Back Step 3UU
Sorcery
Remove Back Step from the game.
Untap all permanents you control. Then return all permanents put into your graveyard from play this turn to play. Then return all instants and sorceries put into your graveyard this turn to your hand. After this phase there is an additional battle phase followed by an additional main phase. Creatures you control gain haste until end of turn.
Skip your next two turns. "Many mages are tempted by the chance to go back and fix their mistakes, few realize the future chances they give up by doing so."
"If civilization is to survive, we must cultivate the science of human relationships - the ability of all peoples, of all kinds, to live together, in the same world at peace."
-Franklin D. Roosevelt
Fragile Protection :2mana::symw::symw:
Enchantment
At the beginning of your upkeep, distribute two regeneration counters among creatures you control.
Remove a regeneration counter from a creature: Regenerate that creature.
When you control no creatures, you lose the game.
Some things just came up. I'll may be going away for a bit. But here's a basic card. I hope it nets at least a vote.
Glimpse to Tomorrow 1WU Instant
Reveal the top card of your library then reveal your hand. If you have a card that shares a type with the revealed card, put that card into your hand and draw a card. If you don't, target opponent chooses a card in your hand. Discard that card. 'There is such a thing as knowing too much.'
Fatal InsightUBR
Sorcery
Reveal a card at random from your hand. If you do, draw a card. Then, if the revealed card had the same name as a card already revealed with Fatal Insight, discard your hand. You may repeat this process until you choose to stop or until you have no cards in hand, whichever comes first. A little-known fact: thinking too much is bad for you.
Reckless Research :symru::symru::symru:
Enchantment
When Reckless Research comes into play you may put your library into your hand.
You cannot play spells.
Vanishing 3 "Throw back the chains of reason to find the true answer!"
Calculated Risk
Calculated Risk is red and white.
Calculated Risk can't be the target of spells or abilities while it's anywhere.
You lose the game at the end of this turn.
Suspend 4-3RW
As long as Calculated Risk is suspended, players and spells can't be the target of spells or abilities and creatures can't attack.
Well, in the case of some cards (like mine) the drawback, while seriously bad for you, isn't necessarily an auto-lose. True, in the case of my card a Fog means you lose an army and all of your mountains for nothing, but that is Red for ya.
Private Mod Note
():
Rollback Post to RevisionRollBack
According to the philosopher Ly Tin Wheedle, Chaos is found in greatest abundance wherever order is being sought. It always defeats order, because it is better organized. -- Terry Pratchett, Interesting Times
"My plans are ALWAYS practical! It's the laws of physics that get in the way of my success." Red Mage, 8-Bit Theater.
Scientia non habet inimicum nisp ignorantem - Science has no enemies but the ignorant
Fajen, Zas, sorry to have accidentally picked on you ... but you've given me an inspiration for next round's challenge... I'll post it in a couple of days, and I hope you like it.
Well, guys, the unthinkable has happened... we have a TIE, between DBW of Team Order, and Teferi's Spatula of Team Chaos, with four votes apiece..
So I call on those two players to decide the round in a tiebreaking DUEL.
You each have 72 hours to submit your ideas for sudden death overtime, with the following stipulations:
Several players *hated* the requirement this round. DBW and Teferi's Spatula ONLY, Submit your idea for what would be a better "theme" for next round's contest, along with an example card that fits the suggested theme.
*EDIT* - PMs sent to both players to let them know of the situation.
Oh crap. My calculations were off too. For some reason I thought it closed about an hour from now. sorry guys
I realize that it's too late but I was going to go with an Echo theme for the next challenge.
Divine Intervention
At the beginning of your upkeep each player gains 1 life.
Echo 0
When Divine Intervention's Echo cost is payed, destroy target enchantment.
Sorcery
Remove Back Step from the game.
Untap all permanents you control. Then return all permanents put into your graveyard from play this turn to play. Then return all instants and sorceries put into your graveyard this turn to your hand. After this phase there is an additional battle phase followed by an additional main phase. Creatures you control gain haste until end of turn.
Skip your next two turns.
"Many mages are tempted by the chance to go back and fix their mistakes, few realize the future chances they give up by doing so."
"If civilization is to survive, we must cultivate the science of human relationships - the ability of all peoples, of all kinds, to live together, in the same world at peace."
-Franklin D. Roosevelt
Enchantment
At the beginning of your upkeep, distribute two regeneration counters among creatures you control.
Remove a regeneration counter from a creature: Regenerate that creature.
When you control no creatures, you lose the game.
Glimpse to Tomorrow 1WU
Instant
Reveal the top card of your library then reveal your hand. If you have a card that shares a type with the revealed card, put that card into your hand and draw a card. If you don't, target opponent chooses a card in your hand. Discard that card.
'There is such a thing as knowing too much.'
Forgotten Arts
...:mad:...blasted Order sabotage. You'll pay!
U Twinsanity
WUBRG Reaper King
UBG Dredge
UR Howling Owl
GBU Thief of Time
Enchantment
When Reckless Research comes into play you may put your library into your hand.
You cannot play spells.
Vanishing 3
"Throw back the chains of reason to find the true answer!"
Enchantment (R)
Draw a card: You lose the game.
Calculated Risk is red and white.
Calculated Risk can't be the target of spells or abilities while it's anywhere.
You lose the game at the end of this turn.
Suspend 4-3RW
As long as Calculated Risk is suspended, players and spells can't be the target of spells or abilities and creatures can't attack.
"My plans are ALWAYS practical! It's the laws of physics that get in the way of my success." Red Mage, 8-Bit Theater.
Scientia non habet inimicum nisp ignorantem - Science has no enemies but the ignorant
Fajen, Zas, sorry to have accidentally picked on you ... but you've given me an inspiration for next round's challenge... I'll post it in a couple of days, and I hope you like it.
So I call on those two players to decide the round in a tiebreaking DUEL.
You each have 72 hours to submit your ideas for sudden death overtime, with the following stipulations:
Several players *hated* the requirement this round. DBW and Teferi's Spatula ONLY, Submit your idea for what would be a better "theme" for next round's contest, along with an example card that fits the suggested theme.
*EDIT* - PMs sent to both players to let them know of the situation.
Instant
Move target creature an inch to the right.
Go to Fete's Bazzar of Wonders to Get your own awesome Sig!
Perhaps just give a cut-off date and then move on from there?
The original cutoff date was 72 hours, which runs out in... about an hour, by my calculations...
Right. My calculations are always off. Silly Australian times
I realize that it's too late but I was going to go with an Echo theme for the next challenge.
Divine Intervention
At the beginning of your upkeep each player gains 1 life.
Echo 0
When Divine Intervention's Echo cost is payed, destroy target enchantment.
Anything that's a new take on Echo.