Quote from WizardMN »Necromancy will trigger twice since it is a permanent entering the battlefield. Each trigger will resolve separately. The first trigger resolves and brings back the target and Necromancy attaches to it.
Then, the second trigger returns the second target and attaches to the new creature. Since Necromancy says "When Necromancy leaves the battlefield, that creature's controller sacrifices it" and it hasn't left the field yet, the first won't be sacrificed.
You will end up with both creatures until Necromancy leaves the field.
Of course, there is always the caveat that new rules will change how this works.
Quote from AvalonAurora »Sudden Inspiration 2UU
Scry 3, then draw two cards.
During your next upkeep, scry 1.
Warden's Law W
* Your opponent's can't cast spells this turn.
* Target creature gains protection from the color of your choice or from colorless until end of turn.
Aura Magnet 2W
When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.
Hopeful Destiny 2WWW
Enchantment - Aura
When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.
Eyes of Oblivion 2BBB
Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
Exile two target creatures.
Avalanche Racer 2RR
Creature - Elemental
Menance, Trample, Haste, Double Strike
Avalanche Racer attacks each turn if able.
If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step.
Mysteries of the Glimmering Dew 1G
Mysteries of the Glimmering Dew can't be countered.
Choose one -
* Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
* Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
* The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.
Quote from BlackWaltz3 »Wanted to make a pushed looter blue 1 drop that I think most people would cube and might be printable.
Seafloor Looter U
Creature - Merfolk (R)
Multikicker 1U (You may pay an additional 1U any number of times as you cast this spell.)
When Seafloor Looter enters the battlefield draw a card plus an additional card for each time Seafloor Looter was kicked, then discard a card.
Seafloor Looter enters the battlefield with a +1/+1 counter for each time it was kicked
Notes: So the idea is if played on turn 1 this guy will loot as an ETB. If played kicked once it is a Catalog strapped to a bear for 1UU and if kicked twice it is Sift and a 3/3 for 2UUU. If this is too good a couple ideas could be for this to begin as a 2 drop for 1U, it could begin as a 0/1 or if you want to get really spicy it could begin as a 1/0.
Quote from BlackWaltz3 »Cards I might like for weaker slots in cube - White Edition (White 2CC and 6CC creatures).
Stoneforge Metallurgist 1W
Creature - Kor Artificer (R)
When Stoneforge Metallurgist enters the battlefield create an equipment called Stoneforge Dagger it has “Equipped creature gets +2/+1 and Equip 0.
When either of Stoneforge Metallurgist or Stoneforge Dagger leave the battlefield, sacrifice the other.
Notes: A bit high risk, high reward. She provides equipment you can use immediately and can swing for 3 by herself, but killing either the creature or the artifact is a 2 for 1.
Thraben Detective 1W
Creature - Human (R)
At the end of each of your turns if one or more creature tokens were created under your control, investigate. (Create a colorless Clue artifact token with “2, Sacrifice this artifact: Draw a card.”)
Notes: Lot of people already run Thraben Inspector. I wanted to amp it up a bit and make clue tokens from creature tokens.
Angelic Aspirationist 1W
Creature - Human Monk (M)
Level up 1W 2/2
Level 1-2 Flying 3/3
Level 3+ Angelic Aspirationist is an Angel.
Flying, First Strike, Lifelink 5/5
Notes: Build a Baneslayer Angel!
General Adrianna Vallore 4WW
Legendary Creature - Human Knight (M)
Vigilance, Lifelink, Protection from Red
General Adrianna Vallore gets +1/+1 for each other Knight or Soldier you control.
At the beginning of each players’ end step create a 1/1 white Soldier with lifelink.
Whenever a soldier you control dies create a 2/2 white Knight with vigilance.
Notes: I wanted a Legendary Captain of the Watch variant. I chose Adrianna for a few reasons. Pro Red is important for this kind of card and as her former iteration is also red I can justify it a bit here. Her storyline involves her trying to rebuild the ranks to take the throne back. Also for more female representation in Magic!
Sword of Serra 3WWW
Creature - Angel (M)
As Sword of Serra enters the battlefield, choose a color. Sword of Serra has protection from the chosen color.
Notes: Voice of All's effect is a lot more intimidating on a massive threat.
Creature - Human Wizard (M)
At the beginning of your end step, you may exile any number of nonland permanents you control, then return them to the battlefield under their owner’s control.
Whenever a spell or ability targets Blinkcrafter, exile it, and then return it to the battlefield under your control.
Notes: I'm not actually sure if this is printable or not, but I wanted to make a splashable and resilient blink archetype staple.
Lord of the Meek 4WW
Creature - Bird Knight (M)
Flying, First Strike
When Lord of the Meek enters the battlefield you may exile a creature an opponent controls with power 4 or greater.
If a creature you control with power 3 or less would deal damage to a creature or planeswalker and opponent controls it deals double that damage to that creature or planeswalker instead.
Notes: Lord of the Beak! Er...Meek. I wanted a way to add relevance to Whites smaller creatures in the late game and punish players for their Baneslayer type creatures. So Lord of the Meek is an evasive threat that deals double damage to enemy creatures and PW's and grants that effect to your other small white creatures! Not enough? How about a free reprisal that ignores hexproof?
Quote from BlackWaltz3 »Twintomaton is not Wurmcoil Engine good, but Wurmcoil is insane. I've seen how busted this ability can be with Karn and the shells that run him and I think 5 mana is probably just too efficient for this. With one artifact this is 6 power. With 3 artifacts--which is going to be more common-this is 10 power.
As always, thank you for your wording assist! I hope you are coming to wherever we go after this because I need your wording help. You're the Bernie Taupin to my Elton John...lol. Godo does let you pick your equipment but is also incredibly vulnerable between the turn you cast him and the turn you play the equip on him. Also, the decks that run this are probably only going to run equip targets that work well with this. Not going to see too many skullclamps on here.
Yeah, I thought that The Wanderer might make a good blink archetype walker so I decided to name her. The Custom Card Creation Forum had a field day with this...oh well. Truth is nobody knows enough about this character yet to say what it should look like or what iterations it could feasibly take on. Wanted to note that Elia is only a creature until EOT. It can be attacked. It is just the noncombat damage clause that sticks until next turn--she cant be burned. I think the -2 can be really powerful against certain archetypes and since it only limits your opponent it gives you the ability to resolve powerful 4/5 drop Angels/Hero/Etc. that they can't answer with their own large creature threats.
Quote from BlackWaltz3 »Twintomaton 6
Artifact Creature - Construct (R)
This creature gets +1/+1 for each artifact you control.
“When Twintomaton enters the battlefield, create a 0/0 colorless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”
Balan, Leonin Captain 4WW
Legendary Creature - Cat Knight (M)
When Balan Leonin Captain enters the battlefield reveal cards from your library until you reveal an equipment card. Attach that equipment to Balan, Leonin Captain and put the revealed cards on the bottom of your library in a random order.
As long as Balan, Leonin Captain is equipped it is indestructible.
Elia, the Wanderer 2W
Legendary Planeswalker - Elia (M)
At the beginning of your end step you may exile another non-land permanent you control and then return it to the battlefield.
+1: Elia becomes a 3/1 white Elemental creature with flying until end of turn. Prevent all noncombat damage that would be dealt to it until your next turn.
-2: Opponents can’t cast creature spells with a converted cost of 4 or greater on their next turn.
Quote from allred123 »
7 might be a little cheap, 9 feels like to much though. Ugin costs 8 generic and I don't think this is better than ugin.
The loot effect at higher values is a lot weaker since you probably don't have 4 cards in hand to loot away, it probably plays out that you get to keep 1 or 2 of those cards. In addition, whatever cards you do keep, won't be big and splashy since you are now down up to 4 lands, and I find even most of my wildfire decks often play at least a couple lands
also, cards that do to much, you mean like Urza, Lord High Artificer
Quote from allred123 »Hmmm. Your card inspired me to create my own version.
I'm not an expert on oracle text etc, but here it goes
Legendary Human Wizard
When * ETB, you may Draw X cards then discard X cards.
If X is 4 or more * deals 4 damage to each other creature, and each player sacrifices 4 lands.
Allows for a beat down path, Spells matter, Graveyard shinanegens, Lands matter theme, extra wildfire varient, that while it costs 7, you get to loot, and keep a creature in play. Seems really powerful, and wouldn't go into a standard set, but maybe a commander product or something
Quote from Mimeofacture »Lightning Ritual — 1R
Add RRR. If that mana is spent on a creature spell, it gains haste.
Quote from Perodequeso »Well crap. Now I'm not going to have anywhere to ask rules questions or scope out cool deck lists for various formats.
In my opinion this has been the best resource for the game. Now I'm just wander around the internet trying to find a substitute. Bullocks I tell you!
Quote from Viroid »The same way Halcyon is adjective for serene or calm. So a halcyon witness would basically be a serene and calm witness.
Quote from Caranthir »You are welcome. Some more:
odah's paragraph is quite wild.
"(Jodah) was also present during the Phyrexian Invasion and helped restore Urza's sanity during that time" - this is wholly incorrect, where you got it?
- one of the primary contributous to Worldspell - not quite, he had to provide his mirror and was forced to utilize (and in the process, consume) the safe havens to distribute the excess energy of the spell to prevent another Sylex Blast.
It is debatable, whether Evra, Halcyon Witness is what we think. After all, we have seen Halcyon Glaze. But using this very particular name on Dominaria and NOT tying it to THE Halcyon would be immensely stupid.
Kolo Meha was above all a Bogardan fire mage, but with ties to Madara, of course.
Gix was not Glacian's kíller. He attacked and wounded him, but Yawgmoth "killed" him by his treattment.
Quote from Caranthir »Some minor corrections:
- Primevals' rebirth was one of the climaxes of Planeshift,not Invasion
- Karn's Temporal Sundering is probably the time machine explosion also depicted on Sunder, not the Tolarian rift closure.
- Sagas get counters on the beginning of the precombat main phase
- Mirari was just one of Karn's probes, and a faulty one (it shouldn't be leaking power)
Quote from Kendawg »I think multiple copies of Jaces and a handful of board sweepers and other card advantage engines coming out of the SB do more for the sultai builds midrange potential than the lili's. I agree with you on old sultai builds which tried to do what Grixis delver did, just more clunky. New sultai builds are a new menace in legacy, and i expect you will be seeing more and more of it, as its great vs all other variants of delver, but still tempos out combo decks.
Quote from Kendawg »Love the article gives a good history to the evolution to delver. I would say though one thing is that current sultai delver lists are the delver trump deck that can turn the corner and play a midrange game better than the other delver decks rather than grixis delver.
Quote from Kuroze »An incredibly enjoyable read. I would have totally continued reading if it went into even more detail. I started playing MTG after Delver itself had already been printed and it has therefore been surprising to see that the archetype already kind of existed, and to see the how much card quality has improved over the years. Imagining MTG without Delver is kind of difficult.
I'd like to add that Delver has been a really important card in Pauper too. Supported by Spellstutter Sprite, Counterspell, Daze, Ponder and Preordain, Delver of Secrets has dominated pauper since at least five years ago.