Centaur Bastion :4mana::symw:
Tribal Artifact - Centaur Shield
Equipped creature gains +1/+5 and has vigilance.
If ~ is equipped to a Centaur, it gets +2/+6, vigilance, and first strike instead.
Equip - :symw::symw::symw:
Despotic Greed :2mana::symb::symb::symb:
Tribal Sorcery - Human
For each non-Human creature you don't control, you gain 1 life and each other player loses 1 life.
If you control a Human with a power or defense over 5, you may untap two swamps.
Trench Warfare :2mana::symr::symr:
Tribal Enchantment - Aura
Dwarfs you control cannot be blocked by creatures with flying.
Dwarfs you control gain first strike and +1/+0.
Soothing Winds :3mana::symuw::symgw:
Tribal Sorcery - Phelddagrif
Creatures you control that have flying get +1/+1 and vigilence until end of turn. Phelddagrifs you control get +2/+2, vigilence, and lifelink instead.
Thrull Misgivings :2mana::symu::symb:
Tribal Sorcery - Thrull
Draw a card for each Thrull you control. Then discard for each creature target opponent controls. That player loses 2 life.
Soldier's Resolve :2mana::symw:
Tribal Instant - Soldier
Target Soldier gains +1/+4 until end of turn.
Draw a card if you control two or more soldiers.
[b]Dwarven Hammer[/b]
Tribal Artifact - Dwarf Equipment
You may attack ~ to a Dwarf creature you control without paying its equip cost.
Equip creature gets first strike and +2/+0.
Equip:
Primordial Calling :2mana::symg:
Tribal Instant - Elk
Elks you control gain trample until end of turn.
If an Elk deals combat damage to a player this turn, draw a card.
Pentavite Musings :3mana::symu:
Tribal Sorcery - Pentavite
Draw 3 cards if you control a Pentavite. If one of those cards is a Pentavite, put into play tapped. Then discard a card.
Dreadnought Corruption :2mana::symb::symb:
Tribal Sorcery - Dreadnought
Dreadnoughts you control gain +2/+2 and fear until end of turn.
Draw a card for each Dreadnought you control.
Next: Yeti.
Private Mod Note
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Redington, Omniscient God of Bogles
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Tribal Artifact - Centaur Shield
Equipped creature gains +1/+5 and has vigilance.
If ~ is equipped to a Centaur, it gets +2/+6, vigilance, and first strike instead.
Equip - :symw::symw::symw:
Next: Goblin
Tribal Sorcery - Human
For each non-Human creature you don't control, you gain 1 life and each other player loses 1 life.
If you control a Human with a power or defense over 5, you may untap two swamps.
Next: Faerie.
Tribal Enchantment - Kithkin Aura
Enchant Creature
Enchanted Creature gains first strike and +0/+1.
Next: Merfolk.
Tribal Enchantment - Aura
Dwarfs you control cannot be blocked by creatures with flying.
Dwarfs you control gain first strike and +1/+0.
Next: Moonfolk.
Tribal Sorcery - Phelddagrif
Creatures you control that have flying get +1/+1 and vigilence until end of turn. Phelddagrifs you control get +2/+2, vigilence, and lifelink instead.
Next: Noggle.
Tribal Sorcery - Phelddagrif
Search your library for a Phelddagrif and put it into play.
Draw a card.
Next: Treefolk.
Tribal Sorcery - Thrull
Draw a card for each Thrull you control. Then discard for each creature target opponent controls. That player loses 2 life.
Next: Frog.
Uhm... 10 mana isn't a tribe. O_o
I'll just pick a tribe then.
Soldier's Resolve :2mana::symw:
Tribal Instant - Soldier
Target Soldier gains +1/+4 until end of turn.
Draw a card if you control two or more soldiers.
Next: Elemental.
Tribal Enchantment - Ass
All Asses you control gain +1/+1 and shroud.
Next: Viashino.
Tribal Artifact - Dwarf Equipment
You may attack ~ to a Dwarf creature you control without paying its equip cost.
Equip creature gets first strike and +2/+0.
Equip:
Next: [b]Vedalken.[/card]
Tribal Instant - Elk
Elks you control gain trample until end of turn.
If an Elk deals combat damage to a player this turn, draw a card.
Next: Faerie.
Tribal Enchantment - Ox
Ox creatures you control gain +0+3.
Next: Phelddagrif.
Tribal Instant - Wall
All Walls you control gain +1/+3 until end of turn.
Next: Dwarf.
Tribal Sorcery - Pentavite
Draw 3 cards if you control a Pentavite. If one of those cards is a Pentavite, put into play tapped. Then discard a card.
Next: Goblin.
Tribal Sorcery - Dreadnought
Dreadnoughts you control gain +2/+2 and fear until end of turn.
Draw a card for each Dreadnought you control.
Next: Yeti.