Cards With No Home

Cards With No Home by Alex

2899 cards in Multiverse

696 with no rarity, 296 commons, 684 uncommons,
925 rares, 290 mythics, 4 basics, 4 tokens

73 colourless, 1 colourless blue, 1 token black, 1 token red, 1 token artifact, 363 white, 411 blue, 279 black, 316 red,
267 green, 652 multicolour, 82 hybrid, 30 split, 203 artifact, 215 land, 2 scheme, 2 plane

6502 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)

 R 
Creature – Dinosaur
Vigilance
Whenever Scryceratops enters or blocks, scry 3.
4/4
 M 
Enchantment
Green and red creatures strong (strong creatures have are always at least 4/4 regardless of any amount of -1/-1 they have).

White and blue creatures are weak (Weak creatures are always 1/1 regardless of any amount of +1/+1 they have).
3 comments
last 2024-11-24 19:15:21 by Sorrow
 R 
Legendary Artifact – Powerstone
{t}: Add {c}{c}. You can't spend this mana to cast nonartifact spells. Put a loyalty counter on target permanent you control.
Venser's spark saved Karn from the phyrexians once. It wasn't about to die during round 2.
2 comments
last 2024-11-13 18:55:03 by SecretInfiltrator
 R 
Enchantment
As long as you control three or more white creatures with vigilance, red and black creatures that enter under your control enter with a vigilance counter.

As long as you control three or more black or red creatures with menace, white creatures that enter under your control enter with a menace counter.
4 comments
last 2024-11-13 18:50:59 by SecretInfiltrator
 U 
Artifact
Object (As long as this card is untapped, it's this side)
{1}{b}{b},{t}: Scry 1, lose 1 life, draw a card, and exile up to one target card from a graveyard.
Caligomancer
 
 U 
Colour indicator B Creature – Naga Warlock
Guardian (As long as this card is tapped, it's this side)
At the beginning of each opponent's endstep, that player loses 1 life and you gain 1 life.
1/4
1 comment
2024-11-13 18:30:37 by SecretInfiltrator

Recent comments: (all recent activity)
On Unconquerable Strength:

­Boon of Emrakul
­Red or green creatures will get +3 power, but if they're toughness is greater than four, it may go down to four, but not below four.
­White or blue creatures will have their toughness reduced to 0 and die.

­Watchwolf- Yeah, this card breaks in conflict with itself.

On Unconquerable Strength:

How do these interact with Boon of Emrakul?

How do these interact with Watchwolf?

On Karn's Heartspark:

I like the alternate timeline concept. The flavor text communicates the idea in a pretty sloppy way.

On Mardu Reformstion:

On further reflection, I just remembered that even improving the card like that we end up with a less versatile Concerted Effort that requires more creatures to work and synergizes with only two rather than eight keywords.

On Mardu Reformstion:

I feel I already commented on a card very similar to this. A card that does nothing until you have your fourth creature is already quite hampered, but this one also requires you to play some sort of keyword tribal... except getting the keyword counter itself is not useful if you actually go all-in on the keyword.

You have to arrange not only for your fourth creature, but for the other three creatures all to belong to subset A of your creatures, but this fourth one doesn't belong to subset A. That is not the "interesting decision making"-kind of tension, that's "the card doesn't get to be useful a lot of times because the stars didn't align"-kind of tension.

Now all that said, I also look at the reward you get here, and while entering with counters and having a static ability granting keywords are different, they are similar enough (and have pros and cons balancing each other out) that the following question might be appropriate: Wouldn't {r}{w}{b} be about an appropriate cost for "All creatures you control have vigilance and menace"? Does the pay-off this provides really need hoops?

At the very least... would it be so bad if you just outright removed every mention 0f color from this card's rules text?


On a more technical note: static abilities and timestamps and dependency might be confusing on this effect that grants the keyword the condition is looking for... Would this be better as a triggered ability?

Compare:

  • "At the beginning of combat on each turn, if you control three or more creatures with vigilance, creatures you control gain vigilance until end of turn."
On Vapor Fate Vial // Caligomancer:

It feels weird to have this set of abilities for a creature half that is prevented both from attacking and blocking by the mechanic.

If the creature was applied for the untapped state you could at least block with it, maybe use vigilance to attack with it.


That aside this particular design doesn't go quite far enough in making the 'decision to tap' interesting enough. There is not zero synergy between the halves. In a weird way though the synergy lies in the creature-half undoing the life loss inflicted by the artifact half i. e. the card becomes less appropriate for black.

Maybe it would be more interesting and create a modicum of tension and decision-making to trigger on upkeep rather than end step? That way not waiting until the last moment with the artifact activation is rewarded in a similar way addendum works.

On Jolzin Reflex Amp // Sparkflex Monk:
On Mardu Reformstion:

Name misspelled

On Karn's Heartspark:

This exists in an alternate timeframe when Karn actually perished at the hands of Elesh Norn but his heart was able to be salvaged.

On Unconquerable Strength:

If a 2/2 white Knight creature token has four +1/+1 counters on it, the creature exists as having base power of -5/-5. If a +1/+1 counter is removed, the creature's power and toughness will automatically recalculate to 1/1 without the creature dying. However, a single -1/-1 counter will kill the Knight.

­Llanowar Elves is a 4/4, Llanowar Elves with two -1/-1 counters is a 4/4, with a base power and toughness of 6/6. If any number of -1/-1 counters (or other -X/-X effects) affect that Llanowar Elves, its base power and toughness automatically recalculate to maintain a power and toughness of at least 4/4.

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