Short Circuit seems fair, actually. Sure, you can use it for two mana, but your mana gets tied up the next turn, which is a reasonable drawback.
Short Circuit seems like a worse version of Deprive at 1st glance, but it's actually the same or slightly better if you compare both carefully. Late game I would still much rather have Deprive though, and this is just as bad early game, but this slots in between those times nicely as a decent mid-range counter. Nice work.
Zen Prophet :1mana::symw:
Creature - Human Monk (U)
Defender
Whenever a creature is blocked by ~, put a pacifist counter on that creature.
Creatures with pacifist counters have defender. Those who listen to his simple message are forever changed.
0/4
Did I just manage to make a card worse than Deprive? Someone pass the barfbag.
ON-TOPIC: Zen Prophet is almost on a par with Wall of Omens. If it blocks a weenie creature and survives, that is one enemy card wasted. This can repeat itself, netting its controller considerable virtual card advantage. Of course, this is a best-case scenario. More probable is that the aggro player will Flame Slash it without batting an eyelash. Still, not an uninteresting card by any means.
Zen seems a little powerful for uncommon, especially in limited. Maybe make it rare or up its cost 1?
Rinok Charger3RR
Creature - Rhino Beast (U)
Trample
If CARD deals lethal damage to a creature and damage to a player through combat, it deals 3 damage to target creature or player. 4/3
At uncommon, this would be a defining card in Limited. Particularly if used in tandem with "target creature blocks if able"-type effects.
***
Manifest Destiny3G
Enchantment (R)
You may play an additional land on each of your turns.
At the beginning of your end step, if you played a land this turn, draw a card.
This does seem a bit above the normal power level. It's Exploration with an extra card-drawing ability. I guess the delay until end step balances this out more, but I'm still leaning towards 2GG.
Comparing it to Oracle of Mul Daya and Seer's Sundial, I'd call it really good, but workable. 2GG does seem about right (if it cost 5 it just wouldn't be played).
Replicant Beetle UUGG
Creature - Insect (R)
Whenever a nontoken creature named Replicant Beetle enters the battlefield, put a token that's a copy of it onto the battlefield under your control.
3/1
(Yes, it triggers itself. Yes, if they don't kill either of them the second one you play is really bad news. Yes, having both players running these would get messy.)
Edit: @Spork: Good call on the color. (Also, the way they'd multiply if you played 4 copies of them in sequence: First: 2 Beetles; Second: 6 Beetles; Third: 14 Beetles; Fourth: 30 Beetles)
Seems like a pretty fun card (though a bit weak as rares go). Even if you get out all four, the resulting forteen 3/1s that you get aren't too overpowering. That said, this card really feels like it should cost UUGG more than BBGG as blue is the color or replication and black doesn't really seem that related to this card (though a few beetles thus-far have been GB creatures, most of them have also dealt with the graveyard in some way).
Mistwoven Guardian :symg::symg: Creature- Elemental (R) Shroud Lands that you control gain shroud. 1/3
Seems like a pretty fun card (though a bit weak as rares go). Even if you get out all four, the resulting forteen 3/1s that you get aren't too overpowering. That said, this card really feels like it should cost UUGG more than BBGG as blue is the color or replication and black doesn't really seem that related to this card (though a few beetles thus-far have been GB creatures, most of them have also dealt with the graveyard in some way).
Mistwoven Guardian :symg::symg: Creature- Elemental (R) Shroud Lands that you control gain shroud. 1/3
Solid. Might be a little too good with treetop village. I feel like he should be the meddling mage gambit, where HE doesn't have shroud, but he gives lands shroud. That at least forces your opponent to kill him before they can deal with your raging ravine.
I don't like the idea of things that grant shroud having shroud. Imagine if whispersilk cloak itself had shroud, and how broken that would be.
I do like the card, though, and I tend to make things weaker to the point of nigh unplayability. Might be fine as is.
--
Teferi's Memorial4
Artifact - Rare
Sorcery and enchantment cards you own have flash.
You can't cast instants.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll be sad if people don't start calling The Chain Veil "Fleetwood Mac."
Vedalken Orrery says hi. I think that being unable to cast instants is a pretty big drawback. You can reduce this to 3, since there's still potential for use if you build a deck around it without instants.
Aurora is right on the money. Frankly, I'm puzzled that the card isn't Teferi in artifact form.
***
Blue needs one-drops.
This thing doesn't quite succeed, flavor-wise (how exactly does a petty crook make off with a Darksteel Citadel, anyway?):
PickpocketU
Creature - Human Rogue (U)
When ~ enters the battlefield, gain control of target artifact with converted mana cost 1 or less as long as ~ remains on the battlefield.
1/1
Eh, just think of it as a Pickpocket making off with a Bone Saw or Everflowing Chalice instead (which is hilarious to steal). I like it.
Here's a red anti-whte/blue creature card, since most of the current options aren't exactly played a whole lot. Laughs at Wall of Omens and at Jace.
Soot Elemental2R
Creature - Elemental (U)
Soot Elemental can’t be blocked by white or blue creatures.
Whenever Soot Elemental becomes the target of a spell or ability an opponent controls, Soot Elemental deals 3 damage to that player.
3/1
eh...if they're playing artifact lands and moxen then the pickpocket is stealing a land! That card is amazing good. I think it should cost two though cuz stealing an artifact with a cmc of 1 or less is really good in older formats. I think it'd still see play at 1U if not 2U.
Soot Elemental: Huh. Well it's easy to block with green red and black creatures (including red first strike creatures). Soot elemental doesn't protect itself from dying or being bounced and it doesn't have pro blue or white so this would be an interesting card to put into a limited environment. i'm not sure if it's undercosted because I don't know what to compare it to O_o. Probably an okay uncommon!
Next:
Rebel Uprising - 2WW
Tribal Sorcery - Rebel
Furystroke 3 (As you cast this, if only red mana was spent to pay the colorless cost of this card's manacost, this spell deals 3 damage to each opponent.)
Search your library for a rebel permanent card with a converted mana cost of 2 or less and put it on the battlefield. Shuffle your library.
The Rebel search seems valid... the furystroke ability seems a bit weird though. Color-specific keywords are not really used anymore (hence changing fear to intimidate). RRWW to fetch a Rebel and deal 3 damage is reasonable, but the keyword seems a bit narrow as is.
Rebel Uprising - 2WW
Tribal Sorcery - Rebel
Furystroke 3 (As you cast this, if only red mana was spent to pay the colorless cost of this card's manacost, this spell deals 3 damage to each opponent.)
Search your library for a rebel permanent card with a converted mana cost of 2 or less and put it on the battlefield. Shuffle your library.
The Rebel search seems valid... the furystroke ability seems a bit weird though. Color-specific keywords are not really used anymore (hence changing fear to intimidate). RRWW to fetch a Rebel and deal 3 damage is reasonable, but the keyword seems a bit narrow as is.
Agreed. I'd change it to:
Rebel Uprising 2WW
Tribal Sorcery - Rebel
Search your library for a rebel permanent card with converted mana cost 2 or less and put it onto the battlefield, then shuffle your library.
If WWRR was spent to cast ~, it deals 3 damage to each opponent.
(Or, if you want the 3 damage to be uncounterable: "When you cast ~, if WWRR was spent to cast it, it deals 3 damage to each opponent.")
Card is balanced, but still feels a bit narrow (I'm not a fan of Rebel-esque decks-that-build-themselves).
My card:
Bloom of Death 2BG
Sorcery (U)
Bloom of Death deals 1 point of damage to target player for each +1/+1 counter on creatures that player controls. That player may then put a +1/+1 counter on each creature he or she controls.
The card strikes me as BR; the Simic specialized in +1/+1 counter strategies, and the Rakdos were their immediate enemy. That, of course, makes this a rather narrow (albeit potentially lethal) hoser.
***
I seem to be on a blue kick today:
Usurper's Grasp4UU
Enchantment - Aura (R)
Enchant creature
You control enchanted creature. 3UU, Return a land you control to its owner's hand: Return ~ from your graveyard to the battlefield.
Mind Control sees no constructed play; would this design fare any better?
Usurper's Grasp4UU
Enchantment - Aura (R)
Enchant creature
You control enchanted creature. 3UU, Return a land you control to its owner's hand: Return ~ from your graveyard to the battlefield.
Mind Control sees no constructed play; would this design fare any better?
A bit too expensive for it's cost, considering Confiscate, although it's recursion ability is very powerful, esp in limited. The line should probably end as "Return ~ from your graveyard to the battlefield attached to target creature." perhaps? Would be more interesting if you mixed up the cost of the abilities a bit.
Vigilant Barbican Land (R) ~ enters the battlefield tapped. : Add or to your mana pool.
:3mana::symw::symb:: Untap ~. Until end of turn, it becomes a 4/4 white and black Elemental Spirit creature with lifelink and persist. It's still a land.
Vigilant Barbican: I'm a bit hesitant here. The 4/4 lifelink is probably fairly good for the cost, and persist also makes this a threat. I'd rather lean towards 2WB activation and making it 3/3 instead.
Vigilant Barbican Land (R) ~ enters the battlefield tapped. : Add or to your mana pool.
:3mana::symw::symb:: Untap ~. Until end of turn, it becomes a 4/4 white and black Elemental Spirit creature with lifelink and persist. It's still a land.
Vigilant Barbican: I'm a bit hesitant here. The 4/4 lifelink is probably fairly good for the cost, and persist also makes this a threat. I'd rather lean towards 2WB activation and making it 3/3 instead.
I'd say it needs either a cost adjustment, lifelink, or persist. If you look at colonnade, you get a serra angel that taps for two colors mana for 5. That's pretty awesome, but not as awesome as a 4/4 lifelinker with graveyard recursion. I'd say finagle the cost or P/T so it doesn't fight for space with colonnade.
Although, as an esper player, I'd love you forever if that card was in standard right now.
--
Aurora Illumina2WU
Legendary Creature - Wizard Illusion (MR)
All opponents play with their hands revealed. 3WU: Counter target spell 4WU: You may play a card from any opponent's hand without paying its mana cost.
2/3
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll be sad if people don't start calling The Chain Veil "Fleetwood Mac."
Well, my creature type should be Human Elemental... I guess the telepathy element of Aurora is there, though I'm a bit hesitant on stealing any card from your opponent's hand for 6 mana. And the ability feels kinda black, as stealing from an opponent's hand is somewhat like forcing them to discard it, while at the same time using the card against them.
If you're wondering, I have my own card form already...
Aurora, Ætherwalker 2WU
Planeswalker - Aurora
+1: Each player returns a permanent he or she controls other than Aurora, Ætherwalker to its owner's hand.
-3: Exile target creature. You gain life equal to its power.
-7: Tap all permanents you don't control. Take an extra turn after this one.
4
Yes, it's really dangerous, though other people have said -7 is reasonable enough here. Stalling for three turns in a row using the first ability makes it hard for either player to set up a position though.
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Short Circuit seems like a worse version of Deprive at 1st glance, but it's actually the same or slightly better if you compare both carefully. Late game I would still much rather have Deprive though, and this is just as bad early game, but this slots in between those times nicely as a decent mid-range counter. Nice work.
Zen Prophet :1mana::symw:
Creature - Human Monk (U)
Defender
Whenever a creature is blocked by ~, put a pacifist counter on that creature.
Creatures with pacifist counters have defender.
Those who listen to his simple message are forever changed.
0/4
My Sales Post!
ON-TOPIC: Zen Prophet is almost on a par with Wall of Omens. If it blocks a weenie creature and survives, that is one enemy card wasted. This can repeat itself, netting its controller considerable virtual card advantage. Of course, this is a best-case scenario. More probable is that the aggro player will Flame Slash it without batting an eyelash. Still, not an uninteresting card by any means.
Rinok Charger 3RR
Creature - Rhino Beast (U)
Trample
If CARD deals lethal damage to a creature and damage to a player through combat, it deals 3 damage to target creature or player.
4/3
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
Steam Trades - I play Dota 2, CS:GO, TF2, and trade cards heavily. Add me if you like.
***
Manifest Destiny 3G
Enchantment (R)
You may play an additional land on each of your turns.
At the beginning of your end step, if you played a land this turn, draw a card.
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Replicant Beetle UUGG
Creature - Insect (R)
Whenever a nontoken creature named Replicant Beetle enters the battlefield, put a token that's a copy of it onto the battlefield under your control.
3/1
(Yes, it triggers itself. Yes, if they don't kill either of them the second one you play is really bad news. Yes, having both players running these would get messy.)
Edit: @Spork: Good call on the color. (Also, the way they'd multiply if you played 4 copies of them in sequence: First: 2 Beetles; Second: 6 Beetles; Third: 14 Beetles; Fourth: 30 Beetles)
Mistwoven Guardian :symg::symg:
Creature- Elemental (R)
Shroud
Lands that you control gain shroud.
1/3
Solid. Might be a little too good with treetop village. I feel like he should be the meddling mage gambit, where HE doesn't have shroud, but he gives lands shroud. That at least forces your opponent to kill him before they can deal with your raging ravine.
I don't like the idea of things that grant shroud having shroud. Imagine if whispersilk cloak itself had shroud, and how broken that would be.
I do like the card, though, and I tend to make things weaker to the point of nigh unplayability. Might be fine as is.
--
Teferi's Memorial 4
Artifact - Rare
Sorcery and enchantment cards you own have flash.
You can't cast instants.
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***
Blue needs one-drops.
This thing doesn't quite succeed, flavor-wise (how exactly does a petty crook make off with a Darksteel Citadel, anyway?):
Pickpocket U
Creature - Human Rogue (U)
When ~ enters the battlefield, gain control of target artifact with converted mana cost 1 or less as long as ~ remains on the battlefield.
1/1
Here's a red anti-whte/blue creature card, since most of the current options aren't exactly played a whole lot. Laughs at Wall of Omens and at Jace.
Soot Elemental 2R
Creature - Elemental (U)
Soot Elemental can’t be blocked by white or blue creatures.
Whenever Soot Elemental becomes the target of a spell or ability an opponent controls, Soot Elemental deals 3 damage to that player.
3/1
Soot Elemental: Huh. Well it's easy to block with green red and black creatures (including red first strike creatures). Soot elemental doesn't protect itself from dying or being bounced and it doesn't have pro blue or white so this would be an interesting card to put into a limited environment. i'm not sure if it's undercosted because I don't know what to compare it to O_o. Probably an okay uncommon!
Next:
Rebel Uprising - 2WW
Tribal Sorcery - Rebel
Furystroke 3 (As you cast this, if only red mana was spent to pay the colorless cost of this card's manacost, this spell deals 3 damage to each opponent.)
Search your library for a rebel permanent card with a converted mana cost of 2 or less and put it on the battlefield. Shuffle your library.
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Agreed. I'd change it to:
Rebel Uprising 2WW
Tribal Sorcery - Rebel
Search your library for a rebel permanent card with converted mana cost 2 or less and put it onto the battlefield, then shuffle your library.
If WWRR was spent to cast ~, it deals 3 damage to each opponent.
(Or, if you want the 3 damage to be uncounterable: "When you cast ~, if WWRR was spent to cast it, it deals 3 damage to each opponent.")
Card is balanced, but still feels a bit narrow (I'm not a fan of Rebel-esque decks-that-build-themselves).
My card:
Bloom of Death 2BG
Sorcery (U)
Bloom of Death deals 1 point of damage to target player for each +1/+1 counter on creatures that player controls. That player may then put a +1/+1 counter on each creature he or she controls.
***
I seem to be on a blue kick today:
Usurper's Grasp 4UU
Enchantment - Aura (R)
Enchant creature
You control enchanted creature.
3UU, Return a land you control to its owner's hand: Return ~ from your graveyard to the battlefield.
Mind Control sees no constructed play; would this design fare any better?
A bit too expensive for it's cost, considering Confiscate, although it's recursion ability is very powerful, esp in limited. The line should probably end as "Return ~ from your graveyard to the battlefield attached to target creature." perhaps? Would be more interesting if you mixed up the cost of the abilities a bit.
Vigilant Barbican
Land (R)
~ enters the battlefield tapped.
: Add or to your mana pool.
:3mana::symw::symb:: Untap ~. Until end of turn, it becomes a 4/4 white and black Elemental Spirit creature with lifelink and persist. It's still a land.
Should this be 3/4 or even 3/5 instead?
My Sales Post!
EDIT: I could word it as "Return ~ from your graveyard to the battlefield attached to a creature."
Then "...attached to a creature." instead perhaps?
My Sales Post!
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I'd say it needs either a cost adjustment, lifelink, or persist. If you look at colonnade, you get a serra angel that taps for two colors mana for 5. That's pretty awesome, but not as awesome as a 4/4 lifelinker with graveyard recursion. I'd say finagle the cost or P/T so it doesn't fight for space with colonnade.
Although, as an esper player, I'd love you forever if that card was in standard right now.
--
Aurora Illumina 2WU
Legendary Creature - Wizard Illusion (MR)
All opponents play with their hands revealed.
3WU: Counter target spell
4WU: You may play a card from any opponent's hand without paying its mana cost.
2/3
If you're wondering, I have my own card form already...
Planeswalker - Aurora
+1: Each player returns a permanent he or she controls other than Aurora, Ætherwalker to its owner's hand.
-3: Exile target creature. You gain life equal to its power.
-7: Tap all permanents you don't control. Take an extra turn after this one.
4
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(My character's a "she", by the way.)
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