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  • posted a message on { Illusions }
    DISCLAIMER: The opinions below are based on how the poster's cards would work in a normal Magic the Gathering game and are made without any knowledge of other cards/rules/gamestates/metagames/player behaviors/etc. the creator may or may not have dreamed up.

    So overall, there aren't any glaring issues with these cards. Power level/costing might need to be tweaked depending on where they are intended to see play, but nothing stops the game from working and nothing is worded in such a way that people wouldn't understand how it should work.

    The only power level issues with Master of Reality is that being able to trigger your own illusions to draw three cards is exceedingly powerful. If your intention is for this ability to deter your opponents targeting your stuff, limit it to triggering off opponent's spells and abilities. If you did mean this as a card drawing engine for the controller instead, you'd need to decrease the number of cards drawn to two and increase the cost of the Master so it wouldn't run away with the game. Lastly, I think can't be countered is fine but, since it already can protect itself with the shuffle ability, the "Can't be exiled" is unnecessary.

    Dream Cloud should probably be a little more to cast. The same cost reduction on Dragonspeaker Shaman costs 3 and there are a lot more low cost illusions that can take advantage of this ability than there are dragons. Casting your Cloud on turn 1 and following it with, for instance, Fleeting Image and then Illusory Angel, you are off to way too strong a start. If this costed 1U it would be better balanced, or if it reduced cost by 1 instead of 2 at the current manacost.

    Spirit of Terror should probably be 2BB, since the effect exists on Abomination of Llanowar at 3 mana but is two-colors, legendary, and doesn't regenerate. I also had to check the rulings for how the triggered regeneration works on Knight of the Holy Nimbus, since toughness reduction is a weird corner case with regeneration, because I thought there might be an infinite loop here, but there isn't.

    (Note that Dismember effects don't destroy a creature; state-based effects put creatures with 0 power into the graveyard, but don't destroy it so regeneration doesn't trigger.)

    As to Arcades and Aetherling, honestly, I think you should just make up new cards as your tweaks on these are close enough to the originals that I can't say Arcades is even betters that its former version (I'd rather have the card draw than provoke in that deck) and Aetherling is under costed for the versatility and survivability, but not really more exciting since the deck that want it needs a late game finisher not an early threat.

    Long story short, your new cards here are solid, if a little undercosted. They all offer oppontunity for interaction and non of them runs counter to the rules or the expectations people have in reading them. Good designing.
    Posted in: Custom Card Creation
  • posted a message on : Nightmares :
    I think it's time to just pitch a new designs.

    For the record, even if my parameters were ignored.

    The Necromancer is just a good mythic, and still not entirely broken.


    You seem intent to ignore everyone else, so I guess it balances out.

    Posted in: Custom Card Creation
  • posted a message on Journey- Variant of unreleased 'Quest' mechanic from ZND, ELD & ZNR
    Quote from DJK3654 »

    I did consider that reactive effects like a wrath might not work that well here but I also thought that wraths were an iconic big white effect and it might be interesting to try.


    The specific issue with your wrath above is that the opponent has some control over when it happens. Depending on the boardstate, they could actually trigger it with a couple of evasive creatures while you are ahead. It also goes to how the actual casting/transforming is worded, if its a "must" or a "may".

    The bigger point, though, was that for all these difficult conditions, "Destroy all creatures" just isn't as exciting a pay off. Something like "Destroy all creatures you don't control. You gain life equal to the number of creatures destroyed in this way." is the kind of thing that would make that big an investment exciting to chase.

    Quote from DJK3654 »

    I actually thought about exactly this idea, funnily enough. The question I came to was whether the reward effects would be complicated enough that you needed an extra face. It could also save a little space on the front side to do it this way, but dfcs are significantly more complicated to play with and perhaps the mechanic is complicated enough that aiming for simplicity with the rewards and avoiding dfcs is better.


    The thing to think about is that, for Eldraine, the payoff cards were going to be Embercleave, The Great Henge, etc. If you made a card with a set of requirements that then flipped into one of those, what might it look like? Your 7/7 snake token could be a fully realized legendary creature instead, for instance.
    Posted in: Custom Card Creation
  • posted a message on : Nightmares :
    Quote from user_938036 »
    The defense of "I'm designing for a theoretical format filled with exclusive cards designed by me for a format explicitly controlled by me" is strange but fairly OK for set design but not individual cards. If your cards are only meant to interact in a nonexistent format with only cards you deem acceptable then you aren't designing magic cards. You are designing cards that look like magic cards. Those are very popular but not what this site is for.


    My developments need to neglect their own world-building parameters?

    This is just irrational and unfair.

    You're suggesting that someone's design isn't relevant to its own world, although it's been created in and among that world (and its parameters).

    I hope this helps you see things in a greater light.


    As usual, the point sails right over your head.

    If you want to design cards for your own format, go ahead. Knock yourself out.

    However, if you show people a single card out of that format with no context for what interactions it has with other cards you've imagined, you are going to get feedback for how the card works in actual reality rather than your imagined version of reality where you're the only one who knows all the rules you've added and the bizarre keywords you made up.
    Posted in: Custom Card Creation
  • posted a message on Journey- Variant of unreleased 'Quest' mechanic from ZND, ELD & ZNR
    The core idea is sound, but there are two big issues to solve. The structural issue is, how template the information in a way that is understandable and also fits on a card? The gameplay issue is, how do you make effects that are compelling enough to be worth all the hoops the player has to jump through to get them?

    To the second point, the white card above is a wrath that you can't control when you cast (especially that one since it requires action from your opponent). Your would effectively have to build your deck around casting this card that is usually just a 5 mana sorcery. And given that your opponent can see it coming, it is easier for them to play around overcommitting to their board.

    Interestingly, you might be able to solve for the second point with a solution to the first: Double-faced cards. If you make the "quest" one side of the card, it can transform when the quest is completed to be an actual legendary snake istelf of a token, or transformed and put on the stack as a sorcery for big one-shot spell effects.
    Posted in: Custom Card Creation
  • posted a message on : Nightmares :
    The words cannot adequately describe how badly you fail to understand how the game of Magic works.
    Posted in: Custom Card Creation
  • posted a message on Keywording "Choose a number"?
    It seems kind of odd that you can have a whole bunch of sacred numbers, and having multiples of these permanents in play would create huge memory issues.

    This would probably be better served by having a single sacred number the you can changed with each of these cards you cast.
    Posted in: Custom Card Creation
  • posted a message on Mana Blast
    Quote from user_938036 »
    Quote from Kryptnyt »
    Quote from rowanalpha »
    The Kaldheim card isn't a counter spell, it's a polymorph for spells. Countering isn't in reds color pie, so this would need blue in its cost.


    I think it's kind of like Planar Chaos, a very red and not at all blue-feeling card. I think maybe the reactivity of the instant version makes it seem less red. A card like Red Elemental Blast feels red when you counter a counterspell with it. What do you think about this one?

    Uncertain Steps 1R
    Enchantment
    Whenever a player casts a spell, flip a coin. If you win the flip, counter it and sacrifice Uncertain Steps.

    We've got something less reliable than Lunar Force or Hesitation, but something that feels red to me.

    I think Standstill could also be kitted with a coinflip and suddenly be red as well.
    Tibalt's Trickery isn't at all like Planar Chaos. Planar Chaos is a very obvious break justified with "lol random". While Red Elemental Blast is part of the distant past where "my enemy can do this so I can do this to my enemy" was a valid justification for abilities being in the wrong color.

    Tibalt's Trickery is a Transmogrify for spells. This ability has only ever been part of red's(possibility storm) and colorless's(Knowledge Pool) part of the pie.

    Red doesn't get counterspell in the same way that blue doesn't get destroy target creature despite pongify using those exact words.


    Exactly. There's a big difference between "Red uses countering as part of an effect to do something" to "Red gets counterspells now."
    Posted in: Custom Card Creation
  • posted a message on : Nightmares :
    Quote from user_938036 »
    [quote from="ReapThaWhirlwind »" url="/forums/magic-fundamentals/custom-card-creation/820074-nightmares?comment=21"]
    You designed this envisioning massive boardstates clashing against each other. Meaning you must have taken notice that this card one-sidedly shuts down the opponents ability to attack regardless of how large their boardstate is.


    Negative.

    It creates a stand off position. In the event of a massive boardstate, the player controlling the Necromancer still themselves won't be able to attack freely without facing heavy opposition.
    </blockquote>

    Remember, your necromance and land combine to make the lock with zero other creatures, and very few options of spot removal exist for many colors due to the composition of the lock you've created. A stalemate with roughly equal forces is fine, because once side can grid through the other with incremental advantage gains. Your lock requires the necro player to draw one creature and one land and the opponent cannot initiate their attack to begin gaining that incremental advantage.

    And if you actually play magic, you'd know this. But you don't.
    Posted in: Custom Card Creation
  • posted a message on Horrors of Scarreth - Update
    This is an update of the Lovecraft inspired set I've been working on. It is about 80% done, all commons and uncommons are finished and about half the rares and mythics. Anything you catch as far as typos, confusing text, words left out of sentences, etc, is appreciated.

    Keywords
    SLUMBER
    This ability places a creature with the slumber ability into exile, slumbering, from any zone where it is visible to the controlling player as a sorcery. A slumbering creature may be cast normally as though it was in its controller's hand. Slumbering creatures may have abilities that are relevant when they go to slumber, when the are cast from slumber or while they slumber.

    PORTENT
    This keyword action causes the player to look at the top card of their library and either reveal it or draw it, and is typically paired with a triggered ability or effect that improves if the card is revealed instead of drawn, allowing the player to choose if immediately drawing the card or the improved effect is more useful.

    HAUNT
    Haunt is a keyword that first appeared in Guildpact. The keyword functions the same here, but the effects of the cards are used in a different way to affect the creature being haunted rather than triggering an ability when they die.

    Binding Sign 1WW
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature cannot attack, block, or be sacrificed and its activated abilities cannot be activated.

    Blessing of Khoas 1W
    Instant (C)
    Target creature you control gains hexproof and indestructible until the end of turn. Gain 2 life.

    Bolstering Omen 3W
    Sorcery (U)
    Portend. Create two 1/1 white Soldier creature tokens. If you revealed a card, instead create X tokens where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)

    Brace for Battle 2W
    Sorcery (C)
    Put a +1/+1 counter on each of up to two target creatures.
    Draw a card.

    Bygone Collector 3WW
    Creature — Spirit (C)
    When Bygone Collector enters the battlefield, put target creature card with converted mana cost 1 or less from your graveyard onto the battlefield.
    3/4

    Celestial Flare WW
    Instant (C)
    Target player sacrifices an attacking or blocking creature.

    Consuming Skywing 2WW
    Creature — Nightmare Bird (R)
    Flying
    When Consuming Skywing attacks, exile target creature without flying or planeswalker controlled by the defending player until Consuming Skywing leaves play or another permanent is exiled in this way.
    2/5

    Dawnwalker 3WW
    Creature — Avatar (R)
    Vigilance
    As Dawnwalker enters the battlefield, choose Horror, Elemental, Nightmare, Ooze, or Spirit.
    Dawnwalker has protection from the chosen creature type.
    2W: Return Dawnwalker to its owner’s hand.
    4/4

    Elder of Sealing 3W
    Creature — Human Cleric (U)
    When Elder of Sealing enters the battlefield, put target creature or exiled card an opponent owns on the bottom of its owner’s library.
    When Elder of Sealing leaves the battlefield, target opponent draws a card.
    1/3

    Haunting Traveller 2W
    Creature — Spirit (C)
    Vigilance
    Haunt (When this creature dies, exile it haunting target creature.)
    When the creature Haunting Traveller haunts attacks or block, tap it. It does not untap in its controller’s next untap step.
    2/2

    Hound of the Starcircle 4W
    Creature — Nightmare Hound (C)
    When Hound of the Starcircle enters the battlefield, create two 1/1 black Cultist creature tokens.
    Whenever Hound of the Starcircle and at least two other creatures attack, untap Hound of the Starcircle. It gains +3/+3 until the end of turn.
    2/2

    Implacable Sentry 2W
    Creature — Human Soldier (C)
    Vigilance
    1/4

    Jo Malar, Veteran Detective 2WW
    Legendary Creature — Human Soldier (R)
    Vigilance
    Whenever you exile one or more cards, gain 1 life.
    Whenever an opponent exiles one or more cards, put a +1/+1 counter on Jo Malar, Veteran Detective.
    3/4

    Keeper of the Peace W
    Creature — Human Soldier (U)
    Hexproof from black and red
    Sacrifice Keeper of the Peace: Target creature gets hexproof from black and red until the end of turn.
    2/1

    The Legion To Be 2W
    Creature — Leech Spawn (U)
    When The Legion To Be attacks, creatures you control get +1/+1 until the end of turn.
    When The Legion To Be dies, you may pay X. When you do, put a +1/+1 counter on each of X target creatures.
    1/2

    Mark of Yesh’ana 2W
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +2/+2 and gains “W, sacrifice this creature: Exile target non-land permanent. Activate this ability only any time you could cast a sorcery.”

    Prayers of the Penitent W
    Sorcery (C)
    As an additional cost to cast this spell, tap an untapped creature you control.
    Prevent the all damage that would be dealt to X target creatures you control this turn, where X is the tapped creature’s power. You gain X life. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.

    Pull from Eternity W
    Instant (U)
    Put target face-up exiled card into its owner’s graveyard.

    Purge Remnants WW
    Sorcery (U)
    Destroy target artifact, enchantment or tapped creature.

    Sanction to Endlessness 1WW
    Enchantment (U)
    When Sanction to Endlessness enters the battlefield, exile target nonland permanent an opponent controls face-down until Sanction to Endlessness leaves the battlefield.

    Selfless Attendant 2WW
    Creature — Human Cleric (C)
    When Selfless Attendant enters the battlefield or dies, put a +1/+1 counter on each of up to two other target creatures you control.
    2/3

    Sentinel’s Steed 2W
    Creature — Horse Spirit (C)
    When Sentinel’s Steed enters the battlefield, tap target creature an opponent controls.
    3/2

    Spawn of Keening Ages 2WW
    Creature — Horror (R)
    Lifelink
    Slumber 2WW (2WW, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    When Spawn of Keening Ages enters the battlefield, if it was cast from slumber, create five 1/1 black Cultist creature tokens.
    3/4

    Stalking Phantasm 2W
    Creature — Beast Spirit (U)
    Haunt (When this creature dies, exile it haunting target creature.)
    Prevent all combat damage that would be dealt to Stalking Phantasm.
    Prevent all combat damage that would be dealt by the creature Stalking Phantasm haunts.
    3/1

    Star Sanguinaire WW
    Creature — Vampire (U)
    Lifelink
    When a creature enters the battlefield under your control, Star Sanguinaire gains flying until the end of turn.
    2/2

    Starlight Hawk 3W
    Creature — Bird (C)
    Flying
    When Starlight Hawk enters the battlefield, you and target opponent each draw a card.
    3/2

    Stillstone Ancient 3WWW
    Creature — Giant Horror (U)
    Slumber 2W (2W, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    When Stillstone Ancient goes to slumber, if it was put there from your hand, draw a card.
    4/8

    United Tactics 3WW
    Instant (C)
    Creatures you control get +1/+1 until the end of turn.
    If you cast this spell during you main phase, creatures you control get +2/+2 until the end of turn instead.

    Unyielding Partisan 1W
    Creature — Spirit Soldier (U)
    As long as Unyielding Partisan is not indestructible, it gets +2/+0.
    2W: Tap Unyielding Partisan. It gains indestructible until the end of turn.
    1/1

    Vagrant Souls’ Call 2W
    Enchantment (U)
    Untapped Spirits you control get +0/+1.
    Tapped Spirits you control get +1/+0.
    Exile a Spirit card from your graveyard: Put target Spirit card in a graveyard on the top of its owner’s library.

    Veteran Sergeant 1W
    Creature — Human Soldier (C)
    When Veteran Sergeant enters the battlefield, target creature gains vigilance until the end of turn.
    3/1

    Wandering Soul 1W
    Creature — Spirit (C)
    Flying
    1/2

    Warded Gate W
    Creature — Wall (C)
    Defender
    When Warded Gate dies, gain 3 life.
    No blockade is perfect. If you plan on it not failing, you won’t have a plan when it does.
    0/3

    Wraithwatcher W
    Chreature — Human Cleric (C)
    Vigilance
    Whenever a creature haunted by a card you own attacks, gain 1 life.
    If your eyes are sharp, you can see the auras of those passing by. For some, the aura about them is not their own.

    Yesh'ana, the Burdensome Yoke 4WWW
    Legendary Creature — Elder God (M)
    At the beginning of your upkeep, you may exile another target creature you control until the beginning of the next end step.
    Slumber 2WW
    As long as Yesh’ana slumbers or is on the battlefield, no more than one creature can attack and no more than one creature can block each combat.
    3/7

    Yoke of the Multitude 1W
    Enchantment — Aura (U)
    Enchant creature
    Enchanted creature gets +1/+1 for each creature you control.

    Agitated Readiness 1U
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +1/+1.
    At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, untap enchanted creature.

    Ancestry of the Depths 2UU
    Enchantment — Aura (R)
    Enchant creature with converted mana cost 4 or less
    You control enchanted creature.
    Enchanted creature is a Fish in addition to its other types and cannot be blocked by creatures that share a color with it.

    Anissa, Academy Librarian 2UU
    Legendary Creature — Human Advisor (R)
    When Anissa, Academy Librarian enters the battlefield, you may search your library for a Tome card, reveal it, put it into your hand, then shuffle your library.
    T: Untap target artifact.
    1U, Remove a counter from an artifact you control: Scry 1.
    2/4

    Augur of Kre'skal 1UU
    Creature — Human Wizard (U)
    When Augur of Kre’skal enters the battlefield, you may look at the top X cards of your library and put one of those cards into your hand, where X is the highest converted casting cost among permanents you control. Then put up to X cards from your graveyard on top of your library. Shuffle your library.
    1/3

    Bind in Eternity 1UU
    Instant (U)
    Counter target spell. If that spell is countered this way, put that card on the bottom of its owner’s library instead of into that player’s graveyard. Scry 1.

    Child of Chak’sh’lara 4U
    Creature — Ooze Beast (U)
    Flying
    Child of Chak’sh’lara can block only creatures with flying.
    1U: Until the beginning of your next turn, Child of Chak’sh’lara loses flying and may block creatures without flying. Activate this ability only any time you could cast a sorcery.
    4/4

    Communal Delusions 3UU
    Sorcery (R)
    For each player, choose a creature that player controls. Each other creature that player controls become a copy of the chosen creature until the end of turn, except they aren’t legendary if that creature is legendary.

    Constraining Wonderment 1UU
    Enchantment — Aura (C)
    Enchant creature
    When Constraining Wonderment enters the battlefield, portend. If you reveal a card, tap enchanted creature. (To portend, look at the top card of your library. You may reveal it or draw it.)
    Enchanted creature doesn’t untap during its controller’s untap step.

    Contradiction Sigil 1U
    Instant (C)
    Counter target instant or sorcery spell or spell that was not cast from its owner’s hand.

    Darksea Ancient 3UUU
    Creature — Kraken Horror (U)
    Slumber 2U (2U, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    When Darksea Ancient goes to slumber, if it was put there from your hand, draw a card.
    5/7

    Delay the Inevitable 5U
    Sorcery (C)
    Put target creature into its owner’s library second from the top.
    Draw a card.

    Denying Omen 2U
    Instant (C)
    Portend. Counter target non-creature spell unless its controller pays 1. If you revealed a card, instead counter that spell unless its controller pays X where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)

    Dreamwisp Courier 2U
    Creature — Spirit Jellyfish (C)
    When Dreamwisp Courier enters the battlefield, target player returns a non-land permanent they control to its owner’s hand.
    2/2

    Dusktalon Kite 5U
    Creature — Bird Nightmare (C)
    Dusktalon Kite costs 2 less to cast if you did not cast a spell since the beginning of your last turn.
    Flying
    4/4

    Enrapturing Constellations 2U
    Enchantment (U)
    At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, draw a card.

    Flee the Infinite U
    Sorcery (U)
    Return target non-land permanent with converted mana cost less than or equal to the highest converted mana cost among permanents you control to its owner’s hand. Draw a card.

    Fog of Adrift Desires U
    Creature — Illusion (C)
    Defender
    At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, scry 1.
    0/3

    Forestalling Phantasm 2U
    Creature — Illusion (C)
    Flash
    0/5

    Fortifying Omen U
    Instant (C)
    Choose target creature, then Portend. If you revealed a card, that creature gains hexproof and gets +0/+X until the end of turn, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)

    Glintdrop Moth 1U
    Creature — Insect Illusion (C)
    Flying
    Glintdrop Moth can only block creatures with flying.
    1/2

    Knowledge Overwhelming 6UU
    Instant (U)
    Draw four cards.
    You may cast an instant or sorcery card from your hand with converted mana cost X or less without paying its mana cost, where X is the highest converted mana cost among permanents you control.

    Kre'skal, the Maddening Deep 4UUU
    Legendary Creature — Elder God (M)
    At the beginning of each opponent’s upkeep, tap target non-land permanent that player controls.
    Slumber 2UU
    As long as Kre’skal slumbers or is on the battlefield, whenever an opponent casts their second spell during a turn, counter that spell.
    4/6

    Mindbending Geometries 1U
    Instant (U)
    Target player reveals the top three cards of their library. Put one of those cards on the bottom of its owner’s library, and that player puts the rest back on top of their library in any order.
    Draw a card.

    Omen Sorcerer 3U
    Creature — Bird Wizard (C)
    Flying
    When Omen Sorcerer enters the battlefield, portend. If you reveal a card, put a +1/+1 counter on Omen Sorcerer. (To portend, look at the top card of your library. You may reveal it or draw it.)
    2/2

    Otherworldly Chill 2UU
    Instant (C)
    Tap up to two target creatures. Those creatures don’t untap during their controller’s next untap step.
    If you cast this spell during your main phase, create a 2/2 blue Illusion creature token.

    Persistent Investigator 2U
    Creature — Human Scout (C)
    When Persistent Investigator deals combat damage to an opponent, Portend. If you reveal a card, put a +1/+1 counter on Persistent Investigator. (To portend, look at the top card of your library. You may reveal it or draw it.)
    1/2

    Phantasmal Outsider 5UU
    Creature — Illusion Nightmare (C)
    Hexproof
    6/6

    Prayers of the Perceptive U
    Sorcery (C)
    As an additional cost to cast this spell, tap an untapped creature you control.
    Scry X, where X is the tapped creature’s power. Draw a card. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.

    Rain of Figments 3U
    Instant (U)
    Target player draws two cards. Target player mills two cards. Put up to two target cards in a graveyard on the bottom of their owner’s library.

    Singer of Undoings 4UU
    Creature — Siren Spirit (U)
    Flying
    Haunt (When this creature dies, exile it haunting target creature.)
    You control the creature Singer of Undoings haunts.
    1/2

    Spawn of Seizing Tides 2UU
    Creature — Horror (R)
    Flying
    Slumber 2UU (2UU, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    When Spawn of Seizing Tides enters the battlefield, if it was cast from slumber, gain control of target creature.
    4/3

    Student of Banishments 2UU
    Creature — Human Wizard (U)
    When Student of Banishments enters the battlefield, return target creature to its owner’s hand. That player then shuffles a card from their hand into their library and draws a card.
    2/2

    Teeming Deep 4U
    Sorcery (U)
    Create a 1/1 blue Tentacle creature token for each instant and sorcery card in your graveyard.
    Draw a card.

    Unrestrained Researcher 2U
    Creature — Human Wizard (C)
    Prowess
    When Unrestrained Researcher dies, target player mills X cards where X is Unrestrained Researcher’s power.
    2/3

    Venerable Deep-Lurker 5UU
    Creature — Nightmare Serpent (U)
    When Venerable Deep-Lurker enters the battlefield, creatures your opponents control don’t untap during their controllers’ next untap steps.
    At the beginning of your upkeep, you may reveal Venerable Deep-Lurker from your hand and pay 1U. If you do, scry 2.
    7/7

    Wing and Page 2U
    Sorcery (C)
    Up to one target creature you control gains flying until the end of turn.
    Draw two cards.
    On a wing, the quill lifts the body. On a page, the soul.

    Abominable Rebirth B
    Sorcery (C)
    Choose one —
    • Return target creature card from your graveyard to your hand.
    • Return two target Horror cards from your graveyard to your hand.

    Blightchild BB
    Creature — Nightmare Beast (U)
    Blightchild enters the battlefield tapped.
    3/3

    Chattering Fangcrawler B
    Creature — Horror (U)
    Chattering Fangcrawler cannot block.
    2/1

    Eager Cultist 1B
    Creature — Human Cultist (C)
    When Eager Cultist dies, create a 2/2 black and red Horror creature token.
    1/1

    Fang-Sect Acolyte B
    Creature — Snake Cultist (C)
    At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, gain 2 life.
    1/1

    Gruesome Tickbeast 3BB
    Creature — Insect Horror (C)
    Lifelink
    When Gruesome Tickbeast enters the battlefield, it deals 1 damage to any target.
    3/4

    Haunting Horror 1BB
    Creature — Horror (C)
    Menace
    Haunt (When this creature dies, exile it haunting target creature.)
    The creature Haunting Horror haunts cannot attack or block alone.
    3/1

    Hideous Carnage 2BB
    Sorcery (U)
    All creatures get -2/-2 until the end of turn.
    Until the end of turn, whenever a creature an opponent controls dies, that player mills 1 card.

    Hungering Night-Thing 3BB
    Creature — Serpent Horror (C)
    Deathtouch
    2B: Hungering Night-Thing gets +1/+1 until the end of turn.
    4/3

    Infernal Scarring 1B
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +2/+0 and has “When this creature dies, draw a card.”

    It of Cursed Skin 2B
    Creature — Horror (C)
    When It of Cursed Skin dies, destroy each creature that dealt damage to it this turn.
    2/2

    Kiss of the Pestilent Mother 1BB
    Enchantment — Aura (R)
    Enchant creature not enchanted by another permanent named Kiss of the Pestilent Mother
    Enchanted creature has “At the beginning of your end step, target creature you control gets -1/-1 until the end of turn.” and “When this creature dies, you lose 3 life.”
    At the beginning of your upkeep you may create token that is a copy of Kiss of the Pestilent Mother.

    Memory Plague 2B
    Sorcery (C)
    Target player discards two cards. That player mills two cards for each land card discarded this way.

    Mindwrenching Dread 4B
    Instant (C)
    This spell costs 2 less to cast if it targets a Human.
    Destroy target creature or planeswalker.

    Mireplague Ancient 3BBB
    Creature — Insect Horror (U)
    Slumber 2B (2B, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    When Mireplague Ancient goes to slumber, if it was put there from your hand, draw a card.
    7/5

    Montori, Shrewd Kingpin 3BB
    Legendary Creature — Human Rogue (R)
    Menace
    When Montori, Shrewd Kingpin deals combat damage to an opponent, look at that player’s hand and the top card of their library, exile one of those cards face down, then put the rest back in their hand. You may look at and cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.
    3/2

    Nauseating Miasma 1B
    Instant (C)
    Target creature you control gains deathtouch until the end of turn.
    If you cast this spell during your main phase, that creature also gains menace until the end of turn.

    Nightmare Unending 2B
    Creature — Nightmare (U)
    Whenever a non-Nightmare creature you control dies, you may pay B. If you do, return Nightmare Unending from your graveyard to your hand.
    2/2

    Prayers of the Pernicious B
    Sorcery (C)
    As an additional cost to cast this spell, tap an untapped creature you control.
    Target player reveals X card from their hand, where X is the tapped creature’s power. You choose one of those cards. That player discards that card. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.

    Priest of Stroggoth 3B
    Creature — Human Cultist (C)
    Menace
    1, T, sacrifice another creature: Draw a card.
    3/3

    Rabid Martyrdom B
    Sorcery (U)
    Target creature you control gets +2/+0 and gains haste and “When this creature dies, draw a card” until the end of turn.

    Ragged Whisperer 1B
    Creature — Nightmare Spirit (C)
    Flash
    Flying
    When Ragged Whisperer dies, target player mills 2 cards.
    2/1

    Reminiscence Gorger 3B
    Creature — Nightmare Horror (U)
    At the beginning of your end step, if a creature you control dealt combat damage to an opponent this turn, that player discards a card.
    3/2

    Rise Again 4B
    Sorcery (C)
    Return target creature card from your graveyard to the battlefield.

    Servant and Slain BB
    Sorcery (U)
    Destroy up to one target creature with converted mana cost 2 or less. Return up to one target creature card with converted mana cost 2 or less from your graveyard to your hand.

    Shackled Veilspawn 1B
    Enchantment (U)
    At the beginning of your upkeep, if Shackled Veilspawn is not a creature, you lose 1 life.
    Shackled Veilspawn is a 5/5 Spawn enchantment creature as long as you control three or more Cultists.

    Shadowed Devourer 3BB
    Creature — Squid Horror (R)
    At the beginning of each end step, create a 1/1 blue Tentacle creature token for each non-token creature you controlled that died this turn.
    Shadowed Devourer gets +1/+1 for each Tentacle your control.
    Sacrifice three Tentacles: Return Shadowed Devourer from your graveyard to the battlefield tapped. Activate this ability only during your turn.
    2/3

    Slumberer’s Bane 1B
    Creature — Human Cultist (U)
    Whenever a Nightmare you control enters the battlefield or dies, each opponent loses 1 life and you gain 1 life.
    1/2

    Soulwinding Gyre 2B
    Enchantment (C)
    Whenever a creature card you own is put into exile from anywhere, create a 1/1 white Spirit creature token with flying.
    1B: Exile target creature card from a graveyard.

    Spawn of Seven Agonies 2BB
    Creature — Horror Spawn (R)
    Flash
    Slumber 2BB (2BB, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    When Spawn of Seven Agonies enters the battlefield, if it was cast from slumber, creatures you control get +1/+0 until the end of turn..
    4/3

    Staggering Malady 4BB
    Sorcery (U)
    Each opponent sacrifices a creature, discards a card, mills a card and loses 1 life. You gain 1 life and draw a card.

    Stroggoth, the Hungering Void 4BBB
    Legendary Creature — Elder God (M)
    At the beginning of each upkeep, create a 1/1 black Cultist creature token.
    Slumber 2BB
    As long as Stroggoth slumbers or is on the battlefield, other creatures you control have “If this creature is attacking and would deal combat damage, you may instead exile that many cards from the defending player’s library.”
    4/6

    The Tattered Queen's Tragedy 3B
    Legendary Enchantment (R)
    At the beginning of your upkeep, put an Act counter on The Tattered Queen’s Tragedy, then each opponent loses 1 life if there is one Act counter on The Tattered Queen’s Tragedy, mills three cards if there are two, sacrifices a creature if there are three, and loses the game if there are four or more.
    Pay 3 life: Remove an Act counter from The Tattered Queen’s Tragedy. Any player may activate this ability.

    Tendrilspawn 1B
    Creature — Nightmare Spawn (C)
    Lifelink
    2/1

    Unsettling Omen 1B
    Sorcery (U)
    Portend. Target player discards a card. If you revealed a card, that player instead reveals a number of cards from their hand equal to the converted manacost of the revealed card. You choose one of those cards. That player discards that card. (To portend, look at the top card of your library. You may reveal it or draw it.)

    Vorpal Leechfang 2BB
    Creature — Nightmare (U)
    Deathtouch, Haunt (When this creature dies, exile it haunting target creature.)
    The creature Vorpal Leechfang haunts has “At the beginning of your upkeep, sacrifice this creature.”
    3/2

    Will of the Sect 1B
    Sorcery (C)
    Target creature gets -2/-2. If you control a Cultist, destroy that creature instead.

    Aetherblade Halberd R
    Enchantment — Aura (U)
    Enchant creature with converted mana cost 3 or less.
    Equipped creature gets +2/+0.
    When equipped creature becomes blocked by a creature with converted mana cost 6 or greater, it gains double strike and trample until the end of turn.

    Awakened Firemaw 2R
    Creature — Elemental Beast (C)
    Slumber 2RR (2RR, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    Awakened Firemaw enters the battlefield with three +1/+1 counters on it if it was cast from slumber.
    3/2

    Being of Revolution 1R
    Creature — Elemental (U)
    1, Sacrifice Being of Revolution: Choose one —
    • Discard a card. If you do, draw two cards.
    • Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle their library.
    2/2

    Bloodshot Prophet R
    Creature — Human Shaman (U)
    Haste
    Whenever you portend, Bloodshot Prophet gets +1/+0 and gains first strike until end of turn.
    1/2

    Calimitous Fervor 2RR
    Instant (C)
    Creatures you control get +2/+0 until end of turn.
    Until the end of turn, Horrors you control gain “When this creature dies, it deals 1 damage to target opponent or planeswalker.”

    Echofang 2R
    Creature — Elemental (C)
    When Echofang enters the battlefield, it deals damage to target creature or planeswalker equal to the number of other creatures named Echofang you control plus the number of cards named Echofang in your graveyard.
    A deck can have any number of cards named Echofang.
    2/1

    Enticing Worm-Young 3RR
    Creature — Worm Horror (C)
    When Enticing Worm-Young enters the battlefield, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
    2/3

    Eon-touched Madman R
    Creature — Human Barbarian (C)
    Creature spells you cast from slumber cost 1 less to cast.
    1/1

    Flame Sanguinaire 3R
    Creature — Elemental Vampire (U)
    When a spell or ability you control deals damage to an opponent, Flame Sanguinaire gains double strike until the end of turn.
    R, Sacrifice Flame Sanguinaire: Target creature you control gets +3/+0 until the end of turn.
    4/2

    Flaring Darkfiend 3R
    Creature — Horror (C)
    Haste, trample
    When Flaring Darkfiend enters the battlefield, add RRR.
    At the beginning of the end step, sacrifice Flaring Darkfiend.
    4/1

    Furious Omen 1R
    Instant (C)
    Portend. Target creature gets +2/+0 and trample until the end of turn. If you revealed a card, it gets +X/+0 instead, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)

    Gnashing Fangs 1R
    Sorcery (C)
    Gnashing Fangs deals 2 damage to any target.
    If you cast this spell during you main phase, create a tapped 2/2 black and red Horror creature token.

    Howlrender 1RR
    Creature — Elemental Horror (U)
    At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn.
    When Howlrender dies, it deals damage equal to its power to any target.
    1/1

    Immolating Mind 3RR
    Sorcery (C)
    Immolating Mind deals 5 damage to target creature. Exile the top card of your library. You may play that card until the end of your next turn.

    Insatiable Rage R
    Enchantment — Aura (C)
    Enchant creature
    When Insatiable Rage enters the battlefield, enchanted creature gains first strike until end of turn.
    Enchanted creature gets +1/+1 and must attack each turn if able.

    Knowledge Through Pain 1R
    Sorcery (C)
    As an additional cost to cast Knowledge Through Pain, sacrifice a creature or discard a card.
    Draw two cards.

    Lashraxx, the Untempered Rage 4RRR
    Legendary Creature — Elder God (M)
    Attacking creatures you control are indestructible.
    Slumber 2RR
    As long as Lashraxx slumbers or is on the battlefield, creatures your opponents control must attack each combat if able.
    7/3

    Mind-torn Berzherker 1R
    Creature — Human Berzherker (C)
    When Mind-torn Berzherker attacks, it gets +X/+X until the end of turn, where X is equal to the number of creatures with slumber you control plus the number of slumbering creature cards you own.
    He’s seen what no man should, and he’ll rage until he can see it no more.
    1/1

    Nightblaze Ancient 3RRR
    Creature — Elemental Horror (U)
    Slumber 2R (2R, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    When Nightblaze Ancient goes to slumber, if it was put there from your hand, draw a card.
    8/4

    Omen Charger 5R
    Creature — Elemental (C)
    Haste
    When Omen Charger enters the battlefield, portend. If you reveal a card, put a +1/+1 counter on Omen Charger. (To portend, look at the top card of your library. You may reveal it or draw it.)
    4/4

    Order of Aetherblades 2R
    Creature — Human Warrior (C)
    1R: Order of Aetherblades gains first strike until the end of turn.
    If a creature dealt damage by Order of Aetherblades this turn would die, put it on the bottom of its owner’s library instead.
    3/2

    Prayers of the Passionate R
    Sorcery (C)
    As an additional cost to cast this spell, tap an untapped creature you control.
    Prayers of the Passionate deals X damage to target creature or planeswalker, where X is the tapped creature’s power. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.

    Purge with Fire 2R
    Instant (U)
    Players can’t gain life this turn. Damage can’t be prevented this turn. Purge with Fire deals 3 damage to any target.

    Recurrent Hysteria 1RR
    Sorcery (U)
    Target creature gets +1/+0 and gains double strike until the end of turn.
    Flip a coin. If you win the flip, return Recurrent Hysteria to its owner’s hand.

    Rites of Enflamed Blood RR
    Sorcery (U)
    If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.

    Scorching Omen 3R
    Sorcery (U)
    Portend. Scorching Omen deals 2 damage to target creature or planeswalker and 2 damage to that permanent’s controller. If you revealed a card, Scorching Omen deals X damage to that permanent instead, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)

    Screams of Lashraxx 1R
    Instant (C)
    Choose one or both—
    • Target creature attacks this turn if able.
    • Target creature cannot block this turn.

    Sentinel’s Hound 1R
    Creature — Elemental Dog (C)
    1R: Sentinel’s Hound gets +1/+0 until the end of turn. If this is the third time this ability has resolved this turn, Sentinel’s Hound gains trample until end of turn.
    2/2

    Skinless Ragebeast 3RR
    Creature — Elemental Beast (U)
    Trample
    When Skinless Ragebeast attacks, portend. If you reveal a card, create a 3/1 red Horror creature token with trample that is tapped and attacking. (To portend, look at the top card of your library. You may reveal it or draw it.)
    4/4

    Spawn of Crimson Stars 2RR
    Creature — Horror (R)
    First strike
    Slumber 2RR (2RR, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    When Spawn of Crimson Stars enters the battlefield, if it was cast from slumber, it deals 3 damage to each other creature.
    4/3

    Starwalker 2RR
    Creature — Avatar (R)
    First strike
    Whenever Starwalker becomes the target of a spell, Starwalker deals 2 damage to that spell’s controller.
    Whenever Starwalker deals combat damage to a player or planeswalker, put a +1/+1 counter on Starwalker.
    4/3

    Stellar Cascade 3R
    Sorcery (C)
    Stellar Cascade deals 3 damage to target creature. When that creature dies this turn, its controller may sacrifice an artifact or land. If they do not, Stellar Cascade deals 3 damage to them.

    Tani, Bounty Hunter 2RR
    Legendary Creature — Human Warrior (R)
    First strike
    Whenever a creature dealt damage by Tani, Bounty Hunter this turn leaves the battlefield, create a treasure token.
    Discard a card, sacrifice a treasure token: Draw a card.
    4/2

    Unchained Gnasher 1R
    Creature — Horror Beast (U)
    Whenever Unchained Gnasher attacks, target creature an opponent controls with power less than or equal to the number of Horrors you control can’t block this turn.
    2/2

    Vengeful Banebearer 2RR
    Creature — Spirit Horror (U)
    Haunt (When this creature dies, exile it haunting target creature.)
    When Vengeful Banebearer or the creature it haunts dies, Vengeful Banebearer deals 2 damage to target creature or planeswalker.
    2/2

    Arisen Snakefather XGG
    Creature — Snake (U)
    Arisen Snakefather enters the battlefield with X +1/+1 counters on it.
    When Arisen Snakefather enters the battlefield, it fights up to one target creature.
    0/0

    Awakened Swarmfang 2G
    Creature — Insect Beast (C)
    Slumber 2GG (2GG, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    Awakened Swarmfang enters the battlefield with three +1/+1 counters on it if it was cast from slumber.
    2/3

    Bloodshed Rite 1G
    Sorcery (C)
    Target creature you control fights target creature you don’t control. Until the end of turn, when one of those creatures dies, create a 1/1 black Cultist creature token.

    Broodclaw Ancient 3GGG
    Creature — Beast Horror (U)
    Slumber 2G (2G, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    When Broodclaw Ancient goes to slumber, if it was put there from your hand, draw a card.
    6/6

    Child of the Hive 3G
    Creature — Insect Beast (C)
    Deathtouch
    When Child of the Hive dies, put two +1/+1 counters on target creature you control.
    2/2

    Conduit of Progenitors 1G
    Creature — Human Shaman (U)
    At the beginning of your upkeep, mill a card.
    At the beginning of combat on your turn, Conduit of Progenitors gets +X/+X until the end of turn, where X is the number of creature cards in your graveyard.
    1/1

    Consume the Ages 2GG
    Sorcery (U)
    Return up to one target card from your graveyard to your hand. Put up to one other target card from your graveyard on top of your library. Exile Consume the Ages.
    Put up to X cards from target player’s graveyard on the bottom of their library, where X is the highest converted mana cost among permanents you control.

    Creeping Blight 1GG
    Enchantment (R)
    At the beginning of combat on your turn, you may put a creeping counter on a land you control.
    If you control three or more lands with creeping counters, lands you control with creeping counters are X/X green creatures with haste, where X is the number of lands you control with creeping counters.

    Cult Novice 1G
    Creature — Human Cultist (C)
    T: Add G
    1/3

    Deathless Predator 3GGG
    Creature — Beast Spirit (U)
    Trample
    Haunt (When this creature dies, exile it haunting target creature.)
    The creature Deathless Predator haunts gets +4/+4 and has trample.
    4/4

    Devouring Mist 3GG
    Creature — Elemental (U)
    If Devouring Mist has not been the target of a spell this turn, prevent all damage that would be dealt to it.
    6/2

    Implaccable Flagellator 4G
    Creature — Elemental Spawn (C)
    Vigilance, Reach
    4/4

    Inspired Invigoration G
    Instant (C)
    You gain life equal to the highest converted mana cost among permanents you control.

    Invigorating Omen 3G
    Sorcery (U)
    Portend. Put two +1/+1 counters on target creature. If you revealed a card, put X +1/+1 counters on that creature instead, where X is the revealed card’s converted mana cost. (To portend, look at the top card of your library. You may reveal it or draw it.)

    Limitless Hive's Acolyte 3GG
    Creature — Human Cultist (R)
    Play with the top card of your library revealed.
    You may cast the top card of your library if it’s a creature card.
    As long as the top card of your library is a creature card, Limitless Hive’s Acolyte gets +X/+X, where X is that card’s base power.
    3/4

    Lore of Natural Truth 1G
    Sorcery (C)
    Choose one—
    • Destroy target enchantment.
    • Target opponent sacrifices a creature with flying.
    • Put target card in a graveyard on the bottom of its owner’s library.

    Na'Tak'La, the Limitless Hive 4GGG
    Legendary Creature — Elder God (M)
    At the beginning of your upkeep, you may have another target creature you control fight target creature you don’t control.
    Slumber 2GG
    As long as Na’Tak’La slumbers or is on the battlefield, creatures you control have vigilance and trample.
    6/4

    Prayers of the Primitive G
    Sorcery (C)
    As an additional cost to cast this spell, tap an untapped creature you control.
    Look at the top X cards of your library, where X is the tapped creature’s power. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Put a +1/+1 counter on the creature tapped to pay this spell’s additional cost.

    Predatory Blessing G
    Instant (U)
    Put a +1/+1 counter on target creature you control. Until end of turn, it gains “Whenever this creature deals combat damage to a player, draw a card.”

    Primal Bind-Singer 2GG
    Creature — Human Shaman (U)
    Flash
    If an opponent would exile a card they own or a card they own in exile or that was cast from exile would enter the battlefield, put that card on the bottom of its owner’s library instead.
    2/3

    Primeval Relentlessness 1G
    Enchantment — Aura (C)
    Enchant creature you control
    When Primeval Relentlessness enters the battlefield, enchanted creature gains indestructible until the end of turn.
    Enchanted creature gets +1/+0 and has trample.

    Primeval Spasm 2G
    Sorcery (U)
    Search your library for a basic land or Portal card and put it onto the battlefield tapped, then shuffle your library.

    Primordial Serpent 7GG
    Creature — Snake (C)
    This spell costs 1 less to cast for each Cultist you control.
    Trample
    They thought they had prayed hard to summon the creature, but they prayed even harder as it began to feast.
    7/6

    Revered Skitter-thing 3G
    Creature — Insect Spawn (C)
    Trample
    Whenever one or more Cultists enter the battlefield under your control, put a +1/+1 counter on Revered Skitter-thing.
    3/3

    Spawn of Hungering Woods 2GG
    Creature — Horror (R)
    Slumber 2GG (2GG, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    As Spawn of Hungering Woods enters the battlefield, if it was cast from slumber, put a +1/+1 counter on each creature you control.
    5/5

    Strength of Lost Ages GG
    Instant (C)
    Target creature gets +3/+3 until end of turn. If you cast this spell during your main phase, that creature gets +5/+5 until end of turn instead.

    Supplicant of the Coming G
    Creature — Human Cultist (C)
    Whenever a creature card you own goes to slumber, gain 2 life. If that card was went to slumber from your hand, put a +1/+1 counter on Supplicant of the Coming.
    We hear the symphony of the eons clawing towards its crescendo.
    0/1

    Swarms Without End 2G
    Creature — Insect (C)
    When Swarms Without End enters the battlefield, reveal the top six cards of your library. Put any number of cards revealed named Swarms Without End into your hand and the rest on the bottom of your library in a random order.
    Swarms Without End gets +1/+1 for each other creature you control named Swarms Without End.
    A deck can have any number of cards named Swarms Without End.
    1/1

    Swelling Thornbeing G
    Creature — Elemental Beast (U)
    Vigilance
    4G: Swelling Thornbeing gets +3/+3 and gains trample until the end of turn.
    1/1

    Symar, Dream Wanderer 1GG
    Legendary Creature — Human Scout (R)
    Vigilance
    If an effect would put one or more counters on a land you control, it puts twice that many of those counters on that land instead.
    Lands you control gain “T: Add one mana of any type that a land you control could produce.”
    3/3

    Thicket Savage 4GG
    Creature — Nightmare Treefolk (C)
    You may pay G and sacrifice two untapped lands rather than pay this spell’s mana cost.
    When Thicket Savage dies, return up to three target land cards from your graveyard to your hand.
    6/4

    Unquiet Brush G
    Creature — Plant Wall (C)
    Defender
    When Unquiet Brush dies, create a 1/1 green Insect creature token.
    0/3

    Unwavering Ritekeeper 1GG
    Creature — Human Cultist (U)
    Vigilance
    Each creature you control that enters the battlefield from exile or was cast from exile enters the battlefield with an additional +1/+1 counter on it.
    1/3

    Veil of Rage 1G
    Enchantment — Aura (U)
    Enchanted creature gets +1/+1 and has hexproof and trample.

    Venomous Sect-blade G
    Creature — Human Cultist (C)
    Deathtouch
    1/1

    Whispers from the Woods G
    Instant (C)
    Prevent all combat damage that would be dealt to and by target attacking creature this turn.

    Astral Splintering RW
    Sorcery (R)
    Exile target non-land permanent. Starting with that permanent’s controller, each player creates a Treasure token. Repeat this process until X tokens have been created, where X is the exiled permanent’s converted mana cost.

    Chak'sh'lara, The Inversion 3GU
    Legendary Creature — Elder Ooze (M)
    Each creature assigns combat damage equal to its toughness rather than its power.
    Lethal damage dealt to creatures is determined by their power rather than their toughness.
    5/6

    Enthralled Nightcaller 1BR
    Creature — Human Shaman (U)
    Horrors you control have haste and menace.
    2/2

    Ever-Hungering Ooze 4GU
    Creature — Ooze (U)
    Ever-Hungering Ooze’s power and toughness are each equal to the total converted mana cost of other creatures you control.
    */*

    Eyes of the Web 3BG
    Creature — Spider (U)
    Reach
    At the beginning of your upkeep, create a 1/1 black Cultist creature token.
    Cultists you control get +1/+0.
    2/4

    Flame-Blind Seer UR
    Creature — Human Cleric (U)
    When you portend, Flame-Blind Seer deals 1 damage to each opponent. If you revealed a card, you may have any number of target players mill one card.
    3/1

    Flying Malignancy 1UB
    Creature — Germ Horror (U)
    U: Flying Malignancy gets +1/+1 and gains flying until the end of turn. Activate this ability only once each turn.
    B: Flying Malignancy gets +1/+1 and gains deathtouch until the end of turn. Activate this ability only once each turn.
    1/2

    Gate of Eldritch Storms RG
    Sorcery (U)
    Gate of Eldritch Storms deals damage to target creature or planeswalker equal to the number of slumbering creatures you own.
    Put a copy of a slumbering creature card you own onto the battlefield. It gains haste. Exile that creature at the beginning of the next end step. (A copy of a permanent card becomes a token)

    Glashakh, Erupting Within 4UB
    Legendary Creature — Elder Nightmare (R)
    2UB, Sacrifice a blocked or blocking creature: Put Glashakh, Erupting Within into play blocking or tapped, attacking and blocked by the same creatures as the creature sacrificed.
    7/5

    Harbinger of Legions 3BR
    Creature — Horror (R)
    Haste, Deathtouch
    When Harbinger of Legions deals combat damage to a player or planeswalker, reveal the top card of your library until you reveal a Horror card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
    1/5

    Inspiring Hallucination 2WU
    Creature — Illusion (U)
    Flying
    At the beginning of your upkeep, create a 1/1 blue Illusion creature token with flying.
    Sacrifice Inspiring Hallucination: Creatures you control gain flying until the end of turn.
    2/2

    Khoas, Sentinel Timeless 3RW
    Legendary Creature — Elder Avatar (M)
    When Khoas, Sentinel Timeless deals combat damage to a player, you may pay RW. When you do, Khoas deals damage to any target equal to the number of cards they own in exile.
    Cards your opponents own in graveyards and in exile lose all abilities.
    Opponents can’t cast spells from graveyards or exile.
    6/4

    Nexus of the Unsleeping 1WB
    Creature — Spirit (U)
    When Nexus of the Unsleeping enters the battlefield, gain 1 life for each card you own haunting a creature.
    When Nexus of the Unsleeping dies, you may put target card with haunt in exile that you own into your hand. (When this creature dies, exile it haunting target creature.)
    2/3

    N’Fthegn, Swelling Calamity 3RG
    Legendary Creature — Elder Elemental (R)
    Slumber RG (RG, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
    Haste, Trample
    At the beginning of your upkeep, while N’Fthegn, Swelling Calamity slumbers, put a +1/+1 counter on N’Fthegn.
    Counters remain on N’Fthegn as it moves to any zone other than a player’s hand or library.
    3/3

    Sealing Helix RW
    Instant (U)
    Sealing Helix deals 2 damage to any target and you gain 2 life.
    If a creature or planeswalker dealt damage by Sealing Helix would die this turn, put it on the bottom of its owner’s library instead.

    Slassasa, Maw and Fangs 4BG
    Legendary Creature — Elder Snake (M)
    As long as you control four or more Cultists, Slassasa, Maw and Fangs has hexproof.
    Sacrifice X Cultists: Target creature gets -X/-X until the end of turn. Activate this ability only any time you could cast a sorcery.
    3BG: Create a 1/1 black Cultist creature token.
    6/5

    Unite Against Catastprohe 1GW
    Sorcery (U)
    Until the end of turn, creatures you control gain vigilance and “T: This creature gains indestructible until the end of turn. Gain 1 life.”

    Ambushing Arachnid 2R/GR/G
    Creature — Spider (C)
    Haste, Reach
    2/4

    Doomed Ibis 1W/UW/U
    Creature — Bird Spirit (C)
    Flying
    When Doomed Ibis dies, scry 2.
    “A portent of blessing, disguised in a tragedy.”
    2/1

    Paired Sentries 1G/WG/W
    Creature — Human Soldier (C)
    Vigilance
    When Paired Sentries enters the battlefield, create a 1/2 green and white Human Soldier creature token with vigilance.
    1/2

    Raging Disciple 1B/RB/R
    Creature — Cultist Horror (C)
    Menace
    Raging Disciple cannot block.
    4/2

    Whisperer of Insanity 1U/BU/B
    Creature — Human Wizard (C)
    Flash
    When Whisperer of Insanity enters the battlefield, target player mills two cards.
    1/3

    Bloodstained Journal 3
    Legendary Artifact — Tome (U)
    2, T: Bloodstained Journal deals 1 damage to any target.
    When Bloodstained Journal becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Bloodstained Journal and, if it has two or more insanity counters on it, it deals 3 damage to you.

    Book of Silent Screams 2
    Artifact — Tome (U)
    2, T: Draw a card.
    When Book of Silent Screams becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Book of Silent Screams and, if it has two or more insanity counters on it, discard two cards.

    Flickering Tome 2
    Artifact — Tome (C)
    Flickering Tome enters the battlefield tapped.
    T: Add one mana of any color.
    When Flickering Tome becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Flickering Tome and, if it has two or more insanity counters on it, choose an opponent to gain control of Flickering Tome.

    Greater Servitor 4
    Artifact Creature — Construct (C)
    When Greater Servitor dies, each player draws a card.
    Machines of forgotten purpose still roam, waiting patiently that they may enact their creators’ will once more.
    4/4

    Grimore En Tchagalach 3
    Legendary Artifact — Tome (R)
    X2, T: Create an X/X black Horror creature token.
    When Grimore En Tchagalach becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Grimore En Tchagalach and, if it has two or more insanity counters on it, sacrifice a creature.

    Necroknowlycia 3
    Legendary Artifact — Tome (M)
    2, T: Put a creature card from your graveyard onto the battlefield. It gains haste and trample. Exile it at the beginning of the next end step. Activate this ability only any time you can cast a sorcery.
    When Necroknowlycia becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Necroknowlycia and, if it has two or more insanity counters on it, exile all cards from your graveyard.

    Runed Servitor 3
    Artifact Creature — Construct (C)
    When Runed Servitor dies, each player draws a card.
    2/2

    Utility Knife 1
    Artifact — Equipment (C)
    1: Equipped creature gains your choice of haste, first strike, vigilance, or trample until the end of turn. Activate this ability only any time you could cast a sorcery and only once per turn.
    Equip 1

    Cairn of Crying Hands
    Land — Portal (U)
    Cairn of Crying Hands enters the battlefield tapped with a portal counter on it.
    T: Add B.
    3BB, T, Remove a portal counter from a land you control: Target opponent loses 2 life and you gain 2 life.

    City of Wandering Lights
    Land — Portal (U)
    City of Wandering Lights enters the battlefield tapped with a portal counter on it.
    T: Add W.
    3WW, T, Remove a portal counter from a land you control: Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.

    Delerium Paths
    Land (U)
    Delerium Paths enters the battlefield tapped.
    When Delerium Paths enters the battlefield, create a Treasure token.
    T: Add C.

    Fragile Schism
    Land (C)
    T: Add C.
    5, Tap, Sacrifice Fragile Schism: Create a 3/3 black Nightmare creature token. Activate this ability only any time you could cast a sorcery.

    Garden of Restless Dreams
    Land — Portal (U)
    Garden of Restless Dreams enters the battlefield tapped with a portal counter on it.
    T: Add G.
    2GG, T, Remove a portal counter from a land you control: Target land you control becomes a 4/4 Elemental creature with haste. It’s still a land.

    Lost Crypt of the Overgods
    Legendary Land — Portal (R)
    Lost Crypt of the Overgods enters the battlefield with a portal counter on it.
    T: Add C.
    T: Add two mana of any color. Spend this mana only to cast slumbering cards.
    T: Remove a portal counter from a land you control: You may return a non-Portal land you control to its owner’s hand. Each player discards a card.

    Pool of Blinding Murmurs
    Land — Portal (U)
    Pool of Blinding Murmurs enters the battlefield tapped with a portal counter on it.
    T: Add U.
    2UU, T, Remove a portal counter from a land you control: Tap target creature. It does not untap during its controller’s next untap step.

    Spire of Grasping Winds
    Land — Portal (U)
    Spire of Grasping Winds enters the battlefield tapped with a portal counter on it.
    T: Add R.
    1RR, T, Remove a portal counter from a land you control: Target creature gains double strike and trample until the end of turn.

    Unknowable Realms
    Land — Portal (C)
    Unknowable Realms enters the battlefield with a portal counter on it.
    T: Add C.
    1, T: Add one mana of any color.

    Posted in: Custom Set Creation and Discussion
  • posted a message on : Nightmares :
    The problem with the defensive ability is that the defending player is already at an advantage in combat, so further discouraging attacking by the combination of mass power/toughness reduction and an indestructible blocker means that the momentum of the game towards ending is stopped dead in its tracks. In fact, your card would be completely reasonable, if a bit undercosted, if the reduction hit blockers instead of attackers because it would push the game towards conclusion rather than stagnation.
    Posted in: Custom Card Creation
  • posted a message on : Nightmares :
    First off, as someone who actually has played regularly in shops for since the early 2000s, no, people regularly play defined formats because they all have a baseline of what players can expect from one another. Further, Elder Dragon Highlander always had color identity - color identity was the starting point of the format infact - but the Chainer comment was that, were Chainer your commander you would have easier access to it rather than having to tutor/draw for that part of the combo.

    "Anything goes"/house rules do happen among individual groups that play regularly and are always an unknown entity; you can only balance around known formats. People can ban/allow whatever they want, but you can't make design decisions based on "there might be a group somewhere that lets people play with 6 of each card and bans Lightning Bolt."
    Posted in: Custom Card Creation
  • posted a message on : Nightmares :
    While the commander combination is interesting, its a three card combo and Chainer can't be your commander if you want to run Role Reversal, so you'll have to draw/tutor for all of them. You can accomplish effectively the same thing with two cards in only two colors (Armageddon and Heroic Intervention) and that will destroy all your opponents' land instead of just one.

    The issue of Nightmare swamp is twofold. First, as a general rule applying extra types to lands enables high powered interactions with scaling effects, so anything that does so need to be interactible. Land destruction is the least common type of disruption run, except in dedicated decks, so unless the meta shifts around reacting to that one card, people will not have an answer for it.

    The second issue is that, while you are right that there aren't any cards currently that care tribally about Nightmares, you specifically created one along with your land that has a very powerful interaction with large numbers of Nightmares with the clear intent that they be played together.

    As written, a player can play

    Turn 1: Swamp
    Turn 2: Swamp
    Turn 3: Nighmare Swamp into Necromancer

    Now, without playing any other creatures, an opponent's X/3s will die automatically if they attack, anything less than X/7 will die to being blocked by the lich and the lich is indestructible so decks not running exile or bounce as removal won't be able to open the board up to attack again. This means Black can answer this with -X/-X effects and white can if they have exile, and blue can counter if they are willing to pay a lot of life (of course, unlike 10 years ago when you played, aggressive counter-draw isn't really a strategy anymore). And because all the lands are Nighmares, the opponent cannot effectively attack those to make the Lich not be indestructible.

    Your both your basic card idea and using Nightmare tribal are interesting, but its simply that your power level is pushed in the wrong places. These could be fun cards if you were willing to tweak them, but as written they would make the game worse to play, not better.


    Posted in: Custom Card Creation
  • posted a message on Plague enchantment
    Good catch. I meant to put "another card" on there and it must have slipped through, and you're right that it would need to be "another permanent" since I was specifically trying to prevent stacking. That's also why the token trigger is a "may" ability< so you wouldn't be forced to put out more copies if they weren't going to be able to be attached somewhere.

    I think part of the gameplay of this is going to be figuring out which creatures to put it on. Small creatures get the death triggers more easily, but the -1/-1 in the upkeep means the opponent can just wipe out all the infected cards in a go if they plan correctly and not have any more copies to deal with.

    I could actually see changing it like this:

    Enchant creature not enchanted by another permanent named Kiss of the Pestilent Mother
    Enchanted creature has “At the beginning of your end step, another target creature you control gets -1/-1 until the end of turn.” and “When this creature dies, you lose 3 life.”
    At the beginning of your upkeep you may create token that is a copy of Kiss of the Pestilent Mother.

    That would make it easier for the infected player to get rid of the infected creatures once they've seen what's damaged in combat and whatnot, and hitting another creature means an X/1 cannot kill itself to keep from spreading.
    Posted in: Custom Card Creation
  • posted a message on : Nightmares :


    I'm a Mid-School veteran from Odyseey and 7th Edition days. I am not a total noob. Although I don't play anymore, let's not act like I have no experience of the game at all. That's simply not true by any means.


    You've said before that you haven't played since scars of Mirrodin, ten years and at least one major rules update ago. I've been playing consistently since Homelands, have played the game from casual level all the way to GPs, and am a Judge. You not having recent, active play experience shows in your lack of understanding of rules, game flow, interaction, and player behavior. And thinking the issues with your card haven't been explained when you simply ignored the first reply that laying out all the issues for you in plain language shows you aren't actually looking for constructive feedback.
    Posted in: Custom Card Creation
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