Soul Siren - 3UU Creature - Spirit
Flying
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as ~ is paired with another creature, you control both creatures. 2/2
Soulbond creature that activates soulbond himself!
Dragon Rider 2RR
Creature - Human Warrior
When ~ enters the battlefield put a 3/3 red dragon token with flying.
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as ~ is paired with another creature, both creatures have "R: ~ gets +1/+0 until end of turn".
1/1
Horcrux Necromancer - 2B Creature - Human Wizard
Soulbond
Pair Horcrux Necromancer only with creatures you control.
When Horcrux Necromancer enters the battlefield, return target creature card from a graveyard to the battlefield paired with Horcrux Necromancer.
When you lose control of a creature paired with Horcrux Necromancer, or Horcrux Necromancer becomes paired with another creature, sacrifice Horcrux Necromancer.
When you lose control of Horcrux Necromancer, sacrifice any creature paired with it. 2/1
Way too much text for a card, but I just couldn't pass up creating the idea.
Horcrux Necromancer - 2B Creature - Human Wizard
Soulbond
Pair Horcrux Necromancer only with creatures you control.
When Horcrux Necromancer enters the battlefield, return target creature card from a graveyard to the battlefield paired with Horcrux Necromancer.
When you lose control of a creature paired with Horcrux Necromancer, or Horcrux Necromancer becomes paired with another creature, sacrifice Horcrux Necromancer.
When you lose control of Horcrux Necromancer, sacrifice any creature paired with it. 2/1
Way too much text for a card, but I just couldn't pass up creating the idea.
I would like a card like this but trying to shove soulbond in there makes it messy. Also Soulbond only pairs with creatures you control already so "Pair Horcrux Necromancer only with creatures you control." can be deleted.
Soulbond doesn't specifically say that it only works for your creatures. Only that they stay bonded for as long as you control them both. If you bonded my card with an opponent's creature, even if it immediately unbonded, you would kill that creature.
@reaper: no real comment on your cards themselves, but you seem to have pulled some formatting from between them in copy/pasting (you call the soltari the goblin in it's last line and the type of the dragon is soltari cleric, unless that one was intentional...)
Some Miracle2U
Sorcery
Draw two cards.
Miracle U (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Some Miracle2U
Sorcery
Draw two cards. Miracle U (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
It will probably cost 3u if they print it though.
That's pretty good even at 3U. Would require testing. Miracle effects get extra mileage in blue, for obvious reasons.
Soulbond doesn't specifically say that it only works for your creatures. Only that they stay bonded for as long as you control them both. If you bonded my card with an opponent's creature, even if it immediately unbonded, you would kill that creature.
It wouldn't work this way for the same reason that you never get your opponent's creature if your Sower of Temptation dies while its own triggered ability is on the stack. The rules define a duration that never starts ("for as long as you control both of them" when you don't control both to begin with) and thus the effect never happens.
Comprehensive Rules Cite:
611.2b Some continuous effects generated by the resolution of a spell or ability have durations worded "for as long as . . . ." If the "for as long as" duration never starts, or it ends before the moment the effect would first be applied, the effect does nothing. It doesn't start and immediately stop again, and it doesn't last forever.
It wouldn't work this way for the same reason that you never get your opponent's creature if your Sower of Temptation dies while its own triggered ability is on the stack. The rules define a duration that never starts ("for as long as you control both of them" when you don't control both to begin with) and thus the effect never happens.
Comprehensive Rules Cite:
611.2b Some continuous effects generated by the resolution of a spell or ability have durations worded "for as long as . . . ." If the "for as long as" duration never starts, or it ends before the moment the effect would first be applied, the effect does nothing. It doesn't start and immediately stop again, and it doesn't last forever.
Devlin, the Rageborn1RR
Planeswalker - Devlin
+1: Creatures you control gains +1/+0 and haste until end of turn.
-1: Devlin deals 2 damage to target player.
-4: Each player discards their hand and draws 7 new cards.
Starting Loyalty: 3
Did someone say aggressive walkers? This one is pushed pretty hard.
Rakken, Bargainer of Wills 1BR
Planeswalker - Rakken
+1: Creatures you control gain haste and deathtouch until the beginning of your next upkeep.
-2: Destroy target nonbasic land.
-6: Creatures you control gain intimidate and firebreathing until end of turn.
{3}
Did someone say aggressive walkers? This one is pushed pretty hard.
Rakken, Bargainer of Wills 1BR
Planeswalker - Rakken
+1: Creatures you control gain haste and deathtouch until the beginning of your next upkeep.
-2: Destroy target nonbasic land.
-6: Creatures you control gain intimidate and firebreathing until end of turn.
{3}
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Did someone say aggressive walkers? This one is pushed pretty hard.
Rakken, Bargainer of Wills 1BR
Planeswalker - Rakken
+1: Creatures you control gain haste and deathtouch until the beginning of your next upkeep.
-2: Destroy target nonbasic land.
-6: Creatures you control gain intimidate and firebreathing until end of turn.
{3}
Like qq said, I think the second ability need to be -2. I don't think the ultimate seemed worth building up to through. I'll rather make it -7 or -8 and +X/+0 as well.
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Creature - Spirit
Flying
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as ~ is paired with another creature, you control both creatures.
2/2
*drool
360 Unpowered Cube | Cubetutor
Dragon Rider
2RR
Creature - Human Warrior
When ~ enters the battlefield put a 3/3 red dragon token with flying.
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as ~ is paired with another creature, both creatures have "R: ~ gets +1/+0 until end of turn".
1/1
Creature - Human Wizard
Soulbond
Pair Horcrux Necromancer only with creatures you control.
When Horcrux Necromancer enters the battlefield, return target creature card from a graveyard to the battlefield paired with Horcrux Necromancer.
When you lose control of a creature paired with Horcrux Necromancer, or Horcrux Necromancer becomes paired with another creature, sacrifice Horcrux Necromancer.
When you lose control of Horcrux Necromancer, sacrifice any creature paired with it.
2/1
Way too much text for a card, but I just couldn't pass up creating the idea.
360 Unpowered Cube | Cubetutor
I would like a card like this but trying to shove soulbond in there makes it messy. Also Soulbond only pairs with creatures you control already so "Pair Horcrux Necromancer only with creatures you control." can be deleted.
360 Unpowered Cube | Cubetutor
Sorcery
Draw two cards.
Miracle U (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
It will probably cost 3u if they print it though.
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That's pretty good even at 3U. Would require testing. Miracle effects get extra mileage in blue, for obvious reasons.
On spoiled card wishlisting and 'should-have-had'-isms:
Blimpy's Aggro-Focused Cube (powered 360)
I'm always open to suggestions on how to improve my cube. Take a look and ask a question, or give a constructive critique whenever you can.
Miraculous Recall(ish) U
Instant
Miracle U
Draw a card. If you cash Miraculous Recall(ish) for its miracle cost, draw 2 cards instead.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
Blimpy's Aggro-Focused Cube (powered 360)
I'm always open to suggestions on how to improve my cube. Take a look and ask a question, or give a constructive critique whenever you can.
That's a bit broken IMO.
On spoiled card wishlisting and 'should-have-had'-isms:
Comprehensive Rules Cite:
It trades an extra blue in it's flashback cost for 3 life and the ability to topdeck cast it for one blue... that's much better than deep analysis.
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Draft it here!
Thank you. That is good to know.
360 Unpowered Cube | Cubetutor
Thread | Draft
Planeswalker - Devlin
+1: Creatures you control gains +1/+0 and haste until end of turn.
-1: Devlin deals 2 damage to target player.
-4: Each player discards their hand and draws 7 new cards.
Starting Loyalty: 3
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Nice design, Bonda!
Rakken, Bargainer of Wills
1BR
Planeswalker - Rakken
+1: Creatures you control gain haste and deathtouch until the beginning of your next upkeep.
-2: Destroy target nonbasic land.
-6: Creatures you control gain intimidate and firebreathing until end of turn.
{3}
i think the second ability has to be -3.
Like qq said, I think the second ability need to be -2. I don't think the ultimate seemed worth building up to through. I'll rather make it -7 or -8 and +X/+0 as well.
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