Set H1
Set H1 by mymanpotsandpans
90 cards in Multiverse
15 commons, 31 uncommons, 35 rares, 9 mythics
11 white, 16 blue, 10 black, 14 red,
11 green, 12 multicolour, 3 artifact, 13 land
37 comments total
Custom draft based set in progress
Set H1: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | H1 |
Cardset comments (1) | Add a comment on this cardset
Recently active cards: (all recent activity)
Menace
When Blootstained Avenger dies, you may search your library for another card named Blootstained Avenger, reveal it, put it into your hand, then shuffle your library.
When Blootstained Avenger dies, you may search your library for another card named Blootstained Avenger, reveal it, put it into your hand, then shuffle your library.
3/2
Draw two cards, then discard two cards.
Create X 0/2 crab creature tokens, where X is the number of cards you have drawn this turn.
Create X 0/2 crab creature tokens, where X is the number of cards you have drawn this turn.
The perplexed seek out those with great minds.
Only cast Vanguard's Advantage if an opponent controls more creatures than you.
Destroy target nonwhite creature. Creatures you control get +2/+2 until end of turn.
Destroy target nonwhite creature. Creatures you control get +2/+2 until end of turn.
You may discard a Forest card from your hand and sacrifice a land rather than paying Unstable Bramble's mana cost.
Destroy target noncreature permanent.
Destroy target noncreature permanent.
Creatures can't attack you or a planeswalker you control unless their controller pays
for each of those creatures.



: Sacrifice Virtuous Resolve, creatures can't attack until the beginning of your next turn.





Recent comments: (all recent activity)
See other cardsets
Doesn't need the discard when the cmc is 6.
I agree that this ought to cost more.
In the other news, it's obscene you're linking to such a huge image when it's rendered so small.
Under modern design philosophy this should really tap for colorless mana. Even with all the fetchlands and land destruction effects without the ability to tap for mana this will be dead card a lot of the time so it really needs to tap for colorless mana. You should probably add that and raise the cost of the destruction effect so it isn't strictly better than Tectonic Edge.
Long-Term Plans indicates this should cost three mana without the cantrip. And this at worse puts the card you find second from the top after the cantrip/draw effect revolves. Its very powerful and should probably be made weaker.
Thanks Alex for the help with wording, much appreciated on getting the card to function properly with flash!
That's right. Flash doesn't help; you'd need to bring this in before they tap lands for mana. In fact, people could tap things for mana in response to this spell.
How about an alternate wording... something like:
> Each player who tapped a permanent for mana during another player's last turn doesn't untap permanents during their untap step.
Or:
> At the end of each player's turn, permanents controlled by any other player who tapped a permanent for mana this turn don't untap during their controller's next untap step.
You probably need a wording like Raiding Party's Oracle text. Something like:
> Each player may have any number of lands he or she controls become indestructible UEOT. For each land chosen this way, you draw a card.
> Then destroy all lands.
Er... except as worded, that lets you draw (say) 10 cards and make all 10 of your lands indestructible. Which might be a bit excessive. So perhaps make that "Each opponent may" etc.
They choose to give indestructible to one land for one card, can be done multiple times. That is what I was going for. There might be a better way to present the way lands would be not destroyed without using indestructible. Another idea was to have it only nonbasic lands also.
Is the intent to allow each opponent to select one land, for you to pick the target, or for each opponent to be able to select several lands to save, at the cost of one card each?
If someone sees this can you tell me if Flash does anything relevant on this card other than being played at instant speed. The permanent would already be tapped when it enters the battlefield so nothing would happen then?