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chaos tower defence
Rule: Each player begins with a "Tower" token (20 life, defender, hexproof). the tower can be attacked as if it were a player or a planeswal...
Wild Mage
Rule: During each player's upkeep that player chooses a target creature, then rolls a set of wild mage dice (a +1/+1 counter dice, a -1/-1 c...
Tower Defense
Rule: Each player begins with a "Tower" token (20 life, defender, hexproof). If your Tower dies, you lose. (spells/abilties that grant lifeg...
Shifting Identity
Rule: At the start of each player's upkeep, they choose a permanent. That permanent becomes a copy of another permanent until their next tur...
Rebound Reality
Rule: The first nonland card a player casts each turn gains Rebound. Result: Game slows slightly, but value explodes. Spellcasters rejoice.
Shared Graves
Rule: All graveyards are merged into a single shared graveyard. Any player may target or use cards in it as if they owned them. Result: Grav...
Last Breath
Rule: When a creature dies, its controller may deal damage equal to its power to any target. Result: Creates explosive board states and make...
Backdraft
Rule: Each time a player casts a spell, the next spell they cast this turn costs {1} more. Result: Punishes storm strategies and creates ten...
Karmic Debt
Rule: Once per game, each player may gift an opponent an extra turn. The chosen opponent reveals their hand to the gifting player. That play...
Community Chest
Rule: Each player adds 5 cards at random from their deck to a shared pile at the beginning. Once per turn, a player may draw and play a card...
Time is a Loop
Rule: When a creature dies, exile it with a time counter. At the beginning of its owner's 3rd upkeep after exile, it returns to the battlefi...
Mana Roulette
Rule: At the beginning of each player's main phase, they roll a d6. That many mana of any one color is added to their mana pool. Component: ...
Grave Echo
Rule: The first instant or sorcery card you cast from your graveyard each turn gains "After this resolves, exile it and copy it. You may cas...
Second Wind
Rule: Once per game, after your first main phase, you may untap all lands and draw a card.