Rolling for NC...
[Dice=2]6[/Dice]
...and myself.
[Dice=2]6[/Dice]
- Oculus
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Member for 13 years, 6 months, and 23 days
Last active Thu, Nov, 8 2018 04:47:56
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Apr 12, 2013Okay, apparently you need to refresh this page otherwise you'll just see the 3 17 etc. Success!Posted in: Oculus Blog
Alright, take your next roll as the official roll Emo, then we'll get started. -
Apr 12, 2013[dice]20[/dice]Posted in: Oculus Blog
[dice]20[/dice]
Success! posting rolls on here will go through the same sequence as the PMs, but won't "reset" with each comment.
EDIT=> Never mind it just reverted on me. Back to the drawing board. -
Jan 10, 2012Oculus posted a message on Best Pulls at a Draft or EventProbably the M11 prerelease. I got crazy lucky at the constructed - Inferno Titan, Sun Titan, Frost Titan, foil Primeval Titan together with Leyline of the Void, Chandra Nalaar and Protean Hydra. Craziest set of boosters ever.Posted in: KIllerKongo Blog
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Loyal Squire
WW
Creature - Human Soldier
Sacrifice Loyal Squire: Target creature with first strike gets +1/+1 and gains double strike until end of turn.
Next: WUUBBBRRG
XBB
Creature - Elemental
Bloodwave Elemental enters the battlefield with X +1/+1 counters on it.
T, Remove a charge counter from Bloodwave Elemental: Each player sacrifices a creature.
0/0
3WW
Creature - Angel
Flying, Level up 2W {2/4}
[2-4]: Flying Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase. {2/4}
[5+]: Flying Creatures can't attack you. {5/6}
Next: Leveler
or for those who really want a challenge...
Tatterkite
Grimtide Revoker
5UBB
Creature - Demon Wizard
Flying
1U, T: Return target nonblack creature spell to its owner's hand.
5/4
Affliction for X (X has protection from this spell or permanent)
Silkwing Drake
1U
Creature - Drake
Flying
Affliction for creatures with reach (creatures with reach have protection from Silkwing Drake.)
2/3
I designed this ability with Multiplayer in mind, but can also be used as a Choice of Damnations-style ability:
Assist {cost} (as an additional cost to play this spell, each opponent may pay {cost}.)
Sundering Plea
1R
Instant
Assist 2
Destroy target artifact. Sundering Plea deals 3 damage to its controller for each time its assist cost was paid.
Herd Instinct
2GGG
Enchantment
Assist 0
Creatures you control get +3/+3 for each player who paid the assist cost and have intimidate as long as defending player didn't pay the assist cost.
Instill I had trouble balancing, but I guess it relies on the card it's on...
Instill X (This creature enters the battlefield with X +1/+1 counters on it. You may remove a counter from this creature instead of paying the mana cost of its activated abilities.)
Oculite
3UU
Creature - Illusion
Instill 3
3U: Draw a card. Play this ability only once each turn.
Caller of the Veil
1W
Creature - Human Shaman
Whenever you cast a Spirit or Arcane spell, you may pay 1. If you do, put a 1/1 colorless Spirit creature token onto the battlefield.
2/1
Musecaller
1U
Creature - Human Shaman
Whenever you cast a Spirit or Arcane spell, you may draw a card. If you do discard a card.
2/1
Fleshcaller
1B
Creature - Human Shaman
Whenever you cast a Spirit or Arcane spell, you may have target creature get +2/+0 and gain Soulshift X until end of turn, where X is its converted mana cost minus one.
2/1
Caller of the Ember Kami
1R
Creature - Human Shaman
Whenever you cast a Spirit or Arcane spell, you may pay 1. If you do, Caller of the Ember Kami deals 1 damage to target non-Spirit creature or player.
2/1
Venerable Caller
1G
Creature - Human Shaman
Whenever you cast a Spirit or Arcane spell, you may pay 1. If you do, you gain 3 life.
2/1
2UB
Creature - Human Wizard
Exiled creatures and creatures in graveyards count as being in play, and have "if this creature would be destroyed, sacrificed, or whenever this creature's toughness is 0 or less, put it on the bottom of its owner's library instead."
2/1
2UB
Sorcery
Each creature gets -1/-1 until end of turn for each of its keyword abilities.
WUBRG
Instant
If you would lose the game this turn, instead the game is a draw.
1BB
Creature - Vampire Warrior
3/1
When Bloodbond Terminator deals combat damage to a creature, search its controller's hand, library and graveyard for each creature card with the same name as that creature, then exile those cards. If you do, that player shuffles his or her library.
Turnglare Titan
4WW
Creature - Giant
All creatures have vigilance.
Creatures can't be tapped.
5/5
Progenitor Phoenix
3RR
2,2
Creature - Phoenix
Flying, Haste
When Progenitor Phoenix is put into a graveyard from the battlefield, you may pay RR and shuffle it into your library. If you do, shuffle each creature you own named Progenitor Phoenix into your library, then search your hand, graveyard and library for exactly four creatures named Progenitor Phoenix, put one onto the battlefeld, one into your hand, one into your graveyard, and shuffle one into your library.
(Is there a less wordy way to do this?)
Hextractor
4BB
1/1
Creature - Horror
When Hextractor enters the battlefield, target player sacrifices an artifact, a creature, a land, and an enchantment, then reveals his or her hand and discards a land card and a nonland card. Put a +1/+1 counter on Hextractor for each card put into a graveyard this way.
Adaptor Golem
5
0/0
Artifact Creature - Golem
Trample
Adaptor Golem comes into play with eight +1/+1 counters on it.
When Adaptor Golem comes into play, remove X +1/+1 counters from it, where X is the amonut of mana spent to play it.
Grapplemaw
5GG
5/4
Creature - Beast
Trample
Tapped creatures can block Grapplemaw as though they were untapped.
2G: Target tapped creature blocks Grapplemaw this turn if able.