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jorend
08-30-2005, 06:19 AM
You might be familiar with the self-running game. This is a different game: the self-killing game.

It's easy. Each post consists of a game rule and a fantasy card. The card has to comply with the new rule and all preceding rules.

Since the rules accumulate, the game slowly strangles itself. It dies when no one posts a new card for three days (72 hours). After that, anyone can start the game over with a new card and a new initial rule.

GAME 1

Rule - Cards must be multicolor.

Nocturnal Drake :1::u::b:
Creature - Drake
3/1
Flying, fear

DJtwon
08-30-2005, 07:09 AM
Wrong forum but hey. They'll move it.

Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.

Dragon Slayer :w::r:
Creature - Soldier
First Strike, Protection from Dragons
2/2

kdevore
08-30-2005, 07:10 AM
Rule - Cards must be multicolor.
Rule - Cards must have opposing colors in its mana cost.
Rule-Cards must have an activated ability.

Tortured Learning :2: :u: :r:
Enchantment
:r: :u: :Deal 3 damage to target creature you control. Draw a card.

jorend
08-30-2005, 09:35 AM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.

Salted-Arrow Archer :r::w:
Creature -- Human Archer
:t:: Salted-Arrow Archer deals 1 damage to target attacking or blocking creature. If that creature was already dealt damage this turn, instead Salted-Arrow Archer deals 5 damage to that creature.
"What can one man do against my mighty Vizzerdrix?" --Archibald the Incredulous
1/2

kdevore
08-30-2005, 10:59 AM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.

Rule 5 - Cards must have an alternate casting cost.



Academy Guard-Dogs :4: :g: :u:

Creature - Dog

If you control no creatures, you may discard a green card and a blue card from your hand instead of paying ~'s casting cost.

:3: :g: :u: :t: : Target creature gets +2/+2. Draw a card.

4/4

Who would tresspass on such a beasts territory?

DJtwon
08-30-2005, 12:55 PM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if payed through the alternate casting cost.

Ruinous Druid :b::g:
Creature - Zombie Druid
You may sacrifice a creature and a forest instead of paying ~'s casting cost. If you do, ~ comes into play with 2 +1/+1 counters on it.
Sacrifice a forest: ~ gets +3/+3 until end of turn.
1/1
Why are all the leaves dead here?

kdevore
08-30-2005, 02:03 PM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if payed through the alternate casting cost.

Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".

Crafty Goblin :1: :r: :u:
Creature - Goblin
You may sacrafice an artifact with casting cost of :3: or more instead of paying ~'s mana cost. If you do search your library for an artifact with casting cost :4: or more, reveal it and put it into your hand then shuffle your library.
:3: :t: : Put a defect counter on target artifact.
When ~ leaves play destroy all artifacts with a defect counter on it.
2/1
"Okay, so who gave this guy a job in my Workshop?" - Mishra

Litlfatdog
08-30-2005, 02:23 PM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if payed through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.

Sewage Mass :7::g::b:
Creature - Beast Mutant
You may remove seven creature cards in your graveyard from the game instead of playing ~'s casting cost.
:g::b:: Remove target creature card in a graveyard from the game.
When ~ leaves play, each opponent chooses a creature card removed from the game by ~ and puts it in play. You put the rest into play. (This includes cards removed to pay for this.)
7/7
"What in hell is that thing made of?"
-Troth, Sewer Scrounger

Eymerich
08-30-2005, 03:42 PM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if payed through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.
Rule 9 - Cards must interact with your library.

Secrets of Yavimaya - :1: :g: :u: :w:
Enchantment

You may sacrifice an enchantment of an opponent's choice
instead of paying Secrets of Yavimaya's mana cost. If you
do, Secrets of Yavimaya comes into play with 1 Secret counter
on it.
:1: :g: :u: :w: : put a Secret counter on Secrets of Yavimaya.
When Secrets of Yavimaya leaves play, you may search your
library for X enchantment cards, where X is the number of Secret
counters on Secrets of Yavimaya. If you do, put those cards
in your hand. Shuffle your library afterwards.
"Does really exist a place where your secrets are better kept?"

DJtwon
08-30-2005, 08:03 PM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if payed through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.
Rule 9 - Cards must interact with your library.
Rule 10 - Cards must involve tokens.

Relentless Necromancer :u::b:
Creature - Human Wizard
You may sacrifice a creature instead of paying ~'s mana cost. If you do, put a 0/1 black skeleton token into play.
During your upkeep, your opponent chooses one: token creatures you control +1/+1 until end of turn or you remove the top 5 cards of your library from the game and put a 0/1 black skeleton token into play for every creature card removed this way.
:t:, Sacrifice a non-token creature: Put a 0/1 black skeleton token into play.
When ~ leaves play, destroy all tokens you control.
1/1
Why do you persist when you know resistance is useless?

Scud422
08-30-2005, 09:18 PM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if paid through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.
Rule 9 - Cards must interact with your library.
Rule 10 - Cards must involve tokens.

Rule 11 - Card must deal with multiple creature types

Restless Grounds :X::b::b::g::g:
Enchantment
You may remove X cards from your graveyard and X cards from the top of your library from the game instead of paying ~'s mana cost.
When ~ comes into play, put X 1/1 zombie squirrel creature tokens into play, if you paid the alternate mana cost, target opponent chooses if you get twice as many creatures or the creatures are 2/2s instead.
Sacrifice a squirrel: All zombies get +1/+1 until end of turn.
Sacrifice a zombie: All squirrels get +1/+1 until end of turn.
Who would reanimate squirrels?

wonderdog
08-30-2005, 11:50 PM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if paid through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.
Rule 9 - Cards must interact with your library.
Rule 10 - Cards must involve tokens.
Rule 11 - Card must deal with multiple creature types

Rule 12 - Cards may ignore all rules if they created by Guru*
(Guru - a player with constructed rating 1900 or greater, and 300 or more forum posts)

Staff of Initialization - (1BR)

Artifact

1,Tap: Players may pay BR instead of paying alternate costs, until end of turn.
1,Tap: Target Guru gain 4 life
1BR: ~ becomes Ante, winner of this game, becomes owner of ~,
any player may play this ability.

Is Artifact may be multicolored ? -, Guru

kdevore
08-31-2005, 05:31 AM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if paid through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.
Rule 9 - Cards must interact with your library.
Rule 10 - Cards must involve tokens.
Rule 11 - Card must deal with multiple creature types

Rule 12 - Cards may ignore all rules if they created by Guru*
(Guru - a player with constructed rating 1900 or greater, and 300 or more forum posts)
Rule 13 - Cards must contain a recursive effect.

Aqueous Pheonix :3: :r: :u:
Creature - Pheonix
Flying
You may discard three cards instead of paying ~'s casting cost. If you do, then you may reveal the top 5 cards in your library to your opponent. That opponent then seperates thos cards into two face up pile. Select on of those piles and put it into your hand. Remove the other from the game.
Sacrafice ~: put a 0/1 Ash token into play.
During your upkeep, if ~ is in your graveyard, you may pay :r: :u: and sacrafice an Ash token to return ~ to play.
Whenever ~ comes into play, if it came into play from your graveyard, you may return a noncreature card from your graveyard to your hand.
3/3
"What is it that dies to be reborn?"

magicfreak322
08-31-2005, 06:06 AM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if paid through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.
Rule 9 - Cards must interact with your library.
Rule 10 - Cards must involve tokens.
Rule 11 - Card must deal with multiple creature types
Rule 12 - Cards may ignore all rules if they created by Guru*
(Guru - a player with constructed rating 1900 or greater, and 300 or more forum posts)
Rule 13 - Cards must contain a recursive effect.
Rule 14 - Cards must contain a tutor ability for other creatures.

Pilgrim of Life and Death:2::b::w:
Creature - Cleric Druid

You may pay 4 life rather than pay ~'s mana cost. If you do, when ~ comes into play, target opponent chooses either white or black. Then search your library for a creature of the chosen color, reveal it, then put it in your hand. Then shuffle your library.

:b::w:: Put a 2/2 black and white Cleric Horror token into play.

When Pilgrim of Death would leave play, you may put it on the top of your library instead. If you dont, you gain 2 life for each Cleric in play, then you lose 1 life for each Horror in play.

3/3

"Why do you fear the afterlife more? You shouldn't have to worry about it if life wasn't so deadly."

jorend
08-31-2005, 07:14 AM
Play #10 is invalid as it breaks rule #2. This means Rule 10 doesn't apply.

Play #12 strikes me as boorish. "I don't have to follow the rules." What are we, eight years old? Feh.

jorend
08-31-2005, 08:36 AM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if paid through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.
Rule 9 - Cards must interact with your library.
Rule 10 - Doesn't apply. Invalid play.
Rule 11 - Card must deal with multiple creature types.
Rule 12 - Cards may ignore all rules if they created by Guru.
(Guru - a player with constructed rating 1900 or greater, and 300 or more forum posts)
Rule 13 - Cards must contain a recursive effect.
Rule 14 - Cards must contain a tutor ability for other creatures.
Rule 15 - Each card's text box must contain 70 words or less. (Numerals and symbols aren't words. "+1/+1" is zero words. ":4:, :t::" is zero words. The card name, or "~", always counts as one word, regardless of how many words the card's name really is. Flavor text doesn't count.)

Hetera the Glorious
:7::w::w::b::b:
Legendary Creature -- Angel Demon Warrior Spirit
You may sacrifice eleven Spirits rather than pay ~'s mana cost.
~'s power is equal to the number of Spirit cards in all graveyards.
Flying
When ~ or another Angel or Demon comes into play, return a creature card of an opponent's choice from your graveyard to play.
:1::w::b:: Search your library for an Angel or Demon card, reveal it, and put it into your hand. Then shuffle your library.
What dark motive, what terrible leader, could unite heaven and hell?
*/11

(11 + 13 + 1 + 23 + 21 = 69 words.)

kdevore
08-31-2005, 08:51 AM
Play #10 is invalid as it breaks rule #2. This means Rule 10 doesn't apply.

Play #12 strikes me as boorish. "I don't have to follow the rules." What are we, eight years old? Feh.

Rule10 wasnt my rule, but i feel you are wrong about its invalidity. Goblin trenches is an example of a card that is multi-colored with opposing colors in the mana cost that deals with tokens.
As for your comments on rule 12, I could not agree with you more. The rule has no actual bearing on the card creation process and it is not possible to prove one's dci rankings on a forum such as this without giving out your dci# and even then.....Rule ten is valid i feel, rule 12 should be invalidated for a plethora of reasons......anyway gg, i am enjoying it thoroughly.

jorend
08-31-2005, 09:01 AM
Rule10 wasnt my rule, but i feel you are wrong about its invalidity. Goblin trenches is an example of a card that is multi-colored with opposing colors in the mana cost that deals with tokens.

I was talking about Relentless Necromancer, which is blue-black. I don't see any Goblin Trenches here. Am I missing something?

I'm enjoying it too... This game isn't killing itself nearly as fast as I thought it would, though!

Litlfatdog
08-31-2005, 10:02 AM
Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if paid through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.
Rule 9 - Cards must interact with your library.
Rule 10 - Doesn't apply. Invalid play.
Rule 11 - Card must deal with multiple creature types.
Rule 12 - ?????
Rule 13 - Cards must contain a recursive effect.
Rule 14 - Cards must contain a tutor ability for other creatures.
Rule 15 - Each card's text box must contain 70 words or less.
Rule 16 - Cards must contain a keyword that only existed for one set. (Trample and affinity are out. Provoke is in.)


Goblins in Power :5::r::w:
Enchantment
Human Offering
:r:, Remove a human card from your graveyard: Search your library for a goblin card and put it in play.
When ~ leaves play, each player sacrifices a creature for each goblin in play. Return that many human cards from your graveyard to play.
Goblins in power.. how long could this last?


This follows all the rules, but some are subtle. Look closely. And only 45 words, i believe.

kdevore
08-31-2005, 10:03 AM
My fault here. I misread/misunderstood what you were saying. Since the play was invalid, the rule posted along with the play is invalid, right? Gotcha.

jorend
08-31-2005, 11:28 AM
My fault here. I misread/misunderstood what you were saying. Since the play was invalid, the rule posted along with the play is invalid, right? Gotcha.Yes--and now I understand what you were saying too. :) Sorry I was unclear!

jorend
08-31-2005, 12:29 PM
A little obvious, maybe, but someone was going to do it...

Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if paid through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.
Rule 9 - Cards must interact with your library.
Rule 10 - Doesn't apply. Invalid play.
Rule 11 - Card must deal with multiple creature types.
Rule 12 - Um, just ignore this.
Rule 13 - Cards must contain a recursive effect.
Rule 14 - Cards must contain a tutor ability for other creatures.
Rule 15 - Each card's text box must contain 70 words or less.
Rule 16 - Cards must contain a keyword that only existed for one set.
Rule 17 - Each card's flavor text must be a riddle.


Desert Warlord
:3::r::w:
Creature -- Human Warrior
Morph :3::r::w:
When ~ is turned face up, if it's attacking, search your library, hand, and graveyard for a Soldier or Warrior card and put it into play tapped and attacking. Then shuffle your library.
When ~ leaves play, return a Soldier or Warrior you control to its owner's hand.
:r::w:: ~ deals 1 damage to target opponent unless he or she taps an untapped creature he or she controls.
"What has six legs, then two legs, then four legs?" --Nomad's riddle
4/4

(1 + 33 + 15 + 18 = 66 words, I think.)

Litlfatdog
08-31-2005, 12:53 PM
morph was in three sets!!

jorend
09-01-2005, 06:33 AM
Oh yeah, you're right. My play is completely invalid. Rats.

jorend
09-01-2005, 08:08 AM
Provoke appeared on Greater Morphling in Unhinged, but Lilfatdog's reminder text says it would be okay. I'm assuming that means we ignore Un- sets for the purposes of that rule...?

Either way, Amplify appears only in Legions. Here goes.

Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if paid through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.
Rule 9 - Cards must interact with your library.
Rule 10 - Doesn't apply. Invalid play.
Rule 11 - Card must deal with multiple creature types.
Rule 12 - Um, just ignore this.
Rule 13 - Cards must contain a recursive effect.
Rule 14 - Cards must contain a tutor ability for other creatures.
Rule 15 - Each card's text box must contain 70 words or less.
Rule 16 - Cards must contain a keyword that only existed for one set.
Rule 17 - Doesn't apply. Invalid play.
Rule 18 - Cards must have a triggered or activated ability that works in a zone other than in play.

Thriss the Insane
:2::u::g:
Legendary Creature -- Insect Wizard
2/2
Madness :4::u::g:
Amplify 1
When ~ comes into play, end the turn.
:u::g:, Reveal ~ in your hand: Target opponent chooses one--search your library for a creature card, reveal it, and put it into your hand, then shuffle your library and put ~ on top of it; or return target card in your graveyard to your hand, then discard ~.
"What's not to like in a thirty-ton, rampaging, time-fouling, stick-wielding mantis?" --Chainer

(1 + 1 + 8 + 48 = 58 words)

magicfreak322
09-01-2005, 03:29 PM
This game is fun

Rule 1 - Cards must be multicolor.
Rule 2 - Cards must have opposing colors in its mana cost.
Rule 3 - Cards must have an activated ability.
Rule 4 - Cards must have flavor text in the form of a question.
Rule 5 - Cards must have an alternate casting cost.
Rule 6 - Cards must have a bonus if paid through the alternate casting cost.
Rule 7 - Cards must have rules text containing "When ___ leaves play.." or "When ___ comes into play...".
Rule 8 - Cards must involve an opponent making a choice.
Rule 9 - Cards must interact with your library.
Rule 10 - Doesn't apply. Invalid play.
Rule 11 - Card must deal with multiple creature types.
Rule 12 - Um, just ignore this.
Rule 13 - Cards must contain a recursive effect.
Rule 14 - Cards must contain a tutor ability for other creatures.
Rule 15 - Each card's text box must contain 70 words or less.
Rule 16 - Cards must contain a keyword that only existed for one set.
Rule 17 - Doesn't apply. Invalid play.
Rule 18 - Cards must have a triggered or activated ability that works in a zone other than in play.
Rule 19 - The card can't have black in the casting cost or black abilities (discard, creature removal, effects that cause you to pay life, life loss effects, pained card draw, "shade" abilities, graveyard creature recursion, reanimation)

Savior of the Realm
:2::g::u:
Creature - Elf Druid

You may sacrifice an untapped island and forest you control rather than pay ~'s mana cost. If you do, when ~ comes into play, target opponent may choose to draw a card. If they do, draw 2 cards.

:g::u:, Reveal ~ from your hand: Search your library for an Elf or Druid, reveal it, and put it in your hand, then shuffle your library.

:g::u:: Return ~ to its owner's hand.

Scry 2(When you play this spell, look at the top 2 cards of your library. You may rearrange those cards in any order or put any amount of them on the bottom of your library in any order.)

2/3



"Why must I limit myself? The possibilities of life are endless."

68 words....owned

Litlfatdog
09-04-2005, 10:12 PM
well looks like the games over anyway

jorend
09-06-2005, 07:20 AM
Yep, it's over. Awards:

Best card that could conceivably be printed: Ruinous Druid (by DJtwon. See comment #6 in this thread.)
Best short card: Dragon Slayer (DJtwon, comment #2)
Most broken card: Pilgrim of Life and Death (magicfreak322, comment #14)
Coolest rule: Rule 8 (Lilfatdog, comment #8)
Best goofy flavor text: Crafty Goblin (kdevore, comment #7)
Last card, and winner of the game: Savior of the Realm (magicfreak322, comment #26)

Okay, let's start a new round!

jorend
09-06-2005, 07:24 AM
GAME 2

Okay, we're starting fresh with just 1 rule...

By the way - the cards in Game 1 seemed to get really bad really quickly. As the rules added up, the cards became cluttered with abilities. Maybe we should avoid adding rules that force people to make longer and longer cards? Just a thought.

Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.

War Octopus :4::u:
Creature - Octopus
:1::u::u:: Gain control of target Equipment and attach it to War Octopus. (This effect doesn't end at end of turn.)
3/3

limdulsAura
09-06-2005, 05:40 PM
Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
</b>Rule 2- Cards must have two types that don't normally appear together(two types but not artifact creature)

Mist hunter
3UB
creature enchantment-hunter

defender
tap: destroy target tapped creature.
tap: put target creature in an opponents graveyard into play under your control

0/2

"The mist is both enchanted and sentient."

Scud422
09-07-2005, 12:25 AM
Um.... Rule 2 breaks the rules of magic.... UTTERLY. Instant Artifact.... Yeah, doesn't work.

jorend
09-07-2005, 11:48 AM
Yeah, it's pretty wacky, but let's go with it. If you think a bit, you can find ways around it. Like:

Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", ":2:", or "two" on them somewhere.

Will :1::u::u: // Grace :1::w:
Sorcery // Instant
Gain control of target creature with power 2 or less. // Destroy target enchantment.

Scud422
09-07-2005, 07:34 PM
Bah... fine.

Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", ":2:", or "two" on them somewhere.
Rule 4 - Creature P/T must add up to 9

Uncle Fred :4::b::b:
Creature - Uncle
At the begining of your upkeep, if an opponent has 10 or more cards in his/her graveyard, flip ~.
3/6
//////////////////////////
Erroding Terrain
Enchantment
At the begining of your upkeep, remove 2 target cards in target graveyard from the game.

jorend
09-08-2005, 10:54 AM
Does this mean all future cards must be creatures? Or just that if a card is a creature, its p/t must add up to 9?

kdevore
09-08-2005, 01:53 PM
Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", ":2:", or "two" on them somewhere.
Rule 4 - Creature P/T must add up to 9
Rule 5 - All creatures must be related to or make mention of Uncle Fred.

Uncle Fred's Grandmother :3: :ub: :wb: :wu:
Legendary Creature - Grandmother
:t: : If your opponent controls a card named Uncle Fred you gain control of it.
At the end of your turn, if you control Uncle Fred, flip~
0/9
______
Granny's Witchhazel Smell
Legendary Enchantment - Aura

~ can only enchant Uncle Fred.
Enchanted creature gets +2/+0 and cannot be blocked by any creature with a nose in it's art. Token creatures may still block enchanted creature.

^^^^
"Oooh that smell. Cantcha smell that smell... The smella that surrounds yooouu!"

DragonAsylum
09-08-2005, 05:57 PM
Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", ":2:", or "two" on them somewhere.
Rule 4 - Creature P/T must add up to 9
Rule 5 - All creatures must be related to or make mention of Uncle Fred.
Rule 6 - All auras must have an activated ability that allows it to be attached to a different permanent.

Flight of the Fanciful :2::u:
Enchantment - Aura
Enchant Creature
Enchanted Creature gains flying and -2/-0.
If enchanted creature's power is 0, flip ~
:u::u: : Return ~ to your hand.
------------------------
Bat Droppings
Artifact - Equipment
Equipped creature loses flying and gains
protection from creatures with flying.
Equipped creature has +2/-1.
Equipped creature gains ":1:. :t:: ~ deals damage equal to it's power to
target creature with flying."

jorend
09-09-2005, 04:37 PM
Yeah, I know black shouldn't get vigilance. But there's another rule that says enchantments generally shouldn't tap. I like that rule better.

Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", ":2:", or "two" on them somewhere.
Rule 4 - Creature P/T must add up to 9
Rule 5 - All creatures must be related to or make mention of Uncle Fred.
Rule 6 - All auras must have an activated ability that allows it to be attached to a different permanent.
Rule 7 - Each card must have a word that appears on it three times. (In the card below, the word is "can't".)

Horrificus, Breath of Uncle Fred :2::b::b::b:
Legendary Enchantment Creature - Zephyr
4/5
Vigilance
Permanents can't be regenerated.
Damage can't be prevented.
Players can't gain life.

?¿?
09-11-2005, 05:21 PM
Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", "images/smilies/two.gif", or "two" on them somewhere.
Rule 4 - Creature P/T must add up to 9
Rule 5 - All creatures must be related to or make mention of Uncle Fred.
Rule 6 - All auras must have an activated ability that allows it to be attached to a different permanent.
Rule 7 - Each card must have a word that appears on it three times. (In the card below, the word is "stupid".)
Rule 8-All cards must mention Kokusho, the Evening Star


Uncle Fred the Airborne 2BB
Legendary Creature-Uncle Human
Flying vigalance,protection from lands and artifacts
When ~ is put into a graveyard from play you lose five life and target opponent gains five life.
"He's like a retarded Kokusho, the Evening Star, what a stupid guy, what a stupid stupid guy."
6/3

limdulsAura
09-11-2005, 09:34 PM
breaking rule 1 ?¿?

jorend
09-12-2005, 12:27 PM
Sad but true. Lots of Humans. (http://gatherer.wizards.com/?first=1&last=100&term=human&Field_Name=on&Field_Rules=on&Field_Type=on&setfilter=Allsets&colorfilter=All&typefilter=All&output=summary&sort=name&x=0&y=0)

Play #8 is invalid. That means rule 8 doesn't apply. Play now, time's running out!

?¿?
09-12-2005, 04:51 PM
Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", "images/smilies/two.gif", or "two" on them somewhere.
Rule 4 - Creature P/T must add up to 9
Rule 5 - All creatures must be related to or make mention of Uncle Fred.
Rule 6 - All auras must have an activated ability that allows it to be attached to a different permanent.
Rule 7 - Each card must have a word that appears on it three times. (In the card below, the word is "stupid".)
Rule 8-All cards must mention Kokusho, the Evening Star


Uncle Fred the Airborne 2BB
Legendary Creature-Uncle
Flying vigalance,protection from lands and artifacts
When ~ is put into a graveyard from play you lose five life and target opponent gains five life.
"He's like a retarded Kokusho, the Evening Star, what a stupid guy, what a stupid stupid guy."
6/3

Fixed it ;)

Scud422
09-14-2005, 12:27 AM
If you want to bring up invalid.... plays #2 and #7 can't exist, play #6 doesn't follow rule #5, and play #8 doesn't follow rule #2 (or maybe it does with the land and artifact pro...).

This round isn't going nearly as smoothly as the previous round.

But disipite ALL THAT....

Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", ":2:", or "two" on them somewhere.
Rule 4 - Creature P/T must add up to 9
Rule 5 - All creatures must be related to or make mention of Uncle Fred.
Rule 6 - All auras must have an activated ability that allows it to be attached to a different permanent.
Rule 7 - Each card must have a word that appears on it three times. (In the card below, the word is "equip".)
Rule 8-All cards must mention Kokusho, the Evening Star
Rule 9- Cards can't break any rules, magic or the above

Uncle Fred's Switch :2:
Artifact - equipment
Equipped creature gets +3/+0
If equipped creature deals lethal damage to another creature, flip ~.
Equip :2:
<flip>
Broken with Kokusho
Enchantment
~ is black.
At the begining of your upkeep, target player sacrifices a creature, if they do, then that player may return a creature card from their graveyard to play at the end of his or her next turn.

jorend
09-14-2005, 12:16 PM
Play #6 is valid. Rule #5 applies only to creatures.

Play #8 looks invalid to me, but I guess it is a matter of interpretation. limdulsAura, what do you say?

Eymerich
09-15-2005, 03:40 PM
Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", ":2:", or "two" on them somewhere.
Rule 4 - Creature P/T must add up to 9
Rule 5 - All creatures must be related to or make mention of Uncle Fred.
Rule 6 - All auras must have an activated ability that allows it to be attached to a different permanent.
Rule 7 - Each card must have a word that appears on it three times. (In the card below, the word is "camel".)
Rule 8-All cards must mention Kokusho, the Evening Star
Rule 9- Cards can't break any rules, magic or the above

Yes. This time's going hard..
Rule 10- Cards must mention or remind to at least one of the previous cards.

Camelid Sanctuary
Legendary Land Creature - Camel

When Camelid Sanctuary comes into play, sacrifice a creature
other than Uncle Fred or Uncle Fred's Grandmother with power
four or higher.
:t: : target land gains ":t: :put a 0/2 white Camel token into play"
until the end of turn.
2/7

"Yes, Kokusho is a big bad guy. But Camels are King Size."

jorend
09-15-2005, 04:22 PM
Yeah, the "no breaking rules" rule sank my last attempt. It was a 6/6 guy with the ability "6 plus 6 equals 9."

Scud422
09-15-2005, 09:22 PM
Play # 10 breaks rule #9, a land creature breaks the rules.
Rule #10 is redundent with rule #5.

Eymerich
09-16-2005, 04:26 AM
rule #10 is redundant, but additive.

kdevore
09-16-2005, 11:09 AM
Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", ":2:", or "two" on them somewhere.
Rule 4 - Creature P/T must add up to 9
Rule 5 - All creatures must be related to or make mention of Uncle Fred.
Rule 6 - All auras must have an activated ability that allows it to be attached to a different permanent.
Rule 7 - Each card must have a word that appears on it three times. (In the card below, the word is "Uncle".)
Rule 8-All cards must mention Kokusho, the Evening Star
Rule 9- Cards can't break any rules, magic or the above
Rule 10- Cards must mention or remind to at least one of the previous cards.
Rule 11- All cards must mention food.

Uncle Fred's Aunt Sally's Kukusho Pie :2:
Artifact Creature - Pie
~ comes into play with 9 -1/+1 counters on it.
:t: : Remove a -1/+1 counter from ~. ~ deals 1 damage to target creature.
If ~ would be put in the graveyard from play you may flip it instead.
9/0
"It's mmmm mmmm bad."
______
Uncle Fred's Tomb
Legendary Land
:t: : Add :1: to your mana pool.
If there are no creatures in play then you may sacrafice ~ and put a 4/5 Ghost of Uncle Fred token into play under your control.

"Uncle Fred's been done to death."

Giasumaru
09-16-2005, 06:49 PM
Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", ":2:", or "two" on them somewhere.
Rule 4 - Creature P/T must add up to 9
Rule 5 - All creatures must be related to or make mention of Uncle Fred.
Rule 6 - All auras must have an activated ability that allows it to be attached to a different permanent.
Rule 7 - Each card must have a word that appears on it three times. (In the card below, the word is "Uncle".)
Rule 8-All cards must mention Kokusho, the Evening Star
Rule 9- Cards can't break any rules, magic or the above
Rule 10- Cards must mention or remind to at least one of the previous cards.
Rule 11- All cards must mention food.

Rule 12- All cards must have something very very stupid or complex to do with counters.


Uncle Fred :2::ub::ub::u::b:
----------
Legendary Instant Creature - Human Uncle
----------
(Uncle Fred can be played in instant speed.)

When Uncle Fred comes into play, put a copy of a Legendary Creature you control into play.

Uncle Fred comes into play with one third-degree-burn counter, three +2/-2 counters, nine -1/-1 counters, two +3/+3 counters, one -10/+5 counter, five +2/-5 counters, three -2/+5 counters, one -4/+10 counter, three charge counters, four age counters, nine training counters, seven time counters, four fade counters, seven arrow counters, three doom counters, three gold counters, four ki counters, two page counters, three chip counters, nine devotion counters, four death counters, eight fuse counters, two storage counters, one bounty counter, six omen counters, two shred counters, five luck counters, five sleigh counters, eight pupa counters, four polyp counters, one rust counter, seven poison counters, five mire counters, two depletion counters, nine delay counters, five cube counters, two verse counters, two infection counters, one paralyzation counter, four spore counters, nine energy counters, nine elixir counters, five hunger counters, two wind counters, three healing counters, two mining counters, one glyph counter, nine fuse counters, five aim counters, three tide counters, one javelin counter, three credit counters, two ice counters, eight feather counters, seven treasure counters, two matrix counters, nine vitality counters, two petal counters, one pressure counter, two magnet counters, three growth counters, one winch counter, nine net counters, three mine counters, one divinity counter, two theft counters, one fate counter, nine ore counters, three carrion counters, two study counters, three flood counters, eight velocity counters, one pain counter, five currency counters, two trap counters, six plague counters, two incubation counters, seven sleep counters, two pin counters, nine pop! counters, seven shell counters, nine dream counters, one wage counter, six arrowhead counters, nine shoe counters, two soot counters, one echo counter, six corpse counters, four time counters, and two intervention counter.
----------
7/13
----------
“Yesss! I’ve gots TWO Kokusho, the Evening Star… two Kokusho, the Evening Star… Kokusho, the Evening Star… Noo… Noo… Noo… Hmm. A hamburger. Yum.” – Uncle Fred did it with a candlestick at the Grand Canyon.

jorend
09-18-2005, 07:53 AM
Play # 10 breaks rule #9, a land creature breaks the rules.
Rule #10 is redundent with rule #5.
It's my impression that the comprehensive rules can handle land creatures without any changes. That is, I don't think a land creature "breaks any rules, Magic or above."

If I'm wrong, please let me know what rule I'm missing...

"Instant Sorcery" or "Instant Land" would be a lot harder to justify; I simply have no idea how such a thing would work. But since Mirrodin's Artifact Lands, the rules for lands that also have other permanent types are established. Wizards hasn't printed any Creature Lands yet, but I think it's only a matter of time. For what it's worth, it hasn't printed any creature cards without a mana cost. ...Or any activated abilities that only work if the card is on the top of your library and revealed. ...Or any number of things--but all of these are supported by the rules.

kdevore
09-19-2005, 09:49 AM
Unfortunately Play 12 breaks Rule 1.......and is ri-f'n-diculously long. I didn't make it past the third degree burn counters.

Giasumaru
09-19-2005, 01:50 PM
Rule 1 - Cards can't mention any creature type that appears on more than 5 cards WotC has released.
Rule 2 - Cards must have two types that don't normally appear together (two types but not artifact creature).
Rule 3 - Cards must have "2", "images/smilies/two.gif", or "two" on them somewhere.
Rule 4 - Creature P/T must add up to 9
Rule 5 - All creatures must be related to or make mention of Uncle Fred.
Rule 6 - All auras must have an activated ability that allows it to be attached to a different permanent.
Rule 7 - Each card must have a word that appears on it three times. (In the card below, the word is "Uncle".)
Rule 8-All cards must mention Kokusho, the Evening Star
Rule 9- Cards can't break any rules, magic or the above
Rule 10- Cards must mention or remind to at least one of the previous cards.
Rule 11- All cards must mention food.

Rule 12- All cards must have something very very stupid or complex to do with counters.


Uncle Fred :2::ub::ub::u::b:
----------
Legendary Instant Creature - Alien Uncle
----------
(Uncle Fred can be played in instant speed.)

When Uncle Fred comes into play, put a copy of a Legendary Creature you control into play.

Uncle Fred comes into play with one third-degree-burn counter, three +2/-2 counters, nine -1/-1 counters, two +3/+3 counters, one -10/+5 counter, five +2/-5 counters, three -2/+5 counters, one -4/+10 counter, three charge counters, four age counters, nine training counters, seven time counters, four fade counters, seven arrow counters, three doom counters, three gold counters, four ki counters, two page counters, three chip counters, nine devotion counters, four death counters, eight fuse counters, two storage counters, one bounty counter, six omen counters, two shred counters, five luck counters, five sleigh counters, eight pupa counters, four polyp counters, one rust counter, seven poison counters, five mire counters, two depletion counters, nine delay counters, five cube counters, two verse counters, two infection counters, one paralyzation counter, four spore counters, nine energy counters, nine elixir counters, five hunger counters, two wind counters, three healing counters, two mining counters, one glyph counter, nine fuse counters, five aim counters, three tide counters, one javelin counter, three credit counters, two ice counters, eight feather counters, seven treasure counters, two matrix counters, nine vitality counters, two petal counters, one pressure counter, two magnet counters, three growth counters, one winch counter, nine net counters, three mine counters, one divinity counter, two theft counters, one fate counter, nine ore counters, three carrion counters, two study counters, three flood counters, eight velocity counters, one pain counter, five currency counters, two trap counters, six plague counters, two incubation counters, seven sleep counters, two pin counters, nine pop! counters, seven shell counters, nine dream counters, one wage counter, six arrowhead counters, nine shoe counters, two soot counters, one echo counter, six corpse counters, four time counters, and two intervention counter.
----------
7/13
----------
“Yesss! I’ve gots TWO Kokusho, the Evening Star… two Kokusho, the Evening Star… Kokusho, the Evening Star… Noo… Noo… Noo… Hmm. A hamburger. Yum.” – Uncle Fred did it with a candlestick at the Grand Canyon.






My bad, didn't see that part, Anyway, you don't need to know whats in the counters part, just that it has enough counters to make it well... ri-f'n-diculous.

The counters that give it +x/+y and so on will add up with it's 7/13 attack/toughness, to give it 0/9

Okay, it's an Alien Uncle.

Eymerich
09-24-2005, 04:43 PM
Well...I think we have a winner...

Let's start with the next one.

1. Cards must have a X in their mana cost.

Spinal Centipede - :X: :1: :b:
Creature - Insect

When Spinal Centipede comes into play,
destroy target non-black creature with
converted mana cost equal to X
1/1

?¿?
09-24-2005, 04:53 PM
1.all cards must have an X in there manacost
2.all cards must have something to do with parasites

Las Plagas XXGB
creature-parasite
when ~ comes into play put X growth counter on target creature.
Whenever a creature with growth counters on it is dealt damage remove that many growth counters from it, then if that creature has no growth counters on it destroy that creature and Las Plagas becomes a copy of that creature, it's still a parasite.
0/1
"The parasites, Las Plagas are slaves to my will I have absolute control over them!"
-Salazaar

Giasumaru
09-24-2005, 07:22 PM
1.All cards must have an X in their mana cost.
2.All cards must have something to do with parasites.
3.All cards must have reference to a book, movie, t.v show, game.(It must not be from Magic: The Gathering, and yes, you can use a book about George Bush or whoever. Please tell us what is it you are refering to.)

Parasite Slug :X::b:
Creature -- Parasite

Parasite Slug comes into play with X charge counters.

You may choose not to untap Parasite Slug during your untap step.
During your upkeep phase remove a counter from Parasite Slug if Parasite Slug is tapped.
If Parasite Slug has no more counters on it, sacrifice Parasite Slug.

:t:: Gain control of target creature.

"Those Yeerks. They use your bodies to do their biddings. They already enslaved the Hork-Bajir and many humans. Those creatures are truly despicable." -- Andalite teachings

From the Animorphs

Lurker
09-28-2005, 09:51 AM
1.All cards must have an X in their mana cost.
2.All cards must have something to do with parasites.
3.All cards must have reference to a book, movie, t.v show, game.(It must not be from Magic: The Gathering, and yes, you can use a book about George Bush or whoever. Please tell us what is it you are refering to.)
4. All cards must have a restriction on when they can be cast.(eg "You may only cast this spell when...")

:X: :bg:
Parasite Awaken
Instant
Put a X/X black insect token with flying and fear into play.
You may only cast this spell when a creature with a casting cost of X or more goes into the graveyard from play.
"I'm an insect who dreamt he was a man, and loved it. But, now the dream is over, and the insect is awake." - Seth Brundle, The Fly

Xyre
10-09-2005, 01:02 PM
1.All cards must have an X in their mana cost.
2.All cards must have something to do with parasites.
3.All cards must have reference to a book, movie, t.v show, game.(It must not be from Magic: The Gathering, and yes, you can use a book about George Bush or whoever. Please tell us what is it you are refering to.)
4. All cards must have a restriction on when they can be cast.(eg "You may only cast this spell when...")
5. All cards must be creatures.

Parasite Lost-XB
Creature-Parasite
You may play Parasite Lost only if X is greater than your life total.
T, sacrifice Parasite Lost: For each creature card in your graveyard above X, each player sacrifices that many creatures.
0/3

stopowningme
10-14-2005, 05:30 PM
1.All cards must have an X in their mana cost.
2.All cards must have something to do with parasites.
3.All cards must have reference to a book, movie, t.v show, game.(It must not be from Magic: The Gathering, and yes, you can use a book about George Bush or whoever. Please tell us what is it you are refering to.)
4. All cards must have a restriction on when they can be cast.(eg "You may only cast this spell when...")
5. All cards must be creatures.
6. All cards must be multicolored.

Kerrigan, Parasite Queen :X::2::g::b:
Legendary Creature - Human Insect Soldier
You cannot play ~ if you don't control a creature.
When ~ comes into play, each other non-insect, non-parasite creature gets -X/-X until end of turn.
"For the swarm."
2/2

Giasumaru
10-15-2005, 04:25 PM
1.All cards must have an X in their mana cost.
2.All cards must have something to do with parasites.
3.All cards must have reference to a book, movie, t.v show, game.(It must not be from Magic: The Gathering, and yes, you can use a book about George Bush or whoever. Please tell us what is it you are refering to.)
4. All cards must have a restriction on when they can be cast.(eg "You may only cast this spell when...")
5. All cards must be creatures.
6. All cards must be multicolored.
7. All cards must contain a 10 or more letter word.

Putrid Defiler :X::ub::ub:
Creature- Demon

You cannot play Putrid Defiler if you do not control a swamp.

When Putrid Defiler comes into play you may put an infection counter on X target creatures.

Creatures get -1/-1 for each infection counter on it.

Whenever a creature dies, put a 1/1 token black Pain-Worm creature into play for each infection counter on it.

:b::u:: Put an infection counter on target creature.

2/2

Putrid Defilers can Impregnate other creatures. When those affected creatures die they spawn Pain Worms. It's a horrible way to die.

From Diablo II: Lord of Destruction

monkeyballz
10-19-2005, 03:56 AM
1.All cards must have an X in their mana cost.
2.All cards must have something to do with parasites.
3.All cards must have reference to a book, movie, t.v show, game.(It must not be from Magic: The Gathering, and yes, you can use a book about George Bush or whoever. Please tell us what is it you are refering to.)
4. All cards must have a restriction on when they can be cast.(eg "You may only cast this spell when...")
5. All cards must be creatures.
6. All cards must be multicolored.
7. All cards must contain a 10 or more letter word.
8. All cards must have an equl number of Vowels and Consonants it the name

Amultagoli :X::g::b:
Legendary Parasite - 2/2
Play Amultagoli only if you have X or less creatures in all graveyards.
Amultagoli comes into play with X +1/+1 counters.
Remove a +1/+1 counter from Amultagoli: Regenerate Amultagoli.
I believe there is a place where the restless souls wander, burdened by the weight of their own sadness.
(The crow, city of angels)

frostling II
10-23-2005, 03:16 PM
sweet, new game!! rule 1 all cards must be artifacts
tims shoe 6
artifact
tap, all lands are swamps(this doesn't end at end of turn)

Xyre
10-23-2005, 06:12 PM
1. All cards must be artifacts.
2. All cards must have activated abilities with text shorter than the card's name.
Praetor's Overarching Law-3
Artifact
3, T: Tap all creatures.

Lynnis
10-23-2005, 08:18 PM
1. All cards must be artifacts.
2. All cards must have activated abilities with text shorter than the card's name.
3. All cards must not tap.

Wooden Sword of the Everliving Samurai :3:
Artifact
:2: : Target creature cannot attack this turn.

Ok, it's an artifact, has activated ability with less text than name and does not tap.

PowerSquirrel
10-24-2005, 05:43 AM
1. All cards must be artifacts.
2. All cards must have activated abilities with text shorter than the card's name.
3. All cards must not tap.
4. All cards must have mana cost equal to the number of words in its name.


Wrath of the Migthy Killstone 5
Artifact
11: Destroy four target creatures.
"But why a platoon of five?" -Goblin Overlord

chessman4991
10-24-2005, 01:24 PM
1. All cards must be artifacts.
2. All cards must have activated abilities with text shorter than the card's name.
3. All cards must not tap.
4. All cards must have mana cost equal to the number of words in its name.
5. All cards must have an acitvated ability with mana cost greater than 5.

Vedalken Research Laboratory :3:
Artifact
:8:: Draw two cards.

PowerSquirrel
10-25-2005, 09:33 AM
1. All cards must be artifacts.
2. All cards must have activated abilities with text shorter than the card's name.
3. All cards must not tap.
4. All cards must have mana cost equal to the number of words in its name.
5. All cards must have an acitvated ability with mana cost greater than 5.
6. All cards must be able to recur somehow.

Sword of Infinite Shadow 4
Artifact - Equipment
Equipped creature has fear.
When ~ would be put into a graveyard from play, you may discard a card from your hand. If you do, return ~ to your hand instead.
Equip: 6

Giasumaru
10-31-2005, 07:24 PM
1. All cards must be artifacts.
2. All cards must have activated abilities with text shorter than the card's name.
3. All cards must not tap.
4. All cards must have mana cost equal to the number of words in its name.
5. All cards must have an acitvated ability with mana cost greater than 5.
6. All cards must be able to recur somehow.
7. All cards must refer to a fictional magic game with at least 2 players.

This Name May Even Be Longer Then The Name Given
To The Card With The Longest Name Ever Made By
Wizards of the Coast In The Unhinged Set That Was
Made Because Their Market Research Shows That
People Like Very Long Names Like This One, So You
Should Like This Card Very Much Equipment

:5::4:

Artifact - Equipment

:2:: Target player recites target card's name.

Equip :6:

Whenever This Name May Even Be Longer Then The Name
Given To The Card With The Longest Name Ever Made By
Wizards of the Coast In The Unhinged Set That Was Made
Because Their Market Research Shows That People Like Very
Long Names Like This One, So You Should Like This Card Very
Much Equipment is put into a graveyard from anywhere, put
it into play instead.

"I forfeit" - says Player 2 after Player 1 activates it 10 times.

Scud422
11-01-2005, 12:02 AM
1. All cards must be artifacts.
2. All cards must have activated abilities with text shorter than the card's name.
3. All cards must not tap.
4. All cards must have mana cost equal to the number of words in its name.
5. All cards must have an acitvated ability with mana cost greater than 5.
6. All cards must be able to recur somehow.
7. All cards must refer to a fictional magic game with at least 2 players.
8. All cards must involve a game other than Magic.

Sword of LARP :3:
Artifact - Equipment

Whenever equiped creature blocks or is blocked by a creature, neither creatures deals combat damage, you and you're oponent play Rock Paper Scissors, the loser sacrifices their creature.

When ~ leaves play, you may return it to your hand, but only if you describe in great detail how it is done so.

Eqiup :6:

"And that's how my saproling killed his Verdant Force."

Mana Geek
11-18-2005, 07:11 AM
1. All cards must be artifacts.
2. All cards must have activated abilities with text shorter than the card's name.
3. All cards must not tap.
4. All cards must have mana cost equal to the number of words in its name.
5. All cards must have an acitvated ability with mana cost greater than 5.
6. All cards must be able to recur somehow.
7. All cards must refer to a fictional magic game with at least 2 players.
8. All cards must involve a game other than Magic.
9. All cards' names must contain one of the following letters: J, Q, X, Z.

Phyrexian Carnival Freak 9
Artifact Creature - Horror
Affinity for juggling (This spell costs 1 less to play for each object you can juggle simultaneously. A demonstration is required.)
7: End the turn.
What a performance - How about stopping the game for fifteen minutes? - A player to another
6/6

Maegnil
01-30-2006, 02:07 PM
1. All cards must be artifacts.
2. All cards must have activated abilities with text shorter than the card's name.
3. All cards must not tap.
4. All cards must have mana cost equal to the number of words in its name.
5. All cards must have an acitvated ability with mana cost greater than 5.
6. All cards must be able to recur somehow.
7. All cards must refer to a fictional magic game with at least 2 players.
8. All cards must involve a game other than Magic.
9. All cards' names must contain one of the following letters: J, Q, X, Z.
10. All cards must involve the graveyard (yours or any other players') in some way.

The Once Lost, But Now Finally Retrieved Amulet Of The Izzet :1::1:
Artifact
:7: Shuffle your graveyard into your library.
If ~ is in your graveyard, you may remove 5 cards, other than ~ in your graveyard from the game. If you do, return ~ to play.
If ~ becomes the target of a spell or ability, play a game of chess with target opponent. If you win, counter that spell or ability.

-Checkmate!
-Can't I counter that?
-Nope, the Amulet is staying!

flame_rift
01-30-2006, 06:41 PM
1. All cards must be artifacts.
2. All cards must have activated abilities with text shorter than the card's name.
3. All cards must not tap.
4. All cards must have mana cost equal to the number of words in its name.
5. All cards must have an acitvated ability with mana cost greater than 5.
6. All cards must be able to recur somehow.
7. All cards must refer to a fictional magic game with at least 2 players.
8. All cards must involve a game other than Magic.
9. All cards' names must contain one of the following letters: J, Q, X, Z.
10. All cards must involve the graveyard (yours or any other players') in some way.
11. All the cards must involve gain or loss of life in the amount of at least 7


The Guy Standing Three Spots Ahead of You While Waiting In Line At the Movie Theater's Wallet That Contains X Amount of Dollars
23
Equipment-Equip 7
When ~ is put into a graveyard from play, you may give your opponent 10 dollars (Canadian) to return it to your hand
7- Unattach, play a game of Backgammon with target opponent, if you win, they must give you 10 dollars,
5- You gain 20 life and must return all creatures in all graveyards to play with ten +1 +1 counters on them