Yawgmoth's Cystern :2mana::symb:
Enchantment
Players draw from the top of the graveyard instead of the deck. Whenever a player's graveyard is empty put the top 5 cards from that library into the grave.
I just realized, after making this card, if your opponent does not have a way not to draw this is a 2 card victorious combo.
When a card is put into a graveyard, you may put that many more cards into your graveyard.
At the end of turn, put a +1/+1 counter on target creature for each black creature put into a graveyard this turn, then lose X life, where X is the number of +1/+1 counters on that creature.
Maybe you'll get Archenemy cards in your Duel Decks From The Vault: Deck Builder's Toolkit All-Foil Duels of the Planeswalkers Downloadable Content Expansion (Tactics Edition).
Maybe you'll get Archenemy cards in your Duel Decks From The Vault: Deck Builder's Toolkit All-Foil Duels of the Planeswalkers Downloadable Content Expansion (Tactics Edition).
Power Tapper :1mana::symg:
Creature - Druid
:1mana::symg: Remove a +1/+1 counter from target creature you control: Put a +1/+1 counter on target creature.
1/1
Increasing Strength - 6GG
Enchantment
Whenver a counter would be moved from one permanent to another, put one counter of that type on each of the creatures in the switch
Whattaatog, Atog Shaman WURBG
Legendary Creature - Atog
When Whattaatog comes into play, chose two abilities among first strike, fear, trample, haste, provoke, and vigilance.
Atogs have the chosen abilities.
4/4
School For the Gifted
Land
:symtap:: Add to your mana pool.
:symtap:: If a creature has any two of the following abilites, it gains all of the following abilities until end of turn: flying, fear, trample, haste, vigilance.
Supernatural Summoning :2mana::symg::symg:
Sorcery
Sacrifice a land, then put a 4/4 green elemental token into play. If the sacrificed land is a nonbasic land, put a 6/6 green elemental token with trample into play instead.
Cautify :1mana::symw:
Sorcery
All abilities that permanents gain from their perspective Auras are copied onto the text of the card. Then destroy all Auras. Nothing changes, but it is a world of difference.
Recycler of Energy :1mana::symu:
Creature - Human Wizard
Whenever an enchantment would be put into a graveyard from play, draw a card.
1/1
Enchanter :2mana::symg::symg:
Creature - Elf Sorcerer
Sacrifice an Enchantment: Put an enchantment in your hand into play with converted casting cost less than or equal to the converted casting cost of the sacrificed enchantment.
2/3
Enchantment
Players draw from the top of the graveyard instead of the deck. Whenever a player's graveyard is empty put the top 5 cards from that library into the grave.
I just realized, after making this card, if your opponent does not have a way not to draw this is a 2 card victorious combo.
Enchantment
When a card is put into a graveyard, you may put that many more cards into your graveyard.
At the end of turn, put a +1/+1 counter on target creature for each black creature put into a graveyard this turn, then lose X life, where X is the number of +1/+1 counters on that creature.
Creature - Wurm
Trample
If ~ has any counters on it, it can not be the target of spells or abilities.
1/2
Instant
Put 6 +1/+1 counters on target creature.
Creature - Druid
:1mana::symg: Remove a +1/+1 counter from target creature you control: Put a +1/+1 counter on target creature.
1/1
Enchantment
Whenver a counter would be moved from one permanent to another, put one counter of that type on each of the creatures in the switch
[Photoshoppers] ◊ [NPI] ◊ Solar Flare Studios ◊ deviantART
Winner of Avatar & Sig Contest Week 72
Instant
For each permanent with a counter on it, put a counter of the same type on that permanent.
Creature Atog
Sacrifice two Artifacts: Abyssatog gains +1/+1.
Sacrifice two Auras: Abyssatog gains +0/+4.
Sacrifice two Lands: Abyssatog gains +2/+0.
Sacrifice two Creatures: Abyssatog gains +2/+1.
Sacrifice an enchanted permanent: Abyssatog gains +3/+3
0/1
Legendary Creature - Atog
When Whattaatog comes into play, chose two abilities among first strike, fear, trample, haste, provoke, and vigilance.
Atogs have the chosen abilities.
4/4
Land
:symtap:: Add to your mana pool.
:symtap:: If a creature has any two of the following abilites, it gains all of the following abilities until end of turn: flying, fear, trample, haste, vigilance.
Sorcery
Sacrifice a land, then put a 4/4 green elemental token into play. If the sacrificed land is a nonbasic land, put a 6/6 green elemental token with trample into play instead.
Enchantment - Aura
Enchant Token
Enchanted Token is Indestructible.
Artifact - Equipment
Equipped creature gets +0/+3 and is indestructible
Equip 3
Enchantment- Aura
Enchant Creature.
Enchanted creature's power is equal to its toughness.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Creature - Human Monk
:0mana:: Regenerate
Some say, he can't be killed.
0/10
Sorcery
All abilities that permanents gain from their perspective Auras are copied onto the text of the card. Then destroy all Auras.
Nothing changes, but it is a world of difference.
Creature - Human Wizard
Whenever an enchantment would be put into a graveyard from play, draw a card.
1/1
Enchanter :2mana::symg::symg:
Creature - Elf Sorcerer
Sacrifice an Enchantment: Put an enchantment in your hand into play with converted casting cost less than or equal to the converted casting cost of the sacrificed enchantment.
2/3