Tactical Reinforcements5GW
Instant (R)
Until end of turn, whenever a Human permanent you control deals combat damage to another creature or player, you may search your library for a permanent card with the same name as that permanent and put it onto the battlefield. If you do, shuffle your library.
at 5 mana, I wouldn't be against getting the creature in hand right away. for the second ability, I guess you mean nonbasic LAND. repeatable jester's cap is pretty awesome, but because it's unknown what card is on top it's still not as powerful (which is a good thing). his last ability is also missing the cost for transmute. I guess the easiest would be to give them all transmute 1UB.
I agree that Kraj is awesome, but wanted to defend some of my design choices. I felt the +1 needed to put it on top of the library. I compared it to Liliana Vess, and in the hand as a +1 was too strong, especially since it can be any card, (as long as the same card is in the yard), not just creatures.
The "nonbasic card" was on purpose. I wanted the ability to be able to snag nonland cards as well as nonbasic lands, and figured that was the shortest way to do that and was correct in terms of rules.
I did just forget to specify the transmute cost...derp. It was going to be 1UB.
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Break - Exile this permanent. Return it to the battlefield at the beginning of your next upkeep. <some other ETB from exile> This would be primarily in white and blue, maybe secondary in black.
Allis, Breakroom Enforcer3WU
Legendary Creature - Human Mystic
Break 1(W/U)
As long as Allis, Breakroom Enforcer is exiled, you may cast cards you own with break from exile as though they had flash.
When Allis, Breakroom enforcer enters the battlefield, if it entered from exile, you gain life equal to the number of permanents you control with break.
2/4
Ginnon: I really like this card! I find it cool that you turned the previous challenge on its head, and think this is appropriately costed, as the creature is legendary, and pretty small, which balances out the otherwise powerful effects.
I am going to take the challenge literally, and make a land that produces more lands. I wanted to make it not produce mana, but then it would not be in M13. I tried to make it actually say "hellbent", but found it didn't work well without two abilities, and that was just cluttered.
Cliff of Insanity
Land
Cliff of Insanity enters the battlefield tapped.
:symtap:: Add 1 to your mana pool. 3, :symtap:, sacrifice a land: Search your library for a colorless land card, reveal it and put it into your hand. If you have no cards in hand, instead search your library for a permanent card, reveal it and put it into your hand. Then shuffle your library.
Next: An instant or sorcery that does something novel while in your graveyard.
Lightning Reflexes2RR
Enchantment- Aura (R)
Enchant Creature
Enchanted creature has "T: This creature deals 3 damage to target creature or player."
Whenever an opponent casts a spell, untap enchanted creature.
iiw: A card from Christopher Nolan's Batman universe.
Couldn't decide if shocking reflexes would be more amusing/balanced, but Lightning seemed more resonant and playable.
You mean Lightning Reflexes? I like yours better, but the name is already in use. That said, the singular version "Lightning Reflex" is not (if you want to keep the name similar).
Embrace of the Fae3UU
Enchantment - Aura (M)
Enchant creature
Flash
Enchanted creature gets +2/+2 and has flying and hexproof.
Whenever a spell you control counters another spell, you may return Touch of the Fae from your graveyard to your hand.
IIW: A card that uses something novel as a resource (or at least in a novel way).
Paradigm Shift2UB
Sorcery
Return target permanent to its owner's hand. That player reveals his or her hand and you choose a nonland card from it. That player discards that card, then puts the top card of his or her library into his or her graveyard. Exile a card from that player's graveyard.
Yes, you can do that. Withstand Death will resolve first, making your Spellskite indestructible, so the damage from the Meteor would not kill it. As far as the stack works, it's usually pretty straightforward (although it doesn't read that way necessarily). There are a lot of parts to it, but it's pretty intuitive except in corner cases where an individual card is affecting the rules.
You can only play a spell or activate an ability if you have priority. The player whose turn it is will receive priority after anything resolves or at the beginning of a new step/phase. The player who casts a spell can retain priority immediately after casting (but before it would resolve), regardless of whose turn it is. Players pass priority in turn order. Things on the stack resolve one at a time, and only if everyone passes priority without doing anything (this is the important part about why you can do the sequence of events you asked about - you never let the Shivan Meteor resolve, because you chose to exercise your right to do stuff with your priority).
All spells except instants and cards with flash can only be played if it's your turn and the stack is empty. As long as you have priority, you can activate abilities, play instants or cards with flash regardless of what else is on the stack (unless an ability says you can't) or another card is changing the rules like Teferi, Mage of Zhalfir or anything with split second. Activating mana abilities does not use the stack, and neither does playing a land or a handful of other "special actions", most of which are older. You still need priority to do any of these things, but your opponent can't respond to them, because they don't use the stack.
Sorry if any of this is unclear (and if I'm missing/glossing over anything, please let me know).
Witherwing Phoenix2(B/G)(B/G)(B/G)
Creature - Phoenix (R)
Flying, haste, undying
When Witherwing Phoenix blocks or becomes blocked by a creature, that creature gains wither until end of turn.
3/3
You can do this. You will receive priority after your opponent casts the removal spell, so you have a chance to activate Kuldotha Forgemaster's ability and put the Spellskite onto the battlefield. Assuming the Spellskite is a legal target for the removal (not Go For the Throat for example), the spell's target will change to Spellskite.
Note: If the spell was a Go For the Throat or another spell that Spellskite is not a legal target for, you could still activate Spellskite's ability (because the spell is still a legal target for Spellskite's ability), but the target wouldn't change.
Assuming you mean Walking Atlas, then yes, this will work. As Kenjiblade stated, landfall abilities do not care how a land enters the battlefield under your control, only that it does. If you use the atlas, the landfall ability will trigger and allow player B to destroy the creature before it gains hexproof.
The Spectral Flight is countered for having no legal target on resolution. Even though the Strangleroot Geist ends up back on the battlefield after it dies, it is considered a different object as far as the game rules are concerned.
Rithal, Dimir Archivist3UB
Planeswalker - Rithal
/+1\ Search your library for a card that shares a name with a card in your graveyard. Reveal that card, then shuffle your library and put that card on top.
[ 0 ] Target player exiles the top card of his or her library. If it is a nonbasic card, you may search that player's library for any number of cards with the same name and exile them. Then that player shuffles his or her library.
\-9/ You gain an emblem with "Cards in your hand have transmute."
5
hmm, forgot that was a zone too! If I include the stack, will it still stop Generals from being cast from the command zone?
Not as worded. The general will go: command zone -> stack -> battlefield and your enchantment will not care. Also, as a general design rule, cards should not reference the stack directly.
You may want it to say: Isolated Plane1W
Enchantment
Cards cannot be cast from any zone other than a player's hand (you can also exclude instants or sorceries if you want).
Permanent cards cannot enter the battlefield from graveyards, libraries or exile.
You have to specify that it can't be cast from another zone instead of enter the battlefield. The second line shouldn't need to specify the command zone, as there are currently not any cards that can yank a permanent out of the command zone and put it directly onto the battlefield.
Sure, he's an awful general, but he's very EDH playable outside that
Yeah. That's why I changed my card. I figured he could be part of a cycle of mono-colored sunburst legends that is nuts when playing 5 colors, but horrible otherwise. My new card is just not good.
EDIT: I changed it back. But yes, Brushwagg, Snow is a type of mana, so you could search for a Snow Covered Mountain instead of forest. Technically, if you only spent green to play it, but any of it was snow, you could grab 2 lands, as long as one was a snow land.
Instant (R)
Until end of turn, whenever a Human permanent you control deals combat damage to another creature or player, you may search your library for a permanent card with the same name as that permanent and put it onto the battlefield. If you do, shuffle your library.
I agree that Kraj is awesome, but wanted to defend some of my design choices. I felt the +1 needed to put it on top of the library. I compared it to Liliana Vess, and in the hand as a +1 was too strong, especially since it can be any card, (as long as the same card is in the yard), not just creatures.
The "nonbasic card" was on purpose. I wanted the ability to be able to snag nonland cards as well as nonbasic lands, and figured that was the shortest way to do that and was correct in terms of rules.
I did just forget to specify the transmute cost...derp. It was going to be 1UB.
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Break - Exile this permanent. Return it to the battlefield at the beginning of your next upkeep. <some other ETB from exile> This would be primarily in white and blue, maybe secondary in black.
Allis, Breakroom Enforcer 3WU
Legendary Creature - Human Mystic
Break 1(W/U)
As long as Allis, Breakroom Enforcer is exiled, you may cast cards you own with break from exile as though they had flash.
When Allis, Breakroom enforcer enters the battlefield, if it entered from exile, you gain life equal to the number of permanents you control with break.
2/4
IIW: Release the KRAKEN
I am going to take the challenge literally, and make a land that produces more lands. I wanted to make it not produce mana, but then it would not be in M13. I tried to make it actually say "hellbent", but found it didn't work well without two abilities, and that was just cluttered.
Cliff of Insanity
Land
Cliff of Insanity enters the battlefield tapped.
:symtap:: Add 1 to your mana pool.
3, :symtap:, sacrifice a land: Search your library for a colorless land card, reveal it and put it into your hand. If you have no cards in hand, instead search your library for a permanent card, reveal it and put it into your hand. Then shuffle your library.
Next: An instant or sorcery that does something novel while in your graveyard.
You mean Lightning Reflexes? I like yours better, but the name is already in use. That said, the singular version "Lightning Reflex" is not (if you want to keep the name similar).
Enchantment - Aura (M)
Enchant creature
Flash
Enchanted creature gets +2/+2 and has flying and hexproof.
Whenever a spell you control counters another spell, you may return Touch of the Fae from your graveyard to your hand.
IIW: A card that uses something novel as a resource (or at least in a novel way).
Sorcery
Return target permanent to its owner's hand. That player reveals his or her hand and you choose a nonland card from it. That player discards that card, then puts the top card of his or her library into his or her graveyard. Exile a card from that player's graveyard.
IIW: Sig
You can only play a spell or activate an ability if you have priority. The player whose turn it is will receive priority after anything resolves or at the beginning of a new step/phase. The player who casts a spell can retain priority immediately after casting (but before it would resolve), regardless of whose turn it is. Players pass priority in turn order. Things on the stack resolve one at a time, and only if everyone passes priority without doing anything (this is the important part about why you can do the sequence of events you asked about - you never let the Shivan Meteor resolve, because you chose to exercise your right to do stuff with your priority).
All spells except instants and cards with flash can only be played if it's your turn and the stack is empty. As long as you have priority, you can activate abilities, play instants or cards with flash regardless of what else is on the stack (unless an ability says you can't) or another card is changing the rules like Teferi, Mage of Zhalfir or anything with split second. Activating mana abilities does not use the stack, and neither does playing a land or a handful of other "special actions", most of which are older. You still need priority to do any of these things, but your opponent can't respond to them, because they don't use the stack.
Sorry if any of this is unclear (and if I'm missing/glossing over anything, please let me know).
Creature - Phoenix (R)
Flying, haste, undying
When Witherwing Phoenix blocks or becomes blocked by a creature, that creature gains wither until end of turn.
3/3
IIW: Release the KRAKEN
Note: If the spell was a Go For the Throat or another spell that Spellskite is not a legal target for, you could still activate Spellskite's ability (because the spell is still a legal target for Spellskite's ability), but the target wouldn't change.
No problem! Happy to help!
Planeswalker - Rithal
/+1\ Search your library for a card that shares a name with a card in your graveyard. Reveal that card, then shuffle your library and put that card on top.
[ 0 ] Target player exiles the top card of his or her library. If it is a nonbasic card, you may search that player's library for any number of cards with the same name and exile them. Then that player shuffles his or her library.
\-9/ You gain an emblem with "Cards in your hand have transmute."
5
IIW: Something basic that isn't a land
Not as worded. The general will go: command zone -> stack -> battlefield and your enchantment will not care. Also, as a general design rule, cards should not reference the stack directly.
You may want it to say:
Isolated Plane 1W
Enchantment
Cards cannot be cast from any zone other than a player's hand (you can also exclude instants or sorceries if you want).
Permanent cards cannot enter the battlefield from graveyards, libraries or exile.
You have to specify that it can't be cast from another zone instead of enter the battlefield. The second line shouldn't need to specify the command zone, as there are currently not any cards that can yank a permanent out of the command zone and put it directly onto the battlefield.
Yeah. That's why I changed my card. I figured he could be part of a cycle of mono-colored sunburst legends that is nuts when playing 5 colors, but horrible otherwise. My new card is just not good.
EDIT: I changed it back. But yes, Brushwagg, Snow is a type of mana, so you could search for a Snow Covered Mountain instead of forest. Technically, if you only spent green to play it, but any of it was snow, you could grab 2 lands, as long as one was a snow land.