- Lasersharp
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Member for 15 years, 1 month, and 7 days
Last active Sun, Dec, 3 2017 21:48:22
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Sep 20, 2012Lasersharp posted a message on Destabilization - Text DumpI was thinking along the lines of Early Harvest and Rude Awakening. This one does have a few hoops to jump through.Posted in: Repository of Creative stuff
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Sep 8, 2012Lasersharp posted a message on Destabilization - Text DumpAh, yes, the dreaded color identifier. We haven't had those on anything with more than two colors so far, so I don't know... (Transguild Courier would have one if it were reprinted.)Posted in: Repository of Creative stuff
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Apr 7, 2012Lasersharp posted a message on A rant about spellmorph@Macius: That's almost the point I'm trying to get at with this. The thing is that with this keyword, we need to add a whole new section to the rules about what happens if an instant or sorcery card ends up on the battlefield for whatever reason, and for some reason people aren't comfortable with that much rules modification like that.Posted in: Repository of Creative stuff
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Enchantment - Aura
Enchant permanent
You control enchanted permanent.
At the beginning of your upkeep, flip a coin. If you lose the flip, put a break counter on Rough Handling.
When Rough Handling has three or more break counters on it, sacrifice it.
Next: Final Thoughts
Enchantment
Spells can't be countered by spells or abilities.
Damage can't be prevented.
"Enough with the politics! You are encroaching onto my territory!"
Next:
In case of emergency, break this wall to escape.
Sorcery
Creatures you control get +3/+3 and gain trample until end of turn.
There is always a degree of brute force that careful planning and tactics cannot overcome.
(Yeah, it's a Planeshifted Overrun.)
Next:
"That spell was for the birds."
-Dawn
Wow! I never thought about it that way...
Tribal Instant - Elemental
Choose one - Creatures you control gain lifelink until end of turn if was spent to play Wave Invocation; or creatures you control gain wither until end of turn if was spent to play Wave Invocation.
Sorcery
Target player discards two cards. Destroy up to one target artifact or enchantment that player controls.
Next: Laser Spiral
Creature - Snake Elf Mutant
Graft 3, graft 3 (This creature comes into play with six +1/+1 counters on it. Whenever another creature comes into play, you may move up to two +1/+1 counters from this creature to it.)
0/0
I made a similar card before, though I also added something.
Jet Mage 1UR
Creature - Human Wizard
U,T: Tap or untap target creature. This ability has split second.
R,T: Jet Mage deals 1 damage to target creature or player. This ability has split second.
2/2
Put two +1/+1 counters on target creature. That creature gains substance until end of turn. When it loses substance, remove all counters from it.
And Rolling Plague is actually bad for you, as creatures are only smaller on your turn, and you can't attack for as much. (Remember, +1/+1 counters and -1/-1 counters on the same creature are like matter and antimatter.)
Creature - Spirit Avatar
Flying, vigilance
At the beginning of your upkeep, if you have 7 or less life, draw up to two cards.
4/4
Next: 4WWBR
Artifact Creature - Myr
Sacrifice Aluminum Myr: Add 1 to your mana pool.
1/1
EDIT: Sarnath'd.
Unpolar Scarecrow 2
Artifact Creature - Scarecrow
Unpolar Scarecrow gets +2/+2 for each -1/-1 counter on it.
Unpolar Scarecrow gets -2/-2 for each +1/+1 counter on it.
2/2
Next: (2/B)(2/B)(2/B)(2/B)(2/B)
_____ 1WU
Sorcery
Target player gains 3 life and draws two cards.
EDIT: Sarnath'd.
However, if you play another G/U instant spell, then it will survive (unless your opponent has another land in hand.)