Raiders of the Lost Ark 1W
Creature-Human Rogue
Flash, First Strike
As long as an opponent controls a non-basic land,
you may sacrifice ~ and flip a coin: if you win the flip, gain control of target
artifact that opponent controls, if you lose, destroy that artifact.
2/1
Goblin Airstrike 2R
Sorcery
Sacrifice a goblin: choose one, destroy target land; deal 3 damage to target creature without flying; or destroy target artifact.
is reverse pile shuffling really a infraction? If the deck is randomized to start with, pile shuffling subsequently should not affect the randomization, it will still be randomized.
Moonsilver is definately main deck, you don't need to connect with the spear, just attack with it and bam 4/4 angel that you can equip the spear to next turn. If they don't have instant speed removal, which is lacking in AVR (deathwind? what else?) they are in serious trouble.
New to pauper, not sure about the envionrment's meta game so can appreciate some help with both main and sb
what I'm thinking is a mulldrifter/evoke/ undying deck
Creature Package
4xMulldrifter--> 3/3 flier draw 4 cards with undying evil
4xAethersnipe--> a solid beater and tempo advantage with undying
4xScrivener-->removal, undying recurrsion
4xSkywinder Drake ??-->random aggro
Removal package
4xTragic Slip
4xTerror
4xInnocent Blood?
4x??? some sorta mass removal for early aggro types
Undying
4xUndying evil
Could this sort of a deck work?
It seems a little conditional on undying evil, but its so much fun when it gets going. Unfortunately too valunterable to nihil spell bombs I think
I think the +1 ability needs to cost you something. Maybe put a kobold into play and deals 2 damage to you.
Ability two is pretty broke as well because unlike shattered preception or winds of change, you don't lose card advantage. Maybe, discard your hand, draw equal number of cards, then randomly discard 2 cards, even that is quite powerful
All attacking creatures get -x/x until end of turn, whereX is equal to the number of attacking creatures.
"With the ground boggy from rain, three waves of the Dukes's Knights choked the moors, and were cut down and dragged to their deaths by our bills."--Maeveen O’Donagh, memoirs of a solider.
Confused Charge 2RR
Instant
Until end of turn, each attacking creature deals combat damage to each other attacking creatures.
Valiant Charge2WWW
Instant
All attacking knights you control gets +2/+2, gains trample, rampage 1, and first strike until end of turn.
Crushing Charge 2GGG
Instant
All attacking creatures gain trample and +X/0, where X is the number of attacking creatures. Destroy target artifact and land defending player controls.
"We threw everything down and ran seeing the wild host approaching us. What we left, the weapons, the warmachines, were crushed underfoot."
Deceptive Charge 2UUU
Instant
Until end of turn, attacking creatures must be blocked if able, and whenever a creature blocks or become blocked, return it to the top of its owner's library.
"General Dugan's ruse was a success. The light squadron pulled half of the enemy forces from the battle."
hehe, the ambien hit me while I was typing these up and couldn't finish them.
So here's the thing with Deceptive Charge I actually thought it was overpowered. I've been outta the game awhile so please forgive me, and I was playing back when rampage was still being printed :D.
I really like the idea of changing things to sorcery, doesn't quite make sense these cards would be played defensively.
I like deceptive charge because its breaks up ground stalls and potentially gives you huge tempo advantage. Its not an evacuation but a mass tidal grip. But seeing it again, I see it didn't quite do what I wanted.
so here's a new one
Deceptive Charge2UU
Sorcery
Until end of turn, all creatures must block if able, whenever a creature blocks or become blocked, return it to the top of its owner's library.
"General Dugan's ruse was a success. The light squadron pulled half of the enemy forces from the battle."
if they have 5 guys on the ground, you attack with one guy, and he's basically set back 5 turns. And maybe you have some mill/reveal this and that shinnanigans to follow it up with. Too powerful? kinda like a Plowunder effect, but the effect is more variable and potentially powerful depending on your opponent's creature's CIP abilities and how many creatures he has. In terms of ruling, I assume no combat damage is dealt, and if multiple creatures goes back to the library, owner determines order?
With crushing charge, here's something I thought of
Crushing Charge2GG
Instant
You may only play ~ during your turn. All attacking creatures gain trample and +X/+0, until EOT, all blocking creatures get -X/-0 until EOT, where X is the number of attacking creatures. "We rode at full gallop, chargers breast to breast....and suddenly they didn't seem so tough after all"
Simple and possibly effective....as a sorcery, it basically makes your dudes large and psuedo-unblockable, as an instant it could be combat trick.
Crusader's Charge2WW
Sorcery
All creatures you control are knights in addition to their current creature type until EOT. All knights you control gets +2/+2, gains first strike, trample, and vigilance until EOT.
"On the day of victory, even the loweliest footman stands with the righteous fury of a knight"
Changed the name. I liked the old rampage effect basically making the knights go nuts. Here's a pretty flavorful card I think, and could potentially play well with some coat of arms type tribal booster. flavor text references the card Jihad
Confused Charge 2RR
Instant
??? not sure what to do with this one, the original is too similar to the black one
and
Mired Charge2BB
Instant
All attacking creatures get -x/-x until EOT, whereX is equal to the number of attacking creatures.
"With the ground boggy from rain, three waves of the Dukes's Knights choked the moors, and were cut down and dragged to their deaths by our bills."--Maeveen O’Donagh, memoirs of a solider.
All attacking creatures get -x/x until end of turn, whereX is equal to the number of attacking creatures.
"With the ground boggy from rain, three waves of the Dukes's Knights choked the moors, and were cut down and dragged to their deaths by our bills."--Maeveen O’Donagh, memoirs of a solider.
Confused Charge 2RR
Instant
Until end of turn, each attacking creature deals combat damage to each other attacking creatures.
Valiant Charge2WWW
Instant
All attacking knights you control gets +2/+2, gains trample, rampage 1, and first strike until end of turn.
Crushing Charge 2GGG
Instant
All attacking creatures gain trample and +X/0, where X is the number of attacking creatures. Destroy target artifact and land defending player controls.
"We threw everything down and ran seeing the wild host approaching us. What we left, the weapons, the warmachines, were crushed underfoot."
Deceptive Charge 2UUU
Instant
Until end of turn, attacking creatures must be blocked if able, and whenever a creature blocks or become blocked, return it to the top of its owner's library.
"General Dugan's ruse was a success. The light squadron pulled half of the enemy forces from the battle."
I'd probably go with stormkirk
vamps tend to go late especially the red ones (cross way, neonate, rakash, reaper) and you can almost always pick up a markov warlord here or there. The black vamps are better but in more demand. Neonate with a stormkirk ain't bad, and you can always pick up a nightbird or two to provide the opening/finishing blows
I got thinking about a few more Horror Themed cards:
Cursed Painting4
Artifact
You don't lose the game for having 0 or less life.
During your upkeep, you lose 1 life.
Prevent all damage that would be dealt to you. Put a charge counter on ~ for each damage prevented this way.
If there are 20 or more charge counters on ~, sacrifice it.
A take on Dorian Grey's painting.
Body Snatcher3UG
Creature - Shapeshifter
Deathtouch
Whenever a creature ~ dealt damage to dies, ~ becomes a cpy of that creature. Then you may search your library for a card named Body Snatcher, and put it into play under your control.
1/3
Some color bleed, but justified in the green, I suppose. Basically, a way to "invade" the field. Wanted to make Snatcher tokens, but it felt like a rules nightmare writing it up.
Comments? Suggestions? Additions?
I'm confused about the painting....if it is removed or dies, you don't lose the game? In which case it seems pretty powerful. You can always just bounce it or something when your about to die and have a fresh shield up.
Planeswalker-Dro'Groaz MR
Dro'Groaz may only be attacked by creatures with flying.
+1: Creatures you control gain "flying and R: +1/+0 until end of turn" +2: Sacrifice a creature. If you do, draw a card -6: Dro'Groaz deals 5 damage to target player and each creature he/she controls.
3
Joren, Rascal Aeronaut 2UR
Planeswalker-Joren
+2: Until your next turn, only creatures with flying may attack Joren. Choose a player, you may look at that player's hand. -1: Until your next turn, only creatures with flying may attack Joren. Deal 3 damage to target creature without flying. -6: Until end of turn, all creatures you control gain flying and "whenever you play an instant or sorcery, ~ gets +3/+0 until end of turn". Until end of turn, instants and sorcery cards in your graveyard gains flashback, with flashback cost equal to its mana cost.
So I was playing MTGO INN block draft and come up against this guy second round with a mill deck
1st game he slaps me with a shriekgiest, 3xcurse of the bloody tome and couple of thought seizes.
2nd game I sideboarded in 20 extra cards.....and it was lol as curse of the pierce heart, brain weevle, riot devils, and curse of the nightly hunt hit board, two quick wins.
Fairly certain he over committed to mill when I saw 3x cursed tomes on me, felt confident that he couldn't counter 20 random cards as sideboard
Planeswalker-Dro'Groaz MR
Dro'Groaz may only be attacked by creatures with flying.
+1: Creatures you control gain "flying and R: +1/+0 until end of turn"
+2: Sacrifice a creature you control, draw a card
-5: Dro'Groaz deals 5 damage to target player and each creature he/she controls.
3
Joren, Rascal Aeronaut 1UR
Planeswalker-Joren
+2: Until your next turn, only creatures with flying may attack Joren. Target player reveals their hand
-1: Until your next turn, only creatures with flying may attack Joren. Deal 3 damage to target creture.
-4: Until end of turn, all creatures you control gain flying and "whenever you play an instant or sorcery, ~ gets +3/+0 until end of turn".
Creature-Human Rogue
Flash, First Strike
As long as an opponent controls a non-basic land,
you may sacrifice ~ and flip a coin: if you win the flip, gain control of target
artifact that opponent controls, if you lose, destroy that artifact.
2/1
Goblin Airstrike 2R
Sorcery
Sacrifice a goblin: choose one, destroy target land; deal 3 damage to target creature without flying; or destroy target artifact.
what I'm thinking is a mulldrifter/evoke/ undying deck
Creature Package
4xMulldrifter--> 3/3 flier draw 4 cards with undying evil
4xAethersnipe--> a solid beater and tempo advantage with undying
4xScrivener-->removal, undying recurrsion
4xSkywinder Drake ??-->random aggro
Removal package
4xTragic Slip
4xTerror
4xInnocent Blood?
4x??? some sorta mass removal for early aggro types
Undying
4xUndying evil
Could this sort of a deck work?
It seems a little conditional on undying evil, but its so much fun when it gets going. Unfortunately too valunterable to nihil spell bombs I think
I think the +1 ability needs to cost you something. Maybe put a kobold into play and deals 2 damage to you.
Ability two is pretty broke as well because unlike shattered preception or winds of change, you don't lose card advantage. Maybe, discard your hand, draw equal number of cards, then randomly discard 2 cards, even that is quite powerful
hehe, the ambien hit me while I was typing these up and couldn't finish them.
So here's the thing with Deceptive Charge I actually thought it was overpowered. I've been outta the game awhile so please forgive me, and I was playing back when rampage was still being printed :D.
I really like the idea of changing things to sorcery, doesn't quite make sense these cards would be played defensively.
I like deceptive charge because its breaks up ground stalls and potentially gives you huge tempo advantage. Its not an evacuation but a mass tidal grip. But seeing it again, I see it didn't quite do what I wanted.
so here's a new one
Deceptive Charge 2UU
Sorcery
Until end of turn, all creatures must block if able, whenever a creature blocks or become blocked, return it to the top of its owner's library.
"General Dugan's ruse was a success. The light squadron pulled half of the enemy forces from the battle."
if they have 5 guys on the ground, you attack with one guy, and he's basically set back 5 turns. And maybe you have some mill/reveal this and that shinnanigans to follow it up with. Too powerful? kinda like a Plowunder effect, but the effect is more variable and potentially powerful depending on your opponent's creature's CIP abilities and how many creatures he has. In terms of ruling, I assume no combat damage is dealt, and if multiple creatures goes back to the library, owner determines order?
With crushing charge, here's something I thought of
Crushing Charge 2GG
Instant
You may only play ~ during your turn. All attacking creatures gain trample and +X/+0, until EOT, all blocking creatures get -X/-0 until EOT, where X is the number of attacking creatures. "We rode at full gallop, chargers breast to breast....and suddenly they didn't seem so tough after all"
Simple and possibly effective....as a sorcery, it basically makes your dudes large and psuedo-unblockable, as an instant it could be combat trick.
Crusader's Charge2WW
Sorcery
All creatures you control are knights in addition to their current creature type until EOT. All knights you control gets +2/+2, gains first strike, trample, and vigilance until EOT.
"On the day of victory, even the loweliest footman stands with the righteous fury of a knight"
Changed the name. I liked the old rampage effect basically making the knights go nuts. Here's a pretty flavorful card I think, and could potentially play well with some coat of arms type tribal booster. flavor text references the card Jihad
Confused Charge 2RR
Instant
??? not sure what to do with this one, the original is too similar to the black one
and
Mired Charge 2BB
Instant
All attacking creatures get -x/-x until EOT, whereX is equal to the number of attacking creatures.
"With the ground boggy from rain, three waves of the Dukes's Knights choked the moors, and were cut down and dragged to their deaths by our bills."--Maeveen O’Donagh, memoirs of a solider.
Mired Charge 2BB
Instant
All attacking creatures get -x/x until end of turn, whereX is equal to the number of attacking creatures.
"With the ground boggy from rain, three waves of the Dukes's Knights choked the moors, and were cut down and dragged to their deaths by our bills."--Maeveen O’Donagh, memoirs of a solider.
Confused Charge 2RR
Instant
Until end of turn, each attacking creature deals combat damage to each other attacking creatures.
Valiant Charge2WWW
Instant
All attacking knights you control gets +2/+2, gains trample, rampage 1, and first strike until end of turn.
Crushing Charge 2GGG
Instant
All attacking creatures gain trample and +X/0, where X is the number of attacking creatures. Destroy target artifact and land defending player controls.
"We threw everything down and ran seeing the wild host approaching us. What we left, the weapons, the warmachines, were crushed underfoot."
Deceptive Charge 2UUU
Instant
Until end of turn, attacking creatures must be blocked if able, and whenever a creature blocks or become blocked, return it to the top of its owner's library.
"General Dugan's ruse was a success. The light squadron pulled half of the enemy forces from the battle."
vamps tend to go late especially the red ones (cross way, neonate, rakash, reaper) and you can almost always pick up a markov warlord here or there. The black vamps are better but in more demand. Neonate with a stormkirk ain't bad, and you can always pick up a nightbird or two to provide the opening/finishing blows
I'm confused about the painting....if it is removed or dies, you don't lose the game? In which case it seems pretty powerful. You can always just bounce it or something when your about to die and have a fresh shield up.
Dro'Groaz, Dragon Liege 2BR
Planeswalker-Dro'Groaz MR
Dro'Groaz may only be attacked by creatures with flying.
+1: Creatures you control gain "flying and R: +1/+0 until end of turn"
+2: Sacrifice a creature. If you do, draw a card
-6: Dro'Groaz deals 5 damage to target player and each creature he/she controls.
3
Joren, Rascal Aeronaut 2UR
Planeswalker-Joren
+2: Until your next turn, only creatures with flying may attack Joren. Choose a player, you may look at that player's hand.
-1: Until your next turn, only creatures with flying may attack Joren. Deal 3 damage to target creature without flying.
-6: Until end of turn, all creatures you control gain flying and "whenever you play an instant or sorcery, ~ gets +3/+0 until end of turn". Until end of turn, instants and sorcery cards in your graveyard gains flashback, with flashback cost equal to its mana cost.
3
thought they were a little underpowered
1st game he slaps me with a shriekgiest, 3xcurse of the bloody tome and couple of thought seizes.
2nd game I sideboarded in 20 extra cards.....and it was lol as curse of the pierce heart, brain weevle, riot devils, and curse of the nightly hunt hit board, two quick wins.
Fairly certain he over committed to mill when I saw 3x cursed tomes on me, felt confident that he couldn't counter 20 random cards as sideboard
Dro'Groaz, Dragon Liege 2RR
Planeswalker-Dro'Groaz MR
Dro'Groaz may only be attacked by creatures with flying.
+1: Creatures you control gain "flying and R: +1/+0 until end of turn"
+2: Sacrifice a creature you control, draw a card
-5: Dro'Groaz deals 5 damage to target player and each creature he/she controls.
3
Joren, Rascal Aeronaut 1UR
Planeswalker-Joren
+2: Until your next turn, only creatures with flying may attack Joren. Target player reveals their hand
-1: Until your next turn, only creatures with flying may attack Joren. Deal 3 damage to target creture.
-4: Until end of turn, all creatures you control gain flying and "whenever you play an instant or sorcery, ~ gets +3/+0 until end of turn".
3