Magic: the Gathering

 

Tales from the Welgon Age

 

 

Hi Bill, hi everybody at Wizards -

 

As e-mailed a couple of weeks ago, here are some of my more interesting card ideas for your review. I have chosen to order them according to card mechanic, the innovation of which I think is more important for the game than color or type.

 

The working name of my expansion set comes from a small world I created which is described in a series of shortstories featured at a web site of mine: http://msnhomepages.talkcity.com/aquariusave/wc1995. You might want to check it, but it is not necessary. There is no story in the cards themselves.

 

I would like to thank you deeply for giving me the opportunity of communicating my ideas to you. It would have been kind of sad for me to accumulate all those scribbled notes just to throw them away someday...

 

I classified my cards by mechanics, because I think the innovation of these is more important to Magic than anything else.

 

Here is my list...

 

 

Card mechanic: alternative winning conditions

 

I think new alternative winning conditions are the next step towards turning M:tG into a more universal game, as well as renew interest of the players in it. In a way it would be like combo decks, since players would try to reach a winning condition around an alternative win card, but if the winning condition is balanced enough and revolves around creatures, for instance, it wouldn't be decks which are frustrating to play against. Combo decks are hated only because you watch your opponent play in one long turn and don't get to play yourself.

Also, alternative winning cards are weak in themselves, since in order to have another winning condition, you have to use a card and some mana to cast it...

 

Anyway, here are a few examples.

 

Gate of Life - W - Enchantment - Rules: If ever you have 20 more life than target opponent, you win the game. Comment: At first this number was lower, but then I remembered Illusions of Grandeur...

 

Gate of Knowledge - U - Enchantment - Rules: If ever you have 7 more cards in hand than target opponent at the end of your turn, you win the game.

 

Gate of Souls - B - Enchantment - Rules: When Gate of Souls comes into play, remove all creatures in all graveyards. If ever there are 10 or more creatures in all graveyards, you win the game.

 

Gate of Pain - R - Enchantment - Rules: If ever the sum of life of all players goes below 7, you win the game.

 

Gate of Earth - G - Enchantment - Rules: If ever you have 8 more permanents than target opponent, you win the game. Comment: Enchantress or token decks...

 

Gate of Versatility - WUBRG - Enchantment - Rules: If ever you control at least one of each basic land, you win the game.

 

Neutron Monolith - 10 - Artifact - Rules: The Monolith comes into play tapped. Neutron Monolith does not untap during your untap step. Pay 5 life, tap: Win the game next time Neutron Monolith is untapped. Flavor text: Could this be the heaviest object in the universe?

 

Brother's Meeting - GG2 - Enchantment - Rules: If ever you have 4 identical non-land, non-token permanents in play, you win the game.

 

Goblin Kingdom - RR - Enchantment - Rules: When Goblin Kingdom comes into play, bury all Goblins. If ever any player has 7 or more Goblins in play, he or she wins the game.

 

I could go on like this forever...

 

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Card mechanic: deck/sideboard interaction

 

Here is a truly new mechanic, one which makes the sideboard and the deck interact even during the first game. The mechanic can be described as follows: "Pay something: put a card from your sideboard into play." Such cards would usually have only a small effect, since they do not actually cost a card. They do, however, cost room in the sideboard, and the more such cards somebody puts into his side to make his deck more consistent overall (to have a small resource in case of mana flood, for instance), the less cards he will have to sideboard against a specific type of deck. It is one more decision a tournament player would have to take when building his sideboard, in any case. Of course, such cards may also be played in the main deck, even if they should not be stunningly powerful.

 

I named the five examples I give below "Clouds", because they are able to "float" from the sideboard to play.

 

Snowy Cloud - W1 - Creature: Cloud - 1/2 - Rules: When Snowy Cloud comes into play, target creature may not attack or block this turn. You may play Snowy Cloud as an Instant. WW2: Put Snowy Cloud from your sideboard into play.

 

Ascending Cloud - U1 - Creature: Cloud - 1/2 - Rules: When Ascending Cloud comes into play, target creature gains Flying until end of turn. You may play Ascending Cloud as an Instant. UU2: Put Ascending Cloud from your sideboard into play.

 

Draining Cloud - B1 - Creature: Cloud - 1/2 - Rules: When Draining Cloud comes into play, it deals 1 damage to target opponent and you gain 1 life. You may play Draining Cloud as an Instant. BB2: Put Draining Cloud from your sideboard into play.

 

Electric Cloud - R1 - Creature: Cloud - 1/2 - Rules: When Electric Cloud comes into play, it deals 1 damage to target creature. You may play Electric Cloud as an Instant. RR2: Put Electric Cloud from your sideboard into play.

 

Opaque Cloud - G1 - Creature: Cloud - 1/2 - Rules: When Opaque Cloud comes into play, no creatures deal combat damage until end of turn. You may play Opaque Cloud as an Instant. GG2: Put Opaque Cloud from your sideboard into play.

 

Blue Sky - Legendary land - Rules: When Blue Sky comes into play, pay 5 [mana] or sacrifice it. Tap: add 1 blue mana to your mana pool. Tap: put target Cloud from your sideboard into play. 1: put Blue Sky from your sideboard into play. Comment: with this Legendary Land, "Countercloud decks" could maybe see the day, with the kill cards being in the sideboard only...

 

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Card mechanic: companions

 

With the following mechanic, I wanted to introduce a concept dear to AD&D role players: companions who join you and help you in your quest. In Magic, they could be friends, or allies, that you summon out of your deck, and once they are on the table they act as if they were players who can cast spells too, which means that suddenly your opponent isn't playing against one player anymore but against two or even more players!

 

Wizard Ally - UU2 - Creature: Wizard - 1/1 - Rules: When Wizard Ally comes into play, put the top 3 cards from your library face down under Wizard Ally. Tap: Take one card at random under Wizard Ally and remove it from the game. Until end of turn, you may play that card as if it were in your hand without paying its casting cost (if X is in its casting cost, X=0). If Wizard Ally leaves play, remove all cards under Wizard Ally from the game.

 

Ivory Enchanter - WW2 - Creature: Enchanter - 1/1 - Rules: When Ivory Enchanter comes into play, you may search for up to 3 different Enchantments in your library, show then to your opponents, and put them face down under Ivory Enchanter. Tap: Take one card at random under Ivory Enchanter and remove it from the game. Until end of turn, you may play that card as if it were in your hand without paying its casting cost (if X is in its casting cost, X=0). If Ivory Enchanter leaves play, remove all cards under Ivory Enchanter from the game.

 

Soul Seller - BB2 - Creature: Demon - 1/1 - Rules: When Soul Seller comes into play, choose up to 3 creature cards from your graveyard and put them face down under Soul Seller. Tap: Take one card at random under Soul Seller and remove it from the game. Until end of turn, you may play that card as if it were in your hand without paying its casting cost (if X is in its casting cost, X=0). If Soul Seller leaves play, remove all cards under Soul Seller from the game.

 

Goblin Slaver - RR2 - Creature: Goblin - 1/1 - Rules: When Goblin Slaver comes into play, choose up to 3 different Goblin creature cards from your library and put them face down under Goblin Slaver. Tap: Take one card at random under Goblin Slaver and remove it from the game. Until end of turn, you may play that card as if it were in your hand without paying its casting cost (if X is in its casting cost, X=0). If Goblin Slaver leaves play, remove all cards under Goblin Slaver from the game.

 

Land Owner - GG1 - Creature: Peasant - 1/2 - Rules: When Land Owner comes into play, choose up to 3 land cards from your library and put them face down under Land Owner. Tap: Take one card at random under Land Owner and remove it from the game. Until end of turn, you may play that card as if it were in your hand without paying its casting cost (if X is in its casting cost, X=0). If Land Owner leaves play, remove all cards under Land Owner from the game.

 

Chairman of the Board - 6 - Artifact Creature - 1/1 - Rules: When Chairman of the Boaard comes into play, choose up to 3 different cards from your sideboard and put them face down under Chairman of the Board. Tap: Take one card at random under Chairman of the Board and remove it from the game. Until end of turn, you may play that card as if it were in your hand without paying its casting cost (if X is in its casting cost, X=0). If Chairman of the Board leaves play, remove all cards under Chairman of the Board from the game. Comment: Peter Adkinson would have to be in the picture, of course...

 

Twin - WUBRG - Creature: Wizard - */* - Rules: Twin has power and toughness each equal to your life total. Twin cannot attack or block. During your upkeep, put the top card from your library face down under Twin. Tap: Take one card at random under Twin and remove it from the game. Until end of turn, you may play that card as if it were in your hand without paying its casting cost (if X is in its casting cost, X=0). If Twin leaves play, remove all cards under Twin from the game.

 

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Card mechanic: turn Magic into another game

 

Here is mechanic which is rather mind-boggling, and which I think would please Richard Garfield very much: cards that turn Magic into a game other than Magic, or which integrate other games into Magic. The ancestor of this mechanic is Shahrazad, which integrated a Magic duel into a Magic duel.

 

Three Families - W2 - Enchantment - Rules: If any player has 3 times 3 identical non-land permanents in play at any time, that player wins the game. Comment: the game of 7 Families included in Magic.

 

The Great Dalmuti - WWW4 - Sorcery - Rules: All players take their Libraries in their hands. The player to the right of the active player starts laying down any number of cards of the same converted mana cost. Then the next player to the right either lays down the same number of cards of a higher converted mana cost or passes. Repeat this last sequence until all players have passed. Then the player who laid down cards last lays down any number of cards of the same converted mana cost again. Repeat all this, starting with the third sentence of this text. The first player to have no more cards in hand wins the game. Comments: This is exactly what I meant in my "Glasperlenspiel" e-mail - the evolution of Magic towards integrating all kind of concepts and games into its rules system to turn it into the game through which all games can be played, the "game of all games." Although The Great Dalmuti is more fun in a multiplayer game, it can perfectly be played in a 2-player duel. Further, The Great Dalmuti does *not* have to be an Unglued card - I can perfectly imagine someone winning (or losing) a sealed duel thanks to this card. And somebody just *has* to play this card in playtesting against Mr. Garfield!

 

 Improbable Odds - UU1 - Enchantment - Rules: During each player's upkeep, all players name a non-land card. All players then reveal the top card of their library and remove it from the game. If a player's named card appears, that card may be played as if it were in his or her hand without paying its casting cost (if X is in its casting cost, X=0) as an instant.

 

Countermagic - UU3 - Enchantment - Rules: Whenever a player plays a spell, any player may counter this spell by discarding any number of cards with a total converted mana cost equal or higher than this spell's converted mana cost.

 

Rishadan Poker - BB2 - Sorcery - Rules: Each player draws the top 5 cards of his or her library. Then each player may discard any number of these 5 cards and draw a new card for each card thus discarded. Then, all players show their 5 cards. The player who has the greatest number of spells of the same casting cost gains control of target permanent the opponent controls. All cards drawn with Poker are then put into their owners' graveyards.

 

Higher Wins - RR2 - Enchantment - Rules: During each player's upkeep, both players look at the bottom card of their library. The active player then chooses one: number of letters in the card's name, converted casting cost, or number of letters in the artist's name. Both players then reveal their cards, and the card with the highest value may be played until end of turn as if it were in its owner's hand as an instant. The card with the lowest value is removed from the game. If the result is a tie, both cards are removed from the game. Comment: This is a game I used to play with racing car cards when I was a kid. Definitely an Unglued card.

 

Melting Ground - RRR3 - Enchantment - Rules: Whenever a Land is tapped for mana, it is destroyed at the end of turn.

 

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Card mechanic: temporary damage

 

This mechanic basically says, "the damage inflicted by this card is healed at the end of turn". This allows the creation of spells which deal more damage or creatures which are bigger, thus stronger in creature-to-creature combats, but which are less harmful in direct attacks to the opponent.

 

Fireworks – R2 – Instant – Rules: Deal 5 damage to target player. That damage is healed at the end of turn.

 

Ape Spirit – G1 – Creature: Spirit – 3/3 – Rules: Whenever Ape Spirit deals combat damage to an opponent, that damage is healed at the end of turn.

 

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Card mechanic: alternative casting costs

 

Alternative casting costs is a game mechanic which R&D had the good idea of introducing on a card-by-card basis. However, on a global scale, the unfortunate Dream Halls was a mistake. But I am certain that this mechanic could be investigated further on a global scale anyway.

 

Imaginary Landscapes - WW3 - Enchantment - Rules: You may play spells by discardding two land cards from your hand instead of paying their mana casting cost. If X is in a casting cost, X=0 if the spell is played in this way.

 

A Better Future - UU3 - Sorcery - Rules: Skip your next two turns: On the next turn you have, you may play any spells in your hand without paying their mana cost. If X is in a casting cost, X=0 if the spell is played in this way.

 

Devouring Thoughts - BBB4 - Enchantment - Rules: You may play any spell by paying its converted mana cost in life. If X is in a casting cost, X=0 if the spell is played in this way. Comment: The casting cost is so high because it is such an evil combo card with Illusions of Grandeur or Blessed Winds...

 

Down-to-Earth - RR3 - Enchantment - Rules: You may play any spell by sacrificing two Mountains instead of paying its mana casting cost. If X is in a casting cost, X=0 if the spell is played in this way. Comment: An Enchantment which gives all cards the Fireblast mechanic. Granted, Down-to-Earth and two Searing Winds wins you the game. But is it really a reliable combo?

 

Green House - G - Enchantment - Rules: Any player may play any spell by paying its converted mana cost in green mana. Comment: Green is the mana color, and already is the color which can summon off-color spells easiest. Helping a little more won't hurt.

 

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Card mechanic: card drawing.

 

A little comment here: card drawing is a favorite mechanic for many players, and I think every set should contain at least one card related to this mechanic (which Wizards have done pretty well until now I think).

 

Color: Blue

 

Library of Gnel - U1 - Enchantment - Rules: Skip your draw phase. Whenever target opponent draws a card, draw a card. Comment: obviously, this card is good only in multiples, although it has the effect of "stealing" the opponent's drawing effects, and sometimes getting a huge advantage from it, like with an opponent's Attunement.

 

Learning Pains - UU2 - Enchantment - Rules: Whenever a creature deals combat damage to you, you may draw a card. Comment: Piracy the other way round.

 

Open Mind - UUU3 - Enchantment - Rules: Whenever you draw a card, you may draw an additional card, except when you draw a card through Open Mind.

 

Thoughtlessness - U - Enchantment - Rules: U, discard a card from your hand: all players skip their next draw phase.

 

Artifacts:

 

Book Folder - 0 - Artifact - Rules: When Book Folder comes into play, look at the cards in one of your Libraries and divide it in two equal Libraries. Then, shuffle those Libraries. Whenever you draw a card, you may choose which Library to draw it from. If Book Folder leaves play, shuffle the cards of the Library it divided back into a single Library.

 

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Card mechanic: countering spells

 

Color: Blue (obviously!)

 

Zuran Lock - U2 - Instant - Rules: Counter target spell. Put that spell back on top of owner's library. Put Zuran Lock back on top of your library. Flavor text: After the Orb, after the Weirding, the Lock was Zur's last grasp towards immortality. Comment: I've always been amazed by the power of Zur, who, according to the cards printed in his name, seemed to be one of the most powerful wizards ever to me, devising spells which would ensure his survival. This one fits the series, although the flavor text suggests that Zur ended locking himself with his last creation, which is definitely possible. This "Memory Lapse" for both players is obviously very good if you're in a position of superiority, but very bad if you're in position of inferiority. All instant spells can be played around it, too.

 

Save Soul - UU1 - Instant - Rules: Counter target spell. If that spell targets a creature you control, Save Soul may be played for free if you control an Island.

 

Foolish Refusal - UU1 - Instant - Rules: Counter target spell. If you control an Island, you may show your hand and discard all non-land cards instead of paying Foolish Refusal's casting cost.

 

 

Inner Strength - UU2 - Instant - Rules: Counter target spell. At the time you play Inner Strength, you may search your library for another copy for Inner Strength and put it into your hand.

 

Creative Mind - UU2 - Instant - Rules: Counter target spell. At the time you play Creative Mind, you may put a 2/2 blue token creature into play which counts as a Merfolk.

 

Hurt - UU2 - Instant - Rules: Counter target spell. You may pay 5 life instead of paying Hurt's casting cost.

 

Fool's Demise - UU2 - Instant - Rules: Counter target spell. If you control an Island, you may have target opponent look at your hand, choose a card and remove it from the game instead of paying Fool's Demise's casting cost. Comment: A Force of Will with a harsher price, since it is the opponent who chooses the card you will pitch. I think it would still be a playable counterspell, though - except in combo decks. It would be rather good against combo decks, actually. And that's not a bad thing.

 

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I've always been fascinated by the Ivory Tower, and started wondering about what creatures could dwell in it. Here is how I see its inhabitants...

 

Ivory Wizard - UU1X - Creature: Wizard - 1/1 - Rules: When Ivory Wizard comes into play, draw X cards. Comment: The casting cost is based on Stroke of Genius and Opportunity. For Opportunity you get 4 cards for 6 mana at instant speed, while the Ivory Sage gives you 3 cards and one 1/1 for 6 mana at Sorcery speed. Compared to Stroke of Genius, you gain a 1/1, but you lose the Instant flexibility.

 

Ivory Student – W – Creature: Student – 1/2 – Rules: Whenever Ivory Student blocks, you gain 1 life.

 

Ivory Soldier – WW – Creature: Soldier – 2/2 – Rules: Ivory Soldier does not tap when attacking. Whenever Ivory Soldier attacks, gain 1 life.

 

Ivory Teacher - WW1 - Creature: Teacher - 2/3 - Rules: Whenever a white creature comes into play, you gain 1 life.

 

Ivory Sage - WW2 - Creature: Sage - 1/4 - Rules: At the beginning of your upkeep step, gain 1 life for each card in your hand above 4.

 

Ivory Studies - W1 - Enchantment - Rules: Whenever you draw a card, gain 1 life.

 

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Finally, the creatures in general. Although creatures contain the most diverse card mechanics in themselves, I've chosen to put them into the "cards that lower your opponent's point total turn after turn while doing other stuff" global card mechanic.

 

Color: White

 

Lifeguard - W - Creature: Soldier - 1/1 - Rules: Tap, X, sacrifice Lifeguard: gain X life.

 

Color: Blue

 

Foam Philosopher - U - Creature: Merfolk - 1/1 - Rules: Tap, X, sacrifice Foam Philosopher: counter target spell with converted casting cost equal to X. Comments: Worse than it looks at first, since you need to keep it untapped *and* to keep mana to use it.

 

Entropic Entity - U3 - Creature: Entity - 1/5 - Rules: Flying, Protection from Blue. Entropic Entity does not tap when attacking. During your upkeep, put a -0/-1 counter on Entropic Entity. All players skip their untap steps. Comments: The Stasis creature. Protection from Blue makes it more difficult to abuse.

 

Color: Black

 

Rotten Bones - B - Creature: Zombie - 1/1 - Rules: Tap, sacrifice Rotten Bones: all creatures and players take 1 damage.

 

Armless Skeletons - B - Creature: Zombie - 0/1 - Rules: First Strike, Trample, Haste. B: Regenerate. Comments: Ok, this one's an Unglued card too. Could be nice with creature-boosting effects though.

 

Wall of Decay - B1 - Creature: Wall - 0/5 - Rules: Whenever Wall of Decay blocks, put a -0/-1 counter on all creatures Wall of Decay is blocking as well as on Wall of Decay.

 

Grave Maggots - B2 - Creature: Insects - 2/2 - Rules: Grave Maggots may be played as an Instant. When Grave Maggots comes into play, remove all cards in target player's graveyard from the game.

 

Cursed Corpse - B2 - Creature: Zombie - 1/3 - Rules: Tap: Target player loses 1 life.

 

Cursed Soul - BB2 - Creature: Wizard - 1/4 - Rules: Tap: Target player loses 1 life. You gain 1 life.

 

Trepanator - BBB - Creature: Wizard - 1/1 - Rules: Whenever Trepanator deals combat damage to an opponent, you may look at that opponent's hand and choose any of those cards other than a basic land. Search that player's graveyard, hand, and Library for all copies of the chosen card and remove them from the game. That player shuffles his or her Library afterwards.

 

Color: Red

 

Goblin Friend - R - Creature: Goblin - 1/1 - Rules: XX, sacrifice Goblin Friend: deal X damage to target creature, rounded down. Spend only red mana in this way. Flavor text: In the Goblin realms, a good friend will always stab you in the back someday.

 

Goblin Maiden - R - Creature: Goblin - 1/1 - Rules: Tap, sacrifice Goblin Maiden: Put a Goblin card from your hand into play. Flavor text: Ugly for some, beautiful for others, a maiden's cry for help is always answered.

 

Color: Green

 

Trilobite - G2 - Creature: Trilobite - 2/2 - Rules: Trilobite may be played for free if you control no permanents. Comments: I wanted to put on a card some kind of antediluvian creature which would come "before anything else". A 2/2 creature for free is absolutely great, but if you don't draw it in your starting hand, it becomes a Gray Ogre (unless you are playing a Jokulhaups deck). Every copy beyond the first is a Gray Ogre too. It would be interesting to see if Stompy decks would pack zero, just one or four of those.

 

Ghazban Hermit - G - Creature: Ogre - 3/3 - Rules: If, during your upkeep, you have another creature in play, target opponent gains control of Ghazban Hermit. Comments: A very cheap creature, but the drawback is harsh for green, since a green deck usually has lots of creatures (if only for the mana). If both players have creatures, the Ghazban Hermit switches between players every upkeep, and is available as a blocker for both players.

 

Heavy Elephant - G - Creature: Elephant - 3/3 - Rules: When Heavy Elephant comes into play, pay an additional 3 or bury a creature. Flavor text: "Don't let it sit here! Don't..."

 

Thallid Cocoon - G - Creature: Fungus - 0/1 - Rules: During your upkeep, you may put a spore counter on Thallid Cocoon. Sacrifice Thallid Cocoon: put a Saproling token into play. Treat this token as a green creature with power and toughness equal to the number of spore counters on Thallid Cocoon at the time it was sacrificed.

 

Spore Mushroom - G - Creature: Fungus - 1/1 - Rules: Sacrifice Spore Mushroom: No creatures except Fungus deal combat damage this turn. Comments: Well, you already did this one (or almost) in Prophecy... I left it as a wink to R&D's good work!

 

Storyteller - GG1 - Summon Storyteller - 0/1 - Rules: Prevent all combat damage assigned to Storyteller. Whenever Storyteller attacks, all creatures able to block it must do so. Flavor text: "He's reading them Tolkien."

 

Tropical Creeper - G3 - Creature: Rope - 2/3 - Rules: If any creature blocks or is blocked by Tropical Creeper, it gains: "This creature cannot attack or block".

 

Amoeba - G4 - Creature: Cell - 1/1 - Rules: Amoeba comes into play tapped. Tap: put a 1/1 Amoeba token into play. Treat this token as a green creature with the same ability as Amoeba. Comments: The infinitely self-multiplying creature: 1, 2 ,4, 8 ,16... But as long as it multiplies, it is not attacking. Slower than combo decks, but more fun! It has to come into play tapped to avoid immediate infinite token creation with Fervor.

 

Color: Artifact

 

The Living Stone - 7 - Legendary Artifact Creature - 0/1 - Rules: The Living Stone comes into play tapped. During your upkeep, put a +0/+1 counter on this creature. 2: Give this creature a permanent +1/+0 or +0/+1 counter. Tap: Put a 0/1 token into play that counts as an artifact creature with the same abilities as The Living Stone. Comments: Same mechanic as Amoeba. A card for token maniacs, which should maybe be an Unglued card. But it would be a strong limited card.

 

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Finally, some cards which didn't fit into any of the categories above (which doesn't mean they are not interesting!).

 

Color: Blue

 

Entropy - UU - Enchantment - Rules: UU, discard one card, pay 1 life: target opponent's permanents may not tap until your next untap step.

 

Nihilism - UUUU - Instant - Rules: All of target opponent's permanents are removed from the game until your next untap step.

 

Psychic Waves - UU1 - Creature Enchantment - Rules: Whenever enchanted creature deals combat damage to an opponent, he or she returns target land to his or her hand. Comment: After the creature-bouncing enchantment that was Sigil of Sleep, here is its land-bouncing counterpart.

 

Color: Black

 

Disordered Troops - BB1 - Enchantment - Rules: Whenever an opponent's creature attacks, Disordered Troops deals 1 damage to its controller.

 

Mindlessness - BB1 - Enchantment - Rules: Whenever any opponent discards a card, he or she must discard an additional card of his or her choice, except if the discard was triggered by Mindlessness. Comment: Good in discard decks, but also as a sideboard card: watch an opponent discard 8 cards to an Attunement...

 

Open Wound - BB3 - Enchantment - Rules: Whenever a creature you control deals damage to an opponent, you may look at his or her hand and choose and discard a card.

 

Dependence - BBB3 - Enchantment - Rules: At the beginning of your upkeep, target opponent loses 2 life. You gain 2 life. Comment: Brush with Death as an Enchantment. Subversion apparently wasn't good enough...

 

Underworld Nightmares - BBBBB - Enchantment - Rules: Whenever target opponent plays a card from his or her hand, he or she loses one life.

 

Color: Red

 

Fierce Fighting - RR2 - Enchantment - Rules: Whenever one of your creatures deals combat damage, you may have it deal 1 additional damage to target creature or player.

 

Color: Green

 

Ghazban Mind - GG - Creature Enchantment - Rules: During the upkeep of enchanted creature's controller, if any player has more life than any other player, that player gains control of enchanted creature. Comment: The green conditional Control Magic. A fun card which would also be tournament level.

 

Woodooism - GG6 - Sorcery - Rules: All permanents become Forests.

 

Color: Multi

 

Glacial Era - WU - Enchantment - Rules: Cumulative upkeep: Pay 1 life. No permanent may tap.

 

Color: Land

 

Field of Flowers - Land - Rules: Field of Flowers comes into play tapped. Tap: add 1 white mana to your mana pool. Tap, sacrifice Field of Flowers: Target creature gains protection from the color of your choice permanently. Comment: After the manlands, here are the spelllands...

 

Spillway Channel - Land - Rules: Spillway Channel comes into play tapped. Tap: add 1 blue mana to your mana pool. Tap, sacrifice Spillway Channel: Return target permanent to owner's hand.

 

Dark Room - Land - Rules: Dark Room comes into play tapped. Tap: add 1 black mana to your mana pool. Tap, sacrifice Dark Room: Look at target player's hand and choose a noncreature, nonland card there. That player discards that card.

 

Sharp Peak - Land - Rules: Sharp Peak comes into play tapped. Tap: add 1 red mana to your mana pool. Tap, sacrifice Sharp Peak: Deal 2 damage to target creature or player.

 

Cherry Orchard - Land - Rules: Cherry Orchard comes into play tapped. Tap: add 1 green mana to your mana pool. Tap, sacrifice Cherry Orchard: Target creature gets +3/+3 until end of turn.

 

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That's all for now. If you found something interesting, let me know. In any case, keep up the good work!

 

 

Sincerely,

 

 

Alexander Blumke

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