Orios' Quadruplets
Creature - Human Cleric
First Strike
At the beginning of your end step, if you control four Orios' Quadruplets, you win the game.
"Orios is no imaginary deity. His will is absolute here, and the Quadruplets are his most beloved creations." -Yifar, Scholar of Orios
2/2
Hmmm… Seams really powerful. Clone, Right of replication, Pack hunt. Any of these plus counter magic and cards like brave the elements could make for an easy win against most decks. If I see a card that says “if you’re running those colors why the heck wouldn’t you?” I always see it as a tad overpowered, if not really overpowered. A good idea but just a little to easy to pull off. 4/10
Originally posted by:jwanders
Draallich Urn
Artifact (MR)
When Draallich Urn comes into play, each player's life total becomes 20.
You can't pay life.
If a player would lose the game for having 0 or less life, that player wins the game instead. (If more than one player wins at the same time, the game is a draw.)
Very interesting. It really reverses the way the game is played. Only I would change it to “Players can’t pay life” otherwise you could really screw yourself. Reasonably costed and splashable. Overall an interesting concept and a balanced, playable card. 7/10
Originally posted by: scarlet_blade12
Grand Communion
Enchantment R
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and it becomes 0/2. Put the rest of the revealed cards in your graveyard.
Sacrifice twelve non-token creatures you control: You win the game at end of turn. Twelve of them, each from a different background, came together after the same struggle to unleash the great force driven within each of their potential.
I like it, a lot. Obviously it’s run in a creature heavy deck with some enchantment tutor. Also I am assuming that if they destroy it before the effect triggers (which by the way should be at the beginning of the end step) then you have to start over. Balanced, and hard to trigger, but very doable. A really solid card with a very creative concept. 8/10
Originally posted by: GetItWrong
Prophesied Hero
Creature--Human Knight (rare)
2/2
First strike, vigilance
Whenever a Goblin creature is put into a graveyard from the battlefield, if it was dealt damage by Prophesied Hero this turn, you win the game. "And yea, though he bring everlasting peace, ye shall know him by the green blood that drippeth from his sword."
--Book of the End
I’m really not sure about this one. In a match against goblins its unbelievably powerful (especially with souls fire) but against anything else it’s just a bad white knight. 3/10
Originally posted by: Megiddo
Inevitable Victory
Enchantment
As Inevitable Victory enters the battlefield, name a card.
When you draw the last card of your library, reveal it. If it's the named card, you win the game.
I like it. Very cool concept. Its answerable (sadistic sacrament in any form) so it’s not overpowered. A Johnny card that I could see people running in extended, casual or otherwise. 7/10
Originally posted by: Kollaps
Prismatic Sanctuary
Enchantment
~ is colorless.
At the beginning of your upkeep, if you control more permanents with four or more colors than you do permanents with three or fewer, you win the game.
I like the concept but it’s a little too hokey. I understand that land is colorless and that they would count against it but it seems a really roundabout way as opposed to a direct condition that’s really difficult (Door to nothingness) or a complex way that’s flavorful and easily built around, (Battle of wits). 5/10
Originally posted by: ohmusama
I'm tired of playing
Sorcery {UN}
I'm tired of playing cannot be countered or exiled, or be the target of spells or abilities, or anything else that would prevent its effect from happening.
Each player rolls the same die. The player with the higest die roll wins the game. (If two players tied for the highest, neither win, and everyone loses.) No I don't have enough time for another game.
Very funny, I’ve definitely been there myself but a dice roll for the game? Even in an un-set is just really silly. 2/10
Originally posted by: Mobiusman
Sanity Gorger
Legendary Creature - Horror (r)
Flying, shroud
If ~ would deal combat damage to a player, instead you discard that many cards. If you can't, you win the game.
Thought for food.
1/1
It’s already very powerful but shroud pushes it over the edge toward broken. Hand dumpers in black are way to common and this guy would be a turn 4 win almost every game. You have to look to cards like Helix pinnacle when designing a “win” card, and a card that can win a couple of turns by itself is way to powerful. 3/10
Originally posted by: Diven
Lucky Sevens
Sorcery
If you control exactly seven of 3 different permanent types, you win the game. "What can I say?" Turkel said smugly as he blew the smoke from his spell-slinging fingers, crowd gazing open mouthed at the mage. "I’m just a lucky guy."
Huh. Cool concept, but I’m not really sure about the condition… It’s interesting and all but it just seems a little meh… Though I suppose it is a reasonable enough condition. However again when it’s placed next to cards like Battle of wits that demand that the deck be built with them in mind it just seems to much like a card you could throw in just in case you happen end up with “exactly 7 of 3 different permanents types”. 5/10
Originally posted by: Bertech.dk
Hoarding Wizard
Creature - Human Wizard (R)
Whenever you have 9 or more cards in your hand you win the game. 2/3
Way to powerful. In blue all you need is divination and you win. 3/10
Originally posted by: Caesarius
Ascension Stasis
Sorcery {R}
Skip your next four turns: You win the game at the beginning of your next upkeep. "The seeress spent aeons dedicated to her trance of enlightment. She emerged a goddess without peer."
I like it. A lot can happen in four turns and it will push your opponent to deal as much damage as quickly as possible. The only down side I can see is against control or other more passive decks this could be very very strong. Even against more aggressive decks when couples with creature like Wall of denial and cheap, possibly repeatable fog effects it could be very hard to answer. A good idea with good flavor but just a little too strong. 6/10
Originally posted by: Zanny77
1337 Skillz
Sorcery
As you cast 1337 Skillz, if you have exactly 2 cards in your hand, 5 creatures, 12 lands, 1 enchantment, and 3 non-creature artifacts on the battlefield, you win the game.
"j00 r teh n00b!!!"
--MWS user
To convoluted. It would be very hard to build a deck that this could reasonably be played in. The color choices for this card don’t really make a lot of sense, I would see it more as a five color card. 3/10
Originally posted by: Little_Money
Helm of Glory v.2.0
Legendary Artifact
At the beginning of the end step, if you have seven cards in hand, and your life total is 20 or greater, and you control five or more creatures, and you have seven or more cards in your graveyard, and an opponent has been dealt five or more damage by sources you control, you win the game.
I like it. Hard to trigger and with strong fluff representation of the mechanics. The fact that you have to optimize so many aspects of the game is evident enough that it being splashable is fine as well as the fact that any of the conditions can be affected at instant speed. 7/10
Originally posted by: CrimsonCrossfire
Final Ascension
Enchantment (MR)
At the beginning of your upkeep, you win the game if you control no other non-land permanents other than ~ and a legendary creature, and each of your opponents control no non-land permanents.
Very The cheese stands aloneish. A reasonable condition and five colors makes it non-splashable. A good card, but just a good card. 6/10
Originally posted by: Seryph
And the winner is: scarlet_blade12. Congratulations and good effort by all.
Oh and a bone toss to: bloodyspasm
Together We Conquer
Enchantment (R)
At the beginning of your upkeep, if you control 4 nontoken creatures with the same name, you win the game.
Same thing as Seryph only more believable because of the cost. It seems like more of a green/white card but is suppose I could see it as 5 color. Finally again with cards like clone and such just a little too powerful and the cost makes it hard to build a deck around it that can take advantage of its condition. 4/10
Breaking news.
There will be no Tibalt, Tamiyo, Tezzeret, Garruk, Chandra, Liliana, mini-Jace, big-Jace, Garruk again, or Sarkhan in Theros either.
There will also be no Black Lotus.
Next Challenge... I'll let you what I want? I want cards that goes well with some of my favorite Johnny cards ever. I want a card that has synergy with ONE the following:...
Elephant Grove3GGG
Enchantment
Whenever a noncreature permanent is put into a graveyard from the battlefield, you may put a 3/3 green Elephant creature token onto the battlefield.
Private Mod Note
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Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
Beautiful Minds3WU
Enchantment (R)
During each player's upkeep step, they choose a color. Their opponent then reveals their hand. That player gains 1 life for each color of the chosen color in their opponent's hand. They stared at each other, praising the thoughts that dwell in each others' minds.
Breaking news.
There will be no Tibalt, Tamiyo, Tezzeret, Garruk, Chandra, Liliana, mini-Jace, big-Jace, Garruk again, or Sarkhan in Theros either.
There will also be no Black Lotus.
Light the Heavens 1R
Tribal Sorcery--Shapeshifter (common)
Changeling
Add RRR to your mana pool.
All creatures gain all creature types until end of turn. The explosive birth of a new breed of changelings casts an eerie glow over all of Lorwyn that briefly overwhelms the perpetual sun.
If you can get Haakon onto the battlefield, this is infinite mana since it's a Knight.
Chromophile
Artifact Creature—Golum
When Chromophile comes into play, choose a color.
Chromophile gets +1/+1 for each permanent of the chosen color in play.
-1/-1
Lash of allegiance(U/R)(U/R)
Enchantment {R}
If ever you would gain control of a permanent you don't control may choose to pay UR, if you do, return ~ to its owners hand: target player gains control of target permanent. If ever your resolve in your loyalties slips, even for a second, you will forever lose control over who you choose to serve.
Private Mod Note
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The Problem with the human gene pool is there are no lifeguards
Mujarthi Vaultkeeper :1mana::symr::symr:
Creature - Human Warrior [U]
If you would lose control of a permanent you control, it stays under your control instead. The Vaults are essential to the Mujarthi order. Without them, the Clans would steal from one another as often as they do outsiders. 3/2
This may not work as I intend it to, but my belief is that it would keep things stolen by effects like Dominus of Fealty (round requirement) and Sarkhan Vol on your side indefinitely as well as preventing those and others such as Mind Control from effecting your permanents.
Krark, Goblin LuckmancerRR
Legendary creature - Goblin Wizard(R)
Whenever you win a coin toss, ~ deals 1 damage to target creature.
If ~ is the only creature on the battlefield, whenever you win a coin toss, ~ deals 1 damage to target opponent.
1/1 "How lucky can one Goblin be?"
Elephant Grove3GGG
Enchantment
Whenever a noncreature permanent is put into a graveyard from the battlefield, you may put a 3/3 green Elephant creature token onto the battlefield.
For 6 mana this can come out a little later, but then again it can be set up to use with Terastodon and even Woodfall Primus, plus it can be easily ramped. This is a great card for Mono-Green Control decks and it can really have an impact when you blast your own lands with the Big Elephant. My only complaint is that it could of cost a little less…It may get away with just 5 mana.
Beautiful Minds3WU
Enchantment (R)
During each player's upkeep step, they choose a color. Their opponent then reveals their hand. That player gains 1 life for each color of the chosen color in their opponent's hand. They stared at each other, praising the thoughts that dwell in each others' minds.
This one works with Isperia.
Sure, it works with Isperia, but the biggest complaint I have is the misuse of timing. This and Isperia both cost 5 to cast. If this was at 4 mana then it would of got away with being a very good card in general as well as being a card worthy of an Isperia deck, but with both at five, you’d play Isperia first, turn 6 Beautiful Minds, their turn you reveal your hand, turn 7 your upkeep they reveal their hand. Vice versa is about the same results, except you won’t swing with Isperia earlier.
It’s a nice idea, but then again, mana costs count when it comes to synergy.
Stromgald Reanimator BB
Creature - Human Knight
First strike
Whenever a spell is cast from a graveyard, you may draw a card
2/2
This is a great card to see for Haakon, though I worry about how easy it is for Black to get card draw. For a mono black card I would picture “lose 1 life draw a card” but that’s not the case. This is a great card though… My inner Vorthos is ashamed for the lack of flavor.
Light the Heavens 1R
Tribal Sorcery--Shapeshifter (common)
Changeling
Add RRR to your mana pool.
All creatures gain all creature types until end of turn. The explosive birth of a new breed of changelings casts an eerie glow over all of Lorwyn that briefly overwhelms the perpetual sun.
If you can get Haakon onto the battlefield, this is infinite mana since it's a Knight.
This would be a fine reason to run Black/Red Knights, since the creature base can be supported with stuff like Lim-Dul’s Paladin. Anyway, this is a nice card, but I worry about Infinite combos though because it’s only a Fireball/Grapeshot away from winning…and I see no fun in that. Outside of that, it’s a very flavorful card, but it’s kind of a better Desperate Ritual.
Synergistic with Painter's Servant. Chromophile5
Artifact Creature—Golum
When Chromophile comes into play, choose a color.
Chromophile gets +1/+1 for each permanent of the chosen color in play.
-1/-1
A very versatile Chameleon Spirit. It’s nice that you can fit it with any deck along side with Painter’s Servant and make it so you can power him up or have him as a guy working for you if you decide to play Tokens or have a lot of permanents of the same color out. It’s an ok card, great at uncommon level.
Lash of allegiance(U/R)(U/R)
Enchantment {R}
If ever you would gain control of a permanent you don't control may choose to pay UR, if you do, return ~ to its owners hand: target player gains control of target permanent. If ever your resolve in your loyalties slips, even for a second, you will forever lose control over who you choose to serve.
Should say “If a spell or ability you control would gain control of a permanent you don’t own, you may pay UR. If you do, return Lash of Allegiance to its owners hand and gain control of that permanent. (This effect doesn‘t end at end of turn.)”
Tricky card. This makes cards like Dominus, Threaten, Act of Treason and friends into Mind Controls. Not too shabby, great to build a deck around since those two colors can take control of things. The flavor is quite nice.
Mujarthi Vaultkeeper1RR
Creature - Human Warrior [u]
If you would lose control of a permanent you control, it stays under your control instead. The Vaults are essential to the Mujarthi order. Without them, the Clans would steal from one another as often as they do outsiders. 3/2
This may not work as I intend it to, but my belief is that it would keep things stolen by effects like Dominus of Fealty (round requirement) and Sarkhan Vol on your side indefinitely as well as preventing those and others such as Mind Control from effecting your permanents.
A 3/2 for 3 body is pretty cool. The effect is nice but the body is fragile. Great for combos like Threaten and Domy…much like the above card. Not a bad card, and it saves you from getting your own stuff stolen too.
Sproutling Sanctuary
Legendary Land {R}
Sproutling Sanctuary comes into play tapped.
Shroud T: Add 1 to your manapool.
When Sproutling Sanctuary leaves play, search your library for up to three basic land cards and put them into play tapped. Then shuffle your library.
Nice design, but this easy to exploit with cards like Harrow and Crop Rotation… which would totally be in a Realm Razer deck. Nice idea, but the power issue is an issue.
Altar of the Eternities 5
Artifact - R
If Altar of the Eternities is destroyed, return to play all permanents you control that were destroyed this turn. The Altar undoes what cannot be undone. Regret is a meaningless word to those who have sought and found it's power.
Pretty decent with the big Elephant, and it can create neat combos with cards like the Rakdos Demon as well, and can be very good with Planar Cleansing and the like. Very combotastic. :]
Deep ImpactGGRR
Enchantment (M)
Landfall- Whenever a land enters the battlefield under your control, ~ deals 2 damage to target creature or player. "And the terrain fell upon us with great vengeance."
To work with realm razer obviously... but I'd play it any day in a deck with harrows and fetches!
Very deadly for a landfall card. Realm Razer with this out can really cause some bad vibes to go out on other players, but this also has good synergy with other cards without being terribly overpowered. The Mana cost is very weird, but it does seem like the drawback.
with Krark's Thumb Krark, Goblin LuckmancerRR
Legendary creature - Goblin Wizard(R)
Whenever you win a coin toss, ~ deals 1 damage to target creature.
If ~ is the only creature on the battlefield, whenever you win a coin toss, ~ deals 1 damage to target opponent.
1/1 "How lucky can one Goblin be?"
IIW
Create a card based on a Rolling Stones song
Very underwhelming. The effect shouldn’t be just a simple ping for something that may not happen ever. Even with the thumb, it’s not all to flashy for a rare. The second ability seems tacked on, it’s be easier to say “critters or players”
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lots of great cards, but this one goes to Emocakes because of the sheer versatility of what his card can create and how much synergy it has besides with Terastodon. Good job, man...I may want to make a deck around that card now.
First time poster, first time winner. Beginners luck I guess? Thanks for the kind words and whatnot, here goes nothing...
I would like to see the most oxymoronic card you can fathom. Be sure and try to make it flavorful.
Just for reference...
Oxymoron - A rhetorical figure in which incongruous or contradictory terms are combined, as in a deafening silence and a mournful optimist.
Faith Unfaithful :symwb::symwb:
Instant (U)
Target player sacrifices a creature and gains life equal to that creature's converted mana cost. Until end of turn, whenever target player plays a spell, he or she loses life equal to the sacrificed creature's converted mana cost. "...And faith unfaithful kept him falsely true." ~ Alfred Tennyson, Idylis of the King
Godfearing AtheistWWB
Creature - Human Soldier
You cannot play black spells. "I will not allow us to do something that displeases God...even though I know Hes not there."
4/4
Breaking news.
There will be no Tibalt, Tamiyo, Tezzeret, Garruk, Chandra, Liliana, mini-Jace, big-Jace, Garruk again, or Sarkhan in Theros either.
There will also be no Black Lotus.
Original Copy4UU
Creature - Shapeshifter
Whenever Original Copy enters the battlefield, put target creature on the bottom of its owner's library. Original Copy becomes a copy of that creature. Never content as just a copy, it saught to be the only copy.
1/1
Me, Win. You, Make Card:
I'm sure this has been done before: Find a card you've made previously, then make another card that would go in a 5 card cycle with that card. I'd like an explanation of what the other members of the cycle would be like (but you don't have to make any other cards).
Fast ZombieB
Creature - Zombie {U}
As long as you control a mountain, Fast Zombie has haste. "I thought zombies were slow, until I saw a pack of them charging down a stalwart kor."
2/1
Make something that keeps the game in Limbo until a condition is met.
Inside Out2RW
Instant
Return all creatures from your graveyard to the battlefield. These creatures have haste.
Exile all creatures put into the battlefield this way at the end of your turn.
"The armor is uncomfortable this way, but I am one for fashion."
Well, as my research failed pretty bad, at least an oxymoron within Magic was discovered. If a redo is allowed,
Liquid Ice 1UU
Creature - Wall
Shroud, Flying, Defender
Whenever Liquid Ice blocks a creature, that creature does not untap during their controller's next uptap step.
"To fall in a pool of liquid ice is to fall into a frozen death."
0/3
Inside Out2RW
Instant
Return all creatures from your graveyard to the battlefield. These creatures have haste.
Exile all creatures put into the battlefield this way at the end of your turn.
"The armor is uncomfortable this way, but I am one for fashion."
er, there's already a card called Inside Out: Inside Out
Breaking news.
There will be no Tibalt, Tamiyo, Tezzeret, Garruk, Chandra, Liliana, mini-Jace, big-Jace, Garruk again, or Sarkhan in Theros either.
There will also be no Black Lotus.
Gigantic Microorganism 4
Elemental Artifact Creature
At the beginning of your upkeep, you may put a 0/1 Elemental Artifact creature token onto the battlefield.
Sacrifice an Elemental Artifact creature token, Gigantic Microorganism gets +1/+1 until end of turn.
3/3
"What? Gigantic Microorganism is evolving!"
Private Mod Note
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GENERATION 15: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
Military Intelligence - 4RW
Instant
Cast ~ only before the declare attackers step.
You choose which creatures you control block this turn.
You choose how each creature you control blocks this turn.
Military Intelligence - 4RW
Instant
Cast ~ only before the declare attackers step.
You choose which creatures you control block this turn.
You choose how each creature you control blocks this turn.
Breaking news.
There will be no Tibalt, Tamiyo, Tezzeret, Garruk, Chandra, Liliana, mini-Jace, big-Jace, Garruk again, or Sarkhan in Theros either.
There will also be no Black Lotus.
Colossal Duergar 4(W/R)(W/R)
Creature--Giant Dwarf (uncommon)
5/5
When Colossal Duergar attacks, tap all creatures with toughness 2, 3, or 4. At first, the kithkin sentry thought it was a normal duergar venturing suicidally close. Then, she realized it was still leagues away.
Orios' Quadruplets
Creature - Human Cleric
First Strike
At the beginning of your end step, if you control four Orios' Quadruplets, you win the game.
"Orios is no imaginary deity. His will is absolute here, and the Quadruplets are his most beloved creations." -Yifar, Scholar of Orios
2/2
Hmmm… Seams really powerful. Clone, Right of replication, Pack hunt. Any of these plus counter magic and cards like brave the elements could make for an easy win against most decks. If I see a card that says “if you’re running those colors why the heck wouldn’t you?” I always see it as a tad overpowered, if not really overpowered. A good idea but just a little to easy to pull off. 4/10
Originally posted by:jwanders
Draallich Urn
Artifact (MR)
When Draallich Urn comes into play, each player's life total becomes 20.
You can't pay life.
If a player would lose the game for having 0 or less life, that player wins the game instead. (If more than one player wins at the same time, the game is a draw.)
Very interesting. It really reverses the way the game is played. Only I would change it to “Players can’t pay life” otherwise you could really screw yourself. Reasonably costed and splashable. Overall an interesting concept and a balanced, playable card. 7/10
Originally posted by: scarlet_blade12
Grand Communion
Enchantment R
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and it becomes 0/2. Put the rest of the revealed cards in your graveyard.
Sacrifice twelve non-token creatures you control: You win the game at end of turn.
Twelve of them, each from a different background, came together after the same struggle to unleash the great force driven within each of their potential.
I like it, a lot. Obviously it’s run in a creature heavy deck with some enchantment tutor. Also I am assuming that if they destroy it before the effect triggers (which by the way should be at the beginning of the end step) then you have to start over. Balanced, and hard to trigger, but very doable. A really solid card with a very creative concept. 8/10
Originally posted by: GetItWrong
Prophesied Hero
Creature--Human Knight (rare)
2/2
First strike, vigilance
Whenever a Goblin creature is put into a graveyard from the battlefield, if it was dealt damage by Prophesied Hero this turn, you win the game.
"And yea, though he bring everlasting peace, ye shall know him by the green blood that drippeth from his sword."
--Book of the End
I’m really not sure about this one. In a match against goblins its unbelievably powerful (especially with souls fire) but against anything else it’s just a bad white knight. 3/10
Originally posted by: Megiddo
Inevitable Victory
Enchantment
As Inevitable Victory enters the battlefield, name a card.
When you draw the last card of your library, reveal it. If it's the named card, you win the game.
I like it. Very cool concept. Its answerable (sadistic sacrament in any form) so it’s not overpowered. A Johnny card that I could see people running in extended, casual or otherwise. 7/10
Originally posted by: Kollaps
Prismatic Sanctuary
Enchantment
~ is colorless.
At the beginning of your upkeep, if you control more permanents with four or more colors than you do permanents with three or fewer, you win the game.
I like the concept but it’s a little too hokey. I understand that land is colorless and that they would count against it but it seems a really roundabout way as opposed to a direct condition that’s really difficult (Door to nothingness) or a complex way that’s flavorful and easily built around, (Battle of wits). 5/10
Originally posted by: ohmusama
I'm tired of playing
Sorcery {UN}
I'm tired of playing cannot be countered or exiled, or be the target of spells or abilities, or anything else that would prevent its effect from happening.
Each player rolls the same die. The player with the higest die roll wins the game. (If two players tied for the highest, neither win, and everyone loses.)
No I don't have enough time for another game.
Very funny, I’ve definitely been there myself but a dice roll for the game? Even in an un-set is just really silly. 2/10
Originally posted by: Mobiusman
Sanity Gorger
Legendary Creature - Horror (r)
Flying, shroud
If ~ would deal combat damage to a player, instead you discard that many cards. If you can't, you win the game.
Thought for food.
1/1
It’s already very powerful but shroud pushes it over the edge toward broken. Hand dumpers in black are way to common and this guy would be a turn 4 win almost every game. You have to look to cards like Helix pinnacle when designing a “win” card, and a card that can win a couple of turns by itself is way to powerful. 3/10
Originally posted by: Diven
Lucky Sevens
Sorcery
If you control exactly seven of 3 different permanent types, you win the game.
"What can I say?" Turkel said smugly as he blew the smoke from his spell-slinging fingers, crowd gazing open mouthed at the mage. "I’m just a lucky guy."
Huh. Cool concept, but I’m not really sure about the condition… It’s interesting and all but it just seems a little meh… Though I suppose it is a reasonable enough condition. However again when it’s placed next to cards like Battle of wits that demand that the deck be built with them in mind it just seems to much like a card you could throw in just in case you happen end up with “exactly 7 of 3 different permanents types”. 5/10
Originally posted by: Bertech.dk
Hoarding Wizard
Creature - Human Wizard (R)
Whenever you have 9 or more cards in your hand you win the game. 2/3
Way to powerful. In blue all you need is divination and you win. 3/10
Originally posted by: Caesarius
Ascension Stasis
Sorcery {R}
Skip your next four turns: You win the game at the beginning of your next upkeep.
"The seeress spent aeons dedicated to her trance of enlightment. She emerged a goddess without peer."
I like it. A lot can happen in four turns and it will push your opponent to deal as much damage as quickly as possible. The only down side I can see is against control or other more passive decks this could be very very strong. Even against more aggressive decks when couples with creature like Wall of denial and cheap, possibly repeatable fog effects it could be very hard to answer. A good idea with good flavor but just a little too strong. 6/10
Originally posted by: Zanny77
1337 Skillz
Sorcery
As you cast 1337 Skillz, if you have exactly 2 cards in your hand, 5 creatures, 12 lands, 1 enchantment, and 3 non-creature artifacts on the battlefield, you win the game.
"j00 r teh n00b!!!"
--MWS user
To convoluted. It would be very hard to build a deck that this could reasonably be played in. The color choices for this card don’t really make a lot of sense, I would see it more as a five color card. 3/10
Originally posted by: Little_Money
Helm of Glory v.2.0
Legendary Artifact
At the beginning of the end step, if you have seven cards in hand, and your life total is 20 or greater, and you control five or more creatures, and you have seven or more cards in your graveyard, and an opponent has been dealt five or more damage by sources you control, you win the game.
I like it. Hard to trigger and with strong fluff representation of the mechanics. The fact that you have to optimize so many aspects of the game is evident enough that it being splashable is fine as well as the fact that any of the conditions can be affected at instant speed. 7/10
Originally posted by: CrimsonCrossfire
Final Ascension
Enchantment (MR)
At the beginning of your upkeep, you win the game if you control no other non-land permanents other than ~ and a legendary creature, and each of your opponents control no non-land permanents.
Very The cheese stands aloneish. A reasonable condition and five colors makes it non-splashable. A good card, but just a good card. 6/10
Originally posted by: Seryph
And the winner is: scarlet_blade12. Congratulations and good effort by all.
Oh and a bone toss to: bloodyspasm
Together We Conquer
Enchantment (R)
At the beginning of your upkeep, if you control 4 nontoken creatures with the same name, you win the game.
Same thing as Seryph only more believable because of the cost. It seems like more of a green/white card but is suppose I could see it as 5 color. Finally again with cards like clone and such just a little too powerful and the cost makes it hard to build a deck around it that can take advantage of its condition. 4/10
Standard: In Transition
Modern: RG Urzatron
Legacy: W Mighty Quinn
UW Stoneblade
Vintage: GWU "Classic" Angel Oath
GW Enchantress
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(W/B) Teysa, Orzhov Scion (W/B)
G Devoted G
(U/R) Scramblefun (U/R)
(W/U) Heh, Birbs (W/U)
Next Challenge... I'll let you what I want? I want cards that goes well with some of my favorite Johnny cards ever. I want a card that has synergy with ONE the following:...
Haakon, Stromgald Scourge
Dominus of Fealty
Painter's Servant
Terastodon
Wrexial, The Risen Deep
Isperia, The Inscrutable
Krark's Thumb
Realm Razer
and finally... Sanguine Bond
Have fun making my day. Or ruining it! (Kidding.)
Enchantment
Whenever a noncreature permanent is put into a graveyard from the battlefield, you may put a 3/3 green Elephant creature token onto the battlefield.
Enchantment (R)
During each player's upkeep step, they choose a color. Their opponent then reveals their hand. That player gains 1 life for each color of the chosen color in their opponent's hand.
They stared at each other, praising the thoughts that dwell in each others' minds.
This one works with Isperia.
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(W/B) Teysa, Orzhov Scion (W/B)
G Devoted G
(U/R) Scramblefun (U/R)
(W/U) Heh, Birbs (W/U)
(Mostly Haakon, but also Wrexial.)
Stromgald Reanimator BB
Creature - Human Knight
First strike
Whenever a spell is cast from a graveyard, you may draw a card
2/2
Modern
UWRJeskai ControlRWU
RWGBurnGWR
Legacy
UWStonebladeWU
1R
Tribal Sorcery--Shapeshifter (common)
Changeling
Add RRR to your mana pool.
All creatures gain all creature types until end of turn.
The explosive birth of a new breed of changelings casts an eerie glow over all of Lorwyn that briefly overwhelms the perpetual sun.
Make a card called Long For This World.
Chromophile
Artifact Creature—Golum
When Chromophile comes into play, choose a color.
Chromophile gets +1/+1 for each permanent of the chosen color in play.
-1/-1
Enchantment {R}
If ever you would gain control of a permanent you don't control may choose to pay UR, if you do, return ~ to its owners hand: target player gains control of target permanent.
If ever your resolve in your loyalties slips, even for a second, you will forever lose control over who you choose to serve.
Standard: In Transition
Modern: RG Urzatron
Legacy: W Mighty Quinn
UW Stoneblade
Vintage: GWU "Classic" Angel Oath
GW Enchantress
Creature - Human Warrior [U]
If you would lose control of a permanent you control, it stays under your control instead.
The Vaults are essential to the Mujarthi order. Without them, the Clans would steal from one another as often as they do outsiders.
3/2
This may not work as I intend it to, but my belief is that it would keep things stolen by effects like Dominus of Fealty (round requirement) and Sarkhan Vol on your side indefinitely as well as preventing those and others such as Mind Control from effecting your permanents.
Artifact - R
If Altar of the Eternities is destroyed, return to play all permanents you control that were destroyed this turn.
The Altar undoes what cannot be undone. Regret is a meaningless word to those who have sought and found it's power.
Sig & Avvy by Disappointing Signets Inc.
CCC&G BRAGGING RIGHTS
Mafia Statistics
I collect pacifism: 228
Krark, Goblin Luckmancer RR
Legendary creature - Goblin Wizard(R)
Whenever you win a coin toss, ~ deals 1 damage to target creature.
If ~ is the only creature on the battlefield, whenever you win a coin toss, ~ deals 1 damage to target opponent.
1/1
"How lucky can one Goblin be?"
IIW
Edit: Nope, Gonna finish after. (1 PM CNT)
For 6 mana this can come out a little later, but then again it can be set up to use with Terastodon and even Woodfall Primus, plus it can be easily ramped. This is a great card for Mono-Green Control decks and it can really have an impact when you blast your own lands with the Big Elephant. My only complaint is that it could of cost a little less…It may get away with just 5 mana.
Sure, it works with Isperia, but the biggest complaint I have is the misuse of timing. This and Isperia both cost 5 to cast. If this was at 4 mana then it would of got away with being a very good card in general as well as being a card worthy of an Isperia deck, but with both at five, you’d play Isperia first, turn 6 Beautiful Minds, their turn you reveal your hand, turn 7 your upkeep they reveal their hand. Vice versa is about the same results, except you won’t swing with Isperia earlier.
It’s a nice idea, but then again, mana costs count when it comes to synergy.
This is a great card to see for Haakon, though I worry about how easy it is for Black to get card draw. For a mono black card I would picture “lose 1 life draw a card” but that’s not the case. This is a great card though… My inner Vorthos is ashamed for the lack of flavor.
This would be a fine reason to run Black/Red Knights, since the creature base can be supported with stuff like Lim-Dul’s Paladin. Anyway, this is a nice card, but I worry about Infinite combos though because it’s only a Fireball/Grapeshot away from winning…and I see no fun in that. Outside of that, it’s a very flavorful card, but it’s kind of a better Desperate Ritual.
A very versatile Chameleon Spirit. It’s nice that you can fit it with any deck along side with Painter’s Servant and make it so you can power him up or have him as a guy working for you if you decide to play Tokens or have a lot of permanents of the same color out. It’s an ok card, great at uncommon level.
Should say “If a spell or ability you control would gain control of a permanent you don’t own, you may pay UR. If you do, return Lash of Allegiance to its owners hand and gain control of that permanent. (This effect doesn‘t end at end of turn.)”
Tricky card. This makes cards like Dominus, Threaten, Act of Treason and friends into Mind Controls. Not too shabby, great to build a deck around since those two colors can take control of things. The flavor is quite nice.
A 3/2 for 3 body is pretty cool. The effect is nice but the body is fragile. Great for combos like Threaten and Domy…much like the above card. Not a bad card, and it saves you from getting your own stuff stolen too.
Nice design, but this easy to exploit with cards like Harrow and Crop Rotation… which would totally be in a Realm Razer deck. Nice idea, but the power issue is an issue.
Pretty decent with the big Elephant, and it can create neat combos with cards like the Rakdos Demon as well, and can be very good with Planar Cleansing and the like. Very combotastic. :]
Very deadly for a landfall card. Realm Razer with this out can really cause some bad vibes to go out on other players, but this also has good synergy with other cards without being terribly overpowered. The Mana cost is very weird, but it does seem like the drawback.
Very underwhelming. The effect shouldn’t be just a simple ping for something that may not happen ever. Even with the thumb, it’s not all to flashy for a rare. The second ability seems tacked on, it’s be easier to say “critters or players”
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Lots of great cards, but this one goes to Emocakes because of the sheer versatility of what his card can create and how much synergy it has besides with Terastodon. Good job, man...I may want to make a deck around that card now.
I would like to see the most oxymoronic card you can fathom. Be sure and try to make it flavorful.
Just for reference...
Oxymoron - A rhetorical figure in which incongruous or contradictory terms are combined, as in a deafening silence and a mournful optimist.
Sig & Avvy by Disappointing Signets Inc.
CCC&G BRAGGING RIGHTS
Mafia Statistics
I collect pacifism: 228
Instant (U)
Target player sacrifices a creature and gains life equal to that creature's converted mana cost. Until end of turn, whenever target player plays a spell, he or she loses life equal to the sacrificed creature's converted mana cost.
"...And faith unfaithful kept him falsely true." ~ Alfred Tennyson, Idylis of the King
IIW
Make a card based on a Rolling Stones song
Creature - Human Soldier
You cannot play black spells.
"I will not allow us to do something that displeases God...even though I know Hes not there."
4/4
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(W/B) Teysa, Orzhov Scion (W/B)
G Devoted G
(U/R) Scramblefun (U/R)
(W/U) Heh, Birbs (W/U)
Creature - Shapeshifter
Whenever Original Copy enters the battlefield, put target creature on the bottom of its owner's library. Original Copy becomes a copy of that creature.
Never content as just a copy, it saught to be the only copy.
1/1
Me, Win. You, Make Card:
Creature - Zombie {U}
As long as you control a mountain, Fast Zombie has haste.
"I thought zombies were slow, until I saw a pack of them charging down a stalwart kor."
2/1
Inside Out2RWInstant
Return all creatures from your graveyard to the battlefield. These creatures have haste.
Exile all creatures put into the battlefield this way at the end of your turn.
"The armor is uncomfortable this way, but I am one for fashion."
Well, as my research failed pretty bad, at least an oxymoron within Magic was discovered. If a redo is allowed,
Liquid Ice 1UU
Creature - Wall
Shroud, Flying, Defender
Whenever Liquid Ice blocks a creature, that creature does not untap during their controller's next uptap step.
"To fall in a pool of liquid ice is to fall into a frozen death."
0/3
Credit to Brofaux for this awesome signature
er, there's already a card called Inside Out: Inside Out
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(W/B) Teysa, Orzhov Scion (W/B)
G Devoted G
(U/R) Scramblefun (U/R)
(W/U) Heh, Birbs (W/U)
Elemental Artifact Creature
At the beginning of your upkeep, you may put a 0/1 Elemental Artifact creature token onto the battlefield.
Sacrifice an Elemental Artifact creature token, Gigantic Microorganism gets +1/+1 until end of turn.
3/3
"What? Gigantic Microorganism is evolving!"
Instant
Cast ~ only before the declare attackers step.
You choose which creatures you control block this turn.
You choose how each creature you control blocks this turn.
like Master Warcraft but strictly better.
Ruins of Tourach's Gate
Illusional Fears
Ancient Knowledge
False Sense of Security
Floating Caches
A Bit Touch
Nurtured Rooted
Underground Lizards
Tropical Changling
A Brown Cordless
Snowstorm Avalanches
Spitted Baller (by Brofaux)
Two words combined that can't make sense.
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(W/B) Teysa, Orzhov Scion (W/B)
G Devoted G
(U/R) Scramblefun (U/R)
(W/U) Heh, Birbs (W/U)
4(W/R)(W/R)
Creature--Giant Dwarf (uncommon)
5/5
When Colossal Duergar attacks, tap all creatures with toughness 2, 3, or 4.
At first, the kithkin sentry thought it was a normal duergar venturing suicidally close. Then, she realized it was still leagues away.
Make a card called Long For This World.