Survival ("Destroy" effects don't destroy this creature.)
Non creature permanents can keep indestructable.
Loyal (Control of this permanent can't be changed by effects while in play. When this permanent comes into play under the control of any other player except the owner, control of it is switched to the owner.)
Immune (This creature cannot get -X/-X.)
Limit (This creature cannot get +X/+X.)
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Jul 16, 2007Immortal (This creature cannot be destroy by spells or abilities.)Posted in: Custom Card Creation
A creature with this ability cannot be killed by Wraith of God, Terror, and etc. It can still die to damage. The ability is a half-way point to indestructable. Just like how some creatures can all prevent damage is halfway.
Target color: Any color can use this.
Bound (This permanent cannot be removed from the game or returned to the hand, by spells or abilities.)
Bound means the permanent can't be sent to another dimension because it has been locked into the current plane aka can't be removed from the game or bounced.
Color: Blue, White, and maybe Green.
Loyal (Your opponent(s) cannot gain control of this creature.)
Certain creatures are very loyal that even in death, they will never betray their master.
Color: Any color but mostly White.
Immune (The power and toughness of this creature cannot be reduced.)
Some creatures with this ability have a super strong immune system to prevent dieseases from killing them or making them vulnerable.
Color: Green and White.
Limit (The power and toughness of this creature cannot be increased.)
The opposite of Immune. This ability is means that the creature can't grow any bigger or become stronger.
Color: Blue and Black
Sacred (This permanent cannot be sacrificed.)
Sacred are any kind of permenant that is to important to give up. People would rather die then give up their land.
Color: White and Green
Jul 15, 2007Righteousness + Vanish into MemoryPosted in: New Card Discussion
Play this combo when the opponent blocks a creature. First use Righteousness during the declare blockers step to pump them up by +7/+7. Next Vanish it into your Memory to draw seven or more cards. You can also use this during the opponent's turn.
Jun 30, 2007No Rest for the Wicked + Living EndPosted in: New Card Discussion
An old school combo.
Arcanum Wings on the opponent's creature then swap for Persuasion. Same cost as playing it, but you can get it out by turn 3 or flash it out faster.
Sliversmith + Arcum Dagsson + March of the Machines
Silversmith will make artifact creature tokens. Sac them for Arcum Dagsson to bring out any non-creature artifact you want. March will bring them to life with a P/T equal to their manacost. Akroma's Memorial would be a 7/7 with all of her abilities.
May 7, 2007Green FirePosted in: Custom Card Creation
Green Fire deals 2 damage to target creature or player.
Target creature gets +3/+3 until the end of the turn.
Counter target creature spell. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.
May 6, 2007Sages PactPosted in: Custom Card Creation
Sages Pact is blue
Target player draws 2 cards.
At the beginning of your next upkeep, pay 2U. If you don't, you lose the game.
Pact of the Mountains
Pact of the Mountains is red.
Pact of the Mountains deals X damage to target creature, X is equal to the number of Mountains you control. A creature dealt damage this way can't be regenerated this turn.
At the beginning of your next upkeep, pay 2RR. If you don't, you lose the game.
Pact of Heaven
Pact of Heaven is White.
Reveal any number of white cards in your hand and put X 3/3 White Angel tokens with flying into play, where X is equal to the number of white cards revealed.
At the beginning of your next upkeep, pay 3WWWW. If you don't, you lose the game.
Pact of Hell
Pact of Hell is Black
Put a Black Demon token with Fear into play. "Its power and toughness is equal to the number of Swamps you control."
At the beginning of your next upkeep, pay 3BBB. If you don't, you lose the game.
Pact of Gaea
Pact of Gaea is Green
Search your library for two basic land cards, reveal those cards, and put one into play and the other into your hand. Then shuffle your library.
At the beginning of your next upkeep, pay 2GG. If you don't, you lose the game.
Apr 30, 2007BrainclampPosted in: Custom Card Creation
Enchantment - Aura
Enchant creature you control.
Enchanted creature gets +1/-1.
When enchanted creature is put into a graveyard, draw a card.
When Brainclamp is put into a graveyard from play, return Brainclamp to its owner's hand.
Apr 27, 2007Okay, it has been changed.Posted in: Custom Card Creation
Immortal (This permanent cannot be sacrifice.)
Legendary Creature - Human Wizard
BGRUW, Sacrifice a permanent you control: Play one spell in your hand without paying its mana cost.
Apr 27, 2007That sounds fun.Posted in: Standard Archives
Maybe go GU and use Psionic Sliver. Then all Saporlings would ping for 2 damage to the opponent. While the counter spells will help against Wraith of God and Damnation. Dormant Sliver would turn Scatter the Seeds into a three card gain.
Apr 26, 2007The concept is the original Sliver Queen and her ability to make Sliver tokens. This made them a powerful force. Since Sliver tokens don't exist in Standard, Hivestone and Saprolings (easiest tokens to manage) makes them into that. Then it depends on what flavor of Slivers to use. Give them all Shadow, +1/+1, can't be blocked except by two or more creatures, or sacrifice destroy target permanent.Posted in: Standard Archives
Apr 25, 2007I made a combo by using Saporalings like Scatter the Seeds + Hivestone + Gemhide Sliver. Massive mana boost and a lesser need to commit Slivers to the field.Posted in: Standard Archives
I'm thinking of using Thelonite Hermit to make more Saporalings. Maybe go
White by using Selesnya Guildmage, Selesnya Evangel, and Vitu-Ghazi, the City-Tree.
What are some ideas I could use for a libarary?
Basic Idea build.
Gemhide Slivers x4
Selesnya Guildmage x3
Might Sliver x3
Thelonite Hermit x2
Scatter the Seeds x4
Apr 24, 2007Restrain (This permanent doesn't untap during its controller's untap step.)Posted in: Custom Card Creation
Word of Stop
Enchantment - Aura
Enchanted creature gains restrain.
Disable (This permanent doesn't untap during the controller's next untap step.)
All tapped non-green creatures gains disable.
Enchant target land card.
When the enchanted land card is tapped for mana, its controller gains 1 poison counter.
Swamp Forest Land
You get 1 poison counter and lose 1 life when this land is tapped for mana.
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