1) Have fun
2) Each person creates a card using the mechanic listed by the poster before them and the mechanic fromthe poster before that one. (Ex: The last person lists Cycling and the person before them lists Madness you make a card with Cycling and Madness on the same card)
3) After making a card list a new mechanic
4) It doesnt have to be a keyworded mechanic as long as it is clear what you mean (Ex: Gustcloak - Untap and remove from combat if its blocked)
5) The card can be any type and any color
6) Have fun
I'll start us off with a card:
Torch the Villagers [1R]
Sorcery
~this~ deals four damage to target creature.
Cycling [2]
Madness [R]
And here's a new mechanic: Kicker
Now go make a card that combines Kicker+Madness or Kicker+Cycling
It seems sort of silly to ridicule a company for marketing efforts. Of course they are going to hype upcoming products, every company on the face of the planet does it, and it works, thats why they do it. There isn't really any sense complaining about it. If you don't like the marketing, ignore it.
Descent Into Insanity
:2mana::symb::symb::symb:
Sorcery
Target player discards his or her hand
Madness :1mana::symb::symb:, Kicker :1mana::symu::symu: and/or :1mana::symr::symr:
If you paid the :1mana::symu::symu: kicker cost, draw cards equal to the number of cards discarded. If you paid the :1mana::symr::symr: kicker cost, ~ deals 1 damage to that player for each card discarded.
Myr Secretary
Artifact Creature
Kicker Madness or Cycling
Modular 5 (This comes into play with five +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counter on target artifact creature.)
If you paid the kicker cost target player shuffles their graveyard into their library.
Um... I think someone got skipped. Anyways:
Soltari Samurai
:symw::symw:
Creature - Samurai
Shadow, Bushido 1
:symw:: Soltari Samurai may block this turn as though it did not have shadow
2/2
I'm going to ignore the shadow one, as it was the oldest. Just to clarify-Post using the last two mechanics, and add a new one next. Don't use the one you're gonna add.
Arcbound Marauder
5
Imprint-When comes into play you may remove a creature card in your hand from the game. (The removed card is imprinted on this artifact.)
Modular X, where X is the imprinted card's convered mana cost. (This comes into play with X +1/+1 counters on it. When it’s put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
When ~ comes into target opponent may put an artifact into play
0/0
Now, again, it's only the last two mechanics that you build a card with. (Although dealing damage isn't exactly a mechanic, per se, but I'll see what I can do)
So, Imprint and Deals damage, eh? Okay
Scrap Cannon
Artifact
Imprint - :symtap::Remove an artifact card in your hand from the game(The removed card is imprinted on ~)
:2mana:, :symtap:: ~ deals X damage to target creature or player, where X is equal to the imprinted card's converted mana cost. That card is no longer imprinted on ~
Kami of the Raging Wind
Creature - Spirit
Flying
Whenever a player plays a spirit or Arcane spell, each player returns a permanent they control to its owner's hand.
Flashlife , pay 3 life. (You may play this card from your graveyard for its flashback cost, it gains haste, at end of turn remove this card from the game.) 2/3
Hope that works, kind of a twist on flashback applying it to creatures.
Instant and sorcery cards in your graveyard have Flashback equal to their mana cost (mana cost includes color)
At end of turn, remove a noninstant, nonsorcery card in your graveyard from the game
At the beginning of your upkeep, if there are no cards in your graveyard, sacrifice ~
Creature - Elemental
When ~ comes into play return all creatures you control to their owner's hands. During your upkeep each player my put a creature card from their hand into play.
3/4
Life in Death :2mana::symb::symb:
Instant
Each player sacrifices two creatures
Threshold-Each player sacrifices two creatures, then return a creature from any graveyard to play under your control
It seems sort of silly to ridicule a company for marketing efforts. Of course they are going to hype upcoming products, every company on the face of the planet does it, and it works, thats why they do it. There isn't really any sense complaining about it. If you don't like the marketing, ignore it.
You may discard a blue creature from your hand instead of paying ~'s converted mana cost.
Counter target spell with converted mana cost 2 or less or change all numbers on cards from one number to another.
Entwine- Tap 3 blue creatures you control.
Nedt- Imprint
-Alpha
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from TheFooFish »
Lies! -I'm Buffy Summers, town tracker. I used my ability on you and saw that you didn't use any abilities before the game started. My flavor is I was sucked through a mysterious space-time portal and I'm here to kill all the vampires, and my tracking ability is a combination of my Slayer and Native American skills.
Second Glance [2U]
Sorcery
Choose one - Remove a card in your hand from the game and imprint it on target permanent, or choose a card you own imprinted on target permanent and put it into your hand.
Entwine [2U]
Man that was difficult. Try not to make the mechanics so hard to mix.
It seems sort of silly to ridicule a company for marketing efforts. Of course they are going to hype upcoming products, every company on the face of the planet does it, and it works, thats why they do it. There isn't really any sense complaining about it. If you don't like the marketing, ignore it.
Spectral Shifter
When ~ comes into play, return an imprinted permanent to your hand. Move the imprinted card to ~. It is imprinted on ~
~ becomes a copy of the imprinted card, if it is a permanent. If not, ~ gains "At the beginning of your upkeep, if ~ dealt combat damage last turn, put a copy of the imprinted card on the stack.
2/3
Urborg Seer :2mana::symb::symg:
Creature - Human Wizard
When Urborg Seer comes into play, return a black or green creature you control to its owner's hand.
When Urborg Seer comes into play, return up to two target cards from your graveyard to your hand.
2/2
Grave Situation
:1mana::symb:
Instant
Kicker :1mana::symr:
Return target creature card from your graveyard to your hand
If you paid the kicker cost, put that creature card into play. That creature has haste. At end of turn, remove it from the game
Herald of the End :symb::symb::symb:
Creature-Spirit
Kicker-Sacrifice 2 creatures
Whenever you play a spirit or arcane spell, destroy target nonspirit creature
If the kicker was paid, instead destroy target creature. It can't be regenerated
Next-Skipping phases
Spite Fanner, Living Time
:4mana::symu::symu::symu:
Legendary Creature - Spirit
Flying
When you play a Spirit or Arcane spell, target player chooses draw step, combat phase, or main phase. That player skips their next instance of the chosen phase or step
3/5
Jushi Apprentice :1mana::symu:
Creature - Wizard
Whenever you play a spirit or arcane spell, place a ki counter on ~. Whenever you have 2 or more ki counters on ~, you may flip it.
1/2
//
Kukoshi, Master of Time
Legendary Creature - Spirit
Flying
Remove a ki counter, Skip your next draw phase: Draw 2 cards
4/3
Minor robot
Artifact creature
Whenever you cycle a card, flip minor robot
--------
Cyclotron
Legendary Artifact Creature
Whenever you cycle a card, gain 5 life
4/4
1) Have fun
2) Each person creates a card using the mechanic listed by the poster before them and the mechanic fromthe poster before that one. (Ex: The last person lists Cycling and the person before them lists Madness you make a card with Cycling and Madness on the same card)
3) After making a card list a new mechanic
4) It doesnt have to be a keyworded mechanic as long as it is clear what you mean (Ex: Gustcloak - Untap and remove from combat if its blocked)
5) The card can be any type and any color
6) Have fun
I'll start us off with a card:
Torch the Villagers [1R]
Sorcery
~this~ deals four damage to target creature.
Cycling [2]
Madness [R]
And here's a new mechanic: Kicker
Now go make a card that combines Kicker+Madness or Kicker+Cycling
:2mana::symb::symb::symb:
Sorcery
Target player discards his or her hand
Madness :1mana::symb::symb:, Kicker :1mana::symu::symu: and/or :1mana::symr::symr:
If you paid the :1mana::symu::symu: kicker cost, draw cards equal to the number of cards discarded. If you paid the :1mana::symr::symr: kicker cost, ~ deals 1 damage to that player for each card discarded.
Next: Modular
Artifact Creature
Kicker Madness or Cycling
Modular 5 (This comes into play with five +1/+1 counter on it. When it's put into a graveyard, you may put its +1/+1 counter on target artifact creature.)
If you paid the kicker cost target player shuffles their graveyard into their library.
Next: Bushido
Soltari Samurai
:symw::symw:
Creature - Samurai
Shadow, Bushido 1
:symw:: Soltari Samurai may block this turn as though it did not have shadow
2/2
Next: Rampage
Raging Houndmaster :1mana::symr::symr:
Creature-Human Warrior Samurai
Bushido 1, Rampage 2
3/3
Next: Alternate casting cost
Creature-Feature ( why not?)
Rampage X
Instead of paying this cards mana cost, you may remove a card in your hand with a converted mana cost of X.
3/4
Next: Lets give it up for My man - Amplify!
:1mana::symr:
Creature - Spirit
When ~ comes into play, it deals 1 damage to target creature or player
Soulshift 1
1/1
Next up: Imprint
5
Imprint-When comes into play you may remove a creature card in your hand from the game. (The removed card is imprinted on this artifact.)
Modular X, where X is the imprinted card's convered mana cost. (This comes into play with X +1/+1 counters on it. When it’s put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
When ~ comes into target opponent may put an artifact into play
0/0
Next: Deals damage effects
So, Imprint and Deals damage, eh? Okay
Scrap Cannon
Artifact
Imprint - :symtap::Remove an artifact card in your hand from the game(The removed card is imprinted on ~)
:2mana:, :symtap:: ~ deals X damage to target creature or player, where X is equal to the imprinted card's converted mana cost. That card is no longer imprinted on ~
I'll go with... Spiritcraft
Creature - Spirit
Flying
Whenever a player plays a spirit or Arcane spell, each player returns a permanent they control to its owner's hand.
Flashlife , pay 3 life. (You may play this card from your graveyard for its flashback cost, it gains haste, at end of turn remove this card from the game.)
2/3
Hope that works, kind of a twist on flashback applying it to creatures.
Next: Upkeep
Instant and sorcery cards in your graveyard have Flashback equal to their mana cost (mana cost includes color)
At end of turn, remove a noninstant, nonsorcery card in your graveyard from the game
At the beginning of your upkeep, if there are no cards in your graveyard, sacrifice ~
Next on the menu: Gating (e.g.: Silver Drake)
Creature - Elemental
When ~ comes into play return all creatures you control to their owner's hands. During your upkeep each player my put a creature card from their hand into play.
3/4
Next: Sacrifice Effects
Instant
Each player sacrifices two creatures
Threshold-Each player sacrifices two creatures, then return a creature from any graveyard to play under your control
Next-direct damage
Ball Lightning Assault
:2mana::symr::symr::symr:
Instant
~ deals 6 damage divided any way you wish between target creature and its controller
Threshold - ~ instead deals 10 damage divided any way you wish between target creature and its controller, and this damage can't be prevented
Next: Alternate Casting Cost
Instant
You may discard a card at random instead of paying Crispy's mana cost.
Crispy deals two damage to target creature or player.
Next: Entwine
Instant
You may discard a blue creature from your hand instead of paying ~'s converted mana cost.
Counter target spell with converted mana cost 2 or less or change all numbers on cards from one number to another.
Entwine- Tap 3 blue creatures you control.
Nedt- Imprint
-Alpha
Sorcery
Choose one - Remove a card in your hand from the game and imprint it on target permanent, or choose a card you own imprinted on target permanent and put it into your hand.
Entwine [2U]
Man that was difficult. Try not to make the mechanics so hard to mix.
Next: Gating
When ~ comes into play, return an imprinted permanent to your hand. Move the imprinted card to ~. It is imprinted on ~
~ becomes a copy of the imprinted card, if it is a permanent. If not, ~ gains "At the beginning of your upkeep, if ~ dealt combat damage last turn, put a copy of the imprinted card on the stack.
2/3
Next: Graveyard Recursion
Creature - Human Wizard
When Urborg Seer comes into play, return a black or green creature you control to its owner's hand.
When Urborg Seer comes into play, return up to two target cards from your graveyard to your hand.
2/2
Next: Kicker
:1mana::symb:
Instant
Kicker :1mana::symr:
Return target creature card from your graveyard to your hand
If you paid the kicker cost, put that creature card into play. That creature has haste. At end of turn, remove it from the game
Next: Spiritcraft
Creature-Spirit
Kicker-Sacrifice 2 creatures
Whenever you play a spirit or arcane spell, destroy target nonspirit creature
If the kicker was paid, instead destroy target creature. It can't be regenerated
Next-Skipping phases
:4mana::symu::symu::symu:
Legendary Creature - Spirit
Flying
When you play a Spirit or Arcane spell, target player chooses draw step, combat phase, or main phase. That player skips their next instance of the chosen phase or step
3/5
Next: Flip cards
Creature - Wizard
Whenever you play a spirit or arcane spell, place a ki counter on ~. Whenever you have 2 or more ki counters on ~, you may flip it.
1/2
//
Kukoshi, Master of Time
Legendary Creature - Spirit
Flying
Remove a ki counter, Skip your next draw phase: Draw 2 cards
4/3
Next: Cycling Effect
Artifact creature
Whenever you cycle a card, flip minor robot
--------
Cyclotron
Legendary Artifact Creature
Whenever you cycle a card, gain 5 life
4/4
Next: Agility