Tempest of Time :2mana::symr::symu: Instant
Split Second
Remove target nonland permanent from the game and put time counters equal to the number of spells on the stack on it. (As this spell is resolving, it is still on the stack. Count each storm copy as a single spell) If it doesn't have suspend, it gains suspend.
Storm Some mages played around with the time rifts too frenzied and chaoticly, which caused a sudden tempest, and those struck by lightnings of time got lost anywhere in time.
Next:
Defender, Haste
(You're quite free, so make it a cool card!)
Terrageddon :symr::symw:
Instant
Destroy all lands.
Then, Terrageddon deals damage equal to the number of lands destroyed this way to you and to each creature without flying you control.
Next:
(Posted a similar one once, but that's some time ago and it's fun)
Path to Death
Path to Death is black.
Path to Death can't be countered. You lose the game.
Suspend 20 -
Blazing Elemental :symr::symr: Creature - Elemental (uncommon)
Blazing Elemental's power is equal to the number of charge counters on it.
Whenever an opponent is dealt damage, put a charge counter on Blazing Elemental.
:symr::symr:, sacrifice Blazing Elemental: Blazing Elemental deals damage equal to its power to target creature or player. */1
I agree with Kenaron. However, with "you lose the game", you can still do something:
Piss on Cost
Instant
When you play Piss on Cost from your hand, you lose the game.
Piss on Cost deals 15 damage to target creature or player.
Suspend 15 -
Whenever you play a red spell, remove a time counter from Piss on Cost.
Now you can either suspend it or combo it with something like Sunforger .
Next (I won't complete this "cycle" because I don't like it at all)
Shy Guy :3mana::symu::symu:
Creature - Guy
Shy Guy can't attack or block.
2/2
Salt the Wounds - :2mana::symr::symb:
Instant — Arcane
Put a -1/-1 counter on target creature that's been dealt damage this turn.
If that creature is put into a graveyard this way, destroy all creatures you don't control that were dealt damage this turn. They can't be regenerated.
Next:
Luna Ring
Artifact
: Add :symb::symb: to your mana pool.
@ white Lich: I don't think I was supposed to know the article about Martyr of Sands + Lich, so I couldn't know it was too strong - Black Lich isn't that good so I thought I should make a really good Lich. So I do think things like this do not belong to this game unless you explain why your posted card is too strong/weak.
Goblin Hordemaster :1mana::symr:
Creature - Goblin Lord
If no opponent controls a creature, Goblin Hordemaster costs more to play.
All other goblins get +1/+1 and have haste.
Creatures you don't control have first strike. With the fear of their master at their backs, the hordes stormed towards the welcoming blades of the Benalians. 2/2
Mind-Devouring Leviathan :5mana::symu::symb:
Creature - Leviathan
Flying, Trample, Shroud
Mind-Devouring Leviathan comes into play tapped and doesn't untap during your untap step.
Discard two cards, remove the top ten cards from your library from the game: Untap Mind-Devouring Leviathan and put two +1/+1 counters on it. Play this ability only once each turn.
Whenever Mind-Devouring Leviathan attacks or blocks, discard your hand. Put a +1/+1 counter on it for each card discarded this way.
Whenever Mind-Devouring Leviathan deals combat damage to a player, that player discards three cards at random and removes the top twenty cards from his or her library from the game, then you put three +1/+1 counters on Mind-Devouring Leviathan. 5/5
Your fixing doesn't quite work. It's an instant, so you can play it during an opponnents turn. Even if you write "End the Turn", its not balanced because you get to use all the cards during your turn. (You don't have to discard down at an opponent's end of turn)
Ovnecaronian :symb::symb::symb::symb:
Creature - Weird
Play Ovnecaronian only if an opponent has less life than you.
When Ovnecaronian comes into play, each players life totals become 0
1/1
(So you can still make the game a draw, however only if you aren't about to die)
Try again:
Greatest Knowledge Instant
Put your library into your hand.
Please don't post existing cards (even if they are in another color) - its more fun with CLEARLY overpowered/underpowered cards.
Good Lich :symw::symw::symw::symw:
Enchantment
:symw::symw::symw: : Good Lich gains shroud until end of turn.
As Good Lich comes into play, your life total becomes 0.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice a permanent. If you were dealt 5 or more damage, sacrifice two permanents instead. If you were dealt 10 or more damage, sacrifice three permanents instead.
When Good Lich leaves play, you lose the game.
Next:
Greatest Knowledge Instant
Put your library into your hand.
(Be careful: A "At end of turn, you lose the game" clause won't stop most combos!)
The Unspeakably Bad :6mana::symu::symu::symu:
Legendary Creature - Spirit
:symu::symu: : The Unspeakably Bad gains shroud until end of turn.
:symb:, pay 1 life: Counter target spell.
2/1
Next:
Condemnation
Instant
Destroy target creature. Its controller loses life equal to its power.
//
Purification
Instant
Remove target creature from the game. You gain life equal to its toughness.
Jodah's Treefolk :5mana::symg: (The cycle actually is ****'s Avenger Urza's Avenger , but since rAYZ made a Jodah's ***) Creature - Treefolk
:0mana:: Until end of turn, Jodah's Treefolk gets -1/-1 and gains your choice of Trample, Haste, protection from blue or Reach.
4/4
Shrug Off
:1mana::symg:
Sorcery
Play Shrug Off only if you have 8 or more life. If you have less than 14 life, pay an additional :1mana::symg::symg: to play Shrug Off.
Your life total becomes 20.
Next:
Greater Knowledge :symu::symu::symu::symu::symu: Sorcery
Draw a card.
Seed and Harvest :symgw::symgw:
Sorcery
Tap any number of untapped nontoken creatures you control. Put a 1/1 green Saproling creature token into play for each creature tapped this way.
//
Burn and Freeze :symur::symur:
Instant
Tap target permanent. Burn and Freeze deals 3 damage to target creature or player.
Nullify :symu::symu:
Instant
Counter target creature, artifact, enchantment or planeswalker spell.
Regain (Untap each permanent whose activated ability has been used to procude mana used to play this spell)
Not sure about the wording, but the meaning should be clear.
Instant
Split Second
Remove target nonland permanent from the game and put time counters equal to the number of spells on the stack on it. (As this spell is resolving, it is still on the stack. Count each storm copy as a single spell) If it doesn't have suspend, it gains suspend.
Storm
Some mages played around with the time rifts too frenzied and chaoticly, which caused a sudden tempest, and those struck by lightnings of time got lost anywhere in time.
Next:
Defender, Haste
(You're quite free, so make it a cool card!)
Instant
Destroy all lands.
Then, Terrageddon deals damage equal to the number of lands destroyed this way to you and to each creature without flying you control.
Next:
(Posted a similar one once, but that's some time ago and it's fun)
Path to Death
Path to Death is black.
Path to Death can't be countered. You lose the game.
Suspend 20 -
Creature - Wizard
Creatures you control get +1/+0 for each symbol in their mana costs.
3/3
Next:
:1mana::symw::symg:
Blazing Elemental :symr::symr:
Creature - Elemental (uncommon)
Blazing Elemental's power is equal to the number of charge counters on it.
Whenever an opponent is dealt damage, put a charge counter on Blazing Elemental.
:symr::symr:, sacrifice Blazing Elemental: Blazing Elemental deals damage equal to its power to target creature or player.
*/1
Piss on Cost
Instant
When you play Piss on Cost from your hand, you lose the game.
Piss on Cost deals 15 damage to target creature or player.
Suspend 15 -
Whenever you play a red spell, remove a time counter from Piss on Cost.
Now you can either suspend it or combo it with something like Sunforger .
Next (I won't complete this "cycle" because I don't like it at all)
Shy Guy :3mana::symu::symu:
Creature - Guy
Shy Guy can't attack or block.
2/2
Instant — Arcane
Put a -1/-1 counter on target creature that's been dealt damage this turn.
If that creature is put into a graveyard this way, destroy all creatures you don't control that were dealt damage this turn. They can't be regenerated.
Next:
Luna Ring
Artifact
: Add :symb::symb: to your mana pool.
Goblin Hordemaster :1mana::symr:
Creature - Goblin Lord
If no opponent controls a creature, Goblin Hordemaster costs more to play.
All other goblins get +1/+1 and have haste.
Creatures you don't control have first strike.
With the fear of their master at their backs, the hordes stormed towards the welcoming blades of the Benalians.
2/2
Next:
No-Stick
Artifact
:2mana:,:symtap: : Counter target spell.
Creature - Leviathan
Flying, Trample, Shroud
Mind-Devouring Leviathan comes into play tapped and doesn't untap during your untap step.
Discard two cards, remove the top ten cards from your library from the game: Untap Mind-Devouring Leviathan and put two +1/+1 counters on it. Play this ability only once each turn.
Whenever Mind-Devouring Leviathan attacks or blocks, discard your hand. Put a +1/+1 counter on it for each card discarded this way.
Whenever Mind-Devouring Leviathan deals combat damage to a player, that player discards three cards at random and removes the top twenty cards from his or her library from the game, then you put three +1/+1 counters on Mind-Devouring Leviathan.
5/5
Ovnecaronian :symb::symb::symb::symb:
Creature - Weird
Play Ovnecaronian only if an opponent has less life than you.
When Ovnecaronian comes into play, each players life totals become 0
1/1
(So you can still make the game a draw, however only if you aren't about to die)
Try again:
Greatest Knowledge
Instant
Put your library into your hand.
Good Lich :symw::symw::symw::symw:
Enchantment
:symw::symw::symw: : Good Lich gains shroud until end of turn.
As Good Lich comes into play, your life total becomes 0.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice a permanent. If you were dealt 5 or more damage, sacrifice two permanents instead. If you were dealt 10 or more damage, sacrifice three permanents instead.
When Good Lich leaves play, you lose the game.
Next:
Greatest Knowledge
Instant
Put your library into your hand.
(Be careful: A "At end of turn, you lose the game" clause won't stop most combos!)
Legendary Creature - Spirit
:symu::symu: : The Unspeakably Bad gains shroud until end of turn.
:symb:, pay 1 life: Counter target spell.
2/1
Next:
Condemnation
Instant
Destroy target creature. Its controller loses life equal to its power.
//
Purification
Instant
Remove target creature from the game. You gain life equal to its toughness.
Creature - Treefolk
:0mana:: Until end of turn, Jodah's Treefolk gets -1/-1 and gains your choice of Trample, Haste, protection from blue or Reach.
4/4
:1mana::symg:
Sorcery
Play Shrug Off only if you have 8 or more life. If you have less than 14 life, pay an additional :1mana::symg::symg: to play Shrug Off.
Your life total becomes 20.
Next:
Greater Knowledge :symu::symu::symu::symu::symu:
Sorcery
Draw a card.
Sorcery
Tap any number of untapped nontoken creatures you control. Put a 1/1 green Saproling creature token into play for each creature tapped this way.
//
Burn and Freeze :symur::symur:
Instant
Tap target permanent. Burn and Freeze deals 3 damage to target creature or player.
Next, something simple:
Instant
Counter target creature, artifact, enchantment or planeswalker spell.
Regain (Untap each permanent whose activated ability has been used to procude mana used to play this spell)
Not sure about the wording, but the meaning should be clear.
Next:
Futureshift Baron Sengir (Grandeur)