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"Eek!" creations


Some Generator creations have a certain "Eek!" factor...

The Most Apropos Generator Seed of All Time
(1337) Instant - Arcane (red) | Gain control of target library (This effect doesn't end at end of turn) | Scry 4
Compounding the 1337-ness, it would seem that the Scry would have you looking at the top 4 from both libraries, along the lines of split cards.

Creature - Goblin Shaman (2/2, red)
Discard a card: ~this~ deals 5 damage to target player

Boken over a thousand times over, discarding four cards is an instant win

Creature - Giant Knight (2/3, white and black)
2W: ~this~ deals 3 damage to up to 6 target attacking or blocking creatures. When a creature damaged this way is put into a graveyard from play this turn, return it to play under your control.
All multicoloured creatures get +1/+1
1, Sacrifice a creature with toughness less than or equal to 5: target white creature can block an additional creature (This effect doesn't end at end of turn). When that creature comes into play this turn, flip ~this~.
~this~ comes into play with X +1/+1 counters on it, where X is the number of creature types among creatures an opponent controls
BB, remove any number of +1/+1 counters from ~this~: target opponent loses that much life
Sacrifice a land, remove a +1/+1 counter from ~this~: two target red creatures can't attack until end of turn
- - - - -
Legendary Creature - Giant Knight (1/2, white and black)
Sacrifice ~this~, Discard a card: target creature gets -1/-1 until end of turn and that creature gets -2/-3 until end of turn
flanking
Whenever a creature is put into a graveyard from play, regenerate any number of target black creatures
Whenever ~this~ deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
Sacrifice ~this~, Sacrifice a land: two target artifacts are white until end of turn
That's just broken. Sorry.:

Strange Mana Island
Land
1U, T: add 2WUBRG to your mana pool
I want those... Sliver queen got a friend!:

Combo Master
Creature - Human Wizard (1/2, blue) 19U
When ~this~ comes into play, return target library to its owner's hand


lands gain cumulative upkeep: Pay 4 life


permanents are creatures with power and toughness equal to their mana cost as well as their types

All permanents you control gain ' creature spells cost each player 2 more to play '

Possibly the Brokenest Enchantment Evah
Enchantment?
you may play instant spells without paying their mana cost
T, Discard a card from your hand: counter target spell or ability
T: draw a card
At the beginning of each player's combat phase, target player may search his or her library for a artifact card, reveal it, and put it into his or her hand. If that player does so, shuffle that library afterwards. and up to 4 target multicoloured creatures get +X/+X, where X is the number of enchantments in play until end of turn

Coalition Mercenaries
Creature - Mercenary, 0/0, GGUU, Kicker WWBBRR
~this~ comes into play with X +1/+1 counters on it, where X is the number of basic land types among lands you control
Remove 5 +1/+1 counters from ~this~: unless target opponent pays G, add 2 mana of any one colour to your mana pool and return target permanent target opponent controls to its owner's hand
If you paid the kicker cost, If you would lose life, you may pay X blue mana, where X is the number of white enchantments in play. If you do, instead destroy up to 3 target nonbasic lands. They can't be regenerated.
At the beginning of each opponent's main phase, ~this~ gets +4/+1 (This effect doesn't end at end of turn)
3WUBRG: unless target opponent discards a card from his or her hand, you may return a card from your graveyard to play
Yes, paying the kicker cost means damage to you gets earthed onto nonbasic lands instead. --AC
Never mind that: This gets a permanent +4/+1 every turn! --CH

Artifact?
If an opponent would draw a card, instead you gain 4 life
Eeeeep...!! --AC

Unstoppable Burnination
Enchantment
Tap an untapped Merfolk you control: you lose 2 life
you may play red spells without paying their mana cost

How To Win At Multiplayer
Artifact?
1B: ~this~ deals 5 damage to up to 6 target players with less than X life, where X is the number of cards an opponent has in hand


Alluring Vault
Artifact?
1R, T: put a charge counter on ~this~
RRRRR, remove any number of charge counters from ~this~: that many white enchantments can't be the target of activated abilities until end of turn
4WB: put a charge counter on ~this~
3, remove X charge counters from ~this~, where X is the number of tapped basic lands in play: untap target creature and gain control of it (This effect doesn't end at end of turn).
Looks halfway reasonable until you realise you can do it in your opponent's upkeep without any charge counters at all... --AC''

Vitenka likes this one: If any player would be dealt damage, instead add 1 to your mana pool.  Should make for a fun mana burn phase.
Thankfully, mana burn causes loss of life rather than damage (IIRC), so the game would at least not be a draw... --CH

Channelling Familiar
Creature?
any player may play spells without paying their mana cost



Creature?
At the beginning of each opponent's upkeep, you may pay 1. If you doesn't, put a 1/1 white Cleric creature token into play
Sacrifice 1 Cleric: put 4 4/3 black Cleric creature tokens into play

Instant or Sorcery?
Buyback 1
you may search your library for a card, reveal it, and put it into your hand. If you do so, shuffle that library afterwards.
Although not completely broken, so long as it costs something like 4BB...

Enchantment?
Tap an untapped Wizard you control: put a 2/1 blue Wizard creature token into play
Sacrifice a Wizard: target Sliver gets +4/+4 until end of turn
Note: Summoning sickness is not an issue here! One wizard and, say, Winged or Shifting sliver...


All lands gain "All nonbasic lands gain "At the beginning of your combat phase, draw 1 card""
So each player, during their combat phase, draws (#their nonbasics) x (#all lands). But even that's not as degenerate as the card which won [this game]:

Googol of Golems
Creature - Golem (2/2, white)?
Whenever a Golem comes into play, you may pay 1GWU. If you don't, put a 1/3 Golem artifact creature token into play
Sacrifice a Golem: until end of turn, if a Golem would be dealt damage, prevent 1 of that damage
We have omitted some search results that were very similar to the ones that are displayed here.


By Lavacamorada:
Most of these I had to cost really high, and they're probably still broken.
Panic in the Streets
7UUURRR, Enchantment
Whenever enchanted permanent becomes tapped, ~this~ deals 2 damage to target creature or player
Whenever a creature with power not equal to 6 becomes blocked, gain control of target green permanent until end of turn
Whenever a creature with power or toughness less than or equal to 6 deals damage, draw X cards, where X is the number of permanents you control in play
all players may play instant spells without paying their mana cost
Pay 2 life: destroy all Goblins
Enchant permanent
A bunch of useless abilities... and you draw a ton of cards and play them for free.

Aven Library of Ultimate Knowledge
2UU, Enchantment
As long as any player controls no Birds, All Birds become Birds
WW: draw 4 cards, then discard 4 cards
One ability is obviously useless, but the other allows you to cycle through your deck extremely quickly.

No! No! No!
4UU, Instant
Buyback UU
counter target spell
Reusable hard counter = good at almost any cost.

Stampede Leader
7RRGG, Creature - Beast 8/8
When ~this~ is removed from the game, put a 3/3 red Beast creature token into play
1: put a 4/4 red Beast creature token with haste into play
Sacrifice 7 Beasts: ~this~ deals 3 damage to any number of target creatures or players. If a creature damaged this way would be put into a graveyard this turn, remove it from the game instead.
G, sacrifice 3 Beasts: ~this~ deals 4 damage to two target creatures or players
4/4 hasty beasts for 1?  Um... yeah...

Staff of Recklessness
10, Artifact
Whenever you tap a land for mana, up to 2 target creatures get +3/+0 until end of turn and gain control of those creatures until end of turn
You only need four lands, and two creatures, and it's virtually an automatic win.

Madman's Map
5, Artifact
G, Discard a blue sorcery card: each player may search his or her library for 3 land cards and put them into play. Each player who searched his or her library this way shuffles it.
4, Pay 4 life: target creature becomes a Golem until end of turn
Whenever a untapped permanent you control becomes untapped, destroy all permanents
All legendary enchantments are blue
Only the first ability is of any use, but if you have some way to turn mana into cards, it quickly becomes degenerate if your opponent has no way to kill you with all that mana.  Also, it's land cards, not basic land cards.

Tome of Ultimate Knowledge
12, Artifact
At the beginning of your combat phase, you reveal cards from the top of your library until you reveal a card with converted mana cost less than or equal to X, where X is the number of permanents in play. If you do, you put that card into play and put the rest into your graveyard. If you don't, you shuffle the revealed cards into your library.
Imprint — When ~this~ comes into play, you may remove target nontoken nonland permanent from the game. (The removed card is imprinted on this artifact.)
permanents that share a type with the imprinted card can't be the target of spells
Tap an untapped enchantment you control: put a charge counter on ~this~
1B: put a charge counter on ~this~
~this~ comes into play with 7 charge counters on it
Remove a charge counter from ~this~: each player may search his or her library for a card, reveal it, and put it into his or her hand. If that player does so, shuffle that library afterwards.
T, Tap an untapped nonlegendary Swamp you control, remove any number of charge counters from ~this~: draw that many cards
Discard a card with converted mana cost less than 4, remove any number of charge counters from ~this~: return that many target tapped nonbasic lands to their owner's hand
It's the part about searching your library for seven cards that I'm worried about.

Shaper of the Elements
5UURR, Creature - Homarid Wizard 3/6
1R: return target permanent an opponent controls to its owner's hand
Sacrifice a tapped Mountain: put 2 1/4 Golem artifact creature tokens into play
1UUUR, sacrifice any number of Golems: target opponent gains that much life
The last ability is useless, but the first two are ridiculously good.

Energize Artifact
U, Instant
Kicker 8UUU
untap target artifact. If you paid the kicker cost, instead those permanents gain T: untap all permanents (This effect doesn't end at end of turn)
I had to add the kicker in so that it would at least take some effort to generate infinite mana.

Wand of Destruction
12, Artifact
Sacrifice ~this~: target creature gets +2/+3 until end of turn
At the beginning of any player's combat phase, ~this~ deals 4 damage to any number of target creatures
Discard a card: destroy target permanent
The last two abilities are broken, and the first is just a finisher.

Balgrodon Alpha
6GG, Creature - Beast 6/6
Whenever ~this~ is returned to its owner's hand, unless an opponent pays 3, destroy target permanent you control
All creatures gain ''B: put 2 3/3 green Beast creature tokens into play
Sacrifice a Beast: copy target creature spell and choose new targets for the copy''
You may play ~this~ any time you could play an instant.
4, T: add 1 to your mana pool
It has a couple drawbacks, but two beasts for B is ridiculous.

Chromatic Chaos
WWUUBBRRGG, Enchantment
1G: ~this~ is black until end of turn
R: put a 3/3 blue Merfolk creature token into play
Pay 2 life, sacrifice any number of Merfolk: you draw that many cards
G, Discard a card: copy target activated ability and choose new targets for the copy
Discard a card: ~this~ deals 4 damage to up to 7 target creatures
4: ~this~ deals 2 damage to all creatures with banding
When ~this~ leaves play, target opponent may pay X red mana, where X is the number of instant spells played this turn. If that player doesn't, destroy target green creature. It can't be regenerated.
Some of these abilities are useless, but this card is downright crazy.  You can generate 3/3 creatures for very little mana, sacrifice them to draw cards, discard cards to copy any activated ability including the one that makes you draw cards, and discard cards to kill creatures.

Demented Necromancer
5GUB, Creature - Homarid Wizard
T: you may put a card from hand into play
G: put a 1/1 black Zombie creature token into play
Sacrifice 1 Zombie: target red creature gets -0/-X, where X is the number of cards you have in hand until end of turn and that creature gets +2/+1
When ~this~ leaves play, exchange control of target permanent you control and target permanent of the same type target opponent controls

Azure Destroyer
4UUBB, Creature - Horror 6/6
Whenever a nonblue creature is put into a graveyard from play, all nonblue creatures get -2/-4 until end of turn
Every removal spell is a one-sided Wrath.
Eeeeeple! Fascinating, and excessively strong, indeed. --AC

Avatar of Really Rampant Growth
6BG, Creature - Avatar 5/5
Tap an untapped land you control, Pay 4 life: draw a card
If you paid the kicker cost, All lands can't be the target of spells or abilities
1: each player may search his or her library for 2 basic land cards and put them into play. Each player who searched his or her library this way shuffles it.
3WW: you reveal the top 3 cards of your library. you put a artifact card from among them into play and put the rest on top of your library in any order
Nope, the lands don't come into play tapped.  If your opponent doesn't kill you right away, you have plenty of mana to kill him/her.

AlexChurchill offers:
Verdant Affinity
Enchantment (green)
When the number of poison counters any player has is less than 3, flip ~this~.
When ~this~ is removed from the game, you may pay 1G. If you don't, any number of target black creatures get +4/+4 until end of turn
Whenever you tap a land for mana, untap all creatures and draw a card
- - - - -
The Strength of Wirewood
Legendary Enchantment (green)
Sacrifice a land: put a 1/1 green Elf creature token into play
Sacrifice ~this~: put a 2/2 green Elf creature token into play
Discard a card, Sacrifice a nonblue creature, sacrifice 1 Elf: add 2 to your mana pool
All attacking or blocking creatures with power not equal to 1 get +4/+4
The final line of the flipped form is quite scary. But nowhere near as scary as the final line of the unflipped form. Thankfully it won't stay unflipped for long... unless the opponent has been sacrificing some facedown Spirits :) --AC


Creature - Cat Samurai (2/1, white)
morph 3WWWU
Whenever any player loses life, ~this~ gets +1/+1 (This effect doesn't end at end of turn)

Instant or Sorcery?
destroy two target library
Hint: Play it in your turn. But not if your opponent has an MTG: Island Sanctuary.

Hey, My Lands Only Tap for Half a Mana Each
Creature - Insect (3/2, green)
G: untap two target permanents

No, I Think I'll Mill Myself to Death
Artifact
If you would lose life, instead that player draws 5 cards
T: target black creature gets +2/+2 (This effect doesn't end at end of turn) and tap that creature

Ouch.  Just Ouch.
Instant (black)
~this~ deals 7 damage to two target players and those players lose 4 life

What If Verdant Force Was a Token?
Enchantment (red)
At the beginning of each player's main phase, put a 7/7 green Beast creature token into play

I think it's worth noting that "at the beginning of main phase" triggers twice each turn, so this thing gives you 28 power of creatures with each turn cycle.  Not too shabby.  --SM

Dog's Best Friend
Instant (green)
draw 4 cards
Madness 1G

So This is Why the Generator Stops at 3/3
Enchantment (black)
All creatures get -4/-4

Almighty Screwer of Mana
Creature - Beast (2/2, red)
Whenever a land comes into play, destroy up to 3 target lands
RR: ~this~ deals X damage to target Beast, where X is the number of permanents in play

Just Give Up Already
Enchantment (white and red)
Tap an untapped Cleric you control: any number of target creatures with first strike get +4/+4 until end of turn
Whenever one or more artifacts leaves play, put a improbability counter on target permanent
All creatures with improbability counters on them gain protection from creatures with forecast
All lands with improbability counters on them gain spells or abilities cost you 3 more to play
All creatures gain defender
All creatures with haste gain All creatures get +1/+0
W: ~this~ deals 4 damage to two target players

Hope You've Got a Masako Out
Artifact Creature - Gargoyle (3/2, artifact)
Tap an untapped artifact you control, Tap an untapped creature you control: draw 4 cards
All creatures can't be blocked except by tapped creatures

It's Like Every Spell is One with Nothing!
Enchantment (blue)
Sacrifice ~this~: You and target opponent each untap and gain control of up to X target creatures the other controls (This effect doesn't end at end of turn), where X is the amount of life any player has.
All creatures gain spells or abilities cost all players an additional Discard a card to play

It could be worse; there could be a few "All permanents gain..." loops thrown in as seen in a subsequent card.

Venom of Transformation
Enchantment (red)
All permanents you control gain Sacrifice ~this~: put X 5/5 red Dragon creature tokens with flying and first strike into play, where X is the number of poison counters an opponent has

Hept
Creature - Human Cleric (2/1, black)
~this~ comes into play with 7 +1/+1 counters on it
Remove a +1/+1 counter from ~this~: destroy target nonblack creature. It can't be regenerated.

The Great Infinite Draw Machine
Artifact Creature - Myr (2/2, artifact)
All lands gain Whenever you draw a card, draw a card
All attacking creatures with flying gain T, Tap an untapped Myr you control: each player loses 4 life

Just hope your opponent doesn't have a way to sacrifice all their lands after you play this...
If the game has to recur infinitely, it's a draw no matter who did it. Now, you should just hope your opponent isn't violent.
A draw only happens if there's no way out of the loop.  In this case, when you draw a card, you get a trigger for each land you control.  Then the top one resolves, and you draw a card.  This gets you more triggers, one for each land you control.  You draw another card.  Get more triggers, draw a card, and so on.  Eventually, you draw from an empty library and lose.  The end of the game is conveniently a way out of the loop, so this doesn't cause a draw.  Normally, what happens with this card is you play it on your turn, and when the opponent draws a card on their turn, that loops into an endless cycle of draws and they lose.  However, if they can sacrifice all their lands (so they get no triggers off the card draw) or target you with some card draw before their draw step, you'll be the next one to draw a card, and you lose instead.

Lock of Unpickable-ness
Artifact
U: tap all permanents. When those permanents leaves play this turn, flip ~this~.
At the beginning of your main phase, you gain 2 life
- - - - -
Legendary Artifact
you may play instant spells by paying Tap an untapped land you control instead of their mana cost

What does it mean by "When those permanents leave play..."?  How many of the permanents have to leave play?  Just one, or all of them?

Go Ahead, Make Abilities Cost an Extra 1 Life to Play
Artifact
Sacrifice ~this~, Tap an untapped Mountain you control: any number of target red creatures get +2/+2 until end of turn. When those creatures are turned face up this turn, flip ~this~.
Pay 2 life, Pay 4 life: you gain 7 life
- - - - -
Legendary Artifact
2R, Pay 4 life: ~this~ is a enchantment as well as its types until end of turn

Again with a trigger dependent on multiple targets.  It's not like it'll matter with this one, though.

The Great Kill Me Sign
Artifact
You may play ~this~ any time you could play an instant.
If any player would draw a card, instead up to 2 target creatures gain When ~this~ leaves play, target opponent loses 1 life (This effect doesn't end at end of turn)
When ~this~ is put into a graveyard from play, put two +1/+1 counters on two target creatures

Would You Rather I Destroyed Nonblack Players?
Enchantment (black and green)
B: destroy all nonblack creatures
All multicoloured enchantments can't be the target of spells or abilities

1997 World Last-Place Finisher
Creature - Human Warrior (1/2, green and red)
Graft X, where X is the amount of life you have
Sacrifice ~this~: put two +1/+1 counters on target creature with a +1/+1 counter on it
At the beginning of each opponent's upkeep, ~this~ gains If a Warrior would be dealt damage, you may pay 1. If you don't, that damage is dealt to target player with greater than or equal to 2 life instead until end of turn
Whenever ~this~ is dealt damage, all white creatures can't block until end of turn

Black Hole of Life
Enchantment (black)
Pay 2 life: an opponent loses 2 life and you gain that much life
any player may play instant spells without paying their mana cost
4, Sacrifice ~this~: target creature with power less than or equal to 2 gets -1/-4 until end of turn
At the beginning of each opponent's upkeep, destroy target nonCleric creature. It can't be regenerated.
Pay 4 life: target player reveals the top 4 cards of his or her library. that player puts a creature card from among them into hand and put the rest into his or her graveyard
When ~this~ comes into play, you may pay B. If you do, all creatures with power equal to 1 can't be blocked except by creatures with first strike until end of turn

This one is a bit hard to flip, but the unflipped side is pretty good:
Irreversible Fountain of Life
Creature - Angel (3/2, white)
Flying
When the number of permanent types among permanents you control (The permanent types are artifact, creature, enchantment and land) is greater than 4, flip ~this~.
Pay 3 life: you gain 4 life
- - - - -
Legendary Creature - Angel (2/3, white)
Flying
All basic lands gain protection from facedown creatures

Astral Arbiter
Creature - Spirit (3/1, white)
Pay 4 life: all creatures get +3/+3 (This effect doesn't end at end of turn)
1W: each player may return a enchantment card from his or her graveyard to hand
MTG: Faith's Fetters and MTG: Auratog, anyone?

Genius Loci
Creature - Spirit (1/2, white)
T: target opponent gains 3 life
Sacrifice a land, T: each player may search his or her library for 3 land cards and put them into play. Each player who searched his or her library this way shuffles it.

Oh, I'm sorry, your deck doesn't have any [Cloudposts]?

Nowhere Fast
Enchantment (blue)
spells or abilities cost all players an additional Pay 4 life to play

I'm Not Broken.  I swear!
T: add 1 to your mana pool
Whenever ~this~ is tapped for mana, ~this~ deals X damage to up to 7 target creatures or players, where X is the number of basic land types among lands any player controls
T: up to X target creatures get +3/+3 (This effect doesn't end at end of turn), where X is the amount of life you have

This must be the most broken land on the planet.  I need a playset!  -Bugle

Hyperspeed Catapult into Nothingness
(1754905124) Instant (blue) | Return all permanents to their owner's hand / CMC: 3

2U instant Upheaval is probably "Eek!" enough. Then throw in the fact that it came up in a generated chaos game, when the enchant world said that players could play cards from their graveyards (and they went back to the graveyard upon resolving). Upheaval every turn for the rest of the game! (By the way, the guy who got this card ended up conceding out of boredom. On turn 3.)

Vitanova Loresage
Creature - Elf Warrior (2/3, green)
4: add 3 to your mana pool
GG, Pay 1 life: put a +1/+1 counter on ~this~
Remove a +1/+1 counter from ~this~: target creature with power 2 gets +3/+3 until end of turn
1: regenerate target creature with total power and toughness 3 or more. When that creature is dealt damage this turn, flip ~this~.
Pay 1 life: you gain 3 life
- - - - -
Legendary Creature - Elf Warrior (3/3, green)
5GG: put a 3/3 green Beast creature token with trample onto the battlefield
Sacrifice a Beast: target nonlegendary enchantment is colourless until end of turn
GG: draw four cards
4, Sacrifice a creature with toughness 4 or more: you may put two cards from hand onto the battlefield

Converted mana cost: 6

The top half gives infinite life, the bottom half four cards for GG. Wow.


War and Peace
Instant (green)
CMC: 2
Clash with an opponent. If you win, prevent all combat damage(This effect doesn't end at end of turn).

Sift The Soul
Sorcery (black)
Choose one: draw two cards, then discard two cards; or target player sacrifices a library. target land gains protection from enchantments until end of turn; or destroy target Spirit
Converted mana cost: 2
I'm not sure when the protection from enchantments will benefit your lands, but you don't need much extra incentive to make someone sacrifice their entire library.

The Infinite Birdbouncer
Legendary Creature - Merfolk Rogue (2/2, blue)
When ~this~ is put into a graveyard from the battlefield, exchange control of target permanent you control and target permanent of the same type target opponent controls
Tap an untapped permanent you control: put a 4/4 blue Bird creature token with flying onto the battlefield
3, Discard a artifact card: return two target permanents to their owner's hand

Converted mana cost: 2

Would you like to make infinite birds? Tap all your lands. Then tap all the birds. Then tap all the birds. Then tap all the birds. Do you have enough birds? No? Then tap all the birds.

Vulture Food
Creature - Beast (1/1, red)
All permanents you control gain Sacrifice ~this~: put four 1/1 red Beast creature tokens onto the battlefield and Tap an untapped black creature you control, sacrifice a Beast: target Bird gets +5/+0 until end of turn
--Even one acoustics endures the lace and transcends even the fastest mother
Yet her doom sings louder than the best hat will
– Kreprucoup, Soldier Shaman, Chief Warrior of the Opal Coast

Converted mana cost: 1

That is infinite beasts

Armageddon Wushi Wushi
Creature - Dragon Samurai (2/2, red and black)
Flying
bushido 7
1, T: destroy all lands. They can't be regenerated.
activated abilities that aren't mana abilities cost you up to 1 less to cast
--Nature pauses the grandest seed and may catch even the wing
– Reddit

Converted mana cost: 1
Yup, that sure is a power creep

Bolas' Merfolk God
Creature - Merfolk Scout (1/3, blue)
If ~this~ would be put into a graveyard from the battlefield, return it to its owner's hand instead
~this~ enters the battlefield with two +1/+1 counters on it
Discard a card, Discard a card, remove a +1/+1 counter from ~this~: put a 3/3 blue Merfolk creature token onto the battlefield
5UUUUUB: put a 3/2 blue Merfolk creature token onto the battlefield
2, sacrifice any number of Merfolk: put that many 1/1 blue Faerie creature tokens with flying onto the battlefield

Converted mana cost: 1

I can't imagine what could be wrong with this card


Creature - Zombie Dragon Minion (2/1, black)
Flying
Sacrifice a land: put four 3/2 black Zombie creature tokens onto the battlefield
Sacrifice a Zombie: draw four cards
Cumulative upkeep 2

Converted mana cost: 5
That makes 16 cards per land!

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