Subterfuge: White Cards

J

Jake74

Guest
Rarity
Name
CC
Type
P/T
Abilities / Effects

U
?Alpha Infantry
1W
Creature - Solider
1/2
If you control at least two Alpha Infantry, then Alpha Infantry gets +1+0 and trample.
If you control at least three Alpha Infantry, then Alpha Infantry gains +0/+1 and first strike.
If you control at least four Alpha Infantry, Alpha Infantry gets +2/+2 and may block as though it had flying.

U/R
?Cleanse
2W
Sorcery/Instant
--
Remove target black permanent from the game.

?
?Dethrone/Shrink?
2W or WW
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.

C
?Divine Cleanser
W
Creature - Cleric
1/1
As long as target opponent controls a Black or Red creature, ~this~ gets +1+0.

R
?General's Steed/Flag
1WWW
Enchantment
--
As long as you control more creatures than opponent, when your life would be reduced to less than 1, it is instead reduced to 1
Hope is stronger than any shield

R
?Jimmy, the Purifier
2WW
Creature - Wizard Legend
2/3
1 : Target creature becomes white until end of turn.
White creatures deal no combat damage if blocked.
Does not tap to attack.

U
?Kjeldoran Lancer
3W
Creature - Soldier
3/2
First Strike, Haste

C/U
?Reactivate/Reinstate
3WW
Instant
--
Return an artifact or enchantment card in any graveyard into play under your control.

C
?Reconsider/Overrule?
W
Instant
--
Counter target non-creature spell. That's spell's caster may search his or her graveyard for any card and put that card in his or her hand.
The king dismissed the plan with a wave of his hand. "See if you have anything more - interesting to offer."

?
?Upheaval?
2W
Sorcery
--
Destroy all lands.
At end of turn, target opponent may return three cards from his graveyard to play.

R
?Vaseline Intensive Care?
2W
Enchantment
--
If a spell or artifact would deal two or less damage to you, prevent that damage if you control a creature.

U
?Warrior of Light
2W
Creature - Knight
2/1
Whenever a red or black spell is played, gain 1 life.
W: Blessed Assailant gains protection from red or black until end of turn.
1: Blessed Assailant gains first strike until end of turn.

R
?Whitey, Card Legend?
1WW
Creature - Legend
0/2
Other creatures can not be the targets of spells or abilities if they are not attacking or blocking.

C
Adrenaline Surge
WW
Instant
--
Target creature gets Haste and First Strike.
Return that creature to it's owner's hand at end of turn.

R
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.

C
Archers of Pride
1WW
Creature - Soldier
1/2
T: Archers of Pride deals 1 damage to target creature.


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

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

?
Baptize
WW
Instant
--
Remove target creature from the game. At the end of the turn, return that creature to play under it's owner's control and it becomes white.

C
Bleaching Preacher
1W
Creature - Cleric
1/2
1: Target creature is white until end of turn.
1WW: Gain 1 life for each white creature in play. You may only use this ability once per turn.

?
Blessing of the Meek
W
Instant
--
Put a +1/+1 counter on every 1/1 creature you control.

?
Border Guard
2WW
Creature - Sentinel
2/2
Tap: Untap all other creatures.
2W: Untap Border Guard.

U/R
Braenir Angel
3WW
Creature - Angel
2/3
Flying.
Whenever Braenir Angel deals combat damage to a player, you may remove up to two creatures that player controls from the game.
Return them to play under their owner's control at the end of your next turn.

?
Broken Contract
2W
Enchantment
--
Whenever a player pays life, that player must instead pay double the amount of life required.

R
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.

?
Celestial Flash
WW
Instant
--
All creatures get -2/-0 until end of turn. You gain 2 life.

R
Celestial Prayer
2WW
Enchantment
--
Return Celestial Prayer to it's owners hand: Gain 3 life
Sacrifice Celestial Prayer: Gain 10 Life.

R
Child of the Gods
2WW
Creature - Child
1/4
Child of the Gods may not be the target of spells or abilities.
T: Redirect all damage dealt to Child of the Gods to target creature.
A child like this is born every hundred years, blessed by the gods, loved by all... - Blarf, Troll Master

R
Chosen Few
2WW
Creature - Knight
2/2
When Chosen Few comes into play, gain 3 life.
During your upkeep you may pay 2W, if you do gain 2 life.
First Strike

R
Chosen Representatives
2W
Enchantment
--
Each turn, only one creature of each color may attack.

?
Church of Logic
WW
Enchantment
--
Discard a card: Target creatures? neither deals or receives combat damage this turn.

?
Cleansing Sweep
2W
Instant
--
Destroy target artifact or enchantment.
If a land was destroyed this turn, you may to gain 4 life.

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

R
Conformity Bend
1WW
Sorcery
--
Gain 3 life for each nonbasic land you control.

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

U
Cool/Calming Breeze
3W
Enchantment
--
Whenever a red, non-creature spell is played, you may counter it. If you do, its controller gains life equal to its converted mana cost.
Heat is banished by cold

U
Daybreak
3W
Enchantment
--
Whenever a black, non-creature spell is played, you may counter it. If you do, its controller gains life equal to its converted mana cost.
Darkness is banished by light

U
Deactivation
W
Enchant Permanent
--
Enchanted Permanent has no game text if it is an artifact or enchantment

?
Destiny Smiles
3WW
Sorcery
--
Each player may discard any number of cards, then draw an equal number of cards. Each player gains life equal to the converted mana cost of each card he or she discards.

C
Desuli Minister
WW
Creature - Priest
1/1
You may pay W less to play ~this~. If you do, ~this~ loses Protection from Red.
OR
You may pay W less to play ~this~. If you do, ~this~ loses Protection from Black.
Protection from Black and Red

U/R
Disheartened Savior
2WW
Creature - Angel
6/6
Flying
When ~this~ comes into play, it gets a -1/-0 counter for each land you control.

R
Emmei Swordmaster
4W
Creature - Villager
3/3
First Strike.
0: Target creature gains first strike until end of turn. Play this ability only once each turn.
0: Target creature gains +0/+1 until end of turn. Play this ability only once each turn.

?
Enlightening Ritual
W
Instant
--
Add WWWW to your mana. During your opponent's next main phase, your opponent may add up to 3 mana of any color to his or her mana pool.
If he or she does not you lose 5 life.

?
Example
W
Instant
--
If target white creature leaves play this turn, search your library for three copies of that creature and put them into your hand.

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

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

C
Fresh Breeze
1WW
Sorcery
--
Target player sacrifices either an artifact or an enchantment, if they do, Draw a card.

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

?
Glittering Wall
1W
Creature - Wall
0/5
Tap: Prevent all damage that would be dealt to Glittering Wall this turn.

?
Guilty Conscience
WW
Enchant Creature
--
If enchanted creature deals lethal damage to another creature, remove enchanted creature from the game.

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

?
Heavenly Call
8W
Sorcery
--
Put all creatures in your graveyard into play under your control.
You may remove any number of creatures you control from the game to have Heavenly Call cost 2 less for each creature removed this way.

?
Heavenly Guardians
XW
Instant
--
Put X white creature cards from your hand into play, if at least one is an Angel. At the end of the turn, return all creatures put into play in this way to your hand.

?
Historical Perspective
4WW
Sorcery
--
Each player gains 1 life for each permanent he or she controls.
Remove all permanents from the game.
Remove all Historical Perspectives in your hand, library, and graveyard from the game, and remove this one as well.

U
Holy Rune
2WW
Enchantment
--
When Holy Rune comes into play, draw a card.
Sacrifice Holy Rune: Prevent up to 4 damage divided anyway you choose among any number of blocking creatures.

?
Humble Knight
WW
Creature - Knight
3/5
First Strike, Protection from Black
Humble Knight cannot attack unless you control at least 4 Plains.

U
Ignoble Scout
WW
Creature - Scout
1/2
WW, Tap: Prevent all combat damage that would be dealt by blocking creatures this turn.

?
Impervious Defense
1WW
Enchantment
--
Each unblocked creature deals only 1 damage. Defender may choose how blocked creatures assign damage.

C
Indisposed
1W
Enchant Creature
--
Enchanted Creature taps at the beginning of it's owners attack step.
Please leave a message and I'll get back with you as soon as I can.

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

U/R
Karrash Serpent
4WW
Creature - Serpent
4/4
As ~this~ is played, you may sacrifice any number of enchantments. ~this~'s mana cost is reduced by 1 or W for each enchanment sacrificed in this way.
First Strike, attacking does not cause Karrash Serpent to tap.

U
Keeper of Hope
3W
Creature - Keeper
2/2
Flying
Whenever a white creature is untapped when targeted by an ability you control you may have that creature gain +2/+0.
3,T: Put target card from the bottom of your library on top of your library.

U
Keeper of Life
3W
Creature - Keeper
1/3
Flying
For every 1 damage dealt to Keeper of Life you gain 1 life.
3,T: Put target creature from your graveyard to the bottom of your library.

U
Keeper of Light
3W
Creature - Keeper
3/1
Flying
Whenever Keeper of Faith is dealt damage you may redirect it to target creature you control.
2W,T: Untap target white creature you control.

?
Knight's Quest
1W
Sorcery
--
If a creature you control deals combat damage to a player this turn, search that player's library for any artifact and put it into play under your control.

R
Leader of the Clan
3WW
Creature - Soldier
3/4
1: Target creature gains +0/+1 until end of turn.
3: Target creature gains +1/+2 until end of turn.
5: Target creature gains +2/+4 until enf of turn.
No, probably I would spend that much

?
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.

U
Lone Stander
WW
Creature - Gunslinger
2/2
First Strike
Whenever Lone Gunmen attacks, you may deal 1 damage to target player.

?
Love Potion
W
Enchant Creature
--
When Love Potion comes into play, choose a creature.
The chosen creature cannot be the target of abilities of the enchanted creature, and all damage done to the chosen creature by the enchanted creature is reduced to 0.
Love is imperfect, in that we often hurt the ones we love; that's where potions come in.

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

U/R
Merciful Knight
WW
Creature - Knight
3/3
If Merciful Knight blocks or is blocked by a nonblack or nonred creature, prevent all combat damage that would be dealt by Merciful Knight.

?
Military Parade
1W
Enchantment
--
When Military Parade comes into play, choose a creature type.
2W: Choose another creature type.
Creatures of the chosen creature type get +1/+1.

?
Mock Attack
WW
Sorcery
--
Untap target creature that attacked you last turn and gain control of it until end of the turn.
That creature must attack this turn.
"Feel yourself turning against you."

C
Mourning Dove
1W
Creature - Bird
1/1
Flying
Whenever a creature you control is put into your graveyard from play, you gain 1 life.

R
Myth
2WW
Enchantment
--
During each players upkeep, that player may go through his or her libray and put an enchantment card into play, then shuffle their library.
At the end of each players turn, that player sarifices an enchantment.
 
J

Jake74

Guest
U
Narcissism
1WW
Enchant Creature
--
Enchanted creature cannot be the target of spells of abilities.
Enchanted creature cannot attack, block or use activated abilities.
So lost in himself that nothing else mattered.

U
Open Market
2W
Enchantment
--
When Open Market comes into play, choose a color.
1W: Target creature cannot be blocked by a creature of the chosen color until end of turn.

R
Peace
2W
Enchantment
--
If a player doesn't cast a spell during his or her turn, they may gain 3 life.

R/U
Plated Dragoons
XW
Creature - Dragoon
1/X
When Plated Dragoons comes into play, gain X life.
XW:Target creature gains protection from the color of your choice until end of turn.

?
Providence
W
Instant
--
Until end of the turn, whenever target creature is dealt damage, prevent that damage and you may pay 2.
If you do, that creature deals an amount of damage equal to its power to target creature.

R
Providential Angel
3WW
Creature - Angel
3/4
Flying
During your upkeep, if ~this~ is in your graveyard, you may pay 2WW to put it into play under your control tapped.
WW: Untap ~this~.

U
Pulling Punches
1W
Sorcery
--
You may not declare an attack this turn. Target opponent cannot declare an attack during his or her next turn.

?
Raindrop
WW
Instant
--
Target player gains 5 life.

?
Reaper of Souls
3WW
Creature - Reaper
*/*
First Strike
Reaper of Souls has power and toughness each equal to the number of enchantment cards in play.

?
Request
2W
Sorcery
--
Target player looks at your hand, chooses a nonland card, and removes it from the game.
That card may be played as though it were in your hand, except that card cannot be countered.

U
Reserved Tactics
2W
Instant
--
Gain 10 life if your opponents life total is above 20.
Return a creature from your graveyard to play if a oppenent destroyed one of your lands this turn.
All your creatures gain protection froma color of your choice untill end of turn if a black spell caused you to lose life this turn.

C
Retaliation
1W
Enchantment
--
Retaliation comes into play with a Mark counter on it.
Remove a Mark counter: Retaliation deals 3 damage to target creature or player. You may only activate this if an instant or sorcery has dealt damage to you or a creature you control this turn.

C
Revere
1W
Instant
--
Tap an untapped creature you control: gain life equal to its power.

R
Sacred Borders
2W
Creature - Wall
0/6
Whenever Sacred Borders is dealt damage, you may pay 2 or W. If you do, gain life equal to the converted mana cost of the creature that damaged Sacred Borders.

?
Sacred Wall
1WW
Creature - Wall
0/7
Whenever Sacred Wall blocks a creature, gain life equal to that creatures casting cost.

C
Salvation
2W
Instant
--
Prevent the next 5 damage that would be dealt to any number of cretures or players. Any creatures that had damage prevented by Salvation gain
protection from the colour of the source that dealt the damage.

U
Sanctify Realm
1W
Enchant Land
--
While enchanted land is untapped, creatures attacking you are -1-0. Enchanted land gains "T: Prevent all damage to you from any attacking creature of your choice."

C
Short Sight
W
Instant
--
Remove an attacking creature from combat

?
Solar Halo
1WW
Enchantment
--
When the player with the lowest life total taps a nonland permanent he or she controls, gain 1 life.
Whenever the player with the lowest life total gains life, sacrifice Solar Halo at the end of the turn.

U
Soldiers of All
1WW
Creature - Soldier
2/2
First Strike.
When Soldiers of All comes into play choose a color.
Soldiers of All has protection from the chosen color.

U
Sonamor Javelineer
WW
Creature - Soldier
2/1
First Strike
~this~ comes into play with 1 Javelin counter on it.
T, Remove a javelin counter from ~this~: ~this~ does one damage to any target.

C/U
Soul Stepper
W
Creature - Cleric
1/1
2WW, Sacrifice an enchantment: Return a creature from your graveyard into play, tapped.

C
Spectral Asylum
W
Instant
--
For each different color among creatures in play, gain 1 life.

R
Spellstill
2W
Enchantment
--
At the end of your turn, if you did not gain life this turn, sacrifice SpellStill.
Players may not play non-creature spells.

?
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.

U/R
Stand Still
2WW
Enchantment
--
As an additional cost to play Stand Still, sacrifice all creatures you control.
Creatures may not be played, and cannot attack.
Sacrifice all creatures you control: Destroy Stand Still. Any player may play this ability.

R
Sterilization
2WW
Enchantment
--
All creatures that are not under your control lose all abilities.

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

C
Suicidal Cult(ist)
W
Creature - Cult(ist)
1/1
If a Legend comes into play, remove ~this~ from the game and put a +1/+1 counter on target Legend.

U
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.

C
Tablet Keeper
3W
Creature - Knight
1/1
When Tablet Keeper comes into play, you may search your library for an enchantment card and put it into you hand. Shuffle your library.

?
Tactical Error
1WW
Enchant Enchantment
--
Play only on an enchantment you do not control.
Only Soldier creatures can block. Soldiers can block up to three creatures. Enchanted Enchantment gains "1, Discard a card : Sacrifice this enchantment."

U
Tax Enforcer
1W
Creature - Knight
3/1
Protection from Red.(Can't be the target of red spells and abilities?)
Whenever a creature is blocks or becomes blocked by Tax Enforcer, that creature gains first strike.

C
Templar Crossbowmen
3W
Creature - Soldier
2/3
Each creature you control gains "T: Deal 1 damage to target attacking creature."

C/U
Town Exorcist
1WW
Creature - Cleric
1/2
All creatures with Holy counter on them are white instead of their normal color.
W: Destroy all creature enchantments on target creature, then put a Holy Counter on it.

C
Trained Elephant
3W
Creature - Elephant
3/3
2, T: Target creature gains trample until end of turn.

U
Trained Lion
2WW
Creature - Lion
3/2
First Strike
1: Trained Lion gets +0/+1 until end of turn. If you spend more than 3, Trained Lion gets an additional +3/+0 until end of turn.

C
Trained Tiger
2WW
Creature - Tiger
2/1
First Strike.
1: Trained Tiger gets +0/+1 until end of turn. If you spend more than 4, Trained Tiger gets an additional +3/+1 until end of turn.
All trained animals keep there true nature

?
Trinity Martyr
2WW
Creature - Martyr
2/2
Sacrifice Divine Martyr: Tap all lands you control. For each Plains tapped this way, you gain 2 life; for each Island tapped this way, draw a card; and for each Forest tapped this way, creatures you control gain +1/+1 until end of the turn.

C
Trust in Arms
W
Enchantment
--
You can't lose control of creatures you control.
When ~this~ comes into play, draw a card

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

C
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.

C/U
Untamed Unicorn
2W
Creature - Unicorn
1/2
During your upkeep, pay 1 for each enchantment you control or sacrifice Untamed Unicorn.
2: Gain 1 life for each enchantment you control.

R
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.

C
Wilderness Lancer
W
Creature - Soldier
1/1
First Strike

R
Wrath of the Archangel
1WW
Sorcery
--
Destroy all white creatures. They cannot be regenerated.

R
Zealous Paladin
1WWW
Creature - Knight
2/3
1WW, Tap: Tap all nonwhite creatures.
 
J

Jake74

Guest
Bob
First off, welcome back to the Subterfuge set...
2) These are all of the white cards that everyone has submitted for the set, they are definately not my own creations.
3) Any ideas, comments, cuts, etc for the set?

ANYONE???
 
I

Istanbul

Guest
Let's start off with some balancing.

(Divine) Cleanser should be common.
Kjeldor Infantry should be common, and give +2/+2 if you control four or more, not +3/+3.
Vaseline Intensive Care is OH MY GOD strong. Remove 'draw a card', and add 'if you control a creature'. And it should *definitely* be rare.
Alpha Infantry should be uncommon, and give +1/+0 and trample if you control 2 or more.
Amulet Bearer should be rare, and tap the creature to which it prevents damage.
Archers of Pride should deal 1 damage to target attacking/blocking creature.
Banish should be uncommon, and cost WW.
Bleaching Preacher's second ability should cost 1WW.
Blessed Assailant should be uncommon, and c'mon...give the poor schmoe 2/1.
Braenir Angel should only remove two creatures.
"Break of Day" should be "Daybreak".
Celestial Prayer should cost 2WW, and sacrifice for the lifegain. When you're gaining 10 life per turn, you don't need to do much else.
What's the point of Child of the Gods? Fragile is an understatement. 0/3.
Chop Chop works as 'Adrenaline Surge', and should be common.
Church of Logic is mis-worded.
Cleanse is already the title of a card from Legends.
Conformity Bend should give 3 life per non-basic land.
Deactivation should cost 1W. Otherwise, it's superior to Disenchant.
Deathscape Master should be 2/2. Also, both abilities should require tapping.
Dishearted Savior should be Disheartened Savior. And so that it's decent, make it a -1/-0 counter, not a -1/-1 counter.
Emmei Swordmaster should be rare.
Exchange of Blows should read 'At end of turn, target opponent may...'. Also, that's not a very good name for a card that has nothing to do with combat.
Few Chosen should cost 2WW, and enable you to gain 1 life per turn.
Glimmerlight Guardian deserves a rare slot.
Humble Knight should be a 3/3.
Icicle Rune should be uncommon, and called 'Holy Rune'. Ice is a very blue thing.
Impervious Defense needs to cost 2WW, and 2 per unblocked creature dealing 1 damage. As is, it's directly superior to Forcefield.
Indisposed should be common.
Add 'If either player controls no creatures other than Ivory Angel, ignore this ability'.
Cut Keeper of Faith from the set.
Kindred Souls should cost 2WWW and be rare. Against a mono-color deck, it's basically an instant win.
Kjeldoran Lancer should be uncommon.
Change Merciful Knight to 'If Merciful Knight blocks or is blocked by a non-red, non-black creature, prevent all damage dealt by Merciful Knight'.
Narcissism should be uncommon.
Open Market should cost 1W to activate.
Petite Frame should be common and called 'Dethrone'.
Plated Dragoons should cost XW to summon. (As is, 7 mana gets you a 1/4 creature, 4 life, and 8 mana to activate. Even 4 mana gets you a 1/1, 1 life, and 2 to activate.)
Providential Angel should be rare.
Pulling Punches should be uncommon.
Raznion Prophet should be rare.
Reconsider should be common.
Red Elephant should be common and called 'Trained Elephant'.
Re-Enchant should be called 'Reinstate', be common, and cost 2WW.
Remove 'Draw a card' from Request.
Reserved Tactics should be uncommon.
Retaliation should cost 1W.
Revere should be common.
Sacred Borders should cost 2WW and be rare. (Wall of Wood - 0/3 - G. Wall of Ice - 0/7 - 2G. -0/-1 and add a VERY strong special ability - Add W.)
Salvation should be common.
Sanctify Realm should be uncommon.
Soldiers of All should be uncommon.
Spectral Asylum should be common.
Spellstill should cost 2W and read 'If you did not gain life this turn...'
Spirited Possession should be Spiritual Possession, cost 4WW, and be rare.
Suicidal Cult should be common.
Tablet Keeper should be common, but bring the card into your hand.
Templar Crossbowmen should be common.
Trained Lion is extremely strong; it could spend every turn as a 7/5 creature. It should read 'Trained Lion - X2WW - Trained Lion comes into play with X +0/+1 counters on it. If X is greater than 3, Trained Lion also comes into play with a +3/+0 counter.'
Trained Tiger should receive the same treatment, and be common.
Add '...then discard a card' to the island-based ability for Trinity Martyr.
Trust In Arms should be common. Add 'Draw a card.'
United Cause should cost 3WW, and read 'Put a 1/1 soldier token into play for each land you control that can produce white mana.'
United Spirit should be common.
Cut White Fellow from the set. I think he's unfixable.
Zealous Paladin must be rare.
 
T

Thallid Ice Cream Man

Guest
One half to two-thirds of the cards will need templating work. Should we do that now, or wait until any stuff is cut?

Also, some of the cards have in part of the game text stuff that doesn't belong there. For instance, in Ancient Borders, the comment in parentheses should be deleted.
On some of these cards, flavor text is in there, so maybe that shouldn't be deleted, but it should not remain there.
Soon we'll need to make a flavor text category, because we'll need a lot more of it than we have now.

<Needs renaming>: How about "Flicker of Souls"?
Alpha/Kjeldoran Infantry: These cards are near to the same because Alpha Infantry was a revision of Kjeldoran Infantry. Alpha Infantry is the only one that isn't hugely broken (with 3 Kjeldoran Infantry in play, they're all 3/4 first strike), so that would be the version to use - cut Kjeldoran Infantry. However, we will need to change the name.
Amulet Bearer/Maker: If later we decide to cut Amulet Bearer, cut Amulet Maker as well, because unless you put the amulet counters on a creature that can use them (and there are 2), they're pointless. Make their creature type Cleric.
I agree with Istanbul about Archers of Pride. It is currently much much better than D'Avenant Archer. So either make it "Tap: Deal one damage to target creature." and 1WW, make it cost more, or cut it (as there isn't much of a point to reprinting D'Avenant Archer).
Ascendance should probably be rare.
Ascending Merchant, Deathscape Master, Keeper of the Dragons and Raznion Prophet need to be cut, because they deal with opposing colors.
Blessed Assailant should probably be renamed, as it isn't usually a good thing to be an Assailant (it's out of flavor for white).
Border Guard's ability needs to say "Tap: Untap all other creatures."
Braenir Angel is so much better than Blinding Angel (well, most of the time). Make it 2/4.
Break of Day should read "Whenever a black, non-creature spell is played, you may counter it. If you do, its controller gains X life, where X is the converted mana cost of the spell."
Chosen Representatives should be rare.
Cold Wave: See Break of Day. Change name to "Soft Breeze" or something; cold and wave imply blue.
Constant Bickering's second ability is basically pointless, because generally the only reason anyone might play a multicolored creature after it's out would be to block (barring some other phenomenon). Oh well.
If it costs 1W, Deactivation is worse than Disenchant. Keep it at W, but give it an upkeep cost of either W or 1W.
Exchange of Blows should be a Sorcery, and should read "Destroy all lands. Target opponent may choose up to three cards in his or her graveyard and put them into play under his or her control."
Fair Fight should only prohibit instants and activate abilities (we don't want to prevent things from triggering).
The haste restriction on the lifegain on Halt should probably be removed; otherwise, no one will use it.
The activation cost of Karrash Serpent's ability should include "Reveal Karrash Serpent,".
Merciful has only one "l" at the end.
Request should stipulate that if the card isn't played by the end of the turn, it should be removed from the game.
Suicidal Cult should be called Suicidal Cultie, as a cult isn't one creature.
For Tax Enforcer, how about "Tax Enforcer can't be the target of red spells or abilities."? Otherwise it would be instantly popular against red. Make it 3/1.
Trained Lion is even too good without the ability. Make it 3/2 and/or lose the first strike.
Trust in Arms should read "You can't lose control of creatures you own. When Trust in Arms comes into play, draw a card."
Unravel is just a weak combination of Divine Offering and Serene Offering. It should probably be cut.
We need to change the name of Vaseline Intensive Care.
Remove "in play." from Wrath of the Archangel; it's unnecessary.

Other than that, I agree with most of what Istanbul said.
Thanks for compiling the white cards, Jake!
 
I

Istanbul

Guest
I agree. Cut both Amulet guys. They're nice, but maybe too nice.
I like TICM's version of Archers of Pride.
I'm actually for making Braenir Angel a 2/3. Its special ability is hella strong.
I like TICM's version of Break of Day (Daybreak!).
Deactivation should cost W, with an upkeep of 1.
Cold Wave -> Cool Breeze?
Suicidal Cult is okay. Angry Mob is more than one, too.
 
L

Landkiller

Guest
well, I'm only responding to balance my cards this time.

for Request, the card is shit if you have to pay X1W, then the full CC all in one turn just to push past a counterspell the worst card in your hand. Also, this removes the alternate function of protecting the card from discard forever.

So, if leaving the card out is too strong (I don't think it is, but I love screwing control...Force of Will and Misdirection are numbers 1 and 2 on my most despised card list), let's remove the letter X from the design entirely, if you'll only leave it out for one turn.

Deactivation 2.0 W
Enchant Artifact or Enchantment
Enchanted Permanent has no game text.
During your upkeep, pay W or Deactivation loses all game text until your next untap step.
U : Return Deactivation to it's owner's hand. Play this ability only during your upkeep.

If the second ability is too much, remove it and make the upkeep be 1, with the same penalty for not paying.

Constant Bickering...this card kinda bites. It is the weakest link. It is the Lifetap of the set, the Overload in your Invasion booster.
 
J

Jake74

Guest
I'll make all the changes later tonite and reply about some things... then we'll see where we are...
BTW, How are all of the other colors coming?? I've started to put them into my spreadsheet... are they edited like you just did to these??
 
J

Jake74

Guest
Here's a couple more things:
Archers of Pride- Just cut it.
Banish - Seems out of flavor (Cut?)
Celestial Prayer - I redid this a bit... What do you think?
Child of the Gods - should be 1/4.
Adrenaline Surge - out of flavor (cut?)
Deactivation - I like this at W with no upkeep... after all, the enchant/artifact is still there... you can bounce it, or disenchant the deactivate...
Exchange of blows- renamed to Upheaval
Chosen Few - I think it's too weak with the upkeep, maybe upkeep W, 1 life...
Humble Knight - the cc should be 1WW, that's not much of a penalty...
Icicle Rune - No flavor... check out Holy Rune (redone version) We could do a cycle of these.
Impervious Defense - This looks good. Forcefield is an artifact, colored spells should be better. It is a very white ability.
Ivory Angel - reworded, cheaper... you can only attack with it if your opponent has no creatures...
Kindred Soul - Cut - too strong and narrow
Plated Dragoons - the ac should be WW
Retailiation - not in flavor (cut?)
Sacred Borders - should be power of attacking creature.
Trained Lion/Tiger - should have to pay each turn if you want it...
Blessed Assailant - renamed to ?Warrior of Light
Halt - should be creature's power
Karrash Serpent - reworded this...?

Don't worry about the names now (Vaseline) we need to get the cards, names don't matter much...
 
F

FoundationOfRancor

Guest
As soon (If) my internet is back up, I will go through and make my own comments and stuff on the white cards.

I have one quick thing, I'd like to see Banish be in the set. It fits in with the "Shuffle a card into the library" theme.
 
Top