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Create a card round 58


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InWaking



Joined: 30 Jun 2009
Posts: 137

PostPosted: Sun Jul 17, 2011 7:29 am    Post subject: Create a card round 58 Reply with quote

For this round I want to create an artifact that has a lot of utility to it.
The artifact should have a bunch of different abilities and an "ultimate" so to speak.
The design of the card should be something elegant like Staff of Domination and rugged like Nevinyrral's Disk.

So in conclusion create an Obelisk of Alara style card that is playable in Sealed and EDH/Commander but not so playable in constructed.

Good luck and Godspeed
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sc4rs



Joined: 23 Mar 2006
Posts: 859

PostPosted: Sun Jul 17, 2011 9:49 am    Post subject: Reply with quote

Sarpadian Empires, Volume XI
5
Artifact - R
5, T: Choose one - put a 3/3 black Skeleton creature token with "1, Regenerate," a 4/2 green Elf creature token with nonbasic landwalk, a 5/1 red Goblin with haste, a 2/4 white Soldier with first strike, or a 1/5 blue Merfolk with hexproof into play under your control.
Tap an untapped Skeleton creature, Elf creature, Goblin creature, Soldier creature, and Merfolk creature you control: Put a 20/20 Avatar creature token with flying and trample into play.
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pseudodespot



Joined: 08 May 2011
Posts: 496

PostPosted: Sun Jul 17, 2011 10:12 am    Post subject: Reply with quote

Collectron 3

Artifact (rare)

When there are 10 or more charge counter on Collectron, you lose the game.

1T: You gain two life and put a charge counter on Collectron.
2T: Scry 2 and put two charge counter on Collectron.
3T: Return target nonland permanent with converted mana cost of two or less to its owner's hand then put three charge counter on Collectron.
4T: Draw a card and put 4 charge counter on Collectron.

It assembles something greater than your mind can grasp
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testbuddy



Joined: 10 Aug 2010
Posts: 42

PostPosted: Sun Jul 17, 2011 10:22 am    Post subject: Reply with quote

The Anti-Crux, 6

Legendary Artifact (M)

The Anti-Crux enters the battlefield with twenty charge counters on it.

As any player casts an instant or sorcery spell, remove a charge counter from The Anti-Crux for each spell cast this turn. If you do, that spell gains Storm.

At the beginning of your upkeep, if The Anti-Crux has zero charge counters on it, put twenty charge counters on it and you lose the game.

Those who thought it was a source of magic found it was the opposite, Too late.


Last edited by testbuddy on Mon Jul 18, 2011 5:46 am; edited 2 times in total
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YGDAnthony



Joined: 04 Jun 2010
Posts: 30

PostPosted: Sun Jul 17, 2011 10:49 am    Post subject: Reply with quote

Acrolith of Notions WUGRB

Artifact-Legendary (M)

Indestructable, Treat ~ as though it were colorless

WW: Gain 4 life and remove target creture from the game until its controllers next end step.

UU: Draw a Card, tap target permanent it doesn't tap during its controllers next untap step.

RR: ~ Deals 3 damage to target creature or play, Target creature can't block this turn.

BB: ~ Destroy target non-black-non artifact creature, Gain life equal to that creatures toughness

GG: Put a 3/3 Beast token into play, Target creature gains trample until the end of the turn.

Something apears so basic, yet it wields the power over extremity


Last edited by YGDAnthony on Sun Jul 17, 2011 12:06 pm; edited 1 time in total
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blitzer2k7



Joined: 12 Jul 2007
Posts: 412

PostPosted: Sun Jul 17, 2011 11:52 am    Post subject: Reply with quote

Misshapen Tower 5

Artifact - Rare

Whenever you activate an ability on Misshapen Tower, put a counter on it.

1W: Put a 2/2 Soldier with first strike onto the battlefield under your control.
1U: Draw 2 cards, then discard 2 cards.
1R: Put a 3/1 Goblin with Haste onto the battlefield under your control.
1B: Target creature gets -3/-3 until end of turn.
1G: Put a 3/3 Beast with trample onto the battlefield under your control.
8,T: Put a 10/10 colorless Horror with trample onto the battlefield, then remove all counters from Misshapen Tower. Activate this ability only if Misshapen Tower has 10 or more counters.

"Sometimes the best place to hide something is in the last place you would think to look."
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xJudicatorx



Joined: 27 Aug 2007
Posts: 696

PostPosted: Sun Jul 17, 2011 12:15 pm    Post subject: Reply with quote

Solar Collector 5
Artifact (R)

When THIS enters the battlefield you may do any of the following which apply: deal 2 damage to target creature if you paid red mana for it, put a 1/1 green saproling creature token onto the battlefield if you paid green mana for it, gain 3 life if you paid white mana for it, draw a card if you paid blue mana for it, and return target creature card from your graveyard to your hand if you paid black mana for it.

3: Return THIS to your hand.
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Balaviaris



Joined: 15 Feb 2009
Posts: 339

PostPosted: Sun Jul 17, 2011 1:01 pm    Post subject: Reply with quote

Food for Thought X

Legendary Artifact - Mythic

Sacrifice a blue creature: Each player puts the top X cards of his or her library into his or her graveyard.
Sacrifice a white creature: Each player gains X life.
Sacrifice a green creature: Each creature gains +X/+X until the end of turn.
Sacrifice a red creature: Food for thought deals X damage to each creature.
Sacrifice a black creature: Each player loses X life.

X: Creatures you control are all colors until the end of turn.


Lets be realistic, there wouldn't be any room left for flavor text Smile
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cloysterd



Joined: 24 Jan 2007
Posts: 176

PostPosted: Sun Jul 17, 2011 2:40 pm    Post subject: Reply with quote

Chimeric Colossus
Artifact (Mythic)
4

Chimeric Colossus enters the battlefield with 20 +1/+1 counters on it.

T: Move a +1/+1 counter from Chimeric Colossus onto target creature.

4, T: Move two +1/+1 counters from Chimeric Colossus onto target creature. That creature gains Trample and is indestructible until end of turn.

8, T: Move a +1/+1 counter from Chimeric Colossus onto each of up to three target creatures, then destroy all creatures with no +1/+1 counters on them.

X: Chimeric Colossus becomes an indestructible 0/0 Golem Artifact Creature with Trample until end of turn. X is the number of +1/+1 counters on Chimeric Colossus.


Last edited by cloysterd on Sun Jul 17, 2011 7:34 pm; edited 1 time in total
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DuCK



Joined: 04 Mar 2005
Posts: 45

PostPosted: Sun Jul 17, 2011 6:12 pm    Post subject: Reply with quote

Phyrexian Annihilation Totem

6

Artifact - Mythic


6: Phyrexian Annihilation Totem becomes a 6/6 construct creature with protection from all colors until end of turn.

6, Tap: Destroy all nonland permanents.

6: Return Phyrexian Annihilation Totem from your graveyard to play tapped.
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cloysterd



Joined: 24 Jan 2007
Posts: 176

PostPosted: Sun Jul 17, 2011 7:50 pm    Post subject: Reply with quote

ck3gds wrote:
Artificial Spark | 5
Legendary Artifact

Imprint -- {X}, {T}: You may search your graveyard, hand, and/or library for a planeswalker card with converted mana cost X and exile it. If you do, put a number of charge counters on Artificial Spark equal to the loyalty of the exiled card. If you search your library this way, shuffle it.

Artificial Spark has all activated abilities of all cards exiled with it, except that those abilities cost an additional "{T}, Put or remove Y charge counters from this" to activate (For instance, if an ability reads "{+1}: Draw a card," this gains the activated ability "{T}, Put a charge counter on this: Draw a card.").


Is there any particular reason you're using such a crazy wording to dance around just putting loyalty counters on the artifact?
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Sligh_Br



Joined: 11 Jul 2011
Posts: 76

PostPosted: Sun Jul 17, 2011 10:02 pm    Post subject: Reply with quote

Tomb of Garoon

Legendary Artifact

Mythic Rare

Coast: 5

2: Put a Life Charge Counter on @, then gain 2 life for each Life Charge Counter on @.

2: Put a Mist Charge Counter o @, then draw a card for each Mist Charge Counter on@ and then discard a card for each Mist Charge Counter on @.

2: Put a Death Charge Counter on @, then put a -1/-1 counter on target creature for each Death Charge Counter on @.

2: Put a Fire Charge Counter on @, then @ deals 1 damage to target player for each Fire Charge Counter on @.

2: Put a Nature Charge Counter on @, then put a +1/+1 counter on target creature for each Nature Charge Counter on @.

If @ has 5 or more Life Charge Counters, 5 or more Mist Charge Counters, 5 or more Death Charge Counters, 5 or more Fire Charge Counters and 5 or more Nature Charge Counters on it sacrifice @ and put into play a 10/10 white, blue, black, red and green creature with Lifelink, Flying, Deathtouch, Haste and Hexproof named "Garoon, The First God".

Flavor Text: "The legends say that Garoon sleeps here, feeding from the abundant mana, recovering for the day he shall once more walk among us."
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eternal42



Joined: 22 Sep 2006
Posts: 81

PostPosted: Mon Jul 18, 2011 12:48 am    Post subject: Reply with quote

Tome of the Void

mythic rare

Legendary Artifact

5

When Tome of the Void enters the battlefield, exile all graveyards.
If a card would be put in to your graveyard from your library, exile it instead.
T, Sacrifice a land: put target creature on the top or bottom of its owner's library.
T, Discard 3 cards: search your library for a card and put in on top of your library.
T, Sacrifice a creature: deal damage equal to the sacrificed creature's converted mana cost to target creature or player.
T, Exile 2 lands, 2 creatures and 6 non-land, non-creature cards from your graveyard, sacrifice Tome of the Void: search your library for a creature, a land and a non-creature, non-land card and play them without paying their mana costs.


Only those with nothing left to lose can truly know what is contained within


Last edited by eternal42 on Mon Jul 18, 2011 5:53 pm; edited 1 time in total
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Spyx



Joined: 31 Oct 2004
Posts: 1188

PostPosted: Mon Jul 18, 2011 1:38 am    Post subject: Reply with quote

Scepter of Mind 6 (Mythic)
Legendary Artifact

When ~ into play discard X cards. ~ comes into play with a charge counter on it for each card discarded this way.

2U,T, Remove a charge counter from ~: Draw two cards.
2W,T, Remove a charge counter from ~: Put a 4/4 Angel token with flying into play.
2G,T, Remove a charge counter from ~: Search your library for up to two land cards and put them onto the battlefield tapped.
2R,T, Remove a charge counter from ~: ~ Deals 4 damage to target creature or player.
2B,T, Remove a charge counter from ~: Target player discards two cards. Play this ability only as a sorcery.

3: Return Scepter of Mind to it's owner's hand.

Trust the scepter with your knowledge and it will give you great power in return.
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ikazuchi



Joined: 10 Jun 2007
Posts: 293

PostPosted: Mon Jul 18, 2011 7:53 am    Post subject: Reply with quote

Chromatic Altar 7
Artifact (Mythic Rare)

T, Sacrifice a land: Add three mana of any one color to your mana pool. Then put two faith counters on Chromatic Altar.

T, Sacrifice a nonland permanent: Exile target permanent that shares a card type with sacrificed permanent. Then put two faith counters on Chromatic Altar.

T, Discard a card: Counter target spell if it shares a card type with discarded card. Then put two faith counters on Chromatic Altar.

3, T: You gain life equal to the number of faith counters on Chromatic Altar, then draw a card.

Remove seven faith counters from Chromatic Altar: Take two extra turns after this one. Shuffle Chromatic Altar into its owner's library.

“Insanity destroys reason, but not wit.”
-Sarkhan


Last edited by ikazuchi on Wed Jul 20, 2011 5:18 am; edited 4 times in total
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