In my spare time, I've been authoring a Magic the Gathering set. For those of you that play, I'm curious what you think.
White
Absorbing Salve 1WW (Uncommon)
Enchant Creature
Whenever enchanted creature takes damage, you gain that much life. Enchanted creature has "[1W] : This creature gets +0/+1 until end of turn.'
Divine Spear Thrust 1WW (Common)
Instant
Target attacking creature gets +5/+1 until end of turn.
Ella, Shieldmaiden 5WW (Rare)
Legendary Creature - Soldier
First strike, Bushido 3
Other Soldiers you control get +1/+3.
2/6
Prairie Wizard 3WWWW (Common)
Creature - Wizard
[T]: Add [WWW] to your mana pool.
An ancient wizard, born of the prairie, Prarie Wizard is a force to be reckoned with.
5/6
Reflecting Sands 2WW (Rare)
Instant
Destroy all attacking creatures. Each one deals damage equal to its power to its controller.
Wall of Shields 2WW (Rare)
Enchantment
Wall of Shields comes into play with two depletion counters on it.
At the beginning of your upkeep, remove a depletion counter from Wall of Shields. If you can't, sacrifice Wall of Shields.
If a source would deal damage to you, that damage is reduced to 1.
Pay 3 life: Put a depletion counter on Wall of Shields.
Blue
Crystal Barricade 3U (Common)
Creature - Wall
Flying, defender (Crystal Barricade can't attack)
[1U] : Crystal Barricade gets +0/+3 until end of turn.
0/9
Interdiction Grid 2U (Rare)
Enchantment
[T]: Counter target spell. Any player may play this ability.
[5U]: Tap or untap Interdiction Grid.
Even the most cleverly placed traps can ensare your own troops.
Liquification 2U (Common)
Instant
Counter target spell. Add an amount of [U] to your mana pool equal to that card's converted mana cost.
Rainbow Prism 1UU (Rare)
Instant
Any mana of one color currently in target player's mana pool becomes mana of the color of your choice. Untap target land that player controls.
Rushing Water UU (Common)
Instant
Add [UUUU] to your mana pool.
The dam has burst!
Thought Blast 4UU (Uncommon)
Sorcery
Draw cards equal to the number of cards in target opponent's hand.
If the targeted opponent has more than 3 cards in their hand, Thought Blast costs [2] more to play.
Black
Feral Spirit 4BB (Common)
Creature - Bird Zombie
Flying, fear
Whenever Feral Spirit deals combat damage to a player, you lose half that much life, rounded up.
8/3
Poisoned Bog 1BB (Common)
Instant
Attacking and blocking creatures get -4/-2 until end of turn.
Poisonous Haze 2B (Rare)
Enchantment
[XB]: Blocking creatures get -X/-X until end of turn. Play this ability only during a player's upkeep.
[XB]: Attacking creatures get -X/-X until end of turn. Play this ability only during a player's upkeep.
[XBB]: Non-attacking and non-blocking creatues get -X/-X until end of turn. Play this ability only during a player's upkeep.
Souless Gorging XB (Uncommon)
Sorcery
As an additional cost to play Souless Gorging, pay X life.
Up to two target creatures get -X/-X until end of turn.
Strength-Sapping Nuisance 1BB (Common)
Creature - Nuisance
Strength-Sapping Nuisance can't block or be blocked by creatures with power 2 or greater.
When Strength-Sapping Nuisance deals combat damage to a player, that player discards a card from his or her hand.
1/1
Red
Dragonhead Missile 2RR (Uncommon)
Sorcery
Flip a coin until you lose a flip or choose to stop flipping.
Dragonhead Missile then deals 2 raised to the power of the number of flips you win damage to target creature or player. (For example, if you win three flips, Dragonhead Missile does 8 or 2^3 damage.)
If you lose a flip, target opponent plays a copy of Dragonhead Missile for every flip you won.
Enveloping Energy 1RR (Rare)
Sorcery
Enveloping Energy deals 1 damage to each player and all creatures you don't control for each creature target opponent controls.
Goblin Wrecking Ball XRR (Common)
Sorcery
As an additional cost to play Goblin Wrecking Ball, sacrifice X Goblins.
Deal X damage to each creature an opponent controls and each opponent.
Lightning Mage 1R (Common)
Creature - Mage
[XR] , [T]: Lightning Mage deals X damage to each other creature and each player. The damage can't be prevented.
1/1
Rock Blast 4RR (Common)
Instant
Deal two damage each to up to four target creatures or players. (The same creature or player can't be targeted twice.)
Senseless Hate 2R (Common)
Sorcery
You and target opponent each choose a color. Remove all permanents from the game that aren't of either color chosen.
Hate and rage can become so senseless that they become pointless.
Sizzling Bolt 1R (Common)
Instant - Arcane
Deal 1 damage to target creature.
If damage dealt by Sizzling Bolt would have been lethal damage, remove the targeted creature from the game. (Remove targeted creature from the game even if Sizzling Bolt is countered or targeted creature is indestructible.)
Splice onto Arcane [1R]
Unstable Behemoth 2R (Uncommon)
Creature - Behemoth
Haste
Unstable Behemoth is unblockable.
At the beginning of your upkeep, put a +1/+1 counter on Unstable Behemoth. Then, pay [X] where X is the number of +1/+1 counters on Unstable Behemoth. If you can't, Unstable Behemoth does X damage to you and can't attack this turn.
1/1
Green
Charging Behemoth 2G (Uncommon)
Creature - Behemoth
Trample
At the beginning of your upkeep, put a +1/+1 counter on Charging Behemoth. Then, pay [X] where X is the number of +1/+1 counters on Charging Behemoth. If you can't, Charging Behemoth does X damage to you and becomes tapped.
2/3
Entagling Vines 2GG (Rare)
Creature - Treefolk
Defender (Entagling Vines can't attack)
When Entagling Vines deals combat damage to a creature, tap that creaure. That creature doesn't untap during its controller's untap step.
1/4
Hedge Maze 3G (Common)
Instant
Until end of turn, all creatures with a power less than 3 now have a power of 3. Those creatures gain trample until end of turn.
Polymorph 2G (Common)
Instant
For each creature type beyond the first target creature has, it gets +2/+2 until end of turn.
Power-Up XG (Uncommon)
Sorcery
Put X +1/+1 counters distributed between any number of creatures you control.
Pay [1] for each target after the first.
Spiked Slagwurm 5GG (Rare)
Creature - Wurm
Spiked Slagwurm costs [3] less if you control a Wurm.
Spiked Slagwurm comes into play with three +1/+1 counters on it.
Whenever Spiked Slagwurm is dealt damage, put that many +1/+1 counters on it.
Whenever Spiked Slagwurm deals combat damage to a player, remove that many +1/+1 counters from it.
0/2
Multi
Astral Projection WB (Uncommon)
Creature - Spirit
Fear
At the beginning of your upkeep, remove a card in your graveyard from the game. Then, if there are no cards in your graveyard, remove Astral Projection from the game.
4/4
Divine Judgement 2WBR (Rare)
Sorcery
Play Divine Judgement only during combat, after damage is dealt. (If there is no combat this turn, you can't play Divine Judgement.)
Divine Judgement deals 10 damage to target player. Then, if that player has gained life this turn, deal 25 damage to that player instead. But if that player was already dealt damage this turn, Divine Judgement has no effect. (If that player both gained life and took damage this turn, Divine Judgement has no effect.)
Holy Lightning 3RW (Common)
Sorcery
Deal 4 damage to each creature target opponent controls. Deal an additonal 6 damage to each creature with flying that opponent controls.
Posessed Psychopath WUBRG (Rare)
Creature - Psychopath
Flying, fear, trample, vigilance, first strike, mountainwalk, plainswalk, swampwalk, forestwalk, islandwalk, protection from white, protection from blue, protection from black, protection from red, protection from green, protection from artifacts.
[5] , [T]: Until end of turn, target creature gains two of Posessed Psychopath's abilities.
3/3
Purity's Flame 4RW (Uncommon)
Creature - Spirit
Purity's Flame can't be the target of spells or abilities your oppenents control, and is unblockable.
Damage dealt to Purity's Flame for the first time each turn is reduced to 1. Subsequent damage is reduced to 0.
[R]: Putiy's Flame gets +1/+0 until end of turn.
[W]: Purity's Flame gets 0/+1 until end of turn.
1/1
Rampaging Elephant GW (Common)
Creature - Elephant
Trample
At the beginning of your upkeep, sacrifice Rampaging Elephant unless you sacrifice two creatures.
First, you jab the elephant with a stick. If it tramples your enemies, good. If it tramples your own lines, you had better run fast.
6/4
Artifact
Clock of Doom X3 (Uncommon)
Artifact
Sunburst
Clock of Doom comes into play with two hundred time counters on it.
If, at the beginning of your upkeep, there are no time counters on Clock of Doom, you win the game.
[1] , [T]: Remove X time counters from Clock of Doom for each charge counter on Clock of Doom
Gripping Control 4 (Common)
Artifact
When Gripping Control comes into play, place a control counter on it. Any permanents with control counter cannot change owners.
[1] , [T] : Put a control counter on target permanent.
You are in my power...
Mixing of the Colors 2 (Common)
Artifact
[2]: Add one mana of any color to your mana pool.
Monochromatic Monotony 3 (Common)
Artifact
[2] , [T]: Target permanent becomes the color of the mana spent to use this ability. All mana spent to use this ability must be of the same color. (This effect doesn't end at end of turn.)
[7] , [T]: Remove target permanent from the game that isn't of the color of the mana spent to use this ability. All mana spent to use this ability must be of the same color.
Muscular Enhancements XXX (Uncommon)
Artifact - Equipment
Equipped creature gets +9/+6.
After X turns, sacrifice equipped creature. (Sacrifice the formerly equipped creature even if it isn't equipped anymore.)
If Muscular Enhancements isn't equipped, you must equip it to target creature if possible.
Equip [0]
Staff of Darkness 5 (Uncommon)
Artifact
[X][X] , [T]: Target opponent loses X life and you gain X life. Spend only black mana this way.
Staff of Flames 5 (Uncommon)
Artifact
[X][X] , [T]: Deal X damage to target creature or player. The damage can't be prevented. Spend only red mana this way.
If a creature dealt damage by Staff of Flames would be put into a graveyard, remove it from the game instead.
Staff of Leaves 5 (Uncommon)
Artifact
[X][X] , [T]: Target creature gets +X/+X and trample until end of turn. Spend only green mana this way.
Staff of Light 5 (Uncommon)
Artifact
[X][X] , [T]: You gain X life, or prevent the next X damage to target permanent. Then X target creatures get protection from the color of your choice until end of turn or X creatures gain first strike until end of turn. Spend only white mana this way.
Staff of Wisdom 5 (Uncommon)
Artifact
[X][X] , [T]: Draw X cards. Spend only blue mana this way.
Strength of Heroes 14 (Rare)
Legendary Artifact
Strength of Heroes costs [1] less for each other legend you control.
[9] , [T]: Target legend gains protection from all colors and artifacts. (This effect doesn't end at end of turn.)
[5]: Target legend gains protection from all colors and artifacts until end of turn.
[2]: Target legend gains protection from the color of your choice until end of turn.
Land
Lands of Equality (Rare)
Land
[T]: Add [RR] to your mana pool. You lose 4 life.
[T]: Add [UU] to your mana pool. Each opponent draws two cards.
[T]: Add [GG] to your mana pool. Opponents put a 3/3 Spirit creature token into play.
[T]: Add [WW] to your mana pool. Each opponent gains three life.
[T]: Add [BB] to your mana pool. Discard two cards from your hand. (This is done before the spell is played.)
Generated with Magic Set Editor on 06-20-2005 18:33:31