Creature Type ABCs

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void_nothing
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Post by void_nothing » 7 months ago

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
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Feyd_Ruin
Elder Vampire
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Titles & Recognition

Post by Feyd_Ruin » 7 months ago

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.
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void_nothing
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Post by void_nothing » 7 months ago

Cinerator Weird R
Creature - Weird
Prowess, double strike, trample
Blue instant spells you cast cost 2 less to cast during your turn.
-2/1
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SquirrelToken
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Post by SquirrelToken » 7 months ago

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.

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Feyd_Ruin
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Post by Feyd_Ruin » 7 months ago

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
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void_nothing
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Post by void_nothing » 7 months ago

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
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Henlock
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Post by Henlock » 7 months ago

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

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void_nothing
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Post by void_nothing » 7 months ago

Hydroforce Emanation 5U
Creature - Weird
Flying, protection from red
Hydroforce Emanation blocks each combat if able.
4/7
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Dusk
Dimir Mindmage
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Post by Dusk » 7 months ago

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
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That shadowy wisp at the edge of your vision, there and gone before you notice.
Formerly Dusk707 on MtGSalvation

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Post by Henlock » 7 months ago

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

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void_nothing
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Post by void_nothing » 7 months ago

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
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Cardz5000
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Post by Cardz5000 » 7 months ago

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
Last edited by Cardz5000 7 months ago, edited 1 time in total.

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void_nothing
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Post by void_nothing » 7 months ago

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
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Post by Henlock » 7 months ago

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

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SecretInfiltrator
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Post by SecretInfiltrator » 7 months ago

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

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barbecube
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Post by barbecube » 7 months ago

Plasmoozotron
2UR
Artifact Creature — Weird
Tap two untapped artifacts you control: Create a token that's a copy of Plasmoozotron.
3/3
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formerly willows

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Atraxian
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Post by Atraxian » 7 months ago

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

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Post by SecretInfiltrator » 7 months ago

Rotvine Weird
2G
Creature — Weird
Vigilance
, Exile a creature or land card from your graveyard: ~ gets +2/+2 until end of turn.
2/2

chetoos
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Post by chetoos » 7 months ago

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

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Post by Henlock » 7 months ago

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

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void_nothing
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Post by void_nothing » 7 months ago

Underwater Flamewalker 6UR
Creature - Weird
This spell can't be countered.
When Underwater Flamewalker dies, tap all lands.
7/7
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Post by SecretInfiltrator » 7 months ago

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

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Post by Henlock » 7 months ago

Weird Underling 1ur
Creature - Weird (c)
Weird Underling has haste as long as you control a nonweird creature.
2/4

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void_nothing
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Post by void_nothing » 7 months ago

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
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Post by Henlock » 7 months ago

Yare Weirdling
Creature - Weird (c)
Prowess
1/1

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