Rhondite War

Rhondite War by Sorrow

17 cards in Multiverse

2 commons, 7 uncommons, 4 rares, 4 mythics

2 colourless, 3 white, 1 blue, 1 black,
2 red, 1 green, 3 multicolour, 4 artifact

22 comments total

The conclusion of the conflict between Eluim and Coaxkika

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Mechanics | Skeleton

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Recently active cards: (all recent activity)

 M 
Planeswalker – Zyana
+2: Add {r}{g} to your mana pool for each land in your graveyard.
-4 Destroy target land.
-11 You gain an emblem with "Whenever you cast a spell you may destroy target land."
4
1 comment
2014-11-17 17:31:37 by Sorrow
 R 
Creature – Human Soldier
Whenever you cast an equipment spell you put it onto the battlefield attached to Cutting-Edge Soldier without paying the equip cost.
2/1
 M 
Legendary Creature – Human Soldier
Equipped creatures you control are indestructible.
Whenever an equipped creature you control attacks you may deal 2 damage to target creature or player.
3/2
 M 
Artifact
Pulsewave Enhancer enters the battlefield with a charge counter on it.
{t}: Put a charge counter on Pulsewave Enhancer.
{3}: Each creature you control gets +X/X until end of turn, where is the number of charge counters on Pulsewave Enhancer.
7 comments
last 2014-12-23 07:35:00 by Vitenka
 R 
Artifact
Whenever an opponent taps a non-land permanent for mana you may add that much colorless mana to your mana pool.
( Energized )- As long as you control a tapped artifact Mana Mirror may add mana of the color of your choice to your mana pool.

Recent comments: (all recent activity)
On Pulsewave Enhancer:

True; but now it's gone too far the other way - this is "Ok, development were a bit worried that mana artifacts and elves were a bit too good, so they wanted a card you could sideboard to nerf that".

That's a junk rare; that might sometimes shine. Not a mythic!

On Pulsewave Enhancer:

Two of these would no longer go interact with each other.

On Pulsewave Enhancer:

The old legendary rule would've fixed this. Oh well, at least I think the idea is salvageable.

On Pulsewave Enhancer:

This version has Trade Secrets Syndrome: two different players each need to have one, but once they do, they can take over a group game very quickly, and try to fight it out between themselves.

On Assistane Tech:

Staff of Domination is still a runaway winner that way, besides the obvious Door to Nothingness, Time Vault which is already too easy, or Kuldotha Forgemaster to fetch any of those game breakers.

More complicated routes include a second copy of this and something that gives one of them another activated ability like Hermetic Study, or Filigree Sages + Illusionist's Bracers + any other artifact with a useful tap ability.

On Assistane Tech:

Actually it should read "Activate all activated abilities of another target artifact without paying their costs," as SadisticMystic pointed out.

On Assistane Tech:

Oho. Link's suggestion is a good one.

On Assistane Tech:

I would be tempted for this to read "{t}: Activate all activated abilities of another target artifact without paying their mana costs."

On Assistane Tech:

­Staff of Domination is lifegain and card draw in one, and it really likes having this around. Then once you draw your damage artifact, you can use Staff to untap this, and activate it again targeting the new artifact.

On Assistane Tech:

I think it's pretty clear in intent - how about:
UETO you may pay {0} instead of the mana needed to activate target artifacts abilities. (Non mana costs must still be paid)

Saying that - it's still utterly utterly crazy. Infinite mana with Basalt Monolith etc. infinite damage with Rocket Launcher and company... hmm; doesn't sem to horribly break life or card gain; those are mostly one-off or {x}.

Alternative: "Add {w}{w}{u}{u}{r}{r}{b}{b}{g}{g}" to your mana pool, use this mana only to activate the abilities of artifacts. That makes it REALLY obvious what you're supposed to combo this with :)

(All recent activity)
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