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  • posted a message on Lil, tam, and Giddy
    Liliana, Gravewitch 2BB
    Planes walker - Liliana (4)
    +1: Each player puts the top card of his or her library into his or her graveyard. You gain 3 life for each creature card put into a graveyard in this way.
    -4: Put target creature card in a graveyard onto the battlefield tapped under your control. It gains, "When this creature dies, return it to the battlefield tapped under your control at the beginning of the next end step and it gains this ability."
    -7: Target opponent loses life equal to the total power of creature cards in all graveyards.

    Scholar of Tides, Tamiyo 1UU
    Planeswalker- Tamiyo (3)
    +1: Untap target Island. It becomes a 0/4 blue Elemental creature with reach and indestructible until your next turn. It's still a land.
    0: Tap target creature. If that creature is blue, it's controller draws a card.
    -7: Draw three cards. You get an emblem with, "At the beginning of each opponent's end step, untap all islands you control. Artifact and sorcery spells you cast during this end step have flash."

    Gideon, Stout of Heart 5WW
    Planeswalker- Gideon (6)
    +3: Up to three target creatures each attack Gideon during their controllers next turn if able.
    0: Gideon becomes a 7/7 white Human Soldier Knight creature with indestructible until end of turn. He is still a Planeswalker. Prevent all damage that would be dealt to him except by unblocked creatures this turn. You may activate this ability as an instant.
    -11: You get an emblem with, "You may cast up to two Planeswalker cards from your graveyard without paying their mana costs during each of your turns."
    Posted in: Custom Card Creation
  • posted a message on Some cards as I haven't done this regularly in a while
    Cruelest Cut BB
    Instant
    Target creature gets -3/-3 until end of turn. Each player loses 3 life.

    Mana Fireworks 2RR
    Enchantment
    Whenever a player casts an instant or sorcery spell, put a charge counter on Mana Fireworks. That spell's controller copies it and may choose new targets for the copy. That player gains control of Mana Fireworks.
    Whenever you gain control of Mana Fireworks from another player, Mana Fireworks deals damage to you equal to the number of charge counters on it.

    Island of Faeries
    Land - Island
    When you tap Island of Faeries for mana, if you control no Faeries, sacrifice Island of Faeries and put a 1/1 blue Faerie creature token with flying onto the battlefield.

    Floating Goat U
    Creature - Goat Illusion
    Flying
    Floating Goat can't block creatures without flying.
    When Floating Goat becomes the target of a spell or ability, sacrifice it.
    2/1

    Words of Bravery 2WW
    Instant
    Creatures you control get +1/+1 and gain first strike, vigilance, and protection from instants and from sorceries until end of turn.
    Rebound

    Death in the Air 3BB
    Enchantment
    Death in the Air enters the battlefield with a number of charge counters on it equal to the number of creatures on the battlefield.
    All creatures get -X/-X, where X is the number of charge counters on Death in the Air.
    X, or pay X life: Remove X charge counters from Death in the Air. If there are no counters on Death in the Air, exile it. Any player may activate this ability as a sorcery.

    Mysterious Summoner 5G
    Creature - Dryad Shaman
    Whenever you activate an ability of Mysterious Summoner, it loses that ability.
    G: Put a 1/1 green Squirrel creature token onto the battlefield.
    1G: Put a 2/2 green Bear creature token onto the battlefield.
    2GG: Put a 4/4 green Beast creature token onto the battlefield.
    2GGGG: Put a 7/7 green Elemental creature token onto the battlefield.
    3/3

    Ancient Octopus 3UUUUU
    Creature - Octopus
    Islandwalk
    When Ancient Octopus enters the battlefield, put two artifact tokens named Sunken Ship onto the battlefield with, "4B, Sacrifice this artifact: Return target creature card in a graveyard to the battlefield."
    8/8
    Posted in: Custom Card Creation
  • posted a message on Combination Safe and other cards
    Combination Safe 4
    Artifact
    At the beginning of each player's end step, that player names a card then exiles the top card of his or her library. If that card is the named card, that player repeats this process. Otherwise, that card's owner shuffles it into his or her library.
    When there are four or more cards exiled by Combination Safe, choose four of them and put them into their owners' hands, then put Combination Safe on top of its owner's library.
    2: Each player may scry 1. Any player may activate this ability.

    I originally had this as only personal, but decided, Eh, why not expand this to everyone? It still works personally if you have lots of scry effects, Sage Owl[/i], or a card that lets you play with the top card of your library revealed like Future Sight. That way its more of a game and more on the line if you muck up the "combination."

    Expert Architect W
    Creature - Human Adviser
    When Expert Architect enters the battlefield, each player may discard a Plains card or a nonBasic land card from his or her hand. Each player that does searches his or her library for a nonbasic land card, reveals it, and put it into his or her hand, then shuffles his or her library.
    W, T: You may play target land card in your graveyard until end of turn.
    1/2

    Hellgate 6
    Legendary Artifact
    Hellgate has protection from everything and indestructible as long as it's tainted.
    6: If Hellgate is on the battlefield, exile the top six cards of your library. Put all permanent cards exiled in this way onto the battlefield. Cast all nonpermanent cards exiled in this way without paying their mana costs. If any of those cards have X in the mana cost, X is 6. Those spells and permanents are tainted. Hellgate becomes tainted if it isn't already.
    Whenever a tainted spell you control is countered or a tainted permanent you control leaves the battlefield, at the beginning of your next upkeep, exile a tainted permanent you control. If you can't, you lose the game. When you exile Hellgate in this way, exile all cards from your library and all tainted permanents.

    Crash Down 1RG
    Instant
    Each attacking creature with flying loses flying until end of turn. Crash Down deals damage to each attacking creature equal to the number of attacking creatures that lost flying this turn.

    Posted in: Custom Card Creation
  • posted a message on Time travel themed enchantment cycle
    Mostly I was trying to get these ideas out of my head. The red one was the impetus. "How would you send yourself resources from the future?"

    It is mostly a high risk card. Reason for choosing 21 as the break point was so that it would take at least two turns before time implodes on you. I tried many variations, damage as a penalty, damage to opponents instead of winning, etc.

    Considering we never know the future, I made the output random. At some point, it Will end in calamity and you send yourself those resources, assuming you have the permanents to do so.

    This was based off of an idea I had for a sci-if short where time travel exists and people begin exploiting the future for resources... You know, like we already do.

    For Meet Yourself, I wanted it to be You. So, I made it have your cards. I suppose there are better ways.

    Lemme try the planes walker again...

    When Yourself enters the battlefield, exile the top Card of your library for each card in your hand.
    +1: Put a card exiled by card name into your hand or exile a card from your hand.
    -2: Put a token copy of a creature card exiled by card name onto the battlefield. Exile it at the beginning of your next upkeep.
    -6: As the original.

    Destiny Intervenes is based off those time travel stories where everything goes right because it must. Examples include SteinsGate and bill and teds excellent adventure. "Hey, remember when your Dads keys went missing? Let's go back and take them before they went missing and leave them here for us now!" Paraphrased with fewer dudes and excellents.

    To that end, how about a tutor effect as an option? Would that be strong enough?

    Search your library for an aura or equipment card and put a 2/2 white Aeon creature token into the battlefield...

    Nope... Too much text.

    Return target artifact, creature, or enchantment card in your graveyard to the battlefield.

    That might work. I hope it's never a dead ability.

    I'm open to suggestions. What would you give yourself in a sticky situation that you know you'll live because your future self is time travelling you out of it?

    I'll review the last two later, but the green one is based on my first impressions of A Fire Upon the Deep, very loosely. The last one is based on Doctor Who... A companion who shall remain nameless.

    Posted in: Custom Card Creation
  • posted a message on Time travel themed enchantment cycle
    Paradox Portal 4RR
    Enchantment
    At the beginning of your upkeep, choose a random number from 1 to 20. Put that many charge counters on ~. Then, if there are exactly 21 charge counters on Paradox Portal, you win the game. If there are more than 21 charge counters on ~, remove all of them and sacrifice a permanent for each counter removed. You lose the game if you sacrifice Paradox Portal in this way.
    2R, Remove half the charge counters from ~, rounded up: Add R to your mana pool for each charge counter removed. Activate this ability as a sorcery and only once each turn.

    Meet Yourself 4UU
    Enchantment
    When Meet Yourself enters the battlefield, draw cards equal to the number of cards in your hand, then exile that many cards from your hand.
    At the beginning of your upkeep, if this turn is an extra turn, exile Meet Yourself and end the turn. At the beginning of your next upkeep, transform Meet Yourself and return it to the battlefield.
    ///
    Yourself
    Planeswalker - Your Name (3 Loyalty)
    When Yourself enters the battlefield, exile three cards from your hand.
    +1: Put a token copy of a creature card exiled by Yourself onto the battlefield if it's converted mana cost is 2 or less.
    -1: You may copy an instant or sorcery spell with a converted mana cost of three or less exiled by Yourself and cast it without paying its mana cost.
    -6: You may cast any number of nonland cards you own in exile without paying their mana costs.

    Destiny Intervenes 4WW
    Enchantment
    As Destiny Intervenes enters the battlefield, name three nonland cards with different names.
    Whenever you cast a named card, you gain 7 life.
    2W, Exile a named card from your hand: Activate this ability as a sorcery. Choose one you haven't chosen -
    - Destroy up to two target tapped creatures.
    - Put two 2/2 white Knight creature tokens with first strike onto the battlefield.
    - If there are exactly three cards exiled by Destiny Intervenes and all have different names, cast all of them without paying their mana costs.

    History Uncovered 4GG
    Enchantment
    You may cast nonland cards exiled by History Uncovered if you spend only mana produced by History Uncovered to cast them.
    1, Put a land card exiled by History Uncovered into its owner's graveyard: Add one mana of any color that land could produce or one colorless mana to your mana pool. Spend this mana only to cast cards exiled by History Uncovered.
    2G: Exile all cards from target player's graveyard. You gain 1 life for each card exiled in this way. Activate this ability as a sorcery.

    Final Journey 4BB
    Enchantment
    If you would lose the game for having 0 or less life at any time except during your end step, instead put a pause counter on Final Journey.
    As long as Final Journey has a pause counter on it, you don't lose the game for having 0 or less life.
    When you pay life, sacrifice Final Journey.
    At the beginning of your end step, if there is a pause counter on Final Journey, remove it and take an extra turn after this one.
    Posted in: Custom Card Creation
  • posted a message on Copies
    Just playing around with some ideas.

    What would you name End of Days? I just finished watching One Punch Man and wanted a big 'splody effect. Would End of Yesterdays and Tomorrows get the point across? One to destroy all that was, one to destroy all that will be. Unfortunately it's too long a name.

    Mostly it's overkill, as any game state that would allow you to cast EoD to full effect would likely kill all remaining opponents anyway. It can be countered but it can't be turned against you thanks to the ability.

    And yes, I love dem lich effects. Evil Lol
    Posted in: Custom Card Creation
  • posted a message on Copies
    Monothog 3GG
    Creature - Beast
    Monothog can't be blocked by copies of Monothog.
    Copies of Monothog have base power 2/2 and, "Nontoken, noncopies of Monothog get +4/+4 and have trample."
    6/6

    Fractured Phylactery 3
    Artifact - Phylactery
    You can't lose the game and your opponents can't win the game.
    When Fractured Phylactery enters the battlefield, you may pay B and X life, where X is the number of Phylacteries you control. If you do, put a token that's a copy of Fractured Phylactery onto the battlefield. If you don't, you get an emblem with, "At the beginning of your upkeep, sacrifice an artifact."

    Silent Hero W
    Creature - Human
    Copies of Silent Hero are Spirits in addition to their creature types, have base power and toughness 3/3 and have flying and, "Noncopies of Silent Hero get +5/+5 and have indestructible."
    1/1

    End of Days 8RRR
    Sorcery
    If you paid End of Days' mana cost, exile all artifacts and lands. End of Days deals damage to each creature, planeswalker, and opponents equal to the number of permanents exiled in this way. This damage can't be prevented. Creatures and planeswalkers dealt damage in this way can't be regenerated and if they would be put into a graveyard, exile them instead.
    If End of Days was copied this turn, opponents dealt damage by End of Days lose the game.

    Posted in: Custom Card Creation
  • posted a message on A pair of two mana legends
    Sadaha the Unrepentant BG
    Legendary Creature - Elf Druid
    T, Pay 1 life: Add one mana of any colour to your mana pool. Put a doom counter on Sadaha.
    4BG, T, Remove three doom counters from Sadaha: Exile all creature cards from all graveyards. Destroy all other creatures, then return all creature cards exiled in this way to the battlefield under their owners' control.
    2/2

    Frain of the Lost Order RW
    Legendary Creature - Human Cleric
    T: Frain deals 1 damage to target creature and 2 damage to you.
    3RW, T: Put a 5/5 red Dragon creature token with flying onto the battlefield under target opponent's control unless that player's life total is double yours or greater. Put four 1/1 white Soldier creature tokens onto the battlefield under your control.
    2/2


    Posted in: Custom Card Creation
  • posted a message on Coin Flipping Commander?
    Krark One Thumb 2r
    Legendary Creature - Goblin Wizard
    T: The next time you would flip a coin this turn, you choose the outcome of that flip.
    1/1
    Posted in: Custom Card Creation
  • posted a message on Because everybody loves cumulative upkeep...
    Evergreen Acres xxGG
    Enchantment
    Evergreen Acres enters the battlefield with X age counters on it.
    Cumulative upkeep 2
    At the beginning of your end step, you may search your library for a number of basic land cards equal to the number of age counters on ~ and put them onto the battlefield tapped, then shuffle your library.

    Heroes' Feast xWW
    Enchantment
    ~ enters the battlefield with X age counters on it.
    Cumulative upkeep 1
    At the beginning of your end step, put a 1/1 white Soldier creature token onto the battlefield for each age counter on ~.

    Heat Strike xRR
    Enchantment
    Heat Strike enters the battlefield with X age counters on it.
    Cumulative upkeep 1
    At the beginning of your end step, ~ deals damage equal to the number of age counters on it to target creature or player.

    Lich's Hiccup xxBB
    Enchantment
    ~ enters the battlefield with X age counters on it.
    Cumulative upkeep 2
    At the beginning of your end step, return a number of creature cards in your graveyard to the battlefield equal to the number of age counters on ~. Sacrifice that many creatures at the beginning of your next upkeep.

    Note: "that many" could be "those"

    Perpetual Daydream xUU
    Enchantment
    ~ enters the battlefield with X age counters on it.
    Cumulative upkeep 1
    At the beginning of your end step, draw cards equal to the number of age counters on ~. Discard that many cards at the beginning of your next upkeep.
    Posted in: Custom Card Creation
  • posted a message on Joint cards -- Bringing B.F.M. to black-bordered land! (sort of)
    That land makes a lot of mana for a single drop. I don't like that you need to have two at the same time. It'd be cooler as a mini urzatron.

    Elzar's Peak
    Land
    Bond with Elzar's Pond to form Elzar's Caldera.
    T: Add R to your mana pool. If this is Elzar's Caldera, instead add UR to your mana pool.

    Elzar's Pond
    Land
    If this land is on the battlefield and you control a land named Elzar's Peak, bond them and their name becomes Elzar's Caldera. They are the same permanent and share abilities.
    T: Add U to your mana pool.
    3ur: Elzar's Caldera deals damage equal to the number of untapped lands you control to target player.



    The art can span across the two cards in panorama, or it could be like a transform mechanic, where the card is two sided.

    Temple of Rest
    Land
    T: Add G to your mana pool.

    Temple of Frolic
    Land
    T: Add R to your mana pool.
    4rg, T: If you control a Temple of Rest, exile it and Temple of Frolic. Return them to the battlefield joined and transformed.

    Yedonis, Wayward God (rg)
    Legendary Enchantment Creature - God
    Indestructible
    Lands you control are 8/8 red and green Spirit creatures with no abilities. (They aren't lands.)
    8/8
    Posted in: Custom Card Creation
  • posted a message on Rats and Cats
    Dire Rat 3B
    Creature - Rat Horror
    When Dire Rat enters the battlefield, target opponent discards a card.
    3/3

    Shadowgleem Familiar B
    Creature - Cat
    Protection from white
    B: Add W to your mana pool.
    1/1

    Sewerspill 5B
    Sorcery
    Destroy target creature. Put three 1/1 black Rat creature tokens onto the battlefield tapped. Rats you control gain deathtouch until your next turn.

    Mewmer, Slayer of Rats 1W
    Legendary Creature - Cat
    Whenever a Rat creature dies, add B to your mana pool.
    T: Destroy target Rat. Put a +1/+1 counter on Mewmer, Slayer of Rats.
    1/1

    Festerdump 2BB
    Enchantment
    At the beginning of your upkeep, put a 1/1 black Rat creature token onto the battlefield for each creature card in your graveyard.

    Feline Spirit 2B
    Creature - Cat Spirit
    Whenever a nontoken Rat dies, put a 1/1 white Rat Spirit creature token onto the battlefield.
    1B, T, Sacrifice a Rat: Put two +1/+1 counters on target Cat you control.
    2/2
    Posted in: Custom Card Creation
  • posted a message on Retaliate Keyword
    Well,you can trigger it yourself as worded. Wink

    Thimble Goblin 2r
    Creature - Goblin Soldier
    Retaliate
    2/2

    What do you do with it from here? It doesn't really spark any brilliant ideas except, whenever his retaliates, do x, which gives value to an already strong defensive mechanic.

    Whenever this retaliates, that player sacrifices an artifact.

    Whenever this retaliates, if it died, hat player sacrifices a creature.

    Whenever this retaliates, that player taps each creature he or she controls unless he or she pays 1 for at creature.

    It promotes a stalemate. :/
    Posted in: Custom Card Creation
  • posted a message on Transforming Phage and Karona
    Jeska, Dormant God 1RR
    Legendary Creature - Human Barbarian
    First strike, haste
    When Jeska, Dormant God dies, you may pay BB. If you do, return Jeska to the battlefield transformed.
    3/1
    ////
    Phage of the Cabal
    (B) Legendary Creature - Avatar
    Deathtouch
    Whenever Phage of the Cabal deals combat damage to a creature, if that creature is indestructible, that creature loses all abilities and becomes a -3/-3 white Dust creature.
    Whenever Phage of the Cabal deals combat damage to a player, that player loses the game.
    3/3

    Zagorka, the Crone 1GU
    Legendary Creature - Human Witch
    When Zagorka, the Crone enters the battlefield, put a 2/2 green Mule creature token onto the battlefield tapped.
    GU, T, Tap an untapped Mule you control: Draw a card.
    2/2

    Karona Dominaria 5WUBRG
    Legendary Creature - Avatar
    You may sacrifice a legendary Angel, a legendary Witch, and a legendary Avatar rather than pay Karona Dominaria's mana cost.
    Haste
    Whenever a player taps a land for mana, put a +1/+1 counter on Karona Dominaria.
    Whenever you tap a land for mana, add one mana of any color to your mana pool.
    When Karona Dominaria is put into your graveyard from anywhere, reveal it and shuffle all cards from your graveyard into your library.
    9/9
    Posted in: Custom Card Creation
  • posted a message on Some cards
    Loot and Pillage 1RR
    Sorcery
    Destroy two target permanents. You lose the game at the beginning of target opponent's next upkeep.
    "The chaos of war provides grand opportunities, assuming you survive."
    -Siram, Master Thief


    Siram, Master Thief 2R
    Planeswalker - Siram {[2]}
    +1: Tap target artifact and gain control of it for as long as you control Siram, Master Thief.
    +1: Gain control of all permanents you own. Put a loyalty counter on Siram for each permanent you control but don't own.
    -6: Target opponent reveals all cards from his or her library. Put all artifacts revealed in this way onto the battlefield under your control. If no artifacts are revealed in this way, Siram deals damage to that player equal to the number of cards revealed. That player shuffles his or her library.

    Rat Pile 3B
    Creature - Rat Zombie
    Rat Pile enters the battlefield with three plague counters on it.
    Whenever a creature attacks you or a planeswalker you control, that creature gets -3/-3 until end of turn and you remove a plague counter from Rat Pile.
    At the beginning of each end step, if there are no plague counters on Rat Pile, sacrifice Rat Pile.
    1/4

    Posted in: Custom Card Creation
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