- BetweenWalls
- Registered User
-
Member for 12 years and 16 days
Last active Tue, Jan, 26 2021 22:12:40
- 5 Followers
- 1,207 Total Posts
- 159 Thanks
-
Nov 29, 2013BetweenWalls posted a message on All about the ProxiesIn my experience, a major reason people groan about proxies is because those proxies look terrible. (ie writing on a notecard) I think I'm fortunate to play with people who recognize that financial limitations can undermine gameplay, and mature enough to accept proxies, even if they don't particularly care for them. As a proponent of proxy use myself however, I try to always use color-printed ones. My gameplay experience suffers from boring black-and-white cut-outs, or the infinitely worse illegible-scrawl-on-basic-land style proxies.Posted in: Jaxck Blog
-
Sep 20, 2012BetweenWalls posted a message on Magic psychological profiles, and me.I've included some links in my house-ruling thread; here's the relevant info:Posted in: 1-800-cyanide line
Psychographic Profiles (Timmy, Johnny, Spike & Others)
Similarly to the idea of 'casual' gaming, many players are unaware of the specific types of motivation they and others have, or how that can help them. There are many explanations for how our brains work with regards to motivation, and that's because our brains are incredibly complicated. These 'psychographic' profiles, or archetypes, provide a visualization of the psychology behind the player.
Timmy enjoys the act of playing. (power, social, diversity, adrenaline)
Johnny wants to express something. (combo player, offbeat designer, deck artist, uber)
Spike wants to prove something. (tuner, innovator, analyst, nuts & bolts)
Bartle is another potential psycho-graphic profile that intersects the others (manipulator, achiever, explorer, socializer)
Vorthos judges cards on how they make him feel. (intuition)
Melvin judges cards on how they make him think. (sensing)
Timmy, Power Gamer is a really unfair stereotype of timmies. The links go into more detail, but it sounds like you could primarily be classified as a 'social gamer'. Unless you don't play the game for any of those 3 major reasons, (why do you play?) you'll probably fit in somewhere.
Vorthos & Melvin aren't actually psychographic profiles in the sense that the others are. They're based on what one cares about, not why they play.
I've been wanting to update this section of the thread, so I'm no reading about Bartle Types & Keirsay Temperaments, as well as MBTI classifications. It seems to me that in addition to the three primary player archetypes, (timmy, johnny, & spike) one more archetype is missing... and it'd be a mixture of johnny & either of the other 2. Still reading; this stuff is quite interesting. -
Sep 16, 2012BetweenWalls posted a message on [Pauper][EDH] Colorless Insanity with Plague MyrPauper EDH rules disallow rares of any kind. In place of the regular requirement for a legendary commander, any non-rare creature is allowed. Finally, the other 99 cards must be common. All other rules are the same.Posted in: Magic Between Walls (Cube, EDH, Type 4, Pauper)
I'll add these rules to the post above. -
Sep 5, 2012BetweenWalls posted a message on [152][Type 4][Budget] ╠ Stacked Between Walls ╣ Feedback WelcomeWow, that really is a stack! How do you keep yourselves from knocking it over?Posted in: Magic Between Walls (Cube, EDH, Type 4, Pauper)
Thanks for the list! Here's some info I gathered after scanning it.
Your list contains 2 Graceful Reprieve, 1 being in the blue section.
- Transcendant Master (Transcendent Master)
- Sakashima the Imposter (Sakashima the Impostor)
- Mikaeus the Unhallowed (Mikaeus, the Unhallowed)
- Sheltering Wind (Splintering Wind?)
- Tracker's Instinct (Tracker's Instincts)
- Crown of Ages (Crown of the Ages
- Miser's Cage (Misers' Cage)
- Platinum Empirion (Platinum Emperion)
- Forbidden Watchtower (Forbidding Watchtower)
- Slayer's Stronghold (Slayers' Stronghold)
- Aether Mutation
- Aeon Chronicler (maybe?)
- Agonizing Demise
- Altar of Shadows
- Angel of Salvation
- Angelic Arbiter
- Arbiter of Knollridge
- Argentum Armor
- Autochthon Wurm
- Backlash
- Bane of the Living
- Bant Charm
- Bituminous Blast
- Bloodfire Colossus
- Bosh, Iron Golem
- Call to the Grave
- Chancellor of the Dross
- Chromeshell Crab
- Conquering Manticore
- Counterlash
- Crib Swap
- Crime // Punishment
- Crosis's Charm
- Death by Dragons
- Death Mutation
- Desolation Giant
- Double Negative
- Dread Return
- Dromar's Charm
- Enlisted Wurm
- Esper Charm
- Faerie Trickery
- Feudkiller's Verdict
- Flowstone Slide
- Gravedigger
- Hateflayer
- Hindering Light
- Honden of Seeing Winds
- Hour of Reckoning
- Hoverguard Sweepers
- Jund Charm
- Killer Instinct
- Krosan Cloudscraper
- Leyline of Anticipation
- Lost in the Mist
- Lunar Mystic
- Lurking Predators
- Minion Reflector
- Mold Shambler
- Moonsilver Spear
- Mystifying Maze
- Naya Charm
- Orim's Thunder
- Parallectric Feedback
- Phyrexian Ingester
- Planar Cleansing
- Plated Slagwurm
- Prophetic Bolt
- Punish Ignorance
- Quicksilver Gargantuan
- Redirect
- Relic Crush
- Return to Dust
- Reverberate
- Rise from the Grave
- Rith's Charm
- Rush of Knowledge
- Savage Twister
- Soul Manipulation
- Soulscour
- Spell Crumple
- Sphinx of Lost Truths
- Spin into Myth
- Spinal Embrace
- Sudden Death
- Swift Silence
- Syphon Mind
- Tower of Calamities
- Treva's Charm
- Tyrant of Discord
- Unmake
- Vanishment
- Vengeful Rebirth
- Violent Ultimatum
- Voidmage Apprentice
- Voidmage Husher
- Voidmage Prodigy
- Volition Reins
- Wickerbough Elder
- Wild Ricochet
That leaves over 1600 cards that I either don't have or haven't considered. (I just copied all of the cards, ignoring whether you're using them currently or not) With these posts having a limit of 10,000 characters, I can't even come close to putting them here! It's going to take some time to look through them...- Annihilate
- Arashi, the Sky Asunder
- Archaeomancer
- Befoul
- Belfry Spirit
- Binding Grasp
- Blood Feud
- Boros Fury-Shield
- Brittle Effigy
- Cackling Counterpart
- Captain's Maneuver
- Cauldron Dance
- Cessation
- Chastise
- Cruel Revival
- Defender of Chaos
- Discombobulate
- Dismiss
- Divine Offering
- Dominate
- Dream Fracture
- Dregs of Sorrow
- Etched Oracle
- False Prophet
- Fervent Denial
- Flash Conscription
- Gallantry
- Gaze of Adamaro
- Heroes Remembered
- Hunting Pack
- Jiwari, the Earth Aflame
- Kalonian Behemoth
- Krosan Colossus
- Last Word
- Mage Slayer
- Metathran Aerostat
- Miraculous Recovery
- Molder
- Myojin of Seeing Winds
- Mystic Melting
- Necrotic Ooze
- Opportunity
- Overwhelming Intellect
- Pelakka Wurm
- Plague Boiler
- Prahv, Spires of Order
- Putrefy
- Quicksilver Dragon
- Rain of Thorns
- Ray of Distortion
- Refresh
- Reiterate
- Restrain
- Root Elemental
- Saltblast
- Searing Wind
- Shapesharer
- Shining Shoal
- Shivan Meteor
- Sickening Shoal
- Sorin's Vengeance
- Soul Foundry
- Spiritualize
- Stormscape Battlemage
- Suffocating Blast
- Summoning Trap
- Sunscour
- Symbiotic Wurm
- Syphon Flesh
- Take Possession
- Thalakos Seer
- Thicket Elemental
- Tidal Kraken
- Torrent of Souls
- Treacherous Urge
- Unburial Rites
- Urza's Factory
- Wall of Blossoms
- Winding Wurm
- Word of Seizing
- Yavimaya's Embrace
- Yore-Tiller Nephilim
We play without sleeves, so I've been avoiding the more expensive cards. I am considering making some proxies if I ever get access to a decent printer, but that ink is expensive anyway! - Transcendant Master (Transcendent Master)
-
Aug 30, 2012BetweenWalls posted a message on Raul, Zendikar TerramancerRaul's second ability seems like it should put the lands into your hand instead of into play. I can't imagine when I'd use his ultimate otherwise, as the first two are enough to consistently empty my hand of lands. I imagine he'd also be much better at a lower cost (and perhaps lower starting loyalty & lower + ability) because he'd be able to ramp you much earlier. What are you ramping into with a 6 mana Explore?Posted in: Raikou Rider Blog
-
Aug 12, 2012BetweenWalls posted a message on EDH, Degeneracy, & A New Ban List for Austere Play@ BitsyPosted in: Magic Between Walls (Cube, EDH, Type 4, Pauper)
The list wasn't intended to specifically be for 1v1 or multiplayer, much like the current 'official list'. I'm not sure that 1v1 has much with regards to politics, but, as EDH seems to be designed more so for social & multiplayer games, that's likely what this list is skewed toward. The watch list isn't something that necessarily need be on any player's radar, but is rather just there for myself and others interested in creating a ban list or house rule.
Your Rofellos example is an excellent one; As the game is now, many cards that could be too powerful in 1v1 have less of a chance of dominating a game in multiplayer due to the multiple players being able to 'gang-up' on the stronger player. This doesn't reduce the degeneracy of these powerful cards; It merely provides a safety net for them. This is not a good reason to have them banned in one game type but not the other. Barring circumstances especial to the number of players, if a card is overpowered in 1v1, it really shouldn't be played in multiplayer either, unless the goal is to provide the highest level of power possible without ruining the game.
Bribery is on the list above, under the tutoring section. You're absolutely correct about them varying based on your opponents' decks, but they do both still tutor a group of cards that your deck wouldn't otherwise even have access to. Creatures seemed like a more powerful target in general for 5 mana, which is why included one but not the other. I have a similar mindset regarding Blatant Thievery. It's one card that would have a variable effect based on the number of players, (so possibly banned in multiplayer but not in 1v1) but can often be very strong if the meta-game allows it. I'd definitely consider Insurrection before it though.
@Psycho5150
You might ask the same about the current list. Does your playgroup use that? By all means, continue with what you're doing if that's working for your playgroup. I've had fun in EDH without a banned list, with the official list, with house rules, without a few cards that some simply didn't want to play with at the time, and even without rares, or cards from the 'Top 50 list'. In this list, I'm attempting to create something that more closely resembles what EDH was originally about while keeping the number of banned cards to a minimum. -
May 6, 2012BetweenWalls posted a message on You know...Thanks for the intro, stranger. Glad you've found what you have.Posted in: Zephynoir Blog
Love,
Another stranger - To post a comment, please login or register a new account.
You can find all the SSDFC's I've rendered here.
Spoilers will begin
next weekMarch 21, and I'll remove any of the cards listed here that end up at rare.-----------------------------------------------
Academy Journeymage
4U
Creature — Human Wizard
3/2
This spell costs 1 less to cast if you control a Wizard.
When Academy Journeymage enters the battlefield, return target creature an opponent controls to its owner's hand.
Ancient Animus
1G
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Baloth Gorger
2GG
Creature — Beast
4/4
Kicker 4 (You may pay an additional 4 as you cast this spell.)
If Baloth Gorger was kicked, it enters the battlefield with three +1/+1 counters on it.
Befuddle
2U
Instant
Target creature gets -4/-0 until end of turn.
Draw a card.
Benalish Marshal
WWW
Creature — Human Knight
3/3
Other creatures you control get +1/+1.
Blink of an Eye
1U
Instant
Kicker 1U (You may pay an additional 1U as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Bloodstone Goblin
1R
Creature — Goblin Warrior
2/2
Whenever you cast a spell, if that spell was kicked, Bloodstone Goblin gets +1/+1 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Broken Bond
1G
Sorcery
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
Charge
W
Instant
Creatures you control get +1/+1 until end of turn.
Corrosive Ooze
1G
Creature — Ooze
2/2
Whenever Corrosive Ooze blocks or becomes blocked by an equipped creature, destroy all Equipment attached to that creature at end of combat.
Curator's Ward
2U
Enchantment — Aura
Enchant permanent
Enchanted permanent has hexproof.
When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.)
Dark Bargain
3B
Instant
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
Dauntless Bodyguard
W
Creature — Human Knight
2/1
As Dauntless Bodyguard enters the battlefield, choose another creature you control.
Sacrifice Dauntless Bodyguard: The chosen creature gains indestructible until end of turn.
Deep Freeze
2U
Enchantment — Aura
Enchant creature
Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
Demonic Vigor
B
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature dies, return that card to its owner's hand.
Drudge Sentinel
2B
Creature — Skeleton Warrior
2/1
3: Tap Drudge Sentinel. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Dub
2W
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2, has first strike, and is a Knight in addition to its other types.
Fight with Fire
2R
Sorcery
Kicker 5R (You may pay an additional 5R as you cast this spell.)
Fight with Fire deals 5 damage to target creature. If this spell was kicked, it deals 10 damage divided as you choose among any number of targets instead. (Those targets can include players and planeswalkers.)
Firefist Adept
4R
Creature — Human Wizard
3/3
When Firefist Adept enters the battlefield, it deals X damage to target creature an opponent controls, where X is the number of Wizards you control.
Fungal Infection
B
Instant
Target creature gets -1/-1 until end of turn. Create a 1/1 green Saproling creature token.
Gaea's Protector
3G
Creature — Elemental Warrior
4/2
Gaea's Protector must be blocked if able.
Ghitu Lavarunner
R
Creature — Human Wizard
1/2
As long as there are two or more instant and/or sorcery cards in your graveyard, Ghitu Lavarunner gets +1/+0 and has haste.
Gift of Growth
1G
Instant
Kicker 2 (You may pay an additional 2 as you cast this spell.)
Untap target creature. It gets +2/+2 until end of turn. If this spell was kicked, that creature gets +4/+4 until end of turn instead.
Goblin Barrage
3R
Sorcery
Kicker—Sacrifice an artifact or Goblin. (You may sacrifice an artifact or Goblin in addition to any other costs as you cast this spell.)
Goblin Barrage deals 4 damage to target creature. If this spell was kicked, it also deals 4 damage to target player or planeswalker.
Goblin Chainwhirler
RRR
Creature — Goblin Warrior
3/3
First strike
When Goblin Chainwhirler enters the battlefield, it deals 1 damage to each opponent and each creature and planeswalker they control.
Haphazard Bombardment
5R
Enchantment
When Haphazard Bombardment enters the battlefield, choose four nonenchantment permanents you don't control and put an aim counter on each of them.
At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
Healing Grace
W
Instant
Prevent the next 3 damage that would be dealt to any target this turn by a source of your choice. You gain 3 life.
Homarid Explorer
3U (c)
Creature — Homarid Scout
3/3
When Homarid Explorer enters the battlefield, target player puts the top four cards of their library into their graveyard.
Howling Golem
3
Artifact Creature — Golem
2/3
Whenever Howling Golem attacks or blocks, each player draws a card.
Invoke the Divine
2W
Instant
Destroy target artifact or enchantment. You gain 4 life.
Jhoira's Familiar
4
Artifact Creature — Bird
2/2
Flying
Historic spells you cast cost 1 less to cast. (Artifacts, legendaries, and Sagas are historic.)
Keldon Overseer
2R C
Creature — Human Warrior
3/1
Kicker 3R (You may pay an additional 3R as you cast this spell.)
Haste
When Keldon Overseer enters the battlefield, if it was kicked, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Keldon Warcaller
1R
Creature — Human Warrior
2/2
Whenever Keldon Warcaller attacks, put a lore counter on target Saga you control.
Knight of Grace
1W U
Creature — Human Knight
2/2
First strike
Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.)
Knight of Grace gets +1/+0 as long as any player controls a black permanent.
Knight of Malice
1B U
Creature — Human Knight
2/2
First strike
Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.)
Knight of Malice gets +1/+0 as long as any player controls a white permanent.
Llanowar Scout
1G
Creature — Elf Scout
1/3
T: You may put a land card from your hand onto the battlefield.
Merfolk Trickster
UU
Creature — Merfolk Wizard
2/2
Flash
When Merfolk Trickster enters the battlefield, tap target creature an opponent controls. It loses all abilities until end of turn.
Mishra's Self-Replicator
5
Artifact Creature — Assembly-Worker
2/2
Whenever you cast a historic spell, you may pay 1. If you do, create a token that's a copy of Mishra's Self-Replicator. (Artifacts, legendaries, and Sagas are historic.)
Navigator's Compass
1
Artifact
When Navigator's Compass enters the battlefield, you gain 3 life.
T: Until end of turn, target land you control becomes the basic land type of your choice in addition to its other types.
Powerstone Shard
3
Artifact
T: Add C for each artifact you control named Powerstone Shard.
Precognition Field
3U
Enchantment
You may look at the top card of your library. (You may do this at any time.)
You may cast the top card of your library if it's an instant or sorcery card.
3: Exile the top card of your library.
Radiating Lightning
3R
Instant
Radiating Lightning deals 3 damage to target player and 1 damage to each creature that player controls.
Rampaging Cyclops
3R
Creature — Cyclops
4/4
Rampaging Cyclops gets -2/-0 as long as two or more creatures are blocking it.
Rat Colony
1B
Creature — Rat
2/1
Rat Colony gets +1/+0 for each other Rat you control.
A deck can have any number of cards named Rat Colony.
Seal Away
1W
Enchantment
Flash
When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
Sentinel of the Pearl Trident
4U
Creature — Merfolk Soldier
3/3
Flash
When Sentinel of the Pearl Trident enters the battlefield, you may exile target historic permanent you control. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. (Artifacts, legendaries, and Sagas are historic.)
Settle the Score
2BB
Sorcery
Exile target creature. Put two loyalty counters on a planeswalker you control.
Shield of the Realm
2
Artifact — Equipment
If a source would deal damage to equipped creature, prevent 2 of that damage.
Equip 1
Sorcerer's Wand
1
Artifact — Equipment
Equipped creature has "T: This creature deals 1 damage to target player or planeswalker. If this creature is a Wizard, it deals 2 damage to that player or planeswalker instead."
Equip 3
Sparring Construct
1
Artifact Creature — Construct
1/1
When Sparring Construct dies, put a +1/+1 counter on target creature you control.
Sporecrown Thallid
1G
Creature — Fungus
2/2
Each other creature you control that's a Fungus or Saproling gets +1/+1.
Sylvan Awakening
2G
Sorcery
Until your next turn, all lands you control become 2/2 Elemental creatures with reach, indestructible, and haste. They're still lands.
Tempest Djinn
UUU
Creature — Djinn
0/4
Flying
Tempest Djinn gets +1/+0 for each basic Island you control.
Temporal Machinations
2U
Sorcery
Return target creature to its owner's hand. If you control an artifact, draw a card.
Territorial Allosaurus
2GG
Creature — Dinosaur
5/5
Kicker 2G (You may pay an additional 2G as you cast this spell.)
When Territorial Allosaurus enters the battlefield, if it was kicked, it fights another target creature.
Thallid Soothsayer
3B
Creature — Fungus
2/3
2, Sacrifice a creature: Draw a card.
Urza's Tome
2
Artifact
3, T: Draw a card. Then discard a card unless you exile a historic card from your graveyard. (Artifacts, legendaries, and Sagas are historic.)
Voltaic Servant
2
Artifact Creature — Construct
1/3
At the beginning of your end step, untap target artifact.
Warlord's Fury
R
Sorcery
Creatures you control gain first strike until end of turn.
Draw a card.
Wizard's Lightning
2R
Instant
This spell costs 2 less to cast if you control a Wizard.
Wizard's Lightning deals 3 damage to any target.
Wizard's Retort
1UU
Instant
This spell costs 1 less to cast if you control a Wizard.
Counter target spell.
History of Benalia
1WW
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 2/2 white Knight creature token with vigilance.
III — Knights you control get +2/+1 until end of turn.
The Antiquities War
3U
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Chainer's Torment
3B
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Chainer's Torment deals 2 damage to each opponent and you gain 2 life.
III — Create an X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.
The Eldest Reborn
4B
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature or planeswalker.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
Fall of the Thran
5W
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy all lands.
II, III — Each player returns two land cards from their graveyard to the battlefield.
The First Eruption
2R
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The First Eruption deals 1 damage to each creature without flying.
II — Add RR.
III — Sacrifice a Mountain. If you do, The First Eruption deals 3 damage to each creature.
The Flame of Keld
1R U
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Discard your hand.
II — Draw two cards.
III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
The Mirari Conjecture
4U
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Return target instant card from your graveyard to your hand.
II — Return target sorcery card from your graveyard to your hand.
III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
Song of Freyalise
1G
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Until your next turn, creatures you control gain "T: Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
Time of Ice
3U
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control Time of Ice.
III — Return all tapped creatures to their owners' hands.
Triumph of Gerrard
1W
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Put a +1/+1 counter on target creature you control with the greatest power.
III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.
Phyrexian Scriptures
2BB M
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on up to one target creature. That creature becomes an artifact in addition to its other types.
II — Destroy all nonartifact creatures.
III — Exile all cards from all opponents' graveyards.
Steel Leaf Champion
GGG R
Creature — Elf Knight
5/4
Steel Leaf Champion can't be blocked by creatures with power 2 or less.
As replacements for checklist proxies, here are single-sided DFC proxies for the most recent set:
Full Album (7 cards)
I only found low resolution art for these last two:
You can find all the SSDFC's I've rendered here.
From Iconic Masters
From Treasure Chest Update
Glad you like them. here's a gallery of the meld cards rendered in that fashion
I suspect I'll return to update these when better quality art arises.
Modern Masters 2017 (MM3)
new commons
- Augur of Bolas
- Burning-Tree Emissary
- Call of the Conclave
- Cower in Fear
- Dinrova Horror
- Falkenrath Noble
- Gift of Orzhova
- Gnawing Zombie
- Graceful Reprieve
- Grasp of Phantoms
- Grixis Slavedriver
- Ground Assault
- Magma Jet
- Mortician Beetle (was rare)
- Pitfall Trap
- Revive
- Scorched Rusalka
- Scourge Devil
- Slime Molding
- Spike Jester
- Tandem Lookout
- Thunderous Wrath
new uncommons- Niv-Mizzet, Dracogenius
- ?
upshifted to uncommon- Compulsive Research
- Terminate
- Molten Rain
- Vithian Stinger
upshifted to mythic4 Sea Gate Oracle
3 Archaeomancer
4 Mulldrifter
4 Peregrine Drake
Spells (23)
2 Dispel
4 Flame Slash
2 Lightning Bolt
4 Preordain
4 Counterspell
3 Compulsive Research
1 Exclude
3 Ghostly Flicker
1 Forgotten Cave
6 Island
4 Izzet Boilerworks
1 Izzet Guildgate
1 Lonely Sandbar
5 Mountain
4 Swiftwater Cliffs
3 Electrickery
3 Gorilla Shaman
4 Hydroblast
4 Pyroblast
1 Aura Flux