2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on [Numot, the Devastator] Dragon's Maze
    NUMOT, THE DEVASTATOR: DRAGON'S MAZE


    Dragon Tribal/Pillowfort. Capitalizes on Maze of Ith, Mystifying Maze, Propaganda, Ghostly Prison, Collective Restraint, Sphere of Safety, etc and pairs them with a small combination of the most powerful dragons in the format. Also packs a decent Sunforger package and nets lots of value out of Haven of the Spirit Dragon + Crucible of Worlds!

    Dragon's MazeMagic OnlineOCTGN2ApprenticeBuy These Cards
    //Creatures
    1 Trinket Mage
    1 Dragonspeaker Shaman
    1 Solemn Simulacrum
    1 Phyrexian Metamorph
    1 Clever Impersonator
    1 Dragonlord Ojutai
    1 Sunscorch Regent
    1 Glorybringer
    1 Stormbreath Dragon
    1 Icefall Regent
    1 Thundermaw Hellkite
    1 Keranos, God of Storms
    1 Scourge of Valkas
    1 Niv Mizzet, Dracogenius
    1 Scourge of the Throne
    1 Steel Hellkite
    1 Hellkite Tyrant
    1 Eternal Dragon

    //Planeswalker
    1 Tezzeret the Seeker
    1 Ugin, the Spirit Dragon

    //Instant
    1 Tithe
    1 Brainstorm
    1 Swords to Plowshares
    1 Enlightened Tutor
    1 Wear // Tear
    1 Cyclonic Rift
    1 Remand
    1 Unsubstantiate
    1 Arcane Denial
    1 Unexpectedly Absent
    1 Sarkhan's Triumph
    1 Sphinx's Revelation
    1 Chaos Warp
    1 Counterflux
    1 Render Silent
    1 Grab the Reins
    1 Fact or Fiction
    1 Return to Dust

    //Sorcery
    1 Fabricate
    1 Austere Command
    1 Dragonstorm

    //Enchantment
    1 Dragon Tempest
    1 Propaganda
    1 Ghostly Prison
    1 Crucible of Fire
    1 Collective Restraint
    1 Stranglehold
    1 Moat
    1 Sphere of Safety

    //Artifact
    1 Mana Crypt
    1 Sol Ring
    1 Sensei's Divining Top
    1 Expedition Map
    1 Mana Vault
    1 Grim Monolith
    1 Izzet Signet
    1 Lightning Greaves
    1 Crucible of Worlds
    1 Oblivion Stone
    1 Sunforger
    1 Sword of Feast and Famine
    1 Sword of Fire and Ice

    //Land
    1 Command Tower
    1 Cavern of Souls
    1 Plateau
    1 Volcanic Island
    1 Tundra
    1 Steam Vents
    1 Hallowed Fountain
    1 Sacred Foundry
    1 Rugged Prairie
    1 Mystic Gate
    1 Cascade Bluffs
    1 Scalding Tarn
    1 Arid Mesa
    1 Flooded Strand
    1 Misty Rainforest
    1 Wooded Foothills
    1 Windswept Heath
    4 Snow-Covered Island
    4 Snow-Covered Mountain
    4 Snow-Covered Plains
    1 Academy Ruins
    1 Strip Mine
    1 Ancient Tomb
    1 Myriad Landscape
    1 Haven of the Spirit Dragon
    1 Kor Haven
    1 Mystifying Maze
    1 Maze of Ith

    Posted in: Multiplayer Commander Decklists
  • posted a message on [Clockwood] 249/249 - FULL IMAGE SPOILERS
    Quote from SnowBlack1021 »
    I only looked at gold cards so far. Some got typo like Deadly Prank, if you target a creature then it is not chosen at random, it is either random creature target opponent or random creature of random opponent.

    The power level is not very balance, some commons are even more powerful than mythic. For example, Boisterous Bards, the least it can do is destroy a land and gives you a 3/3 body, it definitely should be THE mythic card here. Same with Pollinate, two deathtouch flyers at instant speed for 3 mana? Sign me up. The mythic Scions are not balance as well, Scion of Time basically is the death sentence to every aggro deck, any aggro deck in your pool will not work as long as this card is 4 mana. In the other hand, Scion of Summer, not that it is a weak card, it just seems like an uncommon comparing to the Scion of Time and Scion of Winter. Lastly, Jacques the Pumpking, 2cmc Planeswalker with 3 loyalty counters, and without any abilities with drawback, byebye Jace the Mind Sculptor.

    However, I like the flavor of your set. Some effects are interesting. Just need to balance the power level and the set is good to go.


    Hey thanks for the feedback! The text versions of the cards aren't up to date with the image spoiler links. A lot of the cards you pointed out all have had fixes since the original post and Jacque was always a 1BR so the text version must've been a typo.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [Clockwood] 249/249 - FULL IMAGE SPOILERS
    Quote from joejack8445 »
    Is there a reason the jack-o-lantern tokens aren't plants or elementals?


    Plants aren't' really BR though I could see changing it so that they are Plant tokens, although I think spelling out jack-o-lantern helps drive home the flavor and distinguish the tokens from other Plant tokens which are customarily 0/1 and green.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [[Primer]] Barrin's Tome: A Master Wizard's Spellbook
    Quote from cromonolith »
    Thanks for the update. I run Salvaging Station in my deck, and am looking forward to adding Universal Solvent to my list.


    Haha, I knew there was a card I forgot. I think I glanced over it because it was a common. Universal Solvent is another really cool card to come out of this set and I could see running it in my list honestly. Its arguably worse in a lot of situations than Brittle Effigy but has its upsides as well. I might try to find a way to run both yet! Thanks for reminding me of that card.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [[Primer]] Barrin's Tome: A Master Wizard's Spellbook
    Aethertide Whale - This card doesn't really seem to have a place in Barrin due to the overall lack of need for Energy as well as Barrin's ability to bounce things making the Whale's second ability a bit lacklust.

    Baral, Chief of Compliance - Baral seems really cool and could actually be relevant alongside Barrin over some of the other mana acceleration depending on how many counterspells you have, though I would say he's better off as a general himself than alongside Barrin.

    Baral's Expertise - This cycle was interesting and I could see this card being relevant, however at sorcery speed and 5 mana I would rather keep Mystic Confluence in the slot for that curve.

    Disallow - This card is definitely getting a spot. Cannot stress how many time's I've wanted to be able to counter abilities but didn't want to run narrow Stifle. I think we will be cutting Stoic Rebuttal here but don't want to commit to that statement just yet...

    Efficient Construction - Again depending on your build with Barrin, this card could be an all-star. Since my list focuse on control and then landing fatty finishers rather than exploiting resource advantage with Barrin's sac ability, this card won't make the cut here, but worth looking into for a token strategy for sure.

    Illusionist's Stratagem - Maybe if this card allowed me to target my opponent's creatures it'd be worth looking at, but as of right now, I'd rather stick to using Barrin for these types of effects that cutting something like a counterspell for this.

    Mechanized Production - Again depending on your build this card could be fun, but it seems to easy to get 2-for-1'ed by a Krosan Grip or other artifact removal. It could ramp really quickly with cards like Sol Ring getting duplicated, but I don't see this card gaining a lot of advantage over a long period without getting hated on by the table.

    Quicksmith Spy - I like this card but would only play it if it cost 1 less. At 4-CMC I'd rather just be running a Jace variant.

    Reverse Engineer - Interesting card, again something I think I'd only run if it were an Instant. Other cards in the deck like Mystic Confluence outlcass it currently.

    Salvage Scuttler - Too high CMC for what it does and Barrin likely does better anyway.

    Shielded Aether Thief - Again, not much synergy with the rest of the deck.

    Skyshi Plunderer - I like this card, but not for this deck. Not really many targets for it in here to be worth running it.

    Trophy Mage - This card might be worth running depending on your artifact list. Since Vedalken Shackles is currently the only target I have for it, its not making the cut right now but might be right for your list if it has more synergy.

    Whir of Invention - Blue Chord of Calling! This card probably deserves a slot and I may end up cutting Mystic Remora for it and see how that plays out for a while. Depdning on how Whir performs and whether or not I miss the card advantage Remora brought, will determine whether Whir sticks here.

    Aethersphere Harvester - Again vehicles, equipment and energy for the most part aren't really in alignment with the draw-go strategy that Barrin brings in this list.

    Cogwork Assembler - Cute card and could be useful for certain Barrin lists but too big a mana investment here and not the best of targets as most artifacts in this deck aren't threats but mana rocks.

    Gonti's Aether Heart - Again maybe if the deck ran more energy, but as is, this is a bad Ugin's Nexus for us.

    Hope of Ghirapur - Cool as a commander, possible relevant here or in another Barrin list more focused on sacing low cost stuff but not quite making the cut today.

    Implement of Examination - Would definitely play if it was 2 and 1U to activate the ability but as is its just too expensive compared to Ichor Wellspring and its cousin.

    Inspiring Statuary - Since most artifacts in this deck are mana rocks or lands already, this card doesn't really offer us as much as it might seem.

    Merchant's Dockhand - This card on the other hand may be worth toying around with as a Trinket Mage target. Though I'm not sure about its fragility as a creature. Though the hefty 4 mana investment and tapping 2 or more permanents seems too clunky of card advantage.

    Metallic Mimic - Cool was to make a more aggressive Adaptive Automoton for tribal decks. That however is not our strategy so this little gem won't make the cut today.

    Pacification Array This is another interesting little card for Trinket Mage to target. . . Perhaps depending on the contexts better than Brittle Effigy something I may look into making room for here yet. What do you think? Possible cuts for it?

    Planar Bridge - Too costly for my tastes but could be good here depending on your build and meta.

    Paradox Engine this will mostly untap artifacts which can be good for Mana Vault and Grim Monolith. 5-mana is a heavy investement though and this will arguably eat removal quickly because it can become degenerate. Might playtest over Surveyor's Scope however.

    Scrap Trawler - A good card alongside Barrin, just not too sure how well it would run alongside the list of artifacts in this deck as well as the grave shuffle that accompanies the Timetwister effects. Might play around with this card but can't think of what to cut for it yet.

    So that's the Aether Revolt review. So far the only definite changes are:

    Though other cards are being considered. Playtesting:
    Posted in: Multiplayer Commander Decklists
  • posted a message on [Clockwood] 249/249 - FULL IMAGE SPOILERS
    Thanks for all the feedback guys. I've spent some time taking them into considerations and made some changes to the set and added flavor text to the Commons and a few other cards to help flesh out the story and characters in it a bit more. I'll have an updated text-version spoiler soon as well as the changes are currently only in the visible spoiler.

    This set was intended to the Ally color focused and so the draft archetypes of the enemy color decks aren't explicitly mapped out as are the ally color decks. Though the second set in the block will be enemy color.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [Clockwood] 249/249 - FULL IMAGE SPOILERS


    CLOCKWOOD
    Illus. indigodeep

    101 Commons - http://imgur.com/a/UbeeK

    80 Uncommons - http://imgur.com/a/yss4z

    53 Rares + 15 Mythics - http://imgur.com/a/iwmdE

    MSE:



    Blizzard Wizard 1W
    Creature — Human Wizard (C)
    When Blizzard Wizard enters the battlefield, if U was spent to cast it, tap target creature an opponent controls. That creature doesn’t untap during its controller’s next untap step.
    2/1

    Centaur Apothecary 3W
    Creature — Centaur Cleric (C)
    When Centaur Apothecary enters the battlefield, you gain 1 life for each creature you control.
    2/4

    Eternal Spring W
    Instant (U)
    Creatures you control gain indestructible until end of turn.

    Featherduster 3W
    Creature — Elemental (U)
    Flying, lifelink
    When Featherduster enters the battlefield, creatures you control gain lifelink until end of turn.
    3/1

    Flutter W
    Instant (C)
    Create a 1/1 white Bird creature token with flying.

    Gelid Shackles W
    Snow Enchantment — Aura (C)
    Enchant creature
    Enchanted creature can’t block and its activated abilities can’t be activated.
    S: Enchanted creature gains defender until end of turn.

    Ghost of Winters Past 2W
    Snow Creature — Spirit (R)
    Snowfall — Whenever a snow permanent enters the battlefield under your control, return target snow card from your graveyard to your hand.
    1/4

    Hearth Ranger 1W
    Creature — Human Scout (C)
    Whenever another creature enters the battlefield, Hearth Ranger gets +1/+1 until end of turn.
    2/2

    Jackalope Knight 2WW
    Creature — Human Knight (C)
    Flash
    When Jackalope Knight enters the battlefield, creatures you control get +1/+1 until end of turn.
    2/2

    Lost in the Snow 3WW
    Snow Enchantment (R)
    Whenever a creature attacks you or a planeswalker you control, reveal the top card of your library. If it’s a snow card, remove that creature from combat. Then put the revealed card on the bottom of your library.

    Love in the Air 2W
    Sorcery (C)
    Create a 1/1 white Bird creature token with flying, then populate. (Put a token onto the battlefield that’s a copy of a creature token you control.)

    New Life 2W
    Enchantment (U)
    At the beginning of each end step, if you gained 3 or more life this turn, populate. (Create a token thats a copy of a token you control.)

    O’Klaus’s Reindeer 2W
    Creature — Elk (C)
    S: O’Klaus’s Reindeer gains flying until end of turn.
    2/3

    Restore Innocence 3WW
    Sorcery (R)
    Destroy all nontoken creatures.

    Seller of Songbirds 2W
    Creature — Human (C)
    When Seller of Songbirds enters the battlefield, create a 1/1 white Bird creature token with flying.
    1/2

    Sentinel Snowman 2WW
    Snow Creature — Elemental (U)
    Vigilance
    Snowfall — Whenever a snow permanent enters the battlefield under your control, put a +1/+1 counter on Sentinel Snowman.
    2/2

    Snow Angel 3WW
    Snow Creature — Angel (U)
    Flying, prowess
    1S: Return target snow permanent you control to its owner’s hand.
    3/3

    Snowball 2W
    Snow Enchantment — Aura (U)
    Enchant creature
    Enchanted creature gets +1/+1 for each snow permanent you control.

    Snowbros 1W
    Snow Creature — Elemental (C)
    When Snowbros enters the battlefield, you may search your library for up to three cards named Snowbros, reveal them, put them into your hand, then shuffle your library.
    2/2

    Snowdrift 1WW
    Instant (U)
    Put target creature into its owner’s library just beneath the top X cards of that library, where X is the number of snow permanents you control.

    Spring Breeze 1W
    Instant (C)
    Prevent all combat damage that would be dealt to you this turn. Populate. (Create a token thats a copy of a creature token you control.)

    Squirrel Charmer W
    Creature — Human (U)
    2G: Create a 1/1 green Squirrel creature token.
    She’ll drive you nuts.
    1/1

    Twinkle 3W
    Sorcery (C)
    Create two snow 1/1 white and blue Faerie creature tokens with flying. You gain 2 life.

    Winter Wayfarer 3W
    Creature — Human Nomad (C)
    When Winter Wayfarer enters the battlefield, you may search your library for a snow land card, put it onto the battlefield tapped, then shuffle your library.
    2/2

    Winter Wisp W
    Snow Creature — Spirit (C)
    Snowfall — Whenever a snow permanent enters the battlefield under your control, you gain 1 life.
    1/1

    Wonder Rabbit W
    Creature — Rabbit (R)
    At the beginning of your upkeep, if you control another Rabbit, create a token thats a copy of Wonder Rabbit.
    1/1


    Æther Freeze 2U
    Instant (C)
    Spells your opponents cast this turn cost 2 more to cast.

    Bouncing Bumble 3U
    Creature — Yeti (U)
    3W: Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.
    3/3

    Build a Snowman 1U
    Instant (U)
    Exile target creature. Its controller creates a snow 2/2 blue Elemental creature token.

    Chronicle 2U
    Instant (C)
    Relive target permanent you control. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under its owner’s control.)
    Draw a card.

    Clockhopper 2U
    Creature — Illusion (C)
    When Clockhopper enters the battlefield, if B was spent to cast it, target player puts a card from his or her hand on top of his or her library.
    2/2

    Cold Trail UU
    Instant (C)
    As an additional cost to cast Cold Trail, return a snow permanent you control to its owner’s hand.
    Counter target spell.
    This path will lead you nowhere.

    Cold Truth 2U
    Sorcery (C)
    Draw three cards. Then discard two cards unless you discard a snow card.

    Coldheart Revenant 2UU
    Snow Creature — Spirit (R)
    When Coldheart Revenant enters the battlefield, gain control of target artifact, creature or land for as long as you control Coldheart Revenant.
    2/1

    Constellate XUU
    Instant (U)
    Put target spell into its owner’s library just beneath the top X cards of that library.

    Flight U
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature has flying.

    Flying Time 3UU
    Creature — Illusion (U)
    Flying
    When Flying Time enters the battlefield, you may put target creature on top of its owner’s library.
    1/5

    Foresee 3U
    Sorcery (C)
    Scry 4, then draw two cards. (To scry 4, look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

    Gifts Ungiven 3U
    Instant (R)
    Search your library for up to four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library.

    Impermanence U
    Instant (C)
    Counter target permanent spell unless its controller pays 2.

    Mooncatcher 1UU
    Creature — Bird Spirit (U)
    Flash
    Flying
    When Mooncatcher enters the battlefield, return target spell to its owner’s hand.
    1/1

    Moondance 1U
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +1/+1 and has prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.).

    Moonphase Sphinx 4UU
    Creature — Sphinx (R)
    Flying, prowess
    U: Relive Moonphase Sphinx. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under its owner’s control.)
    4/4

    Nightsky Scribe U
    Creature — Human Wizard (C)
    When Nightsky Scribe enters the battlefield, scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
    1/1

    Permafrost U
    Snow Enchantment — Aura (U)
    Enchant land
    Enchanted land is a colorless snow land with “T: Add C to your mana pool” and loses all other card types and abilities.

    Remember 1U
    Instant (C)
    Return target creature to its owner’s hand. You may look at that player’s hand.

    Snow Roller 1U
    Snow Creature — Elemental (C)
    T: Add C to your mana pool. Spend this mana only to cast snow spells, activate an ability of a snow permanent, or pay a cost that contains S.
    1/1

    Snow Sage 2U
    Snow Creature — Spirit Wizard (U)
    Snowfall — Whenever a snow permanent enters the battlefield under your control, you may pay S. If you do, draw a card.
    2/2

    Snowy Owl 1U
    Snow Creature — Bird (C)
    Flying
    Snowfall — Whenever a snow permanent enters the battlefield under your control, scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
    1/1

    Spare Time 1UU
    Enchantment (R)
    When Spare Time enters the battlefield, skip your next turn.
    Exile Spare Time: Take an extra turn after this one.

    Sugarplum Faerie U
    Creature — Faerie Wizard (C)
    Flying
    S: Sugarplum Faerie gains hexproof until end of turn.
    1/1

    Two-Time 2U
    Instant (U)
    Relive target permanent you control, then when that card returns to the battlefield, its controller relives it again. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under its owner’s control.)


    All Hallows’ End 2BB
    Sorcery (U)
    Each opponent loses 2 life. You gain life equal to the life lost this way.
    Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn.)

    Blood Banquet B
    Sorcery (R)
    Target player draws a card and loses 1 life.
    Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)

    Buy Time 3BB
    Sorcery (R)
    Target opponent skips his or her next turn unless he or she pays half his or her life, rounded up.
    If not now, when?

    Count Shockula 1B
    Creature — Vampire (C)
    Lifelink
    When Count Shockula enters the battlefield, if R was spent to cast it, it deals 2 damage to target player.
    2/1

    Death’s Emissary 2B
    Creature — Spirit (U)
    Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
    2U: Target creature attacks this turn if able.
    2/3

    Deathtoller B
    Creature — Spirit (C)
    When Deathtoller dies, scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
    1/1

    Decapitate 1B
    Sorcery (U)
    Destroy target creature unless its controller discards his or her hand.

    Eclipse Agent 3B
    Creature — Human Rogue (U)
    When Eclipse Agent enters the battlefield, target player loses 4 life.
    When Eclipse Agent leaves the battlefield, that player gains 4 life.
    4/2

    Fall Faerie 1BB
    Creature — Faerie (U)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    3/1

    Fate Foreshadowed BB
    Instant (C)
    Target creature gets -2/-2 until end of turn. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

    Gourd Ghast 4BB
    Creature — Spirit (R)
    When Gourd Ghast enters the battlefield, create three 0/1 black and red Jack-o’-Lantern creature tokens. They have “Sacrifice this creature: Add B or R to your mana pool.”
    Whenever another creature dies, put a +1/+1 counter on Gourd Ghast.
    3/3

    Grief Keeper 1B
    Creature — Nightmare (C)
    Grief Keeper enters the battlefield tapped.
    3B: Relive Grief Keeper. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under its owner’s control.)
    2/2

    Headless Horseman 2B
    Creature — Zombie Knight (C)
    “The ghost rides forth to the scene of battle in nightly quest of his head . . . he sometimes passes along the Hollow, like a midnight blast.”
    2/2

    Hour-Eater 2BB
    Creature — Horror (R)
    Hour-Eater gets -X/-X, where X is your life total.
    When Hour-Eater dies, you may have target creature get -12/-12 until end of turn.
    12/12

    Lost Hours 1B
    Sorcery (C)
    Target player reveals his or her hand. You choose a nonland card from it. That player puts that card into his or her library third from the top.

    Monster Mash 3B
    Sorcery (U)
    Create a 2/2 black Zombie creature token.
    Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn.)

    Newmoon Eidolon 3B
    Creature — Spirit (C)
    When Newmoon Eidolon dies, return another target creature card from your graveyard to your hand.
    2/2

    No Escape 1B
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature can’t block.
    When enchanted creature becomes tapped, destroy it.
    One must be vigilant if they wish to cheat death.

    Patchwork Zombie B
    Creature — Zombie (C)
    As an additional costs to cast Patchwork Zombie, exile a creature card from your graveyard.
    Patchwork Zombie enters the battlefield tapped.
    3/3

    Roll Heads 2B
    Sorcery (C)
    Target player discards a card.
    Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)

    Spite Sprite 1B
    Creature — Faerie Rogue (C)
    Flying
    Sacrifice Spite Sprite: Target creature gets -1/-1 until end of turn.
    1/1

    Squash Skeleton B
    Creature — Skeleton (C)
    When Squash Skeleton dies, create a 0/1 black and red Jack-o’-Lantern creature token. It has “Sacrifice this creature: Add B or R to your mana pool.”
    1/1

    Stroke of Midnight 2B
    Sorcery (C)
    Put the top twelve cards of your library into your graveyard.
    Is this the end? Or only the beginning?

    Time’s Up B
    Sorcery (U)
    Choose draw step, main phase or combat phase. Target player skips all instances of the chosen step or phase during his or her next turn unless that player sacrifices a creature.

    Unhallow B
    Instant (C)
    Exile target card from a graveyard.
    Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)

    Vicious Cycle 4B
    Sorcery (U)
    Return target creature card from your graveyard to the battlefield, then relive it. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under its owner’s control.)


    Autumn Warlock 3R
    Creature — Human Wizard (C)
    When Autumn Warlock enters the battlefield, create two 0/1 black and red Jack-o’-Lantern creature tokens. They have “Sacrifice this creature: Add B or R to your mana pool.”
    2/2

    Bleeding Earth XR
    Sorcery (R)
    Each land you sacrifice while casting this spell pays for 1.
    Bleeding Earth deals X damage to target creature or player.

    Cinder Ghast 3R
    Creature — Spirit Knight (U)
    Haste
    1B: Return Cinder Ghast from your graveyard to the battlefield tapped.
    3/1

    Cower R
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +1/-1 and can’t attack or block alone.

    Fall Devil R
    Creature — Devil (C)
    Sacrifice another creature: Fall Devil gets +2/+0 until end of turn.
    1/1

    Fire Festival 1R
    Enchantment (U)
    Creatures you control have tinder. (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on each creature you control. Each instance of tinder triggers separately.)

    Firefly 3R
    Creature — Insect (C)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    R: Firefly gets +1/+0 until end of turn.
    1/1

    Fireside Tales 2R
    Sorcery (C)
    Discard your hand, then draw three cards.
    Forget what you’ve heard and listen up!

    Firework Phoenix 2RR
    Creature — Phoenix (R)
    Flying, haste
    Sacrifice a land: Return Firework Phoenix from your graveyard to the battlefield. Activate this ability only during your upkeep.
    3/3

    Forest Fire R
    Instant (C)
    As an additional cost to cast Forest Fire, sacrifice a Forest.
    Add three mana in any combination of R and/or G to your mana pool.

    Goblin Bard R
    Creature — Goblin Rogue (U)
    Haste
    Whenever Goblin Bard attacks, the next spell you cast this turn costs 1 less to cast.
    1/1

    Goblin Pathcutter 1R
    Creature — Goblin Scout (C)
    When Goblin Pathcutter enters the battlefield, if G was spent to cast it, you may destroy target land. If you do, its controller may search his or her library for a basic land card, put it onto the battlefield, then shuffle his or her library.
    2/1

    Gourd Goblin 1R
    Creature — Goblin Shaman (C)
    When Gourd Goblin enters the battlefield, create a 0/1 black and red Jack-o’-Lantern creature token. It has “Sacrifice this creature: Add B or R to your mana pool.”
    1/1

    Gourd Grenade R
    Sorcery (C)
    As an additional cost to cast Gourd Grenade, sacrifice a Jack-o’-Lantern.
    Gourd Grenade deals 5 damage to target creature or player.

    Grill R
    Instant (C)
    Destroy target creature with toughness 2 or less.

    Harvest Pyre 1R
    Instant (C)
    As and additional cost to cast Harvest Pyre, exile X cards from your graveyard.
    Harvest Pyre deals X damage to target creature.

    Lantern Liege 2RRR
    Creature — Spirit (R)
    Flying
    Red mana doesn’t empty from your mana pool as steps and phases end.
    R: Lantern Liege gets +1/+0 until end of turn.
    3/3

    Mischief Carnival 3RR
    Enchantment (R)
    At the beginning of your upkeep, choose target permanent you control and up to two target permanents you don’t control. Destroy one of them at random.

    Reap the Field 4RR
    Sorcery (U)
    Destroy target land.
    Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)

    Rolling Boulders 2R
    Enchantment (U)
    Whenever a land card is put into your graveyard from the battlefield, Rolling Boulders deals 2 damage to target creature or player.

    Runaway Flames 4R
    Sorcery (C)
    Destroy target land. Add RRR to your mana pool.

    Sickle Sear 1R
    Instant (C)
    Sickle Sear deals 1 damage to target creature or player.
    Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)

    Sparkler Mage 1RR
    Creature — Human Wizard (U)
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    At the beginning of each player’s end step, that player sacrifices an untapped land.
    1/1

    Tinderhorn 2R
    Creature — Elemental (C)
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    Whenever Tinderhorn attacks or blocks, sacrifice a land.
    4/4

    Trick-or-Treat 1RR
    Sorcery (U)
    Any player may have Trick-or-Treat deal 5 damage to him or her. If no one does, search your library for a card and put that card into your hand. Then shuffle your library.
    Give me something good to eat.

    Wisp Tyrant 4R
    Creature — Spirit (U)
    Whenever Wisp Tyrant deals combat damage to a player, create that many 0/1 black and red Jack-o’-Lantern creature tokens. They have “Sacrifice this creature: Add B or R to your mana pool.”
    5/4


    Acorn Shaman 4G
    Creature — Treefolk Shaman (U)
    Reach
    When Acorn Shaman enters the battlefield, create two 1/1 green Squirrel creature tokens.
    2/5

    Cabin Snail G
    Creature — Slug (U)
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    Discard a land card: Cabin Snail gains hexproof until end of turn.
    1/1

    Centaur Bloom 2G
    Sorcery (C)
    Create a 3/3 green Centaur creature token.

    Centaur Glade 3GG
    Enchantment (U)
    2GG: Create a 3/3 green Centaur creature token.

    Charging Centaur 3G
    Creature — Centaur Warrior (C)
    When Charging Centaur enters the battlefield, creatures you control get +1/+1 until end of turn.
    3/3

    Chop Wood 1G
    Instant (C)
    Put the top four cards of your library into your graveyard. Target creature gets +1/+1 until end of turn for each land card in your graveyard.

    Fertile Conditions 1GG
    Sorcery (R)
    For each creature token you control, create a token that’s a copy of that creature.

    Firelily Dryad G
    Creature — Dryad (U)
    1R: Target land becomes a 4/4 red Elemental creature with haste until end of turn. Its still a land.
    1/1

    Flourish G
    Instant (C)
    Put a +1/+1 counter on each creature that entered the battlefield this turn.

    Genesis Druid 1G
    Creature — Elf Druid (R)
    Whenever another creature enters the battlefield, add one mana of any color to your mana pool.
    0/1

    Giant Bear 2G
    Creature — Bear (C)
    Creatures with power less than Giant Bear’s power can’t block it.
    3/3

    Golden Stag 1G
    Creature — Elk (U)
    2G, Sacrifice Golden Stag: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.
    2/2

    Howl of Spring 3G
    Sorcery (C)
    Create a 2/2 green Wolf creature token, then populate. (Create a token that's a copy of a creature token you control.)

    Midsummer Pilgrim G
    Creature — Human (C)
    T: Add R to your mana pool.
    1/1

    Musk 1G
    Enchantment — Aura (C)
    Enchant land
    Enchanted land is a 3/3 green Elk creature. It’s still a land.
    When enchanted land dies, return that card to the battlefield.

    Nissa the Leyliner 2GG
    Planeswalker — Nissa (M)
    Starting Loyalty: 3
    +1: Untap target land you control and put three +1/+1 counters on it. It becomes a 0/0 green Elemental creature with haste. It’s still a land.
    -2: Search your library for a land card and put that card onto the battlefield tapped. Then shuffle your library.
    -8: Creatures you control gain trample and get +X/+X until end of turn., were X is the number of lands you control.

    Rabid Jackalope 2G
    Creature — Rabbit Beast (C)
    Whenever another Rabbit creature enters the battlefield under your control, put a +1/+1 counter on Rabid Jackalope.
    2/2

    Seek the Horizon 3G
    Sorcery (U)
    Search your library for up to three basic land cards, reveal them, and put them into your hand. Then shuffle your library.

    Spring Revival 2GG
    Sorcery (U)
    Return target card from your graveyard to your hand. Populate. (Create a token thats a copy of a creature token you control.)

    Stoic Builder 2G
    Creature — Human (C)
    When Stoic Builder enters the battlefield, you may return target land card from your graveyard to your hand.
    2/3

    Summer Camper 1G
    Creature — Human Scout (C)
    When Summer Camper enters the battlefield, reveal the top four cards of your library. You may put a creature card from among them into your hand. Put the rest into your graveyard.
    1/1

    Tweetwig Elder 3G
    Creature — Treefolk (C)
    Reach (This creature can block creatures with flying.)
    When Tweetwig Elder enters the battlefield, if W was spent to cast it, create a 1/1 white Bird creature token with flying.
    3/3

    Underbridge Troll 3G
    Creature — Troll (R)
    You may play an additional land on each of your turns.
    If Underbridge Troll would be destroyed, instead sacrifice a land and it gains indestructible until end of turn.
    3/3

    Village Lumberjack 1G
    Creature — Human Scout (C)
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    T, Sacrifice a Forest: Add three mana in any combination of R and/or G to your mana pool.
    2/2

    Wise Wolf 1G
    Creature — Wolf (C)
    When Wise Wolf enters the battlefield, if you control another Wolf, draw a card.
    2/2

    Wolf-Rider Scout 1GG
    Creature — Elf Scout (U)
    When Wolf-Rider Scout enters the battlefield, create a 2/2 green Wolf creature token.
    1/1

    World Bloom 1GG
    Enchantment (R)
    Play with the top card of your library revealed.
    You may play the top card of your library if it’s a land card.
    You may play lands cards from your graveyard.


    Arbor Dragon 3RG
    Creature — Dragon (R)
    Flying, tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    Discard a land card: Arbor Dragon deals 3 damage to target creature or player.
    3/3

    Boisterous Bards 1RG
    Creature — Human Rogue (U)
    When Boisterous Bards enters the battlefield, choose three target noncreature permanents. Destroy one of them at random.
    3/3

    Burnwillow Dryad RG
    Creature — Dryad (C)
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    When Burnwillow Dryad enters the battlefield, sacrifice it unless you sacrifice a land.
    2/2

    Campfire RG
    Enchantment — Aura (C)
    Enchant land
    Whenever enchanted land is tapped for mana, its controller RR to his or her mana pool (in addition to the mana the land produces).

    Deadly Prank BR
    Sorcery (C)
    Destroy target creature an opponent controls chosen at random.

    Doorway to Spring 3GW
    Enchantment (R)
    Whenever a nontoken creature you control enters the battlefield, populate. (Create a token that’s a copy of a creature token you control.)

    Eternal Journey 3UB
    Sorcery (C)
    Destroy target creature if another player controls it. Otherwise relive that creature. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under its owner’s control.)

    Frost Faerie 1WU
    Snow Creature — Faerie (U)
    Flying
    Snowfall — Whenever a snow permanent enters the battlefield under your control, put a +1/+1 counter on Frost Faerie.
    1/1

    Haela the Turning Leaf GWUB
    Planeswalker — Haela (M)
    Starting Loyalty: 4
    +1: Until your next turn, another target permanent loses all abilities and becomes a Dryad creature with base power and toughness 1/1.
    -1: Exchange a card in your hand with a card in your graveyard.
    -6: An opponent chooses hand or graveyard. Exile all cards you own from the chosen zone. Until end of turn, you may cast nonland cards exiled this way without paying their mana cost.

    Hollow Gourdling 2BR
    Creature — Spirit (C)
    When Hollow Gourdling enters the battlefield, return target creature or sorcery card from your graveyard to your hand.
    Some things go bump in the night, others make the night go bump.
    3/2

    Icicle Shards WU
    Instant (C)
    For each creature target player controls, tap that creature unless its controller pays 1.

    Indefinite Suspension UUB
    Instant (R)
    Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner’s graveyard. You may cast that card for as long as it remains exiled and you may spend mana as though it were mana of any color to cast it.

    Jacques the Pumpking 1(B/R)
    Planeswalker — Jacques (M)
    Starting Loyalty: 3
    +1: Create a 0/1 black and red Jack-o’-Lantern creature token. It has “Sacrifice this creature: Add B or R to your mana pool.”
    -2: The next sorcery spell you cast this turn has gravestorm.
    -5: Exile all cards from your graveyard. Until end of turn you may play those cards.

    Lifespeaker GW
    Creature — Elf Druid (C)
    Whenever another creature enters the battlefield, you gain 1 life.
    2/2

    Light of Spring GW
    Sorcery (C)
    You gain 5 life.
    Populate. (Create a token that’s a copy of a creature token you control.)

    Moonchild 1UB
    Creature — Spirit Shaman (U)
    When Moonchild enters the battlefield, target player discards a card.
    When Moonchild dies, draw a card.
    2/2

    Moonglow UB
    Enchantment — Aura (C)
    Enchant creature
    When enchanted creature dies, return it to the battlefield under your control.
    Like moths to a flame, are men to the moon.

    Pollinate 1GW
    Instant (U)
    Create a 1/1 green Insect creature token with flying and deathtouch, then populate. (Create a token that’s a copy of a creature token you control.)

    Scion of Fall BBRR
    Creature — Avatar (M)
    Deathtouch
    When you cast Scion of Fall, each player sacrifices a creature and a land.
    At the end of the summer will your field yield or will you be left to hunger?
    4/4

    Scion of Spring GGWW
    Creature — Avatar (M)
    Hexproof
    When you cast Scion of Spring, put a +1/+1 counter on each creature you control.
    4/4

    Scion of Summer RRGG
    Creature — Avatar (M)
    Trample
    When you cast Scion of Summer, discard your hand, then draw three cards.
    From spring to sprung.
    4/4

    Scion of Time UUBB
    Creature — Avatar (M)
    Scion of Time can’t be blocked.
    When you cast Scion of Time, target player’s life total becomes 20.
    4/4

    Scion of Winter WWUU
    Creature — Avatar (M)
    Flying
    When you cast Scion of Winter, create two snow 1/1 white and blue Faerie creature tokens with flying.
    4/4

    Scythe Geist 1BRR
    Creature — Spirit Knight (R)
    Trample, haste
    At the beginning of your end step, sacrifice a creature.
    “Its someone’s head tonight, even if its my own!”
    6/1

    Silent Night 1WUU
    Instant (R)
    Exile all other spells and counter all abilities. Your opponents can’t cast spells this turn.

    Snowy Griffin 2WU
    Snow Creature — Griffin (C)
    Flying
    S: Snowy Griffin gets +0/+1 until end of turn.
    3/3

    Wild Ride 3BR
    Sorcery (U)
    Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.


    Ancestral Shaman (U/B)
    Creature — Spirit Shaman (U)
    3(U/B), T: Relive another target creature you control. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under its owner’s control.)
    1/1

    Autumn Nightmare 3(B/R)
    Creature — Nightmare Beast (R)
    Your opponents can’t gain life.
    As long as Autumn Nightmare is in your graveyard, your opponents can’t gain life.
    5/2

    Avalancher 2(W/U)(W/U)(W/U)
    Snow Creature — Elemental (R)
    Spells your opponents cast that target Avalancher costs 1 more to cast.
    Snowfall — Whenever a snow permanent enters the battlefield under your control, each opponent sacrifices a permanent unless he or she pays 1.
    4/5

    Barkbreak (R/G)
    Sorcery (C)
    If R was spent to cast Barkbreak, target creature gains double strike until end of turn. If G was spent to cast Barkbreak, put a +1/+1 counter on target creature.

    Beatrix, Queen Bee 1(G/W)(G/W)(G/W)
    Legendary Creature — Insect Advisor (R)
    Whenever one or more creatures attacks you or a planeswalker you control, if Beatrix, Queen Bee is untapped, create a 1/1 green Insect creature token with flying and deathtouch. That token blocks this combat if able.
    3/4

    Bigfoot 3(R/G)(R/G)
    Legendary Creature — Yeti (R)
    You may sacrifice three lands rather than pay Bigfoot’s mana cost.
    Whenever Bigfoot becomes the target of a spell or ability, it becomes a colorless Mountain Forest land until end of turn.
    5/5

    Boreal Aurora (W/U)(W/U)(W/U)(W/U)(W/U)
    Enchantment (M)
    When Boreal Aurora enters the battlefield, choose a color.
    Spells your opponents cast of the chosen color cost X more to cast, where X is that spell’s converted mana cost.

    Brushfire Elder (R/G)
    Creature — Human Shaman (U)
    (R/G), Discard a land card: Draw a card.
    1/1

    Chronomancer (U/B)(U/B)
    Creature — Human Wizard (R)
    When Chronomancer enters the battlefield or dies, you may cast target instant card from your graveyard. If that card would be put into a graveyard this turn, exile it instead.
    2/2

    Early Decoration 3(B/R)
    Sorcery (U)
    Target opponent reveals his or her hand. You may put a creature card from it onto the battlefield under your control. That creature gains haste. Sacrifice it at the beginning of the next end step.

    Eternal Recurrence 3(U/B)(U/B)
    Sorcery (R)
    Relive each permanent you control. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under its owner’s control.)

    Fall Charm (B/R)(B/R)
    Instant (U)
    Choose one —
    • Fall Charm deals 1 damage to each creature and each player.
    • Each player sacrifices a permanent.
    • Add BBB or RRR to your mana pool.

    Firewood Elemental 2(R/G)
    Creature — Elemental (C)
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    4/1

    Frighten (B/R)
    Sorcery (C)
    If B was spent to cast Frighten, target creature gets -2/-2 until end of turn. If R was spent to cast Frighten, target creature can’t block this turn.

    Ghastlord of Harvests 1(B/R)(B/R)
    Creature — Spirit Knight (U)
    Menace (This creature can’t be blocked except by two or more creatures.)
    Other Spirit creatures you control and Jack-o’-Lantern creatures you control get +1/+1 and have menace.
    2/2

    Go Mad 2(B/R)
    Sorcery (U)
    Target creature deals damage to itself equal to its power. If that creature is white it also deals that much damage to its controller.

    Golden Leaf Elder 2(G/W)(G/W)(G/W)
    Creature — Treefolk (R)
    Golden Leaf Elder and other creatures you control can’t be the target of colored spells your opponents control.
    5/6

    Gut Out 4(B/R)(B/R)
    Sorcery (M)
    Target player sacrifices half the permanents he or she controls, rounded down.

    Harvest Horror (B/R)
    Creature — Horror (R)
    Whenever you sacrifice a permanent, put a +1/+1 counter on Harvest Horror.
    1/1

    Hearth Herder 2(G/W)
    Creature — Human Druid (R)
    T: Populate. Activate this ability only any time you could cast a sorcery. (Create a token that’s a copy of a creature token you control.)
    2/2

    Ice Over (W/U)
    Instant (U)
    Permanents enter the battlefield tapped this turn. Red permanents don’t untap during their controller’s next untap step.

    Ice Queen 1(W/U)(W/U)
    Creature — Human Wizard (U)
    S, T: Tap target artifact, creature, or land.
    1/4

    Igloo (W/U)(W/U)
    Snow Enchantment (U)
    Snowfall — Whenever a snow permanent enters the battlefield under your control, put an ice counter on Igloo.
    Spells your opponents cast that target creatures you control cost 1 more to cast for each ice counter on Igloo.

    Last Straw (B/R)
    Instant (U)
    Destroy target creature that was dealt damage this turn.
    Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)

    Leyline of Fall 2(B/R)(B/R)
    Enchantment (R)
    If Leyline of Fall is in your opening hand, you may begin the game with it on the battlefield.
    Whenever a creature dies, Leyline of Fall deals 1 damage to each player.

    Leyline of Spring 2(G/W)(G/W)
    Enchantment (R)
    If Leyline of Spring is in your opening hand, you may begin the game with it on the battlefield.
    During your turn, prevent all damage that would be dealt to you.

    Leyline of Summer 2(R/G)(R/G)
    Enchantment (R)
    If Leyline of Summer is in your opening hand, you may begin the game with it on the battlefield.
    Creatures you control have haste.

    Leyline of Time 2(U/B)(U/B)
    Enchantment (R)
    If Leyline of Time is in your opening hand, you may begin the game with it on the battlefield.
    Players can’t search libraries.
    There is not past or future, only now.

    Leyline of Winter 2(W/U)(W/U)
    Enchantment (R)
    If Leyline of Winter is in your opening hand, you may begin the game with it on the battlefield.
    Artifacts and creatures your opponents control enter the battlefield tapped.

    Looney Logger (R/G)(R/G)
    Creature — Human (U)
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    At the beginning of your upkeep, reveal the top card of your library. If it’s a land card, put it into your graveyard.
    2/2

    Lumberhauler Yeti 4(R/G)
    Creature — Yeti (U)
    When Lumberhauler Yeti enters the battlefield, destroy target land.
    3/3

    Lunacy (U/B)
    Sorcery (C)
    If U was spent to cast Lunacy, target player draws a card. If B was spent to cast Lunacy, target player discards a card.

    Mother of the Wood 3(G/W)(G/W)
    Creature — Centaur Shaman (M)
    Whenever you cast a white spell, create a 1/1 white bird creature token with flying.
    Whenever you cast a green spell, create 3/3 green Centaur creature token.
    3/3

    Mysterious Past 1(U/B)
    Instant (U)
    Until end of turn, target creature becomes a copy of target creature card in a graveyard.

    Nightcommers 1(U/B)(U/B)(U/B)
    Creature — Spirit (M)
    You may cast Nightcommers from exile.
    When Nightcommers enters the battlefield or dies, exile the top five cards of target player’s library.
    5/5

    North Winds (W/U)
    Sorcery (C)
    If W was spent to cast North Winds, target creature gains flying until end of turn. If U was spent to cast North Winds, return target creature to its owner’s hand.

    Overpopulate 3(G/W)
    Sorcery (U)
    Populate, then populate again. (Create a token that’s a copy of a creature token you control.)

    Passing On (U/B)
    Instant (U)
    Target player puts the three cards of his or her library into his or her graveyard. If they’re all green, repeat this process.

    Peppermint Knight (W/U)
    Creature — Elemental Knight (C)
    1/2

    Pumpking Ritual 2(B/R)
    Instant (C)
    Create a 0/1 black and red Jack-o’-Lantern creature token. It has “Sacrifice this creature: Add B or R to your mana pool.”
    Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn.)

    Redwood Giant 4(R/G)(R/G)
    Creature — Giant Warrior (R)
    Trample
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    Sacrifice a land: Redwood Giant fights target creature.
    5/5

    Sable, Lantern Witch 1(B/R)(B/R)
    Legendary Creature — Human Wizard (R)
    Whenever another nontoken creature dies, create a 0/1 black and red Jack-o’-Lantern creature token. It has “Sacrifice this creature: Add B or R to your mana pool.”
    2/2

    Saint O’Klause 1(W/U)
    Legendary Creature — Human Wizard (R)
    All cards that aren’t on the battlefield, spells, and permanents are snow in addition to their other types.
    “Ho ho ho.”
    2/2

    Snow Fort 2(W/U)
    Snow Enchantment (U)
    Creatures can’t attack you or planeswalkers you control unless their controller pays S or 2 for each creature he or she controls that’s attacking.

    SnowflakesX(W/U)(W/U)
    Instant (R)
    Create X snow 1/1 white and blue Faerie creature tokens with flying.

    Snowkin Storyteller 1(W/U)
    Snow Creature — Elemental (C)
    Snowfall — Whenever a snow permanent enters the battlefield under your control, tap target creature an opponent controls.
    1/3

    Solunar the Night Swimmer 1(U/B)(U/B)
    Legendary Creature — Avatar (R)
    Whenever Solunar the Night Swimmer or another creature enters the battlefield under your control, exile the top card of your library.
    Whenever Solunar or another creature you control dies, put a card exiled with Solunar into your hand.
    3/3

    Spring Charm (G/W)(G/W)
    Instant (U)
    Choose one —
    • You gain 1 life for each creature you control.
    • Untap each creature you control.
    • Create a 1/1 green Squirrel creature token.

    Springwood Stag 2(G/W)
    Creature — Elk (C)
    2/3

    Squirrel Around (G/W)
    Sorcery (C)
    If G was spent to cast Squirrel Around, create a 1/1 green Squirrel creature token. If W was spent to cast Squirrel Around, populate. (Create a token that’s a copy of a creature token you control.)

    Stonebreak Colossus 5(R/G)(R/G)(R/G)
    Creature — Elemental (M)
    Stonebreak Colossus can’t be countered.
    Stonebreak Colossus must be blocked if able.
    At the beginning of each upkeep, destroy target artifact or land.
    8/8

    Stormfront 1(R/G)
    Sorcery (U)
    Stormfront deals 2 damage to each creature with flying and an additional 2 damage to each blue creature.

    Summer Charm (R/G)(R/G)
    Instant (U)
    Choose one —
    • Creatures you control gain haste until end of turn.
    • Target creature gets +4/+2 until end of turn.
    • Destroy target noncreature artifact.

    Summer Glow 2(R/G)
    Enchantment (R)
    Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.

    Sundering Growth (G/W)(G/W)
    Instant (C)
    Destroy target artifact or enchantment, then populate. (Create a token that’s a copy of a creature token you control.)

    Take Root (G/W)
    Enchantment — Aura (U)
    Enchant creature
    As long as enchanted creature is black, its a Treefolk with base power and toughness 0/4 and loses all abilities. Otherwise it gets +0/+4.

    Temporal Charm (U/B)(U/B)
    Instant (U)
    Choose one —
    • Remove all counters from target permanent or face-up exiled card.
    • Target player skips his or her next draw step.
    • End the turn if its your turn.

    Ticktocker 1(U/B)
    Creature — Illusion (C)
    “What you seek retreats, for even if you obtain what you are looking for, it moves away from you in time as you inch toward your end.”
    — Solunar the Night Swimmer

    2/1

    Timeshift 1(U/B)
    Instant (C)
    Target creature’s controller relives it. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under its owner’s control.)

    Turkery Vulture 4(B/R)
    Creature — Bird (C)
    4/3

    Twilight Lookout 2(U/B)
    Creature — Spirit Scout (U)
    When Twilight Lookout enters the battlefield, exile the top card of target player’s library face down. For as long as that card remains exiled, you may look at and play that card.
    2/2

    Underbrush Boar 2(R/G)
    Creature — Boar (C)
    3/2

    Wildwood Elemental 1(G/W)(G/W)
    Creature — Elemental (U)
    Vigilance
    Wildwood Elemental’s power and toughness are each equal to the number of creatures you control.
    */*

    Winter Charm (W/U)(W/U)
    Instant (U)
    Choose one —
    • Exile target permanent, then return it to the battlefield under its owner’s control.
    • Tap up to three target permanents.
    • Counter target spell unless its controller pays 1.

    Woodland Guardian 1(G/W)
    Creature — Human Druid (U)
    Creature tokens you control get +1/+1.
    2/1


    Ugin, Time Warden 7
    Planeswalker — Ugin (M)
    Starting Loyalty: 4
    +2: Exile a nonland card from your hand. At the beginning of your next upkeep, cast that card without paying its mana cost.
    -1: End the turn if its your turn. You may activate this ability during your turn any time you could cast an instant.
    -4: Take an extra turn after this one.
    -7: Your life total becomes equal to your starting life total. Shuffle your hand and graveyard into your library, then draw seven cards.

    Autumn Monument 2
    Artifact (U)
    T: Add C to your mana pool.
    (B/R), T: Add BB, BR or RR to your mana pool.

    Clock of Seasons 4
    Legendary Artifact (M)
    T: Add two mana in any combination of colors to your mana pool.
    T, Exile Clock of Seasons: Take an extra turn after this one. At the beginning of that turn’s end step, you lose the game.

    Clockwood Guardian 4
    Artifact Creature — Construct (U)
    Clockwood Guardian enters the battlefield with four +1/+1 counters on it.
    When Clockwood Guardian dies, put X +1/+1 counters on target creature you control, where X is the number of +1/+1 counters on Clockwood Guardian.
    0/0

    Fateful Hourglass 2
    Artifact (U)
    T, Sacrifice Fateful Hourglass: Target creature’s controller relives it. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under its owner’s control.)

    Field Creeper 2
    Artifact Creature — Scarecrow (C)
    As it walks across the fallow field, its awkward, loping gait matches the rattling in its head to create a haunting rhythm that chills the bones.
    2/1

    Garden Golem 3
    Artifact Creature — Golem (C)
    When Garden Golem dies, populate. (Create a token that’s a copy of a creature token you control.)
    2/2

    Ice Sickle 1
    Artifact — Equipment (C)
    Equipped creature gets +1/+1 and has “Whenever this creature deals damage to another creature, tap that creature and it doesn’t untap during its controller’s next untap step.”
    Equip 2

    Lumberjack Axe 2
    Artifact — Equipment (C)
    Equipped creature gets +2/+0 and has “T, Sacrifice a Forest: Add three mana in any combination of R and/or G to your mana pool.”
    Equip 2

    Lunar Monument 2
    Artifact (U)
    T: Add C to your mana pool.
    (U/B), T: Add UU, UB or BB to your mana pool.

    Rod of Seasons 3
    Artifact (U)
    T: Target land becomes the basic land type of your choice in addition to its other types until end of turn.
    T: Until end of turn, target land becomes snow and produces colorless mana instead of any other type.

    Snow Globe 3
    Snow Artifact (U)
    Snow Globe enters the battlefield tapped.
    T: Add C to your mana pool.
    Snowfall — Whenever a snow permanent enters the battlefield under your control, untap Snow Globe.

    Spring Monument 2
    Artifact (U)
    T: Add C to your mana pool.
    (G/W), T: Add GG, GW or WW to your mana pool.

    Summer Monument 2
    Artifact (U)
    T: Add C to your mana pool.
    (R/G), T: Add RR, RG or GG to your mana pool.

    Winter Monument 2
    Artifact (U)
    T: Add C to your mana pool.
    (W/U), T: Add WW, WU or UU to your mana pool.

    Winterling Colossus 7
    Snow Artifact Creature — Construct (R)
    S: You may have Winterling Colossus assign its combat damage this turn as though it weren’t blocked.
    S: Winterling Colossus gains indestructible until end of turn.
    1: Winterling Colossus gets +1/-1 until end of turn.
    1: Winterling Colossus gets -1/+1 until end of turn.
    5/5


    Arctic Maze
    Snow Land (R)
    T: Add C to your mana pool.
    S, T: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

    Egg Garden
    Land (R)
    T: Add C to your mana pool.
    T: Add G or W to your mana pool. Each opponent gains 1 life.

    Gate of Precession
    Land (R)
    T: An opponent chooses a color. Add one mana of any color except the chosen color to your mana pool.

    Grove of the Burnwillows
    Land (R)
    T: Add C to your mana pool.
    T: Add R or G to your mana pool. Each opponent gains 1 life.

    Ice Castle
    Land (R)
    T: Add C to your mana pool.
    T: Add W or U to your mana pool. Each opponent gains 1 life.

    Memory Lane
    Land (R)
    T: Add C to your mana pool.
    T: Add U or B to your mana pool. Each opponent gains 1 life.

    Pumpkin Patch
    Land (R)
    T: Add C to your mana pool.
    T: Add B or R to your mana pool. Each opponent gains 1 life.

    Season Pass
    Land (U)
    T: Add C to your mana pool.
    1: Season Pass becomes the basic land type of your choice in addition to its other types until end of turn.
    1: Season Pass becomes snow until end of turn.

    Snow-Covered Waste
    Snow Basic Land (C)
    (T: Add S to your mana pool.)

    Winter Wonderland
    Snow Land (C)
    T, Sacrifice Winter Wonderland: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [Clockwood] - Red/Green - Summer ☼
    [Full Image Spoilers]


    Clockwood is a plane based on the four seasons and the passage of time. These cards highlight the Summer Faction.


    Village Lumberjack 1G
    Creature — Human Scout (C)
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    T, Sacrifice a Forest: Add three mana in any combination of R and/or G to your mana pool.
    2/2

    World Bloom 1GG
    Enchantment (R)
    Play with the top card of your library revealed.
    You may play the top card of your library if it’s a land card.
    You may play lands cards from your graveyard.

    Arbor Dragon 3RG
    Creature — Dragon (R)
    Flying, tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    Discard a land card: Arbor Dragon deals 3 damage to target creature or player.
    3/3

    Boisterous Bards 1RG
    Creature — Human Rogue (U)
    When Boisterous Bards enters the battlefield, destroy a noncreature permanent at random. If a nonland permanent is destroyed this way, repeat this process.
    3/3

    Burnwillow Dryad RG
    Creature — Dryad (C)
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    When Burnwillow Dryad enters the battlefield, sacrifice it unless you sacrifice a land.
    2/2

    Campfire RG
    Enchantment — Aura (C)
    Enchant land
    Whenever enchanted land is tapped for mana, its controller RR to his or her mana pool (in addition to the mana the land produces).

    Scion of Summer RRGG
    Creature — Avatar (M)
    Trample
    When you cast Scion of Summer, discard your hand, then draw three cards.
    From spring to sprung.
    4/4

    Barkbreak (R/G)
    Sorcery (C)
    If R was spent to cast Barkbreak, target creature gains double strike until end of turn. If G was spent to cast Barkbreak, put a +1/+1 counter on target creature.

    Bigfoot 3(R/G)(R/G)
    Legendary Creature — Yeti (R)
    You may sacrifice three lands rather than pay Bigfoot’s mana cost.
    Whenever Bigfoot becomes the target of a spell or ability, it becomes a colorless Mountain Forest land until end of turn.
    6/6

    Brushfire Elder (R/G)
    Creature — Human Shaman (U)
    (R/G), Discard a land card: Draw a card.
    1/1

    Firewood Elemental 2(R/G)
    Creature — Elemental (C)
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    4/1

    Leyline of Summer 2(R/G)(R/G)
    Enchantment (R)
    If Leyline of Summer is in your opening hand, you may begin the game with it on the battlefield.
    Creatures you control have haste.

    Looney Logger (R/G)(R/G)
    Creature — Human (U)
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    At the beginning of your upkeep, reveal the top card of your library. If it’s a land card, put it into your graveyard.
    2/2

    Lumberhauler Yeti 4(R/G)
    Creature — Yeti (U)
    When Lumberhauler Yeti enters the battlefield, destroy target land.
    3/3

    Redwood Giant 4(R/G)(R/G)
    Creature — Giant Warrior (R)
    Trample
    Tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    Sacrifice a land: Redwood Giant fights target creature.
    5/5

    Stonebreak Colossus 5(R/G)(R/G)(R/G)
    Creature — Elemental (M)
    Stonebreak Colossus can’t be countered.
    Stonebreak Colossus must be blocked if able.
    At the beginning of each upkeep, destroy target artifact or land.
    8/8

    Stormfront 1(R/G)
    Sorcery (U)
    Stormfront deals 2 damage to each creature with flying and an additional 2 damage to each blue creature.

    Summer Charm (R/G)(R/G)
    Instant (U)
    Choose one —
    • Creatures you control gain haste until end of turn.
    • Target creature gets +4/+2 until end of turn.
    • Destroy target noncreature artifact.

    Summer Glow 2(R/G)
    Enchantment (R)
    Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.

    Underbrush Boar 2(R/G)
    Creature — Boar (C)
    3/2
    Posted in: Custom Card Creation
  • posted a message on [Clockwood] 5-Black Cards
    I decided to scrap the original kill spell as I had another common that was similar in effect and decided instead to go with a functional reprint of Temporal Extortion.


    Also Hour-Eater and Midnight hour are the only cards currently featuring the "12-Matters" theme.

    Buy Time 3BB
    Sorcery (R)
    Target opponent skips his or her next turn unless he or she pays half his or her life, rounded up.
    If not now, when?

    Eternal Journey 3UB
    Sorcery (C)
    Destroy target creature if another player controls it. Otherwise relive that creature. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under your control.)
    Posted in: Custom Card Creation
  • posted a message on [Clockwood] 5-Black Cards
    Clockwood a plane based on the four seasons and the interaction that time plays with them. UB is the time faction while the other four seasons got other two color combinations alotted to them. These are some of the black cards from the time faction.


    Buy Time B
    Instant (R)
    Destroy target creature unless its controller pays 5 life. If that player does, he or she relives that creature instead. (To relive a permanent, sacrifice it, then return it from its owner’s graveyard to the battlefield under your control.)


    Hour-Eater 2BB
    Creature — Horror (R)
    Hour-Eater gets -X/-X, where X is your life total.
    When Hour-Eater dies, you may have target creature get -12/-12 until end of turn.
    12/12

    Midnight Hour 2B
    Sorcery (C)
    Put the top twelve cards of your library into your graveyard.
    Is this the end? Or only the beginning?

    No Escape 1B
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature can’t block.
    When enchanted creature becomes tapped, destroy it.
    One must be vigilant if they wish to cheat death.

    Time’s Up B
    Sorcery (U)
    Choose draw step, main phase or combat phase. Target player skips all instances of the chosen step or phase during his or her next turn unless that player sacrifices a creature.
    Posted in: Custom Card Creation
  • posted a message on [[Primer]] Barrin's Tome: A Master Wizard's Spellbook
    Quote from Shift »
    Hey Foo!
    Might I ask for an update on your Intuition piles? Got the strong feeling I am missing something.

    Thx again for this awesome primer!

    Edit:

    Could you also please elaborate on why you cut Extraplanar Lense and / or Crucible of Worlds? The ramp was insane and crucible turned your land into fodder for Barrin. Why cut em?

    Why discard Expedition Map? Eye of Ugin is a key piece. It is valuable to apply pressure while providing a control element at the same time.

    Also Isnt Jace, the Mind Sculptor striclty better than Jace Beleren?

    Let me state that I can hardly rival your authority on this build but your cuts make me wonder. Why lose out on all this inevitability? Cheers!


    Hey sorry for late reply. Been busy with end of semester power-point/term papers etc. I should be getting a card review for Kaladesh and the Aether Revolt cards soon as for the first time in a long time a card is being printed I am thinking of putting in the list. Likely to cut Stoic Rebuttal for Disallow.


    I agree that extraplanar lens should probably not have been cut and I think I'll likely find a way to bring it back into the list. As far as Jace Beleren over Jace the Mind Sculptor, I find that baby Jace generally tends to attract less aggression from my playgroup's removal spells and I get more value over time with him. As for expedition map I think I could maybe cut Wayfarer's Bauble for again but generally I think my line of thought was that by upping the draw/tutor capacities of the deck its been stremlined to the point where tutoring for eye of ugin becomes clunky in comparison to say just landing Conduit of Ruin

    Again sorry for late reply hope you end up seeing this Shift.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Four Seasons, Five Mechanics
    Here's some other cards from the Time faction


    Leyline of Time 2(U/B)(U/B)
    Enchantment (R)
    If Leyline of Time is in your opening hand, you may begin the game with it on the battlefield.
    Players can’t search libraries.
    There is not past or future, only now.

    Solunar the Night Swimmer 1(U/B)(U/B)
    Legendary Creature — Avatar (R)
    Whenever Solunar the Night Swimmer or another creature enters the battlefield under your control, exile the top card of your library.
    Whenever Solunar or another creature you control dies, put a card exiled with Solunar into your hand.
    3/3

    Temporal Charm (U/B)(U/B)
    Instant (U)
    Choose one —
    • Remove all counters from target permanent or face-up exiled card.
    • Target player skips his or her next draw step.
    • End the turn if its your turn.

    Timeshift 1(U/B)
    Instant (C)
    Target creature’s controller relives it. (That player sacrifices it, then returns that card from its owner’s graveyard to the battlefield under their control.)
    Posted in: Custom Card Creation
  • posted a message on Four Seasons, Five Mechanics
    Time is the "relive" faction. But otherwise yet. BR, UB, WU, RG, GW respectively as well.
    Posted in: Custom Card Creation
  • posted a message on Four Seasons, Five Mechanics
    All Hallows’ End 2BB
    Sorcery (U)
    Each opponent loses 2 life. You gain life equal to the life lost this way.
    Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn.)

    Chronicle 2U
    Instant (C)
    Relive target permanent you control. (Sacrifice it, then return that card from its owner’s graveyard to the battlefield under your control.)
    Draw a card.

    Sentinel Snowman 3WW
    Snow Creature — Elemental Soldier (U)
    Vigilance
    Snowfall — Whenever a snow permanent enters the battlefield under your control, put a +1/+1 counter on Sentinel Snowman.
    3/3

    Firework Phoenix 2RR
    Creature — Phoenix (R)
    Flying, tinder (Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.)
    When Firework Phoenix dies, return it to the battlefield under its owner’s control. That player sacrifices a land. If he or she can’t, exile Firework Phoenix.
    3/3

    Spring Revival 2G
    Instant (C)
    Regenerate each creature you control.
    Populate. (Put a token onto the battlefield that’s a copy of a creature token you control.)
    Posted in: Custom Card Creation
  • To post a comment, please or register a new account.