Over the Top2UW
Instant
Split Second
Until end of turn, if a spell an opponent controls causes you to put any cards from your library into your graveyard, you gain 2 life for each of those cards, then shuffle them back into your library.
Nicol Goldmane, Tirel of Vol's Seeker3WUBRG
Planeswalker - Nicol Goldmane Mutant
+2 - Return target artifact creature from your graveyard to play. It deals damage equal to its power to target player and you gain that much life.
-2 - Put a 4/4 red dragon creature token with flying, two 2/2 black zombie creature tokens, and 3 1/1 white soldier creature tokens onto the battlefield.
-8 - Gain 10 life, target opponent sacrifices half the number of permanents they control, put an X/X white avatar creature token onto the battlefield where X = your life total, all artifacts you control become 6/6 creatures until end of turn, then gain control of all dragons and they gain haste until end of turn.
Loyalty: 6
Gale Generator 5
Artifact 0: Put a charge counter on Gale Generator, then exile a permanent you control. Activate this ability only once each turn.
At the end of each player's turn, sacrifice a land for each charge counter on Gale Generator. x: Search your library for X instant cards. Separate them into two piles. An opponent chooses one and all the rest are shuffled into your library. You then put all lands in the graveyard onto the battlefield.
I made Bolas a little more powerful with his ultimate, and as for the Hexproof suggestion, I think that the card is powerful enough than to have a built-in protection keyword. So here's the first 5 cards from "Alara Revisited"!
Bant MageGWU
Creature - Human Wizard
Hexproof
When ~ enters the battlefield, choose one - search your library for two basic land cards, and put one onto the battlefield tapped and the other into your hand; or you gain 4 life; or draw 2 cards.
2/1
Rarity: Uncommon
Cerodon Ancient5WR
Creature - Beast
Vigilance, flash, haste Naya's ground shudders, the trees tremble, and the threat to the cerodon herd is wiped out all within the blink of an eye.
7/6
Rarity: Uncommon
Esper Seeing-Glass2WU
Artifact ,t: Scry 2. ,t: Fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.) "If I don't feel like making my own destiny, I'll change someone else's." -Keeper of the Seeing Glass
Rarity: Uncommon
Dragon of Undeath4BR
Creature - Dragon Zombie
Flying, Intimidate
When ~ enters the battlefield, you may pay . If you do, return target creature card from your graveyard to the battlefield.
5/5
Rarity: Rare
Expendable Goblin1R
Creature - Goblin
When ~ is put into a graveyard from play, you may pay 1. If you do, return ~ to your hand. Neverending is the supply of prey items on Jund.
1/1
Rarity: Common
Changes: Made Dragon of Undeath have Intimidate instead of Fear.
Just so everyone knows, I don't read any of the comics, the graphic novels, or any storyline-related articles. I only know bits/pieces of the various MTG storylines, and I really like some of the alara themes. Ajani and Nicol Bolas, bant, jund, I just like the allied tricolored theme of the alara block. So with these things in mind, I'm going to create an alara-based set, with allied tricolor themes, and well we'll see how it goes! My first shot at an MTG created-card set. Every allied tricolor faction will get a "power card". I shall begin, with two promos.
Nicol Bolas, Tyrant3UBBR
Planeswalker - Bolas
+1 - Target opponent discards a card, loses 3 life, and sacrifices a permanent.
-2 - Return target creature card from your graveyard to the battlefield.
-6 - Destroy two target permanents. If any of those permanents were planeswalkers or creatures, return them to the battlefield under your control.
4 Loyalty
Rarity: Mythic
Defensive DowsingWUUB
Enchantment
Spells and abilities you control may target creatures your opponents control that have hexproof or shroud as if they didn't have those abilities. Never underestimate Esper ingenuity.
Rarity: Rare
Steadfast Determination2W
Instant
Target creature gets +0/+1 and gains absorb 2 until end of turn. (Whenever a source would deal damage to a creature with absorb 2, prevent 2 of that damage.)
The Blob4GG
Legendary Creature - Ooze
Absorb 3
Whenever a source would deal damage to ~ and any amount of that damage is prevented, put that many +1/+1 counters on ~.
2/2
If I had to put a rarity on it, I would say...uncommon. Doesn't seem powerful enough to be rare, but yet it does a lot more to be a common. As far as the absorb comments, I always wanted to see more from that mechanic than one sliver. So it just popped in there to make a couple DCs with absorb on it. I love sparking convo about it though!
Ok, so I like to create magic cards. Any that I think up, I'll put on here. I don't do this all the time, but I believe I'll get the hang of a good format to put cards on here. Anyway, here are some randoms. Rant/Rave, like/dislike, gonna let my ideas flow into this topic!
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Holy-Imbued GauntletsWW
Artifact - Equipment
Cannot be attached to a black creature.
Equipped creature gains Absorb 1. (Whenever a source would deal damage to a creature with Absorb 1, prevent 1 of that damage.)
Equip - WW
Ageless Wurm4GGW
Creature - Wurm Trample
Whenever you gain life, put that many +1/+1 counters on ~. If ~ has a number of +1/+1 counters on it equal to your starting life total, you win the game. Whenever ~ attacks, remove 5 +1/+1 counters from it.
6/6
Demon of the Exile5BB
Creature - Demon
Flying t, Exile another non-token creature you control: Exile target creature.
5/5
Mystic TurtleUUU
Creature - Turtle
Absorb 2, shroud (Whenever a source would deal damage to a creature with Absorb 2, prevent 2 of that damage.) U, Sacrifice ~: choose one - Draw a card; or counter target noncreature spell; or scry 2.
1/2
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Basically, for my first attempts here, I'm trying to stay true to card balance and grammatical fluidity. Maybe I'll make a dream card set? Guess we'll see what the future holds!
Hello everyone! I used to play magic when I was 8, way back in the 90s. I recently got back into the game with my wife around the time Mirrodin Besieged was newly released. Since then, I've explored the various formats, with my favorite being Elder Dragon Highlander. My player group is very small, and we play quite regularly. I listen to ICP, enjoy playing Twisted Metal and Modern Warfare 3, and otherwise work. So what's up MTG Salvation?
Instant
Split Second
Until end of turn, if a spell an opponent controls causes you to put any cards from your library into your graveyard, you gain 2 life for each of those cards, then shuffle them back into your library.
Planeswalker - Nicol Goldmane Mutant
+2 - Return target artifact creature from your graveyard to play. It deals damage equal to its power to target player and you gain that much life.
-2 - Put a 4/4 red dragon creature token with flying, two 2/2 black zombie creature tokens, and 3 1/1 white soldier creature tokens onto the battlefield.
-8 - Gain 10 life, target opponent sacrifices half the number of permanents they control, put an X/X white avatar creature token onto the battlefield where X = your life total, all artifacts you control become 6/6 creatures until end of turn, then gain control of all dragons and they gain haste until end of turn.
Loyalty: 6
Artifact
0: Put a charge counter on Gale Generator, then exile a permanent you control. Activate this ability only once each turn.
At the end of each player's turn, sacrifice a land for each charge counter on Gale Generator.
x: Search your library for X instant cards. Separate them into two piles. An opponent chooses one and all the rest are shuffled into your library. You then put all lands in the graveyard onto the battlefield.
Bant Mage GWU
Creature - Human Wizard
Hexproof
When ~ enters the battlefield, choose one - search your library for two basic land cards, and put one onto the battlefield tapped and the other into your hand; or you gain 4 life; or draw 2 cards.
2/1
Rarity: Uncommon
Cerodon Ancient 5WR
Creature - Beast
Vigilance, flash, haste
Naya's ground shudders, the trees tremble, and the threat to the cerodon herd is wiped out all within the blink of an eye.
7/6
Rarity: Uncommon
Esper Seeing-Glass 2WU
Artifact
,t: Scry 2.
,t: Fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)
"If I don't feel like making my own destiny, I'll change someone else's." -Keeper of the Seeing Glass
Rarity: Uncommon
Dragon of Undeath 4BR
Creature - Dragon Zombie
Flying, Intimidate
When ~ enters the battlefield, you may pay . If you do, return target creature card from your graveyard to the battlefield.
5/5
Rarity: Rare
Expendable Goblin 1R
Creature - Goblin
When ~ is put into a graveyard from play, you may pay 1. If you do, return ~ to your hand.
Neverending is the supply of prey items on Jund.
1/1
Rarity: Common
Changes: Made Dragon of Undeath have Intimidate instead of Fear.
Nicol Bolas, Tyrant 3UBBR
Planeswalker - Bolas
+1 - Target opponent discards a card, loses 3 life, and sacrifices a permanent.
-2 - Return target creature card from your graveyard to the battlefield.
-6 - Destroy two target permanents. If any of those permanents were planeswalkers or creatures, return them to the battlefield under your control.
4 Loyalty
Rarity: Mythic
Defensive DowsingWUUB
Enchantment
Spells and abilities you control may target creatures your opponents control that have hexproof or shroud as if they didn't have those abilities.
Never underestimate Esper ingenuity.
Rarity: Rare
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Steadfast Determination 2W
Instant
Target creature gets +0/+1 and gains absorb 2 until end of turn. (Whenever a source would deal damage to a creature with absorb 2, prevent 2 of that damage.)
The Blob 4GG
Legendary Creature - Ooze
Absorb 3
Whenever a source would deal damage to ~ and any amount of that damage is prevented, put that many +1/+1 counters on ~.
2/2
If I had to put a rarity on it, I would say...uncommon. Doesn't seem powerful enough to be rare, but yet it does a lot more to be a common. As far as the absorb comments, I always wanted to see more from that mechanic than one sliver. So it just popped in there to make a couple DCs with absorb on it. I love sparking convo about it though!
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Holy-Imbued Gauntlets WW
Artifact - Equipment
Cannot be attached to a black creature.
Equipped creature gains Absorb 1. (Whenever a source would deal damage to a creature with Absorb 1, prevent 1 of that damage.)
Equip - WW
Ageless Wurm 4GGW
Creature - Wurm
Trample
Whenever you gain life, put that many +1/+1 counters on ~. If ~ has a number of +1/+1 counters on it equal to your starting life total, you win the game. Whenever ~ attacks, remove 5 +1/+1 counters from it.
6/6
Demon of the Exile 5BB
Creature - Demon
Flying
t, Exile another non-token creature you control: Exile target creature.
5/5
Mystic Turtle UUU
Creature - Turtle
Absorb 2, shroud (Whenever a source would deal damage to a creature with Absorb 2, prevent 2 of that damage.)
U, Sacrifice ~: choose one - Draw a card; or counter target noncreature spell; or scry 2.
1/2
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Basically, for my first attempts here, I'm trying to stay true to card balance and grammatical fluidity. Maybe I'll make a dream card set? Guess we'll see what the future holds!