Hellfire Ultimatum: Clunky wording and weird funcionality, but i think its balanced... 8/10.
Two cards? I don't think the rules of the game allow that, but either way:
Arcanite Golem
Cost: 3WU
Artifact Creature - Golem
Vigilance
When Arcanite Golem enters the battlefield you may put an aura card from your hand onto the battlefield attached to it.
3/1
Elspeth's Shield
Cost: 3WW
Enchantment - Aura
Enchant white creature
Enchanted creature is indestructible and has shroud.
Next: A Cube
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YOU ARE SURPRISED BY A MANTICORE! IT QUICKLY SHREDS YOUR FLESH AND DEVOURS YOU!
Arcanite Golem - Everything is good except the p/t is nether golem-y, white, or blue, or 5-mana-y to me. I could see it being a 2/4 or a 3/3 or even a 3/4. 7/10.
Elspeth's Shield - I don't like the Shroud, doesn't feel monowhite to me. 8/10
Cube of Morg Plane - Luvidein
When you Planeswalk to ~, reveal the top 6 cards of your planar deck, exile them, and ~ becomes a copy of one of those cards of your choice. When you Planeswalk away from ~, shuffle all cards exiled with it into their owner's Planar deck. C: Whenever you roll C, you may have ~ become a copy of another card exiled with ~.
ha ha ha geometry...
Next - A non-creature, non-pump (+x/+x) spell that affects combat.
8/10. While I like the idea, 6 cards seems like it's too much. In addition, as worded, if another player planeswalks, then you'll just flip Cube of Morg onto the bottom and the exiled cards will remain exiled. You should word that to read "When a player planeswalks away from,..." And no, the ability won't qualify for other players on their turn, as the "When you planeswalk away..." clause applies to you, as it is applied during the resolution of a triggered ability applying to you.
Roiling Inferno 3RR
Instant
As an additional cost to cast Roiling Inferno, sacrifice a nonland permanent.
Roiling Inferno deals X damage to each creature, where X is the converted mana cost of the sacrificed permanent.
(yes, this is based on Zendikar)
Next: a kraken, Grixis dragon, gargoyle or vampire in Alara Reborn (one taking advantage of the new mana, creatures and cultures available or vice versa)
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
Roiling Inferno: Yes, it affects combat but in it also affects a whole lot of things. If it prevented combat damage, made creatures unblocked or something else, would gain points for elegance... 6/10.
Venerable Vampire
Cost: 4BG
Creature - Vampire
Flying
Prevent all combat damage creatures with power 5 or less would deal to Venerable Vampire.
"Grixis inhabitants have found a whole new pantheon to feed on."
5/5
Next: A card that you start the game with (a variation of the Leylines).
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YOU ARE SURPRISED BY A MANTICORE! IT QUICKLY SHREDS YOUR FLESH AND DEVOURS YOU!
A plane card's controller is the player whose turn it is (although this can change when a player leaves the game; see Leaving the Game, below). When a plane card's abilities talk about "you," they're always talking about the plane's current controller. If the plane's abilities have targets, its current controller chooses them. The rules below will occasionally make a distinction between a plane card's owner and its controller.
Ergo, When a player Planeswalks to or from this plane, they are always the "You" the plane is referring to.
Venerable Vampire
Cost: 4BG
Creature - Vampire
Flying
Prevent all combat damage creatures with power 5 or less would deal to Venerable Vampire.
"Grixis inhabitants have found a whole new pantheon to feed on."
5/5
Next: A card that you start the game with (a variation of the Leylines).
Hmm.
If anything Venerable Vampire seems a bit vanilla to me. It's a 5/5 flyer for 6, a decent deal, assuming rare, and its ability is straightforward. Doesn't try too much but does what it does well. Flavor makes sense but doesn't have "woah". All in all, a pretty average card. 6.5/10.
As for a new Leyline: Leyline of Duplicity2(U/B)(U/B)
Enchantment
If Leyline of Duplicity is in your opening hand, you may begin the game with it in play.
Whenever a permanent enters the battlefield, its controller pays 1. If they don't, exile that permanent.
Next: A card that uses X and Y variables.
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Thanks to PurpleD for the awesome banner!
(Semi-retired)
Wow that's an absolutely brutal card. It basically says I can't play spells until turn, what, three?
Turn 1 land, have to tap it.
Turn 2 land, have to tap it, can't play any 1-drops.
Turn 3 land, have to tap it, can finally play a one-drop.
Strictly speaking this doesn't really affect the game THAT much, since it just slows everything down a few turns (and makes playing more than one permanent per turn nearly impossible). However, I must give this a 0/10 because if two of them wind up on the battlefield at the same time, it will completely lock your opponent out of the game. And you, but I'm sure that you have all kinds of free spells to exploit.
"nonland" probably would have made this better, by the way.
A good (extended legal!) strategy might be to:
1. Have two of these enter the battlefield before the game begins.
2. Since nobody can play any spells, just draw; go for twenty minutes.
3. Play a land, tap it for whatever amount of mana and then exile it.
4. Exile Simian Spirit Guide
5. Exile two green cards in your hand to drop a 1/1 Allosaurus Rider, pay 2, get there.
Unless your opponent has a 1cc removal spell, it's pretty much game right there.
It's unlikely, but... still pretty broked.
an XY spell.
Pinpoint Fingers of Fire XYR
Instant
Pinpoint Fingers of Fire deals X damage to one target creature and Y damage to another target creature. It's definitely a bad idea to pick your nose now.
Next: Make a card that has an effect before the game begins (like Serum Powder).
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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
Seems kind of obvious, but not a bad card design. It's an obvious two for one, that winds up costing between 3-7 mana for that, or a overcosted burn spell at instant speed for one creature. 6.5/10
Sacrifice to Chronos BBB
Instant
Any time you could mulligan, if Sacrifice to Chronos is in your hand you may exile it and skip your next turn. If you do, draw cards until you have seven cards in your hand.
Draw cards until you have seven cards in hand. For each card you drew, skip a turn.
When the urborg mages invaded Tolaria, some became so obsessed with research that they simply were lost to time. Centuries later, the dreaded Guild of Deathchrons formed an army to match the threat of the Phyrexians
Meant for a time based set based around turn manipulation. the card is geared towards vintage/legacy, but I don't play either so I don't know how much this card will be played there.
Next: A card that has an effect after the end of the game.
Sacrifice to Chronos -
Someone that understands probability and stats better could probably do a better job of evaluating this card. I want to say it's broken, but I'm not sure.
It allows Combo to take a first Paris (going 6 deep), second Paris (5 deep), and on the third Paris (4 deep), if they have this card, they can go 7 deep again looking for their combo. Losing a turn isn't really a big deal, beause Combo will just win on their turn anyway.
But the chances of drawing this card diminishes with each Mulligan. On your opening hand, it just gives you one extra card, so it's not very useful... its usefulness increases as its probability of being in your hand decreases.
When you play this card straight up, it's terrible unless you want to win on that turn. Spend your hand, for your combo, draw 7, including another copy of this, spend your hand again, play this card, draw 7, etc. until you combo out and win.
So I say.... 5/10
Post game card:
Razorblade Guillotine - 4 Artifact
At the beginning of your upkeep, ~ deals 3 damage to each opponent if that player has no cards in hand.
When ~ is turned face up, if it has dealt combat damage to a player this turn, that player discards four cards.
Morph 1BB
Note: The post game effect? At the end of the game, the rules state that any face-down creatures must be turned face-up to reveal that it does in fact have morph.
Great solution, LittleMoney! I was cracking my head to keep the cards non-silverbordered... 10/10.
Elemental Essence
Cost: 2RU
Enchantment
When you play a instant or sorcery spell with converted mana cost 5 or greater, you may turn Elemental Essence face up. 1(R/U)(R/U): Copy target instant or sorcery spell you control. You may choose new targets for the copy.
Morph (You may cast this face down as a 2/2 creature for 3)
Note: non-existant costs can't be played.
Next: another card with a non-existant cost somewhere.
o, interesting, don't like the wording of the flip, but otherwise its a cool idea, you need like 8 mana to use it properly, otherwise its kinda just a mirari you can use more that once... seething song for the win? 7/10
anyway:
Iron-fist Giant
Cost: ----
Creature - Giant Warrior
~ is red and white.
Haste, Double Strike
4/3
Iron Fist Giant - without Suspend, or Morph, or some kind of mechanic that allows it to be played without being cast, this card relies on some other card (Dramatic Entrance comes to mind) to put it onto the battlefield. But even a 4-powered double striker isn't superb if I *need* to combo it with something like that. I mean, I'd rather Dramatic Entrance/Tooth and Nail/Use Jhoira to Suspend/etc. a much more powerful thing than this.
Plus, in limited formats, this would be total garbage. 4/10
Ranger of Illithorne - 2G Creature - Elf Warrior
Forestwalk
Elfcycling - G(:symg:, Discard this card: Search your library for an Elf card, reveal it, and put it into your hand. Then shuffle your library.) 2/3
Next - a card that comes in threes (interpret as you wish)
well theres a card that'll never ever get played.. it would however be in every elf deck nonetheless... i like it cos it slows them down ever so slightly, but make them a little more consistent in some matchups.. forestwalk is kinda cool as a way to make it conditionally good, but i think i'd rather have a 2 cost of my choice or something really broken for next turn. 8/10
also reanimate, death etc the giant for no lifeloss 8 damage guy turn 2, it has is uses.
Cruel TrapB
Instant
Counter three target spells, destroy three target creatures and return three target creatures from your graveyard to your hand.
also reanimate, death etc the giant for no lifeloss 8 damage guy turn 2, it has is uses
Sure, it's not useless, but I just said I think there'll be better... again, if I'm playing reanimator, why wouldn't I reanimate Akroma instead of this guy? Sure, there's the lifeloss but Akroma has Flying and pro-two colors, a bit harder to deal with. He should have Unearth or *something*.
I'm going to let someone else do this next one tho, since I just went...
I...I honestly have no idea how to interpret this. It's slightly off-color, bizarre, and I can't tell if it fits the prompt or not, and it's generally pretty bad. ...6/10. I have no better ideas.
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
Amrou Champion: Compare with Amrou Seekers and youl'll see that's somewhat undercosted... 6/10.
Avalanche Trap
Cost: SSUU
Instant - Trap
If an opponent played a snow spell this turn, you may pay SS instead of paying Avalanche Trap's mana cost.
Untap all snow permanents you control.
Next: A plant planeswalker.
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YOU ARE SURPRISED BY A MANTICORE! IT QUICKLY SHREDS YOUR FLESH AND DEVOURS YOU!
Amrou Champion - fits the challenge, not a whole lot to say here. 7/10
Crushing Avalanche - 4BG
Instant
If two creatures an opponent controls are assigned as blockers, you may pay 1S and sacrifice a snow-covered swamp and a snow-covered forest instead of paying ~'s mana cost.
Destroy target creature and target land.
Next - An incarnation
'nathd
Avalanche Trap - Untapping all your things doesn't feel like a "trap" to me. 7/10
Ugh, I don't have time to do another challenge right now.
Next poster, rate my card and repeat Tranquilo's challenge.
Grandmother Willow2GGG
Planeswalker - Willow
+1: Put a 0/3 green plant creatures with defender into play.
-3: Draw two cards if you control a green creature.
-9: Gain life equal to the total toughness of all creatures in play. If you have more than 100 life and more than seven cards in hand, you win the game.
6
I'm going to ignore the previous post since he didn't follow the rules.
----------------------------------------
Crushing Avalanche - :4mana::symb::symg:
Instant
If two creatures an opponent controls are assigned as blockers, you may pay and sacrifice a snow-covered swamp and a snow-covered forest instead of paying ~'s mana cost.
Destroy target creature and target land.
Don't really see it as a B/G card, I'd say its more BR, but I may be mistaken there. Still a cool card. 7/10
Might7RW
Creature - Incarnation Knight
Haste, Trample, Double Strike, Vigilance, Lifelink
As long as ~ is in your graveyard, creatures that have first strike have double strike instead.
5/5
Might: That is a loooong list of abilities. Strictly speaking though, no longer than Akroma. He dies to doom blade, too, which is good.
And I really like the graveyard ability. I would say "creatures blah with FS HAVE DS," just to avoid the confusion.
Bottom line: an expensive and splashy card with a neat ability. 9/10.
Numot's CharmRWU
Instant
Choose two -- Numot's Charm deals 2 damage to target creature or player; or destroy target nonbasic land; or draw a card.
Next: Do the same challenge again. Does NOT have to be a charm.
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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
Solid card, it does not evoke the dragon so much though. 7/10
Intet's Dream {U}{R}{G}
Enchantment
When Intet's Dread enters the battlefield, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet's Dream is on the battlefield.
Make a card with either Bone or Throne in the name, but not both.
Btw eriku, you know that when you use taGS,yoUCanjUStlEavEitaSURGanditaPPEaRSaS[mana]URG. You don't have to type {U}{R}{G}
Intet's Dream {U}{R}{G}
Enchantment
When Intet's Dread enters the battlefield, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet's Dream is on the battlefield.
I am a bit confused about the ability... so you exile the top card but you can play it whenever you want without paying its mana cost? Thats not bad, that's very cool. Its a nice ability for a decent cost. 7/10
Throne of Flames(R/U)(R/U)(R/U)
Artifact Enchantment - Aura
Enchant Creature
As long as enchanted creature is blue, it has shroud. As long as enchanted creature is red, it has +2/+2.
Next: Make an equipment or an enchantment that gives Absorb X
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IIW:
Multicolored millcards in something other than dimir.
Two cards? I don't think the rules of the game allow that, but either way:
Arcanite Golem
Cost: 3WU
Artifact Creature - Golem
Vigilance
When Arcanite Golem enters the battlefield you may put an aura card from your hand onto the battlefield attached to it.
3/1
Elspeth's Shield
Cost: 3WW
Enchantment - Aura
Enchant white creature
Enchanted creature is indestructible and has shroud.
Next: A Cube
Elspeth's Shield - I don't like the Shroud, doesn't feel monowhite to me. 8/10
Cube of Morg
Plane - Luvidein
When you Planeswalk to ~, reveal the top 6 cards of your planar deck, exile them, and ~ becomes a copy of one of those cards of your choice. When you Planeswalk away from ~, shuffle all cards exiled with it into their owner's Planar deck.
C: Whenever you roll C, you may have ~ become a copy of another card exiled with ~.
ha ha ha geometry...
Next - A non-creature, non-pump (+x/+x) spell that affects combat.
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)
Roiling Inferno
3RR
Instant
As an additional cost to cast Roiling Inferno, sacrifice a nonland permanent.
Roiling Inferno deals X damage to each creature, where X is the converted mana cost of the sacrificed permanent.
(yes, this is based on Zendikar)
Next: a kraken, Grixis dragon, gargoyle or vampire in Alara Reborn (one taking advantage of the new mana, creatures and cultures available or vice versa)
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
Venerable Vampire
Cost: 4BG
Creature - Vampire
Flying
Prevent all combat damage creatures with power 5 or less would deal to Venerable Vampire.
"Grixis inhabitants have found a whole new pantheon to feed on."
5/5
Next: A card that you start the game with (a variation of the Leylines).
From the Planechase Rules:
A plane card's controller is the player whose turn it is (although this can change when a player leaves the game; see Leaving the Game, below). When a plane card's abilities talk about "you," they're always talking about the plane's current controller. If the plane's abilities have targets, its current controller chooses them. The rules below will occasionally make a distinction between a plane card's owner and its controller.
Ergo, When a player Planeswalks to or from this plane, they are always the "You" the plane is referring to.
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)
Hmm.
If anything Venerable Vampire seems a bit vanilla to me. It's a 5/5 flyer for 6, a decent deal, assuming rare, and its ability is straightforward. Doesn't try too much but does what it does well. Flavor makes sense but doesn't have "woah". All in all, a pretty average card. 6.5/10.
As for a new Leyline:
Leyline of Duplicity 2(U/B)(U/B)
Enchantment
If Leyline of Duplicity is in your opening hand, you may begin the game with it in play.
Whenever a permanent enters the battlefield, its controller pays 1. If they don't, exile that permanent.
Next: A card that uses X and Y variables.
Thanks to PurpleD for the awesome banner!
(Semi-retired)
Turn 1 land, have to tap it.
Turn 2 land, have to tap it, can't play any 1-drops.
Turn 3 land, have to tap it, can finally play a one-drop.
Strictly speaking this doesn't really affect the game THAT much, since it just slows everything down a few turns (and makes playing more than one permanent per turn nearly impossible). However, I must give this a 0/10 because if two of them wind up on the battlefield at the same time, it will completely lock your opponent out of the game. And you, but I'm sure that you have all kinds of free spells to exploit.
"nonland" probably would have made this better, by the way.
A good (extended legal!) strategy might be to:
1. Have two of these enter the battlefield before the game begins.
2. Since nobody can play any spells, just draw; go for twenty minutes.
3. Play a land, tap it for whatever amount of mana and then exile it.
4. Exile Simian Spirit Guide
5. Exile two green cards in your hand to drop a 1/1 Allosaurus Rider, pay 2, get there.
Unless your opponent has a 1cc removal spell, it's pretty much game right there.
It's unlikely, but... still pretty broked.
an XY spell.
Pinpoint Fingers of Fire XYR
Instant
Pinpoint Fingers of Fire deals X damage to one target creature and Y damage to another target creature.
It's definitely a bad idea to pick your nose now.
Next: Make a card that has an effect before the game begins (like Serum Powder).
Sacrifice to Chronos
BBB
Instant
Any time you could mulligan, if Sacrifice to Chronos is in your hand you may exile it and skip your next turn. If you do, draw cards until you have seven cards in your hand.
Draw cards until you have seven cards in hand. For each card you drew, skip a turn.
When the urborg mages invaded Tolaria, some became so obsessed with research that they simply were lost to time. Centuries later, the dreaded Guild of Deathchrons formed an army to match the threat of the Phyrexians
Meant for a time based set based around turn manipulation. the card is geared towards vintage/legacy, but I don't play either so I don't know how much this card will be played there.
Next: A card that has an effect after the end of the game.
Someone that understands probability and stats better could probably do a better job of evaluating this card. I want to say it's broken, but I'm not sure.
It allows Combo to take a first Paris (going 6 deep), second Paris (5 deep), and on the third Paris (4 deep), if they have this card, they can go 7 deep again looking for their combo. Losing a turn isn't really a big deal, beause Combo will just win on their turn anyway.
But the chances of drawing this card diminishes with each Mulligan. On your opening hand, it just gives you one extra card, so it's not very useful... its usefulness increases as its probability of being in your hand decreases.
When you play this card straight up, it's terrible unless you want to win on that turn. Spend your hand, for your combo, draw 7, including another copy of this, spend your hand again, play this card, draw 7, etc. until you combo out and win.
So I say.... 5/10
Post game card:
Razorblade Guillotine - 4
Artifact
At the beginning of your upkeep, ~ deals 3 damage to each opponent if that player has no cards in hand.
When ~ is turned face up, if it has dealt combat damage to a player this turn, that player discards four cards.
Morph 1BB
Note: The post game effect? At the end of the game, the rules state that any face-down creatures must be turned face-up to reveal that it does in fact have morph.
Next - Another noncreature Morph.
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)
Elemental Essence
Cost: 2RU
Enchantment
When you play a instant or sorcery spell with converted mana cost 5 or greater, you may turn Elemental Essence face up.
1(R/U)(R/U): Copy target instant or sorcery spell you control. You may choose new targets for the copy.
Morph (You may cast this face down as a 2/2 creature for 3)
Note: non-existant costs can't be played.
Next: another card with a non-existant cost somewhere.
anyway:
Iron-fist Giant
Cost: ----
Creature - Giant Warrior
~ is red and white.
Haste, Double Strike
4/3
basic and functional
next: a creature with cycling
Plus, in limited formats, this would be total garbage. 4/10
Ranger of Illithorne - 2G
Creature - Elf Warrior
Forestwalk
Elfcycling - G (:symg:, Discard this card: Search your library for an Elf card, reveal it, and put it into your hand. Then shuffle your library.)
2/3
Next - a card that comes in threes (interpret as you wish)
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)
also reanimate, death etc the giant for no lifeloss 8 damage guy turn 2, it has is uses.
Cruel Trap B
Instant
Counter three target spells, destroy three target creatures and return three target creatures from your graveyard to your hand.
next: a white creature with intimidate
OK I SHOULD STOP TALKING BEFORE THE GAME DIES
Sure, it's not useless, but I just said I think there'll be better... again, if I'm playing reanimator, why wouldn't I reanimate Akroma instead of this guy? Sure, there's the lifeloss but Akroma has Flying and pro-two colors, a bit harder to deal with. He should have Unearth or *something*.
I'm going to let someone else do this next one tho, since I just went...
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)
Amrou Champion
2W
Creature - Kithkin Rebel Soldier
First strike, intimidate
2/2
Next: make a Trap with an alternate cost based on snow
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
Avalanche Trap
Cost: SSUU
Instant - Trap
If an opponent played a snow spell this turn, you may pay SS instead of paying Avalanche Trap's mana cost.
Untap all snow permanents you control.
Next: A plant planeswalker.
Crushing Avalanche - 4BG
Instant
If two creatures an opponent controls are assigned as blockers, you may pay 1S and sacrifice a snow-covered swamp and a snow-covered forest instead of paying ~'s mana cost.
Destroy target creature and target land.
Next - An incarnation
'nathd
Avalanche Trap - Untapping all your things doesn't feel like a "trap" to me. 7/10
Ugh, I don't have time to do another challenge right now.
Next poster, rate my card and repeat Tranquilo's challenge.
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)
Planeswalker - Willow
+1: Put a 0/3 green plant creatures with defender into play.
-3: Draw two cards if you control a green creature.
-9: Gain life equal to the total toughness of all creatures in play. If you have more than 100 life and more than seven cards in hand, you win the game.
6
next: A Samurai Ninja.
----------------------------------------
Might 7RW
Creature - Incarnation Knight
Haste, Trample, Double Strike, Vigilance, Lifelink
As long as ~ is in your graveyard, creatures that have first strike have double strike instead.
5/5
Next: A card thats based on one of the planar chaos legendary dragons (Such as Intet, the Dreamer or Teneb, the Harvester)
Multicolored millcards in something other than dimir.
And I really like the graveyard ability. I would say "creatures blah with FS HAVE DS," just to avoid the confusion.
Bottom line: an expensive and splashy card with a neat ability. 9/10.
Numot's Charm RWU
Instant
Choose two -- Numot's Charm deals 2 damage to target creature or player; or destroy target nonbasic land; or draw a card.
Next: Do the same challenge again. Does NOT have to be a charm.
Intet's Dream {U}{R}{G}
Enchantment
When Intet's Dread enters the battlefield, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet's Dream is on the battlefield.
Make a card with either Bone or Throne in the name, but not both.
---------------------------------------------------
Throne of Flames (R/U)(R/U)(R/U)
Artifact Enchantment - Aura
Enchant Creature
As long as enchanted creature is blue, it has shroud. As long as enchanted creature is red, it has +2/+2.
Next: Make an equipment or an enchantment that gives Absorb X
Multicolored millcards in something other than dimir.
Posts: 3,273
Yeah I figured that out awhile ago. Thanks though
Multicolored millcards in something other than dimir.
Lymph Infusion 2W
Enchantment - Aura
Enchant Creature
Enchated Creature has Absorb X where X is equal to it's toughness.
NEXT: Make a Dragon without flying
100th Post (10/02/09)
MCC October 2009 Judge