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PostPosted: Fri Dec 30, 2016 1:10 pm 
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Devagath, Bone Revenant |
Legendary Creature - Skeleton Knight (M)
Double strike
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
When ~ dies, if it had exactly one +1/+1 counter on it, return it to the battlefield under your control with two +1/+1 counters on it. If it had exactly two +1/+1 counters on it, return it to the battlefield under your control with three +1/+1 counters on it instead.
2/2


Last edited by Echo_Robin on Fri Dec 30, 2016 9:39 pm, edited 1 time in total.

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PostPosted: Fri Dec 30, 2016 8:55 pm 
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Nameless Revenant
Creature - Spirit Knight
Whenever ~ dies, if it had less than three -1/-1 counters on it, return it to the battlefield with that many -1/-1 counters plus one.
His name and his country gone, the only thing left is his code: "I'm not finished."
4/4


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PostPosted: Fri Dec 30, 2016 9:26 pm 
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Tidal Revenant
Creature - Homarid Knight (R)
When Tidal Revenant dies, at the beginning of the end step return it to the battlefield with the number of tide counters it had on it, plus one. Then, if it has four or more tide counters on it, remove them all.
Tidal Revenant has +1+1 if it has exactly one tide counter, and -1/-1 if it has exactly three tide counters.
3/3


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PostPosted: Fri Dec 30, 2016 11:39 pm 
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Library Revenant |
Creature - Spirit (R)
At the beginning of your upkeep, you may remove a counter from a permanent you control. If you do, draw a card.
1/1


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PostPosted: Sat Dec 31, 2016 12:42 am 
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Location: Alchemist's Refuge
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Public Library
Enchantment-Aura
Enchant library
Enchanted library is revealed.

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Up High, Down Low, Whoops, Too Slow.


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PostPosted: Sat Dec 31, 2016 4:44 am 
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Library Science
Enchantment
When ~ enters the battlefield, reveal your library, then separate the cards into three piles, one with lands, one with nonland permanent cards, and one with instant and sorcery cards. Shuffle each stack and place them face down.
Whenever you would draw a card from your library, instead draw the top card of each stack, then discard two cards from your hand.


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PostPosted: Sat Dec 31, 2016 7:37 am 
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Scientific Breakthrough -
Sorcery
Search your library for an artifact card with converted mana cost equal to 1 plus the highest converted mana cost among all artifacts you control, reveal it and put it onto the battlefield tapped. Then, shuffle your library.


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PostPosted: Sat Dec 31, 2016 8:58 am 
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Location: Alchemist's Refuge
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For Science!
Sorcery
As an additional cost to cast For Science!, sacrifice a creature.
Flip a coin. If you get heads, draw two cards and return the sacrificed creature to the battlefield tapped under your control. Otherwise, discard your hand.

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Up High, Down Low, Whoops, Too Slow.


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PostPosted: Sat Dec 31, 2016 7:15 pm 
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Forlorn Wanderer |
Creature - Human Nomad (R)
Exile ~: You may cast target face-up exiled creature card.
There are some places only the lost can find you.
1/1


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PostPosted: Sat Dec 31, 2016 9:55 pm 
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Not All Who Wander Are Lost
Sorcery
Each creature you control phases out. (Each creature and each permanent attached to those creatures is treated as if it doesn't exist.)
At the beginning of the end step, each permanent phased out this way phases in. Put a +1/+1 counter on each creature that phased in this way.


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PostPosted: Sun Jan 01, 2017 12:32 pm 
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Lost Heir
Creature ─ Human Soldier (R)
At the beginning of your upkeep destroy target creature with the highest power then put a +1/+1 counter on Lost Heir.
1/1
Ambition has no master.

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Sithas: Rising StormsLore, White, Blue, Black, Red, Green, Multi, Artifacts and Land
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Last edited by Dudibus on Sun Jan 01, 2017 9:08 pm, edited 1 time in total.

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PostPosted: Sun Jan 01, 2017 12:47 pm 
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Heir to the Grave |
Creature - Zombie (R)
When ~ enters the battlefield, if you didn't cast it from your graveyard, sacrifice it.
When ~ dies, you may cast it. Otherwise, exile it.
2/1


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PostPosted: Sun Jan 01, 2017 4:40 pm 
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I think that "Otherwise" should be an "If you don't." Also, for an initial cost of I'd like to get more than just a 2/1 that doesn't stay dead as long as I have open for each time it dies in a turn.

Grave Situation
Sorcery
Choose one or both--
  • Destroy target creature.
  • Put a creature card from target player's graveyard onto the battlefield under your control.

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PostPosted: Mon Jan 02, 2017 1:52 pm 
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Graveyard Bell
Artifact
, , Sacrifice ~: Return target creature card from your graveyard to the battlefield if it died last turn and no other creatures died this turn.


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PostPosted: Mon Jan 02, 2017 3:59 pm 
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Graveyard Politics
Sorcery (R)
Each player discards a card, sacrifices a creature then returns a creature card from their graveyard to the battlefield.

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PostPosted: Mon Jan 02, 2017 5:13 pm 
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Underhanded Politics
Enchantment
Whenever an opponent would vote you choose their vote for them unless they discard a card at random from their hand.
"Everyone has their price. I prefer it when its one they can't afford." - Queen Marchesa


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PostPosted: Mon Jan 02, 2017 8:06 pm 
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Wring Hands -
Sorcery
Draw two cards. As long as you control fewer creatures than an opponent, you lose 2 life.
Like a dinner party with no RSVPs.

This takes place in a post-apocalyptic set with zombies with 1920s elements such as housewives and dinner parties - without being too far removed from fantasy.


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PostPosted: Mon Jan 02, 2017 8:33 pm 
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Through the Wringer
Sorcery
Through the Wringer deals 3 damage to target creature. It's no longer blue. (It retains its other colors. If it has no other colors, it becomes colorless.)

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Up High, Down Low, Whoops, Too Slow.


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PostPosted: Tue Jan 03, 2017 6:33 am 
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Throughfare
Enchantment - Aura
Enchant Opponents Land
Whenever enchanted lands is tapped by its controller creatures you control gain landwalk with that land until the beginning of your next end step.
Not unlike a good priest, a good road saves many soles.


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PostPosted: Tue Jan 03, 2017 8:11 am 
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To Storm_UK: Souls, maybe ?

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nice quotes from this forum


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