Final Stand WUBRG
Instant
Creatures you control get +3/+3 and gain trample and deathtouch until end of turn. Sacrifice all your creatures at end of turn.
Æther Scramble 2UUU
Sorcery
Put target creature on top of its owner's library, then look at the top four cards of that player's library. You may put a creature card from among them into play under your control. Put the rest on the bottom of that player's library in any order.
As much as it is fitting to include flavor text from Travel Through Eternity here, there wouldn't be room for it. =(
Vanguard's Glory 3WWR
Sorcery
Destroy all creatures, then you may put a creature card from your hand into play. That creature has haste. Sacrifice that creature at end of turn.
Borealis Beacon2WUBRG
Sorcery {R}
Non-snow permanents do not untap during their controller's next untap step. Shuffle ~ into your library.
If you paid at least SSSSS to play ~, destroy all non-snow creatures and gain 2 life for each creature destroyed this way. I suppose it is beautiful, but what if it was ever angry" - Arcum Dagsson
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-This signature intentionally left blank to increase general intrigue and mystery-
Fry :4mana::symr:
Instant / Sorcery [uncommon]
This spell costs less to play, if you play it as a sorcery.
Deal 4 damage to target creature or player. "For best flavor, cooking slow works, but if you have the power, why wait?" -Griill, Goblin Wizard
Usurp the Gods :symw::symu::symb::symr::symg:
Sorcery
Each opponent removes thier hand from the game until end of turn. Untap each permanent and gain control of them.
At the beginning of the next upkeep, you lose the game.
Patchwork Charge :3mana::symw::symg:
Instant
Until the end of turn, whenever a creature attacks it gains +X/+3, lifelink, and trample until the end of turn, where X is 2 plus the number of attacking creatures. They called us rag-tag before the strike. Their gonna think twice before they make that mistake again.
Return to Arms 3WW
Sorcery (R)
Return target creature card from your graveyard to play. If you do, you may return an Aura card and/or an Equipment card from your graveyard to play attached to it.
Insulting Idea2UUU
Instant
Counter target spell.
You may play a card from your hand that shares a type with the countered card without paying its mana cost.
Draw a card. "You just don't humilliate your enemy, you have to drag him through the misery and then discard him like he was nothing." - Erez, Archmage instructor
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"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
Dastardly Deal 3BB
Sorcery
Discard your hand. Return any number of creature cards from your graveyard to your hand. "Hell and earth can be imagined as two parallel lines. The trick is knowing how to tie them together." -Liliana Vess
Pulse of the SunsWUBRG
Sorcery
Use only mana produced by lands to play Pulse of the Suns.
For each land you control, add one mana of any color to your mana pool.
If your opponent controls more untapped lands than you, return Pulse of the Suns to your hand.
Sole Survivor 4WW
Instant
Each player chooses a creature he or she controls, then sacrifices the rest. "Are people like me really so lucky for remaining through God's wrath?" - Ardin, last of the Kyroi
Skull Cannon - 5
Artifact 1, sacrifice a creature: ~ deals 2 damage to target creature or player.
Evoke - 2
"It's hard to look itimidating when you're being pummeled..." -Squee, Goblin Nabob
Wandering Divide
Land
T: Add 1 to your mana pool.
When Wandering Divide is put into a graveyard from play, search your library for a basic land card and put it into play tapped.
Evoke 0 What's walked a thousand footsteps, yet never found a home?
-Riddle of the Divide
Erase from Conception 2WW
Tribal Enchantment--Elemental
When Erase from Conception comes into play, name a nonland card. Return each permanent with that name to its owner's hand.
The named card can't be played.
Evoke 1U
Spiritual Tether4W
Enchantment-Aura
Enchant Creature
Enchanted creature can't attack or block.
When Spiritual Tether is put into a graveyard from play, you may return a creature card from your graveyard to play.
Evoke 3W "Those on an angels leash seek redemption from their wicked past."
Femeref Lore
:3mana::symw::symg:
Enchantment
Whenever an enchantment comes into play, you draw a card.
Whenever an enchantment leaves play, you draw a card.
Evoke :symw::symg:
Spirit Stone2
Tribal Artifact - Spirit
When Spirit Stone comes into play put a 1/1 colorless spirit token with flying.
When Spirit Stone leaves play put into play a 1/1 colorless spirit token with flying.
:sym2w:,:symtap:: Put into play a 1/1 colorless spirit token with flying.
Evoke WW "The spirits are arriving, just don't let the stone fall.....Krashh!!!"
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"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
Banner of the Undead :1mana::symb::symb::symb: Enchantment
All zombies, skeletons, and demons get +2/+1
When ~ comes into play, put two 1/1 skeletons into play
Evoke :1mana::symb: When we saw it come above the crest of the hill, all hope was lost..
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Instant
Creatures you control get +3/+3 and gain trample and deathtouch until end of turn. Sacrifice all your creatures at end of turn.
Instant
Draw 2 cards and return 2 creatures from your graveyard to your hand.
Instant [R]
Six target creatures each get +6/+6 until end of turn.
When a showing off just isn't enough.
I'm sure some comment about six packs could be made somewhere but it still wouldn't be as great as Hex
Thanks to SpiderBoy4 @ High~Light Studios
Sorcery
Put target creature on top of its owner's library, then look at the top four cards of that player's library. You may put a creature card from among them into play under your control. Put the rest on the bottom of that player's library in any order.
As much as it is fitting to include flavor text from Travel Through Eternity here, there wouldn't be room for it. =(
Official Quizmaster of The Crafters!
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X3WW
Sorcery
Destroy X target permanents.
Order is inherently absolute. Deviation is always a transient illusion.
Make a card called Long For This World.
Sorcery
Destroy all creatures, then you may put a creature card from your hand into play. That creature has haste. Sacrifice that creature at end of turn.
Sorcery {R}
Non-snow permanents do not untap during their controller's next untap step. Shuffle ~ into your library.
If you paid at least SSSSS to play ~, destroy all non-snow creatures and gain 2 life for each creature destroyed this way.
I suppose it is beautiful, but what if it was ever angry" - Arcum Dagsson
Instant / Sorcery [uncommon]
This spell costs less to play, if you play it as a sorcery.
Deal 4 damage to target creature or player.
"For best flavor, cooking slow works, but if you have the power, why wait?" -Griill, Goblin Wizard
Sorcery
Each opponent removes thier hand from the game until end of turn. Untap each permanent and gain control of them.
At the beginning of the next upkeep, you lose the game.
Instant
Until the end of turn, whenever a creature attacks it gains +X/+3, lifelink, and trample until the end of turn, where X is 2 plus the number of attacking creatures.
They called us rag-tag before the strike. Their gonna think twice before they make that mistake again.
Sorcery (R)
Return target creature card from your graveyard to play. If you do, you may return an Aura card and/or an Equipment card from your graveyard to play attached to it.
Instant
Counter target spell.
You may play a card from your hand that shares a type with the countered card without paying its mana cost.
Draw a card.
"You just don't humilliate your enemy, you have to drag him through the misery and then discard him like he was nothing." - Erez, Archmage instructor
Sorcery
Discard your hand. Return any number of creature cards from your graveyard to your hand.
"Hell and earth can be imagined as two parallel lines. The trick is knowing how to tie them together."
-Liliana Vess
Sorcery
Use only mana produced by lands to play Pulse of the Suns.
For each land you control, add one mana of any color to your mana pool.
If your opponent controls more untapped lands than you, return Pulse of the Suns to your hand.
Reckless Waif; It's the red Delver of Secrets.
Instant
Each player chooses a creature he or she controls, then sacrifices the rest.
"Are people like me really so lucky for remaining through God's wrath?" - Ardin, last of the Kyroi
Hurry up!! I'm itching to flex my creative juices!!!
I'm 0-2 so far, but I've got a good feeling about the next one...
Currently Playing:
EDH
RBUJeleva SpellsUBR
RGRadha RampGR
GW Rhys Tokens WG
GB Meren Graveyard BG
BUW Oloro Lifegain WUB
RBUW Breya Artifacts WUBR
Standard
Nothing currently
Retired From:
GUExtended Crystal WitnessUG
RBStandard Blightthroat AggroBR
UGHighlander CountersGU
GU Standard Turbo Turns UG
Next challenge: Make a noncreature card with evoke.
Official Quizmaster of The Crafters!
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Artifact
1, sacrifice a creature: ~ deals 2 damage to target creature or player.
Evoke - 2
"It's hard to look itimidating when you're being pummeled..." -Squee, Goblin Nabob
Land
T: Add 1 to your mana pool.
When Wandering Divide is put into a graveyard from play, search your library for a basic land card and put it into play tapped.
Evoke 0
What's walked a thousand footsteps, yet never found a home?
-Riddle of the Divide
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
2WW
Tribal Enchantment--Elemental
When Erase from Conception comes into play, name a nonland card. Return each permanent with that name to its owner's hand.
The named card can't be played.
Evoke 1U
Make a card called Long For This World.
Enchantment-Aura
Enchant Creature
Enchanted creature can't attack or block.
When Spiritual Tether is put into a graveyard from play, you may return a creature card from your graveyard to play.
Evoke 3W
"Those on an angels leash seek redemption from their wicked past."
Reckless Waif; It's the red Delver of Secrets.
:3mana::symw::symg:
Enchantment
Whenever an enchantment comes into play, you draw a card.
Whenever an enchantment leaves play, you draw a card.
Evoke :symw::symg:
Artifact
:symtap:: Target creature gains double strike until end of turn.
Evoke WR
Tribal Artifact - Spirit
When Spirit Stone comes into play put a 1/1 colorless spirit token with flying.
When Spirit Stone leaves play put into play a 1/1 colorless spirit token with flying.
:sym2w:,:symtap:: Put into play a 1/1 colorless spirit token with flying.
Evoke WW
"The spirits are arriving, just don't let the stone fall.....Krashh!!!"
Enchantment
All zombies, skeletons, and demons get +2/+1
When ~ comes into play, put two 1/1 skeletons into play
Evoke :1mana::symb:
When we saw it come above the crest of the hill, all hope was lost..