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  • posted a message on THE CORE, another set of Armulun
    Wall of Gems 1G
    Creature - Elemental Wall C
    When Wall of Gems enters the battlefeild, put two deep counters on traget permanent or exiled card.
    0/4

    Stone of Silence 7
    Artifact R
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    When Stone of Silence enters the battlefield, choose a number.
    Spells with converted mana cost equal to that number can's be casted.

    Hypnotic Illusion 3U
    Creature - Illusion R
    Flash
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    You may do Hypnotic Illusion enters the battlefield tapped. If you do, exile target instant or sorcery card from your graveyrad. You may cast it that card from exile this turn.
    3/2

    Hyashar, Overlord's Hier 6URG
    Legendary Creature - Dragon M
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    Trample, flying
    When Hyashar enters the battlefield or at the beginning of your upkeep, look at the top card of your library, then you may exile it with three deep counters on it, it gains inter. You can´t cast land cards exiled this way.
    9/9
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Armulun's Awakening 3G
    Sorcery U
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    All lands you control become 2/2 creatures until end of turn. They’re still lands.

    Infinite Tunnel
    Land U
    T: Add 1.
    T: Add 2. You can't cast spells for the rest of this turn.

    Overwhelming Tremor 2R
    Sorcery C
    Opponent creatures can't block this turn.
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Advent the Hellion 4RR
    Sorcery U
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    Target player sacrifices two lands.

    Soldier of Mortars 1R
    Creature - Dwarf Soldier C
    Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
    When Soldier of Mortars dies, it deals 2 damage to any target if an opponent controls a tapped land that is conquered.
    2/2

    Tunnel Chanter 1U
    Creature - Illusion U
    Sacrifice Tunnel Chanter: The next instant or sorcery card that yuo cast this turn costs 1U less to cast.
    2/1
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Tunnel's Suction 2U
    Instant C
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    Return target permanent to its owner´s hand.

    Awaken Hellkite 5R
    Creature - Hellion C
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    When Awaken Hellkite enters the battlefield, creatures you control get +2/+0 until at end of turn.
    4/4

    Ancient Sword 2
    Artifact C
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    Equip 1
    Equipped creature gets +1/+2.
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Corporeal Transmutation 1U
    Enchantment U
    Sacrifice Corporeal Transmutation: The next nonland permanent that enters the battlefield this turn, it does as lost and with four deep counters on it. (Lost permanents can’t attack, block, activate or trigger abilities unless their controller pays X, where X is equal to the number of deep counters on it.)

    Ranger's Loss 2U
    Enchantment R
    Your opponents skip their draw steep.
    1: Players can't skip phases this turn. Any player may activate this ability.

    Conkeror's Stronghold
    Land U
    When Conkeror's Stronghold enters the battlefield, put a conquer counter on an opponent land, it becomes conquered by you.
    T: Add 1.
    T: Add one mana of any color. Activate this ability only if there's a tapped land conquered by you.
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Luminous Armor 2W
    Enchantment - Aura C
    Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
    Enchant Creature
    Enchanted creature gets +0/+4. If there's a tapped land captured by you, enchanted creature gets +4/+4 instead.

    Seasonal Mole G
    Creature - Mole R
    Sacrifice an enchantment: Return Seasonal Mole from your graveyard to the battlefield.
    Counter an enchantment spell you control: Return Seasonal Mole from your graveyard to the battlefield.
    Seasonal Mole gets +1/+1 for each enchantment card into your graveyard.
    1/1

    Forced Tribute R
    Sorcery U
    Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
    Forced Tribute deals 1 damage to target player equal to the conkered lands by you. Tap those lands. They don't untap suring their next controller's untap steep.

    Illusory World 2UU
    Enchantment R
    Whenever a nonland permanent an opponent controls becomes target of a spell or ability, its controller sacrifices it.


    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Thank you for the feedback.

    When I start a set I don't feel the need of making a compendium of the cards, but I have posted to many. So since a recived your councel I made a file with all the cards. I have created 76 cards for this set. Depending of how large I want The Core, I'm between the 30-50%.

    It is good to have advise of somebody with deep knowlege the magic rules, I´ll correct the mechanic of lost.

    I have some issues with the suggestions for conquer. Meanwhile it would have flavor as you suggested, it would be hard to reach the Reign Supreme.

    Reshape might seem uninteresting but It can be powerful combined with effects that enlarge creatures. For example:

    Assassin of Shadows BB
    Creature – Shade Assassin U
    Reshape – Put a -1/-1 counter on this: Target opponent sacrifices a creature If it’s your turn.
    3/1

    If you are able to enlarge this creature you will decimate opponent creatures.
    Also, it would be possible to reduce the cost you're paying for reshape:

    Dark Dweller BB
    Creature - Shade U
    Creatures you control get +1/+0 for each counter on them.
    Reshape – Put a -1/-1 counter on this: Target Creature gains first strike and gets +1/+0 until at end of turn.
    2/3


    Finally, It's true that I have troubles with blue, I will try to create some small illusions to compensate the lack of blue small creatures.
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Conquering Battalion R
    Enchantment R
    Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
    Discard a land card: Create a red 1/1 Dwarf Soldier creature token with "This creature can´t block."
    If there´s a tapped land conquered by you, creatures you control enter the battlefield an additional +1/+1 counter.

    Winning Strategy 1WR
    Sorcery M
    Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
    Create a red 1/1 Dwarf Soldier creature token with "This creature can´t block." Then put a +1/+1 counter on each creature you control.
    At the beginning of your upkeep, If there´s a tapped land conquered by you, return Winning Strategy from your graveyard to your hand.

    Zealot Lieutenant R
    Creature - Dwarf Soldier U
    Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
    Whenever Zealot Lieutenant attacks and there’s a tapped land conquered by you, create two red 1/1 Dwarf Soldier creature tokens tapped and attacking with “This creature can´t block.”
    0/3

    Ancient Auramancer W
    Creature - Human Cleric C
    T: Add W. Spent mana produced this way only to cast enchantment spell.
    Whenever an Aura is attached to Ancient Auramancer, untap it.
    1/1
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Denied Existence U
    Instant U
    Counter target spell unless its controller exiles a creature card from his or her graveyard.

    Tail Ricochet 2R
    Instant R
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    Change any number of targets of target spell or ability.

    Collector Mole 1G
    Creature - Mole U
    Collector Mole attacks each turn able.
    Whenever you cast an enchantment spell, draw a card.
    2/1

    Strengthening Anomaly 1W
    Enchantment - Aura R
    Enchant aura
    When you cast Strengthening Anomaly, opponents can't cast spells until the end of your next turn.
    Enchanted creature gets +2/+2.

    Search Campagn G
    Sorcery U
    Search your library for a basic land card, reveal it, and put it into your hand.
    Each player puts a land from their hand onto the battlefield tapped.

    Veteran Squire 1W
    Creature - Dwarf Soldier C
    W: Veteran Squire gets +0/+2 until at end of turn.
    2/1

    Massive Deluge 6U
    Instant R
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    Return all nonland permanents to its owner´s hand.

    Jade Cave
    Land U
    Jade Cave enters the battlefield with tree charge counters on it.
    T, Remove a charge counter from Jade Cave: Add W or G. Then pay 2. If you do, gain 1 life.

    Ametrine Cave
    Land U
    Ametrine Cave enters the battlefield with tree charge counters on it.
    T, Remove a charge counter from Ametrine Cave: Add U or B. Then pay 2. If you do, put the top two cards from target player´s library into their graveyard.

    Spinel Cave
    Land U
    Spinel Cave enters the battlefield with tree charge counters on it.
    T, Remove a charge counter from Spinel Cave: Add B or R. Then you may pay 2. If you do, target player loses 1 life.

    Aquamarine Cave
    Land U
    Aquamarine Cave enters the battlefield with tree charge counters on it.
    T, Remove a charge counter from Aquamarine Cave: Add W or U. Then you may pay 2. If you do, draw a card and the put a card from your hand on top of your library.

    Agate Cave
    Land U
    Agate Cave enters the battlefield with tree charge counters on it.
    T, Remove a charge counter from Agate Cave: Add R or G. Then you may pay 2. If you do, target creature gets +1/+1 until at end of turn.
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Cave Phantom 1UU
    Creature - Illusion U
    Flying
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    3/1

    Surprising Illusion U
    Creature - Illusion C
    Flash
    Flying
    1/1

    Mineral Hardness 2G
    Instant C
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    Creatures you control gain indestruclible until at end of turn.

    Unexpected Separation 1UU
    Enchantment U
    When Unexpected Separation enters the battlefield, return target creature to its owner's hand.
    Sacrifice Unexpected Separation: Counter target spell unless its controller pays 3.
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Pioner´s Pillage R
    Sorcery C
    Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes captured by you.)
    Discard a card then draw a card for each captured land by you that is tapped.

    Risk to Discovery 1RR
    Sorcery U
    Target player discards his or her hand, then draws three cards.

    Wild Gift 1RG
    Instant C
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    Add CCCC.

    Vampiric Shade 1BB
    Creature - Shade Vampire U
    Reshape – Put a -1/-1 counter on this: Target creature gains lifelink until until at end of turn.
    Vampiric Shade gains flying if it has -1/-1 counters on it.
    4/2

    Cautios Mole 3G
    Creature - Mole U
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    1G: Cautios Mole gains indestructible until at end of turn.
    3/3

    Visions of the Tunnel XUU
    Sorcery R
    Create two copies of target creature of converted mana cost X.

    Crack Encampment
    Land – Plains Mountain R
    (T: Add W or R.)
    Whenever you cast a blue or black spell, Crack Encampmentdoesn´t untap during your next untap steep.

    Hellion´s Nest
    Land – Mountain Forest R
    (T: Add R or G.)
    Whenever you cast a blue or black spell, Crack Encampmentdoesn´t untap during your next untap steep.

    Survivior´s Farm
    Land – Plains Forest R
    (T: Add W or G.)
    Whenever you cast a blue or red spell, Crack Encampmentdoesn´t untap during your next untap steep.

    Underground River
    Land – Island Forest R
    (T: Add U or B.)
    Whenever you cast a white or green spell, Crack Encampmentdoesn´t untap during your next untap steep.

    Conqueror Liuterant 1W
    Creature - Dwarf Soldier U
    Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes captured by you.)
    When Conqueror Liuterant attacks, create a 1/1 white Dwarf Soldier creature token tapped and attacking for each captured land by you that is tapped.
    1/3

    Community Fountain
    Land C
    Community Fountain eters the battlefield tapped.
    When Community Fountain enters the battlefield, add W.
    T: Add U.

    Fort of the Conqueror
    Land C
    Fort of the Conqueror eters the battlefield tapped.
    When Fort of the Conqueror enters the battlefield, add R.
    T: Add W.

    Hellion´s Territory
    Land C
    Hellion´s Territory eters the battlefield tapped.
    When Hellion´s Territory enters the battlefield, add G.
    T: Add R.

    Conqueror´s Court
    Land C
    Conqueror´s Court eters the battlefield tapped.
    When Conqueror´s Court enters the battlefield, add W.
    T: Add B.

    Fungi Cavern
    Land C
    Fungi Caverneters the battlefield tapped.
    When Fungi Cavern nters the battlefield, add B.
    T: Add G.
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Shadowy Necromancer 1B
    Creature - Shade M
    Exile a creature card from your graveyard: If Shadowy Necromancer's toughness isn't greater than exiled card's converted mana cost, put that card onto the battlefield and X counters on Shadowy Necromancer. X is the returned creature's converted mana cost.
    B: Shadowy Necromancer gets +1/+1 until at end of turn.
    2/2

    Dark Dweller BB
    Creature - Shade U
    Put a -1/-1 counter on this: Target player loses 1 life.
    2/3

    Wurm's Arribal RG
    Sorcery R
    Target player sacrfices a land. That player may play an dditional land during their next turn.

    Hunted Hellion 2RG
    Creature - Hellion U
    Haste
    All creatures able to block Hunted Heellion do so.
    3/2

    Heroic Action W
    Enchantment R
    Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
    Whenever a land captured by you becomes tapped, sacrifice Heroic Action. If you do, exile target creature.

    Ousting Angel 3WW
    Creature - Angel U
    Flying
    2: Put a lost counter on target nonland permanent.
    4/4
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Excavator Hardness 3G
    Sorcery U
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    Distrubute four +1/+1 counters among any number of target creatures.

    Heavy Shadow B
    Enchantment - Aura C
    Enchant creature
    When Heavy Shadow enters the battlefield, put a -1/-1 counter on enchanted creature.
    Whenever enchanted creature dies, create a 1/1 black Shade creature token with flying.

    Vampiric Shade 1B
    Creature - Shade U
    0: Until at end of turn, another target creature you control gets -1/-1 and Vampiric Shade gets +1/+1. Actibate this ability only as a sorcery.
    1/1

    Survivor's Hope W
    Enchantment - Aura U
    Enchant creature
    When Survivor's Hope enters the battlefield, put two lost counters on enchanted creature. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has X lost counters on it. )
    Enchanted creature gets +3/+3 and has lifelink.

    Misleading Spirirt 2WW
    Creature - Spirit U
    When Misleading Spirirt eneters the battlefield, put three lost counter on trarget nonland permanent. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has X lost counters on it.)
    3/3

    Expansive Shade B
    Creature - Shade C
    Flying
    Reshape 1 (When this creature deals combat damage to a player, put a -1/-1 counter on it unless it has already.)
    2/2

    Madden by Anger 3R
    Sorcery U
    Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
    Target creature gains double strike and trample until at end of turn.
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Loss of Caravan 2W
    Instant U
    Prevent all combat damage that would be dealt this turn.
    If a creature would attack this turn, put two lost counters on it. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)

    Dwarf Banisher W
    Creature - Dwarf Advisor C
    W T: Put a lost counter on target nonland permanent. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
    1/1

    Alpha Mole 2G
    Creature - Mole U
    Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
    If you own a card exiled this game, Alpha Mole gets +1/+1.
    3/3

    Ambusher Wurm 3GG
    Creature - Wurm C
    Flash
    Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
    4/4

    Infernal Hellkite 5RR
    Creature - Hellion R
    Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
    When Infernal Hellkite enters the battlefield, it deals 2 damage to each creature, if it was casted from your hand, it deals 3 damage instead.
    5/5

    Primal Wurm 6GG
    Creature - Wurm R
    Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
    When Primal Wurm enters the battlefield, choose one or both —
    • Destroy creature with flying.
    • Destroy target noncreature permanent.
    6/6

    Furtive Scraper 2G
    Creature - Mole R
    Haste, trample
    When Furtive Scraper eneters the bettlefield, cast a card from your graveyard into the stack without paying its casting cost if as a spell it targets a creature you control.
    1/2
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE CORE, another set of Armulun
    Cannon Runner 1WR
    Creature - Dwarf Soldier U
    Haste, first strike, vigilance
    Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
    T: Cannon Runner deals 1 damage to target creature if there's a tapped land conquered by you.
    2/2

    Smith Pyromancer WR
    Creature - Dwarf Soldier U
    Creature you control get +0/+1.
    Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
    If there's a tapped land conquered by you, sources you cotrol deals an additional damage.
    2/2

    Shining Cleric W
    Creature - Human Cleric U
    Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
    If there's a tapped land conquered by you, opponent creatures enters the battlefield tapped.
    2/1

    Shadow Caller 2B
    Creature - Shadow C
    Reshape – Put a -1/-1 counter on this: Return target creature card from your graveyard to your hand.
    3/2

    Swadow Strengthener 2BB
    Creature - Shadow R
    Reshape – Put a -1/-1 counter on this: Creatures you control get +1/+0 and gains first strike until at end of turn.
    4/3

    Shadowly Touch B
    Enchantment - Aura C
    Enchant creature.
    Enchant creature gets +0/+2 and has deathtouch.

    Dark Fiend B
    Creature - Shadow R
    Pay 1 life: Dark Absorver gets +1/-1 until at end of turn.
    1/3
    Posted in: Custom Set Creation and Discussion
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