Sliver Card set

Discussion in 'Home Made Cards' started by FoundationOfRancor, Jul 5, 2000.

  1. FoundationOfRancor The Gunslinger

    Torn reality 1WW
    sorcery
    YOC: Destroy all lands or destory all creatures.
    -I think this card should be 3W. Because either one you oppent picks you get a deal if its 1ww. So

    Torn reality 3W
    sorcery
    YOC: Destroy all lands or destory all creatures.

    Death Bomb 2BB
    sorcery
    YOC: Put all creatures card in all graveyards into play, or destroy all creatures.
    -This card is fun, but again, to low cc. Raise it to 3BB.

    Death Bomb 3BB
    sorcery
    YOC: Put all creatures card in all graveyards into play, or destroy all creatures.


    *Attention to everyone!*

    Please keep the "sliver" ideas to a minumim, we have MORE than enough slivers and we need cards to fill in the holes.
    Also, if you have a card that is like

    BOb death 2BB
    All lsivers get -1-1.

    {Please change it too

    Bobs new death 3BB
    When comes into play, choose a creture type.
    All cretures of the choosen type get -1-1.


    Jaws, I like your idea of making the kicker cost global (with that sliver) and not just make it effect the individual card.
  2. FoundationOfRancor The Gunslinger

    Throbbing Pain RR
    enchantment
    sac: Deals one damage to target creture or player, that creture cannot regenerate.
    When this card goes to your graveyard from play, return it to your hand.

    Knight of the Wild UU1
    Creture-Knight
    2/2
    First Strike
    When this card comes into play, name a creture type.
    Whenever a creture is played of the choosen type, draw a card.

    Bounty Call 3BB
    Enchantment
    4, tap a mercenary you control: Look through your library for a creture card with cc of 4 or less. Put that card into play and shuffle your library.

    Promotion 2BB
    Enchantment
    3, tap a mercenary you control: Look through your library for a creture card with cc of 3 or less. Put that card into play and shuffle your library.


    and the best card yet to kill rebel....

    Recruiter 2GG (maybe my legend;)
    Creture-CPA legend
    When this card comes into play, choose a creture type
    x+3, T: Look throguh your oppents library for a creture of the choose type with a cc of X or less. Shuffle your library and put that card into play under your control.
  3. Dark Horse New Member

    Heres a lot of creatures for the sliver world: There mostly sanctum people. There are also some spells and lands too.

    Sanctified Paladin
    Summon Soldier
    2WW
    2/2
    Protection from Slivers
    WW Tap Destroy target sliver
    (Rare)

    Last Stand
    3WWW
    As an additional cost to play last stand, sacrifice all permanents, remove every card in your library and graveyard from the game, and discard your hand: Flip a coin, if you win the flip, deal 50 damage to your opponent. (Rare)

    Sanctified Mage
    Summon Mage
    2WU
    1/1
    Counts as a wizard
    Tap: Deal 1 damage to target creature or player.
    All artifices cost 1 less to play.
    (Uncommon)

    Sliver Bomb
    RRR
    Sorcery
    Until end of turn, all slivers gain sac this creature deal 1 damage to all creatures and players.
    (Rare)

    Wrath of Riftwood
    GGGG
    Sorcery
    Destroy target creature or land. It cannot be regenerated. Put a */* Elemental token into play under your control with *= the number of elemental tokens in play.
    (Uncommon)

    United Cause
    4WW
    Put a 1/1 soldier token into play for each white mana producing land you control.
    (Rare)

    Sanctified Priest
    2W
    Summon priest
    1/2
    Tap prevent 1 damage
    Tap target soldier gets +1/+1
    (Common)

    Sanctified Soldier
    1W
    Summon Soldier
    2/2
    (Common)
    You may have more than 4 sanctified soldiers in your library

    Sanctum Artillerist
    3W
    Summon Soldier
    2/3
    Sacrifice a landTap deal 2 damage to target creature or player
    (Uncommon)

    Tyrithan Upstarts
    4R
    Summon Anarchist
    4/3
    When Upstarts come into play YOC: Upstarts deal 4 damage to target creature or player, or your opponent reveals his hand and you may choose one card in it. Youre opponent discards this card.
    (Rare)

    Tyrithan Townsfolk
    W
    Summon Townsfolk
    0/1
    Tap add w to your mana pool
    Tap Sacrifice a land: Add WWW to your mana pool (Broken?)
    (Common)

    Tyrithian Sanctum
    Leg Land
    Tap Add U to your mana pool TySanct deals 2 damage to you
    Tap Add W to to your mana pool TySanct deals 2 damage to you
    Tap Sacrifice Ty Sanctum addd any combination of U or W mana totalling 5 to your mana pool. You lose 4 life
    (Rare)

    Tyrith, City of Splendor
    Leg Land
    Comes into play tapped
    Sacrifice a soldier add WW to your mana pool You may not use this ability the turn it comes into play
    Tap: Add W to your mana pool
    (Rare)

    Tyrith Watch
    2W
    2/2
    Summon Soldier
    Attacking does not cause tyrith watch to tap.
    (Common)

    Riftwood Lion
    G
    2/2
    Riftwood lion cannot block
    (Common)

    Stench of Corruption
    Enchantment
    2BB
    Artifice 5
    Choose a creature type- All creatures of the chosen type get -1/-1
    (Uncommon)

    Morale
    (Reprint)

    The Artificer
    Summon Wizard Legend
    7
    Artifice:3UW
    2/2
    Tap target card is colorless till end of turn.
    3 Tap target creature gains pro ______ until end of turn
    UU Tap draw a card
    WWWWXTap prevent X damage to target creature or player
    WWW Tap Gain two life
    All artifice costs are colorless
    (Very Rare)

    Cloak of the Artificer
    Enchant Creature
    UU
    Artifice:WU
    Target creature is colorless and cannot be the arget of spells or abilities
    (Common)

    Sanctum Rider
    Summon Soldier
    3WW
    2/2 Haste, First Strike
    Kicker: 1WW Gains +1/+1 and trample


    Rebel Upstart
    2R
    Summon Anarchist
    2/2 Haste
    Sac Rebel upstart: Deal 1 damage to target creature
    (Common)

    Support the Cause
    2RR
    Enchantment
    Sacrifice a creature to deal 2 damage to target creature
    (Uncommon)

    Riftwood Ranger
    GG
    1/1
    1 Tap target land is a forest until end of turn
    Tap and G to your mana pool
    (Uncommon)

    Decaying Sliver
    2B
    1/1
    All slivers gain fading 1, and whenever this creature blocks or is blocked, destroy the creature it blocked/blocks at end of turn.
    (Rare)

    Nether Agent
    Summon Ghoul
    2BB
    2/2
    Sacrifice nether agent: Destroy target nonblack/nonartifact creature
    (Uncommon)

    NetherWorld Fiend
    Summon Devil
    4BB
    4/4
    Flying First Strike Trample Haste Rampage 2, flanking
    Cannot be blocked by fewer than 2 creatures
    During your upkeep destroy target Nonblack creature
    During your upkeep, your opponent gains 2 life, and you lose 2 life.
    During your upkeep put a 1/1 black thrull into play under your opponents control w/ sac this thrull and one other creature to destroy target nonblack creature.
    When Netherworld fiend leaves play, sacrifice 4 lands, take 4 damage, and put all creatures killed by netherworld fiend back into play under your opponents control w/ haste.
    (Rare)

    Nether Bargain
    BBB
    Enchantment
    Sac a creature add BB to your mana pool
    (Uncommon)

    Netherboon
    2B
    YOC Target creature gains spirit link, or target creature gains venom, or target creature gets +3/+3
    (Uncommon)

    Rebel Militia
    R
    Summon Upstart
    1/1 Haste
    (Common)

    Rebellion
    3RR
    Enchantment
    Fading 5
    All Creatures you control gain haste and get +1/+1
    Remove a fade counter from rebellion to remove target creature the game and you take 2 damage. When rebellion has no fade counters on it you lose the game. Rebellion cannot be put into a graveyard from play, or removed from the game.
    (Rare)

    Wumpus Cub
    Summon Wumpus
    3G
    3/2Trample Haste
    (Common)

    Wumpus Warrior
    Summon Wumpus
    6G
    6/6 Trample
    (Common)

    Arullos Wumpus Chieftain
    Summon Wumpus Legend
    6GGG
    8/8 Haste- Sacrifice a land to give Arullos +1/+1 and trample until end of turn.
    (Rare)


    Natures Resurgence
    G
    Enchantment
    Sacrifice a creature to search your lirary for a basic land and put it into play
    (Uncommon)

    Riftwood
    Legendary Land
    Tap add GG to your mana pool
    G Tap Regenerate target creature
    2G Tap Put an elemental token into play. Treat this token as a 1/1 creature with tap add g to your mana pool.
    Tap untap target creature or land

    Well, thats about it for my contribution to the world of riftwood :)
  4. Rando Freaky Bear

    I first must admit that I did not read all of the posts, so if one like this has been given already, just disregard:

    Sliver Mutation
    Enchantment
    2BB
    All creatures in play gain "This creature counts as a Sliver"

    or

    Brood Bind
    Enchantment
    2WW
    All slivers lose all special abilities.
  5. FoundationOfRancor The Gunslinger

    Last Stand
    3WWW
    As an additional cost to play last stand, sacrifice all permanents, remove every card in your library and graveyard from the game, and discard your hand: Flip a coin, if you win the flip, deal 50 damage to your opponent. (Rare)

    -odd, I dunno...

    Sanct Task Mage
    Summon Mage
    2UU
    1/1
    Tap: Deal 1 damage to target creature or player.
    All artifices cost 1 less to play.
    (Uncommon)

    -originally Sanctified Mage. I like the artifice thingy, but I dont like it being multicolor. Therefore im changing it to blue. I like it though

    Stroke
    3R
    Sorcery
    Until end of turn, all slivers gain "sac this creature: deal 1 damage to all creatures and players. "
    (Rare)
    -Originally sliver bomb. I like this card but I changed the cc from RRR to waht it is now.


    Sphere Mold
    4GG
    Sorcery
    Destroy target creature or land. It cannot be regenerated. Put a */* Elemental token into play under your control with * equales the number of token cretures in play +1.(Uncommon)

    -Originally Wrath of RiftWood. I didnt understand the elemantal thing so I changed it to cretures.

    United Cause
    4WW
    Put a 1/1 soldier token into play for each white mana producing land you control.
    (Rare)

    -This card is awesome! I didnt change anything, I just wanted to complete it!

    Sanct priest
    2W
    Summon priest
    2/1
    T; prevent 1 damage to any creture or player
    T: target creture gets +1+1
    (Common)
    -originally Sanctified Priest. Made it more clear and made it 2/1 instead of 1/2.

    Recruiting Solider
    2W
    Summon Soldier
    2/2
    You may have more than 4 sanctified soldiers in your library
    T: Look through your library for a recruiting solider card and put it into your hand.
    (common)
    -originally Sanctified Soldier. I upped its cc to 2W and I added the tap abiltie to give people a reason to include more than 4 :)

    Artillerist
    4W
    Summon Soldier
    2/3
    Sacrifice a land, T: deal 2 damage to target creture or one damge to target player.
    (Uncommon)
    -Originally Sanctum Artillerist. I didnt want this card to totally kill players so I brought it down to 1 dmg. I raised its casting cost because it was way to undercosted anyway.

    Tyrithan Upstarts
    4RR
    Summon Anarchist
    3/2
    When Upstarts come into play YOC: Upstarts deal damage equal to the number of lands that player controls, or your opponent reveals his hand and you may choose one card in it. Your oppent is dealt damage equal to the spells casting cost.
    (Rare)
    - as a 4/3 this card was too good! And I didnt like the deal 4 dmg or the discarding (the first has been done and
    the 2nd is out of color) so I made the abilties a little more creative.

    Tyrithan Townsfolk
    R
    Summon Townsfolk
    0/1
    T; Add R to your pool
    T: Discard a card at random from your hand: Add RRR to your mana pool
    (Common)

    -The orignal card was so unbealeable broken. I made it red cuz im gonna make these Tyr dudes red. I basically kept it the same though.

    Tyrithian Sanctum
    Leg Land
    T;Add rr to to your mana pool TySanct deals 2 damage to you
    T, Sacrifice Ty Sanctum: add any RRRR to your mana pool. Discard your hand at the end of this turn. (Rare)

    -I changed this alot. It was broken and it reminded me too much of the painlands

    Running Lion
    G
    2/2
    Riftwood lion cannot block
    (Common)
    -Originally RiftWood lion

    Rebellion
    3RR
    Enchantment
    Fading 5
    All Creatures you control gain haste and get +1/+1
    Remove a fade counter from rebellion to remove target creature the game and you take 2 damage. When rebellion has no fade counters on it you lose the game. Rebellion cannot be put into a graveyard from play, or removed from the game.
    (Rare)

    -this cvard is way too good. Im just gonna cut it


    *Riftwood is a plane. Not like, a forest or anything.
    Thanks for your input Dark Horse!
  6. FoundationOfRancor The Gunslinger

    Sliver Mutation
    Enchantment
    2BB
    All creatures in play gain "This creature counts as a Sliver"

    -This card is cool, but theres already *alot* of cards like it so Im gonna cut it.

    Brood Bind
    Enchantment
    3RR
    All slivers lose all special abilities.

    -This card is cool!
  7. FoundationOfRancor The Gunslinger

    Drunken Mage 2R
    Creture-Wizard
    1/2
    2r, t: Destory target random creture in play.
  8. FoundationOfRancor The Gunslinger

    Almindhra, the Chaotic 3RR
    Creature-CPA legend
    3/3
    At end of your turn destory a random creature in play.
    RRR; Target player chooses one: Opponent is dealt damage equal to the number of lands they control. Or: You look at target opponent's hand, choose a card, they are dealt damage equal to the casting cost of that card.
    "Do NOT piss her off...She'll open up a can on your ass!"
    -Casey Seiter

    [Edited by FoundationOfRancor on August 24th, 2000 at 12:01 AM]
  9. Dark Horse New Member

    Whoops, ill remember that. I'll try to think up more/ less broken cards. Hows this for a waay toned down version of the rebellion

    Rebellion
    Enchantment
    3RR
    During your upkeep sacrifice a creature or destroy Rebellion
    At the beginning of your turn you may pay RRR to put a revolt counter on Rebellion. All creatures you control get +X/+X, where x is equal to the number of revolt counters on rebellion.

    Sacrifice a creature: Remove a revolt counter from rebellion
    Any player may play this ability.
    RRRR: Remove a revolt counter from rebellion, any player may pay this ability
    Pay 2 Life: Remove a revolt counter from rebellion, any player may play this ability.

    This way it lose the ridiculous wave function, and the benifit, (Albeit huge) could be countered.
    (Rare)

    Also, hows this for a card

    Staff of the Artificer
    Legendary Artifact
    5
    Tap Target permanent is colorless until end of turn.
    Tap, Sac Staff of the Artificer: Pay four life, return target permanent to owners hand. You may repeat this process as often as you choose.

    The colorless can be useful, and the sac ability is broken, but cant be abused without ridiculous life totals.
    (Rare)

    Sanctum Ward
    Enchant Creature
    WWW
    When sanctum ward comes into play, Choose a color. YOC: Target creature is immune to spells or abilities of that color, or target creature suffers no damage from that color, or taret creature cannot be blocked by that color.
    When Sanctum ward goes into your graveyard, return it to your hand.
    (Common)

    Defiant Stand
    1WW
    Instant
    Until end of turn all soldiers gain sacrifice this creature to prevent one damage to target creature or player.
    (Uncommon/Rare??)

    Recruiting Drive
    3WW
    Enchantment
    Sacrifice a land: Put a 1/1 recruit token into play under your control: This token counts as a white creature and a soldier.
    (Rare)

    Sanctified Archers
    Summon Soldier
    3W
    2/1
    Tap deal 1 damage to target attacking or blocking creature
    You may have more than 4 of these in a deck.
    4 Tap, search your library for a sanctified archer and put it into your hand.
    (Common)

    Righteous Wrath of the Faithful
    Enchantment
    WWWWW
    WW, Sacrifice a creature: Destroy target attacking or blocking creature.
    (Rare, my favorite card in black goes white.)

    Supply Lines
    Enchantment
    2W
    Pay WW during your upkeep or sacrifice supply lines and destroy all settler tokens.
    Sacrifice a land to put a 0/1 Settler token with tap add one white mana to your mana pool.
    (Uncommon)

    Merchant Caravan
    3U
    0/3
    Summon Townsfolk
    Put a -1/-1 token on target creature you control: Add 1 mana of any color to your mana pool. If a creatures power is reduced to zero in this way, that creature cannot attack, block or play any ability requiring it to tap.
    (Rare, im not sure if this qualifies as broken.)

    Sanctum War Cry
    3W
    All creatures you control get +2/+0 until end of turn.
    (Common)

    Dont mind me, I enjoy doing this. :)
  10. Multani Treetrunk Guy

    Riftwood should be white. :D
    FoR: How's the story going?
  11. FoundationOfRancor The Gunslinger

    Rebellion
    Enchantment
    3RR
    During your upkeep sacrifice a creature or destroy Rebellion
    At the beginning of your turn you may pay RRR to put a revolt counter on Rebellion. All creatures you control get +X/+X, where x is equal to the number of revolt counters on rebellion.

    Sacrifice a creature: Remove a revolt counter from rebellion
    Any player may play this ability.
    RRRR: Remove a revolt counter from rebellion, any player may pay this ability
    Pay 2 Life: Remove a revolt counter from rebellion, any player may play this ability.

    -No, no...

    Rebellion
    Enchantment
    2RR
    During your upkeep sacrifice a creature or destroy Rebellion
    At the beginning of your turn you may pay RRR to put a revolt counter on Rebellion. All creatures you control get +X/+X, where x is equal to the number of revolt counters on rebellion.

    -this is all thats needed. and its good!

    Sanctum Ward
    Enchant Creature
    W
    When sanctum ward comes into play, Choose a color. YOC: Target creature is immune to spells or abilities of that color, or target creature suffers no damage from that color, or taret creature cannot be blocked by that color.
    When Sanctum ward goes into your graveyard, return it to your hand.
    (Common)

    -This card is good, but there are *alot* better cards, so I toned down its cc to W to compensate.

    Righteous Wrath of the Faithful
    Enchantment
    WWWWW
    WW, Sacrifice a creature: Destroy target attacking or blocking creature.
    (Rare, my favorite card in black goes white.)

    -I dont get why people want to make all tehse weird WWWWWW cc cards..... its way to weak. WW is rpetty good...or 1WW, or 2W.

    The rest look pretty good dark horse! Oh and insterad of like "tap this cretuerew gets" can u say "T; this creture gets"? thanks! Also man, if you enjoy it, keep at it! Its alot of fun and you get better and better as you go on!
  12. The Magic Jackal Veteran CPA Member<BR><font co

    Rancor, The new YOC mechanic needs to allow cards to be cheaper. Let me walk you through it real fast. The card has a possibility of having 2 effects. You don't get to choose which one happens, your opponent does. This is why the cards are cheaper then they normally would be. Torn reality would be 4 mana either way for a wrath of god or an armageddon. Since you don't get to choose which one happens, we bumb to cc down to 3. This is how the mechanic works. You get a cheap card, but your not sure what abbility will happen.
  13. Plaguelord New Member

    The Sanct sound a lot like the Thran, perhaps you should factor them in, like the Sanct are descendants of the Thran or something...
  14. Dark Horse New Member

    This should be the raw card makeup


    15 Nonbasic Land (5C,5U,5R)
    25 Artifact (0C,15U,10,R)
    32 Gold Card (6C,10U,16R)
    58 Red (18C,20U,20R)
    58 Blue (18C,20U,20R)
    58 Green (18C,20U.20R)
    58 Black (18C,20U,20R)
    58 White (!8C,20U,20R)

    I started off by making a sample list of all of the white commons.

    Sanctum Archers
    Summon Soldiers
    3W
    2/1
    T deal one damage to target attacking/blocking creature.
    1W T search your library for a sanctum archers and put it into your hand.
    You may have more than 4 sanctum archers in your library.

    Sanctum Militia
    Summon Soldiers
    2W
    2/2
    W T search for a sanctum militia and place it in your hand.
    You may have more than 4 of these in your library.

    Illystian Priest
    Summon Priest
    2W
    2/1
    T prevent 1 damage
    T give target soldier+1/+1 until end oof turn

    Illystian Townsfolk
    Summon Townsfolk
    W
    0/1
    Tap sac add WW to your mana pool.

    Hope Sliver
    Summon Sliver
    1W
    1/1
    All slivers get -1/+2 when blocking.

    Sanctum Squire
    Summon Soldier
    1WW
    1/1
    Tap sac put a 2/2 knight token into play. Treat it as a white creature with first strike.

    Illystian Crusader
    Summon Soldier
    3W
    2/2
    Illystian Crusader gets +2/+0 when attacking.

    Illystian Speaker
    Summon Speakers
    (Aysen Beurocrats reprint.)

    Healing Salve
    (Reprint)

    Morale
    (Reprint)

    Sanctum Blessing
    W
    Enchant Creature
    YOC 1) Target creature takes no damage from chosen color 2) Cant be targeted by chosen color 3) Cant be blocked by chosen color

    Heroic Demise
    Instant
    2W
    Until end of turn, target creature may block any number of creatures, and all damage dealt to it is negated. At end of turn, remove the creature from the game. Play this only on your creature.

    Farmland
    2WW
    Enchantment
    All lands you control gain WW T prevent 1 damage to trget creature or player. They still count as lands.

    Arian's Decree
    WWW
    Artifice 3W
    Enchant Creature
    You may play Arians decree as an instant
    Whenver enchanted creature damages an opponent, you gain life equal to its power.

    Defense of Purity
    2WW
    Instant
    Until end of turn. all creatures you control get -X+X, where X is equal to that creatures power.

    Soothing Words
    WW
    Enchantment
    You may play Soothing words as an instant.
    Remove target attacking creature from the game and put a number of peace counters on soothing words equal to 6 minus its power. During your upkeep remove a counter from Soothing Words. When there are no counters on soothing words put target creature back into play with a +0/+2 counter on it.

    Path of the Martyr
    W
    Instant
    YOC Target creature your opponent controls cannot attack or block(Permanently), or remove target creature your opponent controls from the game and they gain life equal to its toughness.
  15. Jaws10387 Hiding

    TAG GUARD

    Will we have our CPA legends that designed the set reprinted or put in the set? And will we reprint the original slivers? If you need any help with getting all the original slivers i'll look them up and post them.
    P.S. are we reprinting any cards?
  16. FoundationOfRancor The Gunslinger

    John Kane, Rebel Gunslinger 4WW
    Creature-gunslinger legend
    3/3
    When John comes into play, name a creture type.
    T, X+3: Look through your oppenets library for a creture of the named type with a casting cost of X or less. Put that card into play under your control and your oppent shuffles his library.
    T: John deals 1 damage to all creatures you do not control.


    hehe John here is a character!
  17. Phyrexian Pie-Eater Veteran CPA Member<BR><FONT co

    Don't use things like flanking/shadow/rectuting/cycling/fading/banding/phasing. It was ment for that one set or whatever, so don't put it in.

    As for new cards, i'll give it a try.

    (Name of Blue Race) Scholar
    2UU
    Creature-Wizard
    1/1
    You may play (name) Scholar any time you could play an instant. When (name) Scholar comes into play draw 2 cards. Chose 1 and put it on the bottom of your library.
    "We weed through the myths to find the truth behind the abominations"

    (Name of Blue Race) Hoodlum
    2U
    Creature-Wizard
    1/2
    You may play (name) hoodlum any time you could play an instant. When (name) hoodlum comes into play counter target spell unless its caster plays 2.
    "Stupid kid almost broke my concentration

    (Name of Blue Race) Tax Collector
    2UU
    Creature-Wizard
    1/2
    You may play (name) tax collector any time you could play an instant. When (name) tax collector comes into play, return target creature to it's owner's hand.
    "Some one think up a good quote for this guy ok?"

    (Name of Blue Race) Battle Armor
    4
    Artifact
    You may play (name) Battle Armor any timt you could play an instant. When (name) Battle Armor Comes into play select a creature. That creature gets +2/+2 as long as armor is in play.
    "Wizards aren't known for thier strength in battle, but their armor is."

    Boom Stick
    2RR
    Sorcery
    When boom stick comes into play, you may choose and sacrifice a creature. If you do, boom stick deal damage equal to that creatures power plus 3 to targert creature or player. If you do not, Boom stick deals 3 damage to targer creature or player. (could some1 clear up the wording on that)
    "Tell one of those Goblins to run this over to the Wizards in the other camp."

    (name of white race)Monystary
    3WW
    Enchantment
    During your upkeep put a 2/2 first stike monk tolken into play for each card you have in hand above 5.
    "We guard the present, and ensure the future."

    (Name of Black group) Encampment
    3BB
    Enchantment
    During your upkeep, target opponent sacrifices a creature for each card less than 3 you have.
    "They difile the land in such a way, that nothing else can live upon it."

    Lean Predators
    2G
    Creature-Beast
    3/2
    Trample. GG: Regenerate
    "They learn to live on nothing, and kill anything."
  18. FoundationOfRancor The Gunslinger

    The Raven BBB
    Creture-illusion
    1/2
    Flying
    T: target creture gets "Cumalitive upkeep: Put a -1-1 counter on this creture" and a mark counter on him.
    The Raven may not untap as normally if there is a creture with a mark counter in play.

    Orc Ranks RR
    Creture-orc
    3/2
    During your upkeep, take 1 damage.

    Orc Mercenary 2RR
    Creture-orc
    5/5
    Haste.
    Skip your draw phase.
    "When tempers flare, reason tends to run for cover..."
    -Lady Whimsical


    Fleeing sprite 1UU
    Creture-sprite
    2/2
    Flying
    1U: return to your hand.

    Musing Sprite 1U
    Creture-sprite
    1/1
    Flying
    When this card leaves play, draw a card.

    Heart Attack RR
    Sorcery
    Target creture gets a -1-1 counter.
    Any creture that is targeted by heart Attack a second time is destoryed.
    When this card goes to ghraveyard from play, return it to your hand.

    Cyan Faeries 2GG
    Creture-faeries
    0/1
    All faries get +1+1 and flying.

    Faerie Gaurd 1GG
    Creture-faerie
    0/1
    Flying
    1GG; this creture gets +0+7
    Fading: 4

    Skimmer Faeiries 1u
    Creture-faire
    1/1
    Flying, pro from red

    Fetish Vampire 3B
    Creture-vampire
    2/3
    At the begging of your upkeep step, remove a counter from a permenat you control.

    DarkSky Vampire 3BB
    creture-vampire
    4/4
    T;Destroy target creture with flying.

    Drugged Phenoix 3RR
    cretue-phenoix
    3/3
    Flying, first strike, haste.

    Spiked Dragon 4RR
    Creture-dragon
    0/0
    Flying
    Comes into play with 4 +1+1 counters.
    4, remove a counter: draw a card.

    Grinding Mill 6
    Artifact
    When this card comes into play, choose a card type (Sorcery, creture, land, instant)
    T, X+3: Look at target players library and remove a card of the choosen type with a casting cost X or less from the game. Shuffle the library.
  19. FoundationOfRancor The Gunslinger

    1)
    Mental Buzz 3
    Artifact
    All slivers get -1-1.
    "The sound was not heard...but felt."


    2)
    Infinite Cage 4
    Artifact
    Slivers may not untap during there controllers untap phase
    "Im not sure which is worse; capture of the mind or the body"
    -Barl Sart, philiopsher

    3)
    Melting Sliver 4
    4/4
    Fading: 2
    The townspeople ran for there lives...untill they looked back and relized they were running from a puddle.

    4)
    Melting Sun 2
    Artifact
    All slivers gain +2+2 and have fading: 2
    The sun blinded and burnt the warriors...the slivers barely noticed it.

    5)
    Evolution Grounds 4
    Artifact
    Fading: 4
    When this card comes into play, choose a creature type
    Remove a fading counter: All creatures get +1+2, trample, flying, venom, or first strike untill end of turn.

    6)
    Warriors of Glass 2
    Creature - Sliver
    When any other creature comes into play, sacrifice Warriors of Glass
    3/4
    Life is to easy to shatter

    7)
    Memory Catcher 6
    Artifact
    Whenever a non-permanent spell you play goes to the graveyard, you must pay 3 and return that spell to your hand. If you cannot, you lose 4 life.
    "Its to bad she wont live, but then again, who does?"
    -Blade Runner

    8)
    Chimeric Sliver 3
    Artifact Creature- Sliver
    1/1
    All Slivers gain "Sacrifice this creature: Put a +1/+1 counter on target Sliver. That Sliver also gains all printed abilities of the sacrificed creature."
    They not only act as one, they now begin to meld into one.

    9)
    Larva 0
    Summon-monster
    If you control another creture, Larva gets +1/+0
    0/2

    10)
    The Gathering 6
    Artifact
    When this card comes into play, each player may look through his or her library for 4 creature cards and put them into play. Then they shuffle their librarys, and you remove all the cards except for the last 2 of your library from the game.

    11)
    War Golem 5
    Summon Golem
    Gains +0+1 for each creature in play
    2/3
    "As the soldiers fell back, the golem only surged forward"

    12)
    Radiation 2
    Artifact
    All cards with artifice in all players hands lose artifice.
    All cards in all players hands without artifice have "artifice: x+1, where x is this cards casting cost"

    13)
    Drug 3
    Artifact
    Fading: 3
    During your upkeep, draw and additional 2 cards
    When this card leaes play, you lose the game

    14)
    Rusted Grounds 4
    Artefact
    T, sacrifice a creture : put two 1/1 sliver tokens into play
    No one entered the rusted grounds anymore. Not since Joel came back and the monsters burst from his chest

    15)
    Melding Rig 4
    Artefact
    T, sacrifice two untapped cretures: Put a thrull Token into play with power and toughness equal to the sum of the sacrified creatures power and toughness.

    16)
    Political Boundries 3
    Artefact
    Each player must sacrifice a creatures during his or her upkeep if they control more creatures than any other player.
    If you play a land, sacriifce this card.
    Politicians never listen to you...they're just waiting for their chance to talk

    17)
    Grinding Mill 6
    Artifact
    When this card comes into play, choose a card type (Sorcery, Creature, Instant, Land)
    T, X+3: Look at target players library and remove a card of the choosen type with a casting cost X or less from the game. Shuffle the library.









    [Edited by FoundationOfRancor on September 13th, 2000 at 02:22 PM]
  20. Dark Horse New Member

    How about these?

    Trium Wand
    Artifact
    3
    Rare
    Creatures may be played as instants.
    Tap Counter target creature spell cast during your turn.
    The gunslingers were trained to move the instant the wand was raised.

    Artificers Construct
    5
    Creature-Golem
    (Undecided)
    0/1
    During each players up keep put either a +1/+0 or +0/+1 counter on artificers construct.
    3: Add a +0/+1 or +1/+0 counter to Construct. Use this ability only once each turn. Play this ability as a sorcery.
    The more slivers that pounded into it, the more it grew.

    Experimental Chamber
    4
    Artifact
    Rare
    Return a creature to owners hand: All artifice spells cost 3 less to play until end of turn.
    All Creatures in all hands libraries and graveyards get Artifice equal to their casting cost+2

    Combat the Menace
    2WWB
    Sorcery
    All slivers gain during your upkeep sacrifce a sliver or destroy this sliver.

Share This Page