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  • posted a message on Candevis Set
    Quote from kyonu
    I give you props for this set; it seems very nice, aside from the few wording conflicts here and there. Void Mage seems very broken though... You can play it on turn 1 as a 3/3, with hardly a negative side effect.


    Yeah, looking back it should of been at least 2/3.
    Although, there is no other alternative cost for it like force of will . You can't play it any other way.
    It has not been overpowered in limited format, but I am sure it would be in constructed.
    By the way, you can play it on turn 0.

    Posted in: Custom Set Creation and Discussion
  • posted a message on Candevis Set
    Here is another cycle in this set that I would like to talk about.

    I wanted to do something different with the planeswalker type that has not been done before.
    These are uncommon planeswalkers that all start at 1 loyalty and cost 2 mana.
    They each have only one color related theme with 4 different variations per ability.

    White: Life
    Blue: Draw
    Black: Discard
    Red: Damage
    Green: Mana














    Please leave your comments! Thank you!
    Posted in: Custom Set Creation and Discussion
  • posted a message on Candevis Set
    Quote from Jenesis
    Unite sounds like it could be horrifically abusable but since you've played with these cards, I assume they're fair at least within this set. I also like the colored "bad Equipment" cycle a lot.


    We mainly play limited with this set, so its a little harder to abuse anything.

    So far this is what we have discovered using Unite in limited:
    Unite can sometimes help you by giving your creatures the advantage in combat. It can also hurt you if your opponent uses a removal spell on that united group of creatures, killing multiple cards with one card.
    But, in limited there are usually less removal spells out there, so many times uniting 3 or more common or uncommon creatures together turns them into a very powerful limited bomb "rare like creature" that has to be answered quick or your going to lose the game.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Candevis Set
    Quote from Jenesis
    Just briefly skimming through the set, the "+X: do something" planeswalkers don't work in the way you want them to. This is because paying the cost is completely separate from whether or not the effect happens (which is why you can use Liliana Vess' first ability against an opponent with no cards in hand, or use Chandra Ablaze's first ability when you have no cards in hand). For example, Rhea has:

    +X: Tap X untapped creature you control.

    I put 1 billion loyalty counters on Rhea. When it resolves, whoops, I only control two creatures. I do as much as possible and tap both of them. Then I make 1 billion and 3 Soldiers next turn. Good game.

    To fix these, you'd either have to make the tapping, discarding, etc. an additional cost; or use the word "target" (which still doesn't solve the red one); or retemplate them as "0: Do something involving X. Put X loyalty counters on this permanent."



    Yeah. your right...they don't work like activated abilities. I forgot planeswalkers work differently.
    It would be a little messy to fix these, because having "Put X loyalty on this" would be a little weird and defeat the point of the (+X or -X) planeswalker ability. I would rather redesign them with something else.
    I guess we will just continue to play them like an activated ability for now. Besides, I wouldn't want to reprint them all again.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Candevis Set
    Here is one of the many cycles in this set.

    These equipment are different then normal equipment, you may equip them to a creature an opponent controls. Each one has an ability and a disability, giving you more versatility.











    Posted in: Custom Set Creation and Discussion
  • posted a message on Candevis Set
    Ill go over the new mechanics of this set.
    Each color of this set has a new mechanic that corresponds with each color.



    The Red mechanic: Tread.

    Tread (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to target creature that player controls.)

    This works just like trample, but the rest of the damage goes to another target creature instead of the player. Trample is more of a green ability then red, so this ability gives red its own form of trample that is a red only ability.






    The Blue mechanic: Cantrip.

    Cantrip X (You may pay an additional X as you cast this spell. If you do, draw a card.)

    This mechanic adds the ability of cards like Repulse or Dismiss, but gives the player a choice of paying that extra mana to draw a card. This mechanic gives blue its classic card advantage ability.






    The Green mechanic: Adapt.

    Adapt (At the beginning of the end step, if this creature was dealt damage this turn, put a +1/+1 counter on it for each damage dealt to it.)

    This ability was a take off of the card Fungusaur.
    A more playable ability then Fungusaurs, this ability gives +1/+1 counters for each point of damage instead of just one.This paired with flash gives your opponent a big surprise.






    The Black mechanic: Hereafter.

    Hereafter X (You may cast this card from your graveyard for its hereafter cost. If you do, put a hereafter counter on it. If a creature with a hereafter counter leaves the battlefield, exile it.)

    This ability works like Unearth, but is permanent.
    Paying the hereafter cost is like casting it from your hand, but from your graveyard instead. This basically gives the creature 2 full lives.






    The White mechanic: Unite.

    Unite X (X: This creature and another creature you control are combined as one creature. Activate this ability as a sorcery and only if this creature is not united.)

    This gives your creatures the ability to combine with each other, or team up.



    This is the most complex ability of the set, so I have written a faq for it.

    * Unite is an activated ability of creatures.

    * A creature that unites with another creature is attached to that creature. Any creature that is attached to or attached by a creature using the unite ability are considered “united.”

    * A permanent with protection can't be united by a creature that has the stated quality. Such a creature stops uniting that creature, but remains in play.

    * Any creature that is already united can not use it’s unite ability.

    * A creature that has unite and is not united can unite to any creature or creatures already united.

    * All creatures united together share all abilities, color, and type. Those creatures have a single combined power and toughness.

    * If a creature is united with another creature and any one of those creatures are tapped, all those united creatures becomes tapped.

    * If a creature is united with another creature and any one of those creatures have summoning sickness, all those united creatures have summoning sickness.

    * If a group of creatures that are united together as a single creature is the target of a spell or ability, the entire group (single combined creature) is the targeted by that spell or ability.





    I hope to get some comments on this set.
    Please give me your opinions!!
    Thanks.



    .
    Posted in: Custom Set Creation and Discussion
  • posted a message on Candevis Set
    Here is my set called Candevis.

    I finished this set in 2008 after working on it on and off for many years.
    I recently had to reword the set with the new wordings.
    I printed out 4 copies of each card in the set and my group and I play with it in real life.

    300 cards total:
    43 White
    43 Blue
    43 Black
    43 Red
    43 Green
    41 Multicolor
    6 Artifact
    18 nonbasic Land
    20 basic Land


    Please leave your comments! Thanks!















    Full Set Card Renderings http://photobucket.com/Kefka



    White:


    Achromatic Knight 1W
    Creature — Human Knight (C)
    Protection from red
    Unite W [i](W: This creature and another creature you control are combined as one creature. Activate this ability as a sorcery and only if this creature is not united.)[/i]
    2/2

    Allied Archers 3W
    Creature — Human Soldier Archer (U)
    Vigilance
    T: Allied Archers deals damage equal to its power to target attacking or blocking creature.
    Unite 3W [i](3W: This creature and another creature you control are combined as one creature. Activate this ability as a sorcery and only if this creature is not united.)[/i]
    1/4

    Ballista Corps 4W
    Creature — Human Soldier (R)
    XW, T: Ballista Corps deals X damage to each attacking or blocking creature target player controls.
    3/5

    Biased Guardian 3W
    Creature — Human Soldier (U)
    Attacking creatures your opponents control lose all abilities until end of combat.
    3/4

    Conscription XW
    Sorcery (R)
    Put X 1/1 white Soldier creature tokens onto the battlefield.

    Daunting Knight
    Creature — Human Knight (U)
    Tap two untapped white creatures you control to cast Daunting Knight.
    Daunting Knight is White.
    Flash
    Unite 2 [i](2: This creature and another creature you control are combined as one creature. Activate this ability as a sorcery and only if this creature is not united.)[/i]
    3/4

    Disk of Consequence 1W
    Artifact (U)
    T: Exile target nonland permanent an opponent controls. That opponent gains control of Disk of Consequence and it becomes untapped.

    Divine Prophet 1WW
    Creature — Human Cleric (U)
    Flash, haste
    T: Prevent the next 2 damage that would be dealt to target creature or player this turn.
    0/1

    Divine Reckoning XW
    Sorcery (R)
    Destroy all creatures with converted mana cost X or less.

    Divine Striker W
    Creature — Human Soldier (C)
    First strike
    Unite W [i](W: This creature and another creature you control are combined as one creature. Activate this ability as a sorcery and only if this creature is not united.)[/i]
    1/1

    Enchantment Exploitation 1W
    Enchantment — Aura (R)
    Enchant enchantment an opponent controls
    1W: Put a 1/1 white Soldier creature token onto the battlefield.

    Encompassing Arms 1W
    Enchantment — Aura (C)
    Enchant creature you control
    Enchanted creature gets +1/+3 and has vigilance.
    3W: Attach Encompassing Arms to an additional creature you control. [i](Encompassing Arms can be attached to more than one creature at a time.)[/i]

    Fall of the Mighty 1W
    Instant (C)
    Destroy target creature with the highest converted mana cost. [i](If two or more creatures are tied for highest converted mana cost, target any one of them.)[/i]

    Field Martyr W
    Creature — Human Soldier (C)
    Sacrifice Field Martyr: Put two +0/+1 counters on target creature.
    1/1

    Gabriel, Guardian Angel 3WW
    Creature — Angel (R)
    Flying
    1W: Exile target creature you control. At the beginning of the end step, return that card to the battlefield under its owner’s control.
    4/4

    Griffin Corps 2WW
    Creature — Human Knight (R)
    Flying
    Tap an untapped creature you control: Griffin Corps gets +0/+X until end of turn, where X is the toughness of the creature tapped this way.
    3/3

    Holy Standard W
    Enchantment — Aura (C)
    Enchant creature you control
    Other creatures you control get +1/+1.

    Humble Endings W
    Instant (C)
    Exile target creature with power greater then its toughness.

    Intensifying Weaponry 1WW
    Enchantment (R)
    At the beginning of your upkeep, put a +1/+1 counter on each creature you control.

    Knight of the Brilliant Armor 2W
    Creature — Centaur Knight (U)
    If Knight of the Brilliant Armor is dealt 2 or more damage, prevent that damage.
    3/1

    Knight of the Humble WW
    Creature — Human Knight (U)
    First strike
    Protection from creatures with power 4 or greater.
    2/2

    Limestone Gargoyle 2W
    Creature — Gargoyle (U)
    Flying
    W: Limestone Gargoyle gets +0/+1 until end of turn.
    2/2

    Master of the Sling W
    Creature — Human Soldier (C)
    T: Destroy target creature with power 7 or greater.
    1/1

    Meekstone Adept 1WW
    Creature — Human Soldier (R)
    Vigilance
    All creatures have a power of 2.
    2/3

    Noble Vagabond 2W
    Creature — Human Soldier (C)
    XW: Tap target creature with converted mana cost X.
    2/3

    Order of the Bronze Armor WW
    Creature — Human Knight (C)
    W: Order of the Bronze Armor gains first strike, flying, or vigilance until end of turn.
    1W: Order of the Bronze Armor gets +1/+0 or +0/+2 until end of turn.
    2/2

    Pacifism Helmet W
    Artifact — Equipment (U)
    You may equip Pacifism Helmet to a creature an opponent controls.
    Equipped creature gets +0/+3 and has defender.
    Equip W

    Pallid Knight 1W
    Creature — Human Knight (C)
    Protection from black
    Unite W [i](W: This creature and another creature you control are combined as one creature. Activate this ability as a sorcery and only if this creature is not united.)[/i]
    2/2

    Reinforced Soldier 2W
    Creature — Human Soldier (C)
    2/4

    Rejuvenating Forcefield 4WWW
    Legendary Enchantment (R)
    Whenever you are dealt damage, put that many charge counters on Rejuvenating Forcefield.
    At the beginning of the end step, remove all charge counters from Rejuvenating Forcefield and gain that much life.

    Revision Charm W
    Instant (C)
    Choose one — You gain 2 life; or prevent the next 2 damage that would be dealt to target creature or player this turn; or Revision Charm deals 1 damage to target attacking or blocking creature; or destroy target aura; or target creature gains first strike until end of turn; or target blocking creature gets +3/+3 until end of turn.

    Rhea Milloeaux 2WW
    Planeswalker — Rhea (M)
    Starting Loyalty: 3
    +X: Tap X untapped creature you control.
    +1: Name a card. You have protection from the chosen name until your next turn.
    -2: Exile target creature or enchantment until Rhea leaves the battlefield.
    -X: Put X 1/1 white Soldier creature tokens onto the battlefield.

    Righteous Angel 2WWW
    Legendary Creature — Angel (R)
    Flying
    Blocking creatures you control get +7/+7 until end of turn.
    4/4

    Safeguard Fortification 3WW
    Legendary Creature — Fortification (R)
    All damage that would be dealt to creatures you control is dealt to Safeguard Fortification instead.
    All spells and abilities that would target another creature you control targets Safeguard Fortification instead.
    0/8

    Samis Rejivis 1W
    Planeswalker — Samis (U)
    Starting Loyalty: 1
    +2: Target opponent gains 1 life.
    +1: You gain 1 life.
    -1: You gain life equal to the number of creatures you control.
    -2: You gain life equal to the number of cards in your hand.

    Samite Conjurer 2W
    Creature — Human Cleric (U)
    Put a -1/-1 counter on Samite Conjurer: Choose one — Target player gains 2 life; or prevent the next 2 damage that would be dealt to target creature or player this turn.
    2/2

    Samite Faithful 1W
    Creature — Human Cleric (C)
    T: The next 1 damage that a source of your choice would deal to you or a creature you control this turn is dealt to target creature or player instead.
    0/1

    Sanctified Arms 1W
    Artifact — Equipment (R)
    Equipted creature has first strike, flying, vigilance, and lifelink.
    Whenever Sanctified Arms becomes attached to a creature, put a +1/+1 counter on that creature.
    Equip 2W

    Soul Flicker W
    Instant (C)
    Exile target creature. At the beginning of the end step, return it to the battlefield under its owner’s control.

    Strike Down 1WW
    Instant (U)
    Destroy target nonland permanent.

    Talons of the Dawn 1W
    Creature — Human Knight (C)
    Flying, first strike, vigilance
    Unite 1W [i](1W: This creature and another creature you control are combined as one creature. Activate this ability as a sorcery and only if this creature is not united.)[/i]
    1/2

    Upstanding Conscript 2W
    Creature — Human Soldier (U)
    If Upstanding Conscript becomes united, flip it.
    2/3
    ---Flip---
    Decorated Veteran
    Protection from black and from red
    4/6

    Wendel the Uniter 3WWW
    Legendary Creature — Dragon (M)
    Flying, vigilance
    When Wendel the Uniter enters the battlefield, you may unit it with any number of creatures you control.
    5/5


    Blue:


    Ab-Far, Djinn Lord 2UU
    Planeswalker — Ab-Far (M)
    Starting Loyalty: 3
    +X: Return another target permanent you control with converted mana cost X to its owner’s hand.
    +1: Draw three cards, then put two cards from your hand on top of your library in any order.
    -2: Put target permanent on top of its owner’s library. Its owner may shuffle his or her library.
    -5: Search target opponent’s library for a card and play it without paying its mana cost.

    Bonded Martyr U
    Creature — Human Wizard (C)
    Sacrifice Bonded Martyr: Put two -1/-0 counters on target creature.
    1/1

    Botherance U
    Instant (C)
    Cantrip 2 [i](You may pay an additional 2 as you cast this spell. If you do, draw a card.)[/i]
    Return target permanent to its owner’s hand unless its controller pays 1.

    Carbon Copy 2U
    Instant (R)
    Copy target spell. [i](Cast Carbon Copy as a copy of target spell. You may choose new targets for the copy.)[/i]

    Careful Meditation 1UU
    Instant (C)
    Draw two cards.

    Crest Breaker 1U
    Creature — Merfolk (U)
    Whenever you draw your second card in a turn, flip Crest Breaker.
    2/1
    ---Flip---
    Psionic Serpent
    Whenever you draw a card, Psionic Serpent gets +1/+1 until end of turn.
    3/3

    Deep Freeze 1U
    Enchantment — Aura (C)
    Enchant creature
    When Deep Freeze enters the battlefield, tap enchanted creature.
    Enchanted creature doesn’t untap during its controller’s untap step.
    RRR: Destroy Deep Freeze. Any player may activate this ability.

    Devising Harpy 1UU
    Creature — Harpy (U)
    Flying
    Whenever Devising Harpy deals combat damage to an opponent, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.

    2/2

    Drift Sprite 2U
    Creature — Faerie (C)
    Cantrip U [i](You may pay an additional U as you cast this spell. If you do, draw a card.)[/i]
    Flying
    2/2

    Emulation XU
    Instant (U)
    When you cast Emulation, reveal a nonland card from your hand and pay X, where X is the revealed card’s converted mana cost.
    Emulation is cast as a copy of the revealed card except for its color.

    Giant Squid 4U
    Creature — Squid Beast (C)
    4/6

    Handcuff U
    Instant (C)
    Cantrip 2 [i](You may pay an additional 2 as you cast this spell. If you do, draw a card.)[/i]
    Target creature’s power becomes 0 until end of turn.

    Harpy Thief 3U
    Creature — Harpy (C)
    Flying
    T: Gain control of target 0/1 creature.
    3/3

    Hindrance Charm U
    Instant (C)
    Choose one — Draw a card; or tap target permanent; or untap target permanent; or target creature gets -3/-0 until end of turn; or return target creature you control to its owner’s hand; or target creature an opponent controls attacks you this turn if able.

    Icy Embracer U
    Artifact — Equipment (U)
    You may equip Icy Embracer to a creature an opponent controls.
    Equipped creature gets -3/-0 and has shroud.
    Equip U

    Illusion Proliferater 1UU
    Creature — Human Wizard (C)
    When Illusion Proliferater enters the battlefield, return target permanent to its owner’s hand.
    2/1

    Immobilizer 3UU
    Enchantment — Aura (R)
    Enchant permanent
    Enchanted permanent doesn’t untap during its controller’s untap step.
    3UU: Attach Immobilizer to an additional target permanent. [i](Immobilizer can be attached to more then one permanent at a time.)[/i]

    Impede 1UU
    Instant (C)
    Choose one — Counter target spell; or return target permanent to its owner’s hand.

    Intimidatrix 4U
    Creature — Harpy (R)
    Flying
    Creatures your opponents control get -1/-0.
    4/3

    Island Chameleon 4U
    Creature — Illusion (C)
    Shroud
    Island Chameleon is unblockable.
    3/2

    Knight of the Ample UU
    Creature — Merfolk Knight (U)
    First strike
    Protection from spells and abilities.
    2/2

    Laga the Unknowing 1U
    Creature — Merfolk Wizard (U)
    1: Search your library for a card and exile it.
    2/1

    Master of Temptation 3U
    Creature — Human Wizard (R)
    T: Gain control of target creature as long as Master of Temptation remains on the battlefield.
    Master of Temptation gets -X/-Y, where X is the combined power and Y is the combined toughness of all creatures you control that Master of Temptation has gained control of.
    2/4

    Master Twiddler 1UU
    Creature — Human Wizard (U)
    Flash, haste
    T: Tap or untap another target permanent.
    0/1

    Milsprit Disciple 3U
    Creature — Merfolk Wizard (C)
    1: Target player puts the top card of his or her library into his or her graveyard.
    3/3

    Mind Rip XU
    Sorcery (R)
    Put the top X cards of target opponent’s library into your hand.

    Mind Slave 2U
    Creature — Human Wizard (U)
    Put a -1/-1 counter on Mind Slave: Draw a card.
    2/2

    Multiplying Hordes 4UUU
    Sorcery (R)
    Put tokens onto the battlefield as copies of all creatures you control.

    Oren the Scholar 3UUU
    Legendary Creature — Dragon (M)
    Cantrip X [i](You may pay an additional X as you cast this spell. If you do, draw X cards.
    Flying
    Oren the Scholar has all abilities of each creature on the battlefield.
    5/5

    Peruse 2UU
    Legendary Enchantment (R)
    If you would draw a card, you may instead look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

    Pescecane 6UUUU
    Creature — Leviathan (R)
    Trample
    Pescecane enters the battlefield tapped.
    20/20

    Pesterwings 1U
    Enchantment — Aura (C)
    Enchant creature you control
    Enchanted creature gets +2/+1 and has flying.
    3U: Attach Pesterwings to an additional creature you control. [i](Pesterwings can be attached to more than one creature at a time.)[/i]

    Pimsleur Ice Mage 3UU
    Creature — Human Wizard (R)
    T: Tap target permanent.
    T: Put a freeze counter on target permanent. [i](Permanents with a freeze counter don’t untap during their controller’s untap step.)[/i]
    3/4

    Planar Shapeshifter 4UU
    Creature — Shapeshifter (R)
    U: Planar Shapeshifter’s power and toughness becomes your choice until end of turn. This chosen power and toughness combined can’t exceed Planar Shapeshifter’s total power and toughness combined.
    5/5

    Psychic Inquisitor 2UU
    Creature — Human Wizard (R)
    Tap three untapped permanents you control: Tap target permanent.
    3/4

    Replication 3U
    Instant (U)
    Put a token onto the battlefield as a copy of target permanent.

    Setback 1U
    Instant (C)
    Cantrip 1U [i](You may pay an additional 1U as you cast this spell. If you do, draw a card.)[/i]
    Return target spell or nonland permanent to its owner’s hand.

    Soul Steal 2UU
    Instant (U)
    Target creature spell enters the battlefield under your control.

    Thom Gleman 1U
    Planeswalker — Thom (U)
    Starting Loyalty: 1
    +2: Target opponent draws a card.
    +1: Draw a card, then discard a card.
    -1: Draw a card.
    -2: Draw two cards, then discard a card.

    Twofold 1U
    Instant (C)
    Counter target spell unless its controller pays that spell’s mana cost.

    Vesuvan Temptress 4U
    Creature — Harpy (U)
    Flying
    Whenever Vesuvan Temptress deals combat damage to a creature, gain control of that creature at the end of combat.
    2/4

    Void Mage
    Creature — Human Wizard (U)
    Exile a blue card in your hand to cast Void Mage.
    Cantrip 3 [i](You may pay an additional 3 as you cast this spell. If you do, draw a card.)[/i]
    Void Mage is Blue.
    Flash
    3/3

    Wings of the Fae 2U
    Artifact — Equipment (R)
    You may equip Wings of the Fae to any permanent you control.
    Equipped permanent becomes a 4/4 blue creature with flying in addition to its other types.
    Equip 2U


    Black:


    Dark Appropriation 1BB
    Sorcery (C)
    Target opponent reveals his or her hand. You choose a card from it. Put that card into your hand.

    Adder the Vile 3BBB
    Legendary Creature — Dragon (M)
    Flying
    As long as Adder the Vile is in your graveyard, all creatures in your graveyard have hereafter 2BB.
    2B: Remove a hereafter counter from target creature you control.
    5/5

    Backstabbing Familiar B
    Creature — Human Assassin (C)
    T: Destroy target creature with a power of 0.
    1/1

    Black Cat 1BB
    Creature — Cat (R)
    Black Cat enters the battlefield from your hand with nine life counters on it. These life counters remain on Black Cat when it is put into a graveyard from the battlefield.
    When Black Cat is put into a graveyard from the battlefield, remove a life counter from it. If Black Cat is in your graveyard with no life counters, exile it.
    At the beginning of the end step, if Black Cat is in your graveyard, return it to the battlefield.
    1/1

    Blight Beetle 3B
    Creature — Insect (U)
    X: Blight Beetle gains poisonous X until end of turn. Spend only black mana on X.
    3/3

    Carrion Centipede 1BB
    Creature — Insect (R)
    Deathtouch, poisonous 2
    T: Target creature or player gets a poison counter. [i](If a creature has two or more poison counters, its controller sacrifices it.)[/i]
    1/3

    Chamber Horror B
    Creature — Horror (C)
    When Chamber Horror enters the battlefield, target player loses 1 life.
    Hereafter B [i](You may cast this card from your graveyard for its hereafter cost. If you do, put a hereafter counter on it. If a creature with a hereafter counter leaves the battlefield, exile it.)[/i]
    1/1

    Corpse Eater 3B
    Creature — Demon (U)
    Exile a nonland card in your graveyard: Corpse Eater gets +X/+X until end of turn, where X is that exiled card’s converted mana cost.
    2/3

    Crypt Charm B
    Instant (C)
    Choose one — Target player discards a card; or put a -1/-1 counter on target creature; or exile target card in a graveyard; or target player loses 1 life and you gain 1 life; or target creature gains fear until end of turn; or return target black creature card from your graveyard to your hand.

    Death's Embrace 1B
    Enchantment — Aura (C)
    Enchant creature you control
    Enchanted creature gets +2/+0 and has deathtouch.
    3B: Attach Death’s Embrace to an additional creature you control. [i](Death’s Embrace can be attached to more than one creature at a time.)[/i]

    Demonic Headsman 3BB
    Creature — Demon Assassin (R)
    XB: Destroy target creature with converted mana cost X.
    5/4

    Dhampyr 3B
    Creature — Human Vampire (C)
    Whenever Dhampyr deals combat damage to a creature, put that many +1/+1 counters on Dhampyr at end of combat.
    3/3

    Disinter 1B
    Sorcery (C)
    Return target creature card with converted mana cost 5 or less from your graveyard to the battlefield.

    Exsilium Specter 1BB
    Creature — Specter (U)
    Flying
    Whenever Exsilium Specter deals damage to a player, search that player’s library for three cards and exile them.
    2/2

    Fate Manipulation 4BBB
    Sorcery (R)
    Look at target player’s library and reorder it anyway you choose.

    Fester Fly 1B
    Creature — Insect (C)
    Flying, deathtouch, poisonous 1
    1/1

    Festering Plague XB
    Sorcery (R)
    All creatures get -X/-X until end of turn.

    Fright 1BB
    Instant (U)
    Choose a creature target player controls. That creature’s controller sacrifices that creature.

    Gaston Cowl 1B
    Planeswalker — Gaston (U)
    Starting Loyalty: 1
    +2: Discard a card.
    +1: Target player discards a card.
    -1: Target player discards a card at random.
    -2: Look at target player’s hand and choose a card. That player discards that card.

    Helm of the Damned 1B
    Artifact — Equipment (R)
    1B, T: Return target creature card from your graveyard to the battlefield and attach Helm of the Damned to it. Activate this ability as a sorcery.
    Equipped creature gets -1/-1, is black, and is a Zombie in addition to its other types.
    If equipped creature becomes unequipped or leaves the battlefield, exile it.

    Insatiable Harlot 3BB
    Creature — Vampire (R)
    Flying
    Whenever combat damage is dealt to a creature an opponent controls, put that many +1/+1 counter on Insatiable Harlot at end of combat.
    4/3

    Insolence Reprisal B
    Instant (C)
    Destroy target creature with toughness greater then its power. It can’t be regenerated.

    Knight of the Creep BB
    Creature — Demon Knight (U)
    First strike
    Protection from creatures with power 2 or less.
    2/2

    Leash of the Fae B
    Artifact — Equipment (U)
    You may equip Leash of the Fae to a creature an opponent controls.
    Equipped creature gets -1/-1 and has “2: Regenerate this creature.”
    Equip B

    Malicious Wraith 1BB
    Creature — Wraith Assassin (U)
    Flash, haste
    T: Target creature gets -1/-1 until end of turn.
    0/1

    Mim, Hag Mother 3B
    Creature — Hag (U)
    When Mim, Hag Mother enters the battlefield, it deals 2 damage to target creature or player and you gain 2 life.
    Hereafter 3B [i](You may cast this card from your graveyard for its hereafter cost. If you do, put a hereafter counter on it. If a creature with a hereafter counter leaves the battlefield, exile it.)[/i]
    2/2

    Mortas, King Of Death 2BB
    Creature — Skeleton (R)
    Hereafter 2BB [i](You may cast this card from your graveyard for its hereafter cost. If you do, put a hereafter counter on it. If a creature with a hereafter counter leaves the battlefield, exile it.)[/i]
    B: Remove a hereafter counter from Mortas, King Of Death.
    4/2

    Narrow Tutor 1B
    Sorcery (R)
    Search the top half of your library, rounded down, for a card and put that card into your hand. Then shuffle your library.

    Necrowisdom XB
    Sorcery (C)
    As an additional cost of casting Necrowisdom, pay X life.
    Draw X cards.

    Rapacious Rat 1BB
    Creature — Rat (C)
    When Rapacious Rat enters the battlefield, target player discards a card at random from his or her hand.
    2/1

    Rat Pack 2B
    Creature — Rat (U)
    Put a -1/-1 counter on Rat Pack: Target player discards a card.
    2/2

    Raven's Regard B
    Sorcery (C)
    Look at target player’s hand and choose a nonblack, nonland card. That player discards that card.

    Reanimator's Herald 2B
    Creature — Zombie (U)
    If Reanimator’s Herald would be put into a graveyard from the battlefield, flip it instead.
    2/2
    ---Flip---
    Reanimator
    Whenever another creature you control is put into a graveyard from the battlefield, put a 2/2 black Zombie creature token onto the battlefield.
    4/4

    Resurgence 2BB
    Enchantment (R)
    Whenever a creature you control would be destroyed, regenerate it.

    Reviving Imp 3B
    Creature — Imp (C)
    Flying
    Hereafter—Pay 3 life. [i](You may cast this card from your graveyard for its hereafter cost. If you do, put a hereafter counter on it. If a creature with a hereafter counter leaves the battlefield, exile it.)[/i]
    3/2

    Skulking Martyr B
    Creature — Zombie (C)
    Sacrifice Skulking Martyr: Put a -1/-1 counter on target creature.
    1/1

    Thought Hack XBB
    Sorcery (R)
    Target opponent chooses X cards in his or her hand. Put those cards into your hand.

    Torture Trader 3BB
    Creature — Human Minion (R)
    B, Target creature you control gets -1/-1 until end of turn: Target creature gets -1/-1 until end of turn.
    4/4

    Truncate XB
    Instant (C)
    Target creature gets -X-1/-X-1 until end of turn.

    Vladimir Painsayer 2BB
    Planeswalker — Vladimir (M)
    Starting Loyalty: 3
    +X: Sacrifice a creature with converted mana cost X and gain X life.
    +1: Each opponent loses 1 life. You gain life equal to the life lost this way.
    -2: Destroy target nonblack creature or nonblack planeswalker.
    -6: Target player sacrifices half his or her permanents, rounded down.

    Walking Terror 2B
    Creature — Zombie Warrior (C)
    4/2

    Wicked Soulstriker 2BB
    Creature — Human Shaman (U)
    Put a -1/-1 counter on target creature you control: Put a +1/+1 counter on Wicked Soulstriker.
    3/3

    Yawgmoth Wraith
    Creature — Wraith (U)
    Sacrifice a black creature to cast Yawgmoth Wraith.
    Yawgmoth Wraith is black.
    Flash
    Hereafter—Sacrifice a black creature [i](You may cast this card from your graveyard for its hereafter cost. If you do, put a hereafter counter on it. If a creature with a hereafter counter leaves the battlefield, exile it.)[/i]
    3/3


    Red:


    Antiquity Smasher 1R
    Creature — Human Berserker (C)
    XXR, T: Destroy target artifact with converted mana cost X. Antiquity Smasher deals X to target creature or player.
    2/1

    Artifact Exploitation 1R
    Enchantment — Aura (R)
    Enchant artifact an opponent controls
    1R: Artifact Exploitation deals 1 damage to target creature or player.

    Baptism By Fire 1RR
    Enchantment (R)
    Creature spells you cast cost 1 less.
    Creatures you control have haste, trample, get +2/+0, and have a toughness of 1.
    At the beginning of the end step, sacrifice all creatures you control.

    Bedlam Incarnation 4RR
    Artifact (R)
    T: Put a 5/5 red Elemental creature token with haste and tread onto the battlefield. At the beginning of the end step, sacrifice that creature. Activate this ability only during your turn.

    Bloodlust Sapper 1RR
    Creature — Human Shaman (R)
    First strike
    All creatures have a toughness of 1.
    2/1

    Bogardan Throwing Hammer 2R
    Artifact — Equipment (R)
    Equipped creature gets +3/+3, has tread, and “T, Unattach Bogardan Throwing Hammer: Bogardan Throwing Hammer deals 3 damage to target creature or player.”
    Equip 2R

    Brimstone Gargoyle 2R
    Creature — Gargoyle (U)
    Flying
    R: Brimstone Gargoyle gets +1/+0 until end of turn.
    2/2

    Chaos Archfiend 4RRR
    Creature — Beast (R)
    Trample
    As Chaos Archfiend enters the battlefield, roll a twenty-sided die. Chaos Archfiend enters the battlefield with power and toughness equal to the die roll.
    */*

    Chaos Dice 1R
    Instant (U)
    When you cast Chaos Dice, roll a six-sided die. Chaos Dice deals damage equal to the die roll to target creature or player.

    Chaos Shredder 3R
    Creature — Beast Warrior (U)
    Tread, haste
    As Chaos Shredder enters the battlefield, roll a six-sided die twice. Chaos Shredder enters the battlefield with power equal to the first die roll and toughness equal to the second.
    */*

    Consuming Blaze XR
    Sorcery (R)
    Consuming Blaze deals X damage to each creature and each player.

    Core Charm R
    Instant (C)
    Choose one — Core Charm deals 1 damage to each creature; or Core Charm deals 2 damage to target player; or target creature gains haste until end of turn; or target creature can’t block until end of turn; or destroy target equipment; or put a +1/-1 counter on target creature.

    Core Elemental 4R
    Creature — Elemental Warrior (C)
    6/4

    Dwarven Geologist 2R
    Creature — Dwarf (C)
    Haste
    T: Tap target land.
    2/2

    Ember Martyr R
    Creature — Elemental Warrior (C)
    Sacrifice Ember Martyr: Put a +1/-1 counter on target creature.
    1/1

    Erik the Strikeman 2R
    Creature — Dwarf (U)
    If Erik the Strikeman deals combat damage to a creature, flip it at the end of combat.
    3/2
    ---Flip---
    Erik of the Granite Skin Incarnate
    Double strike
    T: Erik of the Granite Skin Incarnate deals damage equal to its power to target creature.
    3/4

    Eternal Flames XR
    Instant (C)
    Eternal Flames deals X^2 damage to target creature. A creature dealt damage this way can’t be regenerated this turn.

    Flame Rite Rider R
    Creature — Elemental Warrior (C)
    Sacrifice Flame Rite Rider: Add RR to your mana pool.
    1/1

    Fortune Elemental 1R
    Creature — Elemental Warrior (C)
    When Fortune Elemental enters the battlefield, pay 1R or flip a coin. If you lose the flip, return Fortune Elemental to your hand.
    Tread [i](If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to target creature that player controls.)[/i]
    4/3

    Glyph of Aggression 4R
    Instant (U)
    Glyph of Aggression deals 2 damage to target creature or player.
    Glyph of Aggression deals 2 damage to target creature or player.
    Glyph of Aggression deals 2 damage to target creature or player.

    Gote Manathes, Core Keeper 2RR
    Planeswalker — Gote Manathes (M)
    Starting Loyalty: 3
    +X: Discard a card at random, X is the discarded card’s converted mana cost.
    +1: Gote Manathes, Core Keeper deals 1 damage to target creature or player.
    -2: Destroy a permanent at random that target opponent controls.
    -5: Roll a twenty-sided die. Gote deals damage equal to the die roll to target player.

    Hasty Pyromancer 1RR
    Creature — Human Wizard (U)
    Flash, haste
    T: Hasty Pyromancer deals 1 damage to target creature or player.
    0/1

    Hot Steel 1R
    Enchantment — Aura (C)
    Enchant creature you control
    Enchanted creature gets +2/+0 and has first strike.
    3R: Attach Hot Steel to an additional creature you control. [i](Hot Steel can be attached to more than one creature at a time.)[/i]

    Killing Blow 1R
    Instant (C)
    Destroy target blocking creature.

    Knight of the Alarm RR
    Creature — Human Knight (U)
    First strike
    Protection from creatures with a permanent attached to it.
    2/2

    Lightning Strike R
    Instant (C)
    Lightning Strike deals 1 damage to target creature or player.
    Lightning Strike deals 1 damage to target creature or player.

    Loot 2R
    Instant (C)
    Tap all lands target player controls.

    Mana Discord 1RR
    Sorcery (C)
    Destroy target permanent with an activated mana ability.

    Meteor Strike 2RR
    Sorcery (U)
    Destroy target nonenchantment permanent.

    Morale Breaker 3R
    Creature — Minotaur Warrior (U)
    Blocking creatures your opponent controls lose all abilities until end of combat.
    4/3

    Obsidian Hydra XRR
    Creature — Hydra (R)
    Obsidian Hydra enters the battlefield with X +1/+1 counters on it.
    1R: Remove a +1/+1 counter from Obsidian Hydra: Obsidian Hydra deals 2 damage to target creature or player.
    1R: Put a +1/+1 counter on Obsidian Hydra.
    0/0

    Olaf the Pin Cushion 2R
    Creature — Dwarf Warrior (C)
    Tread [i](If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to target creature that player controls.)[/i]
    3/2

    Orcish Sell-Sword
    Creature — Orc Warrior (U)
    Have an opponent gain control of a red creature you control to cast Orcish Sell-Sword.
    Orcish Sell-Sword is red.
    Flash
    Tread [i](If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to target creature that player controls.)[/i]
    5/4

    Phlo Giston 1R
    Planeswalker — Phlo (U)
    Starting Loyalty: 1
    +2: Phlo Giston deals 1 damage to you.
    +1: Phlo Giston deals 1 damage to target creature.
    -1: Phlo Giston deals 2 damage to target player.
    -2: Phlo Giston deals 2 damage to target creature.

    Ragnar the Rampager 3RRR
    Legendary Creature — Dragon (M)
    Flying, haste
    When Ragnar the Rampager deals combat damage, you may distribute that damage among any number of creatures and/or players.
    5/5

    Reins of the Swift R
    Artifact — Equipment (U)
    You may equip Reins of the Swift to a creature an opponent controls.
    Equipped creature has haste and can’t block.
    Equip R

    Savage Ogre 4R
    Creature — Ogre Warrior (R)
    Tread [i](If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to target creature that player controls.)[/i]
    0: Savage Ogre gets +1/-1 until end of turn.
    3/6

    Savin, Born in Flames 3RR
    Creature — Elemental (R)
    Haste
    T: Put a number of 3/1 red Elemental creature tokens with haste onto the battlefield equal to Savin, Born in Flames’s power. At the beginning of the end step, sacrifice them. Activate this ability only during your turn.
    2/4

    Scalding Rider 2RR
    Creature — Human Knight (R)
    Flying
    Tap an untapped creature you control: Scalding Rider gets +X/+0 until end of turn, where X is the power of the creature tapped this way.
    3/3

    Searing Rite R
    Sorcery (C)
    Add RRR to your mana pool.

    Stern Opposition XR
    Instant (C)
    Target creature gets +X+1/-X-1 until end of turn.

    Sweeping Inferno 3RR
    Sorcery (R)
    Destroy all artifacts and lands.

    Tinder Mage 2R
    Creature — Human Wizard (U)
    Put a -1/-1 counter on Tinder Mage: Tinder Mage deals 1 damage to target creature or player.
    2/2


    Green:


    Adrenaline Rush XG
    Instant (C)
    Target creature gets +X+2/+X+2 until end of turn.

    Animus Brand 2G
    Artifact — Equipment (R)
    Equipped creature has trample and gets +X/+X, where X is the amount of charge counters on Animus Brand.
    Equip X, Remove all charge counters from Animus Brand: Put X charge counters on Animus Brand.

    Bane Widow 3G
    Creature — Spider (U)
    Reach, poisonous 3
    T: Each creature with flying get a poison counter. [i](If a creature has two or more poison counters, its controller sacrifices it.)[/i]
    3/4

    Candevis Fungusaur 3G
    Creature — Fungus Lizard (R)
    Candevis Fungusaur is dealt damage in the form of +1/+1 counters.
    2/2

    Carnivorous Ambusher
    Creature — Plant (U)
    Sacrifice a forest to cast Carnivorous Ambusher.
    Carnivorous Ambusher is green.
    Flash
    Adapt [i](At the beginning of the end step, if this creature was dealt damage this turn, put a +1/+1 counter on it for each damage dealt to it.)[/i]
    2/3

    Coppice Basilisk 4GG
    Creature — Basilisk (R)
    Deathtouch
    All creatures able to block Coppice Basilisk do so.
    3/6

    Dire Wolf 1G
    Creature — Wolf (C)
    Flash
    Adapt [i](At the beginning of the end step, if this creature was dealt damage this turn, put a +1/+1 counter on it for each damage dealt to it.)[/i]
    When Dire Wolf enters the battlefield, target creature gets +1/+1 until end of turn.
    2/2

    Dryad Absorber 2G
    Creature — Dryad Shaman (U)
    Flash
    Adapt [i](At the beginning of the end step, if this creature was dealt damage this turn, put a +1/+1 counter on it for each damage dealt to it.)[/i]
    Sacrifice Dryad Absorber: Gain life equal to Dryad Absorber’s combined power and toughness.
    1/3

    Dryad Piper GG
    Creature — Dryad Shaman (U)
    You may pay X more for any creature spell you cast. If you do, that creature enters the battlefield with X +1/+1 counters on it.
    You may pay X less for any creature spell you cast. If you do, that creature enters the battlefield with X -1/-1 counters on it.
    2/2

    Dwarven Circlet G
    Artifact — Equipment (U)
    You may equip Dwarven Circlet to a creature an opponent controls.
    Equipped creature gets +1/+1 and loses all abilities.
    Equip G

    Earth Clan Mage 1GG
    Creature — Human Wizard (U)
    Flash, haste
    T: Target creature gets +2/+2 until end of turn.
    0/1

    Earth Wurm XG
    Creature — Wurm (C)
    X/X

    Elvish Soothsayer 3G
    Creature — Elf Shaman (C)
    When Elvish Soothsayer enters the battlefield, draw two cards.
    2/2

    Elwyn Chase 1G
    Planeswalker — Elwyn (U)
    Starting Loyalty: 1
    +2: Tap an untapped land you control.
    +1: Add one mana of any color to your mana pool.
    -1: Add GG to your mana pool.
    -2: Search your library for a basic land card, reveal it, and put it into your hand.

    Evolution Charm G
    Instant (C)
    Choose one — Put a 1/1 green Saproling creature token onto the battlefield; or put a +1/+1 counter on target creature; or target creature loses flying until end of turn; or target creature gains deathtouch until end of turn; or put a land card from your hand onto the battlefield; or target creature blocks target creature this turn if able.

    Evolving Beast 4G
    Creature — Beast (R)
    Evolving Beast enters the battlefield with a +1/+1 counter on it.
    Trample
    At the beginning of your upkeep, double the amount of +1/+1 counters on Evolving Beast.
    0/0

    Fertigoyf 4G
    Creature — Lhurgoyf (R)
    T: Exile target creature with power less than Fertigoyf’s power.
    Fertigoyf gets +X/+Y, where X is the combined power and Y is the combined toughness of all creatures exiled with Fertigoyf.
    If Fertigoyf leaves the battlefield, return all creatures exiled with Fertigoyf to the battlefield under their owner’s control.
    3/5

    Gaea's Eye 1G
    Artifact (C)
    T: Add one mana of any color to your mana pool.

    Gaea, Earth Mother 2GG
    Planeswalker — Gaea (M)
    Starting Loyalty: 3
    +X: Tap X untapped lands you control.
    +1: Search your library for a land card and put it onto the battlefield.
    -X: Gaea, Earth Mother deals X damage to each creature with flying.
    -7: Lands you control are 6/6 creatures that are still lands.

    Gigantism 4GGG
    Legendary Enchantment (R)
    Creatures you control have doubled power and toughness.

    Gorilla Rampager 3GG
    Creature — Ape Berserker (R)
    Whenever Gorilla Rampager’s power and/or toughness would increase, distribute +1/+0, +1/+1, and +0/+1 counters on Gorilla Rampager to equal that increase instead.
    5/5

    Grafting Martyr G
    Creature — Ouphe (C)
    Sacrifice Grafting Martyr: Put a +1/+1 counter on target creature.
    1/1

    Grove Gardener 3GG
    Creature — Elemental (R)
    Trample
    Tap an untapped creature you control: Grove Gardener gets +X/+Y until end of turn, where X is the power and Y is the toughness of the creature tapped this way.
    4/4

    Hill Geologist G
    Creature — Human Druid (C)
    T: Untap target basic land.
    1/1

    Instinctual Rage 1GG
    Enchantment (R)
    Creatures you control get +2/+2 and lose all abilities.

    Keeper of the Forest G
    Creature — Elf Druid (C)
    Sacrifice Keeper of the Forest: Search your library for a basic forest card and put that card onto the battlefied tapped.
    1/1

    Knight of the Canopy GG
    Creature — Elf Knight (U)
    First strike
    Protection from creatures with flying.
    2/2

    Mammoth Domesticate 1GG
    Creature — Elephant (U)
    Adapt [i](At the beginning of the end step, if this creature was dealt damage this turn, put a +1/+1 counter on it for each damage dealt to it.)[/i]
    Unite W [i](W: This creature and another creature you control are combined as one creature. Activate this ability as a sorcery and only if this creature is not united.)[/i]
    [i]Why ride a horse when you can ride a mammoth? [/i]
    3/3

    Moldy Creeper 2G
    Creature — Elemental (U)
    Put a -1/-1 counter on Moldy Creeper: Search your library for a basic land card and put that card into your hand.
    2/2

    Natural Enhancement 1GG
    Instant (U)
    Put a +1/+1 counter on target creature.
    Put a +1/+1 counter on target creature.
    Put a +1/+1 counter on target creature.

    Planax the Evolver 3GGG
    Legendary Creature — Dragon (M)
    Flying, flash
    Whenever Planax the Evolver is dealt damage, put an X/X green Elemental creature token onto the battlefield, where X is the amount of damage dealt to Planax the Evolver.
    5/5

    Raging Primitive 1G
    Creature — Human Berserker (C)
    Flash
    Adapt [i](At the beginning of the end step, if this creature was dealt damage this turn, put a +1/+1 counter on it for each damage dealt to it.)[/i]
    Adapt [i](At the beginning of the end step, if this creature was dealt damage this turn, put a +1/+1 counter on it for each damage dealt to it.)[/i]
    1/2

    Recurring Sentex 2GG
    Creature — Beast (R)
    You may pay an additional 1G as you cast this spell. If you do, put a 4/4 green Beast creature token onto the battlefield and put this card into your hand as it resolves.
    4/4

    Return to Earth 2GG
    Sorcery (U)
    Destroy target noncreature permanent.

    Scattering Rancor 1G
    Enchantment — Aura (C)
    Enchant creature you control
    Enchanted creature gets +2/+2 and has trample.
    3G: Attach Scattering Rancor to an additional creature you control. [i](Scattering Rancor can be attached to more than one creature at a time.)[/i]

    Sculpting Earth 5G
    Sorcery (R)
    Choose one — Put a 6/6 green Elemental creature token onto the battlefield; or put two 3/3 green Elephant creature tokens onto the battlefield; or put three 2/2 green Bear creature tokens onto the battlefield; or put six 1/1 green Saproling tokens onto the battlefield.

    Septikus Hydra 4GG
    Creature — Hydra (R)
    Poisonous X [i](X is Septikus Hydra’s power.)[/i]
    Septikus Hydra is dealt damage in the form of -1/-1 counters.
    Whenever a -1/-1 counter is put on Septikus Hydra, put a 1/1 green Snake creature token with poisonous 1 onto the battlefield.
    6/6

    Spider's Web 2G
    Enchantment — Aura (C)
    Enchant creature
    If enchanted creature is nonflying, it gets +3/+3.
    If enchanted creature is flying, it gets -3/-3.

    Synthetic Evolution G
    Instant (C)
    Target creature’s power and toughness doubles until end of turn.

    Toxic Solefuge 2G
    Creature — Insect (C)
    Poisonous 4 [i](Whenever this creature deals combat damage to a player, that player gets four poison counters. A player with ten or more poison counters loses the game.)[/i]
    1/1

    Trapdoor Widow 3G
    Creature — Spider (C)
    Flash, reach
    Adapt [i](At the beginning of the end step, if this creature was dealt damage this turn, put a +1/+1 counter on it for each damage dealt to it.)[/i]
    2/3

    Troll Anticipant 1G
    Creature — Troll (U)
    At the beginning of the end step, if Troll Anticipant was the target of a spell you control this turn, flip it.
    2/2
    ---Flip---
    Anticipant Unleashed
    If Anticipant Unleashed becomes the target of a spell you control, copy that spell for each other creature you control. Target each creature you control with each spell copy.
    4/4

    Uncertain Ooze 2G
    Sorcery (C)
    Choose one — Put three 1/1 green Saproling creature tokens onto the battlefield; or put a 3/3 green Beast creature token onto the battlefield.


    Multicolor:


    Optimus 2/W 2/U 2/B 2/R 2/G
    Legendary Creature — Avatar (M)
    2/W: Optimus gains lifelink until end of turn.
    2/G: Optimus gains shroud until end of turn.
    2/R: Optimus gains first strike until end of turn.
    2/U: Untap Optimus.
    2/B: Regenerate Optimus.
    6/6

    Apprentice Twiddler 2W/U
    Creature — Human Wizard (C)
    T: Tap target permanent.
    1/1

    Essence Drinker W/BW/B
    Creature — Vampire Soldier (C)
    Whenever Essence Drinker deals or is dealt damage, you gain that much life.
    2/2

    Essence Strainer 1U/B
    Creature — Human Cleric (C)
    T, Pay 1 life: Draw a card.
    1/1

    Reckless Archmage 1U/R
    Creature — Human Wizard (C)
    T: Draw two cards, then discard a card at random.
    1/1

    Skeletal Apparition 3B/R
    Creature — Skeleton Warrior (C)
    Damage dealt by Skeletal Apparition can’t be prevented.
    4/3

    Bog Asp 1B/G
    Creature — Snake (C)
    Poisonous 2
    B/G: Regenerate Bog Asp
    2/1

    Feral Beast 1R/GR/G
    Creature — Beast Warrior (C)
    Feral Beast can’t be blocked by creatures with flying.
    3/3

    Flame Archer 2R/W
    Creature — Human Soldier Archer (C)
    T: Flame Archer deals 2 damage to target attacking or blocking creature.
    1/1

    Weald Scout 1G/W
    Creature — Elf Soldier Druid (C)
    When Weald Scout enters the battlefield, if an opponent controls more lands than you, you may search your library for a basic land card and put it onto the battlefield.
    2/2

    Munten Merfolk 1G/U
    Creature — Merfolk Wizard (C)
    T: Untap target permanent.
    2/1

    Bloodhound 2W/B/RW/B/R
    Creature — Hound (U)
    At the beginning of the end step, if Bloodhound is in your graveyard, return it to your hand.
    3/2

    Castaway Puppeteer 1R/W/UR/W/U
    Creature — Human Cleric (U)
    T: Gain control of target creature of an opponent’s choice that he or she controls until end of turn. Untap that creature and it gains haste until end of turn.
    1/2

    Destrachan Rooter 2B/G/WB/G/W
    Creature — Ouphe (U)
    When Destrachan Rooter enters the battlefield, you may return target creature card with converted mana cost 3 or less from your graveyard to play.
    3/2

    Earthbreak Guild 1B/R/GB/R/G
    Creature — Human Barbarian (U)
    T: Put a break counter on target land.
    Lands with break counters lose all abilities and have “T: Add 1 to your mana pool.”
    2/3

    Fortune Trader 1U/B/RU/B/R
    Creature — Human Wizard (U)
    T: Discard your hand, then draw that many cards.
    0/2

    Head Collector 2W/U/BW/U/B
    Creature — Shapeshifter (U)
    Head Collector has all abilities of creatures in your graveyard.
    3/3

    Mistmire Summoner 1U/R/GU/R/G
    Creature — Elf Shaman (U)
    T: Put a creature card from your hand onto the battlefied. That creature gains haste until end of turn. At the beginning of the end step, return that creature to your hand.
    1/2

    Multigator 2R/G/WR/G/W
    Creature — Elemental (U)
    Whenever Multigator is dealt damage, put that many 1/1 red, white, and green Elemental creature tokens onto the battlefield.
    3/3

    Night Terrors 2G/U/BG/U/B
    Creature — Shapeshifter (U)
    X, Sacrifice Night Terrors: Search your library for a creature card with converted mana cost X and put it onto the battlefield.
    3/3

    Storm Bringer 2G/W/UG/W/U
    Creature — Merfolk Shaman (U)
    Flash
    Nonland cards in your hand have flash.
    3/4

    Add XR
    Instant (C)
    Change the text, power, or toughness of target spell or permanent by adding X to a number.
    ///
    Subtract XB
    Instant (C)
    Change the text, power, or toughness of target spell or permanent by subtracting X from a number.

    Begin 3G
    Sorcery (C)
    Put a creature card from your hand onto the battlefield.
    ///
    End 1U
    Instant (C)
    Return target creature to its owner’s hand.

    Love XW
    Sorcery (C)
    Target player gains X life.
    ///
    Hate XB
    Sorcery (C)
    Target player loses X life.

    Go U
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature is unblockable.
    ///
    Stop W
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature can block any number of creatures.

    Offense R
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature can’t block.
    ///
    Defense W
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature can’t attack.

    Remember 2U
    Sorcery (C)
    Target player draws two cards.
    ///
    Forget 2B
    Sorcery (C)
    Target player discards two cards.

    Sharpen R
    Instant (C)
    Target creature gets +4/+0 until end of turn.
    ///
    Dull U
    Instant (C)
    Target creature gets -4/-0 until end of turn.

    Small W
    Sorcery (C)
    Put a 1/1 white Soldier creature token with first strike onto the battlefield.
    ///
    Big 7G
    Sorcery (C)
    Put an 8/8 green Elemental creature token with trample onto the battlefield.

    Up 2G
    Instant (C)
    Destroy target flying creature.
    ///
    Down 2R
    Instant (C)
    Destroy target nonflying creature.

    Win 1G
    Instant (C)
    Put two +1/+1 counters on target creature.
    ///
    Lose 1B
    Instant (C)
    Put two -1/-1 counters on target creature.

    Switcheroo 12/U2/R
    Instant (C)
    Change the target or targets of target spell.

    Thought Growth 2/G2/U
    Sorcery (C)
    Draw two cards.

    Banish 3/W3/B
    Instant (C)
    Destroy target creature.

    Charred Earth 2/B2/R
    Sorcery (C)
    Destroy target land.

    Funereal Harmony 12/B2/G
    Sorcery (C)
    Return a creature card from your graveyard to the battlefield.

    Grim Knowledge 2/U2/B
    Sorcery (C)
    Search your library for a card, then shuffle your library and put that card on top of it.

    Harmonious Dryad 2/G2/W
    Creature — Dryad Soldier (C)
    When Harmonious Dryad enters the battlefield, destroy target enchantment.
    2/2

    Meteo 22/R2/W
    Sorcery (C)
    Destroy target permanent.

    Reset 2/W2/U
    Instant (C)
    Put target creature on top of its owner’s library.

    Rugged Drifter 2/R2/G
    Creature — Warrior (C)
    When Rugged Drifter enters the battlefield, destroy target artifact.
    2/2



    Artifacts:


    Engineered Monstrosity XY1
    Artifact Creature — Construct (R)
    As you cast Engineered Monstrosity, choose Y abilities — flying, first strike, trample, haste, fear, tread, deathtouch, vigilance, lifelink, shroud. Engineered Monstrosity enters the battlefield with the chosen abilities.
    X/X

    Skeleton Key 2
    Artifact (U)
    X, T: Untap target permanent with converted mana cost X.

    Spellbook of the Ancients 7
    Legendary Artifact (M)
    R, T: Spellbook of the Ancients deals 3 damage to target creature or player.
    1G, T: Return target card from your graveyard to your hand.
    1B, T: Destroy target nonartifact, nonblack creature. It can’t be regenerated.
    1W, T: Destroy target artifact or enchantment.
    UU, T: Counter target spell.

    Astrum Ring 1
    Artifact (U)
    Astrum Ring enters the battlefield tapped.
    T: Add 1 to your mana pool.

    Augustin Omnipotent, Artificer X2
    Artifact Planeswalker — Augustin (M)
    Starting Loyalty: X
    +X: Tap X untapped permanents you control.
    -X: Search target player’s library for X cards and exile them.
    -X: Destroy target nonland permanent with converted mana cost X.
    -X: Put an X/X artifact Construct creature token onto the battlefield.

    Jakk Tattercloak 3
    Artifact Planeswalker — Jakk (U)
    Starting Loyalty: 2
    +1: Put a +1/+1 counter on target creature.
    0: Put a 0/1 Construct artifact creature token onto the battlefield.
    -1: Put a -1/-1 counter on target creature.


    Lands:


    Cadaverous Bog
    Land (U)
    Cadaverous Bog enters the battlefield tapped.
    T: Add B to your mana pool.
    ///
    Bog Inhabitant 2BB
    Creature — Horror (U)
    B: Regenerate Bog Inhabitant.
    3/2

    Fae Allegiant
    Land (U)
    Fae Allegiant enters the battlefield tapped.
    T: Add U to your mana pool.
    ///
    Fae Inhabitant 2UU
    Creature — Drake (U)
    Flying
    3/3

    Hidden Bestiary
    Land (U)
    Hidden Bestiary enters the battlefield tapped.
    T: Add G to your mana pool.
    ///
    Bestiary Inhabitant 2GG
    Creature — Beast (U)
    Trample
    4/4

    Ice Caves
    Land (U)
    T: Add 1 to your mana pool.
    ///
    Cave Inhabitant 4
    Artifact Creature — Golem (U)
    3/3

    Noxious Canyon
    Land (U)
    Noxious Canyon enters the battlefield tapped.
    T: Add R to your mana pool.
    ///
    Canyon Inhabitant 2RR
    Creature — Dwarf Warrior (U)
    Haste
    3/3

    Veldt Bulwark
    Land (U)
    Veldt Bulwark enters the battlefield tapped.
    T: Add W to your mana pool.
    ///
    Bulwark Inhabitant 2WW
    Creature — Human Soldier (U)
    Vigilance
    3/4

    Dwarf Stronghold
    Land (R)
    As Dwarf Stronghold enters the battlefield, you may have an opponent gain 3 life. If you don’t, Dwarf Stronghold enters the battlefield tapped.
    T: Add R or W to your mana pool.

    Forbidden Forest
    Land (R)
    As Forbidden Forest enters the battlefield, you may exile your graveyard. If you don’t, Forbidden Forest enters the battlefield tapped.
    T: Add B or G to your mana pool.

    Grain Store
    Land (U)
    Grain Store enters the battlefield with a storage counter on it.
    T: Add 1 to your mana pool for each storage counter on Grain Store.
    4, T: Put a storage counter on Grain Store.

    Monastic Cemetery
    Land (R)
    As Monastic Cemetery enters the battlefield, you may put a 0/1 white Goat creature token onto the battlefield under target opponents control. If you don’t, Monastic Cemetery enters the battlefield tapped.
    T: Add W or B to your mana pool.

    Primordial Grove
    Land (R)
    As Primordial Grove enters the battlefield, you may have an opponent choose to sacrifice a land and search his or her library for a land card and put that card onto the battlefield. If you don’t, Primordial Grove enters the battlefield tapped.
    T: Add R or G to your mana pool.

    Promised Land
    Land (M)
    T: Add 1 to your mana pool.
    1: Choose a color. Put a counter of the chosen color on Promised Land.
    T: Add one mana of any color counter on Promised Land to your mana pool.

    Revered Waterfall
    Land (R)
    As Revered Waterfall enters the battlefield, you may reveal your hand. If you don’t, Revered Waterfall enters the battlefield tapped.
    T: Add W or U to your mana pool.

    Seeded Prairie
    Land (R)
    As Seeded Prairie enters the battlefield, you may tap an untapped permanent you control. If you don’t, Seeded Prairie enters the battlefield tapped.
    T: Add G or W to your mana pool.

    Steaming Atoll
    Land (R)
    As Steaming Atoll enters the battlefield, flip a coin, if you lose the flip, Steaming Atoll enters the battlefield tapped.
    T: Add U or R to your mana pool.

    Tainted River
    Land (R)
    As Tainted River enters the battlefield, you may have an opponent choose to draw a card, then discard a card. If you don’t, Tainted River enters the battlefield tapped.
    T: Add U or B to your mana pool.

    Tranquil Brook
    Land (R)
    As Tranquil Brook enters the battlefield, you may have an opponent untap any permanent. If you don’t, Tranquil Brook enters the battlefield tapped.
    T: Add G or U to your mana pool.

    Volcanic Barrens
    Land (R)
    As Volcanic Barrens enters the battlefield, you may have it deal 1 damage to each creature you control. If you don’t, Volcanic Barrens enters the battlefield tapped.
    T: Add B or R to your mana pool.

    Posted in: Custom Set Creation and Discussion
  • posted a message on DCI Statistics Generator 1.0
    A later version of the program will have that option. Right now you can only do one at a time.
    Posted in: Third Party Products
  • posted a message on DCI Statistics Generator 1.0
    I have created a program that takes your DCI "My Ratings History" and creates all your statistics from it. (wins, loses, Top8 %, & much more)
    You just copy your match history text from the dci website and paste it into the program. Then you can copy your stats into any text software if you wish to print or save it.

    Check out my statistics from the screenshot.

    This is for magic players that play sanctioned magic events like Friday Night Magic.

    If you don't already know how to look at your rating history, go here:
    https://webapp.wizards.com/personal.aspx

    You may need to download & Install .NET Framework to open this program.
    http://www.microsoft.com/downloads/details.aspx?FamilyID=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&displaylang=en
    Posted in: Third Party Products
  • posted a message on [Official Thread] Regional Results
    Quote from gage_100
    Can I see your list that you played I have always wanted to play that deck.


    Here was my list that I took to Pomona and went 7-2 with. I've been playing the deck at my local FNM for a long time and always do well with it.
    For the guy who asked, dragon storm is usually an easy match up.


    4 Watery Grave
    4 Frost Marsh
    4 Dimir Aqueduct
    4 Caves of Koilos
    4 Boreal Shelf
    4 Azorius Chancery
    4 Adarkar Wastes
    4 Hallowed Fountain
    4 Godless Shrine
    4 Underground River
    4 Orzhov Basilica
    16 Island
    10 Plains
    17 Swamp
    4 Flagstones of Trokair
    4 Terramorphic Expanse
    1 Urborg, Tomb of Yawgmoth
    4 River of Tears

    4 Dimir House Guard
    4 Court Hussar
    4 Wall of Shards

    4 Azorius Signet
    4 Orzhov Signet
    4 Dimir Signet
    4 Prismatic Lens
    4 Fellwar Stone
    4 Coalition Relic

    4 Sleight of Hand
    4 Repeal
    4 Clutch of the Undercity
    4 Spell Snare
    4 Brainspoil
    4 Faith's Fetters
    4 Mana Leak
    4 Sift
    4 Tidings
    4 Compulsive Research
    4 Remand
    4 Condemn
    4 Mortify
    4 Persecute
    4 Wrath of God
    4 Castigate
    4 Battle of Wits
    4 Diabolic Tutor
    4 Last Gasp
    4 Demonic Collusion
    4 Temporal Isolation
    4 Careful Consideration
    4 Mystical Teachings
    4 Sudden Death
    4 Forsee
    4 Damnation
    1 Nightmare Void
    1 Seize the Soul
    1 Darkblast
    1 Slaughter Pact
    1 Pull from Eternity
    1 Haunting Hymn
    1 Ivory Mask
    1 Ribbons of Night
    1 Extirpate
    1 Leyline of the Void

    // Sideboard:
    SB: 3 Nightmare Void
    SB: 3 Ivory Mask
    SB: 3 Extirpate
    SB: 3 Hide/Seek
    SB: 3 Leyline of the Void

    Total cards: 250
    Posted in: Standard Archives
  • posted a message on [Official Thread] Regional Results
    I went 7-2 with Battle of Wits at Pomona, got 15th place. There was 306 players.

    Here was the top deck of all.
    Round 4 I think. Game 3.
    3 Battle of Wits in graveyard, about 223 cards left in deck. I was at 6 life and he had a 4/4 and a 1/1 in play. Start my turn on "turn 2" of turns. I have 0 cards left in hand. I top deck my 4th Battle of Wits and play it. He goes to "turn 3" of turns and attacks for 5 damage and puts me to 1 life, then takes the loss on my next turn (turn 4 of turns).

    After I lost game 1, game 2 starts with a mortify to my battle, then an exirpate on the same turn. 35 minutes later i win with 2 dimir houseguards attacking for the win.

    Last year I took Battle of Wits to Pomona and went 7-2 as well. (14th place)
    Posted in: Standard Archives
  • posted a message on T2 Decks after PC?
    Quote from blueconcept

    UW will actually welcome PC with Mana Tithe which helps considerably against aggro and the option of Strafe. Condemn has always been an overrated card for UW control. Strafe might just be the replacement.


    Strafe better then Condemn? are you insane?
    Posted in: New Card Discussion
  • posted a message on [PC] Apprentice Patch (post 47) / MWS Patch (post 15)
    Thank you, I joined both text files together. Worked.
    Posted in: The Rumor Mill
  • posted a message on [PC] Apprentice Patch (post 47) / MWS Patch (post 15)
    If anyone has made or found a patch for PC, post it here or give us link. Thank you.
    Posted in: The Rumor Mill
  • posted a message on Anyone else disappointed by PC???
    Quote from gos_zar
    I am not exactly disappointed with PC. It is absolutely the same level of mass-crap as were last set of Kamigawa, all Ravnica sets, Coldsnap and Time Spiral. I have noticed this tendency long time ago - Wizards try to get rid of Power cards.
    May be it is better for the game, but I personally like bah-roken bombs (Skull Clamp, Jitte, Yosei etc).
    Current score of PC by my evaluation:
    White: 2 good cards, 3 mediocre.
    Blue: 3 mediocre.
    Black: one bomb, one good card, 3 mediocre.
    Red: 2 good, 5 mediocre.
    Green: 2 good, 3 mediocre.
    Multicolor and lands: one probably mediocre card (the sliver.)
    All other cards are crap in competitive Standard.

    EDIT:
    I was very actively playing during Mirrodin block time and lessened my play much when it rotated. When PC came out and Kamigawa rotated, I gave up mainly because such a stupid card like *** became the best card in the format.



    So you would rather have a meta game in which all decks you play against have the same 4 broken bombs in them, and the winner will always be the deck that draws it first? sounds like fun.

    The game is much more fun without cards like jitte and skullclamp. I was very happy to see them go.

    Edit: there is a little something they like to call "Limited" I heard it somehow is part of magic in a way.
    Posted in: New Card Discussion
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