Yes, there are a lot of red cards that just swap enchantments. Red is a color that hates enchantments, so destroy enchantments is right into it. Also the effect of changing an enchantment with another is cool. However, this card doesn't strike me as a rare. U maybe, not really R.
And thanks for the critic, it really made me think (also, it was intended to be "you may destroy..." but I derped. My bad.)
Venomgale Soulsword4 Artifact - Equipment (MR)
Equipped creature gains +X/+0, where X is ypur loyalty to red, black and green. 1B: Equipped creature has deathtouch until the end of turn. 1R: Equipped creature has double strike until the end of turn. 1G: Equipped creature has reach until the end of turn.
If equipped creature would be destroyed, exile Venomgale Soulsword instead. Put a red, black and green Avatar enchantment token named "Spirit of the Venomgale" with deathtouch, double strike and reach onto the battlefield. It has "This creature's power and toughness are equal to your loyalty to red, black and green".
Equip 2
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Imagine it gave +2/+2, Deathtouch, Haste, and Reach, for 3 and 2. Would it be good then?
Dread CharmB
Instant - Charm
Choose 1 -
* Target creature gains Deathtouch until end of turn.
* Exile all cards in target player's graveyard.
* Remove all counters from target creature.
I think as a charm its iffy but probably balanced. The exile and deathtouch clauses are fine at 1 cmc instant, as cards like virulent swipe and nihil spellbomb show. The exile is pushing it as a hoser as it doesn't telegraph like a trinket would, but costing 1 instead of 0 like tormods shows its probably fine, its not cantripping like the trending relic of progenitus. But the remove all counters clause is the real sticking point since like vampire hexmage, even if it doesn't break something right away (can't target dark depths), it limits what they can design in the future. A deck running 8 counter removals could get real scary in modern if theres some creature analogue to depths, but then again thats what the banlist is for. As is, it would mostly be a "Destroy target gideon, which is fine. I wouldn't mind seeing such a thing exist in a standard with cards like modular/affinity or hangarback walker everywhere.
My only tweak to your template is that theres no "Charm" subtype for instants/sorceries, so it wouldn't have a type, and this could be either common or uncommon for limited sake.
Hedron Dynamo
Land (R) T: Add CCC to your mana pool. Spend this mana only to activate abilities of lands.
Hedron Dynamo - I think it needs to tap for mana for non-land stuff as well. WOTC rarely does lands that don't tape for spell mana at all - and yes, I know there's one pretty big exception of late... a broken exception, but none the less an exception.
I actually would prefer it if tapped to add 3 mana of any color to your mana pool, or - better still - 2 mana of any color (and then a generic tap for 1 other ability). This way you could use it to animate your manlands.
Still - I love the "restricted to lands" drawback. Nice.
Honor CharmW
Instant - Charm (C)
Choose 1 -
* Target creature gains First Strike until end of turn.
* Attach target equipment you control to target creature you control.
* Target enchantment becomes a X/X white creature until end of turn, where X equals it's converted mana cost.
Note: I want "Charm" to be a subtyle (errated onto old cards), so one could print something like this: Charm Seller2W
Creature - Human
When ~ enters the battlefield, you may return a charm card from your graveyard to your hand.
2/2
Instants and Sorceries need more subtypes - it opens up design space.
The last clause of Honor Charm is a bit of the problem... sure, it needs enchantments for it to work, but the bonus could be a bit massive, turning that Starfield of Nyx into a sudden fatty.... Otherwise, fine. And the Charm Seller should be ok too, although white may not be the right color.
Next
Gravestone Of The Forgotten3
Artifact (R)
At the beginning of your upkeep, exile a creature card in your graveyard. 4: Gravestone Of The Forgotten becomes an X/X Construct artifact creature until end of turn, where X is the number of creature cards you own in exile. The dead demands remembrance, and it will take the toll on their behalf.
I really like the flavor her,e however I would recommend making it a Scrabbling Claws variant - IE, tap it to make target player exile a creature from their yard, then having it become an X/X where X equals the number of face-up exiled creature cards (not just those you own). I think it could cost 2 to play and 3 to activate then. Yeah, they "pump" each other, but it's still just a mana-intensive, time-intensive mortivore effect.
I guess it's Charm time:
Gill CharmU
Instant - Charm
Choose 1 -
* Target creature gains flying until end of turn.
* Each player puts the top 4 cards of their library into their graveyard.
* Put a copy of target token onto the battlefield.
It seems fine, if unexciting (but what can you expect for a 1 mana charm).
My biggest concern is that putting a copy of a token that's in play doesn't feel strictly blue (blue-green maybe, but tokens are more of green/white's territory). I'd also change the wording to 'put a token into play that is a copy of target token on the battlefield'. This effect may also be too good at 1 mana, even if it is quite situational.
Lowlight Collector 2UU
Uncommon
Creature - Fairie Wizard
Flying
When Lowlight Collector enters the battlefield, gain control of target artifact for as long as you control Lowlight Collector. For as long as you control that artifact, it loses all abilities and all other card types. "In the past it was a masterwork of art or a mighty weapon, now all that matters is the soft glow of light it emits."
2/2
Great flavor, but I'm just wondering what artifact-sac-engine you'll be running alongside it. Still - great card!
Re: Gill Charm - I was thinking that the 3rd ability might be a "move one aura to another target" thing, but the token thing just came at me. It feels like a very blue thing to do to clone a token. Powerful against 6/6 wurms, not so much against 1/1 goblins... and yeah, your wording's much better.
Argh CharmR
Instant - Charm(C)
Choose 1 -
* Target creature gains haste until end of turn.
* Shuffle target library.
* Target creature cannot block this turn.
Argh Charm is an OK design but seems very underpowered even for a charm...compare to Hammerhand which does (non-exclusively) two of the three things Argh Charm does but with the addition of a +1/+1 bonus to a creature instead of the "shuffle target library" option. Still, that "shuffle target library" option could be quite useful if the environment has lots of top-of-the-deck tutors....
Refund
Enchantment
Common
Whenever an Aura spell you control is countered, draw a card.
Whenever an Aura is put into your graveyard from the battlefield because it's not enchanting anything, draw a card.
Its an interesting sort of ability, I get you're trying to hose counterspells and removal from control players borking enchantments, their longstanding weakness, but would that really be the practical usage for such a card? It would be sideboard against control, but even then its still a partially dead card, because if it only activates a single time, its just cycling, you could have run any other card in its spot and had more gas in any hand, so it takes 2 activations to produce card advantage. And the only reliable way you'll get value out of it is from a proactive combo. So what happens if you build a combo around refunding by countering your own enchantments or fizzling their targeting? A remand targeting your own rancor draws you two cards and puts rancor in your hand for example. Now I can't say offhand if anyone could break an engine based on either half of this enchantment, but its a serious problem. One solution would be to make this effect out of your control, using "Whenever an opponent counters an Aura spell you control" and maybe the slight tangent of "Whenever a permanent targeted by an Aura spell you control is targeted by an opponents spell or ability", that mouthful. Also, as written, the second ability wouldn't actually work, since an aura doesn't enter the battlefield if it has no valid target, it goes straight from the stack to the zone. Maybe you could simply both abilities as "Whenever an Aura spell you control is put into the graveyard from the stack", but the stack is generally not referenced directly. This couldn't be a common due to rules complexity and being a totally dead card in a draft, so it would be a rare.
This is my attempt at doing justice to the boss, pre-spark
Urza Argive1UR
Legendary Creature - Human Artificer (M)
Haste T: Choose one -
Target artifact gains "T: Add CCC to your mana pool".
Target artifact gains "3, T: Put a 2/2 colorless Construct artifact creature onto the battlefield" .
Target artifact gains "T, Sacrifice an creature: Untap all other artifacts you control".
Put a +1/+1 counter on target artifact creature. It gains Haste, Vigilance and First Strike.
2/2
I envision a token card like DFCs checklist, with two or three of each ability printed between dashed lines for you to cut with scissors ehehehe
Strength doesn't matter when it's you tearing yourself apart.
What do you think?
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Modern: G Stompy G UR Izzet Prowess/Delver UR UWB Spirits UWB UWB Brain Control UWB WUB Esper Reveillark WUB EDH: WUBRG Horde of Notions WUBRG W Nine-and-a-Half TailsW WGUR Kynaios and Tiro of Meletis WGUR
clan-iraq: I think the card is good, but may be ramped up a bit. Maybe to 2UR? You know, because it feels to much. Noted your idea of the ability checklist card. We need an alternative to the emblems for those cards, or at least a bunch of reminder cards to use. Those would be great tokens.
TheCelticWombat: First than all, you have to post a critic the card above before you post. Second, that card is not green at all. Green focuses on giving creatures power, not taking it from them. That would be a black ability. Finally, it's too cheap for a card that literally reads as "put -1/-1 counters on each creature equal to its power". It must be at least 4BB. That would make it playable, maybe a rare.
Coarse Whip3 Artifact - Enchantment (R)
Equipped creature gets +3/+0 and has double strike and trample.
Equip 2
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Coarse whip is very powerful, I'd almost be tempted to move it up to Mythic because even a 1/1 creature becomes something that can deal 8 damage and it is effectively like deathtouch because it will kill anything with a toughness of 8 or less. I'd say that you should either increase it's casting and equip costs or impose a negative on the player or creature using it. Options of costs could be making the equip cost 2 and pay some life, or it could make the bonus into +3/-3 so only certain creatures could use it, doing that would also make it less broken with infect strategies.
I've had this idea for a mechanic in my head. The best way I can describe it is that it's like Suspend, but instead of using a predetermined number of time counters, the mechanic would simply put that spell on hold in exile until a player wants to play it. Basically would allow players to "cast" the spell at any time by paying a higher cost, but the spell wouldn't actually be cast, it would remain in exile until the player chooses to cast it sometime later without paying its mana costs. Here are some examples:
BanishWW Instant
Hold - 3W(You may pay the hold cost at any time, if you do exile this card face up from your hand and put a hold counter on it. You may cast cards exiled with hold counters without paying their mana cost at any time you normally could cast those cards.)
Put target attacking or blocking creature on the bottom of it's owner's library.
Slithering Sneak1UG Creature - Snake Rogue
Hold - UUG(You may pay the hold cost at any time, if you do exile this card face up from your hand and put a hold counter on it. You may cast cards exiled with hold counters without paying their mana cost at any time you normally could cast those cards.)
Hexproof UG: Exile Slithering Sneak and put a hold counter on it.
3/3
Basically it could be used by control decks to bank a spell that they could cast at any time or be used to protect a card in your hand from targeted discard, or give players a way to pile up creatures in exile because they want them all to enter the battlefield on the same turn.
I can imagine the blue deck that banks a counterspell or two... ugh.
Snake's just crazy unkillable - a 3/3 for 3 hexproof is pushing it - and hold makes it immortal more or less.
Protean HexmageGG
Creature - Elf Warrior Shaman (U)
Creatures you control with +1/+1 counters on them have hexproof. 3G: Put a +1/+1 counter on target creature you control.
2/2
My goal here is to make Protean Hydra constructed playable. I know it's silly, but Protean Hydra just does everything you want a hydra card to do... yet against black it rolls over and dies. Hexmage makes that not happen.
A bit too powerful, I think. Well, we do have that, what was it, Jade Mage (EDIT: remembered wrong; nevermind then)? but at least that has no additional ability except for the counter giving. This by itself can wait until 4th turn when it gives itself the +1/+1 (or if you have more clever idea such as instant Support).
Next
Beyond Salvation1B
Instant (R)
Until end of turn, all permanents can't be regenerated and can't have or gain indestructible, and if a permanent would leave the battlefield, exile it instead. The gates of heavens do not admit everyone.
I like the idea and I'd have to say that I've thought about trying to word Staying Power in such a way that it could be in black border, but I keep running into the same issue that pushed the card into silver border. Which is that after a while it becomes a memory issue that's hard to keep track of in the paper game (magic online would probably have no issue here). In the end it's probably best that this card doesn't exist, otherwise it would be too easy to create a lock with Silence and/or Angel's Grace.
SacrosanctityWG Enchantment
Players cannot sacrifice non-land permanents. It is the will of Sigarda that all are spared, whether they like it or not.
I'd prefer it if it was players can't sacrifice permanents... but then you'd have to worry if this hurt fetchlands too much. Maybe let it turn all lands into forests and plains too?
Equipment without Equip: Morphing Mask1
Artifact - Equipment (R) 3: Put a creature card from your hand onto the battlefield face-down. It is a 2/2 colorless creature. Attach ~ to that creature.
At any time that creature is on the battlefield, you may pay it's mana cost. If you do, turn it face up.
Equipped creature gets +1/+1.
Hmmm.... interesting. While you can't so easily sneak in expensive creature as you need to pay the cost (normally), this does allow you all sort of hand-thinning goodness. Maybe the costs need to go up somewhere here and there though, like higher casting cost, and tap for the ability (this could be a bit busted at late gameif it can be repeated ad nauseam).
Next
Dreadhunter Cathar1W
Creature - Human Soldier (U)
First strike
Whenever a Zombie, Werewolf, Vampire, Spirit of Demon dies, put a +1/+1 counter on Dreadhunter Cathar.
1/2
Dreadhunter Cathar1W
Creature - Human Soldier (U)
First strike
Whenever a Zombie, Werewolf, Vampire, Spirit of Demon dies, put a +1/+1 counter on Dreadhunter Cathar.
1/2
I don't know about it killing spirits and demons... yeah, I guess your idea is that eventually it could fell a demon. But a spirit?
I kind of wish this was a 2/2 for 1W that let you pay mana to give it first strike, vigilance, or reach... and had the +1/+1 ability. Still very fun card. Holds a Bonesplitter nicely.
Elvish Hexmage1G
Creature - Elf Shaman (U)
Flash
When ~ enters the battlefield, put a +1/+1 counter on target creature you control.
Creatures you control with +1/+1 counters on them have Hexproof.
1/1
Again, Protean Hydra Guard... and a quasi-counterspell for removal. Seems like it might give the "oh, I already have +1/+1 counters" deck a chance. Worst case scenario? It's a tribal Ashcoat Bear...
Elvish Hexmage is an interesting design, but I'm not a big fan of cheap creatures having hexproof, even if this one gives you a window to respond. I think this needs to be "another target creature you control" or not have flash. As it is, with something like Cathars' Crusade or Nissa, Voice of Zendikar this becomes very annoying.
---
Artisan of Blades1R Creature - Human Soldier (U)
As long as Artisan of Blades is equipped, it has first strike. R: Target equipped creature you control gets +1/+0 until end of turn.
2/1
Elvish Hexmage is an interesting design, but I'm not a big fan of cheap creatures having hexproof, even if this one gives you a window to respond. I think this needs to be "another target creature you control" or not have flash. As it is, with something like Cathars' Crusade or Nissa, Voice of Zendikar this becomes very annoying.
Well... it'd certainly push more sacrifice or global damage effects...
Artisan of Blades1R Creature - Human Soldier (U)
As long as Artisan of Blades is equipped, it has first strike. R: Target equipped creature you control gets +1/+0 until end of turn.
2/1
I actually don't like the "spread" firebreathing. I wonder if this could just be:
I breath FIRE1R
Creature - Human Warrior R: ~ gets +1/+0 until end of turn.
2/1
Or, better still: I breath FIRE1R
Creature - Human Warrior R: ~ gets +1/+0 until end of turn.
1/3
Probably not the latter one.
As for mine:
Scabclaw Goblin2R
Creature - Goblin Warrior (C)
First Strike
~ gets +2/+2 for each player with no cards in hand.
2/1
I think its an interesting design for possibly getting as pick as 6/5 on a 3-drop, but red not having good discard means it would more likely hover between 2/1 and 4/3, which isn't too strong at 3 cost. Multiplayer its unlikely for that many people to be hellbent at once to do anything silly, and theres better payoffs like megrim for discard tech still in color. So as a common in a set with discard or hellbent in limited, it would be perfect- playable in limited like you say just as a tiger, but maybe a higher grab for a deck running a low curve of discard. It might get too oppressive in common if it was any bit reliable to go 6/5 however, thats the thing playtesters would have to decide if its an uncommon or to nerf it down. If its going to be in any RB limited, being splashable at just 1 red in its cost would be important
Steamwork Cogsmith1R
Creature - Goblin Rigger (U) 2R,T: Steamwork Cogsmith assembles a Contraption with "T: Add C to your mana pool". (To assemble a contraption, either choose a Contraption on the battlefield or put a colorless Contraption artifact token onto the battlefield. That Contraption gains "T: Add C to your mana pool".)
2/1
I wwas thinking of maybe making a post of these as my attempt at solving contraptions. I was thinking, it could be done in a multiplayer supplemental product like conspiracy or planechase with an emphasis on teams, so contraptions could affect allies, and then use the same idea of "Rules cards in packs that have ~5-10 lines of various contraption abilities written on them with dotted lines to cut with scissors and use to indicate abilities"
Mentor Of Mastery4W
Creature - Human Soldier (U)
Mentor of Mastery costs 1 less to cast for each creature you control that is enchanted or equipped. W, T: Each creature you control that is enchanted or equipped gets +1/+1 until end of turn. "Knowing how to wield your weapon is not the only thing you need to learn."
2/4
It seems fine. It's potentially quite cheap, but the condition is hard to achieve (unlike other mechanics like Convoke and Delve), and it's not too overpowering given that it costs mana to activate the ability and is pretty below curve if you can't get it out for cheap. Seems reasonable for an uncommon.
Something I posted in another thread but want to get feedback on.
Nezenthar, Hearld of Rebirth 2WBG
Legendary Creature - Elf Spirit Warrior
Lifelink, Trample
Unearth 5WBG
When you Unearth Nezenthar, Hearld of Rebirth, return each creature in your graveyard to the battlefield. They gain haste. At the beginning of the next end step, return Nezenthar to your hand from the battlefield, and exile all other creatures returned to the battlefield this way.
5/3
Does this seem too pushed?
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And thanks for the critic, it really made me think (also, it was intended to be "you may destroy..." but I derped. My bad.)
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Imagine it gave +2/+2, Deathtouch, Haste, and Reach, for 3 and 2. Would it be good then?
Dread Charm B
Instant - Charm
Choose 1 -
* Target creature gains Deathtouch until end of turn.
* Exile all cards in target player's graveyard.
* Remove all counters from target creature.
My only tweak to your template is that theres no "Charm" subtype for instants/sorceries, so it wouldn't have a type, and this could be either common or uncommon for limited sake.
Hedron Dynamo
Land (R)
T: Add CCC to your mana pool. Spend this mana only to activate abilities of lands.
Hedron Dynamo - I think it needs to tap for mana for non-land stuff as well. WOTC rarely does lands that don't tape for spell mana at all - and yes, I know there's one pretty big exception of late... a broken exception, but none the less an exception.
I actually would prefer it if tapped to add 3 mana of any color to your mana pool, or - better still - 2 mana of any color (and then a generic tap for 1 other ability). This way you could use it to animate your manlands.
Still - I love the "restricted to lands" drawback. Nice.
Honor Charm W
Instant - Charm (C)
Choose 1 -
* Target creature gains First Strike until end of turn.
* Attach target equipment you control to target creature you control.
* Target enchantment becomes a X/X white creature until end of turn, where X equals it's converted mana cost.
Note: I want "Charm" to be a subtyle (errated onto old cards), so one could print something like this:
Charm Seller2W
Creature - Human
When ~ enters the battlefield, you may return a charm card from your graveyard to your hand.
2/2
Instants and Sorceries need more subtypes - it opens up design space.
Next
Gravestone Of The Forgotten 3
Artifact (R)
At the beginning of your upkeep, exile a creature card in your graveyard.
4: Gravestone Of The Forgotten becomes an X/X Construct artifact creature until end of turn, where X is the number of creature cards you own in exile.
The dead demands remembrance, and it will take the toll on their behalf.
Comments?
I guess it's Charm time:
Gill CharmU
Instant - Charm
Choose 1 -
* Target creature gains flying until end of turn.
* Each player puts the top 4 cards of their library into their graveyard.
* Put a copy of target token onto the battlefield.
My biggest concern is that putting a copy of a token that's in play doesn't feel strictly blue (blue-green maybe, but tokens are more of green/white's territory). I'd also change the wording to 'put a token into play that is a copy of target token on the battlefield'. This effect may also be too good at 1 mana, even if it is quite situational.
Lowlight Collector
2UU
Uncommon
Creature - Fairie Wizard
Flying
When Lowlight Collector enters the battlefield, gain control of target artifact for as long as you control Lowlight Collector. For as long as you control that artifact, it loses all abilities and all other card types.
"In the past it was a masterwork of art or a mighty weapon, now all that matters is the soft glow of light it emits."
2/2
Re: Gill Charm - I was thinking that the 3rd ability might be a "move one aura to another target" thing, but the token thing just came at me. It feels like a very blue thing to do to clone a token. Powerful against 6/6 wurms, not so much against 1/1 goblins... and yeah, your wording's much better.
Argh Charm R
Instant - Charm(C)
Choose 1 -
* Target creature gains haste until end of turn.
* Shuffle target library.
* Target creature cannot block this turn.
Refund
Enchantment
Common
Whenever an Aura spell you control is countered, draw a card.
Whenever an Aura is put into your graveyard from the battlefield because it's not enchanting anything, draw a card.
This is my attempt at doing justice to the boss, pre-spark
Urza Argive 1UR
Legendary Creature - Human Artificer (M)
Haste
T: Choose one -
I envision a token card like DFCs checklist, with two or three of each ability printed between dashed lines for you to cut with scissors ehehehe
Sorcery
Each creature gets -X/-X, where X is its power.
Strength doesn't matter when it's you tearing yourself apart.
What do you think?
G Stompy G
UR Izzet Prowess/Delver UR
UWB Spirits UWB
UWB Brain Control UWBWUB Esper Reveillark WUB
EDH:
WUBRG Horde of Notions WUBRG
W Nine-and-a-Half TailsW
WGUR Kynaios and Tiro of Meletis WGUR
TheCelticWombat: First than all, you have to post a critic the card above before you post. Second, that card is not green at all. Green focuses on giving creatures power, not taking it from them. That would be a black ability. Finally, it's too cheap for a card that literally reads as "put -1/-1 counters on each creature equal to its power". It must be at least 4BB. That would make it playable, maybe a rare.
Coarse Whip 3
Artifact - Enchantment (R)
Equipped creature gets +3/+0 and has double strike and trample.
Equip 2
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
I've had this idea for a mechanic in my head. The best way I can describe it is that it's like Suspend, but instead of using a predetermined number of time counters, the mechanic would simply put that spell on hold in exile until a player wants to play it. Basically would allow players to "cast" the spell at any time by paying a higher cost, but the spell wouldn't actually be cast, it would remain in exile until the player chooses to cast it sometime later without paying its mana costs. Here are some examples:
Banish WW
Instant
Hold - 3W (You may pay the hold cost at any time, if you do exile this card face up from your hand and put a hold counter on it. You may cast cards exiled with hold counters without paying their mana cost at any time you normally could cast those cards.)
Put target attacking or blocking creature on the bottom of it's owner's library.
Slithering Sneak 1UG
Creature - Snake Rogue
Hold - UUG (You may pay the hold cost at any time, if you do exile this card face up from your hand and put a hold counter on it. You may cast cards exiled with hold counters without paying their mana cost at any time you normally could cast those cards.)
Hexproof
UG: Exile Slithering Sneak and put a hold counter on it.
3/3
Basically it could be used by control decks to bank a spell that they could cast at any time or be used to protect a card in your hand from targeted discard, or give players a way to pile up creatures in exile because they want them all to enter the battlefield on the same turn.
Snake's just crazy unkillable - a 3/3 for 3 hexproof is pushing it - and hold makes it immortal more or less.
Protean HexmageGG
Creature - Elf Warrior Shaman (U)
Creatures you control with +1/+1 counters on them have hexproof.
3G: Put a +1/+1 counter on target creature you control.
2/2
My goal here is to make Protean Hydra constructed playable. I know it's silly, but Protean Hydra just does everything you want a hydra card to do... yet against black it rolls over and dies. Hexmage makes that not happen.
Next
Beyond Salvation 1B
Instant (R)
Until end of turn, all permanents can't be regenerated and can't have or gain indestructible, and if a permanent would leave the battlefield, exile it instead.
The gates of heavens do not admit everyone.
Comments?
Sacrosanctity WG
Enchantment
Players cannot sacrifice non-land permanents.
It is the will of Sigarda that all are spared, whether they like it or not.
Equipment without Equip:
Morphing Mask 1
Artifact - Equipment (R)
3: Put a creature card from your hand onto the battlefield face-down. It is a 2/2 colorless creature. Attach ~ to that creature.
At any time that creature is on the battlefield, you may pay it's mana cost. If you do, turn it face up.
Equipped creature gets +1/+1.
(From here: Check it out - http://www.mtgsalvation.com/forums/creativity/custom-card-creation/673748-hics-three-awesome-cards-and-three-cards-inspired )
Next
Dreadhunter Cathar 1W
Creature - Human Soldier (U)
First strike
Whenever a Zombie, Werewolf, Vampire, Spirit of Demon dies, put a +1/+1 counter on Dreadhunter Cathar.
1/2
I don't know about it killing spirits and demons... yeah, I guess your idea is that eventually it could fell a demon. But a spirit?
I kind of wish this was a 2/2 for 1W that let you pay mana to give it first strike, vigilance, or reach... and had the +1/+1 ability. Still very fun card. Holds a Bonesplitter nicely.
Elvish Hexmage1G
Creature - Elf Shaman (U)
Flash
When ~ enters the battlefield, put a +1/+1 counter on target creature you control.
Creatures you control with +1/+1 counters on them have Hexproof.
1/1
Again, Protean Hydra Guard... and a quasi-counterspell for removal. Seems like it might give the "oh, I already have +1/+1 counters" deck a chance. Worst case scenario? It's a tribal Ashcoat Bear...
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Artisan of Blades 1R
Creature - Human Soldier (U)
As long as Artisan of Blades is equipped, it has first strike.
R: Target equipped creature you control gets +1/+0 until end of turn.
2/1
Well... it'd certainly push more sacrifice or global damage effects...
I actually don't like the "spread" firebreathing. I wonder if this could just be:
I breath FIRE1R
Creature - Human Warrior
R: ~ gets +1/+0 until end of turn.
2/1
Or, better still:
I breath FIRE1R
Creature - Human Warrior
R: ~ gets +1/+0 until end of turn.
1/3
Probably not the latter one.
As for mine:
Scabclaw Goblin 2R
Creature - Goblin Warrior (C)
First Strike
~ gets +2/+2 for each player with no cards in hand.
2/1
From:
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/673748-hics-three-awesome-cards-and-three-cards-inspired
I was thinking Sabretooth Tiger for limited, but possibly decent in a hellbent and/or discard deck...
Steamwork Cogsmith 1R
Creature - Goblin Rigger (U)
2R,T: Steamwork Cogsmith assembles a Contraption with "T: Add C to your mana pool". (To assemble a contraption, either choose a Contraption on the battlefield or put a colorless Contraption artifact token onto the battlefield. That Contraption gains "T: Add C to your mana pool".)
2/1
I wwas thinking of maybe making a post of these as my attempt at solving contraptions. I was thinking, it could be done in a multiplayer supplemental product like conspiracy or planechase with an emphasis on teams, so contraptions could affect allies, and then use the same idea of "Rules cards in packs that have ~5-10 lines of various contraption abilities written on them with dotted lines to cut with scissors and use to indicate abilities"
Also, if assembling a contraction just puts a contraption artifact token onto the battlefield, that's a design change isn't it?
Clear Thinking2G
Sorcery (U)
Gain 1 life for each enchantment on the battlefield, then destroy all enchantments.
Next
Mentor Of Mastery 4W
Creature - Human Soldier (U)
Mentor of Mastery costs 1 less to cast for each creature you control that is enchanted or equipped.
W, T: Each creature you control that is enchanted or equipped gets +1/+1 until end of turn.
"Knowing how to wield your weapon is not the only thing you need to learn."
2/4
Comments?
Something I posted in another thread but want to get feedback on.
Nezenthar, Hearld of Rebirth
2WBG
Legendary Creature - Elf Spirit Warrior
Lifelink, Trample
Unearth 5WBG
When you Unearth Nezenthar, Hearld of Rebirth, return each creature in your graveyard to the battlefield. They gain haste. At the beginning of the next end step, return Nezenthar to your hand from the battlefield, and exile all other creatures returned to the battlefield this way.
5/3
Does this seem too pushed?