X's set of greatness

M

MrXarvox

Guest
This is a set based on a storyline of my own creation. I'll be posting more cards later, post your comments.


The main character

X 0
Summon Legend
When X comes into play, pay 5 mana of any one color or bury X. This payment of mana counts as X's casting cost while X is in play. X is the color of this mana.
if the mana you paid was blue or black, X gains
Flying and +2/+1;
If the mana was red or green, X gains "X cannot be the target of spells or abilities" and R:+1/+0 until end of turn.
If the mana was white, X gains first strike and does not tap to attack.
4/4

Artifacts



Sky torch 4
artifact creature- ship
Flying, first strike
2: +1/+0 until end of turn
1/5


Lady-class flying ship 6
artifact creature- ship
Flying, first strike
1: +1/+0 until end of turn
1: +0/+1 until end of turn
1/7


Amulet of the Tempest 3
Legendary Artifact
Red and Green spells you play cost 2 less.


Amulets of binding 2
Artifact
2, T: target permanent does not untap during its controller's next untap phase.
4: target permanent does not untap during its controller's next untap phase.


Xarvox-Hammer 5
Artifact
T: Target creature gains +3/+1, first strike, and trample until end of turn. If that creature leaves play this turn, bury Xarvox-hammer.


Storm Key 10
Legendary Artifact
6, T, remove storm key from the game:
All players shuffle their hands, graveyards, and cards in play that they own into their libraries.
All players' life totals become 20, and each player
draws 7 cards.


Full Xarvoxian Regalia 5
Artifact
T: target creature gets +2/+2, gains first strike, and cannot be the target of spells or abilities until end of turn.


Tome of Virennoga 4
legendary artifact
T: draw a card and gain 1 life.
If you control Tome of Virenkov, Sacrifice Tome of Virennoga.


Tome of Virenkov 4
legendary artifact
T: draw two cards and lose 4 life.
If you control Tome of Virennoga, Sacrifice Tome of Virenkov.


Xarvoxian Ballista 6
artifact
T: Destroy target attacking creature with power greater than 4.


Blade of Rending 4
Artifact
2,T, Tap a creature you control: Destroy target enchantment
2,T, Tap a creature you control: Destroy target Spirit, Djinn, Efreet, Ghost, or Shade.


Blade of Soaring 4
Artifact
5, T: put a wing counter on target creature.
All creatures with wing counters on them gain flying.


Egg of Flames 2
Artifact
T, Sacrifice Egg of flames: add RRR to your mana pool.


Egg of Vapor 2
Artifact
T, Sacrifice Egg of vapor: add UUU to your mana pool.


Egg of Herbs 2
Artifact
T, sacrifice Egg of Herbs: add GGG to your mana pool.


Egg of Light 2
Artifact
T, sacrifice Egg of Light: add WWW to your mana pool.


Egg of Night 2
Artifact
T, sacrifice Egg of Night: add BBB to your mana pool.


Staff of the Fallen 5
T, sacrifice a creature: Gain life equal to that creature's converted casting cost, then target craeture gets +X/+X until end of turn, where X is the creature's converted casting cost.


Chime of Silence 4
Artifact
3: target creature cannot attack this turn. If it becomes tapped at any time this turn, that creature does not untap during its controller's next untap phase.



I'll be doing multicolor next....
 
K

K

Guest
Amulet of the Tempest is too powerful.
Blade of Soaring is kind of too weak, lower the casting cost. The Egg artifacts are all kind of broken; they give each color a Dark Ritual-like card; make them come into play tapped, alteast. Chime of Silence is kind of cool, though a bit too weak.
 
M

MrXarvox

Guest
the eggs... they turn 2 into 3 of any color. I fail to see the real brokenness of them, considering the dark ritual is one for 3. two for 3 is simply dulling it down, and giving some extra speed to any color, instead of reserving it for black. they'd be staples for nearly every deck and I'd make them common. Plus, you'll see some very very high cc's through the rest of the set, these are to help those titanic powers come into play.
Blade of soaring; you may be right. I think I'll make it 3 and no tapping to activate it.


Anyway here are the Multi's:


Tziv'rec 2BR
Enchantment
2, sacrifice a land: destroy target nonland permanent.

Mod'rec 2UB
Enchantment
2, pay 2 life: bury target creature.

Kov'rec 2WU
Enchantment
4: put a 1/1 white/blue apprentice token into play.
Sacrifice an apprentice token: counter target spell unless its caster pays an additional 1.

Kiv'rec 2GW
Enchantment
2, discard a card: Prevent all damage to you from one source.

At'rec 2RG
Enchantment
3, sacrifice a land: Put any creature card from your hand into play tapped.


Tempest Rider 4RG
Summon Djinn
Flying, haste
RG: +1/+1 until end of turn
5/4


Breaking storm 6RRUU
Sorcery
Destroy all artifacts, creatures, and lands; then draw 7 cards.


K'ai'javano-d'arrka 2BBUU
Summon Spirit
When K'ai'javano-d'arrka deals combat damage to an opponent, opponent discards two cards and you draw a card.
2/2


Mod'n-kover'non-ci'mokk 2BBUU
Summon Spirit
Flying
When Mod'n-kover'non-ci'mokk deals combat damage to an opponent, opponent loses life equal to the number of creatures they control.
1/1


Virenkov's Minion 1BR
Summon Minion
When Virenkov's Minion deals damage to a creature, bury that creature.
2/2


Thwok 1RG
instant
Remove target creature from the game.


Pains of Mortality 2BR
Instant
Destroy target player if their life total is 3 or less.


Otana Tzyv 4RU
Sorcery
Destroy 4 target lands.
Search your library for all land cards, and remove them from the game.


Psychic ray UUWW
Instant
Deal 4 damage to target player. You and that player each draw a card.


Psychic pass UUBB
Instant
Target player sacrifices 2 creatures. You and that player each draw a card.


Wings of the Bearer 1WU
Enchant Creature
Enchanted creature gains flying and +0/+4.


Knight of Aryhn 3GW
Summon Paladin
First strike, Trample
Protection from Black
3/3


Static Shroud 2UUWW
Enchantment
During your upkeep, pay UUWW or sacrifice Static shroud.
Players cannot play spells.
Creatures cannot attack.
Lands do not untap.


Balance of Power 3WU
Enchantment
Whenever a player puts a card into play, that player's opponents may put a card of the same type into play from their hand.


The Group 12,WUBRG
Summon Deity Legend
Trample
G: gets +1/+1 until end of turn.
W: gains first strike until end of turn.
U: counter target spell unless its caster pays an additional 1.
B: target player loses 1 life.
R: deal 1 damage to target creature.
12/20
 
D

dw51688

Guest
Put the group in a 5 color deck with coalition victory.
 
D

DÛke

Guest
...of these cards are fun. The rest is just either too powerful or too weak.
 
A

Azreal the Soulmaster

Guest
Palace of the fallen
legendary land
palace of the fallen comes into play tapped
sacrifice any # of non token creatures when Palace of the fallen comes into play
tap: add an amount of black mana to your mana pool equal to the # of creatures sacrificed in this way

"built with the screams and pain of the human race"- Azreal the Soulmaster


[Edited by Azreal the Soulmaster on 11-06-00 at 05:56 PM]
 
P

Phyrexian Pie-Eater

Guest
Evii Kow
3RB
3/3
Summon-Mask
Mask: Phyrexian Pie-eater(can only be played if PPE is in play)
First strike, Trample.
RBX, Tap: Put X Milk counters into play with "Sac: Target mask gets +1/+0 until end of turn."
Hey, Friggen Moo!

Riddlin Baby
2UB
3/2
Summon-Mask
Mask: Phyrexian Pie-eater(can only be played if PPE is in play)
When Riddlin Baby comes into play, choose a color. Riddlin Baby has protection from that color
UBX, Tap: Put X pill tokens into play that have "Sac: this to give target mask +0/+1 until end of turn."
Mmmmmmm they taste gooood


[Edited by Phyrexian Pie-Eater on 11-08-00 at 06:31 PM]
 
M

MrXarvox

Guest
Bash in the face 1R
Instant
Destroy all masks.

BOOYAH!

Next come the Lands... later
 
A

Azreal the Soulmaster

Guest
did you like my land Xarvox, oh and pie boy these cards aren't supposed to be stupid amazingly crappy broken cards, let it go its kinda sad

"the light is merely an illusion for those too timid to embrace the darkness"
 
M

MrXarvox

Guest
Palace of the fallen is cool, but it doesn't go with the storyline, btw to make it not broken, make it sac nontoken creatures only and come into play tapped


Ok here are the lands:

Plain of Tar
Land
When Plain of tar comes into play, destroy target land.
T, pay 1 life: add 1 to your mana pool.


Sulfur Seas
Land
When Sulfur Seas comes into play, return two creatures to their owners' hands.
T, pay 2 life: add U to your mana pool.


Spire of Views
Land
When Spire of Views comes into play, deal 2 damage to each creature and player.
T, pay 2 life: add R to your mana pool.


Forest of Mists
Land
When Forest of Mists comes into play, gain 4 life.
T, pay 2 life: add G to your mana pool.


Bog of Burning
Land
When Bog of Burning comes into play, destroy target nonblack creature.
T, pay 2 life: add B to your mana pool.


Buoyant Marble
Land
When Buoyant Marble comes into play, tap all creatures.
T, pay 2 life: add W to your mana pool.


Spires of Time
Legendary Land
T: flip a coin. If the flip end up in your favor, add 2 mana of any color to your mana pool. If you lose the flip, add two colorless mana to your mana pool.


Aryhnwood
Legendary land
T: add GG to your mana pool. If you control any nongreen permanents, sacrifice them.




next: the RED cards!
 
R

Ristik

Guest
Xarvox, I think you're one of only a few people to have more free time than I do... Some of these cards are simply insanely fun-looking. I'd love to see a storyline.
 
A

Azreal the Soulmaster

Guest
cool Xarvox i actually i didn't even think about the token creatures and coming into play tapped would even it out
 
P

Phyrexian Pie-Eater

Guest
Ok, those we're fairly serious(well kinda, but i wasn't going for super broken) and if you want to talk broken, what about a free land destruction/4 life/whatever that those lands of his give. that seems a little overpowered here. And i'm not in a war or anything, that was a joke title. sorry if i wasn't clear enough.
 
A

Azreal the Soulmaster

Guest
They aren't broken because you have to pay life for the mana they produce, not like city of brass where its one of any color its one of that certain color, and as for there come into play ablities they are kind of like the emmissaries of invasion, but i see where you're going since they are lands and there is no casting costs, i would assume they would be rare, but they could be used normally if they were say artifacts that cost like 2 or 3

"the light is merely an illusion for those too timid to embrace the darkness"
 
P

Phyrexian Pie-Eater

Guest
If a card is rare, that doesn't mean everyone who wants 4 won't have them. And the life for mana works for that part, but the free stuff isn't good.

Especially if you throw capsize into it, or another return card. Then its 4 life, 2 damage, whatnot, each turn for 6 mana.

Or if you did it right, you could return all of your opponents creature to his had with the blue card, if you made all lands creatures and used its ability in an endless cycle. That would actually be really really kewl:) But i think you get what i'm saying.

Also, i would like to say go me for having my 300th post. Max-Punch Punch, and Super-moon pies for everyone!!!:):)

[Edited by Phyrexian Pie-Eater on 11-06-00 at 10:09 PM]
 
A

Azreal the Soulmaster

Guest
Thats why i said they'd probably be less broken as artifacts, and i was just stating that if they weren't they should be rare
 
C

Cateran Emperor

Guest
Just out of curiosity, are some of teh names made by randomly hitting keys? Ex: Mod'n-kover'non-ci'mokk, K'ai'javano-d'arrka.
 
M

MrXarvox

Guest
Actually, those names are in Xarvoxian,
Mod'n-kover'non-ci'mokk means 'killing machine'
K'ai'javano-darka means 'crazy god'
:D

The lands would be common- all that rarity does is restrict good cards to those who regularly buy by the box. Even though this set will never exist, I'd never make the utility cards like these lands and the eggs rare. that would be unfair to casual players.


I'll do red when I have time
 
P

Phyrexian Pie-Eater

Guest
The fallen angel has the right idea: make them mana artifacts. If they are lands they are too good. Also the eggs give too much speed. Have you ever heard of a fast blue deck? No, because it goes against what blue is about. Same with white and red. Those colors aren't about speeding up your mana. It unbalances the game. That would be like giving each color a type of lord of the pit, or Serra angel. Its just not right.
 
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