Multiverse Design Challenge

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Showing 17 of 17 Scheme cards

Go to section: Colourless (139) White (392) Blue (434) Black (312) Red (466) Green (349) Multicolour (566) Hybrid (141) Split (38) Artifact (241) Land (182) Scheme (17) Plane (11)

Show rarities: N C R

 R 
Scheme
For each nonland permanent an opponent controls, choose an opponent at random. Then each player gains control of each permanent for which he or she was chosen.
Ongoing Scheme – Persistent
Any player may be attacked.
The next player to remove another from the game shares victory with you.
Cancel this scheme at the end of a turn you take damage in.
Dance, dance for me, my puppets!
 C 
Ongoing Scheme
Whenever a creature you control deals damage to an opponent, exile that many cards from the top of that player's library. You may play cards exiled this way.
When you play a card exiled with this scheme, abandon it.
Scheme
When you put this scheme in motion, deal 3 damage to each of up to three target creatures or players.
 C 
Scheme
When you set this scheme in motion, until your next turn, whenever an opponent loses life, you may draw a card.
Scheme
Choose a player, then you gain control of each opponent during their next turn. The chosen player gains control of you during your next pre-combat main step.
 C 
Scheme
When you set this scheme in motion, add five mana in any combination of colours to your mana pool.
 C 
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)
Play with the top card of your library revealed.
You may play the top card of your library.
At the beginning of the end step, if no player cast a spell this turn, abandon this scheme.
Ongoing Scheme
Creatures you control have protection from everything.
When you're dealt combat damage, abandon this scheme.
 C 
Scheme
When you put this scheme in motion, you may pay any amount of life. Target opponent loses that much life.
 R 
Ongoing Scheme
When this scheme is set in motion, choose an opponent.
At the beginning of your upkeep, put a destiny counter on That Is The Sound Of Inevitability.
When That Is The Sound Of Inevitability has 5 destiny counters on it, chosen opponent loses the game. Abandon this scheme.
Scheme
When you set this scheme in motion, for each counter on each permanent you control, you may put another of those counters on that permanent. Then move any number of counters from among permanents your opponents control onto other permanents.
 
Each player returns all non-land permanents they own from play to their hand. Then each player except you discards three cards at random, and you choose and discard two cards. Then all players can put as many non-land permanents as they like into play, without paying their costs.
 C 
Scheme
When you this scheme is set in motion, you secretly choose 'Naughty' or 'Nice'.
At the end of your opponents' next turn, reveal your choice. If you chose 'Nice', this scheme deals 5 damage to each player who attacked you this turn. If you chose 'Naughty', this scheme deals 5 damage to each player who did not attack you this turn.
 R 
Scheme
When you set this scheme in motion, you may pay {x}. If you do, look at the top X cards of each player's library. Exile any number of those cards, then put the rest back in any order.
Ongoing Scheme
Whenever an opponent casts a spell, that player loses 3 life.
At the beginning of the end step, if four or more spells were cast this turn, abandon this scheme.
 C 
Scheme
When you put this scheme in motion, exchange life totals and/or libraries, permanents, hands, graveyards and exiled cards with target player.

Go to section: Colourless (139) White (392) Blue (434) Black (312) Red (466) Green (349) Multicolour (566) Hybrid (141) Split (38) Artifact (241) Land (182) Scheme (17) Plane (11)

Show rarities: N C R