Create Fantasy Cards for an Apprentice Casual Set

Beyond Dominia: Casual and Beginner's Advice Mill: Create Fantasy Cards for an Apprentice Casual Set

-->
By ETP on Saturday, June 23, 2001 - 04:54 am:

What i would like is input on card ideas and mechanics to use in the creation of a small set of magic cards to be used with the apprentice program. The idea would be to create the set, and distribute it out to those who play magic over the internet using the apprentice program, for casual games. The place where i would play is #bdchat on newnet (this sites quasi-official, and popular irc channel)

What i want most is balanced cards. I really can't stress that enough. Just becuase it is for casual play doenst mean it should be amazingly powerful or goofy. A simple 2/2 creature with a great flavour text or history could go a long way to adding a sense of legitimacy to the set.

Ideas for a name for the proposed set, aswell as possible mechanics or a history of sorts would be appreciated.

With any luck ill be able to develope a small set of balanced cards with nice flavour text and history, and post it up for people to use.


By tontotx on Saturday, June 23, 2001 - 04:44 pm:

well the first thing i would suggest is a stroyline. at least some characters. i would make a few legends, make a small story, then work from there. then make cards that fit a particular mechanic, perhaps one for each color, and a few 1per-color mechanics, kind of like what was done in apocalypse. how large of a set are you planning on making? 143 or 350?


By sterling evolution on Saturday, June 23, 2001 - 07:14 pm:

i had this working idea for a dancer deck. blue/white/black, a bunch of weenie dancer type guys with a range of abilities. you had leaping dancers, that could giving flying to people, a wicked dancer that was a tim, an untapping dancer, a dancer that taps others, a twirling dancer that could block any number of creatures, a duet dancer that made target creature block if it attacked, a whole range of stuff. The list isn't accessible to me, though, as it's on someone else's computor.

and a couple instants like Tempo, all dancers gain trample and +2/+2, or Upbeat, all attacks gain first strike until end of turn.
and a couple artifacts like dancefloor( a facelifted crawlspace) or wallflower (meekstone?) i don't remember, but it was really nice. even had a few legendary gold dancers, but their abilities escape me.

basically i just made an interesting 'dream deck' and facelifted any abilities and names that didn't fit the concept, didn't really alter the stats or anything so it was rather legal except for the new spells i made like tempo.


I also am working on a dream jack the ripper deck, with actual quotes from witnesses or inquest things, etc, and suspects and named characters doing various things--but it's far from complete.


By Richard, King of the Pegasi on Sunday, June 24, 2001 - 12:50 pm:

There should definitely be a way to get Pegasi...


By tontotx on Sunday, June 24, 2001 - 10:35 pm:

ok so there you go, i would make a white creature type pegasi, the blue one dancers. make a mechanic for each of them. whatever people say, make it a mechanic. lets see, maybe dencers could have the ability "if THIS is blocked you may switch its blockers blocking assignment with another blocked creatures blocking assignment" god, there has to be a better way to word that. and for pegasi, well im really not all that farmmiliar with them, but maybe you could sac the to make a few 1/1 tokens, kind of like sacred mesa makes tokens? richard, king of pegasi, do you have any ideas?
anyway, perhaps i am getting ahead of myself. this is just what i would do. i do not know what ETP wants to do.


By Zylynth on Sunday, June 24, 2001 - 11:49 pm:

Spice of Life (3U) - Enchantment
If a spell is cast and the card has no flavor text, this enchantment places one pseudospell of 'Counterspell' on the stack immediately after each such spell is cast.

What? A barren life without quirks or personality? Never! Now pass me the gruel.


By ETP on Monday, June 25, 2001 - 03:16 am:

What i want right now is any idea a person has. I'll take a look at the ideas and then try to use as much as possible. I like pegasi (i play the t1 deck parfait quite alot) so there will probably be some way to generate them. The creature type 'dancer' has a good amount of possibilites to think about.
As for the size of the set, im looking to make it small, perhaps 100 cards total. This is becuase i will have to type in alot of cards.. and then ill have to type them all again when the next apprentice patch comes in. Perhaps it may reach 143 if there are enough good ideas to warrant the amount of time.
Lastly, someone mentioned a storyline as a place to start. I would like to hear your storyline ideas; However, there is one idea in particular i would like to mention: I would like this set to take place in another plane, the world would have similar elements, but it would be entirely seperate from dominaria's history/current events. Since there are many planes, its not too unreasonable that a set be made on one of them. What do you think?


By Tank on Wednesday, July 04, 2001 - 01:17 am:

How about these five lands

Inlet
Land
Inlet comes into play tapped. T, Add U to your mana pool. Sac Inlet, Look at the top 4 cards of your library, then put them back on top of your library in any order.

Field
Land
Field cipt. T, Add w to your mana pool. Sac Field, gain 2 life.

Crateor
Land
Crateor cipt. T, Add r to your mana pool. Sac Crateor, deal 2 damage distrubuted any way you like amongst any number of target creatures and/or players.

Bog
Land
Bog cipt. T, Add b to your mana pool. Sac Bog, target player looses 1 life, you gain 1 life.

Bush
Land
Bush cipt. T, Add g to your mana pool. Sac bush, Add g to your mana pool.


By the rat on Wednesday, July 04, 2001 - 02:14 pm:

how bout this land

dimensional nexus
legendary land
comes into play and doesn't untap during controllers' untap step.
pay 5 life: untap
dimensional nexus cannot be targeted by spells or abilities by its controller.
tap, choose a color, add 1 mana of any color to your mana pool for each permanent of the chosen color.

urza's research program UUU
instant
each player looks at the top four cards of their library and chooses one enchantment, put that card into play and remove the rest from the game.

do you know what else you can do with the red cards? you can make them cheap but with a draw back. take this card for instance. cost 1 red to cast but as an additional cost, take the top 3 cards of your library and put them in your graveyard, then deal 3 damage to target creature or player. make a series of cards like that with that draw back.
oh yeah, dont make any counterspells ok? blue is gay as it is and we dont need to make it more homo like. thats my input.


By the rat on Wednesday, July 04, 2001 - 02:18 pm:

oh yeah make demons the major creature type for black and red
that would be cool


By ETP on Wednesday, July 04, 2001 - 04:21 pm:

Some good ideas so far. Keep them coming.
I promise not to make any new counterspells.


By ETP on Wednesday, July 04, 2001 - 05:23 pm:

For people who want to see what ive been working on you can download the cardinfo.dat from here:
http://www.angelfire.com/ne/kked/index.html

youll find it easy enough, since its the only link on the page.

What you do is you put your cardinfo.dat (from the sets folder) somewhere safe. Then place this one into the sets folder. Now open apprentice and voila.

You can search through the cards in 2 ways.
1) look for cards with BDchat in the flavor text box.
2) add the set ET-ETP to the list in the expansions file in the apprentice folder (open and edit using notepad)

Either way you will be able to check out all the cards and build decks with them to test out. If you are playing with someone else, both of you will need to use a copy of this cardinfo.dat to be able to read each others cards.


I know i have a bunch of filler right now. A lot of crap commons. I hope to eliminate them and use all balanced, but playable cards. So test them out and keep putting your ideas down.


By Sylvester (Sylvester) on Wednesday, July 04, 2001 - 05:29 pm:

hey, can you explain how to make them??

OK...how's that for the creatures that make the set: [get some cool name]
They're a bit like slivers, but need to tap instead of being static. Like, as long as it's tapped, all [name] get +2/+2... Most would be power/toughness pumpers, but you could have some that gice flying, etc.

Maybe make them 3/2 or 2/3 for two coloured mana or so...


By ETP on Wednesday, July 04, 2001 - 05:39 pm:

So far in the set i have 2 new creature types. THe Raja, are beasts that have a generally low power and toughness, they each cost 2 mana, of different colours, but each has a number of special abilities. Like banding, flanking, and first strike, or Trample, rampage, and haste.
The other creature type called Dancers are mono-blue, and they have abilities that help other dancers in play. Like the tempo dancer who gives all other dancers haste, and theatre guard who can redirect damage from other dancers to himself.


By Deranged Parrot (Parrot) on Wednesday, July 04, 2001 - 09:05 pm:

OK, a few things I'd like to see in here. They should each be rare though so that they don't really muck with limited.

Peace/Harmony
Instant
1W/2W
Swords to Plowshares/Disenchant

Fire/Brimstone
Sorcery
1R/3R
Lightning Bolt/Stone Rain

Cool name/Cool name
Instant
2U/2UU
Impulse/Counterspell

Cool name/Cool name
Sorcery
2B/3B
Diabolic Edict/Target player chooses and discards two cards

Cool name/Cool name
Instant
1G/3G
Giant Growth/Put a 4/4 Richard Simmons token into play.

Any suggestions for the second ability on the green one? I can't think of anything else decent, and 4/4 may be too big. I really like the idea of same-color split cards though, and think that they would be easily viable in every format.


By ETP on Wednesday, July 04, 2001 - 09:19 pm:

I am worried perhaps that some of those cards may be too good. I dont know if i need to worry, but some of them, like the white one, seem like they are just plain better than the cards they replace.
I still like the idea, but im wondering, for the sake of balance, whether the powers themselves shouldnt be toned down, instead of just moving the casting cost up.


By the rat on Wednesday, July 04, 2001 - 09:44 pm:

NO COUNTERSPELLS!!!! HELL YEAH!!!!
now how bout making the black or red creature type demons? their awesome and yet wotc hasn't used them yet(well except for infernal spawn of evil, but DEMON was crossed out and in return turned into a beast) but nevertheless, make demons a creature type and have them target every color(except theirs of course). then you can make like satan but under the alias lucifer or some crap and have him make the demons more powerful. yea that would be especially cool. you said no counterspells, so what about demons????


By the rat on Wednesday, July 04, 2001 - 10:05 pm:

i have an idea of the flavor text for that richard simmons card..."he will scare you straight" ha ha ha ha thats funny
but dont you think that card should be like a 2/2 queer token because richard specializes in weight loss and is also a fag...


By ETP on Wednesday, July 04, 2001 - 11:38 pm:

Umm.. no gay bashing or i have the whole thread deleted. Keep the humor clean. And no joke cards.


By Akai on Wednesday, July 04, 2001 - 11:51 pm:

One mechanic that I was tinkering around with was a "switch" mechanic. A card would appear like "Switch: X", where you may pay X and discard another card with switch to return this card from your graveyard to your hand. However, I feel that it may be a little *TOO* powerful. Regrowths are good, or so I hear =)

e.g:
Elephant Troupe
3G
Sorcery
Switch: 4G #You may pay 4G and discard a card with switch from your hand to return this card from your graveyard to your hand. Play this ability as an instant.#
Put a 3/3 green Elephant token into play.


By Spin13 (Spin13) on Thursday, July 05, 2001 - 04:38 am:

I got bored...Have some fun:

Anvil of Dias
2, Artifact
If you control no other nonland permanents you may pay 2 Life and sacrifice Anvil of Dias to destroy all lands and artifacts.
"Down came the hammer,
No weapon in this forge,
A scream echoed out-
I am the anvil."


Spreading Insanity
BBB, Sorcery
Except the player who has the least number of cards in hand, all players discard cards until all hand sizes are equal.
"They've lost their minds"


Orcish Browse
RU, Instant
Look at the top 7 cards of your library. Remove 3 from the game at random. Choose 1 of the remaining cards and put it into your hand, then put the other 3 on the bottom of your library.
"I thought I told you no Goblins in the library!"


Mage of the Ivory Tower
1W, Creature -- Wizard
0/2
When Mage of the Ivory Tower comes into play gain life equal to the number of cards in your hand.
Tap: Tap target creature.


Thran Colossus
6, Artifact Creature
10/10
Trample
Does not untap during its controller's upkeep.
Cannot be the target of any ability controlled by its controller.
8:Untap Thran Colossus, play this ability only during your upkeep.
"The Thran created great mana rigs for but one reason."


Shivan Scorpion
1R, Creature -- Scorpion
2/1
Desertwalk
Shivan Scorpion cannot block
First Strike


Death Clock
2, Artifact
Comes into play with 3 Time Counters
Tap: Remove a Time Counter from Death Clock
When Death Clock has 0 Time Counters on it, you may tap and sacrifice it to destroy all creatures. They cannot be regenerated.
"Your time has come. So says the Clock, so it shall be."


Thrashing Oak
GGG, Creature -- Treefolk
4/4
Haste
-you can use that quote from MacBeth about the walking trees at the very end-


Planned Growth
1G, Enchantment
Remove this from the game: Return target Sorcery or Enchantment card from your graveyard to your hand.
-OR, whichever is more balanced-
Remove this from the game: Shuffle target card from your graveyard into your library.


Daemon of Slanica
2BB, Creature -- Demon
5/5
Whenever this deals damage, discard a card from your hand. If you discard a black card in this way, draw a card.


Burnt Angel
2BB, Creature -- Angel
3/4
1B: +1/-1 until end of turn
"One must lose his wings before he can fall from Heaven"
-or-
"The fall from Heaven is quite painful, but Hell offers its rewards"


Blood Knight
4BB, Creature -- Demon
6/6
Flying
Nonbasic lands produce only R mana.


Night Riders
1BB, Creature -- Horror
2/2
Flanking
BB: Shadow until end of turn


Dauthi Hellspawn
BB, Creature -- Horror
2/1
Shadow
If this is blocked by a white creature, destroy that creature at end of turn.


Lorian Knight
WW, Creature -- Knight
2/1
WW: Protection from Red until end of turn. Play this ability only once per turn.
-If this is deemed too powerful, add "Cannot be enchanted"-


-name here- Elf
G, Creature -- Elf
1/1
X,X: until end of turn Elf gets +X/+0


Serra Commander
1WW, Creature -- Lord
2/2
All Soldiers gain +1/+1 and plainswalk.
"The great armies of Serra marched across the battlefields, finding strength in both row and column."


Tomb of the Damned
Legendary Land
Tap: Add B to your mana pool
Tap, Sacrifice a Creature: Until end of turn target land produces an additional BB whenever mana is drawn from it.


Heaven
Legendary Land
When Heaven comes into play sacrifice 2 basic Plains or remove Heaven from the game.
Tap: add WWWW to your mana pool


Hell
Legendary Land
Tap: Add R to your mana pool and deal 1 damage to target player and 1 damage to yourself.
"The flames of Hell burn hot enough to burn even the strongest of demons"


Paradise
Legendary Land
Tap: Add 1 mana of any color to your mana pool
If you do not control at least 1 basic Forest or green permanent, sacrifice Paradise.
"Paradise, too, sprouted from a seed"

Atlantis
Legendary Land
Tap: Add U to your mana pool
Tap: Target non-creature artifact or land phases out
All other nonbasic lands you control produce only U

Ruins of Alexandria
Legendary Land
1 -or- 2, Tap: Draw a card, play this ability only if you have 7 cards in hand


By the rat on Thursday, July 05, 2001 - 12:17 pm:

lucifer, demon god
4BBB Demon Legend-3/3
all other demons get +1/+1
lucifer, demon god gets +1/+1 for each other demon in play.
Tap, sacrifice a demon, destroy target creature, it cant be regenerated.


By Spin13 (Spin13) on Thursday, July 05, 2001 - 04:40 pm:

You can add the following flavor text for the legendary land Atlantis, as well:

"To live in Atlantis, you must be underwater"

As for the current set, I have looked through half of it. Here are some problems I saw:

Dauthi Interests should count ALL number of Dauthi Interests in all graveyards (as does Kindle and AK)

Evolution of the Land should only trigger during 1 players turn, not both. Otherwise something like Emerald, Strip, Evolution, stripping their first land, gets you 2 free land for going first.
Or you get a land for playing first and dropping it on your first turn. If you don't change it, at least modify the rarity.

Gaea's Rage should be GG not 1G. Otherwise its the perfect SB card against Morphling for just about any 5 color deck. It should be somethign that makes Green more than just a splash.

Gaea's Shield isn't really playable. As it costs too much and the effect is rather bad. There aren't any mono-green decks that care about killing of X/1s on the 4th turn.

Shouldn't Gemstone Fountain require the removal of these Counters upon use?

I didn't view the second half and I skipped over a few minor typos I saw. Some of these cards look great, but some of them look unplayable. I know this is for casual games, but a some seem more like multiplayer casual cards, which, unfortunatly, Apprentice does not support.

I'd say even a bunch of the cards I submitted aren't good enough to see any play. Especially Serra Commander :) But I just figured every other color has one, and Plainswalk is funny. :)

Well, HAVE FUN and good luck.

-Eric


By Koen on Thursday, July 05, 2001 - 05:39 pm:

Opportunism
2UU
Sorcery
Look at target opponent's hand. Choose a non-land card in his hand. You cast that card as if it was in your hand without paying it's casting cost. If there's X in the casting cost, treat it as 0.
One should charish one's posessions as betrayal is in every corner

Chameleon Knight
WW
Creature - Knight
First Strike
W: Exchange power and toughness with target creature you control.
W: Exchange colour and creature type with target creature you control.
One should never underestimate the ability of the opponent to adapt to new situations
2/2

Shadow Knight
B
Creature - Knight
Whenever Shadow Knight deals damage to an opponent, you lose life equal to the total power of creatures you control.
Hired soldiers are efficient, but have their own motives which may conflict your goals.
3/1

Burning Desire
RR
Enchantment
Whenever target opponent plays an instant, Burning Desire deals an amount of damage equal to the casting cost of that instant to him or her.
Practicing war requires so many offers, which makes the war itself often not being worth the trouble.

Chaotic Boom
R
Instant
Chaotic Boom deals 3 damage to target creature or player and 2 damage to you.
It doesn't require the best of the best to be victorious versus some enemies.

Advantageous Sword
1W
Instant
Kicker 2U
Destroy target creature. It can't be regenerated. The creature's controller gains life equal to the toughness of that creature.
If you payed the kicker cost, draw cards equal to the power of that creature.
Patience is one of the most underrated combat skills.

The flavour text can be changed, as I am not that good in finding all those nice stylish words because I'm not a native english speaker.

So that were some of my ideas. We could also do T1 mini's with the new set! :)


By ETP on Thursday, July 05, 2001 - 05:42 pm:

the exerience that i have with evolution of the land, is that it doenst win games.. it may look like it could do some good.. but try actually playing it against people.. its harder than you think to actually break the damn thing.

Dauthi interest will be changed.
I think your right about gaea's rage.. making it too easy to SB is just cruel, so ill make it GG.
Gaea's Shield is on the watch list for unplayability, but it isnt gone just yet.. since it also kills morphling.
Gemstone fountain doesnt require removal because the effect works for both players, and thus it isnt really broken.. although removing counters idea is interesting and will be given further thought.

And as for many cards just sucking.. well, i mentioned above that many of them do.. artisans for instance is just filler and will be removed whenever we start needing space.


By ETP on Thursday, July 05, 2001 - 05:59 pm:

As for the cards that i really like:
spin's stuff.
**Spreading insanity.. i like this card, since ive already made land balance, it works well. Could get really really broken.. but thats what playtesting is for isnt it.
**Shivan Scorpion.. love the desertwalk
**Burnt angel..i think ill make the activation cost red, to fit the burning idea, and because its like flowstone ability which is red.

I think all the lands are a bit much.. making them legendary is basically like admitting they need to be restricted.

Koen:
**Opportunism, im making it 3UU to start but i like the card.
Im concerned about the balance on many of the cards.. do we need another lightning bolt?
And the advantageous sword is dismantling blow for creatures.. seems too powerful. chameleon knight is interesting.. but costs too little, and is the wrong color.


By Koen on Thursday, July 05, 2001 - 06:58 pm:

I think opportunity can be 2UU, I mean it can be responded to, aggressive decks have empty hands at that time, and it costs 4 so is easy to counter. The opponent might also just not have any usefull cards to cast yourself.
Treachery, to compare, gets you the best creature in play, untaps your lands. You're sure you get that creature, while opportunism might not gain you anything good at all.

I was comparing the other cards I made up to cards that exist already in Type 1. This set has got to have cards that really influence type 1 play. This is a Type 1 message board, so I assume that if we make this set, we want lots of new cards being played in our T1 decks. This inevitably means we will have to make them broken, or they would not be played at all. All we have to do is not making combo broken, as that is no fun at all, creatures and anti-creature stuff being broken is fine, as long as you don't get too early kills with creatures.

None of the cards I made up can be used in combo, so that's fine.

Chameleon Knight is just a better Warrior en-Kor that needs other creatures to work, which makes the ability not that amazing at all in Type 1.

Shadow Knight is really not broken, using it together with Carnophage etc makes you lose a LOT of life. It's only very good versus creatureless decks, which is good to keep combo in check.

Burning Desire, just a good anti-blue sideboard card. Chaotic boom is a better Incinerate, but worse vs other creature decks. I might even choose Incinerate over it, which means it's not broken not to print. And why not another bolt, red is creatures and burn, need to make a kind of bolt clone.
Then advantegous sword, just a swords to plowshares variant that costs 1 more, and gives card advantage when u have 5 mana left to kill a creature. When you have 5 mana left to kill a creature you should be winning anyway I think, vs aggressive decks. Dismantling Blow is exactly same, 1 more generic in casting cost, then 2U kicker cost for cards. At first I had kicker at 3U, so you might wanna do that, to make total casting cost same as Dismantling Blow. And BTW, I don't even see control decks using 4 copies of Swords to Ploswhares now in type 1, so it actually might need to be better then Swords to Plowshares.

So my opinion in short: Make these card broken enough so they actually ALL have an influence on Type 1 play!


By the rat on Thursday, July 05, 2001 - 07:16 pm:

llanowar magician
3GG elf
Tap, sacrifice a land, all lands target player controls produce mana of the sacrificed land.

(cool name)
2GG enchantment
choose and discard a card: choose target card in your graveyard and put it in your hand.

(cool name)
4BB enchantment
pay X life: draw X cards and then choose and discard X cards from your hand.

vortex
land
tap, add one colorless mana to your mana pool
3: untap target land.

protection sphere
2WW enchantment
0: redirect 1 point of damage from you to target creature you control.

energy ring
0 artifact
when energy ring comes into play, you take one point of damage
tap, add one colorless mana to your mana pool.

sinking domain
legendary land
when sinking domain comes into play, discard a card or sacrifice.
at the beginning of your upkeep, choose and discard a card from your hand or sacrifice sinking domain.
tap, add one blue mana to your mana pool for each card in your hand.

heightened domain
legendary land
when heightened domain comes into play, lose 5 life.
tap, pay X life, add X white mana to your mana pool.

now if your going to make a counterspell(I HOPE TO GOD THAT YOU WONT) but if you do, make this one

internal denial
2UU instant
internal denial cannot be countered.
counter target spell or ability.(mana abilities cannot be countered) a permanent countered this way is placed on top of that players library.


By Spin13 (Spin13) on Thursday, July 05, 2001 - 10:26 pm:

Yeah, I made the Spreading Insanity based on the model of Land Balance (which combined turn into a Balance). The hand part should never have been part of Balance, although I suppose in some ways its a drawback and in some ways its a Mind Twist.... Anyway, I've always liked Pox as the 'new' Balance (I happen to run 1 Pox in an otherwise non-pox black deck (still LD and discard, but more of a Voidless Void build)), but figured there could be a similar card that isn't quite as useful all the time, isn't quite a Mind Twist, but can be a great midgame card.

Who doesn't like Desertwalk?

Yeah, the Burnt Angel got changed around. For a While it was a 1BR casting cost and BR ability cost, but it got changed, although you are right, the name doesn't fit the final card, so it should be 1R: +1/-1
"The fall from Heaven starts with burnt wings" is probably an even better flavor text.

My personal favorite was the Daemon of Slanica. I think its balanced as its too slow to completely negate the drawback, and if you can't manage to cast a spell there is the chance that black spell will turn into a land. It also makes you keep land in your hand so you can hold onto your stuff like Mind Twist until they have a hand.
After submitting it however, I did think the discard (I believe I intended to make it this way, I just didn't) should be at Random. And make it during upkeep.

Daemon of Slanica
2BB, Creature -- Demon
5/5
During your upkeep discard a card at random. If this card is black, draw a card.

This makes sure the discard happens every turn. And remember, it may be good, but its still contending with Juzam and Negator, so even though the drawback CAN be an advantage, it has to be played well or in the right deck. I like it.

As for the Legendary Lands, the Alexandria card was more an afterthought than the rest. As for the others, I figured I'd make a set of legendary lands that weren't quite as comborific as the Saga set, but weren't exactly bad. The Red one is improved, while the blue one is worse, the White one is the most comborific, but demands the sacrifice of 2 BASIC plains, making similar to Serra's Sanctum in something like Parfait, while hard to break in a combo. The Black one is similar to Phyrexian Tower, though it adds black, but makes another land be used to generate the mana. Its somewhat comborific, in that it can be untapped and tapped for BBB but it requires a creature first. As for the green land, it helps 5-color green, while not being just a really good City for something like 5 color control. I think they are Legendary more because they are named after special places (it would seem improper to have 2 Heavens in play) which have abilities that in some way represent the place they make up. They are good, but wouldn't need to be restricted. They are just legendary because as I said there aren't 4 Heavens, 4 Hells, 4 Paradises, and 4 Cities of Atlantis.

Perhaps Ruins of Alexandria would need to be restricted, but I think the set of 1 per color is fine. Whether they get 'printed' is up to you, but don't include them because you think the legendary status might be there just because they ordinarily would need to be restricted. They all have great abilities and fair drawbacks.

-Eric


By Gzeiger (Gzeiger) on Thursday, July 05, 2001 - 11:02 pm:

Ruins of Alexandria seems fairly balanced as a legendary land with an activation cost of 2. It's not as though everyone wasn't running Wastelands anyway.

Parrot's Peace/Harmony seems way overpowered. If you thought the potential utility of Dismantling Blow was good... creature decks are hard enough to do without adding Swords to Keeper's Disenchant slot.

Please just one counter? We need this mechanic:

Meddle
U
Instant
Counter target spell. Return that card to its owner's hand.

Another try, probably more controversial:

Feat of Will
2WUB
Instant
Feat of Will can't be countered by spells or effects.
Counter target spell.

Helps Keeper fight mono-blue.

Or this:

Card name
UUUUU
Instant
You may reveal the cards in your library and remove four of those card of an opponent's choice from the game instead of paying Cardname's mana cost.
Counter target spell.

It can't be used by any of the control decks that annoy you, but instead would require a more redundant deck like Skies. The pitch-cost is negligible, but only in a considerably powered-down deck that's nothing like the reasons you hate blue. If this card is played, it will spawn a whole new deck type.

Alternately you could attach that pitch-cost to any other effect. Demonic Tutor might be the most interesting, or perhaps Jester's Cap.


By Tyger on Thursday, July 05, 2001 - 11:49 pm:

ok heres a cool card since everyone like desert walk:
Death Valley 1RB
enchantment
all lands count as deserts in addition to their normal land type.
any player may tap an untapped land to deal 1 damage to a creature attacking that player.
"In Death Valley, travelers DO expect a fight from the terrain."

flavor text modeled after the text on the stronghold Ensnaring Bridge.


By Tyger on Thursday, July 05, 2001 - 11:57 pm:

hmm im thinkin on makin a series of enchantments similar to death valley. i want to use real landmarks and use each combination of two colors


By Chicken No. 1, the Defender of the Fowls (Chickenno1) on Friday, July 06, 2001 - 09:44 am:

Negate
UU

You may choose to pay any amount of mana less when you play this spell.
Counter target spell unless your opponent pays 5 mana. For each 1 mana you pay less than the card's casting cost, your opponent pays 2 less.

I love the selectivity of these types of spell. You can turn them into a pitch spell or weaken them in an emergency, and use their full power when the game's going your way. A card for every situation.

----------
Niagra Falls
Land
Comes into play tapped.
During your upkeep, if Falls is tapped, add 3 blue mana to your mana pool. These can only be used to play spells.
Niagra Falls does not untap during untap step.

A land along the lines of the green enchantment Eladamri's vineyard. Provides mana at breakneck speed.....but you'd better have a way to use it! Only those who can play at least 1 spell a turn will find this useful, those relying mostly on abilities won't.


By White Knight (White_Knight) on Friday, July 06, 2001 - 10:59 am:

I've got some lose ideas...

Dark Study 1BB
Enchantment
B, pay 1 life: draw a card. You may not use this ability more than twice each turn.

Screeching Horror 1BB
Creature - Horror
When Screeching Horror comes into play lose 5 life.
5/5

Solar Eclipse WB
Instant
Chose one: Destroy target enchantment; Destroy target non-black creature.

Nature's Gift G
Instant
All lands may be tapped for mana of any color until end of turn.


By HavoK_DarK on Friday, July 06, 2001 - 02:48 pm:

ETP: I know you have a clear distaste for counters, but I believe the set needs them, so in return for counters being created, maybe an enchantment equalizer should be used, something to the effect of "0: Flip a coin, if you win the toss, counter target spell, if you lose the toss, you may not play spells until the beginning of your next turn."

Just a little thing I came up with, no idea about color/CC/ability cost, etc.......


By brimstone on Friday, July 06, 2001 - 03:20 pm:

ETP: I KNOW you don't like this but I'm proposing it anyway:

Sapphire Petal
CC: 0
T, Sacrifice Spphire Petal: Counter target spell.
Flavor: More beautiful and useful then a Lotus Petal.


By argeedoc on Friday, July 06, 2001 - 04:13 pm:

i was dreading having to contribute, on pain of being kicked out of BD for random drug abuse.

but. it. was. just. too. bloody. tempting.

nice job, ETP :)


Acolytec's Oath - 1UU
Sorcery
Each player reveals cards from the top of his or her library until he or she reveals a permanent. The player puts that permanent into play under opponent's control and shuffles all other cards revealed this way back into library.

JP's Hymn - 1BB
Sorcery
Each player removes a card at random from their hand and adds an amount of Black mana equal to that card's converted mana cost to their mana pool.

Sylv's Plow - 1GG
Sorcery
Each player chooses a land opponent controls. Put those card on top of their owner's library.

jelal's Gamble - 1RR
Sorcery
Each player reveals cards from the top of his or her library until he or she reveals a sorcery or instant. Cast these spells without paying the mana cost. If a spell has X in its casting cost, X = 0. Shuffle all other cards revealed this way back into library.

WK's Sword - 1WW
Instant
Each player chooses a permanent he or she controls with the highest converted mana cost. Remove the chosen cards from the game.

Trikky's Disk - 1
Artifact
During you upkeep, add 1 Tir counter on ~this~.
Spells cost an additional X to play, where X is the number of Tir counters on ~this~.
During each player's upkeep, he or she may pay 4 to remove a Tir counter from ~this~.

Nevyn's City
Land
As ~this~ comes into play, each player chooses a mana symbol. If a land can produce mana of the chosen colours, it produces colourless mana instead.
3T, pay half your life rounded up - Remove target land from the game.


By Nix (Nix) on Friday, July 06, 2001 - 04:26 pm:

i like dimensional nexus, though it is "comboriffic". but it does have a lot of draw backs. plus, vortex, argothain elder, mind over matter, etc. dont work with this.


By Lord_of_Rivendell on Friday, July 06, 2001 - 05:07 pm:

Here are two suggestions:

Name: Acidic Abacus
Type: Artifact
Cost: 6
Text: 3: Remove target counter from the game.
Flavor: "You never know what you can count on."
Rarity: Rare

Name: Terrorizing Turnstile
Type: Artifact
Cost: 6
Text: 3: Remove target token from the game
Flavor: "Facilitates passage from this life into the next."
Rarity: Rare

I may not have the costs right, but I think this is a manipulation of the game that has previously untapped. While both are powerful, you also need to expect that opponenets will be playing counters or tokens.

LoR


By ETP on Friday, July 06, 2001 - 06:50 pm:

ATTENTION!!!

Version 1.1 of the fantasy set is ready for download

For people who want to see what ive been working on you can download the cardinfo.dat from here:
http://www.angelfire.com/ne/kked/index.html

youll find it easy enough, since its the only link on the page.

What you do is you put your cardinfo.dat (from the sets folder) somewhere safe. Then place this one into the sets folder. Now open apprentice and voila.

You can search through the cards in 2 ways.
1) look for cards with BDchat in the flavor text box.
2) add the set ET-ETP to the list in the expansions file in the apprentice folder (open and edit using notepad)

Either way you will be able to check out all the cards and build decks with them to test out. If you are playing with someone else, both of you will need to use a copy of this cardinfo.dat to be able to read each others cards.


I know i have a bunch of filler right now. A lot of crap commons. I hope to eliminate them and use all balanced, but playable cards. So test them out and keep putting your ideas down.


By The Maxx,. the Guru of Foolishness (Maxx) on Saturday, July 07, 2001 - 12:29 am:

Posession B
Instant
Sacrifice a Black Creature: Gain
control of Target Nonblack Creature.
That creature gets +X/-X, where X
is the sacrificed creature's converted
mana cost.

Dream Toad 1GG
Creature - Toad 1/3
UU, T: Return Target creature to
it's owner's hand. Dream Toad does
not untap during it's controller's
next untap step.

Forgotten Kingdom
Land
Forgotten Kingdom comes into play tapped.
Discard a Card: Add two mana of any color
to your mana pool.
If Forgotten Kingdom is Untapped at the
end of your turn, return it to your hand.

The Maxx BU
Creature - Legend 3/4
When The Maxx comes into
play, discard two cards from
your hand.
3UU: Draw a card, The Maxx deals
damage to you equal to its power.

Just some ideas.

The Maxx


By ETP on Saturday, July 07, 2001 - 06:53 pm:

I have updated the site.. to make it actually look like a website. www.angelfire.com/ne/kked/index.html
all the links are currently dead, except for the link to the downloads page, and the link to actually download the cardinfo.dat.


By The Maxx,. the Guru of Foolishness (Maxx) on Sunday, July 08, 2001 - 01:18 am:

um make that:

Forgotten Kingdom
Land
Forgotten Kingdom comes into play tapped.
Discard a Card, T: Add two mana of any color
to your mana pool.
If Forgotten Kingdom is Untapped at the
end of your turn, return it to your hand.

That would just be sick if you didnt have to tap it.


By Nix (Nix) on Sunday, July 08, 2001 - 11:18 am:

did dimensional nexus get made? that card rocks, and i think it has enough drawbacks to not make it extremely broken. i mean, cmon, they printed tolarian academy, didnt they?


By Bob (Bob) on Monday, July 09, 2001 - 09:53 pm:

House of Squee
Land
T: Add 1 colorless mana to your mana pool
2: Return House of Squee to your hand. Use this ability only during your upkeep.

Demonic Colossus 1B
Creature - Demon 5/4
When Demonic Colossus comes into play, set your life total to 1.

Constant Migraine B
Sorcery
Target player discards a card from their hand.
BBB: Return Constant Migraine to your hand.

Demonic Imp B
Creature - Imp 2/3
When Demonic Imp comes into play, lose half your life, rounded down.

BBS SUCKS! 0
Instant
BBS SUCKS! can't be countered. If target player has any basic Islands in their deck, they lose the game.


By Sylvester (Sylvester) on Monday, July 09, 2001 - 10:33 pm:

you msut mean, if ~ is in the graveyard, return ~ to your hand.

Else, it doesn't make much sense


By Tyger on Monday, July 09, 2001 - 10:56 pm:

goran ivanisevic w
creature - athlete
this comes into play with one serve counter
tap, remove serve counter: this does one damage to any one target.
"Only a wild card would have such a wild name."

wimbeldon
legendary land
tap: return target athlete to owners hand.
tap: add w to your mana pool.


By Sylvester (Sylvester) on Tuesday, July 10, 2001 - 01:52 pm:

wimbledon...and shouldn't it be green?

I mean, it's on grass 8)


By Lord Fril (Fril) on Tuesday, July 10, 2001 - 06:54 pm:

Psi Bomb
BU1
Sorcery
Target Opponent Sacrifices a creature for each card in your hand

Purifing Wake
UW1
Sorcery
Target opponent ruturns X non-land perments to there owner's hand, Where X is equel the number of cards in your hand.

Symboitic Growth
WG1
Instant
Reveal Up to 2 target creatures get +X/+X untill end of turn.

Gaea's Wrath
GR1
Sorcery
Target Opponent sacrifices X artifact or enchantments, where X is equel to the number of cards in your hand.


Night of Chaos
RB1
Sorcery
Night of Chaos deals X damage divided as you choose among any number of creatures or players. X is equel to the number of cards in your hand.

just theme i just thought of. i know its simular to the Scent of X cards. but i didnt like the way they worked.


By Lord Fril (Fril) on Tuesday, July 10, 2001 - 07:04 pm:

i just relized how evil psi bomb is heres its new wording

Psi Bomb
BU1
Sorcery
Each player sacrifices a creature for each card in your hand


By Bob (Bob) on Tuesday, July 10, 2001 - 07:20 pm:

yea, thats what i meant sylvester.

House of Squee
Land
T: Add 1 colorless mana to your mana pool
2: Return House of Squee to your hand from your graveyard. Use this ability only during your upkeep.


By Bob (Bob) on Tuesday, July 10, 2001 - 07:20 pm:

yea, thats what i meant sylvester.

House of Squee
Land
T: Add 1 colorless mana to your mana pool
2: Return House of Squee to your hand from your graveyard. Use this ability only during your upkeep.


By manic on Tuesday, July 10, 2001 - 08:10 pm:

Pittance
W
Sorcery
Look at target player’s hand. Put a basic land card from that hand into play under your control.

Manic, befuddled fiddler of chaos
UU
1/2 legend
0: target a permanent in play
U, tap: You may look through target player’s library, select a card, and put that card into his or her hand. Target player may then look through your library, select a card, and put that card into your hand.
Flavor Text: Happy, sad, or just plain groovy?

Tir, High Prince of Janky Combos
UBRGW
0/1 Legend
GW: search through your library for a land card. Put that card facedown in play under your control. That card still counts as a land in play.
UR: search through your library for a nonland card. Put that card facedown in play under your control. That card has no abilities or color, but still counts as a perment under your control.
B, reveal two facedown cards under your control, remove these cards form the game: If both a nonland and a land card are revealed and removed in this manner, you win the game.
Flavor text: “THAT’S a combo?”

Goblin manic
R
0/2 Goblin
R: goblin manic does one damage to any target. That player, or the controller of that permanent, may pay 1 to do one damage to any target.
Falvor: “Woo-hoo! … Ouch!”

Unreal Death
BBB
Instant
Remove two target nonblack creatures form the game. You lose 2 life.

Unsure Acolyte
W
0/2 Priest
W: controller of unsure acolyte gains one life. Any other player may pay 1 to gain 1 life.
Flavor Text: head theologist of the secret underground sect of agnostics.

Ancient Light
W
Enchantment
Fading 6
All your white creatures in play gain +1/+1
Flavor Text: While its glimmer is but a pale shadow of its former glory, it has still inspired hope in the hearts of many a common man.

Bud Sport
G
Enchantment
Put a 2/2 creature token into play with the same name and color (but no abilities) of a target creature you control. If this enchantment leaves play, remove the token from the game.

Crazed Librarian
U
1/1 Librarian
1: Reveal the top card of your library to your opponent. Opponent may decide to put that card into your hand, or on the bottom of your library.
Flavor Text: Sort of a landmark at the Sylvan Library, nobody knew quite what to do with the old fellow.

Mox Quartz
0
Tap to add 1 to your mana pool.

Rewards of Reticence
GG
Enchantment
Each turn, on your upkeep, if target player has fewer cards in his or her library than you do, gain 2 life.


By Lord Fril (Fril) on Tuesday, July 10, 2001 - 08:39 pm:

NO MOX Quartz! bad idea! think of accadamy, or 1.x tinker!


By Radagast of the Wise, Mage of Ultima and Guardian of Beasts and Birds on Tuesday, July 10, 2001 - 08:45 pm:

Here's a LOT of cards:

Temporal Subversion UB
Multicolor Enchantment Rare
Your opponents' spells cost 1 more to play.

Turbulent Plane 1U
Blue Enchantment Uncomm.
Whenever you play a land, return target land to its owner's hand.

Chaotic Plane 1R
Red Enchantment Uncomm.
Whenever you play a land, deal two damage to target player.

Sacred Plane 1W
White Enchantment Uncomm.
Whenever you play a land, gain three life.

Corrupt Plane 1B
Black Enchantment Uncomm.
Whenever you play a land, put a -1/-1 counter on target creature.

Verdant Plane 1G
Green Enchantment Uncomm.
Whenever you play a land, put a +1/+1 counter on target creature.

Artificial Plane 5
Artifact Rare
Whenever you play a land, draw a card.

Krovikan Revenge B
Black Sorcery Common
Look at target player's hand and choose a black card from it. That player discards that card.

Fyndhorn Traitor G
Green Creature-Elf Common
1/1
Whenever Fyndhorn Traitor blocks or is blocked by a green creature, destroy that creature.

Bogardan Justice R
Red Sorcery Common
Destroy target mountain.

Zuran Meddling U
Blue Instant Common
Counter target blue spell.
Yes, I know this is better than Gainsay. Gainsay isn't that great.

Icatian Purge W
White Instant Common
Remove target white creature from the game.

Tidal Shaman U
Blue Creature-Merfolk Common
1/1
At the end of your turn, untap a land.

Reality Shift 3UUU
Blue Instant Rare
Choose creatures or lands. Return all permanents of the chosen type to their owner's hands.
You know how Catastrophe combined Armageddon and Wrath of God? This is the same thing for Evacuation and Sunder.

Zur's Ultimatum 3UUUU
Blue Instant Rare
Zur's Ultimatum can't be responded to. Counter all spells and abilities on the stack. Draw a card for each spell or ability countered in this way. Remove all spells countered in this way from the game. Untap up to seven lands.
Please don't kill me.

Zuran Enlightening XU
Blue Instant Uncomm.
Remove the top X cards of your library from the game. Until the beginning of your next upkeep, you may play those cards as though they were in your hand. At the beginning of your next upkeep, shuffle any you haven't played into your library.

Arcane Plunder XU
Blue Instant Common
Choose a color. Put the top X cards of target player's library into his or her graveyard. For each card of the chosen color put into that player's graveyard in this way, put the top card of that player's library into his or her graveyard. Repeat this process until you get no cards of the chosen color. Draw a card.

Icatian Patrol W
White Creature-Soldier Common
1/1
If an opponent controls more lands than you, this gets +1/+2.

Uthden Raider R
Red Creature-Goblin Common
1/1
Uthden Raider gets +1/+1 for each attacking creature you control.

Havenwood Rogue G
Green Creature-Elf Common
2/1
Havenwood Rogue can't be the target of your spells or abilities.

Krovikan Knight B
Black Creature-Zombie Common
2/1
If you control three or more lands, sacrifice Krovikan Knight.

Svyelunite Courier U
Blue Creature-Merfolk Common
2/1
Your opponents' spells can't be countered.

Zur, Reality Incarnation 3UUU
Blue Creature-Illusion Legend Rare
3/6
Flying. You may play Zur whenever you play an instant. When Zur comes into play, counter target spell. UUU: Remover Zur from the game. 3UUU: Return Zur to play. Play this ability only if Zur is removed from the game.

Retupmoc, Essence of Immortals WRUGB
Multicolor Creature-Elemental Legend Rare
1/1
Flying. U: Retupmoc can't be the target of spells or abilities until end of turn. W: Retupmoc gains protection from the color of you choice until end of turn. G: Prevent all damage dealt to Retupmoc until end of turn. B: Regenerate Retupmoc. R: You may return Retupmoc to owner's hand. Each of Retupmoc's abilities may be played only once each turn. Retupmoc gets +1/+1 for each of its abilities activated this turn.

Sucaba, Messenger from Beyond BWRUG
Multicolor Creature-Avatar Legend Rare
7/7
Haste. Sucaba can't be blocked. Sucaba can't be the target of spells or abilities. Activated abilities of permanents you control may not be played. Other creatures you control can't attack or block.
A lot of people are forgetting that the drawback means you can't tap lands... which means the only thing you can do with this out is attack with it and perhaps cast ACC spells.

Svyelunite Glider UU
Blue Creature-Merfolk Uncomm.
2/2
Flying. Svyelunite Glider can block only creatures with flying.

Uthden Spy RR
Red Creature-Goblin Uncomm.
2/2
Uthden Spy can't block or be blocked.

Stromgald Infiltrator BB
Black Creature-Zombie Uncomm.
2/2
Stromgald Infiltrator can block and be blocked by only black creatures.

Havenwood Berzerker GG
Green Creature-Elf Uncomm.
2/2
Havenwood Berzerker may deal damage to defending player as though it weren't blocked. Creatures blocked by Havenwood Berzerker may deal damage to you as though they weren't blocked.

Farrelite Crusader WW
White Creature-Soldier Uncomm.
2/2
Farrelite Crusader can block or be blocked by only creatures with power two or less.

The cards already in the patch by me: Holy Purging, Quickening Raja, Rynnia's Wishes, Shadow Plague (although mine costs BB...), Shadow Blast, Sinister Tutor (mine had cantrip...), Spell Drain, Upheaval, Purification.


By myself on Tuesday, July 10, 2001 - 09:32 pm:

you guys outta just go to mtgnews, they have a whole section for this kind of stuff


By argeedoc on Tuesday, July 10, 2001 - 10:17 pm:

found a card i like, might as well plagiarize :)

Radagast's Vex
XUB
Multicolour Sorcery Uncommon
Choose a color. Put the top X cards of target player's library into his or her graveyard. For each card of the chosen color put into that player's graveyard in this way, put one nonland card from that player's graveyard on top of his library.

"GPF - The Blue Screen of Death" -- B. Gates


By manic on Tuesday, July 10, 2001 - 10:23 pm:

Merchant’s Guile
UU6
Enchantment
Instead of the normal casting cost of a spell, pay the casting cost of any card in your graveyard instead.

Buffer Box
3
Artifact
All damage you receive is reduced by one. All damage done by sources you control is reduced by one.


By argeedoc on Tuesday, July 10, 2001 - 10:30 pm:

MrParrots Dream
Land
When ~this~ comes into play, sacrifice a land.
Target opponent chooses a land type. Tap all Islands and chosen land types. These do not untap.
When ~this~ is placed into a graveyard from play, you may search your library for a copy of ~this~ and put it into your hand.


By manic on Tuesday, July 10, 2001 - 10:35 pm:

Dripping Fire
RRR
Enchantment
Fading 8
Dripping Fire does one damage to target player in his upkeep.
Remove 2 fading counters: Do one damage to any target
Flavor text: Careful, it splashes.

Tired and Weary
WW
Sorcery
All creatures in play gain “Fading 2”
Flavor Text: Innumerable miles of mud beneath their heavy feet, unspeakable sights engraved upon their ashen faces, the army was ready to go home.

Merchant’s Guile
UU6
Enchantment
Instead of the normal casting cost of a spell, pay the casting cost of any card in your graveyard instead. If a casting cost includes X, X is 0. Merchant's Guile is countered if it comes into play froma zone other than your hand.
Flavor Text: A fool's born every minute.


By Sylvester (Sylvester) on Tuesday, July 10, 2001 - 11:01 pm:

manic:Tired and weary doesn't work as intended.

You must say like put 2 fading counters on all creatures. They all gain fading. or seomthing like that 8)


By ZorroXX on Tuesday, July 10, 2001 - 11:07 pm:

Here are some cards I thought of:

Paradise Island
Land
Tap: Add R, U, or G to your mana pool.

White Lotus
Land
Tap: Add 3 mana of any color combination to your mana pool.

Chaos Lord
Summon Lord
12WUBR
6/11
Haste, First Strike, Trample, Rampage 2, Cycling 5
Chaos Lord cannot be the target of spells and abilities.
Chaos Lord cannot be countered.
WU: Chaos Lord gains +0/+2 until end of turn.
BR: Chaos Lord gains +2/+0 until end of turn.
WB: Target player loses 2 life. You gain 1 life.
RU: Return target permanent to its owner's hand.
Tap, Sacrifice Chaos Lord: You gain 10 life, draw 3 cards, and put a card from your graveyard into your hand.


By manic on Wednesday, July 11, 2001 - 03:54 am:

Or maybe:

Tired and Weary
WW
Sorcery
Put three exhaustion counters on all creatures in play. During each player's upkeep, that player must remove an exhuastion counter from each creature under their control. When the last exhaustion counter is removed from a creature, bury that creature.
Flavor Text: Innumerable miles of mud beneath their heavy feet, unspeakable sights engraved upon their ashen faces, the army was ready to go home.


By Sylvester (Sylvester) on Thursday, July 12, 2001 - 12:44 am:

Hey, how about time walk machine(find better name 8)

2
Artifact
Comes into play tapped. Doesn't untap as during its controller's untap step.

At the beginning of your upkeep, you may remove the top two third of your library from the game(round up) to untap ~

2, T:Take another turn after this one.

Change two third so that it can'T be sued mroe than twice or thrice max...

What do you think?


By Sylvester (Sylvester) on Thursday, July 12, 2001 - 12:46 am:

as people pointed out, inster time vault errata here...charge coutners, etc. 8)


By Nix (Nix) on Thursday, July 12, 2001 - 02:27 pm:

so did dimensional nexus get made? also, i like the "do whatever when you play a land" cards. those just HAVE to be made. at least the white one. artificial plane is just like horn of greed, no?


By Lord Fril (Fril) on Thursday, July 12, 2001 - 03:57 pm:

i think the 2/1s for 1 are too strong.
how about this
Consuming Treefolk
G
Creature-treefolk
2/1
during your upkeep you may return a forest you controll to owner's hand, if you dont sacrifice ~this~.
Return a forest to your hand: ~this~ gets +1/+1 and gains trample until end of turn


By Radagast on Thursday, July 12, 2001 - 04:18 pm:

Lord Fril, honestly, would you really want to play with that treefolk in a type one?
Compare it to Spindrift Drake, for one thing, which I can't get to work no matter how much I want it to:

U, 2/1, creature-Drake
Flying
At the beginning of your upkeep, pay U or sacrifice ~this~.

The black one might be too strong, I was was worried about that myself, but we'll have to see. Also, I was trying to make a new card, but can't word it without forcing the card to be in size 3 text. The gist of it is it's a 1-3 mana instant that can only be played during your opponent's upkeep, and until the end of your next turn prevent all damage that would be dealt to you from sources you do not control, and if a card would leave a zone it's in, return it to that zone. (ie, if a card in play would leave play return it to play, same for graveyard etc.)


By Lord Fril (Fril) on Thursday, July 12, 2001 - 04:25 pm:

since you said you need some basics to fill the set.

Merfolk Magician
U
1/1
2:each player reveals a card at random.
Flavor Text: "...Any card, Pick any card at all..."
Goblin hypnotist
R
1/1
2:target creature can't block this turn. Use this ability only once a turn.
Flavor Text:After a drastic drop in the goblin population, the Goblins finaly learn how to hypnotize from the caves snakes.

Zombie Healer
B
1/1
2:Regenate Target Creature other than zombie healer. Use this ability only once a turn.
Flavor Text: Healers in life. Healers in death.

Gaea's Reclaimer
G
Creature elf
1/1
2:Put a basic land from your hand into play tapped. Use this ability once a turn and play as a sorcery

Combat Decoy
Creature-Soldier
1/1
2:Target Creature can't attack this turn. Use this ability once a turn.
Flavor Text:Only the best decoys live long enough to see the next battle.

i suck at flavor text so these will have to do.


By Lord Fril (Fril) on Thursday, July 12, 2001 - 04:27 pm:

stupid smily Face, its supposed to be Flavor Text: Only.....


By Mishra, the Pretender (Mishra) on Saturday, July 14, 2001 - 10:20 am:

Urza's Washing Program, 5, Artifact,

During your upkeep, put a "dirty clothe" counter on UWP.

Tap: Sacrifice: Target player gets a new deck to play with (Everything remains the same (e.g. lfes), just one deck is changed for another). Play this ability only if there are seven or more "dirty clothe" counters on UWP, only during your discard phase and only if you could play a sorcery.

WHAT???!!! Only during your discard phase? WHY???!!! Ehmm... me dunno, ask the Easterbunny or something


Easterbunny, GG2, Creature,

All Rabbits get +1/+1, G: Regenerate and sacrifice: target player gets you a carrot.

2/2

Carrot, that's the magic word, now say it again!
- Easterbunny to Eladamri, that prefers leaves instead of carrots -

U also should print some other rabbits in it (Rabbit Grizzly, Rabbits that can search for eachother...)

Have Fun!


By Lord Fril (Fril) on Saturday, July 14, 2001 - 11:09 am:

you count use USP, because sorcerys can only be played during your main phases. and you can only use that ability during your clean up phase


By ETP on Monday, July 16, 2001 - 05:19 pm:

Version 2.0 of the cardinfo.dat is up!!!
it has 335 cards. You can download it here:
http://www.angelfire.com/ne/kked/download.html


By Gzeiger (Gzeiger) on Saturday, July 21, 2001 - 12:36 pm:

Here are some more. Keep up the good work :)

Discovered Paradise
Land
Discovered Paradise comes into play tapped.
TAP: Add one mana of any color to your mana pool.

- I can't quite tell if it's playable or not, but it seems interesting. -

Rogue Armodon
0
Creature - Elephant
This card is a green card.
When Rogue Armodon comes into play, sacrifice a Forest or sacrifice Rogue Armodon.
2/2

- Could help Stompy resolve the dilemma about the Forest/Rogue Elephant mix by making the Elephants more reliable. -

Teferi's Weirding
3UU
Enchantment
Each player skips his or her draw step.

- I'm sure it can be broken if you think about it. -

Mind Rip
XB
Sorcery
Each player discards X cards from his or her hand.

- The balanced version. Could actually be useful in the right deck. I think. -

Cardname Efreet
1R
Creature - Efreet
Flying.
This can't block .
3/1


By ZorroXX on Saturday, July 21, 2001 - 01:14 pm:

Time Machine
4 Artifact
4: Take another turn after this one.

Doom
BB Instant
Remove target creature from the game.

Terrorize
1BB Instant
Look at target opponent's hand.
Choose one of those cards and remove it from the game.

End of the World
WUBRG Sorcery
All cards in play are removed from the game.
All players remove all cards in their hand from the game.

Wall of Space
3U Creature- Wall
0/12 (Walls cannot attack.)
UUUU: All creatures Wall of Space blocks are removed from the game.

Hellfire
8R Sorcery
Hellfire deals 10 damage to each creature and player.

Devastation
9BB Sorcery
All players life totals are 1. All non-creature permanents are destroyed. All creatures are 0/1 colorless creatures without any abilities.
All players discard until they have 1 card in their hand. Then all cards in all graveyards are removed from the game.

God's Intervention
WWWW Sorcery
This game is a draw.

Creation
WUBR Instant
Put target permanent removed from the game into your hand.

Infinite Vision
5WUBRG Sorcery
Draw your entire library.

Ultimate Giant
20 Artifact Creature
16/16 Trample, Haste, First Strike
Cumulative Upkeep: Sacrifice an artifact or artifact creature.

Ultimate Weapon
75WUBRG Summon Legend
25/25 Flying, Trample, First Strike, Banding, Haste, Flanking, Rampage 5, Cycling 1, Horsemanship, Plainswalk, Islandwalk, Swampwalk,
Mountainwalk, Forestwalk. Cannot be the target of spells or abilities. Can block creatures with shadow. When Ultimate Weapon comes into play you lose 20 life.


By The Maxx,. the Guru of Foolishness (Maxx) on Sunday, July 22, 2001 - 09:56 pm:

Mind Shackles 3UB
Enchant World
Whenever a player casts a spell,
that player discards a card, or
it is countered.

Acidic Djinn 2R
Creature - Djinn 3/3
During your upkeep, Acidic Djinn
deals 1 damage to you.
Whenever Acidic Djinn deals combat
damage to a creature, put a -1/-1
counter on that creature.

Limestone Golem 3
Artifact Creature - Golem 4/2
Limestone Guardian does not untap
during it's controller's untap
step if there is an island or
swamp in play.

Powder Efreet 1W
Creature - Efreet 3/2
Combat damage dealt to Powder
Efreet is reduced to zero.

Consuming Darkness 2BBB
Creature - Horror 1/6
0, tap a Swamp you control, pay
1 life: Put a 1/1 Darkling token
into play.
Whenever a White spell is successfully
cast, bury all Darkling tokens, and
lose 1 life.

Those should be fun...
The Maxx


By The Maxx,. the Guru of Foolishness (Maxx) on Monday, July 23, 2001 - 11:07 pm:

How about these......

Fleeting Image UU
Sorcery
Reveal cards from the top of your
library until you reveal a noncreature
spell. Put all other cards revealed
this way into the graveyard.
Until the end of this turn, you may pay
that spell's casting cost. If you do,
put it into your hand. Otherwise,
remove it from the game.
"Aravel envisioned a solution for an
instant. He didn't even blink before
he forgot it entirely"
-Jornals of Quod


Radioactivity UBG
Enchantment
Lands you control produce an extra
mana of any color when tapped for
mana.
Whenever you tap a land for mana,
put a -1/-1 counter on all creatures
that share a color with the mana
that land produced.
When there are no creatures in play,
bury Radioctivity.
The lives of my men are of no
consequence. Once I can complete
this devise, I am unstoppable.
-Aravel


Necranomicon 3
Artifact
B,Sacrifice a creature: Draw two cards.
This book only brings knowledge with
death. And sometimes the other way
around.


The Maxx


By FFF on Tuesday, July 24, 2001 - 09:56 am:

its a very basic idea... but thats what u want ?

In the middle ages in Europe we had no Black or White knights... Those are popular myths. But one thing did exist, a Green Knight.
These warriors had no master and yust wandered the land, searching for money or a job. They had a green shield, and were also called Doling knights (maybe bad translation).

Green Knight
GG
Creature - knight
First Strike , protection from black.
2/2

I chose black as its colour cause black is a bitch color

FFF


By Sean McCary on Tuesday, July 24, 2001 - 08:27 pm:

Light Ritual
W
Instant
Add WWW to your mana pool.

Harvest Ritual
G
Instant
Add GGG to your mana pool.

Tidal Ritual
U
Instant
Add UUU to your mana pool.

Flame Ritual
R
Instant
Add RRR to your mana pool.


By Lord Fril (Fril) on Tuesday, July 24, 2001 - 09:08 pm:

how about,

Hunting Moth
3GG
Flying
1/1
~this~ can not be countered by spells or abilitys.
Protection from Blue
When ever this is the target of a spell or an ability an opponent controlls ~this~ gets +0/+1 untill end of turn

DIE BBS!


By Sean McCary on Thursday, July 26, 2001 - 09:51 pm:

I hope everyone liked my idea for rituals for each color. Well here are some more cards I think might do well.

-Demon Creatures for Black and Red-

Demonic Flunky
CC: BR
Creature- Demon
Demonic Flunky cannot attack unless another demon attacks also.
4/2

Demon Lackey
CC: B
Creature- Demon
If Demon Lackey deals damage to an opponent you may put a demon card from your hand into play.
1/3

Hellfire
CC: 1R
Instant
Sacrifice a demon creature in order to play this.
Hellfire deals X damage to target creature or player.Where X is the demon's power and toughness combined.

Satan, Demonic Ruler
CC: 2BR
Creature- Legendary Demonic Lord
You may play Satan whenever you could play an instant. All demons gain +1/+1, mountainwalk, and swampwalk. Demons can't be the target of spells or abilities. If Satan is put into a graveyard from play, you may shuffle him back into your library.
3/3
Flavor Text: I'll never die!!!!

Singed Demon
CC: RR
Creature- Demon
First Strike. Trample. Haste. When Singed Demon comes into play, deal 3 damage to target creature or player.You may play Singed Demon whenever you could play an instant.
4/3

Demonic Teacher
CC: BR
Instant
Pay 4 life: Search your library for any card. Put that card into your hand. You may play it as an instant until the end of this turn.
Flavor Text: Remember to bring in your souls next week children.

You all said you wanted demon cards. Well you have a few for now.I'll be creating more tomorrow.

Sean McCary


By ZorroXX on Friday, July 27, 2001 - 12:13 pm:

Bestial Laboratory
2BBB Enchantment
3: Put a 1/2 black zombie token into play that has flying, flanking, and shadow.

Planar Shift
7UU Sorcery
Remove your hand and graveyard from the game. Put your entire library into your hand, then put any number of cards drawn this way back into your library.

Walking Wall
5 Creature- Wall
3/11 (Walls cannot attack.)
4, T: Walking Wall does 3 damage to up to 3 creatures.
6: Walking Wall gains +9/+9 and can attack until end of turn.
3: All Walls gain first strike until end of turn.

Phyrexian Geomancer
WUBRG Creature- Geomancer
1/2; Can't be the target of spells or abilities.
1: Target creature becomes any color combination until end of turn.
1: Search your library for a land card and put it into your hand.
2: Search your library for a nonland card and put it into your hand.

Victory by Numbers
3UU Sorcery
You win the game if you control at least 10 lands, control at least 10 creatures, control at least 5 enchantments, control at least 5 artifacts, and have at least 5 cards in your hand.

Victory by Bravery
3RR Sorcery
You win the game if all players have 5 life or less and if all players have less than 3 cards in their hands.

Victory by Death
3BB Sorcery
You win the game if any player has more than 20 creatures in their graveyard, if all players have at least 10 creatures in their graveyards, or if the total number of creatures in graveyards is 100 or more.

Victory by Honor
3WW Sorcery
You win the game if all players have no permanents in play and have more than 4 cards in their hands.

Simplicity
WWWW Sorcery
All creatures are 0/1 colorless creatures with no abilities. This also applies to any creatures that come into play this turn.


By Leviathan on Friday, July 27, 2001 - 06:27 pm:

Satan (or something more clever like Sinister Minsister)
Creature - Devil Legend
BBBRRR
6/6
RRR, T: Satan deals 6 damage to each other creature in play. If any creature is put into a graveyard as a result of this damage, remove it from the game instead and put a 1/1 black/red demon token into play under it's owners control.
BBB, T: You lose 6 life and Satan get's +7/+7 until end of turn.
1RB: Satan gains protection from White until end of turn.
Flavor Text: "Your Cash and credit cards will soon be obsolete."
-Satan

Digital Angel (Rare)
Creature - Angel
Digital Angel Can't be the target of spells or abilities.
2WWW (Kicker WW: If you payed the kicker cost, search your library for a Digital Angel and put it into your hand. Shuffle your library afterwards.)
Flying
3/4
WW, T: Search your library for a Digital Angel and put it into your hand.
1, Remove the top 4 cards of your library from the game: Digital Angel gains protection from the color of your choice until end of turn.


By Shayne on Saturday, July 28, 2001 - 02:18 am:

This is reposted from another chain but seems relevant here...


Anti-Morphling/Masticore:

G
1/1 critter
shuts off blue creatures' and artifact creatures' activated abilities as long as it's in play.


Anti-blue:

G
1/1 critter (elf?)
Only 1 of a players' islands untaps during their untap phase. Only 1 of your lands untaps in your untap phase.

G
1/1 critter
If this attacks and is not blocked the opponent returns one island to their hand for each point of damage this deals
to them.

Anti-Abyss:

G
1/1 critter
when this leaves play, bury all black echantments and all blue enchantments.

Anti-Keg/mass removal

GG
2/2 critter
Any time a spell or effect controlled by an opponent would cause you to place one or more creatures in the
graveyard you may instead place this in the graveyard.

And the following might help red vs. control:

Anti-blue card drawing:

Sudden Sirocco
1RR
Instant
This spell may not be countered.
All opponents reveal their hands. This deals opponents 1 damage for each card in their hand and this deals 1
additional damage for each blue card in their hand.


Anti-Morphling/Counters

Tropical Drought
1R
enchantment

upkeep cost: return a mountain to hand from play

this spell requires anyone who wants to counter it to sacrifice 2 islands as an additional cost

blue spells and blue permanents' activation costs now have the additional cost of sacrificing an island as long as
this is in play.


Tectonic Boil
RR
sorcery
uncounterable

sacrifice all your land, all opponents sacrifice all their islands.


By Elrond, the High Priest & Pokemon Slayer (Elrond) on Saturday, July 28, 2001 - 04:05 pm:

I've always wanted an anti-keg/pernicious deed card to stand a chance vs. BBS.


Emulating Beast (yeah, yeah...crappy name)
2G
Summon Beast
X:until EOT, the casting cost of ~this~ is equal to X plus its normal casting cost.
2/2


By ETP on Saturday, July 28, 2001 - 08:01 pm:

An update at the site: http://www.angelfire.com/ne/kked/index.html

there are now links to go to the html spoiler which has the white and blue sections completed (more to come in the days ahead, and a crappy plain text version to come aswell) and also a link to 14 card pictures that i have made.

I hope to make a whole Block and not just one fantasy set, so every card idea is still appreciated.


By Lord Fril (Fril) on Sunday, July 29, 2001 - 06:13 pm:

blastoderm Hide
2G
Sorcery
Target creature gains Fading.
Put 2 Fading counter on that creature.
Put 2 +1/+1 counters on targeted creature.
Targeted Creature Gains "Can't be the target of spells or ablitys"

Fril, Lord of Machina
4
Golem legend
~this~ gets +1/+0 for each artifact you controll other than ~this~
3/4
Rare

Fril's Decree
W
Instant
Target Player can't play instants until end of turn. All creatures loose all abliitys and become 1/1 creatures until end of of turn.


By ljhsdgaljhsadglhaglhs on Sunday, July 29, 2001 - 07:35 pm:

This can be a very interesting card:

Wall of ljhsdgaljhsadglhaglhs
1
creature - wall
tap: deals 0dam to target creature or player.
0/1

feel free to change the name... :)


By Leviathan on Sunday, July 29, 2001 - 08:25 pm:

Thought of this last night and wanted to see if it might work in your next set. By the way, some of the artwork looks really good. Are you going to get permission or are you just faking them for now?

New Card Idea:

Liberate
Instant
Uncommon
2WU
Look at target opponents hand. Choose a creature or land card from it and put it into play under your control.

"Freedom is not something that is given; freedom is something you must take"

(not quite an original quote, but close..."


By ETP on Sunday, July 29, 2001 - 08:34 pm:

Im just faking them for now, since the pics are just for fun and im not making any money at all i dont see any harm.
As for Liberate, i already have a similar card called Opportunism in the set.


By Leviathan on Sunday, July 29, 2001 - 09:03 pm:

Can you give us an idea of what the breakdown is that you are looking for? I mean like how many cards of each color, and how many creatures, sorceries, etc... or should I just keep posting random ideas?

Here's a land:
(I have a feeling there might already be a card similar to this, if so can someone tell me the name of it.)

Temple of Souls (can't think of a better name)
Land
Rare
T: Add B (could be W instead) to your mana pool for each creature that is in a graveyard.


By Lord Fril (Fril) on Sunday, July 29, 2001 - 09:31 pm:

Machina Titan
5
Creature-Golem
When this attacks or blocks you may discard a card at random, if you don't sacrifise ~this~.
7/7
Rare

Staff of Machina
2
Artifact
1,tap: choose one-tap target artifact creature or untap target artifact creature
uncommon

Machina Forge
Legendary land
tap: add 1 colorless mana to your mana pool
2,tap,return ~this~ to your hand: put target artifact into play from your graveyard. It gains Haste. Remove it from the game at end of turn.
Rare
Machina Leagionair
3
Artifact Creature-Soldier
2/2
1,tap:target artifact creature other than ~this~ gets +2/+1 untill end of turn.
Flavor Text:"Designed to apear human to cause confusion in battle, these soldiers become the outcast of Machina culture to defend it's borders"
Common

Fril's Inqisitor
GR
Creature-Judge
2:tap target Dancer
2/2
Flavor Text: Apon hearing the Dancers of Taria dealings with the vile shapeshifters, Fril began to hunt down every entertainer in his empire for questioning.
Common

Magma Blade
1R
Enchantment Creature
Enchanted creature gets +2/+0 and gains first strike. if ~this~ is put in the graveyard from play, return it to owner's hand.
Flavor text: The prefered weapons of the Machina Titans, as they can only weild it.
Common

Forge Guardian
2R
Creature-Smith
1:~this~ gains first strike until end of turn
R:~this~ gets +1/+0 until end of turn
1/3
Flavor Text: "They where once common gaurds, now unflappable acolytes of our firey god." Fril, Lord of Machina
Common


By Lord Fril (Fril) on Monday, July 30, 2001 - 08:40 am:

Fril, Lord of Machina is now Lord Fril, Machina Overseerer. Since it sounds better and its me...

Clockwork Scarab
2
Artifact Creature - Insect
1:~this~ gets -0/-1 and ~this~ gains flying until end of turn.
1/2
flavor text: The eyes and ears of the Machina army, these mechanical insects provide unnerving presence on the battlefield.
Common

Also the flavor text on magma blade dousnt make sense to me. it is is now:
Flavor Text:The prefered weapon among Forge workers, as they are only the few who can wield it.

Im also thinking about

Roku Elf
1G
Creature - elf
tap:add G to your mana pool
2/1
Flavor Text:Desendents of the long dead Llanowar elves, these reclusive elves have evolved to suit their much harsher Roku forest.
Common

i have made some character sketches of Lord Fril, Machina Overseerer

http://www.angelfire.com/oh2/staradder/fril1.gif
http://www.angelfire.com/oh2/staradder/fril2.gif
http://www.angelfire.com/oh2/staradder/fril3.gif

just copy and paste since i suck at html


By Nimrod on Monday, July 30, 2001 - 05:26 pm:

Ancestral Wise
2U (or UU)
Instant
Counter target spell unless it's caster pays 1 for each card in your hand)

Suicidal Rage
1RR
Instant
Target creature gets +2/+2, haste, and "sac this creature, deal 3 damage to any target".

Coloseum
RRR
Instant
Untap all creatures, all creatures gain haste, all creatures able to attack must do so, same with blockers

Faithfull Guardian
WW
Creature
~this~ doesn't tap to attack
2/2

Battle Tactics
UB
Instant
Target player discards a card, you draw a card.

Blurred Spider
3GGG
Creature
Can't be countered or targeted, can block creatures with Flying.
3/6


By Lord Fril (Fril) on Monday, July 30, 2001 - 06:37 pm:

just a word about wording, ETP
if a spell or ablity would grant an ability permently you need to word it like this
"Target creature has . #(This effect doesn't end at end of turn.)#"

also i would replace "gains" with "gets" as no card used "gains" any more.

additional cost cards should be worded like this
"As an additional cost to play Death Bomb, sacrifice a creature."

upkeep cost need to be writen like
"During your upkeep you may pay/do whatever. If you don't, this happens"
(which is usselly a sacrifise of some kind)

also cards like
Leave play abilitys, like Krun need to read
"When Krun comes into or leaves play, put a ...."

just a few things ive notaced


By Lord Fril (Fril) on Wednesday, August 01, 2001 - 08:06 am:

all right, blue is just to beatdown for this set. with a mana curve like 0cc-4, 1cc-16, 2cc-12 i think something needs to be done. since ETP has failed to put any burn in the set i perpose these two cards for emergancy inclusion

Searing Heat
1R
Sorcery
~this~ deals 3 damage divided as you like among any number of target blue creatures.

Lava
1R
Instant
~this~ deals 3 damage to target creature or player.

these cards are need to balance out blue in my oppioion


By ETP on Sunday, August 05, 2001 - 10:35 pm:

Version 2.1 of the fantasy set is ready for you to download. Please grab a copy and tell me what you think of the cards. Advice of revision and errata would be appreciated. Im close to the final version of this set (there will be more.. i plan on making a block).


By Voice of Reason on Monday, August 06, 2001 - 04:36 am:

I noticed with Thorn Grove

(Enchantment, Common, During your upkeep deal 1 damage to target player or flying creature for each counter on Thorn Grove.
GG: Thorn Grove Becomes a 2/2 creature until end of turn.)

That it doesn't say how it gets counters or if it starts with any.


By ETP on Monday, August 06, 2001 - 07:25 pm:

yeah, thorn grove is a card that confuses alot of people. the idea with thorn grove is to be creative, and try to place counters on him in any way you can. Look at the card "Thallid Breeding Grounds" for an example of how you could place counters on it. Combine those cards with a number of thallid creatures and you could have a strong damage engine. Also, spike creatures can transfer +1/+1 counters. There are plenty of oppurtunities to put counters on. And even without that ability, it is still a creature that can duck the abyss, wrath, balance, and other such spells in the same manner as mishras factory.


By Lord Fril (Fril) on Monday, August 06, 2001 - 10:25 pm:

i dont know about you guys but i think Champion Raja doesnt work as some one intended

Champion Raja
WUBRG, Creature - Raja Beast 4/4, Rare
When Champion Raja comes into play put a put a +1/+1 counter on every Raja you control.
WUBRG: Champion Raja Phases out
BDchat
(243/333)

when champ raja phases in it will not trigger its ability. how ever stuff will trigger when it phases out


By ETP on Tuesday, August 07, 2001 - 08:33 pm:

The first set is nearing completion, so if you have editing, and revision and flavor text please post it.

Furthermore, you can keep posting card ideas, since im in the process of making the first expansion set. :)


By ZorroXX on Wednesday, August 08, 2001 - 05:39 pm:

Opposition Aura
1UU Enchantment
UU: Counter target card.

Requiem
4BB Instant
All creatures are destroyed and put into your graveyard. They can't be regenerated this turn.

Useful Knowledge
UUUU Enchantment
1: Draw a card.

Forgotten Angel
4WB Summon Angel
3/3 Flying, First Strike, Attacking does not cause Forgotten Angel to tap.
WWBB: Remove target permanent from the game.
1W: Forgotten Angel gains phasing.
2: Forgotten Angel gains protection from any color of your choice.

Resentment
BBB Enchantment
BB: Destroy target creature. It can't be regenerated.

Crystal Dragon
X7WWW Summon Dragon
8/8 Flying, Trample, Rampage: X, Phasing
1: Crystal Dragon can't be the target of spells or abilities.
X, Tap: Gain X+1 life.

Bahamut
15WUBRG Summon Dragon Legend
12/12 Flying, Trample, Rampage: 6, Cannot be countered. Cannot be the target of spells or abilities. Can block creatures with shadow.
0: Phases out.
X, Tap: Target player loses X life. You gain X life.


By ZorroXX on Thursday, August 09, 2001 - 12:06 pm:

Fire Dragon
8RRR Summon Dragon
9/9 All Dragons gain haste.

Ice Dragon
8UUU Summon Dragon
9/9 All Dragons gain flying.

Thunder Dragon
8WWW Summon Dragon
9/9 All Dragons gain banding.

Forest Dragon
8GGG Summon Dragon
9/9 All Dragons gain trample.

Skull Dragon
8BBB Summon Dragon
9/9 All Dragons gain first strike.

Grand Dragon
X6WUBRG Summon Dragon
11/11 All Dragons gain Rampage: X

Nova Dragon
8WUR Summon Dragon
9/9 All Dragons don't tap to attack.

White Dragon
8WRG Summon Dragon
9/9 All Dragons gain flanking.

Illusionary Dragon
8WUB Summon Dragon
9/9 All Dragons can block creatures with shadow.

Earth Dragon
X8RGB Summon Dragon
9/9 All Dragons gain +X/+X.

Arc Dragon
8URB Summon Dragon
9/9 X: Search your library for any Dragon with a converted casting cost of X or less and put it into play.


By ZorroXX on Friday, August 10, 2001 - 03:35 pm:

Changes to some of my previously posted cards:

Crystal Dragon
8WUG Summon Dragon
9/9 All Dragons can become any combination of colors.

Bahamut
9WUBRG Summon Power Dragon Legend
12/12 Flying
All Dragons cannot be the target of spells or abilities.

Salamander
8RRRR Summon Power Dragon Legend
12/11 Flying
R: +1/+1 until end of turn.
XRRR: Salamander does X damage to target player and each creature he/she controls.

Odin
9WBU Summon Power Knight Legend
10/7 Flying, First Strike, Phasing
BB: Destroy target creature.
5BB: Destroy all other creatures.
Tap: Odin does 7 damage to target creature or player.

Atomos
9UBR Summon Power Beast Legend
11/8 Trample, Phasing
2: Target creature loses half its toughness, loss rounded up.
5: Target player loses half of his/her life, loss rounded up.

Alexander
9WWU Summon Power Knight Legend
8/12 Trample, Flanking, Phasing
XY: X creatures gain +Y/+Y.

Phoenix
9WRR Summon Power Bird Legend
6/6 Flying, First Strike, Phasing
W: Regenerate target creature.
XR: Phoenix does X damage to target creature or player.
If Phoenix is put in the graveyard, put a 3/3 red bird token with flying.

Hades
9BBR Summon Power Wizard Legend
9/6 Shadow, Phasing
B: Target creature gains shadow until end of turn.
BB: Tap target permanent.


By ETP on Friday, August 10, 2001 - 07:28 pm:

Alright... Im going to suggest that you download my set and take a look at the kind of cards i am creating, to get a feel for the cards that i am looking for. Unfortunetely none of the cards that zorroxx has made are suitable for the set.
The first post contains some really terribly broken cards, and cards that broken are not being considered. Furthermore, the dragons are too awkward, and do not balance well. Sealed games would be over before they got out, and type one decks would bother with them either.
Generally, cards that cost 12 mana without an alternate casting cost arent going to be placed in the set.


By ZorroXX on Sunday, August 12, 2001 - 12:23 pm:

Okay, here are some toned down versions of cards:

Fire Dragon
4RRR Summon Dragon
5/5 All Dragons gain haste.

Ice Dragon
4UUU Summon Dragon
5/5 All Dragons gain flying.

Thunder Dragon
4WWW Summon Dragon
5/5 All Dragons gain banding.

Forest Dragon
4GGG Summon Dragon
5/5 All Dragons gain trample.

Skull Dragon
4BBB Summon Dragon
5/5 All Dragons gain first strike.

Grand Dragon
XWUBRG Summon Dragon
5/5 All Dragons gain Rampage: X

Nova Dragon
4WUR Summon Dragon
5/5 All Dragons don't tap to attack.

White Dragon
4WRG Summon Dragon
5/5 All Dragons gain flanking.

Illusionary Dragon
4WUB Summon Dragon
5/5 All Dragons can block creatures with shadow.

Earth Dragon
X2RGB Summon Dragon
5/5 All Dragons gain +X/+X.

Arc Dragon
4URB Summon Dragon
5/5 X: Search your library for any Dragon with a converted casting cost of X or less and put it into play.

Crystal Dragon
4WUG Summon Dragon
5/5 All Dragons can become any combination of colors.

Bahamut
4WUBRG Summon Power Dragon Legend
7/7 Flying
All Dragons cannot be the target of spells or abilities.

Salamander
4RRRR Summon Power Dragon Legend
7/4 Flying
X,T: Salamander does X damage to target creature or player.

Alexander
3WWW Summon Power Knight Legend
3/6 First Strike
XWW,T: X creatures gain first strike.

Odin
5BBU Summon Power Knight Legend
4/3 Flying, Haste, First Strike
BB,T: Destroy target creature. It can't be regenerated.

Awkward Illusions
XXUU Sorcery
X creatures phase out.

Manipulation
2WWBB Enchantment
ABC,T: A creatures get +B/+C until end of turn.
XYZ,T: X creatures get -Y/-Z until end of turn.

Doom
BBB Instant
Remove target creature from the game.

Double Doom
1B Instant
Kicker: WB
Remove target creature from the game. You lose life equal to its toughess. If you paid the kicker cost, you don't lose life equal to its toughness.

Mana Machine
0 Artifact
Pay 2 life: Add one mana of any color to your mana pool.

Sacred Orb
0 Artifact
Choose and discard a card from your hand: Gain 2 life.
4, Discard your entire hand: Gain 20 life. You may only use this ability if you have seven or more cards in hand.

Rock Retriever
3 Artifact
Pay 2 life: Draw a card.

Destruction
1WBR Sorcery
Destroy target permanent.

Mana Surplus
1UU Interrupt
Counter target spell. Add X colorless to the countered spell's controller's mana pool, where X is the converted casting cost of that spell.

Bash
RR Interrupt
Counter target spell.

Intolerance
BB Interrupt
Counter target spell.

Heaven Orb
9 Artifact
White spells cost 2 less to play.

Water Orb
9 Artifact
Blue spells cost 2 less to play.

Flame Orb
9 Artifact
Red spells cost 2 less to play.

Forest Orb
9 Artifact
Green spells cost 2 less to play.

Evil Orb
9 Artifact
Black spells cost 2 less to play.

Dishonorable Knight
BBB Summon Mercenary
2/2 XB,T: Search your library for a mercenary card whose converted casting cost is X or less and put it into play.

I hope ETP will put in some of these now that they are more balanced.


By ETP on Monday, August 13, 2001 - 07:16 pm:

Ok, im going to ask you again... download the set before you make any more cards.
First of all, there is already an Ice Dragon (something you would know if you got the set) secodly i already have a mercenary searcher that works like linn sivvi.
Thirdly, you dont need to tone down most of your cards.. you need to delete them entirely. Look at Manipulation.. that is the single biggest piece of trash i have ever seen. And think.. just for a little bit... WHO THE HELL WOULD PAY 9 MANA SO THAT THEIR BLACK SPELLS WOULD COST 2 LESS.
Your creatures are, for the most part too costly to ever see play.
Do you even play magic the gathering? Why would ice dragon give all dragons flying.. practically the only dragon that doesnt have flying already IS icedragon.. And why the hell are there interupts? My god.. they stopped using interrupts a long long time ago. Salamander is basically crimson hellkite.
Destruction is a really Bad vindicate.


I am going to request that zorro x please stop spamming in my thread... Please do not write anymore in here.


By casual_scrub on Friday, August 24, 2001 - 04:31 pm:

Trisk
4
Creature Artifact
Trisk come into play with 2 +1/+1 counters on it.
Remove a counter from Trisk to have it deal 1 damage to any target.
1/1

Bob Marley
GG2
Creature Fanatic - Legend
1/5
G: Put a Buzz counter on target creature.
Creatures with Buzz counter does not untap during untap phase.
At the beginning of your upkeep remove all Buzz counter from play.


By casual_scrub on Friday, August 24, 2001 - 04:50 pm:

Adolf Hitler
RR3
Creature Fanatic - Legend
4/2
First strike
RR: Gain control of target land until end of turn.
Remember.

Overgrown Seeds
GG
Instant
Target creature you control get +5/+5 until end of turn, destroy it at the end of turn.
Do you think we can smoke that?

U.S.A. Justice
BB1
Sorcery
All player loose 1 life, then discard a card, all creatures get a +1/+1 counter.
Everybody as it's price.

Lupin's Wrath
UU3
Instant
Look at target player's hand, choose a permanent and
put it into play under your control.
That's yours... that's mine!

God
WW3
Creature Creator - Legend
Shadow
Any time you have less than 20 lifes, shuffle back God into your deck.
All other creature get -3/-0.
WW: Gain 2 lifes.
3/3
Life is what matters.

Ronald McDonald
RW3
Creature Clown - Legend
RW1: Target creature get -1/-1, Ronald McDonald get +1/+1.
3/3
Come on... dont eat that stuff!


By ZorroXX on Friday, August 24, 2001 - 06:16 pm:

Dude, I am sorry... I tried to make my cards more balanced... where can I look at the magic set?


By Y The Alien on Saturday, August 25, 2001 - 05:37 pm:

This MUST be in the set :).

Flailing Wumpus
2RB
Creature- Wumpus Legend
Rare
RRBT: ~This~ deals 2 damage to target creature or player. This damage cannot be prevented or redirected.
BBRT: ~This~ deals 1 damage to each creature and player.
2/2

Just put a B/R card named Flailing Wumpus in the set... I don't care what the card does :-).

Powerstone Charger
4
Artifact
XXT: Add X charge counters to ~this~.
2T Sacrifice ~this~: Deal X damage to target creature or player. This damage cannot be prevented. Creatures damaged in this manner cannot regenerate.

Loaded Revolver
4
Artifact
Loaded Revolver comes to play with 7 Bullet counters on it.
1, remove a Bullet counter from Loaded Revolver:
If heads, Loaded Revolver deals 1 damage to target creature or player.
2, Sacrifice Loaded Revolver: Draw a card
"Accuracy? Nah..just shoot a lot."

Soul Medallion
4
Artifact
~This~ comes into play tapped.
Sacrifice ~this~, T: Gain control of target attacking or blocking creature.
Even on the battlefield will your allies desert you."- Karamon

Lightning Sphere
2R
Uncommon
Enchantment
At the beginning of your upkeep, Lightning Sphere deals 1 damage to each creature in play.
3R: Lightning Sphere deals 1 damage to each creature in play.

Jungle Retreat
Legendary Land
Comes into play tapped.
If a creature you control would be put into the graveyard, you may tap Jungle Retreat to instead place the card facedown under ~this~.
2T: Put a creature card under Jungle Retreat into your hand.
T: Add G to your mana pool.

Parallax Flood 3WW
Enchantment
Fading 4
Remove a fading counter from Parallax Flood if it is in play: Put a fading counter on target permanent with fading.

Soulforce Bomb 3BB
Sorcery
Destroy all nonland permanents you do not control. Reduce your life total to one.

That will need balancing.

Safety Precaution 2UU
Enchantment
Fading 4
Name a spell card. If that spell card is played, counter it.

Fading is such a neat mechanic.

Transferance 1UU
Instant
Kicker 1UU
Counter target spell.
If you payed the kicker cost, you may play the spell as though you controlled it instead.

That will need wording changes.

Desperate Measures U
Instant
Counter target spell that would cause you to lose the game upon its resolution.


Terrestrial Rebuff 0
Instant
~This~ counts as a blue card.
As an additional cost to playing ~this~, sacrifice two Islands.
Counter target spell.

Fork Theurge 3RR
Legendary Spellshaper
2RRT, Discard two cards: Put an effect onto the stack.
It becomes a copy of target instant or sorcery.

Renaming, reference the rulings on Fork :-).


By casual_scrub on Monday, August 27, 2001 - 01:08 pm:

Living Monstrosity
GB4
Creature - Moss Zombie
GB: Regenerate
During your upkeep Living Monstrosity
deals 2 damage to each other creatures
in play.
4/4
The roots of all sickness.

The Avenger
RW5
Creature - Hero Legend
Haste, Attating does not cause The Avenger to tap.
R1: Deal 1 damage to any creature.
W1: Destroy target artifact or enchantment.
5/5
I will always win.

Little Fury
RRR
Haste, Trample
Sacrifice Little Fury: deal 3 damage to any target.
3/3
Little did they know.


By casual_scrub on Monday, August 27, 2001 - 01:29 pm:

Meek's Revenge
W1
Instant
Destroy target creature with power greater than 1.
It can be regenerated.
The taller, the better.

Holy Ground
WW1
Enchantment
All white creature you control gain +1/+1.
WW1: All creature you control gain +1/+1.
There no place like home.

The End
WB4
All player discard their cards.
Destroy all permanent in play, the cannot be regenerated.
Remove all the cards in all graveyard from the game.
Then all player search is library and put into play:
1 land, 1 artifact, 1 enchantment, 1 creature,
and shuffle their library.
It will come one day.


By casual_scrub on Monday, August 27, 2001 - 01:51 pm:

Infinite Harvest
GG1
Enchantment
G1: Target player draw a card.
3: Target player draw a card, any player may play this ability.
Back in the old days.

Overflows Chamber
3
Artifact
At the beginning of target player turn pay x,
where x is the number of card in that player hand,
Overflows Chamber deal 2 damage to that player.
I hope you know how to swim!

Urza's Trooper
3
Artifact - Creature
2: Urza's Trooper get +1/+0
2: Urza's Trooper get +0/+1
2/3
1-2-3-4, Come on trooper, here we go, 2-4-6-8...

Kragnor's Dogs
BRG2
First strike.
Cannot be blocked by 1 creature.
For each blocking creature, it get +1/+0 until end of turn.
4/4
The more you fight, the more you bleed.


By casual_scrub on Monday, August 27, 2001 - 02:26 pm:

Fungus's Soil
G1X
Sorcery
Bring 1 permanent from your graveyard into play
with X decays counter on it.
During your upkeep remove a decays counter from that
permanent. When there is no decays counter on
that permanent, remove it from the game.

Vile Force
BB2
Creature - Daemon
When Vile Force come into play,
each player discard a card, and sacrifice a creature.
3/3
Your skin start turning green...

Goblin Slinger
R
Creature - Goblin
Rt: Deals 1 damage to any target and 1 damage to you.
1/1
They cant even use a sling!

Rabid Wizard
UU2
All spells target opponent cast cost 2 more to play.
1/2
More is not enough.


By casual_scrub on Monday, August 27, 2001 - 02:49 pm:

Here the white planet... Golumbrus,
they go fast and are good persons.

Golumbrus's Folks
W
Creature - Folks
Can be played as an instant.
When Golumbrus's Folks come into play, you gain 1 life.
1/1
Golumbrus's peoples are all pure harted.

Golumbrus's Knight
WW
Creature - Knight
Can be played as an instant.
First strike.
2/2
Lightning speed blurred the vision.

Golumbrus's Paladins
WW1
Creature - Knight
Can be played as an instant.
Attaking does not cause Golumbrus's Paladins to tap.
Creatures blocking Golumbrus's Paladins get a -1/-1 counter.
3/3
It's just you and me.

Golumbrus's Sage
W3
Creature - Sage
Can be played as an instant.
Golumbrus's Sage can block 2 creatures each turn.
When Golumbrus's Sage come into play all your creature gains +0/+3 until end of turn.
1/5
As long as good will prevail on Golumbrus, i will prevail.


By casual_scrub on Monday, August 27, 2001 - 03:10 pm:

Mirrorshield Crusader
WW2
Creature - Knight
Whenever Mirrorshield Crusader is dealt damage,
you can redirect it to any creature.
2/4
They always fight on sunny days!

Temporal Skydiver
U3
Creature - Skydiver
Flying
When Temporal Skydiver come into play,
return target permanent to owner's hand.
2/3
I ad never see a could so close!


By casual_scrub on Monday, August 27, 2001 - 03:30 pm:

The Beast
GG2
Creature - Beast
Trample
5/5
Just plain simple.

Golumbru's Sun
WWW
Instant
All permanent in play are 1/1 white knight token with no abilities until end of turn.
And one day there will be light.


By casual_scrub on Monday, August 27, 2001 - 04:44 pm:

Elvish King
G1
Creature - Elf
When Elvish King come into play put a +1/+1 counter on all elves you control.
1/1
Elvish King dont take, they give.

Alpha Elf
Creature - Elf
GG1
G: Regenerate
3/3
Only the strongest survive.

Urborg Stalker
UB2
Creature - Stalker
Islandwalk, Swampwalk
3/2
Your best friend could be your enemy.

Hypnotic Frog
BB1
Creature - Frog
B1: gain flying
When Hypnotic Frog damage a player, that player discard a card at random
from is hand.
2/2
You know, i was looking at this frog and...


By casual_scrub on Monday, August 27, 2001 - 04:51 pm:

Hey we need counterspell

Lost
UU1
Instant
Counter target spell.
I have come a long way to see.

or a split counterspell

Again / and Again
UU / UU1

UU: Counter target creature spell.
UU1: Counter target non creature spell.


By casual_scrub on Monday, August 27, 2001 - 05:00 pm:

Green is suppose to be the color of creature

Octopuss Treefolk
GG3
Creature - Treefolks
G: Cannot be the target of spell or abilities.
G: Gain trample until end of turn.
G: Regenerate.
1: Gain +1/+1.
3/3
For him nowhere is everywere.


By ZorroXX on Saturday, September 01, 2001 - 10:21 pm:

Unseen Illusion
2UU Summon Illusion
1/2 cannot be the target of spells or abilities
0: Gains shadow.
0: Loses shadow.
1: Return Unseen Illusion to its owner's hand.

Impermanence
1UUU Enchantment
At the end of every turn, return all permanents to their owner's hands.

Sudden Revival
3W Sorcery
All players shuffle their graveyards into their libraries.

Phyrexian Geomancer
URG Summon Geomancer
1/3
1: Search your library for a basic land card and put it into your hand.
2: Search your library for a nonbasic land card and put it into your hand.

Ultimate Power
WUBRG Enchantment
W: Gain 1 life.
U: Target player draws a card.
B: Target player chooses and discards a card from his/her hand.
R: Do 1 damage to target creature or player.
G: Regenerate target creature.

Enhancer
WUBRG Enchantment
W: Target creature gains first strike until end of turn.
U: Target creature gains flying until end of turn.
B: Target creature gains shadow until end of turn.
R: Target creature gains flanking until end of turn.
G: Target creature gains trample until end of turn.

World Knowledge
WUBRG Enchantment
1W: Target creature gains plainswalk until end of turn.
1U: Target creature gains islandwalk until end of turn.
1B: Target creature gains swampwalk until end of turn.
1R: Target creature gains mountainwalk until end of turn.
1G: Target creature gains forestwalk until end of turn.

Aggressive Sliver
1R Summon Sliver
1/1 All slivers gain flanking.

Dark Sliver
1B Summon Sliver
1/1 All slivers gain shadow.

Mirror
X Artifact
Mirror is a copy of target artifact in your graveyard. X is the casting cost of that artifact.

Mirror Image
X Artifact Creature
*/* Mirror Image has the power and toughness and colors of target creature in your graveyard. X is the converted casting cost of that creature.
2: Mirror Image gains the characteristics of copied creature in the graveyard.

Counter Magic
1UUU Interrupt
Counter target spell. Put that spell into your hand.

Paradise
1, T: Add one mana of any color to your mana pool.

Goblin Mutation
RRRR Enchantment
All creatures are 1/1 goblin tokens with no abilities.

Phyrexian Defense
3RR Summon Wall
1/8 First Strike
0: Redirect any amount of damage done to any other creature do Phyrexian Defense.

Wall of Greatness
2UU Summon Wall
1/5 Flying, First Strike


By Puschkin, Defiant Vanguard Against The Phyrexian Invasion (Puschkin) on Sunday, September 02, 2001 - 07:58 pm:

"Impermanence
1UUU Enchantment
At the end of every turn, return all permanents to their owner's hands."

The most blue card ever!!! You win by decking? Or Raging Goblin?


By Will, the Serra Avatar (Will) on Monday, September 03, 2001 - 09:47 pm:

Serene Wave
WU
Sorcery (C)
Kicker 1B
Return target creature to its owner's hand. If you paid the kicker cost, destroy another target nonblack creature. It can't be regenerated.

Vigil Sliver
2W
Creature - Sliver 2/2 (U)
All Slivers get +0/+1 and have flanking.

Scrying Sliver
2U
Creature - Sliver 2/2 (U)
All Slivers get -1/-0 and have "Whenever this creature attacks and isn't blocked, you may pay 2. If you do, you draw a card and this creature deals no combat damage this turn."

Microsliver
0
Artifact Creature - Sliver 0/1 (C)

Mythril Sliver
2
Artifact Creature - Sliver 2/2 (U)

Phyrexian Plague Bomber
6
Artifact Creature 4/4 (R)
Flying
Whenever Phyrexian Plague Bomber deals combat damage to a creature, destroy that creature. It can't be regenerated.
3, Tap: Destroy target land.

Necrosis Sliver
4B
Creature - Sliver 4/4 (R)
All Slivers have "2, Tap, Sacrifice this creature: Destroy target nonblack creature. It can't be regenerated. Play this ability only any time you could play a sorcery."

Sliver Burst
WUB
Instant (C)
Put three 1/1 colorless Sliver creature tokens into play.
Draw a card.

Aeroheliopod
3UU
Creature - Monster 6/6 (R)
Flying
Whenever Aeroheliopod attacks, put a -1/-1 counter on it.

Vanquish
3B
Sorcery
Destroy two target nonblack creatures. They can't be regenerated.

- Will, the Serra Avatar


By Gzeiger (Gzeiger) on Tuesday, September 04, 2001 - 07:08 pm:



Inscrutable Purpose
1WW
Enchantment
If Inscrutable Purpose is put into a graveyard from play, put Inscrutable Purpose into play.

"What does it do?" whispered Gerrard.
"I don't know," replied Urza.


By James, Wizard Naive on Wednesday, September 05, 2001 - 12:44 am:

Hey Gzeiger, I dig that card.

This thread is so long, I felt I had to jump on the bandwagon. Here is a mini Force of Will.

Deja Vu
U1
Instant
You may return an island you control to its owner's hand instead of paying Deja Vu's mana cost. Counter target spell. Return that spell to owner's hand.


By casual_scrub on Wednesday, September 05, 2001 - 04:31 pm:

Hi ETP, could you please comment on the cards that came
after your last post or contact me at: l***m@n***t.com.


By casual_scrub on Wednesday, September 05, 2001 - 04:35 pm:

Hi ETP, could you please comment on the cards that came
after your last post or contact me at: l***m@n***t.com.


By Gzeiger (Gzeiger) on Wednesday, September 05, 2001 - 08:04 pm:

I still think this idea has merit. It really plays havoc with the very idea of control. To play it requires a threat-density well above what any control deck has managed to date. I think it could be the extra aggro-control card needed to push Slivers or a Meddling Mage deck into contention with the very top decks.

I know you hate counters, ETP, but I think you should consider this one. It's a potent weapon against countermagic of all kinds, and would help to level the playing field against the mono-blue that you so despise.

Desperate Ploy
UUUUU
Instant
If you control an island, you may reveal the cards in your library and remove five of those cards of an opponent's choice from the game instead of paying Desperate Ploy's mana cost.
Counter target spell.


By Littlesaltz (Saltz) on Wednesday, September 05, 2001 - 08:22 pm:

Hey, I looked in Legends for all those cool Legends that we never heard about again (I hoped Odyssey would be about them). Here's some cards based on them.

Standard of the Closed Fist
GW1
Enchant Creature

All creatures you control get +1/+0.
Enchanted Creature is a Legend, and gets +1/+2.

Shoeltunian Knight
WU
Creature - Knight
Flying
First Strike
2/1

Pavel's Guilt
1BR
Enchantment
B: Target Creature gets +2/-2 until end of turn. This ability may only be used on anyone creature only once each turn. If this would reduce a creature's toughness to zero or less, it is reduced to 1 instead
R: Target creature gets +3/+0. You may only use this ability on anyone creature once each turn. You lose 2 life. If the targeted creature deals damage to an opponant this turn, all other creatures you control take 1 damage.

I'm not sure how I came up with the last ability. :)

Tamar's Sandpits
Land
T, RWG: put 2 Red, White and Green Sand-Warrior tokens into play.
T: Add 1 colorless mana to your mana pool.

Bartel's Charge
1R
Instant
Bartel's Charge cannot be countered.
Destroy all enchantments on creatures you control.
Creatures you control do not tap to attack.
Creatures you control get +1/+1 until end of turn.

Livonya's Wrath
GGR
Sorcery
Destroy all non-basic lands. For each land destroyed in this way, sacrifice a land you control and lose 1 life.

Won't help blue, and it could help R/G Ernahm-Burn 'em.

I won't tell you what characters these are from..you can find out for yourself :).

These are probably a bit unbalanced, any ideas suggestions would be great.

Saltz


By casual_scrub on Thursday, September 06, 2001 - 01:01 pm:

Here a fixed version:

Livonya's Wrath
GR2
Sorcery
Destroy all non-basic lands.
Once the spell was broken, the land bacame a wasteland.


By casual_scrub on Thursday, September 06, 2001 - 02:17 pm:

Mefisto
RB3
Creature - Demon Legend
Protection from red and black.
RB3T: Destroy target creature, it cannot be regenerated,
it's controller take damage equal to it's power.
4/3


By casual_scrub on Thursday, September 06, 2001 - 02:38 pm:

Morpheus
UW3
Creature - Genius Legend
If Morpheus is put into your graveyard from play, shuffle it into your library.
U: Morpheus gain flying
W: prevent the next 3 damages dealt to Morpheus
3/5
Follow the white rabbit...

Sneaking Dogs
GG2
Creature - Dog
First Strike
Scardogs gains +1/+1 for each blocking creature
3/4
They know when to strike.

EarthKnight
GW1
Creature - Knight
Plainswalk. Forestwalk.
When EarthKnight come into play search your library
for a forest card and put it into play, then search for a plain card
and put it into your hand.
2/2
EarthKnight only fight when they are sure to win.


By EPITAPH-VII on Friday, September 07, 2001 - 05:27 am:

Reya the Fallen 7BBWW

Summon Fallen Angel Legend

Flying, first strike, trample, haste, rampage 7, protection from white, protection from blue.
When Reya the Fallen comes into play, sacrifice an angel or bury Reya the Fallen.
At the beginning of their upkeep, each player sacrifices two creatures.
7/9
"Her sword is your agony."

EPITAPH-VII


By cardless victim on Saturday, September 08, 2001 - 05:30 am:

what a cool thread. here are my thoughts. first dont bring back old mechanics. banding, rampage, flanking, that stuff is gone for a reason. get some fresh ideas. I have a few. one is "shuffleback" - cards that automatically shuffle them selves back into your library as part of their resolution if a certains condition are met (if they are countered of course they dont shuffle back). this adds a new dimention to deck building. here are some examples:

spark - instant R (common)
spark deals 1 damage to target creature or player. creatures damaged by spark cannot regenerate till end of turn. if spark damages a player then shuffle spark back into its owner's library as part of this spell's effect.

or here are some stronger ones:

erosion - sorcery RRR (rare)
shuffle erosion and target land back in to their respective owner's libraries.

cloud of hornets - enchantment GGG (rare)
you may play cloud of hornets any time you could play an instant. put 3 green 1/1 hornet creature tokens with flying into play. whenever one of these tokens damages a creature shuffle the damaged creature into its owners library. when there are no hornet tokens in play shuffle cloud of hornets into its owner's library. if you control no cloud of hornets, destroy all hornet tokens you control.

the evil eye - instant BBB
shuffle the evil eye and target non-black creature into their respective owner's libraries.


you start to see the possibilities. of course over powered rares could easily be abused,. espicially on apprentice where rarity doesnt really translate into a barrier. so you will want to be careful. something else that could be done would be to take effects we are already familliar with (disenchant, giant growth) and convert them to use this mechanic. example:

"boomerang" - instant 1UU
shuffle target non-land permanent into its owner library, that player then puts the top card of his or her library into his or her hand. if that player still controls more non-land permanents than you do then shuffle "boomerang" into its owners library as part of this spells effect.


I have another interesting mechanic, I call it puzzle creatures. a creature with a horibbly complex draw back or ability which, once understood allows the creature's potential to be unlocked. this is sort of a strech, but here are some examples:

goblin head shrinker - creature 2RR
1/1 when goblin head shrinker comes into play discard your hand.
X,Tap: target player discards their hand and draws X new cards. goblin head shrinker cannot be the target of spells or abilities unless it is tapped.

Phyrexian mole - creature 2B
5/5 flying. if phyrexian mole leaves your control you may shuffle your library.
X: look at the top X cards of target player's library, and replace them in any order. only your opponents may play this ability.
3: target opponent gains control of phyrexian mole permanently.

big daddy - crearure G
8/8 trample. big daddy cannot be the target of spells or abilities unless it is tapped. big daddy cannot attack or block unless it is enchanted.

its alittle tricky but if you had to you could make them work. obviously you cant build a whole set out of creatures like this but doing one rare (maybe make it a legend) in each color could add alot of flavor to the way a set plays, not to mention the story line. the charachter of Karn - silver golem could have been a wonderful "puzzle creature" if there wasn't already a card for him.

here is a puzzle artifact(not quite as tough as the other ones)

ancient millstone - artifact 4
ancient millstone comes into play tapped. ancient millstone doesnot untap durring it's controllers untap step. if ancient millstone is untapped, durring each players upkeep that player removes the top X cards of his or her library from the game where X is the number of cards in that players hand.
"once set in motion the great stone will grind into oblivion anything set beneath its burrs - jhoira, ghitu artificer"

lastly, I have a pet card idea that I would love to see in print (or aprentice as the case may be)

I give you, the uncounterable counter spell!!!

interference - instant UB
as an additional cost to play interference pay X life. counter target spell unless its caster discards X cards at random. while interference is a spell on the stack it cannot be the target of spells or abilities.

this card is powerful, true, but it is also balanced. very well balanced if you think about it.

well, thanks for reading


By ZorroXX on Saturday, September 08, 2001 - 04:57 pm:

Psychosis
UU Enchantment
1: Look at the top two cards of your library. You may put any of these on the bottom of your library.
1: Put the top card of your graveyard on the bottom of your library.
1: Shuffle your library.

Earth Manipulation
1G Enchant Land
Enchanted land can produce mana of any color.

Wall of Space
UUU Summon Wall
0/4 Flying
UUU: Wall of Space can block any number of creatures until end of turn.
UUU: Remove from the game target creature that Wall of Space blocks.

Barrier Enchancement
1WU Enchantment
Enchanted wall gets +1/+3 and has flying and first strike.

Death Clock
XB Instant
Target creature gains Fading. Put 5-X fading counters on that creature. When targeted creature dies, it is instead removed from the game.

Magic Mime
4U Summon Mime
1/2 Magic Mime cannot be the target of spells or abilities.
Whenever a player plays a blue spell, you may pay 4 to put a copy of that spell on the stack. You may choose new targets for that spell.

Hidden Dragon
WUR Summon Dragon Illusion
2/3 Flying
When Hidden Dragon is in play, all other Dragons gain +0/+2. At end of turn, Return Hidden Dragon returns to owner's hand unless its controller pays WUR.

Enchancing Tutor
B Sorcery
Kicker G and/or 4U
Search your libary for any card and put it on top of your library. If you paid the G kicker cost, put it in your hand. If you paid the 4U kicker cost, put it into play without paying its mana casting cost. (You still pay other costs for the spell.) Shuffle your library afterwards.

Comet
BR Instant
Does 3 damage to target creature or player. Comet is considered a colorless source of damage.

Master Tutor
XYYB Sorcery
Search your libary for X cards and put them on top of your library in any order. X cannot be more than 5. Search your library for Y cards and put them into your hand. Y cannot be more than 3.
You lose X+Y life.


By Matt The Great on Saturday, September 08, 2001 - 08:58 pm:

????
Artifact
5
When ~this~ comes into play, search target player's library for any number of creatures and remove them from the game. Then shuffle that library.
4,T: choose a card at random that was removed by ~this~ and put that card into owner's hand. Any player may play this ability.


Like a forced Skyship Weatherlight. Combo's with disenchant! Probably too powerful to be really useful.


By Matt The Great on Saturday, September 08, 2001 - 09:11 pm:

hm...I suck at names.

???
(Legendary?) Land
T, sacrifice a permanent: add two mana to your mana pool of any one color that the sacrificed permanent was.

Luna Ring
Artifact
1
T,: add 2 colorless mana to your mana pool. This mana may only be used to pay activation costs.

????
instant
B
add BB to your mana pool

????
Artfact - 6
If you control a creature with first strike, all creatures you control have first strike. The same is true for trample, flying, flanking, and shadow.


By card on Sunday, September 09, 2001 - 09:40 pm:

Here is a great one.
dark ritual for red but it doubles as burn.

Check this out

mana surge - instant RR
choose a color. each player adds an amount of colorless mana to their mana pool equal to the number of tapped permanents they control which can produce mana of the chosen color.

TA-DA!!!

think bigger fireballs. faster ursa's rages. or the blue player just tapped out on some annoying EOT effect...BURN BABY BURN!!!

I like it.


By ZorroXX on Monday, October 01, 2001 - 08:54 pm:

Here's new mechanics I just thought of:

Replacement: You may pay alternate casting costs.

Countering: Whenever a creature with countering blocks, that creature's controller may declare an extra attack phase, but the only creatures that can attack are those that have countering and blocked.

Recovery: If a spell with recovery is countered, you may pay the recovery cost to put that spell back on top of the stack.

Spell Alteration
U Instant
Recovery: UU
Change the order of spells on the stack.

Manipulation
WB Enchantment
1: Target creature gains +1/+0 until end of turn.
1: Target creature gains +0/+1 until end of turn.
1: Target creature gets -1/-0 until end of turn.
1: Target creature gets -0/-1 until end of turn.
If more than 4 is spent in any of these ways, bury Manipulation at end of turn.

Nova Wall
WUBR Summon Wall
Replacement: Sacrifice two walls you control.
When Nova Wall comes into play, you lose 3 life.
2/8 Flying, Phasing
Nova Wall can block any number of creatures.
BR, Tap: Remove from the game target creature that Nova Wall blocked this turn.
WU, Tap: Target wall gets +1/+5 until end of turn. Bury that wall at end of turn.

Horrific Specter
3BB Summon Specter
2/2 Flying, Countering
When Horrific Specter deals damage to a player, that player discards a card at random from their hand.

Black Hole
2UUBB Instant
Remove all permanents from the game.

Dark Matter
5 Artifact
Dark Matter comes into play tapped.
2, Tap: Remove target creature from the game.
2, Tap: Target player loses 3 life. You lose 2 life.

Lightning Sirocco
1RR Instant
Recovery: RU
Replacement: 1WR
Look at target player's hand. Choose a blue instant or interrupt that can counter a spell. That player removes that card from the game. Then search that player's library, graveyard, and hand for all copies of that card and remove them from the game.

Destruction
3WBR Instant
Remove target nonland permanent from the game. Then remove all copies of that card in play from the game. Then search that player's library, hand, graveyard, and phased out zone and remove all copies of that card from the game.

Tempest Orb
0 Artifact
3, Tap: Destroy target creature with flying.
4, Tap: Choose a color or color combination. All creatures of that color or color combination gain flying and trample until end of turn.

Roulette
B Enchantment
X, Tap: Flip a coin. If heads, target player loses X life. If tails, you lose X life.

Pending Losses
BB Enchantment
Fading 4
During your upkeep, put a loss counter on Pending Losses. When Pending Losses leaves play, Pending Losses does 1 damage to each creature and player for each loss counter on Pending Losses.

Save the Day/End the Day (Save)
W Instant
Put 3 fade counters on a permanent with fading.

Save the Day/End the Day (End)
B Instant
Target permanent gains fading. Put 4 fading counters on that permanent.

Strip Life
B Sorcery
Bury target token creature.


By ZorroXX on Monday, October 01, 2001 - 08:55 pm:

Here's new mechanics I just thought of:

Replacement: You may pay alternate casting costs.

Countering: Whenever a creature with countering blocks, that creature's controller may declare an extra attack phase, but the only creatures that can attack are those that have countering and blocked.

Recovery: If a spell with recovery is countered, you may pay the recovery cost to put that spell back on top of the stack.

Spell Alteration
U Instant
Recovery: UU
Change the order of spells on the stack.

Manipulation
WB Enchantment
1: Target creature gains +1/+0 until end of turn.
1: Target creature gains +0/+1 until end of turn.
1: Target creature gets -1/-0 until end of turn.
1: Target creature gets -0/-1 until end of turn.
If more than 4 is spent in any of these ways, bury Manipulation at end of turn.

Nova Wall
WUBR Summon Wall
Replacement: Sacrifice two walls you control.
When Nova Wall comes into play, you lose 3 life.
2/8 Flying, Phasing
Nova Wall can block any number of creatures.
BR, Tap: Remove from the game target creature that Nova Wall blocked this turn.
WU, Tap: Target wall gets +1/+5 until end of turn. Bury that wall at end of turn.

Horrific Specter
3BB Summon Specter
2/2 Flying, Countering
When Horrific Specter deals damage to a player, that player discards a card at random from their hand.

Black Hole
2UUBB Instant
Remove all permanents from the game.

Dark Matter
5 Artifact
Dark Matter comes into play tapped.
2, Tap: Remove target creature from the game.
2, Tap: Target player loses 3 life. You lose 2 life.

Lightning Sirocco
1RR Instant
Recovery: RU
Replacement: 1WR
Look at target player's hand. Choose a blue instant or interrupt that can counter a spell. That player removes that card from the game. Then search that player's library, graveyard, and hand for all copies of that card and remove them from the game.

Destruction
3WBR Instant
Remove target nonland permanent from the game. Then remove all copies of that card in play from the game. Then search that player's library, hand, graveyard, and phased out zone and remove all copies of that card from the game.

Tempest Orb
0 Artifact
3, Tap: Destroy target creature with flying.
4, Tap: Choose a color or color combination. All creatures of that color or color combination gain flying and trample until end of turn.

Roulette
B Enchantment
X, Tap: Flip a coin. If heads, target player loses X life. If tails, you lose X life.

Pending Losses
BB Enchantment
Fading 4
During your upkeep, put a loss counter on Pending Losses. When Pending Losses leaves play, Pending Losses does 1 damage to each creature and player for each loss counter on Pending Losses.

Save the Day/End the Day (Save)
W Instant
Put 3 fade counters on a permanent with fading.

Save the Day/End the Day (End)
B Instant
Target permanent gains fading. Put 4 fading counters on that permanent.

Strip Life
B Sorcery
Bury target token creature.


By Methos on Thursday, October 04, 2001 - 04:20 am:

here's a card i've wanted to see for a while.

card name
3BB
3/3
creature-Spectre Legend
when this come into play destroy target permanet
discard 2 cards at random: return this to it's owner's hand.

kinda balanced. doesn't prevent regen stopped by pro black and the discard at random prevents just hoarding extra land to it. and the casting cost prevents a speedy start. Still not sure what the name should be


By Mikey on Sunday, October 07, 2001 - 06:22 am:

I've got a few, I haven't bothered to read the whole thread since it's too damn big, but I doubt any of these have been posted yet.

Shifting Terrain
Land, Rare
When ~this~ comes into play, choose a land in play. ~This~ becomes an exact copy of that land.

"Hey Tyriax, Where'd all the trees come from?"

Goblin Junkie
R, Creature, Uncommon
When ~this~ comes into play, put 4 +1/+1 counters on ~this~. During your upkeep, remove a +1/+1 counter from ~this~.
0/0
"It's been three days since my last fix!"

Sentimental Value
WWW, Enchantment, Rare
When ~this~ comes into play, put 3 sentiment counters on ~this~. Remove a sentiment counter from ~this~, counter target spell or ability that targets you or a permanent you control.
"Hey, that's important to me!"

Dark Days
2BB, Sorcery, Rare
Sacrifice all creatures you control. Destroy all non-black creatures controlled by all opponents. They can't be regenerated.
"Terrible times are upon us."

Ritual of Faith
W, Instant, Common
Add WWW to your mana pool.

Arrogant Wizard
3UU, Creature, Rare
You cannot play spells.
X:Counter target spell unless that spell's controller pays X.
1/3
"All I need I can find within myself."

Skulking Assassin
1BB, Creature, Common
If ~this~ is the target of a spell or ability, bury it.
Pay 3 life: Destroy target creature.
0/1
"All living things must die sooner or later. My job is to see that it happens sooner, rather than later."

Common Knowledge
U, Instant, Common
All players draw 3 cards.
"Everybody knows that card drawing is a good thing."

Desperate Effort
G, Instant, Uncommon
Target creature gets +X/+X until the end of turn, where X is that creature's casting cost. Bury that creature at end of turn.
"Sometimes, you have to look deep inside for the strength to accomplish the job at hand."

Murderous Intent
B, Instant, Common
~This deals X damage to target creature, where X is the targeted creature's toughness minus 1.
"I tried to kill him..." Ragnar, Incompetent Assassin.

Mind Knife
BB, Sorcery, Uncommon
Target player removes a card in his or her hand from the game.

Mixed Loyalties
WB, Enchant Creature, Common
During enchanted creature's controller's upkeep, target opponent gains control of enchanted creature.
"I'm not sure which side I'm on anymore." Iori, Tethian double-agent.

Frenzied Battle
1R, Enchantment, Uncommon
RR, Target creature gains haste and first strike until end of turn. ~This~ deals 1 damage to you.

Isle of Elba
Legendary Land, Rare
Tap: Tap target creature. That creature does not untap during it's controller's next untap step. That creature's controller may pay 2 or 2 life during his or her upkeep to untap a creature tapped this way.
"Able was I ere I saw Elba." Napoleon Bonaparte

Flying Fish
U, Creature, Uncommon
U: ~this~ gains flying until end of turn
1/1


By methos on Monday, October 22, 2001 - 08:04 pm:

bump


By Mishra, the Pretender (Mishra) on Thursday, October 25, 2001 - 03:18 pm:

What about this one? (Also featuring a new abilty-crash- which alows you to sacrifice creatures to do damage equal to their power).

Osama Bin Laden
5
Summon Terrorist Legend
1/1
When this comes into play, put ten Jihadcounters on it.
Remove 1 Jihadcounter: Gain control of target flying thing.
Remove 1 Jihadcounter: Crash (You may sacrifice a creature and have it deal damage equal to it's power to any target)
Pay two life: put 1 Jihadcounter on target terrorist

--Hah! Those towers were definatly not aircraft proof--

Koersk
Summon Russian Nuclear Submarine
0/10

Counts as a wall.
4, 4life :gets +5/+5 and can attack. Shuffle back in library after the attack.

--Oh man, if we fail, those Dutch have to get us up again!--

Have Fun!


By Rolin623 on Thursday, October 25, 2001 - 08:24 pm:

If only the Altered Status cards from Inquest #45 could be used . . . Here they are!

Juzam Efreet - WW2 - 5/5 - Summon Efreet - Gain 1 life during your upkeep. Juzam Efreet cannot attack unless your opponent dealt damage to you either this turn or during his or her last turn.

Serra Succubus - BB3 - Summon Demon - Flying. When Serra Succubus attacks, tap all non-flying creatures defending player controls. - Born with wings of darkness and a sword of poison, this demonic incarnation embodies both pain and suffering.

*Farmer Sengir taken out because it was stupid*

Order Orb - 2 - Artifact - 1, T, Sacrifice: Your opponent must place all cards in your craveyard side-by-side on the table. Flip Order Orb 360º from a height of exactly one foot above the table. Any of the placed graveyard cards it touches are returned to your hand. The rest return to your graveyard.

Shivan Drake - UU4 - Summon Drake - 5/5 - Flying. U: Shivan Drake gets -1/-0 until end of turn. Put a -0/-1 counter on target creature. Use this ability only when Shivan Drake is attacking and only when Drake's power is greater than zero.

Angelic Tutor - W1 - Sorcery - Search your opponent's library for any one card, show it to all players, and add it to your hand. For the remainder of the game, your are the owner of that card. Shuffle your opponent's library aftwards.

White Lotus - 0 - Artifact - T: Gain three life. At the end of the turn, put White Lotus on top of it's owner's library. - Everything has a price-even that which is free.

Unrepentant Blacksmith - R1 - Summon Smith - 1/2 - Protection from White. Sacrifice an artifact: Add R to your mana pool. - "The shrieks of the Bottle Gnomes are what make my job worthwhile." Fernand Blackheart

Note: Farmer Sengir was moronic. The flavor text was horrible and it was a horrible reversed version of Baron Sengir.

Xtra cards added by me:

Blessed Scroll - 1 - Artifact - 1, T: Name a card in your hand. Target opponent chooses a card at random from your hand. If the opponent picks the chosen card, you gain 3 life. If not, target opponent gains 3 life. You may pay 2 to prevent this life gaining effect. - "Hmm, maybe we shouldn't burn the scrolls . . . " - Tahngarth

Napalm Gnomes - 3 - Artifact Creature - Sacrifice Napalm Gnomes: Napalm Gnomes deals 3 damage to any target. If Napalm Gnomes is in your graveyard, you may pay 3 life to return Napalm Gnomes to your hand. - "Take this, Fernand Blackheart!" Napalm Gnomes

Oceanic Ridge - UR1 - Enchantment - 2, Discard a card from your hand: Put two 1/1 Volcanic Merfolk tokens into play. - "Yummm, smoked fish . . . " Orgg


Good Luck and Good Work!


By Guybrush, Magical Monkey (Guybrush) on Friday, November 09, 2001 - 10:29 am:

Hey everyone, mishra the pretender is da best!


Add a Message


This is a public posting area. If you do not have an account, enter your full name into the "Username" box and leave the "Password" box empty. Your e-mail address is optional.
Username:  
Password:
E-mail: