At the beginning of your end step, you may tap any number of untapped creatures you control. For each creature tapped this way, gain life equal to it's power or toughness.
"Wars are not games of bravery or heroics. War is a game of attrition. You must be prepared to wait for the long game."
—General Augustas II
Slack Off -
At the beginning of each end step, if a player casted two or more spells this turn, he or she skips his or her next turn.
"No. I am tired."
Each player skips his or her next combat phase.
Draw a card.
Enchantment - Aura
Abilities that require a condtion for activation outside of an activation cost are treated as though that condition is active.
*A condition is a requirement that must be met prior to activation. Threshold and mobrid are examples of abilities with conditions.
I must be slacking if I waited this far into the day to grade this.
KunouNoHana: I'm almost tempted to say this could cost 6, but 7 is definitely safe. Seems fair to me.
Echo Robin: I'd imagine you'd probably want to play this on your own creature, since this would be pretty terrible "removal" even for blue. The flavor makes sense, though.
ParadOxymoron: Well, that's probably a fair trade for a giant pile of life. I'd still imagine it grants your opponent a giant sigh as he or she fights through 40 life instead of 20.
dberry02: You have to hurt yourself to attack? Gee, how morbid that is. This seems kind of underpowered, though, as I think something like Curse of Death's Hold is going to be a much more effective card in general while also not messing with your own stuff.
vlord: This seems really effective at life gain for only 4 mana. I mean, who needs to risk blocking when you could just tap some creatures and gain a life buffer? 4 mana doesn't seem quite right for this, though the idea is kind of interesting.
ConfusedAsUsual: I love the idea of punishing doing multiple things in one turn. That's quite clever and the mana cost seems just right. This is a cool idea.
theatog: So it's basically cantrip Holy Day that you play on your own turn. I can't imagine it being a drawback for yourself, since any deck that runs these sorts of cards doesn't do much attacking of their own anyway. This one could probably cost one more mana.
SimonGlume: Um, what? I'm not even sure that your wording is correct or if there's any way it could be correct, but there is one more thing I'm confused about. This is an enchant creature that doesn't actually effect the individual creature, which I don't think is what you intended.
3. Echo Robin
Congrats to ConfusedAsUsual!
Attack Name: Slam
Description: The foe is slammed with with a long tail, vines, etc. to inflict damage.
As an additional cost to cast ~ sacrifice an artifact or creature.
~ deals damage equal to the sacrificed permanents mana cost to target creature or player.
"That's okay, I'll improvise."
Search your library for three land cards and put them into your graveyard. Then, for each time you kicked Slam, return a random land card from your graveyard to the battlefield tapped.
Tribal Instant - Giant
Tap all non-Giant permanents.
Destroy target land. It's controller puts an indestructible artifact token with ": Add one mana of any color to your mana pool" onto the battlefield.
Enchantment - Aura
Enchanted creature has 0 power.
Master Shinado disabled his foe in one swift move; the chest slam. Said to remove control of all your limbs. It also tends to remove the foe.
Creature - Rhino
: ~ fights target creature blocking it.
Still not sure about this one but here goes:
When ~ enters the battlefield, name a creature type.
Whenever a creature of the named type enters the battlefield under your control,
you may have it deal damage equal to its power to target creature.
I struggle with balancing, but I'm trying to get better.
Kicker (You may pay an additional as you cast this spell.)
~ deals 9 damage to target creature you don't control. If ~ was kicked, ~ deals damage to that creature's controller equal to that creature's toughness.
"Tough looking beastie you got there, planeswalker. Does it bounce?"
-- Some Gruul giant mocking Garruk
~ can't be countered.
Counter target spell that is cast from anywhere except the hand.
Tap all creatures.
Slam deals 2 damage to each creature.
If I dislike your card, I don't mean to slam it; I'm just trying to give constructive criticism.
KunouNoHana: It's simple, but it seems fair enough. Not the most exciting of designs, though.
dberry02: The idea is neat, though the rules allow you to just search for one, or even no lands to put in your graveyard and give you better control over what you're getting. I'm not sure that's necessarily a bad thing, but this does have a lot of flexibility.
Jahikoi: Flavor can't make all color pie issues go away and this is one of those cases. Tapping stuff is simply not a red thing.
SimonGlume: Well, if it's destroying utility lands you're after, this does the trick. Comparable to a spell version of Ghost Quarter , I suppose, except without having to sacrifice a land drop (and the land itself, for that matter). Seems fair.
vlord: I really wish you just left the flavor text off here, since, to be frank, it was bad. The card itself seems fine to me and perfectly within the realm of things blue does, though.
theatog: I've seen something similar to this before and even designed a similar card to this inspired by said card, but fighting the creature certainly makes a difference since you aren't going to be able to fight multiple creatures (presumably) without this dying. It should probably cost double green, but maybe that's unnecessary.
Countered: I'm having a hard time figuring out how good this actually is, since it really can dominate a game. Then again, it costs 4 mana, which means you need a lot of big things to really do any serious damage to stuff that's scary. I can't quite tell how useful this would be.
Decembra: 9 damage seems kind of arbitrary; personally, I'd go for the much rounder number, 10. But that makes very little difference. The card is balanced, given how much mana you're spending to kill 99% of the creatures in magic and then deal some extra damage as a potential bonus. Seems fine.
ConfusedAsUsual: Well, that's an odd one. I don't know exactly how many scenarios this would really come up in. One of them would have a counterspell that was copied, but your wording required the spell to actually be cast, so that wouldn't even work. I would tweak this card slightly to accomodate that, though the card is still extremely narrow.
ParadOxymoron: This seems perfectly fair to me, though I'm not entirely sure that tapping all creatures at sorcery speed is a good thing since it prevents your own from attacking. Seems kind of awkward. If it was instant, then that would work, but it'd have to cost twice as much then.
Congrats to SimonGlume!
Attack Name: Slash
Description: The foe is attacked with a slash of claws. It has a high critical-hit ratio.
Whenever a player has four or more cards in hand and draws a card, that player loses 1 life.
: Choose any number of target players. Those players draw a card.
Choose target creature or player then flip a coin. If you lose the flip, Slash deals 3 damage to that creature or player. If you win the flip, Slash deals 5 damage to that creature or player.
Creature - Horror
, : Tap target creature. As long as ~ is tapped, that creature doesn't untap during its controller's untap phase and has "At the beginning of your upkeep, put a -1/-1 counter on this creature."
You may choose not to untap ~ during your uptap phase.
Kicker (You may pay an additional as you cast this spell.)
~ deals 3 damage to target creature or player. If ~ was kicked, it gains infect. (This spell deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Creature - Minotaur Spirit
Exile Slash from your hand: Creatures you control get +1/+0 until end of turn.
Discard a card: The next spell you cast this turn, costs less to cast.
We're slashing prices all day every day!
~ deals 2 damage to target creature or player. If a player that would be dealt damage this way has 4 or less life, ~ deals 6 damage to that player instead.
Target player sacrifices a permanent at random.
Learn to cut your losses early.
Until end of turn, if a source would deal damage to target creature and that creature was dealt damage this turn, that source deals double that damage to that creature instead. Then, Slash deals 2 damage to that creature.
Artifact – Equipment
Whenever equipped creature attacks, Slash deals 2 damage to target creature or player.
All prices for grades slashed in half! Everything must go!
dberry02: I can't imagine this being anything other than ": Draw a card. You might lose 1 life." The life loss thing doesn't seem all that relevant.
Dauthi Warlord: Coin flip cards and other similar completely random cards are seldom designed well and this isn't one I care for either.
ConfusedAsUsual: Seems fair for that amount of mana. It can get multiple creatures killed given enough time, but I mostly expect it to be a 4+2 mana removal spell.
vlord: We've had the wither version of this already, but this seems fair enough. Direct infect damage I would imagine is pretty nice, though it feels like the cost should be tweaked a little since current burn spells revolve around Searing Spear , not Lightning Bolt .
SimonGlume: As just a creature, it's kind of underwhelming, but I like the symmetry between battle cry and the other ability. That's kind of neat.
KunouNoHana: I really wish you left out the flavor text...ugh. I'd say it was costed reasonably, but that isn't entirely true since this isn't really a color combo that focuses on mana ramp. Maybe if it ramped an instant or sorcery spell instead...?
Decembra: Deal an extra 4 damage when they have 4 or less? That's kind of an odd bonus and I can't imagine it coming up very often.
theatog: Wild Swing isn't particularly strong; why make it worse? And really, out of all the permanents? I've probably mentioned that random cards of this sort usually irk me at least a hundred times in this thread and I've still only seen a limited number that were any good.
Dream Spinner: I'm trying really hard to wrap my head around this card. It's just so bizarre. So a creature that has been, I don't know, pinged by a Cunning Sparkmage gets hit by a Lightning Bolt . This doubles that damage to 6, then Slash deals 4 more damage to it. Unless I misunderstood the card, that's what I'm getting. It seems completely ridiculous.
ParadOxymoron: Yup, seems pretty solid. Any color can get the removal, but red gets the removal the best. Fair enough.
Congrats to SimonGlume!
Attack Name: Sleep Powder
Description: The user scatters a big cloud of sleep-inducing dust around the foe.
When ~ enters the battlfield tap all creatures.
Creatures don't untap during their controllers untap phase.
Return target creature your graveyard to the battlefield under your control, tapped. That creature gains "this creature can't attack or block, and it's activated abilities can't be activated. When this creature becomes the target of a spell or ability, sacrifice it." (This effect lasts indefinitely.)
Okay well that's odd. With SimonGlume winning that last round, you've basically changed this contest into "the random words which you interpret contest". Why bother posting a description? I can interpret "Sleep Powder" as "Death Makeup" and still win? Right, okay..
Sleep Powder -
Tap all non-artifact creatures. Non-artifact creatures doesn't untap during their controller's next untap phase.
Choose one or both — Creatures target player controls don't untap during that player's next untap step; or creatures that have attacked that player this turn don't untap during their controller's next untap step.
Tribal Instant - Elf
Sleep Powder deals damage to target creature equal to the number of Elves you control and you gain life equal to the number of Elves you control.
The Gilt Leaf quickly learned to appreciate the strength of the vinebred. Capturing new eyeblights served not only to purify Lorwyn, but also to strengthen the tribe.
Sleep Powder |
Enchantment - Aura
Enchanted creature loses all abilities.
: Attach ~ to target creature.
Sleep Powder –
Tap all creatures target player controls. They don't untap during their controller's next untap step.
Forecast—, Reveal Sleep Powder from your hand: Tap target creature. It doesn't untap during its controller's next untap step.
Target player skips his or her next untap step or draw step of his or her choice.
Wait! He's waking uh... no, nevermind.
Whenever a creature receives Sleep Powder, tap it. It doesn't untap during its controller's next untap step.
"Sometimes it is the experience of pleasure to give the gift, rather than to receive it."
Commodities: A player may cast a Commodity spell during either of his or her main phases. Any creature may attach that commodity to itself by tapping. This is not the same as receiving. Any creature may attach that commodity to another creature by tapping. This is what the term receiving refers to. Once the new creature has received the commodity, it may now tap to attach it to a new creature.
What up, gangstas?
@Decembra: The goal isn't to make an exact copy of the attack in magic form and it never has been. If that was the case, entries would be so mind-numbingly boring I would have stopped grading this contest three years ago. Showing the description is more inspirational than strict guideline. I care more about the card matching the name, though there have been plenty of people who did well with cards that do something what the actual attack does.
Grading may make me sleepy sometimes, but not as sleepy as taking a class from 6:30-9:40 pm on Tuesdays and Wednesdays.
KunouNoHana: Stasis -esque effects have always been really naughty and annoying. That said, this is no Stasis and is significantly more fair, though I would imagine this would still be a gigantic nuisance to deal with.
SimonGlume: Well, it's good with ETB effects, I guess, as well as a few other random things. I have to imagine there's a better way to do something like this for a similar cost that's a little more flexible.
ConfusedAsUsual: The automatic comparison that has to be brought up is Sleep , even if this is wildly different in practice. Clearly this encourages a lot of artifact creatures. The card certainly seems fair because of that limit.
vlord: The wording is kind of awkward and it took me a while to realize that you only get use out of both modes on this in multiplayer. Outside of there, I see little reason to use something like this, but it is fairly costed.
Koridian: I'm not sure I'd make this green. Actually, with the way you have the card set up, I'm not sure I'd have it black either, since black seldom kills by dealing damage. The name doesn't seem like the best fit for this, either. Even without the description of the attack name, I wouldn't imagine a sleep powder hurting anyone.
Echo Robin: For 2 mana, that seems fair enough. It has some nice utility in being able to move around if the creature is going to die. Certainly looks balanced to me.
ParadOxymoron: What the heck is this? Forecast costs are supposed to be way more unreasonable than that! In actuality, this card is pretty solid. It's an easier-to-splash, slightly more expensive Sleep with the upside of getting value out of it sooner. It is quite solid.
theatog: Ah, a punisher card. At 2 mana, it would certainly be fair, though them getting a choice in the matter makes it significantly less deadly. It could be an actual 2 for 1 if they choose to skip their next two draws or it could just be a tempo advantage. It's obviously worse than it seems because all punisher cards are, but it's still kind of neat.
Nephrolith: With no mana cost on all of this, it seems like whoever has more creatures with this out would triumph...I think. This card seems like it would play out very strangely and lead to a giant stallfest over multiple turns, which would get kind of irritating after a while.
2. Echo Robin
Congrats to ParadOxymoron!
Attack Name: Sleep Talk
Description: While it is asleep, the user randomly uses one of the moves it knows.
Whenever you skip one of your turns, you may reveal the top card of your library. You may play that card without paying its mana cost, if you don't, put it on the bottom your your library.
At the beginning of your end step, if no spells were cast this turn, you may cast nonland cards from your hand without paying their mana costs until your next turn .
Sleep Talk –
You may activate an ability of a tapped creature you control, replacing all instances of with .
Sacrifice Sleep Talk: End the turn. Use this ability only if you have 5 or less life.
Sleep Talk -
Whenever a creature enters the battlefield under your control, you may search your library for an aura card with the same converted mana cost and exile it. If the creature is still on the battlefield and can be enchanted by that aura, attach it to that creature. Then shuffle your library.
Oh man, this is a pain trying to word correctly. I used Auratouched Mage as a template for my wording. Essentially, whenever you get a creature, you get an enchantment with the same CMC attached to that creature. Hopefully the wording didn't confuse you lol.
Tap all creatures without vigilance. You gain 2 life for each creature tapped this way.
The Thoughtweft calls. All answer.
Creature - Weird Wizard
~ can attack as though it is untapped.
, : Up to two target creature can't block this turn. ~ attacks this turn if able.
Yikes, I'm aiming for at leas 8+ per round here. This is sad.
Enchantment - Aura
Enchant tapped creature you control.
When Sleep Talk enters the battlefield, draw a card.
Enchanted creature has "You may choose to not untap this creature during your untap step. If you do, draw a card."
Dreams - a treasure trove of unimaginable knowledge.
I was going to grade this yesterday, but for some reason the internet wasn't loading last night and I quit in disgust. I'll just grade on Thursday and do a double round then.
Until end of turn, target opponent reveals his or her hand and you may cast cards from it if able.
"The truth lies not within a man's heart, but a man's dreams."
I can't imagine me grading this in my sleep would be very productive. But half-asleep...
KunouNoHana: This is such a narrow card; I can't imagine anyone ever actually wanting to build around it. There aren't that many cards that even skip turns in the first place not to mention doing so isn't very fun.
theatog: Um, Vedalken Orrery ? Leyline of Anticipation ? This card is just leagues worse than both of those cards. The drawback here is barely even a drawback anyway.
ParadOxymoron: The wording on this doesn't seem right. It's kind of neat to use this and automatically get an extra activation or two out of an ability, though if you still have to pay other costs for it, it isn't as impressive as it would be otherwise.
SimonGlume: Time Stop on an enchantment for half the mana, but with a massive drawback? Seems fair enough. It's obviously difficult to use, but it is quite strong when that life does actually drop so low.
dberry02: Nope, I get it just fine. This is an interesting way to get CA out of auras (sort of). It seems a little difficult to build around since you're going to have a variety of creatures and auras of various costs, but it would be interesting.
Koridian: Tapping creatures without vigilance feels kind of odd, though I know why you're doing it. Seems reasonable to me, though a little unexciting.
ConfusedAsUsual: See, the problem with this is that the activated ability wants to force you to attack with it, but if you don't actually want to attack, you can just use it in the declare attackers step after attacking. The concept is cute, though it doesn't quite work so well.
Takemikazuchi: Something feels odd about the last ability drawing you a card that I can't quite put my finger on. That said, the card is pretty solid. You can just dump this on a creature token that you attacked with and have a nice little CA engine, but even that may be a little harder than it seems. I like it.
vlord: The "if able" clause is completely unneccessary in this card. That said...it's pretty reasonable as a one-shot effect. It's really unlikely you'll have the combination of mana to play multiple spells and your opponent actually having multiple spells that you can even play, so it usually is getting you a single card, which is pretty fair.
Congrats to Takemikazuchi!
EDIT: Er, sorry that the next two attacks are so similar. I always hated these chunks of attacks that all start with the same word.
Attack Name: Sludge
Description: Unsanitary sludge is hurled at the foe. It may also poison the target.
Attack Name: Sludge Bomb
Description: The user attacks be hurling filthy sludge at the foe. It may also poison the target.
~ enters the battlfield tapped.
: Add to your mana pool.
Whenever ~ becomes tapped, each player with more than 1 life loses 1 life.
Put 3 -1/-1 counters on each creature, then ~ deals 3 damage to each player.
As an additional cost to cast ~ sacrifice a swamp.
Destroy target attacking creature and target land.
Creature - Ooze
When Sludge enters the battlefield, target land becomes a Swamp.
, Sacrifice Sludge Bomb: All creatures become Swamps.
Creature – Elemental Ooze
You may have Sludge enter the battlefield with a dormant counter on it. As long as it has a dormant counter on it, it's a Swamp land.
Sludge Bomb –
Tribal Instant – Ooze
Destroy target non-Ooze creature. You may put +1/+1 counters on target Ooze you control equal to that creature's power.
Creature - Ooze
As ~ enters the battlefield, an opponent choose a number greater than 0.
~'s power and toughness and each opponent's maximum hand size is the chosen number.
Target opponent may discard any number of cards. Then ~ deals damage to that player equal to twice the number of cards in that player's hand.
Creature - Ooze
Put the top card of your library into your graveyard: Sludge gets +1/-1 until end of turn.
Sludge Bomb -
Each player may discard any number of cards. Then each player sacrifices a creature for each card in his or her hand.
"Get it off of meeeee!"
Target player loses 3 life and gets a poison counter.
Matt poked at the black matter on his plate and gave his sister a questioning look. His sister returned a glare that questioned his questioning look.
Sludge Bomb -
Target opponent gets two poison counters. Then, distribute X -1/-1 counters among all creatures he or she controls, where X is the number of poison counters on him or her.
My precious contest is starting to die...6 people is definitely, definitely too few. If you want to see this contest live on, send them this way! I can't possibly run a contest that gets 8 or less on a consistent basis.
@theatog: Holy cow did I get that wrong. The card is certainly cool, but incredibly abusable. At half the mana cost of Omniscience , this actually has realistic expectations of being cast. That said, I wouldn't say it's broken, but I'd be kind of wary of a card such as this.
Target player reveals his or her hand. You choose a card from it. That player discards that card and puts a 3/3 black Ooze creature token onto the battlefield.
Sludge Bomb |
Put a slime counter on each creature. Each creature with a slime counter on it loses all abilities and is a 2/2 green Ooze for as long as it has a slime counter on it.
It was like swimming in snot, which made Gruk feel right at home.
Target player discards a card.
When you cycle ~, each player discards a card.
Sludge Bomb -
Target player discards two cards and loses 3 life.
When you cycle ~, each player discards a card.
(Part of a cycle, where the top one is 7, makes them discard their hand.)
Creature - Ooze
When ~ leaves the battlefield, each player loses 2 life.
Tribal Sorcery - Ooze
As an additional cost to cast ~, sacrifice an Ooze you control.
Each nonblack creature gets -X/-X until end of turn and each player loses X life, where X is twice the power of the sacrificed Ooze.
Now that I'm back, I can finally sludge through all of these submissions.
KunouNoHana: For a land, that seems pretty useful. It's clearly at its best in some sort of aggressive black deck, though entering the battlefield tapped is unfortunate for you. It's still free damage, though, so I'd say it's reasonably strong. Not particularly exciting, though.
SimonGlume: That actually seems pretty reasonable for 2 mana. Mess with your opponent's mana or screw up their utility land usage and you are rewarded with an unblockable 1/1. I'd find this concept a little bit more cool if the body was bigger, though. Maybe 4 mana for a 2/2 instead.
ParadOxymoron: That is very much a green sort of card. The option of choosing mana acceleration or creature is a nice touch. Seems fair.
theatog: That's a very interesting combination. I'd imagine your opponent chooses a number somewhere in the middle more often than not, as around turn 3-4 is about when I would expect many players to have that many cards left in hand (except for control players...sucks for them). It's a punisher card, but it does do it in a cool, albeit slightly awkward way.
dberry02: Normally, I wouldn't have a problem with something like this, but the only thing this is good for is putting your library into your graveyard cheaply and immediately. Forget Undercity Informer or Ballustrade Spy , this costs only 3 mana! Even without that in mind, the base creature isn't very impressive.
ConfusedAsUsual: For a single mana, it seems fair. It's slightly better in a deck that deals damage to win than with poison, though. It's pretty underwhelming to me in its simplicity, however.
Echo Robin: Well, my first thought was that you can use this on yourself, but then your opponent gets to see your hand and you still have to discard a card. It's pretty efficient in that regard, though getting any card out of your opponent's hand is very much a nice thing.
Jahikoi: This is kind of an odd one. Neither side is all that powerful, though cycling it does provide instant speed discard. I suppose it's okay.
Helldozer01: Just as a 2-mana creature alone, I can't imagine this being all that exciting unless you can repeatedly remove it from play and bring it back. It's not all that impressive.
Congrats to ParadOxymoron!
With two attacks in a row that have "sludge" in the name, this pun was bound to bomb hard.
KunouNoHana: This seems really awkward to play. You have to be running three colors, which necessitates a lot of nonbasics. However, you have to play with enough basic swamps in your deck to make this playable. The effect itself is nice, but it's just so difficult to build a deck with that it doesn't seem worthwhile.
SimonGlume: Turning all creatures into swamps seems really odd and I'm not sure how to think of the color pie implications. I'd imagine the effect is fair as the life costs for getting this cheaply are incredibly high, but I'm not positive on that.
ParadOxymoron: A removal spell that makes your ooze bigger would be overpowered if most oozes didn't suck so much. As it is, it certainly seems reasonable.
theatog: This punisher card costs 1 too much mana, I think. Remember the rule of punisher cards: they're never as good as they seem. It's pretty cool, but your opponent gets the choice, not you, and when they're low in cards in hand, this is not what you want to be doing.
dberry02: Well, this has the same issue as theatog's card, really, except with creature sacrifice. As with his card, I'm still not all that impressed.
ConfusedAsUsual: 2 poison counters is certainly significant and the -1/-1 counters are a helpful bonus. I'd imagine a poison deck would like something like this if they were running black.
Echo Robin: This feels more like a white effect than a green one. This kind of pushes green's boundaries a bit. I think it's cool, but that remains the main issue.
Jahikoi: It's might be a little better than the other card you made, but it's still pretty underwhelming to me. I don't know why you found it necessary to make your cards so similar to each other (yes, I get that it's a cycle, but that doesn't change anything to me).
Helldozer01: There aren't really enough oozes in magic for this to be all that great. Also, sacrificing an ooze you control is unnecessary text, since you can't sacrifice stuff you don't control anyway. I'd imagine with some of the oozes that have variable P/T modifiers that this would be used to end the game on the spot if you were to build a deck around this.
Congrats to ParadOxymoron again, sweeping both rounds!
Attack Name: Smellingsalt
Description: This attack inflicts double damage on a paralyzed foe. It also cures the foe's paralysis, however.
Artifact - Equipment
Equipped creature has ": Untap another target creature."
: Put a salt counter on ~.
, Remove X salt counters from ~: Untap X target creatures, where X is the amount of salt counters removed.
Well, it is one of the lamest named attacks in the game. Maybe when we get back to cool stuff people will come back?
Each player sacrifices three lands and put a */* red Elemental creature token with "This creature's power and toughness is equal to the number of lands you control."
Creature - Troll
As long as you control a creature with power 5 or greater, Smellingsalt is indestructible.
: Put a +1/+1 counter on Smellingsalt.
Untap all creatures another target player controls.
"I need your help, but I don't expect it for free. Aid me, and I will bring you great power."
Snow creature can't attack you.
You can't be the target of spells cast with snow mana.
: Add to all of ~'s effect a color of your choice in additional to the snow attribute until end of turn.
At the beginning of your upkeep, untap all permanents you control.
Enchantment - Aura
Enchanted creature gets "Once per turn, you may untap ~. (You may do this at anytime during a turn when you have priority.)"
Untap target land.
Destroy target untapped land.
With the declining number of participants in a given round, I'm starting to smell a problem.
KunouNoHana: I get the feeling this is super abusable somehow, but how it is so isn't crossing my mind at the moment. I doubt this card we be used for anything fair, that's for sure.
SimonGlume: Yeah, this card is quite underwhelming. I know, it's only a 1-mana artifact and you can only ask for so much out of those, but what this does is really slow and not worth the time spent waiting.
ConfusedAsUsual: Well, this clearly lends itself to a deck that has a lot of mana ramp in the form of lands, since obviously you don't want to just play it and each player has an elemental of about the same size. A couple of notes with the wording, though—the */* thing is unnecessary since you're already describing its power and toughness with the ability and you also forgot to even mention putting the token onto the battlefield. The card is kind of interesting, though.
dberry02: Oh boy, that can be kind of scary for an opponent. It's obviously better in the late game when you have a bunch of mana to pump this or you just already have a big creature, but it's certainly a solid creature in general. Looks alright to me.
Koridian: I can't see much of a reason to use this, really. There are some multiplayer benefits, but even that is pretty tame.
theatog: It took me a couple of readthroughs to get this. I have to say, your present wording choice is very odd and I think there has to be a better way to do it. That said, I think the effect has some promise and the idea of not being able to be targeted by spells cast with ___ mana is intriguing to me.
Echo Robin: Well, that's cute. It's kind of like a Seedborn Muse , except in your own upkeep instead of everyone else's. This could maybe cost one more mana, but I'm not positive on that. This is a really solid card overall, though.
vlord: Rather than your odd wording, why not give it ": Untap this creature. Activate this ability no more than once each turn."? That said, I don't understand the need for this to cost so much mana. 4 mana for an aura that only untaps a single creature once each turn seems highly unimpressive to me.
ParadOxymoron: Hm, this one is highly flawed to me. There are a few problems I have with this card. First of all, you have to choose both targets at the same time when you fuse it, meaning you can't untap the same land you're targeting with the LD (at least, if you want untapping a land to actually have a point). Secondly, even if that did work and you could target the same land with both halves of the spell, you're basically just making a Stone Rain that is way worse, since I don't see anyone ever wanting to use a card just to untap a land.
1. Echo Robin
Congrats to Echo Robin!
Attack Name: Smog
Description: The foe is attacked with a discharge of filthy gases. It may also poison the target.
All counters amongst permanents target player controls becomes poison counters. (A player with ten or more poison counters loses the game.)
Damage is not removed from creatures during the cleanup step.
: ~ deals 1 damage to each creature.
"Gah! I can't breathe this murk." -Mamk, Goblin Raider; Last Words
Choose one - Destroy target land; or put three -1/-1 counter on all creatures; or put a 3/3 black Swamp Elemental land creature token with flying onto the battlefield.
Crap, no wonder I always felt somethng was 'off' with my card.
Creature - Elemental
You may cast this spell by paying and at any time you could cast an instant if a red spell had dealt damage to a player this turn.
Each creature gets -X/-0 until end of turn, where X is that creature's power.
"I am a simple man. I do not go for all that 'existential terror of the dark'. Give me a good aphyxiation any day of the week." — Avalrin Ondi
It's worded this way so +1/+1 counters are also neutralized.
Whenever you tap a Swamp for mana, add to your mana pool (in addition to the mana the land produces).
Whenever you tap a Swamp for mana, it doesn't untap during your next untap step.
Creature – Elemental
Flying, haste, infect
Smog enters the battlefield with three -1/-1 counters on it.
At the beginning of your upkeep, remove a -1/-1 counter from Smog.
Creature - Elemental
Whenever Smog blocks or is blocked by a non-artifact creature, put a -1/-1 counter on that creature.
Whenever a creature an opponent controls dies, if it had a -1/-1 counter on it, put a creature token onto the battlefield that's a copy of Smog.
Remove any number of -1/-1 counters from amongst permanents. Each opponent loses X life, where X is the number of -1/-1 counters removed this way.
Target player discards a card from his or her hand. If a land card was discarded this way, you may play an additional land this turn.
Smog - 1B
Players can't cast creature spells face up.
Players may cast cards in their hand as though they had morph. If a player does, that creature enters the battlefield face down. Whenever a creature put onto the battlefield this way becomes the target of a spell or ability, would deal or recieve damage, or would leave the battlefield, turn that card face up.
Prevent all combat damage that would be dealt this turn. Put a -1/-1 counter on each attacking and/or blocking creature.
Sorcery - Rare
Tap target creature. If Smog was kicked, flip a coin. If you win the flip, place a -1/-1 counter on that creature for each time Smog was kicked.
Nonblack creatures can't attack or block this turn.
Distribute a -3/-3 counter, a -2/-2 counter and a -1/-1 counter among any number of target creatures.
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