Great Zephu, Sultan of SultansUGB
Legendary Creature- Naga Shaman (M)
When an opponent draws a card, if it isn't their draw step, you may pay U to draw a card.
When an opponent plays a land, you may pay G to put a land card from your hand onto the battlefield.
When you discard a card, you may pay B to have each opponent discard a card. "We tribute gladly in the hopes that his demands won't change." -Sultan Rukah
3/3
(Sorry, I've altered this several times.)
IIW: Living weapons, or something else with Germ tokens.
Surrak, Untamed WhispererGUR
Legendary Creature- Human Shaman {M}
Hexproof
Surrak deals 1 damage to itself: Add G, U or R. If that mana is spent on creature spell, that spell can’t be countered, and that creature enters the battlefield with an additional +1/+1 counter. Following in his ancestor’s, Baishya’s, footsteps. He strives to keep his people strong in the face of Atarka subjugation.
3/3
New Abzan Dude WBG
Legendary Creature - Human Soldier
At the beginning of your end step, put a +1/+1 counter on each tapped creature you control. T: Regenerate target creature.
3/3
IIW: a card that has an enhanced effect against a particular unpopular tribe, like Eye Gouge
Tali the Punisher2WRB
Creature - Demon (Mythic)
Flying, haste
Whenever Tali the Punisher attacks, exile target creature defending player controls. Return it to the battlefield tapped under its owner's control at the beginning of the next end step unless Tali dealt combat damage to a player this turn. Raid - When Tali enters the battlefield, if you attacked with a creature this turn, untap all creatures you control. After this phase, there is an additional combat phase followed by an additional main phase. "We are Mardu. We die fighting, or we die no one."
4/3
Zakon, Sage of Firewielding6URW
Legendary Creature - Djinn Monk (M)
Flying, lifelink
This spell costs 2 less to cast for each noncreature, nonland permanent you control.
At the beginning of your upkeep, you may exile any number of noncreature, nonland permanents you control and noncreature, nonland cards from your hand. Zakon, Sage of Firewielding deals damage to any target equal to the number of cards exiled in this way and you may cast each of those cards as long as it remains exiled by paying its mana cost reduced by up to 2.
5/5
Mergatroid Jones - I like this, I feel it's really cool, and plenty in color. I like how each color has a function in the card, and I think you could have a lot of fun building around it.
Cardz5000 - I like this, but I feel there should be limits. I feel it's a little too easy to break. For example, if you equip this with anything granting it indestructible you have unlimited mana pretty quickly. The other thought is something like Rite of Passage. I like it, but it should limit itself to how many times in a turn it can do it.
JaceTheBodySculptor - I like trying to support an abzan weenie strategy. The problem here is he doesn't feel very black, with the other two abilities feeling a bit white and green. Overall solid, but a minor quip. At least to me I think he needs just a bit more.
Subject16 - This is a solid card. It feels pushed even, but with a mythic rare I wouldn't knock points off it for that. The only quip I could have with it, and it's minor, is I feel the first ability could come off as confusing for some. Very minor.
void_nothing - What an effect, very powerful! I don't know how good I feel about this guy, as he is just wreck sauce when he hits the board unless someone answers him immediately. At 9 mana I understand it should feel that way, but he feels primed to really be hated in Commander if nothing else. I really just don't know about the power level here, on one hand the cost is right for something ridiculous and it's fine with that body, on the other if you find a way to untap up quickly, then this should just be game as soon as played.
I think it's probably okay.
All things considered, this felt really hard. A very close one for pretty much everybody. Great job! In the end it really comes down to who I like best here. I think I have to give it to...
MERGATROID JONES!!!
The design here feels the most elegant to me, and honestly it's the one that most makes me want to play it. All the designs were good, but this one just screams some durdly fun, which I can get down with.
So next challenge is...
GERM TOKENS!!! Specifically he said living weapon, but with the caveat that you could do something else with them too.
Euplotail 3
Artifact — Equipment (U)
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.)
Equipped creature gets +2/+0.
When equipped creature dies, it deals damage equal to its power to any target.
Equip 4
Bloodspiller 2
Artifact - Equipment (R)
Living weapon
Equipped creature gets +3/+1 3, pay 4 life: Create a 0/0 black Germ creature token and attach this to it.
Equip 2
Edge of Essence - 2
Artifact-Equipment(U)
Living Weapon(When this equipment enters the battlefield, create a 0/0 black Germ token, then attach this to it.)
Equipped Creature gets +1/+1 for each token you control.
Equip:
Incubation Vat3
Artifact {R} X, T: Create a 0/0 black Germ creature token and equip target equipment you control with an equipt cost of X to it. Activate this ability only any time you could cast a sorcery. XX, T: Create a 0/0 black Germ creature token and equip target equipment with an equipt cost of X to it. You control that equipment for as long as you control that Germ. Activate this ability only any time you could cast a sorcery.
I might submit an actual living weapon card later.
Gitaxian Epidemiologist2U
Creature - Vedalken Wizard (U)
Germslough (T: Create a 0/0 black Germ creature token.)
Whenever a creature dies, you may scry 1.
1/3
Toxic Assault4BB
Enchantment (Rare)
When Toxic Assault enters the battlefield or at the beginning of your upkeep, create X 0/0 black Germ creature tokens, where X is the highest amount of poison counters among your opponents.
Germs you control get +1/+1 and have infect. (They deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
The real illness is yourself.
Superbajt- Euplotail: More of a dying weapon than a living one. This is an interesting use of the germ, but it does feel a bit of a shame that it never got a chance to be a germ. I do feel like this mechanically justifies itself, and I think it would be a fun card to play. It's a fair sight better than Moonglove Extract, and removal in colorless should always be a bit more costly, so it's in dangerous territory in terms of being too good.
JaceTheBodySculptor- Bloodspiller: 3/1 for 2 is already unprecedented stats. I would say making it a living weapon was already going too far. The additional text really seals it. This should cost 3, and it would still be quite strong.
Spelldreamer- Edge of Essence: This is a fairly straightforward design, and a printable one. There is nothing wrong with this card design at all except perhaps that it isn't as innovative as some of the other designs.
Cardz5000- Incubation Vat: I like this. Stealing opponents' equipment is an interesting place to take this. Three may be more than this needs to cost, but it is a safe cost.
void_nothing- Gitaxian Epidemiologist: Here's another that utilizes the instant death of the germs. I think that this as a means to make death-triggers a theme for a set is pretty cool. The keyword is unnecessary: it should just have the text written out.
Subject16- Toxic Assault: I want to like this, but at six mana, it's too momentum focused. When the opponent has several poison counters, this closes out the game fast, but when they don't, this doesn't really help to get there very well. That makes it too much of a win-more card for me. I do enjoy the flavor of germs that infect.
You guys took this one in some cool directions. This is a mechanic that could really go a lot deeper than they've gone with it.
Toxicloud Doomroller1BBB
Artifact- Vehicle (M)
Menace
Nonartifact creatures get -1/-1.
When Toxicloud Doomroller attacks, put a -1/-1 counter on each nonartifact creatures that isn't crewing it.
Crew 7
13/13
IIW: Green and/or white cards that have X in the cost.
Imperial Research Barge - 3WU
Artifact - Vehicle(R)
Flying
At the beginning of your upkeep Scry 2
When ~ attacks, reveal the top card of your library. If it's a historic card put it into your hand, otherwise put it on the top or bottom of your library.
Crew 4
2/7
Propaganda Plane 1UU
Artifact - Vehicle (R)
Flying
When ~ deals combat damage to a player, you may exchange control of target creature that player controls and target creature that crewed ~ this turn.
Crew 1
2/4
IIW: Pretend Edge of Autumn belongs to a 4 part cycle. Make another card from the cycle. (Doesn't need to fit in Future Sight unless you want it to).
Bronzebark Chariot 1GG
Artifact - Vehicle (R)
Crew 3
Whenever ~ attacks, create two 0/1 green Plant creature tokens, then this becomes a Plant until end of turn.
Other Plant creatures you control get +1/+1
3/3
If I win: Make a multicolored common enchantment. (And remember NWO!)
void_nothing: I would have liked just a little something else complexity wise to push this up to mythic, but it does its job as the keyword soup white mythic card.
Mergatroid_Jones: This need to be more expensive for what it does, but I like the crewing creatures avoiding the toxic cloud aspect.
Spelldreamer: This could easily just be mono-blue, but I would buy this in a multi-color set WU. this has a nice feel witht eh scry being passive regardless of crewed status.
JaceTheBodySculptor: name feels like a playtest name. Mechanically this is probably too strong, and should let them choose the creature (probably add a stipulation about them also having to own the creature they are exchanging.)
Sephon19: The clause about this becoming a plant as well is a little odd, but I guess serviceable when played in multiples.
Winner: void_nothing
Next: The five-color Vampire tribal set
Tazan of the Hunt 1GG
Legendary Creature - Vampire Archer R
Whenever ~ attacks, put an aim counter on target creature you don't control, then each creature with an aim counter on it blocks this turn if able.
Whenever a creature with an aim counter on it dies, you gain 3 life and draw a card. One cannot kill without the thrill. One cannot eat without the meat.
3/3
Youth Drinker3U
Creature- Vampire Spirit (R)
Flying
Vanishing 3 1UU: Put 3 time counters on Youth Drinker and target creature without vanishing. That creature gains vanishing. (This ability can't be activated without a legal target.)
3/3
Obedient Thrall1W
Creature- Vampire Spawn (U) T: Put a +1/+1 counter on target non-Spawn Vampire creature.
Sacrifice three Spawn creatures: Search your library for a Vampire creature card, reveal it, and put it into your hand. Shuffle your library. "Anything you say, Master. Anything!"
2/1
Feral StrigoiGG
Creature- Vampire (U)
When Feral Strigoi dies, any player may pay 3 and tap two untapped creatures they control. If a player does, exile Feral Strigoi. GG: Return Feral Strigoi from your graveyard to your hand.
2/2
Invisible Dhampir2U
Creature- Vampire Rogue (C)
Invisible Dhampir can't be blocked except by Vampires. Her closest kin are her only enemies.
2/1
Starving Wretch1R
Creature- Vampire Spawn (U)
Haste
Vanishing 2
When Starving Wretch deals combat damage, put a time counter on it.
3/2
Blood Farm3B
Enchantment (R)
At the beginning of your upkeep, create a 1/1 white Human creature token.
Sacrifice a Human: Put a +1/+1 counter on each Vampire creature you control and gain 1 life. "Here's the nursery. Cute, aren't they?"
Mentor of Dementia2U
Creature- Vampire Spirit (R)
Whenever a Vampire creature deals combat damage to a player, that player puts the top card of their library into their graveyard.
When a creature card is put into an opponent's graveyard from anywhere other than the battlefield, you may pay 1 to exile that card an create a 1/1 black Vampire Spawn creature token.
2/3
Erase From The World1WWW
Sorcery (M)
Choose a creature type. Destroy all creatures of the chosen type.
If the chosen type was Vampire, Zombie, Spirit, or Skeleton, instead exile all creatures of the chosen type, then each player reveals his or her hand and exiles all creature cards of the chosen type from it.
IIW: A pair of split or double-faced cards where one side is the same on both cards. (Ex: Shapeshifter Dude//Snake Monster & Snake Bracelet//Snake Monster.)
Legendary Creature- Naga Shaman (M)
When an opponent draws a card, if it isn't their draw step, you may pay U to draw a card.
When an opponent plays a land, you may pay G to put a land card from your hand onto the battlefield.
When you discard a card, you may pay B to have each opponent discard a card.
"We tribute gladly in the hopes that his demands won't change." -Sultan Rukah
3/3
(Sorry, I've altered this several times.)
IIW: Living weapons, or something else with Germ tokens.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Legendary Creature- Human Shaman {M}
Hexproof
Surrak deals 1 damage to itself: Add G, U or R. If that mana is spent on creature spell, that spell can’t be countered, and that creature enters the battlefield with an additional +1/+1 counter.
Following in his ancestor’s, Baishya’s, footsteps. He strives to keep his people strong in the face of Atarka subjugation.
3/3
IIW: Colored Vehicles
Legendary Creature - Human Soldier
At the beginning of your end step, put a +1/+1 counter on each tapped creature you control.
T: Regenerate target creature.
3/3
IIW: a card that has an enhanced effect against a particular unpopular tribe, like Eye Gouge
Creature - Demon (Mythic)
Flying, haste
Whenever Tali the Punisher attacks, exile target creature defending player controls. Return it to the battlefield tapped under its owner's control at the beginning of the next end step unless Tali dealt combat damage to a player this turn.
Raid - When Tali enters the battlefield, if you attacked with a creature this turn, untap all creatures you control. After this phase, there is an additional combat phase followed by an additional main phase.
"We are Mardu. We die fighting, or we die no one."
4/3
Next: Secretly Choose a player
Legendary Creature - Djinn Monk (M)
Flying, lifelink
This spell costs 2 less to cast for each noncreature, nonland permanent you control.
At the beginning of your upkeep, you may exile any number of noncreature, nonland permanents you control and noncreature, nonland cards from your hand. Zakon, Sage of Firewielding deals damage to any target equal to the number of cards exiled in this way and you may cast each of those cards as long as it remains exiled by paying its mana cost reduced by up to 2.
5/5
IIW: Return to Rath
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Cardz5000 - I like this, but I feel there should be limits. I feel it's a little too easy to break. For example, if you equip this with anything granting it indestructible you have unlimited mana pretty quickly. The other thought is something like Rite of Passage. I like it, but it should limit itself to how many times in a turn it can do it.
JaceTheBodySculptor - I like trying to support an abzan weenie strategy. The problem here is he doesn't feel very black, with the other two abilities feeling a bit white and green. Overall solid, but a minor quip. At least to me I think he needs just a bit more.
Subject16 - This is a solid card. It feels pushed even, but with a mythic rare I wouldn't knock points off it for that. The only quip I could have with it, and it's minor, is I feel the first ability could come off as confusing for some. Very minor.
void_nothing - What an effect, very powerful! I don't know how good I feel about this guy, as he is just wreck sauce when he hits the board unless someone answers him immediately. At 9 mana I understand it should feel that way, but he feels primed to really be hated in Commander if nothing else. I really just don't know about the power level here, on one hand the cost is right for something ridiculous and it's fine with that body, on the other if you find a way to untap up quickly, then this should just be game as soon as played.
I think it's probably okay.
All things considered, this felt really hard. A very close one for pretty much everybody. Great job! In the end it really comes down to who I like best here. I think I have to give it to...
The design here feels the most elegant to me, and honestly it's the one that most makes me want to play it. All the designs were good, but this one just screams some durdly fun, which I can get down with.
So next challenge is...
GERM TOKENS!!! Specifically he said living weapon, but with the caveat that you could do something else with them too.
Good Luck.
Artifact — Equipment (U)
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.)
Equipped creature gets +2/+0.
When equipped creature dies, it deals damage equal to its power to any target.
Equip 4
IIW: top-down IT concept/device
Artifact - Equipment (R)
Living weapon
Equipped creature gets +3/+1
3, pay 4 life: Create a 0/0 black Germ creature token and attach this to it.
Equip 2
IIW: food/snacks
Artifact-Equipment(U)
Living Weapon(When this equipment enters the battlefield, create a 0/0 black Germ token, then attach this to it.)
Equipped Creature gets +1/+1 for each token you control.
Equip:
IIW: Commander 2019 new mechanics.
Artifact {R}
X, T: Create a 0/0 black Germ creature token and equip target equipment you control with an equipt cost of X to it. Activate this ability only any time you could cast a sorcery.
XX, T: Create a 0/0 black Germ creature token and equip target equipment with an equipt cost of X to it. You control that equipment for as long as you control that Germ. Activate this ability only any time you could cast a sorcery.
I might submit an actual living weapon card later.
IIW: Colored Vehicles
Creature - Vedalken Wizard (U)
Germslough (T: Create a 0/0 black Germ creature token.)
Whenever a creature dies, you may scry 1.
1/3
IIW: Powerful multicolor cards with trinket text.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Enchantment (Rare)
When Toxic Assault enters the battlefield or at the beginning of your upkeep, create X 0/0 black Germ creature tokens, where X is the highest amount of poison counters among your opponents.
Germs you control get +1/+1 and have infect. (They deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
The real illness is yourself.
Next: Secretly choose a card.
JaceTheBodySculptor- Bloodspiller: 3/1 for 2 is already unprecedented stats. I would say making it a living weapon was already going too far. The additional text really seals it. This should cost 3, and it would still be quite strong.
Spelldreamer- Edge of Essence: This is a fairly straightforward design, and a printable one. There is nothing wrong with this card design at all except perhaps that it isn't as innovative as some of the other designs.
Cardz5000- Incubation Vat: I like this. Stealing opponents' equipment is an interesting place to take this. Three may be more than this needs to cost, but it is a safe cost.
void_nothing- Gitaxian Epidemiologist: Here's another that utilizes the instant death of the germs. I think that this as a means to make death-triggers a theme for a set is pretty cool. The keyword is unnecessary: it should just have the text written out.
Subject16- Toxic Assault: I want to like this, but at six mana, it's too momentum focused. When the opponent has several poison counters, this closes out the game fast, but when they don't, this doesn't really help to get there very well. That makes it too much of a win-more card for me. I do enjoy the flavor of germs that infect.
You guys took this one in some cool directions. This is a mechanic that could really go a lot deeper than they've gone with it.
Winner: Cardz5000
HM: void
Next: Colored Vehicles
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Salvific Chariot 3WW
Artifact - Vehicle (M)
Flash
Flying, first strike, vigilance
Crew 3
6/6
IIW: The five-color Vampire tribal set
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Artifact- Vehicle (M)
Menace
Nonartifact creatures get -1/-1.
When Toxicloud Doomroller attacks, put a -1/-1 counter on each nonartifact creatures that isn't crewing it.
Crew 7
13/13
IIW: Green and/or white cards that have X in the cost.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Artifact - Vehicle(R)
Flying
At the beginning of your upkeep Scry 2
When ~ attacks, reveal the top card of your library. If it's a historic card put it into your hand, otherwise put it on the top or bottom of your library.
Crew 4
2/7
IIW: Blue Sweeper cards.
Yeah, but if I wait long enough you’ll just judge anyways so... (jk, I’ll probably judge tomorrow night)
Artifact - Vehicle (R)
Flying
When ~ deals combat damage to a player, you may exchange control of target creature that player controls and target creature that crewed ~ this turn.
Crew 1
2/4
IIW: Pretend Edge of Autumn belongs to a 4 part cycle. Make another card from the cycle. (Doesn't need to fit in Future Sight unless you want it to).
Artifact - Vehicle (R)
Crew 3
Whenever ~ attacks, create two 0/1 green Plant creature tokens, then this becomes a Plant until end of turn.
Other Plant creatures you control get +1/+1
3/3
If I win: Make a multicolored common enchantment. (And remember NWO!)
Mergatroid_Jones: This need to be more expensive for what it does, but I like the crewing creatures avoiding the toxic cloud aspect.
Spelldreamer: This could easily just be mono-blue, but I would buy this in a multi-color set WU. this has a nice feel witht eh scry being passive regardless of crewed status.
JaceTheBodySculptor: name feels like a playtest name. Mechanically this is probably too strong, and should let them choose the creature (probably add a stipulation about them also having to own the creature they are exchanging.)
Sephon19: The clause about this becoming a plant as well is a little odd, but I guess serviceable when played in multiples.
Winner: void_nothing
Next: The five-color Vampire tribal set
Legendary Creature - Vampire Archer R
Whenever ~ attacks, put an aim counter on target creature you don't control, then each creature with an aim counter on it blocks this turn if able.
Whenever a creature with an aim counter on it dies, you gain 3 life and draw a card.
One cannot kill without the thrill. One cannot eat without the meat.
3/3
NEXT: A Sphinx tribal card that isn't a Sphinx.
Creature - Vampire Cleric
Vigilance
T: Another target nonartifact creature gains undying until end of turn.
2/2
IIW: A new take on Dryads, Trolls or Skeletons
Creature- Vampire Spirit (R)
Flying
Vanishing 3
1UU: Put 3 time counters on Youth Drinker and target creature without vanishing. That creature gains vanishing. (This ability can't be activated without a legal target.)
3/3
Creature- Vampire Spawn (U)
T: Put a +1/+1 counter on target non-Spawn Vampire creature.
Sacrifice three Spawn creatures: Search your library for a Vampire creature card, reveal it, and put it into your hand. Shuffle your library.
"Anything you say, Master. Anything!"
2/1
Feral Strigoi GG
Creature- Vampire (U)
When Feral Strigoi dies, any player may pay 3 and tap two untapped creatures they control. If a player does, exile Feral Strigoi.
GG: Return Feral Strigoi from your graveyard to your hand.
2/2
Invisible Dhampir 2U
Creature- Vampire Rogue (C)
Invisible Dhampir can't be blocked except by Vampires.
Her closest kin are her only enemies.
2/1
Starving Wretch 1R
Creature- Vampire Spawn (U)
Haste
Vanishing 2
When Starving Wretch deals combat damage, put a time counter on it.
3/2
Blood Farm 3B
Enchantment (R)
At the beginning of your upkeep, create a 1/1 white Human creature token.
Sacrifice a Human: Put a +1/+1 counter on each Vampire creature you control and gain 1 life.
"Here's the nursery. Cute, aren't they?"
Mentor of Dementia 2U
Creature- Vampire Spirit (R)
Whenever a Vampire creature deals combat damage to a player, that player puts the top card of their library into their graveyard.
When a creature card is put into an opponent's graveyard from anywhere other than the battlefield, you may pay 1 to exile that card an create a 1/1 black Vampire Spawn creature token.
2/3
Erase From The World 1WWW
Sorcery (M)
Choose a creature type. Destroy all creatures of the chosen type.
If the chosen type was Vampire, Zombie, Spirit, or Skeleton, instead exile all creatures of the chosen type, then each player reveals his or her hand and exiles all creature cards of the chosen type from it.
IIW: A pair of split or double-faced cards where one side is the same on both cards. (Ex: Shapeshifter Dude//Snake Monster & Snake Bracelet//Snake Monster.)
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.