Yeah, I know these aren't all the Weirds, but they're all the ones with Weird in their name. That's close enough for me.
Burnfrost Backweird 1(U/R)(U/R)
Creature - Weird
Vigilance
(U/R): Burnfrost Backweird gets -0/+1 until end of turn.
4/1
Coilblister Backweird 1(U/R)
Creature - Weird
Trample
Coilblister Backweird has +1/+1 for each instant or sorcery spell cast during this turn and the last turn.
2/0
Coresteam Backweird 2R
Creature - Weird
When Coresteam Backweird enters the battlefield, draw a card for each (U) that was spent to cast it.
3/1
edited 23rd Jul '15 9:56:37 AM by Knowlessman
i care but i'm restless, i'm here but i'm really gone, i'm wrong and i'm sorry, babyCoilblister should probably use +1/+1 counters.
Card tax:
Rock Ridge
Legendary Land
~ enters the battlefield tapped.
T: Add W to your mana pool.
Whenever ~ becomes the target of an instant or sorcery spell you don't control, you may pay {4}. If you do, exile ~, then return it to the battlefield.
Heroic Resolve 4WW
Instant
Target creature gets +1/+1.
Target creature gets +1/+1.
Target creature gets +1/+1.
Target creature gets +1/+1.
Not sure if this actually works how I want it to as worded, but it should be easy to get the picture.
edited 26th Jul '15 12:39:59 PM by alioth
Unrealization - UU
Instant
Target creature becomes an Illusion and gains "When this creature becomes the target of a spell or ability, sacrifice it" (permanently).
Those skilled at telling real from fake should never turn that insight upon themselves.
edited 26th Jul '15 2:44:15 PM by kagescorpionakki
What is so amusing about this? Why do you take lives? How can you forget?Does that last until end of turn, or does it give +1/+1 counters?
Permanent?
EDIT: I mean, I know it only applies to creatures. I mean, is it until end of turn, or for the rest of the game?
edited 26th Jul '15 1:33:14 PM by Durazno
Yeah, it's permanent. Forgot to put reminder text to clarify that.
Neverwas - 2UB
Creature - Illusion Shade
Flying
{U/B}: ~ gets +1/+1 until end of turn.
When ~ becomes the target of a spell or ability, sacrifice it.
3/3
Its foes are gone, and all because, they tried to kill what never was.
End of turn, mb. Was posting from my phone and forgot to include that.
Shame your card costs too much even with being just one color
I'm reading this because it's interesting. I think. Whiskey, Tango, Foxtrot, over.Actually, his card gives a permanent effect.
So here's a silver-bordered card that would probably need its own section of the rulebook.
Invariable - 7U
Enchantment
X is always 10.
Fist WW
Instant
You may only cast Fist during your combat phase. Fist can't be countered, and abilities your opponents control can't prevent you from casting Fist.
Deal 4 damage to target player. That player may choose to instead have this damage dealt to a non-blocking creature they control. If they do, that creature then deals combat damage to you equal to its power.
Whenever a creature you control deals damage, you may pay 4 to move Fist from your Graveyard to the top of your Library.
edited 27th Jul '15 9:02:40 PM by TheSpaceJawa
Inspired by this, I assume?
“Not a promise, not an oath, or a malediction or a curse. Inevitable." - Taylor HebertInspired by a Tumblr post, actually. Which apparently came from a reddit post.
I wouldn't be doubt it was all inspired by that , though.
Muscle Wizard's version would be more like:
Fist (5WR)
Sorcery
Destroy all creatures and artifacts.
In this case, I'd rather go ahead with OP...It wasn't in a different page, heck it was just above my post. Thus two posts above yours...and you still missed it.
edited 27th Jul '15 11:01:46 PM by entropy13
I'm reading this because it's interesting. I think. Whiskey, Tango, Foxtrot, over.oh. huh. the guy who told me it was too strong was definitely full of shit then and i can return it to it's earlier status of being.
Heroic Resolve 4WW
Instant
Target creature gets +2/+2 until end of turn.
Target creature gets +2/+2 until end of turn.
Target creature gets +2/+2 until end of turn.
Target creature gets +2/+2 until end of turn.
So it's now a Swell of Courage that will at least trigger Heroic, when you have four different creatures and you target them once each. What's nice is that if you have two, you can target both twice. I mean even if you just target one creature four times I fail to see how "overpowered" that is considering its costs (6 CMC). By comparison, you can have 2x +4/+4 for one creature with just 4 mana through green (Titanic Growth, twice), so yeah he's full of shit. Heck with Become Immense it can be +6/+6 for 1.
edited 28th Jul '15 2:35:09 AM by entropy13
I'm reading this because it's interesting. I think. Whiskey, Tango, Foxtrot, over.It seems very powerful when used as a combat trick or to deal damage to the face with one creature, but I don't think it's enough to be overpowered, really.
''The eternal question of reality, it still stands today.''The situation we're worried about it being overpowered in is with the Heroics who get two +1/+1 counters whenever they are targeted by a spell or ability. It goes from +8/+8 to +16/+16 on those, half of those being in the form of counters.
That's not how heroic works. It only triggers once per spell, not once for each time a spell does a targeted thing to it.
It would increase from +8 to +10 (or +11 if you're using the one centaur that gets three counters from its heroic ability), which is pretty strong, but I don't think it's OP at that mana cost.
edited 28th Jul '15 7:03:41 PM by videogmer314
There are some creatures with Heroic that get two +1's per spell targeting them instead of just one.
In that case, though, it's still only one spell being cast, so yeah, it triggers once per spell. The same spell could target them ten times, and it'd still only trigger once.
Misunderstood .
Heroic does not break the card, even by a stretch. It counts per spell that targets it, not per time targeted. At 4WW, yeah, I wouldn't call the spell OP either.
edited 28th Jul '15 8:10:02 PM by Knowlessman
i care but i'm restless, i'm here but i'm really gone, i'm wrong and i'm sorry, babyDesco, True Final Boss 2RBB |
Legendary Creature - Demon |
Flying, Protection from Non-Heroic (Desco cannot be targeted by or take damage from sources that do not have an instance of Heroic), Removalproof (Desco cannot be destroyed or removed from the battlefield except as a result of damage taken) |
Legendary Creatures your opponents control have Heroic - Put a +1/+1 counter on this creature |
Desco blocks every turn if able. |
If Desco leaves play, Desco's owner loses the game. |
6/10 |
edited 29th Jul '15 9:47:46 AM by StephanReiken
I think that would still die to Tragic Slip.
Backweirds - UURR
What is so amusing about this? Why do you take lives? How can you forget?Enchantment
Switch each creature's power and toughness.
-tahw...