Return to Kai: Black

Discussion in 'Home Made Cards' started by HumanError, May 28, 2001.

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Are these cards balanced and playable?

Excellent job! Go ahead and print it! 0 vote(s) 0.0%
Needs very minor tweaking. 0 vote(s) 0.0%
Needs a bit more work. 0 vote(s) 0.0%
Go back to the drawing board, it's a mess. 0 vote(s) 0.0%
  1. HumanError Supreme Black Magus

    Foreword

    I'd really appreciate any input anyone can give me on this set, because I intend to print it and run a small sealed league in my area with it. So if anyone has any suggestions, constructive criticism, or finds a card that isn't templated to WotC standards, please let me know. :)


    Set Mechanics

    Blink X: You may pay X to blink this card out (set it aside), or blink this card in (return it to play if it was set aside).

    Shift X: You may pay X instead of this card's mana cost to play it.

    Visage creature type: Creatures that have abilities dependant on your stats or permanents in play. Visages are projections of the player, like avatars.


    Rules of Blink

    • If a card is blinked out, it is set aside. All counters on it and enchantments on it go with it. Likewise, if it is a local enchantment, permanents it enchants blink out with it. Conversely, if these permanents blink in, the same rules apply.
    • A card that is blinked out can't be the target of spells or abilities, can't attack or block, and is unaffected by spells or abilities which occur in play.
    • Some cards which are blinked out may have abilities which can only be used while they are blinked out, but these abilities can be used.
    • Some cards affect cards which are blinked out.
    • Anything blinked out is essentially considered to be in a separate play area.


    Black

    101C Ashen Earth
    2B, Instant
    Shift 2RR
    Destroy target nonblack, nonartifact creature. It can't be regenerated.

    102U Bottomless Well
    B, Enchantment
    B: Regenerate target Visage.
    BB: Put target Visage from your graveyard on top of your library.

    103C Corrupting Touch
    B, Instant
    Corrupting Touch deals 1 damage to target creature or player. You gain 1 life.

    104R Creeping Evil
    2BB, Enchantment
    Nonblack creatures get -1/-1.

    105U Crypt Skeleton
    1BB, Creature - Skeleton, 1/1
    B: Regenerate target Skeleton and put a 1/1 black Skeleton creature token into play.

    106C Crypt Retainer
    B, Creature - Cleric, 1/1
    Sacrifice Crypt Retainer: Return target creature card from your graveyard to your hand.

    107U Dark Revival
    4BB, Instant
    Return two target creature cards from your graveyard to play.

    108C Dark Visage
    1B, Creature - Visage, 2/1
    Dark Visage gets -1/+1 if you control two or fewer black creatures and has first strike if you control four or more black creatures.

    109C Deprafaction
    1BB, Sorcery
    Shift 1UU
    Target player discards a card at random from his or her hand, then discards a card from his or her hand.

    110U Ebon Knight
    BB, Creature - Knight, 2/2
    First strike, protection from green

    111U Endless Despair
    1BB, Enchantment
    At the end of each player's turn, if that player controls less than two untapped creatures, he or she must sacrifice a creature.

    112C Forged Edict
    B, Instant
    Each player sacrifices a permanent.

    113R Grave Robbery
    1BB, Sorcery
    Remove all noncreature cards in target player's graveyard from the game. You gain 1 life for each card removed from the game in this way.

    114R Hanging Jury
    3B, Enchantment
    If a creature would be dealt lethal damage, flip a coin. If you win the flip, that creature is removed from the game. If you lose the flip, return that creature to its owner's hand.

    115U Hateful Bargain
    1B, Instant
    Destroy target green creature unless its controller sacrifices two green creatures. It can't be regenerated.

    116C Haunting Shade
    1B, Creature - Shade, 0/1
    When Haunting Shade comes into play, it deals 1 damage to you.
    B: Haunting Shade gets +1/+1 until end of turn.

    117C Hinder
    B, Instant
    Target creature gets -2/-2 until end of turn.

    118C Hypnotic Familiar
    B, Creature - Minion, 1/1
    Blink 1B
    When Hypnotic Familiar blinks in, target player discards a card from his or her hand if it is your turn.

    119R Infernal Horror
    3BBB, Creature - Horror, 7/7
    Flying, trample, shift 3RRU
    At the beginning of your upkeep, you lose 1 life for each creature you don't control.

    120U Inspace Collapse
    2BB, Sorcery
    Remove all blinked out creatures from the game.

    121U Inspace Syphon
    B, Enchant Permanent
    When enchanted permanent blinks in, target player loses X life and you gain X life, where X is the number of B in the mana cost of enchanted permanent.

    122R Jaded Killer
    1BB, Creature - Assassin, 1/1
    As Jaded Killer comes into play, choose a creature type.
    T: Destroy target creature of the chosen type.

    123R Juvenile Vampire
    BB, Creature - Vampire, 2/2
    Juvenile Vampire has flying and gets +1/+1 if there are more than three creature cards total in all graveyards.
    Whenever a creature dealt damage by Juvenile Vampire this turn is put into a graveyard, put a +1/+1 counter on Juvenile Vampire.

    124R Malicious Djinn
    2BB, Creature - Djinn, 5/5
    When Malicious Djinn comes into play, sacrifice it unless you sacrifice a black creature and a swamp.

    125U Mire Visage
    1BB, Creature - Visage, 2/2
    Swampwalk
    Mire Visage gets +2/+2 if you control one or fewer swamps and gets -1/+2 if you control five or more swamps.

    126C Mourning Visage
    B, Creature - Visage, 1/1
    When Mourning Visage comes into play, target player loses 1 life if you have no cards in your graveyard.
    Mourning Visage gets +1/+0 if you have four or more cards in your graveyard.

    127C Murky Cell
    1BB, Enchantment
    When Murky Cell comes into play, blink out target creature.
    When Murky Cell leaves play, blink in tapped all creatures blinked out by it.

    128C Noirish Lich
    1B, Creature - Zombie, 1/1
    Whenever Noirish Lich deals damage, you gain that much life.

    129R Noirish Mob
    2BB, Creature - Townsfolk, 1/1
    Protection from white
    Noirish Mob gets +1/+1 for each white creature in play you don't control.
    T: Destroy target white creature.

    130C Noirish Outrider
    1B, Creature - Soldier, 1/2
    First strike, shift 1R

    131U Noirish Refrain
    1B, Sorcery
    As an additional cost to play Noirish Refrain, sacrifice two swamps.
    Destroy target artifact.

    132U Noirish Verse
    1B, Sorcery
    As an additional cost to play Noirish Verse, sacrifice two swamps.
    Destroy target enchantment.

    133R Oil Slick
    2B, Enchantment
    1W: Black creatures get +0/+1 until end of turn.
    3U: Black creatures gain flying until end of turn.
    1R: Black creatures get +1/+0 until end of turn.
    2G: Return target black creature card from your graveyard to your hand.

    134R Plague Sleeper
    4BB, Creature - Horror, 6/6
    Trample
    When Plague Sleeper comes into play, destroy all creatures you don't control. They can't be regenerated. Then target opponent gains control of it.
    Plague Sleeper can't be the target of spells or abilities controlled by its owner.
    When Plague Sleeper leaves play, remove it from the game.

    135R Plague Specter
    1BB, Creature - Specter, 2/2
    Flying
    At the beginning of your upkeep, Plague Specter deals 1 damage to you and each creature you control.
    Whenever Plague Specter deals damage to a player, that player discards a card from his or her hand.

    136C Reaver Imp
    1B, Creature - Imp, 1/1
    Flying, protection from white

    137R Reckless Necromancer
    4BB, Creature - Wizard, 0/1
    When Reckless Necromancer comes into play, each player returns all creature cards from his or her graveyard to play and put a +1/+1 counter on Reckless Necromancer for each creature card put into play from your graveyard in this way.
    When Reckless Necromancer leaves play, remove it from the game.

    138R Selfish Contract
    BBB, Enchantment
    Skip your draw step.
    At the end of your turn, Selfish Contract deals X damage to each creature you control, where X is the number of sign counters on it. Then remove all sign counters from it.
    Pay 1 life, put a sign counter on Selfish Contract: Draw a card.

    139U Shadow's Grasp
    1BB, Sorcery
    Remove target white permanent from the game.
    Draw a card.

    140C Shallow Earth
    B, Instant
    Shift RG
    Return target creature card from your graveyard to your hand.

    141C Shambling Wall
    1B, Creature - Wall, 0/3
    1B: Shambling Wall gets +2/-1 until end of turn and may attack this turn as thought it weren't a Wall. You may play this ability only once per turn.

    142U Shudder
    B, Instant
    Target player discards a card from his or her hand and loses 1 life.

    143R Skeletal Dragon
    4BB, Creature - Dragon, 4/4
    Flying
    1B: Regenerate Skeletal Dragon.

    144C Skulking Horror
    B, Creature - Horror, 2/2
    When Skulking Horror comes into play, you lose 2 life.

    145U Sleeper's Edict
    2BB, Instant
    Target player sacrifices two creatures.

    146C Soul Thief
    2BB, Creature - Spirit, 2/2
    Flying
    Whenever Soul Thief deals damage, you gain that much life.

    147R Spoiled Land
    2BB, Sorcery
    Destroy all plains and forests.

    148U Spread of Decay
    2B, Enchantment
    At the end of your turn, put a -1/-1 counter on each green creature in play.

    149R Stalking Vampire
    1BB, Creature - Vampire, 1/1
    Stalking Vampire can't be blocked except by artifact creatures and/or black creatures.
    If Stalking Vampire deals combat damage to a player, put a +1/+1 counter on it.

    150U Thousand Bones
    2BB, Creature - Skeleton, 2/2
    Thousand Bones has first strike if you control a mountain, has flying if you control an island, and gets -1/+3 if you control a plains or forest.
    B: Regenerate Thousand Bones.

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