Good. Pretty weak since you need a combat trick already. Perhaps make it cost more and also give things flash when you're being attacked?
*** Bombfire Blowgun2
Artifact - Equipment (R)
Equipped creature has "T: Put a -1/-1 counter on target creature." 4R, Sacrifice Bombfire Blowgun: Each creature with a -1/-1 counter on it deals 4 damage to itself.
Equip 4
Ouch nasty but flavourful abilities, imo the speed and expensive equip cost are abit inhibitive so it could actually be pushed abit more.
Elysian Amplification 2WG
Enchantment
Creature you control get +1/+0 for each green enchantment you control.
Creature you control get +0/+1 for each white enchantment you control.
It's a step in the right direction to get these artifact 'swarm-carriers' working in a more interesting way, and is definitely more fairly costed than some of the others in this branch. Very doable.
Trip Lattice
Artifact (R)
When Trip Lattice enters the battlefield, choose one - creatures entering the battlefield do not cause abilities to trigger; creatures attacking or blocking do not cause abilities to trigger; or if a creatures dies, it does not cause abilities to trigger.
Strange mix of abilities, Im not sure which would be more powerful, preventing those abilities all together or being able to build your deck around one while having the option to negate the other two. Fair cost as well imo.
Farlay Township
Land
As you play ~, you may choose to have ~ enter the battlefield tapped. If you do put a 1/1 colourless human token onto the battlefield. t: Add 1 to your mana pool.
Realm Swallower3RRR
Creature - Elemental Beast (M)
Trample, Haste
When Realm Swallower enters the battlefield, sacrifice five lands.
At the beginning of your upkeep, each opponent sacrifices X lands and Realm Swallower deals X damage to that player and each creature he or she controls, where X is the number of lands you control.
5/5
So, it does hurt you like hell when you bring it, but if you manage to keep it safe long enough, you'll be wiping out the field in no time. What say you?
Agree super risky but absolutely brutal if it sticks. There's probably enough creature control for this to fall into the unplayable section imo tho.
Soul Erasure - 1W
Instant
Exile target creature. That creatures owner may pay it's converted mana cost, if they do return that creature to the battlefield under its owners control.
Maro Transcended4GU
Creature - Elemental (R)
When ~ enters the battlefield, if you have fewer than seven cards in hand, draw cards equal to the difference.
~'s power and toughness are each equal to the number of cards in your hand.
*/*
Not quite sure where to place this, the effect is obviously powerful and 6 mana isn't too much to ask. I'd feel more comfortable with it if it were legendary and/or more colour intensive.
Aetherial Singularity 2UW
Enchantment
Whenever a creature enters the battlefield, exile it.
At the beginning of each players upkeep, that player may return any creature cards exiled by ~ to the battlefield.
Star Myr
Artifact Creature - Myr (R)
At the beginning of your upkeep, you may return Star Myr from exile zone to your hand.
:1mana:,:symtap:, Exile Star Myr: Reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped, then shuffle the rest of the revealed cards into your library.
1/1
Nice, I like the pace of the effects, they're definately required to keep the card in check.
Tampered Destinies1BW
Enchantment - Aura
Enchant player
Whenever enchanted player loses life put that many life counters on ~ BW, Sacrifice ~: Choose one - Enchanted player loses life equal to the number of life counters on ~; or enchanted player gains life equal to the number of counters on ~.
..... A bit hard to judge..... By paying 2 mana at sorcery, you can disable a creature temporarily although still giving it a decent body (instead of 0/1 or 0/2). If you Morph this, however, this becomes a combat trick that can shut down some powerful creatures into a 2/2 which you can chump block and kill with your best creatures. Worst of all, this recurs: If you managed to morph this and kill an opposing creature, you'll get this back to unmorph again and kill some hapless chap again. That is probably a little too powerful, even if you have to pay 4 mana off it. Add an extra cost, maybe? Like, "if enchanted dude dies, pay something"?
Simmer RageU
Instant
Counter target red enchantment spell with converted mana cost 3.
Draw three cards. "That's just the kind of attitude that I hate the most."
Notice, again, that it's not just cantrip; it's TRIPLE cantrip. What say you?
Haha I'm not sure how much more narrow you could make this card without
it looking silly bad, maybe you could word it so that simmer rage returns
the red enchantment spell with cmc 3 to its owners hand to increase its uses.
Mineside Soothseer UUU
Creature - Human Wizard
At the beginning of each players upkeep, all players reveal the top card of
their library, the player/s that reveals the card with the highest converted
mana cost may put it into their hand.
1/1
Wow some pretty good cards on the list, training ground is obviously redic. I don't understand the hate on the lifegain card, because that is what it is a lifegain card with the potential of drawing cards.
White card draw (even repeated) that is contingent on life gain is perfectly fine to me.
Dyfed, Phyrexian Puppet :1mana::symb::symb:
Planeswalker- Dyfed
+2: Discard a card.
-1: Search your library for a card and put it into your graveyard.
-5: Until end of turn cards in your graveyard gain Flashback equal to their mana cost.
{1}
Way too good due to the first ability, dyfed is too cheap a planeswalker
to get +2 for repeartable discard. The second ability is fine and personally yawgmoths will is a very powerful effect so I would up the third by one so it takes 3 turns instead of 2.
Firebalm Initiate WR
Creature - Human Cleric
Level up 2 1/2
Level 1-2 Remove a level counter: gain 1 life 2/3
Level 3+ Remove a level counter: Deal 1 damage 3/4
to target creature or player
Hospitality3WWW
Creature - Elemental Incarnation (M)
First Strike
If a source would deal noncombat damage to a player, that source's controller puts that many 1/1 white Spirit creature tokens onto the battlefield instead.
If Hospitality would be put into a graveyard from the battlefield, put at the bottom of its owner's library instead.
6/6
Comments?
Kinda a strange ability for a white incarnation, always thought that these creatures should have abilities that are intrinsic to their own colours. There aren't many cards in white that deal non-combat damage, you'll have to build around the card or else the ability is a pretty big drawback.
Next leveler
Haylon Mystic W
Creature - Human Cleric
Level up 1W 1/1
Whenever there are 5 or more level up counters on ~, remove them and destroy all other creatures on the battlefield.
Level 2+ t: Tap target creature 2/4
+2: Place two 0/1 eldrazi spawn tokens onto the battlefield that have " sacrifice this creature: add 1 to your mana pool.".
-3: Target player sacrifices two permanents they control.
-12: All eldrazi spells this turn costs 10 less to cast this turn.
Loyalty: 5
wow those are abilities are strong!! Perhaps a little too much so.. nichol
bolas got away with its rediculous abilties by be 8 to cast with heavy colour
commitments. Maybe you could boost the cost to 10 but somehow make the
give the card the eldrazi type??
Here's make take on a leveler
Greenmold Ooze 1G
Creature - Ooze
Level up G 2/2
Level 1-3 Shroud 2/2
Level 4+ ~'s power and toughness is equal to the */*
number of level counters on it.
Tethered Charger 3RR
Creature - Cat
Tethered Charger enters the battlefield with three chain counters on it. 1: Remove a chain counter from Tethered Charger.
When the last chain counter is removed from Tethered Charger, it gains trample. Sacrifice it at the beginning of the next end step.
7/2
(Another card related to my inside joke series; P/T should be kept the same if able.)
Haven't been around for awhile so I've missed the inside joke. On the card its definately flavourful and fun, probably not constructed worthy but that's not what its about.
Here's my card, might have some (major) wording problems.
Ultan the Blind 2UU
Legendary Creature - Human Wizard
Whenever you cast a spell that targets a pernament on the battlefield you may change the target of that spell to any other pernament on the battlefield. All effects of the spell applies to that pernament as if it were a creature, enchantment, artifact, land, and planeswalker.
1/4
So in total this has 8 abilities...... The third pair needs to be revamped though; The reason why Chandra Nalaar has a minus ability which deals damage only to creatures is because the damage is variable; This, on the otherhand, only deals 1 pitiful damage. May as well you swap them: + for creature and - for player, as hurting creature doesn't guarantee you a win, but hitting player does.
I love this card.
Terra Harmonia1GW
Enchantment
As long as you control exactly one Plains, one Island, one Swamp, one Mountain, one Forest and no other lands, permanents you control can't be the target of spells or abilities your opponents control. In a perfect equilibrium, everything will remain in the perfect balance.
So this locks you at 5 mana/land, but gives such a defense which can be rather tough for your opponents. What say you?
Agree the condition of only one of each land type and nothing else is quite harsh when the card does nothing if its not meet. The ability is powerful but allowing other lands wont break the card (imo).
Anyways here's my take on the next evolution of quest cards, wording might be a little weird.
Journey for Tainted Enlightenment GW
Enchantment
Whenever you gain life, search your library for a plains or forest card and put it onto the battlefield, put a quest counter on ~.
Whenever there are three or more quest counters on ~, sacrifice ~ and discard your hand.
I can't think much much besides random these days.... so sad...
Persephone, Queen of Hades2BB
Legendary Creature - Avatar
Intimidate
If a card would leave a player's graveyard, any player may pay 2. If no one does, that card stays in the graveyard. "You are not a guest here. You will live here for as long as eternity."
4/3
Comments?
Haha, I know what you mean, I've been posting here less lately
as well.
Persephone is probably gonna be used mainly for its body, the ability is very
...random =p and often irrelevant but it would totally murder some decks. You could probably remove the any player part of the ability without too much difference in power level to the card.
Vampiric Mandrake BG
Creature - Vampire Plant
~ enters the battlefield with an amount of +1/+1 counters of your choice, you lose two life for each +1/+1 counter placed on ~ this way.
0/0
Primal Shaman GG
Creature- Elf Shaman (R)
Tap: Add RRR to your mana pool
2/2
obviously good. But I don't think it's tooooo broken
This is pretty broken, 6 mana easy on turn three is just too much and that't not including other ppossible plays like turn 1 elf.
I can't remember the cards name but a tap for GG mana elf cost 2G and was a 1/1.
Wizened Scholars UU
Creature - Human Wizards
At the beginning of your upkeep put a research counter on ~.
Remove two research counters from ~: Search your library for a card and put it into your hand. Then shuffle your library.
0/3
Gordo5
Artifact Creature (R)
~ cannot be countered
~ cannot be exiled
~ cannot have counters placed upon it.
Protection from creatures with trample
Indestructible
Shroud
Deathtouch
Double Strike
Defender
1/1
It still dies to infest type effects =p
tbh I'm not sure how fond of this card I'd be if it was ever printed, the added deathtouch is quite deadly. Also some abilities aren't very synergistic, i.e doublestrike + deathtouch + defender (the doublestrike is usually worthless). The protection from creatures is also pointless, if I'm not mistaken, the creature will still trample over Gordo and seeing as Gordo can't be targeted, destroyed or attack...
Necrotic Examiner1UUB
Creature - Zombie Wizard
When ~ enters the battlefield you may sacrifice any number of permanents you control. Draw a card for each permanent sacrificed this way, then discard a card for each sacrificed permanent that was not a non-token creature.
2/2
Ouch nasty but flavourful abilities, imo the speed and expensive equip cost are abit inhibitive so it could actually be pushed abit more.
Elysian Amplification 2WG
Enchantment
Creature you control get +1/+0 for each green enchantment you control.
Creature you control get +0/+1 for each white enchantment you control.
Strange mix of abilities, Im not sure which would be more powerful, preventing those abilities all together or being able to build your deck around one while having the option to negate the other two. Fair cost as well imo.
Farlay Township
Land
As you play ~, you may choose to have ~ enter the battlefield tapped. If you do put a 1/1 colourless human token onto the battlefield.
t: Add 1 to your mana pool.
Agree super risky but absolutely brutal if it sticks. There's probably enough creature control for this to fall into the unplayable section imo tho.
Soul Erasure - 1W
Instant
Exile target creature. That creatures owner may pay it's converted mana cost, if they do return that creature to the battlefield under its owners control.
Maybe sorcery speed is needed?
Not quite sure where to place this, the effect is obviously powerful and 6 mana isn't too much to ask. I'd feel more comfortable with it if it were legendary and/or more colour intensive.
Aetherial Singularity 2UW
Enchantment
Whenever a creature enters the battlefield, exile it.
At the beginning of each players upkeep, that player may return any creature cards exiled by ~ to the battlefield.
Nice, I like the pace of the effects, they're definately required to keep the card in check.
Tampered Destinies 1BW
Enchantment - Aura
Enchant player
Whenever enchanted player loses life put that many life counters on ~
BW, Sacrifice ~: Choose one - Enchanted player loses life equal to the number of life counters on ~; or enchanted player gains life equal to the number of counters on ~.
Haha I'm not sure how much more narrow you could make this card without
it looking silly bad, maybe you could word it so that simmer rage returns
the red enchantment spell with cmc 3 to its owners hand to increase its uses.
Mineside Soothseer UUU
Creature - Human Wizard
At the beginning of each players upkeep, all players reveal the top card of
their library, the player/s that reveals the card with the highest converted
mana cost may put it into their hand.
1/1
White card draw (even repeated) that is contingent on life gain is perfectly fine to me.
Haha, you do realise that the reason that everyone is all angsty is that
survival chace cantrips twice right ^^
Way too good due to the first ability, dyfed is too cheap a planeswalker
to get +2 for repeartable discard. The second ability is fine and personally yawgmoths will is a very powerful effect so I would up the third by one so it takes 3 turns instead of 2.
Firebalm Initiate WR
Creature - Human Cleric
Level up 2 1/2
Level 1-2 Remove a level counter: gain 1 life 2/3
Level 3+ Remove a level counter: Deal 1 damage 3/4
to target creature or player
Kinda a strange ability for a white incarnation, always thought that these creatures should have abilities that are intrinsic to their own colours. There aren't many cards in white that deal non-combat damage, you'll have to build around the card or else the ability is a pretty big drawback.
Next leveler
Haylon Mystic W
Creature - Human Cleric
Level up 1W 1/1
Whenever there are 5 or more level up counters on ~, remove them and destroy all other creatures on the battlefield.
Level 2+ t: Tap target creature 2/4
wow those are abilities are strong!! Perhaps a little too much so.. nichol
bolas got away with its rediculous abilties by be 8 to cast with heavy colour
commitments. Maybe you could boost the cost to 10 but somehow make the
give the card the eldrazi type??
Here's make take on a leveler
Greenmold Ooze 1G
Creature - Ooze
Level up G 2/2
Level 1-3 Shroud 2/2
Level 4+ ~'s power and toughness is equal to the */*
number of level counters on it.
Haven't been around for awhile so I've missed the inside joke. On the card its definately flavourful and fun, probably not constructed worthy but that's not what its about.
Here's my card, might have some (major) wording problems.
Ultan the Blind 2UU
Legendary Creature - Human Wizard
Whenever you cast a spell that targets a pernament on the battlefield you may change the target of that spell to any other pernament on the battlefield. All effects of the spell applies to that pernament as if it were a creature, enchantment, artifact, land, and planeswalker.
1/4
Agree the condition of only one of each land type and nothing else is quite harsh when the card does nothing if its not meet. The ability is powerful but allowing other lands wont break the card (imo).
Anyways here's my take on the next evolution of quest cards, wording might be a little weird.
Journey for Tainted Enlightenment GW
Enchantment
Whenever you gain life, search your library for a plains or forest card and put it onto the battlefield, put a quest counter on ~.
Whenever there are three or more quest counters on ~, sacrifice ~ and discard your hand.
Haha, I know what you mean, I've been posting here less lately
as well.
Persephone is probably gonna be used mainly for its body, the ability is very
...random =p and often irrelevant but it would totally murder some decks. You could probably remove the any player part of the ability without too much difference in power level to the card.
Vampiric Mandrake BG
Creature - Vampire Plant
~ enters the battlefield with an amount of +1/+1 counters of your choice, you lose two life for each +1/+1 counter placed on ~ this way.
0/0
This is pretty broken, 6 mana easy on turn three is just too much and that't not including other ppossible plays like turn 1 elf.
I can't remember the cards name but a tap for GG mana elf cost 2G and was a 1/1.
Wizened Scholars UU
Creature - Human Wizards
At the beginning of your upkeep put a research counter on ~.
Remove two research counters from ~: Search your library for a card and put it into your hand. Then shuffle your library.
0/3
It still dies to infest type effects =p
tbh I'm not sure how fond of this card I'd be if it was ever printed, the added deathtouch is quite deadly. Also some abilities aren't very synergistic, i.e doublestrike + deathtouch + defender (the doublestrike is usually worthless). The protection from creatures is also pointless, if I'm not mistaken, the creature will still trample over Gordo and seeing as Gordo can't be targeted, destroyed or attack...
Necrotic Examiner 1UUB
Creature - Zombie Wizard
When ~ enters the battlefield you may sacrifice any number of permanents you control. Draw a card for each permanent sacrificed this way, then discard a card for each sacrificed permanent that was not a non-token creature.
2/2