Cards With No Home

Cards With No Home by Alex

1745 cards in Multiverse

390 with no rarity, 183 commons, 424 uncommons,
560 rares, 181 mythics, 3 basics, 4 tokens

1 token black, 1 token red, 21 colourless, 1 token artifact, 203 white, 244 blue, 183 black, 199 red,
169 green, 385 multicolour, 51 hybrid, 14 split, 120 artifact, 149 land, 2 scheme, 2 plane

3636 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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Cardset comments (19) | Add a comment on this cardset

Recently active cards: (all recent activity)

 M 
Legendary Creature – Human Artificer
Artifact spells cost you {x} less to cast, where X is 1 plus the number of permanents that share a name with that spell.
{4}{w}{r}: Create a token that's a copy of target equipment. You may attach it to an unequipped creature you control.
4/4
5 comments
last 2017-08-10 12:39:34 by SecretInfiltrator
 R 
Enchantment – Aura Curse
Enchant player
Whenever enchanted player could be chosen at random due to a spell or ability, choose enchanted player.
"Snake Eyes, again? Don't worry, your luck is sure to improve next time."
1 comment
2017-08-09 15:13:16 by Mal
Creature – Zombie
Whenever a non-zombie creature dies, if it was dealt damage by a zombie you control this turn, return it to the battlefield under your control. It's a black zombie in addition to its other colors and types.
4/3
5 comments
last 2017-08-08 09:21:00 by jmgariepy
 U 
Creature – Turtle Lizard
Flash
Adaptive – When Emperorshell enters the battlefield, choose brawn or cunning-
·Brawn – Put two +1/+1 counters on Emperorshell. It gains vigilance.
·Cunning – Creatures you control gain indestructible until end of turn.
2/4
3 comments
last 2017-08-04 05:45:10 by Mal
 U 
Enchantment – Aura
Enchant creature
Enchanted creature is a Serf.
Activated abilities of Serf creatures can't be activated.
1 comment
2017-08-03 13:46:33 by Link

Recent comments: (all recent activity)
On Pavlos, Industrial Revolutionary:

Those are two individually cool effects. I feel though while they superficially synergize they don't work together quiet as well as they should.

I realize the tokens make further copies of your Equipment extra cheap to cast, but in a sense the activated ability also is a nonbo in totally circumventing the first ability since you already have access to as many token copies of the Equipment you need. Drawing additional copies of the card becomes redundant. The abilities are add odds.

Maybe try to instead pair the first ability with " {2}{r}{w} : Scry 2. If you scry an artifact card that shares a name with an artifact you control, you may reveal that card and put it into your hand." to feed into the cost reduction (less interesting if you want this to be a commander).

If you think of this as a commander I'd instead change the cost reduction ability e. g. "Artifact spells you cast dost {1} mana less to cast. Equipment spells you cast cost an additional {1} less to cast."

I like: "Artifact spells you cast have affinity for Artificers." But that may be random riffing.

Third option: To tie the two abilities better together alter the activated ability to benefit from the same cost reduction: " {4}{r}{w}: Create a token that's a copy of target Equipment. This ability costs {1} less to activate for each other permanent that shares a name with that Equipment on the battlefield."


This is certainly a cool idea and gives a real sense of industrial revolution through a mechanical representation of mass production.

I don't know whether there is also an intentional flavor of industrial espionage. It is a little at odds with modern design philosophy, but can be made to work here.

On Pavlos, Industrial Revolutionary:

Yeah, originally the first ability was only for equipment spells rather than all artifacts; I changed it partway through design, but forgot to change the mana cost afterward.

Not sure what happened with the ability; originally it was just going to cost {6} with no color in it at all, so I must have been an idiot somewhere along the line while I was changing it.

On Rotten Luck:

Not sure if this is correct wording for it, but it should work with Furnace Layer as well as Goblin Test Pilot.

EDIT: Updated wording so it works with Raving Dead too.

On Patient Zero:

Realized this in the Cube According to Gatherer part 6? While scrounging around for ways to hurt Chameleon Colossus I realized that Magic will never intentionally combine Human, Zombie and/or Spirit, so I made a card that something bad to each of those types individually, and ultimately something really bad to any changeling that accidentally had all three types. A really mean silver bullet that I eventually chose not to use.

On Patient Zero:

Should this specify non-zombie? Doesn't make sense to infect the infected, also prevents loops in the mirror

On Patient Zero:

Well, yes, but they removed human exceptionalism from most of the class types like wizards and clerics. I guess if zombies were "human zombie" it would screw up human tribal.

On Patient Zero:

This is deliberate. "Zombie" with no race type implies "zombie human". "Zombie Insect" or "Zombie Bird" or whatever is used to diverge from the norm. Yes, this is blatant human exceptionalism :)

On Pavlos, Industrial Revolutionary:

I'm assuming because white loves Equipment. The active ability should probably require white mana.

On Pavlos, Industrial Revolutionary:

I can see this in Mono-{r}, to be honest. What's the justification for the double white?

On Pavlos, Industrial Revolutionary:

Equipment should be capitalized. Neat card though. I could definitely see it in an Eggs deck.

(All recent activity)
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