If you stick Tidehollow Sculler in the list, you'd better stick in Fiend Hunter, too. Proper timing results in the Nightmare Effect, where stuff gets permanently exiled. Mangara of Corondor works similarly.
"It's so dang hard to ride a tiger, but they do make excellent mounts. They're as fast as the wind, and they scare the bejesus out of the enemy like nothing else. It's just that it's so dang hard to ride a tiger."
Killed by Stifle (they'll cast it on any creature's trigger)
Killed by creature removal (they'll cast it when the Kiki-Jiki trigger is on the stack)
Involves attack phase
Thermopod, Emrakul, and Kumano
Pros:
Infinite damage
Doesn't involve attack phase
Not killed by creature removal (sac Thermopod to itself in response, mill Emrakul, get Narcomoebas, Dread Return Thermopod, repeat--with Kumano, activate abilities in response--use 3 Dread Returns to ensure going off in the face of removal)
Cons:
Targets players
Killed by Stifle (they'll cast it on the first Emrakul trigger)
Necrotic Ooze, Dwarven Strike Force, Kiki-Jiki, and Mogg Fanatic
Pros:
Infinite damage
Doesn't involve attack phase
Not killed by creature removal (grant haste in response again, then combo off in their face)
Can pull it off even with two combo pieces stuck in hand (those 2 being Kiki-Jiki and Mogg Fanatic)--just discard them with the Dwarven Strike Force ability
Cons:
Targets players
Killed by Stifle (they'll cast it on the sim-Kiki-Jiki trigger)
Requires at least 1 card in hand the turn you go off
Whoa-ho! Don't delete it yet! I felt like discussing the card, and now that Innistrad is released and the card's seen much play in Standard, let's discuss it!
5 damage for 3 mana seems pretty explosive. I'm not certain how consistent it is, but Grim Lavamancer frying a weenie, Searing Blaze aimed at a man, and Keldon Marauders dying to its own Vanishing can probably push it to pretty dang good.
I'll test it in my burn-oriented RDW and get back to you.
2: You may put a creature card from your hand onto the battlefield. It can't attack or block, and its activated abilities can't be activated. Sacrifice the creature at the beginning of the next end step.
Unfortunately, they're nothing like any of the Keys of Solomon.
You Think Kids Can Understand That Card?1WB
Instant
Choose one - Counter target spell with at least one word in its title with eight or more letters; or destroy target permanent with at least one word in its title with eight or more letters.
If you stick Tidehollow Sculler in the list, you'd better stick in Fiend Hunter, too. Proper timing results in the Nightmare Effect, where stuff gets permanently exiled. Mangara of Corondor works similarly.
Build your deck properly and Trinket Mage and Ranger of Eos will love your blinking effects.
Flickerwisp both likes getting blinked and blinks others.
Blink enough tiny guys and Mentor of the Meek will draw you cards like a pro.
Creature - Cat
2/3
"It's so dang hard to ride a tiger, but they do make excellent mounts. They're as fast as the wind, and they scare the bejesus out of the enemy like nothing else. It's just that it's so dang hard to ride a tiger."
Creature - Human Archer
Arbalest Loader doesn't untap during your untap step.
W,t: Arbalest Loader deals 5 damage to target creature or player.
2/3
Enchantment
Pavilion of Strong Ideals can't be countered.
Spells you control can't be countered.
Sutured Ghoul
Pros:
Kiki-Jiki and Pestermite
Pros:
Thermopod, Emrakul, and Kumano
Pros:
Necrotic Ooze, Dwarven Strike Force, Kiki-Jiki, and Mogg Fanatic
Pros:
Sun Titan, Emrakul, and Blasting Station
Pros:
Mimeoplasm
Pros:
Laboratory Maniac
Pros:
Creature - Snake Shaman
G: Target player can't cast spells this turn. Activate this only when it is not the targeted player's turn.
2/3
After a decade of learning at Dosan's feet, the Orochi shaman felt it was time to spread his master's word.
Next: Solar Ibis
5 damage for 3 mana seems pretty explosive. I'm not certain how consistent it is, but Grim Lavamancer frying a weenie, Searing Blaze aimed at a man, and Keldon Marauders dying to its own Vanishing can probably push it to pretty dang good.
I'll test it in my burn-oriented RDW and get back to you.
Artifact
2: You may put a creature card from your hand onto the battlefield. It can't attack or block, and its activated abilities can't be activated. Sacrifice the creature at the beginning of the next end step.
Unfortunately, they're nothing like any of the Keys of Solomon.
Next: Kor Astronaut
Enchantment
Whenever you cast a spell from your graveyard, copy it. You may choose new targets for the copy.
Instant
Choose one - Counter target spell with at least one word in its title with eight or more letters; or destroy target permanent with at least one word in its title with eight or more letters.
"People under 13 play Magic: The Gathering, too!"
(By the way, I'm older than 18.)
Creature - Cat
Intimidate
Prevent all damage that would be dealt to King of the Jungle by creatures.
4/4
"Don't you hate it when the lions get that good at ruling the jungle?"
Instant
Carbonize deals 5 damage to target creature. That creature can't be regenerated this turn. If the creature would die this turn, exile it instead.
Next: Ghostly Possession
Enchantment
All creatures lose all abilities but infect and are 1/1 creatures with infect.
Next: Moat
Creature - Human Rogue
Rogue (This creature enters the battlefield under target opponent's control.)
Whenever a creature you control enters the battlefield, target opponent gains control of it.
1/2
Next: Venomous (This creature deals damage to players in the form of poison counters.)