D
DarthFerret
Guest
If you leave it as is, it is sorta like a glorified Vesuvan Doppleganger...
And:Zigathon said:Time Paradox 3UU
Sorcery
Take another turn after this one.
Rare
How about:Zigathon said:Final Charge 3RR
Sorcery
Play Final Charge only during your second main phase.
Untap all creatures you control. You get another attack phase.
After that phase, sacrifice all creatures you control. Your turn ends.
Rare
I would word it like this.Zigathon said:Brainsaw 4
At the beginning of each player's upkeep, Brainsaw deals 1 damage to him or her for each card in hand more than four.
If that player has no cards in hand, that player draws a card and Brainsaw deals 1 damage to him or her.
I get the feeling we should stay away from the amount of cards that are removed from the game, because I don't know if there is a zone distinction between what is removed from the game and your binder in you backpackMooseman said:Void Monster
2BB
2/2
~ gets +1/+0 for each swamp RFG
...
Echo from the Void
2R
Sorcery
Return target opponents card to their hand that is RFG. ~ deals damage to target creature or player equal to the returned cards converted mana cost.
I am not sure, but I think in copying some other creature it loses the UU and the BB ability.. is that intentional?Lythand said:Quaren-Master of Mutation
U/B U/B U/B U/B 2 (Wanted to take advantage of the new color casting theme)
Legendary Shapeshifter
UB(Tap) Quaren-Master of Mutation Becomes the copy of target creature already in play
UU Quaren-Master of Mutation Gains one of the following abilities till the end of turn First Strike, Flying, Trample, Haste
BB Quaren-Master of Mutation Gets +1/+1 till the end of turn
1/1
reasons its a legend.DarthFerret said:If you leave it as is, it is sorta like a glorified Vesuvan Doppleganger...
CRAZY BROKEN! Seriously; Nether Spirit is a great card and this, for just one mana more doesn't have the severe drawback that keeps Nether Spirit in check. Moreover, it has an added ability which wouldn't even matter if it didn't fetch:Ransac said:Black Cycle:
~BC1~
2BB
During your upkeep, if ~BC1~ is in your graveyard, you may return it to play.
Whenever you have 4 or more creatures in your graveyard, you may remove ~BC1~ and all creatures in your graveyard from the game. If you do, search your library or hand for a ~BC2~ and put it into play.
2/2
...this RIDICULOUSLY BROKEN card. True, this one isn't as nasty as the other one (I'm assuming they are both worded wrong and you meant "At the beginning of your upkeep, if ...") because you have to remove the other one from the game. Which, if it didn't have the ability to do that on its own, wouldn't be that hard to accomplish.Ransac said:~BC2~
4BB
During your upkeep, if ~BC2~ is in your graveyard and ~BC1~ has been removed from the game, you may return ~BC2 to play.
Whenever you have 8 or more creatures in your graveyard, you may remove ~BC2~ and all creatures in your graveyard from the game. If you do, search your library or hand for a ~BC3~ and put it into play.
4/3
ARGG! My brain is coming out of my ears!Ransac said:~BC3~
6BB
If ~BC3~ is put into your graveyard from play, return it to play at the end of turn.
At the beginning of each upkeep and if a ~BC1~ and ~BC2~ have been removed from the game, you may return target creature from the “removed-from-game” zone into play.
5/5
I've objected to this card before, and i'll do it again. Destroy all land effects are nasty as is, but this card also gives you an addtional bonus. Its hardly ever a drawback, meaning its already cardadvantage. Upping the mana-cost to seven mana means its slowly turning into a card like Insurrection.. an expensive I-win card.Ransac said:In addition to these, I was looking at the "Ragnarok" card that I suggested.
Ragnarok – Submitted by Ransac (name by mooseman)
3WRB
Sorcery
Destroy all lands in play. Target player loses life equal to the number of lands destroyed in this manner.
Personally, I like the original wording. I think that having to fulfill three color requirements is enough of a drawback. But, perhaps increasing the casting cost to 4RWB would be more balanced?Mooseman said:Destroy all lands in play. Each player loses life equal to the number of lands they control that are destroyed in this manner.
More "I-win" spells. Ransac, you are such a TimmyRansac said:~Blue Base Spell 1~
4RUG
Instant
Return all creatures to their owner’s hand. Then, put X 1/1 green/white ~creature~ tokens into play under your control, where X is equal to the number of creatures returned to their owner’s hand
Huh? This one seems neatly balanced.. I think it could just deal X damage, but thats just flavor wise..Ransac said:~Red Base Spell 1~
XWRU
Sorcery
~this~ cannot be countered or targeted by any spells or abilities.
~This~ deals X +1 damage divided any way you choose among any number of target creatures or players. Whenever a creature is sent to the graveyard in the same turn it was damaged by ~This~, remove it from the game.
I like this kind of thinking and it has great potential in multiplayer, but i do have a ruling issue: playing a spell requires you to choose modes and targets first, and than costs and additional costs, and then it is put onto the stack. Getting an opponent to play "your" spell might prove very difficult. I am thinking something like :Ransac said:SELF-INFLICT: When you cast this spell, choose target player. That player controls this spell.
Okay, the name may need a little work and the mechanic seems "huh?" But here me out and here's an example:
~Card Name 5~
2B
Instant
Self-Inflict
Target creature gets -2/-2 until end of turn. Lose 2 Life.
The first thing you (as the caster) must determine is WHO get to control the spell. Next, the eventual controller can weaken a creature BUT then that same controller will lose the 2 life. The card will still head to the original caster's graveyard (OR maybe not?).
THINK ABOUT IT! Depending on how we decide to word this mechanic, you can take a player out of his/her game. Suppose your opponent has an Arcane Laboratory in play. During your turn, cast this card and it'll count towards your opponents "1 per turn". Or, pick any enchantment in which the ability activates whenever an opponent plays a spell.
Pretty cool. Bit expensive, but very effective.Ransac said:~Black Enchantment 1~
2BBB
Enchantment
When ~Black Enchantment 1~ comes into play, you may pay X. Put X plague counters on ~Black Enchantment 1~
All creatures have –X/-X, where X is equal to the amount of plague counters on ~Black Enchantment 1~.
Yes, i used my thesaurus powers. And uncommon is fine for this card.Zigathon said:Leeway – Submitted by Zigathon (name by Limited)
1U
Instant
Counter target spell, then shuffle it into its controller's library.
That spell's controller may draw a card.
UNCommon
Right on, Limited. I looked up the definition of Leeway and it fits the mechanic of the card perfectly. I was thinking it should be placed at Uncommon though.
Added 'any way you choose' . Solid card.Ziggy said:Strength From Soil XGGG
Sorcery
Put X +1/+1 counters divided any way you choose among any number of target creatures you control.
Rare
Why should the turn end? Is losing your creatures not punishment enough?The Zigmeister said:Final Charge 3RR
Sorcery
Play Final Charge only during your second main phase.
Untap all creatures you control. You get another attack phase.
After that phase, sacrifice all creatures you control. Your turn ends.
Rare
Cute. Doesn't need to be rare though, does it?Ziggalicious said:Unholy Battlefield 2BB
Enchantment
Whenever a creature becomes the target of a spell or ability, that creature's controller loses 1 life.
Rare
Do we really need a Time Warp reprint?Move Zig for Great Justice said:Time Paradox 3UU
Sorcery
Take another turn after this one.
Rare
Do we need another Balancing Act ?Zigcerely said:Scales of Justice 2WWW
Sorcery
Each player counts their permanents.
Then each player sacrifices permanents they control until they share an equal amount of permanents with the player that controls the fewest.
Rare
Wow. I love this card! I am kinda hesistant to change it, but I think it needs to cost three just so that the card doesn't add more mana than it costs.Zignificant said:Fusebreaker 2
Artifact
Whenever a player taps a nonland permanent for mana, destroy that permanent. It cannot be regenerated.
T: Add 3 to your mana pool.
Rare
"Self-Inflict: When ~ is put onto the stack, instead target opponent plays a copy of this spell. That player chooses new targets for the copy."Ransac said:Self-Inflict: When you cast this spell, choose target player. That player controls this spell. This spell is treated as if it were played by that player.
Limited, I think you missed the whole point of this mechanic. It gives control of the spell to taget player, so that player gets all the benifits and disadvantages when the spell resolves. Basically a triggered effect that when a spell is played target player gains control of it, since the effect can't resolve in the middle of a spell being cast, the trigger will go on the stack until after the spell is on the stack.Limited said:"Self-Inflict: When ~ is put onto the stack, instead target opponent plays a copy of this spell. That player chooses new targets for the copy."
Self-Inflict: When you cast this spell, choose target player. That player controls this spell. This spell is treated as if it were played by that player.
Sorry Limited. I missed the "Instead" part of your wording.Limited said:The way I worded it, you pay the mana costs, but then your spell can be replaced by a copy you give to your opponent, meaning they select a creature to target and they lose the life. Wasn't this what it was supposed to do?