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  • posted a message on Niche 1 Mana Counterspell
    I think you need this:

    Counter target spell if all lands of its controller are tapped.
    Posted in: Custom Card Creation
  • posted a message on Tricolor Land Cycle with Come Into Play Untapped Abilities
    Just had an idea based on Mox Diamond

    Diamond 1
    Land
    As this enters the battlefield, you may pay 1 life and exile a basic land from your hand. If you don't, this enters the battlefield tapped.
    T: Add W, U or B.

    Diamond 2
    Land
    As this enters the battlefield, you may exile a basic land from your hand. If you don't, this enters the battlefield tapped.
    T: Add W, U or B. You lose 1 life unless you control a permanent of any color.
    Posted in: Custom Card Creation
  • posted a message on Wiki for making text only cards?
    Text only custom cards with no art.
    Posted in: Third Party Products
  • posted a message on Wiki for making text only cards?
    There is no place to store custom cards in text only versions.
    Posted in: Third Party Products
  • posted a message on Wiki for making text only cards?
    http://freezingpoint.epizy.com/ I decided to use wordpress. The theme is still blank, I need to find something better than the default theme.
    Posted in: Third Party Products
  • posted a message on The reason for no cycles of trilands
    It's not a conspiracy theory. The design space between a dual and a land that produces any color is so narrow that I think that filling it with many cycles of trilands may end up making it too easy to build multicolored decks. The full cycles of fetches already does that.
    Posted in: Magic General
  • posted a message on A huge batch of cards
    Some ideas for color fixing.

    Prison of Defectors
    Land
    T: Add C.
    T, Pay 1 life: Add one mana of any color. Activate this ability only during another player's turn.

    Portal of Freedom
    Land
    Portal of Freedom enters the battlefield tapped.
    When Portal of Freedom enters the battlefield, sacrifice it unless you sacrifice a basic land.
    T: Add two mana in any combination of colors.

    Reveal Multicolor Dual
    Land
    As Reveal Multicolor Dual enters the battlefield, you may reveal a multicolored card from your hand. If you don't, Reveal Multicolor Dual enters the battlefield tapped.
    T: Add W or U.

    Forgotten Graveyard
    Land
    T: Add C.
    T: Choose a color of a creature or planeswalker card in your graveyard. Add one mana of that color.
    Posted in: Custom Card Creation
  • posted a message on The reason for no cycles of trilands
    No. I was referring to trilands that can enter untapped or they always enter untapped but the mana ability has some downside attached to it. There are dozens and dozens of possible drawbacks to full cycles of ten trilands.
    Posted in: Magic General
  • posted a message on Zendikar in 2020
    Return of lands matters? If landfall doesn't return, some other trigger related to it.

    Are they going to reprint manlands? Are they going to complete that incomplete cycle of duals?

    Devoid and eldrazi are out of question.
    Posted in: Speculation
  • posted a message on The reason for no cycles of trilands
    I made like 10 or 20 cycles of trilands. All sorts of different drawbacks. Conditions to enter untapped, conditions to add mana, life loss or additional costs. I came to the conclusion that they don't make such cycles because they would inevitably devaluate all duals and all lands that add any color.
    Posted in: Magic General
  • posted a message on Tricolor Land Cycle with Come Into Play Untapped Abilities
    Metal Triland
    Land
    T: Add C.
    Metalcraft — As long as you control three or more artifacts, Metal Triland has “T: Add W, U or G.”

    TriCheck
    Land
    TriCheck enters the battlefield tapped unless you control three or more basic lands.
    T: Add W, U or B.

    Worship Triland
    Land
    T: Add C.
    T: Add W, U or G. Activate this ability only if you control two or more creatures.

    Bounce Triland (closest as possible to Lairs)
    Land
    Bounce Triland enters the battlefield tapped unless you return an untapped land you control to its owner’s hand.
    T: Add W, R or B.

    Hand Triland (too complicated, the condition itself is too wordy)
    Land
    As Hand Triland enters the battlefield, you may reveal a multicolored card with at least three different colors of mana anywhere on it from your hand. If you don’t, Hand Triland enters the battlefield tapped.
    T: Add R, U or G.

    MultiCheck Triland
    Land
    MultiCheck Triland enters the battlefield tapped unless there are two or more colors among permanents you control.
    T: Add G, B or U.

    Tricycle Pain (it needs some extra ability to offset being a worse Mana Confluence. But, won't the meta be warped by a whole cycle of ten?)
    Land
    T, Pay 1 life: Add W, G or U.
    Cycling 2 (2, Discard this card: Draw a card.)

    TriMaze (that's how I see a non tribal Murmuring Bosk)
    Land
    T, Pay 1 life: Add W.
    T: Add R or U. Activate this ability only if you control a white permanent.

    TriMaze 2 (the previous one but the abilities are reversed)
    Land
    T, Pay 1 life: Add G or U.
    T: Add W. Activate this only if you control a green or blue permanent.

    Some ideas for conditions to enter untapped:

    - You have less life than your opponent
    - You have fewer cards in your hand than your opponent

    I made duals with the above two. Not sure if it's too good for three colors.

    I came to the conclusion that they aren't makign cycles of trilands except for the tapped ones for $$$$ reasons. If they make one, two or three cycles of ten trilands. The value of lands that produce any color of mana goes down.
    Posted in: Custom Card Creation
  • posted a message on A huge batch of cards
    Some more cards

    Dominaria's Museum
    Land
    When Dominaria’s Museum enters the battlefield, if you control three or more basic lands, you may put target colorless card from your graveyard on top of your library.
    T: Add C.

    Metamorphic Terrain
    Land
    T, Sacrifice Metamorphic Terrain: Search your library for a non basic plains, island, mountain, forest or swamp and put it onto the battlefield. Shuffle your library afterwards. Activate this ability only if you control a basic land.

    Draw Dual 1
    Land
    When Draw Dual enters the battlefield, draw a card if you control exactly one land.
    T: Add W or U. Activate this ability only if you control three or more lands.

    Draw Dual 2
    Land
    Draw Dual 2 enters the battlefield tapped.
    When Draw Dual 2 enters the battlefield, if you control five or more lands, you may draw a card.
    T: Add W or U.

    Couple Dual
    Land
    Couple Dual doesn’t untap during your untap step unless you control two or more lands.
    T: Add W or U.

    Double Dual
    Land
    Double dual enters the battlefield tapped unless you control three other lands.
    When Double dual enters the battlefield untapped, all other lands you control gain “T: Add W or U.” until end of turn.
    T: Add W or U.

    Double Dual 2
    Land
    Double Dual 2 enters the battlefield tapped unless you control four other lands.
    When Double Dual 2 enters the battlefield untapped, it gains “T, Sacrifice Double Dual 2: Add CC.” until end of turn.
    T: Add W or U.

    Glittering Cycle

    Land
    Glittering cycle enters the battlefield tapped.
    T: Add W.
    T: Add one mana of any color. Activate this ability only if you control two or more white permanents.

    Priest of Light 2W
    Creature - Human Cleric
    When Priest of Light enters the battlefield, exile target card from an opponent’s graveyard and you gain 3 life.
    2/2

    Ashiok's Tutelage BU
    Enchantment
    Whenever an opponent casts a spell or activates an ability that targets you or a permanent you control, that player puts the top two cards of their library in their graveyard.
    UB, Sacrifice Ashiok’s Tutelage: Target player puts the top X cards of their library in their graveyard, where X is the number of cards in their hand.

    Aurelia's Justice WR
    Enchantment
    Whenever an opponent casts a spell or activates an ability that targets you or a permanent you control, Aurealia’s Justice deals 2 damage to that player.
    2RW, Sacrifice Aurealia’s Justice: Aurealia’s Justice deals X damage to target player and you gain X life, where X is the number of cards in that player’s hand.

    Blood Dawn R
    Enchantment
    When Blood Dawn enters the battlefield, draw a card.
    Whenever a player activates a non-mana ability of any land, Blood Dawn deals 1 damage to that player.

    Mirrodin's Relic 3
    Artifact
    Whenever you cast a multicolored spell, put one charge counter on Mirrodin’s Relic for each of that spell’s colors.
    3, T: Remove all charge counters from Mirrodin’s Relic. For each charge counter removed this way, add one mana of any color.

    Morbid Rebirth 3GB
    Sorcery
    Exile target creature card from a graveyard. Then create a green X/X Beast creature token with Trample, where X is the exiled card’s power.
    Posted in: Custom Card Creation
  • posted a message on A huge batch of cards
    Student of the Dark Arts 2B
    Creature - Human Rogue
    Menace
    At the beginning of your upkeep you may pay 1 life and exile a card from your graveyard. If you do, draw a card.
    2/2

    Shaman of Winds 1G
    Creature - Human Shaman
    Activated abilities of enchantments can't be activated.
    Triggered abilities of enchantments can't be triggered.
    2/2

    Rotting Zombie 2B
    Creature - Zombie
    Whenever another creature enters the battlefield, put a -1/-1 counter on Rotting Zombie.
    When Rotting Zombie dies, target creature gets -5/-5 until end of turn.
    5/5

    Walking Cadaver 2B
    Creature - Zombie
    When you lose life or discard a card, sacrifice Walking Cadaver.
    5/5

    Putrid Zombie 2BB
    Creature - Zombie
    When Putrid Zombie dies, destroy each creature with converted mana cost four or less and remove one loyalty counter from each planeswalker.
    3/3

    Keeper of Pain 2BB
    Creature - Human Cleric
    When Keeper of Pain enters the battlefield, choose a card type.
    Whenever a card of the chosen type is put into an opponent's graveyard from anywhere, that player loses 1 life.
    2/2

    Storm Dragon 3RR
    Creature - Dragon
    Flying
    When Storm Dragon enters the battlefield, you may sacrifice a land. If you do, it gets +1/+1 and gains haste until end of turn.
    4/4

    Shaman of the Wild 1G
    Creature - Elf Shaman
    Whenever a nontoken creature enters the battlefield under your control, add one mana of any color.
    1/2

    Morning Faerie UG
    Creature - Faeri
    Flying
    Whenever Morning Faerie attacks, you may untap a land you control.
    2/2

    Electrolizer Mage 1UR
    Creature - Human Wizard
    Haste
    When Electrolizer Mage enters the battlefield, you may cast target instant or sorcery card with converted mana cost 3 or less from your graveyard without paying its mana cost.
    2/2

    Mystical Faeri WU
    Creature - Faeri Wizard
    Flying
    As long as you have 3 or more cards in your hand, Mystical Faeri has hexproof and gets +2/+2.
    1/1

    Death Eater 3BG
    Creature - ???
    Deathtouch, lifelink
    Whenever a creature an opponent control dies, put a +1/+1 counter on Death Eater.
    3/3

    Angel of the Mystical Arts 3WU
    Creature - Angel
    Flying, lifelink
    Angel of the Mystical Arts gets +1/+1 for each artifact and/or enchantment you control.
    2/2



    Word of Banishment 2WU
    Instant
    Counter target triggered or activated ability. If a nonland card or permanent's ability is countered this way, exile it.

    Surge of vitality 1WG
    Instant
    Until end of turn, target creature gains lifelink and gets +X/+X, where X is its power.

    Art of creation 2BG
    Instant
    Choose one —
    • Remove all counters from target creature, artifact or enchantment
    • Double the number of counters on target creature, artifact or enchantment

    Reverse Spell WU
    Instant
    Counter target spell unless its controller pays 3. If that spell is countered this way, you gain 3 life.

    Pulse of Bright Light 1WG
    Instant
    Choose one —
    • Destroy target artifact and all other artifacts with the same converted mana cost
    • Destroy target enchantment and all other enchantments with the same converted mana cost

    Outnumbered 1B
    Instant
    Until end of turn, target creature gets -X/-X, where X is the number of creatures you control.

    Death's Deception UB
    Instant
    As an additional cost to cast Death's Deception, sacrifice a permanent.
    You may cast target spell from your graveyard with converted mana equal or less than the sacrificed permanent without paying its mana cost. Exile Death's Deception.

    Last Though 1UU
    Instant
    Last Thought can't be countered.
    Counter target spell unless its controller pays 3.

    Miscalculated Move U
    Instant
    You may return an island you control to its owner's hand rather than pay Miscalculated Move casting cost.
    Counter target triggered or activated ability of a nonland card.

    Unexpected Mistake 1U
    Instant
    Counter target spell, activated ability or triggered ability unless its controller pays 1.
    Draw a card.

    Reckless Lightning RR
    Instant
    Reckless Lightning deals 3 damage to any target you don't control. That target or target's controller may have Reckless Lightning deal 2 damage to any target or their choice. If that player does, Reckless Lightning deals an additional 2 damage to any target of your choice.

    Engulfed by Darkness B
    Instant
    Target creature gets -1/-1 for each color it is until end of turn. If that creature is put in a graveyard this turn, draw a card.


    Precision Strike
    BG
    Instant
    Destroy target permanent if with more than one permanent type.
    Draw a card.




    March of the Lost Souls 3 W/B mana W/B mana
    Sorcery
    Exile all cards from all graveyards. Each player creates a black and white 1/1 Spirit creature token for each card that was exiled from their graveyard this way.

    Blessed Time 3WUU
    Sorcery
    Take an extra turn after this one. Until the end of your next turn, prevent all damage that would be dealt to you or permanents you control. Exile Blessed Time.

    Bolas' Cruelty RBU
    Sorcery
    Target opponent chooses two —
    • Bolas' Cruelty 2 deals 3 damage to any target they control
    • Return target permanent they control to its owner's hand
    • They discard 2 cards.

    Aether Fracture 3UU
    Sorcery
    Return all artifacts, creatures and enchantments to their owner's hand.

    Bond with Aether 2UU
    Sorcery
    Return two target nonland permanents with the same converted mana cost to their owner's hand.

    Ancient Power 2G
    Sorcery
    Put X +1/+1 counters on target creature, where X is the number of artifacts and/or enchantments you control.




    Solar Mox 0
    Artifact
    T: Add one mana of any color that a non-artifact legendary permanent you control could produce.

    Singular Orb 2
    Artifact
    Spells can't be copied.
    If one or more tokens would be created, no tokens are created instead.

    Unity Diamond 2
    Artifact
    Unity Diamond enters the battlefield tapped.
    T: Add one mana of any color among creatures you control.

    Sphere of Restrain 2
    Artifact
    Spells or activated abilities that have more than one target cost 1 more to cast or activated for each target beyond the first.

    Tesla Coil 3
    Artifact
    Creatures can't be enchanted or equipped.
    1WG, T, Sacrifice Tesla Coil: Destroy all Auras and Equipments.

    Artificer's Ring 4
    Artifact
    T: Add CC.
    Metalcraft — If you control three or more artifacts, Artificer's Ring cost 2 less to be cast.

    Paincheck Diamond 2
    Artifact
    T: Add W. You lose 1 life unless you control a white permanent.
    T: Add U. You lose 1 life unless you control a blue permanent.




    Dark Secrets 1B
    Enchantment
    At the beginning of your upkeep, you lose 1 life, exile a card from your graveyard and draw a card.
    When there are no cards in your graveyard, sacrifice Dark Secrets.

    Circle of Bind 2G
    Enchantment
    Spells that target another spell or an ability cost 1 more to be cast.
    Activated abilities that target another ability or a spell cost 1 more to activate.

    Maro's Mantle 1G
    Enchantment - Aura
    Enchant creature
    Enchanted creature gets +2/+2.
    Sacrifice Maro's Mantle: Until end of turn, enchanted creature gains trample and gets +X/+X, where X is the number of cards in your hand.

    Windgrace's Blessing 1G
    Enchantment
    At the beginning of each opponent's untap step, untap up to two lands you control.

    Punish Time 1R
    Enchantment
    Whenever a player casts a spell or activates an ability during another player's turn, Punish Time deals 2 damage to that player.

    Death's Bargain BBB
    Enchantment
    B, Sacrifice a creature: You lose life equal to that creature's power and draw that many cards.

    Strange Evolution 2UG
    Legendary Enchantment - Aura
    Enchant a creature you control.
    Creatures you control have base power and toughness equal to enchanted creature.

    Vigor Cloak WG
    Enchantment - Aura
    Enchant creature
    Enchanted creature has trample.
    Whenever you gain life, enchanted creature gets +X/+X until end of turn, where X is the amount of life you gained.

    Greater Greed 2BG
    Enchantment
    Pay 2 life, sacrifice a permanent: Draw a card.

    Prowess for All 2WG
    Enchantment
    Whenever you cast a spell, target creature you control gets +2/+2 until end of turn.

    Artificer's Circle WG
    Enchantment
    Activated abilities of artifacts and enchantments your opponents control cost 1 more to activate.
    Whenever you cast an artifact or enchantment spell, you gain 1 life.

    Blood Mana 1BB
    Enchantment
    All spells cost an additional 1 life to cast.



    Ugin's Resting Place
    Land
    Whenever you cast your first colorless spell on each of your turns, you gain 1 life.
    T: Add C.

    Sac Land 1
    Land
    Sac Land 1 enters the battlefield tapped.
    T: Add W or U.
    Pay 1 life T, Sacrifice Sac Land 1: Add WU.

    Jace's Library
    Land - Island
    (T: Add U.)
    Jace's Library enters the battlefield tapped.
    When Jace's Library enters the battlefield, if you control three or more basic lands, scry 2.

    Serra's Encamptment
    (T: Add W.)
    Serras's Encampment enters the battlefield tapped.
    When Serras's Encampment enters the battlefield, If you control three or more basic lands, you gain 4 life.

    Nissa's Genesis Forest
    Land - Forest
    (T: Add G.)
    Nissa's Genesis Forest enters the battlefield tapped.
    When Nissa's Genesis Forest enters the battlefield, if you control three or more basic lands, you may put a land card from your hand onto the battlefield.

    Liliana's Marsh of Doubt
    Land - Swamp
    (T: Add B.)
    Liliana's Marsh of Doubt enters the battlefield tapped.
    When Marsh of Doubt enters the battlefield, if you control three or more basic lands, target opponent discards a card.

    Chandra's Pyrochamber
    Land - Mountain
    (T: Add R.)
    Chandra's Pyrochamber enters the battlefield tapped.
    When Chandra's Pyrochamber enters the battlefield, if you control three or more basic lands, add RR.

    Convergence of Alara
    Legendary land
    Domain — As long as you control a land of each basic type, damage dealt to you by creatures is reduced by 1.
    T: Add C.

    Trick Dual
    Land
    Trick Dual enters the battlefield tapped.
    When Trick Dual enters the battlefield, up to one target land you control gains “T: Add W or U.” until end of turn.
    T: Add W or U.




    Cast into the Fire 1R
    Instant
    Destroy target artifact. If you control two or more red permanents, Cast into the Fire deals 3 damage to any target.

    Drown a Spell 1UU
    Instant
    Counter target spell. If you control two or more blue permanents, draw a card.

    Posted in: Custom Card Creation
  • posted a message on A bunch of lands
    Convergence Field
    Land
    T: Add C.
    T, Pay 1 life: Add one mana of any color that a land you control could produce.

    Threshold Cycle
    Land
    T: Add C.
    Threshold — T: Add W, U or G. Activate this ability only if seven or more cards are in your graveyard

    Sorcery Dual
    Land
    T: Add C.
    T: Add W or U. Activate this ability only at any time you could cast a sorcery.

    Shiva, Chamber of Echoes
    Legendary Land
    Shiva, Chamber of Echoes enters the battlefield tapped.
    T: Add R.
    2RR, T, Sacrifice Shiva, Chamber of Echoes: Copy target instant or sorcery spell that has one target. You may choose new targets for the copy.

    Ruins of Alexandria
    Land
    T: Add C.
    T, Sacrifice Ruins of Alexandria: Draw a card. Activate this ability only if you have no cards in your hand and only at any time you could cast a sorcery.

    Revolt Dual
    Land
    Revolt Dual enters the battlefield tapped unless a permanent you controlled left the battlefield this turn.
    T: Add U or R.

    Reversed Check Cycle

    Land - Plains Island
    Reversed Check Cycle enters the battlefield tapped if you control a nonland permanent.

    Refract Cycle
    Land
    T: Add C.
    T: Add W or U. Activate this ability only if you control a permanent of one or more colors.

    Negative Triland
    Land
    T: Add W, U or G. If you control a colored permanent, add C instead.

    Negative Painland
    Land
    T: Add W or U. If it’s not your turn, Negative Painland deals 1 damage to you.

    Negative Dual
    Land
    T: Add W. If you control a white creature, add C instead.
    T: Add U. If you control a blue creature, add C instead.

    Mono Dual
    Land
    T: Add W or U. Spend this mana only to cast monocolored spells or pay the activation costs of monocolored cards.

    Desperation Zone
    Land
    T: Add C.
    T: Add one mana of any color. Activate this ability only if you have half or less your starting life total.

    Cheaper Bycicle
    Land
    Cheaper Bycicle enters the battlefield tapped.
    T: Add W or U.
    Cycling W/U mana ( W/U mana , Discard this card: Draw a card.)

    Cast Lands
    Land
    Cast Lands enters the battlefield tapped unless you have cast a spell this turn.
    T: Add W or U.
    Posted in: Custom Card Creation
  • posted a message on Bragging rights - what cards did WotC steal from you?
    I also had the idea of spending mana of only one color years ago. Many ppl came up with that idea over the past years.
    Posted in: Custom Card Creation
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