This is my attempt at a formal design thread. My goal is to format it a bit differently than other such threads by having all recent updates (Featured Cards) in the first post and all the updates in the second post (Past Highlights) while the third post will contain key/ability words that I devised or helped to realize (Cerebral Harvest)... This will make it easy to find and comment on the most recent updates and to find commentary on the older suggestions. Also if a card or idea has already been proposed in another thread it will be accompanied with a link to that thread.
Living Lightning
Sorcery (U)
Deal 2 damage to target creature.
Morph
As CARDNAME is turned face up, put it on the stack. Talk about bottled lightning... -Jaya Ballard, Task Mage
Burgeon! :symg::symg::symg::symg::symg::symg::symg::symg:
Sorcery (R)
Search your library, hand and graveyard for any number of Forest cards and put them into play tapped. Then shuffle your library if you searched it in this way. The forest is; and will ever be. -Jyi, Aspect of the Forest
Arbitor's Musings
Instant (C)
Kicker :symw::symw:
Draw a card.
If the kicker cost was paid CARDNAME has haunt.
Creatures haunted by CARDNAME can't attack or block. I know alot; I know I don't like you. -Fyr, Imperial Arbitor
Channeling Lands | 8/15/07 Lava Pits
Legendary Land - Mountain (R) Channel - :0mana:, Discard CARDNAME: Deal 1 damage to target creature or player. Play this ability only if you control a mountain.
Pristine Grove
Legendary Land - Forest (R) Channel - :0mana:, Discard CARDNAME: Put a basic land card from your hand into play. Play this ability only if you control a forest.
Brume Tempest
Legendary Land - Island (R) Channel - :0mana:, Discard CARDNAME: Counter target spell unless its caster pays :1mana:. Play this ability only if you control an island.
Immaculate Plateau
Legendary Land - Plains (R) Channel - :0mana:, Discard CARDNAME: Target creature gets +1/+1 until end of turn. Play this ability only if you control a plains.
Endless Mire
Legendary Land - Swamp (R) Channel - :0mana:, Discard CARDNAME: Each player discards a card at random. Play this ability only if you control a swamp.
[Pure] - A New Take on Monocolored | 8/15/07 Crusading Corpse :symbw::symbw:
Creature - Zombie Rebel (C)
CARDNAME has First Strike if you control a plains, unless you control a swamp.
CARDNAME has -0/-1 and Fear if you control a swamp, unless you control a plains. "A pulse just doesn't mean quite what it used to." -Lyn, Rebel Veteran
2/2 Mogg Soldier :symrw::symrw:
Creature - Goblin Soldier (C)
CARDNAME has double strike if you control a mountain, unless you control a plains.
CARDNAME has +1/+0 and first strike if you control a plains, unless you control a mountain. "Our Proffesion? Soldiers; to the last one of us!" -Drak, Drill Sergeant
1/1 Enraged Shaman
Creature - Goblin Shaman (R)
Whenever you play a Forest, put a +1/+1 counter on CARDNAME if you control a forest, unless you control a mountain.
CARDNAME has +2/0 and "Whenever a player plays a land card, tap CARDNAME." if you control a mountain, unless you control a forest. "The land teaches one many things. Many of which are good for smashing skulls with!" -Kyr, Goblin Shaman
0/1 Surge of Knowledge :symru::symru::symru:
Instant (U)
Draw two cards if was used to pay for CARDNAME, unless was used to pay for it.
Deal 3 damage to target creature or player if was used to pay for CARDNAME, unless was used to pay for it. "I'll teach ya something!" -Kyr, Goblin Shaman Renders courtesy of Demon of Fire!
Go Green! - Assorted Green Cards | 8/10/07 Sakura Tribe Prophet :symg::symg:
Creature - Snake Druid (U)
CARDNAME can only be blocked by creatures with flying.
Whenever CARDNAME deals combat damage to a player you may search your library for a forest card and put it into play. If you do, shuffle your library. "We merely take back what the land has wrought." -Sry'ai, Prophet
1/1
Hedge Witch :2mana::symg:
Creature - Plant Shaman (C)
When CARDNAME comes into play, sacrifice a forest.
When CARDNAME leaves play, search your library for a basic land card and put it into play.
3/3
Spread the Weald :1mana::symg:
Instant (C)
Kicker
Search your library for a forest card and put it into play tapped.
If you payed CARDNAME's kicker cost, CARDNAME has haunt.
Creatures haunted by CARDNAME have "When this creature becomes tapped, add to its controllers mana pool." "As the forest yet grows." -Elvish saying meaning "Eternally."
Nyr'ayl, Weald Maven :symg::symg:
Legendary Creature - Saproling Druid (R)
Whenever CARDNAME attacks, put a 1/1 Green Saproling creature token into play tapped and attacking.
Whenever CARDNAME becomes blocked, you may untap it and remove it from combat. If you do, put a 1/1 Green Saproling creature token into play tapped and attacking being blocked by the creatures that had been assigned to block CARDNAME. "I am nature; I am angry!" -Nyr'ayl, Weald Maven
1/1
Jyi, Mali's Center
Legendary Land - Forest (R)
When you control eight or more Forests, flip CARDNAME.
// Jyi, Aspect of the Forest
Legendary Creature - Incarnation (CARDNAME is Green.)
Trample
CARDNAME's power and toughness are each equal to the number of Forests you control.
*/*
Living Lightning
Sorcery (U)
Deal 2 damage to target creature.
Morph
As CARDNAME is turned face up, put it on the stack. Talk about bottled lightning... -Jaya Ballard, Task Mage
Burgeon! :symg::symg::symg::symg::symg::symg::symg::symg:
Sorcery (R)
Search your library, hand and graveyard for any number of Forest cards and put them into play tapped. Then shuffle your library if you searched it in this way. The forest is; and will ever be. -Jyi, Aspect of the Forest
Arbitor's Musings
Instant (C)
Kicker :symw::symw:
Draw a card.
If the kicker cost was paid CARDNAME has haunt.
Creatures haunted by CARDNAME can't attack or block. I know alot; I know I don't like you. -Fyr, Imperial Arbitor
NOTE: These cards are largely responsive posts to other's ideas, they are likely largely influenced by those threads creators and the "original" versions really deserve a gander! Takklefly :3mana::symb::symb:
Creature - Insect (R)
Whenever CARDNAME deals combat damage to a creature, put a Takklemaggot token on that creature. Creatures with Takklemaggot tokens on them have "Put a -1/-1 counter on this at the beginning of its controller's upkeep."
Whenever a creature with a Takklemaggot counter on it would be put into a graveyard from play, its controller may put a Takklemaggot counter on target creature. If they don't, CARDNAME does 1 damage to them at the beginning of each of their upkeeps. (Even if CARDNAME isn't in play.)
1/1 Link
Nosgdod's Mirror
Artifact
Whenever a player would lose life, from any other source, they gain that much instead.
Whenever a player would gain life, from any other source, they lose that much life instead. Link
Cerebral Parasite :1mana::symb:
Creature - Horror (U)
While CARDNAME is in in play or in your graveyard, all opponents hand sizes are reduced by one. "Uh?!"
2/2 Link
Wisdom Thief :3mana::symb::symb:
Creature - Horror (R)
When ~ is put into a graveyard form anywhere other then play, remove it from the game.
While CARDNAME is in in play or in your graveyard, all opponents hand sizes are reduced by two.
4/4 Link
Apprentice Necromancer
Creature - Human Wizard (U)
If the top card of your graveyard is a creature you can play it by sacrificing CARDNAME and paying the difference in their costs. "Why did you think necromancer's are always in such short supply?" -Hak'ul, Necrosavant
1/1 Link
Reform
Instant (R)
Until end of turn, you may play target non-land permanent as though it had flash. Link
Recreate
Instant (R)
You may pay the cost of target spell. If you do, gain control of it. You may choose new targets for it. (If that spell is an artifact, creature, or enchantment; the permanent comes into play under your control.) Link
Duplicate :symu::symu::symu::symu:
Instant (R)
CARDNAME becomes a copy of target spell. Link
Cordial Denial :1mana::symu::symu::symu:
Instant (R)
Remove target spell from the game. Until the end of your next turn, you may play that card. At the end of your next turn, if you haven't played it, put it into its owner's graveyard. "I'm sure I'll put it too good use." -My'oo, High Arcanist Link
Twilight - Lives Again | 8/7/07 Twilight Confessor :symw::symb:
Creature - Zombie Cleric (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As CARDNAME is put into your graveyard from play, as long as it doesn't have a Twilight counter on it, put a creature card with converted mana cost 2 or less from your graveyard into play.
CARDNAME can't be sacrificed.
2/2 Maybe this time you'll get it right... -Myr'zi, Twilight Confessor
Twilight Cultivator :symg::symb:
Creature - Zombie Druid (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As CARDNAME is put into your graveyard from play, as long as it doesn't have a Twilight counter on it, search your library for a basic land card and put it into play tapped.
Sacrifice a land: Remove a twilight counter from CARDNAME.
2/2 Somethings just belong in the natural order of things longer than others. -Geard'nyr, Twilight Cultivator
Twilight Processor :symr::symb:
Creature - Zombie Shaman (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As CARDNAME is put into your graveyard from play, as long as it doesn't have a Twilight counter on it, you may put a creature card from your graveyard into play. If you do, its sacrificed when it comes into play.
2/2 Life is wasted on the living. -Ri'vyv, Twilight Processor
Twilight Arbitrator :symu::symb:
Creature - Zombie Wizard (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As CARDNAME is put into your graveyard from play, as long as it doesn't have a Twilight counter on it, you may sacrifice a creature. If you do, return that creature to play.
2/2 Only through death does one learn the value of life. -Si'yr, Twilight Arbitrator
Twilight Slayer :2mana::symb::symb:
Creature - Zombie Assassin (U)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
When CARDNAME comes into play, if it has a twilight counter on it, you may have it deal damage equal to its power to target creature already dealt damage this turn.
2/1 "Fear the twilight; it is the time when foes look most like friends." -Jyi, Weald Maven
Twilight Shard
Artifact (C)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
Sacrifice CARDNAME: Add to your mana pool. Forged in the Twilight Palaces dark halls; they are said to be used to fuel magics unimaginable by mortal minds.
Twilight Palace
Legendary Land - Swamp (R) (T: Add B to your mana pool.)
As long as CARDNAME is in your graveyard, it is also in play.
CARDNAME can't be sacrificed. The Twilight Palace, like its lord, was removed from the natural cycle of life and death; existing in both while feeling neither.
Yozli Expanse - Terraforming at its Best | 8/4/07 Yozli Expanse Enchantment Land (C)
Whenever a player plays a basic land, as long as CARDNAME is untapped, you may remove it from the game. If you do, return it to play as a copy of that land. Its still an Enchantment and it still has this ability.
Counteract, Fatal Smog, and some Licids (re-mixed) | 7/3/07 Counteract :1mana::symw::symu::symu:
Enchantment (R)
Flash
Imprint - When CARDNAME comes into play, you may remove a spell from the game. (The removed card is imprinted on this card.)
Cards with the same name as a card imprinted on CARDNAME can't be played. I'm not going to say it again.
Stiffiling Smog :2mana::symu::symu:
Enchantment (R)
If an instant or sorcery spell would resolve, put it into its owner's graveyard instead.
:0mana:: Destroy Fatal Smog. You skip your next turn. Any player may play this ability. No magics can be cast while a mage is enfolded by such airs.
Flourish
Sorcery (C)
Search your library for a forest and put it into play tapped. Then shuffle your library. "Why should the forest ever stop growing?" -Elvish expression meaning "Why question nature?"
Parasitic Licid
Creature - Licid (C)
:symb:, :symtap:: Remove CARDNAME from the game haunting target creature.
Creatures haunted by CARDNAME get -1/-1.
:symb:: Return CARDNAME to play. Play this ability only if it is removed from the game haunting a creature.
0/1
Arresting Licid :symw::symb:
Creature - Licid (C)
:symw::symb:, :symtap:: Remove CARDNAME from the game haunting target creature.
Creatures haunted by CARDNAME can't attack or block.
Pay 3 life: Return CARDNAME to play. Play this ability only if it is removed from the game haunting a creature. Any player may play this ability.
0/1
Symbiotic Licid
Creature - Licid (C)
:symw:, :symtap:: Remove CARDNAME from the game haunting target creature.
Creatures haunted by CARDNAME get +1/+1.
:symw:: Return CARDNAME to play. Play this ability only if it is removed from the game haunting a creature.
0/1
Twilight - Death Undone | 7/2/07 Twilight's Blade :2mana::symb::symb:
Creature - Zombie Soldier (C)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
2/2
Twilight Toady
Creature - Zombie (C)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As long as CARDNAME has a Twilight counter on it, it gets +1/+0.
0/1 The subject appears stronger after being killed. Finally a success. -Hak'ul, Necrosavant
Twilight Berserker :1mana::symb:
Creature - Zombie Barbarian (C)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
When CARDNAME comes into play, if it has a Twilight counter on it, sacrifice a permanent you control.
2/2 Lets play a game, its called; you die.
Zombie Recruiter :2mana::symb:
Creature - Zombie (U)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
When CARDNAME is put into a graveyard from play, put a 1/1 Black Zombie creature token into play.
1/1 Death's the only party with a truly killer guest list.
Army of Darkness :2mana::symb::symb:
Creature - Zombie Horde (U)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
When CARDNAME comes into play, if it has a Twilight counter on it, search your library, hand and graveyard for a card named CARDNAME and put it into play. If you do, shuffle your library.
1/1 Not again... -H'sa, Inquisitor
Decaying Mass :symb::symb::symb:
Creature - Zombie Ooze (U)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
Other creatures get -1/-1 for each Twilight counter on CARDNAME.
1/1
Twilight Guardian :symb::symb:
Tribal Enchantment - Zombie (U)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, put a Twilight counter on it and return it to play.)
As long as CARDNAME has a Twilight counter on it, its a creature.
4/4 Its unclear whether Twilight Guardians were designed by the necrosavant Hak'ul or if they were a by-product of his twisted magics.
Twilight :symb::symb::symb::symb:
Legendary Creature - Zombie Horror (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, put a Twilight counter on it and return it to play.)
As long as CARDNAME has a Twilight counter on it, it gains shroud and trample and gets +2/-1.
2/2 The further it slips into the nether, the less things of this world can hinder it.
The Nether
Creature - Zombie Lord (R)
CARDNAME attacks each turn if able.
Whenever CARDNAME attacks and isn't blocked, defending player gets a poison counter.
Put a Twilight counter on each creature blocking CARDNAME.
Creatures with Twilight counters on them are copies of CARDNAME.
0/1 The greatest perversion of nature; death in mortal form.
Twilight Confessor :symw::symb:
Creature - Zombie Cleric (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As CARDNAME is put into your graveyard from play, as long as it doesn't have a Twilight counter on it, put a creature card with converted mana cost 2 or less from your graveyard into play.
CARDNAME can't be sacrificed.
1/2 Maybe this time you'll get it right... -Myr'zi, Twilight Confessor
Abstru | 7/1/07 Employed
Sorcery - Abstru (C)
Until end of turn, creatures you control gain +1/+1. If you payed CARDNAME's buyback cost, until end of turn, creatures you control gain +0/+1. When you cycle CARDNAME, until end of turn, creatures you control gain +0/+1.
Empowered
Sorcery - Abstru (C)
Draw a card. If you payed CARDNAME's buyback cost, scry 1 instead. When you cycle CARDNAME, you may scry 1.
Engaged
Sorcery - Abstru (C)
Target player discards a card. If you payed CARDNAME's buyback cost, fateseal 1 instead. When you cycle CARDNAME, you may fateseal 1.
Charged
Sorcery - Abstru (C)
Deal 2 damage to target creature. If you payed CARDNAME's buyback cost, deal 1 damage instead. When you cycle CARDNAME, you may deal one damage to target creature.
Instilled
Sorcery - Abstru (C)
Put a 1/1 Green Abstru creature token into play. If you payed CARDNAME's buyback cost, untap a creature instead. When you cycle CARDNAME, you may untap target creature.
Wastbru, Land of Glass
Land - Abstru (U)
CARDNAME comes into play tapped.
TAP: Add W to your mana pool.
As long as three or more Abstru cards are visible to all players, the flashback cost of Abstru spells is 2 less.
Uastbru, Land of Choices
Land - Abstru (U)
CARDNAME comes into play tapped.
TAP: Add U to your mana pool.
As long as three or more Abstru cards are visible to all players, Abstru cards in each players hand gain Abstrucycling 2.
Bastbru, Land of Nightmares
Land - Abstru (U)
CARDNAME comes into play tapped.
TAP: Add B to your mana pool.
As long as three or more Abstru cards are visible to all players, Abstru Spells gain buyback 2.
Rastbru, Land of Gifts
Land - Abstru (U)
CARDNAME comes into play tapped.
TAP: Add R to your mana pool.
As long as three or more Abstru cards are visible to all players, the Buyback cost of abstru spells is 2 less.
Gastbru, Land of Parallels
Land - Abstru (U)
CARDNAME comes into play tapped.
TAP: Add G to your mana pool.
As long as three or more Abstru cards are visible to all players, Abstru spells gain flashback 2.
Cyphoneoustru
Artifact Creature - Abstru (C)
CARDNAME gets +1/+0 for each Abstru card that is visible to all players.
-2/3
Anurabstru
Artifact Creature - Abstru (C)
CARDNAME costs 1 less for each Abstru card that is visible to all players.
Here froggy froggy, Abstru Children's Rhyme
2/2
Srub'at, Spellsavant :symw::symu::symb::symr::symg:
Legendary Creature - Abstru Lord (R)
CARDNAME comes into play tapped.
:symtap:: Until end of turn, Abstru spells cost your choice of :1mana:, :symw:, :symu:, :symb:, :symr:, or less to play. Play this ability only if ten or more Abstru cards are visible to all players.
Whenever a player plays an Abstru card, put it into its owners hand on resolution.
0/0 To Infinity; And No Further...
Aloof | 6/28/07 Haughty Budoka :1mana::symg:
Creature - Human Monk
Aloof (Spells or abilities that do not target this card do not effect it.)
2/2 I don't have time for this...
Myriapede :2mana::symg::symg:
Creature - Insect
Split Second, Shroud
Aloof (Spells or abilities that do not target this card do not effect it.)
4/1 "Somethings just gotta be stomped..." Hak'ul, Necrosavant
Scornful Dragon :3mana::symu::symu:
Creature - Dragon Wizard
Flying
Aloof (Spells or abilities that do not target this card do not effect it.)
At the beginning of your upkeep, return a permanent you control to its owners hand.
5/5
Ethereal Weald
Enchantment - Forest (:symtap:: Add to your mana pool.)
Aloof (Spells or abilities that do not target this card do not effect it.)
Swarm | 6/25/07 Infested Druid :2mana::symg::symg:
Creature - Human Druid (U)
Swarm 3 (When this creature is put into a graveyard from play, put 3 1/1 green Insect creature tokens into play.)
1/1
Swarmling
Insect (R)
Swarm 1 (When this creature is put into a graveyard from play, put a 1/1 green Insect creature tokens into play.)
1/1 First Sign of Infestation: crop failure, decreased pest appearance and swarmlings.
Hive-Cult Initiation
Enchantment - Aura (C)
Enchant creature
Enchanted creature has Swarm 2. (When enchanted creature is put into a graveyard from play, put 2 1/1 green Insect creature tokens into play.) One of us! One of US!
Rampant Infestation :4mana::symg::symg:
Tribal Enchantment - Insect (U)
Creatures you control gain Swarm 1. (When this creature is put into a graveyard from play, put a 1/1 green Insect creature tokens into play.)
Insects you control can't be sacrificed.
"Well killing them just stopped working..." -Hak'ul, Necrosavant
Insect Hive :symg::symg:
Creature - Insect (R)
Sacrifice a non-token creature you control: Put a 1/1 Green Insect creature token into play.
Remove three cards in your graveyard from the game: Put a 1/1 Green Insect creature token into play. "Its not the Hive showing up that scares me. Its whats it brings..." -Kyui, Settler, deceased
0/2
The Swarm
Creature - Insect Lord (R)
Haste
Trample
Shroud
As CARDNAME comes into play, sacrifice all other creatures you control and put that many +1/+1 counters on CARDNAME.
When CARDNAME comes into play, destroy all other creatures you control and put that many +1/+1 counters on CARDNAME.
-6/-6
Myriagle
Tribal Instant - Insect (U)
Search your library for an Insect card, reveal that card, and put it into your hand. Then shuffle your library. THEY'RE EVERYWHERE!!!
Tribal Anthem :symwg::symwg:
Tribal Enchantment (R)
CARDNAME is every creature type (even if this card isn't in play).
As CARDNAME comes into play, choose a creature type.
Creatures of the chosen type get +1/+1. A song for many; sung by one.
or
Tribal Anthem :symwg::symwg:
Tribal Enchantment (R)
As long as CARDNAME isn't in play, it is every creature type.
As CARDNAME comes into play, choose a creature type.
CARDNAME is that creature type.
Each creature that shares a creature type with CARDNAME gets +1/+1. A song for many; sung by one.
[R&D] | 6/25/07 Yozli Incarnate
Enchantment Land (R) (CARDNAME isn't a spell.)
CARDNAME is green.
Sacrifice a land: Reveal CARDNAME and put it into play. Play this ability from any zone.
:symtap:: Add one mana to your mana pool of any color a land in your graveyard could produce.
Bad Blood
Instant (C)
Sanguine X (As you play this card, you may pay up to X life.)
Deal X damage to target creature. Nothing stings quite like bad blood.
Accounted Lineage :symg::symg:
Enchantment - Aura (R)
Flash
Enchant spell (Target a spell as you play this. This card comes into play attached to that spell.)
When enchanted spell resolves, put it into its owner's graveyard. With the build up of Yozli spiraling out of control; Chuatzeki found it neccesary to regulate everything that was allowed into creation.
Mago's | 6/24/07 Stalking Sentinel
Land Creature - Golem (U) (CARDNAME isn't a spell, it's affected by summoning sickness and its colorless.) "Its just a statue!" -Blim, Goblin Scout
2/3
Tempora, At Times End
Legendary Land (U)
Flash
You may not play lands the turn after CARDNAME comes into play.
:symtap:: Add 1 to your mana pool. "Didn't see that coming..." -Mer'so of the Blind
Goblin Tactician RR
Creature - Goblin Shaman (U)
Sacrifice a creature: Deal 1 damage to target creature. "Attack!" -Comprehensive Book of Goblin Warfare
2/2
Wrath of Mortality3WWW
Instant (R)
Each player sacrifices each creature they control.
Atrocious EdictBB
Sorcery (C)
Target creature's controller sacrifices it. "I'll choose who dies this time." -Hak'ul, Necrosavant
ArctosavantUG
Creature - Bear Wizard (U)
When CARDNAME is put into your graveyard from anywhere, draw a card. Their smarter than your average bear.
2/2
MyriafyG
Instant (U)
Destroy target creature. It can't be regenerated. Put X 1/1 green insect creature tokens into play under its owners control, where X is equal to its converted mana cost. See here Sometimes growth comes only at the cost of destruction.
Exteriorize - Free Wishes | 6/4/2007 Umbra, Land of Shadows
Land (U)
T: Add 1 to you mana pool.
Exteriorize - (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.) "It is not here.
It has always been here."
Learn
Instant (C)
Draw a card.
Exteriorize - (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.) "Knowledge never taught.
Wisdom never gained."
Soulless Spirit :symb::symb:
Creature - Spirit Assassain (C)
Exteriorize - Pay 4 Life. (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.) "Child never born.
Life never lost."
2/2
Conflagrant Conception :symr::symr:
Instant (C)
Deal 3 damage to target creature.
Exteriorize - Discard a card. (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.) "Pain never inflicted.
Torture never conceived."
Force Manifest :symg::symg::symg:
Creature - Spirit Avatar (R)
Exteriorize - Sacrifice three forests. (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.) "Force never bridled.
wilderness never taimed."
4/4
Deathly Desires
Instant (R)
A spell you own from outside of the game gains "Exteriorize - Pay half your life rounded up." (You may pay cards Exteriorize cost as long as they are outside of the game, if you do reveal it; you may play it as if it were in your hand until the end of this turn.) "So many choices so little life." -Hak'ul, Necrosavant
Casual Killing :2mana::symb:
Sorcery (C)
Destroy target creature.
Exteriorize - :1mana::symb: (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.) "Death never planned.
Murder never executed."
Careful Cleansing :symg::symg:
Instant (C)
Destroy target artifact or enchantment.
Exteriorize - Sacrifice a Forest. (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.) "Ground never broke.
Ideas never manifest."
Reluctant Martyr :2mana::symw:
Instant (U)
Destroy target attacking or blocking creature.
Exteriorize - Sacrifice an untapped creature you control. (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.) "Life never given.
Life never taken."
Unseen Unwinding :symu::symu::symu:
Instant (U)
Counter target spell.
Exteriorize - (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.) "Thoughts never real.
Magics never crushed."
Flurry - Stack Based Mechanics | 5/30/2007 Contrived Temperance :symu::symu:
Instant
Counter target spell unless its controller pays :xmana:. Where X is equal to the number of spells on the stack as you play Forced Temperance.
Flurry 3 (You may play this spell without paying its mana cost if three or more spells are on the stack at the time of its casting.)
Explore | 6/24/07 | Drenik Explore COST(As long as this land is in your hand you may reveal it and pay its Explore COST. If you do, put it into play under your control. Play this ability only any time you could play this land.)
Exteriorize - Free Wishes | 6/4/2007 Exteriorize COST (As long as this card is outside of the game you may pay its Exteriorize COST. If you do, reveal it, you may play it as if it were in your hand until the end of this turn.)
Latent/Manifest | 6/3/2007 | Loius Latent SUBTYPE (As this card comes into play, you may remove a SUBTYPE card in your hand from the game imprinted on this card.)
Manifest COST (As long as this card is imprinted on a card with Latent you may play it at any time you otherwise could for its Manifest COST. Use this ability no more than once per turn.)
Flurry - Stack Based Mechanics | 5/30/2007 Flurry X (You may play this spell without paying its mana cost if X or more spells are on the stack at the time of its casting.)
First off, the Sentinel gives you a Rogue Elephant for any color without losing card advantage. This is really good.
Tempora, i believe, doesn't get to be played anymore on an opponent's turn because of the recent rules updated when Dryad Arbor came out. It works maybe as a means to surprise during your turn but besides that, thats it.
The goblin Tactician is too good when comboed with any form of burn deck or any aggro for that matter. Any lack of damage, you sac everything to win. Maybe add a mana cost?
Wrath is too powerful being an instant and WWWW is overkill.
The Edict is powerful kuz black hardly gets focused kill besides -X/-X.
Arcto is okay, not so sure about the green kill spell. The hulk raises issues.
Stalking sentinel -- at worst, its a colorless Rogue Elephant. At best, its a 0cc 3/3 creature with no drawback.
Tempora should be reworded to "you may not play lands the turn after ~ comes into play".
Goblin tactician is very powerful. Its a 2cc for RR, which is slightly bad, but it has an ability to turn each of your permanents into damage. Although the damage is limited to creatures, this is still a powerful ability considering the combat tricks involved.
Instant Wrath of God? No, please. The cost means its limited to pure white, but the cost here is clearly nothing more than an attempt to balance it out. it serves no purpose to flavor or mechanic.
Atrocious edict is an extra-strength dark banishing, with the ability to kill black and indestructible creatures. Given that, it should cost more than dark banishing, not less.
Arctosavant is almost good as a timewalk in Ichorid, but I can also imagine it turning into a 1 turn-dredge-half-your library for standard.
Myriafy is easily the most powerful and useful spell for green that I've seen next to oath of druids. It gives green something it should never get, with a drawback that's quite minimal if you're aiming at a utility creature, or a benefit one of your own that's about to die in combat anyway.
Stalking Sentinel - Thats a good point about the rogue elephant power level comparison. However my thoughts were that the tempo loss would offset the gain; though I could see this at only 2/2 or 2/3... Tempora, At Times End - Hmm, I wasn't aware about that rules update, and I couldn't find anything about it in the FS rules primer, anyone know where I could find a link to that update? - Thanks for the wording correction Mondu, was having dificulty finding the correct way to put it... Goblin Tactician - I admit the tactician's powerful, however do note that the burn is limited to creatures, not that that wont stop you from floating mana, burning out their defenders, dropping all your burn in hand and then alpha striking them... Probably more balanced if it only allows creatures to be turned into damage... Wrath of Mortals - I'll also be the first to admit that this wasn't particularly inspired. an instant wrath at WWWW is a bit over the top, however it is limited to white - Better at 3WWW? Atrocious Edict - I was trying to balance it out and decided to cost it off the other edicts and terror in exchange for slowing it down... though I could see it at 2B and still sorcery speed. Arctosavant - I had a few qualms about it in UG madness and/or narcolepsy (or Ichorid)... eh not really anyway to fix that other than by removing its effect altogether, and then how smart a bear would it be?! (maybe it could be limited to from hand and from play, though I can't think of a way to format that elegantly...) Myriafy - heh I figured combo (scornful egotist) would get a kick out of this... Of course its an effect and an ability that should "never" traditionally show up in green... it was a mixed attempt at a flavorfully green destroy effect. One alteration that came to mind was making it "Target player sacrifices a creature. EFFECT" or in an attempt to make it less abusable, "Target opponent..."
This is my attempt at a formal design thread. My goal is to format it a bit differently than other such threads by having all recent updates (Featured Cards) in the first post and all the updates in the second post (Past Highlights) while the third post will contain key/ability words that I devised or helped to realize (Cerebral Harvest)... This will make it easy to find and comment on the most recent updates and to find commentary on the older suggestions. Also if a card or idea has already been proposed in another thread it will be accompanied with a link to that thread.
The Library
Legendary Land (R)
When CARDNAME comes into play, draw a card.
:symtap:: Add to your mana pool.
There is one library in which all knowledge resides...
Thanks Demon of Fire!
Sorcery (U)
Deal 2 damage to target creature.
Morph
As CARDNAME is turned face up, put it on the stack.
Talk about bottled lightning... -Jaya Ballard, Task Mage
Burgeon! :symg::symg::symg::symg::symg::symg::symg::symg:
Sorcery (R)
Search your library, hand and graveyard for any number of Forest cards and put them into play tapped. Then shuffle your library if you searched it in this way.
The forest is; and will ever be. -Jyi, Aspect of the Forest
Arbitor's Musings
Instant (C)
Kicker :symw::symw:
Draw a card.
If the kicker cost was paid CARDNAME has haunt.
Creatures haunted by CARDNAME can't attack or block.
I know alot; I know I don't like you. -Fyr, Imperial Arbitor
Many Thanks To CharlieD of Limited Edition Signatures!
Epic Avvy by Craven!
| [R&D] |
Lava Pits
Legendary Land - Mountain (R)
Channel - :0mana:, Discard CARDNAME: Deal 1 damage to target creature or player. Play this ability only if you control a mountain.
Pristine Grove
Legendary Land - Forest (R)
Channel - :0mana:, Discard CARDNAME: Put a basic land card from your hand into play. Play this ability only if you control a forest.
Brume Tempest
Legendary Land - Island (R)
Channel - :0mana:, Discard CARDNAME: Counter target spell unless its caster pays :1mana:. Play this ability only if you control an island.
Immaculate Plateau
Legendary Land - Plains (R)
Channel - :0mana:, Discard CARDNAME: Target creature gets +1/+1 until end of turn. Play this ability only if you control a plains.
Endless Mire
Legendary Land - Swamp (R)
Channel - :0mana:, Discard CARDNAME: Each player discards a card at random. Play this ability only if you control a swamp.
Crusading Corpse :symbw::symbw:
Creature - Zombie Rebel (C)
CARDNAME has First Strike if you control a plains, unless you control a swamp.
CARDNAME has -0/-1 and Fear if you control a swamp, unless you control a plains.
"A pulse just doesn't mean quite what it used to." -Lyn, Rebel Veteran
2/2
Mogg Soldier :symrw::symrw:
Creature - Goblin Soldier (C)
CARDNAME has double strike if you control a mountain, unless you control a plains.
CARDNAME has +1/+0 and first strike if you control a plains, unless you control a mountain.
"Our Proffesion? Soldiers; to the last one of us!" -Drak, Drill Sergeant
1/1
Enraged Shaman
Creature - Goblin Shaman (R)
Whenever you play a Forest, put a +1/+1 counter on CARDNAME if you control a forest, unless you control a mountain.
CARDNAME has +2/0 and "Whenever a player plays a land card, tap CARDNAME." if you control a mountain, unless you control a forest.
"The land teaches one many things. Many of which are good for smashing skulls with!" -Kyr, Goblin Shaman
0/1
Surge of Knowledge :symru::symru::symru:
Instant (U)
Draw two cards if was used to pay for CARDNAME, unless was used to pay for it.
Deal 3 damage to target creature or player if was used to pay for CARDNAME, unless was used to pay for it.
"I'll teach ya something!" -Kyr, Goblin Shaman
Renders courtesy of Demon of Fire!
Sakura Tribe Prophet :symg::symg:
Creature - Snake Druid (U)
CARDNAME can only be blocked by creatures with flying.
Whenever CARDNAME deals combat damage to a player you may search your library for a forest card and put it into play. If you do, shuffle your library.
"We merely take back what the land has wrought." -Sry'ai, Prophet
1/1
Hedge Witch :2mana::symg:
Creature - Plant Shaman (C)
When CARDNAME comes into play, sacrifice a forest.
When CARDNAME leaves play, search your library for a basic land card and put it into play.
3/3
Spread the Weald :1mana::symg:
Instant (C)
Kicker
Search your library for a forest card and put it into play tapped.
If you payed CARDNAME's kicker cost, CARDNAME has haunt.
Creatures haunted by CARDNAME have "When this creature becomes tapped, add to its controllers mana pool."
"As the forest yet grows." -Elvish saying meaning "Eternally."
Nyr'ayl, Weald Maven :symg::symg:
Legendary Creature - Saproling Druid (R)
Whenever CARDNAME attacks, put a 1/1 Green Saproling creature token into play tapped and attacking.
Whenever CARDNAME becomes blocked, you may untap it and remove it from combat. If you do, put a 1/1 Green Saproling creature token into play tapped and attacking being blocked by the creatures that had been assigned to block CARDNAME.
"I am nature; I am angry!" -Nyr'ayl, Weald Maven
1/1
Jyi, Mali's Center
Legendary Land - Forest (R)
When you control eight or more Forests, flip CARDNAME.
//
Jyi, Aspect of the Forest
Legendary Creature - Incarnation
(CARDNAME is Green.)
Trample
CARDNAME's power and toughness are each equal to the number of Forests you control.
*/*
The Library
Legendary Land (R)
When CARDNAME comes into play, draw a card.
:symtap:: Add to your mana pool.
There is one library in which all knowledge resides...
Thanks Demon of Fire!
Sorcery (U)
Deal 2 damage to target creature.
Morph
As CARDNAME is turned face up, put it on the stack.
Talk about bottled lightning... -Jaya Ballard, Task Mage
Burgeon! :symg::symg::symg::symg::symg::symg::symg::symg:
Sorcery (R)
Search your library, hand and graveyard for any number of Forest cards and put them into play tapped. Then shuffle your library if you searched it in this way.
The forest is; and will ever be. -Jyi, Aspect of the Forest
Arbitor's Musings
Instant (C)
Kicker :symw::symw:
Draw a card.
If the kicker cost was paid CARDNAME has haunt.
Creatures haunted by CARDNAME can't attack or block.
I know alot; I know I don't like you. -Fyr, Imperial Arbitor
Takklefly :3mana::symb::symb:
Creature - Insect (R)
Whenever CARDNAME deals combat damage to a creature, put a Takklemaggot token on that creature. Creatures with Takklemaggot tokens on them have "Put a -1/-1 counter on this at the beginning of its controller's upkeep."
Whenever a creature with a Takklemaggot counter on it would be put into a graveyard from play, its controller may put a Takklemaggot counter on target creature. If they don't, CARDNAME does 1 damage to them at the beginning of each of their upkeeps. (Even if CARDNAME isn't in play.)
1/1
Link
Nosgdod's Mirror
Artifact
Whenever a player would lose life, from any other source, they gain that much instead.
Whenever a player would gain life, from any other source, they lose that much life instead.
Link
Cerebral Parasite :1mana::symb:
Creature - Horror (U)
While CARDNAME is in in play or in your graveyard, all opponents hand sizes are reduced by one.
"Uh?!"
2/2
Link
Wisdom Thief :3mana::symb::symb:
Creature - Horror (R)
When ~ is put into a graveyard form anywhere other then play, remove it from the game.
While CARDNAME is in in play or in your graveyard, all opponents hand sizes are reduced by two.
4/4
Link
Apprentice Necromancer
Creature - Human Wizard (U)
If the top card of your graveyard is a creature you can play it by sacrificing CARDNAME and paying the difference in their costs.
"Why did you think necromancer's are always in such short supply?" -Hak'ul, Necrosavant
1/1
Link
Reform
Instant (R)
Until end of turn, you may play target non-land permanent as though it had flash.
Link
Recreate
Instant (R)
You may pay the cost of target spell. If you do, gain control of it. You may choose new targets for it. (If that spell is an artifact, creature, or enchantment; the permanent comes into play under your control.)
Link
Duplicate :symu::symu::symu::symu:
Instant (R)
CARDNAME becomes a copy of target spell.
Link
Cordial Denial :1mana::symu::symu::symu:
Instant (R)
Remove target spell from the game. Until the end of your next turn, you may play that card. At the end of your next turn, if you haven't played it, put it into its owner's graveyard.
"I'm sure I'll put it too good use." -My'oo, High Arcanist
Link
Twilight Confessor :symw::symb:
Creature - Zombie Cleric (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As CARDNAME is put into your graveyard from play, as long as it doesn't have a Twilight counter on it, put a creature card with converted mana cost 2 or less from your graveyard into play.
CARDNAME can't be sacrificed.
2/2
Maybe this time you'll get it right... -Myr'zi, Twilight Confessor
Twilight Cultivator :symg::symb:
Creature - Zombie Druid (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As CARDNAME is put into your graveyard from play, as long as it doesn't have a Twilight counter on it, search your library for a basic land card and put it into play tapped.
Sacrifice a land: Remove a twilight counter from CARDNAME.
2/2
Somethings just belong in the natural order of things longer than others. -Geard'nyr, Twilight Cultivator
Twilight Processor :symr::symb:
Creature - Zombie Shaman (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As CARDNAME is put into your graveyard from play, as long as it doesn't have a Twilight counter on it, you may put a creature card from your graveyard into play. If you do, its sacrificed when it comes into play.
2/2
Life is wasted on the living. -Ri'vyv, Twilight Processor
Twilight Arbitrator :symu::symb:
Creature - Zombie Wizard (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As CARDNAME is put into your graveyard from play, as long as it doesn't have a Twilight counter on it, you may sacrifice a creature. If you do, return that creature to play.
2/2
Only through death does one learn the value of life. -Si'yr, Twilight Arbitrator
Twilight Slayer :2mana::symb::symb:
Creature - Zombie Assassin (U)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
When CARDNAME comes into play, if it has a twilight counter on it, you may have it deal damage equal to its power to target creature already dealt damage this turn.
2/1
"Fear the twilight; it is the time when foes look most like friends." -Jyi, Weald Maven
Twilight Shard
Artifact (C)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
Sacrifice CARDNAME: Add to your mana pool.
Forged in the Twilight Palaces dark halls; they are said to be used to fuel magics unimaginable by mortal minds.
Twilight Palace
Legendary Land - Swamp (R)
(T: Add B to your mana pool.)
As long as CARDNAME is in your graveyard, it is also in play.
CARDNAME can't be sacrificed.
The Twilight Palace, like its lord, was removed from the natural cycle of life and death; existing in both while feeling neither.
Yozli Expanse
Enchantment Land (C)
Whenever a player plays a basic land, as long as CARDNAME is untapped, you may remove it from the game. If you do, return it to play as a copy of that land. Its still an Enchantment and it still has this ability.
Counteract :1mana::symw::symu::symu:
Enchantment (R)
Flash
Imprint - When CARDNAME comes into play, you may remove a spell from the game. (The removed card is imprinted on this card.)
Cards with the same name as a card imprinted on CARDNAME can't be played.
I'm not going to say it again.
Stiffiling Smog :2mana::symu::symu:
Enchantment (R)
If an instant or sorcery spell would resolve, put it into its owner's graveyard instead.
:0mana:: Destroy Fatal Smog. You skip your next turn. Any player may play this ability.
No magics can be cast while a mage is enfolded by such airs.
Flourish
Sorcery (C)
Search your library for a forest and put it into play tapped. Then shuffle your library.
"Why should the forest ever stop growing?" -Elvish expression meaning "Why question nature?"
Parasitic Licid
Creature - Licid (C)
:symb:, :symtap:: Remove CARDNAME from the game haunting target creature.
Creatures haunted by CARDNAME get -1/-1.
:symb:: Return CARDNAME to play. Play this ability only if it is removed from the game haunting a creature.
0/1
Arresting Licid :symw::symb:
Creature - Licid (C)
:symw::symb:, :symtap:: Remove CARDNAME from the game haunting target creature.
Creatures haunted by CARDNAME can't attack or block.
Pay 3 life: Return CARDNAME to play. Play this ability only if it is removed from the game haunting a creature. Any player may play this ability.
0/1
Symbiotic Licid
Creature - Licid (C)
:symw:, :symtap:: Remove CARDNAME from the game haunting target creature.
Creatures haunted by CARDNAME get +1/+1.
:symw:: Return CARDNAME to play. Play this ability only if it is removed from the game haunting a creature.
0/1
Twilight's Blade :2mana::symb::symb:
Creature - Zombie Soldier (C)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
2/2
Twilight Toady
Creature - Zombie (C)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As long as CARDNAME has a Twilight counter on it, it gets +1/+0.
0/1
The subject appears stronger after being killed. Finally a success. -Hak'ul, Necrosavant
Twilight Berserker :1mana::symb:
Creature - Zombie Barbarian (C)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
When CARDNAME comes into play, if it has a Twilight counter on it, sacrifice a permanent you control.
2/2
Lets play a game, its called; you die.
Zombie Recruiter :2mana::symb:
Creature - Zombie (U)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
When CARDNAME is put into a graveyard from play, put a 1/1 Black Zombie creature token into play.
1/1
Death's the only party with a truly killer guest list.
Army of Darkness :2mana::symb::symb:
Creature - Zombie Horde (U)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
When CARDNAME comes into play, if it has a Twilight counter on it, search your library, hand and graveyard for a card named CARDNAME and put it into play. If you do, shuffle your library.
1/1
Not again... -H'sa, Inquisitor
Decaying Mass :symb::symb::symb:
Creature - Zombie Ooze (U)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
Other creatures get -1/-1 for each Twilight counter on CARDNAME.
1/1
Twilight Guardian :symb::symb:
Tribal Enchantment - Zombie (U)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, put a Twilight counter on it and return it to play.)
As long as CARDNAME has a Twilight counter on it, its a creature.
4/4
Its unclear whether Twilight Guardians were designed by the necrosavant Hak'ul or if they were a by-product of his twisted magics.
Twilight :symb::symb::symb::symb:
Legendary Creature - Zombie Horror (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, put a Twilight counter on it and return it to play.)
As long as CARDNAME has a Twilight counter on it, it gains shroud and trample and gets +2/-1.
2/2
The further it slips into the nether, the less things of this world can hinder it.
The Nether
Creature - Zombie Lord (R)
CARDNAME attacks each turn if able.
Whenever CARDNAME attacks and isn't blocked, defending player gets a poison counter.
Put a Twilight counter on each creature blocking CARDNAME.
Creatures with Twilight counters on them are copies of CARDNAME.
0/1
The greatest perversion of nature; death in mortal form.
Twilight Confessor :symw::symb:
Creature - Zombie Cleric (R)
Twilight (As this permanent is put into a graveyard from play, if it didn't have a Twilight counter on it, return it to play with a Twilight counter on it.)
As CARDNAME is put into your graveyard from play, as long as it doesn't have a Twilight counter on it, put a creature card with converted mana cost 2 or less from your graveyard into play.
CARDNAME can't be sacrificed.
1/2
Maybe this time you'll get it right... -Myr'zi, Twilight Confessor
Employed
Sorcery - Abstru (C)
Until end of turn, creatures you control gain +1/+1. If you payed CARDNAME's buyback cost, until end of turn, creatures you control gain +0/+1. When you cycle CARDNAME, until end of turn, creatures you control gain +0/+1.
Empowered
Sorcery - Abstru (C)
Draw a card. If you payed CARDNAME's buyback cost, scry 1 instead. When you cycle CARDNAME, you may scry 1.
Engaged
Sorcery - Abstru (C)
Target player discards a card. If you payed CARDNAME's buyback cost, fateseal 1 instead. When you cycle CARDNAME, you may fateseal 1.
Charged
Sorcery - Abstru (C)
Deal 2 damage to target creature. If you payed CARDNAME's buyback cost, deal 1 damage instead. When you cycle CARDNAME, you may deal one damage to target creature.
Instilled
Sorcery - Abstru (C)
Put a 1/1 Green Abstru creature token into play. If you payed CARDNAME's buyback cost, untap a creature instead. When you cycle CARDNAME, you may untap target creature.
Wastbru, Land of Glass
Land - Abstru (U)
CARDNAME comes into play tapped.
TAP: Add W to your mana pool.
As long as three or more Abstru cards are visible to all players, the flashback cost of Abstru spells is 2 less.
Uastbru, Land of Choices
Land - Abstru (U)
CARDNAME comes into play tapped.
TAP: Add U to your mana pool.
As long as three or more Abstru cards are visible to all players, Abstru cards in each players hand gain Abstrucycling 2.
Bastbru, Land of Nightmares
Land - Abstru (U)
CARDNAME comes into play tapped.
TAP: Add B to your mana pool.
As long as three or more Abstru cards are visible to all players, Abstru Spells gain buyback 2.
Rastbru, Land of Gifts
Land - Abstru (U)
CARDNAME comes into play tapped.
TAP: Add R to your mana pool.
As long as three or more Abstru cards are visible to all players, the Buyback cost of abstru spells is 2 less.
Gastbru, Land of Parallels
Land - Abstru (U)
CARDNAME comes into play tapped.
TAP: Add G to your mana pool.
As long as three or more Abstru cards are visible to all players, Abstru spells gain flashback 2.
Cyphoneoustru
Artifact Creature - Abstru (C)
CARDNAME gets +1/+0 for each Abstru card that is visible to all players.
-2/3
Anurabstru
Artifact Creature - Abstru (C)
CARDNAME costs 1 less for each Abstru card that is visible to all players.
Here froggy froggy, Abstru Children's Rhyme
2/2
Srub'at, Spellsavant :symw::symu::symb::symr::symg:
Legendary Creature - Abstru Lord (R)
CARDNAME comes into play tapped.
:symtap:: Until end of turn, Abstru spells cost your choice of :1mana:, :symw:, :symu:, :symb:, :symr:, or less to play. Play this ability only if ten or more Abstru cards are visible to all players.
Whenever a player plays an Abstru card, put it into its owners hand on resolution.
0/0
To Infinity; And No Further...
Haughty Budoka :1mana::symg:
Creature - Human Monk
Aloof (Spells or abilities that do not target this card do not effect it.)
2/2
I don't have time for this...
Myriapede :2mana::symg::symg:
Creature - Insect
Split Second, Shroud
Aloof (Spells or abilities that do not target this card do not effect it.)
4/1
"Somethings just gotta be stomped..." Hak'ul, Necrosavant
Scornful Dragon :3mana::symu::symu:
Creature - Dragon Wizard
Flying
Aloof (Spells or abilities that do not target this card do not effect it.)
At the beginning of your upkeep, return a permanent you control to its owners hand.
5/5
Ethereal Weald
Enchantment - Forest
(:symtap:: Add to your mana pool.)
Aloof (Spells or abilities that do not target this card do not effect it.)
Infested Druid :2mana::symg::symg:
Creature - Human Druid (U)
Swarm 3 (When this creature is put into a graveyard from play, put 3 1/1 green Insect creature tokens into play.)
1/1
Swarmling
Insect (R)
Swarm 1 (When this creature is put into a graveyard from play, put a 1/1 green Insect creature tokens into play.)
1/1
First Sign of Infestation: crop failure, decreased pest appearance and swarmlings.
Hive-Cult Initiation
Enchantment - Aura (C)
Enchant creature
Enchanted creature has Swarm 2. (When enchanted creature is put into a graveyard from play, put 2 1/1 green Insect creature tokens into play.)
One of us! One of US!
Rampant Infestation :4mana::symg::symg:
Tribal Enchantment - Insect (U)
Creatures you control gain Swarm 1. (When this creature is put into a graveyard from play, put a 1/1 green Insect creature tokens into play.)
Insects you control can't be sacrificed.
"Well killing them just stopped working..." -Hak'ul, Necrosavant
Insect Hive :symg::symg:
Creature - Insect (R)
Sacrifice a non-token creature you control: Put a 1/1 Green Insect creature token into play.
Remove three cards in your graveyard from the game: Put a 1/1 Green Insect creature token into play.
"Its not the Hive showing up that scares me. Its whats it brings..." -Kyui, Settler, deceased
0/2
The Swarm
Creature - Insect Lord (R)
Haste
Trample
Shroud
As CARDNAME comes into play, sacrifice all other creatures you control and put that many +1/+1 counters on CARDNAME.
When CARDNAME comes into play, destroy all other creatures you control and put that many +1/+1 counters on CARDNAME.
-6/-6
Myriagle
Tribal Instant - Insect (U)
Search your library for an Insect card, reveal that card, and put it into your hand. Then shuffle your library.
THEY'RE EVERYWHERE!!!
Tribal Anthem :symwg::symwg:
Tribal Enchantment (R)
CARDNAME is every creature type (even if this card isn't in play).
As CARDNAME comes into play, choose a creature type.
Creatures of the chosen type get +1/+1.
A song for many; sung by one.
or
Tribal Anthem :symwg::symwg:
Tribal Enchantment (R)
As long as CARDNAME isn't in play, it is every creature type.
As CARDNAME comes into play, choose a creature type.
CARDNAME is that creature type.
Each creature that shares a creature type with CARDNAME gets +1/+1.
A song for many; sung by one.
Yozli Incarnate
Enchantment Land (R)
(CARDNAME isn't a spell.)
CARDNAME is green.
Sacrifice a land: Reveal CARDNAME and put it into play. Play this ability from any zone.
:symtap:: Add one mana to your mana pool of any color a land in your graveyard could produce.
Bad Blood
Instant (C)
Sanguine X (As you play this card, you may pay up to X life.)
Deal X damage to target creature.
Nothing stings quite like bad blood.
Accounted Lineage :symg::symg:
Enchantment - Aura (R)
Flash
Enchant spell (Target a spell as you play this. This card comes into play attached to that spell.)
When enchanted spell resolves, put it into its owner's graveyard.
With the build up of Yozli spiraling out of control; Chuatzeki found it neccesary to regulate everything that was allowed into creation.
Stalking Sentinel
Land Creature - Golem (U)
(CARDNAME isn't a spell, it's affected by summoning sickness and its colorless.)
"Its just a statue!" -Blim, Goblin Scout
2/3
Tempora, At Times End
Legendary Land (U)
Flash
You may not play lands the turn after CARDNAME comes into play.
:symtap:: Add 1 to your mana pool.
"Didn't see that coming..." -Mer'so of the Blind
Goblin Tactician RR
Creature - Goblin Shaman (U)
Sacrifice a creature: Deal 1 damage to target creature.
"Attack!" -Comprehensive Book of Goblin Warfare
2/2
Wrath of Mortality 3WWW
Instant (R)
Each player sacrifices each creature they control.
Atrocious Edict BB
Sorcery (C)
Target creature's controller sacrifices it.
"I'll choose who dies this time." -Hak'ul, Necrosavant
Arctosavant UG
Creature - Bear Wizard (U)
When CARDNAME is put into your graveyard from anywhere, draw a card.
Their smarter than your average bear.
2/2
Myriafy G
Instant (U)
Destroy target creature. It can't be regenerated. Put X 1/1 green insect creature tokens into play under its owners control, where X is equal to its converted mana cost. See here
Sometimes growth comes only at the cost of destruction.
Umbra, Land of Shadows
Land (U)
T: Add 1 to you mana pool.
Exteriorize - (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.)
"It is not here.
It has always been here."
Learn
Instant (C)
Draw a card.
Exteriorize - (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.)
"Knowledge never taught.
Wisdom never gained."
Soulless Spirit :symb::symb:
Creature - Spirit Assassain (C)
Exteriorize - Pay 4 Life. (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.)
"Child never born.
Life never lost."
2/2
Conflagrant Conception :symr::symr:
Instant (C)
Deal 3 damage to target creature.
Exteriorize - Discard a card. (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.)
"Pain never inflicted.
Torture never conceived."
Force Manifest :symg::symg::symg:
Creature - Spirit Avatar (R)
Exteriorize - Sacrifice three forests. (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.)
"Force never bridled.
wilderness never taimed."
4/4
Deathly Desires
Instant (R)
A spell you own from outside of the game gains "Exteriorize - Pay half your life rounded up." (You may pay cards Exteriorize cost as long as they are outside of the game, if you do reveal it; you may play it as if it were in your hand until the end of this turn.)
"So many choices so little life." -Hak'ul, Necrosavant
Casual Killing :2mana::symb:
Sorcery (C)
Destroy target creature.
Exteriorize - :1mana::symb: (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.)
"Death never planned.
Murder never executed."
Careful Cleansing :symg::symg:
Instant (C)
Destroy target artifact or enchantment.
Exteriorize - Sacrifice a Forest. (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.)
"Ground never broke.
Ideas never manifest."
Reluctant Martyr :2mana::symw:
Instant (U)
Destroy target attacking or blocking creature.
Exteriorize - Sacrifice an untapped creature you control. (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.)
"Life never given.
Life never taken."
Unseen Unwinding :symu::symu::symu:
Instant (U)
Counter target spell.
Exteriorize - (As long as this card is outside of the game you may pay its exteriorize cost, if you do reveal it; you may play it as if it were in your hand until the end of this turn.)
"Thoughts never real.
Magics never crushed."
Contrived Temperance :symu::symu:
Instant
Counter target spell unless its controller pays :xmana:. Where X is equal to the number of spells on the stack as you play Forced Temperance.
Flurry 3 (You may play this spell without paying its mana cost if three or more spells are on the stack at the time of its casting.)
Many Thanks To CharlieD of Limited Edition Signatures!
Epic Avvy by Craven!
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Aloof (Spells or abilities that do not target this card do not effect it.)
Swarm | 6/25/07
Swarm X (When a creature with swarm is put into a graveyard from play, put X 1/1 Green Insect creature tokens into play.)
Retort | 6/24/07 | Daon
Retort - Whenever CONDITION (related to opponents actions), EFFECT.
Explore | 6/24/07 | Drenik
Explore COST (As long as this land is in your hand you may reveal it and pay its Explore COST. If you do, put it into play under your control. Play this ability only any time you could play this land.)
Exteriorize - Free Wishes | 6/4/2007
Exteriorize COST (As long as this card is outside of the game you may pay its Exteriorize COST. If you do, reveal it, you may play it as if it were in your hand until the end of this turn.)
Latent/Manifest | 6/3/2007 | Loius
Latent SUBTYPE (As this card comes into play, you may remove a SUBTYPE card in your hand from the game imprinted on this card.)
Manifest COST (As long as this card is imprinted on a card with Latent you may play it at any time you otherwise could for its Manifest COST. Use this ability no more than once per turn.)
Flurry - Stack Based Mechanics | 5/30/2007
Flurry X (You may play this spell without paying its mana cost if X or more spells are on the stack at the time of its casting.)
Many Thanks To CharlieD of Limited Edition Signatures!
Epic Avvy by Craven!
| [R&D] |
Tempora, i believe, doesn't get to be played anymore on an opponent's turn because of the recent rules updated when Dryad Arbor came out. It works maybe as a means to surprise during your turn but besides that, thats it.
The goblin Tactician is too good when comboed with any form of burn deck or any aggro for that matter. Any lack of damage, you sac everything to win. Maybe add a mana cost?
Wrath is too powerful being an instant and WWWW is overkill.
The Edict is powerful kuz black hardly gets focused kill besides -X/-X.
Arcto is okay, not so sure about the green kill spell. The hulk raises issues.
Forgotten Arts
Tempora should be reworded to "you may not play lands the turn after ~ comes into play".
Goblin tactician is very powerful. Its a 2cc for RR, which is slightly bad, but it has an ability to turn each of your permanents into damage. Although the damage is limited to creatures, this is still a powerful ability considering the combat tricks involved.
Instant Wrath of God? No, please. The cost means its limited to pure white, but the cost here is clearly nothing more than an attempt to balance it out. it serves no purpose to flavor or mechanic.
Atrocious edict is an extra-strength dark banishing, with the ability to kill black and indestructible creatures. Given that, it should cost more than dark banishing, not less.
Arctosavant is almost good as a timewalk in Ichorid, but I can also imagine it turning into a 1 turn-dredge-half-your library for standard.
Myriafy is easily the most powerful and useful spell for green that I've seen next to oath of druids. It gives green something it should never get, with a drawback that's quite minimal if you're aiming at a utility creature, or a benefit one of your own that's about to die in combat anyway.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Tempora, At Times End - Hmm, I wasn't aware about that rules update, and I couldn't find anything about it in the FS rules primer, anyone know where I could find a link to that update? - Thanks for the wording correction Mondu, was having dificulty finding the correct way to put it...
Goblin Tactician - I admit the tactician's powerful, however do note that the burn is limited to creatures, not that that wont stop you from floating mana, burning out their defenders, dropping all your burn in hand and then alpha striking them... Probably more balanced if it only allows creatures to be turned into damage...
Wrath of Mortals - I'll also be the first to admit that this wasn't particularly inspired. an instant wrath at WWWW is a bit over the top, however it is limited to white - Better at 3WWW?
Atrocious Edict - I was trying to balance it out and decided to cost it off the other edicts and terror in exchange for slowing it down... though I could see it at 2B and still sorcery speed.
Arctosavant - I had a few qualms about it in UG madness and/or narcolepsy (or Ichorid)... eh not really anyway to fix that other than by removing its effect altogether, and then how smart a bear would it be?! (maybe it could be limited to from hand and from play, though I can't think of a way to format that elegantly...)
Myriafy - heh I figured combo (scornful egotist) would get a kick out of this... Of course its an effect and an ability that should "never" traditionally show up in green... it was a mixed attempt at a flavorfully green destroy effect. One alteration that came to mind was making it "Target player sacrifices a creature. EFFECT" or in an attempt to make it less abusable, "Target opponent..."
Many Thanks To CharlieD of Limited Edition Signatures!
Epic Avvy by Craven!
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