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Create a Card #260 (Judged)


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ShamedShadow



Joined: 09 May 2010
Posts: 290

PostPosted: Thu Dec 12, 2013 10:43 pm    Post subject: Reply with quote

Chromatic Obelisk 1

Artifact - Landmark [Common]

Landmark (When this artifact enters the battlefield, attach it to a land you control. When that land leaves play, sacrifice Chromatic Obelisk.)

Landmarked land has "T: Add one mana of any color to your mana pool."

When they started appearing, so too did all the chaos.

-----------

Kind of a spin-off between Aura and Fortification, designed specifically with lands in mind.
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iSperia
Level 1 Judge


Joined: 05 Feb 2008
Posts: 238

PostPosted: Fri Dec 13, 2013 4:09 am    Post subject: Reply with quote

i guess it is ok to get some portal artifacts

examples

Memory Portal - (2)
Artifact - Portal (uncommon)
Portal - When Memory Portal enters the battlefield, you may search your library for a land card and exile it. Shuffle your library afterwards. You may play that card as long as you control Memory Portal

Summon Portal (3)
Artifact - Portal (common)
Portal - When Summon Portal enters the battlefield, you may search your library for a creature card and exile it. Shuffle your library afterwards. You may play that card as long as you control Summon Portal.

Triumph Portal (3)
Artifact - Portal (rare)
Portal - When Triumph Portal enters the battlefield, you may search your library for a planeswalker card and exile it. Shuffle your library afterwards. You may play that card as long as you control Triumph Portal

possibly other elements of cycle, portal in ability is just a keyword

i guess it is very powerful tutor effect still beatable by artifact hate


Last edited by iSperia on Sun Dec 15, 2013 2:49 am; edited 1 time in total
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Strid3r



Joined: 18 Jan 2010
Posts: 295

PostPosted: Fri Dec 13, 2013 4:49 am    Post subject: Reply with quote

Goblin Assault Tank 6 | Rare

Artifact - Vehicle (This permanent can attack, block and activate abilities only if at least one creature is riding it. A creature can't be riding more than one vehicle. A riding creature can't attack or block.)

Capacity 6 (Maximum 6 creatures can be riding this permanent.)

Enter 1 (1: Target creature you control becomes riding this permanent. Activate this ability only any time you could cast a sorcery.)

Quit 1 (1: Target creature you control stops riding this permanent. Activate this ability only any time you could cast a sorcery.)

Goblin Assault Tank's power and toughness are each equal to 1 plus the number of creatures riding it.

1, Sacrifice a creature riding Goblin Assault Tank: Goblin Assault Tank deals 1 damage to target creature of player.

Shelter 1 (Spells your opponents cast that target a creature riding this permanent cost 1 more to cast.)

1+X/1+X

---------------------------

It is a bit long, because i had a lot of ideas for it.

That Shelter ability could be also used for a Bunker type of an artifact.

Also maybe enter and quit could be merged into one ability.


Last edited by Strid3r on Fri Dec 13, 2013 7:09 am; edited 4 times in total
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Thelemys



Joined: 24 Apr 2008
Posts: 910

PostPosted: Fri Dec 13, 2013 7:28 am    Post subject: Reply with quote

Strid3r wrote:
Goblin Assault Tank 6 | Rare

Artifact - Vehicle (This permanent can attack, block and activate abilities only if at least one creature is riding it. A creature can't be riding more than one vehicle. A riding creature can't attack or block.)

Capacity 6 (Maximum 6 creatures can be riding this permanent.)

Enter 1 (1: Target creature you control becomes riding this permanent. Activate this ability only any time you could cast a sorcery.)

Quit 1 (1: Target creature you control stops riding this permanent. Activate this ability only any time you could cast a sorcery.)

Goblin Assault Tank's power and toughness are each equal to 1 plus the number of creatures riding it.

1, Sacrifice a creature riding Goblin Assault Tank: Goblin Assault Tank deals 1 damage to target creature of player.

Shelter 1 (Spells your opponents cast that target a creature riding this permanent cost 1 more to cast.)

1+X/1+X

---------------------------

It is a bit long, because i had a lot of ideas for it.

That Shelter ability could be also used for a Bunker type of an artifact.

Also maybe enter and quit could be merged into one ability.
if u want to win, cut some Wink
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Raybelfast



Joined: 30 Jan 2007
Posts: 165

PostPosted: Fri Dec 13, 2013 8:33 am    Post subject: Reply with quote

Just noticed double post. sorry.

Last edited by Raybelfast on Sun Dec 15, 2013 1:53 pm; edited 1 time in total
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Raybelfast



Joined: 30 Jan 2007
Posts: 165

PostPosted: Fri Dec 13, 2013 8:34 am    Post subject: Reply with quote

Form of Shadows UB

Enchantment - Shield

3: Exile Form of Shadows, return it to the battlefield at the beginning of the next end step.

Enchanted creature is Shielded.

Shielded (Enchanted creature is indestructible and has shroud, creatures who are Shielded cannot attack or block)

I suppose other similar cards could shield everyone or have different types of shields such as one that allows creature to block but that would be part of the enchantment ability, Shielded itself would be a keyword.
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Thelemys



Joined: 24 Apr 2008
Posts: 910

PostPosted: Fri Dec 13, 2013 11:30 am    Post subject: Reply with quote


Quote:
Rage Converter
Artifact - Alchemy
Sacrifice a Mountain: Target creature gains haste and first strike until end of turn.
Sacrifice an Alchemy card: Rage Converter deals X damages to target creature or player where X is the number of creatures with haste on the battlefield.
Offense is the best defense!

You will use Alchemy's card to transform something into another thing. Those card will respect the color pie even if they are colorless artifact, the lack of color will help against "protect from xx" cards. The card itself can be sacrified to obtain some sort of magic effect.



Art: http://jace-wallace.deviantart.com/art/Forever-419382768
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Strid3r



Joined: 18 Jan 2010
Posts: 295

PostPosted: Fri Dec 13, 2013 11:38 am    Post subject: Reply with quote

I can't win vs your pretty girl anyway. ^^
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sc4rs



Joined: 23 Mar 2006
Posts: 859

PostPosted: Fri Dec 13, 2013 1:26 pm    Post subject: Reply with quote

Taurus, the Bull
2G
Legendary Enchantment - Constellation - Mythic Rare
At the beginning of your upkeep, put a stardust counter on target creature you control without a stardust counter on it.
Creatures you control with stardust counters on them get +1/+1 for each Constellation you control.

The idea is that each constellation affects something, but they all put stardust counters on permanents and give them incremental advantages for each constellation you have.

So, another example might be:

Pisces, the Fish
2U
Legendary Enchantment - Constellation - Mythic Rare
At the beginning of your upkeep, put a stardust counter on target artifact you control without a stardust counter on it.
Activated abilities of artifacts you control with stardust counters on them cost 1 less to activate for each Constellation you control.

Taurus is the most straightforward one, and is therefore my submission.
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compucrazy



Joined: 02 Feb 2006
Posts: 38

PostPosted: Fri Dec 13, 2013 2:17 pm    Post subject: Reply with quote

I'm going try a cycle of these. Hope this works out

Flame cannon
2RR
Enchantment - siege weapon - uncommon
At the beginning of your upkeep, deal 2 damage to each opponent.
Full-Scale War: If you control three or more siege weapons at the beginning of your upkeep, damage dealt by sources you control is doubled.


Crater smasher
2RRR
Enchantment - siege weapon - Rare
At the beginning of your upkeep, destroy target non-basic land.
Full-Scale War: If you control three or more siege weapons at the beginning of your upkeep, destroy all non basic lands.

Hellion hatchery
RRRR
Enchantment - siege weapon - Mythic Rare:
At the beginning of your upkeep, put a 3/1 red elemental token with haste onto the battlefield. Sacrifice it at the end of your turn.
Full-Scale War: If you control three or more siege weapons at the beginning of your upkeep, instead put a 5/5 dragon token with flying and haste onto the battlefield.

Legion war drums
Enchantment - siege weapon - common:
2R:
At the beginning of your upkeep choose a creature, that creature can't block turn.
Full-Scale War: If you control three or more siege weapons at the beginning of your upkeep, choose a player. Creatures that player controls can't block.

Banner of fury
Enchantment - siege weapon - common
3R
At the beginning of your upkeep target creature you control gets +2/+0 until end of turn.
Full-Scale War: If you control three or more siege weapons at the beginning of your upkeep, target creature you control get +4/+0 and haste.[/i]
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pseudodespot



Joined: 08 May 2011
Posts: 496

PostPosted: Fri Dec 13, 2013 4:17 pm    Post subject: Reply with quote

Promise of Appeasement 1WW

Enchantment - Promise (uncommon)

As ~ enters the battlefield each player may exile the top card of his or her library. Each player who does, draws a card.

Whenever a player who exiled a card with ~ attacks, sacrifice ~. If you do, each other player may play the card he or she exiled with ~ without paying its mana cost.

We can talk.

The etb replacement effect and the cast for free will be the same on all promises for their first showing. The clause for the trigger varies obviously. In later sets each might vary.
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Canabiest



Joined: 15 Aug 2006
Posts: 367

PostPosted: Sat Dec 14, 2013 7:30 pm    Post subject: Reply with quote

Rune of the Deathbringer
2
Artifact - Prophecy
Common

1, T: Add B to your mana pool. If that mana is spent on an creature spell, transform Rune of the Deathbringer and attach it to that creature.

////

Deatbringer's Mark
(Deathbringer's Mark is black)
Enchantment - Aura

Enchant Creature
Enchanted creature has deathtouch.

When enchanted creature dies, return Deathbringer's Mark to the battlefield tapped. (It returns as Rune of the Deathbringer)



The subtype Prophecy is found on artifacts that represent something written about the future. They produce mana (at different costs) and flip into Auras attached to the permanent paid with the mana they produced.
The Auras will start with basic effects at common but can turn into pretty massive ones. Transform triggers can also happen. It could be used as a drawback as well. Where if the mana is spend for the wrong thing it transforms into a negative effect, mirroring prophecies about bad luck.
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AxiomBlurr



Joined: 11 Jul 2010
Posts: 411

PostPosted: Sat Dec 14, 2013 8:56 pm    Post subject: Reply with quote

Totem of Wildlings 4

Artifact - Totem - Rare

When Totem of Wildlings enters the battlefield, search your library for a Wildling creature card for each totem you control, reveal them and then put them into your hand. Shuffle your library.

G, T: Target Wildling you control gains hexproof until end of turn.

Here there be Wildlings.


Totem of Scholars 3

Artifact - Totem - Rare

When Totem of Scholars enters the battlefield, search your library for a Scholarly instant or sorcery card for each totem you control, reveal them and then put them into your hand. Shuffle your library.

U, T: Scry 1.

A symbol to knowledge and scholastic persuits, Totems of Scholars are prized the realm over.


Mossbriar Elk GG

Creature - Elk Wildling - Uncommon

Mossbriar Elk gets +1/+1 for each Wildling you control.

2/2

Such beasts belong in myths... not our realm.



Deconstruct Text U

Sorcery - Scholarly - Common

Draw two cards, then put a card from your hand on top of your library.

One reading is not equal to another.



Firey Knowledge 1R

Instant - Scholarly - Uncommon

Firey Knowledge deals 2 damage to target creature or player.

Draw a card, then discard a card.

Burnt by rote.


** My entry is Totem of Wildlings...just thought I would include the others to give a sense of how it would play out...
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nyth



Joined: 23 Sep 2008
Posts: 11

PostPosted: Sun Dec 15, 2013 8:09 am    Post subject: Enchantment - Bane Reply with quote

I would like to submit a cycle of color hoser's called Bane's. But first the definition:

bane
[ bayn ]

1 something that causes misery: something that continually causes problems or misery.
2 something that causes ruin: something that causes death, destruction, or ruin.
3 deadly poison: a fatal poison.

They Banes are as follows,

Bane of Purity BB2

Legendary Enchantment - Bane

While Bane of Purity is in play, all white spells cost 1 colorless mana more to cast and all white creatures are -1 to power and toughness.


Bane of the Natural[/b] UU2

Legendary Enchantment - Bane

While Bane of the Natural is in play, all green spells cost 1 colorless mana more to cast and all green creatures are -1 to power and toughness.

Bane of Aggression WW2

Legendary Enchantment - Bane

While Bane of Aggression is in play, all red spells cost 1 colorless mana more to cast and all red creatures are -1 to power and toughness.

Bane of Corruption GG2

Legendary Enchantment - Bane

While Bane of Corruption is in play, all black spells cost 1 colorless mana more to play and all black creatures are -1 to power and toughness.

Bane of Intellect RR2

Legendary Enchantment - Bane

While Bane of Intellect is in play, all blue spells cost 1 colorless mana more to cast and all blue creatures are -1 to power and toughness.

This would make an interesting cycle of Legendary cards. I think.
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sc4rs



Joined: 23 Mar 2006
Posts: 859

PostPosted: Wed Dec 18, 2013 12:10 pm    Post subject: Reply with quote

Totally deserving winner. I would absolutely love to play with Prophecy as Canabiest laid it out.
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