Cards With No Home

Cards With No Home by Alex

1920 cards in Multiverse

448 with no rarity, 208 commons, 455 uncommons,
600 rares, 202 mythics, 3 basics, 4 tokens

1 token black, 1 token red, 22 colourless, 1 colourless blue, 1 token artifact, 229 white, 280 blue, 199 black, 221 red,
190 green, 415 multicolour, 51 hybrid, 15 split, 129 artifact, 161 land, 2 scheme, 2 plane

4056 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

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

On Nightmare Lurker (reply):

I've pondered {g/u} and {u/r} evergreen keywords, and I like my solutions well enough — Active, as seen on Algae Creeper, and of course faze, from Liquid Doubt. But I've not thought about a {u/b} keyword. Il have to start pondering.

I do like your mechanic, but I worry about the fact that it's an evasion mechanic. When pondering a {u/r} mechanic, I had several criteria that the mechanic had to fill:

• It couldn't play with power and toughness, since existing evergreen mechanics didn't do that.
• It couldn't be an evasion ability, because blue already has plenty of those.
• It had to be a mechanic that affected combat. Unless I'm having a lapse of memory, the only evergreen mechanic with no role in combat is hexproof. I wanted a mechanic that altered the rules of combat, like first strike and trample.
• The keyword had to be meaningful without any outside influence; it couldn't rely on casting spells or having certain types of permanents.
• I wanted it to be a mechanic that had a place on spells and noncreatures, since blue and red are the spell colors.

Faze fills all of these rolls, which is why I'm happy with it (though I'm not happy that it's not as simple as I think/thought). Is there a {u/b} mechanic that fits all (or most) of these criteria? I don't know yet. But now I'm thinking about it.

(As an aside, the fact that prowess _ doesn't _ fit these criteria is why I don't like it or accept it as an evergreen mechanic.)

Recently active cards: (all recent activity)

Creature – Elemental
At the beginning of your end step, sacrifice Magma Jetter.
Germinate (You may play this card from your graveyard transformed as your land play.)
Volcanic Remnants
{t}, Exile Volcanic Remnants: Add {r}{r} to your mana pool.
{t}, Exile Volcanic Remnants: Volcanic Remnants deals 2 damage to target player or planeswalker.
last 2018-03-15 07:25:00 by Alex
Tap all creatures without flying.
Germinate (You may play this card from your graveyard transformed as your land play.)
Uncovered Shores
{t}: Add {u} to your mana pool.
{u}{u}, {t}: Return three target lands you control to their owners' hands.
last 2018-03-14 18:58:49 by Mal
Creature – Fungus
{t}: Untap target Forest.
Germinate (You may play this card from your graveyard transformed as your land play.)
Fungal Grove
Land – Forest
last 2018-03-14 14:52:30 by Jack V
Giant Creature – Leviathan
plm{u}: Terror from the Depths gains hexproof until end of turn. Activate this ability only if you control a giant land that can produce {u}.
last 2018-03-08 11:24:13 by SecretInfiltrator
When you cast Tiny Miscalculation, create a copy of Tiny Miscalculation as an additional cost.

Counter target giant spell.
last 2018-03-08 11:21:48 by SecretInfiltrator

Recent comments: (all recent activity)
On Magma Jetter:

Oh, I like that you made the red one only give mana as a one-shot!

On Floodtide:

@Secret, I totally get what you mean. I overcosted the front side, since playing from the graveyard normally would require you to cast an the spell in order to use it. If this were to be balanced for standard use, I'd probably add ETB tapped to all of the lands (or the mechanic itself) in order to make sure it isn't broken. But since this isn't strictly better than a basic land by itself, I figure not costing anything but a land play to play from graveyard is fine.

As for the split card option, it would be fine for this (if there was a way to orient it so that the land side would be played normally), but for the permanent versions the DFC would be clearer in showing what the current state of the permanent is. Ideally I'd have it as a pseudo-flip card, similar to Curse of the Fire Penguin, but that also limits the text space on the box. I agree with Tahazzar that DFC implementation is not the most elegant solution to the problem.

On Sprouting Fungus:

Oh, interesting idea! Although I wonder if it would be simpler if it was just a front face with a nonbasic G land -- it would still have the "play from graveyard" bonus, but if you wanted it to have some utility from your hand, it could have a "when ETB" effect or a "discard from hand: " effect

On Floodtide:

Mechanically DFCs are fine in theory. In practice however, just the whole process of flipping them over, recalling what each side does (reflipping to see what it does) and going around with proxies in drafts are all processes which I would call "messy".

On Floodtide:

Flashback costs have to account for the fact that playing a card from the graveyard is pure card advantage. This is a flashback variant in that sence. The land played from the graveyard should not have an upside in addition to being a basic land level land.

On Floodtide:

You can't put split cards on the battlefield. Other than the stack, it has both sets of characteristics, so your suggestion puts an instant on the battlefield which isn't acceptable. Also, I'm not sure where you're getting the idea that DFCs are a mess. It's pretty straightforward, although Ixalan suggests you need something special to point out you can't just play the land normally.

On Floodtide:

DFC cards are always a bit of a mess to handle practically so unless you're really doing something neat like those 'walkers from origin, then I would rather not use them. For this example, I would considering opting for just exiling the card from grave and searching for a basic Island card.

I could also see using the aftermatch (sideway turned split card) tech here since the other side is a nonpermanent card and one a permanent card. Instant don't tend to linger too long on the board so there shouldn't be any memory issues there. You would also clearly see both sides of the cards so you have less of a chance missing that activated nonmana ability on the Shores side of the card.

On Floodtide:

See Sprouting Fungus. Rare version.

On Magma Jetter:

See Sprouting Fungus. Uncommon version.

On Sprouting Fungus:

Quick example of a mechanic I thought up. Common version.

This would be centered in {g}{u}{r}. Helps smooth out draws when looting so you won't technically be down a card, gives something extra to do late game, and even helps newer players when they get mana screwed and have to discard to hand size (albiet only during the next turn).

(All recent activity)
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