Existence focus: White.

Discussion in 'Home Made Cards' started by Kode, Oct 22, 2004.

  1. Kode New Member

    Here I will go into in depth detail of the color White. A similar thread will be started for each color as soon as the previous one is accomplished. The goal, now, is to finish White. All random ideas, for any color, are still welcome, as long as they go to the "No Vanilla For Me, Thank You" thread. The other thread, "Code Name: Existence" is to keep track of the best cards created, and this is to keep track of the best White cards created. Cards in here are the cards chosen to be in the set. All others, anywhere, are only ideas.


    52 Total Cards (17/52)
    Commons (8/25)
    Creatures (4/15)
    Enchantments (2/4)
    Instants (3/4)
    Sorceries (0/2)
    Uncommons (3/17)
    Creatures (2/8)
    Enchantments (1/3)
    Instants (1/3)
    Sorceries (0/3)
    Rares (5/10)
    4 Creatures (2/4)
    3 Enchantments (3/3) COMPLETE
    1 Instant (0/1)
    2 Sorceries (0/2)

    Diviner's Touch [W][Common]
    Enchantment
    Sacrifice Diviner's Touch: target creature gains protection from instants and sorceries until end of the turn.

    Solitary Exile [WW][Common]
    Creature – Monk
    Whenever you play a spell, remove another permanent you control from the game and put a +1/+1 counter on Solitary Exile. When Solitary Exile leaves play, return all permanents removed by Solitary Exile back into play under owner's control.
    (2/2)

    Mantra Singer [W][Uncommon]
    Creature - Monk
    Tap: remove target permanent you control other than Mantra Singer from the game and gain 1 life. When Mantra Singer leaves play, return all permanents removed by Mantra Singer back into play under owner's control.
    (1/1)

    Devout Visionary [W][Uncommon]
    Creature – Monk
    Whenever you cast a spell, remove another permanent you control from the game and tap target creature. When Devout Visionary leaves play, return all permanents removed by Devout Visionary back into play under owner's control.
    (1/2)

    Solitary Prophet [1WW][Rare]
    Creature - Monk
    When Solitary Prophet comes into play, remove all other creatures from the game. Whenever Solitary Prophet leaves play, return all creatures removed from the game by Solitary Prophet back into play under owner’s control.
    (1/3)

    Omen [2WW][Rare]
    Legendary Creature - Spirit
    Vigilance
    Omen may block any number of creatures.
    Omen gains -*/-*, where * is the number of other permanents you control.
    Remove a permanent you control from the game: Omen gains protection from a color of your choice until end of the turn.
    (8/8)

    Alpha [3WW][Rare]
    Enchant World
    As Alpha comes into play, remove all other non-land permanents from the game. When Alpha leaves play, return all permanents removed by it back into play under owner's control.

    Omega [3WW][Rare]
    Enchant World
    Whenever a non-land permanent comes into play, remove it from the game. When Omega leaves play, return all permanents removed by Omega back into play under owner’s control.

    Safe From Harm [W][Rare]
    Enchantment
    You may play Safe From Harm whenever you could play an instant.
    As Safe From Harm comes into play, remove up to 2 target permanents you control from the game. When Safe From Harm leaves play, return all permanents removed by it back into play under owner's control.
  2. Kode New Member

    Release [1W][Common]
    Instant
    Remove a permanent you control from the game and remove target artifact or enchantment from the game. Gain an amount of life equal to the total casting cost of all permanents removed this way.

    Spiritual Guardian [4W][Common]
    Creature - Guard
    Whenever Spiritual Guardian deals combat damage, you may prevent that damage. If you do, gain an amount of life equal to the amount of damage prevented this way.
    (3/5)
  3. Kode New Member

    Knight of the Final Order [1WW][Common]
    Creature - Knight
    First Strike
    When Knight of the Final Order leaves play, search your deck for Knight of the Final Order card and put into your hand, then shuffle your library.
    2/2
  4. Kode New Member

    Telitha Cumi [2W][Uncommon]
    Instant
    For each non-token permanent you control that left play this turn, put a Spirit token into play. Treat it as a 1/1 White creature with flying.

    Deliverance [W][Common]
    Instant
    Remove a permanent you control from the game and remove target creature from the game. That creature's controller gains an amount of life equal to the total casting cost of all permanents removed this way.
  5. Oversoul The Tentacled One

    I don't have time to go through all of the new cards right now, but Redeem caught my eye. There's already a Redeem, in Urza's Saga...
  6. Kode New Member

    Whoops. Renamed.
  7. Kode New Member

    Wall of Faith [W][Common]
    Creature - Wall
    When Wall of Faith leaves play, search your library for a Wall of Faith card and put it into your hand, then shuffle your library.
    0/4
  8. Oversoul The Tentacled One

    I think Wall of Faith is a good idea. It gives slow white decks a lot of early blocking power with no card disadvantage or anything...
  9. Kode New Member

    Well, Wall of Faith is great on its own, but I created it to play a part with the Monks, who remove permanents from the game for different effects, and also for other cards I am thinking about. Knight of the Final Order is another example of such a card.
  10. Oversoul The Tentacled One

    Yeah, but if you were to make, say, decks based around this set or something...

    The Wall would be really nice, as it would set up an early defense for all the Monk tricks. Something like Omen can swing later on, but it's staying alive early that is the problem for slow white decks.

    The Knight is definitely good too...
  11. Kode New Member

    Also, the simplicity of a combo like Wall of Faith/Deliverance or Wall of Faith/Release. Oh, and I can't help but mention Wall of Faith/Safe From Harm, while blocking, for example. Block with the wall, save it with the Safe From Harm, which triggers the walls ability to search for a copy of itself; than use Deliverance to remove Safe From Harm from the game and also whatever creature you don't like, thereby returning Wall of Faith into play, and then play the Wall of Faith that you got, if you can. A 3 card trick that costs only 2 White mana to pull off! Add Telitha Cumi to the mix, which would give you three 1/1 flying Spirits just for pulling off that combo, and it's like the cherry on top.

    And this is what this set is all about: neat combos, combat tricks, and the like.
  12. Kode New Member

    Last Spirits [1W][Common]
    Enchantment
    At the beginning of your upkeep, remove another permanent you control from the game. If you can't, sacrifice Last Spirits.
    As Last Spirits comes into play, put 3 Spirit tokens into play. Treat each as a 1/1 White creature with flying. If Last Spirits leaves play, destroy all these tokens.

    Resistance [1W][Uncommon]
    Enchant Creature
    When Resistance leaves play, search your deck for a copy of it and put into your hand, then shuffle your library.
    When enchanted creature leaves play, search your library for a copy of it and put into your hand, then shuffle your library.

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