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OneAndOnly
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Post by OneAndOnly » 2 months ago

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Lunarmane Sphinx -- 1WU
Enchantment Creature - Sphinx {R}
Flying
1WU: Return target attacking or blocking creature you control to its owner's hand. Draw a card.
2/2

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lookingupanddown
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Post by lookingupanddown » 2 months ago

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Eidolon of Prevention (w/u)
Enchantment Creature - Spirit Soldier
Creatures can't attack you unless their controller pays X for each creature they control that's attacking you, where X is Eidolon of Prevention's power.
0/1

Komandon
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Post by Komandon » 2 months ago

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Blessed Mist {w/U}
Enchantment — Aura
Enchant creature
Enchanted creature has defender, flying and prevent all damage dealt to and dealt by it.

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OneAndOnly
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Post by OneAndOnly » 2 months ago

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Battle Hungry -- (R/W)
Enchantment - Aura
Enchant creature
Enchanted creature has battle cry, must attack each turn if able, and damage it would deal can't be prevented or redirected,

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lookingupanddown
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Post by lookingupanddown » 2 months ago

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Arcane Parry 2RW
Enchantment - Aura
Enchant creature
Whenever enchanted creature is dealt damage by a source, you may pay 1(r/w). Prevent that damage if W was spent to activate this ability. Enchanted creature deals that much damage to that source's controller if R was spent to activate this ability. (Do both if RW was spent.)

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OneAndOnly
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Post by OneAndOnly » 2 months ago

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Siege of Irrindor -- 2RW
Battle - Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Siege of Irrindor enters, create a 1/1 red Warrior creature tokens and a 1/1 white Soldier creature token.
4
//////
Final Campaign
Sorcery
Each Soldier you control gets +3/+3 and gains first strike until end of turn.
Each Warrior you control gets +3/+3 and gains menace until end of turn.
At the end of your first combat phase this turn, untap each creature you control and take an additional combat step.
At the end of turn, you lose the game.
Last edited by OneAndOnly 2 months ago, edited 1 time in total.

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dyd
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Post by dyd » 2 months ago

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Invasion of Bloomburrow 2ww
Battle - Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Bloomburrow enters, all permanents lose indestructible until end of turn, then destroy all creatures.
6
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Town Musicians
w Sorcery
For each of the following, create a Bard creature token with those characteristics.
- 1/1 blue Bird with flying.
- 1/2 black Cat with first strike.
- 2/2 red Dog with menace.
- 3/3 green Donkey with trample.

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lookingupanddown
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Post by lookingupanddown » 2 months ago

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Invasion of Thunder Junction 1W
Battle - Siege
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Thunder Junction enters the battlefield, you and target opponent draw a card. Scry X, where X is the number of opponents
4
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Fomori Vault
Artifact
Whenever an opponent commits a crime, return target nonland noncreature permanent card with a vault counter on it chosen at random from your graveyard to the battlefield tapped. If you can't, create two Treasure tokens instead. This ability triggers only once each turn.
"Many of us planeswalkers have taken to using empty planes as storage, and the Fomori were no different. I've left mostly gold in this vault, for I need their technology more."
—Urza, notes found in an ancient vault outside Tarnation

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OneAndOnly
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Post by OneAndOnly » 2 months ago

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Skirmish at Naar Isle -- 1B
Battle {U}
Echo
When Skirmish at Naar Isle enters or its echo cost is paid, each other player discards a card at random.
3
Salvage the Debris
Sorcery
Choose a number of cards in graveyards with mana value equal to the amount of combat damage dealt this turn. You may cast those cards this turn without paying their mana value.

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