Opposable Thumbs U
Enchantment--Aura (common)
Enchant green creature
Enchanted creature gets +2/+2. Improve the form, and the mind will follow.
Helpful Pointers U
Enchantment--Aura (common)
Enchant blue creature
Enchanted creature gets +0/+4. Even the most cunning can benefit from timely advice.
Rude Gestures U
Enchantment--Aura (common)
Enchant red creature
Enchanted creature gets +3/+1. If you're already unstable, even a single finger can set you off.
Encircling Rings U
Enchantment--Aura (common)
Enchant white creature
Enchanted creature gets +1/+3. "Do you accept this protection, knowing that it means you must always be at the front line?"
"I do."
A Little Insanity 2U
Enchantment--Aura (common)
Enchant black creature
Enchanted creature gets +4/+0. The pink mists settled over Manus's vision. Now he could kill without hesitation or remorse.
Insightful Strike2WR
Instant {R}
Target creature gets +4/+0 and gains first strike and lifelink until the end of turn.
Scry 3
Primal Contemplation2UG
Instant {R}
You may search your library for a creature card and put in into your hand.
Each opponent chooses a creature he or she controls and shuffles it into his or her library.
Scry 3
Putrid Epiphany2BG
Instant {R}
Destroy target creature, artifact or enchantment. It's controller discards a card.
Scry 3
Freezing Flames2UR
Instant {R}
Deal 4 damage divided as you choose among any number of target creatures. Tap those creatures, they don;t untap during their controllers next untap step.
Scry 3
Informed Sacrifice2WB
Instant
As an additional cost to casting ~ you may pay X life.
Target creature gets +X/-X and/or target creature gets -X/+X.
Scry 3
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The Problem with the human gene pool is there are no lifeguards
Kalchan SandwalkerRW Creature - Viashino RogueC
Latent - This creature has no abilities unless you control three or more Mountains and/or Plains.
Haste
:symrw:: Kalchan Sandwalker gets +1/+0 until end of turn.
:symrw:: Kalchan Sandwalker gains first strike until end of turn. "As every sand grain in Kalch, so are the possibilities of sabotage."
2/1
Kalchan Dunerunner1RW Creature - Viashino RogueU
Latent - This creature has no abilities unless you control four or more Mountains and/or Plains.
First Strike
Mirage body (This creature can't be blocked except by creatures with a power equal or greater than the number of Mountains OR Plains you control. You choose at the beginning of combat.)
3/2
Kalchan Desertstrider3RW Creature - Viashino RogueR
Latent - This creature has no abilities unless you control six or more Mountains and/or Plains.
Double Strike
As long as another Viashino you control has it's Latent abilities unlocked, that creature gets +1/+1 and first strike. "We don't need to look out for others, just look out for ourselves only. Ourselves meaning only those with a scaled hide, and a cold knife."
4/2
Seraph of the Pure Flame3WRR
Creature-Angel Berserker
Flying, Double Strike, Lifelink
Whenever ~ attacks, it gets -1/-0 and loses lifelink until the end of turn.
4/4
Seraph of the Pure Wind3WUU
Creatue-Angel Wizard
Flying, Vigilance
Whenever ~ deals combat damage to a player, you may draw 3 cards.
At the beginning of your upkeep, if you have 5 or more cards in your hand, ~ power becomes 0 until the end of turn.
4/4
Seraph of the Pure Glade3WBB
Creature-Angel Rogue
Flying, Fear
Whenever ~ attacks, you may destroy target permanent defending player controls. Its controller gains 3 life.
4/4
Seraph of the Pure Grove3WGG
Creature-Angel Druid
Flying, Trample
~ gets +1/+1 for each land that is a creature.
Whenever ~ deals combat damage to an opponent, target land defending player controls becomes a 2/2 colorless elemental creature. Its still a land.
4/4
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Avatar bySGT_Chubbz.
Check out his stuff at >>> Kracked Graphics <<< Seriously, its rule #3
^^^ CUSTOM CARD CREATING PALEOVENEFICOLOGIST sig by me
I don't do sigs.
If you can read this, you don't need glasses.
Kalchan SandwalkerRW Creature - Viashino RogueC
Latent - This creature has no abilities unless you control three or more Mountains and/or Plains.
Haste
:symrw:: Kalchan Sandwalker gets +1/+0 until end of turn.
:symrw:: Kalchan Sandwalker gains first strike until end of turn. "As every sand grain in Kalch, so are the possibilities of sabotage."
2/1
Just a suggestion on Latent. You could word it as Latent 3 (number depending on the number of lands) instead. Seems more intuitive because each card's latent count is different.
Just a suggestion on Latent. You could word it as Latent 3 (number depending on the number of lands) instead. Seems more intuitive because each card's latent count is different.
I would, but there are actually a lot more variations into Latent. For instance I could say something like "blah blah unless an opponent controls four or more non-basic lands" or "blah blah unless I control five or more creatures". I'm not sure if Latent is really, truly needed as a keyword, but since every intended "hidden reward" effect I put on cards has those same restrictions/different ways, I might as well.
Though no one really knew about that beforehand so I can't blame you, really.
It has the same diversity as Landfall in the opposite way. Where Landfall triggers on one type of action and have diverse effects, your mechanic has a diverse amount of triggers but only one specific effect.
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Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Spitpeak Stronghold
Legendary Land - Spitpeak (M)
Spitpeak Stronghold enters the battlefield tapped. T: Add R to your mana pool for each Spitpeak you control.
Grundor, Spitpeak WarlordRR
Legendary Creature - Spitpeak Human (R)
Double strike
Grundor, Spitpeak Warlord's power and toughness are each equal to the number of Spitpeak permanents you control.
*/*
Spitpeak Shrine1RR
Enchantment - Spitpeak (U)
Whenever an opponent casts a spell, Spitpeak Shrine deal X damage to that player, where X is the number of Spitpeak permanents in play.
Spitpeak Maul1
Artifact - Spitpeak Equipment (C)
Equipped creature gets trample and +X/+X, where X is equal to the number of Spitpeak permanents you control.
Equip 2
Plains
Basic Land — Plains {B}
(T: Add W to your mana pool.)
Alaborn CadetW
Creature — Human Soldier {C} "I have led this army through Tojira's deadly mires and against the murderous goblin hordes. What makes you think I would give up now?"
—Restela, Alaborn marshal
1/1
Alaborn CalvaryWW
Creature — Human Knight {U}
First strike, vigilance "I make no claims to originality in my life. When I figure out what works, I run with it. It's not like the goblins are going to figure it out."
—Restela, Alaborn marshal
2/2
Alaborn BrigadierWWW
Creature — Human Soldier {R}
Whenever Alaborn Brigadier attacks, tap target non-Soldier creature.
Other Soldier creatures you control get +1/+1. The soldiers cowered at the dragon soaring overhead. The brigadier shrugged, then took aim.
3/3
Restela, Alaborn MarshalWWWW
Legendary Creature — Human Soldier {M}
First strike
Whenever Restela, Alaborn Marshal attacks, untap each other Soldier creature you control. Those creatures get +2/+2 until end of turn. "For the glory of Alaborn!"
4/4
Embodiment of AlabornW
Legendary Creature — Spirit Soldier Avatar {S}
Level up W [3/3]
[Level 4-9]: Creatures you control get +1/+1 and have first strike. [4/4]
[Level 10+]: Creatures you control get +2/+2 and have first strike, lifelink, and vigilance. [5/5]
Cycleness 3/3 Very Cycley, except the different mana costs. I guess i don't like loose cycles. But, it fits the challenge.
Flavor 1/3 WTF is a citizen, goblin warrior, zombie, or wizard doing creating mana? I guess the monk is a little more likely. But i'm seeing zero flavor.
Balance 2/3 They work for what they are. But i'm not really impressed.
Templating 1/1 No problems
??? -1/0 There is nothing i like here.
Profit 0/0 So no profit.
6/10
Kev
Cycleness 3/3 MMM, TIGHT CYCLE. It fits the challenge beautifully. I'm proud of you for making a cycle.
Flavor 3/3 All of these make sense, and I especially like Affliction.
Balance 1/3 Some of these (BLUE) are broken. Its an anytime counterspell plus saving your creature from some kind of doom. Oh yeah, and you can do it again.
Templating 1/1
??? 0/0 I thought about giving you -1 here, because some of these don't feel like enchantments, like the red or green ones, but i gave up and gave you profit.
Profit 1/0 For the white one.
9/10
Brofaux
Cycleness 0/3 YOU DIDN'T FINISH THE CYCLE
Flavor 3/3 I'm impressed with what work you did spend on these. Backstory and all, its pretty sweet.
Balance 3/3 They all work fine.
Templating 0/1 Begging isnt the same as beginning.
??? 2/0 For epic flavor leading to!
Profit 3/0 For sheer creativity on 2/5s of the cycle.
11/10
GiW
Cycleness 3/3 A one color cycle is still a cycle.
Flavor 3/3 It all makes sense
Balance 2/3 These are pretty nice, and probably unplayable. Lame.
Templating 0/1 Why is the black one 2U?
??? 0/0
Profit 2/0 for a one color cycle, with fun names.
10/10
Nope
Cycleness 3/3 This is definitely a cycle. No wait... Yeah a cycle.
Flavor 2/3 Why do you scry on freezing flames? Fire & Ice =/= Searching/organizing your brain. The rest make sense.
Balance 2/3 Spike likes, and Johnny and Timmy like too. Only problem is the U/G one is pretty one sided, and I don't like it.
Templating 1/1
??? 1/0 Scry is cool.
Profit 2/0 I really like freezing flames, but it needs a new name. Regardless, I'd play it in counterburn.
11/10
Impulsive
Cycleness 3/3 Vertical cycles count. But you are missing the Mythic.... but i'm not gonna dock you for that.
Flavor 3/3 This latent thing is cool, and I see how if your running around on the desert all day, you get more powerful.
Balance 3/3 Latent is a great topdeck, and it makes for interesting deck choices. It could be a fun mechanic. Nothing is broken so full points.
Templating 1/1
??? 1/0 Mirage body also?
Profit 2/0 Two new mechanics get you some profit.
13/10
Kensei
Cycleness 2/3 Well, It resembles a cycle, but you only have four...
Flavor 2/3 Needs cooler names. Why does fire lose power, why does all of these do the things they do?
Balance 3/3 LETS MAKE A BUNCH OF HUGE CREATURES TO BOMB LIMITED!!! My kind of cards.
Templating 1/1
??? 1/0 Casual cards for sure.
Profit 1/0 I like kitchen tables.
11/10
Hoyerhan
Cycleness 3/3 Odd vertical cycle, but it works.
Flavor 1/3 Spitpeak? Why does it matter? Flavor text would have helped.
Balance 3/3 Its fine, but i really would like this to become a theme instead of a cycle.
Templating 1/1
??? 0/0
Profit 0/0 sorry, i didn't love this entry.
8/10
Megiddo
Cycleness 3/3 SUPER VERTICAL CYCLE FTW. I'm gonna assume (S) is like secret rare, or super secret tech.
Flavor 3/3 These all have great flavor, i'm loving the interactions with each other.
Balance 3/3 I'm thinking with the power creep, these would all be fine.
Templating 1/1
??? 0/0 For Super rare.
Profit 15/0 You had the coolest entry by far. So you get everybody else's profit, plus 4 of your own.
25/10
Winner is:
Meggido
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Now playing
T2 GRMistcutter GrullGR
Modern UGRSelkie GoodstuffUGR BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
Renewal Powerplant3
Artifact
Sacrifice an artifact, :symtap:: Add X to your mana pool, where X equals the converted mana cost of that artifact. "Whats sets metal apart from you foolish flesh-beasts is not it's strength, but it's versatility" - Arch-Wizard Memnarch
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IIW:
Multicolored millcards in something other than dimir.
Augmented Agriculture3WBG
Enchantment (R)
Whenever a land you control is put into a graveyard from the battlefield, if it was a creature, you may return all land cards from your graveyard to the battlefield.
Bonus cards:
Indentured Barony1GW
Instant (U)
Target land becomes a 3/3 green and white elemental creature token until the end of turn. It must block this turn if able. Its still a land.
(a GOTCHA! card that can be beneficial by itself or trigger off AA)
Crop Probing1GG
Instant (U)
Search your library for three land cards and reveal them. An opponent chooses one of them. Put the chosen card onto the battlefield tapped and the rest into your graveyard. Shuffle your library.
(to get lands in the GY)
Parceled Estate4GGG
Creature-Elemental (M)
Trample
~ power and toughness are each equal to the number of lands that are creatures.
As long as ~ is on the battlefield, nonbasic lands are 2/2 colorless elemental creatures that are still lands.
*/*
Power was Knowledge4UB
Enchantment {MR}
You may discard four cards rather than pay ~'s mana cost.
Discard a card: Add X to your mana pool, where X is that card's converted mana cost.
Life was Power1WB
Enchantment {MR}
You may pay 7 life rather than pay ~'s mana cost. 1: Gain 1 Life.
Spiteful Life2WRR
Enchantment {R}
Whenever you would gain life, you may lose that much life. If you do, deal that much damage to target creature or player.
WOW, Deus, your card is broken. You could run 12 land or so with this card and play ANYTHING for free. This and an Eldrazi in your opening hand would be game 95% of the time.
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Avatar bySGT_Chubbz.
Check out his stuff at >>> Kracked Graphics <<< Seriously, its rule #3
^^^ CUSTOM CARD CREATING PALEOVENEFICOLOGIST sig by me
I don't do sigs.
If you can read this, you don't need glasses.
Groab, the Books Loving Torturer2UB
Legendary Creature - Ogre Wizard (R) 1, Put two -1/-1 counters on a Wizard you control: Draw a card.
3/2 Most of all he liked to color books. With red.
And fuel to get looting engine:
Grixis Librarian2U
Creature - Human Wizard (C)
Discard a card: put a 0/2 blue Human Wizard creature token onto the battlefield.
2/2
Mentor's WillUU
Enchantment (R)
If you would draw a card, you may choose to fateseal 1 instead. A good master gives all his knowledge to an apprentice, a smart one also bars all ways for his pupil to advance further.
Master's Prediction1U
Instant (U)
Look at the top 4 cards of target player's library and put them in any order.
Draw a card. The book is falling! Catch it!
IIW:
Design a control card that interacts with an opponent's library in a wicked, yet previously unexplored way in MAGIC.
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Four-Legged Damnation
Land Creature - Rat (Uncommon Rare)
:xmana:: Four-Legged Damnation deals X damage to each other creature and each player. Tap Four-Legged Damnation and remove it from combat.
1/1 Beware anything born among the land where scavengers nest in hollowed out rib-cages and chittering crawlers peer from empty eye sockets.
Paintheft Shaman (R/G)
Creature--Human Shaman (uncommon)
1/1
If Paintheft Shaman would deal damage, you may prevent that damage and add X to your mana pool, where X is the amount of damage prevented this way.
Despised Blasphemer 2BB
Creature--Demon Advisor (rare)
4/3
Pay 1 life: Each creature you control deals 1 damage to Despised Blasphemer. If Despised Blasphemer is still on the battlefield, draw a card. "For a small price, I will grant you all the knowledge I am suffered to speak."
Glass of Prophecy0 Artifact(C) ,T: Look at the top card of your library. You may draw that card. If you do, put Glass of Prophecy on the bottom of your library.
Shrapnel Engineer1R Creature - Goblin Shaman(U) T, Sacrifice an artifact: Shrapnel Engineer gets +1/+1 until end of turn. Add R to your mana pool.
1/1
Forum of Grumbling Goblins3R Tribal Enchantment - Goblin(R) T: Return an artifact card with a converted mana cost less than the number of Goblin creatures you control from your graveyard to your hand.
With this engine, each turn the controller of the engine draws a card and the controller's Goblin creatures get +1/+1 until end of turn. The engine costs 1 to initiate, but there is no net loss of mana. Here's how it works:
1. Activate Glass of Prophecy.
2. In response to the activation, Sacrifice Glass of Prophecy to Shrapnel Engineer and tap the Engineer. Shrapnel Engineer gets +1/+1 until end of turn and you add R to your mana pool.
3. Glass of Prophecy's ability resolves. Draw a card. Because Glass of Prophecy is in the graveyard, the conditional part of its ability is voided.
4. Tap Forum of Grumbling Goblins to retrieve Glass of Prophecy.
Next turn, play Glass of Prophecy and repeat steps 1 through 4. This converts mana and tap abilities into p/t and cards. (However, as stated, there is no net loss of mana.)
I made some additional cards. With these on the table, the draw engine goes infinite, but the p/t boost disappears.
Goblin Drillmaster:SymRB::SymRB: Creature - Goblin Rogue(R)
Other Goblin creatures you control have first strike.
:symbr::symbr:: Untap each other Goblin permanent you control. Put a -1/-1 counter on each other Goblin creature you control.
Goblin Flame Pump Tribal Artifact - Goblin(U) T: Add RR to your mana pool. Use this ability only if you control two or more Goblin creatures.
Here's how:
1. Activate Glass of Prophecy.
2. In response to the activation, Sacrifice Glass of Prophecy to Shrapnel Engineer. Shrapnel Engineers gets +1/+1 until end of turn and you add R to your mana pool.
3. Glass of Prophecy's ability resolves. Draw a card. But because Glass of Prophecy is in the graveyard, the conditional part of its ability is voided.
4. Tap Forum of Grumbling Goblins to retrieve Glass of Prophecy.
5. Tap Goblin Flame Pump to add RR to your mana pool. Now you have RRR floating.
6. Spend RR to activate Goblin Drillmaster's ability. Put a -1/-1 counter on Shrapnel Engineer, negating its earlier boost. Untap Shrapnel Engineer, Forum of Grumbling Goblins and Goblin Flame Pump.
7. Play Glass of Prophecy.
8. Activate Glass of Prophecy with the R you still have floating.
9. Repeat steps 2 through 6.
10. Repeat steps 7 through 9.
That draws 3 cards, for no investment! At instant speed, too!
Now, of course, this combo is completely unplayable. It's too difficult to assemble and the pieces of the combo, in solitude, are mediocre. But it's still a fun engine. Note that the combo pieces are not broken anywhere outside of this combo, but they're playable in casual Goblin Tribal decks or something. I worked hard on this.
GetItWrong, I think you should check you demon's spelling. Without "each other creature" demon will kill himself. And furthermore, demon will leave battlefield only when state based effects are checked, i.e. only when demon's ability resolves. So you will draw X cards anyway and only after that demon will be destroyed.
GetItWrong, I think you should check you demon's spelling. Without "each other creature" demon will kill himself.
That part's not a bug, it's a feature; otherwise it's too strong if you control no other creatures. I've changed the other issue, thanks; I'd had it this way originally, but altered it to make the combo work better without realizing that made it broken by itself.
U
Enchantment--Aura (common)
Enchant green creature
Enchanted creature gets +2/+2.
Improve the form, and the mind will follow.
Helpful Pointers
U
Enchantment--Aura (common)
Enchant blue creature
Enchanted creature gets +0/+4.
Even the most cunning can benefit from timely advice.
Rude Gestures
U
Enchantment--Aura (common)
Enchant red creature
Enchanted creature gets +3/+1.
If you're already unstable, even a single finger can set you off.
Encircling Rings
U
Enchantment--Aura (common)
Enchant white creature
Enchanted creature gets +1/+3.
"Do you accept this protection, knowing that it means you must always be at the front line?"
"I do."
A Little Insanity
2U
Enchantment--Aura (common)
Enchant black creature
Enchanted creature gets +4/+0.
The pink mists settled over Manus's vision. Now he could kill without hesitation or remorse.
Make a card called Long For This World.
Instant {R}
Target creature gets +4/+0 and gains first strike and lifelink until the end of turn.
Scry 3
Primal Contemplation 2UG
Instant {R}
You may search your library for a creature card and put in into your hand.
Each opponent chooses a creature he or she controls and shuffles it into his or her library.
Scry 3
Putrid Epiphany 2BG
Instant {R}
Destroy target creature, artifact or enchantment. It's controller discards a card.
Scry 3
Freezing Flames 2UR
Instant {R}
Deal 4 damage divided as you choose among any number of target creatures. Tap those creatures, they don;t untap during their controllers next untap step.
Scry 3
Informed Sacrifice 2WB
Instant
As an additional cost to casting ~ you may pay X life.
Target creature gets +X/-X and/or target creature gets -X/+X.
Scry 3
Standard: In Transition
Modern: RG Urzatron
Legacy: W Mighty Quinn
UW Stoneblade
Vintage: GWU "Classic" Angel Oath
GW Enchantress
Kalchan Sandwalker RW
Creature - Viashino Rogue C
Latent - This creature has no abilities unless you control three or more Mountains and/or Plains.
Haste
:symrw:: Kalchan Sandwalker gets +1/+0 until end of turn.
:symrw:: Kalchan Sandwalker gains first strike until end of turn.
"As every sand grain in Kalch, so are the possibilities of sabotage."
2/1
Kalchan Dunerunner 1RW
Creature - Viashino Rogue U
Latent - This creature has no abilities unless you control four or more Mountains and/or Plains.
First Strike
Mirage body (This creature can't be blocked except by creatures with a power equal or greater than the number of Mountains OR Plains you control. You choose at the beginning of combat.)
3/2
Kalchan Desertstrider 3RW
Creature - Viashino Rogue R
Latent - This creature has no abilities unless you control six or more Mountains and/or Plains.
Double Strike
As long as another Viashino you control has it's Latent abilities unlocked, that creature gets +1/+1 and first strike.
"We don't need to look out for others, just look out for ourselves only. Ourselves meaning only those with a scaled hide, and a cold knife."
4/2
Creature-Angel Berserker
Flying, Double Strike, Lifelink
Whenever ~ attacks, it gets -1/-0 and loses lifelink until the end of turn.
4/4
Seraph of the Pure Wind 3WUU
Creatue-Angel Wizard
Flying, Vigilance
Whenever ~ deals combat damage to a player, you may draw 3 cards.
At the beginning of your upkeep, if you have 5 or more cards in your hand, ~ power becomes 0 until the end of turn.
4/4
Seraph of the Pure Glade 3WBB
Creature-Angel Rogue
Flying, Fear
Whenever ~ attacks, you may destroy target permanent defending player controls. Its controller gains 3 life.
4/4
Seraph of the Pure Grove 3WGG
Creature-Angel Druid
Flying, Trample
~ gets +1/+1 for each land that is a creature.
Whenever ~ deals combat damage to an opponent, target land defending player controls becomes a 2/2 colorless elemental creature. Its still a land.
4/4
Check out his stuff at >>> Kracked Graphics <<< Seriously, its rule #3
^^^
CUSTOM CARD CREATING PALEOVENEFICOLOGIST
sig by me
I don't do sigs.
If you can read this, you don't need glasses.
Just a suggestion on Latent. You could word it as Latent 3 (number depending on the number of lands) instead. Seems more intuitive because each card's latent count is different.
My Sales Post!
I would, but there are actually a lot more variations into Latent. For instance I could say something like "blah blah unless an opponent controls four or more non-basic lands" or "blah blah unless I control five or more creatures". I'm not sure if Latent is really, truly needed as a keyword, but since every intended "hidden reward" effect I put on cards has those same restrictions/different ways, I might as well.
Though no one really knew about that beforehand so I can't blame you, really.
It has the same diversity as Landfall in the opposite way. Where Landfall triggers on one type of action and have diverse effects, your mechanic has a diverse amount of triggers but only one specific effect.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Check out his stuff at >>> Kracked Graphics <<< Seriously, its rule #3
^^^
CUSTOM CARD CREATING PALEOVENEFICOLOGIST
sig by me
I don't do sigs.
If you can read this, you don't need glasses.
Spitpeak Stronghold
Legendary Land - Spitpeak (M)
Spitpeak Stronghold enters the battlefield tapped.
T: Add R to your mana pool for each Spitpeak you control.
Grundor, Spitpeak Warlord RR
Legendary Creature - Spitpeak Human (R)
Double strike
Grundor, Spitpeak Warlord's power and toughness are each equal to the number of Spitpeak permanents you control.
*/*
Spitpeak Shrine 1RR
Enchantment - Spitpeak (U)
Whenever an opponent casts a spell, Spitpeak Shrine deal X damage to that player, where X is the number of Spitpeak permanents in play.
Spitpeak Maul 1
Artifact - Spitpeak Equipment (C)
Equipped creature gets trample and +X/+X, where X is equal to the number of Spitpeak permanents you control.
Equip 2
Basic Land — Plains {B}
(T: Add W to your mana pool.)
Alaborn Cadet W
Creature — Human Soldier {C}
"I have led this army through Tojira's deadly mires and against the murderous goblin hordes. What makes you think I would give up now?"
—Restela, Alaborn marshal
1/1
Alaborn Calvary WW
Creature — Human Knight {U}
First strike, vigilance
"I make no claims to originality in my life. When I figure out what works, I run with it. It's not like the goblins are going to figure it out."
—Restela, Alaborn marshal
2/2
Alaborn Brigadier WWW
Creature — Human Soldier {R}
Whenever Alaborn Brigadier attacks, tap target non-Soldier creature.
Other Soldier creatures you control get +1/+1.
The soldiers cowered at the dragon soaring overhead. The brigadier shrugged, then took aim.
3/3
Restela, Alaborn Marshal WWWW
Legendary Creature — Human Soldier {M}
First strike
Whenever Restela, Alaborn Marshal attacks, untap each other Soldier creature you control. Those creatures get +2/+2 until end of turn.
"For the glory of Alaborn!"
4/4
Embodiment of Alaborn W
Legendary Creature — Spirit Soldier Avatar {S}
Level up W [3/3]
[Level 4-9]: Creatures you control get +1/+1 and have first strike. [4/4]
[Level 10+]: Creatures you control get +2/+2 and have first strike, lifelink, and vigilance. [5/5]
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
Cycleness X/3
Flavor X/3
Balance x/3
Templating x/1
??? x/0
Profit x/0
Deus
Cycleness 3/3 Very Cycley, except the different mana costs. I guess i don't like loose cycles. But, it fits the challenge.
Flavor 1/3 WTF is a citizen, goblin warrior, zombie, or wizard doing creating mana? I guess the monk is a little more likely. But i'm seeing zero flavor.
Balance 2/3 They work for what they are. But i'm not really impressed.
Templating 1/1 No problems
??? -1/0 There is nothing i like here.
Profit 0/0 So no profit.
6/10
Kev
Cycleness 3/3 MMM, TIGHT CYCLE. It fits the challenge beautifully. I'm proud of you for making a cycle.
Flavor 3/3 All of these make sense, and I especially like Affliction.
Balance 1/3 Some of these (BLUE) are broken. Its an anytime counterspell plus saving your creature from some kind of doom. Oh yeah, and you can do it again.
Templating 1/1
??? 0/0 I thought about giving you -1 here, because some of these don't feel like enchantments, like the red or green ones, but i gave up and gave you profit.
Profit 1/0 For the white one.
9/10
Brofaux
Cycleness 0/3 YOU DIDN'T FINISH THE CYCLE
Flavor 3/3 I'm impressed with what work you did spend on these. Backstory and all, its pretty sweet.
Balance 3/3 They all work fine.
Templating 0/1 Begging isnt the same as beginning.
??? 2/0 For epic flavor leading to!
Profit 3/0 For sheer creativity on 2/5s of the cycle.
11/10
GiW
Cycleness 3/3 A one color cycle is still a cycle.
Flavor 3/3 It all makes sense
Balance 2/3 These are pretty nice, and probably unplayable. Lame.
Templating 0/1 Why is the black one 2U?
??? 0/0
Profit 2/0 for a one color cycle, with fun names.
10/10
Nope
Cycleness 3/3 This is definitely a cycle. No wait... Yeah a cycle.
Flavor 2/3 Why do you scry on freezing flames? Fire & Ice =/= Searching/organizing your brain. The rest make sense.
Balance 2/3 Spike likes, and Johnny and Timmy like too. Only problem is the U/G one is pretty one sided, and I don't like it.
Templating 1/1
??? 1/0 Scry is cool.
Profit 2/0 I really like freezing flames, but it needs a new name. Regardless, I'd play it in counterburn.
11/10
Impulsive
Cycleness 3/3 Vertical cycles count. But you are missing the Mythic.... but i'm not gonna dock you for that.
Flavor 3/3 This latent thing is cool, and I see how if your running around on the desert all day, you get more powerful.
Balance 3/3 Latent is a great topdeck, and it makes for interesting deck choices. It could be a fun mechanic. Nothing is broken so full points.
Templating 1/1
??? 1/0 Mirage body also?
Profit 2/0 Two new mechanics get you some profit.
13/10
Kensei
Cycleness 2/3 Well, It resembles a cycle, but you only have four...
Flavor 2/3 Needs cooler names. Why does fire lose power, why does all of these do the things they do?
Balance 3/3 LETS MAKE A BUNCH OF HUGE CREATURES TO BOMB LIMITED!!! My kind of cards.
Templating 1/1
??? 1/0 Casual cards for sure.
Profit 1/0 I like kitchen tables.
11/10
Hoyerhan
Cycleness 3/3 Odd vertical cycle, but it works.
Flavor 1/3 Spitpeak? Why does it matter? Flavor text would have helped.
Balance 3/3 Its fine, but i really would like this to become a theme instead of a cycle.
Templating 1/1
??? 0/0
Profit 0/0 sorry, i didn't love this entry.
8/10
Megiddo
Cycleness 3/3 SUPER VERTICAL CYCLE FTW. I'm gonna assume (S) is like secret rare, or super secret tech.
Flavor 3/3 These all have great flavor, i'm loving the interactions with each other.
Balance 3/3 I'm thinking with the power creep, these would all be fine.
Templating 1/1
??? 0/0 For Super rare.
Profit 15/0 You had the coolest entry by far. So you get everybody else's profit, plus 4 of your own.
25/10
Winner is:
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
Multicolored millcards in something other than dimir.
Man you guys
you guys
Next challenge: Create an "engine" card.
Some famous engine cards would be Squandered Resources or Yawgmoth's Bargain.
In general, an engine card converts one resource into another.
Bonus: Create two or more cards that together function as an engine.
Artifact
Sacrifice an artifact, :symtap:: Add X to your mana pool, where X equals the converted mana cost of that artifact.
"Whats sets metal apart from you foolish flesh-beasts is not it's strength, but it's versatility" - Arch-Wizard Memnarch
Multicolored millcards in something other than dimir.
Enchantment (R)
Whenever a land you control is put into a graveyard from the battlefield, if it was a creature, you may return all land cards from your graveyard to the battlefield.
Bonus cards:
Instant (U)
Target land becomes a 3/3 green and white elemental creature token until the end of turn. It must block this turn if able. Its still a land.
(a GOTCHA! card that can be beneficial by itself or trigger off AA)
Instant (U)
Search your library for three land cards and reveal them. An opponent chooses one of them. Put the chosen card onto the battlefield tapped and the rest into your graveyard. Shuffle your library.
(to get lands in the GY)
Creature-Elemental (M)
Trample
~ power and toughness are each equal to the number of lands that are creatures.
As long as ~ is on the battlefield, nonbasic lands are 2/2 colorless elemental creatures that are still lands.
*/*
(to animate lands to trigger AA's effect)
Check out his stuff at >>> Kracked Graphics <<< Seriously, its rule #3
^^^
CUSTOM CARD CREATING PALEOVENEFICOLOGIST
sig by me
I don't do sigs.
If you can read this, you don't need glasses.
Enchantment {MR}
You may discard four cards rather than pay ~'s mana cost.
Discard a card: Add X to your mana pool, where X is that card's converted mana cost.
Life was Power 1WB
Enchantment {MR}
You may pay 7 life rather than pay ~'s mana cost.
1: Gain 1 Life.
Spiteful Life 2WRR
Enchantment {R}
Whenever you would gain life, you may lose that much life. If you do, deal that much damage to target creature or player.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Check out his stuff at >>> Kracked Graphics <<< Seriously, its rule #3
^^^
CUSTOM CARD CREATING PALEOVENEFICOLOGIST
sig by me
I don't do sigs.
If you can read this, you don't need glasses.
Legendary Creature - Ogre Wizard (R)
1, Put two -1/-1 counters on a Wizard you control: Draw a card.
3/2
Most of all he liked to color books. With red.
And fuel to get looting engine:
Grixis Librarian 2U
Creature - Human Wizard (C)
Discard a card: put a 0/2 blue Human Wizard creature token onto the battlefield.
2/2
Enchantment (R)
If you would draw a card, you may choose to fateseal 1 instead.
A good master gives all his knowledge to an apprentice, a smart one also bars all ways for his pupil to advance further.
Instant (U)
Look at the top 4 cards of target player's library and put them in any order.
Draw a card.
The book is falling! Catch it!
IIW:
Design a control card that interacts with an opponent's library in a wicked, yet previously unexplored way in MAGIC.
Land Creature - Rat (Uncommon Rare)
:xmana:: Four-Legged Damnation deals X damage to each other creature and each player. Tap Four-Legged Damnation and remove it from combat.
1/1
Beware anything born among the land where scavengers nest in hollowed out rib-cages and chittering crawlers peer from empty eye sockets.
The Neurotrix 3
Legendary Artifact (R)
1, Discard a card: Untap ~.
U, T: Untap target artifact.
W, T: Tap target artifact.
Bonus:
Atheneum Custodian 2
Artifact Creature (U)
Defender
Whenever ~ untaps or becomes tapped, draw a card.
0/3
My Sales Post!
(R/G)
Creature--Human Shaman (uncommon)
1/1
If Paintheft Shaman would deal damage, you may prevent that damage and add X to your mana pool, where X is the amount of damage prevented this way.
Despised Blasphemer
2BB
Creature--Demon Advisor (rare)
4/3
Pay 1 life: Each creature you control deals 1 damage to Despised Blasphemer. If Despised Blasphemer is still on the battlefield, draw a card.
"For a small price, I will grant you all the knowledge I am suffered to speak."
Make a card called Long For This World.
Artifact (C)
,T: Look at the top card of your library. You may draw that card. If you do, put Glass of Prophecy on the bottom of your library.
Shrapnel Engineer 1R
Creature - Goblin Shaman (U)
T, Sacrifice an artifact: Shrapnel Engineer gets +1/+1 until end of turn. Add R to your mana pool.
1/1
Forum of Grumbling Goblins 3R
Tribal Enchantment - Goblin (R)
T: Return an artifact card with a converted mana cost less than the number of Goblin creatures you control from your graveyard to your hand.
With this engine, each turn the controller of the engine draws a card and the controller's Goblin creatures get +1/+1 until end of turn. The engine costs 1 to initiate, but there is no net loss of mana. Here's how it works:
1. Activate Glass of Prophecy.
2. In response to the activation, Sacrifice Glass of Prophecy to Shrapnel Engineer and tap the Engineer. Shrapnel Engineer gets +1/+1 until end of turn and you add R to your mana pool.
3. Glass of Prophecy's ability resolves. Draw a card. Because Glass of Prophecy is in the graveyard, the conditional part of its ability is voided.
4. Tap Forum of Grumbling Goblins to retrieve Glass of Prophecy.
Next turn, play Glass of Prophecy and repeat steps 1 through 4. This converts mana and tap abilities into p/t and cards. (However, as stated, there is no net loss of mana.)
I made some additional cards. With these on the table, the draw engine goes infinite, but the p/t boost disappears.
Goblin Drillmaster :SymRB::SymRB:
Creature - Goblin Rogue (R)
Other Goblin creatures you control have first strike.
:symbr::symbr:: Untap each other Goblin permanent you control. Put a -1/-1 counter on each other Goblin creature you control.
Goblin Flame Pump
Tribal Artifact - Goblin (U)
T: Add RR to your mana pool. Use this ability only if you control two or more Goblin creatures.
Here's how:
1. Activate Glass of Prophecy.
2. In response to the activation, Sacrifice Glass of Prophecy to Shrapnel Engineer. Shrapnel Engineers gets +1/+1 until end of turn and you add R to your mana pool.
3. Glass of Prophecy's ability resolves. Draw a card. But because Glass of Prophecy is in the graveyard, the conditional part of its ability is voided.
4. Tap Forum of Grumbling Goblins to retrieve Glass of Prophecy.
5. Tap Goblin Flame Pump to add RR to your mana pool. Now you have RRR floating.
6. Spend RR to activate Goblin Drillmaster's ability. Put a -1/-1 counter on Shrapnel Engineer, negating its earlier boost. Untap Shrapnel Engineer, Forum of Grumbling Goblins and Goblin Flame Pump.
7. Play Glass of Prophecy.
8. Activate Glass of Prophecy with the R you still have floating.
9. Repeat steps 2 through 6.
10. Repeat steps 7 through 9.
That draws 3 cards, for no investment! At instant speed, too!
Now, of course, this combo is completely unplayable. It's too difficult to assemble and the pieces of the combo, in solitude, are mediocre. But it's still a fun engine. Note that the combo pieces are not broken anywhere outside of this combo, but they're playable in casual Goblin Tribal decks or something. I worked hard on this.
I love engines!
That part's not a bug, it's a feature; otherwise it's too strong if you control no other creatures. I've changed the other issue, thanks; I'd had it this way originally, but altered it to make the combo work better without realizing that made it broken by itself.
Make a card called Long For This World.