Mashup: the Gathering Alpha

Mashup: the Gathering Alpha by jmgariepy

238 cards in Multiverse

100 commons, 61 uncommons, 62 rares, 15 mythics

1 colourless, 37 white, 37 blue, 39 black, 37 red,
38 green, 2 multicolour, 35 artifact, 12 land

996 comments total

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Skeleton

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 U 
Creature – Human Knight
Protection from white
Whenever Mark of Truth blocks or becomes blocked, it gets +1/+1 until end of turn.
On his head was the mark. And with that sign, no virtuous creature would stop him.
2/2
2 comments
last 2011-07-23 11:48:56 by Jack V
 C 
Creature – Elemental
{2}{u}, Sacrifice Refuting Blaze: Counter target spell unless it's controller pays {3} for each card named Refuting Blaze that died this turn.
And in ancient halls,
wise old men made hot debate,
setting things ablaze.
0/3
10 comments
last 2012-06-12 09:43:11 by jmgariepy
 R 
Creature – Human Knight
First strike
Whenever a creature you control dies, put a +1/+1 counter on Osai Knight.
Remove a +1/+1 counter from Osai Knight: Osai Knight gets +3/+1 and until end of turn.
1/1
5 comments
last 2011-08-21 21:02:45 by jmgariepy
 C 
Artifact Creature – Insect
When Calculated Broodmate attacks or blocks, remove a charge counter from it. If you can't, return Calculated Broodmate to its owner's hand.
{t}: Put a charge counter on Calculated Broodmate.
4/4
8 comments
last 2014-05-23 05:50:25 by jmgariepy
 U 
Land
Defiant Woods enters the battlefield tapped.
{t}: Add {g} to your mana pool.
Cycling {1}{g} ({1}{g}, Discard this card: Draw a card.)
When you cycle Defiant Woods, target creature gains trample until end of turn.
2 comments
last 2014-05-23 01:10:53 by jmgariepy

Recent comments: (all recent activity)
On Calculated Broodmate:

Oh, a comment I missed back in January. You know, I'd argue that its a common, and doesn't need to be efficient, especially since it's already better than Zephyr Spirit in, like, 5 or 6 ways (which, I know, Zephyr Spirit is horrible. I'm just saying that this could be a 0/4 defender and it would still have a use.) But lets drop it to 4 anyway. Cards with drawbacks should be pushed for Spike, otherwise only Uber-Johnny likes them.

On Defiant Woods:

Dropped cycling to 1G. Sure, why not?

On Crooked Cliffs:

Originally, this card had "if you lose the flip, sacrifice a creature." Beyond being unfun for some people, it was just too many words for what should be a simple land. Pared down to simplest form, and upped by {1}. Unfortunately, it loses a little of the feel of Crooked Scales... but not too much.

On Nayan Battlestone:

Changed the last ability from "if that card would go to the graveyard this turn" to "If any card would go to any graveyard". Mostly, because of tracking issues. It's kind of nice that the ability can be used to turn Lightning Bolts into Incinerates, though.

On Dervish Scimitar:

Changed to adding and removing counters to make the card easier to track.

On Cedar Staff of Equity:

Was "Cat's Paw", but the set has no cats. Instead, I took a look at Green and noticed there was a number of druids (including two Druid Warriors) so I chose that instead. Changed Hexproof to vigilance. Don't know why I didn't use Dude's suggestion earlier... guess I was distracted.

On Wind Chill Djinn:

I keep monkeying with this card. Changed loses flying to gains reach and brought the activation back to Harmattan's original, because the other way was me being fancy for no reason, plus it's a little more NWO. Dropped back to 2/2, dropped cost instead to be the same as activation.

Really wish there was more of the Karplusan Forest in this card. I don't want to make this a tap ability, though, and the idea of targeting only red and green creatures seems more odd than good in this overly complicated set.

On Wind Chill Djinn:

Removed reach. Added mana activation and +0/+2.

That said, this isn't very NWO, what with the whole "Let's just sit here and not have any combat" this card inspires. I letting this one slide until playtesting, though. Maybe the added mana cost will help. We'll see.

On Thornscape Battleready:

Changed the shock from the battlemage to the more green friendly fight. Dropped a {1}, both to make this card more generally appealing, plus it never hurts to push those Kobolds...

On Elf-o'-the-Fall:

Found a way to combine the two abilities into one, more natural ability (albeit, still a bit clunky. At least it gets you more of what you want.) Flavor changed, also, to better reflect the sources... though, Man o' War still has a hard time coming through.

Name change: Getting a little closer...

(All recent activity)
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