Retribution

Phyrexian Forum: The Fuel of Phyrexia - Fifth Sphere: Retribution
Top of pagePrevious messageNext messageBottom of pageLink to this message   By CardMasterJG (Jestergoblin) on Monday, August 09, 2004 - 05:09 pm:

I'm working on another set... here's what I've gotten so far (in no order other than creation.) This set is a continuation of my last set.

Kerlaskian Khaibit
BB
Creature - Horror
Fear
Sacrifice ~this~ unless you control a creature that is not a horror.
3/2

Lydel Priestess
W
Creature - Maiden Cleric
When a creature is put into a graveyard from play, gain 1 life.
1/1

Ivory Ushabti
2
Artifact
When a creature is put into your graveyard from play, put a spirit counter on ~this~.
T; Remove 3 spirit counters from ~this~, return target creature in your graveyard into play.

Thaxus's Disdain
2UU
Instant
Counter target spell. If the spell countered this way was red, you may draw 2 cards.

Nievah's Rage
1WW
Instant
Remove target blocking creature from the game. If the creature removed this way was black, gain life equal to its toughness.

Kerlaskian Kaiser
4BBB
Creature - Demon
Flying
All other black creatures you control get +1/+1.
When ~this~ leaves play, all creatures you don't control get -2/-2 until end of turn.
6/6

Fiara's Flare
3R
Instant
Choose one - deal 4 damage to target creature, add RRRRRR to your mana pool or destroy target land.

Kyran's Intuition
UU
Sorcery
Return target permanent to its owner's hand. If the permanent is red or green, you may put it on top of its owner's library instead.

Reina, Oakshield Commander
3GG
Creature - Legend
First Strike
~this~ may block creatures with forestwalk as if they didn't have that ability.
All other green creatures you control get +1/+1.
2/4

Amwa Fens
Land
~this~ comes into play tapped.
T: Add G or B to your mana pool.

Aerosil Manor
Land
~this~ comes into play tapped.
T: Add W or R to your mana pool.

Fireice Mines
Land
~this~ comes into play tapped.
T: Add R or U to your mana pool.

Geral Delta
Land
~this~ comes into play tapped.
T: Add G or U to your mana pool.

Zithe Pass
Land
~this~ comes into play tapped.
T: Add W or B to your mana pool.

Amwa Scout
GG
Creature - Dryad
Forestwalk
Protection from Black
2/1

Flaming Ankh
RR
Enchantment
Whenever a creature is tapped, ~this~ deals 1 damage to it.

Burrowing *Something*
2B
Creature - Zombie
Mountainwalk
2/2

Voidquake
XBR
Sorcery
~this~ deals X damage to each creature without flying.
Each player removes X cards from his or her hand at random.

Jewl's Wrath
4BB
Sorcery
Destroy all nonblack creatures. They cannot be regenerated.
For each creature destroyed this way, you loose 1 life.

Tri-Alliance
WWWW
Enchantment
All creatures you control get +1/+1.
You cannot be the target of spells or abilities.
Lands you control cannot be the target of spells or abilities.

Supply the Troops
XW
Sorcery
Put X 1/1 white soldier tokens into play. Remove the top X cards of your library from the game.

War is Brewing
2WW
Sorcery
Put a +0/+2 counter on each creature you control.

Into the Fray
2RR
Sorcery
Put a +2/-1 counter on each creature you control.

Oakshield Foundary
1GG
Enchantment
1G: Target creature gets +1/+1 until end of turn.
G, Sacrifice a land: Put a +1/+1 counter on target creature.

Wake of Chaos
2RRR
Sorcery
Destroy all lands and artifacts.

Trolling Troll
2RR
Creature - Troll
Islandwalk
3/3

Top of pagePrevious messageNext messageBottom of pageLink to this message   By (Kenderman) on Monday, August 09, 2004 - 07:36 pm:

You are a master of cards among us well not masters.

Hey if J n G is still up and running how much would a complete goblin heavy deck cost?

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Rincewind (Jodah) on Monday, August 09, 2004 - 09:18 pm:

Does this set have any sort of theme? new mechanics? looks good, but needs something

Top of pagePrevious messageNext messageBottom of pageLink to this message   By CardMasterJG (Jestergoblin) on Monday, August 09, 2004 - 09:56 pm:

as of now, the theme is sorta "invasion but backwards but not apocalypse" I'm leaning towards a "every color for itself" but I don't know how that will turn out.

Also, this is an expansion (143 cards) not a whole set (350), i know those are the old numbers...

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Rincewind (Jodah) on Tuesday, August 10, 2004 - 07:00 am:

so, that means alot of color hosing? protection? stuff like Kyran's intuition? doesnt sound too bad.

Top of pagePrevious messageNext messageBottom of pageLink to this message   By (Kenderman) on Tuesday, August 10, 2004 - 10:30 am:

Petty good, but how much would a complete goblin heavy deck cost? I would post this in the second, but i's been empty for a while. Ho much, J G?

Top of pagePrevious messageNext messageBottom of pageLink to this message   By CardMasterJG (Jestergoblin) on Tuesday, August 10, 2004 - 12:28 pm:

Kenderman, I am currently only selling cards through ebay.

Top of pagePrevious messageNext messageBottom of pageLink to this message   By (Kenderman) on Tuesday, August 10, 2004 - 04:44 pm:

Well, on ebay, how can i find you. I trust your sale, since you are phyrexian.

Top of pagePrevious messageNext messageBottom of pageLink to this message   By CardMasterJG (Jestergoblin) on Tuesday, August 10, 2004 - 08:52 pm:

do a seller search for "jestergoblin"

Top of pagePrevious messageNext messageBottom of pageLink to this message   By CardMasterJG (Jestergoblin) on Wednesday, August 11, 2004 - 11:21 pm:

Here are some other ideas I'm kicking around for the set.

Ambience (Prevent all damage that would be dealt to ~this~.)

^^Used on white and red creatures^^

Piracy X (When ~this~ comes into play, any player may pay X. If no one does, draw X cards.)

^^Used for black and blue, inspired by mercadian masques pirates^^

Transform, not keyworded similar to how gating was works like this:

X: ~this~ becomes an z/y artifact creature and has "some ability" until the end of turn.

Other aspects I am working on include DESTROYING THE COLOR WHEEL. Here is my list:

Damage prevention: white AND red

Regeneration: white , blue and red

Flying: green and black

Direct Damage: blue, white, green

Card drawing: white, red, green

Countering: All colors but still within their color wheel red = artifacts, blue = nonpermanent spells, etc

Creature destruction: green gets polymorph effects, white gets untargeted sacrificing, blue maintains bounce but stronger, red has damage, black keeps it traditional terror effects

Mana Acceleration: White and Blue

For this set, each color hates their enemy color's with a passion. Each color is also more wary of their allies.

Other ideas I have are colored artifacts and eventually NO color alliances, even to the point where colors do not trust themselves.

Dark Spike BB
Instant
Bury target black creature.

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Rincewind (Jodah) on Friday, August 13, 2004 - 03:58 pm:

I dont know about colored artifacts, and destroying the color wheel is a bad move. but you can break it a little, with appropriate costs.

I really like the Color hosing idea, but giving white mana aceleration would be overdoing it.

One thing you can do is give alot of landwalk
Viashino scout 2R
Plainswalk
islandwalk
2/1

Top of pagePrevious messageNext messageBottom of pageLink to this message   By CardMasterJG (Jestergoblin) on Friday, August 13, 2004 - 10:49 pm:

I've been watching LOTR all day and have taken more codine than any sane person should. I designed another bunch of cards... if you care, here we go!

Fiara's Sword
2
Legendary Artifact - Equipment
As an additional cost to ~this~, pay RR.
Equipped creature gets +4/+0, first strike and protection from red.
Equip 1R

Alta's Helm
2
Legendary Artifact - Equipment
As an additional cost to ~this~, pay UU.
Equipped creature gets +0/+3, flying and protection from blue.
Equip 1U

Lydel's Shield
2
Legendary Artifact - Equipment
As an additional cost to ~this~, pay WW.
Equipped creature gets +0/+4, can block any number of creatures and protection from white.
Equip 1W

Jewl's Mail
2
Legendary Artifact - Equipment
As an additional cost to ~this~, pay BB.
Equipped creature gets +2/+2, "4: Regenerate" and protection from black.
Equip 1B

Shara's Cloak
2
Legendary Artifact - Equipment
As an additional cost to ~this~, pay GG.
Equipped creature gets +0/+3, cannot be blocked by more than one creature and protection from green.
Equip 1G

Crystaline Angel
4UU
Creature - Angel
Flying
UU: Regenerate
5/5

Pine Bolt
1G
Sorcery
~this~ deals 2 damage to target creature.

Pure Dawn
1W
Instant
Add WWWW to your mana pool.

Divine Payment
WW
Sorcery
Target player sacrifices a creature.

Mist
U
Instant
Prevent all combat damage that would be dealt this turn.

Selective Evolution
2G
Sorcery
Destroy target creature. Then its controller reveals cards from the top of his or her library until a creature card is revealed. That player puts that card into play and shuffles all other cards revealed this way into his or her library.

Molten Aura
2RR
Enchantment
During your upkeep, ~this~ deals 1 damage to you. This damage cannot be prevented.
Prevent all other damage that would be dealt to you.
You cannot gain life.

Molten Form
1R
Enchant Creature
Enchanted creature gains Ambience and provoke.

Pure Form
1W
Enchanted Creature gains Ambience and cannot be blocked by more than one creature.

Smoke Sprite
R
Creature - Sprite
Flying
1/1

Adem's Wake
1GG
Sorcery
Destroy target land. If the land destroyed was an island or a swamp, gain 4 life.

Water of Life
1U
Sorcery
Gain 5 life.

Red Dawn
Land - Sky
T: Add R to your mana pool.

Moonless Night
Land - Sky
T: Add B to your mana pool.

Thunderheads
Land - Sky
T: Add U to your mana pool.

Full Moon
Land - Sky
T: Add W to your mana pool.

Clear Skies
Land - Sky
T: Add G to your mana pool.

Lucky Gem
1
Artifact
1: ~this~ becomes a 1/1 artifact creature until the end of turn.
Essence 1

No-Name Counter
1U
Instant
Counter target instant.

Verdanthaven Archive
2GG
Sorcery
Return up to 3 green cards from your graveyard to your hand.

Psonic Flare
U
Sorcery
As an addition cost to ~this~, choose and discard a card.
Deal 3 damage to target creature or player.

Hydrotechnician
2UU
Creature - Elemental Wizard
U: +1/+1 until the end of turn.
UU: Regenerate
1/1

Melshkin Halix
BB
Creature - Samurai Wizard
First Strike
T: Add BB to your mana pool.
2/2

Wroughtwood Policy
2B
Instant
Instead of paying ~this~'s casting cost, you may pay G.
Destroy target artifact.

Aerosilte Dealings
2R
Instead of paying ~this~'s casting cost, you may pay 2WW.
Destroy target land.

Fireice Ward
2UU
Instant
Instead of paying ~this~'s casting cost, you may pay 1RRR.
Counter target spell.

Geral Tradings
1UU
Sorcery
Instead of paying ~this~'s casting cost, you may pay 2GG.
Draw 2 cards.

Zithean Law
2WW
Sorcery
Instead of paying ~this~'s casting cost, you may pay 3BB.
Destroy target nonwhite, nonartifact creature. It cannot be regenerated.

Amwa Secrets
1G
Instant
Instead of paying ~this~'s casting cost, you may pay UU.
Target creature gets +4/+4 until the end of turn.

Redwhitehealing
1W
Sorcery
Instead of paying ~this~'s casting cost, you may pay 3R.
Gain 7 life.

Impure Thoughts
2B
Sorcery
Instead of paying ~this~'s casting cost, you may pay 3W
Target player discards 2 cards.

Freezer Burn
1R
Sorcery
Instead of paying ~this~'s casting cost, you may pay 2U.
Deal 2 damage to target creature or player.

Whispers in the Trees
G
Sorcery
Instead of paying ~this~'s casting cost, you may pay 3B.
Target land becomes a 4/4 green creature until the end of turn. It is still a land.


Keep in mind, I am actually on drugs right now (i got my wisdom teeth out) so have I totally lost it or not?

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Rincewind (Jodah) on Saturday, August 14, 2004 - 08:37 am:

The color wheel exists for a reason. stick with the color hate. but the alternative cost spells are good, if you make i really hard for the other color to play them, and your version of collored artifacts is good, but to male them more streamlined, just give them colored equip costs.

What is ambience?
I also ike the sky lands. come up with something to make them importaint. maybe involve creatures with flying?

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Rincewind (Jodah) on Sunday, August 15, 2004 - 07:34 pm:

one idea: the sky lands dont exacty match
try this

Full moon-black (creepy)
clear skies-white (represents purity)

thunderheads-green (green is, along with red, the color of storms[hurricane, simoon, stormbind]

hanging mists-blue(insubastantal, fluid, wet. everything that blue is)

red dawn-red(duh)

Top of pagePrevious messageNext messageBottom of pageLink to this message   By CardMasterJG (Jestergoblin) on Monday, August 16, 2004 - 11:09 am:

yeah, I had a hard time coming up with names for the skies without it sounding too much like fifth dawn. its also hard to come up with things that are ONLY in the sky and still have a tangible idea to them.

To me the idea of hanging mists sounds too ground based. But I don't want to name cards like "Partly Cloudly"...

Back to the drawing board for a bit...

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Rincewind (Jodah) on Tuesday, August 17, 2004 - 08:52 am:

Your last set was great though, and Im sure tis will be as good, if not better.

what is ambience, and will the set contain mutation or essence?

Top of pagePrevious messageNext messageBottom of pageLink to this message   By CardMasterJG (Jestergoblin) on Tuesday, August 17, 2004 - 12:12 pm:

Ambience (Prevent all damage that would be dealt to ~this~)

There will be some essence and maybe some mutation, I'm not sure, I never really liked mutation.

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Rincewind (Jodah) on Tuesday, August 17, 2004 - 04:46 pm:

neat. sort of like indestructable.

Feel free to use raptors in your set. I can show you a few ideas, if you wish, and a little artwork. Ill send it by email if you want it.

Top of pagePrevious messageNext messageBottom of pageLink to this message   By SleepyGoth (Sengir) on Tuesday, August 17, 2004 - 10:07 pm:

I really like your abandonment of the color wheel. Only one card is strange to me,

Whispers in the Trees
G
Sorcery
Instead of paying ~this~'s casting cost, you may pay 3B.
Target land becomes a 4/4 green creature until the end of turn. It is still a land.

You might make it " 4/4 colorless creature" since if you use black to make a green creature? Seems a little too over-the-edge. But the rest are great. I especially like the Hydrotechnician and the Sky lands. :)

Top of pagePrevious messageNext messageBottom of pageLink to this message   By CardMasterJG (Jestergoblin) on Tuesday, August 17, 2004 - 11:31 pm:

I always felt there was a link between Green and Black that was never explored. Swamps usually consist of flooded forests and are abundant with life.

I was always a fan of bleeding the color wheel back in the older days. Every color should be able to acess EVERY thing, in some way or another. Here are some examples:


Red: Apocalypse. Red should be able to destroy enchantments if everything else is going too. I do agree that red should NOT have targeted enchantment removal.

Red should also be able to "heal." Now, not all healing is as nice as white's wave of the hand to make something better. If you suffer a bad wound, you can burn the wound to "heal" it in a way. This also goes along with red's portion of the color wheel dealing with emotion. If you lose something/someone you love, you may act on impulse and not care what happens to you. You are simply oblivious to the pain and I plan on exploring this aspect of it in the set.

Finally, how I made Ambience a red and white keyword, possibly blue (i'll get to that.) I believe that red, like white, is a color of light. I based Ambience on the idea of "Bright things make people blind, thus they can't hit." Deep, I know.


Next up is WHITE. White needs targeted creature removal to be competitive, I understand that and agree with it. However, I don't like the whole white always playing defense. Too many cards said "remove target ATTACKING creature from the game." White Weenie was aggressive and should be able to deal with blockers. That is why I gave white, in my mind, better creature removal.

I am also giving white discard. I agree that black should have the best discard, but brainwashing is totally white. What better way to brainwash then to get rid of some of those ideas? I do not play on giving white RANDOM discard however, I believe white believes in choice, either yours or theirs. There is no reason to try luck.
Another ability I gave to white is targeted land removal. I see this as more of a "controling resources" than "destroying lands" concept. White was always able to take away everyones lands, but that seems much more red. "If I can't have them, no one can." Is a red ideal, not a white. "You can't have that." Is a white ideal.

Finally, I'm giving white mana production because all the other colors have got a shot at it and white hasn't. To justify it, I think white should have the best resource management and can choose to sacrifice card advantage for mana production.


Now onto black, I gave black worthwhile artifact removal. I'm sorry but "Phyrexian Purge" was a joke. Black should have artifact removal that is worse than reds but not downright awful. Black can destroy artifact creatures no problem, but to be stopped by some inanimate object? They can summon the demons from hell but can't destroy a ring? Yeah right.

Another piece I am adding to black is stepping discard up a notch. My black is getting pissed off. Instead of sending things to the graveyard, they get removed from the game. This was seen in my last set and will be seen more in this upcomming set.

Finally for black, I'm leaking more green abilities to black. As I said before, I see black as an offshoot of green. I think they should share more atributes than they do. Black has more incommon with White and Green than Blue and Red in my mind. I understand why Black would ally with Red and Blue, it gives them acess to more tools to get rid of Green and white, who I see as Black's brothers who outshowed him when he was younger.

Black will get land animation, mana production and a new level of order that hasn't been seen in Black since the older days.


Blue has always bothered me. I was always a fan of the card from Legends "Psychic Purge" and felt blue should have "burn" in a way. Not as good as reds, but it should be there. Cold and Ice are just as capable of inflicting pain as Fire and Heat.

I also felt blue's creatures were too weak in general. A bunch of weenies with flying. Or ungodly costed behemoths from the deep. There was no inbetween. On top of that, when the battle got hard, they would just unsummon. Not actually dealing with the problem.

I felt unstable mutation was almost what blue should have, power now, pay for it later. Almost a red idea, isn't it? The idea of mind over matter came to mind for this, the concept, not the card. Blue's determination is enough for its creatures to THINK they're more powerful than they are and obtain those results. However, they will not gain permanent boosts from this and probably be weakened by it.


Finally there is green. Green has no creature removal, no card drawing (ok, there's SOME), no discard. They have creatures. Things that get creatures into play. Things that make creatures stronger. And lands.

I would like to think that green has more than just a "hulk smash!" attitude going. The elves are graceful, thus leading to a return of first strike to green. (White and Red have it, why should their shared ally not have it?)

I am also adding card-drawing to green. Elves are nearly immortal and possess great wisdom, well in my world. They should be able to draw from both the past and present. Their ability to take what they know, cards in the graveyard, and learn from them, returning them to your hand, is a prime example. But to think that these elves have NO idea of what's going to happen is STUPID. I'm sorry, but it is.


All in all, I don't feel that I'm really destroying the color wheel but using reworking it because all the colors have a lot in common. I do not think that the color wheel should be disregarded, but should be more of an idea.


Wow, thats a looooong post...

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Cheese (Cheesemaster) on Wednesday, August 18, 2004 - 02:30 am:

A good way of justifying your point. I don't like the colorwheel anymore 2.

I want to take a look at some of your cards.

My favorites:

Fireice Ward
2UU
Instant
Instead of paying ~this~'s casting cost, you may pay 1RRR.
Counter target spell.
Countering spells is imo the most powerful ability to share and should be handled very carefully and limited. A red hard counter must cost at least RR3 or RRR2 imo. On the other hand i think the blue cost could be toned to UU1.

Impure Thoughts
2B
Sorcery
Instead of paying ~this~'s casting cost, you may pay 3W
Target player discards 2 cards.
Would maybe raise the white cost to WW2. Ok.

Geral Tradings
1UU
Sorcery
Instead of paying ~this~'s casting cost, you may pay 2GG.
Draw 2 cards.
Make it an instant. Socery card draw just sucks and is useless.

Freezer Burn
1R
Sorcery
Instead of paying ~this~'s casting cost, you may pay 2U.
Deal 2 damage to target creature or player.
Seems ok, you could as well raise the cost to U3 and make it an instant

These I don't like:

Wroughtwood Policy
2B
Instant
Instead of paying ~this~'s casting cost, you may pay G.
Destroy target artifact.
This one is misplaced. I see why since you where missing the turnaround Black green spell, but for satisfaction this should be the green spell.

Whispers in the Trees
G
Sorcery
Instead of paying ~this~'s casting cost, you may pay 3B.
Target land becomes a 4/4 green creature until the end of turn. It is still a land.

A SUGGESTION:
Make Wroughtwood policy green and make a black 2 life vampirism spell that can be shared with green. Could be a kind of "Venom- effect".


Aerosilte Dealings
2R
Instead of paying ~this~'s casting cost, you may pay 2WW.
Destroy target land.
Ok, but i don't think it would help white in any way. This is ok as it is, yet maybe only useful in a new kind of WR LD.

Zithean Law
2WW
Sorcery
Instead of paying ~this~'s casting cost, you may pay 3BB.
Destroy target nonwhite, nonartifact creature. It cannot be regenerated.
"If you're not with us, you're against us!" AT least it should destroy artifact creatures also leaving only the white ones behind. My Suggestion would be to make the spell cost WW3 and have "Remove target nonwhite creature from the game". But I think the black part is really useless here.

Amwa Secrets
1G
Instant
Instead of paying ~this~'s casting cost, you may pay UU.
Target creature gets +4/+4 until the end of turn.
I don't think blue has uses for this. But for your theme you need a bluegreen spell, and thats it.

Redwhitehealing
1W
Sorcery
Instead of paying ~this~'s casting cost, you may pay 3R.
Gain 7 life.
I think damage prevention would be more in the lines of redwhite

Top of pagePrevious messageNext messageBottom of pageLink to this message   By CardMasterJG (Jestergoblin) on Wednesday, August 18, 2004 - 11:03 pm:

Had too much caffine last night and threw together some more cards...

Flamecraft Remedy
R
Instant.
~This~ deals 1 damage to target creature or player. Then prevent the next three damage that would be dealt to it.

Melsh Ni-Coom
1B
Creature - Samurai Wizard
First Strike
T: Add B to your mana pool.
1/1

Cloudshroud Mysticism
1G
Enchantent
XG: Look at the top X cards of your library then put them back in any order.
2GGG: Shuffle target player's library.
Essence G

Void of _____ Duty, Law, Grace, Reason, Truth
1BB
Sorcery
Target opponent reveals his or her hand. Remove all ____ cards in his or her hand from the game.

Duty = Green (?) Law = Red Grace = Black Reason = Blue (?) Truth = White

Void of All
1BBB
Sorcery
Target player reveals his or her hand. Remove all nonland, nonartifact cards from his or her hand from the game.

Elysian Believer
1WW
Creature - Cleric
T: Prevent the next 2 damage that would be dealt to target creature or player.
WW: Regenerate
1/3

Fireice Miner
2R
Creature - Dwarf
Instead of paying ~this~'s casting cost, you may pay 2U.
Protection from red, Protection from blue
2/2

Berserkergang
2RRR
Sorcery
All creatures you control gain haste, trample and double strike until the end of turn.

Zirax's Legions
2BB
Creature - Zombie Guard
Instead of pay ~this~'s mana cost, you may pay 5 life.
Trample
3/3

Skyshock
1RR
Sorcery
Destroy target sky. ~this~ deals 2 damage to its controller.

Torgan Scout
2U
Creature - Mistfolk
Skywalk
2/1

Read the Clouds
U
Instant
Look at the top X cards of your library where X equals the number of skies in play. Put one of them into your hand and the rest on top of your library in any order.

Two Moons of Sio
Land - Sky
If you do not control a sky and a non-sky land, sacrifice ~this~.
T: Add 2 to your mana pool.

Canopy Clearing
G
Sorcery
Search your library for a sky and put it directly into play.

Aerosilite Reserves
4W
Creature - Warrior
First Strike
If you control a sky, ~this~ gains flying.
3/2

Pawms Lurker
B
Creature - Shade
If "Moonless Night" is in play, ~this~ gets +2/+0.
1/1

Thats it for now...

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Rincewind (Jodah) on Thursday, August 19, 2004 - 07:02 am:

I like the way you use the skylands. keep at it. how about a card in each color that work on how many skys you have
3U
instant
Draw a card for each sky you control

Make another sky or two.

how about a sky multi-land?

Top of pagePrevious messageNext messageBottom of pageLink to this message   By CardMasterJG!!! (Jestergoblin) on Thursday, August 26, 2004 - 05:23 pm:

While I was away, I worked on my set. It's five cards short of being 143 cards. Well, here we go...

No More
UUU
Instant
Counter target spell.
~this~ cannot be the target of spells or abilities.

Null the Void
1W
Enchantment
Whenever a card would be removed from the game, put it on the bottom of its owner's library instead.
Essence W

Grasp of Zirax
2BB
Sorcery
Destroy target permanent.

Dasgan Shorescout
1U
Creature - Merfolk Pirate
Flying
Piracy 1
1/1

Reina, Lydel Capitan
2WU
Creature - Maiden Warrior Legend
First Strike
All other maidens get +1/+1 and first strike.
W: Prevent 1 damage that would be dealt to ~this~.
U: ~This~ neithers deals nor recieves damage this turn.
3/2

Zithean Sand Scrier
1W
Creature - Shaman
W: Target land looses all abilities and gains "T: Add 1 to your mana pool." until the end of turn.
2/1

Zithean Ruins
2WW
Enchantment
T: Add WW to your mana pool.
Sacrifice ~this~: Prevent all combat damage that would be dealt this turn.

Zirax's Swipe
B
Sorcery
Destroy target green or white creature, it cannot be regenerated.

Xeo's War Cry
BB
Instant
All creatures you control get +1/+1 and first strike until the end of turn.

Zes's Whispers
UB
Instant
Look at target players hand and choose a card. Remove that card from the game. Then look at the top 3 cards of your library and put one of them into your hand and the other two back in any order.

Gamz Raiders
3B
Creature - Warrior Pirates
Islandwalk
Piracy 2
2/2

Honac Letters
3WWW
Legendary Enchantment
All creatures you control gain first strike, ambience, protection from black and protection from red.

Moss Trinket
3
Artifact
T: Add G to your mana pool.
3: ~this~ becomes a 3/3 with trample until the end of turn.

Nievah's Band
2
Artifact
~this~ comes into play tapped.
T: Add WW to your mana pool.

Shattered Remains
0
Artifact
As an additional cost to ~this~, sacrifice an artifact.
You may play ~this~ as an instant.
~this~ comes into play tapped.
T: Add 1 to your mana pool.

Shard of Hope
4
Artifact - Relic
Whenever a source would deal damage to you, gain 1 life.

Shard of Trust
4
Artifact - Relic
Each player plays with the top card of his or her library revealed.
T: Reveal your hand, look at target player's hand.

Shard of Faith
4
Artifact Relic
Remove the top card of your library from the game: prevent 1 damage that would be dealt to you.
Remove the top card of your graveyard from the game: prevent 1 damage to target creature.

Glimpse of Simplicty
1GW
Sorcery
Destroy target permanent.

Final Fight
4RG
Sorcery
Destroy all non-legendary permanents. They cannot be regenerated.

Ortifian Skyweaver
1W
Creature - Shaman
T: Target land becomes a sky in addtion to its other land types until the end of turn.
1/2

Essence Gem
W
Enchantment
1: ~This~ becomes a 1/1 white soldier with first strike until the end of turn.
Essence W

Aerosilite Infantry
W
Creature - Warrior
Instead of paying ~this~'s casting cost, you may pay R.
First strike
1/1

Aerosilite Honor
3W
Enchant Creature
Enchanted creature gains Ambience and Villigence Attacking doesn't cause this to tap.. If enchanted creature is a legend, it gets +2/+2 and first strike.

Lydel Bishop
3WW
Creature - Maiden Cleric
Protection from Artifacts
W, T: Search your library for a relic and put it into your hand.
2WW, T: Gain control of target relic.
2/2

Ortifian Vigilance
2WW
Enchantment
All creatures you control gain Vigilance.
5: Destroy target creature that damage a player this turn. Any player may play this ability.

Purity Angel
3WWW
Creature - Angel
Flying, Vigilance, First strike, Ambience
4/4

Jewl's Gambit
B
Instant
Remove your hand and graveyard from the game. Name a card. Reveal the top cards of your library until you reveal the named card. Put the named card into your hand and remove the rest of the revealed cards from the game.

Walls of False Hope
2B
Enchantment
B: Deal 1 damage to target blocking creature.
B: ~This~ becomes a 2/4 black wall until the end of turn.

Abandon
U
Sorcery
Return target creature to its owner's hand.
Add U to your mana pool.

Piper's Song
1U
Enchant Creature
Enchanted creature gains "T: Tap target permanent."

Rune Piracy
UU
Enchantment
Whenever you play a creature spell, draw a card unless a player pays 1.

Kyran's Song
UU
Enchantment
Artifacts cannot be the target of spells or abilities.

Atlantean Archive
5UU
Sorcery
Each player shuffles his or her hand, graveyard and cards removed from the game into his or her library. Then draws 7 cards.

Shuffle the Past
U
Instant
Shuffle target player's graveyard.
Draw a card.

Atlantean Scholar
1UU
Creature - Merfolk Wizard
Whenever an artifact would be destroyed, put it into play under your control instead.
0/1

Alta's Arrangement
1UU
Instant
Choose one - counter target spell unless its controller pays 3, draw two cards, or all islands produce an additional U until the end of turn.

Rohal Falcon
2U
Creature - Falcon
Instead of paying ~this~'s casting cost, you may pay GGG.
Flying, Trample
2/2

Rohal Eoten
2UU
Creature - Troll
During your upkeep, choose a land type. ~this~ gains landwalk of the choosen type until the end of turn.
4/3

Zeblix Miner
2R
Creature - Dwarf
Sacrifice a land: Add R to your mana pool.
2/2

Rhian's Vengence
2RR
Instant
Deal 2 damage to target creature. If the creature damaged is blue or white, destroy it. It cannot be regenerated.

Archaic Ways
1RR
Enchantment
Players may only play spells and use activated abilities during his or her turn.

Forceful Arms
R
Instant
Attach target equipment to target creature. ~this~ deals 1 damage to that creature.

Hard Learning
3R
Sorcery
Draw 3 card. ~this~ deals 3 damage to you.

Chaospell
RR
Instant
Counter target artifact spell. Deal 2 damage to the spell's controller.

Ruby Flaremaster
3RRR
Creature - Dragon
Flying, Haste
Protection from Red
R: Deal 1 damage to all creatures.
5/5

Boiling Ooze
R
Creature - Ooze
During your upkeep put a +1/+0 counter on ~This~.
Whenever this attacks or blocks, it deals X damage to you where X equals the number of +1/+0 counters on it.
0/1

Gaea's Ideal
3GG
Sorcery
Destroy all permanents. They cannot be regenerated.
Each player shuffles his or her graveyard and hand into his or her library. Then searchs his or her library for 5 land cards and 5 creature cards and puts them into play.

Shara's Breath
G
Instant
Target creature gets +2/+2 until the end of turn.
Put a 1/1 green saproling token into play under your control.

Silent Search
GG
Sorcery
Return target card in your graveyard to your hand. If the card returned this way was green, gain 3 life.

Reenay's Plan
G
Instant
Prevent all damage that would be dealt to creatures you control this turn.

Wroughtwood Exile
1G
Creature - Elf Zombie
Instead of paying ~this~'s casting cost, you may pay 1B.
T: Add B or G to your mana pool.
1/1

Top of pagePrevious messageNext messageBottom of pageLink to this message   By The Dark Lord (Jestergoblin) on Friday, August 27, 2004 - 01:49 am:

Got my other five done...

Verdant Force
5GGG
Creature - Elemental
During each player's upkeep, put a 1/1 green saproling token into play under your control.
7/7

Oakshield Campaign
2G
Sorcery
Target land is now a forest. This effect does not end at the end of turn.

Verdantspell
GG
Instant
Counter target enchantment or artifact spell.
Put a 1/1 green saproiling token into play under your control.

Adem's Pact
G
Instant
Put target card in your graveyard on top of your library.

Gaea's Wake
2GG
Sorcery
Destroy all creatures. They cannot be regenerated. For each creature destroyed this way put X 1/1 green saproling tokens into play under that creature's controller, where X equals the creature's power.

Art and additional balancing will come next week

Top of pagePrevious messageNext messageBottom of pageLink to this message   By Rincewind (Jodah) on Friday, August 27, 2004 - 08:37 am:

Piracy is tghat "hit a player, draw a card" thing, right? what is the point of the relic subtype?

You need to make more racial cards, like minotaurs and viashino and elves and such(raptors?)


Add a Message


This is a private posting area. A valid username and password combination is required to post messages to this discussion.
Username:  
Password: