[OAO] OneAndOnly's Custom Card Thread

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OneAndOnly
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Post by OneAndOnly » 3 months ago

Sunset Dreams -- 3U
Sorcery {U}
Draw a card for each color among permanents you control.

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OneAndOnly
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Post by OneAndOnly » 2 months ago

Terramorph -- 4UG
Sorcery {R}
Simultaneously, each land target player controls becomes a 3/3 Elemental creature and is no longer a land, and each creature that player controls becomes a land with "T: Add one mana of one of this permanent's colors" and is no longer a creature.

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Post by OneAndOnly » 2 months ago

Marker Shot -- 3R
Instant {C}
Marker Shot deals 1 damage to target creature. Until the end of turn, if a player casts a spell or activates an ability, that spell or ability must target that creature if able, and other creatures must block that creature if able.

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Post by OneAndOnly » 2 months ago

Prescient Changeskin -- 2UG
Creature - Shapeshifter {R}
Whenever another player casts a creature spell, you may have Prescient Changeskin become a copy of that creature.
"I was you before you were you."
2/2

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Post by OneAndOnly » 2 months ago

Spark-Shaped Vincator -- 5
Artifact Creature - Construct
First strike
Planeswalkers you control have +1: Put a +1/+1 counter on Spark-Shaped Vincator.
Planeswalkers controlled by opponents have -1: Remove a +1/+1 counter from Spark-Shaped Vincator.
4/4

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Post by OneAndOnly » 2 months ago

Shared Lunch - 3U
Enchantment {R}
Will of the Council - At the end of each player's turn, reveal the top card of that player's library. Each other player votes keep or deny. If there are more keep votes, that player puts that card into their hands. Otherwise that player puts that card on the bottom of their library and draws two cards.


Aiming to create a new Zur's Weirding. How'd I do?

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OneAndOnly
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Post by OneAndOnly » 2 months ago

Lantern-Filled Crypt
Land
T: Add B.
Whenever a creature you don't control dies, if Lantern-Filled Crypt is untapped, tap it. Otherwise, add B.

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Post by OneAndOnly » 2 months ago

Lightning Charger -- 2R
Creature - Human Shapeshifter Wizard {R}
Haste
XRRR, T: X target attacking creatures become 6/1 red Elemental creatures with trample until the end of turn.
2/2

Granite Guardian -- 1RR
Creature - Human Shapeshifter Wizard {R}
Haste
1RR: Target blocking creature becomes a 0/8 red Wall creature with defender until end of turn.

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Post by OneAndOnly » 2 months ago

I designed this mechanic before seeing the Fallout previews. They're similar in some ways - the major difference that the player chooses between losing cards from the top of their library or losing life. One triggers during upkeep (which makes most sense to me), the other at the beginning of the first main phase (not a lot happens there). I had created it mostly to fill in a hole for a UB mechanic.

Brainblast -- UB
Sorcery {C}
Target player mills three cards and gains three decay counters. (At the beginning of that player's upkeep, for each decay counter they have, they choose to either exile the top card of their library, or lose a decay counter and lose 1 life.)

Lobesplitter -- 2UB
Creature - Weird Rogue {U}
Skulk
Whenever Lobesplitter deals combat damage to a player, that player gains that many decay counters. (At the beginning of that player's upkeep, for each decay counter they have, they choose to either exile the top card of their library, or lose a decay counter and lose 1 life.)
2/2

Kerzyu, Psychic Overlord -- 3UB
Creature - Weird Rogue {R}
Flying
3, T: Each player gains three decay counters.
U. T: Counter target spell unless its controller pays 1 for each decay counter they have.
B, T: Target creature gets -1/-1 for each decay counter its controller has.
3/3

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Post by OneAndOnly » 2 months ago

Amplifying abilities (but not amplify)

Universal Brotherhood -- 1UWW
Enchantment
Creatures with soulbond are paired with each other creature with soulbond.

Thirst for Adventure -- 2G
Enchantment
If a creature you control would explore, it explores an additional time instead.

Intellectual Conversation -- 2U
Enchantment
Whenever you discover, put a conversation counter on Intellectual Conversation.
If you would discover, discover that amount plus the number of counters on Intellectual Conversation instead.

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Post by OneAndOnly » 2 months ago

Jaxsom's Quip -- U
Instant {U}
Counter target spell unless its controller pays 1 for each card you've drawn this turn.
"Having trouble keeping up?"

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Post by OneAndOnly » 2 months ago

Alternative Energy Source -- 3
Artifact {U}
The first time you cast a spell each turn, you may spend energy as though it were mana of any color to pay its costs.

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Post by OneAndOnly » 2 months ago

Alisdar, Master Duelist -- RWW
Legendary Creature - Human Warrior {R}
First strike
As long as Alisdar is blocking or blocked by a creature without first strike or double strike, he has double strike and damage he would deal can't be prevented or redirected.
3/3

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Post by OneAndOnly » 2 months ago

Langshorn, Erudite Scholar -- 1UUU
Legendary Creature - Human Scribe {R}
Spells you cast have "4: Counter this spell. This spell's owner may cast their next spell without paying its mana cost. That spell can't be countered. This ability can only be activated by an opponent."
1/5

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Post by OneAndOnly » 2 months ago

Withstand the Blow -- W
Instant {C}
Prevent all damage that would be dealt to target creature, planeswalker, or battle this turn.
Draw a card.

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Post by OneAndOnly » 2 months ago

Note quite certain how or how well this would work:

Pierns, Archmagicus -- 4U
Legendary Creature - Human Wizard {R}
Spells controlled by an opponent cost cost its additional or alternative costs more. (Additional costs include buyback, entwine and kicker. Alternative costs include cycling, flashback, and madness.)
1/5

The intent being that a spell that costs 1UU with a buyback cost of 3 would now cost 4UU ... without the buyback ability actually happening (unless the caster pays yet another 3. Yikes!) Old Fogey and Blast From the Past would get penalized hard, and I'm willing to accept that loss.

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Post by Sporegorger_Dragon » 2 months ago

Perhaps:

"Each spell cast by an opponent costs an additional cost to cast, where that additional cost is equal to all of its other additional and/or alternative costs."
"What's with you and pitcher plants?" -NinjaCaterpie, 27-9-2021

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Post by OneAndOnly » 2 months ago

Trurl's Chromatophe -- 3
Legendary Artifact
White mana can be spent to pay blue mana costs. The same is true for blue and black mana, black and red mana, red and green mana, and green and white mana.
T: Add one mana of any color.

Sort of an opposite Naked Singularity / Reality Twist.

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Post by OneAndOnly » 2 months ago

Start a Squabble -- B(B/R)R
Sorcery {R}
Creatures controlled by other players gain "T: This creature deals damage equal to its power to target creature controlled by another player" until end of turn. Your creatures can't be targeted by abilities gained this way.
Draw a card.

Multiplayer madness?

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Post by OneAndOnly » 2 months ago

The Focus mechanic plays in the same environment as kicker and modal spells, but (by design) also allows you to reduce the cost. The focus cost can only be paid once unless otherwise specified.

Turn Away -- 2U
Instant {C}
Return target non-land permanent to its owner's hand.
Focus +2 - Return an additional permanent of the same type to its owner's hand.
Focus -2 - You can only target permanents you own this way.

So you've got a number of combinations possible -- U, 2U (two different ways!), or 4U.
Last edited by OneAndOnly 2 months ago, edited 1 time in total.

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Post by OneAndOnly » 2 months ago

Start the Fire -- 2R
Instant {C}
Start the Fire deals 3 damage to any target.
Focus +X - Start the Fire deals an additional X damage to that target,
Focus +R - Damage Start the Fire deals can't be prevented or redirected.
Focus +RR - You may distribute damage Start the Fire deals amongst up to three targets.
Focus -2 - Start the Fire deals 1 damage instead of 3.
Last edited by OneAndOnly 2 months ago, edited 1 time in total.

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Post by OneAndOnly » 2 months ago

Soldier On -- 2W
Instant {C}
Create a 1/1 white Soldier creature token.
Focus +2 - Create an additional two 1/1 white Soldier creature tokens.
Focus +W - Soldiers you control have first strike until end of turn.
Focus +W - Each teammate creates a 1/1 white Soldier creature token.
Focus -2 - At the end of turn, sacrifice all tokens created this way.

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Post by OneAndOnly » 2 months ago

I'm not big on batching as a mechanic, partly because it can't do anything by itself (it's just a marker) and partly because it adds a bit to the cognitive load for each set; there are other and better ways to deliver a jolt of flavor.

But - I am interested in grouping things together when there's a mechanical difference.

So Ixm interested in how people might perceive something like vulnerable. Vulnerable permanents are those which can be dealt damage (creatures, planeswalkers, and battles). Enchantments, lands, and non- creature artifacts are not vulnerable. (I don't want to call them invulnerable, though -- sounds to much like indestructible.)

Thoughts? Is this usable somehow?

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Post by OneAndOnly » 2 months ago

Repel Intruders -- 1U
Instant {C}
Return target creature you don't control to its owner's hand. If it entered this turn, draw a card.

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Post by OneAndOnly » 2 months ago

Random Gift of the Gods -- 4U
Sorcery {R}
The player who controls the most permanents takes an extra turn after this one. The player who controls the permanent with the highest mana value controls taht player during that turn.

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