Cards With No Home

Cards With No Home by Alex

2867 cards in Multiverse

692 with no rarity, 293 commons, 681 uncommons,
913 rares, 280 mythics, 4 basics, 4 tokens

73 colourless, 1 token artifact, 1 token red, 1 token black, 1 colourless blue, 361 white, 411 blue, 278 black, 315 red,
264 green, 636 multicolour, 80 hybrid, 25 split, 201 artifact, 215 land, 2 scheme, 2 plane

6459 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 | Skeleton

Cardset comments (23) | Add a comment on this cardset

Recently active cards: (all recent activity)

Creature – Horse
Haste, trample
As long as you have ten or more cards in your graveyard, End-Times Mustang has indestructible.
Whenever End-Times Mustang deals combat damage to a player or planeswalker, destroy up to one target artifact and up to one target enchantment.
1 comment
2023-11-26 23:56:49 by Sorrow
Artifact – Equipment
Equipped creature gets +2/+2 and has protection from colorless and other artifacts. This effect doesn't remove Sword of Void and Vision.

Whenever the equipped creature deals combat damage to a player, you may exile up to one nonland permanent with a mana value of 2 or less that player controls and untap up to one target artifact. If that artifact had any counters on it, you may add another an additional counter of the same type.

Equip {2}
last 2023-11-25 23:52:53 by dude1818
At the beginning of your upkeep, choose one;
- Return a card at random from your graveyard to your hand. You lose 1 life.
- Return target card from your graveyard to your hand. You lose life equal to it's converted mana cost
last 2023-11-25 01:22:21 by Sorrow
Enchantment – Aura
Enchant creature
When Generic but Stun enters the battlefield, tap enchanted creature.
At the beginning of your endstep, enchanted creature gains a stun counter.
Legendary Creature – Human advisor
When this card enters the battlefield, players play a Magic subgame, using their libraries as their decks. This creature's controller starts the subgame with this card on the battlefield. During the subgame, all players start at 5 life. If a player plays a legendary card, they win the subgame. The winner of the subgame gains 10 life, draws 2 cards and deals 10 damage to every other player
{w}{r},{t}: gain 1 life, deal 1 damage to target opponent

last 2023-11-16 07:39:16 by SecretInfiltrator

Recent comments: (all recent activity)
On End-Times Mustang:

Designed to played when you've been milled rather than self-mill strategies (not that one couldn't play it there)

On Sword of Void and Vision:

Yeah, both protections hit this. Might need the gross White Ward template

Both untapping and proliferating an artifact feels like too much

On Sword of Void and Vision:

The protection from colorless removes this. The name is very nice, though!

On Scrapyard Dealings:

Black can't do anything by paying life. While black has instances where it could recur other card types, the ones I've seen were permanents where that permanent type was more prominent than normal, such as two that could recur artifacts in Kaladesh block Brother's War, and one that could recur planeswalkers in War of the Spark. Still, both of those are permanents and closer to overlapping white and green.
Like SecretInfiltrator, I worry about instant and sorcery recursion, which is in blue and red's slices (green could formerly do that, but has since been narrowed to just permanent cards).

On Scrapyard Dealings:

Black can kinda do anything as long as it pays life right? If you are recurring X cost spells then I just see that as good deckbuilding.

On Scrapyard Dealings:

The two modes are interesting, but I wonder whether they have the same chance of being used. If one mode is used far more often than the other, a modal effect is not the right way to go IMO.

Best used with kicker? IDK.

Black is not supposed to get just any type of card from the graveyard, so I would put this down as {b}{g}. But even better would be a restriction of card types.

I worry most about this returning instant/sorcery cards, as those are the kings of repetitive game play if recurred. And a spell costing e. g. {x}{b} won't cost all that much life with the second mode either.

This is the kind of card that greatly benefits from triggering at the beginning of the precombat main phase.

On Sheherazad, fateful storyteller:

The current official wording of Shahrazad already covers "leave the game as it is",so I'm not certain why you choose to alter the wording of the effect (at least before the "This creature's controller"-clause)

Starting the subgame at 1 life and giving one player this direct damage source that by default wins the game regularly on turn 2 mans two things:

  1. The owner/controller of this card will win the subgame so often that the reward for winning clearly can't be worth anything beyond {2}{r}{w}. Check out Sorin's Vengeance for a guess at what draining 10 life costs. Add two cards.
  2. The owner/controller of this game will win the subgame so often that playing the subgame to begin with becomes a matter of pointless.

I'll also mention that the card draw is an off-color reward for a red-white card.

Subgame cards are not trivial to design, but this one actively fights itself. I'd prefer the card without moving Sheherazad, fateful storyteller into the subgame, for starters.

Alternatively give it a rummaging/looting effect of the ability to gain life, which will be a clear advantage, but won't just outright win the subgame by itself (plus some mana).

I see entirely no good reason to have the "legendary card" win condition for the subgame on this card. It seems nice to have an alternate win condition in a subgame that doesn't start at 1 life.I also could see an alternative subgame ending condition, but that clause on this card adds words without notably improving the gameplay.

On Gaseel, Crafty Grenadier:

The blue activated ability was supposed to be flash grenade flavor. With the requirement of having an instant, it is super janky and impractical in retrospect

On Gaseel, Crafty Grenadier:

Madness? I really don't see the way these abilities form one cohesive whole. Actually, even with madness the shrinking comes a bit late.

On Temporal Firesnap:

I like the idea of a cheap way to end someone's extra turn. The damage part is almost a distraction. Removing it also solves your wording issue.

Though, yes, "active player" can be used like this. See Nettling Imp.

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