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  • posted a message on Collaborative Create-A-Booster!
    What happens with auction when no players can pay mana? Do you win automatically (since you bid zero and no one can top it)?
    What happens if a player has a hidden mana source (like a ritual or a spirit guide), how can they bid up to that number? or do they need to activate all mana abilities before bidding? that results in a lot of lost mana (although centralize does help)

    Lord Vamar Oschic laughed. "It's hard to believe how much Gaata changed since I built my first skyscraper in this town when I was just a bit older than you, isn't it? Come on, have a seat, get yourself a drink. I'll tell you a long story how I rose from Rags to Riches..."

    Publicize COST (If you cast this spell for its publicize cost, exile it and whenever you cast an instant or sorcery spell while it's exiled, copy this card except for its publicize ability and you may cast the copy without paying its mana cost.)
    Bribery counters
    Labor - Whenever something happens, you may tap any number of untapped creatures you control. The tapped creatures labor for this.
    Cumulative upkeep
    Centralize N (As turns and phases end, up to X mana wont empty from your mana pool where X is the total centralize value among permanents you control.)
    Restructure N (You may remove up to N counters from a permanent you control.)
    Auction (When you cast this spell, you may start an auction. If you do, each player bids mana. You start the bidding with a bid of any number. In turn order, each player may top the high bid or pass. The bidding ends if the high bid stands. The high bidder wins the auction and pays X, where X is the highest bid.)
    Dumping ? (You may cast this spell for its dumping cost. If you do, each opponent may copy this spell and choose new targets for that copy.)
    Hound ((R/G))
    Token Creature - Hound (S)
    Haste
    2/1

    Extravagant Journey W
    Enchantment - Aura (C)
    Enchant creature
    Cumulative upkeep (W/U)
    Enchanted creature gets +2/+3 and has flying.
    "Sure, take a flying carpet, but was it necessary to make your whole study levitate, majordomo?" - Ecrol Esnin, groundskeeper

    Midnight Informant 2U
    Creature - Human Rogue (C)
    When Midnight Informant enters the battlefield, put a bribery counter on target creature.
    Midnight Informant can't be blocked as long as an opponent controls a creature with a bribery counter on it.
    "Key opens one door, gold opens them all."
    2/1

    Cantankerous Ogre 2R
    Creature - Ogre Mercenary (C)
    Cumulative upkeep (R/G)
    When Cantankerous Orc enters the battlefield, it fights target creature.
    "Hire a Merezian, get rules and regulations. Hire a guidecaptain, get a soft touch. Hire me, you know what to expect."
    3/3

    Cooking the Books 1U
    Instant
    You may put on or remove an age counter from a permanent with cumulative upkeep.
    Draw a card.
    Adding and taking zeroes are the deadliest weapons of the Dekra Society

    Stashkeep Elf G
    Creature - Elf Citizen
    Centralize 1 (As turns and phases end, up to X mana wont empty from your mana pool where X is the total centralize value among permanents you control.)
    A fall-back plan can be kept in a jar on the back shelf between the pickled vegetables and jam.
    1/1

    Necklace Plaza Banker 1W
    Creature - Human Advisor (C)
    When Necklace Plaza Banker enters the battlefield, restructure 1 (You may remove up to one counters from a permanent you control.)
    Whenever you remove one or more counters from a permanent you control, you gain 1 life.
    "You know the tax."
    1/2

    Junk Deal 1G
    Instant (C)
    Auction (When you cast this spell, you may start an auction. If you do, each player bids mana. You start the bidding with a bid of any number. In turn order, each player may top the high bid or pass. The bidding ends if the high bid stands. The high bidder wins the auction and pays X, where X is the highest bid.)
    Each player sacrifices an artifact, then each opponent who didn't win the auction sacrifices an enchantment.
    "Does a little rust do any harm? Well... yes." - Vamar Oschic

    Fireworks Sale 4R
    Instant (C)
    Fireworks Sale deals 4 damage to any target.
    Dumping 1R (You may cast this spell for its dumping cost. If you do, each opponent may copy this spell and choose new targets for that copy.)
    "There is no such thing as "too soon" when it comes to holidays." - Alieho Forza
    Shine with Honor W
    Instant (C)
    Target creature gains indestructible until end of turn. If that creature is equipped, you gain 3 life.
    "May Merez and its people never be dismayed!"
    Common 10 of 10:

    Dekra Supplies 2G
    Enchantment - Aura (c)
    Enchant Creature
    Enchanted creature has +1/+1
    As long as you have 3 or more mana in your mana pool, enchanted creature gets an additional +1/+1 and has trample
    Centralize 2 (As turns and phases end, up to X mana wont empty from your mana pool where X is the total centralize value among permanents you control.)

    Mail of the Uncorrupted 2
    Artifact - Equipment (c)
    Auction (When you cast this spell, you may start an auction. If you do, each player bids mana. You start the bidding with a bid of any number. In turn order, each player may top the high bid or pass. The bidding ends if the high bid stands. The high bidder wins the auction and pays X, where X is the highest bid.)
    When ~ enters the battlefield, the winner of the auction may put a bribery counter on target creature.
    Equipped creature gets +2/+2
    Equip to creature without a bribery counter on it 3

    Downsizing 3B
    Sorcery (c)
    Each opponent sacrifices a creature.
    Restructure X, where X is the number of creatures sacrificed this way.
    Posted in: Custom Card Contests and Games
  • posted a message on *Impossible Creature Type Game*


    Next

    Azra Rat
    Dragon Citizen
    Homonculus Dinosaur
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    Man, this set doesnt lend itself to green mana easily. If you do pick centralize as a mechanic, feel free to rephrase it or even rename it. i dont know how to write it in the proper rules language

    Lord Vamar Oschic laughed. "It's hard to believe how much Gaata changed since I built my first skyscraper in this town when I was just a bit older than you, isn't it? Come on, have a seat, get yourself a drink. I'll tell you a long story how I rose from Rags to Riches..."

    Publicize COST (If you cast this spell for its publicize cost, exile it and whenever you cast an instant or sorcery spell while it's exiled, copy this card except for its publicize ability and you may cast the copy without paying its mana cost.)
    Bribery counters
    Labor - Whenever something happens, you may tap any number of untapped creatures you control. The tapped creatures labor for this.
    Cumulative upkeep
    Hound ((R/G))
    Token Creature - Hound (S)
    Haste
    2/1

    Extravagant Journey W
    Enchantment - Aura (C)
    Enchant creature
    Cumulative upkeep (W/U)
    Enchanted creature gets +2/+3 and has flying.
    "Sure, take a flying carpet, but was it necessary to make your whole study levitate, majordomo?" - Ecrol Esnin, groundskeeper

    Midnight Informant 2U
    Creature - Human Rogue (C)
    When Midnight Informant enters the battlefield, put a bribery counter on target creature.
    Midnight Informant can't be blocked as long as an opponent controls a creature with a bribery counter on it.
    "Key opens one door, gold opens them all."
    2/1

    Cantankerous Ogre 2R
    Creature - Ogre Mercenary (C)
    Cumulative upkeep (R/G)
    When Cantankerous Orc enters the battlefield, it fights target creature.
    "Hire a Merezian, get rules and regulations. Hire a guidecaptain, get a soft touch. Hire me, you know what to expect."
    3/3
    Common 4 of 10:

    Merez Bureaucrat 2W
    Creature - Rhino Advisor (c)
    When ~ enters the battlefield, restructure 1 (You may remove up to one counters from among permanents you control)
    Success thrives in good middle-management.
    2/3

    Cooking the Books 1U
    Instant
    You may put on or remove an age counter from a permanent with cumulative upkeep.
    Draw a card.
    Adding and taking zeroes are the deadliest weapons of the Dekra Society

    Stashkeep Elf G
    Creature - Elf Citizen
    Centralize 1 (As turns and phases end, up to X mana wont empty from your mana pool where X is the total centralize value among permanents you control.)
    A fall-back plan can be kept in a jar on the back shelf between the pickled vegetables and jam.
    1/1

    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    Hey what was that about "not forcing new mechanics"? Grin
    Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?


    Double-Faced Cards
    Safety - if you haven't lost life since your last end step, ...
    Fortifications
    Takhmashib's Chosen tokens

    Checklist 1/2
    You can mark this card to represent a double-faced card in your library or hand.
    Expert Debater 1W
    Incorruptible Judge 3W
    Tincture Seller U
    Tired Draftsman 2U
    Boneyard Hermit 1B
    Mohan's Pet 2BB
    Crafty Mimicker RR
    Enthusiastic Jeweler 2R
    Gentle Lapdog 1G
    Recluse's Eggs G
    Age-Worn Sentinel 4
    Empty Bungalow 3

    Fallwater Seer 2U
    Creature - Merfolk Wizard (C)
    Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
    "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
    2/2

    Qanga Partisans 2G
    Creature - Human Scout (C)
    Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
    Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
    2/4

    Unwelcome Knocking 1B
    Enchantment (C)
    Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.

    Waterwheel Watchtower 2
    Artifact - Fortification (C)
    Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
    Whenever fortified land is tapped for mana, add U
    Fortify 2

    Fanatical Execution 3BB
    Instant (C)
    Destroy target creature. Create a */1 red Efreet creature token named Takhmashib's Chosen with "This creature's power is equal to the number of creatures named Takhmashib's Chosen you control."
    "If they kill for me of their own volition, I won't take responsibility. But neither will I condemn them." - Takhmashib
    Common 6 of 9 (DFC in this pack):

    Aimed Blast 2R
    Sorcery (C)
    ~ deals 3 damage to any target
    Safety - ~ deals 4 damage to that target instead if you haven't lost life since your last end step.
    A clear head is key. And not getting hit in the head helps it being clear.

    Patrol Duty 1W
    Sorcery (C)
    For each fortified land you control, create a 1/1 white Soldier creature token with vigilance.
    Troops at every door and hatch.

    Maritime Guard 1U
    Creature - Merfolk Soldier (c)
    The watch is kept from between the crashing waves.
    1/3
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?


    Double-Faced Cards
    Safety - if you haven't lost life since your last end step, ...
    Fortifications

    Checklist 1/2
    You can mark this card to represent a double-faced card in your library or hand.
    Expert Debater 1W
    Incorruptible Judge 3W
    Tincture Seller U
    Tired Draftsman 2U
    Boneyard Hermit 1B
    Mohan's Pet 2BB
    Crafty Mimicker RR
    Enthusiastic Jeweler 2R
    Gentle Lapdog 1G
    Recluse's Eggs G
    Age-Worn Sentinel 4
    Empty Bungalow 3

    Fallwater Seer 2U
    Creature - Merfolk Wizard (C)
    Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
    "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
    2/2

    Qanga Partisans 2G
    Creature - Human Scout (C)
    Fortified landwalk (This creature can't be blocked as long as defending player controls a fortified land.)
    Even on Rhamtik, there is no such thing as absolutely impenetrable stronghold.
    2/4

    Unwelcome Knocking 1B
    Enchantment (C)
    Whenever a creature enters the battlefield under your control during an opponent's turn, you may have each player discard a card.
    Common 4 of 9 (DFC at the end):
    Guarded Grainary 2
    Artifact - Fortification (C)
    Whenever ~ enters the battlefield, create a 1/1 white soldier token with vigilance
    Whenever fortified land is tapped for mana, add W
    Fortify 2

    Waterwheel Watchtower 2
    Artifact - Fortification (C)
    Whenever ~ enters the battlefield, scry 2, then you may draw a card. If you do, discard a card.
    Whenever fortified land is tapped for mana, add U
    Fortify 2

    Quagmire Quarry 2
    Artifact - Fortification (C)
    Whenever ~ enters the battlefield, target opponent discards a card.
    Whenever fortified land is tapped for mana, add B
    Fortify 2

    Highridge Hamlet 2
    Artifact - Fortification (C)
    Whenever ~ enters the battlefield, target creature you control gets +2/+0 and first strike until end of turn.
    Whenever fortified land is tapped for mana, add R
    Fortify 2

    Occupied Orchard 2
    Artifact - Fortification (C)
    Whenever ~ enters the battlefield, you gain 4 life
    Whenever fortified land is tapped for mana, add G
    Fortify 2

    and, just to not force things
    Barricadize 3WU
    Instant (c)
    Counter target creature spell. Create an 0/X colorless artifact Wall creature token with defender, where X is the converted mana cost of the spell countered this way.
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    Rhamtik is a world of preparedness and paranoia, where a good defense is prized more than the best offense. Aggressive magic founders while the arts of safeguarding succeed. Bunkers litter the fields, fortress-like vessels sail the seas, and every rock cave is a booby-trapped hiding place. Can a revolutionary with a gift for polemic oratory make his way in this plane, or will he never be able to pierce the impenetrable armor of its people?


    Checklist 1/2
    You can mark this card to represent a double-faced card in your library or hand.
    Expert Debater 1W
    Incorruptible Judge 3W
    Tincture Seller U
    Tired Draftsman 2U
    Boneyard Hermit 1B
    Mohan's Pet 2BB
    Crafty Mimicker RR
    Enthusiastic Jeweler 2R
    Gentle Lapdog 1G
    Recluse's Eggs G
    Age-Worn Sentinel 4
    Empty Bungalow 3

    Double-Faced Cards
    Common 1 of 9 (with DFC at the end of the pack)

    Open-Ground Ox 3W
    Creature - Ox (C)
    ~ has +0/+2 as long as it is not attacking
    The Restoratii view oxen who live their days out in the fields, without cover, as a bit brave and quite daft.
    2/4

    Fallwater Seer 2U
    Creature - Merfolk Wizard (C)
    Safety - Whenever ~ enters the battlefield, if you haven't lost life since your last end step, draw a card.
    "I envy the merfolk. The vast waters they control make them almost free" - Calman the Orator
    2/2

    Structural Demolition 3R
    Sorcery (c)
    Destroy target artifact or land and all Fortifications attached to that permanent.
    Explosives and bombs are the single most illegal products on Rhamtik
    Posted in: Custom Card Contests and Games
  • posted a message on The Alphabetical Card Game
    Vertical Grove
    Land
    T: Add G to your mana pool, then put a rotation counter on ~. Activate this ability only if there are no rotation counters on it.
    T, Remove a rotation counter from ~: Add R to your mana pool.
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    We're familiar with the origins of our favorite planeswalkers, but what if things had happened a little differently? In Time Shift, we explore the origins of five planeswalkers that could have been, if events had played out another way.

    Renown
    Split second

    Drake
    Token Creature - Drake (S)
    Flying
    2/2

    Garruk's Conscription 5BB
    Enchantment - Aura (C)
    Enchant creature or Planeswalker.
    You control enchanted permanent.
    When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.

    Caligo Maverick 2WW
    Creature - Human Knight (c)
    Renown 1
    ~ has vigilance as long as it is renowned.
    Lord Josu Vess has only the most skilled Benalish fighters under his service.
    3/3

    Ominous Gust 2UU
    Instant (C)
    Choose one -
    • Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
    • Create a 2/2 blue Drake creature token with flying.

    Saving Remedy 1WW
    Instant (C)
    Put target creature you own that died this turn onto the battlefield.
    The elixir that saved Josu's life has gone on to save many others.

    Thunderous Armodon 3GG
    Creature - Elephant (C)
    Split second
    These are its last days - but then again, they may not be.
    4/4

    Eyes in the Woods 2G
    Enchantment - Aura (C)
    Enchant creature
    Enchanted creature has vigilance and reach.
    "You may be only one, but thousands are around us, ready to help those who know how to ask."

    Vengeful Strike 4R
    Instant (C)
    Deal 5 damage to target creature that dealt damage to you this turn.
    "Mistaking me for weak will be your last mistake" - Ajani, Vengeful

    Talented Novice 1B
    Creature - Human Assassin (C)
    Renown 2
    "Your services have been greatly appreciated by Milady."
    1/1

    Tap into Stream 3UU
    Sorcery (c)
    Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C
    The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans

    Glistening Vial 1
    Artifact (C)
    Glistening Vial enters the battlefield tapped.
    T, Pay 2 life: Add C to your mana pool.
    A heady mix of Oil, serum, and malice.

    War-Pride Chanter 2G
    Creature - Cat Cleric (U)
    t: Add RW. Activate this ability only during combat.
    "Our war hymn will be your funeral march." - Ajani, Vengeful
    2/2
    Uncommon 2 of 3

    Unexpected Shakedown BB
    Sorcery (U)
    Split Second
    Target opponent reveals his or her hand. You choose a nonland card from it. That player discards that card.
    Be it plans, gadgets or family members, Inspector Nalaar can find and remove any rebel elements.

    Lightning Helix RW
    Instant (U)
    ~ deals 3 damage to any target and you gain 3 life
    “Rage is not the answer. Rage followed by fitting vengeance is the answer.” —Ajani

    Forward Order Sage 1WU
    Creature - Human Cleric Wizard (U)
    Renowned creatures you control have lifelink
    Whenever a creature you control becomes renowned, scry 2.
    1/3
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    We're familiar with the origins of our favorite planeswalkers, but what if things had happened a little differently? In Time Shift, we explore the origins of five planeswalkers that could have been, if events had played out another way.

    Renown
    Split second

    Drake
    Token Creature - Drake (S)
    Flying
    2/2

    Garruk's Conscription 5BB
    Enchantment - Aura (C)
    Enchant creature or Planeswalker.
    You control enchanted permanent.
    When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.

    Caligo Maverick
    2WW
    Creature - Human Knight (c)
    Renown 1
    ~ has vigilance as long as it is renowned.
    Lord Josu Vess has only the most skilled Benalish fighters under his service.
    3/3

    Ominous Gust 2UU
    Instant (C)
    Choose one -
    • Counter target creature spell. If that spell is countered in this way, put it on the top or bottom of its owner's library instead of that player's graveyard.
    • Create a 2/2 blue Drake creature token with flying.

    Saving Remedy 1WW
    Instant (C)
    Put target creature you own that died this turn onto the battlefield.
    The elixir that saved Josu's life has gone on to save many others.

    Thunderous Armodon 3GG
    Creature - Elephant (C)
    Split second
    These are its last days - but then again, they may not be.
    4/4

    Eyes in the Woods
    2G
    Enchantment - Aura (C)
    Enchant creature
    Enchanted creature has vigilance and reach.
    "You may be only one, but thousands are around us, ready to help those who know how to ask."

    Vengeful Strike 4R
    Instant (C)
    Deal 5 damage to target creature that dealt damage to you this turn.
    "Mistaking me for weak will be your last mistake" - Ajani, Vengeful

    Talented Novice 1B
    Creature - Human Assassin (C)
    Renown 2
    "Your services have been greatly appreciated by Milady."
    1/1

    Common 9 of 10:
    Tap into Stream 3UU
    Sorcery (c)
    Untap all artifacts you control. Until end of turn, whenever you activate a mana ability of an artifact you control, add C
    The Mage-Rings' lack of oversight made them practically begging for Bolas to make them fuel his own plans

    Starving Partisan 2B
    Creature - Aetherborn Vampire (c)
    At the beginning of your upkeep, sacrifice ~ unless you pay 1 life.
    "The older officers say it's better to leave these alone and wait until they starve to death. But where is the fun in not smashing?" - Inspector Nalaar
    3/2

    War-Pride Berserkers 1R
    Creature - Cat Berserker (c)
    Warpath - ~ enters the battlefield with a +1/+1 counter on it if a creature an opponent controls died this turn.
    The Roar of Triumph instills fear in enemies and boldness in the pride
    2/2
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!

    We're familiar with the origins of our favorite planeswalkers, but what if things had happened a little differently? In Time Shift, we explore the origins of five planeswalkers that could have been, if events had played out another way.


    Drake
    Token Creature - Drake (S)
    Flying
    2/2

    Garruk's Conscription 5BB
    Enchantment - Aura (C)
    Enchant creature or Planeswalker.
    You control enchanted permanent.
    When Lord Raklan's men came for him, Garruk could not find it within him to abandon his father.

    Common 2 of 10:

    War-pride Punisher 1R
    Creature - Cat Warrior (c)
    Whenever an opponent gains life, you may pay R. If you do, ~ deals 1 damage to that player.
    "While one of them prospers, none of us prospers" - Ajani
    2/2

    Caligo Maverick 2WW
    Creature - Human Knight (c)
    Renown 1
    ~ has vigilance as long as it is renowned.
    Lord Josu Vess has only the most skilled Benalish fighters under his service.
    3/3

    Smelt Contraband 2R
    Sorcery (c)
    Destroy all artifacts that share name with target artifact.
    "My mother always kept the outdated machinery around. Just like her, the obsolete shall be removed" - Nalaar, Chief of Demolition
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    little crowded thread isnt it Grin
    Three moons of Carch, world full of cheerful and frivolous life, have a strange effect on its inhabitants. Depending on their position, one or another faction of this world starts massive upheavals, which usually ends up with another great revolution, so the concept of permanent power is inapplicable to this world. However, it ends pretty quickly - but only to be started again after.

    Becoming the Lunarch (effect of being the Lunarch TBD)
    [i]Illuminate[/i] - Each player reveals their hand. Do something based on the revealed cards.
    Perpetual motion [i]cost[/i][i](Whenever this permanent becomes tapped, you may pay cost. If you do, untap another target permanent.)

    [b]Emblem
    Kax'ohn, Herald of Unity[/b]
    If you cast a white spell, a blue spell, a black spell, a red spell and a green spell this turn, you win the game.

    [b]Bloodmoon Naga[/b] 2BR
    Creature - Naga Scout (C)
    When Bloodmoon Naga enters the battlefield, become the Lunarch.
    Bloodmoon Naga has +0/+2 while you're the Lunarch.
    The Bloodmoon is at it's apex! The time to strike is upon us!
    2/2
    {Watermark: Bloodmoon}

    [b]Reverse Momentum[/b] 3W
    Instant (C)
    Choose one -
    • Target attacking creature deals damage equal to its power to its controller.
    • Target blocking creature deals damage equal to its power to itself.
    Don't ask what the shifting ramps around Segriel Palace are for. Same goes for the looped chains, the spiraling roofs, the spinning doors...

    [b]Thunder Above[/b] 1R
    Sorcery (C)
    ~ deals 3 damage to any non-lunarch target
    "Sitting at the highest ensures that nobody can strike me down" - Radana

    [b]Blinding Moonlight[/b] 2W
    Instant (C)
    Attacking creatures get -1/-0 until end of turn.
    "Bask in awe of true radiance!"

    [b]Mooncrazy Cerberus[/b] 3B
    Creature - Hound (C)
    Mooncrazy Cerberus can't attack the same player or planeswalker he attacked your last turn.
    Each head howls at its own moon.
    4/3

    [b]Snarling Glowbeast[/b] 3GG
    Creature - Beast (c)
    [i]Illuminate[/i] - Whenever ~ enters the battlefield, each player reveals his or her hand. Put a +1/+1 counter on this creature for each creature card revealed this way.
    2/2

    [b]Star-Line Bombers[/b] 3RG
    Creature - Giant Berserker (C)
    When Star-Line Bombers enters the battlefield, if you're the lunarch, destroy target artifact or land.
    They'd burn down their own homes if it were the auspicious thing to do.
    5/2
    {Watermark: Firemoon}
    b]Shifting Tides[/b] 1UU
    Enchantment (C)
    Whenever a player becomes the Lunarch, you may tap target creature. It doesn't untap on it's controller's next untap step.
    [i]Empires rise and fall with the tides[/i]
    b]Hail Dancer[/b] 2WW
    Creature - Hound Knight (C)
    First strike
    W: Return Hail Dancer to its owner's hand.
    Perpetual motion [i](Whenever this permanent becomes tapped, you may pay 1. If you do, untap another target permanent.)[/i]
    [i]At Frostmoon's height blades fall from the sky, swung by zealous paws.[/i]
    2/2

    Common 10 of 10:
    [b]Coldeye Sage[/b] 2UU
    Creature - Naga Wizard (c)
    Whenever ~ enters the battlefield, draw a card
    At the beginning of each of your end steps, if you drawn two or more cards that turn, you become the lunarch
    2/2
    {Watermark: Frostmoon}

    [b]Deepgrasp Tides[/b] 4U
    Sorcery (C)
    [i]Illuminate[/i] - Choose target creature. Each player reveals their hand. Put that creature on the top of its owner's library below the top X cards where X is the number of land cards revealed this way.
    [i]Three moons make sailing only for the boldest[/i]

    [b]Crimson-Bone Dead[/b] 2B
    Creature - Skeleton Warrior (c)
    ~ enters the battlefield tapped
    Unrest 2 [i](At the beginning of each upkeep, this creature gets +2/+2 until end of turn and must attack that turn if able unless it untapped that turn)[/i]
    [i]The bones eventually changed color to the light they bathe in, every time they crawled out from their graves.[/i]
    {watermark: Bloodmoon}
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    Three moons of Carch, world full of cheerful and frivolous life, have a strange effect on its inhabitants. Depending on their position, one or another faction of this world starts massive upheavals, which usually ends up with another great revolution, so the concept of permanent power is inapplicable to this world. However, it ends pretty quickly - but only to be started again after.

    Becoming the Lunarch (effect of being the Lunarch TBD)

    Emblem
    Kax'ohn, Herald of Unity

    If you cast a white spell, a blue spell, a black spell, a red spell and a green spell this turn, you win the game.

    Bloodmoon Naga 2BR
    Creature - Naga Scout (C)
    When Bloodmoon Naga enters the battlefield, become the Lunarch.
    Bloodmoon Naga has +0/+2 while you're the Lunarch.
    The Bloodmoon is at it's apex! The time to strike is upon us!
    2/2
    {Watermark: Bloodmoon}

    Reverse Momentum 3W
    Instant (C)
    Choose one -
    • Target attacking creature deals damage equal to its power to its controller.
    • Target blocking creature deals damage equal to its power to itself.
    Don't ask what the shifting ramps around Segriel Palace are for. Same goes for the looped chains, the spiraling roofs, the spinning doors...

    Thunder Above 1R
    Sorcery (C)
    ~ deals 3 damage to any non-lunarch target
    "Sitting at the highest ensures that nobody can strike me down" - Radana

    Blinding Moonlight 2W
    Instant (C)
    Attacking creatures get -1/-0 until end of turn.
    "Bask in awe of true radiance!"

    Mooncrazy Cerberus 3B
    Creature - Hound (C)
    Mooncrazy Cerberus can't attack the same player or planeswalker he attacked your last turn.
    Each head howls at its own moon.
    4/3
    Common 6 of 10

    Frostmoon's Eve 2UU
    Instant (c)
    Tap all creatures, then untap target creature
    When the breezes grow cold, the lambs are asleep, the lone hunter roams free
    {Watermark: Frostmoon}

    Snarling Glowbeast 4GG
    Creature - Beast (c)
    Illuminate - Whenever ~ enters the battlefield, each player reveals his or her hand. Put a +1/+1 counter on this creature for each creature card revealed this way.
    2/2

    (If you happen to choose this, illuminate only has to reveal each players hand, and x happens on any condition revealed. It doesnt necessairly trigger on creature etb)

    Advent Preparations 2G
    Sorcery (c)
    Put two +1/+1 counters on target creature you control. If you are the lunarch, put a +1/+1 counter on each other creature you control as well.
    A bad moon is chaos only for the unprepared
    Posted in: Custom Card Contests and Games
  • posted a message on The Commander's Tools Game
    Shambling Archivist 2UB
    Creature - Zombie Advisor
    Whenever a two or more cards that share a card type would be put into your graveyard from anywhere at the same time, you may put one of them into your hand instead.
    2/3
    Next: Firesong and Sunspeaker
    Posted in: Custom Card Contests and Games
  • posted a message on The Alphabetical Card Game
    Peak of Diordeon
    Legendary Land
    ~ enters the battlefield tapped.
    T: Add R
    T: Target creature you control gains reach until end of turn. Sacrifice it at the beginning of the next end step.
    From here, you can touch the sky. Then the only way left, is down.
    Posted in: Custom Card Contests and Games
  • posted a message on Collaborative Create-A-Booster!
    Three moons of Carch, world full of cheerful and frivolous life, have a strange effect on its inhabitants. Depending on their position, one or another faction of this world starts massive upheavals, which usually ends up with another great revolution, so the concept of permanent power is inapplicable to this world. However, it ends pretty quickly - but only to be started again after.


    Becoming the Lunarch (effect of being the Lunarch TBD)

    Emblem
    Kax'ohn, Herald of Unity

    If you cast a white spell, a blue spell, a black spell, a red spell and a green spell this turn, you win the game.

    Bloodmoon Naga 2BR
    Creature - Naga Scout (C)
    When Bloodmoon Naga enters the battlefield, become the Lunarch.
    Bloodmoon Naga has +0/+2 while you're the Lunarch.
    The Bloodmoon is at it's apex! The time to strike is upon us!
    2/2
    {Watermark: Bloodmoon}

    Reverse Momentum 3W
    Instant (C)
    Choose one -
    • Target attacking creature deals damage equal to its power to its controller.
    • Target blocking creature deals damage equal to its power to itself.
    Don't ask what the shifting ramps around Segriel Palace are for. Same goes for the looped chains, the spiraling roofs, the spinning doors...
    Common 3 of 10:
    Thunder Above 1R
    Sorcery (C)
    ~ deals 3 damage to any non-lunarch target
    "Sitting at the highest ensures that nobody can strike me down" - Radana

    Riverland Farmhands 2W
    Creature - Human (C)
    Unrest 1 (At the beginning of each upkeep, this creature gets +1/+1 until end of turn and must attack that turn if able unless it untapped that turn)
    "River, Rain or Revolt, they live by going with the flow"
    2/2

    Winter Night U
    Instant (C)
    Target creature doesn't untap during it's controller's next untap step
    Draw a card
    While the Frostmoon perches above, the night and the sleep lengthens.
    {Watermark: Frostmoon}
    Posted in: Custom Card Contests and Games
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