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Athene's Unholy Grail
Whenever you take damage, place X blood counters onto ~, where X is equal to half the damage you took, rounded down.
, Remove X blood counters: Gain X life.
, , Remove all blood counters: Gain mana of one color equal to half of the blood counters that were on ~, rounded down.
October 17, 2019 7:24 p.m.
Sorcery - Pledge
You gain an emblem with:"All planeswalkers you control gain:+1: Create a Food token."
If you've already cast ~ this game, until the end of turn, if you would create a Food token, create that many plus one instead.
Create a planeswalker who only has uptick abilities (aka only +X or 0).
October 16, 2019 11:09 a.m.
Since there's no challenge, I'll Wildcard.
Sorcery - Pledge
You get an emblem with: "All blue planeswalkers you control gain +1: Scry 2." If you've already casted Thorough Planning this game, draw a card instead.
Pledges are spells that give you emblems. That's it. (Or at least all that I've come up with so far).
Make a Pledge, feel free to take the idea in a different direction. Make one similar to mine, maybe make an Enchantment with Pledge, go wild.
October 16, 2019 1:33 a.m.
If a creature attacks you or a planeswalker you control, detain it at the beginning of your next turn.
You may use the activated abilities of detained creatures your opponenets contol. You may spend mana as though it were mana of any type on the activated abilities your opponent controls.
October 13, 2019 9:19 p.m.
You may look at the top card of your library as long as ~ is on the battlefield.
You may cast the top card of your library for its converted mana cost.
: Manifest the top card of your library.
Red recently got Light Up The Stage type effects, so create a white card that could help with card advantage.
October 13, 2019 3:15 p.m.
Carrier of the Plague
Enchantment - Aura Title
Enchanted creature gains deathtouch, poisonous, protection from black and becomes Legendary.
At the end of each players turn, the enchanted creature gets a -1/-1 counter, and its controller gains a poison counter.
When enchanted creature dies, the player who destroyed the creature gains control of ~ and enchants a creature they control.
Flavor over function.
Continue with the Title idea, or make a card with a mechanic rated 7-9 on the Storm Scale.
October 13, 2019 1:59 a.m.
TypicalTimmy, I meant uptick as in 'only + or 0 abilities'/only abilities that add loyalty counters.
Still, interesting design. The -3 is an excellent ultimate ability, although on a 6 mana body at sorcery speed. Being able to exile lands is just mean, though.
October 13, 2019 1:47 a.m.
Creature - Sphinx Illusion
When ~ dies, exile it and put three 4/4 blue Sphinx tokens with flying.
At the beginning of your upkeep, if there are no Sphinx tokens under your control and ~ is in exile, you may put ~ on top of your library.
Create a Planeswalker that can only uptick with its loyalty abilities. A static ability that decreases loyalty is optional, but preferred.
October 12, 2019 11:45 p.m.
Fadila, Battlefield Strategist
Legendary Creature - Human Soldier
Other creatures you control have mentor.
If an attacking creature you control would die, you may remove a +1/+1 counter from it instead.
Mentor is kind of a boring mechanic, and it forces you to play aggressively. I wasn't sure exactly of what would make it decent, but making sure you aren't harshly punished for using the mechanic seems like a fun one.
Wildcard, or continue the current topic (A jump-start one would be interesting).
October 10, 2019 1:44 a.m.
BigSaltyJohn, tried switching Dreadhorde for Dragonauts. Doesn't feel great. Beamsplit/Dreadhorde t2 -> the other one + samut t3 feels much better, and using Dreadhorde to recast Opt and Winged Words helps the deck sustain a bit more gas. Dragonauts can hit hard, but is easily chumped unless you have Barge In or the Scions. Meanwhile, Dreadhorde has natural trample.
The Dragonauts just don't do enough for its size, cost, and lack of relevant keywords.
October 9, 2019 4:25 p.m.
A surprisingly good deck. It ain't no tier 1, but a ~60% winrate isn't anything to scoff at. Also, it's fun, which is a huge plus for me.
I personally traded out the Wee Dragonauts for Crackling Drakes - for 3 mana, the WD don't do enough on their own, and it never felt that impactful even with Beamsplitter or Dreadhorde on the field. It felt too much like a win-more card, which is useless when you're behind (which is often a death sentence for the deck), and feels pointless when you're ahead, since all the other cards are already putting in the work. Meanwhile, while a bit more expensive, Crackling Drake replaces itself, has an extra toughness, still retains power for the spells that Dreadhorde exiles, and puts in the work all on its own. It's helped stabilize me through the midgame more than once.
Otherwise, it's an excellent decklist. A little bit of lifegain is something I've considered, but I don't want to switch anything out.
October 8, 2019 2:25 p.m.
24 VIEWS | IN 1 FOLDER
Commander / EDH
18 VIEWS | IN 1 FOLDER
|Avg. deck rating||None|
|Suppressed formats||Legacy, Pre-release, MTGO, Unformat, Heirloom, Vintage, Commander / EDH, Archenemy, Planechase, Vanguard, Modern, Pauper, Noble, Casual, Hero, Block Constructed, Limited, Duel Commander, Tiny Leaders, Highlander, Magic Duels, Penny Dreadful, Frontier, Leviathan, 1v1 Commander, Pauper EDH, Canadian Highlander, Brawl, Arena, Oathbreaker, Custom|
|Last activity||2 days|