[Democracy: Bottom-up Set]
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Hidden Agenda (You may cast this face down as an Enchantment for . Turn it face up somehow?)
When this is turned face up, do a thing.
When this is turned face up, do a thing.
The obvious quest mechanic is to revisit the ascensions. All of them are: "When X, put a quest counter on Discussion: Quest Mechanic, while it has Y or more, Z" Where X is something you can build towards, Z is a good thing (either one-off or continual), and Y varies.
How about Gift as a mechanic – giving stuff to opponents. Lots of traps, lots of stuff that's powered up by having that as a downside, stuff that triggers when someone gains control of etc. as well as plain old theft effects.
When Quest x Control enters the battlefield, put a cool X/Y Boss creature token and other underling creature tokens under nobody's control. When a player defeats this boss, that player gets a reward.
Results from vote 2; comment below to work out our next step.
Other Cleric creatures you control get +1/+1.
Tap an untapped Cleric you control: Move any number of -1/-1 counters from target creature to another target creature.
Tap an untapped Cleric you control: Move any number of -1/-1 counters from target creature to another target creature.
2/2
As long as you control ? or more creatures, Community Questant gets +5/+5 and has vigilance.
2/2
As long as three equipments you control are each attached to a creature, creatures you control get +2/+2 and have indestructible.
, : Remove all -1/-1, blaze, and flood counters from target permanent. If you do, its controller loses 1 life for each counter removed this way.
3/3
: Tap target permanent with a -1/-1, blaze, or flood counter on it. It doesn't untap during its controller's next untap step.
2/2
Whenever you put a quest counter on another Quest, put a quest counter on Everquest.
When there are 20 quest counters on Everquest, you win the game.
When there are 20 quest counters on Everquest, you win the game.
Yo Dawg, I heard you like quests, so I put an quest counter in your quest so you can quest while you quest.
Protection from everything
: Target permanent gains protection from everything until end of turn.
: Target permanent gains protection from everything until end of turn.
3/3
Other Human creatures you control get +1/+1.
Tap an untapped Human you control: Tap target creature.
Tap an untapped Human you control: Tap target creature.
2/2
Sacrifice Human Soldier Control Common: Exchange control of two target creatures.
2/2
Completion 3
When an opponent's creature is defeated by a creature you control, put a quest counter on Kill Three Rats.
When this quest is completed, sacrifice it and you gain 7 life.
When an opponent's creature is defeated by a creature you control, put a quest counter on Kill Three Rats.
When this quest is completed, sacrifice it and you gain 7 life.
Morph
When Poetic Justice is turned face up, destroy up to one target attacking creature at end of combat.
Whenever a creature deals damage to you, you may put a quest counter on Poetic Justice.
Creatures can't attack you unless their controller pays for each creature they control that's attacking you, where X is the number of quest counters on Poetic Justice.
When Poetic Justice is turned face up, destroy up to one target attacking creature at end of combat.
Whenever a creature deals damage to you, you may put a quest counter on Poetic Justice.
Creatures can't attack you unless their controller pays for each creature they control that's attacking you, where X is the number of quest counters on Poetic Justice.
Other Soldier creatures you control get +1/+1.
Soldier creatures you control have vigilance.
Soldier creatures you control have vigilance.
2/2
At the beginning of your upkeep, if you have exactly seven cards in hand, draw a card.
Other Gnome creatures you control get +1/+1.
Whenever Gnome Lord or another Gnome you control deals damage to a player, you may draw a card, then discard a card.
Whenever Gnome Lord or another Gnome you control deals damage to a player, you may draw a card, then discard a card.
2/2
Hexproof
Great Gnome, Illusionist can't be blocked.
Whenever Great Gnome deals combat damage to a player, that player reveals all cards in er hand and the top card of er library. Then search that player's library for a card with the same name as a card revealed this way and you may play it without paying its mana cost. Then that player shuffles er library.
Great Gnome, Illusionist can't be blocked.
Whenever Great Gnome deals combat damage to a player, that player reveals all cards in er hand and the top card of er library. Then search that player's library for a card with the same name as a card revealed this way and you may play it without paying its mana cost. Then that player shuffles er library.
2/2
Morph
When Human Wizard Morph Common enters the battlefield or is turned face up, you may put a flood counter on target land. That land is an Island for as long as it has a flood counter on it.
When Human Wizard Morph Common enters the battlefield or is turned face up, you may put a flood counter on target land. That land is an Island for as long as it has a flood counter on it.
1/3
Draw three cards.
Omnicast (Any opponent may cast Omni Recall from the graveyard for its omnicast cost. Then exile it.)
Omnicast (Any opponent may cast Omni Recall from the graveyard for its omnicast cost. Then exile it.)
Other Wizard creatures you control get +1/+1.
Tap an untapped Wizard you control: Add one mana of that Wizard's color to your mana pool. Spend this mana only to cast instant or sorcery spells.
Tap an untapped Wizard you control: Add one mana of that Wizard's color to your mana pool. Spend this mana only to cast instant or sorcery spells.
2/2
When Elf Cleric Control Uncommon dies, return up to one target creature card in an opponent's graveyard to the battlefield under your control.
2/3
Whenever Elf Rogue Control Common deals combat damage to a player, you may gain control of target land that player controls until end of turn. If you do, untap that land.
2/1
Experience--: Target opponent discards a card. If a creature card was discarded this way, put a +1/+1 counter on Experienced Black Cleric. Activate this ability only once a turn and as a sorcery.
1/2
Flying, intimidate, deathtouch, lifelink, protection from white and from green
Whenever Great Vampire, Bloodmage deals combat damage to a player, that player discards a card.
Whenever Great Vampire, Bloodmage deals combat damage to a player, that player discards a card.
6/6
Other Rogue creatures you control get +1/+1.
Rogue creatures you control have intimidate.
Rogue creatures you control have intimidate.
2/2
Morph
When Vampire Cleric Morph Common dies, you may put a -1/-1 counter on target creature.
When Vampire Cleric Morph Common dies, you may put a -1/-1 counter on target creature.
1/1
Other Vampire creatures you control get +1/+1.
When Vampire Lord or another Vampire creature you control enters the field, put up to one target creature card from an opponent's graveyard with power less than the Vampire's power onto the field under your control.
When Vampire Lord or another Vampire creature you control enters the field, put up to one target creature card from an opponent's graveyard with power less than the Vampire's power onto the field under your control.
2/2
Morph
Deathtouch
Deathtouch
2/1
: Counterless Quest Activated deals 1 damage to target creature.
: Counterless Quest Activated deals 3 damage to target creature and/or target player. Activate this ability only if you control two or more Dwarfs or Warriors.
: Counterless Quest Activated deals 3 damage to target creature and/or target player. Activate this ability only if you control two or more Dwarfs or Warriors.
Gain control of all Warrior creatures. Each Warrior creature you control fights another creature you don't control.
Other Dwarf creatures you control get +1/+1.
When Dwarf Lord or another Dwarf enters the battlefield, you may ignite target artifact, creature, or land. (reminder text)
When Dwarf Lord or another Dwarf enters the battlefield, you may ignite target artifact, creature, or land. (reminder text)
2/2
Whenever Dwarf Warrior Control Uncommon deals damage to a creature, ignite that creature. (Put a blaze counter on that permanent. It has "At the beginning of your upkeep, this permanent deals 1 damage to you.")
2/3
When Dwarf Wizard Control Keyword Common enters the battlefield, ignite target artifact, creature, or land. (Put a blaze counter on that permanent. It has "At the beginning of your upkeep, this permanent deals 1 damage to you.")
2/2
Haste
Whenever a creature you control attacks, ignite target artifact, creature, or land. (Put a blaze counter on that permanent. It has "At the beginning of your upkeep, this permanent deals 1 damage to you.")
Whenever a creature you control attacks, ignite target artifact, creature, or land. (Put a blaze counter on that permanent. It has "At the beginning of your upkeep, this permanent deals 1 damage to you.")
4/4
Haste
At the beginning of Hopping Lizard's owner's upkeep, a player gains control of it at random. Untap it.
: Draw two cards, then discard two cards.
At the beginning of Hopping Lizard's owner's upkeep, a player gains control of it at random. Untap it.
: Draw two cards, then discard two cards.
3/2
Whenever a permanent you control ignites another permanent, put a quest counter on Quest for Blaze Elemental.
, Remove four quest counters from Quest for Blaze Elemental and sacrifice it: Create a 6/6 red Elemental creature with haste and trample. Sacrifice it at end of turn.
, Remove four quest counters from Quest for Blaze Elemental and sacrifice it: Create a 6/6 red Elemental creature with haste and trample. Sacrifice it at end of turn.
Whenever you attack with two or more creatures, put a quest counter on Quest for the opponent's face. If it has three quest counters on, sacrifice it and distribute four +1/+1 between any number of creatures.
Whenever a creature you control attacks, put a quest counter on Quest of Giant.
As long as Quest of Giant has 5 or more quest counters on it, Quest of Giant becomes a 20/10 Giant creature.
As long as Quest of Giant has 5 or more quest counters on it, Quest of Giant becomes a 20/10 Giant creature.
Whenever Vampire Warrior Control Common defeats a creature, put that card onto the battlefield under your control.
2/2
Other Warrior creatures you control get +1/+1.
Warriors you control have haste.
Warriors you control have haste.
2/2
Other Druid creatures you control get +1/+1.
Druid creatures you control have ": Add to your mana pool one mana of any color that a land you control could produce."
Druid creatures you control have ": Add to your mana pool one mana of any color that a land you control could produce."
2/2
, Return a land you control to its owner's hand: Add one mana of any type that land could produce to your mana pool.
2/1
Morph
When Elf Druid Morph Uncommon enters the battlefield or is turned face up, each player scarifices two lands, then searches er library for up to two basic land cards, puts them onto the battlefield, and shuffles er library.
When Elf Druid Morph Uncommon enters the battlefield or is turned face up, each player scarifices two lands, then searches er library for up to two basic land cards, puts them onto the battlefield, and shuffles er library.
3/3
Other Elf creatures you control get +1/+1.
When another Elf you control enters the battlefield, untap target land.
When another Elf you control enters the battlefield, untap target land.
2/2
Elf Warrior Control Uncommon gets +1/+1 for each land you control but don't own.
3/3
Morph
When Elf Warrior Morph Common is turned face up, target creature gets +2/+2 and gains trample until end of turn.
When Elf Warrior Morph Common is turned face up, target creature gets +2/+2 and gains trample until end of turn.
2/2
When Gnome Druid Common Control enters, target player mills three cards. Put up to one land card milled this way onto the battlefield under your control.
1/2
When Gnome Warrior Uncommon Control deals combat damage to a player, that player mills three cards. Put up to one creature card milled this way with converted mana cost equal to or less than Gnome Warrior Uncommon Control's power onto the field under your control.
: Gnome Warrior Uncommon Control gets +2/+2 until end of turn.
: Gnome Warrior Uncommon Control gets +2/+2 until end of turn.
1/1
You may play land cards from any player's graveyard.
Whenever a land enters the battlefield under your control, creatures you control get +2/+2 until end of turn.
Whenever a land enters the battlefield under your control, creatures you control get +2/+2 until end of turn.
3/3
Whenever Gold Uncommon WU blocks a creature, its controller may pay . If e doesn't, prevent all damage dealt by that creature this turn.
2/3
When Gold Rare UB deals combat damage to a player, you draw a card and lose 1 life.
When Gold Rare UB dies, distribute up to four -1/-1 counters among any number of target creatures.
When Gold Rare UB dies, distribute up to four -1/-1 counters among any number of target creatures.
4/2
When Gold Rare BR enters the battlefield, target opponent reveals their hand. Put up to one creature card from among them onto the battlefield under your control. Put a -1/-1 on that creature.
3/3
When Gold Uncommon BR enters the battlefield, destroy target permanent with a counter on it.
2/2
Lands and Soldiers you control have hexproof.
4/4
Whenever Gold Rare BG deals combat damage to a player, that player reveals er hand and graveyard. You may choose a land card from that player's hand and graveyard and put it under your control.
4/2
When Gold Uncommon BG enters the battlefield, move all -1/-1, blaze, and flood counters from each land you control and distribute them onto any other lands.
5/3
: Until target land's controller's next upkeep, that land gains ": Add two mana of any color to your mana pool" and "This land doesn't untap during you next untap step".
2/2
Flash
When Gold Uncommon GU enters the battlefield, tap target permanent. It can't untap as long as you control Gold Uncommon GU.
When Gold Uncommon GU enters the battlefield, tap target permanent. It can't untap as long as you control Gold Uncommon GU.
2/2
Haste
: Switch target creature's power and toughness until end of turn.
: Target player discards er hand. At the beginning of the next end step, that player draws as many cards discarded this way. Activate this ability only any time you could cast a sorcery.
: Switch target creature's power and toughness until end of turn.
: Target player discards er hand. At the beginning of the next end step, that player draws as many cards discarded this way. Activate this ability only any time you could cast a sorcery.
2/1
First strike, lifelink
2/2
The community decided that quests were a theme we wanted to explore. Add your ideas for quests as cards with type "Request3"
Closes Monday 7th April
The community decided that tribal was a theme we wanted to explore. Add your ideas for tribal as cards with type "Request4" and link them below.
Deadline closes 17th April 2014
Any player may cast Artifact Control Omni from the graveyard.
4/4
The direction for a set is decided on by whether it is governed by Story/Theme (top-down) or whether Mechanics play a bigger part.
Examples of a top-down set: Theros
Examples of a bottom-up set: Ravnica
Examples of a top-down set: Theros
Examples of a bottom-up set: Ravnica
Vote ends 28 March 2014. Put votes in comments.
As we are a bottom-up set, we need to choose which mechanical idea(s) to pursue. See Alex's post for thoughts.
In the comments below, vote for your favourite ideas (in order); we'll try and combine the most popular.
In the comments below, vote for your favourite ideas (in order); we'll try and combine the most popular.
Requests close on 31 March 2014
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[Democracy: Bottom-up Set]: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
When Agenda has 5 or more agenda counters on it, fulfill the agenda.
last 2014-04-03 17:58:47 by amuseum