Mergatroid_Jones wrote: ↑3 years ago
The first color pie bend was for realz. The second time was just joshing.
Itlimoc's Glorious Rise GG
Instant (M)
Draw 3 cards.
Until end of turn, you may cast creature spells without paying their mana costs as though they had flash.
IIW: Shakespeare the Gathering
Card draw ☑ but expensive
Ribbon is useful for playing creatures like
Prime Speaker Zegana and potentially flashing in a
Laboratory Maniac every now and then.
avatarz wrote: ↑3 years ago
Restitute 3GGUU
Instant (R)
Counter target spell. If you do, you gain X life, draw X cards, create X 0/1 green Plant creature tokens, then put X +1/+1 counters on each creature you control. At the beginning of your next main phase, add X mana in any combination of colors, where X is the converted mana cost of the spell countered this way.
IIW: ooparts
Interaction ☑ Card draw ☑ Blockers ☑ I like it.
OneAndOnly wrote: ↑3 years ago
I don't generally put rarities on cards on the boards, since they're not found in boosters or packs.
.
Rhizoplast Blessing --
3GGU
Sorcery {U}
{Simic watermark}
Put three +1/+1 counters on target creature. Then, adjust the number of +1/+1 counters on each creature you control with a counter on it so they all have the greatest number of +1/+1 counters.
.
A little wordy! You'd use this to put three +1/+1 counters on a creature, and then your
Spike Feeder and
Simic Initiate would bump up to three counters each, too. Or drop it on your
Cytospawn Shambler for bomby fun times!
.
IIW: Flaming skulls
No draw, but one of my win conditions is slamming a kicked
Rite of Replication onto a
Master Biomancer, and boy does this work as a win-more in that scenario.
Cythare wrote: ↑3 years ago
OneAndOnly wrote: ↑3 years ago
I don't generally put rarities on cards on the boards, since they're not found in boosters or packs.
I get the sentiment, but when trying to compare designs from multiple people to choose a winner, having a sense of the intended rarity helps figure out if the design as a whole is reasonable (even though in theory it might change during development). If there's a card that I like that has a rarity displayed and another that I like that doesn't, I'll always give the nod to the more complete picture.
Grapple 4G
Sorcery (U)
Target creature you control deals damage equal to its power to target creature you don't control.
//
Understand 3GU
Instant (U)
Aftermath
(Cast this spell only from your graveyard. Then exile it.)
Draw three cards. If you control each creature with the greatest power, create two Shard tokens.
(They're enchantments with "2, Sacrifice this enchantment: Scry 1, then draw a card.")
IIW: Craven knights
Card draw ☑ but this thing's kinda cheating the high CMC with an aftermath card.
Megiddo wrote: ↑3 years ago
Gone Fishing 1U
Instant {R}
Look at the top four cards of your library. You may reveal a blue card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
//MDFC//
Huge Catch 2GG
Sorcery {R}
You may put a blue creature card from your hand onto the battlefield.
IIW: the tides
This doesn't even have a high CMC!
Krishnath wrote: ↑3 years ago
Fair point about the hexproof/indestructability, however since it was an on/off threshold mechanic dependent on the players handsize, I thought I could bend the unwritten rules a little.
Oh, well, better luck next time I guess.
Call Forth the Deep Ones 8GGUU
Sorcery (R)
Search your library for up to six Kraken, Leviathan, Octopus, and/or Squid creature cards with different names and put them onto the battlefield. Then shuffle your library.
IIW: Superheroes and Supervillains.
Unfortunately, the only sea monsters in the deck are
Sea-Dasher Octopus and
Simic Sky Swallower so this ends up as a very inefficient tutor.
Ulka wrote: ↑3 years ago
Lurker in the Depths 9UU
Sorcery (R)
Lurker in the Depths costs
1 less for each Cephalid, Kraken, Leviathan, Octopus, Horror, or Serpent in your graveyard.
Return a Cephalid, Kraken, Leviathan, Octopus, Horror, or Serpent from your graveyard to the battlefield and then return each creature with a lower converted mana cost.
I know this is on a similar length the entry above but its a card I've had sitting for over a year.
IIW: Cephalids as Mindflayers
This one is much better though, because it also counts my
Aesi, Tyrant of Gyre Strait and
Forgotten Creation, and slapping it on a high CMC creature lets me bring back all the dorks that died to one of the seventeen wrath effects in the playgroup
frogchild wrote: ↑3 years ago
Oops I should have put a rarity, it was intended to be uncommon
Simic Steroids
Sorcery (R)
Simic Steroids costs
less to cast, where X is the number of +1/+1 counters among creatures you control.
Choose any number of creatures with +1/+1 counters on them. Double those counters.
There's a reason the Simic don't play sport
Iiw: ravnica college
Wow this is like that card above, but cheaper and more exciting.
Cythare wrote: ↑3 years ago
New idea for Un-Sets: MDFCs with different rarities on each side that mix and match!
Milliner's Revenge 1U
Instant (U)
Counter target spell with no hats in its art.
//
High Fashion 4UUU
Sorcery (M)
Choose a nontoken permanent you control, then create X tokens that are copies of it, where X is the number of hats in its art. Repeat this process for each other nontoken permanent you control.
IIW: Mix-and-match Un-DFCs.
A no-hat counter is pretty useful as a counter-counter and it's also really good into the Jace tribal player (provided hoods don't count as hats).
As for the hat copy, unfortunately the only multi-hatted creature I have is
Sakashima the Impostor (do masks count as hats?) which isn't too good cloned. The rest of my deck is better off being slapped with a kicked
Rite of Replication. Unless you would judge that
Thought Reflection has hats. Then that's a big yes.
chetoos wrote: ↑3 years ago
Ghalta's Rampage
8GGG
Sorcery (R)
This spell costs X less to cast, where X is the total power among creatures you control.
Target creature you control deals damage equal to its power, divided as you choose, among any number of creatures your opponents control.
Nezahal's Surfacing
8UUU
Sorcery (R)
This spell costs X less to cast, where X is the number of cards in your hand.
Choose target creature you control. Until end of turn, that creature gains "this creature gets +1/+0 for each card in your hand." and "whenever a creature enters the battlefield under your control, draw a card."
IIW: Signature spells for a legendary creature you want to have a spell.
Nezahal's Surfacing is card draw ☑ does nothing ☑ perfect for my deck at a measly 3 mana.
Mergatroid_Jones wrote: ↑3 years ago
Planar Typhoon 5UU
Instant (R)
Each player shuffles each creature they own into their libraries.
IIW: Something so simple it shoulda been done by now.
Mass removal is insanely good when my current alternative is a
Gather Specimens. Unfortunately, shuffling does mean the
Scion of the Ur-Dragon can reuse any Dragons he already had on the field.
mellifluoresce wrote: ↑3 years ago
Grand Reiteration
Sorcery (M)
Reveal your hand, then exile the top half of your library, rounded down. Put each card exiled this way that shares a card name with a card in your hand into your hand, then put the rest into your graveyard.
IIW: Boring mythics
Boy this card was a rollercoaster.
- Exiling my library → fear; I could be drawing those cards instead
- Putting cards exiled → joy; that's just as good as drawing
- Sharing a name → KEKW
Megiddo wrote: ↑3 years ago
Behemoth Blast 5GGG
Sorcery {M}
Create a 5/5 green Beast creature token with haste. Creatures you control get +3/+3 and gain trample until end of turn.
IIW: cultivate mass
strictly worse
Craterhoof Behemoth because it's not a win-con when I kick a
Rite of Replication on it.
Stapler wrote: ↑3 years ago
Awaken the Titans 3UUUGGG
Sorcery (M)
Giant Offering
(You may cast this card any time you could cast an instant by sacrificing a Giant and paying the difference in mana costs between this and the sacrificed Giant. Mana cost includes color.)
You gain 9 life and draw three cards, then you may put up to three land cards from your hand onto the battlefield. Create three 6/6 green and blue Elder Giant creature tokens.
IIW: mom's spaghetti
Card draw ☑ Life gain ☑ Looks good, but I'm worried my mana base can't sustain 6 colour pips.
spacemonaut wrote: ↑3 years ago
Release the Kraken! 5UUGG
Sorcery
Reveal cards from the top of your library until you reveal a Kraken card. If a Kraken card is revealed this way, put it onto the battlefield and create a 1/1 blue Tentacle creature token for each non-Kraken card that was revealed this way. Shuffle your library.
Exile Release the Kraken!
I couldn't get the song outta my head.
IIW: Bears, badgers, and beavers, oh my!
Unfortunately the deck doesn't run any Krakens. Nice try though.
Mergatroid_Jones wrote: ↑3 years ago
Go Nuts X3GG
Sorcery (R)
Destroy target noncreature permanent
Search your library for a land card and put it onto the battlefield tapped, then shuffle your library.
Create X 1/1 green Squirrel creature tokens.
This one isn't expensive in all it's modes, but it gets quite costly.
Funky Time Travel Montage UU
Sorcery (M)
Multikicker
2
Take an additional turn after this one. For each time CARDNAME was kicked, you may choose one of the following. For each you don't choose, skip that step or phase during the additional turn.
- Untap Step
- Draw Step
- First Main Phase
- Combat Phase
- Second Main Phase
IIW: Eldrazi mechanics (emerge, meld, scions and spawn, colorless matter, cast tiggers, etc.)
Go Nuts is very versatile but unexciting.
Funky Time Travel Montage is fun, but the base only gets me an extra seven off
Jin-Gitaxias, Core Augur. Everything above that is just sadly overcosted.