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  1. - Top - End - #121
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Codex Meddler 1
    Artifact U
    T: target player shuffles their library
    3,T: target player puts the top 3 cards of their library into their graveyard
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    Quote Originally Posted by Duck999 View Post
    Christmas starts when Halloween ends, Halloween starts after New Year. The only part of the year that isn't a holiday is between Christmas and December 31st.

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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Tome Harvest -- 4UB
    Enchantment -- Aura -- Rare
    Enchant Player
    If enchanted player would draw a card, that player exiles the top card of one of his or her opponents’ libraries face down instead.
    Enchanted player may look at and play cards he or she exiled with Tome Harvest, spending mana as if it was mana of any type to do so.




    EDIT: Wait, this is absurdly broken at three mana never mind.
    Last edited by LastCenturion; 2017-11-15 at 05:55 PM.
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  3. - Top - End - #123
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Fiction Addiction 1U
    A sweaty, sooty human is holed up in a fort made of books and worn-down candles. They are staring bug-eyed into one of their tomes.
    Enchantment - Aura C
    Enchanted creature gets -3/-0.
    At the beginning of enchanted creature's controller's upkeep, that player puts the top 3 cards of his or her library into his or her graveyard.
    Last edited by Dr.Gunsforhands; 2017-11-17 at 09:17 PM.
    Leo, Minnie, Ajax, Timmy.
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  4. - Top - End - #124
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Crush of Bookworms 6UUU
    Sorcery M
    Create 3 1/1 blue Worm creature tokens with "Whenever an opponent draws a card or plays a spell, he or she puts the top three cards of his or her library into his or her graveyard."
    Flashback 9UUU
    Last edited by ben-zayb; 2017-11-16 at 04:45 AM.

  5. - Top - End - #125
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Purge Heresy BB
    Instant (C)
    Target spell's controller discards two cards.
    The Sacred Order punished those who practiced magic not by harming their bodies, but by taking away what they truly valued most.
    Last edited by tgva8889; 2017-11-18 at 09:04 PM.
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Take a Page UB
    Sorcery R
    Target opponent reveals their hand. You choose a instant or sorcery card from it. That player exiles that card. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.
    Last edited by TurboGhast; 2017-11-19 at 12:23 AM.
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Mnemophage-1UB

    Creature-Horror-U

    Whenever ~ deals damage to a player, that player discards that many cards. If they are unable to do so, they discard their hand and remove the remaining cards from the top of their library.

    "Eats gray matter. Dust or cerebral equally." ~Research notes

    2/2
    Last edited by Ionbound; 2017-11-19 at 02:59 PM.

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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Judging will be done tomorrow.
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    I'm gonna be against the flow here and say outlined.

    What? Everyone else are against the flow too, okay?
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    In the grim statistics of the far future, there is only math.
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Burning Memories 1UR
    Sorcery - R
    Burning Memories deals damage to target creature equal to the number of cards in that creature's controller's graveyard. Then exile all cards from that creature's controller's graveyard.
    During the Iconoclasm, a variety of religious and magical texts were burned, along with a variety of religious and magical people.

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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Spreding Bookworms 1UU
    Enchantment R
    When ~ enters the battlefield target players gets 1 worm counter.
    At the end of each players turn that player gets X worm counters where X is the number of worm counter they have.
    At the beginning of each players upkeep that player puts the top X cards of there library into there graveyard where X is the number of worm counters they have.
    2: Target player without a worm counter gains a worm counter.
    Activate this ability only once each turn. Only any player with a worm counter may activate this ability.

  11. - Top - End - #131
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Made an alteration to my card, Ninjaman.
    Open the lid and snatch a homebrewed treat from Cookie's Jar

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    Chaotic neutral. Might rob you blind. Might save your life. Might do both.

  12. - Top - End - #132
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Spoiler: Derjuin - Library of Mephistopheles
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    Quote Originally Posted by Derjuin View Post
    Library of Mephistopheles 3B
    Enchantment
    When Library of Mephistopheles enters the battlefield, exile your hand face-down until Library of Mephistopheles leaves the battlefield.
    Whenever you would draw one or more cards, instead each player exiles the top card of his or her library face-down.
    For as long as any cards remain exiled with Library of Mephisopheles, you may look at those cards.
    Pay 2 life: Until end of turn, you may play cards exiled with Library of Mephistopheles, and you may spend mana as though it were mana of any type to cast those spells.
    "The library thanks you for your most charitable donations."
    This is a really cool effect, though it could probably be worded a bit better, and I'm not sure if there is room on the card for the flavor text.
    It annoys me a bit that you can't play lands with it. I also am not a fan of the one or more cards clause, I think it would either need to be every time, or just skip all your draws all together and just exile in upkeep.


    Spoiler: Sgt. Cookie - Garza, Book Thief
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    Quote Originally Posted by Sgt. Cookie View Post
    Garza, Book Thief 3BB
    Legendary Creature - Aetherborn Rogue Wizard
    Skip your draw step.
    At the beginning of each opponent's upkeep or whenever ~ deals combat damage to a player, look at the top three cards of that player's library. Exile one and put the rest on the bottom of that player's library in any order. Until the start of that player's next turn, you may cast spells exiled this way and may spend mana as if it were mana of any colour to do so.
    RR: Target creature can't block ~ this turn
    "Surrender your secrets, mage!"
    This is a really cool mechanic, and I really appreciate that you made the correct call and tucked the other cards on the bottom instead of top. Like Derjuin's cards it annoys me a bit that you can't use their lands, however less so since you can still play lands from your hand.
    The can't block ability seems incredibly tacked on.


    Spoiler: Beelzebub1111 - Curse of the Wax Seal
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    Quote Originally Posted by Beelzebub1111 View Post
    Curse of the Wax Seal 1RU
    Enchantment aura curse U
    Enchant Player
    Enchanted player skips their draw step
    At the end of their turn, enchanted player draws a card
    It's an interesting and original effect, but it's probably too expensive for what it does. I would either make it cost UR, or make it work on all their draws, probably by turning draws into exile the top card face down and put it into the hand at end step.


    Spoiler: BasketOfPuppies - Codex Meddler
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    Quote Originally Posted by BasketOfPuppies View Post
    Codex Meddler 1
    Artifact U
    T: target player shuffles their library
    3,T: target player puts the top 3 cards of their library into their graveyard
    It's fine. I could see this getting printed, but it's not particularly exciting.


    Spoiler: LastCenturion - Tome Harvest
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    Quote Originally Posted by LastCenturion View Post
    Tome Harvest -- 4UB
    Enchantment -- Aura -- Rare
    Enchant Player
    If enchanted player would draw a card, that player exiles the top card of one of his or her opponents’ libraries face down instead.
    Enchanted player may look at and play cards he or she exiled with Tome Harvest, spending mana as if it was mana of any type to do so.
    It should say color and not type.
    It's a cool effect, but I'm not quite sure how I would use it. It will probably never be much worse or much better for a player to use another player's library. It's probably better for screwing people over by making them play from another player's library that has no synergy with their own.
    You do however get points for allowing you to play the lands.


    Spoiler: Dr.Gunsforhands - Fiction Addiction
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    Quote Originally Posted by Dr.Gunsforhands View Post
    Fiction Addiction 1U
    A sweaty, sooty human is holed up in a fort made of books and worn-down candles. They are staring bug-eyed into one of their tomes.
    Enchantment - Aura C
    Enchanted creature gets -3/-0.
    At the beginning of enchanted creature's controller's upkeep, that player puts the top 3 cards of his or her library into his or her graveyard.
    This is a simple but interesting common. Getting a bunch of the might actually enable a mill plan in draft, without them being unusable without it.


    Spoiler: Ben-Zayb - Crush of Bookworms
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    Quote Originally Posted by ben-zayb View Post
    Crush of Bookworms 6UUU
    Sorcery M
    Create 3 1/1 blue Worm creature tokens with "Whenever an opponent draws a card or plays a spell, he or she puts the top three cards of his or her library into his or her graveyard."
    Flashback 9UUU
    I get the reference, but it's not as clever as it's trying to be, and the card is not that cool by itself.


    Spoiler: tgva8889 - Purge Heresy
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    Quote Originally Posted by tgva8889 View Post
    Purge Heresy BB
    Instant (C)
    Target spell's controller discards two cards.
    The Sacred Order punished those who practiced magic not by harming their bodies, but by taking away what they truly valued most.
    This card is definitely weird enough that it should be uncommon, with both instant speed discard and targeting spell that you don't interact with being quite counter intuitive.
    The design is certainly interesting, but it does not seem very purposeful.


    Spoiler: TurboGhast - Take a Page
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    Quote Originally Posted by TurboGhast View Post
    Take a Page UB
    Sorcery R
    Target opponent reveals their hand. You choose a instant or sorcery card from it. That player exiles that card. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.
    This is a very slick very interesting design. It's simple but offers a lot of possibilities, which is what good design is like.
    My only complaint is that the name could have been better.


    Spoiler: Ionbound - Mnemophage
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    Quote Originally Posted by Ionbound View Post
    Mnemophage-1UB

    Creature-Horror-U

    Whenever ~ deals damage to a player, that player discards that many cards. If they are unable to do so, they discard their hand and remove the remaining cards from the top of their library.

    "Eats gray matter. Dust or cerebral equally." ~Research notes
    As an uncommon discarding two cards whenever it hits is probably too powerful. Compare to Stealer of Secrets.
    The mill card feels very needless and tacked on.
    Make it 1BB, (without the mill there is nothing blue about it), make it rare, and it is probably fine.
    2/2


    - - - Updated - - -

    Spoiler: Jormengand - Burning Memories
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    Quote Originally Posted by Jormengand View Post
    Burning Memories 1UR
    Sorcery - R
    Burning Memories deals damage to target creature equal to the number of cards in that creature's controller's graveyard. Then exile all cards from that creature's controller's graveyard.
    During the Iconoclasm, a variety of religious and magical texts were burned, along with a variety of religious and magical people.
    Mechanically compare this to Harvest Pyre. Effect wise this is quite a bit stronger, but not two rarities, one more mana, and an additional color stronger, and Harvest Pyre wasn't even that strong to begin with. Make this 1R and an uncommon and it would probably be fine, and a possibly interesting uncommon instead of a disappointing rare.


    Spoiler: somethingrandom - Spreading Bookworms
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    Quote Originally Posted by somethingrandom View Post
    Spreding Bookworms 1UU
    Enchantment R
    When ~ enters the battlefield target players gets 1 worm counter.
    At the end of each players turn that player gets X worm counters where X is the number of worm counter they have.
    At the beginning of each players upkeep that player puts the top X cards of there library into there graveyard where X is the number of worm counters they have.
    2: Target player without a worm counter gains a worm counter.
    Activate this ability only once each turn. Only any player with a worm counter may activate this ability.
    This card is too clunky. There are too many lines of text that do too little, especially since you can't give players who already have worm counters worm counters.
    I think it should just enchant a player and then at upkeep get a counter and mill that player for the number of counters.


    Spoiler: Winner
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    Turboghast - Take a Page
    Last edited by Ninjaman; 2017-11-24 at 12:22 PM.
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    Quote Originally Posted by Cizak View Post
    I'm gonna be against the flow here and say outlined.

    What? Everyone else are against the flow too, okay?
    Quote Originally Posted by The Glyphstone View Post
    In the grim statistics of the far future, there is only math.
    Quote Originally Posted by Kneenibble View Post
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  13. - Top - End - #133
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    It should say color and not type.
    It shouldn't. Colorless mana is a type of mana, but not a color of mana. This way, you can cast opponent's, say, Thought-Knot Seers without any {C} producing lands. Citation: Hostage Taker from Ixalan lets you "cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell."
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  14. - Top - End - #134
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Quote Originally Posted by LastCenturion View Post
    It shouldn't. Colorless mana is a type of mana, but not a color of mana. This way, you can cast opponent's, say, Thought-Knot Seers without any {C} producing lands. Citation: Hostage Taker from Ixalan lets you "cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell."
    Fair enough, I stand corrected, even though I think this change is stupid. It would have been fine if it had always been that way, but now we are going to have two very similar effects, and will always have to figure out which one.
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    Quote Originally Posted by Cizak View Post
    I'm gonna be against the flow here and say outlined.

    What? Everyone else are against the flow too, okay?
    Quote Originally Posted by The Glyphstone View Post
    In the grim statistics of the far future, there is only math.
    Quote Originally Posted by Kneenibble View Post
    Most Hilarious Murderer in the Playground. Both his episodes of hysterically ending my life left me chuckling even hours later when I thought about them.
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  15. - Top - End - #135
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Quote Originally Posted by Ninjaman View Post
    Fair enough, I stand corrected, even though I think this change is stupid. It would have been fine if it had always been that way, but now we are going to have two very similar effects, and will always have to figure out which one.
    I'd support having Colorless mana be counted technically as a "color" of mana. Until that day, though...
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  16. - Top - End - #136
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Quote Originally Posted by LastCenturion View Post
    I'd support having Colorless mana be counted technically as a "color" of mana. Until that day, though...
    It would be nice if they would just errata all the older cards to say type instead, I think that would be more correct. And as long as they do it for all of them there would be no confusion.
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    Quote Originally Posted by Cizak View Post
    I'm gonna be against the flow here and say outlined.

    What? Everyone else are against the flow too, okay?
    Quote Originally Posted by The Glyphstone View Post
    In the grim statistics of the far future, there is only math.
    Quote Originally Posted by Kneenibble View Post
    Most Hilarious Murderer in the Playground. Both his episodes of hysterically ending my life left me chuckling even hours later when I thought about them.
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Sorry for not noticing I won for 3 days.

    Next challenge:
    Create a modal spell where you can choose the same mode more than once.

    For example templating, see the Confluence cycle. Your card doesn't need be a confluence.
    Last edited by TurboGhast; 2017-11-27 at 11:09 AM. Reason: Adding more detail now that I'm not on mobile.

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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Call of the Druid -- WUBRG
    Sorcery -- Rare
    Choose ten. You may choose the same mode any number of times.
    • Create a 1/1 White Cat Creature Token with Lifelink
    • Create a 1/1 Blue Faerie Creature Token with Flying
    • Create a 1/1 Black Snake Creature Token with Deathtouch
    • Create a 1/1 Red Lizard Creature Token with Haste
    • Create a 1/1 Green Badger Creature Token with Trample


    I realize that the Lizard isn't quite the right fit, but I couldn't find a red 1 drop 1/1 that only had one creature type, one keyword, and no other abilities. I found Mountain Bandit as a Soldier, but P3K was long ago, and he's been errata'd to three creature types. I apologize for the poor fit.

    I originally had you choosing five, but decided that it was too weak.I would go with seven, but that also seems kinda weak, and breaks the symmetry of five modes and five colors. 10 Hasty power seems kinda strong for five mana, but it's hard to hit the mana cost, and the most recent card for that cost was an 8/8, which is probably comparable to ten tokens? I might go back later and limit how many times you can choose each mode ("You may choose the same mode up to five (four?) times") and I might not.
    Last edited by LastCenturion; 2017-11-27 at 05:45 PM. Reason: Formatting
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  19. - Top - End - #139
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    How about just a goblin for red? I don't think you're in danger of running into a 5 color goblin deck any time soon.
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    ...yeah, I'm basically gonna use you as my example to explain how White, as a color of magic, can represent pure evil. =P
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Grow in a Bland Yet Effective Fashion 3GG
    Sorcery - R
    Choose 5. You may choose the same mode more than once.
    - Put a +1/+1 counter on target creature.
    - Create a 1/1 green saproling creature token.
    Leo, Minnie, Ajax, Timmy.
    Avatar by the Ninja Chocobo.

  21. - Top - End - #141
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Quote Originally Posted by Mystic Muse View Post
    How about just a goblin for red? I don't think you're in danger of running into a 5 color goblin deck any time soon.
    The closest thing to a French Vanilla hasty 1/1 goblin for 1 is Legion Loyalist, who has another ability. I think the Lizard is fine, since you can't pay Multikicker if you aren't casting it. Lizard also fits with the name better; the card represents having some ultra-druid summon up an army of tiny things.
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  22. - Top - End - #142
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Battle Preparations XRW
    Sorcery
    Choose one. Then choose an additional X. You may choose the same mode more than once.
    - Target creature gains your choice of First Strike, Menace, Trample, Vigilance or Indestructible until end of turn
    - Target creature gets +1/+1 until end of turn
    - Equip target equipment you control to target creature
    Last edited by Sgt. Cookie; 2017-11-29 at 11:18 AM.
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  23. - Top - End - #143
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Quote Originally Posted by Sgt. Cookie View Post
    Battle Preparations XRW
    Sorcery
    Choose X+1. You may choose the same mode more than once.
    - Target creature gains your choice of First Strike, Menace, Trample, Vigilance or Indestructible until end of turn
    - Target creature gets +1/+1 until end of turn
    - Equip target equipment you control to target creature
    While not exactly the same, I suggest changing the mana cost to just RW and giving it an escalate cost of 1, starting at one choice. The only difference as far as I can tell is CMC, and it's cleaner (for some reason the "X+1" bit kinda throws me).

    For the last mode, I feel like it should only be allowed to target my creatures, but I can't come up with a good reason why it should be changed, so...
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  24. - Top - End - #144
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Quote Originally Posted by LastCenturion View Post
    The closest thing to a French Vanilla hasty 1/1 goblin for 1 is Legion Loyalist, who has another ability. I think the Lizard is fine, since you can't pay Multikicker if you aren't casting it. Lizard also fits with the name better; the card represents having some ultra-druid summon up an army of tiny things.
    Hey at least goblins are as dumb as lizards!

    Fair enough. What's that about multikicker though?
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Quote Originally Posted by LastCenturion View Post
    While not exactly the same, I suggest changing the mana cost to just RW and giving it an escalate cost of 1, starting at one choice. The only difference as far as I can tell is CMC, and it's cleaner (for some reason the "X+1" bit kinda throws me).

    For the last mode, I feel like it should only be allowed to target my creatures, but I can't come up with a good reason why it should be changed, so...
    Escalate is based off entwine and actually limits how many modes can be chosen unto itself. You're right on the X+1 thing. I'll rewrite.
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Quote Originally Posted by Mystic Muse View Post
    Hey at least goblins are as dumb as lizards!

    Fair enough. What's that about multikicker though?
    The card I was basing the red token off of is Skitter of Lizards. The other four tokens similarly have cards they're based on, with Skitter being the only one to have rules text besides the keyword I took for the token. I based the creature types off of those tokens.

    Quote Originally Posted by Sgt. Cookie View Post
    Escalate is based off entwine and actually limits how many modes can be chosen unto itself. You're right on the X+1 thing. I'll rewrite.
    I disagree. I think if you had Escalate, you could have "Choose one or more. You may choose the same mode more than once." and have it work out. You pay the escalate cost for each mode you choose, so choosing the same mode more than once means you pay the cost for all of the choices. If not, I'd argue that it should be interpreted that way so that this challenge can be a little bit more fun, and so that your card can read a little bit better.
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Playing the Odds. R
    Sorcery R
    Choose 2, you may choose the same mode more than once
    • Flip a coin, if you win the flip draw a card. otherwise discard a card
    • Flip a coin, if you win the flip cast a copy of this spell

    Let's see...carry the two...move the decimal...Screw it! Krark, take the wheel!
    Last edited by Beelzebub1111; 2017-11-28 at 01:04 AM.

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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Quote Originally Posted by Dr.Gunsforhands View Post
    Grow in a Bland Yet Effective Fashion 3GG
    Sorcery - R
    Choose 5. You may choose the same mode more than once.
    - Put a +1/+1 counter on target creature.
    - Create a 1/1 green saproling creature token.
    It bothers me that you can't put the counters on the saprolings. Maybe switch the abilities and make the counter not target?
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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Foreordained Conclusion 4UBB
    Sorcery R
    Choose four. You may choose the same mode more than once.
    • Proliferate.
    • Up to four target players each gain a poison counter.
    • Distribute four -1/-1 counters among any number of target creatures.




    Can't think of a better name combination that sounds UB Phyrexian enough (i.e. Sheoldred's dogmatic enslavement and Jin-Gitaxias's scientific perfection). If anyone has better suggestions for a name, feel free to do so.
    Last edited by ben-zayb; 2017-11-28 at 06:10 AM.

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    Default Re: MtG - You Make The Card VI: Posts you control gain hexproof

    Quote Originally Posted by ben-zayb View Post
    Foreordained Conclusion 4(U/P)(U/P)(B/P)(B/P)
    Sorcery R
    Choose four. You may choose the same mode more than once.
    • Proliferate.
    • Up to four target players each gain a poison counter.
    • Distribute four -1/-1 counters among any number of target creatures.




    Can't think of a better name combination that sounds UB Phyrexian enough (i.e. Sheoldred's dogmatic enslavement and Jin-Gitaxias's scientific perfection). If anyone has better suggestions for a name, feel free to do so.
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