I am having some trouble placing these cards in the color pie and/or determining their mana cost and rarity. What should the color, rarity and converted mana cost be for these cards:
CARD 1
Legendary Creature
If a spell or ability would increase a creature's power or toughness, it decreases it by that much instead.
If a spell or ability would decrease a creature's power or toughness, it increases it by that much instead.
2/3
CARD 2
Sorcery
Target opponent names a nonland permanent card type. Reveal the top cards of your library until you reveal a card that is of the chosen type and put that card on the battlefield. Put any other cards revealed this way on the bottom of your library in a random order. (The nonland permanent card types are artifact, enchantment, creature and planeswalker.)
CARD 3
Sorcery
Proliferate, proliferate, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
CARD 4
Creature
Sacrifice CARD 4: Target permanent you control gets hexproof and indestructible until end of turn.
2/2
CARD 5
Instant
Put all the cards in your hand on the bottom of your library, then draw 3 cards.
Card 1 currently doesn't work at the moment. You need to have both replacement effects be part of the same ability in order for it to function. Otherwise, both will always function resulting in neither ability doing anything. I don't think there is a clean way to template this effect. The best I can do is...
If a spell or ability would increase or decrease a creatures power or toughness, it respectively decreases or increases it by that much instead.
...Honestly the entire design seems dangerous and prone to creating counter intuitive interactions. For example, as written, it won't modify the behavior of +1/+1 counters in anyway.
Private Mod Note
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Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Card 1 is interesting, but weird. As Halannowick said its template is tricky, I would put this RUB Mythic, but could see it in other colors.
Card 2, random doesn't mean red, while it requires a specific deck to function it's power is insane, and there is no danger because the cards go back into your deck rather than exile or graveyard. 3BB Mythic. Blightsteel Colossus, Bolas, Ugin, Karn, Omniscience .deck
Card 3, UG rare. Might be a bit much but it's so weird it wants to be pushed.
Card 4, WG Rare,
Card 5, Reminds me of Drastic Revelation, Because it is basically weird Concentrate , 2RU uncommon. As a sorcery I could see it drop to 3.
Card 1 should be black/green because it turns your green spells into black spells and your black spells into green spells essentially. I would cost it at 2BG because there's probably some ways to break it. Maybe 1BG would be justifiable. And it's obviously a rare.
Card 2 I think should be monoblue, because it's a really weird deck manipulation mechanic and it's somewhat reminiscent of Polymorph. I think the fact that it cheats a permanent into play is sort of green. I really don't know how to balance it. I mean you have to have multiple of every permanent type, and if your opponent knows your deck, the 2 artifacts or 2 enchantments still have to be really powerful. On the other hand, in an environment with no hand disruption, you could play a deck of 2 awesome walkers, 2 awesome enchantments, 2 awesome artifacts and 2 awesome creatures, this card and a bunch of islands. Although to be honest that could be an argument for not printing this at all. I would say 3UU, which would probably make it unplayable. Rare or mythic.
Card 3: Is colorless cheating? If it had to be a color, monoblue. Unless you go for an intentionally strange mana cost, I would make it 2UU. It'd have to be rare.
As mentioned, card 4 is basically Saffi, and could be costed the same IMO.
Card 5 is essentially Dangerous Wager for 3. I think it's fine as a 2R common.
Card 1 should be black/green because it turns your green spells into black spells and your black spells into green spells essentially. I would cost it at 2BG because there's probably some ways to break it. Maybe 1BG would be justifiable. And it's obviously a rare.
The exact same thing could be said about red and blue.Hydrosurge, Sure Strike. Which is why this card is so weird.
Perhaps CARD 1 could cost UBRG but also have flash.
I feel CARD 5 could be blue but perhaps red and blue. Maybe a cost of 2UU (Jace's Ingenuity costs one more to cast but doesn't require you to pitch your hand).
CARD 1
Legendary Creature
If a spell or ability would increase a creature's power or toughness, it decreases it by that much instead.
If a spell or ability would decrease a creature's power or toughness, it increases it by that much instead.
2/3
CARD 2
Sorcery
Target opponent names a nonland permanent card type. Reveal the top cards of your library until you reveal a card that is of the chosen type and put that card on the battlefield. Put any other cards revealed this way on the bottom of your library in a random order. (The nonland permanent card types are artifact, enchantment, creature and planeswalker.)
CARD 3
Sorcery
Proliferate, proliferate, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
CARD 4
Creature
Sacrifice CARD 4: Target permanent you control gets hexproof and indestructible until end of turn.
2/2
CARD 5
Instant
Put all the cards in your hand on the bottom of your library, then draw 3 cards.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
CARD 2 - 1RG, rare. Unpredictable, also build-around, and you need to have a deck with all four of those types in it to not whiff.
CARD 3 - Extremely potent but needs setup. GGG or UUU, rare.
CARD 4 - Reminds me of Saffi Eriksdotter. 2G, uncommon.
CARD 5 - Could THEORETICALLY be monored, but isn't one-to-one looting, so might need blue. 1UR, uncommon.
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If a spell or ability would increase or decrease a creatures power or toughness, it respectively decreases or increases it by that much instead.
...Honestly the entire design seems dangerous and prone to creating counter intuitive interactions. For example, as written, it won't modify the behavior of +1/+1 counters in anyway.
- Manite
Card 2, random doesn't mean red, while it requires a specific deck to function it's power is insane, and there is no danger because the cards go back into your deck rather than exile or graveyard. 3BB Mythic. Blightsteel Colossus, Bolas, Ugin, Karn, Omniscience .deck
Card 3, UG rare. Might be a bit much but it's so weird it wants to be pushed.
Card 4, WG Rare,
Card 5, Reminds me of Drastic Revelation, Because it is basically weird Concentrate , 2RU uncommon. As a sorcery I could see it drop to 3.
Card 2 I think should be monoblue, because it's a really weird deck manipulation mechanic and it's somewhat reminiscent of Polymorph. I think the fact that it cheats a permanent into play is sort of green. I really don't know how to balance it. I mean you have to have multiple of every permanent type, and if your opponent knows your deck, the 2 artifacts or 2 enchantments still have to be really powerful. On the other hand, in an environment with no hand disruption, you could play a deck of 2 awesome walkers, 2 awesome enchantments, 2 awesome artifacts and 2 awesome creatures, this card and a bunch of islands. Although to be honest that could be an argument for not printing this at all. I would say 3UU, which would probably make it unplayable. Rare or mythic.
Card 3: Is colorless cheating? If it had to be a color, monoblue. Unless you go for an intentionally strange mana cost, I would make it 2UU. It'd have to be rare.
As mentioned, card 4 is basically Saffi, and could be costed the same IMO.
Card 5 is essentially Dangerous Wager for 3. I think it's fine as a 2R common.
I feel CARD 5 could be blue but perhaps red and blue. Maybe a cost of 2UU (Jace's Ingenuity costs one more to cast but doesn't require you to pitch your hand).
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate