Well, the alternate casting cost makes it borderline bah-roken. I'd gladly give up two of my starting cards to start tearing my opponent's hand in turn 2. That was called "Swamp-Dark Ritual-Hypnotic Specter" in Vintage and made many people very angry. The worst thing is that you don't even need the swamp..you may play it in a monoU deck with lots of drawing that'd make the alternate cost laughable. The ability and cost seem synergetic and coherent, though. 5/10
Random Iddling 1UR
Enchantment
Whenever a player would draw a card, he or she flips a coin instead. If the coin comes up heads, instead he or she puts the top card of his library in his graveyard and flips a coin. When the coin comes up tails that player draws a card.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Izzet Magewright - 7/10. It seems all right in concept, but as is it's a Sparkmage Apprentice, amplified, that fries a library card too. The fact that it's a good deal modal on top of that only worsens the overall package. Plus, there are two Y variables. It should be X and Y to minimize variable usage, shouldn't have X in the cost, and should have "As an additional cost to play ~, you may pay any amount of mana." That way, you don't create confusion over the lack of dependence upon an X variable.
Random Iddling - 8/10. Pretty good, but as ALWAYS :mad:, proper syntax is ignored. In a replacement effect, you say "if", IF!!! And "when" and "whenever" are saved for triggered abilities.
Spellweave Mirror 3
Artifact
Imprint - When Spellweave Mirror comes into play, you may remove a card in your hand from the game.
Whenever you play a spell, you may sacrifice Spellweave Mirror and turn the imprinted card face-up. If the removed card has the same name as that spell, you may play the removed card without paying its mana cost.
Next: grandeur on a spell card and/or a card with epic
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.
8/10: Well I like it, but it is one of those cards that has pretty convoluted text for what it actually does. I wonder if there isn't a more ellegant way to achieve the same effect.
Death Eternal :symb::symb::symb::symb::symb:
Sorcery
Target player loses 1 life.
Epic. (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.) Epic Grandeur - As you copy this spell, you may discard another card named Death Eternal. If you do, target player loses the game. "I am one of two guarantees in your life, and I sure ain't your taxes." -Death Eternal.
It sound like a rather good idea to have grandeur on an epic spell, but this doesn't sound like the best way to word it. Either you win the game outright (chances are you tutored the other copy beforehand) or you end up with a pretty poor ability and no way of fighting back. There is a chance that you might draw another Death Eternal while you are frozen in epic mode, but that wouldn't be a good thing to leave to chance. Overall, it was a good basic idea, but I think the effectiveness of the two effects should be balanced out.
7/10
Fuzzy3G
Fuzzy Creature- Fuzzy
Fuzzy (Spells that target this creature cost 3 more to play) "Fuzzy" -Fuzzy
3/3
Next: A card that is clearly for an uncommon slot.
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Always err on the side of power, it makes custom cards more interesting.
Fuzzy. 10/10 I like the concept very much. I just don't think we'll be seeing the name Fuzzy as a keyword though. Since its an unglued-type card like erikcu wanted so i'll let it slide. Nice work.
Rakdos Fireslinger :symr::symr::symb:
Creature - Human Rogue
When Rakdos Fireslinger comes into play it deals 1 damage to target creature then its controller discards a card.
Haste
:symtap:: Rakdos Fireslinger deals 1 damage to target creature that was dealt damage this turn.
That card is probably too good for it's price. It activates one turn after Jayemdae Tome and gives you card advantage with one activation. It probably would be a better card if it had some kind of weird drawback. 8/10
Malefic and Nefari2BB
Legendary Creature- Human Wizard
Whenever a player plays a spell, that player discards a card.
Whenever a player discards a non-black card, that player loses one life. "You can hardly tell them apart and hopefully you won't have to."- Pygic, Arcane Trickster
3/3
I want a creature that has the creature type "Being".
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Always err on the side of power, it makes custom cards more interesting.
Malefic and Nefari. 6/10. I think it may be too powerful against combo decks specially when you can cast it early. The discard ability can get abusive which can ruin a conducive playing environment, IMO.
Celestial Archon :1mana::symw::symw::symu::symu:
Creature - Being
Whenever Celestial Archon becomes the target of a spell or ability for the first time in a turn, counter that spell or ability.
:2mana::symu::symw:: Until end of turn if a spell or ability could target Celestial Archon but doesn't, that spell's conrtroller changes one of its targets to Celestial Archon.
4/4
next:
make an equipment that has a static ability when it is not attached to a creature.
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"It’s already dead… its brain just needs a moment to catch up." --Kiku
8/10 I don't like the mana cost or creature type (Being?) but it's very fine design.
Luminthread Shield 3
Artifact - Equipment
As long as Luminthread Shield isn't attached to a creature, creatures you control get +0/+1.
Prevent all damage that would be dealt to equipped creature.
Equip 2
Next: A creature that would live on the sun.
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Vintage - Where second turn indestructible 11/11's just don't cut it anymore.
9/10 Excellent ballance and flavor. I could see this getting printed, it really makes sense.
Plasma Elemental :xmana::xmana::symr:
Creature - Elemental
Haste.
Plasma Elemental comes into play with X +1/+1 counters on it.
When Plasma Elemental comes into play, destroy target creature with converted mana cost less than or equal to X. "Here comes the sun, dah-doo-dah-dah" - Frizdule, Elemental Mage
1/0
Plasma Elemental . 7/10. It's all good. But the 'destroy target creature' effect seem out of color. But there are a few out there like Fissure. Damage dealing is still the way to go (in red) for dealing with creatures.
I see it only effective at :2mana::symr: since you get a 2/1 haste creature and get rid of a Birds of Paradise or any pesky one-drop. In the late-game, paying :8mana::symr: would give you a 5/4 attacker and kill a 4cc creature. Bogardan Hellkite is still more effective, IMO. At mid-game paying :4mana::symr: you get a 3/2 attacker and kill a 2cc creature. At this stage of the game any 2cc creature shouldn't pose too high a threat anymore.
Next: Make a tutor
I know it's not exactly a tutor, but i'll post it anyway...
Blessings from the Depths :1mana::symb::symr: Sorcery
As an additional cost to play Blessings from the Depths pay X life. Shuffle your library then reveal the top 3 cards and put all non-land cards with converted mana cost X to your hand and return the rest on top of your library. If Blessings from the Depths is in your graveyard you may pay :0mana:, if you do shuffle it into your library.
next:
make a card with a drawback "you can't play instant or sorcery spells"
6/10. Poorly worded, an X with no assigned value, and an ability tacked on to the end that doesn't really work with it at all.
2R
Enchantment
You can't play instant or sorcery spells.
Whenever an opponent plays an instant or sorcery spell, you may pay R. If you do, copy that spell. You may choose new targets for the copy.
Next: something that makes Stangg-Twin tokens and/or whatever you make of these -
Recovery Kit 1
Artifact - Component
Sacrifice Recovery Kit: You gain 1 life, plus another 2 life for each assembled Component.
Basic Weaponry 2
Artifact - Component Equipment
Equipped creature gets +1/+0, plus an additional +1/+1 for each assembled artifact.
Equip 1
Basic Golem 3
Artifact Creature - Golem
Basic Golem gets +1/+1 for each assembled artifact.
1/1
Student Artificer 2U
Creature - Human Artificer
Assemble x1(x1: Remove up to X target artifacts you control from the game. If you do, put a Contraption artifact token into play with the abilities of each artifact removed this way. If any of the removed artifacts were creatures, that token is a creature with any power and toughness combination among the removed creatures. That token has converted mana cost X.)
Student Artificer can only assemble Components.
1/1
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.
8/10. A great way to get around the drawback; I love the card. Lost two points because I'm sure you could've had a name that was dripping in flavor for such a flavorful card.
I'm not sure exactly what you mean by "whatever you make of these," so I'll just make something that makes Stangg-Twin tokens.
Stangg Ridge
Land
:symtap:: Add R to your mana pool. 2RR, :symtap:: Put a 0/1 legendary red Stangg-Twin token into play with "As long as there are exactly two creatures named Stangg-Twin in play, the legend rule doesn't apply to them" and "Other Stangg-Twins get +2/+0 and have haste."
Next: An instant or sorcery with a supertype.
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Amazing banner by Rivenor and classic avvy by PurpleD
Stangg Ridge. 9/10. Not bad. The cost for making a token is a bit high for it to be big factor in the game, i think. But it being red then that's understandable since white is the master of token creation. A steady supply of legendary 2/1 twins with haste is not bad especially for red.
Next: An instant or sorcery with a supertype.
Hmm. let's see... this could be a futureshifted card like say,
(After resolving, phenomenal spells are removed from the game with a phenomenon counter on it.)
Counter target creature spell. As long as Barrin's Malevolence is removed from the game with a phenomenon counter on it, creature spells with the same creature type as the creature spell countered this way cost more to play.
Next: Make a card with a Planeswalker card type as one hinted at Tarmogoyf.
9/10 Very original super type. I like it. It would be interesting to have that counterspell in the game. The only problem is the casting cost. While fairly costed, in most formats it would be difficult to actually play. I would like to use a spell like that in many different decks.
----------------
Planeswalkers have cycling in their color.
You may only have one Planeswalker in play at a time. Sacrifice all but one if multiple copies come into play.
Lichardia, Dark Planeswalker
Planeswalker - Lich
(Cycling :symb::symb:)
At the beginning of the game you may search your deck for this card and put it into play.
If you control a non-black creature sacrifice it.
Each black creature you control is a Zombie in addition to its other types and has, ":symb:: Regenerate."
Next make a red, white or blue creature... (this month's first FCC challenge)
8/10. I like what you did making it play like the vanguard cards. Its power level is definitely dependent with the current environment. Its ability At the beginning of the game you may search your deck for this card and put it into play may make the game be a bit too predictable.
General Jarkeld, The Arctic Fox :3mana::symw: Legendary Creature – Rebel Soldier
General Jarkeld, The Arctic Fox has flash if you pay :symw::symw: more to play it.
All Rebels and Soldiers you control gain: “:0mana:: The next 1 combat damage dealt to this creature is dealt to target Rebel or Soldier you control instead.”
2/3
next: make a monocolored spell that have 2 kicker costs, the two being the two enemy colors. (i.e. If you made a white spell it should have Kicker and/or :1mana::symr:)
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"It’s already dead… its brain just needs a moment to catch up." --Kiku
7/10. I knocked off a couple points because it has naming issues and wording issues. The first ability doesn't work as written, since he has to already have Flash when you announce the spell (see the wording on Rout) and the second one would be less confusing if Jarkeld himself just had the ability but could target any Rebel/Soldier. In spite of all that, I do think it has good flavor and would play well, which is more important than those nitpicks.
Immortal Tutor 5BB
Sorcery
Delve, Kicker W and/or G.
If you paid the W kicker, put a card you own that is removed from the game into your graveyard. Then, if you paid the G kicker, put a card from your graveyard on top of your library.
Search your library for a card and put it into your hand, then shuffle your library.
Karma doesn't exist. You can't depend on it. If you count on it for justice or catharsis, you will find that you have placed your emotions on very unstable ground; and you will either repeat your disappointment in society over and over, or you will engage in a persistent delusion to protect yourself from that feeling.
Yes. It lacks elegance, but is interesting. Good idea, but too involved.
Volcanic Masochist :3mana::symrb:
Creature - Elemental Demon
Protection from Volcanic Masochist.
:1mana:: Creatures gain protection from Volcanic Masochist. Any player may use this ability.
When Volcanic Masochist comes into play, it deals 3 damage to each creature.
It is not hard to miss.
3/1
Volcanic Masochist. 9/10. Solid card. If you play it right you can clear the board in the early game. I still think you should have just made it :3mana::symr::symr: to cast or kept the cost at just red. Unless this is printed in the Ravnica block I see this this creature as pure red.
Make an enchantment that becomes an artifact.
Ideal to Idol :1mana::symu::symw:
Enchantment
Skip your next draw phase: Put a counter on Ideal to Idol
Skip your next combat phase: Put a counter on Ideal to Idol.
Remove two counters on Ideal to Idol: Ideal to Idol becomes an 5/5 artifact creature with first strike until end of turn.
next:
a creature with a triggered ability when it attacks.
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"It’s already dead… its brain just needs a moment to catch up." --Kiku
8/10: I like almost everything about the card, but I think the counter needs a name. Also, I think it should be black/white instead of blue/white.
Ghost ShriekerWB
Creature-Spirit
When Ghost Shrieker attacks, remove it from the game haunting defending player.
At end of combat, if Ghost Shrieker is haunting a player, you may return it to play. If you do, Ghost Shrieker deals damage equal to its power to that player.
2/1
Next: Another card that uses haunt in a creative way (I personally think there is a ton of design space in haunt).
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Amazing banner by Rivenor and classic avvy by PurpleD
10/10. Wow, I'm really impressed with that one. At first I was thinking it would require a change to the Haunt rules to allow players to be haunted, but then I realized that you circumvented that problem by not actually using the Haunt keyword. Very clever. I'm almost tempted to knock a point off because the ability is basically just unblockability, but it's a creative way to achieve it so I'll give it a 10 anyways.
Echoes From BeyondWUUB
Instant
Remove target sorcery or instant spell from the game. Remove Echoes From Beyond from the game haunting that card.
As long as they are removed from the game and haunted by Echoes From Beyond, cards have "x: Put a copy of this card on the stack. X is this card's converted mana cost. Each player may play this ability once each turn."
Next: Make a non-red Viashino with an unexpected profession
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Quote from Horseshoe Hermit »
Karma doesn't exist. You can't depend on it. If you count on it for justice or catharsis, you will find that you have placed your emotions on very unstable ground; and you will either repeat your disappointment in society over and over, or you will engage in a persistent delusion to protect yourself from that feeling.
8/10. While haunting something in that way isn't a bad idea, I really don't think haunting something removed from the game is as good. At least with suspend, there are time counters to track it, but haunting is something really particular.
From one possible version of Muraganda, here's a card par your request.
Saurian Shephard~ 1GG~
Creature - Viashino Shaman~ G: Target creature you control loses all abilities until end of turn.~
2/3~
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.
Saurian Shephard
Pretty nice card.. It can be a good combo with Muraganda Petroglyphs and a resistance to Hurricane or smthn like that. Better it used T for activation.. Hmm.. My points are 9/10
Autochton Giant9WG
Creature - Giant
Convoke
First strike
~ can't block creatures with power 2 or less.
~ can't be the target of spells with converted mana cost 2 or less. The most questions do people ask are: "Where does he sleep?" and "What does he eat?"
7/11
Next: An ultimate land-searching spell. About 5 land at once to play..
9/10 A very Timmy card. I like the idea about untargetable based on casting cost. Very nice.
Fertility Elemental :2mana::symg::symg:
Creature - Elemental
When ~ comes into play, you may search your library for four basic lands and put them into play tapped, then shuffle you library. "When she's in town, everyone gets busy." -Elvdarnaia, Elven Sage
3/3
4/10. Sorry, I just think it's undercosted and not really creative.
Robo-Squirrel Factory4
Artifact - Fortification
Squirrels you control are artifacts in addition to their types and have first strike.
Fortified land has "G, :symtap:: Put a 1/1 green Squirrel creature token into play."
Fortify 2
Next: Make a Legendary Imp Wizard
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Quote from Horseshoe Hermit »
Karma doesn't exist. You can't depend on it. If you count on it for justice or catharsis, you will find that you have placed your emotions on very unstable ground; and you will either repeat your disappointment in society over and over, or you will engage in a persistent delusion to protect yourself from that feeling.
Random Iddling 1UR
Enchantment
Whenever a player would draw a card, he or she flips a coin instead. If the coin comes up heads, instead he or she puts the top card of his library in his graveyard and flips a coin. When the coin comes up tails that player draws a card.
Random Iddling - 8/10. Pretty good, but as ALWAYS :mad:, proper syntax is ignored. In a replacement effect, you say "if", IF!!! And "when" and "whenever" are saved for triggered abilities.
Spellweave Mirror
3
Artifact
Imprint - When Spellweave Mirror comes into play, you may remove a card in your hand from the game.
Whenever you play a spell, you may sacrifice Spellweave Mirror and turn the imprinted card face-up. If the removed card has the same name as that spell, you may play the removed card without paying its mana cost.
Next: grandeur on a spell card and/or a card with epic
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.
Death Eternal :symb::symb::symb::symb::symb:
Sorcery
Target player loses 1 life.
Epic. (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.)
Epic Grandeur - As you copy this spell, you may discard another card named Death Eternal. If you do, target player loses the game.
"I am one of two guarantees in your life, and I sure ain't your taxes." -Death Eternal.
Make an unglued type card.
7/10
Fuzzy 3G
Fuzzy Creature- Fuzzy
Fuzzy (Spells that target this creature cost 3 more to play)
"Fuzzy" -Fuzzy
3/3
Next: A card that is clearly for an uncommon slot.
Rakdos Fireslinger :symr::symr::symb:
Creature - Human Rogue
When Rakdos Fireslinger comes into play it deals 1 damage to target creature then its controller discards a card.
Haste
:symtap:: Rakdos Fireslinger deals 1 damage to target creature that was dealt damage this turn.
"We do what we please. We are Rakdos."
2/2
next:
make a tome (ie. Jayemdae Tome, Jalum Tome, Fool's Tome, etc)
--Kiku
It's definately an uncommon, but one of the abilities could have been taken out. It's above the curve too.
Tome of Rememberance(sp) 5
Artifact
5, T: Shuffle your library, then draw two cards.
Next: Two creatures on one card (ala Tibor and Lumia)
Malefic and Nefari 2BB
Legendary Creature- Human Wizard
Whenever a player plays a spell, that player discards a card.
Whenever a player discards a non-black card, that player loses one life.
"You can hardly tell them apart and hopefully you won't have to."- Pygic, Arcane Trickster
3/3
I want a creature that has the creature type "Being".
Celestial Archon :1mana::symw::symw::symu::symu:
Creature - Being
Whenever Celestial Archon becomes the target of a spell or ability for the first time in a turn, counter that spell or ability.
:2mana::symu::symw:: Until end of turn if a spell or ability could target Celestial Archon but doesn't, that spell's conrtroller changes one of its targets to Celestial Archon.
4/4
next:
make an equipment that has a static ability when it is not attached to a creature.
--Kiku
Luminthread Shield 3
Artifact - Equipment
As long as Luminthread Shield isn't attached to a creature, creatures you control get +0/+1.
Prevent all damage that would be dealt to equipped creature.
Equip 2
Next: A creature that would live on the sun.
CLICK TEH LINK TO HELP DRAGONS GROW
http://solarion.dragonadopters.com/dragon_15323
Plasma Elemental :xmana::xmana::symr:
Creature - Elemental
Haste.
Plasma Elemental comes into play with X +1/+1 counters on it.
When Plasma Elemental comes into play, destroy target creature with converted mana cost less than or equal to X.
"Here comes the sun, dah-doo-dah-dah" - Frizdule, Elemental Mage
1/0
Next: Make a tutor
I see it only effective at :2mana::symr: since you get a 2/1 haste creature and get rid of a Birds of Paradise or any pesky one-drop. In the late-game, paying :8mana::symr: would give you a 5/4 attacker and kill a 4cc creature. Bogardan Hellkite is still more effective, IMO. At mid-game paying :4mana::symr: you get a 3/2 attacker and kill a 2cc creature. At this stage of the game any 2cc creature shouldn't pose too high a threat anymore.
I know it's not exactly a tutor, but i'll post it anyway...
Blessings from the Depths :1mana::symb::symr:
Sorcery
As an additional cost to play Blessings from the Depths pay X life.
Shuffle your library then reveal the top 3 cards and put all non-land cards with converted mana cost X to your hand and return the rest on top of your library.
If Blessings from the Depths is in your graveyard you may pay :0mana:, if you do shuffle it into your library.
next:
make a card with a drawback "you can't play instant or sorcery spells"
--Kiku
2R
Enchantment
You can't play instant or sorcery spells.
Whenever an opponent plays an instant or sorcery spell, you may pay R. If you do, copy that spell. You may choose new targets for the copy.
Next: something that makes Stangg-Twin tokens and/or whatever you make of these -
Recovery Kit
1
Artifact - Component
Sacrifice Recovery Kit: You gain 1 life, plus another 2 life for each assembled Component.
Basic Weaponry
2
Artifact - Component Equipment
Equipped creature gets +1/+0, plus an additional +1/+1 for each assembled artifact.
Equip 1
Basic Golem
3
Artifact Creature - Golem
Basic Golem gets +1/+1 for each assembled artifact.
1/1
Student Artificer
2U
Creature - Human Artificer
Assemble x1 (x1: Remove up to X target artifacts you control from the game. If you do, put a Contraption artifact token into play with the abilities of each artifact removed this way. If any of the removed artifacts were creatures, that token is a creature with any power and toughness combination among the removed creatures. That token has converted mana cost X.)
Student Artificer can only assemble Components.
1/1
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.
I'm not sure exactly what you mean by "whatever you make of these," so I'll just make something that makes Stangg-Twin tokens.
Stangg Ridge
Land
:symtap:: Add R to your mana pool.
2RR, :symtap:: Put a 0/1 legendary red Stangg-Twin token into play with "As long as there are exactly two creatures named Stangg-Twin in play, the legend rule doesn't apply to them" and "Other Stangg-Twins get +2/+0 and have haste."
Next: An instant or sorcery with a supertype.
Hmm. let's see... this could be a futureshifted card like say,
Barrin's Malevolence :1mana::symw::symu::symu:
Phenomenal Instant
(After resolving, phenomenal spells are removed from the game with a phenomenon counter on it.)
Counter target creature spell.
As long as Barrin's Malevolence is removed from the game with a phenomenon counter on it, creature spells with the same creature type as the creature spell countered this way cost more to play.
Next:
Make a card with a Planeswalker card type as one hinted at Tarmogoyf.
--Kiku
----------------
Planeswalkers have cycling in their color.
You may only have one Planeswalker in play at a time. Sacrifice all but one if multiple copies come into play.
Lichardia, Dark Planeswalker
Planeswalker - Lich
(Cycling :symb::symb:)
At the beginning of the game you may search your deck for this card and put it into play.
If you control a non-black creature sacrifice it.
Each black creature you control is a Zombie in addition to its other types and has, ":symb:: Regenerate."
Next make a red, white or blue creature... (this month's first FCC challenge)
General Jarkeld, The Arctic Fox :3mana::symw:
Legendary Creature – Rebel Soldier
General Jarkeld, The Arctic Fox has flash if you pay :symw::symw: more to play it.
All Rebels and Soldiers you control gain: “:0mana:: The next 1 combat damage dealt to this creature is dealt to target Rebel or Soldier you control instead.”
2/3
next:
make a monocolored spell that have 2 kicker costs, the two being the two enemy colors. (i.e. If you made a white spell it should have Kicker and/or :1mana::symr:)
--Kiku
Immortal Tutor 5BB
Sorcery
Delve, Kicker W and/or G.
If you paid the W kicker, put a card you own that is removed from the game into your graveyard. Then, if you paid the G kicker, put a card from your graveyard on top of your library.
Search your library for a card and put it into your hand, then shuffle your library.
Pull From Eternity meets Reclaim meets Diabolic Tutor, plus Delve. Is it too complicated/confusing?
Next: Make a card with protection from itself.
About Nykthos, Shrine to Nyx:
Volcanic Masochist :3mana::symrb:
Creature - Elemental Demon
Protection from Volcanic Masochist.
:1mana:: Creatures gain protection from Volcanic Masochist. Any player may use this ability.
When Volcanic Masochist comes into play, it deals 3 damage to each creature.
It is not hard to miss.
3/1
Make an enchantment that becomes an artifact.
Ideal to Idol :1mana::symu::symw:
Enchantment
Skip your next draw phase: Put a counter on Ideal to Idol
Skip your next combat phase: Put a counter on Ideal to Idol.
Remove two counters on Ideal to Idol: Ideal to Idol becomes an 5/5 artifact creature with first strike until end of turn.
next:
a creature with a triggered ability when it attacks.
--Kiku
Ghost Shrieker WB
Creature-Spirit
When Ghost Shrieker attacks, remove it from the game haunting defending player.
At end of combat, if Ghost Shrieker is haunting a player, you may return it to play. If you do, Ghost Shrieker deals damage equal to its power to that player.
2/1
Next: Another card that uses haunt in a creative way (I personally think there is a ton of design space in haunt).
Echoes From Beyond WUUB
Instant
Remove target sorcery or instant spell from the game. Remove Echoes From Beyond from the game haunting that card.
As long as they are removed from the game and haunted by Echoes From Beyond, cards have "x: Put a copy of this card on the stack. X is this card's converted mana cost. Each player may play this ability once each turn."
Next: Make a non-red Viashino with an unexpected profession
About Nykthos, Shrine to Nyx:
From one possible version of Muraganda, here's a card par your request.
Saurian Shephard~
1GG~
Creature - Viashino Shaman~
G: Target creature you control loses all abilities until end of turn.~
2/3~
Next: another autochthon creature
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.
Pretty nice card.. It can be a good combo with Muraganda Petroglyphs and a resistance to Hurricane or smthn like that. Better it used T for activation.. Hmm.. My points are 9/10
Autochton Giant 9WG
Creature - Giant
Convoke
First strike
~ can't block creatures with power 2 or less.
~ can't be the target of spells with converted mana cost 2 or less.
The most questions do people ask are: "Where does he sleep?" and "What does he eat?"
7/11
Next: An ultimate land-searching spell. About 5 land at once to play..
Fertility Elemental :2mana::symg::symg:
Creature - Elemental
When ~ comes into play, you may search your library for four basic lands and put them into play tapped, then shuffle you library.
"When she's in town, everyone gets busy." -Elvdarnaia, Elven Sage
3/3
Make a token generating Artifact - Fortification
Robo-Squirrel Factory 4
Artifact - Fortification
Squirrels you control are artifacts in addition to their types and have first strike.
Fortified land has "G, :symtap:: Put a 1/1 green Squirrel creature token into play."
Fortify 2
Next: Make a Legendary Imp Wizard
About Nykthos, Shrine to Nyx: