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Mechanics | Other non-themed cardsets | Skeleton |
Recent updates to Cards With No Home: (Generated at 2025-05-06 05:10:38)
Aha! I thought there was something out there similar to this. I've never heard of Tourach's Gate, but I used time counters so that there would be interactions out there for this.
Hee, it's a universal Bomb Squad :) Splashy.
Weirdly, this secretly combos delightfully with Waning Wurm and Calciderm :) And... apparently Tourach's Gate!?
See Knight's Familiar. The reminder text for this is quite succinct and, I think, workable. However, it is rather parasitic. To remove that would require more words of reminder text: "Creatures with teamwork may attack in a pair with an unpaired creature," perhaps.
Yixlid Jailer's ruling specifically point out that it still allows "dying" to trigger, since it triggers from the battlefield. Saying "from anywhere" in the text of the card doesn't modify what is actually taking place. The zones the card moves between are still the same zones. If Emrakul moves from the battlefield to the graveyard, it has still "died," even though its ability doesn't call that out
No, there's more to it than that. Based on the Yixlid Jailer rulings, I suspect the two I mentioned would trigger. But most players wouldn't know that for sure!
Since "dies" refers explicitly to a creature's moving from the battlefield to the graveyard, the two cards you've mentioned would not trigger in that specific case but would still trigger if a player was milled. I don't think this is any more confusing than Anafenza, the Foremost's interaction with a bestow creature that would move to a graveyard while it was aura, or an unanimated god that somehow died.
This is fine in a custom cardset, but there are... some complications that makes me suspect Wizards wouldn't print this. I'm actually not sure if Vulturous Zombie or Emrakul, the Aeons Torn would trigger with this out or not, due to the "from anywhere".
This was rife with typos from making it on my phone 1 minute before work. Also I added a mana cost.
I'm not sure what color this should be. White, maybe?
I thought this was the clearest possible wording, but yours is also a sensible option.
This hoses all sorts of things, and combos with even more, probably. People trying to use Cascade or Madness would be upset to see this running around.
I would phrase this as "Exiled cards can't leave exile". Very nice design: very simple, with some ostensible uses (hose suspend or rebound), and plenty of other uses (my Turn to Mist, Journey to Nowhere, Fiend Hunter etc become way better - in particular Mistmeadow Witch and Roon of the Hidden Realm are suddenly very strong indeed).
I jotted this down right before work knowing there are large issues with it (auras?), but it seemed like a good idea to pop it out anyway.
Bwuh! So with Lightning Bolt, you get to target two target creatures and/or players, and... deal 3 damage to both of them?
What does Shrouded Lore do (in a multiplayer game)? The two opponents both choose targets, and then... you get to pay for P2 then P3, then P2 then P3 again etc?
Put another way: I suspect this will have a few problems :> Cool though it undeniably is!
Yeah, pretty much. It also enables Madness-like effects.
Perhaps "
, Reveal ~ from your hand or graveyard:"?
So this is... a way to protect cards in those zones from opponents' discard or graveyard-removal effects?
The "if it didn't ETB this turn" clause is meant to help prevent some sacrifice engine abuse if you have more than one on the field.
I've never been good at the whole power level thing, but I guess I knew this was pretty powerful when I made it. Rhystic Cave seems pretty terrible so I thought I'd make something a bit better. I think I ended up with something too much better.
Honestly, the ability should probably cost more, and possibly even be limited to colors, like
.
Reminds me of Rhystic Cave. This is rather more painful to prevent, and also gives you
regardless.
Pretty interesting mind games (rather more interesting than Broker's Guildhouse where the opponent always pays the life). Here you have to assess whether it's worth paying the life. On rounds 1-3 it probably is... but I don't think you can keep paying every turn.
I have a feeling this is too good. It'll either deal 8+ damage to the opponent or let you ramp, and with no opportunity cost except adding a colourless land.
It might still be too good even if the extra mana was colourless as well, but it'd be more close to fair.