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  • posted a message on Bioessence Hydra
    Quote from clan_iraq »
    seems pretty nice in limited with a certain uncommon to power out a 10/10 trample on turn 4


    Turn 3 with Llanowar Elves.
    Posted in: The Rumor Mill
  • posted a message on Awakening of Vitu-Ghazi - @mtg_youngmage spoiler
    Transform, roll out!
    Posted in: The Rumor Mill
  • posted a message on Random rares/mythics
    Rare Card 1 W
    Sorcery
    Buyback 1W
    Create a 1/1 white Kithkin Soldier creature token.

    Rare Card 2 W
    Creature - Cat
    Hexproof
    When ~ enters the battlefield, tap up to two other creatures.
    1/1

    Rare Card 3 3UU
    Creature - Merfolk Rogue
    Whenever you cast a spell with converted mana cost 4 or greater, draw a card.
    Whenever an opponent casts a spell with converted mana cost 4 or less, you draw a card.
    3/3

    Rare Card 4 2U
    Creature - Illusion
    When ~ enters the battlefield, you may have target creature become a copy of ~.
    0/4

    Rare Card 5 B
    Sorcery
    As you cast ~, choose odd or even. (Zero is even.)
    Target player reveals his or her hand. You choose a nonland card with chosen converted mana cost from it. That player discards that card.

    Rare Card 6 2BB
    Creature - Zombie Knight
    Intimidate
    Whenever you cast a creature spell, target opponent sacrifices a creature.
    Whenever an opponent casts a creature spell, you sacrifice a creature.
    5/5

    Rare Card 7 1RR
    Creature - Human Knight
    Haste
    Whenever ~ attacks, you may pay 1R. If you do, exile ~. Then create a 6/6 red Dragon creature token with flying tapped and attacking. Exile that token at end of combat.
    2/2

    Rare Card 8 3RR
    Instant
    You may pay 1 life and exile a red card from your hand rather than pay ~'s mana cost.
    ~ deals 3 damage divided as you choose among one, two, or three target creatures and/or players.

    Rare Card 9 3GG
    Creature - Elemental
    Trample, haste, hexproof
    All creatures able to block ~ do so.
    6/1

    Rare Card 10 4GG
    Enchantment
    All creatures you control have base power and toughness 6/6.

    Rare Card 11 WU
    Instant
    Choose one for each creature — Tap that creature; or untap that creature.

    Rare Card 12 UB
    Instant
    Put a time counter on target creature, if it doesn't have vanishing, it gains vanishing.

    Rare Card 13 BR
    Instant
    As an additional cost to cast ~, pay 4 life.
    Add BBBB or RRRR to your mana pool.

    Rare Card 14 RG
    Creature - Elf Barbarian
    Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
    1RG: Put a +1/+1 counter on ~.
    2/2

    Rare Card 15 GW
    Enchantment
    Untapped creature you control gets +1/+1.

    Rare Card 16 3WB
    Creature - Angel
    Flying
    When ~ enters the battlefield, destroy target land.
    3/3

    Rare Card 17 UR
    Instant
    Counter target activated ability. If a creature's activated ability is countered this way, gain control of that creature until end of turn. Untap it. It gains haste until end of turn.

    Rare Card 18 1BG
    Sorcery
    Destroy target nonland permanent and all other permanents with the same converted mana cost as that permanent.

    Rare Card 19 1RW
    Instant
    ~ deals 3 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. Player dealt damage this way can't cast spells this turn.

    Rare Card 20 GU
    Sorcery
    Choose one at random — Create a 3/3 green Frog Lizard creature token; or Create a 2/2 blue Bird Fish creature token with flying; or Create a 1/6 green Plant Mutant creature token with defender.

    --------------------------------------------------------------------------------

    Mythic Card 1 3WW
    Creature - Angel
    Flash, Flying
    When ~ enters the battlefield, regenerate each other creature you control.
    3/4

    Mythic Card 2 5UUU
    Creature - Serpent
    Islandwalk, Trample, Hexproof
    When you cast ~, take an extra turn after this one.
    8/8

    Mythic Card 3 4BB
    Creature - Dragon
    Flying
    Other creatures get -X/-0, where X is the number of creatures on the battlefield.
    5/5

    Mythic Card 4 2RR
    Creature - Hydra
    Haste
    ~ enters the battlefield with three +1/+1 counters on it.
    T, Remove a +1/+1 counter from ~: ~ deals 2 damage to target creature or player.
    0/0

    Mythic Card 6 2WWU
    Instant
    Exile target nonland permanent. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.

    Mythic Card 7 1UUB
    Creature - Demon Illusion
    Flying
    Whenever a player casts a spell, put three -1/-1 counters on ~.
    13/13

    Mythic Card 8 1BRR
    Creature - Ogre Mutant
    Haste, Battlecry
    Whenever another creature you control attacks, ~ gets +1/+0 until end of turn.
    Creatures with power less than ~ can't block.
    2/4

    Mythic Card 9 RG
    Creature - Cat Scout
    ~ enters the battlefield with two +1/+1 counters on it.
    Whenever ~ attacks, you may untap X lands, where X is number of +1/+1 counters on ~.
    0/0

    Mythic Card 10 1GW
    Creature - Troll
    Vigilance
    Whenever ~ attacks, regenerate it and put a +1/+1 counters on it.
    1/1
    Posted in: Custom Card Creation
  • posted a message on May 31st, 2015
    Votes: bravelion83, Sagharri



    Jwari Shapeshifter 2UU
    Creature — Shapeshifter (MR)
    Kicker 3UU
    You may have Jwari Shapeshifter enter the battlefield as a copy of any creature on the battlefield. Then if Jwari Shapeshifter was kicked, put four tokens onto the battlefield that's a copy of that creature.
    "The best expedition would be an entire team of me."
    0/0

    Original card: Jwari Shapeshifter
    Posted in: Monthly Contests Archive
  • posted a message on Braveheart
    Well...

    Card 3 RW
    Instant
    ~ deals 3 damage to target creature or player.
    Braveheart - If you control any creature with a +1/+1 counter on it, you gain 3 life.
    Posted in: Custom Card Creation
  • posted a message on Braveheart
    Card 1 WU
    Instant
    Counter target noncreature spell.
    Braveheart - If you control any creature with a +1/+1 counter on it, counter target spell instead.

    Card 2 1WB
    Sorcery
    Destroy target artifact, enchantment, or creature.
    Braveheart - If you control any creature with a +1/+1 counter on it, destroy target permanent instead.

    Card 3 RW
    Sorcery
    Draw three cards, then discard three cards at random.
    Braveheart - If you control any creature with a +1/+1 counter on it, draw three cards, then discard three cards instead.

    Card 4 GW
    Sorcery
    Target creature gets +3/+3 until end of turn.
    Braveheart - If you control any creature with a +1/+1 counter on it, put three +1/+1 counters on target creature instead.

    Card 5 3WW
    Creature - Angel
    Flash, Flying
    When ~ enters the battlefield, regenerate target creature.
    Braveheart - If you control any creature with a +1/+1 counter on it, regenerate all creatures you control instead.
    3/4
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Well, may seems a bit stronger, specially in limited, but otherwise, cost and suspend time are proper for a card like that. Also, Willbender.

    Sunstrike Commander 1RW
    Creature — Kor Knight (R)
    Trample, vigilance.
    R: Sunstrike Commander gets +1/+0 until the end of turn.
    “Nothing burns more than a warrior’s courage.”
    — Mera, Eye of the Realm

    1/2



    Trample seems a bit strange, but overall it's pretty well balanced.

    Gaea's Refutation 1GUU
    Instant (R)
    Counter target spell. If a creature spell was countered this way, fateseal 3. (To fateseal 3, look at the top three 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.)
    Posted in: Custom Card Creation
  • posted a message on [Need Help]New mechanic: Redemption
    Redemption is a mechanic for white cards. similar to flashback.

    Idea 1:
    Redemption 2W (If you would draw a card, instead you may pay 2W. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

    Idea 2:
    Redemption 2W (If this card would be put into a graveyard from anywhere, you may pay 2W. If you do, instead put it on top of your library.)

    Which one do you prefer? If you have better ideas please tell me Smile
    Posted in: Custom Card Creation
  • posted a message on *The Common to Rare Game*
    Glimmering Angel 2WU
    Creature — Angel
    Flying, Hexproof
    Whenever Glimmering Angel attacks, detain target creature.
    2/4

    Next: Drifter il-Dal
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from Ultimoron
    Minor wording fix: "Add X mana of any combination of colors..." Probably a Rare under the NWO, as it's a rainbow land that produces more than one mana.

    Toy Soldier 1
    Artifact Creature - Soldier (u)
    A deck can have any number of Toy Soldiers.
    :symtap:, tap two untapped Soldiers you control: Search your library for a Soldier card with converted mana X or less and put that card onto the battlefield, where X is the number of Soldiers you control. That creature gains haste until end of turn. Shuffle your library.
    1/1


    lol @ this, pretty nice.

    <Random Creature Name> 2UUB
    Creature — Demon Illusion (MR)
    Flying
    While you're searching your library, you may cast ~ from your library.
    Whenever a player cast a spell, put four -1/-1 counters on ~.
    13/13
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from Thought Criminal
    It's weird that the trade route ability is a triggered ability that sets up another triggered ability. I think it's fine, though.

    Actually, it could just straight up draw a card, although the ability gives it vastly more (no pun intended) flavor.

    ---

    Malleability Magic 3
    Artifact {R}
    You may activate abilities of artifacts you control any time you could cast an instant.

    The above card overrides timing restrictions based on analogies to card types, such as "activate only as a sorcery", but not those based on turns, such as "activate only during your/an opponent's turn". Does it break anything?


    Lightning Greaves ftw!

    ----------------------------------------

    <Random Removal Spell Name> 1U/B mana
    Instant (R)
    Put a time counter on target creature. If it doesn't have vanishing, it gains vanishing.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from Ultimoron
    The Veronicas 1BR
    Legendary Enchantment Creature - Elf Goblin Mutant (MR)
    Bestow - Sacrifice two creatures
    Desthtouch
    Enchanted creature gets +3/+1 and has deathtouch
    As long as you control exactly two copies of The Veronicas, they or enchanted creature get +3/+0 and have first strike and trample.
    3/1

    EDIT: got 'Nathed. Canyon Trapper is decent enough.


    I think player is not able to control two copies of The Veronicas because of:

    205.4d Any permanent with the supertype “legendary” is subject to the state-based action for legendary permanents, also called the “legend rule” (see rule 704.5k).


    704.5k If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”


    ---------------------------------------

    <Random Creature Name> 4RWW
    Creature - Giant Warrior (MR)
    Double strike, Trample, Protection from blue
    Sweep — Whenever ~ attacks, you may return any number of lands you control to their owner's hand. ~ deals 1 damage to each other creature for each land returned this way.
    4/4
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from Noobus Maximus
    Ink-Soaked Ronin 2WB
    Creature - Fox Samurai
    First strike, bushido 1
    As long as ~'s power is exactly 3, it gains deathtouch.
    2/2


    "Exactly 3" seems strange...but well, nice design.

    ----------------------------------------------------

    <Random Creature Name> 3BR
    Creature - Ogre (MR)
    Battle Cry
    Whenever a creature you control attacks, ~ gets +1/+0 until end of turn.
    Creatures with power less than ~ power can't block.
    2/4
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from Thought Criminal
    Great minds think alike, huh? I also made a card with the exact same name, mana cost, card type, and spell ability. Only mine was rare, but who's counting? That alone should tell you that I highly approve of this card.

    Also, "permanent card of that type".

    ---

    Fizzlefaerie 2U
    Creature - Faerie Wizard {U}
    Flash, flying
    When ~ enters the battlefield, counter target spell with converted mana cost X or less, where X is the amount of U spent to cast ~.
    1/3

    A spin-off of Spellstutter Sprite. What do you guys think?


    Not OP, but definitely should be rare(or mythic).

    -------------------------------------------

    <Random Card Name> 1GWW
    Creature — Human Monk (R)
    First strike, Vigilance
    If ~ would deal battle damage to a creature or player, prevent that damage and you gain that much life.
    6/6
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Anyway, here's a rather experimental design.

    Rumbling Sandwurm 2GGG
    Creature-- Wurm (U)
    Trample
    Kicker—Expend a land play (You may expend a land play as you cast this spell.)
    When Rumbling Sandwurm enters the battlefield, if it was kicked, destroy target land.
    5/5
    “Usul, we have wormsign the likes of which God has never seen.”
    —Stilgar, Fremen leader


    Not sure on wording, but the intent is to let you skip your next land drop to make it destroy a land. With Explore and/or Oracle of Mul Daya, you can play a land and kick this at the same time.


    That design is good, and right costed. But "Expend a land play" seems pretty strange, here's an alternate way to do this:
    Rumbling Sandwurm 2GGG
    Creature — Wurm (U)
    Trample
    Kicker — Return an untapped land you control to its owner's hand.
    When Rumbling Sandwurm enters the battlefield, if it was kicked, destroy target land.
    5/5
    “Usul, we have wormsign the likes of which God has never seen.”
    —Stilgar, Fremen leader


    ------------------------------------------------

    <Random Mythic Name> 4GUU
    Creature — Elemental (MR)
    Flying
    At the beginning of your upkeep, draw a card and reveal it. Repeat this process until you revealed a land this way.
    Landfall — Whenever a land enters the battlefield under your control, untap all lands you control.
    4/4
    Posted in: Custom Card Creation
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