Donkey's enemies: The Sheep!

Discussion in 'Home Made Cards' started by K9Archmage, Oct 31, 2000.

  1. K9Archmage He Might Be Giants

    The True Power of Sheep
    0
    instant

    When this card comes into play, it fizzles

    flavor text: That sure packed a punch
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    Sheep Captain
    2 red
    summon sheep

    1 red: target sheep gets +1/+1 until end of turn

    2/1
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    Ram
    5 red
    summon sheep

    red: ram gets trample until end of turn
    red: ram gets flying until end of turn
    red: ram gets +1/-1 until end of turn
    red: ram gets -1/+1 until end of turn

    3/3
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    Ironclaw sheep
    1 red
    summon sheep

    Cannot be assigned to block any creature with power greater than 1
    2/2
    --------------------------------------------------
    Sheep warrior
    1 red red
    summon sheep

    if sheep warrior blocks or is blocked by donkeys, it gets +1/+2 until end of turn
    2/1
    --------------------------------------------------
    Total Sheepiness
    red red
    instant

    all creatures count as sheep until end of turn

    flavor text: NOOO!Whats happening to me? BAAAAH!- gerrard
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    Sheep wizard
    3 red
    summon sheep

    red tap: gain control of target creature. it becomes a 0/1 creature that counts as a sheep. it can't attack or block, or use any abilities that involve tapping.
    1/1

    flavor text
    --------------------------------------------------

    Gerrard
    red red red red red
    summon sheep

    if gerrard leaves play, put it into play under an opponent's control
    red: target creature gets +1/+1 until end of turn
    3/3

    flavor text: It's a shame such a noble person was turned into a sheep...

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