Collaborative Create-A-Booster

User avatar
Viperousrook
Posts: 471
Joined: 1 month ago
Pronoun: Unlisted

Post by Viperousrook » 3 weeks ago

What is fiction and what is reality is a question often asked in Illukar a plane were illusions are so prominent that people can't tell the difference between illusion and reality and as a result of the planes boosting of illusions the illusions here are as good as reality and two people can see things in incredibly different ways one could walk into a town eat and sleep on the second floor of an inn while another walks every square inch of a field and just sees a levitating person people are the only things that aren't replicated or erased by the illusions that make up this plane
Illukar
Show
Hide
Archer
Token Creature - Archer (S)
Reach
1/1

Discerning Skeptic
Creature - Dwarf Advisor (C)
Vigilance
Whenever a noncreature permanent is returned to a player's hand, put a +1/+1 counter on Discerning Skeptic.
She might be pondering things slowly, but she prefers that to thinking about unreal.
1/3

Unstable Wall U
Creature - Illusion Wall (C)
Defender
Whenever Unstable Wall becomes the target of a spell or ability, return Unstable Wall to its owner's hand.
Seemingly the commonest conjuration on all of Illukar.
0/5

Predator's Eyes 1G
Enchantment — Aura (C)
Enchant creature
Whenever enchanted creature deals combat damage to a player or planeswalker, draw a card.
Aura Swap 2GG (2GG: Exchange this Aura with an Aura card in your hand.)

Centaur Lookout
Creature - Centaur Scout (C)
Reach
When Centaur Lookout enters the battlefield, look at the top four cards of your library. You may reveal a land or enchantment card from among them and put it into your hand. Put the rest of those cards on the bottom of your library in any order.
As they lower halves can be subjected to illusions, all centaurs train to be keen-eyed from their youth.
3/2

Imaginary Fiend
Creature — Illusion Devil (C)
Menace
When this creature leaves the battlefield, you lose 1 life and draw a card.
Whenever Imaginary Fiend becomes blocked, return it to your hand.
4/1
Cleric of the Marble Eye 2W
Creature — Human Cleric (C)
Cleric of the Marble Eye can't be enchanted.
Whenever a permanent you control leaves the battlefield, put a +1/+1 counter on Cleric of the Marble Eye. This ability only triggers once each turn.
In a world of uncertainty, faith is at its strongest.
2/2
Illukar mechanics
Show
Hide
Aura Swap [cost] ([cost]: Exchange this Aura with an Aura card in your hand.)
Uncommon 1 of 3:

Unexpected Pitfall 2G
Instant (U)
Destroy target artifact or creature without flying
"There are many known locations where you need to move cautiously because the ground is known to vanish." — Shifty Guide

Flame Willed Elemental2RR
Creature — Illusion Elemental (U)
When Flame Willed Elemental enters the battlefield choose two —
• Deal 3 damage to any target
• Destroy Target Artifact
• Until end of turn target creature gets ": This creature gets +1/+0 until end of turn"
"Some say that the fires have wants and desires... we'd be foolish to mock them knowing what else is possible." —
3/3

User avatar
Incredium
Posts: 427
Joined: 3 years ago
Pronoun: he / him

Post by Incredium » 3 weeks ago

What is fiction and what is reality is a question often asked in Illukar a plane were illusions are so prominent that people can't tell the difference between illusion and reality and as a result of the planes boosting of illusions the illusions here are as good as reality and two people can see things in incredibly different ways one could walk into a town eat and sleep on the second floor of an inn while another walks every square inch of a field and just sees a levitating person people are the only things that aren't replicated or erased by the illusions that make up this plane
Illukar
Show
Hide
Archer
Token Creature - Archer (S)
Reach
1/1

Discerning Skeptic
Creature - Dwarf Advisor (C)
Vigilance
Whenever a noncreature permanent is returned to a player's hand, put a +1/+1 counter on Discerning Skeptic.
She might be pondering things slowly, but she prefers that to thinking about unreal.
1/3

Unstable Wall U
Creature - Illusion Wall (C)
Defender
Whenever Unstable Wall becomes the target of a spell or ability, return Unstable Wall to its owner's hand.
Seemingly the commonest conjuration on all of Illukar.
0/5

Predator's Eyes 1G
Enchantment — Aura (C)
Enchant creature
Whenever enchanted creature deals combat damage to a player or planeswalker, draw a card.
Aura Swap 2GG (2GG: Exchange this Aura with an Aura card in your hand.)

Centaur Lookout
Creature - Centaur Scout (C)
Reach
When Centaur Lookout enters the battlefield, look at the top four cards of your library. You may reveal a land or enchantment card from among them and put it into your hand. Put the rest of those cards on the bottom of your library in any order.
As they lower halves can be subjected to illusions, all centaurs train to be keen-eyed from their youth.
3/2

Imaginary Fiend
Creature — Illusion Devil (C)
Menace
When this creature leaves the battlefield, you lose 1 life and draw a card.
Whenever Imaginary Fiend becomes blocked, return it to your hand.
4/1

Cleric of the Marble Eye 2W
Creature — Human Cleric (C)
Cleric of the Marble Eye can't be enchanted.
Whenever a permanent you control leaves the battlefield, put a +1/+1 counter on Cleric of the Marble Eye. This ability only triggers once each turn.
In a world of uncertainty, faith is at its strongest.
2/2

Flame Willed Elemental2RR
Creature — Illusion Elemental (U)
When Flame Willed Elemental enters the battlefield choose two —
• Deal 3 damage to any target
• Destroy Target Artifact
• Until end of turn target creature gets ": This creature gets +1/+0 until end of turn"
"Some say that the fires have wants and desires... we'd be foolish to mock them knowing what else is possible." —
3/3
Illukar mechanics
Show
Hide
Aura Swap [cost] ([cost]: Exchange this Aura with an Aura card in your hand.)
Uncommon 2 of 3:

Ireful Visions 2r
Sorcery (U)
Mill 4 cards. Creatures you control get +X/+0 and haste until end of turn, where X is the number of non land cards milled this way.
Mirage 3rr (3RR, Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
When you Enmirage this card, creatures you control get +2/+0 and haste until end of turn.

Dreamweaver Lich 4bb
Creature - Zombie Wizard (U)
When Dreamweaver Lich enters the battlefield, target player draws 2 cards and loses 2 life.
Mirage 3b (3b, Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
When you Enmirage this card, you draw a card and lose 1 life.
4/4

Death's Draw Bow 3b
Artifact (U)
When Death's Draw Bow enters the battlefield, create a 1/1 green archer creature token with reach.
2b, T, Sacrifice a creature: Target opponent discards a card and loses 1 life. You draw a card and gain 1 life.
To pull its string is to find an aim never wavering and a curse never ending.

User avatar
Lorn Asbord Schutta
Posts: 1037
Joined: 4 years ago
Pronoun: he / him

Post by Lorn Asbord Schutta » 2 weeks ago

What is fiction and what is reality is a question often asked in Illukar a plane were illusions are so prominent that people can't tell the difference between illusion and reality and as a result of the planes boosting of illusions the illusions here are as good as reality and two people can see things in incredibly different ways one could walk into a town eat and sleep on the second floor of an inn while another walks every square inch of a field and just sees a levitating person people are the only things that aren't replicated or erased by the illusions that make up this plane
Illukar
Show
Hide
Archer
Token Creature - Archer (S)
Reach
1/1

Discerning Skeptic
Creature - Dwarf Advisor (C)
Vigilance
Whenever a noncreature permanent is returned to a player's hand, put a +1/+1 counter on Discerning Skeptic.
She might be pondering things slowly, but she prefers that to thinking about unreal.
1/3

Unstable Wall U
Creature - Illusion Wall (C)
Defender
Whenever Unstable Wall becomes the target of a spell or ability, return Unstable Wall to its owner's hand.
Seemingly the commonest conjuration on all of Illukar.
0/5

Predator's Eyes 1G
Enchantment — Aura (C)
Enchant creature
Whenever enchanted creature deals combat damage to a player or planeswalker, draw a card.
Aura Swap 2GG (2GG: Exchange this Aura with an Aura card in your hand.)

Centaur Lookout
Creature - Centaur Scout (C)
Reach
When Centaur Lookout enters the battlefield, look at the top four cards of your library. You may reveal a land or enchantment card from among them and put it into your hand. Put the rest of those cards on the bottom of your library in any order.
As they lower halves can be subjected to illusions, all centaurs train to be keen-eyed from their youth.
3/2

Imaginary Fiend
Creature — Illusion Devil (C)
Menace
When this creature leaves the battlefield, you lose 1 life and draw a card.
Whenever Imaginary Fiend becomes blocked, return it to your hand.
4/1

Cleric of the Marble Eye 2W
Creature — Human Cleric (C)
Cleric of the Marble Eye can't be enchanted.
Whenever a permanent you control leaves the battlefield, put a +1/+1 counter on Cleric of the Marble Eye. This ability only triggers once each turn.
In a world of uncertainty, faith is at its strongest.
2/2

Flame Willed Elemental2RR
Creature — Illusion Elemental (U)
When Flame Willed Elemental enters the battlefield choose two —
• Deal 3 damage to any target
• Destroy Target Artifact
• Until end of turn target creature gets ": This creature gets +1/+0 until end of turn"
"Some say that the fires have wants and desires... we'd be foolish to mock them knowing what else is possible." —
3/3

Ireful Visions 2r
Sorcery (U)
Mill 4 cards. Creatures you control get +X/+0 and haste until end of turn, where X is the number of non land cards milled this way.
Mirage 3rr (3RR, Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
When you enmirage this card, creatures you control get +2/+0 and haste until end of turn.
Illukar mechanics
Show
Hide
Aura Swap [cost] ([cost]: Exchange this Aura with an Aura card in your hand.)
Mirage [cost] ([cost], Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
Uncommon 3 of 3:

Only the Real Now
Sorcery (U)
This spell costs less to cast if a permanent was exiled this turn.
This spell costs less to cast if a card was exiled from graveyard this turn.
You draw three cards and you lose 3 life.
... but was it worth it?

Illusionary Convergence
Sorcery (U)
If you cast this spell for its illusion of choice cost, it has flash.
Choose at least one -
• Destroy target tapped artifact or creature.
• Exile target nonland permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step. Scry 1.
• Target nonland permanent phases out. Scry 2.
• Return target nonland permanent to its owner's hand. Scry 1.
Illusion of choice (If you cast this spell for its illusion of choice cost, an opponent chooses the mode, but you choose the targets.)

Death's Draw Bow 3b
Artifact (U)
When Death's Draw Bow enters the battlefield, create a 1/1 green archer creature token with reach.
2b, T, Sacrifice a creature: Target opponent discards a card and loses 1 life. You draw a card and gain 1 life.
To pull its string is to find an aim never wavering and a curse never ending.

User avatar
Raptorchan
Beautiful Liar
Posts: 780
Joined: 4 years ago
Pronoun: Unlisted
Location: Red Jungle, Babwe

Post by Raptorchan » 2 weeks ago

What is fiction and what is reality is a question often asked in Illukar a plane were illusions are so prominent that people can't tell the difference between illusion and reality and as a result of the planes boosting of illusions the illusions here are as good as reality and two people can see things in incredibly different ways one could walk into a town eat and sleep on the second floor of an inn while another walks every square inch of a field and just sees a levitating person people are the only things that aren't replicated or erased by the illusions that make up this plane
Illukar
Show
Hide
Archer
Token Creature - Archer (S)
Reach
1/1

Discerning Skeptic
Creature - Dwarf Advisor (C)
Vigilance
Whenever a noncreature permanent is returned to a player's hand, put a +1/+1 counter on Discerning Skeptic.
She might be pondering things slowly, but she prefers that to thinking about unreal.
1/3

Unstable Wall U
Creature - Illusion Wall (C)
Defender
Whenever Unstable Wall becomes the target of a spell or ability, return Unstable Wall to its owner's hand.
Seemingly the commonest conjuration on all of Illukar.
0/5

Predator's Eyes 1G
Enchantment — Aura (C)
Enchant creature
Whenever enchanted creature deals combat damage to a player or planeswalker, draw a card.
Aura Swap 2GG (2GG: Exchange this Aura with an Aura card in your hand.)

Centaur Lookout
Creature - Centaur Scout (C)
Reach
When Centaur Lookout enters the battlefield, look at the top four cards of your library. You may reveal a land or enchantment card from among them and put it into your hand. Put the rest of those cards on the bottom of your library in any order.
As they lower halves can be subjected to illusions, all centaurs train to be keen-eyed from their youth.
3/2

Imaginary Fiend
Creature — Illusion Devil (C)
Menace
When this creature leaves the battlefield, you lose 1 life and draw a card.
Whenever Imaginary Fiend becomes blocked, return it to your hand.
4/1

Cleric of the Marble Eye 2W
Creature — Human Cleric (C)
Cleric of the Marble Eye can't be enchanted.
Whenever a permanent you control leaves the battlefield, put a +1/+1 counter on Cleric of the Marble Eye. This ability only triggers once each turn.
In a world of uncertainty, faith is at its strongest.
2/2

Flame Willed Elemental2RR
Creature — Illusion Elemental (U)
When Flame Willed Elemental enters the battlefield choose two —
• Deal 3 damage to any target
• Destroy Target Artifact
• Until end of turn target creature gets ": This creature gets +1/+0 until end of turn"
"Some say that the fires have wants and desires... we'd be foolish to mock them knowing what else is possible." —
3/3

Ireful Visions 2r
Sorcery (U)
Mill 4 cards. Creatures you control get +X/+0 and haste until end of turn, where X is the number of non land cards milled this way.
Mirage 3rr (3RR, Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
When you enmirage this card, creatures you control get +2/+0 and haste until end of turn.

Death's Draw Bow 3b
Artifact (U)
When Death's Draw Bow enters the battlefield, create a 1/1 green archer creature token with reach.
2b, T, Sacrifice a creature: Target opponent discards a card and loses 1 life. You draw a card and gain 1 life.
To pull its string is to find an aim never wavering and a curse never ending.
Illukar mechanics
Show
Hide
Aura Swap [cost] ([cost]: Exchange this Aura with an Aura card in your hand.)
Mirage [cost] ([cost], Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)

Common/List/Special Guest 1 of 1

Lord of the Unreal uu
Creature — Human Wizard (L)
Illusion creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
2/2

Thalakos Deceiver 3u
Creature — Thalakos Wizard (SG)
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Thalakos Deceiver attacks and isn't blocked, you may sacrifice it. If you do, gain control of target creature. (This effect lasts indefinitely.)
1/1

User avatar
Incredium
Posts: 427
Joined: 3 years ago
Pronoun: he / him

Post by Incredium » 1 week ago

What is fiction and what is reality is a question often asked in Illukar a plane were illusions are so prominent that people can't tell the difference between illusion and reality and as a result of the planes boosting of illusions the illusions here are as good as reality and two people can see things in incredibly different ways one could walk into a town eat and sleep on the second floor of an inn while another walks every square inch of a field and just sees a levitating person people are the only things that aren't replicated or erased by the illusions that make up this plane
Illukar
Show
Hide
Archer
Token Creature - Archer (S)
Reach
1/1

Discerning Skeptic
Creature - Dwarf Advisor (C)
Vigilance
Whenever a noncreature permanent is returned to a player's hand, put a +1/+1 counter on Discerning Skeptic.
She might be pondering things slowly, but she prefers that to thinking about unreal.
1/3

Unstable Wall U
Creature - Illusion Wall (C)
Defender
Whenever Unstable Wall becomes the target of a spell or ability, return Unstable Wall to its owner's hand.
Seemingly the commonest conjuration on all of Illukar.
0/5

Predator's Eyes 1G
Enchantment — Aura (C)
Enchant creature
Whenever enchanted creature deals combat damage to a player or planeswalker, draw a card.
Aura Swap 2GG (2GG: Exchange this Aura with an Aura card in your hand.)

Centaur Lookout
Creature - Centaur Scout (C)
Reach
When Centaur Lookout enters the battlefield, look at the top four cards of your library. You may reveal a land or enchantment card from among them and put it into your hand. Put the rest of those cards on the bottom of your library in any order.
As they lower halves can be subjected to illusions, all centaurs train to be keen-eyed from their youth.
3/2

Imaginary Fiend
Creature — Illusion Devil (C)
Menace
When this creature leaves the battlefield, you lose 1 life and draw a card.
Whenever Imaginary Fiend becomes blocked, return it to your hand.
4/1

Cleric of the Marble Eye 2W
Creature — Human Cleric (C)
Cleric of the Marble Eye can't be enchanted.
Whenever a permanent you control leaves the battlefield, put a +1/+1 counter on Cleric of the Marble Eye. This ability only triggers once each turn.
In a world of uncertainty, faith is at its strongest.
2/2

Flame Willed Elemental2RR
Creature — Illusion Elemental (U)
When Flame Willed Elemental enters the battlefield choose two —
• Deal 3 damage to any target
• Destroy Target Artifact
• Until end of turn target creature gets ": This creature gets +1/+0 until end of turn"
"Some say that the fires have wants and desires... we'd be foolish to mock them knowing what else is possible." —
3/3

Ireful Visions 2r
Sorcery (U)
Mill 4 cards. Creatures you control get +X/+0 and haste until end of turn, where X is the number of non land cards milled this way.
Mirage 3rr (3RR, Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
When you enmirage this card, creatures you control get +2/+0 and haste until end of turn.

Death's Draw Bow 3b
Artifact (U)
When Death's Draw Bow enters the battlefield, create a 1/1 green archer creature token with reach.
2b, T, Sacrifice a creature: Target opponent discards a card and loses 1 life. You draw a card and gain 1 life.
To pull its string is to find an aim never wavering and a curse never ending.

Lord of the Unreal uu
Creature — Human Wizard (L)
Illusion creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
2/2

Illukar mechanics
Show
Hide
Aura Swap [cost] ([cost]: Exchange this Aura with an Aura card in your hand.)
Mirage [cost] ([cost], Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
4/4

Rare 1 of 1 :

Kephrix, Cryptic Deceiver 4ub
Legendary Creature - Sphinx Warlock (M)
Flying, Deathtouch, Ward - 2
Affinity for tokens (this spell costs 1 less to cast for each token you control.)
Activated abilities you control have affinity for tokens.
Mirage 4
3/4

Echoing Mineshaft3
Artifact (R)
Echoing Mineshaft enters the battlefield tapped.
T: Add one mana of any color.
At the beginning of each players draw step, if Echoing Mineshaft is untapped, each player draws a card.

Mirror Warp 3UU
Instant (R)
Divergence 6 (choose any number of modes that total exactly 6. You may choose the same mode more than once.)
[1] Surveil 1
[2] Draw a card
[3] Return target nonland permanent or spell to its owners hand.

User avatar
Viperousrook
Posts: 471
Joined: 1 month ago
Pronoun: Unlisted

Post by Viperousrook » 5 days ago

What is fiction and what is reality is a question often asked in Illukar a plane were illusions are so prominent that people can't tell the difference between illusion and reality and as a result of the planes boosting of illusions the illusions here are as good as reality and two people can see things in incredibly different ways one could walk into a town eat and sleep on the second floor of an inn while another walks every square inch of a field and just sees a levitating person people are the only things that aren't replicated or erased by the illusions that make up this plane
Illukar
Show
Hide
Archer
Token Creature - Archer (S)
Reach
1/1

Discerning Skeptic
Creature - Dwarf Advisor (C)
Vigilance
Whenever a noncreature permanent is returned to a player's hand, put a +1/+1 counter on Discerning Skeptic.
She might be pondering things slowly, but she prefers that to thinking about unreal.
1/3

Unstable Wall U
Creature - Illusion Wall (C)
Defender
Whenever Unstable Wall becomes the target of a spell or ability, return Unstable Wall to its owner's hand.
Seemingly the commonest conjuration on all of Illukar.
0/5

Predator's Eyes 1G
Enchantment — Aura (C)
Enchant creature
Whenever enchanted creature deals combat damage to a player or planeswalker, draw a card.
Aura Swap 2GG (2GG: Exchange this Aura with an Aura card in your hand.)

Centaur Lookout
Creature - Centaur Scout (C)
Reach
When Centaur Lookout enters the battlefield, look at the top four cards of your library. You may reveal a land or enchantment card from among them and put it into your hand. Put the rest of those cards on the bottom of your library in any order.
As they lower halves can be subjected to illusions, all centaurs train to be keen-eyed from their youth.
3/2

Imaginary Fiend
Creature — Illusion Devil (C)
Menace
When this creature leaves the battlefield, you lose 1 life and draw a card.
Whenever Imaginary Fiend becomes blocked, return it to your hand.
4/1

Cleric of the Marble Eye 2W
Creature — Human Cleric (C)
Cleric of the Marble Eye can't be enchanted.
Whenever a permanent you control leaves the battlefield, put a +1/+1 counter on Cleric of the Marble Eye. This ability only triggers once each turn.
In a world of uncertainty, faith is at its strongest.
2/2

Flame Willed Elemental2RR
Creature — Illusion Elemental (U)
When Flame Willed Elemental enters the battlefield choose two —
• Deal 3 damage to any target
• Destroy Target Artifact
• Until end of turn target creature gets ": This creature gets +1/+0 until end of turn"
"Some say that the fires have wants and desires... we'd be foolish to mock them knowing what else is possible." — Priest of the Marble Eye
3/3

Ireful Visions 2r
Sorcery (U)
Mill 4 cards. Creatures you control get +X/+0 and haste until end of turn, where X is the number of non land cards milled this way.
Mirage 3rr (3RR, Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
When you enmirage this card, creatures you control get +2/+0 and haste until end of turn.

Death's Draw Bow 3b
Artifact (U)
When Death's Draw Bow enters the battlefield, create a 1/1 green archer creature token with reach.
2b, T, Sacrifice a creature: Target opponent discards a card and loses 1 life. You draw a card and gain 1 life.
To pull its string is to find an aim never wavering and a curse never ending.

Lord of the Unreal uu
Creature — Human Wizard (L)
Illusion creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
2/2

Mirror Warp 3UU
Instant (R)
Divergence 6 (choose any number of modes that total exactly 6. You may choose the same mode more than once.)
[1] Surveil 1
[2] Draw a card
[3] Return target nonland permanent or spell to its owners hand.
Illukar mechanics
Show
Hide
Aura Swap [cost] ([cost]: Exchange this Aura with an Aura card in your hand.)
Mirage [cost] ([cost], Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
Divergence # pick a number of modes with total equal to #


Non-Foil Wildcard 1/1

Illusory Ambusher 4U
Creature — Cat Illusion (U)
Flash
Whenever Illusory Ambusher is dealt damage, draw that many cards.

Ilthor, Creator of Illusion 4UUU
Legendary Creature — Human Wizard (M)
Illusions you control have Myriad
3U: Create a token copy of target nonland permanent but it's a 2/2 blue Illusion creature in addition to its other types
Many wonder what's real, but that does not matter to me. Not when I can merely manipulate my will into being reality. — Ilthor

Warped Reality XURG
Instant (R)
Divergence X
[1] Each player creates a 2/2 blue Illusion creature token
[2] Put a +1/+1 Counter on target creature you control and target creature an opponent controls
[3] Destroy a target Artifact under each player's control. Its controller creates X Treasure tokens where X is its converted mana cost.
Everyone is equal in this world of the unknown. No one gets to suffer more than anyone else, and no one has more than anyone else. — Sign on the side of a road
Last edited by Viperousrook 4 days ago, edited 2 times in total.

User avatar
Raptorchan
Beautiful Liar
Posts: 780
Joined: 4 years ago
Pronoun: Unlisted
Location: Red Jungle, Babwe

Post by Raptorchan » 4 days ago

Did you just skip two card slots, guys?

User avatar
Viperousrook
Posts: 471
Joined: 1 month ago
Pronoun: Unlisted

Post by Viperousrook » 4 days ago

Did we? I was following the pattern of the previous couple Create-A-Boosters so I genuinely don't know if we did.

Edit 1: I just checked and that's my bad for some reason I completely missed the wildcard slots when I was checking the last Create-A-Booster

Edit 2: I fixed it so now it is the first wildcard

User avatar
Raptorchan
Beautiful Liar
Posts: 780
Joined: 4 years ago
Pronoun: Unlisted
Location: Red Jungle, Babwe

Post by Raptorchan » 4 days ago

What is fiction and what is reality is a question often asked in Illukar a plane were illusions are so prominent that people can't tell the difference between illusion and reality and as a result of the planes boosting of illusions the illusions here are as good as reality and two people can see things in incredibly different ways one could walk into a town eat and sleep on the second floor of an inn while another walks every square inch of a field and just sees a levitating person people are the only things that aren't replicated or erased by the illusions that make up this plane
Illukar
Show
Hide
Archer
Token Creature - Archer (S)
Reach
1/1

Discerning Skeptic
Creature - Dwarf Advisor (C)
Vigilance
Whenever a noncreature permanent is returned to a player's hand, put a +1/+1 counter on Discerning Skeptic.
She might be pondering things slowly, but she prefers that to thinking about unreal.
1/3

Unstable Wall U
Creature - Illusion Wall (C)
Defender
Whenever Unstable Wall becomes the target of a spell or ability, return Unstable Wall to its owner's hand.
Seemingly the commonest conjuration on all of Illukar.
0/5

Predator's Eyes 1G
Enchantment — Aura (C)
Enchant creature
Whenever enchanted creature deals combat damage to a player or planeswalker, draw a card.
Aura Swap 2GG (2GG: Exchange this Aura with an Aura card in your hand.)

Centaur Lookout
Creature - Centaur Scout (C)
Reach
When Centaur Lookout enters the battlefield, look at the top four cards of your library. You may reveal a land or enchantment card from among them and put it into your hand. Put the rest of those cards on the bottom of your library in any order.
As they lower halves can be subjected to illusions, all centaurs train to be keen-eyed from their youth.
3/2

Imaginary Fiend
Creature — Illusion Devil (C)
Menace
When this creature leaves the battlefield, you lose 1 life and draw a card.
Whenever Imaginary Fiend becomes blocked, return it to your hand.
4/1

Cleric of the Marble Eye 2W
Creature — Human Cleric (C)
Cleric of the Marble Eye can't be enchanted.
Whenever a permanent you control leaves the battlefield, put a +1/+1 counter on Cleric of the Marble Eye. This ability only triggers once each turn.
In a world of uncertainty, faith is at its strongest.
2/2

Flame Willed Elemental2RR
Creature — Illusion Elemental (U)
When Flame Willed Elemental enters the battlefield choose two —
• Deal 3 damage to any target
• Destroy Target Artifact
• Until end of turn target creature gets ": This creature gets +1/+0 until end of turn"
"Some say that the fires have wants and desires... we'd be foolish to mock them knowing what else is possible." — Priest of the Marble Eye
3/3

Ireful Visions 2r
Sorcery (U)
Mill 4 cards. Creatures you control get +X/+0 and haste until end of turn, where X is the number of non land cards milled this way.
Mirage 3rr (3RR, Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
When you enmirage this card, creatures you control get +2/+0 and haste until end of turn.

Death's Draw Bow 3b
Artifact (U)
When Death's Draw Bow enters the battlefield, create a 1/1 green archer creature token with reach.
2b, T, Sacrifice a creature: Target opponent discards a card and loses 1 life. You draw a card and gain 1 life.
To pull its string is to find an aim never wavering and a curse never ending.

Lord of the Unreal uu
Creature — Human Wizard (L)
Illusion creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
2/2

Mirror Warp 3UU
Instant (R)
Divergence 6 (choose any number of modes that total exactly 6. You may choose the same mode more than once.)
[1] Surveil 1
[2] Draw a card
[3] Return target nonland permanent or spell to its owners hand.

Illusory Ambusher 4U
Creature — Cat Illusion (U)
Flash
Whenever Illusory Ambusher is dealt damage, draw that many cards.
Illukar mechanics
Show
Hide
Aura Swap [cost] ([cost]: Exchange this Aura with an Aura card in your hand.)
Mirage [cost] ([cost], Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
Divergence # pick a number of modes with total equal to #
Foil wildcard 1 of 1

Illusory Pond
Land (U)
t: Add c.
1, t: Add one mana of any color.
Mirage 4 (4, Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)

Fleeting Frailty 1rw
Enchantment (R)
All tokens have haste and "At the beginning of your end step, sacrifice this permanent."
3r: Create a 2/1 red Elemental Illusion creature token.

User avatar
Lorn Asbord Schutta
Posts: 1037
Joined: 4 years ago
Pronoun: he / him

Post by Lorn Asbord Schutta » 4 days ago

What is fiction and what is reality is a question often asked in Illukar a plane were illusions are so prominent that people can't tell the difference between illusion and reality and as a result of the planes boosting of illusions the illusions here are as good as reality and two people can see things in incredibly different ways one could walk into a town eat and sleep on the second floor of an inn while another walks every square inch of a field and just sees a levitating person people are the only things that aren't replicated or erased by the illusions that make up this plane
Illukar
Show
Hide
Archer
Token Creature - Archer (S)
Reach
1/1

Discerning Skeptic
Creature - Dwarf Advisor (C)
Vigilance
Whenever a noncreature permanent is returned to a player's hand, put a +1/+1 counter on Discerning Skeptic.
She might be pondering things slowly, but she prefers that to thinking about unreal.
1/3

Unstable Wall U
Creature - Illusion Wall (C)
Defender
Whenever Unstable Wall becomes the target of a spell or ability, return Unstable Wall to its owner's hand.
Seemingly the commonest conjuration on all of Illukar.
0/5

Predator's Eyes 1G
Enchantment — Aura (C)
Enchant creature
Whenever enchanted creature deals combat damage to a player or planeswalker, draw a card.
Aura Swap 2GG (2GG: Exchange this Aura with an Aura card in your hand.)

Centaur Lookout
Creature - Centaur Scout (C)
Reach
When Centaur Lookout enters the battlefield, look at the top four cards of your library. You may reveal a land or enchantment card from among them and put it into your hand. Put the rest of those cards on the bottom of your library in any order.
As they lower halves can be subjected to illusions, all centaurs train to be keen-eyed from their youth.
3/2

Imaginary Fiend
Creature — Illusion Devil (C)
Menace
When this creature leaves the battlefield, you lose 1 life and draw a card.
Whenever Imaginary Fiend becomes blocked, return it to your hand.
4/1

Cleric of the Marble Eye 2W
Creature — Human Cleric (C)
Cleric of the Marble Eye can't be enchanted.
Whenever a permanent you control leaves the battlefield, put a +1/+1 counter on Cleric of the Marble Eye. This ability only triggers once each turn.
In a world of uncertainty, faith is at its strongest.
2/2

Flame Willed Elemental2RR
Creature — Illusion Elemental (U)
When Flame Willed Elemental enters the battlefield choose two —
• Deal 3 damage to any target
• Destroy Target Artifact
• Until end of turn target creature gets ": This creature gets +1/+0 until end of turn"
"Some say that the fires have wants and desires... we'd be foolish to mock them knowing what else is possible." — Priest of the Marble Eye
3/3

Ireful Visions 2r
Sorcery (U)
Mill 4 cards. Creatures you control get +X/+0 and haste until end of turn, where X is the number of non land cards milled this way.
Mirage 3rr (3RR, Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
When you enmirage this card, creatures you control get +2/+0 and haste until end of turn.

Death's Draw Bow 3b
Artifact (U)
When Death's Draw Bow enters the battlefield, create a 1/1 green archer creature token with reach.
2b, T, Sacrifice a creature: Target opponent discards a card and loses 1 life. You draw a card and gain 1 life.
To pull its string is to find an aim never wavering and a curse never ending.

Lord of the Unreal uu
Creature — Human Wizard (L)
Illusion creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
2/2

Mirror Warp 3UU
Instant (R)
Divergence 6 (choose any number of modes that total exactly 6. You may choose the same mode more than once.)
[1] Surveil 1
[2] Draw a card
[3] Return target nonland permanent or spell to its owners hand.

Illusory Ambusher 4U
Creature — Cat Illusion (U)
Flash
Whenever Illusory Ambusher is dealt damage, draw that many cards.

Fleeting Frailty 1rw
Enchantment (R)
All tokens have haste and "At the beginning of your end step, sacrifice this permanent."
3r: Create a 2/1 red Elemental Illusion creature token.
Illukar mechanics
Show
Hide
Aura Swap [cost] ([cost]: Exchange this Aura with an Aura card in your hand.)
Mirage [cost] ([cost], Exile this card from your graveyard: Create a 2/2 blue Illusion creature token.)
Divergence # pick a number of modes with total equal to #
Next:

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.

The Eternal Truth also known as Avesta divided the world of Teurvid by two parts, and every sapient being here can belong to only one of them. However, adepts of evil and good, also known as drujvants and ashavans, despite first ones operating by cold logic and second ones mostly relying on hopes and prayers, can take vows that grant them powers beyond any imagination but also bring restrictions, so breaking the oath can easily result in death or something even worse if you aren't careful enough. The war is endless, but even the worst of kings of evil side of the world fear the so-called "Miracle" that lies beyond any logic and laws of physics or magic - something that can bring the other side to victory if they realize how to achieve it.

Xemol was once a bountiful plane of artifice, until the construct creations rebelled against their makers and create a pure, fully mechanical plane. Planeswalkers avoided it at all costs, but with the Omenpaths now opening, explorers from across the planes find themselves delving for lost relics and secrets of arcanotech, but will they escape before the mechanical factions capture them?

User avatar
void_nothing
Look On My Sash...
Posts: 15208
Joined: 4 years ago
Answers: 126
Pronoun: he / him
Location: Tal Terig, Zendikar

Post by void_nothing » 4 days ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Subterran Witan
Show
Hide
Token 1 of 1:

Treasure
Token Artifact - Treasure (S)
T, Sacrifice this artifact: Add one mana of any color.

Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)

Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type

User avatar
Raptorchan
Beautiful Liar
Posts: 780
Joined: 4 years ago
Pronoun: Unlisted
Location: Red Jungle, Babwe

Post by Raptorchan » 3 days ago

@Lorn Asbord Schutta, FYI, Teurvid plane is already done, but was called Teruva after all.

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2
Common 1 of 6

Border Outpost 1g
Artifact - Fortification (C)
When Border Outpost enters the battlefield, create a 2/2 green Dwarf Warrior creature token.
Fortified land has "2, t: Until end of turn, target creature gains trample and gets +1/+1 for each fortified land you control."
Fortify 2

Rescue Plan 1w
Battle - Operation (C)
(You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3

User avatar
void_nothing
Look On My Sash...
Posts: 15208
Joined: 4 years ago
Answers: 126
Pronoun: he / him
Location: Tal Terig, Zendikar

Post by void_nothing » 3 days ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle - Operation (C)
(You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3
Common 2 of 6:

Galitan Icefort 2U
Artifact - Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2

Chalzden's Charge 1RGW
Sorcery (C)
Choose two -
• Creatures you control get +2/+0 until end of turn.
• Creatures you control gain indestructible until end of turn.
• Creatures you control gain lifelink until end of turn.
"Not just three clans depend on us now!"
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)

Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type

User avatar
void_nothing
Look On My Sash...
Posts: 15208
Joined: 4 years ago
Answers: 126
Pronoun: he / him
Location: Tal Terig, Zendikar

Post by void_nothing » 3 days ago

Subterran Witan is the 376th set.

(P.S. I was thinking of mentioning that the Teurvid concept was just renamed to Teruva but couldn't think of where to put it in the post, so thanks!)
all the sets so far
Show
Hide
Sets are given in the order in which they appeared, unless they're the second or third set in a block.

Arnath
Dreamvale
Primeriad
Ahrox / Riot World
Raoim
Azshanir
Rachweir
Innistrad Returned (an alternate return to Innistrad)
Haibar
Scydeon
Rammburg / Emergence
Tornaly / Tornaly at War
Return to Dominaria
Windspawn / Rooted Revenge
Airanimod
Lornadruina / Cataclysm
Solfluss
Paranis
Krunt
The Wayward Spark
Dintrel
Scilur
Arabian Paradise
Reisia
Kovzee
Innistrad: Civil War (an alternate return to Innistrad)
Guldium
Niobe
Tahrax, World of Prisms
Ekhovha
Clegohn: Collapse / Uprising / Parallax
Anapathinis
Korundum
Homecoming (a return to Homelands)
Sagrida
Journeys into the Underdark (the Magic / Forgotten Realms crossover)
Return of the Magi
Karanthion
Elor: Discoveries
Darahro
Zonh: Under Siege / Cloudburst
Kebast / Mirage of Alaron
Tuyera / Stars Beyond
Doramia
Factions of Ailon
Outerworld
Hedha
Ignixust
Quon / Looming Light / Crumble
Dhuniimok / Resurrection
Kalagh / Chorus of Roars / Supreme Predators
Gombai
Fenasera
Layvroth
Del-Sula
Spline
Brozinc
Fargreen
Braehann
Staktis
Zenith
Brux
Sparganion / Empyrical Quest
Thelb
Rimewrind and Cabalar
Malphene
Lustra / Slaves of Eldra
Henarial
Ul-Khadash / Nergalli War / Deluge
Glem Arkadia / Annihilation
Samhayn / Heirs of Maclyr
Equilor
M50 Core Set
Avinekk
The Non Mainstream (Special Set)
Eragh
Hawthri
Eonas / Coalition / Faceless
Unsound / Unleashed (the fourth and fifth "Un-" expansions)
Shotoki
Ochagon
Elohara
Siel
Zern'Thir / Radiant Eye
Fiora (the setting for the Conspiracy expansion)
Confluence
Fespinia
Vantrika
Shores of Eternities
Remnants of Regalia
Naroc
Excotar
Warajoroo
Settlers of Trigodora
Inaquehat
Invasion of Kamigawa / Kamigawa Steadfast (a return to Kamigawa)
Bysteole
Grauchenstein / Diamant Immanence
Mahaqua
The Luck of Jylede
The Relic
Velvechia / Infinite Toybox
Homelands alternate
Procella
Taulach
Hive of Caderith
Pendleton
Belantara
Iacta
Dexmaal
Zastrovoya
Timetwist
Helix
Zumm / Kindleblaze
Nerenia
Prism of Kuapai / Masters of the Spectrum
Vydris
Maltheon
Killers of Vahiel / Renovation
Konjin / Attack of Kaiju / Hihiirokane
Rochos / Grand Theory
Sadco / Frozen Soul
Nghorr: Amphitheater of Death
Stavado / Golden God
Magar
Enalp
Dawn on Vandos / Jungle Noon / Midnight Sky
Armies of Umanxi/ Meltdown
Pomylia
Temporal Rift
Shekhei / Endless Mutations
Lillibo / The Distortion
Tehkma
Toradeth / Father of Schism
Mirrored Worlds
Xerdum / The Green Fountain
Nandnoor
Hammers of Quadai / Heresy
Ribble / Rainy Day
Nirris
Upheaval (another return to Ravnica) / Powerhouse
Enchala / Eclipse
Slaves of Nepherkhon / Rebels of Nepherkhon
The Legend Continues / Lost Chapters
Chignia
Yinma and Angla
War of the Giants
Skortor / Nobility of the Axe
Voyages of Vellin / Stop in Karadena / Bathysmal Reign
Athryma
Jivvid
Bennrhydion
Onnhara
Trinketworld of Ipodri
Nakuloosh / Rage of the Wiitigo
Somacreis
Ellmont
Gadagar
Plysut
Bazhoan / Martial Funeral
Kolzag / Endure Together
Tink
Quaarecta / Clockmakers
Wobbryn
Furo / Hellswarm
Ors-Paak
Eterna / Lone Hero
Kagaqeirrot
Inkh
Skolvang
Battlegrounds of Oza
Bhoraya / Urban Inferno
Sornon
Alkabah / Showdown in Abdad
Band of Thieves
Reunion of Stavado / Arms Crisis
Nabel / Desolate Waters
Gaata / Rags to Riches
Magic Roots
Wabara / New Era
Carch / Bloody September
Time Shift
Rhamtik
Nalta
Therra / Planar Takeover
Orphans of Eterna / Eternal Rule
Cruashk
Atsudan / Sacrament
Kozut / Secrets of the Vault
Delextari
Future Masters
Zeteb
Hazunda
Rampongtoch
Conspiracy: Revolution (A continuation of Conspiracy series)
Bazaars of Ashif
Sakana
Zilentum
Danghan / Shadow of Motorium
Planerush
Tales of Taysir
Guilds in the North / Ravnica's Pole
Saarieta
Dazhendra
Sussur
Planechase: Lost Trail
Givaad / Contest of Subterfuge
Secrets of Equilor
Silence on Theros
Hawa
Echoes of Alliroch / Return of Urandou
Yakulea
Achadire / Brazenpox
Phlea
Raythar / Stairways of Raythar
Nurbrak / Churn of Continents / Skies of Nurbrak
Ngasama / Ngasama: Into the Dark
Nameless Realm
Kicadia
Poralis
Letters from Exrima
Hogobundt
Crisis on Innistrad
Hiyon
Illumination of Ixalan
Porrassar: the Crumbling Kingdom
Thousand Moons Over Nulcosh / Thousand and One Moons
Phyrexian Schemes / Argent Throne
Ulgrotha / Homeland Defenses
Ravnica: Old Gods
Pharanga
Six Shoguns
Conspiracy Revealed
Shinama / Grim Premonition
Torrezon
Spires of Karu
Heist of Agyrem
Anbuz-Kunalak / Triumvirs
Ancients of Ikoria
Talim / Hivebloom / Contested Mines
Aurora Unraveled
Prophets of Halixut
Mercadia / Fungal Hordes
Ovetganna
Tul-Tazlan
New Alara
Ubteris
Mora
Battlebond: The Grand Finale
Isles of Arakanta / Caretaker of Mana
Amonkhet: Aftermath
Twiggaroo / Twiggaroo: Blood and Roses
Sigotzu: Lodestar of the Wise
Clavia: Land of Keys
The Greatest Race
Habram
Etrusa
Tainted Aether
Arrakia, Lawless
Alriaa
Thandar / Lost Radiance
Vacation on Innistrad
Jamuraa Reunited
Skywebs of Ilkarr
Tooth and Nail
Multiverse - What If?
Pinakiya
A Town Called Haranrae (Note: This set is in the plane of Etrusa but not part of a block with that set)
Goblin's Saga
al-Zaziriq
The Planar Republic
Commander Legends: Stavado
The Wanderer's Travels
Rhyfel's First Dawn
Elquindis
Arcavios: Blood Age
Cedalgria
Shtrelig
March of the Machine: The Other Side
Commander Legends: Konjin
Teruva
Moonsailors
Mirran Overlay
Realms of Kaldheim
Illukar

Note: Any sets which take place on the same plane but that are not sequels to one another are considered entirely separate, and take place in alternate timelines. Any contradictions in timing, causality, or details of story, mechanics, or anything else, are just the results of Proctor Collette running the simulations differently, Sarkhan and/or Karn altering the timeline, Hathawikte suddenly remembering the details of the prophecy better, or the explanation of your choice.
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)

Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type

User avatar
Subject16
Posts: 1513
Joined: 4 years ago
Pronoun: he / him

Post by Subject16 » 3 days ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Fortifications
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle - Operation (C)
(You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3


Galitan Icefort 2U
Artifact - Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2
Common 3 of 6:

Goldbeard Excavator 2W
Creature — Dwarf Scout (C)
Vigilance
When Goldbeard Excavator enters the battlefield, mill three cards. You may put an artifact card or a creature card with mana value 3 or less from among them into your hand. Otherwise, put a +1/+1 counter on Goldbeard Excavator.
2/1

Ashen Horde's Assault 2B
Enchantment (C)
When Ashen Horde's Assault enters the battlefield or whenever you defeat a battle, amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Goblins you control have menace.

Fungal Awakening 4G
Sorcery (C)
Create a 0/0 green Fungus creature token. Put a +1/+1 counter on it for each creature card in your graveyard.
With a fresh supply of unaware goblins to feast on, the mycoid tunnels were thriving once more.

User avatar
void_nothing
Look On My Sash...
Posts: 15208
Joined: 4 years ago
Answers: 126
Pronoun: he / him
Location: Tal Terig, Zendikar

Post by void_nothing » 3 days ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Fortifications
Amass Goblins
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle - Operation (C)
(You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3

Galitan Icefort 2U
Artifact - Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2

Ashen Horde's Assault 2B
Enchantment (C)
When Ashen Horde's Assault enters the battlefield or whenever you defeat a battle, amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Goblins you control have menace.
Common 4 of 6:

Triumviral Call WBG
Instant (C)
Create a 1/1 white Kithkin Soldier creature token with first strike unless an opponent has you draw a card. Repeat this process for 1/1 black Human Rogue with deathtouch and 2/2 green Dwarf Warrior. Then create one of those tokens of your choice.

Breath of Ruin 4GG
Sorcery (C)
Destroy up to one target creature with flying or nonbasic land, then amass Goblins X, where X is the number of creature and land cards in all graveyards.
"This latest wave of goblins is not like the first. It is having... a different effect on the elements." - Archmage Zamzig

Silverfoot Loyalist 1U
Creature - Dwarf Rogue (C)
At the beginning of combat on your turn, if you control a battle, Silverfoot Loyalist gains vigilance until end of turn. If you control another Dwarf, Silverfoot Loyalist gets +1/+1 until end of turn.
"Our ancestors chose to cut ties with your clans. We are choosing to end that policy." - Aknos Silverfoot, exilarch
2/1
{Story Spotlight}
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)

Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type

User avatar
Subject16
Posts: 1513
Joined: 4 years ago
Pronoun: he / him

Post by Subject16 » 2 days ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Fortifications
Amass Goblins
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle — Operation (C)
(You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3

Galitan Icefort 2U
Artifact — Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2

Ashen Horde's Assault 2B
Enchantment (C)
When Ashen Horde's Assault enters the battlefield or whenever you defeat a battle, amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Goblins you control have menace.

Silverfoot Loyalist 1U
Creature — Dwarf Rogue (C)
At the beginning of combat on your turn, if you control a battle, Silverfoot Loyalist gains vigilance until end of turn. If you control another Dwarf, Silverfoot Loyalist gets +1/+1 until end of turn.
"Our ancestors chose to cut ties with your clans. We are choosing to end that policy." - Aknos Silverfoot, exilarch
2/1
{Story Spotlight}
Common 5 of 6:

Muckwood Ranger 2G
Creature — Orc Ranger (C)
Reach
T: Add one mana of any color.
Whenever one or more counters are put on a permanent you control, untap Muckwood Ranger. This ability triggers only once each turn.
Word of the surface became more and more imporant on Schtrelig.
2/3

Truna's Interjection 4UU
Sorcery (C)
This spell costs 1 less for each fortified land you control.
Return up to two target creatures to their owner's hands.
"I may be an exile, but the Spellforge is still my home."

Anali Runemason 3W
Creature — Dwarf Artificer (C)
When Anali Runemason enters the battlefield, Barricade 1. (Create a Fortification artifact token named Barrier with fortify 1 and attach it to a land you control.)
Anali Runemason gets +1/+1 for each fortified land you control.
The best offense is a good defense.
2/2

User avatar
Lorn Asbord Schutta
Posts: 1037
Joined: 4 years ago
Pronoun: he / him

Post by Lorn Asbord Schutta » 2 days ago

Shouldn't Operations use "protect" instead of "defend"?

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Fortifications
Amass Goblins
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle — Operation (C)
(You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3

Galitan Icefort 2U
Artifact — Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2

Ashen Horde's Assault 2B
Enchantment (C)
When Ashen Horde's Assault enters the battlefield or whenever you defeat a battle, amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Goblins you control have menace.

Silverfoot Loyalist 1U
Creature — Dwarf Rogue (C)
At the beginning of combat on your turn, if you control a battle, Silverfoot Loyalist gains vigilance until end of turn. If you control another Dwarf, Silverfoot Loyalist gets +1/+1 until end of turn.
"Our ancestors chose to cut ties with your clans. We are choosing to end that policy." - Aknos Silverfoot, exilarch
2/1
{Story Spotlight}

Truna's Interjection 4UU
Sorcery (C)
This spell costs 1 less for each fortified land you control.
Return up to two target creatures to their owner's hands.
"I may be an exile, but the Spellforge is still my home."
Common 6 of 6:

Muckwood Ranger 2G
Creature — Orc Ranger (C)
Reach
T: Add one mana of any color.
Whenever one or more counters are put on a permanent you control, untap Muckwood Ranger. This ability triggers only once each turn.
Word of the surface became more and more imporant on Shtrelig.
2/3

Field Tilling
Instant (C)
Tap target creature. Add .
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Kithkins were overjoyed to once again plow under direct sun.

Magnetic Reconstructions
Sorcery (C)
Target basic land you control deals 4 damage to target creature. You may attach Fortification you control to that land.
With the help of Ironfist Wizards, fortifying reached a pace never seen before.

Goldbeard Vanguard
Creature — Dwarf Soldier (C)
When Goldbeard Vanguard enters the battlefield, put a defense counter on target battle you defend.
"They've convinced me that they were indeed dwarves once I saw them hold the line in battle."
—Tarnad, Brett captain

2/1

User avatar
void_nothing
Look On My Sash...
Posts: 15208
Joined: 4 years ago
Answers: 126
Pronoun: he / him
Location: Tal Terig, Zendikar

Post by void_nothing » 2 days ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Fortifications
Amass Goblins
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle — Operation (C)
(You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3

Galitan Icefort 2U
Artifact — Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2

Ashen Horde's Assault 2B
Enchantment (C)
When Ashen Horde's Assault enters the battlefield or whenever you defeat a battle, amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Goblins you control have menace.

Silverfoot Loyalist 1U
Creature — Dwarf Rogue (C)
At the beginning of combat on your turn, if you control a battle, Silverfoot Loyalist gains vigilance until end of turn. If you control another Dwarf, Silverfoot Loyalist gets +1/+1 until end of turn.
"Our ancestors chose to cut ties with your clans. We are choosing to end that policy." - Aknos Silverfoot, exilarch
2/1
{Story Spotlight}

Truna's Interjection 4UU
Sorcery (C)
This spell costs 1 less for each fortified land you control.
Return up to two target creatures to their owner's hands.
"I may be an exile, but the Spellforge is still my home."

Goldbeard Vanguard
Creature — Dwarf Soldier (C)
When Goldbeard Vanguard enters the battlefield, put a defense counter on target battle you defend.
"They convinced that they were indeed dwarves once I saw them hold the line in battle."
—Tarnad, Brett captain

2/1
Uncommon 1 of 3:

Befouled Binding 3W
Enchantment (U)
When Befouled Binding enters the battlefield, exile target nonland permanent an opponent controls until Befouled Binding leaves the battlefield. Then amass Goblins 1.
When Befouled Binding leaves the battlefield, amass Goblins 2.

Pumice Warrior 3GG
Creature - Stonefolk Warrior (U)
Hexproof
When Pumice Warrior enters the battlefield, put two +1/+1 counters on Pumice Warrior if you control a battle and put two +1/+1 counters on another creature you control if you control a Dwarf.
Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
3/2
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)

Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type

User avatar
Subject16
Posts: 1513
Joined: 4 years ago
Pronoun: he / him

Post by Subject16 » 2 days ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Fortifications
Amass Goblins
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle — Operation (C)
(You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3

Galitan Icefort 2U
Artifact — Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2

Ashen Horde's Assault 2B
Enchantment (C)
When Ashen Horde's Assault enters the battlefield or whenever you defeat a battle, amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Goblins you control have menace.

Silverfoot Loyalist 1U
Creature — Dwarf Rogue (C)
At the beginning of combat on your turn, if you control a battle, Silverfoot Loyalist gains vigilance until end of turn. If you control another Dwarf, Silverfoot Loyalist gets +1/+1 until end of turn.
"Our ancestors chose to cut ties with your clans. We are choosing to end that policy." - Aknos Silverfoot, exilarch
2/1
{Story Spotlight}

Truna's Interjection 4UU
Sorcery (C)
This spell costs 1 less for each fortified land you control.
Return up to two target creatures to their owner's hands.
"I may be an exile, but the Spellforge is still my home."

Goldbeard Vanguard
Creature — Dwarf Soldier (C)
When Goldbeard Vanguard enters the battlefield, put a defense counter on target battle you defend.
"They convinced that they were indeed dwarves once I saw them hold the line in battle."
—Tarnad, Brett captain

2/1

Befouled Binding 3W
Enchantment (U)
When Befouled Binding enters the battlefield, exile target nonland permanent an opponent controls until Befouled Binding leaves the battlefield. Then amass Goblins 1.
When Befouled Binding leaves the battlefield, amass Goblins 2.
Uncommon 2 of 3:

Wildvine Maze G
Artifact — Fortification (U)
Whenever fortified land is tapped for mana, its controller adds an additional one mana of the chosen color. This ability triggers only once each turn.
Fortify 1 (1: Attach to target land you control. Fortify only as a sorcery.)
In all their industry and innovation, the dwarves never thought nature would provide its own defenses.

Daggerhand Ambush XBG
Instant (U)
Amass Goblins X, then choose a creature you control. That creature deals damage equal to its power to up to one other target creature. (To amass goblins X, put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
"They came with a thousand knives and a thousand teeth."
—Inscription found in the ruins of Sunhall


Grenzo, Wrathful Schemer 1BR
Legendary Creature — Goblin Rogue (U)
Whenever Grenzo, Wrathful Schemer or an Army you control attacks, put the bottom card of your library into your graveyard. If it's a creature card, Amass Goblins X, where X is Grenzo's power. Otherwise, put a +1/+1 counter on Grenzo and create a Treasure token. (To amass goblins X, put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
His bridges were burned on Fiora. Now, he has others do the burning for him.
2/2

User avatar
void_nothing
Look On My Sash...
Posts: 15208
Joined: 4 years ago
Answers: 126
Pronoun: he / him
Location: Tal Terig, Zendikar

Post by void_nothing » 2 days ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Fortifications
Amass Goblins
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle — Operation (C)
(You defend this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3

Galitan Icefort 2U
Artifact — Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2

Ashen Horde's Assault 2B
Enchantment (C)
When Ashen Horde's Assault enters the battlefield or whenever you defeat a battle, amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Goblins you control have menace.

Silverfoot Loyalist 1U
Creature — Dwarf Rogue (C)
At the beginning of combat on your turn, if you control a battle, Silverfoot Loyalist gains vigilance until end of turn. If you control another Dwarf, Silverfoot Loyalist gets +1/+1 until end of turn.
"Our ancestors chose to cut ties with your clans. We are choosing to end that policy." - Aknos Silverfoot, exilarch
2/1
{Story Spotlight}

Truna's Interjection 4UU
Sorcery (C)
This spell costs 1 less for each fortified land you control.
Return up to two target creatures to their owner's hands.
"I may be an exile, but the Spellforge is still my home."

Goldbeard Vanguard
Creature — Dwarf Soldier (C)
When Goldbeard Vanguard enters the battlefield, put a defense counter on target battle you defend.
"They convinced that they were indeed dwarves once I saw them hold the line in battle."
—Tarnad, Brett captain

2/1

Befouled Binding 3W
Enchantment (U)
When Befouled Binding enters the battlefield, exile target nonland permanent an opponent controls until Befouled Binding leaves the battlefield. Then amass Goblins 1.
When Befouled Binding leaves the battlefield, amass Goblins 2.

Daggerhand Ambush XBG
Instant (U)
Amass Goblins X, then choose a creature you control. That creature deals damage equal to its power to up to one other target creature. (To amass goblins X, put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
"They came with a thousand knives and a thousand teeth."
—Inscription found in the ruins of Sunhall
Uncommon 3 of 3:

Goldbeard War Party 4WW
Creature - Dwarf Warrior (U)
This spell costs X less to cast, where X is the amount of life you've gained this turn.
First strike, trample
It's almost not even in dispute that the Goldbeards are the one clan that is toughest in pitched battle.
4/4

Tineye Demonologist 2B
Creature - Dwarf Warlock (U)
When Tineye Demonologist dies, mill a card, then draw a card.
4BB, T, Sacrifice Tineye Demonologist: Create a 5/5 black Demon creature token with flying. Activate only as a sorcery.
1/3

Mission to the Moss Grove 2G
Battle - Operation (U)
(You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Nonbattle permanents you control have ward X, where X is the number of defense counters on Mission to the Moss Grove.
3G: Target creature gets +1/+1 until end of turn for each defense counter on Mission to the Moss Grove.
2
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)

Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type

User avatar
Raptorchan
Beautiful Liar
Posts: 780
Joined: 4 years ago
Pronoun: Unlisted
Location: Red Jungle, Babwe

Post by Raptorchan » 1 day ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Fortifications
Amass Goblins
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle — Operation (C)
(You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3

Galitan Icefort 2U
Artifact — Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2

Ashen Horde's Assault 2B
Enchantment (C)
When Ashen Horde's Assault enters the battlefield or whenever you defeat a battle, amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Goblins you control have menace.

Silverfoot Loyalist 1U
Creature — Dwarf Rogue (C)
At the beginning of combat on your turn, if you control a battle, Silverfoot Loyalist gains vigilance until end of turn. If you control another Dwarf, Silverfoot Loyalist gets +1/+1 until end of turn.
"Our ancestors chose to cut ties with your clans. We are choosing to end that policy." - Aknos Silverfoot, exilarch
2/1
{Story Spotlight}

Truna's Interjection 4UU
Sorcery (C)
This spell costs 1 less for each fortified land you control.
Return up to two target creatures to their owner's hands.
"I may be an exile, but the Spellforge is still my home."

Goldbeard Vanguard
Creature — Dwarf Soldier (C)
When Goldbeard Vanguard enters the battlefield, put a defense counter on target battle you protect.
"They convinced that they were indeed dwarves once I saw them hold the line in battle."
—Tarnad, Brett captain

2/1

Befouled Binding 3W
Enchantment (U)
When Befouled Binding enters the battlefield, exile target nonland permanent an opponent controls until Befouled Binding leaves the battlefield. Then amass Goblins 1.
When Befouled Binding leaves the battlefield, amass Goblins 2.

Daggerhand Ambush XBG
Instant (U)
Amass Goblins X, then choose a creature you control. That creature deals damage equal to its power to up to one other target creature. (To amass goblins X, put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
"They came with a thousand knives and a thousand teeth."
—Inscription found in the ruins of Sunhall


Mission to the Moss Grove 2G
Battle - Operation (U)
(You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Nonbattle permanents you control have ward X, where X is the number of defense counters on Mission to the Moss Grove.
3G: Target creature gets +1/+1 until end of turn for each defense counter on Mission to the Moss Grove.
2
Common/List/Special Guest 1 of 1

Magmatic Barrage 5r
Sorcery (C)
This spell costs 1 less to cast for each fortified land you control.
Magmatic Barrage deals 7 damage to target creature, planeswalker or battle.

Goblin Warchief 1rr
Creature — Goblin Warrior (L)
Goblin spells you cast cost 1 less to cast.
Goblins you control have haste.

User avatar
void_nothing
Look On My Sash...
Posts: 15208
Joined: 4 years ago
Answers: 126
Pronoun: he / him
Location: Tal Terig, Zendikar

Post by void_nothing » 1 day ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Fortifications
Amass Goblins
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle — Operation (C)
(You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3

Galitan Icefort 2U
Artifact — Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2

Ashen Horde's Assault 2B
Enchantment (C)
When Ashen Horde's Assault enters the battlefield or whenever you defeat a battle, amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Goblins you control have menace.

Silverfoot Loyalist 1U
Creature — Dwarf Rogue (C)
At the beginning of combat on your turn, if you control a battle, Silverfoot Loyalist gains vigilance until end of turn. If you control another Dwarf, Silverfoot Loyalist gets +1/+1 until end of turn.
"Our ancestors chose to cut ties with your clans. We are choosing to end that policy." - Aknos Silverfoot, exilarch
2/1
{Story Spotlight}

Truna's Interjection 4UU
Sorcery (C)
This spell costs 1 less for each fortified land you control.
Return up to two target creatures to their owner's hands.
"I may be an exile, but the Spellforge is still my home."

Goldbeard Vanguard
Creature — Dwarf Soldier (C)
When Goldbeard Vanguard enters the battlefield, put a defense counter on target battle you protect.
"They convinced that they were indeed dwarves once I saw them hold the line in battle."
—Tarnad, Brett captain

2/1

Befouled Binding 3W
Enchantment (U)
When Befouled Binding enters the battlefield, exile target nonland permanent an opponent controls until Befouled Binding leaves the battlefield. Then amass Goblins 1.
When Befouled Binding leaves the battlefield, amass Goblins 2.

Daggerhand Ambush XBG
Instant (U)
Amass Goblins X, then choose a creature you control. That creature deals damage equal to its power to up to one other target creature. (To amass goblins X, put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
"They came with a thousand knives and a thousand teeth."
—Inscription found in the ruins of Sunhall


Mission to the Moss Grove 2G
Battle - Operation (U)
(You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Nonbattle permanents you control have ward X, where X is the number of defense counters on Mission to the Moss Grove.
3G: Target creature gets +1/+1 until end of turn for each defense counter on Mission to the Moss Grove.
2

Magmatic Barrage 5r
Sorcery (C)
This spell costs 1 less to cast for each fortified land you control.
Magmatic Barrage deals 7 damage to target creature, planeswalker or battle.
Rare 1 of 1 (wildcards after this):

Grenzo, Wrathful Schemer 1BR
Legendary Creature - Goblin Rogue (R)
Whenever Grenzo, Wrathful Schemer or an Army you control attacks, put the bottom card of your library into your graveyard. If it's a creature card, amass Goblins X, where X is Grenzo's power. Otherwise, put a +1/+1 counter on Grenzo and create a Treasure token. (To amass Goblins X, put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
His bridges were burned on Fiora. Now, he has others do the burning for him.
2/2

Clans' Revelation 5UUU
Instant (R)
Surveil 5, then draw five cards. You may cast an instant or sorcery card with mana value 5 or less from your graveyard without paying its mana cost. If you do, exile that card as it resolves.
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)

Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type

User avatar
Raptorchan
Beautiful Liar
Posts: 780
Joined: 4 years ago
Pronoun: Unlisted
Location: Red Jungle, Babwe

Post by Raptorchan » 1 day ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Fortifications
Amass Goblins
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle — Operation (C)
(You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3

Galitan Icefort 2U
Artifact — Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2

Ashen Horde's Assault 2B
Enchantment (C)
When Ashen Horde's Assault enters the battlefield or whenever you defeat a battle, amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Goblins you control have menace.

Silverfoot Loyalist 1U
Creature — Dwarf Rogue (C)
At the beginning of combat on your turn, if you control a battle, Silverfoot Loyalist gains vigilance until end of turn. If you control another Dwarf, Silverfoot Loyalist gets +1/+1 until end of turn.
"Our ancestors chose to cut ties with your clans. We are choosing to end that policy." - Aknos Silverfoot, exilarch
2/1
{Story Spotlight}

Truna's Interjection 4UU
Sorcery (C)
This spell costs 1 less for each fortified land you control.
Return up to two target creatures to their owner's hands.
"I may be an exile, but the Spellforge is still my home."

Goldbeard Vanguard
Creature — Dwarf Soldier (C)
When Goldbeard Vanguard enters the battlefield, put a defense counter on target battle you protect.
"They convinced that they were indeed dwarves once I saw them hold the line in battle."
—Tarnad, Brett captain

2/1

Befouled Binding 3W
Enchantment (U)
When Befouled Binding enters the battlefield, exile target nonland permanent an opponent controls until Befouled Binding leaves the battlefield. Then amass Goblins 1.
When Befouled Binding leaves the battlefield, amass Goblins 2.

Daggerhand Ambush XBG
Instant (U)
Amass Goblins X, then choose a creature you control. That creature deals damage equal to its power to up to one other target creature. (To amass goblins X, put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
"They came with a thousand knives and a thousand teeth."
—Inscription found in the ruins of Sunhall


Mission to the Moss Grove 2G
Battle - Operation (U)
(You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Nonbattle permanents you control have ward X, where X is the number of defense counters on Mission to the Moss Grove.
3G: Target creature gets +1/+1 until end of turn for each defense counter on Mission to the Moss Grove.
2

Magmatic Barrage 5r
Sorcery (C)
This spell costs 1 less to cast for each fortified land you control.
Magmatic Barrage deals 7 damage to target creature, planeswalker or battle.

Grenzo, Wrathful Schemer 1BR
Legendary Creature - Goblin Rogue (R)
Whenever Grenzo, Wrathful Schemer or an Army you control attacks, put the bottom card of your library into your graveyard. If it's a creature card, amass Goblins X, where X is Grenzo's power. Otherwise, put a +1/+1 counter on Grenzo and create a Treasure token. (To amass Goblins X, put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
His bridges were burned on Fiora. Now, he has others do the burning for him.
2/2
Non-Foil Wildcard 1 of 1

Goldbeard Warcaller gw
Creature — Dwarf Soldier (U)
Vigilance
Battle spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a battle spell pays for 1 or one mana of that creature's color.)
2/3

Anali Runemason 3w
Creature — Dwarf Artificer (C)
When Anali Runemason enters the battlefield, Barricade 1. (Create a Fortification artifact token named Barrier with fortify 1 and attach it to a land you control.)
Anali Runemason gets +1/+1 for each fortified land you control.
The best offense is a good defense.
2/2

User avatar
Subject16
Posts: 1513
Joined: 4 years ago
Pronoun: he / him

Post by Subject16 » 1 day ago

Phyrexians cared little for interplanar struggles of worlds they invaded, attacking all sides of many different conflicts. This, in some cases, proved to be a boon in the aftermath of invasion. Both the three races of Anbuz-Kunalak ruled by the Triumvirs and the three main clans of dwarves from Shtrelig licked their wounds, while enjoying a brief moment of peace from their respective foes. Then, the omenpaths appeared, many of them connecting those two dwarvish societies, so similiar, yet so different. With the goblins pouring again from the surface of Anbuz-Kunalak and Tineyes scheming again from the bottoms of Shtrelig, the two civilisations having their backs together establish the first Subterran Witan, to prepare for coming war.
Subterran Witan mechanics
Show
Hide
Operation battles (You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Fortifications
Amass Goblins
Barricade N. (Create N Fortification artifact tokens named Barrier with fortify 1. Attach each one to a land you control.)
Subterran Witan
Show
Hide
Dwarf Warrior
Token Creature - Dwarf Warrior (S)
2/2

Rescue Plan 1w
Battle — Operation (C)
(You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
When Rescue Plan enters the battlefield, draw a card.
Whenever a creature you control deals combat damage to a player, you may sacrifice Rescue Plan. If you do, gain life equal to the number of defense counters on it.
3

Galitan Icefort 2U
Artifact — Fortification (C)
When Galitan Icefort enters the battlefield, create a 1/1 blue Vedalken Wizard creature token with flying.
Fortified land has "T, Tap an untapped creature you control: Tap target creature with power or toughness X or less and put a stun counter on it, where X is 1 plus the number of fortified lands you control."
Fortify 2

Ashen Horde's Assault 2B
Enchantment (C)
When Ashen Horde's Assault enters the battlefield or whenever you defeat a battle, amass Goblins 2. (Put two +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Goblins you control have menace.

Silverfoot Loyalist 1U
Creature — Dwarf Rogue (C)
At the beginning of combat on your turn, if you control a battle, Silverfoot Loyalist gains vigilance until end of turn. If you control another Dwarf, Silverfoot Loyalist gets +1/+1 until end of turn.
"Our ancestors chose to cut ties with your clans. We are choosing to end that policy." - Aknos Silverfoot, exilarch
2/1
{Story Spotlight}

Truna's Interjection 4UU
Sorcery (C)
This spell costs 1 less for each fortified land you control.
Return up to two target creatures to their owner's hands.
"I may be an exile, but the Spellforge is still my home."

Goldbeard Vanguard
Creature — Dwarf Soldier (C)
When Goldbeard Vanguard enters the battlefield, put a defense counter on target battle you protect.
"They convinced that they were indeed dwarves once I saw them hold the line in battle."
—Tarnad, Brett captain

2/1

Befouled Binding 3W
Enchantment (U)
When Befouled Binding enters the battlefield, exile target nonland permanent an opponent controls until Befouled Binding leaves the battlefield. Then amass Goblins 1.
When Befouled Binding leaves the battlefield, amass Goblins 2.

Daggerhand Ambush XBG
Instant (U)
Amass Goblins X, then choose a creature you control. That creature deals damage equal to its power to up to one other target creature. (To amass goblins X, put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
"They came with a thousand knives and a thousand teeth."
—Inscription found in the ruins of Sunhall


Mission to the Moss Grove 2G
Battle — Operation (U)
(You protect this battle. Whenever you attack with one or more creatures, add that many defense counters.)
Nonbattle permanents you control have ward X, where X is the number of defense counters on Mission to the Moss Grove.
3G: Target creature gets +1/+1 until end of turn for each defense counter on Mission to the Moss Grove.
2

Magmatic Barrage 5r
Sorcery (C)
This spell costs 1 less to cast for each fortified land you control.
Magmatic Barrage deals 7 damage to target creature, planeswalker or battle.

Grenzo, Wrathful Schemer 1BR
Legendary Creature — Goblin Rogue (R)
Whenever Grenzo, Wrathful Schemer or an Army you control attacks, put the bottom card of your library into your graveyard. If it's a creature card, amass Goblins X, where X is Grenzo's power. Otherwise, put a +1/+1 counter on Grenzo and create a Treasure token. (To amass Goblins X, put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
His bridges were burned on Fiora. Now, he has others do the burning for him.
2/2

Anali Runemason 3w
Creature — Dwarf Artificer (C)
When Anali Runemason enters the battlefield, Barricade 1. (Create a Fortification artifact token named Barrier with fortify 1 and attach it to a land you control.)
Anali Runemason gets +1/+1 for each fortified land you control.
The best offense is a good defense.
2/2
Foil Wildcard 1 of 1:

Warren Instigator RR
Creature — Goblin Warrior (M)
Double strike
Whenever Warren Instigator deals damage to an opponent, you may put a Goblin creature card from your hand onto the battlefield.
"All it took was for one of them to spot us and in minutes we were overwhelmed."
—Halthor, Ironfist Refugee

1/1

War Council 2W
Sorcery (U)
Search your library for a battle, Equipment, or Fortification card, reveal it, put it into your hand, then shuffle.
The fight was inevitable. All they could do is figure out how to win it.

Post Reply Previous topicNext topic

Return to “Contests & Games”