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Author Topic: Master List: Multicolored Cycles  (Read 2948 times)
Matt
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« on: August 04, 2004, 11:46:13 am »

Full Color Cycles[/color]
(cycles that cover all five colors)


1cc Self-Hoser Cycle

Curse
{B}
Sorcery
Look at target player's hand and choose a black card from it. That player discards that card.
Sever the body from the mind, for alone both are powerless.

Erupt
{R}
Sorcery
Destroy target mountain.
Provoker of the mountain -Viashino term for 'lavamancer'

Outmuscle
{G}
Instant
Target creature blocking or blocked by a green creature gains +4/+4 and trample until end of turn.
Size does matter.

Convict
{W}
Instant
Remove target white creature from the game.
"Let justice be done though the heavens fall." -Sir William Watson

Override
{U}
Instant
Counter target blue spell.
You are not thinking. You are merely being logical!

End of 1cc self-hoser cycle.


2cc Creature Cycle

Pouncing Wildcat
{R}{R}
Creature -- Cat
2/1
Haste
The goblins never had a chance.

Engulfing Ooze
{G}{G}
Creature -- Ooze
2/2
Sacrifice a forest: Engulfing Ooze gains +3/+3 until end of turn. Play this ability only once each turn.
It consumes its habitat as thoroughly as it devours its foes.

Flitting Faeries
{U}{U}
Creature -- Faeries
2/1
{U}: Flitting Faeries gains flying until end of turn.
On windy days, the faeries find flying quite tiresome. They will often spend the day singing and dancing.

Roving Militia
{W}{W} 
Creature -- Townsfolk
1/3
Banding
"When the Oneans realized that their towns could not stand against the Goblins, they formed the militias to provide military assistance wherever it was needed." -Istini Ayesh ni Hata Kan, History of the Goblin Wars

Overbearing Zombie
{B}{B}
Creature -- Zombie
3/1
"At last! Rise up and serve me, my crea...wait...no...nooo!" -Gorlin, Apprentice Necromancer, last words

End of 2cc creature cycle


Perpetual Enchantment Cycle

Perpetual Safety
{W}{W}{W}
Enchantment
Perpetual Safety can't be the target of spells or abilities you control.
Skip your draw step.
{W}: The next time a source of your choice would deal damage to you this turn, prevent that damage.
Safety cost him everything worth saving.

Perpetual Evil
{B}{B}{B}
Enchantment
Perpetual Evil can't be the target of spells or abilities you control.
Skip your draw step.
At the beginning of your upkeep, put a 3/2 black Horror token with flying into play and lose 2 life.
All that was left for the wizard was evil.

Perpetual Might
{G}{G}{G}
Enchantment
Perpetual Might can't be the target of spells or abilities you control.
Skip your draw step.
Green creatures you control have trample.
At the beginning of your upkeep, you may put two +1/+1 counters, divided as you choose, among one or two green creatures you control.
Their might grew. Their ability to use it didn't.

Perpetual Rage
{R}{R}{R}
Enchantment
Perpetual Rage can't be the target of spells or abilities you control.
Skip your draw step.
At the beginning of your upkeep, you may have Perpetual Rage deal three damage to target creature or player.
His rage consumed more than he thought.

Perpetual Distortion
{U}{U}{U}
Enchantment
Perpetual Distortion can't be the target of spells or abilities you control.
Skip your draw step.
Tap two untapped artifacts or creatures you control: return target permanent you do not control to its owner's hand.
As the reality around her distorted, so did her grip on it.

End of Perpetual Enchantment Cycle


Balance cycle

Greater Standard
{3}{W}
Sorcery
Except for the player who has the highest life total, each player gains life until each player has an equal life total.

Greater Knowledge
{3}{U}
Sorcery
Except for the player with the greatest number of cards in his or her hand, each player draws cards until all players have the same number of cards in their hands.

Greater Decay
{3}{B}
Sorcery
Except for the player who has the most cards in his or her graveyard, each player may search his or her library for cards and put those into his or her graveyard until all players have the same number of cards in their graveyard. Then each player who searched his library shuffles his or her library.

Greater Tribe
{3}{R}
Sorcery
Except for the player who controls the most creatures, each player may put 1/1 red Ape creature tokens into play until all players control the same number of creatures.

Greater Harvest
{3}{G}
Sorcery
Except for the player who controls the most lands, each player may search his or her library for basic land cards and put those into play until all players control the same number of lands. Each player who did this shuffles his or her library.

End of Balance cycle


Begin of Instant-Common Cycle

Firecloud
{1}{R}
Instant
Firecloud deals one damage to each of three target creatures.

Intensive Growth
{1}{G}
Instant
Three target creatures each get +1/+1 until end of turn.

Teferi's Command
{1}{U}
Instant
Three target creatures phase out.

Aura of Terror
{1}{B}
Instant
Three target creatures gain fear and are black until end of turn.

Flashing Ward
{1}{W}
Instant
Three target creatures gain protection from the color of your choice until end of turn.

End of Instant-Common Cycle


Beginning of Standard Bearer Cycle

Standard of Fortitude
{G}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature attacks, creatures you control get +0/+2 until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Fortitude from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.

Standard of Anarchy
{R}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature attacks, creatures you control get +1/+0 until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Anarchy from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.

Standard of Blasphemy
{B}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature attacks, creatures you control gain "2: Regenerate" until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Blasphemy from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.

Standard of Retribution
{W}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature attacks, creatures you control gain first strike until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Retribution from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.

Standard of Deception
{U}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature attacks, creatures you control gain "This creature can't be the target of spells or abilities" until end of turn.
When enchanted creature is destroyed by combat damage, put Standard of Fortitude from its owner's graveyard into play enchanting a creature of an opponent's choice that dealt combat damage to enchanted creature this turn.

End of Standard Bearer Cycle


Plane Cycle

Verdant Plane
{1}{G}
World Enchantment
Whenever you play a land, you may put a +1/+1 counter on target creature.

Corrupt Plane
{1}{B}
World Enchantment
Whenever you play a land, you may put a -1/-1 counter on target creature.

Sacred Plane
{1}{W}
World Enchantment
Whenever you play a land, you may gain 3 life.

Volcanic Plane
{1}{R}
World Enchantment
Whenever you play a land, you may have Volcanic Plane deal two damage to target player.

Mystic Plane
{1}{U}
World Enchantment
Whenever you play a land, you may look at the top two cards of your library and put each on either the top or bottom of your library.

Artificial Plane
{5}
World Enchantment Artifact
Whenever you play a land, you may draw a card.

End of Plane Cycle


Beginning of Morph Enchantment Cycle

Armor of Ferns
{2}{G}{G}
Enchantment
Creatures you control have +0/+1 and "{1}{G}: Regenerate."
Morph {1}{G}
Hunters in the forest of Shanodin always leave empty-handed.

Turbulent Winds
{2}{U}{U}
Enchantment
{U}: Target creature loses flying until end of turn.
Morph {1}{U}
"Riding an aesthir, you learn to respect the wind. If the winds are against you, you will not last a minute in the sky." -Arna Kennerud, Skycaptain

Pennants of Glory
{2}{W}{W}
Enchantment
Creatures you control have first strike and banding.
Morph {1}{W}
"We will triumph over overwhelming odds, if our cause is just, and we do not falter. These pennants will guide us forth to defeat a great evil. Onward!" -Asmira, Holy Avenger

Spreading Sickness
{2}{B}{B}
Enchantment
{2}{B}: Target creature gets -1/-1 until end of turn.
Morph {1}{B}
"The sickness spread over the land, laying waste to all in its path. The griffins saw this, and brought forth all the denizens of the forests and the plains, transporting them to the safety of Zhalfir. For this we honor them." -Afari, Tales

Burning Oriflamme
{2}{R}{R}
Enchantment
Creatures you control have +1/+0.
Morph {1}{R}
"The smoke of the oriflamme incited the creatures to greater fury, but it choked our throats and clogged our nostrils. We never traveled through the Skypeak Mountains again." -Maeveen O'Donagh, Memoirs of a Soldier

End of Morph Enchantment Cycle


Scroll Cycle

Scroll of Harmony
{2}{W}
Sorcery
Search your library for a white card, reveal it and put it in your hand. Shuffle your library afterward. Each opponent gains six life.

Scroll of Deception
{1}{U}
Sorcery
Search your library for a blue card, reveal it and put it in your hand. Tap all lands you control and empty your mana pool.

Scroll of Decay
{2}{B}
Sorcery
Search your library for a black card, reveal it and put it in your hand. Shuffle your library afterward and you ose three life.

Scroll of Flame
{1}{R}
Sorcery
Search your library for a red card, reveal it and put it in your hand. Shuffle your library afterward. Sacrifice a land of an opponent's choice.

Scroll of Life
{2}{G}
Instant
Search your library for a green card, reveal it and put it in your hand. Shuffle your library afterwards. Each opponent may search his or her libraries for a land card, put it into play, and shuffles their library afterward.

End of Scroll Cycle


Blade Cycle

Banishing Blade
{2}{W}
Enchantment -- Aura
Enchant creature
When Banishing Blade comes into play, name a color. Enchanted creature gets Protection from that color and +1/+1 as long as an opponent controls a permanent of that color.
When Banishing Blade goes to your graveyard from play you may remove target enchantment or artifact from the game.

Burning Blade
{2}{R}
Enchantment -- Aura
Enchant creature
Enchanted creature gains double strike.
When Burning Blade goes to your graveyard from play you may have it deal two damage to target creature or player.

Death Blade
{2}{B}
Enchantment -- Aura
Enchant creature
Enchanted creature has fear
When Death Blade goes to your graveyard from play you may have target player sacrifice a creature.

Whispering Blade
{2}{U}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature deals damage to an opponent, draw a card.
When Whispering Blade goes to your graveyard from play you may draw two cards.

Broken Blade
{2}{G}
Enchantment -- Aura
Enchant creature
Enchanted Creature gets +1/+1 and Trample.
When Broken Blade goes to your graveyard from play you may put three +1/+1 counters on target creature.

End of Blade Cycle


One Drop Cycle

Dwarven Supervisor
{R}
Creature -- Dwarf
1/1
{1}{R}, sacrifice Dwarven Supervisor: destroy target artifact
"Inferior materials. Shoddy construction. Melt it down and try again." -Ulbah, Dwarven Supervisor

Savaen Druid
{G}
Creature -- Druid
1/1
{G}, sacrifice Savaen Druid: Creatures can't be the target of spells or abilities until end of turn.
When the entire forest is threatened, druids will give their lives to protect it.

Vodalian Border Guard
{U}
Creature -- Merfolk
1/1
{1}{U}, sacrifice Vodalian Border Guard: return target permanent to its owner's hand.
Nothing can travel on or beneath the waves of Vodalia without paying their respects to the merfolk. Those who do not quickly face the consequences.

Initiates of the Holy Nimbus
{W}
Creature -- Cleric
1/1
{1}{W}, sacrifice Initiates of the Holy Nimbus: All permanents gain protection from the color of your choice until end of turn.
If I must die that others may live, then let my soul ascend. -Oath of the Order of the Holy Nimbus

Vassal Thrull
{B}
Creature -- Thrull
1/1
{B}, sacrifice Vassal Thrull: target player loses 1 life, and you gain 1 life.
"In dying it forms a conduit of energy from its foe to its creator. This is perhaps the most insidious of my creations." -Endrek Sahr, "Thrulls"

End of One Drop Cycle


Reincarnation Cycle

Stones of Reflection
{1}{W}
Enchantment
Whenever an enchantment comes into play under your control, you may remove it from the game. If you do, put target enchantment with converted mana cost lower or equal to the removed enchantment's converted mana cost from your graveyard into play.
How is it that such stones reflect what once was?

Springs of Knowledge
{1}{U}
Enchantment
Whenever an instant is put into your graveyard without resolving, you may remove it from the game. If you do, you may return target instant from your graveyard to your hand then remove all instants in your graveyard from the game.
From the mists of this ancient spring the earth spills knowledge. The waters grant this gift in exchange for the past.

Wells of Despair
{1}{B}{B}
Enchantment
Prevent all damage that would be dealt to you by a source controlled by an opponent.
Whenever damage is prevented this way, lose 1 life for each damage prevented and put X 1/1 black Zombie token with haste into play, where X is the life lost this way.
At the end of your turn, destroy all Zombie tokens you control.
The water that springs forth is worthy only of marsh and morasse.

Baths of Flame
{1}{R}
Enchantment
Whenever a sorcery is put into your graveyard without resolving, you may remove it from the game. If you do, you may search your library for a sorcery card, reveal it, shuffle your library and put it on top of your library.
Though the baths boil and steam, the water never lowers. Though the fires burn within and under the pools, it is a flame that will not die.

Roots of Reincarnation
{1}{G}
Enchantment
Whenever a creature you control is destroyed by a spell or ability controlled by an opponent, you may reveal cards from the top of your library until you reveal a creature card. Put that card into play and all other cards revealed this way into your graveyard.
Reincarnation is not only for those who pray.

End of reincarnation cycle


Fading Cycle

Flame Geysers
{1}{R}
Enchantment
Fading 3
Whenever you remove a Fading counter from Flame Geysers you may pay {R}. If you do, Flame Geysers deals 2 damage to target creature or player.

Indignant Growth
{1}{G}
Enchantment
Fading 3
Whenever you remove a Fading counter from Indignant Growth you may pay {G}. If you do, target creature gets +2/+2 until end of turn.

Watchful Page
{W}
Creature -- Soldier
1/1
As Watchful Page comes into play you may choose to give it Fading 3. If you do, Watchful Page gains double strike.

Phantom Whelp
{3}{U}{U}
Creature -- Dragon
3/3
Flying
As Phantom Whelp comes into play, you may choose to give it Fading 3. If you do, Phantom Whelp gets +1/+1 for each fading counter on it.

Cannibalistic Mob
{B}{B}
Creature -- Zombie Mob
*/*
Fading X
As Cannibilistic Mob comes into play choose X.
Cannibilistic Mob's power and toughness are each equal to 5 minus X.

End of Fading Cycle


Beginning of Licid cycle

Shining Licid
{1}{W}
Creature -- Licid
1/1
{W}, {T}: Shining Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {W} to end this effect.
Whenever enchanted creature deals damage, you gain that much life.

Dreaming Licid
{1}{U}
Creature -- Licid
1/1
{U}, {T}: Dreaming Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {U} to end this effect.
Whenever enchanted creature deals combat damage to a player, you may draw a card.

Warping Licid
{1}{B}
Creature -- Licid
1/1
{B}, {T}: Warping Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {B} to end this effect.
Whenever enchanted creature deals combat damage to a player, that player discards a card from his or her hand.

Raging Licid
{1}{R}
Creature -- Licid
1/1
{R}, {T}: Raging Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {R} to end this effect.
Enchanted creature must attack each turn if able.

Crawling Licid
{1}{G}
Creature -- Licid
1/1
{G}, {T}: Shining Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {G} to end this effect.
Enchanted creature gets +0/+2 and may block as though it has flying.

End of licid cycle.


Beginning of filter commons cycle

Volunteer Militia
{W}{W} 
Creature -- Soldier
2/2
Attacking doesn't cause Volunteer Militia to tap.
Filter 3 (When you play this card, remove 3 cards in your library from the game and then shuffle your library.)
Killing our worst men only serves to purify our ranks.

Skeletal Thug
{B}{B}
Creature -- Skeleton
2/1
{B}{B}: regenerate Skeletal Thug.
Filter 3 (When you play this card, remove 3 cards in your library from the game and then shuffle your library.)
How can you kill something with no vital organs?

Wizard's Owl
{U}{U}
Creature -- Bird
1/1
Flying
Filter 3 (When you play this card, remove 3 cards in your library and then shuffle your library.)
He's forgotten more than you'll ever know.

Angered Hippo
{G}{G}
Creature -- Beast
2/1
Trample
Filter 3 (When you play this card, remove 3 cards in your library from the game and then shuffle your library.)
What cannot be eaten, is soon trampled.

Raptor
{R}{R}
Creature -- Raptor
1/1
Double Strike
Filter 2 (when you play this card, remove 2 cards in your library and then shuffle your library.)
Tear away the weak.

End of filter commons cycle.


Weenie with fading Cycle

Parallax Defender
{W}
Creature -- Soldier
1/1
Fading 5
Remove a Fading counter from Parallax Defender: Parallax Defender gets +0/+2 until your next upkeep.

Parallax Beast
{G}
Creature -- Beast
1/1
Fading 3
Remove a Fading counter from Parallax Beast: Parallax Beast gets +1/+1 until end of turn.

Parallax Phantom
{U}
Creature -- Illusion
1/1
Fading 6
Remove a Fading counter from Parallax Phantom: change Parallax Phantom's color and creature type to a color and creature type of your choice.

Parallax Rager
{R}
Creature -- Beast
1/1
Fading 2
{1}, Remove a Fading counter from Parallax Rager: Parallax Rager gets +3/+0 until end of turn. Destroy Parallax Rager at end of turn.

Parallax Carrier
{B}
Creature -- Zombie
1/1
Fading 3
Remove a Fading counter from Parallax Carrier: All creatures which block Parallax Carrier until end of this turn gain Fading and two fading counters.

End of Weenies with fading Cycle


Beginning of 2CC Uncommon Evasion Cycle

Tolarian Skyknight
{U}{U}
Creature -- Drake Knight
2/2
Flying
Tolarian Skyknight can block only creatures with flying.

Lim-Dul's Elite
{B}{B}
Creature -- Zombie Knight
2/2
Lim-Dul's Elite can block and be blocked by only black creatures.

Order of Anarchy
{R}{R}
Creature -- Barbarian Knight
2/2
Order of Anarchy can't block or be blocked.

Paladin of Argoth
{G}{G}
Creature -- Elf Knight
2/2
You may have Paladin of Argoth deal its combat damage to defending player as though it weren't blocked.
When Paladin of Argoth blocks a creature, that creature's controller may have the creature deal its combat damage to you as though it weren't blocked.

Kithkin Knight
{W}{W} 
Creature -- Knight
2/2
Kithkin Knight can't block or be blocked by creatures with power 3 or greater.

End of 2CC Uncommon Evasion Cycle


Beginning of Fading Enchant Creature Cycle

Ashen Curse
{B}{B}
Enchantment -- Aura
Enchant creature
Fading 2
Whenever enchanted creature deals combat damage to a player you may give target creature -1/-1 until end of turn.
Whenever you remove a fading counter from Ashen Curse you may pay {1}. If you do, enchanted creature gains fear until end of turn.

Mystic Coupling
{U}{U}
Enchantment -- Aura
Enchant creature
Fading 3
Whenever enchanted creature deals combat damage to a player you may draw a card.
Whenever you remove a fading counter from Mystic Coupling you may pay {1}. If you do, enchanted creature gains flying until end of turn.

Fairy Blessing
{G}{G}
Enchantment -- Aura
Enchant creature
Fading 3
Whenever enchanted creature deals combat damage to a player put a +1/+1 counter on it.
Whenever you remove a fading counter from Fairy Blessing you may pay {1}. If you do, enchanted creature gains trample until end of turn.

Runic Flame
{R}{R}
Enchantment -- Aura
Enchant creature
Fading 2
Whenever enchanted creature deals combat damage to a player, Runic Flame deals 1 damage to all creatures and players.
Whenever you remove a fading counter from Runic Flame you may pay {1}. If you do, enchanted creature gains flanking until end of turn.

Celestial Boon
{W}{W} 
Enchantment -- Aura
Enchant creature
Fading 3
Whenever enchanted creature deals combat damage you gain that much life.
Whenever you remove a fading counter from Celestial Boon you may pay {1}. If you do, enchanted creature gains vigilance until end of turn.

End of Fading Enchant Creature Cycle


Beginning of Wall Cycle

Wall of Totems
{1}{W}
Creature -- Wall
0/3
Defender
When Wall of Totems blocks, target attacking creature deals no combat damage this turn.

Wall of Mud
{1}{R}
Creature -- Wall
2/3
Defender
When Wall of Mud blocks, all attacking creatures lose first strike and double strike until end of turn.

Wall of Vines
{1}{G}
Creature -- Wall
1/3
Defender
{1}{G}: Regenerate Wall of Vines.
When Wall of Vines blocks, attacking creatures lose trample until end of turn.

Wall of Disease
{1}{B}
Creature -- Wall
0/3
Defender
When Wall of Disease blocks, all creatures get -1/-1 until end of turn.

Wall of Thought
{1}{U}
Creature -- Wall
1/4
Defender
Wall of Thought can't block creatures of toughness less than 2.

Shapeshifting Wall
{2}
Artifact Creature -- Wall
1/3
Defender
{2}: Shapeshifting Wall becomes a 0/3 Wall with flying until end of turn.
{2}: Shapeshifting Wall becomes a 2/2 Wall that gains vigilance until end of turn.
{2}: Shapeshifting Wall becomes a 3/1 Wall with first strike until end of turn.

End of Wall Cycle.


Beginning of Fading Fun Cycle

Temporal Spike
{U}{U}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Temporal Spike.
If you cannot remove a fade counter from Temporal Spike during your upkeep, take an extra turn after this one.

Superheated Lava
{R}{R}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Superheated Lava.
If you cannot remove a fade counter from Superheated Lava during your upkeep, deal 5 damage to target player or creature. This damage may not be prevented.

Undying Forgiveness
{W}{W} 
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Undying Forgiveness.
If you cannot remove a fade counter from Undying Forgiveness during your upkeep, gain 10 life.

Wurmhole
{G}{G}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Wurmhole.
If you cannot remove a fade counter from Wurmhole during your upkeep, put a 6/6 green Wurm token into play under your control.

Taboo
{B}{B}
Enchantment
Fading 1
Whenever a player plays a spell, put a fade counter on Taboo.
If you cannot remove a fade counter from Taboo during your upkeep, target player discards their hand.

End of Fading Fun Cycle


Beginning of Enemy Split Card Cyclers cycle

Caustic Medicine
{2}{R}{R}
Instant
Cycling {1}{W}{W}
Deal 2 damage to one or two target creatures.
When you cycle Caustic Medicine, you may have target player gain 3 life, or prevent the next 3 damage to target creature or player.
Sometimes the cure is worse than the disease.

War's Wake
{4}{U}
Instant
Cycling {2}{R}
Untap target creature and gain control of it until end of turn. That creature gains haste.
When you cycle War's Wake, you may sacrifice a mountain to destroy target land.

Knowledge of Strength
{2}{G}
Instant
Cycling {1}{U}
Two target creatures each get +1/+1 and can block creatures with flying until end of turn.
When you cycle Knowledge of Strength, you may look at the top two cards of your library, and put each of them on the top or bottom of your library.

Nature's Reclamation
{3}{B}
Instant
Cycling {3}{G}
Destroy target land.
When you cycle Nature's Reclamation, you may destroy target artifact.

Turning the Tide
{3}{W}
Instant
Destroy target attacking creature. It can't be regenerated.
Cycling {3}{B}
When you cycle Turning the Tide, you may return target creature card from your graveyard to your hand.

End of Enemy Split Card Cyclers cycle


Beginning of Fading Kavu cycle

Spectral Kavu
{4}{B}
Creature -- Kavu
4/4
If Spectral Kavu would come into play, you may choose to give it Fading 2.
Spectral Kavu has Fear and +1/+1 as long as it has Fading.

Soaring Kavu
{4}{U}
Creature -- Kavu
3/6
If Soaring Kavu would come into play, you may choose to give it Fading 3. Soaring Kavu has Flying and +1/+1 as long as it has Fading.

Wild Kavu
{3}{G}
Creature -- Kavu
3/2
If Wild Kavu would come into play, you may choose to give it Fading 3.
Wild Kavu has Trample and +2/+1 as long as it has Fading.

Berserk Kavu
{3}{R}
Creature -- Kavu
3/3
If Berserk Kavu would come into play, you may choose to give it Fading 1. If you do, this gains Haste and +1/+0.
Berserk Kavu has Haste and +1/+0 as long as it has Fading.

Trained Kavu
{2}{W}
Creature -- Kavu
2/2
If Trained Kavu would come into play, you may choose to give it Fading 2.
Trained Kavu has First Strike and +2/+1 as long as it has Fading.

End of Fading Kavu cycle


Eyes Cycle

Eyes of the Dead
{1}{B}
Enchantment -- Aura
Enchant creature
{1}{B}: Enchanted creature gains fear or "Whenever the enchanted creature deals damage to a player, that player chooses and discards a card" until end of turn.
{1}{B}: Return Eyes of the Dead from your graveyard to your hand.

Eyes of the Scholars
{1}{U}
Enchantment -- Aura
Enchant creature
{1}{U}: Enchanted creature gains flying or "whenever enchanted creature deals damage to a player, draw a card" until end of turn.
{1}{U}: Return Eyes of the Scholars from your graveyard to your hand.

Eyes of the Treefolk
{1}{G}
Enchantment -- Aura
Enchant creature
{1}{G}: Enchanted creature gains trample or "Whenever enchanted creature deals damage to a player, you may search your library for a basic land and put it into your hand. Shuffle your library afterwards" until end of turn.
{1}{G}: Return Eyes of the Treefolk from your graveyard to your hand.

Eyes of the Angels
{1}{W}
Enchantment -- Aura
Enchant creature
{1}{W}: Until end of turn, enchanted creature gains protection from a color of your choice or "Whenever enchanted creature deals damage to a player, gain that much life" until end of turn.
{1}{W}: Return Eyes of the Angels from your graveyard to your hand.

Eyes of the Barbarians
{1}{R}
Enchantment -- Aura
Enchant creature
{1}{R}: Enchanted creature gains first strike or "Whenever enchanted creature deals damage to a player, you may deal that much damage to target creature that player controls" until end of turn.
{1}{R}: Return Eyes of the Barbarians from your graveyard to your hand.

End of Eyes cycle


Monarch cycle

Sovereign of the Sky
{U}{U}{U}
Creature -- Spirit
0/1
Blue creatures you control have +1/+1 and flying.
And the light was liquid, filling the open sky.

Spirit of the Woods
{G}{G}{G}
Creature -- Spirit
2/2
Green creatures you control have +1/+1 and trample.
And the sky was life, quenching the woods' thirst.

Monarch of the Flame
{R}{R}{R}
Creature -- Spirit
0/1
Red creatures you control have +1/+1 and haste.
And the woods were kindling, feeding the sunset's flames.

Essence of the Darkness
{B}{B}{B}
Creature -- Spirit
0/1
Black creatures you control have +1/+1 and "Pay 2 life: Regenerate this creature".
And the flames were candles, doused in the night's darkness.

Missionary of the Light
{W}{W}{W}
Creature -- Spirit
1/2
White creatures you control have +1/+1 and first strike.
And the darkness was gone, fading to dawn's light.

End of Monarch cycle


Reclaim-creature cycle

Seasoned Veteran
{2}{W}
Creature -- Soldier
2/2
Whenever Seasoned Veteran or another Soldier comes into play, you may put target white card from your graveyard on top of your library.

Merfolk Scion
{2}{U}
Creature -- Merfolk
2/2
Whenever Merfolk Scion or another Merfolk comes into play, you may put target blue card from your graveyard on top of your library.

Zombie Magus
{2}{B}
Creature -- Zombie
2/2
Whenever Zombie Magus or another Zombie comes into play, you may put target black card from your graveyard on top of your library.

Goblin Herald
{2}{R}
Creature -- Goblin
2/2
Whenever Goblin Herald or another Goblin comes into play, you may put target red card from your graveyard on top of your library.

Yavimaya Scavenger
{2}{G}
Creature -- Elf
2/2
Whenever Yavimaya Scavenger or another Elf comes into play, you may put target green card from your graveyard on top of your library.

End of Reclaim-creature cycle


Helpful Animals cycle

Ancient Tortoise
{2}{U}
Creature -- Turtle
1/2
Whenever a spell that targets Ancient Tortoise is played, you may draw a card.
Eldest of all creatures, Tortoise amazed the other animals with stories of his experience.

Musclebound Bear
{2}{G}
Creature -- Bear
2/2
Whenever a spell that targets Musclebound Bear is played, target creature gets +2/+2 until the end of turn.
Mightiest of all creatures, Bear lent his brawn to any animal weaker than himself.

Treacherous Serpent
{2}{B}
Creature -- Snake
1/1
Whenever a spell that targets Treacherous Serpent is played, target player discards a card.
Most cunning of all creatures, Serpent delighted in aggravating disputes among the other animals.

Halcyon Eagle
{2}{W}
Creature -- Bird
1/2
Flying
Whenever a spell that targets Halcyon Eagle is played, target creature gains protection from the color of your choice until the end of turn.
Wisest of all creatures, Eagle watched the other animals from above and protected them from harm.

Ferocious Wildcat
{2}{R}
Creature -- Cat
2/1
Haste
Whenever a spell that targets Ferocious Wildcat is played, you may have Ferocious Wildcat deal 2 damage divided as you choose among any number of target creatures and/or players.
Fiercest of all creatures, Wildcat lashed out at the other animals at the slightest provocation.

End of Helpful Animals cycle



Big Creature Cycle

Incandescent Dragon
{6}{R}
Creature -- Dragon
5/5
Flying
{R}{R}{R}, {T}: Incandescent Dragon deals X damage, divided as you choose, among up to X target creatures, where X is its power.
Power combusts.

Blossoming Entity
{6}{G}
Creature -- Elemental
6/5
Blossoming Entity cannot be the target of spells or effects you do not control.
{G}{G}{G}: Put a +1/+1 counter on each creature you control.
"Dear to the moss,
Known by the knoll,
Next to the robin
In every human soul." -Emily Dickinson


Colossal Seaspawn
{6}{U}
Creature -- Beast
5/6
Islandhome
{U}{U}{U}: Target land becomes an island (This effect doesn't end at end of turn).
"Their every breath a tempest, their every move a flood. Water, born of water, comes again." -Svyelunite Prophecy

Divine Arbiter
{6}{W}
Creature -- Cleric
3/4
Protection from creatures
{W}{W}{W}: Tap or untap target creature.
"Let none obstruct thy mission of justice, yet temper thy judgements always with mercy." -Credo of the Arbiters

Stygian Abomination
{6}{B}
Creature -- Demon
5/4
Fear
{B}{B}{B}, {T}: Return target creature card from your graveyard to play.
"For in that sleep of death, what dreams may come,
When we have shuffled off this mortal coil,
Must give us pause." -William Shakespeare,
Hamlet

End of Big Creatures cycle


Nondisadvantageous Enchantments Cycle

Eternal Legacy
{G}
Enchantment -- Aura
Enchant creature
Enchanted creature has trample.
When Eternal Legacy is put into a graveyard from play, remove it from the game and return target card from your graveyard to your hand.

Spiritual Strength
{1}{W}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +1/+2 and has vigilance.
If Spiritual Strength would be put into a graveyard from play, you may remove it from the game instead. If you do, return it to play at end of turn enchanting target creature.

Necromancer's Touch
{1}{B}{B}
Enchantment -- Aura
Enchant creature
Enchanted creature has fear.
When Necromancer's Touch is put into a graveyard from play, return target creature card from your graveyard to play.

Undying Rage
{R}{R}
Enchantment -- Aura
Enchant creature
Enchanted creature has haste.
Sacrifice enchanted creature: Undying Rage deals 1 damage to target creature.
Whenever a creature comes into play under your control, if Undying Rage is in your graveyard, return Undying Rage to play enchanting that creature.

Raise Above
{1}{U}
Enchantment -- Aura
Enchant creature
When Raise Above comes into play, draw a card.
Enchanted creature has flying.
{1}{U}: Return Raise Above to its owner's hand.

End of Nondisadvantageous Enchantments cycle


Divine spell cycle

Divine Healing
{1}{W}{W}
Sorcery
You gain 6 life.
If you have 6 or less life, you gain 9 life instead.

Divine Thunder
{1}{R}{R}
Sorcery
Divine Thunder deals 4 damage to target player.
If that player has 16 or more life, Divine Thunder deals 6 damage to that player instead.

Divine Wisdom
{1}{U}{U}
Sorcery
Draw two cards.
If you have no cards in hand, draw three cards instead.

Divine Genesis
{1}{G}{G}
Sorcery
Put two 1/1 green Saproling creature tokens into play.
If you control no creatures, put three 1/1 green Saproling creature tokens into play instead.

Divine Malice
{1}{B}{B}
Sorcery
Target player discards two cards.
If that player has five or more cards in hand, that player discards three cards instead.

End of Divine spell cycle


Cycling Guys cycle

Apostle of Peace
{2}{W}
Creature -- Cleric
2/2
Cycling {3}{W}
When you cycle Apostle of Peace, target player skips all combat phases this turn and can't target permanents or players with spells or activated abilities this turn.

Seeker of the Misty Isle
{2}{U}
Creature -- Merfolk
2/2
Cycling {3}{U}
When you cycle Seeker of the Misty Isle, tap all lands target player controls.

Juju Zombie
{2}{B}
Creature -- Zombie
2/2
Cycling {3}{B}
When you cycle Juju Zombie, return target creature card from your graveyard to play. That creature gains haste. Remove it from the game at end of turn.

Goblin Philosopher
{2}{R}
Creature -- Goblin
2/2
Cycling {3}{R}
When you cycle Goblin Philosopher, creatures can't block this turn.

Wurm Rancher
{2}{G}
Creature -- Elf
2/2
Cycling {3}{G}
When you cycle Wurm Rancher, search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.

End of Cycling Guys cycle


Sigil cycle

Sigil of Law
{W}{W}{W}
Instant
Choose one -- Target player sacrifices an attacking creature; or permanents you control gain protection from the color of your choice until end of turn; or you can't be the target of spells or abilities until end of turn.

Sigil of Thought
{U}{U}{U}
Instant
Choose one -- Counter target non-creature spell; or look at the top 5 cards of your library, then put one of them into your hand and the rest on the bottom of your library in any order; or target spell or permanent becomes the color of your choice (This effect doesn't end at end of turn).

Sigil of Ashes
{B}{B}{B}
Instant
Choose one -- Creatures you control gain swampwalk until end of turn; or remove all cards in target player's graveyard from the game; or destroy target nonblack, nonartifact creature.

Sigil of Chaos
{R}{R}{R}
Instant
Choose one -- Change the target of target sorcery spell with a single target, or gain control of target creature, and that creature gains haste until end of turn; or Sigil of Chaos deals 4 damage to each player.

Sigil of Leaves
{G}{G}{G}
Instant
Choose one -- Return target green card from your graveyard to your hand; or put a 3/3 Elemental token into play; or gain 8 life.

End of Sigil cycle


Reveal Creatures cycle

Caldera Yeti
{1}{R}
Creature -- Yeti
1/1
{T}, Reveal a red card from your hand: Caldera Yeti deals 1 damage to target creature or player.
Living in the heart of the mountains, these Yeti find both seclusion and power.

Rampaging Glyptodont
{4}{R}
Creature -- Beast
3/3
Reveal a sorcery card from your hand: Rampaging Glyptodont gains haste and first strike until end of turn.
Glyptodonts normally rely on their thick, armored hide for protection, but when provoked, they will lash out with their spiked, club-like tails, destroying any predators foolish enough to attack them.

Thought Elemental
{4}{U}
Creature -- Elemental
3/3
Reveal an instant card from your hand: Thought Elemental is unblockable this turn.
Foolish apprentices will often summon thought elementals to impress their peers, not realizing that the creature's ponderous movements reflect not its own nature, but theirs.

Spirit of the Eastern Sky
{3}{W}{W}
Creature -- Spirit
3/3
Reveal a card from your hand: Spirit of the Eastern Sky gains protection from that card's types until end of turn. (The card types are Artifact, Creature, Enchantment, Instant, Land and Sorcery.)
Dawn breaks. She does not.

Corpse Digger
{2}{B}{B}
Creature -- Zombie
3/2
{B}, Reveal a Zombie card from your hand: Regenerate Corpse Digger.
Their natural feeding habits make them ideal for uncovering future minions. -Nevinyrral, Necromancer's Handbook

End of Reveal Creatures cycle


Tap creature(s) as cost cycle

Strike of Flowing Water
{2}{U}{U}
Sorcery
As an additional cost to cast Strike of Flowing Water, tap an untapped blue creature you control.
Tap any number of target creatures. Creatures don't untap during target players next untap step.

Revanche Technique
{2}{W}{W}
Instant
As an additional cost to cast Revanche Technique, tap any number of untapped creatures you control that share a creature type.
Deal damage equal to the total power of the tapped creatures divided as you choose among any number of target attacking or blocking creatures.

Bite of the Recluse
{2}{B}{B}
Sorcery
As an additional cost to cast Bite of the Recluse, tap an untapped black creature you control.
Destroy any number of target creatures that were dealt damage this turn.

Lightning Technique
{2}{R}{R}
Sorcery
As an additional cost to cast Lightning Technique, tap any number of untapped creatures you control that have haste.
Deal damage equal to the total power of the tapped creatures to target creature or player.

Willow Strike
{2}{G}{G}
Sorcery
As an additional cost to play Willow Strike, tap an untapped green creature you control.
Destroy any number of target artifact creatures.

End of tap creature(s) as cost cycle


Heavenly host cycle

Captain of the Host
{3}{W}{W}
Creature -- Angel Soldier
5/5
Flying
Each creature you control has protection from its colors.

Angel of the Inferno
{3}{R}{W}
Creature -- Angel Soldier
4/4
Flying
{R}{R}: Angel of Inferno gets +2/+0 until end of turn.

Angel of the Waters
{3}{U}{W}
Creature -- Angel Soldier
4/4
Flying
{U}: Angel of the Waters becomes the color of your choice until end of turn.

Angel of the Wilds
{3}{G}{W}
Creature -- Angel Soldier
4/4
Flying, trample
Whenever Angel of the Wilds becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.

Angel of the Abyss
{3}{B}{W}
Creature -- Angel Soldier
4/4
Flying
{B}{B}: Target creature blocking or blocked by Angel of the Abyss gets -2/-0 until end of turn.

End of heavenly host cycle


Fortifying Cycle

Fortifying Flame
{1}{R}
Enchantment
When Fortifying Flame comes into play, you gain 4 life.
When Fortifying Flame leaves play, you lose 4 life.
At the beginning of your upkeep, if you have 4 life or less, Fortifying Flame deals 4 damage to target creature or player.

Fortifying Undeath
{1}{B}
Enchantment
When Fortifying Undeath comes into play, you gain 4 life.
When Fortifying Undeath leaves play, you lose 4 life.
At the beginning of your upkeep, if you have 4 life or less, return target creature card from a graveyard to play under your control.

Fortifying Intellect
{1}{U}
Enchantment
When Fortifying Intellect comes into play, you gain 4 life.
When Fortifying Intellect leaves play, you lose 4 life.
At the beginning of your upkeep, if you have 4 life or less, draw two cards.

Fortifying Purification
{1}{W}
Enchantment
When Fortifying Flame comes into play, you gain 4 life.
When Fortifying Flame leaves play, you lose 4 life.
At the beginning of your upkeep, if you have 4 life or less, destroy all creatures.  They can't be regenerated.

Fortifying Growth
{1}{G}
Enchantment
When Fortifying Flame comes into play, you gain 4 life.
When Fortifying Flame leaves play, you lose 4 life.
At the beginning of your upkeep, if you have 4 life or less, put four 1/1 green Saproling creature tokens into play.

End of Fortifying Cycle
« Last Edit: April 18, 2006, 12:17:06 am by Matt » Logged

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« Reply #1 on: June 29, 2005, 02:17:46 pm »

Smaller Cycles
(cards that cover only some of the five colors)


Non-basic hate cycle (addition to Blood Moon and Back To Basics)

Beyond Paradise
{2}{G}
Enchantment
If a basic land is tapped for mana, it produces mana of any color instead of its normal type.
If a nonbasic land is tapped for mana, it produces colorless mana instead of its normal type.
"The wizards of your land are advancing you toward nothing but ignorance and misery. Let us not enslave the nature that gave life to us, but rather live in harmony with it and all creatures!" -Kamahl, Fist of Krosa

Blackened Landscape
{2}{B}
Enchantment
Whenever a nonbasic land becomes tapped, it becomes a swamp.
His malice veiled the lands in shadow, until all became desolate realms filled with nought but the reek of death and decay.

Blazing Sun
{2}{W}
Enchantment
Permanents each player controls other than Blazing Sun have protection from the colors of mana nonbasic lands that player's opponents' control can produce.
It illuminates the way of the faithful, and the faithless are by it blinded.

End of non-basic hate cycle


Beginning of the Rain Cycle

Cleansing Rain
{3}{G}
Sorcery
Destroy target land and target artifact or enchantment.
This rain washes away all traces of sorcery and artifice.

Scorching Rain
{2}{R}{R}
Sorcery
Destroy target land. Scorching Rain deals 3 damage to target creature.
This rain burns through flesh and stone alike.

Putrid Rain
{2}{B}{B}
Sorcery
Destroy target land. Target creature gets -2/-2 until end of turn.
This rain scars all that it touches.

End of Rain Cycle


Uncounterable cantrip cycle (addition to Overmaster and Insist)

Burden
{B}
Sorcery
The next spell you play this turn can't be countered by spells or abilities. Draw a card. Lose 2 life.

Mandate
{W}
Sorcery
The next enchantment or artifact spell you play this turn can't be countered by spells or abilities. Draw a card.

Finalize
{U}
Instant
The next instant spell you play this turn can't be countered by spells or abilities.

End of uncounterable cantrip cycle


Unfinished enemy color guys cycle

Dwarven Warpriest
{1}{R}
Creature -- Dwarf Cleric
1/1
{W}: Prevent the next 2 damage that would be dealt to target creature this turn. Play this ability only once each turn.

Bayou Locusts
{1}{B}
Creature -- Insect
2/1
{B}: Bayou Locusts gain flying until end of turn.
{G}: Regenerate Bayou Locusts.

End of Unfinished enemy color guys cycle


Trappers cycle

Pardic Trapper
{3}{R}
Creature -- Barbarian Trapper
3/2
Morph -- Reveal a red card in your hand. Pay this cost only when an opponent plays a spell or ability while another spell or ability is on the stack.
When Pardic Trapper is turned face up, it deals 5 damage to target creature or player.

Krosan Trapper
{3}{G}
Creature -- Druid Trapper
3/3
Morph -- Reveal a green card in your hand. Pay this cost only when an opponent plays a spell or ability that targets a creature you control.
When Krosan Trapper is turned face up, target creature gets +3/+3 and can't be the target of spells or abilities until the end of your turn.

End of trappers cycle.


Vow Cycle

Vow of Silence
{2}{U}
Enchantment
When you play a spell, sacrifice Vow of Silence.
If you would draw a card, instead draw two cards.
I shall speak no more.

Vow of Poverty
{1}{G}
Enchantment
When you control four or more lands, sacrifice Vow of Seclusion.
At the beginning of your upkeep, you may search your library for a forest card, reveal that card to all players, and put that card into your hand. If you do, shuffle your library.
I shall not wander far from your branches.

Vow of Eternal Servitude
{1}{B}{B}
Enchantment
When a creature card is put into your graveyard, sacrifice Vow of Eternal Servitude.
Creature spells in your graveyard may be played as though they were in your hand.
Your lives shall not end while I still have use for them.

Vow of Brotherhood
{1}{W}
Enchantment
If you control creatures with combined power greater than ten, sacrifice Vow of Brotherhood.
Creature spells you play cost {W} less to play. This effect reduces only the amount of colored mana you pay.
While others find strength in numbers, I shall find strength in you.

End of Vow Cycle
« Last Edit: August 05, 2005, 01:21:40 pm by Matt » Logged

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SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
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