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SereneShadows
08-27-2006, 12:33 PM
Meh, I've always dabbled in the creative sides of things...

Ripple Scout
3GW
Creature-Human Soldier
4/4
First Strike
Cycle 7 (When this card is put into play, you may search your library for creatures with total converted mana cost 7 or less and put them into play, then shuffle this card into your library. You cannot put additional copies of this creature into play with this effect.)
"Who's outnumbered now?"

Cycle Castle
2GW
Enchantment
Creatures you control have cycle 4.

Volatile Elemental
4BR
Creature-Elemental
5/2
Trample, Haste
Explode 3RR (When this card is sent to a Graveyard, you may pay its explode cost. If you do, this card deals damage to all other creatures in play equal to this card's converted mana cost.)

Shortfuse Dragon
7BR
Creature-Dragon
7/4
You may remove three red cards in your hand from the game rather than pay Shortfuse Dragon's mana cost.
Flying, Haste, Trample
Explode 1R
At the end of the turn Shortfuse Dragon is put into play, it is destroyed.

Evaporation Elemental
5UR
Creature-Elemental
5/4
Flying, Haste
Reflect 3U (When combat damage is deal to this creature, you may pay its reflect cost. If you do, the creature that dealt combat damage to this creature takes damage equal to half of the combat damage dealt to this creature.)

This is a rather confusing ability. Allow me to explain.

A creature with 2/6 deals damage to Evaporation Elemental. Evaporation Elemental's controller pays the reflect cost. The 2/6 creature takes a total of 6 damage, 5 from EE, and 1 from the reflect ability of EE.

Reflect Strike
4UR
Enchantment-Aura
Enchant Creature
Enchanted creature gets +3/+0. Any creature that blocks or is blocked by enchanted creature gets reflect U.

Moss Elemental
4UG
Creature-Elemental
4/4
Flying, first strike
Absorb 2U (Whenever this card deals enough combat damage to destroy a creature, you may pay this card's absorb cost. If you do, put a number of +1/+1 counters on this card equal to half of the destroyed creature's converted mana cost.)
"Moss always grows on the north side of the tree. The remains of a moss elemental always grows on the north side of its victim's bodies." (Crappy flavor text, I know...>_>)

Life Absorb
3UG
Enchantment-Aura
Enchant Creature
Enchanted Creature gets absorb 3U.
Enchanted creature gets "Whenver enchanted creature deals combt damage to a creature, destroy that creature."

Rainbow Guildflag
3
Aritfact
XGW, T: Target creature gets cycle X.
BR, T: Target creature gets explode 3R until end of turn.
UR, T: Target creature gets reflect 3U until end of turn.
UG, T: Target creature gets absorb 3U until end of turn.

Archbound Avenger
X
Artifact Creature
0/0
Modular X
Remove a +1/+1 counter from Archbound Avenger: Archbound Avenger gets your choice of flying, haste, first strike, or trample until end of turn.

Darkfire Demon
3BR
Creature-Demon
4/2
Flying, Fear
Explode 1RRR

Gunpowder Blade
3
Artifact-Equipment
Equipped creature gets +2/+1.
3: Gunpowder Blade becomes a 2/1 red creature until end of turn.
Explode 2R
Equip 3

Rainbow Wall
6
Artifact Creature
0/5
Wall
Rainbow Wall can block as though it had flying.
7: Rainbow Wall gains protection from a color of your choice until end of turn. Play this ability only once per turn.

Blood Engine
5
Artifact
Whenever a creature is destroyed, put a blood counter on Blood Engine.
3, T, remove a blood counter from Blood Engine: Put a 3/3 artiact creature token with flying into play.

Herb Thief
5W/G
Creature-Elf Druid
3/3
(W/G can be paid with either W or G.)
When this card is shuffled into your deck, you gain 2 life.
Cycle 2

Quicksilver Scout
3WG
Creature-Elf Warrior
3/3
Cycle 4

What do you think?

Ricohard1986
08-27-2006, 03:20 PM
[FONT="Courier New"]Meh, I've always dabbled in the creative sides of things...

Ripple Scout
3GW
Creature-Human Soldier
4/4
First Strike
Cycle 7 (When this card is put into play, you may search your library for creatures with total converted mana cost 7 or less and put them into play, then shuffle this card into your library. You cannot put additional copies of this creature into play with this effect.)
"Who's outnumbered now?"

How many creatures? seems a tad over powered if its most of the cards in your deck...
you might want to rethink cycle as its a little too close to cycling.


Cycle Castle
2GW
Enchantment
Creatures you control have cycle 4.
again how many does cycle bring in?


Volatile Elemental
4BR
Creature-Elemental
5/2
Trample, Haste
Explode 3RR (When this card is sent to a Graveyard, you may pay its explode cost. If you do, this card deals damage to all other creatures in play equal to this card's converted mana cost.)

not unlike the bloodfire cards... not bad.


Shortfuse Dragon
7BR
Creature-Dragon
7/4
You may remove three red cards in your hand from the game rather than pay Shortfuse Dragon's mana cost.
Flying, Haste, Trample
Explode 1R
At the end of the turn Shortfuse Dragon is put into play, it is destroyed.

not bad... very powerful especially with the alternate cost.


Evaporation Elemental
5UR
Creature-Elemental
5/4
Flying, Haste
Reflect 3U (When combat damage is deal to this creature, you may pay its reflect cost. If you do, the creature that dealt combat damage to this creature takes damage equal to half of the combat damage dealt to this creature.)
round up or down? does Evaporation elemental deal this damage or is it from another source?
not that confusing just needs clarifying.


Reflect Strike
4UR
Enchantment-Aura
Enchant Creature
Enchanted creature gets +3/+0. Any creature that blocks or is blocked by enchanted creature gets reflect U.

not bad, remembering that reflect will stack...

Moss Elemental
4UG
Creature-Elemental
4/4
Flying, first strike
Absorb 2U (Whenever this card deals enough combat damage to destroy a creature, you may pay this card's absorb cost. If you do, put a number of +1/+1 counters on this card equal to half of the destroyed creature's converted mana cost.)
"Moss always grows on the north side of the tree. The remains of a moss elemental always grows on the north side of its victim's bodies."

only question is why does it fly and why is it blue? moss is very much a green lifeform. also why is absorb a blue activated ability.


Life Absorb
3UG
Enchantment-Aura
Enchant Creature
Enchanted Creature gets absorb 3U.
Enchanted creature gets "Whenver enchanted creature deals combt damage to a creature, destroy that creature."

see questions for moss elemental.

Rainbow Guildflag
3
Aritfact
XGW, T: Target creature gets cycle X.
BR, T: Target creature gets explode 3R until end of turn.
UR, T: Target creature gets reflect 3U until end of turn.
UG, T: Target creature gets absorb 3U until end of turn.

not bad, might want to make it legendary...

Archbound Avenger
X
Artifact Creature
0/0
Modular X
Remove a +1/+1 counter from Archbound Avenger: Archbound Avenger gets your choice of flying, haste, first strike, or trample until end of turn.

not bad

Rainbow Wall
6
Artifact Creature
0/5
Wall
Rainbow Wall can block as though it had flying.
7: Rainbow Wall gains protection from a color of your choice until end of turn. Play this ability only once per turn.

probably shouldn't be as much as 7.. 5 might make it more playable.

Blood Engine
5
Artifact
Whenever a creature is destroyed, put a blood counter on Blood Engine.
3, T, remove a blood counter from Blood Engine: Put a 3/3 artifact creature token with flying into play.
token name?

Herb Thief
5W/G
Creature-Elf Druid
3/3
(W/G can be paid with either W or G.)
When this card is shuffled into your deck, you gain 2 life.
Cycle 2
okay... odd ability

Quicksilver Scout
3WG
Creature-Elf Warrior
3/3
Cycle 4

quicksilver is normally a blue alligned term, Maybe some other term would better sum up the warrior.

marshmallowchicken
08-27-2006, 03:32 PM
Here we go, all changes will be in bold.

Ripple Scout
3GW
Creature-Human Soldier
4/4
First strike
Cycle 7 (When this card comes into play, you may search your library for any number of creature cards with total converted mana cost 6 or less and put them into play. Then shuffle this card into your library. You cannot put additional copies of this creature into play with this effect.)
"Who's outnumbered now?"
Notes: This card is, very much so, overpowered. You should never include "you cannot put additional copies of this into play" effects unless it is absolutely necessary. Additionally, with this ability, you should never have the Cycle # be greater than the converted mana cost of the creature it is on. Also, Cycle is really close to Cycling, a keyword ability, so you might want to consider changing that.

Cycle Castle
2GW
Enchantment
Creatures you control have cycle 4.
Notes: This card is extremely overpowered. Theoretically, you could play an Ornithopter, use it to get 4x Llanowar Elves, use them to each get a Loxodon Heirarch and on turn 4 (assuming their is no land acceleration), you've got 36 life and four 4/4 fatties and that's assuming you end there. You could actually keep switching out the Hierarchs and Llanowar Elves (because of the shuffle back into library portion of the ability) and gain infinite life. Also, the Cycle thing again.

Volatile Elemental
4BR
Creature-Elemental
5/2
Trample, haste
Explode 3RR (When this card is put into a graveyard from play, you may pay its explode cost. If you do, this card deals X damage to each creatuer, where X is this card's converted mana cost.)
Note: Explode just doesn't seem that good, or helpful. It seems very situational.

Shortfuse Dragon
7BR
Creature-Dragon
7/4
You may remove three red cards in your hand from the game rather than pay Shortfuse Dragon's mana cost.
Flying, trample, haste
Explode 1R
At end of turn, sacrifice Shortfuse Dragon.
Note: If it wasn't for that last sentence, this would be overpowered. Good job.

Evaporation Elemental
5UR
Creature-Elemental
5/4
Flying, Haste
Reflect 3U (Whenever combat damage is dealt to this creature, you may pay its reflect cost. If you do, this creature deals X damage to each creature that dealt damage to this creature this turn, where X is half the damage dealt to this creature, rounded down.)
Note: This ability doesn't really make sense on this creature. How often will the 5 damage from this, not destroy the opposing creature already? Anyways, it's an interesting ability, I just don't see it as being useful.

Reflect Strike
4UR
Enchantment-Aura
Enchant creature
Enchanted creature gets +3/+0.
Any creature that blocks or is blocked by enchanted creature gains reflect U until end of turn.

Moss Elemental
4UG
Creature-Elemental
4/4
Flying, first strike
Absorb 2U (Whenever a creature dealt combat damage by this creature this turn is put into a graveyard from play, you may pay its absorb cost. If you do, put X +1/+1 counters on this creature, where X is half of that creature's converted mana cost, rounded down.)
"Moss always grows on the north side of the tree. The remains of a moss elemental always grows on the north side of its victim's bodies." (Crappy flavor text, I know...>_>)
Note: Absorb doesn't seem Blue at all I think it should definitely be Green and/or black. Also, they try to refrain from making abilities the names of cards, especially if they bear no resemblence to the card whatsoever. Anyway, Absorb is a card, so I think you should change the name of the ability.

Life Absorb
3UG
Enchantment-Aura
Enchant creature
Enchanted Creature gains absorb 3U.
Enchanted creature gains "Whenver enchanted creature deals combt damage to a creature, destroy that creature."
Note: Again, absorb doesn't seem blue.

Rainbow Guildflag
3
Aritfact
XGW, T: Target creature gets cycle X.
BR, T: Target creature gets explode 3R until end of turn.
UR, T: Target creature gets reflect 3U until end of turn.
UG, T: Target creature gets absorb 3U until end of turn.
Note: I didn't even mess with this because I hate it so much it isn't even funny. Nothing against you, it's just a mess.

Archbound Avenger
X
Artifact Creature
0/0
Modular X
Remove a +1/+1 counter from Archbound Avenger: Archbound Avenger gets your choice of flying, haste, first strike, or trample until end of turn.
Note: Overpowered, maybe if the converted mana cost was 2X or 3X.

Darkfire Demon
3BR
Creature-Demon
4/2
Flying, fear
Explode 1RRR
Note: Name is really close to Darkfire Elemental

Gunpowder Blade
3
Artifact-Equipment
Equipped creature gets +2/+1.
3: Gunpowder Blade becomes a 2/1 red _____ creature until end of turn.
Explode 2R
Equip 3
Note: Insert a creature type into the blank. I also dislike Explode on this card, even though it makes sense flavorfully with the Gunpowder...

Rainbow Wall
6
Artifact Creature
0/5
Wall
Rainbow Wall can block as though it had flying.
7: Rainbow Wall gains protection from a color of your choice until end of turn. Play this ability only once per turn.
Note: This is underpowered. It's just not as good as I expected. I expected a "T: Add one mana of any color to your mana pool" or "Multi-colored creatures get +1/+1" or something of the sort.

Blood Engine
5
Artifact
Whenever a creature is put into a graveyard from play, put a blood counter on Blood Engine.
3, T, remove a blood counter from Blood Engine: Put a 3/3 artifact creature token with flying into play.
Note: This can be broken. I'm not saying it is. But, if this were actually printed, it would become broken somehow.

Herb Thief
5(W/G)
Creature-Elf Druid
3/3
(W/G can be paid with either W or G.)
When this card is shuffled into your deck, you gain 2 life.
Cycle 2
Note: The first ability is pointless. It's just trying to entice you to Cycle...and you have to because otherwise this card would suck.

Quicksilver Scout
3WG
Creature-Elf Warrior
3/3
Cycle 4
Note: No comment on cycle.

There you go, some suggestions. Take them or leave them. Overall, decent job.

Regards,
marshmallowchicken

GiveUsBackTheBridge
08-27-2006, 11:32 PM
Rainbow Guildflag
3
Aritfact
XGW, T: Target creature gets cycle X.
BR, T: Target creature gets explode 3R until end of turn.
UR, T: Target creature gets reflect 3U until end of turn.
UG, T: Target creature gets absorb 3U until end of turn.



Because you made cycle a triggered ability that triggers when a creature comes into play, the first ability of this card does absolutely nothing whatsoever.