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  • posted a message on Guashan: A Journey to the West
    Blue uncommons added to Uncommons post.
    Posted in: Custom Set Creation and Discussion
  • posted a message on January CCL, Round 3/Top 8: Mirror, Mirror
    Just for the record there are at least 30 cards that are, become, or create 3/3 Angels.

    Quote from Cardz5000 »
    Reproof 2WU
    Instant {R}
    Return target spell or non-land permanent to its owner’s hand.
    ////
    Replace 3UB
    Sorcery {R}
    Create a token that’s a copy of target creature. Exile that creature until the token leaves the battlefield.
    This seems ok but unexciting.
    Quote from Gateways7 »
    Necrotic Deluge 3UUBB
    Sorcery (M)
    Delve (Each card you exile from your graveyard while casting this spell pays for 1.)
    Create a token that’s a copy of target creature.
    For each permanent card exiled with Necrotic Deluge’s delve ability, create a token that’s a copy of that permanent.
    The poisons of the Marang have an interesting effect on the dead.
    This has a cool application of delve in it. I like your thinking.
    Quote from RaikouRider »
    Duplomancy 1GUR
    Instant {R}
    Choose one -
    • Copy target instant or sorcery spell. You may choose new targets for the copy.
    • Copy target activated or triggered ability. You may choose new targets for the copy. (Mana abilities can't be targeted.)
    • Create a token that's a copy of the card target permanent spell would become as it resolves.
    This is an ok idea but I think the execution is messy and the fact that it can only clone on the stack makes its wording more technical and annoying at a cost to functionality.
    Quote from JamBlock »
    Swelling Splendor (G/W)(G/W)(G/W)
    Enchantment - Aura (R)
    Enchant player or permanent
    At the beginning of your end step, for each other Aura attached to enchanted player or permanent, create a token that's a copy of that Aura attached to enchanted player or permanent.
    The fact that this doesn't do anything by itself, and goes crazy with 2 copies of itself, are both concerning minus points to me.
    Quote from TheDrB »
    Utter Dominance4RG
    Enchantment (MR)
    Whenever a creature an opponent controls dies, if that creature was dealt damage by a source you control, create a token that's a copy of that creature.
    2RG: Target creature you control fights target creature an opponent controls.
    I will take victory. You can have that other thing.
    This is exciting and a cool way to move cloning into RG.
    Quote from picnic_bomber »
    Progenitooze GGUU
    Legendary Creature - Ooze (R)
    When Progenitooze enters the battlefield, exile another target creature until it leaves the battlefield.
    XT: Create a token that's a copy of a creature with converted mana cost X or less exiled with Progenitooze, except it's an Ooze in addition to its other types.
    "What do you mean it's not the Soul of the World?!"
    2/2
    This is amusing, good work.
    Quote from Hemlock »
    Ora, Seraph of Mirrors 3UW
    Legendary Creature - Angel Illusion (m)
    Flash
    Flying
    At the end of each combat, create a token that's a copy of the creature with the highest converted mana cost among creatures that dealt combat damage to you this turn. If two or more creatures are tied for the highest converted mana cost, choose one of them.
    3/4
    This is a J puzzle waiting to be solved! I like it/
    1. Hemlock
    2. picnic_bomber
    3. The DrB
    Posted in: Monthly Contests Archive
  • posted a message on Finding the right Black mechanic for Rhymnir
    I think I'm with rowan on Consume. My own experience with graveyard-devotion suggests that counting mana symbols in gy is cumbersome and isn't going to add a lot to gameplay.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [Card Creation League] CCL Discussion Thread
    I just wanted to say, hey, I'm really enjoying token month! It's a fun theme.
    Posted in: Custom Card Contests and Games
  • posted a message on Guashan: A Journey to the West
    Quote from kjsharp »
    I really like Potential. Great flavor, great mana sink ability. Might not need to be as steeply costed. Both Outlast and Adapt can be used as guideposts for how to cost it. Probably something that can be easily adjusted in playtesting too, so maybe nothing to really worry about atm.

    So the mechanic suite is Inherit, Potential, Landfall, and Chant?

    The only mechanic I didn't like upon first read was Chant. I thought that at first because it was giving off a Thief of Sanity vibe where once you strike you get a huge edge. BUT, upon further thought, because you're having the player pay more mana to get the repeat effect, that's more of a mana sink than a tempo play. Players can choose to take the tempo play or the card advantage play. So I think I like the mechanic (could rename it though. I don't think "chant" does much to immerse the players in what's going on).

    If you ever want me to give this a careful eye or ask a question about it, PM me.
    Thanks for the input! I've been trying to be pretty conservative with Potential; I hope some of the costs can be dropped in playtest!

    That's the mechanic suite, yes. I'm feeling out what to do in BR and UG since they don't have mechanic overlaps, although I think you can kinda see the development of the BR 'sorceries matter' theme in the commons. Not sure whether that has legs or not!

    I thought about "incantation" or "mantra" as alternative names for chant, and recently I've added "from exile" to the reminder text to clarify how it works so it looks less like Cipher.
    Quote from rowanalpha »
    Chant reads wierd, because it seems like a Cipher ability at first, which would be way too strong. Instead its a Rebound variant that waits until combat damage. Oddly, Rebound feels more like a "chant" than this mechanic. Chant feels like it should be rhythmic and ongoing, rather than combat focused.

    How about:

    Vanish U
    Instant (C)
    Chant 2U (If you cast this for its Chant cost, exile it as it resolves. While it is exiled, at the beginning of your upkeep, you may cast a copy of this card for its manacost. If you do not, put it in your graveyard.)
    Return target creature to its owner’s hand.

    So you pay an extra cost to start the chant, and then have to pay to keep it going every turn until you stop. This card would need to be uncommon and more expensive to balance, but if feels like it fits your chant theme well.
    Thanks for your thoughts!

    I'd rather not make chant as repeatable as that because of concerns I have about repetitive gameplay and costing. Remember how disappointing Cipher was? Your approach is pretty interesting! But I think it preferable to adjust the flavor of the mechanic while retaining the 'reward for attacking' carrot situation I have set up.
    Posted in: Custom Set Creation and Discussion
  • posted a message on January CCL, Round 3/Top 8: Mirror, Mirror
    Ascend to the Heights 3WW
    Sorcery (R)
    Create a token that's a copy of target enchantment, except it's a 3/3 white Angel creature instead of any other types and colors and it has flying.
    Posted in: Monthly Contests Archive
  • posted a message on Guashan: A Journey to the West
    Let's look at uncommons!

    Sword Dreamer W
    Creature — Human Warrior
    Whenever an Aura becomes attached to ~, create a 1/1 white Spirit creature token.
    1/1

    Blademaster of Qinzai 1W
    Creature — Human Warrior
    Creatures you control that are enchanted or equipped get +1/+1.
    2/2

    Daoling Alchemist 1W
    Creature — Human Monk
    When you pay 5 or more mana to cast a spell, you gain 5 life. Shuffle ~ and your graveyard into their owner's library.
    1/3

    Sage of the Pearl WW
    Creature — Human Wizard
    When you cast a spell, you may pay 1. When you do, tap target creature.
    2/2

    Front-Line Footman 2W
    Creature — Human Soldier
    First strike
    Inherit 4W (4W: Return this from the graveyard to the battlefield transformed.)
    2/4
    --- Other Side ---
    Front-Line Tactics
    White Color Indicator
    Enchantment — Aura
    Enchant creature
    Enchanted creature gets +4/+2 and has first strike.
    If Front-Line Tactics would leave the battlefield, exile it instead.

    Monastic Seclusion 2W
    Enchantment
    When ~ enters the battlefield, exile target creature until ~ leaves the battlefield.
    4U: Return a creature card exiled with ~ to the battlefield under your control. Sacrifice ~.

    Secret Spear Arts 2W
    Enchantment — Aura
    Enchant creature
    Creatures you control that are enchanted get +1/+1 and have first strike.

    Xiyin Enchantress 1WW
    Creature — Human Cleric
    Whenever an enchantment enters the battlefield under your control, draw a card.
    0/2

    Zhiwan Boatman 2W
    Creature — Human Scout
    Activated abilities of creatures you control cost up to 2 less to activate. This effect can’t reduce the amount of mana an ability costs to activate to less than one mana.
    1/2

    Peach Garden Encounter 3W
    Enchantment
    When ~ enters the battlefield, create a 1/1 white Spirit creature token for each enchantment you control.
    Creature tokens you control get +1/+1 and have flying.

    Garuda Valiant 4W
    Creature — Bird Spirit Soldier
    Flying, double strike
    4WW: Potential 2 (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
    2/3
    Secret Fan Arts 2U
    Enchantment — Aura (U)
    Enchant creature
    Creatures you control that are enchanted get +1/+1 and can’t be blocked except by creatures that are enchanted.

    Meditation Riddle 2U
    Sorcery (U)
    If you control at least three creatures that don’t share a name, scry 2.
    Draw two cards.

    Misty Transformation U
    Instant (U)
    Target creature can’t be blocked this turn.
    Until end of turn, when you cast a spell from exile, return Misty Transformation from your graveyard to your hand.

    Dream Gardener 2U
    Creature — Human Cleric (U)
    Hexproof
    Whenever you cast a noncreature spell, if Dream Gardener is tapped, untap it and put a +1/+1 counter on it.
    1/2

    Pull into Water 1U
    Instant (U)
    Target creature gets -4/-0 until end of turn. If you own an instant or sorcery card in exile, it loses all abilities and can’t have or gain abilities until end of turn.

    Floodbind 3UU
    Enchantment — Aura (U)
    Flash
    Enchant creature
    When Floodbind enters the battlefield, counter up to one target spell and tap enchanted creature.
    Enchanted creature doesn’t untap during its controller’s untap step.

    Roaring Chiwen 3U
    Creature — Hound Dragon (U)
    Humans can’t block Roaring Chiwen.
    When Roaring Chiwen enters the battlefield, scry 2, then draw a card.
    2/2

    Spectral Crow 1U
    Creature — Spirit Bird (U)
    Flying
    When Spectral Crow enters the battlefield, scry 1.
    Inherit 3U (3U: Return this from the graveyard to the battlefield transformed.)
    1/1
    ---Other Side---
    Crow’s Insight
    Enchant player
    At the beginning of enchanted player’s upkeep, that player scries 1.
    If Crow’s Insight would leave the battlefield, exile it instead.

    Frostbow Liang 3U
    Creature — Faerie Warrior (U)
    Whenever Frostbow Liang attacks, tap target creature defending player controls. It doesn’t untap during its controller’s next untap step.
    3/2

    Counsel of the Waves 1U
    Instant (U)
    Chant 3U (If you cast this for 3U, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
    Look at the top four cards of your library. Put one into your hand and the rest on the bottom of your library in a random order.

    Baxia Under the Bridge 2U
    Creature — Salamander Dragon (U)
    Flash
    2/3
    Posted in: Custom Set Creation and Discussion
  • posted a message on Guildmages + Guild Rocks?
    I think what was meant was, "I don't see a problem with colors producing self-colored mana." Which I tend to agree with (and I suspect that if we include land-search, every color can already produce self-colored mana anyway, although I'm not going to do a search to verify.)
    Posted in: Custom Card Creation
  • posted a message on January CCL, Round 2: Dig Something Up
    Quote from Gateways7 »
    Reckless Prosecution 1W
    Enchantment (Uncommon)
    Whenever Reckless Prosecution enters the battlefield or a creature you control dies, investigate.
    R, Sacrifice a Clue: Exile the top card of your library. You may play that card until the end of the turn.
    “No, don’t burn the evidence! We need that!”

    I get why the second ability exists but it feels awkward given what Clues do anyway.
    Quote from JamBlock »
    Question Reality 1UU
    Enchantment (R)
    Flash
    When Question Reality enters the battlefield, exile any number of other permanents you own, then investigate that many times.
    Whenever you sacrifice a clue, you may put a card exiled with Question Reality onto the battlefield.
    I guess I don't really understand the purpose of this card.
    Quote from TheDrB »
    Weregild 1BB
    World Enchantment (R)
    Whenever a nontoken creature dies, its controller creates a colorless Treasure artifact token with “ tap symbol , Sacrifice this artifact: Add one mana of any color.”
    2: Sacrifice a creature. Any player may activate this ability.
    Every soul has value. A set amount.
    This is very funny and I like the reference it makes. Nicely done.
    Quote from RaikouRider »
    Private Investigator WU
    Creature - Human Advisor {R}
    Private Investigator gets +0/+1 for each Clue you control.
    If you would draw a card except as a result of sacrificing a Clue, instead investigate twice.
    Sacrifice Private Investigator: Until end of turn, Clues you control gain "Sacrifice this permanent: Draw a card." Activate this ability only during your upkeep.
    1/2
    This is very interesting. Clue tribal is a creative element that we haven't seen in the other submissions.
    Quote from Subject16 »
    Inspector's Case 1WU
    Enchantment (Rare)
    Whenever a creature dies for the first time each turn, that creature's controller investigates.
    2, Sacrifice two clues and an equipment: Exile target creature. Any player may activate this ability.
    "Old Rustein is the murderer! And he did it with this fork!"
    I don't understand how the flavor of this card ties in with its abilities.
    Quote from kwanyeegor »
    Mad Constable 2U
    Creature--Human (Uncommon)
    When Mad Constable enters the battlefield investigate
    Sacrifice a clue: swtich target creature's power and toughness until end of turn
    1/4
    This has potential, I think unintended, to act as removal? I'm not sure.
    1. RaikouRider
    2. TheDrB
    3. Gateways7

    Posted in: Monthly Contests Archive
  • posted a message on MSE
    The Custom Magic Discord maintains a variety of MSE+template packs which should meet your needs handily (unless you need templates that don't exist yet).
    Posted in: Custom Card Creation
  • posted a message on January CCL, Round 2: Dig Something Up
    Biomechanical Engineering 2U
    Enchantment (R)
    When Biomechanical Engineering enters the battlefield and whenever a creature enters the battlefield under your control, investigate.
    Sacrifice a Clue: Add CC. Spend this mana only to cast artifact spells.
    Posted in: Monthly Contests Archive
  • posted a message on Guashan: A Journey to the West
    Thanks! It turned out that designing around blessing was warping the set something bad, so I had to pull it.
    Posted in: Custom Set Creation and Discussion
  • posted a message on January CCL, Signups/Round 1: Ancient Birthing Grounds
    Quote from Hemlock »
    Vernia DragonbaneWR
    Legendary Creature - Human Warrior (m)
    As Vernia Dragonbane enters the battlefield, each other player creates a red 5/5 dragon creature token with flying.
    Dragons can't attack you.
    Vernia cannot be blocked by Dragons.
    Whenever a Dragon dies, Vernia Dragonbane deals 7 damage to its controller.
    3/4
    I don't really get how Vernia is a dragon-bane as it mainly creates Dragons and then prevents them from interacting. Seems a bit of a flavor miss.
    Quote from netn10 »
    Claim the Skies 5GG
    Sorcery (Mythic)
    Destroy all creatures with flying. Create a 5/5 red Dragon creature token with flying for each creature destroyed this way.
    At last, the winged beasts have arrived to take what's theirs.
    I don't see this in green.
    Quote from mirrodin71 »
    Spontaneous Genesis BRGW
    Instant (R)
    Remove all counters from target permanent. If that permanent if a land create that many 1/1 green Saproling creatures, if a creature or planeswalker create that many 2/2 black zombie creature token, otherwise create the many 5/5 flying red dragon creature token.
    Does this really work the way your FAQ says it does? What's the rules citation on that?

    I'd rather that it had text that made it clearer how it was intended to work without reference to an external.
    Quote from Cardz5000 »
    Defiled Tomb
    Land {C}
    Defiled Tomb enters the battlefield tapped.
    As Defiled Tomb enters the battlefield, you may pay B. If you do, create a 2/2 black Zombie creature token.
    T: Add B.
    I'm a big fan of this thing here. Maybe the token should be tapped, as a 2/2 for free is a pretty big deal.
    Quote from picnic_bomber »
    Dragonsong RG
    Sorcery (R)
    Multikicker 2RG
    Until the beginning of your next end step, whenever a creature enters the battlefield under your control, you may have it fight another target creature.
    Create a 5/5 red Dragon creature token with flying for each time Dragonsong was kicked.
    It doesn't just boost your morale.
    This is cute.
    Quote from Jimmy Groove »
    The Fecund Land
    Legendary Land (MR)
    T: Add C to your manapool.
    1G, t: Create a 1/1 green Saproling creature token.
    1B, t, sacrifice a Saproling: create a 2/2 black Zombie creature token.
    1R, t, sacrifice a Zombie: create a 5/5 red Drazon creature token with flying.
    This is all right but I think it would have been more effective if you had not tried to use all three token types from the challenge. As-is, it feels disjointed and strange.
    1. Cards5000
    2. picnic_bomber
    3. Jimmy Groove
    Posted in: Monthly Contests Archive
  • posted a message on Guashan: A Journey to the West
    Guashan is inspired by Chinese Buddhist myths and wuxia legends. I won't go on a long spiel about it; here are the cards! (Currently commons and uncommons.)

    Beckon Through Gates 2 mana white mana
    Instant (C)
    Kicker 2
    Exile target creature. Its controller gains life equal to its toughness. If Beckon Through Gates was kicked, you also gain that amount of life.

    Blademaster of Qinzai 1 mana white mana
    Creature — Human Warrior (U)
    Creatures you control that are enchanted or equipped get +1/+1.
    2/2

    Carp Painter 1 mana white mana
    Creature — Human Wizard (C)
    When Carp Painter enters the battlefield, create a 1/1 white Spirit creature token.
    1/1

    Daoling Alchemist 1 mana white mana
    Creature — Human Monk (U)
    When you pay 5 or more mana to cast a spell, you gain 5 life. Shuffle Daoling Alchemist and your graveyard into their owner’s library.
    1/3

    Daoling Archivist 1 mana white mana
    Creature — Human Monk (C)
    When Daoling Archivist enters the battlefield, you gain 1 life. Scry 1.
    1/3

    Daoling Falconer 3 mana white mana
    Creature — Human Scout (C)
    When Daoling Falconer enters the battlefield, create a 1/1 white Bird creature token with flying.
    2/3

    For All Under Heaven 1 mana white mana
    Instant (C)
    Kicker 2W
    Creatures you control get +1/+1 until end of turn. If For All Under Heaven was kicked, those creatures gain first strike until end of turn.

    Front-Line Footman 2 mana white mana
    Creature — Human Soldier (U)
    First strike
    Inherit 4 mana white mana (:4mana: white mana : Return this from the graveyard to the battlefield transformed.)
    2/4
    ---Other Side---
    Front-Line Tactics
    Enchant creature
    Enchanted creature gets +4/+2 and has first strike.
    If Front-Line Tactics would leave the battlefield, exile it instead.

    Garuda Valiant 4 mana white mana
    Creature — Spirit Bird Soldier (U)
    Flying, double strike
    4 mana white mana white mana : Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
    2/3

    Humble Cultivation white mana
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +1/+1.
    Whenever you cast a spell, you may pay 1. When you do, untap enchanted creature.

    Marble Heroine 5 mana white mana
    Creature — Spirit (C)
    Lifelink
    When Marble Heroine enters the battlefield, you gain 3 life.
    3/3

    Monastic Seclusion 2 mana white mana
    Enchantment (U)
    When Monastic Seclusion enters the battlefield, exile target creature until Monastic Seclusion leaves the battlefield.
    4 mana blue mana : Return a creature card exiled with Monastic Seclusion to the battlefield under your control. Sacrifice Monastic Seclusion.

    Nightingales Help 2 mana white mana white mana
    Instant (C)
    Up to three target creatures you control get +2/+2 and gain flying until end of turn.

    Nurturing Crane 1 mana white mana white mana
    Creature — Bird (C)
    Flying
    As long as it’s your turn, Nurturing Crane has first strike.
    2/2

    Peach Garden Encounter 3 mana white mana
    Enchantment (U)
    When Peach Garden Encounter enters the battlefield, create a 1/1 white Spirit creature token for each enchantment you control.
    Creature tokens you control get +1/+1 and have flying.

    Qilin Advisor 3 mana white mana white mana
    Creature — Kirin Advisor (C)
    Flying, vigilance
    2 mana white mana : Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
    3/3

    Rustwing Falcon white mana
    Creature — Bird (C)
    Flying
    1/2

    Sage of the Pearl white mana white mana
    Creature — Human Wizard (U)
    Whenever you cast a spell, you may pay 1. When you do, tap target creature.
    2/2

    Sealkeeper white mana
    Creature — Human Cleric (C)
    2 mana :symw:, Sacrifice Sealkeeper: Destroy target enchantment.
    1/1

    Secret Spear Arts 2 mana white mana
    Enchantment — Aura (U)
    Enchant creature
    Creatures you control that are enchanted get +1/+1 and have first strike.

    Serene Shelter white mana
    Instant (C)
    Choose one—
    • Untap target creature.
    • Target creature gains indestructible until end of turn.
    • You gain 3 life.

    Summoned to Court 3 mana white mana
    Sorcery (C)
    Put target creature, planeswalker, or enchantment into its owner’s library second from the top.

    Sword Dreamer white mana
    Creature — Human Warrior (U)
    First strike
    Whenever an Aura becomes attached to Sword Dreamer, create a 1/1 white Spirit creature token.
    1/1

    Tiger Shifu 2 mana white mana
    Creature — Spirit Cat (C)
    When Tiger Shifu enters the battlefield, if you control an enchantment, scry 1.
    3/1

    Vanara Pathwarden 1 mana white mana
    Creature — Ape Scout (C)
    2 mana :symw:, tap symbol : Tap target creature.
    1/2

    Windtamer Training 3 mana white mana
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +1/+1 and has flying.
    Whenever enchanted creature attacks, tap target creature.

    Wushu Swordsman white mana white mana
    Creature — Human Warrior (C)
    Lifelink
    Inherit 3 mana white mana (:3mana: white mana : Return this from the graveyard to the battlefield transformed.)
    2/2
    ---Other Side---
    Soul of Wushu
    Enchant creature
    Enchanted creature gets +1/+1 and has flying and lifelink.
    If Soul of Wushu would leave the battlefield, exile it instead.

    Xiyin Enchantress 1 mana white mana white mana
    Creature — Human Cleric (U)
    Whenever an enchantment enters the battlefield under your control, draw a card.
    0/2

    Xiyin Monk 2 mana white mana
    Creature — Human Monk (C)
    Xiyin Monk can’t attack unless you control an enchantment.
    Inherit 3 mana white mana (:3mana: white mana : Return this from the graveyard to the battlefield transformed.)
    3/3
    ---Other Side---
    Bound by Xiyin
    Enchant creature
    Enchanted creature can’t attack.
    If Bound by Xiyin would leave the battlefield, exile it instead.

    Zhiwan Boatman 2 mana white mana
    Creature — Human Scout (U)
    Activated abilities of creatures you control cost up to 2 less to activate. This effect can’t reduce the amount of mana an ability costs to activate to less than one mana.
    1/2
    Baxia Under the Bridge 2 mana blue mana
    Creature — Salamander Dragon (U)
    Flash
    2/3

    Become Carp 3 mana blue mana
    Sorcery (C)
    Up to two target creatures you control can’t be blocked this turn. Draw a card.

    Counsel of the Waves 1 mana blue mana
    Instant (U)
    Chant 3 mana blue mana (If you cast this for 3 mana :symu:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
    Look at the top four cards of your library. Put one into your hand and the rest on the bottom of your library in a random order.

    Cranewing Liang 4 mana blue mana
    Creature — Faerie Warrior (C)
    Flash
    Flying
    3/3

    Dream Gardener 2 mana blue mana
    Creature — Faerie Cleric (U)
    1 mana :symu:, tap symbol : Tap target creature.
    Whenever you cast a noncreature spell, if Dream Gardener is tapped, put a +1/+1 counter on it.
    1/2

    Enhanced Awareness 4 mana blue mana
    Instant (C)
    Draw three cards, then discard a card.

    Floodbind 3 mana blue mana blue mana
    Enchantment — Aura (U)
    Flash
    Enchant creature
    When Floodbind enters the battlefield, counter up to one target spell and tap enchanted creature.
    Enchanted creature doesn’t untap during its controller’s untap step.

    Flutter blue mana
    Instant (C)
    Choose one or both:
    • Target creature gains flying until end of turn.
    • Target creature gets -2/-0 until end of turn.

    Frostbow Liang 3 mana blue mana
    Creature — Faerie Warrior (U)
    Whenever Frostbow Liang attacks, tap target creature defending player controls. It doesn’t untap during its controller’s next untap step.
    3/2

    Heavenly Protection 1 mana blue mana blue mana
    Instant (C)
    Counter target spell. If you own a card in exile, draw a card.

    Hummingbird's Advice blue mana blue mana
    Instant (C)
    Choose one—
    • Draw a card, then discard a card.
    • Return target creature you control to its owner’s hand.
    • Tap or untap target creature.

    Liang Hierolune 3 mana blue mana
    Creature — Faerie Cleric (C)
    Hexproof
    3/2

    Lightfoot 1 mana blue mana
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature has flying and prowess.

    Meditation Riddle 2 mana blue mana
    Sorcery (U)
    If you control at least three creatures that don’t share a name, scry 2.
    Draw two cards.

    Mirrorthrower Liang 1 mana blue mana blue mana
    Creature — Faerie Wizard (C)
    When Mirrorthrower Liang enters the battlefield, return target creature you don’t control to its owner’s hand.
    2/3

    Misty Transformation blue mana
    Instant (U)
    Target creature can’t be blocked this turn.
    Until end of turn, when you cast a spell from exile, return Misty Transformation from your graveyard to your hand.

    Pull into Water 1 mana blue mana
    Instant (U)
    Target creature gets -4/-0 until end of turn. If you own an instant or sorcery card in exile, it loses all abilities and can’t have or gain abilities until end of turn.

    Roaring Chiwen 3 mana blue mana
    Creature — Hound Dragon (U)
    Humans can’t block Roaring Chiwen.
    When Roaring Chiwen enters the battlefield, scry :2mana:, then draw a card.
    2/2

    Scrolls of the Ages 2 mana blue mana
    Instant (C)
    If you control a Dragon, scry 2.
    Draw two cards, then discard a card.

    Secret Fan Arts 2 mana blue mana
    Enchantment — Aura (U)
    Enchant creature
    Creatures you control that are enchanted get +1/+1 and can’t be blocked except by creatures that are enchanted.

    Sink Into Silence 1 mana blue mana
    Instant (C)
    Counter target spell unless its controller pays 2. Scry 1.

    Spectral Crow 1 mana blue mana
    Creature — Spirit Bird (U)
    Flying
    When Spectral Crow enters the battlefield, scry 1.
    Inherit 3 mana blue mana (:3mana: blue mana : Return this from the graveyard to the battlefield transformed.)
    1/1
    ---Other Side---
    Crow’s Insight
    Enchant player
    At the beginning of enchanted player’s upkeep, that player scries 1.
    If Crow’s Insight would leave the battlefield, exile it instead.

    Tengshe 2 mana blue mana
    Creature — Fish Bird Dragon (C)
    Flying
    When Tengshe enters the battlefield, scry 2.
    1/3

    Torrential Bixi 3 mana blue mana
    Creature — Fish Dragon (C)
    vanilla
    2/5

    Vanish blue mana
    Instant (C)
    Chant 2 mana blue mana (If you cast this for 2 mana :symu:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
    Return target creature to its owner’s hand.

    Wavecraft Student blue mana
    Creature — Human Monk (C)
    Prowess
    0/2

    Waveshaping 2 mana blue mana blue mana
    Sorcery (C)
    Tap up to two target creatures. Those creatures don’t untap during their controller’s next untap step. Scry 1.

    Wavestep Xia 1 mana blue mana
    Creature — Human Monk (C)
    Wavestep Xia can’t block or be blocked.
    Inherit 4 mana blue mana (:4mana: blue mana : Return this from the graveyard to the battlefield transformed.)
    2/1
    ---Other Side---
    Wavestep Technique
    Enchant creature
    Enchanted creature can’t block or be blocked.
    If Wavestep Technique would leave the battlefield, exile it instead.

    Wisdom Elixir blue mana
    Instant (C)
    Chant 2 mana blue mana (If you cast this for 2 mana :symu:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
    Scry 1. Draw a card.

    Zhiwan Bay Jelly 1 mana blue mana
    Creature — Jellyfish (C)
    Defender
    Whenever Zhiwan Bay Jelly blocks a creature, that creature doesn’t untap during its controller’s next untap step.
    0/3
    Ancestor's Awakening 1 mana black mana
    Sorcery (C)
    Kicker 1B
    Create a tapped 2/2 black Zombie creature token.
    If Ancestor’s Awakening was kicked, return target creature card from your graveyard to your hand.

    Cackling Heiress 3 mana black mana
    Creature — Spirit (C)
    Kicker BB
    Flying, lifelink
    When Cackling Heiress enters the battlefield, if it was kicked, create a 2/2 black Zombie creature token.
    2/2

    Chilling Rise 4 mana black mana
    Sorcery (C)
    Create two black 2/2 Zombie creature tokens.
    Target player loses 2 life.

    Cruel Impulse 1 mana black mana
    Sorcery (U)
    Target player sacrifices an enchanted creature. If they can’t, they sacrifice a creature instead.

    Demean 3 mana black mana
    Sorcery (U)
    Demean costs 1 less for each counter on its target.
    Destroy target creature.

    Efface black mana
    Sorcery (C)
    Chant 3 mana black mana (If you cast this for 3 mana :symb:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
    Target creature gets -2/-2 until end of turn. Remove all counters from it.

    Feed the Crows 1 mana black mana
    Sorcery (C)
    Destroy target creature with power 3 or less.

    Flesh Alchemist 2 mana black mana
    Creature — Demon Wizard (C)
    Flying
    4 mana black mana : Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
    2/2

    Funeral Bell black mana
    Sorcery (C)
    Chant 2 mana black mana (If you cast this for 2 mana :symb:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
    Target player discards a card.

    Gaze Into the Strange black mana black mana
    Sorcery (U)
    Target player discards two cards unless they discard a sorcery card.

    Hungry Jiangshi 1 mana black mana
    Creature — Zombie (C)
    Sacrifice another creature: Hungry Jiangshi gains flying until end of turn.
    2/1

    Implacable Xia 2 mana black mana black mana
    Creature — Zombie Knight (U)
    Menace
    You may cast Implacable Xia from your graveyard as long as a creature died this turn.
    2/2

    Juhua Duelist 2 mana black mana
    Creature — Human Rogue (C)
    Whenever a creature an opponent controls dies, put a +1/+1 counter on Juhua Duelist.
    Inherit 3 mana black mana (:3mana: black mana : Return this from the graveyard to the battlefield transformed.)
    3/2
    ---Other Side---
    Chrysanthemum Dagger
    Enchant creature
    Enchanted creature has lifelink and “Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.”
    If Chrysanthemum Dagger would leave the battlefield, exile it instead.

    Nanhai Assassin 1 mana black mana
    Creature — Human Assassin (C)
    Deathtouch
    Nanhai Assassin can’t block alone.
    1/3

    One-Eyed Sisters 3 mana black mana
    Creature — Human Demon (U)
    Whenever you cast a sorcery spell, you may have target creature get -2/-2 until end of turn.
    2/2

    Phantomblast 2 mana black mana black mana
    Sorcery (C)
    Target opponent loses 3 life and discards a card. You gain 3 life.

    Professional Mourner black mana
    Creature — Human Shaman (C)
    Whenever Professional Mourner or another creature dies, you gain 1 life.
    1/1

    Restless Ancestor black mana
    Creature — Zombie (C)
    3 mana black mana : Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
    1/1

    Return From Yellow Springs 3 mana black mana
    Enchantment (U)
    When Return From Yellow Springs enters the battlefield, return target creature card from your graveyard to your hand.
    Whenever you cast a sorcery spell, return Return From Yellow Springs to your hand.

    Rope Dart Attack 3 mana black mana
    Instant (C)
    Target creature gains deathtouch and indestructible until end of turn.

    Secret Death Arts 2 mana black mana
    Enchantment — Aura (U)
    Enchant creature
    Creatures you control that are enchanted get +1/+1 and have menace.

    Shameful Demise 5 mana black mana
    Sorcery (C)
    Destroy target creature. For each sorcery card in your graveyard, that creature’s controller loses 1 life and you gain 1 life.

    Shen Slayer 2 mana black mana
    Creature — Human Shaman (C)
    Menace
    Whenever Shen Slayer attacks, it gets +1/+0 until end of turn for each sorcery card in your graveyard.
    1/3

    Sign in Blood black mana black mana
    Sorcery (C)
    Target player draws two cards and loses 2 life.

    Society of Fangs 2 mana black mana
    Enchantment (C)
    Whenever you cast a sorcery spell, you may pay 1. If you do, create a 2/1 black Vampire creature token.

    Tiger Knight 5 mana black mana
    Creature — Human Knight (C)
    vanilla
    6/4

    Tomb-Priestess black mana black mana
    Creature — Human Shaman (U)
    2 mana black mana black mana : Potential 3. (If this permanent has fewer than three +1/+1 counters on it, put a +1/+1 counter on it.)
    Whenever you put a +1/+1 counter on Tomb-Priestess, target creature gets -1/-1 until end of turn.
    1/1

    Widowhunter 2 mana black mana
    Creature — Vampire (C)
    Widowhunter has flying as long as it’s attacking.
    2/2

    Witchtongue Vampire 1 mana black mana black mana
    Creature — Vampire (U)
    Deathtouch
    Witchtongue Vampire has flying as long as it’s attacking.
    2/2

    Yaogui Mask 2 mana black mana black mana
    Enchantment (U)
    At the beginning of combat on each turn, each creature you control with the greatest power gains menace and lifelink until end of turn.
    Celestial Dancer 3 mana red mana
    Creature — Human Spirit (U)
    Whenever you cast a sorcery spell, Celestial Dancer gets +2/+0 and gains flying until end of turn.
    Inherit 3 mana red mana (:3mana: red mana : Return this from the graveyard to the battlefield transformed.)
    3/2
    ---Other Side---
    Sky Maidens’ Dances
    Enchant creature
    Enchanted creature gets +1/+1.
    Whenever you cast a sorcery spell, enchanted creature gets +2/+0 and gains flying until end of turn.
    If Sky Maidens’ Dances would leave the battlefield, exile it instead.

    Charge of the Fair 2 mana red mana
    Instant (U)
    Attacking creatures get +2/+0 until end of turn. Faeries you control gain menace until end of turn.

    Charm Barrage 1 mana red mana
    Sorcery (C)
    Charm Barrage deals X damage to any target, where X is 2 plus the number of sorcery cards in your graveyard.

    City-Crushing Staff 3 mana red mana
    Sorcery (U)
    Chant 4 mana red mana red mana (If you cast this for 4 mana red mana :symr:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
    Destroy target land.

    Confront the Ancestors 2 mana red mana
    Sorcery (U)
    Until end of turn, gain control of target creature and each Aura attached to it. Transform those Auras. Those permanents gain haste until end of turn.

    Crushing Fist 2 mana red mana
    Sorcery (C)
    Crushing Fist deals 2 damage to target creature. Destroy all Equipment attached to it.

    Disassemble red mana
    Sorcery (C)
    Destroy target artifact. If an artifact with converted mana cost 4 or greater is destroyed in this way, draw a card.

    Disturb a Dragon 2 mana red mana
    Sorcery (C)
    Disturb a Dragon deals 4 damage to any target. You may tap or untap up to one target Dragon.

    Dragonbreath Conjurer 3 mana red mana
    Creature — Faerie Shaman (U)
    1 mana red mana : Dragonbreath Conjurer and up to one target Dragon get +1/+0 until end of turn.
    2/4

    Drunken Poet 3 mana red mana
    Creature — Human Wizard (C)
    When Drunken Poet enters the battlefield, you may exile a sorcery card from your graveyard. You may cast it until the end of your next turn.
    3/1

    Explosive Impact 5 mana red mana
    Instant (C)
    Explosive Impact deals 5 damage to target creature.

    Flame Slash red mana
    Sorcery (C)
    Flame Slash deals 4 damage to target creature.

    Flickering Candle Meditation red mana
    Sorcery (U)
    As an additional cost to cast Flickering Candle Meditation, discard a land card.
    Draw two cards.

    Hound of Yama 2 mana red mana
    Creature — Elemental Hound (C)
    Trample
    Hound of Yama gets +1/+0 for each sorcery card in your graveyard.
    0/2

    Inner-Dragon Unbinding 3 mana red mana red mana
    Instant (C)
    Until end of turn, target creature becomes a Dragon Spirit with base power and toughness 5/5 and flying. (It doesn’t lose its other abilities and types.)

    Liu's Dragon Standard 3 mana red mana
    Enchantment (C)
    At the beginning of combat on your turn, up to two target creatures gain menace and get +1/+0 until end of turn.

    Murderous Liang 1 mana red mana
    Creature — Faerie Warrior (C)
    Landfall — Whenever a land enters the battlefield under your control, Murderous Liang gains first strike until end of turn.
    2/2

    Nomadic Wagh 4 mana red mana
    Creature — Cat Wizard (C)
    When Nomadic Wagh enters the battlefield, exile target land you control, then return it to the battlefield under your control.
    4/3

    Red Banner Archer 2 mana red mana red mana
    Creature — Human Soldier (U)
    Double strike
    2/3

    Red-Hot Trident 1 mana red mana
    Instant (C)
    Target attacking creature gets +2/+0 until end of turn. You may play an additional land this turn.

    Roaring Pulao 1 mana red mana
    Creature — Lizard Dragon (C)
    Flying
    Roaring Pulao attacks each combat if able.
    The dragon’s third child has a voice like a bronze bell.
    1/2

    Secret Sword Arts 2 mana red mana
    Enchantment — Aura (U)
    Enchant creature
    Creatures you control that are enchanted get +1/+1 and have trample.

    Stonehand Arhat 1 mana red mana
    Creature — Human Monk (C)
    Prowess
    Inherit 3 mana red mana (:3mana: red mana : Return this from the graveyard to the battlefield transformed.)
    1/3
    ---Other Side---
    Stonehand Meditation
    Enchant creature
    Enchanted creature gets +1/+1 and has prowess.
    If Stonehand Meditation would leave the battlefield, exile it.

    Student of the Staff red mana
    Creature — Human Warrior (C)
    Student of the Staff can’t block.
    2/1

    Thunder Rite 1 mana red mana
    Sorcery (U)
    Chant 3 mana red mana (If you cast this for 3 mana :symr:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
    Target creature you control fights target creature an opponent controls.

    Thunderfletcher 2 mana red mana
    Creature — Human Warrior (U)
    First strike
    Landfall — Whenever a land enters the battlefield under your control, Thunderfletcher deals 2 damage to target opponent.
    2/2

    Vanara Staff Master 2 mana red mana
    Creature — Ape Monk (C)
    First strike
    Inherit 3 mana red mana red mana (:3mana: red mana red mana : Return this from the graveyard to the battlefield transformed.)
    2/2
    ---Other Side---
    Leaping Staff Attack
    Enchant creature
    Enchanted creature has double strike.
    If Leaping Staff Attack would leave the battlefield, exile it instead.

    Vanara Warrior red mana
    Creature — Ape Warrior (C)
    Haste
    If you cast a noncreature spell this turn, Vanara Warrior gets +2/+0.
    1/1

    Western Sands Nomad 2 mana red mana
    Creature — Human Soldier (U)
    Whenever Western Sands Nomad attacks, if you cast a noncreature spell this turn, Western Sands Nomad deals damage equal to its power to target creature.
    2/3

    Yama Minister 3 mana red mana
    Creature — Ogre Warrior (C)
    Landfall — Whenever a land enters the battlefield under your control, Yama Minister gets +1/+1 and gains menace until end of turn.
    3/3
    Constrictor Maiden 3 mana green mana
    Creature — Human Wizard (C)
    Trample
    Constrictor Maiden gets +1/+1 for each name among lands you control.
    2/2

    Cultivated Terraces 2 mana green mana
    Enchantment (U)
    At the beginning of your upkeep, look at the top card of your library. If it’s a land card, you may put it onto the battlefield.

    Farseer Liang green mana green mana
    Creature — Faerie Scout (U)
    Enchantments lose all abilities except enchant abilities.
    2/2

    Foxface Liang green mana
    Creature — Faerie Druid (C)
    Foxface Liang can’t be blocked by creatures with power 2 or less.
    1/1

    Ghostwatcher Wurm 5 mana green mana
    Creature — Wurm (C)
    When Ghostwatcher Wurm enters the battlefield, create a 1/1 white Spirit creature token.
    5/5

    Ghostwolf Summons 2 mana green mana green mana
    Sorcery (U)
    Create two 2/2 green Wolf Spirit creature tokens.
    Landfall — If you had a land enter the battlefield under your control this turn, create three of those tokens instead.

    Greatmane Tiger 1 mana green mana
    Creature — Spirit Cat (C)
    Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on Greatmane Tiger.
    2/2

    Greensward Duelist 2 mana green mana
    Creature — Human Soldier (C)
    3 mana green mana : Potential 3. (If this permanent has fewer than three +1/+1 counters on it, put a +1/+1 counter on it.)
    2/3

    Hawktalon Liang 1 mana green mana
    Creature — Faerie Scout (C)
    :symg:, Sacrifice Hawktalon Liang: Hawktalon Liang deals damage equal to its power to target creature.
    2/1

    Honorable Duel green mana
    Instant (C)
    Target creature you control fights target creature you don’t control. Prevent all damage that would be dealt to and by other creatures this turn.

    Howling Yazi 2 mana green mana
    Creature — Wolf Dragon (U)
    Trample
    Landfall — Whenever a land enters the battlefield under your control, Howling Yazi gets +2/+2 until end of turn.
    2/2

    Illmist Wurm 4 mana green mana
    Creature — Wurm (C)
    Deathtouch
    3/4

    Jade-Edge Guardian 3 mana green mana green mana
    Creature — Faerie Soldier (U)
    Haste
    When Jade-Edge Guardian enters the battlefield, creatures you control get +2/+2 until end of turn.
    2/2

    Kueizimu Piper 3 mana green mana
    Creature — Human Wizard (C)
    2 mana green mana :symg:, tap symbol : Creatures attacking you lose flying until end of turn.
    3/2

    Leafspinner Liang 1 mana green mana
    Creature — Faerie Scout (C)
    tap symbol : Add :symw:, :symu:, :symb:, or R.
    1/2

    Liang Herbalist 2 mana green mana green mana
    Creature — Faerie Alchemist (U)
    3 mana green mana : Potential 4. (If this permanent has fewer than four +1/+1 counters on it, put a +1/+1 counter on it.)
    Whenever you put a +1/+1 counter on Liang Herbalist, you gain 3 life.
    3/3

    Mangrove Lurker 2 mana green mana
    Creature — Crocodile Soldier (C)
    green mana green mana : Mangrove Lurker gains indestructible until end of turn.
    2/2

    Mantis Tamer 5 mana green mana
    Creature — Human Wizard (C)
    Trample, menace
    6 mana green mana green mana : Mantis Tamer becomes a 6/5 Insect creature and gains flying until end of turn.
    4/5

    Meditant Mystic 2 mana green mana
    Creature — Human Monk (C)
    Hexproof
    4 mana green mana : Until end of turn, Meditant Mystic gets +1/+1 for each name among lands you control.
    2/2

    Meet the Mighty 1 mana green mana
    Instant (C)
    Put a +1/+1 counter on target creature, then double the number of +1/+1 counters on it.

    Monastic Settlement 4 mana green mana
    Enchantment — Aura (C)
    Enchant land
    Enchanted land has, “:2mana: :symg:, tap symbol : Create a 1/1 green Monk creature token.”

    Morning Mist green mana
    Instant (U)
    Prevent all damage that would be dealt this turn by creatures without one or more counters on them.

    Offerings to the Forgotten 1 mana green mana
    Instant (C)
    Kicker G
    Target creature gets +3/+3 until end of turn.
    If Offerings to the Forgotten was kicked, that creature gains hexproof until end of turn.

    Peacock Spring 1 mana green mana green mana
    Sorcery (C)
    Return a land you control to its owner’s hand. Search your library for a basic land card and put it onto the battlefield. Shuffle your library.

    Release Attachment 3 mana green mana
    Sorcery (C)
    Destroy target artifact or enchantment. If it was attached to a creature, gain 4 life.

    Secret Battle Arts 2 mana green mana
    Enchantment — Aura (U)
    Enchant creature
    Creatures you control that are enchanted get +1/+1 and can’t be blocked by creatures with power 2 or less.

    Seek the Horizon 3 mana green mana
    Sorcery (U)
    Search your library for up to three basic land cards, reveal them, and put them into your hand. Then shuffle your library.

    Silent-Garden Monk 1 mana green mana
    Creature — Human Monk (U)
    When Silent-Garden Monk enters the battlefield, you may destroy target artifact or enchantment.
    1/3

    Stalk Through Shadows 1 mana green mana
    Instant (U)
    Target creature gains hexproof until end of turn. You may have it fight another target creature.

    Strength to Surmount 1 mana green mana
    Sorcery (C)
    You gain 2 life for each name among lands you control.
    Landfall — If you had a land enter the battlefield under your control this turn, draw a card.
    Dragon Guide 1 mana red mana green mana
    Creature — Human Barbarian (U)
    Landfall — Whenever Dragon Guide attacks, if you had a land enter the battlefield under your control this turn, creatures you control get +1/+1 until end of turn.
    3/3

    Frostworker 2 mana green mana blue mana
    Creature — Faerie Shaman (U)
    When Frostworker enters the battlefield, tap up to one target creature for each name among lands you control. Those creatures don’t untap during their controllers’ next untap steps.
    3/1

    Gleaming Meditation 1 mana black mana red mana
    Enchantment (U)
    When Gleaming Meditation enters the battlefield, put the top 3 cards of your library into your graveyard.
    Return Gleaming Meditation to your hand: You can cast target sorcery card from your graveyard this turn. Exile it as it resolves. Activate this ability only on your turn.

    Hathi Auramancer 2 mana white mana blue mana
    Creature — Elephant Monk (U)
    If an Aura would be put into your graveyard, exile it instead.
    You may cast cards exiled with cards named Hathi Auramancer.
    1/4

    Hawkbrother Archer 1 mana green mana white mana
    Creature — Human Archer (U)
    1 mana green mana white mana : Potential 4. (If this permanent has fewer than four +1/+1 counters on it, put a +1/+1 counter on it.)
    Whenever you put a +1/+1 counter on a creature, it gains indestructible until end of turn.
    2/4

    Learned General red mana white mana
    Creature — Human Soldier (U)
    Whenever a creature you control with a counter on it or a permanent attached to it attacks, Learned General deals 1 damage to any target.
    2/2

    Lieutenant of the Scale 1 mana blue mana red mana
    Creature — Human Soldier (U)
    Dragons you control get +1/+1.
    As long as you control a Dragon, spells your opponents cast that target Lieutenant of the Scale cost 2 more to cast, and creatures can’t block Lieutenant of the Scale unless their controller pays 2 for each creature they control blocking Lieutenant of the Scale.
    2/2

    Minister of Lies 3 mana blue mana black mana
    Creature — Demon Wizard (U)
    Whenever you cast a spell for its chant cost, scry 2.
    Whenever you cast a spell from exile, put a +1/+1 counter on Minister of Lies.
    3/4

    South Lake Oracle 1 mana white mana black mana
    Creature — Human Shaman (U)
    Lifelink
    Whenever a creature dies, you gain X life and scry :symx:, where X is the number of counters that were on it.
    2/2

    Viperskull 1 mana black mana green mana
    Creature — Zombie Snake (U)
    Vigilance
    Whenever a creature you control dies, gain life equal to its toughness.
    3/2
    Ancient Powergem 3 mana
    Artifact (U)
    Ancient Powergem enters the battlefield tapped.
    tap symbol : Add CC to your mana pool.

    Dragonfang Dagger 2 mana
    Artifact — Equipment (U)
    Equipped creature gets +2/+2 and is a Dragon in addition to its types.
    Equip 2

    Evoker’s Wheel 3 mana
    Artifact — Equipment (U)
    Whenever equipped creature attacks, create a tapped and attacking 1/1 white Spirit creature token.
    Equipped creature gets +2/+0.
    Equip 2

    Gilded Armor 3 mana
    Artifact — Equipment (U)
    Equipped creature gets +0/+5 and can block any number of creatures.
    Equip 2

    Methods of Sima 2 mana
    Artifact (U)
    :3mana:, Sacrifice Methods of Sima: You choose how creatures block this turn.

    Minister’s Seal 3 mana
    Artifact (U)
    :3mana:, Sacrifice Minister’s Seal: Return target permanent you control to its owner’s hand.

    Palace Dungeon 6 mana
    Artifact (U)
    When Palace Dungeon enters the battlefield, exile target creature until Palace Dungeon leaves the battlefield.
    :4mana:, tap symbol : Exile Palace Dungeon, then return it to the battlefield tapped.

    Relic Giant 7 mana
    Artifact Creature — Golem (U)
    When Relic Giant dies, draw a card.
    5/5

    Steel Swordswoman 4 mana
    Artifact Creature — Golem (U)
    3 mana : Untap Steel Swordswoman.
    3 mana : Steel Swordswoman gains first strike until end of turn.
    3/3

    Strategist's Saber 2 mana
    Artifact — Equipment (C)
    Equipped creature gets +1/+1.
    :2mana:, tap symbol : Attach Strategist’s Saber to target creature you control.
    Equip 1

    Trade Fleet 3 mana
    Artifact (U)
    tap symbol : Each player discards a card. Each player who does draws a card.
    Abandoned Mansion
    Land (C)
    When Abandoned Mansion enters the battlefield, each player gains 2 life.
    tap symbol : Add B.

    Bamboo Hills
    Land (C)
    When Bamboo Hills enters the battlefield, each player gains 2 life.
    tap symbol : Add G.

    Cliffside Temple
    Land — Mountain Plains (U)
    Cliffside Temple enters the battlefield tapped unless you have four or fewer cards in your hand.

    Distant Settlement
    Land (C)
    When Distant Settlement enters the battlefield, each player gains 2 life.
    tap symbol : Add W.

    Glacial Temple
    Land — Island Mountain (U)
    Glacial Temple enters the battlefield tapped unless you have four or fewer cards in your hand.

    Golden Temple
    Land — Plains Swamp (U)
    Golden Temple enters the battlefield tapped unless you have four or fewer cards in your hand.

    Grotto Temple
    Land — Swamp Forest (U)
    Grotto Temple enters the battlefield tapped unless you have four or fewer cards in your hand.

    Harbor Overlook
    Land (C)
    When Harbor Overlook enters the battlefield, each player gains 2 life.
    tap symbol : Add U.

    Lagoon Temple
    Land — Forest Island (U)
    Lagoon Temple enters the battlefield tapped unless you have four or fewer cards in your hand.

    Limestone Spires
    Land (C)
    When Limestone Spires enters the battlefield, each player gains 2 life.
    tap symbol : Add R.


    Added uncommons to all colors.
    Removed Morning Mist. (Probably coming back at uncommon.)
    Swapped base effect and kicker on Offerings to the Forgotten.
    Greatmane Tiger: Changed landfall effect from "untap" to "put a +1/+1 counter on ~"
    Strength to Surmount: Changed from "You gain 1 life for each name among lands and creatures you control" to "You gain 2 life for each name among lands you control. // Landfall — If you had a land enter the battlefield under your control this turn, draw a card."
    Greensward Duelist: Changed Potential value to 3.
    Meditant Mystic: Removed Potential. Added 4G: Until end of turn, Meditant Mystic gets +1/+1 for each name among lands you control.
    New Card: Constrictor Maiden
    Posted in: Custom Set Creation and Discussion
  • posted a message on January CCL, Signups/Round 1: Ancient Birthing Grounds
    Productive Compost 2BG
    Enchantment (R)
    When Productive Compost enters the battlefield and at the beginning of each of your precombat main phases, you may exile three cards from your graveyard. If you do, choose one:
    * Create a 2/2 black Zombie creature token.
    * Create a colorless Forest land token.
    Posted in: Monthly Contests Archive
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