A Sliver Set (revisted)

Discussion in 'Home Made Cards' started by FoundationOfRancor, Dec 29, 2000.

  1. FoundationOfRancor The Gunslinger

    A Sliver Set (revisted)


    Green Cards

    G1)
    Hive onbreach 3GG
    enchanment
    When Hive onbreach comes into play, choose a creature type and color.
    All lands are 2/1 creatures that are the choosen color and creature type.

    G2)
    Fertile Tiller 2G
    Creature-Elf
    All creatures gain "T: add G to pool"
    1/2

    g3)
    Numbing Peackeeper 2GG
    Creature- elf
    When this card comes into play, choose a creature type.
    All creatures of the chossen type cannot be the target of spells or abilites.
    2/2

    g4)
    Rancored Elite 2G
    Creature-elf
    3/1
    Trample. When this card goes to graveyard from play, return it to your hand

    g5)
    Gargantuan Titan 3GGG
    Creature-Titan
    9/1
    Trample. Haste. Protection from artifacts
    When this card comes into play, destory all green creatures other than this card.

    g6)
    Mold Titan 1G
    Creature-Titan
    2/1
    Trample. Protection from artifacts.

    g7)
    Raging Titan 3G
    Creature-Titan
    Artifacts may not be played and cards cannot be played by means of artifice.
    3/1

    g8)
    Warrior of Wood 2G
    Creature-Treefolk
    Whenever any player plays a black spell, you may pay X+3. You may then look through your library and look for a creature card with casting cost X or less, put that card in play and shuffle your library.
    1/1

    g9) Mythical Fallen
    Creature- Legend
    T, sacrifice an enchantment: Gain life equal to all enchantments in play. If you paid the kicker cost, the activation for this ability is "T, lose 1 life"
    Kicker: Sacrifice two enchantments.


    g10)
    RiftWood inspiration GG
    Instant
    Target creature gets +4+2
    Artifice: 3

    g11)
    Predatory Feline 3G
    Creature-Cat Warrior
    Whenever a creature comes into play, put a -1-1 counter on every other creature you control and a +2+2 counter on this one
    2/3

    g12)
    Cavern Lurker G
    Creature-Thallid
    All creatues cost one less to play.
    All creatures gain echo.
    1/1

    g13)
    Albino Dragon 4GG
    Creature-Dragon
    Flying
    All dragons in all players hands gain "Artifice: x, where x is that cards dragon casting cost"
    5/4

    g14)
    Wayward Willow 3GG
    Creature-Willow
    This card cannot be the target of spells or abilities.
    1, discard a card: This card can be the target of spells or abilities untill end of turn. Any player may play this abilty.
    4/5

    g15)
    Ending Resources 2G
    Sorcery
    Put 3 depletion counters on all lands in play
    At the end of each players turn, that player removes a adepletion counter from each land that has counters on it.
    Whenever any land that had depletion counters on it has no depletion counters on it, destroy it.

    g16)
    Thoughts of Kin 2GG
    Instant
    Target Creature gets +x+x untill end of turn, where X is equal to the number of creatures in play with the same creature type as target creature.

    g17)
    Echoing call G3
    Sorcery
    Remove all cretures from the game and return them with echo.
    Kicker: GGG (Your cretures do not gain echo)

    g18)
    Seal Of Renewal 4GG
    Enchantment
    Sacrifice Seal of Renewal: you and your Oppenent switch control of each others lands

    g19)
    Posion Elves GGG
    creatue-elf
    T: deals 1 damage to target creature or player
    Sacrifice a land: deals 1 damage to target creature or player.
    2/2

    g20)
    Strenth of the treefolk 3G
    sorcery
    Your oppenent chooses: all creatures you control gain trample, or return 2 cards from your graveyard to your hand.

    g21)
    Roaming Beast 3G
    creature- Monster
    Trample, haste
    3/3
    Kicker 2G (Put two +1+1 counters on this card.)

    g22)
    Lurking Beast G
    creature-beast
    Venom
    1/1

    g23)
    Tribe Cheiftan 2GG
    Creature-Wumpus
    Trample
    2GG; Regenerate
    When this card comes into play, your oppenent may play a sorcery from his hand as an instant and for free.
    5/1

    g24)
    Natures Resurgence G
    Enchantment
    Sacrifice a creature: Search your lirary for a land and put it into play

    g25)
    Sphere Mold
    4GG
    Sorcery
    Destroy target creature or land. It cannot be regenerated. Put a */* Elemental token into play under your control. * equals the number of token creatures in play

    g26)
    Running Lion G
    Creature-Lion
    Creatures you control cannot block
    2/2

    g27)
    Lean Predators 2G
    Creature-Beast
    3/2
    Trample.
    GG: Regenerate
    "They learn to live on nothing, and kill anything."

    g28)
    Cyan Faeries GG
    Creature-faeries
    0/1
    All faries get +1+1 and flying.

    g29)
    Faerie Gaurd 1G
    Creature-faerie
    Flying
    Fading: 4
    0/7

    g30)
    Growing Wall 1G
    Creature- Wall
    (walls cannot attack)
    Sacrifice a creature: Put a 0/2 wall into play that counts as a wall
    0/3

    g31)
    Fungus Creeper 2G
    Creature- Thallid
    All non-white creatures have "During your upkeep, put a spore counter on this creature. Remove three spore counters from this creature: Put a 1/1 green thallid creature token into play."
    2/2

    g32)
    Mutiny 2GG
    Sorcery
    Target player is dealt damage equal to the added power of all cretures he controls.

    g33)
    Lurking Troll 2GG
    Creature-Troll
    3/1
    Trample
    1G: Your oppenent chooses: This creature loses trample and gets +1+2 untill end of turn, or this creatures gets +3+0 and is destoyed at the end of turn. You may only activate this once per turn.

    g34)
    Spore Spreaders 2GG
    Creature-Thallid
    1/2
    This creature cannot be countered.
    XT: Your oppenent is dealt X damage, where X equals the number of island that player controls.

    g35)
    Silent Faces 2G
    Creature-Lurker
    When this card comes into play, choose a basic land type
    SwampWalk
    2: Target land counts as a land of the choosen type as well as its normal type untill end of turn
    2/2

    g36)
    FoR, The Subtle 2G
    Creature-CPA Legend
    All creatures you control gain +2+0 and trample.
    At the end of your turn, sacrifice a random creature
    Skip your draw phase.
    2/1

    g37)
    Pre-Mage X1G
    Creature-Wizard
    Trample
    When this card comes into play, your oppenent may put X 1/1 green thallid tokens into play.
    Whenever this creature deals damamge to a player, you may remove the top X cards of target players library.
    X/X

    g38)
    Push G
    Instant
    Target spell resolves immediatley.

    g39)
    Apprentice Druid 1G
    Creature - Druid
    G,T: Return Apprentice Druid to owner’s hand: Look at the top five cards of your library and put them back in any order.
    0/1

    g40)
    Docile Wolf GG
    Creature - Wolf
    You may include up to six copies of Docile Wolf in your library.
    3G, T: Look through your library for a Docile Wolf card and put it into play. Shuffle you libary.
    2 /1

    g41)
    Drop of Algae G
    Instant
    Play Drop of Algae only if target opponent controls a black creature.
    Target creature you control gets +4/+4 until end of turn.

    g42)
    Elvish Conference 2G
    Enchantment
    1G, Return Elvish Conference to owner’s hand: Put a 1/1 green Elf creature token with "TAP: Add G to your mana pool" into play. Play this ability as a sorcery.

    g43)
    Frenzied Wolf GG
    Creature - Wolf
    You may only include two copies of Frenzied Wolf in your library.
    3/3

    g44)
    Group of Tadpoles GG
    Creature-Tadpoles
    G: Put a +1+1 counter on this creature or draw a card. You may only play this ability once.
    2/1

    g45)
    Gusto 1G
    Instant
    Target creature gets +3/+3 until end of turn.
    2G: That creature gets +2/+1 until end of turn. You may play this ability as many times as you like untill end of turn

    g46)
    Matriarch Wurm 4GG
    Creature - Wurm
    Trample
    2G, Sacrifice an untapped forest: Put a 3/2 green Wurm creature token with trample into play.
    4/4

    g47)
    Reliquary Grime G
    Enchant Artifact
    During your upkeep, you may put a rust counter on Reliquary Grime if you pay G.
    Remove two rust counters from Reliquary Grime, Return Reliquary Grime to owner’s hand, draw a card: Destroy enchanted artifact.

    g48)
    Sylvan Gift 2G
    Sorcery
    Gain 2 life.
    1G: Gain 3 life. You may play this ability as many times as you choose

    g49)
    Allied Speaker 1G
    Creature- Spirit
    When this creature comes into play, put a +1+1 counter on it for each spell you have already played this turn.
    0/2

    -----------------------------------
    Artifacts
    ----------------


    A1)
    Mental Buzz 3
    Artifact
    All slivers get -1-1.
    "The sound was not heard...but felt."


    A2)
    Infinite Cage 4
    Artifact
    Slivers may not untap during there controllers untap phase
    "Im not sure which is worse; capture of the mind or the body"
    -Barl Sart, philiopsher

    A3)
    Melting Sliver 4
    4/4
    Fading: 2
    The townspeople ran for there lives...untill they looked back and relized they were running from a puddle.

    a4)
    Melting Sun 2
    Artifact
    All slivers gain +2+2 and have fading: 2
    The sun blinded and burnt the warriors...the slivers barely noticed it.

    a5)
    Evolution Grounds 4
    Artifact
    Fading: 4
    When this card comes into play, choose a creature type
    Remove a fading counter: All creatures of the choosen type get +1+2, trample, flying, venom, or first strike untill end of turn.

    a6)
    Warriors of Glass 2
    Creature - Golem
    When any other creature comes into play, sacrifice Warriors of Glass
    3/4
    Life is to easy to shatter

    a7)
    Memory Catcher 6
    Artifact
    Whenever a non-permanent spell you play goes to the graveyard, you must pay 3 and return that spell to your hand. If you cannot, you lose 4 life.
    "Its to bad she wont live, but then again, who does?"
    -Blade Runner

    a8)
    Chimeric Sliver 3
    Artifact Creature- Sliver
    All Slivers gain "Sacrifice this creature: Put a +1/+1 counter on target Sliver. That Sliver also gains all printed abilities of the sacrificed creature."
    1/1

    9)
    Larva 0
    Summon-monster
    If you control another creture, Larva gets +1/+0
    0/2

    10)
    The Gathering 6
    Artifact
    When this card comes into play, each player may look through his or her library for 4 creature cards and put them into play. Then they shuffle their libraries, and you remove all the cards except for the last 2 of your library from the game.

    11)
    War Golem 5
    Summon Golem
    Gains +0+1 for each creature in play
    2/3
    "As the soldiers fell back, the golem only surged forward"

    12)
    Radiation 2
    Artifact
    All cards with artifice in all players hands lose artifice.
    All cards in all players hands without artifice have "artifice: x+1, where x is this cards casting cost"

    a13)
    Drug 3
    Artifact
    Fading: 3
    During your upkeep, draw an additional 2 cards
    When this card leaves play, you lose the game

    a14)
    Rusted Grounds 4
    Artifact
    T, sacrifice a creature : put two 4/4 sliver tokens into play with "Accumlated upkeep: Put a -1-1 counter on this cresture"

    a15)
    Melding Rig 4
    Artifact
    T, sacrifice two untapped cretures: Put a thrull Token into play with power and toughness equal to the sum of the sacrified creatures power and toughness.

    a16)
    Political Boundries 3
    Artifact
    Each player must sacrifice a creatures during his or her upkeep if they control more creatures than any other player.
    If you play a land, sacriifce this card.
    Politicians never listen to you...they're just waiting for their chance to talk

    a17)
    Grinding Mill 6
    Artifact
    When this card comes into play, choose a card type (Sorcery, Creature, Instant, Land)
    T, X+3: Look at target players library and remove a card of the choosen type with a casting cost X or less from the game. Shuffle the library.

    a18)
    Contricting Wand 3
    Artifact
    Creatures may be played as instants.
    T: Counter target creature spell cast during your turn.

    a19)
    Molding Guard 5
    Creature-Golem
    0/1
    During your upkeep put either a +1/+0 or +0/+1 counter on Molding Guard.
    3: Add a +0/+1 or +1/+0 counter to Molding Guard. Use this ability only once each turn and only as a sorcery.

    a20)
    MindFire Amulet 4
    Artifact
    Return a creature to owners hand: All artifice spells cost 2 less to play until end of turn.
    Whenever a creature comes into play by means of artifice, this card deals damage equal to that creatures casting cost to target player .

    a21)
    Cup of youth 3
    Artifact
    Fading: 1
    Skip your upkeep step
    Instead of removing the fading counters from this card during your upkeep, remove them during your draw step
    Pay 3 life: put a fading counter on Cup of youth

    a22)
    Hidden Library X
    Artifact
    Fading: X
    2T: Each player draws X cards.

    a23)
    Compensator 3
    Artifact
    Destory target land: your oppenent gains control of a land of his choice
    Artifice: 1G

    a24)
    Arc of Ages 1
    Artifact
    3, Discard two lands from your hand: Your oppenent shuffles 2 cards in his hand or in play into his library.

    a25)
    Crystal Ball 1
    Artifact
    T: Randomly select a card from your library and reveal it. If it is not a creature card, shuffle it into your library. You may repeat this process until you get a creature card. Reveal the creature card to all players. You may pay half its converted mana cost, rounded up. If you do, put the creature card into play, if you dont, bury it. Shuffle Crystal Ball into your library.

    a26)
    Diamond Core 1
    Artifact
    Comes into play tapped.
    T; Diamind Core to owner’s hand: Add two colorless mana to your mana pool.

    a27)
    Reserve Burner 4
    Artifact
    Skip your draw phase
    You now have a second attack phase after your second main phase.

    a28)
    Welding Tool 1
    Artifact
    During your upkeep, sacrifice all other artifacts you control unless you pay 6.
    T: Search through your libary for an artifact card and put it into play. Lose 2 life and shuffle your library afterwards.

    --------------------
    Red
    ------------


    R1)
    Falling Sky 2RR
    Instant
    Destory target land
    Artifice: 5 (You may pay 5 instead of this spells normal casting cost to put it into play)

    R2)
    Hive Devotion 1RR
    Enchantment
    As this card comes into play, choose a non-red color.
    R, Sacrifice a creature of the chosen color: Destory target land.

    r3)
    Lightining Sliver 2RR
    6/1
    Haste
    All slivers cannot block
    Fading: 0

    r4)
    Sewer Lurker 5R
    Creature- monster
    Sewer Lurker has power and toughness equal to the number of lands in all players graveyards.
    */*

    r5)
    Renewal 3RR
    Sorcery
    Bury all creatures target player controls. For each creature buried place 2 1/1 orc token in to play on their side.
    Artifice: 6

    r6)
    DeEvolve RR
    Creature enchantment
    When Devolve comes into play, draw a card.
    Target creature counts as a creature-scum instead of its normal type.

    r7)
    Body Flow RR
    Sorcery
    Discard a creature from your hand: Body Flow deals 3 damage to target creature of player. That creature cannot regenerate.

    X

    r9)
    Explosive Sliver 3R
    Creature-Sliver
    1/2
    All slivers gain: "Sacrifice this sliver and draw a card: This sliver deals damage to all creatures and players equal to its power"

    r10)
    Caervins FireRain RR
    Sorcery
    Destory target non-basic land

    r11)
    Powder Dealer 3R
    Creature-Shapshifter
    When this card comes into play, choose its creature type.
    When this creature leaves play, it deals 4 damage to each creature of its creature type.
    1/2

    r12)
    Natural Selection 1R
    Instant
    Destroy a creature with power 2 or less. in play. This effect is not targeted.
    Kicker: 2 (You may destroy any creature regardless of power)
    Artifice: 4

    r13)
    Unlikely Alliance
    3R
    Sorcery
    You control all of target opponent's creatures until end of turn. Until end of turn you may not attack that opponent.

    r14)
    Tactical Sliver 2R
    Creature-Sliver
    All Slivers have flanking.
    2/2


    r15)
    Flowstone Mindbearer 2R
    Creature- Monk
    All creatures gain "(1): +1/-1 until the end of turn."
    1/2

    r16)
    Laccolith Sliver
    2RR
    Creature- Sliver
    2/2
    All Slivers gain "Whenever this creature becomes blocked, you may have it deal damage equal to its power to target creature. If you do, this creature deals no combat damage this turn."

    r17)
    Mindless Drone 4R
    Creature-shapeshifter
    When mindless drone comes into play, choose a creature type
    Mindless Drone gets +1+1 for each creature of the choosen type in play, and -1-1 for each creature of the type not choosen in play.

    r18)
    Volatile Sliver
    Creature-Sliver
    2RR
    If there are ever six or more slivers in play, destroy all slivers. They can't be regenerated. Each sliver each player controls that is destroyed in this way deals 2 damage to its controller.
    3/3


    r19)
    Raid RRR
    Sorcery
    Destory target land.
    Artifice: GG or BB
    If you paid the green artifice cost: draw a card
    If you paid the black artifice cost: your oppenent discards a card

    r20)
    Totalarian Dwarf 1RR
    Creture-Dwarf
    When this card coms into play, sacrifice a creature
    Artifice: Sacrifice a land
    1; This card deals 1 damage to all creatures and players. Each player must sacrifice a land.
    1/2

    r21)
    Brooding Truim 2R
    Creature-mercenary gunslinger
    2/2
    First Strike
    Kicker: 1RR
    If you paid kicker, this creature gets +1+2 and gains, haste and "Whenever this creature deals combat damage to a oppenent, that player has to sacrifice an artifact"

    r22)
    Thrashing Drifter 2RR
    5/5
    Creature-Drifter
    Thrashing Drifter cannot be blocked except by red cretures.
    Whenever thrashing drifter deals damage to an oppenent, you must discard a card at random, if you cannot, sacrifice this card and skip your draw phase for the next turn.

    r23)
    Sporting R
    enchantment
    Fading: 2
    When sporting comes into play remove a creature you control and a creature your oppents controls from the game
    When this card leaves play, return those cretures into play with two +1+1 counters and first strike

    r24)
    Call of the Minotaur 2RR
    enchantment
    Sacrifice a creature: all creatures you control get +x/+0, where x is that creatures power. Use this ability only once each turn.

    r25)
    Parralax Blood 2RR
    Enchatnment
    When this card enters and leaves play, draw a card
    Fading: 5
    Remove a fading counter: target player loses 1 life
    When this card leaves play, that player gains all life back that was lost this way

    r26)
    Aether lightning 2R
    Instant
    Your oppenent chooses: Your oppenent sacrifices a creature, or aether lightning deals 3 damage to target creature or player.

    r27)
    Almindhra Vengence 4R
    Sorcery
    You oppenent chooses one: deals 4 damage to each creature or player, or each player sacrifices 4 lands.

    r28)
    Throbbing Pain RR
    Enchantment
    Sacrifice Throbbin Pain: Deals one damage to target creture or player, that creature cannot regenerate.
    When this card goes to your graveyard from play, return it to your hand.

    r29)
    Stroke R
    Enchantment
    Whenever a creature deals damage that sends another creature to a graveyard, put a buildup counter on it.
    Whenever a creature has three buildup counters on it, sacrifice it and its controller must sacrifice a land.

    r30)
    Tyrithan Upstarts 4RR
    Creature- Anarchist
    3/2
    When this creature come into play, your opponent chooses: This card deals damage equal to the number of creatures that player controls, or you search your opponents library for a card, that player is dealt damage equal to that cards casting cost. You put that card in his hand and shuffle his library.

    r31)
    Tyrithan Townsfolk R
    Summon Townsfolk
    0/1
    1T: Add R to your pool
    1T: Discard a card at random from your hand: Add RRR to your mana pool


    r32)
    Drunken Mage 2R
    Creature-Wizard
    2r, t: Destory a random creature in play. This effect is not targeted.
    1/2

    r33)
    Rebellion
    Enchantment
    2RR
    During your upkeep sacrifice a creature or destroy Rebellion.
    At the beginning of your turn you may pay RRR to put a revolt counter on Rebellion. All creatures you control get +X/+X, where x is equal to the number of revolt counters on rebellion.

    r34)
    Orc Ranks RR
    Creture-orc
    3/2
    During your upkeep, take 2 damage.

    r35)
    Orc Mercenary 2RR
    Creature-orc
    5/5
    Haste.
    Skip your draw phase.
    "When tempers flare, reason tends to run for cover..."
    -Lady Whimsical

    r36)
    Heart Attack RR
    Sorcery
    Target creature gets a -1-1 counter.
    Any creature that is targeted by heart Attack a second time is destoryed.
    When this card goes to graveyard from play, return it to your hand.

    r37)
    Spiked Dragon 4RR
    Creature-dragon
    0/0
    Flying
    Comes into play with 4 +1+1 counters.
    4, remove a counter: draw a card.

    r38)
    Luna Peddler 2RR
    Creature-Dwarf
    3/1
    Your oppenent gains control of a land you control: Add two mana of any color to your mana pool.
    Your opponent gains control of an enchantment you control: This creature gets +2+2 and trample untill end of turn.

    r39)
    Captain Caveman, 2RR
    Creature-Nomad Legend
    1/2
    All Nomads get a +1+1
    If Captain Caveman deals combat damage to an oppenent, gain control of target land.
    If Captain Caveman leaves play, return all lands to there owners control.


    r40)
    Plane Native 2RR
    Creature-CPA legend
    2/1
    1: Target creature gains haste
    When Plane Native is placed into graveyard form play, place a +2/+2 counter on all creatures you control.

    r41)
    Apollo, The Phoenix RR3
    Creature-Phoenix Legend
    Flying
    During your upkeep, if Apollo, The Phoenix is in your graveyard, you may pay RR3 to put it into play
    4/3


    r42)
    Drop of Blood R
    Instant
    Drop of Blood deals 3 damage to target blue creature and 3 damage to the controller of that creature.

    r43)
    Desiccation 2RR
    Sorcery
    Destroy target land.
    R, Sacrifice a land: Destroy target land. You may play this ability as many times as you like untill end of turn

    r44)
    Shatter Mind 2R
    Instant
    Your oppenent chooses; Destroy target artifact or Return target artifact to its controllers hand, that player must discard a card at random.

    r45)
    Manic Orc 1R
    Creature - Orc
    Haste
    At end of turn, sacrifice Manic Goblin.
    3/1

    r46)
    Poker Face 1R
    Enchantment
    At the beginning of your upkeep, you may name any number of cards in your hand. At end of turn, if you played all of those cards from your hand and no other cards, Poker Face deals 1 damage to target opponent if you revealed at least one card.

    r47)
    Polarized Lightning 2R
    Enchantment
    When Polarized Lightning comes into play, it deals 2 damage to target creature or player.
    RR, Return Polarized Lightning to owner’s hand: Polarized Lightning deals 2 damage to that creature or player. If that creature or player is no longer a legal target, Polarized Lightning deals 2 damage to another target creature or player.

    r48)
    Shivan Flare 3R
    Sorcery
    Shivan Flare deals 2 damage to target creature or player; then, if that creature’s controller or that player has 18 life or more, Shivan Flare deals 4 damage to target creature or player.

    r49)
    Solar Efreet 4RR
    Creature - Efreet
    Flying
    Whenever you would lose life from mana burn, put a heat counter on Solar Efreet.
    When Solar Efreet attacks, it deals 1 damage to you and 1 damage to target opponent for each heat counter on Solar Efreet.
    4/4

    r50)
    Twisted Game 3RR
    Sorcery
    Destroy target permanent. That permanent’s controller may then pay 1. If he or she does, that player may choose to repeat this entire process (by choosing another target and letting that target’s controller pay 1 if he/she wants).

    r51)
    Timid Goblin 2R
    Creature-Goblin
    Trample.
    If this goblin is the only goblin in play, sacrifice it.
    4/3

    r52)
    Maroon Runner RR
    Creature- Lizard
    Echo.
    When this card enters play, you may deal 2 damage to target creature or player.
    RR: Remove this creature from the game and return at end of turn. You may only play this ability once per turn.
    2/2

    r53)
    Choatic Creations 2RR
    Sorcery
    Return all artifacts from all graveyards into play under their owners control.

    Ill get the rest later...
  2. Istanbul Sucker MCs call me sire.

    Several of these are in dire need of work.

    G6: A 2/1 Titan? Not much of a titan...

    G9: Has no power or toughness. Also, 'gain life equal to all enchantments in play'? What, the number of them? Their casting costs? Their alphabetic value?

    G10: Needs 'until end of turn'.

    G12: One colorless mana less? Specify. Also, can creatures cost 0 like this?

    G14: Blastoderm, +1 CC, -1 power, but NEVER FADES OUT and can be targeted by you in an emergency? Power card. Ye gods. Should cost 3GGG.

    G15: Geddon is a white effect. This is a slow Geddon.

    G20: Would all your creatures gain trample *until end of turn*? If not, this card should cost 1GGG. If so, it should cost GGG.

    G21: 3G for a 3/3 trampling haster is undercosted. Haste is also a red ability. Turn this into a gold creature and pump it's CC, making it 3RG.

    G24: There's already a card called Nature's Resurgence.

    G29: A flying 0/7 wall with five turns of life for 1G? My GOD. This should cost 2G at *least*, preferrably 2GG.

    G31: Should be all green creatures. Why would blue creatures create thallids?

    G33: Costs too much. Should cost 2G or 1GG.

    G37: Remove those cards...from the top of their library and put them in the graveyard? Remove those cards...from the game? Remove those cards...and put them into play?

    G38: Pointless, confusing. Kill the card.

    G39: Better than Sage Owl, with a built-in bounce mechanism so it can be reused constantly. Should cost 1GG.

    G40: Ugh. Breaking the fundamental rules of Magic is bad. Also, hunts for itself. Works just fine, if you kill the ability to have six.

    G42: Dear GOD, no. Infinite Llanowars?! Should require the sacrifice of a land, not mana, to activate.

    G43: See G40.

    G44: Once per turn? Once at all? Be specific.

    G46: Very close. Remove trample from the tokens, or make them 2/2s, and it's balanced.

    G47: Simplify, simplify. Add 1 to the CC, and put 'Draw a card when ~ comes into play' instead of adding it to the activation cost.

    A4: WAY strong. Slivers sacrifice for abilities, and bounce. Not that your opponent would last long enough for them to need bouncing....

    A8: Instant win for sliver decks. Unprintable at any casting cost. Strike from the set.

    A9: Should be 'Artifact Creature'. Artifacts are never summon spells.

    A10: Should cost 3. Only a fool would play this.

    A13: Unplayable in its current form. Change to 'If Drug leaves play, lose half your life, rounded down'. As is, gives you 3 cards a turn in return for an *excruciatingly* short lifespan. And since you can't bounce it for fear of dying, no sane person would play it.

    A14: Change activation cost to '3, Sacrifice a non-token creature:' to prevent infinite Slivers.

    A18: Add 2 to the activation cost.

    A23: Insanely bad. Great, I can blow up my opponent's land, and he can take mine. Change to 'Destroy a land of your opponent's choice: Destroy a land of your choice. Sacrifice ~ if you control no lands.'

    A25: Uhhhhh...NO. I get a random creature in my deck for half its converted mana cost, rounded up, and get the Crystal Ball back? For one mana? Four Serra Avatars in my deck, those are the only creatures. It'll only take ten minutes to find one, then I get it for 4 mana....

    A28: No. No no no no. Tinker BAD. Turn 1: Island, Welding Tool. Turn 2: Island. At the end of your turn, Weld for a Thran Dynamo. Turn 3: During my Upkeep, Weld for a Thran Dynamo. There, now I can Tinker every turn and not worry....

    R5: Someone's been reading Mogg Infestation. :) But seriously, imagine this, then Tremor...

    R6: Useless. Nobody will play this. Have it at least do something like...grant mountainwalk or something.

    R8: Where's R8?

    R9: Remove 'and draw a card'.

    R12: There's already a card called Natural Selection.

    R13: There's already a card called Unlikely Alliance.

    R17: Needs a starting power/toughness. Also, should cost 3R.

    R19: Should be kicker, not artifice.

    R20: Add 'Play this ability no more than twice per turn'. Otherwise, might as well call him 'Wildfire Dwarf'.

    R22: Remove '~ cannot be blocked except by red creatures.'

    R25: Change to 'Fading: 3'. Otherwise, it's a kill if your opponent is at 5 or less *and* fetches you another card to help with the kill.

    R28: Cannot regenerate until end of turn? Ever? Until you say 'She sells seashells by the seashore'?

    R29: Seems like something white would do. Consider making it white.

    R30: On the first choice, can the damage be dealt to creatures? Players? Both? Squirrel tokens only?

    R32: How do you decide which creature is destroyed?

    R34: A 3/2 for 2 mana? WAY good, even if you do take 2. You think Sligh cares if it takes 2?

    R36: Increase cost to RRR.

    R39: HERETIC! Captain Caveman FLIES, that's all there is to it!

    R40: Way too good. Make it a +1/+0 on any three creatures you control if it dies.

    R43: Change the additional land destruction ability's cost to 1R.

    R45: So, which is it? An orc or a goblin?

    R48: Limitless Shocks, even if they ARE pricey. Too good. Make it so that it can only target creatures, and add 'You cannot return ~ to your hand in the same turn you cast it.'

    R49: Add some kind of limit to heat counters. Otherwise, a halfway intelligent opponent will just mana burn like crazy, attack, and put their opponent's damage on the stack first.

    R53: You must have really liked Replenish. :p Too good at any casting cost, cut from set.
  3. Ransac CPA Trash Man

    How can MY set compete with something as lengthly as FoR's?



    Ransac, cpa trash man
  4. FoundationOfRancor The Gunslinger

    Thanks for the critiscm Istanbul! Here, ill go over your suggestions here...

    g6: So what? He a Titan under the right circumstances...
    ----------------
    g9: Yes, this card was all messed up...another version:

    Mythical Fallen 2W
    Creature- Legend
    T, sacrifice an enchantment: Gain life equal to the number of enchantments in play. If you paid the kicker cost, the activation for this ability is "T, lose 1 life"
    Kicker: Sacrifice two enchantments.
    2/1
    -----------------
    g10) Right on...

    RiftWood inspiration GG
    Instant
    Target creature gets +4+2 untill end of turn
    Artifice: 3

    ----------------
    g12) This card was actually a card on Dantes card maker, and I jsut transfered it...

    Cavern Lurker G
    Creature-Thallid
    All creatues cost one generic mana less to play.
    All creatures gain echo.
    1/1

    (Yes, creatures can now cost 0)
    ---------------

    g14) Your missing the point of the ability, your oppenent can play it as well. Hmmm...I think I cut the discard thing and make it a mana cost instead of messing with the actual card, here:

    Wayward Willow 3GG
    Creature-Willow
    This card cannot be the target of spells or abilities.
    2: This card can be the target of spells or abilities untill end of turn. Any player may play this abilty.
    3/5

    What do you think about that? I think its iffy, perhaps making it cost 4GG would be better, as you suggested.

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

    g15) What are you saying? Or suggesting? Should I make it a white card?

    ---------

    g20) It would defiently be "Until end of Turn". I dont see why the 1GGG cost is required. Maybe in regards to the ressurection-to-hand thing? I think 2GG is good enough. And either way, your oppenent decides which one you get, so its not a sure thing, and your gonna get the worse end of the deal. Here:

    Strenth of the treefolk 2GG
    Sorcery
    Your oppenent chooses: All creatures you control gain trample untill end of turn, or you return two cards from your graveyard to your hand.
    ------------

    g21) I really wanna cut this card, I hate it. But ill tag on your suggestions anywhoo...

    Roaming Beast 3RG
    creature- Monster
    Trample, haste
    3/3
    Kicker 2G (Put two +1+1 counters on this card.)
    --------------

    g29) I suppose your right, taking in the fact that one of greens weaknesses is flying...

    Faerie Gaurd 1GG
    Creature-faerie
    Flying
    Fading: 3
    0/7
    -------------

    g31) Basically, it was all creatures other than white dont have the "holyness" to withstand all of this fungus...red and green makes more sense though...

    Fungus Creeper 2G
    Creature- Thallid
    All green and red creatures have "During your upkeep, put a spore counter on this creature. Remove three spore counters from this creature: Put a 1/1 green thallid creature token into play."
    2/2
    ----------

    g33) Sounds good to me...2G it is...I think originally it was 1G, and I guess we got paranoid after that.

    Lurking Troll 2G
    Creature-Troll
    Trample
    1G: Your oppenent chooses: This creature loses trample and gets +1+2 untill end of turn, or this creatures gets +3+0 and is destoyed at the end of turn. You may only activate this once per turn.
    3/1
    ----------

    g37) Good call, I forgot about that part...

    Pre-Mage X1G
    Creature-Wizard
    Trample
    When this card comes into play, your oppenent may put X 1/1 green thallid tokens into play.
    Whenever this creature deals damamge to a player, you may remove the top X cards of target players library into his or her graveyard.
    X/X

    What do you think about the Creature-Token-given-to-your-oppenent thing? Too weak? Too strong?
    --------------
    g38) I must ask you to reconsider, this card is interesting, as it refers to the stack. I personally dont like it, but of all the people I have shown it too, they like it. Ill put some thought to it.
    -----------

    g40) I think breaking the rules is what its all about. At least bending them. However, the 4 card thing isnt exaclty a solid rule, because in casual play you can play with as many as you want. Still, I really like this ability, and I would like to see some more opinions on it before it gets cut.
    --------

    g42)
    I really dont think this is broken. 3gg for a 1/1 token that has the tap mana thingy? Eventually it will get really good, but still...*sighes* oh well, I dont wanna set up a possible combo..

    Elvish Conference 2G
    Enchantment
    1G, Return Elvish Conference to owner’s hand: Put a 1/1 green Elf creature token with "TAP: Add G to your mana pool" into play. Play this ability as a sorcery and only once per turn.
    ------------

    g44) I didnt think there should be any confusion with this card...oh well, better safe than sorry.

    Group of Tadpoles GG
    Creature-Tadpoles
    G: Put a +1+1 counter on this creature or draw a card. You may only play this ability once per game.
    2/1
    -------------

    g46) Ok.
    Matriarch Wurm 4GG
    Creature - Wurm
    Trample
    2G, Sacrifice an untapped forest: Put a 3/2 green Wurm creature token into play.
    4/4
    --------
    g47) Originally this card was GG, but I thought that the time factor should bring it to G. 1G sounds pretty good.

    Reliquary Grime 1G
    Enchant Artifact
    When Reliquary Grime comes into play, draw a card.
    During your upkeep, you may put a rust counter on Reliquary Grime if you pay G.
    Remove two rust counters from Reliquary Grime, Return Reliquary Grime to owner’s hand: Destroy enchanted artifact.
    ------------

    a4) Righto, here ya go:

    Melting Sun 2
    Artifact
    All slivers gain +2+2 and have fading: 2
    Sliver you control cannot be the target of your spells or abilities.
    --------------

    A8) I think it deserves to be cut, but its not *that* strong...
    --------------
    a9) Right.
    Larva 0
    Artifact creature- Monster
    If you control another creture, Larva gets +1/+0
    0/2

    ---------

    a10) Not really, think of a deck based around it, with really effcient creatures like Avatar of Woe and such. However, im inclined to make a few changes...

    Gathering Gate 4
    Artifact
    When this card comes into play, each player may look through his or her library for 4 creature cards and put them into play. Then they shuffle their libraries, and you remove all the cards except for the last 3 of your library from the game.

    With a deck based around it, this is pretty much a given win, unless your playing against white. What do you think, Istanbul?
    --------------------

    a13) Isty, re-read it, its alot better than simply 2 cards. Its 3 cards per turn for 3 turns. Its for Rush deck...oh well, tell me what you think about it?
    -----------

    a14) Sounds good to me...

    Rusted Grounds 4
    Artifact
    T, sacrifice a non-token creature: put two 4/4 sliver tokens into play with "Accumlated upkeep: Put a -1-1 counter on this cresture"
    ----------------------

    a18) Im kinda hesitant to due this, but it'll turn out good, I hope.

    Contricting Wand 3
    Artifact
    Creatures may be played as instants.
    2T: Counter target creature spell cast during your turn.
    ------------

    a23) Uhhh...ok.

    Compensator 3
    Artifact
    Sacrifice a land of your oppenents choice: Destroy target land.
    Sacrifice Compensator if you control no lands.

    And its not as confusing this way, either.
    -----------------

    a25) Ok man! Settle down, lol. Sorry, your probablly gonna burn me for saying that...
    You have an excellent point. What do you suggest? I think a higher cc is the best way. Perhaps 4 mana? Maybe even 6?
    -----------------

    a28) YOur right, and I think im just gonna cut this card. Too many cards that search for stuff are in this set...
    ----------------

    r5) Good catch Isto, I always loved the infestation, and I wanted to re-print it with artifice. Ouch, excellent point with tremor. I think ill make them 1/2 dudes. That doesent really follow the orc-red trend though...hmmm....
    -----------

    r6) This is probablly my favorite card in the entire set, as it fits really well into the theam of the creature-type thing. Maybe I should make it more playable though...did you see the cantrip?
    ----------
    r8) I had to cut it, and I didnt want to renumber all the cards from then-on. I was tired, it was late.
    ------------

    r9) ok....any reason in particular? Doesent fit in with red? Make it unbalanced? Doesent make sense? All of the above?

    Explosive Sliver 3R
    Creature-Sliver
    1/2
    All slivers gain: "Sacrifice this sliver: This sliver deals damage to all creatures and players equal to its power"
    -----------

    r12) Is there? man...

    Natures Selection 1R
    Instant
    Destroy a creature with power 2 or less. in play. This effect is not targeted.
    Kicker: 2 (You may destroy any creature regardless of power)
    Artifice: 4
    -------------

    r13) Dammit! grrr....

    Loyalty Burn 3R
    Sorcery
    You control all of target opponent's creatures until end of turn. Until end of turn you may not attack that opponent.

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

    r17) Your right.

    Mindless Drone 3R
    Creature-shapeshifter
    When mindless drone comes into play, choose a creature type
    Mindless Drone gets +1+1 for each creature of the choosen type in play, and -1-1 for each creature of the type not choosen in play.
    0/1
    -----------------

    r19) Oh! I get it now. When I was copiying this card, the artifice cards were 2BB and 2GG, and I was wondering why. Now I know. Here, let me turn it back to what it was...

    Raid RRR
    Sorcery
    Destory target land.
    Artifice: 2GG or 2BB
    If you paid the green artifice cost: draw a card
    If you paid the black artifice cost: your oppenent discards a card
    -------------------

    r20) Didnt catch that one...

    Totalarian Dwarf 1RR
    Creature- Dwarf
    When this card coms into play, sacrifice a creature
    Artifice: Sacrifice a land
    1; This card deals 1 damage to all creatures and players. Each player must sacrifice a land, you may only play this ability two time per turn.
    1/2
    ------------

    r22) Why? Too powerful?

    Thrashing Drifter 2RR
    5/5
    Creature-Drifter
    Whenever thrashing drifter deals damage to an oppenent, you must discard a card at random, if you cannot, sacrifice this card and skip your draw phase for the next turn.
    -------------------------

    r25) If I do what you suggest, it will kill the card...after some though, I think we can reach a comprimise:

    Parralax Blood 2RR
    Enchatnment
    When this card enters and leaves play, draw a card
    Fading: 2
    Remove a fading counter: target player loses 2 life
    When this card leaves play, that player gains all life back that was lost this way

    What do you think of this one?
    -------------------------------

    R28) Thats the wording on Incinerate...but ok...

    Throbbing Pain RR
    Enchantment
    Sacrifice Throbbin Pain: Deals one damage to target creture or player, that creature cannot regenerate untill end of turn.
    When this card goes to your graveyard from play, return it to your hand.
    ----------------------

    R29) You know, I think your kinda right. This does have a whitish feeling. That alone doesent persuade me, but I think it being red makes it to similar to Sporting or Throbbin Pain. So white it is.

    Stroke W
    Enchantment
    Whenever a creature deals damage that sends another creature to a graveyard, put a buildup counter on it.
    Whenever a creature has three buildup counters on it, sacrifice it and its controller must sacrifice a land.
    --------------------------

    R30)
    Right on. There were so many wording errors in these...

    Tyrithan Upstarts 4RR
    Creature- Anarchist
    3/2
    When this creature come into play, your opponent chooses: This card deals damage to target creature equal to the number of creatures that player controls, or you search your opponents library for a card, that player is dealt damage equal to that cards casting cost. You put that card in his hand and shuffle his library.

    What you think now, Bul of the Istan's?
    -------------------

    r32) I dunno, put them upside down and someone pick. It really doesent matter, and if you tell them a method, I think it will be really confusing or really long. I say let em call it on there own.
    -------------

    R34) Thats the point! Its a Sligh card! grr..

    Orc Ranks 2R
    Creture-orc
    3/2
    During your upkeep, take 1 damage.
    --------------

    r36) I really dont wanna make it as red dependent as RRR. 1RR will do, I think.

    Heart Attack 1RR
    Sorcery
    Target creature gets a -1-1 counter.
    Any creature that is targeted by heart Attack a second time is destoryed.
    When this card goes to graveyard from play, return it to your hand.
    ----------------------

    r39) ...what?
    ----------------------

    r40) Ok, but I still wanna make it give a big punch, and I dont want it to be dependent on having three creatures. This is actually a legend of someone on the CPA. I forgot who though.

    Plane Native 2RR
    Creature- Native
    1: Target creature gains haste
    When Plane Native is placed into graveyard form play, place a +2/+0 counter on two creatures you control.
    1/1
    -----------------------

    r43) ok...

    Desiccation 2RR
    Sorcery
    Destroy target land.
    1R, Sacrifice a land: Destroy target land. You may play this ability as many times as you like untill end of turn

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

    r45) Yea, ok, ok...some re-wording issues there...

    Manic Orc 1R
    Creature - Orc
    Haste
    At end of turn, sacrifice Manic Orc.
    3/1
    ------------

    48/47) You mean number 47, right? Im gonna presume you do...
    It is rather costly, but I think both changes you suggested are good.

    Polarized Lightning 2R
    Enchantment
    When Polarized Lightning comes into play, it deals 2 damage to target creature or player.
    RR, Return Polarized Lightning to owner’s hand: Polarized Lightning deals 2 damage to that creature or player. If that creature or player is no longer a legal target, Polarized Lightning deals 2 damage to another target creature or player. You may not return this card to your hand the same turn you cast it.

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

    r49) Better yet, dont make it so bad...

    Solar Efreet 4RR
    Creature - Efreet
    Flying
    Whenever you would lose life from mana burn, put a heat counter on Solar Efreet.
    When Solar Efreet attacks, it deals one damage to your oppenent for each heat counter on Solar Efreet
    4/4
    ------------------

    r53) Actually, I hate replenish, I jsut love artifacts...hmm...gotta think of a way to NOT make this broken. help!?
    -----------------

    Im going to have black, blue, white, and lands up soon, I was jsut too tired last night. Istanbul, you know that im only brining this up because you wanted some balanced cards, right?
  5. K9Archmage He Might Be Giants

    Yeah, some of those are hideously underpowered

    Hoipa
  6. FoundationOfRancor The Gunslinger

    *underpowered*!?

    Which ones ArchMage?
  7. Thallid Ice Cream Man 21sT CeNTuRy sChIZoId MaN

    How is Push confusing? Spells targeting only the card merely fizzle, because the card is removed from the stack. That's it.

    Elvish Conference should be clarified. It should be:

    Elvish Conference
    1G
    Enchantment
    Scions you control have "T: add G to your mana pool."
    1G, Return Elvish Conference to owner’s hand: Put a 1/1 green Scion creature token into play. Play this ability as a sorcery.

    This way, when the enchantment isn't in play, they're just tokens.

    I don't think you should be able to search for more copies of Docile Wolf.

    Solar Efreet's damage is dealt to both players at once. It's perfectly fine the way it is. It isn't broken now, but what FoR suggested is.



    I have reason to complain - I made all the cards I mentioned (although FoR did change them) and a lot of the rest.
  8. Istanbul Sucker MCs call me sire.

    What happens when a new rules revision eliminates the 'stack'?

    Elvish Conference needs to cost 2G to cast. Aside from that, TICM's version is fixed.

    ---

    FoR:

    G6: Under what circumstances is he huge? All I see is 2/1, prot. artifacts.

    G14: If the ability can be played by either player, it's good for 4/5.

    G15: Yes, this should be a white card.

    G20: Way too easy. Any opponent with half a brain will choose to give your creatures trample until end of turn rather than give you the chance to Restock. Make it regrow one card from your graveyard instead.

    G31: I like your new version, but I think black creatures should be able to gain fungus. Think 'swamp'.

    G37: A good, balanced card. Gotta be careful how big you make your Pre-Mage and how many cards you mill, 'cause your opponent will get weenie critters. A real make-you-think card.

    G44: I think it's obvious too. But remember that our theoretical players would try to abuse this if you don't specify.

    A4: Perhaps I wasn't specific enough...how many turns do you need to have a swarm of 4/4 creatures? Bigger, if you have Muscle Slivers in play? Make it +1/+1.

    A10: What do I think? I Wrath, you lose.

    A13: What Rush deck wants to spend a turn casting this, rather than playing out a kill?

    A14: Now just turn 'accumulated' into 'cumulative', and we're good to go. :)

    A23: Good, good. In the old form, you could keep destroying your opponent's lands once you were out, and just have him gain control of his own lands (making it too good), but until you did that, all you did was give your opponent your land as you killed his (making it too bad).

    A25: CC of 4, remove the 'half' the converted mana cost.

    R5: Just make them 1/1 tokens with protection from red.

    R6: Yeah, I saw the cantrip...but I see NO benefits for turning the creature into scum. It's essentially the same as having a spell that does nothing but have Cycling: RR.

    R9: It's honestly broken no matter what...think of this: You're at 1, I'm at 8. We've both got creature hordes out. Suddenly, you play this, sacrifice two Slivers to Victual, and just throw Slivers around until I die and you don't. It's like an Earthquake made to order.

    R12: Kicker should be R2. Even Dark Banishing can't kill ANY one creature. And getting around untargetability makes it even better.

    R13: How about 'Questionable Authority'?

    R22: No more powerful than Balduvian Horde, I suppose.

    R25: Remove drawing a card when it enters play, and you've got a deal.

    R29: This should cost at least WW...gives all creatures a Blastoderm-like lifespan as far as attacking goes.

    R30: Very strong, but very expensive...hmmm. Certainly punishes people that play with Winds or really costly cards. Make the first ability able to deal damage equal to creatures to a creature *or player*, and make it a 2/2 creature.

    R36:
    Heart Attack 2RRRR
    Sorcery
    Destroy target creature.
    If this is placed into any graveyard, return it to your hand.
    Do you really want ANY color to destroy any creature as many times as it wants? Black wishes it had this kin...

    Oy. This has black painted all over it. This is *such* a black card!

    R39: Poor, deprived man. Captain Caveman was a cartoon character, circa The Flintsones. And he flies. That's simply how he gets around.

    R49: TICM is right. Your earlier version is strong, the later version is broken. Limit the Phoenix to three heat counters to prevent abuse.

    R53: Here's how to make it non-broken: don't print it.

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