Dammaz Kron, Axe of Grudges4WR
Artifact - Equipment
Delve
Dammaz Kron, Axe of Grudges enters the battlefield with a charge counter on it for each legendary creature or dwarf exiled to cast it.
Equipped creature gets +1/+1 for each charge counter on this card. If there are 3 or more charge counters on this card, equipped creature gains trample and haste.
Equip 2
The Da'wi have long memories and even longer records. Each affront is recorded on the handle of the Dammaz Kron with increasing urgency.
IIW: Original Superheroes with a focus on EDH play.
Illuminant Procession XGWU
Sorcery R
Constitute, convoke, improvise
Search your library for an artifact, creature or enchantment and put it onto the battlefield, then shuffle your library.
(This is for a Modern Horizons-style set, it's not for Standard complexity)
(Constitute is like convoke but for enchantments)
Next: Wizards have decided to do monoblack enchantment removal. Show me what that looks like.
Sorry about late judging, I had a medical procedure and have been very out of it the past few dars. So, without further ado, judging for last challenge:
Knickemaker
I love the idea, but it does seem very very parasitic. There would have to be a very specific limited meta for this to be usable.
Promising Prototype
I like that you don't have to play it only when it's active, and it seems like a nice solid beater. The counter on an artificer seems a bit off, but overall it's unique and strong.
Blastsack Sliver
I read that name very wrong the first time. Other than that, this is a cool tool for slivers that at worst is an expensive bolt, and at best makes you immune to Slivers' worst enemy, boardwipes. Slightly parasitic, but that's not a deal-breaker for slivers. I would feel pretty awful opening this in most limited though.
Ancestor of Virtue
Pay 1 to kill it, pay 2 to make a 2/1 that anthems your tokens. Simple, powerful. I'm not a huge fan of casting a creature just to have it immediately die, I would almost prefer if it had cycling or discarded for an effect, as right now it's pretty much a build-around mechanically, since you need to invest 1 mana, then 2 mana in a fragile, non-recurrable effect.
Barken Hide
I'm conflicted on this card. Essentially, you want to play it in long games where a slow army of tokens can overrun the board, but you don't particularly want to play it against bant, as enchantment removal X-for-1s you if you don't have multiples. So you want to play it in slow games against fast colors ideally, which seems a bit too cute. If it was priced 1 higher and gave +1/+1 instead of +0/+1, maybe limiting it to green creatures or something and making 1/0s, I could see it for the residual value
Master of Flames
This guy has a really cool effect, but on an empty board, he swings for 8, 6 of which is trample, and he passes the bolt test. That seems like a ton of power for 4 mana, especially considering you can lead up to him with cheap things that cost R,1R, or 1RR, he scales a bit too quickly for 4.
Bone Wagon
I love the aristocrats feel,and the continuing power buff with each crewing. Works extremely well with recurring creatures and death triggers, and can save your creatures in the face of removal. I think this probably could've been costed more aggressively if anything.
Ironroot Infantry
I don't know if this particularly counts for the challenge, as it's always at least a 2/1 in play, but it is technically a 2/0 so I won't be too nitpicky. Toughness scaling is a feature that never seems too interesting on its own, as it doesn't do much to influence the board. Maybe if it had some treefolk-like toughness effect once it got up to like 4 or more, that would be flavorful and cool, but as is, it seems a little plane for rare.
Wartide Elemental
Definitely a cool effect, suffers from being a 2/0 on paper but in all actuality it's 2/1 at minimum. However, my main issue with this is the cost-to-effect ratio. This only passes the vanilla test if you have 8 other creatures out, which is a huge investment. Now, it does have vigilance and haste, and malleable P/T is a bonus, so it doesn't quite have to pass vanilla test to be playable, but it's so far off that this would be painful to play most of the time, and I would be disappointed if this was my limited rare.
Bloodrite Cannibal BR
Creature- Barbarian Wizard
Pay 2 life, sacrifice Bloodrite Cannibal: The next spell you cast this turn has delve and convoke.
Tap 2 untapped creatures you control, exile 2 other cards from your graveyard, pay 2 life: Return Bloodrite Cannibal from your graveyard to the battlefield tapped.
Bloodrite Cannibal gets +2/+2 and has deathtouch and lifelink as long as you own 6 or more creature cards with different names in exile.
2/1
Mergatroid Jones: They did do a similar thing to Shrieking Pyre with both Harvest Pyre and Magmatic Sinkhole but it's a design that's fresh enough from both those cards to be strong. Conclave Cantor is really sweet and I love the flavor text.
TheRavenManIsSquee: This can be a very strong card with enough mill. You could potentially drop this down on turn 2 as a 4/3 flyer that can draw you two cards. Thankfully it's in Bolt range for modern players. It's strong but not oppressive I would say.
Stille_Natch: I feel like this should be legendary - and possibly black? The idea that you need to delve away the right cards for this to work is a little annoying - if you pay the full price you don't actually get anything from this card. But in a deck built around it, it's very good.
Sephon19: You're missing the "converted mana cost X" section on the card (otherwise why would there be an X you know?). Without that X it's obviously way too strong, and otherwise it's a fusion of Wargate and Chord of Calling so nothing particularly innovating about that.
Totally Haywire: I like the cannibalistic approach to the flavor of Delve, but I find it harder to fit for Convoke (maybe if your creature was pluralized?). Obviously granting delve/convoke to any spell in the game is freakishly strong, and I think that 2 life and a sacrifice might be a bit too low a cost to enable it (possibly tapping or some extra mana?). I like the design a lot though, it's very impressive.
I think TotallyHaywire steals the win for me, our next challenge is: Manland Tribal. HMs to Mergatroid and TRMIS
Just to clarify for this one, any manlands are fair game, with a special consideration to cards with a "land creatures" tribal theme. And it can be a tribal spell or an anthem effect or whatever, it doesn't necessarily have to be a manland itself as long as it is thematically manland tribal support.
Roiling Mantle1RG
Enchantment - Aura {R}
Enchant land you control
Enchanted land gets +3/+3 and is a 0/0 red and green Elemental creature with haste and trample. It’s still a land.
Other land creatures you control gain trample.
Totem armor (If enchanted permanent would be destroyed, instead remove all damage from it and destroy this Aura.)
Omnath, Locus of LifeGWUR
Legendary Creature - Elemental (Mythic)
Whenever a land enters the battlefield under your control, you may have it become a 3/3 Elemental creature with haste that's still a land. If you don't, put two +1/+1 counters on target Elemental you control.
Whenever another Elemental you control dies, you may pay 1. If you do, return it to your hand. If it was a land creature, put it onto the battlefield tapped instead. 3: Exile target land or Elemental you control, then return it to the battlefield under its owner's control.
4/4
Valley of Primodials
Land (R)
Valley of Primordials enters the battlefield tapped.
Land creatures get +1/+1. T: Add C. 5: Target land becomes a 0/0 creature until end of turn, or until Valley of Primordials leaves the battlefield. Life did not begin with animals, nor will it end that way.
IIW: Return to Khans of Tarkir (because Narset stepped out of the timeline and restored it to how it was supposed to be, or some equally convenient plot device).
Nissa the Awakener1GG
Legendary Planeswalker - Nissa [MR]
Static: Lands you control have indestructible.
+2] Put a +1/+1 counter on target land.
-2] Target land you control becomes a 4/4 elemental with haste until end of turn.
-8] You may play land cards from your graveyard this turn, and you may play up to two additional lands this turn.
(3)
Burgeoning Energy1GG
Enchantment R
Land creatures you control have "T: Add X mana of any one color, where X is this creature's toughness." When the land can think for itself, it's true power can be brought to bear.
Dawn Dryad G
Creature - Dryad U
Artifacts you cast cost 1 less to cast for each red land creature you control.
Creatures you cast cost 1 less to cast for each green land creature you control.
Enchantments you cast cost 1 less to cast for each white land creature you control.
1/2
Next: Create a new keyword ability, keyword action or ability word and make a common with it.
Breath of Gaea2GG
Legendary Artifact (M)
All lands are 0/2 creatures that are still lands. Domain - Land creatures you control get +1/+1 for each basic land type among lands you control.
Roiling Mantle
I like that this eliminates the biggest disadvantage of manlands with totem armor. The trample anthem is a nice touch as well.
Omnath, Locus of Life
This is really unique and cool, and I like the elemental/ land tribal triggers, but I was reading that last ability and knew there had to be a way to break it. This going infinite with Training Grounds turns all your elementals and all your untapped lands save one into arbitrarily large hasty creatures, and produces infinite mana with any multiple tapping land seems like a combo that's just too easy to assemble for what it does.
Valley of Primordials
I like the anthem effect, but honestly, even if I have 4 of these out, paying 6 mana for a 4/4 for one turn isn't what I want to be doing in pretty much any archetype. Also, it should probably give them a creature type.
Nissa the Awakener
I like the slow building and one-punch damage style. Indestructible, hasty 4/4s on turn 4 are powerful, but not broken, as you are investing 3 mana and a card into it the first time. The ult is a little lackluster for the cost, and counterintuitive in that her static should probably prevent your lands from yarding most of the time.
Burgeoning Energy
Essentially a mana doubler or tripler for animated lands, this is a cool effect, and could definitely slot in the right deck. Plus, candelabra loves it.
Dawn Dryad
While a cool idea, this is somewhat undermined by the fact that lands are colorless by default, and most land animation doesn't give them a color.
4 mana to turn all of your lands into 3/5s or so in the average deck that would play this is pretty impressive, but the way this would probably see play is to animate your opponents lands and then do a one-sided boardwipe. i.e. Anger of the Gods if you have at least 2 colors, or any number of other things. Also, it sounds much more like an enchant than an artifact.
Blighted Moon
Simple, can be brutal with mass land animation like Sylvan Awakening, and good flavor.
Mr. Rithaniel for the simple, solid overall design and the unique build-around-ability in a land tribal/ramp style deck.
HMs to Forestsguy and Stille_Nacht
Next up: Baked goods as artifacts
The Color Pie 4
Legendary Artifact R T: Add one mana of any color.
When The Color Pie dies, exile it and roll a six-sided die. You gain an ability until end of turn according to the result:
1 - You have "2W: Draw two cards."
2 - You have "U: Target creature gets -2/-2 until end of turn."
3 - You have "1B: Destroy target artifact."
4 - You have "1R: Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library."
5 - You have "G: Exile target creature you control, then return it to the battlefield under its owner's control."
6 - You have "3CCCCC: Search your library for a white card, a blue card, a black card, a red card and a green card and put them into your hand. Then shuffle your library."
(I know it's stupid and way too wordy, but couldn't help myself.)
NEXT This won't win but: WotC has decided that black should do enchantment removal. Show me what that looks like at common.
Poisonberry Pie3
Artifact (U)
Poisonberry Pie enters the battlefield with four -1/-1 counters on it.
When a creature deals combat damage to you, move a -1/-1 counter from Poisonberry Pie onto that creature.
When Poisonberry Pie has no -1/-1 counters on it, sacrifice it. "Boysenberry! My favorite!"
Flour0
Artifact- Food
Cycling 1
Sugar0
Artifact- Food (C)
Cycling 2
Sacrifice Sugar: Gain 2 life.
Sacrifice Sugar and Flour: Gain 7 life.
MeatG
Artifact- Food (C)
Cycling 1G
Sacrifice Meat: Put a +1/+1 counter on target creature. That creature gains trample until end of turn.
Sacrifice Meat and Flour: Put 2 +1/+1 counters on target creature. That creature gains trample and haste until end of turn.
BreadW
Artifact- Food (C)
Cycling W
Sacrifice Bread: target creature gets +0/+2 and vigilance until end of turn. Untap that creature.
Sacrifice Flour: Return Bread from your graveyard to your hand.
Pie2R
Artifact- Food (C)
Cycling 1R R: Sacrifice Pie: Creatures you control get +2/+0 until end of turn.
Sacrifice Flour and Sugar: Return Pie from your graveyard to your hand.
PoisonB
Artifact- Food (C)
Cycling 2B
Flash
When a player discards or sacrifices another Food card, that player loses 2 life. 3B, Sacrifice Poisoin: Target creature gets -2/-2 until end of turn.
Fish1U
Artifact Creature- Fish Food (C)
Cycling 2
Sacrifice Fish: Add C and scry 1.
Sacrifice Fish and Flour: Add CC and scry 2.
2/1
Jovial Chef2W
Creature- Human (C)
Cycling 2W
When you sacrifice a Food card, put a +1/+1 counter on Jovial Chef.
2/3
Corpulent Courier4G
Creature- Orc (C)
Cycling 1G
When you discard a Food card, put a +1/+1 counter on Corpulent Courier. "My mum always told me to get a job by the food. My mum never told me wrong."
4/4
Venerable Farmers3G
Creature- Human (U)
Cycling 1G 1G, Exile a Food card from your graveyard: Search your library for a basic land card, reveal it, and put it into your hand. Shuffle your library.
2/4
Stern MillerW
Creature- Human (U)
Cycling 1W W,T: Create an artifact Food token named Flour.
Sacrifice 3 Flour artifacts: Prevent all combat damage that would be dealt this turn. "We'll need more if we're to survive the winter."
1/1
Goblin ChefR
Creature- Goblin (R)
Cycling 2R R,T: Return target Food artifact from your graveyard to your hand. T, Discard or sacrifice a Food card: Goblin Chef deals 1 damage to any target.
1/1
Of course you could get Poisonberry Pie back by sacrificing Flour, Sugar, and Poison. That was the inspiration for this whole mess.
Complementary breadsticks enters the battlefield with a bread counter on it.
3, : Target player must exit the playing area and get you a snack.
IIW: un cards
Well, it's been 3 days and there have only been two non-joke cards submitted. I get the feeling that people aren't too keen on this challenge. Do you guys think I should I just go ahead and judge or give people some more time?
Vial of Honey1
Artifact (Uncommon) 3, Sacrifice Vial of Honey: Destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them. Only fools would open it when it's makers aren't around.
Iiw: auras that enchant other auras
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Artifact - Equipment
Delve
Dammaz Kron, Axe of Grudges enters the battlefield with a charge counter on it for each legendary creature or dwarf exiled to cast it.
Equipped creature gets +1/+1 for each charge counter on this card. If there are 3 or more charge counters on this card, equipped creature gains trample and haste.
Equip 2
The Da'wi have long memories and even longer records. Each affront is recorded on the handle of the Dammaz Kron with increasing urgency.
IIW: Original Superheroes with a focus on EDH play.
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Sorcery R
Constitute, convoke, improvise
Search your library for an artifact, creature or enchantment and put it onto the battlefield, then shuffle your library.
(This is for a Modern Horizons-style set, it's not for Standard complexity)
(Constitute is like convoke but for enchantments)
Next: Wizards have decided to do monoblack enchantment removal. Show me what that looks like.
Knickemaker
I love the idea, but it does seem very very parasitic. There would have to be a very specific limited meta for this to be usable.
Promising Prototype
I like that you don't have to play it only when it's active, and it seems like a nice solid beater. The counter on an artificer seems a bit off, but overall it's unique and strong.
Blastsack Sliver
I read that name very wrong the first time. Other than that, this is a cool tool for slivers that at worst is an expensive bolt, and at best makes you immune to Slivers' worst enemy, boardwipes. Slightly parasitic, but that's not a deal-breaker for slivers. I would feel pretty awful opening this in most limited though.
Ancestor of Virtue
Pay 1 to kill it, pay 2 to make a 2/1 that anthems your tokens. Simple, powerful. I'm not a huge fan of casting a creature just to have it immediately die, I would almost prefer if it had cycling or discarded for an effect, as right now it's pretty much a build-around mechanically, since you need to invest 1 mana, then 2 mana in a fragile, non-recurrable effect.
Barken Hide
I'm conflicted on this card. Essentially, you want to play it in long games where a slow army of tokens can overrun the board, but you don't particularly want to play it against bant, as enchantment removal X-for-1s you if you don't have multiples. So you want to play it in slow games against fast colors ideally, which seems a bit too cute. If it was priced 1 higher and gave +1/+1 instead of +0/+1, maybe limiting it to green creatures or something and making 1/0s, I could see it for the residual value
Master of Flames
This guy has a really cool effect, but on an empty board, he swings for 8, 6 of which is trample, and he passes the bolt test. That seems like a ton of power for 4 mana, especially considering you can lead up to him with cheap things that cost R,1R, or 1RR, he scales a bit too quickly for 4.
Bone Wagon
I love the aristocrats feel,and the continuing power buff with each crewing. Works extremely well with recurring creatures and death triggers, and can save your creatures in the face of removal. I think this probably could've been costed more aggressively if anything.
Ironroot Infantry
I don't know if this particularly counts for the challenge, as it's always at least a 2/1 in play, but it is technically a 2/0 so I won't be too nitpicky. Toughness scaling is a feature that never seems too interesting on its own, as it doesn't do much to influence the board. Maybe if it had some treefolk-like toughness effect once it got up to like 4 or more, that would be flavorful and cool, but as is, it seems a little plane for rare.
Wartide Elemental
Definitely a cool effect, suffers from being a 2/0 on paper but in all actuality it's 2/1 at minimum. However, my main issue with this is the cost-to-effect ratio. This only passes the vanilla test if you have 8 other creatures out, which is a huge investment. Now, it does have vigilance and haste, and malleable P/T is a bonus, so it doesn't quite have to pass vanilla test to be playable, but it's so far off that this would be painful to play most of the time, and I would be disappointed if this was my limited rare.
And as you all know, the winner was Subject16
Creature- Barbarian Wizard
Pay 2 life, sacrifice Bloodrite Cannibal: The next spell you cast this turn has delve and convoke.
Tap 2 untapped creatures you control, exile 2 other cards from your graveyard, pay 2 life: Return Bloodrite Cannibal from your graveyard to the battlefield tapped.
Bloodrite Cannibal gets +2/+2 and has deathtouch and lifelink as long as you own 6 or more creature cards with different names in exile.
2/1
IIW: Manland tribal
TheRavenManIsSquee: This can be a very strong card with enough mill. You could potentially drop this down on turn 2 as a 4/3 flyer that can draw you two cards. Thankfully it's in Bolt range for modern players. It's strong but not oppressive I would say.
Stille_Natch: I feel like this should be legendary - and possibly black? The idea that you need to delve away the right cards for this to work is a little annoying - if you pay the full price you don't actually get anything from this card. But in a deck built around it, it's very good.
Sephon19: You're missing the "converted mana cost X" section on the card (otherwise why would there be an X you know?). Without that X it's obviously way too strong, and otherwise it's a fusion of Wargate and Chord of Calling so nothing particularly innovating about that.
Totally Haywire: I like the cannibalistic approach to the flavor of Delve, but I find it harder to fit for Convoke (maybe if your creature was pluralized?). Obviously granting delve/convoke to any spell in the game is freakishly strong, and I think that 2 life and a sacrifice might be a bit too low a cost to enable it (possibly tapping or some extra mana?). I like the design a lot though, it's very impressive.
I think TotallyHaywire steals the win for me, our next challenge is: Manland Tribal. HMs to Mergatroid and TRMIS
Enchantment - Aura {R}
Enchant land you control
Enchanted land gets +3/+3 and is a 0/0 red and green Elemental creature with haste and trample. It’s still a land.
Other land creatures you control gain trample.
Totem armor (If enchanted permanent would be destroyed, instead remove all damage from it and destroy this Aura.)
IIW: Treasure Tokens
Legendary Creature - Elemental (Mythic)
Whenever a land enters the battlefield under your control, you may have it become a 3/3 Elemental creature with haste that's still a land. If you don't, put two +1/+1 counters on target Elemental you control.
Whenever another Elemental you control dies, you may pay 1. If you do, return it to your hand. If it was a land creature, put it onto the battlefield tapped instead.
3: Exile target land or Elemental you control, then return it to the battlefield under its owner's control.
4/4
IIW: New four color commanders
Land (R)
Valley of Primordials enters the battlefield tapped.
Land creatures get +1/+1.
T: Add C.
5: Target land becomes a 0/0 creature until end of turn, or until Valley of Primordials leaves the battlefield.
Life did not begin with animals, nor will it end that way.
IIW: Return to Khans of Tarkir (because Narset stepped out of the timeline and restored it to how it was supposed to be, or some equally convenient plot device).
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 Planeswalker - Nissa [MR]
Static: Lands you control have indestructible.
+2] Put a +1/+1 counter on target land.
-2] Target land you control becomes a 4/4 elemental with haste until end of turn.
-8] You may play land cards from your graveyard this turn, and you may play up to two additional lands this turn.
(3)
IiW
3 cmc planeswalkers
Burgeoning Energy 1GG
Enchantment R
Land creatures you control have "T: Add X mana of any one color, where X is this creature's toughness."
When the land can think for itself, it's true power can be brought to bear.
IIW: Baked goods as artifacts
Creature - Dryad U
Artifacts you cast cost 1 less to cast for each red land creature you control.
Creatures you cast cost 1 less to cast for each green land creature you control.
Enchantments you cast cost 1 less to cast for each white land creature you control.
1/2
Next: Create a new keyword ability, keyword action or ability word and make a common with it.
Legendary Artifact (M)
All lands are 0/2 creatures that are still lands.
Domain - Land creatures you control get +1/+1 for each basic land type among lands you control.
IIW: Hybrid Cantrips.
Enchantment (R)
Land creatures you control have infect.
As the necrosis spread across the white moon Bringer, Mirrordin found itself bathed in grey and red.
IIW: Original Superheroes
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Roiling Mantle
I like that this eliminates the biggest disadvantage of manlands with totem armor. The trample anthem is a nice touch as well.
Omnath, Locus of Life
This is really unique and cool, and I like the elemental/ land tribal triggers, but I was reading that last ability and knew there had to be a way to break it. This going infinite with Training Grounds turns all your elementals and all your untapped lands save one into arbitrarily large hasty creatures, and produces infinite mana with any multiple tapping land seems like a combo that's just too easy to assemble for what it does.
Valley of Primordials
I like the anthem effect, but honestly, even if I have 4 of these out, paying 6 mana for a 4/4 for one turn isn't what I want to be doing in pretty much any archetype. Also, it should probably give them a creature type.
Nissa the Awakener
I like the slow building and one-punch damage style. Indestructible, hasty 4/4s on turn 4 are powerful, but not broken, as you are investing 3 mana and a card into it the first time. The ult is a little lackluster for the cost, and counterintuitive in that her static should probably prevent your lands from yarding most of the time.
Burgeoning Energy
Essentially a mana doubler or tripler for animated lands, this is a cool effect, and could definitely slot in the right deck. Plus, candelabra loves it.
Dawn Dryad
While a cool idea, this is somewhat undermined by the fact that lands are colorless by default, and most land animation doesn't give them a color.
4 mana to turn all of your lands into 3/5s or so in the average deck that would play this is pretty impressive, but the way this would probably see play is to animate your opponents lands and then do a one-sided boardwipe. i.e. Anger of the Gods if you have at least 2 colors, or any number of other things. Also, it sounds much more like an enchant than an artifact.
Blighted Moon
Simple, can be brutal with mass land animation like Sylvan Awakening, and good flavor.
Mr. Rithaniel for the simple, solid overall design and the unique build-around-ability in a land tribal/ramp style deck.
HMs to Forestsguy and Stille_Nacht
Next up: Baked goods as artifacts
Legendary Artifact R
T: Add one mana of any color.
When The Color Pie dies, exile it and roll a six-sided die. You gain an ability until end of turn according to the result:
1 - You have "2W: Draw two cards."
2 - You have "U: Target creature gets -2/-2 until end of turn."
3 - You have "1B: Destroy target artifact."
4 - You have "1R: Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library."
5 - You have "G: Exile target creature you control, then return it to the battlefield under its owner's control."
6 - You have "3CCCCC: Search your library for a white card, a blue card, a black card, a red card and a green card and put them into your hand. Then shuffle your library."
(I know it's stupid and way too wordy, but couldn't help myself.)
NEXT This won't win but: WotC has decided that black should do enchantment removal. Show me what that looks like at common.
Artifact (U)
Poisonberry Pie enters the battlefield with four -1/-1 counters on it.
When a creature deals combat damage to you, move a -1/-1 counter from Poisonberry Pie onto that creature.
When Poisonberry Pie has no -1/-1 counters on it, sacrifice it.
"Boysenberry! My favorite!"
Flour 0
Artifact- Food
Cycling 1
Sugar 0
Artifact- Food (C)
Cycling 2
Sacrifice Sugar: Gain 2 life.
Sacrifice Sugar and Flour: Gain 7 life.
Meat G
Artifact- Food (C)
Cycling 1G
Sacrifice Meat: Put a +1/+1 counter on target creature. That creature gains trample until end of turn.
Sacrifice Meat and Flour: Put 2 +1/+1 counters on target creature. That creature gains trample and haste until end of turn.
Bread W
Artifact- Food (C)
Cycling W
Sacrifice Bread: target creature gets +0/+2 and vigilance until end of turn. Untap that creature.
Sacrifice Flour: Return Bread from your graveyard to your hand.
Pie 2R
Artifact- Food (C)
Cycling 1R
R: Sacrifice Pie: Creatures you control get +2/+0 until end of turn.
Sacrifice Flour and Sugar: Return Pie from your graveyard to your hand.
Poison B
Artifact- Food (C)
Cycling 2B
Flash
When a player discards or sacrifices another Food card, that player loses 2 life.
3B, Sacrifice Poisoin: Target creature gets -2/-2 until end of turn.
Fish 1U
Artifact Creature- Fish Food (C)
Cycling 2
Sacrifice Fish: Add C and scry 1.
Sacrifice Fish and Flour: Add CC and scry 2.
2/1
Jovial Chef 2W
Creature- Human (C)
Cycling 2W
When you sacrifice a Food card, put a +1/+1 counter on Jovial Chef.
2/3
Corpulent Courier 4G
Creature- Orc (C)
Cycling 1G
When you discard a Food card, put a +1/+1 counter on Corpulent Courier.
"My mum always told me to get a job by the food. My mum never told me wrong."
4/4
Venerable Farmers 3G
Creature- Human (U)
Cycling 1G
1G, Exile a Food card from your graveyard: Search your library for a basic land card, reveal it, and put it into your hand. Shuffle your library.
2/4
Stern Miller W
Creature- Human (U)
Cycling 1W
W,T: Create an artifact Food token named Flour.
Sacrifice 3 Flour artifacts: Prevent all combat damage that would be dealt this turn.
"We'll need more if we're to survive the winter."
1/1
Goblin Chef R
Creature- Goblin (R)
Cycling 2R
R,T: Return target Food artifact from your graveyard to your hand.
T, Discard or sacrifice a Food card: Goblin Chef deals 1 damage to any target.
1/1
Of course you could get Poisonberry Pie back by sacrificing Flour, Sugar, and Poison. That was the inspiration for this whole mess.
IIW: Nonblack Horrors, Nightmares, or Demons
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 - Equipment (U)
Equipped creature gets +1/+0
U, Sacrifice Stale Baguette: Add 2 mana to your mana pool.
Equip 1
Eet is ze instrument of our libaration. Eet is ze soggy, dis-appointin dinnair of our victairy.
IIW: Original Superheroes
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Artifact (M)
Complementary breadsticks enters the battlefield with a bread counter on it.
3, : Target player must exit the playing area and get you a snack.
IIW: un cards
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.
Just take everything seriously.
I seldomly don't believe my entry is a "joke" entry, I just don't expect it to win.
Artifact (Uncommon)
3, Sacrifice Vial of Honey: Destroy the creature with the least power. It can't be regenerated. If two or more creatures are tied for least power, you choose one of them.
Only fools would open it when it's makers aren't around.
Iiw: auras that enchant other auras