Team Set: R/G/W/U/B and Gold...

Discussion in 'Home Made Cards' started by DÛke, Mar 3, 2001.

  1. DÛke Memento Mori

    ...

    Finally, after many hours of work, I somehow managed to set aside all the Red, Green, White, Blue, Black, and Gold cards we're makin' for the Team Set. The Artifacts and Lands are still undone.

    These cards are NOT all the submited cards. They are cards that are specially playalbe and mostly original. Those cards are the "gems" of our long submissions. Feel free to counter me...

    ...These cards, however, are NOT the cards that will for sure make it to the set. They are the cards that we'll "discuss", and see if they'd fit into the set. We have a lot of copies of different card that do the "same" thing, so we need to be careful not to be redundnat.

    Keep in mind that many ideas were droped for being too complicated, too redundant, too simple, and too "WotC"...

    The following is the list of the cards that have are most likely to be in the Team Set:

    Red (4):

    1.Chaotic Lightning (R)(FoR)
    Instant
    Chaotic Lightning can only be played if there is one creature in play.
    Chaotic Lightning deals 3 damage to target creature or player.

    2.Short Fuse (R)(Duster)
    Instant
    Until end of turn, Red sorcery spells may played as though they were instants.

    3.Echoing Flames (1RR)(Duster)
    Instant
    Echoing Flames deals X damage to target creature or player, where X is the casting cost of the last played spell.

    4.Sparking Elemental (3R)(3/1)(Sammy)
    Creature – Elemental
    Haste
    Whenever Sparking Elemental becomes tapped, it deals 1 damage to each creature.
    ___
    Green (24):

    1.Mold Mask (2G)(FoR)
    Enchant Creature
    As Mold Mask comes into play, any player may pay 1. If that player does, search your library for all copies of Ruthless Mask and remove them from the game. Then shuffle your library.
    Enchanted creature gains +2/+2.
    Sacrifice Mold Mask: Return target creature from your graveyard into your hand.

    2.Increment (G)(Cateran Emperor)
    Enchant Creature
    Enchanted creature gets +1/+1 and Trample.
    When Increment is put into the graveyard from play, search your library for an Increment card and put it into your hand. Then shuffle your library.

    3.Hopestrike Beast (2G)(3/3)(Duke)
    Creature – Beast
    At the beginning of your upkeep step, pay 2 or sacrifice Hopestrike Beast.
    For each W paid this way, Hopestrike Beast gains +0/+1 until your next upkeep step.
    For each R paid this way, Hopestrike Beast gains +1/+0 until your next upkeep step.

    4.Granger Hermit (3G)(2/2)(TICM)
    Creature - Hermit
    Tap: Search your library for a basic land card and put it into play. Shuffle your library. You can’t play this ability if you played lands this turn. If you used this ability, you can’t play lands this turn.

    5.Liberate (1G)(FoR)
    Instant
    Regenerate target creature or land.
    Draw a card.

    6.Spawning (G)(Duke)
    Sorcery
    As an additional cost to play Spawning, sacrifice a creature.
    Put a Spawn token into play under your control. Treat that token as a 3/3 Green creature.

    7.Surge (XG)(Duke)
    Instant
    Choose 1: Target creature gains +2/+2 until end of the turn, or +X/+X until end of the turn.

    8.Engulfing Vines (GG)(2/1)(FoR)
    Creature - Plants
    When Engulfing Vies is put into the graveyard, put a +1/+1 counter on target creature.

    9.Inbreed (X3G)(Duke)
    Sorcery
    Sacrifice all creatures you control, and put X Spawn tokens into play. Treat each token as a 3/3 Green creature.

    10.Dirt Lurker (3GG)(1/1)(FoR)
    Creature - Beast
    Dirt Lurker gains +1/+1 for each land in all graveyards.
    3GG: Until end of the turn, Dirt Lurker has power and toughness each equal to the number of lands in play.
    "What you call dirt, it calls home."

    11.Leverage (GG)(Duster)
    Instant
    Target creature gets +2/+0 until end of turn.
    You may choose to give another target creature -2/-0 until end of the turn.

    12.Savage Mastodon (3G)(6/6)(FoR)
    Creature - Mastodon
    Trample
    Savage Mastodon gains -1/-1 for each card in opponent’s hand.

    13.Mythos (1G)(Duke)
    Sorcery
    Choose 2 cards in your graveyard. Target opponent chooses 1 of those cards. Put the chosen card into your hand, and remove the other from the game.

    14.Symbol of Life (3G)(Duke)
    Sorcery
    Remove the top card of your library from the game.
    If that card is a creature or a land card, you may put it into play under your control. Otherwise, you may gain an amount of life equal to that card's total mana cost.

    15.Emerald Tiger (1G)(2/2)(Duke)
    Creature - Tiger
    As long as Olive Tiger is not attacking, it can't be the target of spells or abilities.

    16.Growth Spurt (G)(Duke)
    Sorcery
    Put a +1/+1 counter on target creature.
    If that creature has 2 or more +1/+1 counters on it, put another +1/+1 counter on that creature.

    17.Bursting Beast (G)(1/1)(Duke)
    Creature - Beast
    At the beginning of your upkeep step, if Bursting Beast has 3 or more +1/+1 counters on it, sacrifice it. Whenever a spell is cast, put a +1/+1 counter on Bursting Beast.

    18.Excised Elf (G)(1/1)(Duke)
    Creature - Elf
    Whenever you cast a Green spell, sacrifice Excised Elf.
    Tap: Add one mana of anyone color to your mana pool.
    "Excised by the forest. Adopted by nature."

    19.Bonds of Nature (1G)(Duke)
    Enchant Creature
    When enchanted creature is put into the graveyard from play, that creature's owner may search his or her library for a copy of that creature and put it into play under his or her control. That player shuffles his or her library

    20.Concealed Dragon (4GG)(5/5)(Duke)
    Creature - Dragon
    Concealed Dragon can’t be the target of spells or abilities.
    G: Concealed Dragon gains Flying and -2/-2 until end of the turn.

    21.Harmonic Growth (G)(Duke)
    Sorcery
    As an additional cost to play Harmonic Growth, sacrifice a land.
    Put a basic land of each type from your hand into play tapped under your control.

    22.Superior Position (2G)(Landkiller)
    Enchantment
    Attacking creatures you control gain +2/+2 if you control the most lands.
    Whenever you play a land, return Superior Position back to owner’s hand.

    23.Nature’s Essence (1G)(FoR)
    Instant
    As an additional cost to play Nature’s Essence, sacrifice a creature.
    Add X+1 mana of any one color to your mana pool, where X is the total casting cost of the creature sacrificed for Nature’s Essence.

    24.Ancient Mastodon (3G)(3/3)(Duke)
    Creature – Mastodon
    W: Remove Ancient Mastodon from the game and return it back into play under owner’s control. Use this ability no more than once each turn.
    ___
    White (12)

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

    2.Disheartened Savior (3W)(6/6)(FoR)
    Creature- Angel
    Flying
    As Disheartened Savior comes into play, put a -1/-1 counter on it for each land you control.

    3.Blessing of the Meek (W)(Sidar Jabari)
    Instant
    Put a +1/+1 counter on all 1/1 creatures you control.

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

    5.Legion Barricade (0/6)(2W)(FoR)
    Creature- Wall
    Legion Barricade gains +0/+1 for each Blue or Green creature you control.

    6.Silent Spirit (2W)(1/3)(Neurodeus)
    Creature - Spirit
    Flying
    For each 1 damage Silent Spirit is dealt, you gain 1 life.

    7.Nirvana (2W)(FoR)
    Instant
    Destroy target artifact or enchantment.
    Gain an amount of life equal to that permanent’s total mana cost.

    8.Myth’s Mistress (1W)(2/2)(Duster)
    Creature - Mistress
    Tap: Target creature Legend gains protection from a color of your choice until end of the turn.

    9.Invoke Divine (2W)(FoR)
    Instant
    Target creature becomes 1/1 until end of the turn.
    If that creature’s original toughness is 1, you may choose to destroy that creature.

    10.Loyalty (1W)(FoR)
    Enchantment
    When a creature leaves your control, you may pay 2, G, or U. If you do, return that creature back to owner's hand.

    11.Chosen Representatives (2W)(Duke)
    Enchantment
    Each turn, only one creature of each color may attack.
    ___
    Blue (22)
    1.Hinder (2UU)(FoR)
    Instant
    When this card is in your hand, you may pay 2, B, or W and reveal it to all players to search through your library for a copy of Hinder, and put that card in your hand. Shuffle your library afterwards.
    Counter target spell.
    "What part of "no" don't you understand?"

    2.Mute (U)(Duster)
    Instant
    As an additional cost to play Mute, pay X life. Target player can't play spells this turn. That player may pay X life to counter Mute.
    "Everyone has the power to shut up."

    3.Imperial Airpirate (4U)(2/2)(Duke)
    Creature – Pirate
    Flying
    Whenever a spell is cast, you may pay 1U. If you do, draw a card

    4.Concoct Magic (4UU)(Duke)
    Instant
    As an additional cost to play Concoct Magic, choose and discard 2 Instant and/or Sorcery cards from your hand. Discard only Blue, Black, and White cards this way. Concoct Magic does the effects of the cards discarded this way. (Treat any X in the effects as 0)

    5.Improvisation (3UU)(Istanbul)
    Instant
    Choose one: counter target spell; or target spell has a new target of your choice; or return target permanent to its owner's hand.
    ”A spell for all seasons.”

    6.Postpone (U)(Duke)
    Instant
    Look at target player's hand. You may pay 1.
    If you do, that player can't play spells this turn.
    Draw a card.
    "Better safe than sorry."

    7.Precaution (2UU) (Duke)
    Instant
    At the beginning of your upkeep step, if Precaution is in your hand, you may reveal it to target player. If you do, look at that player's hand.
    Counter target spell.
    ”Maybe next time.”

    8.Hooligan Mage (2UU)(3/4)(Duke)
    Creature - Mage
    At the beginning of your upkeep step, pay 1 or tap Hooligan Mage.
    If you paid B, target player loses 1 life.
    If you paid W, gain 1 life.
    If you paid U, tap target artifact, creature, or land.

    9.Moon Jellyfish (3U)(2/2)(TICM)
    Creature - Fish
    U, Tap: Tap target creature.
    U, Sacrifice Moon Jellyfish: Tap all creatures.

    10.Entrapment (1U)(Sidar Jabari)
    Sorcery
    Shuffle target creature into its controller’s library. That creature’s controller draws a card.

    11.Hovering Drake (5U)(4/4)(FoR)
    Creature - Drake
    Flying
    Whenever Hovering Drake becomes the target of a spell or ability, shuffle it back into your library and draw a card.

    12.Defying Outlaw (1UU)(3/4)(Duke)
    Creature - Hooligan
    Defying Outlaw is unblockable.
    Defying Outlaw can't attack or block unless you return a creature you control back to owner's hand.

    13.Storm Drake (1U)(2/2)(Duke)
    Creature - Drake
    Flying
    At the beginning of your upkeep step, tap all Islands you control.

    14.Conceal (1UU)(Duke)
    Instant
    Choose 3 target permanents controlled by target player.
    That player chooses 1 of those permanents and returns the other 2 back to owner's hand.

    15.Indulgence (X1UU)(Duke)
    Instant
    Counter target spell with total mana cost of X, and draw X cards.

    16.Consensual World (3U)(Duke)
    Sorcery
    Each player returns an artifact, a creature, a land, and an enchantment card back to owner's hand.

    17.Sudden Cognition (X1U)(Duke)
    Instant
    Look at the top X cards of your library and put them back in any order.
    Draw a card.

    18.Fizzle (1U)(Duke)
    Instant
    Counter target spell that targets a permanent.
    You may return that permanent back to owner's hand.

    19.Icebound Penguin (2U)(2/3)(Sammy)
    Creature - Penguin
    Spells that target Icebound Penguin cost an additional 2, R, or G to play.

    20.Mental Starvation (2U)(Duke)
    Enchantment
    Opponent’s spells cost 1 more to play.
    Whenever you cast a Blue spell, sacrifice Mental Starvation.

    21.Invoke Diversity (U)(Duke)
    Instant
    Draw 3 cards.
    Discard all Blue cards drawn this way.

    22.Channel Drake (4UU)(4/4)(Cateran Emperor)
    Creature - Drake
    Flying
    Channel Drake cannot be the target of spells or abilities.
    Choose and discard an Instant or Sorcery card: Add U to your mana pool. This mana may only be spent to pay for Channel Drake's mana cost. Use this ability only if Channel Drake is in your hand.
    ___
    Black (28)

    1.Decaying Spirit (4BB)(3/3)(TICM)
    Creature - Spirit
    As Decaying Spirit comes into play, sacrifice two creatures or sacrifice Decaying Spirit.
    BB: Put a -1/-1 counter on target creature and a -1/-1 counter on a creature you control.
    Decaying Spirit can’t be blocked except by artifact and Black creatures.

    2.Fallen Reaper (*/3)(3BB)(Neurodeus)
    Creature – Evil Spirit
    Flying
    Fallen Reaper’s power is equal to the number of creatures in all graveyards.
    BB, Remove a creature from your graveyard from the game: Regenerate Fallen Reaper.

    3.Grave Mentor (2B)(1/1)(FoR)
    Creature - Spirit
    Flying
    Sacrifice Grave Mentor: Return a card from your graveyard to your hand.

    4.Doomsday Demon (3BB)(4/4)(Duke)
    Creature – Demon
    If Doomsday Demon is put into any graveyard from play, return it to play under its owner’s control and put a Doomsday counter on it. If Doomsday Demon leaves your control while it has a Doomsday counter on it, you lose the game.
    “It’s not the beginning of the end. It’s the end.”

    5.Beyond Will (3B)(Duke)
    Instant
    Target player sacrifices a creature of your choice.
    “The grave will embrace you as did your mother; again, you’ll feel at home.”

    6.Reckless Nimrod (4BB)(6/6)(Duke)
    Creature – Nimrod
    Reckless Nimrod gains -1/-1 for each creature in all graveyards.
    At the beginning of your upkeep step, you may pay 3B. If you do, destroy target non-black creature. It can’t regenerate.
    ”Created with no heart in mind - A mind without heart”

    7.Taunting Assassin (1BB)(1/1)(Duke)
    Creature – Assassin
    Tap: Put a +1/+1 counter on target creature. Play this ability as a Sorcery.
    At the beginning of your upkeep, destroy all creatures with a +1/+1 counters. These creatures cannot regenerate.
    ”He’ll build you up just to bring you down”.

    8.Assassins’ Mistress – (2B)(1/1) (Duke)
    Creature – Mistress
    Whenever a creature is put into the graveyard from play, put a +1/+1 counter on Assassin’s Mistress.

    9.Intellect Crush (2B)(Istanbul)
    Sorcery
    Choose a color.
    Look at target player's hand and choose a card of that color from it. That player removes that card from the game.
    "To be erased, to be removed, to be undone. That is your fate."

    10.Insecure Judgment (B)(Duke)
    Sorcery
    Look at target player's hand.
    You may pay 3. If you do, that player discards 2 cards at random from his or her hand.

    11.Prowling Nightwalker (2BB)(2/2)(Duke)
    Creature - Nightwalker
    2: Choose target creature you don’t control. Prowling Nightwalker gains +X/+Y until the end of turn, where X is that creature's power, and Y is that creature’s toughness. Put a +1/+1 counter on that creature. Use this ability only once each turn.
    "He invades her own value; pervades her shy security, all the while grubbing on her innocence."

    12.Strikesky Minion (2B)(3/2)(Duke)
    Creature – Minion
    At the beginning of your upkeep step, pay 1 or sacrifice Strikesky Minion.
    If you paid R, Strikesky Minion gains First Strike until end of the turn.
    If you paid U, Strikesky Minion gains Flying until end of the turn.

    13.Infectious Zombie (2B)(2/1)(Superguy)
    Creature - Zombie
    As Infectious Zombie comes into play, you may sacrifice another creature. If you do, destroy target non-Black creature.

    14.Reckless Sacrifice (1B)(Landkiller)
    Sorcery
    Each player sacrifices a creature.
    Each player gains an amount of life equal to the total casting cost of the creature he or she sacrificed this way.

    15.Jaded Traitor (X2B)(5/5)(Duke)
    Creature – Lamina
    As Jaded Traitor comes into play, you lose 8 life and gain X life.

    16.Bleak Judgment (X2BB)(Duke)
    Sorcery
    Each player chooses X cards in his or her hands and removes the rest from the game.

    17.Domino Theory (1B)(Duke)
    Enchantment
    At the end of each player's turn, if that player discarded any cards during that turn, that player chooses and discards a card from his or her hand.

    18.Bleak Desolation (1B)(Duke)
    Sorcery
    Search opponent's library for all copies of a creature card. Shuffle that player's library. Put one of those creatures into that player’s hand, and remove the rest from the game.

    19.Grasping Parasite (X2B)(4/3)(Duke)
    Creature - Parasite
    As Grasping Parasite comes into play, choose X cards in your hand and remove the rest from the game.

    20.Breathless Baron (1BB)(2/2)(FoR)
    Creature - Mage
    T: Put target creature from any graveyard other than yours into play under your control. You lose an amount of life equal to that creature’s total mana cost.

    21.Hellbound (X2BB)(FoR and Duke)
    Instant
    Destroy target non-Black creature. That creature can't regenerate.
    That creature's controller loses X life.

    22.Infernal Executioner (X3B)(2/2)(Duke)
    Creature - Executioner
    As Infernal Executioner comes into play, choose 1: Put X -1/-1 counter on target creature, or target player loses X life.

    23. Sweep Off (2BB)(Duster)
    Sorcery
    Destroy all creatures. Any player may pay 2 or 2 life to regenerate a creature.

    24.Waking Dead (2B)(3/3)(Neurodeus)
    Creature – Zombie
    As Waking Dead comes into play, if you don’t control 3 or more lands, sacrifice Waking Dead.

    25.Ritual of Ancestors (1BB)(FoR)
    Sorcery
    Remove cards in your hand from the game.
    Choose one: put a creature from your graveyard into play under you control, or return a card from your graveyard into your hand, or search your library for a card and put into your hand, then shuffle your library.

    26.Blood Ceremonies (B)(Neurodeus and FoR)
    Instant
    Add BBB to your mana pool.
    You lose 1 life for each land you control.

    27. Driving Force (2B)(*/*)(FoR)
    Creature – Spy
    As Driving Force comes into play, target opponent chooses and reveals a non-land card from his or her hand. Put X +1/+1 counters on Driving Force, where X is the total mana cost of the revealed card.

    28.Rights of the Damned (2B)(Landkiller)
    Enchantment
    At the beginning of each player’s upkeep step, if that player controls the most creatures, that player sacrifices a creature.
    ___
    Gold (28)

    1.Syphon Lore (1UB)(TICM)
    Sorcery
    Target player discards a card. Draw a card.

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

    3.Manipulate (UB)(Bob)
    Instant
    Tap target creature. That creature gains -1/-1 until end of turn.

    4.Heretic Phalanx (3BR)(15/15)(Duke)
    Creature - Phalanx
    Heretic Phalanx gains -1/-1 for each permanent in play.

    5.Empowerment (1GW)(Istanbul)
    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."

    6.Viral Torment (1UB)(Istanbul)
    Enchant Creature
    B: Put a -1/-1 counter on enchanted creature.
    U: Move Viral Torment from one creature to another.
    Draw a card when Viral Torment comes into play.
    ”Eventually, no soul will stand solid.”

    7.Angelic Wings (1WU)(Istanbul)
    Enchant Creature
    As Angelic Wings comes into play, choose a color.
    Enchanted creature gains +1/+1, Flying, and protection from the chosen color.
    Draw a card when Angelic Wings comes into play.
    "The heavens protect me. What can you hope to do against me?"

    8.Savage Fury (1RG)(Istanbul)
    Enchant Creature
    Enchanted creature gets +2/+2 and Haste.
    Draw a card when Savage Fury comes into play.
    "Ravaging.”

    9.Endless Rage (1BR)(Istanbul)
    Enchant Creature
    Enchanted creature gains First Strike.
    Enchanted creature cannot be blocked except by black and artifact creatures.
    Draw a card when Endless Rage comes into play.
    "Hatred is energy. Turned to a cause, the result can be frightening indeed."

    10.Hating Pulse (1BR) (Sidar Jabari and Duke)
    Instant
    Destroy target creature. If that creature is Green, White, or Blue, you may deal an amount of damage equal to that creature’s power to its controller.

    11.Aftermath (2RG)(Sidar Jabari and Duke)
    Sorcery
    Counter target spell. Aftermath can’t be countered.
    If the countered spell is White, Blue, or Black, you may draw a card.

    12.Egotrip (GW)(Sidar Jabari and Duke)
    Instant
    Remove target enchantment from the game. If that enchantment is Blue, Black, or Red, you may choose to gain an amount of life equal to its total mana cost.

    13.Holy Restriction (WU)(Sidar Jabari and Duke)
    Instant
    Counter target spell unless its caster pays an additional 3. If that spell is countered, and it’s Black, Red, or Green, you may choose to gain an amount of life equal to that spell’s total mana cost.

    14.Harassment (UB)(Sidar Jabari and Duke)
    Sorcery
    Target player discards a card at random from his or her hand. If the card discarded this way is Red, Green, or White, that player must discard another card.

    15.Recreate (1GW)(Landkiller)
    Sorcery
    Return target Artifact, land, or enchantment from your graveyard into play under you control.

    16.Surge Elemental (X2RG)(2/2)(Duke)
    Creature - Elemental
    Haste, Trample
    As Surge Elemental comes into play, it gains +X/+X until end of the turn.

    17.Narcissism (1WU)(Duster)
    Enchant - Creature
    Enchanted creature and Narcissim can't be the target of spells or abilities.
    Enchanted creature can't attack, block, or use any abilities requiring an activation cost.

    18.Overrule (1UB)(Duke)
    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.

    19.Engulfing Sanctity (1WU)(Duke)
    Instant
    Counter target spell unless its caster sacrifices a permanent.

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

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

    22.Endeavor (1GW)(Duke)
    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.

    23.Blood Dealer (BR)(2/2)(Duke)
    Creature – Dealer
    BR: Blood Dealer deals 1 damage to target creature. That creature’s controller gains 1 life.

    24.Tribal Mastodon (2RG)(3/3)(Duke)
    Creature – Mastodon
    0: Tribal Mastodon gains Trample or First Strike until end of the turn. This ability may be used no more than once each turn.

    25.Euphoria Charmer (2WU)(2/2)(Duke)
    Creature - Charmer
    Whenever you draw a card, you may discard that card.
    If you do, gain an amount of life equal to that card's total mana cost.

    26.Shattered Dreams (3UB)(Cateran Emperor)
    Instant
    Counter target artifact, creature, or enchantment spell.
    Destroy all permanents of the same type as the countered spell that spell’s caster controls.

    27.Discrimination (1UB)(Duke)
    Instant
    Choose a creature type. Tap all creatures of the chosen type.
    Creatures tapped this way don't untap during their controller's next untap step.

    28.Hosanna (WU)(Landkiller)
    Instant
    Search your library for a creature and put it into play under you control. Shuffle your library.
    At the end of the turn, shuffle that creature back into your library.
    ___

    There...

    ...Note that there may be flaws...but I think that my over-all work is fair.

    Please, STOP submitting cards until you view the above cards first...and submit cards in the original thread.

    ...from now on, whenever I see a card I like, I will be just editing this post and adding the card on to the list (unless somehow countradict my action for a reason). Eventaully, we'll have the number of cards needed, and after many editings I assume, the above list will BE the spoiler itself. :)

    I am excited with these cards. They're just so original, and they have a feeling that WotC card's don't have: the rewardness of actually working with the cards...it's so rewarding geting paid for hard work...and this has been hard work, but THANKS TO ALL OF YOU who helped, this is turning out...quite "rewarding". :)

    I hope you feel the same way as I...

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