That's the flavor text for his card, not is IIW. The actual IIW is "Sucker Punches, Broken Bones and Lockholds (+ Points for non-red/black)"
Sorry, fixed it. Here's my entry:
Bonesnapper2GG [U]
Creature - Beast Berserker
Trample
When Bonesnapper is turned face-up, destroy all creatures blocking it.
Morph 3GG(You may cast this face-down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
5/2
Tainted Well
Legendary Land (R) T: Add 1 to your mana pool. U, T: Target creature power becomes 1 until end of turn. B, T: Target creature toughness becomes 1 until end of turn
IIW: Unusual but flavorful color bleeding onto friend colors.
This seems very, very good for a land. Not only is this ridiculous in limited (Your 1/1 can trade with anything), but its 1-toughness ability is undercosted. 2.5/10
Lotus Garden
Legendary Land (M)
If Lotus Garden would enter the battlefield, sacrifice a permanent of each color instead. If you do, put Lotus Garden onto the battlefield tapped. If you don't, exile Lotus Garden. T: Add three mana in any combination of colors to your mana pool.
IIW: Post whatever card you want.
This is what a mythic should feel like, but at the same time the card itself is impratctical. Sacrificing three permanents for two extra mana isn't exactly card efficient, especially given how it comes into play tapped. 5/10
Vulcanus, Segovia's Fury
Legendary Artifact Land - Equipment Mountain (R) (:symtap:: Add to your mana pool.)
Vulcanus, Segovia's Fury enters the battlefield tapped.
Equipped creature gets +1/+1 for each Mountain you control and has first strike and haste.
Equip 4 Planeswalkers quickly found that Segovia's miniaturized landscapes made perfect fashion accessories for their cohorts.
IIW: Cards with an activated ability that only functions in a zone other than the battlefield.
This is another interesting card. I feel like it should be a mythic, but at the same time it's not that good. However, the card design is pretty good and it seems balanced. I think you'd be fine without first strike, though. 7/10
Hiyama, the Seeing Stream
Legendary Land (R)
:symtap:: Add 1 to your mana pool. 2, T: Put a sight counter on Hiyama, the Seeing Stream, then look at the top X cards of your library and put them back in any order, where X is the number of sight counters on Hiyama, the Seeing Stream.
IIW: A sorcery costing RR.
This is also a good card. I think the ability is undercosted, given how it basically fixes all your draws for the rest of the game, but it's still a good card. 7.5/10
Grigor Canyon
Legendary Land (R)
If a creature card would leave your graveyard, you may shuffle it into your library instead. T: Add 1 to your mana pool.
IIW: A card with cascade and/or devour and/or ninjustu.
This one has a rather narrow effect that really is only good with something like Scavenge. I like the design, but it feels a little to limited. 5.5/10
Oyobi's Temple
Legendary Land (R) T: Add 1 to your mana pool
When Oyobi's Temple is put into a graveyard from anywhere, it's owner puts a 3/3 white spirit creature token with flying onto the battlefield. Oyobi's song echos through it's halls, and manifests in it's destruction.
IIW: Legendary equipment named for a current planeswalker or legendary creature.
Hallowed Henge
Legendary Land R
Hallowed Henge is Indestructible
If a spell or ability an opponent controls would target a land you control,
that spell or ability targets Hallowed Henge instead. t: add 1 to your mana pool.
IIW: Something that feels like it's been a card before, but hasn't.
Ah. Someone wants to neuter land destruction? This is a nice card, but again, it's fairly limited. However, it's a good way to make that Stone Rain printable again. 6/10
Temple of Vish Kall
Legendary Land - Swamp Plains R
When Temple of Vish Kall enters the battlefield, Target opponent gains 2 life you lose 2 life 1WB, :symtap:: Target player loses 2 life and you gain 2 life Kneel at his throne, bleed at his feet.
IIW: Underused mechanics
Alright, men. Godless Shrine obviously isn't good enough, so let's make it much, much better. Let's remove any restrictions it has, so as to make it the best dual land ever. And let's tack on 2 damage and 2 life gain. And let's make it strictly better than Orzhova, the Church of Deals. I'm sorry, but this seems like a lot of meat for a land. 1/10
Glamer Lawns of Venys
Legendary Land - Forest Plains (M)
(t: Add G or W to your mana pool.)
Whenever you spend mana produced by Glamer Lawns of Venys to cast a non-Aura enchantment spell, you may have Glamer Lawns of Venys become a copy of that enchantment, except it's still a land and its name is still Glamer Lawns of Venys.
iiw: a new Preordain/Ponder/Serum Visions
I feel like this needs to come into play tapped, but being legendary helps when you're cracking fetchlands left and right. The ability is interesting - Not to underwhelming in the right deck, but not exactly Eldrazi Conscription #2. This feels well made and it feels like what a legendary land should feel like. 8/10
Adreik, the First Tree
Legendary Land - Forest (R) (:symtap:: Add to your mana pool.) Grandeur — Discard another card named Adreik, the First Tree: Untap all Forests you control.
A grandeur land! Interesting. The grandeur ability feels about right for a land powerwise and fits green very flavorfully. I really like this entry. 9/10
Gate of Valhalla Legendary Land [M] T: Add 1 to your mana pool. Add RG to your mana pool instead if a creature you control has dealt combat damage to an opponent this turn. Where even gods meet their end.
IIW: Sucker Punches, Broken Bones and Lockholds (+ Points for non-red/black)
This is a simple card - reminds me of Radha, Heir to Keld in a good way. It's not overpowered - the ability is balanced, and red and green are the flavorful colors for this, if not red and black. I like it. 9/10
Thraben Cathedral
Legendary Land (R)
~ enters the battlefield tapped. T: Add W to your mana pool. 1W: Human creatures you control get +1/+1 and gain vigilance and protection from non-human creatures until end of turn.
IIW: Innistrad
And Innnistrad indeed seems to be on your mind! However, I'm not feeling this card. The second ability might have been fine without the protection clause - however, with it, it's incredulously overpowered. Your humans turn into infinite blockers, with +1/+1 and vigilance to boot. Then, when you decide to retaliate, it makes them all unblockable. This feels far, far to overpowered. 2.5/10
Land of Light and Rain
Legendary Land (R)
Land of Light and Rain enters the battlefield tapped. T: Add W or U to your mana pool. WU,T: Tap or untap target permanent. Activate this ability only if you control a white or a blue legendary creature.
IIW: Phyrexian mana on non-phyrexian cards
The restriction makes the card nearly unplayable in a draft scenario (unless it's a legendary-matters block). Tapping for two colors is still good, though. The ability itself isn't overpowered in Constructed, while being fairly balanced given the restriction. Having a blue or white legend might be harder than you'd think, which makes this card very swingy. The design could be changed a bit. However, the concept is still nice. 5.5/10
Mana Volcano
Legendary Land (M) T: Reveal the top card of your library. If it's a land, then add 3 to your mana pool and you may put that card on the bottom of your library. Activate this ability only any time you could cast an instant.
IIW: Starcraft/Warcraft
I'm not so sure about this one. It doesn't feel legendary, nor does the name suggest it, nor does it feel mythic. This ability is also very swingy, with a small chance to be better than ancient tomb 3.5/10
Silanthus, the Hidden Forge
Legendary Land (M) ,T: Put a 1/1 colorless Myr artifact creature token named Myr Moonvessel onto the battlefield with "When this creature dies, add 1 to your mana pool". Memnarch's legacy lives on, away from the searing gaze of Phyrexia's five suns.
IIW: Put a ring on it.
Kher Keep just got an upgrade. I like this card. It feels both legendary and mythic. The ability isn't overpowered, but doesn't exactly tap for mana. I like it, but the fact that it doesn't tap for mana feels a little wierd to me. 8.5/10
Cindrid, Mouth of Embers
Legendary Tribal Land - Elemental Mountain {M} (T: Add R to your mana pool.)
Champion an Elemental (When this enters the battlefield, sacrifice it unless you exile another Elemental you control. When this leaves the battlefield, that card returns to the battlefield.)
2R,T: Exile Cindrid, Mouth of Embers, then return it to the battlefield tapped under your control.
IIW: Guild Based Ultimatums (3DDCC)
Wow, that's a rather lot of text. For all its limitations, all it really is is a Safe Haven for elementals. It doesn't really feel that mythic to me. 6/10
Hall of Krong
Legendary Land (M) T: Add 2to your mana pool. Hall of Krong deals 2 damage to you.
Metalcraft - T: Add 2 to your mana pool. Activate this ability only if you control three or more artifacts.
IIW: "When ~ is put into your graveyard from your library,"
So... Ancient Tomb+? This doesn't feel very mythic or legendary to me... It's not exactly unique. 4.5/10
Serra's Vault
Legendary Land - {M}
Serra's Vault comes into play tapped.
: Add W to your mana pool.
Grandeur — Discard another card named Serra's Vault: Return target enchantment card from your graveyard to your hand.
iiw: color-shifted multi-color sorcery
Another Grandeur ability on a land! While this may or may not have been inspired by the previous one, it's interesting. Returning an enchantment feels pretty white, but unlike the previous one, it's fairly underwhelming. Comparing Early Harvest to Auramancer dictates so. Still, a nice design. 8/10
Fairmore, the Tree of Death Land- Forest Swamp
(t: Add G or B to your mana pool.)
Whenever ~ enters the battlefield, return a creature from a graveyard to the battlefield under your control. It gains Infect. Sacrifice it at the end of turn. (P/G)(P/B), T: Target player sacrifices a creature and you gain control of it. It gains haste. Sacrifice it at the end of turn.
"Tis a fool who have not learned from the past. You never trust your enemies, nor your allies." Jarod to Razia.
IIW: A Teferi Planeswalker.
Erm... Let's take Overgrown Tomb, make it legendary, add Postmortem Lunge, and give it the ability to tap to [/card]Slave of Bolas[/card]? I'm definitely not feeling it. 1.5/10
Shifting Stone
Land - Mountain (M)
(T: add R to your mana pool.)
Whenever ~ becomes tapped, it deals 1 damage to you.
Sacrifice a land: ~ become a 3/2 red Elemental creature until end of turn.
Sacrifice a land: Return ~ from your graveyard to your hand.
IIW - What Magic: the Gathering means to you.
I like the design, but I feel like the third ability is a little too much. I like the theme here - you're going to loose life to attack and to tap for mana, which balances how it attacks for 3 fairly quickly. However, it doesn't feel mythic or legendary to me. 6.5/10
Winterspring! The new theme is "Sucker Punches, Broken Bones and Lockholds (+ Points for non-red/black)"
HM: Sir Aureus
CrustaceanCrusader
Swishh
Guys, a mythic/legendary land should do someting special. I know Kamigawa didn't exactly support this, but try using cards like Eye of Ugin for referrence.
Temporal Collapse0 {M}
Instant
Temporal Collapse is blue.
Counter target spell an opponent controls. That player takes an extra turn after this one. Time is a constant. Detach part of it from a timeline and it tends to return.
Lunar Command3GG [R]
Sorcery
Destroy all creatures. For each creature destroyed this way, its controller puts a 2/2 green Wolf creature token into play. The moon speaks to all. Some cannot hear it until it is too late.
Curse of Extirpation2BBB [R]
Enchantment - Aura Curse
Enchant player
Whenever enchanted player casts a spell, creatures that player controls get -1/-1 until end of turn.
Dementia4UUBB [M]
Sorcery
Each player sacrifices all nonland permanents they control and discards their hand, then puts the top X cards of their library into their graveyard, where X is the total converted mana cost of all cards put into their graveyard this way. Is it worth it for just one peek?
Conclave Krajtower WUG
Enchantment (R)
Graft 1, shroud
Whenever a creature enters the battlefield, put X +1/+1 counters on Conclave Krajtower, where X is that creature's power.
At the beginning of your upkeep, if there are 100 or more +1/+1 counters on Conclave Krajtower, you win the game.
This one's interesting. Graft on a noncreature is pretty interesting. However, it's very unlikely that you'll ever get this off. Getting 99 total power creatures, even on both sides, will only happen reliably in a 4-player EDH game.
Mindless Repetition :3mana::symu::symb:
Sorcery {M}
If you have 100 or more cards in your graveyard, restart the game unless any player concedes. Otherwise, take an extra turn after this one. “Care to try your luck again?”
Uhm, what? The only time the 100 or more clause will be relevant is in some kind of Battle of Wits deck, and even then restarting the game isn't really a good reward for such a thing.
Mindmiller3UU
Creature - Illusion
When Mindmiller deals combat damage to a player, each player puts the top 10 cards of his or her library into his or her graveyard.
As long as there are less than 20 cards in all graveyards, Mindmiller doesn't untap during it's controller's untap step.
As long as there are 40 or more cards in all graveyards, Mindmiller has hexproof.
As long as there are 60 or more cards in all graveyards, Mindmiller is unblockable.
As long as there are 80 or more cards in all graveyards, Mindmiller is indestructible.
As long as there are 100 or more cards in all graveyards, Mindmiller gets +20/+20
1/3
I understand what you're trying to do here, but by the time he's already hit a player once he'll be useless without other cards to help him. I missed the 'less than' clause. He's underpowered unless he hits, and he's unlikely to hit more than once. Also, unless we're talking EDH or Battle of Wits, if there are 100 cards in all graveyards, someone's got an empty library. If you've already hit then two times with a 1/3, they might be doing something wrong.
Manatithed Colossus2
Artifact Creature - Golem (M)
Trample
At the beginning of your upkeep, put X +1/+1 counters on Manatithed Colossus, where X is its power.
Manatithed Colossus can't attack or block unless its power is 100 or greater.
4/4
I like the concept, but there should be a different way to do this. Also, it shouldn't have trample. This makes it so swinging isn't an automatic "I win" outside of EDH.
Sky Tyrant's Wrath7RR
Sorcery (M)
Sky Tyrant's Wrath deals 10 damage to each of up to ten target creatures, players, or planeswalkers. There is only one true ruler of Shiv.
This one I like. I know it isn't strictly speaking the number 100, but 10x10 does get there. I'd put it at rare myself, but that's just me. I almost want to say it's undercosted, but in reality it's probably fine.
Escalating Conflict6WWW
Sorcery (M)
Each player puts 100 1/1 white Soldier creature tokens onto the battlefield. The two kingdoms grew their armies to such massive scales that neither dared attack each other. In the ensuing standoff, a strange peace fell over the land.
Erm... what? This one's hilarious, but anything like even Overrun makes this swingy. I like the concept, but generally the person casting this wins the next turn.
Mass Erasure9UUU
Sorcery
Search all libraries for 100 cards and exile those cards. Then, for each library searched, its owner shuffles it.
Just rename it to 'Win target game'. There's a reason cards like these don't exist, and that's because as soon as they go off you win. Unless we're talking about neutering Battle of Wits, you're taking a step into the red zone.
Conclave Guardian 100
Artifact Creature - Avatar {MR}
Affinity for Permanents, Convoke
~ comes into play with +1/+1 counters on it equal to the amount of mana spent to cast it.
0/0
Assume you have 20 lands and 20 creatures. You'd still be 40 mana short. This is a nice idea, but far too expensive to practically cost. There's a reason the mana cost of creature cards caps off at 16, and even then that one gets a reduction. Plus, there's no gurantee he'll hit the field. Image the irony when a person taps out and pays 100 mana only to get mana leak'd.
Impending Doom9BBBBBB
Sorcery (M) ~ can't be countered by spells or abilities.
Target player loses the game.
Suspend 100-B
Whenever a permanent becomes tapped or untapped, if ~ is suspended, remove a time counter from it.
This one's really nice. Although I don't think it should have a mana cost (despite things like Cascade existing), it's a great way to incorporate 100 into a mechanic. However, there's the problem that 100 permanents tapping and untapping happens much faster than you'd think it would. If it was 100 permanents becoming tapped, it would be more balanced IMO.
Promise of Immortality1W
Enchantment {R}
At the beginning of your upkeep, if an opponent has 100 or more life, that opponent gets two poison counters. 1W: Target opponent gains 30 life. Never trust anyone offering an easy way to live forever.
"1W: Target opponent gains 30 life." Not something I'd ever expect to be printed on a card. This is interesting, although I did specifically ask for the number 100 to not be asociated with your life total. -.- However, it's still an interesting concept, despite the card being a little shaky. Playing this almost insures a win, should your opponent fail to find an answer to it/kill you.
Blasticus Maximus6
Legendary Artifact (R) 2, Pay 2 life: Blasticus Maximus deals 1 damage to each creature.
Exile Blasticus Maximus: Each opponent loses 15 life. Play this ability only if Blasticus Maximus dealt 100 or more damage this turn.
Assuming there are 10 10/10 creatures in play (a tall order; usually if that happens someone's dead), you'd have to spend 20 and pay 20 life to clear the field and deal 15 damage. Hugely impractical.
Planeidoskope2
Artifact (M)
Mana doesn't empty from your mana pool as steps and phases end. 10, Sacrifice Planeidoskope: For the rest of the game you may cast spells without paying their mana cost. Draw 7 cards.
First of all, this is a very nearly strictly better Upwelling. Second, it's a nice way to remake Helix Pinnacle different, but the same. Yet this feels more vulnerable, but perhaps that's a better thing. Still, it feels very undercosted to me. It should be at least 5.
The Big Bad10GGGGG
Creature - Beast Horror (M)
100/100 "It was this big!" BFM
IIW: Starcraft/Warcraft
Someone had to do it. I'd say that it's appropriately expensive (although I'd prefer it to be five-color), but spending enough mana to play Emrakul and having it get doom bladed is pretty ironic. Still, a nice way to make a 100/100.
Sapflow Potentate5GGGGG
Creature — Elemental (M)
Whenever you tap a land for mana, put a sap counter on Sapflow Potentate.
Unless it's attacking, Sapflow Potentate gets +1/+1 for each sap counter on it.
If Sapflow Potentate has 100 power, you win the game.
10/10
Play Sapflow Potentate. Untap. Tap 10 lands, attack for 20. Win. Ignoring the rules issue with Platinum Angel on the opposing side with this at 100 power, you'd be much better off just killing them before waiting to get 100 mana.
Molten MasteryR
Sorcery (R)
You get an emblem with "Whenever a source you control deals damage to an opponent or a creature an opponent controls, you get that many mastery counters." (A player with 100 or more mastery counters wins the game.)
It's unlikely the game will drag on long enough for 100 damage to be dealt. It's possible in some red decks, but 100 is a lot more than you'd think in this scenario.
Rildyn of 100 Faces2UU
Legendary Creature - Human Wizard (R)
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a nonlegendary creature card. Rildyn of 100 Faces becomes a copy of that card except its name is still Rildyn of 100 Faces, it's still legendary, and it has this ability in addition to its other abilities. Put the revealed cards on the bottom of your library in a random order.
2/2
Overwhelming Cackling5BBBBB
Sorcery (R)
Target player loses the game if the number of permanents he or she doesn't control is one hundred or more.
Another 4-player EDH card. Even if it was in that scenario, it would require 3 players having an average of 33 permanents apiece. I wouldn't consider this feasible in usual gameplay.
Gates of Oblivion3
Legendary Artifact (M) T, Sacrifice a creature: Put X End counters on ~, where X is that creatures combined power and toughness.
Sacrifice ~: Put 100 5/5 Demon tokens with flying and haste on to the battlefield. Only activate this ability if ~ has 100 or more End counters on it.
Another "I win the game" trigger. This one's interesting. 100 combined power and toughness might be feasible, but by then you've probably already lost from sacrificing all your creatures. Still, this one's not as far-fetched as some other entries.
Eternity Tower
Legendary Land (M)
Eternity Tower enters the battlefield tapped. T: Add 1 to your mana pool.
Whenever you spend any amount of mana, put that that many tower counters on Eternity Tower.
At the beginning of your upkeep, if Eternity Tower has 100 or more tower counters on it, you win the game.
This is basically Helix Pinnacle but with slightly more interactivity and a much better effect. It has the same 100-mana clause, but you get to spend your mana, too.
Just realized that you have to spend the mana. This makes it both better and much, much worse. While having an empty field and hand makes this a dead card, with is an instant-win with Skyshroud Elf. Or any of another half-dozen cards with a similar effect. You need to change the tower counter clause. It was a nice effort, though, and it's a nice way to remake Helix Pinnacle.
Winner:
Sky Tyrant's Wrath7RR
Sorcery (M)
Sky Tyrant's Wrath deals 10 damage to each of up to ten target creatures, players, or planeswalkers. There is only one true ruler of Shiv.
IIW: There were 2538 of these Objects, but 2000 were lost. The remaining 538 must never come together. Ever.
Dunga, Fist of the Forest1GG M
Legendary Creature - Treefolk Druid
Dungra, Fist of the Forest's power is equal to the number of creature tokens you control and its toughness is equal to that number plus one.
Wheneber Dungra, Fist of the Forest attacks, put two 1/1 green Saproling creature tokens into play.
*/*+1
IIW: The number 100. It can't involve your life total.
Nature's Dejection2GU [R]
Instant
Counter target permanent spell. If it's countered this way, put it onto the battlefield under your control instead of into its owner's graveyard.
Stand or Die5RW [M]
Sorcery
Return all creature cards from your graveyard to the battlefield. Creatures you control gain double strike, haste, and lifelink until end of turn. "Mirrodin will be ours once again!" -Ezuri, Renegade Leader
IIW: How Scars of Mirrodin should have ended The number 100
Dead Bloom3BG [C]
Sorcery
Destroy target nongreen creature. Search your library for a basic land card and put it on the battlefield tapped. Shuffle your library afterwards.
IIW: 100
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Sorry, fixed it. Here's my entry:
Bonesnapper 2GG [U]
Creature - Beast Berserker
Trample
When Bonesnapper is turned face-up, destroy all creatures blocking it.
Morph 3GG (You may cast this face-down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
5/2
IIW: 3 or less mana planeswalkers.
This seems very, very good for a land. Not only is this ridiculous in limited (Your 1/1 can trade with anything), but its 1-toughness ability is undercosted. 2.5/10
This is what a mythic should feel like, but at the same time the card itself is impratctical. Sacrificing three permanents for two extra mana isn't exactly card efficient, especially given how it comes into play tapped. 5/10
This is another interesting card. I feel like it should be a mythic, but at the same time it's not that good. However, the card design is pretty good and it seems balanced. I think you'd be fine without first strike, though. 7/10
This is also a good card. I think the ability is undercosted, given how it basically fixes all your draws for the rest of the game, but it's still a good card. 7.5/10
This one has a rather narrow effect that really is only good with something like Scavenge. I like the design, but it feels a little to limited. 5.5/10
God's Eye, Gate to the Reikai. This is much less balanced. Turn 1 forest, turn 2 crop rotation? 1.5/10
Ah. Someone wants to neuter land destruction? This is a nice card, but again, it's fairly limited. However, it's a good way to make that Stone Rain printable again. 6/10
Alright, men. Godless Shrine obviously isn't good enough, so let's make it much, much better. Let's remove any restrictions it has, so as to make it the best dual land ever. And let's tack on 2 damage and 2 life gain. And let's make it strictly better than Orzhova, the Church of Deals. I'm sorry, but this seems like a lot of meat for a land. 1/10
I feel like this needs to come into play tapped, but being legendary helps when you're cracking fetchlands left and right. The ability is interesting - Not to underwhelming in the right deck, but not exactly Eldrazi Conscription #2. This feels well made and it feels like what a legendary land should feel like. 8/10
A grandeur land! Interesting. The grandeur ability feels about right for a land powerwise and fits green very flavorfully. I really like this entry. 9/10
This is a simple card - reminds me of Radha, Heir to Keld in a good way. It's not overpowered - the ability is balanced, and red and green are the flavorful colors for this, if not red and black. I like it. 9/10
And Innnistrad indeed seems to be on your mind! However, I'm not feeling this card. The second ability might have been fine without the protection clause - however, with it, it's incredulously overpowered. Your humans turn into infinite blockers, with +1/+1 and vigilance to boot. Then, when you decide to retaliate, it makes them all unblockable. This feels far, far to overpowered. 2.5/10
The restriction makes the card nearly unplayable in a draft scenario (unless it's a legendary-matters block). Tapping for two colors is still good, though. The ability itself isn't overpowered in Constructed, while being fairly balanced given the restriction. Having a blue or white legend might be harder than you'd think, which makes this card very swingy. The design could be changed a bit. However, the concept is still nice. 5.5/10
I'm not so sure about this one. It doesn't feel legendary, nor does the name suggest it, nor does it feel mythic. This ability is also very swingy, with a small chance to be better than ancient tomb 3.5/10
Kher Keep just got an upgrade. I like this card. It feels both legendary and mythic. The ability isn't overpowered, but doesn't exactly tap for mana. I like it, but the fact that it doesn't tap for mana feels a little wierd to me. 8.5/10
Wow, that's a rather lot of text. For all its limitations, all it really is is a Safe Haven for elementals. It doesn't really feel that mythic to me. 6/10
So... Ancient Tomb+? This doesn't feel very mythic or legendary to me... It's not exactly unique. 4.5/10
Another Grandeur ability on a land! While this may or may not have been inspired by the previous one, it's interesting. Returning an enchantment feels pretty white, but unlike the previous one, it's fairly underwhelming. Comparing Early Harvest to Auramancer dictates so. Still, a nice design. 8/10
Erm... Let's take Overgrown Tomb, make it legendary, add Postmortem Lunge, and give it the ability to tap to [/card]Slave of Bolas[/card]? I'm definitely not feeling it. 1.5/10
I like the design, but I feel like the third ability is a little too much. I like the theme here - you're going to loose life to attack and to tap for mana, which balances how it attacks for 3 fairly quickly. However, it doesn't feel mythic or legendary to me. 6.5/10
HM: Sir Aureus
CrustaceanCrusader
Swishh
Instant
Temporal Collapse is blue.
Counter target spell an opponent controls. That player takes an extra turn after this one.
Time is a constant. Detach part of it from a timeline and it tends to return.
IIW: A mythic and/or legendary land.
Sorcery
Destroy all creatures. For each creature destroyed this way, its controller puts a 2/2 green Wolf creature token into play.
The moon speaks to all. Some cannot hear it until it is too late.
IIW: A mythic and/or legendary land.
Enchantment - Aura Curse
Enchant player
Whenever enchanted player casts a spell, creatures that player controls get -1/-1 until end of turn.
IIW: A mythic.
Sorcery
Each player sacrifices all nonland permanents they control and discards their hand, then puts the top X cards of their library into their graveyard, where X is the total converted mana cost of all cards put into their graveyard this way.
Is it worth it for just one peek?
IIW: A mythic rare card.
This one's interesting. Graft on a noncreature is pretty interesting. However, it's very unlikely that you'll ever get this off. Getting 99 total power creatures, even on both sides, will only happen reliably in a 4-player EDH game.
Uhm, what? The only time the 100 or more clause will be relevant is in some kind of Battle of Wits deck, and even then restarting the game isn't really a good reward for such a thing.
I understand what you're trying to do here, but by the time he's already hit a player once he'll be useless without other cards to help him.I missed the 'less than' clause. He's underpowered unless he hits, and he's unlikely to hit more than once. Also, unless we're talking EDH or Battle of Wits, if there are 100 cards in all graveyards, someone's got an empty library. If you've already hit then two times with a 1/3, they might be doing something wrong.Turn 1: 4/4
Turn 2: 8/8
Turn 3: 16/16
Turn 4: 32/32. Fling for lethal.
Turn 5: 64/64
Turn 6: 128/128. Swing for lethal.
I like the concept, but there should be a different way to do this. Also, it shouldn't have trample. This makes it so swinging isn't an automatic "I win" outside of EDH.
This one I like. I know it isn't strictly speaking the number 100, but 10x10 does get there. I'd put it at rare myself, but that's just me. I almost want to say it's undercosted, but in reality it's probably fine.
Erm... what? This one's hilarious, but anything like even Overrun makes this swingy. I like the concept, but generally the person casting this wins the next turn.
Just rename it to 'Win target game'. There's a reason cards like these don't exist, and that's because as soon as they go off you win. Unless we're talking about neutering Battle of Wits, you're taking a step into the red zone.
Assume you have 20 lands and 20 creatures. You'd still be 40 mana short. This is a nice idea, but far too expensive to practically cost. There's a reason the mana cost of creature cards caps off at 16, and even then that one gets a reduction. Plus, there's no gurantee he'll hit the field. Image the irony when a person taps out and pays 100 mana only to get mana leak'd.
This one's really nice. Although I don't think it should have a mana cost (despite things like Cascade existing), it's a great way to incorporate 100 into a mechanic. However, there's the problem that 100 permanents tapping and untapping happens much faster than you'd think it would. If it was 100 permanents becoming tapped, it would be more balanced IMO.
"1W: Target opponent gains 30 life." Not something I'd ever expect to be printed on a card. This is interesting, although I did specifically ask for the number 100 to not be asociated with your life total. -.- However, it's still an interesting concept, despite the card being a little shaky. Playing this almost insures a win, should your opponent fail to find an answer to it/kill you.
Assuming there are 10 10/10 creatures in play (a tall order; usually if that happens someone's dead), you'd have to spend 20 and pay 20 life to clear the field and deal 15 damage. Hugely impractical.
First of all, this is a very nearly strictly better Upwelling. Second, it's a nice way to remake Helix Pinnacle different, but the same. Yet this feels more vulnerable, but perhaps that's a better thing. Still, it feels very undercosted to me. It should be at least 5.
Someone had to do it. I'd say that it's appropriately expensive (although I'd prefer it to be five-color), but spending enough mana to play Emrakul and having it get doom bladed is pretty ironic. Still, a nice way to make a 100/100.
Play Sapflow Potentate. Untap. Tap 10 lands, attack for 20. Win. Ignoring the rules issue with Platinum Angel on the opposing side with this at 100 power, you'd be much better off just killing them before waiting to get 100 mana.
It's unlikely the game will drag on long enough for 100 damage to be dealt. It's possible in some red decks, but 100 is a lot more than you'd think in this scenario.
Reminds me of Sakashima the Impostor. I like it, but getting a Blightsteel Colossus for 4 mana is a little too good with something like Worldly Tutor. I'd suggest adding a randomness clause to it first.
Another 4-player EDH card. Even if it was in that scenario, it would require 3 players having an average of 33 permanents apiece. I wouldn't consider this feasible in usual gameplay.
Another "I win the game" trigger. This one's interesting. 100 combined power and toughness might be feasible, but by then you've probably already lost from sacrificing all your creatures. Still, this one's not as far-fetched as some other entries.
This is basically Helix Pinnacle but with slightly more interactivity and a much better effect. It has the same 100-mana clause, but you get to spend your mana, too.Just realized that you have to spend the mana. This makes it both better and much, much worse. While having an empty field and hand makes this a dead card, with is an instant-win with Skyshroud Elf. Or any of another half-dozen cards with a similar effect. You need to change the tower counter clause. It was a nice effort, though, and it's a nice way to remake Helix Pinnacle.
Winner:
Sorcery (M)
Sky Tyrant's Wrath deals 10 damage to each of up to ten target creatures, players, or planeswalkers.
There is only one true ruler of Shiv.
IIW: There were 2538 of these Objects, but 2000 were lost. The remaining 538 must never come together. Ever.
Legendary Creature - Treefolk Druid
Dungra, Fist of the Forest's power is equal to the number of creature tokens you control and its toughness is equal to that number plus one.
Wheneber Dungra, Fist of the Forest attacks, put two 1/1 green Saproling creature tokens into play.
*/*+1
IIW: The number 100. It can't involve your life total.
I smell a copycat.
Instant
Target creature becomes a 0/0 black Germ until end of turn.
IIW: The number 100.
Instant
Counter target permanent spell. If it's countered this way, put it onto the battlefield under your control instead of into its owner's graveyard.
IIW: The number 100.
Sorcery
Return all creature cards from your graveyard to the battlefield. Creatures you control gain double strike, haste, and lifelink until end of turn.
"Mirrodin will be ours once again!" -Ezuri, Renegade Leader
IIW:
How Scars of Mirrodin should have endedThe number 100Sorcery
Destroy target nongreen creature. Search your library for a basic land card and put it on the battlefield tapped. Shuffle your library afterwards.
IIW: 100