- ohmusama
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Member for 14 years, 6 months, and 26 days
Last active Sat, Sep, 21 2013 12:43:36
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Mar 22, 2010ohmusama posted a message on Infernal MasochistUPDATE: removed a Putrid Leech and added a Gigapede just in case I draw Draco, I need at least 1 way to get it out of my hand!Posted in: Broken Blog
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Dec 23, 2009ohmusama posted a message on Caphium Previewoh, wow, I totally missed that. Damn typos. Thanks for the clarificationPosted in: Broken Blog
Fixed: Changed the keyword template in the set, so everything should be fixed again. O.o I think that typo got to the print playtest! -
Dec 23, 2009ohmusama posted a message on Caphium Previewno, its worded as intended, you only reveal 1 card after the calling effect.Posted in: Broken Blog
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Dec 22, 2009ohmusama posted a message on 12/20/2009 Standard @ Guardian Games (Portland, OR)You're local @ GG, I also visit the GG. Good to see some locals on here.Posted in: Kinji Blog
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Nov 16, 2009ohmusama posted a message on CCL Story - NovemberThe sun had almost reached its zenith on the first day of their journey. Morogoth had already begun to sweat in his armor, even in the shade of the canopy. The light glinted through the leaves and dappled across the path as the party traveled through the forest outside of Semir Farr. The forest was strangely silent, devoid of the normality of the sounds of birds and animals moving in the underbrush. They pasted several markings of elf-kin. Morogoth guessed it was unlikely that Humn'glimor would have recognized them, but Zelothix on the other hand may noticed, but it was hard to see under his cowl, which he had pulled up tightly over head at journeys start, and refused to removed it even after entering the shade of the forest and the intense heat of the autumn sun.Posted in: Broken Blog
Humn'glimor was already becoming jittery as he was leaving the town for the first time. He was a talker, and babbled constantly. He especially was excited about the prospects of treasure. Apparently his family was not terribly well to do, and leaving in hopes of great conquest and riches, risking life and limb, was the best thing since Sagg in Methorale. In contrast both Morogoth and Zelothix traveled in silence, Morogoth giving only the slightest grunts that seemed appropriate in between the chatter of the illusioner.
"Oh it was my great great great grand pappy who once crossed the Gull Draz the great desert filled with all sorts of dangers and scorpions, oh the scorpions. I only knew about this of course because of the stories given down to us from generation to generation. We Illusionars are the greatest story tel –“
"Stop," Morogoth commanded, raising his massive fist in an abrupt manner.
The party halted and waited. The forest was still silent. They hadn’t even seen animals since they had left Semir Farr, which would bode poorly on their rations if conditions didn't change. This wasn't the sort of forest that one picked and ate the random fru\its one found.
Then there was a snapping sound. Something up ahead, or was it to the left? Morogoth with his trained ears was probably the only who heard this minute sound in the heavy silence. The humidity was worse now that it was later in the afternoon. Sweat was rolling down Humn'glimor's face. The demon stood motionless but remained shoaled in his hooded dark grey cloak. Then there was another snap, and this time Glimor heard it also, a single elf stepped out onto the path about 40 paces down from them. He was obviously of the wood-kin; wiry horns curled off his head and he was clothed in light leather woven with the thick Choquato leaves making excellent camouflage and still provided a reasonable defense against swords and arrows.
"Bounty be upon us by Humn'numan," Morogoth hailed the elf. He had listened enough to know the local customary greeting.
"Humn'numan gives to all," the elf responded, "except to the demon." The elf was not oblivious to Zelothix’s presence. More elves had stepped onto the path behind the party, and Morogoth could sense more in the forest surrounding them. The odds were not in their favor.
“We mean no harm to you or your kin,” Morogoth tried to diffuse, “The demon will harm no one. He is bound to me to enter the Shadowmaze.”
“Demons will not make it through this forest. We are the children of Lady Revane, hater of demons. We cannot let him pass!”
It was deadly silent, Morogoth could feel the bows trained on them, could feel the tension of the bowstrings, the heaviness of the air. Zelothix seemed to exit his trance. He had been motionless for the entire exchange, but now slight movements under his cloak revealed he was readying himself for a full on battle. Then something rumbled.
It wasn’t a normal rumble, but a rumble from deep within the earth. It was the Roil. Somewhere deep beneath their feet, the Roil had shifted. Soon this forest would be gone, replace by some other terrain. Then there was another rumble, but this was much closer and more pronounced; this rumble was the sound of a tree crashing to the ground nearby. The elves looked nervous.
“Enjoy the Baloths,” cried the Elf leader. They disappeared into the forest. Morogoth turned toward the direction of the oncoming sound.
“Oh no, not the Baloths,” Humn’glimor complained.
“Should we be fleeing,” asked Zelothix. A glint of steel from his cloak indicated he was ready to fight.
“I would hope not,” Humn’glimor responded, “My pappy told me about this once. He was out here exploring the forest when he himself ran into a horde of Nixie Sprites. He was unable to escape their trickery until he ripped open a rift that sucked them all in. I suppose it could work the same here, but…”
“But what,” Morogoth inquired. Just then the ground shifted under their feet and the fell to the ground. The Roil was changing the terrain, and unless they were carful they could end up at the bottom of the ocean, or under a great slab of rock, or in a burning volcano. None of which would bode well for such a short journey.
Nearby the Baloths were unknowingly moving toward Morogoth’s party. Then the ground shifted. It had been a long time since the Roil had moved this forest, and none of the Baloths in this generation had experienced it. They had not felt the first indication of the Roil before because of the tremendous amount of noise they made themselves as they moved through the forest. This shift sent terror into them and in their panic began to stampede. Trees fell before them as they rampaged as fast as they could away from this shifting ground, but what they didn’t know was the whole area was shifting.
The path they were on had shifted down fifteen feet, creating a cliff up to their left. Morogoth had gotten to his feet and was helping Humn’glimor to his feet, when the first of the Baloths toppled over the edge of the cliff directly onto Morogoth. The Baloth was a huge quadruped, with sharp red horns beginning at its head and flowing down its gray back. Its taloned claws dug into Morogoth, who roared back with equal fervor, grabbing the beast and throwing it against the side of the cliff. A brutal snap and its stillness indicated it was dead.
Humn’glimor was barely to his feet when the next Baloth fell over the edge. Zelothix intercepted the creature, and with the help of Morogoth diverted its path away from the illusioner. Humn’glimor chanted a short incantation and made a striking motion against the sky as the next Baloth toppled over the edge directly on top of Glimor. But instead of the beast crushing the hapless illusioner to a bloody mess, it fell into the rift with a loud rushing noise and a bright flash.
The rift grew in size as the ground shifted beneath them again. The cliff shifted down revealing a whole heard of Baloths charging directly at them. A bloody Morogoth braced for the impending fate. Zelothix turned to flee, but the weakest of them all, the illusioner, stood still, as one by one the beasts charged into the expanding rift. As the last Baloth trampled into the rift, it closed and was gone. The blue haze of the rift was still left in an imprint on Morogoth’s vision.
“Well my pappy was right! It did work on groups of things,” exclaimed Humn’glimor.
“Where did they all go,” Zelothix asked. He was walking back toward the group. He had obviously gotten some distance away before he realized the rift was taking care of the problem.
“Oh well, my pappy said they went somewhere, but I’m not exactly sure where they went, something about an extraplanar rift.”
“Well then, shall we –“ Morogoth was interrupted as the ground shifted again. This time the path they were following fell away into a deep chasm. Morogoth had grabbed hold of the cliff wall, clinging to roots from one of the stout trees growing there. Humn’glimor had grabbed hold of Morogoth’s leg, and Zelothix had fallen to a ledge somewhere below. The whole earth was shaking, and the opposite side of the chasm sank into the deep. Morogoth was able to reach down and pull the illusioner and throw him to the top of the ledge where he lay and held onto a tree.
Zelothix was a bit more difficult to get to. The ledge he was stuck on was about twenty paces down from Morogoth, and the precipice was unstable at best. Morogoth began the climb down to him, below there appeared to be a river running. Before Morogoth was able to reach him, the ground shifted again, and the cliff face rotated to an incline. Morogoth slipped and slid down to the ledge Zelothix was stranded on. The rocks were changing into sandstone, and the river below was rising quickly. The ledge they were standing on turned to sand and they began to slide down but it was only for a short moment, because they fell into the rising water, which carried them back up to about where Humn’glimor was still clinging to his tree, which had changed to a palm, instead of the great elm it was.
Morogoth looked around, across the vast ocean that stretched in every direction. A string of islands dotted the landscape, with tropical vegetation growing on them. The land had shifted and they were stranded on an archipelago. Morogoth was bruised and bloody, Zelothix was no better and Glimor was petrified. Now they would have to find some other method of transportation to get across this sea to Shadowmaze. -
Nov 16, 2009ohmusama posted a message on Haroon PreviewI believe fear is outdated. Intimidate allows other colors to have fear-like evasion. The 2/2 Intimidate cycle works excellently well as when attacking with it, removing some creatures is more beneficial than others, and when defending, playing different creatures is better than others. Overall for that cycle, I was tired of a two cast 2/2 protection from enemy color. It's been done so many times. I also feel that is a bit too strong in my opinion, so these creatures were born.Posted in: Broken Blog
I don't believe intimidate made it onto any 3 color creatures for obvious reasons. There is an enchantment that gives a creature Intimidate and mire G. I believe that is Bogan's Blessing. -
Nov 11, 2009ohmusama posted a message on Haroon Preview@myznomer: mmm names, are always difficult. As for the fungi, he's a chump blocker that gains life as you go. That was sort of the idea for him.Posted in: Broken Blog
If you're interested I can pm you a link to my entire set? -
Nov 11, 2009ohmusama posted a message on Haroon Preview@myznomer: We've done quite a bit of playtesting, and it does seem odd to have a GG reincarnate cost, but it so far hasn't been unreasonable to pay. Reincarnate costs tend to be higher then the actual ability because you also get back the card (hopefully or at least in constructed). If we make the costs too easy to pay so that limited wins, it breaks constructed. Sadly its stuck somewhere in between. This cost does however push this more solidly into either Haroon or Bogan (GUB) which I've yet to release. I believe it will be the next revealed guild.Posted in: Broken Blog
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Nov 9, 2009ohmusama posted a message on Brokkam Preview@atsenick_wrath: This is indeed the case. Not all things end up in the correct color pie, another example is one of the difficulties of making a 3 color set, to match it up with the cleric, I'll post the opposite.Posted in: Broken Blog
It is Red and White, but as it can be played mono red, it sometimes seems silly, or mono white, also seems silly. Also btw, I'm still looking for creative designers who would be willing to assist me in my work
Look soon for the next update about Haroon (BGW)
NOTE: Loam Steppe changed, and is updated in post. Fortunately we've not gone to "print" yet. -
Oct 30, 2009ohmusama posted a message on Brokkam Preview@BladewingX: yes, that cost thing was all a coincidence <_< Trust me there are plenty of other things in the shard that cost other stuff.Posted in: Broken Blog
@kburts: Indeed, but if they follow up with another instant, that cuts the life gain to 4. Note you also need the Lifebringer Cleric in play for that to be the case.
Look soon for the next update about Caber (RWU) - To post a comment, please login or register a new account.
I use my Bag of Gold to purchase the Sword of Exile, for 100 gold (150-50)
As we are now engaged in combat with horrid beasts, I attempt to use my new-found sword for some round about exiling themed from the village from which it was purchased!
In theory, we should be able to use the turn to escape, but if not, proceede onward
(+3 mod)
If any of my allies removes any of the beasts, all are removed, so this should work
(+5 mod)
If no one left can remove one, this should do the trick
(+3 mod)
Creature - Human Rogue
Rogue spells you cast cost 1 less to cast.
2/2 (+0/+1)
Gold: 285 (-100)
Equipped Items:
Long term Goals: Create a place of sanctuary for research
Experience: 25/30 (+3)
Level: 2
Mana:
Reduced many card complexities, or strangeness. Made some cards more interesting. Fixed more typos. Looking for more feedback.
Included text spoilers for those that are allergic to images.
In the event that I want to buy something, I cast the following spell (but only if I want to buy something, otherwise I want to save it for later since we only get to use a spell once!)
Creature - Human Rogue
Rogue spells you cast cost 1 less to cast.
2/2 (+0/+1)
Gold: 385
Equipped Items:
Abilities:
Long term Goals: Create a place of sanctuary for research
Experience: 22/30
Level: 2
Mana: 3WUUBBBBBB
Some first notes, yep, gotta get rid of the shuffling (i had forgotten about that) and first strike on green. What was I thinking?? (maybe I have been reading old cards too much.)
Notably changed Adrian's ultimate to not compete Soulgate Demon. Clergy of the Inner Sanctum totally remade. Kavix's ultimate significantly upgraded (might be too strong?) Lots of small cost changes for balance. Notably blue became cheaper, while white increased some costs, and a few green creatures got whacked down to be inline with the power level.
Creature - Human Rogue
Rogue spells you cast cost 1 less to cast.
2/2 (+0/+1)
Gold: 385
Equipped Items:
Abilities:
Long term Goals: Create a place of sanctuary for research
Experience: 22/30
Level: 2
Mana: 3WUUBBBBBB
OCC, are our characters legendary? (it seems like they should be)
Creature - Human Rogue
Rogue spells you cast cost 1 less to cast.
2/2 (+0/+1)
Gold: 385
Equipped Items:
Abilities:
Long term Goals: Create a place of sanctuary for research
Experience: 22/30
Level: 2
Mana:
Creature - Human Rogue
Rogue spells you cast cost 1 less to cast.
2/2 (+0/+1)
Gold: 385
Equipped Items:
Abilities:
Long term Goals: Create a place of sanctuary for research
Experience: 22/30
Level: 2
Mana:
There won't be another set again w/o planeswalkers, especially with the new legendary rule change.
As some of you remember reading, on April 1st, Wizards release an article about the New New World Order, of which the claimed many things, but chiefly that they would be dumbing down magic at the common level. As my friend adamantly insisted this was truth, I decided to make such truth a reality, since Wizards would not. Upon reading many of the old sets, my set most resembles one of the Portal sets which shunned Instants if possible, and made simple cards. (if you didn't read it: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/249b)
Here is my attempt at that. Feedback welcome. Everything from wording issues to power level appreciated.
I have the export of my cards up here:
http://faskerstudio.com/mtgshare/index.php (under portal4, which is the only one atm)
Sorry for the huge pictures, they are 600dpi in preparation for print. (My plan is to print and play, to illustrate the absurdity)
Also, Indestructible is now a keyword, cards have been updated accordingly (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/feature/248e)
Full Spoiler List for Portal 4
Set by ohmusama
Planeswalker — Adrian (M)
Starting Loyalty: 3
+1: Target creature you control gets +2/+2 and gains lifelink until end of turn.
+0: Put a 2/2 white Cleric creature token with rally onto the battlefield.
-5: You get an emblem with “Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.”
Adrian’s Banishment 1W
Sorcery (C)
Exile target artifact or enchantment.
Adrian’s Blessed :symw::symw:
Creature — Human Knight (U)
First strike (This creature deals combat damage before creatures without first strike.)
Whenever Adrian’s Blessed blocks is gains Indestructible until end of turn. (Lethal damage and effects that say “destroy” don’t destroy it. If its toughness is 0 or less, it’s still put into its owner’s graveyard.)
2/1
Adrian’s Edict W
Instant (R)
Exile target attacking creature with converted mana cost less than or equal to the number of creatures you control.
At the beginning of each end step, if 5 or more creatures attacked this turn, you may return Adrian’s Edict from your graveyard to your hand.
Adrian’s Hand 2WW
Creature — Human Soldier (U)
Vigilance (Attacking doesn’t cause this creature to tap.)
Whenever Adrian’s Hand attacks, you may tap target creature.
2/3
Adrian’s Prisoner W
Creature — Human Prisoner (C)
Adrian’s Prisoner can’t attack or block unless another creature entered the battlefield this turn.
2/2
Angel of Hope 4WW
Creature — Angel (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Whenever Angel of Hope attacks, put a 2/2 white Cleric creature token with rally onto the battlefield tapped and attacking.
4/4
Archers of Estran 2W
Creature — Human Archer (U)
Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
:symw:, :symtap:: Archers of Estran deals damage equal to its power to target attacking or blocking creature.
1/2
Aven Allies WW
Creature — Bird Soldier (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
1/1
Aven Messenger W
Creature — Bird Cleric (U)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
0/2
Banner Bearer 1W
Creature — Human Soldier (C)
Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
1/1
Battle Warden 1WW
Creature — Human Cleric (U)
Vigilance (Attacking doesn’t cause this creature to tap.)
When Battle Warden attacks, you may have target creature gain protection from the color of your choice until end of turn.
2/2
Bishop of Estran 3W
Creature — Human Cleric (C)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
2/2
Celebration W
Sorcery (C)
Target opponent skips his or her combat steps next turn.
Circle of Protection W
Instant (C)
Prevent the next 4 damage that would be dealt to target creature or player this turn.
Clergy of the Inner Sanctum 1W
Creature — Human Cleric (R)
:symtap:: Target permanent gains indestructible until end of turn. (Lethal damage and effects that say “destroy” don’t destroy it. If its toughness is 0 or less, it’s still put into its owner’s graveyard.)
:1mana::symw:, Sacrifice Clergy of the Inner Sanctum: Target creature loses all abilities and becomes a 0/1 until end of turn.
1/2
Cloak of the Many 1W
Enchantment — Aura (C)
Enchant creature
Whenever a creature enters the battlefield under your control, enchanted creature gets +1/+1 until end of turn.
Dannia, the Recruiter 1W
Legendary Creature — Human Soldier (R)
Whenever another creature enters the battlefield under your control, put a recruit counter on Dannia.
:2mana::symw:, Sacrifice Dannia, the Recruiter: Put a 1/1 white Soldier creature token onto the battlefield for each recruit counter on Dannia, the Recruiter.
1/1
Defenders of the Faith W
Creature — Human Cleric (C)
Defender (This creature can’t attack.)
Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
0/3
Dutybound Cleric W
Creature — Human Cleric (C)
When Dutybound Cleric enters the battlefield, you gain 3 life.
1/1
Field Legionnaire WWW
Creature — Human Soldier (C)
3/3
Fresh Recuit W
Creature — Human Soldier (C)
1/1
Griffin Riders 3W
Creature — Human Soldier (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Vigilance (Attacking doesn’t cause this creature to tap.)
2/2
Hail of Bolts X2W
Instant (U)
Hail of Bolts deals X damage to each attacking creature.
Honorbound Knights WW
Creature — Human Knight (C)
First strike (This creature deals combat damage before creatures without first strike.)
2/2
Inspired Recruits WW
Sorcery (C)
Until end of turn, creatures you control have rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
Lawful Retribution 2W
Enchantment — Aura (C)
Enchant creature
Whenever enchanted creature deals damage, destroy it.
Lone Veteran 1W
Creature — Human Soldier (C)
2/2
Master of Peace 2WW
Creature — Human Cleric (M)
Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
Other creatures are 0/1 with no abilities.
2/4
Neophobia W
Enchantment — Aura (C)
Enchant creature
Whenever a creature enters the battlefield under you control, enchanted creature can’t attack or block until your next turn.
Prophet of the New Order 3W
Creature — Human Cleric (R)
When Prophet of the New Order dies, exile all creatures, and return them to the battlefield. Creatures you control gain haste until end of turn.
2/2
Recruit Trainer 2W
Creature — Human Soldier (R)
Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
Whenever another creature enters the battlefield under your control, if Recruit Trainer has greater toughness than that creature, put a +1/+1 counter on that creature.
2/2
Rescuing Monk 1WW
Creature — Human Cleric (R)
Flash (You may cast this spell any time you could cast an instant.)
Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
When Rescuing Monk enters the battlefield, return another creature you control to its owner’s hand.
2/2
Salvation 5WWW
Creature — Avatar (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Whenever an opponent gains life, you gain that amount of life.
If you would gain life, gain twice that amount instead.
4/7
Scrapyard Salvager 4W
Creature — Human Artificer (U)
When Scrapyard Salvager enters the battlefield, you may return target artifact from your graveyard to the battlefield. If it is an equipment attach it to Scrapyard Salvager.
2/3
Soldier Training 2W
Enchantment (R)
Creatures you control have Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
:2mana::symw:, :symtap:: Put a 1/1 white Soldier creature token onto the battlefield.
Sword Exchange W
Instant (U)
Exile target creature. Its controller may return a card from their graveyard to their hand.
Troop Reinforcement WW
Enchantment (U)
Whenever a nontoken creature enters the battlefield under your control, you may pay 1W. If you do, put a 1/1 white Soldier creature token onto the battlefield.
Walls of Estran 1WW
Creature — Wall (C)
Defender (This creature can’t attack.)
0/7
Wise Council 2W
Sorcery (C)
You gain life equal to the greatest toughness among creatures you control.
Creature — Shapeshifter (R)
You may have Aspiring Clone enter the battlefield as a copy of any creature on the battlefield, except it has aspire.
0/0
Blackwater Beguiler 1U
Creature — Merfolk Wizard (R)
Blackwater Beguiler doesn’t untap during your untap step.
At the beginning of your upkeep, if Blackwater Beguiler is tapped, untap it unless you discard a card.
:symu:, :symtap:: Gain control of target creature for as long as Blackwater Beguiler remains tapped. That creature has defender as long as you control it.
0/1
Blackwater Runner 1UU
Creature — Human Rouge (C)
Blackwater Runner is unblockable, as long as you drew an additional card this turn.
2/2
Blackwater Serpent 6U
Creature — Serpent (C)
5/5
Blackwater Treaty U
Instant (C)
Each player returns a creature he or she controls to its owner’s hand.
Each player draws a card.
Blackwater’s Riptide 1U
Sorcery (C)
Tap up to four target creatures.
Curious Merfolk U
Creature — Merfolk (C)
1/1
Darkwater Illusion UUU
Creature — Fish Illusion (U)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Whenever Darkwater Illusion becomes the target of a spell or ability, sacrifice it unless you drew an additional card this turn.
4/3
Deepsea Tyrant 6UUU
Creature — Leviathan (R)
Trample
Whenever you draw an additional card, Deepsea Tyrant gains Indestructible until end of turn. (Lethal damage and effects that say “destroy” don’t destroy it. If its toughness is 0 or less, it’s still put into its owner’s graveyard.)
10/10
Draught of Blackwater 1U
Instant (C)
Target creature gets -7/-0 until end of turn.
Drezvar, the Reality Ripper 3U
Legendary Creature — Merfolk Wizard (R)
Whenever you draw an additional card, you may pay UU. If you did, exile target creature.
When Drezvar leaves the battlefield, return all cards exiled by it to the battlefield under their owner’s control.
0/4
Dual Reality 2U
Enchantment (R)
If you would draw a card, instead look at the top two cards of your library. Put one on the bottom of your library, then draw a card.
Flickering Apprentice 1UU
Creature — Human Rogue Apprentice (R)
Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
Whenever Flickering Apprentice deals combat damage, exile it and return it to the battlefield.
2/2
Gossamer Armor 2U
Enchantment — Aura (C)
Enchant creature
Whenever any player draws an additional card, enchanted creature gets +1/+1 until end of turn.
Haphazard Research 3U
Sorcery (C)
Draw four cards, then discard two cards.
Machinist’s Apprentice UU
Creature — Human Artificer Apprentice (C)
Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
1/1
Magician’s Apprentice 1UU
Creature — Human Wizard Apprentice (C)
Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
2/2
Malvin, Reality Twister 3UU
Planeswalker — Malvin (M)
Starting Loyalty: 5
+2: Target creature gets -3/+3 until the beginning of your next upkeep.
-3: Draw 3 cards, then discard a card.
-11: Target opponent puts the top card of his or her library into his or her graveyard, for each card in your library.
Malvin’s Edict UU
Instant (R)
Draw two cards, then discard a card.
At the beginning of each end step, if a player drew 5 or more cards this turn, return Malvin’s Edict from your graveyard to your hand.
Malvin’s Prisoner U
Creature — Human Prisoner (C)
Malvin’s Prisoner can’t attack or block unless you drew an additional card this turn.
2/2
Malvin’s Rebuttal 2U
Instant (C)
Counter target spell and return it to its owner’s hand.
Each player draws a card.
Malvin’s Retreat 2U
Instant (U)
Target player puts the top two cards of his or her library into his or her graveyard for each attacking creature.
Malvin’s Seeker 1U
Creature — Faerie Wizard (U)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Sacrifice Malvin’s Seeker: Counter target spell unless its controller pays 2 for each additional card you drew this turn.
1/1
Mind Control 3UU
Enchantment — Aura (U)
Enchant creature
You control enchanted creature.
Mutant Apprentice 6U
Creature — Mutant Apprentice (U)
Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
Mutant Apprentice costs 1 less to cast for each additional card you drew this turn.
5/5
Reality Fluctuation 1U
Sorcery (C)
Return target nonland permanent to its owner’s hand.
Scroll Looter 2U
Creature — Human Rogue (U)
Whenever Scroll Looter deals combat damage to a player, that player puts the top two cards of his or her library into his or her graveyard.
Scroll Looter is unblockable, as long as you drew an additional card this turn.
1/2
Seamstress’ Apprentice 2UU
Creature — Human Apprentice (C)
Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
2/2
Shelled Squid 2U
Creature — Squid (C)
Defender (This creature can’t attack.)
1/5
Slippery Inspiration 1UU
Sorcery (C)
Each player draws a card.
Target player puts the top card of his or her library into his or her graveyard for each card in your hand.
Spell Vanishing X1UU
Instant (R)
Counter target spell.
You may return an instant or sorcery card from your graveyard to your hand with converted mana cost X or less. If you do, exile Spell Vanishing.
Think Again 2U
Sorcery (C)
Draw a card for each card you drew this turn.
Thought Sludge 2U
Instant (U)
Counter target triggered or activated ability. That ability’s controller puts the top four cards of his or her library into his or her graveyard.
Thoughtcraft Sphinx 4UU
Creature — Sphinx (M)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Whenever you cast a spell, you may exile it. If you do, draw X cards, where X is equal the exiled spell’s converted mana cost.
5/5
Thoughttheft Crow UU
Creature — Bird Rouge (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Whenever Thoughttheft Crow deals combat damage to a player, draw a card.
1/1
Trident Master 2U
Creature — Merfolk (C)
2/2
Visions Sorcerer 1U
Creature — Human Wizard (R)
Whenever you draw an additional card, put a +1/+1 counter on Visions Sorcerer.
1/1
Whirlpool Apprentice 4U
Creature — Squid Apprentice (U)
Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
3/3
Will Adaptation 2U
Enchantment (U)
At the beginning of each player’s draw step, that player draws an additional card.
:2mana::symu:, Sacrifice Will Adaptation: Each player draws a card.
Wistful Archeologist 2U
Creature — Human Wizard (C)
When Wistful Archeologist enters the battlefield, draw a card, then discard a card.
2/2
Sorcery (C)
Target opponent loses 2 life. You gain 2 life.
Body Robber :2mana::symb::symb:
Creature — Zombie (R)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever Body Robber deals combat damage to a player, you may exile a card in that player’s graveyard. If that card was a creature card, put a 2/2 black Zombie creature token with skeletonize onto the battlefield.
2/3
Bone Exchange :2mana::symb:
Enchantment (R)
Sacrifice a creature: You and target opponent each search your library for a card and exile it face down. Then shuffle your library.
:2mana::symb:, Sacrifice a creature: Reveal a face down card exiled by Bone Exchange at random. If it is a creature card, put it onto the battlefield.
Bone Splinters
Sorcery (U)
As an additional cost to cast Bone Splinters, sacrifice a creature.
Destroy target creature.
Bone Walker :2mana::symb::symb:
Creature — Zombie (C)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
2/2
Brittlebone Curse :symb::symb:
Instant (U)
Target creature gets -3/-3 until end of turn.
Brittlebone Skeleton
Creature — Skeleton (R)
At the beginning of your upkeep, tap Brittlebone Skeleton unless you discard a card. If it was a creature card, put a +1/+1 counter on Brittlebone Skeleton.
:symb:: Regenerate target Skeleton.
1/1
Champion of Bone :3mana::symb:
Creature — Zombie (U)
Skeleton creatures you control get +1/+1.
2/2
Death Carrier :1mana::symb::symb:
Creature — Zombie (U)
Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
Whenever a creature you control dies, you may have target opponent lose 1 life.
2/2
Driss, Bone Lord :2mana::symb::symb:
Planeswalker — Driss (M)
Starting Loyalty: 3
+1: Sacrifice a creature. If you did, add BBBB to your mana pool.
+0: Return a Zombie card from your graveyard to your hand.
-4: Each opponent loses life equal to the number of creatures you control. You gain life equal to the life lost this way.
Driss’ Coercion :1mana::symb:
Sorcery (C)
Target opponent reveals his or her hand. You choose a nonland card from it. That player discards that card.
Driss’ Curse :2mana::symb:
Enchantment — Aura (C)
Enchant land
When enchanted land becomes tapped, its controller loses 2 life.
Driss’ Edict :symb::symb::symb:
Instant (R)
Until end of turn, if a creature you control dies, each other player sacrifices a creature.
At the beginning of each end step, if 5 or more creatures died this turn, you may return Driss’ Edict from your graveyard to your hand.
Driss’ Knight :symb::symb:
Creature — Skeleton Knight (U)
First strike (This creature deals combat damage before creatures without first strike.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
2/1
Driss’ Prisoner
Creature — Human Prisoner (C)
Driss’ Prisoner can’t attack or block unless you control a Skeleton.
2/2
Fleshcage Zombie :3mana::symb:
Creature — Zombie (C)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
2/2
Galvora, the Bone Witch :3mana::symb::symb:
Legendary Creature — Human Wizard (R)
:symb:, Sacrifice a Zombie: Target player loses 1 life. You gain 1 life.
:symtap:, Sacrifice three Skeletons: Return target Zombie from your graveyard to the battlefield.
3/4
Grave’s Mourning :1mana::symb:
Enchantment (U)
Whenever a creature dies, you may pay 1B. If you do, target opponent discards a card.
Infest :1mana::symb::symb:
Sorcery (U)
Each creature gets -2/-2 until end of turn.
Lord of Madding :1mana::symb::symb:
Creature — Zombie (R)
Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
Other Zombies you control get +1/+1 and have skeletonize.
2/2
Madding Irregulars :4mana::symb:
Creature — Zombie (C)
Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
3/3
Madding Wind :3mana::symb:
Sorcery (C)
Distribute three -1/-1 counters on one, two or three target creatures.
Madding’s Emisary :2mana::symb:
Creature — Human Wizard (C)
When Madding’s Emisary enters the battlefield, draw a card and you lose 1 life.
2/2
Mark of Bone
Enchantment — Aura (C)
Enchant creature
Enchanted creature has Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
Memory Erasure :2mana::symb::symb:
Sorcery (R)
Target opponent exiles a card in their hand, a card in their graveyard, and the top card of their library. Then search that player’s hand, graveyard and library for all nonland cards with the same names as the exiled cards and exile those cards. That player shuffles his or her library.
Priestess of Madding
Creature — Human Wizard (U)
:3mana::symb::symb:, :symtap:: Put a 2/2 black Zombie creature token with skeletonize onto the battlefield.
:symtap:: Regenerate target skeleton.
0/1
Raise Dead
Sorcery (C)
Return target creature card from your graveyard to your hand.
Regretful Demise :1mana::symb::symb:
Sorcery (C)
Destroy target creature.
Each player discards a card.
Restless Zombie :2mana::symb:
Creature — Zombie (C)
2/2
Rotwing Zombie :3mana::symb:
Creature — Zombie Bat (U)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
2/1
Scaled Imp :symb::symb:
Creature — Imp (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
2/1
Shared Destiny :3mana::symb::symb:
Sorcery (R)
Each player’s life total becomes equal to the lowest player’s life total. Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
Skeletal Heart :1mana::symb::symb:
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+1 for each Skeleton you control.
Skeleton of Madding :1mana::symb:
Creature — Skeleton (C)
When Skeleton of Madding enters the battlefield, target opponent discards a card.
1/1
Skeletonize :4mana::symb:
Sorcery (C)
Destroy target creature. It can’t be regenerated.
Put a 1/1 black Skeleton creature token onto the battlefield.
Soul Carrier :4mana::symb::symb:
Creature — Skeleton Giant (C)
When Soul Carrier enters the battlefield, each opponent loses 4 life.
4/4
Soulgate Demon :4mana::symb::symb::symb:
Creature — Demon (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
At the beginning of your upkeep, you may return a creature card from your graveyard to the battlefield. If you do, you lose life equal to its converted mana cost.
5/5
Undead Giant :3mana::symb::symb:
Creature — Zombie Giant (C)
4/4
Undead Tactician :1mana::symb::symb:
Creature — Zombie (M)
Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
At the beginning of your combat step, you may pay :1mana::symb::symb:, if you do, return Undead Tactician from your graveyard to the battlefield tapped and attacking.
3/1
Wandering Skeleton
Creature — Skeleton (C)
1/1
Sorcery (C)
Take control of target creature until end of turn. Untap it. That creature gains haste until end of turn.
Betrayal of Kavix :2mana::symr::symr:
Sorcery (C)
Destroy target land. If that land was nonbasic, Betrayal of Kavix deals 2 damage to that land’s controller.
Bloodburn Giant :3mana::symr:
Creature — Giant (U)
When Bloodburn Giant giant enters the battlefield, add to your mana pool for each noncombat damage dealt to target opponent this turn.
3/3
Bloodburn Ooze
Creature — Ooze (R)
Flash (You may cast this spell any time you could cast an instant.)
Bloodburn Ooze enters the battlefield with a +1/+1 counter for each noncombat damage dealt to target opponent this turn.
0/0
Conscript the Weak :3mana::symr::symr:
Instant (U)
Put two 1/1 red Cowards creature tokens with courage onto the battlefield. (Those creatures get +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
Coward of Fayrik :symr::symr:
Creature — Goblin Coward (R)
Haste (This creature can attack and as soon as it comes under your control.)
Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
When Coward of Fayrik enters the battlefield, it deals damage equal to its power to target player.
1/1
Cowardly Champion :1mana::symr::symr:
Creature — Human Knight Coward (R)
Double strike (This creature deals both first-strike and regular combat damage.)
Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
1/2
Cowardly Goblin :2mana::symr:
Creature — Goblin Coward (C)
Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
1/1
Cowardly HillGiant :1mana::symr::symr::symr:
Creature — Giant Coward (M)
Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
Whenever Cowardly HillGiant attacks with another creature, you may have it deal 1 damage to target player.
4/4
Cowardly Scout
Creature — Goblin Scout Coward (U)
Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
0/1
Cowardly Whelp :3mana::symr:
Creature — Dragon Coward (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
1/1
Encouraging Mantle :2mana::symr::symr:
Enchantment — Aura (C)
Enchant creature
Whenever a source you control deals noncombat damage to an opponent, put a +1/+1 counter on enchanted creature.
Expendable Bombardment :1mana::symr:
Enchantment (U)
:1mana:, Sacrifice a creature: Expendable Bombardment deals 1 damage to target player.
Fayrik Flameshooters :2mana::symr::symr:
Creature — Ogre (C)
When Fayrik Flameshooters enters the battlefield, it deals 1 damage to target player.
3/3
Fayrik Lance
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+0 and gains first strike (This creature deals combat damage before creatures without first strike.).
Fayrik Vandals :2mana::symr:
Creature — Goblin Warrior (C)
When Fayrik Vandals enters the battlefield, destroy target artifact.
1/1
Flame Blast :symx::symr:
Sorcery (C)
Flame Blast deals X damage to target player.
Flamebane Demon :symr::symr::symr:
Creature — Demon (R)
When Flamebane Demon enters the battlefield, any player may have Flamebane Demon deal 6 damage to him or her. If no one does, put four +1/+1 counters on Flamebane Demon.
2/1
Flique, the Chaos Mage :2mana::symr::symr:
Legendary Creature — Human Wizard (R)
Permanents can’t be the target of spells or abilities controlled by their owner’s.
:1mana::symr:, :symtap:: Each player gets an emblem with “At the beginning of your upkeep, this emblem deals 1 damage to target creature at random.”
3/3
Fracture Bombardment :2mana::symr:
Enchantment (R)
Sacrifice a land: Fracture Bombardment deals 1 damage to target player.
Discard a card: Return a Mountain from your graveyard to your hand.
Goblin Boarrider :1mana::symr::symr:
Creature — Goblin Warrior (U)
Haste (This creature can attack and as soon as it comes under your control.)
Creatures you control have haste as long as an opponent or a creature an opponent controls was damaged this turn.
2/2
Goblin Flunky
Creature — Goblin (C)
1/1
Goblin Militia :symr::symr:
Creature — Goblin (C)
2/2
Incendiary
Sorcery (C)
Incendiary deals 3 damage to target creature or player.
Kavix the Courageous :3mana::symr::symr:
Planeswalker — Kavix (M)
Starting Loyalty: 4
+1: Kavix the Courageous deals 1 damage to target player.
-2: Creatures you control get +2/+2 and gain haste until end of turn.
-X: Kavix the Courageous deals X damage to up to X target creatures and/or players.
Kavix’s Boon :1mana::symr:
Sorcery (U)
Target creature gains double strike until end of turn.
Kavix’s Edict :1mana::symr:
Instant (R)
Kavix’s Edict deals 2 damage to target creature or player.
At the beginning of each end step, if an opponent was dealt 5 or more noncombat damage this turn, you may return Kavix’s Edict from your graveyard to your hand.
Kavix’s Flames :4mana::symr:
Instant (C)
Kavix’s Flames deals 4 damage to target player and 1 damage to each creature that player controls.
Kavix’s Gamble :2mana::symr:
Sorcery (U)
Each player draws 3 cards, then discards two at random unless that player discards a land. Kavix’s Gamble deals 3 damage to each player that discarded a land card this way.
Kavix’s Prisoner
Creature — Human Prisoner (C)
Kavix’s Prisoner can’t attack or block unless an opponent or a creature an opponent controls was damaged this turn.
2/2
Leering Cowards :3mana::symr:
Creature — Goblin Coward (C)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
1/2
Lightning Sparker :2mana::symr:
Creature — Elemental (U)
Haste (This creature can attack and as soon as it comes under your control.)
When Lightning Sparker enters the battlefield, it deals 1 damage to target player.
3/1
Madrush Goblin :1mana::symr::symr:
Creature — Goblin Warrior (C)
Haste (This creature can attack and as soon as it comes under your control.)
2/2
Ogre of Fayrik :3mana::symr:
Creature — Ogre (C)
3/3
Over Courageous
Instant (U)
Over Courageous deals 1 damage to target player.
Target creature you control gets +2/-2 until end of turn.
Quake Dragon :3mana::symr::symr::symr:
Creature — Dragon (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Whenever Quake Dragon attacks, it deals X damage to each creature without flying and each player, where X is equal to the number of attacking creatures.
5/5
Razor Berserker :2mana::symr:
Creature — Goblin Berserker (C)
First strike (This creature deals combat damage before creatures without first strike.)
2/1
Relentless Assault :2mana::symr::symr:
Sorcery (R)
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Scare Tactics :2mana::symr:
Sorcery (C)
Up to three target creatures can’t block this turn.
Shock Blast :1mana::symr:
Sorcery (C)
Destroy target artifact. Shock Blast deals 1 damage to that artifact’s controller.
Sorcery (C)
Reveal the top 5 cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in any order.
Assurance :1mana::symg:
Instant (U)
Assurance can’t be countered.
Counter target spell that targets a creature you control or a creature spell you control.
Borvin’s Herald :2mana::symg::symg:
Creature — Elf Druid (R)
:4mana::symg::symg:, :symtap:: Put a 1/1 green Saproling creature token onto the battlefield and a 3/3 green Centaur creature token with symbiosis onto the battlefield.
2/2
Borvin’s Symbiote :2mana::symg::symg:
Creature — Beast (C)
Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
3/3
Bountiful Glade :symg::symg:
Enchantment — Aura (U)
Enchant land
Whenever enchanted land is tapped for mana, it produces an additional mana of the color of your choice.
Enchanted land has “:symg:, :symtap:: Put a +1/+1 counter on target creature.”
Concordant Druid :2mana::symg:
Creature — Elf Druid (R)
All creatures have haste. (Creature can attack and as soon as they comes under a player’s control.)
Whenever a creature enters the battlefield under your control, you may pay 1G. If you do, that creature gets +3/+3 until end of turn.
1/1
Crashing Wurm :5mana::symg::symg:
Creature — Wurm (C)
Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
6/6
Crystal Beast :2mana::symg::symg:
Creature — Beast (C)
4/4
Disciple of Strength :1mana::symg::symg:
Creature — Elf Warrior (U)
Creatures you control with +1/+1 counters on them get +1/+1.
1/1
Domoro, the Wilder :3mana::symg::symg:
Legendary Creature — Spirit (R)
If you would draw a card, instead look at the top 3 cards of your library. Put one into your hand, one into your graveyard, and one on the bottom of your library.
Domoro gets +1/+1 for each creature card in your graveyard.
3/4
Enlargement :symx::symg::symg::symg:
Instant (R)
Creatures you control get +X/+X until end of turn.
If X was 5 or greater, creatures you control gain trample until end of turn.
Everspring Bearer :3mana::symg:
Creature — Ouphe Druid (C)
When Everspring Bearer enters the battlefield, you gain 6 life.
1/1
Ferria the Gifter :symg::symg:
Planeswalker — Ferria (M)
Starting Loyalty: 2
+1: Put a 1/1 green Saproling creature token onto the battlefield.
+0: Creatures enter the battlefield under your control with an additional +1/+1 counter this turn.
-4: You get an emblem with “Whenever you tap a land for mana it produces an additional mana of that type.”
Ferria’s Disciple
Creature — Elf Druid (C)
:symtap:: Add to your mana pool.
1/1
Ferria’s Edict :2mana::symg::symg:
Instant (R)
Put a 3/3 green Centaur creature token with symbiosis onto the battlefield.
At the beginning of each end step, if 5 or more creatures entered the battlefield this turn, you may return Ferria’s Edict from your graveyard to your hand.
Ferria’s Guidance
Sorcery (U)
Reveal the top card of your library. Return a card from your graveyard to your hand with the same type as the revealed card.
Shuffle Ferria’s Guidance into your library.
Ferria’s Prisoner
Creature — Human Prisoner (C)
Ferria’s Prisoner can’t attack or block unless you control another creature with greater power than it.
2/2
Guardian of Borvin :4mana::symg:
Creature — Beast (C)
:symg:: Regenerate Guardian of Borvin (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
3/3
Guile Wurm :3mana::symg::symg::symg:
Creature — Wurm (U)
If an effect would put a +1/+1 counter on Guile Wurm and it has no +1/+1 counters, instead put seven +1/+1 counters on it instead.
1/1
Haunted Symbiote :3mana::symg:
Creature — Wurm (R)
Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
When Haunted Symbiote enters the battlefield, each opponent may return a card from their graveyard to their hand, then draw a card.
6/6
Leaf Bender :2mana::symg:
Creature — Elf Druid (U)
Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
:symtap:: Add to your mana pool for each +1/+1 counter on Leaf Bender.
2/1
Looming Fog
Sorcery (C)
Creatures deal no combat damage next turn.
Put Looming Fog into your library fifth from the top. (There will be four cards above Looming Fog.)
Offering to Ferria :3mana::symg:
Sorcery (C)
Destroy target artifact or enchantment.
Draw a card.
Pack Seeker :1mana::symg::symg:
Creature — Wolf (C)
Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
2/2
Plated Beetle :3mana::symg:
Creature — Insect (C)
When Plated Beetle enters the battlefield, put a +1/+1 counter on target creature.
2/2
Quieter of Borvin :3mana::symg::symg:
Creature — Ooze (U)
Whenever an artifact or enchantment enters the battlefield, put a +1/+1 counter on Quieter of Borvin.
:1mana:, Remove two +1/+1 counters from Quieter of Borvin: Destroy target artifact or enchantment.
3/3
Regenerate :1mana::symg:
Instant (C)
Regenerate target creature (The next time that creature would be destroyed this turn, it isn’t. Instead tap it.)
Return to Nature :1mana::symg:
Enchantment (R)
Remove a +1/+1 counter from a creature you control: Add one mana of any color to your mana pool.
Rolling Wurm :4mana::symg::symg:
Creature — Wurm (C)
6/6
Rootsprig Elemental :5mana::symg::symg::symg:
Creature — Elemental (R)
Trample
Whenever a player casts a spell, put a 1/1 green Saproling creature token onto the battlefield.
:symg:, Sacrifice a Saproling: Put a +1/+1 counter on target creature.
7/7
Shared Growth
Enchantment — Aura (C)
Enchant creature
Whenever a creature enters the battlefield under your control with greater power than enchanted creature, put a +1/+1 counter on both creatures.
Shared Might :2mana::symg:
Sorcery (C)
Choose two or three target creatures. Put a +1/+1 counter on those creatures.
Sigil of Borvin
Sorcery (C)
Target creature gets +3/+3 and gains trample until end of turn.
Spindleleg Spider :2mana::symg:
Creature — Spider (C)
Reach (This creature can block creatures with flying.)
2/2
Synergistic Pathfinder :3mana::symg::symg:
Creature — Beast (R)
If an effect would place one or more +1/+1 counters on a permanent you control, it places twice that many +1/+1 counters on that permanent instead.
:symtap:: Move any number of +1/+1 counters from creatures you control onto creatures you control.
4/4
Taunting Elf
Creature — Elf Warrior (U)
All creatures able to block Taunting Elf must do so.
0/1
Twitchflick Spider :symg::symg:
Creature — Spider (U)
Reach (This creature can block creatures with flying.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
:2mana::symg:, Remove a +1/+1 counter from Twitchflick Spider: Twitchflick Spider deals 1 damage to target creature with flying.
0/2
Verdant Avatar ::1mana::4mana:mana::symg::symg:
Creature — Avatar (M)
Verdant Avatar costs 1 less to cast for each basic land you control.
Trample, deathtouch
Verdant Avatar gets +1/+1 for each basic land you control.
4/4
Wing Snap :symg::symg:
Sorcery (C)
Destroy target creature with flying.
Draw a card.
Woodland Wolf :1mana::symg:
Creature — Wolf (C)
2/2
Legendary Artifact Creature — Golem (R)
Shroud (This permanent can’t be the target of spells or abilities.)
Trample (If this creature would deal enough damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player or planeswalker.)
:symw::symu::symb::symr::symg:: Put two +1/+1 counters on each artifact creature you control.
4/4
Alchemic Pendent
Artifact (R)
:symtap:: Exile target card in a graveyard.
:symtap:: Shuffle target card in your graveyard into your library.
:2mana:, :symtap:, Sacrifice Alchemic Pendent: Exile target players graveyard. Shuffle your graveyard into your library.
Artificial Apprentice
Artifact Creature — Apprentice (U)
Aspire (When this creature enters the battlefield, if you control a creature with greater toughness, draw a card.)
2/2
Artificial Beast
Artifact Creature — Beast (U)
Symbiosis (When this creature enters the battlefield, you may put a +1/+1 counter on another target creature you control with less power than it. If you do, put a +1/+1 counter on this creature.)
2/2
Artificial Cleric
Artifact Creature — Cleric (U)
Rally (When this creature enters the battlefield, creatures you control get +1/+1 until end of turn.)
2/2
Artificial Coward
Artifact Creature — Coward (U)
Courage (This creature gets +2/+2 if an opponent or a creature an opponent controls was damaged this turn.)
2/2
Artificial Zombie
Artifact Creature — Zombie (U)
Skeletonize (When this creature dies, put a 1/1 black Skeleton creature token onto the battlefield.)
2/2
Collar of Deception
Artifact — Equipment (R)
Equipped creature gains lifelink.
Pay 2 life: Equipped creatures gets +1/+1 until end of turn.
Equip—pay 2 life (pay 2 life: Attach to target creature you control. Equip only as a sorcery.)
Ferria’s Compass
Artifact (C)
:symtap:: Reveal the top card of your library. If it is a land card put it onto the battlefield tapped and sacrifice Ferria’s Compass.
Hexavis
Artifact Creature — Construct (R)
When Hexavis dies, put six 1/1 Construct artifact creature tokens with flying onto the battlefield.
6/6
Knight’s Lance
Artifact — Equipment (U)
Whenever a creature enters the battlefield under your control, equipped creature gets +2/+2 and gains vigilance.
Equip 3 (:3mana:: Attach to target creature you control. Equip only as a sorcery.)
Maiyo’s Prisoner
Artifact Creature — Prisoner (U)
Maiyo’s Prisoner can’t attack or block unless you control another artifact.
2/2
Maiyo’s Relic
Artifact (R)
:symw:, :symtap:: You gain 2 life.
:symu:, :symtap:: Target player puts the top two cards of his or her library into his or her graveyard.
:symb:, :symtap:: Target creature gets -1/-1 until end of turn.
:symr:, :symtap:: Maiyo’s Relic deals 1 damage to target player.
:symg:, :symtap:: Put a +1/+1 counter on target creature.
Pool of Life
Artifact (M)
Permanents enter the battlefield with a protection counter.
If a permanent with a protection counter would be destroyed, instead regenerate it and remove all protection counters from it.
Rainbow Robe
Artifact — Equipment (U)
Equipped creature gets +0/+6 and gains defender.
:3mana:: Equipped creature gains protection from the color of your choice until end of turn.
Equip 4 (:4mana:: Attach to target creature you control. Equip only as a sorcery.)
Rebel Prison
Artifact (R)
If you control 6 attacking Prisoners with different names, you win the game.
:4mana:, :symtap:: Search your library for a Prisoner. Reveal it and put it into your hand. Then shuffle your library.
Silkbind Armor
Artifact — Equipment (U)
Equipped creature’s gets -X/+X and gains reach, where X is equal to its power.
:2mana:: Unattach this from equipped creature. Activate this only whenever you could cast a sorcery.
Equip 2 (:2mana:: Attach to target creature you control. Equip only as a sorcery.)
Soul Blade
Artifact — Equipment (U)
Whenever a creature dies, put a charge counter on Soul Blade.
Equipped creature gets +1/+1 for each charge counter on Soul Blade.
Equip 4 (:4mana:: Attach to target creature you control. Equip only as a sorcery.)
Temple of Maiyo
Artifact (U)
:symtap:: Add on mana of any color to your mana pool.
Tome of Fire
Artifact — Equipment (U)
Equipped creature has “:2mana:, :symtap:: This creature deals 1 damage to target creature or player.”
Equip 2 (:2mana:: Attach to target creature you control. Equip only as a sorcery.)
Unstable Cannon
Artifact (U)
Sacrifice Unstable Cannon: Unstable Cannon deals 2 damage to target creature or player.
Land (C)
:symtap:: Add to your mana pool.
:symg:, Sacrifice Ancient Forest: Put a +1/+1 counter on each of two target creatures.
Archlands
Land (C)
:symtap:: Add to your mana pool.
:symr:, Sacrifice Archlands: Archlands deals 1 damage to target player.
Blackwater
Legendary Land (R)
:symtap:: Add to your mana pool.
:1mana::symu::symu:, :symtap:: Draw a card.
Borvin
Legendary Land (R)
:symtap:: Add to your mana pool.
:1mana::symg::symg:, :symtap:: Put a +1/+1 counter on two target creatures you control with different powers.
Clockwork Mine
Land (U)
Clockwork Mine enters the battlefield tapped.
:symtap:: Add 1 to your mana pool.
:symtap:: Add 2 to your mana pool. Activate this ability only if you control a Plains, an Island, a Swamp, a Mountain and a Forest.
Dead Marsh
Land (C)
:symtap:: Add to your mana pool.
:symb:, Sacrifice Dead Marsh: Put a 1/1 black Skeleton creature token onto the battlefield.
Estran
Legendary Land (R)
:symtap:: Add to your mana pool.
:1mana::symw::symw:, :symtap:: Creatures you control get +1/+1 until end of turn.
Fayrik
Legendary Land (R)
:symtap:: Add to your mana pool.
:1mana::symr::symr:, :symtap:: Fayrik deals 1 damage to target player.
Harbor City
Land (C)
:symtap:: Add to your mana pool.
:symu:, Sacrifice Harbor City: Draw a card.
Madding
Legendary Land (R)
:symtap:: Add to your mana pool.
:1mana::symb::symb:, :symtap:: Return a Zombie from your graveyard to your hand.
Maiyo’s Maze
Land (R)
:symtap:: Add 1 to your mana pool.
:4mana:, :symtap:: Exile target attacking creature. Return it to the battlefield at the end of the combat step.
Scarred Spire
Land (R)
:symtap:, put a -1/-1 counter on a creature you control: Add one mana of any color to your mana pool.
Its not the spire that is scarred, but those that enter.
Shaded Respite
Land (C)
:symtap:: Add to your mana pool.
:symw:, Sacrifice Shaded Respite: Creatures you control get +1/+1 until end of turn.
Tree of Life
Land (U)
:symtap:: Add one mana of any color to your mana pool. This mana can only be spent to play creature spells.
Winding Bazaar
Land (C)
Winding Bazaar enters the battlefield tapped.
:symtap:: Add one mana of any color to your mana pool. Winding Bazaar doesn’t untap during your next untap step.
Plains
Basic Land — Plains (C)
Plains
Basic Land — Plains (C)
Plains
Basic Land — Plains (C)
Plains
Basic Land — Plains (C)
Island
Basic Land — Island (C)
Island
Basic Land — Island (C)
Island
Basic Land — Island (C)
Island
Basic Land — Island (C)
Swamp
Basic Land — Swamp (C)
Swamp
Basic Land — Swamp (C)
Swamp
Basic Land — Swamp (C)
Swamp
Basic Land — Swamp (C)
Mountain
Basic Land — Mountain (C)
Mountain
Basic Land — Mountain (C)
Mountain
Basic Land — Mountain (C)
Mountain
Basic Land — Mountain (C)
Forest
Basic Land — Forest (C)
Forest
Basic Land — Forest (C)
Forest
Basic Land — Forest (C)
Forest
Basic Land — Forest (C)
So, There hasn't been a blue shaman since Apocalypse, and a white warrior's are far and few between. With your answers about enjoying risks (*cough* red), using intimidation (*cough* red) and hating passive aggressive (*cough* red) I'm surprised you are not mono red!