Protean Hulk 5GG
Summon Hulk
When Protean Hulk is sent to the graveyard, take from your library any number of creatures with total combined casting cost 6 or less and put them into play. Treat them as though they were just summoned. Shuffle your library afterward.
6/6
(Iso, I think you overdid it... old cards at least got mana costs and some type lines correct, usually.)
Dragonlord Silumgar 4UB
Summon Elder Dragon Legend
Flying
Any creature dealt damage by Silumgar is immediately destroyed after damage is dealt.
When Silumgar comes into play, take control of target creature. Lose control of the creature if you no longer control Silumgar. The creature cannot attack the turn you take control of it.
3/5
Painter's Servant 2
Artifact Creature
Choose a color. All cards, regardless of whether or not they're in play, are that color. They retain their old color as well.
1/3
(Yes, this one actually got shorter than the proper text.)
Benalish Commander 3W
Summon Soldier
The *s in the lower right are equal to the number of Soldiers you have in play, including this one. XWW: Set Benalish Commander aside with X counters on it. X cannot be zero. Play this only when you can play a sorcery. As long as this card is set aside, at the beginning of your turn, remove a counter and summon a Soldier, a 1/1 creature. Use counters to represent each Soldier, making sure to indicate when each Soldier is tapped. Treat each Soldier as though it were a white creature, except it is removed from the game entirely when it leaves play. When there are no counters left on this card, return this card to play. Treat it as though it had just been summoned, except it can attack this turn too.
*/*
I also thought of putting "Your opponent loses next turn" on Emrakul if I had to reword her as a reference to the old version of Time Walk (the wording was changed because people realized it could be mistaken as "loses the game" (although she pretty much makes your opponent lose most of the time anyways). And I also thought of writing those abilities too, actually.
Rageform 2RR
Enchant top card of your library
Take the top card of your library and put it into play face down. Treat that card as a 2/2 creature that has just been summoned. You may look at the face-down card at any time and turn it face up by paying its mana cost if it's a creature. Rageform remains on that creature even after you do this. In combat, target creature deals damage twice. The first time it deals damage is dealt at the same time as creatures with first strike.
(Strangely enough, the double strike part was the hardest to do here. The rest, I took inspiration from Animate Dead and Illusionary Mask, but double strike didn't exist back then.)
Angel's Grace W
Interrupt
No one can cast any spells or activate any abilities except to provide mana until this spell is finished. You cannot lose the game this turn and no other player can win this turn. If you suffer damage this turn that brings you to 0 or less life, you remain at 1 life instead.
Summon Hulk
When Protean Hulk is sent to the graveyard, take from your library any number of creatures with total combined casting cost 6 or less and put them into play. Treat them as though they were just summoned. Shuffle your library afterward.
6/6
Next card: Roil Spout
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Dragonlord Silumgar 4UB
Summon Elder Dragon Legend
Flying
Any creature dealt damage by Silumgar is immediately destroyed after damage is dealt.
When Silumgar comes into play, take control of target creature. Lose control of the creature if you no longer control Silumgar. The creature cannot attack the turn you take control of it.
3/5
Next card... Tarmogoyf.
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Artifact Creature
Choose a color. All cards, regardless of whether or not they're in play, are that color. They retain their old color as well.
1/3
(Yes, this one actually got shorter than the proper text.)
Next: Pith Driller
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Summon Soldier
The *s in the lower right are equal to the number of Soldiers you have in play, including this one.
XWW: Set Benalish Commander aside with X counters on it. X cannot be zero. Play this only when you can play a sorcery. As long as this card is set aside, at the beginning of your turn, remove a counter and summon a Soldier, a 1/1 creature. Use counters to represent each Soldier, making sure to indicate when each Soldier is tapped. Treat each Soldier as though it were a white creature, except it is removed from the game entirely when it leaves play. When there are no counters left on this card, return this card to play. Treat it as though it had just been summoned, except it can attack this turn too.
*/*
Next card: Catacomb Sifter
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Rageform 2RR
Enchant top card of your library
Take the top card of your library and put it into play face down. Treat that card as a 2/2 creature that has just been summoned. You may look at the face-down card at any time and turn it face up by paying its mana cost if it's a creature. Rageform remains on that creature even after you do this. In combat, target creature deals damage twice. The first time it deals damage is dealt at the same time as creatures with first strike.
(Strangely enough, the double strike part was the hardest to do here. The rest, I took inspiration from Animate Dead and Illusionary Mask, but double strike didn't exist back then.)
Next card: Demonic Pact
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Interrupt
No one can cast any spells or activate any abilities except to provide mana until this spell is finished. You cannot lose the game this turn and no other player can win this turn. If you suffer damage this turn that brings you to 0 or less life, you remain at 1 life instead.
Next card:
Shambling Vent
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