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"Nyuhuh?" creations


And other Generator outputs need a few readings to even approach figuring out what they're meant to do.

T : put a +X/+X, where X is the number of creatures with power greater than X, where X is the number of non- green creature spells played this turn , in play counter on two target nontoken creatures with flanking and put a card in your hand into his/her hand

I love this one for the multiple X-factor...
All nontoken creatures with both power and toughness equal to 7 gain ' All nontoken Birds gain ' All creatures with fear can't be blocked except by creatures with power or toughness greater than X, where X is the number of creatures with total power and toughness equal to X, where X is the number of cards you have in hand , in play , ' '
It will now use Y and Z if necessary rather than repeating X. --AC

Staff of All Sorts Of Things
Discard a card from your hand : put a charge counter on ~this~
Whenever you gain life , put a charge counter on ~this~
Remove a charge counter from ~this~: copy target spell and choose new targets for the copy
Remove a charge counter from ~this~: ~this~ deals 7 damage to up to 2 target creatures or players
Remove a charge counter from ~this~: return two target Soldiers to their owner's hand
Tap an untapped permanent you control , remove any number of charge counters from ~this~: draw that many cards
T , Pay 4 life , remove a charge counter from ~this~: you may search library for a card with converted mana cost less than 7 , reveal it, and remove it from the game . If so, shuffle that library afterwards.
Sacrifice ~this~ , remove a charge counter from ~this~: two target nontoken creatures with double strike get - 2 / - 4
You may play ~this~ any time you could play an instant.
Whenever you play a creature spell , return target black creature to their owner's hand
Pay 3 life : put a card target player owns not in the game on top of his/her library

I particularly like the last ability...

All creatures gain ' Sacrifice a permanent : target untapped land gains ' instant or sorcery spells cost you an additional Sacrifice a land to play ' until end of turn '

T, Sacrifice a blue permanent: put a time counter on target enchantment
All lands with time counters on them gain 'T: ~this~ deals 1 damage to two target creatures or players and the next time a white creature would regenerate this turn, you may pay X colourless mana, where X is the number of black creatures in play. If you do, instead untap the sacrificed permanent's mana cost target lands'
Everyone understand that? There will be a test later... Presumably when adding the time counter, we're meant to note the CMC of the thing sacrificed to make it, so that we can untap the right number of lands... --AC
But it doesn't really matter, because the time counters only sit on Lands that are also Enchantments. Barring shenanigans with Genju, Opalescence and Soul Sculptor, is that really likely? --CH

Artifact?
protection from white
Whenever equipped creature comes into play, put a speed counter on target permanent
2U: regenerate all creatures with a speed counter on them
1: you gain X life, where X is the number of creatures with total power and toughness less than Y, where Y is the number of creatures with toughness greater than Z, where Z is the number of token Slivers in play in play in play
Ok, the first ability is just silly. But the life gain one's fun! So, count the token slivers - call that number Z. Then count the number of creatures with Toughness > Z, call that number Y. Then count the number of creatures with P+T < Y, and gain that much life. So, most useful when there are no token slivers, in which case you gain life according to the number of creatures whose P+T is less than the number of creatures in play. Good. --CH
You mean the number of creatures in play in play in play. - Thallid Ice Cream Man

Enchantment?
Whenever enchanted creature is dealt damage, the next time a Goblin would regenerate this turn, instead change the text of target red spell or permanent by replacing all instances of one coloured mana symbol with another. (This effect doesn't end at end of turn.)
Wonderful! That's mad! --AC

Instant or Sorcery?
Choose one: until end of turn, if a creature with both power and toughness greater than or equal to 2 would be dealt damage, instead until end of turn, if a Goblin Elf would deal combat damage, you may pay X white mana, where X is the number of cards you have in hand. If you do, prevent 2 of that damage; or unless an opponent pays UU, change the text of target target player controls spell or permanent by replacing all instances of one basic land type with another. (This effect doesn't end at end of turn.)
Hehe. The odd word is a known issue which I haven't dealt with yet. The "target target-player-controls spell" is by analogy with "target blue spell". Adjective phrases don't yet know to be ordered differently depending on where they're used. A lot of the complexity of this generator in fact comes from the need for phrases to behave differently depending on where they're used. It still boggles me that I've taught it the indicative and subjunctive moods of several verbs, along with which to use when. I've noted it as something to be fixed at some point. --AC
Fair enough - I am highly impressed with how grammatical it's being! What about the following? It's actually not as bad as some I've seen, which have IIRC "target opponent sacrifices ~this~" (or something close, anyway). --CH

Enchantment?
Whenever any player is dealt damage, target player may Sacrifice ~this~. If that player does, change the text of target spell or permanent by replacing all instances of one coloured mana symbol with another. (This effect doesn't end at end of turn.)
Hint: target yourself ;) --AC

By Lavacamorada:

Confused Wizard
WUBRG, Creature - Homarid Wizard 4/4
T: up to 4 target creatures with power not equal to 3 are black until end of turn
If a creature would be dealt damage, instead target Goblin gains protection from red creatures until end of turn
At the beginning of an opponent's main phase, attach target Equipment to target creature with power greater than or equal to X, where X is the number of cards any player has in hand. Gain control of that Equipment until end of turn
All blocking creatures with power less than or equal to 4 can't be the target of spells
At the beginning of an opponent's combat phase, ~this~ is a land as well as its types until end of turn
When ~this~ comes into play, regenerate target creature

What's that supposed to mean?
WUBRG, Enchantment - Aura
3W: search your library for a nonbasic land and put it into hand, then shuffle your library
At the beginning of your combat phase, put a speed counter on target permanent
All permanents with speed counters on them gain 4U: unless an opponent discards a card, ~this~ deals 3 damage to any number of target player. When a creature damaged this way is put into a graveyard from play this turn, return it to play under your control.
Whenever enchanted permanent is put into a graveyard from play, destroy target creature
At the beginning of any player's combat phase, target opponent may Discard a card with converted mana cost less than or equal to 1. If that player does, destroy all untapped lands. They can't be regenerated.
All Elves gain protection from creatures with both power and toughness less than or equal to 7
Whenever enchanted permanent becomes tapped, two target creatures may not attack until end of turn and those creatures can't be blocked until end of turn
Enchant permanent
Note how the third ability mentions a creature being damaged in this way, but it only damages players.  Also, the second-to-last ability prevents creatures from attacking and then makes them unblockable.  There are ways to make both of these abilities relevant, surprisingly enough.
MTG: Pariah's Shield would do for the first one. The second would be useful if activated after attackers were declared, I guess --AC

Shield of Confusion
4, Artifact - Equipment
All enchantments gain spells or abilities cost you 2 more to play
Imprint — When ~this~ comes into play, you may remove a creature card in your hand from the game. (The removed card is imprinted on this artifact.)
Whenever equipped creature blocks a creature, you put the imprinted card's converted mana cost 1/1 white Cleric creature tokens into play
WUBRG: ~this~ deals X damage to up to Y target players with less than or equal to Z life, where Z is the number of permanents an opponent controls in play, where Z is the number of white permanents in play
Whenever equipped creature blocks, you lose 5 life
If a attacking or blocking creature would deal damage, instead change the text of target spell by replacing all instances of one colour word with another. (This effect doesn't end at end of turn.)
Equip: 1
The last ability doesn't make sense.  Static abilities cannot be targeted, and neither can replacement effects.  Also, Y is undefined in the fourth ability.

Warp Field
5RW, Enchantment
When ~this~ comes into play, put a warp counter on target enchantment
T: put a warp counter on target creature
Whenever enchanted creature deals combat damage, put a warp counter on target permanent
All creatures with warp counters on them may not attack
Tap an untapped permanent you control: put two charge counters on all permanents with a warp counter on them
4U: target artifact with a warp counter on it gains When ~this~ leaves play, target player may Pay 2 life. If that player doesn't, ~this~ deals X damage to two target Clerics, where X is the number of poison counters an opponent has until end of turn
Whenever any player loses life, copy target spell and choose new targets for the copy
Enchant creature

Omnimancer
WUBRG, Creature - Homarid Wizard 3/6
Whenever ~this~ is put into a graveyard from play, you may Pay 2 life. If you do, put a +1/+1 counter on ~this~
1, Sacrifice a basic land, remove 2 +1/+1 counters from ~this~: draw a card
Remove 1 +1/+1 counter from ~this~: unless an opponent pays 1 life, add WU to your mana pool
BBBR, Tap an untapped Swamp you control, remove any number of +1/+1 counters from ~this~: you draw that many cards
Pay 2 life, Tap an untapped permanent you control, remove a +1/+1 counter from ~this~: you reveal cards from the top of your library until you reveal a creature card. 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.
It can do just about everything with +1/+1 counters, but its ability to generate them doesn't work.

Confused Ynoladon
3GRW, Creature - Beast 5/5
Sacrifice ~this~: sacrifice any number of legendary Swamps. put that many 4/4 green Beast creature tokens into play
Whenever ~this~ regenerates, put 2 3/3 red Beast creature tokens into play
1, sacrifice any number of Beasts: ~this~ deals that much damage to target creature or player
Sacrifice ~this~, Pay 3 life, sacrifice a Beast: two target lands gain Tap an untapped nonlegendary basic land you control, Pay 2 life: ~this~ deals 1 damage to target player until end of turn
flanking
All blocking creatures can't be the target of spells
All permanents you control are enchantments as well as their types
All blue permanents are red
defender
When ~this~ is put into a graveyard from play, target opponent gains 1 life
You could get lots of beasts if you had some legendary Swamps to sacrifice.
And a MTG: Mirror Gallery, unless all your Swamps had different names. Which is entirely possible, I suppose: you could have a MTG: Watery Grave, an MTG: Overgrown Tomb, a MTG: Badlands, and a Mountain and a Plains that had been given the Swamp type by a MTG: Reef Shaman... --AC
MTG: Urborg, Tomb of Yawgmoth makes this playable.

Spirit Lattice
1, Artifact
Whenever a Beast deals combat damage, unless target opponent pays 3G, untap target Cleric
Sacrifice ~this~: target red creature gains All Beasts gain All artifacts gain ''All creatures gain soulshift 2 until end of turn
All you need is ten Artifact Creature - Beasts, some way to kill them off, one low-cost Spirit in your graveyard, and a way to discard cards for some effect.

Dragon Library
Enchantment (red)
Sacrifice a nonbasic land: put a speed counter on ~this~
Remove a speed counter from ~this~: target green creature gains rampage 5 until end of turn
Remove 6 speed counters from ~this~: gain control of target Dragon (This effect doesn't end at end of turn)
Sacrifice a land: ~this~ gains At the beginning of your main phase, gain control of target enchantment (This effect doesn't end at end of turn) until end of turn
Threshold - All libraries gain Whenever a artifact leaves play, you may pay R. If you don't, two target libraries gain All Dragons gain All Dragons get +4/+0 until end of turn
This was from before the colour-flavour alignment, in case anyone queries the red stealing of enchantments. It's principally in here for the final ability. Can anyone tell me what happens when you get threshold??



Lessons in Persuasion
Instant (blue)
Choose one: any number of target black creatures gain When ~this~ is put into a graveyard from play, tap or untap target creature and untap that permanent and gain control of it until end of turn. It gains haste until end of turn. and counter target spell or ability unless target opponent discards a card until end of turn; or exchange control of target permanent you control and target permanent of the same type target opponent controls

Creature - Bird (1/2, blue)
Flying
When ~this~ is put into a graveyard from play, unless target opponent taps an untapped creature he or she controls, until end of turn, if a creature with toughness not equal to 4 would be dealt damage, target opponent may pay 4U. If that player does, prevent 4 of that damage
Well it took me a few readings, anyway... --AC

Instant (blue)
until end of turn, if a blue creature would be turned face up, instead until end of turn, if a Dragon would be turned face up, you may Pay 1 life. If you do, instead unless target opponent sacrifices a black enchantment, counter target activated ability
Unlikely to often be of much use. And a very very weird replacement effect. Or two. --AC

[The Power of the Power of the Power of the Power of Recursion]
Instant (red)
Kicker R
If you paid the kicker cost, destroy target artifact
target permanent gains "Whenever a land leaves play, target multicoloured enchantment gains "When ~this~ is put into a graveyard from play, put a speed counter on target permanent
All permanents with speed counters on them gain "Whenever you are dealt damage, put a improbability counter on target permanent
Whenever a land is put into a graveyard from play, put a improbability counter on target land
3: untap all permanents with a improbability counter on them and gain control of them until end of turn.
All enchantments with improbability counters on them gain "All permanents you control gain "All permanents gain "All permanents gain "All permanents gain "3RRR, Tap an untapped permanent you control: destroy all artifacts" " " " " "
Sacrifice a Forest: untap all permanents with a improbability counter on them and gain control of them until end of turn. They gain haste until end of turn." until end of turn" until end of turn
That's the most insane nesting of abilities I've ever seen from the Generator. I added double-quotes to clarify what happens a little. But it's still utterly incomprehensible. --AC
(PeterTaylor) It's really looking for an enchantment which says "All creatures with at least 5 abilities have +1/+1".
So, until EOT, if a land leaves play and then a multicoloured ench goes to the graveyard and then someone's dealt damage and there's another enchantment around, then the all permanents gain the artifact-destroy ability XY^2 times, where X is the number of permanents controlled by the enchantment's controller and Y is the total number of permanents in play. Together with other stuff. Terrifying! --CH

I Really Wish This Had Entwine
Instant (blue)
Choose one: put 1 4/4 blue Bird creature token with flying into play and all untapped Wizards get -1/-0 until end of turn; or untap any number of target permanents; or exchange control of target Wizard you control and target permanent of the same type target opponent controls; or copy target spell or ability and choose new targets for the copy; or the next time you would lose life this turn, you may Sacrifice ~this~. If you do, instead that player may search his or her library for a instant card, reveal it, and put it into his or her hand. If you doverb_you so, shuffle that library afterwards.

doverb_you?  A variable that isn't being parsed properly? --SM
Thanks - that was a bug. Now fixed. And this card would be fun with entwine, if only because you'd be able to do it with damage to you on the stack, and search up another copy of itself! --AlexChurchill

What Am I Paying 6 Mana For?
Creature - Bird Rogue (2/2, blue)
Flying
Kicker 2UUUU
4U: all Birds get -3/-0 until end of turn
When ~this~ is returned to its owner's hand, draw X cards, where X is the number of creatures in play
If you paid the kicker cost, Transmute 3, Discard a card

Thanks for Telling Us What Y Is
Enchantment (green)
All red enchantments are white
~this~ comes into play with 1 speed counter on it
Remove X speed counters from ~this~, where X is the amount of life any player has: all nonred creatures get +X/+Y until end of turn
In future, if you see any things like this that are very clearly bugs, it'd be helpful to me if you could also note the seed? You can get this by looking at the source of the generated HTML page. I can use that to track down what's going on. Thanks! --AlexChurchill

This Time It Really Does Have Entwine!
Instant - Arcane (blue)
Choose one: until end of turn, if an opponent would gain life, you may pay 1U. If you don't, instead draw that many cards and gain control of target permanent until end of turn; or until end of turn, if a white creature would regenerate, instead until end of turn, if you would gain life, target player may pay U. If that player does, instead that 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.; or target opponent reveals the top X cards of his or her library, where X is the number of cards you have in hand. that player puts all instant cards from among them into hand and put the rest on top of his or her library in any order; or all green creatures get -1/-0 until end of turn; or up to 2 target creatures are enchantments as well as their types until end of turn and untap those permanents and gain control of them until end of turn. They gain haste until end of turn. and target red creature gets -4/-0 until end of turn
Entwine Tap an untapped permanent you control

Just Skip to the Last Ability
Artifact Creature - Gnome Warrior (3/3, artifact)
Kicker Y black mana, where Y is the number of cards an opponent has in hand
4B: target creature with flying gains 4G, Sacrifice ~this~: two target untapped lands gain Whenever a Golem comes into play, you may pay 4. If you do, target permanent gains protection from black until end of turn until end of turn and target nontoken creature gains 3W, Discard a card: up to 3 target Gnomes gain If you paid the kicker cost, ~this~ is indestructible until end of turn and the discarded card's converted mana cost untapped red creatures gain protection from black (This effect doesn't end at end of turn) until end of turn until end of turn
All nonlegendary artifacts gain ''3WU: put a 1/1 Myr artifact creature token into play
2UR: put 2 4/4 Golem artifact creature tokens into play
3RGGGW: put a 1/1 Myr artifact creature token into play
4RR, sacrifice X Myr, where X is the number of cards an opponent has in hand: target creature gets +4/+4 (This effect doesn't end at end of turn)
4, sacrifice any number of Myr: target nontoken creature with rampage gains rampage that many until end of turn
2U, Sacrifice a facedown creature, sacrifice a Myr: all creatures become the creature type of your choice until end of turn and tap those creatures''
T, Sacrifice ~this~: up to X target lands are creatures with power and toughness equal to their converted mana cost as well as their types (This effect doesn't end at end of turn), where X is the number of permanents in play

How Can Goblins Be Smart Enough to Have So Much Text?
Creature - Goblin Warrior (1/1, red)
Kicker 3R
Whenever one or more creatures blocks a creature, you may Tap an untapped permanent you control. If you do, target attacking creature gets +3/+0 until end of turn
activated abilities cost all players up to 2 less to play
If you paid the kicker cost, ~this~ can't block
Sacrifice ~this~: put a 4/4 green Beast creature token into play
R, sacrifice any number of Beasts: that many attacking creatures gain T: ~this~ gains 2RR: put a improbability counter on target permanent
T, Sacrifice a permanent: put a improbability counter on target land
When ~this~ is put into a graveyard from play, put a improbability counter on target permanent
Whenever a permanent becomes the target of a sorcery spell, put a improbability counter on target permanent
All permanents with improbability counters on them gain protection from green
4: attach an Equipment in play to all creatures with a improbability counter on them. Gain control of that Equipment until end of turn until end of turn until end of turn
first strike
R, Sacrifice a land: target enchantment gains R, Sacrifice ~this~: all permanents gain Whenever a permanent becomes the target of a spell or ability, you may Discard a card. If you don't, exchange control of target permanent you control and target permanent of the same type target opponent controls and ~this~ deals X damage to target creature, where X is the number of poison counters you have until end of turn until end of turn and that permanent gains Whenever a land is put into a graveyard from play, ~this~ deals 3 damage to target player until end of turn

In particular, I'm wondering how the "4: attach an Equipment in play to all creatures..." line works.

Just Kill the Enchanted Permanent So We Can Avoid All This Nonsense
Enchantment - Aura (red and white)
Enchant permanent
Tap an untapped Dragon you control, Discard a card: ~this~ deals X damage to target creature with power or toughness not equal to 1, where X is the number of basic land types among lands you control
Whenever enchanted permanent is put into a graveyard from play, put a improbability counter on target creature
4R: attach an Equipment in play to all creatures with a improbability counter on them. Gain control of that Equipment until end of turn
All permanents with improbability counters on them gain ''At the beginning of each player's main phase, put a improbability counter on target land
Sacrifice a Shaman: all artifacts with a improbability counter on them gain When ~this~ leaves play, two target black creatures get +4/+0 (This effect doesn't end at end of turn) until end of turn
All enchantments with improbability counters on them gain Whenever a permanent becomes the target of a activated ability, up to 1 target enchantments gain All lands gain ''Tap an untapped Goblin you control: put a improbability counter on target creature
All permanents with improbability counters on them gain When ~this~ leaves play, two target blue creatures gain Whenever a artifact comes into play, two target legendary artifacts gain ''Sacrifice a Goblin: put a 3/3 black Beast creature token into play
Discard a card: put a 3/1 red and white Soldier creature token into play
Sacrifice 5 Soldiers: copy target activated ability and choose new targets for the copy until end of turn until end of turn and regenerate those permanents until end of turn''
Pay 2 life, Sacrifice ~this~: target permanent with a improbability counter on it gains Whenever a permanent becomes the target of a instant spell, target Shaman can block any number of creatures (This effect doesn't end at end of turn) until end of turn
All creatures with improbability counters on them can't be blocked by more than one creature''
When ~this~ is put into a graveyard from play, destroy target land
All Clerics gain ''Sacrifice ~this~, Pay 1 life: put a destiny counter on target permanent
All enchantments with destiny counters on them gain ''Discard a enchantment card: put 3 1/1 black Goblin creature tokens into play
6WW: put 1 1/1 red and white Soldier creature token into play
Sacrifice 4 Soldiers: target creature with total power and toughness equal to 4 gets +X/+0, where X is the amount of mana in your mana pool (This effect doesn't end at end of turn)

My Seed is 269894459, and I Have an Unparsed Variable
Creature - Spider (2/2, green)
If you would be dealt damage, that damage is dealt to target damagerecipient_green instead
When ~this~ is returned to its owner's hand, regenerate two target creatures with power greater than or equal to 3
Whenever ~this~ deals damage to a creature, target opponent may pay 2. If that player doesn't, ~this~ gets +1/+1 until end of turn
G, Discard a card: put a warp counter on target creature
Discard a card: put a warp counter on target creature
All permanents with warp counters on them can't be the target of spells or abilities

1360870457
Artifact
Imprint 1: remove target nontoken nonland permanent from the game. (The removed card is imprinted on this artifact.)
Pay 1 life: tap the imprinted card's converted mana cost target permanents
nonwhite spells cost all players 2 more to play
Sacrifice ~this~: all nonwhite creatures gain protection from green until end of turn and those creatures may not attack until end of turn
''How would the second ability work ?""

The new affinity
Instant (blue)
Kicker WUB
If you paid the kicker cost, attach target Aura to target creature with power greater than X, where X is the number of basic land types among lands you control. Gain control of that Aura (This effect doesn't end at end of turn)
Affinity for tapped Drakes
return target library to its owner's hand
''Affinity for tapped Drakes is cool""

If I wasn't Human I'd be Invader Zim, just don't expect me to flip to my legendary side
Creature - Human Minion (3/2, black)
Sacrifice a Minion, Sacrifice a green creature: two target creatures with toughness equal to 1 get -2/-2 until end of turn. When those creatures regenerates this turn, flip ~this~.
When ~this~ comes into play, you may Sacrifice a Forest. If you don't, destroy all nonblack red creatures
- - - - -
Legendary Creature - Human Minion (1/5, black)
Discard a card, T: put a doom counter on target permanent
2WUBRG: all creatures with a doom counter on them get -4/-4 (This effect doesn't end at end of turn)
All permanents with doom counters on them gain protection from red creatures
Whenever a creature regenerates, target red creature gets -2/-1 (This effect doesn't end at end of turn)
All nonlegendary enchantments are black

Highly Improbable
Creature - Dragon (2/3, red)
Flying
At the beginning of each opponent's main phase, destroy target land
All enchantments gain "2R: put a improbability counter on target permanent
Sacrifice a nonbasic land: all permanents with a improbability counter on them gain "All lands gain "All legendary permanents you control gain "When ~this~ leaves play, all Wizards get +3/+0 until end of turn""" (This effect doesn't end at end of turn)
All creatures with improbability counters on them get +2/+0"
So, it's a creature that makes all enchantments gain an effect to let all permanents with improbability counters gain an effect to let all lands gain an effect to let all legendary permanents gain an effect?

Selective Book-reader
Creature - Elf Druid (1/3, green)
Pay 2 life: target nonlegendary permanent is a land as well as its types until end of turn
At the beginning of your upkeep, you put a 1/1 green Snake creature token into play
All legendary libraries gain "Whenever a enchantment leaves play, regenerate two target creatures with reach and put a +X/+X, where X is the number of cards you have in hand counter on those creatures"
While the last ability may not be useful, even if it was possible, giving libraries abilities sounds fun.  Also, the first ability does fun things with Stone Rain.

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