Arbiter of Eons 1WWUU
Creature - Spirit
Players can't untap more than one non land permanent each untap step.
Players can't draw more than one card each turn.
Players can't cast more than one spell each turn.
Players can't attack or block with more than one creature at a time.
"A mind as old as the universe has no love for hasty decisions."
5/5
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Dead Silence4WB Enchantment (R)
When Dead Silence enters the battlefield destroy all creatures.
Whenever a creature enters the battlefield, destroy it. What can live in a place with nothing more to give?
IIW: RDW
Private Mod Note
():
Rollback Post to RevisionRollBack
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)
Doshushono, the Walking Terrain [R]
Legendary Land Creature - Elemental
Whenever Doshushono, the Walking Terrain attacks or blocks, return it to your hand at end of combat.
3/4
Doshushono, the Walking Terrain [R]
Legendary Land Creature - Elemental
Whenever Doshushono, the Walking Terrain attacks or blocks, return it to your hand at end of combat.
3/4
Temporal Strobe2UU
Enchantment (R)
All other permanents have phasing.
Exile two cards from your hand: All phased out permanents phase in. Any player may activate this ability, but only any time he or she could cast a sorcery.
IIW: Exile effects
Kinda cool and weird at the same time. I don't like that it phases out lands though.
Time Meddling1RRUU Enchantment [R]
At the end of each of your phases, if it's the first phase of that type that you've taken this turn, take an extra phase of that type. (Precombat and postcombat main phases are different types of phases.)
Relevant to draw, combat, maybe upkeep. Not bad for what it does I guess.
Crumbling Chronomaton 5
Artifact Creature - Golem (R)
~ enters the battlefield tapped.
You skip your untap step.
Whenever ~ deals combat damage to a player, take an extra turn after this one. The worldslayer of old now sleeps under the Eon Fog.
5/5
Limitless Potential2UG
Enchantment MR
When lands you control are tapped for mana, they produce an additional 1.
Mana from lands cannot be used to cast artifacts.
Artifacts spells you control cost 2 less to cast. Though it would be a mechanical utopia, the Equilorians rejected his ideas.
IIW: Targets a card with a Keyword.
Wierd. Considering Mana Reflection exists, I think this would have to cost a lot more - six mana would probably be fair. I'm finding the flavor a little hard to dig.
Vault Golem4
Artifact Creature - Golem (M)
If you would take a turn, you may skip that turn instead. If you do, put a 5/5 colorless Golem artifact creature token onto the battlefield.
5/5
IIW: IT'S LIGHTNING HELIX
Sure. Pretty cool. Can grind out games like a boss.
Unstirring Fog2UU
Enchantment - R
At the beginning of each player's end step, that player chooses untap step, draw step, main phase or combat phase. During his next turn he skips all steps or phases except the chosen one.
Wow. This is probably miles worse than Fatespinner, but at the same time could probably be a dream come true for draw-go decks. Kinda want to see what it can do with Leyline of Anticipation and Vedalken Mastermind.
Oh, also it skips their next end step?
Scrambling Shardcat1W
Creature - Cat (U)
At the beginning of your draw step and each cleanup step, untap Scrambling Shardcat. "Some things never change in the fog. Some things change much more quickly there."—Tesh, fog's-edge nomad
1/2
IIW: "As long as ~ has a +1/+1 counter on it, when you kick a spell..."
Hmm, sure? Seems like a steep price to pay for what's effectively vigilance.
Ancientest of the Elders0
Legendary Artifact Creature - Golem (R)
After your 10th turn, Ancientest of the Elders becomes 4/4 (Ancientest of the Elders does not have to be on the battlefield the whole time).
Ancientest of the Elders does not untap during your untap phase.
1/2
IIW: 0
I guess it's a neat idea. The card doesn't grab me though.
Grandmaster's Retort3UU
Instant (R)
Exile target spell and the top ten cards of that spell's controller's library. Their skills honed by millennia of discipline, the elders of Equilor have little patience for petty displays of power.
IIW: Crickity target land you control. (Untap that land. Until end of turn, it becomes a 3/3 red and green Elemental creature.)
It's alright. The mechanic fits the flavor of the plane quite neatly I think. Reminds me a bit of Induce Paranoia. Could possibly be uncommon, maybe raise the cost by one to compensate?
Arbiter of Eons 1WWUU
Creature - Spirit
Players can't untap more than one non land permanent each untap step.
Players can't draw more than one card each turn.
Players can't cast more than one spell each turn.
Players can't attack or block with more than one creature at a time.
"A mind as old as the universe has no love for hasty decisions."
5/5
IIW: a new card type or subtype (or supertype!)
Hey that's actually really neat. Not sure about the untap one - nonland clashes with the last ability, land would clash with the third ability. Good card though.
Dead Silence4WB Enchantment (R)
When Dead Silence enters the battlefield destroy all creatures.
Whenever a creature enters the battlefield, destroy it. What can live in a place with nothing more to give?
IIW: RDW
Rakdos just died. It's a shame you need a built-in out clause for this kind of effect, because it is an awesome card.
Doshushono, the Walking Terrain [R]
Legendary Land Creature - Elemental
Whenever Doshushono, the Walking Terrain attacks or blocks, return it to your hand at end of combat.
3/4
IIW: A mythic.
Color indicator please. I'd love to use this as a commander. Also, lands that don't make mana are verboten design nowadays.
I'm not usually fond of walls of text, but I think Maokun wins this one. Lots of good entries though. Up to Tier II he goes.
Steampunk Lackey1R
Creature - Goblin Rigger (C) T: Assemble a Contraption with converted mana cost 2 or less. (To assemble a Contraption, put a token onto the battlefield that's a copy of a Contraption you control.) 1/1
Unstable Cylinder2
Artfact - Contraption (C) 1, Sacrifice ~: ~ deals 2 damage to target creature or player.
Ahsala Grave1BB
Sanctuary (U)
Whenever a creature dies, put a sanctuary counter on Ahsala Grave.
Remove three sanctuary counters from Ahsala Grave: Put a 2/2 black Zombie creature token onto the battlefield.
4 Ahsala's body-pits and graveyards are ideal for the first-time necromancer.
Sanctuaries enter the battlefield with sanctuary counters on them. You can attack them like planeswalkers. They are a cross between enchantments and 'walkers.
Gambit
X.1 A gambit is a non-permanent card type. Only one gambit can be played each turn, whenever a sorcery could be cast. You may only cast a gambit on your turn.
X.2 Gambits have no mana costs.
X.3 A gambit may be Basic, and a Basic Gambit may be included any number of times in a deck, like a Basic Land.
X.4 When a gambit resolves, it is put in the graveyard like an instant or sorcery.
X.5 Gambit subtypes include Prayer, Experiment, Summons, Chant, and Meditation.
X.6 The Prayer subtype means a gambit adds WW to your mana pool. Likewise , Summons, Chant, and Meditation respectively add UU,BB,RR,or GG to your pool.
X.7 A gambit with a subtype is the color of mana it produces. A gambit without a subtype is colorless.
Ritual Prayer
Basic Gambit - Prayer (3C) (Add WW to your mana pool. You may cast only one Gambit per turn, as a sorcery)
Ritual Experiment
Basic Gambit - Experiment (3C) (Add UU to your mana pool. You may cast only one Gambit per turn, as a sorcery)
Ritual Summons
Basic Gambit - Summons (3C) (Add BB to your mana pool. You may cast only one Gambit per turn, as a sorcery)
Ritual Chant
Basic Gambit - Chant (3C) (Add RR to your mana pool. You may cast only one Gambit per turn, as a sorcery)
Ritual Meditation
Basic Gambit - Meditation (3C) (Add GG to your mana pool. You may cast only one Gambit per turn, as a sorcery)
Cram Session
Gambit (1C)
Draw 3 cards, and discard 2 cards at random. A late night study with too many drinks can sometimes result in forgetting what was so important in the first place.
Hmm, sure? Seems like a steep price to pay for what's effectively vigilance.
I'm confused at how 1W for a 1/2 with "super vigilance" is a steep price. Yes, it's worse than Courier Hawk... if nothing's granting tap abilities. (It's still situationally better than Ardent Soldier.)
I'm confused at how 1W for a 1/2 with "super vigilance" is a steep price. Yes, it's worse than Courier Hawk... if nothing's granting tap abilities. (It's still situationally better than Ardent Soldier.)
Let me put it this way - how desperate would you have to be to play a 1W 1/2, vigilance or no vigilance, in limited?
Clearly my card is Modern fodder, not Limited. That said, in Limited, it'd depend on the set. If there are a lot of Auras/Equipment granting tap abilities, or if Stasis got reprinted (which, in a set on Equilor, is probably likely), this is worth running.
Clearly my card is Modern fodder, not Limited. That said, in Limited, it'd depend on the set. If there are a lot of Auras/Equipment granting tap abilities, or if Stasis got reprinted (which, in a set on Equilor, is probably likely), this is worth running.
Actually your card just draws the game if nobody can remove it: if an ability triggers during the cleanup step, there will be another cleanup step after all player pass priority and the stack is empty.
Private Mod Note
():
Rollback Post to RevisionRollBack
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Birthdread StarBBB
Enchantment - Fluctuation (R)
Each creature enters the battlefield with a -1/-1 counter on it.
At the beginning of your upkeep, if there are six or more -1/-1 counters among creatures on the battlefield, transform Birthdread Star and put three time counters on it.
/// Foul Galaxy (O) Enchantment - Fluctuation
Vanishing
Whenever a creature enters the battlefield, its controller loses 2 life and sacrifices a creature and a land.
IIW: Make the color pie all weird, and not in a Planar Chaos way.
Senator Irithrin2WW
Legendary Creature - Politician
At the beginning of each upkeep, any player may pay spend any amount of mana to draw 2 cards. Whichever player pays the most in this fashion draws 2 cards.
2/2
Senator Irithrin2WW
Legendary Creature - Politician
At the beginning of each upkeep, any player may pay spend any amount of mana to draw 2 cards. Whichever player pays the most in this fashion draws 2 cards.
2/2
(Human) Advisor should do for a creature type. Unless Politician is a new species?
Route 13G
Route (R)
At the beginning of each player's upkeep, that player puts a 1/1 white Bird creature token with flying named Pidgey and a 1/1 red Rat creature token with haste named Rattata onto the battlefield under his or her control.
Slyfoot Retriever3GG
Creature - Weasel (R)
Intimidate
Whenever Slyfoot Retriever deals combat damage to a player, you may draw a card, then put up to one target card in your graveyard on top of your library.
2/2
Potions are permanents, but not spells, so they are played like lands instead of cast. Players can only play potions during their main phases. They have a number at the bottom of the card indicating the number of times the abilities can be used before being sacrificed, whence they are put into the owner's graveyard. They have no mana cost, and the abilities can be triggered or activated, each instance of which removes the indicated number of charges.
Elixir of Celerity
Potion (U)
(1) You may cast spells this turn as though they had flash.
(1) Target creature gains haste until end of turn.
(2)
The first ability removes 1 charge to allow you to cast any number of spells that turn as though they had flash, not removing 1 charge per spell.
NATH'd can't believe it! Great minds think alike. New card coming.
Strength Potion1
Artifact - Potion C
When you cast Strength Potion, discard a creature card and an
instant spell. T, sacrifice strength potion: Target creature gets +3/+3 until end of turn. A little bear claw is all this needs.
NEW ENTRY
Lore - Lore is a new type of card that enters the command zone when played. You cannot control more than one of an individual lore at one time. It represents specialized knowledge about a particular subject that can't be undone with magic. Because nigh invulnarable, they tend to be narrow focused.
Bestial Anatomy1BB
Lore U
Whenever a creature you control is blocked by a beast or a green creature,
the blocking creature gets -0/-1 until end of turn. His hateful army was taught the knowledge of flesh.
Secrets of Fire1UU
Lore U
Whenever an opponent casts a red sorcery or instant, Wizards you control
gain protection from red until end of turn. Izzet know how to keep themselves fireproof.
Idea stealing, because I can't let a cool idea by someone else not get used.
Potions: Potions are a subtype of artifact that has the ability Brew.
Brew [Something](As you cast this, you may discard any number of [something] cards. If you do this enters the battlefield with a brew counter on it for each card discarded this way. When this has no brew counters on it, sacrifice it.)
Keep in mind most of these should have reminder text, but I'm on my phone and can't copy pasta.
Potion of Flight3 Artifact - Potion (C)
Brew Bird 1, Remove a brew counter from ~: Target creature you control gains flying. Draw a card if U was spent to activate this ability.
IIW: RDW
Edit: Thank [diety] for computers in the campus library.
Potion of Flight0 Artifact - Potion (C)
Brew Bird (As you cast this, you may discard any number of Bird cards. If you do this enters the battlefield with a brew counter on it for each card discarded this way. When this has no brew counters on it, sacrifice it.)
Remove a brew counter from Potion of Flight: Target creature you control gains flying.
Growth Elixer2 Artifact - Potion (U)
Brew Forest or Plains (As you cast this, you may discard any number of Forest or Plains cards. If you do this enters the battlefield with a brew counter on it for each card discarded this way. When this has no brew counters on it, sacrifice it.) 3, Remove a brew counter from Growth Elixer: Put two 2/5 green treefolk creature tokens onto the battlefield.
Necromancer's Brew4 Artifact - Potion (R)
Brew Creature 3, Remove a brew counter from Necromancer's Brew: Return target creature card from your graveyard to your hand. If B was spent to activate this ability, return it to the battlefield instead.
I figured potions would get used... it's the only big fantasy trope that isn't really hit up. (The only reason I didn't use it is because I saw them kinda like enchantments with flash and counters.)
Vaults are a permanent card type. They all have an special action that allows you to put a card face down on them any time you could play a sorcery. Cards put on a Vault are considered to be "locked". The number of cards you can have on them is determined by the number down in the card (called "Capacity"). You may play a card locked in a Vault normally, if you additionally pay its unlock cost. If a Vault is destroyed, you shuffle all locked cards on it into your library.
Think of them as keepers of cards from your hand. Example:
Heart of Malia-Tree4G
Legendary Vault (R)
Hexproof
Unlock - You gain 2 life {4}
Darksteel Coffin2W
Vault (R)
Darksteel Coffin is indestructible.
Unlock - T {2}
Memory Cage1UU
Vault (R)
You may play unlocked cards from Memory Cage anytime you could cast an instant.
Unlock - 1 {1}
Smoking FurnaceRR
Vault (R)
Whenever you play a card unlocked from Smoking Furnace, you may have Smoking Furnace deals 1 damage to target creature or player.
Unlock - 0 {1}
Accelerator Machine2B
Vault (R)
Unlocked cards from Accelerator Machine cost 1 less to cast.
Unlock - Pay 2 life {2}
Careless Search(R/G)(R/G)
Instant (U)
Destroy target artifact or vault. "Yeah, boss: we found it. Now, is it OK to have it in pieces?"
Great Librarian1W
Creature - Human Wizard (C) T: Target creature gets +0/+1 for each card locked in a Vault you control. [1/3]
Creature - Spirit
Players can't untap more than one non land permanent each untap step.
Players can't draw more than one card each turn.
Players can't cast more than one spell each turn.
Players can't attack or block with more than one creature at a time.
"A mind as old as the universe has no love for hasty decisions."
5/5
IIW: a new card type or subtype (or supertype!)
Enchantment (R)
When Dead Silence enters the battlefield destroy all creatures.
Whenever a creature enters the battlefield, destroy it.
What can live in a place with nothing more to give?
IIW: RDW
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)
Legendary Land Creature - Elemental
Whenever Doshushono, the Walking Terrain attacks or blocks, return it to your hand at end of combat.
3/4
IIW: A mythic.
It can't tap for mana?
Draft my cube! (630 cards)
Kinda cool and weird at the same time. I don't like that it phases out lands though.
Relevant to draw, combat, maybe upkeep. Not bad for what it does I guess.
Cool. Strong effect, super-hard to abuse. Seedborn Muse/Patron of the Orochi maybe?
Wierd. Considering Mana Reflection exists, I think this would have to cost a lot more - six mana would probably be fair. I'm finding the flavor a little hard to dig.
Sure. Pretty cool. Can grind out games like a boss.
Wow. This is probably miles worse than Fatespinner, but at the same time could probably be a dream come true for draw-go decks. Kinda want to see what it can do with Leyline of Anticipation and Vedalken Mastermind.
Oh, also it skips their next end step?
Sure. No reason this can't exist besides being a crazy harsh drawback.
I'm pretty sure blue isn't supposed to get mana ramp this efficient.
Hmm, sure? Seems like a steep price to pay for what's effectively vigilance.
I like it. Nice nod to Mass Calcify. Might need to be exile to bring it more into white - Unmake says that cost should still be fine.
I guess it's a neat idea. The card doesn't grab me though.
It's alright. The mechanic fits the flavor of the plane quite neatly I think. Reminds me a bit of Induce Paranoia. Could possibly be uncommon, maybe raise the cost by one to compensate?
Two-mana 2/2 double strike at common?
Hey that's actually really neat. Not sure about the untap one - nonland clashes with the last ability, land would clash with the third ability. Good card though.
Rakdos just died. It's a shame you need a built-in out clause for this kind of effect, because it is an awesome card.
Color indicator please. I'd love to use this as a commander. Also, lands that don't make mana are verboten design nowadays.
I'm not usually fond of walls of text, but I think Maokun wins this one. Lots of good entries though. Up to Tier II he goes.
NEXT: a new card type or subtype (or supertype!)
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Creature - Goblin Rigger (C)
T: Assemble a Contraption with converted mana cost 2 or less. (To assemble a Contraption, put a token onto the battlefield that's a copy of a Contraption you control.)
1/1
Unstable Cylinder 2
Artfact - Contraption (C)
1, Sacrifice ~: ~ deals 2 damage to target creature or player.
IIW: Who's The Beatdown?
Sanctuary (U)
Whenever a creature dies, put a sanctuary counter on Ahsala Grave.
Remove three sanctuary counters from Ahsala Grave: Put a 2/2 black Zombie creature token onto the battlefield.
4
Ahsala's body-pits and graveyards are ideal for the first-time necromancer.
Sanctuaries enter the battlefield with sanctuary counters on them. You can attack them like planeswalkers. They are a cross between enchantments and 'walkers.
IIW:
X.1 A gambit is a non-permanent card type. Only one gambit can be played each turn, whenever a sorcery could be cast. You may only cast a gambit on your turn.
X.2 Gambits have no mana costs.
X.3 A gambit may be Basic, and a Basic Gambit may be included any number of times in a deck, like a Basic Land.
X.4 When a gambit resolves, it is put in the graveyard like an instant or sorcery.
X.5 Gambit subtypes include Prayer, Experiment, Summons, Chant, and Meditation.
X.6 The Prayer subtype means a gambit adds WW to your mana pool. Likewise , Summons, Chant, and Meditation respectively add UU,BB,RR,or GG to your pool.
X.7 A gambit with a subtype is the color of mana it produces. A gambit without a subtype is colorless.
Ritual Prayer
Basic Gambit - Prayer (3C)
(Add WW to your mana pool. You may cast only one Gambit per turn, as a sorcery)
Ritual Experiment
Basic Gambit - Experiment (3C)
(Add UU to your mana pool. You may cast only one Gambit per turn, as a sorcery)
Ritual Summons
Basic Gambit - Summons (3C)
(Add BB to your mana pool. You may cast only one Gambit per turn, as a sorcery)
Ritual Chant
Basic Gambit - Chant (3C)
(Add RR to your mana pool. You may cast only one Gambit per turn, as a sorcery)
Ritual Meditation
Basic Gambit - Meditation (3C)
(Add GG to your mana pool. You may cast only one Gambit per turn, as a sorcery)
Cram Session
Gambit (1C)
Draw 3 cards, and discard 2 cards at random.
A late night study with too many drinks can sometimes result in forgetting what was so important in the first place.
IIW: 0
Ashamed of posts from years ago.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Let me put it this way - how desperate would you have to be to play a 1W 1/2, vigilance or no vigilance, in limited?
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Actually your card just draws the game if nobody can remove it: if an ability triggers during the cleanup step, there will be another cleanup step after all player pass priority and the stack is empty.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Enchantment - Fluctuation (R)
Each creature enters the battlefield with a -1/-1 counter on it.
At the beginning of your upkeep, if there are six or more -1/-1 counters among creatures on the battlefield, transform Birthdread Star and put three time counters on it.
///
Foul Galaxy
(O) Enchantment - Fluctuation
Vanishing
Whenever a creature enters the battlefield, its controller loses 2 life and sacrifices a creature and a land.
IIW: Make the color pie all weird, and not in a Planar Chaos way.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Creature - Politician
At the beginning of each upkeep, any player may pay spend any amount of mana to draw 2 cards. Whichever player pays the most in this fashion draws 2 cards.
2/2
Club Flamingo Wins: 1!
(Human) Advisor should do for a creature type. Unless Politician is a new species?
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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Route (R)
At the beginning of each player's upkeep, that player puts a 1/1 white Bird creature token with flying named Pidgey and a 1/1 red Rat creature token with haste named Rattata onto the battlefield under his or her control.
IIW: Pokemon.
Creature - Weasel (R)
Intimidate
Whenever Slyfoot Retriever deals combat damage to a player, you may draw a card, then put up to one target card in your graveyard on top of your library.
2/2
IIW: Exile effects
Draft my cube! (630 cards)
I was going for a subtle stoat reference, but I guess that might be lost on a newcomer.
Draft my cube! (630 cards)
Potions are permanents, but not spells, so they are played like lands instead of cast. Players can only play potions during their main phases. They have a number at the bottom of the card indicating the number of times the abilities can be used before being sacrificed, whence they are put into the owner's graveyard. They have no mana cost, and the abilities can be triggered or activated, each instance of which removes the indicated number of charges.
Elixir of Celerity
Potion (U)
(1) You may cast spells this turn as though they had flash.
(1) Target creature gains haste until end of turn.
(2)
The first ability removes 1 charge to allow you to cast any number of spells that turn as though they had flash, not removing 1 charge per spell.
iiw: replacement effects
Strength Potion 1
Artifact - Potion C
When you cast Strength Potion, discard a creature card and an
instant spell.
T, sacrifice strength potion: Target creature gets +3/+3 until end of turn.
A little bear claw is all this needs.
NEW ENTRY
Lore - Lore is a new type of card that enters the command zone when played. You cannot control more than one of an individual lore at one time. It represents specialized knowledge about a particular subject that can't be undone with magic. Because nigh invulnarable, they tend to be narrow focused.
Bestial Anatomy 1BB
Lore U
Whenever a creature you control is blocked by a beast or a green creature,
the blocking creature gets -0/-1 until end of turn.
His hateful army was taught the knowledge of flesh.
Secrets of Fire 1UU
Lore U
Whenever an opponent casts a red sorcery or instant, Wizards you control
gain protection from red until end of turn.
Izzet know how to keep themselves fireproof.
IIW: Targets permanents with a keyword.
[Clan Flamingo]
Potions: Potions are a subtype of artifact that has the ability Brew.
Brew [Something] (As you cast this, you may discard any number of [something] cards. If you do this enters the battlefield with a brew counter on it for each card discarded this way. When this has no brew counters on it, sacrifice it.)
Keep in mind most of these should have reminder text, but I'm on my phone and can't copy pasta.
Potion of Flight 3
Artifact - Potion (C)
Brew Bird
1, Remove a brew counter from ~: Target creature you control gains flying. Draw a card if U was spent to activate this ability.
IIW: RDW
Edit: Thank [diety] for computers in the campus library.
Artifact - Potion (C)
Brew Bird (As you cast this, you may discard any number of Bird cards. If you do this enters the battlefield with a brew counter on it for each card discarded this way. When this has no brew counters on it, sacrifice it.)
Remove a brew counter from Potion of Flight: Target creature you control gains flying.
Artifact - Potion (U)
Brew Forest or Plains (As you cast this, you may discard any number of Forest or Plains cards. If you do this enters the battlefield with a brew counter on it for each card discarded this way. When this has no brew counters on it, sacrifice it.)
3, Remove a brew counter from Growth Elixer: Put two 2/5 green treefolk creature tokens onto the battlefield.
Artifact - Potion (R)
Brew Creature
3, Remove a brew counter from Necromancer's Brew: Return target creature card from your graveyard to your hand. If B was spent to activate this ability, return it to the battlefield instead.
IIW: Red deck wins!
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)
Club Flamingo Wins: 1!
Think of them as keepers of cards from your hand. Example:
Cheap Basket 1
Vault (U)
Unlock - Sacrifice Cheap Basket
{1}
Heart of Malia-Tree 4G
Legendary Vault (R)
Hexproof
Unlock - You gain 2 life
{4}
Darksteel Coffin 2W
Vault (R)
Darksteel Coffin is indestructible.
Unlock - T
{2}
Memory Cage 1UU
Vault (R)
You may play unlocked cards from Memory Cage anytime you could cast an instant.
Unlock - 1
{1}
Smoking Furnace RR
Vault (R)
Whenever you play a card unlocked from Smoking Furnace, you may have Smoking Furnace deals 1 damage to target creature or player.
Unlock - 0
{1}
Accelerator Machine 2B
Vault (R)
Unlocked cards from Accelerator Machine cost 1 less to cast.
Unlock - Pay 2 life
{2}
Careless Search (R/G)(R/G)
Instant (U)
Destroy target artifact or vault.
"Yeah, boss: we found it. Now, is it OK to have it in pieces?"
Great Librarian 1W
Creature - Human Wizard (C)
T: Target creature gets +0/+1 for each card locked in a Vault you control.
[1/3]
IIW: Ral Zarek
[Clan Flamingo]
The clan for custom card creators!