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  • posted a message on Goblins!
    Goblin Adept2R
    Creature – Goblin Wizard (Uncommon)
    Cycling 4R (4R, Discard this card: Draw a card.)
    When you cycle Goblin Adept, creatures can't block this turn.
    3/2

    Goblin Cutthroat R
    Creature – Goblin Rogue (Common)
    Whenever Goblin Cutthroat attacks, return target Goblin creature to its owner's hand.
    2/2

    Goblin Mob 1R
    Creature – Goblin Warrior (Rare)
    Menace
    Whenever Goblin Mob attacks, it deals damage to defending player equal to the number of tapped lands they control.
    1/2

    Goblin Rabble R
    Creature – Goblin Warrior (Common)
    Sacrifice Goblin Rabble: Creatures you control get +1/+0 until end of turn.
    Rebirth 2R (You may cast this card from your graveyard for its rebirth cost. If you do, it enters the battlefield with a death counter on it. If this creature would leave the battlefield, if it has a death counter on it, exile it instead.)
    1/1

    Goblin Swindler 1R
    Creature – Goblin Rogue (Common)
    When Goblin Swindler enters the battlefield, each player discards a card, then draws a card.
    2/1
    Posted in: Custom Card Creation
  • posted a message on Recoil Keyword Ability
    Card Name 1UU
    Instant (Rare)
    Recoil U (You may cast this for its recoil cost if a card was put into your hand from the battlefield this turn.)
    Counter target spell.

    Card Name 1R
    Sorcery (Common)
    Recoil—Discard a card. (You may cast this for its recoil cost if a card was put into your hand from the battlefield this turn.)
    As an additional cost to cast this spell, discard a card.
    Draw two cards.

    Card Name 1G
    Instant (Common)
    Recoil 0 (You may cast this for its recoil cost if a card was put into your hand from the battlefield this turn.)
    Prevent all combat damage that would be dealt this turn.
    Posted in: Custom Card Creation
  • posted a message on Recoil Keyword Ability
    Rallying Cry W
    Instant (Common)
    Recoil W (You may cast this for its recoil cost if a card was put into your hand from the battlefield this turn.)
    Create a 1/1 white Soldier creature token. If Rallying Cry's recoil cost was paid, create three of those tokens instead.

    Wayward Path U
    Instant (Common)
    Recoil U (You may cast this for its recoil cost if a card was put into your hand from the battlefield this turn.)
    Return target creature to its owner's hand. If Wayward Path's recoil cost was paid, put that creature on top of its owner's library instead.

    Pull of Undeath B
    Instant (Common)
    Recoil B (You may cast this for its recoil cost if a card was put into your hand from the battlefield this turn.)
    Target creature gets -2/-2 until end of turn. If Pull of Undeath's recoil cost was paid, that creature gets -4/-4 until end of turn instead.

    Curved Lightning R
    Instant (Common)
    Recoil R (You may cast this for its recoil cost if a card was put into your hand from the battlefield this turn.)
    Curved Lightning deals 2 damage to any target. If Curved Lightning's recoil cost was paid, it deals 4 damage to that permanent or player instead.

    Survey the Land G
    Sorcery (Common)
    Recoil G (You may cast this for its recoil cost if a card was put into your hand from the battlefield this turn.)
    Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. If Survey the Land's recoil cost was paid, put that card onto the battlefield instead of putting it into your hand.
    Posted in: Custom Card Creation
  • posted a message on Fervent Soulsmith
    Fervent Soulsmith (U/R)
    Creature - Human Artificer (Rare)
    T: Exile target artifact card from a graveyard. Add CC.
    U, T: Exile target instant card from a graveyard. Counter target noncreature spell unless its controller pays 2.
    R, T: Exile target sorcery card from a graveyard. Fervent Soulsmith deals 2 damage to target creature.
    1/2
    Posted in: Custom Card Creation
  • posted a message on Dryad Matron
    Some more renders.
    Posted in: Custom Card Creation
  • posted a message on Dryad Matron
    Thanks Scuiri! Activated ability because one of the inspirations for Dryad Matron is Mwonvuli Beast Tracker. (Another inspiration, of course, is Goblin Matron.) The original intent of Dryad Matron is to be a tutor for creatures with landwalk. The Oracle rulings for Mwonvuli Beast Tracker reads: “The creature card must have one of the listed abilities, not an ability that grants one of the listed abilities to the creature. For example, you couldn’t put Prized Elephant, what has “G: Prized Elephant gains trample until end of turn,” on top of your library this way.” That got me thinking that some of the cards in my set do not have landwalk but rather grant landwalk and I want Dryad Matron to be able to search for them too. It also has the upside of making Dryad Matron less narrow as there are a lot of quality creatures with activated abilities.

    Dryad Matron was created top-down from Anna Podedworna’s beautiful art (the art reminded me of this Goblin Matron art). It looks like the mommy dryad is teaching the child dryad a skill (fastening the fletchings to the shaft of an arrow). That made me think of activated abilities on a creature card being the skills that the creature has learned (Dark Impostor, Skill Borrower). And, of course, green is the creature colour (Worldly Tutor). Plus it seemed fitting for Mother’s Day.

    I do think adding forestwalk makes a lot of sense. Many of the dryads in magic have forestwalk/landwalk. It allows me to add the reminder text for forestwalk to create a mechanical link to the search ability (helpful for newer players). And it allows one Dryad Matron to search for another Dryad Matron if there are no other targets (kind of like a lesser Growth-Chamber Guardian).

    I have attached the new render below.

    I am aware the landwalk was removed as a keyword ability as of Magic Origins (2015) as explained by Mark Rosewater. I read most of Mark Rosewater’s design articles (Nuts & Bolts, the Storm Scale, etc.) and while I understand the reasoning I am an old school Magic player (playing on and off since 1995 - probably longer than many posters on this site have been alive) and I enjoy landwalk. Plus, I have been working on my “set” ( a collection of cards I have designed) since before I was a member of this site (over 12 years). I think I have some neat twists on landwalk in my set as well as some ways to interact.

    Finally, before I dump some landwalk cards from my set (including some unfinished/unnamed cycles), there is the issue of putting the creature card into your hand versus on top of your library. Again, Mwonvuli Beast Tracker was an inspiration, but so was Goblin Matron. I used on top of your library as a knob to allow me to bump the creature’s power/toughness up to 2/1 rather than 1/1 like Fierce Empath, Goblin Matron, Imperial Recruiter, Recruiter of the Guard et al. And to keep it uncommon.


    Cheetah Cub W
    Creature - Cat (Common)
    Plainswalk (This creature can't be blocked as long as defending player controls a Plains.)
    1/1

    Mesa Shepherd 3W
    Creature - Human Nomad (Uncommon)
    When Mesa Shepherd enters the battlefield, create three 1/1 red Goat creature tokens with mountainwalk. (They can't be blocked as long as defending player controls a Mountain.)
    1/3

    Shieldwall Soldier 1W
    Creature - Human Soldier (Common)
    T: Target unblocked attacking creature with plainswalk becomes blocked. Activate this ability only during combat after blockers are declared.
    Cycling W (W, Discard this card: Draw a card.)
    1/2

    Blockade Pirate 1U
    Creature - Human Pirate (Common)
    T: Target unblocked attacking creature with islandwalk becomes blocked. Activate this ability only during combat after blockers are declared.
    Cycling U (U, Discard this card: Draw a card.)
    1/2

    Card Name 1UU
    Creature - Merfolk Wizard (Rare)
    Flash
    Islandwalk
    When Card Name enters the battlefield, you may change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk." This effect lasts indefinitely.)
    2/1

    Crow’s Nest Lookout 1U
    Creature - Human Pirate (Uncommon)
    Whenever a creature you control with landwalk deals combat damage to a player, you may draw a card. If you do, discard a card.
    2/1

    Island Simians 3U
    Sorcery (Uncommon)
    Create two 2/2 green Ape creature tokens with forestwalk. (They can't be blocked as long as defending player controls a Forest.)

    Reef Shaman (Reprint) U
    Creature - Merfolk Shaman (Common)
    T: Target land becomes the basic land type of your choice until end of turn.
    0/2

    Rising Tide 1U
    Enchantment (Rare)
    At the beginning of each player's upkeep, that player creates a colorless land token named Island. (It has "T: Add U.")
    Blue creatures have islandwalk. (They can't be blocked as long as defending player controls an Island.)
    Nonblue creatures get -1/-0.

    Bilge Rats B
    Creature - Rat (Common)
    Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
    1/1

    Goblin Mountaineer (Reprint) R
    Creature - Goblin Scout (Common)
    Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)
    1/1

    River Smuggler 4R
    Creature - Human Pirate (Uncommon)
    Haste
    Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
    Whenever River Smuggler attacks, target creature you control gains islandwalk until end of turn.
    4/2

    Card Name 3G
    Creature - (Uncommon)
    Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
    Card Name enters the battlefield with a number of +1/+1 counters on it equal to the number of Swamps your opponents control.
    0/0

    Dryad Fledgling G
    Creature - Dryad (Common)
    Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
    1/1

    Dryad Matron 1GG
    Creature - Dryad (Uncommon)
    Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
    When Dryad Matron enters the battlefield, search your library for a creature card with an activated ability or landwalk and reveal it. Shuffle your library and put that card on top of it.
    2/1

    Seasoned Archer 1G
    Creature - Human Archer (Common)
    T: Target unblocked attacking creature with forestwalk becomes blocked. Activate this ability only during combat after blockers are declared.
    Cycling G (G, Discard this card: Draw a card.)
    1/2

    Anarchic Satyr BR
    Creature - Satyr (Common)
    T: Target creature gains plainswalk until end of turn. (It can't be blocked as long as defending player controls a Plains.)
    2/2

    Feral Colos WU
    Creature - Goat Beast (Common)
    T: Target creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
    2/2

    Trained Guma RG
    Creature - Cat (Common)
    T: Target creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
    2/2

    Wisplight Lynx GW
    Creature - Cat Spirit (Common)
    T: Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.)
    2/2

    Surveyor’s Compass 1
    Artifact (Uncommon)
    3, T, Sacrifice Surveyor's Compass: Search your library for a basic land card and put it onto the battlefield tapped under target player's control. Then shuffle your library. Target creature gains landwalk of the basic land type of your choice until end of turn.

    Dystopian Mire
    Land - Swamp Mountain (Rare)
    (T: Add B or R.)
    When Dystopian Mire enters the battlefield, target opponent may search their library for a basic land card, reveal it, put it into their hand, then shuffle their library.

    Forgotten Delta
    Land - Island Swamp (Rare)
    (T: Add U or B.)
    When Forgotten Delta enters the battlefield, target opponent may search their library for a basic land card, reveal it, put it into their hand, then shuffle their library.

    Jagged Foothills
    Land - Mountain Forest (Rare)
    (T: Add R or G.)
    When Jagged Foothills enters the battlefield, target opponent may search their library for a basic land card, reveal it, put it into their hand, then shuffle their library.

    Sheltered Strand
    Land - Plains Island (Rare)
    (T: Add W or U.)
    When Sheltered Strand enters the battlefield, target opponent may search their library for a basic land card, reveal it, put it into their hand, then shuffle their library.

    Sun-Drenched Heath
    Land - Forest Plains (Rare)
    (T: Add G or W.)
    When Sun-Drenched Heath enters the battlefield, target opponent may search their library for a basic land card, reveal it, put it into their hand, then shuffle their library.
    Posted in: Custom Card Creation
  • posted a message on Mox Tantalite is bad, and we can do better.
    Mox Tanzanite 0
    Snow Artifact (Mythic Rare)
    As an additional cost to cast this spell, exile all cards from your hand face down. At the beginning of your upkeep, you may put a card you own exiled with
    Mox Tanzanite into your hand.
    T: Add one mana of any color.
    Posted in: Custom Card Creation
  • posted a message on Dryad Matron
    Dryad Matron 1GG
    Creature - Dryad (Uncommon)
    When Dryad Matron enters the battlefield, search your library for a creature card with an activated ability or landwalk and reveal it. Shuffle your library and put that card on top of it.
    2/1

    Happy Mother's Day!
    Posted in: Custom Card Creation
  • posted a message on Portable Hole
    Thanks to everyone for the wording help. Yes, using "target" doesn't work for the second go-round. I don't care for the proposed fixes, too wordy. I considered some kind of reflexive triggered ability like Hypothesizzle and "Choose an artifact, creature or land you control. Exile that card, then return it to the battlefield under your control." But I think the simplest and most elegant solution is:

    Portable Hole 2U
    Instant (Common)
    Exile an artifact, creature or land you control, then return that card to the battlefield under your control. Repeat this process once.

    Rulings
    - No player may take any actions between the two times you go through the process.
    - Any abilities that trigger while Portable Hole is resolving will be put on the stack after it has completely resolved.

    This will allow you to flicker the same permanent twice or flicker two different permanents (something I actually did want for the original card). I removed the "you may" repeat this process because I can't think of many instances where you wouldn't want to flicker a permanent twice (or flicker two permanents). Even if you're just flickering a permanent to dodge spot removal, such as Doom Blade or Shatter, flickering it twice will accomplish the same thing and won't prolong the game like repeated shuffling does.

    Flavour has never been my strong suit, I much prefer mechanics and game play, so I'm open to suggestions for alternate card names/flavour. I thought the art I found fit the idea of hiding your permanent(s) for a turn (even if its looks like he's stealing someone else's gold).
    Posted in: Custom Card Creation
  • posted a message on Portable Hole
    A Ghostly Flicker variant:

    Portable Hole 2U
    Instant (Common)
    Exile target artifact, creature or land you control, then return that card to the battlefield under your control. You may repeat this process once.

    Rulings
    - If you choose to repeat the process, you repeat the effect but do not get to pick a different target.
    - Any abilities that trigger while Portable Hole is resolving will be put on the stack after it has completely resolved.

    The idea is to get two "enters the battlefield" triggers from your permanent. For example, draw 4 cards from your Mulldrifter on the battlefield. (Or cast your Mulldrifter for it's evoke cost and cast this with the sacrifice trigger on the stack to draw 6 cards for 4UU.)

    Posted in: Custom Card Creation
  • posted a message on Pauper Fast Duals/Fetches?
    I made a conscious decision to have the returned land be untapped. If the design is too good when it returns an untapped land, then it would be that much better if the returned land can be a tapped land. I would love Overgrown Sward to read "When Overgrown Sward enters the battlefield, sacrifice it unless you return another land you control to its owner's hand." Or even "When Overgrown Sward enters the battlefield, sacrifice it unless you return a land you control to its owner's hand." (like Pauper staples Boros Garrison, Izzet Boilerworks, etc.) - but that would allow you to tap it for mana and return it to your hand instead of sacrificing it or returning another land, meaning you could play it on your first turn, tap it for a mana of either colour, then return it to your hand.

    Another idea I had was "As Overgrown Sward enters the battlefield, you may return a land you control to its owner’s hand. If you don’t, Overgrown Sward enters the battlefield tapped." Or "When Overgrown Sward enters the battlefield, each opponent may scry 1." (or scry 2)

    I like the idea of downshifting Ancient Ziggurat. I also think that Navigator's Compass is underrated as it turns any land into a dual land for 1 and gains you 3 life to boot.

    The final idea I had was inspired by Riftstone Portal:

    T: Add C.
    T: Add G or W. Activate this ability only if there is a Forest or Plains card in your graveyard.
    Posted in: Custom Card Creation
  • posted a message on Pauper Fast Duals/Fetches?
    If Overgrown Sward would enter the battlefield, return an untapped land you control to its owner's hand instead. If you do, put Overgrown Sward onto the battlefield. If you don't, put it into its owner's graveyard.
    Posted in: Custom Card Creation
  • posted a message on Pauper Fast Duals/Fetches?
    A common dual land that enters the battlefield untapped:

    Overgrown Sward
    Land (Common)
    When Overgrown Sward enters the battlefield, sacrifice it unless you return another untapped land you control to its owner's hand.
    T: Add G or W.

    Rulings
    - If you don't want to unsummon a land, you can play this card then tap it for mana before the enters the battlefield ability resolves. You may then choose to sacrifice it instead of unsummoning a land.

    And a support land:

    Utopian Grove
    Land (Common)
    T: Add C.
    When Utopian Grove leaves the battlefield, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
    Posted in: Custom Card Creation
  • posted a message on September MCC Round 3 - True Colors
    Arbiter of Justice 4RR
    Creature - Human Soldier (Rare)
    Double strike
    W: Until end of turn, your opponents can't cast spells or activate abilities that aren't mana abilities. Activate this ability only at the beginning of combat on your turn.
    3/3
    Posted in: Monthly Contests Archive
  • posted a message on Domesticated Warthog
    Domesticated Warthog 2R
    Creature - Boar (Common)
    Reinforce 1—1R (1R, Discard this card: Put a +1/+1 counter on target creature.)
    4/1
    Posted in: Custom Card Creation
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