The "Let's Design a Set Together" Game

Mooseman

Isengar Tussle
Well of Urd
4
Artifact
Opponents play with the hands revealed.
U: Look at the top card of target library
B: Target permanent is RFG instead of going to GY
W: Target permanent is put into GY instead of RFG


Well, it was just a quick thought.
Please, someone make this better.......

Well of Urd is where Odin dropped his eye to gain the gift of knowledge.
 
Z

Zigathon

Guest
Fusebreaker 2
Artifact
Whenever a player taps a nonland permanent for mana, destroy that permanent. It cannot be regenerated.
T: Add 3 to your mana pool.
Rare

Quote:
Originally Posted by Turgy22
Cards by Zigathon
Fusebreaker - Weird. Maybe broken, but I'm not sure. Does it hose other decks or does it hose itself? I just can't tell. In other words, I think I love it.

Quote:
Originally Posted by Limited
Like I said, i think it can be broken because it produces more mana than it costs. I do love it though.. How about it? Up the casting cost to three?

Its a very control orientated card. Yes, it adds more than it costs, but destroys itself when doing so. Until you use it, you also shut down any nonland permanents from making mana.
Although, like I said, the cards I post on here are from a set I've been working on, so it could be a bit unbalanced for this set.
How many nonland mana-producing permanents do we have?


Quote:
Originally Posted by Turgy22
Cards by Zigathon
Final Charge - Needs to be better. Relentless Assault gives you an additional combat phase without requiring you to sacrifice all your creatures and it costs one mana less.

Final Charge
Sorcery
Play Final Charge only during your second main phase.
Untap all creatures you control. You get another attack phase.
After that phase, sacrifice all creatures you control. Your turn ends.
Rare

So, what should the CC be? Or should we drop this from the set? Either way, I'd like to know what a good cost would be.




I love the "Wandering" cycle!!!
 

Ransac

CPA Trash Man
~Counter Enchantment Concept~
1UU
Enchantment
Sacrifice ~this~: Counter target spell.

I’m not sure if a card similar to this has come out in recent sets or not, but it seems that a card like this is merely a likely possibility in the evolution of the game. Perhaps increasing the cost to 3U or 2UU or maybe making it UUU.


~Grizzly Birds~
GG
T: Add one mana of any color to your mana pool
2/2
For another C, you remove flying and add +2/+1. It’s like adding unholy strength with 1 downside. Or, would you prefer the second C to be a different color?


Ransac, cpa trash man
 
D

DarthFerret

Guest
Ransac said:
~Counter Enchantment Concept~
1UU
Enchantment
Sacrifice ~this~: Counter target spell.

I’m not sure if a card similar to this has come out in recent sets or not, but it seems that a card like this is merely a likely possibility in the evolution of the game. Perhaps increasing the cost to 3U or 2UU or maybe making it UUU.
I like this idea (also wondered why the blue seal did not do this instead of seal of removal).

I would change the cost to UUU mainly to insure that it remains a Blue deck card, and not a splashable effect.


Ransac said:
~~Grizzly Birds~
GG
T: Add one mana of any color to your mana pool
2/2
For another C, you remove flying and add +2/+1. It’s like adding unholy strength with 1 downside. Or, would you prefer the second C to be a different color?
I would think that it is way undercosted. Birds of Paradise is 0/1 for one G. If you made it 0/2 maybe it would be correct. Or at least make the cost 1GG for your version. As for the other C, not sure if you should lace (change color) the card. I would prefer the holy strength, and lose the flying.


DarthFerret, cpa sith weasel.
 

turgy22

Nothing Special
Mooseman said:
Well of Urd
4
Artifact
Opponents play with the hands revealed.
U: Look at the top card of target library
B: Target permanent is RFG instead of going to GY
W: Target permanent is put into GY instead of RFG
I like this card. I think it might do too much for now. It seems like the first two abilities really go together and the last two go together, but they're not really related between the two. Splitting this into two cards might be something to consider. Here's the obvious suggestions:
Wello 2
Artifact
Opponents play with their hands revealed.
U: Look at the top card of target library

Furd 2
B: Target permanent is RFG instead of going to GY
W: Target permanent is put into GY instead of RFG

Also, I think the B and W abilities will have to be templated as triggered abilities. To the best of my knowledge, cards changing zones doesn't use the stack. So it might look something like this:

Furd 2
Whenever a permanent is put into a graveyard from play, you may pay B to remove it from the game, instead.
Whenever a permanent is removed from the game from play, you may pay W to put it in its controller's graveyard, instead.

Ugh. That looks really bad, especially the "removed from the game from play", but I think we'll have to word it something like that.


Zigathon said:
How many nonland mana-producing permanents do we have?
I count 2. That includes Ransac's Grizzley Birds. But I still really like the card. Considering it's mana ability is a one-time only use, I definitely think it shouldn't cost more than 2.


Ransac said:
~Grizzly Birds~
GG
T: Add one mana of any color to your mana pool
2/2
Okay, first of all, this card should be called "Bears of Paradise" not Grizzly Birds. 2/2 means bear. Paradise means "creates any color mana". As far as the card itself, I agree that it's overpowered. Utopia Tree is 0/2 for 1G, so essentially, you're adding two points of power by requiring a bit more green. I think either the stats have to go down (1/2 or 1/1) or the mana cost has to go up (1GG).
 
L

Limited

Guest
Thanks for the mythology lesson.. love those stories. Had a three-our tour once of the Forum Romanum which was just three ours of listening to stories about gods and the silly things they do..

Zigathon, you make a valid point: it doesn't hose a lot of cards.. I am just worried about making a card that produces more mana than it costs. I thought there was this Vintage deck that was simply consisted of all cards that produces more mana than they cost and a couple of draw-sevens, which was already competitive. With that in mind, I'd rather not add (never to really released in the real world) fuel to the (perhaps a figment of my imagination) fire.
If it came into play tapped, that problem would be solved instantly, but I admit I really like the card as is.. so lets just leave it like that and see how it does with playtesting.

Moosy said:
Well of Urd
4
Artifact
Opponents play with the hands revealed.
U: Look at the top card of target library
B: Target permanent is RFG instead of going to GY
W: Target permanent is put into GY instead of RFG
I like the first ability, but the second two need work (and different wording).

Well of Urd 4
Artifact
Opponents play with the hands revealed.
U: Look at the top card of target library
B: The next time target permanent would be removed from the game this turn, put it in it's owners graveyard instead.
W: The next time target permanent would be put into a graveyard this turn, remove it from the game instead.


If this is what you ment for the card to do (if I translated it correctly) than I get the feeling it might be very broken.. something with RFG being a mechanism to prevent abusive graveyard recursion loops..
Cards like Celestial Gatekeeper? Dawn of the Dead? Dreams of the Dead? Yawgmoth's Dayplanner?

Ziggy said:
Final Charge
Sorcery
Play Final Charge only during your second main phase.
Untap all creatures you control. You get another attack phase.
After that phase, sacrifice all creatures you control. Your turn ends.
Rare

So, what should the CC be? Or should we drop this from the set? Either way, I'd like to know what a good cost would be.
I would probably say you could cost it at RRR, perhaps even 1RR. It has a kind of Final Fortune feel to it.

Ransac said:
~Counter Enchantment Concept~
1UU
Enchantment
Sacrifice ~this~: Counter target spell.

I’m not sure if a card similar to this has come out in recent sets or not, but it seems that a card like this is merely a likely possibility in the evolution of the game. Perhaps increasing the cost to 3U or 2UU or maybe making it UUU.
It reminds me of Lilting Refrain and Hesitation.. but it might just be too good (Limited Catch Phrase TM) (sorry Turgy22). UU because its a hard counter, 4 mana total = 2UU?
(I think UU is enough to diminish splashability)

Ransac said:
~Grizzly Birds~
GG
T: Add one mana of any color to your mana pool
2/2
For another C, you remove flying and add +2/+1. It’s like adding unholy strength with 1 downside. Or, would you prefer the second C to be a different color?
I'm confused. Is the option a play option or a design option?
I agree with DF that a Bears of Paradise for GG is way too good. A 4/3 Bears or Paradise for three is also too good. Having the option during play is insane.

Oh, and there already is a 0/2: Utopia Plant
 
L

Limited

Guest
On Well of Urd: Shouldn't it just have a T added to each ability? Would limit it's brokenness, and make it feel less like an enchantment and more like an artifact..
 

Ransac

CPA Trash Man
Limited said:
It reminds me of Lilting Refrain and Hesitation.. but it might just be too good (Limited Catch Phrase TM) (sorry Turgy22). UU because its a hard counter, 4 mana total = 2UU?
(I think UU is enough to diminish splashability)[quote


Limited said:
Oh, and there already is a 0/2: Utopia Plant
I believe you mean Utopia Tree, a I completely forgot of that. SO, this shall be my thought process:

BoP = G: 0/1, Flying
Utopia Tree = 1G: 0/2, Essentially a Wall

~Lesser Grizzly Birds~
GG
T: Add one mana of any color to your mana pool
1/1

However, the 1/1 doesn't indicate that it's really Bears. So, I thought what it COULD indicate. The next logical progression is elves. Thought process again.

Llanowar Elf = G: 1/1, only green mana

The thought procession led to combining Elves and Birds together. This obviously lead to the increase of casting cost.

~Elves of Paradise~
GG
T: Add one mana of any color to your mana pool
1/1

However, I wasn't pleased with the casting cost now. Something seemed amiss. So, my mind continued to lead me at other elves.

Priest of Titania = 1G: 1/1, T: G=to elves in play
Joiner Adept = 1G: 2/1, All lands gain T: any color mana

Priest is common and Joiner is Rare. Priest is 1/1, Joiner is 2/1. Both of them cost 1G. So, here's my thought process at work again. If you can justify that ability for the Priest as a common and give Joiner Adept 2/1 and that ability for 1G, you can certainly justify this:

~Elves of Freakin' Paradise~
1G
T: Add one mana of any color to your mana pool
1/1


Ransac, cpa trash man
 

Mooseman

Isengar Tussle
Well of Urd
4
Artifact
Opponents play with the hands revealed.
U: Look at the top card of target library
B,T: The next time target permanent would be removed from the game this turn, put it in it's owners graveyard instead.
W,T: The next time target permanent would be put into a graveyard this turn, remove it from the game instead.

Thanks Limited and Turgy. This should be good.
 

Ransac

CPA Trash Man
On Well of Urd: I agree with Limited. giving it T, etc. fixing most abuse problems.

I'm leaning more with DF on the counter enchantment. UUU seems right to me. And it keeps it from being splashable. The only other color that could utilize this would be white, but white can utilize any enchantment with Replenish, so I'm not worried about that.

~Counter Enchantment~
UUU
Enchantment
Sacrifice ~this~: Counter target spell.

When comparing this to other seemingly "uncounterable" counters, Daring Apprentice costs 2U and has to wait a turn (summoning sickness) and sacrifice and Ertai costs 2UU and has to wait a turn but stays. With this in mind, I think a 3 mana costing cost is right for it, but all blue will balance it out.



Ransac, cpa trash man
 
L

Limited

Guest
The bear to elf story makes a lot of sense.. thanks Ransac.
I agree that
~Elves of Freakin' Paradise~ 1G
T: Add one mana of any color to your mana pool
1/1


is certainly justifiable, even though its clearly better than Skyshroud Elf and Urborg Elf..

Which brings me back to my set idea: One Color vs The Rest. Than this elf would be able to tap for four different kinds of mana, but not for the odd one out.

Do we want a vote on whether its a suitable theme?
 

Ransac

CPA Trash Man
Good point. I had completely forgotten/cast aside that idea.

Well, it depends on which colors are the possible "One Color". This would throw off our cycles a bit, but removing one color from them wouldn't be too much of a problem.

I'll agree if it's either White or Blue or Red. Green has too much potential with color mixing and Black it's own set already (Torment). Personally, my vote goes to Blue.


Ransac, cpa trash man
 

Mooseman

Isengar Tussle
Limited said:
Which brings me back to my set idea: One Color vs The Rest. Than this elf would be able to tap for four different kinds of mana, but not for the odd one out.
Ransac said:
Personally, my vote goes to Blue.
So, how would this work?
I'd go with Blue too.
 

Ransac

CPA Trash Man
We were talking about this earlier. The one color would have more powerful individual cards then the other colors would, but the other colors would be able to synergize with each other to create more powerful effects.


Ransac, cpa trash man
 

Mooseman

Isengar Tussle
How does that work with the mechanics and themes we have come up with already? Will it cause us to change a lot of the cards we already have?
Maybe if we look at what is there a color may suggest itself.
 

Ransac

CPA Trash Man
Perhaps. But, yeah. We will most assuredly have to scrap, shelve, or tweek cards we already have.


Ransac, cpa trash man
 
L

Limited

Guest
With Torment, where the main focus was on Black and thus a lot of cards concerned black and a second color (the Tainted Lands, the Possessed Creatures etc). This represented Black kinda ruling the world at that point and incoorperating the other colors.

Now, I'd think it be fun to single out a color. Make it like the other four color came together and, through combined forces, kicked the single color out. This would mean very little color interaction between that color and the others (probably not none at all, some dissidents or ancient stuff or fleeing armies probably still wander) and a very high level of coorperation and depency between the other four (partly stuff like the Wandering Creatures or four color creatures.. perhaps even a kind of domain ability, counting only the number of lands of the four Allies..)

I'd exclude Black (because of Torment) and Green (because it traditionally has too much ways of combining with other colors) also, so the choice would be between Red, White and Blue.

With already two votes for blue, it seems it is destined to be the odd one out.

I like the idea because it gives a very weird, skewed design space in which it'll prove very difficult to balance the colors: you don't want to end up with a set that tells you to either play blue or non-blue.

Landcast
If we indeed turn Landcast into discarding lands, you could design cards for each color that get a bonus if there's an Island in an opponents graveyard (a cycle that fought the old regime or something).
Maybe it'd be funny to deny Blue a certain keyword ability, like Landcast. Like, its the thing the other came up with that let them overthrow blue?

So...
Do we like this idea?
Does anyone mind if Blue is the odd one out? If so, feel free to stand on your soapbox and speak your mind.
Are there people who want to delve into a possible storyline? (thats not really my thing, I just want to design simple cards)
Should we starting to think about setsize? Rare/Common ratio's? Or are we just ignoring that and skipping to the good stuf (aka thinking of more cards we would like to see printed?)
 
L

Limited

Guest
Ah people responded while i was typing:

Though tweaking cards will of course be necessary, looking at what we have to far seems like a good idea..

Should we start a different thread were we just post cards (or their most recent versions)? Once they have been through the ringer and kinda agreed upon we could set them apart, so we'd have a better overview of what has been created..
 

Mooseman

Isengar Tussle
Here is what I have compliled to date. ( Next post)
Yes, another thread to post cards that have been accepted would be a good thing. Maybe a mod could help us to just post a complete list everytime there is an addition or change.

I will volumteer to keep compiling the list, as I already have started that.

I think we may want to just start with one color at a time and review the cards we already have for changes or deletions.
 

Mooseman

Isengar Tussle
(WHITE) – 16

Abandon The Search - Submitted by mooseman
2W
Enchantment
2: Whenever a card is put into an opponents graveyard from that players library, remove target card in that graveyard from the game.

Change by mooseman: 2: Whenever a card is put into an opponents graveyard from any zone but the play zone, remove target card in that graveyard from the game.


Ardent Altruist - Submitted by Limited
1WW
Creature - Soldier Cleric
Whenever a creature an opponent controls would be dealt damage, prevent one of that damage.
5/6

Bigger White Flying Bomb - Submitted by turgy22 (name suggestion by mooseman: Vedrfolnir the Hawk)
2WW
Creature - Bird
Flying
Sacrifice ~ to remove target attacking creature from the game.
2/3

Giant White Flying Bomb - Submitted by turgy22 (name suggestion: Vidofnir the Eagle)
5WW
Creature - Bird
Flying
Sacrifice ~ to destroy all attacking creatures.
4/5

Inspiring Altruist - Submitted by Limited
1WW
Creature - Soldier Cleric
6/7
All creatures you control has "Whenever a creature an opponent controls would be dealt damage, prevent one of that damage".

Change by mooseman: Whenever a creature an opponent controls would be dealt damage, prevent one of that damage.
There is no need for the “All creatures you control has”

Intimidated Eagle - Submitted by Limited
2W
Creature - Eagle
Unless any player controls a Mountain, ~ has flying
3/1

Little White Flying Bomb - Submitted by turgy22 (Name suggestion by mooseman: Jackdaw)
1W
Creature – Bird
1/1
Flying
Sacrifice ~ to deal 2 damage to target attacking creature.


Scales of Justice – Submitted by Zigathon
2WWW
Sorcery
Each player counts their permanents.
Then each player sacrifices permanents they control until they share an equal amount of permanents with the player that controls the fewest.
Rare

Shield of the Void - Submitted by mooseman
2W
1/2
~ gets +0/+1 for each Plain RFG.

Shield Opponent - Submitted by Limited
1W
Instant
Target opponent can't be the target of spells or abilities until end of turn.


Subvert - Submitted by Limited
3W
Instant
Remove target creature from the game. It's controller loses one life for each B spent to play Subvert

Wandering Knight – Submitted by Limited
WW
Creature - Knight
First Strike
Fear
Sacrifice ~ if you don't control a Swamp
2/2

~WC1~ – Submitted by Ransac
2WW
First Strike
Whenever you gain life, you may sacrifice ~WC1~. If you do, search your library or hand for ~WC2~ and put it into play.
2/2

~WC2~ – Submitted by Ransac
4WW
First Strike
Whenever this creature deals combat damage, gain that much life.
Whenever you gain life, if your life total is 40 or higher, you may sacrifice ~WC2~. If you do, search your library or hand for ~WC3~ and put it into play.
4/3

~WC3~ – Submitted by Ransac
6WW
First Strike
Whenever this creature deals combat damage, gain that much life.
Sacrifice a creature: Destroy target creature with power equal to or less than the power of the sacrificed creature. Gain life equal to the power or toughness of the destroyed creature.
5/4

White Landcast Creature - Submitted by Turgy22 (name: Holdfast Guard)
2WW
Creature – Soldier
Spirit Link
Plainscast 2
2/4

White Prevention Landcasted Card - Submitted by Turgy22 (landcast wording by Limited)
1WW
Instant
Prevent the next 5 damage to target creature or player.
Plainscast 1 (You may remove a plains card from your hand from the game rather than pay ~ mana cost)
(Name: Tears of Eir)


(BLUE) – 23

Alternative Reality - Submitted by Mooseman, tweaked by Limited and Ransac
1UU
Instant
Counter target creature spell. If a spell is countered this way put that card into play under your control instead of into its owner’s graveyard unless any player pays (2).

Blue Bounce Landcasted Card - Submitted by Turgy22
1UU
Instant
Return target permanent to its owner's hand.
Islandcast 1. (You may remove an Island card from your hand from the game rather than pay BBLC’s mana cost).

Blue Counter? – Submitted by Zigathon (name: Mislay)
1U
Instant
Counter target spell, then shuffle it into its controller's library.
Common

Change by mooseman: Counter target spell, then shuffle it into its owner's library.

Blue Landcast Creature - Submitted by Turgy22 (Name: Iceflow drake)
2UU
Creature - Drake
Flying
Islandcast 2
2/3

~Counter Enchantment~ - submitted by Ransas
UUU
Enchantment
Sacrifice ~this~: Counter target spell.

Capricious Efreet - submitted by Limited
1UU
Creature - Efreet
Flying
When ~ comes into play, put two cards from your hand on top of your library or sacrifice ~.
3/3

Contort – submitted by Limited
2U
Instant
Tap target creature. It gets -1/-1 for each B spent to play Contort

Deep Cistern - Submitted by mooseman
3U
Enchantment
Whenever a card is put into an opponent's graveyard, you may draw 2 cards and then put one card from your hand either on bottom of your library. Any player may pay 2 to stop this effect.

Escape the Void - Submitted by mooseman
U or U/B or U/B/W or U/W
Instant
Return target opponents card to their hand that is RFG.
or
Return target card RFG to owners graveyard.

Feed the Void - Submitted by mooseman
1U
Draw 2 cards. Remove a card in your hand from the game.
Deal 1 point of damage to target creature for each R spent in casting ~

Leeway – Submitted by Zigathon (name by Limited)
1U
Instant
Counter target spell, then shuffle it into its controller's library.
That spell's controller may draw a card.
Common

Revered Djinn - Submitted by Limited
4U
Creature - Djinn
Flying
Whenever a creature blocks ~, it loses flying permanently
3/5
New wording by Limited:
"whevener a creature blocks or is blocked by ~, it loses flying permanently"

Seal of Time – submitted by mooseman
1UU
Enchantment
1U: Sacrifice ~, take another turn after the end of your turn, then skip the your next turn turn.

Subjugate - Submitted by Limited
3UUU
Sorcery
Gain control of target creature. Put a +1/+1 counter on it for each G spent to play Subjugate

Switch - Submitted by Mooseman
X1U
Instant
Target player draws X cards, then shuffles X cards into their library.

Time Paradox – Submitted by Zigathon
3UU
Sorcery
Take another turn after this one.
Rare

Rider's Trade – Submitted by Ransac
Enchantment
2UU
Tap three untapped creatures you control: Return target permanent to it's owner's hand.

~UC1~ - Submitted by Ransac (name: Fafnir – Dragon of greed)
2UU
Flying
Whenever you draw 3 or more cards outside of your draw phase, you may sacrifice ~UC1~. If you do, search your library or hand for a ~UC2~ and put it into play.
2/2

~UC2~ - Submitted by Ransac (name: Uroboros – Dragon of Unity)
4UU
Flying
At the beginning of your upkeep, draw 2 cards.
Whenever you have 12 or more cards in your hand, you may sacrifice ~UC2~. If you do, search your library or hand for a ~UC3~ and put it into play.
3/3

~UC3~ - Submitted by Ransac (name: Jörmungandr – World Serpent )
6UU
Flying
Sacrifice all creatures you control except for ~UC3~: Discard your hand. Then draw 7 cards.
4/4

Viod Spike - Submitted by mooseman
1U
Instant
Counter target spell that has a converted mana cost equal to or less than the number of cards RFG.

Wandering Serpent - Submitted by Limited
5UU
Sacrifice ~ if you don't control a Forest
Whenever ~ becomes blocked, regenerate it.
6/6

Wandering Wizard - Submitted by Limited
1UU
Creature - Wizard
T: ~ deals one damage to target creature or player.
Sacrifice ~ if you don't control a Mountain.
1/2

(BLACK) – 20

Awaken the Dead - Submitted by Ransac
1B
Instant
Return target creature from any graveyard to play under your control. Remove this creature from the game at end of turn.

Big Horror - Submitted by Limited
3BBB
Creature - Horror
Flying
Kickback - 3 (At the beginning of your upkeep put three +1/+1 counters on ~ unless you pay mana equal to ~'s manacost. At the end of your turn, you lose a life for each +1/+1 counter on ~)
~ comes into play with three +1/+1 counters on it.
1/0

Black Cycle - Submitted by Ransac
~BC1~ (Name: Gray Wolf)
2BB
During your upkeep, if ~BC1~ is in your graveyard, you may return it to play.
Whenever you have 4 or more creatures in your graveyard, you may remove ~BC1~ and all creatures in your graveyard from the game. If you do, search your library or hand for a ~BC2~ and put it into play.
2/2

~BC2~ - Submitted by Ransac (name: Timber Wolf)
4BB
During your upkeep, if ~BC2~ is in your graveyard and ~BC1~ has been removed from the game, you may return ~BC2 to play.
Whenever you have 8 or more creatures in your graveyard, you may remove ~BC2~ and all creatures in your graveyard from the game. If you do, search your library or hand for a ~BC3~ and put it into play.
4/3

~BC3~ - Submitted by Ransac (name: DireWolf)
6BB
If ~BC3~ is put into your graveyard from play, return it to play at the end of turn.
At the beginning of each upkeep and if a ~BC1~ and ~BC2~ have been removed from the game, you may return target creature from the “removed-from-game” zone into play.
5/5

~Black Enchantment 1~ - Submitted by Ransac
2BBB
Enchantment
When ~Black Enchantment 1~ comes into play, you may pay X. Put X plague counters on ~Black Enchantment 1~
All creatures have –X/-X, where X is equal to the amount of plague counters on ~Black Enchantment 1~.

Black Removal Landcasted Card - Submitted by Turgy22
1BB
Instant
Destroy target non-black creature.
Swampcast 1. (You may remove a Swamp card from your hand from the game rather than pay BRLC’s mana cost)

Blood Drainer - Submitted by Ransac
3BB
Creature - Vampire
Flying
Whenever a creature is dealt combat damage by Blood Drainer, put a -1/-1 counter on that creature and a +1/+1 counter on Blood Drainer.
3/3

Burning Death – submitted by Turgy22
2BB
Instant
Destroy target non-black creature. Deal one damage to target creature or player for each R spent to play ~.

Burning Death v2 – version by Limited
3B
Instant
Destroy target non-black creature. ~ deals one damage to that creature's controller for each R spent to play ~.

~Card Name 5~ - Submitted by Ransac
2B
Instant
Self-Inflict (When you cast this spell, choose target player. That player controls this spell.)
Target creature gets -2/-2 until end of turn. Lose 2 Life.

Dark Caprice - Submitted by Oversoul
3BB
Instant
Put your hand on the bottom of your library and move any number of cards in your graveyard to your hand. You take 1 damage for each card put into your hand in this way.
New wording by Limited:
"Put your hand on the bottom of your library in any order and return any number of cards from your graveyard to your hand. ~ deals one damage to you for each card returned in this way."

Insane Black Creature – Submitted by Limited
2BB
Creature – Ghoul
3/1
Fear
Swampcast 2


King Stirge – Submitted by mooseman
2BB
Creature – Bird Legend
1/2
Flying
Whenever ~ deals combat damage to a player , put a +1/+1 counter on it, ~ becomes an aura that states "During upkeep of player last damaged by ~, that player loses 1 life . When player leaves game, ~ loses this ability and returns to play as a creature.

Medium Horror - Submitted by Limited
2BB
Creature - Horror
Fear
Kickback - 2 (At the beginning of your upkeep put two +1/+1 counters on ~ unless you pay mana equal to ~'s manacost. At the end of your turn, you lose a life for each +1/+1 counter on ~)
~ comes into play with two +1/+1 counters on it.
1/0

Small Horror - Submitted by Limited
1B
Creature - Horror
Swampwalk
Kickback - 1 (At the beginning of your upkeep put a +1/+1 counter on ~ unless you pay mana equal to ~'s manacost. At the end of your turn, you lose a life for each +1/+1 counter on ~)
~ comes into play with a +1/+1 counter on it.
1/0

Stirge – Submitted by mooseman
1BB
Creature - Bird
1/2
Flying
Whenever ~ deals combat damage to a creature , put a +1/+1 counter on it, ~ becomes an aura with "enchant creature" that states "During upkeep of enchanted creatures controller, put a -1/-1 counter on enchanted creature . When creature ~ enchants leaves play, ~ loses this ability and returns to play as a creature.

Unholy Battlefield – Submitted by Zigathon
2BB
Enchantment
Whenever a creature becomes the target of a spell or ability, that creature's controller loses 1 life.
Rare

Void Monster - Submitted by mooseman
2BB
2/2
~ gets +1/+0 for each swamp RFG

Wandering Shade – submitted by Limited
2BB
Creature - Shade
Trample
B: ~ gets +1/+1 until EOT.
Sacrifice ~ if you don't control a Forest.
1/2

(RED) – 22

Atog's Weirding –submitted by Darthferret (wording change by Limited)
1R
Enchantment - Aura
Enchant Artifact.
At the beginning of enchanted artifacts controller, put a Hunger counter on Atog's Weirding. If the number of counters on ~ is equal or exceeds the converted mana cost of enchanted artifact, destroy enchanted artifact and its controller returns ~ to play.
After the Atog's fled Mirrodin, they left a horrible curse in thier wake!

Bigger Red Hasty Bomb - Submitted by turgy22
2RR
Creature - Centaur
Haste
Sacrifice ~ to remove target blocking creature from the game.
2/3

Capricious Giant - Submitted by Limited
1RR
Creature - Giant
Haste
When Capricious Giant comes into play, put a land you control on top of your library
3/3
New wording by mooseman:
“When ~ comes into play, put a land you control on top of your library or sacrifice ~.”

Charging Mugroth - Submitted by Ransac
4RR
Creature - Mugroth
When Charging Mugroth comes into play, destroy target land
During your upkeep, if your opponent has 5 or more lands in his or her graveyard, you may sacrifice Charging Mugroth and search your library and hand for a Gigantical Mugroth and put it into play
4/3
New wording by Limited:
"At the beginning of your upkeep, if any opponent has 5 or more land cards in his or her graveyard, you may sacrifice ~. If you do, you may search your library and hand for a card named Gigantical Mugroth and put it into play. If you do, shuffle your library."

Echo from the Void - Submitted by mooseman
2R
Sorcery
Return target opponents card to their hand that is RFG. ~ deals damage to target creature or player equal to the returned cards converted mana cost.

Explosive Goblin - Submitted by turgy22
1R
R: Sacrifice Explosive Goblin to have it deal damage equal to its power to target creature or player.
1/1
New cost by Ransac: R to cast or no R to activate.

Final Charge – Submitted by Zigathon
1RR
Sorcery
Play Final Charge only during your second main phase.
Untap all creatures you control. You get another attack phase.
After that phase, sacrifice all creatures you control. Your turn ends.
Rare
Alternate wording by mooseman:
Untap all creatures you control. You get a second attack phase this turn.
After the second attack phase, sacrifice all creatures you control. Your turn ends.

Fire Maiden of Caprice - Submitted by Mooseman
1R
Creature - Fire Maiden
When Capricious Fire Maiden comes into play, put two cards from your hand on top of your library
T: Put a target creature you control on top of owners library. Capricious Fire Maiden deals damage to target creature or player equal to target creatures power.
T: Put land you control on top of owners library. Destroy target land that is also a creature.
2/1

Giant Red Hasty Bomb - Submitted by turgy22
5RR
Creature - Giant
Haste
Sacrifice ~ to destroy all blocking creatures.
4/5

Gigantical Mugroth - Submitted by Ransac
6RR
Creature - Mugroth
Trample
Whenever Gigantical Mugroth deals damage to an opponent, destroy target land.
6/5
New wording by Limited and mooseman:
“Whenever Gigantical Mugroth deals damage to an opponent, that opponent must sacrifice a land.”

Goblin Rock Thrower – Submitted by mooseman
2R
1/1
T: ~ deals 1 damage to target creature or player.
Whenever a land card is put into any graveyard , you may untap ~.
or
Whenever a land card is RFG , you may untap ~. This kinda goes with the landcasting in this set.

Goblin Scattershot - Submitted by mooseman
1RR
1/1
R,T, Sacrifice a creature: ~ deals damage equal to the sacrificed creature’s power divided as you choose among two or more target creatures and/or players. ~ deals 1 damage to you.

Harpy of the Genju Forest – Submitted by DarthFerret
2RR
2/4
Flying
When Harpy of the Genju Forest is placed into any graveyard from play,
deal 1 damage to each creature without flying.
New wording by Limited:
"When ~ is put into a graveyard from play, it deals 1 damage to each creature without flying"

Little Red Hasty Bomb - Submitted by turgy22
1R
Creature - Goblin
Haste
Sacrifice ~ to deal 2 damage to target blocking creature.
1/1

Red Burn Landcasted Card - Submitted by Turgy22
1RR
Instant
~ deals 3 damage to target creature or player.
Mountaincast 1
Landcast X: You may remove X land cards in your hand from the game instead of paying this card's casting cost.

Red Landcast Creature - Submitted by Turgy22
2RR
Creature – Barbarian
Haste
Mountaincast 2
2/2

Stray Giant - Submitted by Limited
3RR
Trample
If an opponent gains control of another creature you control, that player also gains control of this ~
5/5

Switchblade - Submitted by Mooseman
R
Instant
Target creature’s toughness becomes halved (rounded up), or Target creature’s power becomes halved (rounded down).
Entwine 2

Unrhystic Lightning - Submitted TheUglyKnight
R
Instant
Change the target of target activated ability, unless it's controller pays 2. If he/she does, deal 4 damage to target creature or player instead.

Volatile Mugroth - Submitted by Ransac
2RR
Creature – Mugroth
Sacrifice: Destroy target land
Whenever a land goes to the graveyard from play, you may sacrifice Volatile Mugroth and search your library and hand for a Charging Mugroth card and put it into play
2/1
New wording by Limited:
"Whenever a land is put into any graveyard, you may sacrifice ~. If you do, search you library and hand for a card named Charging Mugroth and put it into play. If you do, shuffle your library."

Wandering Giant - Submitted by Limited
3R
First Strike
Sacrifice ~ if you don't control a Plains
3/3

The Youngling Game – Submitted by Zigathon
2R
Instant
All creatures you control get +2/-1 until end of turn.
Draw a card.
"Last one to the bottom wins!" Norx shouted... then died.



(GREEN) – 15

Bear Necessities – Submitted by Limited
2G
Creature – Bear
2/3
If you control less than four lands, Bear Necessities gains "T: add GG to your manapool".

Capricious Wurm - Submitted by Limited
1GG
Creature - Giant
Trample
When Capricious Wurm comes into play, put two creatures you control on top of your library
4/4

Constant Gardner – Submitted by Limited
3GG
At the beginning of your upkeep, return target basic landcard from your graveyard to your hand.
3/2

~Elves of Freakin' Paradise~ – Submitted by Ransac
1G
T: Add one mana of any color to your mana pool
1/1

Grabaland – Submitted by TheUglyKnight
GG
Sorcery
Search your library for a basic land and put it into play tapped, if its a forrest you may untap it.
New wording by Evan_d:
"Search your library for a basic land and put it into play tapped. If its a forest you may untap it. Shuffle your library."

Green Pump Landcasted Card – Submitted by Turgy22
1GG
Instant
Target creature gets +3/+3 until the end of turn.
Forestcast 1
Landcast X: You may remove X land cards in your hand from the game instead of paying this card's casting cost.

Green Landcast Creature - – Submitted by Turgy22
2GG
Creature – Elephant
Trample
Forestcast 2
3/3

Intimidating Growth – submitted by Turgy22
1G
Instant
Target creature gets +3/+3 until EOT. Tap a target creature for each U spent to play ~.

Intimidating Growth v2 – version by Limited
XGG
Instant
Target creature gets +X/+X until end of turn. For each U spent to play ~, each opponent taps an untapped creature he or she controls.

Intimidating Growth v3 – version by Limited
4G
Instant
Target creature gets +5/+5 until end of turn. For each U spent to play ~, each opponent taps an untapped creature he or she controls.

Shalla-Grimm – submitted by mooseman
3G
3/2
Legendary Berserker
Whenever a berserker attacks it gets +2/+0 and trample, sacrifice it at EOT.

Strength From Soil – Submitted by Zigathon
XGGG
Sorcery
Put X +1/+1 counters divided among any number of target creatures you control.
Rare

Unrhystic Resonance - Submitted by TheUglyKnight
G - Instant
Destroy target enchantment unless its controller pays 1, if he does put a 2/2 bear creature token into play under your control.

Void Pack – submitted by mooseman
2G
2/2
Remove target card in your hand from the game, ~ gets +1/+1 until EOT.

Wandering Sprite – submitted by Limited
GG
Creature - Faerie
Flying
Sacrifice ~ if you don't control an Island.
2/2


(ARTIFACT) – 5

Brainsaw – Submitted by Zigathon
3
Artifact
At the beginning of each player's upkeep, Brainsaw deals 1 damage to him or her for each card in hand less than four.
If that player has no cards in hand, that player draws a card and Brainsaw deals 1 damage to him or her.
Rare

Elemental Signet – Submitted by mooseman
2
Artifact
T: Add 1 colorless mana to your mana pool.
1: Add 1 mana of any color lands you control do not produce to your mana pool.

Fusebreaker – Submitted by Zigathon
2
Artifact
Whenever a player taps a nonland permanent for mana, destroy that permanent. It cannot be regenerated.
T: Add 3 to your mana pool.
Rare

Gleaming Cube – Submitted by TheUglyKnight
5
Artifact
X : Look at the top X cards of your library
XX: Look at the top X cards of your library rearrange them in any order
XXX: draw X cards

Switch Plate - Submitted by Mooseman
1
Artifact - Equipment
Equip 1
Switch equipped creature's power and toughness.

(GOLD) - 16

~Blue Base Spell 1~ - Submitted by Ransac
4RUG
Instant
Return all creatures to their owner’s hand. Then, put X 1/1 green/white ~creature~ tokens into play under your control, where X is equal to the number of creatures returned to their owner’s hand

Fixed Swords to Plowshares – Submitted by Turgy22
BW
Instant
Remove target creature from the game. Gain life equal to its power.

Moments Rest – submitted by mooseman (New name by mooseman – Battle Fatigue)
1WU
Enchanment
After attackers are declared , attacking player removes one attacking creature from combat.

Quaren-Master of Mutation – Submitted by Lythand
2 U/B U/B U/B U/B
1/1
Legendary Shapeshifter
UB(Tap) Quaren-Master of Mutation Becomes the copy of target creature already in play
UU Quaren-Master of Mutation Gains one of the following abilities till the end of turn First Strike, Flying, Trample, Haste
BB Quaren-Master of Mutation Gets +1/+1 till the end of turn

Ragnarok – Submitted by Ransac (name by mooseman)
3WRB
Sorcery
Destroy all lands in play. Each player loses life equal to the number of lands they control that are destroyed by ~.

Reach into the Void - submitted by mooseman
1BU
Return target card RFG to owners hand and return target opponents card RFG to owners hand.
Gain 1 life for each W spent in casting ~.

~Red Base Spell 1~ - Submitted by Ransac
XWRU
Sorcery
~this~ cannot be countered or targeted by any spells or abilities.
~This~ deals X +1 damage divided any way you choose among any number of target creatures or players. Whenever a creature is sent to the graveyard in the same turn it was damaged by ~This~, remove it from the game.

Sengir Spider - Submitted by Turgy22
2GB
Creature - Vampire Spider
Sengir Spider may block as though it had flying.
Whenever a creature dealt damage by Sengir Spider this turn is put into a graveyard, put a +1/+1 counter on Sengir Spider.
2/4

Sienna Behemoth - Submitted by Oversoul
URG
4/4

Switch Resources - Submitted by Mooseman
2UG
Enchantment
UU: Shuffle target creature into its owner’s library, creatures controller draws 2 cards.
1G: Search your library and graveyard for a basic land and put it into play, shuffle target creature you control into owner’s library.

Switch Craft - Submitted by Mooseman
3UB
Instant
Switch target player’s graveyard and library. Each player then shuffles their library.

Switch Off II - Submitted by Mooseman
X2 W/G
Sorcery
Remove X counters from each permanent.

Switch Off I - Submitted by Mooseman
X1 W/G
Instant
Remove X counters from target permanent.

Switch Places - Submitted by Mooseman
2UW
Switch control of target attacking creature with control of one creature blocking target creature. Creatures deal their power in damage to the other. Return creatures switched by ~ to their owners hands at EOT.


Switchback - Submitted by Mooseman
3GU
Sorcery
Search your library for a creature card and put them into play tapped, put 2 target creatures you control on top of their owners library or sacrifice ~.

Switchdeath? - Submitted by Mooseman
1BU
Sorcery
Return target creature card from any graveyard to play, under your control, Switch the creatures power and toughness.

(LAND) – 9

Asgard – Submitted by Limited (name change by mooseman: Valhall)
Land
Whenever a nontoken creature is put into your graveyard during a combat phase, put a counter on ~.
T: For each counter on ~ add a red mana to your manapool. This mana can only be used to play Warriors or Berserkers.

BiFrost – submitted by mooseman
Land
Land-Echo
~ comes into play tapped.
While ~ is in play, it's controller can not play land cards
T: Add X mana of any combination of colors to your mana pool, where X is the number of basic lands you control

BiFrost v2– Turgy22’s version
Land
~ comes into play tapped.
Sacrifice all lands that come into play under your control.
T, return an untapped Basic land you control to its owner's hand: Add x mana of any combination of colors to your mana pool, where X is the number of basic lands you control.

Bifrost v3 – Limited’s Version
Land
Whenever Bifrost or another land comes into play under your control, sacrifice a land.
return an untapped Basic land you control to its owner's hand, T: For each basic land you control, add a mana of any color to your manapool.

Bridge to the Void - Submitted by mooseman
Land
T: Add 1 to your mana pool
T: for one mana of a color any land RFG could produce.

Name change by mooseman: Ginnungagap. This is the Norse void or beginning.


~G/R/B CPA Triple Land~ - Submitted by Ransac
Land
~Double-Tapped/Land-Echo~: This land comes into play tapped and does not untap during your next untap phase.
T: Add G, R, or B to your mana pool


~W/U/R/B CPA Land~ - Submitted by mooseman
Land
~ comes into play tapped. When ~ comes into play, return a land card to your hand or sacrifice ~.
Land-Echo: During your next upkeep after this land comes under your control, return a land card to your hand or sacrifice it.

T: Add W and U, R, or B to your mana pool

Land Of Dreams - Submitted by Zigathon
Land
T: Add one mana of any color to your mana pool.
Land of Dreams does not untap during your next untap phase.
Uncommon

The Whispering Wood – Submitted by DarthFerret
Land

The Whispering Wood comes into play tapped.

T: Add one colorless mana to your mana pool.
1T: Add one mana of any color to your mana pool.
2T: Deal one damage to any target
3T: Add two mana of any one color to your mana pool
4T: Deal one damage to each creature without flying and each player

The magic around the enchanted forest was overpowering and unpredictable! - Gull the WoodCutter!
 
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