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  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    The Hero's Journey 1W
    Enchantment- Saga
    I- Exile target nontoken creature you control until The Hero's Journey leaves the battlefield.
    II- Put 3 +1/+1 counters on target creature card you own in exile. Counters remain on that card as long as it moves to exile or the battlefield.
    III- Whenever a creature enters the battlefield under your control this turn, if it wasn't cast, it gains lifelink, haste, double strike and vigilance until end of turn.

    (Of note, sagas don't leave the battlefield until after their final chapter ability has left the stack)

    IIW: Give your opponent(s) difficult choices
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Warrior's Embalming Rite WR
    Tribal Enchantment- Zombie
    Whenever a Zombie enters the battlefield under your control, put a charge counter on Warrior's Embalming Rite.
    Zombies you control are Warriors in addition to their other types and get +1/+0.
    XWW: When target nontoken creature you control with converted mana cost X or less dies this turn, return it to the battlefield tapped at the beginning of the next end step, except it's a white and red Zombie Warrior. This ability costs one less to activate for each charge counter on Warrior's Embalming Rite.
    XRR, remove X charge counters from Warrior's Embalming Rite: Zombies you control get +X/+0 and gain first strike, haste and vigilance until end of turn. Activate this ability only any time you could cast a sorcery, and only if Warrior's Embalming Rite has at least 7 charge counters on it.

    IIW: Give your opponents choices! Preferably ones that are really tough decisions.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Star-Eater Titan 4BR
    Creature- Giant
    Protection from white
    When Star-Eater Titan enters the battlefield or attacks, you may exile target nonland permanent with converted mana cost 3 or less and all cards in graveyards with the same name as it. Then, that permanent's controller reveals their hand and exiles each card with the same name as the exiled permanent.
    What can be returned can also be taken.
    6/6

    Ice-Breaker Titan 4RG
    Creature- Giant
    Protection from blue
    When Ice-Breaker Titan enters the battlefield or attacks, untap each creature you control that's not attacking, then you may gain control of target creature until end of turn. If Ice-Breaker Titan is attacking, that permanent becomes tapped and attacking. Otherwise, untap it and it gains haste.
    What can be delayed can also be expedited.
    6/6

    Death-Banisher Titan 4WG
    Creature- Giant
    Protection from black
    When Death-Banisher Titan enters the battlefield or attacks, create a 2/1 white and green soldier tokens with first strike. Then, until your next turn, if a creature would enter the battlefield under an opponent's control and it wasn't cast, it enters under your control instead.
    What can be reanimated can also be repurposed.
    6/6

    Fire-Walker Titan 4WU
    Creature- Giant
    Protection from red
    When Fire-Walker Titan enters the battlefield or attacks, target opponent returns two permanents they control to their hand. Until your next turn, spells with the same name as those permanents can't be cast, and sources that player controls can't deal noncombat damage to you or permanents you control.
    What can be burned can also be soothed.
    6/6

    Fate-Bringer Titan 4UB
    Creature- Giant
    Protection from green
    When Fate-Bringer Titan enters the battlefield or attacks, you may search target opponent's library for up to 3 cards and exile them face down. For as long as those cards remain exiled, you may cast them, and you may spend mana as though it were mana of any type to do so.
    What can be found can also be taken.
    6/6

    IIW: Give your opponents choices! (Not good ones, obviously)
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Hateful Plague BB
    Creature- Germ {M}
    Germs you control get +1/+1.
    At the beginning of each end step, if an opponent lost life this turn, create a 0/0 black Germ creature token.
    Sacrifice a Germ: Hateful Plague deals 1 damage to target player or planeswalker and you gain 1 life.
    BBB: Hateful Plague becomes a legendary Demon named Ezor, the Plaguewing and gains flying and "Germ tokens you control have deathtouch". Put 5 +1/+1 counters on it. When you do, sacrifice 5 creatures. Activate this ability only if Hateful Plague is a Germ.
    0/0
    How did you think demons were created, silly human? We're born hateful, and we die hateful.

    (I'm aware that modern rules style for lords would have this be a 1/1 that gives other Germs +1/+1, but for Germ flavor, I used the older styling)

    IIW: Give an underloved tribe an interesting leader/tribal spell, or an overpushed tribe an interesting villain/hate card (cards don't necessarily have to specifically mention the tribe as long as they interact with the tribe's hallmark characteristics i.e. "Creatures lose all mana abilities" would be a valid hate card for elves)
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Fera, Bounty Hunter Extraordinaire 3WBR
    Legendary Creature- Human Mercenary
    First strike, haste, menace
    Fera can't block.
    Whenever Fera becomes blocked by a creature, outlaw that creature, then Fera gets +1/+0 for each bounty counter on that creature.
    Whenever Fera deals combat damage to a player, outlaw each creature that player controls.
    "You don't look like much of a fighter, missy"- famous last words of T. Steeleyes, Fera's eight-hundred and forty-third successful bounty
    4/3

    Most Wanted 2BR
    Enchantment {R}
    Each creature gets +2/+0 for each bounty counter on it.
    Whenever a creature dies, if it had more bounty counters than each other creature, return it to the battlefield under its owner's control at the beginning of the next end step.
    Pay 2 life, sacrifice a creature: Put a bounty counter on target creature. For as long as that creature has a bounty counter on it, it has "When this creature dies, each opponent draws a card and gains 2 life." Any player may activate this ability, but only whenever they could cast a sorcery.
    The biggest fish always seem to slip right out from under the law's nose.

    IIW: Give an underloved tribe an interesting leader or tribal boost card, or give an overpushed tribe an enemy or tribal hate card.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    The More-Than-Six Shooter- 2
    Artifact- Equipment
    The More-Than-Six Shooter enters the battlefield with 6 charge counters on it.
    As long as The More-Than-Six Shooter is equipped, it has "X,T,remove X charge counters from this permanent: It deals X damage to target player. Then flip a coin. If you win the flip, put a charge counter on it. X can't be 0."
    Equip 1
    Fun Fact: The average number of rounds fired from a six-shooter without reloading in major action movies is 11.2. Crazy efficient, if you ask me.

    IIW: Enemy color pie bends
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Weeping Angel 4
    Artifact
    Develop
    When Weeping Angel enters the battlefield, if it was developing, or whenever you cast a developing spell, place up to one target creature into its owners library X cards from the top, where X is the number of progress counters on that spell as it was cast. Then that creature's controller draws a card.
    7,t: If there are no creatures on the battlefield, Weeping Angel deals 3 damage to target player. That player puts a card from their hand on top of their library.
    Any image of one becomes the real thing over time.
    IIW: Off-color guild mechanics from RTR block that still make sense flavor-wise(Detain, Battalion, Cipher, Scavenge, Bloodrush, Overload, Extort, Unleash, Populate, Evolve)
    Posted in: Custom Card Contests and Games
  • posted a message on December MCC Round 1 - Decisions, decisions
    Agramor the Two-Faced3(W/B)(W/B)
    Legendary Creature- Human Knight
    Will of the Council- When Agramor the Two-Faced enters the battlefield, starting with you, each player votes for hero or villain. If hero gets more votes, sacrifice Agramor and create The Hero's Blade, a Legendary Equipment token with "Equipped creature gets +5/+5 and has vigilance, lifelink and protection from black." and "Equip 3". If villain gets more votes or the vote is tied, destroy target creature and put a number of +1/+1 counters on Agramor equal to that creature's power.
    Deathtouch, menace, protection from white
    You know the saying...
    3/3
    Posted in: Monthly Contests Archive
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Evergrowing Vines GGG
    Enchantment- Aura {R}
    Enchant Wall
    Whenever a player plays a noncreature spell, counter it unless that player pays 1.
    Whenever a spell an opponent controls is countered by Evergrowing Vines, put a +1/+1 counter on target creature you control, then create a copy of Evergrowing Vines.
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    For Round 2, can we use our chosen guild mechanic again? And can we modify the mechanic slightly (i.e. change it to a may or make it less narrow -mine only targets creatures, I would in hindsight prefer to be creatures or pws)
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Drawn Ward (W/U)
    Enchantment- Aura {R}
    Enchant player or permanent
    1, T: Put a charge counter on Drawn Ward.
    W, sacrifice Drawn Ward: Prevent the next X damage that would be dealt to enchanted permanent or player this turn, where X is the number of charge counters on Drawn Ward.
    U, sacrifice Drawn Ward: Counter target spell that targets enchanted permanent or player unless that spell's controller pays X.
    When Drawn Ward is put into a graveyard from the battlefield, draw a card.


    IIW: A new Guild champion for one of the guilds in GRN (you can use the released keywords for the guilds)
    Posted in: Custom Card Contests and Games
  • posted a message on September CCL, Round 1: A Mighty Fortress
    Wall of Eternal Wisdom3WU
    Creature- Wall {R}
    Defender
    When Wall of Eternal Wisdom enters the battlefield, scry 2.
    Whenever Wall of Eternal Wisdom dies, if it had toughness greater than 1, create a copy of it, except the copy's toughness is equal to this creature's toughness minus 1.
    It has seen countless generations rise and fall. History has woven around it. Soon, it shall finally rest.
    0/4
    Posted in: Monthly Contests Archive
  • posted a message on September MCC Round 1 - Homecoming
    Orzhov's gotta get a rep somewhere.

    Unscrupulous Collector 3W
    Creature- Human Cleric {U}
    When this creature enters the battlefield, indenture 3. (Exile target creature card with converted mana cost 3 or less from a graveyard, then place a debt counter on it.)
    When Unscrupulous Collector dies, you may remove a debt counter from a card you have indentured. If you do, you gain life equal to that card's converted mana cost.
    3/3

    Ah yes, well I'm terribly sorry about that unfortunate carriage incident, but your debt wasn't quite payed off. Don't worry, this won't take but a moment. It's not like you have plans, after all.
    Posted in: Monthly Contests Archive
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Based on: Autumn Willow

    Willow, the Shifting Season 2GGG
    Legendary Creature- Avatar
    As an additional cost to cast Willow, the Shifting Season, sacrifice a forest.
    Shroud
    Whenever Willow becomes the target of a spell or ability you control, put 2 +1/+1 counters on her.
    When Willow dies, search your library for up to 2 forests and put them onto the battlefield.
    G: You may target Willow as though she didn't have shroud until end of turn.

    2/2

    Iiw: Guild champions for guilds of ravnica using your interpretation of the newly spoiles guild mechanics.
    Posted in: Custom Card Contests and Games
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