Subject16 - This feels solid and balanced. The +1/+1 counters are nice for the future and the life gain makes sure you’ll be alive to see that future. I like that the tapped creatures don’t have to be tapped by the spell, it can be from combat or other things. Very solid card overall.
Schutzwald - This card feels very powerful. Yes 5 life can be a lot but in a life-and-tokens deck that would be playing this card, it’s just gonna do so much work. Exiling five permanents is such a swing for losing none of your own (unless you need to target one of your own to get up to five targets). It’s possible I’m overvaluing this given the restrictions of activating it, but it just seems dangerous to me.
Void_nothing - This is a very swingy card. I fear that it might feel bad more often than it feels good. If you have no board state, this really does nothing except make you discard your hand, and if you’re winning, then it’s win-more (if even that, because you lose your hand). What it seems best for doing is breaking a grind-y stalemate, and in those cases, I think you have better options at 5 mana.
SarcasticYandere - I do like the sharing-abilities ability and smacking that onto an anthem on a five mana enchantment feels just about right to me. It’s very powerful, but a five-mana enchantment ought to be given the investment. I feel like there might be some rules questions about having it be a static ability (what if the one card with flying printed on it leaves, but the others still see each other as having had flying because of it…)
DarkNightCavalier - This card is missing some words, but I think I get the idea. The first ability is very weak, since for five mana you can definitely get a regular anthem. The second ability CAN be very strong, if you have a legend and an army, but that’s a lot to ask. Overall I think this card is a little too conditional, and could do to be pushed a little more, perhaps.
WINNER: Subject16, with SarcasticYandere in a close second.
The gate recognizes your endeavor and opens, revealing more road which leads up to another gate featuring another inscription: ‘Wings of Fire, Breath of Ice.’
DESIGN A CARD TO ATTEMPT TO FULFILL THIS INSCRIPTION
Glacial Phoenix1UR
Creature - Phoenix (r)
Flying
Cycling 3U
When you cycle Glacial Phoenix, tap target creature.
Dash 3R
You may cast Glacial Phoenix from your graveyard if you cast it for its dash cost. Wings of fire. Breath of Ice
2/1
Frostburn Chimera2UR
Creature - Chimera (Uncommon)
Flying
Whenever Frostburn Chimera deals combat damage to a player, you may pay . If you pay U this way, tap target creature that player controls and it doesn't untap during its controller's next untap step. If you pay R this way, Frostburn Chimera deals 1 damage to each creature without flying that player controls. "Don't ask me how it works, I'm just the guy who summoned it."
-Gragwa
1/4
Entity of Four ElementsRUWG
Creature- Elemental (M)
When you cast an instant spell, tap target permanent.
When you cast a sorcery spell, ~ gets +2/+0 and gains flying until end of turn.
When a land enters the battle field under your control, put a +1/+1 counter on ~.
When an enchantment enters the battlefield under your control, draw a card.
4/4
Frostfire Dragon3UR
Snow Creature - Dragon
Flying S: ~ gets +1/+0 until end of turn. 2URT: ~ deals 1 damage to each creature an opponent controls. Tap those creatures unless they are snow creatures.
3/4 Born of fire and ice.
Sun Crow1GW
Creature - Bird
Flying
When Sun Crow dies, you may search your library for a snow land card, reveal it, put it into your hand, then shuffle your library. When the sun crows migrate, winter follows
2/2
Wings of Fire2RW
Instant R
Creatures you control gain flying, vigilance, lifelink, and haste and until of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Breath of Ice2U
Instant
Whenever a creature you control deals combat damage to a player this turn, tap target creature that player controls. It doesn't untap during its controller's next untap step.
Kathari Elementalist 2B
Creature--Bird Shaman (Uncommon)
flying 2U: tap up to two target creatures without flying 2R: up to two target creatures with flying get +2/+0 until end of turn.
1/2
Private Mod Note
():
Rollback Post to RevisionRollBack
你好 have you eaten?
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
Soul of the Tempest2WW
Creature - Angel Spirit (M)
Flying, vigilance
As long as Soul of the Tempest is attacking or blocking, you may cast spells that target Soul of the Tempest and/or creatures blocking or blocked by it without paying their mana costs. She puts flame, frost, and lightning to the same purpose for which other archangels use a blade.
3/2
Hemlock - The main part of this card that is powerful is the last part, so looking at that recurring dash section, it does not seem horribly overpowered or anything. If the opponent can set up a flying blocker or exile it, it’s taken care of, so to speak. Overall these seems like an underwhelming but fine card, and does feel suited to the inscription.
Subject16 - This having only 1 power is good because those saboteur abilities are both quite powerful. In a lot of matchups the blue one can be very annoying to the opponent in the long term. This feels like a VERY strong limited pickup, and a fun creature. I definitely enjoy it.
Mergatroid - This is a very interesting creature, and I like that the kinds of spells it doesn’t care about are creatures and artifacts. I think each of the abilities feels pretty solid, but I don’t necessarily feel like any of them embody the “wings of fire” from the inscription in the challenge (+power and flying doesn’t quiiiite cut it).
DarkNight - The activated ability here is just too strong, I think, at least for limited. Until this thing is removed you can tap down an entire board. I suppose it would probably show up in a context with other snow creatures, but a a commander player, I worry about what this is capable of. It is a very fun idea though.
Amuzet - I like that this is off-color from the expectations, but I don’t know if it quite lives up to the vibe. It’s a very interesting card in the right format, but I just don’t know if it plays here.
Atlas - Well I never said it couldn’t be a split card, so this is a pretty literal take. The wings of fire part doesn’t feel very “fiery” or, for that matter, very red. Aside from haste which is a little weird on a four mana instant, it’s got a very white effect. Then breath of ice very much DOES feel on-color and on-cost. Casting the two together can be a very very brutal swing (almost certainly game-winning if unanswered).
kwanyeegor - Interesting to make a black card with off-color abilities for this. I think that without the abilities requiring the creature itself to tap, this might be slightly overpowered. Being able to tap down 2 creatures for 3 mana repeatedly seems very strong, and that power buff is nothing to overlook either. This wants to be like the new guildmages more than it wants to be like the old ones, I think.
void_nothing - This is a very, very cool effect. The flavor text helps me see what you’re going for but I don’t know if it’s QUITE enough to make it feel like the mechanics evoke the challenge, but still, in a vacuum, I think this is a super interesting card with a fun, unique effect.
WINNER: Subject16
You make it past the second gate, which takes you into the mountain itself. You cannot see in the darkness, but as you progress torches along the sides of the underground passage seem to light on their own, as if welcoming you to the cavern. But despite this, the sense is still one of foreboding. The light is still dim, the silence unsettling. After what feels like almost half an hour of walking, the walls of the passageway grow farther apart as you come to… a spring. This must be the place you’ve been seeking. As you approach you can see for sure: this spring flows with pure gold, somehow. But before you can reach it, you hear a voice booming from the distant darkness: “Who dares disturb this place?” A head comes forth. It belongs to:
Algthus, Gold Hoarder5RR
Legendary Creature - Dragon
Flying
Whenever you sacrifice a Treasure, ~ deals 2 damage to target creature or planeswalker.
At the beginning of your end step, create a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color."
7/7
“Leave now, and I will spare your life!” he warns.
CHALLENGE: Do… something! You’ve already found the location, so the quest is technically complete and you could just leave and go report back. But that gold… surely you could take some if you were sneaky, or if this dragon were dead, or maybe there’s another way. Make a card that represents the action you want to take here. (Feel free to explain what you're doing in the post as well.)
Sigil of the Dragon1WW
Enchantment - Aura
Enchant Non-Dragon Creature
Enchanted Creature has first strike and has protection from dragons. 3RR: Enchanted Creature is a Dragon in addition to its creature types, has base power and toughness of 7/7 and gains flying until end of turn. This effect does not remove ~. Crafted from the scale of a dragon. Infused with its blood.
I want to fight fire with fire and challenge the dragon by turning into a dragon.
Heroic Effort2W
Target creature gets +2/+2 and gains indestructible until end of turn. Fateful Hour-If you have 5 or less life, that creature also gains double strike and lifelink until end of turn. "I refuse to fall! Not today! Not to you!"
Cast into GoldRR
Sorcery (Rare)
Cast into Gold deals damage to target creature equal to the number of artifacts on the battlefield. If that creature would die this way, exile it and create a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color." The dragon would never part with its hoard. To this day, it still doesn't.
I melt large quantities of gold around me and wield it towards the Algthus, making him a part of his own treasure.
Temporal Hiccup1UU
Sorcery (M)
Target player takes an extra turn after this one, then that player chooses an opponent of theirs. The chosen player then takes an extra turn. (Then turns resume as normal.)
Exile Temporal Hiccup.
The dragon blinks it's eye, and half an hour has passed for the adventurers. Time enough for the richest treasures to be carried away, and for the adventurers to hide before Algthus ever gets the chance to figure out what has happened.
Benign NegotiationsG
Sorcery (R)
Each player gains 3 life, untaps up to three creatures they control, and untaps up to three lands they control.
Scry 2.
It feels genuinely foolish not to have our first move to be trying to talk to the Dragon.
Schutzwald - This card feels very powerful. Yes 5 life can be a lot but in a life-and-tokens deck that would be playing this card, it’s just gonna do so much work. Exiling five permanents is such a swing for losing none of your own (unless you need to target one of your own to get up to five targets). It’s possible I’m overvaluing this given the restrictions of activating it, but it just seems dangerous to me.
Void_nothing - This is a very swingy card. I fear that it might feel bad more often than it feels good. If you have no board state, this really does nothing except make you discard your hand, and if you’re winning, then it’s win-more (if even that, because you lose your hand). What it seems best for doing is breaking a grind-y stalemate, and in those cases, I think you have better options at 5 mana.
SarcasticYandere - I do like the sharing-abilities ability and smacking that onto an anthem on a five mana enchantment feels just about right to me. It’s very powerful, but a five-mana enchantment ought to be given the investment. I feel like there might be some rules questions about having it be a static ability (what if the one card with flying printed on it leaves, but the others still see each other as having had flying because of it…)
DarkNightCavalier - This card is missing some words, but I think I get the idea. The first ability is very weak, since for five mana you can definitely get a regular anthem. The second ability CAN be very strong, if you have a legend and an army, but that’s a lot to ask. Overall I think this card is a little too conditional, and could do to be pushed a little more, perhaps.
WINNER: Subject16, with SarcasticYandere in a close second.
The gate recognizes your endeavor and opens, revealing more road which leads up to another gate featuring another inscription: ‘Wings of Fire, Breath of Ice.’
DESIGN A CARD TO ATTEMPT TO FULFILL THIS INSCRIPTION
Creature - Phoenix (r)
Flying
Cycling 3U
When you cycle Glacial Phoenix, tap target creature.
Dash 3R
You may cast Glacial Phoenix from your graveyard if you cast it for its dash cost.
Wings of fire. Breath of Ice
2/1
Creature - Chimera (Uncommon)
Flying
Whenever Frostburn Chimera deals combat damage to a player, you may pay . If you pay U this way, tap target creature that player controls and it doesn't untap during its controller's next untap step. If you pay R this way, Frostburn Chimera deals 1 damage to each creature without flying that player controls.
"Don't ask me how it works, I'm just the guy who summoned it."
-Gragwa
1/4
Creature- Elemental (M)
When you cast an instant spell, tap target permanent.
When you cast a sorcery spell, ~ gets +2/+0 and gains flying until end of turn.
When a land enters the battle field under your control, put a +1/+1 counter on ~.
When an enchantment enters the battlefield under your control, draw a card.
4/4
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.
Snow Creature - Dragon
Flying
S: ~ gets +1/+0 until end of turn.
2URT: ~ deals 1 damage to each creature an opponent controls. Tap those creatures unless they are snow creatures.
3/4
Born of fire and ice.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Creature - Bird
Flying
When Sun Crow dies, you may search your library for a snow land card, reveal it, put it into your hand, then shuffle your library.
When the sun crows migrate, winter follows
2/2
Instant R
Creatures you control gain flying, vigilance, lifelink, and haste and until of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Whenever a creature you control deals combat damage to a player this turn, tap target creature that player controls. It doesn't untap during its controller's next untap step.
Creature--Bird Shaman (Uncommon)
flying
2U: tap up to two target creatures without flying
2R: up to two target creatures with flying get +2/+0 until end of turn.
1/2
I'm a simple Magic player since 1 year ago from China. Now I live in New Jersey.
Creature - Angel Spirit (M)
Flying, vigilance
As long as Soul of the Tempest is attacking or blocking, you may cast spells that target Soul of the Tempest and/or creatures blocking or blocked by it without paying their mana costs.
She puts flame, frost, and lightning to the same purpose for which other archangels use a blade.
3/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Subject16 - This having only 1 power is good because those saboteur abilities are both quite powerful. In a lot of matchups the blue one can be very annoying to the opponent in the long term. This feels like a VERY strong limited pickup, and a fun creature. I definitely enjoy it.
Mergatroid - This is a very interesting creature, and I like that the kinds of spells it doesn’t care about are creatures and artifacts. I think each of the abilities feels pretty solid, but I don’t necessarily feel like any of them embody the “wings of fire” from the inscription in the challenge (+power and flying doesn’t quiiiite cut it).
DarkNight - The activated ability here is just too strong, I think, at least for limited. Until this thing is removed you can tap down an entire board. I suppose it would probably show up in a context with other snow creatures, but a a commander player, I worry about what this is capable of. It is a very fun idea though.
Amuzet - I like that this is off-color from the expectations, but I don’t know if it quite lives up to the vibe. It’s a very interesting card in the right format, but I just don’t know if it plays here.
Atlas - Well I never said it couldn’t be a split card, so this is a pretty literal take. The wings of fire part doesn’t feel very “fiery” or, for that matter, very red. Aside from haste which is a little weird on a four mana instant, it’s got a very white effect. Then breath of ice very much DOES feel on-color and on-cost. Casting the two together can be a very very brutal swing (almost certainly game-winning if unanswered).
kwanyeegor - Interesting to make a black card with off-color abilities for this. I think that without the abilities requiring the creature itself to tap, this might be slightly overpowered. Being able to tap down 2 creatures for 3 mana repeatedly seems very strong, and that power buff is nothing to overlook either. This wants to be like the new guildmages more than it wants to be like the old ones, I think.
void_nothing - This is a very, very cool effect. The flavor text helps me see what you’re going for but I don’t know if it’s QUITE enough to make it feel like the mechanics evoke the challenge, but still, in a vacuum, I think this is a super interesting card with a fun, unique effect.
WINNER: Subject16
You make it past the second gate, which takes you into the mountain itself. You cannot see in the darkness, but as you progress torches along the sides of the underground passage seem to light on their own, as if welcoming you to the cavern. But despite this, the sense is still one of foreboding. The light is still dim, the silence unsettling. After what feels like almost half an hour of walking, the walls of the passageway grow farther apart as you come to… a spring. This must be the place you’ve been seeking. As you approach you can see for sure: this spring flows with pure gold, somehow. But before you can reach it, you hear a voice booming from the distant darkness: “Who dares disturb this place?” A head comes forth. It belongs to:
Algthus, Gold Hoarder 5RR
Legendary Creature - Dragon
Flying
Whenever you sacrifice a Treasure, ~ deals 2 damage to target creature or planeswalker.
At the beginning of your end step, create a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color."
7/7
“Leave now, and I will spare your life!” he warns.
CHALLENGE: Do… something! You’ve already found the location, so the quest is technically complete and you could just leave and go report back. But that gold… surely you could take some if you were sneaky, or if this dragon were dead, or maybe there’s another way. Make a card that represents the action you want to take here. (Feel free to explain what you're doing in the post as well.)
Enchantment - Aura
Enchant Non-Dragon Creature
Enchanted Creature has first strike and has protection from dragons.
3RR: Enchanted Creature is a Dragon in addition to its creature types, has base power and toughness of 7/7 and gains flying until end of turn. This effect does not remove ~.
Crafted from the scale of a dragon. Infused with its blood.
I want to fight fire with fire and challenge the dragon by turning into a dragon.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Target creature gets +2/+2 and gains indestructible until end of turn.
Fateful Hour-If you have 5 or less life, that creature also gains double strike and lifelink until end of turn.
"I refuse to fall! Not today! Not to you!"
You grab the treasure! I'll hold off the dragon!
Instant
Destroy target Mountain, then Falling Stalactite deals 13 damage to target creature an opponent controls.
I destroy the hanging rocks over Algthus and hope they crush it.
BGGRock
Modern
BRGJund
BBGRock
Sorcery (Rare)
Cast into Gold deals damage to target creature equal to the number of artifacts on the battlefield. If that creature would die this way, exile it and create a colorless Treasure artifact token with "T, Sacrifice this artifact: Add one mana of any color."
The dragon would never part with its hoard. To this day, it still doesn't.
I melt large quantities of gold around me and wield it towards the Algthus, making him a part of his own treasure.
Sorcery (M)
Target player takes an extra turn after this one, then that player chooses an opponent of theirs. The chosen player then takes an extra turn. (Then turns resume as normal.)
Exile Temporal Hiccup.
The dragon blinks it's eye, and half an hour has passed for the adventurers. Time enough for the richest treasures to be carried away, and for the adventurers to hide before Algthus ever gets the chance to figure out what has happened.
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.
Sorcery (R)
Each player gains 3 life, untaps up to three creatures they control, and untaps up to three lands they control.
Scry 2.
It feels genuinely foolish not to have our first move to be trying to talk to the Dragon.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Deal of the Dragon1RR
sorcery (r)
Create a red 4/4 Dragon creature token with flying. Each other player scries 1 and draws a card.