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  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    I'm highly tempted to start one my self (with slightly different rules)
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    :'( Socrates come back to us!
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    "This sword looks mighty fine. I think I'll take this one!" I give the merchant my gold, plus a some of my conjured earnings.
    I use my Bag of Gold to purchase the Sword of Exile, for 100 gold (150-50)

    As we are now engaged in combat with horrid beasts, I attempt to use my new-found sword for some round about exiling themed from the village from which it was purchased!


    In theory, we should be able to use the turn to escape, but if not, proceede onward
    (+3 mod)



    If any of my allies removes any of the beasts, all are removed, so this should work
    (+5 mod)



    If no one left can remove one, this should do the trick
    (+3 mod)



    Avrin U(U/B)
    Creature - Human Rogue
    Rogue spells you cast cost 1 less to cast.
    2/2 (+0/+1)

    Gold: 285 (-100)
    Equipped Items:
    • Weapon: Sword of Exile (+ 1 Universal Mod; +1 Universal Mod on spells that exile)
    • Shield: Lightless Shield (+1 Toughness; +2 Combat Mod on black spells)
    • Helmet: Dusk Helm (Increased black mana draw)
    • Amulet: Simple-Gem Amulet (+1 Universal Mod)
    Inventory:
    • Weapon: Fine Birch Staff (+1 Out-Of-Combat Mod; Increased mana draw)
    Abilities:
    • Lawless (+1 Spell Mod when committing crimes)
    Faction:
    • Theives Guild: Alleywag
    Current Goals: Explore
    Long term Goals: Create a place of sanctuary for research
    Experience: 25/30 (+3)
    Level: 2
    Mana:
    Posted in: Custom Card Contests and Games
  • posted a message on Portal 4 (256/256) In Progress
    Lots of updates, card images updated. I took much of SecretInfiltrator's advice.

    Reduced many card complexities, or strangeness. Made some cards more interesting. Fixed more typos. Looking for more feedback.

    Included text spoilers for those that are allergic to images.

    Smile
    Posted in: Custom Set Creation and Discussion
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    "Just let me visit the market. I have too much money for my own good!" I insist we quickly visit the market at the traitors hollow first. I want to see if I can purchase anything worth my time before we embark. The reason we came here in the first place. "Granted, I did want to loot too, but you don't seem to have time for that."

    In the event that I want to buy something, I cast the following spell (but only if I want to buy something, otherwise I want to save it for later since we only get to use a spell once!)



    Avrin U(U/B)
    Creature - Human Rogue
    Rogue spells you cast cost 1 less to cast.
    2/2 (+0/+1)

    Gold: 385
    Equipped Items:
    • Weapon: Fine Birch Staff (+1 Out-Of-Combat Spell Mod; Increased mana draw)
    • Shield: Lightless Shield (+1 Toughness; +2 Combat Mod on black spells)
    • Helmet: Dusk Helm (Increased black mana draw)
    • Amulet: Simple-Gem Amulet (+1 Universal Spell Mod)
    Inventory: Empty
    Abilities:
    • Lawless (+1 Spell Mod when committing crimes)
    Faction:
    • Theives Guild: Alleywag
    Current Goals: Explore
    Long term Goals: Create a place of sanctuary for research
    Experience: 22/30
    Level: 2
    Mana: 3WUUBBBBBB
    Posted in: Custom Card Contests and Games
  • posted a message on Portal 4 (256/256) In Progress
    with "about 20% of commons are allowed to break red flags provided there is some larger scope to why we are breaking them" in mind, I'm going to go make some of these changes!

    Some first notes, yep, gotta get rid of the shuffling (i had forgotten about that) and first strike on green. What was I thinking?? (maybe I have been reading old cards too much.)
    Posted in: Custom Set Creation and Discussion
  • posted a message on Portal 4 (256/256) In Progress
    Numerous typos fixed, textless cards now are full art, set symbol update, and several name changes, mana cost updates, some typos with artist names.

    Notably changed Adrian's ultimate to not compete Soulgate Demon. Clergy of the Inner Sanctum totally remade. Kavix's ultimate significantly upgraded (might be too strong?) Lots of small cost changes for balance. Notably blue became cheaper, while white increased some costs, and a few green creatures got whacked down to be inline with the power level.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    "Vega, calm yourself. We've already aroused too much suspicion as is. I say we wait the night and see what is to be had at the market tomorrow. Goods and, " with a gleam, "Gold."


    Avrin U(U/B)
    Creature - Human Rogue
    Rogue spells you cast cost 1 less to cast.
    2/2 (+0/+1)

    Gold: 385
    Equipped Items:
    • Weapon: Fine Birch Staff (+1 Out-Of-Combat Spell Mod; Increased mana draw)
    • Shield: Lightless Shield (+1 Toughness; +2 Combat Mod on black spells)
    • Helmet: Dusk Helm (Increased black mana draw)
    • Amulet: Simple-Gem Amulet (+1 Universal Spell Mod)
    Inventory: Empty
    Abilities:
    • Lawless (+1 Spell Mod when committing crimes)
    Faction:
    • Theives Guild: Alleywag
    Current Goals: Explore
    Long term Goals: Create a place of sanctuary for research
    Experience: 22/30
    Level: 2
    Mana: 3WUUBBBBBB
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    I watch my new companions attempt to slaughter the thugs. Watching. Waiting, but I do nothing unless required


    OCC, are our characters legendary? (it seems like they should be)


    Avrin U(U/B)
    Creature - Human Rogue
    Rogue spells you cast cost 1 less to cast.
    2/2 (+0/+1)

    Gold: 385
    Equipped Items:
    • Weapon: Fine Birch Staff (+1 Out-Of-Combat Spell Mod; Increased mana draw)
    • Shield: Lightless Shield (+1 Toughness; +2 Combat Mod on black spells)
    • Helmet: Dusk Helm (Increased black mana draw)
    • Amulet: Simple-Gem Amulet (+1 Universal Spell Mod)
    Inventory: Empty
    Abilities:
    • Lawless (+1 Spell Mod when committing crimes)
    Faction:
    • Theives Guild: Alleywag
    Current Goals: Explore
    Long term Goals: Create a place of sanctuary for research
    Experience: 22/30
    Level: 2
    Mana:
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    "Who is this Skyhand you speak of. I've not seen thought nor whisper of him"
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    "This traitors hollow. I like the sound of that, maybe we should, stay the night?" Avrin starts thinking of crazy ideas.
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    "So, exactly where are we headed?" I ask my new companions, whom I remain suspicious of.


    Avrin U(U/B)
    Creature - Human Rogue
    Rogue spells you cast cost 1 less to cast.
    2/2 (+0/+1)

    Gold: 385
    Equipped Items:
    • Weapon: Fine Birch Staff (+1 Out-Of-Combat Spell Mod; Increased mana draw)
    • Shield: Lightless Shield (+1 Toughness; +2 Combat Mod on black spells)
    • Helmet: Dusk Helm (Increased black mana draw)
    • Amulet: Simple-Gem Amulet (+1 Universal Spell Mod)
    Inventory: Empty
    Abilities:
    • Lawless (+1 Spell Mod when committing crimes)
    Faction:
    • Theives Guild: Alleywag
    Current Goals: Explore
    Long term Goals: Create a place of sanctuary for research
    Experience: 22/30
    Level: 2
    Mana:
    Posted in: Custom Card Contests and Games
  • posted a message on Portal 4 (256/256) In Progress
    they said, not at "common" level. lol. For reference: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/241c

    There won't be another set again w/o planeswalkers, especially with the new legendary rule change.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Portal 4 (256/256) In Progress
    Portal 4

    As some of you remember reading, on April 1st, Wizards release an article about the New New World Order, of which the claimed many things, but chiefly that they would be dumbing down magic at the common level. As my friend adamantly insisted this was truth, I decided to make such truth a reality, since Wizards would not. Upon reading many of the old sets, my set most resembles one of the Portal sets which shunned Instants if possible, and made simple cards. (if you didn't read it: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/249b)

    Here is my attempt at that. Feedback welcome. Everything from wording issues to power level appreciated.

    I have the export of my cards up here:
    http://faskerstudio.com/mtgshare/index.php (under portal4, which is the only one atm)

    Sorry for the huge pictures, they are 600dpi in preparation for print. (My plan is to print and play, to illustrate the absurdity)

    Also, Indestructible is now a keyword, cards have been updated accordingly (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/feature/248e)


    Full Spoiler List for Portal 4
    Set by ohmusama


    Adrian, Sigil Keeper 2WW
    Planeswalker — Adrian (M)
    Starting Loyalty: 3
    +1: Target creature you control gets +2/+2 and gains lifelink until end of turn.
    +0: Put a 2/2 white Cleric creature token with rally onto the battlefield.
    -5: You get an emblem with “Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.”

    Adrian’s Banishment 1W
    Sorcery (C)
    Exile target artifact or enchantment.

    Adrian’s Blessed :symw::symw:
    Creature — Human Knight (U)
    First strike (This creature deals combat damage before creatures without first strike.)
    Whenever Adrian’s Blessed blocks is gains Indestructible until end of turn. (Lethal damage and effects that say “destroy” don’t destroy it. If its toughness is 0 or less, it’s still put into its owner’s graveyard.)
    2/1

    Adrian’s Edict W
    Instant (R)
    Exile target attacking creature with converted mana cost less than or equal to the number of creatures you control.
    At the beginning of each end step, if 5 or more creatures attacked this turn, you may return Adrian’s Edict from your graveyard to your hand.

    Adrian’s Hand 2WW
    Creature — Human Soldier (U)
    Vigilance (Attacking doesn’t cause this creature to tap.)
    Whenever Adrian’s Hand attacks, you may tap target creature.
    2/3

    Adrian’s Prisoner W
    Creature — Human Prisoner (C)
    Adrian’s Prisoner can’t attack or block unless another creature entered the battlefield this turn.
    2/2

    Angel of Hope 4WW
    Creature — Angel (R)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Whenever Angel of Hope attacks, put a 2/2 white Cleric creature token with rally onto the battlefield tapped and attacking.
    4/4

    Archers of Estran 2W
    Creature — Human Archer (U)
    Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
    :symw:, :symtap:: Archers of Estran deals damage equal to its power to target attacking or blocking creature.
    1/2

    Aven Allies WW
    Creature — Bird Soldier (C)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
    1/1

    Aven Messenger W
    Creature — Bird Cleric (U)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
    0/2

    Banner Bearer 1W
    Creature — Human Soldier (C)
    Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
    1/1

    Battle Warden 1WW
    Creature — Human Cleric (U)
    Vigilance (Attacking doesn’t cause this creature to tap.)
    When Battle Warden attacks, you may have target creature gain protection from the color of your choice until end of turn.
    2/2

    Bishop of Estran 3W
    Creature — Human Cleric (C)
    Lifelink (Damage dealt by this creature also causes you to gain that much life.)
    Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
    2/2

    Celebration W
    Sorcery (C)
    Target opponent skips his or her combat steps next turn.

    Circle of Protection W
    Instant (C)
    Prevent the next 4 damage that would be dealt to target creature or player this turn.

    Clergy of the Inner Sanctum 1W
    Creature — Human Cleric (R)
    :symtap:: Target permanent gains indestructible until end of turn. (Lethal damage and effects that say “destroy” don’t destroy it. If its toughness is 0 or less, it’s still put into its owner’s graveyard.)
    :1mana::symw:, Sacrifice Clergy of the Inner Sanctum: Target creature loses all abilities and becomes a 0/1 until end of turn.
    1/2

    Cloak of the Many 1W
    Enchantment — Aura (C)
    Enchant creature
    Whenever a creature enters the battlefield under your control, enchanted creature gets +1/+1 until end of turn.

    Dannia, the Recruiter 1W
    Legendary Creature — Human Soldier (R)
    Whenever another creature enters the battlefield under your control, put a recruit counter on Dannia.
    :2mana::symw:, Sacrifice Dannia, the Recruiter: Put a 1/1 white Soldier creature token onto the battlefield for each recruit counter on Dannia, the Recruiter.
    1/1

    Defenders of the Faith W
    Creature — Human Cleric (C)
    Defender (This creature can’t attack.)
    Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
    0/3

    Dutybound Cleric W
    Creature — Human Cleric (C)
    When Dutybound Cleric enters the battlefield, you gain 3 life.
    1/1

    Field Legionnaire WWW
    Creature — Human Soldier (C)
    3/3

    Fresh Recuit W
    Creature — Human Soldier (C)
    1/1

    Griffin Riders 3W
    Creature — Human Soldier (C)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Vigilance (Attacking doesn’t cause this creature to tap.)
    2/2

    Hail of Bolts X2W
    Instant (U)
    Hail of Bolts deals X damage to each attacking creature.

    Honorbound Knights WW
    Creature — Human Knight (C)
    First strike (This creature deals combat damage before creatures without first strike.)
    2/2

    Inspired Recruits WW
    Sorcery (C)
    Until end of turn, creatures you control have rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)

    Lawful Retribution 2W
    Enchantment — Aura (C)
    Enchant creature
    Whenever enchanted creature deals damage, destroy it.

    Lone Veteran 1W
    Creature — Human Soldier (C)
    2/2

    Master of Peace 2WW
    Creature — Human Cleric (M)
    Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
    Other creatures are 0/1 with no abilities.
    2/4

    Neophobia W
    Enchantment — Aura (C)
    Enchant creature
    Whenever a creature enters the battlefield under you control, enchanted creature can’t attack or block until your next turn.

    Prophet of the New Order 3W
    Creature — Human Cleric (R)
    When Prophet of the New Order dies, exile all creatures, and return them to the battlefield. Creatures you control gain haste until end of turn.
    2/2

    Recruit Trainer 2W
    Creature — Human Soldier (R)
    Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
    Whenever another creature enters the battlefield under your control, if Recruit Trainer has greater toughness than that creature, put a +1/+1 counter on that creature.
    2/2

    Rescuing Monk 1WW
    Creature — Human Cleric (R)
    Flash (You may cast this spell any time you could cast an instant.)
    Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
    When Rescuing Monk enters the battlefield, return another creature you control to its owner’s hand.
    2/2

    Salvation 5WWW
    Creature — Avatar (R)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Whenever an opponent gains life, you gain that amount of life.
    If you would gain life, gain twice that amount instead.
    4/7

    Scrapyard Salvager 4W
    Creature — Human Artificer (U)
    When Scrapyard Salvager enters the battlefield, you may return target artifact from your graveyard to the battlefield. If it is an equipment attach it to Scrapyard Salvager.
    2/3

    Soldier Training 2W
    Enchantment (R)
    Creatures you control have Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
    :2mana::symw:, :symtap:: Put a 1/1 white Soldier creature token onto the battlefield.

    Sword Exchange W
    Instant (U)
    Exile target creature. Its controller may return a card from their graveyard to their hand.

    Troop Reinforcement WW
    Enchantment (U)
    Whenever a nontoken creature enters the battlefield under your control, you may pay 1W. If you do, put a 1/1 white Soldier creature token onto the battlefield.

    Walls of Estran 1WW
    Creature — Wall (C)
    Defender (This creature can’t attack.)
    0/7

    Wise Council 2W
    Sorcery (C)
    You gain life equal to the greatest toughness among creatures you control.

    Aspiring Clone 2UU
    Creature — Shapeshifter (R)
    You may have Aspiring Clone enter the battlefield as a copy of any creature on the battlefield, except it has aspire.
    0/0

    Blackwater Beguiler 1U
    Creature — Merfolk Wizard (R)
    Blackwater Beguiler doesn’t untap during your untap step.
    At the beginning of your upkeep, if Blackwater Beguiler is tapped, untap it unless you discard a card.
    :symu:, :symtap:: Gain control of target creature for as long as Blackwater Beguiler remains tapped. That creature has defender as long as you control it.
    0/1

    Blackwater Runner 1UU
    Creature — Human Rouge (C)
    Blackwater Runner is unblockable, as long as you drew an additional card this turn.
    2/2

    Blackwater Serpent 6U
    Creature — Serpent (C)
    5/5

    Blackwater Treaty U
    Instant (C)
    Each player returns a creature he or she controls to its owner’s hand.
    Each player draws a card.

    Blackwater’s Riptide 1U
    Sorcery (C)
    Tap up to four target creatures.

    Curious Merfolk U
    Creature — Merfolk (C)
    1/1

    Darkwater Illusion UUU
    Creature — Fish Illusion (U)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Whenever Darkwater Illusion becomes the target of a spell or ability, sacrifice it unless you drew an additional card this turn.
    4/3

    Deepsea Tyrant 6UUU
    Creature — Leviathan (R)
    Trample
    Whenever you draw an additional card, Deepsea Tyrant gains Indestructible until end of turn. (Lethal damage and effects that say “destroy” don’t destroy it. If its toughness is 0 or less, it’s still put into its owner’s graveyard.)
    10/10

    Draught of Blackwater 1U
    Instant (C)
    Target creature gets -7/-0 until end of turn.

    Drezvar, the Reality Ripper 3U
    Legendary Creature — Merfolk Wizard (R)
    Whenever you draw an additional card, you may pay UU. If you did, exile target creature.
    When Drezvar leaves the battlefield, return all cards exiled by it to the battlefield under their owner’s control.
    0/4

    Dual Reality 2U
    Enchantment (R)
    If you would draw a card, instead look at the top two cards of your library. Put one on the bottom of your library, then draw a card.

    Flickering Apprentice 1UU
    Creature — Human Rogue Apprentice (R)
    Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
    Whenever Flickering Apprentice deals combat damage, exile it and return it to the battlefield.
    2/2

    Gossamer Armor 2U
    Enchantment — Aura (C)
    Enchant creature
    Whenever any player draws an additional card, enchanted creature gets +1/+1 until end of turn.

    Haphazard Research 3U
    Sorcery (C)
    Draw four cards, then discard two cards.

    Machinist’s Apprentice UU
    Creature — Human Artificer Apprentice (C)
    Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
    1/1

    Magician’s Apprentice 1UU
    Creature — Human Wizard Apprentice (C)
    Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
    2/2

    Malvin, Reality Twister 3UU
    Planeswalker — Malvin (M)
    Starting Loyalty: 5
    +2: Target creature gets -3/+3 until the beginning of your next upkeep.
    -3: Draw 3 cards, then discard a card.
    -11: Target opponent puts the top card of his or her library into his or her graveyard, for each card in your library.

    Malvin’s Edict UU
    Instant (R)
    Draw two cards, then discard a card.
    At the beginning of each end step, if a player drew 5 or more cards this turn, return Malvin’s Edict from your graveyard to your hand.

    Malvin’s Prisoner U
    Creature — Human Prisoner (C)
    Malvin’s Prisoner can’t attack or block unless you drew an additional card this turn.
    2/2

    Malvin’s Rebuttal 2U
    Instant (C)
    Counter target spell and return it to its owner’s hand.
    Each player draws a card.

    Malvin’s Retreat 2U
    Instant (U)
    Target player puts the top two cards of his or her library into his or her graveyard for each attacking creature.

    Malvin’s Seeker 1U
    Creature — Faerie Wizard (U)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Sacrifice Malvin’s Seeker: Counter target spell unless its controller pays 2 for each additional card you drew this turn.
    1/1

    Mind Control 3UU
    Enchantment — Aura (U)
    Enchant creature
    You control enchanted creature.

    Mutant Apprentice 6U
    Creature — Mutant Apprentice (U)
    Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
    Mutant Apprentice costs 1 less to cast for each additional card you drew this turn.
    5/5

    Reality Fluctuation 1U
    Sorcery (C)
    Return target nonland permanent to its owner’s hand.

    Scroll Looter 2U
    Creature — Human Rogue (U)
    Whenever Scroll Looter deals combat damage to a player, that player puts the top two cards of his or her library into his or her graveyard.
    Scroll Looter is unblockable, as long as you drew an additional card this turn.
    1/2

    Seamstress’ Apprentice 2UU
    Creature — Human Apprentice (C)
    Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
    Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
    2/2

    Shelled Squid 2U
    Creature — Squid (C)
    Defender (This creature can’t attack.)
    1/5

    Slippery Inspiration 1UU
    Sorcery (C)
    Each player draws a card.
    Target player puts the top card of his or her library into his or her graveyard for each card in your hand.

    Spell Vanishing X1UU
    Instant (R)
    Counter target spell.
    You may return an instant or sorcery card from your graveyard to your hand with converted mana cost X or less. If you do, exile Spell Vanishing.

    Think Again 2U
    Sorcery (C)
    Draw a card for each card you drew this turn.

    Thought Sludge 2U
    Instant (U)
    Counter target triggered or activated ability. That ability’s controller puts the top four cards of his or her library into his or her graveyard.

    Thoughtcraft Sphinx 4UU
    Creature — Sphinx (M)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Whenever you cast a spell, you may exile it. If you do, draw X cards, where X is equal the exiled spell’s converted mana cost.
    5/5

    Thoughttheft Crow UU
    Creature — Bird Rouge (C)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Whenever Thoughttheft Crow deals combat damage to a player, draw a card.
    1/1

    Trident Master 2U
    Creature — Merfolk (C)
    2/2

    Visions Sorcerer 1U
    Creature — Human Wizard (R)
    Whenever you draw an additional card, put a +1/+1 counter on Visions Sorcerer.
    1/1

    Whirlpool Apprentice 4U
    Creature — Squid Apprentice (U)
    Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    3/3

    Will Adaptation 2U
    Enchantment (U)
    At the beginning of each player’s draw step, that player draws an additional card.
    :2mana::symu:, Sacrifice Will Adaptation: Each player draws a card.

    Wistful Archeologist 2U
    Creature — Human Wizard (C)
    When Wistful Archeologist enters the battlefield, draw a card, then discard a card.
    2/2

    Banquet to Driss :2mana::symb:
    Sorcery (C)
    Target opponent loses 2 life. You gain 2 life.

    Body Robber :2mana::symb::symb:
    Creature — Zombie (R)
    Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
    Whenever Body Robber deals combat damage to a player, you may exile a card in that player’s graveyard. If that card was a creature card, put a 2/2 black Zombie creature token with skeletonize onto the battlefield.
    2/3

    Bone Exchange :2mana::symb:
    Enchantment (R)
    Sacrifice a creature: You and target opponent each search your library for a card and exile it face down. Then shuffle your library.
    :2mana::symb:, Sacrifice a creature: Reveal a face down card exiled by Bone Exchange at random. If it is a creature card, put it onto the battlefield.

    Bone Splinters black mana
    Sorcery (U)
    As an additional cost to cast Bone Splinters, sacrifice a creature.
    Destroy target creature.

    Bone Walker :2mana::symb::symb:
    Creature — Zombie (C)
    Lifelink (Damage dealt by this creature also causes you to gain that much life.)
    Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
    2/2

    Brittlebone Curse :symb::symb:
    Instant (U)
    Target creature gets -3/-3 until end of turn.

    Brittlebone Skeleton black mana
    Creature — Skeleton (R)
    At the beginning of your upkeep, tap Brittlebone Skeleton unless you discard a card. If it was a creature card, put a +1/+1 counter on Brittlebone Skeleton.
    :symb:: Regenerate target Skeleton.
    1/1

    Champion of Bone :3mana::symb:
    Creature — Zombie (U)
    Skeleton creatures you control get +1/+1.
    2/2

    Death Carrier :1mana::symb::symb:
    Creature — Zombie (U)
    Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
    Whenever a creature you control dies, you may have target opponent lose 1 life.
    2/2

    Driss, Bone Lord :2mana::symb::symb:
    Planeswalker — Driss (M)
    Starting Loyalty: 3
    +1: Sacrifice a creature. If you did, add BBBB to your mana pool.
    +0: Return a Zombie card from your graveyard to your hand.
    -4: Each opponent loses life equal to the number of creatures you control. You gain life equal to the life lost this way.

    Driss’ Coercion :1mana::symb:
    Sorcery (C)
    Target opponent reveals his or her hand. You choose a nonland card from it. That player discards that card.

    Driss’ Curse :2mana::symb:
    Enchantment — Aura (C)
    Enchant land
    When enchanted land becomes tapped, its controller loses 2 life.

    Driss’ Edict :symb::symb::symb:
    Instant (R)
    Until end of turn, if a creature you control dies, each other player sacrifices a creature.
    At the beginning of each end step, if 5 or more creatures died this turn, you may return Driss’ Edict from your graveyard to your hand.

    Driss’ Knight :symb::symb:
    Creature — Skeleton Knight (U)
    First strike (This creature deals combat damage before creatures without first strike.)
    Lifelink (Damage dealt by this creature also causes you to gain that much life.)
    2/1

    Driss’ Prisoner black mana
    Creature — Human Prisoner (C)
    Driss’ Prisoner can’t attack or block unless you control a Skeleton.
    2/2

    Fleshcage Zombie :3mana::symb:
    Creature — Zombie (C)
    Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
    Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
    2/2

    Galvora, the Bone Witch :3mana::symb::symb:
    Legendary Creature — Human Wizard (R)
    :symb:, Sacrifice a Zombie: Target player loses 1 life. You gain 1 life.
    :symtap:, Sacrifice three Skeletons: Return target Zombie from your graveyard to the battlefield.
    3/4

    Grave’s Mourning :1mana::symb:
    Enchantment (U)
    Whenever a creature dies, you may pay 1B. If you do, target opponent discards a card.

    Infest :1mana::symb::symb:
    Sorcery (U)
    Each creature gets -2/-2 until end of turn.

    Lord of Madding :1mana::symb::symb:
    Creature — Zombie (R)
    Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
    Other Zombies you control get +1/+1 and have skeletonize.
    2/2

    Madding Irregulars :4mana::symb:
    Creature — Zombie (C)
    Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
    3/3

    Madding Wind :3mana::symb:
    Sorcery (C)
    Distribute three -1/-1 counters on one, two or three target creatures.

    Madding’s Emisary :2mana::symb:
    Creature — Human Wizard (C)
    When Madding’s Emisary enters the battlefield, draw a card and you lose 1 life.
    2/2

    Mark of Bone black mana
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature has Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)

    Memory Erasure :2mana::symb::symb:
    Sorcery (R)
    Target opponent exiles a card in their hand, a card in their graveyard, and the top card of their library. Then search that player’s hand, graveyard and library for all nonland cards with the same names as the exiled cards and exile those cards. That player shuffles his or her library.

    Priestess of Madding black mana
    Creature — Human Wizard (U)
    :3mana::symb::symb:, :symtap:: Put a 2/2 black Zombie creature token with skeletonize onto the battlefield.
    :symtap:: Regenerate target skeleton.
    0/1

    Raise Dead black mana
    Sorcery (C)
    Return target creature card from your graveyard to your hand.

    Regretful Demise :1mana::symb::symb:
    Sorcery (C)
    Destroy target creature.
    Each player discards a card.

    Restless Zombie :2mana::symb:
    Creature — Zombie (C)
    2/2

    Rotwing Zombie :3mana::symb:
    Creature — Zombie Bat (U)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
    2/1

    Scaled Imp :symb::symb:
    Creature — Imp (C)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    2/1

    Shared Destiny :3mana::symb::symb:
    Sorcery (R)
    Each player’s life total becomes equal to the lowest player’s life total. Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.

    Skeletal Heart :1mana::symb::symb:
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +1/+1 for each Skeleton you control.

    Skeleton of Madding :1mana::symb:
    Creature — Skeleton (C)
    When Skeleton of Madding enters the battlefield, target opponent discards a card.
    1/1

    Skeletonize :4mana::symb:
    Sorcery (C)
    Destroy target creature. It can’t be regenerated.
    Put a 1/1 black Skeleton creature token onto the battlefield.

    Soul Carrier :4mana::symb::symb:
    Creature — Skeleton Giant (C)
    When Soul Carrier enters the battlefield, each opponent loses 4 life.
    4/4

    Soulgate Demon :4mana::symb::symb::symb:
    Creature — Demon (R)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    At the beginning of your upkeep, you may return a creature card from your graveyard to the battlefield. If you do, you lose life equal to its converted mana cost.
    5/5

    Undead Giant :3mana::symb::symb:
    Creature — Zombie Giant (C)
    4/4

    Undead Tactician :1mana::symb::symb:
    Creature — Zombie (M)
    Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
    At the beginning of your combat step, you may pay :1mana::symb::symb:, if you do, return Undead Tactician from your graveyard to the battlefield tapped and attacking.
    3/1

    Wandering Skeleton black mana
    Creature — Skeleton (C)
    1/1

    Act of Treason :2mana::symr:
    Sorcery (C)
    Take control of target creature until end of turn. Untap it. That creature gains haste until end of turn.

    Betrayal of Kavix :2mana::symr::symr:
    Sorcery (C)
    Destroy target land. If that land was nonbasic, Betrayal of Kavix deals 2 damage to that land’s controller.

    Bloodburn Giant :3mana::symr:
    Creature — Giant (U)
    When Bloodburn Giant giant enters the battlefield, add red mana to your mana pool for each noncombat damage dealt to target opponent this turn.
    3/3

    Bloodburn Ooze red mana
    Creature — Ooze (R)
    Flash (You may cast this spell any time you could cast an instant.)
    Bloodburn Ooze enters the battlefield with a +1/+1 counter for each noncombat damage dealt to target opponent this turn.
    0/0

    Conscript the Weak :3mana::symr::symr:
    Instant (U)
    Put two 1/1 red Cowards creature tokens with courage onto the battlefield. (Those creatures get +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)

    Coward of Fayrik :symr::symr:
    Creature — Goblin Coward (R)
    Haste (This creature can attack and tap symbol as soon as it comes under your control.)
    Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
    When Coward of Fayrik enters the battlefield, it deals damage equal to its power to target player.
    1/1

    Cowardly Champion :1mana::symr::symr:
    Creature — Human Knight Coward (R)
    Double strike (This creature deals both first-strike and regular combat damage.)
    Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
    1/2

    Cowardly Goblin :2mana::symr:
    Creature — Goblin Coward (C)
    Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
    1/1

    Cowardly HillGiant :1mana::symr::symr::symr:
    Creature — Giant Coward (M)
    Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
    Whenever Cowardly HillGiant attacks with another creature, you may have it deal 1 damage to target player.
    4/4

    Cowardly Scout red mana
    Creature — Goblin Scout Coward (U)
    Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
    0/1

    Cowardly Whelp :3mana::symr:
    Creature — Dragon Coward (C)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
    1/1

    Encouraging Mantle :2mana::symr::symr:
    Enchantment — Aura (C)
    Enchant creature
    Whenever a source you control deals noncombat damage to an opponent, put a +1/+1 counter on enchanted creature.

    Expendable Bombardment :1mana::symr:
    Enchantment (U)
    :1mana:, Sacrifice a creature: Expendable Bombardment deals 1 damage to target player.

    Fayrik Flameshooters :2mana::symr::symr:
    Creature — Ogre (C)
    When Fayrik Flameshooters enters the battlefield, it deals 1 damage to target player.
    3/3

    Fayrik Lance red mana
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +1/+0 and gains first strike (This creature deals combat damage before creatures without first strike.).

    Fayrik Vandals :2mana::symr:
    Creature — Goblin Warrior (C)
    When Fayrik Vandals enters the battlefield, destroy target artifact.
    1/1

    Flame Blast :symx::symr:
    Sorcery (C)
    Flame Blast deals X damage to target player.

    Flamebane Demon :symr::symr::symr:
    Creature — Demon (R)
    When Flamebane Demon enters the battlefield, any player may have Flamebane Demon deal 6 damage to him or her. If no one does, put four +1/+1 counters on Flamebane Demon.
    2/1

    Flique, the Chaos Mage :2mana::symr::symr:
    Legendary Creature — Human Wizard (R)
    Permanents can’t be the target of spells or abilities controlled by their owner’s.
    :1mana::symr:, :symtap:: Each player gets an emblem with “At the beginning of your upkeep, this emblem deals 1 damage to target creature at random.”
    3/3

    Fracture Bombardment :2mana::symr:
    Enchantment (R)
    Sacrifice a land: Fracture Bombardment deals 1 damage to target player.
    Discard a card: Return a Mountain from your graveyard to your hand.

    Goblin Boarrider :1mana::symr::symr:
    Creature — Goblin Warrior (U)
    Haste (This creature can attack and tap symbol as soon as it comes under your control.)
    Creatures you control have haste as long as an opponent or a creature an opponent controls was damaged this turn.
    2/2

    Goblin Flunky red mana
    Creature — Goblin (C)
    1/1

    Goblin Militia :symr::symr:
    Creature — Goblin (C)
    2/2

    Incendiary red mana
    Sorcery (C)
    Incendiary deals 3 damage to target creature or player.

    Kavix the Courageous :3mana::symr::symr:
    Planeswalker — Kavix (M)
    Starting Loyalty: 4
    +1: Kavix the Courageous deals 1 damage to target player.
    -2: Creatures you control get +2/+2 and gain haste until end of turn.
    -X: Kavix the Courageous deals X damage to up to X target creatures and/or players.

    Kavix’s Boon :1mana::symr:
    Sorcery (U)
    Target creature gains double strike until end of turn.

    Kavix’s Edict :1mana::symr:
    Instant (R)
    Kavix’s Edict deals 2 damage to target creature or player.
    At the beginning of each end step, if an opponent was dealt 5 or more noncombat damage this turn, you may return Kavix’s Edict from your graveyard to your hand.

    Kavix’s Flames :4mana::symr:
    Instant (C)
    Kavix’s Flames deals 4 damage to target player and 1 damage to each creature that player controls.

    Kavix’s Gamble :2mana::symr:
    Sorcery (U)
    Each player draws 3 cards, then discards two at random unless that player discards a land. Kavix’s Gamble deals 3 damage to each player that discarded a land card this way.

    Kavix’s Prisoner red mana
    Creature — Human Prisoner (C)
    Kavix’s Prisoner can’t attack or block unless an opponent or a creature an opponent controls was damaged this turn.
    2/2

    Leering Cowards :3mana::symr:
    Creature — Goblin Coward (C)
    Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
    Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
    1/2

    Lightning Sparker :2mana::symr:
    Creature — Elemental (U)
    Haste (This creature can attack and tap symbol as soon as it comes under your control.)
    When Lightning Sparker enters the battlefield, it deals 1 damage to target player.
    3/1

    Madrush Goblin :1mana::symr::symr:
    Creature — Goblin Warrior (C)
    Haste (This creature can attack and tap symbol as soon as it comes under your control.)
    2/2

    Ogre of Fayrik :3mana::symr:
    Creature — Ogre (C)
    3/3

    Over Courageous red mana
    Instant (U)
    Over Courageous deals 1 damage to target player.
    Target creature you control gets +2/-2 until end of turn.

    Quake Dragon :3mana::symr::symr::symr:
    Creature — Dragon (R)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Whenever Quake Dragon attacks, it deals X damage to each creature without flying and each player, where X is equal to the number of attacking creatures.
    5/5

    Razor Berserker :2mana::symr:
    Creature — Goblin Berserker (C)
    First strike (This creature deals combat damage before creatures without first strike.)
    2/1

    Relentless Assault :2mana::symr::symr:
    Sorcery (R)
    Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

    Scare Tactics :2mana::symr:
    Sorcery (C)
    Up to three target creatures can’t block this turn.

    Shock Blast :1mana::symr:
    Sorcery (C)
    Destroy target artifact. Shock Blast deals 1 damage to that artifact’s controller.

    Accelerated Growth :1mana::symg:
    Sorcery (C)
    Reveal the top 5 cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in any order.

    Assurance :1mana::symg:
    Instant (U)
    Assurance can’t be countered.
    Counter target spell that targets a creature you control or a creature spell you control.

    Borvin’s Herald :2mana::symg::symg:
    Creature — Elf Druid (R)
    :4mana::symg::symg:, :symtap:: Put a 1/1 green Saproling creature token onto the battlefield and a 3/3 green Centaur creature token with symbiosis onto the battlefield.
    2/2

    Borvin’s Symbiote :2mana::symg::symg:
    Creature — Beast (C)
    Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
    3/3

    Bountiful Glade :symg::symg:
    Enchantment — Aura (U)
    Enchant land
    Whenever enchanted land is tapped for mana, it produces an additional mana of the color of your choice.
    Enchanted land has “:symg:, :symtap:: Put a +1/+1 counter on target creature.”

    Concordant Druid :2mana::symg:
    Creature — Elf Druid (R)
    All creatures have haste. (Creature can attack and tap symbol as soon as they comes under a player’s control.)
    Whenever a creature enters the battlefield under your control, you may pay 1G. If you do, that creature gets +3/+3 until end of turn.
    1/1

    Crashing Wurm :5mana::symg::symg:
    Creature — Wurm (C)
    Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
    6/6

    Crystal Beast :2mana::symg::symg:
    Creature — Beast (C)
    4/4

    Disciple of Strength :1mana::symg::symg:
    Creature — Elf Warrior (U)
    Creatures you control with +1/+1 counters on them get +1/+1.
    1/1

    Domoro, the Wilder :3mana::symg::symg:
    Legendary Creature — Spirit (R)
    If you would draw a card, instead look at the top 3 cards of your library. Put one into your hand, one into your graveyard, and one on the bottom of your library.
    Domoro gets +1/+1 for each creature card in your graveyard.
    3/4

    Enlargement :symx::symg::symg::symg:
    Instant (R)
    Creatures you control get +X/+X until end of turn.
    If X was 5 or greater, creatures you control gain trample until end of turn.

    Everspring Bearer :3mana::symg:
    Creature — Ouphe Druid (C)
    When Everspring Bearer enters the battlefield, you gain 6 life.
    1/1

    Ferria the Gifter :symg::symg:
    Planeswalker — Ferria (M)
    Starting Loyalty: 2
    +1: Put a 1/1 green Saproling creature token onto the battlefield.
    +0: Creatures enter the battlefield under your control with an additional +1/+1 counter this turn.
    -4: You get an emblem with “Whenever you tap a land for mana it produces an additional mana of that type.”

    Ferria’s Disciple green mana
    Creature — Elf Druid (C)
    :symtap:: Add green mana to your mana pool.
    1/1

    Ferria’s Edict :2mana::symg::symg:
    Instant (R)
    Put a 3/3 green Centaur creature token with symbiosis onto the battlefield.
    At the beginning of each end step, if 5 or more creatures entered the battlefield this turn, you may return Ferria’s Edict from your graveyard to your hand.

    Ferria’s Guidance green mana
    Sorcery (U)
    Reveal the top card of your library. Return a card from your graveyard to your hand with the same type as the revealed card.
    Shuffle Ferria’s Guidance into your library.

    Ferria’s Prisoner green mana
    Creature — Human Prisoner (C)
    Ferria’s Prisoner can’t attack or block unless you control another creature with greater power than it.
    2/2

    Guardian of Borvin :4mana::symg:
    Creature — Beast (C)
    :symg:: Regenerate Guardian of Borvin (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
    3/3

    Guile Wurm :3mana::symg::symg::symg:
    Creature — Wurm (U)
    If an effect would put a +1/+1 counter on Guile Wurm and it has no +1/+1 counters, instead put seven +1/+1 counters on it instead.
    1/1

    Haunted Symbiote :3mana::symg:
    Creature — Wurm (R)
    Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
    When Haunted Symbiote enters the battlefield, each opponent may return a card from their graveyard to their hand, then draw a card.
    6/6

    Leaf Bender :2mana::symg:
    Creature — Elf Druid (U)
    Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
    :symtap:: Add green mana to your mana pool for each +1/+1 counter on Leaf Bender.
    2/1

    Looming Fog green mana
    Sorcery (C)
    Creatures deal no combat damage next turn.
    Put Looming Fog into your library fifth from the top. (There will be four cards above Looming Fog.)

    Offering to Ferria :3mana::symg:
    Sorcery (C)
    Destroy target artifact or enchantment.
    Draw a card.

    Pack Seeker :1mana::symg::symg:
    Creature — Wolf (C)
    Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
    2/2

    Plated Beetle :3mana::symg:
    Creature — Insect (C)
    When Plated Beetle enters the battlefield, put a +1/+1 counter on target creature.
    2/2

    Quieter of Borvin :3mana::symg::symg:
    Creature — Ooze (U)
    Whenever an artifact or enchantment enters the battlefield, put a +1/+1 counter on Quieter of Borvin.
    :1mana:, Remove two +1/+1 counters from Quieter of Borvin: Destroy target artifact or enchantment.
    3/3

    Regenerate :1mana::symg:
    Instant (C)
    Regenerate target creature (The next time that creature would be destroyed this turn, it isn’t. Instead tap it.)

    Return to Nature :1mana::symg:
    Enchantment (R)
    Remove a +1/+1 counter from a creature you control: Add one mana of any color to your mana pool.

    Rolling Wurm :4mana::symg::symg:
    Creature — Wurm (C)
    6/6

    Rootsprig Elemental :5mana::symg::symg::symg:
    Creature — Elemental (R)
    Trample
    Whenever a player casts a spell, put a 1/1 green Saproling creature token onto the battlefield.
    :symg:, Sacrifice a Saproling: Put a +1/+1 counter on target creature.
    7/7

    Shared Growth green mana
    Enchantment — Aura (C)
    Enchant creature
    Whenever a creature enters the battlefield under your control with greater power than enchanted creature, put a +1/+1 counter on both creatures.

    Shared Might :2mana::symg:
    Sorcery (C)
    Choose two or three target creatures. Put a +1/+1 counter on those creatures.

    Sigil of Borvin green mana
    Sorcery (C)
    Target creature gets +3/+3 and gains trample until end of turn.

    Spindleleg Spider :2mana::symg:
    Creature — Spider (C)
    Reach (This creature can block creatures with flying.)
    2/2

    Synergistic Pathfinder :3mana::symg::symg:
    Creature — Beast (R)
    If an effect would place one or more +1/+1 counters on a permanent you control, it places twice that many +1/+1 counters on that permanent instead.
    :symtap:: Move any number of +1/+1 counters from creatures you control onto creatures you control.
    4/4

    Taunting Elf green mana
    Creature — Elf Warrior (U)
    All creatures able to block Taunting Elf must do so.
    0/1

    Twitchflick Spider :symg::symg:
    Creature — Spider (U)
    Reach (This creature can block creatures with flying.)
    Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
    :2mana::symg:, Remove a +1/+1 counter from Twitchflick Spider: Twitchflick Spider deals 1 damage to target creature with flying.
    0/2

    Verdant Avatar ::1mana::4mana:mana::symg::symg:
    Creature — Avatar (M)
    Verdant Avatar costs 1 less to cast for each basic land you control.
    Trample, deathtouch
    Verdant Avatar gets +1/+1 for each basic land you control.
    4/4

    Wing Snap :symg::symg:
    Sorcery (C)
    Destroy target creature with flying.
    Draw a card.

    Woodland Wolf :1mana::symg:
    Creature — Wolf (C)
    2/2

    Maiyo the Many :symw::symu::symb::symr::symg:
    Legendary Artifact Creature — Golem (R)
    Shroud (This permanent can’t be the target of spells or abilities.)
    Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)
    :symw::symu::symb::symr::symg:: Put two +1/+1 counters on each artifact creature you control.
    4/4

    Alchemic Pendent 0 mana
    Artifact (R)
    :symtap:: Exile target card in a graveyard.
    :symtap:: Shuffle target card in your graveyard into your library.
    :2mana:, :symtap:, Sacrifice Alchemic Pendent: Exile target players graveyard. Shuffle your graveyard into your library.

    Artificial Apprentice 4 mana
    Artifact Creature — Apprentice (U)
    Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
    2/2

    Artificial Beast 4 mana
    Artifact Creature — Beast (U)
    Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
    2/2

    Artificial Cleric 4 mana
    Artifact Creature — Cleric (U)
    Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
    2/2

    Artificial Coward 4 mana
    Artifact Creature — Coward (U)
    Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
    2/2

    Artificial Zombie 4 mana
    Artifact Creature — Zombie (U)
    Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
    2/2

    Collar of Deception 2 mana
    Artifact — Equipment (R)
    Equipped creature gains lifelink.
    Pay 2 life: Equipped creatures gets +1/+1 until end of turn.
    Equip—pay 2 life (pay 2 life: Attach to target creature you control. Equip only as a sorcery.)

    Ferria’s Compass 1 mana
    Artifact (C)
    :symtap:: Reveal the top card of your library. If it is a land card put it onto the battlefield tapped and sacrifice Ferria’s Compass.

    Hexavis 7 mana
    Artifact Creature — Construct (R)
    When Hexavis dies, put six 1/1 Construct artifact creature tokens with flying onto the battlefield.
    6/6

    Knight’s Lance 1 mana
    Artifact — Equipment (U)
    Whenever a creature enters the battlefield under your control, equipped creature gets +2/+2 and gains vigilance.
    Equip 3 (:3mana:: Attach to target creature you control. Equip only as a sorcery.)

    Maiyo’s Prisoner 1 mana
    Artifact Creature — Prisoner (U)
    Maiyo’s Prisoner can’t attack or block unless you control another artifact.
    2/2

    Maiyo’s Relic 4 mana
    Artifact (R)
    :symw:, :symtap:: You gain 2 life.
    :symu:, :symtap:: Target player puts the top two cards of his or her library into his or her graveyard.
    :symb:, :symtap:: Target creature gets -1/-1 until end of turn.
    :symr:, :symtap:: Maiyo’s Relic deals 1 damage to target player.
    :symg:, :symtap:: Put a +1/+1 counter on target creature.

    Pool of Life 2 mana
    Artifact (M)
    Permanents enter the battlefield with a protection counter.
    If a permanent with a protection counter would be destroyed, instead regenerate it and remove all protection counters from it.

    Rainbow Robe 1 mana
    Artifact — Equipment (U)
    Equipped creature gets +0/+6 and gains defender.
    :3mana:: Equipped creature gains protection from the color of your choice until end of turn.
    Equip 4 (:4mana:: Attach to target creature you control. Equip only as a sorcery.)

    Rebel Prison 5 mana
    Artifact (R)
    If you control 6 attacking Prisoners with different names, you win the game.
    :4mana:, :symtap:: Search your library for a Prisoner. Reveal it and put it into your hand. Then shuffle your library.

    Silkbind Armor 1 mana
    Artifact — Equipment (U)
    Equipped creature’s gets -X/+X and gains reach, where X is equal to its power.
    :2mana:: Unattach this from equipped creature. Activate this only whenever you could cast a sorcery.
    Equip 2 (:2mana:: Attach to target creature you control. Equip only as a sorcery.)

    Soul Blade 4 mana
    Artifact — Equipment (U)
    Whenever a creature dies, put a charge counter on Soul Blade.
    Equipped creature gets +1/+1 for each charge counter on Soul Blade.
    Equip 4 (:4mana:: Attach to target creature you control. Equip only as a sorcery.)

    Temple of Maiyo 3 mana
    Artifact (U)
    :symtap:: Add on mana of any color to your mana pool.

    Tome of Fire 2 mana
    Artifact — Equipment (U)
    Equipped creature has “:2mana:, :symtap:: This creature deals 1 damage to target creature or player.”
    Equip 2 (:2mana:: Attach to target creature you control. Equip only as a sorcery.)

    Unstable Cannon 3 mana
    Artifact (U)
    Sacrifice Unstable Cannon: Unstable Cannon deals 2 damage to target creature or player.

    Ancient Forest
    Land (C)
    :symtap:: Add green mana to your mana pool.
    :symg:, Sacrifice Ancient Forest: Put a +1/+1 counter on each of two target creatures.

    Archlands
    Land (C)
    :symtap:: Add red mana to your mana pool.
    :symr:, Sacrifice Archlands: Archlands deals 1 damage to target player.

    Blackwater
    Legendary Land (R)
    :symtap:: Add blue mana to your mana pool.
    :1mana::symu::symu:, :symtap:: Draw a card.

    Borvin
    Legendary Land (R)
    :symtap:: Add green mana to your mana pool.
    :1mana::symg::symg:, :symtap:: Put a +1/+1 counter on two target creatures you control with different powers.

    Clockwork Mine
    Land (U)
    Clockwork Mine enters the battlefield tapped.
    :symtap:: Add 1 to your mana pool.
    :symtap:: Add 2 to your mana pool. Activate this ability only if you control a Plains, an Island, a Swamp, a Mountain and a Forest.

    Dead Marsh
    Land (C)
    :symtap:: Add black mana to your mana pool.
    :symb:, Sacrifice Dead Marsh: Put a 1/1 black Skeleton creature token onto the battlefield.

    Estran
    Legendary Land (R)
    :symtap:: Add white mana to your mana pool.
    :1mana::symw::symw:, :symtap:: Creatures you control get +1/+1 until end of turn.

    Fayrik
    Legendary Land (R)
    :symtap:: Add red mana to your mana pool.
    :1mana::symr::symr:, :symtap:: Fayrik deals 1 damage to target player.

    Harbor City
    Land (C)
    :symtap:: Add blue mana to your mana pool.
    :symu:, Sacrifice Harbor City: Draw a card.

    Madding
    Legendary Land (R)
    :symtap:: Add black mana to your mana pool.
    :1mana::symb::symb:, :symtap:: Return a Zombie from your graveyard to your hand.

    Maiyo’s Maze
    Land (R)
    :symtap:: Add 1 to your mana pool.
    :4mana:, :symtap:: Exile target attacking creature. Return it to the battlefield at the end of the combat step.

    Scarred Spire
    Land (R)
    :symtap:, put a -1/-1 counter on a creature you control: Add one mana of any color to your mana pool.
    Its not the spire that is scarred, but those that enter.

    Shaded Respite
    Land (C)
    :symtap:: Add white mana to your mana pool.
    :symw:, Sacrifice Shaded Respite: Creatures you control get +1/+1 until end of turn.

    Tree of Life
    Land (U)
    :symtap:: Add one mana of any color to your mana pool. This mana can only be spent to play creature spells.

    Winding Bazaar
    Land (C)
    Winding Bazaar enters the battlefield tapped.
    :symtap:: Add one mana of any color to your mana pool. Winding Bazaar doesn’t untap during your next untap step.

    Plains
    Basic Land — Plains (C)

    Plains
    Basic Land — Plains (C)

    Plains
    Basic Land — Plains (C)

    Plains
    Basic Land — Plains (C)

    Island
    Basic Land — Island (C)

    Island
    Basic Land — Island (C)

    Island
    Basic Land — Island (C)

    Island
    Basic Land — Island (C)

    Swamp
    Basic Land — Swamp (C)

    Swamp
    Basic Land — Swamp (C)

    Swamp
    Basic Land — Swamp (C)

    Swamp
    Basic Land — Swamp (C)

    Mountain
    Basic Land — Mountain (C)

    Mountain
    Basic Land — Mountain (C)

    Mountain
    Basic Land — Mountain (C)

    Mountain
    Basic Land — Mountain (C)

    Forest
    Basic Land — Forest (C)

    Forest
    Basic Land — Forest (C)

    Forest
    Basic Land — Forest (C)

    Forest
    Basic Land — Forest (C)
    Posted in: Custom Set Creation and Discussion
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    Quote from Loudshadowross
    What is your race?
    Elemental
    What is your class?
    Warrior Shaman
    What color are you aligned to?
    Blue/White
    What is your name?
    Skytherax
    Do you tend to make a big entrance?
    I tend to use the intimidation factor rather often.
    Are you a risk taker?
    I enjoy risks like gambling, but not risks like juggling flaming lhurgoyfs
    What sort of people tend to be your enemies?
    Passive aggressive people. They need to pick a personality
    Who sort of people tend to be your allies?
    Those who aspire to greatness, regardless of petty factors like race or birthright
    Is the pen mightier than the sword?
    In the hands of a calligrapher, yes. Less so in the hands of a warrior
    Do you believe in love at first sight?
    Not really, no. But then again, I don't believe in any sort of love.


    So, There hasn't been a blue shaman since Apocalypse, and a white warrior's are far and few between. With your answers about enjoying risks (*cough* red), using intimidation (*cough* red) and hating passive aggressive (*cough* red) I'm surprised you are not mono red!
    Posted in: Custom Card Contests and Games
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