Multiverse

Cards With No Home

Cards With No Home by Alex

533 cards in Multiverse

46 with no rarity, 71 commons, 152 uncommons,
198 rares, 64 mythics, 1 basic, 1 token

6 colourless, 50 white, 77 blue, 70 black, 54 red, 47 green,
105 multicolour, 16 hybrid, 6 split, 39 artifact, 62 land, 1 plane

1420 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 (9) | Add a comment on this cardset

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

On Fervor Stoker (reply):

How's this for a take on red card advantage? Is it legitimately red? It's just a Mad Prophet with built-in Illusionist's Bracers, after all :)

Recently updated cards: (all recent activity)

 R 
Creature – Kor Cleric
Vigilance
Cards can't move from exile into other zones.
1/3
1 comment
2014-10-24 10:22:06 by Alex
 U 
Creature – Sable
You may select an additional target for spells you cast with exactly one target.
1/2
2 comments
last 2014-10-11 04:28:13 by L2i0n0k7
 R 
Creature – Wall
Defender
You may play an additional land each turn.
You may play land cards from your graveyard.
0/4
0 comments
 U 
Artifact Creature – Frog Construct
{1}: Time Hopper gains flying until end of turn.
{2}: If Time Hopper is in your hand or graveyard, exile it and each other card from the zone it was in until the beginning of your next upkeep.
2/1
2 comments
last 2014-10-09 14:44:49 by L2i0n0k7
 R 
Creature – Shapeshifter
When Reincarnation Adept dies, if it didn't enter the battlefield this turn, you may return it to the battlefield as a copy of any creature on the battlefield.
2/2
1 comment
2014-10-09 01:43:52 by L2i0n0k7

Recent comments: (all recent activity)
On Stern Proctor:

I would phrase this as "Exiled cards can't leave exile". Very nice design: very simple, with some ostensible uses (hose suspend or rebound), and plenty of other uses (my Turn to Mist, Journey to Nowhere, Fiend Hunter etc become way better - in particular Mistmeadow Witch and Roon of the Hidden Realm are suddenly very strong indeed).

On Spellspread Familiar:

I jotted this down right before work knowing there are large issues with it (auras?), but it seemed like a good idea to pop it out anyway.

On Spellspread Familiar:

Bwuh! So with Lightning Bolt, you get to target two target creatures and/or players, and... deal 3 damage to both of them?

What does Shrouded Lore do (in a multiplayer game)? The two opponents both choose targets, and then... you get to pay for P2 then P3, then P2 then P3 again etc?

Put another way: I suspect this will have a few problems :> Cool though it undeniably is!

On Time Hopper:

Yeah, pretty much. It also enables Madness-like effects.

On Time Hopper:

Perhaps "{2}, Reveal ~ from your hand or graveyard:"?

So this is... a way to protect cards in those zones from opponents' discard or graveyard-removal effects?

On Noble's Holdings:

I've never been good at the whole power level thing, but I guess I knew this was pretty powerful when I made it. Rhystic Cave seems pretty terrible so I thought I'd make something a bit better. I think I ended up with something too much better.

On Broker's Guildhouse:

Honestly, the ability should probably cost more, and possibly even be limited to colors, like {u}{b}.

On Noble's Holdings:

Reminds me of Rhystic Cave. This is rather more painful to prevent, and also gives you {1} regardless.

Pretty interesting mind games (rather more interesting than Broker's Guildhouse where the opponent always pays the life). Here you have to assess whether it's worth paying the life. On rounds 1-3 it probably is... but I don't think you can keep paying every turn.

I have a feeling this is too good. It'll either deal 8+ damage to the opponent or let you ramp, and with no opportunity cost except adding a colourless land.

It might still be too good even if the extra mana was colourless as well, but it'd be more close to fair.

On Broker's Guildhouse:

Hm. Yeah, tap to ping an opponent is probably reasonable on a rare land. It's pretty strong, though; doing this on the turns when the ground is stalled is quite some inevitability. I might want to add a cost of {1} to the ping ability. (I'm treating it as though the draw a card option doesn't exist because, well, against any sane player it doesn't.)

On Practiced Naysayer:

What can I say. I get stuck on certain themes. :)

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