Goblin Barrage2RR
Tribal Sorcery - Goblin
Epic
Put X 1/1 Goblin creature tokens with haste into play, where X is the number of goblins you have in play plus one. The +1 is there so that you don't completely lose after somebody wraths. That is your flavor text.
Legendary Artifact- Troll Equipment (M)
Equipped creature has hexproof. 1G: Regenerate equipped creature.
As you cast a creature spell, you may pay Thrunhide Jacket's equip cost and reveal it from your hand. If you do, that creature spell can't be countered and, if that creature enters the battlefield, put Thrunhide Jacket onto the battlefield equipped to it.
Equip 1G
IIW: Design a physical weapon that could kill any creature in Magic (or could grant the ability to do so to a creature).
Tumulus of Lost Fury
Legendary Tribal Artifact - Berserker
:3mana:: Target creature gains trample until end of turn.
:3mana:: Target creature gains double strike until end of turn.
:symtap:: Target creature loses all abilities and becomes 1/1 until end of turn. Then that creature gets +2/+2 until end of turn for each ability lost in this way. Those that lay claim to it inherit battle's earliest armaments.
Call of the Chitterer3G
Legendary Tribal Enchantment - Squirrel {R}
At the beginning of your upkeep, put a 1/1 green Squirrel creature token onto the battlefield.
Squirrel creatures you control get +1/+1 for each Squirrel you control
IIW:
A permanent with one ability or a spell with one effect.
Fight Club
Legendary Tribal Land - Barbarian (R)
Fight Club enters the battlefield tapped and does not untap during your untap step.
Pay 2 life: Untap Fight Club. t: Add R to your mana pool. Activate this ability only once per turn. t: Target creature you control gets +2/+0 until end of turn. Then, it fights target creature an opponent controls. No prizes to be won, only renown. No fee to be paid, only blood.
Bonus: Riddle of Time3UU
Legendary Tribal Enchantment - Sphinx Aura Riddle (M)
Enchant player
Enchanted player skips his or her untap step.
Whenever enchanted player controls both an instant spell and a sorcery spell on the stack at the same time, sacrifice Riddle of Time.
"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
Malfegor's Skull5
Legendary Tribal Artifact - Dragon X:symbr::, :symtap:: Malfegor's Skull deals X damage to target player and that player discards X cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
IIW:
Multicolored millcards in something other than dimir.
Merrow's Tome of Knowledge 3WU
Legendary Artifact - Merfolk 1W: Target Merfolk gains protection of the color of your choice until end of turn. 2U: Draw a card WU, tap four untapped Merfolk you control: counter target spell.
Fight Club
Legendary Tribal Land - Barbarian (R)
Fight Club enters the battlefield tapped and does not untap during your untap step.
Pay 2 life: Untap Fight Club. t: Add R to your mana pool. t: Target creature you control gets +2/+0 until end of turn. Then, it fights target creature an opponent controls. No prizes to be won, only renown. No fee to be paid, only blood.
WTF? Pay 2 life: Add R to your mana pool? Bonkers! O_o
Akroma's Sorrow3WWW
Legendary Enchantment M
Creatures you control have persist, vigilance and first strike.
Whenever a creature you control dies, you may gain 2 life The endless war must continue, lest we all be destroyed
WTF? Pay 2 life: Add R to your mana pool? Bonkers! O_o
Noted, and bounded.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
Death's Maw
Legendary Tribal Land - Beast
Pay 1 life, :symtap:: Add or to your mana pool.
Pay 3 life, :1mana::symg::symr:, :symtap:: Put a 3/3 red and green Beast creature token onto the battlefield. "Abandon all hope, ye who enter here"
The Churn
Legendary Tribal Land - Wurm T: Add 1 to your mana pool. XGGG,T, Sacrifice a Wurm: Put three X/X green Wurm creature tokens onto the battlefield. In The Churn, there is no land to speak of. It's simply an ocean of leviathans that stretch to the horizon.
This definitely feels very Saproling, but there isn't a lot of flare to this card, no reason it to be legendary.
Crustacean Crusader's Memnarch's Legacy:
Now this feels legendary. Powerful abilities that couple with it's creature type really well. There isn't a lot about this that's bad, really. Well done.
Prophylaxis' Bahamut's Shrine:
I understand the flavor of the card, but something about printing the line "9,999 damage to target creature" feels wrong to me. Yes, it's fourteen mana before any combo can go off, but it still makes me uneasy.
PanchoPonceN's Top of the Nests:
I should say right now that I'm a little biased against this card. I hate lands that don't tap for mana. About the card itself though, its very flavorful and incredibly strong should you get even 2 dragons on the board, and can act as a red, uncounterable, one-sided wrath. Upon second inspection of your card, it may be way too good.
SushiOtter's Goblin Barrage:
I kind of like where you went with this. It's obviously not legendary, but Epic is sort of the Instant/Sorcery equivalent, so props for that. I feel like this is undercosted though, because this can win you the game the turn you play it, let alone the third time it resolves. Definitely a fun card though, and I'd play it in my Goblins if I ever got the chance.
Takeline's Thrunhide Jacket:
The second I saw this card, I fell in love. Everything about this feels very troll. All of the abilities fit in just right and I dig the alternative equip from the hand.
Void_nothing's Tumulus of Lost Fury:
As an avid multiplayer player, this card just screams multiplayer Shenanigans. The casual implications of this card are almost limitless. My only qualm with it is it's last ability being able to target anyone's creature. I'm not saying it's bad, I'd just need to play it to get a sense of how good that is.
Oculus' Call of the Chitterer:
This card doesn't feel squirrel to me. I guess it's the pump effect; squirrels don't seem like the kind of creature that get very big (Krosan Beast notwithstanding). I do appreciate any card that can effectively replace Coat of Arms and its stupid combat math.
Rudyard's Omnisphere:
There is no reason that I should like this card. None at all. But I do. I don't really know what to say about it though, so I guess this'll have to do.
Green Opal's Will of the Mostly Harmless:
I can respect any Douglas Adams reference, so good-on-ya. And this really does feel like what white/green card advantage would be, and that's hard to accomplish. Everything about this card feels... right.[/SPOILER
JonFuryZacharias' Fight Club: [SPOILERAfter you fixed the crazy mana potential of Fight Club, I really like it. This card feels like what Magic's Barbarians do in there free time, and that's a good thing. Also, the playability of this card is great - it's repeatable red removal that isn't broken and doesn't suck. Oh, and about the riddle, it seems like a soft lock on a tapped player, or on someone with a noncompensating hand.
Avatarz' Throne of Kher Keep:
I do have a soft spot for Kobolds, and this card feels like the lord they never had (Rohgahh of Kher Keep can go die). On the topic of Rohgahh though, this seems like his chair, so this card's flavor is pretty good.
Tranquilo's Altar of Shadows:
I have only one real complaint about this card, and that's that it's name makes it sound like an artifact, although the name fits with the ability for sure. With that aside, there is something very good about this card, I just can't point my finger at it.
Brofaux's Malfegor's Skull:
There are a few too many things wrong with this card. It's a repeatable blaze to the dome and it's instant speed discard, which has proven itself to be way too powerful.
Jace_the_Mind_Sculptor's Merrow's Tome of Knowledge:
All of this card's abilities are very well costed in correspondence with it's CMC, but for some reason the card feels sort of bland to me.
Megiddo's Progenitus Lash:
I'll be honest, I have no idea how to judge this card. I love "Protection from Everything", but I don't know how I feel about giving that line of text to any creature I want. For all intents and purposes, it seems appropriately costed, but... I don't know. And for that, I congratulate you.
FoxxyEDarko's Akroma's Sorrow:
(Yeah, this should probably be Tribal - Angel, but I think the name and abilities conveyed that well enough, so I don't really care) There's nothing particularly wrong about this card, but it just feels like a slight variant on Akroma's Memorial. I guess I would say it's uninspired.
Timothy, Mimeslayer's Death's Maw:
Flavor is just oozing from this card, I love it. The only thing I might fix is the mana production, maybe colorless? But then again, I don't know what the art would look like, or what your idea of Death's Maw is, so this is all baseless.
Rithaniel's The Churn:
After reading each line of text on this card, I just got more and more excited. Then I got to the flavor text, and I got this vivid image of what the Churn is, and I asked myself why it doesn't already exist. Very well done.
And the winner is:
Jesus, I didn't think it would be this hard to pick a winner. I boiled it down to about half of you, and then was stumped for awhile. And now I've gotten it down to two of you (Thrunhide Jacket and The Churn), so I'll just give it to the one I want to exist more: Rithaniel with The Churn!
Late Bloomer G
Instant C
At the end of the current turn, put a 1/1 green plant creature token onto the battlefield. These blooms enjoy the setting sun.
Garrison WW
Instant
Target land gains hexproof and is indestructible until end of turn.
If you cast Garrison when you could cast a sorcery, all your lands gain hexproof and are indestructible until end of turn instead.
Tribal Sorcery - Goblin
Epic
Put X 1/1 Goblin creature tokens with haste into play, where X is the number of goblins you have in play plus one.
The +1 is there so that you don't completely lose after somebody wraths. That is your flavor text.
IIW: New guildmages
Pauper EDH:
UBPsychatogBU
UInvisible StalkerU
Not playing anything else. Money is tight.
Legendary Artifact- Troll Equipment (M)
Equipped creature has hexproof.
1G: Regenerate equipped creature.
As you cast a creature spell, you may pay Thrunhide Jacket's equip cost and reveal it from your hand. If you do, that creature spell can't be countered and, if that creature enters the battlefield, put Thrunhide Jacket onto the battlefield equipped to it.
Equip 1G
IIW: Design a physical weapon that could kill any creature in Magic (or could grant the ability to do so to a creature).
Legendary Tribal Artifact - Berserker
:3mana:: Target creature gains trample until end of turn.
:3mana:: Target creature gains double strike until end of turn.
:symtap:: Target creature loses all abilities and becomes 1/1 until end of turn. Then that creature gets +2/+2 until end of turn for each ability lost in this way.
Those that lay claim to it inherit battle's earliest armaments.
IIW: A really good or interesting Berserker.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Tribal Enchantment - Squirrel {R}
At the beginning of your upkeep, put a 1/1 green Squirrel creature token onto the battlefield.
Squirrel creatures you control get +1/+1 for each Squirrel you control
IIW:
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Legendary Tribal Artifact Enchantment Land - Shapeshifter M
Changeling
T, Pay 1 life: Add 1 mana that's all colors to your mana pool.
iiw: design something ridiculous you'd never expect to win a design challenge
Legendary Tribal Land - Barbarian (R)
Fight Club enters the battlefield tapped and does not untap during your untap step.
Pay 2 life: Untap Fight Club.
t: Add R to your mana pool. Activate this ability only once per turn.
t: Target creature you control gets +2/+0 until end of turn. Then, it fights target creature an opponent controls.
No prizes to be won, only renown. No fee to be paid, only blood.
Bonus:
Riddle of Time 3UU
Legendary Tribal Enchantment - Sphinx Aura Riddle (M)
Enchant player
Enchanted player skips his or her untap step.
Whenever enchanted player controls both an instant spell and a sorcery spell on the stack at the same time, sacrifice Riddle of Time.
Monkeys
Legendary Tribal Land - Cleric
Pay 1 life, T: Add B or W to your mana pool.
1, sacrifice a cleric permanent: Gain 4 life.
Next: A land with two subtypes, one basic and one nonbasic.
Legendary Tribal Artifact - Dragon
X:symbr::, :symtap:: Malfegor's Skull deals X damage to target player and that player discards X cards.
Multicolored millcards in something other than dimir.
Legendary Artifact - Merfolk
1W: Target Merfolk gains protection of the color of your choice until end of turn.
2U: Draw a card
WU, tap four untapped Merfolk you control: counter target spell.
IIW Merfolk Mania
Winnings
Winnings WIAJ: 2
Winnings WIJ: 2
[Clan Flamingo]
The clan for custom card creators!
Legendary Tribal Artifact — Hydra Equipment {R}
Equipped creature gets +3/+3 and has protection from everything. This effect doesn't remove Progenitus Lash.
Equip 5
Legendary Enchantment M
Creatures you control have persist, vigilance and first strike.
Whenever a creature you control dies, you may gain 2 life
The endless war must continue, lest we all be destroyed
WUB Esper Control
Legacy
WU Miracles
Edh
WUBErtai, the corrupted
Modern
GR Welcome to the Jungle
Noted, and bounded.
Legendary Tribal Land - Beast
Pay 1 life, :symtap:: Add or to your mana pool.
Pay 3 life, :1mana::symg::symr:, :symtap:: Put a 3/3 red and green Beast creature token onto the battlefield.
"Abandon all hope, ye who enter here"
[Clan Flamingo]
The clan for custom card creators!
Legendary Tribal Land - Wurm
T: Add 1 to your mana pool.
XGGG,T, Sacrifice a Wurm: Put three X/X green Wurm creature tokens onto the battlefield.
In The Churn, there is no land to speak of. It's simply an ocean of leviathans that stretch to the horizon.
IIW: Instants that don't need to be instants.
Magic Brain's Chitinous Amplification:
Crustacean Crusader's Memnarch's Legacy:
Prophylaxis' Bahamut's Shrine:
PanchoPonceN's Top of the Nests:
SushiOtter's Goblin Barrage:
Takeline's Thrunhide Jacket:
Void_nothing's Tumulus of Lost Fury:
Oculus' Call of the Chitterer:
Rudyard's Omnisphere:
Green Opal's Will of the Mostly Harmless:
JonFuryZacharias' Fight Club: [SPOILERAfter you fixed the crazy mana potential of Fight Club, I really like it. This card feels like what Magic's Barbarians do in there free time, and that's a good thing. Also, the playability of this card is great - it's repeatable red removal that isn't broken and doesn't suck. Oh, and about the riddle, it seems like a soft lock on a tapped player, or on someone with a noncompensating hand.
Avatarz' Throne of Kher Keep:
Tranquilo's Altar of Shadows:
Brofaux's Malfegor's Skull:
Jace_the_Mind_Sculptor's Merrow's Tome of Knowledge:
Megiddo's Progenitus Lash:
FoxxyEDarko's Akroma's Sorrow:
Timothy, Mimeslayer's Death's Maw:
Rithaniel's The Churn:
And the winner is:
Next contest:
Instant C
At the end of the current turn, put a 1/1 green plant creature token onto the battlefield.
These blooms enjoy the setting sun.
[Clan Flamingo]
Instant
Target land gains hexproof and is indestructible until end of turn.
If you cast Garrison when you could cast a sorcery, all your lands gain hexproof and are indestructible until end of turn instead.
Multicolored millcards in something other than dimir.
Current Challenge: Instants that don't need to be instants
How about instants that should definitely NOT be instants?
Alzheimer's Disease 1B
Instant {U}
Target player discards a card.
Buyback — 2B
IIW: More diseases
I will admit.
This challenge genuinely irritated me.
There's a reason that instants aren't sorceries.
Multicolored millcards in something other than dimir.
Instant (C)
Put a 2/2 green Bear token onto the battlefield.
IIW: Good things for other players.