Restore 1W
Instant
Remove all counters from target permanent and destroy all permanents attached to it.
If the targeted permanent is a creature, remove al damage deal to it.
Buyback 2
Doesn't this hose Turn to Stone? I don't think it "likes" it...
Doesn't this hose Turn to Stone? I don't think it "likes" it...
Removing the stone counter from the "mountain" will make it the creature it was, and makes you retain its control.
The buyback looks to me like a good way to make this combo again and again...
Removing the damage... well, the spell is called "Restore".
Must I explain it all?
Restore :1mana::symw:
Instant
Remove all counters from target permanent.
This is better? Less complicated, yes, but it only seems to have sinergy with Turn to Stone.
Whenever a creature would be dealt non-combat damage, put a stone counter on it instead and gain control if it.
Permanents with stone counters on them are lands–mountains and lose all other types.
(Any ideas on how to better word that last ability?)
Turn to Stone XRRR
Enchantment
If is 3 more, ~ has flash. (Not sure if this works)
If a creature would be dealt non-combat damage, put a stone counter on it instead. You gain control of that creature.
Permanents with stone counters on them are Mountain lands. (They are no longer their other card types.)
Now, to Restore
Rejuvating Fountain2(G/W)(G/W)
Enchantment
Whenever a counter is removed from a permanent, you gain 1 life for each counter removed.
Private Mod Note
():
Rollback Post to RevisionRollBack
Looking to start a clan for Zork fans, PM if interested.
Atrius' Posts1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead. "Wait, can you actually win a thread?" - Atrius.
Two in the Bush2WG
Creature - Bird Squirrel : ~ gains flying and loses protection from flying. Play this ability only during main phases. : ~ loses flying and gains protection from flying. Play this ability only during main phases. T: Target spell or ability that would put a counter on a permanent or a suspended card puts twice that many counters instead.
Skystruck Mourner 5UU
Creature - Elemental
Skystruck Mourner may not have flying. 1: Target creature gains flying until end of turn. Any player may play this ability.
Whenever Skystruck Mourner blocks a creature, destroy that creature and draw two cards.
4/6
Private Mod Note
():
Rollback Post to RevisionRollBack
Never ever create a card without taking the extra minute to double check it.
Goblin Parachuter :2mana::symr:
Creature - Goblin Warrior
As long as Goblin Parachuter has flying, it has "Sacrifice Goblin Parachuter: Goblin Parachuter deals 5 damage to target creature".
2/1
Pawn's Revival 1BB
Instant
Return target creature with power 2 or less from your graveyard to play.
Rotting Cessform 3BB
Creature
BBB: Put a mire counter on target land. As long as it has a mire counter on it, it is a swamp in addition to its other types.
~'s power and toughness are each equal to the number of Swamps in the same zone (Swamp cards in hand, library, graveyard, or RFG; or Swamp lands in play controlled by any player) as it.
*/*
Darkest Hour1BB
Enchantment
All cards that aren't in play, spells, and permanents are the swamps in addition to their other types.
Sacrifice three swamps: Return target swamp from your graveyard to play.
Private Mod Note
():
Rollback Post to RevisionRollBack
Never ever create a card without taking the extra minute to double check it.
Darkest Hour1BB
Enchantment
All cards that aren't in play, spells, and permanents are the swamps in addition to their other types.
Sacrifice three swamps: Return target swamp from your graveyard to play.
Phage the Toxic (B/R)(B/R)(B/R)
Legendary Creature
Swampwalk
Deathtouch
Poisonous 1
Sacrifice ~: Take an additional combat phase after this phase. Use this ability only during your combat phase.
1/1
Bubonic Blades3 Artifact - Equipment
Equip 1(R/B)
Bubonic Blades can only be attached to red and/or black creatures.
Next time equipped creature may be put in a graveyard from play, return it to play under your control.
Split HellfireRB
Enchantment
Non-black permanents are red and non-red permanents are black.
Cinder Impaler :3mana::symbr::symbr:
Creature - Elemental Knight
Haste
When Cinder Impaler comes into play, it get +1/+1 until end of turn for each red permanent in play.
When Cinder Impaler comes into play, target creture gets -1/-1 until end of turn for each black permanent in play.
2/2
Private Mod Note
():
Rollback Post to RevisionRollBack
(I don't speak english, so any tip about spelling or grammar is welcome.)
To him,
Nothing has worth
Unless it belongs
To someone else.
It is not the lust for wealth
That drives him
Simply the hunter's thrill,
And the moment
Of acquisition.
Nothing is truly your own.
It is his –
Whether you know it or not.
For the rest of the Seer's Parables click here
The "P" in my name comes from a magicthegathering.com article in which they were contemplating adding a sixth color to Magic for Planar Chaos. here is a link to that article
Overburn 10R
Sorcery
Add RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR to your mana pool. "Oh God - oh jeez - what on earth would you possible need that much fire for?"
Private Mod Note
():
Rollback Post to RevisionRollBack
Never ever create a card without taking the extra minute to double check it.
Promising Prospects :4mana::symgr::symgr:
Enchantment
At the beginning of your main phase, if you have 30 or more mana in your mana pool, you win the game. 2: Remove one mana of any color from your mana pool. Any player may play this ability during your upkeep.
Stasis of ProsperityGGGG
Enchantment
You can't play spells.
Mana pools don't empty at the end of phases or turns. XXG: Destroy target non-land permanent with converted mana cost X. 2GG: Destroy target land.
Private Mod Note
():
Rollback Post to RevisionRollBack
Never ever create a card without taking the extra minute to double check it.
Lucky Advantage
Legendary Artifact
You may begin the game with Lucky Advantage in play. T: Flip a coin. If its heads, add to your mana pool. Use this mana only to pay for mana costs.
Fickle Hunters RG
Instant
As an additional cost to play ~, roll a 6-Sided die.
You may pay X, where X is the result of that roll. If you don't, counter ~.
Put X 2/2 Red and Green Beast creature tokens into play.
Private Mod Note
():
Rollback Post to RevisionRollBack
DCI Rules Advisor
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Doesn't this hose Turn to Stone? I don't think it "likes" it...
CHECK OUT MY HAVE/WANTS!
Current Decks:
Removing the stone counter from the "mountain" will make it the creature it was, and makes you retain its control.
The buyback looks to me like a good way to make this combo again and again...
Removing the damage... well, the spell is called "Restore".
Must I explain it all?
Restore :1mana::symw:
Instant
Remove all counters from target permanent.
This is better? Less complicated, yes, but it only seems to have sinergy with Turn to Stone.
Ah, haha, it does not restore control. Clever, and I missed it. I like it then very much!
CHECK OUT MY HAVE/WANTS!
Current Decks:
Turn to Stone XRRR
Enchantment
If is 3 more, ~ has flash. (Not sure if this works)
If a creature would be dealt non-combat damage, put a stone counter on it instead. You gain control of that creature.
Permanents with stone counters on them are Mountain lands. (They are no longer their other card types.)
Now, to Restore
Rejuvating Fountain 2(G/W)(G/W)
Enchantment
Whenever a counter is removed from a permanent, you gain 1 life for each counter removed.
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Creature - Kavu
Whenever you gain life, put a +1/+1 counter on ~.
0/1
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
Creature - Bird Squirrel
: ~ gains flying and loses protection from flying. Play this ability only during main phases.
: ~ loses flying and gains protection from flying. Play this ability only during main phases.
T: Target spell or ability that would put a counter on a permanent or a suspended card puts twice that many counters instead.
I hate cheep nuts.
CHECK OUT MY HAVE/WANTS!
Current Decks:
Creature - Elemental
Skystruck Mourner may not have flying.
1: Target creature gains flying until end of turn. Any player may play this ability.
Whenever Skystruck Mourner blocks a creature, destroy that creature and draw two cards.
4/6
Creature - Goblin Warrior
As long as Goblin Parachuter has flying, it has "Sacrifice Goblin Parachuter: Goblin Parachuter deals 5 damage to target creature".
2/1
Instant
Return target creature with power 2 or less from your graveyard to play.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Rotting Cessform 3BB
Creature
BBB: Put a mire counter on target land. As long as it has a mire counter on it, it is a swamp in addition to its other types.
~'s power and toughness are each equal to the number of Swamps in the same zone (Swamp cards in hand, library, graveyard, or RFG; or Swamp lands in play controlled by any player) as it.
*/*
CHECK OUT MY HAVE/WANTS!
Current Decks:
Enchantment
All cards that aren't in play, spells, and permanents are the swamps in addition to their other types.
Sacrifice three swamps: Return target swamp from your graveyard to play.
Phage the Toxic (B/R)(B/R)(B/R)
Legendary Creature
Swampwalk
Deathtouch
Poisonous 1
Sacrifice ~: Take an additional combat phase after this phase. Use this ability only during your combat phase.
1/1
CHECK OUT MY HAVE/WANTS!
Current Decks:
Split Hellfire RB
Enchantment
Non-black permanents are red and non-red permanents are black.
CHECK OUT MY HAVE/WANTS!
Current Decks:
Creature - Elemental Knight
Haste
When Cinder Impaler comes into play, it get +1/+1 until end of turn for each red permanent in play.
When Cinder Impaler comes into play, target creture gets -1/-1 until end of turn for each black permanent in play.
2/2
Artifact
For each color of mana a land could produce, it is that color or colors.
Land
3: Add 1 mana of any color to your mana pool.
For the rest of the Seer's Parables click here
The "P" in my name comes from a magicthegathering.com article in which they were contemplating adding a sixth color to Magic for Planar Chaos. here is a link to that article
Creature - Elf Druid
Tap three untapped lands you control: Add GGG to your mana pool.
1/1
Enchantment
Creatures you control get +1/+1 for each G in your mana pool.
Enchantment-Aura
Enchant Player
Enchant Player doesn't suffer mana burn.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Sorcery
Add RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR to your mana pool.
"Oh God - oh jeez - what on earth would you possible need that much fire for?"
Enchantment
At the beginning of your main phase, if you have 30 or more mana in your mana pool, you win the game.
2: Remove one mana of any color from your mana pool. Any player may play this ability during your upkeep.
Enchantment
You can't play spells.
Mana pools don't empty at the end of phases or turns.
XXG: Destroy target non-land permanent with converted mana cost X.
2GG: Destroy target land.
Legendary Artifact
You may begin the game with Lucky Advantage in play.
T: Flip a coin. If its heads, add to your mana pool. Use this mana only to pay for mana costs.
Enchantment
Whenever you are told to flip a coin or roll a dice, you may pay X. If you do, repeat X times.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Instant
As an additional cost to play ~, roll a 6-Sided die.
You may pay X, where X is the result of that roll. If you don't, counter ~.
Put X 2/2 Red and Green Beast creature tokens into play.