Is the Magic world ready?

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DÛke

Guest
...

Simple mistake, Spiderman. :)

Some cards:

Destructive Urge (UB)
Sorcery
Draw up to 3 cards.
At the end of your next turn, you lose 1 life for each card in your hand.

>>I love it. Sure, its a Sorcery, but hey, you're gettin' a lot of it. I figured that if I reverse the process of Bargain (Pay life, then draw), I would have something interesting (draw card, then pay life)...

Avatar of Unconsciousness (3UU)
Creature - Avatar
Avatar of Unconssciousness gains +1/+0 for each card on it.
At the beginning of your upkeep step, choose 1: search your library for a card and put it on top of Avatar of Unconsciousness, and shuffle your library; or put a card that's on Avatar of Unconsciousness into your hand.
0: Remove all cards on top of Avatar of Unconsciousness, and Avatar of Unconsciousness can't be the target of spells or abilities until end of the turn.
1/3
>>Not a new Morphling. It's better. I still fear its extream flexability, but hey...I'm just makin' them for fun.
 
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MrXarvox

Guest
War's Whimsy 2R
Enchantment
Flip a coin during your upkeep.
If heads:Until the beginning of your next turn, all creatures controlled by target opponent gain +2/-2, lose all abilities, and then gain first strike.
If tails: Until the beginning of your next turn, all creatures you control gain +2/-2, lose all abilities, and then gain first strike.

Potentially extremely powerful; it can totally subdue an opponent's strategy if they base it on a creature's abilities (as well as killing off tiny ones), and it can pump your attack force up by quite a bit as well. The catch is it's random, the benefit is that either way, both players gain some and lose some. It's a playable coinflip card! (even against green, whose fat is not as often very fat with all its abilities stripped away) With this card, the weak stand little chance, but then the mighty might also be dashed.


Lay of the Land GGG
Enchantment
Whenever combat is declared, check to see which basic land type has the most copies in play. If that basic land type is a:
Forest, all attacking and blocking creatures get +0/+1 and lose first strike;
Mountain, all blocking creatures get +1/+0 and first strike;
Plains, all attacking creatures gain first strike and +2/+0;
Swamp, all attacking creatures lose haste (if they came into play this turn they must be withdrawn from the attack);
Island, all attacking creatures get -1/-2;
All abilities granted through Lay of the land are removed at end of turn.


Dificult to word something like this... with this card in play, the battlefield is the most prevalent land in play and thus some combat changes must be made. In the forest, there are trees in the way so you gain a little extra toughness and no one can quite manage to pick you off before you can get at them too.
In the mountains, the defender has the distinct advantage of his enemy being exposed below him and tired.
On the plains, everything is visible so you know exactly where you're going and can coordinate an attack much better.
The swamp slows you down so that if you aren't sufficiently rested, you can't get through it at all,
and trying to get to those islands could easily drown a weaker creature and tire a stronger one.
basically, green's allies get more distinct advantages out of it, although blue can hold back a horde of weenies with a huge body of water.
 
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Rando

Guest
Counter Spell U
Sorcery
Put one counter of any type on target permanant. If this counter alters power/toughness, it may not be more then +1/+1 or less then -1/-1.
 
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MrXarvox

Guest
Black and White 2BW
Enchantment
All permanents you control and non-land cards in your hand, library, and graveyard are either black or white (you choose), and all land cards you control or in your hand, library, and graveyard are either the corresponding basic land type to the color you chose.
All permanents target opponent controls and all non-land cards in that opponent's hand, graveyard, and library are either black or white (they must be the opposite of the color you chose) and all land cards they control or in their hand, library, or graveyard are the basic land corresponding with that color.
All colored mana symbols on all cards affected by this card are changed to correspond with the affected card's color.



>in essence, a celestial dawn that gives both players the advantages of that card, while conceptually placing them at odds even on the color scale. good against monochrome, ok against multi. in multiplayer, it could be used to benefit one of your allies as well.
 
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Thallid Ice Cream Man

Guest
Shroud Bearer
W
Creature - Cleric
1/1
Kicker 1BB
If you paid Shroud Bearer's kicker cost, you have threshold.
>>Not too big a deal; I just felt like tying some ideas together.

Steel Engine
7
Artifact Creature
*/*
Stalker Engine's power is equal to the number of artifacts in play.
Stalker Engine's toughness is equal to the number of creatures in play.
Haste

Omega Portal
Land
When a creature leaves play, if it was the only creature in play, add 3 to your mana pool.

Fire Drill
UU
Enchantment
When a red spell deals damage, sacrifice Fire Drill and blue creatures can't be the targets of spells or effects until end of turn.

Mist Man
1U
Creature - Illusion
0/1
Mist Man can't be the target of spells or abilities.
Mist Man can't attack or block.
Prevent all damage that would be dealt to Mist Man.
When Mist Man would leave play, return it to owner's hand.

Horizon Eye
1RGW
Creature - Eye
2/2
Flying
When Horizon Eye comes into play, put three vein counters on it.
During your upkeep, remove a vein counter from Horizon Eye.
If Horizon Eye has three vein counters on it, it has "Sacrifice Horizon Eye: Add GW to your mana pool."
If Horizon Eye has two vein counters on it, it has "Sacrifice Horizon Eye: Add WR to your mana pool."
If Horizon Eye has one vein counter on it, it has "Sacrifice Horizon Eye: Add RG to your mana pool."
If Horizon Eye has no vein counters on it, it has "Sacrifice Horizon Eye: Add WUBRG to your mana pool."

Grotto Denizen
2BU
Creature - Dweller
1/2
Protection from mountains, mountainwalk.
Protection from plains, plainswalk.
Unlike most cave dwellers, it is so used to living in the dark that it isn't shocked by the glare of light; it can't see the sun at all.
>> Protection from basic lands might come in handy later.
 
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Thallid Ice Cream Man

Guest
Greybeard
1WB
Creature - Soldier Legend
2/2
Creatures that are white and black get +1/+1.

Fluxfire
1WB
Sorcery
For each blue permanent you control, draw a card. Then discard that many cards from your hand. Then each player loses that much life. Then each player gains that much life.

OozeHenge
UGB
Enchant Land
Enchanted land has "Tap, Discard two cards from your hand, discard your hand: Destroy target permanent."

Flashpoint Brother
WWW
Creature - Brethren
0/2
Whenever a Brethren becomes the target of a spell or ability, gain 5 life.

Tidesplash Brother
UUU
Creature - Brethren
0/2
Whenever a Brethren becomes the target of a spell or ability, tap all creatures without flying.

Tombrot Brother
BBB
Creature - Brethren
0/2
Whenever a Brethren becomes the target of a spell or ability, destroy target nonblack creature.

Trauma Brother
RRR
Creature - Brethren
0/2
Whenever a Brethren becomes the target of a spell or ability, destroy target land.

Trinket Brother
GGG
Creature - Brethren
0/2
Whenever a Brethren becomes the target of a spell or ability, it gets +3/+3 until end of turn.

Target Brother
4
Creature - Flagbearer (remember them?) Brother
0/3
Whenever a Brother becomes the target of a spell or ability, it becomes a Flagbearer in addition to its previous creature types until end of turn.

Spear Thrust
2R
Instant
Play Spear Thrust during combat.
Target creature gets +2/-1 until end of turn. Tap it.
>> I created this card a while ago, but I am still fascinated by how simple and yet elegant it is, how extremely flexible it also is (especially for red), and that nothing like this card has ever been printed.
 
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