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The Star City Expansion

A few weeks ago, I printed some of my ideas for cool Magic cards and asked you, the Star City readers, to send me your ideas for cards you’d like to see print. My mailbox was rapidly stuffed full of suggestions. Some were good, some weird, some would have taken up two text boxes to…

A few weeks ago, I printed some of my ideas for cool Magic cards and asked you, the Star City readers, to send me your ideas for cards you’d like to see print. My mailbox was rapidly stuffed full of suggestions. Some were good, some weird, some would have taken up two text boxes to fit all the print (and no doubt four or five pages of errata), but all were interesting.

Without further ado, here’s the best of the bunch. Enjoy.

Black

Brown Jenkin, Dark Familiar
2BB
Creature – Rat Legend
3/2
All rats gain +1/+1
During your upkeep, if you do not control a non-white Wizard or Cleric, Brown Jenkin, Dark Familiar deals two damage to you.
BB: Untap target non-white Wizard or Cleric.
Submitted by Tim Ward

Derision
1B
Each player looks at target opponent’s hand and chooses a card. That card is removed from the game.
Submitted by Ken Wable

Horrid Gaze
4BB
Sorcery
Bury all non-artifact, non-black creatures.
Submitted by "KhalaBlade"

Mask of the Restless
BB
Sorcery
Look at the top card of target player’s library. If that card is a white or green creature spell, either put that creature directly into play or put in its owner’s graveyard.
Submitted by "~~JC~~"

Necro-Pup
BB
2/1
Creature – Hound
B, pay 1 life: Draw a card. Play this ability only when you could play a sorcery and only once per turn.
Submitted by Martin Mathiasen

Paralyzer Rats
B3
Summon Creature – Rats
1/2
Paralyzer Rats comes into play with three paralysis counters on it.
During your upkeep you may remove a paralysis counter and put it on target creature. That creature cannot attack, unless its controller spends 4 for each paralysis counter on it.
Submitted by Dieter Buttgereit

Phyrexian Harpy
BB
Creature – Beast
2/3
Flying
At the beginning of your upkeep, Phyrexian Harpy deals one damage to you.
Submitted by Ken Wable

Ritual of the Night
B
You can only play Ritual of the Night if you control a Skeleton.
Add BBBB to your mana pool.
Submitted by "KhalaBlade"

Spoils of War
1BB
Sorcery
Draw a card for each creature that went to the graveyard this turn.
Submitted by Nick Lynn

Unholy Sacrament
BBB
Sorcery
Pay half your life, rounded up: Take an extra turn after this one.
Submitted by "Predetor14"

Blue

Desperate Measures
U
Instant
Counter target spell that would cause you to lose the game upon its resolution.
"Stroke THIS!"
Submitted by "KhalaBlade"

Illusionary Strength
UU
Enchant Creature
Enchanted creature gains +3/+3.
3: Put Illusionary Strength on top of its owner’s library. Any player may play this ability.
Submitted by "~~JC~~"

Mask of Air
UU
Sorcery
Look at the top card of target player’s library. If that card is a creature with flying, either put that creature directly into play or put it into its owner’s graveyard.
Submitted by "~~JC~~"

Meditating Drake
1UU
2/4
Flying
Meditating Drake cannot attack or block unless target opponent played a creature spell on his or her turn.
Submitted by Ken Wable

Merfolk Ritual
U
Instant
You can only play Merfolk Ritual if you control a Merfolk.
Counter target spell.
Submitted by "KhalaBlade"

Mesmerize
1UU
Instant
Attrition 2 (If the caster of this spell so chooses, they must discard cards equal to the attrition cost when casting this spell)
Counter target spell. If the caster pays the attrition cost, the next spell cast by either player is countered unless they pay 2.
Submitted by Pierre DuPont

Wariness
1U
Sorcery
Each player plays with his or her hand revealed until end of turn. Draw a card.
Submitted by Ken Wable.

Green

Deadwood Elder
2GG
Creature – Treefolk
8/8
Whenever Deadwood Elder would be dealt damage, put a -1/-1 counter on Deadwood Elder for each 1 damage that would be dealt to it.
Submitted by "KhalaBlade"

Elvish Magi
G
Creature – Elf
0/1
Pay 4 life: Add G to your mana pool
Elvish Magi cannot be the target of spells or abilities
Submitted by Chavez Domingo

Gaea’s Wrath
3GGG
Enchantment
All black creatures get -2/-2
Submitted by "KhalaBlade"

Mask of Earth
GG
Sorcery
Look at the top card of target player’s library. If that card is a creature with a toughness of three or greater, either put it directly into play or put in its owner’s graveyard.
Submitted by "~~JC~~"

Ripening
1GG
Sorcery
Until end of turn, all lands gain "TAP: Add one mana of any color to your mana pool."

Tranquil Song
G
You can play Tranquil Song only if you control an Elf.
Destroy all enchantments.
Submitted by "KhalaBlade"

Red

Continuous Maelstrom
1R
Enchantment
1RR: Destroy all artifacts.
Submitted by "Predetor14"

Goblin Archaeology
R
Instant
You can play Goblin Archaeology only if you control a Goblin.
Destroy target artifact.
Submitted by "KhalaBlade"

Goblin Fortress
RRR
Enchantment
Whenever a creature is put into a graveyard from play, put X 1/1 red Goblin tokens into play under the control of that creature’s controller, where X is equal to that creature’s power.
Submitted by "Predetor14"

Mask of Rage
RR
Sorcery
Look at the top card of target player’s library. If that card is a creature with a casting cost of three or greater, either put it directly into play or put in its owner’s graveyard.
Submitted by "~~JC~~"

Mogg Elder
R
1/1
When Mogg Elder is put into a graveyard from play, you may pay 2. If you do, return target instant or sorcery from your graveyard to your hand.
Submitted by Ken Wable

Rotating Cannon
1RR
Sorcery
Rotating Cannon deals three damage to all creatures.
1: Prevent all damage dealt by Rotating Cannon to target creature. Any player may play with ability.
Submitted by "~~JC~~"

Rowdiness
1RR
Sorcery
Until end of turn, all creatures gain "TAP: Deal one damage to target creature of player."
Submitted by Ken Wable

Static Charge
RR
Enchantment
Whenever an opponent plays a blue spell or puts an island into play, put a charge counter on Static Charge.
Remove a charge counter from Static Charge: Static Charge deals one damage to target creature or player.
Submitted by Nick Lynn

White

Chivalrous Knight
WW
Creature – Knight
2/1
Sacrifice Chivalrous Knight: Target creature gains +1/+2 until end of turn.
Submitted by Ken Wable

Holiness
2WW
Enchantment
Black spells cost an additional B to play.
Black creatures cannot be regenerated.
Submitted by "~~JC~~"

Mask of Justice
WW
Sorcery
Look at the top card of target player’s library. If that card is a red or black creature, either put it directly into play or put it in its owner graveyard.
Submitted by "~~JC~~"

Righteous Crusade
XWW
Sorcery
Destroy X enchantments, where X is equal to the number of Townsfolk you control.
Submitted by "KhalaBlade"

Town Meeting
W
Instant
You can cast Town Meeting only if you control a Townsfolk.
Gain 5 life.
Submitted by "KhalaBlade"

Truce
1W
Sorcery
Each player chooses a color. Creatures under that player’s control gain protection from that color until end of turn.
Submitted by Ken Wable

Village Sentry
2WW
Creature – Townsfolk
1/3
If there are three or more creatures attacking you, Village Sentry gains "TAP: All blocking creatures gain first strike."
Submitted by "KhalaBlade"

Multicolor

Deathwatch Elves
BG
Creature – Elves
2/1
BG, TAP: Regenerate target Elf.
Submitted by Tim Ward

Earthwatch Elves
GG
Creature – Elves
2/2
GG: Target Elf gains +1/+1 until end of turn. Use this ability only once each turn.
Submitted by Tim Ward.

Eclipse
BBWW
Enchantment
Fading 3
All white creatures gain +1/+2
All black creatures gain +2/+1
Submitted by Tim Ward

Firewatch Elves
RG
Creature – Elves
2/1
RG: If target Elf attacks this turn, it gains +1/+0 and first strike until end of turn. Use this ability only once each turn.
Submitted by Tim Ward.

Lakewatch Elves
UG
Creature – Elves
1/ 2
UG, TAP: Return target Elf to owner’s hand.
Submitted by Tim Ward

Lifetheft
3GB
Sorcery
Destroy target creature. It cannot be regenerated. Target creature you control gains +X/+0, where X is the power of the destroyed creature.
Submitted by Tim Ward

Lifewatch Elves
WG
Creature – Elves
1/ 2
WG: If target Elf blocks this turn, it gains +0/+2 until end of turn and you gain 1 life. Use this ability only once per turn.
Submitted by Tim Ward

Rootwater Rebel
1UW
Creature – Rebel
2/2
Islandwalk
Submitted by Peter O’Harrow

Wizard’s Backlash
1UUR
Instant
Counter target spell. Wizard’s Backlash deals to that spell’s caster damage equal to the converted mana cost of the countered spell.
Submitted by Tim Ward

Artifact

Aranax, The Fearome Machine
7
Legendary Artifact Creature – Golem
7/4
All other Golems gain +1/+1
1, Sacrifice an artifact: Regenerate Aranax.
Submitted by Tim Ward

Chaotic Kaleidoscope
4
Artifact
At the beginning of any player’s turn, that player may flip a coin. If heads, that player’s lands produce colorless mana instead of their normal type. If tails, that player’s lands gain "TAP: Add one mana of any color to your mana pool."
Submitted by Nick Lynn

Crown of the Wicked
4
Artifact
At the beginning of your upkeep, if you control more lands than target opponent does, put a black 2/1 Minion token into play. If you control fewer lands than target opponent does, Crown of the Wicked deals two damage to you.
Submitted by "KhalaBlade"

Lands

Bottomless Pool
Land
TAP: Put a counter on Bottomless Pool
TAP, remove three counters from Bottomless Pool: Destroy target non-black creature.
Submitted by Toby Elliott

City of Swords
Land
Fading 5
TAP: City of Swords deals 1 damage to target creature or player.
Submitted by "~~JC~~"

Cliff’s Edge
Land
TAP: Put a counter on Cliff’s Edge.
TAP, remove three counters from Cliff’s Edge: Cliff’s Edge deals three damage to target creature or player.
Submitted by Toby Elliott

Forests Of Llanowar
Legendary Land
TAP, Pay 5 life: Until end of turn, all Elves gain +3/+3 and "G, Regenerate."
Forests Of Llanowar doesn’t untap during your next untap step.
Submitted by "Blacknredd"

Innermost Sanctum
Land
TAP: Put a counter on Innermost Sanctum
TAP: Remove three counters from Innermost Sanctum: Destroy target artifact or enchantment.
Submitted by Toby Elliott

Island in the Sky
Land
TAP: Put a counter on Island in the Sky
TAP, remove three counters from Island in the Sky: Return target creature to owner’s hand.
Submitted by Toby Elliott

Primal Ground
Land
TAP: Put a counter on Primal Ground.
TAP, remove three counters from Primal Ground: Put a 3/3 green Beast token into play.
Submitted by Toby Elliott

Tropical Paradise
Land
All forests you control may be tapped for G or U.
Submitted by "Mr. Fridays"

Interesting stuff, no?

The purpose of this article was twofold. One, I was thinking, "Hey, here’s an easy idea to basically get my readers to write a column for me when I’m swamped with other stuff and too busy to write a column." Of course, as it turns out, between all the cutting, pasting and editing, this took more time than it normally takes me to write a column. Ah, the best laid plans of mice and Magic columnists…

And secondly – there are some pretty good ideas here, and I’m sure there are plenty more floating around out there. Remember, a lot of people who are now working at WotC R&D, thinking up the next expansion you’re going to be playing – this is how they started, just coming up with ideas for cool cards off the top of their head.

With a lot of work and a little luck, that could be you, too. Even Richard Garfield had to start somewhere.

Dave Meddish
[email protected]