Casualties of War - Updates

D

Duel

Guest
hey, just a quicky here: how about naming foreboding ritual "Last Rites" That's catchier, I think

Also, I want a duel card. Can I have one?
 
C

Chaos Turtle

Guest
Istanbul
Roger that, Istanbul.
I assume the version last posted in that "other" thread ;) is the one you've decided on.
===
Gizmo
Okay, okay. I'll put the Frizan Taunt back in at UU. Any objections to a Memory Lapse "reprint?" Surely we don't want Counterspell in the same set as a clearly inferior version?
self
Seeing as how Gizmo cites "unnecessary complexity" as a reason for revision, I'm almost afraid to find out what's going to happen to my namesake card... ;)
Should I go ahead and start thinking of a new one?
 
G

Gizmo

Guest
Well because it has the word 'Chaos' in the title the printers at Carta Mundi will know in advance to set a much smaller typeface and order plenty of extra * symbols.
:)
You`re fine.

I think a Lapse reprint will give too much to blue beatdown decks, but I think I see your point about having a U1 counter and Firzan Taunt being poor at UU. Good job I have just (just, while typing this) remembered that I had a GREAT idea for a counterspell two years ago when I was designing my own expansion (I ran out of ideas at 124 cards, reprints never occured to me).

Gunslinger Counter
U1
Instant
Common
Counter target spell with converted casting cost 2 or less.

You like? Gunslinger counter is to Spell Blast what Mana Leak is to Power Sink. Probably needs a good name (Frizan Taunt isn`t a good name, by the way).

I`m also putting out an offer here and now.
Anybody with a GOOD card to fit the following slot? I want something called Hall Of Heroes, a Legendary Land which has a specific affect for Legends, although it would probably also add colorless mana in order to be more generally useful.
 

TomB

Administrator
Staff member
Would you prefer a positive effect or a negative effect for Hall of Heroes?

Positive:
Hall of Heroes
Legendary Land
Rare
Tap: Add 1 colorless mana to your mana pool.
Tap: Target Legend gains +2/+2 and 2: Regeneration until end of turn.


Or negative:
Hall of Heroes
Legendary Land
Rare
You may choose not to untap Hall of Heroes during your untap step.
Tap: Tap target Legendary creature. That Legend does not untap as long as Hall of Heroes remains tapped. This effect ends if Hall of Heroes leaves your control.
"The mead in the hall was so good the heroes just had to stay for another round."-Dune Echo, Legendary Founder

Thoughts?

BTW, I like your counterspell idea ;).
 
I

Istanbul

Guest
Hall of Heroes
Legendary Land
T: Add 1 to your mana pool.
All Legends get +1/+1 and trample.
 
G

Gizmo

Guest
Positive effect on Hall Of Heroes. I want something that encourages people to play the expensive Legends that we are putting into the set.

Maybe:

X, T: Put a Legend card with converted mana cost no greater than x into play from hand.

or something to search out your Legends:

X, T: Search your library for a Legendary card with converted mana cost no greater than x and put it into your hand.
 
F

Fire Slinger

Guest
Ok. Here is my opinion on a few of the red, white, and artifact cards.

RED

Decimation
Rare
Sorcery
3R
Destroy all tapped lands.

I think this should cost 2RRR or 3RR. Lay waste costs 3R and only destroys one land, and Wake of Destruction costs 4RR (I think).
-----------------------------------------------------
Frantic Tutor
Rare
Instant
1R
Search your library for a card and put that card into your hand. At end of turn, you lose the game.

That is way to much of a drawback. Maybe it should be-

Search your library for a card and put that card into your hand or into play. Skip your next turn.
--------------------------------------------------------
Pack of Matches
Common
Instant
RR
Do 3 damage to target creature or player.
If another Pack of Matches is on the stack, you may play Pack of Matches without paying its mana cost.

On the stack?!? I don't think so. That would be to confusing for new players and give DCI fits. Make it-

If another Pack of Matches was put into the graveyard this turn, you may play this Pack of Matches without paying its mana cost.
----------------------------------------------------------
The Orgg, Recruiter
Rare
3RRR
6/6
X, Tap: Search your library for a creature Legend card with a converted mana cost of X or less and put that card into play.

This should be a 5/5 or 6/4.
The abilty should cost XR
===========================================================
WHITE

Lazy Enchantress
Common
Creature-Wizard
2W
1/2
When Lazy Enchantress comes into play, reveal the top card of target opponents library. If that card is an enchantment, put that enchantment into play under you control.

I think this is underpowder. Nobody will play it. Make it-

Lazy Enchantress
Common
Creature-Wizard
1W
1/1
When Lazy Enchantress, comes into play, look at the top 3 cards of target opponents library. If one of those cards is an enchantment, you may pay 1 to put that enchantment into play under your control.
----------------------------------------------------------
Mandari Priestess
Uncommon
Creatrue-Cleric
1W
1/1
W, Tap, Add one white mana to your pool for each cleric in play.

Make it-

Mandari Priestess
Uncommon
2W
1/1
T: Add one white mana to your pool for each cleric in play.
----------------------------------------------------------
Moksha
Rare
Enchantment
2WW
Whenever a creature would be put into your graveyard from play, you may remove it from the game instead. If you do, gain life equal to its converted mana cost.

White gain life is usually based on a creatures' toughness, so-

Whenever a creature is put into your graveyard from play, you may remove it for the game. If you do, gain life equal to its toughness.
----------------------------------------------------------
I don't like the Delay ability here is an example-

Rune of Community
Uncommon
Enchantment
W
Delay 4 (This card comes into play with 4 delay counters on it. Any time instants are legal, you may pay 1 to remove a delay counter. This cards other abilities cannot be used if there are delay counters on it)
Sacrifice Rune of Community: Gain 2 life for each creature in play.

At any time instants are legal!?! That is any time during a turn. Reword it to-

Delay 4 (When this card comes into play, remove from the game. Put for 4 delay counters on it. At the beginning of your upkeep, you may pay 2 to remove a delay counter. If there are no counters on this card, put it into play.)

How's that?
========================================================
ARTIFACTS

Origami Hawk
Uncommon
Artifact Creature-Bird
3
2/3
Flying
If Origami Hawk is damage by a creature, double that damage.

How about a 3/3 for 2. This is going to die quickly anyways.
----------------------------------------------------------
Origami Toad
Common
Artifact Creature
2
2/2
Origami Toad can block creatures with flying.
If Origami Toad is damage by a creature, double that damage.

This should cost 1 or 0. This will definitly die quickly, unless it's blocking an Phyrexian Walker.

Well that's all I have for now. Let me know what you think.
 
I

Istanbul

Guest
What did people think of my Rat Lord idea?
Is there any chance of it making it into the set?
 
D

Duel

Guest
I think it's a good idea, isty. goes along with zombie master and Faerie lord in my list of underused creature-pumpers.
 
C

Chaos Turtle

Guest
Here's the green...

===
I was quite surprised looking throuhg the green stuff, I tought that all the
Wakefieldians in the CPA would have come up with a whole host of innovative
new Green cards. Unfortunately Green remains about as imaginative as a
punch in the face and most cards are simple manipulations of existing
themes.

Bhodivan Granger
Uncommon
Creature - Elf
GG
1/3
Put a -0/-1 counter on Bhodivan Granger: Add one green mana to your mana
pool.

"WOW does this guy suck - an expensive and bad Wall Of Roots! G1, 1/1, adds
mana of any colour."
===
Point taken. It was of course intended to be a little better than Wall of
Roots, since the ability isn't limited to one use per turn. As is, it
serves to provide a net gain of G at sorcery speed.
The new version is a little easier to splash, and adds any color.

Bhodivan Granger
Uncommon
Creature - Elf
1G
1/3
Put a -0/-1 counter on Bhodivan Granger: Add one mana of any color to your
mana pool.
===

Bhodivan Herbalist
Uncommon
Creature - Druid
1GG
1/1
G, Tap: Regenerate target creature. If it regenerates this way this turn,
put a +1/+1 counter on it.

"GG activation cost"
===
Okay. I wonder if you mean "GG, tap" or just "GG?"
===

Bhodivan Hunter
Uncommon
Creature - Elf
1GG
2/2
You may play Bhodivan Hunter anytime you could play an instant. If you do,
when Bhodivan Hunter comes into play, counter target blue or black spell.
If this ability is countered, sacrifice Bhodivan Hunter. (#If there are no
blue or black spells to counter, this ability is countered.#)

(187 counterspell! An AMAZING idea, but extremely badly worded. I toyed
with taking this to blue as a generic counterspell, but instead I`ll just
manipulate it into a new card, below...

Forest Sanctuary
Rare
Instant
GG2
Counter target black spell. Put a Guardian token into play under your
control, treat this token as a 2/2 Green creature.

Finally Green has an answer to Perish!)
===
I'll try simplifying the effect a little.
This version allows the creature to be played as an instant without a target
to counter, so I raised to cost.

Bhodivan Hunter
Uncommon
Creature - Elf
2GG
2/2
You may play Bhodivan Hunter when you could play an instant. If you do,
counter target blue or black spell.
===

Bhodivan Song
Common
Instant
G
Target creature gets +4/+4. Each opponent may pay 2 to to give another
target creature +4/+4.

"!BaRoken! Much better than Wild Might, which was borderline broken, and I
don`t like the Rhystic ability here. Cut it as I have a ‘Welkin’ Giant
Growth spell"
===
Okay.
===

Bhodivan Taunt
Uncommon
Sorcery
1G
Deal 3 damage to each creature with flying and each player. Each player may
pay 2 to prevent the damage dealt to them.

"G2"
===
Done.
===

Buffer
Common
Sorcery
2G
Buffer can't be countered.
Until end of turn, spells you play can't be countered.

"RARE! RARE! RARE!"
===
Oops. Sorry 'bout that. ;) It also is supposed to apply only to green
spells.
===

Camouflaged Knight
Uncommon
Creature - Knight
1GG
2/2
Protection from blue.
Camouflaged Knight can't be countered.

"Not sure if this should be Prot:Blue or Untargetable. If Prot: Blue then
it will be VERY unpleasant, much worse than Scragnoth was so I think Blue
should at least be able to block it. With the power of colour hosers in
this set I fear making an environment dominated by ‘magic bullets’. I would
make it an untargetable and a Centaur because it reminds me of Jolrael`s."
===
I'll go along with that, but I think it should cost more (it should have
cost more in the first place.)

Camouflaged Knight
Uncommon
Creature - Knight
2GG
2/2
Camouflaged Knight can't be countered.
Camouflaged Knight can't be the target of spells or abilties.
===
Clover Charm
Uncommon
Instant
1G
Choose one - Creatures deal no combat damage this turn, or Clover Charm
deals 2 damage to target creature with Flying, or Target creature gains
+1/+1 and Trample until end of turn.

"The Green charm should be: +1/+1 or Target can block creatures with flying
until end of turn or Search for a forest and put it into your hand."
===
Clover Charm
Uncommon
Instant
1G
Choose one-
Target creature gets +1/+1 and gains trample until end of turn, or target
creature can block as if it had flying this turn, or search your library for
a forest card and put that card into your hand.
===

Foundation of Rancor
Rare
GGG
Legendary Enchantment
Creatures you control gain +2/+0 and "G: This creature gains trample."
When Foundation of Rancor is put into a graveyard from play, you may
sacrifice a Forest. If you do, return Foundation of Rancor to its owner's
hand."

"NO! Stop it! I know we need a Foundation Of Rancor card, but this is just
stupid - it`s a permanent Jyhad with Trample pretty much! Please come up
with a better idea..."
===
We get the point. ;)
===

Gaea's Chosen
Common
Creature - Elf
G
0/1
Haste.
Tap: Add one green mana to your mana pool.
===
Is this too good? I wonder.
===

Game Warden
Rare
Creature - Druid
2GG
2/2
Tap, remove Game Warden from the game: Search your library for a creature
card with power no greater than the number of Forests you control and put
that card into play.

"Should be casting cost, not power. Possibly link this guy to Wakefield in
the name or flavor text?"
===
Game Warden
Rare
Creature - Druid
2GG
2/2
Tap, remove Game Warden from the game: Search your library for a creature
card with converted mana cost no greater than the number of Forests you
control and put that card into play.
"I mean, WTF!?!?!?"
:p
===

Idolized Cat
Uncommon
Creature - Cat
2G
0/1
Idolized Cat comes into play with 9 Life counters.
Remove a life counter from Idolized Cat: Regenerate Idolized Cat.

"My god this is a bad card. It should be a 2/1."
===
I'd go with 1/1, maybe 1/2. Free regeneration is better than it seems. I
mean, what regenerates 9 times in a game?
===

Impressment
Rare
Enchantment
2GG
Whenever an opponent plays a creature, search his or library for another
copy of that card and put it into play under your control.
For every new ally, it seemed, Caspar gained a new enemy as well.

"The most broken card in the entire set by an absolute mile. This card is
the atom bomb of broken cards - the Death Star Superlaser of brokenness. I
have never ever seen a card, or idea for a card short of “B: I Win, this
spell cannot be countered and resolves at mana source speed” that was more
broken."
===
How's this?

Impressment
Rare
Sorcery
3GG
Search target player's library for a copy of target creature card that
player controls. Put that card into play under your control.
===

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

"Make it G1, as it stands there is no reason not to play it and any cantrip
for G is pretty good. I mean I`d play with 'G: look at your own hand, draw
a card'"
===
Agreed. I'd like a better name for this card. "Conquest" doesn't seem
right.
===

Pack of Armodons
Rare
Creature - Elephants
4GG
4/5
When Pack of Armodons comes into play, if there is a Pack of Armodons card
in your hand, you may put it into play.

"Rare? I`d make it uncommon."

Pack of Squirrels
Common
Creature - Squirrels
1GG
2/1
When Pack of Squirrels comes into play, if there is a Pack of Squirrels card
in your hand, you may put it into play.

"Cut It"

Pack of Wolves
Uncommon
Creature - Wolves
2GG
3/2
When Pack of Wolves comes into play, if there is a Pack of Wolves card in
your hand, you may put it into play.

"2/3 for GG1, common"
===
Done. Done. Done.
===

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

"Way too good, haven`t you heard of Gaea`s Embrace? Same thing, only cost
twice as much. Cut it because there`s no real middle ground of balance
here -the Embraces were balanced, but this isn`t."
===
Well, it does kill the creature at end of turn if it's blocked. I see the
point though. How about if it only gives +2/+2 and trample? Maybe make it
2G to play as well.
===

Savannah Chant
Common
Instant
G
As an additional cost to play Savannah chant, sacrifice a Plains or pay 2.
Add GGG to your mana pool.

"Cut it, not a Green theme. Green gets reusable resources, black is the one
that trades for immediate power - haven`t you watched Empire Strikes Back?
Faster the dark side is..."
===
I don't think this one's as fast as it looks, but I understand about green
instant-mana. I'm cutting it unless there's a big show of support for it
from the mambers.
===

Signs of Life
Rare
Enchantment
G
At the beginning of each player's upkeep, that player reveals the top card
of his or her library. If that card is a creature card, he or she may put it
into his or her hand and gain 1 life.

"Hot on the heels of Impressment as ‘most broken card’ comes this daddy. At
least this guy`s fixable. He should cost GG1 and not give you life."
===
Hmm. At best it lets you and anyone else with creatures draw an extra card
and gain a life. The cost is obviously wrong though.
How about this:

Signs of Life
Rare
Enchantment
2GG
At the beginning of each player's upkeep, that player reveals the top card
of his or her library. If that card is a creature card, he or she may put it
into his or her hand and gain 1 life.
===

Snagging Vines
Uncommon
Creature - Wall
1G
0/2
Whenever Snagging Vines blocks a creature, you may draw a card.

"0/3"
===
Sure, why not?
===

Spindly Spider
Common
Creature - Spider
2G
1/5
Spindly Spider can block creatures with Flying.

"Well, since then we`ve just had Rib Cage Spider cut this, because I want to
put Woolly Spider back in."
===
===

Thieving Ferret
Common
Creature - Ferret
2G
1/2
When Thieving Ferret comes into play, reveal the top card of target
opponent's library. If that card is an artifact card, put it into play under
your control.
"Hey, where did you get that?" - Ertai, first-year Academy student

"Narrow, make it uncommon and steals land or artifacts."
===
Okay.
===

Treeline Grizzly
Common
Creature - Bear
GG
2/2
If you control a Plains, Treeline Grizzly has Plainswalk.

"Huh? This looks like a card from the The Dark, it`s that outdated. Cut
it."
===
We don't mind it being outdated, do we?
===

Treeline Snapper
Common
Creature - Beast
1G
1/1
Whenever Treeline Snapper deals combat damage, put a +1/+1 counter on
another target creature.
===
I'd like a better name for this card. It's not a turtle (or is it?) and it
doesn't go well with the "treeline" theme of the Grizzly.
===

Verdant Knight
Uncommon
Creature - Knight
1GG
2/2
First Strike.
Verdant Knight can't be the target of spells or effects.

"Doesn`t really work, First Strike is a White or red ability and
untargetability goes to the Camoflaged Knight/Centaur earlier. Cut it."
===
I shall refrain from listing all of the green creatures with first strike
and enchantments which grant it, but it is similar to the Camouflaged dude.
I simplified it, and weakened the first strike ability

Verdant Knight
Uncommon
Creature - Knight
1GG
2/2
First Strike when attacking, protection from black.
===

Wall of Sharpened Sticks
Common
3G
Creature - Wall
2/4
When Wall of Sharpened Sticks deals combat damage to a creature, destroy
that creature unless it's controller pays it's converted mana cost.

Watchers of the Wood
Uncommon
Creature - Elves
GG
1/1
Protection from black.
Black spells cost an additional 1 to play.

"Make it a partner to the blue Knight. 2/2, when an opponent casts a Black
spell you may draw a card."
===
and 1GG
===

REPRINTS
Wot, no tranquility? Some basic Green stuff is missing - fat and tranqs
most noticably.

Woolly Spider, Ice Age Common
(reprinted as a common)

Crash Of Rhinos, Mirage Common
(reprinted as a common)

Tranquil Domain, Mirage Common
(reprinted as a common)

Serene Heart, Mirage Common
(reprinted as a common)

Elvish Rite, Tempest Uncommon
(reprinted as an uncommon)

Forgotten Lore, Ice Age Uncommon
(reprinted as a rare)


NEW CARDS
Green isn`t my speciality I`m afraid. I find it really dull...

Pack Of Grizzlies
Common
G1
Creature - Bear
2/2
When Pack Of Grizzlies comes into play you may put a Pack Of Grizzlies card
into play from your hand.
===
Uh, wow.
===

Pack Of Dogs
Uncommon
G
Creature - Dog
2/1
If Pack Of Dogs becomes blocked it deals no combat damage that turn.
When Pack Of Dogs comes into play you may put a Pack Of Dogs card into play
from your hand.

Perpetual Fury
Common
G1
Instant
Target creature gets +2/+2 until end of the turn. You may search your
library for a copy of Perpetual Fury and put it into your hand, if you do so
shuffle your library.

Perpetual Mists
Common
G1
Instant
Creatures deal no combat damage this turn. You may search your library for
a copy of Perpetual Mists and put it into your hand, if you do so shuffle
your library.

Verdant Ekmar
Common
Creature - Spirit
G2
2/2
If you control a White permanent Verdant Ekmar has First Strike.
If you control a Red permanent Verdant Ekmar has Haste.
===
Common?
===

Kijj Vine
Uncommon
Creature - Wall
GG1
1/3
During your upkeep put a +1/+1 counter on Kijj Vine.
Remove a +1/+1 from Kijj Vine: Kijj Vine may block an additional creature
this turn.

Fungal Explosion
Rare
Sorcery
GG3
Sacrifice a creature: Put a number of 1/1 Green Saproling tokens into play
equal to that creature`s converted mana cost.
“What a way to go.”

Veriditas
Rare
Enchantment
G
All lands becomes basic Forests in addition to their normal type.
==
1G?
==


And I forgot this for the Blue set:

Ethereal Ekmar
Common
Creature - Spirit
G2
2/2
If you control a White permanent Etheral Ekmar has First Strike.
If you control a Black permanent Etheral Ekmar has “B: Regenerate”

-
David Sutcliffe

====
You hear that?
We need fat!
 
I

Istanbul

Guest
Gaea's Chosen...

Let me throw a few possible scenarios at you.

Turn 1: Forest, Gaea's Chosen, Gaea's Chosen, Gaea's Chosen, Gaea's Chosen, Eladamri's Vineyard.
Turn 2: Forest, Verdant Force.


Turn 1: Forest, Gaea's Chosen, Gaea's Chosen, Llanowar Elves
Turn 2: Priest of Titania
Turn 3: Verdant Force


Mana elves never had haste, AND THERE'S A REASON.
 
C

Chaos Turtle

Guest
I was just wondering how bad it would be.
Pretty bad, I guess.
Gaea's Chosen will most likely become a Llanowar Elves clone or something very similar.

Also, please disregard any mention I made of listing green creatures with first strike. There are only two noteable ones (Elvish Archers and Mirri) in monogreen. there aren't any enchantments at all that I can think of.
I, uhm, let my uh... "friend," who is by vocation an assistant crack whore, do the replies on that one, which should explain some of the bone-headed notes I, er...she, made.
Or something. :p

Green still needs a bit of work.
 
C

Captain Caveman

Guest
My original Rat king looked something like this.

Ratchu, king of Rats
2BB
Rare
Creature-Legendary Rat
1/1
All rats get a +1+1
Tap, 3: Search your library for a rat card and put it into
play. Then shuffle your library.
"Where there's one, I bet you'll find a thousand."
- the sole surviver

I don't know if its any better than Istanbul's suggestion
but I thought I'd post it for reference.


CT,
Have you give any thought to the Carriers I suggested some
time ago? I thought they were pretty good commons.
 
A

Apollo

Guest
You are not going to have 4 Gaea's Chosen in your opening hand. You are also not going to have 2 of them, a Llanowar, a Priest, and a Verdant Force.


Fire Slinger:



The Orgg, Recruiter
He's fine. No one plays with that many legends and not many people will cast him anyway.

Mandari Priestess
This card is pretty bad. Make it a 1/1 for 1W and have it tap for one mana for each Cleric in play. That way it'll be the same as the Priest. I know Green is supposed to be the better mana color, but keep in mind that there are a lot more elves than clerics, and Priest still isn't exactly overpowered.

Origami Hawk
A 3/3 for 2 would be overpowered. It flies, so not a whole lot of creatures would block it anyway. And if it comes out on the second turn, as a 3/3, it's going to get a lot of hits in before a blocker gets in it's way.
----------------------------------------------------------
Origami Toad
Same here

Most of what Gizmo has said sounds about right. I haven't had much chance to read over the cards here in FA.

Apollo
 
G

Gizmo

Guest
Yes, I`m back. The e-League announcement has reminded me that I only got halfway through editing CoW for you. If anybody is still interested, here is the red...

Because of the strong Dwarf theme most red cards stand solid. A few of you got carried away with power, probably because you`ve never faced a truly tournament-effective red deck and seen how burn just sweeps you away. Just as you have to be careful have good you make blue, so you have to be careful how good you make red or it will naturally come to dominate.
It was no coincedence that it was Draw-Go and Sligh that were the kings of the world for two years...

RED (35 R=12, U=13, C=10)

Axe Dragon
Rare
Creature - Dragon
5RRR
6/6
Flying.
2RRR, Tap: Axe Dragon deals 5 damage to target player. Play this ability only when you could play a sorcery.

Ball of Flame
Rare
Creature - Elemental
XRR
0/3
Ball of Flame comes into play with X +1/+0 counters. At the beginning of your upkeep, remove a +1/+0 counter from Ball of Flame or sacrifice it.
Haste, Trample.

(I think the new Skizzik is better)

Crimson Knight
Uncommon
Creature - Knight
1RR
2/2
First Strike
Crimson Knight can't be blocked by white creatures.

(I think this should just be Prot:White rather than this unblockable stuff. Everybody else is getting good 3cc Knights...)

Decimation
Rare
Sorcery
3R
Destroy all tapped lands.

Durdan Blacksmith
Uncommon
Creature - Dwarf
2R
1/2
Tap: Target Dwarf gets +1/+1 until end of turn.

(RR to cast, R, Tap: to activate)

Durdan Bomber
Uncommon
Creature - Dwarf
RR
3/2
If Durdan Bomber leaves play, it deals damage to you equal to the number of mountains you control.

(R2 to cast, 3/3)

Durdan Curse
Uncommon
Sorcery
1R
Destroy target tapped land an opponent controls. That land's controller may untap any number of lands that he or she controls.

(CUT. A 2cc landkill spell is always going to be far too good, and the disadvantage on this is almost nonexistent.)

Durdan Matron
Rare
Creature - Dwarf
3RR
0/7
Durdan Matron can't be the target of blue or white spells or abilities.
2R,Tap: Put a 1/1 red Dwarf creature token into play.
If she excels at doing nothing else, the expectant mother excels at doing nothing.

(RR1 Activation cost)

Durdan Missionary
Uncommon
Creature - Dwarf Cleric
1R
1/1
R,Tap, Sacrifice Durdan Missionary: All Dwarves get +1/+2 until end of turn.

Durdan Raider
Uncommon
Creature - Dwarf
3R
Durdan Raider comes into play with 3 raid counters on it.
Remove a raid counter from Durdan Raider: Durdan Raider is unblockable this turn.

(2/2? Is unblockable a red trait? I can only think of Tunnel and that was cut from the basic set for being out of theme.)

Durdan Taunt
Common
Instant
R
Deal 3 damage to target creature. That creature's controller may choose to deal damage equal to that creature's power to another target creature.

Electrified Fence
Uncommon
Creature - Wall
1RR
0/6
R: Electrified Fence deals 1 damage to target creature or player. Put a -0/-1 counter on Electrified Fence.

(! This is far too good. Make it a 0/3 with R: deal 1 damage to target creature blocked by Electrified Fence. I had a big argument with my mate about this one but it`s currently two Serrated arrows in one card, for less mana!)

Ember Charm
Common
Instant
R
Choose one - Ember Charm deals 1 damage to target creature or player, or Destroy target artifact creature, or Target creature can't block this turn.

(CUT)

Firebomb
Common
Sorcery
2R
As an additional cost to play Firebomb, sacrife a mountain.
Deal 5 damage to target creature or player.

(YIKES! This is stupidly good - make it deal 4 damage and uncommon, but it`s still going to be amazing)

Fire Slinger
Rare
Creature - Legend
2RRR
2/5
R, Tap: Fire Slinger deals 2 damage to target creature or player. Put a -0/-1 counter on Fire Slinger.
XR, Tap, Sacrifice Fire Slinger: Fire Slinger deals X damage to target creature or player.

(2/5 is BIG! 2/4 is still big, but quite AS big.)

Forest Fire
Common
Instant
R
As an additional cost to play Forest Fire, sacrifice a forest or pay 2.
Add RRR to your mana pool.

(CUT, just as everybody is calling for Ritual to be banned I can`t really see much point in printing new versions. Not in theme, although this is similar to Orcish Lumberjack it is far different because it isn`t a 1/1 creature in a block of creature removal spells.)

Foundation of Rage
Rare
Enchantment
RRR
Creatures you control gain haste and "R: This creature gets +1/+0 until end of turn."
When Foundation of Rage is put into a graveyard from play, you may destroy target land you control of an opponent's choice. If you do, return Foundation of Rage to its owner's hand.

(Wow, it`s a Foundation and it`s almost balanced. Almost. Cut)

Frantic Tutor
Rare
Sorcery
1R
Search your library for a card and put that card into your hand. At end of turn, you lose the game.

(VERY nice, make it cost R because I`d like to see people playing with this card in tournaments)

Fury Charm
Uncommon
Instant
1R
Choose one - Target attacking creature gains +3/+0 until end of turn, or Fury Charm deals 1 damage to each attacking and blocking creature, or Destroy target Island.

(+3/+0??? I think a fair one is: First Strike / 1 damage to target creature or player / Target player cannot play as land this turn)

Goblin Evangelist
Uncommon
2R
Creature - Goblin
1/1
Whenever a Goblin is put into a graveyard from play, put a +1/+1 counter on Goblin Evangelist.
If Goblin Evangelist is put into a graveyard from play, it deals damage equal to its power to target creature or player.

Goblin Nimrod
Uncommon
Creature - Goblin
R
2/1
Creatures blocking or blocked by Goblin Nimrod gain first strike until end of turn.

(Rename Dwarven Berzerker.)

Orogeny
Rare
Sorcery
3R
Search your library for a Mountain card and put it into play under target player's control; if you do, destroy target land that player controls.

(I don`t get this card at all. It seems to just be ‘Target land is a Mountain’ and if it IS that then why is it a 4cc rare when it`s basically just Evil Presence in red? I`m just going to go “huh?” and see if anybody can think of any reason why we wouldn`t cut it.)

Pack of Matches
Common
Instant
RR
Pack of matches deals 3 damage to target creature or player.
If another Pack of Matches spell is on the stack, you may play Pack of Matches without paying its mana cost.
"Hey! I gotta match for ya...yer face and my aaaaeeeiiii!!!!" -- Ash Ketchum, cinder

(Pack, replaced by Welkin version)

Pokey Puppy
Common
Creature - Dog
R
1/1
Pokey Puppy can't block or be blocked.

Priest of Azagthor
Uncommon
Creature - Dwarf
1RR
1/1
Tap,sacrifice a land: All Dwarves gain First Strike until end of turn. If that land was a Mountain, they also gain +1/+1 until end of of turn.

(Simplify so that have to sac a mountain to use the ability and so always get the +1/+1.)

Psychotic Dwarf
Common
Creature - Dwarf
R
2/1
As Psychotic Dwarf comes into play, sacrifice a Mountain. If you don't, put Psychotic Dwarf into your graveyard instead of into play.
Haste.

(Rename Goblin Nimrod)

Riotous Melee
Rare
Sorcery
2RR
Target an opponent. Tap all creatures controlled by you and that opponent. Riotous Melee deals damage equal to your creatures' total power, divided any way you choose, to any number of opponent's creatures. Riotous Melee deals damage equal to opponent's creatures' total power, divided however the opponent chooses, to any number of your creatures.

(umm, isn`t this just a teensy bit similar to Brawl from Masques?)

Rune of Electrocution
Common
Enchantment
R
Delay 4 #(This card comes into play with 4 delay counters on it. Any time instants are legal, you may pay 1 to remove a delay counter. This card loses all other abilities as long as there is a delay counter on it.)#
Sacrifice Rune of Electrocution: Deal 4 damage to target creature or player.

(CUT)

Rune of Upheaval
Common
Enchantment
R
Delay 3 #(This card comes into play with 3 delay counters on it. Any time instants are legal, you may pay 1 to remove a delay counter. This card's other abilities cannot be used if there are delay counters on it.)#
Sacrifice Rune of Upheaval: Destroy target land.

(CUT)

Sabotage
Rare
Sorcery
3RR
Search target player's library for up to three artifact cards and remove them from the game.
One by one, Caspar's creations collapsed into usless piles. He realized suddenly that he hated goblins almost as much as he hated Phyrexians.

(weak as hell. Make it ‘artifact or land’)

Scarlet Knight
Uncommon
Creature - Knight
1RR
2/2
First Strike. Scarlet Knight can't be blocked by blue creatures.

(hmm, I think I`d rather have something like: RR, 2/2, Whenever a spell you control is the target of a spell or ability you may draw a card. You couldn`t say ‘when a spell you control is countered’ because untargetted spells no longer fizzle but are considered countered so it would be too good.)

Spark Mage
Uncommon
Creature - Wizard
2R
1/1
When Spark Mage is put into a graveyard from play, you may remove Spark Mage from the game. If you do, Spark Mage deals 3 damage, divided any way you choose, among any number of target creatures or players.

Spirit of Cinders
Rare
Creature - Spirit
2RR
0/2
Flying.
Whenever Spirit of Cinders deals combat damage, deal that much damage to target creature.
1R: +1/+1 until end of turn.

(Combat damage to a player, surely?)

The Orgg, Recruiter
Rare
Creature - Goblin Ogre Legend
3RRR
6/6
X,Tap: Search your library for a creature Legend card with converted mana cost X or less and put that creature into play.
"Hi. I got your email address from the old Dojo Forums..."

Turn and Fire
Common
Instant
1R
Untap target creature. It gains first strike until end of turn.
"When I count three, fire! One... two... four... I mean, three..." Pab, Goblin Duel-Master

REPRINTS
Stone Rain, Basic Common
(reprinted as a common because it`s been in every set so far...)
Fling, Stronghold Common
(reprinted as a common)
Rolling Thunder, Tempest Common
(reprinted as an uncommon)
Fissure, Basic Uncommon
(reprinted as an uncommon)
Pyroclasm, Ice Age Uncommon
(reprinted as an uncommon)
Blood Moon, Chronicles Rare
(reprinted as a rare)

NEW CARDS

Resounding War Cry
Common
Instant
R1
Target creature cannot block this turn. You may search your library for a copy of Resounding War Cry and put it into your hand, if you do so shuffle your library.

Resounding Blast
Common
Instant
RR1
Deal 2 damage to target creature or player. You may search your library for a copy of Resounding Blast and put it into your hand, if you do so shuffle your library.

Raging Ekmar
Common
Creature - Spirit
R2
2/2
If you control any black permanents Raging Ekmar has “B: Regenerate”
If you control any green permanents Raging Ekmar has Trample.

Boulder Slide
Uncommon
Instant
RR1
Destroy target land.

Pyroclastic Flow
Rare
Sorcery
R1
Discard x cards: deal x damage to each creature and player.
 
A

Apollo

Guest
There is already a Fire Slinger and Dwarven Berzerker.

Cut Orogeny. That card is awful. It's worse then Evil Presence, for more mana!
 
M

Mordecai

Guest
I disagree with the idea of changing the names of Psychotic Dwarf and Goblin Nimrod.

I am glad to see that some of my suggested dwarves made it in though: Durdan Matron, Missionary, and Raider.

The Raider makes less sense without the block-mechanicness of raiding that was considered at an early stage of development of this set, but by that point, we had so many cards that introducing a new block mechanic was not quite workable, so only the Raider made it past that point so far...
 
F

Fire Slinger

Guest
Here's my current legend card:

Fire Slinger
Rare
Creature - Legend
2RRR
2/5
R, Tap: Fire Slinger deals 2 damage to target creature or player. Put a -0/-1 counter on Fire Slinger.
XR, Tap, Sacrifice Fire Slinger: Fire Slinger deals X damage to target creature or player.

After I made this card, I found out that was already a Fireslinger card. So I thought I would make a new card.
How about this:

Mjastrin, Dragonmaster
Rare
Creature - Legendary Wizard
2RRR
2/2
R: Target dragon you control gets +1/+0 until end of turn.

For a second ability I was thinking of either:

RRR, T: Until end of turn all dragons cost 3 less to play.

or:

RRR, T: Put a dragon card into play from your hand.
 
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