It's been suggested and hinted to me that I should make a custom set. I'm starting by looking through EVERY single thread I've posted here in the last 2 years and getting the best cards. Long read ahead. Several unconnected cards. All serious. No Un-type cards. No block mechanics I didn't make up.
Despite my best efforts, I'm not nearly halfway done sorting. Wish me luck...
Guided Creation 3GG
Enchanment
At the beginning of your upkeep, you may put the top card of your graveyard on top of your library.
Cursed Sword 2
Artifact - Equipment
At the beginning of your upkeep, put a curse counter on equipped creature. Equipped creature gets -1/-1 for each curse counter on it.
Equipped creature gets +5/+1.
Equip 2
Paper Golem - 3
Artifact Creature - Golem
2, sacrifice Paper Golem: Return Paper Golem from your graveyard to play at end of turn.
2/2
Shock Lizard 1R
Creature - Beast
When Shock Lizard is put into a graveyard from play, it does 2 damage to target creature or player.
1/1
Land Doubling 2G
Sorcery
As an additional cost to play Land Doubling, tap all lands you control.
Search your library for an amount of lands equal to the number of Forests tapped this way and puts them into play tapped.
Cleave Edge 3
Legendary Artifact - Equipment
Whenever equipped creature does combat damage to a creature equal to or greater than that creature's toughness, untap equipped creature. After this phase, you get an additional combat phase in which only that creature may attack.
Equipped creature gets +2/+1.
Equip 4
Delete - 2B
Sorcery
Flip a coin. If you win, destroy target permanent. If you lose, sacrifice a permanent that shares a type with the targeted permanent.
Mechanic: "option" creatures - like flip creatures, but not flippable when in-play:
Garna's Slave B
Creature - Zombie
1/1
///
Garna's Servant 3BB
Creature - Zombie
Fear
3/1
Spirit 2W
Creature - Spirit
Flying
1/3
///
Shadow 2B
Creature - Shadow
1B: Shadow gets +2/+1 until end of turn.
1/1
Mega Monster 5GGG
Creature - Beast
8/5
///
Monster Tamer 3GG
Creature - Druid
T: You gain control of target Beast until end of turn.
2/4
Misc. abilities (not recurring mechanics):
Basic lands you control are the basic land type of your choice in addition to their types.
You may play equip abilities and spells targeting this creature anytime you could play an instant.
Other players may not look at your graveyard.
Creatures cost 1 more to play. Creatures that were played from a player's hand come into play with a +1/+1 counter.
Something nifty from a while back:
Consumes - Auras that consume replace the text of the enchanted permanent with the Aura's flipped text. See Curse of the Fire Penguin.
Infected - Infected permanents lose all abilities except for those specifically mentioned to not be effected(we'll call those abilities archived). In addition, infected permanents can't attack, block, or be the target of spells or abilities.
Virus! 1U
Instant
Infect target creature. That creature gains "Pay this creature's mana cost: Disinfect this creature. This ability is archived."
Glitchoman 2
Creature - Robot
Glitchoman comes into play infected.
2,T: Disinfect Glitchoman. This ability is archived.
3/3
Renew 2GG
Instant
Disinfect all permanents you control. For each creature disinfected this way, draw a card.
Dark Overtaking B
Enchanment - Aura
Consumes enchanted creature you control.
/f/l/i/p/
Creature - Virus
At end of turn, sacrifice this.
3/3
Death Virus 3B
Creature - Virus
Creatures blocking or blocked by Death Virus become infected.
2/2
Breeding Grounds 3GG
Enchantment
Infected creatures you control have "T: Put a 1/1 Virus creature token info play. This ability is archived."
3GG: Infect target creature you control.
Deadly Rain 3RB
Instant
Destroy target land and target creature.
"Stompy" 2GG
Legendary Creature - Elephant Barbarian
Whenever "Stompy" does damage to a creature, it does that much damage to that creature's controller.
T, 1R: "Stompy" does 2 damage to target creature.
3/3
Energize 2R
Instant
Target creature gets Haste and +1/+1 until end of turn. Draw a card.
Cycle of CC moggs:
Goblin Fanatic RR
Creature - Goblin
Sacrifice Goblin Fanatic: Goblin Fanatic does 2 damage to target creature or player.
2/1
Death Fanatic BB
Creature - Zombie
Sacrifice Death Fanatic: Add BB to your mana pool.
2/1
Dream Fanatic UU
Creature - Illusion
Sacrifice Dream Fanatic: Return target creature to its owner's hand.
2/1
Sword Fanatic WW
Creature - Soldier
Sacrifice Sword Fanatic: Prevent the next 2 damage that would be dealt to target creature or player. (This effect doesn't end at end of turn.)
2/1
Elf Fanatic GG
Creature - Elf
Sacrifice Elf Fanatic: Target creature gets +2/+2 until end of turn.
2/1
Goblin Pyromage 2R
Creature - Goblin
T: Goblin Pyromage does 1 damage to target player. That player cannot gain life until end of turn.
1/1
Goblin Cyromage 1RR
Creature- Goblin
T, W or T, U: Tap target creature. That creature doesn't untap normally until it takes damage. That creature may block as if it weren't tapped.
2/1
Explosive Elemental 4RR
Creature - Elemental
Whenever damage is dealt to Explosive Elemental, sacrifice it. If you do, it does that much damage to each creature and player.
7/7
Pound of Cure XW
Instant
Prevent the next X damage that would be dealt to you this turn. You gain life equal to the amount of damage prevented this way.
Electrocute 4RR
Instant
Electrocute does damage to target player equal to the amount of permanents he or she controls.
Mana Fixer 2
Artifact
Tap an untapped land you control: Add 1 mana of any color that land could produce to your mana pool.
A set of 3 renamed creatures (I didn't like the original names.)
Renamed Creature A - 3
Creature - Unit
Creatures you control named Renamed Creature B get +1/+1 and Trample.
2/2
Renamed Creature B - 3
Creature - Unit
Creatures you control named Renamed Creature C get +1/+1 and First Strike.
2/2
Renamed Creature C - 3
Legendary Creature - Unit
Creatures you control named Renamed Creature A gets +2/+2 and Vigilance.
2/2
Viridian Force 5G
Creature- Elemental
Viridian Force has defender unless you control at least 2 creatures named Viridian Force.
9/4
Airborne Raider 2U
Creature- Human Pirate
3: Airborne Raider gets +3/+0 until end of turn. Sacrifice it at end of turn. Play this ability only once per turn.
Flying
1/1
Spike Ball 2
Artifact
At the beginning of your upkeep, Spike Ball does 1 damage to you and 1 damage to target creature or player.
Jock - R
Creature - Human Athlete
T: Jock does damage equal to its power to target creature. That creature does damage equal to its power to Jock.
1/1
Freeze Orb - 5
Artifact
Lands don't untap during their controller's upkeeps.
If a player would draw a card, they may instead reveal the card and remove it from the game. If they do, they may untap an amount of target lands they control equal to or less than the card's converted mana cost.
Guarded Study 2UU
Instant
If you control at least 6 Islands, you may play Guarded Study without paying its mana cost.
Counter target spell with converted mana cost equal to or less than the amount of Islands you control.
If you paid Guarded Study's mana cost, draw a card.
Surprise Swap 2U
Instant
Exchange control of 2 target creatures in combat, one of which is blocking the other. (Remove them from combat)
Barbarian's Rage R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and haste.
When enchanted creature is put into a graveyard from play, tap all creatures you control.
Lightning Rod 2W
Enchantment
Whenever damage would be dealt to you by a spell, you may redirect half that damage, rounded down, to target creature or player. (wording?)
Descendant of the Enchantress - 1G
Creature - Elf
Whenever an Aura spell is played targeting this, draw a card.
This gets +1/+0 for each Aura attached to it.
0/2
Rootworthy Plant G
Creature - Treefolk Warrior
3: Rootworthy Plant gains Defender. Any player may play this ability.
2/1
Knowledge of Youth 5UU
Sorcery
Draw cards until you have at least 7 cards in your hand.
Unglue 2U
Sorcery
Target player puts the top 5 cards of his or her library into his or her graveyard.
Draw a card.
Mechanic - Slippery:
Slippery X (At the end of turn you played this, return this to your hand unless you pay X).
Slippery Spy 2U
Creature - Human Wizard
Flash, Slippery U
When Slippery Spy comes into play, look at target opponent's hand.
1/4
Shrouded Book 2
Artifact
Slippery 4
3, T: Draw a card.
Organic Power 1G
Enchantment - Aura
Enchant creature
Slippery 2G
Enchanted creature has +2/+2 and Trample.
Solar Greenhouse
Land
Slippery G
Solar Greenhouse comes into play tapped.
T: Add 1G to your mana pool.
Mechanic - Repeating:
Repeating X - (At the beginning of your next upkeep, if this card in in your graveyard, you may pay X. If you do, put a copy of this spell on the stack, and remove this card from the game.)
Lightning Bow 1R
Instant
Repeating 1R
Lightning Bow does 2 damage to target creature or player.
Complicated Research U
Sorcery
Repeating 3U
If you haven't drawn a card this turn, draw a card.
Draw a card.
Open Lock 1U
Instant
You gain control of target Enchantment or Artifact until end of turn. Untap it.
Mindfuse UU
Enchantment - Aura
Enchant opponent
You and enchanted opponent play with your hands revealed.
You may play cards in enchanted opponent's hand as though they were in your hand.
Enchanted opponent may play cards from your hand as though they were in their hand.
Tidal Master UU
Creature - Merfolk Wizard
Whenever Tidal Master does damage to a player, put a Flood counter on target land that player controls.
Lands with Flood counters on them are Islands.
1/2
Smashy, Smasher of Worlds 3GGB
Legendary Creature - Elephant
Trample
Whenever Smashy does combat damage to a player, that player sacrifices a permanent.
6/6
Powerlife 1W
Instant
You gain 3 life for each attacking creature you control.
Suspcious Blockade GG
Creature - Wall
Defender
GG: Target creature attacks this turn if able.
1/5
Wooden Orb 2G
Enchantment
When Wooden Orb comes into play, draw a card.
Wooden Orb can block as if it were a creature.
Wooden Sphere has 6 toughness.
Thorn Beast 2G
Creature - Beast
Attacking creatures can't be the target of spells or abilities you don't control.
2/2
Throwing Knife 2
Artifact - Equipment
Equipped creature has +1/+0 and "T: This does 1 damage to target creature. Unequip Throwing Knife."
Equip 1
Wrath Variant 4WW
Sorcery
Destroy all creatures. Then each player who had a creature destroyed this way returns a creature from his or her graveyard to play.
The Rock R
Instant
The Rock does 1 damage to target creature or player. Flip a coin. If you win the flip, return The Rock to your hand. Otherwise, The Rock does 1 damage to you.
Lava Splash 3RR
Sorcery
Lava Splash does 2 damage to any number of creatures or players.
Pain Gain B
Sorcery
Target opponent loses 1 life and you gain 1 life.
Wait A Second U
Instant
Play Wait A Second only during your turn. End the turn.
Leech cycle:
Pearl Leech W
Creature - Leech
The next spell you play costs W more.
2/2
Cyan Leech U
Creature - Leech
Sacrifice Cyan Leech: The next spell target player plays this turn costs 2 more.
The next spell you play costs U more.
1/1
Jet Leech B
Creature - Leech
Fear
Can't block.
The next spell you play costs B more.
2/1
Crimson Leech R
Creature - Leech
Haste
The next spell you play costs R more.
2/1
Emerald Leech G
Creature - Leech
1G: Regenerate Emerald Leech.
The next spell you play costs G more.
2/1
Winged Fish 4U
Creature - Fish
Flying
2U, T: Tap up to two target creatures.
3/3
Thoughts of Life 1WU
Instant
Your life total becomes equal to the amount of cards in your hand, plus one.
Absorb Soul 1BB
Instant
Your life total becomes equal to the amount of creatures in your graveyard. Remove all creatures in your graveyard from the game.
Anger at the World 4RR
Enchantment
Players can't target themselves or permanents they control.
Big Wizz - R
Creature - Human Wizard
~ can't attack or block unless you pay 1.
2/2
Harmony - G
Enchantment
As long as you control the same amount of creatures as another player, creatures you control get +1/+1 and trample.
Delayed Blast Fireball - XR
Enchantment
Delayed Blast Fireball comes into play with X+1 Fire counters on it.
At the beginning of your upkeep, sacrifice this. If you do, Delayed Blast Fireball does damage to target creature or player equal to the amount of Fire counters on it.
Oram - 4UU
Legendary Creature - Shapeshifter
Oram can use all activated abilities of all other creatures you control. Other creatures you control can't use activated abilities.
4/4
Ar-denn Planetarium - 2U
Enchantment
CiP with 3 charge counters.
Remove a counter: Untap target Planet.
Fetch - W
Enchantment
You can play enchantment cards from your graveyard as though they were in your hand.
Motivated Motion - 3RW
Enchantment
At the beginning of each turn, flip a coin for each creature target opponent controls. For each coin flip you win, you choose how that creature attacks or blocks this turn.
Spiderwebs - 1G
Enchantment
Whenever a creature with flying attacks you, it gets -2/-0 until end of turn.
Halt - 3
Artifact
Players can't play spells.
End the turn: Destroy Halt. Any player may use this ability, but only during his or her upkeep.
Guardian of Peace W
Creature - Knight
Protection from Red
1/1
Guardian of Life W
Creature - Knight
Protection from Black
1/1
Ravage GR
Instant
Sacrifice any amount of permanents, then choose one: Put that many +1/+1 counters on target creature or Ravage does that much damage to target player.
Echoing Death 3BB
Sorcery
Destroy target creature and all creatures with the same name.
Pile of Bones XB
Enchanment
Pile of Bones comes into play with X Bone counters on it.
B: Return Pile of Bones to its owner's hand.
B, remove a Bone counter: Put a 1/1 Skeleton creature token with "B: Regenerate this creature" into play.
1B, remove 2 Bone counters: Put a 2/2 Skeleton creature token with fear into play.
2B, remove 3 Bone counters: Put a 3/3 Skeleton creature token with trample into play.
2BB, remove 4 Bone counters: Put a 4/4 Skeleton creature token with flying into play.
Giant Armadillo G
Creature - Armadillo
Giant Armadillo comes into play with a Ball counter on it.
Giant Armadillo can't attack, block, or be the target of spells or abilities if it has a Ball counter.
2GG: Remove a Ball counter from Giant Armadillo.
4/5
Leader of the Flock - 2WU
Creature - Bird Warrior
Flying
All other attacking creatures you control with Flying get +1/+1 until end of turn.
2/3
Unnamed Aquatic Race 1U
Creature - Warrior Aquatic-Race
Unnamed Aquatic Race gets +2/+1 as long as defending player controls an island.
1/2
Discriminate 1U
Instant
Counter target spell of a color used to play Discriminate.
Flaming Lotus - 1R
Enchantment
Sacrifice Flaming Lotus: Add RRR to your mana pool.
Mindshatter - 1UB
Sorcery
Target player discards a card at random. Copy Mindshatter targeting the same player if the discarded card had a converted mana cost of 3 or greater.
Draw a card.
Accumulaur - 2GG
Creature - Beast
Accumulaur comes into play with three +1/+1 counters.
At the beginning of your upkeep, put a +1/+1 counter on Accumulaur.
Whenever an opponent plays a noncreature spell, remove a +1/+1 counter from Accumulaur.
1/1
Mental Note - 2U
Instant
Draw a card. Then, if any W was used to play Mental Note, you gain 1 life for each card in your hand.
Diseased Mind 2UU
Instant
Draw a card. Then, if any B was used to play Diseased Mind, target opponent loses 1 life for each card in your hand.
Psychic Hammer 2UUR
Sorcery
Psychic Hammer does 3 damage to target creature or player. Draw three cards.
Swallow Whole 2BG
Instant
Destroy target creature and put a +1/+1 counter on target creature.
Trapdoor W
Enchantment
3U: Return target attacking creature to its owner's hand.
3W: Return target blocking creature to its owner's hand.
Terraformer 2G
Creature - Elf Shaman
Remove a nonland card in your hand from the game, T: Search your library for a Forest, reveal it, and put it into play tapped.
1/3
Muscles on a Stick 1WW
Creature - Human Lord
Other creatures you control get +1/+1.
2/2
Junior Illusionist 2U
Creature - Human Wizard
1U, T: Put a 1/1 blue Illusion creature token into play attacking. Use this ability only during the declare attackers step. Sacrifice it at end of turn.
1U, T: Put a 1/1 blue Illusion creature token into play blocking target creature. Sacrifice it at end of turn.
1/1
Master Illusionist 5UU
Creature - Human Wizard
Discard a creature card: Target creature you control becomes a copy of the discarded creature until end of turn.
3/6
Enlightening Bolt UR
Instant
Enlightening Bolt does 3 damage to target creature or player. Draw a card.
Thinker 2U
Instant
As an additional cost to play Thinker, sacrifice an artifact.
Draw 3 cards.
Freeze U
Enchantment - Aura
Enchant Creature
Enchanted creature can't attack or block.
When a red spell is played, sacrifice Freeze.
From my "Forgotten Legends" microset:
Army Healer 1W
Creature - Human Cleric
W, T: Prevent the next 1 damage the would be dealt to target attacking creature. For each point of damage prevented this way, you gain 1 life.
1/2 common
Semiepic Recovery 3WW
Enchanment
When Semiepic Recovery comes into play and at the beginning of your upkeep, you gain 5 life.
You can't play spells.
3WW: Sacrifice Semiepic Recovery. uncommon
Hyves Shuk 4WW
Legendary Creature - Hound Soldier
Vigilance
When Hyves does combat damage to a creature, it does that much damage to all other creatures of the same name. Despite being a dog, Hyves managed to make himself known as the most powerful member of General Eman's army.
6/4 rare
Onsa Eman, Army General 2WWW
Legendary Creature - Human Soldier
Prevent all damage that would be dealt to Onsa Eman.
When Onsa Eman attacks, prevent the next 2 damage that would be dealt to each creature you control this turn.
4/5 rare
Merfolk Trickster U
Creature - Merfolk Wizard
XU, T: Look at the top X cards of your library. Switch up to one of them with a card in your hand.
0/1 common
Minds as One 1U
Instant
Draw a card for each legendary creature in play. The generals would gather nightly, planning each move before it happened. common
Follower of Njin 2UU
Creature - Human Wizard
Flying
When Follower of Njin comes into play, search your library for a Njin's Bottle and put it into play.
1/3 uncommon
Njin's Bottle 2UU
Enchantment
At the beginning of your upkeep, pay UU plus 1 for each charge counter on Njin's Bottle or sacrifice it.
T: Put a charge counter on Njin's Bottle.
When Njin's Bottle has 5 or more charge counters on it, sacrifice it and put a 12/12 Legendary Creature token into play with Flying named Njin. rare
Minor Demon 1B
Creature - Demon
Fear, Flying.
1/1 common
Lifesucker Shade 2B
Creature - Shade
B, pay 1 life: Lifesucker Shade gets +1/+1 until end of turn.
2/2 common
Mind of Anthor 2BBB
Sorcery
Destroy target creature. Destroy target land. uncommon
Anthor Axe 2BB
Legendary Creature - Demon Warrior
Whenever a creature an opponent controls is put into a graveyard from play, put a +1/+1 counter on Anthor Axe.
Other demons and ogres you control get +1/+1.
2/1 rare
Energy Charge 1R
Instant
Energy Charge does 2 damage to target creature or player. The next red spell you play that does damage does an additional 1 damage. common
Energy Release 2R
Instant
Energy Release does 1 damage to target creature or player plus 1 for each red sorcery or instant in your graveyard. Tap all lands you control. common
Ordyon, Pyromancer 3RRR
Legendary Creature - Human Wizard
X1R, T: Ordyon does 4 damage to target random creature or player. X target creatures or players cannot be the target of this.
3/4 rare
Supernatural Armor G
Instant
Target creature gets +2/+2 and is indestructible until end of turn. common
Trampling Elephant 3G
Creature - Elephant
Trample
Trampling Elephant comes into play with 2 +1/+1 counters on it.
Whenever Trampling Elephant does damage to a player, you may remove a +1/+1 counter from it. If you do, destroy target land that player controls.
1/1 uncommon
Kenom Soilmind 3GG
Legendary Creature - Human Monk
Whenever a creature comes into play under your control, you may pay 1G and sacrifice it. If you do, put a Forest land token into play.
1G, sacrifice a forest: Put a 1/1 insect creature token into play.
4/4 rare
Path of Life
Enchantment
4G, reveal Path of Life and two green creatures from your hand: Put Path of Life into play and discard the revealed creature cards.
Whenever you play a creature, return target creature from your graveyard to your hand. You gain life equal to its converted mana cost. rare
Legendary Lotus Flower 0
Legendary Artifact
T: Put a legendary creature card from your hand into play. Legendary Lotus Flower loses this ability. rare
(note: not all of these cards really work in a non-legends set)
Control Freak 2U
Creature - Human Wizard
Flying
Whenever a spell is countered, put a +1/+1 counter on Control Freak.
1/2
Persistant, eh? 3BB
Creature - Zombie
At end of turn, if Persistant is in your graveyard, sacrifice a creature. If you do, return Persistant from your graveyard to play.
5/1
Electric Blast 3R
Instant
Choose two target creatures. Each of the targeted creatures does damage equal to its power to the other.
Drunken Attendant W
Creature - Human
At the beginning of your upkeep, flip a coin. If heads, this creature must attack this turn if able. If tails, this creature gains defender until end of turn.
2/1
Drunken Master 4W
Creature - Human Lord
First Strike
At the beginning of your upkeep, flip a coin. If heads, this creature must attack this turn if able. If tails, this creature gains defender until end of turn.
5/3
Discriminating Shapeshifter UB
Creature - Shapeshifter
As Discriminating Shapeshifter comes into play, it becomes the creature type of your choice.
At the beginning of your upkeep, destroy target creature of the chosen type.
2/2
Mind Mine 2UB
Enchantment
Whenever a opponent discards a card, you may draw a card.
3BB: Target opponent discards a card. Play this only when you could play a sorcery.
Sage Tutor 3UBG
Instant
Search your library for two cards. Shuffle your library, then put one into your hand and on on top of your library. Return target card from your graveyard to your hand.
Oneman Power Soldier W
Creature - Oneman Soldier
W: Oneman Power Soldier gets +0/+1 until end of turn.
R: Oneman Power Soldier get +1/+0 until end of turn.
1/1
Oneman Polar Soldier W
Creature - Oneman Soldier
W: Oneman Polar Soldier gets Vigilance until end of turn.
B: Oneman Polar Soldier gets Fear until end of turn.
1/1
Oneman Protector W
Creature - Oneman Soldier
W: Prevent the first point of damage target attacking creature would do this turn..
U: Target creature can't attack this turn unless its controller pays 1.
1/1
Oneman Respecter W
Creature - Oneman Soldier
W: Add G to your mana pool.
G: Add W to your mana pool.
1/1
Psychic Tutor 2UU
Instant
Look at each opponent's hand. Choose an artifact, enchantment, or land from among those cards and put it into play under your control.
Little tribe:
Vorpus Standard 1
Artifact Creature - Vorpus
1: Until end of turn, Vorpus Standard has First Strike.
1/1
Vorpus Warrior 2
Artifact Creature - Vorpus Warrior
Haste
2: Until end of turn, whenever Vorpus Warrior does combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.
1/1 (Maybe it should lose haste and get +0/+1 or +1/+0...)
Vorpus Healer 3
Artifact Creature - Vorpus
3: Until end of turn, when Vorpus Healer does combat damage to a player, you gain 3 life. Play this ability only once per turn.
2/2 (You have no idea how many 3 cost creatures I went through trying to make this.)
Vorpus Bodyguard 4
Artifact Creature - Vorpus
First Strike
4: Until end of turn, whenever Vorpus Bodyguard does combat damage to a creature, destroy that creature.
2/2
Vorpus Shieldbearer 5
Artifact Creature - Vorpus
Defender
5: Return all creatures blocked by Vorpus Shieldbearer to its owners hand.
4/5
Vorpus Archmage 6
Artifact Creature - Vorpus
6, sacrifice a Vorpus: Put an <Artifact Creature - Vorpus 6, sacrifice this creature: Destroy all creatures that blocked this creature this turn. 3/3> token into play.
4/4
Vorpus Queen 7
Artifact Creature - Vorpus Lord
Other Vorpi you control get +1/+1.
7: Until end of turn, whenever Vorpus Queen does combat damage to a player, that player loses the game.
4/4
Doublemind 4WG
Legendary Enchanment
Permanents other that Doublemind gain the abilities that they have. (For example, a creature with "Elves you control get +1/+1" would gain an additional instance of "Elves you control get +1/+1".)
Black Death BB
Sorcery
Destroy target creature. You lose life equal to the difference between its converted mana cost and that of the creature with the lowest converted mana cost.
Focus 2U
Instant
Draw 3 cards, then discard cards until the amount of cards in your hand is equal to or less than that of each opponent.
War Dance 1RB
Instant
Play only during your combat phase.
You get an additional combat phase after this one in which creatures can't attack. During that phase's declare attackers step, return target creature from your graveyard to play tapped and attacking. Sacrifice it at end of turn.
Ley-away cycle:
Distant Hope 2W
Instant
At the beginning of the game, if Distant Hope is in your sideboard, you may discard a Plains and play Distant Hope.
You gain 4 life.
Distant Dreams 2U
Sorcery
At the beginning of the game, if Distant Dreams is in your sideboard, you may discard an Island and put Distant Dreams into your hand.
Search your library for an Instant, reveal that card, shuffle your library, and put that card on top.
Distant Death
At the beginning of the game, if Distant Death is in your sideboard, you may remove a Swamp in your hand from the game and put Distant Death into your graveyard.
Destroy target nonblack, nonartifact creature.
Cycling 2B
Flashback 2B (Yes, this has neither a mana cost nor a type.)
Distant Beats R
Creature - Goblin Wizard
At the beginning of the game, if Distant Beats is in your sideboard, you may discard a Mountain and put Distant Beats into play.
1/1
Distant Growth
Land
At the beginning of the game, if Distant Growth is in your sideboard, you may discard a Forest and put Distant Growth into play.
Distant Growth comes into play tapped and doesn't untap unless you control at least 3 lands.
T: Add G to your mana pool.
Destroy Power B
Sorcery
Target player reveals his or her hand and discards the card with the highest converted mana cost. If there is more than 1 card with the highest mana cost, that player discards a card at random from those with the highest mana cost.
Shadow of Darkness 3B
Creature - Shadow
B: Creatures you control named Shadow of Darkness gets +1/+1 until end of turn.
1/1 What's darker than darkness?
- Riddle
Image of Death 1U
Instant
Destroy target creature. It can't be regenerated. Its controller searches his or her library for a creature with the same name and puts it into play under his or her control. That player shuffles his or her library afterwards.
Ravnican Intimidator 3U
Creature - Human Bully
Whenever Ravnican Intimidator is the target of a spell or ability, return Ravnican Intimidator and target creature to their owners' hands.
3/3
Eerie Golem 5
Creature - Golem Horror
Sacrifice Eerie Golem: Each opponent discards a card.
3/2
Gather Lightning 2RR
Instant
Gather Lightning does 1 damage to target creature or player for each creature you control. Those creature get +1/+0 until end of turn.
Time Pause 2U
Instant
End the phase.
Swift Guard W
Creature - Human Soldier
Prevent all first strike damage that would be dealt to Swift Guard.
1/1
Dwarven Sharpshooter 1R
Creature - Dwarf Warrior
Haste
T, 1R: Dwarven Sharpshooter does 1 damage to target creature. Return Dwarven Sharpshooter to your hand. "Recoil, schmecoil. You only live once."
-Last words of Grumpy, Dwarven Sharpshooter 1/1
Dwarven Pickpocket 3R
Creature - Dwarf Thief
1RR, T: Target opponent reveals a card at random from their hand. Add mana equal to that card's casting cost to your mana pool.
2/3
Dwarven Tunneler 3RR
Creature - Dwarf Warrior
Whenever Dwarven Tunneler does combat damage to a player, destroy target land that player controls.
2R, sacrifice a land: Dwarven Tunneler is unblockable this turn.
3/3
Celestial Gathering 7GW
Enchantment
When Celestial Gathering comes into play, put a number of 1/1 green Spirit tokens into play equal to your life total.
Whenever you lose life, sacrifice that many 1/1 green Spirit tokens.
Whenever you gain life, put that many 1/1 green Spirit tokens into play.
Rainbow Transformation - 2G
Instant
As an additional cost to play Rainbow Transformation, sacrifice all lands you control. Put a 0/1 Bird token with Flying and "T: Add one mana of any color to your mana pool." into play for each land sacrificed this way.
Fridge - 1
Artifact
At the beginning of your upkeep, each player removes the top card of his or her library from the game.
Screaming Goblin 2R
Creature - Goblin
Whenever damage is done to Screaming Goblin, it does that much damage to target creature.
2/2
Join Us in the Grave B
Enchantment
At the beginning of your upkeep, sacrifice a creature or sacrifice Join Us in the Grave.
Creatures you control get +1/+1.
Grave Reborn 1BB
Creature - Zombie
When Grave Reborn is put into a graveyard from play, if it had no +1/+1 counters, return it to play with 3 +1/+1 counters on it at end of turn.
1/1 (note: this'd work well with the 'immortal' mechanic.)
Goblin Barbarian 1R
Creature - Goblin
Goblin Barbarian can't attack unless the defending player controls a creature.
2/2
Elf Manasoaker 2G
Creature - Elf Druid
X, T: Reveal the top X cards of your library. Choose a creature from among those and shuffle the rest into your library, then put the creature on top of your library.
2/2
Sneak a Peek 2U
Instant
Look at your library. You may shuffle it.
Dark Tutor B
Instant
Name a card, then reveal your hand. If the named card is in your hand, search your library for a card with the same name as the revealed card and put it into your hand. Shuffle your library.
Gods, thats heaps. Over how long did it take you to make all these? Love the cycles, they're pretty cool. How in the world did wizards not spot and hire you for you creating suspend before they did? Lol.
Despite my best efforts, I'm not nearly halfway done sorting. Wish me luck...
Guided Creation 3GG
Enchanment
At the beginning of your upkeep, you may put the top card of your graveyard on top of your library.
Cursed Sword 2
Artifact - Equipment
At the beginning of your upkeep, put a curse counter on equipped creature. Equipped creature gets -1/-1 for each curse counter on it.
Equipped creature gets +5/+1.
Equip 2
Paper Golem - 3
Artifact Creature - Golem
2, sacrifice Paper Golem: Return Paper Golem from your graveyard to play at end of turn.
2/2
Shock Lizard 1R
Creature - Beast
When Shock Lizard is put into a graveyard from play, it does 2 damage to target creature or player.
1/1
Land Doubling 2G
Sorcery
As an additional cost to play Land Doubling, tap all lands you control.
Search your library for an amount of lands equal to the number of Forests tapped this way and puts them into play tapped.
Cleave Edge 3
Legendary Artifact - Equipment
Whenever equipped creature does combat damage to a creature equal to or greater than that creature's toughness, untap equipped creature. After this phase, you get an additional combat phase in which only that creature may attack.
Equipped creature gets +2/+1.
Equip 4
Delete - 2B
Sorcery
Flip a coin. If you win, destroy target permanent. If you lose, sacrifice a permanent that shares a type with the targeted permanent.
Mechanic: "option" creatures - like flip creatures, but not flippable when in-play:
Creature - Zombie
1/1
///
Garna's Servant 3BB
Creature - Zombie
Fear
3/1
Spirit 2W
Creature - Spirit
Flying
1/3
///
Shadow 2B
Creature - Shadow
1B: Shadow gets +2/+1 until end of turn.
1/1
Guardian Bear 1G
Creature - Bear
1/3
///
Soldier Bear 1GG
Creature - Bear
3/1
Mega Monster 5GGG
Creature - Beast
8/5
///
Monster Tamer 3GG
Creature - Druid
T: You gain control of target Beast until end of turn.
2/4
Misc. abilities (not recurring mechanics):
You may play equip abilities and spells targeting this creature anytime you could play an instant.
Other players may not look at your graveyard.
Creatures cost 1 more to play. Creatures that were played from a player's hand come into play with a +1/+1 counter.
Infected - Infected permanents lose all abilities except for those specifically mentioned to not be effected(we'll call those abilities archived). In addition, infected permanents can't attack, block, or be the target of spells or abilities.
Seperate Intellegence 3U
Enchantment - Aura
Consumes enchanted creature.
/f/l/i/p/
Creature - Robot
T: Draw a card.
1/2
Virus! 1U
Instant
Infect target creature. That creature gains "Pay this creature's mana cost: Disinfect this creature. This ability is archived."
Glitchoman 2
Creature - Robot
Glitchoman comes into play infected.
2,T: Disinfect Glitchoman. This ability is archived.
3/3
Renew 2GG
Instant
Disinfect all permanents you control. For each creature disinfected this way, draw a card.
Dark Overtaking B
Enchanment - Aura
Consumes enchanted creature you control.
/f/l/i/p/
Creature - Virus
At end of turn, sacrifice this.
3/3
Death Virus 3B
Creature - Virus
Creatures blocking or blocked by Death Virus become infected.
2/2
Breeding Grounds 3GG
Enchantment
Infected creatures you control have "T: Put a 1/1 Virus creature token info play. This ability is archived."
3GG: Infect target creature you control.
Deadly Rain 3RB
Instant
Destroy target land and target creature.
"Stompy" 2GG
Legendary Creature - Elephant Barbarian
Whenever "Stompy" does damage to a creature, it does that much damage to that creature's controller.
T, 1R: "Stompy" does 2 damage to target creature.
3/3
Energize 2R
Instant
Target creature gets Haste and +1/+1 until end of turn. Draw a card.
Cycle of CC moggs:
Goblin Fanatic RR
Creature - Goblin
Sacrifice Goblin Fanatic: Goblin Fanatic does 2 damage to target creature or player.
2/1
Death Fanatic BB
Creature - Zombie
Sacrifice Death Fanatic: Add BB to your mana pool.
2/1
Dream Fanatic UU
Creature - Illusion
Sacrifice Dream Fanatic: Return target creature to its owner's hand.
2/1
Sword Fanatic WW
Creature - Soldier
Sacrifice Sword Fanatic: Prevent the next 2 damage that would be dealt to target creature or player. (This effect doesn't end at end of turn.)
2/1
Elf Fanatic GG
Creature - Elf
Sacrifice Elf Fanatic: Target creature gets +2/+2 until end of turn.
2/1
Goblin Pyromage 2R
Creature - Goblin
T: Goblin Pyromage does 1 damage to target player. That player cannot gain life until end of turn.
1/1
Goblin Cyromage 1RR
Creature- Goblin
T, W or T, U: Tap target creature. That creature doesn't untap normally until it takes damage. That creature may block as if it weren't tapped.
2/1
Explosive Elemental 4RR
Creature - Elemental
Whenever damage is dealt to Explosive Elemental, sacrifice it. If you do, it does that much damage to each creature and player.
7/7
Pound of Cure XW
Instant
Prevent the next X damage that would be dealt to you this turn. You gain life equal to the amount of damage prevented this way.
Skeleton Zombie 3B
Creature - Skeleton Zombie
1B: Regenerate Skeleton Zombie.
2/3
(yes, Tel-Jilad Exile)
Electrocute 4RR
Instant
Electrocute does damage to target player equal to the amount of permanents he or she controls.
Mana Fixer 2
Artifact
Tap an untapped land you control: Add 1 mana of any color that land could produce to your mana pool.
A set of 3 renamed creatures (I didn't like the original names.)
Creature - Unit
Creatures you control named Renamed Creature B get +1/+1 and Trample.
2/2
Renamed Creature B - 3
Creature - Unit
Creatures you control named Renamed Creature C get +1/+1 and First Strike.
2/2
Renamed Creature C - 3
Legendary Creature - Unit
Creatures you control named Renamed Creature A gets +2/+2 and Vigilance.
2/2
Viridian Force 5G
Creature- Elemental
Viridian Force has defender unless you control at least 2 creatures named Viridian Force.
9/4
Airborne Raider 2U
Creature- Human Pirate
3: Airborne Raider gets +3/+0 until end of turn. Sacrifice it at end of turn. Play this ability only once per turn.
Flying
1/1
Spike Ball 2
Artifact
At the beginning of your upkeep, Spike Ball does 1 damage to you and 1 damage to target creature or player.
Jock - R
Creature - Human Athlete
T: Jock does damage equal to its power to target creature. That creature does damage equal to its power to Jock.
1/1
Freeze Orb - 5
Artifact
Lands don't untap during their controller's upkeeps.
If a player would draw a card, they may instead reveal the card and remove it from the game. If they do, they may untap an amount of target lands they control equal to or less than the card's converted mana cost.
Guarded Study 2UU
Instant
If you control at least 6 Islands, you may play Guarded Study without paying its mana cost.
Counter target spell with converted mana cost equal to or less than the amount of Islands you control.
If you paid Guarded Study's mana cost, draw a card.
Surprise Swap 2U
Instant
Exchange control of 2 target creatures in combat, one of which is blocking the other. (Remove them from combat)
Barbarian's Rage R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and haste.
When enchanted creature is put into a graveyard from play, tap all creatures you control.
Lightning Rod 2W
Enchantment
Whenever damage would be dealt to you by a spell, you may redirect half that damage, rounded down, to target creature or player. (wording?)
Descendant of the Enchantress - 1G
Creature - Elf
Whenever an Aura spell is played targeting this, draw a card.
This gets +1/+0 for each Aura attached to it.
0/2
Rootworthy Plant G
Creature - Treefolk Warrior
3: Rootworthy Plant gains Defender. Any player may play this ability.
2/1
Knowledge of Youth 5UU
Sorcery
Draw cards until you have at least 7 cards in your hand.
Unglue 2U
Sorcery
Target player puts the top 5 cards of his or her library into his or her graveyard.
Draw a card.
Mechanic - Slippery:
Goblin Basher 1R
Creature - Goblin
Haste, Slippery 1R
3/1
Slippery Spy 2U
Creature - Human Wizard
Flash, Slippery U
When Slippery Spy comes into play, look at target opponent's hand.
1/4
Shrouded Book 2
Artifact
Slippery 4
3, T: Draw a card.
Organic Power 1G
Enchantment - Aura
Enchant creature
Slippery 2G
Enchanted creature has +2/+2 and Trample.
Solar Greenhouse
Land
Slippery G
Solar Greenhouse comes into play tapped.
T: Add 1G to your mana pool.
Mechanic - Repeating:
Lightning Bow 1R
Instant
Repeating 1R
Lightning Bow does 2 damage to target creature or player.
Complicated Research U
Sorcery
Repeating 3U
If you haven't drawn a card this turn, draw a card.
Draw a card.
Open Lock 1U
Instant
You gain control of target Enchantment or Artifact until end of turn. Untap it.
Mindfuse UU
Enchantment - Aura
Enchant opponent
You and enchanted opponent play with your hands revealed.
You may play cards in enchanted opponent's hand as though they were in your hand.
Enchanted opponent may play cards from your hand as though they were in their hand.
Tidal Master UU
Creature - Merfolk Wizard
Whenever Tidal Master does damage to a player, put a Flood counter on target land that player controls.
Lands with Flood counters on them are Islands.
1/2
Smashy, Smasher of Worlds 3GGB
Legendary Creature - Elephant
Trample
Whenever Smashy does combat damage to a player, that player sacrifices a permanent.
6/6
Powerlife 1W
Instant
You gain 3 life for each attacking creature you control.
Suspcious Blockade GG
Creature - Wall
Defender
GG: Target creature attacks this turn if able.
1/5
Wooden Orb 2G
Enchantment
When Wooden Orb comes into play, draw a card.
Wooden Orb can block as if it were a creature.
Wooden Sphere has 6 toughness.
Thorn Beast 2G
Creature - Beast
Attacking creatures can't be the target of spells or abilities you don't control.
2/2
Throwing Knife 2
Artifact - Equipment
Equipped creature has +1/+0 and "T: This does 1 damage to target creature. Unequip Throwing Knife."
Equip 1
Wrath Variant 4WW
Sorcery
Destroy all creatures. Then each player who had a creature destroyed this way returns a creature from his or her graveyard to play.
The Rock R
Instant
The Rock does 1 damage to target creature or player. Flip a coin. If you win the flip, return The Rock to your hand. Otherwise, The Rock does 1 damage to you.
Lava Splash 3RR
Sorcery
Lava Splash does 2 damage to any number of creatures or players.
Pain Gain B
Sorcery
Target opponent loses 1 life and you gain 1 life.
Wait A Second U
Instant
Play Wait A Second only during your turn. End the turn.
Leech cycle:
Creature - Leech
The next spell you play costs W more.
2/2
Cyan Leech U
Creature - Leech
Sacrifice Cyan Leech: The next spell target player plays this turn costs 2 more.
The next spell you play costs U more.
1/1
Jet Leech B
Creature - Leech
Fear
Can't block.
The next spell you play costs B more.
2/1
Crimson Leech R
Creature - Leech
Haste
The next spell you play costs R more.
2/1
Emerald Leech G
Creature - Leech
1G: Regenerate Emerald Leech.
The next spell you play costs G more.
2/1
Winged Fish 4U
Creature - Fish
Flying
2U, T: Tap up to two target creatures.
3/3
Thoughts of Life 1WU
Instant
Your life total becomes equal to the amount of cards in your hand, plus one.
Absorb Soul 1BB
Instant
Your life total becomes equal to the amount of creatures in your graveyard. Remove all creatures in your graveyard from the game.
Anger at the World 4RR
Enchantment
Players can't target themselves or permanents they control.
Big Wizz - R
Creature - Human Wizard
~ can't attack or block unless you pay 1.
2/2
Harmony - G
Enchantment
As long as you control the same amount of creatures as another player, creatures you control get +1/+1 and trample.
Delayed Blast Fireball - XR
Enchantment
Delayed Blast Fireball comes into play with X+1 Fire counters on it.
At the beginning of your upkeep, sacrifice this. If you do, Delayed Blast Fireball does damage to target creature or player equal to the amount of Fire counters on it.
Oram - 4UU
Legendary Creature - Shapeshifter
Oram can use all activated abilities of all other creatures you control. Other creatures you control can't use activated abilities.
4/4
Ar-denn Planetarium - 2U
Enchantment
CiP with 3 charge counters.
Remove a counter: Untap target Planet.
Fetch - W
Enchantment
You can play enchantment cards from your graveyard as though they were in your hand.
Motivated Motion - 3RW
Enchantment
At the beginning of each turn, flip a coin for each creature target opponent controls. For each coin flip you win, you choose how that creature attacks or blocks this turn.
Spiderwebs - 1G
Enchantment
Whenever a creature with flying attacks you, it gets -2/-0 until end of turn.
Halt - 3
Artifact
Players can't play spells.
End the turn: Destroy Halt. Any player may use this ability, but only during his or her upkeep.
Guardian of Peace W
Creature - Knight
Protection from Red
1/1
Guardian of Life W
Creature - Knight
Protection from Black
1/1
Ravage GR
Instant
Sacrifice any amount of permanents, then choose one: Put that many +1/+1 counters on target creature or Ravage does that much damage to target player.
Echoing Death 3BB
Sorcery
Destroy target creature and all creatures with the same name.
Pile of Bones XB
Enchanment
Pile of Bones comes into play with X Bone counters on it.
B: Return Pile of Bones to its owner's hand.
B, remove a Bone counter: Put a 1/1 Skeleton creature token with "B: Regenerate this creature" into play.
1B, remove 2 Bone counters: Put a 2/2 Skeleton creature token with fear into play.
2B, remove 3 Bone counters: Put a 3/3 Skeleton creature token with trample into play.
2BB, remove 4 Bone counters: Put a 4/4 Skeleton creature token with flying into play.
Giant Armadillo G
Creature - Armadillo
Giant Armadillo comes into play with a Ball counter on it.
Giant Armadillo can't attack, block, or be the target of spells or abilities if it has a Ball counter.
2GG: Remove a Ball counter from Giant Armadillo.
4/5
Leader of the Flock - 2WU
Creature - Bird Warrior
Flying
All other attacking creatures you control with Flying get +1/+1 until end of turn.
2/3
Unnamed Aquatic Race 1U
Creature - Warrior Aquatic-Race
Unnamed Aquatic Race gets +2/+1 as long as defending player controls an island.
1/2
Discriminate 1U
Instant
Counter target spell of a color used to play Discriminate.
Flaming Lotus - 1R
Enchantment
Sacrifice Flaming Lotus: Add RRR to your mana pool.
Mindshatter - 1UB
Sorcery
Target player discards a card at random. Copy Mindshatter targeting the same player if the discarded card had a converted mana cost of 3 or greater.
Draw a card.
Accumulaur - 2GG
Creature - Beast
Accumulaur comes into play with three +1/+1 counters.
At the beginning of your upkeep, put a +1/+1 counter on Accumulaur.
Whenever an opponent plays a noncreature spell, remove a +1/+1 counter from Accumulaur.
1/1
Mental Note - 2U
Instant
Draw a card. Then, if any W was used to play Mental Note, you gain 1 life for each card in your hand.
Diseased Mind 2UU
Instant
Draw a card. Then, if any B was used to play Diseased Mind, target opponent loses 1 life for each card in your hand.
Psychic Hammer 2UUR
Sorcery
Psychic Hammer does 3 damage to target creature or player. Draw three cards.
Swallow Whole 2BG
Instant
Destroy target creature and put a +1/+1 counter on target creature.
Trapdoor W
Enchantment
3U: Return target attacking creature to its owner's hand.
3W: Return target blocking creature to its owner's hand.
Terraformer 2G
Creature - Elf Shaman
Remove a nonland card in your hand from the game, T: Search your library for a Forest, reveal it, and put it into play tapped.
1/3
Muscles on a Stick 1WW
Creature - Human Lord
Other creatures you control get +1/+1.
2/2
Junior Illusionist 2U
Creature - Human Wizard
1U, T: Put a 1/1 blue Illusion creature token into play attacking. Use this ability only during the declare attackers step. Sacrifice it at end of turn.
1U, T: Put a 1/1 blue Illusion creature token into play blocking target creature. Sacrifice it at end of turn.
1/1
Master Illusionist 5UU
Creature - Human Wizard
Discard a creature card: Target creature you control becomes a copy of the discarded creature until end of turn.
3/6
Enlightening Bolt UR
Instant
Enlightening Bolt does 3 damage to target creature or player. Draw a card.
Thinker 2U
Instant
As an additional cost to play Thinker, sacrifice an artifact.
Draw 3 cards.
Freeze U
Enchantment - Aura
Enchant Creature
Enchanted creature can't attack or block.
When a red spell is played, sacrifice Freeze.
From my "Forgotten Legends" microset:
Army Healer 1W
Creature - Human Cleric
W, T: Prevent the next 1 damage the would be dealt to target attacking creature. For each point of damage prevented this way, you gain 1 life.
1/2 common
Semiepic Recovery 3WW
Enchanment
When Semiepic Recovery comes into play and at the beginning of your upkeep, you gain 5 life.
You can't play spells.
3WW: Sacrifice Semiepic Recovery.
uncommon
Hyves Shuk 4WW
Legendary Creature - Hound Soldier
Vigilance
When Hyves does combat damage to a creature, it does that much damage to all other creatures of the same name.
Despite being a dog, Hyves managed to make himself known as the most powerful member of General Eman's army.
6/4 rare
Onsa Eman, Army General 2WWW
Legendary Creature - Human Soldier
Prevent all damage that would be dealt to Onsa Eman.
When Onsa Eman attacks, prevent the next 2 damage that would be dealt to each creature you control this turn.
4/5 rare
Merfolk Trickster U
Creature - Merfolk Wizard
XU, T: Look at the top X cards of your library. Switch up to one of them with a card in your hand.
0/1 common
Minds as One 1U
Instant
Draw a card for each legendary creature in play.
The generals would gather nightly, planning each move before it happened.
common
Follower of Njin 2UU
Creature - Human Wizard
Flying
When Follower of Njin comes into play, search your library for a Njin's Bottle and put it into play.
1/3 uncommon
Njin's Bottle 2UU
Enchantment
At the beginning of your upkeep, pay UU plus 1 for each charge counter on Njin's Bottle or sacrifice it.
T: Put a charge counter on Njin's Bottle.
When Njin's Bottle has 5 or more charge counters on it, sacrifice it and put a 12/12 Legendary Creature token into play with Flying named Njin.
rare
Minor Demon 1B
Creature - Demon
Fear, Flying.
1/1 common
Lifesucker Shade 2B
Creature - Shade
B, pay 1 life: Lifesucker Shade gets +1/+1 until end of turn.
2/2 common
Mind of Anthor 2BBB
Sorcery
Destroy target creature. Destroy target land. uncommon
Anthor Axe 2BB
Legendary Creature - Demon Warrior
Whenever a creature an opponent controls is put into a graveyard from play, put a +1/+1 counter on Anthor Axe.
Other demons and ogres you control get +1/+1.
2/1 rare
Energy Charge 1R
Instant
Energy Charge does 2 damage to target creature or player. The next red spell you play that does damage does an additional 1 damage. common
Energy Release 2R
Instant
Energy Release does 1 damage to target creature or player plus 1 for each red sorcery or instant in your graveyard. Tap all lands you control. common
Ordyon, Pyromancer 3RRR
Legendary Creature - Human Wizard
X1R, T: Ordyon does 4 damage to target random creature or player. X target creatures or players cannot be the target of this.
3/4 rare
Supernatural Armor G
Instant
Target creature gets +2/+2 and is indestructible until end of turn.
common
Trampling Elephant 3G
Creature - Elephant
Trample
Trampling Elephant comes into play with 2 +1/+1 counters on it.
Whenever Trampling Elephant does damage to a player, you may remove a +1/+1 counter from it. If you do, destroy target land that player controls.
1/1 uncommon
Kenom Soilmind 3GG
Legendary Creature - Human Monk
Whenever a creature comes into play under your control, you may pay 1G and sacrifice it. If you do, put a Forest land token into play.
1G, sacrifice a forest: Put a 1/1 insect creature token into play.
4/4 rare
Path of Life
Enchantment
4G, reveal Path of Life and two green creatures from your hand: Put Path of Life into play and discard the revealed creature cards.
Whenever you play a creature, return target creature from your graveyard to your hand. You gain life equal to its converted mana cost. rare
Legendary Lotus Flower 0
Legendary Artifact
T: Put a legendary creature card from your hand into play. Legendary Lotus Flower loses this ability. rare
(note: not all of these cards really work in a non-legends set)
Control Freak 2U
Creature - Human Wizard
Flying
Whenever a spell is countered, put a +1/+1 counter on Control Freak.
1/2
Persistant, eh? 3BB
Creature - Zombie
At end of turn, if Persistant is in your graveyard, sacrifice a creature. If you do, return Persistant from your graveyard to play.
5/1
Electric Blast 3R
Instant
Choose two target creatures. Each of the targeted creatures does damage equal to its power to the other.
Drunken Attendant W
Creature - Human
At the beginning of your upkeep, flip a coin. If heads, this creature must attack this turn if able. If tails, this creature gains defender until end of turn.
2/1
Drunken Master 4W
Creature - Human Lord
First Strike
At the beginning of your upkeep, flip a coin. If heads, this creature must attack this turn if able. If tails, this creature gains defender until end of turn.
5/3
Discriminating Shapeshifter UB
Creature - Shapeshifter
As Discriminating Shapeshifter comes into play, it becomes the creature type of your choice.
At the beginning of your upkeep, destroy target creature of the chosen type.
2/2
Mind Mine 2UB
Enchantment
Whenever a opponent discards a card, you may draw a card.
3BB: Target opponent discards a card. Play this only when you could play a sorcery.
Sage Tutor 3UBG
Instant
Search your library for two cards. Shuffle your library, then put one into your hand and on on top of your library. Return target card from your graveyard to your hand.
Oneman Power Soldier W
Creature - Oneman Soldier
W: Oneman Power Soldier gets +0/+1 until end of turn.
R: Oneman Power Soldier get +1/+0 until end of turn.
1/1
Oneman Polar Soldier W
Creature - Oneman Soldier
W: Oneman Polar Soldier gets Vigilance until end of turn.
B: Oneman Polar Soldier gets Fear until end of turn.
1/1
Oneman Protector W
Creature - Oneman Soldier
W: Prevent the first point of damage target attacking creature would do this turn..
U: Target creature can't attack this turn unless its controller pays 1.
1/1
Oneman Respecter W
Creature - Oneman Soldier
W: Add G to your mana pool.
G: Add W to your mana pool.
1/1
Psychic Tutor 2UU
Instant
Look at each opponent's hand. Choose an artifact, enchantment, or land from among those cards and put it into play under your control.
Little tribe:
Artifact Creature - Vorpus
1: Until end of turn, Vorpus Standard has First Strike.
1/1
Vorpus Warrior 2
Artifact Creature - Vorpus Warrior
Haste
2: Until end of turn, whenever Vorpus Warrior does combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.
1/1
(Maybe it should lose haste and get +0/+1 or +1/+0...)
Vorpus Healer 3
Artifact Creature - Vorpus
3: Until end of turn, when Vorpus Healer does combat damage to a player, you gain 3 life. Play this ability only once per turn.
2/2
(You have no idea how many 3 cost creatures I went through trying to make this.)
Vorpus Bodyguard 4
Artifact Creature - Vorpus
First Strike
4: Until end of turn, whenever Vorpus Bodyguard does combat damage to a creature, destroy that creature.
2/2
Vorpus Shieldbearer 5
Artifact Creature - Vorpus
Defender
5: Return all creatures blocked by Vorpus Shieldbearer to its owners hand.
4/5
Vorpus Archmage 6
Artifact Creature - Vorpus
6, sacrifice a Vorpus: Put an <Artifact Creature - Vorpus 6, sacrifice this creature: Destroy all creatures that blocked this creature this turn. 3/3> token into play.
4/4
Vorpus Queen 7
Artifact Creature - Vorpus Lord
Other Vorpi you control get +1/+1.
7: Until end of turn, whenever Vorpus Queen does combat damage to a player, that player loses the game.
4/4
Doublemind 4WG
Legendary Enchanment
Permanents other that Doublemind gain the abilities that they have. (For example, a creature with "Elves you control get +1/+1" would gain an additional instance of "Elves you control get +1/+1".)
Black Death BB
Sorcery
Destroy target creature. You lose life equal to the difference between its converted mana cost and that of the creature with the lowest converted mana cost.
Focus 2U
Instant
Draw 3 cards, then discard cards until the amount of cards in your hand is equal to or less than that of each opponent.
War Dance 1RB
Instant
Play only during your combat phase.
You get an additional combat phase after this one in which creatures can't attack. During that phase's declare attackers step, return target creature from your graveyard to play tapped and attacking. Sacrifice it at end of turn.
Ley-away cycle:
Instant
At the beginning of the game, if Distant Hope is in your sideboard, you may discard a Plains and play Distant Hope.
You gain 4 life.
Distant Dreams 2U
Sorcery
At the beginning of the game, if Distant Dreams is in your sideboard, you may discard an Island and put Distant Dreams into your hand.
Search your library for an Instant, reveal that card, shuffle your library, and put that card on top.
Distant Death
At the beginning of the game, if Distant Death is in your sideboard, you may remove a Swamp in your hand from the game and put Distant Death into your graveyard.
Destroy target nonblack, nonartifact creature.
Cycling 2B
Flashback 2B
(Yes, this has neither a mana cost nor a type.)
Distant Beats R
Creature - Goblin Wizard
At the beginning of the game, if Distant Beats is in your sideboard, you may discard a Mountain and put Distant Beats into play.
1/1
Distant Growth
Land
At the beginning of the game, if Distant Growth is in your sideboard, you may discard a Forest and put Distant Growth into play.
Distant Growth comes into play tapped and doesn't untap unless you control at least 3 lands.
T: Add G to your mana pool.
Destroy Power B
Sorcery
Target player reveals his or her hand and discards the card with the highest converted mana cost. If there is more than 1 card with the highest mana cost, that player discards a card at random from those with the highest mana cost.
Shadow of Darkness 3B
Creature - Shadow
B: Creatures you control named Shadow of Darkness gets +1/+1 until end of turn.
1/1
What's darker than darkness?
- Riddle
Image of Death 1U
Instant
Destroy target creature. It can't be regenerated. Its controller searches his or her library for a creature with the same name and puts it into play under his or her control. That player shuffles his or her library afterwards.
Ravnican Intimidator 3U
Creature - Human Bully
Whenever Ravnican Intimidator is the target of a spell or ability, return Ravnican Intimidator and target creature to their owners' hands.
3/3
Eerie Golem 5
Creature - Golem Horror
Sacrifice Eerie Golem: Each opponent discards a card.
3/2
Gather Lightning 2RR
Instant
Gather Lightning does 1 damage to target creature or player for each creature you control. Those creature get +1/+0 until end of turn.
Time Pause 2U
Instant
End the phase.
Swift Guard W
Creature - Human Soldier
Prevent all first strike damage that would be dealt to Swift Guard.
1/1
Dwarven Sharpshooter 1R
Creature - Dwarf Warrior
Haste
T, 1R: Dwarven Sharpshooter does 1 damage to target creature. Return Dwarven Sharpshooter to your hand.
"Recoil, schmecoil. You only live once."
-Last words of Grumpy, Dwarven Sharpshooter
1/1
Dwarven Pickpocket 3R
Creature - Dwarf Thief
1RR, T: Target opponent reveals a card at random from their hand. Add mana equal to that card's casting cost to your mana pool.
2/3
Dwarven Tunneler 3RR
Creature - Dwarf Warrior
Whenever Dwarven Tunneler does combat damage to a player, destroy target land that player controls.
2R, sacrifice a land: Dwarven Tunneler is unblockable this turn.
3/3
Celestial Gathering 7GW
Enchantment
When Celestial Gathering comes into play, put a number of 1/1 green Spirit tokens into play equal to your life total.
Whenever you lose life, sacrifice that many 1/1 green Spirit tokens.
Whenever you gain life, put that many 1/1 green Spirit tokens into play.
Rainbow Transformation - 2G
Instant
As an additional cost to play Rainbow Transformation, sacrifice all lands you control. Put a 0/1 Bird token with Flying and "T: Add one mana of any color to your mana pool." into play for each land sacrificed this way.
Fridge - 1
Artifact
At the beginning of your upkeep, each player removes the top card of his or her library from the game.
Screaming Goblin 2R
Creature - Goblin
Whenever damage is done to Screaming Goblin, it does that much damage to target creature.
2/2
Join Us in the Grave B
Enchantment
At the beginning of your upkeep, sacrifice a creature or sacrifice Join Us in the Grave.
Creatures you control get +1/+1.
Grave Reborn 1BB
Creature - Zombie
When Grave Reborn is put into a graveyard from play, if it had no +1/+1 counters, return it to play with 3 +1/+1 counters on it at end of turn.
1/1
(note: this'd work well with the 'immortal' mechanic.)
Goblin Barbarian 1R
Creature - Goblin
Goblin Barbarian can't attack unless the defending player controls a creature.
2/2
Elf Manasoaker 2G
Creature - Elf Druid
X, T: Reveal the top X cards of your library. Choose a creature from among those and shuffle the rest into your library, then put the creature on top of your library.
2/2
Sneak a Peek 2U
Instant
Look at your library. You may shuffle it.
Dark Tutor B
Instant
Name a card, then reveal your hand. If the named card is in your hand, search your library for a card with the same name as the revealed card and put it into your hand. Shuffle your library.
Yes. Absolutely.
Forgotten Arts