Rallikar

Rallikar by rourke

113 cards in Multiverse

84 commons, 16 uncommons,
10 rares, 1 mythic, 2 tokens

1 colourless, 24 white, 23 blue,
24 black, 27 red, 14 green

113 comments total

A world were a controlling empire suppresses citizens, smaller kingdoms, and nature itself.

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Mechanics | Skeleton

Cardset comments (16) | Add a comment on this cardset

The set creator would like to draw your attention to these comments:

On Rallikar (reply):

White common is done! Please make suggestions for replacements or edits, bring holes to my notice, and tell me if anything is horrible!

Recently active cards: (all recent activity)

 C 
Instant
Return target blocked creature to its owner's hand.
Draw a card.
1 comment
2011-02-25 17:48:43 by Alex
 C 
Creature – Imp
Defender, Flying
Wary-If you control three or more untapped creatures, Lurking Imps loses defender.
When the Imps come, there is more to follow."
3/2
 C 
Instant
Target creature gets +2/+2 until end of turn.
Active- If you have tapped at least three creatures you control since your last upkeep, that creature gets +4/+4 instead.
 M 
Planeswalker – Dranohard
+1:Put a 1/1 red rebel creature with haste onto the battlefield under your control.
-2: Creatures you control gain +2/+0 until end of turn.
-6: Gain control of 4 target creatures until end of turn.
4
4 comments
last 2011-01-28 19:24:20 by rourke
 U 
Sorcery
Put a number of 1/1 colorless citizen creature tokens equal to the number of creatures target opponent controls onto the battle field under your control.
"Yes, the rebels have... increased in number."
-Valkener, third secretary of drafting and enslavement

Recent comments: (all recent activity)
On Flamekin Armorer:

Thank you! And yea, I will have to work on that flavor text. Any suggestions?

On Flamekin Armorer:

Awesome! A great common. Fits into the category of "1-drops that are still useful on turn 8", as well, which is excellent. It's like a creature version of Shuko.

The only criticism I can think of is that the flavour text doesn't sound like a flamekin :)

On Stampeding Embertusk:

First strike and fight aren't a very good combination. People will get confused over whether first strike affects fight - whether this can target a 3/3 and kill it before it fights back. (It can't.)

Also, repeatable removal and repeatable attack triggers are neither very suitable for common.

On Back to Work:

Oh yes, there's Morbid Plunder too. Which you can indeed just cast with zero targets if you really want to trigger Extort or whatever.

On Back to Work:

Or, you know, Death's Duet. Which is kind of old, but I haven't seen any modern magic cards invalidating it.

I should probably point out that you would technically have one over on Death's Duet by adding "Up to two" instead of requiring two. That's admittedly... a bit confusing for a player who just wants to discard cards. I don't know if you could cast that spell with zero targets, and the intent to just discard cards.

On Back to Work:

No, this makes a little bit more sense. Converging on a sensible price :) Currently we're worse than Macabre Waltz in two ways though.

On Back to Work:

Pay three cards (one is this one), and three mana, to get two creatures back from the graveyard to your hand.

... Raise Dead twice. Still not seeing the utility here.

On Back to Work:

Now this is just embarrassing. I just thought to come back to this set yesterday; I wasn't really thinking about it. thank you!

On Incite Revolt:

No, didn't mean that. I meant... Oh. False Demise is blue; that's why I couldn't find it in Black. ­Unhallowed Pact is the one I was thinking of; though Shade's Form is better.

On Incite Revolt:

You mean Suppress. It was a sorcery. A good one, too... though no one used it but me. It could make some funny openings. Dark Ritual plus Suppress meant that, if your opponent didn't draw a land, they did nothing on turn one. Then, if they went second, they'd need to discard a card. Also of note: Stifle...

(All recent activity)
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