Crusades of Lamiria
Crusades of Lamiria by SuperPax
188 cards in Multiverse
47 commons, 44 uncommons,
45 rares, 18 mythics, 30 basics, 4 tokens
1 token white, 1 token hybrid whiteblack, 1 token green, 1 token red, 23 white, 21 blue, 12 black,
14 red, 23 green, 49 multicolour, 2 hybrid, 4 artifact, 36 land
37 comments total
Holy Angel Loxen has gone missing causing old tensions to flair up on the plane of Lamiria.
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Skeleton |
Recently active cards: (all recent activity)
You may have Mist Elemental enter the battlefield as a copy of any creature on the battlefield, except that it's also a Shapeshifter Elemental.
Finally, a worthy opponent.
Illus. SP MJ
0/0
Flying
: Return Nightfall Raven from your graveyard to the battlefield tapped. Active only if you've played an Island this turn.
: Return Nightfall Raven from your graveyard to the battlefield tapped. Active only if you've played an Island this turn.
When a phoenix dies in the forsaken tundra it rises changed, not from ash but from ice.
Illus. Kev, SP, MJ
2/5
If you played an Island this turn, Riptide Crasher can't be blocked
The tides of war are a fickle thing.
Illus. SP MJ
3/3
Hit and run (While this creature is tapped it has hexproof.)
When Inexperienced Cryomancer deals damage to a creature tap it and put a stun counter on it.
When Inexperienced Cryomancer deals damage to a creature tap it and put a stun counter on it.
"He's still standing? Time to go!" – Lucky spell caster.
Illus. SP MJ
1/3
Flying
Scavenger hunt for flying – When Wingripper Valkyrie enters the battlefield, if you control another creature with flying, creatures your opponents control lose flying and can't have or gain flying.
Scavenger hunt for flying – When Wingripper Valkyrie enters the battlefield, if you control another creature with flying, creatures your opponents control lose flying and can't have or gain flying.
Illus. SuperPax , MJ, Kev
1/1
Recent comments: (all recent activity)
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Maybe add Haste to static
Either add more Backup or cut backup
Touch up slimes
Willing to scrap
or 0/3 with defender
maybe a 1/2
Will Touch up Scolls
Maybe change to 3
I'm not certain what exactly your goal with the stun counters is, but from my intuition, I'd feel "At the beginning of that turn's end step, put a stun counter on each of four tapped permanents you control" would be better. One thing this avoids is stacking the stun counters on enchantments, Equipments, or creatures with vigilance or defender.
Oh, That's Hot