Demonic Tutor

Magic: the Gathering in the UK

On the plane of ~, mana is split into 5 factions, one of each colour. Mages of each faction have started to secretly delve into enemy coloured magic, unknown to the rest of their faction.

White cards will either be mono white, white with bonuses for the enemy coloured magic(enemy colour cycling, kicker, flashback, affinity for enemy coloured lands), or not even white at all, depending on how much they have taken on their enemy coloured magic. The same is true for the other colours.

301 card set.

Need ideas for cards, or even just concept/flavour :D

If I ever manage to finish it without getting bored, I could print it out and we could draft it if anyone is interested :D

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I think my favourite card so far is [s]Agony warp[/s]

4R
Instant
Affinity for Plains (This spell costs 1 less to play for each Plains you control.)
Deal 3 damage to target creature.
Prevent X damage to up to one target creature, where X is the number of plains you control.

Closely followed by

Devotee of Knowledge
3UU
Vedalken Wizard
3/3
When Devotee of Knowledge comes into play, draw cards equal to the number of islands you control, then discard cards equal to the number of nonisland lands you control.

and then

Taiga-born Faerie
1UU
Faerie Warrior
2/1
Flying
Taiga-born Faerie has haste if you control a mountain.
Taiga-born Faerie gets +1/+1 if you control a forest.
a little teaser into a new "keyword"

Nature's Undecided
2G
Elf Shaman
2/2
Corruption—When Nature’s Undecided comes into play, reveal cards from the top of your library until you reveal three forest, swamp and/or island cards. Put a corruption counter on Nature’s Undecided for each swamp and island revealed this way. Shuffle the revealed cards into your library.
B, Remove a corruption counter from Nature’s Undecided: Target creatures gets -2/-2 until end of turn.
U, Remove a corruption counter from Nature’s Undecided: Draw a card.
what happens if there are not 3 such lands left in the deck?
Hitting 3 of the lands is just the stop clause, hitting the bottom of the deck will also stop you, and then you just count the cards you revealled.

Dan Barrett said:
what happens if there are not 3 such lands left in the deck?
too much text :(

3R
Sorcery
Corruption—Reveal cards from the top of your library until you reveal three mountain, plains and/or island cards. Put a corruption counter on CARDNAME for each plains and island revealed this way. Shuffle the revealed cards into your library.
CARDNAME deals 3 damage to each creature.
If there is exactly one corruption counter on CARDNAME, it deals 2 damage to each creature instead.
If there are exactly two corruption counters on CARDNAME, you may return each creature not dealt lethal damage by CARDNAME to their owners hands.
If there are exactly three corruption counters on CARDNAME, you may remove all creatures from the game instead.
What if the cycle were to read:

¬ cannot be cast if you control at least one non-land permanent.

?

Dan Barrett said:
Warren, those are insanely overpowered.
my blue mage just got an erection

Warren Vonk said:
What if the cycle were to read:

¬ cannot be cast if you control at least one non-land permanent.

?

Dan Barrett said:
Warren, those are insanely overpowered.
What about a cycle of lands were basic lands matter that looks like this:

Sickly Pasture
Non-basic land

T: Add W to your mana pool.
T: Remove an Essence counter from Sickly Pasture, add B to your mana pool.

Swamp Essence - this comes into play with X Essence counters on it, where X equals the number of basic swamps you control.

--------------

These lands get better with each turn you don't play them. The beauty of these lands is you can still get a mana from them turn 1, but they are significantly worse on turn 1.
the cycle i have so far is this

U counterland
Island
U counterland comes into play tapped.
1: Put a counter on U counterland.
1, Remove a counter from U counterland: U counterland becomes a mountain or a forest until end of turn.

the common land i have is this

T: Add 1 to your mana pool.
If a spell or ability you control would check to see if this land is a plains, you may count this land as a plains. The same is true for islands, swamps, mountains and forests.

Warren Vonk said:
What about a cycle of lands were basic lands matter that looks like this:
Sickly Pasture Non-basic land

T: Add W to your mana pool.
T: Remove an Essence counter from Sickly Pasture, add B to your mana pool.

Swamp Essence - this comes into play with X Essence counters on it, where X is equal to the number of swamps you control.

These lands get better with each turn you don't play them. The beauty of these lands is you can still get a mana from them turn 1, but they are significantly worse on turn 1.
err... do those counterlands make colourless mana? If not, they're kind of awkward, requiring another non-counter land in order to function?

Or is that the point?
islands have the ability to tap for blue, unless it says so on the card :P

Warren Vonk said:
err... do those counterlands make colourless mana? If not, they're kind of awkward, requiring another non-counter land in order to function?

Or is that the point?
Okay, play 2 swamp and then have an instant speed hymn to tourach + a bear on turn 2. Still WAY too good.

Warren Vonk said:
What if the cycle were to read:

¬ cannot be cast if you control at least one non-land permanent.

?

Dan Barrett said:
Warren, those are insanely overpowered.

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