Subterfuge; Red Cards

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F

FoundationOfRancor

Guest
Numbering and possible Alphabetizing soon!

1)
Relentless Flames -Common
X1R
Sorcery
When Relentless Flames is in your hand, you may pay 1R or B to search through your library for a copy of Relentless Flames, and put that card in your hand. Shuffle your library afterwards.
Relentless Flames deals X damage divided evenly among any number of creatures and players. Pay 1 for each target beyond the first.

2)
Surge Elemental -Uncommon
X3R
Creature -Elemental
Haste, Trample
As Surge Elemental comes into play, it gets +X/+0 until end of the turn.
3/2

3)
Torrefy -Uncommon
2RR
Instant
Torrefy deals 3 damage to target creature or player.
If a spell was countered this turn, you may deal an additional 3 damage to target creature or player

4)
Intermittence -Common
1R
Enchant Creature
If enchanted creature attacked during it’s controller’s last attack phase, it cannot attack this turn.
I'm so tired!

5)
Battleflag -Rare
2RR
Enchantment
All creatures you control get +2/+1.
If any creature you control attacked during your last turn, it cannot attack this turn.

6)
Combustion -Common
1RR
Sorcery
Combustion deals 2 damage to target creature without flying and 2 damage to target player.

7)
Temptestuous Fires -Common
1RR
Instant
Temptestuous Fires does X damage to target creature or player.
X is the amount of damage dealt by the last played spell this turn.

8)
Team Attack -Uncommon
X1R
Socery
Team Attack deals X damage to target creature or player.
If you paid B for casting Team Attack, you may deal 2 damage to target creature or player.
If you paid G for casting Team Attack, Team Attack cannot be countered.

9)
Crashing Commet -Rare
3RR
Instant
Destroy all Lands.
Each player is dealt one damage for each land under their control destroyed in this manner.

10)
Chaotic Lightning -Uncommon
RR
Instant
Chaotic Lightning can only be played if there is one creature in play.
Chaotic Lightning deals 3 damage to target creature or player.

11)
Short Fuse -Common
R
Instant
Until end of turn, red sorcery spells may played as though they were instants.

12)
Blood Prophet -Common
R
Creature - Prophet
Sacrifice Blood Prophet, sacrifice a land: Draw two cards.
T,B, Sacrifice a creature with toughness greater than two: Draw two cards.
0/1

13)
Static Sphere -Uncommon
2R
Creature- Ball Lightning
Haste
If Static Sphere damages any creature, destroy that creature and put a +X/+0 counter on Static Sphere, where X is that creatures power.
1/5

14)
Blood Purge -Common
2R
Instant
Destroy all multicolored creatures

15)
Goblin Commando -Common
R
Creature -Goblin
At the beginning of your upkeep, return a Mountain you control to your hand or return Goblin Commando to your hand.
No hiding spot, run away.
-Goblin Commando survival rule


16)
Siege -Rare
2R
Enchantment
The player who controls the fewest creatures skips his or her combat step each turn.
Whenever a creature comes into play, sacrifice Siege.

17)
Despoiling Magi -Rare
2RR
Creature -Wizard Legend
Each turn, Red creatures attack if able.
1:Target creature becomes red until end of turn.
4/2

18)
Karrash Dragon -Rare
4RR
Creature -Dragon
Haste, Flying
R:+1/+0 until end of turn.
Sacrifice an artifact: Add RR to your mana pool. This mana may only be spent to pay Karrash Dragon's mana cost. Use this ability only if Karrash Dragon is in your hand.
4/4

19)
Invoke Crisis -Rare
8R
Sorcery
Invoke Crisis deals 6 damage to target creature or player.
Invoke Crisis can't be countered, and damage dealt by it can't be prevented.
You may sacrifice any number of lands to have Invoke Crisis cost 2 less to play for each land sacrificed this way.

20)
Fire Cascade -Common
3R
Instant
You may sacrifice two Mountains instead of paying Fire Cascade's mana cost.
Fire Cascade deals 3 damage to target creature or player.

21)
Rain of Fire -Rare
6RR
Instant
You may sacrifice four Lands instead of paying Rain of Fire's mana cost.
Rain of Fire deals 4 damage to all nonred creatures. Creatures destroyed in this way can't be regenerated.

22)
Empower -Common
R
Instant
Add RRR to your mana pool. This mana may only be spent to pay for the X in a spell and/or to activate creature abilities.

23)
Invade -Uncommon
2RR
Enchant Land
Gain control of enchanted land.

24)
Orcish Runner -Uncommon
R
Creature -Orc
Haste.
When Orcish Runner comes into play, sacrifice a Mountain or sacrifice Orcish runner.
2/1

25)
Orcish Warlord -Rare
1R
Creature -Lord
All untapped Orcs gain +1/+1
All Orcs gain Islandwalk.
1/1

26)
Norrk -Rare
RR
Creature -Orc
Each turn, Norrk cannot attack unless you sacrifice a Mountain.
4/4

27)
Orcish Grunt -Common
RR
Creature -Orc
2/2

28)
Orcish Shaman -Uncommon
2RR
Creature -Orc
Protection from White.
Sacrifice a mountain: Destroy target white enchantment.
1/3

29)
Orcish Sentry -Uncommon
2R
Creature -Orc
All Orcs gain Haste.
1/2

30)
Orcish Patriarch -Common
3R
Creature -Orc
Sacrifice a mountain: add 2 to your mana pool. This mana may only be spent to cast artifact spells.
3/3

31)
Knight of the Iron Fist -Rare
3R
Creature -Orc
First Strike, Haste.
Protection from Blue.
2/2

32)
Knight of the Crimson Sky -Rare
3R
Creature -Orc
First Strike, Haste.
Protection from White.
2/2

33)
Exploding Wall -Uncommon
1R
Creature -Wall
RR, Tap: Sacrifice Exploding Wall to deal 3 damage to target creature. Play this ability only when Exploding Wall is blocking.
1/2

34)
Burning Flesh -Uncommon
2R
Enchantment
All creatures get -1/-1. If Burning Flesh would reduce a creatures power to less than 1, it reduces it to 1 instead.
During each player's upkeep, he or she may choose to put a +1/+1 counter on a creature they control.

35)
Up In Smoke -Common
1R
Instant
Up in Smoke deals 1 damage to target creature. That creature cannot attack or block this turn.

36)
Ojou Efreet -Rare
1RR
Creature -Efreet
2: Ojou Efreet does 1 damage to all creatures. Any player may play this ability.
B: Regenerate Ojou Efreet.
4/1

37)
Boiling Blood -Common
1R
Instant
Boiling Blood deals 3 damage to target creature or player.
Target opponent deals 2 damage to target creature or player of his or her choice

38)
Enchanted Ogre -Common
2R
Creature- Ogre
2/2
R: Reveal the top card of your library to all players: You may deal damage equal to that cards converted mana cost to target creature. Remove Enchanted Ogre from the game. You may only play this ability if Enchanted Ogre is in your graveyard.
I was attacked by two of them myself...while parring with the remaining, the slain one erupted in a ball of fire, nearly killing me

39)
Static Bolt -Rare
2RR
Instant
Choose one -- Static Bolt deals 3 damage to target creature or player; or Static Bolt deals 2 damage to each of two target creatures and/or players; or Static Bolt deals 1 damage to each of three target creatures and/or players.


40)
Wicked Betrayal -Rare
3RR (The color is up for grabs here...)
Enchantment
During each players upkeep, that player chooses a card at random from his or her opponents hand and sets it aside face up. The chooser may play that card as though it were in his or her hand, without paying the mana cost. If the chooser does not play the card by end of turn, bury that card and all players are dealt 2 damage.

41)
Amber Rune -Uncommon
3R
Enchantment
Whenever a creature or player is damaged by a red spell, Amber Rune deals one damage to target creature or player

42)
Kinship Orc -Common
1R
Creature -Orc
2/2
Kinship Orc doesent untap as normal during your untap step.
Untap target creature your oppenent controls: Untap Kinship Orc.

43)
Warlords Fervor -Uncommon
1R
Enchant Creature
1R: Target attacking creature gets +X+X untill end of turn, where X is equal to the number of attacking creatures. You may only use this ability once per turn, and only if enchanted creature is attacking.

44)
Senseless Violence -Common
RR
Sorcery
Play only before combat.
All creatures you control that do not attack this turn are destroyed at the end of the turn.
All untapped creatures target player controls that do not block are destroyed at the end of the turn.
All creatures gain +1+0 until end of turn.

45)
Clear Armor -Common
2R
Creature Enchantment
When Clear Armor comes into play, draw a card.
Enchanted creature is now colorless.

46)
Minatours Rage -Common
R
Creature Enchantment
Minatours Rage cannot be the target of spells or abilties.
2R: Enchanted creature gets +2+1 untill end of turn.

47)
Eternal Fire -Uncommon
RR
Enchantment
Eternal Fire cannot be the target of spells or abilites.
During each players upkeep, that player is dealt 1 damage.

48)
Crimson Artificer -Rare
2R
Creature -Wizard
When Crimson Artificer comes into play, draw a card.
Crimson Artificer has power and toughness equal to the number of untapped artifacts you control.
*/*

49)
Vandalize -Common
R
Sorcery
Vandalize deals 3 damage to target artifact creature; or destroy target non-creature artifact with a converted mana cost of 2 or less.

50)
Twisted Vengeance -Rare
2RR
Instant
As an additional cost to play Twisted Vengeance, sacrifice all creatures you control.
Twisted Vengeance deals damage to target player equal to the combined power of all creatures sacrificed this way.

51)
Blarf, Master Troll -Rare
3RR
Creature -Troll Legend
2/2
Other creatures you control gain +1/+3 unless they are enchanted, tapped or attacking.
B:Regenerate


52)
Brikabrak -Uncommon
4R
Creature -Troll
4/2
B:Regenerate
"This certain type of troll was kept alive by the elves themselves - Blarf, Master Troll"


53)
Whirling Scythes -Uncommon
R
1/1
Creature -Blades
Haste.
Sacrifice a permanent: Whirling Scythes gets +1+0 untill end of turn.


54)
Wheel of Apocalypse - Rare
RR
Creature - Wheel
0/1
Trample, Haste. At the end of turn destroy Wheel of Apocalypse.
Sacrifice a permanent : Wheel of Apocalypse gets +1/+0 until end of turn.
"Its the end, run!"

55)
Emmei Furnace -Uncommon
1RR
Enchantment
Instead of going to the graveyard, cards are removed from the game.
3, Sacrifice Emmei Furnace: Each player returns two cards removed by Emmei Furnace to his or her hand.

56)
Streaming Flare -Common
RR
Instant
Streaming Flare deals 2 damage to target creature. If that creature is put into the graveyard this turn, Streaming Flare deals 2 damage to its owner.

57)
Ragnarok -SUPER rare
2RRRR
Enchantment
Players no longer lose the game from being unable to draw cards.
When Ragnarok comes into play, shuffle all other permanents, hands, and graveyards into their owner's libraries and set each player's life total to 20. Each player then searches his or her library for up to five creature cards and puts those cards into play. Then remove all libraries from the game.
All creatures gain "Tap: This creature deals damage equal to its power to target creature."

58)
Psychic Furnace -Rare
3R
Enchantment
During each player's upkeep, that player may deal X damage to target creature or all players. X is the number of cards in that player's hand.

59)
Weight -Uncommon
2RR
Enchantment
When Weight comes into play, draw a card.
All creatures lose flying and first strike.

60)
Ember Puma -Uncommon
2RR
Creature -Cat
During your upkeep, put a +1/-1 counter on Ember Puma.
3/3
It dies quickly, but its enemies die faster.

61)
Scorch -Uncommon
RRR
Instant
Scorch deals 2 damage to target creature or player. If that creature is white, destroy it.

62)
Blarf's Attendant -Uncommon
3R
Creature -Troll
Haste, First Strike, Trample
2/2

63)
Forced Simplicity -Uncommon
2R
Enchantment
If a player plays more than one spell during his or her turn, that player is dealt 2 damage.

64)
Messenger Troll -Common
R
Creature -Troll
Haste
1/1
"He got a message to deliver, might as well not interfere"

65)
Tiger Hunter -Rare
4R
Creature -Barbarian
When Tiger Hunter comes into play, choose a creature type.
Tiger Hunter gains protection from the chosen creature type.
Whenever a creature of the chosen type comes into play, Tiger Hunter loses it's protection until the end of the turn.
4/4

67)
Sewer Lurker -Rare
5R
Creature- Monster
Sewer Lurker has power and toughness equal to the number of lands in all players graveyards.
*/*

68)
Firerain -Uncommon
RR
Sorcery
Destory target non-basic land

69)
Call of the Minotaur -Uncommon
2RR
Enchantment
Sacrifice a creature: All creatures you control get +X/+0, where X is the sacrificed creatures power. Use this ability only once each turn.

70)
Aether lightning -Common
2R
Instant
Your oppenent chooses: Your oppenent sacrifices a creature, or aether lightning deals 3 damage to target creature or player.

71)
Stroke -Common
R
Enchantment
Whenever a creature deals damage that sends another creature to a graveyard, put a Buildup counter on it.
Whenever a creature has three Buildup counters on it, its controller must sacrifice it and a land.

72)
Heart Attack -Common
RR
Socery
Put -1-1 counter on target creature.
Any creature that has two -1-1 counters on it is destroyed. When Heart Attack goes to graveyard from play, return it to your hand.

73)
Spiked Dragon -Uncommon
4RR
Creature-dragon
0/0
Flying
Spiked Dragon comes into play with 4 +1+1 counters.
4,Remove a counter: draw a card.

74)
Luna Peddler -Uncommon
2RR
Creature -Dwarf
3/1
Your oppenent gains control of a land you control: Add two mana of any color to your mana pool.
Your oppenent gains control of an enchantment you control: This creature gets +2+2 and trample untill end of turn.

75)
Alpha Flare -Uncommon
3R
Sorcery
Alpha Flare deals 2 damage to target creature or player. If that creature’s controller or that player has 18 life or more, Alpha Flare deals an additional 4 damage to target creature or player.


76)
Dwarven Carpentry -Common
1R
Enchantment
When Dwarven Carpentry comes into play, you may put a 1/1 red dwarf token into play.
When Dwarven Carpentry leaves play, you may remove an artifact you control from the game. If you do, you may deal damage equal to the converted mana cost of that artifact to target creature or player.

78)
Delayed Blast Fireball -Rare
X2R
Enchantment
Delayed Blast Fireball comes into play with X Energy counters on it.
3R: Put an Energy counter on Delayed Blast Fireball.
Sacrifice Delayed Blast Fireball: Delayed Blast Fireball deals X damage to target opponent and all creatures that player controls, where X is the number of Energy counters on Delayed Blast Fireball

79)
Academy Scavenger -Uncommon
1RR
Creature -Wizard
All artifact spells cost 1 less to play.
1/1

80)
Roaming Anarchist -Rare
3RR
Creature -Barbarian (Possible Legend)
First strike
Tap all lands you control: Put a 3/1 Anarchist token with first strike into play. You may use this ability only during your upkeep and only once each turn.
4/1

81)
Relic Researcher -Common
R
Creature -Wizard
2: Draw a card for each artifact played this turn.
1/1

82)
Spilled Blood -Rare
1RR
Enchantment
At the end of your turn, Spilled Blood deals 5 damage to the creature that was damaged the most during this turn. If no creatures were damaged this turn, Spilled Blood has no effect.

83)
Plundering Vandal -Common
2R
Creature -Vandal
If Plundering Vandal deals combat damage to any opponent, you may redirect that damage to target creature.
B: Plundering Vandal can only be blocked by black creatures or artifact creatures.
2/2

84)
Jailbreak -Uncommon
2R
Instant
As an additional cost to play Jailbreak, sacrifice a land and an artifact.
When Jailbreak comes into play, put 3 2/2 red Vandal tokens into play.

85)
Security Breach -Common
2R
Sorcery
Creatures cannot block this turn or the next turn.

86)
Stone Pile -Common
RR
Enchant Land
Enchanted Land is a mountain.

87)
Flash Blade -Common
RR
Instant
Target blocked creature gains +2+0 and first strike until end of turn.

89)
Destiny Seethes -Rare
3RR
Sorcery
Each player may discard any number of cards, then draw an equal number of cards. Then, proceeding in turn order, each player may deal X damage to target creature or player, where X is the greatest converted mana cost among the cards discarded.

90)
Desert Savages -Common
2R
Creature -Vandals
If any oppenent controls an artifact, then Desert Savages is unblockable.
Protection from Artifacts.
2/2

91)
Tempest Rage -Uncommon
2RR
Creature -Energy Manifest
Whenever Tempest Rage is blocked, it deals 3 damage to target creature or target player.
1R: Tempest Rage gets +1+0 untill end of turn.
1/3

92)
Lost Nostalgia -Common
1R
Instant
As an addtional cost to play this, discard a land that can produce black mana.
Look at target players hand, that player discards all land cards.

93)
Fantasy Steed -Uncommon
1RR
Creature -Steed
First strike
When Fantasy Steed is blocked, you may have it deal 1 damage to target creature blocking it.
2/1

94)
Trench Warfare -Rare
RRR
Enchantment
At the end of your turn, return all creatures you control to your hand.
All creatures you control gain haste
Creatures spells cost R less to play.

95)
Uncertain Fate -Common
R
Enchantment
Whenever a creature is put into a graveyard, flip a coin. If the flip is heads, shuffle that creature into it's owner's library.

96)
Inept Defense -Rare
1RR
Enchantment
Whenever an unblocked creature deals damage to a creature, the creatures controller may deal 2 damage to target creature or player.
Blocked creatures untap at end of combat

97)
Molten Mauler -Uncommon
2R
Creature -Mauler
3R, Sacrifice Molten Mauler: You may deal 10 damage to target creature or player. You may only use this ability if a creature was regenerated this turn.
2/1

98)
Machinist Thaumaturgy -Common
RR
Instant
As an additional cost to play Machinist Thaumaturgy, sacrifice an artifact.
Add 6 colorless mana to your mana pool.

99)
Discord -Uncommon
2RR
Enchantment
At the end of any turn, if a creature has not dealt damage, Discord deals 2 damage to it.

100)
Goblin Mud Runner -Common
R
Creature -Goblin
Haste
If Goblin Mud Runner attacks and is not blocked, Goblin Mud Runner deals no damage in combat this turn.
0: Deal 1 damage to target player. Play this ability only if Goblin Mud Runner attacks and is not blocked and only once per turn.
2/1

101)
Goblin Politics -Rare
XR
Sorcery
Each player sacrifices X lands. X can be no greater than 1 plus the number of Goblins in play

102)
Field Burner -Uncommon
3R
Creature -Wizard
Target oppenents turn ends at the end of his or her attack phase.
1/3

103)
Terrain Savage -Common
R
Creature -Barbarian
If you control a forest and a swamp, Terrain Savage gains +2+2 and gains "GGB: Regenerate."
1/1

104)
Orcish Barracks -Common
R
Enchant Land
Tap a creature you control, tap enchanted land: All red creatures you control gain +1+0 or +0+1 untill end of turn.
 
T

Thallid Ice Cream Man

Guest
Boiling Blood should deal 4 damage.

Vandalize is inferior to Shatter. Change the amount of damage and the maximum cost of the artifact to 2 instead of 3, and make it cost R.

Machinist Thaumaturgy and Empower are surprisingly similar. Maybe we should cut one.

Banding Legend is a really, really stupid name. Sorry. Maybe it should be called Warlord's Fervor or something.

Some of the ability texts need to be changed so they match the card's new name. Also, it wouldn't hurt to have someone with a great knowledge of the rules run through this.
 
F

FoundationOfRancor

Guest
Thanks for your comments Thallid, I edited.
There are more than 100 red cards, so I think that about 50 of them should be cut...keep your eye out for that one.
This is my first sweep of reccomendations:

Combustion (6): Cut

Torrefy (3): Possible Cut

Chaotic Lightning (10): Cut

Despoiling Magi (17): Non-Legend.

Fire Cascade (20): Cut.

Crashing Comet (9): Cut

Orcish Runner (24): Cut

Banding Legend (43): Changed to Warlords Fervor

Wheel of Apocalypse (54): Cut

Streaming Flare (56): Cut

Scorch (61): I dont want to, but...Cut.

Alpha Flare (75): Cut.

Machinist Thaumaturgy (98): Cut.

Goblin Mud Runner (100): Cut
 
F

FoundationOfRancor

Guest
These are some of the main cards I think should be in here. Ive labeled them with Rarity and Card type. I might organize them later..im so tired now..
Cards:

Relentless Flames -Common
Sorcery

Surge Elemental -Uncommon
Creature -Elemental

Torrefy -Uncommon
Instant

Temptestuous Fires -Common
Instant

Crashing Commet -Rare
Instant

Short Fuse -Common
Instant

Static Sphere -Uncommon
Creature- Ball Lightning

Blood Purge -Common
Instant

Siege -Rare
Enchantment

Karrash Dragon -Rare
Creature -Dragon

Invoke Crisis -Rare
Sorcery

Rain of Fire -Rare
Instant

Empower -Common
Instant

Invade -Uncommon
Enchant Land

Orcish Warlord -Rare
Creature -Lord

Orcish Grunt -Common
Creature -Orc

Orcish Shaman -Uncommon
Creature -Orc

Orcish Sentry -Uncommon
Creature -Orc

Orcish Patriarch -Common
Creature -Orc

Knight of the Iron Fist -Rare
Creature -Orc

Knight of the Crimson Sky -Rare
Creature -Orc

Ojou Efreet -Rare
Creature -Efreet

Enchanted Ogre -Common
Creature- Ogre

Static Bolt -Rare
Instant

Wicked Betrayal -Rare
Enchantment

Warlords Fervor -Uncommon
Enchant Creature

Clear Armor -Common
Creature Enchantment

Minatours Rage -Common
Creature Enchantment

Crimson Artificer -Rare
Creature -Wizard

Eternal Fire -Uncommon
Enchantment

Vandalize -Common
Sorcery

Twisted Vengeance -Rare
Instant

Whirling Scythes -Uncommon
Creature -Blades

Emmei Furnace -Uncommon
Enchantment

Weight -Uncommon
Enchantment

Ember Puma -Uncommon
Creature -Cat

Scorch -Uncommon
Instant

Tiger Hunter -Rare
Creature -Barbarian

Sewer Lurker -Rare
Creature- Monster

Firerain -Uncommon
Sorcery

Luna Peddler -Uncommon
Creature -Dwarf

Alpha Flare -Uncommon
Sorcery

Dwarven Carpentry -Common
Enchantment

Roaming Anarchist -Rare
Creature -Barbarian

Relic Researcher -Common
Creature -Wizard

Plundering Vandal -Common
Creature -Vandal

Jailbreak -Uncommon
Instant

Destiny Seethes -Rare
Sorcery

Desert Savages -Common
Creature -Vandals

Tempest Rage -Uncommon
Creature -Energy Manifest

Lost Nostalgia -Common
Instant

Trench Warfare -Rare
Enchantment

Molten Mauler -Uncommon
Creature -Mauler

Goblin Politics -Rare
Sorcery

Field Burner -Uncommon
Creature -Wizard

Terrain Savage -Common
Creature -Barbarian

[I just relized that there are 56 cards, so two would have to be cut. -For]
 
T

Thallid Ice Cream Man

Guest
I can tell that you probably assigned rarity based on the card's ability, but did you take into account the number of cards per color for each rarity level when you did?

For instance, if we happen to have two extra rares here than we need, we can just cut the rares.
If we need extra of something, we can look through the cards not included for cards that seem to have the right rarity.

For instance, if we decide to cut the cycle of the Destiny cards, you can cut Destiny Seethes.

Field Burner would kill Necro really really really quickly.

Comet has only one "m", and a red Armageddon effect with an additional ability for 5 mana seems a bit much. Maybe make it 6 mana or something...
 
F

FoundationOfRancor

Guest
I figured we had so many card to choose from and cut, Rarity could be assigned simply for balance, not for set balance.

Crashing Comet is one of the cards I'm unsure if to include or not...but your probablly right, it would be safer at 5R.
 
D

Darth Dunk

Guest
Some of those cards are truly, truly nasty. The Relic Researcher and Delayed Blast Fireball cards, in particular are just too damn painful. Of all of them, I'd say that Relic Researcher needs the most changing because it's just too good - and only common!
Otherwise, it looks great - I love Firerain especially. Great work, guys!
 
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