These are the white commons for Guild Wars, the second set of a two set block based in Ravnica. Enjoy.
Anvilfist Giant (Common) 4WW
Creature – Giant
3/3
When Anvilfist Giant enters the battlefield, arm it, then arm it again. (Create two colorless Equipment artifact tokens and attach them to the creature. They have Equip 2 and “Equipped creature gets +1/+1”.)
Archer’s Tower (Common) W
Creature – Wall
0/4
Defender 1R, T: Archer’s Tower deals 1 damage to each opponent.
Blacksmith’s Blessing (Common) 2W
Sorcery
Arm target creature you control. (Create a colorless Equipment artifact token and attach it to the creature. It has Equip 2 and “Equipped creature gets +1/+1”.)
Draw a card.
Bone Thrull (Common) 1W
Creature – Thrull
3/1 Reap — W, Discard Bone Thrull: Put a number of +1/+1 counters on target creature equal to the number of creatures that died this turn.
Daybreak Defender (Common) 4W
Creature – Human Knight
3/3
Flying
As Daybreak Defender enters the battlefield, it gains indestructible until your next turn.
Debtor’s Contract (Common) 1W
Enchantment – Aura
Enchant nonland permanent
At the beginning of your upkeep, enchanted permanent’s controller sacrifices a permanent.
Disillusion (Common) 1WB
Sorcery
Target player exiles two cards from his or her hand.
Forced Fealty (Common) 1W
Sorcery
Tap target creature. If B was spent to cast Forced Fealty, the creature’s controller discards a card.
Gloom Reaper (Common) WB
Creature – Horror Cleric
2/2
Whenever a creature dies, you may pay (W/B). If you do, each opponent loses 1 life and you gain 1 life.
Help from Above (Common) 4W
Instant
Target creature gets +2/+4 until end of turn. Other creatures with the same controller get +1/+2 until end of turn.
Knight Patrol (Common) 3W
Creature – Human Knight
2/2
First strike
Whenever another creature enters the battlefield under your control, Knight Patrol gets +1/+1 until end of turn. "Be ever alert to the arrival and presence of both friend and foe alike." — Master Fing
Life After Death (Common) W
Sorcery
Exile target creature card from a graveyard. You gain 2 life. Reap — 3W, Discard Life after Death: You gain 2 life for each creature that died this turn.
Moral Fortitude (Common) 3W
Enchantment – Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it can’t attack.
Morgue Curator (Common) 1W
Creature – Human Cleric
2/2
Sacrifice Morgue Curator: Target player sacrifices an enchantment.
Consign to Oblivion and Gloom Reaper stand out of the bunch to me in terms of power level. Consign feels like a combination of Not Forgotten and Servo Exhibition, both uncommon themselves, and getting two 1/1 fliers for two mana is a good deal by any stretch. Of course, this also depends on how strong graveyard effects are in this set, since you would want at least one grave hate card at common.
Gloom Reaper is another borderline case. Uncommon is the typical rarity for these kinds of effects, though your card trades in a weaker ability for a better body than the likes of Zulaport Cutthroat and Blood Artist. It certainly feels like a high limited pick.
One general aspect that I want to comment on is that this list seems a little light on combat tricks and removal. Neither of the two instants on the list affect P/T, and, of the two removal enchantments on this list, one is much stronger late than early and the other is flexible yet highly inefficient. You might want to give white more to do during combat.
Consign to Oblivion and Gloom Reaper stand out of the bunch to me in terms of power level. Consign feels like a combination of Not Forgotten and Servo Exhibition, both uncommon themselves, and getting two 1/1 fliers for two mana is a good deal by any stretch. Of course, this also depends on how strong graveyard effects are in this set, since you would want at least one grave hate card at common.
Raise the Alarm is the precedent for Consign to Oblivion. It's a sorcery, and (I predict that) the exile from graveyard effect will be a disadvantage at times. Nonetheless, I admit that it feels pushed due to the flying. I'm open to other ideas.
Gloom Reaper is another borderline case. Uncommon is the typical rarity for these kinds of effects, though your card trades in a weaker ability for a better body than the likes of Zulaport Cutthroat and Blood Artist. It certainly feels like a high limited pick.
I'm not in love with the card. Have any Orzhov ideas?
One general aspect that I want to comment on is that this list seems a little light on combat tricks and removal. Neither of the two instants on the list affect P/T, and, of the two removal enchantments on this list, one is much stronger late than early and the other is flexible yet highly inefficient. You might want to give white more to do during combat.
Whoops. I accidental left the hybrid cards off of the list - Exorcism and Orzhov Bodyguard (there now). And Help from Above now buffs.
Just as with blue, I'll be red flagging, rating, and commenting on each.
Basilica Ghost - {B-} Nice simple design.
Bone Thrull - {C} Is there a reason reap isn't formatted as "Reap - [cost], discard [this] : [effect]. Activate this ability only if a creature died this turn." It feels really strange to me that I can always activate reap even though it usually doesn't do anything.
Consign to Oblivion - {C+} this might as well just cost WB. No one is casting the mono white half of this.
Debtor’s Contract - {B-} Interesting design as premium removal spells go. Reminds me a lot of spontaneous mutation.
Disillusion - {D} Redflagged. nice simple orzhov take on mind rot. I'm a bit surprised this isn't a card already.
Exorcism - {C+} filler removal for white/black decks. Mechanically, this card is a stretch. These types of abilities would usually be in blue. The flavor isn't clear to me either. If you changed "exile" to "destroy" I think it would be a lot more grockable. It just kills the creature and the creatures spirit lives on.
Gloom Reaper - {C+} This feels like its about right in order to serve as a draw into WB.
Help from Above - {C-} interesting rally design. +2+4 to a target and +1/+1 to team feels strong.
Knight Patrol - {C-} I'm not sure why this triggers off of opponents creatures as well. I suspect it will just lead to feel bad moments. Smart players can completely play around the effect on their turn, so I'm just not sure what its doing. Just punishing bads? I suppose minor synergy with Excorcism is nice?
Larder Giant - {C} Supply is a nice mechanic. Feels much more interesting than raid to me.
Life After Death - {F] it gains life. Unless there is a 'lifegain matters' thing hiding somewhere in the set, I'm not sure what this is doing for limited.
Moral Fortitude {C-} Versatile enchantments feel really good to play with. I like the numbers on this.
Morgue Curator - {C-} Nice simple way to keep creature count up while giving players access to enchantment removal.
Orzhov Bodyguard - {D} I don't know if this actually fits in with all the orzhov cards. This cycle in general is fairly boring. They are all just inefficient vanillas? Orzhov doesn't seem all that controlly from the cards I'm seeing so I'm not sure what purpose this design is playing in limited.
Siege Tower - {C} Design is flavorful but I'm not sure sieges fit Ravnica. When people think 'giant city' they don't jump to 'siege warfare.'
Skyjek Elite {C} 3/3 flyer with minor upside. It does what it says on the tin.
Stand and Deliver - {D+} I don't like this trick. I'd redesign this to be a more traditional trick. The name fits a more traditional trick. Maybe I'm the weird one, but I don't think people normally associate teams with "stand and deliver". Maybe something like...
Stand and Deliver 2W
Instant
Untap target creature. It gets +3/+0 and gains first strike until end of turn.
Temple Guard - {C] Simple french vanilla.
Wary Cadet - {C} Nice flavor. seems like a fun design.
EDIT: I was posting this while you were editing. I'll update for the cards you edited
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
Okay, I think I have Consign to Oblivion fixed. I swapped its effects with Life After Death. Consign to Oblivion is now Vizkopa Blessing. Life After Death is still Life After Death but with a different effect.
EDIT: Also, three of the ten hybrid vanilla supercycle creatures have very atypical p/t. The other seven are typical and won't stand out in a lineup. You've only seen two so far and both of them are of the atypical trio, which I think is warping the perspective of it. Maybe I'll list a couple of the super cycles so they can all be seen together (after the common batches).
I'm confused about how Life After Death's reap ability works. Are you missing an "instead"? That would turn the card into an instant-speed, uncounterable-by-non-Stifle, Regrowth. That's insanely powerful for a common. Heck, that would make the card a chase rare. Not to mention that recurring instants and sorceries isn't something that white gets to do very often.
I'm confused about how Life After Death's reap ability works. Are you missing an "instead"? That would turn the card into an instant-speed, uncounterable-by-non-Stifle, Regrowth. That's insanely powerful for a common. Heck, that would make the card a chase rare. Not to mention that recurring instants and sorceries isn't something that white gets to do very often.
Have you considered making Help From Above give something like +2/+2 instead of +1/+3? There already seems to be quite a few higher toughness creatures here in white, and as such a bit more of a power boost would help cards like Orzhov Bodyguard feel more satisfying a pick given it's a 0/8 five mana sink.
The reap cards feel incredibly disconnected for a cost+discard effect. I'm not even sure how the death requirement justifies itself from a game design point of view, much less from the point of view of a player opening these cards, especially seeing as there are very few ways to trigger them. (I wasn't part of the previous discussion about reap, or I would've commented about those issues).
Bone Thrull's Reap effect is not common. "Put three +1/+1 counters on target critter" is simply not a common effect. It's not even a white effect to begin with (indeed, putting more than one counter at all is probably not white)
Vizkopa Blessing gains too much (Heroes' Reunion is uncommon because the cost for it at common is probably 2WG). My instinct would be 1w gain three WB Drain three (yes, I'm aware this idea conflicts with the base reap effect I proposed above)
Still not thrilled with Disillusion, just saying.
Exorcism's flavor is way off. It feels like it does the exact opposite of what I expect such a card to do (namely something like Life After Death's base effect)
Is Knight Patrol supposed to trigger off your opponents' creatures too?
Larder Giant almost certainly should say "another target creature". White doesn't really get 4/4s (all of the ones it has are mythics, and the one that can grow there are rares and take additional effort). On further investigation and against expectations, this is a rather unusual effect for white, especially white common, it's overall more of a green effect. Maybe on a WG hybrid card?
Is Skyjek Elite specifically intended to be vulnerable to instant-speed removal? That seems frustrating on a creature which says "indestructible". Maybe a wording like "~ enters the battlefield with indestructible until your next turn" could be considered? I'm not sure the rules as is formally handle it, but it's a very straightforward wording, I think.
Help From Above - Good call. Targeted buff changed from +1/+3 to +2/+2.
Bone Thrull - Hunger of the Howlpack. White didn't copy creature tokens until WotC made Populate. Plus one counters are a huge part of white's identity.
Vizkopa Blessing - Rest for the Weary. Nonetheless, I've changed it to Forced Fealty and moved the life gain to Life After Death. Thanks for the 2GW idea. I wasn't happy with the Selesnya noncreature common, which also happens to be 4cmc.
Knight Patrol - Yes.
Larder Giant - It's a 3/3 or potential 4/4 if a condition is met.
Skyjek Elite - Good catch. Changed wording "As Skyjek Elite enters the battlefield..."
Exorcism's flavor is way off. It feels like it does the exact opposite of what I expect such a card to do (namely something like Life After Death's base effect)
Regarding exorcism, I think the effect is grokkable but the name doesn't fit. How about 'exanimate' instead. Or "Orzhov Annexation". Idea for flavor text... "I don't care what you were in life..."
- [name], Orzhov Chancellor
...or...
In the church of the Orzhov, you restart at the bottom.
Private Mod Note
():
Rollback Post to RevisionRollBack
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
Knight Patrol - Previously checked for any creature entering the battlefield. Now only checks for creatures entering the battlefield under your control. I overlooked the tracking complexity of the previous version.
Orzhov Chapel - Previously left off. Added to list.
Siege Tower - Changed to Archer's Tower. Ability changed from "creature can't block" to "deals 1 to opponents".
Bone Thrull - Hunger of the Howlpack. White didn't copy creature tokens until WotC made Populate. Plus one counters are a huge part of white's identity.
Larder Giant - It's a 3/3 or potential 4/4 if a condition is met.
And even THAT is not a white thing, as I pointed out. White effects that will grow (with a counter) a 3/3 into a 4/4 require an extra turn (and usually an attack), and they are not at common either way (e.g. Prized Elephant, Aetherstorm Rock, War Oracle...). White is barely starting to get any Hill Giants at all at common; this is significantly over the line (power higher than 3 at common, conditional or not, is very rare for white at any mana cost).
Skyjek Elite - Good catch. Changed wording "As Skyjek Elite enters the battlefield..."
Huh... Y'know, I never realized "as" could be used in that way. Neat.
I really like the Forced Fealty design, BTW. As a sorcery, it could easily be "tap up to two". Exorcism's neat too (TBH, I probably wouldn't have come up with it myself, so I might well have to steal it XD).
I always read your threads but I seldom post as I rarely have something to say. These cards, as per your usual, are well designed, balanced, and have positive gameplay implications.
The only thing I could critique, and this is more a reflection of my own sensibilities than an objective consideration, but to me these cards feel a little sterile. I think there is some missed opportunity to say something about your world.
For example:
Gloom Reaper (Common) WB
Creature – Horror Cleric
2/2
Whenever a creature dies, you may pay (W/B). If you do, each opponent loses 1 life and you gain 1 life.
could instead be
Mortuary TaxmanWB
Creature – Human Cleric
Whenever a creature dies, you may pay (W/B). If you do, each opponent loses 1 life and you gain 1 life.
2/2
Even without flavour text I think this is more evocative. In the first card I think of some vaguely spooky monster that feeds on death. In the second card I think you get a clearer idea of what the Orzhov are about- not only are there so unscrupulous that they are willing to send a tax collector to a recently deceased person, but that it is such a routine measure that they have someone whose sole purpose is to do so.
But again, I think your mechanics are on point, and I envy your sense of balance and gameplay.
The only thing I could critique, and this is more a reflection of my own sensibilities than an objective consideration, but to me these cards feel a little sterile. I think there is some missed opportunity to say something about your world.
You are absolutely correct. I tend to default to core set neutral flavor. Believe it or not, I've actually been brushing up on a little Ravnica lore to try and shore up the flavor. It'll get there eventually.
Archer’s Tower - I kind of wish this could deal damage to creatures with flying and had reach...
Basilica Ghost - I'd prefer this was a 1/3 with Flash too... but sure?
- Question: Can it be 2/2 for 2W with both abilitys? It's no Vampire Nighthawk...
Bone Thrull - I'm genuinely not sure what Reap is from just this card? Is it Morbid Channel? In any case, I don't think this card's any good. Maybe insofar as you can pump your flyers, but then you're asking for a slow, non-reactive limited format w/o removal...
Daybreak Defender - I genuinely hate all the wordds you put on this to make it get in a single attack. How about this: Make it a 3/3 flyer for 2WW with "R: This gains haste until end of turn.). THAT's your RW splash card! Great w/o Red, but better w/ Red!
Debtor’s Contract - Can this be Pacifism and cost W with the payment to let it attack or block?
Disillusion 1WB, if not WB.
Exorcism - Can this cost 1H? I think it can, and still wouldn't see constructed play. It's premium removal in limited either way, so why not push it a little bit?
Forced Fealty - Sure?
Gloom Reaper - Sure?
Help from Above - This should have an additional bonus based on controlling a flyer. And maybe it should be more... interesting?
Knight Patrol - Just make it a 2/1 for 2W with this effect.
Larger Giant - I'm not a fan of supply, but is there a way to make it always give +1/+1 counters and be a keyword - Supply N (When this enters the battlefield, you may have it enter tapped. If you do, put N +1/+1 counters on target creature.)
Life After Death - Still not sure what the purpose of Reap is. No one wants this effect; it's a poor Cycling substitute.
Moral Fortitude - Feast or Famine. Nice. Could cost 1W though.
Morgue Curator - Sure Orzhov Bodyguard - Please no. Nothing hurts like having to draft a card like this. Worse, it restricts the equipment or auras you can play.
Orzhov Chapel - Interesting Cycle. I like it. Great common land cycle!
Stand and Deliver - Sure. But this feels like it should have Supply, then untap all creatures you control?
How about this:
Standard DeliveryW
Sorcery
Supply - If you control a tapped creature, draw a card.
Untap all creatures you control.
Temple Guard - The way I see it, this is just too weak. You clearly want some more French Vanillas in the set - and I respect and admire that. Here are some variants with that in mind:
Temple Guard 42W
Creature - Human Soldier Cleric (C)
Vigilance
2/4 Those Who Serve is a zombie; a far better creature type for that block than Soldier is for yours as far as I can tell. This probably won't see play outside of limited either way.
Wary Cadet - Interesting flavor, seems fine.
I know you're probably well into the design here, but can I make a few suggestions:
1. Use more cycles. Preferably tight cycles.
I realize it's difficult to see a cycle when you're parting these out as-is (yeah, the off color activation and off-color bleeds might be part of a cycle), but I don't see many cards here I'd actually WANT to be a cycle.
- Forced Fealty seems like the best candidate for a cycle. Make a cycle of spells; 1C, with bleed effects. It'll be fun, and simple, and some might see constructed play. Not this one, but some.
Here's a red one: Name1W
Instant
Create a 1/1 white soldier creature token.
If you payed R to play this, Name deals 2 damage to target creature or player.
(Note how this is only really good in RW, like yours. Also note it might be constructed playable?)
- Off-color activation creatures
Archer’s Tower ->Daybreak Defender Above I suggested moving the off-color activation of the tower to your generic 3/3 flyer. I also proposed making it a 3/3 flyer for 2WW, because that introduces an interesting draft archetype; as any white deck wants it, but red can use it more. (And yes, this should be uncommon. I suggest moving it to uncommon.
My suggestion would be to make a cycle of "fairly good" creatures; not necessarily hill giant+effect, but still on the cusp of being fair stats, with an off color activation that gives a keyword.
Here's the black one:
Name1W
Creature - Human Cleric (U) B: Name gains Deathtouch and Menace until end of turn.
2/2
2. Make more interesting Keywords - Supply and Reap are both ability words - meaning you get to put a lot of text on them, but they're not really the same mechanic.
Re: Supply - the more I think about it, the more I like the "if you control a tapped creature" thing; it really encourages attacking. So how about a mechanic that rewards this:
Logistics N (When you play this spell, if you control a tapped creature, create N 1/1 white and red soldier tokens.):
Sample cards w/ Logistics:
Timely Aid1W
Instant (C)
Logistics 1 (When you play this spell, if you control a tapped creature, create a 1/1 white and red soldier token.)
Put a +1/+1 counter on target creature, then untap it.
Recruiter Giant5W
Creature - Giant Soldier (C)
Logistics 2 (When you play this spell, if you control a tapped creature, create a 1/1 white and red soldier token.)
4/4
Recruiter Angel4W
Creature - Angel Soldier (C)
Logistics 1 (When you play this spell, if you control a tapped creature, create a 1/1 white and red soldier token.)
Flying
3/3
(Here's your common angel variant; and with Logistics being a keyword, it's even french vanilla!)
Again, I think the big boon of Supply is that it taps into this notion of you needing to attack (or at least do things). I'd be very interested to see if you slip in some w/r creatures with tap effects. Logistics works by unifying conditions with outcomes; you have tapped guys, you always get more guys. Let the spells themselves give you various effects; the keyword should be predictable. (This also dramatically lowers the complexity of the keyword; essential given you're going to have 10 new mechanics in the block!)
Regarding Reap; as I see it you're trying to do too much with it. It's effectively a split spell alternative you can only play on a morbid effect. That seems... like hoops.
Here are a few keywords that would work:
1. Reap N (When you play this spell, if a creature died this turn, create N 1/1 white and black spirit creature tokens with flying.)
2. Reapcast (You may play this spell by exiling a white and black card from your graveyard.)
3. Reap the Rewards (Morbid - Draw a card.)
4. Soultax [cost] (You may play this spell for it's soultax cost if a creature died this turn.)
Anvilfist Giant (Common)
4WW
Creature – Giant
3/3
When Anvilfist Giant enters the battlefield, arm it, then arm it again. (Create two colorless Equipment artifact tokens and attach them to the creature. They have Equip 2 and “Equipped creature gets +1/+1”.)
Archer’s Tower (Common)
W
Creature – Wall
0/4
Defender
1R, T: Archer’s Tower deals 1 damage to each opponent.
Basilica Ghost (Common)
2W
Creature – Spirit
2/1
Flying
Lifelink
Blacksmith’s Blessing (Common)
2W
Sorcery
Arm target creature you control. (Create a colorless Equipment artifact token and attach it to the creature. It has Equip 2 and “Equipped creature gets +1/+1”.)
Draw a card.
Bone Thrull (Common)
1W
Creature – Thrull
3/1
Reap — W, Discard Bone Thrull: Put a number of +1/+1 counters on target creature equal to the number of creatures that died this turn.
Daybreak Defender (Common)
4W
Creature – Human Knight
3/3
Flying
As Daybreak Defender enters the battlefield, it gains indestructible until your next turn.
Debtor’s Contract (Common)
1W
Enchantment – Aura
Enchant nonland permanent
At the beginning of your upkeep, enchanted permanent’s controller sacrifices a permanent.
Disillusion (Common)
1WB
Sorcery
Target player exiles two cards from his or her hand.
Exorcism (Common)
2(W/B)
Sorcery
Destroy target tapped creature.
Forced Fealty (Common)
1W
Sorcery
Tap target creature. If B was spent to cast Forced Fealty, the creature’s controller discards a card.
Gloom Reaper (Common)
WB
Creature – Horror Cleric
2/2
Whenever a creature dies, you may pay (W/B). If you do, each opponent loses 1 life and you gain 1 life.
Help from Above (Common)
4W
Instant
Target creature gets +2/+4 until end of turn. Other creatures with the same controller get +1/+2 until end of turn.
Knight Patrol (Common)
3W
Creature – Human Knight
2/2
First strike
Whenever another creature enters the battlefield under your control, Knight Patrol gets +1/+1 until end of turn.
"Be ever alert to the arrival and presence of both friend and foe alike." — Master Fing
Life After Death (Common)
W
Sorcery
Exile target creature card from a graveyard. You gain 2 life.
Reap — 3W, Discard Life after Death: You gain 2 life for each creature that died this turn.
Moral Fortitude (Common)
3W
Enchantment – Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it can’t attack.
Morgue Curator (Common)
1W
Creature – Human Cleric
2/2
Sacrifice Morgue Curator: Target player sacrifices an enchantment.
Orzhov Bodyguard (Common)
4(W/B)
Creature – Zombie
0/8
Orzhov Chapel (Common)
Land
Orzhov Chapel enters the battlefield tapped unless you pay (W/B).
T: Add W or B to your mana pool.
Temple Guard (Common)
2W
Creature – Human Soldier
2/3
Vigilance
Wary Cadet (Common)
W
Creature – Human Soldier
2/2
Wary Cadet can’t attack alone.
Gloom Reaper is another borderline case. Uncommon is the typical rarity for these kinds of effects, though your card trades in a weaker ability for a better body than the likes of Zulaport Cutthroat and Blood Artist. It certainly feels like a high limited pick.
One general aspect that I want to comment on is that this list seems a little light on combat tricks and removal. Neither of the two instants on the list affect P/T, and, of the two removal enchantments on this list, one is much stronger late than early and the other is flexible yet highly inefficient. You might want to give white more to do during combat.
Raise the Alarm is the precedent for Consign to Oblivion. It's a sorcery, and (I predict that) the exile from graveyard effect will be a disadvantage at times. Nonetheless, I admit that it feels pushed due to the flying. I'm open to other ideas.
I'm not in love with the card. Have any Orzhov ideas?
Whoops. I accidental left the hybrid cards off of the list - Exorcism and Orzhov Bodyguard (there now). And Help from Above now buffs.
Basilica Ghost - {B-} Nice simple design.
Bone Thrull - {C} Is there a reason reap isn't formatted as "Reap - [cost], discard [this] : [effect]. Activate this ability only if a creature died this turn." It feels really strange to me that I can always activate reap even though it usually doesn't do anything.
Consign to Oblivion - {C+} this might as well just cost WB. No one is casting the mono white half of this.
Debtor’s Contract - {B-} Interesting design as premium removal spells go. Reminds me a lot of spontaneous mutation.
Disillusion - {D} Redflagged. nice simple orzhov take on mind rot. I'm a bit surprised this isn't a card already.
Exorcism - {C+} filler removal for white/black decks. Mechanically, this card is a stretch. These types of abilities would usually be in blue. The flavor isn't clear to me either. If you changed "exile" to "destroy" I think it would be a lot more grockable. It just kills the creature and the creatures spirit lives on.
Gloom Reaper - {C+} This feels like its about right in order to serve as a draw into WB.
Help from Above - {C-} interesting rally design. +2+4 to a target and +1/+1 to team feels strong.
Knight Patrol - {C-} I'm not sure why this triggers off of opponents creatures as well. I suspect it will just lead to feel bad moments. Smart players can completely play around the effect on their turn, so I'm just not sure what its doing. Just punishing bads? I suppose minor synergy with Excorcism is nice?
Larder Giant - {C} Supply is a nice mechanic. Feels much more interesting than raid to me.
Life After Death - {F] it gains life. Unless there is a 'lifegain matters' thing hiding somewhere in the set, I'm not sure what this is doing for limited.
Moral Fortitude {C-} Versatile enchantments feel really good to play with. I like the numbers on this.
Morgue Curator - {C-} Nice simple way to keep creature count up while giving players access to enchantment removal.
Orzhov Bodyguard - {D} I don't know if this actually fits in with all the orzhov cards. This cycle in general is fairly boring. They are all just inefficient vanillas? Orzhov doesn't seem all that controlly from the cards I'm seeing so I'm not sure what purpose this design is playing in limited.
Siege Tower - {C} Design is flavorful but I'm not sure sieges fit Ravnica. When people think 'giant city' they don't jump to 'siege warfare.'
Skyjek Elite {C} 3/3 flyer with minor upside. It does what it says on the tin.
Stand and Deliver - {D+} I don't like this trick. I'd redesign this to be a more traditional trick. The name fits a more traditional trick. Maybe I'm the weird one, but I don't think people normally associate teams with "stand and deliver". Maybe something like...
Stand and Deliver 2W
Instant
Untap target creature. It gets +3/+0 and gains first strike until end of turn.
Temple Guard - {C] Simple french vanilla.
Wary Cadet - {C} Nice flavor. seems like a fun design.
EDIT: I was posting this while you were editing. I'll update for the cards you edited
- Manite
Help from Above - Reduced the targeted buff.
Siege Tower - I'm open to flavor suggestions.
Consign to Oblivion - Maybe "create a 2/2 black Zombie" instead? I'm open to ideas.
Orzhov Bodyguard - It's a card.
Exorcism - Now destroys instead of exiles.
EDIT: Also, three of the ten hybrid vanilla supercycle creatures have very atypical p/t. The other seven are typical and won't stand out in a lineup. You've only seen two so far and both of them are of the atypical trio, which I think is warping the perspective of it. Maybe I'll list a couple of the super cycles so they can all be seen together (after the common batches).
Wills. Should be fixed now.
Bone Thrull - Hunger of the Howlpack. White didn't copy creature tokens until WotC made Populate. Plus one counters are a huge part of white's identity.
Vizkopa Blessing - Rest for the Weary. Nonetheless, I've changed it to Forced Fealty and moved the life gain to Life After Death. Thanks for the 2GW idea. I wasn't happy with the Selesnya noncreature common, which also happens to be 4cmc.
Knight Patrol - Yes.
Larder Giant - It's a 3/3 or potential 4/4 if a condition is met.
Skyjek Elite - Good catch. Changed wording "As Skyjek Elite enters the battlefield..."
Regarding exorcism, I think the effect is grokkable but the name doesn't fit. How about 'exanimate' instead. Or "Orzhov Annexation". Idea for flavor text...
"I don't care what you were in life..."
- [name], Orzhov Chancellor
...or...
In the church of the Orzhov, you restart at the bottom.
- Manite
Knight Patrol - Previously checked for any creature entering the battlefield. Now only checks for creatures entering the battlefield under your control. I overlooked the tracking complexity of the previous version.
Orzhov Chapel - Previously left off. Added to list.
Siege Tower - Changed to Archer's Tower. Ability changed from "creature can't block" to "deals 1 to opponents".
And even THAT is not a white thing, as I pointed out. White effects that will grow (with a counter) a 3/3 into a 4/4 require an extra turn (and usually an attack), and they are not at common either way (e.g. Prized Elephant, Aetherstorm Rock, War Oracle...). White is barely starting to get any Hill Giants at all at common; this is significantly over the line (power higher than 3 at common, conditional or not, is very rare for white at any mana cost).
Huh... Y'know, I never realized "as" could be used in that way. Neat.
I really like the Forced Fealty design, BTW. As a sorcery, it could easily be "tap up to two". Exorcism's neat too (TBH, I probably wouldn't have come up with it myself, so I might well have to steal it XD).
The only thing I could critique, and this is more a reflection of my own sensibilities than an objective consideration, but to me these cards feel a little sterile. I think there is some missed opportunity to say something about your world.
For example:
Gloom Reaper (Common)
WB
Creature – Horror Cleric
2/2
Whenever a creature dies, you may pay (W/B). If you do, each opponent loses 1 life and you gain 1 life.
could instead be
Mortuary Taxman WB
Creature – Human Cleric
Whenever a creature dies, you may pay (W/B). If you do, each opponent loses 1 life and you gain 1 life.
2/2
Even without flavour text I think this is more evocative. In the first card I think of some vaguely spooky monster that feeds on death. In the second card I think you get a clearer idea of what the Orzhov are about- not only are there so unscrupulous that they are willing to send a tax collector to a recently deceased person, but that it is such a routine measure that they have someone whose sole purpose is to do so.
But again, I think your mechanics are on point, and I envy your sense of balance and gameplay.
You are absolutely correct. I tend to default to core set neutral flavor. Believe it or not, I've actually been brushing up on a little Ravnica lore to try and shore up the flavor. It'll get there eventually.
btw, I'm open to any and all flavor suggestions.
Basilica Ghost - I'd prefer this was a 1/3 with Flash too... but sure?
- Question: Can it be 2/2 for 2W with both abilitys? It's no Vampire Nighthawk...
Bone Thrull - I'm genuinely not sure what Reap is from just this card? Is it Morbid Channel? In any case, I don't think this card's any good. Maybe insofar as you can pump your flyers, but then you're asking for a slow, non-reactive limited format w/o removal...
Daybreak Defender - I genuinely hate all the wordds you put on this to make it get in a single attack. How about this: Make it a 3/3 flyer for 2WW with "R: This gains haste until end of turn.). THAT's your RW splash card! Great w/o Red, but better w/ Red!
Debtor’s Contract - Can this be Pacifism and cost W with the payment to let it attack or block?
Disillusion 1WB, if not WB.
Exorcism - Can this cost 1H? I think it can, and still wouldn't see constructed play. It's premium removal in limited either way, so why not push it a little bit?
Forced Fealty - Sure?
Gloom Reaper - Sure?
Help from Above - This should have an additional bonus based on controlling a flyer. And maybe it should be more... interesting?
Knight Patrol - Just make it a 2/1 for 2W with this effect.
Larger Giant - I'm not a fan of supply, but is there a way to make it always give +1/+1 counters and be a keyword - Supply N (When this enters the battlefield, you may have it enter tapped. If you do, put N +1/+1 counters on target creature.)
Life After Death - Still not sure what the purpose of Reap is. No one wants this effect; it's a poor Cycling substitute.
Moral Fortitude - Feast or Famine. Nice. Could cost 1W though.
Morgue Curator - Sure Orzhov Bodyguard - Please no. Nothing hurts like having to draft a card like this. Worse, it restricts the equipment or auras you can play.
Orzhov Chapel - Interesting Cycle. I like it. Great common land cycle!
Stand and Deliver - Sure. But this feels like it should have Supply, then untap all creatures you control?
How about this:
Standard Delivery W
Sorcery
Supply - If you control a tapped creature, draw a card.
Untap all creatures you control.
Temple Guard - The way I see it, this is just too weak. You clearly want some more French Vanillas in the set - and I respect and admire that. Here are some variants with that in mind:
Temple Guard 1 1W
Creature - Human Soldier Cleric (C)
Vigilance
Lifelink
1/3
Temple Guard 2 2W
Creature - Human Soldier Cleric (C)
Vigilance
Lifelink
2/3
Sudden Temple Guard 2W
Creature - Human Soldier Cleric (C)
Vigilance
Flash
2/3
Temple Guard 4 2W
Creature - Human Soldier Cleric (C)
Vigilance
2/4
Those Who Serve is a zombie; a far better creature type for that block than Soldier is for yours as far as I can tell. This probably won't see play outside of limited either way.
Wary Cadet - Interesting flavor, seems fine.
I know you're probably well into the design here, but can I make a few suggestions:
1. Use more cycles. Preferably tight cycles.
I realize it's difficult to see a cycle when you're parting these out as-is (yeah, the off color activation and off-color bleeds might be part of a cycle), but I don't see many cards here I'd actually WANT to be a cycle.
- Forced Fealty seems like the best candidate for a cycle. Make a cycle of spells; 1C, with bleed effects. It'll be fun, and simple, and some might see constructed play. Not this one, but some.
Here's a red one:
Name 1W
Instant
Create a 1/1 white soldier creature token.
If you payed R to play this, Name deals 2 damage to target creature or player.
(Note how this is only really good in RW, like yours. Also note it might be constructed playable?)
- Off-color activation creatures
Archer’s Tower ->Daybreak Defender Above I suggested moving the off-color activation of the tower to your generic 3/3 flyer. I also proposed making it a 3/3 flyer for 2WW, because that introduces an interesting draft archetype; as any white deck wants it, but red can use it more. (And yes, this should be uncommon. I suggest moving it to uncommon.
My suggestion would be to make a cycle of "fairly good" creatures; not necessarily hill giant+effect, but still on the cusp of being fair stats, with an off color activation that gives a keyword.
Here's the black one:
Name 1W
Creature - Human Cleric (U)
B: Name gains Deathtouch and Menace until end of turn.
2/2
Nice, simple, flavorful. Playable w/o black, but surely better w/ black.
2. Make more interesting Keywords - Supply and Reap are both ability words - meaning you get to put a lot of text on them, but they're not really the same mechanic.
Re: Supply - the more I think about it, the more I like the "if you control a tapped creature" thing; it really encourages attacking. So how about a mechanic that rewards this:
Logistics N (When you play this spell, if you control a tapped creature, create N 1/1 white and red soldier tokens.):
Sample cards w/ Logistics:
Timely Aid 1W
Instant (C)
Logistics 1 (When you play this spell, if you control a tapped creature, create a 1/1 white and red soldier token.)
Put a +1/+1 counter on target creature, then untap it.
Recruiter Giant 5W
Creature - Giant Soldier (C)
Logistics 2 (When you play this spell, if you control a tapped creature, create a 1/1 white and red soldier token.)
4/4
Recruiter Angel 4W
Creature - Angel Soldier (C)
Logistics 1 (When you play this spell, if you control a tapped creature, create a 1/1 white and red soldier token.)
Flying
3/3
(Here's your common angel variant; and with Logistics being a keyword, it's even french vanilla!)
Again, I think the big boon of Supply is that it taps into this notion of you needing to attack (or at least do things). I'd be very interested to see if you slip in some w/r creatures with tap effects. Logistics works by unifying conditions with outcomes; you have tapped guys, you always get more guys. Let the spells themselves give you various effects; the keyword should be predictable. (This also dramatically lowers the complexity of the keyword; essential given you're going to have 10 new mechanics in the block!)
Regarding Reap; as I see it you're trying to do too much with it. It's effectively a split spell alternative you can only play on a morbid effect. That seems... like hoops.
Here are a few keywords that would work:
1. Reap N (When you play this spell, if a creature died this turn, create N 1/1 white and black spirit creature tokens with flying.)
2. Reapcast (You may play this spell by exiling a white and black card from your graveyard.)
3. Reap the Rewards (Morbid - Draw a card.)
4. Soultax [cost] (You may play this spell for it's soultax cost if a creature died this turn.)
5. Reap Faith (Buyback - Sacrifice a creature.)