Abbreviation: FLS
Number of cards:180
Codename: 'Ladies', Set 1 of 2 in the 'Ladies' and 'Gentlemen' block.
Here is a rather silly custom set about farm animals who want to escape from the farm. It is the first set in a block of 2 and will have 180 cards in it. The second set will be called 'Barn Liberated'.
Story
The animals are angry. The pigs are sick of slop and the cows aren't given enough space. The chickens want to know why so many of their kin are dissiapearing. They start to blame each other. Bacon the pig knows that if the conflict doesn't end soon the animals will start a civil war. Fortunatley, Bacon's old friend, Samantha the swine, a cunning pig with a knack for trickery has an escape plan. But can they communicate with the other farm animals before the whole farm dissolves into war?
Keywords
The 2 keywords are:
Graze[cost]([cost]: This creature gets +1/+1 until end of turn.)
Graze is the keyword for the animals. Here is the farmer's keyword:
Harvest-Whenever a land you control becomes untapped, if it's not your untap step (effect)
Cards
White 30/30
Grassfield Cow 1W
Creature-Cow(C)
GrazeW
1/1
Frolick in the Meadow 1W
Instant(U)
You gain X life, where X is the number of plains you control. If X is 2 or less you gain three times that much life instead.
Ravenous Cows 4W
Creature-Cow(R)
Trample
GrazeW
Other cow creatures you control get +1/+1.
3/3
Minister of the Coop 1WW
Creature-Bird(U)
Whenever another creature you control dies you may pay 1. If you do put a +1/+1 on each creature you control.
1/2
Reaper of Grain 2W
Creature-Bird(R)
GrazeW
Other bird creatures you control have Graze2. W, T: Put a 1/1 white bird creature token named Chicken onto the battlefield.
1/1
Thunderhoof Horse W
Creature-Horse(U)
2/1
Horsepower XW
Sorcery(R)
Put X 2/2 white Horse creature tokens onto the battlefield.
Chicken Watchguard 1W
Creature-Bird(C)
Defender 1W: Target creature gets +0/+1 until end of turn
0/3
Slaughter Day 4WW
Sorcery(R)
Destroy all non-Human creatures.
Cow Elder 2WWW
Creature-Cow(R)
Cow creatures you control have lifelink.
3/4
Selfless Distractor W
Creature-Mouse(C) W, Sacrifice ~: Target creature gains hexproof until end of turn.
1/1
Impeccable Scout 1WW
Creature-Mouse(MR)
Protection from cats
Mouse creatures you control get +1/+1 and have protection from white and from green.
2/2
Nut Thief 1W
Creature-Squirrel Rogue(U)
Lifelink T: Target creature gets +1/+1 until end of turn.
1/1
Herd of Cows 2W
Creature-Cow(U)
~'s power and toughness are each equal to the number of cows you control.
*/*
Bovine Favor W
Encantment-Aura(C)
Enchant creature
Encanted creature is a cow.
Muffinkins, the farmer's cat 2W
Legendary Creature-Cat(MR)
Protection from mice and from rats ,T: Tap target creature. If that creature is a mouse or a rat it doesn't untap for as long as ~ is in play. 1: Target creature becomes a mouse or a rat
2/2
John's Harvest Festival 3W
Enchantment(U) Harvest-3W: Target player gains 8 life.
Chickens in the Mist WWW
Creature-Bird(U)
Protection from white T: Prevent the next 3 damage that would be dealt this turn. If damage is prevented in this way, you gain that much life.
0/3
Enraged Chicken 1W
Creature-Bird(C)
~ gets +1/+0 as long as you control a red permanent.
1/2
Power of Chickens 2WW
Sorcery(C)
Put four 1/1 white bird creature tokens named chicken onto the battlefield.
Cow Decoy 2WW
Artifact Creature-Cow Construct(U)
Defender
When ~ blocks, destroy it at end of turn.
Creatures can't attack you unless its controller pays 2.
0/6
Fate of a Chicken W
Enchantment-Aura(C)
Enchant nonhuman creature
Sacrifice enchanted creature: You gain 5 life.
Mewing Kittens 2W
Creature-Cat(C)
Flash T: Tap target creature.
1/2
Chicken Martyr W
Creature-Chicken Cleric(C)
Sacrifice ~: Remove target creature from combat.
1/1
Farmland Harvesters 1WWW
Creature-Human Druid(MR) T: Untap all lands you control.
2/4
Satisfaction 1W
Enchantment(C)
Enchant creature
Encanted creature can't attack or block unless its controller has 5 or less life.
Cow Watcher 3WW
Creature-Human(C)
~ has Vigilance if you control a cow.
3/3
****-a-doodle-doo 1W
Instant(C)
Untap all creatures you control.
Spare from Death 1WW
Instant(U)
Choose one-Regenerate target creature or; prevent all damage that would be dealt to you or creatures you control.
Assault Cow 4W
Creature-Cow(C) T: ~ deals 1 damage to target attacking or blocking creature.
3/3
Blue 30/30
Ordinary DuckU
Creature-Bird(C)
Flying
1/1
Quacker, Duck Philosopher 2UU
Legendary Creature-Bird(R)
Flying
You have no maximum hand size. 1:Return ~ to its owners hand.
2/3
Ripples in the Pond 2UU
Instant(U)
Draw two cards.
Minister of the Pond 1UU
Creature-Bird(U)
Flying
Whenever ~ blocks, draw a card.
1/3
Migrating Duck 3U
Creature-Bird(C)
Flying T: Target land you control becomes the basic land type of your choice.
3/2
Goldfish U
Creature-Fish(C)
Sacrifice ~: Draw a card
1/1
Skipping Stones 2UU
Sorcery(R)
Look at the top three cards of your library. Put one of them into your hand, one of them on top of your library and one of them in your graveyard. You may repeat this process one more time.
Hoseblast 1UU
Instant(C)
Counter target spell. If that spell is countered in this way you may tap or untap target creature
Duck Elder 2UUU
Creature-Bird(R)
Tap an untapped Bird you control: Draw a card.
2/3
Fool the Cat U
Instant(U)
Tap target creature, then draw a card. If a cat creature was tapped in this way, draw two cards.
Evasion Mentor 2UU
Creature-Mouse(U)
Mice creatures you control have shroud.
2/2
Flock of Ducks 2U
Creature-Bird(U)
~'s power and toughness are each equal to the number of birds you control.
*/*
Unseen Rodent 1U
Creature-Mouse(U)
~ is unblockable.
1/2
Sitting Duck U
Creature-Bird(C)
~ enters the battlefield tapped and doesn't untap during your next untap step.
2/3
Evil Geese 4U
Creature-Bird Horror(C)
When ~ enters the battlefield, return target creature to its owners hand.
4/4
Swan of Enlightenment1UUU
Legendary Creature-Bird(MR)
Flying WU,T: You draw a card and you gain 1 life for each card in your hand. UUU, Exile ~: You get an emblem with "You have no maximum hand size."
0/7
Power of Ducks 2UU
Instant(C)
Put three 1/1 blue bird creature tokens named Duck onto the battlefield. They have flying.
CuriosityU
Enchantment-Aura(U)
Enchant creature
Whenever enchanted creature deals combat damage to a opponent, draw a card.
Domestication2UU
Enchantment-Aura(U)
Enchant creature
You control enchanted creature.
At the beginning of your end step if enchanted creature power is 4 or greater, Sacrifice ~.
Secret Plotting U
Enchantment(C)
When ~ enters the battlefield or dies, draw a card.
Mouse Shadowmaster 2U
Creature-Mouse(R) 3UUU,T: Creatures you control are unblockable this turn.
1/3
Inside Information 3UU
Enchantment(R)
At the beginning of your draw step, draw a card.
Swimming U
Enchantment-Aura(C)
Enchant creature
Enchanted creature has islandwalk.
Lock-Up UU
Enchantment-Aura(C)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step. U: Tap or untap enchanted creature.
Obstinate Obsticle UUU
Instant(MR)
Counter all spells you don't control.
Whispered Rumors 2UU
Enchantment(U)
Put a card from your hand on top of your library: Search your library for a card, reveal it, and put it into your hand.
Disable U
Instant(C)
Return target tapped creature to its owner's hand.
Encore 1U
Instant(U)
Return target instant or sorcery card from your graveyard to your hand.
Fleeting DistractionU
Instant(C)
Target creature gets -1/-0 until end of turn.
Draw a card.
Black 30/30
Annoying Mosquito 1B
Creature-Mosquito(C)
Whenever ~ attacks and isn't blocked, defending player discards a card.
0/1
Minister of the Mud 1BB
Creature-Pig(U)
Whenever you discard a card, target player loses 2 life.
2/2
Mudball 1BB
Instant(C)
Target player discards a card.
If G was spent to cast ~, it deals 2 damage to target creature with flying.
Mudflinger 4BBB
Creature-Pig Warrior(R) 1BB,T: Target player discards a card. If G was spent to play this ability ~ deals 2 damage to target creature with flying.
6/4
Mud Splash! 1B
Instant(C)
Target creature gets +3/+3 and gains intimidate until end of turn.
Pig Nightwatch 1B
Creature-Pig(C)
Defender 1B: Target creature gets -1/-1 until end of turn.
1/2
Unnerving Crow B
Creature-Bird(U)
Flying T: You draw two cards and you lose 2 life.
1/1
Meatify 2B
Instant(C)
Destroy target tapped creature. It can't be regenerated.
Headless Chicken B
Creature-Zombie Bird(U)
Flash, haste
Play ~ only if a creature died this turn.
At end of turn sacrifice ~.
4/1
Pig Elder 2BBB
Creature-Pig(R)
Protection from humans BBB,T: Put a Pig creature card from your hand into play.
4/4
Thieving Outcast 2BB
Creature-Rat Rogue(R)
Intimidate
Whenever ~ deals combat damage to a player put a +1/+1 counter on it. Then, each player discards a card for each +1/+1 counter on it.
2/2
Scratching under the Floorboards 5B
Enchantment(R)
At the beginning of your upkeep choose a player. That player discards two cards. For each creature card discarded in this way put a 2/1 black rat creature token onto the battlefield.
Neverending Rats 2B
Creature-Rats(U)
~'s power and toughness are each equal to the number of rats you control.
*/*
Bacon's Mudball B
Instant(U)
Target player loses 3 life.
At end of turn, if ~ is in your graveyard you may pay 2B if you do put it on top of your library. Otherwise exile it.
Scarface, Thief Lord 1BB
Legendary Creature-Rat Rogue(MR)
Rat creatures you control have intimidate.
Whenever ~ deals combat damage to a player, look at that player's hand. Choose a nonland card from it. That player discards that card.
3/1
Relentless Rats1BB
Creature-Rat(U)
~ gets +1/+1 for each other card named ~ in play.
A deck can have any number of cards named ~.
2/2
Gnaw Away 5B
Instant(C)
Destroy target artifact. Its controller loses 2 life.
Power of Pigs 2BB
Instant(C)
Put a 3/3 black pig creature token with intimidate onto the battlefield.
Hissing Rat 1B
Creature-Rat(U)
When ~ dies, target creature gets -1/-1 until end of turn.
2/1
Slaughterhouse Enforcer 3B
Creature-Human Assasin(U)
When ~ enters the battlefield, destroy target nonhuman creature.
2/2
Hog the Slop XB
Sorcery(R)
You draw X cards and you lose X life.
Pigsty Resisters 2BB
Creature-Pig Warrior(C)
First strike
3/3
Muddy Swimming Contest B
Sorcery(U)
Creatures you control gain swampwalk until end of turn.
Pigsty Overlord 4BBB
Creature-Pig(MR)
At the beginning of each upkeep, if you control a swamp, put a 3/3 pig creature token onto the battlefield.
~'s power and toughness are equal to the number of pig creatures you control.
*/*
Trap Breaker 3B
Creature-Rat(C)
Protection from artifacts T: Target rat gains protection from artifacts until end of turn.
2/1
Volley of Mud 9B
Instant(MR)
~ costs 1 less to cast for each pig you control.
Target player discards a card for each pig you control then that player loses 1 life for each pig you control. That player puts a -1/-1 counter on each creature he or she controls for each pig you control.
Muddy Refugee 4B
Creature-Pig Rogue(C)
4/4
Red 30/30
Rebellious Boar3R
Creature-Boar(C)
First strike
3/2
Samantha the Swine 1RRR
Legendary Creature-Pig Rogue(MR)
Haste R, Discard a card: Target creature can't block this turn. R, Discard a card: Target creature attacks this turn if able.
4/3
Minister of the Rocks 1RR
Creature-Boar(U)
Whenever a creature you control deals combat damage to a player, ~ deals 1 damage to that player.
1/1
Playful Piglets 2R
Creature-Pig(C) R:~ gets +1/+0 until end of turn.
1/3
Clumsiness R
Enchantment-Aura(C)
Enchant creature
Enchanted creature can't block.
Boar Watchguard 1R
Creature-Boar(C)
Defender 1R: ~ loses defender and gains first strike until end of turn.
2/1
Bull RushR
Instant(C)
Target creature gets +2/+0 Until end of turn.
Charging Boar 3RRR
Creature-Boar(MR)
Trample, haste
Whenever ~ attacks, other attacking creatures you control get +2/+0 and can't be blocked by creatures with power less than them until end of turn.
5/5
Boar Elder 2RRR
Creature-Boar(R)
At the beginning of your upkeep put a 3/1 red Boar creature token onto the battlefield.
4/3
Hungry Goat 1R
Creature-Goat(U)
Haste, GrazeR
If ~'s power is 4 or greater, it has first strike.
2/1
Aggressive Goat 3R
Creature-Goat Warrior(C)
3/3
Blind Rage 1R
Enchantment-Aura(C)
Enchant creature
Enchanted creature gets +2/+0 and attacks each turn if able.
Fury Bash 1RR
Sorcery(C)
~ deals 4 damage to target player.
Boar Champion 3RR
Creature-Boar Warrior(R)
Haste R,T: ~ fights target creature. If it survives, put a +1/+1 counter on it.
3/3
Bevy of Boars 2R
Creature-Boar(U)
~'s power and toughness are each equal to the number of boars you control.
*/*
Furious Boar 4RR
Creature-Boar Warrior(R)
Trample
Whenever ~ attacks, choose target creature. ~ gets +X/+0 until end of turn, and deals X damage to target player, where X is that creature's power, rounded down.
5/5
Samantha's Plan 2RRRR
Legendary Enchantment(R)
~ is indestructible.
Non-human creatures you control are indestructible.
Mowing Goat 3RR
Creature-Goat(R)
Haste
GrazeR
At end of turn ~ deals damage to target player equal to the number of times it grazed that turn.
4/2
Minister of the Meadow 1GG
Creature-Sheep(U)
Whenever a creature you control becomes tapped, you may put a land card from your hand onto the battlefield.
2/1
Plant Food G
Enchantment(R) T: Untap target land. Harvest-You gain 4 life
Elly, The farmer's daughter 3GG
Legendary Creature-Human(R) 2G,T: You gain 6 life. 1W: Target creature gains plainswalk until end of turn.
3/2
Venus-Flytrap GG
Creature-Plant(U)
Defender T: Destroy target creature with flying and power 1 or less.
3/1
Rally the Animals XG
Instant(R)
Search your library for a creature card with converted mana cost X or less and put it onto the battlefield tapped. Then, shuffle ~ into your library.
Cutiepie, the sheep dog 2G
Legendary Creature-Hound(MR)
Protection from sheep and from cows ,T: Tap target creature. If that creature is a sheep or a cow, it doesn't untap during it's controller's untap step for as long as ~ is on the battlefield. 1: Target creature becomes a sheep or a cow.
2/2
Sheep Watchguard 1G
Creature-Sheep(C)
Defender 1G: ~ gets +2/+2 until end of turn.
2/1
Sheep Elder 2GGG
Creature-Sheep(R)
Each sheep creature you control gets +1/+1 for each other sheep creature you control.
2/1
Squirrlet Captain 1G
Creature-Squirrel Soldier(U)
Whenever ~ attacks or blocks, squirrel creatures you control get +1/+1 until end of turn.
2/2
Flying Squirrel3G
Creature-Squirrel(C) 1G: ~ gains flying until end of turn.
2/3
Willy the Wooly GG
Legendary Creature-Sheep Warrior(MR)
Whenever ~ deals combat damage to a player, you may put a sheep card from your hand into play. T: Add G to your mana pool for each sheep you control.
1/1
Pasture of Sheep 2G
Creature-Sheep(U)
~'s power and toughness are each equal to the number of sheep you control.
*/*
Harvesting Wheat 1G
Sorcery(C)
Draw a card Harvest-Draw two cards instead.
Lambinate 2G
Instant(U)
Destroy target creature. Its controller puts a 2/2 green sheep creature token onto the battlefield.
John's Sauerkraut G
Creature-Plant Mutant(C)
Defender
0/2
Little Lamb 1G
Creature-Sheep(C)
2/2
Acorn Catapult Master 1GGG
Creature-Squirrel(R)
~ enters the battlefield with five acorn counters on it. T, Remove X acorn counters from ~, Tap an untapped squirrel you control: ~ deals X damage to target creature with flying. 1: Put an acorn counter on ~.
2/2
Squirrel Nest1GG
Enchantment-Aura(U)
Enchant land
Enchanted land has "T: Put a 1/1 green squirrel token onto the battlefield."
Nutty, Squirrel King 1GG
Legendary Creature-Squirrel(MR)
Other squirrels you control get +1/+1 and have "Add GG to your mana pool.
At the beginning of your upkeep put a 1/1 green squirrel token onto the battlefield.
1/2
Healthy Plants 2G
Enchantment(C)
~ enters the battlefield with six arbor counters on it.
Remove X arbor counters from ~: Untap X target lands.
Gardener 1G
Creature-Human Druid(U) Harvest-When ~ enters the battlefield, search your library for a land card reveal it and put it into your hand. Then shuffle your library.
1/1
Power of Sheep 2GG
Instant(C)
Put two 2/2 green sheep creature tokens onto the battlefield.
Determination 1G
Instant(C)
Target creature gets +3/+3 and gains trample until end of turn.
Exploring Youth 2G
Creature-Human Scout(C)
When ~ enters the battlefield, search your library for a basic land card and put it onto the battlefield. Then, shuffle your library.
1/1
Animal Meeting XG
Sorcery(U)
Put a creature card with converted mana cost X or less from your hand onto the battlefield.
Multicolored 2/2
Farmer John Frankson 2WG
Legendary Creature-Human Druid(MR)
Hexproof
You may play an additional land per turn.
Whenever you play a land, you gain 1 life.
2/2
Bacon the Pig 1RB
Legendary Creature-Pig(MR)
Other pig creatures you control get +1/+1.
~ gets +1/+1 for each other pig creature you control. T,BR, Discard a card: Put a 1/1 Black pig creature token onto the battlefield.
1/1
Artifacts 7/7
Tangled Scarecrow 2
Artifact creature-Scarecrow(C)
Defender, protection from birds Photosynthesis-T: Add 1 to your mana pool.
1/4
John's Tractor 5
Artifact-Equipment(R)
Equipped creature gets +4/+4 and has trample.
Equip3
Incubator 5
Artifact(R)
At the beginning of your upkeep put a 0/1 white egg creature token onto the battlefield.
Whenever a egg creature you control dies Put a 1/1 white bird creature token named Chicken onto the battlefield.
Rake 2
Artifact-Equipment(U)
Equipped creature gets +1/+1 and has first strike.
Whenever ~ becomes equipped to a creature you may tap or untap target land.
Milking Machine 4
Artifact(U) ,T: Put a 2/2 white cow creature token onto the battlefield. 1, Tap an untapped cow you control: You gain 4 life.
Lands 23/23
Basic 20/20
Plains 4x
Island 4x
Swamp 4x
Mountain 4x
Forest 4x
Nonbasic
Chicken Coop
Land(U) T: Add 1 to your mana pool. 3,T: Put a 1/1 White bird creature token named Chicken onto the battlefield.
Strawberry Patch
Land(R) T: Add 1 to your mana pool. Harvest-T: Add one mana of any color to your mana pool.
Pigsty
Land(C)
~ enters the battlefield tapped and does not untap during it's owner's untap step T: Add 1 to your mana pool. 1: Untap ~.
Healthy plants is an akward name for a mechanic. It is also very situational. Maybe a name like Photosynthesis or Fertility would be better.
Annoying Mosquito is strong. Perhaps remove the flying, since they can't fly very high they are pretty easy to hit. Also, it should be worded, 'Whenever Annoying Mosquito attacks and isn't blocked, defending player discards a card.' See Abyssal Nightstalker.
Private Mod Note
():
Rollback Post to RevisionRollBack
Decks: UG Counter Aggro (Modern) BG Melira Infect (Standard) BB The Gate (Legacy)
Ordinary Duck is kind of a bad name, but I guess its a funny one. I don't think it should have flying. I would give it islandwalk instead of flying.
Annoying Mosquito should probably be 1B and have the text "when this creature deals combat damage to target player, that player discards a card".
Rebellious Boar is alright.
Sunflower is alright. I would change the name of that mechanic to Photosynthesis also, and change the way it is activated since that way seems very situational. Why not make it so that "whenever a land enters the battlefield, [EFFECT]". So far, I like this set. It's different.
Frolick in the Meadows seems undercosted. Pretty much any white enchantment that grants life is always 3W.
Quackers seems overcosted. Venser's Journal is 5, but that has an additional life gain effect, so that ability alone is 3 probably. Since Quackers is legendary, that is a drawback also. I would give Quackers probably 2UU. Honestly, should probably not be legendary, unless you want to still go that route.
Grazing Sheep is alright, comparing Garruk's Companion to it.
Farmer John Frankson: Lifelink seems weird since its not really an attacker. The second ability is a bit weird. Do you only gain 1 life by playing an additional land? I would make it so it reads:
"You may play an additional land per turn. Whenever you play a land, gain 1 life".
Frolick in the Meadows seems undercosted. Pretty much any white enchantment that grants life is always 3W
Frolick in the Meadows is an instant, not an enchantment. Maybe I could change the cost to 1WW or 2W.
Quackers seems overcosted. Venser's Journal is 5, but that has an additional life gain effect, so that ability alone is 3 probably. Since Quackers is legendary, that is a drawback also. I would give Quackers probably 2UU. Honestly, should probably not be legendary, unless you want to still go that route.
You're right, I probably should change the mana cost.
Grazing Sheep is alright, comparing Garruk's Companion to it.
Glad to hear it. I like graze, it really 'beefs' creatures up:p
Farmer John Frankson: Lifelink seems weird since its not really an attacker. The second ability is a bit weird. Do you only gain 1 life by playing an additional land? I would make it so it reads:
"You may play an additional land per turn. Whenever you play a land, gain 1 life".
Good idea. I might also add a land untapping ability to it to help those photosynthesis cards.
P.S. The only reason Headless Chicken is a zombie is because when a chicken gets its head chopped off it...never mind. You probably don't want to know.
Here are some of my humble opinions, please don't take this the wrong way. I'm just throwing some criticism:
WHITE
Ravenous Cows - I don't get it. Grassfield Cow has a graze cost of W, but Ravenous Cows, a RARE creature has a cost of – sacrifice a land? So, Grassfield Cow gets +3/+3 by paying WWW, but Ravenous Cows get +3/+3 by sacrificing three lands? I don't know. That's sounds awful to me and not really rare.
Horsepower – White rarely gets trample. Besides, why would a 2/2 body have trample anyway? Maybe move it to green?
BLUE
Migrating Duck – He is kind of a bland, judging by his name. He could have some kind of a Grixis Illusionist effect, or when he ETB, switch control of two target lands or something. Of course, that would mean changing his rarity as well.
Goldfish – Same as with Migrating Duck. You are using too good names on such boring creatures. I thought Goldfish would be some kind of tutor or something.
Skipping Stones – Seems a little to powerful to me. Maybe make it a sorcery? Also, all that hopping around could annoy your opponent. Maybe instead of doing it two more times, do it just once more?
Hoseblast – Yawn, Cancel. I also accidentaly red this card name as "Horseblast"
BLACK
Mudflinger – He is terrible. You search for a card that is not really impressive to begin with and this guy cost 7 mana? For a 4/2? And he is rare? Sorry, but there is something seriously wrong with this card. Also, instead of creature type Pig, maybe you should use the existing Boar type? Just to have some kind of synergy with existing cards?
Mud Splash – I don't see why would a creature covered in mud gain intimidate. I suggest "Choose one – target creature gets +2/+2 until EOT, or target creature gets -2/-2 EOT".
Pig Prankster – Correct me if I'm wrong, but black rarely gets tappers. That's more white or blue.
Headless Chicken – Love the flavor on this one. Maybe make it 4/1?
All in all, not bad. Love the flavor of the set. I just wish there are more puns like Barn Liberated.
Private Mod Note
():
Rollback Post to RevisionRollBack
Watch your thoughts, for they become words.
Watch your words, for they become actions.
Watch your actions, for they become habits.
Watch your habits, for they become character.
Watch your character, for it becomes your destiny.
Here are some of my humble opinions, please don't take this the wrong way. I'm just throwing some criticism.
First of all, I never take criticism the wrong way unless it's rude.
WHITE
Ravenous Cows - I don't get it. Grassfield Cow has a graze cost of W, but Ravenous Cows, a RARE creature has a cost of – sacrifice a land? So, Grassfield Cow gets +3/+3 by paying WWW, but Ravenous Cows get +3/+3 by sacrificing three lands? I don't know. That's sounds awful to me and not really rare.
Hmmm, Yeah, you're probably right about that. I'll change it.
Horsepower – White rarely gets trample. Besides, why would a 2/2 body have trample anyway? Maybe move it to green?
This is my set and I say Horses are white but I will remove trample.
BLUE
Migrating Duck – He is kind of a bland, judging by his name. He could have some kind of a Grixis Illusionist effect, or when he ETB, switch control of two target lands or something. Of course, that would mean changing his rarity as well.
Agreed. Changing Rarities is a drag, maybe you could help me give it a more exiting ability but keep it common.
Goldfish – Same as with Migrating Duck. You are using too good names on such boring creatures. I thought Goldfish would be some kind of tutor or something.
Nope. It's just a goldfish.:D
P. S. Why would a goldfish be a tutor anyway?
Skipping Stones – Seems a little to powerful to me. Maybe make it a sorcery? Also, all that hopping around could annoy your opponent. Maybe instead of doing it two more times, do it just once more?
Good ideas.
Hoseblast – Yawn, Cancel. I also accidentaly red this card name as "Horseblast"
Maybe I should add a "Its controller does something" effect?
BLACK
Mudflinger – He is terrible. You search for a card that is not really impressive to begin with and this guy cost 7 mana? For a 4/2? And he is rare? Sorry, but there is something seriously wrong with this card. Also, instead of creature type Pig, maybe you should use the existing Boar type? Just to have some kind of synergy with existing cards?
Ah, the question is: Should I raise his P/T or lower his mana cost? Or Both?
Mud Splash – I don't see why would a creature covered in mud gain intimidate. I suggest "Choose one – target creature gets +2/+2 until EOT, or target creature gets -2/-2 EOT".
Nobody would want to touch a creature covered in mud.
Pig Prankster – Correct me if I'm wrong, but black rarely gets tappers. That's more white or blue.
No, You're right. I just want a tricky effect for it.
Headless Chicken – Love the flavor on this one. Maybe make it 4/1?
Thanks and Ok
All in all, not bad. Love the flavor of the set. I just wish there are more puns like Barn Liberated:D
I really dislike the name Photosynthesis. It's too long and it doesn't roll of the tongue. I would suggest Bloom, Harvest, Reap or Cropping.
I also think this block could easily have three sets instead of two:
Set 1: The animals are living on the farm, fighting against each other and ultimately trying to escape from the farm.
Set 2: The animals escape in the wilderness but are unprepared for its brutality. Bears, Wolves and other wild animals are now fighting against our farm animals. The humans meanwhile, are chasing the animals in the wild.
Set 3: You have a few options. Either the animals start to work together to fight the humans, or the humans kill/capture the animals and ultimately win.
Now, about the cards:
Horsepower: I never said anything about Horses being in white is off-color. What I said is that they have trample, and yet they are only 2/2 creatures. You basically have a few options here:
1) remove trample
2) change the creature type and move it to other color (maybe make 3/1 Boars with trample? but then it would be Boarpower I guess).
3) make horses more powerful - maybe 3/3 tokens?
Ravenous Cows: I just noticed they also have trample and yet, they are white. I suggest you move it to green (see Aurochs Herd for example) or give it some sort of Battle Cry effect.
Migrating Duck: I would make him this ability: When Migrating Duck ETB, exchange control of two target lands. Since that ability is too powerful on a common creature, I would make this instead: T:Target land you control becomes the basic land type of your choice until end of turn.
Goldfish: Well, Goldfishes are famous for granting three wishes to whoever catches them. Thus, the tutor ability.
Hoseblast: Well, judging from the name, you could add some kind of tapping effect.
Minister of the Mud: I think he is too powerful. Especially compared to Megrim.
Mudflinger: First of all, I would suggest that you avoid putting cards that search for other specific cards in your deck. This makes deckbuilding boring and in case of Mudflinger, if you don't have Mudballs in your deck, he is pretty much just a vanilla creature. Find for him some new ability. Something like: B, T: target creature gets -2/-2 EOT or B, T: Target player discards a card or something.
About his cost and P/T. Well, it depends what you want to do with him. If you want him to be an aggressive card, increase his P/T, if you want him to be more controlling, decrease his cost.
Boar Watchguard: See Horsepower. Why would a 2 power creature gain trample? Maybe give him first strike instead? Or more power?
Minister of the Meadow: His ability is weird and I don't think it would be relevant 95% of times. Unless your set is just full with stealing effects. Also, you didn't write his P/T.
Cutiepie, the sheep dog: Is he a mythic? Because if he is, he is terrible. His ability is VERY limited. What if your opponent isn't playing with sheeps? You also didn't write his P/T.
Private Mod Note
():
Rollback Post to RevisionRollBack
Watch your thoughts, for they become words.
Watch your words, for they become actions.
Watch your actions, for they become habits.
Watch your habits, for they become character.
Watch your character, for it becomes your destiny.
I really dislike the name Photosynthesis. It's too long and it doesn't roll of the tongue. I would suggest Bloom, Harvest, Reap or Cropping.
Good idea, I don't think much of the name anymore anyway. It limits the ability to plants, and I want it to be the farmer keyword not the plant keyword.
I also think this block could easily have three sets instead of two:
Set 1: The animals are living on the farm, fighting against each other and ultimately trying to escape from the farm.
Set 2: The animals escape in the wilderness but are unprepared for its brutality. Bears, Wolves and other wild animals are now fighting against our farm animals. The humans meanwhile, are chasing the animals in the wild.
Set 3: You have a few options. Either the animals start to work together to fight the humans, or the humans kill/capture the animals and ultimately win.
How did you know about set 2? How? HOW? Anyway, you missed an important detail in Barn liberated.
Horsepower: I never said anything about Horses being in white is off-color. What I said is that they have trample, and yet they are only 2/2 creatures. You basically have a few options here:
1) remove trample
2) change the creature type and move it to other color (maybe make 3/1 Boars with trample? but then it would be Boarpower I guess).
3) make horses more powerful - maybe 3/3 tokens?
I already removed trample and the reason it's horses is because of the pun. Next?
Ravenous Cows: I just noticed they also have trample and yet, they are white. I suggest you move it to green (see Aurochs Herd for example) or give it some sort of Battle Cry effect.
And why, pray tell, should white not have trample?
Migrating Duck: I would make him this ability: When Migrating Duck ETB, exchange control of two target lands. Since that ability is too powerful on a common creature, I would make this instead: T:Target land you control becomes the basic land type of your choice until end of turn
Good idea.
Goldfish: Well, Goldfishes are famous for granting three wishes to whoever catches them. Thus, the tutor ability.
Nope, not a magical goldfish just a plain ol' goldfish.:D
Hoseblast: Well, judging from the name, you could add some kind of tapping effect.
Good idea. I've kinda been starting a tapping untapping matters theme for this set.
Minister of the Mud: I think he is too powerful. Especially compared to Megrim.
Again the great question shall be asked:
Well how could I change it?
Mudflinger: First of all, I would suggest that you avoid putting cards that search for other specific cards in your deck. This makes deckbuilding boring and in case of Mudflinger, if you don't have Mudballs in your deck, he is pretty much just a vanilla creature. Find for him some new ability. Something like: B, T: target creature gets -2/-2 EOT or B, T: Target player discards a card or something.
About his cost and P/T. Well, it depends what you want to do with him. If you want him to be an aggressive card, increase his P/T, if you want him to be more controlling, decrease his cost
Good idea, I just want him to have a mudball like effect...hmmm... I've got it!
Boar Watchguard: See Horsepower. Why would a 2 power creature gain trample? Maybe give him first strike instead? Or more power?
I'll give him first strike.
Minister of the Meadow: His ability is weird and I don't think it would be relevant 95% of times. Unless your set is just full with stealing effects. Also, you didn't write his P/T.
I was scraping the bottom of the barrel for triggers.
Cutiepie, the sheep dog: Is he a mythic? Because if he is, he is terrible. His ability is VERY limited. What if your opponent isn't playing with sheeps? You also didn't write his P/T
Enter the farm. Choose your side.
Number of cards:180
Codename: 'Ladies', Set 1 of 2 in the 'Ladies' and 'Gentlemen' block.
Here is a rather silly custom set about farm animals who want to escape from the farm. It is the first set in a block of 2 and will have 180 cards in it. The second set will be called 'Barn Liberated'.
Story
Keywords
Graze[cost]([cost]: This creature gets +1/+1 until end of turn.)
Graze is the keyword for the animals. Here is the farmer's keyword:
Harvest-Whenever a land you control becomes untapped, if it's not your untap step (effect)
Cards
White 30/30
Grassfield Cow 1W
Creature-Cow(C)
GrazeW
1/1
Frolick in the Meadow 1W
Instant(U)
You gain X life, where X is the number of plains you control. If X is 2 or less you gain three times that much life instead.
Ravenous Cows 4W
Creature-Cow(R)
Trample
GrazeW
Other cow creatures you control get +1/+1.
3/3
Minister of the Coop 1WW
Creature-Bird(U)
Whenever another creature you control dies you may pay 1. If you do put a +1/+1 on each creature you control.
1/2
Reaper of Grain 2W
Creature-Bird(R)
GrazeW
Other bird creatures you control have Graze2.
W, T: Put a 1/1 white bird creature token named Chicken onto the battlefield.
1/1
Thunderhoof Horse W
Creature-Horse(U)
2/1
Horsepower XW
Sorcery(R)
Put X 2/2 white Horse creature tokens onto the battlefield.
Chicken Watchguard 1W
Creature-Bird(C)
Defender
1W: Target creature gets +0/+1 until end of turn
0/3
Slaughter Day 4WW
Sorcery(R)
Destroy all non-Human creatures.
Cow Elder 2WWW
Creature-Cow(R)
Cow creatures you control have lifelink.
3/4
Selfless Distractor W
Creature-Mouse(C)
W, Sacrifice ~: Target creature gains hexproof until end of turn.
1/1
Impeccable Scout 1WW
Creature-Mouse(MR)
Protection from cats
Mouse creatures you control get +1/+1 and have protection from white and from green.
2/2
Nut Thief 1W
Creature-Squirrel Rogue(U)
Lifelink
T: Target creature gets +1/+1 until end of turn.
1/1
Herd of Cows 2W
Creature-Cow(U)
~'s power and toughness are each equal to the number of cows you control.
*/*
Bovine Favor W
Encantment-Aura(C)
Enchant creature
Encanted creature is a cow.
Muffinkins, the farmer's cat 2W
Legendary Creature-Cat(MR)
Protection from mice and from rats
,T: Tap target creature. If that creature is a mouse or a rat it doesn't untap for as long as ~ is in play.
1: Target creature becomes a mouse or a rat
2/2
John's Harvest Festival 3W
Enchantment(U)
Harvest-3W: Target player gains 8 life.
Chickens in the Mist WWW
Creature-Bird(U)
Protection from white
T: Prevent the next 3 damage that would be dealt this turn. If damage is prevented in this way, you gain that much life.
0/3
Enraged Chicken 1W
Creature-Bird(C)
~ gets +1/+0 as long as you control a red permanent.
1/2
Power of Chickens 2WW
Sorcery(C)
Put four 1/1 white bird creature tokens named chicken onto the battlefield.
Cow Decoy 2WW
Artifact Creature-Cow Construct(U)
Defender
When ~ blocks, destroy it at end of turn.
Creatures can't attack you unless its controller pays 2.
0/6
Fate of a Chicken W
Enchantment-Aura(C)
Enchant nonhuman creature
Sacrifice enchanted creature: You gain 5 life.
Mewing Kittens 2W
Creature-Cat(C)
Flash
T: Tap target creature.
1/2
Chicken Martyr W
Creature-Chicken Cleric(C)
Sacrifice ~: Remove target creature from combat.
1/1
Farmland Harvesters 1WWW
Creature-Human Druid(MR)
T: Untap all lands you control.
2/4
Satisfaction 1W
Enchantment(C)
Enchant creature
Encanted creature can't attack or block unless its controller has 5 or less life.
Cow Watcher 3WW
Creature-Human(C)
~ has Vigilance if you control a cow.
3/3
****-a-doodle-doo 1W
Instant(C)
Untap all creatures you control.
Spare from Death 1WW
Instant(U)
Choose one-Regenerate target creature or; prevent all damage that would be dealt to you or creatures you control.
Assault Cow 4W
Creature-Cow(C)
T: ~ deals 1 damage to target attacking or blocking creature.
3/3
Blue 30/30
Ordinary DuckU
Creature-Bird(C)
Flying
1/1
Quacker, Duck Philosopher 2UU
Legendary Creature-Bird(R)
Flying
You have no maximum hand size.
1:Return ~ to its owners hand.
2/3
Ripples in the Pond 2UU
Instant(U)
Draw two cards.
Minister of the Pond 1UU
Creature-Bird(U)
Flying
Whenever ~ blocks, draw a card.
1/3
Migrating Duck 3U
Creature-Bird(C)
Flying
T: Target land you control becomes the basic land type of your choice.
3/2
Goldfish U
Creature-Fish(C)
Sacrifice ~: Draw a card
1/1
Skipping Stones 2UU
Sorcery(R)
Look at the top three cards of your library. Put one of them into your hand, one of them on top of your library and one of them in your graveyard. You may repeat this process one more time.
Hoseblast 1UU
Instant(C)
Counter target spell. If that spell is countered in this way you may tap or untap target creature
Duck Nightwatch 1U
Creature-Bird(C)
Defender
1U: Untap target creature.
1/2
Duck Elder 2UUU
Creature-Bird(R)
Tap an untapped Bird you control: Draw a card.
2/3
Fool the Cat U
Instant(U)
Tap target creature, then draw a card. If a cat creature was tapped in this way, draw two cards.
Evasion Mentor 2UU
Creature-Mouse(U)
Mice creatures you control have shroud.
2/2
Flock of Ducks 2U
Creature-Bird(U)
~'s power and toughness are each equal to the number of birds you control.
*/*
Unseen Rodent 1U
Creature-Mouse(U)
~ is unblockable.
1/2
Sitting Duck U
Creature-Bird(C)
~ enters the battlefield tapped and doesn't untap during your next untap step.
2/3
Evil Geese 4U
Creature-Bird Horror(C)
When ~ enters the battlefield, return target creature to its owners hand.
4/4
Swan of Enlightenment1UUU
Legendary Creature-Bird(MR)
Flying
WU,T: You draw a card and you gain 1 life for each card in your hand.
UUU, Exile ~: You get an emblem with "You have no maximum hand size."
0/7
Power of Ducks 2UU
Instant(C)
Put three 1/1 blue bird creature tokens named Duck onto the battlefield. They have flying.
Curiosity U
Enchantment-Aura(U)
Enchant creature
Whenever enchanted creature deals combat damage to a opponent, draw a card.
Domestication 2UU
Enchantment-Aura(U)
Enchant creature
You control enchanted creature.
At the beginning of your end step if enchanted creature power is 4 or greater, Sacrifice ~.
Secret Plotting U
Enchantment(C)
When ~ enters the battlefield or dies, draw a card.
Mouse Shadowmaster 2U
Creature-Mouse(R)
3UUU,T: Creatures you control are unblockable this turn.
1/3
Inside Information 3UU
Enchantment(R)
At the beginning of your draw step, draw a card.
Swimming U
Enchantment-Aura(C)
Enchant creature
Enchanted creature has islandwalk.
Lock-Up UU
Enchantment-Aura(C)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
U: Tap or untap enchanted creature.
Obstinate Obsticle UUU
Instant(MR)
Counter all spells you don't control.
Whispered Rumors 2UU
Enchantment(U)
Put a card from your hand on top of your library: Search your library for a card, reveal it, and put it into your hand.
Disable U
Instant(C)
Return target tapped creature to its owner's hand.
Encore 1U
Instant(U)
Return target instant or sorcery card from your graveyard to your hand.
Fleeting Distraction U
Instant(C)
Target creature gets -1/-0 until end of turn.
Draw a card.
Black 30/30
Annoying Mosquito 1B
Creature-Mosquito(C)
Whenever ~ attacks and isn't blocked, defending player discards a card.
0/1
Minister of the Mud 1BB
Creature-Pig(U)
Whenever you discard a card, target player loses 2 life.
2/2
Mudball 1BB
Instant(C)
Target player discards a card.
If G was spent to cast ~, it deals 2 damage to target creature with flying.
Mudflinger 4BBB
Creature-Pig Warrior(R)
1BB,T: Target player discards a card. If G was spent to play this ability ~ deals 2 damage to target creature with flying.
6/4
Mud Splash! 1B
Instant(C)
Target creature gets +3/+3 and gains intimidate until end of turn.
Pig Nightwatch 1B
Creature-Pig(C)
Defender
1B: Target creature gets -1/-1 until end of turn.
1/2
Unnerving Crow B
Creature-Bird(U)
Flying
T: You draw two cards and you lose 2 life.
1/1
Meatify 2B
Instant(C)
Destroy target tapped creature. It can't be regenerated.
Headless Chicken B
Creature-Zombie Bird(U)
Flash, haste
Play ~ only if a creature died this turn.
At end of turn sacrifice ~.
4/1
Pig Elder 2BBB
Creature-Pig(R)
Protection from humans
BBB,T: Put a Pig creature card from your hand into play.
4/4
Thieving Outcast 2BB
Creature-Rat Rogue(R)
Intimidate
Whenever ~ deals combat damage to a player put a +1/+1 counter on it. Then, each player discards a card for each +1/+1 counter on it.
2/2
Scratching under the Floorboards 5B
Enchantment(R)
At the beginning of your upkeep choose a player. That player discards two cards. For each creature card discarded in this way put a 2/1 black rat creature token onto the battlefield.
Neverending Rats 2B
Creature-Rats(U)
~'s power and toughness are each equal to the number of rats you control.
*/*
Mud-Covered Pig 2B
Creature-Pig(C)
Intimidate
2/2
Bacon's Buddies BB
Creature-Pig(C)
T: ~ fights target non-pig creature.
2/2
Bacon's Mudball B
Instant(U)
Target player loses 3 life.
At end of turn, if ~ is in your graveyard you may pay 2B if you do put it on top of your library. Otherwise exile it.
Scarface, Thief Lord 1BB
Legendary Creature-Rat Rogue(MR)
Rat creatures you control have intimidate.
Whenever ~ deals combat damage to a player, look at that player's hand. Choose a nonland card from it. That player discards that card.
3/1
Relentless Rats 1BB
Creature-Rat(U)
~ gets +1/+1 for each other card named ~ in play.
A deck can have any number of cards named ~.
2/2
Gnaw Away 5B
Instant(C)
Destroy target artifact. Its controller loses 2 life.
Power of Pigs 2BB
Instant(C)
Put a 3/3 black pig creature token with intimidate onto the battlefield.
Hissing Rat 1B
Creature-Rat(U)
When ~ dies, target creature gets -1/-1 until end of turn.
2/1
Slaughterhouse Enforcer 3B
Creature-Human Assasin(U)
When ~ enters the battlefield, destroy target nonhuman creature.
2/2
Hog the Slop XB
Sorcery(R)
You draw X cards and you lose X life.
Pigsty Resisters 2BB
Creature-Pig Warrior(C)
First strike
3/3
Muddy Swimming Contest B
Sorcery(U)
Creatures you control gain swampwalk until end of turn.
Pigsty Overlord 4BBB
Creature-Pig(MR)
At the beginning of each upkeep, if you control a swamp, put a 3/3 pig creature token onto the battlefield.
~'s power and toughness are equal to the number of pig creatures you control.
*/*
Trap Breaker 3B
Creature-Rat(C)
Protection from artifacts
T: Target rat gains protection from artifacts until end of turn.
2/1
Volley of Mud 9B
Instant(MR)
~ costs 1 less to cast for each pig you control.
Target player discards a card for each pig you control then that player loses 1 life for each pig you control. That player puts a -1/-1 counter on each creature he or she controls for each pig you control.
Muddy Refugee 4B
Creature-Pig Rogue(C)
4/4
Red 30/30
Rebellious Boar3R
Creature-Boar(C)
First strike
3/2
Samantha the Swine 1RRR
Legendary Creature-Pig Rogue(MR)
Haste
R, Discard a card: Target creature can't block this turn.
R, Discard a card: Target creature attacks this turn if able.
4/3
Minister of the Rocks 1RR
Creature-Boar(U)
Whenever a creature you control deals combat damage to a player, ~ deals 1 damage to that player.
1/1
Playful Piglets 2R
Creature-Pig(C)
R:~ gets +1/+0 until end of turn.
1/3
Clumsiness R
Enchantment-Aura(C)
Enchant creature
Enchanted creature can't block.
Boar Watchguard 1R
Creature-Boar(C)
Defender
1R: ~ loses defender and gains first strike until end of turn.
2/1
Bull Rush R
Instant(C)
Target creature gets +2/+0 Until end of turn.
Charging Boar 3RRR
Creature-Boar(MR)
Trample, haste
Whenever ~ attacks, other attacking creatures you control get +2/+0 and can't be blocked by creatures with power less than them until end of turn.
5/5
Boar Elder 2RRR
Creature-Boar(R)
At the beginning of your upkeep put a 3/1 red Boar creature token onto the battlefield.
4/3
Hungry Goat 1R
Creature-Goat(U)
Haste, GrazeR
If ~'s power is 4 or greater, it has first strike.
2/1
Aggressive Goat 3R
Creature-Goat Warrior(C)
3/3
Blind Rage 1R
Enchantment-Aura(C)
Enchant creature
Enchanted creature gets +2/+0 and attacks each turn if able.
Fury Bash 1RR
Sorcery(C)
~ deals 4 damage to target player.
Boar Champion 3RR
Creature-Boar Warrior(R)
Haste
R,T: ~ fights target creature. If it survives, put a +1/+1 counter on it.
3/3
Bevy of Boars 2R
Creature-Boar(U)
~'s power and toughness are each equal to the number of boars you control.
*/*
Furious Boar 4RR
Creature-Boar Warrior(R)
Trample
Whenever ~ attacks, choose target creature. ~ gets +X/+0 until end of turn, and deals X damage to target player, where X is that creature's power, rounded down.
5/5
Samantha's Plan 2RRRR
Legendary Enchantment(R)
~ is indestructible.
Non-human creatures you control are indestructible.
Mowing Goat 3RR
Creature-Goat(R)
Haste
GrazeR
At end of turn ~ deals damage to target player equal to the number of times it grazed that turn.
4/2
Shatter 1R
Instant(C)
Destroy target artifact.
Mow Down 2R
Instant(C)
Destroy target land.
Power of Boars 2RR
Instant(C)
Put a 4/4 red boar creature onto the battlefield.
Frustrated Rager 4R
Creature-Boar(U)
Whenever ~ attacks, switch its power and toughness until end of turn.
1/7
Lock on Target XR
Instant(C)
Target creature gets +X/+0 until end of turn.
Return Blow 1R
Instant(R)
Copy target instant or sorcery an opponent controls. You may choose new targets for the copy.
Crazed Boar 4RR
Creature-Boar(U)
Haste, first strike
4/4
Eat the Crumbs R
Instant(U)
Discard two cards then draw two cards.
Taunt the Bull 1R
Instant(U)
Choose any number of target creatures target opponent controls. Those creatures attack you this turn if able.
Boar Charger 3RR
Creature-Boar(C)
Trample
5/4
Fury of the Boar 1R
Enchantment(U)
Creatures you control get +1/+0.
Make Haste R
Enchantment(R)
Creatures you control have haste.
Green 30/30
Sunflower2G
Enchantment(C)
Harvest-Add G to your mana pool.
Grazing Sheep GG
Creature-Sheep(C)
Trample
Graze1G
2/2
Minister of the Meadow 1GG
Creature-Sheep(U)
Whenever a creature you control becomes tapped, you may put a land card from your hand onto the battlefield.
2/1
Plant Food G
Enchantment(R)
T: Untap target land.
Harvest-You gain 4 life
Elly, The farmer's daughter 3GG
Legendary Creature-Human(R)
2G,T: You gain 6 life.
1W: Target creature gains plainswalk until end of turn.
3/2
Venus-Flytrap GG
Creature-Plant(U)
Defender
T: Destroy target creature with flying and power 1 or less.
3/1
Rally the Animals XG
Instant(R)
Search your library for a creature card with converted mana cost X or less and put it onto the battlefield tapped. Then, shuffle ~ into your library.
Cutiepie, the sheep dog 2G
Legendary Creature-Hound(MR)
Protection from sheep and from cows
,T: Tap target creature. If that creature is a sheep or a cow, it doesn't untap during it's controller's untap step for as long as ~ is on the battlefield.
1: Target creature becomes a sheep or a cow.
2/2
Sheep Watchguard 1G
Creature-Sheep(C)
Defender
1G: ~ gets +2/+2 until end of turn.
2/1
Sheep Elder 2GGG
Creature-Sheep(R)
Each sheep creature you control gets +1/+1 for each other sheep creature you control.
2/1
Squirrlet Captain 1G
Creature-Squirrel Soldier(U)
Whenever ~ attacks or blocks, squirrel creatures you control get +1/+1 until end of turn.
2/2
Flying Squirrel3G
Creature-Squirrel(C)
1G: ~ gains flying until end of turn.
2/3
Grassrazer Goat 4GG
Creature-Goat(U)
Trample
Graze GG
4/5
Willy the Wooly GG
Legendary Creature-Sheep Warrior(MR)
Whenever ~ deals combat damage to a player, you may put a sheep card from your hand into play.
T: Add G to your mana pool for each sheep you control.
1/1
Pasture of Sheep 2G
Creature-Sheep(U)
~'s power and toughness are each equal to the number of sheep you control.
*/*
Harvesting Wheat 1G
Sorcery(C)
Draw a card
Harvest-Draw two cards instead.
Lambinate 2G
Instant(U)
Destroy target creature. Its controller puts a 2/2 green sheep creature token onto the battlefield.
John's Sauerkraut G
Creature-Plant Mutant(C)
Defender
0/2
Little Lamb 1G
Creature-Sheep(C)
2/2
Acorn Catapult Master 1GGG
Creature-Squirrel(R)
~ enters the battlefield with five acorn counters on it.
T, Remove X acorn counters from ~, Tap an untapped squirrel you control: ~ deals X damage to target creature with flying.
1: Put an acorn counter on ~.
2/2
Willy's Battalion 4GG
Creature-Sheep Warrior(U)
Trample
Graze1G
4/4
Squirrel Nest 1GG
Enchantment-Aura(U)
Enchant land
Enchanted land has "T: Put a 1/1 green squirrel token onto the battlefield."
Nutty, Squirrel King 1GG
Legendary Creature-Squirrel(MR)
Other squirrels you control get +1/+1 and have "Add GG to your mana pool.
At the beginning of your upkeep put a 1/1 green squirrel token onto the battlefield.
1/2
Healthy Plants 2G
Enchantment(C)
~ enters the battlefield with six arbor counters on it.
Remove X arbor counters from ~: Untap X target lands.
Gardener 1G
Creature-Human Druid(U)
Harvest-When ~ enters the battlefield, search your library for a land card reveal it and put it into your hand. Then shuffle your library.
1/1
Power of Sheep 2GG
Instant(C)
Put two 2/2 green sheep creature tokens onto the battlefield.
Razer Grazer 6G
Creature-Goat(C)
Trample
Graze1
4/4
Determination 1G
Instant(C)
Target creature gets +3/+3 and gains trample until end of turn.
Exploring Youth 2G
Creature-Human Scout(C)
When ~ enters the battlefield, search your library for a basic land card and put it onto the battlefield. Then, shuffle your library.
1/1
Animal Meeting XG
Sorcery(U)
Put a creature card with converted mana cost X or less from your hand onto the battlefield.
Multicolored 2/2
Farmer John Frankson 2WG
Legendary Creature-Human Druid(MR)
Hexproof
You may play an additional land per turn.
Whenever you play a land, you gain 1 life.
2/2
Bacon the Pig 1RB
Legendary Creature-Pig(MR)
Other pig creatures you control get +1/+1.
~ gets +1/+1 for each other pig creature you control.
T,BR, Discard a card: Put a 1/1 Black pig creature token onto the battlefield.
1/1
Tangled Scarecrow 2
Artifact creature-Scarecrow(C)
Defender, protection from birds
Photosynthesis-T: Add 1 to your mana pool.
1/4
John's Tractor 5
Artifact-Equipment(R)
Equipped creature gets +4/+4 and has trample.
Equip3
Chickenkiller 1
Artifact-Equipment(C)
Equipped creature gets +1/+0.
Equip1
Alarm Clock 1
Artifact(C)
1,T: Untap target creature.
Incubator 5
Artifact(R)
At the beginning of your upkeep put a 0/1 white egg creature token onto the battlefield.
Whenever a egg creature you control dies Put a 1/1 white bird creature token named Chicken onto the battlefield.
Rake 2
Artifact-Equipment(U)
Equipped creature gets +1/+1 and has first strike.
Whenever ~ becomes equipped to a creature you may tap or untap target land.
Milking Machine 4
Artifact(U)
,T: Put a 2/2 white cow creature token onto the battlefield.
1, Tap an untapped cow you control: You gain 4 life.
Lands 23/23
Basic 20/20
Plains 4x
Island 4x
Swamp 4x
Mountain 4x
Forest 4x
Chicken Coop
Land(U)
T: Add 1 to your mana pool.
3,T: Put a 1/1 White bird creature token named Chicken onto the battlefield.
Strawberry Patch
Land(R)
T: Add 1 to your mana pool.
Harvest-T: Add one mana of any color to your mana pool.
Pigsty
Land(C)
~ enters the battlefield tapped and does not untap during it's owner's untap step
T: Add 1 to your mana pool.
1: Untap ~.
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Ordinary Duck
Annoying Mosquito
Rebellious Boar
Sunflower
This sig is by the amazing Rivenor
Annoying Mosquito is strong. Perhaps remove the flying, since they can't fly very high they are pretty easy to hit. Also, it should be worded, 'Whenever Annoying Mosquito attacks and isn't blocked, defending player discards a card.' See Abyssal Nightstalker.
UG Counter Aggro (Modern)
BG Melira Infect (Standard)
BB The Gate (Legacy)
Check out my decks at my TappedOut account: http://tappedout.net/users/benwsf/ or on the forums here!
Custom Card Sets:
Land of the Lotus (1/3) and the Thieves of Moli (2/3)
Ordinary Duck is kind of a bad name, but I guess its a funny one. I don't think it should have flying. I would give it islandwalk instead of flying.
Annoying Mosquito should probably be 1B and have the text "when this creature deals combat damage to target player, that player discards a card".
Rebellious Boar is alright.
Sunflower is alright. I would change the name of that mechanic to Photosynthesis also, and change the way it is activated since that way seems very situational. Why not make it so that "whenever a land enters the battlefield, [EFFECT]". So far, I like this set. It's different.
Annoying mosquito is verrry good. Better than hypnotic specter. Too good for a common. That's chase rare material.
Quackers seems overcosted. Venser's Journal is 5, but that has an additional life gain effect, so that ability alone is 3 probably. Since Quackers is legendary, that is a drawback also. I would give Quackers probably 2UU. Honestly, should probably not be legendary, unless you want to still go that route.
Grazing Sheep is alright, comparing Garruk's Companion to it.
Farmer John Frankson: Lifelink seems weird since its not really an attacker. The second ability is a bit weird. Do you only gain 1 life by playing an additional land? I would make it so it reads:
"You may play an additional land per turn. Whenever you play a land, gain 1 life".
Frolick in the Meadows is an instant, not an enchantment. Maybe I could change the cost to 1WW or 2W.
You're right, I probably should change the mana cost.
Glad to hear it. I like graze, it really 'beefs' creatures up:p
Good idea. I might also add a land untapping ability to it to help those photosynthesis cards.
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Tweaked Farmer John Frankson. Added Samantha the Swine.
This sig is by the amazing Rivenor
This sig is by the amazing Rivenor
This sig is by the amazing Rivenor
This sig is by the amazing Rivenor
This sig is by the amazing Rivenor
Maybe I comment on some of your cards later. But for now, let me say this cracked me up, big time :D. Good one.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
This sig is by the amazing Rivenor
Graze - W: Grassfield Cow gets +1/+1 until end of turn.
Frolick in the Meadow: Why is this spell worse if you have more than 2 plains?
Ravenous Cows:
Horsepower: Maybe an X-spell like White Sun Zenith?
Skipping Stones: WHAT?
Rest of the blue cards seem fine.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Well how could I change it?
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But I have a question: will this be part of an uber 4-set block?
Sadly, no there will only be 2 sets as said before:
Set 1: Farmlands
Set 2: Barn Liberated
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P.S. I also changed Skipping Stones.
This sig is by the amazing Rivenor
P.S. The only reason Headless Chicken is a zombie is because when a chicken gets its head chopped off it...never mind. You probably don't want to know.
This sig is by the amazing Rivenor
WHITE
Ravenous Cows - I don't get it. Grassfield Cow has a graze cost of W, but Ravenous Cows, a RARE creature has a cost of – sacrifice a land? So, Grassfield Cow gets +3/+3 by paying WWW, but Ravenous Cows get +3/+3 by sacrificing three lands? I don't know. That's sounds awful to me and not really rare.
Horsepower – White rarely gets trample. Besides, why would a 2/2 body have trample anyway? Maybe move it to green?
BLUE
Migrating Duck – He is kind of a bland, judging by his name. He could have some kind of a Grixis Illusionist effect, or when he ETB, switch control of two target lands or something. Of course, that would mean changing his rarity as well.
Goldfish – Same as with Migrating Duck. You are using too good names on such boring creatures. I thought Goldfish would be some kind of tutor or something.
Skipping Stones – Seems a little to powerful to me. Maybe make it a sorcery? Also, all that hopping around could annoy your opponent. Maybe instead of doing it two more times, do it just once more?
Hoseblast – Yawn, Cancel. I also accidentaly red this card name as "Horseblast"
BLACK
Mudflinger – He is terrible. You search for a card that is not really impressive to begin with and this guy cost 7 mana? For a 4/2? And he is rare? Sorry, but there is something seriously wrong with this card. Also, instead of creature type Pig, maybe you should use the existing Boar type? Just to have some kind of synergy with existing cards?
Mud Splash – I don't see why would a creature covered in mud gain intimidate. I suggest "Choose one – target creature gets +2/+2 until EOT, or target creature gets -2/-2 EOT".
Pig Prankster – Correct me if I'm wrong, but black rarely gets tappers. That's more white or blue.
Headless Chicken – Love the flavor on this one. Maybe make it 4/1?
All in all, not bad. Love the flavor of the set. I just wish there are more puns like Barn Liberated.
Watch your words, for they become actions.
Watch your actions, for they become habits.
Watch your habits, for they become character.
Watch your character, for it becomes your destiny.
That's all
This sig is by the amazing Rivenor
I also think this block could easily have three sets instead of two:
Set 1: The animals are living on the farm, fighting against each other and ultimately trying to escape from the farm.
Set 2: The animals escape in the wilderness but are unprepared for its brutality. Bears, Wolves and other wild animals are now fighting against our farm animals. The humans meanwhile, are chasing the animals in the wild.
Set 3: You have a few options. Either the animals start to work together to fight the humans, or the humans kill/capture the animals and ultimately win.
Now, about the cards:
Horsepower: I never said anything about Horses being in white is off-color. What I said is that they have trample, and yet they are only 2/2 creatures. You basically have a few options here:
1) remove trample
2) change the creature type and move it to other color (maybe make 3/1 Boars with trample? but then it would be Boarpower I guess).
3) make horses more powerful - maybe 3/3 tokens?
Ravenous Cows: I just noticed they also have trample and yet, they are white. I suggest you move it to green (see Aurochs Herd for example) or give it some sort of Battle Cry effect.
Migrating Duck: I would make him this ability: When Migrating Duck ETB, exchange control of two target lands. Since that ability is too powerful on a common creature, I would make this instead: T:Target land you control becomes the basic land type of your choice until end of turn.
Goldfish: Well, Goldfishes are famous for granting three wishes to whoever catches them. Thus, the tutor ability.
Hoseblast: Well, judging from the name, you could add some kind of tapping effect.
Minister of the Mud: I think he is too powerful. Especially compared to Megrim.
Mudflinger: First of all, I would suggest that you avoid putting cards that search for other specific cards in your deck. This makes deckbuilding boring and in case of Mudflinger, if you don't have Mudballs in your deck, he is pretty much just a vanilla creature. Find for him some new ability. Something like: B, T: target creature gets -2/-2 EOT or B, T: Target player discards a card or something.
About his cost and P/T. Well, it depends what you want to do with him. If you want him to be an aggressive card, increase his P/T, if you want him to be more controlling, decrease his cost.
Boar Watchguard: See Horsepower. Why would a 2 power creature gain trample? Maybe give him first strike instead? Or more power?
Minister of the Meadow: His ability is weird and I don't think it would be relevant 95% of times. Unless your set is just full with stealing effects. Also, you didn't write his P/T.
Cutiepie, the sheep dog: Is he a mythic? Because if he is, he is terrible. His ability is VERY limited. What if your opponent isn't playing with sheeps? You also didn't write his P/T.
Watch your words, for they become actions.
Watch your actions, for they become habits.
Watch your habits, for they become character.
Watch your character, for it becomes your destiny.
Good idea, I don't think much of the name anymore anyway. It limits the ability to plants, and I want it to be the farmer keyword not the plant keyword.
How did you know about set 2? How? HOW? Anyway, you missed an important detail in Barn liberated.
I already removed trample and the reason it's horses is because of the pun. Next?
And why, pray tell, should white not have trample?
Good idea.
Nope, not a magical goldfish just a plain ol' goldfish.:D
Good idea. I've kinda been starting a tapping untapping matters theme for this set.
Again the great question shall be asked:
Good idea, I just want him to have a mudball like effect...hmmm... I've got it!
I'll give him first strike.
I was scraping the bottom of the barrel for triggers.
I will change him.
This sig is by the amazing Rivenor
This sig is by the amazing Rivenor