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  • posted a message on Cards by Little_Money
    Quote from Scoob »
    umm, isn't that double-:symr: producing land a little too good? That thing will power up Sligh and Goblins so bad...



    probably.
    And in vintage format, it will probably have way too much turn one combo-out potential.
    Posted in: Custom Card Creation
  • posted a message on Cards by Little_Money
    I don't think that Wizards use the "0" as a cost anymore. I certainly can't think of any recent card with a 0 activation cost. That's why I worded the cost that way.
    I thought it would be neat to have a couple of elemental-themed subtypes in a set. You know, Fire, Air, maybe Earth, and Water.

    So you could have like,

    Burnspell - REDMANA
    Instant - Fire
    Deal Damage, blah blah blah

    or

    LandFetch - GREENMANA
    Sorcery - Earth
    Blah blah, go fetch a land, shuffle, whatever.

    A subtype could be set-focused or set-specific... a supertype requires support in the core rules, and although I think it's a neat idea, not like... that neat.
    Posted in: Custom Card Creation
  • posted a message on Cards by Little_Money
    I guess you didn't notice that I made "Fire" a creature type in the ones above it, huh?
    Posted in: Custom Card Creation
  • posted a message on Cards by Little_Money
    Magus Initiate - 1U
    Creature - Wizard
    Spellcraft - 2 (when this deals combat damage to a creature or player, you may play an instant or sorcery with converted mana cost 2 or less that targets that creature or player without paying its mana cost.)
    1/1

    Evoker Adept - 1UU
    Creature - Wizard
    Spellcraft - 3 (when this deals combat damage to a creature or player, you may play an instant or sorcery with converted mana cost 3 or less that targets that creature or player without paying its mana cost.)
    Evoker Adept may deal its damage to defending player as though it weren't blocked.
    2/2

    Arcanum Burst - U
    Instant
    Replicate - Discard two cards from your hand.
    Draw a card.

    Warp Snare - 2UU
    Enchantment - Aura
    Enchant target creature.
    Warp - 1UU (if this card is in your library, you may reveal it and pay its warp cost. If you do, put it in your hand and shuffle another card that shares a type with it from your hand into your library)
    If enchanted creature attacks or blocks, shuffle it and Warp Snare into their owner's libraries.

    Raging Volcano
    Land
    Raging Volcano comes into play with 3 Magma counters on it.
    T, Remove a Magma counter from Raging Volcano: Add RR to your mana pool. Raging Volcano deals 3 damage to you.

    Great Slumbering Treefather
    Legendary Land
    T: add G to your mana pool.
    Evolution 6 - Great Slumbering Treefather becomes an 8/8 Elemental creature with trample. (this card comes into play with 6 evolution counters on it. During each of your upkeeps, remove a counter. When no Evolution counters remain, add this card's Evolution effect to it.)

    Volatile Flame - RRRRRR
    Creature - Fire Elemental
    Haste, Trample
    Have Volatile Flame deal 10 damage to you: Volatile Flame's controller sacrifices it. Any player may play this ability.
    6/3

    Goblin Firebomb Squad - 3R
    Creature - Goblin Fire Warrior
    Haste
    Whenever Goblin Firebomb Squad attacks, it deals 4 damage to each attacking creature and each creature defending player controls.
    At the end of any turn, Goblin Firebomb Squad deals 4 damage to you and each creature you control.
    0/1

    Goblin Firewalker - RR
    Creature - Goblin Warrior
    Protection from Fire
    2/1

    Contest of Mages - 1RRR
    Sorcery
    Each player chooses a color, reveals four cards from the top of his or her library, then puts the revealed cards on the bottom of his or her library in any order. The player who revealed the lowest number of cards of the color he or she chose loses four life, and the player who revealed the greatest number of cards of the color he or she chose gains four life, and may choose to repeat this process, doubling the ammount of life lost, life gained, and number of cards revealed.

    Devouring Specter - BB
    Creature - Specter
    Flying
    Whenever Devouring Specter comes into play, any player may discard two cards. If a player does, sacrifice devouring specter.
    2/2

    Whispered Secrets - 1B
    Sorcery
    Name a card. Target opponent reveals his or her hand. If the named card is revealed, then that player discards a card and you draw a card.

    Corrupting Specter - 1BG
    Creature - Specter
    Whenever Corrupting Specter deals combat damage to a player, that player discards a card. If an artifact card is discarded this way, put a +1/+1 counter on Corrupting Specter.
    2/2

    Tormenting Specter - 1UB
    Creature - Specter
    Flying
    Whenever Tormenting Specter deals combat damage to a player, that player puts the top 6 cards of his or her library into his or her graveyard.
    2/2
    Posted in: Custom Card Creation
  • posted a message on What should I cast these at?
    ...because Voice of Law, Voice of Grace, and all of those Voice-angels were huge.
    Posted in: Custom Card Creation
  • posted a message on N00b post - my cards
    that's my point. Island Fish did suck. So does Landhome. Elder definately wouldn't see constructed play, but he might be a bomb in limited (with the 12 power edit). The point of his ability is to make him pseudo-unblockable (if you can make something an island once, with Phantasmal Terrain or Dream Trush or one of those horrible cards, then he's unblockable for the rest of the game), and to enable all your other Islandhome Krakens that you drop into play with the Deep.
    Because I know everyone is just dying to make an Islandhome deck... (/sarcasm).

    Of course, even in limited he wouldn't be the best card - I just made him in flavor with all the other crappy Islandwalk guys.
    Posted in: Custom Card Creation
  • posted a message on N00b post - my cards
    quite a bit weaker than Tidal Kraken. Kind of what I was going for, since Blue is so good about having overcosted "big" creatures with huge drawbacks that are almost unplayable. (like Island Fish Jaconius or Deep Spawn). But it probably wouldn't hurt the Elder to have, say, 12 power?
    Posted in: Custom Card Creation
  • posted a message on N00b post - my cards
    Hi, I just joined. I hope I'm not doing anything horribly wrong. If I am, you can just omguran00blol@me, I guess.

    Here are some cards I've come up with, tell me what you think,

    Archmage's Ploy - 2UUU
    Sorcery
    Search target opponent's library for up to five creature cards and put those creatures into play under your control. Shuffle that player's library afterwards. Those creatures have: "2: Put a suspicion counter on this creature. Any player may play this ability. Whenever this creature has more suspicion counters on it than you have cards in hand, it deals damage equal to its power to you, the its owner gains control of it and it loses this ability."

    Elder of Ancient Waters - 6UUU
    Creature - Kraken
    Islandhome, Islandwalk
    When Elder of Ancient Waters comes into play, sacrifice three islands or sacrifice Elder of Ancient Waters.
    Whenever Elder of Ancient Waters deals combat damage to a player, choose target land that player controls. That land becomes an island in addition to its other land types (this effect doesn't end at end of turn.)
    8/12

    The Deep
    Land
    Whenever you control fewer than five islands, sacrifice The Deep.
    1,t: Add UUU to your mana pool. This mana can only be used to play blue creature spells.
    3UU, sacrifice an island, t: Search your library for a Kraken and put it into play. Shuffle your library afterwards.

    Eldritch Dispersal 3U
    Instant
    Counter target Sorcery, Instant, or Enchantment spell unless that spell's controller has you draw cards equal to that spell's converted mana cost.

    Well, I have more, but I'll post them at another time, depending on how roasted I get with this post. Smile
    Posted in: Custom Card Creation
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