May be a wee too powerful at that cost. Sure, we have Niveous Wisp which untaps one creature and cantrips, but this can be used to untap lands, and if the land untapped are like Karoos or Tolarian Academy of sorts, bad things happen. The cantrip may have to go, or up it to 3 mana.
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Stamberalle, the Envious3UUB
Legendary Creature - Demon (M)
Flying
At the beginning of each opponent's upkeep, gain control of target nonland permanent that player controls unless that player pays its mana cost. "Why can't I be the one to own everything?"
4/6
It's a powerful effect, effectively depriving them of mana once they have their bomb out, but it is kept in check by the body not doing much on its own (comparatively). It is a good balance between being strong while having counterplay.
The Painter Queen
2/w 2/u 2/b 2/r 2/g
Legendary Artifact Creature - Scarecrow
At the beginning of each player's upkeep, choose a colour. Each card that is not on the battlefield, spell, and permanent becomes the chosen colour and loses all other colour, and each coloured mana symbol on each permanent in play becomes a symbol for that colour. Using the hues her servants gather, she repaints the world in beautiful colours to hide the destruction caused by her husband
6/6
Note: Could not get colourless hybrid symbols to work properly.
Painter Queen feels a bit underwhelming because Painter's Servant exists. I realize it's supposed to be a reference to Servant and Reaper King, but she really needs a complimentary design; the current design just feels like a bigger version of Painter's Servant. I think, rather than changing colors, she needs to care about color. Something like "When Painter Queen enters the battlefield, choose a color. 2: Tap target permanent of the chosen color," for example. Makign her synergize with Servant works better for flavor and gameplay.
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Culling Shaman1BR Creature - Human Shaman
Whenever a creature dies, Culling Shaman deals 1 damage to that creature’s controller. BB, T: Each player sacrifices a creature.
3/1
I do like this guy. Having a repeatable effect like malakir gatekeeper is slightly dangerous considering it can set up a lock-out engine with any token maker, but you've made this slow, mana intensive and hard to protect with only 1 toughness, and that double edge could backfire. It would be nice to combo it with something like awakening zone, but its still a 1 toughness creature that doesn't do anything until you untap again. It can be seen akin to attrition, call to the grave, Kuon, Ogre Ascendant or grave pact loosely. Compared to them, I think its costed fairly, but it would have to be a rare when you specify rarity. Its also a rather defensive card for a BR, which I like as they frequently get put too aggressively or all-in; its better when blocking than attacking, but it can't really 2-for-1 on a block trade ever I guess.
Felherauld Gladiator3BB
Creature - Skeleton Warrior (U)
Duel (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired as long as they are controlled by opposing players. Dueling creatures must block each other alone if able.)
Reanimate 4 (When this creature is slain, if it was dealt 4 or less damage this turn, return it from your graveyard to the battlefield tapped at the beginning of your next upkeep.)
4/2
(slain would be a new term for creatures dying to combat damage
Ehm, I think your card is bonkers good in limited, but otherwise a bit weak in everywhere else. It really depends. If the limited enviroment is full of small creatures, then it is bonkers good. If not, then a bit less, still, a recurring removal spell, which is essentialy what the card can be, is really good in limited, and it can act as a creature when you need it, too. As for constructed, it costs too much and is too linear. What if the enemy deck runs lots of 1/1 tokens, or no creatures at all, and 5 cmc is really limiting.
Undeniable CrueltyURB (Rare)
Undeniable Cruelty is uncounterable.
Target opponent sacrifices two creatures.
You take damage equal to their combined converted mana costs.
Target opponent draws a card.
You draw a card.
Undeniable CrueltyURB
Sorcery
Undeniable Cruelty can't be countered by spells or abilities.
Target opponent sacrifices two creatures. Undeniable Cruelty deals damage to you equal to their total converted mana cost.
Target opponent draws a card and you draw a card.
So a one sided barter in blood at the expense of you taking damage, the cantrip for you and target opponent is fair though and good for EDH(Multiplayer Commander)------- This card is good in Standard or Modern as you get rid of your opponent creatures without you also sacrificing...
------ Growing Garden
Land (R)
Growing Garden enters the battlefield tapped. t: Add G to your mana pool.
When Growing Garden is put into a graveyard from the battlefield, you may exile it. If you do, return target card from your graveyard to your hand. 3G: Put Growing Garden from your hand onto the battlefield tapped, then sacrifice it.
I like Growing Garden, a lot, actually. It's not strictly better than a basic land, which is basically the Wizards' "Golden rule" (Except for Command Tower ).
It can double as a regrowth , which is incredibly strong, but comes at the cost of 4 mana and a card, which is more than Regrwoth itself, but being your 5-8 regrowths is a lot of power.... It also has the rarely relevant upside of returning a card upon land destruction. I wouldn't put this in a Standard where the Awaken mechanic exists, its way too strong, to be honest, a land that cycles for a card from your graveyard is a bit too strong if you ask me anyways, but four mana is high enough for it to not be exploitable.
Prismer Arraier 4U (Rare)
Converge - Prismer Arraier enters the battlefield with two freeze counters on it for each color of mana spent to cast it.
Remove a freeze counter from Prismer Arraier : Tap target creature.
Tap, Remove a freeze counter from Prismer Arraier : Untap two creatures. WUBRG: Scry 5, draw a card, then, discard a card.
It's better than Prism Array but feels really clunky design wise. Also enchantments don't usually tap outside of rare exceptions (Second Wind)
Ancilla the EnticerRRU
Legendary Creature - Minotaur Wizard (M)
Creatures your opponents control attack each turn if able.
Creatures you own can't attack you or planeswalkers you control. t: Exchange control of two target non-legendary creatures.
3/3 "Allegiances are such fickle things."
Prism Arrier... So.... you're just upgrading Prism Array?
As for Growing Garden.... well, that's a somewhat bizarre application. I'm fine with it working the way you want it (trigger landfall then transform into a spell), but it still feels a bit bizarre. Cost is quite fair nevertheless, although maybe 2GG may be more proper, being an instant Recollect.
EDIT: Nathed
Ancilla... So, after a while, you can force opponent to never attack you.... VERY clever design, especially in light of the Commander 2015 previews. The attack each turn if able can be disturbingly oppressive though, so maybe you may want to increase his cost and give him appropriate combat body for the cost.
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Confinement Of Reality4WW
Enchantment (M)
Confinement Of Reality enters the battlefield with seven space counters on it.
Each player's maximum hand size is equal to the number of space counters on Confinement Of Reality.
At the beginning of each end step, each player chooses a number of lands equal to the number of space counters on Confinement Of Reality, then sacrifices the rest. Repeat this process for nonland permanents. 4: Put a space counter on Confinement Of Reality or remove one from it. Any player may activate this ability.
I know the third line probably can be replaced with "Choose X lands and X nonlands, where X is space counters", but with the second line not needing X, it would sound weird. Comments?
I like the idea, but I feel its a REALLY oppresive card.... It has limitations, the huge cost, the huge activation cost, the fact other players can choose to activate it in response to your activation to effectivly nullify it, but that's the thing, it feels like the card is forcing other players to pay 4 whenever you pay it. Also, its really evil against tokens. I'm going to say you designed this for EDH because I don't see this doing anything in Standard or Modern due to the really high cost and the fact I don't see any current deck going above 7 creatures/lands/cards in hand consistantly. Twin goes infinite, but it stops mattering at the end step. If it was a permanent effect triggered by any player having more creatures than there are Space counters on the card, then it would be pretty nice tech against a lot of decks. All in all, I think the card is just a bit of a fun-killer. I don't think its overpowered, I'd even call it underpowered, in your average game, in technically does not do anything at all for 6 mana. Its just, ehm, a bit of an annoying card if you ask me, one that will cause more groans and annoyance than it will interesting interactions and fun games. It also hates out specific strategies, and Wizards have tried to move away from that design in recent years.
I have to admit that i adore the design of Ancilla the Enticer. Well done man! The white enchantment is what oogahound said: Unfun.
Bard, the Wandering Ally1URG
Planeswalker-(MR)
+1: Up to one target creature with power less than the loyalty counters of Bard, the Wandering Ally, cannot attack and its activated abilities cannot be activated until your next upkeep.
-2: Target creature you control gains +2/+1 and cannot be blocked this turn.
-6: Tap all creatures and planeswalkers target opponent controls. Those permanents don't untap during their controller's next 2 untap steps and their activated abilities cannot be activated as long as they remain tapped this way.
Loyalty Counter: 3
Hehe, this a fun creation based on the D&D 3,5 Bard played Class. I know a Bard has vast builds but let's select the classic one: being the team guy, the fifth wheel.
For those fellow co-fans, its first ability is fascinate/suggest (this is why the creature can still block, the effect ''pauses'' if the target feels threatened in game), the second is a combination of Inspire Heroics and Inspire Greatness and the final one is Mass Suggestion.
Now mechanicaly, URG has always been the most difficult combination for me. I think i created something well thought here. All the abilities are a combination of all color' mechanics and flavor more or less. He fascinates and buffs (R), he works only with creatures and cares about their power and partication (or not) in the combat phase (G), and of course hinders them, manipulates them and make it easy for their ally to pass by undetected (U).
Bard: The card seems mechanically sound, though it's only just barely red, I think. It does what you set out to do with it, and that's what counts.
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Jhoira, Artificer Savant - 1UUR Legendary Creature - Human Artificer
Whenever you cast an artifact spell or sacrifice a nontoken artifact, you get an experience counter and you may put a 1/1 colorless Insect artifact creature token onto the battlefield under your control. 2, T, Sacrifice an artifact: Search your library for an artifact card with converted mana cost equal or less than the sacrificed artifact's converted mana cost plus the number of experience counters you have and put it onto the battlefield. Then shuffle your library. 2/2
Artificer Jhoira because her Time Spiral block card has nothing specifically to do with artifacts. The 1/1 Insect tokens are because of the little mechanicalbugs she has. And the activated ability is of course experience-gated Tinker.
Should be fine. She's rather expensive, bit slow, fragile, and a rather slow tinker. I think I have no complaints about this.
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The Content OneRGWU
Creature - Nephilim (R)
Hexproof
Whenever an opponent pays life, put that many +1/+1 counters on The Content One.
Whenever an opponent sacrifices a creature, tap target creature that player controls. That creature doesn't untap during its controller's next untap step. It reeks neither ambition nor cruelty as it saps both from others.
3/3
That is a VERY clever non-legendary Nephilim design. The flavor works very well, and the abilities represent the things the other colors hate in Black quite well. I like it.
Merzan, Everflow Master1UU [Art depicts a monk performing a stance, and streams of water whip around him, pummeling enemies all around him.]
Legendary Creature - Human Monk (R)
Creatures you don't control get -X/-0, where X is Merzan's power. Advantage - Whenever Merzan attacks, you may return target creature defending player controls to its owner's hand if that creature's power is less than Merzan's.
2/3
Advantage is a signature mechanic of a mono-U clan of sellsword-monks, and it cares about creatures with power less than yours. Thoughts?
Should be fine. She's rather expensive, bit slow, fragile, and a rather slow tinker. I think I have no complaints about this.
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The Content OneRGWU
Creature - Nephilim (R)
Hexproof
Whenever an opponent pays life, put that many +1/+1 counters on The Content One.
Whenever an opponent sacrifices a creature, tap target creature that player controls. That creature doesn't untap during its controller's next untap step. It reeks neither ambition nor cruelty as it saps both from others.
3/3
Comments?
I feel like this card is significantly underpowered, considering this is just anti-tech for black, and we have things like Angel of Jubilation , which has a better body, a better effect, AND an anthem attatched to it, for the same cost! Requiring four colors has to give you more. Additiontally, I feel like making four color creatures just hate on the color they don't have is putting yourself into a really narrow design space. I would buff it or add abillities.
Scriptus Fleen, Flectomancer 2RR
Legendary Creature - Human Spellshaper (Mythic)
R : Change the target of target instant or sorcery spell that targets Fleen.
Discard a card, RR : Change the target of target instant or sorcery spell with a single target.
Tap, 1RR : Change the targets of target instant or sorcery spell with multiple targets.
Tap, Discard a card, 2RR : Change the targets of target instant or sorcery spell. Copy that spell, you may choose new targets for the copy.
3/3
.... I like this card. The character comes from the flavortext of Wild Ricochet . I know its REALLY long and would never fit on a single card, but I really think its not overpowered this way. Mono-Red creatures made for Commander (which is what I had in mind making this) need to be a bit excessive. Just look at Jaya Ballard, Task Mage . She has a ton of abillities.
The Content OneRGWU
Creature - Nephilim (R)
Hexproof
Whenever an opponent pays life, put that many +1/+1 counters on The Content One.
Whenever an opponent sacrifices a creature, tap target creature that player controls. That creature doesn't untap during its controller's next untap step. It reeks neither ambition nor cruelty as it saps both from others.
3/3
Comments?
I see you also followed the nonblack feel in this quadreto, but in a more elegant and well thought way. The first ability is excellent hands down, the second must be too situational for having only 2 abilities (i chose 3 for all of them). I think the best way to improve it would be to add one more minor ability, something like ''your creatures cannot be sacrificed at all'' and the second ability to activate only when he dares to sacrifice his creatures.
Since you did a good job in the nonblack path i will see how to make it work in a more bizzare way!xD!
Merzan, Everflow Master1UU [Art depicts a monk performing a stance, and streams of water whip around him, pummeling enemies all around him.]
Legendary Creature - Human Monk (R)
Creatures you don't control get -X/-0, where X is Merzan's power. Advantage - Whenever Merzan attacks, you may return target creature defending player controls to its owner's hand if that creature's power is less than Merzan's.
2/3
Advantage is a signature mechanic of a mono-U clan of sellsword-monks, and it cares about creatures with power less than yours. Thoughts?
Solid, solid design. Everything feels fluid together and this card screams to be busted (in a positive way) in a UG or UR deck. Well done.
Scriptus Fleen, Flectomancer 2RR
Legendary Creature - Human Spellshaper (Mythic) R : Change the target of target instant or sorcery spell that targets Fleen.
Discard a card, RR : Change the target of target instant or sorcery spell with a single target.
Tap, 1RR : Change the targets of target instant or sorcery spell with multiple targets.
Tap, Discard a card, 2RR : Change the targets of target instant or sorcery spell. Copy that spell, you may choose new targets for the copy.
3/3
.... I like this card. The character comes from the flavortext of Wild Ricochet . I know its REALLY long and would never fit on a single card, but I really think its not overpowered this way. Mono-Red creatures made for Commander (which is what I had in mind making this) need to be a bit excessive. Just look at Jaya Ballard, Task Mage . She has a ton of abillities.
This is an inovative way to present spellshapers in Red. The first ability must be worded ''Change the target of target instant or sorcery spell that targets Fleen with a single target''. The third ability is way more busted than the fourth. It must go unless you want him to turn a Bolt into Anger of the Gods. The forth is excellent.
Keep everything except the third one and change the wording of the fist ability.
My turn: The Imprisoned of the Beast2RG
Legendary Creature- Human Werewolf(MR) RG: The Imprisoned of the Beast must be blocked this turn if able. RG: Regenerate The Imprisoned of the Beast.
When Imprisoned of the Beast dies from combat damage, return him to the battlefield under your control transformed.
4/2
Hunter Ensouled (still RG)
Legendary Creature- Human Ranger
Hexproof
Tap, RG: Hunter Ensouled deals 2 damage to each opponent.
Whenever an opponent has been dealt 6 or more damage this turn transform Hunter Ensouled.
2/2
The story is that of a reverse werewolf from Inistrad. While usually the beast is part of the human, here it is his prison. Cursed for his crimes the ferocious hunter was transformed to the beast. Each time the Great Wolf would die, he instead survives and returns to his human form (having felt all the pain from his apparent death) only for the cycle to continue when the beast wakes up again. The regenerate and hexproof are part of his curse as he must not die so that he can be punished. Of course when he finaly dies in his true form he is free of his martyr.
The mechanics, make sure each side acts as it supposed to. The first one tries to have him killed in combat and the second to deal as much damage as possible before the beast consumes him again.
Thank you all for the critique on my Nephilim. The rest may follow, but I say they're pretty tough guys to design. See you later anyway
Anyway, your werewolf.... That's a relatively complex guy, but I roughly get the gist. Well done on the flavor-to-mechanics. 4/2 seems a bit much considering how hard it is to kill him (what's with regen), but maybe doable since his return-to-life ability is quite a lot of work.
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Amalgamation Of Despair4BB
Creature - Horror (R)
Menace
At the beginning of each end step, if an opponent has lost life, discarded a card and sacrificed a permanent this turn, put five +1/+1 counters on Amalgamation Of Despair. All the world's sorrow and agony is its bliss.
5/5
Narrow, which is why the bonus is a bit huge. On the other hand, perfect with Undercity Plague. Comments?
Broken. A colorless 4 mana 4 powered infect dude that regenerates for free and has shroud?! Absolute insanity. Maybe if the regen cost 6 or 8 life..... but come on. Its a gift wrapped win on T7 that requires no colors , no further investments, and is virtually unstopabble. So what if you require 16 life to insure it? I call it bonkers! This card is singularly so powerful, that a deck could be built enterily around it that does nothibg but play this card and gains life to win. And it can be Azorius colors.
Edit : Since no one else is posting a card....
Burdens of Strength and Weakness BWG (Rare)
Enchantment
Creatures your opponents control with a +1/+1 counter on them can't attack.
Creatures your opponents control with a -1/-1 counter on them can't block.
WG : Put a +1/+1 counter on target creature you don't control. Use this abillity only once each turn, and only whenever you could cast a sorcery. 1WB : Put a -1/1 counter on target creature you don't control. Use this abillity only once each turn, and only whenever you could cast a sorcery.
Burdens of Strength and Weakness-Yes, i love it. Perfect flavor and mechanics. What i like the most is that it can turn into a double edge sword if an opponent somehow gets rid of it. Good point to make the negative ability cost more since it can kill creatures. Thumbs up!
Vigoriously it HuntsRGWU
Legendary Ceature- Nephilim (MR)
Nonland permanents cannot be sacrificed.
Whenever a nonland permanent is put into the graveyard from the battlefield, Vigoriously it Hunts deals 3 damage to each player except that permanent's controller.
No more than one creature can attack each combat.
3/4
The last nephilim makes a return with his revised version. The flavor remains the same. A vigilanty who tries blindly to punish those gaining advantage over the weaks.
The first ability is there so that the second ability does not become busted with sacrifice effects. Its flavor is that this nephilim forbids the exploiting of weaklings (creatures) or powerfull objects and spells (artifacts and enchantments) by corrupted men (corruption is usually a B attribute, which it hates), thus not allowing them to become tools(busted). This one is the WG ability cause those are the enemies of B.
The second one is the R or WR ability, and punishes the murderers/culprits (opponents) behind the crime and not the victiom (the player who lost the permanent). Since there is no sacrifice posibillity, all destructions come from the opponents (except if you burn a removal to your own permanent).
The nonland clause is there to make: 1)Fetchlands playable 2)Not turning them into Bolts.
The last ability is the WU or WUG one. If Silent Arbiter was not colorless, he would be in these colors. It allows multiple creatures to block one attacking because it wants the underdogs to team up against single powerfull foes.
I really like this new Nephilim. I think its a vast improvment over the last one, it has unique abilities, which is really what a Nephilim should have, I still think its a little bit underpowered. Look at cards like Maelstrom Archangel . What you are making, is a card AS powerful as that card, except it costs one fewer mana. Don't be afraid to go over the top with the Nephilim. Now, powerlevel aside, I love the design.
The second ability is fantastic. Its impactful and very cool. However, what I love about it is the way all of its abilities work together. Generally, decks that only run a few creatures are vulnerable to sacrifice effects, this dude is basically the perfect "One creature". It can't be sacrificed, it attacks by itself and forces everyone else to attack by themselves, it can't be blocked by two creatures, its just all around amazing.
As a final note, I'd give it Vigilance,and the ability - "URG, Discard a card: Vigoriously It Hunts gains +2/+2 , Hexproof, and trample untill end of turn".
I thought giving it an exalted-type of ability since Bant (WUG) is part of his colors, something like ''when this creature attacks alone it gains gains +1+1 and trample'' or some type of evasion, but as you said this does have some sort of protection, since it cannot be sacrificed, has 4 toughness, and his colors are full of combat tricks. It would be an extravaganza!
Plus i ended up with 3 abilities for all of them.
I thought giving it an exalted-type of ability since Bant (WUG) is part of his colors, something like ''when this creature attacks alone it gains gains +1+1 and trample'' or some type of evasion, but as you said this does have some sort of protection, since it cannot be sacrificed, has 4 toughness, and his colors are full of combat tricks. It would be an extravaganza!
Plus i ended up with 3 abilities for all of them.
I get your point, but its just... ehm, well. Again.... compare it to other cards to require you to pay 3-5 colors. Just asking you to pay that is like, adding a condition on top of it. These cards are pushed for good reason.
Burdens of Strength and Weakness-Yes, i love it. Perfect flavor and mechanics. What i like the most is that it can turn into a double edge sword if an opponent somehow gets rid of it. Good point to make the negative ability cost more since it can kill creatures. Thumbs up!
Vigoriously it HuntsRGWU
Legendary Ceature- Nephilim (MR)
Nonland permanents cannot be sacrificed.
Whenever a nonland permanent is put into the graveyard from the battlefield, Vigoriously it Hunts deals 3 damage to each player except that permanent's controller.
No more than one creature can attack each combat.
3/4
The last nephilim makes a return with his revised version. The flavor remains the same. A vigilanty who tries blindly to punish those gaining advantage over the weaks.
The first ability is there so that the second ability does not become busted with sacrifice effects. Its flavor is that this nephilim forbids the exploiting of weaklings (creatures) or powerfull objects and spells (artifacts and enchantments) by corrupted men (corruption is usually a B attribute, which it hates), thus not allowing them to become tools(busted). This one is the WG ability cause those are the enemies of B.
The second one is the R or WR ability, and punishes the murderers/culprits (opponents) behind the crime and not the victiom (the player who lost the permanent). Since there is no sacrifice posibillity, all destructions come from the opponents (except if you burn a removal to your own permanent).
The nonland clause is there to make: 1)Fetchlands playable 2)Not turning them into Bolts.
The last ability is the WU or WUG one. If Silent Arbiter was not colorless, he would be in these colors. It allows multiple creatures to block one attacking because it wants the underdogs to team up against single powerfull foes.
Seems interesting. The abilities all work together well, and they seem on colour. It also seems like something that you would play as tech, or potentially even build around. The only downside is that it does punish certain decks quite hard, even when those decks are fair (ie, Aristocrats in standard).
Negagoyf 1G
Creature - Lhurgoyf [Rare]
When Negagoyf enters the battlefield, exile target card in a graveyard.
Negagoyf's power and toughness are equal to the number of card types among the cards exiled by Negagoyf plus 1. The card types that can appear on cards are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.
1: Exile target card in a graveyard that has at least one type that is not already exiled by Negagoyf. Lhurgoyf's are strange beasts. They do not feed on destruction, but grow stronger in it's presence. This one seems to like to keep it's strength to itself"
1+*/1+*
[Context]: This card was the result of a dicussion with some friends about how to make a green card that could compete with Tarmogoyf in modern (to reduce the barrier to entry) yet while not making Zoo too powerful (by giving the deck 8 Tarmogoyfs). The resulting idea was that the card would have to be similarly costed (cheap aggressive body that gets big) while also hosing Tarmogoyf a bit. This is my crack at making such a card. By exiling cards from graveyards, it keeps Tarmogoyf's size under control while getting bigger itself. It is also less good in multiples, since you need to feed each Negagoyf individually, but it has added utility against graveyard decks. It also needs mana to grow, which is another downside balanced by its increased utility.
A */1+* starting stat may be necessary, and this probably could do with either costing 3 mana or having slightly more expensive ability cost (such as 2), though I may be wrong. Tarmogoyf can get bigger faster, but this guy is immune to graveyard-disruption. Speaking of which, if you do make it more expensive, maybe make it black so as not to dampen green's allure of big fat fatty of doom.
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The Inevitable OneBRGW
Creature - Nephilim (R)
If The Inevitable One would leave the stack, put it onto the battlefield under your control instead.
When The Inevitable One is put into your hand or library from the battlefield, the next creature spell you cast this turn can be cast without paying its mana cost and as though it had flash. Nothing will stand in its predetermined way.
6/6
I know the first line probably warrant a mythic rarity due to its slight complexity, but that would bump the other Nephilims I have to mythic also, which may or may not be a good idea. Anyway, basically that first ability means that it actually can be countered, except that if it gets countered, it goes to the field anyway as though not countered. Same if you try to Venser, Shaper Savant or Time Stop it; Those two cards will try to kick this guy out of the stack into hand/exile respectively, upon which it just scoffs and hits the field anyway. Second ability is to counter bounce effects: Bounce this, and you can cast it again for free, so your bounce fail. Spin Into Myth is still lethal against this guy, but at least you get compensation. Comments?
Staying Awake GU
Instant (U)
Untap up to two permanents.
Draw a card.
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Stamberalle, the Envious 3UUB
Legendary Creature - Demon (M)
Flying
At the beginning of each opponent's upkeep, gain control of target nonland permanent that player controls unless that player pays its mana cost.
"Why can't I be the one to own everything?"
4/6
Comments?
The Painter Queen
2/w 2/u 2/b 2/r 2/g
Legendary Artifact Creature - Scarecrow
At the beginning of each player's upkeep, choose a colour. Each card that is not on the battlefield, spell, and permanent becomes the chosen colour and loses all other colour, and each coloured mana symbol on each permanent in play becomes a symbol for that colour.
Using the hues her servants gather, she repaints the world in beautiful colours to hide the destruction caused by her husband
6/6
Note: Could not get colourless hybrid symbols to work properly.
Painter Queen feels a bit underwhelming because Painter's Servant exists. I realize it's supposed to be a reference to Servant and Reaper King, but she really needs a complimentary design; the current design just feels like a bigger version of Painter's Servant. I think, rather than changing colors, she needs to care about color. Something like "When Painter Queen enters the battlefield, choose a color. 2: Tap target permanent of the chosen color," for example. Makign her synergize with Servant works better for flavor and gameplay.
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Culling Shaman 1BR
Creature - Human Shaman
Whenever a creature dies, Culling Shaman deals 1 damage to that creature’s controller.
BB, T: Each player sacrifices a creature.
3/1
Felherauld Gladiator 3BB
Creature - Skeleton Warrior (U)
Duel (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired as long as they are controlled by opposing players. Dueling creatures must block each other alone if able.)
Reanimate 4 (When this creature is slain, if it was dealt 4 or less damage this turn, return it from your graveyard to the battlefield tapped at the beginning of your next upkeep.)
4/2
(slain would be a new term for creatures dying to combat damage
Undeniable CrueltyURB (Rare)
Undeniable Cruelty is uncounterable.
Target opponent sacrifices two creatures.
You take damage equal to their combined converted mana costs.
Target opponent draws a card.
You draw a card.
WUR Control
WB Tokens
Sorcery
Undeniable Cruelty can't be countered by spells or abilities.
Target opponent sacrifices two creatures. Undeniable Cruelty deals damage to you equal to their total converted mana cost.
Target opponent draws a card and you draw a card.
So a one sided barter in blood at the expense of you taking damage, the cantrip for you and target opponent is fair though and good for EDH(Multiplayer Commander)------- This card is good in Standard or Modern as you get rid of your opponent creatures without you also sacrificing...
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Growing Garden
Land (R)
Growing Garden enters the battlefield tapped.
t: Add G to your mana pool.
When Growing Garden is put into a graveyard from the battlefield, you may exile it. If you do, return target card from your graveyard to your hand.
3G: Put Growing Garden from your hand onto the battlefield tapped, then sacrifice it.
It can double as a regrowth , which is incredibly strong, but comes at the cost of 4 mana and a card, which is more than Regrwoth itself, but being your 5-8 regrowths is a lot of power.... It also has the rarely relevant upside of returning a card upon land destruction. I wouldn't put this in a Standard where the Awaken mechanic exists, its way too strong, to be honest, a land that cycles for a card from your graveyard is a bit too strong if you ask me anyways, but four mana is high enough for it to not be exploitable.
Prismer Arraier 4U (Rare)
Converge - Prismer Arraier enters the battlefield with two freeze counters on it for each color of mana spent to cast it.
Remove a freeze counter from Prismer Arraier : Tap target creature.
Tap, Remove a freeze counter from Prismer Arraier : Untap two creatures.
WUBRG: Scry 5, draw a card, then, discard a card.
WUR Control
WB Tokens
Ancilla the Enticer RRU
Legendary Creature - Minotaur Wizard (M)
Creatures your opponents control attack each turn if able.
Creatures you own can't attack you or planeswalkers you control.
t: Exchange control of two target non-legendary creatures.
3/3
"Allegiances are such fickle things."
As for Growing Garden.... well, that's a somewhat bizarre application. I'm fine with it working the way you want it (trigger landfall then transform into a spell), but it still feels a bit bizarre. Cost is quite fair nevertheless, although maybe 2GG may be more proper, being an instant Recollect.
EDIT: Nathed
Ancilla... So, after a while, you can force opponent to never attack you.... VERY clever design, especially in light of the Commander 2015 previews. The attack each turn if able can be disturbingly oppressive though, so maybe you may want to increase his cost and give him appropriate combat body for the cost.
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Confinement Of Reality 4WW
Enchantment (M)
Confinement Of Reality enters the battlefield with seven space counters on it.
Each player's maximum hand size is equal to the number of space counters on Confinement Of Reality.
At the beginning of each end step, each player chooses a number of lands equal to the number of space counters on Confinement Of Reality, then sacrifices the rest. Repeat this process for nonland permanents.
4: Put a space counter on Confinement Of Reality or remove one from it. Any player may activate this ability.
I know the third line probably can be replaced with "Choose X lands and X nonlands, where X is space counters", but with the second line not needing X, it would sound weird. Comments?
(No card, just a critique)
WUR Control
WB Tokens
Bard, the Wandering Ally 1URG
Planeswalker-(MR)
+1: Up to one target creature with power less than the loyalty counters of Bard, the Wandering Ally, cannot attack and its activated abilities cannot be activated until your next upkeep.
-2: Target creature you control gains +2/+1 and cannot be blocked this turn.
-6: Tap all creatures and planeswalkers target opponent controls. Those permanents don't untap during their controller's next 2 untap steps and their activated abilities cannot be activated as long as they remain tapped this way.
Loyalty Counter: 3
Hehe, this a fun creation based on the D&D 3,5 Bard played Class. I know a Bard has vast builds but let's select the classic one: being the team guy, the fifth wheel.
For those fellow co-fans, its first ability is fascinate/suggest (this is why the creature can still block, the effect ''pauses'' if the target feels threatened in game), the second is a combination of Inspire Heroics and Inspire Greatness and the final one is Mass Suggestion.
Now mechanicaly, URG has always been the most difficult combination for me. I think i created something well thought here. All the abilities are a combination of all color' mechanics and flavor more or less. He fascinates and buffs (R), he works only with creatures and cares about their power and partication (or not) in the combat phase (G), and of course hinders them, manipulates them and make it easy for their ally to pass by undetected (U).
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Jhoira, Artificer Savant - 1UUR
Legendary Creature - Human Artificer
Whenever you cast an artifact spell or sacrifice a nontoken artifact, you get an experience counter and you may put a 1/1 colorless Insect artifact creature token onto the battlefield under your control.
2, T, Sacrifice an artifact: Search your library for an artifact card with converted mana cost equal or less than the sacrificed artifact's converted mana cost plus the number of experience counters you have and put it onto the battlefield. Then shuffle your library.
2/2
Artificer Jhoira because her Time Spiral block card has nothing specifically to do with artifacts. The 1/1 Insect tokens are because of the little mechanical bugs she has. And the activated ability is of course experience-gated Tinker.
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The Content One RGWU
Creature - Nephilim (R)
Hexproof
Whenever an opponent pays life, put that many +1/+1 counters on The Content One.
Whenever an opponent sacrifices a creature, tap target creature that player controls. That creature doesn't untap during its controller's next untap step.
It reeks neither ambition nor cruelty as it saps both from others.
3/3
Comments?
Merzan, Everflow Master 1UU
[Art depicts a monk performing a stance, and streams of water whip around him, pummeling enemies all around him.]
Legendary Creature - Human Monk (R)
Creatures you don't control get -X/-0, where X is Merzan's power.
Advantage - Whenever Merzan attacks, you may return target creature defending player controls to its owner's hand if that creature's power is less than Merzan's.
2/3
Advantage is a signature mechanic of a mono-U clan of sellsword-monks, and it cares about creatures with power less than yours. Thoughts?
I feel like this card is significantly underpowered, considering this is just anti-tech for black, and we have things like Angel of Jubilation , which has a better body, a better effect, AND an anthem attatched to it, for the same cost! Requiring four colors has to give you more. Additiontally, I feel like making four color creatures just hate on the color they don't have is putting yourself into a really narrow design space. I would buff it or add abillities.
Scriptus Fleen, Flectomancer 2RR
Legendary Creature - Human Spellshaper (Mythic)
R : Change the target of target instant or sorcery spell that targets Fleen.
Discard a card, RR : Change the target of target instant or sorcery spell with a single target.
Tap, 1RR : Change the targets of target instant or sorcery spell with multiple targets.
Tap, Discard a card, 2RR : Change the targets of target instant or sorcery spell. Copy that spell, you may choose new targets for the copy.
3/3
.... I like this card. The character comes from the flavortext of Wild Ricochet . I know its REALLY long and would never fit on a single card, but I really think its not overpowered this way. Mono-Red creatures made for Commander (which is what I had in mind making this) need to be a bit excessive. Just look at
Jaya Ballard, Task Mage . She has a ton of abillities.
WUR Control
WB Tokens
I see you also followed the nonblack feel in this quadreto, but in a more elegant and well thought way. The first ability is excellent hands down, the second must be too situational for having only 2 abilities (i chose 3 for all of them). I think the best way to improve it would be to add one more minor ability, something like ''your creatures cannot be sacrificed at all'' and the second ability to activate only when he dares to sacrifice his creatures.
Since you did a good job in the nonblack path i will see how to make it work in a more bizzare way!xD!
Merzan, Everflow Master
Solid, solid design. Everything feels fluid together and this card screams to be busted (in a positive way) in a UG or UR deck. Well done.
Scriptus Fleen, Flectomancer
This is an inovative way to present spellshapers in Red. The first ability must be worded ''Change the target of target instant or sorcery spell that targets Fleen with a single target''. The third ability is way more busted than the fourth. It must go unless you want him to turn a Bolt into Anger of the Gods. The forth is excellent.
Keep everything except the third one and change the wording of the fist ability.
My turn:
The Imprisoned of the Beast 2RG
Legendary Creature- Human Werewolf(MR)
RG: The Imprisoned of the Beast must be blocked this turn if able.
RG: Regenerate The Imprisoned of the Beast.
When Imprisoned of the Beast dies from combat damage, return him to the battlefield under your control transformed.
4/2
Hunter Ensouled (still RG)
Legendary Creature- Human Ranger
Hexproof
Tap, RG: Hunter Ensouled deals 2 damage to each opponent.
Whenever an opponent has been dealt 6 or more damage this turn transform Hunter Ensouled.
2/2
The story is that of a reverse werewolf from Inistrad. While usually the beast is part of the human, here it is his prison. Cursed for his crimes the ferocious hunter was transformed to the beast. Each time the Great Wolf would die, he instead survives and returns to his human form (having felt all the pain from his apparent death) only for the cycle to continue when the beast wakes up again. The regenerate and hexproof are part of his curse as he must not die so that he can be punished. Of course when he finaly dies in his true form he is free of his martyr.
The mechanics, make sure each side acts as it supposed to. The first one tries to have him killed in combat and the second to deal as much damage as possible before the beast consumes him again.
Anyway, your werewolf.... That's a relatively complex guy, but I roughly get the gist. Well done on the flavor-to-mechanics. 4/2 seems a bit much considering how hard it is to kill him (what's with regen), but maybe doable since his return-to-life ability is quite a lot of work.
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Amalgamation Of Despair 4BB
Creature - Horror (R)
Menace
At the beginning of each end step, if an opponent has lost life, discarded a card and sacrificed a permanent this turn, put five +1/+1 counters on Amalgamation Of Despair.
All the world's sorrow and agony is its bliss.
5/5
Narrow, which is why the bonus is a bit huge. On the other hand, perfect with Undercity Plague. Comments?
Edit : Since no one else is posting a card....
Burdens of Strength and Weakness BWG (Rare)
Enchantment
Creatures your opponents control with a +1/+1 counter on them can't attack.
Creatures your opponents control with a -1/-1 counter on them can't block.
WG : Put a +1/+1 counter on target creature you don't control. Use this abillity only once each turn, and only whenever you could cast a sorcery.
1WB : Put a -1/1 counter on target creature you don't control. Use this abillity only once each turn, and only whenever you could cast a sorcery.
WUR Control
WB Tokens
Vigoriously it Hunts RGWU
Legendary Ceature- Nephilim (MR)
Nonland permanents cannot be sacrificed.
Whenever a nonland permanent is put into the graveyard from the battlefield, Vigoriously it Hunts deals 3 damage to each player except that permanent's controller.
No more than one creature can attack each combat.
3/4
The last nephilim makes a return with his revised version. The flavor remains the same. A vigilanty who tries blindly to punish those gaining advantage over the weaks.
The first ability is there so that the second ability does not become busted with sacrifice effects. Its flavor is that this nephilim forbids the exploiting of weaklings (creatures) or powerfull objects and spells (artifacts and enchantments) by corrupted men (corruption is usually a B attribute, which it hates), thus not allowing them to become tools(busted). This one is the WG ability cause those are the enemies of B.
The second one is the R or WR ability, and punishes the murderers/culprits (opponents) behind the crime and not the victiom (the player who lost the permanent). Since there is no sacrifice posibillity, all destructions come from the opponents (except if you burn a removal to your own permanent).
The nonland clause is there to make: 1)Fetchlands playable 2)Not turning them into Bolts.
The last ability is the WU or WUG one. If Silent Arbiter was not colorless, he would be in these colors. It allows multiple creatures to block one attacking because it wants the underdogs to team up against single powerfull foes.
The second ability is fantastic. Its impactful and very cool. However, what I love about it is the way all of its abilities work together. Generally, decks that only run a few creatures are vulnerable to sacrifice effects, this dude is basically the perfect "One creature". It can't be sacrificed, it attacks by itself and forces everyone else to attack by themselves, it can't be blocked by two creatures, its just all around amazing.
As a final note, I'd give it Vigilance,and the ability - "URG, Discard a card: Vigoriously It Hunts gains +2/+2 , Hexproof, and trample untill end of turn".
WUR Control
WB Tokens
Plus i ended up with 3 abilities for all of them.
I get your point, but its just... ehm, well. Again.... compare it to other cards to require you to pay 3-5 colors. Just asking you to pay that is like, adding a condition on top of it. These cards are pushed for good reason.
WUR Control
WB Tokens
Seems interesting. The abilities all work together well, and they seem on colour. It also seems like something that you would play as tech, or potentially even build around. The only downside is that it does punish certain decks quite hard, even when those decks are fair (ie, Aristocrats in standard).
Negagoyf
1G
Creature - Lhurgoyf [Rare]
When Negagoyf enters the battlefield, exile target card in a graveyard.
Negagoyf's power and toughness are equal to the number of card types among the cards exiled by Negagoyf plus 1. The card types that can appear on cards are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.
1: Exile target card in a graveyard that has at least one type that is not already exiled by Negagoyf.
Lhurgoyf's are strange beasts. They do not feed on destruction, but grow stronger in it's presence. This one seems to like to keep it's strength to itself"
1+*/1+*
[Context]: This card was the result of a dicussion with some friends about how to make a green card that could compete with Tarmogoyf in modern (to reduce the barrier to entry) yet while not making Zoo too powerful (by giving the deck 8 Tarmogoyfs). The resulting idea was that the card would have to be similarly costed (cheap aggressive body that gets big) while also hosing Tarmogoyf a bit. This is my crack at making such a card. By exiling cards from graveyards, it keeps Tarmogoyf's size under control while getting bigger itself. It is also less good in multiples, since you need to feed each Negagoyf individually, but it has added utility against graveyard decks. It also needs mana to grow, which is another downside balanced by its increased utility.
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The Inevitable One BRGW
Creature - Nephilim (R)
If The Inevitable One would leave the stack, put it onto the battlefield under your control instead.
When The Inevitable One is put into your hand or library from the battlefield, the next creature spell you cast this turn can be cast without paying its mana cost and as though it had flash.
Nothing will stand in its predetermined way.
6/6
I know the first line probably warrant a mythic rarity due to its slight complexity, but that would bump the other Nephilims I have to mythic also, which may or may not be a good idea. Anyway, basically that first ability means that it actually can be countered, except that if it gets countered, it goes to the field anyway as though not countered. Same if you try to Venser, Shaper Savant or Time Stop it; Those two cards will try to kick this guy out of the stack into hand/exile respectively, upon which it just scoffs and hits the field anyway. Second ability is to counter bounce effects: Bounce this, and you can cast it again for free, so your bounce fail. Spin Into Myth is still lethal against this guy, but at least you get compensation. Comments?