Return to Kai: Blue

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.


    Blue

    051C Aimless Student
    U, Creature - Cleric, 1/1
    Sacrifice Aimless Student: Draw a card.

    052U Air Well
    U, Enchantment
    All Visages have flying.

    053U Arcane Visage
    1UU, Creature - Visage, 1/1
    Play with your hand revealed.
    2U,T: Draw a card if there are no instants in your hand.
    2UU,T: Counter target noncreature spell if there are three or more instants in your hand.

    054C Blizzard Spray
    1U, Instant
    Return target red permanent to its owner's hand.
    Draw a card.

    055U Blizzard Weaver
    U, Creature - Wizard, 1/1
    Protection from red
    If a red spell would deal damage to a creature or player, it deals that much damage minus 1 instead.

    056R Bubble Spray
    1UU, Instant
    As an additional cost to play Bubble Spray, sacrifice X islands.
    Draw X cards.

    057U Chilling Breeze
    2U, Enchantment
    When Chilling Breeze comes into play, draw a card.
    At the beginning of your upkeep, tap target permanent.

    058R Crystal Spirit
    4UU, Creature - Spirit, 4/5
    Flying, shift 4WB
    1: Crystal Spirit becomes the color of the mana spent on this activation cost. (This effect doesn't end at end of turn.)

    059C Crystal Visage
    1U, Creature - Visage, 1/1
    Flying
    Crystal Visage gets +1/+0 and loses flying if you control one or less artifacts.
    T: Add one colorless mana to your mana pool if you control four or more artifacts.

    060R Denying Whisper
    1U, Instant
    Counter target spell or activated ability of a permanent that's not a mana ability. That spell or ability can't be played again this turn.

    061U Depth Charge
    U, Instant
    As an additional cost to play Depth Charge, sacrifice an island and discard a card from your hand.
    Counter target spell.

    062U Enderian Drifter
    1U, Creature - Illusion, 2/1
    Blink 3
    Enderian Drifter is unblockable.
    At end of turn, Enderian Drifter blinks out if it is tapped.

    063R Enderian Leviathan
    4UUU, Creature - Serpent, 9/9
    Trample
    If Enderian Leviathan attacks, it blinks out unless you sacrifice an island.
    At end of turn, Enderian Leviathan blinks out unless you sacrifice an island.
    Sacrifice two islands: Blink in Enderian Leviathan untapped. You may play this ability only while it is blinked out.

    064U Enderian Librarian
    U, Creature - Cleric, 1/1
    Blink UU
    If Enderian Librarian blinks in, draw a card.
    If Enderian Librarian blinks out, discard a card.

    065R Enderian Mirror
    2U, Enchantment
    1W: If target blue creature deals damage this turn, you gain that much life.
    3B: Target player discards a card from his or her hand.
    R: Target blue creature gets +1/+0 until end of turn.
    G: Target blue creature gets +0/+1 until end of turn.

    066U Enderian Scroll
    U, Instant
    Choose land or nonland and reveal the top five cards of your library. Put all cards of the chosen type on the bottom of your library in any order, choose one of the remaining cards and put it into your hand, and put the rest on top of your library in any order.

    067C Enderian Study
    4U, Instant
    Shift 4B
    You lose 3 life if you paid the shift cost to play Enderian Study.
    Draw three cards.

    068R Enderian Weaver
    1UU, Creature - Wizard, 1/3
    UUU,T: Name a card other than a basic land. Return all cards with that name and Enderian Weaver to their owners' hands.

    069R Epiphany
    2U, Sorcery
    Reveal your library to target opponent. That opponent chooses three cards total in your library and graveyard. Remove those cards from the game, then shuffle your graveyard into your library.

    070R Firmament Elemental
    2UU, Creature - Elemental, 3/2
    Flying
    At the beginning of your upkeep, reveal the top three cards of your library. An opponent chooses one. Remove the chosen card from the game, then put one of the revealed cards on the bottom of your library and the other on top of it.

    071C Force Barrier
    1UU, Instant
    Shift 1WB
    Counter target spell.

    072C Gaseous Diffusion
    U, Instant
    Prevent all combat damage that would be dealt to and by target creature this turn.
    Draw a card.

    073C Icicle Spray
    U, Instant
    Counter target green spell. Put it on the bottom of its owner's library instead of into that player's graveyard.

    074U Ignore
    UU, Instant
    Blink out target green or red permanent.

    075R Inspace Djinn
    2UU, Creature - Djinn, 6/6
    Flying, blink 1UU
    Inspace Djinn comes into play blinked out.
    When Inspace Djinn blinks in, sacrifice it unless you sacrifice two islands.

    076U Inspace Efreet
    2U, Creature - Efreet, 3/4
    Flying, blink 2U
    Inspace Efreet comes into play blinked out.

    077U Inspace Visions
    U, Enchant Permanent
    Whenever enchanted permanent blinks in, draw a card for each U in that permanent's mana cost, then discard a card from your hand.

    078R Malicious Trickery
    3U, Instant
    Target opponent puts his or her hand on top of his or her library. Search that library for as many cards as he or she put on top of it this way. That player puts those cards into his or her hand, then shuffles his or her library.

    079C Mist Sprite
    1U, Creature - Faerie, 1/1
    Flying, blink 1
    If Mist Sprite is blinked out at the beginning of your turn, it blinks in.

    080C Mnemonic Visage
    U, Creature - Visage, 1/1
    Mnemonic Visage gets +1/+1 if you have no cards in your hand and has flying if you have four or more cards in your hand.

    081R Mutate
    1UU, Sorcery
    Destroy target creature. If that creature is put into a graveyard from play this turn, its owner searches his or her library for a creature card with a converted mana cost less than that creature's and puts that card into play, then shuffles his or her library.

    082U Oversaturate
    1U, Enchantment
    At the beginning of each player's upkeep, that player sacrifices a forest.

    083R Radiant Siren
    U, Creature - Merfolk Legend, 0/1
    All creatures your opponents control must attack you when able.

    084C Reel
    2U, Instant
    Shift 3W
    Return target permanent to its owner's hand.

    085C Refrain
    3UU, Instant
    Choose a target permanent. That permanent's owner shuffles it into his or her library.

    086R Rushwater Spirit
    4UU, Creature - Spirit, 2/1
    Flying
    When Rushwater Spirit comes into play, return all lands to their owners' hands.
    When Rushwater Spirit leaves play, remove it from the game.

    087C Scrying Runes
    2U, Instant
    Put your hand on the bottom of your library in any order, then draw four cards. Choose one of those cards and put it on the bottom of your library.

    088U Seawater Shroud
    2UU, Enchant Creature
    Enchanted creature gets +2/+2 and is unblockable.

    089R Shrinking Shoreline
    XU, Enchantment
    Shrinking Shoreline comes into play with X flood counters on it.
    At the beginning of your upkeep, blink in a land blinked out by Shrinking Shoreline unless you remove a flood counter from Shrinking Shoreline.
    Remove a flood counter from Shrinking Shoreline: Blink out target land.

    090U Skysweeper
    3UU, Creature - Spirit, 3/2
    Flying, blink 2U
    All other creatures lose flying.

    091C Stormrider Falcon
    1U, Creature - Bird, 1/1
    Flying, shift 1B

    092C Tamper
    U, Instant
    Look at the top three cards of target opponent's library. Choose one and remove it from the game, choose another and put it on top of that player's library, and put the last one on the bottom of that player's library. Then that player draws a card.

    093U Thousand Eyes
    2UU, Creature - Spirit, 2/2
    Flying
    If Thousand Eyes attacks and isn't blocked, draw a card if you control a white creature, and defending player discards a card from his or her hand if you control a black creature.
    Thousand Eyes gets +0/+1 and loses flying if you control a red or green creature.

    094U Tidal Keeper
    1UU, Creature - Merfolk, 2/2
    U: Target creature can't attack this turn unless its controller pays 2.

    095C Tidal Stingray
    U, Creature - Fish, 2/2
    Blink 1U
    Tidal Stingray can't attack unless defending player controls an island.

    096C Undersea Prison
    4U, Enchant Creature
    Undersea Prison comes into play with three air counters on it.
    When Undersea Prison comes into play, tap enchanted creature.
    At the beginning of your upkeep, remove an air counter from Undersea Prison. If you can't, sacrifice Undersea Prison and destroy enchanted creature if it is blue.

    097R Wailing Siren
    4UU, Creature - Spirit, 2/2
    When Wailing Siren comes into play, return all other creatures to their owners' hands.
    When Wailing Siren leaves play, remove it from the game.

    098R Wall of Silence
    1UU, Creature - Wall, 0/4
    Flying
    1UU,T, Sacrifice Wall of Silence: Counter target spell.

    099C Waterspout Faerie
    2U, Creature - Faerie, 2/1
    Flying
    When Waterspout Faerie comes into play, return target land to its owner's hand.

    100C Whirlwind Spirit
    1U, Creature - Spirit, 2/1
    Flying
    Whirlwind Spirit can't block flying creatures.

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