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Recent updates to Cards With No Home: (Generated at 2025-05-02 11:59:50)
Akroma witha Fork


, 4/6
Flying, protection from red and black
Whenever ~ deals combat damage, put two charge counters on ~.
Remove a charge counter from ~: Choose one — ~ gets +2/+2 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 2 life.
Probably too expensive to be much good!
Akroma witha Plug


, 5/5
Flying, protection from red and black
When ~ dies, draw two cards.
Amusingly balanced, really. Comparable to Keiga, the Tide Star and friends. Nowhere near as broken as Skullclamp.
Akroma of Body and Mind



Flying, protection from red, black, green and blue
Whenever ~ deals combat damage to a player, that player discards a card and you untap all lands you control.
6/8
Akroma of the Paruns



: You may tap or untap ~
Flying, protection from red and from black
As long as ~ is tapped, tapped creatures you control get +2/+0.
As long as ~ is untapped, untapped creatures you control get +0/+2.
That last one seems almost printable
Weird. This, of course, creates a whole new host of "Akroma weilding a different weapon" creatures.
Akroma, full of Scimitars



: ~ gets -1/-5 until end of turn, put a 1/5 Spirit artifact creature with flying on the battlefield until end of turn.
Legendary Creature - Angel
Flying, protection from red, protection from black
5/11
Akroma of the Kor



: Target creature an opponent controls gains flying until end of turn.
Legendary Creature - Angel
Flying, double strike, protection from red, protection from black
When ~ attacks, you may look at the top card of your library. If that card is a land, you may put it onto the battlefield, under your control, tapped. Then you may have target opponent's creature block ~ this turn if able.
4/6
This Magic Arcana implicitly suggests, and this post by cybishop explicitly suggests, Akroma, Angel of Wrath minus Sword of Vengeance.
Based on a comment by Edwin as a response to Vitenka saying "target dead creature" should be permissible terminology. It seems a natural pair of abilities: half Undead Slayer, half Thraben Heretic.
I don't thnk anything breaks if you have creatures with no creature type. That might embody the concept 'nicely'.
Well, what I'd do, if I ran this card, was play a lot of ETB creatures, then slap this down, and at end of turn, sacrifice all my creatures. Strangely, that would make this card feel a lot more like a sorcery. With an activation cost, however... perhaps
... you could add some tension and decision making to the equation.
Creature type... hmm... do we want to go with spooky nightmare? Because I'd use 'goat'. They frighten the crap out of me. Other people, though, might go with 'Nightmare' or maybe 'Horror'.
This occurred to me in a dream. Although my conscious mind had to add the "nontoken" restriction :)
Not sure whether it works better as Golems or Zombies. Also no idea about costing.
Atine already has a card on Multiverse: Atine, Duchess of Fiescura. But this card was designed for Jules Robins's contest to design a planeswalker. I wrote the following blurb about her:
> I've taken an original character who I designed for a custom Magic set of mine as a legend, and given her a spark. She was one of the nobles in the world of Sienira, a duchess talented with enchantment magic. There's more background here: http://multiverse.heroku.com/cardsets/1/details_pages/1
> When she awoke, she quickly took to searching planes for notable enchantment magic to call her own. She returns often to Sienira and draws on the exotic magics she's discovered to add ever more ornate magical decorations to her stately home, the Ralatine, and its extensive gardens and groves.
> The card invites comparisons to Tezzeret the Seeker / Tezzeret, Agent of Bolas [in that it's a planeswalker clearly themed around one card type], which is a little unfortunate. But enchantments are most definitely Atine's thing, so when you asked us to choose a character who we know and I thought of Atine, I thought I'd do better to embrace that rather than awkwardly avoid it.
> [...]
> I think the middle ability is equivalent to a 4-cost sorcery, so I think if she's 4 mana the cost of the middle ability ought to be equivalent to her starting loyalty. At 5 mana she could easily afford to cast it and still have 1 or 2 loyalty spare.
> The ultimate was originally an emblem saying "Enchantments you control are 4/4 enchantment creatures", but that has the unfortunate side-effect of making all your Auras die. This way works like the best bits of that, plus lets you destroy opponents' Auras at will.
I was rather pleased (and somewhat surprised) to place so highly in the results of the contest two weeks later.
Jules pointed out that the middle ability isn't really in green's pie, so Atine has to shift to white out of the original hybrid (G/W) I submitted her in. He also made the extremely sensible suggestion of making the middle ability say "up to four" rather than "any number". I've adopted both of those changes in this current version (although the image I'm using is Jules's, so it doesn't have the change to the middle ability).
Musing about what colours get different effects, I realised that UBG are the three card-draw colours, but there hasn't really been an exploration of what would happen if the three of them worked together. I think "draw three cards" would be too good for

(cf Consult the Necrosages), but I think the extra colour requirement means this is okay.
Difficult to come up with a flavour that all three would be happy with, but "knowledge" is vague enough that it's probably fine.
Another in the Peculiar Distortion family. White gets both these effects in quite frequent number (Skillful Lunge, Inspired Charge, etc; Reprisal, Radiant's Judgment, Smite the Monstrous etc). But they combine to get an effect more pinpoint than white removal usually gets.