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  • posted a message on <<magac>> Card stash from the great beyond :D <<magac>>
    Thanks guys, for the welcome and the comments Kekeke

    Okay:

    =Nova Amber=

    The reason I put the "once per turn" there is just to be sure only one charge counter is put on it every turn.... if it turns out to be unnecessay, sure ^_^.
    And for the double-Naturalize, I thought it wouldn't work? (seeing that when a targetting spell tries to hit an untargettable object, it fizzles... AFAIK)
    And speaking of its power level, I actually thought of making it very one-sided (so the ones getting the mass damage is everyone but me and my creatures....) what say you?

    =Ares guardian=

    Good point on the cost, especially after I see something like Magus of the Tabernacle. And thanks for the wording suggestions Kekeke (Yeah, with current wording, this guy fails if it has shadow, so maybe a fixing will make it the ultimate blocker Grin but anyway, I'll see about it)

    =Ignis Levias=

    Wow, I sure didn't consider a 6/6 body legendary with that drawback to be unfair, but I'll see about it.... this is because this guy is actually part of a (currently incomplete) cycle (I'll post another member here)


    About Ignis Levias' name (and current status), these 3 guys are the reason:



    Terra Morte 4BG
    Legendary Creature - Horror
    Terra Morte can't be blocked by creatures with flying.
    At the beginning of your upkeep, you may pay BG. If you don't, Terra Morte can't attack or block and its activated abilities can't be played until your next turn.
    2, sacrifice a land: Put target land in your graveyard into play tapped.
    4, sacrifice two lands: Destroy target land. It can't be regenerated.
    6/6

    Phos Gaeaus 4RW
    Legendary Creature - Elemental
    Phos Gaeaus can't be blocked by creatures with Defender.
    At the beginning of your upkeep, you may pay RW. If you don't, Phos Gaeaus can't attack or block and its activated abilities can't be played until your next turn.
    2: Untap target creature. It attacks or blocks this turn if able.
    4: Creatures you control with power 2 or less can attack or block this turn as though they were untapped.
    6/6

    Virius Lux 4WB
    Legendary Creature - Avatar
    Whenever Virius Lux attacks, tap creatures with toughness 2 or less defending player controls.
    At the beginning of your upkeep, you may pay WB. If you don't, Virius Lux can't attack or block and its activated abilities can't be played until your next turn.
    2, sacrifice a creature: Target creature gets +2/-1 until end of turn.
    4, sacrifice a creature: Target creature gets -1/-1 until end of turn. Repeat this process X times, where X is the converted mana cost of the sacrificed creature.
    6/6



    So basically, I'm making a cycle of (grandiosely named) legendaries with this characteristics:
    1) Dual-color, enemy-colors.
    2) First color affects second name and creature type.
    3) Second color affects first name.
    4) First activated ability has 2 mana cost in addition to other costs, second ability has 4 mana cost extra.

    As for the names, as you can see:
    Ignis --> ignition --> fire = Red
    Levias --> levitation = Blue (though I made this name because I'm thinking of making a Leviathan)
    Terra --> earth = pretty much Green
    Morte --> death = Black
    Phos --> light = White
    Gaeaus --> Gaea --> earth = somewhat Red (mountains and such :D)
    Virius --> virus --> disease = Black
    Lux --> light (holy kind of it) = White


    Yeah, I'm weird sometimes Grin
    And yeah, I did say an incomplete cycle, as you can see, I'm missing the GU one..... may need quite a long time to actually think about it ^^;;\


    Anyway, thanks again Kekeke


    EDIT: Guess I'll also throw in some random cards: First is my take on another Fact or Fiction spoof, the other is my fix on Ravnica's junk rare Molten Sentry


    History or Hoax :1mana::symu:
    Instant
    Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put the chosen pile into your graveyard and the cards in the other pile at the bottom of your library in any order.

    Magma Sentry :2mana::symr:
    Creature - Elemental
    As Magma Sentry comes into play, you may pay :1mana::symr:. If you do, Magma Sentry comes into play as a 5/2 creature with Haste. If you don't, magma Sentry comes into play as a 2/5 creature with Defender.
    */*


    I also have a second version for the Magma Sentry, but I choose to drop it because it won't be able to attack if it's not played from hand:


    Melting Sentry :2mana::symr:
    Creature - Elemental
    Kicker :1mana::symr:
    As Melting Sentry comes into play, if the Kicker cost was paid, it comes into play as a 5/2 creature with Haste. Otherwise, it comes into play as a 2/5 creature with Defender.
    */*
    Posted in: Custom Card Creation
  • posted a message on <<magac>> Card stash from the great beyond :D <<magac>>
    Card collection! Grin

    Like some people who've been playing Magic for quite some time, I too start thinking about custom cards.

    =====CREATURE=====

    Abor Eel 4UU
    Creature - Fish Mutant
    Abor Eel gets +4/+4 for each name shared by four or more non-land permanents.
    "Its hunting method is most unique. It gathers its prey and their kin with its massive body, then rushes to swallow them all."
    - Sea Journal in Abor Port
    4/4

    Absent Existence 1UU
    Creature - Shapeshifter
    If a nontoken creature would come into play, you may pay XUU, where X is that creature's converted mana cost. If you do, instead put that creature into its owner's graveyard, and Absent Existence becomes a copy of that creature and gains this ability.
    0/1

    Æorisite 3
    Artifact Creature - Insect
    Suspend 2 - 1
    Vanishing 2
    When Æorisite is put into your graveyard from play, if it has no time counters on it, remove it from the game with 2 time counters on it.
    2/2

    Ailing Healer 1WB
    Creature - Human Cleric
    Whenever a player plays a spell, you gain 1 life.
    At the end of your turn, you lose 3 life.
    "Forgive me, for I am suffering."
    2/3

    Aiming Discharger 2R
    Creature - Human Wizard
    Whenever the first spell of a turn is played, Aiming Discharger deals 1 damage to that spell's controller.
    At the end of turn, Aiming Discharger deals 1 damage to the player who played a spell last this turn.
    2/2

    Alroot Dryad G
    Creature - Dryad
    Whenever you discard a land card, you may sacrifice Alroot Dryad. If you do, put that land card into play.
    1/1

    Alroot Treefolk 2GG
    Creature - Treefolk
    At the beginning of each player's upkeep, each of that player's opponent may search his or her library for a basic land card and put it into play tapped. Each player who searches his or her library shuffles it.
    2/2

    Amnesia Practitioner 1U
    Creature - Human Wizard
    3: Search target player's library for a non-Land card and remove it from the game. That player then shuffles his or her library. At the end of turn, put the card removed from the game this way at the bottom of its owner's library.
    "One of the simpler methods to invoke forgetfulness is to cause the mind to put less priority on the thing to forget."
    - Memory Management, Lesson 14
    1/2

    Arch Magistrate 2UU
    Creature - Human Advisor
    2U, tap an untapped Advisor you control: Draw a card.
    2U, tap three untapped Advisors you control: Search your library for a card, reveal it and put it into your hand, then shuffle your library.
    2/3

    Archcleric Tesphan WW
    Legendary Creature - Human Cleric
    Vigilance
    W, tap an untapped creature you control: Each player gains life equal to the tapped creature's power.
    "It doesn't matter what we live for. If we all can live longer, the better."
    2/2

    Archcleric Thespan WW
    Legendary Creature - Human Cleric
    Vigilance, Lifelink
    Tap an untapped creature you control: You gain 1 life. Any player may play this ability. (A player who isn't the controller of this permanent may tap only his or her untapped creatures)
    "Bloodshed is inevitable in the age of war. I, therefore, will do my best to provide sanctuary where our hands are not stained red."
    2/2

    Archmagus Yrae 3WW
    Legendary Creature - Human Wizard
    As Archmagus Yrae comes into play, you may remove an instant or sorcery card in your hand from the game.
    2W: Target instant or sorcery spell becomes a copy of a card removed from the game by Archmagus Yrae. That spell's controller may choose new targets for it.
    "From today henceforth, I declare that the teaching of arcane knowledges be limited to the kinds following."
    3/3

    Archive Protector 2U
    Creature - Human Wizard
    Whenever you draw a card, you may pay 1 reveal the card you draw. If you do, put target card in your graveyard that shares a card type with the revealed card on the top of your library.
    There is nothing new to him.
    2/2

    Ares Guardian 3WW
    Creature - Avatar
    Ares Guardian can block creatures as though they don't have abilities.
    2/6

    Armed Knight 2W
    Creature - Human Knight
    Armed Knight comes into play with three charge counters on it.
    1W, remove a charge counter: Armed Knight deals 1 damage to each creature blocking or blocked by it.
    "Come on, all of you. I'll take you all down!"
    2/2

    Aroused Woodling 2GG
    Creature - Elemental
    Whenever a creature comes into play under your control, put a +1/+1 counter on Aroused Woodling.
    At the beginning of your upkeep, search your library for a creature card with power equal to or less than Aroused Woodling's power and put it into play, then shuffle your library.
    1/1

    Ashen Possessor 4BB
    Creature - Spirit
    Haunt
    As long as a permanent is haunted by Ashen Possessor, Ashen Possessor's owner controls that permanent.
    4/3

    Astrin, Drinker of Fate 4WWW
    Legendary Creature - Angel
    Flying
    Whenever a creature deals damage, you gain that much life.
    5/3

    Autumn Wizard 1GG
    Creature - Human Wizard
    3: Put a Leaf artifact token with "Sacrifice this permanent: Add one mana of any color to your mana pool" into play.
    2/2

    Avant Illusionist 2U
    Creature - Illusion
    4U: Return target creature you control to its owner's hand, then put a 1/1 blue Illusion creature token with flying into play.
    2/2

    Barrier Wielder 3WW
    Creature - Human Cleric
    Barrier Wielder comes into play with a barrier counter on it.
    If a source would deal damage to Barrier Wielder, if Barrier Wielder has a barrier counter on it, prevent that damage. If four or more damage are prevented this way, remove a barrier counter from Barrier Wielder.
    At the beginning of your upkeep, if there is no barrier counter on Barrier Wielder, put a barrier counter on it.
    2/1

    Bedrock Burrower 3GG
    Creature - Wurm
    Whenever Bedrock Burrower attacks, search your library for a land card and put it into play, then shuffle your library.
    "Hey look! We taught it to play fetch."
    4/4

    Berserk Terranid 1R
    Creature - Elemental
    Trample, Haste
    Whenever Berserk Terranid deals damage, it deals that much damage to you.
    Whenever a player plays a spell, that player gains control of Berserk Terranid.
    4/3

    Blackclaw, Arborais' Steed 4GG
    Legendary Creature - Beast
    Trample
    Other creatures you control can't attack.
    All creatures able to block Blackclaw, Arborais' Steed do so.
    The Arboraisians never amass armies to fight. They merely call for their fiercest beast to destroy all who oppose them.
    8/5

    Blastmodium 2RR
    Creature - Elemental
    Flash
    Haste
    T, sacrifice Blastmodium: Blastmodium deals 2 damage to target creature or player.
    Evoke 1R
    2/2

    Blazing Wickerfang 2R
    Creature - Imp
    Flash
    First Strike, Haste
    Whenever Blazing Wickerfang deals damage, return it to its owner's hand.
    1/1

    Blesser of Blessings 1WW
    Creature - Kithkin Cleric
    Whenever a nontoken Aura comes into play, put an Aura token that is a copy of that Aura into play enchanting what that Aura enchants.
    0/2

    Blightbreeder 1BB
    Creature - Elemental
    Blightbreeder comes into play with a -1/-1 counter on it.
    When Blightbreeder is put into graveyard from play, return target creature card with converted mana cost X or less in your graveyard into play, where X is the number of -1/-1 counters on Blightbreeder.
    It provides the only way to grow things from rots.
    4/2

    Bliss Emissary WU
    Creature - Human Wizard Cleric
    Whenever a player gains life, put that many charge counters on Bliss Emissary.
    Remove three charge counters from Bliss Emissary: Target player puts the top card of his or her library into his or her graveyard.
    T: Target player gains 1 life.
    There are some people who are willing to give up the future for happiness.
    1/1

    Blitz Slasher 2RW
    Creature - Human Warrior
    Haste
    Prevent all combat damage that would be dealt to Blitz Slasher.
    He is too quick to hit.
    2/2

    Bloodcoat Beast 2BB
    Creature - Zombie Beast
    Lifelink
    2: Bloodcoat Beast's controller loses 1 life. Any player may play this ability.
    It seeps blood from every hair and oozes blood from every pore.
    3/3

    Bloodring Ebony 2BB
    Creature - Treefolk
    Cumulative Upkeep - Sacrifice a creature
    When Bloodring Ebony is put into graveyard from play, return up to X other target creature cards in your graveyard into play, where X is the number of age counters on Bloodring Ebony.
    4/4

    Bog Sapper 2B
    Creature - Ooze
    Swampwalk.
    Haunt a land (When this card is put into a graveyard from play, remove it from the game haunting target land.)
    The land haunted by Bog Sapper is a Swamp.
    2/1

    Boon Trader 2W
    Creature - Human Wizard
    1W, T: Exchange all Auras enchanting Boon Trader and target creature.
    "I like your aura. It looks pretty fashionable on me."
    2/2

    Boulderbomb 3R
    Creature - Elemental
    Vanishing 4
    When Boulderbomb is put into graveyard from play, if it has no time counters on it, it deals 4 damage to each opponent.
    4/2

    Boulderhoarder 4GG
    Creature - Elemental
    Trample.
    Whenever Boulderhoarder blocks, it deals damage equal to its power minus the total sum of toughness of creatures it blocks to attacking player.
    2G: Target creature blocks Boulderhoarder this turn if able.
    1G: Boulderhoarder can block target creature this turn if able as though that creature didn't have abilities.
    4/4

    Brasse the Contempt 3GW
    Legendary Creature - Human Advisor
    Brasse the Contempt can't be countered.
    Protection from noncreatures.
    Whenever an opponent plays a spell except during the time that player can play sorcery, he or she sacrifices a permanent.
    2/2

    Brooding Bonebeast 2BB
    Creature - Beast
    As an additional cost to play Brooding Bonebeast, you may pay up to 3 life.
    When Brooding Bonebeast comes into play, put a 1/1 black Beast token into play under target opponent's control for each life less than 3 you pay while playing it.
    5/5

    Brutal Rockhide 1RR
    Creature - Beast
    Whenever a creature with trample comes into play, Brutal Rockhide deals 2 damage to target creature.
    Whenever a creature with haste comes into play, untap target creature.
    2/2

    Budding Rafflesia 2G
    Creature - Plant
    At the beginning of your upkeep, put a +1/+1 counter on Budding Rafflesia.
    Budding Rafflesia has Plantshift X, where X is the number of +1/+1 counters on it (When this is put into a graveyard from play, you may return target Plant card with converted mana cost X or less from your graveyard to your hand.)
    1/1

    Burning Heatkin 2RR
    Creature - Elemental
    Whenever you play a spell, Burning Heatkin deals 1 damage to you.
    At the end of your turn, Burning Heatkin deals damage equal to damage that have been dealt to you this turn to target player.
    4/3

    Bursting Bomb-Drone R
    Creature - Elemental
    R, sacrifice Bursting Bomb-Drone: For each creature, Bursting Bomb-Drone deals 1 damage to that creature unless its controller pays 1.
    The denizens of Gerva mountains are known as the fastest folks in the continent because the slower ones tend to get caught in wild explosions that occur often there.
    1/1

    Castopidae 3GG
    Creature - Elemental
    Flash
    Spells you play cost 1 less to play as long as you control creatures with total power of 10 or more.
    Evoke G
    4/3

    Cemetary Overseer 1B
    Creature - Human Citizen
    Whenever a creature leaves play but is not put into a graveyard, you may pay 1B. If you do, search your library for a creature card and put it into your graveyard, then shuffle your library.
    "Burying people is not my job. It's my business."
    1/1

    Cerebravian 3BB
    Creature - Horror
    Flying
    Your maximum hand size is zero.
    Reckless conjurers who summon this abomination often lose their minds literally.
    6/6

    Challis Elder Pine 2G
    Creature - Treefolk
    Whenever you play a green spell, you may reveal the top two cards of your library. If you do, put all land cards revealed this way into your hand and the rest at the bottom of your library in any order.
    2/1

    Chloris Elder Pine 2G
    Creature - Treefolk
    At the beginning of your upkeep, reveal the top three cards of your library. Put all land cards revealed this way into your hand, and the rest at the bottom of your library in any order.
    G, sacrifice Chloris Elder Pine: Search your library for a land card and put it into play tapped, then shuffle your library.
    2/2

    Chronoth 3GG
    Creature - Beast
    Trample
    G: Chronoth gains Shroud until end of turn. You may play this ability as long as Chronoth is face up, even if it isn't in play. (After this ability resolves, if Chronoth changes zone, it loses Shroud unless other cards' effects cause it to have Shroud)
    Suspend 4 - G
    4/4

    Cinder Cutthroat 2RR
    Creature - Elemental Assassin
    Double Strike, Wither
    If Cinder Cutthroat would deal damage to a creature with a counter on it, it deals twice that much damage instead.
    Some cinder assassins kill their victims in two hits. The first one is to introduce the pain, and the second is to end it.
    1/2

    Cinder Scorpion 2BR
    Creature - Scorpion
    Deathtouch
    3R, T: Cinder Scorpion deals 1 damage to each other creature.
    "I have cure for all kinds of scorpion stings except THAT one"
    - Lika, wandering doctor

    2/2

    Corpobreaker 1BG
    Creature - Beast
    2BG: Destroy target artifact or creature. If an artifact creature is put into graveyard from play this way, put a +1/+1 counter on Corpobreaker.
    2/2

    Crag Gusher 1R
    Creature - Viashino Shaman
    Whenever you play a nonartifact, nonred spell, if RRR was spent to play that spell, Crag Gusher deals 4 damage to target creature or player.
    "I am pleased that you appreciate the gifts from these barrens."
    1/2

    Creeping Blackness 3BBB
    Creature - Horror
    Creeping Blackness can't be blocked by creatures with Flying.
    Lands you control are Swamps.
    Whenever a Swamp you control becomes tapped, you lose 1 life.
    The land is tainted black, but nobody knows that the blackness is alive.
    8/8

    Crumbling Behemoth 3R
    Creature - Elemental
    Kicker 1R
    If you didn't pay the kicker cost, Crumbling Behemoth has Echo 3R
    6/4

    Crumbling Soul 3B
    Creature - Spirit
    Crumbling Soul can't block.
    At the beginning of your upkeep, regenerate Crumbling Soul and you lose 1 life.
    4/2

    Crypt Condor 3B
    Creature - Zombie Bird
    Flying
    2B: Search your library for a creature card and put it into your graveyard, then shuffle Crypt Condor from your graveyard into your library. Play this ability only if Crypt Condor is in your graveyard.
    2/2

    Crystal Wolf 1W
    Creature - Wolf
    Whenever a creature blocks Crystal Wolf, that creature gets +1/+1 until end of turn.
    After several attacks from the crystal wolves, the village started to prepare sharper and deadlier weapons to stop them.
    3/3

    Damsel in Distress 1R
    Creature - Human Citizen
    Creatures attack Damsel in Distress' controller each turn if able.
    1R: Target player gains control of Damsel in Distress. You can't play this ability during your turn.
    "Oh, woe is me, and those who set eyes on me, for I am here miserably weeping for knights who lives for love and glory..."
    1/1

    Dante, Son of Sparda 5RRR
    Legendary Creature - Demon Warrior
    Haste
    Dante, Son of Sparda is indestructible
    1R: Dante deals 1 damage to target creature or player.
    5/5

    Daring Insulter 2R
    Creature - Goblin Rogue
    Creatures opponents control get +4/+0.
    Whenever a creature an opponent controls attacks, it gets -4/-0 until end of turn.
    2/2

    Deadwing Raiser 2BB
    Creature - Bird Zombie
    Flying
    When Deadwing Raiser comes into play, search your library for a creature card with flying and put it into your graveyard, then shuffle your library.
    B, T, sacrifice Deadwing Raiser: Return target creature card with Flying from your graveyard into play.
    2/2

    Death Blesser 2B
    Creature - Horror
    You may discard three cards rather than sacrifice a permanent to play activated abilities of permanents you control or cards you own not in play.
    "Seeing death in one's dream"
    - Blackland's expression meaning anxiety

    1/2

    Death Warden B
    Creature - Human Shaman
    Whenever another creature comes into play, you may pay B. If you do, target player loses 1 life.
    Existence is but a nuissance to him.
    1/1

    Desperate Captain 2W
    Creature - Human Soldier
    Whenever a creature you control blocks, if it is equipped or enchanted, it gains double strike until end of turn.
    "Use everything! Your blades, shields, arms, everything! We must not let this fort fall!"
    2/2

    Detritus Scarab 3GG
    Creature - Insect
    When Detritus Scarab is put into graveyard from play, remove it from the game with the same number of +1/+1 counters on it. At the end of turn, return Detritus Scarab into play under its owner's control with that many +1/+1 counters plus one.
    1/1

    Devouring Mimic 1UB
    Creature - Ooze Shapeshifter
    1UB, T: Destroy target creature. Devouring Mimic becomes a copy of sacrificed creature and gains this ability.
    It is as if being icky is not scary enough...
    0/2

    Disdainful Dragon 2RR
    Creature - Dragon
    Flying
    Disdainful Dragon can attack or block only alone.
    It is natural for some dragons to have no sense of camaraderie.
    4/4

    Divebomb Commander 2RR
    Creature - Human Soldier
    Flying, first strike
    1R, sacrifice a creature with flying: Divebomb Commander deals 4 damage to target creature. If the sacrificed creature had first strike, instead Divebomb Commander deals 7 damage to that creature and the damage can't be prevented.
    3/1

    Divine Herald 2W
    Creature - Avatar
    Creatures you control with flying gets +1/+0.
    Creatures you control with vigilance gets +0/+1.
    2/2

    Domain Ignus 2R
    Creature - Elemental
    Sacrifice Domain Ignus: Add R to your mana pool for each basic land type among lands you control.
    2/2

    Doppelsailer 2U
    Creature - Illusion
    Flying
    When Doppelsailer comes into play, put a 1/1 blue Illusion creature token with flying into play.
    When Doppelsailer leaves play, sacrifice an Illusion.
    1/1

    Draco Hatchling 10
    Artifact Creature - Dragon
    Affinity for Creatures
    Convoke
    Flying
    When you play Draco Hatching, put X 1/1 Construct Artifact Creature tokens into play divided as you choose among any number of target opponents, where X is the number of creatures you control as you play Draco Hatchling.
    6/6

    Dragon of Grites 4RR
    Creature - Dragon
    Flying
    R: Dragon of Grites gets +1/+0 until end of turn.
    Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may sacrifice a land. If you do, you may change the targets of that spell or ability.
    4/4

    Drowling 3BB
    Creature - Shapeshifter
    B: Target creature blocking or blocked by Drowling gets -1/-1 until end of turn.
    B: If Drowling is the only target of target spell, that spell's controller loses 1 life.
    B: Untap Drowling.
    1: Drowling gets +1/-1 until end of turn.
    1: Drowling gets -1/+1 until end of turn.
    3/3

    Drow Thinker 1BB
    Creatrue - Horror
    Whenever Drow Thinker deals combat damage to a player, search your library for a nonland card with converted mana cost X or less, where X is the amount of combat damage dealt, reveal that card and put it into your hand, then shuffle your library.
    1/2

    Duridan Enchanter 2GG
    Creature - Elf Shaman
    Duridan Enchanter can't be countered.
    Spell you play anytime you could play a sorcery can't be countered by spells or abilities.
    "Patience, young folk. Your powers won't do you good if you don't give it time to grow."
    2/2

    Duchess' Artists W
    Creature - Human Citizen
    At the beginning of your upkeep, put target Enchantment card in your graveyard at the bottom of your library.
    "I am upset at Miss Farisa. She is just too harsh to the novices of our art school."
    - Duchess Lyre, headmaster of Challase art school.

    1/1

    Dustborn Wurm 4GG
    Creature - Wurm
    Trample
    Reveal Dustborn Wurm from your hand: Remove your hand from the game. If seven or more cards are removed from the game this way, search your library for three basic land cards and put them into play tapped, then shuffle your library.
    6/4

    Echosaur 4RG
    Creature - Lizard
    1RG, T: Destroy target artifact. It deals 1 damage to each creature and each player.
    "It... agaped... then... our blades..."
    - Victim, last words.

    4/4

    Elder Gardener 3G
    Creature - Elf Druid
    Play with your hand revealed.
    At the beginning of your pre-combat main phase, add one mana of any color to your mana pool for each land card in your hand.
    3/3

    Elder Healer 3G
    Creature - Elf Shaman
    Creatures you control are not removed from combat if they are regenerated.
    2G: Regenerate target creature.
    "This battle is endless. I cannot give you an endless life to fight it, but I will do my best to keep you alive."
    3/3

    Elder Tidescout 2UU
    Creature - Merfolk Scout
    Creatures you control have Islandwalk as long as there are 7 or more blue cards in your graveyard.
    U, remove a blue card in your graveyard from the game: Target land becomes an Island in addition to its other types until end of turn.
    "Our people of the past has shared with us all the knowledges for our future."
    2/3

    Elendin the Leasher 1UU
    Legendary Creature - Faerie Wizard
    Flying
    1UU, tap an untapped creature you control: Counter target creature spell with power equal to or less than the tapped creature's power.
    "Ha! The titans cow before me, and so shall you."
    1/1

    Elvish Cultivator 1G
    Creature - Elf Scout
    Forestwalk
    Whenever Elvish Cultivator deals combat damage to a player, search your library for a basic land card, reveal it and put it into your hand, then shuffle your library.
    2/1

    Essence Symphatist W
    Creature - Human Cleric
    Whenever a counter is removed from a permanent, you may gain 1 life.
    "A little tired, my friend? Let me sing you a soothing melody."
    1/1

    Excited Guardsman 2RW
    Creature - Human Soldier
    Haste.
    At the beginning of each other player's upkeep, untap Excited Guardsman. It gets -2/+2 until end of turn.
    "Is it just me, or is he really fond of just swinging his sword for no apparent reason?"
    4/2

    Facemaker 3UU
    Creature - Shapeshifter
    When Facemaker comes into play, you may have target creature become a copy of another target creature. (This effect doesn't end at the end of turn)
    It takes more than just clothings and make ups to look like someone else.
    0/2

    False Empowerer 2U
    Creature - Merfolk Wizard
    Each creature comes into play with its power and toughness switched.
    2/2

    Familiar Spirit 2G
    Creature - Spirit
    Protection from nonpermanents.
    She gently pats the denizens of the haven, but she doesn't hear their song.
    2/2

    Farhell Delver 6BBB
    Creature - Demon
    Flying, Trample
    Farhell Delver costs 1 less to play for each creature you control with a -1/-1 counter on it.
    6/6

    Ferlan, Wild's Companion 2GG
    Legendary Creature - Elf Shaman
    Ferlan, Wild's Companion can't be the target of spells or abilities opponents control.
    Whenever an opponent plays a spell during your turn, put a charge counter on Ferlan.
    Creature spells you play cost 1 less to play for each charge counter on Ferlan.
    2/2

    Filena, Silhana Scout GG
    Legendary creature - Elf Scout
    Filena, Silhana Scout can't be the target of spells and abilities opponent's control.
    Filena can't be blocked except by creatures with flying.
    Whenever Filena attacks, target creature with flying loses flying until end of turn.
    2/2

    Firefleet 3RR
    Creature - Elemental
    Haste
    When Firefleet is put into graveyard from play, if it came into play this turn, return it to its owner's hand.
    Evoke 1R
    3/1

    Five-Tailed Firebird 3RR
    Creature - Phoenix
    Flying
    Whenever the fifth spell of a turn is played, you may have Five-Tailed Firebird deal 5 damage to target creature.
    When the fifth spell of a turn is played while Five-Tailed Firebird is in your graveyard, return it to play under your control.
    3/3

    Fleeting Fury
    Creature - Elemental
    Fleeting Fury is red.
    3R, reveal Fleeting Fury from your hand: Put Fleeting Fury into play tapped and attacking. Play this ability only during combat on your turn. At the end of combat, return Fleeting Fury to its owner's hand.
    2/1

    Foggobbler 4W
    Creature - Elemental
    Flash
    1W: Change the target of target spell that targets a creature you control with Foggobbler. (If that spell targets more than one creatures you control, change only one target)
    Evoke W
    1/5

    Fog-Leaping Drake 2U
    Creature - Drake
    Flying
    1W: Fog-Leaping Drake gains Shroud, "This creature can't attack or block" and "Prevent all damage that would be dealt to and dealt by this creature" until end of turn.
    The drake rarely flies high, except for safety.
    2/2

    Fugue Dragon 5RR
    Creature - Dragon
    Fugue Dragon costs 1 less to play for each spell that has been played this turn. (It does not count itself)
    Flying
    2RR, T: Fugue Dragon deals X damage to target creature or player, where X is the number of spells that have been played this turn.
    5/5

    Furious Savage 5RR
    Creature - Human Shaman
    If Furious Savage would deal damage to a player, he or she may sacrifice a creature. If he or she doesn't, the damage can't be prevented.
    4R, sacrifice a creature: Furious Savage deals 4 damage to target player.
    5/4

    Fury Forger 1RG
    Creature - Elf Shaman
    Whenever a creature with trample deals combat damage to a player, it deals that much damage to its controller.
    2G: Target creature gains trample until end of turn.
    2/2

    Fury Golem 4
    Creature - Golem
    Fury Golem comes into play with four +1/+1 counters on it.
    Whenever Fury Golem attacks and is not blocked, remove a +1/+1 counter from it.
    Whenever Fury Golem becomes blocked, put a +1/+1 counter on it.
    0/0

    Garbeast Reborn 3G
    Creature - Beast
    Trample
    Second Chance 2G (You may play this card from your graveyard for its Second Chance cost. If you do, this card comes into play with a reborn counter on it. As long as it has a reborn counter on it, it has "If this permanent would leave play, remove it from the game instead.")
    3/3

    Garden Tender 1G
    Creature - Human Druid
    At the beginning of your upkeep, reveal the top card of your library. If it is a basic land card, put it into your hand.
    Beauty, of the simplest kind.
    2/2

    Gemscale Wurm 2GGG
    Creature - Wurm
    Gemscale Wurm can't be countered.
    Trample, Shroud
    Suspend 4 - G
    Remove a time counter from Gemscale Wurm: Add one mana of any color to your mana pool. Only any opponent may play this ability and only if Gemscale Wurm is suspended.
    5/4

    Giant Grave Grub 4BB
    Creature - Insect
    Trample
    Giant Grave Grub can't be blocked by creatures with flying.
    1B, remove Giant Grave Grub in your graveyard from the game: Search your library for a creature card and put it into your graveyard, then shuffle your library.
    4/4

    Gigarik, the Watchful 4WW
    Legendary Creature - Gargoyle
    Flying, vigilance
    Other creatures you control can't block.
    Gigarik, the Watchful can block any number of creatures.
    The town is protected by only one guardian, but that one guardian is more than enough to keep the town safe for so long.
    6/6

    Glory Sliver 2WW
    Creature - Sliver
    When Glory Sliver is put into your graveyard from anywhere other than play, you may pay 4. If you do, put it into play.
    Whenever a Sliver creature card is put into a graveyard from anywhere other than play, its owner may pay 4. If that player does, put that Sliver creature card into play under its owner's control.
    2/2

    Gluttonous Muck 2BG
    Creature - Ooze
    At the end of your turn, if no permanent has been put into a graveyard from play this turn, you may pay BG. If you do, return Gluttonous Muck from your graveyard into play.
    BG, sacrifice Gluttonous Muck: Destroy target permanent.
    2/2

    Godhead's Watchman 2(W/U)
    Creature - Spirit
    1(W/U): Choose another target creature. Whenever that creature attacks or blocks this turn, untap Godhead's Watchman and it gets +1/+1 until end of turn.
    "Their eyes are like the sky, staring incessantly at the unknowing denizens of the night."
    - The Seer's Visions

    2/2

    Goldsong Myna 2W
    Creature - Bird
    Flying
    At the beginning of your upkeep, you may gain 1 life for each creature with a counter on it.
    1W, T: Put a +1/+1 counter on target creature.
    The invigorating morning melody of the mynas in Pallen Hill is prized by the denizens.
    1/2

    Gorger of Secrets 1(U/B)
    Creature - Merfolk Rogue
    At the end of your turn, you may look at the bottom card of your library. If it shares a color with Gorger of Secrets, you may reveal it. If you do, each opponent puts the bottom card of his or her library into his or her graveyard.
    1/2

    Grave Banisher 1B
    Creature - Human Wizard
    B: Remove target creature card in a graveyard from play. At the end of turn, return it to its owner's graveyard.
    "They are mine, all those rots and wretches. All that is mine are not yours to touch."
    2/1

    Gravelgopher 1G
    Creature - Squirrel
    Whenever Gravelgopher attacks, search your library for a basic land card and put it into play tapped, then shuffle your library.
    Whenever Gravelgopher becomes untapped, sacrifice a land.
    2/1

    Grave Subvertor 1BB
    Creature - Human Wizard
    At the beginning of your upkeep, sacrifice a nontoken creature. If you do, put a 2/2 black Zombie creature token into play.
    "The gravefolks are devoid of faith, but they are easier to rule."
    2/2

    Greater Runebeast 2GG
    Creature - Beast
    Greater Runebeast attacks each turn if able.
    Spells with converted mana cost 3 or less can't be played.
    Runebeasts get their name from the patterns etched on their skins. Why these patterns are capable of disrupting simple magics is a mystery yet to be studied.
    3/1

    Grieving Cleric 2GW
    Creature - Human Cleric
    At the beginning of your upkeep, choose a number. Put a +1/+1 counter on Grieving Cleric for each creature card with converted mana cost equal to the chosen number in your graveyard.
    At the end of turn, remove all +1/+1 counters from Grieving Cleric. If you do, return target cards with converted mana cost X or less in your graveyard to your hand, where X is the number of +1/+1 counter removed this way.
    1/2

    Grim Hound 1B
    Creature - Hound
    1B: Target player loses 1 life unless he or she pays 1
    "Don't worry. He's just like any other dog. If you treat him nicely, he's not going to bite you."
    2/1

    Growthling 3GG
    Creature - Shapeshifter
    G: You may have Growthling deal its combat damage to defending player this turn as though it weren't blocked.
    G: Counter target spell that targets Growthling.
    G: Untap Growthling.
    1: Growthling gets +1/-1 until end of turn.
    1: Growthling gets -1/+1 until end of turn.
    3/3

    Hauntress 2B
    Creature - Spirit
    Flying
    Haunt (When this card is put into a graveyard from play, remove it from the game haunting target creature.)
    When the creature haunted by Hauntress is put into graveyard from play, return Hauntress into play under its owner's control.
    1/1

    Historian 1W
    Creature - Human Wizard
    Whenever you play a Legendary spell, put a Legendary card in a graveyard at the bottom of its owner's library.
    "No matter how history is rewritten, it will always be there hiding, waiting to be discovered and returned to its glory."
    2/2

    Hunted Behemoth 2GG
    Creature - Beast
    Trample
    Whenever Hunted Behemoth attacks, put a 2/2 green Wolf creature token into play under defending player's control. (If this creature attacks a planeswalker, put the token into play under the control of that planeswalker's controller)
    When you have a dozen of mouths to feed, you won't be hunting rabbits.
    6/5

    Hysteria 3RR
    Creature - Incarnation
    Haste
    Whenever a creature with Haste comes into play under your control, if Hysteria is in play, it gets +2/+0 until end of turn, otherwise if Hysteria is in your graveyard, target creature gets +2/+0 until end of turn.
    3/3

    Ifaiel, Savior Angel 7WW
    Legendary Creature - Angel
    Ifaiel, Savior Angel costs 1 less to play for each creature an opponent controls.
    Flying, first strike, vigilance
    Creatures opponents control get -1/-0.
    4/4

    Ignisaur 3RR
    Creature - Lizard
    Haste
    R: Target creature gets +1/+0 until end of turn.
    2R, sacrifice a creature: Ignisaur deals X damage divided as you choose among any number of target creatures, where X is the sacrificed creature's power.
    3/3

    Ignored Grunt 1R
    Creature - Goblin
    Anytime you could mulligan and Ignored Grunt is in your hand, you may pay 2 life and remove it from the game. If you do, each time you mulligan this game, draw an additional card.
    2/1

    Infernal Explorer 3BBB
    Creature - Demon
    Flying
    At the beginning of your upkeep, search your library for a card, shuffle your library and put that card on top of it. You lose 2 life.
    5/4

    Insane Shaman 2BR
    Creature - Human Shaman
    At the beginning of your upkeep, Insane Shaman deals 1 damage to each other creature. Put a +1/+1 counter on Insane Shaman for each creature with toughness 1 dealt damage this way.
    At the end of turn, remove all +1/+1 counter from Insane Shaman. If you do, you gain 1 life for each +1/+1 counter removed this way.
    2/1

    Intimidating Rockfang 2G
    Creature - Beast
    2(W/U): Tap target creature with converted mana cost 2 or less.
    2(B/R): Intimidating Rockfang deals damage equal to its power to target creature with converted mana cost 2 or less.
    2/2

    Jeezeil, Elusionist 2UU
    Legendary Creature - Human Wizard
    Whenever an Instant or Sorcery spell you control becomes the target of a spell or ability you don't control, you may pay 1U. If you do, copy that spell. You may choose new targets for the copy.
    Whenever a Creature you control becomes the target of a spell or ability you don't control, you may pay 3U. If you do, put a token that is a copy of that creature into play.
    2/2

    Jet Rusher 1R
    Creature - Elemental
    Creatures you control have haste.
    At the beginning of your upkeep, sacrifice a creature.
    3/3

    Jinxed Soldier W
    Creature - Human Soldier
    Whenever a creature deals combat damage to Jinxed Soldier, that creature's controller gains that much life.
    2/2

    Kelixe, Shell Puppeteer 2UU
    Legendary Creature - Human Wizard
    Morph 2U
    Whenever a permanent you control is turned face up, put a 2/2 colorless creature token with "1U, sacrifice this creature: Turn target permanent you control face down." into play.
    3/3

    Lady of Bats 3BB
    Creature - Vampire
    Flying
    B: The next damage that would be dealt to Lady of Bats is dealt to target Bat creature instead.
    2B: Change the target of target spell or ability that targets Lady of Bats with target Bat.
    4B: Put a 1/1 black Bat creature token with flying into play.
    3/3

    Lashing Sliver 3RR
    Creature - Sliver
    Sliver Creatures have "Whenever another creature comes into play, this creature deals 1 damage to that creature."
    3/4

    Last Line Watchman 3W
    Creature - Human Knight
    First Strike
    If the sum of toughness among creatures you control is 3 or less, they are indestructible.
    "We are the last ones to protect this place. If we falter, all is lost!"
    2/1

    Legion of Corpses 4BBB
    Creature - Zombie Horror
    Whenever Legion of Corpses is dealt damage, put a 2/2 black Zombie creature token into play.
    Sacrifice a Zombie: Regenerate Legion of Corpses.
    5/5

    Leukocyte Sliver 4WW
    Creature - Sliver
    All Slivers have "Prevent all damage that would be dealt to this creature by non-Sliver creatures."
    3/3

    Lonely Child U
    Creature - Human Citizen
    T: Put a 1/1 blue Illusion creature token with flying into play. Play this ability only if you control no other creature.
    "How are you today, Layla?"
    - Emilie, to the morning sun

    1/1

    Lord of the Waves 5UUU
    Creature - Leviathan Lord
    Creatures you control have Islandwalk.
    3U: Target land becomes Island in addition to its other types until end of turn
    6/6

    Lunacy 3BB
    Creature - Incarnation
    At the beginning of each player's upkeep, that player discards a card.
    Whenever you discard a card while Lunacy is in your graveyard, creatures you control gets +1/+0 until end of turn.
    4/4

    Lunatic Rascal 1B
    Creature - Human Rogue
    Whenever you discard a card, Lunatic Rascal gets +1/+0 until end of turn.
    Sacrifice Lunatic Rascal: Look at target player's hand and choose a nonland card with converted mana cost X or less, where X is Lunatic Rascal's power. That player discards that card.
    1/1

    Mad Commander 1RRW
    Creature - Human Warrior Berserker
    Vigilance, Haste
    Mad Commander attacks or blocks each turn if able.
    3/3

    Maestro of Decrescendo (U/R)(U/R)(U/R)(U/R)(U/R)
    Creature - Spirit Avatar
    Whenever you play an Instant or Sorcery spell, return target Instant or Sorcery card in your graveyard with converted mana cost lower than that spell's into your hand.
    "All will give way to silence, even his incessant, unceasing, neverending dirge"
    - The Seer's Parables

    4/4

    Magia Enforcer 1WB
    Creature - Human Wizard
    Whenever a player plays a spell, that player gains life equal to the amount of mana he or she spent to play that spell, then loses life equal to that spell's converted mana cost.
    3/3

    Magma Rusher 2RR
    Creature - Elemental
    If Magma Rusher would deal damage to a player, he or she may sacrifice a creature. If he or she doesn't, the damage can't be prevented.
    3/2

    Magma Sentry 2R
    Creature - Elemental
    As Magma Sentry comes into play, you may pay 1R. If you do, Magma Sentry comes into play as a 5/2 creature with Haste. If you don't, magma Sentry comes into play as a 2/5 creature with Defender.
    */*

    Magnet Sphere 5
    Artifact Creature - Construct
    Flying, Defender
    Magnet Sphere can block any number of creatures and can block as though it were untapped.
    Creatures attack you each turn if able.
    3, T: Regenerate Magnet Sphere.
    1/5

    Magnetic Sparkling 1R
    Creature - Elemental
    When you play Magnetic Sparkling, choose an opponent. Magnetic Sparkling comes into play under that opponent's control.
    Trample.
    3R: Magnetic Sparkling's controller sacrifices it and it deals 4 damage to that player. Only Magnetic Sparkling's owner may play this ability.
    4/4

    Magnoth 5G
    Creature - Beast
    Magnoth can't be the target of spells or abilities an opponent controls even if it isn't in play.
    Townsfolks share a tale of a beast with the ultimate hide.
    4/5

    Maniacal Wizard 2UB
    Creature - Human Wizard
    At the beginning of your upkeep, any other player may discard a card. For each player who discards no card, put a +1/+1 counter on Maniacal Wizard.
    At the end of turn, remove all +1/+1 counters on Maniacal Wizard. If you do, draw a card for each +1/+1 counter removed this way.
    1/2

    Master Auramancer 2WW
    Creature - Human Cleric
    Whenever an Aura card is put into your graveyard from anywhere, return it to your hand.
    1/3

    Mechanical Void 1
    Creature - Golem
    Mechanical Void comes into play with a +1/+1 counter on it for each spell you played this turn without spending mana.
    0/0

    Medicine Professor 3W
    Creature - Human Cleric
    Other Cleric creatures you control get +1/+1.
    Clerics you control have "T: You gain 1 life."
    2/3

    Meek Trickster 1B
    Creature - Faerie Rogue
    Flying
    B: Target creature with power 0 or less is unblockable this turn.
    2B: Target creature gets +2/+0 until end of turn
    0/2

    Melting Sentry 2R
    Creature - Elemental
    Kicker 1R
    As Melting Sentry comes into play, if the Kicker cost was paid, it comes into play as a 5/2 creature with Haste. Otherwise, it comes into play as a 2/5 creature with Defender.
    */*

    Merson, Students' Favorite 2WU
    Legendary Creature - Human Artificer
    Creatures you control and creature cards in your library, hand and graveyard are Artificers in addition to their other types.
    Artificer spells you play cost 2 less to play.
    Whenever you play an Artificer spell, you may pay 2. If you do, draw a card.
    Among the most well-known and the most inspiring professors in Sunglaze campus is Merson.
    2/2

    Messenger of Apocalypse 1WB
    Creature - Spirit
    At the beginning of your upkeep, put an omen counter on Messenger of Apocalypse.
    When Messenger of Apocalypse is put into your graveyard from play, each opponent sacrifices a permanent for each omen counter on it.
    He ensures that the end will always draw near.
    2/2

    Might Emphatist GG
    Creature - Elf Shaman
    1G: Remove a counter from target creature you control and put a +1/+1 counter on it.
    4G: Put a +1/+1 counter on target creature.
    2/2

    Mimic Eulogist 3UU
    Creature - Shapeshifter
    Whenever another creature is put into graveyard from play, you may pay 1U. If you do, Mimic Eulogist becomes a copy of that creature and gains this ability.
    "For something that is devoid of feeling, I find it strange that it remembers those who have passed on."
    2/2

    Mind-skin Changeling 1U
    Creature - Shapeshifter
    Changeling
    Shroud
    Mind-skin Changeling is unblockable.
    Some changelings are capable of mimicking even the intangible.
    0/0

    Mind Exertor 2B
    Creature - Human Wizard
    You may discard three cards rather than sacrifice a permanent to play an activated ability of that permanent. (For instance, if a permanent has an activated ability that has a cost of ", sacrifice this permanent", you may instead tap that permanent and discard three cards to play that ability. You cannot use this replacement effect if the cost is not specifically "sacrifice this permanent")
    2/2

    Minister of Rights WU
    Creature - Human Advisor
    Vigilance
    If Minister of Rights is in your opening hand, before any player takes a turn, you may remove seven cards in your hand from the game and pay 7 life. If you do, draw 7 cards. Each player playing before you skips his or her first turn and you skip your first draw step.
    2/2

    Mistwing Blinker 4W
    Creature - Elemental
    Flash
    Flying
    Champion a creature
    Evoke 2W
    4/4

    Molt Sliver 2WB
    Creature - Sliver
    All Slivers have "X, T, sacrifice this permanent: Return target Sliver card with converted mana cost X in your graveyard into play. Play this ability only as sorcery."
    2/2

    Molten Cragbeast 2RR
    Creature - Elemental
    Whenever you play a spell, Molten Cragbeast deals 1 damage to target creature or player if you control a creature with Flying, and add R to your mana pool if you control a creature with Defender.
    3/3

    Mudbrawler Rager 2R
    Creature - Goblin Warrior
    First Strike
    Q, sacrifice Mudbrawler Rager: Mudbrawler Rager deals 2 damage to target blocking creature.
    When a goblin jumps up at you, you know he's going to pummel you flat.
    1/2

    Mucusaur 2GG
    Creature - Lizard
    1G: Destroy target artifact or enchantment. Play this ability only if you control a creature with Deathtouch.
    1G: Prevent all damage that would be dealt to Mucusaur this turn. Play this ability only if you control a creature with Shroud.
    3/3


    More to add Grin
    Posted in: Custom Card Creation
  • posted a message on Multicolor Spell with Entwine
    So the only way to play them entwined is to play them in 3-color decks..... For such effects, that definitely is not worth it.....

    Making the entwine costs entirely colorless surely won't hurt, I'll say.
    Posted in: Custom Card Creation
  • posted a message on Awesome legends
    I so agree Penrec is so overpowered..... Giving your soldiers Flying AND Vigilance? With creature steal ability? Too good....

    Hidek also look abusable, especially unlike Kraj, he can just start firing the activated abilities from the get go (unless it needs tap)

    Sttutt could stand to cost more..... 4cc 3/1 double strike, haste AND trample? Whoah.....

    Bakiva looks really good.... maybe even too good....... but then again, it has high cost, so maybe not much of a problem, but then again....
    Posted in: Custom Card Creation
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