Maybe then we can hope for a Bolas Slave of Venser. As much as he was a whiney fellow back in TS, i grew to like him. When they brought him back in Scars I was excited. When I found out he was an drug addict and then killed off...Their first neowalker, I think it was dumb, hopefully we can get him back. Hell, Ajani is great in the soul business...
What makes an offical MTG set good and balanced? What are those types of cards you see in every big set? I'm trying to figure this out to make a good custom MTG set. Any help would be appricated.
Paradigm Shift Lightning - WW (WW: Shuffle this card into your library, then search your library for a card with Paradigm Shift Lightning with a different name and put it onto the battlefield.)
I like this idea a lot but should you have more than one lightning out at the same time? Maybe add some type of legend rule to the Paradigm Shift.
Or possibly have multiple cards that all have the same name, but with different stats.
Like
Lightning, Medic :symw::symw::symw:
Legendary Creature - Human Cleric (R)
Treat this card's name as Lightning.
WWW, T: Put target legendary creature from your graveyard onto the battlefield tapped.
Paradigm Shift WW
2/3
Yeah, cuz you know, Magic sales haven't been going up exponentially since M10 or anything.
No. As I stated before, the rules flip over the top card of the Archenemy deck (exactly like in Planechase). While an ongoing scheme is in motion, it will still be on top of the Archenemy deck, preventing any other schemes from being set in motion until the ongoing scheme is abandoned.
For the longest time, I have tried to create a variant of Magic that showcased a Planeswalkers physical attributes. You can think of them as feats for your planeswalker. Now they should be free to obtain as your Planeswalker already has these non-magical abilities. For Reaction Magic, you obtain one reaction point at the beginning of your upkeep. You spend your reaction points on your attributes.
Examples:
Combat Dodge
Attribute
Spend 1 RP: Prevent all damage from a creature with power 3 or less.
Spend 3 RP: Prevent all combat damage that would be dealt to you this turn.
Quick Thinking
Attribute
Spend 3 RP: Whenever you cast a spell this turn, draw a card.
Any help developing this idea would be greatly appritated.
More cards being added to the Card Garage to get finished up.
Large Queen :3mana::symg::symg:
Unit-Zerg Queen
Devour 1, Horde, Flying
Remove 4 counters from ~: Search your library for a zerg structure and put it in your hand.
0/3
Diseased Mutalisk :1mana::symb::symr:
Unit- Zerg ???
Swarm
When ~ deals combat damage to a player, you may remove X swarm counters and place X disease counters on up to X target creatures (X is the damage dealt). Creatures with disease counters have "Pay during your upkeep or sacrifice this creature." and "At the beginning of your upkeep, this creature deals 1 damage to you." (These effects continue, even if ~ leaves play.)
1/2
Evolved Mutalisk :2mana::symr::symr::symg:
Unit- Zerg ???
Flying
Whenever ~ deals combat damage (to a creature)* you may have it deal (1,2) damage to up to (2,3) other creatures.
4/3
Agile Soldier :1mana::symr:
Unit - Terran Marine (U)
First Strike
Phalanx (When this unit attacks, if one or more other units with Phalanx are attacking the same player this unit gets +1/+1 until the end of turn.)
2/1
Guardian Dragoon :xmana::symw::symw:
Unit - Protoss Dragoon (U)
Absorb X (If a source would deal damage to this unit, prevent X of that damage.)
Reach
X/3
Command Center :1mana::symr::symw::symu:
Development- Structure
Stronghold 6
Terran units you control get +1/+1
:2mana:, : Put a 0/1 SCV token into play with ": Add to your mana pool."
:2mana::symu:: Draw a card.
Stargate :4mana::symu::symu:
Development-Building
Stronghold 5
Units in your deck and hand have a Warp cost equal to their mana cost.
Naive Zealot
Unit- Protoss Soldier
Abzorb 1
1/1
__________* :1mana::symw::symw::symu:
Legendary Unit- Protoss Templar
Abzorb 10
~ can block any number of creatures.
Whenever ~ deals combat damage, draw a card.
1/1
Rouge Ghost :symu::symu::symr:
Unit- Human Assassin
:symu:: ~ gains Cloaking until the end of turn.
:symr:: ~ deals one damage to target creature
2/1
Ok People, if you wish to join it is fine by me. Interest in this Set has kinda died and we can use whatever help we can.
Precog Facility 2UUU
Development-Building
Stronghold 4
T: Draw 3 cards.
2UU: Return ~ to your hand. You may only use this ability once per turn.
rare
Silent Ghost 1UB
Unit- Terran Ghost
2: ~ is cloaked until end of turn. (Cloaked units are unblockable and cant be the target of spell's or abilities opponents control.)
2/2
uncommon
Wizened Archivist 2U
Unit- Protoss Templar
Abzorb 2
When ~ enters the battlefield, you may draw two cards, then discard three cards unless you put a land card from your hand on top of your library.
1/1
rare (already submitted)
Dominion Barracks 3RW
Development - Building
Stronghold 4
When ~ enters the battlefield, put in play one 2/2 red and white Marine token.
During the beginning of your upkeep, put in play one 2/2 red and white Marine token.
rare (already submitted)
Bulkly Overlord 2GGG
Unit- Zerg Overlord
Defender
Zerg spells cost 1 less to deploy.
GGGG, T: Units you control get +1/+1 until end of turn for each Swarm counter on them.
0/6
rare (already submitted)
Stim-Infused Marine RW
Unit - Terran Marine
Reach
:0mana:: ~ gains Double Strike until the end of the turn. Put a -1/-1 counter on it at the beginning of the end step.
2/2
uncommon (already submitted)
Stivek's Decree BBB
Tactic/Instant
Each other player sacrifices each unit they control that was dealt combat damage this turn.
rare (already submitted)
*cough* Karn *cough* Serra *cough*
I like this idea a lot but should you have more than one lightning out at the same time? Maybe add some type of legend rule to the Paradigm Shift.
Or possibly have multiple cards that all have the same name, but with different stats.
Like
Lightning, Medic :symw::symw::symw:
Legendary Creature - Human Cleric (R)
Treat this card's name as Lightning.
WWW, T: Put target legendary creature from your graveyard onto the battlefield tapped.
Paradigm Shift WW
2/3
http://twitter.com/dailymtg
Nope, you can keep scheming as much as you can.
Examples:
Combat Dodge
Attribute
Spend 1 RP: Prevent all damage from a creature with power 3 or less.
Spend 3 RP: Prevent all combat damage that would be dealt to you this turn.
Quick Thinking
Attribute
Spend 3 RP: Whenever you cast a spell this turn, draw a card.
Any help developing this idea would be greatly appritated.
Large Queen :3mana::symg::symg:
Unit-Zerg Queen
Devour 1, Horde, Flying
Remove 4 counters from ~: Search your library for a zerg structure and put it in your hand.
0/3
Foretelling Dragoon 4WU
Unit-Protoss Dragoon
Abzorb 1, reach
Whenever ~ abzorbs damage, scry 2.
3/3
Negation Cannon 4W
Development-building
Stronghold 3
Buildings you control gain abzorb 1.
Zergling
Unit- Zerg
1/2
Raging Zergling
Unit- Zerg
2/1
Thrashing Zergling
Unit- Zerg
At the beginning of your upkeep, ~ deals 1 damage to you.
2/2
Premature Hydralisk :symr::symg:
Unit- Zerg Beast
First Strike
2/1
Mirror Carapace Hydralisk :symr::symg::symg:
Unit- Zerg Beast
Shroud, Hast
2/3
Mutalisk :2mana::symr::symr:
Unit- Zerg ???
Flying, Swarm
~ get's +1/+0 for each swarm counter.
2/3
Ultralisk :1mana::symr::symg::symg:
Unit- Zerg Beast
Trample
5/4
Diseased Mutalisk :1mana::symb::symr:
Unit- Zerg ???
Swarm
When ~ deals combat damage to a player, you may remove X swarm counters and place X disease counters on up to X target creatures (X is the damage dealt). Creatures with disease counters have "Pay during your upkeep or sacrifice this creature." and "At the beginning of your upkeep, this creature deals 1 damage to you." (These effects continue, even if ~ leaves play.)
1/2
Evolved Mutalisk :2mana::symr::symr::symg:
Unit- Zerg ???
Flying
Whenever ~ deals combat damage (to a creature)* you may have it deal (1,2) damage to up to (2,3) other creatures.
4/3
Agile Soldier :1mana::symr:
Unit - Terran Marine (U)
First Strike
Phalanx (When this unit attacks, if one or more other units with Phalanx are attacking the same player this unit gets +1/+1 until the end of turn.)
2/1
Guardian Dragoon :xmana::symw::symw:
Unit - Protoss Dragoon (U)
Absorb X (If a source would deal damage to this unit, prevent X of that damage.)
Reach
X/3
Command Center :1mana::symr::symw::symu:
Development- Structure
Stronghold 6
Terran units you control get +1/+1
:2mana:, : Put a 0/1 SCV token into play with ": Add to your mana pool."
:2mana::symu:: Draw a card.
Stargate :4mana::symu::symu:
Development-Building
Stronghold 5
Units in your deck and hand have a Warp cost equal to their mana cost.
Naive Zealot
Unit- Protoss Soldier
Abzorb 1
1/1
__________* :1mana::symw::symw::symu:
Legendary Unit- Protoss Templar
Abzorb 10
~ can block any number of creatures.
Whenever ~ deals combat damage, draw a card.
1/1
Rouge Ghost :symu::symu::symr:
Unit- Human Assassin
:symu:: ~ gains Cloaking until the end of turn.
:symr:: ~ deals one damage to target creature
2/1
Wraith :2mana::symr::symw:
Artifact Unit-Terran Wraith
Flying, Double Strike
1/3
**Thrashing Ultralisk :2mana::symb::symb:
Unit- Zerg Beast
At the beginning of your upkeep, ~ deals 1 damage to you.
5/5
Totally didnt see your first card at all...haha
Precog Facility 2UUU
Development-Building
Stronghold 4
T: Draw 3 cards.
2UU: Return ~ to your hand. You may only use this ability once per turn.
rare
Silent Ghost 1UB
Unit- Terran Ghost
2: ~ is cloaked until end of turn. (Cloaked units are unblockable and cant be the target of spell's or abilities opponents control.)
2/2
uncommon
Wizened Archivist 2U
Unit- Protoss Templar
Abzorb 2
When ~ enters the battlefield, you may draw two cards, then discard three cards unless you put a land card from your hand on top of your library.
1/1
rare (already submitted)
Dominion Barracks 3RW
Development - Building
Stronghold 4
When ~ enters the battlefield, put in play one 2/2 red and white Marine token.
During the beginning of your upkeep, put in play one 2/2 red and white Marine token.
rare (already submitted)
Bulkly Overlord 2GGG
Unit- Zerg Overlord
Defender
Zerg spells cost 1 less to deploy.
GGGG, T: Units you control get +1/+1 until end of turn for each Swarm counter on them.
0/6
rare (already submitted)
Stim-Infused Marine RW
Unit - Terran Marine
Reach
:0mana:: ~ gains Double Strike until the end of the turn. Put a -1/-1 counter on it at the beginning of the end step.
2/2
uncommon (already submitted)
Stivek's Decree BBB
Tactic/Instant
Each other player sacrifices each unit they control that was dealt combat damage this turn.
rare (already submitted)
Artifact Creature- Construct U
1/1
Flaming Vulture 2R
Creature-Elemental Bird U
Firebreathing R, Flying
1/2