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  • posted a message on Suffering
    Beloved's Betrayal -- Permanent creature control in Black / Red isn't a thing. Control Magic abilities are in blue, and never on non permanents. If it gained control of it until end of turn, untapped it and gave it haste, then it would fit Red. Gaining protection tends to be White too, and is rarely used these days.

    Eternal Nightmare -- I like this design, however the cost makes it unplayable in my humble opinion. If this was 1UB it would be much better.

    Cruel Quandary -- This seems like a bomb. Face down piles is even better than Liliana of the Veil's ultimate. This probably needs to cost at least 2 mana more.
    Posted in: Custom Card Creation
  • posted a message on [RT] - Remnants of Taria - Blue Commons Redesign
    Set theme: The realm of Taria was devastated by a cataclysm and most of the land has become wastelands, though the inhabitants have found a way to survive. Wastes and C matter.
    I decided on Wedge themed Keywords / Ability words:

    Ambush [cost] (Target unblocked attacking creature becomes blocked by this creature. Activate this ability only once during combat after blockers are declared, and only if this creature is not in combat.) -- This ability will be in White, Black, and Green.

    This ability is based on cards such as Trap Runner and Curtain of Light.

    Horde -- Creature 'metalcraft'. -- This ability will be in Red, Black, and White.
    Noncreature -- If you control three or more creatures, [effect or ability]
    Creatures -- As long as you control three or more other creatures, [effect or ability]

    Cunning -- This ability will check to see if you've cast a noncreature spell this turn. -- This ability will be in Green, Blue, and Red.
    Creatures -- Cunning -- if you have cast a noncreature spell this turn, [effect or ability]
    Noncreatures -- Cunning -- if you have cast another noncreature spell this turn, [effect or ability]

    Infiltrate -- This is an old ability I'm bringing back. -- This ability will be in Black, Green, and Blue.
    Whenever [this] attacks and isn't blocked, [effect or ability]

    The reason Infiltrate is worded the way it is, is so that it matches up well against Ambush. The two abilities clash against one another.

    Other flavorful effects:
    If C was spent to cast [this],
    As long as you control a land named Wastes.

    Here are the Blue commons

    Aftermath’s Claim U
    Enchantment — Aura (C)
    Enchant land
    Whenever enchanted land becomes tapped, it produces C instead of any other type.

    Crippling Coma U
    Instant (C)
    Tap target creature.
    Cunning — If you have cast another noncreature spell this turn, that creature doesn’t untap during its controller’s untap step.

    Destined Revelation 1U
    Sorcery (C)
    Draw a card.
    Cunning — If you have cast another noncreature spell this turn, draw an additional card then choose and discard a card.

    Detached Mindshrouder 1UU
    Creature — Human Wizard (C)
    As long as you control a land named Wastes, Detached Mindshrouder can’t be blocked.
    2/2

    Diminish U
    Instant (C)
    Target creature has base power and toughness 1/1 until end of turn.

    Fateshaper Oracle 2U
    Creature — Human Wizard (C)
    Infiltrate — Whenever Fateshaper Oracle attacks and isn’t blocked, look at the top three cards of your library and put them back in any order.
    2/2

    Foretell 1UU
    Sorcery (C)
    Draw two cards.
    Scry 2.

    Intangible Strike 2U
    Instant (C)
    Return target creature to its owner’s hand. If C was spent to cast Intangible Strike, put that creature on top of its owner’s library instead.

    Jötun Mistcutter 4U
    Creature — Giant (C)
    A mountain in the fog with peaks of steel instead of stone. With all the fury of an active volcano, and a weapon as powerful as an avalanche.
    3/4

    Memory Supression 1U
    Enchantment (C)
    Whenever a creature enters the battlefield under your control, you may have target player put the top card of his or her library into his or her graveyard.

    Psyche Draining 1U
    Enchantment — Aura (C)
    Enchant creature
    Whenever enchanted creature becomes tapped, its controller puts the top three cards of his or her library into his or her graveyard.

    Secret Entrance 2UU
    Enchantment (C)
    CUU: Target creature can’t be blocked this turn.

    Thought Dissolver 1U
    Creature — Merfolk Wizard (C)
    Infiltrate — Whenever Thought Dissolver attacks and isn’t blocked, target player puts the top three cards of his or her library into his or her graveyard.
    1/2

    Torrent Forecaster 1U
    Creature — Merfolk Wizard (C)
    Cunningtap symbol : Scry 2. Activate this ability only if you have cast a noncreature spell this turn.
    0/1

    Unified Denial 1U
    Instant (C)
    Counter target spell unless its controller pays 1 for each creature you control.

    Based on Unified Will.

    Uplifting Winds U
    Instant (C)
    Target creature gains flying until end of turn. If you control a land named Wastes, it gets +1/+1 until end of turn.

    Veiled Intrusion U
    Sorcery (C)
    Target creature can’t be blocked this turn. If you control a land named Wastes, that creature gains hexproof until end of turn.

    Wing Channeler 1U
    Creature — Human Wizard (C)
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    CU: Wing Channeler gains flying until end of turn.
    1/1

    Wyndell Acolyte 1U
    Creature — Human Wizard (C)
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    When Wyndell Acolyte dies, draw a card.
    0/1

    Wyndell Entrancer 1U
    Creature — Human Wizard (C)
    Infiltrate — Whenever Wyndell Entrancer attacks and isn’t blocked, tap target nonland permanent. That permanent doesn’t untap during its controller’s next untap step.
    1/2

    Zesigh Depthdweller 3U
    Creature — Merfolk Warrior (C)
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    CU: Zesigh Depthdweller gains hexproof until end of turn.
    2/2

    Zesigh Tidespear 2U
    Creature — Merfolk Warrior (C)
    Flash
    When Zesigh Tidespear enters the battlefield, target creature gets -2/-0 until end of turn.
    2/2

    Questions, comments, concerns, constructive criticisms, conundrums?
    Posted in: Custom Card Creation
  • posted a message on Kira's Mantra, Return, and Selza (3 Constructed Rares)
    Kira's Mantra -- Nice card here. I'd like to see more cards with this ability.

    Return -- The name is kinda bland, as is the ability. This probably would be Common or Uncommon. It's Peel from Reality.

    Selza -- A living Shadow of Doubt. Hey, wanna pay 6 life to fetch a land? This is really nice.
    Posted in: Custom Card Creation
  • posted a message on Looting Elf
    Wouldn't this be worded more like Civilized Scholar?

    tap symbol : Draw a card, then discard a card. If a land card is discarded this way, you may add one mana of any color that land could produce to your mana pool?
    Posted in: Custom Card Creation
  • posted a message on [RT] - Remnants of Taria - White Commons Redesign
    I think you're not reading the Infiltrate ability correctly.

    The creature doesn't have to DEAL DAMAGE, it just cares if it wasn't blocked. All the examples you referred have to DEAL COMBAT DAMAGE.

    Infiltrate reads -- "Whenever this creature attacks and ISN'T BLOCKED". There is a difference. Every card you referred to can be stopped with a Fog effect. Infiltrate effects can't be stopped this way.

    Guiltfeeder, Suq'Ata Assassin, Abyssal Nightstalker, Coral Fighters, Murk Dwellers
    Posted in: Custom Card Creation
  • posted a message on [RT] - Remnants of Taria - White Commons Redesign
    Quote from DJK3654 »
    Metalcraft was not a very good mechanic for this reason- it was kinda boring.

    You are entitled to your opinion, I am not entitled to agree with it. I found Metalcraft very flavorful and fitting for a mechanic and very fun and easy to build around.

    Quote from DJK3654 »
    Infiltrate is also a mechanic that does something we see all the time.


    The last time you saw a card with this ability was Dragon's Maze in Master of Cruelties.

    I may use your suggestion of 'whenever one or more creatures you control attack and aren't blocked' or even 'whenever a creature you control attacks and isn't blocked'. But the end result of the ability has to be really kept in checked and balanced. There are only two creatures I found that give this sort of ability. Stinkdrinker Bandit and Frenzy Sliver.

    Prowess is an evergreen mechanic, and is only in the three colors I'm using it for. It's a 'returning' mechanic. I don't have to include Prowess just because it's evergreen. It fits my set and therefore I'm using it.

    Quote from Circeus »
    Not to mention that as written, Ambush allows _additional_ blocks.


    I'll update it so you can only activate the ability only once each combat, that way you can't activate it multiple times in a turn.

    I'm keeping the 'buffs' to creatures with Horde reasonable, and there will be very few creatures with Horde in the end. Battalion is only on creatures. Horde is more like Metalcraft in how I'm using it. I'm trying to limit the number of creatures it is on, and I think that makes it fine as is. I hate to make this argument or say these words but "creatures die to removal". So my one creature in this batch with Horde is essentially a Youthful Knight, which is obviously too strong if you have two other creatures out.
    Posted in: Custom Card Creation
  • posted a message on Equipment tokens?
    Thank you so much for that Thought Criminal.

    Here's another quick question.

    What if the creature had no base power / toughness? as in 0/0's. Basically a reverse Living Weapon ability.

    Would that change the wording of the ability? Just curious.

    If I were to go forward with this design I probably would give the creature a base power / toughness so it wouldn't get 2 for 1'ed with a Shatter.
    Posted in: Custom Card Rulings
  • posted a message on Equipment tokens?
    Iltrian Bladeweilder 1W
    Creature - Human Soldier
    When you cast ~ put a colorless Equipment artifact named Sword with "Equipped creature gets +1/+1 and Equip 2" onto the battlefield.
    When ~ enters the battlefield, attach target Equipment named Sword to it.
    1/1

    Also, this.

    Iltrian Sentry 1W
    Creature - Human Soldier
    Defender
    When you cast ~ put a colorless Equipment artifact named Shield with "Equipped creature gets +0/+2 and Equip 2" onto the battlefield.
    When ~ enters the battlefield, attach target Equipment named Shield to it.
    1/1

    And this.

    Iltrian Bravesoul 1WW
    Creature - Human Soldier
    First Strike
    When you cast ~ put a colorless Equipment artifact named Helm with "Equipped creature gets +1/+0 and Equip 2" onto the battlefield.
    When ~ enters the battlefield, attach target Equipment named Helm to it.
    2/2

    Questions, comments, concerns, constructive criticisms, conundrums?
    Posted in: Custom Card Rulings
  • posted a message on Easier to interpret old card
    I didn't know you could tab lands for 1, I thought it would tap for C.

    tap symbol : Add C to your mana pool.
    tap symbol : Draw a card. Activate this ability only if you have exactly seven cards in hand.

    Or you could just use the Vintage Masters version.


    I'm sure others have updated old cards with new oracle text. I know I have.

    Posted in: Custom Card Creation
  • posted a message on [RT] - Remnants of Taria - White Commons Redesign
    Quote from DJK3654 »
    Ambush seems unworkable in the rules

    So I guess Curtain of Light doesn't work within the rules, nor does Flash Foliage. Newer players will have to learn what Ambush can stop. It can block Red creatures that say "Target creature can't block this turn". It can block Blue creatures that 'can't be blocked'. It can block Black creatures with Skulk.

    Horde cares about you having three or more creatures, it's a very simple mechanic. Similar to Metalcraft or 'creature' Threshold.

    Infiltrate is simple as well and fits the colors it's in. It's based on old cards such as Ophidian, but without the 'doesn't assign combat damage' drawback.
    Posted in: Custom Card Creation
  • posted a message on [RT] - Remnants of Taria - White Commons Redesign
    Set theme: The realm of Taria was devastated by a cataclysm and most of the land has become wastelands, though the inhabitants have found a way to survive. Wastes and C matter.
    I decided on Wedge themed Keywords / Ability words:

    Ambush [cost] (Target unblocked attacking creature becomes blocked by this creature. Activate this ability only once during combat after blockers are declared, and only if this creature is not in combat.) -- This ability will be in White, Black, and Green.

    Horde -- Creature 'metalcraft'. -- This ability will be in Red, Black, and White.
    Noncreature -- If you control three or more creatures, [effect or ability]
    Creatures -- As long as you control three or more creatures, [effect or ability]

    Cunning -- This ability will check to see if you've cast a noncreature spell this turn. -- This ability will be in Green, Blue, and Red.
    Creatures -- Cunning -- if you have cast a noncreature spell this turn, [effect or ability]
    Noncreatures -- Cunning -- if you have cast another noncreature spell this turn, [effect or ability]

    Infiltrate -- This is an old ability I'm bringing back. -- This ability will be in Black, Green, and Blue.
    Whenever [this] attacks and isn't blocked, [effect or ability]

    Prowess -- This ability will be in Red, White, and Blue.

    Other flavorful effects:
    If C was spent to cast [this],
    As long as you control a land named Wastes.

    Aedon Ambusher 3W
    Creature — Human Warrior (C)
    First Strike
    Ambush 1WW (Target attacking creature becomes blocked by this creature. Activate this ability only during combat after blockers are declared and as long as this creature is not in combat.)
    “There arises a time when my shield and sword both dance as one.”
    2/3

    Barren Vagabond 2W
    Creature — Human Nomad (C)
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    CW: Barren Vagabond gets +0/+2 until end of turn.
    2/2

    Blinding Sands 1W
    Instant (C)
    Cast Blinding Sands only during combat after blockers are declared.
    Target unblocked attacking creature becomes blocked. (This spell works on creatures that can’t be blocked.)
    Draw a card.

    Call Reserves 3W
    Sorcery (C)
    Put three 1/1 white Warrior creature tokens onto the battlefield.

    Defender of Aedon Keep 2W
    Creature — Human Warrior (C)
    Ambush WW (Target attacking creature becomes blocked by this creature. Activate this ability only during combat after blockers are declared and as long as this creature is not in combat.)
    2/4

    Dune Guardian 4W
    Creature — Giant Warrior (C)
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    Dune Guardian has defender unless you control a land named Wastes.
    3/4

    Exceptional Resolve W
    Enchantment — Aura (C)
    Enchant creature
    Whenever enchanted creature attacks, it gets +1/+1 until end of turn for each other attacking Human.

    Glory of Battle 1W
    Instant (C)
    You gain 1 life for each attacking creature.
    Horde — If you control three or more creatures, instead you gain 2 life for each attacking creature.

    Hex Fracture W
    Instant (C)
    Destroy target enchantment. If you control a land named Wastes, you gain 2 life.

    Infantry Training 1W
    Enchantment (C)
    Whenever a creature enters the battlefield under your control, target creature gets +1/+1 until end of turn.

    Mercy Seeker 1W
    Creature — Human Cleric (C)
    Whenever a creature you control blocks, you gain 1 life.
    1/3

    Passage Surveyer 3WW
    Creature — Giant Warrior (C)
    Vigilance
    3/5

    Pious Believer 1W
    Creature — Human Cleric (C)
    Lifelink
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    1/1

    Rugged Survivor 1W
    Creature — Human Nomad (C)
    As long as you control a land named Wastes, Rugged Survivor gets +1/+1.
    2/1

    Rush of Battle 3W
    Sorcery (C)
    Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn.

    Solace Acolyte 1W
    Creature — Human Cleric (C)
    Ambush W (Target attacking creature becomes blocked by this creature. Activate this ability only during combat after blockers are declared and as long as this creature is not in combat.)
    When Solace Acolyte dies, you gain 3 life.
    1/3

    Steel Your Nerves 1WW
    Sorcery (C)
    Creatures you control get +2/+1 until end of turn.
    Horde — If you control three or more creatures, those creatures gain vigilance until end of turn.

    Swiftblade Conqueror 1W
    Creature — Human Warrior (C)
    Horde — As long as you control three or more creatures, Swiftblade Conqueror has first strike.
    2/2

    Tower Keeper 1W
    Creature — Human Nomad (C)
    When Tower Keeper enters the battlefield, if C was spent to cast Tower Keeper, put a 1/1 white Bird creature token with flying onto the battlefield.
    2/2

    Valley Trapper W
    Creature — Human Nomad (C)
    Whenever Valley Trapper attacks, you may pay C. If you do, tap target creature an opponent controls.
    “To their knees they will fall, for Brestina’s Keep.”
    1/1

    Vengeful Retribution 2W
    Instant (C)
    Destroy target attacking creature. If C was spent to cast Vengeful Retribution, exile that creature instead.

    Withstand the Wilds W
    Instant (C)
    Target creature gets +2/+2 until end of turn. If you control a land named Wastes, prevent all damage that would be dealt to that creature this turn.

    Questions, comments, concerns, constructive criticisms, conundrums?
    Posted in: Custom Card Creation
  • posted a message on "Taria" Blue Commons - Rough Draft
    Horde is 'Metalcraft' for creatures. Please read all the comments.

    Yes, Cunning and Horde care about different things. However you don't have to cast a 'lot' of noncreature spells for it to trigger, just one. If I had Prowess in here too, wouldn't that just add to the 'fight' between casting creature spells and noncreature spells even more? For Cunning, which only appears on creatures, you have to cast a creature spell, oh look, you're adding to your Horde count. Prowess may support Cunning even more in the set and since it's only on creatures, it pushes you to want to have creatures out with Prowess. Which cards would you suggest Prowess to be on?

    I changed Ambush, did you not see my suggestion to change it?

    For Card 13 you apparently you didn't see my comparison to Pale Moon, or Imprisoned in the Moon. This is literally Sea's Claim. Also, Card 13 is Amphin Pathmage, I suppose it could cost 1 more to cast or 2UU so it can't be easily splashed. As far as #8, I am updating that to 'whenever the creature becomes tapped'.

    I'll tweak those draw spells a bit.

    That 4/4 will now be a 3/4.

    I basically made Diminish.

    True, maybe a +1/+1 instead? And that's the point of Ambush and the flavor of it.

    One of the main themes of this set is that Colorless matters. Since the story revolves around a plane decimated by a Cataclysm and it has reshaped the world and the inhabitants have learned to survive its conditions.

    Blue Commons: Updated

    Aftermath's Claim U
    Enchantment — Aura (C)
    Enchant land
    Whenever enchanted land becomes tapped for mana, it produces C instead of any other type.

    Zesigh Depthsdweller 2U
    Creature — Merfolk Warrior (C)
    Horde — As long as you control three or more creatures, Zesigh Depthsdweller has hexproof.
    2/3

    Maybe give this one Prowess?

    Memory Supression 1U
    Enchantment (C)
    Whenever a creature enters the battlefield under your control, you may tap target creature.

    Invisible Mindshrouder 1UU
    Creature — Human Wizard (C)
    As long as you control a land named Wastes, Invisible Mindshrouder can’t be blocked.
    2/2

    Thought Dissolver 1U
    Creature — Merfolk Wizard (C)
    When Thought Dissovler enters the battlefield, if C was spent to cast it, target player puts the top two cards of his or her library into his or her graveyard.
    1/2

    Perhaps Prowess here?

    Zesigh Tidespear 1UU
    Creature — Merfolk Warrior (C)
    Ambush 2U (Target attacking creature becomes blocked by this creature. Activate this ability during combat after blockers are declared and as long as this creature is not in combat.)
    When Blue Common 06 enters the battlefield, target creature gets -2/-0 until end of turn.
    2/2

    Wyndell Acolyte 1U
    Creature — Human Wizard (C)
    Ambush 1U (Target attacking creature becomes blocked by this creature. Activate this ability during combat after blockers are declared and as long as this creature is not in combat.)
    When Wyndell Acolyte dies, draw a card.
    1/1

    Psyche Draining 1U
    Enchantment — Aura (C)
    Enchant creature
    Whenever enchanted creature becomes tapped, its controller puts the top three cards of his or her library into his or her graveyard.

    Torrent Forecaster 1U
    Creature — Merfolk Wizard (C)
    Cunningtap symbol : Scry 2. Activate this ability only if you have cast a noncreature spell this turn.
    0/1

    Destined Relevation 10 1U
    Sorcery (C)
    Draw a card.
    Horde — As long as you control three or more creatures, draw an additional card then choose and discard a card.

    This is Catalog, at Sorcery speed, which should be fine.

    Intangible Strike 2U
    Instant (C)
    Return target creature to its owner’s hand. If C was spent to cast Intangible Strike, put that creature on top of its owner’s library instead.

    Breeze Strider 12 1U
    Creature — Human Wizard (C)
    CU: Breeze Strider gains flying until end of turn.
    2/1

    Could this have Prowess?

    Unified Denial 1U
    Instant (C)
    Counter target spell unless its controller pays 1 for each creature you control.

    Crippling Coma U
    Instant (C)
    Tap target creature.
    Horde — If you control three or more creatures, that creature doesn’t untap during its controller’s untap step.

    Diminish U
    Instant (C)
    Target creature has base power and toughness 1/1 until end of turn.

    Veiled Intrusion U
    Sorcery (C)
    Target creature can’t be blocked this turn. If you control a land named Wastes, that creature gets +1/+1 until end of turn.

    Fateshaper Oracle 2U
    Creature — Human Wizard (C)
    When Fateshaper Oracle enters the battlefield, look at the top two cards of your library. If you control a land named Wastes, put one of them into your hand and the other on the top of your your library. Otherwise put them back in any order.
    1/2

    Secret Entrance 2UU
    Enchantment (C)
    CUU: Target creature can’t be blocked this turn.

    Jötun Mistcutter 4U
    Creature — Giant (C)
    3/4

    Foretell 1UU
    Sorcery (C)
    Draw two cards. Scry 2.

    Uplifting Winds U
    Instant (C)
    Target creature gains flying until end of turn. If you control a land named Wastes, it gets +1/+1 until end of turn.

    Wyndell Entrancer 1U
    Creature — Human Wizard (C)
    Cunning — At the beginning of your end step, if you have cast a noncreature spell this turn, target player puts the top three cards of his or her library into his or her graveyard.
    1/2
    Posted in: Custom Card Creation
  • posted a message on 9 Cards. (Visual Spoiler + Poll)
    Laton-Iph Abomination -- I'm not sure if Eavesdrop is the best name for this ability. It's not very fitting of the theme of exile. Astral? Ethereal? Also, the ability is black/white so I'm confused as to why blue is in the cost.

    Horam-Ava Bloodbat -- No Infect, ever again, please! The name of this ability doesn't seem to fit either. Twin? Duplicate? Also, when a player pays the cost they should 'put a copy of it onto the battlefield' not cast a copy.

    Augmantis -- I 'like' this idea, however it does too much at Uncommon. See Hooded Hydra.

    Rudiment of the Ajang -- When the captivated creature would die,... so you gain life, then captivate another creature? So why would you ever need to pay the Captivate cost again?

    Elran Rite -- I strongly am opposed to a new supertype. When on the stack would this be put? After an instant, before a sorcery? If it were a subtype, maybe. Otherwise this should be an Instant. See cards such as Chaotic Strike or Curtain of Light.
    Posted in: Custom Card Creation
  • posted a message on "Taria" Blue Commons - Rough Draft
    Horde does focus on being creature heavy and creature reliant, which blue isn't genuinely known for. I will agree with you there. However, the flavor of Horde is to fit one of the main factions of the set which uses it's numbers to try to conquer others.
    I know blue doesn't have a ton of creature interactive mechanics, however blue does have a few.
    Kinship is one of them which is similar to Horde. Yes, it's more Tribal and focuses on type, and there were really only two blue creatures with the ability, but it is still in all five colors. It's not a great example, but it is similar.
    Another mechanic that focuses on creatures in blue is Evolve. Again, it's focusing on you playing creatures.
    There's also Graft, where you play creatures to move +1/+1 counters around. Those are at least three creature specific mechanics in blue that are fairly similar to this idea.
    I think Horde is fine in Blue, and it won't be on many creatures at all across the colors and will be on more noncreature spells instead.
    Also, the cards that Horde is on in Blue are easy to splash into a two color deck since none of them have a heavy blue cost.
    Posted in: Custom Card Creation
  • posted a message on "Taria" Blue Commons - Rough Draft
    Quote from willows »
    I'm a little puzzled about the use of Horde in blue. Can you talk us through your thinking there?


    Merfolks? Illusions? Wizard? Faeries? Usually all mono blue creature decks, yes? So Horde fits in these cases.

    Horde originally was only in White, Red, Black. But so were almost all other mechanics I had designed. Horde also fit Green, so with my thinking I figured that to have a mechanic in only 3 or 4 colors made no sense. Green has Metalcraft in Scars block, but green HATES artifacts, however it's the flavor of the set. Blue has Unearth in Alara which has no blue flavor to it at all.

    People do play creatures in blue. It's not all cantrips and counterspells.
    Posted in: Custom Card Creation
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