Concrete Rain :4mana::symr:
Sorcery
Destroy three target lands. Concrete rain deals 10 damage divided as you choose among you and/or creatures you control. You can't assign more damage to a creature than it has toughness.
Twilight Shade
Creature - Shade
Shadow, Lifelink, Deathtouch
: Twilight Shade gets +1/+1 until end of turn.
2/2
Twilight Shade
Creature -- Shade
Shadow, lifelink, deathtouch
:symwb:: Twilight Shade gets +1/+1 until end of turn.
Whenever Twilight Shade attacks or blocks, you lose 5 life unless you pay 3:symwb::symwb:.
2/2
Next: Rageburst ElementalR
Creature -- Elemental
Whenever an opponent plays a spell or a nonland permanent an opponent controls becomes tapped, Rageburst Elemental gets +5/+5 until end of turn.
1/1
Rageburst Elemental
Creature -- Elemental
Whenever an opponent plays a spell or a nonland permanent an opponent controls becomes tapped, Rageburst Elemental gets +5/+5 until end of turn.
Whenever you play a spell or a nonland permanent you control becomes tapped, Rageburst Elemental gets -5/-5 until end of turn.
1/1
Unreal Phantasm 4:symu::symu:
Creature - Illusion
When Unreal Phantasm becomes the target of a spell or ability, blocks or becomes blocked, sacrifice it.
2/3
Unreal Phantasm 4UU
Creature - Illusion
When Unreal Phantasm becomes the target of a spell or ability, blocks or becomes blocked, sacrifice it. If you do put a token copy of Unreal Phantasm into play.
2/3
Unreal Phantasm, as opposed to the other kind of phantasm?
Good ol' Classic Knight
Creature - Knight :symw::symw:
First Strike
:symw:: Good ol' Classic Knight gains protection from red or black until end of turn.
2/2
Actually, this seems perfectly balanced to me. Costs 1 Mana less than Paladin en-Vec , but you have to pay the difference every time you need the protection. It costs the same as Silver Knight or White Knight , has no protection, but can get both protections at a cost of one mana. So I won't change anything...
Next one:
Wall of Salvation :symw::symw:
Creature - Wall
Reach
Prevent all damage that would be dealt to Wall of Salvation.
Wall of Salvation may block any number of creatures.
Whenever Wall of Salvation blocks, you gain 10 life.
0/20
Wall of Salvation :symw::symw:
Creature - Wall
Cumulative Upkeep WWWW
Reach
Prevent all damage that would be dealt to Wall of Salvation.
Wall of Salvation may block any number of creatures.
Whenever Wall of Salvation blocks, you gain 10 life.
0/20
Curse of KamigawaUU
Enchantment- Aura
Flash
Enchant Creature
Enchanted Creature is a Spirit in addition to it's other creature types.
Private Mod Note
():
Rollback Post to RevisionRollBack
Always err on the side of power, it makes custom cards more interesting.
Curse of Kamigawa :symu::symu:
Enchantment- Aura
Flash
Enchant Creature
Enchanted Creature is a Spirit in addition to it's other creature types.
Spirits have shadow. With Maga's live passage into the spirit world, many links between the two were shattered.
Next:
Raid the Fields RG
Sorcery
Put 3 artifact tokens named "Black Lotus" into play tapped with ":symtap:, sacrifice Black Lotus: Add 3 mana of any one color to your mana pool."
Curse of Kamigawa :symu::symu:
Enchantment- Aura
Flash
Enchant Creature
Enchanted Creature is a Spirit in addition to it's other creature types.
:symu::symu: : Tap or untap target Spirit.
Raid the Fields
:symr::symg:
Sorcery
Put 3 artifact tokens named "Black Lotus" into play tapped with ":symtap:, sacrifice Black Lotus: Add 3 mana of any one color to your mana pool."
Raid the Fields deals 10 minus X damage to you, where X is the number of lands you control. Then sacrifice all lands you control.
Prismatic Bunny :symw::symu::symb::symr::symg:
Creature - Bunny
:symw::symu::symb::symr::symg: : Prismatic Bunny gets protection from the color of your choice until end of turn.
1/1
Prismatic Bunny :symw::symu::symb::symr::symg:
Creature - Bunny
:symw::symu::symb::symr::symg: : Prismatic Bunny gets protection from the color of your choice until end of turn. 1: Add WUBRG to your mana pool. Play this ability only twice each turn. WUBRG: ~ get +3/+3 and gains trample, flying and lifelink until EOT. Play this ability only once each turn.
1/1
Old Man 4U
At the begininng of your upkeep put an age counter on ~.
When ~ has 4 or more age counters on it, sacrifice it.
2/3
Old Man 4U
At the begininng of your upkeep put an age counter on ~.
When ~ has 4 or more age counters on it, sacrifice it.
At the beginning of your draw step, draw a card for each age counter on ~.
2/3
Alexander the Durr 6WB
Legendary Creature-Human Warrior
When ~ comes into play... (something awesome happens).
3/3
Alexander the Durr :6mana::symw::symb:
Legendary Creature-Human Warrior
Flash
Vigilance, First-Strike
Imprint- When ~ comes into play remove target permanent from the game.
At the beginning of your upkeep, you gain X life and target opponent loses x life, where x is the converted mana cost of the removed permanent.
3/3
Meditating OneW
Legendary Creature- Human Monk
Suspend 10- W
0/1
Private Mod Note
():
Rollback Post to RevisionRollBack
Always err on the side of power, it makes custom cards more interesting.
Meditating OneW
Legendary Creature- Human Monk
Suspend 10- W
Fading 10
When you remove a time counter from ~, if it is suspended or in play gain 1 life.
0/1
Time Factory 8
Artifact
When ~ comes into play chose a player. That player controls your turns.
At end of the turn take an extra turn.
Time Factory
Artifact
When ~ comes into play choose an opponent. That player controls all your turns.
At end of your turn take an extra turn.
While it's not an especially good card, this card stops your opponent from having a turn and could combo well with form of the dragon or similar. I'm not sure it needs fixing an more than saying its an opponent!
Angry MongrelG
Creature - Weasel
Discard a card: Angry Mongrel gets +2/+2 and trample until end of turn.
Threshold - RR, Sacrifice Angry Mongrel: Angry Mongrel deals damage equal to its power to target player.
1/1
Angry Mongrel
Creature - Weasel Threshold- Discard a card: Angry Mongrel gets +2/+2 and trample until end of turn. Play this ability only if you have seven or more cards in your graveyard. Hellbent - :symr::symr:, Sacrifice Angry Mongrel: Angry Mongrel deals damage equal to its power to target player. Play this ability only if you have no cards in hand.
1/1
Next:
Flourishing Growth
Instant
Whenever you play a spell this turn, draw a card.
Discard a land card: Draw a card.
Flourishing Growth
Instant
Kicker - Discard X land cards.
Whenever you play a creature spell this turn, you may draw a card.
If you paid the kicker cost, you may draw X cards.
No. :symu::symu:
Instant
Split Second
Counter target spell you don't control. Then, that spell's controller may draw up to two cards.
Next:
Scorn :6mana::symu:
Creature- Incarnation
As long as Scorn is in your graveyard, permanents you control with converted mana cost less than seven have converted mana cost seven instead.
1/1
Scorn :6mana::symu:
Creature- Incarnation
As long as Scorn is in your graveyard, permanents you control with converted mana cost less than seven have converted mana cost seven instead, and have Transmute 1UU.
1/1
Storm Riders1BR Creature - Demon Knight
First Strike, Haste
When Storm Riders comes into play, destroy target creature or land.
3/3
Storm Riders1BR Creature - Demon Knight
First Strike, Haste
When Storm Riders comes into play, destroy target creature or land.
Whenever a player plays a spell, sacrifice a creature or land.
3/3
Elemental Flame 4R
Creature—Elemental
:0mana:: Elemental Flame gets +1/+0 until end of turn.
2/2
Elemental Flame 4R
Creature—Elemental
:0mana:: Elemental Flame gets +1/+0 until end of turn, then deals damage to you equal to its power minus four. Play this ability only any time you may play a sorcery.
2/2
Next:
Selfless Spiritguide :4mana::symw:
Creature- Spirit
:symtap:: Target attacking or blocking creature gets +1+1 until end of turn.
Sacrifice Selfless Spiritguide: Regenerate target creature.
1/1
Selfless Spiritguide :4mana::symw:
Creature- Spirit
:symtap:: Target attacking or blocking creature gets +1+1 until end of turn.
Sacrifice Selfless Spiritguide: Regenerate target creature.
1/1
I can imagine this seeing print as a bad common as it is. Still, I'll try and make it playable:
Selfless Spiritguide :4mana::symw:
Creature- Spirit
Morph W :symtap:: Target attacking or blocking creature gets +1/+1 until end of turn.
Sacrifice Selfless Spiritguide: Regenerate target creature.
Soulshift 4
1/1
Psychic Thirst4U Enchantment - Aura
Enchant creature
When enchanted creature deals damage to an opponent, put the top ten cards of that players library into his or her graveyard.
Psychic Thirst:4mana::symu: Enchantment - Aura
Enchant creature
When enchanted creature deals damage to an opponent, put the top ten cards of that player's library into his or her graveyard. If you put a land card, a creature card, and a nonland, noncreature card into the graveyard this way, put a token copy of enchanted creature into play.
Next:
Basic Beeble 2U
Creature--Beeble
3/1
Basic Beeble is unblockable as long as defending player controls a basic land.
Basic Beeble 2U
Creature - Beeble
Basic Beeble is unblockable as long as defending player controls a basic land.
Basic Beeble can't attack or block as long as you control a nonbasic land.
3/1
Next:
Forysian Fighter 3RR
Creature - Giant Warrior
Forysian Fighter can't be blocked except by two or more creatures.
Forysian Fighter can block an additional creature.
1/1
Forysian Fighter 3RR
Creature - Giant Warrior
~ can't be blocked except by two or more creatures.
~ can block an additional creature.
When ~ blocks any number of creatures or visa versa ~ gets +3/+3 until end of turn for each such creature.
1/1
Sorcery
Destroy three target lands. Concrete rain deals 10 damage divided as you choose among you and/or creatures you control. You can't assign more damage to a creature than it has toughness.
Twilight Shade
Creature - Shade
Shadow, Lifelink, Deathtouch
: Twilight Shade gets +1/+1 until end of turn.
2/2
Creature -- Shade
Shadow, lifelink, deathtouch
:symwb:: Twilight Shade gets +1/+1 until end of turn.
Whenever Twilight Shade attacks or blocks, you lose 5 life unless you pay 3:symwb::symwb:.
2/2
Next:
Rageburst Elemental R
Creature -- Elemental
Whenever an opponent plays a spell or a nonland permanent an opponent controls becomes tapped, Rageburst Elemental gets +5/+5 until end of turn.
1/1
U Twinsanity
WUBRG Reaper King
UBG Dredge
UR Howling Owl
GBU Thief of Time
Creature -- Elemental
Whenever an opponent plays a spell or a nonland permanent an opponent controls becomes tapped, Rageburst Elemental gets +5/+5 until end of turn.
Whenever you play a spell or a nonland permanent you control becomes tapped, Rageburst Elemental gets -5/-5 until end of turn.
1/1
Unreal Phantasm 4:symu::symu:
Creature - Illusion
When Unreal Phantasm becomes the target of a spell or ability, blocks or becomes blocked, sacrifice it.
2/3
Creature - Illusion
When Unreal Phantasm becomes the target of a spell or ability, blocks or becomes blocked, sacrifice it. If you do put a token copy of Unreal Phantasm into play.
2/3
Unreal Phantasm, as opposed to the other kind of phantasm?
Jolly Green Giant G
Creature - Giant
5/5
Creature - Giant
At the end of your turn, sacrifice Jolly Green Giant unless you pay :2mana::symg:
5/5
Next:
Good ol' Classic Knight
Creature - Knight :symw::symw:
First Strike
:symw:: Good ol' Classic Knight gains protection from red or black until end of turn.
2/2
Creature - Knight :symw::symw:
First Strike
:symw:: Good ol' Classic Knight gains protection from red or black until end of turn.
2/2
Actually, this seems perfectly balanced to me. Costs 1 Mana less than Paladin en-Vec , but you have to pay the difference every time you need the protection. It costs the same as Silver Knight or White Knight , has no protection, but can get both protections at a cost of one mana. So I won't change anything...
Next one:
Wall of Salvation :symw::symw:
Creature - Wall
Reach
Prevent all damage that would be dealt to Wall of Salvation.
Wall of Salvation may block any number of creatures.
Whenever Wall of Salvation blocks, you gain 10 life.
0/20
Creature - Wall
Cumulative Upkeep WWWW
Reach
Prevent all damage that would be dealt to Wall of Salvation.
Wall of Salvation may block any number of creatures.
Whenever Wall of Salvation blocks, you gain 10 life.
0/20
Curse of Kamigawa UU
Enchantment- Aura
Flash
Enchant Creature
Enchanted Creature is a Spirit in addition to it's other creature types.
Enchantment- Aura
Flash
Enchant Creature
Enchanted Creature is a Spirit in addition to it's other creature types.
Spirits have shadow.
With Maga's live passage into the spirit world, many links between the two were shattered.
Next:
Raid the Fields
RG
Sorcery
Put 3 artifact tokens named "Black Lotus" into play tapped with ":symtap:, sacrifice Black Lotus: Add 3 mana of any one color to your mana pool."
Make a card called Long For This World.
Curse of Kamigawa :symu::symu:Enchantment- Aura
Flash
Enchant Creature
Enchanted Creature is a Spirit in addition to it's other creature types.
:symu::symu: : Tap or untap target Spirit.
Raid the Fields
:symr::symg:
Sorcery
Put 3 artifact tokens named "Black Lotus" into play tapped with ":symtap:, sacrifice Black Lotus: Add 3 mana of any one color to your mana pool."
Raid the Fields deals 10 minus X damage to you, where X is the number of lands you control. Then sacrifice all lands you control.
Prismatic Bunny :symw::symu::symb::symr::symg:
Creature - Bunny
:symw::symu::symb::symr::symg: : Prismatic Bunny gets protection from the color of your choice until end of turn.
1/1
Creature - Bunny
:symw::symu::symb::symr::symg: : Prismatic Bunny gets protection from the color of your choice until end of turn.
1: Add WUBRG to your mana pool. Play this ability only twice each turn.
WUBRG: ~ get +3/+3 and gains trample, flying and lifelink until EOT. Play this ability only once each turn.
1/1
Old Man 4U
At the begininng of your upkeep put an age counter on ~.
When ~ has 4 or more age counters on it, sacrifice it.
2/3
At the begininng of your upkeep put an age counter on ~.
When ~ has 4 or more age counters on it, sacrifice it.
At the beginning of your draw step, draw a card for each age counter on ~.
2/3
Alexander the Durr 6WB
Legendary Creature-Human Warrior
When ~ comes into play... (something awesome happens).
3/3
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Legendary Creature-Human Warrior
Flash
Vigilance, First-Strike
Imprint- When ~ comes into play remove target permanent from the game.
At the beginning of your upkeep, you gain X life and target opponent loses x life, where x is the converted mana cost of the removed permanent.
3/3
Meditating One W
Legendary Creature- Human Monk
Suspend 10- W
0/1
Legendary Creature- Human Monk
Suspend 10- W
Fading 10
When you remove a time counter from ~, if it is suspended or in play gain 1 life.
0/1
Time Factory 8
Artifact
When ~ comes into play chose a player. That player controls your turns.
At end of the turn take an extra turn.
Artifact
When ~ comes into play choose an opponent. That player controls all your turns.
At end of your turn take an extra turn.
While it's not an especially good card, this card stops your opponent from having a turn and could combo well with form of the dragon or similar. I'm not sure it needs fixing an more than saying its an opponent!
Angry Mongrel G
Creature - Weasel
Discard a card: Angry Mongrel gets +2/+2 and trample until end of turn.
Threshold - RR, Sacrifice Angry Mongrel: Angry Mongrel deals damage equal to its power to target player.
1/1
Creature - Weasel
Threshold- Discard a card: Angry Mongrel gets +2/+2 and trample until end of turn. Play this ability only if you have seven or more cards in your graveyard.
Hellbent - :symr::symr:, Sacrifice Angry Mongrel: Angry Mongrel deals damage equal to its power to target player. Play this ability only if you have no cards in hand.
1/1
Next:
Flourishing Growth
Instant
Whenever you play a spell this turn, draw a card.
Discard a land card: Draw a card.
Instant
Kicker - Discard X land cards.
Whenever you play a creature spell this turn, you may draw a card.
If you paid the kicker cost, you may draw X cards.
No. UU
Instant
Split Second
Counter target spell.
Instant
Split Second
Counter target spell you don't control. Then, that spell's controller may draw up to two cards.
Next:
Scorn :6mana::symu:
Creature- Incarnation
As long as Scorn is in your graveyard, permanents you control with converted mana cost less than seven have converted mana cost seven instead.
1/1
Creature- Incarnation
As long as Scorn is in your graveyard, permanents you control with converted mana cost less than seven have converted mana cost seven instead, and have Transmute 1UU.
1/1
Storm Riders 1BR
Creature - Demon Knight
First Strike, Haste
When Storm Riders comes into play, destroy target creature or land.
3/3
Creature - Demon Knight
First Strike, Haste
When Storm Riders comes into play, destroy target creature or land.
Whenever a player plays a spell, sacrifice a creature or land.
3/3
Elemental Flame 4R
Creature—Elemental
:0mana:: Elemental Flame gets +1/+0 until end of turn.
2/2
Creature—Elemental
:0mana:: Elemental Flame gets +1/+0 until end of turn, then deals damage to you equal to its power minus four. Play this ability only any time you may play a sorcery.
2/2
Next:
Selfless Spiritguide :4mana::symw:
Creature- Spirit
:symtap:: Target attacking or blocking creature gets +1+1 until end of turn.
Sacrifice Selfless Spiritguide: Regenerate target creature.
1/1
I can imagine this seeing print as a bad common as it is. Still, I'll try and make it playable:
Selfless Spiritguide :4mana::symw:
Creature- Spirit
Morph W
:symtap:: Target attacking or blocking creature gets +1/+1 until end of turn.
Sacrifice Selfless Spiritguide: Regenerate target creature.
Soulshift 4
1/1
Psychic Thirst 4U
Enchantment - Aura
Enchant creature
When enchanted creature deals damage to an opponent, put the top ten cards of that players library into his or her graveyard.
Enchantment - Aura
Enchant creature
When enchanted creature deals damage to an opponent, put the top ten cards of that player's library into his or her graveyard. If you put a land card, a creature card, and a nonland, noncreature card into the graveyard this way, put a token copy of enchanted creature into play.
Next:
Basic Beeble
2U
Creature--Beeble
3/1
Basic Beeble is unblockable as long as defending player controls a basic land.
Make a card called Long For This World.
Creature - Beeble
Basic Beeble is unblockable as long as defending player controls a basic land.
Basic Beeble can't attack or block as long as you control a nonbasic land.
3/1
Next:
Forysian Fighter 3RR
Creature - Giant Warrior
Forysian Fighter can't be blocked except by two or more creatures.
Forysian Fighter can block an additional creature.
1/1
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Giant Warrior
~ can't be blocked except by two or more creatures.
~ can block an additional creature.
When ~ blocks any number of creatures or visa versa ~ gets +3/+3 until end of turn for each such creature.
1/1
Power Up XR
Sorcery
Add XXX to your mana pool.
Sorcery
Add :xmana::xmana::xmana: to your mana pool, you lose that much life.
Detronation B
Instant
you lose the game. your teammates are unaffected by your loss. (they do not lose the game due to you losing the game.)
pretty bad...
but actually ban be useful if you are going to die anyway in 2HG or 3HG (rare format...but played...)