Subterfuge; Blue cards

Discussion in 'Home Made Cards' started by FoundationOfRancor, Jun 5, 2001.

  1. FoundationOfRancor The Gunslinger

    1)
    Hinder -Uncommon
    2UU
    Instant
    When Hinder is in your hand, you may pay 1U or B to search through your library for a copy of Hinder, and put that card in your hand. Shuffle your library afterwards.
    Counter target spell.

    2)
    Ascending Merchant -Rare
    4UU
    Creature- Townsfolk
    If you control three plains, this creature costs UU.
    2X,T: Put X +1+1 counters on Ascending Merchant, Where X is how many instants have been played this turn.
    3/3

    3)
    Reaper of the Mind -Uncommon
    3UU
    Creature -Spirit
    Flying
    Reaper of the Mind gets +X+X, where X is equal to the number of cards in target oppenents hand.
    2+X/2+X

    4)
    Imperial Airpirate -Common
    4U
    Creature – Pirate
    Flying
    Whenever a spell is cast, you may pay UU. If you do, draw a card.
    2/2

    5)
    Concoct Magic -Rare
    4UU
    Instant
    As an additional cost to play Concoct Magic, choose and discard 2 Blue, White or Black Instant and/or Sorcery cards from your hand. Concoct Magic does the effects of the cards discarded this way. (Treat any X in the effects as 0)

    6)
    Improvisation -Rare
    3UU
    Instant
    Choose one: counter target spell; or target spell has a new target of your choice; or return target permanent to its owner's hand.
    "A spell for all seasons."

    7)
    Precaution -Uncommon
    2UU
    Instant
    At the beginning of your upkeep step, if Precaution is in your hand, you may reveal it to target player.
    If you do, look at that player's hand.
    Counter target spell.

    8)
    Postpone -Rare
    U
    Instant
    Look at target player's hand, then you may pay 2.
    If you do, that player can't play spells this turn. That player may pay 2 to counter this effect.
    "To be forewarned is to be forewarmed"

    9)
    Hooligan Mage -Rare
    3UU
    Creature –Hooligan Wizard
    At the beginning of your upkeep step, pay 1 or sacrifice Hooligan Mage.
    If W was paid for Hooligan Mage's upkeep, you gain 1 life.
    If U was paid for Hooligan Mage's upkeep, you may tap target artifact, creature, or land.
    If B was paid for Hooligan Mage's upkeep, target player loses 1 life.
    3/4

    10)
    Clone Magic -Uncommon
    1UU
    Sorcery
    Look at target opponent’s hand and choose an Instant or Sorcery card there.
    Clone Magic does the effect of the chosen card.
    “A full mind is a bad thing after all.”

    11)
    Moon Jellyfish -Common
    3U
    Creature - Fish
    U, Tap: Tap target creature.
    U, Sacrifice Moon Jellyfish: Tap all creatures.
    At night, the moon and the tide create the perfect cover.
    2/3

    12)
    Thought Lease -Rare
    1U
    Instant
    You may only play Thought Lease during your oppenents upkeep. Remove the top three cards of your library from the game. Any oppenent may play these cards as though they were in his or her hand. At the end of your turn, put the remaining cards removed from the game into your hand.

    13)
    Deathglow Mists -Common
    3U
    Instant
    If B was paid for the casting cost of Deathglow Mists, all creatures gain -1/-1 until end of the turn.
    If W was paid for the casting cost of Deathglow Mists, you gain 1 life for each creature in play.
    Tap all creatures target player controls.

    14)
    Reiterate -Common
    U
    Instant
    When Reiterate is successfully cast, you may pay 5UU. If you do, return up to 3 Reiterate's from your graveyard to your hand.
    Draw a card.

    15)
    Frantic Mage -Uncommon
    3UU
    Creature -Wizard
    2U, Sacrifice Frantic Mage, Tap: Counter target spell.
    4UU, Tap: Counter target spell.
    5UU: Counter target spell.
    3/4

    16)
    Orthodox Hooligan -Uncommon
    3UU
    Creature -Wizard Hooligan
    As Orthodox Hooligan comes into play, put an Orthodox counter on all permanents.
    UU, Tap: Return target permanent without an Orthodox counter back to owner's hand.
    3/4

    17)
    Heretic Hooligan -Uncommon
    3UU
    Creature -Wizard Hooligan
    As Heretic Hooligan comes into play, put an Heretic counter on all permanents.
    UU, Tap: Return target permanent with a Heretic counter back to owner's hand.
    3/3

    18)
    Entrapment -Uncommon
    1U
    Enchantment
    Sacrifice Entrapment: Shuffle target creature into it's contollers library. It's contoller draws a card.
    W, Sacrifice Entrapment: Remove target creature from the game. It's controller draws a card.

    19)
    Sonic Reaper -Uncommon
    1U
    Creature -Behemoth
    When Sonic Reaper comes into play, put 2 Rage counters on it.
    During your upkeep, remove a rage counter.
    When Sonic Reaper has no rage counters on it, shuffle it back into your library.
    4/2

    20)
    Weaving Stratagem -Uncommon
    U
    Enchantment
    Whenever a spell is played, sacrifice Weaving Stratagem.
    2: Counter target spell or activated ability. Any player may play this ability.

    21)
    Hovering Efreet -Rare
    5U
    Creature -Efreet
    Flying.
    Whenever Hovering Drake becomes the target of a spell or ability, shuffle it back into your library and draw a card.
    4/4

    22)
    Defying Outlaw -Uncommon
    2U
    Creature -Hooligan
    Defying Outlaw is unblockable.
    Each turn, Defying Outlaw can't attack or block unless you return a creature you control back to owner's hand.
    3/4

    23)
    Storm Bluster -Uncommon
    2U
    Sorcery
    Tap all lands target player controls.
    Tap all lands you control that can produce Blue mana
    Lands tapped this way don't untap during their controller's next untap step.

    24)
    Storm Magnate -Rare
    3U
    Creature -Magnate
    Flying.
    At the beginning of your upkeep step, if you control an Island, you may choose to tap all Islands you control. If you do, return target permanent back to owner's hand.
    1/4

    25)
    Storm-Front Dove -Common
    3U
    Creature -Bird
    Flying
    Tap all Islands you control, sacrifice Storm-Front Dove: Tap all creatures target player controls. Those creatures don't untap during their controller's next untap step.
    2/2

    26)
    Storm Drake -Uncommon
    1U
    Creature -Drake
    Flying
    At the beginning of your upkeep step, tap all Islands you control.
    2/3

    27)
    Conceal -Rare
    1UU
    Instant
    Choose 3 target permanents controled by target player.
    That player chooses 1 of those permanents and returns the rest back to owner's hand.

    28)
    Indulgence -Rare
    1UUX
    Instant
    Counter target spell with total mana cost of X, and draw X cards.

    29)
    Inner Whisper -Uncommon
    2UU
    Sorcery
    As Inner Whisper comes into play, name a non-land card.
    Search target players library for all copies of the named card. Put one of those cards into owner's hand, and remove the rest from the game. That player shuffles his or her library.

    30)
    Maelstrom -Uncommon
    X3U
    Instant
    Tap all creatures target player controls. Return X target creatures that player controls back to owner's hand.

    31)
    Phantasmagoria -Common
    3U
    Sorcery
    Each player returns an artifact, creature, land, and an enchantment card back to its controllers hand.

    32)
    Sudden Cognition -Common
    X1U
    Instant
    Look at the top X cards of your library and put them back in any order.
    Draw a card.

    33)
    Chains of Time -Rare
    1UU
    Permanents don't untap during their controller's untap steps.
    2, Sacrifice a permanent: Untap target permanent. Any player may play this ability.
    Sacrifice three permanents: Destroy Chains of Time. Any player may play this ability.

    34)
    Hooligan's Combination -Rare
    X1UU
    Instant
    Counter target spell with casting cost of X.
    If you paid W for casting Hooligan's Combination, gain 3 life.
    If you paid B for casting Hooligan's Combination, that spells controller loses 3 life.

    35)
    Air Superiority -Uncommon
    3U
    Enchantment
    Flying creatures you control gain +2/+1.
    Non-Flying creatures you control get -1/-1.
    When Air Superiority is put into the graveyard from play, creatures with flying you control get -2/-2 until end of turn.

    36)
    Engross -Common
    1U
    Instant
    Play Engross only at the beginning of target player's upkeep step. Tap target non-land permanent that player controls.
    That player sacrifices that permanent unless he or she pays its casting cost.

    37)
    Fizzle -Common
    1U
    Instant
    Return target permanent to owners hand. You may only play this spell if the target permanent was the target of a spell this turn.
    Draw a card

    38)
    Delay -Uncommon
    2U
    Enchantment
    Delay comes into play with three Dwindle counters on it.
    During your upkeep, remove a Dwindle counter from Delay
    U: Remove target non-land permanent from the game. When you can no longer remove a Dwindle counter from Delay, return the card back into play under its owners control. You may only use this ability once.

    39)
    Conversion of Natives -Rare
    5U
    Instant
    Gain control of target creature.
    If the opponent controls a Red or Green creature, Conversion of Natives cost 2 less to play

    40)
    Icebound Penguin -Common
    1UU
    Creature -Illusion
    Spells that target Icebound Penguin cost an additional R or G to play.
    2/3

    41)
    Haggler Merchant -Uncommon
    1U
    Creature -Merchant
    Target Opponent gains control of target permanent: target creature gets +1+1 and your choice of flying, first strike or trample until end of turn.
    1/1

    42)
    Torrid Waters -Uncommon
    U
    Instant
    As an additional cost to play Torrid Waters, sacrifice X lands.
    Put X blue 1/1 merfolk tokens into play.

    43)
    Spheres of Influence -Rare
    4U
    Enchantment
    Instead of drawing cards from your library, you now draw cards from your Opponents.
    Your Opponent now draws cards from your library instead of their own.

    44)
    Mana Split -Uncommon
    UU
    Instant
    Counter target multicolored spell.
    That spell's caster reveals his or her hand and shuffles all multicolored spells revealed in his or her library.

    45)
    Archenemy -Rare
    1UU
    Creature -Hooligan Wizard
    Archenemy can't be the target of spells or abilities.
    At the beginning of your upkeep step, if Archenemy is in your graveyard, you may put it into play under your control. If you do, you can't play Blue spells this turn.
    2/2

    46)
    Mental Starvation -Uncommon
    1U
    Enchantment
    As Mental Starvation comes into play, choose a color.
    Opponent's spells of the chosen color costs 1 more to play.
    Your Blue spells cost 1 more to play.

    47)
    Delirious Research -Uncommon
    U
    Instant
    Draw 3 cards.
    Discard all Blue cards drawn this way.

    48)
    Manipulation -Rare
    1UU
    Enchantment
    The player with the least number of cards in hand must return a permanent to his or her hand as an additional cost to play any spell.
    Whenever a player discards a card, return Manipulation to your hand and discard a card.

    49)
    Enlightened Researchers -Rare
    3U
    Creature -Wizard Legend
    Flying
    1:Target creature becomes blue until end of turn.
    Blue creatures cannot attack unless their controller pays an additional 3.
    2/3

    50)
    Abrupt Drake -Uncommon
    6U
    Creature -Drake
    Flying.
    Abrupt Drake cannot be the target of spells or abilities.
    Choose and discard an Instant or Sorcery card: Add 2 to your mana pool. This mana may only be spent to pay for Abrupt Drake's mana cost. Use this ability only if Abrupt Drake is in your hand.
    4/4

    51)
    Ranafian Warrior -Common
    2U
    Creature -Merfolk
    Return an untapped Island you control to its owner's hand: Add 2 to your mana pool. This mana may only be used to pay Ranafian Warrior's mana cost. Use this ability only if Ranafian Warrior is in your hand.
    2/2

    52)
    Ranafian Mage -Uncommon
    3U
    Creature -Merfolk
    Return an untapped Island you control to its owner's hand: Add 2 to your mana pool. This mana may only be used to pay Ranafian Mage's mana cost. Use this ability only if Ranafian Mage is in your hand.
    1U: Counter target Red instant or sorcery spell unless its controller pays 1.
    1/3

    53)
    Ranafian Shaman -Uncommon
    3U
    Creature -Merfolk
    Return an untapped Island you control to its owner's hand: Add 2 to your mana pool. This mana may only be used to pay Ranafian Shaman's mana cost. Use this ability only if Ranafian Shaman is in your hand.
    1U: Counter target Green creature spell unless its controller pays 1.
    1/3

    54)
    Ranafian Knight -Rare
    4U
    Creature -Merfolk
    Flying.
    U: Gain control of target creature enchanment and place it on Ranafian Knight
    Return an untapped Island you control to its owner's hand: Add 2 to your mana pool. This mana may only be used to pay Ranafian Knight's mana cost. Use this ability only if Ranafian Knight is in your hand
    3/3

    55)
    Time Travel -Rare
    8U
    Sorcery
    Take an extra turn after this one.
    You may return any number of untapped lands you control back to owner's hand to have Time Travel cost 2 less to play for each land returned this way.

    56)
    Invoke -Uncommon
    U
    Instant
    Add UU to your mana pool. This mana may only be used to play Instant or Sorcery spells

    57)
    Prison -Rare
    2U
    Enchantment
    Creatures in play may not use any abilties requiring an activation cost.
    All creatures with Mark counters on them gain, "2, Sacrifice this creature: Draw two cards."

    58)
    Tide Bather -Uncommon
    1U
    Creature -Serpent
    Whenever Tide Bather goes from your graveyard to either your hand or to play, draw two cards.
    1/1

    59)
    Shortchange -Common
    U
    Instant
    Tap target land. Add to your mana pool one mana of any type that land could produce.

    60)
    Sojourn -Rare
    1U
    Instant
    Untap target attacking creature. Gain control of it until end of turn.
    Target opponent gains control of target creature you control until end of turn.

    61)
    Rebuttal -Uncommon
    1U
    Instant
    Counter target spell or ability that counters a spell or ability.
    Rebuttal cannot be countered.

    62)
    Pearl Diver -Common
    U
    Creature- Merfolk
    1/1
    If Pearl Diver attacks, you may remove the top card of your oppenents library and put it into their graveyard, or put the top 3 cards of your library into your graveyard and draw a card.
    My ship was assaulted by these horrible fish...luckily for us, they killed their own leader and dived back into the icy depths from which they came...
    -Lorl, Ship Captain


    63)
    Glimmer -Common
    1U
    Instant
    Draw a card.
    Target enchantment is an artifact, or target creature is an artifact creature.
    After the mages spell, the monsters seemed to glow with a new gleam

    64)
    Political Ties -Uncommon
    2U
    Enchant land
    You may not play this on a land you control.
    Whenever enchanted land is tapped for mana, draw a card.

    65)
    Trance -Uncommon
    2U
    Instant
    You may play Trance only at the beginning of your upkeep step. Draw 2 cards.
    You can't play Blue spells this turn

    66)
    Force Elemental -Rare
    1UU
    Creature -Elemental
    Spells cost 1 more to play.
    3/2

    67)
    Grind -Common
    2UX
    Socery
    Remove the top X cards of target player's library from the game.

    68)
    Misjudge -Rare
    1U
    Sorcery
    Counter the first spell target opponent casts on his or her next turn.

    69)
    Ocean Mentor -Uncommon
    4U
    Creature- Merfolk
    During your upkeep, draw a card.
    1/3

    70)
    Trade Off -Rare
    3UU
    Sorcery
    Simultaneously, return all non-land permanents in play to their owners hand, and put all permanents from players hands into play under their control.

    71)
    Blockade -Rare
    1U
    Enchantment
    During your upkeep, sacrifice an island.
    Target oppenent cannot cast creature spells.

    72)
    Coastal Wave -Uncommon
    U
    Instant
    As an additional cost to play Coastal Wave, discard a card.
    Return target creature to the top of its owners library.

    73)
    Arms Race -Uncommon
    1U
    Enchantment
    U, Sacrifice Arms Race: Each player may look through his or her library and put an artifact card into play, tapped. All players shuffle their librarys afterwards.

    74)
    Jopai Strategist -Common
    1U
    Creature -Scholar
    2U: Tap target creature
    0/3

    75)
    Matter over Mind -Common
    U
    Enchantment
    1U, Skip your next draw step: Untap target permanent. You may only play this ability once per turn


    76)
    Merfolk Sentinel -Uncommon
    1UU
    Creature -Merfolk
    2/1
    Islandwalk. Whenever Merfolk Sentinel blocks, it gains first strike.

    77)
    Master of Time -Rare
    3UU
    Creature -Wizard
    5,T, Remove Master of Time from the game: Target player takes an extra turn after this turn. Play this ability only when you can play a sorcery.
    1/1

    78)
    Coastal Trader -Common
    1UU
    Creature -Merfolk
    Islandwalk.
    1,Draw a card: Discard two cards from your hand or remove a card from your hand out of the game
    2/2

    79)
    Swim -Common
    1U
    Enchant Creature
    Enchanted Creature gains +0/+1 and islandwalk.
    When Swim comes into play, draw a card.

    78)
    Visions of Fate -Common
    3U
    Enchant creature
    Visions of Fate cannot be the target of spells or abilties.
    During your draw step, draw an additional two cards, then discard three cards.

    79)
    Salt Slave -Uncommon
    2UU
    Creature -Slave
    Islandwalk
    Put Salt Slave into play from your hand, under an opponent's control, with two +1/+1 counters on it: You draw 3 cards. Play this ability only when you could play a sorcery.
    2/2

    80)
    Eternal Disruption -Rare
    5U
    Instant
    Search through your library for all the basic lands. Put two of them into your hand and remove the rest from the game.
    Draw a card.

    81)
    Giggling Nymph -Rare
    2UU
    Creature -Nymph
    T:Tap target non-land permanent. That permanent's controller may pay 1 to untap that permanent and Giggling Nymph.
    1/2
    "She played that damn trick on me for ages!"

    82)
    Cemetery Shapeshifter -Rare
    4U
    Creature -Shapeshifter
    1/3
    BBU: Cemetery Shapeshifter becomes a copy of target creature in any graveyard. If Cemetery Shapeshifter is the target of a spell or ability, sacrifice it.
    "Tombs, Bones, Worms, Nice Day for a change."

    83)
    Isle Dialect - Common
    2U
    Enchantment
    During your upkeep, reveal the top card of your library. If that card is a Black or White, put it into your hand. Otherwise, discard that card.

    84)
    Brine Shifter -Common
    3U
    Creature -Merfolk
    2/2
    Islandwalk
    If Brine Shifter is enchanted, it gets +2+0.

    85)
    Arcane Restraint -Uncommon
    3U
    Enchantment
    Nonblue spells cost 1 more to play.

    86)
    Psychic Influence -Common
    1U
    Enchant Creature
    When Psychic Influence comes into play, draw a card.
    1U: Tap or untap enchanted creature.

    87)
    Stoic Inquiry -Uncommon
    4U
    Instant
    Draw two cards. Then, if you have three or less cards in your hand, draw a card.

    88)
    Ransack Spoils -Rare
    1U
    Enchantment
    3UU, Place the top 15 cards of your library into your graveyard: Put a card from your graveyard into your hand. You may only do this once per turn and only when you could play a sorcery.

    89)
    Corrupted Judgment -Uncommon
    1UU
    Instant
    Gain control of an attacking creature until end of turn.

    90)
    Verbal Assault -Common
    U
    Sorcery
    Deal 2 damage to target creature. If that creature would go from the graveyard to play this turn, return that creature to the top of it's owner's library.

    91)
    Merfolk of Rive Straits -Common
    U
    Creature -Merfolk
    1/1
    1U: Merfolk of the Rive Straits gains Islandwalk untill end of turn.

    92)
    Force Check -Common
    UU
    Instant
    Counter target spell.
    That spell's controller may untap up to 2 lands he or she controls.

    93)
    Norafin Porpoise -Common
    1UU
    Creature -Dolphin
    Norafin Porpoise can only be blocked by blue creatures or creatures with Islandwalk.
    2/1

    94)
    Norafin Elite
    1U
    Creature -Merfolk
    UU, Tap: Until end of turn, target Merfolk can only be blocked by blue creatures or creatures with Islandwalk.
    1/2

    95)
    Converge -Common
    1U
    Instant
    For each basic land type you control, you may return target non-creature permanent to it's owner's hand.

    96)
    Benfit of Experience -Common
    U
    Enchantment
    When Benfit of Experience comes into play, remove up to six cards in any players graveyard from the game.
    When Benfit of Experience leaves play, return all removed cards back into their controllers graveyards.
    Fool me once, shame on you. Fool me twice, shame on me.

    97)
    Rift and Reality -Rare
    3UU
    Sorcery
    You and your opponent each gather all the creatures in play and place them into 2 face down piles.
    Each player chooses one pile, and then puts all creatures in that pile into play under his/her control

    98)
    Knight of the Wild -Uncommon
    1UU
    Creature -Knight
    When Knight of the Wild comes into play, choose a creature type.
    Whenever a creature is played of the choosen type, draw a card.
    2/2

    99)
    Deep Riddle -Common
    2U
    Instant
    Target creature gains "This creature cannot attack if you control more than one creature.
    This creature cannot block if you control one creature." Draw a card.
    I am never quite what I appear to be. Straight-forward I seem, but it's only skin deep, for mystery most often lies beneath my simple speech. Sharpen your wits, open your eyes, look beyond my exteriors, read me backwards, forwards, upside down. Think critically and answer the question...what am I?

    100)
    Power Avatar -Rare
    1UX
    Creature -Avatar
    When Power Avatar comes into play, place X Knowledge counters on it.
    During your upkeep, remove a Knowledge counter from Power Avatar or sacrifice it.
    When Power Avatar leaves play, you may pay X. If you do, draw XX cards.
    1/1
    Power comes in many colors, but corruption comes in blue.


    101)
    Renouncing Bargain -Uncommon
    1U
    Instant
    Target opponent gains control of any permanent of his or her choice.
    Draw 3 cards.

    102)
    Hereditary Memories -Rare
    X2U
    Enchantment
    Hereditary Memories comes into play with X Knowledge counters on it.
    3U: Put a Knowledge counter on Hereditary Memories.
    Sacrifice Hereditary Memories: Draw X cards, where X is the number of Knowledge counters on Hereditary Memories.

    103)
    Forgotten Memories -Rare
    U
    Enchantment
    When Forgotten Memories enters the graveyard from play, draw 3 cards.

    104)
    Arial Assasins -Uncommon
    1U
    Creature -Flying Men
    Flying
    Whenever this creature deals combat damage to a player, you may pay 1B. If you do, that player discards a card.
    1/1

    105)
    Exotic Drifter -Rare
    4UU
    Creature -Jjiin
    Flying
    3UU: Draw a card for each artifact in your graveyard.
    3UU: Put a blue 1/1 bird token into play for each artifact in play.
    3/4

    106)
    Superiority of the Skilled -Rare
    2UU
    Enchantment
    Creatures without flying, first strike, haste, or trample cannot attack you.

    107)
    Concentration -Common
    2U
    Sorcery
    Your oppenent may go through his or her library and remove any number of land cards from the game. They shuffle their library afterwards.
    Draw two cards.

    108)
    Redirected Delusions -Rare
    1UU
    Enchant Creature
    You control enchanted creature if it has another enchantment on it.

    109)
    Truth Teller -Uncommon
    3U
    Creature -Merfolk
    Sacrifice Truth Teller: Gain control of target enchantment.
    2/2

    110)
    Reset -Rare
    4U
    Sorcery
    Put all creatures on top of their owner's libraries.

    111)
    Awaken -Common
    U
    Instant
    Draw a card, then look at the top two cards of each players library.

    112)
    Soul Gamble
    2UU
    Sorcery
    Choose a color for your opponent and your opponent names a color for you.
    Each player reveals the top 5 cards from his or her library, and removes all cards of his or her chosen color from the game, then puts the rest into his or her hand hand.

    113)
    Aquamarine Force -Uncommon
    2UUU
    Creature -Elemental
    Flying.
    Aquamarine Force deals 1 damage to you during your upkeep for each card in your hand
    3/6

    114)
    Deep Sea Merfolk -Uncommon
    3U
    Creature -Merfolk
    U: Deep Sea Merfolk becomes a 1/4 creature until end of turn.
    1: Deep Sea Merfolk becomes black until end of turn.
    3/2

    115)
    Chanting Mermaid -Common
    1U
    Creature -Merfolk
    UU,T: Tap target creature. If that creature is a Merfolk or has Islandwalk remove that creature from the game.
    0/2

    116)
    Destiny Stares -Rare
    3UU
    Sorcery
    Each player may discard any number of cards, then draw an equal number of cards. Then, proceeding in turn order, each player may tap a number of target permanents equal to the greatest converted mana cost among the cards discarded in this way.

    117)
    Siren Heir -Common
    UU
    Creature -Siren
    Siren Heir gains +0+X while untapped, where X is equal to the number of cards in your hand.
    1/1

    118)
    Supreme Idol -Rare
    4UU
    Enchant Creature
    Enchanted creature now counts as a legend.
    During your upkeep, draw cards equal to enchanted creature's toughness.
    Creatures cannot attack unless they pay X, where X is enchanted creatures casting cost.
    During your upkeep, pay enchanted creature's casting cost or sacrifice it

    119)
    OverKill -Rare
    4UU
    Enchantment
    Each player draws an additional 9 cards during their draw phase.

    120)
    Uncertain Future -Uncommon
    2U
    Enchantment
    Whenever a player plays a spell, flip a coin. If the flip is heads, that spell is countered. When Uncertain Future comes into play, flip a coin. If the flip is heads, remove Uncertain Furture from the game.

    121)
    Mental Conditioning -Rare
    2U
    Enchantment
    Non-creature spells cost 1 less to play.
    2, Discard a card : Return target non-creature, non-land card from your graveyard to your hand. Any player may play this ability, and play this ability as a sorcery.

    122)
    Wean -Rare
    UU
    Enchantment
    1U, discard two cards: Your oppenent skips his or her next draw step

    123)
    Coral Golem -Rare
    4U
    Creature -Golem
    Flying
    Your maximum hand size is now 3.
    5/5

    124)
    Children of the Mind -Uncommon
    2U
    Creature -Children
    You have no maximum hand size.
    1/2

    125)
    Architect's Blueprints -Common
    2U
    Enchantment
    1 : Search your library for a Wall, and put it into your hand. Shuffle your library. Any player may play this ability.

    126)
    Pearl Hunter -Uncommon
    2U
    Creature -Merfolk
    Whenever Pearl Hunter attacks, place the top three cards of your library into your graveyard.
    When Pearl Hunter blocks, place the top card of your oppenents library into his or her graveyard.
    3/2

    127)
    Jopai Walls -Uncommon
    2U
    Enchantment
    Jopai Walls cannot be the target of spells or abilties.
    UU: Counter target instant or ability that targets an enchantment or artifact in play.

    128)
    See to Believe -Common
    UU
    Instant
    Draw 4 cards. Reveal your hand. Put all creature cards into your hand and discard the rest. Lose 1 life for every creature put in your hand this way.

    129)
    Meddle -Common
    1UU
    Instant
    Tap or untap target permanent. If that permanent is an artifact, draw two cards.

    130)
    Adrenaline -Rare
    1U
    Enchantment
    When Adrenaline comes into play, draw a card.
    Whenever you play a spell, return Adrenaline to your hand.

    131)
    Alchemist -Rare
    1U
    Creature -Wizard
    T:Discard a card: All spells that share any of the same colors as the discarded card cost up to 3 less to play.

    132)
    Pool of Insight -Uncommon
    1U
    Enchant Land
    3, tap enchanted land : Draw a card.
    When enchanted land is untapped, any player may pay 2 to look at the top card of any player's library

    133)
    Kardosna Telepath -Common
    1UU
    Creature -Psychic
    If Kardosna Telepath is the target of any opponent's spell or abilities, look at that player's hand, choose a card, and return it to the top of that player's library.
    2/3
  2. FoundationOfRancor The Gunslinger

    These are all the counterspells:

    Hinder
    Improvisation
    Precaution
    Frantic Mage
    Weaving Stratagem
    Indulgence
    Mana Split
    Rebuttal
    Misjudge
    Force Check
    Uncertain Future
  3. DÛke Memento Mori

    ...are my comments about the misfit Blue cards.

    Ascending Merchant - ACC: Make it if you control 3 Swamps/Plains.

    Mute - Cut out. We already have a better card, Postpone.

    Reaper of the Mind – Reword: Reaper of the Mind gains +X/+X, where X is the number of cards in your opponent’s hand.

    Imperial Airpirate - Ability cost: 1U.

    Concoct Magic - Reword: As an additional cost to play Concoct Magic, choose and discard 2 Blue, White or Black Instant and/or Sorcery cards from your hand. Concoct Magic does the effects of the cards discarded this way. (Treat any X in the effects as 0).

    False Spellweaver – Too dangerous. Nothing unique about it. I suggest it cut out.

    Hooligan Mage – I like the other version better. Here:

    Hooligan Mage (3UU)(3/4)
    Creature – Hooligan Wizard
    At the beginning of your upkeep step, pay 1 or sacrifice Hooligan Mage.
    If W was paid for Hooligan Mage's upkeep, you gain 1 life.
    If U was paid for Hooligan Mage's upkeep, you may tap target artifact, creature, or land.
    If B was paid for Hooligan Mage's upkeep, target player loses 1 life.

    At the casting cost of (3UU) and it being only ¾ with an upkeep, it should be balanced, but great at the same time. I also suggest that it should be a rare. You forgot the rarity.

    Reiterate – Do we really need another Whisper of the Muse? It’s even better, since you don’t have to pay the additional cost UNTIL it’s successfully cast. I really suggest it cut out of the set.

    Orthodox Hooligan – Creature type: Hooligan Wizard. Toughness: 3.

    Heretic Hooligan – Creature type: Hooligan Wizard.

    Weaving Stratagem – Major rewording. It’s confusing right now. I don’t know what to do with it.

    Defying Outlaw – CC: 2U.

    Storm Bluster – This card MUST be an Uncommon. If you’re using it in a multi-colored deck, this would be a gem, hint the drawback: “Tap all Islands you control”, and not all lands you control.

    Storm Magnate – This MUST be a rare. In multi-colored decks, this would rule even a bit MORE than Tradewind Rider.

    Inner Whisper - <laughs> Make it say: “…name a non-land card”. Otherwise it’s broken.

    Blinding Wind – Name change: Maelstrom.

    Imaginary World – Name change: Phantasmagoria. (It EXACTLY fits the card.)
    Also reduce the casting cost to 2U.

    Chains of Time – Personally, I don’t like the “Stasis” cards. If we’re gonna have this on the set, it will need a bit of changing:

    Chains of Time -Rare
    1UU
    Permanents don't untap during their controller's untap steps.
    Sacrifice a permanent: Untap target permanent. Any player may play this ability.
    Sacrifice three permanents: Destroy Chains of Time. Any player may play this ability.

    I took out the “2” in the activation cost because if permanent’s don’t untap during their controller’s untap steps, do you think they’d have enough mana to even use the ability once or twice?

    Air Superiority –

    Air Superiority -Uncommon
    3U
    Enchantment
    Flying creatures you control gain +1/+1.
    Non-Flying creatures you control get -1/-1.
    When Air Superiority is put into the graveyard from play, creatures with flying you control get -2/-2 until end of turn.

    Engross – Rarity: Uncommon, not common. Engross is really good.

    Fizzle - Weak. I suggest it cut out.

    Delay – A bit on the weak side. Add another Dwindle counter to it, and raise the casting cost to 2U. This way, it’s a good uncommon.

    Icebound Penguin – CC: 2U.

    Barter Merchant – CC: U. Name change: Haggler.

    Torrid Waters – The name doesn’t suit it. Name it: Aquatic Burst.

    Spheres of Influence – This card is weird, but it’s good…because it kinda enforces multi-colored decks. I suggest we make it like this:

    Spheres of Influence -Rare
    4U
    Enchantment
    Whenever you draw a card, you may draw that card from your opponent’s library instead.
    Whenever your opponent draws a card, that player may choose to draw cards from your library instead.

    This way, the card is more flexible. This would kick-butt in multi-colored decks!

    Mana Split – Most counters that are limited as to what they counter don’t cost double “U”. Make it cost 2U. Besides, don’t you think its too limited in the first place? The name should also be: Mind Split. Here’s a better version:

    Mana Split -Uncommon
    1UU
    Instant
    Counter target spell.
    If that spell is Gold, look at its casters hand.
    That player shuffles all Gold cards in his or her hand back into his or her library.

    Archenemy – Creature type: Hooligan Wizard.

    Delirious Research – Name change: Delirium.

    Manipulation – Wacky.

    Enlightened Researchers – CC: 3U. Creature type – Wizard. It’s not a legend.

    Karrash Drake – Name change: Gale Drake. You forgot rarity. It should be an Uncommon. My opinion:

    Abrupt Drake (Uncommon)
    6U
    Creature -Drake
    Flying.
    Abrupt Drake cannot be the target of spells or abilities.
    Choose and discard an Instant or Sorcery card: Add 2 to your mana pool. This mana may only be spent to pay for Abrupt Drake's mana cost. Use this ability only if Abrupt Drake is in your hand.
    4/4

    I like this version better because the casting cost will ALWAYS have “U” in it. The other version was playable by ALL colors, simply by discarding 2 Instant/Sorcery cards…and paying the rest with any mana.


    Ranafian Warrior – Make it say: “…return an UNTAPPED Island”. Name change: Aquatic Warrior.

    Ranafian Mage – I suggest it cut out. It’s pointless.

    Ranafian Shaman – See Ranafian Mage.

    Time Travel – Make it say: “…you may return any number of UNTAPPED lands…”

    Prison – WTF? This thing is too powerful. CC: 3U. Ability: Creature’s can’t use activated abilities. Name change: Mental Disturbance.

    Wall of Steam – Cut out. We’re not gonna have enemy-friendly cards.

    Shortchange – Cut out. Pointless and useless.

    Sojourn – Make it untap the creatures that are taken.

    Rebuttal - CC: 1U.

    Sonamor Doppelganger – Please, PLEASE…cut out.

    Glimmer – Pointless. Cut out.

    Political Ties – CC: 1U.

    Grind – Name change: Ridicule.

    Misjudge – Cut out. Pointless and even more, useless.

    Ocean Mentor – CC: 5U. P/T: 2/2.

    Blockade – Make it so the controller can sacrifice any land.

    Patient Revival - Name change: Matter Over Mind. ;) Oh, and make it so that the ability could be used anytime, but STILL only once a turn.

    Merfolk Sentinel - If this was a real card, no ONE would play it. I suggest it cut.

    Master of Time - Nothing special. Time Wrap was better, and it still didn't get played.

    Coastal Trader - Pathetic.

    Swim - Unplayable.

    Salt Slave - This is broken. Notice how that ANY color could play it. Make it so that you can play it unless you control 1 or more Islands.

    Eternal Disruption - Make it an Instant.

    Giggling Nymph - CC: 3U.

    Cemetery Shapeshifter - Make the ability cost to 1UB.

    Isle Dialect - Cool card. Change name to: Thought Dialect. Change card to:

    Isle Dialect - Common
    2U
    Enchantment
    During your upkeep, reveal the top card of your library. If that card is a Black or White, put it into your hand. Otherwise, discard that card.

    Brine Shifter - CC: 3U.

    Arcane Restraint - Change it to say "Non-Blue spells YOU CONTROL".

    Ransack Spoils - Ability cost: 2UU.

    Corrupted Judgment - Change card to:

    Corrupted Judgment -Uncommon
    UU
    Instant
    Put a +1/+1 counter on target creature. Untap and gain control of that creature until end of the turn.

    Merfolk of Rive Straits - WTF? This card is unplayable.

    Force Check - And I would play this over Counterspell why?

    Norafin Porpoise - Name change? CC: 2U.

    Norafin Elite - Too restricted. Cut out or change.

    Rift and Reality - I had to read it over and over to understand it. The creatures must be shuffled, then placed...I dunno. I don't like it.

    Knight of the Wild - CC: 2U. Rarity: Common.

    Deeper Riddle - Change name: Deep Riddle. Make it an Enchant Creature.

    Power Avatar - I don't like it. It's too troubling.

    Offering - Name change: Just Bargain. Reword.

    Offering -Uncommon
    1U
    Instant
    Target opponent gains control of any permanent of his or her choice.
    Draw 3 cards.

    Hereditary Memories - Only a step away from being as powerful as Stroke of Genius. Raise CC to X3U.

    Forgotten Memories - Blue has bounce. This is broken. Make it when it's put into the graveyard from play.

    Flying Assassins - Name change: Arial Assassins. Creature type: Arial Assassins. P/T: 1/1. Ability cost: 1B.

    Blended Control - Name change: Superiority of the Skilled.

    Concentration - I rather play Catalog. Cut out.

    Redirected Delusions - CC: UU.

    Truth Teller - P/T: 2/2. Rarity: Common.

    Reset - CC: 5U. Make it shuffle the creatures back into owner's libraries. Otherwise it's TOO powerful...the opponent is basically "Fatigue-d" for each creature he or she controls.

    Soul Gamble - CC: 3U. Name change: The Whim. Reword:

    The Whim - Rare
    2UU
    Sorcery
    Choose a color for your opponent and your opponent names a color for you.
    Each player reveals the top 5 cards from his or her library, and removes all cards of his or her chosen color from the game, then puts the rest into his or her hand hand.

    Aquamarine Force - if you read it carefully, the last ability is pointless, since you get to discard your hand just after you draw the 3 cards. Reword.

    Deep-Sea Merfolk - CC: 3U. P/T: 2/2.

    Chanting Mermaid - Too restricted. Cut out.

    Destiny Stares - Does so much. How about:

    Destiny Stares -Rare
    3U
    Sorcery
    Each player shuffles his or her library and draws a card.
    Each player may tap upto X target permanents, where X is the casting cost of his or her drawn card.

    Supreme Idol - CC: 4UU.

    Overkill - CUT OUT.

    Note that most cards will need some kinda flavour text. :) We will also need to cut back on some of the counterspells. We have so many.

    Great job FoR.
  4. FoundationOfRancor The Gunslinger

    Ascending Merchant:
    Agreeded, I guess...
    3 Swamps.

    Mute:
    Thats what I thought...

    Reaper of the Mind :
    Sounds fine.

    Imperial Airpirate:
    I disagree, you and Istanbul both agreed in a previous thread that the activated cost should cost UU. I also think it should be UU, but I think the creature should be a 2/3.

    Concoct Magic:
    You gave the same wording we had.

    False Spellweaver :
    I agree, I think its best to stay away from "Copy target creature" cards. I vote cut as well.

    Hooligan Mage:
    I really dont have a preference, so I guess your version will do fine:

    Hooligan Mage -Rare
    3UU
    Creature –Hooligan Wizard
    At the beginning of your upkeep step, pay 1 or sacrifice Hooligan Mage.
    If W was paid for Hooligan Mage's upkeep, you gain 1 life.
    If U was paid for Hooligan Mage's upkeep, you may tap target artifact, creature, or land.
    If B was paid for Hooligan Mage's upkeep, target player loses 1 life.
    3/4

    Reiterate:
    Why not? I think this is a very creative, interesting card. Ir relies upon having different cards, so its not going to be *That* good.

    Orthodox Hooligan:
    Creature type: Fine
    I thought you wanted all the hooligans to be 3/4's though?

    Heretic Hooligan:
    Creature type change to Wizard Hooligan.

    Weaving Stratagem:
    It seems pretty clear to me, what does everyone else think?

    Defying Outlaw:
    ok. 2U.

    Storm Bluster:
    I agree, it should be Uncommon. It should also be reworded too "Tap all lands you control that can produce Blue mana"

    Storm Magnate:
    Agreed.

    Inner Whisper:
    {Laughs} Yes, non-land card.

    Blinding Wind:
    Name change to Maelstrom.

    Imaginary World:
    I dont know what that word means, but it looks Intelligent. Ok. Phantasmagoria. Its way to powerful at 2U, I would consider 1UU, but even that is quite good.

    Chains of Time:
    I think the 2 disadvantage was the point...what does everyoneelse think on Chains of Time?

    Air Superiority:
    I agree with the -2-2 toughness change, and the -1-1 ground creature thing. I think that the creatures should get +2+1 however. Compare to Glorious Anthem.

    Engross:
    Actually, Pendrell Flux from Urza's Saga was common, and that had a permanent effect. I think common is fine.

    Fizzle:
    Upon consideration, I think this should cost 1U or UU and have a cantrip. It's a good utility card.

    Delay:
    Ok, 3 counters. 2U.

    Icebound Penguin:
    We agreed somewhere that Icebound Penguin was too good at 2U. 1UU was better.

    Barter Merchant:
    Haggler Merchant.
    Actually, note that this ability can be used as many times as possible. Its wicked as a last-ditch effort, and simply because of that I think it should cost 1U.

    Spheres of Influence:
    Dukes version is interesting...
    In case you guys havent picked up, Ive been trying to make a Spheres of Influence decktype in which you deck yourself to a stubble, and then give it to your oppenent.
    What do you guys think about this card?

    Torrid Waters:
    Name change consideration: Aqautic Burst. Thoughts?
    Personally, I like Torrid Waters better. It sounds cooler, and I think the it fits it fine. Thoughts?

    Mana Split:
    I love the name, I think it should stay.
    The cc is more of an opinion on how good this card is. I think this card is very good, and merits a UU cc. Thoughts?

    Archenemy:
    Hooligan Wizard.

    Delirious Research:
    Delirium.

    Enlightened Researchers:
    This was one of the Wizard Legend cards, but I know wizards hates it when there s "The" in the name, so I changed it.
    If we change this, we have to change all of them.
    3U is better.

    Karrash Drake:
    I like Dukes version better, and his resoning is sound:

    Abrupt Drake (Uncommon)
    6U
    Creature -Drake
    Flying.
    Abrupt Drake cannot be the target of spells or abilities.
    Choose and discard an Instant or Sorcery card: Add 2 to your mana pool. This mana may only be spent to pay for Abrupt Drake's mana cost. Use this ability only if Abrupt Drake is in your hand.
    4/4

    Unless anyone has any complaints, thats what its gonna be.

    Ranafian Warrior:
    Untapped island it is.
    I agree that a name change is in order, at least untill we get a storyline down. I dont think it should be Aquatic Warrior though.

    Ranafian Mage/Shaman:
    These are wacky reprints of Douse from Saga. I think their ok...untapped island of course...anyone elses thoughts?

    Time Travel:
    Agreed, untapped lands.

    Prison:
    Actually, if its just "creatures cant use activated abilites" the cost should stay at 2U. I think Prison is a better name for this card, but perhaps though a fantasy name in front of it. Fodder for the post-storyline name revisions I guess.

    Wall of Steam:
    ok, cut.

    Shortchange:
    I think we should keep it in. The main reason? its different from most cards.

    Sojourn:
    Good call, should be "Untap target attacking creature. Gain control of it until end of turn.

    Rebuttal:
    I agree, it should be 1U.

    Sonamor Doppelganger:
    Should be cut.

    Glimmer:
    Again, I think we should keep this because its different from other cards...without cards like this and Shortchange, every card would jsut be the same.

    Political Ties:
    We all agreed it was too powerful at 1U.

    Grind:
    Ok, I think Grind is the better name personally, but it is your card...Ridicule it is.

    Misjudge:
    I disagree, if anything, its *way* better than Hesitation from Stronghold, and that card wasnt pointless at all. I vote it stays.

    Ocean Mentor:
    5U would make it too weak. Why the p/t change? So it can be shocked?

    Blockade:
    What?

    Patient Revival:
    Unless any objections, Matter over Mind.
    Mind over Matter -Common
    U
    Enchantment
    1U, Skip your next draw step: Untap target permanent. You may only play this ability once per turn.

    Merfolk Sentinel:
    I agree, should be 2/1.

    Master of Time:
    Ok....should tag on a "Remove Master of Time from the game:"
    too the activation cost.

    Coastal Trader:
    Should be 1/2, but I disagree that its pathetic. Its like merfolk looter.

    Swim:
    I dont see how its unplayable.

    Eternal Disruption:
    Ok, instant.

    Giggling Nymph:
    I think this should stay at 2UU, its quite powerful....thoughts?

    Cemetery Shapeshifter:
    Cost revised to BBU:

    Isle Dialect:
    Ok, this nwe version seems better. The name stays.
    Isle Dialect - Common
    2U
    Enchantment
    During your upkeep, reveal the top card of your library. If that card is a Black or White, put it into your hand. Otherwise, discard that card

    Brine Shifter:
    Ok, 3U.

    Arcane Restraint:
    I do belive the point of this card was for it to effect all players.
    I think maybe it should cost more. Maybe 4U?

    Corrupted Judgment:
    I think this card should be cut, theres already a card just like it in this set.

    Merfolk of Rive Straits:
    I wouldnt say its unplayable, it obviously better than Merfolk of the Pearl Tident.
    However, the cost should be 1U to activate.

    Force Check:
    ...because theirs already four in yoiur deck?
    Theres no way to change this without it sucking.

    Norafin Porpoise:
    Im not sure I agree with the 2U cost, evasion is pretty strong...probablly 2U, unless anyone has any objections.
    A name change is in order, cause of that there NoraFin.

    Norafin Elite:
    It looks fine to me. To restictive? Is Lord of Atlantis the restrictive?

    Rift and Reality:
    Needs to be reworded to "Put all creatures in play in one pile. Shuffle that pile, an then divide it in half...blah...blah...blah"

    Knight of the Wild:
    This creature is awesome in theme decks, should be uncommon and 1UU.

    Deeper Riddle:
    Deep Riddle. Remains Instant, it cant be disenchanted.

    Power Avatar:
    ok...

    Offering:
    Bargain does seem to fit this card more...

    Bargain -Uncommon
    1U
    Instant
    Target opponent gains control of any permanent of his or her choice.
    Draw 3 cards.

    Hereditary Memories:
    Enchantment destruction limits how many cards you can have, and its way more mana intensive than Stroke. 2UX.

    Forgotten Memories:
    I forgot about bounce...reword:

    Forgotten Memories -Rare
    U
    Enchantment
    When Forgotten Memories enters your graveyard from play, draw 3 cards.

    Flying Assassins:
    Name change: Arial Assassins.
    No creature type change.
    p/t: 1/1
    Activ abiity: 1B.
    Just because were focusing on the late game.

    Blended Control:
    I agree; name change is in order. Superiority of the Skilled.

    Concentration:
    No, this is a good card.

    Redirected Delusions:
    Should stay were its at with 1UU. Dont forget your gaining control of the enchantment too.

    Truth Teller:
    Should be uncommon, but should be 2/2.

    Reset:
    I think this should stay where it is. Possibly 5U, but I dont think its really needed.

    Soul Gamble:
    Name stays, rewording needed:
    Soul Gamble
    2UU
    Sorcery
    Choose a color for your opponent and your opponent names a color for you.
    Each player reveals the top 5 cards from his or her library, and removes all cards of his or her chosen color from the game, then puts the rest into his or her hand hand.

    Aquamarine Force:
    Alot of re-doing needed,
    Aquamarine Force -Uncommon
    2UUU
    Creature -Elemental
    Flying.
    Aquamarine Force deals 1 damage to you during your upkeep for each card in your hand

    Deep Sea Merfolk:
    3U, 2/2.

    Destiny Stares:
    I think the original version is better.

    Supreme Idol:
    4UU it is.

    Overkill:
    Think about it more.
    Perhaps we could add a hand size limitation to this?
  5. Thallid Ice Cream Man 21sT CeNTuRy sChIZoId MaN

    Delirious Research will stay named Delirious Research because there was a card in Mirage named Delirium.
    Also, there was a card in Portal (yes, yes, I know) named Bargain, so we'll have to change that name.

    Arcane Restraint should be something like this:

    Arcane Restraint
    2UU
    Enchantment
    Nonblue spells cost your opponents 1 more to play.
    Blue spells cost you 1 more to play.

    That way it isn't too broken... and I agree it needed to be changed.
  6. FoundationOfRancor The Gunslinger

    Indulgence (28): Cut

    Hooligan's Combination (34): Cut

    Enlightened Researchers (49): Non-legend. 2UU.

    Cemetery Shapeshifter (82): Cut

    Arcane Restraint (85): Cut

    Rift and Reality (97): Cut

    Corrupted Judjement (89): Cut

    Uncertain Future (120): Cut

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