[FEATURE] Zones

[FEATURE] Zones by Froggychum

30 cards in Multiverse

10 commons, 10 uncommons, 5 rares, 5 mythics

6 white, 6 blue, 6 black, 6 red, 6 green

30 comments total

colored cards for each place where things do the happenstuffs

[FEATURE] Zones: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity

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Recently active cards: (all recent activity)

 U 
Instant
Untap target permanent you control
Academia – If you control three or more instant and/or sorcery cards in exile, instead untap all permanents you control.
Exile Academic Expulsion.
3 comments
last 2019-04-23 15:25:02 by Link
 R 
Enchantment
Whenever you draw a card besides the first card drawn each turn, if this causes an ability to trigger, that ability triggers an additional time.
4 comments
last 2019-04-23 17:40:51 by Froggychum
 M 
Artifact
{4}{b}, {t}: Destroy all creatures. Exile Demon's Device.
4 comments
last 2019-04-23 17:39:37 by Froggychum
 C 
Instant
Return target creature card with converted mana cost 2 or less from your graveyard to your hand.
4 comments
last 2019-04-23 17:35:40 by Froggychum
 C 
Sorcery
As an additional cost to cast Rummage through Loot, discard a card.
Draw a card.
4 comments
last 2019-04-23 17:34:07 by Froggychum

Recent comments: (all recent activity)
On Controlled Capital:

I personally love it, Naban especially feels super useful for an archtype we've had forever! Teysa is cool too, but lots of tokens already have both. I'd play her anyways tho :P

On Demon's Device:

Thank you!

I read this and I'll keep some thoughts in mind!

btw my ideal red boardwipe is Pyroclasm or even reverse Solar Blaze

Edit: by the latter I mean high-power matters... don't know if that could work

On Raise Flesh and Bones:

That's good !

Is it powerful enough, or should I put it right OTB.?

On Rummage through Loot:

is my card too weak for once? i assume so.. but i don't really know how to make it better without making it too good.

On Academic Expulsion:

This still has P/T.

On Controlled Capital:

Yeah, Wizards has been printing a lot of this effect lately.

On Demon's Device:

White can deal with any permanent type, but most generally does so as vengeance, by sealing them away temporarily, or as part of destroying everything.

Blue can't destroy anything, but can return anything to hand or library from the battlefield or the stack. Blue can occasionally destroy or exile creatures if it's flavored as turning them into other creature.

Black can destroy or exile creatures, planeswalkers, and occasionally lands.

Red can destroy artifacts and lands, and can destroy creatures through damage. It can occasionally deal with enchantments/other permanents in weird ways, like Warp World, and rarely it gets big board wipes like Worldfire (though I personally think that's a bend/break of the color pie). Like black, red is designed to struggle with enchantments.

Green can destroy any noncreature permanent, and can destroy creatures with flying. You won't see "destroy target planeswalker" spelled out on a green card, though. For the most part, Green can only deal with non-flying creatures through the keyword action fight or through spells like Aggressive Instinct.

On Raise Flesh and Bones:

I don't think it's overpowered, if that's what you're worried about. See March of the Drowned and Ghoulcaller's Chant.

On Rummage through Loot:

Compare to Faithless Looting (though that's admittedly quite powerful and no longer strictly in-pie for red) and even Insolent Neonate.

On Raise Flesh and Bones:

idk how this happened, but this was supposed to cost B

(All recent activity)
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