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Plains of Aymara - Third Spoiler



 
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ShadowS



Joined: 03 Mar 2006
Posts: 157

PostPosted: Sat May 13, 2006 7:46 pm    Post subject: Plains of Aymara - Third Spoiler Reply with quote

Getting closer to being done, I figure I can release some more cards. Original post can be found here:
http://www.magic-league.com/phpBB/viewtopic.php?t=2783

White

Tower Sheild of Aymara - 2W - Common
Enchant Knight
When Tower Shield of Aymara comes into play, draw a card.
Enchanted knight gains +0/+2. When enchanted knight blocks, it gains +0/+2 until end of turn.

Trench Wars - 2W - Uncommon
Instant
Kicker W (You may pay an additional W as you play this spell.)
Buyback 2 (You may pay 2 in addition to any other costs as you play this spell. If you do, put Trench Wars into your hand instead of your graveyard as part of its resolution.)
Blocking creatures get +2/+0 until end of turn. If you payed the kicker cost, blocking creatures gain first strike until end of turn.

Sarina, Humbled One - 1W - Rare
Creature - Knight
T1W: Target creature loses all abilities and becomes a 0/1 creature until end of turn. You cannot use this ability during the combat phase.
1/2

Blue

Relinquish - 3UU - Common
Sorcery
Put target creature on top of it's owners library. Return another target creature to its owners hand.

Blinding Blizzard - U - Uncommon
Instant
Kicker 2U (You may pay an additional 2U as you play this spell.)
Buyback 2U (You may pay 2U in addition to any other costs as you play this spell. If you do, put Blinding Blizzard into your hand instead of your graveyard as part of its resolution.)
Choose 2 card types. Target opponent picks one of those card types and taps a permanent of that type. If you payed the kicker cost, he taps all permanents of that type instead.

Air Pocket - 2U - Rare
Enchantment
Creatures without pocket counters do not untap during their untap phase.
During each players upkeep, if a creature they control does not have a pocket counter, put a water counter on the creature.
If a creature has 2 or more water counters, return that creature to it's owners hand.
3: Put a pocket counter on target creature. Any player may use this ability.

Black

Blooddrinker - 1B - Common
Creature - Wizard Demon
Rather than pay Blooddrinkers mana cost, you may sacrifice a creature.

T: Sacrifice a creature: Gain 3 life

Sacrifice a creature: Untap Blooddrinker
1/1

Death Be Not Me - 1BB - Uncommon
Sorcery
Kicker 1B (You may pay an additional 1B as you play this spell.)
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Death Be Not Me into your hand instead of your graveyard as part of its resolution.)
Return target creature card from your graveyard to your hand. If you payed the kicker cost, return that creature to play instead.

Ritualistic Suicide - 4BBB - Rare
Enchantment
You may sacrifice 4 creatures rather than pay this spells mana cost. Whenever you sacrifice a creature, all opponents sacrifice a creature as well.

Red

Hellburnt - 1R - Common
Instant
Hellburnt deals 4 damage to target creature or player. For each untapped land an opponent controls, prevent 1 of Hellburnt's damage.

Bubbling Flesh - R - Uncommon
Kicker 1R (You may pay an additional 1R as you play this spell.)
Buyback 4 (You may pay 4 in addition to any other costs as you play this spell. If you do, put Bubbling Flesh into your hand instead of your graveyard as part of its resolution.)
Bubbling Flesh deals 1 damage to target creature. If you payed the kicker cost, Bubbling Flesh deals an additonal 2 damage to that creature.

Eya, Avidity's Bane - 2RR - Rare
Creature - Sorcerer
When a player would draw a card, they reveal it instead. If a player has more life than that cards casting cost, they take damage equal to that cards casting cost and then puts it in his or her hand. If they have equal or less life, they put that card in thier graveyard instead.
2/3

Green

Tribal Summoning - GG - Common
Sorcery
Put a creature from your hand into play with converted mana cost X or less where X is the amount of Saprolings you control.

Call to the Wilds - 1G - Uncommon
Kicker 1G (You may pay an additional 1G as you play this spell.)
Buyback 3 (You may pay 3 in addition to any other costs as you play this spell. If you do, put Call to the Wilds into your hand instead of your graveyard as part of its resolution.)
Search your library for a basic land card and put it in your hand. If you payed the kicker cost, search your library for a basic land card and put it into play.

Falendil, Gaurdian of Wells - 2G - Rare
Mana does not empty as phases end. Mana no longer causes mana burn.
10: Flip Falendil, Gaurdian of Wells.
1/2
----------------------
Falendil, Earth Infused
Legendary Creature — Shaman Elemental
8/8
Trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
Falendil, Earth Infused cannot be the target of spells or abilities.

Gold

Archaic Anarchist - 2UR - Rare
Creature - Sorcerer
When Archaic Anarchist comes into play, you may choose and discard up to 3 cards with converted mana cost 2 or less. Archaic Anarchist deals damage equal to the total converted mana cost of the discarded cards, devided how you choose among any number of target creatures. Draw a card for each card discarded in this way.
1/4

Artifact

Mox Prism - 0 - Uncommon
Artifact
When Mox Prism comes into play, pick a colour. Reveal your hand to target opponent. That opponent chooses a card in your hand of that colour and you discard that card. If you do not have a card of that colour to discard, sacrifice Mox Prism.
T: Add one mana of the choosen colour to your mana pool.

Land

Scry House - Uncommon
Land
T: Add 1 to your mana pool.
T: Look at the top card of target players library.

270 cards in the set total so far. Hopefully testing will be soon. I still could use a creative consultant for card names, flavour and story development. I have 2 editors ready for when the set is complete, but more absolutly can't hurt.

*edited* Forgot some casting cost of some cards.
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