Page 1 of 54

Creature Type ABCs

Posted: Thu Jul 04, 2019 8:05 pm
by void_nothing
In this game the object is to design a creature card for the currently selected creature type, whose name begins with the next letter in alphabetical order. At the end of each type we'll have cards with that type beginning with A through Z, and the "Z" poster chooses the next creature type. (If that person forgets, the next poster can pick a creature type and post an "A" for it.)

Going to pick a favorite type for the first ones: Weird.

Armorglint 1U
Creature - Weird
Spells you don't control that target Armorglint cost 2 more to cast.
Other Weird creatures you control get +0/+1.
1R, T: Other Weird creatures you control get +3/+0 until end of turn.
1/3

Re: Creature Type ABCs

Posted: Fri Jul 05, 2019 4:23 am
by Feyd_Ruin
Blistercoil Colossal
3RU
Creature — Weird
Whenever you cast an instant or sorcery spell, creatures you control get +1/+1 until end of turn. Untap them.

To the blistercoil, flesh is but soft clay that it molds to perfect form.

4/5


I've always loved greater/lesser card forms that create super-mini cycles.

Re: Creature Type ABCs

Posted: Fri Jul 05, 2019 4:54 am
by void_nothing
Cinerator Weird R
Creature - Weird
Prowess, double strike, trample
Blue instant spells you cast cost 2 less to cast during your turn.
-2/1

Re: Creature Type ABCs

Posted: Fri Jul 05, 2019 8:54 pm
by SquirrelToken
Dominator Weird 2URR
Creature - Weird 1/4
When Dominator Weird deals combat damage to a player or planeswalker, transform it.
////////////////////////////////////////////
Domination Gel
Enchantment - Aura
Enchant Permanent
When this transforms into Domination Gel, untap enchanted permanent and gain control of it. It gains haste until end of turn. After this step, there is another combat step.

Re: Creature Type ABCs

Posted: Fri Jul 05, 2019 9:02 pm
by Feyd_Ruin
Ethereal Weird
1{purple}{purple}
Creature — Weird
Whenever Ethereal Weird deals combat damage to a player, you may put a flux counter on target permanent that player controls. That permanent has phasing as long as it has a flux counter on it.
1/3

Re: Creature Type ABCs

Posted: Fri Jul 05, 2019 10:28 pm
by void_nothing
Flamespin Weird 7R
Creature - Weird
First strike
When Flamespin Weird enters the battlefield, it deals 2 damage to any target and you exile the top two cards of your library. Until the end of your next turn, you may play those cards.
4/4

Re: Creature Type ABCs

Posted: Sat Jul 06, 2019 3:42 am
by Henlock
Galactic Weird
Creature - Weird (u)
Each player's maximum hand size is reduced by one.
Galactic Weird has +2/+2 as long as a player has an ammount of cards in hand greater than that player's maximum hand size.
1/1

Re: Creature Type ABCs

Posted: Sat Jul 06, 2019 3:45 am
by void_nothing
Hydroforce Emanation 5U
Creature - Weird
Flying, protection from red
Hydroforce Emanation blocks each combat if able.
4/7

Re: Creature Type ABCs

Posted: Mon Jul 08, 2019 4:41 pm
by Dusk
Ignition Weird
Creature - Weird
Haste, Prowess
Whenever you cast a red instant you may pay . If you do, copy that spell. You may choose new targets for the copy.
1/3

Re: Creature Type ABCs

Posted: Mon Jul 08, 2019 10:42 pm
by Henlock
Jolting Weird ur
Creature - Weird (yo)
Haste
Discard a card: Switch Kolting Weird's power and toughness until end or turn. Any player may play this ability.
4/1

Re: Creature Type ABCs

Posted: Thu Jul 11, 2019 3:42 am
by void_nothing
Knowledgemaw 4U
Creature - Weird
Hexproof
Knowledgemaw gets +1/+0 for each card in exile.
2R, Discard a card or exile a card from your graveyard: Draw a card.
0/2

Re: Creature Type ABCs

Posted: Thu Jul 11, 2019 4:16 am
by Cardz5000
Lognition Weird
1UR
Creature — Weird
Haste
T: Draw a card, then discard a card. When an instant or sorcery card is discarded this way, Lognition Weird deals 2 damage to any target.
2/2

Re: Creature Type ABCs

Posted: Thu Jul 11, 2019 4:43 am
by void_nothing
Mindshaker Weird 2UR
Creature - Weird
First strike
At the beginning of your upkeep, scry 1.
Whenever Mindshaker Weird attacks, exile the top card of your library. Creatures with power X or less can't block this turn, where X is the exiled card's converted mana cost.
3/2

Re: Creature Type ABCs

Posted: Thu Jul 11, 2019 5:24 am
by Henlock
Numbing Weird RU
Creature - Weird (r)
Whenever a spell is countered by a spell or ability you control, Numbing Weird deals two damage to that spell's controller.
2/2

Re: Creature Type ABCs

Posted: Thu Jul 11, 2019 12:07 pm
by SecretInfiltrator
Occlusion Sollux
4WB
Creature — Weird Cleric
Flying
When ~ enters the battlefield target opponent exiles a card from their hand and a nonland permanent they control until ~ leaves the battlefield.
3/5

Re: Creature Type ABCs

Posted: Thu Jul 11, 2019 1:26 pm
by barbecube
Plasmoozotron
2UR
Artifact Creature — Weird
Tap two untapped artifacts you control: Create a token that's a copy of Plasmoozotron.
3/3

Re: Creature Type ABCs

Posted: Thu Jul 11, 2019 1:29 pm
by Atraxian
Questionable Experimentur
Creature - Weird
At the beginning of your upkeep, remove a +1/+1 counter from ~.
When Questionable Experiment becomes the target of a spell you control, put a +1/+1 counter on it.
2/2

Re: Creature Type ABCs

Posted: Thu Jul 11, 2019 1:42 pm
by SecretInfiltrator
Rotvine Weird
2G
Creature — Weird
Vigilance
, Exile a creature or land card from your graveyard: ~ gets +2/+2 until end of turn.
2/2

Re: Creature Type ABCs

Posted: Thu Jul 11, 2019 2:03 pm
by chetoos
Sonic Experiment
UURR
Creature — Weird
Sonic Experiment's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
, Exile two instant and/or sorcery cards from your graveyard: You may cast target instant or sorcery card in your graveyard without paying its mana cost. If it would be put into a graveyard this turn, exile it.
0/2

Re: Creature Type ABCs

Posted: Thu Jul 11, 2019 4:20 pm
by Henlock
Tome-Charger
Creature - Weird (u)
Sacrifice Tome-Charger: The next time a spell or ability would cause you to draw a card this turn, draw an additional card.
1/1

Re: Creature Type ABCs

Posted: Fri Jul 12, 2019 5:54 am
by void_nothing
Underwater Flamewalker 6UR
Creature - Weird
This spell can't be countered.
When Underwater Flamewalker dies, tap all lands.
7/7

Re: Creature Type ABCs

Posted: Fri Jul 12, 2019 10:18 am
by SecretInfiltrator
Viruletharge
1WBG
Creature — Weird
At the beginning of each player's upkeep, that player taps an untapped creature they control. If a creature is tapped this way, it doesn't untap until ~ leaves the battlefield.

A buzzing mass of inactivity.

4/3

Re: Creature Type ABCs

Posted: Sun Jul 14, 2019 12:08 am
by Henlock
Weird Underling 1ur
Creature - Weird (c)
Weird Underling has haste as long as you control a nonweird creature.
2/4

Re: Creature Type ABCs

Posted: Sun Jul 14, 2019 12:54 am
by void_nothing
Xetizix 1R
Creature - Weird
Spells you cast with X in their mana costs can't be countered.
A failsafe for the risk-loving.
1/3

Re: Creature Type ABCs

Posted: Sun Jul 14, 2019 2:04 am
by Henlock
Yare Weirdling
Creature - Weird (c)
Prowess
1/1