Hall of Avarice
Land - Mountain Swamp
Whenever you tap Hall of Avarice for mana, add a sin counter to it.
Sin 1 (This permanent comes into play with X sin counters on it. When there are 7 or more points of sin among permanents you control, you lose the game.) Nonentity - Remove all sin counters from Hall of Avarice (Remove a card with the same name as this card from your graveyard from the game: Remove all sin counters from Hall of Avarice)
New Ability: Impersonate (Discard a creature card, pay the discarded card's mana cost: This creature gains all abilities of discarded creature until end of turn.)
Next: Make me a card with Stasis, Concentration, and Vanishing.
Private Mod Note
():
Rollback Post to RevisionRollBack
GENERATION 12,732,546: The first time you see this, copy and paste it into your signature and add 1 to the generation.
Avosian Archiver 1UU
Creature- Human Wizard
Stasis (Whenever a spell with Stasis is played, that spell's controller taps all permanents he or she controls.)
Concentration (If you would draw a card, you may skip that draw. If you do, put a time counter on this permanent.)
Vanishing 2
: Draw a card.
2/2
Okay, if the abilities are supposed to be static, this won't work, but I'm putting it up anyway: SPLL; Reweave [cost] (You may pay [cost] before playing this card, if you do, you may pay X where X is equal to this cards CMC instead of paying this cards mana cost to play it.)
Basically it allows you to pay colorless for that spell.
Let me see an enchantment (aura or non) With Vanishing, Reweave if its allowed, and subtle (Whenever a player plays a spell, you may remove this permanent from the game, then return it to play under target player's control.).
(Side note: Reweave needs to have a purpose, so make its cost be off-color or non-mana.)
Private Mod Note
():
Rollback Post to RevisionRollBack
About Mindslaver rulings:
Quote from ebcubs03 »
so if i am that player do i get to sleep with his girlfriend ?
Empyrial Battlements 1GG
Enchantment - Aura
Enchant land
Vanishing 3
Subtle
Enchanted land has ":symtap:: Target creature becomes X/X until end of turn, where X is the number of cards in your hand plus 1."
Reweave
Next: Subordinate to [FOO] (Whenever a player plays a FOO spell, that player gains control of THIS.)
Now, a creature with Egress X (Whenever this creature attacks or blocks, if there are X or more attacking or blocking creatures, return it to its owner's hand.) and Subordinate.
Overzealous Shanker :2mana::symr:
Creature- Goblin 4/1
First strike
Subordinate: Creature power 4 or greater. (Whenever a player plays a creature spell with power 4 or greater, that player gains control of ~.)
Egress 3 (Whenever ~ attacks or blocks, if there are three or more attacking or blocking creatures, return ~ to it's owner's hand.) He's eager to get his point across as fast as he can.
next ability-
[Instant/Sorcery] Prolong X (As long as ~ spell is on the stack, you may pay X. If you do, put a copy of it on the stack at the beginning of the next turn.)
[side-note: Decompose is a permanent ability. instant/sorceries can't 'decompose' ;)]
make a manland with Impersonate (:xmana:, discard a creature card: This gains all the abilities of the discarded creature. X is that creature's cmc.) and Guerilla (Whenever an opponent's spell or ability causes you to discard a card, this deals 2 damage to that player.)
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Assassin Hideout
Legendary Land
Assassin Hideout comes into play tapped T: Add B to your mana pool BB: Assassin Hideout becomes a 1/1 black creature with first strike and impersonate until end of turn. (Discard a creature card, pay the discarded card's mana cost: This creature gains all abilities of discarded creature until end of turn.)
Guerilla (If a spell or ability an opponent controls causes you to discard this card, it deals 2 damage to that player.)
New Ability: Solitary X (This creature has -X/-X for each other creature in play that shares a creature type with it)
Make me a card with Sin and Solitary.
Private Mod Note
():
Rollback Post to RevisionRollBack
GENERATION 12,732,546: The first time you see this, copy and paste it into your signature and add 1 to the generation.
Abbadon, the End 3BB Legendary Creature- Demon Sin 6(This permanent comes into play with 6 sin counters on it. When there are 7 or more points of sin among permanents you control, you lose the game.) Solitary X (This creature has -X/-X for each other creature in play that shares a creature type with it.) X is equal to the number of sin counters on ~. xB,t, Remove a sin counter from this: Put an x/x Demon Spawn token into play with sin 1. I am the end.
6/6
New Ability: Rebound (At the beginning of your upkeep the turn after this comes into play, you may pay its casting cost, if you do not, return this to its owners hand.)
Make me a non-creature permanent with Rebound, Flash, and Flicker X(Whenever you play a spell, remove ~ from the game. You may pay X to put this permanent into play if it was removed from the game this way.)
Private Mod Note
():
Rollback Post to RevisionRollBack
About Mindslaver rulings:
Quote from ebcubs03 »
so if i am that player do i get to sleep with his girlfriend ?
Make me a non-creature permanent with Rebound, Flash, and Flicker X(Whenever you play a spell, remove ~ from the game. You may pay X to put this permanent into play if it was removed from the game this way.)
Raising Stars1WW
Enchantment
Flash
Rebound
When ~ comes into play, prevent all damage target source would deal this turn.
Flicker - 1WW
New Ability: PERMVulnerability to [?](Whenever this permanent becomes a target, is dealt damage, blocks, or becomes blocked, fortified, equipped or becomes enchanted by [?], destroy it. It can't be regenerated.)
Next: A blue creature with Vulnerability to Red and with Thoughtlink(Whenever this creature deals combat damage to a player, you may draw a card.)
Glacial Bandit 1UU
Creature - Illusion
Vulnerability to red, thoughtlink UU: Return Glacial Bandit to its owner's hand
1/3
Next Ability: Parasite X (Sacrifice this creature: Distribute X -1/-1 counters among any number of creatures you control. If you do, put a token that's a copy of CARDNAME into play under your control)
Next: Make me a creature with parasite 2 and flying.
Private Mod Note
():
Rollback Post to RevisionRollBack
GENERATION 12,732,546: The first time you see this, copy and paste it into your signature and add 1 to the generation.
Nestig Rotflies2BB
Creature - Insect
Flying, parasite 2
When ~ comes into play, target player discards a card.
1/1
New ability: CRTRDodge(When this creature blocks, flip a coin. If you win, prevent all combat damage dealt to it.)
Next: Make a permanent with Sin 1 (This permanent comes into play with 1 sin counters on it. When there are 7 or more points of sin among permanents you control, you lose the game.) and Holy (This permanent can't be sacrificed.)
Harbinger of Hubris 3WB
Creature - Avatar
Sin 1
Harbinger of Hubris is indestructible.
At the beginning of each player's upkeep, he or she chooses a permanent with the highest converted mana cost among permanents he or she controls and put a sin counter on it.
Holy
4/4
New ability: Impelled N (You may cast this spell for its impelled cost if you have cast two or more spells this turn.)
Next: Make a card with Thoughtlink(Whenever this creature deals combat damage to a player, you may draw a card.) and Dodge (When this creature blocks, flip a coin. If you win, prevent all combat damage dealt to it.)
Psychic Footman -- 1WU
Creature -- Human Soldier
Impelled 1(W/U)(You may cast this spell for its impelled cost if you have cast two or more spells this turn.)
Vigilance
Dodge (When this creature blocks, flip a coin. If you win, prevent all combat damage dealt to it.)
Thougtlink (Whenever this creature deals combat damage to a player, you may draw a card.) 2/2
New Ability: <type> Offering (Any time you could cast this card, you may pay its mana cost and discard it. If you do, search your library for a <type> permanent card with converted mana cost less than this card's converted mana cost and put it onto the battlefield, then shuffle your library.)
Next: Make a creature card with Innervate (At the beginning of each player's upkeep, untap this permanent.) and Offering. The Offering type must be one of its creature types.
Land - Mountain Swamp
Whenever you tap Hall of Avarice for mana, add a sin counter to it.
Sin 1 (This permanent comes into play with X sin counters on it. When there are 7 or more points of sin among permanents you control, you lose the game.)
Nonentity - Remove all sin counters from Hall of Avarice (Remove a card with the same name as this card from your graveyard from the game: Remove all sin counters from Hall of Avarice)
New Ability: Impersonate (Discard a creature card, pay the discarded card's mana cost: This creature gains all abilities of discarded creature until end of turn.)
Next: Make me a card with Stasis, Concentration, and Vanishing.
Inventory:
Creature- Human Wizard
Stasis (Whenever a spell with Stasis is played, that spell's controller taps all permanents he or she controls.)
Concentration (If you would draw a card, you may skip that draw. If you do, put a time counter on this permanent.)
Vanishing 2
: Draw a card.
2/2
Okay, if the abilities are supposed to be static, this won't work, but I'm putting it up anyway:
SPLL; Reweave [cost] (You may pay [cost] before playing this card, if you do, you may pay X where X is equal to this cards CMC instead of paying this cards mana cost to play it.)
Basically it allows you to pay colorless for that spell.
Let me see an enchantment (aura or non) With Vanishing, Reweave if its allowed, and subtle (Whenever a player plays a spell, you may remove this permanent from the game, then return it to play under target player's control.).
(Side note: Reweave needs to have a purpose, so make its cost be off-color or non-mana.)
About Mindslaver rulings:
About Mindslaver rulings:
It is.. Remade a bit.
About Mindslaver rulings:
Enchantment - Aura
Enchant land
Vanishing 3
Subtle
Enchanted land has ":symtap:: Target creature becomes X/X until end of turn, where X is the number of cards in your hand plus 1."
Reweave
Next: Subordinate to [FOO] (Whenever a player plays a FOO spell, that player gains control of THIS.)
Now, a creature with Egress X (Whenever this creature attacks or blocks, if there are X or more attacking or blocking creatures, return it to its owner's hand.) and Subordinate.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature- Goblin 4/1
First strike
Subordinate: Creature power 4 or greater. (Whenever a player plays a creature spell with power 4 or greater, that player gains control of ~.)
Egress 3 (Whenever ~ attacks or blocks, if there are three or more attacking or blocking creatures, return ~ to it's owner's hand.)
He's eager to get his point across as fast as he can.
next ability-
[Instant/Sorcery] Prolong X (As long as ~ spell is on the stack, you may pay X. If you do, put a copy of it on the stack at the beginning of the next turn.)
[side-note: Decompose is a permanent ability. instant/sorceries can't 'decompose' ;)]
make a manland with Impersonate (:xmana:, discard a creature card: This gains all the abilities of the discarded creature. X is that creature's cmc.) and Guerilla (Whenever an opponent's spell or ability causes you to discard a card, this deals 2 damage to that player.)
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
Legendary Land
Assassin Hideout comes into play tapped
T: Add B to your mana pool
BB: Assassin Hideout becomes a 1/1 black creature with first strike and impersonate until end of turn. (Discard a creature card, pay the discarded card's mana cost: This creature gains all abilities of discarded creature until end of turn.)
Guerilla (If a spell or ability an opponent controls causes you to discard this card, it deals 2 damage to that player.)
New Ability: Solitary X (This creature has -X/-X for each other creature in play that shares a creature type with it)
Make me a card with Sin and Solitary.
Inventory:
Legendary Creature- Demon
Sin 6 (This permanent comes into play with 6 sin counters on it. When there are 7 or more points of sin among permanents you control, you lose the game.)
Solitary X (This creature has -X/-X for each other creature in play that shares a creature type with it.) X is equal to the number of sin counters on ~.
xB,t, Remove a sin counter from this: Put an x/x Demon Spawn token into play with sin 1.
I am the end.
6/6
New Ability: Rebound (At the beginning of your upkeep the turn after this comes into play, you may pay its casting cost, if you do not, return this to its owners hand.)
Make me a non-creature permanent with Rebound, Flash, and Flicker X (Whenever you play a spell, remove ~ from the game. You may pay X to put this permanent into play if it was removed from the game this way.)
About Mindslaver rulings:
Raising Stars 1WW
Enchantment
Flash
Rebound
When ~ comes into play, prevent all damage target source would deal this turn.
Flicker - 1WW
New Ability: PERM Vulnerability to [?] (Whenever this permanent becomes a target, is dealt damage, blocks, or becomes blocked, fortified, equipped or becomes enchanted by [?], destroy it. It can't be regenerated.)
Next: A blue creature with Vulnerability to Red and with Thoughtlink (Whenever this creature deals combat damage to a player, you may draw a card.)
Creature - Illusion
Vulnerability to red, thoughtlink
UU: Return Glacial Bandit to its owner's hand
1/3
Next Ability: Parasite X (Sacrifice this creature: Distribute X -1/-1 counters among any number of creatures you control. If you do, put a token that's a copy of CARDNAME into play under your control)
Next: Make me a creature with parasite 2 and flying.
Inventory:
Creature - Insect
Flying, parasite 2
When ~ comes into play, target player discards a card.
1/1
New ability: CRTR Dodge (When this creature blocks, flip a coin. If you win, prevent all combat damage dealt to it.)
Next: Make a permanent with Sin 1 (This permanent comes into play with 1 sin counters on it. When there are 7 or more points of sin among permanents you control, you lose the game.) and Holy (This permanent can't be sacrificed.)
Creature - Avatar
Sin 1
Harbinger of Hubris is indestructible.
At the beginning of each player's upkeep, he or she chooses a permanent with the highest converted mana cost among permanents he or she controls and put a sin counter on it.
Holy
4/4
New ability: Impelled N (You may cast this spell for its impelled cost if you have cast two or more spells this turn.)
Next: Make a card with Thoughtlink (Whenever this creature deals combat damage to a player, you may draw a card.) and Dodge (When this creature blocks, flip a coin. If you win, prevent all combat damage dealt to it.)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature -- Human Soldier
Impelled 1(W/U) (You may cast this spell for its impelled cost if you have cast two or more spells this turn.)
Vigilance
Dodge (When this creature blocks, flip a coin. If you win, prevent all combat damage dealt to it.)
Thougtlink (Whenever this creature deals combat damage to a player, you may draw a card.)
2/2
New Ability: <type> Offering (Any time you could cast this card, you may pay its mana cost and discard it. If you do, search your library for a <type> permanent card with converted mana cost less than this card's converted mana cost and put it onto the battlefield, then shuffle your library.)
Next: Make a creature card with Innervate (At the beginning of each player's upkeep, untap this permanent.) and Offering. The Offering type must be one of its creature types.
Creature - Faery Wizard
Flying, flash, Innervate, Faery Offering.
2/2
New Ability: Catalytic
Next: Make a blue card with catalytic 1