Sinful Hatred3
Sorcery-Arcane
Target player discards a card. Pay 2 to repeat.
"I despise all you stand for!" -Telasaire
Chromatic Infusion1
Enchantment
Artifacts become the color of your choice "Oooooo...pretty!" -Skalengob, Goblin Dunce
Pressure of the Sea1U
Instant
Kicker: Tap target merfolk
Counter target red spell.
If kicker cost was payed, draw a card.
Truth of Purity3:symw::symw:
Enchantment
Double the amount of life you gain.
Frost Fiend2:symr::symr:
Creature-Ogre
Protection from blue
: Frenzy 1.
: +1/+0, until end of turn. "The Warp began to subside, but the world would not be exactly as it was." -Journal entry of a Weisehelm cleric
Whip into a Frenzy2
Sorcery
Creatures you control have Frenzy 2 (Whenever a creature attacks and isn't blocked, it gets +2/+0 until end of turn until end of the turn). "The barbarians cry out into the night, whipping themslves into violent furies." -Delita, Rebel Knight
Aura of the Burnwillows:symr::symg:
Legendary Enchantment-Aura
Enchant forest or mountain
Only can enchant basic mountains and forests
Enchanted land gains, ":symtap: and add an extra :symg::symr: to your mana pool.
"This powerful spell had been brought together by desperate elves and barbarians to aid them in their war against Phyrexia." -Journal entry of a Weisehelm cleric
Purify the Land3
Sorcery
Black creatures cannot attack or block until end of turn. Lands that produce mana produce mana instead until end of turn.
Hatred, Infusion, Pressure, and Truth are all cool.
Frost Fiend:2mana::symr::symr:
Creature-Ogre
Protection from blue
: ~ gains frenzy 1 until end of turn.
: ~ gets +1/+0 until end of turn. "The Warp began to subside, but the world would not be exactly as it was." -Journal entry of a Weisehelm cleric
The two abilities seem kinda redundant. I'd keep only the S one.
Whip into a Frenzy:2mana::symbr:
Sorcery
Creatures you control gain Frenzy 2 until end of the turn. (Whenever a creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
Could cost a little more - 2R/R/ should do, depends on rarity.
Aura of the Burnwillows:symr::symg:
Legendary Enchantment-Aura
Enchant basic forest or basic mountain
Whenever enchanted land is tapped for mana, its controller adds another RG to his or her mana pool.
The legendary is probably unnecessary because of the enchant restriction.
EDIT: Thistledown, for Sinful Hatred, "you may pay 2 to repeat this process" is also valid.
Sinful Hatred 3B
Sorcery - Arcane
Target player discards a card.
Replicate 2
Chromatic Infusion 1U
Enchantment
As ~ comes into play, choose a color.
Artifacts are the chose color.
Pressure of the Sea 1U
Kicker - Tap an untapped Merfolk you control.
Counter target red spell.
If you paid the kicker, draw a card.
Truth of Purity 3WW
Enchantment
If you would gain life, you gain twice that amount instead.
Frost Fiend 2RR
Creature - Ogre
Protection from blue R: ~ gains Frenzy 1 until end of turn. S: ~ gets +1/+0 until end of turn.
[This creature needs power and toughness.]
Whip into a Frenzy 2
Sorcery
Until end of turn, creatures you control have Frenzy 2.
Aura of the Burnwillows RG
Legendary Enchantment - Aura
Enchant basic forest or mountain.
Enchanted land has "T: Add RG to your mana pool."
Purify the Land 3W
Sorcery
Until end of turn, black creatures can't block, and if a land would produce B, it produces W instead.
Below my posts, you will often see... Last edited by Thistledown : [Day] at XX:XX XM. Reason: typo
This is because I suck at the internet. Get used to it.
.... EDIT:Beat to the Punch
Please try to make your cards at least kinda like the "real" ones in wording.
Sinful Hatred makes no sense. Are you trying to mimic replicate?
Chromatic Infusion is nice, but you need to reword it to make it clear that you chose the color on resolution.
Pressure of the sea seems a bit too miss-mash
Truth of Purity is a very crap rare. If that is what you intended, then you are doing great.
Frost Fiend has no P/T.
Whip is terrible. Frezy really needs to be a ability only found on creatures that isn't greated by spells.
Aura of the Burnwillows doesn't seem worth it. It also is not worded right.
Purify the Land doesn't really do much. It costs too much to cover a creature being played and most black creatures don't block often enough for this to matter.
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The guy who found the new art for shock and other 10th edition cards on the wizards site.
Butcher of Words.
Sinful Hatred - The way you've worded it leaves me to believe that if your opponent is tapped out, he loses his hand. I doubt that replicate is what you had in mind, since both Mind Rot and Three Tragedies would be superior if that were the case.
Chromatic Infusion - In the line of Swirl the Mists, a card that only exists for the purposes of Magic trivia and puzzles.
Whip Into A Frenzy - Trumpet Blast is better, and is an Instant. Instead of giving frenzy, why not just give +2/+0?
Aura of the Burnwillows - Too many restrictions (multicolour, legendary, basic forest/mountain) for too little. Green has better accelerants than that.
Purify the Land - Even if it costs just :symw:, I doubt that it'd see play.
Whip into a Frenzy:2mana::symbr: Instant-
Creatures you control have Frenzy 3 (Whenever a creature attacks and isn't blocked, it gets +3/+0 until end of turn until end of the turn). "The barbarians cry out into the night, whipping themslves into violent furies." -Delita, Rebel Knight
Aura of the Burnwillows:symr::symg: Enchantment-Aura
Enchant basic forest or basic mountain
Whenever enchanted land is tapped for mana, its controller adds another :symr::symg: to his or her mana pool.
I just tried to make sure this card was not too good.
Sinful Hatred :3mana::symb:
Sorcery - Arcane
Target player discards two cards.
Replicate
And how about this?
Purify the Land, is usually made to be an answer to cards that turn all creatures black and make lands become swamps. It's pitiful, but was made sort of to be pitiful.
Thanks for your help Thistle and Majora the most.
I don't think Sinful Hatred should be use replicate. Would you suggest the same of Forbidden Ritual? It is underpowered though, the card should be of your choice.
Sinful Hatred 3B
Sorcery - Arcane
Target opponent reveals his or her hand. Choose a card from it. That player discards that card. You may 2 to repeat this process.
Coercion arcane for 1, and the ability to repeat. As opposed to replicate, you can see their hand before deciding how many cards you want them to lost. It's still weaker than Cranial Extraction, but that a good thing.
Edit: I forgot to change it since I changed it from an enchantment.
Whip into a Frenzy1
Instant-
Creatures you control have Frenzy 2 (Whenever a creature attacks and isn't blocked, it gets +2/+0 until end of turn until end of the turn)until end of turn. "The barbarians cry out into the night, whipping themslves into violent furies." -Delita, Rebel Knight
I will make it a rare.
Frost Fiend :2mana::symr::symr:
Creature - Ogre
Protection from blue
: ~ gets +1/+0 until end of turn.
3/3
Pressure of the Sea 1u
Kicker - Tap an untapped Merfolk you control.
Counter target red spell.
If you paid the kicker, draw a card.
Honestly, I'd play Hydroblast or Blue Elemental Blast over this even in a Merfolk deck. It at the very least needs to be able to destroy a red permanent as well.
Chromatic Infusion 1u
Enchantment
As ~ comes into play, choose a color.
Artifacts are the chose color.
I actually kind of like this one.
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I am no longer on MTGS staff, so please don't contact me asking me to do staff things. :|
Honestly, I'd play Hydroblast or Blue Elemental Blast over this even in a Merfolk deck. It at the very least needs to be able to destroy a red permanent as well.I actually kind of like this one.
Now that Lord of Atlantis is a merfolk, I disagree. You always have an untapped merfolk, lords don't attack or block that much. Well, it would be better if it also got red permanents. I think a 1UHydroblast with that kicker would be great.
I would have added the red permanent factor, but once again I was wary of being harrassed. "It's color bleed. Anything before 6th doesn't count" or anything else. Like My idea of creating a green counter against black ie:Lifeforce. But wouldn't the draw factor make it at least a bit desireable? So how's "Whip into a Frenzy" now?
I thought I added it as a snow creature..lemme fix that
Frost Fiend :2mana::symr::symr:
Snow Creature - Ogre
Protection from blue
: ~ gets +1/+0 until end of turn.
3/3
Initially I wasn't thrilled with the templating, but thats fixed now so these look to be a rather cool batch of cards.
One note, maybe make Purify the Land a instant and only cost 2W...
Replicate on an Arcane card would actually be sweet b/c it would copy anything spliced onto it as well.
While that is true, Sinful Hatred is a bad example of this. A Replicate wording would change the way it is played, most noteworthy if you splice onto Arcane with the Replicate wording you get that effect multiple times. That's not something you want to accidentally tack onto a card, but why not do it in purpose?
Hm, seems pointless. It's not. You play it for free, splicing onto Arcane as much as you want. Now Spirit Prism has all of those abilities, and for an extra 3 you replicate all of those effects. Note that the cost is 0, like Kobolds of Kher Keep, not empty like Evermind.
Phyrexian Collaborator :1mana::symu: Creature -- Merfolk Rogue
2/1
Whenever a player plays a black instant or sorcery spell, put a progress counter on Phyrexian Collaborator. If there are five or more progress counters on Phyrexian Collaborator, you may flip it.
/// Korgrag, Aquatic Evincar
Legendary Creature -- Merfolk Lord
Korgrag, Aquatic Evincar is blue and black.
Fear
:1mana::symu:, Sacrifice a creature: Counter target creature or sorcery spell.
3/2
Only a couple issues with Phyrexian Collaborator /// Korgrag:
1. Korgrag's name. It sounds very black, green, and/or red, not blue and black.
2. "Creature or sorcery spell"? Make it either creature spell or instant or sorcery spell... creature or sorcery is kinda weird.
Well, creatures and sorceries share the restriction on when they can be played. It might be more interesting/make more sense as "Counter target spell. Play this ability only during a main phase."
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[The Crafters] | [Johnnies United]
My anecdotal evidence disagrees with yours! EXPLAIN THAT!
Sorcery-Arcane
Target player discards a card. Pay 2 to repeat.
"I despise all you stand for!"
-Telasaire
Chromatic Infusion1
Enchantment
Artifacts become the color of your choice
"Oooooo...pretty!"
-Skalengob, Goblin Dunce
Pressure of the Sea1U
Instant
Kicker: Tap target merfolk
Counter target red spell.
If kicker cost was payed, draw a card.
Truth of Purity 3:symw::symw:
Enchantment
Double the amount of life you gain.
Frost Fiend2:symr::symr:
Creature-Ogre
Protection from blue
: Frenzy 1.
: +1/+0, until end of turn.
"The Warp began to subside, but the world would not be exactly as it was."
-Journal entry of a Weisehelm cleric
Whip into a Frenzy2
Sorcery
Creatures you control have Frenzy 2 (Whenever a creature attacks and isn't blocked, it gets +2/+0 until end of turn until end of the turn).
"The barbarians cry out into the night, whipping themslves into violent furies."
-Delita, Rebel Knight
Aura of the Burnwillows:symr::symg:
Legendary Enchantment-Aura
Enchant forest or mountain
Only can enchant basic mountains and forests
Enchanted land gains, ":symtap: and add an extra :symg::symr: to your mana pool.
"This powerful spell had been brought together by desperate elves and barbarians to aid them in their war against Phyrexia."
-Journal entry of a Weisehelm cleric
Purify the Land3
Sorcery
Black creatures cannot attack or block until end of turn. Lands that produce mana produce mana instead until end of turn.
Frost Fiend:2mana::symr::symr:
Creature-Ogre
Protection from blue
: ~ gains frenzy 1 until end of turn.
: ~ gets +1/+0 until end of turn.
"The Warp began to subside, but the world would not be exactly as it was."
-Journal entry of a Weisehelm cleric
The two abilities seem kinda redundant. I'd keep only the S one.
Whip into a Frenzy:2mana::symbr:
Sorcery
Creatures you control gain Frenzy 2 until end of the turn. (Whenever a creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
Could cost a little more - 2R/R/ should do, depends on rarity.
Aura of the Burnwillows:symr::symg:
Legendary Enchantment-Aura
Enchant basic forest or basic mountain
Whenever enchanted land is tapped for mana, its controller adds another RG to his or her mana pool.
The legendary is probably unnecessary because of the enchant restriction.
EDIT: Thistledown, for Sinful Hatred, "you may pay 2 to repeat this process" is also valid.
Sinful Hatred 3B
Sorcery - Arcane
Target player discards a card.
Replicate 2
Chromatic Infusion 1U
Enchantment
As ~ comes into play, choose a color.
Artifacts are the chose color.
Pressure of the Sea 1U
Kicker - Tap an untapped Merfolk you control.
Counter target red spell.
If you paid the kicker, draw a card.
Truth of Purity 3WW
Enchantment
If you would gain life, you gain twice that amount instead.
Frost Fiend 2RR
Creature - Ogre
Protection from blue
R: ~ gains Frenzy 1 until end of turn.
S: ~ gets +1/+0 until end of turn.
[This creature needs power and toughness.]
Whip into a Frenzy 2
Sorcery
Until end of turn, creatures you control have Frenzy 2.
Aura of the Burnwillows RG
Legendary Enchantment - Aura
Enchant basic forest or mountain.
Enchanted land has "T: Add RG to your mana pool."
Purify the Land 3W
Sorcery
Until end of turn, black creatures can't block, and if a land would produce B, it produces W instead.
Last edited by Thistledown : [Day] at XX:XX XM. Reason: typo
This is because I suck at the internet. Get used to it.
Please try to make your cards at least kinda like the "real" ones in wording.
Sinful Hatred makes no sense. Are you trying to mimic replicate?
Chromatic Infusion is nice, but you need to reword it to make it clear that you chose the color on resolution.
Pressure of the sea seems a bit too miss-mash
Truth of Purity is a very crap rare. If that is what you intended, then you are doing great.
Frost Fiend has no P/T.
Whip is terrible. Frezy really needs to be a ability only found on creatures that isn't greated by spells.
Aura of the Burnwillows doesn't seem worth it. It also is not worded right.
Purify the Land doesn't really do much. It costs too much to cover a creature being played and most black creatures don't block often enough for this to matter.
Butcher of Words.
Made by Spiderboy4
Chromatic Infusion - In the line of Swirl the Mists, a card that only exists for the purposes of Magic trivia and puzzles.
Whip Into A Frenzy - Trumpet Blast is better, and is an Instant. Instead of giving frenzy, why not just give +2/+0?
Aura of the Burnwillows - Too many restrictions (multicolour, legendary, basic forest/mountain) for too little. Green has better accelerants than that.
Purify the Land - Even if it costs just :symw:, I doubt that it'd see play.
Instant-
Creatures you control have Frenzy 3 (Whenever a creature attacks and isn't blocked, it gets +3/+0 until end of turn until end of the turn).
"The barbarians cry out into the night, whipping themslves into violent furies."
-Delita, Rebel Knight
How about that?
Chromatic Infusion works good with Wash Out.
Aura of the Burnwillows:symr::symg:
Enchantment-Aura
Enchant basic forest or basic mountain
Whenever enchanted land is tapped for mana, its controller adds another :symr::symg: to his or her mana pool.
I just tried to make sure this card was not too good.
Sinful Hatred :3mana::symb:
Sorcery - Arcane
Target player discards two cards.
Replicate
And how about this?
Purify the Land, is usually made to be an answer to cards that turn all creatures black and make lands become swamps. It's pitiful, but was made sort of to be pitiful.
Thanks for your help Thistle and Majora the most.
Sinful Hatred 3B
Sorcery - Arcane
Target opponent reveals his or her hand. Choose a card from it. That player discards that card. You may 2 to repeat this process.
Coercion arcane for 1, and the ability to repeat. As opposed to replicate, you can see their hand before deciding how many cards you want them to lost. It's still weaker than Cranial Extraction, but that a good thing.
Whip into a Frenzy1
Instant-
Creatures you control have Frenzy 2 (Whenever a creature attacks and isn't blocked, it gets +2/+0 until end of turn until end of the turn)until end of turn.
"The barbarians cry out into the night, whipping themslves into violent furies."
-Delita, Rebel Knight
I will make it a rare.
Frost Fiend :2mana::symr::symr:
Creature - Ogre
Protection from blue
: ~ gets +1/+0 until end of turn.
3/3
Honestly, I'd play Hydroblast or Blue Elemental Blast over this even in a Merfolk deck. It at the very least needs to be able to destroy a red permanent as well.
I actually kind of like this one.
Now that Lord of Atlantis is a merfolk, I disagree. You always have an untapped merfolk, lords don't attack or block that much. Well, it would be better if it also got red permanents. I think a 1U Hydroblast with that kicker would be great.
shouldnt this have the snow supertype since it does use snowmana...
Frost Fiend :2mana::symr::symr:
Snow Creature - Ogre
Protection from blue
: ~ gets +1/+0 until end of turn.
3/3
One note, maybe make Purify the Land a instant and only cost 2W...
Many Thanks To CharlieD of Limited Edition Signatures!
Epic Avvy by Craven!
| [R&D] |
While that is true, Sinful Hatred is a bad example of this. A Replicate wording would change the way it is played, most noteworthy if you splice onto Arcane with the Replicate wording you get that effect multiple times. That's not something you want to accidentally tack onto a card, but why not do it in purpose?
Spirit Prism 0
Instant - Arcane
(~ is colorless)
Replicate 3
Hm, seems pointless. It's not. You play it for free, splicing onto Arcane as much as you want. Now Spirit Prism has all of those abilities, and for an extra 3 you replicate all of those effects. Note that the cost is 0, like Kobolds of Kher Keep, not empty like Evermind.
Phyrexian Collaborator :1mana::symu:
Creature -- Merfolk Rogue
2/1
Whenever a player plays a black instant or sorcery spell, put a progress counter on Phyrexian Collaborator. If there are five or more progress counters on Phyrexian Collaborator, you may flip it.
///
Korgrag, Aquatic Evincar
Legendary Creature -- Merfolk Lord
Korgrag, Aquatic Evincar is blue and black.
Fear
:1mana::symu:, Sacrifice a creature: Counter target creature or sorcery spell.
3/2
1. Korgrag's name. It sounds very black, green, and/or red, not blue and black.
2. "Creature or sorcery spell"? Make it either creature spell or instant or sorcery spell... creature or sorcery is kinda weird.
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