2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Terranova: Technosupremacy
    Black cards
    Common 12/12

    Barrenness Invoker 1BB
    Creature - Zombie Wizard
    When Barrennes Invoker enters the battlefield, put a drought counter on target land. Then if you control a desert, draw a card. (A land with a drought counter is a Desert with "T: Add C." and loses all its other types and abilities.)
    1/1

    Bloodflow Channeler 2B
    Creature - Merfolk Vampire
    B, T, Sacrifice another creature: Add BBB. Spend this mana only to cast creature spells.
    2/2

    Calamity Bonds BB
    Enchantment - Aura
    Flash
    Enchant creature
    When a nontoken creature dies, enchanted creature's controller sacrifice it.

    Deathbloom Sprout B
    Creature - Plant
    Reach
    Landmass 5 — Deathbloom Sprout has deathtouch has long as you control five or more lands.
    1/2

    Decomposing B
    Instant
    Exile up to three target cards from graveyards. Create a 0/1 green Plant creature token for each land card exiled this way.

    Draining Ritual 2B
    Instant
    As an additional cost to play this spell, put a drought counter on target land you control.
    Destroy target creature.

    Past Reincarnated 3BB
    Sorcery
    Return target creature or land card from your graveyard to the battlefield.

    Quallinar Exhumer 3B
    Creature - Elf Cleric
    When Quallinar Ritualist enters the battlefield, you may return target Elf or enchantment card from your graveyard to your hand.
    2/2

    Quicksand Runner 1BB
    Creature - Human Pirate
    Desertmass 1 — Quicksand Runner has menace, deathtouch and lifelink as long as you control one or more Deserts.
    2/3

    Repurposing Resources 1B
    Instant
    As an additional cost to cast this spell, sacrifice a creature or land.
    Draw two cards. Put a storage counter on target land you control

    Rotten Guardian 4B
    Enchantment Creature - Spirit
    Deathtouch
    Constellation — Whenever Rotten Guardian or another enchantment enters the battlefield under your control, choose one:
    • Target creature gets +1/+1 until end of turn.
    • Target creature gets -1/-1 until end of turn.
    4/4

    Sandstream Ferryman 2B
    Creature - Human Pirate
    T: Target creature gains desertwalk until end of turn.
    2/1
    Posted in: Custom Set Creation and Discussion
  • posted a message on Terranova: Technosupremacy
    Blue Common cards
    12/12

    Arctic Ichthyosaur 3UUU
    Snow Creature - Lizard Leviathan
    2U: discard Arctic Ichthyosaur: put a flood counter on target land and an islandwalk counter on target creature.
    6/6

    Battlefield Shift UU
    Sorcery
    Return target permanent and all permanents attached to it to its owner's hand

    Brilliant Development 2U
    Instant
    Draw three cards. Then discard two cards unless you discard a nonbasic land or Fortification card.

    Dreadful Octopus 3U
    Creature - Octopus
    Islandmass 4 -- As long as you control four or more Islands, whenever Dreadful Octopus attacks, tap target creature
    Landmass 8 --Dreadful Octopus gets +5/+5 as long as you control eight or more lands.
    3/3

    Herald of Aragus 1U
    Creature - Merfolk
    Islandmass 1 -- Herald of Aragus has flying as long as you control one or more Islands
    T: put a flood counter on target land
    1/1

    Innovation Researcher 1U
    Creature - Human Artificer Wizard
    Fortification spells you cast cost 1 less to cast.
    Activated abilities of Fortifications you control cost 1 less to cast. This effect can't reduce the mana in that cost to less than one mana.
    1/2

    Makeshift Longboat U
    Artifact - Vehicle
    Crew 3
    Whenever one or more creature crew Makeshift Longboat, put an islandwalk counter on one of them
    3/3

    Plancton Mulching 1U
    Sorcery
    Surveil 3. Then, for each creature card you put into your graveyard, create a 0/1 green Plant creature token.
    Draw a card.

    Repulsive Feedback UU
    Instant
    As an additional cost to cast this spell, remove a counter from a land you control or pay 1.
    Counter target spell.

    River Serpent 4UUU
    Creature - Serpent
    Islandmass 7 -- River Serpent gets hexproof as long as you control seven or more Islands.
    7/7

    Staunch Corsair 2U
    Creature - Human Pirate
    When Staunch Corsair enters the battlefield, look at the top five cards of your library. You may reveal an artifact or Pirate card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
    2/3

    Streams Manipulator 2U
    Creature - Human Pirate Wizard
    When Stream Manipulator enters the battlefield, choose one:
    - Untap target permanent
    - Tap target creature. Put a stun counter on it.
    2/2
    Posted in: Custom Set Creation and Discussion
  • posted a message on [MKC] Revenant Recon precon — LoadingReadyRun preview
    or they were just answering your question?


    They explained to me how Counterpoint is better than Reinterpret. Good, i could already see that.
    Too bad that Reinterpret is overcosted and played by nobody because of that. Same will happen for Counterpoint. It was fine for 4 mana.
    Posted in: The Rumor Mill
  • posted a message on [MKC] Revenant Recon precon — LoadingReadyRun preview
    Quote from zoboso »
    Because Reinterpret grabs from a small subset (your hand) while counterpoint grabs from the graveyard, in a graveyard deck that makes the new card automatically tailored for the current situation as compared to Reinterpret as you can oly work with what is in your hand and mostly could have cast anyways.


    You starting with the premise that Reinterpret is a good card... which is not.
    Posted in: The Rumor Mill
  • posted a message on [MKC] Revenant Recon precon — LoadingReadyRun preview
    Why Reinterpret costs 4 and Counterpoint costs 5?
    Posted in: The Rumor Mill
  • posted a message on Terranova: Technosupremacy
    White Common cards
    12/12

    Ancestor Guidance 1W
    Enchantment - Aura
    Flash
    Enchant creature
    Enchanted creature gets +1/+2 and has first strike.

    Banishment Matrix 2W
    Enchantment - Aura
    Enchant fortified land you control
    When Banishment Matrix enters the battlefield, exile target creature an opponent controls until Banishment Matrix leaves the battlefield.

    Exterminator Valkirye 6WW
    Snow Creature - Angel Warrior
    Flying, double strike, vigilance
    4/4

    Fortress Technician 1W
    Creature - Human Artificer
    When Fortress Technician enters the battlefield, if you control a fortified land, draw a card.
    Nonbasic landmass 3 — 2W: Put a +1/+1 counter on target creature. Activate this ability only if you control three or more nonbasic lands.
    1/2

    Kramite Demystifier 3W
    Creature - Human Cleric
    When Kramite Demystifier enters the battlefield, destroy target artifact or enchantment.
    2/2

    Mystic Embrace W
    Enchantment - Aura
    Enchant basic land or creature
    Whenever enchanted permanent becomes tapped, you gain 2 life and scry 1.

    Prey-Slay Maneuver 1W
    Instant
    When you cast Prey-Slay Maneuver, you may tap an untapped creature you control. If you do, tap target creature.
    Destroy target tapped creature with power 4 or greater.

    Purity Guardian 4W
    Enchantment Creature - Spirit
    Lifelink
    Constellation — Whenever an enchantment enters the battlefield under your control, you gain 4 life.

    Quallinar Ancestor 2W
    Enchantment Creature - Spirit Elf
    At the beginning of yout upkeep, you may reveal any number of land cards from your hand. You gain 3 life for every card revealed this way.
    Landmass 5 — Quallinar Ancestor has vigilance and lifelink as long as you control five or more lands.
    2/2

    Umyuk Lionheart 1W
    Creature - Human Warrior
    Untainted (Spend only mana produced by basic lands to cast this spell.)
    Protection from mana value 3 or greater
    2/2

    Vale Griffin 2W
    Creature - Griffin
    Flying, protection from lands
    Basic landmass 6 — Vale Griffin gets +3/+3 as long as you control six or more basic lands.
    2/2

    Windswept Griffin 3WW
    Creature - Griffin
    Flying
    Return a land you control to its owner hand: Exile Windswept Griffin, then return it to the battlefield under your control.
    3/3
    Posted in: Custom Set Creation and Discussion
  • posted a message on [MKM] Mothership 1/24 — Story Spotlight: Murders at Karlov Manor and more commons
    Quote from pierrebai »
    That green rare is stupendously bad. If it were any tokens, then yeah, sure super strong, but only creatures? Yikes. Meanwhile, blue gets a reanimate-spell spells for four mana. Any spells. Worldsoul rage is pretty good in fetch-land formats.


    Yeah that rare is extremely bad. Should have been an instant.
    Posted in: The Rumor Mill
  • posted a message on [MKM] Sample Collector — @defiantcathar preview
    This is not a Ravnican troll. This is a Strixhaven troll. This set is ***** creatively speaking.
    Posted in: The Rumor Mill
  • posted a message on [MKM] Ezrim, Agency Chief — YawgGoth preview
    They turned Ravnica into world of hats. Literally.
    Posted in: The Rumor Mill
  • posted a message on [MKM] Gearbane Orangutan — MtG Tiktok preview
    Quote from Ryperior74 »
    had No idea Orangutan's are native to ravnica


    What is native to Ravnica gets retconned with every set
    Posted in: The Rumor Mill
  • posted a message on [MKM] Intrude on the Mind — StarCityGames preview
    So, the guy is Jace?
    Posted in: The Rumor Mill
  • posted a message on [MKC] The Commanders of Murders at Karlov Manor Commander — Weekly MTG previews
    Damn, Vedalken Fish... i can't believe wizard trolled us so hard
    Posted in: The Rumor Mill
  • posted a message on Terranova: Technosupremacy
    Update the previous post with lands.
    Now colorless commons, the fortifications plus a creature

    COMMON 8/8

    Animating Matrix 1
    Artifact - Fortification
    XX: Fortified land become a X/X creature until end of turn. It’s still a land.
    Fortify 1

    Bustling Port 2
    Artifact - Fortification
    Fortified land has “2, T: Put a Storage counter on this land.”
    Fortify 2

    City SHield 1
    Artifact - Fortification
    Fortified land has hexproof.
    Fortify 3

    Landscape Accelerator 1
    Artifact - Fortification
    Whenever you tap fortified land, choose one —
    • Remove a counter from fortied land.
    • Choose a counter on fortified land. Add another counter of that type on fortified land.
    Fortify 3

    Mana Refinery 2
    Artifact - Fortification
    Fortified land has “T: Add one mana of any color”.
    Fortify 1

    Ore Extractor 3
    Artifact - Fortification
    Whenever Ore Extractor becomes assigned to a land, put a drought counter on that land. (A land with a drought counter is a Desert with “T: Add C.” and loses all its other types and abilities.)
    Fortified land gains “T: Create a Treasure token.”
    Fortify 2

    Self-Assembling Arsenal 2
    Artifact - Fortification
    Fortified land has “T: Choose a kind of counter among flying, first strike, deathtouch, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on fortified land.” and “T: Move a counter from fortified land to another target permanent.”
    Fortify 2

    Outpost Reinforcer 3
    Artifact Creature - Golem
    When Outpost Reinforcer enters the battlefield, put a storage counter on target land.
    Whenever you cast a Fortification spell, put a +1/+1 counter on target creature.
    2/2
    Posted in: Custom Set Creation and Discussion
  • posted a message on Terranova: Technosupremacy
    Here we have some lands:

    COMMON LANDS 8/8

    Crystal Expanse
    Land - Desert
    T: Add C.
    When Crystal Expanse is put into a graveyard from the battlefield, draw a card.

    Development Site*
    Land
    T: Add C.
    T: Add CC. Activate this ability only if Development Site is fortified.

    Exploited Reaches
    Land - Desert
    When Exploited Reaches enters the battlefield, create a tapped Treasure token.
    T: Add C.

    Fertile Wastes
    Land - Desert
    T: Add C.
    T, pay 1 life: Untap target basic land

    Harsh Tundra*
    Snow Land - Desert
    When Harsh Tundra enters the battlefield, scry 1.
    T: Add C.

    Historical Archives*
    Land
    T: Add C.
    T: Add one mana of any color. Spend this mana only to cast a legendary spell or to activate an ability of a legendary permanent.

    Mana Storage*
    Land
    Storage 1
    T: Add C.
    Removage a storage counter, T: Add one mana of any color.

    Mining City*
    Land
    When Mining City enters the battlefield, tap target untapped land you control and put a drought counter on it. (A land with a drought counter is a Desert with “T: Add C.” and loses all its other types and abilities.)
    T: Add one mana of any color.

    UNCOMMON LAND 5/10

    Caravan Way
    Land - Desert
    Storage 1 (This permanent enters the battlefield with one storage counter.)
    T: Add C.
    2, T, remove a storage counter from Caravan Way: Draw a card.

    Desolated Battlefield
    Land - Desert
    T: Add C.
    3, T, Sacrifice Desolated Battlefield: Destroy target nonbasic land. Its controller creates a Treasure token.

    Private Wunderkammer*
    Land
    Storage 1 (This permanent enters the battlefield with one storage counter.)
    T: Add C for every storage counter on Private Wunderkammer.

    Rainbow Cavern*
    Land - Cave
    T: Add C.
    T: Add one mana of any color. Activate this ability only if Rainbow Cavern is fortified or enchanted.

    Secret Room*
    Land
    Hexproof
    T: Add C.


    *present in the bonus sheet, for an increased chance of opening them
    Posted in: Custom Set Creation and Discussion
  • posted a message on Terranova: Technosupremacy
    Quote from Pokerkingdave »
    FYI, daruda will also put stun counters on your lands the way its worded. Was that your intent?

    Yep, it's a drawing because it is strong. The supposed gameplan with him is to turn your island into desert with drought counter and avoid the drawback while also triggering Desertmass. You can also play land untappers.

    Quote from rowanalpha »
    Now that you've shown off these marquee cards, the meat and potatoes of the set are the commons. How can you show the way you intent to flesh these factions out in a way that wil be playable and allow for a lot of depth in design?


    Idk if i will start with the white common or the colorless common (probably the latter). I'm still refining the skeleton to decide the exact number of multicolored and colorless cards. I'm feeling a little short on land and fortification space.

    Quote from rowanalpha »

    As a note, posting your future designs as text rather than image files - especially for large batches of cards - will make it easier for people to read and respond to your designs.


    Oh, that is extremely bothersome but i'm gonna try
    Posted in: Custom Set Creation and Discussion
  • To post a comment, please or register a new account.