Team-made set...

S

Sammy Dead-O

Guest
For the lands to encourage multicolor, what about something like:

Special Red Land
When ~ comes into play, return a land you control that can produce white, blue, black, or green mana to its owners' hand.
...
 
D

DÛke

Guest
...Illicit Academy is fixed. :)

...and all your lands, Cateran Emperor are kind of on the edge of being broken. They're good though...

Sammy, I think that your idea maybe a bit too complicated. Maybe it should be something like:

Red Land Example
Land
When ~ comes into play, return a Swamp or a Forest back to owner's hand or sacrifice ~.
Tap: Add B, R or G to your mana pool.

Would that be it?

I have some "mana" instants I've been wanting to add:

Empower (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 play creature abilities.

Shared Blood (B)
Instant
Add UBR to your mana pool.
You can't play spells next turn.

Invoking (U)
Instant
Add UU to your mana pool. This mana may only be used to play Instant or Sorcery spells.
 
S

Sammy Dead-O

Guest
The CIP triggered effect of the land is less complicated with yours. That works. I think they need abilities other than mana production, though, with the stipulation that playing with that ability requires playing multicolor to a degree. As a tricolor land, it's merely an inferior dragon lair.
 
F

FoundationOfRancor

Guest
Staff Of Renewal 2X
Artifact
When Staff Of Renewal comes into play, draw a card.
T: Reshuffle X target cards from your graveyard into your library.
The Ronom Glacier holds many surprises

(Insert Name here) Cleanser W
Creature- Cleric
As long as target oppenent controls a Black or Red creature, ~this~ gets +1+0.
1/1

Prison 1U
Enchantment
When Prison comes into play, put a mark counter on all creatures in play.
Creatures in play may not attack or use any abilties requiring an activation cost.
Remove a creature you control with a mark counter on it from the game: Draw two cards. Any player may play this ability.

Walking Legends 1G
Enchantment
All non basic lands are now 2/2 green creatures that count as elementals. These creatures no longer count as lands.

Mana Blur 1G
Instant
When Mana Blur comes into play, draw a card.
Untill end of turn, whenever a land is tapped, it produces any kind of mana instead of its normal kind an amount.

Elven Patriot 1G
Creature-Elf
Elven Patriot may only attack if your oppenent controls a non-basic land.
3/3

Invade 2RR
Sorcery
Gain control of target land.

Splitter G
Creature-Legend
G; Put a Twin token into play, treat this token as a 1/1 green creature that counts as a ~blank~
Whenever ~this~ or a Twin Token leaves play, remove all Twin Tokens and ~this~ from the game.
1/1

(Splitter is a retake of Stangg, a card I always loved)

Tide Watcher U
Creature-Merfolk
Whenever ~this~ goes from your graveyard to either your hand or to play, draw two cards.
1/1
 
D

Duster

Guest
What would you guys think of (6 sided) die-rolling cards?
I know it's an Unglued thing, but I have a few playable cards that involve die rolling...
Feel free to shoot me down on this one.

Duster
 
C

Cateran Emperor

Guest
Erm... I dunno about that per se. Post them first, then we'll decide.

A few things:
Staff of Renewal
You mean from graveyard to library, yes?

Unnamed Priest
P/T? (I assume 1/1, but I just want to be sure)

Mana Blur
Rather weak. Make it 1G and a cantrip perhaps?
 
C

Cateran Emperor

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

Orcish Warlord
1RR
Creature - Lord; 2/2
All Orcs gain +1/+1 and Mountainwalk.

Norrk
RR
Creature - Orc; 4/4
Norrk cannot attack each turn unless you sacrifice a Mountain.

Orcish Grunt
1R
Creature - Orc; 2/2

Orcish Shaman
2RR
Creature - Orc; 1/3
Protection from White.
Sacrifice two mountains: Destroy target white enchantment.

Orcish Sentry
2R
Creature - Orc; 1/2
All Orcs gain Haste.

Orcish Patriarch
3R
Creature - Orc; 1/3
Sacrifice a mountain: add 2 to your mana pool. This mana may only be spent to cast artifact spells.

Knight of the Iron Fist
1RR
Creature - Orc; 2/2
First Strike, Haste.
Protection from Blue.

Knight of the Crimson Sky
1RR
Creature - Orc; 2/2
First Strike, Haste.
Protection from White.

More to come tomorrow, of course.
 
D

Duster

Guest
Good to see you have a compiled list DUke, keep up the good work, hopefully I'll find some time to include my opinions over there as well.

Here are a lot of new ideas from me (in no particular order):
But first some walls:

Vile Wall 1BB
Creature – Wall

Whenever a creature damaged by ~this~ this turn is put into a graveyard, put a +1/+1 counter on ~this~.
1/4

Wall of Steam 2U
Creature - Wall

R: ~this~ gets +3/+0 and first strike until end of turn, play this ability only once each turn.
1/5

Wall of Stakes GG
Creature - Wall

0: Tap up to 2 creatures you control. ~this~ gets +X/+0 until end of turn, where X is the combined power of the creatures tapped in this way. Play this ability only once each turn.
0/3

Exploding Wall RR
Creature - Wall

RR, Tap: Sacrifice Exploding Wall to deal 3 damage to target creature or player. Play this ability only when Exploding Wall is declared as a blocker.
1/2

Glittering Wall 1WW
Creature – Wall

Tap: Prevent all damage that would be dealt to Glittering Wall this turn.
0/6



Turn and Fire GR
Instant

Untap target creature, it gains First Strike until end of turn.

Binge XBU
Instant

Play ~this~ 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.

Pulling Punches 1W
Sorcery

You may not declare an attack this turn. Target opponent cannot declare an attack during his or her next turn.

Dark-Angel Minion 1BB
Creature - Angel

Flying
2/1

Stomping Grounds 1GG
Enchantment

All creatures gain trample.

Shortchange U
Instant

Tap target land. Add to your mana pool one mana of any type that land could produce.

Roulette Wheel RR
Sorcery

Roll a six-sided die. All players discard X cards from their hands and then draw X cards, where X is the number rolled. If any player does not have X cards in her hand, her or she discards her entire hand and draws the number of cards discarded this way instead.

Chop Chop WW
Instant

Target creature gets Haste and First Strike.
Return that creature to it's owner's hand at end of turn.

Church of Logic WW
Enchantment

Discard a card: Target creatures does not receive or deal damage in combat this turn.

Burning Flesh 2R
Enchantment

All creatures get a -1/-1 counter. If ~this~’s counters 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 remove a -1/-1 counter from a creature he or she controls.

Ironsides 6
Artifact Creature - Ship

4: ~this~ gets landwalk for a type of land of your choice until end of turn.
3/3

Up In Smoke 1R
Instant

Deal 1 damage to target creature. That creature cannot attack or block this turn.

Prisoner of War 1UW
Enchant Creature

Gain control of enchanted creature.
Enchanted creature gets -1/-0 and cannot attack.

No Surprises 1GR
Enchantment

All creatures lose First Strike.

Upspin GG
Instant

Untap up to two target lands.

Barrage of Flames 1BR
Instant

Destroy target creature. That creature's controller loses 2 life.

Sojourn 1U
Instant

Gain control of target creature until end of turn.
Target opponent gains control of target creature you control until end of turn.

Sinister Minister 1BB
Creature - Angel

~this~ cannot be blocked except by black creatures and artifact creatures.
2/1

Rebuttal UU
Instant

Counter target spell or ability that counters a spell or ability.
~this~ cannot be the target of spells or abilities.

Providential Angel 3WW
Creature – Angel

Flying
During your upkeep, if ~this~ is in your graveyard, you may pay 2WW to put it into play under your control tapped.
1WW: Untap ~this~.
3/4

Ojou Efreet 1RR
Creature - Efreet

2: ~this~ does 1 damage to all creatures. Any player may play this ability.
R: Regenerate ~this~.
4/1

Dark Sermon B
Instant

Each player may choose to add 2 mana of any single color to their mana pool. Otherwise they lose 1 life.

Am-Dari Crone 2B
Creature – Witch

T : Look at the top card of target player’s library. You may choose to lose 1 life, if you do, put that card into its owner’s graveyard.
1/2

Aggravate 2UU
Instant

Counter target spell.
~this~ cannot be the target of spells or abilities.

Bad Blood R
Instant

~this~ deals 3 damage to target creature or player.
Target opponent deals 2 damage to target creature or player of his or her choice.

Ransom 1BU
Enchant Creature

As ~this~ comes into play, you lose X life. Any player may choose to lose X life to remove ~this~ from the game.
Gain control of enchanted creature.

Am-Procci Vassal WB
Creature - Peasant

~this~ cannot be blocked by Red and/or Green creatures.
2/1

Am-Dari Masochist 1B
Creature – Henchman

Each time ~this~ is dealt damage, put a +1/+1 counter on ~this~.
“Don’t threaten me with a good time!”
1/2

Iron Maiden 1
Artifact

As this comes into play, roll a six sided die.
During each player’s upkeep, he or she loses 2 life if he or she has X cards in his or her hand, where X is the number rolled.

Four Leaf Clover 1G
Creature – Plant

Tap: Add G to your mana pool.
Tap: Prevent all damage that would be dealt to target creature in combat this turn.
0/1

Perpetual Automation 6
Artifact Creature – Golem

0: Untap ~this~. Target tapped non-land permanent you control does not untap during your next untap phase.
3/2

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.

Rebound UUW
Instant

Counter target spell that would cause a creature you control to leave play.

Attend Front RW
Instant

Untap all white and red creatures.
Tap target creature you control.

Am-Desuli Lottery 3RR
Enchantment

As this comes into play, all players must put from 1 to 6 Lottery counters on each creature he or she controls.
During your upkeep, roll a six sided die. Destroy all creatures with X counters on them, where X is the number rolled, they cannot be regenerated.

Deadbeat 2BB
Creature – Zombie

Trample
As ~this~ comes into play, you lose 2 life.
4/4

Sonamor Doppelganger 4UU
Creature – Doppelganger

~this~ comes into play as a copy of target creature, except that it retains its color and abilities; At the beginning of your upkeep, you may have ~this~ become a copy of target creature, except it retains its color and gains this ability.
Pay 1 during your upkeep, or destroy ~this~, it cannot be regenerated.
If W was spent to pay ~this~’s upkeep, ~this~ gains Flying until end of turn.
If G was spent to pay ~this~’s upkeep, ~this~ gains Trample until end of turn.
If R was spent to pay ~this~’s upkeep, ~this~ gains First Strike until end of turn.
If B was spent to pay ~this~’s upkeep, ~this~ gains “B: Regenerate” until end of turn.
Oh the errata!

Sympathy Pains WR
Instant

Prevent the next 2 damage that would be dealt to target creature.
That creatures does 2 damage to another target creature.

Pack Rat 3B
Creature – Rat

As ~this~ comes into play, gain control of target Artifact. You lose control of that Artifact if ~this~ leaves play.
2/2

Sewer Rat 1B
Creature – Rat

Swampwalk
1/2

Rat Pack 3B
Enchantment

All Rats get +1/+1
During your upkeep, you may pay BB and 1 life. If you do, put a 0/1 black Rat creature token into play.

Eavesdropping BU
Instant

Target player selects a card from his or her hand. Then that player reveals the top 5 cards of his or her library. If any of the cards revealed this way are a copy of the selected card, put them in their owner’s graveyard and put the selected card in it’s owner’s graveyard. That player shuffles his or her library.
Draw a card.








WHEW!
Been holding on to all those for a while.
S'all,
Dustin
 
F

FoundationOfRancor

Guest
Whoa, Im about to comment here, but before I do I just wanna say im against Dice cards, therefore im just not gonna comment on them...ok, here goes!

Vile Wall:
Make it 1B
--------------------------
Wall of Stakes:
A little rewording here:

Wall of Stakes GG
Creature - Wall
Tap up to 2 creatures you control: Wall of Stakes gets +X/+0 until end of turn, where X is the combined power of the creatures tapped in this way. Play this ability only once each turn.
0/4

---------------------------------
Exploding Wall:

Exploding Wall R
Creature - Wall
R, Tap: Sacrifice Exploding Wall to deal 3 damage to target creature or player. Play this ability only when Exploding Wall is declared as a blocker.
0/2
-----------------------------
Glittering Wall:

Glittering Wall 1W
Creature – Wall
Tap: Prevent all damage that would be dealt to Glittering Wall this turn.
0/5
--------------------------
Binge:
I love this card! Good job!
-------------------------
Stomping Grounds:
Should be 2G.
--------------------------
Chop Chop:
I like it, (No one else will because they'll say its "Out of Flavor") but I think it needs a different name.
-----------------------------
No Surprises:
I would make it lose First Strike, Trample, and Haste.
--------------------------
Upspin:
Make it G
----------------------
Sinister Minister:
Lol.
-----------------------------
Providential Angel:

Providential Angel 3WW
Creature – Angel
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~.
3/4
-----------------------
Aggravate:
I would change it too:

Aggravate 1UU
Instant
When this comes into play, you may pay an extra 1, if you do, ~this~ cannot be the target of spells or abilties.
Counter target spell.
---------------------------------

Bad Blood:
Theres already a 3 for R spell here, lets make it bigger.

Bad Blood 2RR
Instant
Bad Blood deals 6 damage to target creature or 3 damage to target player.
Target opponent deals 3 damage to target creature or player of his or her choice.

What do you think Duster?
------------------------------
Perpetual Automation:
Some re-woring needed:

Perpetual Automation 6
Artifact Creature – Golem
Untap Perpetual Automation: Target tapped non-land permanent you control does not untap during your next untap phase.
4/5
----------------------------------
Orcish Runner: Good.
------------------------
Orcish Warlord: Lets mess with it a little, shall we?

Orcish Warlord 1RX
Creature- Orc Lord.
All Orcs gain +1+1 only if they are tapped.
All orcs gain Landwalk of whatever type or types of mana you used to pay X.
1/1

What do you think CE?
---------------------------
Norrk:
Lets make it somewhat more "Multi-thematic" and a little late game spell (We dont want sligh ovepowered, now do we;) )

Norrk 2R
Creature - Orc
Norrk cannot attack each turn unless you sacrifice a Mountain or a Forest.
4/4

----------------------------------

Orcish Shaman:
Just to be different and crazy, I would change it to:

Orcish Shaman 2RR
Creature - Orc
Protection from White.
Sacrifice a mountain or an enchantment: Destroy target artifact or white enchantment.
1/3
------------------------------------

Orcish Patriarch:
Make it 1RR.
-------------------------
Orc Knights: I really like them, but lets stop making sligh creatures now....I think we have enough.
--------------------------
 
S

Sammy Dead-O

Guest
...a lot of new cards are on here. My only immediate thought to post: On Orcish Grunts...I don't think red should get a vanilla 2/2 for 1R. Part of the fun of using red's little efficient creatures is dealing with their drawbacks (a la Ironclaw Orcs or Goblin Raider).
 
C

Cateran Emperor

Guest
On the Orcs, I'll have to get back to them later. I'm running short on time.

I'd advise Duster that his cards are waaaaaaayyyy to weak to be used anywhere, mainly all for the same reason. Case in point:

Turn and Fire
RG
Instant
Untap target creature. It gains first strike until end of turn.

That is no more than a really weak combat trick in draft. We can make this much more considerable by making it more powerful:

Turn and Fire
RG
Enchant Creature
When Turn and Fire comes into play, draw a card.
1G: Untap enchanted creature. Use this ability only during combat.
R, tap enchanted creature: Enchanted creature deals one damage to target bolcking or blocked creature.

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

Understand what I mean? If something deals with creatures, it should either be an enchant creature that gives a huge advantage to negate the innate card disadvantage, or an one use effect that works on all your creatures.
 
T

Thallid Ice Cream Man

Guest
I just wanted to bump this high enough that people can see it again without specifically searching for it.

Despite this thread being a month old, comments are welcome, to a limited extent.

However, DO NOT post new cards here. Use the other Team-Made Set thread.
 
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