven and reduce the zap ability down to three.
Irregular Sovereign4
Enchantment Creature - Shapeshifter
Changeling
As ~ enters the battlefield, choose a creature type.
Creatures of the chosen type you control get +1/+1
3/3
This thing is really pushed. Eight power with an additional ability to zap for five is over doing it. Maybe reduce the power to six or seven and reduce the zap ability down to three.
Irregular Sovereign4
Enchantment Creature - Shapeshifter
Changeling
As ~ enters the battlefield, choose a creature type.
Creatures of the chosen type you control get +1/+1
3/3
Oh you're definitely right I was just really frustrated with the Heroic mechanic and made that out of spite
So this card is a limited anthem 4/4 for 4 mana. For any color. Probably too aggressive but I'd play it. a 2/2 might see play though (even though enchantment makes it more vulnerable)
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Berserker Embodied - G
Enchantment Creature -Centaur Berserker
Bestow - 3G
Enchanted creature gets trample and +X/+0 where X is its power and has "Whenever this creature deals combat damage exile it."
Trample
2/1
Oh you're definitely right I was just really frustrated with the Heroic mechanic and made that out of spite
In a way I agree with you. The only reason I made my Heroic card just prior is because by recurring enchantment, you will always be able to target this with Auras you take back from grave. Provided you can blow up those Auras in the first place.
As for your card.... Interesting. The +X/+0 part that doubles the power can be a memory problem though; There's a reason why power-doubling effects generally are confined to one-shots effects (instant, sorceries and activated abilities), but otherwise, powering up your creature once then making it go away if it so much as scratch a creature is quite a fair trade-off. Then again, this card is Berserk, so I guess nothing else to be said.
Next
Timeless Space3WW
Enchantment (M)
Abilities can't trigger. In a space where there is no time, nothing ever grows by itself, nothing ever withers naturally.
Is the cost ok for that?
EDIT:
Timeless Space6WW
Enchantment (M)
Abilities can't trigger. In a space where there is no time, nothing ever grows by itself, nothing ever withers naturally.
In a way I agree with you. The only reason I made my Heroic card just prior is because by recurring enchantment, you will always be able to target this with Auras you take back from grave. Provided you can blow up those Auras in the first place.
I mean for sure. I would love to have a great heroic card in White/green with a cost of 3 or less and go Auratog, Rancor Heroic = Win. I just don't like the idea of putting a bunch of cards in my deck that require me to have a card that typically will only target my dude. But then, that's why they made bestow.
As for your card.... Interesting. The +X/+0 part that doubles the power can be a memory problem though; There's a reason why power-doubling effects generally are confined to one-shots effects (instant, sorceries and activated abilities), but otherwise, powering up your creature once then making it go away if it so much as scratch a creature is quite a fair trade-off. Then again, this card is Berserk, so I guess nothing else to be said.
Next
Timeless Space3WW
Enchantment (M)
Abilities can't trigger. In a space where there is no time, nothing ever grows by itself, nothing ever withers naturally.
Is the cost ok for that?
buh I don't think you can make this card O_o. If I used this I'd have tons of Sneak Attack effects and Unearth Effects. I'd never trigger at an end step. I'd never trigger a leaves play effect. You'd stop all suspend cards from even being played. I just don't .... mind exploded? I'd be ok with something that could counter triggered abilities. But to stop all of them is so risky and you'd basically have to print it and see how it affected the game.
Yikes.
Next:
Glissa Purified - 1WG
Legendary Creature - Elf Warrior
Mirrodin Native (This creature is native to Mirrodin. Sacrifice it any time you control no (mirrodin plane) lands.)
Other Mirrodin Natives have Hexproof.
3/4
Ok so I have been trying to get my gamma quadrant idea into people's heads so they will think about it and figure out with me what all applications it could have. but....no one seems responsive so I'm putting it here.
I've shifted the idea to be very magic driven. People/Creatures are from planes. I want to represent them outside of the Planes/Schemes thing cuz I have no clue what that is.
And the idea is that a supertype like snow is represented by a symbol. Planeswalkers can be cast and stay around no matter what plane their from. But some have a loyalty and can only exist in their own plane/if their own plane is represented. But I really don't want to add supertypes with hidden information (ie Snow does nothing butis referred to but basic implies you can have as many as you want and legendary rules have changed a lot since they were first introduced and have no reminder text). So what I'd like is feedback, help figuring out the way to go about this.
I'm not really sure what you mean by "(mirrodin plane) lands". Do you mean a land from a mirrodin set, or a whole type of land that is based on a plane?
Intrepid Galleon1U
Creature - Ship
Trade Route (When you cast this spell, at the beginning of the next end step, you may discard a card. If you do, draw a card.)
1/1
Intrepid Galleon1U
Creature - Ship
Trade Route (When you cast this spell, at the beginning of the next end step, you may discard a card. If you do, draw a card.)
1/1
It's weird that the trade route ability is a triggered ability that sets up another triggered ability. I think it's fine, though.
Actually, it could just straight up draw a card, although the ability gives it vastly more (no pun intended) flavor.
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Malleability Magic3 Artifact {R}
You may activate abilities of artifacts you control any time you could cast an instant.
The above card overrides timing restrictions based on analogies to card types, such as "activate only as a sorcery", but not those based on turns, such as "activate only during your/an opponent's turn". Does it break anything?
Private Mod Note
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How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
It's weird that the trade route ability is a triggered ability that sets up another triggered ability. I think it's fine, though.
Actually, it could just straight up draw a card, although the ability gives it vastly more (no pun intended) flavor.
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Malleability Magic3 Artifact {R}
You may activate abilities of artifacts you control any time you could cast an instant.
The above card overrides timing restrictions based on analogies to card types, such as "activate only as a sorcery", but not those based on turns, such as "activate only during your/an opponent's turn". Does it break anything?
Interesting. A semi-Murder, which then I think this should cost 3cc at least. Play this during your turn, then at the opponent's upkeep, the creature explodes.
Next
Devotee Of War1R
Creature - Human Soldier (C)
Whenever Devotee of War attacks, it gets +X/+0 until end of turn, where X is your devotion to red. He greatly appreciates comrades who live for war.
1/1
At least a 2/1 when he attacks, but if you play mono red, it's very possible for this guy to attack for 4/1, 5/1 or more by turn 3. Comments?
Why does this thing cost six? I guess having a 4/4 turn one might be pretty cool. 3 cards is incredible. It's the sort of thing that wins a game.
This is a test name, any ideas?
Utherworldly GooUBG
Creature - Ooze (M)
You may play Utherworldly Goo from the graveyard.
When Utherworld Goo enters the battlefield, search your library for a card and put it into your graveyard.
3/3
maybe it should cost you a life when it comes into play.
Why does this thing cost six? I guess having a 4/4 turn one might be pretty cool. 3 cards is incredible. It's the sort of thing that wins a game.
This is a test name, any ideas?
Utherworldly GooUBG
Creature - Ooze (M)
You may play Utherworldly Goo from the graveyard.
When Utherworld Goo enters the battlefield, search your library for a card and put it into your graveyard.
3/3
maybe it should cost you a life when it comes into play.
This card is stupidly powerful and should cost something to play since you could birds of paradise and have all three colors and play. all four by turn 4 and win very powerful and could be broken 4.1/5
Wurm of the Grave3GB
Creature - Wurm (M)
Whenever ~ is put in the graveyard from an abilities or spell, put ~ onto the battlefield with with all of the trigger and activated abilities of all creatures in the graveyard.
4/4
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Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
For black I see this working just fine but this is out of white wheel house to me at least and white is starting to become how blue was in the beginning of magic, it gets everything but I would love it if is was mono black.
PW
Jedissa, Cleric of the Trees GG
Planeswalker - Jedissa (M)
[+1] Add one mana of any color to your mana pool.
[-2] Put two 0/4 Green treefolk tokens onto the battlefield with Reach.
[-7] You get an emblem with, Sacrifice or discard a forest you control: Put a 3/3 Green Treefolk with Reach on the battlefield with "T: Add G to your mana pool."
2
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Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Jedissa: Not sure how I feel about the +1, but the -2 seems too powerful for its cost. For just GG, you get two 0/4s with Reach. And if your opponent can't actually deal with Jedissa on the turn you cast her, you can use her +1, then her -2 next turn to have a protected planeswalker/mana source and two 0/4 tokens. And because these don't have defender, they're free to attack if you have any pump spells. My logic could be off base, but that's just what I take from it.
Also, I don't like her ultimate. I'd rather just play my Forests as Forests and keep them that way than subject them to creature removal.
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Order of the Pale Moon - 1WB Creature - Human Cleric Knight (R)
First strike, lifelink
Order of the Pale Moon costs W less to cast if you've gained life this turn and B less to cast if an opponent has lost life this turn.
2/2
Order of the Pale Moon - 1WB Creature - Human Cleric Knight (R)
First strike, lifelink
Order of the Pale Moon costs W less to cast if you've gained life this turn and B less to cast if an opponent has lost life this turn.
2/2
It certainly seems balanced enough. You either play cards that have to synergize with it, or you have to over-extend and play a bunch of these. I don't see anything wrong with it.
Cinol, Puppeteer of the Weak3BB
Legendary Creature - Zombie Wizard
When ~ enters the battlefield, return all creatures with power 2 or less from your graveyard onto the battlefield.
5/5
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Well, theoretically it should count things like U, B, (U/B), (2/U), (2/B), and separately. For each symbol existing on permanents, that should count towards devotion.
As for your card... oh, now I understand that the copies must have a different target... somewhat awkward, but in that case, I think this burn spell still needs to cost more. So what if you may end up shooting yourself? Red is about blowing things up, yours or your opponents', so controling the number of 1/1s in your field should be easy.
As for a name for mechanic... eh, I'm not good at names
Expensive card ahead.
Engulfing Voraplasm 3GG
Creature - Ooze (R)
1G, T: Put a token that is a copy of Engulfing Voraplasm onto the battlefield, then put a +1/+1 counter on each creature you control.
"Be wary when you find bits of slime everywhere. They may be alive."
1/1
1/1 for 5. Lousy. But if you manage to start using its ability to churn out its own copies, and start pumping your creatures left and right, probably this card may end up being too cheap. Comments?
Yeah it copies for each 1/1 you control and then targets each of those 1/1s. I made this because without 1/1s it's just a lightning bolt. In red that can actually be a huge drawback.
Limited nuttiness for sure. Adds to devotion. Makes creatures then starts making huge creatures. ETB as a 1/1. Turn two you get 2 2/2s. Turn 3 you get 3 4/4s. Turn 4 you get 4 7/7s. And that's not to mention the rest of your creatures getting bigger in the meanwhile! If its starting P/T was just 1 higher each this would be a mythic. It might be strong enough to be a mythic now. Well...if it cost less to activate. Maybe G then it'd be sick. imagine Necrotic Ooze with this?
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Volcanic Undertow - 2R
Sorcery - Mythic
Target creature loses all abilities and becomes a mountain instead of its other types.
Mob Mentality? - As you cast this copy it for each 1/1 creature you control. Each of those copies targets a different one of those creatures.
Reminds me of Body Double. Any reasons why I would play this card over a (possibly cheaper) reanimator card? But B is long overdue a clone of themselves. Nice approach!
Karrthus, Tyrant of Jund for reference. On legendary creatures, you might want to give the creatures themselves the ability they "lord" onto another creatures just to be safe that if they get altered somehow they still got those defining abilities. (For example, you could change Karrthus creature type somehow and without his initial haste, he would'nt be hasty anymore. Same here with the colors of the legend.)
Overrule's little brother - nice idea!
Yeah, The Veronicas would need a Brothers Yamazaki-clause.
I think it should read as "becomes a Land - Mountain" but I'm not sure. Very cool idea, though. And for the name of your mechanic: Maybe Domination or something in that direction? Because, you know, the weak always get dominated? Or Conquer? Or Reign? Rule?
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Don't have a card - no ideas at the moment. Feel free to post!
Signature done by DNC from the Heroes of the Plane Studios
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Official Ink Bearer of [The Crafters]
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Old Custom Set: Imminence over Marycion
As a card that wants you to run them as 4-ofs, I feel it makes a bit more sense for them to by rare rather than mythic rare. I think I would also make the default stats either 1/2 or 1/3. Being as this card is only really useful if you have two or more out at a time, giving it a bigger butt would help give it the resilience it needs to survive long enough for you to get three. Lastly, I'd likely get rid of the Legendary supertype. If you can have three of them out at once, it's not going to be very relevant ever. With his current abilities, it's also not particularly useful as a Commander in EDH. There seems to be little reason to muddle things up with the Legendary type and the legend rule clause.
*****
[Community Outreach] 1WW
Instant (R)
Gain 2 life for each creature and planeswalker you control. Put a loyalty counter on each planeswalker you control.
Instant (R)
Gain 2 life for each creature and planeswalker you control. Put a loyalty counter on each planeswalker you control.
Folk Medicine says 3 mana instant (common) gains you 1 life for each creature you control or flashback for 2 mana. The loyalty counter thing is still untested but it's probably a very good rare if you have a planeswalker who makes tokens
Having said that I really dislike white getting pro planeswalker cards. Black and red sure are anti planeswalker but white has access to EVERYthing :/ Efficient creatures, great top of the curve bombs, creature control, counter magic, land acceleration, tutoring. It's good with enchantments, artifacts and destroys permanents and draws cards.
Ah i see what you mean now. However, I don't see that as a hard and fast rule. But I'm ok taking the risk since color changes happens almost never.
I think that's probably right. Land - Mountain.
I haven't figured out the name of the mechanic yet either. Favor the Meek implies I can't flavorfully include negative effects on those cards, but I want to be able to make consequences that could make a card more powerful.
Mob mentality doesn't have any flair. I do want it to evoke the idea of "Oh that targets 1/1s and it makes sense" immediately. Or at least "Oh that should target weak creatures"
I'll keep thinking about it.
So there are these three black squid folk and they're all "Bam bam bam!" I win.
A lot of hoops. I wish it was less cluttered. BB for a 1/1. BBBB for two 3/3s with death touch. BBBBBB for three 4/4s with deathtouch and I winsies!
Hmmmmmm....
At the end of your turn, if you control three different creatures named ~ that dealt combat damage to a single opponent this turn you win the game.
In multiplayer clearly this becomes a target. Cuz who would want someone to win the game because they got setup and couldn't do anything about it? My opponent three people away can't target nor attack me. I set up and kill the person to my left. I win all the games
Don't think I didn't notice they're named Shadow and don't have Shadow
Have you thought about Shadow Triad as a shorter name?
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Soften the Blow - U
Instant
Trickle Down (As you cast this, copy it for each 1/1 creature you control. Each copy targets a different one of those creatures.)
Tap target permanent. It doesn't untap during its controllers next untap step.
It's what I want. The mechanic is what I want I'm still working on the name.
This card is kind of a mess and really confusing.
At the beginning of each other player's upkeep step you gain control of that player except that you can't look at that player's hand or cast that player's spells.
But the way you have it worded you can't cast your own spells at this time.
Not sure why you can't see their hand. The upkeep is very limited in scope of functionality so gaining control of it is useless pretty much. Maybe you can type out what you hope this accomplishes because at the moment I don't see any upsides to this card at all.
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Humiliate - B
Sorcery
Trickle Down (As you cast this spell copy it for each 1/1 creature you control. Each copy targets a different one of those creatures.)
Target creature gets -3/-3 until end of turn. If it's a 1/1 it gains lifelink instead.
Ummm heres a thing
Secrets of Time and Space 1U
Instant (U)
Scry 1 then draw a card.
If you payed the kicker cost put target permanent on top of it's owner's library.
Kicker 2U
Yes it's better than totally lost, but no, that is not a thing that should bother you.
My original looked like this:
3UU
Instant
Put target permanent on top of it's owners librarium.
Draw a card.
Cube talk, design community and much much more!
I'd like to see the reverse as well
Lies of Time and Space - 3U
instant
kicker U
return target permanent to the top of its owners library
if kicked, fateseal 1.
But I don't know why it shouldn't bother me that it's better than totally lost
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Needle to Death - 1R
Sorcery
Trickle Down (As you cast this copy it for each 1/1 creature you control. Each copy targets a different one of those creatures)
Tap target creature. It deals damage equal to its power to target creature or player.
I dunno, because it's a 23rd card common that will never be anything more than a cutesy flavor collectable?
Like it isn't doing a service for that ability, it's not upholding any standard for putting things on top of libraries. You aren't obsoleting a card when you make something that does that job better because that one will never (or very very very rarely) be allowed to do that job. Think of my card as more like remand or repulse, except not being very much of a tempo swing but more as a +1 card that doesn't make you feel like you wasted a turn. 5cc sounds right for that right? Just look up the list of target permanent owner's library and you'll see a lot of cards that try to represent that ability a little better. It's still one they haven't nailed down properly yet though sadly. The examples I like for that are Hinder, temporal spring and memory lapse, though I know memory lapse has gone the way of poor remand.
Your fateseal thing is very similar to a card that already exists right? I wasn't out to make blue vindicate or blue terminate.
Your needle thing seems incredibly narrow. I'd love to know more about your intention with that card.
Fevered Dream UB
Instant (U)
Draw 3 cards, discard one and put another on top of your library.
"He awoke with such newfound clarity, never considering what he may have lost."
Black Brainstorm baby! I know it's like reaaaaaaaly good, but don't we deserve some really good cards? Especially if they cost twice as much as cards they are more or less the same as and commit you to twice the colours? Is miracle just the end of the world forever?
Cube talk, design community and much much more!
Well stated and convinced that Totally lost is awful (wasn't difficult) I'm ok with your card.
I think the card should say it deals the damage to target opponent. The idea is to Blood one of your creatures (or theirs honestly since it taps it) Then each of your 1/1's deals 1 damage to the opponent. Shouldn't feel narrow, should feel like a lot of 1/1s are adding a bunch of power to the otherwise typical fling effect.
Miracles destroy worlds O_O.
I like it. I'm fine with drawing three and keeping one and this is a clever way to do it. It's not even a brainstorm really because you don't get to use the rest of your hand for the discard or to put on top of the library.
But, I will also say that blue rarely needs MORE help to push it over the edge. You give it one powerful card draw spell and even mediocre counters/control and it can run the format. I think that's what people have to understand when it comes to breaking ground with card draw spells. I don't think this is broken. I'd want to play it because it works so well in reanimator to discard what I want and draw what I want.
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Big Brother - 9
Legendary Artifact - Mythic
You control each player as they search their libraries. You may look at their hand and library as they search their library and may make all decisions during that search. You may not concede for that player.
,t: Target player searches his or her library for three cards and exiles them. Then that player shuffles his or her library.
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Champion Of Blessings 3WW
Creature - Human Cleric (R)
Heroic - Whenever you cast a spell that targets Champion of Blessings, return target enchantment card in your graveyard into your hand.
"Blessings from the gods are not to be squandered, and it it my duty to make sure they are put to good use."
2/2
Comments?
Having said that I like that it gets an enchantment back each turn. Yes it would probably be rare. I would hope the stats wouldn't be that bad, but it all fits well together and makes sense.
So my blech is directed at Heroic completely and not the design of this card.
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Anti Hero - 4RR
Creature - Dragon
Flying, Haste
Anti-Hero - Whenever Anti Hero becomes the target of a spell or ability an opponent controls it deals 5 damage to that player.
8/3
This thing is really pushed. Eight power with an additional ability to zap for five is over doing it. Maybe reduce the power to six or seven and reduce the zap ability down to three.
Irregular Sovereign 4
Enchantment Creature - Shapeshifter
Changeling
As ~ enters the battlefield, choose a creature type.
Creatures of the chosen type you control get +1/+1
3/3
Oh you're definitely right I was just really frustrated with the Heroic mechanic and made that out of spite
So this card is a limited anthem 4/4 for 4 mana. For any color. Probably too aggressive but I'd play it. a 2/2 might see play though (even though enchantment makes it more vulnerable)
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Berserker Embodied - G
Enchantment Creature -Centaur Berserker
Bestow - 3G
Enchanted creature gets trample and +X/+0 where X is its power and has "Whenever this creature deals combat damage exile it."
Trample
2/1
In a way I agree with you. The only reason I made my Heroic card just prior is because by recurring enchantment, you will always be able to target this with Auras you take back from grave. Provided you can blow up those Auras in the first place.
As for your card.... Interesting. The +X/+0 part that doubles the power can be a memory problem though; There's a reason why power-doubling effects generally are confined to one-shots effects (instant, sorceries and activated abilities), but otherwise, powering up your creature once then making it go away if it so much as scratch a creature is quite a fair trade-off. Then again, this card is Berserk, so I guess nothing else to be said.
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Timeless Space 3WW
Enchantment (M)
Abilities can't trigger.
In a space where there is no time, nothing ever grows by itself, nothing ever withers naturally.
Is the cost ok for that?
EDIT:
Timeless Space 6WW
Enchantment (M)
Abilities can't trigger.
In a space where there is no time, nothing ever grows by itself, nothing ever withers naturally.
I mean for sure. I would love to have a great heroic card in White/green with a cost of 3 or less and go Auratog, Rancor Heroic = Win. I just don't like the idea of putting a bunch of cards in my deck that require me to have a card that typically will only target my dude. But then, that's why they made bestow.
buh I don't think you can make this card O_o. If I used this I'd have tons of Sneak Attack effects and Unearth Effects. I'd never trigger at an end step. I'd never trigger a leaves play effect. You'd stop all suspend cards from even being played. I just don't .... mind exploded? I'd be ok with something that could counter triggered abilities. But to stop all of them is so risky and you'd basically have to print it and see how it affected the game.
Yikes.
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Glissa Purified - 1WG
Legendary Creature - Elf Warrior
Mirrodin Native (This creature is native to Mirrodin. Sacrifice it any time you control no (mirrodin plane) lands.)
Other Mirrodin Natives have Hexproof.
3/4
Ok so I have been trying to get my gamma quadrant idea into people's heads so they will think about it and figure out with me what all applications it could have. but....no one seems responsive so I'm putting it here.
I've shifted the idea to be very magic driven. People/Creatures are from planes. I want to represent them outside of the Planes/Schemes thing cuz I have no clue what that is.
And the idea is that a supertype like snow is represented by a symbol. Planeswalkers can be cast and stay around no matter what plane their from. But some have a loyalty and can only exist in their own plane/if their own plane is represented. But I really don't want to add supertypes with hidden information (ie Snow does nothing butis referred to but basic implies you can have as many as you want and legendary rules have changed a lot since they were first introduced and have no reminder text). So what I'd like is feedback, help figuring out the way to go about this.
Intrepid Galleon 1U
Creature - Ship
Trade Route (When you cast this spell, at the beginning of the next end step, you may discard a card. If you do, draw a card.)
1/1
Dar'jargo
It's weird that the trade route ability is a triggered ability that sets up another triggered ability. I think it's fine, though.
Actually, it could just straight up draw a card, although the ability gives it vastly more (no pun intended) flavor.
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Malleability Magic 3
Artifact {R}
You may activate abilities of artifacts you control any time you could cast an instant.
The above card overrides timing restrictions based on analogies to card types, such as "activate only as a sorcery", but not those based on turns, such as "activate only during your/an opponent's turn". Does it break anything?
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Lightning Greaves ftw!
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<Random Removal Spell Name> 1
Instant (R)
Put a time counter on target creature. If it doesn't have vanishing, it gains vanishing.
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Devotee Of War 1R
Creature - Human Soldier (C)
Whenever Devotee of War attacks, it gets +X/+0 until end of turn, where X is your devotion to red.
He greatly appreciates comrades who live for war.
1/1
At least a 2/1 when he attacks, but if you play mono red, it's very possible for this guy to attack for 4/1, 5/1 or more by turn 3. Comments?
This is a test name, any ideas?
Utherworldly Goo UBG
Creature - Ooze (M)
You may play Utherworldly Goo from the graveyard.
When Utherworld Goo enters the battlefield, search your library for a card and put it into your graveyard.
3/3
maybe it should cost you a life when it comes into play.
Cube talk, design community and much much more!
This card is stupidly powerful and should cost something to play since you could birds of paradise and have all three colors and play. all four by turn 4 and win very powerful and could be broken 4.1/5
Wurm of the Grave3GB
Creature - Wurm (M)
Whenever ~ is put in the graveyard from an abilities or spell, put ~ onto the battlefield with with all of the trigger and activated abilities of all creatures in the graveyard.
4/4
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
PW
Jedissa, Cleric of the Trees GG
Planeswalker - Jedissa (M)
[+1] Add one mana of any color to your mana pool.
[-2] Put two 0/4 Green treefolk tokens onto the battlefield with Reach.
[-7] You get an emblem with, Sacrifice or discard a forest you control: Put a 3/3 Green Treefolk with Reach on the battlefield with "T: Add G to your mana pool."
2
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Also, I don't like her ultimate. I'd rather just play my Forests as Forests and keep them that way than subject them to creature removal.
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Order of the Pale Moon - 1WB
Creature - Human Cleric Knight (R)
First strike, lifelink
Order of the Pale Moon costs W less to cast if you've gained life this turn and B less to cast if an opponent has lost life this turn.
2/2
It certainly seems balanced enough. You either play cards that have to synergize with it, or you have to over-extend and play a bunch of these. I don't see anything wrong with it.
Cinol, Puppeteer of the Weak 3BB
Legendary Creature - Zombie Wizard
When ~ enters the battlefield, return all creatures with power 2 or less from your graveyard onto the battlefield.
5/5