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  • posted a message on Multi-player cards for my custom set
    Time Step could be way cheaper.

    Most of these are way too Chinese menu for my liking.


    Cool Cool.

    Ill be seeing you soon in person Matt Armstrong.

    Ponder
    Posted in: Custom Card Creation
  • posted a message on Multi-player cards for my custom set
    Multi-player cards for my custom set,

    Most of these are not common, and I think that the four color cards have to be mythic or rare by default, which means most of them wont get in to the first set, but I thought I would post them here for comments.



    Elder Dragon Tag!
    R
    Enchantment Aura
    Enchant Creature
    Enchanted creature can not block or use activated abilities.
    When enchanted creature becomes tapped move CARDNAME to target creature an opponent controls.

    Time Step
    4UU
    Sorcery
    Shuffle all exiled cards into their owners library.

    Elder Dragon Boon
    1WUBG
    Sorcery
    Each player puts a 4/4 Angel with Flying on the battlefield.
    Each player returns a non-land permanent they control to owners hand.
    Each player returns a permanent card from their graveyard to hand.
    Each player gains four life.

    Elder Dragon Debt
    1UBRG
    Sorcery
    Each other player exiles the top ten cards of their library.
    Each other player discards a card.
    Each other player sacrifices a permanent.
    Each other player loses four life,

    Elder Dragon Auction
    1WUBR
    Sorcery
    Each player gives control of a creature they control to another player.
    Each player gives control of a land they control to another player.
    Each player gives control of a non-land non-creature permanent they control to another player.

    Elder Dragon Card Game
    4UU
    Sorcery
    Each player shuffles their library and removes the top card face down. Each player guesses higher, or lower, or same then each player chooses an opponent and reveals the card. If that player card is correct they draw two cards. Otherwise each opponent draws a card. Exile the revealed cards.

    Double Agent
    1B
    Creature Rogue
    When CARDNAME enters the battlefield each player shuffles their library and reveals the top card. They lose life equal to the converted mana cost and put it in to their hand.
    2/1

    Elder Dragon Balance
    1WURG
    Sorcery
    If any player has less cards than any other player draw a card.
    If any player has less life than any other player gain five life.
    If any player controls less land than any other player you may search your library for a land.
    If any player controls less creatures than any other player you may search your library for a creature.

    Elder Dragon Bargain
    1WBRG
    Sorcery
    Each player chooses a permanent they do not control, and gains control of it.
    Each player chooses a permanent they control and exiles it.
    Each player discards their hand and draws that many cards.
    Each player shuffles their graveyard in to their library.

    Elder Dragon Kudzu
    1G
    Creature Plant
    Whenever an opponent plays a land put a +1+1 counter on CARDNAME.
    1/2

    Intervention
    1WUBRG
    Sorcery
    Choose one
    Target player gains fifteen life.
    Target player draws five cards.
    Target player exiles the top twenty cards of their library.

    Group Think
    2(B/U)(B/U)(B/U)
    Sorcery
    Each player shuffles their hand into their library then exiles their graveyard and half their library.
    Each player draws cards equal to the number of cards shuffled into their library.

    Elder Dragon Game
    BBB
    Sorcery
    Target opponent reveals the top card of their library. Reveal the the top card of your library if it has a higher converted mana cost your opponent loses life equal to their revealed card converted mana cost. If your revealed card is lower, gain life life equal to its converted mana cost. If both are the same you lose life and they gain life equal to the revealed cards converted mana cost. Repeat for each opponent.

    Posted in: Custom Card Creation
  • posted a message on Enchantment Musings
    Quote from Piar
    The reason for this (that I failed to account for) is cards that have */* stats, where their P/T are defined by their abilities. If they lose those abilities, the comp rules have no way to tell what their P/T is, so that is something to avoid.


    As far as I know attribute defining characteristics are not abilities.

    I could be wrong though.
    Posted in: Custom Card Creation
  • posted a message on Common Cards for Custom Set (Utvara)
    Some cards Ive been working on the last week. Lots of typos I presume,



    Oracle's Crystal
    2
    Artifact
    Tap: Look at the top card two cards of your library. Put them back in any order.

    Necromany Oracle
    2
    Artifact
    2 tap: Look at the top two cards of your library. Put one of them in your graveyard and the other on top of your library.

    Riot
    2RR
    Creature Warrior
    Creatures you control gain Bushido 1.
    3/3

    Centaur
    2G
    Creature Centaur
    Tap: Put a +1+1 counter on target land. It gains Graft.
    Trample
    3/2

    Magi
    3U
    Creature Wizard
    CARDNAME enters the battlefield with a +1+1 counter.
    Tap: Proliferate
    0/0

    Invisible Girl
    2W
    Creature Cleric
    Creatures you control gain Absorb 1
    1/3

    Demagogue
    1R
    Creature Advisor
    Attacking creatures you control gain Frenzy 1.
    0/1

    Mercenary Torturer
    2R
    Creature Mercenary
    Tap: Target creature, and each creature blocking or blocked by it gain Wither until end of turn. Can only target a creature that is blocked or blocking.
    2/2

    Madness Engine
    2
    Artifact
    1 discard a card: CARDNAME deals one damage to target creature or player.

    Rampage
    4R
    Creature Berserker
    Attacking creatures you control get +1+1 for each creature blocking it.
    Trample
    5/4

    Knight
    4WW
    Creature Knight
    Creatures blocking your attacking creatures get -1-1 until end of turn.
    First-Strike
    4/4

    Ogre
    3B
    Creature Ogre
    At the beginning of your upkeep but a black 1/1 Rat token on the battlefield.
    Rats you control have Frenzy 1
    First Strike
    3/2

    Hex Hunter
    2B
    Creature Vampire
    CARDNAME enters the battlefield with two +1+1 counters.
    Remove a +1+1 counter: Remove a counter from target permanent.
    0/0

    Turbine Machine
    5
    Artifact
    As long as you control no other Creatures CARDNAME is a 4/4 Gargoyle with Flying.
    Creature spells cost 1 more to cast.

    Turbine
    4
    Artifact
    As long as you control no other Creatures CARDNAME is a 3/3 Golem with Trample.
    Artifact creatures you control get +1+1.

    Turbine Armor
    4
    Artifact Equipment
    As long as you control no other Creatures CARDNAME is a 2/4 Construct creature with Reach.
    Equipped creature gets +0+2 and Reach.
    2: Equip

    Annihilation
    4WW
    Sorcery
    Choose a permanent type. Destroy all permanents of the chosen type.

    Maze, Hand of Bolas
    2U
    Creature Knight
    Creatures blocked by or blocking CARDNAME do not untap as normal next upkeep.
    Hex-proof
    U: CARDNAME gets +1+1 until end of turn.
    2/2

    Instigator
    R
    Creature Crocodile
    Sacrifice: Target creature gains Haste and +1+1 until end of turn.
    1/1

    Peacock-Pheonix Cloak.
    1
    Equipment
    Equipped creature gets +0+2 has Reach and is all colors.
    2: Equip

    Recurring Machine
    7
    Artifact Creature Gargoyle
    When CARNDAME enters the battlefield draw a card.
    If CARDNAME would leave play you may shuffle it in to your library instead and draw a card.
    Flying
    4/5

    Elite Berserker
    2R
    Creature Berserker
    Vanilla
    4/1

    Turtle
    1UU
    Creature Turtle
    Vanilla
    2/4

    Dinosaur
    3GG
    Creature Dinosaur
    Vanilla
    6/3

    Guard
    3WW
    Creature Giant
    Vanilla
    3/6

    Zombie Dinosaur
    2BB
    Creature Zombie Lizard
    Vanilla
    5/2

    Berserker
    1R
    Creature Berserker
    Vanilla
    3/1

    Aquatic Dinosaur
    4U
    Creature Lizard
    Vanilla
    3/5

    Savannah Tiger
    G
    Creature Cat
    Vanilla
    2/1

    White-Orchid Dryad
    W
    Creature Dryad
    Vanilla
    1/3

    Zombie Warrior
    BB
    Creature Zombie Warrior
    Vanilla
    2/3

    Invasive Plant
    G
    Creature Plant
    2G: Put a green 0/1 plant on the battlefield.
    0/1

    Nature Spirit
    1G
    Creature Sprit
    CARDNAME can not be blocked except by creatures with Reach or Flying.
    2/1

    Prodigal Witch
    2B
    Creature Wizard
    Tap: Target creature gets -1-1 until end of turn.
    1/1

    Boon
    0
    Instant
    CARDNAME is white.
    Prevent the next one damage to target creature or player.
    You may pay W as you cast CARDNAME. If you do draw a card at the beginning of next upkeep.

    Bestow
    0
    Instant
    CARDNAME is green
    Gain three life.
    You may pay G as you cast CARDNAME. If you do draw a card at the beginning of next upkeep.

    Benefit
    0
    Sorcery
    CARDNAME is red.
    Target creature gets +1+1 until end of turn.
    You may pay R as you cast CARDNAME. If you do draw a card at the beginning of next upkeep.

    Fae
    2UU
    Creature Faerie
    CARDNAME power and toughness are equal to the number of blue permanents you control.
    Other blue creatures you control get +1+1.
    Flying
    */*

    Leviathan
    6U
    Creature Fish
    CARDNAME has Shroud.
    5/5

    Mercenary Academy
    4
    Artifact
    At the beginning of each players upkeep if they control more creatures than an opponent they draw a card.

    Dimensional Retreat
    3
    Artifact
    As long as you have less life than an opponent you can to be the target of spells or abilities you do not control.

    Magic Fire
    1R
    Creature Elemental
    Whenever you cast a red sorcery or instant put a +1+1 counter on CARDNAME
    1/1

    Spectral Horseman
    2B:
    Creature Shade
    B: CARDNAME gets +1+1 until end of turn.
    As long as CARDNAME has five or more power damage it deals can not be prevented or redirected.
    Creatures damaged by CARDNAME can not be regenerated.
    2/2

    Hostile
    2R
    Creature Berserker
    Blood-thirst 2
    Remove a +1+1 counter: CARDNAME gets +2+0 until end of turn.
    1/1

    Briar Bear
    1G:
    Creature Elemental
    Flash
    When CARDNAME enters the battlefield target creature gets +2+2 until end of turn
    2/2

    Unicorn Exile
    2W
    Creature Unicorn
    Sacrifice CARDNAME: Exile target enchantment.
    2/3

    Guardian Enchantment
    2WW
    Enchantment
    At the beginning of your upkeep if you control no creatures you may pay four life and put a white 4/4 Angel with Flying on the battlefield.

    Telepathic
    1U
    Creature Bird
    When CARDNAME enters the battlefield target player reveals their hand.
    Flying
    1/3

    Fates
    2UB
    Creature Celestial
    Flying
    When CARDNAME deals combat damage to a player you may look at the top two cards of defending players library and put one into the graveyard and the other on top of the library.
    2/2

    Counter Magic
    4UUU
    Instant
    Counter target spell unless its controller pays [mana]7[/man]. If you do return it and CARDNAME to owners hand.

    Grave Robber
    2B
    When CARDNAME enters the battlefield if you have three or more creatures in your graveyard you may return target creature from your graveyard to your hand.
    2/2

    Pack Master
    2G
    Creature Elf
    Discard a card, tap: Put a green 2/2 Wolf on the battlefield.
    2/2

    Hex Zombie
    2B
    Creature Zombie
    B, discard a card, tap: Target creature gets -2-2 until end of turn.
    2/2

    Drain
    4B
    Sorcery
    CARDNAME deals three damage to target creature or player. Gain three life.

    Winds
    1W
    Sorcery
    Put a 1/1 Bird with Flying on the battlefield.
    Flip a coin, if you win return CARDNAME to your hand.

    Verdict
    2B
    Instant
    Target player discards two cards.

    Undiscovered Afterlife
    B
    Sorcery
    Search your library for four cards with different names. Your opponent chooses two of those cards. The chosen cards are shuffled into your library. Put the rest into your graveyard.

    Delif Pentad
    2
    Artifact Equipment
    1: Gain life equal to the damage that equipped creature would deal this turn. Prevent that damage. Sacrifice equipped creature at end of turn.
    2: Equip

    Gravity Mage
    1U
    Creature Wizard
    When CARDNAME attacks target creature gets Flying until end of turn.
    2/1

    Hell Hound
    2R
    Creature Elemental
    When CARDNAME dies you may pay 2 if you do it deals two damage to target creature.
    2/2

    Bestow
    2W
    Enchantment Aura
    Enchant permanent
    When CARDNAME enters the battlefield you may tap permanent it enchants.
    When enchanted permanent deals damage you gain that much life.

    Smokestack
    3B
    Creature Wizard
    When CARDNAME enters the battlefield each player sacrifices a permanent.
    2/2

    Lamb
    1B
    Creature Horror
    Sacrifice a creature: Target creature gets -1-1 until end of turn.
    1/2

    Rainbow Maker
    1(U/R)
    Creature Artificer
    Whenever you cast a multicolored spell put a colorless 0/1 artifact Prism on the battlefield.
    1/2

    Modern Weaponry
    2
    Artifact Equipment
    As long as equipped creature is tapped it gets +2+0 and gains Trample.
    As long as equipped creature is untapped it gets +0+2 and gains Reach.
    2: Equip

    Skirmish
    3WW
    Creature
    If you control three attacking creatures, you may pay 1W and put CARDNAME on the battlefield tapped and attacking. Use only during the declare attacker phase.
    Other creatures you control get +1+1.
    Whenever a creature you control gets blocked you may pay 2 untap it and remove it from combat.
    3/4

    Spectre
    2B
    Creature Spectre
    Flying
    Whenever an opponent discards a card put a +1+1 counter on CARDNAME.
    Remove a +1+1 counter from CARDNAME: Target player loses one life and you gain one life.
    2/1

    Black Dragon
    4BB
    Creature Dragon
    Flying
    Protection from Black
    Whenever a non-black creature blocks CARDNAME it gets -0-3 until end of turn.
    4/4

    Knight Errant
    WW
    Creature Knight
    First Strike
    3/1

    Mercenary Knight
    WR
    Creature Mercenary Knight
    Haste
    First Strike
    2/2

    Daylight Angel
    1WW
    Creature Angel
    Flying
    Vigilance
    Life Link
    2/2

    Refract Magic
    2(R/G)U
    Copy target spell if G if was used to cast CARDNAME. You may choose new targets.
    Choose new targets for target spell if R if was used to cast CARDNAME.

    Butterfly Pheonix
    R
    Creature Elemental
    Flying
    When CARDNAME would leave play flip a coin, if you win you may exile CARDNAME and return play at the beginning of next turn.
    0/1

    Book of the Dead
    1B
    Sorcery
    Search your library for a black creature card and put it in to your hand.

    Writ
    1W
    Sorcery
    Search your library for a white enchantment card and put it in to your hand.

    Chia Pet
    2G
    Creature Treefolk
    At the beginning of your upkeep put a green 0/1 Plant on the battlefield.
    If you control five or more land put two Plants on the battlefield instead.
    0/3

    Protection
    6WW
    Sorcery
    Gain eight life.
    Put two white 4/4 Angel with Flying on the battlefield.

    Plague
    4BB
    Legendary Creature Zombie Giant
    You may sacrifice three creatures and pay six life to return CARDNAME from your graveyard to the battlefield. Use this ability only as a sorcery.
    Creatures you do not control get -1-1.
    Trample.
    5/5

    Ivory Thrull
    1W
    Creature Thrull
    Vigilance
    Sacrifice CARDNAME: Put a +1+1 counter on target creature.
    1/2

    Benthic Explorer (Reprint)
    3U
    Creature Scout
    Tap: Target land becomes the basic land type of your choice until end of turn.
    2/4

    Force Mage
    3U
    Creature Wizard
    Tap: Target attacking creature gets -1-0 until end of turn.
    2/4

    Color Mage
    3U
    Creature Scout
    Tap: Target permanent becomes the color of your choice until end of turn.
    2/4

    Oracle
    3U
    Creature Wizard
    Tap: Look at the top card or your library, you may put it on the bottom of your library.
    2/4

    Growing Spider
    3G
    Creature Spider
    When CARDNAME blocks or becomes blocked by a flying creature put a +1+1 counter on CARDNAME at end of turn.
    Reach
    2/4

    Bodyguard
    W
    Creature Soldier
    Sacrifice CARDNAME: Remove target creature from combat.
    1/1

    Javelineer
    1W
    Creature Soldier
    Tap: Put a Javelin counter on CARDNAME
    x remove all Javelin counters, tap: CARDNAME deals X damage to target attacking or blocking creature where X is the number of counters removed.
    1/2

    Grasshopper
    GG
    Creature Insect
    G: CARDNAME gets Flying until end of turn.
    G: CARDNAME gets +1+1 until end of turn.
    2/1

    Rainbow Butterfly
    W
    Creature Insect
    CARDNAME is all colors.
    When CARDNAME attacks or blocks gain two life.
    0/1

    Death
    2B
    Sorcery
    Creatures get -2-2 until end of turn.
    If an opponent controls four or more creature you may pay 4BB and cast CARDNAME from your graveyard. If you do exile CARDNAME.

    Famine
    2R
    Sorcery
    Lands do not untap as normal during their controllers next upkeep.
    If you spent only red mana on CARDNAME draw a card.

    Hide
    (2/G)(2/G)
    Instant
    CARDNAME is green.
    Target creature gains Shroud and Defender until end of turn.

    Reinforce
    (2/W)(2/W)
    Instant
    CARDNAME is white.
    Put a +1+1 counter on target creature.
    Put a +1+1 counter on target creature.

    Decay
    (2/B)(2/B)
    Instant
    CARDNAME is black.
    Target creature gets -1-1 until end of turn.
    Target creature gets -1-1 until end of turn.

    Sacrificial Shrine
    3
    Sacrifice an artifact creature or land: Look at the top card of your library you may put that card into your graveyard.

    Grey Lord-Stone
    3
    As CARDNAME enters the battlefield choose a color.
    Creatures of the chosen color can not activate abilities.

    Mass Exile
    3B
    Sorcery
    Exile target creature and each creature that shares a name with it, then go through its controllers graveyard, hand, and library and exile all creatures that share a name with it. Shuffle their library.

    Vampire General
    4BB
    Creature Vampire
    When CARDNAME enters the battlefield put a black 0/1 Serf, 1/1 Rat, 2/2 Zombie, and 1/1 Bat with Flying on the battlefield.
    Flying
    2/2

    Enforcer
    2B
    When CARDNAME enters the battlefield target creature gets Intimidate until end of turn.
    Intimidate
    2/1

    Smith
    1WU
    Creature Soldier
    Damage dealt to CARDNAME from red sources are prevented. Gain life for each damage prevented this way.
    First Strike
    Vigilance
    2/2

    Necromancer
    1B
    Creature Wizard
    When CARDNAME enters the battlefield search your library for a creature card and put it in to the graveyard.
    2/1

    Truce
    WW
    Enchantment
    Each player names a card
    The named cards can not be played.

    Three Card Monte
    4R
    Sorcery
    Turn target permanent you do not control, and two permanents you do control face down. Target permanent controller picks one at random and gains control of it. You gain control of the rest. Turn the cards face up.

    Punisher
    6
    Artifact
    Tap: Gain control of target creature it gains Haste and loses Defender. Sacrifice CARDNAME and target creature at end of turn.

    Rainbow Pentad
    2
    Artifact
    CARDNAME is all colors
    Sunburst
    Remove a Charge counter: Add one mana of any color to your pool.

    Deadly Machine
    4BB
    Artifact Creature Construct
    Sacrifice three artifacts: Return CARDNAME to the battlefield from your graveyard.
    Death-touch
    5/5

    Hell-fire
    1R
    Sorecry
    You may cast CARDNAME as an instant if you sacrifice a Mountain in addition to its other costs.
    CARDNAME deals two damage to each creature.

    Duel Champion
    2R
    Creature Warrior
    Whenever a creature enters the battlefield you may have CARDNAME Fight it. If you do sacrifice CARDNAME at end of turn.
    3/2

    Black Market Tutor
    B
    Sorcery
    Search your library for a card. Target opponent guesses which card type it is. Reveal the card, and if it shares a type with the chosen type shuffle it into your library and lose life equal to its converted mana cost. Otherwise put it into your hand and shuffle your library.

    Ally
    G
    Sorcery
    Search your library for a creature that shares the same creature type as a creature you control and put it in to your hand. Shuffle your library afterwards.

    Reliquary
    WBG
    Creature Cleric
    Tap: Regenerate target permanent.
    0/1

    Peach Eater
    3G
    Creature Spike
    CARDNAME enters the battlefield with a +1+1 counter.
    Remove any counter from CARDNAME: Gain two life.
    Reach
    1/3

    Dryad Liege
    1G
    Creature Dryad
    Forests with counters on them are green 1/1 Dryad creatures.
    Tap: Put a +1+1 counter on target land.
    2/1

    Tectonic Activity
    3R
    Sorcery
    Destroy target Plains or Island.
    CARDNAME deals one damage to each white and blue creature.

    Rat Catcher
    B
    Creature Human
    At the beginning of your upkeep if you control three or more swamps put a black 1/1 Rat on the battlefield.
    Rats can not block.
    1/1

    Ivy
    G
    Creature Thallid
    At the beginning of your upkeep flip a coin, if you win put three 0/1 green Plant on the battlefield and sacrifice CARDNAME. Otherwise lose one life.
    0/1

    Gauntlet
    3U
    Creature Merfolk
    Tap: Tap target creature. It becomes blue until end of turn.
    2/4

    Penguin
    1U
    Creature Bird
    Whenever a creature blocks CARDNAME put a Feather counter on blocking creature. It gains Flying and can only block creatures with Flying as long as that creature has a Flying counter on it.
    1/3

    Dark Oracle
    1B
    Creature Vampire
    Whenever a creature dies you may pay 1 if you do Scry 1.
    2/1

    Rats!
    2B
    Instant
    Put two black 1/1 Rat on the battlefield.
    [Revelation] Reveal the top card of your library as CARDNAME resolves, if it is a black card those Rat gain Death-touch until end of turn.

    Medium
    1W
    Creature Cleric
    1, remove a card from your graveyard: Gain one life.
    1/2

    Medic
    2W
    Creature Cleric
    1W: Prevent the next one damage that would be dealt to target creature.
    0/4

    Flaming Sword
    1
    Artifact Equipment
    Equiped creature becomes Red.
    3: Equipped creature gets +2+1 until end of turn.
    1: Equip

    Colonist
    1G
    Creature Scout
    [Revelation] When CARDNAME enters the battlefield reveal the top card of your library, if it is a land put it on the battlefield.
    2/2

    Poison Wellspring
    4
    Artifact
    CARDNAME enters the battlefield with Charge counters equal to the amount of Swamps on the battlefield.
    2, remove a charge counter, tap: Target creature gets -2-2 until end of turn.
    Tap: Add a charge counter to CARDNAME.

    Corruption
    3
    Artifact Equipment
    Equipped creature is black and has Death-touch.
    4: Equip

    Console
    2
    Artifact Equipment
    Equipped creature is white and has Life-link.
    4: Equip

    Mizzet Machine
    3
    Artifact
    1UR: CARDNAME becomes a red and blue 3/3 Construct until end of turn.
    Tap: Target permanent becomes an Artifact until next upkeep.

    Elder Dragon Elemental Gate
    2(R/G)U
    Enchantment Aura
    Enchant Land
    Enchanted Land becomes a 2/2 Elemental.
    If enchanted land is an Island it gains Flying.
    Otherwise it gets +1+1.
    When CARDNAME goes to the graveyard from play return it your hand.

    Mark of Third
    1(B/R)W
    Enchantment Aura
    Enchant Creature
    Enchanted creature gets +2-1
    If CARDNAME would go to the graveyard from play return it to your hand.

    Embrace
    B
    Enchantment Aura
    Enchant Creature
    Enchanted creature is a black Vampire and gains Flying.
    Whenever a creature dies that was dealt damage by enchanted creature put a +1+1 counter on it.

    Chaos Warrior
    2R
    Creature Warrior
    [Revelation] When CARDNAME becomes blocked reveal the top card of your library. If the revealed card is red CARDNAME deals four damage to target creature blocking it. Put the revealed card on the bottom of your library.
    2/2

    Impenetrable Darkness
    1B
    Creature Elemental
    Defender
    Protection from Creatures
    0/2

    Celestial Journey
    W
    Instant
    Exile target permanent. Return it to the battlefield tapped next upkeep.

    Zombie Pterodactyl
    (U/R)B
    Creature Zombie Bird Lizard
    Flying
    Death-touch
    1/2

    Flail
    3(G/B)R
    Creature Beast
    If CARDNAME would deal damage to a creature it deals double instead.
    If a creature would deal damage to CARDNAME it deals two damage instead.
    3/3

    Dissipate
    UU
    Instant
    Counter target creature spell.
    Or return target creature to owners hand.

    Ritual
    U
    Sorcery
    Look at the top three cards of your library and put on in to your hand and the rest in to your graveyard.

    Evolve
    G
    Enchantment Aura
    Enchant Creature
    At the beginning of your upkeep put a +1+1 counter on enchanted creature.
    At the beginning of your upkeep pay 1 for each +1+1 counter on enchanted creature or sacrifice CARDNAME.

    Investor
    5U
    Creature Beast
    When CARDNAME enters the battlefield draw two cards.
    2/4

    Diabolist
    1B
    Creature Vampire
    Whenever you lose five or more life in a turn draw a card.
    2/1

    Predator
    B
    Creature Vampire
    CARDNAME enters the battlefield with a +1+1 counter on it if an opponent is at ten or less life.
    Haste
    1/1

    Extinction
    xx2BB
    Creature Demon
    When CARDNAME enters the battlefield destroy all creatures with converted mana cost X or less.
    CARDNAME enters the battlefield with X +1+1 counters.
    Intimidate
    2/2

    Electric Phantom
    xR
    Creature Spirit Elemental
    CARDNAME enters the battlefield with X +1+1 counters.
    If a creature would deal damage to CARDNAME remove a +1+1 counter and CARDNAME deals one damage to that creature.
    1/1

    Destruction
    3RG
    Sorcery
    CARDNAME can not be countered.
    Destroy target non-creature permanent.

    Ruin
    3(B/R)(B/R)(B/R)
    Sorcery
    Destroy each non-basic land.
    Lose one life for each land destroyed this way.

    Dragon
    2BBRR
    Sorcery
    Destroy all creatures.
    Put a red 4/4 Dragon with Flying on the battlefield.

    Escape
    1WUG
    Instant
    Choose one
    Prevent all damage that would be dealt to you and creatures you control this turn.
    Or creatures you control gain Shroud and Life-link until end of turn.

    Absorb Mana
    1(W/B)U
    Instant
    Counter target spell unless its controller pays 3
    Gain three life.

    Soul Hunter
    3B
    Creature Warrior
    First Strike
    Whenever a creature dies gain one life.
    3/2

    Brain Bug
    3R
    Creature Insect
    Flying
    Haste
    When CARDNAME deals combat damage to an opponent each player discards their hand and draws that many cards.
    2/2

    Heart Seeker
    2B
    Creature Vampire
    When CARDNAME deals combat damage to an opponent gain three life.
    Flying
    1/3

    Haunted
    2B
    Creature Spirit
    Flying
    When CARDNAME dies exile it instead.
    When CARDNAME leaves the battlefield target creature gets -X-X until end of turn where X is CARDNAME power.
    2/2

    Caryatid
    W
    Enchantment
    At the beginning of your upkeep put a Charge counter on CARDNAME.
    WW: Put a Charge counter on CARDNAME.
    W remove X Charge counters: CARDNAME becomes a X/X Spirit Creature until end of turn.

    Fast Hands
    1(R/W)
    Instant
    Target creature gets +2+0 and gains First Strike

    Point
    3W
    Creature Scout
    Trample
    [Revelation] When CARDNAME attacks reveal the top card of your library. If the revealed card is white untap target target permanent.
    3/3

    Horde
    R
    Sorcery
    As an additional cost to play CARDNAME sacrifice X lands and lose X life.
    Put X red 2/2 Berserker in to play.

    Illuminated
    1UR
    Creature Djinn
    0 exile CARDNAME: Flip a coin. If you win return CARDNAME to the battlefield.
    Flying
    2/2

    Copper Construct
    4
    Artifact
    Pay four life: CARDNAME becomes a 4/4 Construct creature with First Strike and Trample until end of turn.

    Shape Changer
    7
    Artifact
    Whenever a creature enters the battlefield you may CARDNAME become a copy of that creature except it retains this ability and is an artifact in addition to its other types.

    Surrakar
    UB
    Creature Surrakar
    Whenever you cast an instant or sorcery put a charge counter on CARDNAME.
    Whenever CARDNAME deals combat damage to an opponent each player puts the top X cards of their library into the graveyard.
    2/2

    Fetter
    2W
    Creature Spirit
    Life-link
    [Haunt] If CARDNAME would die exile it attached to target creature instead.
    Permanents that have CARDNAME imprinted can not use non-mana activated abilities.
    2/2

    Ghost-fire Ghost
    1(W/B)
    Creature Spirit
    Permanents that are imprinted are colorless Sprits.
    [Haunt] If CARDNAME would die exile it attached to target creature instead. The imprinted card gains this cards abilities.
    2/2

    Kamigawa Honden Guardain
    3GG
    Creature Spirit
    Protection from colorless.
    Whenever a creature blocks CARDNAME gain three life.
    5/4

    Covert Operative
    UB
    Creature Rogue
    Protection from enchantment.
    Can only be blocked by creatures with Defender
    2/2

    Anti-magic Mage
    [mana]2{wb}[/man]
    Creature Cleric
    2U sacrifice CARDNAME: Counter target non-creature spell.
    0/4

    Invisible Giant
    2UR
    Creature Giant Illusion
    Shroud
    Trample
    4/4

    Isolation
    W
    Instant
    Prevent all combat damage.
    If a spell or ability an opponent controls causes you to discard CARDNAME gain five life.

    Hidden Weapons
    2
    Artifact Equipment
    Equipped creature gains +2+0
    If equipped creature is red it gains Haste.
    2: Equip

    Witch Doctor
    2BG
    Creature Cleric
    At the beginning of your upkeep target creature power or toughness becomes two until your next upkeep.
    Pay two life: CARDNAME gets +2+2 until end of turn. Use only once per turn.
    0/4

    Twin
    2BB
    Legendary Creature Avatar
    At end of turn if you lost five or more life you may return CARDNAME from your graveyard to play.
    Death-touch
    4/3

    Intercept
    U
    Instant
    Reveal the top card of target players library. You may exile that card.
    Draw a card at the beginning of next upkeep.

    Study
    3UGB
    Sorecry
    Exile the top seven cards of your library.
    Search your library for any number of cards and exile them. Shuffle your library.

    Utvara Way-Finder
    1G
    Creature Scout
    When CARDNAME enters the battlefield look at the top five cards of your library you may reveal a land and put it in to your hand. Put the rest of the cards on the bottom of your library in any order.

    Water Carrier
    1U
    Creature Merfolk
    Island-walk
    Tap: Put a Flood counter on target permanent it becomes an Island in addition to its other types.
    1/3

    Posted in: Custom Card Creation
  • posted a message on Land in progress
    Quote from Dahammer
    You really like going all-or-nothing when posting cards huh?

    [b]I still have another fifty plus cards that are not lands.[/b]

    Station: Uncommon or rare, depending on how many artifacts you have in the set. Also, rewording last ability: Add one mana of any color to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts. From Vedalken Engineer.

    [b]Okay thanks.[/b]

    Acedemy: Common or uncommon, depending on number of activated mana abilities in the set.

    [b]It has a lot of off color activation, but I dont think it warrants a place in the first set.[/b]

    Paradise: Uncommon. As an added oomph to this card, you might want to consider making it the color you choose as a bonus to your tapped land, like your next card.

    [b]Was thinking of that only because it means a counter can represent the color of mana, so things dont get confused.[/b]

    Cerulean Sea: Rare.

    Lumber Yard, Mausoleum, Tribal Lands, Barren, Waterfall: Sets like Zendikar and the Planar Chaos block say that this is a rare. Actually, I really like how Mausoleum works. I'd advise you to change all the lands to be more like Mausoleum.

    [b]I dont think the other effects are anything like a free uncountered Angel. But hear what you are saying.[/b]

    Sheltered Utopia: This card presents a problem in constructed. Players are going to want to run it (It's almost strictly better than the SOM duels) but it severely punishes you for having more than 1 out. I have varied feelings about how this card would actually play out in constructed formats.

    [b]It needs a very restrictive drawback for that reason.[/b]

    Ravnica: Change the name, then make it a rare. Zuran Orb says this is really good!

    Kamigawa Cloud Castle: Definitely a rare.

    Maze of Mirrors: I don't think it needs to be legendary, but i don't think it should tap for mana on its own either. A rare.

    [b]Yeah, probably not.[/b]

    Hanging Garden: I think this and the Maze are too similar to exist in the same block/set. Picking one or the other would be best. I'd prefer the Maze. This one just feels like a miss to me.

    [b]Okay[/b]

    Mine: A common.

    Volcano: You could use the blaze counters from Zendikar. Probably uncommon.

    Teferi's Lighthouse: Interesting riff on Teferi's Isle. Definitely a rare.

    [b]It is very similar to the Ravina Karoo which were common.[/b]

    Ghost-flame Rift: Futuresight bordered common.

    Pass, Clearing: WotC has tried to phase out these types of lands. Something like this hasn't made a serious impact since Urborg. I feel like making these is unnecessary.

    Anti-magic Zone: Interesting in a wedge themed set. Legendary not necessary. Uncommon.

    [b]It makes a dead hand a threat in counter wars. It is a very strong ability to attach to a land imo.[/b]

    Neutral Zone, Stronghold: It's okay. Doesn't feel relevant. uncommon.

    Prison: Way off color. Blue gets this.

    Man-land cycle: All of these would be uncommon. Also, very nice set of manlands.


    [/b]Thanks for your feedback.[/b]
    Posted in: Custom Card Creation
  • posted a message on Land in progress
    Station: Probably a little too strong. Compare to Primal Beyond (more limited in scope, and has a conditional ETB tapped clause), Ancient Ziggurat (can't produce unrestricted colorless mana or pay for activated abilities), and Glimmervoid (has a sacrifice clause).
    Academy: This is fine, as long as your set has an emphasis on activated abilities.
    Paradise: Fine as a common.
    Cerulean Sea: Your set would need multiple cards that care about the color of your permanents; if so, this could be interesting. The blue-making ability can probably cost either just U (Grand Architect) or just T. This would maybe upset some Vorthoses -- the only precedent for colored land is Dryad Arbor.
    Lumber Yard: Better off as an enchantment; get rid of the mana production and strengthen the token ability.
    Mausoleum: Ditto.
    Sheltered Utopia: If you want the last ability, you should just make this legendary -- it's a waste of card space, even if your set has cards that care about sacrificing. But honestly, it's fine without being legendary. The rest of the card could stand to be cleaned up. Maybe something like this:
    T: Add 1 to your mana pool.
    T: Add one mana of any color to your mana pool. Activate this ability only if you control two or fewer other lands.
    Tribal Lands: This is fine. But, you should add a race to the Berserker (unless it's Phyrexian :)) and maybe specify that it remains a land.
    Waterfall: I have no idea what this is supposed to mean. Could you re-template this?
    Barren: Too wordy.
    Ravnica: Unplayable. Straight lifegain is okay on a common, but to be that small and require a land sacrifice -- while only producing colorless mana -- makes this unusable. It's fine without the land sacrifice, but even then I would only ever use it in a lifegain deck.
    Kamigawa Cloud Castle: The bounce ability can be cheaper; land destruction doesn't come up very often, so it isn't as meaningful as, say, Arcanis the Omnipotent's bouncing. Even then, this is a huge tempo killer for a small gain in a dedicated mill deck.

    Okay, there are a lot of cards here :o. I really think you should focus on which of these cycles you like the most -- and they would be easier to comment on if you template them properly. And happy New Year to you, too.


    I changed the first ability of Station to ETBT.

    Most probably only going to use the utopia lands. There are six of them that can produce more than one color, and it is in a gold heavy set.

    Maybe I can increase Ravnica to three life a sacrificed land?

    Sheltered Utopia is based off Sheltered Valley but your wording makes a lot more sense. Thanks.

    Not Land, but mana and Land related.



    Prospect
    G
    Creature Scout
    G sacrifice CARDNAME: Return target land from your graveyard to your hand.
    1/1

    Traveller
    2G
    Creature Scout
    [Revelation] When CARDNAME attacks reveal the top card of your library, if it is a land put it in to your hand.
    2/2

    Ancient Talisman
    Artifact
    Tap: Add one mana of any color it can only be used to cast creature spells.

    Adventurer
    2G
    Legendary Creature Scout
    When CARDNAME deals combat damage to a player you pay [mana]2[/man] and search defending players library for a land and put on the battlefield under your control. Shuffle the library afterwards.
    Protection from lands.
    2/2

    Elementalist
    2UU
    Creature Wizard
    Tap: Target Island becomes a blue 2/2 Elemental with Flying indefinitely.
    2/2

    Rainbow Stone
    2
    Artifact
    As CARDNAME enters the battlefield choose a color.
    Tap: Add one mana of the chosen color to your pool. Lose one life.
    Tap: CARDNAME becomes the chosen color indefinitely.

    Urborg Explorer
    2G
    Creature Elf
    If CARDNAME deals combat damage to an opponent second main phase add [mana]ub[/man] to your pool.
    2/2

    Burnwillow Garden
    1G
    Enchantment
    Landfall - Whenever a land enters the battlefield under your control gain one life.
    1, sacrifice CARDNAME: WR

    Tourist
    1G
    Creature Elf
    When CARDNAME enters the battlefield search your library for two basic lands with different names. An opponent chooses one you put that card in to your graveyard and the other in to your hand.
    1/1

    Mountain Smilodon (color shift)
    2R
    Creature Cat
    When CARDNAME deals combat damage to an opponent you may search your library for a Mountain and put it in to your hand.
    2/2

    Posted in: Custom Card Creation
  • posted a message on Common Cards for Custom Set (Utvara)
    Some multiplayer cards for the set?



    Elder Dragon Tag!
    R
    Enchantment Aura
    Enchant Creature
    Enchanted creature can not block or use activated abilities.
    When enchanted creature becomes tapped move CARDNAME to target creature an opponent controls.

    Time Step
    4UU
    Sorcery
    Shuffle all exiled cards into their owners library.

    Elder Dragon Boon
    1WUBG
    Sorcery
    Each player puts a 4/4 Angel with Flying on the battlefield.
    Each player returns a non-land permanent they control to owners hand.
    Each player returns a permanent card from their graveyard to hand.
    Each player gains four life.

    Elder Dragon Debt
    1UBRG
    Sorcery
    Each other player exiles the top ten cards of their library.
    Each other player discards a card.
    Each other player sacrifices a permanent.
    Each other player loses four life,

    Elder Dragon Auction
    1WUBR
    Sorcery
    Each player gives control of a creature they control to another player.
    Each player gives control of a land they control to another player.
    Each player gives control of a non-land non-creature permanent they control to another player.

    Elder Dragon Card Game
    4UU
    Sorcery
    Each player shuffles their library and removes the top card face down. Each player guesses higher, or lower, or same then each player chooses an opponent and reveals the card. If that player card is correct they draw two cards. Otherwise each opponent draws a card. Exile the revealed cards.

    Double Agent
    1B
    Creature Rogue
    When CARDNAME enters the battlefield each player shuffles their library and reveals the top card. They lose life equal to the converted mana cost and put it in to their hand.
    2/1

    Elder Dragon Balance
    1WURG
    Sorcery
    If any player has less cards than any other player draw a card.
    If any player has less life than any other player gain five life.
    If any player controls less land than any other player you may search your library for a land.
    If any player controls less creatures than any other player you may search your library for a creature.

    Elder Dragon Bargain
    1WBRG
    Sorcery
    Each player chooses a permanent they do not control, and gains control of it.
    Each player chooses a permanent they control and exiles it.
    Each player discards their hand and draws that many cards.
    Each player shuffles their graveyard in to their library.

    Elder Dragon Kudzu
    1G
    Creature Plant
    Whenever an opponent plays a land put a +1+1 counter on CARDNAME.
    1/2

    Intervention
    1WUBRG
    Sorcery
    Choose one
    Target player gains fifteen life.
    Target player draws five cards.
    Target player exiles the top twenty cards of their library.

    Group Think
    2(B/U)(B/U)(B/U)
    Sorcery
    Each player shuffles their hand into their library then exiles their graveyard and half their library.
    Each player draws cards equal to the number of cards shuffled into their library.

    Elder Dragon Game
    BBB
    Sorcery
    Target opponent reveals the top card of their library. Reveal the the top card of your library if it has a higher converted mana cost your opponent loses life equal to their revealed card converted mana cost. If your revealed card is lower, gain life life equal to its converted mana cost. If both are the same you lose life and they gain life equal to the revealed cards converted mana cost. Repeat for each opponent.

    Posted in: Custom Card Creation
  • posted a message on Land in progress
    Some Land cards that I was thinking of using for my custom set.




    Station
    Land
    CARDNAME enters the battlefield tapped.
    Tap: Add one mana of any color it can only be used to cast artifact spells pay for activated abilities of artifacts.

    Academy
    Land
    Tap: 1
    Tap: Add one mana of any color it can only be used to pay for activated abilities.

    Paradise
    Land
    As CARDNAME enters the battlefield choose a color.
    CARDNAME enters the battlefield tapped.
    Tap: Add one mana of the chosen color to your pool.

    Cerulean Sea
    Land
    CARDNAME enters the battlefield tapped.
    CARDNAME is blue.
    Tap: U
    U tap: Target permanent becomes blue until end of turn.

    Lumber Yard
    Land
    CARDNAME enters the battlefield tapped.
    Tap: G
    At the beginning of your upkeep if you control five or more Forest put two green 0/1 Plant on the battlefield.

    Mausoleum
    Land
    CARDNAME enters the battlefield tapped.
    Tap: W
    At the beginning of your upkeep if you control six or more Plain put a white 4/4 Angel on the battlefield and sacrifice CARDNAME.

    Sheltered Utopia
    Legendary Land
    Tap: 1
    Tap: Add one mana of any color to your mana pool. Activate this ability only if you control two or fewer other lands.

    Tribal Lands
    Land
    CARDNAME enters the battlefield tapped.
    Tap: R
    At the beginning of your upkeep if you control two or more Mountain you may have CARDNAME become a red 2/2 Berserker until end of turn.

    Waterfall
    Land
    CARDNAME enters the battlefield tapped.
    Tap: U
    At the beginning of your upkeep if you control three or more Island each player puts the top two cards of their library into the graveyard.

    Barren
    Land
    CARDNAME enters the battlefield tapped.
    Tap: B
    At the beginning of your upkeep if you control four or more Swamp and an target opponent controls four or more land you may sacrifice CARDNAME if you do each opponent sacrifices a land as long as they control four or more lands.

    Ravnica
    Land
    Tap: 1
    Sacrifice a land, tap: Gain two life.

    Kamigawa Cloud Castle
    Legendary Land
    When CARDNAME enters or leaves play target player puts the top card of their library into their graveyard.
    Tap: U
    1UU: Return CARDNAME to owners hand.

    Maze of Mirrors
    Legendary Land
    Tap: 1
    Whenever a basic land enters the battlefield you may have CARDNAME become a copy of that land.

    Hanging Garden
    Legendary Land
    As CARDNAME enters the battlefield choose a basic land type. CARDNAME is the basic land type in addition to its other types.
    CARDNAME enters the battlefield tapped.

    Mine
    Land
    CARDNAME enters the battlefield tapped.
    Tap: 1
    2 tap: Add a storage counter to CARDNAME.
    Remove three storage counters, sacrifice CARDNAME: Draw two cards.

    Volcano
    Land
    CARDNAME enters the battlefield tapped.
    Tap: R
    Sacrifice CARDNAME, tap: Put a Volcano counter on target land becomes a basic Mountain.

    Teferi's Lighthouse
    Land
    When CARDNAME enters the battlefield return a land you control to owners hand.
    CARDNAME enters the battlefield tapped.
    Tap: UU

    Ghost-flame Rift
    Land
    When CARDNAME enters the battlefield target permanent becomes colorless.
    Tap: 1

    Hospital
    Land
    CARDNAME enters the battlefield tapped.
    Tap: W
    Sacrifice CARDNAME, tap: Gain three life.

    Anti-magic Zone
    Legendary Land
    CARDNAME enters the battlefield tapped.
    Tap: 1
    1URG, sacrifice CARDNAME: Counter target spell unless its controller pays 1

    Pass
    Land
    Tap: 1
    Tap: Target creature loses Mountain-walk and Trample until end of turn.

    Clearing
    Land
    Tap: 1
    Tap: Target creature loses Forest-walk and becomes green until end of turn.

    Neutral Zone
    Land
    CARDNAME enters the battlefield tapped
    Tap: U
    2U, tap: Each player reveals their hand. Play only as a sorcery.

    Lighthouse
    Land
    CARDNAME enters the battlefield tapped.
    Tap:U
    U, tap, sacrifice CARDNAME: Draw a card and discard a card.

    Cemetery
    Land
    CARDNAME enters the battlefield tapped.
    Tap:B
    B, tap, sacrifice CARDNAME: Look at the top two cards of your library, you may put any number of those cards in to your graveyard and the rest on top of your library in any order.

    Stronghold
    Land
    CARDNAME enters the battlefield tapped.
    Tap:R
    R, tap sacrifice CARDNAME: All players shuffle their libraries.

    Field
    Land
    CARDNAME enters the battlefield tapped.
    Tap:W
    W, tap sacrifice CARDNAME: Put target exiled card on the bottom of your library.

    Bush
    Land
    CARDNAME enters the battlefield tapped.
    Tap:G
    G, tap, sacrifice CARDNAME: Shuffle target card from your graveyard in to your library.

    Library
    Land
    CARDNAME enters the battlefield tapped.
    Tap:U
    U, tap, sacrifice CARDNAME: Draw a card and discard a card.

    Prison
    Land
    CARDNAME enters the battlefield tapped.
    Tap:B
    B, tap, sacrifice CARDNAME: Target creature does not untap as normal next upkeep. Play only as a sorcery.

    Stadium
    Land
    CARDNAME enters the battlefield tapped.
    Tap:R
    R, tap sacrifice CARDNAME: Target creature gains Haste until end of turn.

    Superior Ground
    Land
    CARDNAME enters the battlefield tapped.
    Tap:W
    W, tap sacrifice CARDNAME: Tap target permanent.

    Training Ground
    Land
    CARDNAME enters the battlefield tapped.
    Tap:G
    G, tap, sacrifice CARDNAME: Put a +1+1 counter on target creature. Play only as a sorcery.

    Turtle Cove
    Land
    CARDNAME enters the battlefield tapped.
    Tap:U
    1U: CARDNAME becomes a blue 1/2 Turtle with Hex-proof until end of turn.

    Zombie Marsh
    Land
    CARDNAME enters the battlefield tapped.
    Tap:B
    1B: CARDNAME becomes a black 2/2 Zombie with Intimidate until end of turn.

    Serpent Ridge
    Land
    CARDNAME enters the battlefield tapped.
    Tap:R
    1R: CARDNAME becomes a red 4/2 Lizard creature with at end of turn return CARDNAME to owners hand.

    Burial Ground
    Land
    CARDNAME enters the battlefield tapped.
    Tap:W
    1W: CARDNAME becomes a white 2/2 Spirit creature with Life-link until end of turn.

    Treefolk Trees
    Land
    CARDNAME enters the battlefield tapped.
    Tap:G
    1G: CARDNAME becomes a green 1/1 Treefolk creature with G CARDNAME gets +1+1 until end of turn.


    Not all of these cards are going into the set. But since I had typed them..

    As this isnt my custom set thread, feel free to bash cards or offer input, whichever.

    Also Happy New Year
    Posted in: Custom Card Creation
  • posted a message on This Winner is Also Judge
    Quote from TurboJustice
    Restless Armor 3 mana
    Artifact - Equipment (U)
    Equipped creature gets +2/+2 and has first strike.
    As long as you control no other creatures, Haunted Armor is a 2/2 colorless artifact Spirit Soldier with first strike.
    Equip 3 mana

    IIW: Holiday cards!


    That design is brilliant. Hope you win!

    Im changing my IIW, to you.
    Posted in: Custom Card Contests and Games
  • posted a message on My take on Surrakar
    Quote from Tranquilo
    Thanks for the input guys.
    In fact I wasn't capitalizing on "don't play cards", but instead, "draw cards or make him discard" power of dimir colors.
    Btw, fixed the wording.

    Forget about my cards for a second. If you have to design more Surrakar (and maybe a tribal lord to stitch them together) how would you do that?


    Couldnt help my self, I thought I would be christian and share some fish with you all.



    Jelly Fish; Bounce a creature

    A Fish Tutor; Search your library for a Fish!

    Intimidate; Marauder has this. It could be in blue too as blue gets very little Intimidate normally, but would suit the cards.

    Island-Walk; Theyre Fish, they swim.

    Swamp-walk; Like Lung-Fish they can flip around in mud.

    Looting; Fish related activity from the past

    Protection from Artifacts; They dont like Equipment or Robots

    Steal Artifact; But they steal Trinkets

    Return an Artifact to hand from graveyard: Fish related treasure hunting.

    Kill Island-walk; Merfolk Assasin

    Psychotog-esque ability; Knowledge is not power, a spear is!

    Giant Oyster; Fighting Sea creatures is a hobby

    Saboteur Abilities; "If not blocked then XYZ" Mindstab Thrull; Thieving Magpie; Looter Il-Vec;

    Frenzy; This is a Saboteur ability

    Assistance; Tap to give +1+1 or Islandwalk

    Target Island does not untap; Occupy Island

    If you contol three or more Island/ Swamp XYZ; something simple like +1+1 and Intimidate/ Islandwalk

    Fight target blue creature; Epic sea battles

    Surakar Monarch
    1(U/B)(U/B)(U/B)
    Creature Surrakar
    Black and Blue creatures you control gain Frenzy X. Where X is their converted mana cost.
    If CARDNAME attacks and is not blocked untap each Island and Swamp you control.
    3/3
    "Out of the almost infinite number of Surrakar spawned one simply is not born a king. Tradition holds that the one that eats all other competition claims the throne."

    Surrakar Shaman
    3UB
    Creature Surrakar
    When CARDNAME attacks and is not blocked you may exile an Instant or Sorcery from defending players graveyard.
    As long as CARDNAME remains in play you may cast the exiled card as though it were in your hand.
    3/3
    "Ichytheomany is the practice among some cultures of divination by studying the innards of sacrificial fish. Most Surrakar that use this practice to divine the future see a tasty meal in front of them."

    Surrakar Atlantis
    3U
    Enchantment
    Sacrifice a Swamp or Island: Put a +1+1 counter on target creature.
    Helen: Did you see anything out there? Mariner: See what? Helen: An end, to all this water? Mariner: That old woman they buried today? She found the only end there is." - Kevin Costner's Waterworld

    Underwaterworld
    Land
    CARDNAME enters the battlefield tapped.
    Tap: U
    UU, tap, sacrifice: Search your library for an Island and put it in to your hand. Shuffle your library.
    "Nord: Which way are we rowin'? Deacon: I don't have a goddamn clue. Don't worry, they'll row for a month before they figure out I'm fakin' it." - Kevin Costner's Waterworld

    Leviathan Caller
    3U
    Creature Surrakar
    When CARDNAME enters the battlefield search your library for a Fish and put it into your hand. Shuffle your library.
    Sacrifice CARDNAME: Target Fish gets +1+1 and gains Haste and Trample until end of turn.
    3/3
    "Its not the the millennia old ritual chants passed down for the last ten thousand generations that calls the great sea monsters. It is because the Surrakar smell like bait!"

    For some reason I reckon they should do something with the bottom of the library, like Cellar Door; or something. Because it is like the Abyss or something.


    Sorry for the nonsense, but they are genuine suggestions.
    Posted in: Custom Card Creation
  • posted a message on Common Cards for Custom Set (Utvara)
    PLEASE EXCUSE ANY SPELLING MISTAKES OR ERRORS OF GRAMMAR AND SYNTAX. THIS IS A WORK IN PROGRESS.

    Okay, these are the gold; hybrid; and off color activation cards.

    They are unsorted and may have a few shorthand abbreviations, Ill fix them before putting them in MSE.

    Mostly uncommon cards,



    Spirit Form
    3(W/B)(W/B)
    Sorcery
    Return target creature in a graveyard to play under your control it is becomes colorless, and is a Spirit in addition to its other types.
    If U was spent to cast CARDNAME target creature enters the battlefield with a +1+1 counter.

    Lost Dinosaur
    4(R/G)(R/G)
    Creature Lizard
    1UU: Gains can only be blocked by two or more creatures untl end of turn.
    Trample
    4/5

    Scrap Etherium
    1(W/R)
    Sorcery
    Destroy target artifact
    If G was used to cast CARDNAME draw a card.

    Personal Weird
    1(U/R)
    Sorcery
    Put a 2/2 blue Illusion token OtBF.
    If B was used to cast CARDNAME target player puts the top five cards of their library in to the graveyard.

    Utvara Poison Ritual
    1(B/G)
    Instant
    Target creature gains Death-touch.
    If R was used to cast CARDNAME Regenerate that creature.

    Coax with Law
    1(W/B)
    Sorcery
    Target opponent reveals his hand, and you choose a non-land spell, it is discarded. They draw a card.
    If U was used to cast CARDNAME draw a card.

    Evade
    1UG
    Sorcery
    Put target artifact, enchantment, or creature on top of its owners library.

    Survival
    1(W/R)(W/R)
    Instant
    Remove target creature from combat.
    And either remove all counters from it or put a +1+1 counter on it.

    AEther Battlemage 
    2U
    Creature Merfolk
    Kicker R and/ or G.
    When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield destroy Non-Creature artifact.
    When you cast CARDNAME you may pay G in addition to its mana cost, if you do when CARDNAME enters the battlefield search your library for a basic land.
    2/2

    Dark Oracle
    1B
    Creature Elf
    W: Gain one life
    1G: Regenerate
    2/1

    Maneuver
    3W
    Sorcery
    Creatures you control gain Life-link until end of turn.
    If R was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.
    If B was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.

    Magical Beast
    1U
    Creature Beast
    1R: CARDNAME gets -1+2 until end of turn.
    G, tap: CARDNAME Fights target creature. 
    2/1

    Black Market Trader
    1B
    Creature Wizard
    U, tap: Each player draws a card. Play only as a sorcery.
    R, tap: Each player discards a card. Play only as a sorcery.
    2/1

    Highway Knight
    1G
    Creature Knight
    W: CARDNAME gains Vigilance until end of turn
    R: CARDNAME gains First Strike until end of turn
    2/1

    Cyborg Spy
    1U
    Artifact Creature Vedelken Rogue
    1W: Shroud
    B: Target player puts the top card of their library into the graveyard.
    2/1

    Spectral Jaguar
    1R
    Creature Spirit Cat
    Can not be countered
    Protection from Blue
    W: Regenerate
    2/1

    Cabal Elf
    1G
    Creature Elf
    U: Put the top card of target players library into the graveyard.
    B: Exile target card from a graveyard.
    2/2

    Barbary Ape
    1R
    Creature Ape
    2B: CARDNAME gets +1+1 gains Intimidate until end of turn
    2G: CARDNAME gets +1+1 gains Trample until end of turn.
    2/1

    Anti-Paladin
    2B
    Creature Paladin
    Tap: Put CARDNAME in combat blocking target attacking creature.
    WG: Regenerate
    2/3

    Battle Cleric
    1W
    Creature Cleric
    Kicker R and, or B
    When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield target player puts the top 7 cards of their library in to their graveyard.
    When you cast CARDNAME you may pay B in addition to its mana cost, if you do when CARDNAME enters the battlefield you may return a creature in your graveyard to hand
    2/2

    Herald Appentice
    R
    Creature Wizard
    W, tap: Tap target creature.
    U, tap: Untap target creature.
    0/1

    Re-Incarnation
    1B
    Creature Spirit
    W: CARDNAME gains Vigilance until end of turn
    1G: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
    2/2

    Spirit Mage
    1W
    Creature Wizard
    R, tap: Deal one damage to target creature or player.
    B, tap: Target creature gets -1-1 until end of turn.
    2/1

    Naya Jungle Berserker
    1G
    Creature Berserker
    2W: CARDNAME gets +1+2 until end of turn
    R: CARDNAME gains trample until end of turn
    2/1

    Fleet-foot Fox
    1BB
    Creature Fox Ninja
    Flash
    U: Return CARDNAME to owners hand.
    2W: Exile CARDNAME and then return on the battlefield.
    2/1

    Phyrexian Plague
    1B
    Creature Horror
    W: Prevent one damage to CARDNAME
    G: CARDNAME deals damage in the form of -1-1 counters.
    2/1

    Jund Nactayl Assassin
    1R
    Creature Cat
    G: CARDNAME gains Frenzy 1 until end of turn. Play only as a sorcery.
    B: CARDNAME gains trample until end of turn
    2/2

    Pure Elementalist
    1W
    Creature Wizard
    UU: Target creature gains Flying until end of turn
    2R: Target creature gets +1+1 until end of turn
    2/2

    Wild Elementalist
    1G
    Creature Wizard
    3U: Target creature gets Shroud until end of turn. 
    3R: CARDNAME deals one damage to target creature or player.
    2/1

    Animist
    (W/B)(W/B)(W/B)
    Creature Cleric
    B, tap: Put a 2/2 black Zombie on the battlefield tapped.
    W, tap: Put a 1/1 white Spirit with Flying on the battlefield.
    2/2

    Steal Soul
    xB
    Sorcery
    Target creature gets -X-X UEOT.
    If W was spent to cast CARDNAME gain X life.
    If G was spent to cast CARDNAME gain X life.

    Unnatural Magic
    3GG
    Sorcery
    Return target non-creature permanent to owners hand.
    If B was spent to cast CARDNAME each opponent discards a card.
    If U was spent to cast CARDNAME each opponent discards a card.

    Trash to Treasure
    2R
    Sorcery
    Destroy target artifact.
    If W was spent to cast CARDNAME draw a card.
    If U was spent to cast CARDNAME draw a card.

    Dark Elf Enchanter
    1B(W/G)
    Creature Elf
    B: Remove a counter from target artifact or creature.
    WG discard a card, tap: Exile target artifact or enchantment.
    2/2

    Rain Missiles
    2(W/R)
    Instant
    Until end of turn creatures you control have "Tap: This creature deals one damage to target attacking or blocking creature."

    Wolf Woods
    1WG
    Enchantment
    Whenever a Plains or Forest enters the battlefield under your control put a 2/2 green Wolf token on the battlefield
    Wolves you control can not block black or artifact creatures.

    Blood-lust Succubus
    3RB
    Creature Demon
    Blood-Lust If an opponent was dealt combat damage this turn ~ costs 2 less to play.
    Can not block.
    4/5

    Primal Lore
    UGR
    Enchantment
    Spells you cast have Scry 1.
    At the beginning of your upkeep gain two life.

    Spirit Ley Line
    WBG
    Enchantment
    Graft 2.
    At the beginning of your upkeep you may move a +1+1 counter from any permanent onto CARDNAME.

    Art of Warfare
    3WR
    Sorcery
    Choose one.
    Creatures you control gain When this creature attacks it gets +1+0 for each other attacking creature until end of turn.
    Or target creature gains Double Strike and Life-link until end of turn.

    Dark Knight
    WB
    Creature Spirit Knight
    Creatures blocked by or blocking CARDNAME get -1-1 until end of turn.
    2/2

    Mystic Beast
    1UG
    Creauture
    Flash
    When CARDNAME enters the battlefield counter target spell or activated ability unless its controller pays 2.
    2/2

    Extort Mana
    1UB
    Instant
    Counter target spell unless its controller pays 2.
    Draw a card unless they pay 2.

    Viashino Triskelion Hunter
    1R(B/G)
    CARDNAME enters the battlefield with one +1+1 counter on it.
    First Strike.
    1, remove a +1+1 counter from CARDNAME: deal one damage to target creature.
    1/1

    Mystic Medusa
    BG
    Creature Shaman
    [Revelation] Whenever CARDNAME attacks reveal the top card of your library, if it shares a color with CARDNAME put a +1+1 counter on it.
    1U: Scry 1
    1/1

    Bound
    WU
    Enchantment Aura
    Enchanted creature gains Defender.
    When CARDNAME enters the battlefield draw a card.

    Wojeck Sky-Jet
    WR
    Creature Knight
    Haste
    Flying
    2/2

    Nest Spider
    2WG
    Creature Spider
    When CARDNAME enters or leaves play put a 1/1 green Insect token OtBF.
    Reach
    2/4

    AEther Spike
    1UG
    Creature Spike
    Flash
    When CARDNAME distribute three +1+1 counters among any number of creatures.
    Graft
    0/0

    Spirit Wolf
    W(B/R)
    Creature Spirit Wolf
    When CARDNAME attacks, target creature can not block.
    2/2

    Rakdos Thrull
    1(B/R)
    Creature Thrull
    1, sacrifice CARDNAME: Add BR to your pool.
    1/2

    Sequester
    2WG
    Sorcery
    Exile target non-creature permanent.

    Hivemind
    1UB
    Sorcery
    Draw two cards.
    Each player discards a card at random.

    Lust for Nothing
    5RG
    Sorcery
    Blood-lust If an opponent was dealt combat damage this turn CARDNAME costs 3 less to cast.
    Destroy target permanent. It cant regenerate.

    Fatigue
    (W/U)
    Instant
    Tap target creature, it doesnt untap as normal next upkeep.

    Erasure
    WB
    Instant
    Reveal target opponents hand and top card of their library.
    Exile a non-land card revealed this way or a card from their graveyard.

    AEther Void
    2UG
    Sorcery
    Shuffle target non-land permanent into its owners library.

    Spike Thief
    (U/G)
    Creature Spike
    Flash
    When CARDNAME enters the battlefield you may move a +1+1 from a permanent to CARDNAME.
    CARDNAME enters the battlefield with a +1+1 counter.
    0/0

    Selesnya Escort
    1(W/G)
    Creature Archer
    Flash.
    Reach
    2/1

    Azorius Escort
    (W/U)
    Creature Spirit
    Flash
    1/2

    Faerie Escort
    (U/G)
    Creature Faerie
    Flash.
    Flying.
    1/1

    Boros Escort
    2(W/R)
    Creature Soldier
    Flash
    First Strike
    2/1

    Warlord
    1WR
    Creature Soldier
    At the beginning of each Combat Phase tap target creature.
    2/2

    Fae Magician
    2UB
    Creature Faerie
    Whenever CARDNAME deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard.
    Flying
    2/2

    Hawk Familiar
    1WU
    Creature Bird
    When CARDNAME enters the battlefield look at the top two cards of your library put one in your hand and the other on the bottom of your library.
    Flying
    Vigilance
    1/2

    Martyr
    WR
    Creature Soldier
    When CARDNAME dies you may have it deal two damage to target creature.
    2/2

    Partisan
    1WR
    Creature Soldier
    Flash
    When CARDNAME enters the battlefield target creature you control gets +2+0 or +0+2 until end of turn.
    2/2

    Medusa Spy
    UB
    Creature Medusa
    When CARDNAME deals combat damage to a player, look at the top card of their library. You may put it on the bottom of their library.
    CARDNAME can not be blocked by creatures with less power.
    2/2

    Medusa Cabal
    UB
    Creature Medusa
    When CARDNAME enters the battlefield exile the top card of each library face down.
    When CARDNAME leaves the battlefield return exiled cards to their owners hand.
    Death-touch.
    2/2

    Orzhov Assassin
    WB
    Creature Assassin
    Life-link.
    Deathtouch.
    2/2

    Pixie
    UG
    Creature Faerie
    Flying
    Shroud
    2/2

    Garden Elf
    1WB
    Creature Elf
    Whenever a non-token creature you control dies put a 1/1 green Saproling on the battlefield.
    2/2

    Saproling Zombie Overlord
    1(B/G)(B/G)
    Creature Plant Zombie
    Saprolings you control are black and get +1+1.
    (B/G), tap: Exile target creature card from a graveyard and put a 1/1 green Saproling OtBF.
    2/2

    Highway Gaurdian
    2WG
    Creature Knight
    Reach.
    Vigilance.
    Life-link.
    2/4

    Demon Horde
    2RB
    Creature Demon
    Whenever you cast a red spell, CARDNAME gets a +1+1 counter.
    Whenever you cast a black spell, CARDNAME gets a +1+1 counter.
    CARDNAME can not block.
    1/1

    Altar Cleric
    2WB
    Creature Cleric
    Life-link
    Sacrifice a creature: Put a +1+1 counter on CARDNAME. Can only be used once per turn.
    2/2

    Stomping Beast
    RG
    Creature Beast
    Can only be blocked by one creature.
    3/2

    Chameleon
    1RG
    Creature Lizard
    Haste
    Can not be blocked by creatures with Flying.
    U: CARDNAME becomes color of your choice until end of turn.
    RG: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
    2/2

    Thrull Reinforcements
    1B
    Creature Thrull
    Can block creatures with Intimidate as though they did not have that ability.
    When CARDNAME dies you may put a +1+1 counter on target creature.
    Reinforce 1: 1W
    1/2

    Rift Watcher
    1G
    Creature Elf
    When CARDNAME enters the battlefield you may shuffle up to three cards from a graveyard into the library.
    Forecast (W/U): Put an exiled card on the bottom of its owners library.
    2/2

    Web-Spinner Assassin
    2BG
    Creature Spider
    Tap: Destroy target Insect or Saproling.
    Spiders you control have +0+2 and Reach.
    2/2

    Urborg Pest
    G
    Creature Faerie
    As long as you control an Island CARDNAME has Flying
    As long as you control a Swamp CARDNAME has Death-touch
    1/1

    Poison Spider
    UB
    Creature Spider
    Death-touch
    Reach
    2G, tap: CARDNAME Fights target creature.
    1/2

    Engagement
    R
    Instant
    Target creature must attack or must block this turn.
    Flashback U

    Distortion
    U
    Instant
    Target creatures power becomes 0 until end of turn
    Flashback R

    Energize
    B
    Sorcery
    Gain 5 life.
    Flashback W

    Catacomb Reclamation
    G
    Sorcery
    Return a target creature card from a graveyard to owners hand.
    Flashback B

    Requiem
    W
    Sorcery
    Exile a creature card in a graveyard.
    Put a 1/1 white Spirit with Flying on the battlefield.
    Flashback B

    Distraction
    R
    Instant
    Target creature can not attack and can not block until end of turn.
    Flashback W

    Deflection
    W
    Instant
    CARDNAME deals two damage to target attacking or blocking creature.
    Flashback R

    Dissipate
    U
    Instant
    Counter target activated ability from a non-land non-planeswalker source.
    Flashback G

    Hell-fire
    R
    Sorcery
    CARDNAME deals one damage to target creature or player. It can not regenerate.
    Flashback B

    Reflection
    W
    Instant
    Target non-creature permanent you control gains Shroud until end of turn.
    Flashback U

    Energy Blast
    B
    Sorcery
    CARDNAME deals two damage to target player and one damage to you.
    Flashback R

    Destruction
    G
    Sorcery
    Destroy target non-creature artifact.
    Flashback R

    Auspice
    B
    Sorcery
    Fate-seal 1 target player.
    Flashback U

    Charge
    G
    Sorcery
    Target creature gets +1+1 and gains Haste until end of turn.
    Flashback R

    Strength
    R
    Instant
    Target creature gets +1+1 and gains Trample until end of turn.
    Flashback G

    Guidance
    U
    Sorcery
    Scry 3
    Flashback B

    Manifest Nightmare
    B
    Sorcery
    Deals three damage to target non-black creature.
    MadnessR

    Psychosis
    U
    Sorcery
    Look at target players hand and discard a non-land card of their choice.
    Madness1BB

    Prey Demon
    3BR
    Creature Demon
    x, lose X life, tap: Destroy target non-legendary creature with power X and each creature that shares a name with it.
    3/4

    Circle of Death
    1B(G/W)
    Sorcery
    Put a 1/1 green Saproling, 1/1 white Spirit with flying, and 2/2 black Zombie OtBF.

    Primal Divination
    G(U/B)
    Sorcery
    Scry 4.
    Draw a card.
    Discard a card.

    Lake Dinosaur
    U(R/G)
    Creature Lizard
    Protection from artifact
    Can only be blocked by two or more creatures.
    2/2

    Marsh Beast
    B(G/W)
    Creature Beast
    Protection from land
    Can only be blocked by one creature.
    2/2

    Mountain Beast
    R(U/W)
    Creature Beast
    Protection from enchantment
    Can not be blocked by Flying creatures.
    2/2

    Forest Beast
    G(U/B)
    Creature Beast
    Protection from instant
    Can not be blocked by creatures with less power.
    2/2

    Plains Beast
    W(B/R)
    Creature Beast
    Protection from Sorcery
    Creatures must pay 1 to block CARDNAME.
    2/2

    Tempest
    1B
    Instant
    Prevent all combat damage this turn.
    Cycling: 2W. When you Cycle CARDNAME creatures get -1-1 until end of turn.
    Madness: B, discard a card.
    Flashback: 1G, sacrifice a land.

    Pure Centaur
    1WG
    Creature Centaur
    3: Destroy a target Enchantment, any player may play this ability.
    Life-link
    3/2

    Champion
    1BR
    Creature Warrior
    BR Tap: CARDNAME Fights a creature you dont control of target opponent choice.
    3/3

    Blue Wedge Charm
    URG
    Instant
    Choose one
    Gain control of target non-creature Artifact.
    Return target spell to owners hand.
    Put target non-land permanent on top of its owners library.

    Red Wedge Charm
    RWU
    Instant
    Choose one
    Gain control of target creature until end of turn. Untap it, it gains haste.
    Each creature must attack and block until end of turn.
    Copy target Instant.

    Green Wedge Charm
    GUB
    Instant
    Choose one
    Put target land from your graveyard on the battlefield, and put up to one other target land into your hand.
    Creatures you control gain Shroud until end of turn.
    Return target permanent to owners hand.

    White Wedge Charm
    WRB
    Instant
    Choose one
    Creatures you dont control get -1-1 until end of turn.
    Destroy non-artifact creature.
    Put three 1/1 white Spirits with Flying on the battlefield.

    Black Wedge Charm
    BWG
    Instant
    Choose one
    Exile any number of cards from a graveyard.
    Put a -1-1 counter on all creatures.
    Each player sacrifices a non-creature non-land permanent.

    Chaos Warrior
    R(B/G)
    Creature Beserker
    Bloodthirst 1
    Trample
    2/2

    Coax
    1UB
    Sorcery
    Gain control of target creature or artifact with a converted mana cost of two or less.

    Wedge Spike
    URG
    Creature Spike
    CARDNAME enters the battlefield with three +1+1 counters on it
    1: Move a +1+1 counter to target creature.
    1 remove a +1+1 counter: CARDNAME gains Shroud until end of turn.
    0/0

    Mycosynth
    BWG
    Creature Fungus
    Indestructible
    Protection from Artifacts
    0/1

    Little Angel
    RWU
    Creature Angel
    Flying
    Vigilance
    3/3

    Dark-Water Spider
    1BUG
    Creature Spider
    Reach
    Protection from Saproling and Insect
    2/7

    Thrull
    WBR
    Creature Thrull
    When CARDNAME dies you may put a +1+1 counter on target creature.
    Sacrifice CARDNAME: put a +1+1 counter on target creature.
    2/2

    Nacatyl Berserker
    WRG
    Creature Cat
    Haste
    4/3

    Etherium Sentinel
    WUB
    Artifact Creature Construct
    Vigilance
    4/4

    Deadwood
    BWG
    Creature Zombie Treefolk
    When CARDNAME dies, put three 1/1 green Saproling OtBF.
    0/3

    Convlave Medusa
    GBU
    Creature Gorgon
    Death-touch
    Madness GBU
    3/3

    Haunting Specter
    WBR
    Creature Spirit
    When CARDNAME enters or leaves the battlefield put a 1/1 white Spirit with Flying on the battlefield.
    Flying
    2/2

    Loch Monster
    URG
    Creature Beast
    Island-walk
    3/6

    Giant Artisan
    RUW
    Creature Giant
    Vanilla
    4/5

    Locust
    2G
    Sacrifice a Forest: Put a 1/1 green Insect on the battlefield.
    Insects you control have Flying.
    2/2

    Blood-thirst Mercenary
    1RB
    Creature Mercenary
    Blood-thirst 2
    Can not be blocked by walls.
    Remove a +1+1 counter: CARDNAME gets +2+2 until end of turn.
    1/1

    Taiga Spider
    2RG
    Creature Spider
    Reach
    (R/G): Haste
    3/4

    Savannah Spider
    2WG
    Reach
    WG: Vigilance
    2/5

    Herald
    1WU
    Creature Spirit
    Flying
    Vigilance
    Life-link
    1/3

    Brain Eating Zombie
    1UB
    Creature Zombie
    When CARDNAME becomes tapped target opponent puts the top four cards of their library into the graveyard.
    1UB: Regenerate.
    2/2

    Frenzy Mercenary
    RB
    Creature Mercenary
    Frenzy 3
    0/3

    Mercenary Encampment
    2R
    Tribal Enchantment Mercenary
    R: Target Mercenary gains Frenzy 1 until end of turn. Use only as a Sorcery.
    1R, tap: Target land becomes a 2/2 red Mercenary. Sacrifice it at end of turn.

    Ghostfire Mercenary
    1RB
    Creature Mercenary
    CARDNAME is colorless.
    3/3

    Infiltrator
    WR
    Creature Scout
    [Saboteur] When CARDNAME attacks and is not blocked you may assign its power in damage to target creature instead of dealing damage to the defending player.
    Frenzy 2
    0/2

    Dark Force Transmuter
    3UB
    Legendary Creature Wizard
    Flash
    When CARDNAME deals damage to a player you may Scry 3.
    Transmute 1UB
    3/4

    Exalted Bird
    W(U/G)
    Creature Bird
    Exalted
    Flying
    2/1

    Exalted Snake
    1UG
    Creature Snake
    Exalted
    When a creature attacks alone it gains Trample.
    2/2

    Gold Beast
    U(G/R)
    Creature Beast
    If you control another multi-colored permanent CARDNAME gets +1+1.
    Must be blocked if able.
    2/2

    Exalted Dead
    1WB
    Creature Zombie
    Exalted
    When a creature attacks alone it gets Life-link
    2/2

    Yuntai Retainer
    BR
    Creature Snake
    Vanilla
    4/1

    Watchwolf (reprint)
    WG
    Creature Wolf
    Vanilla
    3/3

    Dark Water Dinosaur
    UB
    Creature Dinosaur
    Vanilla
    1/5

    Powerless Ghost
    WU
    Creature Spirit
    Vanilla
    0/7

    Taiga Tiger
    RG
    Creature Cat
    Vanilla
    2/4

    Kraj Frog Experiment
    1UG
    Creature Frog
    If one or more counters would be put on CARDNAME you may put a +1+1 counter on it instead.
    R: Can not be blocked by creatures with less power.
    2/2

    Ghost Exile
    1W
    Creature Spirit
    Whenever another creature dies exile it instead and gain one life.
    Cards in graveyards lose all abilities.
    B: First Strike
    2/1

    Laboratory Laborer
    1UB
    Creature Zombie
    Whenever another creature you control dies you may put it on the bottom your library.
    Death-touch
    Transmute: UB
    2/2

    Demon Harbinger
    1BR
    Creature Human Cultist
    When CARDNAME enters the battlefield you may search your library for a Demon and put it on top of your library.
    Tap, sacrifice CARDNAME, lose two life: W
    2/2

    Oona, Queen of Fae's Gambit
    1U
    Tribal Instant Faerie
    Scry 1.
    Scry 1.
    Scry 1.
    Draw a card.

    Dark Elf Ritual
    1B
    Tribal Sorcery Elf
    Add GG to your pool.
    Draw two cards.
    Discard a card.
    Lose two life.

    Iron-Bark Ritual
    G
    Tribal Instant Treefolk
    Remove all counters from target creature and gets +1+2 until end of turn
    Flashback BW

    Voodoo Poison Ritual
    2G
    Tribal Instant Snake
    Distribute two -1-1 counters among one or two creatures.
    If a Snake had counters put on by CARDNAME draw two cards and discard a card.
    Flashback UB

    Spirit Guide
    W(R/B)
    Creature Monk
    When CARDNAME enters or leaves the battlefield put a 1/1 white Spirits with flying on the battlefield.
    1/1

    Negative Energy
    1BR
    Instant
    CARDNAME deals 4 damage to target creature and remove all counters and auras from it.

    Banishment
    1WU
    Instant
    Put target creature on either the top or bottom of owners library.

    Fatigue
    WU
    Enchantment Aura
    Flash
    Enchanted creature does not untap as normal.

    Blood and Fire
    3BR
    Instant
    [Blood Lust] If opponent has lost life this turn CARDNAME costs 2 less to play.
    Deal two damage to each creature and player.

    Sequester Magic
    WG
    Instant
    Exile target spell if it is an enchantment or artifact; or exile target enchantment or artifact.

    Mana Cascade
    1UG
    Instant
    Counter target spell unless its controller pays 2
    Cascade

    Steal Mana
    UG
    Instant
    Counter target spell unless its controller pays 1
    You may put a +1/+1 counter on target creature.

    Elf Enchantress
    1WG
    Creature Elf
    CARDNAME gets +1+1 for each enchantment OtBF.
    As long as CARDNAME is enchanted it has Vigilance and Life-link.
    2/2

    Aura Thief
    1WG
    Creature Elf
    When CARDNAME enters the battlefield you may move an Aura to another legal permanent that shares a type with it.
    Whenever an enchantment spell is cast you may gain two life.
    2/2

    Resistance Fighter
    2WR
    Creature Knight
    Vigilance
    Tap: Tap target creature.
    2/2

    Moon-beam
    (U/R)
    Instant
    Target spell or permanent becomes colorless indefinitely.
    Draw a card.

    Exhaust
    (U/R)(U/R)
    Sorcery
    Tap target permanent.
    Draw a card.
    If you paid both U and R target permanent does not untap as normal next upkeep.

    Veteran Experience
    1(W/R)
    Tribal Instant Soldier
    Untap target creature put a +1+1 counter on it.

    Cloud Cat1(W/U)
    Creature Elemental Cat
    Flying
    Forecast (W/U): Scry 1.
    2/1

    Ranger
    WG
    Creature Soldier Scout
    When CARDNAME enters the battlefield search your library for a creature with converted mana cost of one or less.
    Forest-walk
    2/1

    Berserker Fury
    2(R/W)
    Sorcery
    Target creature gets Double Strike until end of turn.
    Draw a card.

    Fire-Storm Elemental
    4RR
    Creature Elemental
    When CARDNAME enters the battlefield you may sacrifice two Mountains, if you do CARDNAME deals four damage divided as you choose among any number of target creatures.
    4/4

    Spike Strength
    G(U/B)
    Instant
    Put a +1+1 counter on target creature.
    Put a -1-1 counter on another target creature.

    Jund Dinosaur
    4R(B/G)
    Creature Lizard
    When CARDNAME enters the battlefield destroy target land, or artifact, or creature.
    4/4

    Harmless Aura
    UG
    Enchantment Aura
    Enchanted creature becomes a 0/1 blue and green Frog.
    Enchanted creature can not activate abilities.

    Exile Magic
    WUB
    Instant
    Exile target spell or enchantment.

    AEther Bodyguard
    1WU
    Creature Wizard
    1WU, tap: Return CARDNAME and target creature in combat with CARDNAME to owners hand.
    Flying
    1/2

    Recall Spell
    (U/R)
    Sorcery
    Return target Instant card from your graveyard to hand.

    Selesnya Unicorn
    1WG
    Creature Unicorn
    If any source would deal damage to a creature you control prevent one damage to that creature.
    2/2

    Retreat
    WU
    Instant
    Put target attacking creature on top of its owners library or return it to owners hand.

    Partisan Spy
    1WR
    Creature Scout
    If CARDNAME would become blocked you may have target creature blocking it block another legal target instead.
    Shroud
    First Strike
    2/2

    Dark Elf Oracle
    1G(U/B)
    Creature Elf
    Tap: Put the top five cards from your library into your graveyard. Then put a card from your graveyard on top of your library.
    2/2

    Strategic Artillery
    1(W/R)
    Instant
    Deal two damage among target attacking or blocking creatures.

    Alectryomancer Archer
    1W(R/B)
    Creature Archer Monk
    When CARDNAME enters the battlefield put two 1/1 white Birds with Flying on the battlefield.
    Reach
    2/1

    Imperial Dinosaur
    2RG
    Creature Lizard
    Trample
    If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter and has Haste.
    3/3

    Supreme Dinosaur
    2BG
    Creature Lizard
    Damage from CARDNAME can not be prevented.
    If only basic land were used to pay for CARDNAME it enters the battlefield with two +1+1 counters.
    3/3

    Noble Dinosaur
    2WG
    Creature Lizard
    Vigilance
    If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
    3/3

    Royal Dinosaur
    3UG
    Creature Lizard Bird
    Flying
    If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
    3/3

    Primal Dinosaur
    2GG
    Creature Lizard
    If only basic land were used to pay for CARDNAME it enters the battlefield with three +1+1 counters tapped.
    3/3

    Mana Burn
    1UR
    Instant
    Choose one.
    Counter target spell unless its controller pays 3.
    Or deal three damage to target creature.

    Bayou Boa
    (B/G)(B/G)
    Creature Snake
    Swamp-walk
    Forest-walk
    2/2


    The above list somewhat sorted into rarity.

    Not 100% but a fair start.



    Mindless Destruction
    BR
    Sorcery
    Destroy target Artifact.
    [Blood-lust] If target's controller was dealt combat damage this turn they discard a card.

    Stompy Beast
    RG
    Creature Beast
    Can only be blocked by one creature.
    3/2

    Giant Shiny Trap
    4R
    Instant Trap
    Put a 4/4 green and red Giant OtBF.
    Trap! 1GG If an opponent cast a spell during your turn.

    Selesnya Ambush
    1(W/G)(W/G)
    Creature Archer
    Flash
    Reach
    2/3

    Strategic Artillery
    (W/R)
    Instant
    Deal two damage divided among target attacking or blocking creatures.

    Ghostfire Mercenary
    1RB
    Creature Mercenary
    CARDNAME is colorless.
    3/3

    Blood-thirst Mercenary
    1RB
    Creature Mercenary
    Blood-thirst 2
    Can not be blocked by walls.
    Remove a +1+1 counter: CARDNAME gets +2+2 until end of turn.
    1/1

    Chaos Warrior
    R(B/G)
    Creature Beserker
    Bloodthirst 1
    Trample
    2/2

    Thrull Reinforcements
    1B
    Creature Thrull
    Can block creatures with Intimidate as though they did not have that ability.
    When CARDNAME dies you may put a +1+1 counter on target creature.
    1W: Reinforce 1
    1/2

    Stomping Beast
    RG
    Creature Beast
    Can only be blocked by one creature.
    3/2

    Selesnya Escort
    1(W/G)
    Creature Archer
    Flash.
    Reach
    2/1

    Azorius Escort
    (W/U)
    Creature Spirit
    Flash
    1/2

    Faerie Escort
    (U/G)
    Creature Faerie
    Flash.
    Flying.
    1/1

    Boros Escort
    2(W/R)
    Creature Soldier
    Flash
    First Strike
    2/1

    Fatigue
    (W/U)
    Instant
    Tap target creature, it doesnt untap as normal next upkeep.

    Rakdos Thrull
    1(B/R)
    Creature Thrull
    1, sacrifice CARDNAME: Add BR to your pool.
    1/2

    Viashino Marauder
    RG
    Creature Viashino
    Frenzy 1
    1, sacrifice CARDNAME: Destroy target Artifact.
    2/2

    Simic Doppleganger
    3(U/G)
    Creature Shapeshifter
    As CARDNAME enters the battlefield it is your choice of a 1/5, 3/3, or 5/1 creature.
    */*

    Infiltration
    1(B/R)
    Sorcery
    Creatures you control gain Frenzy 2 until end of turn.



    Utvara Poison Ritual
    1(B/G)
    Instant
    Target creature gains Death-touch.
    If R was used to cast CARDNAME Regenerate that creature.

    Chaos Warrior
    R(B/G)
    Creature Berserker
    Bloodthirst 1
    Trample
    2/2

    Blood-thirst Mercenary
    1RB
    Creature Mercenary
    Blood-thirst 2
    Can not be blocked by walls.
    Remove a +1+1 counter: CARDNAME gets +2+2 until end of turn.
    1/1

    Lost Dinosaur
    4(R/G)(R/G)
    Creature Lizard
    1UU: CARDNAME gains can only be blocked by two or more creatures until end of turn.
    4/6

    Personal Weird
    1(U/R)
    Sorcery
    Put a 2/2 blue Illusion token on the battlefield.
    If B was used to cast CARDNAME target player puts the top five cards of their library in to the graveyard.

    Conclave Veil
    1(U/G)
    Instant
    Target creature gains Shroud.
    If W was used to cast CARDNAME you may have it gains Life-link until end of turn.

    Selesnya Gift
    1(W/G)
    Instant
    If W was spent to cast CARDNAME target creature gets +2+2 UEOT
    If G was spent to cast CARDNAME target creature gets +2+2 UEOT

    Fire Armor
    1(W/R)
    Instant
    If W was spent to cast CARDNAME prevent two damage to target creature or player.
    If R was spent to cast CARDNAME it deals two damage to target creature or player.

    Sanctuary
    2(W/U)
    Instant
    If W was spent to cast CARDNAME put two 1/1 white Birds with Flying on the battlefield.
    If U was spent to cast CARDNAME counter target non-creature spell.

    Orzhov Templar
    2(W/B)
    Creature Soldier
    Vigilance
    Life-link
    2/2

    Alectryomancer Archer
    1W(R/B)
    Creature Archer Monk
    When CARDNAME enters the battlefield put two 1/1 white Birds with Flying on to the battlefield.
    Reach
    2/1

    Energy Drain
    1(U/B)
    Instant
    If U was spent to cast CARDNAME target creature gets -3-0 until end of turn.
    If B was spent to cast CARDNAME target creature gets -0-3 until end of turn.

    Mana Burn
    1UR
    Instant
    Choose one.
    Counter target spell unless its controller pays 3.
    Or CARDNAME deals three damage to target creature.

    Bound
    1WU
    Enchantment Aura
    Enchanted creature gains Defender.
    When CARDNAME enters the battlefield draw a card.

    Spirit Form
    3(W/B)(W/B)
    Sorcery
    Return target creature in a graveyard to play under your control it is becomes colorless, and is a Spirit in addition to its other types.
    If U was spent to cast CARDNAME target creature enters the battlefield with a +1+1 counter.

    Lost Dinosaur
    4(R/G)(R/G)
    Creature Lizard
    1UU: Gains can only be blocked by two or more creatures untl end of turn.
    Trample
    4/5

    Scrap Etherium
    1(W/R)
    Sorcery
    Destroy target artifact
    If G was used to cast CARDNAME draw a card.

    Personal Weird
    1(U/R)
    Sorcery
    Put a 2/2 blue Illusion token OtBF.
    If B was used to cast CARDNAME target player puts the top five cards of their library in to the graveyard.

    Utvara Poison Ritual
    1(B/G)
    Instant
    Target creature gains Death-touch.
    If R was used to cast CARDNAME Regenerate that creature.

    Coax with Law
    1(W/B)
    Sorcery
    Target opponent reveals his hand, and you choose a non-land spell, it is discarded. They draw a card.
    If U was used to cast CARDNAME draw a card.

    Evade
    1UG
    Sorcery
    Put target artifact, enchantment, or creature on top of its owners library.

    Survival
    1(W/R)(W/R)
    Instant
    Remove target creature from combat.
    And either remove all counters from it or put a +1+1 counter on it.

    AEther Battlemage 
    2U
    Creature Merfolk
    Kicker R and/ or G.
    When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield destroy Non-Creature artifact.
    When you cast CARDNAME you may pay G in addition to its mana cost, if you do when CARDNAME enters the battlefield search your library for a basic land.
    2/2

    Dark Oracle
    1B
    Creature Elf
    W: Gain one life
    1G: Regenerate
    2/1

    Maneuver
    3W
    Sorcery
    Creatures you control gain Life-link until end of turn.
    If R was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.
    If B was spent to cast CARDNAME creatures you control gain Frenzy 1 until end of turn.

    Magical Beast
    1U
    Creature Beast
    1R: CARDNAME gets -1+2 until end of turn.
    G, tap: CARDNAME Fights target creature. 
    2/1

    Black Market Trader
    1B
    Creature Wizard
    U, tap: Each player draws a card. Play only as a sorcery.
    R, tap: Each player discards a card. Play only as a sorcery.
    2/1

    Highway Knight
    1G
    Creature Knight
    W: CARDNAME gains Vigilance until end of turn
    R: CARDNAME gains First Strike until end of turn
    2/1

    Cyborg Spy
    1U
    Artifact Creature Vedelken Rogue
    1W: Shroud
    B: Target player puts the top card of their library into the graveyard.
    2/1

    Spectral Jaguar
    1R
    Creature Spirit Cat
    Can not be countered
    Protection from Blue
    W: Regenerate
    2/1

    Cabal Elf
    1G
    Creature Elf
    U: Put the top card of target players library into the graveyard.
    B: Exile target card from a graveyard.
    2/2

    Barbary Ape
    1R
    Creature Ape
    2B: CARDNAME gets +1+1 gains Intimidate until end of turn
    2G: CARDNAME gets +1+1 gains Trample until end of turn.
    2/1

    Anti-Paladin
    2B
    Creature Paladin
    Tap: Put CARDNAME in combat blocking target attacking creature.
    WG: Regenerate
    2/3

    Battle Cleric
    1W
    Creature Cleric
    Kicker R and, or B
    When you cast CARDNAME you may pay R in addition to its mana cost, if you do when CARDNAME enters the battlefield target player puts the top 7 cards of their library in to their graveyard.
    When you cast CARDNAME you may pay B in addition to its mana cost, if you do when CARDNAME enters the battlefield you may return a creature in your graveyard to hand
    2/2

    Herald Appentice
    R
    Creature Wizard
    W, tap: Tap target creature.
    U, tap: Untap target creature.
    0/1

    Re-Incarnation
    1B
    Creature Spirit
    W: CARDNAME gains Vigilance until end of turn
    1G: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
    2/2

    Spirit Mage
    1W
    Creature Wizard
    R, tap: Deal one damage to target creature or player.
    B, tap: Target creature gets -1-1 until end of turn.
    2/1

    Naya Jungle Berserker
    1G
    Creature Berserker
    2W: CARDNAME gets +1+2 until end of turn
    R: CARDNAME gains trample until end of turn
    2/1

    Fleet-foot Fox
    1BB
    Creature Fox Ninja
    Flash
    U: Return CARDNAME to owners hand.
    2W: Exile CARDNAME and then return on the battlefield.
    2/1

    Phyrexian Plague
    1B
    Creature Horror
    W: Prevent one damage to CARDNAME
    G: CARDNAME deals damage in the form of -1-1 counters.
    2/1

    Jund Nactayl Assassin
    1R
    Creature Cat
    G: CARDNAME gains Frenzy 1 until end of turn. Play only as a sorcery.
    B: CARDNAME gains trample until end of turn
    2/2

    Pure Elementalist
    1W
    Creature Wizard
    UU: Target creature gains Flying until end of turn
    2R: Target creature gets +1+1 until end of turn
    2/2

    Wild Elementalist
    1G
    Creature Wizard
    3U: Target creature gets Shroud until end of turn. 
    3R: CARDNAME deals one damage to target creature or player.
    2/1

    Animist
    (W/B)(W/B)(W/B)
    Creature Cleric
    B, tap: Put a 2/2 black Zombie on the battlefield tapped.
    W, tap: Put a 1/1 white Spirit with Flying on the battlefield.
    2/2

    Steal Soul
    xB
    Sorcery
    Target creature gets -X-X UEOT.
    If W was spent to cast CARDNAME gain X life.
    If G was spent to cast CARDNAME gain X life.

    Unnatural Magic
    3GG
    Sorcery
    Return target non-creature permanent to owners hand.
    If B was spent to cast CARDNAME each opponent discards a card.
    If U was spent to cast CARDNAME each opponent discards a card.

    Trash to Treasure
    2R
    Sorcery
    Destroy target artifact.
    If W was spent to cast CARDNAME draw a card.
    If U was spent to cast CARDNAME draw a card.

    Dark Elf Enchanter
    1B(W/G)
    Creature Elf
    B: Remove a counter from target artifact or creature.
    WG discard a card, tap: Exile target artifact or enchantment.
    2/2

    Rain Missiles
    2(W/R)
    Instant
    Until end of turn creatures you control have "Tap: This creature deals one damage to target attacking or blocking creature."

    Wolf Woods
    1WG
    Enchantment
    Whenever a Plains or Forest enters the battlefield under your control put a 2/2 green Wolf token on the battlefield
    Wolves you control can not block black or artifact creatures.

    Blood-lust Succubus
    3RB
    Creature Demon
    Blood-Lust If an opponent was dealt combat damage this turn ~ costs 2 less to play.
    Can not block.
    4/5

    Primal Lore
    UGR
    Enchantment
    Spells you cast have Scry 1.
    At the beginning of your upkeep gain two life.

    Spirit Ley Line
    WBG
    Enchantment
    Graft 2.
    At the beginning of your upkeep you may move a +1+1 counter from any permanent onto CARDNAME.

    Art of Warfare
    3WR
    Sorcery
    Choose one.
    Creatures you control gain When this creature attacks it gets +1+0 for each other attacking creature until end of turn.
    Or target creature gains Double Strike and Life-link until end of turn.

    Dark Knight
    WB
    Creature Spirit Knight
    Creatures blocked by or blocking CARDNAME get -1-1 until end of turn.
    2/2

    Mystic Beast
    1UG
    Creauture
    Flash
    When CARDNAME enters the battlefield counter target spell or activated ability unless its controller pays 2.
    2/2

    Extort Mana
    1UB
    Instant
    Counter target spell unless its controller pays 2.
    Draw a card unless they pay 2.

    Viashino Triskelion Hunter
    1R(B/G)
    CARDNAME enters the battlefield with one +1+1 counter on it.
    First Strike.
    1, remove a +1+1 counter from CARDNAME: deal one damage to target creature.
    1/1

    Mystic Medusa
    BG
    Creature Shaman
    [Revelation] Whenever CARDNAME attacks reveal the top card of your library, if it shares a color with CARDNAME put a +1+1 counter on it.
    1U: Scry 1
    1/1

    Bound
    WU
    Enchantment Aura
    Enchanted creature gains Defender.
    When CARDNAME enters the battlefield draw a card.

    SkyJek Legionnaire
    WR
    Creature Knight
    Haste
    Flying
    2/2

    Nest Spider
    2WG
    Creature Spider
    When CARDNAME enters or leaves play put a 1/1 green Insect token OtBF.
    Reach
    2/4

    AEther Spike
    1UG
    Creature Spike
    Flash
    When CARDNAME distribute three +1+1 counters among any number of creatures.
    Graft
    0/0

    Spirit Wolf
    W(B/R)
    Creature Spirit Wolf
    When CARDNAME attacks, target creature can not block.
    2/2

    Sequester
    2WG
    Sorcery
    Exile target non-creature permanent.

    Hivemind
    1UB
    Sorcery
    Draw two cards.
    Each player discards a card at random.

    Lust for Nothing
    5RG
    Sorcery
    Blood-lust If an opponent was dealt combat damage this turn CARDNAME costs 3 less to cast.
    Destroy target permanent. It cant regenerate.

    Erasure
    WB
    Instant
    Reveal target opponents hand and top card of their library.
    Exile a non-land card revealed this way or a card from their graveyard.

    AEther Void
    2UG
    Sorcery
    Shuffle target non-land permanent into its owners library.

    Spike Thief
    (U/G)
    Creature Spike
    Flash
    When CARDNAME enters the battlefield you may move a +1+1 from a permanent to CARDNAME.
    CARDNAME enters the battlefield with a +1+1 counter.
    0/0

    Warlord
    1WR
    Creature Soldier
    At the beginning of each Combat Phase tap target creature.
    2/2

    Fae Magician
    2UB
    Creature Faerie
    Whenever CARDNAME deals combat damage to a player, that player reveals the top two cards of his or her library. You choose one of those cards and put it into his or her graveyard.
    Flying
    2/2

    Hawk Familiar
    1WU
    Creature Bird
    When CARDNAME enters the battlefield look at the top two cards of your library put one in your hand and the other on the bottom of your library.
    Flying
    Vigilance
    1/2

    Martyr
    WR
    Creature Soldier
    When CARDNAME dies you may have it deal two damage to target creature.
    2/2

    Partisan
    1WR
    Creature Soldier
    Flash
    When CARDNAME enters the battlefield target creature you control gets +2+0 or +0+2 until end of turn.
    2/2

    Medusa Spy
    UB
    Creature Medusa
    When CARDNAME deals combat damage to a player, look at the top card of their library. You may put it on the bottom of their library.
    CARDNAME can not be blocked by creatures with less power.
    2/2

    Medusa Cabal
    UB
    Creature Medusa
    When CARDNAME enters the battlefield exile the top card of each library face down.
    When CARDNAME leaves the battlefield return exiled cards to their owners hand.
    Death-touch.
    2/2

    Orzhov Assassin
    WB
    Creature Assassin
    Life-link.
    Deathtouch.
    2/2

    Pixie
    UG
    Creature Faerie
    Flying
    Shroud
    2/2

    Garden Elf
    1WB
    Creature Elf
    Whenever a non-token creature you control dies put a 1/1 green Saproling on the battlefield.
    2/2

    Saproling Zombie Overlord
    1(B/G)(B/G)
    Creature Plant Zombie
    Saprolings you control are black and get +1+1.
    (B/G), tap: Exile target creature card from a graveyard and put a 1/1 green Saproling OtBF.
    2/2

    Highway Gaurdian
    2WG
    Creature Knight
    Reach.
    Vigilance.
    Life-link.
    2/4

    Demon Horde
    2RB
    Creature Demon
    Whenever you cast a red spell, CARDNAME gets a +1+1 counter.
    Whenever you cast a black spell, CARDNAME gets a +1+1 counter.
    CARDNAME can not block.
    1/1

    Altar Cleric
    2WB
    Creature Cleric
    Life-link
    Sacrifice a creature: Put a +1+1 counter on CARDNAME. Can only be used once per turn.
    2/2

    Chameleon
    1RG
    Creature Lizard
    Haste
    Can not be blocked by creatures with Flying.
    U: CARDNAME becomes color of your choice until end of turn.
    RG: CARDNAME gets +2+2 until end of turn. May only use this once per turn.
    2/2

    Rift Watcher
    1G
    Creature Elf
    When CARDNAME enters the battlefield you may shuffle up to three cards from a graveyard into the library.
    Forecast (W/U): Put an exiled card on the bottom of its owners library.
    2/2

    Web-Spinner Assassin
    2BG
    Creature Spider
    Tap: Destroy target Insect or Saproling.
    Spiders you control have +0+2 and Reach.
    2/2

    Urborg Pest
    G
    Creature Faerie
    As long as you control an Island CARDNAME has Flying
    As long as you control a Swamp CARDNAME has Death-touch
    1/1

    Poison Spider
    UB
    Creature Spider
    Death-touch
    Reach
    2G, tap: CARDNAME Fights target creature.
    1/2

    Engagement
    R
    Instant
    Target creature must attack or must block this turn.
    Flashback U

    Distortion
    U
    Instant
    Target creatures power becomes 0 until end of turn
    Flashback R

    Energize
    B
    Sorcery
    Gain 5 life.
    Flashback W

    Catacomb Reclamation
    G
    Sorcery
    Return a target creature card from a graveyard to owners hand.
    Flashback B

    Requiem
    W
    Sorcery
    Exile a creature card in a graveyard.
    Put a 1/1 white Spirit with Flying on the battlefield.
    Flashback B

    Distraction
    R
    Instant
    Target creature can not attack and can not block until end of turn.
    Flashback W

    Deflection
    W
    Instant
    CARDNAME deals two damage to target attacking or blocking creature.
    Flashback R

    Dissipate
    U
    Instant
    Counter target activated ability from a non-land non-planeswalker source.
    Flashback G

    Hell-fire
    R
    Sorcery
    CARDNAME deals one damage to target creature or player. It can not regenerate.
    Flashback B

    Reflection
    W
    Instant
    Target non-creature permanent you control gains Shroud until end of turn.
    Flashback U

    Energy Blast
    B
    Sorcery
    CARDNAME deals two damage to target player and one damage to you.
    Flashback R

    Destruction
    G
    Sorcery
    Destroy target non-creature artifact.
    Flashback R

    Auspice
    B
    Sorcery
    Fate-seal 1 target player.
    Flashback U

    Charge
    G
    Sorcery
    Target creature gets +1+1 and gains Haste until end of turn.
    Flashback R

    Strength
    R
    Instant
    Target creature gets +1+1 and gains Trample until end of turn.
    Flashback G

    Guidance
    U
    Sorcery
    Scry 3
    Flashback B

    Manifest Nightmare
    B
    Sorcery
    Deals three damage to target non-black creature.
    MadnessR

    Psychosis
    2U
    Sorcery
    Look at target players hand and discard a card of their choice.
    Madness2B

    Prey Demon
    3BR
    Creature Demon
    x, lose X life, tap: Destroy target non-legendary creature with power X and each creature that shares a name with it.
    3/4

    Circle of Death
    1B(G/W)
    Sorcery
    Put a 1/1 green Saproling, 1/1 white Spirit with flying, and 2/2 black Zombie OtBF.

    Primal Divination
    G(U/B)
    Sorcery
    Scry 4.
    Draw a card.
    Discard a card.

    Lake Dinosaur
    U(R/G)
    Creature Lizard
    Protection from artifact
    Can only be blocked by two or more creatures.
    2/2

    Marsh Beast
    B(G/W)
    Creature Beast
    Protection from land
    Can only be blocked by one creature.
    2/2

    Mountain Beast
    R(U/W)
    Creature Beast
    Protection from enchantment
    Can not be blocked by Flying creatures.
    2/2

    Forest Beast
    G(U/B)
    Creature Beast
    Protection from instant
    Can not be blocked by creatures with less power.
    2/2

    Plains Beast
    W(B/R)
    Creature Beast
    Protection from Sorcery
    Creatures must pay 1 to block CARDNAME.
    2/2

    Tempest
    1B
    Instant
    Prevent all combat damage this turn.
    Cycling: 2W. When you Cycle CARDNAME creatures get -1-1 until end of turn.
    Madness: B, discard a card.
    Flashback: 1G, sacrifice a land.

    Pure Centaur
    1WG
    Creature Centaur
    3: Destroy a target Enchantment, any player may play this ability.
    Life-link
    3/2

    Champion
    1BR
    Creature Warrior
    BR Tap: CARDNAME Fights a creature you dont control of target opponent choice.
    3/3

    Blue Wedge Charm
    URG
    Instant
    Choose one
    Gain control of target non-creature Artifact.
    Return target spell to owners hand.
    Put target non-land permanent on top of its owners library.

    Red Wedge Charm
    RWU
    Instant
    Choose one
    Gain control of target creature until end of turn. Untap it, it gains haste.
    Each creature must attack and block until end of turn.
    Copy target Instant.

    Green Wedge Charm
    GUB
    Instant
    Choose one
    Put target land from your graveyard on the battlefield, and put up to one other target land into your hand.
    Creatures you control gain Shroud until end of turn.
    Return target permanent to owners hand.

    White Wedge Charm
    WRB
    Instant
    Choose one
    Creatures you dont control get -1-1 until end of turn.
    Destroy non-artifact creature.
    Put three 1/1 white Spirits with Flying on the battlefield.

    Black Wedge Charm
    BWG
    Instant
    Choose one
    Exile any number of cards from a graveyard.
    Creatures get -2-2 until end of turn.
    Each player sacrifices a non-creature non-land permanent.

    Coax
    1UB
    Sorcery
    Gain control of target creature or artifact with a converted mana cost of two or less.

    Wedge Spike
    URG
    Creature Spike
    CARDNAME enters the battlefield with three +1+1 counters on it
    1: Move a +1+1 counter to target creature.
    1 remove a +1+1 counter: CARDNAME gains Shroud until end of turn.
    0/0

    Mycosynth
    BWG
    Creature Fungus
    Indestructible
    Protection from Artifacts
    0/1

    Little Angel
    RWU
    Creature Angel
    Flying
    Vigilance
    3/3

    Dark-Water Spider
    1BUG
    Creature Spider
    Reach
    Protection from Saproling and Insect
    2/7

    Thrull
    WBR
    Creature Thrull
    When CARDNAME dies you may put a +1+1 counter on target creature.
    Sacrifice CARDNAME: put a +1+1 counter on target creature.
    2/2

    Nacatyl Berserker
    WRG
    Creature Cat
    Haste
    4/3

    Etherium Sentinel
    WUB
    Artifact Creature Construct
    Vigilance
    4/4

    Deadwood
    BWG
    Creature Zombie Treefolk
    When CARDNAME dies, put three 1/1 green Saproling OtBF.
    0/3

    Convlave Medusa
    GBU
    Creature Gorgon
    Death-touch
    Madness GBU
    3/3

    Haunting Specter
    WBR
    Creature Spirit
    When CARDNAME enters or leaves the battlefield put a 1/1 white Spirit with Flying on the battlefield.
    Flying
    2/2

    Loch Monster
    URG
    Creature Beast
    Island-walk
    3/6

    Giant Artisan
    RUW
    Creature Giant
    Vanilla
    4/5

    Locust
    2G
    Sacrifice a Forest: Put a 1/1 green Insect on the battlefield.
    Insects you control have Flying.
    2/2

    Taiga Spider
    2RG
    Creature Spider
    Reach
    (R/G): Haste
    3/4

    Savannah Spider
    2WG
    Reach
    WG: Vigilance
    2/5

    Herald
    1WU
    Creature Spirit
    Flying
    Vigilance
    Life-link
    1/3

    Brain Eating Zombie
    1UB
    Creature Zombie
    When CARDNAME becomes tapped target opponent puts the top four cards of their library into the graveyard.
    1UB: Regenerate.
    2/2

    Frenzy Mercenary
    RB
    Creature Mercenary
    Frenzy 3
    0/3

    Mercenary Encampment
    2R
    Tribal Enchantment Mercenary
    R: Target Mercenary gains Frenzy 1 until end of turn. Use only as a Sorcery.
    1R, tap: Target land becomes a 2/2 red Mercenary. Sacrifice it at end of turn.

    Infiltrator
    WR
    Creature Scout
    [Saboteur] When CARDNAME attacks and is not blocked you may assign its power in damage to target creature instead of dealing damage to the defending player.
    Frenzy 2
    0/2

    Dark Force Transmuter
    3UB
    Legendary Creature Wizard
    Flash
    When CARDNAME deals damage to a player you may Scry 3.
    Transmute 1UB
    3/4

    Exalted Bird
    W(U/G)
    Creature Bird
    Exalted
    Flying
    2/1

    Exalted Snake
    1UG
    Creature Snake
    Exalted
    When a creature you control attacks alone it gains Trample until end of combat.
    2/2

    Gold Beast
    U(G/R)
    Creature Beast
    If you control another multi-colored permanent CARDNAME gets +1+1.
    Must be blocked if able.
    2/2

    Exalted Dead
    1WB
    Creature Zombie
    Exalted
    When a creature you control attacks alone it gets Life-link until end of turn.
    2/2

    Yuntai Retainer
    BR
    Creature Snake
    Vanilla
    Full Art Text-Less
    4/1

    Watchwolf (reprint)
    WG
    Creature Wolf
    Vanilla
    Full Art Text-Less
    3/3

    Dark Water Dinosaur
    UB
    Creature Dinosaur
    Vanilla
    Full Art Text-Less
    1/5

    Powerless Ghost
    WU
    Creature Spirit
    Vanilla
    Full Art Text-Less
    0/6

    Taiga Tiger
    RG
    Creature Cat
    Vanilla
    Full Art Text-Less
    2/4

    Kraj Frog Experiment
    1UG
    Creature Frog
    If one or more counters would be put on CARDNAME you may put a +1+1 counter on it instead.
    R: Until end of turn CARDNAME can not be blocked by creatures with less power.
    2/2

    Ghost Exile
    1W
    Creature Spirit
    Whenever another creature dies exile it instead and gain one life.
    Cards in graveyards lose all abilities.
    B: First Strike
    2/1

    Laboratory Laborer
    1UB
    Creature Zombie
    Whenever another creature you control dies you may put it on the bottom your library.
    Death-touch
    Transmute: UB
    2/2

    Demon Harbinger
    1BR
    Creature Human Cultist
    When CARDNAME enters the battlefield you may search your library for a Demon and put it on top of your library.
    Tap, sacrifice CARDNAME, lose two life: W
    2/2

    Oona, Queen of Fae's Gambit
    1U
    Tribal Instant Faerie
    Scry 1.
    Scry 1.
    Scry 1.
    Draw a card.

    Dark Elf Ritual
    1B
    Tribal Sorcery Elf
    Add GG to your pool.
    Draw two cards.
    Discard a card.
    Lose two life.

    Iron-Bark Ritual
    G
    Tribal Instant Treefolk
    Remove all counters from target creature and gets +1+2 until end of turn
    Flashback BW

    Voodoo Poison Ritual
    2G
    Tribal Instant Snake
    Distribute two -1-1 counters among one or two creatures.
    If a Snake had counters put on by CARDNAME draw two cards and discard a card.
    Flashback UB

    Spirit Guide
    W(R/B)
    Creature Monk
    When CARDNAME enters or leaves the battlefield put a 1/1 white Spirits with flying on the battlefield.
    1/1

    Negative Energy
    1BR
    Instant
    CARDNAME deals 4 damage to target creature and remove all counters and auras from it.

    Banishment
    1WU
    Instant
    Put target creature on either the top or bottom of owners library.

    Fatigue
    WU
    Enchantment Aura
    Flash
    Enchanted creature does not untap as normal.

    Blood and Fire
    3BR
    Instant
    [Blood Lust] If opponent has lost life this turn CARDNAME costs 2 less to play.
    Deal two damage to each creature and player.

    Sequester Magic
    WG
    Instant
    Exile target spell if it is an enchantment or artifact; or exile target enchantment or artifact.

    Mana Cascade
    1UG
    Instant
    Counter target spell unless its controller pays 2
    Cascade

    Steal Mana
    UG
    Instant
    Counter target spell unless its controller pays 1
    You may put a +1/+1 counter on target creature.

    Elf Enchantress
    1WG
    Creature Elf
    CARDNAME gets +1+1 for each enchantment OtBF.
    As long as CARDNAME is enchanted it has Vigilance and Life-link.
    2/2

    Aura Thief
    1WG
    Creature Elf
    When CARDNAME enters the battlefield you may move an Aura to another legal permanent that shares a type with it.
    Whenever an enchantment spell is cast you may gain two life.
    2/2

    Resistance Fighter
    2WR
    Creature Knight
    Vigilance
    Tap: Tap target creature.
    2/2

    Moon-beam
    (U/R)
    Instant
    Target spell or permanent becomes colorless indefinitely.
    Draw a card.

    Exhaust
    (U/R)(U/R)
    Sorcery
    Tap target permanent.
    Draw a card.
    If you paid both U and R target permanent does not untap as normal next upkeep.

    Veteran Experience
    1(W/R)
    Tribal Instant Soldier
    Untap target creature put a +1+1 counter on it.

    Cloud Cat
    1(W/U)
    Creature Elemental Cat
    Flying
    Forecast (W/U): Scry 1.
    2/1

    Ranger
    WG
    Creature Soldier Scout
    When CARDNAME enters the battlefield search your library for a creature with converted mana cost of one or less.
    Forest-walk
    2/1

    Berserker Fury
    2(R/W)
    Sorcery
    Target creature gets Double Strike until end of turn.
    Draw a card.

    Fire-Storm Elemental
    4RR
    Creature Elemental
    When CARDNAME enters the battlefield you may sacrifice two Mountains, if you do CARDNAME deals four damage divided as you choose among any number of target creatures.
    4/4

    Spike Strength
    G(U/B)
    Instant
    Put a +1+1 counter on target creature.
    Put a -1-1 counter on another target creature.

    Jund Dinosaur
    4R(B/G)
    Creature Lizard
    When CARDNAME enters the battlefield destroy target land, or artifact, or creature.
    4/4

    Harmless Aura
    UG
    Enchantment Aura
    Enchanted creature becomes a 0/1 blue and green Frog.
    Enchanted creature can not activate abilities.

    Exile Magic
    WUB
    Instant
    Exile target spell or enchantment.

    AEther Bodyguard
    1WU
    Creature Wizard
    1WU, tap: Return CARDNAME and target creature in combat with CARDNAME to owners hand.
    Flying
    1/2

    Recall Spell
    (U/R)
    Sorcery
    Return target Instant card from your graveyard to hand.

    Selesnya Unicorn
    1WG
    Creature Unicorn
    If any source would deal damage to a creature you control prevent one damage to that creature.
    2/2

    Retreat
    WU
    Instant
    Put target attacking creature on top of its owners library or return it to owners hand.

    Partisan Spy
    1BR
    Creature Scout
    If CARDNAME would become blocked you may have target creature blocking it block another legal target instead.
    Shroud
    First Strike
    2/2

    Dark Elf Oracle
    1G(U/B)
    Creature Elf
    Tap: Put the top five cards from your library into your graveyard. Then put a card from your graveyard on top of your library.
    2/2

    Alectryomancer Archer
    1W(R/B)
    Creature Archer Monk
    When CARDNAME enters the battlefield put two 1/1 white Birds with Flying on the battlefield.
    Reach
    2/1

    Imperial Dinosaur
    2RG
    Creature Lizard
    Trample
    If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter and has Haste.
    3/3

    Supreme Dinosaur
    2BG
    Creature Lizard
    Damage from CARDNAME can not be prevented.
    If only basic land were used to pay for CARDNAME it enters the battlefield with two +1+1 counters.
    3/3

    Noble Dinosaur
    2WG
    Creature Lizard
    Vigilance
    If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
    3/3

    Royal Dinosaur
    3UG
    Creature Lizard Bird
    Flying
    If only basic land were used to pay for CARDNAME it enters the battlefield with a +1+1 counter.
    3/3

    Primal Dinosaur
    2GG
    Creature Lizard
    If only basic land were used to pay for CARDNAME it enters the battlefield with three +1+1 counters tapped.
    3/3

    Mana Burn
    1UR
    Instant
    Choose one.
    Counter target spell unless its controller pays 3.
    Or deal three damage to target creature.

    Bayou Boa
    (B/G)(B/G)
    Creature Snake
    Swamp-walk
    Forest-walk
    2/2

    Duel
    1(W/R)
    Sorcery
    Target creature you control Fights target creature you do not control.
    If G was spent to cast CARDNAME put a +1+1 counter on the fighting creature you control.

    Coax with Law
    1(W/B)
    Sorcery
    Target opponent reveals his hand, and you choose a non-land spell, it is discarded. They draw a card.
    If U was used to cast CARDNAME draw a card.

    Fates
    UB
    Creature Medusa
    When CARDNAME deals combat damage to a player, [Fate-seal] look at the top card of their library. You may put it on the bottom of their library.
    CARDNAME can not be blocked by creatures with less power.
    2/2

    Gold Beast
    U(G/R)
    Creature Beast
    If you control another multi-colored permanent CARDNAME gets +1+1 and gains Must be blocked if able.
    2/2

    Exhaust
    1(U/R)
    Sorcery
    Tap target permanent.
    Draw a card.
    If you paid both U and R to cast CARDNAME target permanent does not untap as normal next upkeep.

    Infiltrator
    RB
    Creature Mercenary
    Frenzy 3
    0/3

    Berserker Fury
    2(R/G)
    Sorcery
    Target creature gets Double Strike until end of turn.

    Survival
    1(W/R)(W/R)
    Instant
    Remove target creature from combat.
    Then either tap it or put a +1+1 counter on it.

    Erasure
    WB
    Instant
    Reveal target opponents hand and top card of their library.
    Exile a non-land card revealed this way.

    Hive-mind
    1UB
    Sorcery
    Draw two cards.
    Each player discards a card at random.

    Celestial Divination
    U(B/W)
    Sorcery
    Look at the top seven cards of your library and put any number on the bottom of your library in any order, put the rest in to your graveyard.
    Draw a card.

    Posted in: Custom Card Creation
  • posted a message on Common Cards for Custom Set (Utvara)
    Quote from Lord_Kaos
    Ponder, yes you are allowed to create cards how you like them, and when you post them, I have to right to critique and criticisms them. I use a basic set of rules when I do so. Does the card fit in the color pie as we know it. Do I understand the card? And is this really one or two cards? Most of us do it using the color pie, as what a general guideline for what the cards can do. When you are posting cards that are blatantly outside of the standards YOU have no right to get upset when we make comments on them. If you don't want to hear what I have to say, then don't read my comments, if you are posting unfinished cards, don't be upset when we comment on them being unfinished. There is a guide here sticked on this page that gives a basic guideline. Read it. From what I have seen here, you obviously have not.

    My comments on the regrowthis cards, were a little off, up until recently a card was called by it's type if it was out of play, This practice started in M10, and to date there are 5 cards with that text on the card themselves, sorry for missing that change.


    No you do NOT have that right Lord_Kaos, it is a privilege. You have to follow the rules and guidelines of this forum. You dont own this website. And this is not a thread for your entertainment if you are here just to make yourself feel better by acting superior and continually trying to get an emotional response from me.

    DO NOT POST IN THIS THREAD FROM NOW ON.

    OR I WILL CONTACT A MODERATOR.

    THIS IS MY THREAD FOR THE PUBLIC, IT IS NOT YOURS.

    THAT SHOULD BE CLEAR.

    REFRAIN FROM ANY AND ALL COMMENTS.
    Posted in: Custom Card Creation
  • posted a message on Common Cards for Custom Set (Utvara)
    So these are the cards from above that are mostly likely uncommon, and possible inclusions in to the white skeleton.



    Mastery of Peace
    2W
    Instant
    Prevent all combat damage.
    If only white mana was used to play CARDNAME you may gain five life.

    Bird Call
    3W
    Sorcery
    Put a 1/1 white Bird with on to the battlefield for each Plains or Island you control.

    Pearl Priest
    W
    Creature Cleric
    Whenever you cast a white spell you may gain one life.
    1/1

    Ghostly Aura
    1WW
    Enchantment Aura
    When CARDNAME enters the battlefield gain three life.
    Enchanted creature can block any creature, and gains +1+2.
    When CARDNAME goes to the graveyard, return it to hand instead.

    Master of Strategy
    3W
    Creature Soldier
    Whenever you are attacked, if CARDNAME is untapped you may have CARDNAME deal 2 damage to target attacking creature.
    2/4

    Binding Spirit
    4WW
    Creature Spirit
    Tap: Tap target permanent
    4: Untap CARDNAME.
    2/2

    Conclave Guardian
    1W
    Creature Vedelkin Wizard
    Protection from red
    Cards named CARDNAME get +1+1 if your opponent controls a Legendary Land.
    1/1

    Wall of Force
    3W
    Creature Wall
    Creatures get -1-0
    Defender
    Reach
    0/3

    Alchemist
    1W
    Creature Artificer
    Tap, sacrifice an Artifact: U
    Whenever an artifact goes to the graveyard you may gain one life.
    1/2

    Engineer
    1WW
    Creature Advisor
    When CARDNAME enters the battlefield search your library for a creature with Defender and put it into your hand. Shuffle your library.
    1/2

    Healer
    1WW
    Creature Cleric
    Tap a white creature: Gain one life.
    0/1

    Dryad Spirit Guide
    [Reserved]

    Plains Spirit
    2W
    Creature Spirit
    Flying
    CARDNAME gets +0+1 for each Plains you control.
    2/1

    Alabaster Thrull
    WW
    Creature Thrull
    Tap: Prevent one damage to target creature.
    When CARDNAME dies you may put a +1+1 counter on target creature.
    1/2

    Pearl Charm
    W
    Instant
    Choose one
    Prevent the next two damage a source of your choice would deal.
    Target creature gets +0+3 until end of turn.
    Gain four life

    Karmic Reprisal
    WW
    Sorcery
    Exile target creature.
    That creatures controller targets a non-land permanent you control, it is destroyed.
    If no permanent is destroyed return the exiled card to the battlefield.

    Phyrexian Claim
    W
    Sorcery
    Exile target artifact.
    Cycling 3

    Expatriate
    WW
    Sorcery
    Exile target creature. Its controller gains life equal to its converted mana cost.

    Guardian Ghost
    W
    Creature Spirit
    Flying;
    Tap: Prevent one damage.
    0/1

    Thrull Hand-servant
    1W
    Creature Thrull
    When CARDNAME dies you may put a +1+1 counter on target creature.
    Vigilance
    1/2.

    Intervention
    1WW
    Instant
    Exile target spell.
    Lose five life.

    Possessed Caryatid
    2W
    Creature Wall
    CARDNAME enters the battlefield with two +1+1 counters.
    Defender
    Remove a +1+1 counter: Regenerate CARDNAME
    0/1

    Domesticated Moloch
    5WW
    Creature Dinosaur
    Vigilance
    Cycling 2
    5/5

    Celestial Re-Incarnate
    5W
    Creature Cleric
    When CARDNAME dies put a 4/4 white Angel with Flying on the battlefield.
    Life-link
    2/2

    Marble Caryatid
    2W
    Creature Wall
    Defender
    Tap: Prevent one damage to target creature. If it is white prevent two damage instead.
    0/3

    Cat Companion
    W
    Creature Cat
    As long as CARDNAME is enchanted gains Hex-proof.
    2/1

    Reserved Leader
    2W
    Creature Soldier
    Flash
    When CARDNAME enters the battlefield creatures you control get +1+1 until end of turn.
    1/1

    Elder Dragon White Ritual
    2WW
    Sorcery
    Each player may draw a card,
    may gain four life,
    may return a permanent from graveyard to hand,
    and may put a +1+1 counter on a creature they control.

    Drive
    W
    Instant
    Target blocking or blocked creature gets +4+4 until end of turn.

    Feint
    1W
    Instant Trap
    Attacking creatures get -1-1 until end of turn.
    Trap! If only one creature is attacking you you may pay W instead and it gets -3-3 until end of turn.

    Rebuke
    1W
    Instant
    Counter spell or ability that targets a permanent you control.
    Draw a card.

    Protection Magic
    WW
    Instant
    Counter target spell that targets you, or a creature you control.
    Gain three life.

    Myr Storm
    1WW
    Tribal Sorcery Myr
    Put an artifact 1/1 Myr on the Battlefield.
    Storm
    Dredge 3

    Holy Ritual
    W
    Tribal Sorcery Cleric
    Gain 3 life.
    Buyback 1WW.

    Corsair Reserves
    3W
    Instant Trap
    Put three 1/1 white Soldier OtBFs
    Trap! You may pay WW and lose three life if you are being attacked and you have no creatures.

    Colossus Sentinel
    3WW
    Creature Avatar
    At the beginning of your upkeep gain two life.
    Vigilance
    Cycling 2W When you cycle CARDNAME prevent all combat damage.
    3/7

    Spirit Mount
    2W
    Creature Spirit
    2W, tap: Remove target creature from combat.
    2/2

    Squire Guard
    1W
    Creature Soldier
    1: CARDNAME gets +0+1 until end of turn.
    Can block any number of creatures.
    1/2

    Trade Caravan
    W
    Creature Camel
    If a Camel would attack and not be blocked you gain life equal to the trade counters on it.
    When CARDNAME attacks put a trade counter on it.
    Non-basic Land-walk.
    0/2

    Bard
    W
    Creature Wizard
    W, tap: Target creatures power becomes 0 until end of turn.
    0/1

    Communications Engineer
    W
    Creature Soldier
    1, tap: Target creature gains or loses Defender until end of turn.
    0/2

    Posted in: Custom Card Creation
  • posted a message on Common Cards for Custom Set (Utvara)
    Quote from Ninja Caterpie
    I just want to point out it needs to say "permanent card". Like Nature's Spiral.


    Yep, thanks. I did intend to use the wording from Nature's Spiral on those cards, because they basically are variants of that card. I just overlooked a word, it was typed in shorthand. I think that is pretty easy for people to understand by now.

    I appreciate when people show me how to correct the mistakes on the cards, as even if I only get one word wrong on one in ten cards, there is still going to be dozens or errors, and it is pretty easy for me to overlook a word here or there.

    When I have all the cards down, and before the set is completed, I will go though the wording on Gatherer, or MagicInfo, and make sure that it uses the modern Oracle wording. These cards are not the finished result, so thanks for pointing out the ways to fix the errors. Terminology is not faultless, and a lot of the cards were originally written in short hand. So there are to be some errors while im typing them up.

    By the time they get into Magic Set Editor, as a finished product, Im sure they will have the correct modern terminology and syntax.

    I hope though I dont have to continue to say multiple times each and every post that there are errors, and this is a work in progress, and I am here for helpful positive comments, rather than criticisms and critiques.

    I understand that people like to correct people, and I 100% appreciate that, but please if you could just communicate that you have noticed a grammatical error (And c'mon we are all human we say CIP instead of ETB, it is no big deal.) in the cards I have posted then please just do what you Ninja Caterpie have done.

    Just point out how to fix it. It nine times out of ten is an oversight in my typing shorthand, not a lack of understanding or the rules.

    Thank you.
    Posted in: Custom Card Creation
  • posted a message on Common Cards for Custom Set (Utvara)
    So these are the white uncommon, rare and mythic designed for the set, I dont need all of them as there are too many for one set. So please ignore redundancy.

    Im just trying to find out which cards produce desirable synergy in limited, or seem interesting, or ones that people like at first glance, or look like decent build around me cards for the kitchen table.

    Not every card here is perfect, and a lot of them are not the most desired cards for the set either for limited play, or for the various formats of constructed. But that is okay, Im going to go through them and sort them in to uncommon, and rares, and mythic, and cull the surplus cards, the redundancy and the cards that dont work well because of the key-word or mechanic.

    So key words might only appear on two or three cards, and may only be intended for there to be one card with that key-word in the set, where possible the ability un-key-worded or written differently.

    Anyway, thank you to the people that have replied with logical and well meaning comments, I have taken a lot of the comments on board and made some changes regarding rarity.

    Hopefully I will get the primary colors typed up soon in to rarity, and cull the unneeded and redundant cards. And I think I just need to get the secondary and tertiary colors typed and that is the categories up. And then I can start on the number and types of uncommon needed for the skeleton.



    Feather, Serra Archangel
    5WW
    Legendary Creature Angel
    Delve
    Flying
    Spells your opponents control are counted unless they pay 1.
    5/6

    Mastery of Peace
    2W
    Instant
    Prevent all combat damage.
    If only white mana was used to play CARDNAME you may gain five life.

    Bird Call
    2WU
    Sorcery
    Put a 1/1 white Bird with on to the battlefield for each Plains or Island you control.

    Armor Mage
    2W
    Creature ClericC
    reatures you control have Absorb 1.
    1/4

    Pearl Priest
    W
    Creature Cleric
    Whenever you cast a white spell you may gain one life.
    1/1

    Ghost Hunter
    WW
    Creature Cleric
    Tap: Destroy target creature with Swamp-walk. It can not regenerate.
    Protection from Spirit and Zombie
    2/2

    Ghostly Aura
    1WW
    Enchantment Aura
    When CARDNAME enters the battlefield gain three life.
    Enchanted creature can block any creature, and gains +1+2.
    When CARDNAME goes to the graveyard, return it to hand instead.

    Mystic
    1WG
    Creature Shaman
    When CARDNAME enters the battlefield you may return an Aura from your graveyard enchanting CARDNAME.
    1/1

    Master of Strategy
    3W
    Creature Soldier
    Whenever you are attacked, if CARDNAME is untapped you may have CARDNAME deal 2 damage to target attacking creature.
    2/4

    Binding Spirit
    4WW
    Creature Spirit
    Tap: Tap target permanent
    4: Untap CARDNAME.
    2/2

    Conclave Guardian
    1W
    Creature Vedelkin Wizard
    Protection from red
    Cards named CARDNAME get +1+1 if your opponent controls a Legendary Land.
    1/1

    Wall of Force
    3W
    Creature Wall
    Creatures get -1-0
    Defender
    Reach
    0/3

    Auramancer
    2W
    Creature Shaman
    Enchantments and Enchanted creatures you control get +1+1.
    2W, tap: Return target enchantment to owners hand.
    1/2

    Angel Guardian
    3WW
    Creature Angel
    As long as your life total is less than an opponents CARDNAME is Indestructible.
    Life-Link
    Flying
    4/5

    Alchemist
    1W
    Creature Artificer
    Tap, sacrifice an Artifact: U
    When an Artifact goes to the graveyard gain one life.
    1/2

    Engineer
    1WW
    Creature Advisor
    When CARDNAME enters the battlefield search your library for a creature with Defender and put it into your hand.
    1/2

    Healer
    1WW
    Creature Cleric
    Tap a white creature: Gain one life.
    0/1

    Dryad Spirit Guide
    [Reserved]

    Plains Spirit
    2W
    Creature Spirit
    Flying
    CARDNAME gets +0+1 for each Plains you control.
    2/1

    Alabaster Thrull
    WW
    Creature Thrull
    Tap: Prevent one damage to target creature.
    When CARDNAME dies you may put a +1+1 counter on target creature.
    1/2

    Pearl Charm
    W
    Instant
    Choose one
    Prevent the next two damage a source of your choice would deal.
    Target creature gets +0+3 until end of turn.
    Gain four life

    Strategic Artillery
    (W/R)
    Instant
    Deal 2 damage divided as you choose among any number of target attacking or blocking creatures.

    Karmic Reprisal
    WW
    Sorcery
    Exile target creature.
    That creatures controller targets a non-land permanent you control, it is destroyed.
    If no permanent is destroyed return the exiled card to the battlefield.

    Phyrexian Claim
    W
    Sorcery
    Exile target artifact.
    Cycling 3

    Expatriate
    WW
    Sorcery
    Exile target creature. Its controller gains life equal to its converted mana cost.

    Guardian Ghost
    W
    Creature Spirit
    Flying;
    Tap: Prevent one damage.
    0/1

    Thrull Hand-servant
    1W
    Creature Thrull
    When CARDNAME dies you may put a +1+1 counter on target creature.
    Vigilance
    1/2.

    Matrix Mage
    1WW
    Creature Wizard
    Activated abilities that are not mana abilities cost 1 more to activate.
    2/2

    Manipulator
    W
    Creature Wizard
    Tap, exile two cards from your graveyard: Tap target creature it does not untap as normal next untap.
    0/1

    Tower Mage
    2WW
    Legendary Creature Wizard
    At the beginning of your upkeep draw a card.
    At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus four.
    0/4

    Intervention
    1WW
    Instant
    Exile target spell.
    Lose five life.

    Possessed Caryatid
    2W
    Creature Wall
    CARDNAME enters the battlefield with two +1+1 counters.
    Defender
    Remove a +1+1 counter: Regenerate CARDNAME
    0/1

    Angel Avatar
    1WW
    Creature Angel Avatar
    Flying
    Damage dealt to CARDNAME is dealt to its controller instead.
    2/1

    Conscipts
    1WW
    Creature Soldier
    CARDNAME enters the battlefield with three +1+1 counters
    Whenever a +1+1 counter is removed from CARDNAME put a white 0/1 Deserter on the battlefield.
    Whenever CARDNAME attacks or blocks remove a +1+1 counter from it.
    0/1

    Domesticated Moloch
    5WW
    Creature Dinosaur
    Vigilance
    Cycling 2
    5/5

    Ivory Caryatid
    1WW
    Enchantment
    0: CARDNAME becomes indefinitely a 2/2 Gargoyle with Flying and First Strike.
    1WW: CARDNAME stops being a creature, untap it.
    At the beginning of your upkeep gain one life.

    Celestial Re-Incarnate
    5W
    Creature Cleric
    When CARDNAME dies put a 4/4 white Angel with Flying on the battlefield.
    Life-link
    2/2

    Dinosaur Rider
    3G
    Creature Scout
    When CARDNAME enters the battlefield search your library for a Lizard, and put it in to your hand.
    CARDNAME gets +2+2 and Trample as long as you control a Lizard.
    2/2

    Marble Caryatid
    2W
    Creature Wall
    Defender
    Tap: Prevent one damage to target creature. If it is white prevent two damage instead.
    0/3

    Cat Companion
    W
    Creature Cat
    If enchanted CARDNAME gains Hex-proof.
    2/1

    Reserved Leader
    2W
    Creature Soldier
    Flash
    When CARDNAME enters the battlefield creatures you control get +1+1 until end of turn.
    1/1

    White Ritual
    2WW
    Sorcery
    Each player draws a card, gains four life, returns a permanent from graveyard to hand, and puts a +1+1 counter on a creature they control.

    Intervention Magic
    3W
    Instant
    The next time a source of your choice would deal damage, prevent it.
    You gain life equal to the damage prevented this way.
    Shuffle CARDNAME in to your library.

    Drive
    W
    Instant
    Target blocking or blocked creature gets +4+4 until EOT.

    Feint
    1W
    Instant Trap
    Attacking creatures get -1-1 until end of turn.
    Trap! If only one creature is attacking you you may pay W instead and it gets -3-3 until end of turn.

    Rebuke
    1W
    Instant
    Counter spell or ability that targets a permanent you control.
    Draw a card.

    Protection Magic
    WW
    Instant
    Counter target spell that targets you, or a creature you control.
    Gain three life.

    Myr Storm
    1WW
    Tribal Sorcery Myr
    Put an artifact 1/1 Myr on the Battlefield.
    Storm
    Dredge 3

    Holy Ritual
    W
    Tribal Sorcery Cleric
    Gain 3 life.
    Buyback 1WW.

    Exodus Leader
    1WW
    Creature Soldier
    At the beginning of your upkeep put a 0/1 Deserter on the battlefield.
    Creatures you control can block an additional creature.
    1/4

    Angel Avatar
    1WW
    Creature Angel Avatar
    Flying
    Damage dealt to CARDNAME is dealt to its controller instead.
    2/1

    Corsair Reserves
    3W
    Instant Trap
    Put three 1/1 white Soldier OtBFs
    Trap! You may pay WW and lose three life if you are being attacked and you have no creatures.

    Vedelken Artificer
    1W
    Artifact Creature Vedelken Artificer
    At the beginning of your upkeep put a 0/1 artifact Prism token on to the battlefield.
    1/2

    Colossus Sentinel
    3WW
    Creature Avatar
    At the beginning of your upkeep gain two life.
    Vigilance
    Cycling 2W When you cycle CARDNAME prevent all combat damage.
    3/7

    Robot Overlord
    2W
    Artifact Creature Artificer
    Artifact creatures you control get +1+1.
    Tap, WW: Return an artifact with converted mana cost one or less from your graveyard to hand.
    1/1

    Brass Mage
    2W
    Creature Wizard
    Creatures cost an additional 1 to untap.
    1/3

    Magus of Conversion
    2W
    Creature
    Activated abilities of lands that are not mana abilities can not be played.
    2/2

    Library Exile-Spirit
    1WW
    Creature Spirit
    Whenever you discard a card you may put it on top of your library.
    Whenever you exile a card gain one life.
    1WW, tap: Remove target creature from combat.
    2/2

    Darken Spirit
    1WW
    Creature Spirit
    Spirits you control are black and get +1+1.
    Life-link
    1/1

    Resistance Leader
    1WW
    Creature Soldier
    Flash
    Defending creatures you control get +1+1.
    2/2

    Squire Guard
    1W
    Creature Soldier
    1: +0+1
    Can block any number of creatures.
    1/2

    Decree
    xWW
    Tribal Sorcery Knight
    X creatures you control gain Exalted until end of turn.
    Gain X life.
    X can not equal zero.
    Buyback xx

    Trade Caravan
    W
    Creature Camel
    If a Camel would attack and not be blocked you gain life equal to the trade counters on it.
    When CARDNAME attacks put a trade counter on it.
    Non-basic Land-walk.
    0/2

    Parliment Owl
    1WR
    Creature Bird
    Flash
    Flying
    When CARDNAME enters the battlefield redirect the next two damage target source would deal to target creature or player.
    2/1

    Guildpact Nemesis
    2W
    Creature Wizard
    Multicolored permanents cost an additional 2 to untap.
    2/2

    Archers
    1W
    Creature Archer
    Reach
    Tap: CARDNAME deals one damage to target attacking or blocking creature.
    2/1

    Bard
    W
    Creature Wizard
    W, tap: Target creatures power becomes 0 until end of turn.
    0/1

    Communications Engineer
    W
    Creature Soldier
    1, tap: Target creature gains or loses Defender until end of turn.
    0/2

    Posted in: Custom Card Creation
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