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  • posted a message on The Progressive Fill Game
    Life Refraction 1UGB
    Enchantment
    Whenever a nontoken creature enters the battlefield under your control, you may pay life equal to its power. If you do, create a token that's a copy of it.
    Whenever a creature you control dies, you gain life equal to its power.

    Nectar of Decadence GG
    Sorcery

    Rely on Instinct

    Posted in: Custom Card Contests and Games
  • posted a message on *The Common to Rare Game*
    Spiteful Plague 1B
    Enchantment - Aura (R)
    Enchant creature
    Whenever enchanted creature deals or is dealt damage, its controller loses that much life.
    3B: Create a token that's a copy of Spiteful Plague.

    Next: Despoil or Griffin Protector
    Posted in: Custom Card Contests and Games
  • posted a message on "On Curve"/"Aggressive" Spellshapers
    I like all of these. My favorite is obviously the quicken one, and I guess the only one I think maybe goes too far is the murder one. I feel like that one might be better as "discard two cards." But I'm all for exploring the limits of spellshaper space.
    Posted in: Custom Card Creation
  • posted a message on Bluffing/Information-Themed Set [249/249, technically, but help wanted]
    Hello!

    So over the last few days, I made this set. The core starting idea was to make a set that was thematically built to create a lot of situations involving bluffing, playing around things, mind games, leveraging information, and things like that. The working title in my MSE file is "Sacar, Trickster's Kingdom." That said, I have spent basically NO time thinking about lore/world-building. So below you will find a full 249-card attempt (a standard 269 with 20 basic lands added) at a set, but consider EVERY card name and EVERY creature type to be a placeholder, and every card idea to be a first draft. Please help me make this something great.

    There are four new mechanics in the set:

    Plot (Create a colorless Plan artifact token with "2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.")

    Taunt (This creature must be blocked if able)

    Informed — [effect] if/as long as a card has been revealed from a hand or library this turn.

    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Cards with this ability will have an additional ability that interacts with the exiled cards

    Anyway, here's the whole set in the spoiler below. Anyone who wants to help with worldbuilding and redesigns is more than welcome. Seriously. I desire help.


    All Souls End 4WW
    Sorcery (R)
    Exile all creatures. Until your next turn, your opponents can’t cast creature spells.

    Ambushing Defenses 1W
    Instant (C)
    Untap target creature. It can block an additional creature this turn.
    Informed — If a card has been revealed from a hand or library this turn, that creature gets +2/+2 until end of turn.

    Archon of Evaporation 5W
    Creature — Archon (M)
    Vigilance
    At the beginning of each player’s upkeep, that player exiles two permanents he or she controls and draws two cards.
    4/7

    Armorer’s Bluff 2W
    Sorcery (R)
    Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, put two +1/+1 counters on each creature you control. Otherwise, that player may put two +1/+1 counters on each creature he or she controls.

    Blinding-Light Angel 3WW
    Creature — Angel (U)
    Flying
    Whenever Blinding-Light Angel attacks, you may reveal up to two white cards from your hand. Blinding-Light Angel gets +1/+1 until end of turn for each card revealed this way.
    3/3

    Braced Militia 1WW
    Creature — Human Soldier (U)
    Vigilance
    Informed — Braced Militia enters the battlefield with a +1/+1 counter on it if a card was revealed from a hand or library this turn.
    3/2

    Braggard Swordsman W
    Creature — Human Soldier (C)
    As an additional cost to cast Braggard Swordsman, reveal two other nonland cards from your hand or pay 1.
    2/2

    Bright-Eyed Recruiter 2W
    Creature — Human Soldier (R)
    Lifelink
    When Bright-Eyed Recruiter enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    Whenever you sacrifice a plan, create two 1/1 white Soldier creature tokens.
    2/2

    Capturing Scout 2W
    Creature — Human Scout (C)
    Whenever you cast your first spell in a turn, you may tap target creature.
    3/1

    Cleric of Hope 1W
    Creature — Human Cleric (C)
    When Cleric of Hope enters the battlefield, look at the top two cards of your library. You may reveal one and gain life equal to its converted mana cost. Then put both back on top in any order.
    1/3

    Cloud-King Griffin 5W
    Creature — Griffin (C)
    Flying
    Whenever a creature enters the battlefield under your control, Cloud-King Griffin gets +1/+1 until end of turn.
    3/3

    Dreamwing Soldier 1W
    Creature — Human Soldier (C)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled card with converted mana cost 3 or higher face up: Dreamwing Soldier gains flying and lifelink until end of turn.
    2/2

    Elspeth, Stalwart Soldier 3WW
    Planeswalker — Elspeth (M)
    Starting Loyalty: 5
    +1: Create a 1/1 white Soldier creature token and draw a card.
    0: Permanents you control have indestructible until your next turn.
    -5: You gain 15 life.

    Emboldened Elk 1W
    Creature — Elk (C)
    Informed — Emboldened Elk gets +1/+0 as long as a card has been revealed from a hand or library this turn.
    2/2

    Fogbreach Recruiter 2WW
    Creature — Human Soldier (R)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Whenever another nontoken creature with power 2 or less enters the battlefield under your control, you may draw a card.
    2WW: Put a face-down exiled creature card with power 2 or less onto the battlefield under your control.
    2/2

    Fully Armed 1W
    Sorcery (U)
    Target creature gets +2/+2 and gains double strike until end of turn. If that creature is equipped, draw a card. If that creature is enchanted, draw a card.

    Gilded-Fang Panther W
    Creature — Cat (U)
    First strike
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    W, Turn a face-down exiled enchantment card face up: Put a +1/+1 counter on Gilded-Fang Panther and up to one other target creature.
    1/1

    Intelligent Lynx 3W
    Creature — Cat (C)
    Informed — At the beginning of each end step, if a card has been revealed from a hand or library this turn, you gain 1 life.
    3/3

    Legion’s Confidence W
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature has first strike and vigilance.
    Whenever a creature enters the battlefield, enchanted creature gets +1/+1 until end of turn.

    Mirage Hawk 1W
    Creature — Bird Soldier (R)
    Flying
    Mirage Hawk gets +1/+2 as long as you control a token.
    2/1

    Mirage of Guardians 2W
    Enchantment — Aura (R)
    Enchant creature you control
    Whenever a creature that’s attacking you becomes blocked by a creature other than enchanted creature, create a token that’s a copy of enchanted creature that’s blocking the first creature. Exile the token at end of combat.

    Neutralize the Threat 1W
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature can’t attack or block.
    Informed3W: Return Neutralize the Threat to its owner’s hand. Activate this ability only if a card was revealed from a hand or library this turn.

    Plan for the Future W
    Sorcery (C)
    Put a +1/+1 counter on up to one target creature.
    Scry 1.
    Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)

    Planned Excision 2W
    Sorcery (C)
    Reveal any number of cards from your hand. Exile target nonland permanent if its converted mana cost is less than or equal to the total converted mana cost of cards revealed this way.

    Prepare for Battle W
    Sorcery (U)
    Reveal the top card of target opponent’s library. If it’s a creature card, create a 2/2 white Knight creature token. Otherwise, you draw a card and gain life equal to twice the revealed card’s converted mana cost.

    Prideful Rescuers 2W
    Creature — Human Scout (U)
    When Prideful Rescuers enters the battlefield, you may return another creature you control to its owner’s hand. If you do, put a +1/+1 counter on Prideful Rescuers.
    3/2

    Proud Aven Scout 3W
    Creature — Bird Scout (C)
    Flying
    When Proud Aven Scout enters the battlefield, each player reveals a card from his or her hand. If no other player revealed a card with higher converted mana cost than yours, put a +1/+1 counter on Proud Aven Scout.
    2/2

    Ring of Salvation 1WW
    Enchantment (M)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled nonland card face up: Exile target nonland permanent until Ring of Salvation leaves the battlefield if that permanent’s converted mana cost is less than the exiled card’s converted mana cost.

    Rune Angel 5W
    Creature — Angel (U)
    Flying
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled nonland card face up: Target creature gains indestructible until end of turn if its converted mana cost is less than the exiled card’s converted mana cost.
    4/4

    Scheming Meditant 2W
    Creature — Human Monk (C)
    Vigilance
    When Scheming Meditant enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    2/3

    Send to Sabotage 1W
    Sorcery (C)
    Create a 1/1 white Soldier creature tokens.
    Destroy target artifact or enchantment.

    Skypicker Elf W
    Creature — Elf Archer (C)
    First strike, reach
    1/2

    Stag of the Holy Altar 2W
    Creature — Elk (R)
    Lifelink
    When Stag of the Holy Altar enters the battlefield, return target artifact or enchantment card with converted mana cost 3 or less from any graveyard to the battlefield under your control.
    3/2

    Stomping Cavalry-Guard 1WW
    Creature — Human Knight (C)
    When Stomping Cavalry-Guard enters the battlefield, untap target nonland permanent.
    2/4

    Storming Volley W
    Instant (C)
    Storming Volley deals 1 damage to target attacking or blocking creature for each spell you’ve cast this turn.
    Draw a card.

    Surround and Dismiss W
    Instant (U)
    Exile target creature that’s blocked by two or more creatures.

    Tactical Stance W
    Instant (U)
    As an additional cost to cast Tactical Stance, sacrifice a Plan or pay 2.
    Creatures you control get +1/+1 until end of turn.

    Thoughtful Defender 1W
    Creature — Human Soldier (U)
    Prevent all noncombat damage that would be dealt to Thoughtful Defender.
    Whenever one or more creatures you control block, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    2/2

    Toppling Judgment 2WW
    Sorcery (U)
    Toppling Judgment costs 2 less to cast if its target has the greatest power among creatures on the battlefield.
    Exile target creature.

    Tower Keep 3W
    Enchantment (U)
    Untapped creatures you control get +1/+1.

    Tuskmage Heirophant 4W
    Creature — Elephant Cleric (C)
    1W, T, Reveal a noncreature, nonland card from your hand: Put a +1/+1 counter on target creature, put the revealed card on the bottom of your library, then draw a card.
    3/5

    Welcoming Giant 4W
    Creature — Giant (R)
    At the beginning of your upkeep, scry 1, then you may reveal the top card of your library. If a nonland permanent card with converted mana cost 2 or less is revealed this way, put it onto the battlefield.
    4/4

    Astral Form U
    Sorcery (C)
    Until end of turn, target creature gains flying and becomes a Spirit with base power and toughness 1/1.

    Avenged Aven 3U
    Creature — Bird Warrior (C)
    Flying
    When Avenged Aven dies, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    3/2

    Barter in Loyalties 4U
    Sorcery (U)
    Exchange control of target creature you control and target creature an opponent controls.
    Informed — If a card was revealed from a hand or library this turn, you gain control of an additional permanent that opponent controls of his or her choice.

    Beloved Scholar 1U
    Creature — Human Wizard (C)
    Hexproof
    When Beloved Scholar enters the battlefield, each player may draw a card.
    2/2

    Bide Time 2U
    Instant (U)
    Put target spell on top of its owner’s library.
    Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)

    Blind Spot Manipulation 1U
    Enchantment — Aura (U)
    Enchant creature
    Enchanted creature can’t be blocked.
    Sacrifice Blind Spot Manipulation: Draw a card.

    Boastful Battlemage 2U
    Creature — Human Soldier Wizard (U)
    As an additional cost to cast Boastful Battlemage, reveal an instant or sorcery card from your hand or pay 2.
    3/4

    Cloudstrike Sphinx 3UU
    Creature — Sphinx (R)
    Flying
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled nonland card face up: Counter target spell if it has the same converted mana cost as the exiled card. Activate this ability only once each turn.
    5/4

    Devious Foresight 1U
    Enchantment — Aura (C)
    Enchant creature
    When Devious Foresight enters the battlefield, you may draw a card.
    Whenever enchanted creature deals combat damage to a player, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)

    Dizzying Mage 2U
    Creature — Human Wizard (R)
    Whenever you cast a spell, you may choose new targets for another target spell or ability.
    2/2

    Drake Revelations 2UU
    Sorcery (R)
    Create two 2/2 blue Drake creature tokens with flying.
    Informed2UU: Return Drake Revelations from your graveyard to your hand. Activate this ability only if a card was revealed from a hand or library this turn.

    Drake-Back Blackmailer 4UU
    Creature — Human Rogue (U)
    Flying
    At the beginning of each opponent’s upkeep, that player may put a +1/+1 counter on Drake-Back Blackmailer. If he or she doesn’t, reveal the top card of that player’s library. You may put that card on the bottom of that player’s library.
    4/3

    Dreamland Geist 3U
    Creature — Spirit (C)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    1U, Turn a face-down exiled nonland card face up: Target nonland permanent doesn’t untap during its controller’s next untap step if its converted mana cost is less than the exiled card’s converted mana cost.
    2/4

    Expendable Thief 3U
    Creature — Human Rogue (C)
    When Expendable Thief enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    When Expendable Thief dies, you may return target instant or sorcery card from your graveyard to your hand.
    2/2

    Foiled Schemes 1U
    Instant (C)
    Target spell’s controller reveals his or her hand. Counter that spell unless its controller pays 1 for each card revealed this way that shares a type with it.

    Gleeful Trickster 2U
    Creature — Human Rogue (U)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    U, Turn a face-down exiled permanent card face up: Tap target permanent that shares a type with the exiled card.
    2/3

    Greedy Spy 2U
    Creature — Human Rogue (U)
    When Greedy Spy enters the battlefield, target player reveals his or her hand.
    Informed — Whenever Greedy Spy deals combat damage to a player, if a card has been revealed from a hand or library this turn, you may draw a card.
    2/2

    Insidious Mimicry 3U
    Instant (R)
    Copy target instant or sorcery spell X times, where X is the number of spells target opponent has cast this turn. You may choose new targets for each copy.

    Lost-Trail Scout 1U
    Creature — Human Scout (C)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    T, Turn a face-down exiled land card face up: Untap target land.
    1/3

    Minister of Forgetfulness 2U
    Creature — Human Advisor (C)
    Informed — At the beginning of each end step, if a card was revealed from a hand or library this turn, target player puts the top two cards of his or her library into his or her graveyard.
    2/2

    Mysterious Gifts 3U
    Sorcery (U)
    Reveal the top four cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and exile the other face down. You may look at those cards as long as they’re exiled.

    Obfuscation Adept 1U
    Creature — Merfolk Wizard (U)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    T, Turn a face-down exiled card face up: Target creature gets -X/-0 until end of turn, where X is the exiled card’s converted mana cost.
    1/3

    Paralyzing Anxiety 2U
    Instant (C)
    As an additional cost to cast Paralyzing Anxiety, reveal another instant or sorcery card from your hand or pay U.
    Tap up to two target creature. Those creatures don’t untap during their controller’s next untap step.

    Perceptive Serpent 5U
    Creature — Leviathan (C)
    Perceptive Serpent costs 2 less to cast as long as an opponent cast a spell this turn.
    Informed — Perceptive Serpent can’t attack unless a card was revealed from a hand or library this turn.
    5/6

    Pestering Pixies 1U
    Creature — Faerie (C)
    Flying
    When Pestering Pixies enters the battlefield, you may tap or untap target nonland permanent.
    2/1

    Port Wreckage Sea-Snake 4U
    Creature — Serpent (C)
    When Port Wreckage Sea-Snake enters the battlefield, choose one —
    - Draw a card.
    - Reveal the top two cards of your library and put them into your hand, then discard a card.
    3/3

    Ransom for Information 1U
    Enchantment — Aura (C)
    Enchant creature
    At the beginning of enchanted creature’s controller’s upkeep, that player may reveal his or her hand and the top card of his or her library. If that player doesn’t, tap enchanted creature.

    Researcher’s Bluff 2U
    Sorcery (R)
    Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, draw three cards. Otherwise, that player may draw three cards.

    Sapphire-Eye Crab U
    Creature — Crab (C)
    When Sapphire-Eye Crab enters the battlefield, you may scry 1.
    1/2

    Sealed Fates 2U
    Enchantment (C)
    Whenever one or more creatures you control deal combat damage to an opponent, you may look at the top two cards of that player’s library. Put any number of them on the bottom of that player’s library, and the rest on top in any order.

    Sebasta, Lord of Denial 3U
    Legendary Creature — Merfolk Advisor (M)
    Your opponents play with their hands and top the card of their libraries revealed.
    Your opponents can’t play cards that share a type with the top card of their library.
    3/4

    Shapeshifter’s Power 1U
    Enchantment — Aura (R)
    Enchant creature
    1U: Enchanted creature becomes a copy of target creature until end of turn.
    1U: Target creature becomes a copy of enchanted creature until end of turn.

    Shrug Away 2U
    Sorcery (C)
    Return target nonland permanent to its owner’s hand.
    Informed — If a card was revealed from a hand or library this turn, you may put it on the top of its owner’s library instead.

    Talented Mage 2U
    Creature — Human Wizard (C)
    Prowess
    2/3

    Temporal Trickery 2UUU
    Sorcery (M)
    Target player takes an extra turn after this one. You gain control of that player during that turn. Exile Temporal Trickery.

    Tideflow Mage 3U
    Creature — Merfolf Wizard (U)
    Whenever Tideflow Mage or another creature enters the battlefield under your control, creatures target player controls get -1/-0 until end of turn.
    3/2

    Tireless Schemer 2U
    Creature — Human Rogue (R)
    Whenever you cast a spell at a time a sorcery could have been cast, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    Whenever you cast a noninstant spell at a time a sorcery could not have been cast, you may draw a card.
    2/3

    Tower Aviary U
    Enchantment (U)
    2U, Discard a card: Create a 1/1 blue Bird creature token with flying.

    Unknown Failings 3UU
    Instant (R)
    Exile all other spells face down. You may look at them as long as they’re exiled.
    Draw a card.

    Urgent Interruption 2UU
    Instant (C)
    Counter target spell. If that spell was the second spell cast this turn, draw a card.

    Winds of Reclamation 3U
    Instant (U)
    Return up to one target creature with converted mana cost 3 or less to its owner’s hand.
    Return up to one target instant or sorcery card with converted mana cost 3 or less from a graveyard to its owner’s hand.
    Admiration of the Dead 2B
    Enchantment — Aura (U)
    Enchant creature
    Enchanted creature gets +1/+0.
    Whenever enchanted creature deals combat damage to a player, create a 2/2 black Zombie creature token.

    Alley-Dash Brigand 2B
    Creature — Human Rogue (C)
    Informed — Alley-Dash Brigand gets +1/+0 and has menace as long as a card was revealed from a hand or library this turn.
    2/3

    Assassin’s Lynx 1B
    Creature — Cat (C)
    When Assassin’s Lynx enters the battlefield, target creature gains deathtouch until your next turn.
    2/2

    Assertive Edict B
    Sorcery (U)
    As an additional cost to cast Assertive Edict, reveal two other nonland cards from your hand and pay life equal to their total converted mana cost, or pay 2.
    Target player sacrifices a creature.

    Awaiting Imp 1B
    Creature — Imp (U)
    Flying
    Informed — Awaiting Imp gets +2/+0 as long as a card was revealed from a hand or library this turn.
    1/2

    Bloodveil Informant 1B
    Creature — Human Mercenary (R)
    Deathtouch
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Whenever another nontoken creature you control dies, you may pay 1 life. If you do, you may put a face-down exiled card you own into your hand.
    2/2

    Boneyard’s Beloved 1B
    Creature — Skeleton (C)
    When Boneyard’s Beloved dies, you may reveal the top card of your library. If a creature card is revealed this way, return Boneyard’s Beloved to its owner’s hand.
    2/1

    Brutalist Troop 2B
    Creature — Human Mercenary (C)
    Whenever a creature enters the battlefield under your control, Brutalist Troop gets +1/+0 until end of turn.
    3/2

    Burrowed Vermin 1B
    Creature — Rat (C)
    When Burrowed Vermin enters the battlefield, target opponent reveals his or her hand. That player loses 1 life for each land card revealed this way.
    1/1

    Complete Downfall 4B
    Sorcery (R)
    Destroy up to one target creature and up to one target planeswalker.

    Deliberate Extortion 1B
    Enchantment (U)
    When Deliberate Extortion enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    Whenever you sacrifice a Plan, target player loses 1 life and you gain 1 life.

    Demon of Unfair Ends 4BB
    Creature — Demon (M)
    Flying, trample
    When Demon of Unfair Ends enters the battlefield, you may sacrifice any number of creatures, then each opponent who controls more creatures than you sacrifices a number of creatures equal to the difference.
    Whenever you sacrifice a permanent, you may scry 1.
    5/5

    Deviant’s Sacrament 2B
    Sorcery (R)
    Search target player’s library for up to three cards and exile them face down, then shuffle that player's library. You may look at the exiled cards as long as they’re exiled.

    Dreaded Anticipation 1B
    Sorcery (U)
    Target creature gets -2/-2 until end of turn.
    Scry 2.

    Grim Manifestation 3B
    Instant (U)
    Reveal the top four cards of target opponent’s library. Create an X/X black Horror creature token, where X is the highest converted mana cost among cards revealed this way, then put the revealed cards on the bottom of their owner’s library in random order.

    Inner Turmoil 2B
    Instant (U)
    Target creature deals damage to itself equal to its power.

    Intimidating Shadow 3BB
    Creature — Wraith (C)
    5/4

    Jabbing Scorpion B
    Creature — Scorpion (C)
    Jabbing Scorpion enters the battlefield tapped.
    When Jabbing Scorpion enters the battlefield, target creature gets -1/-1 until end of turn.
    1/1

    Necromancer’s Bluff 2B
    Sorcery (R)
    Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, you may return a creature card from any graveyard to the battlefield under your control. Otherwise, that opponent may return a creature card from any graveyard to the battlefield under his or her control.

    Nightwing Drake 2B
    Creature — Drake (C)
    As an additional cost to cast Nightwing Drake, reveal two other black cards from your hand or pay 2.
    Flying
    4/2

    Noxious Grubling 1B
    Creature — Goblin Shaman (U)
    Whenever you cast a spell that targets a creature, you may have that creature get -1/-1 until end of turn.
    2/1

    Oath of the Magus 3B
    Enchantment (M)
    At the beginning of your upkeep, you draw a card and lose 1 life.
    3B, Sacrifice Oath of the Magus: Two target players exchange life totals.

    Ostracize B
    Sorcery (C)
    Target opponent reveals his or her hand. You choose a creature card from it. That player discards that card.

    Overgrown Vampire 4B
    Creature — Vampire Giant (U)
    Lifelink
    4/4

    Painful Lapse 4B
    Sorcery (C)
    Destroy target creature. If it’s tapped, its controller discards a card at random.

    Pernicious Assassin 2B
    Creature — Human Assassin (U)
    When Pernicious Assassin enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    Whenever a creature enters the battlefield under your control, Pernicious Assassin gets +0/+2 and gains deathtouch until end of turn.
    2/2

    Reckless Mercenaries 3B
    Creature — Elf Mercenary (U)
    Taunt (This creature must be blocked if able.)
    1B, Sacrifice a creature: Reckless Mercenaries gains menace until end of turn.
    4/1

    Sanguine Strength 1B
    Instant (C)
    Target creature gets +2/+1 and gains lifelink until end of turn.

    Second-Soul Wraith 3B
    Creature — Wraith (C)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Whenever Second-Soul Wraith attacks, you may turn a face-down exiled creature card face up. If you do, Second-Soul Wraith gets +1/+0 and gains menace until end of turn.
    4/3

    Shady Lessons 2B
    Sorcery (C)
    Look at the top two cards of your library, then choose one —
    - You draw two cards and lose 2 life.
    - Reveal those cards, then put one into your hand and the other into your graveyard.

    Sinister Bloodseeker 3B
    Creature — Vampire Rogue (C)
    Whenever a creature dealt combat damage by Sinister Bloodseeker this turn dies, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    3/3

    Sinister Skeleton 3B
    Creature — Skeleton (R)
    When Sinister Skeleton or another creature you control dies, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    BB, Sacrifice a Plan: Return Sinister Skeleton from your graveyard to the battlefield tapped.
    3/2

    Sinkhole Shaman 2B
    Creature — Human Shaman (U)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled land card face up: Target attacking creature gets -0/-1 until end of turn.
    3/2

    Stormcloud Nuisance 1B
    Creature — Imp (C)
    Flying
    Taunt (This creature must be blocked if able.)
    1/1

    Thoughtseizing Specter 2BB
    Creature — Specter (R)
    Flying
    Whenever Thoughtseizing Specter deals combat damage to a player, you may pay 2 life. If you do, that player reveals his or her hand. You choose a nonland card from it. That player discards that card.
    4/2

    Tortured by Secrets B
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets -1/-1.
    Informed — Enchanted creature gets an additional -2/-2 as long as a card was revealed from a hand or library this turn.

    Unknown Erasure 1B
    Instant (C)
    Exile up to three cards from a single graveyard face down. You may look at them as long as they’re exiled.
    Draw a card.

    Unsettle the Dead 1B
    Sorcery (C)
    Return target creature card from your graveyard to your hand.
    Informed — Create a 2/2 black Zombie creature token if a card was revealed from a hand or library this turn.

    Wave of Undeath 2B
    Instant (R)
    Whenever a creature you control dies this turn, return it to the battlefield with a +1/+1 counter on it at the beginning of the next end step.

    Weaver of Misfortunes 2B
    Creature — Human Shaman (C)
    When Weaver of Misfortunes enters the battlefield, choose one —
    - Target opponent loses 2 life and you gain 2 life.
    - Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    1/4

    Witches of the Cauldron 1BB
    Creature — Human Shaman (R)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    3, Turn three face-down exiled cards that share no types face up: Destroy target creature.
    3/3

    Battlefield Manipulation X1R
    Sorcery (U)
    Up to X target creatures gains taunt until end of turn. (They must be blocked if able.)
    Up to X target creatures can’t block this turn.

    Become Brutal 1R
    Enchantment — Aura (U)
    Enchant creature
    Enchanted creature gets +3/+3.
    2R: Enchanted creature gains trample until end of turn.

    Blade-Toss Warrior 1R
    Creature — Human Warrior (C)
    Whenever Blade-Toss Warrior or another creature enters the battlefield under your control, target creature gains first strike until end of turn.
    2/2

    Bloodbrained Giant 4R
    Creature — Giant (C)
    When Bloodbrained Giant enters the battlefield, if an opponent was dealt damage this turn, choose one —
    - Put a +1/+1 counter on Bloodbrained Giant.
    - Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    4/4

    Breath of War 3R
    Enchantment — Aura (R)
    Enchant creature you control
    Whenever enchanted creature attacks, attacking creatures you control get +2/+0 until end of turn.
    When enchanted creature deals combat damage to a player, you may sacrifice Breath of War. If you do, untap all creatures you control and after this phase, there is an additional combat phase.

    Brutal Compatriot 1R
    Creature — Human Warrior (U)
    Whenever Brutal Compatriot attacks, if it isn’t attacking alone, target creature gets +1/+0 and gains menace until end of turn.
    2/2

    Brutal Decoy 1R
    Creature — Human Scout (U)
    Taunt (This creature must be blocked if able.)
    Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Brutal Decoy.
    1/1

    Bullying Hoard 1R
    Creature — Goblin (C)
    Taunt (This creature must be blocked if able.)
    Bullying Hoard can’t attack alone.
    3/2

    Burning Ideals 3R
    Sorcery (U)
    Burning Ideals deals X damage divided as you choose among any number of target creatures, where X is twice the total number of cards in all players’ hands.

    Conduit Battlemage 2R
    Creature — Human Warrior Wizard (R)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    You may cast face-down exiled Aura, instant, and sorcery cards targeting Conduit Battlemage without paying their mana costs.
    3/2

    Cunning Sparksnapper 2R
    Creature — Goblin Shaman (U)
    Haste
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    R, T, Turn a face-down exiled instant or sorcery card face up: Cunning Sparksnapper deals 3 damage to target creature or player.
    2/1

    Dack the Spiteful 3R
    Planeswalker — Dack (M)
    Starting Loyalty: 4
    +1: Discard two cards. If you do, draw three cards.
    -3: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
    -8: Target player gets an emblem with “Whenever a source you control deals damage, this emblem deals that much damage to you.”

    Dire Malfunction 1R
    Enchantment — Aura (C)
    Enchant artifact
    At the beginning of its controller’s end step, enchanted artifact deals damage to its controller equal to its converted mana cost.
    Enchanted artifact has “4, Sacrifice this artifact: This artifact deals 1 damage to each creature you control.”

    Draconic Blaze XR
    Sorcery (R)
    Draconic Blaze deals X damage to target creature or player.
    If X is 6 or more, create a 4/4 red Dragon creature token with flying.

    Earthshed Adept 1RR
    Creature — Human Shaman (U)
    T: Reveal your hand. If only land cards are revealed this way, discard your hand, then draw that many cards.
    3/3

    Empty the Workshop 3R
    Sorcery (C)
    Choose one —
    - Create three 1/1 red Goblin creature tokens.
    - Create a 3/3 colorless Golem artifact creature token.

    Fair Fight 1R
    Instant (U)
    Destroy all Equipment attached to each of two target creatures, then those creatures fight.

    Frazzling Weird 3R
    Creature — Weird (C)
    Whenever you cast a spell, you may switch Frazzling Weird’s base power and toughness until end of turn.
    4/2

    Grubling Firedancer R
    Creature — Goblin Shaman (R)
    Whenever an instant or sorcery spell you control deals damage, put a +1/+1 counter on Grubling Firedancer.
    When Grubling Firedancer dies, it deals damage equal to its power to target creature or player.
    1/1

    Inconceivable Rage R
    Enchantment — Aura (C)
    Enchant creature
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled nonland card face up: Enchanted creature gets +X/+0 until end of turn, where X is the exiled card’s converted mana cost. Activate this ability only once each turn.

    Lightning Beast 4R
    Creature — Elemental Beast (M)
    Creatures you control have haste and trample.
    When Lightning Beast dies, create two 3/1 Elemental creature tokens with haste and trample.
    5/3

    Nimble Teacher 2R
    Creature — Human Warrior (C)
    Prowess
    Whenever you cast a noncreature spell, another target creature you control gets +1/+1 until end of turn.
    1/1

    Preemptive War Cry 1R
    Sorcery (C)
    Creatures you control get +1/+0.
    Draw a card.

    Primal Hellion 2RR
    Creature — Hellion (R)
    Creatures with activated abilities can’t block.
    4/4

    Pyromancer’s Bluff 2R
    Sorcery (R)
    Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, Pyromancer’s Bluff deals 3 damage to that player and each creature he or she controls. Otherwise, it deals 3 damage to you and each creature you control.

    Ransacker Grubling R
    Creature — Goblin Shaman (C)
    Whenever Ransacker Grubling deals combat damage to a player, you may discard a card. If you do, draw a card.
    1/1

    Riddle of Flame 3RR
    Instant (C)
    Scry 3, then reveal the top card of your library. Riddle of Flame deals damage equal to that card’s converted mana cost to target creature.

    Rod-Tail Predator 5R
    Creature — Lizard (C)
    Whenever Rod-Tail Predator becomes the target of a spell, it gets +1/+1 and gains trample until end of turn.
    4/4

    Rough-Ridge Snapper 2R
    Creature — Beast (C)
    Whenever Rough-Ridge Snapper attacks, you may pay R. If you do, target creature can’t block this turn.
    3/2

    Rude Stomper 4R
    Creature — Giant (U)
    Taunt (This creature must be blocked if able.)
    4/4

    Scatterspark 2R
    Sorcery (C)
    Scatterspark deals 2 damage to target player and 2 damage divided as you choose among one or two target creatures that player controls.

    Scorchseeker’s Charm 1R
    Instant (U)
    Choose one —
    - Scorchseeker’s Charm deals 2 damage to target creature.
    - Two target lands don’t untap during their controller’s next untap step.
    - Scry 2.

    Seismic Sphere 1R
    Enchantment (R)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    R, Turn a face-down exiled land card face up: Seismic Sphere deals 1 damage to each creature without flying and each player.

    Shouting Battlemage 3R
    Creature — Human Warrior Wizard (C)
    Prowess
    Taunt (This creature must be blocked if able.)
    2/2

    Shrieking Rummager 1R
    Creature — Goblin Barbarian (C)
    When Shrieking Rummager enters the battlefield, discard a card. If you do, draw a card.
    3/1

    Splintering Rage RR
    Instant (M)
    Create a token that’s a copy of target attacking creature.

    Splitsword Maneuver 1R
    Instant (C)
    Target creature gets +2/+0 until end of turn.
    Target creature gains first strike until end of turn.

    Swooping Hellkite 4RR
    Creature — Dragon (R)
    Flying
    Taunt (This creature must be blocked if able.)
    Whenever Swooping Hellkite attacks, you may have it get +2/+2 and lose flying until end of turn.
    6/6

    Towerside Spider 2R
    Creature — Spider (C)
    Reach
    Spells you cast that target a creature with flying cost you 1 less to cast.
    2/2

    Vindictive Smasher 3R
    Creature — Beast (U)
    When Vindictive Smasher enters the battlefield, choose one —
    - Destroy target artifact.
    - Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    4/3

    Warfield Diverter 2R
    Creature — Human Scout Warrior (C)
    Haste
    Taunt (This creature must be blocked if able.)
    1/3

    Zealous Disloyalty 2RR
    Sorcery (U)
    Gain control of target creature until end of turn. Untap that creature. It gets +2/+1 and gains haste until end of turn.

    Arboreal Decoy G
    Creature — Treefolk (C)
    Taunt (This creature must be blocked if able.)
    3G: Arboreal Decoy gets +2/+2 until end of turn.
    0/1

    Beastmaster’s Finest 3GG
    Creature — Beast (C)
    Whenever Beastmaster’s Finest attacks, if it isn’t attacking alone, it gains trample until end of turn.
    5/5

    Bestower of Confidence 2G
    Creature — Human Monk (U)
    When Bestower of Confidence enters the battlefield, choose one —
    - Target creature gets +2/+2 and gains vigilance until end of turn.
    - Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    2/3

    Blossoming Force 2G
    Instant (U)
    Untap up to two target creatures, then choose one —
    - Each of those creatures gets +1/+1 until end of turn.
    - Create two 1/1 green Saproling creature tokens.

    Broadweb Spider 3G
    Creature — Spider (C)
    Reach
    When Broadweb Spider enters the battlefield, if a creature with flying is on the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    1/6

    Cartographer’s Bluff 2G
    Sorcery (R)
    Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, search your library for up to two land cards and put them onto the battlefield, then shuffle your library. Otherwise, that opponent may search his or her library for up to two land cards and put them onto the battlefield, then shuffle his or her library.

    Chorus of Life 1G
    Sorcery (C)
    Reveal the top four cards of your library, then choose one —
    - Put a creature card from among them into your hand, then put the rest into your graveyard.
    - You gain 2 life for each land card revealed this way, then put those cards on the bottom of your library in any order.

    Clever Shepherd 3G
    Creature — Human Citizen (R)
    Taunt (This creature must be blocked if able.)
    When Clever Shepherd enters the battlefield, create a 1/1 white Sheep creature token.
    Whenever one or more creatures you control with power 1 deal combat damage to a player, you may draw a card.
    3/3

    Crown of Allure 1G
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +1/+2 and has taunt. (It must be blocked if able.)

    Earth-Fated Warrior 1GG
    Creature — Human Warrior (U)
    Taunt (This creature must be blocked if able.)
    Discard two land cards: Earth-Fated Warrior gains indestructible until end of turn.
    3/2

    Earthformed Ravager 4G
    Creature — Elemental (U)
    Taunt (This creature must be blocked if able.)
    When Earthformed Ravager dies, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
    3/4

    Encompassing Ooze 2GG
    Creature — Ooze (M)
    Taunt (This creature must be blocked if able.)
    Whenever another creature enters the battlefield or dies, put a +1/+1 counter on Encompassing Ooze.
    When Encompassing Ooze dies, you gain life equal to its toughness.
    3/3

    Envious Elephant 3G
    Creature — Elephant (C)
    Whenever an opponent draws a card, Envious Elephant gets +1/+1 until end of turn.
    4/3

    Fogfield Protector 5G
    Creature — Giant (R)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled land card face up: Target permanent gains indestructible until end of turn. If no lands have entered the battlefield this turn, you may put the exiled land card onto the battlefield.
    6/7

    Gambler’s Haze 2G
    Instant (C)
    Reveal the top two cards of your library. If they share a card type, prevent all combat damage that would be dealt by creatures your opponent’s control this turn. Otherwise, prevent all combat damage that would be dealt by all creatures this turn.

    Glorious Smackdown 3G
    Sorcery (C)
    Destroy target creature with flying.
    Draw two cards.

    Herald the Champion 2G
    Sorcery (M)
    Cast Herald the Champion only if an opponent cast a spell this turn.
    Put a creature card from your hand onto the battlefield.

    Herd Patriarch 5GG
    Creature — Beast (U)
    When Herd Patriarch dies, create a 3/3 green Beast creature token and you gain 3 life.
    7/7

    Mysterious Awakenings 1G
    Enchantment (U)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    G, Turn a face-down exiled land card face up: Target land you control becomes a 3/3 green Elemental creature. It’s still a land.

    Plant The Seeds 1G
    Sorcery (C)
    Search your library for a basic land card, reveal it, then choose one —
    - Put it onto the battlefield tapped, then shuffle your library.
    - Put it into your hand, shuffle your library, then plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)

    Pleased Cartographer 3G
    Creature — Human Scout (C)
    When Pleased Cartographer enters the battlefield, if you control six or more lands, you may scry 3.
    2/4

    Prowling Druid GG
    Creature — Cat Druid (R)
    Whenever a creature or creature spell you control becomes the target of a spell an opponent controls, put a +1/+1 counter on Prowling Druid and draw a card.
    2/2

    Reshape the Runes 2G
    Sorcery (C)
    Destroy up to one target artifact and up to one target enchantment.
    Put a +1/+1 counter on each of up to two target creatures.

    Rootform 2G
    Enchantment — Aura (R)
    Enchant creature
    Enchanted creature is a 4/4 green Treefolk creature with no abilities.
    Sacrifice a Forest: Return Rootform from your graveyard to the battlefield.

    Scrappy Brawl G
    Instant (C)
    Target creature you control with power 2 or less fights another target creature.

    Seamless Protection G
    Instant (U)
    Target creature you control gains hexproof until end of turn.
    Draw a card.

    Sense of Strength G
    Enchantment — Aura (U)
    Enchant creature
    Enchanted creature has vigilance.
    Whenever enchanted creature deals combat damage to a player, you may put a +1/+1 counter on target creature.

    Shinescale Wurm 5G
    Creature — Wurm (U)
    When Shinescale Wurm enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    Shinescale Wurm has hexproof as long as you control no Plans.
    5/5

    Shroud-Claw Baloth 3G
    Creature — Beast (U)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled creature card face up: Shroud-Claw Baloth gets +1/+1 and gains trample until end of turn.
    4/3

    Sight-Set Wurm 4GG
    Creature — Wurm (R)
    Trample
    Taunt (This creature must be blocked if able.)
    Whenever Sight-Set Wurm deals combat damage to a player, you may put a +1/+1 counter on it.
    6/6

    Soulseed Druid 1G
    Creature — Human Druid (C)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn two face-down exiled land cards face up: Create a 1/1 green Saproling creature token.
    1/3

    Spurred Bear 2G
    Creature — Bear (C)
    Spurred Bear gets +1/+0 as long as it has been the target of an ability this turn.
    3/2

    Steelsniffer 1G
    Creature — Hound (U)
    Vigilance
    Steelsniffer gets +1/+1 as long as another creature on the battlefield is equipped.
    2/2

    Trickster’s Utopia 2G
    Enchantment — Aura (R)
    Enchant land
    Whenever enchanted land becomes tapped, add one mana of any color to your mana pool.
    Whenever enchanted land becomes untapped, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)

    Unnatural Schemes 2G
    Sorcery (U)
    You may plot for each artifact and/or enchantment permanent on the battlefield, then destroy target artifact or enchantment. (To plot, create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)

    Vengeant Arbor 2G
    Creature — Treefolk (C)
    When Vengeant Arbor enters the battlefield, if an opponent cast a spell this turn, choose one —
    - Put a +1/+1 counter on Vengeant Arbor.
    - Create a 1/1 green Saproling creature token.
    3/3

    Venom Vendor 2G
    Creature — Human Advisor (C)
    Whenever Venom Vendor or another creature enters the battlefield under your control, target creature gains deathtouch until end of turn.
    2/3

    Warded Wurm 6G
    Creature — Wurm (C)
    Whenever the second spell of a turn is cast, Warded Wurm gains hexproof until end of turn.
    6/6

    Warmonger Vitalist 1G
    Creature — Elf Druid (C)
    Whenever an opponent is dealt combat damage, untap Warmonger Vitalist.
    T: Add G to your mana pool.
    1/2

    Wurm Upheaval 7G
    Instant (R)
    Create a 6/6 green Wurm creature token for each spell target opponent has cast this turn.

    Yelping Hounds 1G
    Creature — Hound (C)
    Taunt (This creature must be blocked if able.)
    2/2
    Battlefield Awakener 1GW
    Creature — Human Druid (U)
    Whenever Battlefield Awakener blocks or becomes blocked, untap all lands you control.
    3/3

    Bloodfur Boar RG
    Creature — Boar (U)
    Trample
    Whenever an opponent is dealt combat damage, put a +1/+1 counter on Bloodfur Boar.
    2/2

    Cleric of Life’s Gate 2WB
    Creature — Spirit Cleric (U)
    Whenever another creature enters the battlefield under your control, you may have target creature get -1/-1 until end of turn.
    2/4

    Devara, Valiant Protector 1GW
    Legendary Creature — Elf Warrior (M)
    Flash
    Vigilance
    When Devara, Valiant Protector enters the battlefield, put a +1/+1 counter on each creature you control that’s blocking or blocked.
    4/3

    Emboldened Mugger 1UB
    Creature — Human Rogue (U)
    Deathtouch
    When Emboldened Mugger enters the battlefield, target opponent may discard any number of cards, then you put a +1/+1 counter on Emboldened Mugger for each card in that player’s hand.
    1/4

    Evolution Mage GU
    Creature — Human Druid Wizard (U)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    T, Turn a face-down exiled creature card face up: Put a +1/+1 counter on each creature you control if it has lesser power or toughness than the exiled card.
    2/2

    Hofus, Dack’s Beast 3RG
    Legendary Creature — Beast (R)
    Whenever Hofus, Dack’s Beast attacks, gain control of target creature defending player controls until end of turn. When you do, it becomes tapped and attacking.
    5/4

    Mixomorph 2UR
    Sorcery (R)
    As an additional cost to cast Mixomorph, sacrifice a creature.
    Destroy target creature, then you and that opponent each reveal cards from the top of your librares until you’ve each revealed a creature card. Each of you puts that card onto the battlefield under the other player’s control, then shuffles all other cards revealed this way into your respective libraries.

    Rageful Behemoth 3BR
    Creature — Giant (U)
    Whenever an opponent activates an ability of a permanent, if it isn’t a mana abilitiy, Rageful Behemoth deals 1 damage to him or her.
    5/5

    Shadow-Grove Keeper 2BG
    Creature — Treefolk (U)
    When Shadow-Grove Keeper enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
    Whenever you play a land card from your hand, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    3/3

    Skittermage UR
    Creature — Lizard Wizard (U)
    Prowess
    1UR: Return Skittermage to its owner’s hand.
    2/2

    Skysong Revenant 1WU
    Creature — Bird Cleric (U)
    Flying
    Whenever Skysong Revenant deals combat damage to a player, you gain 2 life for each card in that player’s hand.
    2/3

    Trash-Talking Cavalry 1RW
    Creature — Goblin Knight (U)
    First strike
    Taunt (This creature must be blocked if able.)
    4/2

    Xavin, Corrupted Judge 1WB
    Legendary Creature — Human Advisor (R)
    Whenever an opponent casts a spell, untap Xavin, Corrupted Judge.
    2, T: Until end of turn, target creature can’t attack or block and its abilities can’t be activated. Its controller loses 1 life and you gain 1 life.
    2/2

    Yardos, Tower’s Trickster 2UB
    Planeswalker — Yardos (M)
    Starting Loyalty: 2
    +2: Exile a card at random from target player’s hand face down until Yardos, Tower’s Trickster leaves the battlefield. You can look at it at as long as it’s exiled.
    -1: Target creature can’t be blocked this turn and gains lifelink until end of turn.
    -9: You get an emblem with “At the beginning of your end step, you gain control of target opponent during that player’s next turn. After that turn, that player takes an extra turn.”
    Aggressor’s Spyglass 2
    Artifact — Equipment (C)
    Equipped creature gets +1/+1.
    Whenever equipped creature deals combat damage to a player, that player reveals the top card of his or her library.
    Equip 1

    Brutalist’s Axe 4
    Artifact — Equipment (C)
    Equipped creature gets +4/+2.
    Equip 6

    Golem of the Mines 4
    Artifact Creature — Golem (R)
    Golem of the Mines’s power and toughness are each equal to the total number of cards in all player’s hands.
    At the beginning of each player’s upkeep, that player draws a card.
    */*

    Heavy Legion Golem 6
    Artifact Creature — Golem (U)
    Whenever you cast a creature spell with converted mana cost 3 or greater, put a +1/+1 counter on Heavy Legion Golem.
    4/4

    Honed Runeblade 2
    Artifact — Equipment (U)
    Equipped creature has first strike.
    Whenever a player casts a spell, equipped creature gets +1/+1 until end of turn.
    Equip 1

    Idealist’s Prism 3
    Artifact (U)
    Informed — At the beginning of each end step, if a card was revealed from a hand or library this turn, put a light counter on Idealist’s Prism.
    T: Add C to your mana pool.
    T, Remove a light counter from Idealist’s Prism: Add one mana of any color to your mana pool. You gain 1 life.

    Insulting Mask 1
    Artifact — Equipment (C)
    Equipped creature has taunt. (It must be blocked if able.)
    Equip 3

    Intel Thopter 2
    Artifact Creature — Thopter (U)
    Flying
    Whenever Intel Thopter deals combat damage to a player, you may sacrifice it. If you do, draw two cards, then discard a card.
    1/1

    Magician’s Mirror 4
    Artifact (M)
    0: Each of two target creatures you control becomes a copy of the other until end of turn.

    Mimic’s Mask 3
    Artifact — Equipment (R)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled creature card face up: Equipped creature becomes a copy of that card until end of turn.
    Equip 1

    Mysterious Totem 3
    Artifact (U)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    T, Exile two cards from your hand face down: Put a face-down exiled card you own into your hand. You may look at cards exiled to activate this ability for as long as they’re exiled.

    Painter’s Shield 1
    Artifact — Equipment (U)
    Equipped creature gets +0/+3 and has “T: Add one mana of any color to your mana pool.”
    Equip 2

    Schemer’s Bauble 3
    Artifact (C)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Sacrifice Schemer’s Bauble: Shuffle any number of face-down exiled cards you own into your library, then draw a card.

    Schemer’s Tome 3
    Artifact (U)
    When Schemer’s Tome enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    4, T: Draw a card.
    T, Sacrifice a Plan: Draw a card.

    Shackles of the Aimless 3
    Artifact (R)
    Players can’t cast instant and sorcery spells that have no targets.

    Trickster’s Armory 5
    Artifact (R)
    Creatures you control get +1/+1.
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    T, Turn a face-down exiled creature card face up: Creatures you control gain first strike until end of turn if the exiled card has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, taunt, trample, and vigilance.
    Dustbowl Grove
    Land (R)
    As Dustbowl Grove enters the battlefield, you may reveal a red or green card from your hand. If you don’t, Dustbowl Grove enters the battlefield tapped.
    T: Add R or G to your mana pool.

    Glimmering Battlegrounds
    Land (C)
    Glimmering Battlegrounds enters the battlefield tapped.
    Whenever an opponent is dealt combat damage, untap Glimmering Battlegrounds.
    T: Add C to your mana pool.
    1, T: Add one mana of any color to your mana pool.

    Glistening Cliff
    Land (R)
    As Glistening Cliff enters the battlefield, you may reveal a white or blue card from your hand. If you don’t, Glistening Cliff enters the battlefield tapped.
    T: Add W or U to your mana pool.

    Mystic Pools
    Land (U)
    T: Add C to your mana pool.
    T: Add one mana of any color to your mana pool. Activate this ability only during an opponent’s turn.

    Scaped Bluff
    Land (R)
    1, T: Sacrifice Scaped Bluff: Search your library for a land card and reveal it. If it’s basic, put it onto the battlefield, then shuffle your library. Otherwise, shuffle your library, then put it on top.

    Scholar’s Tower
    Land (C)
    T: Add C to your mana pool.
    6, T: Draw a card.

    Shadowed Ridge
    Land (R)
    As Shadowed Ridge enters the battlefield, you may reveal a black or red card from your hand. If you don’t, Shadowed Ridge enters the battlefield tapped.
    T: Add B or R to your mana pool.

    Still Marsh
    Land (R)
    As Still Marsh enters the battlefield, you may reveal a blue or black card from your hand. If you don’t, Still Marsh enters the battlefield tapped.
    T: Add U or B to your mana pool.

    Trickster’s Outpost
    Land (U)
    T: Add C to your mana pool.
    2, Sacrifice Trickster’s Outpost: Plot. Activate this ability only any time you could cast a sorcery. (To plot, create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)

    Warded Canopy
    Land (R)
    As Warded Canopy enters the battlefield, you may reveal a green or white card from your hand. If you don’t, Warded Canopy enters the battlefield tapped.
    T: Add G or W to your mana pool.

    Whispering Stones
    Land (U)
    T: Add C to your mana pool.
    Whenever a creature enters the battlefield under your control, you may have Whispering Stones become a 1/1 Elemental creature until end of turn. It’s still a land.
    3: Whispering Stones gets +1/+1 until end of turn. Activate this ability only if it’s a creature.

    Posted in: Custom Set Creation and Discussion
  • posted a message on Plot mechanic (investigate, but for flash)
    Quote from entombedhydra »
    1) "Charm" has a magic connotation (IE, modal spells), so please change the token name. You could even call the token a "Plan" token; and maybe this should be "Prepare"

    When X enters the battlefield, prepare. (Create a tapped colorless plan artifact token with "T, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.)

    2) I've removed the "2" because, really, it's jumping through hoops to play this and sacrifice it and pay mana. However added t and made it create them tapped so you have to wait for it.

    This is interesting, but it's most interesting in a set with good sorceries. Having the "when a creature enters the battlefield effect" is kind of boring. Also, maybe put lots of prowess in the set, with more sorceries than normal...


    I like, agree with, and will implement all of this.
    Posted in: Custom Card Creation
  • posted a message on Plot mechanic (investigate, but for flash)
    Is this balanced? Is this interesting? Is 2 the right sacrifice cost for the token? Could it be 1? See below.

    Plot (Create a colorless Charm artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)

    First card I thought of:

    Pernicious Assassin 2B
    Creature - Human Assassin (U)
    When Pernicious Assassin enters the battlefield, you may plot. (Create a colorless Charm artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    Whenever a creature enters the battlefield under your control, Pernicious Assassin gains deathtouch until end of turn.
    2/2

    One of a cycle:

    Strategic Strength 1G
    Instant (C)
    Target creature gets +2/+2 until end of turn.
    If you cast Strategic Strength any time a sorcery could have been cast, you may plot. (Create a colorless Charm artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)

    A necessary homage:

    Tireless Schemer 2U
    Creature - Human Rogue (R)
    Whenever you cast a spell at a time a sorcery could have been cast, you may plot. (Create a colorless Charm artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
    Whenever you cast a noninstant spell at a time a sorcery could not have been cast, you may draw a card.
    2/3
    Posted in: Custom Card Creation
  • posted a message on Marshal: A Boros Mechanic
    So it's overload but it's one-sided and uncounterable (or at least less counterable). I like it at a glance, even if it does feel a bit unexciting due to similarities to past mechanics. I would be curious to see if there's a way to jazz it up with some effects besides pumps and keywords.
    Posted in: Custom Card Creation
  • posted a message on Mystery Mechanic
    Nice. Is there any particular set that this would go in? Reminds me of SOI a bit.

    Still thinking about what kind of set could be built around this. Open to ideas for sure, but you're right that it feels shadowy/secretive.
    Posted in: Custom Card Creation
  • posted a message on Mystery Mechanic
    After yesterday's mechanic ended up being a little too weird for what it was worth, I still wanted to do something with exiled cards making your permanents better, which led me to this mechanic, which turns them into a secret resource. Thoughts?

    Mimic’s Mask 3
    Artifact — Equipment (R)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled creature card face up: Equipped creature becomes a copy of that card until end of turn.
    Equip 1

    Dreamwing Soldier 1W
    Creature — Human Soldier (C)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled card with converted mana cost 3 or higher face up: Dreamwing Soldier gains flying and lifelink until end of turn.
    2/2

    Obfuscation Adept 1U
    Creature — Merfolk Wizard (U)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    T, Turn a face-down exiled card face up: Target creature gets -X/-0 until end of turn, where X is the exiled card’s converted mana cost.
    1/3

    Sinkhole Shaman 2B
    Creature — Human Shaman (U)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled land card face up: Target attacking creature gets -0/-1 until end of turn.
    2/2

    Cunning Sparksnapper 2R
    Creature — Goblin Shaman (U)
    Haste
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    R, T, Turn a face-down exiled instant or sorcery card face up: Cunning Sparksnapper deals 3 damage to target creature or player.
    2/1

    Shroud-Claw Baloth 3G
    Creature — Beast (U)
    Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
    Turn a face-down exiled creature card face up: Shroud-Claw Baloth gets +1/+1 and gains trample until end of turn.
    4/3

    Of course there could be cards that let you do more things with the "mystery" cards, like cast them, put them into your hand, etc.
    Posted in: Custom Card Creation
  • posted a message on Sift Mechanic - too wordy? too breakable?
    I think that based on the comments so far, my instinct is to:
    1) Add a "you may" to the exiling cards from your library.
    2) Not do too many cards with this at low rarities, or in total for that matter
    3) Find either a graveyard mechanic or a library-manipulation/peeking mechanic to pair with it.
    Posted in: Custom Card Creation
  • posted a message on Sift Mechanic - too wordy? too breakable?
    So here's the mechanic:
    EDIT: underlined was added after comments

    Sift # (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top # card(s) of your library.)
    Then the cards have abilities based on the card(s) exiled with them.

    There are a bunch of cards I just brainstormed in the spoiler below. My main questions are these:
    1) Is it even interesting?
    2) Would it be better if the cards were put on the bottom of the library?
    3) Is it broken? Would the change in the above question make it more or less broken?
    4) Is this all irrelevant because it's too wordy/complicated?


    Gilded-Mind Cavalry 3W
    Creature — Human Knight (U)
    Sift 2 (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top two cards of your library.)
    Gilded-Mind Cavalry has vigilance and lifelink as long as an enchantment card is exiled with it.
    3/4

    Noble Herald 1W
    Creature — Human Cleric (R)
    Sift 1 (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top card of your library.)
    Permanents you control with converted mana cost less than the highest converted mana cost among cards exiled with Noble Herald have indestructible.
    1/4

    Fora, Meddlesome Mage UU
    Legendary Creature — Human Wizard (R)
    Hexproof
    Sift 1 (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top card of your library.)
    Your opponents can’t cast spells that share a type with a card exiled with Fora, Meddlesome Mage.
    2/2

    Spellwaft Scout 2U
    Creature — Human Scout (C)
    Sift 1 (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top card of your library.)
    Spellwaft Scout has flying as long as an instant or sorcery card is exiled with it.
    2/3

    Noxious Walker 1B
    Creature — Zombie (C)
    Sift 2 (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top two cards of your library.)
    Whenever Noxious Walker becomes blocked, defending player loses 2 life for each Swamp card exiled with it.
    3/1

    Ruinous Specter 2BB
    Creature — Specter (R)
    Flying
    Sift 1 (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top card of your library.)
    Whenever Ruinous Specter deals combat damage to a player, that player sacrifices a permanent that shares a type with a card exiled with Ruinous Specter.
    2/2

    Fury Seeker 3R
    Creature — Human Warrior (C)
    Sift 1 (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top card of your library.)
    Fury Seeker has first strike as long as a creature card is exiled with it.
    4/2

    Hellkite of the Peaks 3RR
    Creature — Dragon (R)
    Flying
    Sift 2 (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top two cards of your library.)
    Whenever Hellkite of the Peaks attacks, it deals 4 damage to target creature or player for each Mountain card exiled with it.
    4/4

    Determined Trailblazer 2G
    Creature — Human Scout (C)
    Sift 2 (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top two cards of your library.)
    Determined Trailblazer gets +1/+1 for each land card exiled with it.
    2/2

    Moody Baloth 3G
    Creature — Beast (R)
    Trample
    Sift 3 (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top three cards of your library.)
    Moody Baloth gets +X/+0, where X is the total converted mana cost of cards exiled with it.
    0/5

    Metal-Shard Hourglass 3
    Artifact (R)
    Sift 2 (At the beginning of your upkeep, put all cards exiled with this permanent into their owners’ graveyards, then you may exile the top two cards of your library.)
    T: Look at the top X cards of your library, where X is the highest converted mana cost among artifact cards exiled with Metal-Shard Hourglass. Put one into your hand and the rest on the bottom of your library in random order.
    Any specific criticisms on the cards in the above spoiler are also appreciated.
    Posted in: Custom Card Creation
  • posted a message on June 9, 2017
    soramaro, netn10


    Cut Off U
    Instant (U)
    Counter target spell if it was the second spell cast this turn.
    Posted in: Monthly Contests Archive
  • posted a message on June 8, 2017
    netn10, soramaro

    Foolish Gambler 1R
    Creature - Goblin (R)
    R, T: Exile the top two cards of your library. If they share a card type, draw a card.
    1/3
    Posted in: Monthly Contests Archive
  • posted a message on CCL June, Round 2 — Stamp on Your Passport
    Interplanar Edict 1B
    Enchantment (R)
    Whenever an opponent rolls ,, that player discards a card and sacrifices a permanent.
    B, Sacrifice Interplanar Edict: Target player sacrifices a creature.
    Posted in: Monthly Contests Archive
  • posted a message on June 7, 2017
    soramaro, stonerofkruphix

    You Are What You Eat 1GU
    Instant (R)
    Until end of turn, whenever a creature dies, each creature on the battlefield that dealt combat damage to it this turn becomes a copy of it. (This effect lasts indefinitely)
    Posted in: Monthly Contests Archive
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