Subterfuge; New Cards

F

FoundationOfRancor

Guest
I think 5 pages is long enough for a new thread:)


Docile Wolf -Common
GG
Creature -Wolf
2/1
You may include up to six copies of Docile Wolf in your library.
3G,T: Look through your library for a Docile Wolf card and put it into play. Shuffle you libary.

Frenzied Wolf -Uncommon
GG
Creature - Wolf
3/3
You may only include two copies of Frenzied Wolf in your library.

Warriors of Glass -Uncommon
2
Creature - Golem
3/4
When any other creature comes into play, sacrifice Warriors of Glass

Memory Catcher -Rare
6
Artifact
Whenever a non-permanent spell you control goes to the graveyard, you may pay 3 and return that spell to your hand. If you do not, you lose 4 life.
"Its to bad she wont live, but then again, who does?"
-Blade Runner


Kindred Souls -Rare/Uncommon
WWW
Enchantment
When Kindred Souls comes into play, choose a creature type and color.
All creatures of the chosen type gain protection from the chosen color.

Larva -Common
0
0/2
If you control another creature, Larva gets +1+0.

Willing Sacrifice -Common/Uncommon
UU
Instant
As an additional cost to play Willing Sacrifice, discard a creature.
Counter target spell.

Grinding Mill -Rare
6
Artifact
When Grinding Mill comes into play, choose a card type (Sorcery, Creature, Instant, Land)
T,X+3: Look at target players library and remove a card of the choosen type with a casting cost X or less from the game. Shuffle the library.

-BIG run on sentence...but where can we throw a period?


Rift and Reality -Rare
UBR (Or 3UU)
Sorcery
You and your opponent each gather all the creatures in play and place them into 2 face down piles.
Each player chooses one pile, and then puts all creatures in that pile into play under his/her control.

Arc of Ages -Rare
1
Artifact
3, Discard two lands from your hand: Your oppenent shuffles two cards either from their hand or two cards in play they control into his or her library. They shuffle that library afterwards.

Welding Tool -Rare
1
Artifact
During your upkeep, sacrifice all other artifacts you control unless you pay 6.
T, You are dealt two damage: Search through your libary for an artifact card and put it into play. Shuffle your library afterwards.

Reserve Burner -Uncommon/Rare
4
Artifact
Skip your draw phase
You now have a second attack phase after your second main phase.

Sewer Lurker -Uncommon/Rare
5R
Creature- Monster
Sewer Lurker has power and toughness equal to the number of lands in all players graveyards.
*/*

Firerain -Common/Uncommon
RR
Sorcery
Destory target non-basic land

Call of the Minotaur -Uncommon
2RR
Enchantment
Sacrifice a creature: All creatures you control get +X/+0, where X is the sacrificed creatures power. Use this ability only once each turn.

Aether lightning -Common
2R
Instant
Your oppenent chooses: Your oppenent sacrifices a creature, or aether lightning deals 3 damage to target creature or player.

Stroke -Common/Uncommon/Rare
R
Enchantment
Whenever a creature deals damage that sends another creature to a graveyard, put a Buildup counter on it.
Whenever a creature has three Buildup counters on it, its controller must sacrifice it and a land.

Heart Attack -Common/Uncommon
RR
Sorcery
Target creature gets a -1-1 counter.
Any creature that is targeted by heart Attack a second time is destroyed.
When Heart Attack goes to graveyard from play, return it to your hand.

Spiked Dragon -Uncommon/Rare
4RR
Creature-dragon
0/0
Flying
Spiked Dragon comes into play with 4 +1+1 counters.
4,Remove a counter: draw a card.

Luna Peddler -Uncommon
2RR
Creature -Dwarf
3/1
Your oppenent gains control of a land you control: Add two mana of any color to your mana pool.
Your oppenent gains control of an enchantment you control: This creature gets +2+2 and trample untill end of turn.

Alpha Flare -Uncommon (Needs a name)
3R
Sorcery
Alpha Flare deals 2 damage to target creature or player. If that creature’s controller or that player has 18 life or more, Shivan Flare deals an additional 4 damage to target creature or player.

Drifitng Tumblweeds -Common
Land
Drifting Tumbleweeds comes into play tapped.
T: Add W to your mana pool.
W: Regenerate

Wayward Isle -Common
Land
Wayward Isle comes into play tapped.
T: Add U to your mana pool.
U: Regenerate

Sinking Marsh -Common/Uncommon
Land
comes into play tapped
T: Add B to your mana pool .
TB, sacrifice Sinking Marsh: Destroy target land that can produce white mana

Mold Coverings -Common/Uncommon
Land
Mold Coverings comes into play tapped
T: Add G to your mana pool.
TG, Sacrifice Mold Coverings: Detroy target land that can produce blue mana.

Thrashing Death -Common
BB
Instant
Destroy two target non-black creatures that share the same creature type.
You lose 2 life.

Communal Draw -Rare
4GG
Enchantment
Sacrifice Commmunal Draw: You and your oppenent switch control of each others lands.

Myth -Rare
2WW
Enchantment
During each players upkeep, that player may go through his or her libray and put an enchantment card into play, then shuffle their library.
At the end of each players turn, that player sarifices an enchantment.

(The original card, and the version I like better, said "At the end of your turn, destroy a random enchantment in play" but I know alot of people dont like random effects...or do they?)

Vampire's Blood -Common/Uncommon/Rare
3BB
Enchantment
3: Destroy target creature an opponent controls. Your opponent then chooses a creature you control and destroys it. Vampires cannot be destroyed in this way.
3B: Put a 1/1 black vampire token into play that has flying.

Knight of the Wild -Uncommon/Rare
1UU
Creature-Knight
2/2
When Knight of the Wild comes into play, choose a creature type.
Whenever a creature is played of the choosen type, draw a card.

United Cause -Rare
4WW
Sorcery
Put a 1/1 white soldier token into play for each white mana producing land you control.

Supply Lines -Uncommon
Enchantment
1W
During your upkeep, pay WW or sacrifice Supply Lines and destroy all Settler tokens in play.
Sacrifice a land: Put a 1/1 white Settler creature into play with first strike and protection from black.

Fetish Vampire -Uncommon
3B
Creature -Vampire
1/3
Flying
At the beggining of your upkeep step, you may remove a counter from a permanent in play.

Deeper Riddle 2U
Instant
Target creature gains "This creature cannot attack if you control more than one creature.
This creature cannot block if you control one creature." Draw a card.
I am never quite what I appear to be. Straight-forward I seem, but it's only skin deep, for mystery most often lies beneath my simple speech. Sharpen your wits, open your eyes, look beyond my exteriors, read me backwards, forwards, upside down. Think critically and answer the question...what am I?

Stand Still -Uncommon/Rare
2WW
Enchantment
As an additional cost to play Stand Still, sacrifice all creatures you control.
Creatures may not be played, and cannot attack.
Sacrifice all creatures you control: Destroy Stand Still. Any player may play this ability.
 
D

DÛke

Guest
...

Spirited Possession (5WW)
Instant
Target creature loses all abilities and becomes an X/X creature until end of there turn, where X is your life total.

...
 
D

Duster

Guest
In the beginning of this set, we made a decision to not create any named mechanics or use any cycles of cards. I've been thinking about this a lot and I think if we did use these things, it would make this set much more realistic.

A new named mechanic adds depth to a set and lends something to build on in the expansions.
Cycles promote very strong color balance.

We've had many very interesting ideas used in the submitted cards, and all that really needs to be done is attatch a name to them and make them a mechanic.
For example, DUke's multicolor upkeeps in the original thread could be easily shortnened and made into a mechanic.
The reduced casting cost cards I submitted during the last thread could also be easily converted into a mechanic.

In my opinion, mechanics add personality to a standalone.

While I'm not quite so partial to Cycles, I think that they definately are a help to balance the colors.

I was thinking about starting a new thread with these ideas, but all we need is to hog another thread with this stuff :)
Please discuss this!

That's all for now,
Dustin
 
F

FoundationOfRancor

Guest
Im all for cycles and mechanics.

But for a new named mechanic.

And for little explored cycles (Cycling, Opal...etc...)
And even then, very little of that.
 
F

FoundationOfRancor

Guest
Pet Dragon -Uncommon
G
Creature -Dragon
Flying
Whenever you play a spell, you may pay GG or R. If you do, put a +1+1 counter on Pet Dragon.
1/1 (Maybe 0/1?)

Mythical Familiar -Rare
1GG
Creature -Owl
Flying
Enchantments you control cannot be the target of spells or abilties.
1G, Sacrifice Mythical Familiar: Search your library for an enchantment card and put it into play.
1/1
 
F

FoundationOfRancor

Guest
Dwarven Carpentry -Common/Uncommon
1R
Enchantment
When Dwarven Carpentry comes into play, you may put a 1/1 red dwarf token into play.
When Dwarven Carpentry leaves play, you may remove an artifact you control from the game. If you do, you may deal damage equal to the converted mana cost of that artifact to target creature or player.

Power Avatar Uncommon/Rare
1UX
Creature -Avatar
When Power Avatar comes into play, place X Knowledge counters on it.
During your upkeep, remove a Knowledge counter from Power Avatar or sacrifice it.
When Power Avatar leaves play, you may pay X. If you do, draw XX cards.
1/1
Power comes in many colors, but corruption comes in blue.

Medusa -Rare
3BB
Creature -Monster (Legend?)
First Strike
Whenever deals damage to a creature, put a stone counter on it.
Creatures with stone counters on them lose all abilities and cannot attack or block.
2/2

Soul Stepper -Common/Uncommon
W
Creature -Cleric
2WW, Sacrifice an enchantment: Return a creature from your graveyard into play, tapped.
1/1
 
L

Landkiller

Guest
I support use of color cycles, but I don't like the idea of a new ability.

An unnamed mechanic, like Rebels/Mercenaries, sure, but not a new ability. Like Fading or Horsemanship.
 
D

Duster

Guest
The only thing a named mechanic does is save a lot of text for a regular mechanic :)
Like I said, look at some of the mechanics that have been considered, and all we would have to do is name them and we have ourselves a good named mechanic!
Every standalone has one, it's my opinion that this should as well ;-)

Thanks guys,
Dustin
 
L

Landkiller

Guest
Fate Bind 1BB
Enchant Creature
If enchanted creature is put into a graveyard from play, each player loses life equal to it's casting cost.

Offering UX
Instant
Target opponent gains control of any target permanent of their choice. Draw X cards.

Bitter Rivalry WU
Enchant Creature
When Bitter Rivalry comes into play, name a creature card.
If that creature card is played, remove Enchanted creature from the game, and search it's controller's hand, library, and graveyard for any copies of the named creature card and remove them from the game.

I like the twist on the Lobotomy effect.


Possess Minion BBB
Enchant Creature
Play Possess Minion only on a creature you control. Enchanted creature is black.
While Possess Minion is in play, your life total is 1, and you cannot gain or lose life.
If enchanted creature leaves play, you lose the game.
As an additional cost to play any spell, you must tap enchanted creature.
Skip your draw step unless you tap enchanted creature.

Imagine Possess Minion as a desperate attempt to avoid losing a game, as that is what it is. You give up the power of a planewalker to hide as an ordinary creature.

Certain Doom BB2
Instant
Destroy target tapped creature.
This spell can't be countered.
 
F

FoundationOfRancor

Guest
Fate Bind
Looks good to me, should be uncommon.

Offering
Excellent card! Looks good, Probablly Rare, might go for uncommon.

Bitter Rivalry
Shouldnt this be Blue-Black?

Possess Minion
I like this card, but a caution to all that we should adjust of cut most of the 'Lose game' cards if we have more than one or two.

Certain Doom
Uncounterability is a Green-Red thang...no argument, just saying.
 
C

Cateran Emperor

Guest
Malicious Imp
2B
Creature - Imp; 2/1
Flying
When Malicious Imp comes into play, target opponent chooses and discards a card.

Rotation of Seasons
1BG
Enchantment
Whenever you play a black creature, you may sacrifice a green creature to draw a card.
Whenever you play a green creature, you may sacrifice a black creature to draw a card.

Delayed Blast Fireball
X2R
Enchantment
Delayed Blast Fireball comes into play with X Energy counters on it.
3R: Put an Energy counter on Delayed Blast Fireball.
Sacrifice Delayed Blast Fireball: Delayed Blast Fireball deals X damage to target opponent and all creatures that player controls, where X is the number of Energy counters on Delayed Blast Fireball

Hereditary Memories
X2U
Enchantment
Hereditary Memories comes into play with X Knowledge counters on it.
3U: Put a Knowledge counter on Hereditary Memories.
Sacrifice Hereditary Memories: Draw X cards, where X is the number of Knowledge counters on Hereditary Memories.
 
F

FoundationOfRancor

Guest
Malicious Imp
Good! Common.

Rotation of Seasons
Ok, but we could make it 'Whenever you play a black or green creature, you may sacrifice a creature. If you do, draw a card'
Uncommon.

Delayed Blast Fireball
1RR.
Activation cost 2RR.
Uncommon.

Hereditary Memories
Looks good, I like these cards...
Uncommon
 
F

FoundationOfRancor

Guest
Sliding Mud -Common/Uncommon
3B
Creature -Horror
Sliding Mud can’t be blocked except by artifact creatures and black creatures.
When Sliding Mud comes into play, your oppenent may pay 2. If they do, they may remove a tapped creature in play from the game.
3/4

-Maybe make this 4/4? 4/3?

Artifice Wizard (Name suggestion?)
1RR
Creature -Wizard
All artifact spells cost 1 less to play.
1/1

FreeLance Knight -Uncommon
2BB
Creature -Mercenary Knight
1, Choose a card from your hand and put it aside. Target opponent may play this card as though it were in his or her hand. If he or she does not play the card by the end of turn, remove it from the game: Put a +2/+0 counter on Freelance Knight. Use this only during your opponents main phase.
1/4

Vandal Enforcer (Name suggestion?) -Rare
3RR
Creature -Vandal (Possible Legend)
First strike
Tap all lands you control: Put a 3/1 vandal token with first strike into play. You may use this ability only during your upkeep and only once each turn.
4/1

Azazel -Rare
3BB
Enchantment
When this card comes into play, put an azazel counter on target creature you control.
You gain control of all creatures with azazel counters on them.
Whenever a creature with an azazel counter is dealt damage from a creature, remove the azazel counter from that creature and put it on the one that dealt damage.
"I thought I had him...and he thought he had me"
-Azazel, Fallen



Forgotten Memories -Rare
U
Enchantment
When Forgotten Memories leaves play, draw 3 cards.

Untamed Unicorn -Common/Uncommon
2W
Creature -unicorn
During your upkeep, pay 1 for each enchantment you control or sacrifice Untamed Unicorn.
2: Gain 1 life for each enchantent you control.
1/2

Flying Assasins -Uncommon
1U
Creature- Flying Men
Flying
Whenever this creature deals combat damage to a player, you may pay 2B. If you do, that player discards a card.
2/1

Sunset -Uncommon
4B
Enchantment
All creatures in play are black
1: Destory target black creature, it's controller draws 2 cards. Any player may play this ability but only once per turn.

Timid Howler -Common
1B
Creature -Wolf
When Timid Howler blocks or becomes blocked, reshuffle it into your library and discard 2 cards.
6/1

-Maybe make it discard one card insteaD?

Tainted Mold -Uncommon
2BG
Enchant Land
When Tainted Mold comes into play, destory target land.
Whenever enchanted land becoms tapped, add G or B to your mana pool.

Ivory Angel -Rare
3WW
Creature- Angel
Flying
Attacking does not cause Ivory Angel creature to tap
During your upkeep, your oppenent gains control of a creature other than Ivory Angel that you control and then you gain control of a creature they control.
3/3

Bleaching Preacher -Common
1W
Creature- Cleric
1: Target creature is white untill end of turn.
W: Gain 1 life for each white creature in play. You may only use this ability once per turn.
1/2

Exotic Drifter -Rare
4UU
Creature -Jjiin
Flying
3UU: Draw a card for each artifact in your graveyard.
3UU: Put a blue 1/1 bird token into play for each artifact in play.
3/4

Muddy Battlegrounds
Land
Muddy Battlegrounds comes into play tapped.
4T: All players skip there next combat phase.

Conformity Creation -Uncommon
3WW
Creature -abomination
Flying.
If Conformity Creation deals damage to a creature or player, your oppenent may prevent the damage. If he/she does, you gain 5 life and may draw a card.
5/5
 
F

FoundationOfRancor

Guest
Blended Control -Rare
2UU (Perhaps 1UUU?)
Enchantment
Creatures without flying, first strike, haste, or trample cannot attack you.

Gleaming Bridges -Uncommon
2
Creature -Wall
0/3
(Walls cannot attack)
Sacrifice Gleaming Bridges: Draw a card.

Endless Torment -Common/Uncommon
BBX
Enchantment
Enchanted creature gets +0/-X

Earth Rats -Uncommon/Common
1B
Creature -Rats
1/1
When Earth Rats leaves play, your oppenent must sacrifice a creature.

Echoing Taunt -Common
B
Instant
Target creature must attack this turn if able.

Soul Stretcher -Uncommon/Rare
2BBB
Creature -Spirit
Pay 4 life: Put a +1+1 counter on target creature you control
Pay 2 life: Target creature cannot be blocked by black creatures or artifact creatures untill end of turn.
4/4

Mutual Resources -Uncommon/Rare
G
Enchantment
Target oppenent may either draw a card or put two +1+1 counters on a creature: Search your library for a land and put it into play. You may only activate this ability once per turn.

Relic Researcher -Common
R
Creature -Wizard
1/1
2: Draw a card for each artifact played this turn.

Timber Blessing -Common
2G
Enchant Creature
Enchanted creature gains forestwalk. (If defending player controls any forests, this creature is unblockable.)
When Timber Blessing leaves play, you may put a 2/2 green saproling token with forestwalk into play.

Fair Fight -Common
1W
Enchantment
Instants and abilities cannot be played during the combat step.
 
F

FoundationOfRancor

Guest
Spilled Blood -Uncommon/Rare
1RR
Enchantment
At the end of your turn, Spilled Blood deals 5 damage to the creature that was damaged the most during this turn.

Concentration -Common/Uncommon
2U
Instant/Sorcery
Your oppenent may go through his or her library and remove any number of land cards from the game. They shuffle their library afterwards.
Draw two cards.

Redirected Delusions -Rare (Name Suggestion?)
1UU
Enchant Creature
You control enchanted creature if it has another enchantment on it.

Truth Teller -Common/Uncommon
3U
Creature -Merfolk
Sacrifice Truth Teller: Gain control of target enchantment.
2/3

Halt -Common
2W
Instant
Target creature deals no combat damage this turn. If that creature has Haste, you may gain XX life, where X is that creatures casting cost

Plundering Vandal -Common/Uncommon
2R
Creature -Vandal
If Plundering Vandal deals combat damage to any opponent, you may redirect that damage to target creature.
U: Plundering Vandal is unblockable untill end of turn.
2/2

Jailbreak -Uncommon/Rare
2R
Instant/Sorcery
As an additional cost to play Jailbreak, sacrifice a land and an artifact.
When Jailbreak comes into play, put 3 2/2 red Vandal tokens into play.

Energy Absorber -Common/Uncommon
1G
Enchant creature
Whenever enchanted creature attacks, add mana equal to the converted mana cost of enchanted creature to its controllers mana pool.

Fresh Rising -Common/Uncommon/Rare
B
Instant
Put target creature that was put into the graveyard this turn on top of its owner's library.

Verdant Threat -Uncommon
4GG
Instant
Destroy target land.
Target land becomes a 5/3 creature permanently. (This creature still counts as a land.)

Wave of Spirits -Common/Uncommon
1B
Creature -Horror
Whenever Wave of Spirits is dealt damage, target player loses that much life.
0/2

Reset -Rare
4U
Sorcery
Put all creatures on top of their owner's librarys.



Whew...im tired. More to come later!
 
L

Landkiller

Guest
Security Breach R
Sorcery - Common
Creatures cannot block this turn or the next turn.

Stone Pile RR
Enchant Land - Common
Enchanted Land is a mountain.
Enchanted Land does not untap as normal.

Flash Blade RR
Instant - Common
Target attacking creature is +2+0 and gains first strike until end of turn if it is blocked.

Awakening U
Instant - Common
Draw a card, then look at the top card of each library.

Adventurer's Tale 2G
Sorcery - Uncommon
Search your opponent's library for a creature card, and remove it from the game. Adventurer's Tale cannot be countered.
 
F

FoundationOfRancor

Guest
Security Breach
Looks good and strong. Might have to be uncommon though.

Stone Pile
This seems ok...

Flash Blade
Looks good.

Awakening
Theres already a card called awakining. Other than that, good.

Adventurer's Tale
This is a cool card. I cant decide if its ok at GG or not.
 
N

NeuroDeus

Guest
Soul Gamble
2UU
Sorcery
Each player chooses a color and draws 5 cards from his or her library. Remove all cards of the chosen colors from the game. Put the rest in their owner's hand.

Aquamarine Force
2UUU
Creature - Elemental
6/3
Flying
Aquamarine Force deals 1 damage to you during your upkeep for each card in your hand. If Aquamarine Force is put into a graveyard discard your hand.
0: Draw 3 cards and gain 3 life. Sacrifice Aquamarine Force.

Celestial Prayer
3WWW
Enchantment
Return Celestial Prayer to it's owners hand: Gain 10 life.
 
F

FoundationOfRancor

Guest
Soul Gamble
Should be 3UU, this isnt that big of a drawback. You could say "Each player chooses a color that one of their lands can produce"
That would merit a 2UU.

Aquamarine Force
I like it:) (Id rather see it as 3/6 so not totally awesome in Blue Speed)

Celestial Prayer
This is cool, I like it. Might be a little weak though, maybe 3WW? 5W?
 
L

Landkiller

Guest
I think with Soul Gamble that you choose your opponent's primary color, and they choose your color.
 
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