Rift Skipper
Creature-Finori U
Flash.
When you play this card return a spell to its owners hand.
Delif-draw a card.
3/3
Land Slide
Sorcery (U)
Put up to 3 land cards from your hand into play.
At end of turn sacrifice all lands put into play this way and draw that many cards.
those are bah-roken. The former is an Ophidian with flash that acts as Remand with cc1, the latter is something weird between dark ritual and ancestral recall.
Invoke the Sleeping (r)
Sorcery
If you played ~ from your hand put two 3/1 Weirding creature tokens into play and remove ~ from the game with three timecounters on it, ~ gains suspend. When the last timecounter is removed from ~ you may put a planswalker card named "Chtulhu" from outside the game into play.
Cthulhu the awaken (no cost) (r)
Planswalker - Cthulhu
~ is purple.
When comes into play remove all creatures from the game.
+1: Put a 3/1 Weirding creaturetoken into play.
-5: Remove two target creatures from the game.
Susepend 20 -
20
Edit: "fixed"
Ancient Rite 1 (u)
Tribal Enchantment - Weirding
, :symtap:, sacrifice a creature: Remove a timecounter from all suspended cards. Put a 3/1 Weirding creaturetoken into play. „That is not dead which can eternal lie, And with strange æons, even death may die“
The forgotten city (r)
Legendary Land
:symtap:: Add to your manapool.
All Weirding creatures get +0/+2 as long as ~ is tapped. „Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.“
Starspawn Summoner (c
Creature - Weirding
:symtap:, pay 3 life: Put a 3/1 Weirding creaturetoken into play. At end of turn sacrifice the token.
1/1
Yep, it does. Sounds really like midrange. Against elves removal is better than raceing, they are more, can be bigger and have lifegain, but not too much card drawing; thus you can keep shooting them off the board while you build up your manabase and then release 1-2 demons to smash face.
If the B/UB decks play lots of creatures global -X/-X effects (Infest or similar), global sac-effects (Barter in Blood o.s.) or global destroy-effects, if those fit your budget (because black spotremoval is not known for getting rid of black-creatures). since you won't have a demon in play at that point...
If the B/UB decks are control, play discard and Edict-removal (Chainer's Edict o.s.)
Your side would then be a third removal, a third discard, a third [insert problem-card] solution.
Maralen of the Mornsong
I submitted this 30-second, top-of-my-head card design during the first development hole request for Morningtide:
Maralen
1BB
Legendary Creature – Elf Avatar
Players can't draw cards.
At the beginning of each player's draw step, that player loses 3 life and searches their library for a card, puts it into their hand, then shuffles their library.
2/3
... It's quite a feat to design a card and see it printed verbatim, and I was only one word off on Maralen—she's a Wizard, though that's not my final decision anyway.
(source: http://www.wizards.com/default.asp?x=mtgcom/feature/443 )
Am I wrong or are avatars something demigod-ish? Why did Ken suggsest Maralen to be an avatar? From what I read here she was a minion of Oona and thus a more or less simple elf, like Toshi back in the days, nothing demigod-ish. You talked about her being somewhat changed at the end of MOR but the card is clearly befor that point.
The blue sentence does sound like a hint too imho.
There is thread about this, but the sentence (04.10.2004 The requirement to choose a Flagbearer as a target only affects the choice of targets. It does not affect the check made for legal targets when a spell or ability resolves. So having a Flagbearer enter play after targets are chosen will not cause a spell to be countered. source is gatherer, link at the end) confused me. ->
If one gives a flagbearer shroud after targets are chosen the spell will fizzle upon resolution. Is this correct?
no. Locus is a land- not a creaturetyp. Surely someone can post a link to the creaturetype list, where locus isn't listed, so changeling never are locu unless you do some weird animate land shenanigans with post or Vesuva and give them changeling, but even then changeling has nothing to do with loci.
Uhm, is saying, drop the high cc "pricy" rares and add some low cc uncommons for control , not exactly that?
so you want to do a midrange agro build (here shriekmaw/Nekrataal would be good) ? even then, drop the random stuff and add cheap (cc and $) removal/discard. ask if you can proxy to test if you can't afford to try it with real cards. It would help if you could say what you have to face and how fast those decks are, so we can look for cards just slightly faster and as budget as possible.
why are the RAV lands played so heavy in T1.5 ? are all those pros just stupid people overseeing the good old basics?
I don't understand your way of argueing, Murmuring Bosk comes into play tapped and makes 3 different colors of mana at your will, no dession to be made. Dark Isles would allways come into play tapped and then only produces U.
One doesn't need to keyword the "ability"
Dark Isles
Land - Swamp
You may play ~ from your hand with a shardcounter on it. If you do so ~ comes into play tapped.
As long ~ has a shardcounter on it, ~ is an island. (note, not: in addition to it's other types)
And the spells could be splitcards, as I said, nothing really new.
you're playing 4 "combos", the only true I evolved
Liege + Traitor = synergie (that's nice but not a combo and needs two traitors)
Liege + Hub = synergie (a one-off that interacts only with Liege)
Liege + Gravepact = synergie (and you don't even play a pact *?*)
your deck is as it is not agro but mono black suicide (pun?), we try to help you. but I've to say that CtW + a 0cc creep is sub-par, c'mon 12 slots with cards that are on themselfs useless. shriekmaw is 5cc and by then you should've won, and as 2cc removal take terror or similar
The shocklands from RAV were also strictly better than basics, Murmuring Bosk is also, why not print those? They're at the level of the Invasion cipt-lands, you have to choose one mode (-) and they have a Basiclandtype (+/-).
The wording prevents the Dark Isles from being an Isalnd unless you actoually play it.
Though I'd prefer split cards for spells; one half being the "shard"-land with the cipt drawback and no basiclandtype and the other a slightly overcosted medicore spell.
Too bad they made the Cthulhu myth a game on its own... it would fit so well in .
I've got a question about forget: In wich zones may you forget a card? I'd say it needs a clarification on each card.
Keeper of Secrets2
Creature - Shapeshifter
Forget ~: Draw a card
1/1
Psyshock
Tribal Sorcery- Psion
~ deals 2 damage to target creature or player unless an opponent forgets the top two cards of his or her libary. Forget Psyshock.
Mad Intuition X
Instant
Scry X. Forget up to X cards from the top of your libary. Draw X cards. Discard X cards. Draw a card. My mind... explodes...the rush... of posibilitys... argh
Arcanis the Coruppted 2
Legendary Creature - Vith Wizard XX, :symtap:: Target player forgets X permanents of your choice. Each player draws 3 cards.
Forget a permanent or handcard: Return ~ to its owners hand.
3/4 "Finnaly I've found my destination."
I don't play a lot of blue stuff, so I'm not TOO worried about it.
As for the high CC, the Liege can be morphed, which (A) helps avoid Lifeforce and (B) costs less than summoning him straight up.
Why is it important what you play? It's important what your op. plays and if they don't play counters against you I recommend them to do so.
I didn't mean the Liege.
ok I tried to list the cuts, but it's shorter to post a new deck,
my favorit answers to your t2 involve the phrase "counter target spell" or StP. I'd suggsest to drop a bit of the tempo and the high cc creatures to add some controll elements (aka discard, either random or of your choice)
You could make something like this: Labyrinth Shocktroops1RR (u)
Creature - Minotaur Warrior
Firststrike
When ~ attacks or blocks remove ~ from the game at end of combat with three time counters on it.
Suspend - R
4/4
Breaking WallsXR
Tribal Sorcery - Minotaur
Remove up to X lands from the game and put three time counters on them. If they don't have suspend they gain suspend.
That would probably need an extention on the suspend rules though.
Alley Creep :3mana::symb:
Creature - Human Citizen
:symb:: Alley Creep gets +1/+1 until end of turn.
:symb:, :symtap:: Alley Creep blocks target attacking creature. Play this ability only if ~ isn't blocking a creature.
:symb:: Regenerate Alley Creep.
1/1
The tapping prevents it from multible activations and from blocking while being tapped.
You would need a new mechanic for each crature type, size, and color combination. If you make it an ability word you can make whatever creatures you want the card to make, and thus use it more often, in white you could do said 1/1 flyers, you could make that 1/4 truning into 6/1 elemental (-> 5/1 trample haste)
those are bah-roken. The former is an Ophidian with flash that acts as Remand with cc1, the latter is something weird between dark ritual and ancestral recall.
Invoke the Sleeping (r)
Sorcery
If you played ~ from your hand put two 3/1 Weirding creature tokens into play and remove ~ from the game with three timecounters on it, ~ gains suspend. When the last timecounter is removed from ~ you may put a planswalker card named "Chtulhu" from outside the game into play.
Cthulhu the awaken (no cost) (r)
Planswalker - Cthulhu
~ is purple.
When comes into play remove all creatures from the game.
+1: Put a 3/1 Weirding creaturetoken into play.
-5: Remove two target creatures from the game.
Susepend 20 -
20
Edit: "fixed"
Ancient Rite 1 (u)
Tribal Enchantment - Weirding
, :symtap:, sacrifice a creature: Remove a timecounter from all suspended cards. Put a 3/1 Weirding creaturetoken into play.
„That is not dead which can eternal lie,
And with strange æons, even death may die“
The forgotten city (r)
Legendary Land
:symtap:: Add to your manapool.
All Weirding creatures get +0/+2 as long as ~ is tapped.
„Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.“
Starspawn Summoner (c
Creature - Weirding
:symtap:, pay 3 life: Put a 3/1 Weirding creaturetoken into play. At end of turn sacrifice the token.
1/1
If the B/UB decks play lots of creatures global -X/-X effects (Infest or similar), global sac-effects (Barter in Blood o.s.) or global destroy-effects, if those fit your budget (because black spotremoval is not known for getting rid of black-creatures). since you won't have a demon in play at that point...
If the B/UB decks are control, play discard and Edict-removal (Chainer's Edict o.s.)
Your side would then be a third removal, a third discard, a third [insert problem-card] solution.
I submitted this 30-second, top-of-my-head card design during the first development hole request for Morningtide:
... It's quite a feat to design a card and see it printed verbatim, and I was only one word off on Maralen—she's a Wizard, though that's not my final decision anyway.
(source: http://www.wizards.com/default.asp?x=mtgcom/feature/443 )
Am I wrong or are avatars something demigod-ish? Why did Ken suggsest Maralen to be an avatar? From what I read here she was a minion of Oona and thus a more or less simple elf, like Toshi back in the days, nothing demigod-ish. You talked about her being somewhat changed at the end of MOR but the card is clearly befor that point.
The blue sentence does sound like a hint too imho.
If one gives a flagbearer shroud after targets are chosen the spell will fizzle upon resolution. Is this correct?
http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=26783
so you want to do a midrange agro build (here shriekmaw/Nekrataal would be good) ? even then, drop the random stuff and add cheap (cc and $) removal/discard. ask if you can proxy to test if you can't afford to try it with real cards. It would help if you could say what you have to face and how fast those decks are, so we can look for cards just slightly faster and as budget as possible.
I don't understand your way of argueing, Murmuring Bosk comes into play tapped and makes 3 different colors of mana at your will, no dession to be made. Dark Isles would allways come into play tapped and then only produces U.
One doesn't need to keyword the "ability"
Dark Isles
Land - Swamp
You may play ~ from your hand with a shardcounter on it. If you do so ~ comes into play tapped.
As long ~ has a shardcounter on it, ~ is an island. (note, not: in addition to it's other types)
And the spells could be splitcards, as I said, nothing really new.
Liege + Traitor = synergie (that's nice but not a combo and needs two traitors)
Liege + Hub = synergie (a one-off that interacts only with Liege)
Liege + Gravepact = synergie (and you don't even play a pact *?*)
your deck is as it is not agro but mono black suicide (pun?), we try to help you. but I've to say that CtW + a 0cc creep is sub-par, c'mon 12 slots with cards that are on themselfs useless. shriekmaw is 5cc and by then you should've won, and as 2cc removal take terror or similar
The wording prevents the Dark Isles from being an Isalnd unless you actoually play it.
Though I'd prefer split cards for spells; one half being the "shard"-land with the cipt drawback and no basiclandtype and the other a slightly overcosted medicore spell.
I've got a question about forget: In wich zones may you forget a card? I'd say it needs a clarification on each card.
Keeper of Secrets2
Creature - Shapeshifter
Forget ~: Draw a card
1/1
Psyshock
Tribal Sorcery- Psion
~ deals 2 damage to target creature or player unless an opponent forgets the top two cards of his or her libary. Forget Psyshock.
Mad Intuition X
Instant
Scry X. Forget up to X cards from the top of your libary. Draw X cards. Discard X cards. Draw a card.
My mind... explodes...the rush... of posibilitys... argh
Arcanis the Coruppted 2
Legendary Creature - Vith Wizard
XX, :symtap:: Target player forgets X permanents of your choice. Each player draws 3 cards.
Forget a permanent or handcard: Return ~ to its owners hand.
3/4
"Finnaly I've found my destination."
Why is it important what you play? It's important what your op. plays and if they don't play counters against you I recommend them to do so.
I didn't mean the Liege.
ok I tried to list the cuts, but it's shorter to post a new deck,
4 Prickly Boggart
4 Nether Traitor
Spells - 24
4 Dark Ritual
4 Hatred
4 Duress
4 Cabal Therapy
4 Lotus Petal
4 Serum Powder
Land - 20
16 Swamp
4 Gemstone Caverns
Labyrinth Shocktroops 1RR (u)
Creature - Minotaur Warrior
Firststrike
When ~ attacks or blocks remove ~ from the game at end of combat with three time counters on it.
Suspend - R
4/4
Breaking Walls XR
Tribal Sorcery - Minotaur
Remove up to X lands from the game and put three time counters on them. If they don't have suspend they gain suspend.
That would probably need an extention on the suspend rules though.
Creature - Human Citizen
:symb:: Alley Creep gets +1/+1 until end of turn.
:symb:, :symtap:: Alley Creep blocks target attacking creature. Play this ability only if ~ isn't blocking a creature.
:symb:: Regenerate Alley Creep.
1/1
The tapping prevents it from multible activations and from blocking while being tapped.