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Magic Market Index for June 8th, 2018
 
Ravnica: The Living Guildpact
 
Magic Market Index for June 1st, 2018
  • posted a message on Yargle, Glutton of Urborg
    And coming in from left field, The Gitrog Geist!

    I dunno about anyone else, but a 9/3 legendary vanilla was not something I thought would be on the menu. Its power stat is crazy for 5 mana.
    Posted in: The Rumor Mill
  • posted a message on Tetsuko Umezawa, fugitive
    She's the cure for Incurable Ogre somehow ending up in your Limited pool. (By which I mean I hate playing X/1's that are vanilla or french vanilla without evasion.) Being able to send in your high-power, one-toughness critters without worry is spicy. It won't take long for those to end the game.
    Posted in: The Rumor Mill
  • posted a message on Cabal Paladin
    Quote from ajmiam »
    Is it just me, or is Black moving away from "player loses life" effects to just ordinary damage-dealing effects? Why now? I thought the un-preventability of Black life loss was supposed to set it apart from Red direct damage. This isn't the only card that does it...Belzenlok and other card drawing spells are now damaging the controller instead of causing the controller to lose life.
    The short answer is "yes" to moving to damage from life loss. This isn't a 100%-of-the-time kind of change.

    If you do a search on Maro's Tumblr for "life loss" you'll see some of the most recent Q&A about the idea in general, for more comprehensive explanation.
    Posted in: The Rumor Mill
  • posted a message on History of Benalia and Fall of the Thran images
    Saga rarities are really messing with my intuition. I didn't think History of Benalia would be mythic ever, even though it's "4/4" for three and "8/6" (or more) for three on one turn. Fall of the Thran seemed more mythic to me due to the Armageddon effect.
    Posted in: The Rumor Mill
  • posted a message on Teferi Playmat & Dominaria Playmat & Promos With Regular Versions .:. WOTC Twitch Previews
    Quote from soramaro »
    I swear, Teferi looks a different age in every of his depictions. Also, I've been wondering about the Opt art since the spanish promos were spoiled. Could it be that his planeswalker version is actually going to be "old Teferi" (in that he'll have to choose whether he wants to stay young or get his spark back, but age)?

    The regular version of the Zhalfirin Void looks absolutely gorgeous, nice visual reference to Teferi's Protection.

    Oh, and I absolutely want a playmat with that map.
    RE: Bolded.

    I think he got his spark back due to Radha. She's not a planeswalker in the set (only Legendary Creature) even though she had the same potential that Venser did.
    Posted in: The Rumor Mill
  • posted a message on Dominaria FAQ leak thread
    Quote from Dunharrow »
    Quote from K4z »
    Hoping for legendary creature masterpieces here. How sweet would that be to pull a Kaalia, Atraxa, or something like that here.


    In before Masterpiece Norin the Wary.



    This set looks awesome. I love the legendary sorceries. I'm happy they called kicker "kicker" and not something else like strive. They said there would be a legendary card in each pack - is that a legendary slot in the pack? Something else?
    At least one per pack, similar to how Innistrad's blocks have done guaranteed DFC slots in each pack.
    Posted in: The Rumor Mill
  • posted a message on Brainstorm -- Prowess v2.0
    Also this still stacks. I'm not certain about what point you are making bolding two problems and solving only one. That said, I have suggested a version similar to this before when we were still discussing blue-red options (for instants/sorceries since prowess did not yet exist as a precedence).
    SecretInfiltrator covered most of my points, but now that I'm home from work (and not losing my mind) I can answer myself:

    Prowess stacking.
    The issue I perceive here is largely born of the matter of "how many noncreature spells did you cast this turn?" Generally speaking, this will be somewhat easy to track, but what Maro posted about with regards to the issues with prowess, is that the ability for allowing multiple noncreature spells to really boost a creature -- without factoring in the effects of those noncreature spells -- can really warp Limited. Multiple creatures can get bigger from one spell, to name one example, and it rapidly increases the board complexity if multiple noncreature spells are being fired off by the controller of the creatures with prowess. This is largely due to the fact that prowess can repeatedly trigger as it is now. It's part of the reason we are seeing so few prowess creatures outside of Tarkir block.* Changing it to a static +1/+1 yes/no greatly reduces the "board math" for what a creature will end up at, but more importantly it means that Set and Play Design can better influence just how big a Prowess creature can potentially get, by limiting how many instances of prowess it can stack up.

    In addition, they could also put in cards explicitly to grant the higher power/toughness (by bestowing more instances of prowess), if they want to give it a little nudge. Right now, they can't, because they have to assume that a given creature with prowess can easily get large due to repeatable triggers. In Constructed, this isn't a difficult thing to accomplish (hi Flood of Recollection!). Sometimes, even in Limited this isn't hard. Imagine if prowess had existed back in Rise of the Eldrazi and/or in Innistrad block, with the Surreal Memoir and Spider Spawning archetypes existing in Limited. How can they possibly balance prowess around any of that? Cards like Monastery Swiftspear basically becomes an alternate win condition for those archetypes in addition to the archetype's function itself. Putting a limit on it allows them to better determine where a creature with prowess exists power wise. Right now, the balancing metric is: "This can potentially be +1/+1 to +5/+5 on any turn." Again, without factoring in the effects of those noncreature spells. And that's just for a french vanilla common.

    Preserving most of the functionality.
    Most of this was touched on already. Turn it on with a noncreature spell, same as always. It just becomes a matter of how high the creature is allowed to grow. I've already touched on that point, so I'll leave it at that and paste random stuff that kind of illustrates the point of what they could do after, especially if they want to make creatures that get bigger:

    EXAMPLE CARDS

    Cloudstrike Seeker (Common)
    1U
    Creature - Djinn Monk
    1/1
    Flying, prowess (This creature gets +1/+1 if you casted a noncreature spell this turn.)

    Noble of the Sky (Uncommon?)
    3UU
    Creature - Elemental
    3/3
    Flying
    Noble of the Sky has prowess for each other creature with flying you control.
    Whenever you cast a noncreature spell, target creature you control gains flying until end of turn.


    Lore Acquirer (Uncommon)
    1UU
    Creature - Human Rogue
    2/2
    Prowess
    Whenever Lore Acquirer deals combat damage to a player, draw a card. Then, discard a card unless you casted a noncreature spell this turn.


    Spellfire Elemental (Rare)
    3RR
    Creature - Elemental
    3/3
    Spellfire Elemental has prowess for each instant and sorcery card in your graveyard. (It gets +1/+1 for each of those cards in your graveyard if you casted a noncreature spell this turn.)
    2R, Exile an instant or sorcery card from your graveyard: Spellfire Elemental deals 2 damage to target player.


    PS - I would also like to remind everyone that lifelink stacked with itself (multiple triggers) once upon a time, back in Future Sight through Alara Reborn. It had similar issues for being swingy before it became a static ability. Smile


    * Prowess Card Count
    - Khans of Tarkir Block: 18 (Khans of Tarkir = 10; Fate Reforged = 8; Dragons of Tarkir = 0)
    - Magic Origins: 4
    - Kaladesh Block: 1 (Kaladesh = 1; Aether Revolt = 0)
    - Amonkhet Block: 5 (Amonkhet = 2; Hour of Devastation = 3)
    - Ixalan Block: Zero

    Shouldn't there be more than this for an evergreen mechanic that encourages a creature to turn sideways?
    Posted in: Custom Card Creation
  • posted a message on Brainstorm -- Prowess v2.0
    Quote from Anachronity »
    I really like how neat and tidy Harvest the Fruit is. One could argue that this makes the game less interactive, since the new version means you can't Shock a Swiftspear before it becomes a 2/3. Your version is definitely easier to remember though, which is a good thing for an evergreen mechanic.

    It also simplifies sequencing of effects, if for example you want to Anger of the Gods before you play your Swiftspear. This is a good thing or bad thing depending on who you ask.
    The more I think about it, though, the more I think Harvest the Fruit would not be a sorcery. Blue doesn't get creature pump on spells (for +N/+N) pretty much ever. The way that spell is worded is basically a blue version of "Creature you control get +1/+1 until end of turn." That ain't gonna really fly. I think it would have to be an enchantment in order to not be a color break, along these lines:

    Harvest the Fruit (Rare)
    2U
    Enchantment
    Creatures you control have prowess. (They get +1/+1 if you casted a noncreature spell this turn. Instances of prowess are cumulative.)


    On a Higher Level (Common)
    1U
    Enchantment - Aura
    Enchant creature
    Enchanted creature has flying and prowess.
    Posted in: Custom Card Creation
  • posted a message on GDS3 Design Test
    These are the post-feedback versions of the ten I concocted. If you want to see what they were before said feedback, they're on Reddit here.


    Nurture Growth (Common)
    1GU
    Sorcery
    Put two or three +1/+1 counters on target creature. If you put three, tap that creature and it doesn't untap during its controller's next untap step.

    NOTE: The name was supposed to be Nurture Growth but I somehow appended a d. The number of counters increased by one in each case. Going above 3 +1/+1 counters is almost never done at common unless the counters are going onto a 0/0 creature (Graft, Modular, Awaken). This is true for all cards in Modern. Monstrosity I think is a special case, because it's meant to make the creature a finisher with a one-time activation. Even then, the number of cards > 3 at common is two.

    Battle Standard (Rare)
    3RW
    Enchantment
    At the beginning of combat, reveal the top card of your library. If that card is a --
    * Creature -- Put a +1/+1 counter on each creature you control.
    * Noncreature -- Creatures you control gain your choice of lifelink, flying, or menace until end of turn.

    NOTE: This was redone completely to be better in a vacuum. The 1.0 version was a direct transplant from a keyword that affected every creature with the mechanic, and that just doesn't translate well here. So, I redid the trigger back to the original revelation of the top of the library, and took off the "only during your combat" restriction to let it play better during all combat situations. When I came up with it for Boros, I concepted the mechanic to occur as an attack trigger based on whether you revealed a creature or noncreature. That works here too, but it's less sexy in a vacuum, which is what a rare should be.

    Hasten the End (Mythic)
    5BBR
    Sorcery
    For the rest of the game, players pay life instead of mana. (The life can pay for costs as though it were mana of any color and/or type.)

    X'nar, Master of Lore (Mythic)
    3UB
    Legendary Planeswalker - X'nar
    {3}
    +2: Until your next turn, whenever you cast a spell, choose target creature. That creature gets -1/-1 until end of turn.
    -3: You get an emblem with "Spells you cast cost 1 less to cast."
    -8: You get an emblem with, “Play with the top three cards of your library revealed. You may play those cards and you may draw one of the three instead of the top card of your library.”

    Driven Bruiser (Common)
    1RG
    Creature - Ogre Warrior
    3/3
    When Driven Bruiser enters the battlefield, if another creature on the battlefield has greater power, put a +1/+1 counter on Driven Bruiser.

    Punish Insolence (Uncommon)
    2WB
    Instant
    Counter target spell unless its controller pays 4 life to you. (You gain the amount of life paid this way.)

    Wrathful Earth (Rare)
    3BGG
    Enchantment
    You may have land cards you play enter the battlefield tapped.
    Whenever a land enters the battlefield tapped and under your control, it becomes a 3/3 black and green Elemental creature with menace. It's still a land.

    Meditating Mage (Uncommon)
    2WU
    Creature - Human Wizard
    2/2
    You may choose not to untap Meditating Mage during your untap step.
    At the beginning of your upkeep, if Meditating Mage is tapped, you may pay 1WU. If you do, put a +1/+1 counter on Meditating Mage and draw a card.

    V'dya, Who Bonds All (Mythic)
    3GGW
    Legendary Planeswalker - V'dya
    {5}
    +3: Create a colorless artifact token named Worldsoul's Gift with "T, Sacrifice this artifact: Add * to your mana pool. (It can pay for mana of any color and/or type.)"
    +1: You gain 3 life.
    -4: Scry 4, then reveal the top card of your library. If it’s a creature card, put it onto the battlefield.
    -7: You may activate a loyalty ability on another target planeswalker without paying its loyalty cost.

    NOTE: I'm not sure if the last ability technically works. The intention is that you can activate an ability on any planeswalker, including an opponent's planeswalker, right then and there.

    Shocking Idea (Common)
    UR
    Instant
    You may cast Shocking Idea for 4UR to double the damage and number of cards you draw.
    Shocking Idea deals 2 damage to target creature and you draw a card.
    Posted in: Custom Card Creation
  • posted a message on Brainstorm -- Prowess v2.0
    I realized I broke my own criteria, so I put noncreature back in. I was tired when I wrote the first post, can you tell?
    Posted in: Custom Card Creation
  • posted a message on Brainstorm -- Prowess v2.0
    This thread came about partly because of this excerpt from this week's Making Magic, with the relevant points in bold:

    My actual answer, though, is prowess. While I'm a huge fan of the mechanic, it's been causing us all sorts of headaches. The biggest issue is not an obvious problem: we've found that it meshes poorly with certain set themes. Numerous teams have chosen to leave it out of sets because of this. The mechanic also adds a lot to board complexity, forcing us to be more careful with how often we use it at common. (Having a common creature—one without square stats—that changes its own stats gets red-flagged, for example.) It's the only evergreen mechanic that stacks, which can cause problems with certain designs. It's also the only evergreen mechanic that's triggered, which causes a different set of problems. It's fun and flavorful, it plays well, and it gives us a blue-red overlap, but it comes with a real cost.
    The second point (being triggered) has been on my mind from since prowess was announced it was going evergreen. This made me think back to when lifelink and deathtouch were both keyworded, which was back in Future Sight. If you look at the original printed versions of Daybreak Coronet* and Thornweald Archer*, you can see that lifelink and deathtouch also made their debut as triggers. Deathtouch in particular went through several modifications (see Acidic Slime's reminder text in M10, for example), before it finally got cleaned up to today's wording and functionality. More importantly, both keywords went from triggered to static abilities in the M10 update. So here I am, making the following proposal about prowess potentially doing the same. I wouldn't say I have a Holy Grail solution, but I do think I have a conversation starting point.

    Fight Analyst (Common)
    UR
    Creature - Human Warrior
    2/1
    Prowess (This creature gets +1/+1 if you casted a noncreature spell this turn. Instances of prowess are cumulative.)

    There were two major goals here:
    - Find a way to make it static.
    - Preserve most of the functionality.

    One of the roles of an evergreen mechanic is that it should be fairly simple and straightforward, without adding complexity to the board. Prowess is going to create complexity by definition of its existence, but the complexity can be reduced somewhat by limiting how much it can happen. Changing it to an on/off mechanic goes a long way towards that. Why is it any spell, and not just noncreature? For the sake of simplicity. It's very easy to remember if you casted a (EDIT) noncreature (/EDIT) spell or not. While most people will remember if they casted a noncreature spell or not in a given turn, I felt that if it keyed off of any spell, that increases the gameplay and deckbuilding opportunities with it.

    So with that said, here's some random stuff that involves this hypothetical change:

    Pinnacle Mage (Mythic)
    4U
    Creature - Vedalken Wizard
    2/3
    Flying
    Pinnacle Mage gets +1/+1 for each spell you cast this turn.
    Spells you cast cost 1 less to cast.
    Whenever you cast a spell, if it's the third spell you cast this turn, draw three cards.


    Rem Karolus, Inquisitor (Mythic)
    WW
    Legendary Creature - Human Soldier
    2/2
    First strike, vigilance
    Protection from Vampires, from Werewolves, and from Zombies
    Whenever a creature blocks or is blocked by Rem Karolus, Inquisitor, you may pay 3W. If you do, transform Rem Karolus.

    ///

    Rem Karolus, Slayer
    (white)
    Legendary Creature - Human Soldier
    3/3
    First strike, vigilance, prowess
    Protection from Vampires, from Werewolves, and from Zombies
    When this creature transforms into Rem Karolus, Slayer, you may destroy target Vampire, Werewolf, or Zombie.

    Harvest the Fruit (Rare)
    1U
    Sorcery
    Each creature you control gains prowess until end of turn. (Instances of prowess are cumulative.)


    Glimpse of Potential (Uncommon)
    2U
    Enchantment - Aura
    Enchant creature
    When Glimpse of Potential enters the battlefield, draw a card.
    2U: Enchanted creature gains prowess until end of turn.


    Blind Pugilist (Common)
    3R
    Creature - Human Monk
    3/2
    Prowess (This creature gets +1/+1 if you casted a noncreature spell this turn.)


    * For cards outside of Future Sight, see Knight of Meadowgrain/Windwright Mage (lifelink) and Lace with Moonglove or Vectis Silencers (deathtouch) in Gatherer for the Lorwyn and Shards of Alara printings.
    Posted in: Custom Card Creation
  • posted a message on GDS 3 Brainstorming File
    GOLGARI

    Germinate N -- COST (COST, Exile this card from your graveyard: Create a 0/0 green-and-black Plant Zombie creature token with N +1/+1 counters on it. Germinate as a sorcery.)

    I didn't do a lot of work on Golgari aside from making up a mechanic and a guildmage. Rakdos and Azorius basically consumed me as I worked on those two the most by far. For Golgari, I wanted a mechanic that a) was graveyard based; b) played well with Dredge and Scavenge. A speaks for itself, and for B it works from Dredge, and also gives Scavenge a foundation as well, so I'd say I did fairly well bridging the two.

    Golgari Teratogen (Uncommon)
    2BG
    Creature - Insect
    4/4
    Trample
    Germinate 4 — 1BG (1BG, Exile this card from your graveyard: Create a 0/0 green-and-black Plant Zombie creature token with four +1/+1 counters on it. Germinate as a sorcery.)

    Rot-farm Tender (Common)
    2G
    Creature - Elf Shaman
    3/2
    Germinate 3 — 1GG (1GG, Exile this card from your graveyard: Create a 0/0 green-and-black Plant Zombie creature token with three +1/+1 counters on it. Germinate as a sorcery.)

    Swarm Guildmage (Uncommon)
    BG
    Creature - Elf Shaman
    2/2
    3B: Target creature gets -1/-1 until end of turn. Remove a +1/+1 counter from it.
    4G, Sacrifice a nontoken creature: Create a 0/0 black-and-green Plant Zombie creature token with a number of +1/+1 counters on it equal to the sacrificed creature’s toughness.

    NOTE: This is the guildmage that probably went through the most iterations out of all of them, and I mean a lot. I think both abilities changed a minimum of four times before I settled on these. It was pretty nuts. The biggest trouble I had was that most of the abilities didn't really feel like they had a "life from death" approach, and even this version doesn't exactly capture that for the black ability. (Then again, Korozda Guildmage didn't do much there by granting intimidate, so there's that.)

    Undercity Creeper (Common)
    1B
    Creature - Zombie
    2/1
    Germinate 4 — 4BB (4BB, Exile this card from your graveyard: Create a 0/0 green-and-black Plant Zombie creature token with four +1/+1 counters on it. Germinate as a sorcery.)


    SIMIC

    Gestate N (You may have this creature enter the battlefield tapped and exerted with N +1/+1 counters on it.)

    Brainstorming a mechanic for Simic is what solidified Exert as my "make it evergreen" answer for GDS3. The reminder text for it is a major factor in why, as not only is there a substantial savings on text space, but you can do this for a considerable number of cards, just by having "exerted" as the "doesn't untap" shorthand, at least for creatures (since that's where 90% of that effect ends up on, is creatures). As far as Gestate itself is concerned, it's basically "here's a +1/+1 counter mechanic". Not much to say, since Simic is all too happy to have them. Smile

    Budding Floran (Uncommon)
    2GU
    Creature - Plant Mutant
    0/0
    Gestate 5 (You may have this creature enter the battlefield tapped and exerted with five +1/+1 counters on it.)
    G/U, Remove a +1/+1 counter from Budding Floran: Untap Budding Floran.

    NOTE: Budding Floran is a slight nod to Vigean Hydropon, except this one can attack. Floran is a made up word to describe plant mutants,
    much like Krasis is for the beast mutants.


    Combine Guildmage (Uncommon)
    GU
    Creature - Mutant Wizard
    2/2
    3G: Put one or two +1/+1 counters on target creature you control. If you put two, tap that creature and it becomes exerted. Activate this ability only any time you could cast a sorcery.
    3U: Exile target creature you control, then return it to the battlefield under its owner’s control.

    NOTE: This guildmage has my favorite ability out of all ten, the green-activation ability, in that you can "kick it" by way of accepting the exerted drawback. It's a bit of a bleed-over in terms of where it sources from. I've been conducting a LOT of research into modality (A or B) type of effects, and this is the one that just tickles me pink.

    Krasis Hatchling (Common)
    1GU
    Creature - Beast Mutant
    2/2
    Gestate 2 (You may have this creature enter the battlefield tapped and exerted with two +1/+1 counters on it.)

    NOTE: I think this was the first Gestate card I made, and I still like it a lot. Most times it'll likely be casted as a 4/4, but part of the yum with Gestate is that you can choose not to have the drawback for something somewhat on par for the cost. I thought about making it a 3/3 or 3/2 with Gestate 1, but it felt splashier as a 2/2 with Gestate 2. I can't really put my finger on it.

    Rapid Recovery (Common)
    {G/U}
    Instant
    Untap target creature.
    Draw a card.

    Simic Fruitbearer (Uncommon)
    1GG
    Creature - Plant Mutant
    2/3
    Gestate 1 (You may have this creature enter the battlefield tapped and exerted with a +1/+1 counter on it.)
    When Simic Fruitbearer enters the battlefield, you may play an additional land this turn.

    Trygon Hatchling (Common)
    2U
    Creature - Beast
    2/1
    Flying
    Gestate 1 (You may have this creature enter the battlefield tapped and exerted with a +1/+1 counter on it.)

    Zameck Recuperator (Common)
    2U
    Creature - Vedalken Wizard
    2/1
    Flash
    When Zameck Recuperator enters the battlefield, you may untap target creature.

    Zameck Sky Swallower (Rare)
    4GU
    Creature - Leviathan Mutant
    5/5
    Flying, trample
    Gestate 2 (You may have this creature enter the battlefield tapped and exerted with two +1/+1 counters on it.)

    Zegana, Progress Guide (Mythic)
    5GU
    Legendary Creature - Merfolk Wizard
    4/4
    Creature spells you cast gain gestate 3. (Instances of gestate are cumulative.)
    When Zegana, Progress Guide enters the battlefield, draw cards equal to the greatest power among creatures you control.
    Whenever you put one or more +1/+1 counters on a creature, you gain that much life.

    And with that, it's time for work preparation. Boros and Rakdos I'll have quite a bit to say about each, design wise, which is the other reason I'm saving them for last.
    Posted in: Custom Card Creation
  • posted a message on GDS 3 Brainstorming File
    ORZHOV

    Tithe N (When this creature enters the battlefield, put N +1/+1 counters on it unless an opponent of your choice pays you N life.

    No doubt some of you are groaning over this being a 'tribute' mechanic. Note the underlined word in the reminder text. The addition of that one word makes a world of difference, I feel. It's not simply bleeding your opponent, but the mechanic itself is a lifeswing mechanic that ties into Orzhov's bleeding theme. Plus, there hasn't been any instances of anyone "paying you" anything. The implications are what make the introduction of the word 'you' here all the more interesting. For example, suppose you have an effect that does something "unless an opponent pays you # mana." In other words, you get the mana itself (probably as colorless), besides your opponent getting taxed.

    Apostle of Reconcilation (Rare)
    3WB
    Creature - Human Cleric
    2/2
    XWB: Choose target creature where the sum of its power and toughness is equal to X. When that creature dies this turn, exile it and create X 1/1 white Spirit creature tokens with flying.

    Council of the Obzedat (Mythic)
    WWBB
    Legendary Creature - Spirit
    4/4
    When Council of the Obzedat enters the battlefield, target player loses 1 life and you gain 1 life.
    Whenever Council of the Obzedat attacks, you may pay WWBB. If you do, exile it until after blockers are declared. It returns to the battlefield tapped and attacking the same player or planeswalker.

    NOTE: This is one of my more favorite effects. It's probably a bleed in both white and black, but I think this is one of those cases where the flavor of it (the ghosts 'blink'/pass through their defensive line) allows for it to happen. Ghost Council of Orzhova was a pain to kill. This isn't quite in that tier, but if you want to get rid of it, it better be either blocking your attack, or killed with a spell, because it's going to get in there for "five".

    Debtor's Contract (Mythic)
    3{W/B}{W/B}{W/B}
    Enchantment
    Whenever a nontoken creature dies, you may pay X life, where X is that creature’s converted mana cost. If you do, return that creature card from its owner’s graveyard to the battlefield under your control and it gains indestructible.

    Keeper of Vizkopa Vault (Mythic)
    5WBB
    Legendary Creature - Specter
    3/3
    Flying
    Whenever Keeper of Vizkopa Vault attacks and isn’t blocked, defending player exiles his or her hand. You gain life equal to the total converted mana cost of the exiled cards, and you may play those cards from exile.

    NOTE: This is a topdown design from the Planeswalker's Guide to Gatecrash. Apparently, Vizkopa Bank has a guard that does fun things if you hear it scream. While this doesn't really cover 'screaming' that much, it does destroy the soul a bit.

    Knight of Orzhova (Uncommon / Rare?)
    WB
    Creature - Human Knight
    2/2
    First strike, lifelink

    NOTE: I'm honestly not sure what the rarity on this guy is. It seems like a potential Constructed, perhaps Modern allstar to me. I vaguely recall going through gatherer to see if a card like this has been printed (a simple 2/2 with first strike and lifelink), but I didn't find anything to suggest it was, so here it is.

    Knight of Perpetuity (Rare)
    2WW
    Creature - Human Knight
    3/3
    Tithe 2 (This creature enters the battlefield with two +1/+1 counters on it unless an opponent of your choice pays you 2 life.)
    Knight of Perpetuity has first strike as long as it has a +1/+1 counter on it.
    Knight of Perpetuity has indestructible if an opponent paid the tithe.

    NOTE: This is part of where I was going with Tithe. Tribute's weakness was that the effects were usually ones with a clear choice for your opponent. This card tries to embody "damned if you do, damned if you don't" a bit more. A 5/5 first strike still dies to removal, but it sure as hell isn't likely to die in combat. The indestructible clause was to really make them think on the two options: if they wanted a 3/3 never-dies, or a fatty they can't get through (without removal).

    Orzhova Priest (Common)
    2W
    Creature - Human Cleric
    2/2
    Lifelink
    Tithe 1 (This creature enters the battlefield with a +1/+1 counter on it unless an opponent of your choice pays you 1 life.)

    Pulse Hunter (Common)
    2WB
    Creature - Vampire Bat
    2/2
    Flying
    Tithe 2 (This creature enters the battlefield with two +1/+1 counters on it unless an opponent of your choice pays you 2 life.)

    NOTE: Yes, this is meant to be a throwback to Blind Hunter. Smile

    Syndicate Guildmage (Uncommon)
    WB
    Creature - Human Wizard
    2/2
    2W: Exile target creature you control until the beginning of the next end step. Activate this ability only during your turn.
    3B: Target opponent discards a card unless he or she pays you 1 life. Activate this ability only any time you could cast a sorcery.

    Teysa, Karlov Matriarch (Mythic)
    3WB
    Legendary Creature - Human Advisor
    3/4
    Lifelink
    Creatures can’t attack you or a planeswalker you control unless their controller pays the attacking creature’s mana cost or pays life equal to the attacking creature’s power.

    Vizkopa Angel (Rare)
    3WB
    Creature - Angel
    2/2
    Flying, vigilance
    Tithe 4 (This creature enters the battlefield with four +1/+1 counters on it unless an opponent of your choice pays you 4 life.)
    WB, Pay 1 life: Put a +1/+1 counter on Vizkopa Angel.

    Vizkopa Collector (Rare)
    2WB
    Creature - Specter
    2/3
    Flying
    Whenever Vizkopa Collector deals combat damage to a player, look at that player’s hand. Choose a card from it. That player exiles that card.


    IZZET

    Hypercast {COST} (You may cast this for its hypercast cost. If you do, double each number in its text.)

    I don't have a huge amount to say about Izzet aside from finding something to do on instants and sorceries. There isn't a large amount of design space for this effect, but I think that's fine. You can still do plenty of things. One of the things about Izzet is that I had to branch into atypical templating (that will be obvious on some of the cards like Shocking Idea), in order to make it clearer which numbers are being boosted by the keyword.

    Double Check (Uncommon)
    2U
    Sorcery
    Draw two cards.
    Hypercast 4UU (You may cast this for its hypercast cost. If you do, double each number in its text.)

    Double Time (Mythic)
    3UU
    Sorcery
    Take one extra turn(s) after this one.
    Hypercast 8UU (You may cast this for its hypercast cost. If you do, double each number in its text.)

    NOTE: Note the (s) which is meant to spell out there can potentially be two turns taken.

    Explosive Launch (Common)
    UR
    Sorcery
    Target creature gets +2/+0 and gains flying until end of turn.
    Hypercast 2UR (You may cast this for its hypercast cost. If you do, double each number in its text.)

    Hyperdrowse (Common)
    1U
    Instant
    Tap up to two target creatures.
    Hypercast 3UU (You may cast this for its hypercast cost. If you do, double each number in its text.)

    League Guildmage (Uncommon)
    UR
    Creature - Human Wizard
    2/2
    1U: The next noncreature spell you cast this turn can be cast as though it had flash.
    1R: Add RRR to your mana pool. League Guildmage deals 2 damage to you. Activate this ability only once each turn.

    Mizzium Meteors (Rare)
    1R
    Sorcery
    Mizzium Meteors deals 2 damage to each creature and planeswalker.
    Hypercast 2RRR (You may cast this for its hypercast cost. If you do, double each number in its text.)

    Niv-Mizzet, Pyrosavant (Mythic)
    2UURR
    Legendary Creature - Dragon
    5/5
    Flying
    Whenever you draw a card, Niv-Mizzet, Pyrosavant deals 1 damage to target creature, player, or planeswalker.
    Whenever Niv-Mizzet, Pyrosavant deals damage, you may pay UR. If you do, draw a card.

    NOTE: Niv-Mizzet was hard, as I wanted to preserve the "damage gets your cards and vice-versa" effect. His previous versions had activated abilities, so I went a different route to show another variation of what he does.

    Sear (Rare)
    R
    Instant
    Sear deals 2 damage to target creature or player and 1 damage to you.
    Hypercast 2R (You may cast this for its hypercast cost. If you do, double each number in its text.)

    Smile NOTE: I am still very surprised that Sear isn't an actual card name yet.

    Shocking Idea (Uncommon)
    UR
    Instant
    Shocking Idea deals 2 damage to target creature or player.
    Draw one card(s).
    Hypercast 4UR (You may cast this for its hypercast cost. If you do, double each number in its text.)

    NOTE: This is why I called it out above. Two different numbers, written out different ways, but both intended to be doubled. It's where the "atypical templating" came into effect, because of the draw part in particular. I wanted to do something along the lines of a little damage and a cantrip, or a bit of damage and card draw, but without splitting up both:
    you get a little or more, not 2 damage going to two different places.
    Posted in: Custom Card Creation
  • posted a message on GDS 3 Brainstorming File
    And here comes Gruul and Selesnya!


    GRUUL

    Might N (When this creature enters the battlefield, if another creature on the battlefield has greater power, put N +1/+1 counters on this.)

    For Gruul, I wanted two things: one, a creature/combat focused mechanic; two, something that plays into the fact that the strongest is the best. Part of Gruul's flavor is superiority through strength, which is why the Burning Tree Clan (led by Borborygmos) is arguably in charge of the Gruul Clans in the first place. So I ended up going down that route where Gruul's mechanic plays into "if something is stronger than me, I'll try to outdo it". Thus, Might was born. It partly derives from Evolve, as that was part of the inspiration for it, but I wanted to do it in reverse where weaker creatures can have a "catch up" mechanism. For example, Skarrgan Pit-Fighter can potentially be a 3/2 for G, which isn't really a P/T combo to sneeze at in Limited.

    Burning Tree Recruiter (Rare)
    4R
    Creature - Human Warrior
    5/3
    Trample, haste
    When Burning Tree Recruiter enters the battlefield, gain control of target creature with power less than Burning Tree Recruiter until end of turn. Untap that creature and it gains haste, trample, and +2/+0 until end of turn.

    Chitinous Solifuge (Rare)
    3{R/G}{R/G}
    Creature - Insect
    4/1
    Trample, haste, hexproof
    Might 2 (When this creature enters the battlefield, if another creature on the battlefield has greater power, put two +1/+1 counters on this creature.)

    Clan Guildmage (Uncommon)
    RG
    Creature - Human Shaman
    2/2
    2R: Clan Guildmage deals 1 damage to target player.
    2G: Target creature gets +1/+1 and gains trample and reach until end of turn.

    Demolition Ceradon (Common)
    4RR
    Creature - Beast (Dinosaur?)
    6/4
    (Vanilla)

    NOTE: I put this here as basically Limited Might enabler-fodder. Other cards are obviously better/more efficient for it, but this is a common card, after all.

    Gruul Wildskeeper (Uncommon)
    2GG
    Creature - Ogre Warrior
    4/4
    Might 1 (When this creature enters the battlefield, if another creature on the battlefield has greater power, put a +1/+1 counter on this creature.)

    Rauck-Chauv (Mythic)
    3RRG
    Sorcery
    Choose X times, where X is the number of +1/+1 counters that were on creatures you controlled as you casted Rauck-Chauv —
    • You gain 2 life.
    • Discard a card, then draw a card.
    • Destroy target noncreature permanent.
    • Target creature you control fights target creature you don’t control.

    NOTE: This is probably one of my favorite designs in the entire file. I don't know exactly why, only that it is. I think it's because it captures both Gruul's essence as well as what Rauck-Chauv is stated to be on the Planeswalker's Guide to Return to Ravnica/Gatecrash (a fairly wild festival/gathering).

    Skarrg Bruiser (Common)
    1RG
    Creature - Ogre Warrior
    3/3
    Might 1 (When this creature enters the battlefield, if another creature on the battlefield has greater power, put a +1/+1 counter on this creature.)

    Skarrgan Pit-Fighter (Uncommon)
    G
    Creature - Human Warrior
    2/1
    Might 1 (When this creature enters the battlefield, if another creature on the battlefield has greater power, put a +1/+1 counter on this creature.)


    SELESNYA

    Congregate N -- COST (COST, Tap one to N untapped creatures you control: Put N +1/+1 counters on this creature. Congregate as a sorcery.)

    Selesnya is bland in terms of what I came up with, I admit it. It's effectively Outlast, except other creatures you control can contribute the counters rather than the creature itself having to tap to get bigger. However, it does play very well with the token-making, get-lots-of-creatures subtheme that Selesnya has. It diverges from Convoke some, as Congregate wants to use some of the creatures that Convoke would use.

    Budding Evangel (Common)
    G
    Creature - Dryad
    1/2
    Congregate 1 — 1G (1G, Tap an untapped creature you control: Put a +1/+1 counter on this creature. Congregate as a sorcery.)

    Collective Attention (Uncommon)
    2GW
    Instant
    Untap each creature you control. Creatures you control get +1/+1 until end of turn.

    Complete Harmony (Mythic)
    X2GW
    Sorcery
    As an additional cost to cast Complete Harmony, tap X untapped creatures you control.
    Create a 4/4 green-and-white Elemental creature token. Then, put a +1/+1 counter on a creature you control. Repeat this process X times.

    Conclave Guildmage (Uncommon)
    GW
    Creature - Elf Druid
    2/2
    2G, Tap an untapped creature you control: Create a 1/1 green Saproling creature token.
    4W, Tap X untapped creatures you control: You gain X life.

    Conclave Hierarch (Rare)
    5GW
    Creature - Dryad
    2/2
    When Conclave Hierarch enters the battlefield, you may tap up to two untapped creatures you control. For each creature tapped this way, create a 4/4 green and white Elemental creature token.

    Conclave Watcher (Uncommon)
    3GW
    Creature - Elf Warrior
    2/3
    Vigilance
    Congregate 3 — 1GW (1GW, Tap one to three untapped creatures you control: Put a +1/+1 counter on this creature for each creature you tapped. Congregate as a sorcery.)

    Mat'selesnya (Mythic)
    3GGWW
    Legendary Creature - Avatar
    4/5
    Whenever you tap a creature you control, you may tap target creature.
    If you would put a +1/+1 counter on a creature you control, instead put that twice that many +1/+1 counters.
    2GW, T: Create a 4/4 green and white Elemental creature token.

    NOTE: Mat'selesnya I wanted to be a tie in to basically everything done for Selesnya: token making, creatures tapping (whether for Convoke or Congregate), and creatures getting bigger and better. Glare of Subdual's effect seemed really appropriate here for the second criteria.

    Selesnya Guide (Common)
    {G/W}{G/W}
    Creature - Elf Druid
    2/2
    When Selesnya Guide enters the battlefield, you may tap an untapped creature you control. If you do, create a 1/1 green Saproling creature token.
    Posted in: Custom Card Creation
  • posted a message on GDS 3 Brainstorming File
    So now that the Design Test has come and gone, deadline wise, I said I would start releasing content from the file I made between December's GDS3 announcement and January's kickoff. One of the things I focused on, as far as brainstorming goes, was to see what weirdness I could create (the Un cards) as well as laboring under certain restrictions (coming up with a mechanic for all ten Ravnica guilds without heavily overlapping the previous ones).

    So this first post will kickoff with my beloved, the Azorius. More will get added over time, but I can squeak in some of Azorius before work. The rest will have to wait until tonight when I get home.

    I'm planning on releasing the guilds in the approximate order. Boros and Rakdos are last on purpose, because I like what I came up with them the most. Smile

    Azorius
    Dimir

    Gruul
    Selesnya

    Orzhov
    Izzet

    Golgari
    Simic

    Boros
    Rakdos

    AZORIUS

    Elocution (You may put a +1/+1 counter on this creature instead of untapping it during your untap step.)

    The connections with detain should be fairly obvious, but with respect to Forecast, Elocution's role is just as applicable as a "plan to do something or plan to do nothing" strategy. In other words, whether or not you'd Forecast onto a creature with Elocution is known at the same time you'd untap the creature in the first place.

    Arbiter of the Courts (Mythic)
    2WU
    Creature - Human Advisor
    2/3
    Elocution (You may put a +1/+1 counter on this creature instead of untapping it during your untap step.)
    As long as Arbiter of the Courts is tapped, spells you cast cost 1 less to cast and spells your opponents cast cost 1 more to cast.

    Arbitrate (Common)
    1WU
    Instant
    Counter target spell unless its controller pays 2.
    Draw a card.

    Azorius Aethersphere (Rare)
    1WU
    Artifact
    At the beginning of your upkeep, put a charge counter on Azorius Aethersphere.
    T, Sacrifice Azorius Aethersphere: You may put a creature card with converted mana cost X or less from your hand onto the battlefield tapped, where X is the number of charge counters on Azorius Aethersphere.

    Azorius Declarer (Common)
    1W
    Creature - Human Knight
    2/1
    Elocution
    Whenever Azorius Declarer elocutes, you may pay 1W. If you do, you gain 1 life.

    Azorius Demand (Uncommon / Rare?)
    1WU
    Instant
    Choose twice (the second choice may be the same mode and have a different target)
    • Counter target spell unless its controller pays 2.
    • Return target tapped creature to its owner’s hand.
    • Draw a card, then discard a card.

    Azorius Extricator (Uncommon / Rare?)
    1WU
    Creature - Vedalken Wizard
    2/2
    Flash
    When Azorius Extricator enters the battlefield, you may return another creature you control to its owner’s hand. If you do, you gain 2 life.

    Azorius Lawbringer (Rare)
    2WWW
    Creature - Human Knight
    3/3
    First strike
    Elocution (You may put a +1/+1 counter on this creature instead of untapping it during your untap step.)
    Whenever Azorius Lawbringer elocutes, you may pay 2W. If you do, your opponents can’t cast spells except during their own turns.
    Only the law has a voice in New Prahv.

    Azorius Wardmage (Uncommon)
    2WU
    Creature - Human Wizard
    2/2
    Elocution (You may put a +1/+1 counter on this creature instead of untapping it during your untap step.)
    Azorius Wardmage has hexproof as long as it’s tapped.

    Halt Dissension (Uncommon)
    WU
    Instant
    Cast Halt Dissension only during combat after blockers are declared.
    Target attacking creature you don’t control becomes blocked by target creature you control (even if it normally couldn’t be).
    Draw a card.
    No matter the situation, Azorius magic can stop it.

    Injunctive Action (Common)
    3W
    Instant
    Target creature gets +1/+1 for each tapped creature you control until end of turn.
    Only the Azorius can succeed at making nothing happen.

    Interrogate (Uncommon)
    UU
    Sorcery
    As an additional cost to cast Interrogate, tap an untapped creature you control.
    Draw two cards.

    Isperia, Voice of Order (Mythic)
    2WWUU
    Legendary Creature - Sphinx
    5/5
    Flying
    Tapped creatures you control can attack or block as though they were untapped.
    Whenever a creature you control deals combat damage to a player, you may draw a card and gain 1 life.

    NOTE: Funny thing about Isperia, is she originally was 5/5 flying, vigilance, when she hits a player, pay X to draw X and gain X life. Then Azor came along and I table-flipped and changed her to this. I thought I had something with the ability,
    at first, then realized Masako, the Humorless kind of had it already as well.


    Jelenn Senator (Common)
    2U
    Creature - Vedalken Advisor
    1/3
    Elocution (You may put a +1/+1 counter on this creature instead of untapping it during your untap step.)
    Whenever Jelenn Senator elocutes, you may pay 1U. If you do, draw a card, then discard a card.

    Lavinia, Hand of the Law (Rare)
    2WU
    Legendary Creature - Human Soldier
    2/4
    Vigilance
    Whenever a creature blocks Lavinia, Hand of the Law, you may pay 1WU. If you do, tap that creature, remove it from combat, and it can’t untap until its controller pays its mana cost during his or her turn (the creature doesn’t untap at the time this cost is paid).

    Lyev Prosecutor (Rare)
    1UU
    Creature - Vedalken Advisor
    1/1
    Lyev Prosecutor can't be blocked.
    Elocution (You may put a +1/+1 counter on this creature instead of untapping it during your untap step.)
    Whenever Lyev Prosecutor elocutes, you may pay 1U. If you do, another target creature can’t be blocked this turn.

    New Prahv Paladin (Uncommon)
    3WW
    Creature - Human Knight
    3/3
    Lifelink
    Elocution (You may put a +1/+1 counter on this creature instead of untapping it during your untap step.)
    Whenever New Prahv Paladin elocutes, you may pay 1WW. If you do, other creatures you control get +1/+1 until end of turn.

    Oppression of Law (Rare)
    2{W/U}{W/U}{W/U}
    Enchantment
    Creatures your opponents control enter the battlefield tapped.
    Creatures your opponents control don’t untap during their controller’s untap step unless their controller pays 1 for each untapping creature.

    Proclaim the Law (Uncommon)
    2{W/U}
    Enchantment - Aura
    Enchant creature
    Enchanted creature has elocution.
    {W/U}{W/U}: Tap or untap enchanted creature.

    Senate Guildmage (Uncommon)
    WU
    Creature - Vedalken Wizard
    2/2
    2W: Untap target creature. You gain 1 life.
    2U: Counter target activated or triggered ability that targets a permanent you control.

    Skyscribing Herald (Rare)
    1WU
    Creature - Vedalken Wizard
    2/2
    Flying
    Elocution (You may put a +1/+1 counter on this creature instead of untapping it during your untap step.)
    Whenever Skyscribing Herald elocutes, you may pay WU. If you do, tap target creature and it doesn’t untap during its controller’s untap step.

    Spherehall Warden (Mythic)
    4WU
    Creature - Human Advisor
    3/3
    Elocution (You may put a +1/+1 counter on this creature instead of untapping it during your untap step.)
    Whenever Spherehall Warden elocutes, you may pay 1WU. If you do, exile another target creature until Spherehall Warden leaves the battlefield.

    Sphinx of New Prahv (Rare)
    2UUU
    Creature - Sphinx
    3/4
    Flying
    Elocution (You may put a +1/+1 counter on this creature instead of untapping it during your untap step.)
    Whenever Sphinx of New Prahv elocutes, you may pay 2U. If you do, draw two cards.

    Stormreaver (Rare)
    3WU
    Creature - Elemental
    2/2
    Flying
    W: Stormreaver gains vigilance and lifelink until end of turn.
    U: Exile Stormreaver until end of turn.
    1WU: Stormreaver gets +1/+1 for each tapped creature you control until end of turn. Activate this ability only once each turn.

    Watchful Eyes (Common)
    1W
    Enchantment - Aura
    Enchant creature
    Enchanted creature gets +1/+1 and has vigilance.
    1U: Tap enchanted creature.

    NOTE: Watchful Eyes is probably my favorite design of the entire lot. This is because of it having two-and-a-half modes of play: a pseudo-Pacifism variant (albeit not a great one -- this is why its mana cost is 1W to be a nudge about it being pseudo-Pacifism), or a means of a creature with Elocution tapping after swinging in, and/or being able to stick back for blocking after it has grown a little.


    DIMIR

    Rig N (When this creature enters the battlefield, put N +1/+1 counters on it, or scry N.)

    Part of the issue with designing a mechanic for Dimir, is that Dimir has been all over the place for what it can do. It retains a milling/saboteur subtheme, but I ended up going through two different mechanics. None of the cards below really go into the milling subtheme as I didn't focus on that. I was more concerned about coming up with a guild mechanic that both fit Dimir thematically and played well. One of those first mechanics was a riff on Explore, called Infiltrate, but I really didn't like how it played out as well as how it didn't feel like it was living up to the name. Rig feels a lot better in both regards. Yes, it's a riff on Fabricate's template, but I think a modal mechanic best suits Dimir in that Dimir is all about setting up the advantage for Dimir. (Yes, the Orzhov do that too, but let's not get ahead of ourselves.)

    Dimir Spy (Common)
    1UB
    Creature - Human Rogue
    2/2
    Rig 1 (When this creature enters the battlefield, put a +1/+1 counter on it or scry 1.)

    Espionage (Rare)
    3UB
    Sorcery
    Look at the top five cards of target player’s library. You may put them back in any order.
    Draw three cards.

    Espionage is probably my favorite Dimir card, mostly because of its versatility and how it kind of feels like an actual espionage when you use it on your opponent before you draw the three, or how it helps you get out of a bind by getting the best three cards from the top five of your library.

    Seeker of Deep Thoughts (Mythic)
    4UB
    Creature - Vampire
    3/4
    Flying
    Whenever Seeker of Deep Thoughts deals combat damage to a player, you may look at the top three cards of his or her library and put any number of them on the bottom of that library.

    Steal Secret (Rare)
    3UB
    Instant
    Exile target spell. You may play that card from exile and spend mana to play it as though it were any color.

    Submental Trawler (Rare)
    4UB
    Creature - Vampire
    Rig 3 (When this creature enters the battlefield, put three +1/+1 counters on it or scry 3.)
    UB, Remove a +1/+1 counter from Submental Trawler: Scry 1.
    UB: Put a +1/+1 counter on Submental Trawler.

    Szadek's Legacy (Rare)
    1UUBB
    Enchantment - Aura
    Enchant creature
    Enchanted creature has flying.
    If enchanted creature would deal combat damage to a player, instead put that many +1/+1 counters on enchanted creature and that player puts that many cards from the top of his or her library into his or her graveyard.

    Undercity Lurker (Rare)
    2UB
    Creature - Horror
    2/1
    Flying
    Rig 2 (When this creature enters the battlefield, put two +1/+1 counters on it or scry 2.)
    2UB: Exile Undercity Lurker, then return it to the battlefield. Activate this ability only during your turn.

    NOTE: This is probably the card I like the most from a Constructed standpoint (though Espionage might dethrone it). It is disgusting from a card or board advantage. Swing as a 4/3 flier, then flicker it to scry 2. Late in the game, swing as a 4/3, "scry 2", get a 4/3 back. Yum!


    The below is what Infiltrate looked like. The Guildmage is in this bunch because I haven't come up with a card I like yet now that I changed Dimir from Infiltrate to Rig.
    Dimir Secret-Seeker (Common)
    1UB
    Creature - Human Rogue
    2/2
    When Dimir Secret-Seeker enters the battlefield, it infiltrates. (To infiltrate, exile the top card of a player’s library. If it’s a land or creature card, put a +1/+1 counter on this creature. Otherwise, draw a card.)

    Duskmantle Gleaner (Uncommon)
    2UB
    Creature - Shadow Advisor
    3/2
    Whenever Duskmantle Gleaner attacks, it infiltrates. If a nonland card is exiled this way, Duskmantle Gleaner can’t be blocked this turn. (To infiltrate, exile the top card of a player’s library. If it’s a land or creature card, put a +1/+1 counter on this creature. Otherwise, draw a card.)

    Duskmantle Moroii (Uncommon)
    3UB
    Creature - Vampire
    3/3
    Flying
    1UB, T: Duskmantle Moroii infiltrates. (To infiltrate, exile the top card of a player’s library. If it’s a land or creature card, put a +1/+1 counter on this creature. Otherwise, draw a card.)

    Espionage Master (Rare)
    4UB
    Creature - Shadow Rogue
    2/2
    Espionage Master can’t be blocked if it attacks alone.
    Whenever Espionage Master enters the battlefield or deals combat damage to a player, it infiltrates four times. (To infiltrate, exile the top card of a player’s library. If it’s a land or creature card, put a +1/+1 counter on this creature. Otherwise, draw a card.)

    House Guildmage (Uncommon)
    UB
    Creature - Human Wizard
    2/2
    3U: Target creature can’t be blocked this turn.
    3B: Target creature you control infiltrates. (To infiltrate, exile the top card of a player’s library. If it’s a land or creature card, put a +1/+1 counter on that creature. Otherwise, you may draw a card.)

    Hunt for Blackmail (Rare)
    4UB
    Sorcery
    Each creature you control infiltrates. (For each creature you control, exile the top card of a player’s library. If it’s a land or creature card, put a +1/+1 counter on that creature. Otherwise, you may draw a card.)

    Undercity Taleseller (Common)
    3U
    Creature - Human Rogue
    2/3
    When Undercity Taleseller enters the battlefield, it infiltrates. (To infiltrate, exile the top card of a player’s library. If it’s a land or creature card, put a +1/+1 counter on this creature. Otherwise, draw a card.)
    Posted in: Custom Card Creation
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