Imagination Mutation :2mana::symu::symu:
Enchantment
:4mana:: Put a random card from your hand into play face-down. That card is a 2/2 colorless creature with Morph :4mana:.
Whenever an instant or sorcery card is turned face up, remove it from the game and put a copy of that spell on the stack.
{Don't know if that's what you meant, but I like this weird card ;)}
Do you mean red and green, or either red or green? I will take the latter route.
Verdent Emissary 4G
Creature - Angel
2G: Target creature can only be blocked by creatures with flying until end of turn. Even the purest creations of light long for Gaea's embrace.
3/3
Next - Flipping, in a way that hasn't been done before.
Fortune :symrw::symrw::symrw:
Enchantment
If you would draw a card, flip a coin instead. If you win the flip, flip Fortune. If you lose the flip, sacrifice Fortune, draw three cards, then end the turn if it is your turn. If the coin lands on its edge, you win the game. "Make it, break it, grasp it, will it, I know all the old aphorisms. What else can you teach me, sensei?"
===Flip=== Fate
Enchantment
At the beginning of your upkeep, put a fate counter on Fate.
When there are seven or more fate counters on Fate, you win the game. "There is no fortune."
Prickling Pains 2BB
Enchantment
Tap two black creatures you control: Target non-black creature gets -1/-1 until end of turn Evil spawns evil, devestation recreates doom
Ghul Qil, the Purified 2WWW
Legendary Creature-Demon
Flying, Vigilance
At the beginning of your upkeep, you gain 1 life. "I have seen the wrong of Phyrexia.I serve Yawgmoth no longer." 5/4
Next: A black angel.
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Amazing banner by Rivenor and classic avvy by PurpleD
Harra, the Tortured :2mana::symb::symb:
Legendary Creature - Angel
Flying, During your upkeep sacrifice a permanent. Whenever Harra, the Tortured deals combat damage to a player, that player may sacrifice a permanent. If or she doesn't, that player discards his or her hand. "I was raised in darkness. What could be more fun than putting others in darkness?" 5/4
A mono-green card with merfolk in the card's rule text. Must be a beneficial Merfolk ability.
Simic Skyfolk2GU
Creature - Elf Merfolk Druid Wizard
Flying
Tap an untapped Elf you control: Add G to your mana pool.
Tap an untapped Merfolk you control: Add U to your mana pool. GU: Target creature without flying gets +3/+3 and gains flying until end of turn. Play this ability only any time you could play a sorcery.
3/3
Ætherwalker 1UU
Creature-Spirit
Haste
~ is unblockable and can't be the target of spells or abilities.
At end of turn, remove ~ from the game. 4: Return ~ to play. Play this ability only if ~ is removed from the game. Any player may play this ability.
3/2
Next: An inefficient white weenie.
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Amazing banner by Rivenor and classic avvy by PurpleD
Town MobWW
Creature - Human Mob
Protection from White. During your upkeep, target opponent chooses a card type that isn't land. Reveal your hand, and discard all cards of the chosen type and all land cards. Town Mob gets +1/+1 for each card discarded from your hand until end of turn. "We don't like the king! We don't like the soldiers! We don't like you!"
1/1
Mono-green draw. No land or creature in rules text (this means it cannot be a creature as well)
Feast of the Dead2B
Sorcery
Remove any number of target creature cards from all graveyards from the game. You gain 3 life for each creature card removed this way. "I shall wring you dry for all your worth like squeezing water from a rock."
Next: A Green Life-loss spell. (Not damage-based, no Biorhythm effects.)
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Quote from jonnyjonski (on Legends" names in Ravnica) »
I'm jazzed!! No more "Wankushookam, the Fist that Opens Only This Much"!
Quote from Shindig_Ascension (on Religion in Magic) »
Wrath of God couldn't be more religious if the picture was Jesus smacking demons with a jug of Holy Water.
Blessings of BrassG
Enchantment - Aura
Enchant land
Whenever enchanted land becomes tapped, its controller loses 2 life.
Enchanted land has "T: Add one mana of any color to your mana pool." "I go with the times, and right now it's very fashionable to be prismatic." -Multani, Maro-sorcerer
===
Golgari Feeder2B
Creature - Elf Zombie
When Golgari Feeder is put into a graveyard from play, each player gain 3 life.
3/3 They can't work magic anymore, but they can still make other people happy... well, other zombies anyway.
Penitence4WW
Sorcery
Target player loses life 1 life for each nonwhite nonland permanent he or she controls, then loses 1 life for each nonwhite nonland card in his or her graveyard. "Ye heathens shalt repent for thine blasphemous ways." - Preacher of the Church of Tal
Next: Red enchantment destruction.
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Quote from jonnyjonski (on Legends" names in Ravnica) »
I'm jazzed!! No more "Wankushookam, the Fist that Opens Only This Much"!
Quote from Shindig_Ascension (on Religion in Magic) »
Wrath of God couldn't be more religious if the picture was Jesus smacking demons with a jug of Holy Water.
Reveal cards from the top of your library until you reveal a non-instant, non-sorcery card. destroy all permanents that share a type with the revealed card. put all cards revealed this way on the bottom of your library. (the card types are creature, land, instant, sorcery, artifact, and enchantment)
give black card-drawing that doesn't involve loss of life.
Mind Harvest2BB
Sorcery
As an additional cost to play Mind Harvest, sacrifice a creature. Look at target player's hand and choose a non-land card. That player discards that card. Draw two cards. "Let me see.. Ooh.."
Balancing Messanger 1WW
Creature-Human Beurocrat
When ~ comes into play, if an opponent controls more lands than you, search your library for a Plains card and put it into play.
1/2
Next: A white trampler.
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Amazing banner by Rivenor and classic avvy by PurpleD
Discard an Island: Krosan Wingcrawler gains -1/+1 and flying until end of turn.
Discard a Swamp: Krosan Wingcrawler gains +1/-1 and fear until end of turn.
It embraces foreign culture.
2/3
Next: A broken 0cc artifact with an effect that is less powerful than Cursed Scroll...
Incarnation of Dreams U
Creature-Spirit Nightmare
~ can't attack or block if you have no cards in hand.
When ~ comes into play, remove your hand from the game.
Whenever you draw a card, remove your hand from the game and put a +1/+1 counter on ~.
When ~ leaves play, return each removed card to its owner's hand.
3/3
Next: A blue card that hates school as much as me.
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Amazing banner by Rivenor and classic avvy by PurpleD
Hogwarts Escapee1U
Creature - Human Wizard Rogue
At the beginning of your upkeep, tap Hogwarts Escapee unless you pay 1 for each Wizard in play.
Flying
2/3 The delinquent pranksters never did like the authorities...
Next: Red massive card drawing.
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Only human remains.
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Enchantment
:4mana:: Put a random card from your hand into play face-down. That card is a 2/2 colorless creature with Morph :4mana:.
Whenever an instant or sorcery card is turned face up, remove it from the game and put a copy of that spell on the stack.
{Don't know if that's what you meant, but I like this weird card ;)}
Next: A white Counterspell variant
Aura Banishment
Instant
Counter target enchantment spell. It's controller gains life equal to its converted mana cost.
Next: A red/green angel that makes sense.
Verdent Emissary 4G
Creature - Angel
2G: Target creature can only be blocked by creatures with flying until end of turn.
Even the purest creations of light long for Gaea's embrace.
3/3
Next - Flipping, in a way that hasn't been done before.
Enchantment
If you would draw a card, flip a coin instead. If you win the flip, flip Fortune. If you lose the flip, sacrifice Fortune, draw three cards, then end the turn if it is your turn. If the coin lands on its edge, you win the game.
"Make it, break it, grasp it, will it, I know all the old aphorisms. What else can you teach me, sensei?"
===Flip===
Fate
Enchantment
At the beginning of your upkeep, put a fate counter on Fate.
When there are seven or more fate counters on Fate, you win the game.
"There is no fortune."
Next: Black tapping effects (Opposition, Blinding Light)
Enchantment
Tap two black creatures you control: Target non-black creature gets -1/-1 until end of turn
Evil spawns evil, devestation recreates doom
Next: A white demon
Legendary Creature-Demon
Flying, Vigilance
At the beginning of your upkeep, you gain 1 life.
"I have seen the wrong of Phyrexia. I serve Yawgmoth no longer."
5/4
Next: A black angel.
Legendary Creature - Angel
Flying, During your upkeep sacrifice a permanent. Whenever Harra, the Tortured deals combat damage to a player, that player may sacrifice a permanent. If or she doesn't, that player discards his or her hand.
"I was raised in darkness. What could be more fun than putting others in darkness?"
5/4
A mono-green card with merfolk in the card's rule text. Must be a beneficial Merfolk ability.
Creature - Elf Merfolk Druid Wizard
Flying
Tap an untapped Elf you control: Add G to your mana pool.
Tap an untapped Merfolk you control: Add U to your mana pool.
GU: Target creature without flying gets +3/+3 and gains flying until end of turn. Play this ability only any time you could play a sorcery.
3/3
Next: A monoblue card with haste.
Creature-Spirit
Haste
~ is unblockable and can't be the target of spells or abilities.
At end of turn, remove ~ from the game.
4: Return ~ to play. Play this ability only if ~ is removed from the game. Any player may play this ability.
3/2
Next: An inefficient white weenie.
Creature - Human Mob
Protection from White. During your upkeep, target opponent chooses a card type that isn't land. Reveal your hand, and discard all cards of the chosen type and all land cards. Town Mob gets +1/+1 for each card discarded from your hand until end of turn.
"We don't like the king! We don't like the soldiers! We don't like you!"
1/1
Mono-green draw. No land or creature in rules text (this means it cannot be a creature as well)
Sorcery
Draw a card for each green card in your graveyard.
Next: A white Shock.
Instant
Exorcise deals 2 damage to target non-white, non-artifact creature.
Next: A blue creature with Threshold
Deepsea Serpent attacks each turn if able.
Threshold- Deepsea Serpent is unblockable
2/2
Next: a black non-drain life gaining sorcery or instant (no corrupts and stuff like that)
Sorcery
Remove any number of target creature cards from all graveyards from the game. You gain 3 life for each creature card removed this way.
"I shall wring you dry for all your worth like squeezing water from a rock."
Next: A Green Life-loss spell. (Not damage-based, no Biorhythm effects.)
Enchantment
At the end of each player's turn, if that player did not play a land, he/she loses 2 life.
// a non-green elf
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Enchantment - Aura
Enchant land
Whenever enchanted land becomes tapped, its controller loses 2 life.
Enchanted land has "T: Add one mana of any color to your mana pool."
"I go with the times, and right now it's very fashionable to be prismatic." -Multani, Maro-sorcerer
===
Golgari Feeder 2B
Creature - Elf Zombie
When Golgari Feeder is put into a graveyard from play, each player gain 3 life.
3/3
They can't work magic anymore, but they can still make other people happy... well, other zombies anyway.
Next: White life loss!
Sorcery
Target player loses life 1 life for each nonwhite nonland permanent he or she controls, then loses 1 life for each nonwhite nonland card in his or her graveyard.
"Ye heathens shalt repent for thine blasphemous ways." - Preacher of the Church of Tal
Next: Red enchantment destruction.
Sorcery
Reveal cards from the top of your library until you reveal a non-instant, non-sorcery card. destroy all permanents that share a type with the revealed card. put all cards revealed this way on the bottom of your library. (the card types are creature, land, instant, sorcery, artifact, and enchantment)
give black card-drawing that doesn't involve loss of life.
Sorcery
As an additional cost to play Mind Harvest, sacrifice a creature. Look at target player's hand and choose a non-land card. That player discards that card. Draw two cards.
"Let me see.. Ooh.."
Mana acceleration on a white creature
Creature-Human Beurocrat
When ~ comes into play, if an opponent controls more lands than you, search your library for a Plains card and put it into play.
1/2
Next: A white trampler.
Double Strike
Lingering Pathmage is unblockable
Whenever Lingering Pathmage deals combat damage to a play, draw a card
1/1
make a non-black, non-artifact, creature with fear
Creature - Beast
Discard an Island: Krosan Wingcrawler gains -1/+1 and flying until end of turn.
Discard a Swamp: Krosan Wingcrawler gains +1/-1 and fear until end of turn.
It embraces foreign culture.
2/3
Next: A broken 0cc artifact with an effect that is less powerful than Cursed Scroll...
Artifact
Sacrifice Bauble of Awakening, discard your hand: Untap all permanents you control.
this might be more powerful than cursed scroll, i'm not sure. Its supposed to be reminicent of lion's eye diamond.
make 3/3 for one mana in blue.
Creature-Spirit Nightmare
~ can't attack or block if you have no cards in hand.
When ~ comes into play, remove your hand from the game.
Whenever you draw a card, remove your hand from the game and put a +1/+1 counter on ~.
When ~ leaves play, return each removed card to its owner's hand.
3/3
Next: A blue card that hates school as much as me.
Creature - Human Wizard Rogue
At the beginning of your upkeep, tap Hogwarts Escapee unless you pay 1 for each Wizard in play.
Flying
2/3
The delinquent pranksters never did like the authorities...
Next: Red massive card drawing.