Team Set: R/G/W/U/B and Gold...

D

DÛke

Guest
...

Finally, after many hours of work, I somehow managed to set aside all the Red, Green, White, Blue, Black, and Gold cards we're makin' for the Team Set. The Artifacts and Lands are still undone.

These cards are NOT all the submited cards. They are cards that are specially playalbe and mostly original. Those cards are the "gems" of our long submissions. Feel free to counter me...

...These cards, however, are NOT the cards that will for sure make it to the set. They are the cards that we'll "discuss", and see if they'd fit into the set. We have a lot of copies of different card that do the "same" thing, so we need to be careful not to be redundnat.

Keep in mind that many ideas were droped for being too complicated, too redundant, too simple, and too "WotC"...

The following is the list of the cards that have are most likely to be in the Team Set:

Red (4):

1.Chaotic Lightning (R)(FoR)
Instant
Chaotic Lightning can only be played if there is only one creature in play.
Chaotic Lightning deals 3 damage to target creature or player.

2.Short Fuse (R)(Duster)
Instant
Until end of turn, Red sorcery spells may played as though they were instants.

3.Echoing Flames (1RR)(Duster)
Instant
Echoing Flames deals X damage to target creature or player, where X is the casting cost of the last played spell.

4.Sparking Elemental (3R)(3/1)(Sammy)
Creature – Elemental
Haste
Whenever Sparking Elemental becomes tapped, it deals 1 damage to each other creature.
___
Green (24):

1.Mold Mask (2G)(FoR)
Enchant Creature
As Mold Mask comes into play, any player may pay 1. If that player does, search your library for all copies of Ruthless Mask and remove them from the game. Then shuffle your library.
Enchanted creature gains +2/+2.
Sacrifice Mold Mask: Return target creature from your graveyard into your hand.

2.Increment (G)(Cateran Emperor)
Enchant Creature
Enchanted creature gets +1/+1 and Trample.
When Increment is put into the graveyard from play, search your library for an Increment card and put it into your hand. Then shuffle your library.

3.Hopestrike Beast (2G)(3/3)(Duke)
Creature – Beast
At the beginning of your upkeep step, pay 2 or sacrifice Hopestrike Beast.
For each W paid this way, Hopestrike Beast gains +0/+1 until your next upkeep step.
For each R paid this way, Hopestrike Beast gains +1/+0 until your next upkeep step.

4.Granger Hermit (3G)(2/2)(TICM)
Creature - Hermit
Tap: Search your library for a basic land card and put it into play. Shuffle your library. You can’t play this ability if you played lands this turn. If you used this ability, you can’t play lands this turn.

5.Liberate (1G)(FoR)
Instant
Regenerate target creature or land.
Draw a card.

6.Spawning (G)(Duke)
Sorcery
As an additional cost to play Spawning, sacrifice a creature.
Put a Spawn token into play under your control. Treat that token as a 3/3 Green creature.

7.Surge (XG)(Duke)
Instant
Choose 1: Target creature gains +2/+2 until end of the turn, or +X/+X until end of the turn.

8.Engulfing Vines (GG)(2/1)(FoR)
Creature - Plants
When Engulfing Vies is put into the graveyard, put a +1/+1 counter on target creature.

9.Inbreed (X3G)(Duke)
Sorcery
Sacrifice all creatures you control, and put X Spawn tokens into play. Treat each token as a 3/3 Green creature.

10.Dirt Lurker (3GG)(1/1)(FoR)
Creature - Beast
Dirt Lurker gains +1/+1 for each land in all graveyards.
3GG: Until end of the turn, Dirt Lurker has power and toughness each equal to the number of lands in play.
"What you call dirt, it calls home."

11.Leverage (GG)(Duster)
Instant
Target creature gets +2/+0 until end of turn.
You may choose to give another target creature -2/-0 until end of the turn.

12.Savage Mastodon (3G)(6/6)(FoR)
Creature - Mastodon
Trample
Savage Mastodon gains -1/-1 for each card in opponent’s hand.

13.Mythos (1G)(Duke)
Sorcery
Choose 2 cards in your graveyard. Target opponent chooses 1 of those cards. Put the chosen card into your hand, and remove the other from the game.

14.Symbol of Life (3G)(Duke)
Sorcery
Remove the top card of your library from the game.
If that card is a creature or a land card, you may put it into play under your control. Otherwise, you may gain an amount of life equal to that card's total mana cost.

15.Emerald Tiger (1G)(2/2)(Duke)
Creature - Tiger
As long as Olive Tiger is not attacking, it can't be the target of spells or abilities.

16.Growth Spurt (G)(Duke)
Sorcery
Put a +1/+1 counter on target creature.
If that creature has 2 or more +1/+1 counters on it, put another +1/+1 counter on that creature.

17.Bursting Beast (G)(1/1)(Duke)
Creature - Beast
At the beginning of your upkeep step, if Bursting Beast has 3 or more +1/+1 counters on it, sacrifice it. Whenever a spell is cast, put a +1/+1 counter on Bursting Beast.

18.Excised Elf (G)(1/1)(Duke)
Creature - Elf
Whenever you cast a Green spell, sacrifice Excised Elf.
Tap: Add one mana of anyone color to your mana pool.
"Excised by the forest. Adopted by nature."

19.Bonds of Nature (1G)(Duke)
Enchant Creature
When enchanted creature is put into the graveyard from play, that creature's owner may search his or her library for a copy of that creature and put it into play under his or her control. That player shuffles his or her library

20.Concealed Dragon (4GG)(5/5)(Duke)
Creature - Dragon
Concealed Dragon can’t be the target of spells or abilities.
G: Concealed Dragon gains Flying and -2/-2 until end of the turn.

21.Harmonic Growth (G)(Duke)
Sorcery
As an additional cost to play Harmonic Growth, sacrifice a land.
Put a basic land of each type from your hand into play tapped under your control.

22.Superior Position (2G)(Landkiller)
Enchantment
Attacking creatures you control gain +2/+2 if you control the most lands.
Whenever you play a land, return Superior Position back to owner’s hand.

23.Nature’s Essence (1G)(FoR)
Instant
As an additional cost to play Nature’s Essence, sacrifice a creature.
Add X+1 mana of any one color to your mana pool, where X is the total casting cost of the creature sacrificed for Nature’s Essence.

24.Ancient Mastodon (3G)(3/3)(Duke)
Creature – Mastodon
W: Remove Ancient Mastodon from the game and return it back into play under owner’s control. Use this ability no more than once each turn.
___
White (12)

1.Glimmermight Guardian (3W)(2/5)(Duke)
Creature – Guardian
At the beginning of your upkeep step, pay 1 or sacrifice Glimmermight Guardian.
If you paid G, Glimmermight Guardian gains +1/+1 until your next upkeep step.
If you paid U, Glimmermight Guardian can’t be the target of spells or abilities until your next upkeep step.

2.Disheartened Savior (3W)(6/6)(FoR)
Creature- Angel
Flying
As Disheartened Savior comes into play, put a -1/-1 counter on it for each land you control.

3.Blessing of the Meek (W)(Sidar Jabari)
Instant
Put a +1/+1 counter on all 1/1 creatures you control.

4.Ascendance (X3WW)(Duke)
Sorcery
Choose X target creatures, and destroy all other creatures. Those creatures can't regenerate.

5.Legion Barricade (0/6)(2W)(FoR)
Creature- Wall
Legion Barricade gains +0/+1 for each Blue or Green creature you control.

6.Silent Spirit (2W)(1/3)(Neurodeus)
Creature - Spirit
Flying
For each 1 damage Silent Spirit is dealt, you gain 1 life.

7.Nirvana (2W)(FoR)
Instant
Destroy target artifact or enchantment.
Gain an amount of life equal to that permanent’s total mana cost.

8.Myth’s Mistress (1W)(2/2)(Duster)
Creature - Mistress
Tap: Target creature Legend gains protection from a color of your choice until end of the turn.

9.Invoke Divine (2W)(FoR)
Instant
Target creature becomes 1/1 until end of the turn.
If that creature’s original toughness is 1, you may choose to destroy that creature.

10.Loyalty (1W)(FoR)
Enchantment
When a creature leaves your control, you may pay 2, G, or U. If you do, return that creature back to owner's hand.

11.Chosen Representatives (2W)(Duke)
Enchantment
Each turn, only one creature of each color may attack.
___
Blue (22)
1.Hinder (2UU)(FoR)
Instant
When this card is in your hand, you may pay 2, B, or W and reveal it to all players to search through your library for a copy of Hinder, and put that card in your hand. Shuffle your library afterwards.
Counter target spell.
"What part of "no" don't you understand?"

2.Mute (U)(Duster)
Instant
As an additional cost to play Mute, pay X life. Target player can't play spells this turn. That player may pay X life to counter Mute.
"Everyone has the power to shut up."

3.Imperial Airpirate (4U)(2/2)(Duke)
Creature – Pirate
Flying
Whenever a spell is cast, you may pay 1U. If you do, draw a card

4.Concoct Magic (4UU)(Duke)
Instant
As an additional cost to play Concoct Magic, choose and discard 2 Instant and/or Sorcery cards from your hand. Discard only Blue, Black, and White cards this way. Concoct Magic does the effects of the cards discarded this way. (Treat any X in the effects as 0)

5.Improvisation (3UU)(Istanbul)
Instant
Choose one: counter target spell; or target spell has a new target of your choice; or return target permanent to its owner's hand.
”A spell for all seasons.”

6.Postpone (U)(Duke)
Instant
Look at target player's hand. You may pay 1.
If you do, that player can't play spells this turn.
Draw a card.
"Better safe than sorry."

7.Precaution (2UU) (Duke)
Instant
At the beginning of your upkeep step, if Precaution is in your hand, you may reveal it to target player. If you do, look at that player's hand.
Counter target spell.
”Maybe next time.”

8.Hooligan Mage (2UU)(3/4)(Duke)
Creature - Mage
At the beginning of your upkeep step, pay 1 or tap Hooligan Mage.
If you paid B, target player loses 1 life.
If you paid W, gain 1 life.
If you paid U, tap target artifact, creature, or land.

9.Moon Jellyfish (3U)(2/2)(TICM)
Creature - Fish
U, Tap: Tap target creature.
U, Sacrifice Moon Jellyfish: Tap all creatures.

10.Entrapment (1U)(Sidar Jabari)
Sorcery
Shuffle target creature into its controller’s library. That creature’s controller draws a card.

11.Hovering Drake (5U)(4/4)(FoR)
Creature - Drake
Flying
Whenever Hovering Drake becomes the target of a spell or ability, shuffle it back into your library and draw a card.

12.Defying Outlaw (1UU)(3/4)(Duke)
Creature - Hooligan
Defying Outlaw is unblockable.
Defying Outlaw can't attack or block unless you return a creature you control back to owner's hand.

13.Storm Drake (1U)(2/2)(Duke)
Creature - Drake
Flying
At the beginning of your upkeep step, tap all Islands you control.

14.Conceal (1UU)(Duke)
Instant
Choose 3 target permanents controlled by target player.
That player chooses 1 of those permanents and returns the other 2 back to owner's hand.

15.Indulgence (X1UU)(Duke)
Instant
Counter target spell with total mana cost of X, and draw X cards.

16.Consensual World (3U)(Duke)
Sorcery
Each player returns an artifact, a creature, a land, and an enchantment card back to owner's hand.

17.Sudden Cognition (X1U)(Duke)
Instant
Look at the top X cards of your library and put them back in any order.
Draw a card.

18.Fizzle (1U)(Duke)
Instant
Counter target spell that targets a permanent.
You may return that permanent back to owner's hand.

19.Icebound Penguin (2U)(2/3)(Sammy)
Creature - Penguin
Spells that target Icebound Penguin cost an additional 2, R, or G to play.

20.Mental Starvation (2U)(Duke)
Enchantment
Opponent’s spells cost 1 more to play.
Whenever you cast a Blue spell, sacrifice Mental Starvation.

21.Invoke Diversity (U)(Duke)
Instant
Draw 3 cards.
Discard all Blue cards drawn this way.

22.Channel Drake (4UU)(4/4)(Cateran Emperor)
Creature - Drake
Flying
Channel Drake cannot be the target of spells or abilities.
Choose and discard an Instant or Sorcery card: Add U to your mana pool. This mana may only be spent to pay for Channel Drake's mana cost. Use this ability only if Channel Drake is in your hand.
___
Black (28)

1.Decaying Spirit (4BB)(3/3)(TICM)
Creature - Spirit
As Decaying Spirit comes into play, sacrifice two creatures or sacrifice Decaying Spirit.
BB: Put a -1/-1 counter on target creature and a -1/-1 counter on a creature you control.
Decaying Spirit can’t be blocked except by artifact and Black creatures.

2.Fallen Reaper (*/3)(3BB)(Neurodeus)
Creature – Evil Spirit
Flying
Fallen Reaper’s power is equal to the number of creatures in all graveyards.
BB, Remove a creature from your graveyard from the game: Regenerate Fallen Reaper.

3.Grave Mentor (2B)(1/1)(FoR)
Creature - Spirit
Flying
Sacrifice Grave Mentor: Return a card from your graveyard to your hand.

4.Doomsday Demon (3BB)(4/4)(Duke)
Creature – Demon
If Doomsday Demon is put into any graveyard from play, return it to play under its owner’s control and put a Doomsday counter on it. If Doomsday Demon leaves your control while it has a Doomsday counter on it, you lose the game.
“It’s not the beginning of the end. It’s the end.”

5.Beyond Will (3B)(Duke)
Instant
Target player sacrifices a creature of your choice.
“The grave will embrace you as did your mother; again, you’ll feel at home.”

6.Reckless Nimrod (4BB)(6/6)(Duke)
Creature – Nimrod
Reckless Nimrod gains -1/-1 for each creature in all graveyards.
At the beginning of your upkeep step, you may pay 3B. If you do, destroy target non-black creature. It can’t regenerate.
”Created with no heart in mind - A mind without heart”

7.Taunting Assassin (1BB)(1/1)(Duke)
Creature – Assassin
Tap: Put a +1/+1 counter on target creature. Play this ability as a Sorcery.
At the beginning of your upkeep, destroy all creatures with a +1/+1 counters. These creatures cannot regenerate.
”He’ll build you up just to bring you down”.

8.Assassins’ Mistress – (2B)(1/1) (Duke)
Creature – Mistress
Whenever a creature is put into the graveyard from play, put a +1/+1 counter on Assassin’s Mistress.

9.Intellect Crush (2B)(Istanbul)
Sorcery
Choose a color.
Look at target player's hand and choose a card of that color from it. That player removes that card from the game.
"To be erased, to be removed, to be undone. That is your fate."

10.Insecure Judgment (B)(Duke)
Sorcery
Look at target player's hand.
You may pay 3. If you do, that player discards 2 cards at random from his or her hand.

11.Prowling Nightwalker (2BB)(2/2)(Duke)
Creature - Nightwalker
2: Choose target creature you don’t control. Prowling Nightwalker gains +X/+Y until the end of turn, where X is that creature's power, and Y is that creature’s toughness. Put a +1/+1 counter on that creature. Use this ability only once each turn.
"He invades her own value; pervades her shy security, all the while grubbing on her innocence."

12.Strikesky Minion (2B)(3/2)(Duke)
Creature – Minion
At the beginning of your upkeep step, pay 1 or sacrifice Strikesky Minion.
If you paid R, Strikesky Minion gains First Strike until end of the turn.
If you paid U, Strikesky Minion gains Flying until end of the turn.

13.Infectious Zombie (2B)(2/1)(Superguy)
Creature - Zombie
As Infectious Zombie comes into play, you may sacrifice another creature. If you do, destroy target non-Black creature.

14.Reckless Sacrifice (1B)(Landkiller)
Sorcery
Each player sacrifices a creature.
Each player gains an amount of life equal to the total casting cost of the creature he or she sacrificed this way.

15.Jaded Traitor (X2B)(5/5)(Duke)
Creature – Lamina
As Jaded Traitor comes into play, you lose 8 life and gain X life.

16.Bleak Judgment (X2BB)(Duke)
Sorcery
Each player chooses X cards in his or her hands and removes the rest from the game.

17.Domino Theory (1B)(Duke)
Enchantment
At the end of each player's turn, if that player discarded any cards during that turn, that player chooses and discards a card from his or her hand.

18.Bleak Desolation (1B)(Duke)
Sorcery
Search opponent's library for all copies of a creature card. Shuffle that player's library. Put one of those creatures into that player’s hand, and remove the rest from the game.

19.Grasping Parasite (X2B)(4/3)(Duke)
Creature - Parasite
As Grasping Parasite comes into play, choose X cards in your hand and remove the rest from the game.

20.Breathless Baron (1BB)(2/2)(FoR)
Creature - Mage
T: Put target creature from any graveyard other than yours into play under your control. You lose an amount of life equal to that creature’s total mana cost.

21.Hellbound (X2BB)(FoR and Duke)
Instant
Destroy target non-Black creature. That creature can't regenerate.
That creature's controller loses X life.

22.Infernal Executioner (X3B)(2/2)(Duke)
Creature - Executioner
As Infernal Executioner comes into play, choose 1: Put X -1/-1 counter on target creature, or target player loses X life.

23. Sweep Off (2BB)(Duster)
Sorcery
Destroy all creatures. Any player may pay 2 or 2 life to regenerate a creature.

24.Waking Dead (2B)(3/3)(Neurodeus)
Creature – Zombie
As Waking Dead comes into play, if you don’t control 3 or more lands, sacrifice Waking Dead.

25.Ritual of Ancestors (1BB)(FoR)
Sorcery
Remove cards in your hand from the game.
Choose one: put a creature from your graveyard into play under you control, or return a card from your graveyard into your hand, or search your library for a card and put into your hand, then shuffle your library.

26.Blood Ceremonies (B)(Neurodeus and FoR)
Instant
Add BBB to your mana pool.
You lose 1 life for each land you control.

27. Driving Force (2B)(*/*)(FoR)
Creature – Spy
As Driving Force comes into play, target opponent chooses and reveals a non-land card from his or her hand. Put X +1/+1 counters on Driving Force, where X is the total mana cost of the revealed card.

28.Rights of the Damned (2B)(Landkiller)
Enchantment
At the beginning of each player’s upkeep step, if that player controls the most creatures, that player sacrifices a creature.
___
Gold (28)

1.Syphon Lore (1UB)(TICM)
Sorcery
Target player discards a card. Draw a card.

2.Necromantic Spy (UB)(1/1)(TICM)
Creature - Spy
UB, Tap: Shuffle target player's library and name a card type. Reveal the top card of that player’s library to all players. If it is of the chosen type, either put it into the hand or the graveyard of that player.

3.Manipulate (UB)(Bob)
Instant
Tap target creature. That creature gains -1/-1 until end of turn.

4.Heretic Phalanx (3BR)(15/15)(Duke)
Creature - Phalanx
Heretic Phalanx gains -1/-1 for each permanent in play.

5.Empowerment (1GW)(Istanbul)
Enchant Creature
Enchanted creature gains +1/+1, trample, and first strike.
Draw a card when Empowerment comes into play.
"Good warriors have strength. Great warriors have skill."

6.Viral Torment (1UB)(Istanbul)
Enchant Creature
B: Put a -1/-1 counter on enchanted creature.
U: Move Viral Torment from one creature to another.
Draw a card when Viral Torment comes into play.
”Eventually, no soul will stand solid.”

7.Angelic Wings (1WU)(Istanbul)
Enchant Creature
As Angelic Wings comes into play, choose a color.
Enchanted creature gains +1/+1, Flying, and protection from the chosen color.
Draw a card when Angelic Wings comes into play.
"The heavens protect me. What can you hope to do against me?"

8.Savage Fury (1RG)(Istanbul)
Enchant Creature
Enchanted creature gets +2/+2 and Haste.
Draw a card when Savage Fury comes into play.
"Ravaging.”

9.Endless Rage (1BR)(Istanbul)
Enchant Creature
Enchanted creature gains First Strike.
Enchanted creature cannot be blocked except by black and artifact creatures.
Draw a card when Endless Rage comes into play.
"Hatred is energy. Turned to a cause, the result can be frightening indeed."

10.Hating Pulse (1BR) (Sidar Jabari and Duke)
Instant
Destroy target creature. If that creature is Green, White, or Blue, you may deal an amount of damage equal to that creature’s power to its controller.

11.Aftermath (2RG)(Sidar Jabari and Duke)
Sorcery
Counter target spell. Aftermath can’t be countered.
If the countered spell is White, Blue, or Black, you may draw a card.

12.Egotrip (GW)(Sidar Jabari and Duke)
Instant
Remove target enchantment from the game. If that enchantment is Blue, Black, or Red, you may choose to gain an amount of life equal to its total mana cost.

13.Holy Restriction (WU)(Sidar Jabari and Duke)
Instant
Counter target spell unless its caster pays an additional 3. If that spell is countered, and it’s Black, Red, or Green, you may choose to gain an amount of life equal to that spell’s total mana cost.

14.Harassment (UB)(Sidar Jabari and Duke)
Sorcery
Target player discards a card at random from his or her hand. If the card discarded this way is Red, Green, or White, that player must discard another card.

15.Recreate (1GW)(Landkiller)
Sorcery
Return target Artifact, land, or enchantment from your graveyard into play under you control.

16.Surge Elemental (X2RG)(2/2)(Duke)
Creature - Elemental
Haste, Trample
As Surge Elemental comes into play, it gains +X/+X until end of the turn.

17.Narcissism (1WU)(Duster)
Enchant - Creature
Enchanted creature and Narcissim can't be the target of spells or abilities.
Enchanted creature can't attack, block, or use any abilities requiring an activation cost.

18.Overrule (1UB)(Duke)
Instant
Counter target spell unless that spell’s caster searches his or her library for all copies of that spell and removes them from the game. If that player does, shuffle that player’s library.

19.Engulfing Sanctity (1WU)(Duke)
Instant
Counter target spell unless its caster sacrifices a permanent.

20.Divinity (1WU)(Duke)
Instant
Return target permanent back to owner’s hand.
Gain an amount of life equal to that permanent’s total mana cost.

21.Heaven's Earth (GW)(Duke)
Instant
Until end of the turn, you and permanents you control can't be the target of spells or abilities controlled by an opponent.

22.Endeavor (1GW)(Duke)
Instant
Choose target creature, and remove all other creatures from the game.
At the end of the turn, return all those creatures back into play under owner’s control.

23.Blood Dealer (BR)(2/2)(Duke)
Creature – Dealer
BR: Blood Dealer deals 1 damage to target creature. That creature’s controller gains 1 life.

24.Tribal Mastodon (2RG)(3/3)(Duke)
Creature – Mastodon
0: Tribal Mastodon gains Trample or First Strike until end of the turn. This ability may be used no more than once each turn.

25.Euphoria Charmer (2WU)(2/2)(Duke)
Creature - Charmer
Whenever you draw a card, you may discard that card.
If you do, gain an amount of life equal to that card's total mana cost.

26.Shattered Dreams (3UB)(Cateran Emperor)
Instant
Counter target artifact, creature, or enchantment spell.
Destroy all permanents of the same type as the countered spell that spell’s caster controls.

27.Discrimination (1UB)(Duke)
Instant
Choose a creature type. Tap all creatures of the chosen type.
Creatures tapped this way don't untap during their controller's next untap step.

28.Hosanna (WU)(Landkiller)
Instant
Search your library for a creature and put it into play under you control. Shuffle your library.
At the end of the turn, shuffle that creature back into your library.
___

There...

...Note that there may be flaws...but I think that my over-all work is fair.

Please, STOP submitting cards until you view the above cards first...and submit cards in the original thread.

...from now on, whenever I see a card I like, I will be just editing this post and adding the card on to the list (unless somehow countradict my action for a reason). Eventaully, we'll have the number of cards needed, and after many editings I assume, the above list will BE the spoiler itself. :)

I am excited with these cards. They're just so original, and they have a feeling that WotC card's don't have: the rewardness of actually working with the cards...it's so rewarding geting paid for hard work...and this has been hard work, but THANKS TO ALL OF YOU who helped, this is turning out...quite "rewarding". :)

I hope you feel the same way as I...
 
D

DÛke

Guest
...guess everyone is kind of satisfied with the current cards...
 
N

NeuroDeus

Guest
The list looks great but it seems not all of the cards have been put is it (From mine I would have liked to see Torrid Waters and Air Superiority)? There is already a card called Liberate and... I never submitting something or anything like Silent Spirit?
 
D

DÛke

Guest
...could please, in order to help me, bring Torrid Waters and Air Superiority here, so I can re-review them?

...and about Silent Spirit, it was originally one of the White Keepers...it may have been Sidar Jabari's, but...how did I get your name there?

...
 
F

FoundationOfRancor

Guest
Thought of Mine:
Lets change all "Spawns" to either Saprolings or Thallids to keep with Magic, and to make them playable with other non-CPA set cards. If we dont, we must commit to staying with these "spawn" tokens.

Thought of Mine:
We have two flying blue drakes that are around the same price, we need to seriously mess with one, or cut one.
-----------------

5.) Liberate:
Call it emancipate.

12.) Savage Mastodon:
This card was called Savage Mammoth, it was 1GG, and it was a 7/7, and it didnt have trample.
It was good.

11.) Leverage:
Make it 1G

23.) Nature’s Essence:
Call it Transmute, Transform, or Convert.
---------------------
9.) Invoke Divine:
Call it Tame.
-----------------
1.) Hinder:
Make it 3U

3.Imperial Airpirate:
Make it 3U or 1UU.

11.Hovering Drake:
Make it 4/5 and 4UU.
------------------------

3.Grave Mentor:
Why is the name, cc, creature type, and p/t changed? Why wasnt a new card just made.

13.Infectious Zombie:
Make it 1B or BB.

21.Hellbound:
Remove the non-black.

25.Ritual of Ancestors:
Make it "Calling of Ancestors", make it 2BB, and make the drawback to "Remove your graveyard from the game."

26.Blood Ceremonies:
Way to powerful, change it back to the version we actually created.
----------------

1.Syphon Lore:
Make it discard two cards.

--------------------


After going through the original thread, I notice theres alot of cards that are balanced, are good, and yet are not in this new list. Is there any reason for this.
 
D

DÛke

Guest
...person FoR. I probably got tired and messed up somewhere...don't be surprised. When you saw the good cards, why didn't you bring them here, to engross me? Remember, it's a TEAM made set...in the making, and in the analyzing. I can't do all the "putting" together myself...surely I need assistance. That's when all of you come in...

---
...ok, if you feel we should go with Saprolings. It's just creature tokens. I careless.

...about the drakes, we'll mess with the "other".

Liberate will change into Emancipate.

Savage Mastodon is broken at 1GG and at 7/7. At least, we should make it a 6/6 if we need to keep the original version.

Leverage - That's funny...you liked it before at GG, what changed your mind?

Nature’s Essence - We'll go with Transmute...

Invoke Divine - Tame is ok...

Hinder - Again, you change your mind, FoR! When I fixed it a long time ago, you said that you "liked" the (2UU) version...there has NEVER been a counterspell that counters directly that doesn't have at least double (U) in its cost. Sorry, but this will stay at (2UU).

Imperial Airpirate - 3U sounds ok.

Hovering Drake - If it's not broken, don't fix it. You're fixing something that is absolutely fine. (5U) is good because it invokes multi-themes, and with that a 4/4 flier that doesn't easily die is good. It even gives you a card for it...could we keep it as it is?

Grave Mentor - We didn't make a new card because the idea was fully yours. The only thing I changed (beyond the name) is that I made it a 1/1, therefore, lowered its cost by 1. If you'd like to call it a "Boneyard Monsterity", that's fine...

Hellbound - Ok...I'll remove the non-Black...

Ritual of Ancestors - We'll call it "Calling of Ancestors"; however, if the drawback removes the graveyard from the game, the card will not function. See what you think...

Blood Ceramonies - Way too powerful? You previously said that we need to keep up with the Magic environment. Blood Ceramonies is not way too powerful, and in fact, its only good the first turn (which you even get to lose 1 life)...after that, I doubt anyone would cast a Blood Ceramonies since it takes too much life...rethink it and tell me what you think...

Syphon Lore would be game shattering if it discards two cards. Everyone playing U/B will happily add 4 of it, no matter what deck type is being played. I think its fine already (see Recoil)...BUT if everyone is unhappy with it, we'll change the casting cost to (UB) instead of (1UB)...
 
F

FoundationOfRancor

Guest
Ok, before I read the rest of your post duke, I want to say that I did not bring them here because I thought you had a reason for not including them. If you simply just didnt, I thought you would say so.

Just didnt wanna forget that...
 
F

FoundationOfRancor

Guest
Savage Mastodon:
Ok, I suppose making it a 6/6 is cool. Its a Mammoth though.

Leverage:
Ive thought about this card more and Giant Growth changed my mind Duke. This is a little better than giving a creature +4+4 for GG, which is simply not as powerful as giant growth. Therefore, to make it stronger it would be better to make it more splashable, thus, a 1G cc as opposed to a GG.

Hinder:
As I recall, I orinally wanted this at 3U. However, youve got a good point at the direct counterspell=double U thing, so 2UU I guess it stays.

Hovering Drake:
"Dont change something if it's not broken" = Good point. I just wanted this on par with Mahamoti Jjinn, who will be appearing in 7th edition. As is the Jjinn is clearly the better choice.

Grave Mentor:
You changed the name: Why?
Why did you even bother changing the p/t?
And why did you change the creature type?

Calling of Ancestors:
You changed practically everything about this card. Use this verision:

Calling Of Ancestors 2BB
Sorcery
When Calling Of Ancestors comes into play, remove all the cards in your graveyard from the game.
Choose one: Destroy target non-basic land; search your library for a card and put that card in your hand, shuffle your library afterwards; or your oppenent loses life equal to the number of swamps you control.

Blood Ceramonies:
Ok, the lose 1 life thing is no drawback the first turn, in which this card will mainly be used.
Basically, it reads:

Dark Ritual II B
Instant
Add BBB to your mana pool, lose 1 life.

What I dont understand is why you even made this version, when there was a more creative, balanced one out there:

Drawing Ceremony B
Instant
Add BBB to your mana. During your opponent's next main phase, he or she may add up to 3 mana of any color to their mana pool. If they do not, you lose 4 life.


Syphon Lore: Remember Stupor costs 2B, and makes your oppent discard one random card and one of their choice.

So this would be basically a weaker version that something that is 1BB and makes your Opp discard two cards and its a cantrip.

So, Either make it UB, or make it discard two cards.
 

Spiderman

Administrator
Staff member
DUke: On reading your initial post and then this whole thread, it's not clear to me what happened: Was there a vote taken by the participants on what cards to include in your initial post or was it just your work? What happens if others feel that certain cards should have been included? Then it feels like a circle when you have to debate whether those cards should belong on the list or not... why not just start voting with all the cards submitted on the other thread so everyone's on the same page?
 
D

DÛke

Guest
...Spiderman.

I said that I'll compile a list of cards. Anyone, however, may choose to argue a cards existance in the set, or invoke a card idea that he or she liked to be considered for the set. This is not carved on stones, if you see ANY card that you like, bring it up here. We'll view it, argue it, and see why and why not it should be in the set...

...the cards above are cards that I'm too fond of. It doesn't not reflect the feelings of other members. So please, to help me, do your part, and bringabout any issue you like to argue.

...after all, this IS the team set. :)
 

Spiderman

Administrator
Staff member
Perhaps I'm confused then...

When you say "compile a list", I interpreted that to mean you're kind of like a record keeper; you keep track of the cards that everyone has agreed on already.

The way you're doing it, it seems like since "everyone" hasn't agreed on the cards yet, people can bring up the ones you didn't list and discuss to scratch some of the ones you did list, and then you have to make a new list before you get to the stage of my first paragraph.

Can you see the difference? As I said, maybe I'm confused and maybe the people participating doesn't care either way. It just seems less work on your part :)
 
T

Thallid Ice Cream Man

Guest
Decaying Spirit should be called Decaying Djinn again, which was its name in the first place; I don't exactly see how a something ethereal like a spirit can decay in the physical sense of the word.

In defense of Syphon Lore, I would like to request that it be changed back to its original version - as the first instant discard spell in existence. In that case I don't think it would be broken or weak.
 
F

FoundationOfRancor

Guest
Cards I think should be here:

-----------------
Coast Sentinel 1GG
Creature - Elf
Coast Sentinel cannot be countered.
Protection from Blue.
1/2
---------------------
Ascending Merchant 4UU
Creature- Townsfolk
If you control two mountains, this creature costs
2U.
X,T: Put X +1+1 counters on Ascending Merchant, Where X is how many instants have been sucessfully cast this turn. You may activate this ability only during your Oppenents turn.
4/4
---------------------
Desperate Stand 2WW
Enchantment
If you control more creatures than any opponent, damage that would reduce you to less than 1 life instead reduces you to 1 life.
Sacrifice Desperate Stand: Search your library for a White creature card and put it into play. Then shuffle your library. At end of turn, if you control fewer creatures than any opponent, sacrifice this creature and lose 1 life.
-----------------------
Genocide 3UBB
Sorcery
When you play Genocide, choose a creature type.
Remove from the game all creatures target opponent controls of the chosen type. Then, look through that player's hand, library, and graveyard, and remove all creatures of the chosen type from the game.
"The cruelest stroke was discovered in the archmage's records: an entire species wiped not only from the planet, but from the memories of all its' inhabitants."
-----------------------------
Razzerdrix 2RR
Creature - Beast
Whenever Razzerdrix attacks or blocks, it gains flying until end of turn.
At the end of any turn, if neither player has taken damage, sacrifice Razzerdrix.
4/4
--------------------------
Ashen Fighter 2BB
Creature - Ashen
When Ashen Fighter comes into play, choose a creature type.
During your upkeep, if a creature card of the chosen type is in your graveyard above Ashen Fighter, put Ashen Fighter into play.
3/2
---------------------------
Aura Lock 2W
Creature- Energy Manifest
If Aura Lock is untapped, activated abilities of enchantments cost an additional "Tap," and tapped enchantments lose their continuous abilities.
Sacrifice an enchantment: Untap Aura Lock.
0/1
---------------------------------------------
Chivalry Training 1WW
Enchantment
Untapped creatures you control have protection from black and get +2/+2.
---------------------------
Hot-Blooded Ranks 3R
Creature - Kavu
Haste
Creatures you control that have haste get +1/+1.
1/2
---------------------------
Zealous Paladin 3W
Creature - Knight
1WW,T, choose a color: Tap all creatures of that color.
2/2
-----------------------------
Thought Lease 1U
Instant
You may only play this during your opponents upkeep.
Remove the top three cards of your library from the game. Any opponent may play these cards as though they were in his hand. At the end of your turn, put the remaining cards removed from the game into your hand.
------------------------
Denuding Plans 2BB
Instant
Destory all Swamps and Plains in play.
Draw a card for each swamp destroyed in this manner.
----------------------------
Reiterate U
Instant
When Reiterate is successfully cast, you may pay 4UU, if you do, return up to 3 Reiterate's from your graveyard to your hand.
Draw a card.
-------------------------
Quadrifiend BBBB
Creature - Demon
Whenever Quadirifiend is put into a graveyard from play, you may remove it from the game to put 4 2/2 Black Demon tokens into play tapped. Lose 4 life if you do so.
3/2
---------------------
Exert Power RRR
Sorcery
As an additional cost to play this spell, discard a card at random. If that card has a casting cost of 2 or less, counter Exert Power.
Destroy all tapped permanents, then tap all artifacts, lands, and creatures.
----------------------
Sky Phoenix 3RR
Creature - Phoenix
Flying
When Sky Phoenix comes into play, you may search your library for a red or blue sorcery card and put that card in your hand. Then discard two cards, and shuffle your library afterwards.
2/4
------------------
Sonic Reaper UU
Creature- Behemoth
When Sonic Reaper comes into play, put 2 Rage counters on it.
During your upkeep, remove a rage counter.
When Sonic Reaper has no rage counters on it, shuffle it back into your library.
4/2
----------------
Weaving Stratagem U
Enchantment
Whenever a spell is played, shuffle Weaving Stratagem back into your Library.
2: Counter target spell or activated ability. Any player may play this ability.
---------------------
Overflowing Explosion XRR
Instant
Overflowing Explosion deals X damage to target creature or player.
If Overflowing Explosion is countered, you may deal 4 damage to target creature or player.
-------------------------------
Chains of Time 1UU
Permanents don't untap during their controller's untap steps.
2, Sacrifice a permanent: Untap target permanent. Any player may play this ability.
Sacrifice three permanents: Destroy Chains of Time. Any player may play this ability.
-------------------------------
Exchange of Blows 1BR
Sorcery
Destroy all lands in play.
After Exchange of Blows comes into play, your oppenent may play one non-land card from his graveyard to play without paying the casting cost and one land card from his graveyard to play.
-----------------------------------
Crashing Commet 3RR
Instant
Destroy all Lands.
Each player is dealt one damage for each land under their own control destroyed in this manner
------------------------------------
Delay 1U
Enchantment
Delay comes into play with two Dwindle counters on it.
During your upkeep, remove a Dwindle counter from Delay
U: Remove target non-land permanent from the game. When you can no longer remove a Dwindle counter from Delay, return the card back into play under its owners control. You may only use this ability once.
-----------------------
WillStone 1
Artifact
2: Target player puts the top card of their library into their graveyard. Any player may play this ability.
--------------------------------------
Infected Basilisk 2G
Creature- Basilisk
If Infected Basilisk ever damages a player, thay player must lose two life every upkeep.
0/1
---------------------------
Conversion of Natives 3UU
Instant
If Conversion of Natives targets a red or green creature, it costs 1 less to play.
----------------------
Static Sphere 2R
Creature- Ball Lightning
Haste
If Static Sphere damages any creature, put a +X+X counter on Static Sphere, where X is equal to that creatures power.
0/4
--------------------------
Energy Manifest 2GG
Creature- Energy Manifest
When Energy Manifest leaves play, its controller puts BBB into their mana pool.
4/4
-----------------------
Rallying Merchant 1U
Creature - Merchant
Target Opponent gains control of target permanent: target creature gets +1+1 and your choice of flying, first strike or trample until end of turn.
1/1
-------------------------
Icicle Rune 2WW
Enchantment
When Icicle Rune comes into play, draw a card.
Sacrifice Icicle Rune: Deal 4 damage divided anyway you choose among any number of non-white target attacking creatures.
----------------------------------
Torrid Waters U
Instant
As an additional cost to Torrid Waters, sacrifice X Islands.
Add X blue 1/1 tokens with Islandwalk into play. These count as Merfolk.
---------------------------
Spheres of Influence 4U
Enchantment
Instead of drawing cards from your library, you now draw cards from your Opponents.
Your Opponent now draws cards from your library instead of their own.
--------------------------
Sky of Black 1B
Enchantment
Whenever a creature enters play, remove Sky of Black from the game.
Whenever a creature leaves play, place Sky of Black back into play under owners control.
When Sky of Black enters play, your opponent loses 2 life, or you gain 2 life.
-------------------------
Archenemy 1UU
Creature - Rival Mage
Archenemy can't be the target of spells or abilities.
At the beginning of your upkeep step, if Archenemy is in your graveyard, you may put it into play under your control. If you do, you can't play Blue spells this turn.
2/2
-----------------------
Ranafian Mage
3U
Creature - Merfolk; 1/3
Return an Island you control to its owner's hand: Add 2 to your mana pool. This mana may only be used to pay Ranafian Mage's mana cost. Use this ability only if Ranafian Mage is in your hand.
1U: Counter target Red instant or sorcery spell unless its controller pays 1.
---------------------
Ranafian Warrior
2U
Creature - Merfolk; 2/2
Return an Island you control to its owner's hand: Add 2 to your mana pool. This mana may only be used to pay Ranafian Warrior's mana cost. Use this ability only if Ranafian Warrior is in your hand.
----------------------
Time Travel (8U)
Sorcery
Take an extra turn after this one.
You may return any number of lands you control back to owner's hand to have Time Travel cost 2 less to play for each land returned this way.
-----------------------------
Heavenly Call (8W)
Sorcery
Put all creatures in your graveyard into play under your control.
You may remove any number of creatures you control from the game to have Heavenly Call cost 2 less for each creature removed this way.
-------------------------
Empower (R)
Instant
Add RRR to your mana pool. This mana may only be spent to pay for the X in a spell and/or to play creature abilities.
---------------------------
Staff Of Renewal 2X
Artifact
When Staff Of Renewal comes into play, draw a card.
T: Reshuffle X target cards from your graveyard into your library.
The Ronom Glacier holds many surprises
--------------------------
(Insert Name here) Cleanser W
Creature- Cleric
As long as target oppenent controls a Black or Red creature, ~this~ gets +1+0.
1/1
------------------------------
Prison 1U
Enchantment
When Prison comes into play, put a mark counter on all creatures in play.
Creatures in play may not attack or use any abilties requiring an activation cost.
Remove a creature you control with a mark counter on it from the game: Draw two cards. Any player may play this ability.
-------------------------------
Walking Legends 1G
Enchantment
All non basic lands are now 2/2 green creatures that count as elementals. These creatures no longer count as lands.
----------------------------------
Mana Blur 1G
Instant
When Mana Blur comes into play, draw a card.
Untill end of turn, whenever a land is tapped, it produces any kind of mana instead of its normal kind an amount.
-------------------------------------
Elven Patriot 1G
Creature-Elf
Elven Patriot may only attack if your oppenent controls a non-basic land.
3/3
-------------------------------------
Invade 2RR
Sorcery
Gain control of target land.
------------------------------------
Splitter G
Creature-Legend
G; Put a Twin token into play, treat this token as a 1/1 green creature that counts as a ~blank~
Whenever ~this~ or a Twin Token leaves play, remove all Twin Tokens and ~this~ from the game.
1/1
-------------------------------
Tide Watcher U
Creature-Merfolk
Whenever ~this~ goes from your graveyard to either your hand or to play, draw two cards.
1/1
---------------------------------
Wall of Stakes GG
Creature - Wall
Tap up to 2 creatures you control: Wall of Stakes gets +X/+0 until end of turn, where X is the combined power of the creatures tapped in this way. Play this ability only once each turn.
0/4
--------------------------
Exploding Wall R
Creature - Wall
R, Tap: Sacrifice Exploding Wall to deal 3 damage to target creature or player. Play this ability only when Exploding Wall is declared as a blocker.
0/2
-------------------------
Glittering Wall 1W
Creature – Wall
Tap: Prevent all damage that would be dealt to Glittering Wall this turn.
0/5
------------------------
Aggravate 1UU
Instant
When this comes into play, you may pay an extra 1, if you do, ~this~ cannot be the target of spells or abilties.
Counter target spell.
---------------------
Bad Blood 2RR
Instant
Bad Blood deals 6 damage to target creature or 3 damage to target player.
Target opponent deals 3 damage to target creature or player of his or her choice
--------------------
Orcish Warlord 1RX
Creature- Orc Lord.
All Orcs gain +1+1 only if they are tapped.
All orcs gain Landwalk of whatever type or types of mana you used to pay X.
1/1
------------------------
Norrk 2R
Creature - Orc
Norrk cannot attack each turn unless you sacrifice a Mountain or a Forest.
4/4
------------------
Orcish Shaman 2RR
Creature - Orc
Protection from White.
Sacrifice a mountain or an enchantment: Destroy target artifact or white enchantment.
1/3
----------------------
Orcish Grunt
1R
Creature - Orc
2/2
-------------------
Orcish Sentry
2R
Creature - Orc
All Orcs gain Haste.
1/2
------------------
Orcish Patriarch 1RR
Creature - Orc
Sacrifice a mountain: add 2 to your mana pool. This mana may only be spent to cast artifact spells
1/3
-----------------------------
Knight of the Iron Fist
1RR
Creature - Orc; 2/2
First Strike, Haste.
Protection from Blue.
----------------------
Knight of the Crimson Sky
1RR
Creature - Orc; 2/2
First Strike, Haste.
Protection from White.
------------------------
Vile Wall 1B
Creature – Wall
Whenever a creature damaged by Vile Wall this turn is put into a graveyard, put a +1/+1 counter on Vile wall.
1/4
------------------------
Wall of Steam 2U
Creature - Wall
Flying
R: ~this~ gets +3/+0 and first strike until end of turn, play this ability only once each turn.
0/4
-------------------------
Binge XBU
Instant
Play ~this~ only during target opponent's upkeep.
That player must tap X lands and add colorless mana to his or her mana pool for each land tapped in this way. If that player does not spend all mana generated in this way by the end of his or her turn, he or she loses 3 life, but does not take damage from mana burn.
--------------------------
Dark-Angel Minion 1BB
Creature - Angel
Flying
2/1
-----------------------
Shortchange U
Instant
Tap target land. Add to your mana pool one mana of any type that land could produce
----------------------
No Surprises 1GR
Enchantment
All creatures lose First Strike, Trample, and Haste.
-----------------------
Sinister Minister 1BB
Creature - Angel
~this~ cannot be blocked except by black creatures and artifact creatures.
2/1
---------------------
Ojou Efreet 1RR
Creature - Efreet
2: ~this~ does 1 damage to all creatures. Any player may play this ability.
R: Regenerate ~this~.
4/1
---------------------
Four Leaf Clover 1G
Creature – Plant
Tap: Add G to your mana pool.
Tap: Prevent all damage that would be dealt to target creature in combat this turn.
0/1
------------------


Im gonna due some more later...just tired, so tired.
 
D

DÛke

Guest
...FoR, you're adding cards that are JUST added to the set! Give me a break here man!

Anyway...

Coast Sentinel - What's so unique about it? It's like Karoo Meerkats, only that it can't be countered.

Ascending Merchant - It would be kind of obsecure to have it, since its ability is very weird, and it's the only one in the set. Besides it's kind of being "too friendly" with an enemy color...we'll have these kind of cards on the next set...

Desperate Stand - Doing too much in one card...White has never been able to search for creatures...much lessly put them into play. Make it a Golden, G/W card...make it more like ONE card, and I'll reconsider.

Genocide - It costs (UBB), which is ok...but Extinction and Tsabo's Decree didn't have the double (B)...I know this does much more, but all that much more is done by the (U). If you agree to make this cost (4UB), we'll take it.

Razzerdrix - We'll take it.

Ashen Fighter - I didn't want to mess with it, because you guys would probably be mad. So I took it out. This is what I want for this card, since the original version doesn't indicate that the Fighter has to be in the graveyard...all it says is if the "creature" is above the Fighter in your graveyard. Obsecure.

Ashen Fighter (3B)(3/2)
Creature - Ashen
As Ashen Figher comes into play, choose a creature type.
At the beginning of your upkeep step, if the top creature in your graveyard is a creature of the chosen type, you may put it into play under your control.

Aura Lock - To "tap" an enchantment is to break a Magic rule. Revise it, or lose it.

Chivalry Training - We're having too many sideboard cards here. How about this to make it playable in any deck:

Chivalry Training (WW)
Enchantment
W: Choose a color. Until end of the turn, as long as target creature is untapped, that creature gains protection from the choicen color and +1/+1.

Hot-Blooded Ranks - Too powerful.

Zealous Paladin - Ok, but I'll change the ability to (2W); its weaker than Ligh of Day, so why should it be more mono?

Thought Lease - Ok.

...that's for so far...I don't have all day...I'll see the rest later...
 
F

FoundationOfRancor

Guest
Duke, Im helping the set...this isnt like, a contest. Its a "team" thing, remember?

Coast Sentinel:
Either way its a fun interesting card, and i think It deserves a slot.
------------------------------------
Ascending Merchant:
So let me get this straight, you say you dont want to focus on cycles, and you want creativity. And yet when a card comes along like this, you discharge it because its too "obsecure"? And about the U/R thing...I say we include the cards now, why bother planning different mechanics such as Themed and Un-themed gold cards per set. I say its creative, its unique, and therefore it goes in!
--------------------------
Desperate Stand:
White has never been able to search for creatures? What about the whole rebel thing?

Desperate Stand 2WW
Enchantment
If you control more creatures than any opponent, damage that would reduce you to less than 1 life instead reduces you to 1 life.
Sacrifice Desperate Stand: Search your library for a White creature card and put it into play. Then shuffle your library, if this creature has power above 4, remove it from the game.

Thats tied togehter.
-----------------------------------
Genocide:
4UB sounds ok.
------------------------
Ashen Fighter:

Ashen Fighter 2BB(3/2)
Creature - Ashen
As Ashen Figher comes into play, choose a creature type.
At the beginning of your upkeep step, if the top creature in your graveyard is a creature of the chosen type, and if Ashen Fighter is in the graveyard, you may return it to play under owners control.

There ya go!
---------------------
Aura Lock:
Technically, theres nothing that says an enchantment cant tap, so theres no rule to break. However, I agree with you on that it should be changed.

Aura Lock 3W
Creature- Energy Manifest
If Aura Lock is untapped, activated abilities of enchantments cost an additional "Tap target creature you control" and all enchantments lose their continuous abilities.
Sacrifice an enchantment: Untap Aura Lock.
0/1

--------------------------------------

Chivalry Training:
It *can* be a sideboard card; it still gives your untapped creatures +2+2. And just in general, some cards do have to be somewhat narrow, or all of them will blend together.

--------------------------------------
Hot-Blooded Ranks:
This is not too powerful.
This is a 2/3 haster for 3R, with a somewhat small abiltiy. Not powerful, very unique, no reason to not let it stay in.
-------------------------------
Zealous Paladin:
ok.
----------------------
 
N

Naren

Guest
Sorry to butt in, but Aftermath really shouldn't exist!

It's a red - green counterspell, dammit!
 
S

Sidar Jabari

Guest
Hi guys! Sorry I haven't posted in ages, I've been a bit busy recently!

As for the set, I've gone a bit hermitty. I'm going through all the old posts and dredging them for popular ideas that Duke missed. I might tag them on here or put them up for discussion on another thread. Either way, it won't happen today, and maybe not even tomorrow......
 
D

DÛke

Guest
...should BE an Instant, yes...

...and yes, it is purely G/R...

...Red already has "flashes" of over-priced counter power...

...and Green have had its flashes also...

...when you combine both colors, you'll get the exact "DNA" to form the exact original counterspell.

11.Aftermath (2RG)(Sidar Jabari and Duke)
Sorcery
Counter target spell. Aftermath can’t be countered.
If the countered spell is White, Blue, or Black, you may draw a card.
 
S

Sidar Jabari

Guest
I personally don't think that you should give an uncounterable counterspell, without drawbacks, AND with a possible situational advantage to red or green or both! At any mana cost, epsecially not 4!

I never invented a card like that, and no-one but you has voted for it or accepted it or anything!

If you keep it, take my name off it!
 
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