Faithful Confluence4WB
Sorcery (R)
Choose three. You may choose the same mode more than once.
-You may return target permanent from your graveyard to your hand.
-Creatures you control get +1/+1 and creatures you don't control get -1/-1 until end of turn.
-Each opponent loses 3 life. You gain 3 life for each opponent.
Epiphanous Confluence4UR
Sorcery (R)
Choose three. You may choose the same mode more than once.
-Draw two cards, then discard a card.
-Gain control of target creature and untap it. It gains haste until end of turn.
-Return an instant or sorcer card from your graveyard to your hand.
Predatory Conflunce4BG
Sorcery (R)
Choose three. You may choose the same mode more than once.
-Destroy target nonland permanent, and all other permanents with that permanent's name.
-Return two card from your graveyard to your hand, then discard a card.
-Remove all +1/+1 counters from target permanent, then put twice that many +1/+1 counters on a permanent.
Zealous Confluence4RW
Sorcery (R)
Choose three. You may choose the same mode more than once.
-Create two 1/1 red and white Soldier creature tokens with haste.
-Put a +1/+1 counter on each creature you control. They gain lifelink until end of turn.
-Take an extra turn after this one. You cant draw cards during that turn.
Wondrous Confluence4GU
Sorcery (R)
Choose three. You may choose the same mode more than once.
-Draw a card. You may play an additional land this turn.
-Put the top six cards of each library into the graveyards, then exile any graveyard.
-Target creature gets +3/+3and gains flying until end of turn.
IiW
Mana sinks
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
Mr. Rithaniel: Lawkeeper Ascension This doesn't feel like an ascension as you don't have to do anything, and it eventually just turns on. Necromancer Ascension I would have liked to see this ascend by self mill/pitching, and have some spell or creature recursion be the payoff. Torturer Ascension This is weird in red, feels mono-black or UB Animist Ascension plays dangerously well with Khalni Heart Expedition, probably okay Prophet Ascension This is my favorite of the bunch, but I'm not exactly sure how this would act if it gained its 10th counter while you are below your starting life total. (proliferate or some such)
JamBlock: Overflowing Gearhulk I'm not a fan of higher CMC=more counters, as you're already getting a higher CMC spell for "free".
graffd02
"A deck can have any number of cards named" isn't an existing cycle... Blood Sylex and Undergrowth Creeper seem broken Scaled Mandrill compares poorly to Relentless Rats for a two color card. Crackle is probably mostly fine, it would probably replace Relentless Rats in a Thrumming Stone deck as it could go off more instantaneous (and is part blue) Faithful Pike-mate weird wording aside, this is alight, probably just a smidge better than rats, but is less resilient to toughness drain.
TotallyHaywire: Star-Eater Titan protection aside, this feels more WB than BR Ice-Breaker Titan the secret haste mode on this will almost always be the right decision (targeting itself with its ETB), and as such shouldn't be 'hidden' as it is. "untap each creature you control that's not attacking" is odd, but I get the connection to anti-blue (but is honestly more anti-white, and just good with mana-dorks/outlast) Death-Banisher Titan the second ability feels more like a static ability than a triggered one, and is definitely blue or black. Fire-Walker Titan Super Double Reflector Mage is probably too strong (even if they get to pick the targets) noncombat damage prevention is cool, but I think it needs to be worded differently. Fate-Bringer Titan this exile a single card each time would be plenty strong.
TheRavenManIsSquee: Finale of Power This feels like it is black only to meet the prerequisite of being gold.
Subject16: Solemn Confluence Solid! Morbid Confluence This should have been gold not hybrid. 2GG Fugue is not a good sign. Surging Confluence 2nd and 3rd mode don't work for hybrid. Manic Confluence This would be good if the ritual mode specified that the mana could only be spent on instants or sorceries. Passionate Confluence 1st mode isn't white, and the 3rd mode is RW (not hybrid)
Forestsguy: Faithful Confluence 3x Zealous Persecution with extra flexibility and on one card seems too strong even as a sorcery, the potential for a blowout with the 3rd mode in multiplayer also very scary. Epiphanous Confluence Good. Predatory Confluence The 2nd should be limited to permanent cards to prevent recurring two of these endlessly, the 3rd mode is too strong with the doubling. Zealous Confluence The extra turns is WAY too strong, making 8 hasty lifelink power for 6 is pretty strong, but is probably fine. Wondrous Confluence Exiling a graveyard is much more (W/B) territory. the other modes are fine and fun.
I'm going to give it to Subject16's Solemn Confluence
Reborn Scourge2C
Creature - Eldrazi Zombie (U) CCC: Return Reborn Scourge from your graveyard to your hand. In the Eternities, death isn't so eternal after all.
4/1
I'd say, of the two-color combinations, BR is the most "discard your hand" happy. UB is all about "select things to be discarded" while BR is all about "just discard it all." Also, that's a good point on Lawkeeper's Ascension. Probably would need to change the quest counter trigger to countering spells.
Nephtakem's Leviathan7UU
Creature - Zombie Leviathan R
Nephtakem's Leviathan can't be countered.
Trample, islandwalk
Put the top three cards of your library into your graveyard: Return Nephtakem's Leviathan from your graveyard to the battlefield. Activate this ability only if you have fifteen or fewer cards in your library.
7/9
IIW: Lands which directly interact with win conditions, two examples would be (1) introducing new win conditions or (2) making it so that certain players can't win or lose.
Trying to make something that none of the other colors could handle.
Ragepack Colossus 4R
Creature - Zombie Giant U
Haste 4R: Another target Zombie you control deals damage equal to its power to target creature you don't control. Bloodfury - Ragepack Colossus gets +3/+3 and has trample if a creature died under an opponent's control this turn.
3/3
Rabid Zombie 2R
Creature - Zombie C
Haste Bloodfury - Rabid Zombie gets +1/+1 if a creature died under an opponent's control this turn. "Because faster is scarier."
2/2
Next: Remake a card from Alpha/Beta, changing its card type.
Warrior's Embalming Rite WR
Tribal Enchantment- Zombie
Whenever a Zombie enters the battlefield under your control, put a charge counter on Warrior's Embalming Rite.
Zombies you control are Warriors in addition to their other types and get +1/+0. XWW: When target nontoken creature you control with converted mana cost X or less dies this turn, return it to the battlefield tapped at the beginning of the next end step, except it's a white and red Zombie Warrior. This ability costs one less to activate for each charge counter on Warrior's Embalming Rite. XRR, remove X charge counters from Warrior's Embalming Rite: Zombies you control get +X/+0 and gain first strike, haste and vigilance until end of turn. Activate this ability only any time you could cast a sorcery, and only if Warrior's Embalming Rite has at least 7 charge counters on it.
IIW: Give your opponents choices! Preferably ones that are really tough decisions.
Embalmed Linencaster3W
Creature- Zombie (U) T: Tap target creature. If that creature has power 4 or greater, it doesn't untap during its controller's next untap step. "I see other uses for this." Keshset, Vizier of Embalming
2/4
Unflinching Guardian4W
Creature- Zombie Crocodile (U)
Vigilance
When a creature attacks you alone, Unflinching Guardian deals 3 damage to that creature. Its creators forgot about it, but it never forgot its duty.
3/5
Mummified WardenW
Creature- Zombie (U)
When another Zombie creature enters the battlefield, gain 1 life. "We'll need more of these." -Neshset, Vizier of Embalming
2/1
Æther Excavator1UU
Artifact Creature - Zombie Artificer (U)
When Æther Excavator enters the battlefield, sacrifice an artifact.
When Æther Excavator leaves the battlefield, return another artifact card from your graveyard to your hand.
2/4
IIW: Sagas.
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
Fungoid ShamblerGG
Creature - Fungus Zombie
At the beginning of your upkeep, put a spore counter on Fungoid Shambler.
When Fungoid Shambler dies, for each spore counter on it you may put a land from your hand or graveyard onto the battlefield tapped.
2/2
Unliving Hive2G
Creature - Zombie
Trample
Whenever a creature blocks Unliving Hive, create a tapped, attacking 1/1 green Insect creature token with flying.
3/3
Let's get to evaluations, we got a lot of submissions this time around:
Jamblock: This seems like a pretty solid card in terms of design space and balance as an uncommon. Flavor-wise this seems like it would come from a new Eldrazi element rather than Emrakul as she didn't Eldrazify any zombies during Eldritch Moon which implies that it isn't possible for her.
Mr.Rithaniel: Until I saw the activation clause on the free reanimation trigger, I told myself man this is way too strong. But it still is I feel, mainly because you can still use this ability with an empty library and at instant speed, so kudos for the idea but I think there are balancing issues involved here.
Graffd20: Very nice GoT reference, but I wish that there was more for you to add to this card because aside from Game of Thrones I don't see what makes this an instant.
Cardz5000: I like the design behind this. It's flashy and limited in capability. There's a bit of a clash with the haste and the instant speed meaning to attack you would need to cast your instant sometime during your upkeep/main phase which doesn't seem ideal, but I like the design space it's pushing for and I can imagine volatile mana on a plane rousing angry dead as a byproduct of its magic.
Sephon19: I think the working for Bloodfury would be "{effect} as long as/if a creature an opponent controlled died this turn." The cards seem fairly balanced if not a little underpowered, and flavor here to me seems like a very angry army of zombies out for revenge of sorts? Or maybe something more similar to zombie raiders like the few we saw in Theros?
TotallyHaywire: Well this does a lot. It has way too many words for it to see print. I'm not sure how I would fix that but I have a few ideas which make this card more similar to Back from the Brink. It conveys some nice flavor and calls back to Amonkhet which is pretty cool. As a card I think this probably does too much in the right deck and not enough if not built around properly.
Mergatroid_Jones: More Amonkhet callbacks. These all seem like very strong cards for a return to Amonkhet set, especially Mummified Warden that could see play in a Zombie Weenies deck. Unflinching Guardian is my favourite of the three though, especially because it hoses Exalted (which isn't a huge deal but if a previous set had exalted you'd see something like this just as a precaution) and because it has a much better typeline than the other two. embalmed animals always looked cooler to me than the humanoid versions.
TheRavenManIsSquee:Lone Missionary but as a Zombie. I don't see what makes this uncommon. I don't dislike the card, but challenges that involve color pie breaks and rule breaks really benefit from flavor text, and I can imagine one or two wholesome sentences on this submission would have really made it great.
EventideSojourner: My first comment about this card was how for 1UU and a sacrifice drawback a 2/4 body might be a bit small (although this card as a 3/4 or a 2/5 also seems pushed) but then I also realized this guy can also work as a Reconstruction by sacrificing itself and I immediately liked it a lot more. Placing this on Esper where we've seen blue artifact zombies before was a good flavorful setting for it too.
VolrathTheRisen: I like the fungus counter mechanic as a Thallid callback and as a flavor anchor for this green zombie. My only gripe is that it didn't make any Saproling tokens (and it's not necessary, that's more of a personal thing, this is still a very solid card that a lot of land based decks would want). Unliving Hive does something very interesting by creating attacking tokens after blockers are declared, meaning even if you block this creature you're still taking damage. I think this might break the rules of combat in MTG a little so I'm wary of this, but if this saw print I would Lure the hell out of it.
Overall some really solid entries this round, but I'm giving the win to EventideSojourner which makes out next challenge Sagas.
Flavor was fast zombies. They weren't always a thing and Magic hasn't featured them yet. : ) Rage is, yes, a part of the interpretation, as the trope is practically based on rabies.
The Folley of UrosBWR
Enchantment- Saga (R)
(1) Create Uros, a red and white legendary 3/4 Human Warrior creature token with first strike and indestructible.
(2) Each player creates two 1/1 red and white Human Warrior creature tokens with haste and "This creature attacks each turn if able."
(3) Put three-1/-1 counters on each creature.
The Great Aurora 2WB
Enchantment - Saga R
(1-2) Put a +1/+1 counter on any number of target creatures.
(3) Put a -1/-1 counter on any number of target creatures.
Not possible in Standard, but y'know.
Next: Remake any card from Alpha/Beta, changing its type.
The Razing of Skalla 3BR
Enchantment-Saga (M)
(1) Each opponent discards two cards.
(2) Destroy target creature.
(3) The Razing of Skalla deals 200 damage to up to three target creatures. Search your library for a Planeswalker card, reveal it, then put it into your hand.
Sauron's Forging1BR
Enchantment - Saga
(1) Each player sacrifices a land.
(2) Create a 3/3 black Wraith creature token with menace.
(3) Remove all lore counters from Sauron's Forging then transform it.
//
Ring Of Power
Artifact - Equipment
Indestructible
Whenever a legendary creature deals combat damage to a player, attach Ring Of Power to it.
Equipped creature has +3/+3 & attacks each combat if able. Creatures you control blocking equipped creature have deathtouch.
Equip—Pay 3 life
The Hero's Journey 1W
Enchantment- Saga
I- Exile target nontoken creature you control until The Hero's Journey leaves the battlefield.
II- Put 3 +1/+1 counters on target creature card you own in exile. Counters remain on that card as long as it moves to exile or the battlefield.
III- Whenever a creature enters the battlefield under your control this turn, if it wasn't cast, it gains lifelink, haste, double strike and vigilance until end of turn.
(Of note, sagas don't leave the battlefield until after their final chapter ability has left the stack)
Khanfall 2URW
Enchantment - Saga (R)
I, II-Destroy target creature. Its controller creates a 4/4 red Dragon creature token with flying.
III-Destroy all non-Dragon creatures.
The Eruption of Valakut1RR
Enchantment - Saga
(1) Deal 2 damage to any target.
(2) Destroy target land.
(3) Until end of turn, each mountain you control has: "T: deal 1 damage to any target."
IIW: Noncreature Artifacts or Enchantments in the command zone.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Sorcery (R)
Choose three. You may choose the same mode more than once.
-You may return target permanent from your graveyard to your hand.
-Creatures you control get +1/+1 and creatures you don't control get -1/-1 until end of turn.
-Each opponent loses 3 life. You gain 3 life for each opponent.
Epiphanous Confluence 4UR
Sorcery (R)
Choose three. You may choose the same mode more than once.
-Draw two cards, then discard a card.
-Gain control of target creature and untap it. It gains haste until end of turn.
-Return an instant or sorcer card from your graveyard to your hand.
Predatory Conflunce 4BG
Sorcery (R)
Choose three. You may choose the same mode more than once.
-Destroy target nonland permanent, and all other permanents with that permanent's name.
-Return two card from your graveyard to your hand, then discard a card.
-Remove all +1/+1 counters from target permanent, then put twice that many +1/+1 counters on a permanent.
Zealous Confluence 4RW
Sorcery (R)
Choose three. You may choose the same mode more than once.
-Create two 1/1 red and white Soldier creature tokens with haste.
-Put a +1/+1 counter on each creature you control. They gain lifelink until end of turn.
-Take an extra turn after this one. You cant draw cards during that turn.
Wondrous Confluence 4GU
Sorcery (R)
Choose three. You may choose the same mode more than once.
-Draw a card. You may play an additional land this turn.
-Put the top six cards of each library into the graveyards, then exile any graveyard.
-Target creature gets +3/+3and gains flying until end of turn.
IiW
Mana sinks
Lawkeeper Ascension This doesn't feel like an ascension as you don't have to do anything, and it eventually just turns on.
Necromancer Ascension I would have liked to see this ascend by self mill/pitching, and have some spell or creature recursion be the payoff.
Torturer Ascension This is weird in red, feels mono-black or UB
Animist Ascension plays dangerously well with Khalni Heart Expedition, probably okay
Prophet Ascension This is my favorite of the bunch, but I'm not exactly sure how this would act if it gained its 10th counter while you are below your starting life total. (proliferate or some such)
JamBlock:
Overflowing Gearhulk I'm not a fan of higher CMC=more counters, as you're already getting a higher CMC spell for "free".
graffd02
"A deck can have any number of cards named" isn't an existing cycle...
Blood Sylex and Undergrowth Creeper seem broken
Scaled Mandrill compares poorly to Relentless Rats for a two color card.
Crackle is probably mostly fine, it would probably replace Relentless Rats in a Thrumming Stone deck as it could go off more instantaneous (and is part blue)
Faithful Pike-mate weird wording aside, this is alight, probably just a smidge better than rats, but is less resilient to toughness drain.
TotallyHaywire:
Star-Eater Titan protection aside, this feels more WB than BR
Ice-Breaker Titan the secret haste mode on this will almost always be the right decision (targeting itself with its ETB), and as such shouldn't be 'hidden' as it is. "untap each creature you control that's not attacking" is odd, but I get the connection to anti-blue (but is honestly more anti-white, and just good with mana-dorks/outlast)
Death-Banisher Titan the second ability feels more like a static ability than a triggered one, and is definitely blue or black.
Fire-Walker Titan Super Double Reflector Mage is probably too strong (even if they get to pick the targets) noncombat damage prevention is cool, but I think it needs to be worded differently.
Fate-Bringer Titan this exile a single card each time would be plenty strong.
TheRavenManIsSquee:
Finale of Power This feels like it is black only to meet the prerequisite of being gold.
Subject16:
Solemn Confluence Solid!
Morbid Confluence This should have been gold not hybrid. 2GG Fugue is not a good sign.
Surging Confluence 2nd and 3rd mode don't work for hybrid.
Manic Confluence This would be good if the ritual mode specified that the mana could only be spent on instants or sorceries.
Passionate Confluence 1st mode isn't white, and the 3rd mode is RW (not hybrid)
Forestsguy:
Faithful Confluence 3x Zealous Persecution with extra flexibility and on one card seems too strong even as a sorcery, the potential for a blowout with the 3rd mode in multiplayer also very scary.
Epiphanous Confluence Good.
Predatory Confluence The 2nd should be limited to permanent cards to prevent recurring two of these endlessly, the 3rd mode is too strong with the doubling.
Zealous Confluence The extra turns is WAY too strong, making 8 hasty lifelink power for 6 is pretty strong, but is probably fine.
Wondrous Confluence Exiling a graveyard is much more (W/B) territory. the other modes are fine and fun.
I'm going to give it to Subject16's Solemn Confluence
Next challenge is Nonblack zombies.
Creature - Eldrazi Zombie (U)
CCC: Return Reborn Scourge from your graveyard to your hand.
In the Eternities, death isn't so eternal after all.
4/1
IIW: CMC 1
Nephtakem's Leviathan 7UU
Creature - Zombie Leviathan R
Nephtakem's Leviathan can't be countered.
Trample, islandwalk
Put the top three cards of your library into your graveyard: Return Nephtakem's Leviathan from your graveyard to the battlefield. Activate this ability only if you have fifteen or fewer cards in your library.
7/9
IIW: Lands which directly interact with win conditions, two examples would be (1) introducing new win conditions or (2) making it so that certain players can't win or lose.
Snow Creature Zombie (U)
S,T: tap target non-snow creature an opponent controls.
2/2
IIW: Noncreature Artifacts or Enchantments in the command zone.
Creature - Zombie {U}
Haste
Whenever you cast an instant, you may cast Lichten Reaper from your graveyard as though it had flash.
1/1
IIW: 15 words or less in the text box (symbols count as zero, CARDNAME counts as one)
Ragepack Colossus 4R
Creature - Zombie Giant U
Haste
4R: Another target Zombie you control deals damage equal to its power to target creature you don't control.
Bloodfury - Ragepack Colossus gets +3/+3 and has trample if a creature died under an opponent's control this turn.
3/3
Rabid Zombie 2R
Creature - Zombie C
Haste
Bloodfury - Rabid Zombie gets +1/+1 if a creature died under an opponent's control this turn.
"Because faster is scarier."
2/2
Next: Remake a card from Alpha/Beta, changing its card type.
Tribal Enchantment- Zombie
Whenever a Zombie enters the battlefield under your control, put a charge counter on Warrior's Embalming Rite.
Zombies you control are Warriors in addition to their other types and get +1/+0.
XWW: When target nontoken creature you control with converted mana cost X or less dies this turn, return it to the battlefield tapped at the beginning of the next end step, except it's a white and red Zombie Warrior. This ability costs one less to activate for each charge counter on Warrior's Embalming Rite.
XRR, remove X charge counters from Warrior's Embalming Rite: Zombies you control get +X/+0 and gain first strike, haste and vigilance until end of turn. Activate this ability only any time you could cast a sorcery, and only if Warrior's Embalming Rite has at least 7 charge counters on it.
IIW: Give your opponents choices! Preferably ones that are really tough decisions.
Creature- Zombie (U)
T: Tap target creature. If that creature has power 4 or greater, it doesn't untap during its controller's next untap step.
"I see other uses for this." Keshset, Vizier of Embalming
2/4
Unflinching Guardian 4W
Creature- Zombie Crocodile (U)
Vigilance
When a creature attacks you alone, Unflinching Guardian deals 3 damage to that creature.
Its creators forgot about it, but it never forgot its duty.
3/5
Mummified Warden W
Creature- Zombie (U)
When another Zombie creature enters the battlefield, gain 1 life.
"We'll need more of these." -Neshset, Vizier of Embalming
2/1
IIW: One word card names.
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.
Creature-zombie (U)
When ~ enters the battlefield, you gain 3 life.
1/2
This was a difficult challenge.
IIW: Un cards (silly)
Artifact Creature - Zombie Artificer (U)
When Æther Excavator enters the battlefield, sacrifice an artifact.
When Æther Excavator leaves the battlefield, return another artifact card from your graveyard to your hand.
2/4
IIW: Sagas.
Creature - Fungus Zombie
At the beginning of your upkeep, put a spore counter on Fungoid Shambler.
When Fungoid Shambler dies, for each spore counter on it you may put a land from your hand or graveyard onto the battlefield tapped.
2/2
Unliving Hive 2G
Creature - Zombie
Trample
Whenever a creature blocks Unliving Hive, create a tapped, attacking 1/1 green Insect creature token with flying.
3/3
IIW: Noggles
Jamblock: This seems like a pretty solid card in terms of design space and balance as an uncommon. Flavor-wise this seems like it would come from a new Eldrazi element rather than Emrakul as she didn't Eldrazify any zombies during Eldritch Moon which implies that it isn't possible for her.
Mr.Rithaniel: Until I saw the activation clause on the free reanimation trigger, I told myself man this is way too strong. But it still is I feel, mainly because you can still use this ability with an empty library and at instant speed, so kudos for the idea but I think there are balancing issues involved here.
Graffd20: Very nice GoT reference, but I wish that there was more for you to add to this card because aside from Game of Thrones I don't see what makes this an instant.
Cardz5000: I like the design behind this. It's flashy and limited in capability. There's a bit of a clash with the haste and the instant speed meaning to attack you would need to cast your instant sometime during your upkeep/main phase which doesn't seem ideal, but I like the design space it's pushing for and I can imagine volatile mana on a plane rousing angry dead as a byproduct of its magic.
Sephon19: I think the working for Bloodfury would be "{effect} as long as/if a creature an opponent controlled died this turn." The cards seem fairly balanced if not a little underpowered, and flavor here to me seems like a very angry army of zombies out for revenge of sorts? Or maybe something more similar to zombie raiders like the few we saw in Theros?
TotallyHaywire: Well this does a lot. It has way too many words for it to see print. I'm not sure how I would fix that but I have a few ideas which make this card more similar to Back from the Brink. It conveys some nice flavor and calls back to Amonkhet which is pretty cool. As a card I think this probably does too much in the right deck and not enough if not built around properly.
Mergatroid_Jones: More Amonkhet callbacks. These all seem like very strong cards for a return to Amonkhet set, especially Mummified Warden that could see play in a Zombie Weenies deck. Unflinching Guardian is my favourite of the three though, especially because it hoses Exalted (which isn't a huge deal but if a previous set had exalted you'd see something like this just as a precaution) and because it has a much better typeline than the other two. embalmed animals always looked cooler to me than the humanoid versions.
TheRavenManIsSquee: Lone Missionary but as a Zombie. I don't see what makes this uncommon. I don't dislike the card, but challenges that involve color pie breaks and rule breaks really benefit from flavor text, and I can imagine one or two wholesome sentences on this submission would have really made it great.
EventideSojourner: My first comment about this card was how for 1UU and a sacrifice drawback a 2/4 body might be a bit small (although this card as a 3/4 or a 2/5 also seems pushed) but then I also realized this guy can also work as a Reconstruction by sacrificing itself and I immediately liked it a lot more. Placing this on Esper where we've seen blue artifact zombies before was a good flavorful setting for it too.
VolrathTheRisen: I like the fungus counter mechanic as a Thallid callback and as a flavor anchor for this green zombie. My only gripe is that it didn't make any Saproling tokens (and it's not necessary, that's more of a personal thing, this is still a very solid card that a lot of land based decks would want). Unliving Hive does something very interesting by creating attacking tokens after blockers are declared, meaning even if you block this creature you're still taking damage. I think this might break the rules of combat in MTG a little so I'm wary of this, but if this saw print I would Lure the hell out of it.
Overall some really solid entries this round, but I'm giving the win to EventideSojourner which makes out next challenge Sagas.
Enchantment- Saga (R)
(1) Create Uros, a red and white legendary 3/4 Human Warrior creature token with first strike and indestructible.
(2) Each player creates two 1/1 red and white Human Warrior creature tokens with haste and "This creature attacks each turn if able."
(3) Put three-1/-1 counters on each creature.
IIW: One-word card names.
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 - Saga R
(1-2) Put a +1/+1 counter on any number of target creatures.
(3) Put a -1/-1 counter on any number of target creatures.
Not possible in Standard, but y'know.
Next: Remake any card from Alpha/Beta, changing its type.
Enchantment-Saga (M)
(1) Each opponent discards two cards.
(2) Destroy target creature.
(3) The Razing of Skalla deals 200 damage to up to three target creatures. Search your library for a Planeswalker card, reveal it, then put it into your hand.
IIW: Un cards (silly)
Enchantment - Saga
(1) Each player sacrifices a land.
(2) Create a 3/3 black Wraith creature token with menace.
(3) Remove all lore counters from Sauron's Forging then transform it.
//
Ring Of Power
Artifact - Equipment
Indestructible
Whenever a legendary creature deals combat damage to a player, attach Ring Of Power to it.
Equipped creature has +3/+3 & attacks each combat if able. Creatures you control blocking equipped creature have deathtouch.
Equip—Pay 3 life
IIW: More cards from Lord Of The Rings
Enchantment- Saga
I- Exile target nontoken creature you control until The Hero's Journey leaves the battlefield.
II- Put 3 +1/+1 counters on target creature card you own in exile. Counters remain on that card as long as it moves to exile or the battlefield.
III- Whenever a creature enters the battlefield under your control this turn, if it wasn't cast, it gains lifelink, haste, double strike and vigilance until end of turn.
(Of note, sagas don't leave the battlefield until after their final chapter ability has left the stack)
IIW: Give your opponent(s) difficult choices
Enchantment - Saga (R)
I, II-Destroy target creature. Its controller creates a 4/4 red Dragon creature token with flying.
III-Destroy all non-Dragon creatures.
IIW: IT concept/device
Enchantment - Saga
(1) Deal 2 damage to any target.
(2) Destroy target land.
(3) Until end of turn, each mountain you control has: "T: deal 1 damage to any target."
IIW: Noncreature Artifacts or Enchantments in the command zone.