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Cards With No Home

Cards With No Home by Alex

472 cards in Multiverse

42 with no rarity, 64 commons, 134 uncommons,
174 rares, 56 mythics, 1 basic, 1 token

6 colourless, 44 white, 70 blue, 63 black, 48 red, 41 green,
91 multicolour, 16 hybrid, 6 split, 33 artifact, 54 land

1285 comments total

Cards that don't fit into our actual themed sets. Open to all: throw your random ideas in here, or come along for some random ideas for your set.

Cards With No Home: Cardlist | Visual spoiler | Export | Booster | Comments | Recent activity
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Recently updated cards: (all recent activity)

 C 
Instant
Subterfuge (You may cast this spell as a face down colorless Instant for {0}. On resolution, turn this card face up, pay its casting costs and target, or To Blaive is countered.)
Destroy target artifact.
2 comments
last 2014-08-21 10:37:49 by Alex
{2}{w}{u}{b}
 
 M 
Legendary Creature – Human Mutant
Flying, vigilance, protection from abilities
{t}: Gain control of target artifact until Magneto leaves the battlefield.
{1}, {t}: Untap up to two target artifacts.
Tap an untapped artifact you control: Magneto deals 1 damage to target creature or player.
3/3
4 comments
last 2014-08-20 19:54:05 by Jsys Cryst
 C 
Artifact – Equipment
Equipped creature gets +1/+2.
Eject (If a creature equipped with this would be destroyed, instead detach this and it loses its equip ability until your next end step.)
Equip {2}
5 comments
last 2014-08-20 11:21:14 by Alex
 U 
Creature – Merfolk Ninja
Islandwalk
{1}{g}: Hidden-Leaf Chameleon becomes a green Wall creature with hexproof and base power and toughness 0/4 until end of turn.
2/1
1 comment
2014-08-19 17:16:38 by L2i0n0k7
 R 
Creature – Treefolk Ninja
If Hidden-Leaf Adept would be destroyed, instead return it to your hand and put a 0/1 green Plant creature token onto the battlefield with "Sacrifice this creature: Add one mana of any color to your mana pool."
3/4
4 comments
last 2014-08-19 17:07:00 by L2i0n0k7

Recent comments: (all recent activity)
On To Blaive:
on 2014-08-21 10:37:49 by Alex:

Hee! Cool idea!

On To Blaive:
on 2014-08-21 00:29:46 by jmgariepy:

Alex happened to mention something, in his comments on making a Code Geas set, about hidden tactics. Or something or other. I have no idea, since this mechanic all the sudden came to me.

The obvious point of making a card like this would be to drive counterspell players nuts. I did think to make the cost uniform (like morph), but decided against it, since I'd love to see a draw-go player sweat it out. Maybe you're gaining control of all creatures. Maybe you're just drawing a card. Who knows. For more fun, toss 3 cards with Subterfuge out at the same time, with no intention of paying for 2 of them.

But, yeah, like split second, there's going to be plenty of times your opponent will want to respond to stuff, but won't know what's going on. I'd love to see someone sacrifice their Scarecrone in response to subterfuge, only to find out that their opponent is putting a Saproling token on the table.

On Magneto:
on 2014-08-20 19:54:05 by Jsys Cryst:

Oh now that's a nice reference then :)

On Magneto:
on 2014-08-20 15:25:47 by L2i0n0k7:

He has protection from abilities as a cute reference to his helmet.

On Powered Armor:
on 2014-08-20 11:21:14 by Alex:

Evolved this idea a little into Glasgow RPI-11. Since that's in the Code Geass set I wanted the mecha to be a bit easier to kill. But for a world where powered armor is a lot harder to destroy in combat, this is a very interesting mechanic. Does make it even better than most equipment, which is already a pretty powerful card type; this allows a random 3/3 to function as a 4/5 with regenerate {2} that you don't even need to leave mana up for. That's... pretty strong.

On Magneto:
on 2014-08-20 10:25:05 by Jsys Cryst:

So as a Marvel fan with at least some expanded knowledge on the topic, I feel obliged to comment on this. Magneto is a perfect example of an Esper character. jmgariepy isn't totally wrong with his explanations for R and G but if you look at every tiny facet, every character is WUBRG because everyone has something from every color.

Magneto though is by far not enough emotion-based to justify R in his card and a "desire to right serious injustices" could also be seen as white. He is a thinker and is known to fight his own emotions if it helps him reach his goals.

Concerning green ... yes, he believes that the rule of mutants over humans is their natural right and the outcome of evolution. Yet he doesn't accept that there naturally are far more humans than mutants and, more important, according to his morale humans don't deserve to rule, in part due to personal experiences he had with them. This is his very much of his core motivation which pretty much fights anything green stands for.

So much for the colors of the character, now about the card itself. I don't quite get why he has protection from abilities. The rest of the abilties fit the character well but I guess it still is a bit too much. If you want to give him that many options to interact with artifacts, I'd suggest one Umezawa's Jitte style ability instead of three seperate abilities, one of which is modal.

Also I don't think his P/T have to be all that high. He's an old man when he doesn't use his abilities after all and none of them increases his physical abilities (except you go real deep into "but in that one issue once" comics stuff).

All together I'd say flying vigilance is fine, then one modal ability with {1}, {t} or only {t} that can either - steal an artifact and untap it or - gain indestructible if the # of artifacts you control = his toughness or - tap any number of artifacts you control and ping for each one tapped this way

If you tune down his P/T a bit to like 2/2 or something you could possibly cost him at 1UWB or push him to UWB.

At least that's how I'd do a top down Magneto :)

On Magneto:
on 2014-08-20 02:10:48 by L2i0n0k7:

Inspired, of course, by Magneto and the comments made there.

On Powered Armor:
on 2014-08-19 23:35:37 by keflexxx:

i can follow along with it, but it is a bit confusing. any reason you can't have this work as an equipment totem armor? can make it a may clause so that people aren't sacrificing their equipment for bad dudes

On Powered Armor:
on 2014-08-19 19:49:11 by L2i0n0k7:

The fact that it loses its equip ability is both for flavor (you have to have time to repair it) and balance. I don't know if it makes sense or not.

On Powered Armor:
on 2014-08-19 19:28:39 by Alex:

Nice!

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