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nitrodog96

Custom MTG Cards #2

Jul 27th, 2015
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  1. Boastful Adventurer - 6W - 5/5
  2. Creature - Human Warrior
  3. Whenever ~ kills a creature, put a tale counter on it.
  4. If ~ has 5 or more tale counters on it, sacrifice it and put a 3/3 green Boar token with trample onto the battlefield.
  5.  
  6. Righteous Defense - 1W
  7. Instant
  8. All blocking creatures get +0/+2 and gain indestructible until end of turn.
  9.  
  10. Shadowbreaker Scout - 4W - 1/4
  11. Creature - Human Scout
  12. ~ can block creatures with shadow.
  13. Black spells cost 1B more to cast.
  14. "There is no shadow without light."
  15.  
  16. Artificer's Handbook - 2U
  17. Artifact
  18. (T): Add U to your mana pool.
  19. If Artificer's Handbook is untapped, artifact spells you control cost 1 less to cost.
  20.  
  21. Return from the AEther - 3U
  22. Enchantment
  23. Whenever a permanent is exiled, instead put it onto the battlefield under its owner's control.
  24.  
  25. Nightborn Demon - 1B - 3/1
  26. Creature - Demon
  27. Shadow
  28. 1B, (T): Destroy target white permanent.
  29.  
  30. Noxious Death - 1B
  31. Instant
  32. Destroy target unequipped creature.
  33.  
  34. Skilled Sniper - 1B - 1/2
  35. Creature - Human Archer
  36. (T): Counter target creature's activated ability. Skilled Sniper deals 2 damage to that creature.
  37. "Nice try."
  38.  
  39. Core of Lava - 2R
  40. Enchantment
  41. Whenever a land is destroyed, Core of Lava deals 1 damage to that land's controller.
  42.  
  43. Giant of the Ninth Mountain - 4R - 4/4
  44. Creature - Giant
  45. Whenever ~ enters the battlefield or attacks, you may destroy target land.
  46.  
  47. Elvish Wanderer - 2G - 2/2
  48. Creature - Elf Nomad
  49. Whenever you tap a land for mana, put a land counter on ~.
  50. Remove six land counters from ~: Draw a card.
  51.  
  52. AEther Jetpack - 4
  53. Artifact - Equipment
  54. 2: Equipped creature has flying.
  55. If equipped creature would leave the battlefield, instead put it on the battlefield under your control and destroy ~.
  56. Equip 2
  57.  
  58. Games of the Mastermind - 1UB
  59. Enchantment
  60. Whenever a spell is cast or an ability is activated, put a scheme counter on ~.
  61. Remove five scheme counters from ~: Destroy target creatre.
  62.  
  63. Awakening of the Ancients - 3RG
  64. Enchantment
  65. When ~ enters the battlefield, put a 6/6 red and green Primordial token with trample and reach onto the battlefield, and put three daze counters on it.
  66. Creatures with daze counters on them cannot attack or block.
  67. At the beginning of every upkeep, remove one daze counter from every creature you control with a daze counter on it.
  68. At the end of every upkeep, if there are no daze counters on creatures you control, sacrifice ~.
  69. "Some shamans can control the land itself, awakening slumbering enemies from eons past."
  70.  
  71. Life and Loss - 1WB
  72. Sorcery
  73. Regenerate target creature.
  74. Target opponent discards a card.
  75.  
  76. Inventive Hawker - UR - 2/2
  77. Creature - Goblin Artificer
  78. If ~ is equipped, it has "(T): Draw a card."
  79. If ~ is unequipped, it has "1UR, (T): Search your library for an Equipment card and put it onto the battlefield attached to ~. Shuffle your library."
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