Untitled Homebrew Set (warning: 225 cards long)

Discussion in 'Home Made Cards' started by HumanError, Mar 19, 2001.

  1. HumanError Supreme Black Magus

    Hey, just posting this and seeing if I can get any opinions on it.

    Card Counts

    White: 10 Rare, 10 Uncommon, 15 Common
    Blue: 10 Rare, 10 Uncommon, 15 Common
    Black: 10 Rare, 10 Uncommon, 15 Common
    Red: 10 Rare, 10 Uncommon, 15 Common
    Green: 10 Rare, 10 Uncommon, 15 Common
    Multicolor: 5 Rare, 5 Uncommon
    Artifacts: 18 Rare, 15 Uncommon
    Lands: 2 Rare, 5 Uncommon
    TOTALS: 75 Rare, 75 Uncommon, 75 Common - 225 Cards


    Special Card Abilities

    Spark - X: If this card is in your graveyard, you may pay X to play it as though it were in your hand. If you do, remove it from the game.


    Special Card Mechanics

    Darkling - Black creature type. As long as this creature is untapped, your Darklings cost you 1 less to play.

    Neverform - Blue creature type. Has changing abilities dependent upon the number of cards in your hand, or a number of permanents in play.

    Everblaze - Red creature type. Has a comes-into-play ability dependent upon the number of Everblazes in play.

    Defender - White creature type. Gains bonuses dependent upon how many other Defenders are in play.

    Symbiont - Green creature type. Has a sacrifice ability which requires a second Symbiont, and creates a new creature.


    White

    001R Ancient Defender
    6WW, Creature - Defender Legend, 4/8
    First strike
    Ancient Defender may block up to X creatures, where X is the number of Defenders you control.
    Whenever Ancient Defender becomes blocked, it gets +2/+0 until end of turn for each creature blocking it.

    002C Angelic Cascade
    W, Instant
    Spark - 1W (If this card is in your graveyard, you may pay 1W to play it as though it were in your hand. If you do, remove it from the game.)
    Target player gains 3 life.

    003U Angelic Whisper
    W, Enchantment
    If a black or red source would deal damage to you or a creature you control, it deals that much damage minus 1 instead.

    004C Brilliant Divinity
    1W, Sorcery
    You gain 3 life. Then, if you control three or more plains, you gain 2 life. Then, if you control three or more Defenders, you gain 2 life.

    005C Circle Acolyte
    1W, Creature - Cleric, 1/1
    As Circle Acolyte comes into play, choose a color.
    2: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.

    006R Clever Investment
    1WW, Enchantment
    As an additional cost to play Clever Investment, pay 3 life.
    Clever Investment comes into play with three coin counters on it.
    At the beginning of your upkeep, you may remove a coin counter from Clever Investment. If you do, you gain 2 life. If you don't, sacrifice Clever Investment. Search your library for a white card with a converted mana cost equal to or less than the number of coin counters on Clever Investment, reveal that card, and put it into your hand. Then shuffle your library.

    007U Cloud Dancer
    3WW, Creature - Angel, 2/4
    Flying
    Attacking doesn't cause creatures you control to tap.

    008C Cry of the Martyr
    W, Instant
    All damage that would be dealt to target creature this turn is dealt to you instead.

    009R Cunning General
    1WW, Creature - Lord, 2/2
    All Defenders get +1/+1 and have plainswalk.

    010R Enchanter's Frenzy
    1WW, Instant
    As an additional cost to play Enchanter's Frenzy, sacrifice an enchantment.
    Search your library for an enchantment card and put that card into play. Then shuffle your library.

    011R Exterminating Angel
    5WW, Creature - Angel, 4/5
    Flying
    When Exterminating Angel leaves play, put into play under their owners' control all cards removed from the game with it.
    T, Remove a creature you control from the game: Remove target creature an opponent controls from the game.

    012U Grassland Scout
    1WW, Creature - Defender, 1/3
    Forestwalk
    When Grassland Scout comes into play, reveal the top X cards of your library, where X is the number of other Defenders in play. Put all Defender cards revealed this way into your hand and shuffle all other cards revealed this way into your library.

    013U Greater Balm
    2W, Instant
    Until end of turn, prevent all damage that would be dealt to target creature or player.

    014U Ignoble Truce
    1WW, Sorcery
    Spark - 1WW (If this card is in your graveyard, you may pay 1WW to play it as though it were in your hand. If you do, remove it from the game.)
    Each player sacrifices a creature.

    015U Ivory Circle
    1W, Enchantment
    White creatures you control have first strike as long as you control a Defender.
    White creatures you control get +1/+0 as long as you control a Neverform.
    White creatures you control get +0/+1 as long as you control a Symbiont.

    016U Minute Guards
    1WW, Creature - Defender, 2/2
    First strike
    If you control two or more Defenders, Minute Guards may be any time you could play an instant.

    017C Pegasus Cave
    1WW, Sorcery
    Spark - 3W (If this card is in your graveyard, you may pay 3W to play it as though it were in your hand. If you do, remove it from the game.)
    Put a 2/2 white Pegasus creature token with flying into play.

    018C Prairie Settlers
    3W, Creature - Townsfolk, 1/2
    Plainswalk
    When Prairie Settlers comes into play, you may search your library for a plains card and put that card into play. If you do, shuffle your library.

    019R Rousing Victory
    3W, Sorcery
    Each player chooses a creature he or she controls and sacrifices the rest.

    020R Scale of Justice
    1WW, Sorcery
    As you play Scale of Justice, choose an opponent.
    If the chosen player controls more creatures than you do, search your library for a creature card, reveal that card, and put it into your hand. Then, if the chosen player controls more lands than you do, search your library for a land card, reveal that card, and put it into your hand. Then shuffle your library. Then draw a card if the chosen player has more cards in his or her hand than you have in yours.

    021R Sea of Shields
    2WW, Enchantment
    Players who control less creatures than you may only attack you with creatures with flying.

    022C Shower of Marble
    W, Instant
    Spark - 1W (If this card is in your graveyard, you may pay 1W to play it as though it were in your hand. If you do, remove it from the game.)
    Put a +1/+1 counter on target white creature.

    023C Solemn Martyr
    W, Creature - Townsfolk, 0/1
    Remove Solemn Martyr from the game: Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

    024C Steady Guard
    W, Creature - Defender, 1/1
    Attacking doesn't cause Steady Guard to tap.

    025U Sunstreaked Knight
    WW, Creature - Knight Defender, 2/2
    First strike, protection from Darkling, protection from Everblaze

    026C Sworn Protector
    2W, Creature - Defender, 1/4
    T: The next 3 damage that would be dealt to target Defender this turn is dealt to Sworn Protector instead.

    027R Tax Collection
    1W, Sorcery
    Spark - 2W (If this card is in your graveyard, you may pay 2W to play it as though it were in your hand. If you do, remove it from the game.)
    If an opponent controls more lands than you do, search your library for a basic plains card and put that card into play tapped. Shuffle your library.

    028R Tax Collector
    W, Creature - Townsfolk, 1/1
    Whenever Tax Collector attacks and isn't blocked, defending player reveals his or her hand. If that player has any lands in his or her hand, you may search your library for a plains card, reveal that card, and put it into your hand. If you do, shuffle your library.

    029C Temple Attendant
    W, Creature - Cleric, 1/1
    When Temple Attendant comes into play, you gain 1 life for each Defender in play.

    030U Town Carnival
    4W, Instant
    You gain X life, where X is the total toughness of all creatures you control.

    031C Town Moneychanger
    2W, Creature - Cleric, 1/1
    Town Moneychanger can't be the target of spells or abilities.
    T: Put a coin counter on Town Moneychanger.
    T, Remove X coin counters from Town Moneychanger: Gain X life.

    032U Voice of Purity
    3W, Creature - Angel, 2/2
    Flying, protection from enchantments

    033C Wall of Armor
    1W, Creature - Wall, 0/*
    Wall of Armor has toughness equal to the number of Defenders you control.

    034C Wandering Rogue
    1W, Creature - Soldier, 1/2
    Plainswalk
    Whenever Wandering Rogue attacks and isn't blocked, you gain 1 life.

    035C Wither
    1WW, Instant
    Spark - 3W (If this card is in your graveyard, you may pay 3W to play it as though it were in your hand. If you do, remove it from the game.)
    Destroy target artifact or enchantment.


    Blue

    036R Ancient Neverform
    6UU, Creature - Neverform Legend, 7/7
    Flying
    Ancient Neverform gets +1/-1 for each other Neverform you control.
    Ancient Neverform gets -1/+1 for each non-Neverform creature you control.

    037R Awkward Shapeshifter
    2UU, Creature - Shapeshifter, */*
    Awkward Shapeshifter's power and toughness are each equal to the converted mana cost of the last spell played.

    038U Beam of Diffusion
    U, Instant
    Counter target spell if its converted mana cost is X or less, where X is the number of Neverforms you control.

    039C Befuddle
    1U, Instant
    Spark - U (If this card is in your graveyard, you may pay U to play it as though it were in your hand. If you do, remove it from the game.)
    Tap or untap target permanent.

    040C Capricious Form
    3UU, Creature - Neverform, 4/4
    Capricious Form has flying if you control three or more untapped creatures.
    Capricious Form gets -2/+1 if you control two or less untapped creatures.

    041C Clever Novelty
    1U, Sorcery
    Draw a card. Then, if you control three or more islands, draw a card. Then, if you control three or more Neverforms, draw a card.

    042C Cloud Thrush
    2U, Creature - Bird, 1/1
    Flying
    T: Add U to your mana pool.

    043U Crystalline Circle
    1U, Enchantment
    Blue creatures you control have flying as long as you control a Neverform.
    Blue creatures you control get +1/+0 as long as you control a Darkling.
    Blue creatures you control get +0/+1 as long as you control a Defender.

    044C Determined Front
    1UU, Instant
    Spark - 2UU (If this card is in your graveyard, you may pay 2UU to play it as though it were in your hand. If you do, remove it from the game.)
    Counter target spell.

    045R Discretion
    1UU, Enchantment
    At the beginning of your upkeep, you may look at the top four cards of your library. If you do, choose one of those cards and remove it from the game, put two of those cards on the bottom of your library in any order, and put the remaining card back.

    046U Disregard
    1U, Sorcery
    Spark - 1U (If this card is in your graveyard, you may pay 1U to play it as though it were in your hand. If you do, remove it from the game.)
    Search target player's library for a card and remove it from the game. Then that player shuffles his or her library.

    047R Forced Forgetfulness
    2U, Sorcery
    Discard your hand. Remove the top X cards of your library from the game, where X is the number of cards discarded in this way. Then search target opponent's library for up to X cards and remove them from the game. Then that player shuffles his or her library.

    048U Hydrosphere
    3U, Enchantment
    All red permanents have "At the beginning of your upkeep, sacrifice this permanent unless you pay 1."

    049U Illusory Shell
    1U, Creature - Wall, 0/4
    2, Sacrifice Illusory Shell: Counter target spell if its converted mana cost is 2 or less.

    050C Library Attendant
    U, Creature - Cleric, 1/1
    When Library Attendant comes into play, you may look at the top X cards of your library, then put them back in any order, where X is the number of Neverforms in play.

    051R Mass Confusion
    3UU, Sorcery
    Sacrifice an island. If you do, search target opponent's library for a nonland card and remove that card from the game unless he or she sacrifices a permanent. You may repeat this process as many times as you choose. Then that player shuffles his or her library.

    052U Master Librarian
    2UU, Creature - Cleric, 2/2
    When Master Librarian comes into play, look at the top five cards of your library. Choose one of those cards and put it into your hand, then shuffle the other four cards into your library.

    053C Merfolk Conjurer
    1UU, Creature - Merfolk, 1/2
    T: Look at the top three cards of your library. Put one of them on the bottom of your library, and the other two on top of your library in any order.

    054U Prismatic Form
    3U, Creature - Neverform, 2/3
    All players play with their hands revealed.
    Prismatic Form is the same color as the most common color in all players' hands.
    Prismatic Form is unblockable if the most common color in all players' hands is blue.

    055R Psionic Storm
    3U, Enchantment
    When Psionic Storm comes into play, set the top card of your library aside face up.
    When there is more than one card named Psionic Storm in play, remove all cards with that name from the game.
    When a permanent comes into play, that permanent's owner exchanges that permanent with the permanent set aside by Psionic Storm.

    056C Quiet Study
    U, Sorcery
    Spark - 2U (If this card is in your graveyard, you may pay 2U to play it as though it were in your hand. If you do, remove it from the game.)
    Draw a card.

    057C Reckless Haze
    2U, Creature - Neverform, 1/2
    When Reckless Haze comes into play, draw a card if you have four or more cards in your hand.
    Reckless Haze is unblockable if you have three or less cards in your hand.

    058C Reverse
    1UU, Instant
    Spark - 2UU (If this card is in your graveyard, you may pay 2UU to play it as though it were in your hand. If you do, remove it from the game.)
    Return target permanent to its owner's hand.

    059C Rippling Sea
    U, Creature - Neverform, 1/1
    Rippling Sea gets +1/+0 as long as you control two or more tapped islands.
    Rippling Sea gets -1/+1 as long as you control one or less tapped islands.

    060U Sagely Voices
    2UU, Creature - Neverform, 2/2
    When Sagely Voices comes into play, you may draw X cards, where X is the number of other Neverforms you control.
    When Sagely Voices leaves play, discard X cards, where X is the number of other Neverforms you control.

    061R Sea of Dreams
    2UU, Sorcery
    Remove Sea of Dreams from the game. Each player shuffles his or her graveyard and hand into his or her library, then draws an amount of cards equal to the number of tapped creatures he or she controls.

    062C Spined Merfolk
    1U, Creature - Merfolk, 1/2
    Swampwalk

    063U Splash Away
    1UU, Sorcery
    Destroy target mountain or forest.
    Draw a card.

    064R Thought Elemental
    3UU, Creature - Elemental, */*
    Flying
    As Thought Elemental comes into play, choose target opponent.
    Thought Elemental's power is equal to the number of cards in the chosen player's hand, and its toughness is equal to the number of cards in your hand.

    065C Thrust of Dreams
    4U, Instant
    Draw a card for each blue creature you control.

    066R Undersea Wake
    U, Instant
    As an additional cost to play Undersea Wake, return X islands you control to their owners' hands.
    Return X target permanents to their owners' hands.

    067C Waverider Drake
    2U, Creature - Drake, 3/4
    Flying
    When Waverider Drake comes into play, return two islands you control to their owners' hands.

    068U Whiptide Spirit
    UU, Creature - Neverform Spirit, 2/2
    Flying, protection from Everblaze, protection from Symbiont

    069C Whispers on the Wind
    4U, Creature - Neverform, 2/2
    Flying
    Whispers of the Wind gets -2/+4 as long as you have one or more cards in your hand.
    Whispers of the Wind gets +5/+0 as long as you have no cards in your hand.

    070R Wise Elementalist
    1UU, Creature - Lord, 2/2
    All Neverforms get +1/+1 and have islandwalk.


    Black

    071R Abominable Villain
    3BB, Creature - Darkling, 4/3
    Forestwalk
    As long as Abominable Villain is untapped, Darkling cards you play cost 1 less to play.
    Whenever Abominable Villain attacks and isn't blocked, you may destroy target forest defending player controls.

    072R Ancient Darkling
    6BB, Creature - Darkling Legend, */*
    Flying, trample
    Ancient Darkling has power and toughness each equal to the number of Darklings you control.
    As long as Ancient Darkling is untapped, Darkling cards you play cost 1 less to play.

    073U Blood Scrying
    BB, Instant
    Draw two cards. You lose 2 life.

    074C Bog Sorcerer
    2B, Creature - Wizard, 1/1
    T: Target player loses 1 life and you gain 1 life.

    075C Bone Collector
    2B, Creature - Horror, 1/1
    B, Sacrifice a creature: Put a +1/+1 counter on Bone Collector.

    076U Catacomb Scrivener
    1BB, Creature - Wizard, 2/2
    When Catacomb Scrivener comes into play, reveal the top five cards of your library. Put all creature cards revealed in this way into your graveyard and shuffle all other cards revealed this way into your library.

    077C Cave Ghost
    4B, Creature - Darkling, 3/3
    Flying
    As long as Cave Ghost is untapped, Darkling cards you play cost 1 less to play.

    078U Cruel Conspiracy
    1B, Sorcery
    Target player discards a card at random from his or her hand. Then, if you control three or more swamps, that player discards another card at random from his or her hand. Then, if you control three or more Darklings, that player discards another card at random from his or her hand.

    079C Crypt Attendant
    B, Creature - Cleric, 1/1
    When Crypt Attendant comes into play, you may return target creature card with converted mana cost X or less from your graveyard to play, where X is the number of Darklings in play.

    080C Crypt Reclamation
    B, Sorcery
    Spark - 1BB (If this card is in your graveyard, you may pay 1BB to play it as though it were in your hand. If you do, remove it from the game.)
    Return target creature card from your graveyard to your hand.

    081U Dark Circle
    1B, Enchantment
    Black creatures you control have "B: Regenerate this creature" as long as you control a Darkling.
    Black creatures you control get +1/+0 as long as you control an Everblaze.
    Black creatures you control get +0/+1 as long as you control a Neverform.

    082C Drop of Blood
    B, Instant
    Spark - 2 (If this card is in your graveyard, you may pay 2 to play it as though it were in your hand. If you do, remove it from the game.)
    Add BBB to your mana pool. You lose 2 life.

    083C Forgotten Dead
    B, Creature - Darkling, 0/1
    As long as Forgotten Dead is untapped, Darkling cards you play cost 1 less to play.
    Whenever Forgotten Dead attacks, it gets +1/+0 and gains first strike until end of turn.
    B: Regenerate Forgotten Dead.

    084R Funeral Dirge
    B, Instant
    Spark - B (If this card is in your graveyard, you may pay B to play it as though it were in your hand. If you do, remove it from the game.)
    Name a card. Reveal cards from the top of your library until you reveal the named card, or until X cards have been revealed in this way, where X is the converted mana cost of the last creature card put into a graveyard this turn. Put all cards with the chosen name into your hand. Remove the rest from the game. You lose 1 life for each card removed from the game in this way.

    085U Grand Invasion
    1BB, Enchantment
    As Grand Invasion comes into play, choose plains or forests.
    Black creatures have landwalk for the chosen basic land type.

    086C Harrowing Voice
    B, Sorcery
    Spark - 2B (If this card is in your graveyard, you may pay 2B to play it as though it were in your hand. If you do, remove it from the game.)
    Target player discards a card from his or her hand.

    087C Haunting Cries
    B, Instant
    Spark - 1B (If this card is in your graveyard, you may pay 1B to play it as though it were in your hand. If you do, remove it from the game.)
    Target nonblack creature gets -X/-X until end of turn, where X is the number of creature cards in its controller's graveyard.

    088R Hulking Assimilator
    3BB, Creature - Horror, 4/4
    Whenever a creature dealt lethal damage by Hulking Assimilator this turn is put into a graveyard, Hulking Assimilator gains all abilities of that creature.

    089R Lurking Medusa
    3BB, Creature - Darkling, 2/4
    As long as Lurking Medusa is untapped, Darkling cards you play cost 1 less to play.
    At the beginning of your upkeep, put a -1/-1 counter on each creature with a stone counter on it.
    Whenever Lurking Medusa blocks or becomes blocked by a creature, put a stone counter on that creature at end of combat.
    Creatures with a stone counter on them don't untap during their controllers' untap steps.
    When Lurking Medusa leaves play, remove all stone counters from all creatures.

    090C Mire Ghoul
    1BB, Creature - Darkling, 2/1
    As long as Mire Ghoul is untapped, Darkling cards you play cost 1 less to play.
    T: Add B to your mana pool.

    091C Mourning Shade
    3B, Creature - Shade, 1/1
    B: Mourning Shade gets +1/+1 until end of turn.
    B, Sacrifice Mourning Shade: Remove from the game target white permanent with converted mana cost less than or equal to Mourning Shade's power.

    092R Necrofaction
    BBB, Enchantment
    Skip your draw step.
    Whenever you play a spell, put a lore counter on Necrofaction.
    At the end of each turn, you lose X life and may draw up to X cards, where X is the number of lore counters on Necrofaction. Remove all lore counters from Necrofaction.

    093U Plague Knight
    BB, Creature - Darkling Knight, 2/2
    Protection from Defender, protection from Symbiont
    B: Regenerate Plague Knight.

    094C Plague Shambler
    4BB, Creature - Darkling, 5/4
    Trample
    As long as Plague Shambler is untapped, Darkling cards you play cost 1 less to play.

    095R Quagmire Sorceress
    1BB, Creature - Darkling, 1/1
    As long as Quagmire Sorceress is untapped, Darkling cards you play cost 1 less to play.
    T: Target creature is 1/1 until end of turn.

    096U Rotting Earth
    3B, Sorcery
    Destroy all plains.

    097U Rotting Leaves
    3B, Sorcery
    Destroy all forests.

    098R Rumbling Crypt
    1BB, Enchantment
    Each player may choose to skip his or her draw step. If that player does, he or she may return a creature card from his or her graveyard to play.

    099R Scrying Bones
    1B, Sorcery
    Target opponent searches your library for five different cards and sets them aside face up. Choose one of the cards set aside this way and put it into your hand. Then that opponent chooses one of the cards set aside this way and removes it from the game. Shuffle the other cards set aside this way into your library.

    100U Sealed Earth
    B, Enchantment
    All cards in all graveyards lose spark.

    101R Shadowy Herald
    1BB, Creature - Lord, 2/2
    All Darklings get +1/+1 and have swampwalk.

    102C Skeletal Army
    4B, Creature - Skeleton, 2/2
    B, Remove a creature card in your graveyard from the game: Regenerate Skeletal Army and put a +1/+1 counter on it.

    103U Soul Channel
    X2B, Sorcery
    Spark - X2BB (If this card is in your graveyard, you may pay X2BB to play it as though it were in your hand. If you do, remove it from the game.)
    Spend only black mana on X.
    Soul Channel deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Soul Channel dealt damage or the creature's toughness.

    104C Taunting Imp
    1B, Creature - Imp, 2/1
    All creatures able to block Taunting Imp do so.

    105C Unholy Banquet
    4B, Sorcery
    Target player loses X life and you gain X life, where X is the number of black creatures you control.


    Red

    106R Ancient Everblaze
    6RR, Creature - Everblaze Legend, 5/5
    When Ancient Everblaze comes into play, each player sacrifices X lands, where X is the number of other Everblazes you control.
    1RR: Ancient Everblaze gets +1/+0 until end of turn for each other Everblaze you control.

    107R Battle Sage
    1RR, Creature - Lord, 2/2
    All Everblazes get +1/+1 and have mountainwalk.

    108U Brimstone Circle
    1R, Enchantment
    Red creatures you control have haste as long as you control an Everblaze.
    Red creatures you control get +1/+0 as long as you control a Darkling.
    Red creatures you control get +0/+1 as long as you control a Symbiont.

    109C Brutish Troll
    3R, Creature - Troll, 2/2
    Brutish Troll gets +2/+1 as long as you control a forest.
    G: Regenerate Brutish Troll.

    110U Cavern Giant
    2R, Creature - Giant, 4/4
    As an additional cost to play Cavern Giant, sacrifice two lands.

    111U Crackling Furnace
    2RR, Enchantment
    Whenever a creature or player is dealt damage, Crackling Furnace deals 1 damage to that creature or player.

    112R Crumbling Earth
    3RR, Sorcery
    If target player controls more lands than you, that player sacrifices lands until he or she controls the same amount of lands.

    113R Fault Fissure
    2RR, Sorcery
    Each player sacrifices a land for each creature he or she controls.

    114U Fire Wanderer
    3RR, Creature - Everblaze, 5/5
    When Fire Wanderer comes into play, it deals 3 damage to you unless you control three or more other Everblazes.

    115U Frenetic Flare
    1R, Creature - Everblaze, 2/1
    Haste, trample
    When Frenetic Flare comes into play, it deals 2 damage to target creature or player if you control three or more other Everblazes.
    At end of turn, sacrifice Frenetic Flare.

    116C Goblin Bomber
    2R, Creature - Goblin, 2/2
    R, Sacrifice Goblin Bomber: Goblin Bomber deals 2 damage to target creature or player.

    117C Goblin Twins
    R, Sorcery
    Spark - 1R (If this card is in your graveyard, you may pay 1R to play it as though it were in your hand. If you do, remove it from the game.)
    Put a 1/1 red Goblin creature token into play.

    118U Immoral Superiority
    1R, Enchantment
    At the beginning of each player's upkeep, Immoral Superiority deals 1 damage to that player if he or she controls less creatures than any other player.

    119R Lava Flare
    R, Instant
    As an additional cost to play Lava Flare, sacrifice a mountain.
    Lava Flare deals 3 damage to target creature or player.

    120U Lightning Raider
    RR, Creature - Everblaze Barbarian, 2/2
    Haste, protection from Defender, protection from Neverform

    121C Lightning Sliver
    1R, Instant
    Spark - 2R (If this card is in your graveyard, you may pay 2R to play it as though it were in your hand. If you do, remove it from the game.)
    Lightning Sliver deals 2 damage to target creature or player. That creature can't be regenerated this turn and if it would be put into a graveyard this turn, remove it from the game instead.

    122R Living Inferno
    RRR, Creature - Everblaze, 1/1
    Haste, trample
    When Living Inferno comes into play, it gets +1/+0 until end of turn for each other Everblaze you control.
    At end of turn, sacrifice Living Inferno.

    123C Luminous Flame
    3RR, Creature - Everblaze, 2/3
    When Luminous Flame comes into play, draw a card for each other Everblaze you control.

    124U Mass Hysteria
    R, Sorcery
    Creatures can't block until your next turn.

    125C Mountain Leopard
    1R, Creature - Cat, 2/1
    Haste
    Attacking doesn't cause Mountain Leopard to tap.

    126C Pyre Attendant
    R, Creature - Cleric, 1/1
    When Pyre Attendant comes into play, it deals X damage to target creature, where X is the number of Everblazes in play.

    127R Pyromaniac
    2R, Creature - Cleric, 1/1
    First strike
    Whenever you play a red spell, put a +1/+1 counter on Pyromaniac.

    128C Reckless Inferno
    2RR, Creature - Everblaze, 3/2
    When Reckless Inferno comes into play, destroy target land if you control three or more other Everblazes.

    129R Sandstone Mauler
    4RR, Creature - Beast, 4/4
    First strike, haste
    You may play Sandstone Mauler any time you could play an instant.
    Attacking doesn't cause Sandstone Mauler to tap.

    130C Scattering Stones
    1RR, Sorcery
    Spark - 2RR (If this card is in your graveyard, you may pay 2RR to play it as though it were in your hand. If you do, remove it from the game.)
    Destroy target land.

    131C Scorching Pyre
    1R, Sorcery
    Scorching Pyre deals 2 damage to target creature or player. Then, if you control three or more mountains, it deals an additional 1 damage to that creature or player. Then, if you control three or more Everblazes, it deals an additional 2 damage to that creature or player.

    132U Sear
    1RR, Sorcery
    Spark - 2RR (If this card is in your graveyard, you may pay 2RR to play it as though it were in your hand. If you do, remove it from the game.)
    Sear deals 2 damage to each creature.

    133C Skittering Sparkling
    1R, Creature - Everblaze, 2/1
    When Skittering Sparkling comes into play, it deals 1 damage to target creature or player if you control two or more other Everblazes.

    134U Steam Fissure
    1R, Instant
    Destroy target attacking white or blue creature. If that creature is put into a graveyard from play this turn, its controller sacrifices a land.

    135R Terrestrial Shift
    3RR, Sorcery
    Simultaneously destroy all lands in play and put all lands in each player's graveyard into play under their owners' control.

    136R Traitorous Dragon
    2RR, Creature - Dragon, 6/6
    Flying, trample
    As Traitorous Dragon comes into play, choose an opponent.
    At the beginning of the chosen player's upkeep, that player chooses a permanent you control other than Traitorous Dragon and gains control of that permanent.

    137C Turn to Dust
    R, Sorcery
    Remove target artifact from the game.

    138C Vandalize
    2RR, Sorcery
    Choose one - destroy target artifact; or destroy target land; or destroy target artifact and target land.

    139C Volcanic Pylon
    4R, Instant
    Volcanic Pylon deals X damage to target creature or player, where X is the number of red creatures you control.

    140C Whirling Blaze
    1RR, Creature - Everblaze, 3/1
    Haste
    When Whirling Blaze comes into play, it deals 1 damage to target creature or player.
    At end of turn, return Whirling Blaze to its owner's hand.


    Green

    141R Ancient Symbiont
    6GG, Creature - Symbiont Legend, 7/7
    Trample
    Sacrifice two Symbionts: Put a 5/5 Symbiont creature token into play.
    Sacrifice three Symbionts: Put a 7/7 Symbiont creature token into play.
    Sacrifice four Symbionts: Put a 9/9 Symbiont creature token with trample into play.

    142U Angry Snarl
    GG, Instant
    Counter target blue spell.

    143U Aquatic Elves
    1G, Creature - Elf, 2/1
    Protection from blue
    T: Add U to your mana pool.

    144U Articulation
    1GG, Enchant Creature
    Enchanted creature has "T: Target creature gets +X/+Y until end of turn, where X is this creature's power and Y is this creature's toughness."

    145R Assimilation
    2G, Enchantment
    As Assimilation comes into play, choose a creature type.
    Creatures with change counters on them are also the chosen creature type.
    3G: Put a change counter on target creature.

    146R Auspicious Druid
    2G, Creature - Cleric, 1/2
    T: Add one mana of any color to your mana pool.

    147U Choking Kudzu
    1GG, Sorcery
    Destroy target land. If that land is an island or swamp, Choking Kudzu deals 2 damage to that land's controller.

    148C Craw Symbiont
    4GG, Creature - Symbiont, 6/4
    Sacrifice Craw Symbiont and another Symbiont: Put an 8/8 green Symbiont creature token into play.

    149C Cry of Many
    4G, Sorcery
    Put a 1/1 green Symbiont creature token into play for each green creature you control.

    150R Dustthrower
    3GG, Creature - Beast, 6/2
    T, Sacrifice a land: Prevent all combat damage that would be dealt this turn.

    151R Earthbound Efreet
    1G, Creature - Efreet, 5/5
    Trample
    Earthbound Efreet loses trample and gets -2/-2 as long as you control three or more forests.
    Earhtbound Efreet gets -2/-2 as long as you control four or more lands.

    152C Elvish Wanderer
    1G, Creature - Elf, 2/1
    Forestwalk
    T: Add G to your mana pool.

    153C Garden Attendant
    G, Creature - Cleric, 1/1
    When Garden Attendant comes into play, target creature gets +1/+1 until end of turn for each Symbiont in play.

    154C Hail of Bark
    G, Instant
    As an additional cost to play Hail of Bark, sacrifice X forests.
    Hail of Bark deals X damage to each flying creature.

    155R Hive Mind
    1GG, Creature - Lord, 2/2
    Symbionts get +1/+1 and have forestwalk.

    156U Mire Elves
    1G, Creature - Elf, 2/1
    Protection from black
    T: Add B to your mana pool.

    157C Mist Well
    1G, Instant
    Spark - 2G (If this card is in your graveyard, you may pay 2G to play it as though it were in your hand. If you do, remove it from the game.)
    Prevent all combat damage that would be dealt this turn.

    158C Nature's Embrace
    G, Instant
    Spark - 1G (If this card is in your graveyard, you may pay 1G to play it as though it were in your hand. If you do, remove it from the game.)
    Target creature gets +2/+2 until end of turn.

    159C Prairie Elves
    1G, Creature - Elf, 1/3
    Protection from white
    T: Add W to your mana pool.

    160C Ravenous Wolves
    G, Creature - Wolf, 1/1
    When Ravenous Wolves comes into play, you may pay X. If you do, search your library for up to X cards named Ravenous Wolves and put them into play tapped. Then shuffle your library.

    161R Return to Nature
    2GG, Enchantment
    Whenever a creature card would be put into your graveyard from play, remove that card from the game instead. If you do, you may search your library for a basic land card and put that card into play tapped. Then shuffle your library.

    162C Sand Elves
    1G, Creature - Elf, 1/3
    Protection from red
    T: Add R to your mana pool.

    163C Sapling Symbiont
    G, Creature - Symbiont, 1/1
    Sacrifice Sapling Symbiont and another Symbiont: Put a 4/4 green Symbiont creature token into play.

    164C Soil Sifting
    2G, Sorcery
    Spark - 3G (If this card is in your graveyard, you may pay 3G to play it as though it were in your hand. If you do, remove it from the game.)
    Search your library for a basic land card and put that card into play. Then shuffle your library.

    165C Song of Genesis
    2G, Sorcery
    Put the top four cards of your library into your graveyard. Then put a 1/1 green Symbiont creature token into play for each land put into your graveyard in this way.

    166U Spore Bank
    1GG, Enchantment
    Whenever a creature attacks, it doesn't untap during its controller's next untap step.

    167U Stalwart Treefolk
    GG, Creature - Symbiont Treefolk, 2/2
    Trample, protection from Neverform, protection from Darkling

    168R Symbiont Breeder
    4GG, Creature - Symbiont, 5/5
    T, Put a -1/-1 counter on Symbiont Breeder: Put a 1/1 green Symbiont creature token into play.
    Sacrifice Symbiont Breeder and another Symbiont: Put a 7/7 green Symbiont creature token into play.

    169U Symbiont Hive
    2GG, Enchantment
    Sacrifice two Symbionts: Put a 5/5 green Symbiont creature token into play.

    170U Vernal Mire
    2G, Enchantment
    Swamps don't untap during their controllers' untap steps.

    171C Vernal Symbiont
    1GG, Creature - Symbiont, 2/3
    Sacrifice Vernal Symbiont and another Symbiont: Put a 6/6 green Symbiont creature token into play.

    172R Whistling Druid
    2GG, Creature - Cleric, 1/3
    T, Sacrifice a land: Name a land card. Reveal cards from the top of your library until you reveal the named card, and put that card into play tapped. Put all other cards revealed in this way into your graveyard.

    173C Wonderous Vitality
    1G, Instant
    Target creature gets +2/+2 until end of turn. If you control three or more forests, that creature gets an additional +2/+2 until end of turn. If you control three or more Symbionts, that creature gets an additional +2/+2 until end of turn.

    174U Wooden Circle
    1G, Enchantment
    Green creatures you control have trample as long as you control a Symbiont.
    Green creatures you control get +1/+0 as long as you control an Everblaze.
    Green creatures you control get +0/+1 as long as you control a Defender.

    175R Woodland Scholar
    2GG, Creature - Cleric, 1/1
    Whenever a creature comes into play, put a +1/+1 counter on Woodland Scholar, and Woodland Scholar gains all abilities of that creature.


    Multicolor

    176R Ephemeral Shade
    1UB, Creature - Shade, 1/1
    Flying
    B: Ephemeral Shade gets +1/+1 until end of turn.
    U: Return Ephemeral Shade to its owner's hand.

    177U Funeral Pyre
    1BR, Sorcery
    Funeral Pyre deals 2 damage to target creature or player. Then, if you control three or more mountains, Funeral Pyre deals an additional 2 damage to that creature or player. Then, if you control three or more swamps, you gain life equal to the total amount of damage dealt by Funeral Pyre this turn.

    178R Revelling Townsfolk
    WG, Creature - Townsfolk, */*
    Revelling Townsfolk has power and toughness each equal to the number of enchantments you control plus 1.

    179R Scarred Soldier
    2BR, Creature - Soldier, 2/3
    First strike
    Whenever a creature goes to a graveyard from play, put a +1/+1 counter on Scarred Soldier.

    180U Shower of Glass
    1WU, Instant
    Destroy up to two target artifacts and/or enchantments. Then, if you control three or more islands, you may destroy another target artifact. Then, if you control three or more plains, you may destroy another target enchantment.

    181U Smoke and Mirrors
    1UB, Sorcery
    Target player discards a card at random from his or her hand and you draw a card. Then, if you control three or more islands, draw two cards. Then, if you control three or more swamps, that player discards two cards from his or her hand.

    182U Song of Harmony
    1WG, Instant
    You gain 5 life. Then, if you control three or more plains, you gain an additional 1 life for each white creature you control. Then, if you control three or more forests, you gain an additional 1 life for each green creature you control.

    183U Total Carnage
    1RG, Instant
    Creatures you control get +3/+3 until end of turn. Then, if you control three or more mountains, they gain first strike until end of turn. Then, if you control three or more forests, they gain trample until end of turn.

    184R Whispering Mage
    RG, Creature - Wizard, 1/1
    T, Pay 1 life: Counter target blue spell.

    185R Wizened Wizard
    2WU, Creature - Wizard, 1/2
    UU,T: Return target permanent to its owner's hand.
    WW,T: Counter target artifact or enchantment spell.


    Artifacts

    186U Amber Prism
    3, Artifact
    Whenever you play a spell and Amber Prism is untapped, you may tap Amber Prism and pay G, B, or R. If you paid G, prevent all combat damage that would be dealt this turn. If you paid B, target player loses 1 life and you gain 1 life. If you paid R, Amber Prism deals 1 damage to target creature or player.

    187U Banner Wall
    2, Artifact Creature - Wall, 0/*
    As Banner Wall comes into play, choose a creature type.
    Banner Wall has toughness equal to the number of the chosen creature type in play.

    188R Burning Gemstone
    0, Artifact
    Burning Gemstone comes into play tapped.
    When Burning Gemstone comes into play, reveal your hand. You lose 1 life for each red card there.
    T: Add R to your mana pool.

    189R Copy Sphere
    3, Artifact
    Copy Sphere comes into play as a copy of target noncreature artifact, but retains its abilities.
    1: Copy Sphere becomes a copy of target noncreature artifact and gains this ability.

    190U Darkside Metal Man
    5, Artifact Creature, 4/4
    At the beginning of your upkeep, Darkside Metal Man deals 1 damage to you.
    Whenever Darkside Metal Man blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

    191U Defense Droid
    4, Artifact Creature, 0/0
    Defense Droid comes into play tapped with three +1/+1 counters on it.
    T, Remove a +1/+1 counter from Defense Droid: The next time a source of your choice would deal damage to you this turn, prevent that damage.

    192U Dream Prism
    3, Artifact
    Whenever you play a spell and Dream Prism is untapped, you may tap Dream Prism and pay U, B, or W. If you paid U, draw a card. If you paid B, target opponent discards a card from his or her hand. If you paid W, you gain 2 life.

    193R Feldon's Golem
    3, Artifact Creature - Golem, 1/3
    T, Remove Feldon's Golem from the game: Shuffle your graveyard into your library.

    194R Fragile Gemstone
    0, Artifact
    Fragile Gemstone comes into play tapped.
    When Fragile Gemstone comes into play, reveal your hand. You lose 1 life for each nonland card there.
    T, Pay 3 life, Sacrifice Fragile Gemstone: Add three mana of any color or combination of colors to your mana pool.

    195U Gigakin
    4, Artifact Creature, 2/2
    T: Add two colorless mana to your mana pool.

    196U Golden Cone
    3, Artifact
    At the beginning of each combat phase, put a 3/3 Golem artifact creature token into play. Remove that token from the game at end of combat.

    197U Igneous Prism
    3, Artifact
    Whenever you play a spell and Igneous Prism is untapped, you may tap Igneous Prism and pay R, G, or W. If you paid R, destroy target noncreature artifact. If you paid G, destroy target artifact creature. If you paid W, destroy target enchantment if its converted mana cost is 2 or less.

    198R Jolting Wand
    5, Artifact
    Whenever a permanent becomes tapped, Jolting Wand deals 1 damage to that permanent's controller.
    T: Tap or untap target permanent. Jolting Wand deals 1 damage to you.

    199R Laboratory Flask
    2, Artifact
    T: Reveal the top two cards of your library. If they share a color, put a fluid counter on Laboratory Flask. Then put them back in any order.
    2,T, Remove a fluid counter from Laboratory Flask: Draw a card.

    200R Magus Tome
    5, Legendary Artifact
    At the beginning of each player's upkeep, that player draws X cards, where X is the number of creatures controlled by the player who controls the greatest number of creatures.

    201R Malleable Warrior
    4, Artifact Creature - Soldier, 2/3
    Whenever Malleable Warrior blocks or becomes blocked by a creature, Malleable Warrior gains all of that creature's abilities until end of combat and that creature loses all of its abilities until end of combat.

    202U Marble Prism
    3, Artifact
    Whenever you play a spell and Marble Prism is untapped, you may tap Marble Prism and pay W, U, or G. If you paid W, creatures you control gain first strike until end of turn. If you paid U, untap two target lands. If you paid G, target creature gets +2/+2 until end of turn.

    203R Mesmerizing Candle
    4, Artifact
    All creatures have "This creature can't attack unless its controller pays X, where X is this creature's converted mana cost."

    204R Perpetual Engine
    4, Artifact
    Whenever any player would draw a card, he or she instead removes the top card of his or her library from the game then draws a card.

    205U Quartz Prism
    3, Artifact
    Whenever you play a spell and Quartz Prism is untapped, you may tap Quartz Prism and pay B, U, or R. If you paid B, return target creature card from your graveyard to your hand. If you paid U, return target permanent you control to its owner's hand. If you paid R, destroy target nonbasic land.

    206R Radiant Gemstone
    0, Artifact
    Radiant Gemstone comes into play tapped.
    When Radiant Gemstone comes into play, reveal your hand. You lose 1 life for each white card there.
    T: Add W to your mana pool.

    207R Refreshing Chamber
    4, Artifact
    3,T: Remove target nontoken permanent from the game, then return it to play under its owner's control.

    208R Scrying Amulet
    3, Artifact
    2,T, Tap an untapped creature you control: Look at target opponent's hand and choose a card from it. That player discards that card. Then, you may pay X, where X is the discarded card's converted mana cost. If you do, draw a card.

    209R Shadow Gemstone
    0, Artifact
    Shadow Gemstone comes into play tapped.
    When Shadow Gemstone comes into play, reveal your hand. You lose 1 life for each black card there.
    T: Add B to your mana pool.

    210R Shimmering Gemstone
    0, Artifact
    Shimmering Gemstone comes into play tapped.
    When Shimmering Gemstone comes into play, reveal your hand. You lose 1 life for each blue card there.
    T: Add U to your mana pool.

    211U Soul Collector
    1, Artifact
    1, Remove a creature you control from the game: You gain 3 life.
    1, Sacrifice a creature: You gain 2 life.
    1, Remove a creature card in your graveyard from the game: You gain 1 life.

    212R Soul Engine
    5, Artifact
    Mana costs of activated abilities of all permanents in play become "Pay 1 life."

    213U Steel Rack
    1, Artifact
    At the beginning of each player's upkeep, Steel Rack deals 1 damage to that player for each card less than three in his or her hand.

    214U Steel Tower
    1, Artifact
    At the beginning of each player's upkeep, that player gains 1 life for each card more than four in his or her hand.

    215U Steel Vise
    1, Artifact
    At the beginning of each player's upkeep, Steel Vise deals 1 damage to that player for each card more than four in his or her hand.

    216R Transition Conveyor
    4, Artifact
    3,T: Name a permanent type. Target opponent chooses a target permanent of the chosen type you control and you choose a target permanent of the chosen type that player controls. Exchange control of these permanents.

    217U Wall of Blades
    4, Artifact Creature - Wall, 4/3
    First strike

    218R Willow Gemstone
    0, Artifact
    Willow Gemstone comes into play tapped.
    When Willow Gemstone comes into play, reveal your hand. You lose 1 life for each green card there.
    T: Add G to your mana pool.


    Lands

    219U Blissful Prairie
    Land
    Blissful Prairie comes into play tapped.
    T: Add W to your mana pool.
    W,T, Sacrifice a Defender: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.

    220U Formless Sky
    Land
    Formless Sky comes into play tapped.
    T: Add U to your mana pool.
    U,T, Sacrifice a Neverform: Draw a card, then discard a card.

    221U Howling Catacombs
    Land
    Howling Catacombs comes into play tapped.
    T: Add B to your mana pool.
    B,T, Sacrifice a Darkling: Add BBB to your mana pool.

    222R Lost Library
    Legendary Land
    T: Add one colorless mana to your mana pool.
    T: Reveal a card from your hand and the top card of your library. If these cards share the same card type, draw a card. Otherwise, put the top card of your library on the bottom of it.

    223R Prismatic Drift
    Land
    T: Reveal a card from your hand. Add one mana to your mana pool of any color in the mana cost of that card.

    224U Shambling Forest
    Land
    Shambling Forest comes into play tapped.
    T: Add G to your mana pool.
    G,T, Sacrifice a Symbiont: Target creature gets +2/+2 until end of turn.

    225U Volcanic Lair
    Land
    Volcanic Lair comes into play tapped.
    T: Add R to your mana pool.
    R,T, Sacrifice an Everblaze: Volcanic Lair deals 1 damage to target creature or player.
  2. Llan New Member

    Very cool set! nice ideas, good continuity, like it!
  3. Thallid Ice Cream Man 21sT CeNTuRy sChIZoId MaN

    I like this set also. It has a few too many cycles/themes for my taste, but overall it seems like good work. To be honest, though, I doubt there should be lords in five different colors.

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