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PostPosted: Wed May 29, 2019 8:58 pm 
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Hail of Burning Ice
Sorcery

Each player chooses permanent they control, and then chooses a permanent they control at random. Those players sacrifice those permanents. (The same permanent could possibly be chosen twice, and only that permanent would be sacrificed.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

"...lightning and hail, snow and clouds, stormy winds that do his bidding..." -The Old Testament, Psalm 148:8


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PostPosted: Wed May 29, 2019 9:03 pm 
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Archmage's Will
Enchantment

Whenever a creature attacks you, you may untap up to one permanent you control.
Whenever a creature you control attacks, you may tap up to one permanent you don't control.

"The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemies." -Napoleon Bonaparte


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PostPosted: Wed May 29, 2019 9:40 pm 
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The Pest Nest
Legendary Creature - Gremlin 3/1

When The Pest Nest enters the battlefield, create a number of 1/1 red Gremlin creature tokens equal to the amount of mana spent to cast it.
Whenever a Gremlin you control attacks, destroy target artifact or nonbasic land unless its controller pays .

"One sees more devils than vast hell can hold..." -William Shakespeare, "A Midsummer Night's Dream"


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PostPosted: Sun Jun 09, 2019 12:50 pm 
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Stuck in the Mud
Enchantment

Whenever a creature attacks you or a planeswalker you control, reveal the top card of your library. If it’s a Swamp card, that creature gets -1/-1 until end of turn for each Swamp you control. Then put the revealed card on the bottom of your library.

"He turns rivers into a desert,springs of water into thirsty ground, a fruitful land into a salty waste,because of the evil of its inhabitants." -The Old Testament, Psalm 107:33-34


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PostPosted: Fri Jun 14, 2019 6:12 pm 
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A mechanic idea like "The Monarch":

"The Fiend"

No one can become the fiend until a card that makes someone the fiend is played (like monarch status).

A player becomes "the fiend" whenever creatures they control deal 7 or more combat damage in a single combat phase to at least one player (this includes poison counters from infect or poisonous).

The idea is to punish durdling and reward aggressive play. There are big benefits to being The Fiend, so whoever gets there first has a big advantage.

Ogre Tree-Feller
Creature - Ogre Berserker

Menace (This creature can't be blocked except by two or more creatures.)
When Ogre Tree-Feller enters the battlefield, you become the fiend is no other player is the fiend.
At the beginning of your upkeep, if you are the fiend, target Forest you control becomes an artifact Equipment that has "Equipped creature gets +5/+5 and has trample" and "Equip: Tap an untapped Ogre you control." It is still a land.
3/3

Master of Assassins
Creature - Aetherborn Assassin Vampire

First strike, lifelink
When Master of Assassins enters the battlefield, you become the fiend if no other player is the fiend.
If you are the fiend, Assassins and Vampires you control have "Pay 2 life, : Destroy target tapped creature."
2/2

Playful Attic Ghost
Creature - Spirit

Flying
Prevent all damage that would be dealt to Playful Attic Ghost.
When you become the fiend, transform Playful Attic Ghost.

"I remember seeing it once as a child at Lampstead Manor. Everyone else had gone to pick berries, and none believed me when I told them of it's funny face, it's contagious laugh..."
0/1

(transform)

The Thing from Under the Bed

(black card, no mana cost)
Creature - Spirit Horror
Shadow (This creature can only block or be blocked by creatures with shadow.)
When The Thing from Under the Bed attacks, if you are the fiend, each opponent loses life equal to its power. Then you gain life equal to the life lost this way, and The Thing from Under the Bed deals no combat damage this turn.

"...and the bloody grin on its face when it giggled it was going to murder me, my parents, and my sister, just like it did to the Lampstead family!"
3/5


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PostPosted: Fri Jun 14, 2019 6:39 pm 
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Does the fiend have any intrinsic bonus like the +1 card per turn you get from being the monarch?


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PostPosted: Fri Jun 14, 2019 8:30 pm 
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Flopfoot wrote:
Does the fiend have any intrinsic bonus like the +1 card per turn you get from being the monarch?


Hi Flopfoot, thanks for the reply.

I hadn't intended for such a bonus, and don't really know what might be a good one to pick. I think it should be related to the combat phase somehow.

The original plan was to just have fiend status activate the powerful "fiend status" cards.


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PostPosted: Sun Jun 16, 2019 9:27 pm 
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Palpable Distrust
Enchantment

At the beginning of each player's upkeep, if at least two nontoken creatures are on the battlefield, choose two nontoken creatures on the battlefield at random. If they are controlled by the same player, those creatures fight. Otherwise, untap those creatures, and their controllers' exchange control of them. They gain haste until end of turn. (The same creature can't be chosen twice.)

"My close friends detest me. Those I loved have turned against me." -The Old Testament, Job 19:19


Last edited by clustro on Sun Jun 16, 2019 10:28 pm, edited 1 time in total.

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PostPosted: Sun Jun 16, 2019 9:36 pm 
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Plasma Blade
Artifact - Equipment

Equipped creature has double strike.
When equipped creature attacks, it deals damage equal to its power to target creature defending player controls.
When equipped creature blocks, it deals damage equal to its power to each creature it is blocking.
Equip

"Do not think that I have come to bring peace to the earth. I have not come to bring peace, but a sword." -The New Testament, Matthew 10:34


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PostPosted: Sun Jun 23, 2019 10:22 pm 
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Posts: 158
Ransom Negotiations
Sorcery

For each opponent, choose a creature that player controls. That player may have you gain control of that creature. If they do not, that player sacrifices all other creatures they control.

"I used to be a farmer's wife, until my husband was killed in the old war. When the king's brother was captured, he used me and my daughters to the pay the ransom. That's why for the past decade, we've been confined to this harem, and only have our executions to look forward to once we grow too old for the sultan's tastes." -Gerda Olfricsdottir, "Memoirs"


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PostPosted: Sun Jun 23, 2019 10:33 pm 
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Posts: 158
Karametra's Garden
Legendary Land

: Add one mana of any color that a permanent you control could produce.
, : Put a land you own from exile onto the battlefield tapped under your control.

Places woven with Nyx are never truly forgotten.


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PostPosted: Sun Jun 23, 2019 10:47 pm 
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Posts: 158
Kaleidoscopic Trance
Instant

Choose target spell an opponent controls. Add X mana in any combination of colors at the beginning of your next precombat main phase, where X is that spell's converted mana cost.

"Thanks!" -Jaya Ballard, task mage


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PostPosted: Sun Jun 23, 2019 10:59 pm 
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Liquimetal Lich
Artifact Creature - Zombie Shapeshifter

As Liquimetal Lich enters the battlefield, your life total becomes 1. Liquimetal Lich's power and toughness become equal to the amount of life lost this way.
: Put a liquimetal counter on target nonland permanent an opponent controls. That permanent becomes an artifact in addition to its other types, and Liquimetal Lich gains all abilities of that permanent.
: Liquimetal Lich can block an additional creature this turn.
*/*


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PostPosted: Sat Jun 29, 2019 9:22 pm 
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Chance Discovery
Sorcery

Search your library for up to three land cards, exile them, and then shuffle your library. For the rest of the game and as long as at least one of those cards remains in exile, at the beginning of your upkeep flip a coin. If you win the flip, put one of those cards at random onto the battlefield.

"...We went in to the land where you sent us; and it certainly does flow with milk and honey, and this is its fruit." -The Old Testament, Numbers 13:27


Last edited by clustro on Sat Jun 29, 2019 10:24 pm, edited 1 time in total.

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PostPosted: Sat Jun 29, 2019 10:23 pm 
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Posts: 158
Wheels of Justice
Enchantment

At the beginning of your end step, remove all contraband counters from Wheels of Justice, then put at random zero, one, two, three, four, or five contraband counters on Wheels of Justice.
Player's can't cast spells with converted mana cost less than or equal to the number of contraband counters on Wheels of Justice.

"To judge this case, I'll need to see the proper forms from both you and your lawyer, all in triplicate except where noted otherwise, that must be delivered along with the appropriate filing fees to the corresponding administrative buildings. You will suffer penalty fees if the wrong forms are delivered to the wrong building, and fees shall continue to accrue until the forms are reclaimed. Until bail is received, you shall be remanded to the custody of the lawmages, where you shall await trial ninety days from now at noon in the courtroom three floors above this one..." -Lyza Suregavel, Azorius adjudicator


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PostPosted: Sat Jun 29, 2019 11:02 pm 
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The Underground Cult
Legendary Creature - Human Cleric

Whenever a player draws a card, that player may pay . If they do, that player creates a 1/1 black Human Cleric creature token.
At the beginning of each player's upkeep, that player creates X 5/5 black Demon creature tokens with flying, where X is the number of Clerics they control divided by five, rounded down.
2/3

If they show up on your front door at midnight, it's probably a good time to panic.


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PostPosted: Sat Jun 29, 2019 11:13 pm 
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Posts: 158
Army of Dawn
Sorcery

Create four 4/4 white Angel creature tokens with flying and vigilance, five 2/2 white Human Knight creature tokens with first strike, and six 0/6 white Wall artifact creature tokens with reach and defender.
Flashback

"Out of every one hundred men, ten shouldn't even be there, eighty are just targets, nine are the real fighters, and we are lucky to have them, for they make the battle. Ah, but the one, one is a warrior, and he will bring the others back." -Heraclitus


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PostPosted: Sat Jun 29, 2019 11:27 pm 
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Fulgar, Lord of the Nightpack
Legendary Creature - Werewolf Shaman 4/4

Double strike
Whenever Fulgar deals combat damage, you may pay . If you do, return target Wolf or Werewolf creature from your graveyard to the battlefield tapped.
Whenever another Wolf or Werewolf you control attacks, if the defending player has X or less life, that creature gets +3/+3, where X is half that player's starting life total, rounded down.

Dudgar had planned his journey thoroughly: the provisions, the muskets, the equipment. He had everything he thought - but he didn't notice before he set out that tonight would have a full moon.


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PostPosted: Sat Jun 29, 2019 11:37 pm 
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Posts: 158
Celestial Spring of Kruphix
Legendary Enchantment

Whenever a player taps an artifact, creature, or land for mana, each other player adds one mana of any color of their choice. Players don’t lose unspent mana added this way as steps and phases end.

Frequented by wise nymphs with the desires of newlyweds, Kruphix's pools are a rare point of convergence for both pleasure and enlightenment.


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PostPosted: Mon Jul 08, 2019 8:12 pm 
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Adrift in the Fog
Enchantment

Whenever a creature attacks you or a planeswalker you control, reveal the top card of your library. If it's an Island card, create a creature token that is a copy of that creature, except it is 2/2, is blue, has flying, and has "Whenever this creature becomes the target of a spell or ability, sacrifice it." It blocks the attacking creature this turn if able.

"But O heart! heart! heart!
O the bleeding drops of red,
Where on the deck my Captain lies,
Fallen cold and dead."

-Walt Whitman, "Oh Captain! My Captain!"


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