Subterfuge; gold cards

F

FoundationOfRancor

Guest
1)
Genocide -Rare
3UBB
Sorcery
When you play Genocide, choose a creature type.
Remove from the game all creatures target opponent controls of the chosen type. Then, look through that player's hand, library, and graveyard, and remove all creatures of the chosen type from the game.
"The cruelest stroke was discovered in the archmage's records: an entire species wiped not only from the planet, but from the memories of all its' inhabitants."

2)
Cutlass Strike -Uncommon
1BR
Sorcery
Cutlass Strike Deals 3 damage to target creature or player.
Gain 1 life for each 1 damage dealt this way.


3)
Ashen Dead -Rare
2BR
Creature -Wizard
Haste.
During your upkeep, if a creature card that says "Creature -Wizard" on it is in your graveyard above Ashen Dead, put Ashen Dead into play.
3/1

4)
Chivalry Training -Uncommon
1WG
Enchantment
Untapped creatures you control have protection from black and get +1/+1.

5)
Hot-Blooded Steed -Common
2GR
Creature -Horse
Creatures you control that have haste get +1/+1.
2/2

6)
Necromantic Spy -Uncommon
1UB
Creature -Spy
1UB, Tap: Shuffle target player's library and name a card type (Artifact, Creature, Enchantment, Instant, Land, and Sorcery.) Reveal the top card of that player’s library to all players. If it is of the chosen type, either put it into the controllers graveyard or hand.
1/1

7)
Pastoral Reprieve -Rare
2RG
Sorcery
Destroy all artifacts and enchantments.

8)
Soul Vortex -Rare
BBR
Enchant Creature
Whenever enchanted creature would be dealt damage, instead put a -0/-1 counter on it for each damage that would be dealt to it.
During you upkeep, Soul Vortex deals 1 damage to enchanted creature and 1 damage to its controller. Gain 1 life.

9)
Syphon Lore -Uncommon
BU
Sorcery
Target player discards a card. Draw a card.

10)
Veteran Griffin -Uncommon
2WU
Creature -Griffin
Flying
Tap an untapped Griffin you control: Draw a card.
1/2


11)
Mental Distortion -Uncommon
2BU
Instant
Tap target creature, that creature gets -1/-1 until end of turn.
If that creature is green, you may return an instant from your graveyard to your hand


12)
Empowerment -Common
1WG
Enchant Creature
Enchanted creature gains +1/+1, trample, and first strike.
Draw a card when Empowerment comes into play.
"Good warriors have strength. Great warriors have skill."


13)
Viral Torment -Rare
1UB
Enchant Creature
When Viral Torment comes into play, draw a card.
1B: Put a -0/-1 counter on enchanted creature.
U: Move Viral Torment from one creature to another. The new target must be legal.
"We can't break his spirit with torture!"
"Bring me his friend."


14)
Angelic Wings -Uncommon
1WU
Enchant Creature
When Angelic Wings comes into play, draw a card.
Enchanted creature gets +0/+2.
1U: Return Angelic Wings to your hand.
UUU: Return Angelic Wings and enchanted creature to your hand.
"The heavens protect me. What can you hope to do against me?"

15)
Savage Fury 1RG
Enchant Creature
When Savage Fury comes into play, draw a card.
Enchanted creature gets +1/+1 and haste.
1G: Regenerate enchanted creature.
"YOU block him."

16)
Unending Rage -Uncommon
1RB
Enchant Creature
Enchanted creature cannot be blocked except by black and artifact creatures.
1R: Enchanted creature gains first strike until end of turn.
"Hatred is energy. Turned to a cause, the result can be frightening indeed."

17)
Summoning Circle -Rare
3WB
Enchantment
During your upkeep, pay 3 life or sacrifice Summoning Circle.
WB, Pay 3 life: Look through target player's library and put any creature in that library into play under your control with a Summon counter on it. When Summoning Circle leaves play, target opponent gains control of all creatures with Summon counters.


18)
Shadowfire Aura -Uncommon
BR
Enchant Creature
Enchanted creature has Protection from white.
Enchanted creature gains "1BR, Tap: Remove target white creature from the game."

19)
Dimensional Vortex -Rare
1UB
Enchantment
Whenever a player plays a creature spell, you lose 2 life.
During your upkeep, sacrifice a land, or sacrifice Dimensional Vortex.
When Dimensional Vortex leaves play, return all creatures to thier owner's hand.


20)
Delerious Pulse -Common
BU
Instant
Put target Green, White or Red creature on top of it's owners library.

21)
Rending -Common
GR
Instant
Destroy target Swamp, Plains or Island.

22)
Cleansing Calmness -Common
GW
Instant
When Cleansing Calmness comes into play, draw a card.
Remove target Red, Black or Blue enchantment from the game

23)
Holy Dogma -Common
UW
Instant
Counter target Red, Black or Green spell.

24)
Mind Swirl -Common
UB
Sorcery
Look at target opponents hand. That opponent discards two White, Red, or Green cards.

25)
Dark Alliance -Uncommon
UBR
Enchantment
During your upkeep, sacrifice a creature or sacrifice Dark Alliance.
All creatures you control are +2+2.
When Dark Alliance leaves play, untap all creatures.


26)
Angel's Strenght -Common
1GW
Enchant Creature
Whenever a source deals damage to you, enchanted creature gets a +1+1 counter.
Attacking does not cause enchanted creature to tap.

27)
Re-create WG
Sorcery
Choose target artifact or land in your graveyard and return it to play, tapped.

28)
Whispers from the Void -Uncommon
XBR
Sorcery
Remove target creature with a converted mana cost of X from the game. Tap all other creatures with a converted mana cost of X.

29)
Regrettable Losses -Common
BR
Enchantment
Whenever a creature you control is sent to thr graveyard from play, you may deal 1 damage to target creature or player.

30)
Collateral Damage
1BR
Enchantment
Whenever a creature you control deals combat damage to a player this turn, you may destroy target artifact or land and lose 3 life.


31)
Moon Omen -Rare
UB
Instant
Reveal the top card of your library to all players. If it is black, search your library for up to three copies of that card and put them in your hand. Shuffle your library afterwards. If it is non-black, remove it from the game and return Bad Omen to your hand.

32)
Divine Omen WU
Instant
Reveal the top card of your library to all players. If it is white, search your library for up to three copies of that card and put them in your hand. Shuffle your library afterwards. If it is non-white, remove it from the game and return Good Omen to your hand.

33)
Culpable -Uncommon
UB
Instant
Name a non-land card. Reveal the top 7 cards of target player's library. Remove all copies of the named card from the game, and shuffle the rest back into owner's library.

34)
Impediment -Uncommon
1UB
Sorcery
Look at target player’s hand, choose a card. Put that card on top of that player’s library.
That player skips his or her next draw step.


35)
Overrule -Uncommon
1UB
Instant
Counter target spell unless that spell’s caster searches his or her library for all copies of that spell and removes them from the game. If that player does, shuffle that player’s library.


36)
Spiritual Archive -Common
1WU
Enchantment
Sacrifice Spiritual Archive: Tap all lands you control. For each Plains tapped this way, gain 2 life.
For each Island tapped this way, tap target artifact, creature or land.

37)
Engulf -Common
1WU
Instant
Counter target spell unless its caster sacrifices a permanent.


38)
Euphoria Charmer -Uncommon
3WU
Creature –Charmer
Whenever you draw a card, you may reveal it to all players. If you do, gain an amount of life equal to that card’s total mana cost.
2/3

39)
Divinity -Common
1WU
Instant
Return target permanent back to owner’s hand.
Gain an amount of life equal to that permanent’s total mana cost.

40)
Freewill -Rare
4WU
Instant
Tap all artifacts, creatures, and lands target player controls.
Gain 2 life for each permanent tapped this way.

41)
Heaven's Earth -Common
1GW
Instant
Until end of the turn, you and permanents you control can't be the target of spells or abilities controlled by an opponent.

42)
Endeavor -Rare
1GW
Instant
Choose target creature, and remove all other creatures from the game.
At the end of the turn, return all those creatures back into play under owner’s control.

43)
Ancient Mastodon -Uncommon
2WG
Creature –Mastodon
0: Remove Ancient Mastodon from the game and return it back into play under owner’s control. You may only use this ability once per turn.
3/3


44)
Blood Trader -Common
BR
Creature –Mercenary
0: Blood Trader deals 1 damage to target creature, that creature’s controller gains 1 life. You may only use this ability once per turn.
1/1

45)
Tribal Mastodon -Uncommon
2GR
Creature –Mastodon
1: Tribal Mastodon gains Trample or First Strike until end of the turn. You may only use this ability once per turn.
3/3

46)
Exchange of Blows -Rare
1BR
Instant
Destroy all lands in play.
After Exchange of Blows comes into play, your Oppenent may return one non-land card from their graveyard to play, and one card from their graveyard to their hand.

47)
Barkovian Dragon Wurm -Uncommon
6RG
Creature -Dragon Wurm
Flying
You may play Barkovian Dragon-Wurm only if you control at least 7 lands. Barkovian Dragon-Wurm gets -1/+1 for every land you control.
15/4

48)
Absolution -Rare
UW
Instant
Counter target enchantment spell and remove it from the game. Then search target players library, graveyard, and hand and remove all copies of the countered spell from the game.


49)
Unmake -Common
1BU
Instant
Return target creature to owners hand. If that creature is a white or red creature, you may eveal the top card of your library. If it is a black or white spell, put it into your hand and target opponent loses life equal to its converted mana cost.

50)
Kashnak Demon -Rare
3BU
Creature -Demon
Flying
At the beginning of your upkeep, if Kashnak is in your graveyard, if you have at least 2 more cards in hand than target opponent, you may return Kashnak Demon from your graveyard to play.
3/3
Demons of the Kashnak Isles serve only those with great strength of will.

51)
Braenir Angel -Rare
3WU
Creature -Angel
Flying
Whenever Braenir Angel deals combat damage to a player, gain life equal to the combined power of all creatures that player controls.
3/4
Angels of the Braenir Coast bestow prosperity on those they favor.

52)
Discrimination -Uncommon
1UB
Instant
When Discrimination comes into play, choose a creature type. Tap all creatures of the chosen type. Each player loses 2 life for each creature they control that was tapped this way. Creatures tapped this way don't untap during their controller's next untap step.

53)
Elemental Blessing -Rare
1GWU
Instant
Choose One: All creatures you control untap and gain flying this turn; Destroy all creatures without forestwalk; or Gain 3 life for each creature you control.

54)
Millenium of Decay -Rare
1GRB
Instant
When Millenium of Decay comes into play, lose 2 life.
Choose One : Destroy all artifacts, and deal 1 damage to target player for each artifact destroyed; Destroy all non-basic lands, and gain 1 life for each land destroyed; or All creatures you control gain trample and whenever a creature deals combat damage to a player this turn, that player discards a card at random.

55)
Apostle of Flames -Rare
1GRW
Instant
When White Fires comes into play, you are dealt 1 damage.
Choose One : Shuffle all creatures into their owners' library; Whenever a creature comes into play this turn, that creature deals damage equal to it's power to any target creature or player; or choose any creature in your graveyard and return it to play.

54)
Opposing Force
1WUB
Instant
When Opposing Force comes into play, lose 2 life.
Choose One: Gain control of target creature and sacrifice a creature; Each player sacrifices all tapped lands; or Pay X: Draw X cards and gain X life.

55)
Nocturnal Choir -Rare
1UBR
Instant
When Nocturnal Choir comes into play, you lose 3 life.
Choose One : Return all nonblack, nonland permanents to their owner's hand and skip your next turn; Target player discards three cards and loses 3 life; or put a 4/4 Red Dragon token with flying into play.

56)
Lightning Demon
2RB
Creature -Elemental Demon
Haste
Whenever Lightning Demon becomes tapped, it deals 1 damage to each creature and each player.
4/2

57)
Powerful Allies -Uncommon
1UW
Instant
Reveal the top five cards of your library. Any creatures revealed this way are put into play under your control. At the end of the turn, any creatures put into play in this way are placed on the bottom of your library.

58)
Ancient Rite -Common
RG
Sorcery
Search your library for a mountain and a forest, and put them into play tapped. You can't play a land during your next turn.

59)
Empowering Jolt -Common
GR
Instant
Target creature gains +3/+3 until end of turn. At end of turn, Empowering Jolt deals 5 damage to that creature.

60)
Triumphant Return -Common
UW
Instant
Return target creature to its owner's hand. Its controller gains 3 life.

61)
Soul Burial -Uncommon
RB
Instant
Destroy target land. Its controller chooses a target player; that player loses 2 life.

62)
Lyrical Tone -Common
WG
Instant
Remove target artifact or enchantment from the game. Its controller may put a 2/2 green Elf token into play.

63)
Binge -Uncommon
XBU
Instant
Play Binge only during target opponent's upkeep.
That player must tap X lands and add colorless mana to his or her mana pool for each land tapped in this way. If that player does not spend all mana generated in this way by the end of his or her turn, he or she loses 3 life, but does not take damage from mana burn.

64)
Prisoner of War -Common
UW
Enchant Creature
Gain control of enchanted creature.
Enchanted creature gets -1/-0 and cannot attack.

65)
Ransom -Common
BU
Enchant Creature
As an additional cost to play Ransom, pay X life.
Any player may choose to lose X life to remove Ransom from the game.
Gain control of enchanted creature.


67)
Rebound -Uncommon
UW
Instant
Counter target spell that would cause a creature you control to leave play.


68)
Turn and Fire -Uncommon
RG
Instant
Untap all creatures you control. Creatures you control with power 3 or less gain first strike until end of turn.


69)
Lily Pad Dancers -Common
2WG
Creature -Faerie
Flying. Protection from creatures with flying.
GW,Sacrifice Lily Pad Dancers: Search your library for an artifact card and put it into your hand.
1/1

70)
Enforcing Echoes
1WG
Enchantment
Whenever you play a creature, you may remove a copy of that creature in your hand from the game. If you do, draw a card and put a Echo counter on that creature. Creatures with Echo counters cannot be the target of spells or abilities and are +2+2.

71)
Muttering Mage -Uncommon
UB
Creature -Wizard
When Muttering Mage comes into play, name a non-land card.
Whenever a player plays the named card, that player discards a card, and all other players draw a card.
2/2

72)
Affliction
BR
Instant
As an additional cost to play Affliction, discard X cards.
Choose two target creatures, both of them get -X/-X until end of turn.

73)
Dashing Centaur -Uncomon
3WG
Creature -Centaur
First strike.
Protection from black.
1G: Dashing Centaur gains +1/+0 or +0/+1 untill end of turn.
3/3

74)
Sonamor Archer -Uncommon
1GW
Creature -Archer
You may pay W less to play Sonamor Archer. If you do, Sonamor Archer loses first strike.
You may pay G less to play Sonamor Archer. If you do, Sonamor Archer come into play with a -1/-1 counter on it."
First Strike
If Sonamor Archer leaves play, gain 1 life.
2/2

75)
Emmei Honor Warrior -Uncommon
WU
Creature -Villager
When Emmei Honor Warrior deals damage to a player you may pay 1W to put a +1/+1 counter one Emmei Honor Warrior or 1U to draw a card, then discard a card
1/1

76)
Emmei Templar -Common
2WU
Creature -Villager
1,T: Target creature gains +1/+0 and first strike until end of turn.
X: Prevent the next X damage dealt to target creature. You may only activate this ability once per turn.
0/3

77)
Emmei Hunter -Common
1WU
Creature -Villager
Emmei Hunter gains +1/+0 and first strike when attacking. Emmei Hunter gains +0/+3 when blocking.
At end of turn, if Emmei Hunter didn't attack this turn, destroy it.
2/2


78)
King Lizard -Rare
3RG
Creature -Lizard
5/3
First Strike, Trample.
King Lizard may not be the target of spells or abilities.
King Lizard gets -5/-0 if you control an artifact or an enchantment.

79)
Thought Backlash -Rare
RB
Sorcery
Target player discards a non-land card.
Thought Backlash deals damage to that player equal to the converted mana cost of the discard card.

80)
Inquiry -Common
1WU
Instant
Look at target player's hand. Draw two cards.
"Well, if you've got nothing to hide, what are you so afraid of?" - attributed to someone


81)
Confederation -Rare
1WUB
Enchantment -Rare
As Confederation comes into play, choose a color. During each upkeep, set aside all non-land permanents you control that are not of the chosen color, and gain control of all permanents of the chosen color.
When Confederation leaves play, return all permanents set aside by Confederation and each player gains control of each permanent he or she owns.

82)
Falzier Vipers -Uncommon
GR
Creature -Snake
First Strike
You may play Falzier Vipers as an instant.
2/1

83)
Falzier Jar -Rare
RB
Creature -Jar
Whenever Falzier Jar becomes tapped, pay 1 life and flip a coin. If you win the flip, put a 4/4 Red and Black Efreet token with flying into play, and sacrifice Falzier Jar.
0/1

84)
Kalusari Emissary -Rare
WU
Creature -Illusion
T: Each player may discard a card. If they do, they may search their library for any card, reveal it to all players, and put that card in hand.
1/1
The Kalusari make few enemies.

85)
Bitter Rivalry -Uncommon
BU
Enchant Creature
When Bitter Rivalry comes into play, name a creature card.
If that creature card is played, remove Enchanted creature from the game, and search it's controller's hand, library, and graveyard for any copies of the named creature card and remove them from the game.


86)
Abundant Overgrowth -Uncommon
2RG
Enchant Land
When Tree Line comes into play, destory target land.
Whenever Enchanted Land becomes tapped, add G or R to your mana pool.

87)
Tactful Master -Rare
3BU
Creature -Assassin
Assassins cannot be the target of spells or abilities while untapped.
T: Destroy target tapped creature or artifact.
2/2

88)
Shadow Solider -Uncommon
2BR
Creature -Assassin
Shadow Solider may be played as an instant.
Haste
Assassins cannot be blocked by walls.
3/2

89)
Serf Lord -Rare
2WU
Creature -Lord
When Serf Lord comes into play, untap up to three creatures you control. Each creature you control gains first strike while Serf Lord is untapped.
2/3


90)
Rogue Official -Uncommon
3WG
Creature -Knight
When Rogue Official attacks alone, it gains +1+0 for each other creature you control.
Whenever a spell or ability would cause Rouge Official to be placed in the graveyard, you may return it to play with a -1-1 counter on it.
4/4

91)
Bandit Chieftain -Rare
2RG
Creature -Lord
X, Discard a card with a converted mana cost of X: Put X 1/1 Red and Green Bandit tokens into play.
Whenever a Bandit deals damage to a player, that player must tap an untapped land they control or sacrifice a land.
2/2

92)
Lead by Example -Uncommon
1WU
Enchant Creature
Play only on a creature you control.
All other creatures you control gain enchanted creatures' abilties.
If enchanted creature is put into a graveyard from play, lose X life, where X is the number of creatures you control.


93)
Dust Djinn -Rare
WRU
Creature -Djinn
Flying
When Dust Djinn comes into play, tap all creatures.
Players may only untap one creature during their untap step.
3/3

94)
Wandering Druid -Rare
GBW
Creature -Druid
Whenever Wandering Druid becomes tapped, your oppenent may gain control of a land of his or her choice.
G, T: All lands are 1/1 creatures until end of turn.
B, T: Destroy target non-black creature.
W, T: Regenerate target creature.
1/1


95)
Ogre Intellectual -Uncommon
GUR
Creature -Ogre
When Ogre Intellectual comes into play, you may discard X cards to put X study counters on Ogre Intellectual.
During your end of turn step, if Ogre Intellectual is untapped, reveal the top X cards of your library, draw one, and shuffle your library.
3/3


96)
Mantis Machinist -Rare
GUB
Creature -Insect
Mantis Machinist may block creatures with flying. Gain control of any creatures blocking or blocked by Mantis Machinist. Creatures you gain control of in this way count as Zombies and as artifacts.
2/3

97)
Tides of Battle -Uncommon
2WU
Sorcery
All creatures are destroyed at the end of the next turn. If a creature deals combat damage to a player before the end of the next turn, that creature is returned to it's owner's hand.

98)
Ikatai Efreet -Uncommon
4BR
Creature -Efreet
Flying
When Ikatai Efreet comes into play, choose one : Draw 2 cards and lose 2 life; Deal 3 damage to target creature or player; or each player discards two cards at random and sacrifices two lands.
2/2

99)
Kalusem Djinn -Uncommon
2WUU
Creature -Djinn
Kalusem Djinn cannot be the target of spells or abilities.
When Kalusem Djinn comes into play, choose one : Draw 2 cards; Gain 7 life; or each player shuffles 3 permanents he or she controls into their owner's library
1/3

100)
Fire Elementalist -Uncommon
RB
Creature -Wizard
Protection from Red.
When a player plays a Red or Black creature spell that player loses 2 life. Whenever a red spell deals damage, put a +1+1 counter on Fire Elementalist.
2/1

101)
Water Elementalist -Uncommon
UB
Creature -Wizard
Black and Blue creature spells cost up to 2 less to play if the an island was played this turn. All islands are 2/2 creatures and do not untap as normal.
1/1

102)
Earth Elementalist -Uncommon
GR
Creature - Wizard
Other Red and Green creatures come into play tapped, and do not untap as normal if Earth Elementalist is tapped. Mountains are 1/1 red creatures.
2/2

103)
Spiritualist -Uncommon
GW
Creature -Wizard
All non-green, non-white creatures gain +0+1. Whenever a green or white creature is put into a graveyard, shuffle that creature into it's owner's library, and that creature's controller may draw a card.
1/2

104)
Kurnau Flame -Common
1WRU
Sorcery
Kurnau Flame deals X damage to target opponent, where X is the number of cards in your hand.
Gain X life.


105)
Mask of Sorrow -Common
UB
Enchant Creature
As Mask of Sorrow is played, choose target creature in any graveyard.
Enchanted creature loses all abilities and becomes a copy of the chosen creature.
Enchanted creature's power and toughness are equal the chosen creature's power and toughness.


106)
Vampire's Will -Common
UB
Instant
Target creature must attack if able. If the target creature is blocked this turn, destroy it. If you control a Vampire during your upkeep while Vampire's Will is in your graveyard, you may pay 2 life to return Vampire's Will to your hand.

107)
Goblin Undercity -Common
1RB
Instant
Target creature is unblockable until end of turn, and if that creature deals combat damage to a player, that player discards a card at random. If you control a Goblin and Goblin Undercity is in your graveyard, you may discard a card to return Goblin Undercity to your hand.

108)
Elven Sorcery -Common
GR
Instant
Target attacking creature deals no combat damage this turn. If you play an Elf, and Elven Sorcery is in your graveyard, return Elven Sorcery to your hand.

109)
Angel's Call -Common
1WG
Instant
If a creature would be put into any graveyard this turn, instead return that creature to it's owner's hand. During your upkeep, if you control an Angel, you may tap an Angel to return Angel's Call to your hand.

110)
Wizard's Illusions -Common
UW
Instant
If a spell targets you this turn, counter it. At the end of any turn, if Wizard's Illusions is in your graveyard, and you control a Wizard, you may skip your next untap step to return Wizard's Illusions to your hand.

111)
Power Gain -Rare
BBUU
Instant
Destroy target non-black creature, it cannot be regenerated this turn. Draw cards equal to the creatures toughness.


112)
War Trials -Rare
2UB
Enchantment
Each turn, whenever a creature attacks, the controller of that creature must pay 2 and 2 life or sacrifice the creature.

113)
Troll War -Uncommon
2GR
Enchantment
1G: Put a 1/1 Troll Token into play. You may activate this once per turn
1R: Troll War Reunion deals 1 damage to target creature or player. Play this ability only once each turn.

114)
Drev High Priest -Common
1BU
Creature - Cleric
BBR: Reveal the top card of your library to all players. If that card is a black creature, you may pay 1 life to put it into play.
1/3

115)
Drev Archdemon -Rare
3BRU
Creature -Demon
Flying
T: Put a 1/1 black Imp token with flying into play.
6/6


116)
Aqilan Mercenaries -UNcommon
1BR
Creature -Soldier
When Aqilan Mercenaries comes into play, any player may pay 4 life to shuffle Aqilan Mercenaries into it's owner's library.
Trample. When Aqilan Mercenaries deals combat damage to a player, that player sacrifices an artifact and a land.
3/3

117)
Aqilan Summoner -Uncommon
BRG
Creature - Wizard
2G, T: Search target player's library for any creature. Flip a coin. If you win the flip, put that creature into play under your control. If you lose the flip, put that creature into play under your opponent's control.
1/1


118)
Kardosna Monk -Common
1WU
Creature -Monk
T, Sacrifice Kardosna Monk: Counter target non-creature spell.
2/2


119)
Kardosna Overmind -Rare
2WUB
Creature -Spirit
2UU, T : Choose a color. Each tapped creature of the chosen color is returned to it's owner's hand.
Flying.
Attacking does not cause Kardosna Overmind to tap.
When Kardosna Overmind damages a player, that player discards a card.
3/3

120)
Felmaeri Chargers
GR
Creature -Knight
First Strike, Trample. Each turn, unless you pay 2, Felmaeri Chargers attack if able.
2/2

121)
Felmaeri Stalker
RGB
Creature -Huntsman
2: Target creature gains Forestwalk, Mountainwalk, or Swampwalk until end of turn.
GRW: Target creature deals no combat damage this turn.
T: Untap all creatures you control. Play this ability only once each turn.
2/2


122)
Raznion Sharpshooter -Common
1WG
Creature -Sniper
Raznion Sharpshooter gains first strike while blocking. Raznion Sharpshooter can block flying creatures.
Raznion Sharpshooter gets -2-0 if attacking.
4/1

123)
Raznion Crusader -Common
3GW
Creature -Paladin
First Strike
If any red or black permanents are in play, Raznion Crusader costs 2 less to play, and may be played as an instant.
Protection from red and black.
3/3
 
F

FoundationOfRancor

Guest
First round of my suggestive editing...
Keep in mind that *alot* of cards need to be cut.

Cutlass Strike (2): Cut

Veteran Griffin (10): Cut.

Mental Distortion (11): Cut

Empowerment (12): Cut

Summoning Circle (17): Cut

Dimensional Vortex (19): Cut

Dark Alliance (25): Cut

Collateral Damage (30): Cut

Impediment (34): Cut

Overrule (35): Cut

Engulf (37): Cut

Ancient Mastodon (43): Cut

Absolution (48): Cut

Ransom (65): Cut

Rebound (67): Cut

Turn and Fire (68): Cut

Muttering Mage (71): Uncommon

Emmei Hunter (77): Cut

Thought Backlash (79): Reword to fit new name.

Inquiry (80): Cut

Falzier Jar (83): Cut

Bitter Rivalry (85): Cut

Serf Lord (89): Cut

Lead by Example (92): Cut

Wandering Druid (94): Cut

Ogre Intellectual (95): Cut

Kurnau Flame (104): Cut

Mask of Sorrow (105): Cut (I wanna keep this card, maybe some drastic changes?)

Power Gain (111): Cut

Drev Archdemon (115): Cut

Aqilan Summoner (117): Cut

Kardosna Monk (118): Cut

Felmaeri Stalker (121): Cut
 
F

FoundationOfRancor

Guest
So no one has any problems with....any of these?
 
J

Jake74

Guest
I've been too busy to look at these cards... I will tonite and see. You could put the suggested cuts in bold, that way we don't have to go up and down to see them...

FoR:
why do you want to cut mask of sorrows if you want to keep it??
 
F

FoundationOfRancor

Guest
Its ok, take your time. Just thought I should bring this to the top.

Well...they are numbered...

Mask of Sorrow:
I dont really know why I put that, but I know why it should be cut. There are alot of ruling issues involved with a cards, "abilties"
Arent there?
 
T

Thallid Ice Cream Man

Guest
Cut any opposing color gold cards or gold cards that rely too much on opposing colors (not necessarily domain type cards, of course).
This includes Dust Djinn and Mantis Machinist.

Also, you will need to count the number of cards of each color combination.
We need as many WU cards as UB cards as BR cards as RG cards etc.
This also applies to GWU cards and WUB cards and UBR cards etc. (although we'll want less of those cards than of the two color gold cards)

Feel free to cut Veteran Griffin as well (it being the only griffin in the set and there being not many good griffins in the rest of Magic).
You can cut Kurnau Flame without consulting anyone further.
(I made the two above cards, so I'm more likely to be atached to them than is anyone else.)
 
F

FoundationOfRancor

Guest
UB:
1,6,9,13,20,24,31,33,49,50,52,63,71,87,101,106,112,114,
RB:
3,8,16,18,28,29,44,46,56,61,72,79,88,98,100,107,116,
GR:
5,7,15,21,45,47,58,59,78,82,86,91,102,108,113,120,
WG:
4,22,26,27,41,42,62,69,70,73,74,90,103,109,122,123,
WU:
14,23,32,36,38,39,40,51,57,60,64,75,76,97,99,110,

GWU:
53,
GRB:
54,
GRW:
55
WUB:
54,81,119,
UBR:
55,

UB:18
BR:17
GR:16
WG:16
WU:16

I propose that we have 5 of each allied color, and 1 of each Tri-Colors (Preferablly all of the Tri-Color charms)
Which gives us 35 gold cards. I think thats pretty good.

My thoughts on set balance:
Gold: 35 (5 of which Tri-Colored)
Artifact: 15
Each color:54

This is all assuming we have a 30 lands *total* in the set.

Thoughts?
 
T

Thallid Ice Cream Man

Guest
Whoops. I meant later, after we've finished most of the rest of the set (and decided any more cards to cut).

Still, this is useful now, especially since you supplied data for the card distribution.

It is worth noting that your plan involves 350 cards total. This seems about right for the amount of cards we have had submitted, but it's worth pointing out that this goes way above the initial estimate made, of either 143 or about 250 or something.

Will the 30 lands include basic lands?

BTW, the three colored charms aren't permanents, so they don't come into play.
 
F

FoundationOfRancor

Guest
I was under the impression that we were always going to be doing a 350 card set. Like any other Cycle begginer. Oh well...I think we should just say our set is 320 cards +the number on non-basic lands were going to have.

Theres really no point to include basic lands, right?


[Thallid, your comment about the TriCharms. Was that about the life loss disadvantage involved? -FoR]
 
J

Jake74

Guest
I would like to make this a 330 card set... like the real Blocks. Any cards we cut from the set due to number restrictions can go in the next ones... that's 616 cards for a complete block...
I like FoR's preliminary color breakdown... that's with 10 non-basic lands...
 
L

Landkiller

Guest
I think Binge and Freewill need to be edited or cut. Binge seems like it is worded incorrectly, and Freewill seems too powerful.
 
J

Jake74

Guest
Originally posted by Landkiller
I think Binge and Freewill need to be edited or cut. Binge seems like it is worded incorrectly, and Freewill seems too powerful.
I think binge looks too strong or maybe just weird... Cut.
I agree freewill should be cut.
 
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