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  • posted a message on [[DGM]] Flesh//Blood
    I would venture a guess that the two commonly paired words, "flesh and blood" are in use here for the english name.

    edit: Nath'd
    Posted in: The Rumor Mill
  • posted a message on Dare I propose a Mox?
    Quote from mondu_the_fat
    Ancient Mox should just be a rare. Fairly strong, but not back breaking. Kinda like suspend 2. I say this should be suspend 2 and a half, but that's impossible to implement.

    Second version has memory problems and should use counters to keep track (in which case it becomes overly complicated). Should probably be just suspend 2 top simplify matters. If v1 is a bit strong, this is a bit weak.


    Right. I'm thinking perhaps a bit more pick a color to down its power level. Could be tough to choose since it's coming out later.
    Now Mox Opal was a mythic and Mox Diamond is kinda retroactively one now. I
    wonder if a rare Mox is acceptable but chase mythics aren't fun. Truth.
    As it's a choose a color Mox I'll remove the legendary.
    So how about:
    Mox Fossil 0
    Artifact (R)
    As Mox Fossil enters the battlefield choose a color.
    Mox Fossil enters the battlefield tapped and doesn't untap during your next
    untap step.
    :symtap:: Add one mana of the chosen color to your mana pool.
    If Mox Fossil would untap during any step except your untap step, exile it
    instead.
    Any power, from the magical facets of this small trinket to the grand
    ancient Ankfostian reign, exhibits its fragility more and more under great
    pressure.


    Thanks, Mondu the Big Boned for some very sound advice. Grin
    Posted in: Custom Card Creation
  • posted a message on Dare I propose a Mox?
    Ancient Mox 0
    Artifact (M)
    Ancient Mox enters the battlefield tapped and doesn’t untap during your next untap step.
    If Ancient Mox would untap during any step except your untap step, exile it instead.
    T: Add one mana of any color to your mana pool.
    It fragments light readily. And fragments itself just as easily.

    Or should I play it safer with:

    Ancient Mox 0
    Artifact (M)
    Ancient Mox enters the battlefield tapped and doesn’t untap during your next two untap steps.
    If Ancient Mox would untap during any step except your untap step, exile it instead.
    T: Add one mana of any color to your mana pool.
    It fragments light readily. And fragments itself just as easily.
    Posted in: Custom Card Creation
  • posted a message on Ball Lightning Variant, Saproling Burst Riff, and Zombie Clone
    Quote from Draco9
    Static Elemental :symr::symr:
    Creature - Elemental
    Haste
    At the beginning of the end step, sacrifice Static Elemental.
    Whenever you cast a red instant or sorcery spell, Static Elemental gets +3/+0 and gains trample until end of turn.
    3/1

    Artificer's Chamber 4 mana
    Artifact - Supply
    :2mana:, :symtap:: Put two charge counters on Artificer's Chamber.
    :symtap:, Remove a charge counter from Artificer's Chamber: Put a colorless Construct artifact creature token onto the battlefield. It has "This creature's power and toughness are each equal to the total number of charge counters on Supplies you control."

    Necroganger :2mana::symu::symb:
    Creature - Zombie Shapeshifter
    Whenever a creature dies, if Necroganger is in your graveyard, you may cast it. If you do, Necroganger enters the battlefield as a copy of that creature, except it's still 2/2.
    The dying beast's last breath becomes its first.
    2/2


    I really dig Static Elemental. Initial value is alright. Really adore how it grows--it's
    the trample addition I'm loving. Glad you thought of that. Fun card. Very red.

    I see where you're going with Artificer's Chamber. Is this a standalone thought?
    Or are there going to be more to play with? I want more. Feels Rigger like. Could
    be very versatile depending on other cards. Could be legit.

    Necroganger must see print. 'nuff said.
    Posted in: Custom Card Creation
  • posted a message on Spell Edict; Vile Cockroach; Collateral
    Quote from foo_intherain
    Spell Edict U
    Instant (U)
    Target player exiles a spell he or she controls unless that player pays :1mana:.

    Love it very much. Enjoy how in a bind the player could, with more than one
    spell on the stack and tapped out, make a poor choice or smart choice. Glad
    you made in uncommon and not rare too. Whew!
    Quote from foo_intherain

    Vile Cockroach B
    Creature - Insect (R)
    If CARDNAME would be destroyed, regenerate it.
    -1/1

    Have had/seen similar ideas, but it's the single mana and hilarious power stat
    that make this super cool and very useful for black, especially mono-black to
    set up something far nastier a few turns later. What would people say if this
    were mythic? ... Just kidding but man, there'd be rage and support too I know.
    Anywho,
    Quote from foo_intherain

    Collateral 1U
    Enchantment - Aura (U)
    Enchant nonland permanent
    You control enchanted permanent.
    :1mana:: Return CARDNAME to its owner's hand. Any player may activate this ability.

    We need strong, sneaky, possibly abusable blue cards like this right
    now
    . Feels very Ice Age block somehow, in a good way. Shouldn't this be
    a rare card though?
    Quote from foo_intherain

    EDIT:
    Siren's Embrace 1UU
    Enchantment - Aura (C)
    Enchant creature
    Enchanted creature gets -5/-0 and attacks you each turn if able.

    Nueter's well. Appropriate cost. Love the flavor. Slam dunk all around.
    Posted in: Custom Card Creation
  • posted a message on [Requesting Feedback] Ruination (151-163 of 163)
    Quote from CloudRiderX
    This is the twenty-seventh and (hopefully) final round of cards from my custom set, Ruination, following a plausible timeline after the establishment of New Phyrexia, where the Praetors fight amongst themselves.

    I'm looking for constructive feedback with these specific focuses:
    (1) Individual card balance & elegance
    (2) Mechanical soundness
    (3) Grammer, design, syntax errors

    This is it! The final thirteen!


    Overall the cards I've seen here are concise, as in a blessedly easy read. You'll
    have tons of space for flavor text which is a huge plus in my book. A few of
    these cards seem a bit anemic. If they're skill testers then it's okay
    for a couple to remain to look appealing to new players but actually barely
    even be limited fodder. We need that a bit.

    Card by card basis, yo! Just my sheltered opinions. Here goes:

    Quote from CloudRiderX

    Symbol of Hope WWW
    Enchantment - Aura {R}
    Enchant creature
    Enchanted creature gets +1/+1 for each creature you control and has lifelink.
    If the enchanted creature dies, you may pay W. If you do, attach Symbol of Hope to another creature you control.

    Remove the "the" before enchanted is all I see amiss. It's supposed to give the
    critter +1/+1 just for being itself, right? This is a nice strong aura with great
    applications as long as you have at least a bit of board presence. Could be
    costed even cheaper, maybe? I think 1WW would pass muster
    personally.
    Quote from CloudRiderX

    Return Fire R
    Instant {C}
    Return Fire deals 1 damage to target creature or player.
    Whenever a source an opponent controls deals noncombat damage to you or a permanent you control, you may pay R. If you do, return Return Fire from your graveyard to your hand.

    This is some neat anti-burn burn. Enjoyable. Looks very strong as a sideboard
    card for sure. Perhaps have Return Fire get exiled from gy if you don't pay the
    cost to return it. That might power it down just enough for me not to be quite
    as scared to play red deck wins against you.
    Quote from CloudRiderX

    Under the Lash R
    Sorcery {C}
    Target creature gets +2/+0 and gains haste until end of turn.

    Fine, just fine. Good limited trick. Could be a blow-out in the right situations. Thumbs Up
    Quote from CloudRiderX

    Trade Blows XR
    Sorcery {U}
    Trade Blows deals X damage to target player and X damage to you.

    This is severely underpowered in my opinion. Is there a way to abuse this in
    the set along with a keyword I haven't spotted? If so than keep it. Otherwise,
    perhaps figure out a more mechanical way to actually "trade blows" aka some
    back and forth decisions? My two cents.
    Quote from CloudRiderX

    Take by Surprise 3R
    Sorcery {C}
    Creatures can't block this turn.

    Just awesome. Easy read. Worthwhile effect.
    Quote from CloudRiderX

    Battle Prowess G
    Instant {C}
    Target creature gets +2/+2 until end of turn.

    Why so anemic, Giant Growth? Would still be played in limited.
    Willing to "tack" something on to this aka gives reach or trample or hexproof or
    give it dominate until end of turn. Ooh I like that thought. Could even be +1/+1 and dominate ueot. Sorry if that card already exists in another post.
    Quote from CloudRiderX

    **A wall that gets stronger by killing enemies. Problem?
    Vilethorn Growth 1G
    Creature - Plant {C}
    Defender
    Dominate (Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.)
    1/3

    It's great. Balanced. Helps green build up to something nasty. Good card.
    Quote from CloudRiderX

    Gigantes Wurm 6G
    Creature - Wurm {C}
    5/8

    Absolutely fine. That's one big booty dat Wurn got. This could have trample and I wouldn't blink an eye because it's power is lower than its cmc after all. Then again, go vanilla!
    Quote from CloudRiderX

    Blindside Assailant 2G
    Creature - Warrior {U}
    Whenever another creature you control with power 5 or greater attacks, Blindside Assailant gets +2/+2 and gains hexproof until end of turn.
    1/1

    How very Naya of you ;). Difficult card to use right. I like how the bonus can
    stack with more big beef attacking. Seems balanced to me. I like how the hex
    proof will protect your new threat. This card gonna get Gut Shot
    so fast sometimes. :p
    Quote from CloudRiderX

    **Strictly worse than Harmonize, but I feel like that's not a bad thing. Green card draw has been scaled back in the last few blocks.
    Forgotten Memories 3GG
    Sorcery {U}
    Draw three cards.
    “The trees whisper strange things...they speak of a different time - a different world.” — Stranglethorn Sage

    This is a fine Nerf. Would still be played. Perhaps even constructed. I dig it.
    Quote from CloudRiderX

    Boulder Throw 3G
    Sorcery {C}
    Boulder Throw deals 3 damage to target creature with flying. That creature loses flying until end of turn.

    This could cost less if you want. Even at 1G is okay in my book,
    even at common. Give green some gas. Depends on people's "pie" heckles
    anyway. I vote 1G cost.
    Quote from CloudRiderX

    **To block or not to block...? Should the trample be triggered by the secondary ability?
    Fellhorn Charger 2GG
    Creature - Beast {U}
    Trample
    If Fellhorn Charger becomes blocked by less than two creatures, it gets +2/+2 until end of turn.
    4/3

    Nah it's fine with the trample on the card. Don't change this. It is perfect to
    me. Would play this. Strong not quite overpowered at uncommon. Could pass
    for rare perhaps? I'd have to ask some others. I like it here.
    Quote from CloudRiderX

    Imperfect Creation 1U
    Creature - Construct {U}
    Idealize — If Imperfect Creation shares its name with a card in your graveyard, when it goes to the graveyard from the battlefield, draw a card.

    Imperfect Creation enters the battlefield with a +1/+1 counter on it for each card it shares a name with in your graveyard.
    “If at first you don’t succeed, let the subject die and try again!” — Maudek
    1/1

    Save some room with our new best word, "dies." I forget all the time too. Grin
    Idealize — If Imperfect Creation shares its name with a card in your
    graveyard, when it dies, draw a card.
    Like this Rite of Flame business for creatures. Cool concept. As
    an idealist I can dig the name Idealize just fine btw. Short and sweet. Any
    easy way to mill myself in this set? Wink

    All and all not bad. Up some of the power levels I think. Godspeed, CloudriderX.
    Posted in: Custom Card Creation
  • posted a message on Yes, I made "wedge" charms. Too good perhaps? <-edited more
    Quote from Sigismond0
    For Ziff Charm, you need to modify two of the abilities, because it currently has five options:

    Sift
    Magma Spike
    Thunderclap
    Squelch
    The rest of Stifle

    You'll notice that charms tend to avoid having abilities like "destroy target artifact or enchantment" and that's to stop some charms from effectively having four abilities than three. Yes, Darigaaz's Charm has Lightning Bolt, but Naya Charm shows that charms have moved away from that school of thought.

    Overall I like what you've done.


    Thank you kindly, Sigismond. And you're absolutely right. I'll give it a shake.
    Edit: Simpified it to:
    Ziff Charm URG <-New version
    Instant (U)
    Choose one—Target player draws three cards then discards a card at random;
    or Ziff Charm deals 4 damage to target player; or counter target
    activated ability.
    “Anything stymieing our pursuit will be met with fire or ice. Or, if both
    elements must be summoned, a mad, seething pother! Perhaps I could add a
    third ingredient for a real treat.”
    —Lornwel the Daft
    Posted in: Custom Card Creation
  • posted a message on Yes, I made "wedge" charms. Too good perhaps? <-edited more

    Add to that the fact that my advice (in which I actually mentioned charms IIRC) wasn't heeded in the previous thread for reasons that I was supposed to "read up" on (but didn't find, btw), you'll see why I'm inclined to restrict myself to superficial observations.

    I'm not going to call any of those overpowered. I just wonder what makes you call out that specific charm, when there is at least one other that seems to rival its power on paper.


    I've gotten to work and you'll see a few proposed changes in my first post.
    I'd love some feedback. Grin

    And as for the link, (which at least worked as a link right?) my intention
    was that for one, you could see if I'd overlapped too much with the battle-
    mages abilities and the charm's choices. Not that the charms were there—
    it's a different thread altogether. Does that make sense?

    My other intent, though I didn't specify because I thought it may additionally
    confuse, was that you could get a feel for the five "wedge" groups. The first spoiler tag there has the identity of each one described briefly. Did you get to read it?
    If you'd like further identity for what I'm doing there's a thread with mythic
    legendary "commanders" which, once altered, went over fairly well. Just let
    me know.
    And in all this, I thank you. As you're the one taking the time to help me out. Cookie
    Posted in: Custom Card Creation
  • posted a message on Yes, I made "wedge" charms. Too good perhaps? <-edited more
    Hey, I'm glad you brought up the question of "fit." What's the best way, Secret Infiltrator or others, to check this? Either a browser option or mac option, please.

    Still could use an answer, kind folks, about the best way to check if a card's text will fit in the box, including flavor text. In English. Thanks!
    Posted in: Custom Card Creation
  • posted a message on Yes, I made "wedge" charms. Too good perhaps? <-edited more
    I've had these a long time but they've shifted and changed. Now I believe they
    fit their group's philosophies fairly well as well as play nicely. My only big
    question is: is Ziff Charm too friggin' good? How abaout Xoong? Monocle

    Tullu Charm WBR <--fixing the third option.
    Instant (U)
    Choose one—Target permanent is indestructible this turn (Effects that say
    "destroy" don't destroy that permanent. An indestructible creature can't be
    destroyed by damage.)
    ; or put a 2/2 white and black Thrull creature token
    onto the battlefield; or Tullu Charm deals damage to target player equal to the number of cards in that player's hand.
    Are you willing to pay with your life, your afterlife? Then begone!
    or
    Tullu Charm WBR <--fixing the third option.
    Instant (U)
    Choose one—Target permanent is indestructible this turn (Effects that say
    "destroy" don't destroy that permanent. An indestructible creature can't be
    destroyed by damage.)
    ; or put a 2/2 white and black Thrull creature token
    onto the battlefield; or target creature gets +1/+0 and gains intimidate until end of turn (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
    (I kind of like this version for a multicolored set.)
    Earlier version:
    Tullu Charm WBR
    Instant (U)
    Choose one—Target permanent is indestructible this turn (Effects that say
    "destroy" don't destroy that permanent. An indestructible creature can't be
    destroyed by damage.)
    ; or put a 2/2 white and black Thrull creature token
    onto the battlefield; or sacrifice a creature. Tullu Charm deals damage equal to
    the sacrificed creature’s power to target creature or player.
    Are you willing to pay with your life, your afterlife? Then begone!

    Ziff Charm URG <-New version now. Nice and neat.
    Instant (U)
    Choose one—Target player draws three cards then discards a card at random; or Ziff Charm deals 4 damage to target player; or counter target activated ability.
    “Anything stymieing our pursuit will be met with fire or ice. Or, if both
    elements must be summoned, a mad, seething pother! Perhaps I could add a
    third ingredient for a real treat.”
    —Lornwel the Daft
    Ziff Charm URG <-Was new version
    Instant (U)
    Choose one—Target player draws three cards then discards a card at random; or Ziff Charm deals 3 damage to target creature or player; or counter target
    activated or triggered ability.
    “Anything stymieing our pursuit will be met with fire or ice. Or, if both
    elements must be summoned, a mad, seething pother! Perhaps I could add a
    third ingredient for a real treat.”
    —Lornwel the Daft

    Oldest version:
    Ziff Charm URG
    Instant (U)
    Choose one—Look at the top three cards of your library. Put one of them into
    your hand and the rest into your graveyard; or Ziff Charm deals 3 damage to
    target creature or player; or counter target activated or triggered ability.
    “Anything stymieing our pursuit will be met with fire or ice. Or, if both
    elements must be summoned, a mad, seething pother! Perhaps I could add a
    third ingredient for a real treat.”
    —Lornwel the Daft
    Balvalry Charm BGW
    Instant (U)
    Choose one—Target creature gets -3/-3 until end of turn; destroy all
    enchantments; or prevent all damage that sources of the color of your choice
    would deal this turn.
    “We hold the promise of disillusionment, true freedom from yourself and
    others.”
    —from ”The Willbreaker’s Codex,” introduction


    Ejár Charm RWU
    Instant (U)
    Choose one—Creatures you control get +1/+0 and gain first strike until end of
    turn (They deal combat damage before creatures without first strike.); or
    destroy all artifacts with converted mana cost 3 or less; or counter target
    noncreature spell.
    A sleek spear, a strong hammer, or an open palm. Each can rally, each can
    conquer.


    Xoong Charm GUB <-Changed blue ability to be less brutal.
    Instant (U)
    Choose one — Distribute two +1/+1 counters among one or two target
    creatures; or counter target spell with converted mana cost 2 or less; or
    remove all counters from target permanent.
    Old Version:
    Xoong Charm GUB
    Instant (U)
    Choose one — Distribute two +1/+1 counters among one or two target
    creatures; or counter target creature spell; or remove all counters from target
    permanent.
    Do unto others first before they do unto you.
    Posted in: Custom Card Creation
  • posted a message on Tired of my "wedge" set yet? If not, a few cycles.
    An olive branch for those against land destruction. Removed the 2 life loss.
    Perhaps:
    Stench of Death 2BB
    Sorcery (U)
    Destroy target blue or red creature. Its controller discards a card at random.

    ??

    Or just make it like Deathmark.

    Stop the Heart B
    Sorcery (U)
    Destroy target blue or red creature.

    Mmm that one kinda feels good. I had considered it before but thought it'd become way too tourney-needed in the SB. Wink
    Posted in: Custom Card Creation
  • posted a message on Tired of my "wedge" set yet? If not, a few cycles.
    The idea behind this battlemage is very reminiscent of the original Rav-Guildmages. As such here are some considerations:
    It's a nice idea to have for a CDE shard a C-creature with a CD and CE activated ability. It makes sense in a similar way as the two monocolored abilities on the hybrid guildmages made sense.
    In general a creature that needs much mana of one color for rapeated use of an activated ability doesn't need to have a color intensive cost. :3mana::symw: might be enough - usually for a battlemage I would tend even towards :2mana::symw: for 2/2.
    The two abilities could have symmetric costs - it requires some more fiddling with the effects, but NCD and NCE looks better than MCD and NCE.
    Lastly: I see what you did there to create a multicolored effect, but every "or" and "and" takes away from the feeling of "one effect for CD, one effect for CE" and makes an individual effect feel like two options; for a similar reason the modes of charms usually don't say "1 damage to target creature or player", but restrict the damage to either creature or player - whatever fits the charm most.

    There are endless versions that would make sense, but I would look at this one more favorably:

    Tullu Battlemage :3mana::symw:
    Creature - Human Wizard
    :1mana::symr::symw:: ~ deals 1 damage to target creature. Gain 1 life.
    :1mana::symw::symb:: Target player loses 1 life. Gain 1 life.
    3/3


    Though I appreciate the hard effort, and I like your design as a more uncommon feel {e}, I've already "locked them in." Check out my other battlemage thread to see why I'd like them a bit less predictable. I'm saving predictability for others cycles aplenty, though. No worries. Cool
    Posted in: Custom Card Creation
  • posted a message on Tired of my "wedge" set yet? If not, a few cycles.
    Quote from Noatz
    Uncoiling Tendrils, and to a lesser extent Breakthrough Procedure do not fit particularly well with the other three cards in the cycle. It's a fine idea to have the cycling produce a scaled down or temporary version of the enchantment's effect, but Tendrils does two different, albeit related, things. To be honest the black green card could have the effect the black-white one currently has and it would feel more in character. Black-white combinations have traditionally given more focus to destroying things than returning them.


    I've tested them with my wife, and we've made peace that although, yes they don't function exactly the same, especially tendrils I know, that the concept and feel of what you're doing with them works. At least for us. I could use some more feedback on this. I'm often a purist at heart too, but I'm starting to learn about this whole "flavor and feel" business Maro has been espousing and I think he's got a point.

    The only reason I can't give the WB to the BG is that it would clash with the BWG ability in the set and Tendrils is in that "wedge." And don't worry, have you seen my:
    Tullu Battlemage 2WW
    Creature—Human Wizard (R)
    2RW: Tullu Battlemage deals 1 damage to target creature or player. Gain 1 life.
    3WB: Destroy target creature or enchantment with converted mana cost 2 or less.
    You will find me as a friend as I turn your faults to failures.
    3/3
    from another post? Hee Hee I love her so much.
    Posted in: Custom Card Creation
  • posted a message on Tired of my "wedge" set yet? If not, a few cycles.
    Quote from Michealin
    In general, I dislike allied color hate for some reason. Rumblings, in particular, irks the hell out of me because black doesn't get land destruction.


    Oh, you. Pig on Bicycle I still remember as a naïve new player selling my
    Sinkholes for Abominations. :sadcool:.
    I guess I've always enjoyed some type of hate.

    Anywho, I suggest checking out my first "wedge set" post, http://forums.mtgsalvation.com/showthread.php?t=447804.
    It's got a bit of desciption near the top in a spoiler tag.

    As for black having land destruction? Can't argue with the facts, man. :dance:.
    Hey, I do appreciate someone with strong beliefs, Michealin. Don't feel like
    you can't help out. Wink

    And if it makes you feel any better my set also has:
    Pyromancer's Residuum 2R
    Sorcery (U)
    Destroy target nonbasic land.
    Supercharge—If only R, and no colorless mana, was spent to cast Pyromancer's Residuum, it deals 1 damage to each nonflying creature that land's controller controls.
    Sorry I burned down your village. Here's some—there's a dragon right over that ridge!
    Posted in: Custom Card Creation
  • posted a message on Tired of my "wedge" set yet? If not, a few cycles.
    Now of course to be fair, all I've shared so far have been cycles. Monocle

    These have yet to gain their flavor text, so they're a little dry. Cough.

    I'll begin with this odd rare hybrid enchantment cycle (used to be leylines)... with cycling. I'm a bit concerned for the wording on the last one btw. Also, there's a bit of a sorcery theme keeping the U/R mana one from including instants:
    Reeling Beacon 2:symwb::symwb::symwb:
    Enchantment (R)
    At the beginning of your upkeep, you may return target creature card from your graveyard to your hand.
    Cycling 1:symwb::symwb: (1:symwb::symwb:, Discard this card: Draw a card.)
    When you cycle Reeling Beacon, you may return target creature card from your graveyard to your hand.

    Conjuring Practice 4:symur::symur::symur:
    Enchantment (R)
    Whenever a player casts a sorcery spell, you may copy that spell. You may choose new targets for the copy.
    Cycling 2:symur::symur: (2:symur::symur:, Discard this card: Draw a card.)
    When you cycle Conjuring Practice, you may copy target sorcery spell. You may choose new targets for the copy.

    Uncoiling Tendrils 1:symbg::symbg:
    Enchantment (R)
    Discard a Swamp card: Target creature gets -1/-1 until end of turn.
    Discard a Forest card: Add G to your mana pool.
    Cycling XB/G mana (X:symbg:, Discard this card: Draw a card.)
    When you cycle Uncoiling Tendrils, you may reveal the top X cards of your library. Put all Swamp cards and Forest
    cards revealed in this way into your hand and the rest into your graveyard.

    Punitive Vortex 2:symrw::symrw::symrw:
    Enchantment (R)
    Whenever a creature deals combat damage to you, it deals that much damage to itself.
    Cycling 1:symrw::symrw: (1:symrw::symrw:, Discard this card: Draw a card.)
    When you cycle Punitive Vortex, until end of turn, whenever a creature deals
    combat damage to you, it deals that much damage to itself.

    Breakthrough Procedure 1:symgu::symgu:
    Enchantment (R)
    Whenever a permanent would enters the battlefield under your control with a counter on it, you may have it enter
    the battlefield with an additional counter on it of each type of counter.
    Cycling 1G/U mana (1:symgu:, Discard this card: Draw a card.)
    When you cycle Breakthrough Procedure, for each type of counter on target permanent, you may put an additional
    counter of that type on that permanent.
    This is a rare sorcery cycle which is improved by playing with an "enemy" color. Is Past Experiences with two colors too punishing?:
    Servant Beckoning 2WW
    Sorcery (R)
    Put two white and black 2/2 Thrull creature tokens onto the battlefield. If B or R were
    spent to cast Servant Beckoning, each player sacrifices two permanents.

    Essential Pursuit 3U
    Sorcery (R)
    Each player discards his or her hand, then draws three cards. If R or G were spent to
    cast Essential Pursuit, you may exile any number of cards in your hand. Put a 3/1 red and green
    Elemental creature token with trample onto the battlefield for each
    card exiled in this way.

    Worm Food 3BB
    Sorcery (R)
    Destroy all creatures. If W or G were spent to cast Worm Food, gain 1 life for each creature destroyed in this way.

    Irgritt’s Hoofcall 6RR
    Sorcery (R)
    Put three 3/3 red Minotaur creature tokens onto the battlefield. They gain haste until
    end of turn. If W or U were spent to cast Irgritt’s Hoofcall, you may tap all other creatures.

    Past Experiences 4GG
    Sorcery (R)
    Shuffle your graveyard into your library, then draw four cards. If U or B were spent
    to cast Past Experiences, you may put up to four target cards from an opponent’s graveyard on top
    of his or her library in any order. Then that opponent exiles his or her graveyard.
    Any good "wedge" set needs some "allied" color hate, right? A couple of these are predictable. In this case, predictable is good:
    Herald of Quetu 3WW
    Creature—Cat Knight (U)
    First strike (This creature deals combat damage before creatures without first strike.)
    Appease—When you sacrifice a creature for the first time this turn, destroy target green or blue permanent.
    3/3

    Spectacle of Resplendence 1W
    Sorcery (C)
    Tap all green and/or blue creatures.
    Cycling W (W, Discard this card: Draw a card.)

    Demur 1U
    Instant (U)
    Counter target white or black spell.

    Ignore Authority 1UU
    Instant (C)
    Put target white or black creature on top of its owner’s library.
    Cycling U (U, Discard this card: Draw a card.)

    Stop the Heart B
    Sorcery (U)
    Destroy target blue or red creature.

    Task of the Devils B
    Sorcery (C)
    Target opponent reveals his or her hand. You choose a blue or red card from it. That player discards that card.
    Cycling B (B, Discard this card: Draw a card.)

    Snake Skinner 1RR
    Creature—Viashino Scout (U)
    If ~ is blocking or blocked by a black or green creature, it gets +1/+1 and gains first strike until end of turn. (This creature deals combat damage before creatures without first strike.)
    2/2


    Freak Fry 2R
    Instant (C)
    ~ deals 5 damage to target black or green creature.
    Cycling R (R, Discard this card: Draw a card.)

    Lunging Wurm 4GG
    Creature—Wurm (U)
    When Lunging Wurm enters the battlefield, it deals 6 damage to each red and/or white creature with flying.
    GG: Lunging Wurm gains reach until end of turn. (It can block creatures with flying.)
    6/4

    Numbing Needlesticks G
    Instant (C)
    Red and/or white creatures deal no combat damage this turn.
    Cycling G (G, Discard this card: Draw a card.)


    As usual, thanks for reading and I'll get back to you as soon as I'm able. Smileup
    Posted in: Custom Card Creation
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