Weirdest Card

Challenges and Articles forum

Posted on July 21, 2015, 6:42 p.m. by TheNextRedDude

This Challenge is to create the weirdest custom card, with weird meaning anything that, in Magic is out of place, abnormal, or strange. Prize is The Smartness Award, which means nothing. Example:

Weird RRRRR

Enchantment Creature - Weird

Defender

Blue creatures have haste

Black creatures have (tap): Each Player gains 1 life.

White creatures have deathtouch

Green creatures have Sacrifice a Creature: this creature gets +1/+1 until end of turn

At the beginning of combat on your turn, each non-planeswalker, non-creature permanent gets a +1/+1 counter and a loyalty counter.

4/1

subchallenge Create a playable deck using some submissions.

zephramtripp says... #2

Injyx, Embodiment of Strange

Tribal Artifact Enchantment - Weird Equipment Aura

Enchant nonland, nonartifact, nonplaneswalker, noncreature permanent

Enchanted permanent gets +1/-1, -1/+1, trample, defender, flying, indestructible, and "When this permanent goes to the graveyard, return it to play with three -1/-1 counters."

Equipped creature gets "Whenever this creature blocks a green creature with power and toughness 10/1, sacrifice it to deal three infect damage to target enchantment with deathtouch and without flying.

Equip - , , Sacrifice two land, sacrifice three creatures, discard your hand, deal three damage to target planeswalker you control

July 21, 2015 7:29 p.m.

Programmer_112 says... #3

Here are some examples I found from a source that you will never know (unless you Google them):

Adiswen Agenter 1U

Enchantment-Aura

Enchant Creature

At the beginning of each upkeep, sacrifice a white Zombie you control

Arashin Elephant 2G

When Arashin Elephant enters the battlefield, creatures you control lose trample until end of turn.

2/2

Filtering Matrix 1

Artifact

3, tap: add 2 to your mana pool

Tark's Flowstork

WUUB

Instant

Cast Tark's Flowstork only as a sorcery.

Dorsersteel Lava B

Enchantment

When Dorsersteel Lava enters the battlefield, return it to its owner's hand.

Undertakedwark B

Instant-Arcane

Exile Undertakedwark

And one of my own:

Identity Crisis 2U

Enchantment-Aura

Enchant Creature or Land

At the beginning of each upkeep, if enchanted permanent is a land, put a land counter on it. Then, if enchanted permanent has a land counter on it, it loses all types becomes a blue creature with flying, base power and toughness 2/2, and "Tap: target creature gains flying until end of turn". Then, if enchanted permanent does not have a land counter on it, it loses all types and becomes a Basic Land - Island with "Tap: Add U to your mana pool". Then, remove all land counters from enchanted permanent.

This is a bit lengthy because I can't figure out how to word it better, but it's not actually an awful card.

July 21, 2015 7:39 p.m.

@Programmer_112, if the intent is to switch back and forth each turn, the best way to word it would be:

At the beginning of each upkeep, if enchanted permanent is a creature, it loses all types and becomes an Island. Otherwise, if enchanted permanent is a land, it loses all types and becomes a blue creature with base power and toughness 2/2 with flying and ": Target creature gains flying until end of turn."

July 21, 2015 7:56 p.m.

Programmer_112 says... #5

Yeah, that works. For some reason the word "Otherwise" temporarily left my vocabulary.

July 21, 2015 8:15 p.m.

MagicalHacker says... #6

Hazhia's Solution

Enchantment

Prevent all damage from lands.

July 21, 2015 9:30 p.m.

RussischerZar says... #7

That could actually be a reasonable hate card for manlands.

July 22, 2015 5:07 a.m.

Weirding Weird -

Legendary Creature - Weird

Defender

, Sacrifice a creature you control: Put two red and blue Weird creature tokens with base power and toughness 2/2 onto the battlefield. At the beginning of the next end step, target opponent gains control of one of them. At the beginning of your next upkeep, return all creatures in your graveyard that were sacrificed this way to the battlefield. They lose all non-triggered abilities, get -2/-0, and are Weirds in addition to their other creature types.

: Weirding Weird loses defender until end of turn. Activate this ability only once each turn.

2/4

October 7, 2015 2:57 p.m.

This discussion has been closed