Quote from allred123 »Hmmm. Your card inspired me to create my own version.
I'm not an expert on oracle text etc, but here it goes
Legendary Human Wizard
When * ETB, you may Draw X cards then discard X cards.
If X is 4 or more * deals 4 damage to each other creature, and each player sacrifices 4 lands.
Allows for a beat down path, Spells matter, Graveyard shinanegens, Lands matter theme, extra wildfire varient, that while it costs 7, you get to loot, and keep a creature in play. Seems really powerful, and wouldn't go into a standard set, but maybe a commander product or something
Quote from Mimeofacture »Lightning Ritual — 1R
Add RRR. If that mana is spent on a creature spell, it gains haste.
Quote from Wildfire393 »
This suffers from the problem where it does way too many things. A seven mana dude that Wildfires on ETB and survives would be cubeable as-is, even with a relatively middling body. Getting a loot four on top of that means this realistically would have to cost around nine mana. Getting the ability to also cast it as an okay on-curve body AND as a body with looting at every cost-point in between 3 and 7 means it's doing way too much in one package.
Quote from allred123 »
7 might be a little cheap, 9 feels like to much though. Ugin costs 8 generic and I don't think this is better than ugin.
The loot effect at higher values is a lot weaker since you probably don't have 4 cards in hand to loot away, it probably plays out that you get to keep 1 or 2 of those cards. In addition, whatever cards you do keep, won't be big and splashy since you are now down up to 4 lands, and I find even most of my wildfire decks often play at least a couple lands
also, cards that do to much, you mean like Urza, Lord High Artificer
Quote from BlackWaltz3 »Twintomaton 6
Artifact Creature - Construct (R)
This creature gets +1/+1 for each artifact you control.
“When Twintomaton enters the battlefield, create a 0/0 colorless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”
Balan, Leonin Captain 4WW
Legendary Creature - Cat Knight (M)
When Balan Leonin Captain enters the battlefield reveal cards from your library until you reveal an equipment card. Attach that equipment to Balan, Leonin Captain and put the revealed cards on the bottom of your library in a random order.
As long as Balan, Leonin Captain is equipped it is indestructible.
Elia, the Wanderer 2W
Legendary Planeswalker - Elia (M)
At the beginning of your end step you may exile another non-land permanent you control and then return it to the battlefield.
+1: Elia becomes a 3/1 white Elemental creature with flying until end of turn. Prevent all noncombat damage that would be dealt to it until your next turn.
-2: Opponents can’t cast creature spells with a converted cost of 4 or greater on their next turn.
Quote from BlackWaltz3 »Twintomaton is not Wurmcoil Engine good, but Wurmcoil is insane. I've seen how busted this ability can be with Karn and the shells that run him and I think 5 mana is probably just too efficient for this. With one artifact this is 6 power. With 3 artifacts--which is going to be more common-this is 10 power.
As always, thank you for your wording assist! I hope you are coming to wherever we go after this because I need your wording help. You're the Bernie Taupin to my Elton John...lol. Godo does let you pick your equipment but is also incredibly vulnerable between the turn you cast him and the turn you play the equip on him. Also, the decks that run this are probably only going to run equip targets that work well with this. Not going to see too many skullclamps on here.
Yeah, I thought that The Wanderer might make a good blink archetype walker so I decided to name her. The Custom Card Creation Forum had a field day with this...oh well. Truth is nobody knows enough about this character yet to say what it should look like or what iterations it could feasibly take on. Wanted to note that Elia is only a creature until EOT. It can be attacked. It is just the noncombat damage clause that sticks until next turn--she cant be burned. I think the -2 can be really powerful against certain archetypes and since it only limits your opponent it gives you the ability to resolve powerful 4/5 drop Angels/Hero/Etc. that they can't answer with their own large creature threats.
Quote from BlackWaltz3 »Cards I might like for weaker slots in cube - White Edition (White 2CC and 6CC creatures).
Stoneforge Metallurgist 1W
Creature - Kor Artificer (R)
When Stoneforge Metallurgist enters the battlefield create an equipment called Stoneforge Dagger it has “Equipped creature gets +2/+1 and Equip 0.
When either of Stoneforge Metallurgist or Stoneforge Dagger leave the battlefield, sacrifice the other.
Notes: A bit high risk, high reward. She provides equipment you can use immediately and can swing for 3 by herself, but killing either the creature or the artifact is a 2 for 1.
Thraben Detective 1W
Creature - Human (R)
At the end of each of your turns if one or more creature tokens were created under your control, investigate. (Create a colorless Clue artifact token with “2, Sacrifice this artifact: Draw a card.”)
Notes: Lot of people already run Thraben Inspector. I wanted to amp it up a bit and make clue tokens from creature tokens.
Angelic Aspirationist 1W
Creature - Human Monk (M)
Level up 1W 2/2
Level 1-2 Flying 3/3
Level 3+ Angelic Aspirationist is an Angel.
Flying, First Strike, Lifelink 5/5
Notes: Build a Baneslayer Angel!
General Adrianna Vallore 4WW
Legendary Creature - Human Knight (M)
Vigilance, Lifelink, Protection from Red
General Adrianna Vallore gets +1/+1 for each other Knight or Soldier you control.
At the beginning of each players’ end step create a 1/1 white Soldier with lifelink.
Whenever a soldier you control dies create a 2/2 white Knight with vigilance.
Notes: I wanted a Legendary Captain of the Watch variant. I chose Adrianna for a few reasons. Pro Red is important for this kind of card and as her former iteration is also red I can justify it a bit here. Her storyline involves her trying to rebuild the ranks to take the throne back. Also for more female representation in Magic!
Sword of Serra 3WWW
Creature - Angel (M)
As Sword of Serra enters the battlefield, choose a color. Sword of Serra has protection from the chosen color.
Notes: Voice of All's effect is a lot more intimidating on a massive threat.
Creature - Human Wizard (M)
At the beginning of your end step, you may exile any number of nonland permanents you control, then return them to the battlefield under their owner’s control.
Whenever a spell or ability targets Blinkcrafter, exile it, and then return it to the battlefield under your control.
Notes: I'm not actually sure if this is printable or not, but I wanted to make a splashable and resilient blink archetype staple.
Lord of the Meek 4WW
Creature - Bird Knight (M)
Flying, First Strike
When Lord of the Meek enters the battlefield you may exile a creature an opponent controls with power 4 or greater.
If a creature you control with power 3 or less would deal damage to a creature or planeswalker and opponent controls it deals double that damage to that creature or planeswalker instead.
Notes: Lord of the Beak! Er...Meek. I wanted a way to add relevance to Whites smaller creatures in the late game and punish players for their Baneslayer type creatures. So Lord of the Meek is an evasive threat that deals double damage to enemy creatures and PW's and grants that effect to your other small white creatures! Not enough? How about a free reprisal that ignores hexproof?
Quote from AvalonAurora »Sudden Inspiration 2UU
Scry 3, then draw two cards.
During your next upkeep, scry 1.
Warden's Law W
* Your opponent's can't cast spells this turn.
* Target creature gains protection from the color of your choice or from colorless until end of turn.
Aura Magnet 2W
When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.
Hopeful Destiny 2WWW
Enchantment - Aura
When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.
Eyes of Oblivion 2BBB
Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
Exile two target creatures.
Avalanche Racer 2RR
Creature - Elemental
Menance, Trample, Haste, Double Strike
Avalanche Racer attacks each turn if able.
If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step.
Mysteries of the Glimmering Dew 1G
Mysteries of the Glimmering Dew can't be countered.
Choose one -
* Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
* Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
* The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.
Quote from BlackWaltz3 »Wanted to make a pushed looter blue 1 drop that I think most people would cube and might be printable.
Seafloor Looter U
Creature - Merfolk (R)
Multikicker 1U (You may pay an additional 1U any number of times as you cast this spell.)
When Seafloor Looter enters the battlefield draw a card plus an additional card for each time Seafloor Looter was kicked, then discard a card.
Seafloor Looter enters the battlefield with a +1/+1 counter for each time it was kicked
Notes: So the idea is if played on turn 1 this guy will loot as an ETB. If played kicked once it is a Catalog strapped to a bear for 1UU and if kicked twice it is Sift and a 3/3 for 2UUU. If this is too good a couple ideas could be for this to begin as a 2 drop for 1U, it could begin as a 0/1 or if you want to get really spicy it could begin as a 1/0.