Rare Card 1W
Sorcery
Buyback 1W
Create a 1/1 white Kithkin Soldier creature token.
Rare Card 2W
Creature - Cat
Hexproof
When ~ enters the battlefield, tap up to two other creatures.
1/1
Rare Card 33UU
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 42U
Creature - Illusion
When ~ enters the battlefield, you may have target creature become a copy of ~.
0/4
Rare Card 5B
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 62BB
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 71RR
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 83RR
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 93GG
Creature - Elemental
Trample, haste, hexproof
All creatures able to block ~ do so.
6/1
Rare Card 104GG
Enchantment
All creatures you control have base power and toughness 6/6.
Rare Card 11WU
Instant
Choose one for each creature — Tap that creature; or untap that creature.
Rare Card 12UB
Instant
Put a time counter on target creature, if it doesn't have vanishing, it gains vanishing.
Rare Card 13BR
Instant
As an additional cost to cast ~, pay 4 life.
Add BBBB or RRRR to your mana pool.
Rare Card 14RG
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 15GW
Enchantment
Untapped creature you control gets +1/+1.
Rare Card 163WB
Creature - Angel
Flying
When ~ enters the battlefield, destroy target land.
3/3
Rare Card 17UR
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 181BG
Sorcery
Destroy target nonland permanent and all other permanents with the same converted mana cost as that permanent.
Rare Card 191RW
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 20GU
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 13WW
Creature - Angel
Flash, Flying
When ~ enters the battlefield, regenerate each other creature you control.
3/4
Mythic Card 25UUU
Creature - Serpent
Islandwalk, Trample, Hexproof
When you cast ~, take an extra turn after this one.
8/8
Mythic Card 34BB
Creature - Dragon
Flying
Other creatures get -X/-0, where X is the number of creatures on the battlefield.
5/5
Mythic Card 42RR
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 62WWU
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 71UUB
Creature - Demon Illusion
Flying
Whenever a player casts a spell, put three -1/-1 counters on ~.
13/13
Mythic Card 81BRR
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 9RG
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 101GW
Creature - Troll
Vigilance
Whenever ~ attacks, regenerate it and put a +1/+1 counters on it.
1/1
Jwari Shapeshifter2UU
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
Card 1WU
Instant
Counter target noncreature spell. Braveheart - If you control any creature with a +1/+1 counter on it, counter target spell instead.
Card 21WB
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 3RW
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 4GW
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 53WW
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
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 Commander1RW
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 Refutation1GUU
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.)
Redemption is a mechanic for white cards. similar to flashback.
Idea 1: Redemption2W (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: Redemption2W (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
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 Soldier1
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
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 Magic3 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?
The Veronicas1BR
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
<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
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".
---
Fizzlefaerie2U 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
<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
Rumbling Sandwurm2GGG
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 Sandwurm2GGG
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
Turn 3 with Llanowar Elves.
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
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
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.
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
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.)
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
Creature — Angel
Flying, Hexproof
Whenever Glimmering Angel attacks, detain target creature.
2/4
Next: Drifter il-Dal
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
Lightning Greaves ftw!
----------------------------------------
<Random Removal Spell Name> 1
Instant (R)
Put a time counter on target creature. If it doesn't have vanishing, it gains vanishing.
I think player is not able to control two copies of The Veronicas because of:
---------------------------------------
<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
"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
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
That design is good, and right costed. But "Expend a land play" seems pretty strange, here's an alternate way to do this:
------------------------------------------------
<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