There are 95 total cards, 17 of each colour, 10 multicolored (1 of each two colour combination), 9 artifacts and 1 land. The set includes 51 creature cards (11,10,10,11,12 for W,U,B,R,G), 10 enchantments (3,1,3,2,2), 16 instants (3,6,2,3,3), and 12 sorceries (2,2,4,3,2).
The multicolored stats were kinda interesting. Directly after compilation, we had 1 of each with only 1 extra GR and 2 extra UB --JW
I've changed one red enchantment to a creature, since it has a tap ability. Updated the numbers above accordingly. --AC
Funny letters and numbers
Each card is preceded by a line like "[GC03] (43)". The first bit (in "") indicates that this is the 3rd Green Creature of the set, and the second bit (in "()") indicates which card number it was in the /GeneratorLimited page (although it's only approximate, and I lost track of a couple and had to replace them with zeros).
Why is this card black now?
I've tried to divide the cards evenly throughout the colours and make sure that each colour is balanced internally (sensible number of creatures vs instants, decent range of creature sizes). Unfortunately, this meant that I had to be fairly liberal in some cases with changing P/Ts?, costs and colours from the consensus in /GeneratorLimited (notably, black's gotten more counter magic than it usually does, as there wasn't enough room for it in blue). Please feel free to comment on any cards that you feel have become over/undercosted or off-colour as a result.
Another issue is that the Generator made a few cards (BC07,GC04,UC01,WC02,WC06) with the effect "target creature gets +P/+T." I don't know about others, but I read this as the expected "+P/+T until end of turn," and originally gauged the cost of the cards as such. This is a problem first of all because remembering how many random +P/+T effects are in play is not fun, and secondly because there's no good alternative template; for now, I've tried to template each using funny sized counters, but having a bunch of funny sized counters isn't necessarily what we want either (unless people are into that sort of thing). The other option is to interpret GenerSama?'s vision more fluidly, and just assume the "until end of turn"s were implied. Votes:
Add UEOTs: (JW) (AC) (EW)
Updated to UEOT until votes the other way outnumber this. --AC
One more thing...
Beyond that, the only thing we're missing are the names, which anyone feeling inspired and/or creative is more than welcome to tackle. (Hmmm... if only we had a [random name generator], possibly even one that specialised in [artifacts]...)
StuartFraser's interest in Magic, waning as it is, is enough to get him to suggest names and generally complain about flavour; not enough to make him do anything actually constructive. Here goes. The letters in brackets are my notes about names; the notes are at the bottom. Flavour text may happen as well, if it occurs to me at the time.
A note on the flavour; StuartFraser (who, for better or worse, is responsible for the majority of the card names) has been using as much Magic flavour as he can. I've referenced most of the story lines up through the Mirrodin block (the only exceptions are the Ulgrotha: Arabian Nights and Homelands):
Note that there's nothing sacred about the large majority of creature types and you should feel free to change them to match creative concepts of name's and flavour text. There are a few mechanically necessary creature types (Golems, Merfolk, and our one Soldier Wizard come to mind) but a few changes here and there shouldn't hurt. --JW
To be precise, the mechanically important creature types are: Wizard, Beast, Golem, Zombie, Elf, Goblin, Cleric, Merfolk, and (Soldier Wizard). Anything else is completely free to shift with flavour, and even some of those listed can change provided the are enough others.
Further discussion here
I've tried to update everything to post-Kamigawa format; that is, no Legend creature type and no "sticky rules" for Walls, just Legendary Creatures and the Defender ability. If you spot something I missed, please feel free to change it. --JW
A couple of creatures (BC08 and GC05) ended up way off-colour. Some options are:
Swap them with other creatures in order to make them on-colour.
Scrap them and get replacements from the generator.
As they both want to be blue, and I can't see anything less blue among the current blue cards, I'm leaning towards the second option. We could, of course, scrap different blue cards instead if anyone's partial to these two. --JW Votes: Swap: Scrap: (JW)
Umm... AlexChurchill had said something about tags being useful, but that comment and the tags have since all disappeared, and the ones I've put in seem to be doing funny things to the following lines. --JW
StuartFraser apologises for overwriting this edit from Vitenka, where he said (paraphrasing) "you missed the edit where he said "it doesn't work at all actually", but he's fed up with these edit conflicts and his edits take too long to sort out otherwise.
Yeah, that idea didn't work, so don't bother with it. --AC
ChrisHowlett has started putting the cards into MTG Editor, but a bug in the software and the fact he's leaving on Saturday for a good month or so means he won't finish. Suggest someone else takes on the task? I don't recommend printing out an entire set for each player, but a "graphical spoiler" may well make life easier.
Tolarian Unicorn [WC01] (13) 2W Creature -- Unicorn 2/2 At the beginning of each player's combat step, you may pay 3. If you do, regenerate all blue creatures. With the support of both Urza and Gaea, even death would not stop the Academy's research
Is this undercosted? Oh, and it really doesn't have to be a unicorn... --JW
Not good, since Sage generally implies something approximating to Scry 4. Also, "Unicorn" tends to come at the end of Unicorn cards. --SF
Yes, I just realised that. Hmm. Can't really think of a suitable descriptor. --CH
Perhaps "Island Unicorn"? Or should it refer to a specific island? --EW?
Hmm. It's a long time since I've paid all that much attention to the magic storyline, and there's a definite lack of suitable islands in the storyline. Nonetheless, there is one.... --SF
Order of Serra [WC02] (28) 2W Creature -- Human Cleric 2/1 When ~this~ is removed from the game, put a 2/2 colourless Legendary creature token named Disciple of Serra into play. T: Any number of target black creatures get -3/-1 until end of turn. Though the Phyrexians are gone, their battle to save Dominaria from the darkness continues
Opal Sentinel [WC03] (89) 4W Creature -- Human Soldier 4/4 2RR: ~this~ is a land as well as its types until end of turn. As long as the number of enchantment spells played this turn is less than 3, all white enchantments are 4/4 creatures as well as their types. (Auras that are also creatures are placed in their owner's graveyards.)
The problem with this is that the other "Opal" creatures are all enchantments which become creatures if something happens. However, the "Opalescence" pun is IMHO too obvious to miss. --SF
How many white enchants do we have? If it's several, this might be undercosted. --CH
Is the enchantment clause part of the activated ability? If so, should it end at end of turn? --EW?
Kithkin Oracle [WC04] (80) 1WW Creature -- Human Cleric 1/2 All white creatures can't be blocked except by creatures with power greater than or equal to 3. When ~this~ comes into play, put a destiny counter on target creature. T: Put a destiny counter on target permanent. All permanents with destiny counters on them have protection from red and black. Pay 1 life: Target creature is blue. (This effect doesn't end at end of turn.)
Anything referring to destiny clearly wants to be an Oracle or similar; "Kithkin" is almost required given the first ability. --SF
These counters really should be removed when ~this~ leaves play. --EW?
Soldevi Acolyte [WC05] (86) 1WW Creature -- Human Cleric 1/3 Nonmana activated abilities cost all players an additional 'Discard a card from your hand' to play. After the magical conclusion to the Brother's War brought on the ice age, the few remaining civilizations attempted to prevent the use of magic by whatever means.
Explanation for name and flavour text on demand. --SF
Harbin, Ornithopter Pilot [WC06] (9) W Legendary Creature -- Human Knight 1/1 T: All creatures get +4/+4 until end of turn. Determined to escape the shadow of his father, Urza's only son was to discover Argoth's riches, and so bring the Brothers' War to its final, and explosive, conclusion.
Fine, except he's an ornithopter pilot without flying. Suggest using another descriptor (or character, if he's storyline)? --CH
He's storyline. All of my legends are storyline. And he's an ornithopter pilot, not an ornithopter. I'm happy with it. As an alternative, Rebbec and/or Glacian could reasonably take this card (the former is a Thrannish architect and leader, the latter a brilliant Thrannish artificer who a) invents powerstones and b) ends up as part of the strangest composite yet to show up in Magic.) --SF
Glowing Purist [WC07] (42) 2W Creature -- Human Cleric 1/4 WU, pay 4 life: Put a speed counter on target permanent. 1U, T: Target permanent with a speed counter on it may not attack until end of turn.
Changed cost and stats to reduce count of white 2/2s. This seemed the most defensive of the bunch. --AC
If this was an enchantment, I would call it "Overshoot". It isn't, because it taps. I may think of something on my second pass. --SF
SF thinks this name sounds slightly silly too, but is happy to leave it in.
These counters really should be removed when ~this~ leaves play. Interesting tension between this and Pathmage Commander. --EW?
Hunter's Companion [WC08] (1) 1W Creature -- Hound 2/2 When ~this~ is returned to its owner's hand, destroy target permanent. The Northern Order used Hounds to guard their encampments. In the South, they were more aggressive.
Rule of the Many [WE01] (60) 3WW Enchantment Black creature spells cost all players 4 more to play. If there is at least one artifact in play, all creatures with power 3 or less have vigilance. New Argive's ruling council maintains its power through working with those who will co-operate, and being quick to act against those who will not.
StuartFraser resisted the temptation to call this card "Wealth Redistribution", but only just. --SF
Field of Days [WE02] (77) 1WW Enchantment Discard a card from your hand: Put a time counter on target creature. All creatures with time counters on them have vigilance, protection from permanents you control, and -1/+2. After the fall of Eijango, the remnants of Konda's forces sought protection in a fortress they wove from time itself -Obeservations of the Kami War
Kangee's Aegis [WE03] (84) 3W Enchantment If you would lose life, instead any player may pay 2 and tap an untapped Bird he or she controls. In the final days of the Phyrexian war, it was the highest honour to meet death by taking a strike meant for one of Dominaria's planeswalker defenders.
Healing Rains [WI01] (12) W Instant If you control a Plains, you may play ~this~ without paying its mana cost. Each player gains 3 life.
Noble Impulse [WI02] (70) 1W Instant Sacrifice a nonblue creature. Regenerate any number of target creatures with both power and toughness less than 3. "The instinctive actions of the Suq'Ata skirmishers undoubtedly saved the entire army. Alas, there is now no way to reward them for their bravery." --Sidar? Jabari
/me mutters "Can't you just reprint Fanatical Devotion"? --SF
Hmm. Should we template the Sacrifice to "As an additional cost"? Otherwise it's fantastic in a non-U W deck... --CH
I think you mean fantastic in a U/W deck, no? I think I'm okay with letting people avoid the sack by playing only blue creatures, as blue creatures are unlikely to be in the mass combat this implies. --JW
Divine Protection [WI03] (108) 3W Instant Any number of target Clerics get +1/+4 until end of turn. My faith is my shield
Rhystic Exorcism [WS01] (56) 1W Sorcery Unless target opponent pays X life, where X is the number of cards a player of that opponent's choice has in hand, destroy all Zombies. Unfortunately, the Order seems to have developed a method of draining the animating force from a group of undead. The lost magics can be replaced by the necromancer's own essence, but this is not recommended -Unknown Cabal Researcher
I tried, but I'm not sure it's better... I admit I stumbled over the any player, but I don't think it's ambiguous. --JW
Okay, so Rhystic magic is usually interrupted by payments of mana, not life. Under the circumstances, it seemed to make sense, though. --SF
Jhoira, Ghitu Artificer [UC01] (20) 3UU Legendary Creature -- Human Wizard 2/3 Each artifact is an artifact creature with power and toughness each equal to its converted mana cost. Sacrifice an unblocked creature: Target creature with power less than or equal to 4 gets +4/+3 until end of turn.
Perhaps I was aware before I encountered her; but absent her attention I cannot say I would ever have lived -Karn, Silver Golem Rootwater Collaborator [UC02] (37) 2UU Creature -- Merfolk Wizard 1/4 T, Discard a Merfolk card from your hand: Put a +1/+1 counter on ~this~. Remove a +1/+1 counter from ~this~: Counter target spell or ability. Even among the savage mer, there were those who were easily seduced by Volrath's promises of power.
Inspired by Strongold Biologist and Stronghold Machinist --SF
Obsessive Architect [UC03] (29) U Creature -- Human Wizard 1/1 4WUBRG: Untap target Wall and gain control of it. (This effect doesn't end at end of turn.) It gains haste until end of turn.
I have to laugh at the image of a Wall with haste. --EW?
Someday I will come up with flavour text for this card. --SF
Merfolk Sage [UC04] (55) 1U Creature -- Merfolk 1/2 When ~this~ is put into a graveyard from play, look at the top 4 cards of your library, then put them back in any order. As the seas grew colder and the Homarids encroached ever further into Vodalia, many of the mer kingdom's wisest worked themselves to a premature death searching for their nation's salvation --Sarpadian? Empires, Vol. IV Avatar of the Mists [UC05] (87) 6U Creature -- Elemental 4/4 When ~this~ leaves play, the next time a creature with toughness not equal to 4 would deal damage to a creature this turn, you may pay 3. If you do, prevent that damage and draw a card. B: Put a doom counter on target enchantment. T, Tap an untapped land you control: Return target permanent with a doom counter on it to its owner's hand. T, Discard a card from your hand: Sacrifice a creature. Then tap up to 4 target permanents target opponent controls. Sacrifice a unblocked creature, Discard a card from your hand: ~this~ can't be the target of spells or abilities. (This effect doesn't end at end of turn.)
Retemplated to clarify what is being replaced. --CH
The doom counters really should be removed when ~this~ leaves play. Note that Armageddon Staff also uses doom counters. --EW?
____ [UC06] (93) 3U Legendary Creature -- Merfolk Wizard 2/2 Discard a card from your hand: Sacrifice an artifact, then return target permanent to its owner's hand.
I'm trying to keep to named characters in the storyline who don't currently have cards for legends. There aren't any such merfolk. --SF
Given that we legenderized UC01, can this lose Legendary status? If it does, oh, Rootwater Wizard, w/flavour text Even the most learned mer professions became filled with violence under Volrath's influence --SF
Pathmage Commander [UC07] (99) 5U Creature -- Soldier Wizard 3/1 At the beginning of your main phase, put a speed counter on target creature. All creatures with speed counters on them are unblockable. The greatest pathmages could create a short cut between two towns on a straight road
These counters really should be removed when ~this~ leaves play. Interesting tension between this and Glowing Purist. --EW?
Merfolk Nursery [UE01] (23) 4UU Enchantment You may play ~this~ any time you could play an instant. At the beginning of each player's upkeep, put a 1/1 blue Merfolk creature token into play. Pay 1 life, Sacrifice a land: You gain 3 life. 1WW: Add 1 mana of any one colour to your mana pool.
StuartFraser rules this card to have too much rules text to fit flavour text in.
Strategic Retreat [UI01] (49) U Instant If you control an Island, you may play ~this~ without paying its mana cost. Unless any player discards a card from his or her hand, return target creature to its owner's hand. Urza's students held every redoubt against the onslaught, retreating as the Phyrexians gained the upper hand. Even if the academy was to fall without its powerful patron to defend it, the machines would pay the highest price Barrin could make them pay.
Engineered Mutation [UI02] (110) U Instant If you control an Island, you may play ~this~ without paying its mana cost. Change the text of target spell by replacing all instances of one creature type with another. (This effect doesn't end at end of turn.) The Slivers share their strength with others of their kind unthinkingly - a highly useful property, when properly controlled --Pemmin?, Riptide Survivor.
Search for Weaknesses [US01] (67) 3UU Sorcery Draw X cards, where X is the number of cards target opponent has in hand. Buyback--Y, Pay 3 life, where Y is the number of Elves in play. Spend only red mana on Y. Know thy enemy and know thyself, and you can go a thousand battles without defeat --Sun? Tzu, the Art of War
Mycosynth Plough [US02] (81) U Sorcery Any number of target lands become artifacts in addition to their other types until end of turn.
Yuck. Mirrodin-Block name. Oh well, it said "artifact". I plead Not Guilty. --SF
Giggle. I don't mind, although I don't see any reason we have to spell "Plough" the American way. --AC
Changed cost from 5BB to 6B to lower our double-coloured count in black. --JW
Phyrexian Beserker [BC02] (45) 3BB Creature -- Horror 6/6 You may play ~this~ any time you could play an instant. All players may play red spells with a converted mana cost less than or equal to 3 by paying 4U instead of their mana cost. Whenever a creature comes into play, you lose 3 life.
I wonder if 1B might be a little undercosted. MTG: Wretched Anurid is only a 3/3, and he was quite good. Granted, he only cost you 1 life a go, but the instant-speed bit of this means you can get an attack in while avoiding your opponent's main phase. --CH
/me shoots self. You're right, I completely missed the "haste" aspect of this guy. I've upped his cost to 3BB, but I'm not still not confident that's what it should be. --JW
Volrath's Attendants [BC03] (68) 2BB Creature -- Cleric 2/1 At the beginning of your upkeep, sacrifice any number of creatures and draw that many cards. "Of the ends to which my former enemies can be put, research is frequently the most advantageous." --Volrath?
Again about being a Zombie. As JWA? said on the other page, a Cruel Slave-Driver has a cool flavour, which would make him a Minion. --AC
Happy to unzombify it, but I've never really understood overlord type creatures being called minions. Aren't minions supposed to be, like, underlings? Other possibilities are Human, Abomination, Demon (bit small for a Demon...), Horror--wait, how about a Human Horror? --JW
Phage, the Untouchable is a Minion Legend. There are precedents. --SF, who keeps finding that his best ideas for cards have already been used, which is gratifying, I suppose. (Cruel Slave-Driver is not really a Magic name, it's a description. Magic names normally imply something about race or alleigance. The problem is that the best races all have "Slaver" cards already.) Hence the above.
AIUI, they're Minions to us, the black-aligned planeswalkers, in the same way DarthVader? might view a Stormtrooper Captain as a minion :) And I'd be fine with either Human (with some job type as well) or Horror. To be a Human Horror would need some convincing concept creating for it, but I'm not averse if that prerequisite is met. --AC
Cankerous Zombie [BC04] (99) 4B Creature -- Zombie 3/2 All green creatures get -1/-2. Only intense effort by the druids prevented them destroying large areas of forest.
Not perfect, but it's something on the name/flavour front. Improvements welcome. --CH
Wingsmith's Shade [BC05] (106) 2B Creature -- Shade 1/1 All black creatures have flying. Threshold - All permanents target opponent controls gain "When ~this~ is removed from the game, put a 3/3 Bird artifact creature token with flying into play," "UU: Put a 2/2 Golem artifact creature token into play," and "Sacrifice a Golem: Draw a card."
Creature type changed to Shade because Black ghosts are Shades, generally --SF
(m) Pretty please can this be a legend? It really ought to be Ashnod, the Uncaring..... --SF
Yeah... I think we could use anouther Legend. One in each colour would be ideal, but I not sure if that's feasible. --JW
Either, actually. Ashnod was Mishra's apprentice, although her loyalty was somewhat questionable, (she loved Tawnos, Urza's apprentice), and so I thought much of this fit; but so does BC03. --SF
I'm not sure Threshold abilities on a permanent can target anything. Perhaps, "All permanents controlled by an opponent ..." --EW?
Agent of Mairsil [BC06] (117) 5BB Creature -- Zombie Wizard 3/4 T: Regenerate all creatures. Pay 4 life: Counter target instant or sorcery spell. Pay 3 life: Target creature gets +2/+2 until end of turn. When ~this~ is put into a graveyard from play, you may discard a card from your hand. If you do, target blocking creature with power or toughness greater than X, where X is the number of basic land types among lands an opponent controls, becomes the creature type of your choice until end of turn. All creatures with power or toughness less than 5 are Beasts.
Croag, Phyrexian Demon [BC07] (53) 4BB Legendary Creature -- Demon 3/3 T: Target nongreen creature gets -4/-3 until end of turn.
Okay, so Croag might be too powerful to actually have a card (Phyrexian demons aren't all that far short of planeswalkers), but there's not much in the way of cruel black demon legends without cards around. --SF
Would you prefer to make BC03 or BC05 Legendary and mundanify this? If so, please go ahead, as you have a far better idea of storyline flavour than I do. --JW
[BC08] (38) 3B Creature -- Rat Shaman 2/2 3BB, Discard a red creature card from your hand: Put a destiny counter on target enchantment. Discard 2 cards from your hand: Gain control of target permanent with a destiny counter on it.
Ngh. There's just no way this should be black. Mono-black just doesn't get ways to deal with enchantments, even at such a ridiculous cost. Move to blue, or UB? Or am I just being too pernickety? --AC
Agreed. When I decided to let black steal stuff, I didn't realize it was specifically enchantments. I'm concerned things might get very messy if we start swapping things between colours now, though; If there's no obvious simple swap, perhaps we should bin this and whack the generator until it gives us a suitable replacement? --JW
I'm not naming this card if you're about to bin it. --SF
Vulture Spire [BE01] (27) 7B Enchantment At the beginning of each player's main phase, put a 4/3 blue Bird creature token with flying into play. B, sacrifice any number of Birds: Destroy that many target green creatures.
SF doesn't like this name. He would suggest a better one if he could think of it.
Stifling Embrace [BE02] (3) 1BB Enchantment Pay 3 life, Sacrifice a permanent: Counter target spell or ability
Face of an Ally [BI01] (103) B Instant If you control a Swamp, you may play ~this~ without paying its mana cost. Target Golem is unblockable until end of turn.
Spoils of Battle [BI02] (46) 1B Instant At the start of the next main phase this turn, if target attacking or blocking colourless creature is in play, any opponent may discard a card from his or her hand. If no one does, you may search your library for a card, reveal it, and put into your hand. If you do, shuffle your library. Cycling R
This may be better templated with "At end of combat, ..." --EW?
Toxic Caress [BS01] (33) B Sorcery Target player receives 2 poison counters.
Dying Man's Curse [BS02] (102) B Sorcery If you control a Swamp, you may play ~this~ without paying its mana cost. Sacrifice any number of Zombies. Each player loses that much life.
Ritual of Consultation [BS03] (112) 1B Sorcery Each player may search his or her library for a card, reveal it, and put it into his or her hand. Each player that does so then shuffles his or her library.
Since it's a Demonic Tutor for everyone... --SF, who doesn't like this name, and may return with a better one later. --SF
Flametongue Trickster [RC01] (7) 3RRR Creature -- Goblin Shaman 2/1 Whenever a permanent comes into play under target opponent's control, you may pay UB. If you do, ~this~ deals 4 damage to target creature or player At the beginning of your upkeep, unless an opponent sacrifices a tapped permanent, exchange control of target permanent you control and target permanent of the same type target opponent controls.
FtK?? and Legerdemain, twiddled together to produce this name --SF
Ostrich Herder [RC02] (21) 3R Creature -- Barbarian Nomad 3/2 ~this~ comes into play with 1 charge counter on it. BBB, remove any number of charge counters from ~this~: Put that many 2/2 red Bird creature tokens with haste into play.
Erm, isn't Barbarian Knight a contradiction in terms? And I'm fairly certain that a Barbarian Knight being an Ostrich Herder definitely is. --SF
Neither Barbarian nor Knight is importantly mechanically, so please go ahead a change the creature type to whatever you think is best. If you'd like to modify the CC & P/T to match a concept, that should be all right as well. --JW
Charge counters are typically used on non-creature artifacts. Perhaps egg counters? --EW?
Goblin Elder [RC03] (50) 2R Creature -- Goblin 2/2 Protection from red Those who survive long enough to be called 'Elder' in a race entirely devoted to destruction are either supernaturally fortunate or supernaturally durable; in either case, goblinfolk revere them.
Kyren Costumier [RC04] (64) 1RR Creature -- Goblin 1/1 All Goblins have fear. "I just assumed they were born that way." --Takara?en-Dal
The Kyren, for those of you who have shamefully neglected your reading of Masques-Block backstory, are an intelligent (possibly Phyrexian-influenced) Goblin race who are the power behind the throne in Mercadia (see MTG: Conspiracy). --SF
Alpha Wildcat [RC05] (76) 2RR Creature -- Cat Beast 3/3 When ~this~ comes into play, you may pay 3WW. If you do, put a 2/1 blue Merfolk creature token into play. Whenever a creature deals damage to a player, gain control of target untapped Beast until end of turn. Pay 4 life, Sacrifice a nonblue creature, Sacrifice a Merfolk: ~this~ deals 4 damage to target colourless creature. When a creature damaged this way is put into a graveyard from play this turn, return it to play under your control. Other beasts are drawn to the way it plays with fish before it eats them.
Goblin Lavamancer [RC06] (97) 3R Creature -- Goblin Shaman 1/2 At the beginning of your upkeep, ~this~ deals X damage to two target creatures, where X is the number of permanents in play. As the jagged lightning arced towards him, Glurk discovered why the spellbook had both insisted on two targets and said "Stand well back."
Glurk! I don't think a 1/2 for 1 in Red should have the ability to kill multiple 5/5s a turn. Changed cost, but please say if you disagree. --AC
No, of course you're right; the change is fine. Rules question: What happens if this is the only creature in play at BoU?? I know you can't play spells or abilities without enough valid targets, but I also know that you're supposed to follow instructions as far as you can (like discarding your whole hand when you have fewer cards than you're instructed to discard). Does anybody know, or should I go digging? --JW
Right. The flavour text for this card now has to involve a Goblin named Glurk who ends up doing X damage to himself due to a lack of other targets. Submissions welcome. --SF
CompRules 410.4 is as close as the rules get, and isn't totally clear. There are no examples on cards so far of either triggered ablilities with more than one target, or triggered abilities with a target which do something not involving that target. I think from 410.4 and 409.1c that it actually wouldn't go on the stack due to not being able to choose enough targets. --AlexChurchill
Mad-Eyed Hermit [RC07] (34) 3RR Creature -- Barbarian Wizard 2/2 Whenever a white creature deals damage, put an improbability counter on target creature. T, Sacrifice a land: Put an improbability counter on target permanent. T, Sacrifice a red creature: ~this~ deals 2 damage to each creature with an improbability counter on it. When a creature damaged this way is put into a graveyard from play this turn, return it to play under your control.
Enchantments don't tap. Changed type - sorry. --AC
Don't be, I completely agree. This must have slipped through compilation. --JW
StuartFraser is resisting the temptation to write a flavour text involving a blue whale and a bowl of petunias.
____ [RE02] (72) 2RR Enchantment As long as the number of cards you have in hand is greater than 3, nonmana activated abilities cost all players an additional 'Sacrifice a basic land' to play.
Would someone explain why this is red to me? I might be able to understand the flavour sufficiently to get a red name them. --SF
I think MTG: Brutal Suppression was Red because it was hosing White (Rebels are, I think invariably, White), and because the plot of Prophecy means that the Keldons, who are red, were doing the suppression, rather than any particular flavour. See WC05/Soldevi? Acolyte.... --SF
Frenzied Melee [RE03] (90) 5R Enchantment All creatures with power equal to 3 can't be blocked. 4G: ~this~ deals 4 damage to target creature or player.
I'm still scared of this one, and wonder about making it more expensive --AC
Essence Flame [RI01] (57) 1R Instant ~this~ deals 2 damage to target nonmulticoloured creature. This damage can't be prevented or redirected. If a creature damaged this way would be put into a graveyard this turn, remove it from the game instead. "Some people claim that fire won't solve everything. I say you just have to burn the right things." --Jaya? Ballard, Task Mage
False Alarm [RI02] (73) R Instant If you control a Mountain, you may play ~this~ without paying its mana cost. Untap target Wizard and gain control of it until end of turn. It gains haste until end of turn.
This could be a tad overpowered, given the abilities of some Wizards... --EW?
Suicidal Charge [RI03] (32) 2R Instant Affinity for legendary creatures. (This spell costs 1 less to play for each legendary creature you control.) Sacrifice a Golem. Destroy up to 3 target Soldiers.
At some point while naming red sorc/inst, StuartFraser muttered to himself, "No, dropping a meteor on someone is a sorcery effect." Oh dear. --SF
Hmmm... sorry to start arguing about a card you've already named, but perhaps this should be a sorcery... seems a little strong as is. --JW
But it would be so much fun in the middle of battle... Besides, that name pulls all three parts into a wonderful image. --EW?
Spark of Fury [RS01] (10) 1R Sorcery ~this~ deals X damage to target creature, where X is the number of red creatures in play.
Scorch [RS02] (106) 2R Sorcery Destroy all Mountains.
Ahh... This is really pedantic, but isn't "scorch" a little light for this effect? --JW
I'm tempted to rename it "Scorched Earth", but I'll resist for now. --EW?
Thoughtlessness [RS03] (8) R Sorcery Target player may search his or her library for a card with converted mana cost less than or equal to 2, reveal it, and remove it from the game. If that player does so, shuffle that library afterwards. Flashback 3GGG
AEtheric Wurm [GC01] (17) 6GG Creature -- Wurm 6/6 Whenever a nonwhite creature deals damage, target player may reveal his or her hand and put all creature cards from it into play.
Reduced power, as the card is plenty strong enough without being able to kill a player in 3 hits. I think this could come down further to 6/5 or 5/5. What do people think? --AC
I think it's alright, although I'm happy to be dissagreed with; it's along the lines of MTG: Symbiotic Wurm, although comparing things to swingy rares might not be the best course of action. I'm happy for it to be even smaller, but note that it's the set's fattest fattie. --JW
Can he be an Elf Druid? As he affects Elves, he really ought to be one (MTG: Wirewood Symbiote notwithstanding), but we should have enough Soldiers to let this one go. --JW
____ [GC03] (43) 2G Creature -- Ooze 0/0 ~this~ comes into play with one +1/+1 counter on it for each enchantment in play. When ~this~ comes into play, you may pay 2 life. If you do, add W to your mana pool. Discard a sorcery card from your hand: Put a +1/+1 counter on ~this~.
I forgot to mention; I split one of the original cards in two, of which this is one, so it hasn't been scrutinized too closely on its own. Compare with MTG: Yavimaya Enchantress. --JW
Speaker of Peace [GC04] (63) 1G Creature -- Elf 1/2 T: Each player may return a card from his or her graveyard to his or her hand. 4: Target legendary creature gets -2/+1 until end of turn. U: Counter target Soldier spell.
____ [GC05] (75) 5G Creature -- Elf 2/2 At the beginning of each opponent's precombat main phase, two target legendary creatures get +1/+1 until end of turn. 4: Put a 2/2 red legendary creature token with flying named Something into play. UU: Put three 1/1 Wizard artifact creature tokens into play. Discard a card from your hand, Sacrifice a Plains, Sacrifice a Wizard: Regenerate two target blue creatures.
I'm really not sure why this has ended up green. Every colour gets token generators. She seems most blue to me, but could be red or white. --AC
Yeah, I agree... Green shouldn't be getting flyers or sacking creatures. We'll have to see if there's a place for him in blue... --JW'
Eep. I've been reading it as "Whenever ~this~ deals combat damage..." You're right this was way overpowered; it may still be. --JW
Dragonkin Enchantress [GC07] (98) 3G Creature -- Enchantress 1/1 All Goblins gain "Sacrifice an attacking Dragon: Counter target activated ability." 2: You may put a enchantment card from hand into play. Whenever a Goblin comes into play, you may pay BR. If you do, put X 1/1 black Bird creature tokens with flying into play, where X is the number of nonwhite creatures in play. When ~this~ is removed from the game, put a 5/5 red Dragon creature token with flying into play.
The Enchantresses are being retyped to Human Druids. For this card, maybe Spellshaper is better. --EW?
Wandering Armodon [GC08] (101) 1GG Creature -- Beast 3/3 When ~this~ comes into play, you may pay 3. If you do, you gain X life, where X is the number of basic land types among lands target opponent controls.
Endangered Vorine [GC09] (107) GG Creature -- Beast 2/3 When ~this~ leaves play, target player may pay X blue mana, where X is the number of colors among permanents you control. If he or she does, target player gains 4 life and draws 2 cards. Scholars prize these rare predators for the serum that can be distilled from their bones. Hunters prize them because Scholars do.
This needs fixing. A 2/3 with an advantage for GG is a bit good. --SF
[GC10] (58) 3GG Creature -- Elf Shaman 3/2 T, discard a card from your hand: Unless any player sacrifices a tapped Golem, any number of target creatures with power 1 or greater can't be blocked until end of turn and you sacrifice a permanent. Then put two +1/+1 counters on target nontoken attacking or blocking creature.
Seems like an effect that speaks of a more sentient creature than the creature type Beast would suggest. Feels more like an Elf Shaman / Elf Wizard to me... --AC
Nature's Restoration [GE01] (16) 4GG Enchantment Whenever a Cleric deals damage, you may return a card from your graveyard to your hand. The Clerics of Yavimaya have studied the life cycle intensively, and in times of great need, know how to accelerate it.
Life's Caress [GI02] (76) G Instant If you control a Forest, you may play ~this~ without paying its mana cost. Regenerate target green creature.
Hatching Brood [GS01] (40) 4G Sorcery Put five 1/1 red Sliver creature tokens into play.
Aura Channels [GS02] (78) 2G Sorcery Affinity for enchantments (This spell costs 1 less to play for each enchantment you control.) Return a land card from your graveyard to play.
Unholy Scimitar [A01] (25) 3 Artifact -- Equipment Equipped creature gets +1/+1. Equip X, where X is the number of white permanents in play. Spend only black mana on X. Discard a card from your hand, Pay 1 life: Unless an opponent pays 2 life, put a +1/+1 counter on each of up to 2 target black creatures.
Thran Transformer [A02] (61) 0 Artifact At the beginning of each player's combat step, you may tap an untapped land you control. If you do, add 2 to your mana pool.
Armageddon Staff [A03] (66) 3 Artifact When ~this~ comes into play, put a doom counter on target creature. At the beginning of your upkeep, put a doom counter on target enchantment. Sacrifice a permanent, Sacrifice a creature with both power and toughness less than 3: Put a doom counter on target artifact. GG: Put a doom counter on target creature. T, Tap an untapped Soldier Wizard you control: Untap all permanents with a doom counter on them and gain control of them until end of turn.
The doom counters really should be removed when ~this~ leaves play. Note that Avatar of the Mists also uses doom counters. --EW?
Library of Benalia [A04] (0) 2 Artifact Whenever a white creature comes into play, put a charge counter on ~this~. Remove X charge counters from ~this~, where X is the number of permanent types among permanents any player controls: Draw 1 card, then discard 1 card from your hand. (The permanent types are artifact, creature, enchantment and land.)
Elven Mycorogue [AC01] (15) 3 Artifact Creature -- Elf 2/2 All Elves are artifact creatures. Its programming forgotten, it continues to spread the artifact infection to its fellow warriors.
Mechanical Enforcer [AC02] (31) 8 Artifact Creature -- Golem 4/4 Spells cost your opponents an additional "Sacrifice a land" to play.
Levar's Familiar [AC03] (43) 4 Artifact Creature -- Golem 1/3 All blue creatures gain "Creature spells cost you 2 less to play."
In other words, "Spells that players with at least one blue creature play cost 2 less to play." On second thought, your wording is probably better. --EW?
Gemini Thoughtstealer [AC05] (83) 4 Artifact Creature -- Golem 1/2 At the beginning of your combat phase, put a 1/2 Golem artifact creature token into play. Whenever any player draws a card, you may pay 2. If you do, until end of turn, if you would gain life, instead add BRR to your mana pool. Spend this mana only on spells. 2: Target player may search his or her library for a card, reveal it, and remove it from the game. If that player does so, shuffle that library afterwards.
I decided to ignore the mana ability when naming this. --SF
Spiketailed Hystrodon [ZC01] (82) 5UR Creature -- Beast 0/0 You may play ~this~ any time you could play an instant. ~this~ comes into play with five +1/+1 counters on it. Remove a +1/+1 counter from ~this~: Unless an opponent pays 3U, copy target spell or ability and choose new targets for the copy. Remove three +1/+1 counters from ~this~: Unless target opponent taps an untapped land he or she controls, put a card you own not in the game on top of your library. It is rumored that the spikes of a hystrodon's tail will cause your wishes to come true. The skeletons outside hystrodon lairs imply otherwise.
Are you sure this isn't still overpowered? I can't see an end to the possibilities for five copies, or two copies and a wish, and it's a creature if you're willing to give up the advantage of surprise. Even trying to eliminate it gives up card advantage, because it can copy the very elimination spell. --EW?
Goblin Crusader [ZC02] (14) RW Creature -- Goblin 2/1 T, Discard a card from your hand: Add 1 to your mana pool. Sacrifice ~this~: Destroy target black creature. Reaching desparation in his holy war against the darkness, he prays for help from any deity he can think of.
____ [ZC03] (35) 3GR Creature -- Beast 3/3 Nongreen spells cost you an additional 'Pay 1 life' to play. Discard a multicoloured card from your hand: ~this~ deals 7 damage to target creature or player.
I picture this as some sort of semi-intelligent yeti-ish thing. Brutish Guardian, Even those seeking to clear the tangled forest had to admire its single-mindedness?
Maybe sort of a 'color feeder'? Feeding on non-green spells? --JDE?
Electric Barrier [ZC04] (36) 3BR Creature -- Wall 2/2 Defender At the beginning of your combat step, you may pay BBR. If you do, put three 2/2 blue Wall creature tokens with defender into play. Left unchecked, the lightning arcing from point to point could make entire battlefields impassable.
Drowned Sorceror [ZC05] (92) UB Creature -- Zombie Wizard 2/2 T, Discard a card from your hand: Put a 1/1 blue Merfolk creature token into play. Sacrifice a Merfolk: Draw a card. Many Merfolk were drawn to the silt-clogged libraries of the sunken tower by the promise of knowledge. Few realised that its long-dead builders still plotted in the shadows.
I have no idea how likely MtG Merfolk would be to do that (someone mentioned them being savage?) but it seemed to fit... --SMcV
Lord Pontifex [ZC06] (104) 2WUU Legendary Creature -- Human Advisor 3/5 At the beginning of your upkeep, target player may pay 4. If that player does, ~this~ gains 'At the beginning of your main phase, you may discard a card from your hand. If you do, all legendary creatures get +2/+2 until end of turn' until end of turn. Whenever any player plays a spell, you may pay X white mana, where X is the number of permanent types among permanents you control. (The permanent types are artifact, creature, enchantment and land.) If you do, copy target spell or ability and choose new targets for the copy.
I'm pretty sure Pontifex was a Vedalken in the Mirrodin storyline, not a Human. -NH
Lyese, Freedom Fighter [ZC07] (109) 2GW Legendary Creature -- Elf Soldier Rebel 2/2 ~this~ comes into play with a +1/+1 counter on it. GW: ~this~ deals 3 damage to up to four target creatures with total power and toughness greater than 6. This damage can't be prevented. Remove a +1/+1 counter from ~this~: You gain X life, where X is the number of basic land types among lands you control. Pay 4 life, remove any number of +1/+1 counters from ~this~: Untap that many target permanents.
SF takes some liberties with Mirrodin block backstory in order to have a Legendary Elf without a card....
Rites of the Darkened Cycle [ZE01] (94) 5GB Enchantment At the beginning of each opponent's combat phase, all tapped nonbasic lands gain protection from green until end of turn, and each player gains 4 life. Pay 2 life: Each player puts seven 4/1 black Cleric creature tokens into play. Life and death are powerful components of magic, easily swaying devoted minds.
This card is just asking to be combined with Divine Protection. -NH
I could have referenced the Cabal, but it just didn't seem right. Maybe the Golgari might work? --JDE?
Siphon Power [ZI01] (115) GUU Instant Choose one: Add RGG to your mana pool; or counter target spell. Members of the Institute for Arcane Study rapidly became as adept at drawing mana from another's spell as they were at drawing it from the land.
Scouring Wind [ZS01] (11) 6WB Sorcery Destroy any number of target untapped permanents target opponent controls. The final wind of ascension is Vindicator, raising Keld above all. --Keld Triumphant
Mogg Warren [L01] (111) 0 Land All nonbasic lands gain 'At the beginning of your upkeep, you may pay X black mana, where X is the number of Beasts in play. If you do, put a 1/1 red Goblin creature token into play.'
Why on earth is this a land? "All nonbasic lands gain..." is surely an enchantment or artifact. Again, an explanation may lead to a name happening...
Principally so that it has a chance of doing anything at all if we play it! However, you could concept it as the homeland (or monastery / academy / whatever) of some summoners / trainers of a cowardly Goblin tribe. --AC
Upon further consideration, I'm thinking that getting potentially multiple free 1/1 creatures a turn for a land drop is way too powerful, and we should consider scrapping this. --JW
The ability triggers only once a turn, you only get one free 1/1 creature each turn. And it's not free, it costs X black - unless there are no beasts in play, of course. But still, it's only 1 a turn. --CH
Eww, what an inordinantly complex trigger. But I think that, as worded, n copies of the ability will go onto the stack at the start of upkeep, where n is the number of non-basic lands you control - which, if this were constructed, would be all of them. In format, probably not a problem, of course... --Vitenka
Oops, yes, my mistake. I thought it was just a property of this land. As it is, you'll get n^2 triggers, where n is the number of this land you control - since we have no other non-basics, and each [L01] splices its ability once onto each [L01] including itself. So, probably unlikely to ever be more than 4. --CH
Slightly saner wording: All non-basic lands get "TAP: ... use this ability only during your upkeep" - that should keep it down to sane levels until a beast can hit the board. That, or make the token it produces a goblin-beast... --Vitenka (The second one would seem the more 'in flavour' option)
Note that WotC no longer prints lands without some kind of tap-for-mana ability. --EW?