I have way too much free time. Here's proof.

I

Istanbul

Guest
Badge of Honor (1W)
Enchant Creature
As Badge of Honor comes into play, choose a color.
Enchanted creature gains first strike and protection from the chosen color, and doesn't tap to attack.
If Badge of Honor ever enchants a nonwhite creature, sacrifice it.
Living by a strict code of honor is restrictive, but it has its advantages.

Elvis (3W)
Creature - Lord
2/3
When Elvis comes into play, choose a creature type.
Creatures you control of that type gain +1/+1.
He's not a king. He's THE king.

Equalize (3W)
Sorcery
Your life total matches the life total of target player.
Cycling 1W
Vitality by example.

Global Immunity (1WW)
Enchantment
Permanents can't be the target of spells or abilities.

Karmic Balance (1WW)
Sorcery
You may not play Karmic Balance if another card has gone to your graveyard this turn.
All players sacrifice creatures until they control as many creatures as the player who controls the least number of creatures.
All players lose life until they have the same amount of life as the player who has the least amount of life.
All players discard cards from their hand until they have the same number of cards in hand as the player with the fewest cards in hand.

Kendun Protector (3W)
Creature - Soldier
2W: Kendun Protector gains protection from the color of your choice until end of turn.
2W, sacrifice Kendun Protector: Creatures you control gain protection from the color of your choice until end of turn.
3/3

Light Brigade (2WW)
Creature - Knight
Creatures blocking Light Brigade become tapped.
Creatures blocking or blocked by Light Brigade don't untap during their controller's next untap step.
W: Light Brigade gains first strike until end of turn.
2/2

Love Potion (W)
Enchant Creature
When Love Potion comes into play, choose a creature.
The chosen creature can't be the target of abilities of the enchanted creature, and damage dealt to the chosen creature by the enchanted creature is reduced to zero.
"Love is imperfect, in that we often hurt those we love. That's where potions come in."

Lynch (1WW)
Enchantment
Sacrifice Lynch, tap X untapped creatures you control: Lynch deals X damage to target creature.
"Get the rope."

Medical Training (1W)
Enchant Creature
Enchanted creature gets 'T: Prevent the next 1 damage to target player or the next 2 damage to target creature'.
In the end, the Samite Healers realized that they were too few in number, so they began to teach their craft to others.

Open Hostilities (1W)
Enchantment
White creatures have protection from black.
Black creatures have protection from green.
Green creatures have protection from blue.
Blue creatures have protection from red.
Red creatures have protection from white.

Overpopulation (1WW)
Sorcery
All players count the number of lands they control; then, they count the number of creatures they control. For each creature a player controls in excess of the number of land they control, they must sacrifice a creature.

Skilled Infantry (5W)
Creature - Soldier
Affinity for creatures you control (Skilled Infantry costs 1 less to play for each creature you control)
First Strike
3/3

Spiritual Realm (2W)
Enchant World
When Spiritual Realm comes into play, destroy all creatures. They can't be regenerated.
Each player then puts a 1/1 white Spirit token into play for each creature destroyed in this way.
If Spiritual Realm leaves play, bury all Spirits and return to play all creatures destroyed by Spiritual Realm.
If you control any non-Spirit creatures, you lose the game.

Unprepared Infantry (2W)
Creature - Soldier
If Unprepared Infantry is blocked by any creature with first strike, flying or trample, destroy Unprepared Infantry at the end of combat.
3/3

Wall of Vitality (1WW)
Creature - Wall
Flying
Wall of Vitality gets +0/+1 for each other creature you control.
0/3
The more righteous your army, the more readily it will protect you.

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Anonymity (2U)
Enchantment
All permanents lose legendary status.
"Nicol who?"

Borrowed Time (UUU)
Enchant Permanent
Enchanted permanent has 'Cumulative Upkeep: 1'.
Nothing lasts forever.

Copy Enchantment (1UU)
Enchantment
Choose an enchantment currently in play.
Copy Enchantment becomes a copy of that enchantment.
If Copy Enchantment copies an Enchant Creature card, you may choose a new creature for this spell to enchant.

Deny (U)
Instant
Counter target spell cast by an opponent. The caster of that spell chooses a permenent. Return the chosen permanent to its owner's hand.

Imitate (2UUU)
Enchantment
When Imitate comes into play, choose a permanent.
Treat Imitate as an exact copy of that permanent.
Imitate still counts as an enchantment.

Improvisation (3UU)
Instant
Choose one: Counter target spell; or target spell, which must have a single target, has another target of your choice; or return two target permanents to their owners' hands.
A spell for all seasons.

Intellect Focus (UUU)
Enchantment
U, Pay 1 life: Counter target spell.
Whenever you play an instant, sacrifice Intellect Focus.

Kendun Rogue (2UU)
Creature - Townsfolk
During your upkeep, choose a basic land type. Kendun Rogue gains landwalk of that type until end of turn.
During each other player's upkeep, that player chooses a basic land type and a creature they control. The chosen creature gets landwalk of that type until end of turn.
3/3

Library of the Infinite (U)
Enchantment
You do not lose the game if you are unable to draw a card.

Mana Dilution (1U)
Enchantment
All lands that can only produce colorless mana instead produce 0.
Make up your mind, or it will be made up for you.

Obfuscate (UU)
Instant
Choose a permanent. That permanent can't be targeted by spells or abilities until end of turn.
Draw a card.

Sigil of Idiocy (1U)
Enchant Creature
Enchanted creature's activated abilities can't be played.
When Sigil of Idiocy comes into play, draw a card.
When your archmage starts smacking his opponents with his wand and clubbing them with his spellbook, you know you have a problem.

Startle (U)
Instant
Counter target spell.
That spell's caster may draw a card.

Stupidity (1U)
Enchant Creature
Enchanted creature loses all special abilities.
"Intriguing. My nemesis is apparently endeavoring to cast an...enchantment...on...oooh. Pretty colors..."

Temporal Armor (1UU)
Enchantment
Creatures you control can't be the target of spells or abilities.
Sacrifice Temporal Armor: Return target creature to its owner's hand.

Temporal Calcification (3U)
Enchantment
Permanents don't untap during their controllers' untap steps.
Sacrifice a permanent: Untap target permanent. Any player may play this ability.

Trained Infiltrator (2U)
Creature - Shapeshifter
When Trained Infiltrator comes into play, choose a creature type.
Trained Infiltrator can't be blocked by creatures of the chosen type.
2/2

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Cowardly Imp (B)
Creature - Imp
Flying
Cowardly Imp can't attack or block if any other creatures are in play.
1/1
As cheap as they come, but not worth the price.

Demonic Death of Evil Hatred (BBB)
Instant
Sacrifice target player.
"Hold your arm still, Bob...we gotta do what the card says!"

Essence Siphon (1BBB)
Sorcery
Target player chooses and sacrifices a nonland permanent.
You gain life equal to the casting cost of that permanent.
"The more power you have, the more I can steal." - Tzzak, Grosian summoner

Fruitcake (2B)
Creature - Cake
0/1
B: Regenerate Fruitcake. If Fruitcake is dealt lethal damage this turn, put a +0/+1 counter on it at end of turn.
Why is it that the more you eat of this stuff, the more there is?

Funky Monkey (2B)
Creature - Monkey
2/2
Kicker 2B
If you paid the kicker cost, Funky Monkey comes into play with a +1/+1 counter and gains 'B: Regenerates'.
B: Funky Monkey deals 1 damage to all creatures and players.
"I hate cleaning out the monkey cages. They always throw crap at me."

Intellect Crush (BBB)
Sorcery
Look at target player's hand and choose a card. Remove that card from the game.
"To be erased, to be removed, to be undone. That is your fate."

Psychopath (B)
Creature - Horror
When Psychopath comes into play, choose target player.
That player's maximum hand size is reduced by 1.
1/1

Psychophage (1BB)
Creature - Horror
When Psychophage comes into play, choose target player.
That player's maximum hand size is reduced by 2.
2/2

Psychovore (3BB)
Creature - Horror
Flying
When Psychovore comes into play, choose target player.
At the end of that player's turn, that player discards all cards in his or her hand.
3/2

Skeletal Mage (3B)
Creature - Skeleton Mage
As an additional cost to playing Skeletal Mage, sacrifice a creature.
Skeletal Mage comes into play with X Death counters, where X is the casting cost of the sacrificed creature.
Remove any number of Death counters from Skeletal Mage, T: Put a -1/-1 counter onto target creature for every Death counter removed from Skeletal Mage.
B: Regenerate Skeletal Mage.
1/1

Tortured Dreams (2B)
Enchantment
B, Sacrifice a creature: Put target permanent on top of its owner's library. That player may pay B or 3 to move that card to the bottom of their library.
When one is denied the simple refuge of a peaceful night's sleep, everything suffers.

Toxic Waste (BB)
Sorcery
As an additional cost to playing Toxic Waste, sacrifice a creature.
Destroy target land.

Unpopularity (BB)
Enchant Creature
Enchanted creature gets -1/-1 for each other creature its controller controls.

Viral Rot (B)
Enchant Creature
Whenever any creature blocks or is blocked by the enchanted creature, you may choose to put a -1/-1 counter on both that creature and the enchanted creature.
"I'm taking you with me."

Virulent Plague (B)
Enchantment
During your upkeep, you may put a -1/-1 counter on a creature you control.
If you do, you may put a -1/-1 counter on target creature.

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Blown Cover (RRR)
Sorcery
Until end of turn, you may morph any creature you control without paying its morphing cost.
Creatures revealed in this way get +1/+0 and haste until end of turn.
At the end of any turn, remove any creatures revealed in this way from the game.
It made its name known just in time to have it carved on its tombstone.

Chaotic Attack (1R)
Instant
Flip a coin.
If the flip comes up heads, all attacking creatures get +1/+0 until end of turn.
If the flip comes up tails, sacrifice a creature.
You may repeat this process as many times as you wish.

Frenzy (RR)
Instant
Target creature you control gets +3/+0, trample, and first strike until end of turn. At end of turn, remove that creature from the game, as well as all creatures you control with the same converted mana cost as that creature.
A frenzy is very hazardous to one's opponents...and one's allies.

Inferno Blast (4R)
Instant
Affinity for cards in your hand (Inferno Blast costs 1 less to play for each card in your hand)
Inferno Blast deals 3 damage to target creature or player.

Novice Barbarian (1RR)
Creature - Barbarian
1R: Flip a coin. If it lands on heads, Novice Barbarian gains first strike until end of turn. If it lands on tails, Novice Barbarian deals no combat damage this turn.
3/2
Practice makes perfect...if he lives that long.

Psychosis (R)
Enchant Creature
During your upkeep, flip a coin.
If the flip results in heads, put a +1/+0 counter on enchanted creature.
If the flip results in tails, put a -0/-1 counter on enchanted creature.
When Psychosis is put into a graveyard from play, lose 1 life and draw a card.

Razzerdrix (2RR)
Creature - Beast
4/4
Whenever Razzerdrix attacks or blocks, it gains flying until end of turn.
At the end of any turn, if neither player has taken any damage, sacrifice Razzerdrix.
"Who ever thought it could use its ears to fly?"

Scorch (R)
Instant
Scorch deals 2+X damage to target creature or player, where X is the number of red spells you have successfully cast this turn.

Temperature Gauge (1R)
Enchantment
Whenever you play a red spell, put a heat counter on Temperature Gauge.
Sacrifice Temeperature Gauge: Temperature Gauge deals 5 damage to target creature or player. Play this ability only if Temperature Gauge has at least five heat counters on it.
"Hot enough for ya?"

Traitorous Giant (1R)
Creature - Giant
Haste
During each player's upkeep, that player gains control of Traitorous Giant. Any player may pay R or 3 to prevent this.
R: Traitorous Giant gets +1/+0 until end of turn.
2: Traitorous Giant gets +1/+0 until end of turn.
3/3

Unstable Tremors (R)
Sorcery
Flip a coin. If it lands in your favor, destroy target land. Otherwise, you take 3 damage.

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Diversity's Price (2GG)
Enchantment
Spells cost an additional mana of each color of mana that lands their caster controls can produce. (If a spell's caster has an Island, a Mountain, and a Forest in play, that spell costs an additional UGR.)
The more you take from the world, the more it wants in return.

Kudzu Kreature (1GG)
Creature - Elemental
When Kudzu Kreature is put into a graveyard from play, you may choose to destroy target tapped land.
2/3

Nature's Boon (G)
Enchantment
Whenever a creature comes into play, that creature's owner may draw a card. Use this ability only once per turn.
More enlightened mages realize that their summoned forces can be good for more than fighting.

Nature's Course (GGG)
Enchantment
When Nature's Course comes into play, tap two creatures you control.
Put a 0/1 green Beast token into play. During your upkeep, you may put a +1/+1 counter on the Beast token.
If the power of the Beast token is ever greater than the combined power of the two selected creatures, sacrifice it.
The best green mages know when to simply let nature take its course.

Rabbit (2G)
Creature - Rabbit
1/1
Tap two Rabbits you control: Put a 1/1 green Rabbit token into play.
Wilt Chamberlain, eat your heart out.

Spontaneous Mutation (XG)
Sorcery
Remove X creature cards in your library from the game.
Put X 1/1 green Saproling tokens into play.

Toxic Venom (X1G)
Sorcery
X target creatures gain 'Whenever this creature deals combat damage to any player, that player receives a poison counter. If any player has 10 or more poison counters, they lose the game.'

Transfer Vitality (GG)
Sorcery
Until end of turn, you may reveal any number of creature cards in your hand at any time.
Whenever you reveal a creature card in this way, you may pay X life. If you do, add X green mana to your mana pool. This mana may only be used to pay the casting cost of a revealed creature card.
If you pay the mana cost of a revealed creature card, put it into play; that creature gains haste until end of turn.
During any end step, remove all creatures put into play with Transfer Vitality from the game.

Tyrannosaurus Rex (2GGG)
Creature - Dinosaur
6/5
Trample
During your upkeep, sacrifice a basic forest or sacrifice Tyrannosaurus Rex.
The Tyrannosaurus Rex ruled the world for so long, it was only a matter of time until the world ruled it back.

Voracious Quaarg (3GG)
Creature - Beast
If Voracious Quaarg is put into a graveyard from play, you may sacrifice half of the forests you control, rounded up. If you do, put Voracious Quaarg into play with a +1/+1 counter on it.
4/4
Don't bother killing it, you'll just make it hungry.

Wall of Vines (1GG)
Creature - Wall
0/3
T: Add 1 to your mana pool.
T: Target attacking creature doesn't untap during its controller's untap phase as long as Wall of Vines remains tapped. You may choose not to untap Wall of Vines during your untap phase.
"It won't hurt you. That's not what it's for..."

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Angelic Wings (1WU)
Enchant Creature
Enchanted creature gets +0/+2.
UUU: Return Angelic Wings and enchanted creature to your hand.
Draw a card when Angelic Wings comes into play.
"The heavens themselves are my ally. What can you hope to do against me?"

Order of Chaos (1WR)
Creature - Knight
3/3
First Strike
If you control a basic Plains, sacrifice Order of Chaos.
If you control a basic Mountain, sacrifice Order of Chaos.
Multiple Personality Disorder is not a redeeming quality in a Knight.

Empowerment (1WG)
Enchant Creature
Enchanted creature gets +1/+1, trample, and first strike.
Draw a card when Empowerment comes into play.
"Good warriors have strength. Great warriors have skill."

Noble Graalth (2WG)
Creature - Beast
WG: Noble Graalth gets +1/+1 until end of turn.
W, Sacrifice Noble Graalth: Noble Graalth deals its power in damage to target attacking or blocking creature.
G, Sacrifice Noble Graalth: Gain X life, where X is Noble Graalth's toughness.
2/2

Genocide (3UBB)
Sorcery
When you play Genocide, choose a creature type.
Remove from the game all creatures of the chosen type.
Look at target opponent's hand, library, and graveyard. Remove all creatures of the chosen type from the game.
The cruelest stroke was discovered in the archmage's records: an unknown species, not only wiped from the face of the planet, but from the memory of all who lived.

Viral Torment (1UB)
Enchant Creature
1B: Put a -1/-1 counter on enchanted creature.
U: Move Viral Torment to another creature.
Draw a card when Viral Torment comes into play.
"We can't break his spirit with torture, sir."
"Bring me his friend."


Deranged Werefox (1RG)
Creature - Barbarian Fox
1R: Deranged Werefox gets +1/+0 until end of turn.
1G: Deranged Werefox gains trample until end of turn.
2/2

Natural Progression (1RG)
Enchantment
Spells can't be the target of spells or abilities.

Rapacious Fnord (3RG)
Creature - Fnord
Affinity for creatures all opponents control (Rapacious Fnord costs 1 less to play for each creature your opponents control)
Haste
For each creature that blocks Rapacious Fnord, it gets +1/+1 until end of turn.
3/3

Savage Fury (1RG)
Enchant Creature
Enchanted creature gets +1/+1 and haste.
G: Regenerate enchanted creature.
Draw a card when Savage Fury comes into play.
"YOU block him."

Shallow Waters (1RG)
Enchantment
Whenever an island is tapped for mana, you may choose to tap target island.

Unending Rage (1RB)
Enchant Creature
Enchanted creature can't be blocked except by black or artifact creatures.
1R: Enchanted creature deals 1 damage to target creature and 1 damage to itself.
"Hatred is a form of energy. Like any other energy, it can be harnessed..."

Love/Hate (W/B)
Instant/Instant
Love - Target creature you control gets protection from a color of your choice until end of turn.
Hate - Add BB to your mana pool.

Peace/War (1W/2R)
Instant/Instant
Peace - Creatures may not attack this turn.
War - All creatures you control get +2/+0 until end of turn.

Rain/Shine (UU/2R)
Sorcery/Sorcery
Rain - Until end of turn, forests produce U instead of their normal color when tapped for mana.
Shine - Destroy target blue permanent.

Land/Sea (2G/1U)
Sorcery/Instant
Land - Search through your library for one basic land and put it into play tapped, then shuffle your library.
Sea - Until end of turn, basic Islands produce an additional U when tapped for mana.

Ripen/Rot (2G/2B)
Instant/Sorcery
Ripen - Put a +1/+1 token on two different target creatures.
Rot - Remove all cards in target player's graveyard from the game.

Prismatog (X)
Creature - Atog
Prismatog comes into play with X +1/+1 counters on it.
Prismatog is whatever color(s) of mana were spent on it.
If Prismatog's power is ever 7 or greater, sacrifice it.
Sacrifice an enchantment: Prismatog gets +1/+1 and protection from a color of your choice until end of turn.
Discard a card from your hand: Prismatog gets +1/+1 and flying until end of turn.
Sacrifice a creature: Prismatog gets +1/+1 and 'B: Regenerates' until end of turn.
Sacrifice an artifact: Prismatog gets +1/+1 and 'R: Prismatog gets +1/+0 until end of turn' until end of turn.
Sacrifice a land: Prismatog gets +1/+1 and trample until end of turn.
The prismatog is a docile and harmless creature unless its favorite food is nearby. Only then does it become a savage and unyielding monster. The prismatog's favorite food? Anything.
0/0

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Bag of Many Things (4)
Artifact
2, T: Flip a coin three times. Count the number of times the flip comes up heads.
If the flip comes up heads zero times, sacrifice Bag of Many Things.
If the flip comes up heads one time, gain 2 life.
If the flip comes up heads twice, put a 1/1 colorless Gremlin token into play.
If the flip comes up heads three times, draw a card and untap Bag of Many Things.

Hypervore (7)
Artifact Creature - Lhurgoyf
When Hypervore comes into play, choose instant, sorcery, land, enchantment, or creature.
X is equal to the number of cards in all graveyards of the chosen type.
During your upkeep, remove a card of the chosen type in your graveyard from the game.
Remove a card of the chosen type in your graveyard from the game: Hypervore gets +2/+2 until end of turn.
X/X
It's easy to get it to eat what you want it to eat. The hard part is making it stop.

Istanbul's Tome (2)
Artifact
Skip your draw phase.
XX, T: Draw X cards. Play this ability only during your turn.
At the end of your turn, discard your hand.
For each card put into your graveyard in this way, you lose 1 life.
"People who take more than they need often end up with more than they can handle." - Istanbul

Parallax Fluctuator (3)
Artifact
T: Choose a creature with Fading. Flip a coin. If the flip lands in your favor, that creature loses fading. Otherwise, remove the creature from the game.
"This could cure you. Or..."

Skateboard (3)
Artifact
2, T: Target creature you control gains first strike, trample, and haste until end of turn. Bury that creature at end of turn.
"Dude...I'm going FAST! Now I just need to figure out how to steer..."

Spite Stone (3)
Artifact
1, Sacrifice a permanent: Target player removes the top card of his or her library from the game.
The device's name describes its function perfectly: give all, so that others might have none.

Worldforge (3)
Artifact
T, discard a card from your hand, pay 1 life: Until end of turn, whenever a spell is countered, put a copy of that spell on the stack. The original spell's caster may choose a new target for the copy.

--------------------

Dismantling Facility
Land
T: Add 1 to your mana pool.
T, Sacrifice an enchantment: Add WW to your mana pool.
T, Sacrifice a land: Add GG to your mana pool.
T, Discard a card: Add UU to your mana pool.
T, Sacrifice an artifact: Add RR to your mana pool.
T, Sacrifice a creature: Add BB to your mana pool.

Impact Crater
Land
T: Add 1 to your mana pool.
3R, T: Impact Crater deals 1 damage to target creature or player.

Crystallize (WU)
Instant
Counter target spell unless that spell's caster chooses to have you gain 5 life.

Aneurism (UB)
Instant
Counter target spell unless that spell's caster pays 1 life and discards a card.

Flash-Freeze (UR)
Instant
Counter target spell unless that spell's caster has Flash-Freeze deal 3 damage to a creature or player of your choice.

Weasel Eyebrows (UG)
Instant
Counter target spell unless that spell's caster chooses to have you put a 2/3 green Weasel token into play under your control.

Dispel (2W)
Instant
Destroy target artifact or enchantment.
Flashback: Each of your opponents gains 5 life.
Which is more lethal: the magic, or its wielder?

Epiphany (3U)
Instant
Draw two cards.
Flashback: Discard your hand.
Sometimes, you must empty your mind to fill it again.

Homicide (2B)
Instant
Destroy target non-black creature.
Flashback: Put a 1/1 black Skeleton creature into play under your opponent's control. That token has '1: Regenerates'.
Word to the wise: always be sure that the problem you solve is worse than the one you create.

Radiation (R)
Sorcery
When you play Radiation, sacrifice a land.
Radiation deals 2 damage to all creatures.
Flashback: Sacrifice all creatures you control.
How much will you give to defeat your opponent?

Thunderstorm (2G)
Sorcery
Thunderstorm deals two damage to all flying creatures and both players.
Flashback: Sacrifice the creature you control with the highest power.
The sky and the land meet; what affects one will eventually affect the other.

Cream Pie (2W)
Instant
Choose one: target creature becomes a 0/1 and loses all special abilities until end of turn; or gain 6 life; or destroy target enchantment or artifact.

Blueberry Pie (2U)
Instant
Choose one: counter target spell unless its caster pays 2; or all creatures you control gain flying until end of turn; or return target permanent to its owner's hand.

Blackberry Pie (2B)
Instant
Choose one: destroy target nonblack, nonartifact creature (that creature can't be regenerated); or all swamps produce an additional B when tapped for mana until end of turn; or bring target creature card from your graveyard back to your hand.

Cherry Pie (2R)
Instant
Choose one: Cherry Pie deals 3 damage to target creature or player; or destroy target artifact; or all creatures without flying and all players take 2 damage.

Key Lime Pie (2G)
Instant
Choose one: target creature gets +4/+4 until end of turn; or untap all creatures you control; or creatures deal no combat damage this turn.

Civilian Troop (2WW)
Creature - Soldier
3/3
First Strike
If Civilian Troop is the target of a spell or ability, sacrifice it and put three white 1/1 Soldier tokens with first strike into play.

Flock of Seagulls (2UU)
Creature - Bird
3/3
Flying
If Flock of Seagulls is the target of a spell or ability, sacrifice it and put three blue 1/1 Bird tokens with flying into play.

Skeletal Horde (2BB)
Creature - Skeleton
3/3
B: Regenerates
If Skeletal Horde is the target of a spell or ability, sacrifice it and put three black Skeleton tokens with 'B: Regenerates' into play.

Goblin Mob (2RR)
Creature - Goblin
3/3
Haste
If Goblin Mob is the target of a spell or ability, sacrifice it and put three red 1/1 Goblin tokens with haste into play.

Spore Cluster (2GG)
Creature - Fungus
3/3
Trample
If Spore Cluster is the target of a spell or ability, sacrifice it and put three green 1/1 Fungus tokens with 'T: Add G to your mana pool' into play.
 
N

Notepad

Guest
Shoulda done a dream card set article, man! :D
Woulda been cool to see more dream card articles. ;)
 
N

Notepad

Guest
Yes man, you are supposed to do an article because...um, because...

*whispers to SPidey: Can I force him to do an article without him legally being able to send those rabid badgers to my porch again?*
 

Spiderman

Administrator
Staff member
* whispers back * Only if you get a law passed outlawing possession or sendings of rabid badgers...
 
N

Notepad

Guest
I think its somewhere in the constitution. Right under the part about your right to shoot the president.
 
I

Istanbul

Guest
If I'm gonna do an article, I wanna balance the set out first. Make each color have an equal number of cards, for example. As things stand, I have a severe deficiency of green and red cards. And blue has the most cards, but only 2 creatures!
 
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