Okay, so I'm still workin' out the name of this set, so I'll just give it a codename.
Washington Block - Washington, Adams, Jefferson, Madison
Breakdown: 'Washington' is a mega-set of 502 cards, because 300some was just too few. Here's the breakdown:
15 Basic lands
97 Multicolored cards - 35 common, 30 uncommon, 32 rare
74 Artifacts - 15 common, 34 uncommon, 25 rare
46 Non-basic lands - 12 common, 18 uncommon, 11 rare
55 cards per color - 21 common, 18 uncommon, 16 rare
'Washington' Themes:
-(major) Desperation: The most significant theme. You'll notice it through plenty of card mechanics. Depleting one resource to get a surplus of another. Very, very prominent
-(major) Card Advantage/ Card Type/ Life Total matters: A significant theme as well. Each color, and some of the color pairs, have permanent types, creature types, hand sizes, and/or life totals that make them 'pop', so to speak.
-(minor) Multicolor: Just because I've included a lot of multicolored cards doesn't mean that it's a multicolored set. However, some color guilds will form their own mechanics niche, and it comes out, especially in WU, UG, and RG, although the others have theirs too.
'Washington' Keywords:
Dissipation (At the beginning of your untap step, if ~ isn't dissipated it becomes dissipated. If ~ is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
~ deals incendiary damage (you may divide ~'s combat damage among any number of creatures defending player controls)
Reconnoiter (this creature can't be blocked except by white or artifact creatures)
'Washington' Color Pie:
White - Enchantments are significant High life total is significant Top cards of your library are exploited Weenies New combat ability (reconnoiter) Frequent use of dissipation Frequent use of alternate cast Legendary permanents matter Large number of creatures is significant Supported creature types: Cleric, Griffin, Soldier, Angel
Blue - Artifacts are significant Large number of cards in hand is significant Frequent use of dissipation Mercenary tribal Permanent type matters Multicolored cards are significant Small number of creatures is significant Supported creature types: Mercenary, Merfolk, Faerie
Black - Graveyard is significant Small number of cards in hand is significant Low life total is significant Mercenary tribal Permanent type matters Legendary permanents matter Frequent use of alternate cast Small number of creatures is significant Frequent use of poison counters Supported creature types: Mercenary, Zombie, Cleric, Demon
Red - Small number of lands is significant Few cards in hand is significant Mercenary tribal Recurrent spells and creatures Frequent use of dissipation New combat ability (incendiary damage) Punishers Supported creature types: Mercenary, Orc, Shaman
Green - Large number of lands is significant Large number of creatures is significant Large number of cards in hand is significant Frequent use of poison counters Large number of enchantments are significant Multicolored cards are significant Supported creature types: Faerie, Druid, Beast
Block Themes:
'Washington' [see above]
'Adams' - Land based
'Jefferson' - Hand and library manipulation oriented
'Madison' - Graveyard based
Setting & Characters:
'Washington' Plane - Crinea, a rather vanilla plane a hop-skip-and-a-jump away from Dominaria. During the reign of its two primary deities, Crinea has run on a rather large surplus of mana sapped from adjacent planes. However these deities cam to power only after a power struggle with two other deities, who are still survived by their impostors. As these impostors disable the devices through which all of this extra mana is filtered, faith in the primary deities wane and faith in the more pagan deities survived through milennia waxes, and the clashing of faith occurs, throwing the plane into a state of total bedlam.
[characters] Chaque and Staerlette - The two primary deities. Chaque manifests herself in terrestrial hierophanies; Staerlette manifests herself in heavenly hierophanies.
[characters] Gedr and Oielere - The two opposing deities. Faith in them has been supressed for millenia, but, due to the actions explained later, has seen a resurgence of tremendous proportion.
[location] Aikei - The Church. Staerlette's ballast for faith. Known for brutal tactics of inquisition. Exclusively white.
[location] Sar - Orcish state. Pious Chaque-followers. Red and black.
[location] Ochkutk - Orcish state. Most civilized Orcish state. Much less pious than either the Saren or the Shastari. Exclusively red
[location] Shastar - Orcish state. Savage, forest dwelling Orcs. Easily manipulated by Gedr's impostor into doing the bidding of Gedr and Oielere.
[location] Chirehu Forest - Populated mostly by Faeries and humans, affiliated with Chaque. Overtaken by the Chaque Cult [see below].
[group] Chaque Cult - Serpents who infested the Chirehu Forest by masquerading as creatures loyal to Chaque and manifesting themselves as serpents, the serpent being one of Chaque's major hierophanies.
[location] Venglade - Mostly untamed swampland.
[location] Isumat - Vagabond/mercenary city. Following the depletion of mana, food became more scarce, in fact, all resources became scarce, so many trned to crime, hence Mercenaries.
Now with flavor texts forthcoming!
Multicolored:
Common 29/35:
Astral Soul 1(W/B) Creature - Spirit (C) 2/1
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
~ can't be blocked except by artifact creatures.
Parasite Earth :symb::symr: Sorcery (C)
Any player may sacrifice two permanents. If no player does, destroy target land.
Trephining BR Sorcery (C)
Each player discards a card at random. Then, each payer who has five cards or more in his/her hand discards another card at random
Cosmopolitanism Enchantment - Aura (C)
Enchant permanent
If enchanted permanent is a land, it's all basic land types. Otherwise, enchanted permanent is all colors.
Park System Enchantment - Aura (C)
Enchant land
When enchanted land is put into a graveyard from play, you gain 4 life and draw a card.
Precipitous Borders Enchantment - Aura (C)
Enchant land
If enchanted land would be put into a graveyard from play, instead return it to play under your control.
Bete Noire :3mana::symw::symb: Creature - Zombie Knight (C) 4/4
~ gets +2/+2 as long as you have less life than an opponent
Orcish Stormtroopers :2mana::symb::symr: Creature - Orc Mercenary (C) 3/1
Fear
~ deals incendiary damage (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Vesigeth Cowler :1mana::symu::symb: Creature - Human Wizard (C) 2/3
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
When ~ stops being dissipated, each player loses 1 life
Fleeting Sylph WUU Creature - Faerie Spirit (C) 2/2
Flying
If ~ would be dealt combat damage, instead, it dissipates.
Merit Badge 1WR Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2
Enchanted creature can block up to two creatures each combat
Enchanted creature can't be blocked except by two creatures or more
Ochu Mahout 3RG Creature - Orc Warrior (C) 4/4 0: Choose one: ~ gets +2/-1 until end of turn; ~ gets trample until end of turn; or, ~ can't be blocked except by creature with flying until end of turn. Play this ability no more than once per turn
Gargoyle Form WU Enchantment - Aura (C)
Enchant creature
Enchanted creature gets -4/+4 UW, return ~ to its owner's hand: Enchanted creature gets +2/+2 and has flying until end of turn
Felicity Grins WU Instant (C)
Reveal the top card of your library. If that card is an artifact or an enchantment, put it into your hand.
Draw a card
Bazaar Hustler (U/B) Creature - Merfolk Mercenary (C) 1/1
When ~ come into play, draw a card, then discard two cards
Sargrave Weaponsmith UR Creature - Merfolk Artificer (C) 1/1 ,t, unattach an equipment from ~: ~ deals 2 damage to target creature or player
Sveltetrunk Ancient 3WG Creature - Treefolk (C) 3/6
~ gets +2/+0 as long as you control more basic lands than any other player.
~ has vigilance as long as an opponent controls a non-basic land.
Cinderbow Willow 3RG Creature - Treefolk (C) 6/3
~ gets +0/+2 as long as you control more basic lands than any other player.
~ has trample as long as an opponent controls a non-basic land.
Briarfield RG Creature - Plant Wall (C) 1/1
Defender
2, put the top card of your library into your graveyard: Put a +1/+1 counter on ~. If the card put into your graveyard using this ability was a land, put another +1/+1 counter on ~.
Cattail Naiad 1(U/G) Creature - Faerie Druid Wizard (C) 0/2
T: Remove a counter from target player or permanent
Peripheral Blackguard 2UR Creature - Human Mercenary (C) 3/3
~ is unblockable as long as defending player controls an untapped land
Plated Ouroboros 1WG Creature - Snake (C) 3/4
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
Trample, lifelink
Gravity Lash 1(U/R) Instant (C)
Put target artifact on top of its owner's library
Draw a card
Fanfare GW Instant (C)
Untap target permanent. You gain life equal to its converted mana cost.
Noblesse Oblige 1(G/W) Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. Then, you may put a +1/+1 counter on another target creature.
Sargasso Choke UG Sorcery (C)
Any opponent may have you draw two cards. If no player does, put target land on top of its owner’s library
Shastari Furor RG Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and has haste.
Whenever a creature comes into play under your control, attach Shastari Furor to it.
Uncommon 18/30:
Unchecked Progress :1mana::symu::symb: Sorcery (U)
Search your library for a non-creature, non-Legendary artifact and put it into play. You lose life equal to that card's converted casting cost. Shuffle your libary afterward.
Public Domain :1mana::symw::symu: Sorcery (U)
Look at target player's hand and choose an artifact or enchantment from it. Put that card into play under your control.
Dregs Sift :1mana::symb::symr: Sorcery (U)
Put a random artifact or creature in target player's graveyard into play under your control.
Shastari Ranger :1mana::symrg: Creature - Orc Scout (U) 1/1
Whenever an opponent plays an artifact or a non-basic land, put a +1/+1 counter on ~.
Jenshi's Retainer 2WU Creature - Human Wizard Soldier (U) 2/4
Flash
When ~ comes into play, you may have target creature you control dissipate.
When ~ leaves play, you may Scry 3
Pretender's Throne 3(B/W)(B/W) Sorcery (U)
Remove target permanent from the game. Then, if that permanent was Legendary, you may search your library for a permanent of the same card type, reveal it, and put it into your hand. Shuffle your library afterward.
Pyrotechnician :2mana::symu::symr: Creature - Merfolk WIzard (U) 2/2
~ deals incendiary damage (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Whenever ~ deals combat damage to a creature, draw a card.
Soapbox Nihilist 1BR Creature - Human Rogue (U) 2/2 (B/R)(B/R),t: Destroy target white permanent unless its controller discards a card at random.
Manticore Hussar 3WR Creature - Orc Soldier (U) 3/4
Flying 0: ~ deals 2 damage to target attacking or blocking creature. Play this ability only once per turn and only if an opponent controls more lands than you do.
Manueverability 1WR Instant (U)
The next 3 damage that would be dealt to target creature or player this turn is dealt instead to another target creature or player.
Stardust Fugue UUBB Sorcery (U)
Draw four cards
You lose 4 life.
Venality of Priesthood 1WB Tribal Enchantment - Cleric (U)
At the beginning of each opponent's upkeep, if you have more life than that player, that player loses 1 life and you gain 1 life.
Vojinine Possession 1UB Tribal Enchantment - Demon Aura (U)
Enchant creature
As an additional cost to playing ~, sacrifice a creature.
You control enchanted creature.
Histrionics [mana]{ur}{ur} Enchantment (U/R)(U/R): Target player discards a card at random, then draws a card.
Bargaining Power [mana]2{gu}{gu} Instant (U)
Reveal cards from the top of your library until you reveal an artifact, a creature, an enchantment, or a planeswalker. If that card has a converted mana cost less than or equal to the number of cards in your hand, you may put it into play. Then, shuffle your library
Slithering Spoil xBG Tribal Sorcery - Snake (U)
As an additional cost to playing ~, X Snakes in your graveyard from the game
Target player gets X poison counters.
Rare 23/32:
Jenshi Glaithe 3WB Legendary Creature - Human Cleric (R) 3/1
When ~ comes into play, choose one- target player loses life equal to your life total minus his/her life total; or, you gain 1 life for each card in your graveyard "If Lavv’t will defect, may he defect. If he will be smote, may he be smote, but who am I to condemn him? The profane have no position making judgements for the sacred."
Lavv't kel'Doire Legendary Creature - Human Scout (R) 2/2
When ~ comes into play, choose a basic land type. ~ has landwalk of the chosen basic land type
Chaque's Imposter :1mana::symr::symg: Legendary Creature - Imposter (R) 2/2
Trample
:2mana:, put a land card in your graveyard on top of its owner's library: ~ gets +3/+3 until end of turn.
Staerlette's Imposter 1WU Legendary Creature - Imposter (R) 2/2
Flying
Whenever a permanent is put into your graveyard from play, you may reveal the top card of your library. If that card shares a permanent type with the last card put into your graveyard this turn, you may put it into play. Otherwise, put ~ on top of its owner’s library.
Seevi d'Voire :3mana::symb::symg: Legendary Creature - Snake Demon (R) 3/5
Deathtouch
:symgb:: Target creature attacks or blocks this turn if able
Tetsute, Carnified Zeal :2mana::symw::symr: Legendary Creature - Angel Demon (R) 5/3
As an additional cost to playing ~, sacrifice two lands or one non-basic land.
Flying
~ deals incendiary damage (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Kyeiyver of Ochkutk :2mana::symu::symr: Legendary Creature - Orc Wizard (R) 2/2
At the beginning of your upkeep, if a permanent dissipated this turn, you may pay 1U. If you do, you may have target permanent dissipate.
At the beginning of your upkeep, if a permanent stopped being dissipated this turn, you may pay 1R. If you do, ~ deals 2 damage to that permanent’s controller.
Whenever a permanent substantiates , you may pay 1R. If you do, ~ deals 2 damage to that permanent's controller.
Scenic Route 1UG Instant (R)
If a player would draw a card this turn, that player instead returns a land (s)he controls to its owner's hand
Ashen Spectre [mana]1wb[mana] Creature - Specter 2/2
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
Flying
Whenever ~ deals damage to a player, that player puts a card from his/her hand on to of his/her library
Breakneck Intensity 2UR Enchantment
You cannot play creature spells.
Instants, sorceries, equip abilities, and fortify abilities you play cost 1 less to play and can be played any time you could play an instant.
Breakout [mana]3rrgg[mana] Sorcery
Put all creature cards from your hand into play. Creatures you control get +2/+2 and have haste until end of turn. At the end of turn, sacrifice all creatures put into play this way.
Coming Thaw X2UG Sorcery
Reveal the top X cards of your library. Put all creature and land cards revealed this way into play tapped and remove the rest from the game.
Gotterdammerung 1WWBB Sorcery
Choose a permanent type. Remove all permanents of the chosen type from the game.
Invective Daemon 2UB Creature - Demon Spirit 1/2
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
When ~ substantiates, you may choose a card at random from target player’s hand. That player loses life equal to that card’s converted mana cost
Pagoda Percher 3GW Creature - Angel 4/4
Flying
~ has protection from white as long as you control a Plains, protection from blue as long as you control an Island, protection from black as long as you control a Swamp, protection from red as long as you control a Mountain, and protection from green as long as you control a Forest.
Razorfolk Elite 1WU Creature - Merfolk Soldier 2/2
When ~ attacks or blocks, you may pay 1. If you do, choose a permanent in play. That permanent dissipates.
Vesigeth Banshee 2BR Creature - Spirit 2/3
Flying
At the beginning of your upkeep, you may pay 2 life. If you do, flip a coin. If you win the flip, target player sacrifices a creature.
Vojin's Machinations UUB Instant
If you control an Island or a blue permanent and a Swamp or a black permanent, you may pay 4 life rather than pay ~'s mana cost
Counter target spell
Xenoflare 2RRW Sorcery
Destroy all artifacts and enchantments. ~ deals 1 damage to each player for each permanent put into his/her graveyard in this way.
Kyeiyver's Gambit 3UBR Sorcery (R)
~ deals damage to target player equal to the number of creatures (s)he controls minus the number of creatures you control. Repeat this process for all permanent types among permanents in play. If negative damage would be dealt to a player in this way, that player gains life equal to the absolute value of damage that would be dealt in this way.
Psilocyblin Influence 2UR Instant (R)
Target player discards three cards at random, then draws four cards.
Right of Primogeniture GGWW Sorcery (R)
Put target creature you control on the top of your library. Then, search your library for a creature with a different name that shares a color with that creature, and put it into play tapped. Then, shuffle your library.
Wort Druid RGG Creature - Orc Druid (R) 3/2
When a land is put into your graveyard, you may pay 1. If you do, put a 1/1 green Saproling creature token into play.
Land
Common 12/12:
Flax Yield Land (C)
, sacrifice a land: Add :symw::symw: to your mana pool.
Artificial Isles Land (C) t, sacrifice a land: Add UU to your mana pool
Mass Graves Land (C) t, sacrifice a land: Add BB to your mana pool
Cherry Orchard Land (C) t, sacrifice a land: Add GG to your mana pool
Log Flume Land (C) t, sacrifice a land: Add RR to your mana pool
Traps Course Land (C) t: Add 1 to your mana pool
If ~ would leave play, you may have it deal 1 damage to target creature or player
Prospector's Stake Land (C) t: Add 1 to your mana pool
If ~ would leave play, you may gain 3 life
Mural Wall Land (C)
~ comes into play with three depletion counters on it. When it has no depletion counters on it, sacrifice it. T, remove a depletion counter from ~: Add W to your mana pool
~ is a 2/3 white Soldier creature as long as you control more enchantments than any other player
Steeltwine Levees Land (C)
~ comes into play with three depletion counters on it. When it has no depletion counters on it, sacrifice it. T, remove a depletion counter from ~: Add U to your mana pool
~ is a 0/4 artifact Wall creature with defender as long as you have more cards in your hand than any other player
Isumae Tavern Land (C)
~ comes into play with three depletion counters on it. When it has no depletion counters on it, sacrifice it. T, remove a depletion counter from ~: Add B to your mana pool B,T: Search your library for a Mercenary permanent with a converted mana cost of 2 or less and put it into play. Shuffle your library afterwards. Play this ability only if you have more cards in your graveyard than any other player.
Spontaneous Fault Land (C)
~ comes into play with three depletion counters on it. When it has no depletion counters on it, sacrifice it. T, remove a depletion counter from ~: Add R to your mana pool
~ is a 5/3 red Elemental creature with, “if ~ attacks or blocks, sacrifice it at the end of turn,” as long as you control fewer permanents than any other player
Liana Tangles Land (C)
~ comes into play with three depletion counters on it. When it has no depletion counters on it, sacrifice it. T, remove a depletion counter from ~: Add G to your mana pool
~ is a 1/3 green Plant creature as long as you control more creatures than any other player G: Regenerate ~ if it’s a creature
Uncommon 13/18:
Bleak Skerry Land - Island Swamp (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Spongerock Precipice Land - Swamp Mountain (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Hardscrabble Woods Land - Mountain Forest(U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Village Church in the Dell Land - Forest Plains (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Obfusc Steppes Land - Plains Island (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Churchyard Land - Plains Swamp (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Insect Colony Land - Swamp Forest (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Tranquil Brook Land - Island Forest (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Waterfall Grotto Land - Island Mountain (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Stone Circle Land - Plains Mountain (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Havvah Crossroads Land (U)
~ comes into play tapped. t: Add W to your mana pool
As long as CARDNAME is enchanted or fortified, each other player skips his or her combat phase unless that player has you draw a card. (This cost is paid at the beginning of the combat phase.)
Neglected Silos Land (U)
~ comes into play with one storage counter on it.
Remove a storage counter from ~: Add 1 to your mana pool
Tap two untapped artifacts and/or creatures you control: Put a storage counter on ~ "As much as anyone can make use of to any advantage of life before it spoils, so much he may by his labor fix a property in." - John Locke, "An Essay Concerning the True Original, Extent and End of Civil Government"
Row Houses Land (U) ,t: Add 1 mana to your mana pool for each creature you control
Rare 7/11:
Chirehu Pagoda Legendary Land (R)
~ comes into play with two depletion counters on it. When it has no depletion counters on it, sacrifice it. t, remove a depletion counter from ~: Add G to your mana pool
When ~ leaves play, draw a card
Havvah Tent Colony Land (R)
~ comes into play with two storage counters on it. When ~ has no storage counters on it, sacrifice it.
At the beginning of your upkeep, if you control more creatures than any other player, put a storage counter on ~. t, remove at storage counter from ~: Add W, G, or 2 to your mana pool
Unblemished Wilderness Land (R)
~ comes into play with a depletion counters on it. When ~ has no depletion counters on it, sacrifice it.
At the beginning of your upkeep, if ~ is fortified or enchanted, put a depletion counter on it t, remove a depletion counter from ~: Add one mana of any color to your mana pool
Generator's Crevasse Land (R)
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.) T:AddBB,BR or RR to your mana pool
Sar Mines Legendary Land (R) T:AddR to your mana pool. ~ deals 1 damage to you. T, sacrifice two lands: Choose one — Put two 1/1 red Orc creature tokens with haste into play; or, put a 2/2 red Manticore creature token with flying into play
Vesigeth Necropoles Legendary Land (R) T, put the top three cards of your library into your graveyard: Add 1B to your mana pool
Tall Grass Steppes Legendary Land (R)
~ comes into play tapped T:AddW to your mana pool 1W,T: Target artifact, creature, or non-basic land loses all mana abilities until end of turn
Artifact:
Common 7/15:
Loaded Dice Artifact (C)
~ comes into play tapped
:1mana:, , sacrifice ~: Each player sacrifices a permanent unless (s)he pays :1mana:. Draw a card unless any player pays :1mana:.
Grifter's Wares Artifact (C)
~ comes into play tapped :1mana:, , sacrifice ~: Each player discards a card unless (s)he pays :1mana:. You draw a card unless any player pays :1mana:.
Bottled Hierophany 0 Artifact (C)
When Bottled Hierophany is put into a graveyard from play, draw a card.
When a spell or ability causes you to discard Bottled Hierophany, draw a card
Copperhead Proxy 3 Artifact Creature - Snake (C) 1/3
~ comes into play with three charge counters on it. When it has no charge counters on it, sacrifice it)
T, remove a charge counter from ~: Target creature gets +1/+1 until end of turn.
Corn Dolly 1 Artifact (C)
~ comes into play tapped ,T, sacrifice ~: Search your library for a basic land card and put it into play tapped. Then, any player may pay 1. If no player does, untap that land. Shuffle your library afterwards.
Ersatz Regulars 2 Artifact Creature - Soldier (C) 2/2
~ comes into play with two charge counters on it. When it has no charge counters on it, sacrifice it)
Whenever ~ deals or is dealt damage, remove a charge counter from it.
If ~ would be put into a graveyard from play, instead its owner shuffles it into his/her library
Motor Nautilus 0 Artifact Creature - Construct (C) 0/3
Uncommon 25/34:
Miser's Purse Artifact - Equipment (U)
Equipped creature gets +1/+1 for each permanent type among permanents you control
Equip
Infanta Coronet 3 Artifact - Equipment (U)
Equipped creature gets +1/+1 for each color it is
Equip 3
Empty Lots 1 Artifact - Fortification (U)
Fortified land loses all mana abilities and has, ": Add to your mana pool
Fortify: 4
Steamthopter 7 Artifact Creature - Thopter (U) 2/3
Affinity for artifacts
Flying
At the beginning of your upkeep, tap ~ unless you pay 1. If you paid R orU for that cost, you may have ~ deal 1 damage to target creature or player
Embellished Key 2 Artifact (U)
~ comes into play with two charge counters on it. When it has no charge counters on it, sacrifice it) ,T, remove a charge counter from ~: Untap target artifact.
Emerald Shard 4 Artifact (U)
Affinity for Forests T:AddG to your mana pool
Ruby Shard 4 Artifact (U)
Affinity for Mountains T:AddR to your mana pool
Sapphire Shard <StRonG></tRonG> Artifact (U)
Affinity for Islands T:AddU to your mana pool
Jet Shard 4 Artifact (U)
Affinity for Swamps T:AddB to your mana pool
Pearl Shard 4 Artifact (U)
Affinity for Plains T:AddW to your mana pool
Hypnotic Fascinator 3 Artifact - Equipment (U)
Equipped creature gets +1/+3 and can’t be blocked except by creatures that share a color with it.
Equip 2
Magnetog 4 Artifact Creature - Atog (U) 2/2 1: Remove a charge counter from target artifact. If you do, Magnetog gets +1/+1 until end of turn.
Sheikh Toppler 3 Artifact - Equipment (U)
Equipped creature gets +1/+1 and has first strike
If equipped creature would block or be blocked by a creature with a power of three or greater, put a +1/+1 counter on equipped creature.
Equip 2
Vesigeth Marionette 6 Artifact (U)
~ comes into play with four charge counters on it. When it has no charge counters on it, sacrifice it) 2, remove a charge counter from ~, T: ~ deals X damage to each player. Where X is the number of charge counters on it.
When ~ is put into a graveyard from play, it deals 1 damage to each creature and each player.
Amber Pendant 2 Artifact (U)
When ~ comes into play, sacrifice it unless you you reveal a Mountain or a Forest from your hand T:AddR or G to your mana pool
Coral Brooch 2 Artifact (U)
When ~ comes into play, sacrifice it unless you you reveal a Plains or an Island from your hand T:AddW or U to your mana
pool
Jade Locket 2 Artifact (U)
When ~ comes into play, sacrifice it unless you you reveal a Plains or a Forest from your hand T:AddW or G to your mana pool
Moonstone Bangle 2 Artifact (U)
When ~ comes into play, sacrifice it unless you you reveal an Island or a Swamp from your hand T:AddU or B to your mana pool
Onyx Clasp 2 Artifact (U)
When ~ comes into play, sacrifice it unless you you reveal a Swamp or a Mountain from your hand T:AddB or R to your mana pool
Blow Darts 0 Artifact - Equipment (U)
Equipped creature has Poisonous 1 (B/G)(B/G): Attach ~ to target creature
Equip 2
Caryatid Arcade 3 Artifact - Fortification (U)
Whenever mana from fortified land is used to play a non-creature permanent, that permanent becomes a creature with a power and toughness equal to its converted mana cost. (This effect doesn’t end at end of turn)
Fortify 3
Chameleon Golem 8 Artifact Creature - Golem (U) 4/4
Affinity for colors among permanents you control
Trample
Dynamite Fists 3 Artifact - Equipment (U)
Equipped creature gets +2/+0 and deals incendiary damage (You may divide this creature’s combat damage as you choose among any number of creatures defending player controls.)
Equip 2
Wall Market 2 Artifact - Fortification (U)
Whenever mana from fortified land is used to play an instant or sorcery spell, choose one — ~ deals 1 damage to target creature; target player gains 2 life; or, each player puts the top two cards of his/her graveyard into his/her library
Fortify 2
Rare 15/25:
Leide's Champion 12 Legendary Artifact Creature - Construct (R) 8/8
Affinity for artifact creatures and black creatures
Trample
~ deals incendiary damage (You may divide this creature’s combat damage as you choose among any number of creatures defending player controls.)
~ is indestructible as long as you control a Planeswalker
Frost Hilt 3 Artifact - Equipment (R)
Dissipation (At the beginning of your untap step, if Frost Hilt is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
Equipped creature gets +2/+2 and has double strike
Equip: 3
Bell Hilt 3 Artifact - Equipment (R)
Equipped creature gets +2/+2 and has double-strike
When equipped creature attacks, untap all creatures defending player controls.
Equip 3
Enciphered Runes 3 Artifact (R)
When ~ comes into play, turn your graveyard face down, then shuffle it.
You play with your graveyard face down.
If a card would be put into your graveyard, shuffle your graveyard.
If you would draw a card, you may instead put the top card of your graveyard into your hand.
Livewire Engine 0 Artifact Creature - Engine (R) 2/1
When ~ comes into play, it deals 2 damage to you
~ can’t attack or block alone
Phyrexian Spine 4 Artifact - Equipment (R)
Equipped creature is indestructible
Equipped creature gets +3/+0 as long as it’s an artifact creature
Equip 4
Purloined Idol 3 Artifact (R)
At the beginning of each player’s upkeep, ~ deals 1 damage to that player unless he or she controls a card named ~
Tuff Collar 3 Artifact - Equipment (R)
Equipped creature gets +/+1 and has vigilance
When an opponent plays a spell or ability that shares a color with equipped creature, ~ deals 1 damage to him/her
Equip 2
Census Booth 0 Artifact - Fortification (R)
Whenever a creature comes into play from a player’s hand, if fortified land is tapped, you may untap it.
Fortify 1
Djinni's Clink 0 Artifact (R)
~ comes into play with a charge counter on it.
At the beginning of your upkeep put a charge counter on ~. 2, sacrifice ~: Flip a coin. If you win the flip put an X/X colorless Djinn creature token with flying into play. Otherwise, ~ deals X damage to you. Where X is the number of charge counters on it.
Mox Opal 0 Artifact (R)
As an additional cost to playing ~, pay half of your life rounded up T: Add one mana of any color to your mana pool
Pawnbroker's Cane 3 Artifact (R) 1, sacrifice a permanent: Search your library for an artifact or an enchantment with a converted mana cost of 2 or less and put it into play. Then, shuffle your library.
Pocket Fireworks 4 Artifact (R)
Whenever a player plays a spell, sacrifice ~. If you do, ~ deals 2 damage to that player and each creature (s)he controls.
Silhouette Halls 2 Artifact - Fortification (R)
Whenever mana from fortified land is used to play an instant or sorcery spell, you may search you library for a spell with the same name and put it into your hand. If you do, shuffle your library afterwards.
Fortify 4
Wolf Holes 3 Artifact - Fortification (R)
Whenever a creature attacks you, if fortified land is untapped, that creature’s controller sacrifices it unless (s)he pays 2.
Whenever ~ becomes unattached from fortified land, sacrifice fortified land
Fortify 2
White:
Common:
Bane of Vice :1mana::symw::symw: Creature - Human Soldier (C) 2/2
If you control a Plains and an opponent controls a black creature, you may play ~ without paying its mana cost
Reconnoiter (this creature can't be blocked except by white or artifact creatures)
Bane of Industry :1mana::symw::symw: Creature - Human Soldier (C) 2/2
If you control a Plains and an opponent controls an artifact creature, you may play ~ without paying its mana cost
Reconnoiter (this creature can't be blocked except by white or artifact creatures)
Funeral Mute Creature - Human Cleric (C) 1/1
:1mana:: Target card in a graveyard can't be the target of spells or abilities until end of turn.
Tent Revivalist W Creature - Human Cleric (C) 0/2
At the beginning of your upkeep, if your have twenty-five life or more, you gain 2 life.
Abrupt Palisade 1WW Instant
Attacking creatures are considered blocked until end of turn
Draw a card
Aiku Piker 2W Creature - Human Soldier 1/4
Aiku Piker gets +1/+1 and has lifelink as long as it’s equipped or enchanted.
Autonomy Grant WW Enchantment - Aura
Enchant non-land permanent
You may play ~ any time you could play an instant. If it was played any time a sorcery couldn’t have been played, it gains substance until end of turn, and when it loses substance, put it on top of its owner’s library.
Enchanted permanent is a creature with a power and toughness each equal to its converted mana cost.
Cameo Chamber 2W Enchantment
At the beginning of your upkeep, put a 1/1 white Spirit creature token with flying into play. Then, if you have more life than any other player, put a 1/1 white Spirit creature token with flying into play.
Conscious Redeemer 2W Creature - Griffin Cleric 2/2
Flying W,T: Prevent the next 1 damage the would be dealt to target creature or player this turn, or prevent the next 2 damage that would be dealt to target flying creature this turn
Dogged Heretic W Creature - Human Rebel 1/1
Protection from white
Escape Clause 1W Enchantment - Aura
Enchant permanent
When ~ comes into play, draw a card
If a spell or ability an opponent controls would force you to sacrifice enchanted permanent, counter that spell or ability
Estate Audit 2W Sorcery
Target player shuffles two cards from his/her hand into his/her library
Expand the Grounds 1W Sorcery
Target player sacrifices a land unless that player has you gain 5 life
Inquisitor's Jannisary 1WW Creature - Human Soldier 2/2
Lifelink, Reconnoiter (This creature can’t be blocked except by white or artifact creatures)
Itinerant Healer 1W Creature - Human Cleric Rebel 0/3 W: Tap target untapped creature you control. Prevent the next 2 damage that would be dealt to that creature this turn. 1B, pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.
Long-Sought Armistice 1W Instant
Prevent all combat damage that would be dealt this turn
If you control no untapped lands, gain 4 life.
Majestic Skybaron WWW Creature - Griffin 2/2
If you control a Plains, you may tap two untapped creatures you control rather than pay Majestic Skybaron’s casting cost
Flash
Flying
Provencial Goatherd 1WW Creature - Human Townsfolk 1/2 1W,T: Target creature loses all abilities and can’t attack this turn. If G was spent to play this ability, you may also or instead reduce that creature’s power to 0 until end of turn.
Sang-froid 1W Enchantment - Aura
Enchant creature
Flash
Enchanted creature gets +4/+4 as long as it’s blocking
Tobacco Charm 4W Instant
Affinity for white permanents
Choose one — Destroy target creature with a converted mana cost of four or less; you gain 2 life for each permanent type among permanents you control; or, prevent the next 5 damage that would be dealt this turn among any number of target creatures or players
Uncommon:
Enrapt Dragoon :2mana::symw: Creature - Human Soldier (U) 2/2
Sacrifice an artifact or an enchantment: ~ gets +2/+2 until end of turn
Stigmatize 1W Sorcery (U)
Any opponent may have you gain 7 life. If a player does, counter ~.
Shuffle target creature into its owner's library
Convert the Unwashed:symw::symw: Sorcery (U)
Target opponent chooses a creature in your graveyard. Put that creature into play under your control.
Diaphanate :3mana::symw: Enchantment (U)
You may play ~ any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn, and when it loses substance, sacrifice it.
When ~ comes into play, choose target creature. That creature dissipates (is removed from the game with all permanents and counters still attached to it) and does not substantiate (return to play following being dissipated) until ~ leaves play. Upon substantiating, it has haste.
Sans-Culottes :1mana::symw::symw: Creature - Human Soldier (U) 2/2
When ~ comes into play, if you have more life than any other player, you may put a +1/+1 counter on each creature you control with a power of 3 or less. "The head of the tyrant has just fallen under the sword of the law; the same blow has overturned the foundations of monarchy among us. I finally believe in the republic." - Jean-Paul Marat
Rare:
Immaculate Raziel 2W Creature - Angel (R) 3/3
Flying
Whenever a player plays an Angel, you may pay :1mana:. If you do, you gain 4 life.
Amoretto 3WW Creature - Angel (R) 1/4
Flying
Creatures other than ~ can't attack "All love is sweet,/ Given or returned;/ Common as light is love,; And its familiar voice wearies not ever." - Percy Bysshe Shelley, "Prometheus Unbound"
Blue:
Common:
Industrialize 4U Instant (C)
Affinity for artifacts
Add 4 to your mana pool
Usury :1mana::symu: Tribal Enchantment - Mercenary (C)
Whenever a player sacrifices a permanent, you draw a card unless any player pays
Dirigible Raid :3mana::symu: Tribal Sorcery - Mercenary (C)
Target player sacrifices a permanent unless (s)he pays :1mana:. Then, if you paid to play ~, that player sacrifices a permanent unless (s)he pays :1mana:. Then, if you paid to play ~, that player sacrifices a permanent unless (s)he pays :1mana:.
Uncommon:
Gnostic Study :1mana::symu: Sorcery (U)
Draw a card. Then, if you have seven cards or more in your hand, draw a card.
Lender's Insistance :symu::symu: Instant (U)
Counter target spell unless any player pays :2mana:. That spell's controller sacrifices a permanent unless (s)he pays
Sargrave Paperfin :2mana::symu: Creature - Merfolk Wizard (U) 2/2
At the beginning of your upkeep, if ~ is white, you may gain 3 life
At the beginning of your upkeep, if ~ is black, you may have target player lose 2 life.
Seelie Dilettante :1mana::symu: Creature - Faerie Wizard (U) 1/1
Flying
At the beginning of your upkeep, if ~ is a color other than blue, you may draw a card.
Gilded Kinesis :1mana::symu: Instant (U)
Counter target spell. That spell's controller draws two cards.
Draw a card.
Rare:
Itinerant Sophist :2mana::symu: Creature - Faerie Spellshaper (R) 1/1
Flying
:symu:, , discard a card: Draw three cards, then put any two cards from your hand on top of your library.
Omniseer :2mana::symu: Creature - Faerie Wizard (R) 0/2
Flying
:1mana::symu:: Target creature becomes all colors or target land becomes all basic land types until end of turn.
Black:
Common:
Galleon Ogre :2mana::symb::symb: Creature - Ogre Mercenary (C) 3/2
Islandwalk
:symbu::symbu:, , sacrifice an Island: Search your library for a black or blue Mercenary permanent with a converted casting cost of five or less and put it ino play. Shuffle your library afterwards.
Doctored Cadaver :1mana::symb::symb: Creature - Zombie (C) 2/1
If you control a Swamp, you may discard a card at random from your hand rather than pay ~'s casting cost.
Grotesque Vaultling :1mana::symb::symb: Creature - Zombie (C) 1/2
If you control a Swamp, you may remove two black cards in your graveyard from the game rather than pay ~'s casting cost.
Septic Hag :2mana::symb::symb: Creature -Human Wizard Mercenary (C) 3/2
When ~ comes into play, each player who has fifteen life or more lose 2 life.
:5mana:,: Search your library for a black Mercenary permanent with a converted casting cost of 4 or less and put it into play. Then, shuffle your library.
Bought Cardinal :2mana::symb::symb: Creature - Human Cleric Mercenary (C) 3/2
When ~ comes into play, each player who has five cards or more in his/her hand discards a card at random.
:5mana:,: Search your library for a black Mercenary permanent with a converted casting cost of 4 or less and put it into play. Then, shuffle your library.
Mock the Bereft BB Sorcery (U)
Return target card in a graveyard to its owner's hand. That card's owner loses life equal to that card's converted casting cost.
Syndicate Brigands :1mana::symb: Tribal Enchantment - Mercenary (U)
When ~ comes into play, each player loses 2 life.
~ is a 3/2 black Mercenary creature as long as you have 12 life or less.
Rare:
Felprince of Mammon 2B Creature - Demon (R) 3/3
Flying
Whenever a player plays a Demon, you may pay :1mana:. If you do, put three 0/1 black Minion creature tokens into play under target player's control.
Seventy-Day Torture :2mana::symb::symb::symb: Legendary Enchantment (R)
All creatures are black
At the beginning of each player's upkeep, ~ deals 1 damage to him/her for each black creature (s)he controls
Isumae Lamia 3BB Creature - Vampire Mercenary (R) 3/3
First Strike
If a creature would be put into a graveyard on a turn Isumae Lamia dealt damage to it, you may put a +1/+1 counter on target creature ,T: Search your library for a black Mercenary permanent with a converted casting cost of four or less and put it into play. Shuffle your library afterward.
Green:
Common:
Thicket Wumpus :2mana::symg::symg: Creature - Beast (C) 3/3
~ gets +2/+2 as long as you control more basic lands than any other player
Chaque Cult Initiate Creature - Snake Warrior (C) 0/2
~ gets +1/+1 and has poisonous: 1 as long as an opponent has five poison counters or more.
Gone to Flowers :2mana::symg: Sorcery (C)
Each player searches his/her library for a basic land card and put it into play tapped. Then, each player who doesn't control an artifact or a non-basic land searches his/her library for another basic land and puts it into play tapped. Then, each player shuffles his/her library.
Foxfire Illuminator 1G Creature - Snake Spellshaper (C) 1/2
:symg:, , discard a card: Target green creature deals incendiary damage until end of turn (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Pastoral Scene 1G Enchantment (C)
At the beginning of your upkeep, if an opponent controls an artifact, an enchantment, and/or a non-basic land, you gain 1 life for each of those permanent types among permanents he or she controls.
Uncommon:
Windfall Bearer GG Creature - Treefolk (U) 4/3
When ~ comes into play, each one of your opponents draws a card
Foxfire Satyr :2mana::symg::symg::symg: Creature - Satyr (U) 4/4
Trample
~ deals incendiary damage (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Rosy Retrospection :1mana::symg: Sorcery (U)
Return target card in a graveyard to its owner's hand. Then, that card's owner's opponents each draw a card. "And memory insists on pining,/ For places it never went,/ As if life would be happier,/ Just by being different." -Dana Gioia, "Summer Storm"
Drown in Sap :1mana::symg::symg: Sorcery (U)
Destroy target permanent. That permanent's controller draws two cards.
Guided by Voices 3G Sorcery (U)
As an additional cost to playing Guided by Voices, remove any number of land cards in your graveyard from the game
Put X 1/1 green Faerie green tokens into play. Where X is 2 plus the number of lands removed from the game as an additional cost to playing Guided by Voices
Rare:
Chirehu Elder Creature - Faerie Druid (R) 0/1
Shroud
: Add to your mana pool one mana of any type a land you control could produce
Emperor Asp :3mana::symg: Creature - Snake (R) 2/5
Whenever a player plays a Snake, you may pay :symg:. If you do, target player gets a poison counter.
Red:
Common:
Saren Upstart Creature - Orc Warrior (C) 1/1
If ~ would be put into a graveyard from play, instead, it dissipates (is removed from the game with all permanents and counters still attached to it). It substantiates (returns to play following being dissipated) at the beginning of your next upkeep. Upon substantiating, ~ has haste until end of turn.
Whenever ~ substantiates, it deals 1 damage to you.
Rococo Quetzal :3mana::symr: Creature - Bird (C) 2/1
Dissipation (At the beginning of your upkeep, remove this creature from the game with all permanents and counters still attached to it. At the beginning of your next upkeep, return it to play under your control as it was when it left play. Upon substantiating, ~ has haste until end of turn.)
Flying, haste "I come forth from Chicomoztoc, only to you my friends, to you, honored ones, I come forth froim Tziuactitlan, only to you my friends, only to you honored ones, I sought, I sought, in all directions with my pack, In the ball ground I sang well and strong, like the quetzal bird; I answered back to the god." - Hymn to Mixcoatl
Rococo Flamequenched :3mana::symr: Creature - Beast (C) 3/3
Dissipation (At the beginning of your upkeep, remove this creature from the game with all permanents and counters still attached to it. At the beginning of your next upkeep, return it to play under your control as it was when it left play. Upon substantiating, ~ has haste until end of turn)
Trample
~ deals incendiary damage (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Covetous Seismoancer :2mana::symr::symr: Creature - Human Shaman Mercenary (C) 3/2
When ~ comes into play, each player who controls five lands or more sacrifices a land.
:5mana:, Search your library for a red Mercenary permanent with a converted mana cost of 4 or less and put it into play. Then, shuffle your library.
Inertia Mage :2mana::symr::symr: Creature - Human Wizard Mercenary (C) 3/2
When ~ comes into play, each player who controls three artifacts or more sacrifices an artifact.
:5mana:, Search your library for a red Mercenary permanent with a converted mana cost of 4 or less and put it into play. Then, shuffle your library.
Uncommon:
Saren Immortals :1mana::symr: Creature - Orc Warrior (U) 2/1
If ~ would be put into a graveyard from play, instead, it dissipates (is removed from the game with all permanents and counters still attached to it). It substantiates (returns to play following being dissipated) at the beginning of your next upkeep. Upon substantiating, ~ has haste until end of turn
Whenever ~ substantiates, it deals 2 damage to you.
Blood Tariff :2mana::symr: Enchantment (U)
At the beginning of each player's upkeep, ~ deals 2 damage to him/her for each non-land permanent (s)he controls with a mana ability.
Double Team :3mana::symr: Instant (U)
Put a token into play, attacking, that's a copy of target attacking creature you control.
At the end of turn, sacrifice that token unless was spent to play ~.
Rare:
Saren Phoenix :3mana::symr::symr: Creature - Phoenix (R) 3/1
Flying
If ~ would be put into a graveyard from play, instead, it dissipates (is removed from the game with all permanents and counters still attached to it). It substantiates (returns to play following being dissipated) at the beginning of your next upkeep. Upon substantiating, ~ has haste until end of turn.
Whenever ~ substantiates, it deals 3 damage to you.
Psychic Conflagration 1R Instant (R)
Counter target instant or sorcery spell. ~ deals damage to you equal to that spell's converted casting cost.
Shadowed Headhunters :3mana::symr::symr: Creature - Beast Mercenary (R) 3/3
When ~ attacks, put X 2/2 red Beast Mercenary creature tokens into play with haste under your control, attacking. Where X is ~'s power. ,T: Search you library for a red Mercenary permanent with a converted mana cost of four or less, and put it into play. Shuffle your library afterward.
Tribal Inferno :4mana::symr::symr: Sorcery (R)
~ deals 2 damage to target creature or player for each basic land type among lands you control.
Phasing? Ye gods, but you're a glutton for punishment. I say, take a page from Wizards' book and redux it like they did for Vanishing/Fading.
Shifting (At the beginning of your upkeep, if this is in play, it shifts out. Remove it from the game. If it's shifted out, it shifts in. Return it to play.)
Bam. It doesn't become abusive because the return-to-play only works if it was RFG'd with the shifting ability. It doesn't provide some of phasing's functionality (most notably, that phased-out creatures keep their Auras and stuff) but that's also part of phasing's problem.
You could work around this by making Auras and things that trigger on "shifting in" or "shifting out".
Astral Armor :1mana::symw:
Enchantment -- Aura (C)
Enchant creature
Enchanted creature gets +0/+3.
When enchanted creature shifts out, remove CARDNAME from the game. When that creature shifts in, attach CARDNAME to it.
That said, the other cards look pretty good but suffer from that dreaded Archaic Wording Syndrome.
Havvah Crossroads Land (U)
CARDNAME comes into play tapped.
As long as CARDNAME is enchanted or fortified, each other player skips his or her combat phase unless that player has you draw a card. (This cost is paid at the beginning of the combat phase.)
:symtap:: Add to your mana pool.
I tried to think of something more along the lines of Ghostly Prison but it would become really long.
Enrapture :1mana::symw:
Sorcery (U)
When you play CARDNAME, any opponent may have you gain 7 life. If a player does, counter CARDNAME.
Target creature's controller shuffles it into his or her library.
Another option:
"Target creature's controller shuffles it into his or her library unless that player has you gain 7 life."
Industrialize is out of pie for blue, and outdated... maybe something like Shoving Match?
"Until end of turn, each artifact you control gains ':symtap:: Add to your mana pool.'"
Or if you restricted the mana to only artifact spells and activated abilities of artifacts, like Vedalken Engineer.
Windfall Bearer -- See Indentured Djinn. You may need to adjust the power level/drawback. Also make it :symg::symg: cuz the last thing we need is another put-me-anywhere card like Tarmogoyf... not that this card is as fat.
Psychic Conflagration -- Probably needs to cost more. I think red would gladly spend ":symr:, Discard a card, pay 3 life" if it meant keeping its opponent from Canceling its Empty the Warrens or something.
Private Mod Note
():
Rollback Post to RevisionRollBack
Do I Contradict Myself? Very Well Then I Contradict Myself.
So I'm pretty busy lately, so I can't update this thread as frequentl as I'd like to, but I have some time right now (I should probably be reading, but whatever), so I'll post some cards.
Valros, as alway you make excellent points, and, although I can't address them all specifically right now, I'll take them all under advisement for the future. Also, I'll reconsider phasing, even though I love it.
Parasite Earth BR Sorcery (C)
Any player may sacrifice two permanents. If no player does, destroy target land.
Shastari Ranger 1(R/G) Creature - Orc Scout (U) 1/1
Whenever an opponent plays an artifact or a non-basic land, put a +1/+1 counter on ~.
Great Pretender 3BW Sorcery (U)
Remove target permanent from the game. Then, if that permanent was Legendary, you may search your library for a permanent of the same card type, reveal it, and put it into your hand. Shuffle your library afterward.
Chaque's Imposter 1RG Legendary Creature - Elemental (R) 2/2
Trample 2, put a land card in your graveyard on top of its owner's library: ~ gets +3/+3 until end of turn.
Convert the UnwashedWW Sorcery (U)
Target opponent chooses a creature in your graveyard. Put that creature into play under your control.
Lender's Insistance UU Instant (U)
Counter target spell unless any player pays 2. That spell's controller sacrifices a permanent unless (s)he pays 1
Galleon Ogre 2BB Creature - Ogre Mercenary (C) 3/2
Islandwalk (U/B)(U/B), t, sacrifice an Island: Search your library for a black or blue Mercenary permanent with a converted casting cost of five or less and put it ino play. Shuffle your library afterwards.
Thicket Wumpus 2GG Creature - Beast (C) 3/3
~ gets +2/+2 as long as you control more basic lands than any other player
Shadowed Headhunters 3RR Creature - Beast Mercenary (R) 2/2
When ~ attacks, put X 2/2 red Beast Mercenary creature tokens into play with haste under your control, attacking. Where X is ~'s power.
Eh, nobody really cares about my thing, but whatever, I'm having fun.
*Flax Yield Land (C) t, sacrifice a land: Add WW to your mana pool.
*From a horizontal cycle
*Village Church in the Dell Land (U)
As ~ comes into play, any player may pay 1. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped. t: Add W or G to your mana pool
*From a horizontal cycle
Loaded Dice 1 Artifact (C)
~ comes into play tapped ,t, sacrifice ~: Each player sacrifices a permanent unless (s)he pays 1. Draw a card unless any player pays 1.
Miser's Purse 3 Artifact - Equipment (U)
Equipped creature gets +1/+1 for each permanent type among permanents you control
Equip: 3
Empty Lots 2 Artifact - Fortification (U)
Fortified land loses all mana abilities and has, "t: Add 4 to your mana pool
Fortify: 1
Lavv't kel'Doire (U/G)(U/G) Legendary Creature - Human Scout (R) 2/2
When ~ comes into play, choose a basic land type. ~ has landwalk of the chosen basic land type
Cycling: 1U
Whenever you cycle ~, shuffle it into its owner's library
Enrapt Dragoon 2W Creature - Human Soldier (U) 2/2
Sacrifice an artifact or an enchantment: ~ gets +2/+2 until end of turn
Gnostic Study 1U Sorcery (U)
Draw a card. Then, if you have seven cards or more in your hand, draw a card.
Syndicate Brigands 1B Tribal Enchantment - Mercenary (U)
When ~ comes into play, each player loses 2 life.
~ is a 3/2 black Mercenary creature as long as you have 12 life or less.
Saren Phoenix 3RR Creature - Phoenix (R) 3/1
Flying
If ~ would be put into a graveyard from play, instead, it phases out.
Whenever ~ phases in, it deals 3 damage to you.
Chaque Cult Initiate G Creature - Snake Warrior (C) 0/2
~ gets +1/+1 and has poisonous: 1 as long as an opponent has five poison counters or more.
Sure, those cards'll be fine. And, yeah, I'll change Phasing to something else, eventually.
Phasing? Ye gods, but you're a glutton for punishment. I say, take a page from Wizards' book and redux it like they did for Vanishing/Fading.
Shifting (At the beginning of your upkeep, if this is in play, it shifts out. Remove it from the game. If it's shifted out, it shifts in. Return it to play.)
Bam. It doesn't become abusive because the return-to-play only works if it was RFG'd with the shifting ability. It doesn't provide some of phasing's functionality (most notably, that phased-out creatures keep their Auras and stuff) but that's also part of phasing's problem.
You could work around this by making Auras and things that trigger on "shifting in" or "shifting out".
sorry but I don't see your point: I can agree phasing is quite a confused ability to use, but how could someone abuse the cards' C.I.P. when phasing in do not activate them? also, phase ability lets you move permanents "as they are", with all the counters on them, equipped equipments and attached aura, without need of special text on them... so it is much simpler using phase than using your ability...
sorry but I don't see your point: I can agree phasing is quite a confused ability to use, but how could someone abuse the cards' C.I.P. when phasing in do not activate them? also, phase ability lets you move permanents "as they are", with all the counters on them, equipped equipments and attached aura, without need of special text on them... so it is much simpler using phase than using your ability...
and also, I LOVE phasing
I agree. Phasing can be a bit complicated sometimes, but I like it, and I don't see any problems with it. I was just agreeing so vehemently about the need to change it because I'm spineless and I hate being in conflict over something so trivial.
Anywho, new cards. Now'd be a good time for incendiary damage, I think. Here:
Orcish Stormtroopers 2BR Creature - Orc Mercenary (C) 3/1
Fear
~ deals incendiary damage (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If this creature would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls.)
Pretty wild, huh, but damn useful. Here's a second example:
Pyrotechnician 2UR Creature - Merfolk WIzard (U) 2/2
~ deals incendiary damage (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If this creature would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls.) Whenever ~ deals combat damage to a creature, draw a card.
Also, it should be noted, that incendiary damage circumvents shroud, so this guy is screwed:
Chirehu Elder G Creature - Faerie Druid (R) 0/1
Shroud t: Add to your mana pool one mana of any type a land you control could produce
Okay, fixed. In case you're wondering, anybody who reads this garbage, I don't want to make spoilers--- yet--- because that's what destroyed my last thread.
Traps Course Land (C) t: Add [mana] to your mana pool
When ~ is put into a graveyard from play, you may have it deal 1 damage to target creature or player
Marketplace Hub Land (C) t: Add 1 to your mana pool
At the beginning of your upkeep, you gain 1 life for each fortified and/or enchanted land you control. If a land you control is both fortified and enchanted, you may instead gain 4 life.
Cosmopolitanism 1(U/G) Enchantment - Aura (C)
Enchant permanent
If enchanted permanent is a land, it's all basic land types. Otherwise, enchanted permanent is all colors.
Park System (W/G) Enchantment - Aura (C)
Enchant land
When enchanted land is put into a graveyard from play, sacrifice ~, and you gain 4 life and draw a card.
Precipitous Borders (U/R) Enchantment - Aura (C)
Enchant land
If enchanted land would be put into a graveyard from play, instead, sacrifice ~, and return it to play under your control.
Duh, duh, dum, which Legendary creature should I post...
Seevi d'Voire 3BG Legendary Creature - Snake Demon (R) 3/5
Deathtouch (B/G): Target creature attacks or blocks this turn if able
And her mirror Legend:
Tetsute, Carnified Zeal 2WR Legendary Creature - Angel Demon (R) 5/3
As an additional cost to playing ~, sacrifice two lands or one non-basic land.
Flying
~ deals incendiary damage (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If this creature would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls.)
Bane of Vice 1WW Creature - Human Soldier (C) 2/2
If you control a Plains and an opponent controls a black creature, you may play ~ without paying its mana cost
Reconnoiter (this creature can't be blocked except by white or artifact creatures)
Omniseer 2U Creature - Faerie Wizard (R) 0/2
Flying 1U: Target creature becomes all colors or target land becomes all basic land types until end of turn.
Doctored Cadaver 1BB Creature - Zombie (C) 2/1
If you control a Swamp, you may discard a card at random from your hand rather than pay ~'s casting cost.
Tribal Inferno 4RR Sorcery (R)
~ deals 2 damage to target creature or player for each basic land type among lands you control.
Emperor Asp 3G Creature - Snake Lord (R) 2/5
Whenever a player plays a Snake, you may pay G. If you do, target player gets a poison counter.
Ooh, I'm having a lot of fun with phasing, specifically red and white phasing. Note that I could use help with certain cards that trigger abilities upon phasing out and phasing in, because the whole phasing process occurs during the untap step. I can probably figure it out, but I may have to take Valros's advice and switch untap to upkeep, to make things simpler for me. Check 'em out:
*Diaphanate 3W Enchantment (U)
You may play ~ any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn, and when it loses substance, sacrifice it.
When ~ comes into play, choose target creature. That creature phases out and does not phase back in until ~ leaves play.
* In case you can't tell, colorshifted Oubliette w/ a Visions twist.
Vesigeth Cowler 1UB Creature - Human Wizard (C) 2/3
Phasing
When ~ phases in, each player loses 1 life
Fleeting Sylph 1WU Creature - Faerie Spirit (C) 2/2
Flying
If ~ would be dealt combat damage, instead, it phases out.
*Kyeiyver of Ochkutk 2UR Legendary Creature - Orc Wizard (R) 2/2
Whenever a permanent phases out, you may pay U. If you do, draw a card.
Whenever a permanent phases in, you may pay R. If you do, ~ deals 2 damage to that permanent's controller.
*Require significant editing, but you get the idea.
Ashen Specter (fixed!) 1WB Creature - Specter (R) 2/2
Flying, phasing
Whenever ~ deals damage to a player, that player puts a card from his/her hand on top of his/her library.
Saren Upstart R Creature - Orc Warrior (C) 1/1
If ~ would be put into a graveyard from play, instead it phases out.
When ~ phases in, it deals 1 damage to you
Saren Immortals 1R Creature - Orc Warrior (U) 2/1
If ~ would be put into a graveyard from play, instead it phases out.
When ~ phases in, it deals 2 damage to you.
The Phoenix (see post #4) completes the Saren cycle
Rococo Flamequenched 3R Creature - Beast (C) 3/3
Phasing
~ deals incendiary damage (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If this creature would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls.)
So MAJOR update! After meditating atop a wooden pillar and listen to Alanis Morissette (not true) for about a week, I had a revelation, not an epiphany; phasing and cycling are getting the boot in favor of a new phasing. I'll elaborate on it in the first post and I'll create a spoiler, soon, also in the first post.
Cards for your perusal:
Flotsam 1U Enchantment (R)
Islands are artifacts in addition to their normal types.
Not too inventive, but handy enough, maybe.
Blood Tariff 2R Enchantment (U)
At the beginning of each player's upkeep, ~ deals 2 damage to him/her for each artifact and/or creature (s)he controls with a mana ability.
Seventy-Day Torture 2BBB Legendary Enchantment (R)
All creatures are black
At the beginning of each player's upkeep, ~ deals 1 damage to him/her for each black creature (s)he controls
Unchecked Progress 1UB Sorcery (U)
Search your library for a non-creature, non-Legendary artifact and put it into play. You lose life equal to that card's converted casting cost. Shuffle your libary afterward.
Public Domain 1WU Sorcery
Look at target player's hand and choose an artifact or enchantment from it. Put that card into play under your control.
Dregs Sift 1BR Sorcery (U)
Put a random permanent in target player's graveyard into play under your control.
Funeral Mute W Creature - Human Cleric (C) 1/1 1: Target card in a graveyard has shroud until end of turn.
Bete Noire 3WB Creature - Zombie Knight (C) 4/4
~ gets +2/+2 as long as you have less life than an opponent
Gone to Flowers 2G Sorcery (C)
Each player searches his/her library for a basic land card and put it into play tapped. Then, each player who doesn't control an artifact or a non-basic land searches his/her library for another basic land and puts it into play tapped. Then, each player shuffles his/her library.
Grifter's Wares 1 Artifact (C)
~ comes into play tapped ,t, sacrifice ~: Each player discards a card unless (s)he pays 1. You draw a card unless any player pays 1.
Ummm, so yeah. Check the spoiler for the actual versions of previous cards.
So all of the two people other than myself who may look at this thread may see incendiary damage as being a bit too limited to have much utility outside of red, so I've adapted some green cards to make use of it. Here you go:
Foxfire Illuminator 2G Creature - Snake Spellshaper (C) 1/2 G,t, discard a card: Target green creature deals incendiary damage until end of turn (If it would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If it would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls).
Foxfire Satyr 2GGG Creature - Satyr (U) 4/4
~ deals incendiary damage (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If this creature would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls.)
Sans-Culottes 1WW Creature - Human Soldier (U) 2/2
When ~ comes into play, if you have more life than any other player, you may put a +1/+1 counter on each creature you control with a power of 3 or less.
Itinerant Sophist 2U Creature - Faerie Spellshaper (R) 1/1
Flying U,t, discard a card: Draw three cards, then put any two cards from your hand on top of your library.
Sargrave Paperfin 2U Creature - Merfolk Wizard (U) 2/2
At the beginning of your upkeep, if ~ is white, you may gain 3 life
At the beginning of your upkeep, if ~ is black, you may have target player lose 2 life.
Seelie Dilettante 1U Creature - Faerie Wizard (U) 1/1
Flying
At the beginning of your upkeep, if ~ is a color other than blue, you may draw a card.
Immaculate Raziel 3W Creature - Angel Lord (R) 2/2
Flying
Whenever a player plays an Angel, you may pay 1. If you do, you gain 4 life.
Felprince of Mammon 3B Creature - Demon Lord (R) 2/2
Flying
Whenever a player plays a Demon, you may pay 1. If you do, put three 0/1 black Minion creature tokens into play under target player's control.
Rosy Retrospection :1mana::symg:
Sorcery (U)
Return target card in a graveyard to its owner's hand. Then, that card's owner's opponents each draw a card.
Drown in Sap :1mana::symg::symg: Sorcery (U)
Destroy target permanent. That permanent's controller draws two cards.
Gilded Kinesis :1mana::symu:
Instant (U)
Counter target spell. That spell's controller draws two cards.
Draw a card.
Septic Hag :2mana::symb::symb:
Creature -Human Wizard Mercenary (C) 3/2
When ~ comes into play, each player who has five cards or more in his/her hand discards a card at random.
:5mana:,: Search your library for a black Mercenary permanent with a converted casting cost of 4 or less and put it into play. Then, shuffle your library.
Bought Cardinal :2mana::symb::symb: Creature - Human Cleric Mercenary (C) 3/2
When ~ comes into play, each player who has fifteen life or more lose 2 life.
:5mana:,: Search your library for a black Mercenary permanent with a converted casting cost of 4 or less and put it into play. Then, shuffle your library.
Covetous Seismancer :2mana::symr::symr: Creature - Human Shaman Mercenary (C) 3/2
When ~ comes into play, each player who controls five lands or more sacrifices a land.
:5mana:, Search your library for a red Mercenary permanent with a converted mana cost of 4 or less and put it into play. Then, shuffle your library.
Inertia Mage :2mana::symr::symr: Creature - Human Wizard Mercenary (C) 3/2
When ~ comes into play, each player who controls three artifacts or more sacrifices an artifact.
:5mana:, Search your library for a red Mercenary permanent with a converted mana cost of 4 or less and put it into play. Then, shuffle your library.
Usury :1mana::symu: Tribal Enchantment - Mercenary (C)
Whenever a player sacrifices a permanent, you draw a card unless any player pays
Dirigible Raid :3mana::symu:
Tribal Sorcery - Mercenary (C)
Target player sacrifices a permanent unless (s)he pays :1mana:. Then, if you paid to play ~, that player sacrifices a permanent unless (s)he pays :1mana:. Then, if you paid to play ~, that player sacrifices a permanent unless (s)he pays :1mana:.
Double Team :3mana::symr:
Instant (U)
Put a token into play, attacking, that's a copy of target attacking creature you control.
At the end of turn, sacrifice that token unless was spent to play ~.
Blood Tariff 2R Enchantment (U)
At the beginning of each player's upkeep, ~ deals 2 damage to him/her for each artifact and/or creature (s)he controls with a mana ability.
Why not "nonland permanent"? Something has to punish Cadaverous Bloom.
Seventy-Day Torture 2BBB Legendary Enchantment (R)
All creatures are black
At the beginning of each player's upkeep, ~ deals 1 damage to him/her for each black creature (s)he controls
Hm. Persistent Stronghold Discipline + Darkest Hour. This is strong, but at legendary and the hefty black mana requirement... probably okay.
Unchecked Progress 1UB Sorcery (U)
Search your library for a non-creature, non-Legendary artifact and put it into play. You lose life equal to that card's converted casting cost. Shuffle your libary afterward.
Unchecked Progress :1mana::symu::symb:
Sorcery (U)
Search your library for a nonlegendary, noncreature artifact card and put that card into play. You lose life equal to its converted mana cost. Then shuffle your library.
Public Domain 1WU Sorcery
Look at target player's hand and choose an artifact or enchantment from it. Put that card into play under your control.
Okay THIS one's a little different. White doesn't steal. Maybe if you allowed the player to play it, and then put a copy of it into play under your control. But that makes it :symgw:...
Public Domain :1mana::symg::symw:
Sorcery (R)
Target player reveals his or her hand. Choose an artifact or enchantment card from it, then that player may put the chosen card into play. If that player does, each other player may put a token into play that's a copy of the chosen card.
Dregs Sift 1BR Sorcery (U)
Put a random permanent in target player's graveyard into play under your control.
Hm. Interesting, although black/red shouldn't be returning enchantments or lands.
Sift Through Dregs :1mana::symb::symr:
Sorcery (U)
Choose target artifact or creature card in a graveyard at random. Put that card into play under your control.
Foxfire Satyr 2GGG Creature - Satyr (U) 4/4
~ deals incendiary damage (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If this creature would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls.)
Have you considered the following?
Incendiary (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Small differences (the biggest being that you'll need to include trample), but look how much text you save.
Itinerant Sophist 2U Creature - Faerie Spellshaper (R) 1/1
Flying U,t, discard a card: Draw three cards, then put any two cards from your hand on top of your library.
Fair enough at rare, but Brainstorm is a good card.
Sargrave Paperfin 2U Creature - Merfolk Wizard (U) 2/2
At the beginning of your upkeep, if ~ is white, you may gain 3 life
At the beginning of your upkeep, if ~ is black, you may have target player lose 2 life.
Hopefully you have color-changing effects enough to make this work.
Felprince of Mammon 3B Creature - Demon Lord (R) 2/2
Flying
Whenever a player plays a Demon, you may pay 1. If you do, put three 0/1 black Minion creature tokens into play under target player's control.
Maybe that player's control? Or your control, to mirror the Raziel? Also a 2/2 Demon Lord is just wimpy.
Rosy Retrospection :1mana::symg:
Sorcery (U)
Return target card in a graveyard to its owner's hand. Then, that card's owner's opponents each draw a card.
Given the drawback, this seems... pretty good for green. I'm thinking some mean tricks in team games, forcing an opponent to take a sac'd land (or some other jank) while everyone on your team draws a card.
Rosy Retrospection :1mana::symg:
Sorcery (U)
Target player may return a card in his or her graveyard to his or her hand, then each other player may draw a card.
Septic Hag :2mana::symb::symb:
Creature -Human Wizard Mercenary (C) 3/2
When ~ comes into play, each player who has five cards or more in his/her hand discards a card at random.
:5mana:,: Search your library for a black Mercenary permanent with a converted casting cost of 4 or less and put it into play. Then, shuffle your library.
Love the name. Remember that it's "converted mana cost"... "casting cost" is outdated.
Bought Cardinal :2mana::symb::symb: Creature - Human Cleric Mercenary (C) 3/2
When ~ comes into play, each player who has fifteen life or more lose 2 life.
:5mana:,: Search your library for a black Mercenary permanent with a converted casting cost of 4 or less and put it into play. Then, shuffle your library.
Covetous Seismancer :2mana::symr::symr: Creature - Human Shaman Mercenary (C) 3/2
When ~ comes into play, each player who controls five lands or more sacrifices a land.
:5mana:, Search your library for a red Mercenary permanent with a converted mana cost of 4 or less and put it into play. Then, shuffle your library.
Tiny Latin-roots nitpick: "Seismomancer". Like seismograph.
Inertia Mage :2mana::symr::symr: Creature - Human Wizard Mercenary (C) 3/2
When ~ comes into play, each player who controls three artifacts or more sacrifices an artifact.
:5mana:, Search your library for a red Mercenary permanent with a converted mana cost of 4 or less and put it into play. Then, shuffle your library.
"...three or more artifacts". Depending on how many of each are in your set, it might be better off with nonbasic lands instead.
Dirigible Raid :3mana::symu:
Tribal Sorcery - Mercenary (C)
Target player sacrifices a permanent unless (s)he pays :1mana:. Then, if you paid to play ~, that player sacrifices a permanent unless (s)he pays :1mana:. Then, if you paid to play ~, that player sacrifices a permanent unless (s)he pays :1mana:.
Dirigible Raid :3mana::symu:
Tribal Sorcery -- Mercenary (C)
Target player sacrifices a permanent unless that player pays
If was spent to play CARDNAME, target player sacrifices a permanent unless that player pays :1mana:.
If was spent to play CARDNAME, target player sacrifices a permanent unless that player pays :1mana:.
Wording fix. I was gonna say that the effect isn't blue, but then I noticed all the blue Pirates that showed up in Gatherer with similar abilities.
Double Team :3mana::symr:
Instant (U)
Put a token into play, attacking, that's a copy of target attacking creature you control.
At the end of turn, sacrifice that token unless was spent to play ~.
Double Team :3mana::symr:
Instant (U)
Put a token into play tapped and attacking that's a copy of target attacking creature you control. At end of turn, sacrifice that token unless was spent to play CARDNAME.
As always Valros, insightful comments. I will change incendiary damage to your wording, because that plus trample isn't extremely different from what I had, and it makes the ability a hell of a lot more versatile. I just didn't get what people were telling me before.
I will change Blood Tariff to read non-land. Good call, and don't forget Squandered Resources. Phew, huh?
On Public Domain, white doesn't steal, sure, but blue does. Blue steals and loves artifacts, white loves enchantments and (some) artifacts (equipments and fortifications, in the block). I don't see a problem, but I'll take this card under consideration. I've always had a bit of trouble with (U/W) for some reason.
On the Paperfin, and the Dilettante, I guess. Most likely comboed with Seventy Days Torture and/or Omiseer, which is:
Omniseer 2U Creature - Faerie Wizard (R) 1/1
Flying 1U: Target non-land permanent becomes all colors until end of turn or target land becomes all basic land types until end of turn
Also, Cosmopolitanism, which is back in the common multicolored spoiler, if you care to look, and a couple of others that aren't up/made yet.
I'll fix Dregs Sift
I like the adjective Bought; sounds good coupled w/ Cardinal, I think.
Funeral Mute is meant to be selective protection, for a few reasons that I'll explain in the future, when more cards come out. I'll change the shroud though.
Gilded Kinesis is meant to be Arcane Denial, which isn't broken at all, I don't think. I mean, who plays it? I feel like the only one who ever has.
Drown is Sap comes pretty much from Desert Twister, but it was just another way for me to exercise the reverse cantrip mechanic, which I think has a good home in green. I may change it/cut it, if I get tired of it.
Ummm, what else. It's Usury because you're profiting from an opponent's debts, misfortunes, suffering, etc. at an exorbitately high rate of interest (1). I'll alter it, maybe.
Okay, so I've learned how to render, kinda,and I found a good flavor text for Rosy Retrospection, and one for Amoretto too, which I cheated one. But, renders.... finally. And I'll post renders of old cards too. I like Jenshi's a lot. Now people won't refer to her as he.
Hmmmm, it's been awhile. I've plenty of cards in the woodwork, but I'll put a couple/few of cards up every day or so. Comment liberally!
Chirehu Hierophant 1G Creature - Human Druid 1/1
You may return a Forst you control to its owner’s hand rather than pay ~'s mana cost
T: Add G to your mana pool
Invective Daemon 2UB Creature - Demon Spirit (R) 1/2
Dissipation (At the beginning of your upkeep, remove this creature from the game with all permanents and counters still attached to it. At the beginning of your next upkeep, return it to play under your control as it was when it left play. Upon substantiating, ~ has haste.)
When ~ substantiates, you may choose a card at random from target player’s hand. That player loses life equal to that card’s converted mana cost
[Unnamed WG Instant] WG Instant (C)
Untap target permanent. You gain life equal to its converted mana cost.
the heirophant is a little abusable. turn one: drop a forest, tap to play BoP, then return and drop heirophant. turn two drop forest, play for three mana. I don't know if I like that. maybe edit it to say untapped forest?
Private Mod Note
():
Rollback Post to RevisionRollBack
RIP Polar Bear God
Friend, artist, magic player, but most of all, Polar Bear God. We'll miss you, buddy
the heirophant is a little abusable. turn one: drop a forest, tap to play BoP, then return and drop heirophant. turn two drop forest, play for three mana. I don't know if I like that. maybe edit it to say untapped forest?
Or, turn one forest, turn one BOP, turn two forest. Same result, so my card's just an alternative to a land, for Stompy and its ilk. Also, some cards have Affinity for Druids.
Chirehu Hierophant 1G Creature - Human Druid 1/1
You may return a Forst you control to its owner’s hand rather than pay ~'s mana cost
T: Add G to your mana pool
This is more like:
Chirehu Hierophant
Creature -- Human Druid
1/1
CARDNAME is green.
As an additional cost to play CARDNAME, reveal a Forest card in your hand.
:symtap:: Add to your mana pool.
In light of that, it needs something extra to make it different from BoP or even Elves. Affinity for Druids is nice, but... maybe +0/+1?
(Also, side note: I think the "reveal a [basic land type] card" cost could be a really cool take on the tribal reveal cards from Lorwyn.)
Invective Daemon 2UB Creature - Demon Spirit (R) 1/2
Dissipation (At the beginning of your upkeep, remove this creature from the game with all permanents and counters still attached to it. At the beginning of your next upkeep, return it to play under your control as it was when it left play. Upon substantiating, ~ has haste.)
When ~ substantiates, you may choose a card at random from target player’s hand. That player loses life equal to that card’s converted mana cost
This is phasing except during the upkeep... I thought you made a simpler version?
(Also, you can stack the triggered effects such that it's removed right after it comes into play, gaining the CiP effect and nothing else. Just an observation.)
Chirehu Hierophant
Creature -- Human Druid
1/1
CARDNAME is green.
As an additional cost to play CARDNAME, reveal a Forest card in your hand.
:symtap:: Add to your mana pool.
In light of that, it needs something extra to make it different from BoP or even Elves. Affinity for Druids is nice, but... maybe +0/+1?
Hmmm, yes, the Hierophant needs something. Lemme doctor things a bit and see what happens.
This is phasing except during the upkeep... I thought you made a simpler version?
I thought my version was simpler. I want to keep Auras and counters and artifacts attached, because Lord knows Auras don't need to be any worse than they already are. I thought it was simple, but I guess not. Hmmmm, what can be done here? I'll tinker.
A couple of cards today:
Cameo Chamber 2W Enchantment (C)
At the beginning of your upkeep, put a 1/1 white Spirit creature token with flying into play. Then, if you have more life than any other player, put a 1/1 white Spirit creature token with flying into play.
Overgrown Meanders 1GG Enchantment (R)
At the beginning of your upkeep, you may reveal your hand. If you reveal at least four basic lands in this way, you may sacrifice ~. If you do, put four basic lands from your hand into play tapped and draw a card.
Overgrown Meanders may be way too good, but I'd prefer not to up the cost. It doesn't seem incredibly easy to pop though, so I'm not sure if it's too, too good.
I thought my version was simpler. I want to keep Auras and counters and artifacts attached, because Lord knows Auras don't need to be any worse than they already are. I thought it was simple, but I guess not. Hmmmm, what can be done here? I'll tinker.
It solves the issue of "do 'phases in/out' abilities trigger during the untap step or the upkeep?" confusion, but there's something wrong with keeping Auras attached to a creature (or other permanent) when they probably can't ("enchant creature" vs. "enchant creature card"). I can see noting the number and types of counters on the permanent as it leaves play, and then putting that many counters back on it when it comes back into play. Tawnos' Coffin et. al. agree with that just fine.
Cameo Chamber 2W Enchantment (C)
At the beginning of your upkeep, put a 1/1 white Spirit creature token with flying into play. Then, if you have more life than any other player, put a 1/1 white Spirit creature token with flying into play.
That's just a win more card. I'd like to see the Spirits gain lifelink and the second ability trigger off having less life than any other player. Oh, and a built-in answer to that eventual army of angry Spirits. Maybe something like this?
Cameo Chamber :2mana::symw:
Enchantment
At the beginning of your upkeep, put a 0/1 white Spirit creature token with flying into play. If you have less life than any other player, that creature token comes into play with a +1/+1 counter on it and lifelink. (Whenever it deals damage, you gain that much life.)
When CARDNAME leaves play, remove all Spirit creature tokens from the game.
Overgrown Meanders 1GG Enchantment (R)
At the beginning of your upkeep, you may reveal your hand. If you reveal at least four basic lands in this way, you may sacrifice ~. If you do, put four basic lands from your hand into play tapped and draw a card.
Overgrown Meanders may be way too good, but I'd prefer not to up the cost. It doesn't seem incredibly easy to pop though, so I'm not sure if it's too, too good.
You could probably get away with a green Hatching Plans.
Hatching Lands :1mana::symg:
Enchantment (R)
When CARDNAME is put into a graveyard from play, you may put up to three land cards from your hand into play tapped.
It's a little easier in the color of disenchant effects.
Private Mod Note
():
Rollback Post to RevisionRollBack
Do I Contradict Myself? Very Well Then I Contradict Myself.
Artful Dodger WW Creature - Human Rogue Rebel (U) 2/2
Artful Dodger has reconnoiter as long as it’s enchanted. (This creature can’t be blocked except by white or artifact creatures) 1W,T, remove an equipment from Artful Dodger: Tap target creature.
Overeager Recruit 1RR Creature - Human Mercenary (U) 3/1
Double-strike, haste
At the end of turn, if ~ is in play, put it on top of its owner’s library.
MULTICOLORED AND LAND SPOILERS OFFICIALLY UPDATED!
Some affinity for artifacts cards:
Reverse Engineer 3U Instant (C)
Affinity for artifacts
Return target permanent to its owner's hand
Feather Alloy 4U Enchantment - Aura (C)
Enchant creature
Affinity for artifacts
Enchanted creature gets +1/+1 and has flying. Enchanted creature gets +2/+0 as long as its an artifact creature.
Polymer Blend 4UU Sorcery (U)
Affinity for artifacts
Return target artifact from your graveyard to play.
And this thing:
Storm Sculpt 2U Sorcery (C)
Look at target player’s hand and chooose an instant or sorcery card from it. Remove that card from the game with five time counters on it. At the beginning of that player’s upkeep (s)he removes a time counter from it as long as it's removed from the game. When the last counter is removed, that player plays that card as though it were just played from his/her hand.
Washington Block - Washington, Adams, Jefferson, Madison
Breakdown: 'Washington' is a mega-set of 502 cards, because 300some was just too few. Here's the breakdown:
15 Basic lands
97 Multicolored cards - 35 common, 30 uncommon, 32 rare
74 Artifacts - 15 common, 34 uncommon, 25 rare
46 Non-basic lands - 12 common, 18 uncommon, 11 rare
55 cards per color - 21 common, 18 uncommon, 16 rare
'Washington' Themes:
-(major) Desperation: The most significant theme. You'll notice it through plenty of card mechanics. Depleting one resource to get a surplus of another. Very, very prominent
-(major) Card Advantage/ Card Type/ Life Total matters: A significant theme as well. Each color, and some of the color pairs, have permanent types, creature types, hand sizes, and/or life totals that make them 'pop', so to speak.
-(minor) Multicolor: Just because I've included a lot of multicolored cards doesn't mean that it's a multicolored set. However, some color guilds will form their own mechanics niche, and it comes out, especially in WU, UG, and RG, although the others have theirs too.
'Washington' Keywords:
Dissipation (At the beginning of your untap step, if ~ isn't dissipated it becomes dissipated. If ~ is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
~ deals incendiary damage (you may divide ~'s combat damage among any number of creatures defending player controls)
Reconnoiter (this creature can't be blocked except by white or artifact creatures)
'Washington' Color Pie:
White - Enchantments are significant
High life total is significant
Top cards of your library are exploited
Weenies
New combat ability (reconnoiter)
Frequent use of dissipation
Frequent use of alternate cast
Legendary permanents matter
Large number of creatures is significant
Supported creature types: Cleric, Griffin, Soldier, Angel
Blue - Artifacts are significant
Large number of cards in hand is significant
Frequent use of dissipation
Mercenary tribal
Permanent type matters
Multicolored cards are significant
Small number of creatures is significant
Supported creature types: Mercenary, Merfolk, Faerie
Black - Graveyard is significant
Small number of cards in hand is significant
Low life total is significant
Mercenary tribal
Permanent type matters
Legendary permanents matter
Frequent use of alternate cast
Small number of creatures is significant
Frequent use of poison counters
Supported creature types: Mercenary, Zombie, Cleric, Demon
Red - Small number of lands is significant
Few cards in hand is significant
Mercenary tribal
Recurrent spells and creatures
Frequent use of dissipation
New combat ability (incendiary damage)
Punishers
Supported creature types: Mercenary, Orc, Shaman
Green - Large number of lands is significant
Large number of creatures is significant
Large number of cards in hand is significant
Frequent use of poison counters
Large number of enchantments are significant
Multicolored cards are significant
Supported creature types: Faerie, Druid, Beast
Block Themes:
'Washington' [see above]
'Adams' - Land based
'Jefferson' - Hand and library manipulation oriented
'Madison' - Graveyard based
Setting & Characters:
'Washington' Plane - Crinea, a rather vanilla plane a hop-skip-and-a-jump away from Dominaria. During the reign of its two primary deities, Crinea has run on a rather large surplus of mana sapped from adjacent planes. However these deities cam to power only after a power struggle with two other deities, who are still survived by their impostors. As these impostors disable the devices through which all of this extra mana is filtered, faith in the primary deities wane and faith in the more pagan deities survived through milennia waxes, and the clashing of faith occurs, throwing the plane into a state of total bedlam.
[characters] Chaque and Staerlette - The two primary deities. Chaque manifests herself in terrestrial hierophanies; Staerlette manifests herself in heavenly hierophanies.
[characters] Gedr and Oielere - The two opposing deities. Faith in them has been supressed for millenia, but, due to the actions explained later, has seen a resurgence of tremendous proportion.
[location] Aikei - The Church. Staerlette's ballast for faith. Known for brutal tactics of inquisition. Exclusively white.
[location] Sar - Orcish state. Pious Chaque-followers. Red and black.
[location] Ochkutk - Orcish state. Most civilized Orcish state. Much less pious than either the Saren or the Shastari. Exclusively red
[location] Shastar - Orcish state. Savage, forest dwelling Orcs. Easily manipulated by Gedr's impostor into doing the bidding of Gedr and Oielere.
[location] Chirehu Forest - Populated mostly by Faeries and humans, affiliated with Chaque. Overtaken by the Chaque Cult [see below].
[group] Chaque Cult - Serpents who infested the Chirehu Forest by masquerading as creatures loyal to Chaque and manifesting themselves as serpents, the serpent being one of Chaque's major hierophanies.
[location] Venglade - Mostly untamed swampland.
[location] Isumat - Vagabond/mercenary city. Following the depletion of mana, food became more scarce, in fact, all resources became scarce, so many trned to crime, hence Mercenaries.
Now with flavor texts forthcoming!
Multicolored:
Common 29/35:
Astral Soul 1(W/B)
Creature - Spirit (C)
2/1
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
~ can't be blocked except by artifact creatures.
Parasite Earth :symb::symr:
Sorcery (C)
Any player may sacrifice two permanents. If no player does, destroy target land.
Trephining BR
Sorcery (C)
Each player discards a card at random. Then, each payer who has five cards or more in his/her hand discards another card at random
Cosmopolitanism
Enchantment - Aura (C)
Enchant permanent
If enchanted permanent is a land, it's all basic land types. Otherwise, enchanted permanent is all colors.
Park System
Enchantment - Aura (C)
Enchant land
When enchanted land is put into a graveyard from play, you gain 4 life and draw a card.
Precipitous Borders
Enchantment - Aura (C)
Enchant land
If enchanted land would be put into a graveyard from play, instead return it to play under your control.
Bete Noire :3mana::symw::symb:
Creature - Zombie Knight (C)
4/4
~ gets +2/+2 as long as you have less life than an opponent
Unseelie Sarcophagists :1mana::symb::symg:
Creature - Faerie Zombie (C)
2/1
Flying
:symgb:, pay 1 life: Regenerate ~
Orcish Stormtroopers :2mana::symb::symr:
Creature - Orc Mercenary (C)
3/1
Fear
~ deals incendiary damage (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Vesigeth Cowler :1mana::symu::symb:
Creature - Human Wizard (C)
2/3
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
When ~ stops being dissipated, each player loses 1 life
Fleeting Sylph WUU
Creature - Faerie Spirit (C)
2/2
Flying
If ~ would be dealt combat damage, instead, it dissipates.
Piscine Bowman :symw::symw::symu:
Creature - Merfolk Archer (C)
1/3
Reach
:1mana:, : Target attacking creature dissipates.
Merit Badge 1WR
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2
Enchanted creature can block up to two creatures each combat
Enchanted creature can't be blocked except by two creatures or more
Ochu Mahout 3RG
Creature - Orc Warrior (C)
4/4
0: Choose one: ~ gets +2/-1 until end of turn; ~ gets trample until end of turn; or, ~ can't be blocked except by creature with flying until end of turn. Play this ability no more than once per turn
Gargoyle Form WU
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets -4/+4
UW, return ~ to its owner's hand: Enchanted creature gets +2/+2 and has flying until end of turn
Felicity Grins WU
Instant (C)
Reveal the top card of your library. If that card is an artifact or an enchantment, put it into your hand.
Draw a card
Bazaar Hustler (U/B)
Creature - Merfolk Mercenary (C)
1/1
When ~ come into play, draw a card, then discard two cards
Sargrave Weaponsmith UR
Creature - Merfolk Artificer (C)
1/1
,t, unattach an equipment from ~: ~ deals 2 damage to target creature or player
Sveltetrunk Ancient 3WG
Creature - Treefolk (C)
3/6
~ gets +2/+0 as long as you control more basic lands than any other player.
~ has vigilance as long as an opponent controls a non-basic land.
Cinderbow Willow 3RG
Creature - Treefolk (C)
6/3
~ gets +0/+2 as long as you control more basic lands than any other player.
~ has trample as long as an opponent controls a non-basic land.
Briarfield RG
Creature - Plant Wall (C)
1/1
Defender
2, put the top card of your library into your graveyard: Put a +1/+1 counter on ~. If the card put into your graveyard using this ability was a land, put another +1/+1 counter on ~.
Cattail Naiad 1(U/G)
Creature - Faerie Druid Wizard (C)
0/2
T: Remove a counter from target player or permanent
Peripheral Blackguard 2UR
Creature - Human Mercenary (C)
3/3
~ is unblockable as long as defending player controls an untapped land
Plated Ouroboros 1WG
Creature - Snake (C)
3/4
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
Trample, lifelink
Gravity Lash 1(U/R)
Instant (C)
Put target artifact on top of its owner's library
Draw a card
Fanfare GW
Instant (C)
Untap target permanent. You gain life equal to its converted mana cost.
Noblesse Oblige 1(G/W)
Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. Then, you may put a +1/+1 counter on another target creature.
Sargasso Choke UG
Sorcery (C)
Any opponent may have you draw two cards. If no player does, put target land on top of its owner’s library
Shastari Furor RG
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and has haste.
Whenever a creature comes into play under your control, attach Shastari Furor to it.
Uncommon 18/30:
Unchecked Progress :1mana::symu::symb:
Sorcery (U)
Search your library for a non-creature, non-Legendary artifact and put it into play. You lose life equal to that card's converted casting cost. Shuffle your libary afterward.
Public Domain :1mana::symw::symu:
Sorcery (U)
Look at target player's hand and choose an artifact or enchantment from it. Put that card into play under your control.
Dregs Sift :1mana::symb::symr:
Sorcery (U)
Put a random artifact or creature in target player's graveyard into play under your control.
Shastari Ranger :1mana::symrg:
Creature - Orc Scout (U)
1/1
Whenever an opponent plays an artifact or a non-basic land, put a +1/+1 counter on ~.
Jenshi's Retainer 2WU
Creature - Human Wizard Soldier (U)
2/4
Flash
When ~ comes into play, you may have target creature you control dissipate.
When ~ leaves play, you may Scry 3
Army Ants
Pretender's Throne 3(B/W)(B/W)
Sorcery (U)
Remove target permanent from the game. Then, if that permanent was Legendary, you may search your library for a permanent of the same card type, reveal it, and put it into your hand. Shuffle your library afterward.
Pyrotechnician :2mana::symu::symr:
Creature - Merfolk WIzard (U)
2/2
~ deals incendiary damage (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Whenever ~ deals combat damage to a creature, draw a card.
Soapbox Nihilist 1BR
Creature - Human Rogue (U)
2/2
(B/R)(B/R),t: Destroy target white permanent unless its controller discards a card at random.
Manticore Hussar 3WR
Creature - Orc Soldier (U)
3/4
Flying
0: ~ deals 2 damage to target attacking or blocking creature. Play this ability only once per turn and only if an opponent controls more lands than you do.
Berserkergang Marauder [mana]{rg}{rg}{rg}
Creature - Orc Warrior (U)
3/1
Haste
~ can't be countered
Manueverability 1WR
Instant (U)
The next 3 damage that would be dealt to target creature or player this turn is dealt instead to another target creature or player.
Stardust Fugue UUBB
Sorcery (U)
Draw four cards
You lose 4 life.
Venality of Priesthood 1WB
Tribal Enchantment - Cleric (U)
At the beginning of each opponent's upkeep, if you have more life than that player, that player loses 1 life and you gain 1 life.
Vojinine Possession 1UB
Tribal Enchantment - Demon Aura (U)
Enchant creature
As an additional cost to playing ~, sacrifice a creature.
You control enchanted creature.
Histrionics [mana]{ur}{ur}
Enchantment
(U/R)(U/R): Target player discards a card at random, then draws a card.
Bargaining Power [mana]2{gu}{gu}
Instant (U)
Reveal cards from the top of your library until you reveal an artifact, a creature, an enchantment, or a planeswalker. If that card has a converted mana cost less than or equal to the number of cards in your hand, you may put it into play. Then, shuffle your library
Slithering Spoil xBG
Tribal Sorcery - Snake (U)
As an additional cost to playing ~, X Snakes in your graveyard from the game
Target player gets X poison counters.
Rare 23/32:
Jenshi Glaithe 3WB
Legendary Creature - Human Cleric (R)
3/1
When ~ comes into play, choose one- target player loses life equal to your life total minus his/her life total; or, you gain 1 life for each card in your graveyard
"If Lavv’t will defect, may he defect. If he will be smote, may he be smote, but who am I to condemn him? The profane have no position making judgements for the sacred."
Lavv't kel'Doire
Legendary Creature - Human Scout (R)
2/2
When ~ comes into play, choose a basic land type. ~ has landwalk of the chosen basic land type
Chaque's Imposter :1mana::symr::symg:
Legendary Creature - Imposter (R)
2/2
Trample
:2mana:, put a land card in your graveyard on top of its owner's library: ~ gets +3/+3 until end of turn.
Staerlette's Imposter 1WU
Legendary Creature - Imposter (R)
2/2
Flying
Whenever a permanent is put into your graveyard from play, you may reveal the top card of your library. If that card shares a permanent type with the last card put into your graveyard this turn, you may put it into play. Otherwise, put ~ on top of its owner’s library.
Seevi d'Voire :3mana::symb::symg:
Legendary Creature - Snake Demon (R)
3/5
Deathtouch
:symgb:: Target creature attacks or blocks this turn if able
Tetsute, Carnified Zeal :2mana::symw::symr:
Legendary Creature - Angel Demon (R)
5/3
As an additional cost to playing ~, sacrifice two lands or one non-basic land.
Flying
~ deals incendiary damage (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Kyeiyver of Ochkutk :2mana::symu::symr:
Legendary Creature - Orc Wizard (R)
2/2
At the beginning of your upkeep, if a permanent dissipated this turn, you may pay 1U. If you do, you may have target permanent dissipate.
At the beginning of your upkeep, if a permanent stopped being dissipated this turn, you may pay 1R. If you do, ~ deals 2 damage to that permanent’s controller.
Whenever a permanent substantiates , you may pay 1R. If you do, ~ deals 2 damage to that permanent's controller.
Scenic Route 1UG
Instant (R)
If a player would draw a card this turn, that player instead returns a land (s)he controls to its owner's hand
Ashen Spectre [mana]1wb[mana]
Creature - Specter
2/2
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
Flying
Whenever ~ deals damage to a player, that player puts a card from his/her hand on to of his/her library
Breakneck Intensity 2UR
Enchantment
You cannot play creature spells.
Instants, sorceries, equip abilities, and fortify abilities you play cost 1 less to play and can be played any time you could play an instant.
Breakout [mana]3rrgg[mana]
Sorcery
Put all creature cards from your hand into play. Creatures you control get +2/+2 and have haste until end of turn. At the end of turn, sacrifice all creatures put into play this way.
Coming Thaw X2UG
Sorcery
Reveal the top X cards of your library. Put all creature and land cards revealed this way into play tapped and remove the rest from the game.
Gotterdammerung 1WWBB
Sorcery
Choose a permanent type. Remove all permanents of the chosen type from the game.
Invective Daemon 2UB
Creature - Demon Spirit
1/2
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
When ~ substantiates, you may choose a card at random from target player’s hand. That player loses life equal to that card’s converted mana cost
Pagoda Percher 3GW
Creature - Angel
4/4
Flying
~ has protection from white as long as you control a Plains, protection from blue as long as you control an Island, protection from black as long as you control a Swamp, protection from red as long as you control a Mountain, and protection from green as long as you control a Forest.
Razorfolk Elite 1WU
Creature - Merfolk Soldier
2/2
When ~ attacks or blocks, you may pay 1. If you do, choose a permanent in play. That permanent dissipates.
Vesigeth Banshee 2BR
Creature - Spirit
2/3
Flying
At the beginning of your upkeep, you may pay 2 life. If you do, flip a coin. If you win the flip, target player sacrifices a creature.
Vojin's Machinations UUB
Instant
If you control an Island or a blue permanent and a Swamp or a black permanent, you may pay 4 life rather than pay ~'s mana cost
Counter target spell
Xenoflare 2RRW
Sorcery
Destroy all artifacts and enchantments. ~ deals 1 damage to each player for each permanent put into his/her graveyard in this way.
Kyeiyver's Gambit 3UBR
Sorcery (R)
~ deals damage to target player equal to the number of creatures (s)he controls minus the number of creatures you control. Repeat this process for all permanent types among permanents in play. If negative damage would be dealt to a player in this way, that player gains life equal to the absolute value of damage that would be dealt in this way.
Psilocyblin Influence 2UR
Instant (R)
Target player discards three cards at random, then draws four cards.
Right of Primogeniture GGWW
Sorcery (R)
Put target creature you control on the top of your library. Then, search your library for a creature with a different name that shares a color with that creature, and put it into play tapped. Then, shuffle your library.
Wort Druid RGG
Creature - Orc Druid (R)
3/2
When a land is put into your graveyard, you may pay 1. If you do, put a 1/1 green Saproling creature token into play.
Land
Common 12/12:
Flax Yield
Land (C)
, sacrifice a land: Add :symw::symw: to your mana pool.
Artificial Isles
Land (C)
t, sacrifice a land: Add UU to your mana pool
Mass Graves
Land (C)
t, sacrifice a land: Add BB to your mana pool
Cherry Orchard
Land (C)
t, sacrifice a land: Add GG to your mana pool
Log Flume
Land (C)
t, sacrifice a land: Add RR to your mana pool
Traps Course
Land (C)
t: Add 1 to your mana pool
If ~ would leave play, you may have it deal 1 damage to target creature or player
Prospector's Stake
Land (C)
t: Add 1 to your mana pool
If ~ would leave play, you may gain 3 life
Mural Wall
Land (C)
~ comes into play with three depletion counters on it. When it has no depletion counters on it, sacrifice it.
T, remove a depletion counter from ~: Add W to your mana pool
~ is a 2/3 white Soldier creature as long as you control more enchantments than any other player
Steeltwine Levees
Land (C)
~ comes into play with three depletion counters on it. When it has no depletion counters on it, sacrifice it.
T, remove a depletion counter from ~: Add U to your mana pool
~ is a 0/4 artifact Wall creature with defender as long as you have more cards in your hand than any other player
Isumae Tavern
Land (C)
~ comes into play with three depletion counters on it. When it has no depletion counters on it, sacrifice it.
T, remove a depletion counter from ~: Add B to your mana pool
B,T: Search your library for a Mercenary permanent with a converted mana cost of 2 or less and put it into play. Shuffle your library afterwards. Play this ability only if you have more cards in your graveyard than any other player.
Spontaneous Fault
Land (C)
~ comes into play with three depletion counters on it. When it has no depletion counters on it, sacrifice it.
T, remove a depletion counter from ~: Add R to your mana pool
~ is a 5/3 red Elemental creature with, “if ~ attacks or blocks, sacrifice it at the end of turn,” as long as you control fewer permanents than any other player
Liana Tangles
Land (C)
~ comes into play with three depletion counters on it. When it has no depletion counters on it, sacrifice it.
T, remove a depletion counter from ~: Add G to your mana pool
~ is a 1/3 green Plant creature as long as you control more creatures than any other player
G: Regenerate ~ if it’s a creature
Uncommon 13/18:
Bleak Skerry
Land - Island Swamp (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Spongerock Precipice
Land - Swamp Mountain (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Hardscrabble Woods
Land - Mountain Forest(U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Village Church in the Dell
Land - Forest Plains (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Obfusc Steppes
Land - Plains Island (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Churchyard
Land - Plains Swamp (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Insect Colony
Land - Swamp Forest (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Tranquil Brook
Land - Island Forest (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Waterfall Grotto
Land - Island Mountain (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Stone Circle
Land - Plains Mountain (U)
As ~ comes into play, any player may pay :1mana:. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
Havvah Crossroads
Land (U)
~ comes into play tapped.
t: Add W to your mana pool
As long as CARDNAME is enchanted or fortified, each other player skips his or her combat phase unless that player has you draw a card. (This cost is paid at the beginning of the combat phase.)
Neglected Silos
Land (U)
~ comes into play with one storage counter on it.
Remove a storage counter from ~: Add 1 to your mana pool
Tap two untapped artifacts and/or creatures you control: Put a storage counter on ~
"As much as anyone can make use of to any advantage of life before it spoils, so much he may by his labor fix a property in." - John Locke, "An Essay Concerning the True Original, Extent and End of Civil Government"
Row Houses
Land (U)
,t: Add 1 mana to your mana pool for each creature you control
Rare 7/11:
Chirehu Pagoda
Legendary Land (R)
~ comes into play with two depletion counters on it. When it has no depletion counters on it, sacrifice it.
t, remove a depletion counter from ~: Add G to your mana pool
When ~ leaves play, draw a card
Havvah Tent Colony
Land (R)
~ comes into play with two storage counters on it. When ~ has no storage counters on it, sacrifice it.
At the beginning of your upkeep, if you control more creatures than any other player, put a storage counter on ~.
t, remove at storage counter from ~: Add W, G, or 2 to your mana pool
Unblemished Wilderness
Land (R)
~ comes into play with a depletion counters on it. When ~ has no depletion counters on it, sacrifice it.
At the beginning of your upkeep, if ~ is fortified or enchanted, put a depletion counter on it
t, remove a depletion counter from ~: Add one mana of any color to your mana pool
Generator's Crevasse
Land (R)
Dissipation (At the beginning of your untap step, if ~ is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
T:AddBB,BR or RR to your mana pool
Sar Mines
Legendary Land (R)
T:AddR to your mana pool. ~ deals 1 damage to you.
T, sacrifice two lands: Choose one — Put two 1/1 red Orc creature tokens with haste into play; or, put a 2/2 red Manticore creature token with flying into play
Vesigeth Necropoles
Legendary Land (R)
T, put the top three cards of your library into your graveyard: Add 1B to your mana pool
Tall Grass Steppes
Legendary Land (R)
~ comes into play tapped
T:AddW to your mana pool
1W,T: Target artifact, creature, or non-basic land loses all mana abilities until end of turn
Artifact:
Common 7/15:
Loaded Dice
Artifact (C)
~ comes into play tapped
:1mana:, , sacrifice ~: Each player sacrifices a permanent unless (s)he pays :1mana:. Draw a card unless any player pays :1mana:.
Grifter's Wares
Artifact (C)
~ comes into play tapped
:1mana:, , sacrifice ~: Each player discards a card unless (s)he pays :1mana:. You draw a card unless any player pays :1mana:.
Bottled Hierophany 0
Artifact (C)
When Bottled Hierophany is put into a graveyard from play, draw a card.
When a spell or ability causes you to discard Bottled Hierophany, draw a card
Copperhead Proxy 3
Artifact Creature - Snake (C)
1/3
~ comes into play with three charge counters on it. When it has no charge counters on it, sacrifice it)
T, remove a charge counter from ~: Target creature gets +1/+1 until end of turn.
Corn Dolly 1
Artifact (C)
~ comes into play tapped
,T, sacrifice ~: Search your library for a basic land card and put it into play tapped. Then, any player may pay 1. If no player does, untap that land. Shuffle your library afterwards.
Ersatz Regulars 2
Artifact Creature - Soldier (C)
2/2
~ comes into play with two charge counters on it. When it has no charge counters on it, sacrifice it)
Whenever ~ deals or is dealt damage, remove a charge counter from it.
If ~ would be put into a graveyard from play, instead its owner shuffles it into his/her library
Motor Nautilus 0
Artifact Creature - Construct (C)
0/3
Uncommon 25/34:
Miser's Purse
Artifact - Equipment (U)
Equipped creature gets +1/+1 for each permanent type among permanents you control
Equip
Infanta Coronet 3
Artifact - Equipment (U)
Equipped creature gets +1/+1 for each color it is
Equip 3
Empty Lots 1
Artifact - Fortification (U)
Fortified land loses all mana abilities and has, ": Add to your mana pool
Fortify: 4
Steamthopter 7
Artifact Creature - Thopter (U)
2/3
Affinity for artifacts
Flying
At the beginning of your upkeep, tap ~ unless you pay 1. If you paid R orU for that cost, you may have ~ deal 1 damage to target creature or player
Paradise Mantle
Embellished Key 2
Artifact (U)
~ comes into play with two charge counters on it. When it has no charge counters on it, sacrifice it)
,T, remove a charge counter from ~: Untap target artifact.
Emerald Shard 4
Artifact (U)
Affinity for Forests
T:AddG to your mana pool
Ruby Shard 4
Artifact (U)
Affinity for Mountains
T:AddR to your mana pool
Sapphire Shard <StRonG></tRonG>
Artifact (U)
Affinity for Islands
T:AddU to your mana pool
Jet Shard 4
Artifact (U)
Affinity for Swamps
T:AddB to your mana pool
Pearl Shard 4
Artifact (U)
Affinity for Plains
T:AddW to your mana pool
Hypnotic Fascinator 3
Artifact - Equipment (U)
Equipped creature gets +1/+3 and can’t be blocked except by creatures that share a color with it.
Equip 2
Magnetog 4
Artifact Creature - Atog (U)
2/2
1: Remove a charge counter from target artifact. If you do, Magnetog gets +1/+1 until end of turn.
Sheikh Toppler 3
Artifact - Equipment (U)
Equipped creature gets +1/+1 and has first strike
If equipped creature would block or be blocked by a creature with a power of three or greater, put a +1/+1 counter on equipped creature.
Equip 2
Vesigeth Marionette 6
Artifact (U)
~ comes into play with four charge counters on it. When it has no charge counters on it, sacrifice it)
2, remove a charge counter from ~, T: ~ deals X damage to each player. Where X is the number of charge counters on it.
When ~ is put into a graveyard from play, it deals 1 damage to each creature and each player.
Amber Pendant 2
Artifact (U)
When ~ comes into play, sacrifice it unless you you reveal a Mountain or a Forest from your hand
T:AddR or G to your mana pool
Coral Brooch 2
Artifact (U)
When ~ comes into play, sacrifice it unless you you reveal a Plains or an Island from your hand
T:AddW or U to your mana
pool
Jade Locket 2
Artifact (U)
When ~ comes into play, sacrifice it unless you you reveal a Plains or a Forest from your hand
T:AddW or G to your mana pool
Moonstone Bangle 2
Artifact (U)
When ~ comes into play, sacrifice it unless you you reveal an Island or a Swamp from your hand
T:AddU or B to your mana pool
Onyx Clasp 2
Artifact (U)
When ~ comes into play, sacrifice it unless you you reveal a Swamp or a Mountain from your hand
T:AddB or R to your mana pool
Blow Darts 0
Artifact - Equipment (U)
Equipped creature has Poisonous 1
(B/G)(B/G): Attach ~ to target creature
Equip 2
Caryatid Arcade 3
Artifact - Fortification (U)
Whenever mana from fortified land is used to play a non-creature permanent, that permanent becomes a creature with a power and toughness equal to its converted mana cost. (This effect doesn’t end at end of turn)
Fortify 3
Chameleon Golem 8
Artifact Creature - Golem (U)
4/4
Affinity for colors among permanents you control
Trample
Dynamite Fists 3
Artifact - Equipment (U)
Equipped creature gets +2/+0 and deals incendiary damage (You may divide this creature’s combat damage as you choose among any number of creatures defending player controls.)
Equip 2
Wall Market 2
Artifact - Fortification (U)
Whenever mana from fortified land is used to play an instant or sorcery spell, choose one — ~ deals 1 damage to target creature; target player gains 2 life; or, each player puts the top two cards of his/her graveyard into his/her library
Fortify 2
Rare 15/25:
Leide's Champion 12
Legendary Artifact Creature - Construct (R)
8/8
Affinity for artifact creatures and black creatures
Trample
~ deals incendiary damage (You may divide this creature’s combat damage as you choose among any number of creatures defending player controls.)
~ is indestructible as long as you control a Planeswalker
Frost Hilt 3
Artifact - Equipment (R)
Dissipation (At the beginning of your untap step, if Frost Hilt is not dissipated, it becomes dissipated. If it is dissipated, it stops being dissipated. Dissipated cards are not permanents, and lose all abilities and types. Objects attached to dissipated cards remain attached.)
Equipped creature gets +2/+2 and has double strike
Equip: 3
Bell Hilt 3
Artifact - Equipment (R)
Equipped creature gets +2/+2 and has double-strike
When equipped creature attacks, untap all creatures defending player controls.
Equip 3
Enciphered Runes 3
Artifact (R)
When ~ comes into play, turn your graveyard face down, then shuffle it.
You play with your graveyard face down.
If a card would be put into your graveyard, shuffle your graveyard.
If you would draw a card, you may instead put the top card of your graveyard into your hand.
Livewire Engine 0
Artifact Creature - Engine (R)
2/1
When ~ comes into play, it deals 2 damage to you
~ can’t attack or block alone
Phyrexian Spine 4
Artifact - Equipment (R)
Equipped creature is indestructible
Equipped creature gets +3/+0 as long as it’s an artifact creature
Equip 4
Purloined Idol 3
Artifact (R)
At the beginning of each player’s upkeep, ~ deals 1 damage to that player unless he or she controls a card named ~
Tuff Collar 3
Artifact - Equipment (R)
Equipped creature gets +/+1 and has vigilance
When an opponent plays a spell or ability that shares a color with equipped creature, ~ deals 1 damage to him/her
Equip 2
Census Booth 0
Artifact - Fortification (R)
Whenever a creature comes into play from a player’s hand, if fortified land is tapped, you may untap it.
Fortify 1
Djinni's Clink 0
Artifact (R)
~ comes into play with a charge counter on it.
At the beginning of your upkeep put a charge counter on ~.
2, sacrifice ~: Flip a coin. If you win the flip put an X/X colorless Djinn creature token with flying into play. Otherwise, ~ deals X damage to you. Where X is the number of charge counters on it.
Mox Opal 0
Artifact (R)
As an additional cost to playing ~, pay half of your life rounded up
T: Add one mana of any color to your mana pool
Pawnbroker's Cane 3
Artifact (R)
1, sacrifice a permanent: Search your library for an artifact or an enchantment with a converted mana cost of 2 or less and put it into play. Then, shuffle your library.
Pocket Fireworks 4
Artifact (R)
Whenever a player plays a spell, sacrifice ~. If you do, ~ deals 2 damage to that player and each creature (s)he controls.
Silhouette Halls 2
Artifact - Fortification (R)
Whenever mana from fortified land is used to play an instant or sorcery spell, you may search you library for a spell with the same name and put it into your hand. If you do, shuffle your library afterwards.
Fortify 4
Wolf Holes 3
Artifact - Fortification (R)
Whenever a creature attacks you, if fortified land is untapped, that creature’s controller sacrifices it unless (s)he pays 2.
Whenever ~ becomes unattached from fortified land, sacrifice fortified land
Fortify 2
White:
Common:
Bane of Vice :1mana::symw::symw:
Creature - Human Soldier (C)
2/2
If you control a Plains and an opponent controls a black creature, you may play ~ without paying its mana cost
Reconnoiter (this creature can't be blocked except by white or artifact creatures)
Bane of Industry :1mana::symw::symw:
Creature - Human Soldier (C)
2/2
If you control a Plains and an opponent controls an artifact creature, you may play ~ without paying its mana cost
Reconnoiter (this creature can't be blocked except by white or artifact creatures)
Funeral Mute
Creature - Human Cleric (C)
1/1
:1mana:: Target card in a graveyard can't be the target of spells or abilities until end of turn.
Tent Revivalist W
Creature - Human Cleric (C)
0/2
At the beginning of your upkeep, if your have twenty-five life or more, you gain 2 life.
Abrupt Palisade 1WW
Instant
Attacking creatures are considered blocked until end of turn
Draw a card
Aiku Piker 2W
Creature - Human Soldier
1/4
Aiku Piker gets +1/+1 and has lifelink as long as it’s equipped or enchanted.
Angelic Renewal
Autonomy Grant WW
Enchantment - Aura
Enchant non-land permanent
You may play ~ any time you could play an instant. If it was played any time a sorcery couldn’t have been played, it gains substance until end of turn, and when it loses substance, put it on top of its owner’s library.
Enchanted permanent is a creature with a power and toughness each equal to its converted mana cost.
Cameo Chamber 2W
Enchantment
At the beginning of your upkeep, put a 1/1 white Spirit creature token with flying into play. Then, if you have more life than any other player, put a 1/1 white Spirit creature token with flying into play.
Conscious Redeemer 2W
Creature - Griffin Cleric
2/2
Flying
W,T: Prevent the next 1 damage the would be dealt to target creature or player this turn, or prevent the next 2 damage that would be dealt to target flying creature this turn
Dogged Heretic W
Creature - Human Rebel
1/1
Protection from white
Escape Clause 1W
Enchantment - Aura
Enchant permanent
When ~ comes into play, draw a card
If a spell or ability an opponent controls would force you to sacrifice enchanted permanent, counter that spell or ability
Estate Audit 2W
Sorcery
Target player shuffles two cards from his/her hand into his/her library
Expand the Grounds 1W
Sorcery
Target player sacrifices a land unless that player has you gain 5 life
Inquisitor's Jannisary 1WW
Creature - Human Soldier
2/2
Lifelink, Reconnoiter (This creature can’t be blocked except by white or artifact creatures)
Itinerant Healer 1W
Creature - Human Cleric Rebel
0/3
W: Tap target untapped creature you control. Prevent the next 2 damage that would be dealt to that creature this turn.
1B, pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.
Long-Sought Armistice 1W
Instant
Prevent all combat damage that would be dealt this turn
If you control no untapped lands, gain 4 life.
Majestic Skybaron WWW
Creature - Griffin
2/2
If you control a Plains, you may tap two untapped creatures you control rather than pay Majestic Skybaron’s casting cost
Flash
Flying
Provencial Goatherd 1WW
Creature - Human Townsfolk
1/2
1W,T: Target creature loses all abilities and can’t attack this turn. If G was spent to play this ability, you may also or instead reduce that creature’s power to 0 until end of turn.
Sang-froid 1W
Enchantment - Aura
Enchant creature
Flash
Enchanted creature gets +4/+4 as long as it’s blocking
Tobacco Charm 4W
Instant
Affinity for white permanents
Choose one — Destroy target creature with a converted mana cost of four or less; you gain 2 life for each permanent type among permanents you control; or, prevent the next 5 damage that would be dealt this turn among any number of target creatures or players
Uncommon:
Enrapt Dragoon :2mana::symw:
Creature - Human Soldier (U)
2/2
Sacrifice an artifact or an enchantment: ~ gets +2/+2 until end of turn
Stigmatize 1W
Sorcery (U)
Any opponent may have you gain 7 life. If a player does, counter ~.
Shuffle target creature into its owner's library
Convert the Unwashed:symw::symw:
Sorcery (U)
Target opponent chooses a creature in your graveyard. Put that creature into play under your control.
Diaphanate :3mana::symw:
Enchantment (U)
You may play ~ any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn, and when it loses substance, sacrifice it.
When ~ comes into play, choose target creature. That creature dissipates (is removed from the game with all permanents and counters still attached to it) and does not substantiate (return to play following being dissipated) until ~ leaves play. Upon substantiating, it has haste.
Sans-Culottes :1mana::symw::symw:
Creature - Human Soldier (U)
2/2
When ~ comes into play, if you have more life than any other player, you may put a +1/+1 counter on each creature you control with a power of 3 or less.
"The head of the tyrant has just fallen under the sword of the law; the same blow has overturned the foundations of monarchy among us. I finally believe in the republic." - Jean-Paul Marat
Rare:
Immaculate Raziel 2W
Creature - Angel (R)
3/3
Flying
Whenever a player plays an Angel, you may pay :1mana:. If you do, you gain 4 life.
Amoretto 3WW
Creature - Angel (R)
1/4
Flying
Creatures other than ~ can't attack
"All love is sweet,/ Given or returned;/ Common as light is love,; And its familiar voice wearies not ever." - Percy Bysshe Shelley, "Prometheus Unbound"
Blue:
Common:
Industrialize 4U
Instant (C)
Affinity for artifacts
Add 4 to your mana pool
Usury :1mana::symu:
Tribal Enchantment - Mercenary (C)
Whenever a player sacrifices a permanent, you draw a card unless any player pays
Dirigible Raid :3mana::symu:
Tribal Sorcery - Mercenary (C)
Target player sacrifices a permanent unless (s)he pays :1mana:. Then, if you paid to play ~, that player sacrifices a permanent unless (s)he pays :1mana:. Then, if you paid to play ~, that player sacrifices a permanent unless (s)he pays :1mana:.
Uncommon:
Gnostic Study :1mana::symu:
Sorcery (U)
Draw a card. Then, if you have seven cards or more in your hand, draw a card.
Circumvent :1mana::symu::symu:
Instant (U)
Counter target non-artifact, non-multicolored spell
Draw a card
Lender's Insistance :symu::symu:
Instant (U)
Counter target spell unless any player pays :2mana:. That spell's controller sacrifices a permanent unless (s)he pays
Sargrave Paperfin :2mana::symu:
Creature - Merfolk Wizard (U)
2/2
At the beginning of your upkeep, if ~ is white, you may gain 3 life
At the beginning of your upkeep, if ~ is black, you may have target player lose 2 life.
Seelie Dilettante :1mana::symu:
Creature - Faerie Wizard (U)
1/1
Flying
At the beginning of your upkeep, if ~ is a color other than blue, you may draw a card.
Gilded Kinesis :1mana::symu:
Instant (U)
Counter target spell. That spell's controller draws two cards.
Draw a card.
Rare:
Itinerant Sophist :2mana::symu:
Creature - Faerie Spellshaper (R)
1/1
Flying
:symu:, , discard a card: Draw three cards, then put any two cards from your hand on top of your library.
Omniseer :2mana::symu:
Creature - Faerie Wizard (R)
0/2
Flying
:1mana::symu:: Target creature becomes all colors or target land becomes all basic land types until end of turn.
Black:
Common:
Galleon Ogre :2mana::symb::symb:
Creature - Ogre Mercenary (C)
3/2
Islandwalk
:symbu::symbu:, , sacrifice an Island: Search your library for a black or blue Mercenary permanent with a converted casting cost of five or less and put it ino play. Shuffle your library afterwards.
Doctored Cadaver :1mana::symb::symb:
Creature - Zombie (C)
2/1
If you control a Swamp, you may discard a card at random from your hand rather than pay ~'s casting cost.
Grotesque Vaultling :1mana::symb::symb:
Creature - Zombie (C)
1/2
If you control a Swamp, you may remove two black cards in your graveyard from the game rather than pay ~'s casting cost.
Septic Hag :2mana::symb::symb:
Creature - Human Wizard Mercenary (C)
3/2
When ~ comes into play, each player who has fifteen life or more lose 2 life.
:5mana:,: Search your library for a black Mercenary permanent with a converted casting cost of 4 or less and put it into play. Then, shuffle your library.
Bought Cardinal :2mana::symb::symb:
Creature - Human Cleric Mercenary (C)
3/2
When ~ comes into play, each player who has five cards or more in his/her hand discards a card at random.
:5mana:,: Search your library for a black Mercenary permanent with a converted casting cost of 4 or less and put it into play. Then, shuffle your library.
Skewer :1mana::symb::symb:
Instant (C)
Destroy target non-artifact creature
Uncommon:
Mock the Bereft BB
Sorcery (U)
Return target card in a graveyard to its owner's hand. That card's owner loses life equal to that card's converted casting cost.
Syndicate Brigands :1mana::symb:
Tribal Enchantment - Mercenary (U)
When ~ comes into play, each player loses 2 life.
~ is a 3/2 black Mercenary creature as long as you have 12 life or less.
Rare:
Felprince of Mammon 2B
Creature - Demon (R)
3/3
Flying
Whenever a player plays a Demon, you may pay :1mana:. If you do, put three 0/1 black Minion creature tokens into play under target player's control.
Seventy-Day Torture :2mana::symb::symb::symb:
Legendary Enchantment (R)
All creatures are black
At the beginning of each player's upkeep, ~ deals 1 damage to him/her for each black creature (s)he controls
Isumae Lamia 3BB
Creature - Vampire Mercenary (R)
3/3
First Strike
If a creature would be put into a graveyard on a turn Isumae Lamia dealt damage to it, you may put a +1/+1 counter on target creature
,T: Search your library for a black Mercenary permanent with a converted casting cost of four or less and put it into play. Shuffle your library afterward.
Green:
Common:
Thicket Wumpus :2mana::symg::symg:
Creature - Beast (C)
3/3
~ gets +2/+2 as long as you control more basic lands than any other player
Chaque Cult Initiate
Creature - Snake Warrior (C)
0/2
~ gets +1/+1 and has poisonous: 1 as long as an opponent has five poison counters or more.
Gone to Flowers :2mana::symg:
Sorcery (C)
Each player searches his/her library for a basic land card and put it into play tapped. Then, each player who doesn't control an artifact or a non-basic land searches his/her library for another basic land and puts it into play tapped. Then, each player shuffles his/her library.
Foxfire Illuminator 1G
Creature - Snake Spellshaper (C)
1/2
:symg:, , discard a card: Target green creature deals incendiary damage until end of turn (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Pastoral Scene 1G
Enchantment (C)
At the beginning of your upkeep, if an opponent controls an artifact, an enchantment, and/or a non-basic land, you gain 1 life for each of those permanent types among permanents he or she controls.
Uncommon:
Windfall Bearer GG
Creature - Treefolk (U)
4/3
When ~ comes into play, each one of your opponents draws a card
Foxfire Satyr :2mana::symg::symg::symg:
Creature - Satyr (U)
4/4
Trample
~ deals incendiary damage (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Rosy Retrospection :1mana::symg:
Sorcery (U)
Return target card in a graveyard to its owner's hand. Then, that card's owner's opponents each draw a card.
"And memory insists on pining,/ For places it never went,/ As if life would be happier,/ Just by being different." -Dana Gioia, "Summer Storm"
Drown in Sap :1mana::symg::symg:
Sorcery (U)
Destroy target permanent. That permanent's controller draws two cards.
Guided by Voices 3G
Sorcery (U)
As an additional cost to playing Guided by Voices, remove any number of land cards in your graveyard from the game
Put X 1/1 green Faerie green tokens into play. Where X is 2 plus the number of lands removed from the game as an additional cost to playing Guided by Voices
Rare:
Chirehu Elder
Creature - Faerie Druid (R)
0/1
Shroud
: Add to your mana pool one mana of any type a land you control could produce
Emperor Asp :3mana::symg:
Creature - Snake (R)
2/5
Whenever a player plays a Snake, you may pay :symg:. If you do, target player gets a poison counter.
Red:
Common:
Saren Upstart
Creature - Orc Warrior (C)
1/1
If ~ would be put into a graveyard from play, instead, it dissipates (is removed from the game with all permanents and counters still attached to it). It substantiates (returns to play following being dissipated) at the beginning of your next upkeep. Upon substantiating, ~ has haste until end of turn.
Whenever ~ substantiates, it deals 1 damage to you.
Rococo Quetzal :3mana::symr:
Creature - Bird (C)
2/1
Dissipation (At the beginning of your upkeep, remove this creature from the game with all permanents and counters still attached to it. At the beginning of your next upkeep, return it to play under your control as it was when it left play. Upon substantiating, ~ has haste until end of turn.)
Flying, haste
"I come forth from Chicomoztoc, only to you my friends, to you, honored ones,
I come forth froim Tziuactitlan, only to you my friends, only to you honored ones,
I sought, I sought, in all directions with my pack,
In the ball ground I sang well and strong, like the quetzal bird; I answered back to the god." - Hymn to Mixcoatl
Rococo Flamequenched :3mana::symr:
Creature - Beast (C)
3/3
Dissipation (At the beginning of your upkeep, remove this creature from the game with all permanents and counters still attached to it. At the beginning of your next upkeep, return it to play under your control as it was when it left play. Upon substantiating, ~ has haste until end of turn)
Trample
~ deals incendiary damage (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Covetous Seismoancer :2mana::symr::symr:
Creature - Human Shaman Mercenary (C)
3/2
When ~ comes into play, each player who controls five lands or more sacrifices a land.
:5mana:, Search your library for a red Mercenary permanent with a converted mana cost of 4 or less and put it into play. Then, shuffle your library.
Inertia Mage :2mana::symr::symr:
Creature - Human Wizard Mercenary (C)
3/2
When ~ comes into play, each player who controls three artifacts or more sacrifices an artifact.
:5mana:, Search your library for a red Mercenary permanent with a converted mana cost of 4 or less and put it into play. Then, shuffle your library.
Uncommon:
Saren Immortals :1mana::symr:
Creature - Orc Warrior (U)
2/1
If ~ would be put into a graveyard from play, instead, it dissipates (is removed from the game with all permanents and counters still attached to it). It substantiates (returns to play following being dissipated) at the beginning of your next upkeep. Upon substantiating, ~ has haste until end of turn
Whenever ~ substantiates, it deals 2 damage to you.
Blood Tariff :2mana::symr:
Enchantment (U)
At the beginning of each player's upkeep, ~ deals 2 damage to him/her for each non-land permanent (s)he controls with a mana ability.
Double Team :3mana::symr:
Instant (U)
Put a token into play, attacking, that's a copy of target attacking creature you control.
At the end of turn, sacrifice that token unless was spent to play ~.
Rare:
Saren Phoenix :3mana::symr::symr:
Creature - Phoenix (R)
3/1
Flying
If ~ would be put into a graveyard from play, instead, it dissipates (is removed from the game with all permanents and counters still attached to it). It substantiates (returns to play following being dissipated) at the beginning of your next upkeep. Upon substantiating, ~ has haste until end of turn.
Whenever ~ substantiates, it deals 3 damage to you.
Psychic Conflagration 1R
Instant (R)
Counter target instant or sorcery spell. ~ deals damage to you equal to that spell's converted casting cost.
Shadowed Headhunters :3mana::symr::symr:
Creature - Beast Mercenary (R)
3/3
When ~ attacks, put X 2/2 red Beast Mercenary creature tokens into play with haste under your control, attacking. Where X is ~'s power.
,T: Search you library for a red Mercenary permanent with a converted mana cost of four or less, and put it into play. Shuffle your library afterward.
Tribal Inferno :4mana::symr::symr:
Sorcery (R)
~ deals 2 damage to target creature or player for each basic land type among lands you control.
Shifting (At the beginning of your upkeep, if this is in play, it shifts out. Remove it from the game. If it's shifted out, it shifts in. Return it to play.)
Bam. It doesn't become abusive because the return-to-play only works if it was RFG'd with the shifting ability. It doesn't provide some of phasing's functionality (most notably, that phased-out creatures keep their Auras and stuff) but that's also part of phasing's problem.
You could work around this by making Auras and things that trigger on "shifting in" or "shifting out".
Astral Armor :1mana::symw:
Enchantment -- Aura (C)
Enchant creature
Enchanted creature gets +0/+3.
When enchanted creature shifts out, remove CARDNAME from the game. When that creature shifts in, attach CARDNAME to it.
That said, the other cards look pretty good but suffer from that dreaded Archaic Wording Syndrome.
Havvah Crossroads
Land (U)
CARDNAME comes into play tapped.
As long as CARDNAME is enchanted or fortified, each other player skips his or her combat phase unless that player has you draw a card. (This cost is paid at the beginning of the combat phase.)
:symtap:: Add to your mana pool.
I tried to think of something more along the lines of Ghostly Prison but it would become really long.
Enrapture :1mana::symw:
Sorcery (U)
When you play CARDNAME, any opponent may have you gain 7 life. If a player does, counter CARDNAME.
Target creature's controller shuffles it into his or her library.
Another option:
"Target creature's controller shuffles it into his or her library unless that player has you gain 7 life."
Industrialize is out of pie for blue, and outdated... maybe something like Shoving Match?
"Until end of turn, each artifact you control gains ':symtap:: Add to your mana pool.'"
Or if you restricted the mana to only artifact spells and activated abilities of artifacts, like Vedalken Engineer.
Windfall Bearer -- See Indentured Djinn. You may need to adjust the power level/drawback. Also make it :symg::symg: cuz the last thing we need is another put-me-anywhere card like Tarmogoyf... not that this card is as fat.
Psychic Conflagration -- Probably needs to cost more. I think red would gladly spend ":symr:, Discard a card, pay 3 life" if it meant keeping its opponent from Canceling its Empty the Warrens or something.
Very Well Then I Contradict Myself.
Valros, as alway you make excellent points, and, although I can't address them all specifically right now, I'll take them all under advisement for the future. Also, I'll reconsider phasing, even though I love it.
Parasite Earth BR
Sorcery (C)
Any player may sacrifice two permanents. If no player does, destroy target land.
Shastari Ranger 1(R/G)
Creature - Orc Scout (U)
1/1
Whenever an opponent plays an artifact or a non-basic land, put a +1/+1 counter on ~.
Great Pretender 3BW
Sorcery (U)
Remove target permanent from the game. Then, if that permanent was Legendary, you may search your library for a permanent of the same card type, reveal it, and put it into your hand. Shuffle your library afterward.
Chaque's Imposter 1RG
Legendary Creature - Elemental (R)
2/2
Trample
2, put a land card in your graveyard on top of its owner's library: ~ gets +3/+3 until end of turn.
Convert the UnwashedWW
Sorcery (U)
Target opponent chooses a creature in your graveyard. Put that creature into play under your control.
Lender's Insistance UU
Instant (U)
Counter target spell unless any player pays 2. That spell's controller sacrifices a permanent unless (s)he pays 1
Galleon Ogre 2BB
Creature - Ogre Mercenary (C)
3/2
Islandwalk
(U/B)(U/B), t, sacrifice an Island: Search your library for a black or blue Mercenary permanent with a converted casting cost of five or less and put it ino play. Shuffle your library afterwards.
Thicket Wumpus 2GG
Creature - Beast (C)
3/3
~ gets +2/+2 as long as you control more basic lands than any other player
Shadowed Headhunters 3RR
Creature - Beast Mercenary (R)
2/2
When ~ attacks, put X 2/2 red Beast Mercenary creature tokens into play with haste under your control, attacking. Where X is ~'s power.
Again, more or less just random cards, but tev.
*Flax Yield
Land (C)
t, sacrifice a land: Add WW to your mana pool.
*From a horizontal cycle
*Village Church in the Dell
Land (U)
As ~ comes into play, any player may pay 1. If any player does, ~ comes into play tapped.
If ~ is played on your first turn of the game, ~ comes into play tapped.
t: Add W or G to your mana pool
*From a horizontal cycle
Loaded Dice 1
Artifact (C)
~ comes into play tapped
,t, sacrifice ~: Each player sacrifices a permanent unless (s)he pays 1. Draw a card unless any player pays 1.
Miser's Purse 3
Artifact - Equipment (U)
Equipped creature gets +1/+1 for each permanent type among permanents you control
Equip: 3
Empty Lots 2
Artifact - Fortification (U)
Fortified land loses all mana abilities and has, "t: Add 4 to your mana pool
Fortify: 1
Lavv't kel'Doire (U/G)(U/G)
Legendary Creature - Human Scout (R)
2/2
When ~ comes into play, choose a basic land type. ~ has landwalk of the chosen basic land type
Cycling: 1U
Whenever you cycle ~, shuffle it into its owner's library
Enrapt Dragoon 2W
Creature - Human Soldier (U)
2/2
Sacrifice an artifact or an enchantment: ~ gets +2/+2 until end of turn
Gnostic Study 1U
Sorcery (U)
Draw a card. Then, if you have seven cards or more in your hand, draw a card.
Syndicate Brigands 1B
Tribal Enchantment - Mercenary (U)
When ~ comes into play, each player loses 2 life.
~ is a 3/2 black Mercenary creature as long as you have 12 life or less.
Saren Phoenix 3RR
Creature - Phoenix (R)
3/1
Flying
If ~ would be put into a graveyard from play, instead, it phases out.
Whenever ~ phases in, it deals 3 damage to you.
Chaque Cult Initiate G
Creature - Snake Warrior (C)
0/2
~ gets +1/+1 and has poisonous: 1 as long as an opponent has five poison counters or more.
Sure, those cards'll be fine. And, yeah, I'll change Phasing to something else, eventually.
sorry but I don't see your point: I can agree phasing is quite a confused ability to use, but how could someone abuse the cards' C.I.P. when phasing in do not activate them? also, phase ability lets you move permanents "as they are", with all the counters on them, equipped equipments and attached aura, without need of special text on them... so it is much simpler using phase than using your ability...
and also, I LOVE phasing
I agree. Phasing can be a bit complicated sometimes, but I like it, and I don't see any problems with it. I was just agreeing so vehemently about the need to change it because I'm spineless and I hate being in conflict over something so trivial.
Anywho, new cards. Now'd be a good time for incendiary damage, I think. Here:
Orcish Stormtroopers 2BR
Creature - Orc Mercenary (C)
3/1
Fear
~ deals incendiary damage (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If this creature would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls.)
Pretty wild, huh, but damn useful. Here's a second example:
Pyrotechnician 2UR
Creature - Merfolk WIzard (U)
2/2
~ deals incendiary damage (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If this creature would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls.)
Whenever ~ deals combat damage to a creature, draw a card.
Also, it should be noted, that incendiary damage circumvents shroud, so this guy is screwed:
Chirehu Elder G
Creature - Faerie Druid (R)
0/1
Shroud
t: Add to your mana pool one mana of any type a land you control could produce
As long as I said circumvent:
Circumvent 1UU
Instant (U)
Counter target non-artifact, non-multicolored spell
Draw a card
My computer's screwed up, so more later.
Traps Course
Land (C)
t: Add [mana] to your mana pool
When ~ is put into a graveyard from play, you may have it deal 1 damage to target creature or player
Marketplace Hub
Land (C)
t: Add 1 to your mana pool
At the beginning of your upkeep, you gain 1 life for each fortified and/or enchanted land you control. If a land you control is both fortified and enchanted, you may instead gain 4 life.
Cosmopolitanism 1(U/G)
Enchantment - Aura (C)
Enchant permanent
If enchanted permanent is a land, it's all basic land types. Otherwise, enchanted permanent is all colors.
Park System (W/G)
Enchantment - Aura (C)
Enchant land
When enchanted land is put into a graveyard from play, sacrifice ~, and you gain 4 life and draw a card.
Precipitous Borders (U/R)
Enchantment - Aura (C)
Enchant land
If enchanted land would be put into a graveyard from play, instead, sacrifice ~, and return it to play under your control.
Duh, duh, dum, which Legendary creature should I post...
Seevi d'Voire 3BG
Legendary Creature - Snake Demon (R)
3/5
Deathtouch
(B/G): Target creature attacks or blocks this turn if able
And her mirror Legend:
Tetsute, Carnified Zeal 2WR
Legendary Creature - Angel Demon (R)
5/3
As an additional cost to playing ~, sacrifice two lands or one non-basic land.
Flying
~ deals incendiary damage (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If this creature would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls.)
Bane of Vice 1WW
Creature - Human Soldier (C)
2/2
If you control a Plains and an opponent controls a black creature, you may play ~ without paying its mana cost
Reconnoiter (this creature can't be blocked except by white or artifact creatures)
Omniseer 2U
Creature - Faerie Wizard (R)
0/2
Flying
1U: Target creature becomes all colors or target land becomes all basic land types until end of turn.
Doctored Cadaver 1BB
Creature - Zombie (C)
2/1
If you control a Swamp, you may discard a card at random from your hand rather than pay ~'s casting cost.
Tribal Inferno 4RR
Sorcery (R)
~ deals 2 damage to target creature or player for each basic land type among lands you control.
Emperor Asp 3G
Creature - Snake Lord (R)
2/5
Whenever a player plays a Snake, you may pay G. If you do, target player gets a poison counter.
*Diaphanate 3W
Enchantment (U)
You may play ~ any time you could play an instant. If it was played any time a sorcery couldn't have been played, it gains substance until end of turn, and when it loses substance, sacrifice it.
When ~ comes into play, choose target creature. That creature phases out and does not phase back in until ~ leaves play.
* In case you can't tell, colorshifted Oubliette w/ a Visions twist.
Vesigeth Cowler 1UB
Creature - Human Wizard (C)
2/3
Phasing
When ~ phases in, each player loses 1 life
Fleeting Sylph 1WU
Creature - Faerie Spirit (C)
2/2
Flying
If ~ would be dealt combat damage, instead, it phases out.
Piscine Bowman WWU
Creature - Merfolk Archer (C)
1/3
Reach
,t: Target attacking creature phases out
*Kyeiyver of Ochkutk 2UR
Legendary Creature - Orc Wizard (R)
2/2
Whenever a permanent phases out, you may pay U. If you do, draw a card.
Whenever a permanent phases in, you may pay R. If you do, ~ deals 2 damage to that permanent's controller.
*Require significant editing, but you get the idea.
Ashen Specter (fixed!) 1WB
Creature - Specter (R)
2/2
Flying, phasing
Whenever ~ deals damage to a player, that player puts a card from his/her hand on top of his/her library.
Saren Upstart R
Creature - Orc Warrior (C)
1/1
If ~ would be put into a graveyard from play, instead it phases out.
When ~ phases in, it deals 1 damage to you
Saren Immortals 1R
Creature - Orc Warrior (U)
2/1
If ~ would be put into a graveyard from play, instead it phases out.
When ~ phases in, it deals 2 damage to you.
The Phoenix (see post #4) completes the Saren cycle
Rococo Quetzal 3R
Creature - Bird (C)
2/1
Flying, haste, phasing
Rococo Flamequenched 3R
Creature - Beast (C)
3/3
Phasing
~ deals incendiary damage (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If this creature would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls.)
Edit: BTW, my remakes will probably be Paradise Mantle, Armadillo Cloak, Army Ants, Angelic Renewal, Standstil, Meditate, Spinning Darkness, Blood Lust, Orcish Cannoneers, Ancestral Mask, and Tangle, although that list was arranged before I decided to use phasing, so it's subject to change, like I need to remake any more Mirage block cards.
Cards for your perusal:
Flotsam 1U
Enchantment (R)
Islands are artifacts in addition to their normal types.
Not too inventive, but handy enough, maybe.
Blood Tariff 2R
Enchantment (U)
At the beginning of each player's upkeep, ~ deals 2 damage to him/her for each artifact and/or creature (s)he controls with a mana ability.
Seventy-Day Torture 2BBB
Legendary Enchantment (R)
All creatures are black
At the beginning of each player's upkeep, ~ deals 1 damage to him/her for each black creature (s)he controls
Unseelie Sarcophagists 1BG
Creature - Faerie Zombie (C)
2/1
Flying
(B/G), pay 1 life: Regenerate ~
Unchecked Progress 1UB
Sorcery (U)
Search your library for a non-creature, non-Legendary artifact and put it into play. You lose life equal to that card's converted casting cost. Shuffle your libary afterward.
Public Domain 1WU
Sorcery
Look at target player's hand and choose an artifact or enchantment from it. Put that card into play under your control.
Dregs Sift 1BR
Sorcery (U)
Put a random permanent in target player's graveyard into play under your control.
Funeral Mute W
Creature - Human Cleric (C)
1/1
1: Target card in a graveyard has shroud until end of turn.
Bete Noire 3WB
Creature - Zombie Knight (C)
4/4
~ gets +2/+2 as long as you have less life than an opponent
Gone to Flowers 2G
Sorcery (C)
Each player searches his/her library for a basic land card and put it into play tapped. Then, each player who doesn't control an artifact or a non-basic land searches his/her library for another basic land and puts it into play tapped. Then, each player shuffles his/her library.
Grifter's Wares 1
Artifact (C)
~ comes into play tapped
,t, sacrifice ~: Each player discards a card unless (s)he pays 1. You draw a card unless any player pays 1.
Ummm, so yeah. Check the spoiler for the actual versions of previous cards.
Foxfire Illuminator 2G
Creature - Snake Spellshaper (C)
1/2
G,t, discard a card: Target green creature deals incendiary damage until end of turn (If it would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If it would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls).
Foxfire Satyr 2GGG
Creature - Satyr (U)
4/4
~ deals incendiary damage (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal its excess damage to defending player or any creatures defending player controls. If this creature would deal combat damage to a player, you may instead have it deal that much damage, divided as you choose, to any number of creatures that player controls.)
Sans-Culottes 1WW
Creature - Human Soldier (U)
2/2
When ~ comes into play, if you have more life than any other player, you may put a +1/+1 counter on each creature you control with a power of 3 or less.
Itinerant Sophist 2U
Creature - Faerie Spellshaper (R)
1/1
Flying
U,t, discard a card: Draw three cards, then put any two cards from your hand on top of your library.
Sargrave Paperfin 2U
Creature - Merfolk Wizard (U)
2/2
At the beginning of your upkeep, if ~ is white, you may gain 3 life
At the beginning of your upkeep, if ~ is black, you may have target player lose 2 life.
Seelie Dilettante 1U
Creature - Faerie Wizard (U)
1/1
Flying
At the beginning of your upkeep, if ~ is a color other than blue, you may draw a card.
Skewer 1BB
Instant (C)
Destroy target non-artifact creature
Immaculate Raziel 3W
Creature - Angel Lord (R)
2/2
Flying
Whenever a player plays an Angel, you may pay 1. If you do, you gain 4 life.
Felprince of Mammon 3B
Creature - Demon Lord (R)
2/2
Flying
Whenever a player plays a Demon, you may pay 1. If you do, put three 0/1 black Minion creature tokens into play under target player's control.
Rosy Retrospection :1mana::symg:
Sorcery (U)
Return target card in a graveyard to its owner's hand. Then, that card's owner's opponents each draw a card.
Drown in Sap :1mana::symg::symg:
Sorcery (U)
Destroy target permanent. That permanent's controller draws two cards.
Gilded Kinesis :1mana::symu:
Instant (U)
Counter target spell. That spell's controller draws two cards.
Draw a card.
Septic Hag :2mana::symb::symb:
Creature - Human Wizard Mercenary (C)
3/2
When ~ comes into play, each player who has five cards or more in his/her hand discards a card at random.
:5mana:,: Search your library for a black Mercenary permanent with a converted casting cost of 4 or less and put it into play. Then, shuffle your library.
Bought Cardinal :2mana::symb::symb:
Creature - Human Cleric Mercenary (C)
3/2
When ~ comes into play, each player who has fifteen life or more lose 2 life.
:5mana:,: Search your library for a black Mercenary permanent with a converted casting cost of 4 or less and put it into play. Then, shuffle your library.
Covetous Seismancer :2mana::symr::symr:
Creature - Human Shaman Mercenary (C)
3/2
When ~ comes into play, each player who controls five lands or more sacrifices a land.
:5mana:, Search your library for a red Mercenary permanent with a converted mana cost of 4 or less and put it into play. Then, shuffle your library.
Inertia Mage :2mana::symr::symr:
Creature - Human Wizard Mercenary (C)
3/2
When ~ comes into play, each player who controls three artifacts or more sacrifices an artifact.
:5mana:, Search your library for a red Mercenary permanent with a converted mana cost of 4 or less and put it into play. Then, shuffle your library.
Usury :1mana::symu:
Tribal Enchantment - Mercenary (C)
Whenever a player sacrifices a permanent, you draw a card unless any player pays
Dirigible Raid :3mana::symu:
Tribal Sorcery - Mercenary (C)
Target player sacrifices a permanent unless (s)he pays :1mana:. Then, if you paid to play ~, that player sacrifices a permanent unless (s)he pays :1mana:. Then, if you paid to play ~, that player sacrifices a permanent unless (s)he pays :1mana:.
Double Team :3mana::symr:
Instant (U)
Put a token into play, attacking, that's a copy of target attacking creature you control.
At the end of turn, sacrifice that token unless was spent to play ~.
Okay, overboard, but I like my cards.
Ravager Affinity would love this. Extended would weep again.
Why not "nonland permanent"? Something has to punish Cadaverous Bloom.
Hm. Persistent Stronghold Discipline + Darkest Hour. This is strong, but at legendary and the hefty black mana requirement... probably okay.
Faerie Zombie? Cool. Also "Unseelie" is a very cool word... wish they have it in Shadowmoor block sometime.
Unchecked Progress :1mana::symu::symb:
Sorcery (U)
Search your library for a nonlegendary, noncreature artifact card and put that card into play. You lose life equal to its converted mana cost. Then shuffle your library.
Sure.
Okay THIS one's a little different. White doesn't steal. Maybe if you allowed the player to play it, and then put a copy of it into play under your control. But that makes it :symgw:...
Public Domain :1mana::symg::symw:
Sorcery (R)
Target player reveals his or her hand. Choose an artifact or enchantment card from it, then that player may put the chosen card into play. If that player does, each other player may put a token into play that's a copy of the chosen card.
Hm. Interesting, although black/red shouldn't be returning enchantments or lands.
Sift Through Dregs :1mana::symb::symr:
Sorcery (U)
Choose target artifact or creature card in a graveyard at random. Put that card into play under your control.
It would probably be okay even as Ground Seal on a stick.
Funeral Mute :symgw::symgw:
Creature -- Human Cleric (R)
1/1
Cards in graveyards can't be the targets of spells or abilities.
Oddly enough, shroud is limited to permanents and players. Hm.
Have you considered the following?
Incendiary (You may divide this creature's combat damage as you choose among any number of creatures defending player controls.)
Small differences (the biggest being that you'll need to include trample), but look how much text you save.
Fair enough at rare, but Brainstorm is a good card.
Hopefully you have color-changing effects enough to make this work.
"isn't blue" works just fine.
Nice.
"Angel spell." Could be a bit bigger, for a Lord. Even the effect isn't all that good, unless you have tribal Angel spells.
Maybe that player's control? Or your control, to mirror the Raziel? Also a 2/2 Demon Lord is just wimpy.
Given the drawback, this seems... pretty good for green. I'm thinking some mean tricks in team games, forcing an opponent to take a sac'd land (or some other jank) while everyone on your team draws a card.
Rosy Retrospection :1mana::symg:
Sorcery (U)
Target player may return a card in his or her graveyard to his or her hand, then each other player may draw a card.
This doesn't seem green.
Probably doesn't need the cantrip. Vex + card - is fine. (Also at common.)
Love the name. Remember that it's "converted mana cost"... "casting cost" is outdated.
"Bought"... Could use a better adjective here.
Tiny Latin-roots nitpick: "Seismomancer". Like seismograph.
"...three or more artifacts". Depending on how many of each are in your set, it might be better off with nonbasic lands instead.
Not entirely sure how it relates to usury but it's a fine card. Maybe if it was for each Mercenary you control, to relate to Mercenaries.
Dirigible Raid :3mana::symu:
Tribal Sorcery -- Mercenary (C)
Target player sacrifices a permanent unless that player pays
If was spent to play CARDNAME, target player sacrifices a permanent unless that player pays :1mana:.
If was spent to play CARDNAME, target player sacrifices a permanent unless that player pays :1mana:.
Wording fix. I was gonna say that the effect isn't blue, but then I noticed all the blue Pirates that showed up in Gatherer with similar abilities.
Double Team :3mana::symr:
Instant (U)
Put a token into play tapped and attacking that's a copy of target attacking creature you control. At end of turn, sacrifice that token unless was spent to play CARDNAME.
Cool Heat Shimmer variant.
Wow, that's a lot of cards (and a lot of my comments!)
Very Well Then I Contradict Myself.
I will change Blood Tariff to read non-land. Good call, and don't forget Squandered Resources. Phew, huh?
On Public Domain, white doesn't steal, sure, but blue does. Blue steals and loves artifacts, white loves enchantments and (some) artifacts (equipments and fortifications, in the block). I don't see a problem, but I'll take this card under consideration. I've always had a bit of trouble with (U/W) for some reason.
On the Paperfin, and the Dilettante, I guess. Most likely comboed with Seventy Days Torture and/or Omiseer, which is:
Omniseer 2U
Creature - Faerie Wizard (R)
1/1
Flying
1U: Target non-land permanent becomes all colors until end of turn or target land becomes all basic land types until end of turn
Also, Cosmopolitanism, which is back in the common multicolored spoiler, if you care to look, and a couple of others that aren't up/made yet.
I'll fix Dregs Sift
I like the adjective Bought; sounds good coupled w/ Cardinal, I think.
Funeral Mute is meant to be selective protection, for a few reasons that I'll explain in the future, when more cards come out. I'll change the shroud though.
Gilded Kinesis is meant to be Arcane Denial, which isn't broken at all, I don't think. I mean, who plays it? I feel like the only one who ever has.
Drown is Sap comes pretty much from Desert Twister, but it was just another way for me to exercise the reverse cantrip mechanic, which I think has a good home in green. I may change it/cut it, if I get tired of it.
Ummm, what else. It's Usury because you're profiting from an opponent's debts, misfortunes, suffering, etc. at an exorbitately high rate of interest (1). I'll alter it, maybe.
Okay, so I've learned how to render, kinda,and I found a good flavor text for Rosy Retrospection, and one for Amoretto too, which I cheated one. But, renders.... finally. And I'll post renders of old cards too. I like Jenshi's a lot. Now people won't refer to her as he.
Ten total. Not many.
Next: Lands, Black commons
Projected output by the end, 501-550 cards, including 15 basic lands
Chirehu Hierophant 1G
Creature - Human Druid
1/1
You may return a Forst you control to its owner’s hand rather than pay ~'s mana cost
T: Add G to your mana pool
Invective Daemon 2UB
Creature - Demon Spirit (R)
1/2
Dissipation (At the beginning of your upkeep, remove this creature from the game with all permanents and counters still attached to it. At the beginning of your next upkeep, return it to play under your control as it was when it left play. Upon substantiating, ~ has haste.)
When ~ substantiates, you may choose a card at random from target player’s hand. That player loses life equal to that card’s converted mana cost
[Unnamed WG Instant] WG
Instant (C)
Untap target permanent. You gain life equal to its converted mana cost.
Friend, artist, magic player, but most of all, Polar Bear God. We'll miss you, buddy
Or, turn one forest, turn one BOP, turn two forest. Same result, so my card's just an alternative to a land, for Stompy and its ilk. Also, some cards have Affinity for Druids.
This is more like:
Chirehu Hierophant
Creature -- Human Druid
1/1
CARDNAME is green.
As an additional cost to play CARDNAME, reveal a Forest card in your hand.
:symtap:: Add to your mana pool.
In light of that, it needs something extra to make it different from BoP or even Elves. Affinity for Druids is nice, but... maybe +0/+1?
(Also, side note: I think the "reveal a [basic land type] card" cost could be a really cool take on the tribal reveal cards from Lorwyn.)
This is phasing except during the upkeep... I thought you made a simpler version?
(Also, you can stack the triggered effects such that it's removed right after it comes into play, gaining the CiP effect and nothing else. Just an observation.)
Nice! Seems familiar to me, but maybe that's because it should have been printed. Actually, it could probably be :symgw::symgw: with no harm done.
Very Well Then I Contradict Myself.
Hmmm, yes, the Hierophant needs something. Lemme doctor things a bit and see what happens.
Ooh, that is fun. A lot of room for expansion there. May I plagiarize that?
I thought my version was simpler. I want to keep Auras and counters and artifacts attached, because Lord knows Auras don't need to be any worse than they already are. I thought it was simple, but I guess not. Hmmmm, what can be done here? I'll tinker.
A couple of cards today:
Cameo Chamber 2W
Enchantment (C)
At the beginning of your upkeep, put a 1/1 white Spirit creature token with flying into play. Then, if you have more life than any other player, put a 1/1 white Spirit creature token with flying into play.
Overgrown Meanders 1GG
Enchantment (R)
At the beginning of your upkeep, you may reveal your hand. If you reveal at least four basic lands in this way, you may sacrifice ~. If you do, put four basic lands from your hand into play tapped and draw a card.
Overgrown Meanders may be way too good, but I'd prefer not to up the cost. It doesn't seem incredibly easy to pop though, so I'm not sure if it's too, too good.
Sure, since your own card was the inspiration.
It solves the issue of "do 'phases in/out' abilities trigger during the untap step or the upkeep?" confusion, but there's something wrong with keeping Auras attached to a creature (or other permanent) when they probably can't ("enchant creature" vs. "enchant creature card"). I can see noting the number and types of counters on the permanent as it leaves play, and then putting that many counters back on it when it comes back into play. Tawnos' Coffin et. al. agree with that just fine.
That's just a win more card. I'd like to see the Spirits gain lifelink and the second ability trigger off having less life than any other player. Oh, and a built-in answer to that eventual army of angry Spirits. Maybe something like this?
Cameo Chamber :2mana::symw:
Enchantment
At the beginning of your upkeep, put a 0/1 white Spirit creature token with flying into play. If you have less life than any other player, that creature token comes into play with a +1/+1 counter on it and lifelink. (Whenever it deals damage, you gain that much life.)
When CARDNAME leaves play, remove all Spirit creature tokens from the game.
You could probably get away with a green Hatching Plans.
Hatching Lands :1mana::symg:
Enchantment (R)
When CARDNAME is put into a graveyard from play, you may put up to three land cards from your hand into play tapped.
It's a little easier in the color of disenchant effects.
Very Well Then I Contradict Myself.
Creature - Human Rogue Rebel (U)
2/2
Artful Dodger has reconnoiter as long as it’s enchanted. (This creature can’t be blocked except by white or artifact creatures)
1W,T, remove an equipment from Artful Dodger: Tap target creature.
Overeager Recruit 1RR
Creature - Human Mercenary (U)
3/1
Double-strike, haste
At the end of turn, if ~ is in play, put it on top of its owner’s library.
Some affinity for artifacts cards:
Reverse Engineer 3U
Instant (C)
Affinity for artifacts
Return target permanent to its owner's hand
Feather Alloy 4U
Enchantment - Aura (C)
Enchant creature
Affinity for artifacts
Enchanted creature gets +1/+1 and has flying. Enchanted creature gets +2/+0 as long as its an artifact creature.
Polymer Blend 4UU
Sorcery (U)
Affinity for artifacts
Return target artifact from your graveyard to play.
And this thing:
Storm Sculpt 2U
Sorcery (C)
Look at target player’s hand and chooose an instant or sorcery card from it. Remove that card from the game with five time counters on it. At the beginning of that player’s upkeep (s)he removes a time counter from it as long as it's removed from the game. When the last counter is removed, that player plays that card as though it were just played from his/her hand.
Very Well Then I Contradict Myself.
Two cards today:
Freelance Executioner 2BB
Creature - Human Mercenary (C)
4/2
Protection from black
Dogged Heretic W
Creature - Human Rebel (C)
0/1
Protection from white
~ gets +1/+1 as long as you control an untapped land.
Rebels usurp Mercenaries in Adams, but there are about four in Washington.
UPDATE: Artifacts in spoiler updated. WHITE and BLUE follow, probably by Tuesday.
dogged heretic is a total stock common, but I like how it encourages multicolor with green.
Friend, artist, magic player, but most of all, Polar Bear God. We'll miss you, buddy