Planar galaxy of JeePee:

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Wed, 2017-10-25 16:32
mickio1

Full Spoiler List for Planar galaxy of Jeepee
Set by Mickio1
In the darkness of the blind aternities lies a gigantic galaxy-sized plane known as Jeepee. Be ready to do battle with great heroes Such as Kazrik, Merilik, Dirgiga and more!

Ive been working on a set based on a 2 year long RPG game of the GM's own making and for about a year now ive made cards based on characters, events and the setting in general. Sorry for the [REDACTED]ty, lazy formatting i coulnt figure out spoilers or how to make a proper list of images without making 60 photobucket links.

Spoiler:
Achieve the final plan 7
Sorcery Rare
If you control 2 planets, a legendary creature and 5 artifacts, you win the game.
After years of dedication, even the gods bowed to what they had become.

Everybody, to the workshop! 2
Sorcery Rare
search your library for an equipment card and put it in your hand then shuffle your deck.
Every crewman on the ship is a skilled craftsman and they are all pushing elbows in a tiny workshop to make their next masterpiece.

Unchained sun 5
Enchantment — Planet Aura Rare
Enchant land you control. Mana abilities of enchanted land cannot be activated.
Enchanted land has”
RR3T Sacrifice Unchained sun, deal 5 damage to target player and 1 damage to all creatures.
T add 3 to your mana pool.”

Zrelem, Universal elemental 5
Legendary Creature — Elemental Rare
Spells you cast that share a color with Zrelem, Universal elemental costs 1 less to cast.
Zrelem is the color you have the highest devotion to.
1 Zrelem gains +1/-1 until end of turn.
To be polyvalent, is to be a danger to your enemy.
3/3

Astra’s healing touch XW
Instant Uncommon
Choose one:
Target player gains X life.
Prevent the next X damage that would be dealt to target creature or player this turn.
Skill 3 - If you control a legendary creature with power 3 or more, destroy target attacking or defending creature.

Dwarven spirit W
Creature — Dwarf Spirit Common
Defender, Vigilance
As long as there is another dwarf on the battlefield, Dwarven spirit may attack as though it didn’t have defender
Their bodies and soul gone, but their will remains unbreakable.
1/3

Frans WW
Creature — Human Common
As long as you control Frans, creatures you control named Hans or Frans have Double strike.

The two engineers are the lifeblood of the survivor...
2/2

Lord of chance 1W
Instant Common
Untap target creature and remove all counters.
Skill 3 - If you control a legendary creature with power 3 or more, you gain hexproof until your next end step.
To be the last of your race means to be both extremely lucky and unlucky but in this moment, the coin falls in his favor.

Unliving ancestor 3WW
Creature — Dwarf Spirit Uncommon
Flying
When Unliving ancestor enters the battlefield, choose another creature you control.
Whenever the chosen creature leaves the battlefield, choose a different creature you control.
The chosen creature has vigilance and gains +1/+1.
0/6

Astra’s rebellious mutation 3UU
Enchantment — Aura Common
Enchant creature
You control enchanted creature with converted mana cost 4 or less.
Skill 3 - If you control a legendary creature with power 3 or more when you cast Astra’s rebellious mutation, untap enchanted creature.

Counterspace 1UU
Instant Common
Counter target artifact, sorcery or instant spell.
The amount of empty space in the plane makes it quite easy to redirect mana into the void between worlds.

Hans UU
Creature — Human Common
As long as you control frans, creatures you control named Hans or Frans have Hexproof.

...in no small part thanks to the fact that they are the only ones to know how it works.
2/2

Johnson’s Authority U
Instant Common
Target creature gains hexproof until end of turn.
Draw a card.
It may not be obvious but Johnson Johnson really does have some kind of power.

Kazrik’s Report 1U
Instant Common
Tap target creature. It dosent untap during its controllers next untap step.
“This font is confusingly masturbatory”
-Johnson Johnson

Consortium-blasted world 1B
Enchantment — Planet Aura Uncommon
Enchant land you control. Mana abilities of enchanted land cannot be activated.
Enchanted land has”T Target creature’s type becomes alien until your next end step.
1T Remove a counter from target artifact, creature or enchantment.
3T Sacrifice Consortium-blasted world, destroy all creatures with alien.”

Horrendous experiment B
Enchantment — Aura Common
Enchant creature
Enchanted creature is an alien in addition to its other types and gains “3 creatures becomes an alien in addition to its other types until end of turn”

Clockwork, Master soldier 2RR
Legendary Creature — Aetherborn Rare
Haste
You may exert Clockwork when it attacks. When you do, it gains First strike until end of turn.
Strange is the art of the clockmaker but killing, oh killing is much simpler.
4/2

Clockwork’s final sacrifice 1R
Enchantment Common
Enchanted creature gains Double strike and +5/+0.
Exile enchanted creature on your end step.
Heroes are remembered, clockwork will be exalted.

Eckhart,TechnoBishop 2RR
Legendary Creature — Human Wizard Mythic Rare
RR, T: Deal 3 damage to target creature. If a creature dealt damage this way would die this turn, exile it instead.
When Eckhart,TechnoBishop leaves the battlefield, return him to the battlefield transformed under his owner’s control.
1/2
---Flip---
Eckhart, Spirit in the machine
Put X loyalty counters on Eckhart, Spirit in the machine, where X is half the number of cards in exile, rounded down.
Exile X cards from any player’s graveyard where X is the number of artifacts you control.
Target opponent sacrifices 5 permanents.

Johnson’s Order R
Enchantment — Aura Uncommon
Enchant target creature.
Enchanted creature gets +1/+1
Enchanted creature must attack each turn if able.
While an okay general, Johnson Johnson is also well known for his ability to incite incredible amounts of rage in people.

Porvora 1R
Creature — Alien Common
When Porvora is discarded or sent to the graveyard, deal 1 damage to two target creatures and/or players.
Cute in both looks and demeanor, it is a shame their ultimate defense mechanism is detonation.
0/1

Rolling fortress of Barald 2RRR
Artifact Creature — Dreadnought Mythic Rare
RRR Aliens you control gain +1/+1 and Trample until end of turn.
When Rolling fortress of Barald is destroyed, destroy all aliens you control. For each alien destroyed this way, deal 1 damage to target creature or player.
One of the greatest, and worst achievements of the mechs of Barald.
3/6

Strength of dragons 3R
Tribal Instant — Dragon Common
Until end of turn, target creature becomes a dragon with flying and base power and toughness 5/5.
The dragonoids are potent shapers of reality, their shapeshifting are not limited to themselves.

Sunblast of glassing XRRR
Instant Uncommon
Sunblast of glassing deals X damage to each creature target player controls.
Skill 3 - If you control a legendary creature with power 3 or more, destroy target land.
Give an elemental the solar energy of an entire desert, and you have enough power to turn that desert into a mirror.

Vengeful dwarf 2R
Creature — Dwarf Spirit Uncommon
Trample, Haste
At the beginning of the end step, sacrifice Vengeful dwarf.
The dead cannot exist for long in reality, but they intend to leave quite mark.
5/1

Dirgiga, gemcrafter 1RR
Legendary Creature — Dragonoid Rare
Flying
T Create a 0/2 gem token.
Dirgiga, gemcrafter gains +1/+0 for each gem on the battlefield.
If dirgiga has 5 power, you may transform it.
Me and dracky will fight to the end!
-Dirgiga

2/2
///
Dirgiga, Astral dragon
Legendary Creature — Dragon Rare
Flying
2R deal 3 damage to target creature or player
If there are no gems on the field, transform Dirgiga, Astral dragon.
“Roar.”
-Dirgiga

7/6

Hybrid wave 2G
Creature — Alien Common
1G Aliens you control gain Reach until end of turn.
Beware the green tide, especially the one with big guns on even bigger creatures.
3/3

Mantoroid 5G
Creature — Alien Common
GGG Aliens you control gain Trample until end of turn.
“The dragon’s antics quickly became secondary once this mass of chitin and hate began ripping apart the locals.”
-Kazrik’s report

6/5

Space whale 3G
Creature — Alien fish Common
When Space whale dies, put a +1/+1 counter on target creature and gain 6 life.
1G alien creatures you control gain +0/+3 and defender until end of turn.
“Captain? I dont think we landed on a planet...but can I eat it?”
1/6

Animavis, nature ascendant 3GU
Enchantment — Planet Aura Uncommon
Enchant land you control. Mana abilities of enchanted land cannot be activated.
Creatures have shroud as long as they have a +1/+1 counter.
Enchanted land has”T put a +1/+1 counter on target creature.”

Astrarealya, the unfathomable 3UB
Legendary Creature — Alien Horror Rare
Deathtouch
Changeling
Other aliens you control gain +1/+2.
B Regenerate (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
3/2

Avatar of the ancestors 3RW
Enchantment — Aura Rare
Enchant Creature
Enchanted creature gets +3/+5 has Vigilance, lifelink and is a dwarf and avatar in addition to its other types.
Altough dead, the sheer force of will of the ancestors was enough to twist reality in their favor.

Begin anew 4WUBRG
Legendary Enchantment Mythic Rare
When you cast Begin Anew, exile all permanents and all cards from all hands, then each player draws five cards. Each player’s life total becomes 20.
If you would begin your draw step, you may skip that step instead. If you do, you may choose a card you own from outside the game or in exile, reveal that card, and put it into your hand.
The gods grew bored, the world stopped being, then it began again.

Dracolich of dimensions 5BBGG
Legendary Creature — Dragon Zombie Mythic Rare
When Dracolich of dimensions blocks, destroy attacking creature at end of combat. Whenever a permanent deals damage to you or a planeswalker you control, destroy it.
GB regenerate Dracolich
“You dare believe you can face me?”
8/9

Fiat of the gods 2BG
Sorcery Uncommon
Choose one
• Destroy target nonland-permanent.
• Target creature gains indestructible until your next End step.
Their motives unknown, but their powers incontestable.

Johnson Johnson, ace 2BBRR
Legendary Creature — Human Pilot Mythic Rare
Whenever Johnson Johnson, ace crews a Vehicle, that Vehicle gets +2/+2 until end of turn.
If a vehicle crewed by Johnson deal damage to an opponent, put a +1/+1 on Johnson.
As long as Johnson has a +1/+1 counter on him, it gains Indestructible.
5/4

Kazrik of the IronHammer 3RW
Legendary Creature — Dwarf Rare
Vigilance
Whenever a Dwarf is put into your graveyard from anywhere, put a +1/+1 counter on Kazrik of the IronHammer.
Remove X +1/+1 counters from Kazrik: Kazrik deals X damage to target creature.
The best offensive is a defense fueled by vengeance.
3/5

Merilik, Technomancer 1UR
Legendary Creature — Saurian Rare
Merilik, Technomancer Can’t be blocked.
Artifact you cast have Improvise (Your artifacts can help cast this spell. Each artifact you tap after you’re done activating mana abilities pays for 1.)
One of the greatest minds of the galaxy, Merilik uses his intelligence to study the galaxy and get paid vast riches for his services.
1/3

Needs of the many 1BR
Instant Common
As an additional cost to cast Needs of the many, put 2 -1/-1 counters on a creature you control.
Destroy target nonland permanent.
Skill 4 - If you control a legendary creature with power x or more, destroy another target permanent.
“a pyrrhic victory is oftentimes most fun option.”
-Clockwork

Armor of Kings 4
Artifact — Equipment Rare
Equipped creature gets Armor 4 (If a source would deal damage to this creature, prevent Armor number of that damage.)
Equip 5
For generations this armor was worn by the greatest dwarven lords. Now it has met its final user.

Book of grudges 4
Artifact Rare
Indestructible
As Book of Grudges enters the battlefield, choose a creature type.
T discard a card and put a hate counter on Book of grudges.
Creatures of the chosen type get -1/-1 for each hate counter on Book of grudges.
Remove 3 hate counters from Book of grudges, destroy target creature.

Clockwork’s Diplomacy 6
Artifact Common
Clockwork Battery enters the battlefield with three Battery counters on it.
X, T, Remove a Battery counter from Clockwork Battery: Clockwork’s diplomacy deals X damage to target creature.
5 Put a battery counter on clockwork’s diplomacy.

Clockwork’s masterpiece 3
Artifact — Equipment Rare
Equip 4
Equipped creature gains +2/+0, first strike, reach and Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
In truth all of his weapons are masterpieces, this is simply one someone else can actually use.

The Emerald star 3
Artifact — Gem Vehicle Common
Flying
Haste
Armor 2 (If a source would deal damage to this creature, prevent 2 of that damage.)
Crew 2

Explosive Timepiece 0
Artifact Uncommon
When explosive timepiece enters the battlefield, put 3 time counters on Explosive Timepiece.
Remove 1 time counter on each of your upkeep.
If there are no time counters on Explosive Timepiece, sacrifice it and deal 3 damage to target creature or player.

Merilik’s contraption 0
Artifact Uncommon
0 Sacrifice a creature you control.
“What matters is not what it does, what matters is that it works.” -Merilik

Merilik’s Workshop 4
Artifact Rare
At the beginning of your upkeep, create a 1/1 Servo artifact creature token.

Retribution 6
Artifact — Equipment Common
Equipped creature gains +5/+0. If a creature dealt damage by equipped creature would go to the graveyard this tun, exile it instead.
Equip 5
“Di- well that was quick.” -Clockwork

The royal hammer 4
Legendary Artifact — Equipment Rare
Equipped creature gets +4/+1 and gains Menace (This creature can’t be blocked except by two or more creatures)
Equip 3
Of all the weapons the dwarves had made, none were more efficient than the royal hammer.

S.S. Dumathoin 2
Artifact — Vehicle Common
Flying
Whenever S.S. Dumathoin is crewed by a Dwarf, it gets +1/+1 until end of turn.
Crew 1 (Tap any number of untapped creatures you control with total power 3 or greater: This permanent becomes an artifact creature until end of turn)

Saurian Environmental suit 1
Artifact — Equipment Common
Equipped Creature gains Armor 1 (If a source would deal damage to this creature, prevent 1 of that damage.
Equip 1

Saurian Ship 1
Artifact — Vehicle Common
Flying
Saurian Ship can’t be blocked.
Crew 1 [i](Tap any number of untapped creatures you control with total power 3 or greater: This permanent becomes an artifact creature until end of turn)

The survivor 4
Artifact — Vehicle Uncommon
Flying, First strike.
Crew 3 (Tap any number of untapped creatures you control with total power 3 or greater: This permanent becomes an artifact creature until end of turn)
The cheapest, oldest and jankiest ship the Consortium has to offer. But no matter what, it still stands.

Unstable Energy Core 1
Artifact Common
T Add one many of any color to your mana pool.
If you are dealt damage by an opponent, tap Unstable Energy Core. It dosent untap during your next untap step.

Vanguard Golem 5
Artifact Creature — Gem Golem Uncommon
Defender
Tap target creature you control, Vanguard Golem loses defender until then end of your turn.
Things rarely are what they seem when a dragonoid is near.
6/6

Death-filled forest
Land — Swamp Forest Uncommon
Forgotten chasms enters the battlefield tapped unless you control two or more nonland permanents.
T add B or G to your mana pool.

Dracoille planet 1RW
Enchantment — Planet Aura Uncommon
Enchant land you control.
Mana abilities of enchanted land cannot be activated.
non-human and non-dragon creatures get -1/-1.
Enchanted land has”T Create a 0/1 human wall token with defender.
5T Create a 3/3 dragon token with flying.”
land cycles[b]

Spoiler:
[b]Expansive formations
Land — Plains Mountain Uncommon
Forgotten chasms enters the battlefield tapped unless you control two or more nonland permanents.
T add R or W to your mana pool.

Flooded grove
Land — Island Forest Uncommon
Forgotten chasms enters the battlefield tapped unless you control two or more nonland permanents.
T add G or U to your mana pool.

Forgotten chasms
Land — Island Mountain Uncommon
Forgotten chasms enters the battlefield tapped unless you control two or more nonland permanents.
T add U or R to your mana pool.

Stagnant world
Land — Swamp Island Uncommon
Forgotten chasms enters the battlefield tapped unless you control two or more nonland permanents.
T add B or U to your mana pool.

*Snip*
Took down the set file link due to missing artist credits. ~Daij_Djan

Wed, 2017-10-25 16:59
mickio1

i kind of assumed i needed the artists and i know how but the problem is that so far i have made a loooot of cards but thats one of the things i forgot since this is kind of a silly, personal type of thing. so yea...thats a messup on my part. Sorry about the swearing btw, dint think it counted as one.

Wed, 2017-10-25 17:16
Daij_Djan
Moderator Best Set of 2016
Daij_Djan's picture

Sorry, but I really had to take down the set file for now.

Some first impressions: Really like your dual lands. Is there a reason for using Armor rather than Absorb? You have some formating errors, keywords aren't automatically capitalized, f.e.

Wed, 2017-10-25 17:55
mickio1

Well absorb was a pretty old and not well known mechanic (considering i came up with armor before discovering absorb existed) and i thought it would be more flavorful. Keywords have been a problem overall and capitalization is still on the bucket list of things to do.

Wed, 2017-10-25 21:39
mickio1

Oh...crap how did i not catch that one? Well ill make sure to fix that hostage taker-level mistake.

I suggest you read the rules when you have the time; "no cursing" is explicitly there. I think an actual warning is proper at this stage. -fluffy