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PostPosted: Thu Aug 17, 2017 12:22 pm 
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Flash Ankle
Instant
Goad all creatures target player controls. That player discards all the cards in his or her hand and draws that many cards.
Every plane has different taboos, and Chandra always finds a way to violate them.


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PostPosted: Thu Aug 17, 2017 2:17 pm 
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Posts: 3174
Flash of Spirit :1::r::w:
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Creatures you control get +1/+1 until end of turn.


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PostPosted: Thu Aug 17, 2017 6:04 pm 
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Preferred Pronoun Set: he etc.
Spirit of the Night
Creature- Spirit (R)
Flying.
When Spirit of the Night enters the battlefield, return a creature with power 1 or less from your graveyard to the battlefield.
3/2


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PostPosted: Thu Aug 17, 2017 9:12 pm 
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Location: Alchemist's Refuge
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Preferred Pronoun Set: he/him/his/his/himself
Something seems off about that.

Night Shift
Instant
Transform target permanent if its front face is up.
Draw a card.

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Former Rules Advisor (RA program ended 5-3-16)

Up High, Down Low, Whoops, Too Slow.


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PostPosted: Fri Aug 18, 2017 11:15 am 
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Posts: 2148
Test User (1)
Loyalty Shift
Sorcery
Move up to X loyalty counters from any number of target permanents to any number of target permanents.


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PostPosted: Fri Aug 18, 2017 12:33 pm 
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Loyal to None But Myself
Ongoing Scheme
When you set this scheme into motion, choose an opponent. That player is teammates with no one and can only choose others. That player must attack alone. (Either only that player declares attackers or other players declare attackers at a time.)
When the chosen opponent becomes the target of a spell controlled by another opponent, end this scheme.
Ideals, like bones, can shatter.


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PostPosted: Fri Aug 18, 2017 8:43 pm 
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Location: Alchemist's Refuge
Identity: Male
Preferred Pronoun Set: he/him/his/his/himself
Me, Myself, and I
Sorcery
Three other players join the game. They are your teammates. You control those players and they share your hand and library. Distribute your life total between all players on your team evenly, rounded up. Exile Me, Myself, and I.
You can't have more than one card named Me, Myself, and I in your deck.
"I'd like you to meet three very close friends of mine: my alter-ego, my super-ego, and my id."

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Former Rules Advisor (RA program ended 5-3-16)

Up High, Down Low, Whoops, Too Slow.


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PostPosted: Sat Aug 19, 2017 4:57 am 
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Preferred Pronoun Set: he etc.
"Yes I Can"
Instant
Target creature gets +2/+2 and first gains strike until end of turn.
Simple self-belief won't stand in for skill; but beware of an enemy with both


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PostPosted: Sat Aug 19, 2017 11:33 am 
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Can of Whoopass
Artifact
When Can of Whoopass is put into your graveyard from the battlefield, put a 4/4 red Warrior creature token onto the battlefield and it deals damage equal to its power to target creature or player.


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PostPosted: Sat Aug 19, 2017 9:40 pm 
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Posts: 2148
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Mountain Pass
Land
~ enters the battlefield tapped if you don't control another permanent that can produce .
: Add to your mana pool.
,: Target creature must be blocked this turn.


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PostPosted: Sat Aug 19, 2017 9:52 pm 
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Location: Alchemist's Refuge
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Pass of Fists
Enchantment-Aura
Enchant land you control
: Enchanted land becomes a 2/1 white Monk creature with vigilance and first strike until end of turn. It's still a land.
Whenever a creature attacks you or a planeswalker you control, Pass of Fists deals 1 damage to that creature.

Story behind the name

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Former Rules Advisor (RA program ended 5-3-16)

Up High, Down Low, Whoops, Too Slow.


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PostPosted: Sun Aug 20, 2017 10:45 am 
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Identity: Unqualified
Hand over Fist
Enchantment - Aura
Enchant creature
Enchanted creature has double strike.
If a source would deal damage to enchanted creature, it deals double that damage to enchanted creature instead.


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PostPosted: Sun Aug 20, 2017 8:02 pm 
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Way of the Closed Fist
Enchantment (R)
Creatures enter the battlefield tapped.
Creatures you control get +1/+1.

_________________
SithasLore, White, Blue, Black, Red, Green, Multicolored, Artifacts, Lands
Sithas: Rising StormsLore, White, Blue, Black, Red, Green, Multi, Artifacts and Land
Ephemeron


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PostPosted: Sun Aug 20, 2017 8:16 pm 
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Location: Alchemist's Refuge
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Know the Way
Sorcery
Reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped, then put the rest on top of your library in any order. If you only revealed a land card this way, scry 3.

_________________
Former Rules Advisor (RA program ended 5-3-16)

Up High, Down Low, Whoops, Too Slow.


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PostPosted: Sun Aug 20, 2017 11:40 pm 
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Knowledge of the Terrain
Tribal Sorcery — Scout
Reveal the top three cards on your library. If more land cards were revealed this way than nonland cards, put one of the land cards onto the battlefield tapped and creatures you control can't be blocked this turn. Otherwise, put up to one of the nonland cards and up to one of the land cards into your hand. Either way, put the rest on top of your library in any order.


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PostPosted: Mon Aug 21, 2017 12:32 am 
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Uneven Terrain
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped, tap target creature.


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PostPosted: Mon Aug 21, 2017 12:47 am 
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Even When
Legendary Enchantment
At the beginning of each opponent's upkeep, if it's an extra turn, take an extra turn after this one.

_________________
Former Rules Advisor (RA program ended 5-3-16)

Up High, Down Low, Whoops, Too Slow.


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PostPosted: Mon Aug 21, 2017 3:00 am 
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When it Rains
Enchantment
Spells you cast cost less for each spell you cast this turn.



I think this works, and is also better than my original wording, "Spells you cast have 'Spells you cast this turn cost less to cast.'"


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PostPosted: Mon Aug 21, 2017 2:39 pm 
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Rain of Blood
Sorcery (U)
Put the top X cards from your library into your graveyard. For each creature card put into a graveyard in this way, Rain of Blood deals 1 damage to each creature and player.

_________________
SithasLore, White, Blue, Black, Red, Green, Multicolored, Artifacts, Lands
Sithas: Rising StormsLore, White, Blue, Black, Red, Green, Multi, Artifacts and Land
Ephemeron


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PostPosted: Mon Aug 21, 2017 2:44 pm 
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Blood God
Legendary Enchantment Creature — God
Blood God isn't a creature as long as it has 3 or fewer +1/+1 counters on it.
Whenever you pay life or sacrifice a creature, put a +1/+1 counter on Blood God.
Indestructible, menace, lifelink, trample, flying
At the beginning of each end step, remove all +1/+1 counters from Blood God.
0/0


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