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  1. - Top - End - #391
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Spirit Bottle -- 1
    Artifact (R)
    1, tap: Put a wish counter on Spirit Bottle.
    Tap: Remove all wish counters from Spirit Bottle. Create a X/X blue djinn creature token with flying, where X is the number of wish counters removed from Spirit Bottle.
    Last edited by Djinn_in_Tonic; 2016-12-18 at 11:56 PM.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  2. - Top - End - #392
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    ElfMonkGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Monster of Myth- 3GG
    Creature- Beast (C)
    Trample
    If Monster of Myth blocks or is blocked by a legendary creature, prevent all damage that would be dealt to that creature and destroy Monster of Myth at the end of combat.
    No matter the time, place, or the myth, every monster has one thing in common: they are slain by the hero.
    5/5

    This could probably fit in on Theros somewhere.
    Last edited by mythmonster2; 2016-12-18 at 11:50 PM.

  3. - Top - End - #393
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    DrowGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Beelzebub the Fourth 4(G/U)(R/B)
    Legendary Creature Devil Wizard MR
    Insect creatures you control get +1/+1 for each other insect you control
    When ~ Enters the battlefield put a 0/0 green and black insect creature with flying onto the battlefield for each card in your hand
    2/2
    Last edited by Beelzebub1111; 2016-12-20 at 06:57 AM.

  4. - Top - End - #394
    Bugbear in the Playground
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Beelzebub1111 View Post
    Beelzebub the Fourth 3(G/U)(R/B)
    Legendary Creature Devil Wizard MR
    Flying
    Insect creatures you control get +1/+1 for each other insect you control
    When ~ Enters the battlefield put a 0/0 green and black insect creature with flying onto the battlefield for each card in your hand
    4/4
    I'm worried about this being overpowered. A 4/4 Flier for five is already pretty good, and potentially getting six 6/6 fliers as well is ridiculous.
    LGBTitP
    Proudly Founded Team 2

    "Everyone starts off making garbage.
    If you finally make something halfway
    decent, it'll be the best day of your life."
    Nehra, inventor
    _________________

  5. - Top - End - #395
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Depression 1BB
    Enchantment- Aura U
    Enchanted creature's activated abilities can't be activated, can't untap, can't attack, and can't block.

    The mechanics say white but the flavor says black.
    Last edited by BasketOfPuppies; 2016-12-20 at 01:46 AM.

  6. - Top - End - #396
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by BasketOfPuppies View Post
    Depression 1BB
    Enchantment- Aura U
    Enchanted creature's activated abilities can't be activated, can't untap, can't attack, and can't block.

    The mechanics say white but the flavor says black.
    ...

    Would you like a hug?

  7. - Top - End - #397
    Bugbear in the Playground
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Isvan, God of Pastimes 2WUR
    Legendary Enchantment Creature - God

    As long as the number of permanent types among other permanents you control is less than four, Isvan isn't a creature.

    Indestructible

    Creatures you control have Haste and Vigilance, and must attack or block each turn if able.
    UWR: Draw a card if you have no cards in hand.

    So much to do, so little time.

    5/3

  8. - Top - End - #398
    Ogre in the Playground
     
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Fortuna, Sage Grimalkin 2WUB
    Legendary Creature - Cat Advisor
    W, T: Tap target creature.
    U, T: Target creature gets hexproof until end of turn.
    B, T: Target creature gets -1/-1 until end of turn.
    WUB: Untap Fortuna, Sage Grimalkin.
    2/3
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

  9. - Top - End - #399
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    Devil

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Laughing Dog 4GWB
    Legendary Creature- Human Artificier M
    1GW,T:Populate
    1GB,T: Return target creature card from your graveyard to your hand
    1G,Q:Create a 0/1 Treefolk token with "G,T,sacrifice this creature: Prevent all combat damage to target permanent or player until end of turn." Activate this ability only as a sorcery.
    2/6
    A fundamental truth about existence: All is to be laughed at.

    Lawful Evil with Chaotic Good tendencies. Have fun figuring that out.

    How to deal with Slowbro in Gen 1:
    1. Mewtwo
    2. there is no #2.

    Quote Originally Posted by Man_Over_Game View Post
    Well, that makes you Dr. Robotnik. So...yeah?

  10. - Top - End - #400
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Jormengand View Post
    ...

    Would you like a hug?
    I'm always game for a hug.
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    Extended Sig

    Quote Originally Posted by Duck999 View Post
    Christmas starts when Halloween ends, Halloween starts after New Year. The only part of the year that isn't a holiday is between Christmas and December 31st.

  11. - Top - End - #401
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by BasketOfPuppies View Post
    I'm always game for a hug.
    *Hugs*

    Stay well.

  12. - Top - End - #402
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    DrowGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by LastCenturion View Post
    I'm worried about this being overpowered. A 4/4 Flier for five is already pretty good, and potentially getting six 6/6 fliers as well is ridiculous.
    5/5 fliers, but I see your point. Like if coat of arms spawned goblins. I'll work on it.

    I increased the cost and gave myself a lower statline so if I leave the battlefield so do the tokens.

  13. - Top - End - #403
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    PirateCaptain

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Persistent Premonitions 1UU
    Sorcery U
    Scry 1, then draw a card.
    Memorize (Return this to your hand as it resolves instead of putting it into your graveyard if you have already cast a spell with the same name three or more times this game.)

    Spoiler
    Show
    Recurring Nightmares 1BB
    Sorcery U
    Target player discards two cards.
    Memorize

    Textbook Combat 1RR
    Sorcery U
    Target creature gains first strike and prowess until the beginning of your next turn.
    Memorize

    Pioneered Explorations 1GG
    Sorcery U
    Search your library for a land card, reveal it, put it onto the battlefield tapped, then shuffle your library.
    Memorize

    Protection Mantra 1WW
    Sorcery U
    Target permanent becomes indestructible until the beginning of your next turn
    Memorize
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.
    Extended Signature

  14. - Top - End - #404
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by ben-zayb View Post
    Persistent Premonitions 1UU
    Sorcery U
    Scry 1, then draw a card.
    Memorize (Return this to your hand as it resolves instead of putting it into your graveyard if you have already cast a spell with the same name three or more times this game.)
    So Memorize is a really cool mechanic, conceptually. I love it, and it probably has some cool potential.

    Two thoughts though.

    #1 -- This requires marking spell casts that might not be equal to the number of cards, which might get confusing, especially for multiple memorize spells in a single deck. I might recommend text like that of Muscle Burst, where it relies on having X Muscle Burst cards in your graveyard. Honestly I feel two might be acceptable instead of three with this requirement, which both makes the card a little better and gives more counterplay to the effect.

    #2 -- Taking advice from Muscle Burst again, you should specify the card name (or at least say "with the same name as this card"), because it currently triggers off of ANY three spells with the same name. Cast three Lightning Bolt and you've cast three spells with the same name, after all.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  15. - Top - End - #405
    Firbolg in the Playground
     
    Blue Ghost's Avatar

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    Default Re: MtG - You Make the Card V: Untapped Potential

    And some more thoughts on memorize:

    -- If memorize spells are strong enough to warrant repeated casting, they run the risk of leading to repetitive gameplay. If they're not, then you're never going to trigger memorize anyway.
    -- Casting the same spell four times in the same game is not easy to do. This mechanic will matter less than one out of ten games unless you go really far out of your way to make it happen (and likely not even then).
    -- The power level for all your memorize cards is really low. Recurring Nightmares is the only one that approaches a reasonable cost. Pioneered Explorations is worth about 2 mana, Persistent Premonitions about one, and the others are not cards I would want at sorcery speed at any cost. The addition of memorize does not raise the power level all that much, since most of these are not cards I would want to cast repeatedly anyway.
    -- All these cards could easily be common. And cost a single colored mana.
    -- Does memorize warrant a keyword? A single cycle of cards does not warrant a keyword, and having more than that in a set might not be a good idea.

    A riff on memorize that could encourage repeated casting without leading to endless repetition or being overly difficult to trigger:
    (As an additional cost to cast this, you may exile a card with the same name from your graveyard. If you do, return this spell to your hand as it resolves.)
    Last edited by Blue Ghost; 2016-12-21 at 05:23 PM.

    Blue Ghost, Lawful Good generalist wizard, at your service.
    Love wins. S'agapo.

    I make MtG cards. My portfolio

    Avatar by AsteriskAmp.

  16. - Top - End - #406
    Dwarf in the Playground
     
    BardGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Right, so it's got to look cheap but actually be
    rubbish...

    Let's go with Illithid Herder 2BUU

    Creature- Illithid Soldier U

    Whenever ~ enters the battlefield, choose another creature on the battlefield with converted mana cost of 2 or lower. You control this creature if ~ is on the battlefield, otherwise control reverts to its owner.

    U: Return ~ to your hand.

    2/4

  17. - Top - End - #407
    Ogre in the Playground
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Shadow Blade - 3BB
    Creature - Spirit Assassin - R
    When Shadow Blade enters the battlefield, target creature gets -4/-4 until end of turn.
    Whenever another creature you control dies you may discard a card, if you do, return Shadow Blade from your graveyard to your hand.
    3/2
    Avatar by me
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    I'm gonna be against the flow here and say outlined.

    What? Everyone else are against the flow too, okay?
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    In the grim statistics of the far future, there is only math.
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    Most Hilarious Murderer in the Playground. Both his episodes of hysterically ending my life left me chuckling even hours later when I thought about them.
    And more in the extended signature!

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  18. - Top - End - #408
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Gift-Giving Shockrat 3UR
    Creature - Rat (R)
    When Gift-Giving Shockrat enters the battlefield, search target opponent's library for a card, then that player names a card. If you searched for a card that isn't the named card, reveal it and Gift-Giving Shockrat deal damage equal to its converted mana cost to that player. Then that player shuffles his or her library.
    2/2
    Last edited by tgva8889; 2016-12-24 at 06:48 PM.
    Thanks to araveugnitsuga for my Pika-tar!
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  19. - Top - End - #409
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    Default Re: MtG - You Make the Card V: Untapped Potential

    So what happens to the searched for card?
    Open the lid and snatch a homebrewed treat from Cookie's Jar

    Ponytar by Dirtytabs

    Quote Originally Posted by DudeWhyAreAllTheNamesTaken(Imgur)
    Chaotic neutral. Might rob you blind. Might save your life. Might do both.

  20. - Top - End - #410
    Bugbear in the Playground
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Sgt. Cookie View Post
    So what happens to the searched for card?
    As written, nothing. It stays in the library for the entire time that the effect is resolving, so it gets shuffled away with the rest of the library.
    LGBTitP
    Proudly Founded Team 2

    "Everyone starts off making garbage.
    If you finally make something halfway
    decent, it'll be the best day of your life."
    Nehra, inventor
    _________________

  21. - Top - End - #411
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Dr.Gunsforhands View Post
    Fix 'Em - R
    Instant - C
    Destroy target creature that was dealt damage this turn.
    Overload 3RR (You may cast this card for its Overload cost. If you do, replace each instance of, "target," with, "each.")
    So, red doesn't usually destroy creatures. And 1 to destroy a creature, even with a caveat, might be a bit pushed. A 5-mana one-sided wipe under some circumstances probably shouldn't be common.

    Quote Originally Posted by LastCenturion View Post
    Centurion - R
    Creature - Human Warrior - C
    Centurion has +4/+4 for each card named Centurion in exile or in your graveyard.
    -3/-3

    So at first, it's a one mana do nothing spell. Then, it's a one mana 1/1, which is okay. Then, it's a one mana 5/5, and the Last Centurion is a one mana 9/9, which is insane value if you can get it. In limited, it's a deck archetype unto itself; a deck made of 16 mountains and 24 Centurions would beat pretty much everything, if you can somehow get 24 Centurions.
    So, here's the thing. All the good cards that search for humans are white. All the good cards that copy creatures on a long term basis are blue (or green, if they're already copies). And this thing is red. In a relatively normal format, the chances of you drawing all four of them in the entire game are exceptionally slim, and paying RRR and three cards for a 5/5 late-game is almost reasonable. This kind of weird effect is usually rare.

    Quote Originally Posted by mystic1110 View Post
    Mystic v.1110 4
    Artifact Creature - Cleric Construct R
    When Mystic v.1110 enters the battlefield you may sacrifice another artifact. If you do, search your library for any amount of enchantment cards with a total converted mana as that artifact or less and put those cards onto the battlefield. Then shuffle your library.
    "We construct our own gods"
    2/4
    Templating is odd, which doesn't help with comprehensibility ("If you do, search your library for any number of enchantment cards with a total converted mana cost equal to or less than the total converted mana cost of that artifact or less"). Beyond this, it's... well, it's useful with the Kaladesh set's artifacts, as well as artifacts with good enters-the-battlefield abilities.

    Quote Originally Posted by Blue Ghost View Post
    Oath of Blue 2WU
    Legendary Enchantment (R)
    When Oath of Blue enters the battlefield, draw two cards and gain 4 life.
    Prevent all noncombat damage that would be dealt to planeswalkers you control.
    "Until you return to us safely, I will keep watch."
    The enters-the-battlefield abilities of the Oaths aren't usually this aggressively-costed. That said, it's probably just as well, given that noncombat damage to planeswalkers is usually going to be rather niche. I like oath cards, but this seems to be a card that you could play as a non-oath, or that you would sideboard as a hate card.

    Quote Originally Posted by digiman619 View Post
    Ariel, Thoughbender 2URR
    Legendary Creature- Dwarf Wizard (M)
    Prowess
    Whenever you draw a card, you may discard it. If you do, Ariel, Thoughtbender deals X damage to target creature, where X is that card's converted mana cost.
    3/3

    Ariel is my middle name, in case you were wondering.
    I'm imagining some kind of overdraw commander deck with this, Ghirapur Orrery, Fevered Visions, and all the monored madness cards, and that's just in standard. The fact that it's only to creatures is probably just as well, though there are ways around that.

    Quote Originally Posted by Djinn_in_Tonic View Post
    Spirit Bottle -- 1
    Artifact (R)
    1, tap: Put a wish counter on Spirit Bottle.
    Tap: Remove all wish counters from Spirit Bottle. Create a X/X blue djinn creature token with flying, where X is the number of wish counters removed from Spirit Bottle.
    So, see, if you use this as a 1/1, it's terrible. If you use it as a 2/2, it's all right for, say, a common. Any more and it becomes quite good.

    That was what I thought before I realised that the last ability didn't sacrifice the bottle. Instead, you're actually genuinely getting 1/1s for 1, 2/2s for 2, and 5/5s for 5, which is fairly exceptional for flying creatures which don't cost cards. Verdict: probably too strong.

    Quote Originally Posted by mythmonster2 View Post
    Monster of Myth- 3GG
    Creature- Beast (C)
    Trample
    If Monster of Myth blocks or is blocked by a legendary creature, prevent all damage that would be dealt to that creature and destroy Monster of Myth at the end of combat.
    No matter the time, place, or the myth, every monster has one thing in common: they are slain by the hero.
    5/5

    This could probably fit in on Theros somewhere.
    For the drawback to be relevant, there would have to be a fair number of legendary creatures running around. Also, the fact that wasting 5 mana on something that can't attack because your opponent controls Oviya or some other 1-drop legend is really going to suck doesn't help. But I can almost see it being printed.

    Quote Originally Posted by Beelzebub1111 View Post
    Beelzebub the Fourth 4(G/U)(R/B)
    Legendary Creature Devil Wizard MR
    Insect creatures you control get +1/+1 for each other insect you control
    When ~ Enters the battlefield put a 0/0 green and black insect creature with flying onto the battlefield for each card in your hand
    2/2
    Insect isn't a rare enough creature type for this to be okay, especially since it seems to be created with the intent of making it have the biggest colour identity possible for how hard it is to actually play. It's less of a "Deal with me or die" card and more of a "Deal with me, at instant speed, or die".

    Quote Originally Posted by BasketOfPuppies View Post
    Depression 1BB
    Enchantment- Aura U
    Enchanted creature's activated abilities can't be activated, can't untap, can't attack, and can't block.

    The mechanics say white but the flavor says black.
    So, this effect can essentially appear in black, so it's okay. That said, it's missing the enchant creature line, and it's largely pointless when black has instant-speed kill spells at the same cost.

    Quote Originally Posted by Gauntlet View Post
    Isvan, God of Pastimes 2WUR
    Legendary Enchantment Creature - God
    As long as the number of permanent types among other permanents you control is less than four, Isvan isn't a creature.
    Indestructible
    Creatures you control have Haste and Vigilance, and must attack or block each turn if able.
    UWR: Draw a card if you have no cards in hand.
    So much to do, so little time.

    5/3
    So... this card isn't really blue, except for the tacked-on effect at the end. The chances of you controlling any two of artifact, enchantment and planeswalker are not that high. And this card has no rarity given.

    Quote Originally Posted by Fortuna View Post
    Fortuna, Sage Grimalkin 2WUB
    Legendary Creature - Cat Advisor
    W, T: Tap target creature.
    U, T: Target creature gets hexproof until end of turn.
    B, T: Target creature gets -1/-1 until end of turn.
    WUB: Untap Fortuna, Sage Grimalkin.
    2/3
    So, the second ability is nearly a counterspell in its own right. The combination of abilities certainly covers all your bases easily. But at the same time, it's such an expensive card I'm not sure I'd actually run it, only get annoyed when my opponent did. Also missing a rarity.

    Quote Originally Posted by Laughing Dog View Post
    Laughing Dog 4GWB
    Legendary Creature- Human Artificier M
    1GW,T:Populate
    1GB,T: Return target creature card from your graveyard to your hand
    1G,Q:Create a 0/1 Treefolk token with "G,T,sacrifice this creature: Prevent all combat damage to target permanent or player until end of turn." Activate this ability only as a sorcery.
    2/6
    So, there's a lot going on here. The first and third abilities have obvious synergy, but the third and second are almost anti-syngergistic (prevent your creatures dying so you can't return them from your graveyard). I'm also not sure I'd be happy paying more into my seven-drop mythic for it to start doing work.

    Quote Originally Posted by ben-zayb View Post
    Persistent Premonitions 1UU
    Sorcery U
    Scry 1, then draw a card.
    Memorize (Return this to your hand as it resolves instead of putting it into your graveyard if you have already cast a spell with the same name three or more times this game.)
    Memorize has severe issues and this card wouldn't be useful even if it didn't. See Take Inventory for the way to do this kind of thing properly.

    Quote Originally Posted by Mister Tom View Post
    Illithid Herder 2BUU
    Creature- Illithid Soldier U
    Whenever ~ enters the battlefield, choose another creature on the battlefield with converted mana cost of 2 or lower. You control this creature if ~ is on the battlefield, otherwise control reverts to its owner.
    U: Return ~ to your hand.
    2/4
    Apart from the fact that there's nothing black about it and the templating's odd, there's nothing particularly wrong with this card (Illithid legal weirdness aside).

    Quote Originally Posted by Ninjaman View Post
    Shadow Blade - 3BB
    Creature - Spirit Assassin - R
    When Shadow Blade enters the battlefield, target creature gets -4/-4 until end of turn.
    Whenever another creature you control dies you may discard a card, if you do, return Shadow Blade from your graveyard to your hand.
    3/2
    So, it's a 3/2 for 3 sellotaped to Grasp of Darkness, but it's sorcery speed and you have to cast both of them at the same time. Also, you can swap it for a card in your hand when something else dies if it's already died. It seems fine.

    Quote Originally Posted by tgva8889 View Post
    Gift-Giving Shockrat 3UR
    Creature - Rat (R)
    When Gift-Giving Shockrat enters the battlefield, search target opponent's library for a card, then that player names a card. If you searched for a card that isn't the named card, reveal it and Gift-Giving Shockrat deal damage equal to its converted mana cost to that player. Then that player shuffles his or her library.
    2/2
    It's a potentially strong damage-dealer, but at the cost of an awful body. The best use I can see is a sideboard card to hate on ramp.

    Spoiler: Winner
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    Mister Tom's Illithid Herder

  22. - Top - End - #412
    Firbolg in the Playground
     
    Djinn_in_Tonic's Avatar

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Jormengand View Post
    That was what I thought before I realised that the last ability didn't sacrifice the bottle. Instead, you're actually genuinely getting 1/1s for 1, 2/2s for 2, and 5/5s for 5, which is fairly exceptional for flying creatures which don't cost cards. Verdict: probably too strong.
    Do you still think this is the case given that it takes 2 turns to generate a 1/1, or 6 turns to generate a 5/5, tap shennigans aside? I felt that made that MUCH more tolerable.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  23. - Top - End - #413
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Djinn_in_Tonic View Post
    Do you still think this is the case given that it takes 2 turns to generate a 1/1, or 6 turns to generate a 5/5, tap shennigans aside? I felt that made that MUCH more tolerable.
    Actually, the fact that you can fill it up using dead mana you weren't using for anything else over a lot of turns makes it worse, in some ways. But a 1/1 cantrip flying for 1 every 2 turns is still quite powerful however you swing it.

  24. - Top - End - #414
    Ettin in the Playground
     
    PirateCaptain

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Whoops, I completely forgot I entered this. Good points on the issues about Memorize. Despite liking the alternate suggestions, I do want to stay away from mechanics that are too similar to Ripple, Flashback, Buyback, and "X Burst".
    Quote Originally Posted by MERC_1 View Post
    I find it very amusing that a very theoretical discussion of how to Optimize Bardic Music, turns into a discussion on how much worms you can eat in 7 minutes.
    Extended Signature

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    BardGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    !!!!

    Really wasn't expecting that, but thank you very much. Your right, there isn't anything black about it- I googled to see if illithids already exist in MTG before starting and rather got influenced by what I found ( someone has already created a whole on canon tribe of them.)

    I don't really feel competent to judge these, so OQ

  26. - Top - End - #416
    Bugbear in the Playground
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Hmm. I'm not sure if I'm qualified to take up the banner, but I'm definitely willing to judge. The rules don't seem to have anything about it, so... I guess I'll do it?

    For this week, Clock Time. Make a card that deals with the progression of time.

    So an easy way out (that could still win, if it's creative enough) would be a "take another turn after this one" effect, or Split Second, et cetera.

    The hard way would be... well, that's for you to figure out.
    LGBTitP
    Proudly Founded Team 2

    "Everyone starts off making garbage.
    If you finally make something halfway
    decent, it'll be the best day of your life."
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  27. - Top - End - #417
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    Ionbound's Avatar

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Time Loop-4UU

    Sorcery-R

    Take an extra turn after this one. If this turn is an extra turn, you may also have each player shuffle their hand and graveyard into their deck, then draw seven cards, then exile ~.

    End the turn.
    Last edited by Ionbound; 2016-12-31 at 11:29 PM.

  28. - Top - End - #418
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    Djinn_in_Tonic's Avatar

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Moment in Time - 2UU
    Enchantment - (R)
    Flash, Split Second, Vanishing 2
    If a permanent would enter play, exile it instead.
    The world held its breath, stretching a single second into perpetuity.

    It is a two turn lock-down, or a one-turn lockdown if you use it as a counterspell (since the split-second and the effect can lock other permanents on the stack from entering play).
    Last edited by Djinn_in_Tonic; 2016-12-29 at 12:46 PM.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  29. - Top - End - #419
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    Blue Ghost's Avatar

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Time-Turner 4
    Artifact (R)
    T, Sacrifice Time-Turner: Return all cards that were put into a graveyard this turn to their owners' hands.

    Blue Ghost, Lawful Good generalist wizard, at your service.
    Love wins. S'agapo.

    I make MtG cards. My portfolio

    Avatar by AsteriskAmp.

  30. - Top - End - #420
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    ElfMonkGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Chronomancer's Trick- WUR
    Instant- U
    Exile target attacking creature. At the beginning of your next combat phase, put that creature onto the battlefield under your control tapped and attacking. Return the creature to its owner's control at the end of combat.
    The warrior's fury was so great that he didn't even notice the battlefield had changed- or the faces he was charging.

    The color is a bit weird here, but I figured messing with attacking creatures=white, taking enemy creatures is red/blue, and the flavor is blue as well.
    Last edited by mythmonster2; 2016-12-27 at 05:58 PM.

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