Subterfuge: Suggested White cards

Discussion in 'Home Made Cards' started by FoundationOfRancor, Sep 15, 2001.

  1. FoundationOfRancor The Gunslinger

    These are my subterfuge suggestions for white cards. Tell me what you think.



    Common (19 of 20)

    Karma Cloak
    1WW
    Enchant Creature
    N/A
    Enchanted creature gets +1/+1.
    If enchanted creature is white, attacking does not cause it to tap.
    If enchanted creature is blue, it has flying.
    If enchanted creature is black, it gets -2/-2
    If enchanted creature is red, it can't block and it gets -3/+1.
    If enchanted creature is green, it gets +1/+1.

    United Spirit
    X2W
    Instant
    Gain X life.
    If you paid at least one G on X, gain an additional 3 life.
    If you paid at least one U on X, draw a card.

    Short Sight
    W
    Instant
    Remove an attacking creature from combat

    Sword Swallower
    2W
    Creature - Performer
    2/3
    When Sword Swallower would be dealt damage by an artifact, put a +1/+1 counter on it instead.
    "...And now, ladies and gentlemen, the amazing Lester will attempt another dangerous and death-defying feat for your viewing pleasure. If you are squeamish or do not react well to the sight of blood, have no fear - you'll faint before the worst of it."

    Legion Barricade
    2W
    Creature - Wall
    0/4
    Flying
    When Legion Barricade comes into play, put a +0+2 counter on it for each blue or green creature in play.

    Halt
    2W
    Instant
    Target creature deals no combat damage this turn. Gain XX life, where X is that creature's power.

    Fair Fight
    1W
    Enchantment
    Spells and activated abilities cannot be played during combat.

    Ancient Borders
    2W
    Instant
    Target creature gets +0/+6 until end of turn. If that creature is a wall, it gets an additional +6/+0 until end of turn.

    Moral Cleanser
    W
    Creature - Cleric
    As long as target opponent controls a Black or Red creature, Moral Cleanser gets +1+1.
    1/1

    Dethrone
    2W
    Instant
    A creature of your choice loses all abilities and is a 1/1 creature until end of turn. If the creature originally had a toughness of 1 or less, destroy that creature.

    Uncommon (10 of 18)
    Not sure where the other 8 uncommon cards are going to come from, there might have been some I missed while going over the first White cards thread.

    Pegasus Clouds
    2WW
    Enchantment
    During your upkeep, put a 1/1 white Pegaus token with flying into play.
    Whenever a token leaves play, put a 1/1 white Pegaus token into play.

    Plane Griffin
    3W
    Creature -Griffin
    Flying
    When Plane Griffin leaves play, shuffle target permanent into the controller of that permanents library.

    Epaulettes
    2W
    Instant
    All non-white creatures get +X/+X until end of turn, where X is equal to the number of cards in your hand.

    Furtive Peace
    1W
    Enchantment
    At the end of each players turn, if that player didnt play a spell this turn, that player may gain 3 life.

    Mountain Rescuers
    4W
    Creature - Rebel
    Protection from Red.
    You may play Mountain Rescuers for 1W if a land you control was destroyed this turn.
    3/3

    White Banner Paladin
    2WW
    Creature - Knight
    First Strike, Islandwalk.
    2UU: Return target non-land non-creature permanent to it's owner's hand.
    3/2

    Supply Lines
    1W
    Enchantment
    During your upkeep, pay WW or sacrifice Supply Lines and destroy all Settler tokens in play.
    Sacrifice a land: Put a 1/1 white Settler creature into play with first strike and protection from black.

    Glowing Gaurdian
    2W
    Creature - Knight
    2/2
    First Strike
    Subtle Watcher gains protection from all colors that your enchantments have.

    Flicker of Souls
    1WW
    Enchantment
    Whenever you successfully cast a creature spell put a liberate counter on Flicker of Souls.
    1WW, Remove a liberate counter from Flicker of Souls: Remove target creature you control from the game. Return that creature to play under your control at the end of the turn.

    Banish
    WW
    Instant
    Shuffle target creature into its owner's library.

    Conformity Creation
    3WW
    Creature - Abomination
    5/5
    Flying.
    If Conformity Creation deals damage to a creature or player, your oppenent may prevent that damage. If he or she does, you gain 5 life and may draw a card.

    Reactivate
    3WW
    Instant
    Return an artifact or enchantment card in any graveyard into play under your control.

    Rare (16 of 16)

    Call Forth the Heavens
    3W
    Instant
    Gain 8 life.
    If you were dealt 8 or more damage this turn, you may set your life to 20 instead.

    Ascendance
    X3WW
    Sorcery
    Choose X target creatures, and destroy all other creatures. Those creatures can't regenerate.

    Petty Sage
    2WW
    Creature - Cleric
    2,Tap: Target oppenent looks through your library and chooses a card. Put that card in your hand, then shuffle your library.
    2/3

    Compassionate Giant
    2WW
    Creature - Giant
    When a creature leaves play, remove Compassionate Giant from the game.
    He does what no man can - until he experiences what he does.
    6/6

    Disheartened Savior
    2WW
    Creature - Angel
    6/6
    Flying
    When Disheartened Savior comes into play, it put a -1/-0 counter on it for each land you control.

    Glimmering Guardian
    3W
    Creature - Guardian
    2/5
    At the beginning of your upkeep, pay 1 or sacrifice Glimmering Guardian.
    If you paid U, Glimmering Guardian can't be the target of spells or abilities until your next upkeep step.
    If you paid G, Glimmering Guardian gains +1/+1 until your next upkeep step.

    Historical Perspective
    4WW
    Sorcery
    When Historical Perspective comes into player, each player gains 2 life for each permanent he or she controls.
    Remove all permanents from the game.
    Search your hand, graveyard, and library for all Historical Perspective cards and remove them from the game.

    Ivory Angel
    1WW
    Creature - Angel
    3/3
    Flying
    Attacking does not cause Ivory Angel to tap
    During your upkeep, exchange control of Ivory Angel and target creature target opponent controls.

    Mana Dam
    2WW
    Enchantment
    During your upkeep, pay 1WWW or 1GG. If you dont, sacrifice Mana Dam.
    Mana cannot be spent to play spells.

    Cloud of Angels
    4W
    Creature -Angels
    Flying
    Cloud of Angels has toughness each equal to the number of white mana symbols on permanents you control.
    4/*

    Recyled Spy
    3WW
    Creature - Spy
    3/4
    Swampwalk.
    During your upkeep, if Recycled Spy is in your graveyard, you may pay 2WW to put it into play under your control tapped.

    Spiritual Possession
    4WW
    Instant
    Target creature loses all abilities and becomes an X/X creature until end of there turn, where X is your life total.

    United Cause
    3WW
    Sorcery
    Put a 1/1 white soldier token into play for each land you control that can produce white mana.

    Vitality Bounds
    3WW
    Enchantment
    For each 1 damage dealt to a player, that player instead gains 1 life.
    Whenever any player has 35 life or more, that player must sacrifice all permanents he or she controls.

    Desperate Barriers -Rare
    1WW
    Creature -Wall
    (Walls cannot attack)
    Whenever you are dealt damage, put a +1+1 counter on Desperate Barriers for each one damage dealt.
    0/1

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