Fun Cards

  • Thread starter Captain Caveman
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Captain Caveman

Guest
This section is great!

Someday I'd like to make a set but for now I need some ideas
Please post your ideas or fix what's aready here.

Captain Caveman
3R
Creature-Legendary Nomad
1/2
All Nomads get a +1+1

If Captain Caveman deals combat damage to an opponent,
gain control of target land. If Captain Caveman leaves play,
return all lands to there owners control.


End of Time
3BU
Sorcery
Each players shuffle there hand and graveyard back into there
library. Then each player removes half of there library from
the game. Each player draws 7 new cards.


Nature's Gate
3GG
Legendary Enchantment
During each players upkeep, that player may search his or her
library for a Legend card and put it into play. Then that player
shuffles his or her library.


Fortuneteller
UU
0/1
When fortuneteller comes into play name a card other than basic
land. Whenever a opponent plays a card with that name you may
draw a card.
 
F

FoundationOfRancor

Guest
These cards are cool....a little overpowered


Captain Caveman
3R
Creature-Legendary Nomad
1/2
All Nomads get a +1+1

If Captain Caveman deals combat damage to an opponent,
gain control of target land. If Captain Caveman leaves play,
return all lands to there owners control.

-A little overpowered.

Captain Caveman
2RR
Creature-Legendary Nomad
2/1
If Captain Caveman deals combat damage to an opponent,
gain control of target land. If Captain Caveman leaves play,
return all lands to there owners control.
 
N

nodnarb24

Guest
Tag Guard

End of Time, BROKEN. Lets take out everything except my combo. Oh goody goody i drew my combo.
 
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Captain Caveman

Guest
nodnard24,

I should have worded End of Time differently. Thanks for
pointing that out.

maybe this will fix it.
End of Time
3BU
Sorcery
Each players shuffle there hand and graveyard back into there
library. Then each player removes top half of there library from
the game. Each player draws 7 new cards.

I added the word "top". Its meant to infer that you can not
look through your library and choose the cards you want to
remove. My intention was to make the removal random. This
may not fix it though. Any suggestions would be appericated.


FoR,
My card might be overpowered so the change in cc might be
right. I was hoping to keep it splashable at 3R. I think it
needs to be a 1/2 though. The +1+1 bonus will raise its
power and toughness but it needs to have a higher toughness
to be useful, in my opinion. Anyone care to comment?
 
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Captain Caveman

Guest
Plague Carrier
Common
B
Creature-Carrier
1/1
When Plague Carrier comes into play, from your hand, you may
put a -1-1 counter on target creature.


Scroll Carrier
Common
U
Creature-Carrier
1/1
When Scroll Carrier comes into play, from your hand, you
may draw a card.


Ley Carrier
Common
G
Creature-Carrier
1/1
When Ley Carrier comes into play, from your hand, you may
put a +1+1 counter on target creature.


Torch Carrier
Common
R
Creature-Carrier
1/1
When Torch Carrier comes into play, from your hand, you
may deal one damage a any target.


Soul Carrier
Common
W
Creature-Carrier
1/1
When Soul Carrier comes into play, from your hand, you may
gain one life.


Paradise Crossing
Rare
Legendary Land
Tap, lands you control may be tapped for any color of mana.
 
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Cateran Emperor

Guest
1. More with End o' Time. You probably would be wise to add round up or round down, or else we're gonna have some problems :)

2. Ley Carrier = Ghazban Ogre on hyper steroids. Woohoo! Turn 1 forest, 2/2 creature, go. Try to think of some other way to work the carriers (2 mana, vary P/T on some of them?)

3. Paradise X-ing. Is the effect until end of turn, or while it's tapped (and you can choose not to untap it) or what?
 
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Captain Caveman

Guest
Cateran Emperor,

Paradise X-ing should read:
Tap; Until end of turn, lands you control may be tapped for any
color of mana.

Then everything would untap like normal.


End of Time seems to be a problem no matter how I word it.

Here's a new version.
End of Time
3BU
Sorcery
Remove End of Time from the game.
Each players shuffle there hand and graveyard back into there
library. Then each player removes a number of cards, from the
top of there library equal to there life total, from the game.
Each player draws 7 new cards.


Do you think the Carriers are overpowered? They're basically
a cantrip creature. Ley Carrier might be to strong but I
think the rest a pretty well balanced.

I'd like to have to have some more input before I change them.

CE, thanks for your suggestions.
 
F

Firestorm

Guest
Pop Quiz!
2UU
Instant
Turn all cards from target players hand face down. The player then writes down what he think he or she had in his/her hand. When this is completed, turn over all cards placed face down in this fashion. For each card that player didn't name correctly or forgot to name, destroy target permanent that player controls. It can't be regenerated. For each spelling error on the paper, that player takes one damage.
"My entire life is resting on the results of this quiz!" Timmy, Power Gamer; still in 4th grade...

Excuses, Excuses
2BBB
Enchantment
Each player must play at least one spell per turn. If they do not, he/she takes 3 damage and his or her opponent may draw a card.
"No! I swear my Masticore DID eat it!"

Diet Choke
2G
When any island becomes tapped, that land doesn't untap during its next untap phase.
"Just for the taste of it."

Our Attic
5
Artifact
1, Tap a creature you control: Put an artifact into play. This artifact has, "1,Sacrafice this artifact: target opponent gains control of two artifacts that have, "1, Sacrafice this artifact: target opponent gains control of two artifacts that havetarget opponent gains control of two artifacts that have the same ability as this card.""
"This place is getting cluttered, mabe the neighbors would want some of it."

Line
3
Artifact
When Line comes into play, remove all creatures from the game and the controler of these creatures puts them in a stack any way thay want to.
During each players upkeep, put the top creature card in the pile of removed creatures into play. That creature gains haste until end of turn.
Whenever a creature comes into play in a way other than this, remove it from the game and put it on the bottom of the controller's stack of creature cards removed this way.
"Why are we standing here again?"

Tantrum, Resulting from Headache
2RR
Enchantment
Remove all abilities and text from all crature, artifact, and enchantment spells other than their power, toughness, and color.
"I wish it would all just go away and leave me alone..."

Borrow
2UU
Enchant Permanent
Fading 4
Gain Control of the permanent Borrow enchants.
"I'll bring it back in a couple of days."



[Edited by Firestorm on September 7th, 2000 at 10:07 PM]
 
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Captain Caveman

Guest
"card name"
Rare
5
Artifact

5: ~this~ becomes a copy of target permanent and gains all
of its abilities, until end of turn


Firestorm,
Thanks for those ideas. All of them look interesting
 
T

Thallid Ice Cream Man

Guest
Pop Quiz and Stroke of Genius...

Heh heh heh...
 
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Firestorm

Guest
Mabey you can call that unnamed card Rathi Imitator. Also make the casting cst like 5BB, Then make the activation cost a little less.
And Ice Cream Thallid Man, didn't think about that. Mabey to balance the power(oh yea, i forget these are "supposed" to be broken, oh well) give that player 10 seconds after the spell is played to review his/her hand. Oh, going with the school thing we can have this.

Final Test
6UU
Sorcery
Opponent turns his/her back to the table when this card comes into play. Turn all of opponents permanents upside down, same position that they were on the table when he/she wasn't turned around. Then opponent turns around and guesses what the card is for each permanent and flips it back over, one by one. Count the number of permanents guessed incorrectly. Take the number of incorrect guesses times one hundered and divided by the total number of permanents he or she owns. Divide the number you get from that by five and Final Test Deals damage to that number. Your opponent may sacrafice all of his/her permanents to prevent this damage.
"God this test is gonna kill me."

Why is my card text always so long?

Lassi
WWW
Creature- Dog Legend
If any other white creature you control is destroyed by one of the opponents creatures, you may tap lassi to regenerate that creature.
2/2
"Laaaaaaaaaaaaaaaaaaasssiiiiiiiiiiiiiiiiiiiii"

More coming later, gotta eat.





[Edited by Firestorm on September 9th, 2000 at 05:36 PM]
 
D

Darsh

Guest
Here's another school one

Backpack
2
Enchantment
At the begining of your upkeep you may put a book counter on Backpack.
Target creature gets -x/-0 for each book counter on Backpack if this reduces a creatures power to zero or below, sacrifice Backpack.

"This thing seems to get heavier every day!" "Mabye I can just fit one more book in" Ripppp!
 
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Firestorm

Guest
Flowstone Rootwalla
5GR
Creature-Lizard Beast
2G: Flowstone Rootwalla gets +3/+3 Until end of turn. Play this ability only once each turn.
R: Flowstone Rootwalla gets +1/-1 until end of turn.
4/6
"...but when you see it kids, run away. Run VERY far away, VERY fast."

Tripwire
4
Artifact
Whenever a creature attacks you, flip a coin. If tails, tap that creature. If any other creature attacks you after the first, if you flip tails for that creature as well, that creature does damage equal to its power to the one that attacked before it. If you flip tails for any creature, it doesn't do damage to you.
"A steel wire with a breaking point of ten thousand lbs."

George of the Jungle
4GG
Creature- Legend
Forestwalk, Trample, may only be blocked by creatures with flying.
If there are any Trees or Treefolk in play under opponent's control, George of the Jungle deals no combat damage when attacking, and the Tree or Treefolk of opponent choice deals damage to George of the Jungle equal to its toughness.
4/5
"Friend to you and me!"

Tree
3GG
Creature- Tree
Forestwalk, Trample, may block as though it has flying.
2/5
 
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