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My Card Ideas
By Kirsin Koch
Recently, Chaos Turtle and a few others came with the idea to make their own cards for Apprentice and patch them in. For the longest time, I've been collecting card ideas from around the 'net and I'd like to share them with you.

Some of the ideas are not my own, but I can't give credit because of the shear numbers of contributors. Also, some do not fit with the following storyline but I felt needed to be made. These I made on my own since I am such a Fallen Empires fan. Also, all of these cards are untested and may have unforseen interactions. I feel most of these are extremely balanced. Although others may notice something I don't.

The storyline is something I feel WotC truly needs to explore, if not my version, then another where the Homelands open-ended history if finally cleared up. So here goes:

The Baron Sengir has finally moved through the portal in the bowels of his castle with an army of undead and lycanthropes. The lands on the other side of the portal are on Dominia. The Scathe/Olesian/Nalathni areas to be exact (I wanted to chose something that hadn't been explored yet). Baron Sengir's invasion happens on the coat-tails of the Phyrexian invasion, so a lot of peoples are still recovering from war.

White is represented by the Church of the Chalk Hand. These warrior-priests were the spiritual and physical salvation of their people since the beginning of the invasion of the Phyrexian invasion and aren't going to back down now.

Blue is unfortunately without a real theme in my collection. Mostly, it's just all the counterspell variations I've collected with a few other neat ideas thrown in.

Black is, of course, Sengir's army and represents his actions within the storyline. For instance, Sengir's Call is a representation of his deal with the necromancers of Scathe for their minions in exchange for some of his magical power.

Red is representative of the chaos and destructive forces of nature. Also, it is Nisrik's color. Nisrik is powerful task mage. He works entirely for his own mysterious ends. Nisrik's ideas of justice are balanced, but strangely random as to what he's actually judging. Many believe this person to be completely insane. In reality, he simply subscribes to the idea of Newton's first law of physics. "For every action, there is an equal and opposite reaction." In other words, power comes at a real cost. (Some of you may also notice that Nisrik is just my first name spelled backwards. My friends called me that back in my DM days. ) Many of you may notice my fascination with Kobolds. Yes, many of them suck, but isn't that the point? They're still fun for the casual player. Red is also all the direct damage variations I've collected.

Green is the color of Gaea's incarnation for this area. The Olesians are the people and creatures she protects. There are lots of interesting ideas here. I particularly like the attempts to push 2 casting cost creatures to the limit without breaking them totally.

The artifacts and lands are just plainly good ideas that I particularly liked. Many of the artifact creatures are of a different vein and I like them alot for the uniquity. But, in the interest of the storyline and theme, I've made a great many of them have something to do with the Phyrexians, Thran, or something else that's relevant if possible.

Feel free to let me know your thoughts and opinions. I'll feel free to heartily disagree with them! I don't have much flavor text if there's any at simply for the constraints of space. Eventually, I will add some in. Any good ideas that fit my story?

Alias Connaut 2W
Creature-Soldier Legend
All Soldiers gain "1: Target creature gains first strike."
2/2


Argivian Assassin 1W
Creature-Assassin
W, T: Return target artifact creature to it's owner's hand.
1/1


Captain of the Guard 1WW
Creature-Soldier
Attacking does not cause Soldiers to tap.
All Soldiers must block whenever able.
All Soldiers get +0/+1.
1/2


Chalk Circle W
Enchant Creature
When Chalk Circle comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect does not remove Chalk Circle.
W: Chalk Circle enchants target creature instead.


Chalk Hand Acolyte W
Creature-Cleric
WW, T: Destroy target black enchantment.
1/1


Chalk Hand Armsman 1WW
Creature-Knight
First Strike
When Chalk Hand Armsman comes into play, put a white 0/1 Squire token creature into play.
2/2


Chalk Hand Guardsman WW
Creature-Soldier
When Chalk Hand Guardsman comes into play, sacrifice a land.
First strike, protection from red
W: +1/+0
1/2


Chalk Hand Knight 1W
Creature-Knight
When Chalk Hand Knight comes into play, choose black or red. Chalk Hand Knight gains protection from the chosen color.
2/1


Chalk Hand Monk 2WW
Creature-Cleric
When Chalk Hand Monk comes into play, choose a color. Chalk Hand Monk gains protection from the chosen color.
2/3


Chalk Hand Phalanx WW
Creature-Knight
Flanking
2/2


Circle of Silence 1WW
Enchantment
Prevent all damage that would be dealt to you.
When you play a card, sacrifice Circle of Silence.


Crossbowman W
Creature-Soldier
Whenever Crossbowman attacks, it deals 1 damage to target creature or player.
0/1


Endurance 1W
Enchant Creature
Attacking does not cause enchanted creature to tap.
Enchanted creature gets +0/+1.


Energetic Recruit W
Creature-Soldier
At the beginning of your upkeep you may pay 1. If you do, Energetic Recruit gets +1/+0 until end of turn.
1/1


Enslaved Waracha W
Creature-Waracha
W: Warachan Slave gets +0/+1 until end of turn.
1/1


Faith or Valor 3W
Instant
Destroy target enchantment or artifact or put a white 2/1 Knight token creature with first strike into play.


Icatian Paladin 1WW
Creature-Knight
Protection from red
W, T: Destroy target Orc.
2/2


Icatian Refugees 1W
Sorcery
Put 4 white 0/1 Citizen token creatures into play. These creatures cannot attack or block.


Idolized Feline 1W
Creature-Cat
Idolized Feline comes into play with 9 Life counters.
Remove a Life counter from Idolized Feline: Regenerate Idolized Feline.
0/1


Jarren Skerrit 2WW
Creature-Legend
Jarren Skerrit has power and toughness equal to the number of white creatures you control.
*/*


Justified Execution W
Sorcery
Remove target black or red creature from the game.


Lydia Wynforth, Mayor of Trokair 2W
Creature-Townsfolk Legend
1: Add G or U to your mana pool.
W: Target Cleric, Dwarf, Elf, Merfolk, or Soldier gets +0/+1 until end of turn.


Oliver Farrell 2WW
Creature-Cleric Legend
All Clerics gain "If this creature attacks and isn't blocked, you may have it deal damage equal to it's power to target creature. If you do, this creature deals no combat damage this turn."
2/2


Patriotic Hymn 1WW
Enchantment
When Patriotic Hymn comes into play, choose a creature type. All creatures of the chosen type get +1/+1.


Rigorous Training 1W
Enchant Creature
Enchanted creature gets +1/+1 and first strike.


Selective Cleansing WWW
Sorcery
As an additional cost to play Selective Cleansing, sacrifice four lands you control.
Destroy all tapped lands.


Unicorn Steed WW
Creature-Unicorn
Cannot be blocked by red creatures.
2/2


Aether Drift 2UU
Sorcery
Until end of turn, any player may discard a creature card. If they do, that player draws a card. Play this ability as an instant.


Concentration Disruption U
Enchantment
At the end of each turn, each player must shuffle their library only once.


Crank U
Enchant Creature
As long as enchanted creature is an artifact creature, enchanted creature gets +2/+2.


Destructive Pixies U
Creature-Faerie
Flying
At the beginning of your upkeep, you may discard a blue card from your hand. If you don't, sacrifice Destructive Pixies.
Can only block creatures with flying.
3/1


Directed Feedback U
Instant
Counter target red or green spell unless it's controller pays an additional 2.


Disjunction 2U
Sorcery
For each enchantment in play, its controller pays 1 or sacrifices it.


Dissention 1U
Instant
Counter target spell. That spell's controller may untap all lands he or she controls.


Disruption or Resistance 3U
Instant
Counter target spell or put a blue 1/2 Drake token creature with flying into play.


Epiphany 1U
Sorcery
Each player may search his or her library for any card and put that card into his or her hand. All players then shuffle their library.


Failed Recollection U
Instant
Target opponent looks at your library and chooses any three cards. Put the chosen cards in your hand. Then shuffle your library.


Freshwater Homarid 3U
Creature-Homarid
Freshwater Homarid gains first strike if blocked by any red creatures.
3/3


Gale Force Winds 1UU
Instant
Counter target spell
At the beginning of your upkeep if Gale Force Winds is in your graveyard, you may pay 2UUU and place Gale Force Winds on top of your library.


Halting Vision 1UU
Instant
Counter target spell and look at target player's hand.


Ice Mephit UU
Creature-Imp
Flying
T, Sacrifice Ice Mephit: Return target creature to owner's hand.
1/1


Loopback U
Instant
If you control an island, you may play Loopback without paying its converted mana cost.
Untap target land.


Lucid Dreamer U
Creature-Wizard
U: Lucid Dreamer cannot be the target of spells or effects until end of turn.
1/1


Mana Flood 2U
Instant
Add U to your mana pool for each card you have in hand.


Marshall Volnikov 1UUU
Creature-Merfolk Legend
All Merfolk gain "T: Counter target spell unless that spell's caster pays 1."
2/3


Naga's Will UU
Enchantment
At the beginning of your upkeep, flip a coin and target opponent's calls it in the air. If the flip ends up in your favor, draw a card. Otherwise, target opponent may look at your hand or library and choose a card. Remove the chosen card from the game and shuffle your library.


Overconfidence U
Enchantment
During your draw phase, draw an extra card.
All your spells cost 1 more to cast.


Phantasmal Summonings 1UU
Sorcery
As additional cost to play Phantasmal Summonings, sacrifice any number of untapped islands.
Put into play an number of blue 1/2 Illusion token creatures equal to the number of islands you sacrificed to play Phantasmal Summonings.


Polar Behemoth 4U
Creature-Beast
Put a Ice counter on a land you control: Polar Behemoth gets +1/+1 until end of turn.
Lands with an Ice counter on them do not untap during your untap step.
3/3


Polar Flood UUUUU
Instant
Return all non-creature permanents to their owner's hand.


Prank 1U
Instant
Remove target permanent an opponent controls from the game. At the beginning of you next upkeep, return it to play under it's owner's control.


Procrastinate U
Instant
Counter target spell and return that card to its owner's hand.


Quenching Mist U
Instant
Until end of turn, all red spells cost 2 more to cast.


Reject 1U
Instant
As an additional cost to play Reject, discard a card from your hand.
Counter target spell.


Snatch X1U
Sorcery
Gain control of target artifact with a converted mana cost of X.


Sojourn 1UU
Sorcery
Shuffle target creature into it's owner's library.


Speedy Phantom 2UU
Creature-Illusion
Flying
You may play Speedy Phantom anytime you could play an instant.
UU: Return Speedy Phantom to your hand.
2/2


Swag 1UU
Sorcery
As an additional cost to play Swag, tap all islands you control. Lands tapped this way do not untap during your next untap step.
Gain control of target creature.


Telekinetic Grip U
Instant
Tap target creature. That creature does not untap during its controller's next untap step.


Temporal Wanderer 2U
Creature-Wizard
Flying
U, Return Temporal Wanderer to your hand: Draw a card.
1/1


Time Stop UUU
Sorcery
Take another turn after this one. You cannot play any spells during your next turn.


Turn the Tide XXU
Instant
Counter target spell with a converted mana cost of X. Draw X cards.


Warachan Savant UUUU
Creature-Waracha
All your spells have their converted mana cost reduced by 1.
1/2


Wizardly Traitor 2U
Creature-Wizard
T: Gain control of target creature. Target opponent gains control of Wizardly Traitor.
1/1


Wizards' Keep 1U
Enchant Land
You may only play Wizards' Keep on an island.
When Wizards' Keep comes into play, draw a card.
Whenever enchanted land is tapped for mana, that land produces an additional one colorless mana.


Abyssal Tax B
Instant
Each player sacrifices a creature.


Barbed-bone Skeleton BB
Creature-Skeleton
B: Barbed-bone Skeleton gets +1/+0 until end of turn. You may only pay BB this way each turn.
1/1


Dust Devil BB
Creature-Imp
Flying
T, Sacrifice Dust Devil: Target player discards a card. Use this ability as a sorcery.
1/1


Embalm 2B
Enchantment
Put target creature card in your graveyard into play with a +1/+1 counter and may not attack until it has been declared as a blocker.
Remove this creature from the game if Embalm leaves play.


Endrek Sahr, Master Breeder 2B
Creature-Wizard Legend
B, T: Target Thrull gets +1/+1 until end of turn.
BB, T: Search your library for any Thrull card with a converted mana cost of 2 or less and put that card into play.
1/2


Essence Drain 1BB
Sorcery
Essence Drain deals 1 damage to all creatures. You gain 1 life for each damage dealt in this way.


Evolved Wererat 1BB
Creature-Wererat
During your turn, Evolved Wererat gets +4/+1.
0/1


Fitful Corpse BB
Creature-Zombie
Haste
When Fitful Corpse comes into play, you lose 2 life.
At the end of any turn, if Fitful Corpse is in your graveyard, put Fitful Corpse into play.
2/2


Flock of Ravens BB
Creature-Bird
Flying
Remove a creature card in your graveyard from the game: Regenerate Flock of Ravens.
1/1


Full Moon 2BB
Enchantment
During your turn, all creatures you control get +3/+1.
During any other turn, all creatures you control get -4/-2.


Gluttonous Vampire 2BB
Creature-Vampire
Sacrifice Gluttonous Vampire: Destroy target nonblack creature. That creature cannot regenerate this turn.
2/3


Greedy Witch 1B
Creature-Wizard
Pay 1 life, T: Add B to your mana pool.
1/1


Grim Harvest BB
Sorcery
Until end of turn, all permanents you control gain "Sacrifice this permanent: Add B to your mana pool."


Irini's Witches 2B
Creature-Wizard
B: Target creature gains protection from green until end of turn.
1/2


Ivra Jursdotter 2B
Creature-Mercenary Legend
First strike, flanking
During your upkeep, the player that controls the most non-black creatures gains control of Ivra Jursdotter.
2/3


Jherana Rure 2B
Creature-Legend
B,T: Destroy target Thrull.
2/2


Lycanthropy 1B
Enchant Creature
Enchanted creature loses all abilities and becomes a 3/2 black creature that has "Sacrifice Lycanthropy: Regenerate creature Lycanthropy enchants."


Malignant Incubation 1B
Enchant Creature
Play only on a non-black creature you control.
At the beginning of your upkeep, put a Gestation counter on Malignant Incubation.
Remove 3 Gestation counters, sacrifice enchanted creature: Search your library for a black creature card and put that creature into play.


Mind Eater B
Creature-Horror
When Mind Eater comes into play, remove the top ten cards of your library from the game.
3/2


Necromancer's Acid 1BB
Enchant Creature
Enchanted creature loses all abilities and becomes a 1/1 Skeleton that has "0: Regenerate this creature."


Personal Executioner 1B
Creature-Assassin
T: Destroy target permanent you control.
1/1


Preemptive Measures BB
Sorcery
Target opponent discards a card. Search that player's library and choose a card. Remove the chosen card from the game.


Reeking Disfiguration BB
Enchant Creature
Enchanted creature gets +1/-1 and cannot be blocked except by black or artifact creatures.


Reek of Carrion 2B
Instant
All nonartifact, nonblack creatures get -2/-1 until end of turn.


Scathe Ratcatcher B
Creature-Minion
When Scathe Ratcatcher comes into play, put two black 1/1 Vermin token creatures into play.
At the beginning of you upkeep, you lose 1 life for each Vermin in play.
1/1


Sengir Emissary 2BB
Creature-Vampire
Sacrifice a creature: Put a +1/+1 counter on Sengir Emissary.
Remove a +1/+1 counter from Sengir Emissary: Target opponent loses 1 life and you gain 1 life.
2/2


Sengir's Ambush 2BB
Enchantment
When Sengir's Ambush comes into play, choose artifact, creature, or enchantment. Whenever a player plays a card of the chosen type, Sengir's Ambush deals 2 damage to that player.


Sengir's Bargain B
Sorcery
Choose two target creatures. Put a -1/-1 counter on one creature and a +1/+1 on the other.


Sengir's Call 3BB
Sorcery
Remove all creature cards from target player's library and put them into play under your control. Then pay X life where X is the total toughness of all creatures put into play in this way.


Sengir's Casket 1BB
Enchantment
B, Sacrifice a creature: Put a Tomb counter on Sengir's Casket.
X, Remove X Tomb counters from Sengir's Casket, Sacrifice Sengir's Casket: Put X creatures in your graveyard into play under your control.


Sengir's Harvest BBB
Sorcery
All players remove all creature cards in their graveyard from the game and shuffle their graveyard into their library. Each player puts X black 1/1 Vampire token creatures into play where X is equal to the number of creature cards that player removed from the game.


Skeletal Constrictor 2B
Creature-Skeleton
Trample
All creatures blocking Skeletal Constrictor gain first strike.
4/2


Thrull Cleric 3B
Creature-Thrull
Protection from white
Sacrifice a Thrull, B, T: Add BBB to you mana pool.
2/2


Tyrannical Occupier 2BB
Creature-Minion
All creature's target player controls get -1/-1.
Any player may sacrifice 2 creatures to destroy Tyrannical Occupier.
2/1


Veldrane's Recruits 1B
Creature-Undead Elf
At the beginning of your upkeep, you may pay G. If you do not, Veldrane's Recruits deal 1 damage to you.
B: Regenerate Veldrane's Recruits.
G: Veldrane's Recruits gain forestwalk until end of turn.
2/1


Warachan Assassin 2B
Creature-Waracha Assassin
Whenever any creature blocks Warachan Assassin, destroy that creature at end of turn.
3/1


Wererat B
Creature-Wererat
During your turn, Wererat gets +2/+1.
0/1


Wererat Assassin 1BB
Creature-Wererat Assassin
Whenever a creature is damaged by Wererat Assassin, put a +1/-1 counter on it.
During each player's upkeep, put a +1/-1 on any creature previously damaged by a Wererat Assassin.
2/2


Werewolf Pack 4B
Creature-Werewolf
During your turn, Werewolf Pack gets +5/+2.
2/2


Zombie Assassin B
Creature-Zombie Assassin
T, Remove a creature card in a graveyard from the game: Put a black 0/1 Zombie token creature into play under your control.
0/1


Ambush 1RR
Instant
As an additional cost to play Ambush, tap target untapped creature you control.
Ambush deals an amount of damage equal to the tapped creature's power to another target creature.


Chain Thunder RR
Sorcery
When you play Chain Thunder, you may pay 1 life and search your library for another Chain Thunder and put that card into your hand. Then shuffle your library.
Chain Thunder deals 2 damage to target creature or player.


Chaos Thrust RRR
Sorcery
Choose a card at random from target player's hand. If it is not a land, do X damage to target creature or player, where X is the converted mana cost of the chosen card.


Chaotic Lightning R
Instant
Chaotic Lightning deals 3 damage divided among any number of target creatures and/or players and 3 damage to you.


Cinder Cloud 1R
Instant
Cinder Cloud deals 2 damage to target creature or player.
At the beginning of your upkeep, if this card is in your graveyard, you may pay 1R and remove it from the game to have Cinder Cloud deal 2 damage to target creature or player.


Covetous Orc 1R
Creature-Orc
Covetous Orc cannot attack unless defending player controls an artifact.
2/3


Decisive Efreet 3RR
Creature-Efreet
Flying
Decisive Efreet cannot block.
Each creature you control attacks each turn if able.
5/5


Dimensional Blade 1RR
Instant
As an additional cost to play Dimensional Blade, discard a card.
Dimensional Blade deals damage to target creature or player equal to the discarded card's converted mana cost.


Dull-witted Goblin R
Creature-Goblin
All creatures blocking or blocked by Dull-witted Goblin gain first strike.
2/1


Dull-witted Ogre 1RR
Creature-Ogre
Trample.
Whenever Dull-witted Ogre attacks, target opponent gains control of it until end of turn.
"Sometimes it forgets to come back."
4/2


Dung-ball Kobolds 0
Creature-Kobold
When Dung-ball Kobolds comes into play, it is a red creature.
BB: Return Dung-ball Kobolds to your hand. Use this ability only if Dung-ball Kobolds is in your graveyard.


Dwarven Foreman R
Creature-Dwarf
T: Target creature gains haste until end of turn.
1/1


Errant Kobold 0
Creature-Kobold
When Errant Kobold comes into play, it is a red creature.
Errant Kobold cannot attack if any other creatures are attacking.
Errant Kobold gets +1/+0 when attacking.
0/1


Fire or Fury 3R
Instant
Fire or Fury deals 3 damage to target creature or player or put a red 2/1 Goblin token creature with haste into play. Any creatures damaged by Fire and Fury cannot regenerate this turn.


Flailing Kobold R
Creature-Kobold
1: Flailing Kobold gets +1/+1 until end of turn. Any player may use this ability.
1: Flailing Kobold gets -1/-1 until end of turn. Any player may use this ability.
1/1


Flame Spurt 1R
Instant
Flame Spurt deals 4 damage to target creature or player and 4 damage to you.


Flowstone-armored Kobold 0
Creature-Kobold
When Flowstone-armored Kobold comes into play, it is a red creature.
R: Flowstone-armored Kobold gets +1/-1 for each Kobold in play.
0/1


Flowstone Strands 1R
Enchant Land
Play only on a land you control.
Enchanted land becomes a 3/1 red creature that still counts as a land.


Forest Fire R
Instant
As an additional cost to play Forest Fire, sacrifice a forest.
Add RRR to your mana pool.


Geothermal Geyser 2R
Enchantment
Geothermal Geyser comes into play with 3 Energy counters on it.
At the beginning of your upkeep if Geothermal Geyser has no Energy counters on it, sacrifice it.
Remove an Energy counter from Geothermal Geyser, 1R: Geothermal Geyser deals 2 damage to target creature or player.


Goblin Brat 1R
Creature-Goblin
When Goblin Brat comes into play, choose a permanent target player controls and that opponent chooses a permanent you control. Each player sacrifices the choosen permanent.
"I WANTS IT!"
1/1


Goblin Tactician 3R
Creature-Goblin
All Goblins gain mountainwalk and "Sacrifice this creature: This creature deals 1 damage to target creature or player."
2/1


Goblin War Hog R
Creature-Beast
If Goblin War Hog damages a player, sacrifice it at end of turn.
When Goblin War Hog is put into the graveyard from play, it deals 1 damage to target creature or player.
2/1


Halberd Guard RR
Creature-Guard Soldier
First Strike
2/1


Inferno Wanderer 2R
Creature-Spirit
Flying
R, Return Inferno Wandererto your hand: Inferno Glider deals 1 damage to target creature or player. Use this ability only at the beginning of your upkeep.
1/1


Magma Burst 1R
Instant
Magma Burst deals 4 damage to target attacking creature without flying.


Mana Storm R
Sorcery
All players reveal the top card of their library and compare the converted mana cost. The player with the highest converted mana cost may have Mana Storm deal damage equal to that amount to all other players. If any players have the same converted mana cost, Mana Storm deals that amount of damage to all players instead.


Nisrik's Justice RR
Sorcery
As an additional cost to play Nisrik's Justice, sacrifice two mountains.
Nisrik's Justice deals four damage divided as you choose among any number of target creatures and/or players.


Rabid Jackal RR
Creature-Jackal
Haste
2/1


Rage R
Instant
Until end of turn, whenever target creature deals damage to a player, double that damage. Target creature cannot be the target of spells or abilities by you until end of turn.


Ruin R
Sorcery
As an additional cost to play Ruin, tap all mountains you control. Lands tapped this way do not untap during your next untap step.
Destroy target land.


Scalding Ground 2R
Enchant Land
Enchanted land gains "Sacrifice this land: This land deals 3 damage to all attacking creatures."


Scorch 1R
Instant
Scorch cannot be countered.
Scorch deals 2 damage to target creature or player.


Scuffle R
Instant
You and target opponent both choose a creature you control. Tap both creatures and they deal damage equal to their power to the other creature.


Searing Intellect R
Instant
Choose artifact, creature, enchantment, or land and look at target opponent's hand. If the card type you picked is in your opponent's hand, Searing Intellect deals 3 damage to target creature or player.


Snaggleclaw, Kobold Warchief R
Creature-Kobold Legend
As long as all Kobolds you control are not attacking or blocking, all Kobolds get +1/+1.
0/1


Silent Assault 1R
Instant
Put a creature card from your hand into play. That creature gains haste. At end of turn, remove that creature from the game.


Sparkling Entity 1R
Creature-Spirit
Haste
When Sparkling Entity comes into play, it deals 1 damage to target creature or player.
2: Return Sparkling Entity to your hand. Use this ability only at the beginning of your upkeep.
1/1


Tectonic Shift 1RR
Sorcery
Destroy all Walls.


Thieving Goblin R
Creature-Goblin
T: Look at the top card of target opponent's library. If that card is an artifact, put into play under your control. Otherwise, sacrifice Thieving Goblin.
1/1


Thunderball R
Creature-Elemental
Haste, trample
At end of any turn, sacrifice Thunderball.
If Thunderball is put into any graveyard from play, it deals 3 damage to it's controller.
3/1


Thundershower XR
Instant
Thundershower deals 1 damage to X target creatures and/or players.


Warachan Mercenary 1R
Creature-Waracha Mercenary
At the beginning of any upkeep, any player may pay 2 or 2 life. If that any player does this, that player gains control of Warachan Mercenary.
3/2


Woodenclaw Kobold R
Creature-Kobold
Woodenclaw Kobold cannot block any creature with a power that is equal to or greater than Woodenclaw Kobold's toughness.
1/1


Arboreal Guard G
Creature-Elf
T, Sacrifice Arboreal Guard: Target forest you control becomes a 2/2 green creature that counts as a Treefolk. That card still counts as a land.
1/1


Clarity or Brutality 3G
Instant
Target creature gets +4/+4 until end of turn or put a green 3/2 Ape token creature into play.


Creeping Vines 1G
Creature-Wall
When Creeping Vines is put into your graveyard from play, put two green 0/2 Vine token creatures that count as a wall into play.
0/4


Cultivation 1G
Enchant Land
Whenever enchanted land is tapped for mana, it produces an additional G.
0: Return Cultivation to owner's hand.


Deevolving Wurm 2GG
Creature-Wurm
At the beginning of your upkeep, you may pay GG. If you do not, sacrifice Deevolving Wurm and put a green 1/1 Ooze token into play.
5/5


Faery Ring GGG
Enchant Creature
Target creature enchanted by Faery Ring cannot attack or block and does not untap during it's controller's untap phase.


Fungal Incubator 3GG
Enchantment
GGG: Put a green 1/1 Saproling token creature into play.


Gaea's Armor XGG
Enchant Creature
Echo
When Gaea's Armor comes into play, put X +1/+1 counters on enchanted creature.
When Gaea's Armor leaves play, remove all +1/+1 counters from enchanted creature.


Gaea's Bargain 2GGG
Enchantment
Skip you draw step.
At the beginning of your upkeep, you may pay X amount of mana equal to the number of creatures you control. If you do, draw X cards.


Gaining Ground 1G
Enchantment
When Gaining Ground comes into play, choose an opponent.
At the beginning of the chosen opponent's main step, you may put a land card in your hand into play.


Havenwood Treefolk 2GGG
Creature-Treefolk
At the beginning of your upkeep, put a fungus counter on Havenwood Treefolk.
All Saprolings get +1/+1.
Remove 3 fungus counters from Havenwood Treefolk: Put a green 1/1 Saproling token creature into play.
3/4


Interference Buffer 1G
Sorcery
Interference Buffer cannot be countered.
The next creature you play this turn cannot be countered.


Intrepid Wanderer 1G
Creature-Elf
Non-basic landwalk
1/1


Leaf-tender G
Creature-Elf
When Leaf-tender comes into play, add G to your mana pool.
1/1


Metabolic Growth GG
Instant
Target creature gets +3/+3 and trample until end of turn.


Mutant Crocodile GG
Creature-Crocodile
Mutant Crocodile gets +1/+0 for each swamp your opponent controls.
Cannot be the target of black spells or effects.
1/1


Natural Conquest G
Sorcery
You may play an additional land this turn.
Draw a card.


Natural Enemity 1G
Enchant Creature
When Natural Enemity comes into play, choose a creature type.
As long as your opponent controls any creatures of the chosen type, enchanted creatures gets +3/+1.


Nest of Squirrels XGG
Sorcery
Put X 1/1 green Squirrel token creatures into play.


Night Watch GG
Creature-Elf
Protection from black
Black creatures and enchantments cost 1 more to cast.
1/1


Olesian Beastmaster G
Creature-Spellshaper
Discard a card, 1G, T: Put a green 2/2 Bear token creature into play.
1/1


Olesian Dervish G
Creature-Elf
If Elvish Dervish is not blocked and deals combat damage to an opponent, put a +1/+1 counter on Elvish Dervish at end of turn.
1/1


Olesian Troll GG
Creature-Troll
Olesian Troll cannot be targeted by spells or effects you control.
3/2


Olesian Shaper G
Creature-Elf
Sacrifice Olesian Shaper, T: Add GGG to your mana pool.
1/1


Outcast Djinn 3G
Creature-Djinn
Outcast Djinn gets -1/-1 as long as you control any other creatures.
4/5


Outcast Troll G
Creature-Troll
Outcast Troll gets -1/-1 as long as you control any other creatures.
2/2


Pilfering Vines 1G
Creature-Wall
Whenever Pilfering Vines blocks, draw a card.
0/2


Pond Scum 1GG
Creature-Fungus
Islandwalk, swampwalk
U: Target land becomes an island until end of turn.
B: Target land becomes a swamp until end of turn.
1/1


Rabid Rage 1G
Enchant Creature
Enchanted creature gets +3/+3 and trample.
If enchanted creature is blocked, sacrifice it at end of combat.


Rainbow Guardians 1G
Creature-Elf
T: Add one mana of any color to your mana pool.
1/1


Selective Aura G
Enchantment
Skip drawing a card: Search your library for a basic land and reveal it to all players. Put that card in your hand and shuffle your library.


Slumbering Wolverine GG
Creature-Beast
Trample
At the beginning of your upkeep, remove a Sleep counter from Slumbering Wolverine.
Slumbering Wolverine cannot attack as long as there are any Sleep counters on it.
Whenever Slumbering Wolverine attacks, put 2 Sleep counters on Slumbering Wolverine.
4/2


Vine Maze 1GG
Enchantment
At the beginning of your upkeep, you may pay 1GG. If you do not, sacrifice Vine Maze.
Blue and black creatures do not untap during their controller's untap step.


Wall of Seedlings G
Creature-Wall
Sacrifice Wall of Seedlings: Add GG to your mana pool.
0/3


Warachan Druid 2GG
Creature-Waracha
Warachan Druid has * equal to the number of forests you control.
*+1/*-1


Wurm Pack 1GGG
Creature-Wurm
Whenever Wurm Pack is declared as an attacker, target opponent may reveal any number of cards in his or her hand. If that opponent has any creature cards there, Wurm Pack gets -1/-1 until end of turn.
4/4


Death Spores 2GB
Sorcery
Destroy target creature. Put X green 1/1 Saproling token creatures into play under that creature's controller's control where X is the destroyed creature's converted mana cost.


Drider 2GBB
Creature-Elf Spider
At the beginning of your upkeep, flip a coin and target opponent calls it in the air. If the flip ends up in your favor, Drider cannot be the target spells or effects until your next upkeep.
Drider can block as if it had flying.
4/4


Drow Elf GB
Creature-Elf
T: Add B to your mana pool.
Drow Elf cannot be the target of spells or effects.
1/1


Drow Warrior GBB
Creature-Elf
Drow Elf cannot be the target of spells or effects unless it attacked this turn.
3/2


Fireblight 3RB
Sorcery
Destroy all tapped lands.


Sengir's Chalk Hand Rebels BW
Creature-Vampire Cleric
1: Sengir's Chalk Hand Rebels gain first strike until end of turn.
BW: Sengir's Chalk Hand Rebels get +1/+0 until end of turn.
2/1


Soulsnatcher BU
Creature-Wizard
When Soulsnatcher comes into play, you may pay the converted mana cost of target creature and remove Soulsnatcher from the game. If you do, gain control of target creature.
1/2


Tundra Wanderers 1GUU
Creature-Nomad
GUU, T: Search your library for a Waracha card with a converted mana cost of 3 or less and put that card into play. Then shuffle your library.
1/3


Twisted Elf 1GB
Creature-Elf
Shadow
1: Twisted Elf gets +1/+0 until end of turn. Target opponent gains control of Twisted Elf at end of turn.
2/2


Wrath of the Land GR
Sorcery
Until end of turn all lands gain "T: Deal 1 damage to target creature."


Apprentice Staff 1
Artifact
Sacrifice Apprentice Staff: Flip a coin and an opponent calls it in the air. If the flip ends in your favor, Apprentice Staff deals 3 damage to target creature or player. Otherwise, you lose 3 life.


Basalt Golem 0
Artifact Creature-Golem
Basalt Golem comes into play tapped.
Sacrifice Basalt Golem, T: Add B to your mana pool.
0/1


Bone Golem 4
Artifact Creature-Golem
If Bone Golem blocks or is blocked, you lose 1 life.
5/2


Chaos Detonator 4
Artifact
Chaos Detonator comes into play tapped.
2, T: Choose artifact, creature, enchantment, or land. Destroy all cards of the choosen type. They can't be regenerated. Remove Chaos Detonator from the game.


Clockwork Mastiff 2
Artifact Creature
1, T: Put a +0/+1 counter on Clockwork Mastiff.
3: Clockwork Mastiff gets +2/+0 until end of turn.
1/1


Cursed Mox Emerald 0
Artifact
Whenever an artifact is tapped, you lose 1 life.
T: Add G to your mana pool and lose 1 life.


Cursed Mox Jet 0
Artifact
Whenever an artifact is tapped, you lose 1 life.
T: Add B to your mana pool and lose 1 life.


Cursed Mox Pearl 0
Artifact
Whenever an artifact is tapped, you lose 1 life.
T: Add W to your mana pool and lose 1 life.


Cursed Mox Ruby 0
Artifact
Whenever an artifact is tapped, you lose 1 life.
T: Add R to your mana pool and lose 1 life.


Cursed Mox Sapphire 0
Artifact
Whenever an artifact is tapped, you lose 1 life.
T: Add U to your mana pool and lose 1 life.


Emerald Gemstone 2
Artifact
When Emerald Gemstone comes into play, put a green 1/2 Elemental token creature into play.


Emulating Soldier 1
Artifact Creature
When Emulating Soldier comes into play, choose a creature type and a color. Emulating Soldier becomes that creature type and color.
2: Choose a creature type and color. Emulating Soldier becomes that creature type and color.
1/1


Erratic Clock 3
Artifact
At the beginning of the end step, the active player flips a coin and target opponent calls it in the air. If the flip ends up in the active player's favor, he or she takes another turn immediately after the current one is over.


Essence Chamber 3
Artifact
You may choose not to untap Essence Chamber during your untap step.
At the beginning of your upkeep, you lose 3 life.
2, T: Remove target creature you control from the game. At the beginning of your upkeep, you gain life equal to the removed creature's toughness.


Granite Golem 0
Artifact Creature-Golem
Granite Golem comes into play tapped.
Sacrifice Granite Golem, T: Add R to your mana pool.
0/1


Granite Monolith 1
Artifact
Pay 1 life, T: Add three colorless mana to your mana pool.
4: Untap Ganite Monolith.


Healthstone X
Artifact
Healthstone comes into play with X Health counters.
At the beginning of your upkeep, if Healthstone has no Health counters, sacrifice it.
Remove a Health counter, T: Gain 1 life.


Infinity Puzzle 1
Artifact
Infinity Puzzle comes into play tapped.
T, Shuffle Infinity Puzzle into its owner's library: Draw a card.


Jade Golem 0
Artifact Creature-Golem
Jade Golem comes into play tapped.
Sacrifice Jade Golem, T: Add G to your mana pool.
0/1


Jet Gemstone 2
Artifact
When Jet Gemstone comes into play, target opponent discards a card at random.


Jinxed Grimoire 1
Artifact
You cannot play any spells.
At the beginning of your upkeep, Jinxed Grimoire deals 2 damage to target creature or player.
3: Gain control of Jinxed Grimoire. Any player may use this ability.


Jinxed Mantel 2
Artifact
Whenever an opponent is dealt any damage, Jinxed Mantel deals an equal amount of damage to you.
Sacrifice a creature: Target opponent gains control of Jinxed Mantel.


Jinxed Scepter 0
Artifact
Jinxed Scepter comes into play tapped.
At the beginning of each upkeep, Jinxed Scepter deals 1 damage to you.
T: Jinxed Scepter deals 1 damage to target creature or player.
3, T: Target player gains control of Jinxed Scepter.


Khoenix 4
Artifact Creature
At the beginning of your upkeep, you may discard a card. If you don't, sacrifice Khoenix.
2: Prevent the next 1 damage that would be dealt to target creature.
2: Regenerate Khoenix.
4/4


Limestone Golem 0
Artifact Creature-Golem
Limestone Golem comes into play tapped.
Sacrifice Limestone Golem, T: AddU to your mana pool.
0/1


Lotus Seeds 0
Artifact
Target player gains control of Lotus Seeds: Add two mana of any one color to your mana pool. Each player may only use this ability once per turn.


Mana Well 0
Artifact
Sacrifice Mana Well, T: Untap two target lands.


Mana Reservoir 3
Artifact
Whenever a land is tapped for mana, that land produces an additional one colorless mana.


Mox Crystal 0
Artifact
T: Flip a coin and target opponent calls it in the air. If the flip ends in your favor, add one mana of any color to your mana pool. Otherwise, sacrifice Mox Crystal.


Mox Mirror 1
Artifact
Mox Mirror comes into play tapped.
T: Add one mana of any color equal to the color of any of target opponent's permanents.


Mox Quartz 1
Artifact
Power Crystal comes into play tapped.
T: Add 1 to your mana pool.


Nisrik's Behemoth 6
Artifact creature
Trample
If Reveka's Behemoth damage's any player, sacrifice it at end of turn.
9/9


Nisrik's Engine X
Artifact Creature
Trample
As an additional cost to play Nisrik's Engine, sacrifice X permanents.
Nisrik's Engine comes into play with X +1/+1 counters.
0/0


Nisrik's Ring 2
Artifact
3, T: Nisrik's Ring deals 2 damage to target creature or player and 1 damage to you.


Pearl Gemstone 2
Artifact
When Pearl Gemstone comes into play, you gain 3 life.


Phyrexian Digger 2
Artifact
Remove your hand from the game, T: Put target card in your graveyard on top of you library.


Phyrexian Exoskeleton 4
Artifact
2, T: Target creature you control gets +3/-3.


Phyrexian Statue 3
Artifact Creature
When Phyrexian Statue comes into play, you may discard a card and choose first strike, flying, or trample. If you do, Phyrexian Statue gains that ability.
2/2


Quartz Golem 0
Artifact Creature-Golem
Sacrifice Quartz Golem, T: Add W to your mana pool.
0/1


Ring of Greed 1
Artifact
Sacrifice an untapped land, T: Add two colorless mana to your mana pool.


Ruby Gemstone 2
Artifact
When Ruby Gemstone comes into play, Ruby Gemstone deals 2 damage to target creature or player.


Sapphire Gemstone 2
When Sapphire Gemstone comes into play, draw a card.


Sengir's Scrollrack 2
Artifact
X, T: Draw X cards. Then choose one card in your hand and remove the rest from the game.


Sentry Golem 2
Artifact Creature-Golem
Sentry Golem cannot attack unless target opponent controls any creatures.
2/2


Skeleton Engine 3
Artifact Creature
Haste
Skeleton Engine does not untap during your untap step.
Skeleton Engine must attack each turn if able.
3: Untap Skeleton Engine.
4/1


Thran Miner 3
Artifact
Sacrifice an untapped land, T: Add two mana of any one color the sacrificed land could produce to your mana pool.


Wind-up Soldier 2
Artifact Creature
At the beginning of each upkeep, you may pay 2. If you do not, Wind-up Soldier may not attack or block this turn.
2: Wind-up Soldier gets +1/+0 until end of turn.
2/2


Abandoned Temple
Land
T: Add one colorless mana to your mana pool.
1, T: Add W or B to your mana pool.


Ancient Archipeligo
Land
Ancient Archipeligo comes into play tapped.
Reveal any number of cards in your hand, T: Add U to your mana pool for each artifact card revealed in this way.


Ancient Bog
Land
Ancient Bog comes into play tapped.
Reveal any number of cards in your hand, T: Add B to your mana pool for each sorcery card revealed in this way.


Ancient Crags
Land
Ancient Crags comes into play tapped.
Reveal any number of cards in your hand, T: Add R to your mana pool for each instant card revealed in this way.


Ancient Prairie
Land
Ancient Prairie comes into play tapped.
Reveal any number of cards in your hand, T: Add W to your mana pool for each enchantment card revealed in this way.


Ancient Woodlands
Land
Ancient Woodlands comes into play tapped.
Reveal any number of cards in your hand, T: Add G to your mana pool for each land card revealed in this way.


Arcane spire
Land
All spells cost you an additional 1 to play.
2,T:draw a card.
"You mean you really need to go to the convenient store? First you have to take the stairs down 152 floors to the ground floor,then walk through the endless maze,then..."


Benthic Palace
Legendary Land
When Benthic Palace would come into play, discard your hand. If you do, put Benthic Palace into play. If you don't, put it into its owner's graveyard.
T: Add one colorless to your mana pool.
UU, T: Put a blue 1/1 Merfolk token creature with islandhome into play.


Boiling Lake
Land
T: Add one colorless mana to your mana pool.
1, T: Add U or R to your mana pool.


Chalk Cathedral
Land
T: Add one colorless mana to your mana pool.
T: All players may draw a card.


City of Gold
Land
City of Gold comes into play tapped with three Wealth counters.
Tap, remove a Wealth counter: Add one mana of any color to your mana pool.
3,Tap: Add a Wealth counter to City of Gold.


Cursed Pool
Land
When Cursed Pool comes into play, sacrifice an untapped island.
T: Add U or B to your mana pool.


Dark Tower
Land
Dark Tower comes into play tapped.
T: Add B to your mana pool.
T: Add BB to your mana pool and put a depletion counter on Dark Tower. Dark Tower deals 2 damage to you for each depletion counter on Dark Tower.


Dimensional Rift
Land
Dimensional Rift comes into play tapped.
When Dimensional Rift comes into play, choose a color.
T: Add one mana of the chosen color to your mana pool.
T: Return Dimensional Rift to your hand.


Diminishing Shore
Land
When Diminishing Shore comes into play, sacrifice an untapped plains.
T: Add W or U to your mana pool.


Endrek Sahr's Laboratory
Land
When Endrek Sahr's Laboratory would come into play, you may sacrifice a creature. If you do, put Endrek Sahr's Laboratory into play. If you don't, put it into your graveyard.
T: Add B to your mana pool.
BB, T: Put a black 1/1 Thrull token creature into play.


Enshrouded Lake
Land
T: Add one colorless mana to your mana pool.
1, T: Add U or G to your mana pool.


Eroded Mountainside
Land
When Eroded Mountainside comes into play, sacrifice an untapped island.
Eroded Mountainside comes into play tapped.
T: Add U or R to your mana pool.


Erupting Volcano
Land
Erupting Volcano comes into play tapped.
When Erupting Volcano comes into play, sacrifice all mountains you control. You may not play lands.
T: Add RR to your mana pool.


Explorer's Mine
Land
T: Add one colorless mana to your mana pool.
1, T: Exchange control of target basic land you control with target land target player controls.


Felwar Battleground
Land
T: Add one mana of any color an opponent's land can produce to your mana pool.


Fire-gutted Forest
Land
When Fire-gutted Forest comes into play, sacrifice a untapped mountain.
T: Add R or G to your mana pool.


Gentle Foothills
Land
T: Add one colorless mana pool to your mana pool.
1, T: Add W or R to your mana pool.


Guarded Citadel
Land
Comes into play tapped.
T: Add one mana of any color to your mana pool. You may not use this ability during your turn.


Guard Post
Land
When Guard Post comes into play, you may search your library for another Guard Post and put that card into your hand.
T: Add one colorless mana to your mana pool.


Hallowed Grove
Land
When Hallowed Grove comes into play, sacrifice an untapped plains.
T: Add W or G to your mana pool.


Hammerheim Stronghold
Legendary Land
T: Add R to your mana pool.
RR, T: Hammerheim Stronghold deals 2 damage to target attacking creature.


Hidden City
Land
Hidden City comes into play tapped.
T: Reveal your hand to target opponent. That player chooses a card there. Hidden City produces one mana of the color of the card choosen by your opponent.


Kher Keep
Legendary Land
Kher Keep comes into play tapped.
T: Add one colorless mana to your mana pool.
T: Put a red 0/1 Kobold token creature into play.


Necropolis of Sengir
Legendary Land
When Necropolis of Sengir comes into play, put a black 3/3 Graveborn token creature into play.
When Necropolis of Sengir leaves play, all Graveborn tokens are destroy and may not regenerate.
T: Add one colorless to your mana pool.


Overgrown Oaks
Land
Overgrown Oaks comes into play tapped.
When Overgrown Oaks comes into play, sacrifice all forests you control. You may not play lands.
T: Add GG to your mana pool.


Phyrexian Fane
Legendary Land
When Phyrexian Fane comes into play, you may sacrifice a swamp. If you do not, sacrifice Phyrexian Fane.
All non-token creatures you control gain "Sacrifice this creature: Put a black 1/1 Minion token creature into play and you lose 1 life."


Rainforest
Land
When Rainforest comes into play, sacrifice an untapped forest.
Rainforest comes into play tapped.
T: Add U or G to your mana pool.


Rising Sea
Land
Rising Sea comes into play tapped.
When Rising Sea comes into play, sacrifice all islands you control. You may not play lands.
T: Add UU to your mana pool.


Root-rotted Forest
Land
When Root-rotted Forest comes into play, sacrifice an untapped forest.
Root-rotted Forest comes into play tapped.
T: Add B or G to your mana pool.


Sacred Battlefield
Land
When Sacred Battlefield comes into play, sacrifice an untapped mountain.
Sacred Battlefield comes into play tapped.
T: Add W or R to your mana pool.


Sanctified Graveyard
Land
When Sanctified Graveyard comes into play, sacrifice a swamp.
Sanctified Graveyard comes into play tapped.
T: Add W or B to your mana pool.


Sinking Bog
Land
Sinking Bog comes into play tapped.
When Sinking Bog comes into play, sacrifice all swamps you control. You may not play lands.
T: Add BB to your mana pool.


Spore Fields
Land
Spore Fields comes into play tapped.
T: Add G to your mana pool.
1G, T: Put a green 1/1 Saproling token creature into play.


Stand of Pines
Land
When you play Stand of Pines from your hand, you may put it into play tapped. If you do, search your library for another Stand of Pines and put it into play tapped. Then shuffle your library.
T: Add G to your mana pool.


Twisted Tower
Land
When Twisted Tower comes into play, reveal your hand to all players. Target opponent then chooses a color from the cards in your hand. Twisted Tower cannot produce mana of the chosen color.
T: Add one mana of any color other than the chosen color to your mana pool.


Valley Bog
Land
When Valley Bog comes into play, sacrifice an untapped swamp.
T: Add B or R to your mana pool.


Windblown Savannah
Land
Windblown Savannah comes into play tapped.
When Windblown Savannah comes into play, sacrifice all plains you control. You may not play lands.
T: Add WW to your mana pool.


Withered Oaks
Land
T: Add one colorless mana to your mana pool.
1, T: Add B or G to your mana pool.

dune@siscom.net

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