Fields of Peace
Land - {C} T: Add 1 to your mana pool T: Gain 1 life Though considered by many to be a place to relax and meditate, few can spot the residual magic that causes these effects and harness it
Sphinx Tower Land (R) T: Add 5 to your mana pool. You cannot spend this mana on colorless costs. "It wouldn't be a Sphinx tower if it was simple, would it?"
Ghostly Battlefield
Land (U)
Whenever a creature dies, you may put a charge counter on ~. T, remove a charge counter from ~: Add 2 to your mana pool. Whenever a warrior falls, his soul starts wandering this place in search of redemption.
Stensia Crossways
Land (U)
:symtap:: Add to your mana pool. Spend this mana only on activated abilities of lands. The crossways make the job of bringing victims to the halls a great deal easier.
When Promised Land enters the battlefield, you may search your library for a fortification card, put that card onto the battlefield attached to Promised Land, then shuffle your library.
:symtap:: Add to your mana pool.
IIW: Walls with walls of text.
Creature spells will not be countered by things other than spells or abilities as they have no targets to become illegal, so the clause is not necessary.
Even as a counterspell for counters + giant growth + stuff, this is way overcosted. Should have pushed it more, like +7/+7.
I know that I'm about 10 hours and 2 pages too late to respond to this, but I just wanted to justify my templating choice by pointing out that Insist specifically says "The next creature spell you cast can't be countered by spells or abilities." I realize that creature spells don't have targets, and that Insist is like 10 years old, but I did use that wording b/c of an existing card.
I know that I'm about 10 hours and 2 pages too late to respond to this, but I just wanted to justify my templating choice by pointing out that Insist specifically says "The next creature spell you cast can't be countered by spells or abilities." I realize that creature spells don't have targets, and that Insist is like 10 years old, but I did use that wording b/c of an existing card.
Don't disagree w/ the rest of your decision.
A point worth making, if Insist's wording was defunct it'd get oracle'd. It's unnecessary but not worth docking points.
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Check out the thread for my cube if you have the time, and tell me how terrible it is.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Abyssal Reactor
Land (M) T: Add colorless mana equal to your life total to your mana pool. You lose the game.
IIW: Sandwiches
Angel's Grace's new best friend. Way too parasitic -- either it's completely broken or completely useless. Maybe you can donate it to an opponent and cast Drain Power or something.
Thran Factory
Land R
When Thran Factory enters the battlefield, sacrifice it unless you pay 1.
:symtap:: Add 2 to your mana pool, spend this mana only to cast artifact spells or activate abilities of artifacts.
IIW: TVTropes
A fixed Mishra's Workshop. Seems pretty fair, considering that it can't pay for its own trigger.
Mycosynth Orchard
Artifact Land
Leeching Orchard enters the battlefield tapped.
:symtap:: Add 1 to your mana pool. Until end of turn, you may use colorless mana as though it were mana of any color. Mycosynth orchard doesn't untap during your next untap step.
IIW: Allied color legendary lands
Needs some proofreading. A fairly interesting card, but not especially playable. In a deck that runs mainly colored lands it's underpowered while a deck that runs mainly colorless lands would either not care or be too dependent on it.
Oxymorland
Land (M) t: Add one mana of any color to your mana pool.
If ~ would produce colored mana, it produces colorless mana instead. "I don't understand this at all!" - Some blue guy
The Iron Tower
Legendary Land (M) T: Add 1 to your mana pool. If that mana is spent on a planeswalker spell, it enters the battlefield with an additional loyalty counter on it.
Steelcane Field
Land (R)
Steelcane Field enters the battlefield tapped. T: Add 1 to your mana pool. : Until end of turn, Steelcane Field becomes an Equipment artifact in addition to its other types with "Tap equipped creature: Shuffle your graveyard into your library." Attach it to target creature you control.
IIW: Slivers with hybrid mana.
This is inelegant; it's jumping through (usually) unnecessary hoops. Most of the time the second ability will be identical to "4, Tap an untapped creature you control: Shuffle your graveyard into your library."
Abandoned Guildhall
Land (R)
~ enters the battlefield tapped. T: Add 2 to your mana pool. Spend this mana only to cast multicolored spells. The guilds may have left Ravnica, but their legacy will never die.
IIW: Haunt
Nice Pillar of the Paruns reference. The subset of spells that you can use this to cast is pretty small, but in a format with enough options it's extremely powerful.
Volcano Hatchery
Land (M) T: Add 1 to your mana pool. ,T: Put a 0/1 red Dragon Egg creature token onto the battlefield. 3R,T, Sacrifice a Dragon Egg token: Put a 4/4 red Dragon creature token with flying onto the battlefield.
IIW: not cool
Egg is no longer a supported creature type, but I like the progression. Gets you beefier tokens than Urza's Factory for less mana (sorta) but more time. I like that it's still relatively useful to nonred decks.
Memnite's Vault
Legendary Tribal Land - Myr R
:symtap:: Add 2 to your mana pool. Spend this mana only to cast myr spells. X, :symtap:, sacrifice Myr Vaults: Myr creatures you control get +X/+X and gain intimidate until end of turn.
Needs some proofreading. Memnites aren't Myr, but "Myr Vaults" doesn't sound much like a legendary land.
Should be an uncommon, probably. In a format without graveyard/discard/hand size subthemes, it's too narrow to be a good common, while in a format with one or more of those themes it's perhaps a little too effective of an enabler.
Fields of Peace
Land - {C} T: Add 1 to your mana pool T: Gain 1 life Though considered by many to be a place to relax and meditate, few can spot the residual magic that causes these effects and harness it
Sphinx Tower
[U]Land[/U] (R) T: Add 5 to your mana pool. You cannot spend this mana on colorless costs. "It wouldn't be a Sphinx tower if it was simple, would it?"
IIW: Planes, phenomenon, and Planechase.
There are, by my count, one and a half cards that make this any more useful than a land with no abilities. (North Star doesn't really count because you're down four of the five mana you gained in order to activate it.)
Influxyard
Land (R)
Whenever an opponent casts a spell, untap Influxyard. T: Add 1 to your mana pool.
IIW: A mighty but fair color-hoser.
Simple but quite powerful. I might add "Influxyard enters the battlefield tapped" or some drawback along those lines to make it a little less of a no-brainer for decks that don't need much colored mana.
Ghostly Battlefield
Land (U)
Whenever a creature dies, you may put a charge counter on ~. T, remove a charge counter from ~: Add 2 to your mana pool. Whenever a warrior falls, his soul starts wandering this place in search of redemption.
A Hellion or Hydra or Hellion Hydra
Lots of potential in a long game, but hard to abuse on turn one or two -- this is what lands that produce multiple mana should be like.
Stensia Crossways
Land (U)
:symtap:: Add to your mana pool. Spend this mana only on activated abilities of lands. The crossways make the job of bringing victims to the halls a great deal easier.
Industrial Civic
Land (U)
:symtap:: Add 1 to your mana pool.
At the beginning of each opponent’s upkeep, you may untap a basic land you control. “A city of hundred thousand hands, work to exploit new lands / Toiling night and day for some grand scheme. A community? Or a machine?”
—Vitile, Citadel poet
IIW: k-rad wins Parallel design.
Seems fair enough. Control decks will like this as a way to get threats on the board but still leave up mana for answers.
When Promised Land enters the battlefield, you may search your library for a fortification card, put that card onto the battlefield attached to Promised Land, then shuffle your library.
:symtap:: Add to your mana pool.
IIW: Walls with walls of text.
This will make it extremely difficult for Wizards to print fortifications that don't suck. Imagine something along the lines of Argentum Armor -- getting that completely free on turn one with your land drop would be ridiculous.
:symtap:: add to your pool for each basic land type you control
:5mana:, sacrifice Mirrodin Sowing Fields: Put a 1/1 Myr token into play for each basic land type you control
Suburst reaps a rich harvest
IIW:mythic rare aternate win condition cards
You don't control basic land types. See pretty much any card with domain for wording. If this just had the first ability I'd say it's almost conceivably printable, but adding in the second line pushes it way over the edge. Referring to sunburst directly in the flavor text gives it context but is very blunt and awkward. Something about "five suns" would be more fitting.
BladewingX.
Next Challenge: A Hellion or Hydra or Hellion Hydra.
Mistform Ultimus3U
Legendary Creature - Hellion Hydra (R)
Mistform Ultimus is every creature type (even if this card isn't on the battlefield).
3/3 It may wear your face, but its mind is its own.
IIW: Design a keyword based on this card's ability
Ulasht, Seed of Order2WU
Legendary Creature - Hellion Hydra (M)
Ulasht, Seed of Order enters the battlefield with a +1/+1 counter on it for each other white creature you control and a +1/+1 counter on it for each other blue creature you control.
1, Remove a +1/+1 counter from Ulasht: Choose 1 - Prevent the next 1 damage a source of your choice would deal and you gain 1 life; or counter target spell unless its controller pays 1. Even the most savage beast can be taught to obey.
0/0
Mistform Ultimus3U
Legendary Creature - Hellion Hydra (R)
Mistform Ultimus is every creature type (even if this card isn't on the battlefield).
3/3 It may wear your face, but its mind is its own.
IIW: Design a keyword based on this card's ability
LOL, that's cheating.
Magma-Neck Hydra2RR
Creature - Helion Hydra
Magma-Neck Hydra's power and toughness are each equal the number of Mountains you control.
Sacrifice a Mountain: Whenever a creature dealt damage by Magma-Neck Hydra dies this turn, exile that creature instead of putting it in its owner's graveyard.
*/*
IIW: Create a land card with the mechanic Overlay (the rules of the mechanic are up to you)
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Looking to start a clan for Zork fans, PM if interested.
Atrius' Posts1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead. "Wait, can you actually win a thread?" - Atrius.
Mistform Ultimus3U
Legendary Creature - Hellion Hydra (R)
Mistform Ultimus is every creature type (even if this card isn't on the battlefield).
3/3 It may wear your face, but its mind is its own.
IIW: Design a keyword based on this card's ability
The first entry of a challenge shouldn't be the first troll entry as well
The Dawnshatterer 2RG
Legendary Creature - Hellion Lhurgoyf (M)
Kicker RRR and/or GGG
Haste
When The Dawnshatterer enters the battlefield, if it was kicked with its RRR kicker, destroy all artifacts your opponents control. If it was kicked with its GGG kicker, destroy all enchantments your opponents control. If it was kicked with both, destroy all noncreature permanents your opponents control.
The Dawnshatterer's power is equal to twice the number of noncreature permanent cards in all graveyards and its toughness is equal to that number plus 2.
*/*+2
Polycephalic EntanglerXGW
Creature - Hydra (R)
~ enters the battlefield with X +1/+1 counters on it. It can block an additional creature for each +1/+1 counter on it beyond the first.
Whenever ~ blocks, put a +1/+1 counter on it for each creature it's blocking.
0/0
Sonic Hellion5R
Creature - Hellion R
Haste, Trample
When Sonic Hellion enters the battlefield, tap all other creatures. "Sure it's fast, but must it be so loud?"
- Vedalken Artificier
6/4
Leaching Swarm 3RB
Creature - Hellion
At the beggining of your upkeep, put a token that is a copy of ~ onto the battlefield.It has haste.
At the beggining of your end step, you lose 1 life.
5/4
I have a card that fits this challenge that I've been holding onto actually.
Hydra Umbra3GGG Enchantment - Aura
Enchant any number of creatures
Enchanted creatures get +4/+4 and gain trample.
Totem armor
And because I've had to do this before I'm going to grab a comp rules quote to show that Enchanting multiple creatures works:
IIW: ______ Umbra
Hate to burst your bubble, but:
Quote from Magic Comprehensive Rules »
303.4d An Aura can't enchant itself. If this occurs somehow, the Aura is put into its owner's graveyard. An Aura that's also a creature can't enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner's graveyard. (These are state-based actions. See rule 704.) An Aura can't enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura's controller chooses which object or player it becomes attached to.
That's not to say that all hope is lost. After all:
Quote from Magic Comprehensive Rules »
101.1. Whenever a card's text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).
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A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
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Land {C}
T: Add 1 to your mana pool.
T: Discard a card.
IIW: Recurring Nightmare. Attunement. ???
Land - {C}
T: Add 1 to your mana pool
T: Gain 1 life
Though considered by many to be a place to relax and meditate, few can spot the residual magic that causes these effects and harness it
IIW: Sig
Club Flamingo win: 1, 2, 3, 4, 5, 6, 7,
8, 9
The Winner is Judge win: 1, 2
Winner is also Judge win: 1, 2
Land [U]
t: Add 1 to your mana pool
Sacrifice ~: Add 1 to your mana pool
(a twist on crystal vein)
IIW: A rare instant at cmc 1
Said about Yawgmoth’s Will
Credits to Miraculous Recovery Signatures for the truly miraculous sig.
GURRUG Delver
RGoblins
RUGPunishing Balance
Modern:
UR Izzet Tron
Land (R)
T: Add 5 to your mana pool. You cannot spend this mana on colorless costs.
"It wouldn't be a Sphinx tower if it was simple, would it?"
IIW: Planes, phenomenon, and Planechase.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Land (R)
Whenever an opponent casts a spell, untap Influxyard.
T: Add 1 to your mana pool.
IIW: A mighty but fair color-hoser.
[Clan Flamingo]
The clan for custom card creators!
Land (U)
Whenever a creature dies, you may put a charge counter on ~.
T, remove a charge counter from ~: Add 2 to your mana pool.
Whenever a warrior falls, his soul starts wandering this place in search of redemption.
Cockatrice is still going strong over at http://www.woogerworks.com[/B]
Ghostly Battlefield
The Winner is Judge [2]
Chasay, Caller of Fire
Skaab Corpse Looter
[B]This Winner is also Judge [0]
Land (U)
:symtap:: Add to your mana pool. Spend this mana only on activated abilities of lands.
The crossways make the job of bringing victims to the halls a great deal easier.
IIW: Let's make Planar Standard a viable format!
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Basic Land - Realm
(T: Add 1 to your mana pool.)
IIW: Swarmyard critters.
Land
T: Add 1 to your mana pool.
T, Tap an untapped creature you control: Add 2 to your mana pool.
iiw: cube worthy
Land {R}
Promised Land enters the battlefield tapped.
When Promised Land enters the battlefield, you may search your library for a fortification card, put that card onto the battlefield attached to Promised Land, then shuffle your library.
:symtap:: Add to your mana pool.
IIW: Walls with walls of text.
Sig & Avvy by Disappointing Signets Inc.
CCC&G BRAGGING RIGHTS
Mafia Statistics
I collect pacifism: 228
Land
T: Add 1 to your mana pool.
T: Look at target player's hand.
iiw: tutors
Land {R}
:symtap:: add to your pool for each basic land type you control
:5mana:, sacrifice Mirrodin Sowing Fields: Put a 1/1 Myr token into play for each basic land type you control
Sunburst reaps a rich harvest
IIW:mythic rare aternate win condition cards
I know that I'm about 10 hours and 2 pages too late to respond to this, but I just wanted to justify my templating choice by pointing out that Insist specifically says "The next creature spell you cast can't be countered by spells or abilities." I realize that creature spells don't have targets, and that Insist is like 10 years old, but I did use that wording b/c of an existing card.
Don't disagree w/ the rest of your decision.
Draft my cube! (630 cards)
A point worth making, if Insist's wording was defunct it'd get oracle'd. It's unnecessary but not worth docking points.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Angel's Grace's new best friend. Way too parasitic -- either it's completely broken or completely useless. Maybe you can donate it to an opponent and cast Drain Power or something.
A fixed Mishra's Workshop. Seems pretty fair, considering that it can't pay for its own trigger.
Needs some proofreading. A fairly interesting card, but not especially playable. In a deck that runs mainly colored lands it's underpowered while a deck that runs mainly colorless lands would either not care or be too dependent on it.
Meh.
Interesting, flavorful, and playable. Not bad.
This is inelegant; it's jumping through (usually) unnecessary hoops. Most of the time the second ability will be identical to "4, Tap an untapped creature you control: Shuffle your graveyard into your library."
Great design. Should have reminder text that multiple instances of exalted trigger separately, especially at uncommon.
Nice Pillar of the Paruns reference. The subset of spells that you can use this to cast is pretty small, but in a format with enough options it's extremely powerful.
Egg is no longer a supported creature type, but I like the progression. Gets you beefier tokens than Urza's Factory for less mana (sorta) but more time. I like that it's still relatively useful to nonred decks.
This seems dangerously powerful.
Needs some proofreading. Memnites aren't Myr, but "Myr Vaults" doesn't sound much like a legendary land.
Should be an uncommon, probably. In a format without graveyard/discard/hand size subthemes, it's too narrow to be a good common, while in a format with one or more of those themes it's perhaps a little too effective of an enabler.
This is a draw-go deck's wet dream.
Strictly better than Crystal Vein, but still fair. It doesn't really bring much more to the table than Crystal Vein does, though.
There are, by my count, one and a half cards that make this any more useful than a land with no abilities. (North Star doesn't really count because you're down four of the five mana you gained in order to activate it.)
Simple but quite powerful. I might add "Influxyard enters the battlefield tapped" or some drawback along those lines to make it a little less of a no-brainer for decks that don't need much colored mana.
Lots of potential in a long game, but hard to abuse on turn one or two -- this is what lands that produce multiple mana should be like.
Good with Crystal Quarry and the Odyssey duals I guess. Still not exactly great with Stensia Bloodhall.
Seems fair enough. Control decks will like this as a way to get threats on the board but still leave up mana for answers.
It's been done, and Realm isn't a great name for it.
Sort of a Springleaf Drum thing going on here. I like it.
This will make it extremely difficult for Wizards to print fortifications that don't suck. Imagine something along the lines of Argentum Armor -- getting that completely free on turn one with your land drop would be ridiculous.
Glasses of Urza got an upgrade I see. Seems fine. No rarity.
You don't control basic land types. See pretty much any card with domain for wording. If this just had the first ability I'd say it's almost conceivably printable, but adding in the second line pushes it way over the edge. Referring to sunburst directly in the flavor text gives it context but is very blunt and awkward. Something about "five suns" would be more fitting.
Next Challenge: A Hellion or Hydra or Hellion Hydra.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Legendary Creature - Hellion Hydra (R)
Mistform Ultimus is every creature type (even if this card isn't on the battlefield).
3/3
It may wear your face, but its mind is its own.
IIW: Design a keyword based on this card's ability
Legendary Creature - Hellion Hydra (M)
Ulasht, Seed of Order enters the battlefield with a +1/+1 counter on it for each other white creature you control and a +1/+1 counter on it for each other blue creature you control.
1, Remove a +1/+1 counter from Ulasht: Choose 1 - Prevent the next 1 damage a source of your choice would deal and you gain 1 life; or counter target spell unless its controller pays 1.
Even the most savage beast can be taught to obey.
0/0
IIW: allied legendary land card
Draft my cube! (630 cards)
LOL, that's cheating.
Magma-Neck Hydra 2RR
Creature - Helion Hydra
Magma-Neck Hydra's power and toughness are each equal the number of Mountains you control.
Sacrifice a Mountain: Whenever a creature dealt damage by Magma-Neck Hydra dies this turn, exile that creature instead of putting it in its owner's graveyard.
*/*
IIW: Create a land card with the mechanic Overlay (the rules of the mechanic are up to you)
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
The first entry of a challenge shouldn't be the first troll entry as well
The Dawnshatterer 2RG
Legendary Creature - Hellion Lhurgoyf (M)
Kicker RRR and/or GGG
Haste
When The Dawnshatterer enters the battlefield, if it was kicked with its RRR kicker, destroy all artifacts your opponents control. If it was kicked with its GGG kicker, destroy all enchantments your opponents control. If it was kicked with both, destroy all noncreature permanents your opponents control.
The Dawnshatterer's power is equal to twice the number of noncreature permanent cards in all graveyards and its toughness is equal to that number plus 2.
*/*+2
IIW: More balls-out-crazy commanders.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Hydra (R)
~ enters the battlefield with X +1/+1 counters on it. It can block an additional creature for each +1/+1 counter on it beyond the first.
Whenever ~ blocks, put a +1/+1 counter on it for each creature it's blocking.
0/0
IIW: "Join forces" in Archenemy.
Legendary Creature- Hellion (M)
Haste
If Korvan, The Relentless attacks, all other creatures you control must attack with it.
If you control 5 or more creatures, Korvan, The Relentless gains Battle Cry
Mob mentality is the greatest threat
5/4
IIW: Myhtic Rare alternate win condition
Creature - Hellion R
Haste, Trample
When Sonic Hellion enters the battlefield, tap all other creatures.
"Sure it's fast, but must it be so loud?"
- Vedalken Artificier
6/4
IIW: TVTropes
WUB Esper Control
Legacy
WU Miracles
Edh
WUBErtai, the corrupted
Modern
GR Welcome to the Jungle
Enchantment - Aura (MR)
Enchant any number of creatures
Enchanted creatures get +4/+4 and gain trample.
Totem armor
Think of it as a ravenous rats of sorts, contradicting a rules, and winning because card rule text takes precedence over game rules.
IIW: ______ Umbra
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Creature - Hellion
At the beggining of your upkeep, put a token that is a copy of ~ onto the battlefield.It has haste.
At the beggining of your end step, you lose 1 life.
5/4
IIW:Kill Norin the Wary
Hate to burst your bubble, but:
That's not to say that all hope is lost. After all:
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.