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
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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.
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.
4/4
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
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

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
- 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
Enchant creature
When Generic but Stun enters the battlefield, tap enchanted creature.
At the beginning of your endstep, enchanted creature gains a stun counter.
When Generic but Stun enters the battlefield, tap enchanted creature.
At the beginning of your endstep, enchanted creature gains a stun counter.
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

,
: gain 1 life, deal 1 damage to target opponent



0/2
Recent comments: (all recent activity)
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Designed to played when you've been milled rather than self-mill strategies (not that one couldn't play it there)
Yeah, both protections hit this. Might need the gross White Ward template
Both untapping and proliferating an artifact feels like too much
The protection from colorless removes this. The name is very nice, though!
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).
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.
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
. 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.
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.
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:
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.
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
Madness? I really don't see the way these abilities form one cohesive whole. Actually, even with madness the shrinking comes a bit late.
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.