NEXUS FLAMINGO ☆ Exclusively For Custom Card Connoisseurs and Gnomes

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NinjaCaterpie
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Post by NinjaCaterpie » 2 years ago

Deport 2WB
Sorcery (U)
This spell costs 2 more mana to cast if it targets a white creature or if an opponent controls a Gold.
Exile target creature. For the rest of the game, its controller can't cast spells or activate abilities of cards with the same name as the exiled card.

IIW: A card from the next Modern Horizons, Modern Horizons: What If...?, where Wizards explores alternative timelines like "What if Ugin beat Bolas?" or "What if Liliana became cursed instead of Josu?"

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Juancu
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Post by Juancu » 2 years ago

Lacossi Ball 2W
Artifact - Ball (R)
This artifact is attacking on combat steps (regardless of controller.)
This artifact can be blocked with low priority. (It can't be blocked by creatures that could block an unblocked attacker.)
Whenever this artifact becomes unblocked, attacking player draws a card.

Lacossi Champion 1WW
Creature - Human Player (U)
Balls on your turn are 1/1 artifact creatures and have +2/+0 and indestructible.
2/3
Last edited by Juancu 2 years ago, edited 3 times in total.

Pygyzy
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Post by Pygyzy » 2 years ago

Kangaroo Bailiff 2UG
Creature - Kangaroo Officer (U)
Flash
Whenever one or more creatures you don't control untap during their controller's untap step, untap Kangaroo Bailiff and tap target creature you don't control.
T, Return Kangaroo Bailiff to it's owner's hand: Return target tapped creature you don't control to it's owner's hand. Activate this ability only during an opponent's turn.
"Take them away, Joey."
2/4

Iiw: Multiplayer Political Cards

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Sporegorger_Dragon
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Post by Sporegorger_Dragon » 2 years ago

Penalty Shot
urw
Sorcery (U)
Each creature you control that was dealt damage this turn can't be blocked this turn.
FOUL!


IIW: Pitcher plant
"What's with you and pitcher plants?" -NinjaCaterpie, 27-9-2021

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Megiddo
MEG
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Post by Megiddo » 2 years ago

Sorry guys, I was halfway through this and... refreshed. Lost it all. I have to get going, so you get short judgments, sorry. :pensive:
Mergatroid_Jones wrote:
2 years ago
Corruption at Court 2U
Enchantment (R)
When Corruption at Court enters the battlefield, target player becomes the monarch.
When a player becomes the monarch, each of that player's opponents creates a 1/1 black Advisor creature token with dethrone.
6U: Counter target spell cast by the monarch.

IIW: A one word card name
This allows for early and aggressive monarching, with creature backup. Second ability tells me it's for multiplayer, which I don't know as well.
Juancu wrote:
2 years ago
Habeas Corpus 2B
Sorcery (U)
Call to order (each player names the next spell they'll cast this turn.)
Return target creature card from your graveyard to your hand.
Writ 1B (You may cast this card from your graveyard for its writ cost if you named it for a call this turn. Then exile it.)

Rules: Players don't have to cast the cards they name, but they can't cast a spell this turn until they do.
Flavor: Court procedure must be followed, no surprises allowed. Until after the judge gets bored of course.
Writ is a parasitic flashback only for sorceries (you wouldn't want to enable your opponent's writs with call to orders.) It's only justified due to flavor, and maybe interesting gameplay?

IIW: surprise mechanics
Call to Order does not seem like a fun mechanic. Writ does, though, so maybe there's something that can be done here.
Juancu wrote:
2 years ago
Incompetent Witness 2BB
Instant (U)
Objection! (The first opponent to object chooses X, then mills X. If the mana value milled beats this spell, overrule it.)
Destroy target creature or planeswalker. Draw a card. Then if this spell was overruled, discard a card.

In the courtrooms of Beslegi, spells are allowed to get to the truth... as long as they follow the correct protocols. Ruthless lawyers face the witnesses and each other, in a sort of "justice by combat" system that's highly regulated by law and procedure. Many are experts at gaming the system, but the Modron judges have no mercy for those who disregard bureaucracy.

Leading the Witness 3UU
Sorcery (U)
Objection! (The first opponent to object chooses X, then mills X. If the mana value milled beats this spell, overrule it.)
Gain control of target creature. If this spell is overruled, tap that creature and it doesn't untap during its controller's next untap step.
Smart to have the Objection effect be minor since your opponent controls it completely and it's free. Fits into a milling set?
chetoos wrote:
2 years ago
Consumed by the court 1wub
Enchantment
Whenever this or another nontoken artifact or Enchantment enters the battlefield under your control, create a food token.
Whenever you sacrifice a food, you may pay 1w. When you do, put a +1/+1 counter on target creature.
Whenever you sacrifice a food, you may pay 2u. When you do, gain control of target creature until end of turn. Untap it, it gains haste
Whenever you sacrifice a food, you may pay b and sacrifice a creature. If you do, draw 2 cards.
In the wildred court, accept no food offered. You may find yourself trapped by their fae magic.

Iiw: Draft a card from this card's spellbook
Blue doesn't steal things temporarily (anymore).
spacemonaut wrote:
2 years ago
GUILTY! 1W
Instant (U)
Exile target creature that dealt damage this turn.

IIW: it's too freaking cold
Avenging Arrow
Ulka wrote:
2 years ago
Sentencing 1W
Sorcery
Exile target creature card until you cast a spell named Overturn.

Overturn 1U
Instant
Aftermath
Counter target spell or ability that targets a creature or planeswalker you control.


IIW: Draft Matters Cards
Don't cast Overturn! It's a trap! Can you look at "creature cards" on the battlefield? "Nontoken?"
chetoos wrote:
2 years ago
Phoenix Wright, Ace Attorney 1URW
Legendary Creature - Human Advisor
Hold It! - UW, : Counter target spell or ability that targets another permanent you control. Investigate
Objection! - RU, : Draw a card, then discard a card. When you discard a card this way, counter up to one target spell with mana value equal to the discarded card's mana value.
Eureka! - RW, sacrifice a clue, : Look at the top 3 cards of your library. Put one of those cards into your hand, and the rest on the bottom of your library in a random order. That card perpetually gains "This spell costs 2 less to cast."

IIW: Draft a card from this card's spellbook.
Creatures require a power and toughness. Does this all fit in a text box?
Cythare wrote:
2 years ago
Court Stenographer UR
Creature — Human Wizard (U)
Whenever you cast an instant or sorcery spell, put a scribe counter on Court Stenographer.
Remove X scribe counters from Court Stenographer: Target instant or sorcery card in your graveyard with mana value X gains flashback until end of turn. The flashback cost is equal to its mana cost. Activate this ability only once each turn.
1/2

IIW: Kitsune
This is good. Flavor fits very well (you get to "read back" the record) and I think you have a powerful creature here.
NinjaCaterpie wrote:
2 years ago
Deport 2WB
Sorcery (U)
This spell costs 2 more mana to cast if it targets a white creature or if an opponent controls a Gold.
Exile target creature. For the rest of the game, its controller can't cast spells or activate abilities of cards with the same name as the exiled card.

IIW: A card from the next Modern Horizons, Modern Horizons: What If...?, where Wizards explores alternative timelines like "What if Ugin beat Bolas?" or "What if Liliana became cursed instead of Josu?"
kek
Juancu wrote:
2 years ago
Lacossi Ball 2W
Artifact - Ball (R)
This artifact is attacking on combat steps (regardless of controller.)
This artifact can be blocked with low priority. (It can't be blocked by creatures that could block an unblocked attacker.)
Whenever this artifact becomes unblocked, attacking player draws a card.

Lacossi Champion 1WW
Creature - Human Player (U)
Balls on your turn are 1/1 artifact creatures and have +2/+0 and indestructible.
2/3
Our third "court" today! The wording on this mechanic is confusing. I think I figured it out, but this doesn't read super well at first glance.
Pygyzy wrote:
2 years ago
Kangaroo Bailiff 2UG
Creature - Kangaroo Officer (U)
Flash
Whenever one or more creatures you don't control untap during their controller's untap step, untap Kangaroo Bailiff and tap target creature you don't control.
T, Return Kangaroo Bailiff to it's owner's hand: Return target tapped creature you don't control to it's owner's hand. Activate this ability only during an opponent's turn.
"Take them away, Joey."
2/4

Iiw: Multiplayer Political Cards
Even just leaving this in play and not activating it, it's powerful (compare Dungeon Geists). Then we add more abilities.
Sporegorger_Dragon wrote:
2 years ago
Penalty Shot
urw
Sorcery (U)
Each creature you control that was dealt damage this turn can't be blocked this turn.
FOUL!

IIW: Pitcher plant
Not sure this needs red, though I think you'd need that color to make this active.

Winner: Cythare
next: Kitsune
MEG

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Mergatroid_Jones
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Post by Mergatroid_Jones » 2 years ago

No-Tails, Blind Traveller 1W
Legendary Creature- Fox Nomad (R)
Defender
At the beginning of your upkeep, if No-Tails is in exile, you may pay W to return it and any creatures exiled with it to the battlefield tapped under their owners' control.
When a creature enters the battlefield from exile, put a +1/+1 counter on it.
1WW: Exile No-Tails and target creature.
1/5

IIW: Nonblue cards in an underwater plane.

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Juancu
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Post by Juancu » 2 years ago

Omamori Wanderer 1W
Creature - Fox Cleric (U)
Flash
When Omamori Wanderer enters the battlefield, each creature you control gets +0/+4 until end of turn, for as long as that creature has not been damaged this turn.
3/1

IIW: surprise mechanics

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chetoos
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Post by chetoos » 2 years ago

Kitsune Patronage 4WW
Enchantment
This spell costs X less to cast where X is the number of Fox creatures you control as you cast it.
Spirit creatures you control are Foxes. The same is true for spirit creature spells you control and spirit creature cards you own that aren't on the battlefield.
Each fox creature you control enters the battlefield with an additional +1/+1 counter on it.
Whenever you attack, you gain X life, where X is the number of attacking creatures.

IIW: Draft a card from this card's spellbook.
Last edited by chetoos 2 years ago, edited 1 time in total.

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Ulka
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Post by Ulka » 2 years ago

Kitsune Abolisher 1W
Creature - Fox Cleric
Flash
Counter target spell unless its controller pays 1.
1/1

IIW: Draft Matters Cards
Modern: Goryo's Gifts | Heartless Architect | Soul Sisters | MonoGreen Devotion
Pauper: Blackened Eggs | Zombies | Domain Zoo | Sultai Teachings | Jund Gardens

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NinjaCaterpie
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Post by NinjaCaterpie » 2 years ago

Eiganjo Mesmerizer 1WW
Creature - Fox Rogue (R)
As long as Eijango Mesmerizer is tapped, creatures your opponents control don't untap during their controller's untap steps.
At the beginning of your end step, each opponent may have you gain a Gold. If anyone does, untap Eijango Mesmerizer.
When the lights dim, their tails shine.
2/3

IIW: Scathing critiques of society.

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Sporegorger_Dragon
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Post by Sporegorger_Dragon » 2 years ago

Tails, Miles Prowler
wu
Legendary Creature - Fox Artificer Pilot (R)
: Tails gains flying until end of turn.
Vehicles you control have crew 1.
2/2


IIW: Tropical fish
"What's with you and pitcher plants?" -NinjaCaterpie, 27-9-2021

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Megiddo
MEG
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Post by Megiddo » 2 years ago

The Life and Tails of Eight-and-a-Half Tails 1W
Tribal Enchantment - Fox Saga {M}
I: Create a 1/1 white Fox Cleric creature token.
II: Return a creature card with mana value one or less from your graveyard to your hand.
III: You gain 3 life.
IV: Put a +1/+1 counter on each creature you control.
V: Until your next turn, you and creatures you control have hexproof.
VI: You gain 5 life.
VII: Look at the top five cards of your library. You may reveal a Spirit card from among them and put it into your hand. Put the rest into your graveyard.
VIII: Sacrifice a creature.
IX: Put a +1/+1 counter and a lifelink counter on each creature you control. You lose half your life, rounded up.

IIW: Oni
MEG

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Juancu
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Post by Juancu » 2 years ago

Megiddo wrote:
2 years ago
IX: Put a +1/+1 counter and a lifelink counter on each creature you control. You lose half your life, rounded up.
FTFY

Pygyzy
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Post by Pygyzy » 2 years ago

Adorned Trinketer 1WG
Creature - Fox Artificer (U)
Noncreature artifact tokens you control have exalted.
2/3

Iiw: Onomatopoeia

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Cythare
Say You'll Dismember Me
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Post by Cythare » 2 years ago

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Mergatroid_Jones wrote:
2 years ago
No-Tails, Blind Traveller 1W
Legendary Creature- Fox Nomad (R)
Defender
At the beginning of your upkeep, if No-Tails is in exile, you may pay W to return it and any creatures exiled with it to the battlefield tapped under their owners' control.
When a creature enters the battlefield from exile, put a +1/+1 counter on it.
1WW: Exile No-Tails and target creature.
1/5

IIW: Nonblue cards in an underwater plane.
This is a bit stronger than I'd like, since it always makes sure your opponent's best creature is off the field. I'd like this to be scaled down somehow - maybe make the return mandatory after some period of time and not be able to target creatures with counters? This just feels like a super flexible and amped up Journey to Nowhere that can also be used more than once if you have enough mana to exile multiple things at once (and at instant speed!).
Juancu wrote:
2 years ago
Omamori Wanderer 1W
Creature - Fox Cleric (U)
Flash
When Omamori Wanderer enters the battlefield, each creature you control gets +0/+4 until end of turn, for as long as that creature has not been damaged this turn.
3/1

IIW: surprise mechanics
This seems...less than useful? It helps save all your creatures from Languish, but not Pyroclasm, and it's effectively just a Cathar Commando without the disenchant. That said, this is a big step up from Drogskol Shieldmate without that rider. I do like the space this is playing in, but am not sure where the right numbers are.
chetoos wrote:
2 years ago
Kitsune Patronage 4WW
Enchantment
This spell costs X less to cast where X is the number of Fox creatures you control as you cast it.
Spirit creatures you control are Foxes. The same is true for spirit creature spells you control and spirit creature cards you own that aren't on the battlefield.
Each fox creature you control enters the battlefield with an additional +1/+1 counter on it.
Whenever you attack, you gain X life, where X is the number of attacking creatures.

IIW: Draft a card from this card's spellbook.
This is a fairly complex throwback to Patron of the Kitsune, but it feels really busy. The discount is a clear throwback to offering, but would presumably be worded slightly differently. The Spirit → Fox line seems a bit of a kludge. The other lines are fine, and I do like trading off only triggering on your own creatures attacking for adding the counter on etb.
Ulka wrote:
2 years ago
Kitsune Abolisher 1W
Creature - Fox Cleric
Flash
Counter target spell unless its controller pays 1.
1/1

IIW: Draft Matters Cards
I really like this! Mana Tithe on a 1/1 seems like a good place to be. I'm assuming this would be at uncommon.
NinjaCaterpie wrote:
2 years ago
Eiganjo Mesmerizer 1WW
Creature - Fox Rogue (R)
As long as Eijango Mesmerizer is tapped, creatures your opponents control don't untap during their controller's untap steps.
At the beginning of your end step, each opponent may have you gain a Gold. If anyone does, untap Eijango Mesmerizer.
When the lights dim, their tails shine.
2/3

IIW: Scathing critiques of society.
This is a cool interplay. Taxing opponents to untap it so their creatures untap is cool, and I appreciate that it doesn't have evasion or a way to tap itself, so without another card, it has to get into the red zone to have that matter. Lotsa cool knobs going on here.
Sporegorger_Dragon wrote:
2 years ago
Tails, Miles Prowler
wu
Legendary Creature - Fox Artificer Pilot (R)
: Tails gains flying until end of turn.
Vehicles you control have crew 1.
2/2


IIW: Tropical fish
Minor gripe that while Tails is a fox, he isn't a kitsune. Also his last name is Prower? Regardless, the card is fine, although I kinda wish it granted them crew 2 (or at least to have his power match the vehicle crew number).
Megiddo wrote:
2 years ago
The Life and Tails of Eight-and-a-Half Tails 1W
Tribal Enchantment - Fox Saga {M}
I: Create a 1/1 white Fox Cleric creature token.
II: Return a creature card with mana value one or less from your graveyard to your hand.
III: You gain 3 life.
IV: Put a +1/+1 counter on each creature you control.
V: Until your next turn, you and creatures you control have hexproof.
VI: You gain 5 life.
VII: Look at the top five cards of your library. You may reveal a Spirit card from among them and put it into your hand. Put the rest into your graveyard.
VIII: Sacrifice a creature.
IX: Put a +1/+1 counter and a lifelink counter on each creature you control. You lose half your life, rounded up.

IIW: Oni
This is a compelling tale, although we both know this won't even fit on a double-faced card.
Pygyzy wrote:
2 years ago
Adorned Trinketer 1WG
Creature - Fox Artificer (U)
Noncreature artifact tokens you control have exalted.
2/3

Iiw: Onomatopoeia
This is cool but definitely doesn't feel like it belongs at uncommon. A set either may have too many artifact tokens which makes this a problem, or not enough and it's an unexciting uncommon. I'd probably put this at rare and have it investigate on ETB (or make one token of whatever the noncreature artifact of the set is).
Winner
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HM: NinjaCaterpie
Winner: Ulka
Next: Draft Matters Cards
Level 2 Judge circa 2016
Draft my cube! (630 cards)

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Juancu
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Post by Juancu » 2 years ago

Home Economics 2W
Sorcery - Lesson (C)
Shared Lesson (After the draft, there's a 5 minute Shared Lessons trading step. List cards you obtained there. Whenever you learn a card on that list, gain 1 life.)
Create a 0/3 white Egg creature token. At the beginning of your next end step, if you still control that Egg, draw a card.

IIW: surprise mechanics.

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Mergatroid_Jones
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Post by Mergatroid_Jones » 2 years ago

They are Starving in the Countryside
Conspiracy- Pact (R) (Green)
(Before the game starts, you may offer target opponent a pact. If they refuse, start with this conspiracy in your command zone.)
If the chosen opponent accepts this pact, start the game with a food token.
Creatures you control are Rebels. As long as you control two or more forests, Rebels you control have Ward 1.

The Pirate Queen Demands a Ransom
Conspiracy- Pact (R) (Blue)
(Before the game starts, you may offer target opponent a pact. If they refuse, start with this conspiracy in your command zone.)
If the chosen opponent accepts this pact, create a treasure token at the beginning of the first end step.
Creatures you control are Pirates. As long as you control three or more islands, when one or more Pirates you control deal combat damage to a player, you may pay 1 to draw a card then discard a card.

Someone Must Die for this Insult
Conspiracy- Pact (R) (Black)
(Before the game starts, you may offer target opponent a pact. If they refuse, start with this conspiracy in your command zone.)
If the chosen opponent accepts this pact, that player must sacrifice the first creature that enters the battlefield under their control this game as it enters, then gains life equal to its mana value.
Creatures you control are Advisors. As long as you control three or more swamps, Advisors you control have deathtouch to legendary. (Any amount of damage they deal to a legendary creature or planeswalker is enough to destroy that creature or planeswalker.)

Radical Land Redistribution
Conspiracy- Pact (R) (White)
(Before the game starts, you may offer target opponent a pact. If they refuse, start with this conspiracy in your command zone.)
If the chosen opponent accepts this pact, you may may exile any number of cards from your hand at the beginning of your first upkeep to search your library for that many basic plains cards, reveal them, and put them into your hand, then shuffle your library.
Creatures you control are Rebels. As long as you control five or more plains, Rebels you control get +1/+1.

Modernize or Face Obsolescence
Conspiracy- Pact (R) (Red)
(Before the game starts, you may offer target opponent a pact. If they refuse, start with this conspiracy in your command zone.)
If the chosen opponent accepts this pact, the first artifact spell that player casts this game costs an additional 2.
Noncreature artifacts you control are vehicles. They have power and toughness equal to their mana value when they're creatures. As long as you control two or more mountains, vehicles you control have crew 2.

IIW: Nonblue cards in an underwater world
Last edited by Mergatroid_Jones 2 years ago, edited 10 times in total.

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NinjaCaterpie
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Post by NinjaCaterpie » 2 years ago

Capsule Dispenser 3
Artifact Creature - Construct (R)
Draft Capsule Dispenser face up.
As you draft a card, you may remove it from the draft face up.
2, T: Reveal cards from the top of your library until you reveal a card with the same name as a card removed from the draft by Capsule Dispenser. Put that card into your hand and the rest on the bottom of your library in any order.
2/4

IIW: Scathing criticisms of society.

Legend
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Post by Legend » 2 years ago

Reverse Engineer (Rare)
2
Creature - Assembly-Worker
1/4
You may draft Reverse Engineer face up. If you do, reverse the direction of the draft, then turn Reverse Engineer face down.
Reverse Engineer enters the battlefield tapped.
4, Q: Replace all instances of T with Q in activation costs of nonmana abilities until end of turn.

IIW: Onomatopoeia
Last edited by Legend 2 years ago, edited 1 time in total.
“Comboing in Commander is like dunking on a seven foot hoop.” – Dana Roach

“Making a deck that other people want to play against – that’s Commander.” – Gavin Duggan

"I want my brain to win games, not my cards." – Sheldon Menery

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spacemonaut
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Post by spacemonaut » 2 years ago

Corru Smuggler 1WW
Creature — Human Rogue (U)
Draft Corru Smuggler face up.
As you draft an artifact or enchantment card, you may reveal it, note its name, and turn Corru Smuggler face down.
When Corru Smuggler enters the battlefield, you may search your library for a card with a name you noted for cards named Corru Smuggler, reveal it, put it into your hand, then shuffle.
2/2


IIW: Modal abilities on permanents
Last edited by spacemonaut 2 years ago, edited 2 times in total.

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chetoos
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Post by chetoos » 2 years ago

Insightful Pollster 3U
Creature - Human Advisor (Common)
When you draft Insightful Pollster, you may reveal it and note another drafter.
Whenever you vote, draw a card If you voted the same way as another player you noted with cards named "insightful Pollster"
2/4

IIW: Draft a card from this card's spellbook.
Last edited by chetoos 2 years ago, edited 1 time in total.

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Megiddo
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Post by Megiddo » 2 years ago

Imperium Thopter 2
Artifact - Vehicle {M}
Reveal Imperium Thopter as you draft it and note its draft position, including itself.
1+ | Flying, Crew 2
5+ | When Imperium Thopter dies, if it was a creature, create two 1/1 white Soldier creature tokens.
9+ | Imperium Thopter is a Thopter artifact creature.
4/4
SPOILER
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In case it isn't intuitive, the card is treated as though it has the text of the sections that match where you drafted it, but not any other text. For example, if you draft it 7th, it has the "flying, crew 2" text as well as the dies trigger, but it won't have the third ability. If you prefer, you can imagine that this card has some line about how it has the abilities corresponding to "the highest number you noted for cards named Imperium Thopter."
IIW: double death
MEG

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chetoos
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Post by chetoos » 2 years ago

Cythare wrote:
2 years ago
This is a fairly complex throwback to Patron of the Kitsune, but it feels really busy. The discount is a clear throwback to offering, but would presumably be worded slightly differently. The Spirit → Fox line seems a bit of a kludge. The other lines are fine, and I do like trading off only triggering on your own creatures attacking for adding the counter on etb.
I was imagining this to be a full cycle, updating each of the patrons to a new thing. The spirit modification is so that spirits gain the benefits too, and the line is taken from the changeling artifact from kaldheim. Maybe I should have just had it count spirits and foxes together, instead of doing the creature type modification.

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chetoos
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Post by chetoos » 2 years ago

@Ulka it's been 24 hours since the last entry. Judge!

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Juancu
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Post by Juancu » 2 years ago

build your own Fuse cards while drafting.
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Running R
Sorcery
Create a 1/1 red Goblin creature token.
Creatures you control gain Haste until end of turn.
-- Fuse (you may cast one or both halves of this card from your hand.)
Blank
As you draft this card, keep it revealed in front of you. Then you may name another card you kept this way. If you do, keep this card as a conspiracy. The named card has a copy of this card as its right side.

Wildly 2G
Sorcery
Create a 3/3 green Beast creature token.
-- Fuse (you may cast one or both halves of this card from your hand.)
Blank
As you draft this card, keep it revealed in front of you. Then you may name another card you kept this way. If you do, keep this card as a conspiracy. The named card has a copy of this card as its right side.

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