Raging Clue3BB
Enchantment
Players play with the top card of their library revealed.
Players may pay 3 life and remove the top card of their library from the game to draw a card.
The idea is to make a few of them because of the uniting thing. They were originally called Shimmer spells.
Shimmer 4 (You may pay four mana of any one color when casting this spell.)
I didnt think it would be so much of a problem because all the knights are spread throughout all the colors anyways... so I wanted to splash red ability and make it have a color bonus.
Thanks for rewording Ki. Consctructive. Helpful. Thats why I started this thing.
thanks... and i was thinking deathwish was a little cheap but it helps to hear from other people.
i was trying to think of a way to reword ki. i was thinking of letting the mana carry over till the end of your turn. i know theres a card out there that has the correct wording but i dont have workstation on my laptop.
So, everyone has their own set. I tried starting this at anycraze.com because they have a thing
where you can make the cards... like MSE.
I've changed everything now becaue it didnt go as well as I thought it would. What I plan to do
now is put a few cards up to see what people think... maybe help me balance them out.
There are going to be a crapload of cards in this set... I'm thinking a full first start up set.
I DONt CARE WHAT WotC DOES. Im STARTING AT 320.
90 Rare 110 Uncommon 120 Common
Rares need to be rare again.
Some of the storyline ideas...
The planet... Ki'Chi is powerful... everything; plants, people, the earth itself, create massive
amounts of mana (this is where the Ki ability comes from.) Since the beginning of it's known
existence, it has been fought over by beings not of that planet. Then, some powerful magicians
came to the rescue to prevent the power from being abused by otherworldly type baddies who would
use it to conquer more of the multiverse.
They sealed the portals and gates with barrier spells and shielded the planet from anything
magic with protection spells. Then, to keep the spells/barriers going, they took from the earth
to fuel the spells, creating the Lakan Stanan.
The masses are controlled through religion. Magic is thought to be something to crucify over
instead of something that used to be as natural as a blooming flower at daybreak.
There are some wandering gypsies that dont believe the hype and so they do have a little magic
skill.
The royal family are decended from these plainswalkers. They know enough magic to keep things
going. A few generations after the first, they created the K'nu. It was like a secret society.
They were historians and scientists of magic. They did it because they didnt want everyone to
forget.
The could use magic because they werent human. They were the Mim.
Anyway, something happens /hello, katalyst/. I'm leaning towards the Stanan losing their power
because after many generations, the gypsies are greater in number... and they learned that they
could drain magic from the Stanan. Some learned they could harness their own Ki.
So, the stanan are losing power and creatures are invading the world of man. There are a few at
first. These creatures were humanoid like, but not known. When they start banding and attacking
in larger numbers, the Mim/K'nu come out and tell of a past full of magic and war.
The color pie loses some of its seperation here. The creatures are banding together... clans,
tribes, guilds, etc and learn from one another. They are fighting for a common cause, to save
their planet.
Some mechanics. Obsess X (When you draw this card, you may pay X. If you do, reveal this card, shuffle it into
your library, then draw a card.) Ki - X (At the beginning of your upkeep, add X to your mana pool. This mana doesn't empty from your mana pool until end of turn.) Static - X (When you cast this spell, you may pay an additional X. If you do, this spell cannot
be countered.
There is a new card type... kinda. The mana symbol is colorless but you cant use colorless mana
when casting it. Or, that was the original idea. The card type is Hue. it reads:
(This cards color is all the colors used to cast it.)
There is a new creature type on Ki'Chi, the Sathi. They were created to be workers but because
they world is preparing for war, theyve been altered and now theyre created to be soldier. You
can only spend G when casting a Sathi creature.
Red doesnt have a new creature type, but it has the Pyrosynth. When they come into or leave
play, block or are blocked, theyc can add pyro counters to creatures or deal damage to creatures
for each pyro counter on them.
The Mim are mainly blue because theyre wizards... but there are a few scattered among other
colors.
There's an artifact creature type that replicates, Orsran or something like that... can't
remember right now.
For anyone that cares, the nations (and tribes i have so far) are:
Darul (Green) Sathi, Darjha (Elves)
Kroen (Black) Hellians, Nettunk, Gzaar
Malli (Red) Aspasi, Ashka
Krizia (Blue) Krizin
Karuul (White) Assake (of the valley), Ashva (horsemen), Nettuno, Cavuto (City)
Nuradin are Clerics, spreading the word of Oxalis, the Godking.
K'nu (They are the royal family... the heads of office and scientists/wizards)
Mostly, the first set is gonna have a lot of different types of humans. There will be the
goblins, elves, demons, angels, etc, but not as many as youd think.
All colors will have an elemental, Titan, humans, knights, soldiers, warriors, mims and wizards
Black will have demons, shades, lich, skeleton, horror, hyena, imp, troll, gremlin, crow, skirge
Blue will have merfolk, spirits, illusions, efreet, djinn, falcon, some other sea creatures
Green will have elves, apes, bears, boars, fox, centaurs, beasts, shamans
Red will have goblins, dragons, ogres, cyclops, minotaur, ram/goat, giant, barbarian, dwarf,
jackal, troll, shaman
White will have birds, cats, elephants, a rhino, angels, panther, tiger, falcon, griffin,
spirits, pegasus, unicorn, lion
Artifacts will have orsahn, golems, colossus, constructs, etc
And that's that so far.
Some cards???
Artifact Book of Dying Dreams Art 2 Plyrs can only draw one card each turn. Junk Thrower AC 4 Sac an art, T: Do X damg to target crea or plyr and X damg to ~ where X is the
sac'ed arts CC. 1/2 Klerksdorp Spheres Art 0 T: Add 1 to your mp. At the beginning of each plyrs turn, untap ~ and
put it into play under their cntrl. Lakan Stanan Art 1 When ~ comes into play, choose a color. T: Add one mana of the chosen color
to your mp. Lillies and Lotuses Art 0 Lillies and Lotuses comes into play tapped. T, Sacrifice Lillies and
Lotuses: Players may put all land cards from their hands and put them into play. Mana Amp Art 4 Ki-1 for each amp cntr on ~. 3: Put an amp counter on ~. Platinum Neolith Art X3 Flash. Destroy trgt art with CC of X. ~ is a copy of that art. Pyrosynth Golem AC-Golem 5 When ~ comes into play, put a pyro cntr on all crea in play. Any plyr
may pay 1 to remove a pyro cntr from a crea they cntrl. When ~ leaves play, do 1 dmg to each
crea for each pyro cntr on it. 3/1 Security Monitor -AC-Monitor 3 3, T: Flip ~. /-------/Aritfact - Equipment When ~ flips, equip it to target creature. Equiped creature cannot be the target of spells or abilities. 3: Flip ~. Timekeeper's Hourglass Art 3 When Timekeeper's Hourglass comes into play, remove all cards in all graveyards from the game. Whenever a card would be put into a graveyard, instead, remove it from the game. Vesuvian Man -AC-Construct 5 5/5 <dont know if i got the name right... da vinci's perfect man>
Black ~SacCrDmg Sor 3B Sac a crea. Trgt crea loses life equal to its power. You gain life equal to its toughness. Corrupter of Flesh -Demon 1BB If ~ deals combat dmg to a plyr, you may do dmg to target plyr equal to the number of swamps you control. 2/1 Creeping Fear Sor 2B Bury target nonartifact, nonblack creature. You may sacrifce a creature to bury a second creature. Deathwish Sor 1BB Choose target crea. That crea cntrlr sacs that crea. Demonic Influence EC 1BB EC gets +1/+1 for each black crea in play. Kuboh, Cult Leader LC-Human Cleric 5B 1B: Put a follower token on target crea. Any plyr may use this ability. When ~ leaves play, bury all creas with a follower token on it. 4/2 Lifeblight Sor 3BB Player's lose all but one life unless they sacrifice all of their creatures. This lose of life cannot be prevented. Lost in Sorrow EC 2B Enchanted creature cannot attack or block. That creatures owner may sacrifice a creature to bury Lost in Sorrow. Necroharmonics EN BBB Skip your draw step. At the end of your turn, you may pay one life to set
aside the top card of your library. If you have less cards in had than you do swamps, you may
put that card into your hand. If not, remove it from the game. <might have to reword> Nettunk Keeper -Zombie 3BB If ~ deals combat dmg to a plyr, you may pay to life to take a crea card from target graveyard and put it into play under your control. 2/3 Plague Bug -Insect BB ~ comes into play tapped. BB, T, Sac ~: Destroy trgt land. 1/1
Blue ~Time Sor 3UU Target plyer loses his or her next turn. Blue of Noon Sor 4UU Remove all permanents from the game. Player's take turns putting any of the removed permanents from the game into play under their control. For each permanent they put into play that is their own, they lose 1 life. Contract Motion EA 3UU Can only ench art you dont cntrl. When ECed art is tapped, put a copy of that artifact into play under your control. Count Count~ Ins 1UU Counter target spell. If you spent only U when casting ~, it cannot be countered. Double Counter~ EN 3UU ~ has flash if you only spend U when casting it. If you do, counter
target spell. UU, Sac ~: Counter target spell. Dreams May Come Sor 3UU Tap all creatures in play. Players draw X cards where X is equal to the number of creatures they tapped. Enigmatic Adept -Human Wizard 2UU 1UU, T: Search your library for any one card and put it into your hand. Play this ability only when you have no cards in your hand. Shuffle your library afterwards. 1/3 <reword> Evolving Entity -Entity 2UU When ~ comes into play, reveal cards from the type of your lib till you reveal a crea card. ~ is an exact copy of that crea. Remove that crea from the game then shuffle your lib. */* Hypnotic Spectra -Specter 1UU Flying. When ~ deals cmbt dmg to a plyr, draw a card. 2/1 Ixilda, Gifted Telepath -LC-Human Wizard UU X, T: Draw a card. X is equal to the number of cards in your hand. 1/2 Master of Disguise -Human Gypsy 2U 2: Choose a creature type. ~ is that crea UEOT. 1/2 Mutant Daytripper -Abomination 1UU When Mutant Daytripper comes into play you may sacrifice X permanents to put X steal counters on Mutant Daytripper. 1UU, Remove a steal couner from ~, T: Take control of target permanent. 2/2 Nuradin Pilgrimage Sor 2U Choose target land in play. Put that land into play under your control. Story of the Eye Ins 1U Target player draws three cards. Then, that player's opponent searches
his or her library for any one card and puts it into his or her hand. The player who searches
their library for a card shuffles his or her library afterward. Trans Drake -Drake 1U Flying. U, T: Flip ~. /-------/Enchant creature. EC gains flying. 1/1 Weakest of Men -Entity 1U Touched (Once in play, this creature cannot leave play.) Weakest of Men cannot attack if it has no toughness. 0/0
Green Baier Instint Sor 2GG Destory target artifact. If you control four artifacts, destroy all artifacts in play instead. Baier Centaur -Centaur 2GG Static G. ~ can block crea with flying. 3/3 Energic Sathi -Sathi Worker GG Vanishing-2. All other sathi get +1/+1. 1/1 Evolutionary Explosion EN 2GG Whenever a forest comes into play, you may pay GG. If you do,
that forest is a 2/2 green treefolk creature in addition to being a land. Faerie Tutor Ins G Search your lib for an ench card. Reveal that card and shuffle your library. If the ench is green, put it into your hand, otherwise put it on top of your lib. General Tironoos -LC-Elf Soldier GGG All elves count as soldiers. All soldiers get +1/+1. If ~ is in your graveyard, elves you control get +1/+1. 2/1 Gift of Life Sor X1GG You may search your lib for a crea card with CC of X and put it into play. Then, remove all copies of ~ from our library, in play and in your graveyard from the game. Shuffle your library afterwards. March of Sathi EN GGG Whenever a sathi you control deals combat damage to an opponent, put a 1/1
green sathi soldier creature token with "Vanishing-2" into play. Mighty Wind Sor 2GG Bury two target creatures with flying. Natural Null Ins 2G Choose one - Counter target green spell or counter target nongreen spell unless its controller pays 1. Perpetual Blooming't remember its wording -but/and- I'm gonna ask the guy first> Reversing the Feed EP 1G Play only on a perm u cntrl. When EP leaves play, return it to your
hand. Sathi Farmer -Druid GG At the beginning of your upkeep, put a seed counter on ~. Remove two seed
counters from ~: Put a 1/1 green sathi soldier creature token with "Vanishing-2" into play. 1/1 Sathi Infestation EN GG Whenever a player plays a hue spell, put a 1/1 green sathi creature
token with "vanishing-2" into play.
Hue ~EnRmvC~ EN 3 Hue. Spells or abil that trgt spells outside the game are countered. ~HKnight~ -Knight 4 Hue. Haste. If ~ is white when it comes into play, gain 1 life for each
knight in play. 2/2 ~FKnigt~ -Knight 4 Hue. First strike. If ~ is black when it comes into play, trgt plyr discards
a card. 2/1 ~FKnigt~ -Knight 4 Hue. Flying. If ~ is green when it comes into play, it gets +1/+1. 2/2 Lotus Dancer -Elf Druid 3 Hue. Ki-One mana ur lands could produce. T: Add one mana to your mp
that your lands could produce. 1/1 Order of the Falcon -Human Knight 2 Hue. 1: ~ loses all of its colors and is white perm. 2/2 Recast Ins 1 Hue. ~ is a copy of target spell that was countered this turn. You do not have to
pay it's casting cost. Thirst for Salvation Sor 3 Hue. Shuffle all cards removed from the game into thier owners lib.
Hybrid Fruit Bat -Bat b/g Flying. 1 life, T: Add one mana of any color to your mp. 0/1 War Standard EN 2r/wR/W Whenever a creature attacks, it gets +2/-1. Whenever a creaure blocks,
it gets -1/+2.
Multi Bringer of Nothingness -Bringer BUGRW ~ comes into play and doesnt untap during your untap step. BUGRW: Untap ~. BBUUGGRRWW, T, Sacrifice ~: Target player loses the game. 5/5 <This is the only five color card i've ever made... and I dont like it.> Elemental Alliance EN WUBRG If you control one land of each basic land type, all of your basic lands can be tapped to produce mana of any color. Lixa of K'nu -LC-Mim Wizard Druid 1GU Static U/G All perm with static cannot be target of spells
or abilities. 2/3 Magma Hole Sor BR Destroy target permanent. You lose 1 life for every perm, of the same type,
that plyr cntrls. Time Flies -Faeries 1GU Flying. Sacrifice ~: Target plyr skips the next phase of his or her turn. 1/1
Red ~ActDm En 2R Whenever a plyr uses a crea's activated ability, do 1 dmg to the plyr. Aggravated Masses EN RRR Double all dmg to crea by crea. Birds of Wrath -Birds 1RR Flying. T: Do 1 dmg to trgt crea or plyr. 0/1 Call Forth From Fire Sor XXRR Search your lib for a crea card with cmc equal to X and put it
into play. That creature has haste. You lose X life. Entrusion on Cavuto Sor 4R ~ has flash if you sac up to four artifacts. Bury all creatures in play.
Exiled Artificer -Mim Artificer 2RR Artifacts in play have "T: Do 1 dmg to trget crea or plyr." 2/2 Flamewake Hellion -Dragon 4RR When ~ comes into play, ~ deals 2 damage to each creature in play. Flying. 4/4 Flow of Magma Sor 2R Do 1 damage to all crea without flying. <c> Infuriate EC R Flash. EC attacks each turn if able. Molten Melding Sor 2R Destory all equipment attached to target crea. Orchish Throttler -Orc 3RR Double power given to ~ by spells or abilities. 2/3 Pyrosynth Specter -Specter 1RR Flying. When ~ comes into play, put a pyro counter on all crea in
play. 2/2 <or whenever it deals cmbt dmg to a plyr, put a pyro counter on all crea he/she
cntrls> Pyrosynth Spellcaster -Goblin Wizard 3R R, T: Do 1 damg to target creature for each pyro counter on it. Put a pyro counter on ~. 3R, T: Do 1 damage to each creature and player for each pyro counter on ~. 1/2 Pyrosynth Something~ Sor 3RR Do 1 dmg to each crea for each pyro cntr on it. Servant of the Phoenix -Cleric RR Haste. During your upkeep, if ~ is in your grave, you may pay 1RR to put it into play. 2/1 Sudden Momentum Ins 1R Trgt crea you cntrl has haste UEOT. At the end of your turn, if that crea is still in play, bury it and return ~ to your hand. Tensor Analysis Sor 3RR Do 2 dmg to trgt crea. Do 1 dmg to each crea that shares a color with that crea. Do 1 dmg to each crea that shares a creature type with that crea. Vrajitu, Border Watcher LC-Human Wizard 4RR X, T: Destroy all attacking creatures with power equal to X. If X creatures are destroyed this way, bury ~. You can only use R for X. 3/4
White ~Pac -Human Cleric 2W 1W, T: Trgt crea loses all of its abil UEOT and cannot att. 1/1 Cherub -Angel 1W Flying. Spirit link. 1/1 Colonic Twist Ins 3W Whenever you would gain life this turn, target plyr loses that much life instead. <how 'bout that name?> Eternal Sunshine EN 3WW Plyrs with crea cannot lose the game. Faint Ins 2W Tap target crea. Draw a card. Nettuno Axehead -Human Knight 2W First strike. Double dmg by ~ to red and black crea. 2/2 Nuradin Abdi-Mal -Human Cleric 3WW Target spell that would have you remove all creature from play, removes only ~ instead. 3/3 Parental Supervision EN 1WW Crea cant att unless the crea with the highest pwr among your crea attacks. Shout of Supremecy Sor 3W Each player chooses a crea. All other crea are destroyed.
Land Abacaxi Spire LegLand Whenever you play a spell, put a mana counter on ~. Whenever an opponent plays a spell, remove a mana counter from ~. Remove X mana counters from ~, T: Add X mana of any one color to your mana pool. <need reworded> Deepest Coral -LegLand-Island Ki-U. T: Add U to your mp. Everyfruit Tree -LegLand T: Target opp chooses a color. Add that color to your mana pool. If you
were to get mana burn from not spending that mana, ~ deals 1 damage to target crea instead. Gallery of Souls Land T: Add 1 to your mana pool. Discard a black card, T, Sacrifice ~: Add BBB to your mp. Longwood canopy -LegLand-Forest Ki-G. T: Add G to your mana pool. K'nu Stanan -LegArtLand When ~ comes into play, choose a color. Ki-Add one mana of the chosen
color to your mp. Malli Stonecaps -LegLand-Mountain Ki-R. T: Add R to your mp. Mine Field -ArtLand T: Add one colorless mana to your mana pool. T, Sacrifice Strip Mine:
Destroy target land. Newgate Prison LegLand If you have seven cards in your hand, you may tap ~ to destroy target creature with a power of three or less. Waterless Sea -Land T: Add 1 to your mp. 3, T: Target land loses all of it's abilities and is an
exact copy of Waterless Sea.
I think I would direct the damage from the creature you control instead of directing it from the spell... and I'm only saying that because of the flava.
Darul Utopia1GG
Enchantment
During your upkeep, each player draws a card.
You may reveal that card. If it is a forest, gain 2 life.
I was thinking either, 'you can put it into play tapped', or gain life...
what do you all think?
I like both... but it's not as broken as you all think in this set i'm making... there are more than enough land destruction spells and a multi/any color stone rain for 4. MSR Sor 4
Hue (this cards color is all the colors used to cast it.)
Destroy target land.
and there's a legend killer, too. so, it's not as broken as you all think.
Yeah, so instead of commenting on people because theyre double posting the same letter, next time, why don't you look at the time they posted??? You people are so quick to jump on someone and arent bright enough to realize, they were doing it at the same time...
Wondering what people think about this. If you dont get something you could use, ping the guy. Or ping him anyway /thats why i made it a legend./ i made it artifact cuz the pic i'm using in the set...
Everyfruit Tree
Leg Art Land
T: Target opponent chooses a color. Add one mana of the chosen color to your mana pool. If you were to get mana
burn as a result of not spending that mana, the damage is dealt to target opponent instead.
and because i'm just getting back in this, i was wondering... what's the keyword so that you can cast noninstant cards at instant speed?
if there is a problem with trying to play other peoples cards, why not just add they 'can play their own cards as though they were in there hand' or whatever???
i'm not sure on the wording, i'm just saying...
why not just reword to take 'this effect ends at end of turn' to it being permanent???
think that would clear up more stuff /though i didnt word it right myself, just brainstorming.../
the new mana symbol has to symbolize that you can't use colorless mana... that's why i wanted that.
thanks anyways... and thanks for the ability stuff.
Enchantment
Players play with the top card of their library revealed.
Players may pay 3 life and remove the top card of their library from the game to draw a card.
Creature - Human Warrior
Double dmg dealt by ~ to creatures. 4/4
Tiller Art 1
You may reveal this card from your hand to draw a card. If you do, remove ~ from the game.
T, Sacrifice ~: Add 1 to your mana pool.
The last part is just some junk ability. The main part is what I need help with... or if that sounds right, could someone please let me know???
Shimmer 4 (You may pay four mana of any one color when casting this spell.)
I didnt think it would be so much of a problem because all the knights are spread throughout all the colors anyways... so I wanted to splash red ability and make it have a color bonus.
Thanks for rewording Ki. Consctructive. Helpful. Thats why I started this thing.
i was trying to think of a way to reword ki. i was thinking of letting the mana carry over till the end of your turn. i know theres a card out there that has the correct wording but i dont have workstation on my laptop.
I think I'm gonna organize the top better.
where you can make the cards... like MSE.
I've changed everything now becaue it didnt go as well as I thought it would. What I plan to do
now is put a few cards up to see what people think... maybe help me balance them out.
There are going to be a crapload of cards in this set... I'm thinking a full first start up set.
I DONt CARE WHAT WotC DOES. Im STARTING AT 320.
90 Rare 110 Uncommon 120 Common
Rares need to be rare again.
Some of the storyline ideas...
The planet... Ki'Chi is powerful... everything; plants, people, the earth itself, create massive
amounts of mana (this is where the Ki ability comes from.) Since the beginning of it's known
existence, it has been fought over by beings not of that planet. Then, some powerful magicians
came to the rescue to prevent the power from being abused by otherworldly type baddies who would
use it to conquer more of the multiverse.
They sealed the portals and gates with barrier spells and shielded the planet from anything
magic with protection spells. Then, to keep the spells/barriers going, they took from the earth
to fuel the spells, creating the Lakan Stanan.
The masses are controlled through religion. Magic is thought to be something to crucify over
instead of something that used to be as natural as a blooming flower at daybreak.
There are some wandering gypsies that dont believe the hype and so they do have a little magic
skill.
The royal family are decended from these plainswalkers. They know enough magic to keep things
going. A few generations after the first, they created the K'nu. It was like a secret society.
They were historians and scientists of magic. They did it because they didnt want everyone to
forget.
The could use magic because they werent human. They were the Mim.
Anyway, something happens /hello, katalyst/. I'm leaning towards the Stanan losing their power
because after many generations, the gypsies are greater in number... and they learned that they
could drain magic from the Stanan. Some learned they could harness their own Ki.
So, the stanan are losing power and creatures are invading the world of man. There are a few at
first. These creatures were humanoid like, but not known. When they start banding and attacking
in larger numbers, the Mim/K'nu come out and tell of a past full of magic and war.
The color pie loses some of its seperation here. The creatures are banding together... clans,
tribes, guilds, etc and learn from one another. They are fighting for a common cause, to save
their planet.
Some mechanics.
Obsess X (When you draw this card, you may pay X. If you do, reveal this card, shuffle it into
your library, then draw a card.)
Ki - X (At the beginning of your upkeep, add X to your mana pool. This mana doesn't empty from your mana pool until end of turn.)
Static - X (When you cast this spell, you may pay an additional X. If you do, this spell cannot
be countered.
There is a new card type... kinda. The mana symbol is colorless but you cant use colorless mana
when casting it. Or, that was the original idea. The card type is Hue. it reads:
(This cards color is all the colors used to cast it.)
There is a new creature type on Ki'Chi, the Sathi. They were created to be workers but because
they world is preparing for war, theyve been altered and now theyre created to be soldier. You
can only spend G when casting a Sathi creature.
Red doesnt have a new creature type, but it has the Pyrosynth. When they come into or leave
play, block or are blocked, theyc can add pyro counters to creatures or deal damage to creatures
for each pyro counter on them.
The Mim are mainly blue because theyre wizards... but there are a few scattered among other
colors.
There's an artifact creature type that replicates, Orsran or something like that... can't
remember right now.
For anyone that cares, the nations (and tribes i have so far) are:
Darul (Green) Sathi, Darjha (Elves)
Kroen (Black) Hellians, Nettunk, Gzaar
Malli (Red) Aspasi, Ashka
Krizia (Blue) Krizin
Karuul (White) Assake (of the valley), Ashva (horsemen), Nettuno, Cavuto (City)
Nuradin are Clerics, spreading the word of Oxalis, the Godking.
K'nu (They are the royal family... the heads of office and scientists/wizards)
Mostly, the first set is gonna have a lot of different types of humans. There will be the
goblins, elves, demons, angels, etc, but not as many as youd think.
All colors will have an elemental, Titan, humans, knights, soldiers, warriors, mims and wizards
Black will have demons, shades, lich, skeleton, horror, hyena, imp, troll, gremlin, crow, skirge
Blue will have merfolk, spirits, illusions, efreet, djinn, falcon, some other sea creatures
Green will have elves, apes, bears, boars, fox, centaurs, beasts, shamans
Red will have goblins, dragons, ogres, cyclops, minotaur, ram/goat, giant, barbarian, dwarf,
jackal, troll, shaman
White will have birds, cats, elephants, a rhino, angels, panther, tiger, falcon, griffin,
spirits, pegasus, unicorn, lion
Artifacts will have orsahn, golems, colossus, constructs, etc
And that's that so far.
Some cards???
Artifact
Book of Dying Dreams Art 2 Plyrs can only draw one card each turn.
Junk Thrower AC 4 Sac an art, T: Do X damg to target crea or plyr and X damg to ~ where X is the
sac'ed arts CC. 1/2
Klerksdorp Spheres Art 0 T: Add 1 to your mp. At the beginning of each plyrs turn, untap ~ and
put it into play under their cntrl.
Lakan Stanan Art 1 When ~ comes into play, choose a color. T: Add one mana of the chosen color
to your mp.
Lillies and Lotuses Art 0 Lillies and Lotuses comes into play tapped. T, Sacrifice Lillies and
Lotuses: Players may put all land cards from their hands and put them into play.
Mana Amp Art 4 Ki-1 for each amp cntr on ~. 3: Put an amp counter on ~.
Platinum Neolith Art X3 Flash. Destroy trgt art with CC of X. ~ is a copy of that art.
Pyrosynth Golem AC-Golem 5 When ~ comes into play, put a pyro cntr on all crea in play. Any plyr
may pay 1 to remove a pyro cntr from a crea they cntrl. When ~ leaves play, do 1 dmg to each
crea for each pyro cntr on it. 3/1
Security Monitor -AC-Monitor 3 3, T: Flip ~. /-------/Aritfact - Equipment When ~ flips, equip it to target creature. Equiped creature cannot be the target of spells or abilities. 3: Flip ~.
Timekeeper's Hourglass Art 3 When Timekeeper's Hourglass comes into play, remove all cards in all graveyards from the game. Whenever a card would be put into a graveyard, instead, remove it from the game.
Vesuvian Man -AC-Construct 5 5/5 <dont know if i got the name right... da vinci's perfect man>
Black
~SacCrDmg Sor 3B Sac a crea. Trgt crea loses life equal to its power. You gain life equal to its toughness.
Corrupter of Flesh -Demon 1BB If ~ deals combat dmg to a plyr, you may do dmg to target plyr equal to the number of swamps you control. 2/1
Creeping Fear Sor 2B Bury target nonartifact, nonblack creature. You may sacrifce a creature to bury a second creature.
Deathwish Sor 1BB Choose target crea. That crea cntrlr sacs that crea.
Demonic Influence EC 1BB EC gets +1/+1 for each black crea in play.
Kuboh, Cult Leader LC-Human Cleric 5B 1B: Put a follower token on target crea. Any plyr may use this ability. When ~ leaves play, bury all creas with a follower token on it. 4/2
Lifeblight Sor 3BB Player's lose all but one life unless they sacrifice all of their creatures. This lose of life cannot be prevented.
Lost in Sorrow EC 2B Enchanted creature cannot attack or block. That creatures owner may sacrifice a creature to bury Lost in Sorrow.
Necroharmonics EN BBB Skip your draw step. At the end of your turn, you may pay one life to set
aside the top card of your library. If you have less cards in had than you do swamps, you may
put that card into your hand. If not, remove it from the game. <might have to reword>
Nettunk Keeper -Zombie 3BB If ~ deals combat dmg to a plyr, you may pay to life to take a crea card from target graveyard and put it into play under your control. 2/3
Plague Bug -Insect BB ~ comes into play tapped. BB, T, Sac ~: Destroy trgt land. 1/1
Blue
~Time Sor 3UU Target plyer loses his or her next turn.
Blue of Noon Sor 4UU Remove all permanents from the game. Player's take turns putting any of the removed permanents from the game into play under their control. For each permanent they put into play that is their own, they lose 1 life.
Contract Motion EA 3UU Can only ench art you dont cntrl. When ECed art is tapped, put a copy of that artifact into play under your control.
Count Count~ Ins 1UU Counter target spell. If you spent only U when casting ~, it cannot be countered.
Double Counter~ EN 3UU ~ has flash if you only spend U when casting it. If you do, counter
target spell. UU, Sac ~: Counter target spell.
Dreams May Come Sor 3UU Tap all creatures in play. Players draw X cards where X is equal to the number of creatures they tapped.
Enigmatic Adept -Human Wizard 2UU 1UU, T: Search your library for any one card and put it into your hand. Play this ability only when you have no cards in your hand. Shuffle your library afterwards. 1/3 <reword>
Evolving Entity -Entity 2UU When ~ comes into play, reveal cards from the type of your lib till you reveal a crea card. ~ is an exact copy of that crea. Remove that crea from the game then shuffle your lib. */*
Hypnotic Spectra -Specter 1UU Flying. When ~ deals cmbt dmg to a plyr, draw a card. 2/1
Ixilda, Gifted Telepath -LC-Human Wizard UU X, T: Draw a card. X is equal to the number of cards in your hand. 1/2
Master of Disguise -Human Gypsy 2U 2: Choose a creature type. ~ is that crea UEOT. 1/2
Mutant Daytripper -Abomination 1UU When Mutant Daytripper comes into play you may sacrifice X permanents to put X steal counters on Mutant Daytripper. 1UU, Remove a steal couner from ~, T: Take control of target permanent. 2/2
Nuradin Pilgrimage Sor 2U Choose target land in play. Put that land into play under your control.
Story of the Eye Ins 1U Target player draws three cards. Then, that player's opponent searches
his or her library for any one card and puts it into his or her hand. The player who searches
their library for a card shuffles his or her library afterward.
Trans Drake -Drake 1U Flying. U, T: Flip ~. /-------/Enchant creature. EC gains flying. 1/1
Weakest of Men -Entity 1U Touched (Once in play, this creature cannot leave play.) Weakest of Men cannot attack if it has no toughness. 0/0
Green
Baier Instint Sor 2GG Destory target artifact. If you control four artifacts, destroy all artifacts in play instead.
Baier Centaur -Centaur 2GG Static G. ~ can block crea with flying. 3/3
Energic Sathi -Sathi Worker GG Vanishing-2. All other sathi get +1/+1. 1/1
Evolutionary Explosion EN 2GG Whenever a forest comes into play, you may pay GG. If you do,
that forest is a 2/2 green treefolk creature in addition to being a land.
Faerie Tutor Ins G Search your lib for an ench card. Reveal that card and shuffle your library. If the ench is green, put it into your hand, otherwise put it on top of your lib.
General Tironoos -LC-Elf Soldier GGG All elves count as soldiers. All soldiers get +1/+1. If ~ is in your graveyard, elves you control get +1/+1. 2/1
Gift of Life Sor X1GG You may search your lib for a crea card with CC of X and put it into play. Then, remove all copies of ~ from our library, in play and in your graveyard from the game. Shuffle your library afterwards.
March of Sathi EN GGG Whenever a sathi you control deals combat damage to an opponent, put a 1/1
green sathi soldier creature token with "Vanishing-2" into play.
Mighty Wind Sor 2GG Bury two target creatures with flying.
Natural Null Ins 2G Choose one - Counter target green spell or counter target nongreen spell unless its controller pays 1.
Perpetual Blooming 't remember its wording -but/and- I'm gonna ask the guy first>
Reversing the Feed EP 1G Play only on a perm u cntrl. When EP leaves play, return it to your
hand.
Sathi Farmer -Druid GG At the beginning of your upkeep, put a seed counter on ~. Remove two seed
counters from ~: Put a 1/1 green sathi soldier creature token with "Vanishing-2" into play. 1/1
Sathi Infestation EN GG Whenever a player plays a hue spell, put a 1/1 green sathi creature
token with "vanishing-2" into play.
Hue
~EnRmvC~ EN 3 Hue. Spells or abil that trgt spells outside the game are countered.
~HKnight~ -Knight 4 Hue. Haste. If ~ is white when it comes into play, gain 1 life for each
knight in play. 2/2
~FKnigt~ -Knight 4 Hue. First strike. If ~ is black when it comes into play, trgt plyr discards
a card. 2/1
~FKnigt~ -Knight 4 Hue. Flying. If ~ is green when it comes into play, it gets +1/+1. 2/2
Lotus Dancer -Elf Druid 3 Hue. Ki-One mana ur lands could produce. T: Add one mana to your mp
that your lands could produce. 1/1
Order of the Falcon -Human Knight 2 Hue. 1: ~ loses all of its colors and is white perm. 2/2
Recast Ins 1 Hue. ~ is a copy of target spell that was countered this turn. You do not have to
pay it's casting cost.
Thirst for Salvation Sor 3 Hue. Shuffle all cards removed from the game into thier owners lib.
Hybrid
Fruit Bat -Bat b/g Flying. 1 life, T: Add one mana of any color to your mp. 0/1
War Standard EN 2r/wR/W Whenever a creature attacks, it gets +2/-1. Whenever a creaure blocks,
it gets -1/+2.
Multi
Bringer of Nothingness -Bringer BUGRW ~ comes into play and doesnt untap during your untap step. BUGRW: Untap ~. BBUUGGRRWW, T, Sacrifice ~: Target player loses the game. 5/5 <This is the only five color card i've ever made... and I dont like it.>
Elemental Alliance EN WUBRG If you control one land of each basic land type, all of your basic lands can be tapped to produce mana of any color.
Lixa of K'nu -LC-Mim Wizard Druid 1GU Static U/G All perm with static cannot be target of spells
or abilities. 2/3
Magma Hole Sor BR Destroy target permanent. You lose 1 life for every perm, of the same type,
that plyr cntrls.
Time Flies -Faeries 1GU Flying. Sacrifice ~: Target plyr skips the next phase of his or her turn. 1/1
Red
~ActDm En 2R Whenever a plyr uses a crea's activated ability, do 1 dmg to the plyr.
Aggravated Masses EN RRR Double all dmg to crea by crea.
Birds of Wrath -Birds 1RR Flying. T: Do 1 dmg to trgt crea or plyr. 0/1
Call Forth From Fire Sor XXRR Search your lib for a crea card with cmc equal to X and put it
into play. That creature has haste. You lose X life.
Entrusion on Cavuto Sor 4R ~ has flash if you sac up to four artifacts. Bury all creatures in play.
Exiled Artificer -Mim Artificer 2RR Artifacts in play have "T: Do 1 dmg to trget crea or plyr." 2/2
Flamewake Hellion -Dragon 4RR When ~ comes into play, ~ deals 2 damage to each creature in play. Flying. 4/4
Flow of Magma Sor 2R Do 1 damage to all crea without flying. <c>
Infuriate EC R Flash. EC attacks each turn if able.
Molten Melding Sor 2R Destory all equipment attached to target crea.
Orchish Throttler -Orc 3RR Double power given to ~ by spells or abilities. 2/3
Pyrosynth Specter -Specter 1RR Flying. When ~ comes into play, put a pyro counter on all crea in
play. 2/2 <or whenever it deals cmbt dmg to a plyr, put a pyro counter on all crea he/she
cntrls>
Pyrosynth Spellcaster -Goblin Wizard 3R R, T: Do 1 damg to target creature for each pyro counter on it. Put a pyro counter on ~. 3R, T: Do 1 damage to each creature and player for each pyro counter on ~. 1/2
Pyrosynth Something~ Sor 3RR Do 1 dmg to each crea for each pyro cntr on it.
Servant of the Phoenix -Cleric RR Haste. During your upkeep, if ~ is in your grave, you may pay 1RR to put it into play. 2/1
Sudden Momentum Ins 1R Trgt crea you cntrl has haste UEOT. At the end of your turn, if that crea is still in play, bury it and return ~ to your hand.
Tensor Analysis Sor 3RR Do 2 dmg to trgt crea. Do 1 dmg to each crea that shares a color with that crea. Do 1 dmg to each crea that shares a creature type with that crea.
Vrajitu, Border Watcher LC-Human Wizard 4RR X, T: Destroy all attacking creatures with power equal to X. If X creatures are destroyed this way, bury ~. You can only use R for X. 3/4
White
~Pac -Human Cleric 2W 1W, T: Trgt crea loses all of its abil UEOT and cannot att. 1/1
Cherub -Angel 1W Flying. Spirit link. 1/1
Colonic Twist Ins 3W Whenever you would gain life this turn, target plyr loses that much life instead. <how 'bout that name?>
Eternal Sunshine EN 3WW Plyrs with crea cannot lose the game.
Faint Ins 2W Tap target crea. Draw a card.
Nettuno Axehead -Human Knight 2W First strike. Double dmg by ~ to red and black crea. 2/2
Nuradin Abdi-Mal -Human Cleric 3WW Target spell that would have you remove all creature from play, removes only ~ instead. 3/3
Parental Supervision EN 1WW Crea cant att unless the crea with the highest pwr among your crea attacks.
Shout of Supremecy Sor 3W Each player chooses a crea. All other crea are destroyed.
Land
Abacaxi Spire LegLand Whenever you play a spell, put a mana counter on ~. Whenever an opponent plays a spell, remove a mana counter from ~. Remove X mana counters from ~, T: Add X mana of any one color to your mana pool. <need reworded>
Deepest Coral -LegLand-Island Ki-U. T: Add U to your mp.
Everyfruit Tree -LegLand T: Target opp chooses a color. Add that color to your mana pool. If you
were to get mana burn from not spending that mana, ~ deals 1 damage to target crea instead.
Gallery of Souls Land T: Add 1 to your mana pool. Discard a black card, T, Sacrifice ~: Add BBB to your mp.
Longwood canopy -LegLand-Forest Ki-G. T: Add G to your mana pool.
K'nu Stanan -LegArtLand When ~ comes into play, choose a color. Ki-Add one mana of the chosen
color to your mp.
Malli Stonecaps -LegLand-Mountain Ki-R. T: Add R to your mp.
Mine Field -ArtLand T: Add one colorless mana to your mana pool. T, Sacrifice Strip Mine:
Destroy target land.
Newgate Prison LegLand If you have seven cards in your hand, you may tap ~ to destroy target creature with a power of three or less.
Waterless Sea -Land T: Add 1 to your mp. 3, T: Target land loses all of it's abilities and is an
exact copy of Waterless Sea.
Darul Utopia 1GG
Enchantment
During your upkeep, each player draws a card.
You may reveal that card. If it is a forest, gain 2 life.
I was thinking either, 'you can put it into play tapped', or gain life...
what do you all think?
MSR Sor 4
Hue (this cards color is all the colors used to cast it.)
Destroy target land.
and there's a legend killer, too. so, it's not as broken as you all think.
Everyfruit Tree
Leg Art Land
T: Target opponent chooses a color. Add one mana of the chosen color to your mana pool. If you were to get mana
burn as a result of not spending that mana, the damage is dealt to target opponent instead.
and because i'm just getting back in this, i was wondering... what's the keyword so that you can cast noninstant cards at instant speed?
Thanks and all that jazz...
i'm not sure on the wording, i'm just saying...
think that would clear up more stuff /though i didnt word it right myself, just brainstorming.../
amazing stuff.
thanks anyways... and thanks for the ability stuff.