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DukeDevlin
07-06-2006, 06:40 PM
The following cards are peasant oriented cards...including lands and so on. I only have the following rules:
1. Please understand common/peasant magic rules
2. Do not use legends (rarely are legends commons)
3. Other than that have fun :)

Ignition
1R
Sorcery
Deal 1 damage to target creature or player. Whenever damage is dealt to that creature, it is doubled until end of turn.
-Common-

Refuse
2U
Sorcery
Counter the next spell that would be played by target opponent this turn.
-Common-

Invocation
3G
Sorcery
Look at the top four cards of your library. Reveal X creature cards and put the rest of the cards on the bottom of your library. Sacrifice a forest for each card put into your hand.
-Common-

Malnutrition
3B
Enchantment-Aura
Enchanted creature gets -1/-1.
Every time this creature attacks, it gets a Malnourished Counter on it. Enchanted creature gets an additional -1/-1 for every Malnourished Counter on it.
-Common-

Flourish
G
Sorcery
Add G to your mana pool for every forest you control. This mana can only be used to pay for creature spells.
-Common-

Gifted
2W
Enchantment-Aura
Whenever target creature deals damage, you may search your library for a basic plains land and put it in your hand.
Discard a plains: Enchanted creature gets vigilance and when this creature attacks you gain that much life.
Discard a plains: Put up to three plains cards from your graveyard in your hand.
-Common-

Hazen
07-06-2006, 07:09 PM
Kindle (http://findmagiccards.com/Cards/TP/Kindle.html) is already a card...

I like flourish, but does it mean, mana to play a creature, or mana for activated abilities of creatures?

Brockiflower
07-06-2006, 08:52 PM
Malnutrition isn't realistic because Wizards doesn't do -1/-1 counters.

Hazen
07-06-2006, 11:09 PM
Malnutrition isn't realistic because Wizards doesn't do -1/-1 counters.

true.
Instead you could have it put counters on the enchantment, then -1/-1 for each counter on the enchant. It'll make it not as good, but you can lower the cost.

DukeDevlin
07-07-2006, 05:31 AM
Thanks for the feedback.

I changed Kindle and made Flourish's text read to be something more specific. I didn't want to put in "creature's abilities" since that could be broken and creature summoning spells less so cause it depletes your hand. Anyway, a few more commons:

Arrowhead Frog
2UG
Creature-Frog
This creature can block as if it had flying.
Whenever a creature is blocked or blocked by Arrowhead Frog, destroy it at the end of turn.
If an ability causes this card to be sent to the graveyard from your hand, return it to your hand instead.
2/2
-Common-

Enraged Mongrel
1G
Creature-Mongrel
Whenever Enraged Mongrel attacks it gets +1/+1 for each creature blocking this turn.
Discard a card: Target creature must block Enraged Mongrel and Enraged Mongrel becomes the color of your choice until end of turn.
2/2
-Common-

Righeous Steed
1W
Creature-Horse
Madness 0
When Righeous Steed comes into play, target creature gains protection from a color of your choice or artifacts until end of turn.
1/2
-Common-

Glaring Truth
2W
Creature-Spirit
Madness WW
Flying.
When Glaring Truth comes into play, remove target attacking creature from the game. Prevent all combat damage this turn
0/1
-Common-

Favor the Weak
2GGG
Instant
Madness GG
Tap all creatures of power 4 or greater. They do not untap until their player's next untap phase. If Favor the Weak was played without Madness, those creatures cannot attack or block as long as Favor the Weak is in your graveyard.
-Common-

Urza's Minion
5
Artifact-Creature
At the beginning of your upkeep, discard a card or sacrifice Urza's Minion.
Trample.
Whenever Urza's Minion attacks or blocks it becomes indestructable until end of combat phase.
5/3
-Uncommon-

Extinction
2B
Enchantment
Name a creature type. At the end of each player's turn, that player reveals his hand and removes a card of the named creature type from the game.
-Uncommon-

Hazen
07-07-2006, 10:05 AM
with it using creature spells it acts like a cheaper early harvest. :rolleyes:
and we all know how good early harvest can be.

DukeDevlin
07-11-2006, 08:00 PM
see, i kept thinking that if it was creature's abilities, it'd be more broken. But maybe the other way is better? Not sure on that...

I saw the mill thread and thought i'd add some nice commons...remember like recoil and terminate...they were great cards and not broken...and even better, common.

Solemn Grave
Land
Sacrifice a creature, T: Add a color of your choice to your mana pool
Whenever a creature is removed from the graveyard, untap Solemn Grave.
-Common-

Haunting Specter
Creature-Snow Specter
1UB
Flying
Whenever Haunting Specter deals damage to an opponent, that opponent instead discards that many cards.
0/3
-Common-

Grazing
Sorcery
4GR
Each player sacrifices a land for each creature he/she controls.
-Uncommon-

Hazen
07-11-2006, 08:52 PM
Favor the Weak doesn't work. instants don't come into play. you'll need to fix that one too. ;)

Articuno9
07-12-2006, 03:46 PM
besides the corrections, your cards look very good

DukeDevlin
07-12-2006, 07:44 PM
fixed...and thanks

so...they couldn't make "polar bears" because apparently dom. has no polar caps. but there now going into new regions so why not make them now?

Polar Bears
1UU
Islandwalk. Trample.
If you control an island, Polar Bears cannot be the target of spells or abilities.
3/2
-Common-

Glacier Abomination
8UUU
Creature-Abomination
Trample. Cannot be the target of spells or abilities.
Creatures with haste cannot attack or block.
11/11
-Rare-

Ice Plating
Sorcery
2UUU
Gain control of target non-snow covered land. It becomes a snow-covered land in addition to it's original type (this effect doesn't end at end of turn).
-Uncommon-

Disregard
U
Instant
Counter target spell you control.
-Common-

Fiery Elemental Blast
R
Instant
Change the target of a target blue spell or destroy target blue permanent that was damaged this turn.
-Common-

Heartbreak
2RR
Enchantment
If Heartbreak is sent to the graveyard from anywhere else but from play, return it to the top of your deck instead.
When Heartbreak comes into play, sacrifice a creature you control. If you don't, return Heartbreak to your hand.
When a creature you control is destroyed and sent to the graveyard, put Heartbreak in the graveyard.
Creatures you control have haste and doublestrike as long as Heartbreak is in your graveyard.
-Common-

Obsession
RR
Enchantment
While Obsession is in play:
Creatures that block can only block.
Creatures that attack can only attack.
-Common-

Boiling Cauldron
RRR
Instant
Deal 10 damage to target creature. Boiling cauldron deals 2 damage to five creatures you control or 10 damage to you.
-Common-

Lost Touch
3R
Sorcery
Until end of turn, all creatures with "cannot be the target of spells or abilities" can be the target of spells or abilities.
-Uncommon-

Two Steps Back
BB
Sorcery
Add BBB to your mana pool. Then at the end of your turn, discard your hand.
-Common-

Grave Demand
B/R (Can be paid with B or R)
Enchantment-Aura
Enchanted creature has haste.
Whenever enchanted creature attacks, you lose half your life rounded up.
Whenever enchanted creature untaps, you gain half your life rounded down.
-Common-

Dark Omen
BBB
Sorcery
Reveal a creature and a sorcery from your hand. If you do, remove the creature from the game. When you play the revealed sorcery card from your hand, you may put the removed card into play.
-Common-

Pitch Black
1B
Instant
All creatures get -1/-1 and fear.
-Common-

[2%]
07-15-2006, 12:39 PM
Malnutrition isn't realistic because Wizards doesn't do -1/-1 counters.

What about Skeleton Ship?

Brockiflower
07-15-2006, 12:42 PM
What about Skeleton Ship?
They dont do them anymore because they realized everything that can be done with -1/-1 counters can be done with +1/+1 counters.

Iron butterfly
07-16-2006, 04:03 PM
I know this is a more Yugioh thing, but there are alot of cards in Magic that really really suck and could use support.

Hand of Doom. 0
Enchantment.
(Hand of Doom is a black permanent.)
As long as Hand of Doom is inplay, all cards by the name Hand of Destruction cost 0 mana to play.

Goblin Sidekick. R
Creature-Goblin Scout.
As long as a card is inplay by the name Goblin Hero, Goblin Sidekick gains +2/+2.
1/1.
When you're a goblin, you don't have to step foward to be a hero--everyone else has to step back!
And let your stupid sidekick do all the work while you take the credit..

DukeDevlin
07-17-2006, 08:54 PM
Interesting adds...

Going to add a few more cards myself.

Vigilant Farmer
1W (you may pay G instead of 1W)
Creature-Human Farmer
Vigilance
If Vigilant Farmer would untap, it remains tapped unless an opponent controls more lands than you.
T: Add a mana of any color to your mana pool.
1/1
-Common-

Hectic Haze
2RRR
Instant
Until end of turn, all creatures that were dealt damage cannot be the target of spells or abilities. All creatures, as well as all auras and equipments attached to those creatures, that would be destroyed this turn are all removed from the game instead.
Wreckless R (You may roll a a 6 sided die instead of paying the mana cost. Instead pay R equal X, the number rolled on the die, and this spell does X damage to you.)
-Uncommon-

Hoe
2
Equipment
Equip 1. Whenever creature is normally tapped for mana, it produces an additional 1.
-Common-

Dynamite
3
Equipment
Equip 3. Sacrifice equipped creature. Dynamite destroys target equipment or enchantment.
-Common-

Ricohard1986
07-18-2006, 06:44 PM
Interesting adds...

Hectic Haze
2RRR
Instant
All creatures cannot be destroyed. For each creature that would have been destroyed this way, Hectice Haze deals damage to that creature's controller.
-Common-
two questions-
1. Which ways? i.e. how long does this effect last for.
2. Damage equal to what?

Hazen
07-18-2006, 10:08 PM
1W (you may pay G instead of 1W)

Do you know how much i want wizards to make this? It is such a cool cost, but i think it might be too confusing.

And -

Vigilant Farmer can only untap if your opponent controls more lands than you.
I think it should be -
If Vigilant Farmer would untap, it remains tapped unless an opponent controls more lands than you.

DukeDevlin
07-23-2006, 07:57 PM
Fixed both those problems.

I wanted to make a red card that would react to wrath of god. but it was either overpowered or insanely weak. in the end, either route didn't make sense to the fact that red is supposed to be chaotic and that saving creatures is probably totally out of color.

added a few more... go commons!

Desertion
5WW
Instant
You may play desertion only after your opponents blockers have been declared. Your opponent chooses one creature he controls. All creatures that are not blocked by that creature deal damage as if they weren't blocked.
-Common-

Dismember
1B
Instant
Target creature cannot be regenerated this turn.
Target creature gets -1/-1 until end of turn
-Common-

Additional Comment:
Here's a few more...

Terminate's cousin:

Amnesia
Sorcery
UG
Target creature has Phasing and loses all in play effects (These effects don't end if that card is removed from play).
-Common-

Retrograde
Enchantment
3UU
At the end of each turn, return to hand all permanents that were played this turn.
-Uncommon-

Freudian Slip
Instant
U
Activate target activated ability from an untapped permanent. If that target is tapped, destroy it instead.
-Common-

Dissociative
Sorcery
2UB
Divide your life total into two halves. During the rest of the game, you may deduct life from either life total. Whenever either life total reaches 0, you lose the game.
-Uncommon-

Mania
Sorcery
BBB
Pay half your life and draw 3 cards.
At the end of your turn, gain half your life. Then, discard 3 cards.
-Rare-

Deficit
Sorcery
BB
Destroy target creature, then sacrifice a permanent.
-Common-

Pschosis
Sorcery
2RB
Control target creature (This effect doesn't end at end of turn).
It gains: At the beginning of your upkeep, this creature deals damage to you equal to its power.
-Common-

Delusion
Enchantment-Aura
1RB
Enchanted creature cannot block
Enchanted creature becomes a copy of a target nonlegendary creature. If the copied creature is put into the graveyard from play, sacrifice enchanted creature. If enchanted creature is put into the graveyard from play, remove the target creature.
-Common-

Epidemic Point
Sorcery
3RR
Put a disease counter on all creatures.
Whenever a creature with a disease counter is destroyed, destroy all creatures with a disease counter.
-Uncommon-

Anxiety
Sorcery
R
Target creature cannot block (This effect doesn't end at end of turn).
-Common-

Cleansed Mind
Sorcery
W
Target creature loses all equipments and auras.
That creature cannot attack, block, or activate any abilities (This effect doesn't end at end of turn).