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  • posted a message on Best removal spell ever made.
    If you honestly wanted to make this work, you could just say:

    Godslayer's Verdict :symw::symb:
    Instant (mr)
    Destroy a creature with shroud of your choice. You gain 10 life. Search your library for a card and put that card into your hand. Then shuffle your library.
    As the tyrant fell, the people breathed again.
    Posted in: Custom Card Creation
  • posted a message on October FCC - Round 1
    3. QuantumEcho
    Judge Belgareth presiding


    Ætherot Mists :symu::symb:
    Enchantment {Rare}

    Whenever you would draw a card, you may instead choose target card in a graveyard. If you do, that card's owner shuffles it into his or her library.
    The last thoughts of those who die within its bounds are absorbed into the vapors, and whispered into the mind of any living soul who wanders through.

    Illus. Christian Aare



    Posted in: Custom Card Contests and Games
  • posted a message on October FCC - Player Signups
    I'm in.
    Posted in: Custom Card Contests and Games
  • posted a message on July FCC - Round 1
    23. QuantumEcho
    Judge WhisperedThunder presiding

    Pheremones 4

    Sorcery {Rare}

    Pheremones is all colors of mana spent to pay its mana cost.
    Gain control of target creature that shares a color with Pheremones.


    Posted in: Custom Card Contests and Games
  • posted a message on July FCC - Player Signups
    I'm in!
    Posted in: Custom Card Contests and Games
  • posted a message on April FCC: Round 2
    Match #13: QuantumEcho vs. Cantripmancer
    Judge Howler13 presiding

    Good luck to you too, Cantripmancer!


    Intrigue 3UU

    Creature - Incarnation {Rare}

    Whenever an opponent draws a card, you may pay 2U and reveal Intrigue from your hand. If you do, that player reveals that card and you draw a card.
    Whenever a creature you control attacks, you may look at the defending player’s hand and the top three cards of his or her library.
    3U: Choose one — Scry 3; or fateseal 3.

    2/3

    Illus. EnD-Reitanna



    Posted in: Custom Card Contests and Games
  • posted a message on April FCC- Round One!
    It goes by East Coast time.

    If you live in the Pacific time zone, the round ends at 9 PM.
    If you live in the Mountain time zone, the round ends at 10 PM.
    If you live in the Central time zone, the round ends at 11 PM.

    At the time of this post, the round ended one hour and fifty minutes ago. Howler13 was correct in posting when he did.
    Posted in: Custom Card Contests and Games
  • posted a message on April FCC- Round One!
    Round 1
    Judge LethalLion presiding

    My card's art and flavor text are based on a reference to the movie Office Space. For those who haven't seen the film, the clip the card references is located here. I tried my best to make the card "gettable" even if you haven't seen the movie; it's a stapler. It attaches things to other things. If you've seen the movie, the art and flavor text just add that much more joke to the card.

    The Stapler 5
    Legendary Artifact
    {Rare}

    ,T: Attach target permanent to another target permanent. Those two permanents become one permanent and you gain control of it. (That permanent has the names, types, rarities, rules text, reminder text, flavor text, and artists of both of the original permanents. Its mana cost is equal to the combined mana costs of both of the original permanents. If it's a creature, the same is true of its power and toughness.
    Noncreature permanents have power and toughness equal to zero. If it's an Aura, attach it to a legal target. Creatures that are Auras can't attack or block. Creatures that are Equipment or Fortifications can't equip or fortify other permanents.)

    , Pay 1 life: Gain control of The Stapler. Any player may play this ability.

    "I believe you have my stapler."
    -Milton Waddams,
    Office Space

    Illus. ThinkGeek

    As for the massive amounts of rules text, I had to establish a new ruling to make the card playable. Auras that are creatures can't attack or block, to avoid confusion about whether an Aura is attacking someone, or the permanent it's attached to is.
    Posted in: Custom Card Contests and Games
  • posted a message on April FCC: Player signups
    I'm in.
    Posted in: Custom Card Contests and Games
  • posted a message on Shenanigans!
    27 - QuantumEcho

    Placeholder!
    Posted in: Custom Card Contests and Games
  • posted a message on March FCC - Round 2
    Match 14 - QuantumEcho vs. erikcu
    Judge: Howler13

    Placeheld

    This set focuses on when and how to play your spells by giving you many options on how to play them and new opportunities to play them at unusual times.

    Impulse: (As you draw this card, you may reveal it and play it as though it had flash for its impulse cost.)

    The set's primary mechanic, impulse, lets you play cards at a (usually) reduced cost right when you draw them. This places much emphasis on thinking ahead to decide whether to play a spell now for less or keep it for later. Impulse is used by all colors.

    Slipstream: (This spell costs 1 mana less to play for each spell you played before it this turn.)

    Slipstream reduces the cost of your spells for each spell you've played before it this turn. This can make spells that would ordinarily be much too expensive easier to play. Slipstream is used by white, blue, and black.

    Afterglow: (Play this ability only if you control a spell on the stack.)

    Afterglow gives your permanents special abilities while you control a spell on the stack. For example:

    Afterglow - :3mana::symu::symu:: Counter target spell. Play this ability only if you control a spell on the stack.

    This lets you create powerful combined effects, synergizing permanents you already have in play with the spells you'll play later. Afterglow is used by all colors.

    Kicker: (You may pay an additional X mana as you play this spell.)

    Kicker returns in a big way to add large bonuses to your spells. If you can save up for it, kicker spells can add an incredible boost to your field to help you gain the upper hand. Kicker is used by red and green.

    I won't be able to do the contest anymore this month, since I'm in Costa Rica at the moment. Best luck to erikcu and all contestants.
    Posted in: Custom Card Contests and Games
  • posted a message on March FCC - Round 1
    This set focuses on when and how to play your spells by giving you many options on how to play them and new opportunities to play them at unusual times.

    Impulse: (As you draw this card, you may reveal it and play it as though it had flash for its impulse cost.)

    The set's primary mechanic, impulse, lets you play cards at a (usually) reduced cost right when you draw them. This places much emphasis on thinking ahead to decide whether to play a spell now for less or keep it for later. Impulse is used by all colors.

    Slipstream: (This spell costs 1 less to play for each spell you played before it this turn.)

    Slipstream reduces the cost of your spells for each spell you've played before it this turn. This can make spells that would ordinarily be much too expensive easier to play. Slipstream is used by white, blue, and black.

    Afterglow: (Play this ability only if you control a spell on the stack.)

    Afterglow gives your permanents special abilities while you control a spell on the stack. For example:

    Afterglow - 3UU: Counter target spell. Play this ability only if you control a spell on the stack.

    This lets you create powerful combined effects, synergizing permanents you already have in play with the spells you'll play later. Afterglow is used by all colors.

    Kicker: (You may pay an additional X as you play this spell.)

    Kicker returns in a big way to add large bonuses to your spells. If you can save up for it, kicker spells can add an incredible boost to your field to help you gain the upper hand. Kicker is used by red and green.

    Feedback Loop 3UU

    Instant {Rare}

    Impulse U (As you draw this card, you may reveal it and play it for its impulse cost.)
    Until end of turn, whenever a player draws a card, return target permanent that player controls to its owner’s hand.
    Draw a card.

    Illus. Uwe Jarling

    Posted in: Custom Card Contests and Games
  • posted a message on March FCC Signups
    In, please!
    Posted in: Custom Card Contests and Games
  • posted a message on February FCC - Round one
    37. QuantumEcho
    Judge Jaxal1 presiding

    The card:

    Insanity Incarnate 1UB
    Creature - Elemental Illusion {Rare}
    Whenever Insanity Incarnate deals combat damage to a player, that player discards a card.
    Whenever a player discards a card, put a +1/+1 counter on Insanity Incarnate.
    Remove a +1/+1 counter from Insanity Incarnate: Choose one — Insanity Incarnate gains deathtouch until end of turn; or Insanity Incarnate gains flying until end of turn; or draw a card and lose 1 life.
    2/1
    Illus. 3yeSore



    Posted in: Custom Card Contests and Games
  • posted a message on February FCC - Player signups
    I'd like in as well.
    Posted in: Custom Card Contests and Games
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