I like it, but I think it should just be 'discards a card'
Border Archers 1WW
Creature - Human Archer
First strike, Reach.
When ~ is put into a graveyard from play, you may pay RRW. If you do, return it to play flipped. Justice soothed his soul, turning him from an instrument of destruction to a bringer of peace.
3/1
----------------------- Rogue Archer 1RR
Creature - Human Archer
First strike, Reach
If ~ would be destroyed because of combat damage, you may pay WWR. If you do, regenerate it and return it to play flipped A near death experience brought a new view of the world... and a mission of revenge. 3/1
Border Archers//Rogue Archer(s?): The flip abilities seem off-color, white's flip ability seems rather black, and red's flip ability seems rather white or green...
why not try something more like....
Rogue Archers :1mana::symg::symg:
Creature - Human Archer
Reach, Haste.
:symtap:: ~ deals 2 damage to target creature with flying, Flip ~.
1/3
// Border Archers :1mana::symw::symw:
Creature - Human Archer
Reach, Vigilance.
:symtap:: ~ deals 2 damage to target attacking creature, Flip ~.
3/1
This is more in-color and about the same as you're trying to do about now....
my card; [Endgame]
Suspend 5 - :2mana::symw::symw:
:3mana:: remove a time counter from ~; or put a time counter on ~, any player may play this ability. Play this ability only if ~ is suspended.
The player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
having seen this before (in prophecy) i know it would most likely see print, and i like the way it has a rhystic feeling too. i'm not too sold on the costs however: at :2mana::symw::sywm: and 5 suspend seems too low a cost for too long. i'd say go the other way: :3mana::symw::symw: suspend-4 this gives in an imediacy but can still be dealt with easily on either end.... i also like that you can lengthen it's suspension in order to rack up the life total. very tricky.
this could help you win with that though
Feral Grace :4mana::symw::symw::symg::symg:
Legendary Creature- Angel Beast Spirit (MR)
Exalted, Reach, Shroud.
When ever a creature you control attack alone it gains Vigilence, Trample, and Lifelink.
:symw::symg:,:symtap:: Regenerate Feral Grace or another target creature you control. With the Conflux new Gods were born; Beings unimagined, Ferocious and Divine, and the Shards trembled with each birth.
6/4
i realize it's more or less another Akroma variant, but i figure it can also play defense much nicer. the tapping to regerate is more to help the exalted creature if it's other than itself so it could be raised to :1mana::symw::symg: and not tap and be just as effective.
oh, and how is everyone making the framed cards that keep getting posted?
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Teroza Veg'Ra, Druidic Archmage :4mana::symg::symu::symug:
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Feral Grace :4mana::symw::symw::symg::symg:
Legendary Creature- Angel Beast Spirit (MR)
Exalted, Reach, Shroud.
When ever a creature you control attack alone it gains Vigilence, Trample, and Lifelink.
:symw::symg:,:symtap:: Regenerate Feral Grace or another target creature you control. With the Conflux new Gods were born; Beings unimagined, Ferocious and Divine, and the Shards trembled with each birth.
6/4
oh, and how is everyone making the framed cards that keep getting posted?
Magic Set Editor/Photoshop
Feral Grace - Extremely powerful, but seems fair to me...
i'm not sure i understand it: so if you squall a spell it still gets played? so a storm inabler?
finishing my little cycle, inspired by the dragon demon legend that's comming out
Reliqueinces :4mana::symu::symu::symb::symb:
Legendary Creature- Demon Sphinx (MR)
Whenever Reliqueinces deals combat damage to a player you may return a permanent from that players graveyard to play under your control.
:1mana::symu:: Reliqueinces gains Flying until end of turn.
:1mana::symb:: Reliqueinces gains Fear until end of turn.
4/6
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Teroza Veg'Ra, Druidic Archmage :4mana::symg::symu::symug:
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
It's a very powerful creature. Returning a permanent is a nice touch. (Rather than just a creature)
Rage Igniter 2RG
Creature - Elf Shaman
Other creatures you control get +1/+0 and have trample and haste.
Noncreature spells have "as an additional cost to play this spell, sacrifice a land."
2/2
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I am GUR. I view the world around me with a sense of wonder and awe that only increases as I learn more about it. I quickly become bored if deprived of puzzles to solve or new things to learn. At my best, I am brilliant and inventive, at my worst, I am moody and erratic.
Rage Igniter; it's okay, and at the same time it needs some improvements in order to make it printable. The advice I'm going to give now will make the card less abusable either way, but as it is now it's a double bonus for yourself....
You should either make it....
Rage Igniter :2mana::symr::symg:
Creature - Elf Shaman
Creatures you control get +1/+0 and have trample and haste.
Noncreature spells you play have "as an additional cost to play this spell, sacrifice a land."
2/3
In this way it only affects you, you get the bonus by yourself and you take the penalty by yourself, showing your opponents that it enrages your side of the board, including you with it (hence the secondary ability). The other version you could do is something more like....
Rage Igniter :2mana::symr::symg:
Creature - Elf Shaman
All creatures get +1/+0 and have trample and haste.
Noncreature spells have "as an additional cost to play this spell, sacrifice a land."
3/4
Still pretty insane considering you can gain a double benefit from that single card with your deck....This card shows the enragement of the entire board, both creatures as players get more primitive and savage hence both abilities...
A slight sidenote on the earlier posted Feral Grace, by Robinightwing, the creatures need to have vigilance before they attack since they will tap before the ability granting them vigilance will trigger, hence vigilance not working...
My card; [Destructive Symbiosis] :1mana::symg::symg:
Sorcery
Destroy target artifact or enchantment.
Put two 1/1 green saproling creature tokens into play.
Destructive Symbiosis - Selesyna already has this card for 2GW (can't remember the name), but given that Naturalize is a green ability now this should be fine. Might need to raise it to 2GG though; this is pushing the power curve.
Stormcatcher 4UR
Creature - Weird
Whenever a spell or ability would target this card, you may pay 1. If you do, copy that spell or ability targeting another creature in play. It gains this ability until end of turn.
3/4
The purpose of the card is to be able to 'chain lightning' from creature to creature, or bounce an ability between two over and over.
make it a 2/1 and you've got yourself a printable card
@naganov, regarding Feral Grace: i thought you declare attackers than tap the creatue? becuse than vigilence is fine. isn't it?
i was thinking about nicol bolas and about what could of happened to Teferi... after all he might of just lost the portion of his spark that made him immortal and all knowing
Teferi, Temprol Master :2mana::symu::symu::symu:
Planeswalker- Teferi
{+1}: Return target Permanent to it's owner's hand.
{-2}: Target players skips his or her next untap, upkeep, or combat phase.
{-7}: Target player takes an extra turn after this one.
{4}
{+1} is based on temprol adept,{-2} based on his kinda prankish nature and {-7} is sort the ultimate time related spell... it could also go {-9} and do two turns? hmm?
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Teroza Veg'Ra, Druidic Archmage :4mana::symg::symu::symug:
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Teferi; Feels just about completely right, the -2 ability could just be focussed to a single ability, since it's a blue mage who likes to tamper with time I suggest it'll become just '-2: Target player skips his or her next untap step.' feels most logical to the color and about right for it's cost...
Since I see a lot of ninja's flying about lately...
[Hider of Goods] :1mana::symub::symub:
Creature - Faerie Ninja (Wow?)
Flying, Ninjutsu
Whenever ~ deals combat damage to a player, search that player's library for a card and remove that card from the game. Then that player shuffles his or her library
1/1
[Edit:] Since no-one is posting stuff, another one...
[Scorcher of Stuff] :1mana::symbr::symbr::symbr:
Creature - Elemental Ninja (FTW?)
Haste, Ninjutsu :1mana::symbr::symbr:
Whenever ~ deals combat damage to a player, it deals 2 damage to target creature that player controls.
4/2
I've always loved Ninja, although I find a Red ninja atleast a Hybrid red ninja just hard to justify with the amount of self disipline needed.
Gwafa Hazid, Profiteer :symw::symw::symu::symu:
Legendary Creature-Human Rogue
:symw::symu::symtap:: Target player draws a card. You gain control of target player's turn until the end of of turn. Play this ability only during combat.
2/2
Gwafa is one of the worst legends in a long time, what do you think about him now? To good?
I've always loved Ninja, although I find a Red ninja atleast a Hybrid red ninja just hard to justify with the amount of self disipline needed.
Gwafa Hazid, Profiteer :symw::symw::symu::symu:
Legendary Creature-Human Rogue
:symw::symu::symtap:: Target player draws a card. You gain control of target player's turn until the end of of turn. Play this ability only during combat.
2/2
Gwafa is one of the worst legends in a long time, what do you think about him now? To good?
Uuh. Way too strong. Mindslaver (sort of) every turn?!?! It can provide a nearly full defense against creatures every turn.
Eradicate (?) 2BU(B/U)
Instant
Destroy target permanent. If it was a land card, draw a card. Otherwise, the permanent's controller loses life equal to the permanent's converted mana cost.
Eradicate: Why blue? There's nothing blue about permanent removal. I'm not a fan of mixing hybrid and standard multicolor, either; what frame would it use? And it's too cheap; look at Phthisis, which probably causes a bigger life loss, but is also much, much less versatile. Also, Eradicate.
Blue Faerie :symg::symw::symu:
Creature - Faerie
Flying
:symtap:, Sacrifice a creature token: Search your library for a creature card with the same power as the sacrificed token and put it into play. Then shuffle your library. "When you wish upon a star..."
2/2
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
Blue Faerie:
it's simply hard to imagine a WGU token deck featuring this. Card itself's fine but I'd say people who trying to combo something out are not playing tokens and who do play tokens will find this card to be pretty mediocre in their deck (that most times they are only able to find 1/*). the problem is: tokens and combos are pretty much two directions (apart from RAV's chrous lets say), and who play spells that create really big tokens (CotH comes to mind) probably don't want a three-color'd 2/2 into their deck.
I'll submit the card that was once used in the FCC and was demanded to be scary OP, to see if it fits current meta:
Inner Peace - 1WW
Enchantment - Aura
Enchanted Creature
Creatures share a color with enchanted creature can't attack.
Inner Peace - I like it! Definitely fits with white and it's an interesting mechanic, though it might be a little overpowered in this environment that's so heavily multi-colored.
Here's mine, based on an idea that's been bangin' around in the old noggin for several years now. It's probably a rules nightmare the way it's worded, maybe someone can help me clean it up?
Lightning Rod5
Artifact, R
Lightning Rod is indestructible.
Lightning Rod comes into play with ten strike counters on it.
When a spell or ability that an opponent controls targets you or anything you control, ignore all effects of that spell or ability and remove a strike counter from Lightning Rod.
When Lightning Rod has no strike counters on it, sacrifice Lightning Rod and you lose 5 life.
I suppose there's nothing stopping an opponent from targeting it with effects that would normally be beneficial, or just anything, to get it out of the way and hit you with some damage. I don't know that there's any good way to discern between "good" and "bad" effects, or if it's even worth trying.
Lightning Rod5
Artifact, R
Lightning Rod is indestructible.
Lightning Rod comes into play with ten strike counters on it.
When a spell or ability that an opponent controls targets you or anything you control, ignore all effects of that spell or ability and remove a strike counter from Lightning Rod.
When Lightning Rod has no strike counters on it, sacrifice Lightning Rod and you lose 5 life.
I suppose there's nothing stopping an opponent from targeting it with effects that would normally be beneficial, or just anything, to get it out of the way and hit you with some damage. I don't know that there's any good way to discern between "good" and "bad" effects, or if it's even worth trying.
I might say "any permanent you control" instead of anything you control.
Also, I'm not sure "ignore" is correct wording. Perhaps counter the spell or ability?
It looks like a cool idea, although I think you might want to make it cost 6 or throw in a color to the 5cmc. At 5 colorless it seems a bit cheep to give you 5 get out of jail free cards. There was many cards out there that could just keep putting counters on it as well.
If you were designing this in a vacum it's fairly well balanced, but looking at the game as a hole it has too many broken possibilities to cost only 5 colorless.
Anyway, here's mine:
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Have you accepted Maynard James Keenan as your personal lord and savior?
Cemetery of Dreams; This card could be simplified a lot, te even be made printable using things like hybrid mana....
Cemetery of Dreams
Land
:symtap:: Choose a color of an instant or sorcery card in your graveyard, add one mana of the color to your mana pool.
:symtap:: add to your mana pool.
Threshold - :2mana::symur:, :symtap:: target instant or sorcery card in your graveyard gains flashback until end of turn. If you play that card this turn, its flashback cost becomes equal to its mana cost as you play it.
that's about it.....
My card; [Simplified] :symg::symw:
Instant
Prevent all damage that would be dealt this turn, you gain life equal to the damage prevented this way.
Cemetery of Dreams; This card could be simplified a lot, te even be made printable using things like hybrid mana....
Cemetery of Dreams
Land
:symtap:: Choose a color of an instant or sorcery card in your graveyard, add one mana of the color to your mana pool.
:symtap:: add to your mana pool.
Threshold - :2mana::symur:, :symtap:: target instant or sorcery card in your graveyard gains flashback until end of turn. If you play that card this turn, its flashback cost becomes equal to its mana cost as you play it.
that's about it.....
My card; [Simplified] :symg::symw:
Instant
Prevent all damage that would be dealt this turn, you gain life equal to the damage prevented this way.
I suppose. The idea of separate flash back enablers was to make the sorcery one cheaper, as it was far less good than an instant speed flash back. Though for the sake of simplicity it could be modified. Not a bad idea.
I have the feeling I have seen the effect of simplified before. I know there are many various effects similar to that already. But i can't shake the feeling I have seen that exact thing printed on a card.
Still, a good effect for the colors, might need to make it cost one more colorless. That is quite a momentum changing combined effect. Especially in the case where you would use it the most, when you are about to die or the opponent just wasted all his resources to make his creatures big and scary for a turn.
Since it seems to be a slow day I will post one more card:
I whipped up the code to key word the search mechanic last summer lat one night. I call it "Tutor" due to the common use of the phrase to describe the process.
scrounges in his MSE files....
here (took me a bit to make sure I covered all my based with possible search areas and placement areas)
Search your library for {param1}, reveal {
if match(param1.value, match: "card") then "it"
else if match(para1.value, match:"cards") then "them"
}, shuffle your library and then put {
if match(param1.value, match: "cards") then "those cards"
else if match(param1.value, match: "card") then"that card"
} {
if (param2.value == "the top of your library") then ("on {param2}.")
else if match(param2.value, match: "from the top of your library") then ("{param2}")
else if match(param2.value, match: "top", match:"cards of your library at radnom")
then ("in {param2}")
else if match(param2.value, match: "graveyard")
or match(param2.value, match: "hand")
or match(param2.value, match: "play")
then ("into {param2}.")
}
If you put that in the reminder text section of the custom keyword maker in MSE and put "Tutor name to name" in the 'matches' section it should work.
I have a few more cards where i used this key word so i can show it's multiple reminder text outputs.
Hm, so it seems no one is posting a response for the last one there so I will put one up for today.
(I also might add that I have recently noticed after getting the new MSE2 edition and therefore a spell check feature, I have noticed many spelling errors in my cards. I have gone through and edited most of them and replaced the pictures on my computer. However, I have yet to replace the pictures online. when I do they will be in the same place so the links should be fine, just changed to cards with no errors in them)
Anyway, this is a card I came up for the idea for a very long time ago and and was one of the first I made with MSE and is one of my favorite creations to date. It has gone through many wording and functional changes to get to this point and I thank my friends for their help making this card work while keeping the flavor and theme.
Powerful in a "mana powerhouse" deck, but I'm tenuously saying it's all right. You spent all of your mana to put counters on, and you want to play something... I don't know. One possible thing about it is the "player who put the most counters on". You might want to reword that in the future to give each player counters that are then removed from the player, like poison counters.
To be honest, I have no freaking clue how your card would actually end up playing, it does something that radically different. So, more savvy players might want to correct me if they think I'm wrong.
Also, give other posters a chance to look at your card. It can take a while, but eventually, someone will review it if only to keep the thread going.
My card:
Pore UU
Enchantment
At the beginning of your draw step, draw a card.
You skip your main phases and attack phases.
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I am GUR. I view the world around me with a sense of wonder and awe that only increases as I learn more about it. I quickly become bored if deprived of puzzles to solve or new things to learn. At my best, I am brilliant and inventive, at my worst, I am moody and erratic.
Cemetery of Dreams; This card could be simplified a lot, te even be made printable using things like hybrid mana....
Cemetery of Dreams
Land
:symtap:: Choose a color of an instant or sorcery card in your graveyard, add one mana of the color to your mana pool.
:symtap:: add to your mana pool.
Threshold - :2mana::symur:, :symtap:: target instant or sorcery card in your graveyard gains flashback until end of turn. If you play that card this turn, its flashback cost becomes equal to its mana cost as you play it..
Probably simplified to "You may play target instant or sorcery card in your graveyard this turn. If you do, remove it from the game...."
Or better yet "Target instant or sorcery card in your graveyard gains Flashback X until end of turn where X is its manacost."
Pore - Loves Curfew Effects but obviously you'd have to bounce with the trigger on the stack or you couldn't play anything. Instants and enchantments. Play it early fill your hand but you're stuck at 2 mana. Play it late and you've already spent the mana to abuse the extra draw (like with Words of Wind or flash spells that get you lands like Quicken a Rampant Growth or something better)
Seems fine.
Lace With Explosives - R
Enchantment - Aura
Enchant Creature
Whenever enchanted creature becomes the target of a spell or ability sacrifice Lace With Explosives. If you do, Lace With Explosives deals 3 damage to enchanted creature and that creature's controller.
Because the damage is a little high, I'm tempted to say it's overpowered. On the other hand, you need a creature to enchant and a burn spell. OH WAIT. You're playing red. It's sorcery speed pain removal. Kill their guy (up to five toughness) and hurt its controller? maybe tone down to two, or one w/cantrip.
re: Pore: Not sure I understand your rationale. Since when has blue (not you, the color) needed its own turn to do anything?
Pore (revised) 2UU
Enchantment
At the beginning of your draw step, draw two cards.
You skip your main phases and attack phases.
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I am GUR. I view the world around me with a sense of wonder and awe that only increases as I learn more about it. I quickly become bored if deprived of puzzles to solve or new things to learn. At my best, I am brilliant and inventive, at my worst, I am moody and erratic.
Powerful in a "mana powerhouse" deck, but I'm tenuously saying it's all right. You spent all of your mana to put counters on, and you want to play something... I don't know. One possible thing about it is the "player who put the most counters on". You might want to reword that in the future to give each player counters that are then removed from the player, like poison counters.
To be honest, I have no freaking clue how your card would actually end up playing, it does something that radically different. So, more savvy players might want to correct me if they think I'm wrong.
Also, give other posters a chance to look at your card. It can take a while, but eventually, someone will review it if only to keep the thread going
I did design it meaning for it to be one of those cards that was "so-so" but would reward someone who built around it.
The card that inspired me to make Flea Market was actually "Well of Knowledge". A card that was ok, but that I broke to high hell in a mono green hurricane deck where much of the strategy was based around immense land acceleration. So I could draw 6 to 9 cards a turn with easy and end up play 3 to 4 land a turn as well. Drop a single Fruition for like 18 life and hurricane the board. (I made the deck because I was tired of everyone assuming that Elf-cane was the only plausible mono green hurricane)
As to how it works, here:
Basically the two activations costs for the ability are completely irrevlant to each other. The revealing the card simply is needed later for the winner.
You pay so much mana; then, when everything is said and done, who ever has paid the most gets to Tutor a card from their library that is either the same color or card type as the card they revealed last.
Hmmm, now that I think about it, the revealing of the card may well be moved to the resolution only since only the winner should have to give up any information to the other players. That and I should rewrite the card to use the Tutor key word I wrote and used int eh the card above it on this page. That is the point of a key word, to use it. ;p
I like the idea of putting counters on people purly for the help it might be in clarifying how the card functions.
Because the damage is a little high, I'm tempted to say it's overpowered. On the other hand, you need a creature to enchant and a burn spell. OH WAIT. You're playing red. It's sorcery speed pain removal. Kill their guy (up to five toughness) and hurt its controller? maybe tone down to two, or one w/cantrip.
re: Pore: Not sure I understand your rationale. Since when has blue (not you, the color) needed its own turn to do anything?
Pore (revised) 2UU
Enchantment
At the beginning of your draw step, draw two cards.
You skip your main phases and attack phases.
Well unless it's a combo or mill deck blue still needs to attack you to win most times.
Morphling isn't quite that good.
Still, blue cant always bounce it's own permanents so that's not really too much of and issue.
I might have made it cost 3 cmc (1uu or 2u) and keep it at 1 card) You are right that most spells can be played whenever in blue, so this is basically a better howling mine. One more mana might make it balanced considering it still has something you have to work around.
Because the damage is a little high, I'm tempted to say it's overpowered. On the other hand, you need a creature to enchant and a burn spell. OH WAIT. You're playing red. It's sorcery speed pain removal. Kill their guy (up to five toughness) and hurt its controller? maybe tone down to two, or one w/cantrip.
re: Pore: Not sure I understand your rationale. Since when has blue (not you, the color) needed its own turn to do anything?
Pore (revised) 2UU
Enchantment
At the beginning of your draw step, draw two cards.
You skip your main phases and attack phases.
Mostly because you need to play lands
This version is better because it's more powerful with 2 cards but it also says "hey you can't play me til you already have 4 mana anyways you may not need anymore"
That's my point. If you play the original early enough you don't get any more chances to play a mana source. When were you planning on playing it?
Cherish - 2WW
Enchantment - Aura
Enchant Player
As Cherish comes into play choose a color. Enchanted player has protection from the chosen color.
Huh. I'd figured the resourceful Johnny would play around it and Spike would accelerate into it. I was thinking Dreamscape artist.
Cherish: Dang. Maybe with Alara and Shadowmoor it's not so bad, but this stops entire lists in other formats right in their tracks. Sure, stuff does that anyway, but still...
For the next person: either look above and critique Pore and tell me if you think it needs an accommodation for playing lands or not, or critique this card:
Decisions, Decisions... 1UG
Instant
Choose two: Counter target noncreature spell, or draw a card, or put two 1/1 green saproling creature tokens into play, or target creature gets +2/+2 and gains trample and shroud until the end of turn.
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I am GUR. I view the world around me with a sense of wonder and awe that only increases as I learn more about it. I quickly become bored if deprived of puzzles to solve or new things to learn. At my best, I am brilliant and inventive, at my worst, I am moody and erratic.
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Border Archers 1WW
Creature - Human Archer
First strike, Reach.
When ~ is put into a graveyard from play, you may pay RRW. If you do, return it to play flipped.
Justice soothed his soul, turning him from an instrument of destruction to a bringer of peace.
3/1
-----------------------
Rogue Archer 1RR
Creature - Human Archer
First strike, Reach
If ~ would be destroyed because of combat damage, you may pay WWR. If you do, regenerate it and return it to play flipped
A near death experience brought a new view of the world... and a mission of revenge.
3/1
http://theroleplayroom.wikidot.com
Win/Loss record
Bart: Dad! Yous shot zombie Flanders!
Homer: He was a Zombie?
why not try something more like....
Rogue Archers :1mana::symg::symg:
Creature - Human Archer
Reach, Haste.
:symtap:: ~ deals 2 damage to target creature with flying, Flip ~.
1/3
//
Border Archers :1mana::symw::symw:
Creature - Human Archer
Reach, Vigilance.
:symtap:: ~ deals 2 damage to target attacking creature, Flip ~.
3/1
This is more in-color and about the same as you're trying to do about now....
my card;
[Endgame]
Suspend 5 - :2mana::symw::symw:
:3mana:: remove a time counter from ~; or put a time counter on ~, any player may play this ability. Play this ability only if ~ is suspended.
The player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
As a wise man once said - "A true emperor shouldn't fear a one-man army, it's the one woman behind the emperor' the emperor should fear."
The Official Magic The Gathering Card Database
this could help you win with that though
Feral Grace :4mana::symw::symw::symg::symg:
Legendary Creature- Angel Beast Spirit (MR)
Exalted, Reach, Shroud.
When ever a creature you control attack alone it gains Vigilence, Trample, and Lifelink.
:symw::symg:,:symtap:: Regenerate Feral Grace or another target creature you control.
With the Conflux new Gods were born; Beings unimagined, Ferocious and Divine, and the Shards trembled with each birth.
6/4
i realize it's more or less another Akroma variant, but i figure it can also play defense much nicer. the tapping to regerate is more to help the exalted creature if it's other than itself so it could be raised to :1mana::symw::symg: and not tap and be just as effective.
oh, and how is everyone making the framed cards that keep getting posted?
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Magic Set Editor/Photoshop
Feral Grace - Extremely powerful, but seems fair to me...
--------------------------------------------
Squall 1U
Instant
Counter target spell. It's controller plays it without paying it's mana cost.
And the heavens will tremble....
- Seer's Parables
Deck
BU Fearies
RB Elemental/Horror
RB Artifact
BRG Dragonz
UBR Grixis
finishing my little cycle, inspired by the dragon demon legend that's comming out
Reliqueinces :4mana::symu::symu::symb::symb:
Legendary Creature- Demon Sphinx (MR)
Whenever Reliqueinces deals combat damage to a player you may return a permanent from that players graveyard to play under your control.
:1mana::symu:: Reliqueinces gains Flying until end of turn.
:1mana::symb:: Reliqueinces gains Fear until end of turn.
4/6
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Rage Igniter 2RG
Creature - Elf Shaman
Other creatures you control get +1/+0 and have trample and haste.
Noncreature spells have "as an additional cost to play this spell, sacrifice a land."
2/2
You should either make it....
Rage Igniter :2mana::symr::symg:
Creature - Elf Shaman
Creatures you control get +1/+0 and have trample and haste.
Noncreature spells you play have "as an additional cost to play this spell, sacrifice a land."
2/3
In this way it only affects you, you get the bonus by yourself and you take the penalty by yourself, showing your opponents that it enrages your side of the board, including you with it (hence the secondary ability). The other version you could do is something more like....
Rage Igniter :2mana::symr::symg:
Creature - Elf Shaman
All creatures get +1/+0 and have trample and haste.
Noncreature spells have "as an additional cost to play this spell, sacrifice a land."
3/4
Still pretty insane considering you can gain a double benefit from that single card with your deck....This card shows the enragement of the entire board, both creatures as players get more primitive and savage hence both abilities...
A slight sidenote on the earlier posted Feral Grace, by Robinightwing, the creatures need to have vigilance before they attack since they will tap before the ability granting them vigilance will trigger, hence vigilance not working...
My card;
[Destructive Symbiosis] :1mana::symg::symg:
Sorcery
Destroy target artifact or enchantment.
Put two 1/1 green saproling creature tokens into play.
As a wise man once said - "A true emperor shouldn't fear a one-man army, it's the one woman behind the emperor' the emperor should fear."
The Official Magic The Gathering Card Database
Stormcatcher 4UR
Creature - Weird
Whenever a spell or ability would target this card, you may pay 1. If you do, copy that spell or ability targeting another creature in play. It gains this ability until end of turn.
3/4
The purpose of the card is to be able to 'chain lightning' from creature to creature, or bounce an ability between two over and over.
ability), but other than that it's an interesting card.
Rivers Edge Warrior
Creature- Spirit Ninja
~ is blue
Ninjutsu - Target opponent draws a card
3/1
http://theroleplayroom.wikidot.com
Win/Loss record
Bart: Dad! Yous shot zombie Flanders!
Homer: He was a Zombie?
@naganov, regarding Feral Grace: i thought you declare attackers than tap the creatue? becuse than vigilence is fine. isn't it?
i was thinking about nicol bolas and about what could of happened to Teferi... after all he might of just lost the portion of his spark that made him immortal and all knowing
Teferi, Temprol Master :2mana::symu::symu::symu:
Planeswalker- Teferi
{+1}: Return target Permanent to it's owner's hand.
{-2}: Target players skips his or her next untap, upkeep, or combat phase.
{-7}: Target player takes an extra turn after this one.
{4}
{+1} is based on temprol adept,{-2} based on his kinda prankish nature and {-7} is sort the ultimate time related spell... it could also go {-9} and do two turns? hmm?
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Since I see a lot of ninja's flying about lately...
[Hider of Goods] :1mana::symub::symub:
Creature - Faerie Ninja (Wow?)
Flying, Ninjutsu
Whenever ~ deals combat damage to a player, search that player's library for a card and remove that card from the game. Then that player shuffles his or her library
1/1
[Edit:] Since no-one is posting stuff, another one...
[Scorcher of Stuff] :1mana::symbr::symbr::symbr:
Creature - Elemental Ninja (FTW?)
Haste, Ninjutsu :1mana::symbr::symbr:
Whenever ~ deals combat damage to a player, it deals 2 damage to target creature that player controls.
4/2
As a wise man once said - "A true emperor shouldn't fear a one-man army, it's the one woman behind the emperor' the emperor should fear."
The Official Magic The Gathering Card Database
Gwafa Hazid, Profiteer :symw::symw::symu::symu:
Legendary Creature-Human Rogue
:symw::symu::symtap:: Target player draws a card. You gain control of target player's turn until the end of of turn. Play this ability only during combat.
2/2
Gwafa is one of the worst legends in a long time, what do you think about him now? To good?
Uuh. Way too strong. Mindslaver (sort of) every turn?!?! It can provide a nearly full defense against creatures every turn.
Eradicate (?) 2BU(B/U)
Instant
Destroy target permanent. If it was a land card, draw a card. Otherwise, the permanent's controller loses life equal to the permanent's converted mana cost.
candidus inperti; si nil, his utere mecum.
it's simply hard to imagine a WGU token deck featuring this. Card itself's fine but I'd say people who trying to combo something out are not playing tokens and who do play tokens will find this card to be pretty mediocre in their deck (that most times they are only able to find 1/*). the problem is: tokens and combos are pretty much two directions (apart from RAV's chrous lets say), and who play spells that create really big tokens (CotH comes to mind) probably don't want a three-color'd 2/2 into their deck.
I'll submit the card that was once used in the FCC and was demanded to be scary OP, to see if it fits current meta:
Inner Peace - 1WW
Enchantment - Aura
Enchanted Creature
Creatures share a color with enchanted creature can't attack.
♪~~~♫~~~~
(\ /)
(♥.♥)
(> <)
Music, Love, Magic and Bunny.
Life is so beautiful...
Here's mine, based on an idea that's been bangin' around in the old noggin for several years now. It's probably a rules nightmare the way it's worded, maybe someone can help me clean it up?
Lightning Rod 5
Artifact, R
Lightning Rod is indestructible.
Lightning Rod comes into play with ten strike counters on it.
When a spell or ability that an opponent controls targets you or anything you control, ignore all effects of that spell or ability and remove a strike counter from Lightning Rod.
When Lightning Rod has no strike counters on it, sacrifice Lightning Rod and you lose 5 life.
I suppose there's nothing stopping an opponent from targeting it with effects that would normally be beneficial, or just anything, to get it out of the way and hit you with some damage. I don't know that there's any good way to discern between "good" and "bad" effects, or if it's even worth trying.
Playing: BR Blightning
I might say "any permanent you control" instead of anything you control.
Also, I'm not sure "ignore" is correct wording. Perhaps counter the spell or ability?
It looks like a cool idea, although I think you might want to make it cost 6 or throw in a color to the 5cmc. At 5 colorless it seems a bit cheep to give you 5 get out of jail free cards. There was many cards out there that could just keep putting counters on it as well.
If you were designing this in a vacum it's fairly well balanced, but looking at the game as a hole it has too many broken possibilities to cost only 5 colorless.
Anyway, here's mine:
Cemetery of Dreams
Land
:symtap:: Choose a color of an instant or sorcery card in your graveyard, add one mana of the color to your mana pool.
:symtap:: add to your mana pool.
Threshold - :2mana::symur:, :symtap:: target instant or sorcery card in your graveyard gains flashback until end of turn. If you play that card this turn, its flashback cost becomes equal to its mana cost as you play it.
that's about it.....
My card;
[Simplified] :symg::symw:
Instant
Prevent all damage that would be dealt this turn, you gain life equal to the damage prevented this way.
As a wise man once said - "A true emperor shouldn't fear a one-man army, it's the one woman behind the emperor' the emperor should fear."
The Official Magic The Gathering Card Database
I suppose. The idea of separate flash back enablers was to make the sorcery one cheaper, as it was far less good than an instant speed flash back. Though for the sake of simplicity it could be modified. Not a bad idea.
I have the feeling I have seen the effect of simplified before. I know there are many various effects similar to that already. But i can't shake the feeling I have seen that exact thing printed on a card.
Still, a good effect for the colors, might need to make it cost one more colorless. That is quite a momentum changing combined effect. Especially in the case where you would use it the most, when you are about to die or the opponent just wasted all his resources to make his creatures big and scary for a turn.
Since it seems to be a slow day I will post one more card:
I whipped up the code to key word the search mechanic last summer lat one night. I call it "Tutor" due to the common use of the phrase to describe the process.
scrounges in his MSE files....
here (took me a bit to make sure I covered all my based with possible search areas and placement areas)
If you put that in the reminder text section of the custom keyword maker in MSE and put "Tutor name to name" in the 'matches' section it should work.
I have a few more cards where i used this key word so i can show it's multiple reminder text outputs.
Hm, so it seems no one is posting a response for the last one there so I will put one up for today.
(I also might add that I have recently noticed after getting the new MSE2 edition and therefore a spell check feature, I have noticed many spelling errors in my cards. I have gone through and edited most of them and replaced the pictures on my computer. However, I have yet to replace the pictures online. when I do they will be in the same place so the links should be fine, just changed to cards with no errors in them)
Anyway, this is a card I came up for the idea for a very long time ago and and was one of the first I made with MSE and is one of my favorite creations to date. It has gone through many wording and functional changes to get to this point and I thank my friends for their help making this card work while keeping the flavor and theme.
To be honest, I have no freaking clue how your card would actually end up playing, it does something that radically different. So, more savvy players might want to correct me if they think I'm wrong.
Also, give other posters a chance to look at your card. It can take a while, but eventually, someone will review it if only to keep the thread going.
My card:
Pore UU
Enchantment
At the beginning of your draw step, draw a card.
You skip your main phases and attack phases.
Probably simplified to "You may play target instant or sorcery card in your graveyard this turn. If you do, remove it from the game...."
Or better yet "Target instant or sorcery card in your graveyard gains Flashback X until end of turn where X is its manacost."
Pore - Loves Curfew Effects but obviously you'd have to bounce with the trigger on the stack or you couldn't play anything. Instants and enchantments. Play it early fill your hand but you're stuck at 2 mana. Play it late and you've already spent the mana to abuse the extra draw (like with Words of Wind or flash spells that get you lands like Quicken a Rampant Growth or something better)
Seems fine.
Lace With Explosives - R
Enchantment - Aura
Enchant Creature
Whenever enchanted creature becomes the target of a spell or ability sacrifice Lace With Explosives. If you do, Lace With Explosives deals 3 damage to enchanted creature and that creature's controller.
re: Pore: Not sure I understand your rationale. Since when has blue (not you, the color) needed its own turn to do anything?
Pore (revised) 2UU
Enchantment
At the beginning of your draw step, draw two cards.
You skip your main phases and attack phases.
I did design it meaning for it to be one of those cards that was "so-so" but would reward someone who built around it.
The card that inspired me to make Flea Market was actually "Well of Knowledge". A card that was ok, but that I broke to high hell in a mono green hurricane deck where much of the strategy was based around immense land acceleration. So I could draw 6 to 9 cards a turn with easy and end up play 3 to 4 land a turn as well. Drop a single Fruition for like 18 life and hurricane the board. (I made the deck because I was tired of everyone assuming that Elf-cane was the only plausible mono green hurricane)
As to how it works, here:
Basically the two activations costs for the ability are completely irrevlant to each other. The revealing the card simply is needed later for the winner.
You pay so much mana; then, when everything is said and done, who ever has paid the most gets to Tutor a card from their library that is either the same color or card type as the card they revealed last.
Hmmm, now that I think about it, the revealing of the card may well be moved to the resolution only since only the winner should have to give up any information to the other players. That and I should rewrite the card to use the Tutor key word I wrote and used int eh the card above it on this page. That is the point of a key word, to use it. ;p
I like the idea of putting counters on people purly for the help it might be in clarifying how the card functions.
Well unless it's a combo or mill deck blue still needs to attack you to win most times.
Morphling isn't quite that good.
Still, blue cant always bounce it's own permanents so that's not really too much of and issue.
I might have made it cost 3 cmc (1uu or 2u) and keep it at 1 card) You are right that most spells can be played whenever in blue, so this is basically a better howling mine. One more mana might make it balanced considering it still has something you have to work around.
Mostly because you need to play lands
This version is better because it's more powerful with 2 cards but it also says "hey you can't play me til you already have 4 mana anyways you may not need anymore"
That's my point. If you play the original early enough you don't get any more chances to play a mana source. When were you planning on playing it?
Cherish - 2WW
Enchantment - Aura
Enchant Player
As Cherish comes into play choose a color. Enchanted player has protection from the chosen color.
Huh. I'd figured the resourceful Johnny would play around it and Spike would accelerate into it. I was thinking Dreamscape artist.
Cherish: Dang. Maybe with Alara and Shadowmoor it's not so bad, but this stops entire lists in other formats right in their tracks. Sure, stuff does that anyway, but still...
For the next person: either look above and critique Pore and tell me if you think it needs an accommodation for playing lands or not, or critique this card:
Decisions, Decisions... 1UG
Instant
Choose two: Counter target noncreature spell, or draw a card, or put two 1/1 green saproling creature tokens into play, or target creature gets +2/+2 and gains trample and shroud until the end of turn.