Ickspit :2mana::symb::symr::symr::symr:
Tribal Sorcery - Goblin (r)
Convoke
~ deals X damage to target creature, where X is twice the number of Goblins tapped to play ~. That creature's controller loses X life.
Regal Roaring RW
Enchantment
Cumulative upkeep
White creatures you control get +0/+1 and have vigilance.
Red creatures you control get +1/+0 and have "T: Target creature can't block this turn."
Ah, I really wanted to vote for Fa+blimp, except for a templating error that ruined the flavor of the card, when you think about it. The cost to play the ability was "1RG: Sacrifice ~ then deal..." rather than "1RG, Sacrifice ~: deal...." Spending 3RRRGGG shouldn't allow the creature to throw the spear three times. Sorry, Fa+blimp!
Groundstomper Rager 1R
Creature - Elemental Warrior (rare)
As long as you control four or more lands, ~ gets +2/+0.
As long as you control six or more lands, ~ gets +3/+0 and has first strike.
As long as you control eight or more lands, ~ gets +4/+0 and has trample and double strike.
Flashlife:
It's an instant - doesn't need flash
Second ability effectively makes it a sorcery - overrules Flash and Instant card type.
Last two abilities are an infinite loop if you have a land in hand or in the yard.
This one's a toughie - the first error is easy, but can you find the second?
Ashling's Fury2RB
Tribal Sorcery
~ deals 2 damage to each creature and each player.
Destroy target creature that's been dealt damage this turn.
Wow. Well, It's doubtful that anyone would actually hardcast that, so I won't talk about the mana cost. It's a powerful effect, and it's something that opponents would have to tread very lightly around. I like it.
Why is its first ability a replacement effect - is it still supposed to take the damage? I also find it a little odd that you take the extra turns "after your next turn", and as such, I would suggest a reword: "Whenever Chronohydra is dealt damage by a source you don't control, you take an additional turn after this one for each 1 damage dealt this way." Or something to that effect.
Drudge Skeletons3BB
Creature - Skeleton
Whenever a creature is put into a graveyard from play, you may put a creature card from your graveyard on top of your library.
3/3
Tribal Sorcery - Goblin (r)
Convoke
~ deals X damage to target creature, where X is twice the number of Goblins tapped to play ~. That creature's controller loses X life.
Enchantment
Cumulative upkeep
White creatures you control get +0/+1 and have vigilance.
Red creatures you control get +1/+0 and have "T: Target creature can't block this turn."
Sorcery (u)
Draw two cards. You lose 2 life.
Dredge 2
Creature - Elemental Warrior (rare)
As long as you control four or more lands, ~ gets +2/+0.
As long as you control six or more lands, ~ gets +3/+0 and has first strike.
As long as you control eight or more lands, ~ gets +4/+0 and has trample and double strike.
It's an instant - doesn't need flash
Second ability effectively makes it a sorcery - overrules Flash and Instant card type.
Last two abilities are an infinite loop if you have a land in hand or in the yard.
This one's a toughie - the first error is easy, but can you find the second?
Ashling's Fury 2RB
Tribal Sorcery
~ deals 2 damage to each creature and each player.
Destroy target creature that's been dealt damage this turn.
Next: Edghyatt again
Creature - Human Wizard (c)
Ripple 1
Spells you control have ripple 1.
1/1
Why is its first ability a replacement effect - is it still supposed to take the damage? I also find it a little odd that you take the extra turns "after your next turn", and as such, I would suggest a reword: "Whenever Chronohydra is dealt damage by a source you don't control, you take an additional turn after this one for each 1 damage dealt this way." Or something to that effect.
Interesting card.
Creature - Skeleton
Whenever a creature is put into a graveyard from play, you may put a creature card from your graveyard on top of your library.
3/3
Next Up: Sarkhan Vol