D
DÛke
Guest
Ok, these cards I have are EXTRA special, and extra original. I believe that they are the purity of Magic. They are mostly un-recycled ideas. Very unique. ANYONE who has any kind of ideas that DON'T belong to the common Magic world may share his or her ideas here...sorry, no recycled ideas allowed.
Anyway, from my experiences with some of the CPA members abilities here, I believe that if WE can create a REAL Magic set, it would be, indeed, the BEST Magic set ever created. WotC has been recycling its oink over and over again...sorry, but it's time to turn around and re-evaluate what actually CAN be done with the cards while still drawing ideas from the ol'matrix.
Without further ado, here are some of the most eccentric cards you'll ever see in the Magic universe, and they're serious cards too!
Enigmatic Echo (3UU)
Instant
Counter target spell. Draw a card.
At the end of each turn, if Enigmatic Echo is in your graveyard, and your opponent had cast 2 or more spells that turn, return Enigmatic Echo back to your hand. Only 1 Enigmatic Echo card may be returned this way each turn.
Illusions of Reality (5GG)
Instant
For each creature you control, put a token creature into play. Treat that token as an exact copy of that creature.
Return all non-token creatures you control back to owner’s hand.
Holy Trinity (2WWWW)(1/3)
Creature – Karmic Spirit Legend
Flying
You may search your hand, graveyard, and library for up to 3 Holy Trinity cards, remove them from the game, and shuffle your library. If you do, until end of the turn, Holy Trinity costs W less to play for each Holy Trinity card removed this way.
As Holy Trinity comes to play, choose a color. Creatures you control gain protection from that color.
Cerebral Gravity (UUU)
Enchantment
Whenever a player casts a spell, that player may pay X. If that player does, he or she searches his or her library for X copies of that spell and puts them into his or her hand. That player shuffles his or her library.
At the beginning of each player’s upkeep step, that player pays X or loses X life, where X is the number of cards in that player’s hand.
Igniting Winds (X1R)
Instant
Igniting Winds deals 1 damage to each creature and player.
Search your library for X Igniting Winds cards and put them into your hand. Shuffle your library. Until end of the turn, you may play Igniting Winds cards without paying their mana cost.
Smell of Desire (X3WW)
Instant
Gain 10 life
Search your library for X Smell of Desire cards and put them into your hand. Shuffle your library.
At the beginning of your upkeep step, if Smell of Desire is in your graveyard, gain 1 life.
Principles of Lust (2UB)
Enchantment
Whenever an opponent successfully casts a spell, you may pay X, and pay Y life, where Y is that spell’s total mana cost. If you do, search that player’s library for X copies of that spell and remove them from the game. Shuffle that player’s library.
Shades of Fantasy (YXUB)
Sorcery
Target player chooses and discards a card. Draw a card.
That player loses X life.
You lose X-Y life.
Turn Around (4UU)
Instant
Counter target spell.
Put a copy of that spell on the stack, under your control. You may change the target(s) of that spell. X (and Y) in that spell is 0. That spell can’t be countered.
Unconscious Urges (1UU)
Enchantment
Whenever you cast a spell, you may draw a card. If you do, put a Beast counter on Unconscious Urges.
At the beginning of your opponent’s upkeep step, that player may pay up to X, where X is the number of Beast counters on Unconscious Urges. If he or she does, put a creature token into play under that player’s control. Treat that token as an X/X Green creature that counts as a Beast. That creature has haste. Remove it from the game at the end of the turn.
Unconscious Fantasy (5)
Sorcery
You must pay at least 1 colored mana to cast Unconscious Fantasy.
Unconscious Fantasy is the colors of all the mana types you paid to cast it.
For each B paid for the cost: Target player loses 1 life.
For each U paid for the cost: Tap target artifact, creature, or land.
For each W paid for the cost: You Gain 2 life.
For each G paid for the cost: Target creature gains +1/+1 and trample until end of turn.
For each R paid for the cost: Unconscious Fantasy deals 1 damage to target creature.
Spiritual Destruction (3BW)
Enchantment
As Spiritual Destruction comes to play, switch life totals with your opponent.
At the beginning of your upkeep step, you lose 1 life.
If Spiritual Destruction is put into the graveyard from play, you lose half you life.
Some of these cards are amazing...I just can't imagine Cerebral Gravity and the ACC cards. Holy Trinity is the ONLY Legend in Magic (so far) that you actually would WANT to play 4 copies of. Turn Around is almost a must in Blue decks...so is Enigmatic Echo. How about Smell of Desire? The best life-gain card in Magic so far...and balanced too...WotC? THAT'S how you make life-gain playable.
See, even if these cards are "slow", when you see a set full of them...you'll like the set...simply because there are just so many kind of unique ideas that you can experience with.
Share your ORIGINAL thoughts too...I love seeing something new...
Anyway, from my experiences with some of the CPA members abilities here, I believe that if WE can create a REAL Magic set, it would be, indeed, the BEST Magic set ever created. WotC has been recycling its oink over and over again...sorry, but it's time to turn around and re-evaluate what actually CAN be done with the cards while still drawing ideas from the ol'matrix.
Without further ado, here are some of the most eccentric cards you'll ever see in the Magic universe, and they're serious cards too!
Enigmatic Echo (3UU)
Instant
Counter target spell. Draw a card.
At the end of each turn, if Enigmatic Echo is in your graveyard, and your opponent had cast 2 or more spells that turn, return Enigmatic Echo back to your hand. Only 1 Enigmatic Echo card may be returned this way each turn.
Illusions of Reality (5GG)
Instant
For each creature you control, put a token creature into play. Treat that token as an exact copy of that creature.
Return all non-token creatures you control back to owner’s hand.
Holy Trinity (2WWWW)(1/3)
Creature – Karmic Spirit Legend
Flying
You may search your hand, graveyard, and library for up to 3 Holy Trinity cards, remove them from the game, and shuffle your library. If you do, until end of the turn, Holy Trinity costs W less to play for each Holy Trinity card removed this way.
As Holy Trinity comes to play, choose a color. Creatures you control gain protection from that color.
Cerebral Gravity (UUU)
Enchantment
Whenever a player casts a spell, that player may pay X. If that player does, he or she searches his or her library for X copies of that spell and puts them into his or her hand. That player shuffles his or her library.
At the beginning of each player’s upkeep step, that player pays X or loses X life, where X is the number of cards in that player’s hand.
Igniting Winds (X1R)
Instant
Igniting Winds deals 1 damage to each creature and player.
Search your library for X Igniting Winds cards and put them into your hand. Shuffle your library. Until end of the turn, you may play Igniting Winds cards without paying their mana cost.
Smell of Desire (X3WW)
Instant
Gain 10 life
Search your library for X Smell of Desire cards and put them into your hand. Shuffle your library.
At the beginning of your upkeep step, if Smell of Desire is in your graveyard, gain 1 life.
Principles of Lust (2UB)
Enchantment
Whenever an opponent successfully casts a spell, you may pay X, and pay Y life, where Y is that spell’s total mana cost. If you do, search that player’s library for X copies of that spell and remove them from the game. Shuffle that player’s library.
Shades of Fantasy (YXUB)
Sorcery
Target player chooses and discards a card. Draw a card.
That player loses X life.
You lose X-Y life.
Turn Around (4UU)
Instant
Counter target spell.
Put a copy of that spell on the stack, under your control. You may change the target(s) of that spell. X (and Y) in that spell is 0. That spell can’t be countered.
Unconscious Urges (1UU)
Enchantment
Whenever you cast a spell, you may draw a card. If you do, put a Beast counter on Unconscious Urges.
At the beginning of your opponent’s upkeep step, that player may pay up to X, where X is the number of Beast counters on Unconscious Urges. If he or she does, put a creature token into play under that player’s control. Treat that token as an X/X Green creature that counts as a Beast. That creature has haste. Remove it from the game at the end of the turn.
Unconscious Fantasy (5)
Sorcery
You must pay at least 1 colored mana to cast Unconscious Fantasy.
Unconscious Fantasy is the colors of all the mana types you paid to cast it.
For each B paid for the cost: Target player loses 1 life.
For each U paid for the cost: Tap target artifact, creature, or land.
For each W paid for the cost: You Gain 2 life.
For each G paid for the cost: Target creature gains +1/+1 and trample until end of turn.
For each R paid for the cost: Unconscious Fantasy deals 1 damage to target creature.
Spiritual Destruction (3BW)
Enchantment
As Spiritual Destruction comes to play, switch life totals with your opponent.
At the beginning of your upkeep step, you lose 1 life.
If Spiritual Destruction is put into the graveyard from play, you lose half you life.
Some of these cards are amazing...I just can't imagine Cerebral Gravity and the ACC cards. Holy Trinity is the ONLY Legend in Magic (so far) that you actually would WANT to play 4 copies of. Turn Around is almost a must in Blue decks...so is Enigmatic Echo. How about Smell of Desire? The best life-gain card in Magic so far...and balanced too...WotC? THAT'S how you make life-gain playable.
See, even if these cards are "slow", when you see a set full of them...you'll like the set...simply because there are just so many kind of unique ideas that you can experience with.
Share your ORIGINAL thoughts too...I love seeing something new...