COW List

M

manchot_13

Guest
For the curious, this is the list of cards in the COW expansion. I'm the little guy who's giving you the spoiler before you are supposed to get it. Comments are welcome. Mine are given in the post below this one. Without further adieu, here's Casualties of War:


BLACK (31 R=8, U=13, C=10)

Banishing Imp
Uncommon
Creature - Minion
2B
1/2
When Banishing Imp is put into a graveyard from play, you may remove Banishing Imp from the game. If you do, destroy target non-black creature; it can't be regenerated.


Brain Feeder
Uncommon
Creature - Horror
2BB
2/2
Cannot be blocked except by artifact creatures and/or black creatures. If Brain Feeder deals combat damage to a player, you may pay 1 life. If you do, that player discards a card at random.


Diabolic Dilemma
Uncommon
Sorcery
B
Target player may discard a card at random. If he or she does not, remove the top four cards of that player's library from the game.


Flock of Ravens
Common
Creature - Birds
BB
1/2
Flying.
Remove the top creature card in your graveyard from the game: Regenerate Flock of Ravens.


Forboding Ritual
Common
Instant
B
Add to your mana pool an amount of black mana equal to the number of Forboding Ritual cards in all graveyards plus 2.


Foundation of Horror
Rare
Enchantment
BBB
Creatures you control gain Swampwalk and "B: Regenerate this creature."
When Foundation of Horror is put into a graveyard from play, you may discard two cards at random from your hand. If you do, return Foundation of Horror to its owner's hand.


Gregarious Imp
Common
Creature - Imp
1B
2/2
Flying.
Whenever a creature comes into play, that creature's controller gains control of Gregarious Imp.


Haunting Spirit
Uncommon
Creature - Spirit
2B
Haunting Spirit has flying as long as you control any blue permanents.
Haunting Spirit has haste as long as you control any red permanents.


Lycanthropy
Uncommon
Enchant Creature
BB
Enchanted creature loses all abilties and becomes a 3/2 creature.Sacrifice Lycantropy: Regenrate enchanted creature.


Malfurgan Banisher
Rare
Creature - Wizard
2BB
3/3
2B: Destroy target nonblack creature. It can't be regenerated. Put a -1/-1 counter on Malfurgan Banisher.


Malfurgan Curse
Common
Sorcery
B
Target player discards a card at random. That player may pay 2. If he or she does, you discard a card at random.


Malfurgan Taunt
Uncommon
Instant
1B
Destroy target creature. It can't regenerate. That creature's controller may pay life equal to its toughness to destroy another target creature, which can't regenerate.


Mind Eater
Rare
Creature - Horror
B
3/2
When Mind Eater comes into play, remove the top eight cards of your library from the game or sacrifice Mind Eater. Mind Eater can't block.


Obsidian Cavalry
Uncommon
Creature - Knight
BB
2/1
B: First Srike until end of turn.
B: Protection from green or white until end of turn.


Obsidian Charm
Common
Instant
1B
Choose one - Target creature gets -1/-1 until end of turn, or Destroy target creature that was damaged this turn, or Target player chooses and discards a card.


Obsidian Knight
Uncommon
Creature - Knight
1BB
2/2
First Strike.
Protection from green.


Pack of Lies
Common
Sorcery
BB
Target player discards a card at random. If another Pack of Lies is on the stack, you may play Pack of Lies as an instant without paying its mana cost.
Man, you are so full of crap!


Pied Ratcatcher
Rare
Creature - Mercenary
2BB
2/2
3,Tap: Search your library for a Rat card and put it into play.


Revile
Uncommon
Sorcery
1BB
Choose one - Remove target non-black creature from the game or remove target creature card in any graveyard from the game.
"You suck."


Rot Outbreak
Rare
Enchantment
1BB
When Rot Outbreak comes into play, put a -1/-1 counter on each creature in play.
Each creature gains, "Remove a -1/-1 counter from this creature: Put a -1/-1 counter on target creature.


Rune of Banishment
Common
Enchantment
B
Delay 3 #(This card comes into play with 2 delay counter 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 Banishment: Destroy target creature. It can't regenerate.


Rune of Consumption
Uncommon
Enchantment
BB
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's other abilities cannot be used if there are delay counters on it.)#
Sacrifice Rune of Consumption: Target player loses 4 life. You gain 4 life.


Siklon
Common
Creature - Vampire
2BB
2/2
Flying, First Strike.


Skeletal Boa
Uncommon
Creature - Snake
2B
3/3
Swampwalk.
Creatures blocking Skeletal Boa gain first strike until end of turn.


Skeletal Rat
Common
Creature - Rat
B
1/1
Can't be blocked except by black or artifact creatures.
Creatures blocking Skeletal Rat gain first strike until end of turn.


Sloppy Sutures
Common
Instant
1B
If you control a swamp, you may pay 1 life instead of paying Sloppy Sutures' mana cost.
Regenerate target creature. If it regenerates this way this turn, put a -1/-1 counter on it.


Spirit of the Grave
Rare
Creature - Spirit
2BB
0/2
Flying.
Whenever Spirit of the Grave deals combat damage, Spirit deals that much damage to each creature and player.
1B: +1/+1 until end of turn.


Terrorism
Rare
Sorcery
2BB
Search target player's graveyard for a creature card. Put it into play under its owner's control, then search his or her hand, library, and graveyard for all copies of that card. Remove those cards from the game.
There it stood -- a lone Origami Dragon -- a cruel reminder to Caspar of all those he had lost.


Traitorous Imp
Uncommon
Creature - Minion
1B
2/1
Flying. When Traitorous Imp deals damage, target opponent gains 1 life.


Voiding
Uncommon
Instant
BB
Remove target non-black creature or land from the game. Remove target creature or land of opponent's choice from the game.


Diabolic Compromise
Rare
Enchantment
2BBB
Skip your draw step.
B, Pay 1 life: Draw a card. If you have 7 or more cards in your hand, counter this ability.
He craves only one commodity, but he'll take what he can get.


BLUE (37 R=11, U=17, C=9)

Æther Drift
Rare
Enchantment
2UU
Discard a creature card: Draw a card. Any player may play this ability.


Azure Charm
Common
Instant
1U
Choose one - Counter target spell unless its controller pays 1, or Return target permanent you control to its owner's hand, or Draw a card.


Azure Knight
Uncommon
Creature - Knight
UU
2/2
Whenever an opponent plays a green spell, you may draw a card.


Clairvoyant Student
Common
Creature - Wizard
1U
1/1
When Clairvoyant Student leaves play, you may look at the top 4 cards of your library and return them in any order.


Directed Feedback
Uncommon
Instant
U
Counter target red or green spell unless its controller pays an additional 2.


Discrimination
Rare
Sorcery
3U
Choose a creature type. Return all creatures of that type to their owners' hands.


Faulty Recollection
Uncommon
Instant
U
Target opponent searches your library for 3 cards. Put those cards into your hand.


Foundation of Illusion
Rare
Enchantment
UUU
Creatures you control gain flying and "UU: Return this creature to its owner's hand."
When Foundation of Illusion is put into a graveyard from play, you may return 3 Islands you control to their owners' hands. If you do, return Foundation of Illusion to its owner's hand.


Frizan Telepath
Rare
Creature - Wizard
2UU
0/2
All players play with their hands revealed.
2U, Tap: Look at the top 3 cards of target player's library and put them back in any order.


Frizan Taunt
Common
Instant
U
Counter target spell. That spell's controller untaps a number of lands equal to that spell's converted mana cost.


Frizan Trickster
Uncommon
Creature - Wizard
3UU
2/3
Whenever Frizan Trickster is dealt combat damage, put that many denial counters on it.
Remove a denial counter from Frizan Trickster: Counter target spell unless it's controller pays an additional 1.


Frizan Wish
Uncommon
Instant
1U
Look at the top 4 cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order unless any player pays 2. If one does, remove those cards from the game instead.


Frizan Wizard
Rare
Creature - Wizard
3UU
2/3
UU,Tap: Target spell which targets one creature targets Frizan Wizard instead.
UU,Tap: Target spell that targets only Frizan Wizard targets another creature instead. (#The new target must be legal.#)


Group Meditation
Uncommon
Instant
2U
Draw two cards.
Any opponent may pay 2 to draw 2 cards.
"Now, open the blue door of the mind."


Illusory Barrier
Uncommon
1UU
Enchant Land
As long as an opponent controls as least two more land than you, Illusory Barrier has, "UUU, Tap enchanted land: Counter Target spell."


Intense Study
Rare
Enchantment
2U
At the beginning of your draw step, you may draw an extra card. Your spells cost an additional 1.


Istanbul
Rare
3UU
Creature - Wizard Legend
0/0
U: Istanbul can't be the target of spells or effects until end of turn.
UU: Return Istanbul to owner's hand..
1UU, Tap, discard a card: Counter target spell.
"No."


Liberal Education
Uncommon
Enchantment
2UU
Whenever you play a spell, you may pay its converted mana cost (in addition to all other costs) . If you do, draw a card at end of turn.
"I didn't pay your Academy tuition just so you could play card games!" -- Magic parent


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


Malfurgan Nightstalker
Rare
Creature - Nightstalker
4B
*/*
First Strike.
Malfurgan Nightstalker has power and toughness each equal to the number of creature cards in your graveyard.


Memory Boost
Uncommon
Enchantment
3U
Whenever you play a spell, sacrifice Memory Boost. If you do, draw a number of cards equal to that spell's converted mana cost.


Pack of Leaflets
Common
Instant
1UU
Draw 2 cards. If another Pack of leaflets is on the stack, you may play Pack of Leaflets without paying its mana cost.
Hey, Brother, would you care for some inspirational reading?


Snoozing Faerie
Common
Creature - Faerie
U
1/2
Sloth #(This creature comes into play tapped and doesn't untap during your untap step if it came under your control since the beginning of your last turn.)#
Flying.


Snoozing Illusion
Uncommon
Creature - Illusion
UU
Sloth #(This creature comes into play tapped and doesn't untap during your untap step if it came under your control since the beginning of your last turn.)#
Snoozing Illusion is unblockable.


Psychic Mermaid
Uncommon
Creature - Merfolk
1UU
1/1
When Psychic Mermaid is put into a graveyard from play, you may remove Psychic Mermaid from the game. If you do, draw 2 cards.¤¤


Reverse Engineering
Uncommon
Sorcery
UU
Sacrifice an artifact to draw a number of cards equal to its converted mana cost.
"If we can figure out how this thing works, perhaps we can make a better one." -- Kurant, Frizan Artificer


Rune of Intelligence
Common
Enchantment
U
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's other abilities cannot be used if there are delay counters on it.)#
Sacrifice Rune of Intelligence: Target player draws 2 cards.


Rune of the Void
Uncommon
Enchantment
U
Delay 2 #(This card comes into play with 2 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 theVoid: Counter target spell. Put that spell card on top of it's owner's library instead of into the graveyard.


Seesaw
Common
Instant
1U
Untap target artifact, creature, or land you control. Tap target artifact, creature, or land target player controls.


Shimmering Charm
Uncommon
Instant
1U
Choose one - Look at the top 3 cards of your library, put one into your hand and remove the rest from the game, or Search your library for up to 3 cards and remove them from the game (then shuffle your library), or Target non-creature artifact is an artifact creature with power and toughness equal to its converted mana cost until end of turn.


Shimmering Knight
Uncommon
Creature - Knight
UU
2/2
Whenever an opponent plays a red spell, you may draw a card.


Speedy Phantom
Common
Creature - Illusion
2UU
2/1
Flying. You may play Speedy Phantom anytime you could play an instant.
UU: Return Speedy Phantom to owner's hand.


Spirit of Prosperity
Rare
Creature - Spirit
2UU
0/3
Flying.
Whenever Spirit of Prosperity deals combat damage, you and your opponents may each draw X cards, where X is the amount of damage dealt.
UU: +1/+0 until ecnd of turn.


Spiteful Sprite
Uncommon
Creature - Faerie
U
2/2
Flying. At the beginning of your upkeep, discard a blue card or sacrifice Spiteful Sprite. Spiteful Sprite can block only creatures with flying.


Temporal Servant
Uncommon
Creature - Illusion
2U
1/2
1U,return Temporal Servant to its owner's hand: Draw a card.


Trouble at Home
Rare
Enchantment
3U
Players can't target permanents they control.
"Get thine own house in order."


Winds of Stupidity
Rare
Instant
2UUU
Counter all spells.

GREEN (43 R=11, U=16, C=16)

Bhodivan Fanatic
Common
Creature - Elf
G
1/1
Sacrifice Bhodivan Fanatic: Target creature gets +1/+1 until end of turn.


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


Bhodivan Historian
Common
Creature - Elf
GG
1/1
GG, Remove Bhodivan Historian from the game: Draw 2 cards.


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.#)


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


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.


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


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


Chima, Tree Lord
Rare
3GG
Creature - Treefolk Legend
4/3
All other Treefolk get +1/+1.
Other Treefolk can't be the target of spells or abilities and have "GG: Regenerate this creature."


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.


Bhodivan Summoner
Uncommon
Creature - Elf
2G
1/1
When Bhodivan Summoner is put into a graveyard from play, you may remove Bhodivan Summoner from the game.
If you do, put a creature card from your hand into play.
"Some are born to greatness, some achieve greatness, and some have greatness thrust through them."


Ferret, Slacker
Rare
Creature - Ferret Legend
3GG
2/4
Your other creatures cannot be the target of spells or abilites controlled by an opponent.
X, Tap: Put a creature card with converted mana cost equal to X from your hand into play. Play this ability only when it would be legal to play a sorcery.
"Now, that's a lot of critters." - Ferret


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."
Go time.


Gaea's Chosen
Common
Creature - Elf
G
0/1
Haste.
Tap: Add one green mana to your mana pool.


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.


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.


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.


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


Pack a Punch
Uncommon
Instant
GG
Target creature gets +2/+2 until end of turn.
If another Pack a Punch is on the stack, you may play this Pack a Punch without paying its mana cost.


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.


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.


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.


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.


Relentless Storm
Rare
Sorcery
X1GG
Relentless Storm deals X damage to each creature with flying and each player.
At the beginning of your upkeep, if Relentless Storm is in your graveyard, you may pay 3GG; if you do, return Relentless Storm to your hand.


Rune of Growth
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 card's other abilities cannot be used if there are delay counters on it.)#
Sacrifice Rune of Growth: Put a +1/+1 cunter on each creature you control.


Rune of Silence
Common
Enchantment
G
Delay 3 #(This card comes into play with 2 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 Silence: Destroy all enchantments.


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.


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.


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


Solitary Djinn
Uncommon
Creature - Djinn
3G
4/5
As long as you control any other creatures, Solitary Djinn gets -1/-1.


Solitary Troll
Common
Creature - Troll
G
2/2
As long as you control any other creatures, Solitary Troll gets -1/-1


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


The Green Man
Rare
Creature - Treefolk Legend
4GG
4/4
The Green Man cannot be the target of spells or abilities. Forests cannot be the targets of spells or abilities. If a forest is put into a graveyard, return that forest to play under its owner's control.


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


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


Treeline Snapper
Common
Creature - Beast
1G
1/1
Whenever Treeline Snapper deals combat damage, put a +1/+1 counter on another target creature.


Unending Discovery
Rare
Enchantment
3G
At the beginning of each player's upkeep, that player may search his or her library for a basic land card and put it into play. That player then shuffles his or her library.


Verdant Charm
Common
Instant
G
Choose one - Target creature can block creatures with Flying this turn, or Target Creature gets +2/+2 until end of turn, or Destroy target non-creature artifact and its controller gains life equal to its converted mana cost.


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


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.


Zadok, Greater Good Fanatic
Rare
Creature - Beast Legend
3GGG
5/3
Trample. Sacrifice a creature: Draw a number of cards equal to that creature's power, then choose and discard three cards.


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.


Crimson Knight
Uncommon
Creature - Knight
1RR
2/2
First Strike.

Crimson Knight can't be blocked by white creatures.


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.


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.


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.


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.


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.


Durdan Taunt
Common
Instant
R
Deal 3 damage to target creature. That creature's controller may 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.


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.


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


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.


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.


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.


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.


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.


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.


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.


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


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.


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.


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.


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.


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.


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.


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


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.


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


WHITE (41 R=12, U=18, C=11)

Alabaster Cavalry
Uncommon
Creature - Knight
WW
2/1
W: First Strike until end of turn.
W: Protection from Red or Black until end of turn.


Alabaster Charm
Common
Instant
W
Choose one - Target creature you control gains Protection from a color of your choice until end of turn, or Target creature gains First Strike until end of turn, or you may Sacrifice a creature, if you do, gain life equal to it's toughness.


Alabaster Knight
Uncommon
Creature - Knight
1WW
2/2
First Strike.

Protection from red.


Alabaster Paladin
Rare
Creature - Knight
2WW
2/2
Protection from red, protection from black.
Attacking does not cause Alabaster Paladin to tap.


Avenging Spirit
Uncommon
Creature - Spirit
2W
2/2
Avengin Spirit has flying as long as you control any blue permanents.
Avenging Spirit has trample as long as you control any green permanents.


Chalk Circle
Uncommon
Enchant Creature
WW
As Chalk Circle comes into play, choose a color.
Enchanted creature gains protection from that color. This ability does not affect Chalk Circle.
W: Chalk Circle enchants target creature #(move this card to the new creature, the chosen color doesn't change)#.


Karoo Cheetah
Common
Creature - Cat
2W
2/1
Plainswalk.
Attacking doesn't cause Karoo Cheetah to tap.


Controversial Execution
Uncommon
Sorcery
W
Remove target black or red creature from the game.
You lose life equal to that creature's power.


Dazzling Charm
Uncommon
Instant
1W
Choose one - Target player may not play instants or sorceries this turn, or Attacking creatures you control get +1/+0 this turn, or Put a 1/1 white Soldier token into play.


Dedicated Priest
Uncommon
Creature - Priest
1W
1/1
When Dedicated Priest is put into a graveyard from play, gain 3 life or prevent the next 3 damage that would be dealt to target creature or player.


Fading Barrier
Uncommon
Creature - Wall
1WW
0/5
1W: Target creature cannot attack this turn. Put a -0/-1 counter on Fading Barrier.


Honorable Sacrifice
Uncommon
Instant
W
Remove target creature from the game. Tha creature's owner may search his or her library for a creature card and reveal it to all players, put the card into his or her hand, then shuffle his or her library.


Foreknowledge of Doom
CP-U
Sorcery
1WW
As an additional cost to play Foreknowledge of Doom, sacrifice a creature.
Return all creatures you control to owner's hand.
Each player may pay 3 and sacrifice a creature to return all creatures that player controls to owner's hand.


Foundation of Hope
CP-R
Enchantment
WWW
Creatures you control gain first strike and "W: Prevent the next 1 damage that would be dealt to this creature by a source of your choice."
When Foundation of Hope is put into a graveyard from play, you may have all other players' creatures gain "protection from white" until the end of you next turn. If you do, return Foundation of Hope to its owner's hand.


Hero's Glory
CP-U
Enchantment
1W
Whenever enchanted creature deals combat damage to a player, put a +1/+1 counter on it.
Victory only strengthens you.


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


Karoo Lion
Common
Creature - Cat
1W
2/1
Plainswalk.


Mandari Archer
Uncommon
Creature - Soldier
2WW
1/3
First Strike.
At the beginning of your upkeep, you may put an arrow counter on Mandari Archer.
Tap,Remove X arrow counters from Mandari Archer: Mandari Archer deals X damage to target attacking or blocking creature.


Mandari Boon
Common
Instant
W
Regenerate target creature you don't control. If that creature regenerates this way this turn, you gain 3 life.


Mandari Dispeller
Common
Creature - Enchanter
1WW
1/2
If Mandari Dipeller is in your hand, you may pay 1WW and remove it from the game. If you do, destroy target artifact or enchantment. Play this ability whenever you could play an instant.
Protection from enchanted creatures.


Mandari Elder
Rare
Creature - Preist
3WW
2/3
WW,Tap: Move target creature enchantment onto Mandari Elder.
WW,Tap: Move a creature enchantment from Mandari Elder onto target creature. (#The new target must be legal.#)


Mandari Faith
Rare
Enchantment
2WW
At the end of your turn, if all nonland permanents you control are white, gain 2 life.


Mandari Priestess
Uncommon
Creature - Cleric
1W
1/1
W,Tap: Add one white mana to your mana pool for each cleric in play.


Mandari Song
Common
Instant
W
Gain 4 life. Each opponent may pay 2 to gain 4 life.


Mandari Squire
Common
Creature - Soldier
W
1/1
First Strike.


Mandari Wish
Uncommon
Instant
1W
Remove target artifact or enchantment from the game. That permanent's controller may remove an artifact or enchantment you control from the game.


Misappropriation
Rare
Sorcery
4WW
Return all lands in target opponent's graveyard to play, tapped, under your control.
Watching the tax revenuer put a "Seized for Back Taxes" sign on the workshop door, Caspar suddenly wished he hadn't put all of his money into jars and buried it in the lot behind the workshop.


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.


Packet of Ashes
Common
Instant
2W
Destroy target artifact or enchantment.
If another Packet of Ashes is on the stack, you may play Packet of Ashes without paying its mana cost.


Packet of Herbs
Common
Instant
1W
Prevent all damage that would be dealt to target creature this turn.
If another Packet of Herbs is on the stack, you may play this Packet of Herbs without paying its mana cost.


Preventive Medicine
Uncommon
Instant
3W
At the beginning of your upkeep, if Preventive Medicine is in your hand, you may pay W and reveal it (#the card#) to all players. If you do, gain 1 life.
Gain 4 life.


Pursuit of Ignorance
Rare
Enchantment
3W
You cannot draw cards except during your draw step.
Skip your next draw step: Target player skips his or her next draw step. Use this ability only during your upkeep and only once per turn.


Recalcitrant Monk
Rare
Creature - Cleric
2WW
1/2
Sacrifice a non-basic land, Tap: Destroy target nonbasic land. Creatures controlled by that land's controller gain plainswalk until the end of that player's next turn.


Restoration
Uncommon
Instant
1W
Each player may pay 2 life to return an artifact or enchanment card from their graveyard to play.


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 card's other abilities cannot be used if there are delay counters on it.)#
Sacrifice Rune of Community: Gain 2 life for each creature in play.


Rune of Purging
Common
Enchantment
W
Delay 2 #(This card comes into play with 2 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 Purging: Destroy target artifact or enchantment.


Samsara
Rare
Enchantment
3WW
Whenever a creature is put into a graveyard, it's owner may shuffle it into his or her library.


Spirit of Peace
Rare
Creature - Spirit
2WW
0/2
Flying.
Whenever Spirit of Peace deals combat damage, you gain that much life.
1W: +1/+1 until end of turn.


Standoff
Uncommon
Enchantment
3WW
At the beginning of your upkeep, pay one life or sacrifice Stalemate.
Creatures can't attack.


TomB, Guardian of Mandar
Rare
Creature - Guardian Legend
2WW
2/2
Protection from black.
When TomB, Guardian of Mandar comes into play, destroy all black creatures; they can't be regenerated.
"Don't worry, TomB will remind them that they are dead." -- TomB


Voice of Logic
Rare
Creature - Angel
3W
2/2
Flying.
Protection from artifacts.


ARTIFACT (15 R=7, U=9, C=0)

Caspar's Still
Uncommon
Artifact
4
Whenever a player plays a card, tap all creatures, artifacts, and lands that player controls.
How they had gotten into his corn sqeezin's, Caspar never knew, but now all his Dwarven workers were, in no uncertain terms, dead drunk. "So," he thought, "why not join them?"


Durdan Horse
Rare
Artifact
5
1: Remove a creature card in your hand from the game.
As long as you control no creatures and each opponent controls a creature, Durdan Horse has "Tap, sacrifice Durdan Horse: Put all creature cards removed from the game by Durdan Horse into play."


Erratic Clock
Rare
Artifact
4
At end of turn, flip a coin. If you win the flip, take another turn after this one. Play this ability only during your turn. Any player may play this ability.


Evidence Shredder
Uncommon
Artifact Creature
3
1/1
Tap: Destroy target permanent you own; it can't regenerate.


Evilcow's Oven
Rare
Legendary Artifact
4
3, Tap: Search your library for a Pie card and put that card into your hand.


Flickering Powerstone
Rare
Artifact
1
Flickering Powerstone does not untap during your untap step.
Flickering Powerstone can't be the target of spells and abilities you control.
Tap: Add two colorless mana to your mana pool.
3: Untap Flickering Powerstone.


Lotus Grinder
Uncommon
Artifact
2
Lotus Grinder comes into play tapped.
Tap, sacrifice Lotus Grinder: Reveal any number of land cards in your hand. Add an amount of mana of any color to your mana pool equal to the number of land cards revealed this way.


Mana Rig
Uncommon
Artifact
4
As long as Mana Rig is untapped, players may play artifact spells whenever instants would be legal.
At the beginning of your upkeep, tap Mana Rig unless you sacrifice an artifact.


Origami Dragon
Rare
Artifact Creature - Dragon
4
0/5
Flying. 1: Origami Dragon gets +1/+0 until end of turn. If Origami Dragon's power is greater than its toughness, sacrifice it.
If Origami dragon is damaged by a creature, double that damage.
"Okay, flies...mm-hmm, breathes fire...but what happens if...oh my!"--Rain, Artificer-at-large


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


Origami Toad
Common
Artifact Creature
2
2/2
Origami Toad can block creatures with flying.
If Origami Toad is damaged by a creature, double that damage.
"Cute, but why is it made of paper?" --Rain, Artificer-at-large


Pie Cooling-Rack
Uncommon
5
Artifact Creature - Wall
0/5
Pie Cooling Rack can block any number of creatures.
Creatures blocked by Pie Cooling Rack don't untap during their controller's next untap step.
Everybody likes pie.


Pie Throwing Machine
Uncommon
3
Artifact
Target Pie can attack this turn.
Whap! Right in the face!


Sentry Golem
Uncommon
Artifact Creature - Golem
2
2/2
Sentry Golem cannot attack if defending player controls no creatures.


Static Bubble
Rare
Artifact
5
When Static Bubble comes into play, tap all creatures; they don't untap during their controller's untap step as long as Static Bubble is untapped.
3, T, Tap three untapped creatures you control: Return Static Bubble to its owner's hand.


Ttechtarp Ring
Rare
Artifact
1
Pay 2 life, remove Ttechtarp Ring from the game: Add three mana of any color a land you control can produce. Target opponent may draw a card.
"Why hold rituals in the dark, when there's so many pretty colors!?" -- Ttechtarp, backwards wizard


Wind-up Soldier
Uncommon
Artifact Creature - Soldier
2
2/1
At the beginning of your upkeep, you may pay 2; if you don't, tap Wind-up Soldier. 2: Wind-up soldier gets +1/+1 until end of turn.


LAND (20, R=10, U=1, C=0, L=5)

Bhodivan Clearing
Rare
Land
Tap: Add 1 to your mana pool.
Tap: Add G or W to your mana pool. Target opponent gains 2 life.


Diseased Meadow
Rare
Land
Tap: Add 1 to your mana pool.
Tap: Add W or B to your mana pool. Target opponent gains 3 life.


Durdan Copse
Rare
Land
Tap: Add 1 to your mana pool.
Tap: Add R or G to your mana pool. Target opponent gains 2 life.


Frizan Bog
Rare
Land
Tap: Add 1 to your mana pool.
Tap: Add U or B to your mana pool. Target opponent gains 2 life.


Malfurgan Cave System
Rare
Land
Tap: Add 1 to your mana pool.
Tap: Add B or R to your mana pool. Target opponent gains 2 life.


Mandari River
Rare
Land
Tap: Add 1 to your mana pool.
Tap: Add W or U to your mana pool. Target opponent gains 2 life.


Mangrove Cluster
Rare
Land
Tap: Add 1 to your mana pool.
Tap: Add B or G to your mana pool. Target opponent gains 3 life.


Ocean Vent
Rare
Land
Tap: Add 1 to your mana pool.
Tap: Add U or R to your mana pool. Target opponent gains 3 life.


Rolling Hills
Rare
Land
Tap: Add 1 to your mana pool.
Tap: Add R or W to your mana pool. Target opponent gains 3 life.


Seaweed Garden
Rare
Land
Tap: Add 1 to your mana pool.
Tap: Add G or U to your mana pool. Target opponent gains 3 life.


Mana Cave
Uncommon
Land
Mana Cave comes into play with 5 mine counters on it. At the beginning of your upkeep, remove a mine counter from Mana Cave.
2, Tap: Add a mine counter to Mana Cave.
Tap, remove a mine counter from Mana Cave: Add one mana of any color to your mana pool.


Island
CW-L
Land
Tap: Add U to your mana pool.


Swamp
CW-L
Land
Tap: Add B to your mana pool.


Plains
CW-L
Land
Tap: Add W to your mana pool.


Mountain
CW-L
Land
Tap: Add R to your mana pool.


Forest
CW-L
Land
Tap: Add G to your mana pool.


MULTI (6 R=4, U=2, C=0)

Atman
Rare
Enchantment
2BW
Pay 1 life: Prevent the next three damage that would be dealt to target creature.
"The illusion of Atman, of the individual, can be discarded by the truly enlightened." -- The Analects of Mandar


Chaos Turtle
Rare
Creature - Turtle Legend
4RRGG
*/*
Chaos Turtle's power and toughness are equal to the number of permanents your opponents control.
Shuffle Chaos Turtle into your library, sacrifice all permanents you control, discard your hand, remove your graveyard from the game (in that order): Your opponents sacrifice all permanents they control.
"On the back of the Turtle does the world rest, and heavy is his burden. Take care to show him proper respect, lest he shirk it and find a new one to carry." -- The Analects of Mandar


Dune Echo
Rare
Creature - Legend
3RGB
3/3
First Strike.
Tap: Add 1 colorless mana to your mana pool.
Tap: Deal 1 damage to target creature or player, Dune Echo does not untap during your next untap step.
Sacrifice an artifact: Put a 2/2 black Demon creature token into play, it has "At the beginning of your upkeep, this creature deals 1 damage to you."


Indecision
Uncommon
Instant
BU
Counter target spell unless that spell's controller discards a card at random.


Psychic Backlash
Uncommon
Instant
2RUU
Counter target spell. Psychic backlash deals to that spell's controller an amount of damage equal to that spell's converted mana cost.
It's time for you to eat your words.


TOTAL (226 R=75, U=89, C=58, L=5)


Note: My comments are posted in a different order than cards appear here.
 
Z

Zadok001

Guest
Hey, haven't a lot of this been redone, Chaos Turtle? Like Mind Eater's drawback being redone thanks to urgings from Gizmo? If you have the newest version, ANYONE, please email it to me! :) I'm zad001@hotmail.com!

"And I'm insane, but that's not the point at hand."
 
M

manchot_13

Guest
Casualties of War Commentary

***Note: this is copy pasted from a word document, so all the formatting is off, if you would like me to e-mail you a copy of the document fully formatted, private message me.

After much thought, here are my official comments on the current list of the Casualties of War Expansion set, understanding that I have little to no power about which of these cards actually make it and in what form.

General Comments:

Overall
Overall, I think this is a great set. In fact, this is so great that I hope CPA will do more sets in the future, like the great sliver set coming out. I may, if time allows, work on my own set based on my D&D campaign. I would like to thank all the contributors, this will be great!

Green
The power of the green cards in this set is amazing, plus the quantity of them. I think a large quantity of the cards in green for this set need major toning down. Many of them involve versions of cards of other colors that should not be allowed, such as the extreme card drawing. Green is not supposed to have good card drawing, it is greens one weak-ness. If you want card drawing, don’t play green, it’s that simple. Plus, while on green, it is noteworthy that there are a lot more green cards then other cards, so either other cards need to be added or green cards taken away to balance the potential of this set in limited so everyone doesn’t play green.

Anti-Blue (Can’t be countered)
The power of the anti-blue cards in this set is to great. I understand a lot of you don’t like blue, but blue is still a magic color and can’t be unfairly discriminated against. Blue is what keeps combo decks in line remember. All in all I think something with cannot be countered is unfair, and my suggestions reflect this.

Foundations
On another note, most or all of the Foundations are pretty much irreperably broken. They are all under-costed, and in many cases (such as the green one) are too powerful at almost any reasonable casting cost. (Specific comments under the actual cards)

Origami Artifact Creatures
I think this was a great idea, whoever thought of it.

Under-Powered/Over-Costed Cards
There are actually a lot of cards I though were to expensive for what they did. If anyone sees something I don’t, feel free to ignore me.
Specific Cards:

Random Off Topic Comments in Italics.

Casper’s Still
Should be Rare

Erratic Clock
Reword to:
At the end of each players turn, that player flips a coin. If the coin comes up heads, they may take another turn.
I’m getting my bookies.

Lotus Grinder
This is spookily like skirge familiar... I think this will probably end up being broken, maybe not, but it will almost certainly see play.

Sentry Golem
Should be common.

Ttechtarp Ring
This is too broken, I think it should be at least:
Pay 2 life, remove Ttechtarp Ring from the game: Add three mana of any color an un-tapped land you control could produce.
But I think even this is to broken. All in all, I think this card is to powerful.

Mana Cave
I think Mana Cave is a little under powered. I think this would be much better:
Mana Cave comes into play with 3 mine counters on it. At the beginning of your up-keep, remove a mine counter from Mana Cave.
2X, Tap: Add X mine counters to Mana Cave.
Tap, remove a mine counter from Mana Cave: Add one mana of any color to your mana pool.

Indecision
This is way under-powered. I think this would be better:
1BU
Counter target spell. Its caster discards a card at random.
And that isn’t incredibly broken either.

Banishing Imp
Great card. But imps have flying, so just add flying and it will be great.


Diabolic Dilemma
I think this is a little good, but this is balanced:
Target player may discard a card at random. If he or she does not, they remove the top 6 cards of their library from the game. They may then choose and discard a card from their hand to have you remove the top 6 cards of your library from the game.

Foreboding Ritual
I think what it should say is this:
Add BB to your mana pool, then, add B to your mana pool for each Foreboding Ritual in your graveyard.

Foundation of Horror
I really don’t know how to fix this card. I really don’t. It makes it so your creatures never go away, and, it’s almost physically impossible to get rid of too. Hmm... Any suggestions on how to glue this back together would help.

Gregarious Imp
I like this card.

Haunting Spirit
No size given. 2/2?

Malfurgan Taunt
Change all Can’t to Cannot. All real cards use ‘cannot’.

Mind Eater
This is one of the most broken cards in the set, and the top 8 cards of your library, big deal, if you win by 5th turn, it doesn’t matter. So, I suggest making it at least 20 cards, maybe 30 so you can only play one. Even then, this card is still very iffy. All in out a very broken card that needs major editing.

Pack of Lies
Bleep the quote out to:
Man, you are so full of #$@%!

Pied Ratcatcher
To expensive. Change to:
1BB
2, Tap: . . .





Rot Outbreak
I suggest changing it to:
When Rot Outbreak comes into play, put a –0/-1 counter on each creature in play. Each creature gains, “Remove a –0/-1 counter from this creature: put a –1/-1 counter on target creature.”
Otherwise it will never end...

Rune of Banishment
I like this Delay ability, but, there is one that says 3 and one that says 2. Plus, it should be non-black, non-artifact if it is 2, and non-black if it is 3 (which I think it is).

Rune of Consumption
Should have Delay 5.

Siklon
Wow! It’s like a black Silver Erne.

Terrorism
It is to expensive the way it is. It should be 2B.

Traitorous Imp
Should be:
Flying. When Traitorous Imp deals COMBAT damage, target opponent gains 1 life.

Aether Drift
This is way to broken, but, I am speechless as to how to fix it.

Directed Feedback
Jingle bells, Jingle Bells

Discrimination
This should be uncommon, and it should be an instant.

Foundation of Illusion
This is a good card, but it is as broken as all the other Foundations, so, I suggest:
Creatures you control gain UUU: Return this creature to its owner’s hand. etc.

Frizan Taunt
I think this card needs to be:
Counter target spell. That spell’s CASTER untaps a number of lands equal to that spells converted mana casting cost and DRAWS A CARD.

Frizan Wish
Should be Common.
Istanbul
Should be 0/1.

Memory Boost
Wording should be:
When you play a spell, sacrifice Memory Boost and draw a number of cards equal to that spells converted mana cost.
OR
Whenever you play a spell you may sacrifice Memory Boost. If you do, draw a number of cards equal to that spells converted mana cost.

Pack of Leaflets
I think this card is a bit on the power side. If you consider Inspiration 3U for 2 cards, this is already better. I think it should cost 2UU. It makes it cost very slightly more for a very slightly better card.

Snoozing Illusion
No size given.

Seesaw
Should be:
Untap target artifact, creature, or land. Tap target artifact creature or land.

Winds of Stupidity
Should be:
Remove all stacks from the game.

Bhodivan Granger
Hi, I’m broken, who are you?
Green has enough mana already... do you realize the potential of this card? I think this card needs refinement.

Bhodivan Historian
This card is to good for green. It is off color. Green shouldn’t have card drawing. Too powerful and off color. Remember Bee Sting? That was OK because it cost 3 more than its red equivalent, so at best, if everyone else is for printing off color abilities, it should cost more.

Bhodivan Song
This effect should be until end of turn or it is way to broken.

Buffer
To powerful. Take away the cannot be countered part. It still pretty much has the de-sired affect, but is not absolute. Also, having that change, the casting cost can be 1G.
Camouflaged Knight
Again, rather than cannot be countered, if it is protection from blue, it should be:
Any spell that would counter CK costs an additional UU to cast.

Ferret, Slacker
I’m gettin me some sliver queens!

Gaea’s Chosen
Add:
When you play another spell that is not a creature of type elf, sacrifice Gaea’s Chosen.

Idolized Cat
Oh, I get it now!

Impressment
I would make it:
2G
Whenever an opponent plays a creature, you may pay 3, if you do, search his or her li-brary for another copy of that card and put it into play under your control.

Rune of Growth
Should cost G, not W.

Signs of Life
I think this should be:
At the beginning of each players upkeep, that player reveals the top card of his or her library. If that card is a creature card, he or she gains one life, and puts it back on top of his or her library. If it is not a creature, he or she shuffles it back into his or her library.

The Green Man
No infinite combos please, make it:
. . . If a forest is put into a graveyard FROM PLAY, return it. . .

Treeline Snapper
I think this is clearer:
When Treeline Snapper deals combat damage, put a +1/+1 counter on target creature other than Treeline Snapper.

Verdant Knight
Another of color ability. It should at least be 2GG for that.




Also, an idea I had:

Meeting in the Woods
G
Enchantment
All Creatures gain pay this creatures converted mana casting cost: regenerate.

Decimation
Should be RRR, so you lose lands too.

Durdan Curse
Should cost RR.

Durdan Raider
Size unknown? 3/1?

Firebomb
Should cost 1RR.

Foundation of Rage
Again, this is too powerful. If basically allows you to take down any blocking creature, plus gives you the benefit of fervor (3R).

Avenging Spirit
AvenginG spirit has fly...

Honorable Sacrifice
Should be a Sorcery.

Mandari Archers
This is a little under powered as is. You should get a counter during each upkeep.

Mandari Boon
You should gain 5 life.

Mandari Faith
It should be non-land non-artifact.

Mandari Squire
“But what if they meet with a Tundra Wolf? Then what will they do?”-Mandari Elder

Restoration
This is just as bad as replenish. Maybe from graveyard to hand?

Samsara
Was this meant to be from play? If so, it should be cheaper.
 
I

Istanbul

Guest
Istanbul 3UU
Rare
Creature - Legend
0/1
U: Istanbul is untargetable until end of turn.
UU: Return Istanbul to owner's hand.
1UU, T, Discard a card: Counter target spell.

Now, let's compare me to Ertai.

Ertai, Wizard Adept 2UU
(I cost more)
Rare
Creature - Wizard Legend
1/1
(I have less power)
2UU, T: Counter target spell.
(He costs 1 more, but doesn't have to discard.)

The ONLY part where I have it over Ertai is that I'm a touch harder to kill.

I'd rather trade in the 'UU: Return Istanbul to owner's hand' to make myself 'UU, T, Discard a card: Counter target spell' and 0/3.

I think that's fair. It's a minor decrease in the cost of my central ability (which, when you think about card advantage, is still more costly than Ertai's), and a slight boost to my toughness so that a Prodigal Sorceror can't take me out. I'm still a 0-power creature, still require a discard to counter, and still cost more than Ertai did.
 

TomB

Administrator
Staff member
Too bad this time it doesn't really count.

Congratulations, man. You've just released a spoiler list to the same people who created the cards in the first place! :rolleyes:

You're right, Zadok. This is the beta version of the cards, sent out for a final tuning prior to their inclusion in the set as finished products. Gizmo is working from the same list, and I imagine he's doing the same thing I did by separating the colors and doing them one at a time.

There's a reason for that, which I think you'll all understand as you scroll through this post...
 
A

Almindhra

Guest
I see one of my cards got on there...( unfortunately my personal card wasn't it...:(...So sad... )...But instead of Illusory Barrier, shouldn't it be Illusionary?...Is Illusory even a word?...If its some sort of place of some kind, can I just chnage the word to something else?...Is there a real Magic card called Illusionary Barrier?
 
M

manchot_13

Guest
is attempting to come up with a reason why tomB's argument is incorrect... hmm...

No body yet had actually seen the cards, and i just wanted people to see them. Let me know what changes are in beta version. My e-mail adress changes on monday to:
tco1@msms.doe.k12.ms.us

anyway, chow, and thanks for the fish.
 
F

FoundationOfRancor

Guest
Istanbul 3UU
Rare
Creature - Legend
0/1
U: Istanbul is untargetable until end of turn.
UU: Return Istanbul to owner's hand.
1UU, T, Discard a card: Counter target spell.

I think the istanbul legend should be more like this...

Istanbul 2UU
Creture-Istanbul legend (I dunno!)
0/2
U, Discard a card: Return Istanbul to owners hand
UU1, discard a card, sacrifice a permenant you control: Counter target spell

I would use it...might be to diluted for istanbuls taste's though.


Anyway, i do love these cards from COW, and I hope after we blance these out, we can work on more in the future (My mind keeps going to how much fun sliver block contructed would be...)
well, I wouldnt mind a list of the cards, my email is
caseyseiter@caseysmail.com
Thanks!
 
T

theorgg

Guest
ummm....

"Ttehctarp" is not "Ttechtarp," The first spelling is correct... It's similar to "Nevinyrral", except I took "yrret" off of it. It was Ttehctarpyrret, but It was a bit too wordy...
 

TomB

Administrator
Staff member
My reasoning is this, that all the cards you posted here have already been seen and talked about in the following forums:

http://www.magic-singles.com/cpa/forums/showthread.php?threadid=1008

http://www.magic-singles.com/cpa/forums/showthread.php?threadid=1007

http://www.magic-singles.com/cpa/forums/showthread.php?threadid=33

You weren't posting a spoiler list created by a God-like multi-national corporation (insert WotC logo here). You were repeating again the long list of cards WE'VE already come up with as a group!

It might be a constructive (and instructive) use of your time to go back and look at the commentary which accompanies each card submission. I think you'll find that much of the commentary you supplied us with has already been said, and, in many cases, the cards have already been modified by people like Gizmo, CT, and Istanbul into what they consider to be a balanced state.

Please don't take this personally, but I think I trust their opinions more than I trust yours. I'm sure they'll appreciate your input though.
 
I

Istanbul

Guest
Good GOD, that would make me weak! Not only would I become a way to get rid of your OWN hand, but sacrificing permanents to counter...no way! That would make me the *weakest* countermagic ever printed.

That would be the ultimate way to eliminate Istanbul: Make sure nobody would use him. :p

--------------------
Istanbul 3UU
Creature - Legend
0/1
U: Istanbul is untargetable until end of turn.
UU: Return Istanbul to owner's hand.
1UU, T, Discard a card from hand: Counter target spell.

A bit underpowered, but fairly close to what I want.
--------------------
Istanbul 2UU
Creature - Istanbul Legend
0/2
U, Discard a card: Return Istanbul to owner's hand.
1UU, Discard a card, Sacrifice a permanent: Counter target spell.

Horrible. I'd run you out of permanents very quickly, and your hand would almost perpetually be empty.
---------------------
Istanbul, Control Mage 3UU
Creature - Wizard Legend
0/3
U: Istanbul is untargetable until end of turn.
UU, T, Discard a card: Counter target spell.

Now, THAT'S fair. I cost the same to activate as a normal counterspell, but I tap to do so, and I cost you a card. I pump up my toughness a little bit so that I don't die incredibly easily, but I remove the ability to return myself to my owner's hand. And I still cost five mana to play, making me a mid-to-late-game creature.
----------------------

I'm open to criticism.


[Edited by Istanbul on August 4th, 2000 at 09:00 PM]
 
F

FoundationOfRancor

Guest
That still seems a bit powered. I would either
-make it TU, cant be target untill eot
or
-u: return to hand

Your latest still seems a little to powered though istanbul...I dunno, I could be wrong.
 
M

manchot_13

Guest
Steps on soap box in self defense:

This was merely my attempt at making the list more accessable, not to provoke any of the strong emotions i seem to... but... i encourage anyone who actually knows the changes to edit my list. I wasn't attempting to be delinquent, just post the list so others could add thier commentary.

To Anyone: this was not intended as delinquent and was not meant to anger anyone...

but alas:
on a happier note:
I agree with Istanbul that his card is fine, but i'm biased to blue, and i believe foundation is biased against blue, so... will someone indifferent to blue comment?

Ed/anyone else: Is there anyway we could set up a forum with all the cards and just have a commentary for each card like there is on mtgnews? that would make this easier...

apologies again.

PS: i may be on less often come monday due to school starting. i will appear frequently though, so don't think you've gotten rid of me yet!
 
I

Istanbul

Guest
Wouldn't tapping to make me untargetable make me USELESS?
Returning me to your hand so you have to pay FIVE mana to play me again? And then I have summoning sickness and you can't use my ability next turn?
SUCK.
But if it'll make everyone happy, I'll agree to add 'Istanbul, Control Mage cannot block.' as an additional drawback.
 
F

Fire Slinger

Guest
Istanbul, Control Mage 2UU
Creature - Wizard Legend
0/3
Istanbul cannot attack or block.
U: Istanbul is untargetable until end of turn.
UUU, T: Counter target spell unless that spell's controller pays 3.

How about that.

Blue is my favorite color. I don't know why I made my legend red. I hate red and barely play it. Oh, well :(
 
F

Fire Slinger

Guest
A few other things...

Intense Study
Rare
Enchantment
2U
At the beginning of your draw step, you may draw an extra card. Your spells cost an additional 1.

Should be

At the beginning of your draw step, you may draw an additional card. If you do, all spells you cast during your turn cost an additional 1.


Also

Delay 3 #(This card comes into play with 2 delay counter 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.)#

I think the Delay ability should be reworded to:

Delay 3: (This card comes into play with 3 delay counters on it. At the beginning of every upkeep, you may pay 2 to remove a delay counter from this card. This card's other abilities cannot be used if there are any delay counters on it.)
 
I

Istanbul

Guest
Okay, look.

Dawnstrider costs G to activate. Same as Fog, which is her effect.
Mageta costs 2WW to activate. Same as Wrath of God, which his his effect.

I don't want to be an overpriced Counterspell.
I don't want to be an overpriced Mana Leak.
I don't want to be overpriced at all.
I just want to cost UU to activate. Same as Counterspell, which would be my effect.
 
F

Fire Slinger

Guest
I do need to point out that the Stonghold Biologist and Stronghold Machinst only cost UU. But there countering abilities are restricted to Creature and Non-Creature respectively. So a Universal countering ability is going to have to cost at least 1 more.
 
M

manchot_13

Guest
Istanbul is fine. Fireslinger, you will also note that they cost 2U and are not legends, istanbul balances himself that way.

but, being the ever comprimising person i am, how about this:

Istanbul 3UU
Creature - Legend
0/3
When Istanbul comes into play, choose creature or non-creature spells.
U: Choose Creature or Non Creature spells
U: Istanbul is untargetable until end of turn.
UU: Return Istanbul to owner's hand.
UU, T, Discard a card from hand: Counter target spell of the choosen type.

still basically the same. i thought you were balanced before, but this doesn't weaken you too much, so i hope it doesn't aggrivate you because i like your card.
 
F

Fire Slinger

Guest
That's alot of card text.

Oh, I meant that the activated abilites cost UU, not the card casting cost itself.
 
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