Here are some cards from my first set:Encounters (NOTE: all dies mentioned are 6-sided, and Encounters uses dies frenquently. ) Mirage-Whenever this creature is dealt damage,Prevent all combat damage it. Then roll a die. If you get a number equal or greater to the creature's power, destroy it. Steadfast- It cannot be targeted or effected by anything involving rolling dies. If the card lets you roll a die, it treats a steadfast card as not existing. Essence of Abundance 2G Instant Roll a die. Put X lands from your hand into play tapped, where X is equal to the die roll. Essence of Growth 1G Instant Roll a die. Target creature gets +X/+X, where X is equal to the die roll. Essence of Decay 2B Instant Roll a die. Target creature gets -X/-X, where X is equal to the die roll. Essence of Insanity 4B Instant Roll a die. Target player discards X cards, where X is equal to the die roll. Essence of Honor 2R Instant Roll a die. Deal X damage to target creature or player,where X is equal to the die roll. Essence of Loyalty 4R Instant Roll a die. Untap X creatures and gain control of them until end of turn, where X is equal to the die roll. They have haste until end of turn. Essence of Knowledge 2UU Instant Roll a die. Target player draws X cards, where X is equal to the die roll. Essence of Restrain 2U Instant Roll a die. Return X target creatures to their owners' hands, where X is equal to the die roll. Essence of Life W Instant Roll a die. Target player gains X life,where X is equal to the die roll. Essence of Glory 1W Instant Roll a die. Tap X target creatures , where X is equal to the die roll. (Need Name) 7 Artifact WUBGR : Roll a die.If the number is even, destroy all of target opponent's creatures, artifacts, and enchantments.If odd, then destroy all of your creatures, artifacts, and enchantments. (Need Name) 2BG Creature-Treefolk Trample Each turn, ~ attacks if able unless you pay 4 life. 5/4 (Need Name)2RR Enchantment During your upkeep roll a die. Creatures you control get +X/-Y until your next upkeep,where X is equal to the die roll, and why is equal to half the die roll EDIT: I made it so that the toughness decrease isn't as servere. (Need Name)5GGG Sorcery Roll a die.Put X 5/5 green Treefolk creature token, where X is equal to the die roll. (Need Name) 1BBB Creature- Imp During each players upkeep roll a die. ~ this gain ability X, where X is equal to the die roll. 1=Trample 2=Flying, 3=First Strike 4=Mirage 5=Steadfast 6= (B): Regenerate ~. 2/2 (Need Name) WBURG Enchantment When ~ comes into play roll a die. On a: 1: creatures you control gain flying and trample. 2: creatures you control gain trample and first strike. 3: creatures you control gain First Strike and "B: Regenerate." 4: creatures you control gain "B: Regenerate" and haste 5: creatures you control gain Haste and Mirage. 6:creatures you control gain Mirage and flying. Reckless Dragon 2RRR Creature-Dragon Flying RRR :Roll a six-sided die. On the result of 1,2, or 3, this creature gets +2/+2. 3/3 Tides Of Misfourtune U Instant Roll a six sided die. On the result of 4 or 5, counter target spell. On the result of 2 or 3, put a copy of target spell on the stack. On the result of 1 or 6, you lose 1 life. Giant Panda 2GG Creature-Bear T : Target player rerolls his or her dice roll, ignoring the original result. Play this only after the orginal result has been completed. 2/3 Order Aura 1WW Enchantment Cards that require dice rolls, or coin flips cannot be played. Ray of Order WW Instant Cards that require die rolls or coin flips cannot be played this turn. Spark of Order 1W Instant Counter target card that require a dice roll or coin flip. Cencha Tower Land T ,Pay X life: Chose two numbers. Roll a six sided dice. On the result of the two numbers you picked, gain XX Life. Cencha Warlord 3R Creature-Warrior Whenever you roll a 4 on a die, ~ gains trample,haste, or first strike until end of turn. 3/3 When the clock struck four, The Warrior let loose a victory roar. Cencha Wolves 1G Creature-Wolves Whenever you roll a 2 on a die, put a 1/1 wolf token creature into play. 2/1 When the clock struck two, the pack grew. Cencha Trainee W Creature-Soldier Whenever you roll a 1 on a die, put a +1/+1 counter on ~. 0/1 When The clock struck one, one more training was done. Cencha Drake 2U Creature-Drake Whenever you roll 3 on a die, ~ gains flying,trample, or first strike until end of turn. 2/2 When the clock struck three,The Drakes became key. Cencha Soulsucker 4B Creature-Zombie Whenever you roll a 5 on a die, destroy target creature. 3/2 When the clock struck five, death came to the alive. Tablet of Cencha 3 Artifact T :Roll a six-sided die. If you roll a 1,3 or 6 draw two cards, if you roll 2,4 or 5 target opponent draws three cards. 1/1 Angelic Novitiate 3W Creature-Angel Flying You may have up to 8 copies of this card in your library. 2/2 General Tabras 5WW Creature-Soldier Legend Steadfast T: Roll a die. Creatures you control get +0/+X until end of turn, where X is the number rolled. 3/6 Grandiose 4WW Sorcery For each creature in play roll a die. If the die roll is higher than that creature's toughness, destroy it. Cencha Necromancer 2BBB Creature-Zombie Wizard T:~ deals 1 damage to target non-Zombie creature. That creature can't be regenerated this turn. Until end of turn, if this creature is put into a graveyard from play, return that creature to play under your control at the end of the turn, this creature counts as a Zombie in addition to its normal creature 1/1 Bloodthirster Creature-Vampire Flying T: Put a 1/1 black bat creature token with flying into play. When ~ leaves play,put 3 1/1 black bat creature token with flying into play. 3/3 Elvish Planter G Creature-Elf Sacrifice ~: return target card that produces green mana from your graveyard to your hand. 1/1 Comments?