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  • posted a message on [MPR] Running Out of Promo Bolts?
    Yea...My shipment was off to..should have gotten 2 foils and 4 non..got 1 foil and 1 non...kinda odd..
    Posted in: The Rumor Mill
  • posted a message on rare white weenie
    Make it a 2/3 or add some Pro X to be rare, otherwise as been stated, could be uncommon easily...I mean really its a Longbow Archer + Vigilance...
    Posted in: Custom Card Creation
  • posted a message on High Mana World, theme, Bigger is Better...
    Ok, added ~90 cards, sorted by color.

    Current goal, ~250 card set, two small sets if 150 each.

    Names for set (I'm terrible with names, like REALLY bad)..

    Also wouldn't mind mechanic ideas, can't really think of anything on my own for this theme :(..

    Any input, suggestions, and/or help would be greatly appreciated.

    I also plan on eventually having a story, but thats alot more work so will be more slow on comming.
    Posted in: Custom Set Creation and Discussion
  • posted a message on High Mana World, theme, Bigger is Better...
    Ok, got one very strong no for Culumative Upkeep, any other feedback on cards posted or the theme in general?

    Here is a example of a echo creature

    Brimestone Raider R (Common)
    Creature -- Goblin Warrior
    Haste
    Echo 2R
    3/3

    This guy works as a bolt to the head turn one, or a decent body latter turns when you can afford the echo cost, fits into reds concept of there creatures being cheap but not lasting long.
    Posted in: Custom Set Creation and Discussion
  • posted a message on High Mana World, theme, Bigger is Better...
    Suppose I should've read bit more on the subforums...late night post = fial for me :P..

    Umm...well if a mod could move it, would be greatly aprreciated...as I would love to get some feedback :)..on the cards that is..
    Posted in: Custom Set Creation and Discussion
  • posted a message on High Mana World, theme, Bigger is Better...
    Ok, working on a set, basic theme is High Cost/High Gain, so I'm making high use of High Converted Mana cost, Echo, Kicker, Cumulative upkeep, things of that nature. ( btw any already made mechanics that work off CC? that I missed?)

    Wanting to make a nice new mechanic, if anyone has suggestions on that, it would be greatly appreciated.

    For the cards I was curious about, here they are in no certain order...

    Hmm, also to note, the theme I've got set up for the colors thus far, might help with evalutations.

    White is very defensive, life gain, defender, things of that nature.
    Green is all about making full use of the extreme form of mana avaible on this plane, take mana ramp, give it some steroids and you got green.
    Black makes the most use of Culumative upkeep, what it lacks in mana, it makes up for in time and other more plentiful resources. Most of blacks stuff, doesnt tend to stick around for very long due to this however.
    Red is about denial, gets to play as a bit of the control color, but in the form of mana denial, also makes heavy use of echo, retrace and entwine. primary tribe atm are a group of Pryo Goblins, less stupid reckless, more intelligent, cunning. Pyro Goblins + Numbers = Bad day :p
    Blue plays off of cards as a form of resource, lots of "If you have X cards, you can or can't do this" type of stuff, blue also gets lots of options cards, well guess they would be called charms. Blue traditionaly lacks any real form of mana development, so they have to make up for it in other ways.

    Set also makes high use of basic lands to pay costs, via things such as sac, and discarding.

    Also to note, alot of the cards were made with Multiplayer in mind...so, lots of target player stuff...

    Now for the cards, and this time I mean it...:cool:


    White

    Brilliant Wall 1WW
    Creature — Elemental Wall (C)
    Defender
    When Brilliant Wall is dealt damage you may gain that much life.
    0/7

    Cliff Runner WW
    Creature — Human Knight (U)
    First Strike, Protection from Red
    Cumulative upkeep W (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
    2/3

    Cliff Warden 3W
    Creature — Human Knight (C)
    Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)
    3/3

    Dawn Glider 3WW
    Creature — Elemental (C)
    Flying, Lifelink
    3/3

    Golden Banner 1W
    Enchantment — Aura (R)
    Enchant player
    Creatures enchanted player controls get +0/+2 and have “Whenever this creature blocks it gets +2/+0 until end of turn”.

    Goldenspire Knight 1WW
    Creature — Human Knight (R)
    Kicker 2WW(You may pay an additional 2WW as you play this spell.)
    Kicker 4WW (You may pay an additional 4WW as you play this spell.)
    Lifelink, Vigilance
    If Goldenspire Knight was kicked paying 2WW it enters the battlefield with four +1/+1 counters. If Goldenspire Knight was kicked paying 4WW destroy all other creatures.
    2/2

    Goldleaf Balm W
    Instant (C)
    Choose one — Prevent all combat damage that would be dealt to your or creatures you control this turn or gain one life for each white creature you control.
    Entwine 2W (Choose both if you pay the entwine cost.)

    Goldleaf Healer W
    Creature — Human Cleric Wizard (C)
    1, T: Target players gains 2 life.
    W, T: Discard a basic plains: Target player gains 4 life.
    1/1

    Goldleaf Invocation 1WWW
    Instant (R)
    Choose two — Target player gains 7 life or creatures you control gain protection from the color of your choice until end of turn or exile target attacking or blocking creature or search your library for a basic plains and put it onto the battlefield (Shuffle your library afterwards).

    Goldleaf Tribute 1W
    Sorcery (U)
    If target player has seven or more cards in hand, you may search your library for up to four basic plains, reveal them and put them into your hand (Shuffle your library afterwards).

    Goldspire Guard 1W
    Creature — Human Soldier (C)
    Defender, First Strike, Protection from Red.
    2/2

    Goldspire Priest 2W
    Creature — Human Cleric (C)
    1W, T: Prevent the next 4 damage that would be dealt to target creature or player this turn.
    2/3

    Rejuvenating Wind 7WWW
    Instant (M)
    Target players gains seven life for each creature on the battlefield.

    Shrine of Peace 9W
    Legendary Enchantment — Shrine (U)
    Creature you control get +0/+5 and gain vigilance.
    At the begging of your upkeep creature you control gain protection from a color of your choice for each shrine you control until end of turn.

    Telamis, King of Goldspire 3WW
    Planeswalker — Telamis (M)
    Starting Loyalty: 3
    +1: Put two 0/2 white soldiers with defender onto the battlefield.
    -1: Destroy target nonwhite tapped creature.
    -7: Creatures you control gain first strike, lifelink, and vigilance (This does effect is permanent).

    Wall of Spirits 1WW
    Creature — Elemental Spirit Wall (C)
    Defender, Lifelink
    W, T: Gain 2 life for each attacking creature.
    2/5

    Blue

    Alter Mind 2UU
    Instant (M)
    Counter target spell.
    You may cast Alter Mind for 0 instead of its normal mana cost, if you do target opponent gains an additional turn after this one.

    Ancestral Winds 7UUU
    Instant (M)
    Target player draws seven cards.

    Cloudmind Invocation 1UUU
    Instant (R)
    Choose two — Creatures you control gain shroud until end of turn or target player skips their untap step or tap up to three target creatures or return target nonland permanent to its owners hand.

    Jungle Spirit 3UU
    Creature — Spirit (C)
    Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
    3/4

    Mist Sprite U
    Creature — Faerie Rogue (C)
    Flying
    U: Mist Sprite gets +1/+1 until end of turn. You may only play this ability if you have seven or more cards in hand.
    0/1

    Past, Present, Future UU
    Instant (U)
    Choose one — Return target blue instant or sorcery from your graveyard to your hand or draw a card or Scry 3. (To scry 3, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)

    Return the the Clouds 1UU
    Instant (C)
    Return up to two target nonflying creatures to their owners hand.

    Shrine of Thought 9U
    Legendary Enchantment — Shrine (U)
    Creature you control have “Whenever this creature deals combat damage to a player you may draw a card”.
    At the begging of your upkeep you may return a creature to its owners hand for each shrine you control.

    S****ep Knight 3UU
    Creature — Faerie Knight (R)
    Flying, First Strike, Flash
    WW: Exile S****ep Knight, at the end of turn return S****ep Knight to the battlefield.
    UU: Return S****ep Knight to its owners hand.
    3/3

    Temptation of Thought 3UUU
    Sorcery (U)
    Draw a card for each card in your hand, then discard a card for each card drawn in this way.

    Thought Invoker 2UUU
    Creature — Spirit (M)
    Flying, Shroud
    When Thought Invoker deals combat damage draw two cards, then choose and discard a card.
    3, Discard a card: Thought Invoker loses shroud until end of turn. Any player may play this ability.
    3/3

    Tricksters Meddling UU
    Instant (C)
    Counter target spell, unless its controller discards two cards.

    Trikster in the Clouds U
    Creature — Faerie Wizard (C)
    Flying
    1, T: Return target creature you control to its owners hand.
    U, T: Discard a basic island: Return target creature to its owners hand.
    1/1

    Windmeld Spirit 3U
    Creature — Spirit (R)
    Kicker 1UU(You may pay an additional 1UUas you play this spell.)
    Kicker 3UU(You may pay an additional 3UUas you play this spell.)
    Flying, Shroud
    If Windmeld Spirit was kicked paying 1UUit enters the battlefield with four +1/+1 counters. If Windmeld Spirit was kicked paying 3UUdraw six cards.
    2/3

    Zephyr Spirit 2UU
    Creature — Spirit (U)
    Flying
    Zephyr Spirit can’t attack or block unless you have 7 or more cards in hand.
    5/5

    Black

    Blood Spirit BB
    Creature — Spirit Horror (R)
    Cumulative upkeep: Pay four life.
    Flying, Deathtouch, Lifelink
    3/3

    Bog Renewal 2B
    Sorcery (C)
    Search your library for up to three basic swamps, reveal them and put them into your hand. Lose 5 life. (Shuffle your library afterwards).

    Bog Ritual B
    Instant (C)
    As an additional cost to cast Bog Ritual discard a basic swamp.
    Add BBB to your mana pool.

    Carrion Cycle 2B
    Instant (U)
    As an additional cost to cast Carrion Cycle sacrifice a black creature.
    Add an amount of B mana to your mana pool equal to the sacrificed creatures converted mana cost.

    Carrion Hulk 2BB
    Creature — Zombie Mutant (U)
    Trample
    Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
    When Carrion Hulk is put into the graveyard from the battlefield sacrifice a creature for each age counter on it.
    7/7

    Carrion Knight 2B
    Creature — Zombie Knight (R)
    Kicker 1BB(You may pay an additional 1BB as you play this spell.)
    Kicker 3BB(You may pay an additional 3BB as you play this spell.)
    First Strike, Deathtouch
    If Carrion Knight was kicked paying 1BBit enters the battlefield with three +1/+1 counters. If Carrion Knight was kicked paying 3BBput up to six -1/-1 counters on any number of target creatures.
    2/2

    Carrion Soldier 2BB
    Creature — Zombie Soldier (C)
    Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
    4/2

    Consuming Hatred 3BB
    Instant (R)
    When you cast Consuming Hatred, discard any number of basic swamps, for each swamp discarded in this way target creature gets +2/+0 until end of turn.

    Corpse Explosion 3BBBB
    Instant (R)
    Target player sacrifices a creature, that creature deals damage equal to its power to each creature and each player.

    Deathwing 3BB
    Creature — Zombie Bird (C)
    Flying, Deathtouch
    3/2

    Devestating Wind 7BBB
    Instant (M)
    Each opponent loses 7 life, you gain life equal to the amount of life lost in this way.

    Fetid Warrior B
    Creature — Zombie Warrior (C)
    At the begging of your upkeep discard a basic swamp or sacrifice Fetid Warrior.
    2/2

    Life Sapper B
    Creature — Zombie Wizard (C)
    1, T: Target player loses 2 life.
    B, T: Discard a basic swamp: Target player loses 4 life.
    1/1

    Necromatic Tome BBB
    Enchantment (R)
    Cumulative upkeep: Exile the top card of your library.
    Skip your draw step.
    At the end of your turn you pay pay one life, if you do look at the top four cards of your library, put one into your hand and exile the rest.

    Nevrak, Bog Wraith BBB
    Legendary Creature — Wraith Wizard (M)
    Deathtouch, Lifelink, Swampwalk
    Cumulative upkeep BB (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
    When Nevrak, Bog Wraith is put into the graveyard from the battlefield each player loses life equal to the number of age counters on it.
    4/4

    Nightshade Assassin B
    Creature — Wraith Assassin (C)
    Deathtouch
    3BB, T: Destroy target nonblack creature.
    1/1

    Nightshade Evocation 1BBB
    Sorcery (R)
    Choose Two — Target player discards two cards at random or creature you control gain Deathtouch or target player draws two cards and loses 3 life or search your library for a card with converted mana cost of 3 or less, reveal it and put it into your hand (Shuffle your library afterwards).

    Nightshade Rogue 1B
    Creature — Wraith Rogue (C)
    Intimidate
    Nightshade Rogue can’t block.
    Kicker 6 (You may pay an additional 6 as you play this spell.)
    If Nightshade Rogue was kicked it enters the battlefield with six +1/+1 counters on it.
    2/1

    Ritual of the Flesh BBB
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +4/-4.
    At the begging of your upkeep if Ritual of the Flesh is in your graveyard you may sacrifice a creature, if you do return Ritual of the Flesh to the battlefield enchanting a creature.

    Shrine of Death 9B
    Legendary Enchantment — Shrine (U)
    Creatures you control gain First Strike, Deathtouch and have “B: Regenerate this creature. (The next time this would be destroyed this turn, it isn’t. Instead tap it.)
    At the begging of your upkeep you may put a -1/-1 counter on target creature for each shrine you control.

    Uncontrolled Hate 2BB
    Instant (U)
    Target nonblack creature gets +4/+4 and gains trample until end of turn.
    This creature gains “Sacrifice this creature at end of turn”.

    Warp Flesh 3BB
    Instant (C)
    Destroy target nonblack creature, its controller puts a black zombie token onto the battlefield with power and toughness equal to the destroyed creatures toughness.

    Red

    Brimestone Rage 1RR
    Enchantment — Aura (U)
    Enchant creature
    Enchanted creature gains haste and “This creature must attack each turn if able”
    R: Enchanted creature gets +2/+0 until end of turn.
    At the begging of your upkeep if Brimestone Rage is in your graveyard, you pay sacrifice two untapped mountains, if you do return Brimestone Rage to the battlefield enchanting a creature.

    Brimestone Warrior R
    Creature — Goblin Warrior (U)
    Haste
    Echo 2R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
    Brimestone Warrior must attack each turn if able.
    3/3

    Brimstone Baloth 2RR
    Creature — Elemental Beast (C)
    Trample, Haste
    Echo 3RR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
    When Brimstone Baloth enters the battlefield or leaves the battlefield, sacrifice a land.
    5/4

    Brimstone Evocation 1RRR
    Instant (R)
    Choose Two — Deal 3 damage to target creature or player or destroy target land or creatures you control gain haste until end of turn or copy target instant or sorcery (You may choose new targets).

    Brimstone Haze R
    Instant (C)
    Choose one — Brimstone Haze deals 1 damage to target creature or player or target creature you control gets +1/+0 and gains haste until end of turn.
    Entwine R (Choose both if you pay the entwine cost.)

    Brimstone Raider R
    Creature — Goblin Wizard (C)
    1, T: Brimstone Raider deals 2 damage to target creature.
    R, T: Discard a basic mountain: Brimstone Raider deals 4 damage to target creature.
    1/1

    Brimstone Runt 3R
    Creature — Goblin Rogue (C)
    Haste
    Kicker 4 (You may pay an additional 4 as you play this spell.)
    If Brimstone Runt was kicked it enters the battlefield with five +1/+1 counters on it.
    1/1

    Continuous Tremor 1RR
    Sorcery (U)
    Destroy target land.
    Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

    Earthen Blast 5RR
    Instant (C)
    Earthen Blast deals 5 damage to target creature or player.
    Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

    Firegaurd Patrolboat 2R
    Creature — Goblin Warrior (C)
    Islandwalk (This creature is unblockable as long as defending player controls an Island.)
    2/1

    Reckless Firegaurd 1R
    Creature — Goblin Warrior (R)
    Kicker RR (You may pay an additional RRas you play this spell.)
    Kicker 2RR(You may pay an additional 2RRas you play this spell.)
    Haste
    If Reckless Firegaurd was kicked paying RRit enters the battlefield with two +1/+1 counters. If Reckless Firegaurd was kicked paying 2RRit deals damage equal to its power to each other creature and each player.
    2/2

    Shrine of Fury 9R
    Legendary Enchantment — Shrine (U)
    Creatures you control get +1/+0 and have Double Strike.
    At the begging of your upkeep creature you control get +3/+0 for each shrine you control.

    Sulfuric Wind 7RRR
    Instant (M)
    Destroy up to seven target lands.

    Tectonic Dragon 3RRRR
    Creature — Dragon (M)
    Flying, trample, haste
    Echo 2RRR (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
    When Tectonic Dragon enters the battlefield or is put into the graveyard from the battlefield, destroy target nonbasic land.
    6/6

    Tectonic Shift 3RRR
    Sorcery (R)
    Destroy three target basic lands.
    Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

    Green

    Baloth Youngling G
    Creature — Beast (R)
    Kicker 1GG(You may pay an additional 1GGas you play this spell.)
    Kicker 3GG(You may pay an additional 3GGas you play this spell.)
    Trample
    If Baloth Youngling was kicked paying 1GGit enters the battlefield with three +1/+1 counters. If Baloth Youngling was kicked paying 4Git enters the battlefield with six +1/+1 counters.
    1/1

    Barksong Evocation 1GGG
    Instant (R)
    Choose Two — Target creature gets +2/+2 and gains trample until end of turn or destroy target artifact or enchantment or untap target land or return target permanent from your graveyard to your hand.

    Beast Tammer's Wind 7GGG
    Instant (M)
    Target player puts seven 3/3 green beast tokens onto the battlefield.

    Bestial Armor 1GG
    Enchantment — Aura (C)
    Enchant Creature
    Enchanted creature gets +4/+4.
    At the begging of your upkeep, if Bestial Armor is in your graveyard you may discard two basic forests, if you do return Bestial Armor to the battlefield enchanting a creature.

    Bog Raider 1GG
    Creature — Elf Ranger (C)
    Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
    2/2

    Burnwillow Sower G
    Creature — Elf Shaman (U)
    T: Add G, W, or R to your mana pool, each opponent gains 1 life.
    1/1

    Dire Boa 1GG
    Creature — Snake (U)
    Islandwalk, Swampwalk
    1G: Regenerate Dire Boa. (The next time this would be destroyed this turn, it isn’t. Instead tap it.)
    2/1

    Explosive Growth 4GG
    Instant (C)
    Search your library for up to six basic forests, reveal them and put them into your hand (Shuffle your library afterwards).

    Feral Baloth 3GG
    Creature — Beast (C)
    Trample, Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
    4/4

    Incremental Growth 3GGG
    Enchantment — Aura (R)
    Enchant creature
    Enchanted creature gains trample.
    At the begging of your upkeep put three +1/+1 counters on enchanted creature.

    Jungle Baloth G
    Creature — Beast (U)
    Trample
    Echo G (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
    Cumulative upkeep G (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
    3/2

    Jungletotem Shaman 1GG
    Creature — Elf Shaman (U)
    T: Add GGGto your mana pool.
    2/2

    Land Burst 3GG
    Sorcery (C)
    Search your library for three basic land cards and put them onto the battlefield tapped.
    Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

    Power of the Earth G
    Instant (C)
    Target creature gets +1/+0 and gains trample until end of turn.
    Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)

    Shrine of Might 9G
    Legendary Enchantment — Shrine (U)
    Creatures you control get +5/+5 and have trample.
    At the begging of your upkeep put a +1/+1 counter on each creature you control for each shrine you control.

    Terran Reclamation 3GG
    Sorcery (U)
    Return up to five basic lands from your graveyard to your hand.

    Terran Shaman G
    Creature — Elf Shaman (C)
    1, T: Add GG to your mana pool.
    G, T: Discard a basic forest: Add GGG your mana pool.
    1/1
    Troll Savage 1GG
    Creature — Troll Barbarian (U)
    Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
    Echo 1G(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
    1G: Regenerate Troll Savage (The next time this would be destroyed this turn, it isn’t. Instead tap it.)
    3/3

    Multi-Color

    Burning Strength 1RG
    Instant (U)
    Burning Strength deals 3 damage to each creature you control, creatures you control get +5/+0 and trample until end of turn.

    Goldleaf Armor GW
    Enchantment — Aura (R)
    Enchant Creature
    Enchanted creature gets +1/+2 and gains “Whenever this creature is dealt damage put a +1/+1 counter on it” (Counters are put on after damage is resolved).
    At the begging of your upkeep if Goldleaf Armor is in your graveyard you may pay 1GW, if you do put it onto the battlefield enchanting a creature.

    S****ep Horror 3UB
    Creature — Spirit Horror (U)
    Flying
    When S****ep Horror becomes tapped draw a card.
    When S****ep Horror becomes untapped discard a card.
    2/3

    Zephyr's Legacy 2WU
    Enchantment (U)
    At the begging of your upkeep chose one — Draw a card or gain 4 life.
    Cumulative upkeep W/ (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

    Bloodstrike Elemental B/BR
    Creature — Elemental Horror (R)
    Trample, Haste
    When Bloodstrike Elemental deals combat damage to a player that player chooses one — Discard a card at random or lose 3 life.
    At the begging of the end step, sacrifice Bloodstrike Elemental
    6/1

    Artifacts

    Ember Totem 1
    Artifact (U)
    When Ember Totem enters the battlefield discard a basic mountain or sacrifice Ember Totem.
    T: Add R to your mana pool.

    Jungle Totem 1
    Artifact (U)
    When Jungle Totem enters the battlefield discard a basic forest or sacrifice Jungle Totem.
    T: AddG to your mana pool.

    Pearl Totem1
    Artifact (U)
    When Pearl Totem enters the battlefield discard a basic plains or sacrifice Pearl Totem.
    T: Add W to your mana pool.

    Prismatic Totem 2
    Artifact (R)
    As an additional cost to cast Prismatic Totem discard a basic land of each type.
    T: Add two mana of any one color to your mana pool.

    Saphire Totem 1
    Artifact (U)
    When Saphire Totem enters the battlefield discard a basic island or sacrifice Saphire Totem.
    T: AddU to your mana pool.

    Swamp Totem 1
    Artifact (U)
    When Swamp Totem enters the battlefield discard a basic swamp or sacrifice Swamp Totem.
    T: Add B to your mana pool.

    Tainted Totem 2
    Artifact (R)
    When Tainted Totem enters the battlefield discard two basic lands or sacrifice Tainted Totem.
    3, T: Tainted Totem deals 2 damage to target creature or player and 3 damage to you.
    3: Sacrifice Tainted Totem: Destroy target creature, you lose life equal to its power plus its toughness.

    Land

    Carrion Crypts
    Legendary Land (R)
    Carrion Crypts enters the battlefield tapped.
    T: Add B to your mana pool.
    2BB, T: Discard two basic swamps: Return target creature with converted mana cost three or less to the battlefield.

    Elven Buriel Mound
    Legendary Land (R)
    Elven Buriel Mound enters the battlefield tapped.
    T: Add G to your mana pool.
    GG, T: Discard two basic forests: Add GGGGGto your mana pool.

    Elven Temple
    Land (U)
    When Elven Temple enters the battlefield discard two basic forests or sacrifice Elven Temple.
    T: Add G to your mana pool.
    2G, T: Target creature gets +2/+2 and gains trample until end of turn.

    Firegaurd Furnace
    Land (U)
    When Firegaurd Furnace enters the battlefield discard two basic mountains or sacrifice Firegaurd Furnace.
    T: Add R to your mana pool.
    2R, T: Firegaurd Furnace deals 2 damage to target creature or player.

    Fireguard Fortress
    Legendary Land (R)
    Fireguard Fortress enters the battlefield tapped.
    T: Add Rto your mana pool.
    5RR, T: Discard two basic mountains: Fireguard Fortress deals 4 damage to each creature and player.

    Goldspire Keep
    Legendary Land (R)
    Goldspire Keep enters the battlefield tapped.
    T: Add Wto your mana pool.
    4WW, T: Discard two basic plains: Exile up to four target attacking or blocking creatures.

    Healers Tent
    Land (U)
    When Healers Tent enters the battlefield discard two basic plains or sacrifice Healers Tent.
    T: AddW to your mana pool.
    2W, T: Target player gains 5 life.

    Interigation Center
    Land (U)
    When Interigation Center enters the battlefield discard two basic swamps or sacrifice Interigation Center.
    T: Add B to your mana pool.
    2B, T: Target player discards a card at random.

    Nexus Shard
    Land (C)
    Nexus Shard enters the battlefield tapped.
    T: Add 1 to your mana pool.
    T: Sacrifice Nexus Shard: Add two mana of any one color to your mana pool.

    S****ep
    Legendary Land (R)
    S****ep enters the battlefield tapped.
    T: Add U to your mana pool.
    2UUU, T: Discard two basic islands: Target player takes an additional turn after this one.

    S****ep Library
    Land (U)
    When S****ep Library enters the battlefield discard two basic islands or sacrifice S****ep Library.
    T: Add Uto your mana pool.
    2U, T: Target player draws a card.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Sly Propagandist "mana producer" "cycle 2/2's OR 1/1's?
    I'm less worried about them being 2/2's and more about R, B, W, and U getting four mana creatures that produce 2 mana, something that green doesnt even really get very often.
    Posted in: Custom Card Creation
  • posted a message on Black planeswalker with no +loyalty abilities....
    Ok, working on a set in which a Vampiric Planeswalker exists, catch is he has to feed in order to mantain himself.

    Vampire Walker (Working on name)

    3BBB
    Planeswalker--Vampire
    -2: Target opponent discards a card at random, put a number of loyalty counters on ~ equal to that cards converted mana cost.
    -4: Target opponent sacrifices a creature, put a number of loyalty counters on ~ equal to that cards converted mana cost.
    -10: Target opponent loses half their life total round up, put a number of loyalty counters on ~ equal to the amount of life lost in this way.
    <3>

    Not 100% on how exactly this would be worded, or if the 1st one should be random or allow the opponent to choose?
    Posted in: Custom Card Creation
  • posted a message on Colorshifted
    I'm currently working on a custom set that does something like this. For example, don't have the files on hand but off of memory

    Red = Blue/White mix of abilities..
    White = Green/Red mix
    Blue = Black/Red mix
    Green = Blue/Black mix
    Black = White/Green mix

    but these effects they get are still roughly based on how the colors deal with effects, example red is still primordial/choas based, so while it has access to blue effects, they are not what you'd see if the spell had been printed as a blue spell. So no 2R, Sorcery, Draw two cards effects, more complicated then simple functional reprints.

    Sets theme is a such for each color.

    Red, A school of pyromancers that use rituals to enhance their spells.
    White, A hive of sentient insects whose society is caste based.
    Blue, School of Wizards who forsaw the end and focus their attention of ways to avoid deing.
    Green, Druids who see the world growing beyond natures grasp and use nature magic to reroute the world and what they belive a more natural course.
    Black, A alternate look at life/death, focus on how green/white deal with the graveyard, only color to not have a fixed group, instead its more of the primitive color, it just sorta exists with no logical reason for doing so (Story based atleast).

    but thats my take on colorshifting ...
    Posted in: Custom Card Creation
  • posted a message on [EDH] Horde of Notions (revamped) & another Sharuum EDH (both decks in first post)
    Yea that was my 1st attempt at a EDH deck..Doomgape however rocks...Sack Mulldrifter or Lark bring them back with Horde procede to win Grin

    I've never been unhappy with doomgape...usually always turned into a card advantage engine.

    Yea, alot of the less utility elementals have left for more usufull or bigger ones. Burns mostly gone, save the REALLY effiecient stuff...working on what sweepers I'll use...Lavalanche is a Must..:D Love that spell..to bad its only play and not opponent..:mad:

    Also going to be toying with Maelsotorm Nexus (Cascade Enchantment) That just seems like loads of fun..Ponder into Ancestral Vision Grin
    Posted in: Multiplayer Commander Decklists
  • posted a message on Prerelease Stories
    I was happy, went 8-0 to win the thing (Only get like 12-14 people at local store:-/)

    Ended up, basically 5 color..



    Blade cycle is great, turn 2 Rip-Clan, turn 3 Hackblade = GG, Pridemage rocks :D, LOVE Brutes, specially with exalted, Boderpost = mana ramp from hell Grin 7 Mana turn 5 for a Enigma Sphinx is fun...specially when it ends up getting equiped with mage slayer...;)

    Overall...I love Alara...great set...LOADS of fun C/U/R/M
    Posted in: Limited Archives
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from magac

    Obedience Ring WUB
    Enchantment - Aura
    Enchant creature you don't control
    Enchanted creature can't attack or block and its activated abilities can't be played by its controller.
    WUB: Choose an activated ability of enchanted creature. You may play that ability this turn without paying its cost. Play this ability only once per turn and only during your turn. (Costs include tapping, sacrificing permanents, discarding cards, paying life etc)



    Ok, maybe it's just me, but I don't see the black in this at all, UW maybe, but it just seems mostly White to me....Otherwise, not bad if a tad bit...enoying..Pacify effects always bothered me...:-/

    Ok here is a old draw spell I came up with...probally a bit wordy...but...here it is...Also was kina unsure of how to word it..

    Moments Thought 3UUU
    Instant (Rare)
    Target player may draw up to six cards, that player then chooses and discards three cards, that player then puts two cards on the top of their library.
    Posted in: Custom Card Contests and Games
  • posted a message on Hybrid in a new style
    Quote from Solmancer
    There's one major reason why I don't like this kind of idea. That reason is as follows (if a bit oblique):

    Could someone list all the possible manacosts for the card, in your head, then tell me how long it took for you to come up with them? Smile



    To come up with in ones head and to list tend to work out differnt Wink

    Wouldn't affect my play at all, unless of course my opponent asked me to listem them all...them im screwed...
    Posted in: Custom Card Creation
  • posted a message on Marching Sprout, Psychotropic Moth, etc
    Philosopher's Etchings 1 mana
    Artifact
    At the end of your turn, if you have seven or more cards in your hand, you may shuffle your hand into your library and draw seven cards.


    I Want this to be made! If this was ever printed it would probally end up in 90% of my decks..Ok, well all my non-agro decks...and even then maybe some of those to....

    Otherwise, most of the rest look like the stasis, I want to hurt my opponent type of cards so...:laugh:
    Posted in: Custom Card Creation
  • posted a message on Hybrid in a new style
    I've been toying with this idea as well...also been toying with Colorerd/Coloerless Spells, pretty much less fancy versions of Flame Jav's Family...

    Intresting way to up the colorless count without upping the cards base cost....
    Posted in: Custom Card Creation
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