Cards With No Home

Cards With No Home by Alex

2029 cards in Multiverse

484 with no rarity, 218 commons, 475 uncommons,
628 rares, 217 mythics, 3 basics, 4 tokens

1 token black, 1 token artifact, 1 colourless blue, 25 colourless, 1 token red, 243 white, 301 blue, 208 black, 236 red,
207 green, 431 multicolour, 52 hybrid, 15 split, 139 artifact, 164 land, 2 scheme, 2 plane

4398 comments total

Cards that don't fit into our actual themed sets. Open to all: throw your random ideas in here, or come along for some random ideas for your set.

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Mechanics | Other non-themed cardsets

Cardset comments (19) | Add a comment on this cardset

Recently active cards: (all recent activity)

Legendary Enchantment
You can't add mana.

You may mill 1 rather than paying a mana.
Legendary Creature – Elemental
Whenever Life, the Living Sacrifice is sacrificed its controller gains an experience counter.

At the beginning of each endstep, if Life was sacrificed and is in a graveyard, return Life to the battlefield under its owner's control with a +1/+1 counter on it for each experience counter you have.
Creature – Rhox Soldier
Ignore all targeting restrictions
Deal 2 damage to target card in your graveyard! Exile you and return you to the battlefield (I guess that doesn't work). Target card in a graveyard fights target creature you don't control!
last 2018-10-11 21:08:45 by Froggychum
Whenever a legendary creature or planeswalker dies, create a relic artifact token with "Sacrifice this artifact: Choose 1
• Target creature gains indestructible until end of turn
• Target creature gets +2/+2 until end of turn.
• Target creature gains hexproof until end of turn.
Your opponents can't gain counters.
Permanents your opponents control can't have counters placed on them.
last 2018-10-11 14:16:38 by Froggychum

Recent comments: (all recent activity)
On Maverick Major:

Right. Because symmetry isn't color-specific (I'm not playing, even though it sounds like it. i just thought this might be it, am confirming)?

Also, is there any sort of rule of thumb or guide to know when to break symmetry?

On Maverick Major:

Sure it would.

On Maverick Major:

i like.

@link: something ive wondered: if blue can break, would it do that for things it enjoys? like things cannot be countered? also, i know white does symmetry a lot, i assume blue would do that less, if at all?

On Shadowed Moon:

lmao rip

orzhov control seems pretty cool tho imo

On Shadowed Moon:

Completely forgot it existed.

On Maverick Major:

Weird, but cool. This is a blue ability, though, not white. White sets rules. This breaks them.

On Maverick Major:

Huh. Not sure where this will go.

Or if it should only let you cross-target creatures and not... everything.

Not sure what the most broken things are. Lots of cards are balanced around not being able to target certain things (20 damage to target creature, exile and return from another zone, etc) but I don't know how many are worth it if they need another card to combo with them.

On Shadowed Moon:
On Tilgat, Vitality of Sooqnuk:

Well, you need to have SOMETHING that cares when lands die or etb, for it to do very much.

But sure, feels like a fine combo. The only slightly nasty part is that it goes off instant-speed after this hits the table. Most such combo's have the decency to wait slightly.

On Tilgat, Vitality of Sooqnuk:

He is the sac outlet. For the arbors at least. If you want to have another creature die then yes you do.

(All recent activity)
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