http://boorat.deviantart.com/art/M-.....Card-200765279
I was playing around with my MSPaint Program and decided to do this until I get some more art drawn and scan which I do hope to do real soon! :pray:
http://boorat.deviantart.com/galler.....et=24#/d2vuif1 <--- For a better look at PackRat!!!
http://en.wikipedia.org/wiki/List_o.....ering_keywords
FlyingCreatures with flying can't be blocked except by other creatures with flying and/or reach. This ability is generally found on blue creatures, though white has many creatures with flying as well. Black and red have relatively few flying creatures; very few green creatures have flying, but often have the reach ability, which permits them to block flying creatures without actually having flying. Creatures with flying can block non-flying creatures. Flying is the most common of all abilities.
HasteCreatures with the haste ability are able to attack and tap to activate abilities on the turn a player gains control of them, instead of waiting until their controller's next turn (an effect dubbed "summoning sickness" prevents a creature from attacking or using abilities with the tap symbol unless its controller controlled it since the start of the turn). Haste is an example of a retroactive keywording, as cards from almost every earlier set have possessed "may attack the turn [they] come into play" or "unaffected by summoning sickness," which was replaced by the word "haste." It was later changed to include untapping to activate abilities as well. Creatures with haste are most often red.
LandwalkThis ability is written as (Land type)walk. A creature with this ability is unblockable if the defending player controls a land with the printed land type (e.g. a creature with swampwalk is unblockable if the opponent has a swamp in play). This ability is somewhat rare, with swampwalk and plainswalk being the most common and least common, respectively. Landwalk is not limited to the five basic lands; for example, cards with legendary landwalk and snow landwalk have been printed.
TrampleCreatures with trample may deal "excess" damage to the defending player if they are blocked. Under normal circumstances, if a 6/3 attacker is blocked by a 1/1 defender, the attacker's damage is all directed at the defending creature, despite it being only able to take 1 damage before being killed. If, however, the attacker has trample, the attacking player may choose to have any excess damage (in this case, 5) "trample" over and be assigned to the defending player; this choice is allotted to the attacking player, and circumstances can arise in which "overkilling" the blocking creature is a more advantageous proposition. Even if the blocker doesn't take the damage (if it is prevented, for instance) the trample damage still carries over and hits the defending player. Furthermore, trample does not work when blocking; if a 6/3 trampling defender blocks a 1/1 attacker, the defender's extra 5 damage cannot be assigned to the attacking player. Creatures with trample are most often green or red.
Battle cryWhen a creature with battle cry attacks, all other attacking creatures get +1/+0 until the end of the turn. Battle cry was introduced in Mirrodin Besieged and appears on Mirran cards.
DevourThis ability is written Devour X. As a creature with devour enters the battlefield, its controller may sacrifice any number of creatures in order to put X +1/+1 counters on the devouring creature for each creature sacrificed. Devour appears on Jund cards in the Alara block.
ShadowCreatures with shadow can only block or be blocked by other creatures with the shadow ability. Shadow appears in the Tempest block and in Time Spiral block.
Lifelink gain a life for every life I take.
FrenzyThis ability is written Frenzy X. When a creature with frenzy attacks and is not blocked, it gets +X/+0 until end of turn. This ability appears on a single timeshifted creature from Future Sight, Frenzy Sliver.
UnearthThis ability is written Unearth (cost). If a creature with unearth is in a player's graveyard, any time a sorcery could be played, that player may pay its unearth cost to return that creature to the battlefield. The creature gains haste and is exiled at the beginning of the next end step, or if it would otherwise leave the battlefield. Unearth appears on Grixis cards in the Alara block.
KNOTE: All you out there that are Magic the Gathering savy I know alot of stuff I put on this card doesn't make since and this crd is nearly impossible to excist this is all intentional as a joke something I did souly for fun I don't need a lundry list of what's wrong mot of it I new going in! :P
I was playing around with my MSPaint Program and decided to do this until I get some more art drawn and scan which I do hope to do real soon! :pray:
http://boorat.deviantart.com/galler.....et=24#/d2vuif1 <--- For a better look at PackRat!!!
http://en.wikipedia.org/wiki/List_o.....ering_keywords
FlyingCreatures with flying can't be blocked except by other creatures with flying and/or reach. This ability is generally found on blue creatures, though white has many creatures with flying as well. Black and red have relatively few flying creatures; very few green creatures have flying, but often have the reach ability, which permits them to block flying creatures without actually having flying. Creatures with flying can block non-flying creatures. Flying is the most common of all abilities.
HasteCreatures with the haste ability are able to attack and tap to activate abilities on the turn a player gains control of them, instead of waiting until their controller's next turn (an effect dubbed "summoning sickness" prevents a creature from attacking or using abilities with the tap symbol unless its controller controlled it since the start of the turn). Haste is an example of a retroactive keywording, as cards from almost every earlier set have possessed "may attack the turn [they] come into play" or "unaffected by summoning sickness," which was replaced by the word "haste." It was later changed to include untapping to activate abilities as well. Creatures with haste are most often red.
LandwalkThis ability is written as (Land type)walk. A creature with this ability is unblockable if the defending player controls a land with the printed land type (e.g. a creature with swampwalk is unblockable if the opponent has a swamp in play). This ability is somewhat rare, with swampwalk and plainswalk being the most common and least common, respectively. Landwalk is not limited to the five basic lands; for example, cards with legendary landwalk and snow landwalk have been printed.
TrampleCreatures with trample may deal "excess" damage to the defending player if they are blocked. Under normal circumstances, if a 6/3 attacker is blocked by a 1/1 defender, the attacker's damage is all directed at the defending creature, despite it being only able to take 1 damage before being killed. If, however, the attacker has trample, the attacking player may choose to have any excess damage (in this case, 5) "trample" over and be assigned to the defending player; this choice is allotted to the attacking player, and circumstances can arise in which "overkilling" the blocking creature is a more advantageous proposition. Even if the blocker doesn't take the damage (if it is prevented, for instance) the trample damage still carries over and hits the defending player. Furthermore, trample does not work when blocking; if a 6/3 trampling defender blocks a 1/1 attacker, the defender's extra 5 damage cannot be assigned to the attacking player. Creatures with trample are most often green or red.
Battle cryWhen a creature with battle cry attacks, all other attacking creatures get +1/+0 until the end of the turn. Battle cry was introduced in Mirrodin Besieged and appears on Mirran cards.
DevourThis ability is written Devour X. As a creature with devour enters the battlefield, its controller may sacrifice any number of creatures in order to put X +1/+1 counters on the devouring creature for each creature sacrificed. Devour appears on Jund cards in the Alara block.
ShadowCreatures with shadow can only block or be blocked by other creatures with the shadow ability. Shadow appears in the Tempest block and in Time Spiral block.
Lifelink gain a life for every life I take.
FrenzyThis ability is written Frenzy X. When a creature with frenzy attacks and is not blocked, it gets +X/+0 until end of turn. This ability appears on a single timeshifted creature from Future Sight, Frenzy Sliver.
UnearthThis ability is written Unearth (cost). If a creature with unearth is in a player's graveyard, any time a sorcery could be played, that player may pay its unearth cost to return that creature to the battlefield. The creature gains haste and is exiled at the beginning of the next end step, or if it would otherwise leave the battlefield. Unearth appears on Grixis cards in the Alara block.
KNOTE: All you out there that are Magic the Gathering savy I know alot of stuff I put on this card doesn't make since and this crd is nearly impossible to excist this is all intentional as a joke something I did souly for fun I don't need a lundry list of what's wrong mot of it I new going in! :P
Category Designs / Fanart
Species Rat
Size 435 x 601px
File Size 248 kB
Listed in Folders
Yeah, i can see this guy replacing almost all of the creatures in the Dredge deck, as they can do very silly things to get him out easy. And those other cards cost far too much to be actually paid for, the only way to get them out is to find another way to put them into play, although the vcraftiest one is the hideaway lands from Lorwyn block, they give Emrakul the ''When you cast'' abilities.
Yeah, it was the hideaway lands I was actually refering to with Emberkul. I don't think that match I had with him lasted 15 minutes, especially using that one hideaway land whose trigger is when three or more creatures attack and he played an early creature that put two tokens into play. For blightsteel, a favorite is shape anew.
Myself, I don't have a single mythic rare in my deck and it's done pretty well. I'm a fan of the infect mechanic.
Myself, I don't have a single mythic rare in my deck and it's done pretty well. I'm a fan of the infect mechanic.
Yeah, im looking at getting a few blightsteels to see if i cant get something going, but right now, im more focussed on extended. Ive come accross a couple of thoswe decks with that hide Emrkul and sometimes even Iona under them, fortunately enough, i run a lot of maindeck land disrupion to keep those pains in the asses off the table.
Infect seems like it might be a good format for block constructed, and maybe even in standard once Zen and the titans rotate out, theres just far too many decks like Boros and Caw-go(Blade) that keep it down, i really want to play a competetive infect deck at some point, all it needs is the right build.
Infect seems like it might be a good format for block constructed, and maybe even in standard once Zen and the titans rotate out, theres just far too many decks like Boros and Caw-go(Blade) that keep it down, i really want to play a competetive infect deck at some point, all it needs is the right build.
I wouldn't be surprised if infect gets more respect once the third set of scars, "Action", comes out. As it is, at the last FNM, I beat a deck containing Primeval Titan and Frost Titan along with Lotus Cobras and Fauna Shamans and numerous creature lands. Livewire Lash and Distortian strike is a lethal combination; on a 2 power infect creature (not uncommon by any means), that's 2 auto poison counters and another 3 that can't be blocked, repeated next turn due to rebound. That's game from 0 poison counters. Heck it's even brutal with just a Plague Stinger. I don't even need Blightsteel. I've got cheap counter magic for the birds; it's Kuldotha Rebirth goblins that give me trouble (stupid Memnites and Mox Opals).
The infect deck that i want to make is a little slower than that, using proliferate to kill them. Getting the poison counter on them is pretty simple, Ichor Rats does the job pretty nicely. Then use a whole bunch of counters to keep them off doing anything to you.
but again, i really think that it needs to wait untill the ''power creep'' stops, which Wizards have said that they are doing for M12. Honestly, these broken cards have been fun, but its time to play some normal MTG for a while. Than and i want Jace out of the format, i only have one, and i dont even use him in a competetive deck.
Jackal
but again, i really think that it needs to wait untill the ''power creep'' stops, which Wizards have said that they are doing for M12. Honestly, these broken cards have been fun, but its time to play some normal MTG for a while. Than and i want Jace out of the format, i only have one, and i dont even use him in a competetive deck.
Jackal
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