When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Do you think it would be helpful for me to sort of plan out an outline for a color? I was doing this for Blue on a sheet of paper but was having a bit of trouble. I think it would be easier to do on this thread.
Also, a few other questions:
- Should Warder Wall cost 1W or 2W? Pringlesman suggested the latter earlier and I meant to change it but I forgot.
- I'll give Death Knight a 1-life upkeep. Do you think Death Knight should be 2/1 or 2/2?
- Which of these Red creatures that ETB and deal damage do you like the best?
1R
Creature
When CARDNAME enters the battlefield, it deals 1 damage to target creature or player.
2/1
1R
Creature
When CARDNAME enters the battlefield, it deals 2 damage to target creature or player.
1/1
2R
Creature
When CARDNAME enters the battlefield, it deals 2 damage to target creature or player.
2/1
As for Magus of the Ring, I'll add him the next time I add a group of cards.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Death Knight is a great name. I agree, that guy is beefy. 2/1 or a 2/2 with 1 life upkeep.
I don't think changing him from being a 2/2 to a 2/1 changes his power in any meaningful way. With being a 2 power deathtouch first striker you are either going to need a first strike dude, or 3 dudes to block him (You can asign one damage with deathtouch, right?) or you are going to need a pro black dude to kill him. And in reality, how much stuff in a cube is only going to deal a single point of direct damage?
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Rage -R Enchantment - Aura
Enchant creature
Enchanted creature cannot block and has double strike.
When ~ is put into a graveyard from the battlefield, return ~ to it's owner's hand.
My friend and I looked over all of the cards in OP and he got really excited over them. We agreed that (Big RW Creature) is too powerful. Should be a lifelinking Flametoungue Kavu, that would be killer or pyroclasm other creatures and be a 4/2.
I think we killed all of the Helix effects in red white but I would love a lifelinking Pyroclasm too.
I dislike Bestial Onslaught. Garden Hydra is too powerful, how about a green Triskelion that searches for basics instead of pings?
Here are some card ideas:
CARDNAME - 5
Artifact
Tap an untapped artifact you control: tap target creature.
Depart - B
Instant
Target player sacrifices a creature unless that player pays 2.
Cursed Lich - B
Creature - Wizard
Wither (This deals damage to creatures in the form of -1/-1 counters.)
B, T: Exile two cards from your graveyard: Cursed Lich deals 2 damage to target creature.
1/1
Replace wither with two -1/-1 counters
Touch of Insanity - BB
Sorcery
Target opponent discard one card at random from his hand. Draw a card.
Necromage - 2B
Creature - Wizard
When Necromage enters the battlefield, put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost.
2/1
Sower of Demise - 2BB
Creature - Faerie Wizard
Flying
When ~ enters the battlefield, put target creature card in a graveyard onto the battlefield.
When ~ leaves the battlefield, sacrifice all creatures you don't own.
2/2
Goblin Looter - 1R
Creature - Goblin Rogue
Whenever Goblin Looter attacks, draw a card, then discard a card.
2/1
I like this card better than the red color shift merfolk looter
Armor of the Leech - 1
Artifact - Equipment
Pay 2 life: Equipped creature gets +3/+3 until end of turn. Activate this ability only once each turn.
Equip 2
I also think black should get at least 1 card that has a mode "Remove all counters from target permanent" because it's soooooooooo awesome. Maybe:
Intimidating Zombie 1B
Creature - Zombie
Intimidate
Whenever ! deals combat damage to a player you may remove all counters from target permanent. If you do ~ deals no combat damage.
2/1
I love powerful cards
Shazaam - 2UB
Instant
Draw 2 cards, then discard 3 cards. Return target creature card from your graveyard to the battlefield.
Seasons Growth 2GUU
Sorcery
Take an extra turn after this one. Rampant Growth.
Rage -R Enchantment - Aura
Enchant creature
Enchanted creature cannot block and has double strike.
When ~ is put into a graveyard from the battlefield, return ~ to it's owner's hand.
I really like this. Super powerful, may need to cost 1R but not sure how to evaluate this.
I don't think changing him from being a 2/2 to a 2/1 changes his power in any meaningful way. With being a 2 power deathtouch first striker you are either going to need a first strike dude, or 3 dudes to block him (You can asign one damage with deathtouch, right?) or you are going to need a pro black dude to kill him. And in reality, how much stuff in a cube is only going to deal a single point of direct damage?
Enough, we need answers to powerful cards in this cube. Red should get some pingers and Arcs. Bendable Bolt is a great answer
1R
Instant
Deal 3.
Pay 1, you may divide the damge for another target.
and YES you can divide the damage with deathtouch, 1 damage is LETHAL damage with deathtouch.
Cursed Lich - B
Creature - Wizard
Wither (This deals damage to creatures in the form of -1/-1 counters.)
B, T: Exile two cards from your graveyard: Cursed Lich deals 2 damage to target creature.
1/1
Replace wither with two -1/-1 counters
This is very nice. I liked it.
We NEED reanimation spells
Reanimation 1 - 1B
Sorcery
Put target creature card from your graveyard onto the battlefield under your control. Put 2 -1/-1 counters on that creature.
Reanimation 2 - 1B
Sorcery
Put target creature card from your graveyard onto the battlefield under your control. Lose 4 life unless it's a black creature.
Reanimation 3 - 1B
Sorcery
Put target creature card from your graveyard onto the battlefield under your control. Discard two cards.
Reanimation 4 - 4BB
Sorcery
You may sacrifice two swamps instead of paying ~ mana cost.
Put target creature card from your graveyard onto the battlefield under your control.
I really like this. Super powerful, may need to cost 1R but not sure how to evaluate this.
I was thinking about it too. At 1R it might be alright.
and YES you can divide the damage with deathtouch, 1 damage is LETHAL damage with deathtouch.
This made me think of this:
Really Murderous Redcap - 2BR
Creature
Deathtouch
When ~ enters the battlefield, it deals 2 damage to target creature or player.
2/2
CARDNAME - BR
Sorcery
Deathtouch
Deal 3 damage to target creature or player.
I like Reanimation 2 a lot.
Reanimation 4 is really cool too. I think we a couple of free spells because they're just so fun. I think Reanimation 4 should be
Reanimation 4B -4BB Instant
You may exile a black card from your hand and sacrifice a swamp instead of paying ~'s mana cost.
Put target creature card from your graveyard onto the battlefield under your control.
- Add Fire Imp+
- Add Magus of the Ring
- Add Zuran Crucible (1 life for now, but I think it's fine at 2 life)
Quote from Pringlesman »
I don't think changing him from being a 2/2 to a 2/1 changes his power in any meaningful way. With being a 2 power deathtouch first striker you are either going to need a first strike dude, or 3 dudes to block him (You can asign one damage with deathtouch, right?) or you are going to need a pro black dude to kill him. And in reality, how much stuff in a cube is only going to deal a single point of direct damage?
Pingers and Arc Lightningish things. Also, I just realized this, but we have a LOT of 2/1s! Just look at black- we have 6 already! One is a 2/1 for 1, but the others are all 2/1s for 2 (including Death Knight, though).
Quote from xfollowthereaperx »
My friend and I looked over all of the cards in OP and he got really excited over them. We agreed that (Big RW Creature) is too powerful. Should be a lifelinking Flametoungue Kavu, that would be killer or pyroclasm other creatures and be a 4/2.
I think we killed all of the Helix effects in red white but I would love a lifelinking Pyroclasm too.
I dislike Bestial Onslaught. Garden Hydra is too powerful, how about a green Triskelion that searches for basics instead of pings?
Yeah, you designed yet another RW card, the lifelink Pyroclasm for 1RW, I think. You're good at designing RW cards even if the (Big RW Creature) is a bit too strong!
I actually like Bestial Onslaught, but that is a lot of creatures, hehe. It's a little awkward.
As for Garden Hydra, that could work.
Also, "green Triskelion" made me think of this:
Triskelion's Brother 6
Artifact Creature - Construct
Triskelion's Brother enters the battlefield with three +1/+1 counters on it.
Remove a +1/+1 counter from Triskelion's Brother: Target creature gets +2/+2 until end of turn.
1/1
Quote from xfollowthereaperx »
CARDNAME - 5
Artifact
Tap an untapped artifact you control: tap target creature.
I love the Icy variant, and I think it should probably go in.
Depart - B
Instant
Target player sacrifices a creature unless that player pays 2.
Depart is cool, but actually feels slightly White to me. Which reminds me... ScreamingHippo suggested White Innocent Blood to me as a possible colorshift and I like the idea. Thoughts?
Cursed Lich - B
Creature - Wizard
Wither (This deals damage to creatures in the form of -1/-1 counters.)
B, T: Exile two cards from your graveyard: Cursed Lich deals 2 damage to target creature.
1/1
Replace wither with two -1/-1 counters
By "replace wither with two -1/-1 counters," do you mean "change the damage into -1/-1 counters and take away wither too?" I like that a lot.
Wither is a possible Core mechanic, though, since it has lots of cool possibilities and sort of feels like a good one.
Touch of Insanity - BB
Sorcery
Target opponent discard one card at random from his hand. Draw a card.
Necromage - 2B
Creature - Wizard
When Necromage enters the battlefield, put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost.
2/1
Sower of Demise - 2BB
Creature - Faerie Wizard
Flying
When ~ enters the battlefield, put target creature card in a graveyard onto the battlefield.
When ~ leaves the battlefield, sacrifice all creatures you don't own.
2/2
I don't have much to say about these except that they're all winners. I like Sower the best as you don't lose the creature if you originally owned it, but I think it might be overpowered (only a little, though) as a result.
Also, two cards I'd like to include in this Cube but forgot to repost are Mind Rot for 1B and Gravedigger for 2B.
This is neat. How many land destruction spells should Red have, you think? (And Black and Green for that matter?)
Goblin Looter - 1R
Creature - Goblin Rogue
Whenever Goblin Looter attacks, draw a card, then discard a card.
2/1
Wonderful! I've seen quite a few people design this separately and I bet it will be printed one day soon.
Armor of the Leech - 1
Artifact - Equipment
Pay 2 life: Equipped creature gets +3/+3 until end of turn. Activate this ability only once each turn.
Equip 2
The life payment on this ability made me realize something about Masochist's Hammer. Why not just make the hammer have "Pay 3 life" (or "Pay 2 Life" or whatever) as an equip cost?
As for this card, it's a cool design too!
I also think black should get at least 1 card that has a mode "Remove all counters from target permanent" because it's soooooooooo awesome. Maybe:
Intimidating Zombie 1B
Creature - Zombie
Intimidate
Whenever ! deals combat damage to a player you may remove all counters from target permanent. If you do ~ deals no combat damage.
2/1
While I really like the "remove all counters" mechanic, note that this Cube probably won't have any planeswalkers. (As I said before, it's nothing against the card type; I love planeswalkers!)
I love powerful cards
Shazaam - 2UB
Instant
Draw 2 cards, then discard 3 cards. Return target creature card from your graveyard to the battlefield.
Seasons Growth 2GUU
Sorcery
Take an extra turn after this one. Rampant Growth.
You sure do! Both of these are really cool.
Reanimation 1 - 1B
Sorcery
Put target creature card from your graveyard onto the battlefield under your control. Put 2 -1/-1 counters on that creature.
Reanimation 2 - 1B
Sorcery
Put target creature card from your graveyard onto the battlefield under your control. Lose 4 life unless it's a black creature.
Reanimation 3 - 1B
Sorcery
Put target creature card from your graveyard onto the battlefield under your control. Discard two cards.
Reanimation 4 - 4BB
Sorcery
You may sacrifice two swamps instead of paying ~ mana cost.
Put target creature card from your graveyard onto the battlefield under your control.
I think all of these are pretty great. I like the idea of alternate costs in this Cube.
How many reanimation spells is ideal for a Cube like this? What's enough to support a possible reanimator archetype, but not too much that it becomes oversaturated?
and YES you can divide the damage with deathtouch, 1 damage is LETHAL damage with deathtouch.
This made me think of this:
Really Murderous Redcap - 2BR
Creature
Deathtouch
When ~ enters the battlefield, it deals 2 damage to target creature or player.
2/2
I think you knew already, but the dividing only happens in combat. I do like this design, though.
Cards we discussed over instant messages (edited in real time):
(Depart) - W (White is not a typo) Instant
Target player sacrifices a creature unless they play 2.
Rhox Purifier - :3mana::symw: Creature - Rhino Cleric Soldier
Echo :xmana::symw:
When you pay Rhox Purifier's echo cost, you may destroy target nonland permanent with converted mana cost equal to :xmana:.
4/4
Cursed Lich -B (Possibly wither) Creature - Zombie Wizard B,T, Exile two cards from your graveyard: Put two -1/-1 counters on target creature.
1/1
(Divination+) -1U Sorcery
Draw two cards.
Corrode -1B (Formerly green Doomblade) Instant
Destroy target nongreen creature.
Bendable Lightning -1R Instant
Bendable Lightning deals 3 damage divided as you choose among any number of target creatures and/or players.
Bendable Lightning costs 1 more to cast for each target beyond the first.
(Lifelink Rhino) -2RW (in replace of (big RW creature)) Creature - Rhino Solider
Haste, lifelink
4/3
Seasons Passed - 2GUU Sorcery
Take an extra turn after this one. Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Flourishing Thoughts -GUU Instant
Counter target spell. At the beginning of your next main phase, add the mana equal to that spell's mana cost to your mana pool.
Quick Coax - 1UUR (created by FoggManatic) Enchantment - Aura
Enchant creature
You control enchanted creature. Untap that creature. It gains haste until end of turn.
(Silvos+) -5GG Creature - Elemental
Trample
~ can't be the target of spells or abilities your opponents control.
Sacrifice a forest: Regenerate ~.
8/5
(Green Akroma) -6GGG (green fatties are hard) Creature - Elemental
Reach, trample, shroud, protection from blue, protection from black.
6/6
Infernic Wumpus -3RR Creature - Wumpus R: Thrashing Wumpus deals 1 damage to each creature and each player.
3/3
(Memory Lapse + Repel) - 1UW Instant
Put target creature or spell on top of its owner's library.
(White Memory Lapse) -1W Instant
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Treefingers - G Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block and loses all nonmana abilities.
Enchanted creature loses other "T: Add G to your mana pool."
(Reanimation Enchantment) -1B Enchantment
When ~ enters the battlefield, put target creature card from a graveyard onto the battlefield under your control.
When ~ leaves the battlefield, sacrifice the card returned to the battlefield with ~.
(Reanimation 2) - 1B Sorcery
Put target creature card from your graveyard onto the battlefield under your control. Lose 4 life unless it's a black creature.
(Reanimation 4b) -4BB Instant
You may exile a black card from your hand and sacrifice a swamp instead of paying ~'s mana cost.
Put target creature card from your graveyard onto the battlefield under your control.
(Sac Sweeper) - XBB Sorcery
All players sacrifice X creatures.
(Shazaam) - 3UB Instant
Draw 2 cards, then discard 2 cards. Return target creature card from your graveyard to the battlefield.
(Blue Cycler) - 1U Creature - Merfolk Wizard 2: Discard a card then draw a card.
1/2
(Broken Black Draw) - XB Sorcery
As an additional cost to cast ~ pay X life.
Draw X cards.
Hearth Kami in Green -1G
Creature - Spirit X, Sacrifice ~: Destroy target artifact or enchantment with converted mana cost X.
2/1
Cards we discussed over instant messages (edited in real time): (Green Akroma) -6GGG (green fatties are hard) Creature - Elemental
Reach, trample, shroud, protection from blue, protection from black.
6/6
Previous Akromas cost 8, had 5 abilities plus the double protection and shared two abilities with each other (flying, trample).
Shroud with double protection feels wrong for me.
I think it would be best more appropriate to have it like this (it shares two abilities with each of the previous Akromas and gets a +1/+1 in stats like Thornling):
(Green Akroma) -5GGG Creature - Elemental
~ cannot be countered.
Reach, trample, vigilance, haste, protection from blue, protection from black.
7/7
make it cost 8 for sure. give it trample, reach, vigilance, haste, and counter protection. haste and vigilance are now firmly in green's color pie (haste significantly more so than in white's), and both were on the original akroma. pro blue/black + counter protection are perfect for green and make this guy great sable stag's big brother. reach and 7/7 echoes cloudthresher and is a perfect thing to give a green guy instead of flying. i think the bigger size makes sense for green even at the same cost. regenerate on a 7/7 with double protection seems pretty pointless. great, now he can regen from a 7R fireball. but he's bigger than basically every other fatty, the vast majority of burn and kill spells can't do anything to him anyway, and regen doesn't save him from any of white's exiling.
instead of haste you could also go with flash, which is on color for green and plays similar to haste. that would be one more parallel to 'thresher, too.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
I hope we don't have to subcum to making a green "akroma". It's such lazy design. Here lets throw a bunch of abilities at a card and will use the ones that stick.
I'll try to think of something cool.
Private Mod Note
():
Rollback Post to RevisionRollBack
That's the remarkable thing about life. It's never so bad that it can't get worse
Calvin and Hobbes Cube Tutor
Okay, I added the three cards I bullet-pointed before and tweaked a few other cards. Now it's time to add most of the cards xfollowthereaperx and I talked about. I think I should stick nearly all of those in.
While I understand Pringlesman's point on the matter, I personally like the idea of an Akroma-ish creature for Green, and if we go that route, I think quitequieter's train of thought for what it should be like is right; we just need to decide between Flash and Haste. I'm in the Flash camp (even though Haste is neat too), as Green needs more surprises and it gives it a Cloudthresher feel as was said.
One of Green's fatties has got to be that 4GG 6/6 with shroud and trample from the other thread. I like it better than Thundering Thoctar, and it feels more realistic as the other is probably pushing things a bit. But I dunno.
How many 6+ drops should Green have by the way? I suppose it depends on the overall curve and creature count of Green, but I'm guessing something like 6 or 7 (3 6-drops, 2 7-drops, 2 8-drops?), since we have to have somewhat of a ramp theme.
that seems like way too many for a 360 card cube, i don't run that many 6cc guys in any color in my 540 card cube. i would go with maybe two 6 drops, one 7 drop, one 8 drop?
i disagree. green doesn't get too much of either, but neither is overwhelmingly more present than the other. haste is new to green's pie so it is expected that it wouldn't have a lot of cards. but give it time.
also, green seems to get haste more on big flashy mythics than anywhere else. green akroma would absolutely qualify.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Midnight has completed a costume cube. Here it is so we can get some ideas. Think of it as being open source. Some of the coolest cards:
[B]Circle of Forsaking[/B] xBG Enchantment
~ enters the battlefield with X hunger counters on it.
At the beginning of each player's upkeep, that player sacrifices a permanent for each hunger counter on ~.
[B]Woodform[/B] 3G (Treefingers!) (Enchanted permanent is a Forest -- I think that would be the correct wording) Enchantment - Aura
Enchant permanent
Enchanted permanent is a Forest land instead of any other type.
I like Akroma, we also need an etb Desert Twister green fatty and something else, not sure of what it would do.
[B]Spirit of the Unicorn[/B] - 1W Creature - Spirit
CARDNAME enters the battlefield with a +1/+1 counter.
Remove a +1/+1 counter from CARDNAME: destroy target enchantment.
1/1
[B]Cliffside Village[/B] Land
Cliffside Village enters the battlefield tapped. T: Add W to your mana pool. 1W: Cliffside Village becomes a 3/3 white Giant creature with vigilance until end of turn. It's still a land.
[B]Pulse of the Land -[/B] :1mana::symw::symw: Enchantment Landfall - Whenever a land comes into play under your control, creatures you control get +1/+1 and first strike until end of turn.
[B]Meekleaf - [/B]1W Encantment - Pegasus
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a 1/1 white flying Pegasus token onto the battlefield.
[B]Luminous Void - [/B]3W World Enchantment
Whenever a player casts a spell, counter it unless its controller pays 3.
[B]Exile into Brightness - [/B]1W (This was one that a lot of players enjoyed) Instant
Exile target nonwhite creature.
[B]Auspicious Anthem - [/B]:2mana::symw::symw: Enchantment
Creatures you control get +1/+1 for each enchantment you control
Sacrifice: Creatures you control get +2/+2 and vigilance until end of turn.
[B](Lifered) -[/B] WW Creature - Human Knight
Lifelink, protection from red
2/2
@pringlesman: that doesn't really argue against using haste on this creature, though. haste is tertiary in green, but as i said before it shows up on big flashy green creatures. haste being tertiary in green doesn't mean it never gets used, it means it doesn't get used as much as in black and red. this would be the ideal place for it.
@reaper: black has a history of haste, especially in nether shadow type creatures. it doesn't have much more than green, though.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
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Also, a few other questions:
- Should Warder Wall cost 1W or 2W? Pringlesman suggested the latter earlier and I meant to change it but I forgot.
- I'll give Death Knight a 1-life upkeep. Do you think Death Knight should be 2/1 or 2/2?
- Which of these Red creatures that ETB and deal damage do you like the best?
1R
Creature
When CARDNAME enters the battlefield, it deals 1 damage to target creature or player.
2/1
1R
Creature
When CARDNAME enters the battlefield, it deals 2 damage to target creature or player.
1/1
2R
Creature
When CARDNAME enters the battlefield, it deals 2 damage to target creature or player.
2/1
As for Magus of the Ring, I'll add him the next time I add a group of cards.
My Custom Cube - a super-powered Core Set
this is the best one, in my opinion.
I tried to base the effects on existing three mana spells: Even the Odds without the restriction, Probe, Coercion, Stone Rain and Call of the Herd
Which ones need tweaking?
I don't think changing him from being a 2/2 to a 2/1 changes his power in any meaningful way. With being a 2 power deathtouch first striker you are either going to need a first strike dude, or 3 dudes to block him (You can asign one damage with deathtouch, right?) or you are going to need a pro black dude to kill him. And in reality, how much stuff in a cube is only going to deal a single point of direct damage?
Agreed the Fire Imp+ is the best designed card there.
Calvin and Hobbes
Cube Tutor
Zuran Crucible 4
Artifact
Sac a Land: Gain 1 life.
You may play lands from the graveyard.
Calvin and Hobbes
Cube Tutor
His mine cycle is what inspired the card so it's fitting.
Draft my cube!
Watch me stream!
If there was only room for one, I'd try this:
Rage - R
Enchantment - Aura
Enchant creature
Enchanted creature cannot block and has double strike.
When ~ is put into a graveyard from the battlefield, return ~ to it's owner's hand.
I think we killed all of the Helix effects in red white but I would love a lifelinking Pyroclasm too.
I dislike Bestial Onslaught. Garden Hydra is too powerful, how about a green Triskelion that searches for basics instead of pings?
Here are some card ideas:
CARDNAME - 5
Artifact
Tap an untapped artifact you control: tap target creature.
Depart - B
Instant
Target player sacrifices a creature unless that player pays 2.
Cursed Lich - B
Creature - Wizard
Wither (This deals damage to creatures in the form of -1/-1 counters.)
B, T: Exile two cards from your graveyard: Cursed Lich deals 2 damage to target creature.
1/1
Replace wither with two -1/-1 counters
Touch of Insanity - BB
Sorcery
Target opponent discard one card at random from his hand. Draw a card.
Necromage - 2B
Creature - Wizard
When Necromage enters the battlefield, put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost.
2/1
Sower of Demise - 2BB
Creature - Faerie Wizard
Flying
When ~ enters the battlefield, put target creature card in a graveyard onto the battlefield.
When ~ leaves the battlefield, sacrifice all creatures you don't own.
2/2
We NEED reanimation spells
Fixhole - RR
Sorcery
Destroy target nonbasic land.
Goblin Looter - 1R
Creature - Goblin Rogue
Whenever Goblin Looter attacks, draw a card, then discard a card.
2/1
I like this card better than the red color shift merfolk looter
Armor of the Leech - 1
Artifact - Equipment
Pay 2 life: Equipped creature gets +3/+3 until end of turn. Activate this ability only once each turn.
Equip 2
I also think black should get at least 1 card that has a mode "Remove all counters from target permanent" because it's soooooooooo awesome. Maybe:
Intimidating Zombie 1B
Creature - Zombie
Intimidate
Whenever ! deals combat damage to a player you may remove all counters from target permanent. If you do ~ deals no combat damage.
2/1
I love powerful cards
Shazaam - 2UB
Instant
Draw 2 cards, then discard 3 cards. Return target creature card from your graveyard to the battlefield.
Seasons Growth 2GUU
Sorcery
Take an extra turn after this one. Rampant Growth.
I really like this. Super powerful, may need to cost 1R but not sure how to evaluate this.
Enough, we need answers to powerful cards in this cube. Red should get some pingers and Arcs. Bendable Bolt is a great answer
1R
Instant
Deal 3.
Pay 1, you may divide the damge for another target.
and YES you can divide the damage with deathtouch, 1 damage is LETHAL damage with deathtouch.
This is very nice. I liked it.
Reanimation 1 - 1B
Sorcery
Put target creature card from your graveyard onto the battlefield under your control. Put 2 -1/-1 counters on that creature.
Reanimation 2 - 1B
Sorcery
Put target creature card from your graveyard onto the battlefield under your control. Lose 4 life unless it's a black creature.
Reanimation 3 - 1B
Sorcery
Put target creature card from your graveyard onto the battlefield under your control. Discard two cards.
Reanimation 4 - 4BB
Sorcery
You may sacrifice two swamps instead of paying ~ mana cost.
Put target creature card from your graveyard onto the battlefield under your control.
I was thinking about it too. At 1R it might be alright.
This made me think of this:
Really Murderous Redcap - 2BR
Creature
Deathtouch
When ~ enters the battlefield, it deals 2 damage to target creature or player.
2/2
Sorcery
Deathtouch
Deal 3 damage to target creature or player.
I like Reanimation 2 a lot.
Reanimation 4 is really cool too. I think we a couple of free spells because they're just so fun. I think Reanimation 4 should be
Reanimation 4B - 4BB
Instant
You may exile a black card from your hand and sacrifice a swamp instead of paying ~'s mana cost.
Put target creature card from your graveyard onto the battlefield under your control.
- Add Fire Imp+
- Add Magus of the Ring
- Add Zuran Crucible (1 life for now, but I think it's fine at 2 life)
Pingers and Arc Lightningish things. Also, I just realized this, but we have a LOT of 2/1s! Just look at black- we have 6 already! One is a 2/1 for 1, but the others are all 2/1s for 2 (including Death Knight, though).
Yeah, you designed yet another RW card, the lifelink Pyroclasm for 1RW, I think. You're good at designing RW cards even if the (Big RW Creature) is a bit too strong!
I actually like Bestial Onslaught, but that is a lot of creatures, hehe. It's a little awkward.
As for Garden Hydra, that could work.
Also, "green Triskelion" made me think of this:
Triskelion's Brother
6
Artifact Creature - Construct
Triskelion's Brother enters the battlefield with three +1/+1 counters on it.
Remove a +1/+1 counter from Triskelion's Brother: Target creature gets +2/+2 until end of turn.
1/1
I love the Icy variant, and I think it should probably go in.
Depart is cool, but actually feels slightly White to me. Which reminds me... ScreamingHippo suggested White Innocent Blood to me as a possible colorshift and I like the idea. Thoughts?
By "replace wither with two -1/-1 counters," do you mean "change the damage into -1/-1 counters and take away wither too?" I like that a lot.
Wither is a possible Core mechanic, though, since it has lots of cool possibilities and sort of feels like a good one.
I don't have much to say about these except that they're all winners. I like Sower the best as you don't lose the creature if you originally owned it, but I think it might be overpowered (only a little, though) as a result.
Also, two cards I'd like to include in this Cube but forgot to repost are Mind Rot for 1B and Gravedigger for 2B.
This is neat. How many land destruction spells should Red have, you think? (And Black and Green for that matter?)
Wonderful! I've seen quite a few people design this separately and I bet it will be printed one day soon.
The life payment on this ability made me realize something about Masochist's Hammer. Why not just make the hammer have "Pay 3 life" (or "Pay 2 Life" or whatever) as an equip cost?
As for this card, it's a cool design too!
While I really like the "remove all counters" mechanic, note that this Cube probably won't have any planeswalkers. (As I said before, it's nothing against the card type; I love planeswalkers!)
You sure do! Both of these are really cool.
I think all of these are pretty great. I like the idea of alternate costs in this Cube.
How many reanimation spells is ideal for a Cube like this? What's enough to support a possible reanimator archetype, but not too much that it becomes oversaturated?
I think you knew already, but the dividing only happens in combat. I do like this design, though.
My Custom Cube - a super-powered Core Set
(Depart) - W (White is not a typo)
Instant
Target player sacrifices a creature unless they play 2.
Rhox Purifier - :3mana::symw:
Creature - Rhino Cleric Soldier
Echo :xmana::symw:
When you pay Rhox Purifier's echo cost, you may destroy target nonland permanent with converted mana cost equal to :xmana:.
4/4
Cursed Lich - B (Possibly wither)
Creature - Zombie Wizard
B,T, Exile two cards from your graveyard: Put two -1/-1 counters on target creature.
1/1
(Divination+) - 1U
Sorcery
Draw two cards.
Corrode - 1B (Formerly green Doomblade)
Instant
Destroy target nongreen creature.
Bendable Lightning - 1R
Instant
Bendable Lightning deals 3 damage divided as you choose among any number of target creatures and/or players.
Bendable Lightning costs 1 more to cast for each target beyond the first.
(Lifelink Rhino) - 2RW (in replace of (big RW creature))
Creature - Rhino Solider
Haste, lifelink
4/3
Seasons Passed - 2GUU
Sorcery
Take an extra turn after this one. Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Flourishing Thoughts - GUU
Instant
Counter target spell. At the beginning of your next main phase, add the mana equal to that spell's mana cost to your mana pool.
Quick Coax - 1UUR (created by FoggManatic)
Enchantment - Aura
Enchant creature
You control enchanted creature. Untap that creature. It gains haste until end of turn.
(Silvos+) - 5GG
Creature - Elemental
Trample
~ can't be the target of spells or abilities your opponents control.
Sacrifice a forest: Regenerate ~.
8/5
(Green Akroma) - 6GGG (green fatties are hard)
Creature - Elemental
Reach, trample, shroud, protection from blue, protection from black.
6/6
Infernic Wumpus - 3RR
Creature - Wumpus
R: Thrashing Wumpus deals 1 damage to each creature and each player.
3/3
(Memory Lapse + Repel) - 1UW
Instant
Put target creature or spell on top of its owner's library.
(White Memory Lapse) - 1W
Instant
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Treefingers - G
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block and loses all nonmana abilities.
Enchanted creature loses other "T: Add G to your mana pool."
(Reanimation Enchantment) - 1B
Enchantment
When ~ enters the battlefield, put target creature card from a graveyard onto the battlefield under your control.
When ~ leaves the battlefield, sacrifice the card returned to the battlefield with ~.
(Reanimation 2) - 1B
Sorcery
Put target creature card from your graveyard onto the battlefield under your control. Lose 4 life unless it's a black creature.
(Reanimation 4b) - 4BB
Instant
You may exile a black card from your hand and sacrifice a swamp instead of paying ~'s mana cost.
Put target creature card from your graveyard onto the battlefield under your control.
(Sac Sweeper) - XBB
Sorcery
All players sacrifice X creatures.
(Shazaam) - 3UB
Instant
Draw 2 cards, then discard 2 cards. Return target creature card from your graveyard to the battlefield.
(Blue Cycler) - 1U
Creature - Merfolk Wizard
2: Discard a card then draw a card.
1/2
(Broken Black Draw) - XB
Sorcery
As an additional cost to cast ~ pay X life.
Draw X cards.
Hearth Kami in Green - 1G
Creature - Spirit
X, Sacrifice ~: Destroy target artifact or enchantment with converted mana cost X.
2/1
He was talking about a new Mana Drain and I said I always felt like it wasn't in the right color. My brain yelled "GUU!" and we both were like "YES!"
Previous Akromas cost 8, had 5 abilities plus the double protection and shared two abilities with each other (flying, trample).
Shroud with double protection feels wrong for me.
I think it would be best more appropriate to have it like this (it shares two abilities with each of the previous Akromas and gets a +1/+1 in stats like Thornling):
(Green Akroma) - 5GGG
Creature - Elemental
~ cannot be countered.
Reach, trample, vigilance, haste, protection from blue, protection from black.
7/7
instead of haste you could also go with flash, which is on color for green and plays similar to haste. that would be one more parallel to 'thresher, too.
I'll try to think of something cool.
Calvin and Hobbes
Cube Tutor
While I understand Pringlesman's point on the matter, I personally like the idea of an Akroma-ish creature for Green, and if we go that route, I think quitequieter's train of thought for what it should be like is right; we just need to decide between Flash and Haste. I'm in the Flash camp (even though Haste is neat too), as Green needs more surprises and it gives it a Cloudthresher feel as was said.
One of Green's fatties has got to be that 4GG 6/6 with shroud and trample from the other thread. I like it better than Thundering Thoctar, and it feels more realistic as the other is probably pushing things a bit. But I dunno.
How many 6+ drops should Green have by the way? I suppose it depends on the overall curve and creature count of Green, but I'm guessing something like 6 or 7 (3 6-drops, 2 7-drops, 2 8-drops?), since we have to have somewhat of a ramp theme.
My Custom Cube - a super-powered Core Set
Calvin and Hobbes
Cube Tutor
i disagree. green doesn't get too much of either, but neither is overwhelmingly more present than the other. haste is new to green's pie so it is expected that it wouldn't have a lot of cards. but give it time.
also, green seems to get haste more on big flashy mythics than anywhere else. green akroma would absolutely qualify.
http://www.wizards.com/magic/Magazine/Article.aspx?x=mtgcom/daily/mr284
Granted this article was from 2007. But I remember him saying from time to time that green was the third color for haste.
Calvin and Hobbes
Cube Tutor
[B]Circle of Forsaking[/B] xBG
Enchantment
~ enters the battlefield with X hunger counters on it.
At the beginning of each player's upkeep, that player sacrifices a permanent for each hunger counter on ~.
[B]Woodform[/B] 3G (Treefingers!) (Enchanted permanent is a Forest -- I think that would be the correct wording)
Enchantment - Aura
Enchant permanent
Enchanted permanent is a Forest land instead of any other type.
[B]Maniacal Rapier[/B] 2
Artifact - Equipment
Equipped creature gets +3/+1 and can't block.
Equip 1
I cannot recall any black creature with haste... at all even. There aren't that many, here:
http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[haste]&color=+@(+[B])
I like Akroma, we also need an etb Desert Twister green fatty and something else, not sure of what it would do.
[B]Spirit of the Unicorn[/B] - 1W
Creature - Spirit
CARDNAME enters the battlefield with a +1/+1 counter.
Remove a +1/+1 counter from CARDNAME: destroy target enchantment.
1/1
[B]Cliffside Village[/B]
Land
Cliffside Village enters the battlefield tapped.
T: Add W to your mana pool.
1W: Cliffside Village becomes a 3/3 white Giant creature with vigilance until end of turn. It's still a land.
[B]Pulse of the Land -[/B] :1mana::symw::symw:
Enchantment
Landfall - Whenever a land comes into play under your control, creatures you control get +1/+1 and first strike until end of turn.
[B]Meekleaf - [/B]1W
Encantment - Pegasus
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a 1/1 white flying Pegasus token onto the battlefield.
[B]Phantasm Horror [/B][B]- [/B]4WW
Creature - Illusion Horror
Flying
Sacrifice CARDNAME: destroy all creatures.
5/5
[B]Luminous Void - [/B]3W
World Enchantment
Whenever a player casts a spell, counter it unless its controller pays 3.
[B]Exile into Brightness - [/B]1W (This was one that a lot of players enjoyed)
Instant
Exile target nonwhite creature.
[B]Auspicious Anthem - [/B]:2mana::symw::symw:
Enchantment
Creatures you control get +1/+1 for each enchantment you control
Sacrifice: Creatures you control get +2/+2 and vigilance until end of turn.
[B](Lifered) -[/B] WW
Creature - Human Knight
Lifelink, protection from red
2/2
@reaper: black has a history of haste, especially in nether shadow type creatures. it doesn't have much more than green, though.