Twisting BoltXRR Sorcery (R)
As you cast Twisting Bolt, you may reveal an instant or sorcery with converted mana cost X or less from you hand. If you do, Twisting Bolt becomes a copy of that spell.
Otherwise, Twisting Bolt deals 3 damage to target creature or player.
The three damage mode feels like a weird extra part of this card.
Ismene, the InquisitiveU
Planeswalker - Ismene {M}
+1: Tap target creature or artifact.
+1: Untap target creature.
-2: Draw a card.
2
because the lowest planeswalker cmc is 3 atm, not including flips.
Lowest cost Planeswalker costs three? Ether you forgot Tibalt, the Fiend-Blooded, or you were only counting good Planeswalkers. Ether way you offended Tibalth. (Not that anyone cares about him :P)
I don't know how good or bad this card is due to my inexperience with Planeswalkers, but the possibility of drawing more than one card for just one mana seems very good. It feels like the first two abilities could be shortened to just one.
+1: Tap or untap up to one target creature (or artifact)
The upto cause allows you to add loyalty even if there are no creatures, which it seems like you should be able to do anyway. The room for a third ability created by combining the first two could be used for an ultument that gives Ismene some identity. As is, Ismene feel like a generic blue walker instead of a unique charater, which seems like something every walker should feel like. (If you don't care about flavor, feel free to ignore that criticism.) All of that said, Ismene feels overly generic, but not bad for one mana.
Jace's Home
Legendary Land (M) t: Add U to your mana pool. 1U,t: Look at the top card of your library. If that card is Jace, you may reveal it and put it into your hand.
Interesting idea and I don't know what to make of it, but I do know that Jace, Vryn's Prodigy is not Jace. (as in the Planeswalker card type) I just wanted to point out that flavor fail. (even though it isn't you fault and that version doesn't need more reasons to be used.)
Sense I'm posting here, I feel like I should share a card. This card is what happens if you make a card entirely off of flavor based you your imaginary psychopathic.
Climmy, Chaotic NecromancerBBBRRR
Legendary Creature - Cat Wizard
Zombie creatures you control with base toughness of 2 or greater get +1/-1
Whenever a nontoken creature dies, you may flip a coin. If you win the flip, return that creature to the battlefield under your control. It becomes a black Zombie in addition to its other colors and types. If you lose the flip, sacrifice a creature. (You have to may flip another coin for the sacrificed creature.) Edit: I forgot it was a may cause.
5/2
I'm mostly posting this card for reactions, (I'm willing to bet that magac will want to ask me what I was on when I made this again.) but I'm still going to clarify some things about Climmy The Necromancer Cat. (Climmy may or may not be why I go by CTNC on the internet.) First of all, unless you have weighted coins, you have a one in two chance to gain a zombie from the first flip, a one in four chance to pseudo flicker the creature sacrificed by the first flip, and a one in four chance to lose at least one creature. Although Climmy is much smarter than the average goblin, but the amount they care about logic is about the same. Secondly, Climmy can revive themself. This is intentional. Climmy likes killing and bringing back everyone, including themself. Third, 5/2 looks like weird stats, but it's so Climmy becomes a 6/1 if they revive themself. And Finaly, this has nothing to do with how the card works, but Climmy isn't a Leonin or anything like that. Climmy is a perfectly normal house cat given unholy powers in exchange for anything resembling sanity.
And you thought Norin was a chaotic commander... >:D
A surprisingly solid uncommon, I can say. The stats are good but not too overbearing, although since it can only attack once every 2 turns, I'm tempted to suggest it as a 2/2 flying lifelink. I doubt it would be too overpowered then.
Something silly
Voldaren Chianti3
Artifact (U)
Whenever a Human creature dies, untap Voldaren Chianti T: Tap an untapped Vampire creature you control and put a +1/+1 counter on it. "How about we open with our fine selection of Thraben Noblewine?"
I think its more at risk of too bad than too good. Remember energy chamber was pretty good and cost 2 with no further cost, a similar pseudo-tribal restriction. Then you have cards like force adaptation and ring of kalonia cycle. Having to tap your vampire to grow it relegates this to slowly developing a board on your opponents EoT step in a stall, because its useless when swinging in aggro. Yet the self-untap clause, niche as it already is with the second tribal restriction, doesn't really work if you just have one vampire out- you can't tap your vampire twice. Having a board state where you have two vampires and this artifact out AND kill a human would be quite the feat.
Intrepid Chronomancer1U
Creature - Human Wizard (R) U,T: Remove a counter from target permanent or exiled card.
When Intrepid Chronomancer attacks and isn't blocked, exile him transformed with five time counters on him.
////
Eonwalker U Creature - Avatar
At the beginning of combat on your turn, remove a time counter from Eonwalker. When you remove the last one, return Eonwalker to the battlefield tapped and attacking.
When Eonwalker deals combat damage to a player, exile it with five time counters on it and take an extra turn after this one.
7/7
Intrepid Chonomancer doesn't have a power and toughness, so it's a little hard to judge. That said, Eonwalker feels a bit weak, and feels clunky as templated. Returning at the beginning of combat tapped and attacking feels odd, because it's before attackers are declared, but it's already attacking. The activated ability on Chronomancer also feels only tangentially related. I think having the transformation/suspend tied to the ability somehow would feel more natural than have an Ophidian trigger.
--- Boros Vanguard2RW Creature - Viashino Soldier (U)
Conscript 1R(You may cast this card for its conscript cost. If you do, it enters the battlefield transformed.)
Double Strike
3/2
// Tin Street Sellsword
(R)Creature - Viashino Mercenary (U)
First Strike
At the end of combat, if Tin Street Sellsword dealt combat damage to a player this turn, you may pay W. If you do, transform it.
2/1
Boros Vanguard- Love it! Both sides are fairly costed and the creature is actually quite fun to play in casual. Cards with Conscript would have to be designed carefully, but this is an epic win. Nothing to add. Thumbs up!
Fateless Future3UB
Sorcery (MR)
Target player loses his next turn.
''He would live in the right place, in the right time to be a king. In an other, long forgoten timeline.''
I have been thinking about this. Since UR is the combination that gives you opportunities through more turns, then it does make sense that UB also helps you, but by stealing theirs resources. This ties well with the parasitic nature of black.
As for the playability, in 1v1 this is just like Time Warp, with the difference of playing 2 colors and the rare occasion of them having hexproof. In multiple it makes for a fascinating political card, since you can negotiate whose future shall be grimmer.
Thoughts?
Red Vigilance? Uh, no. Otherwise, ok, although that drawback makes it underwhelming compared to Goblin War Paint, although then again, you can enchant an opposing creature and blow it up soon after, but still, a bit too much work.
I guess my Chianty was a bit too weak... let's try this.
Voldaren ValetB
Creature - Human (U)
Voldaren Valet enters the battlefield with three blood counters on it.
When there is no blood counter on Voldaren Valet, sacrifice it.
Tap an untapped Vampire you control: Remove a blood counter from Voldaren Valet and put a +1/+1 counter on the tapped Vampire.
1/1
How about.... "Remove a blood counter from Voldaren Valet: Put a +1/+1 counter on target tapped Vampire." This is decent for the Vamp deck and its only 1/1. If it has only one blood counter then it would be weak.
Jace's AntagonistB
Creature - Human Wizard (R) t: Jace's Antagonist deals damage to target player and each creature he or she controls equal to the number of R in your mana pool. Activate this ability only during your turn and only once during the game.
1/1
Boros Vanguard2RW Creature - Viashino Soldier (U)
Conscript 1R(You may cast this card for its conscript cost. If you do, it enters the battlefield transformed.)
Double Strike
3/2
// Tin Street Sellsword
(R)Creature - Viashino Mercenary (U)
First Strike
At the end of combat, if Tin Street Sellsword dealt combat damage to a player this turn, you may pay W. If you do, transform it.
2/1
I love this, but it feels like the more powerful side should be the back and the weaker side should have Conscript 2WR. Other than that, amazing.
Devouring Hydra1BG
Creature - Hydra {R}
Trample, Devour 3
Overcharge U(You may pay an additional U and discard a card as you cast this spell. If you do it enters the battlefield transformed.)
0/0
Creature - Hydra Dragon {R}
Flying, Trample, Devour 3
Devouring Hydra has a converted mana cost of 4.
1/1
This feels like it should be a single side card.
Devouring Hydra1BG
Creature - Hydra
Trample, Devour 3
When you cast Devouring Hydra you may pay and additional U. If you do Devouring Hydra enters the battlefield with an additional +1/+1 counter and gains flying.
As for my card, I have a variation on the shocklands.
Prismatic Valley
Land
When Prismatic Valley enters the battlefield you may pay l life and put a Plains counter on Prismatic Valley. If you do Prismatic Valley becomes a Plains in addition to its other land types. Repeat this for Island, Swamp, Mountain, and Forest. (Plains have “T: Add W to your manapool”)
I don't know if the wording on is the best way to make it work, but it's the best I could think of. The reason I don't think this is overpowered is that even though it's a five color land, you have to pay at least one life for it to be able to tap for mana, and even then it's just for one color.
Hmmm.... Doable, maybe? That cost is quite steep, but at 2 mana this card can be pretty powerful.
Next
Unassailable Domain4WW
Enchantment (R)
At the beginning of each end step, if your life total is less than the number of lands you control, it becomes equal to that number.
At the beginning of your upkeep, sacrifice Unassailable Domain unless you sacrifice a land. "In this hallowed land, none is allowed to bring harm to the king."
- Chancellor Vatas
Comments?
EDIT:
Unassailable Domain3WW
Enchantment (R)
At the beginning of each end step, if your life total is less than the number of lands you control, it becomes equal to that number.
At the beginning of your upkeep, sacrifice Unassailable Domain unless you sacrifice a land. "In this hallowed land, none is allowed to bring harm to the king."
- Chancellor Vatas
Planeswalker - Ismene {M}
+1: Tap or untap target creature.
+1: Scry or Fateseal 1 (To fateseal 1, look at the top card of an opponent’s library, then you may put it on the bottom of that player’s library.)
-2: Draw a card.
2
Fun idea and char concept. Her biggest contribute comes when you are prapering a combo, just so you assemble the pieces more quickly or reuse them with the first ability if a tap abillity is involved. It is not abnoxious, but i would remove fatesteal, mainly because of the infamous Mind Sculptor. Removing it would also allow the third ability to be -1.
Unassailable Domain4WW
Enchantment (R)
At the beginning of each end step, if your life total is less than the number of lands you control, it becomes equal to that number.
At the beginning of your upkeep, sacrifice Unassailable Domain unless you sacrifice a land. "In this hallowed land, none is allowed to bring harm to the king."
- Chancellor Vatas
Comments?
That's a diffucult to evaluate card. First, i believe it should be 5cmc because it never offers you that much of protection. Your opponent may as well wait to draw enough cards to one-shot you and this does nothing against an army. In commander it should shine, but experience has shown that in that format it is better trying to cast bigger threats than your opponent instead of outliving him. Also, the fact that you sac a land harms its usability in the long run.
I think, the best thing you can add is Flash in addition to lowering its mana cost to 5. Perhaps Flash might be enough , though.
Time for Ismene to find her match, since my girl Serene is about to return. A stample NPC in my D&D campaigns, pops up in MTG custom creations from time to time. A mature draker version, because why not.
Serene, Aeon's Mistress2UB
Planeswalker- (MR)
-2: Target player skips his next draw phase, unless he or she has no cards in hand.
-2: Target player skips his next combat phase.
-2: Target player skips his next main phase.
counters: 6
You shall not mess with time kiddo. I toned down the first ability, but i still find it pushing. Do you consult ''1 or less cards in hand'' instead? The other two are fine i guess. Also, what do you thing about her cmc, should it be 5cmc for safety reasons?
I thought adding ''skips his next turn'' ultimate, but she hinders your opponents enough.
The transform effect is very redundant; she could pass as a 3WB planeswalker with 4 abilities (unless you forgot to mention that the transform can only be done once per turn, but that still doesn't quite feel right). Otherwise, decent, if probably risky.
Next
Unhappy Servitude1B
Enchantment - Aura (U)
Enchant creature
At the beginning of enchanted creature's controller's upkeep, tap that creature unless its controller pays 2 life. "I do not serve you for meager rewards."
The numbers of Unhappy Servitude seem fine. The bigger issue is that it's out of pie. Tapping creatures isn't typically a black thing (even if they played around with it a bit in Planar Chaos and M11). I think something along the lines of Brink of Disaster could work. "Whenever enchanted creature becomes tapped, destroy it unless it's controller pays 2 life." The original version is fine as a WB or UB card.
--
SubvertXUR Instant (R)
Choose one —
• Counter target spell unless its controller pays X.
• Gain control of target spell with converted mana cost X or less. You may choose new targets for it.
Interesting, the modes complement each other quite well; even if the first mode is weak in a vacuum, it's more likely to be effective when the second mode isn't. My gut says the second mode is too strong in a Standard draw-go shell, if it existed. I'd be more comfortable if it was a copy/redirect or only hit instant+sorceries.
Royal Guardsman2W
Creature - Soldier (R)
If one or more other creatures you control would be destroyed, you may instead return those creatures to their owners' hands and transform Royal Guardsman. She enforces the royal decree with righteous passion.
2/4
========= Hero of the World
Creature - Solider (R)
Double Strike She protects the plane with her final breaths.
3/1
Minamo, School of Denial
Legendary Land (MR)
: AddCU to your mana pool and put a depletion counter on Minamo. 2UU, remove all depletion counters from permanents you control: Counter target spell if its converted mana cost is equal to the number of depletion counters removed this way.
Minamo doesn't untap during your untap step as long as there is a depletion counter on it.
By itself it seems very weak. If you add mana to something else other than the counterspell activated ability, the land could be locked for the entire game. By itself, it's a repeatable Mental Misstep, which is still 'meh' IMO. Considering a set that cares about depletion counters, the second ability doesn't have the clause "or less", so you could backfire by having too many depletion counters on other permanents. That's assuming that depletion counters won't always work as storage of something beneficial to you.
Decent version, except it reeks of complete counter package with Stifle on board. Perhaps 3UU would suit this more.
Search for FutureXGU
Sorcery (M)
Reveal the top five cards of your library. Put all cards with converted mana cost X or less into your hand and the rest into your graveyard. If five cards are put into your graveyard this way, take an extra turn after this one.
Interesting. It can be a Time Walk if you choose to make X equal 0, but only if there are no lands in top five card of your library. It is also a draw 5 for two or three mana in certain decks, such as Cheeri0s and maybe affinity. I actually think the draw aspect is where this card has the most potential to be broken and not the extra turn. I'd perhaps weaken It a tiny bit, by either putting the revealed cards on the bottom of your library so it doesn't feed the graveyard or by limiting the amount that can be drawn by saying "choose up to X cards with a converted mana cost of X or less to put into your hand, put the rest into your graveyard. If none of the revealed cards have a converted mana cost of X or less, take an extra turn after this one."
False ConvictionsUWB Enchantment
When False Convictions enters the battlefield, each opponent exiles a creature they control.
When False Convictions leaves the battlefield, return each of the exiled creatures to the battlefield under your control. "The thing about accusing someone of committing treason is that false accusations often turn out to be self fulfilling prophesies."
It might be cleaner to word Bombard's rules text to say "Whenever this creature attacks and isn't blocked, you may have it deal its combat damage to a creature the defending player controls instead." Other than that I feel it's a fairly straight forward ability that's like a one sided provoke and the number in it isn't nessisary unless you envisioned a creature being able to deal ability damage that isn't the same number as that creature's power.
Life Shield(W/U) Enchantment {R}
Flash, hexproof
Life Shield enters the battlefield with 10 force counters on it. If you would be dealt damage, prevent that damage and remove that many force counters from Life Shield. Exile life shield at the beginning of your next upkeep.
This idea started out as a question to myself on how to give a player a temporary pool of life, similar to the way temporary HP is used in table top RPGs.
Creaturespark doesn't look overpowered in anyway whatsoever and Artifactspark wouldn't be overpowered ether. Isn't that right Blightsteel Colossus? (Thanks for giving me yet another opportunity to bring up my favorite card.)
Infinite ArmiesGGWWWUU
Enchantment
Whenever a creature you control dies, you may put a token that’s a copy of that creature onto the battlefield.
You may pay the mana cost of a creature you control to put a token that’s a copy of that creature onto the battlefield. (Nonexistent mana costs can’t be payed.) You want a war, you and what army? Oh...
I had no idea what to do with the mana cost or what colors to make it. I knew that this ha to be hard to play for obvious reasons so I went with the mana cost from that 7CMC Cycle from Alara. This seems like it might be blue for the cloning ability, but I'm not sure. Also, in before obvious infinite combo with Memnite.
A nontoken clause may be necessary for the first ability, that, or you make the token enter play later (like end of turn) instead of immediately. As for the second one, not sure the right wording for that, but the ability itself should be fine for something so expensive. Although, speaking of Ornithopter, maybe an extra cost like 1 should suffice or something.
Next
Redictated Words4UU
Enchantment (R)
Whenever you cast an instant or sorcery spell, you may return target instant or sorcery card in your graveyard to your hand if it does not have the same name as any spell that has been cast this turn. Anything lost can be found and retrieved, even the intangible ones.
This does not let you abuse the same spell over and over in a span of a single turn, but if you have enough variety of instant/sorceries, you can cast them one after the other to get the rest of them back for casting next turn. Comments?
Protector of People sure looks really powerful for its cost, maybe turn her into a 3/4 to have an actual reason to transform her rather than gaining just +1/+1, also, her flipside would be less bah-roken if she deals damage to a single creature, otherwise you have something on the scale of the most recent Avacyn who goes all Crater Hellion when she flips.
Asturia, Xatrid General2BBB
Legendary Creature - Demon Soldier (R)
Flying. 1B, Sacrifice two creatures: If both the those creatures were imps, devils and / or demons, put a 5/5 black flying Demon creature token onto the battlefield. "Your sacrifice shall serve a higher purpose, my dear." (4/4)
Thought on a tribal card for the demonic tribes, that would work on making tokens replacing the lesser critters you had on the table that would bite the dust from enemy removal, put the mana cost to avoid crazy plays where you could basically sac all your table to end with a bunch of 5/5s (Though it could still work that way) and made her a 4/4 because 5/4, 4/5 or 5/5 would've pusher her to mythic.
First of all, "Bombard All" is an amazing ability, but probably just call it "Bombard" because most abilities are single words. The way you have it now, it looks like it distributes damage as you choose, but it might just be simpler to have it damage all creatures an opponent controls equally. Have it say "If this creature would deal combat damage to a player, you may instead have it deal damage equal to its power to each creature that player controls" and then adjust the power of the creature accordingly so that it's balanced.
This seems pretty solid and balanced, I like it.
A couple ideas I had for exploring the coveted 1-mana discard sorcery... We all know that 1-mana discard spells must have a downside or selection restriction to be considered balanced.
Pit of the MindB
Sorcery
Target opponent separates his or her hand into two face-down piles. Choose one pile, look at those cards, and then pick a card. That player discards the chosen card.
Curse of the CovetousB
Sorcery
If target opponent has less than 7 cards in hand, that player draws cards until they have 7. Then, look at that player's hand, choose a card, and that player discards the chosen card.
As far as I can recall the werewolf transform trigger was designed to add an element of suspense and force your opponent to choose between being reactive and holding their cards (making werewolves more powerful) and proactive which can spell out other dangers such as over committing to the board and wasting removal on creatures that don't nessisarily need to be removed. It also gives the aggro player an interesting dichotomy, do they keep playing creatures to increase their number of threats or do they hold off for a turn to (hopefully) transform their board and increase their attacking power?
I like the dynamic this creates and I feel that town scout misses out on this by transforming automatically. However a constant transform trigger isn't a bad idea and could shake things up a bit, I feel it could work pretty well especially if paired with an ability that cares about transform triggers in the same way Astral Slide cares about cycling. Perhaps give its werewolf side an ability that says "Whenever this creature transforms into Werewolf Scout, you may transform another target human creature you control."
Dario, Merchant of Dementia1UB Legendary Creature - Human Wizard
Discard a creature card: Target creature gains hexproof until end of turn.
Discard a land card: Target non-creature permanent gains hexproof until end of turn.
Discard a non-creature, non-land card: You gain hexproof until end of turn. "A piece of mind, for some peace of mind"
1/3
SOI inspired, but flavored more toward the plane of Fiora.
The last guy could use a mana cost along the discard, otherwise you'll simply have a lock with that card once it resolves, as it basically renders most removal useless with no additional cost.
Hive Scout1G
Creature - Insect (U)
Flying.
Whenever Hive Scout deals combat damage to an opponent, you may search your library for an Insect card and reveal it, if you do, put that card in your hand and shuffle your library. The one you see is just the one leading thousands more. (1/1)
Asturia looks ok, but why not make the Demons/Imps/Devils category as a cost? You know, sacrifice two Imps, Demons and/or Devils in any combinations? But otherwise, looks good. Funni though that the demons he spawn is bigger than him.
As for Hive Scout, That cost is too low for a repeatable tutor with evasion. 4 cc may be more in tune, and even then it could still get way out of hand.
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Debilitating Impairment4B
Enchantment (R)
Whenever a creature an opponent controls becomes the target of a spell you don't control, that creature gets -2/-2 until end of turn. "Do you think those charms and shields will protect you? You thought wrong."
Makes it harder for people to try to protect their own creatures. What do you think?
EDIT:
Debilitating Impairment4B
Enchantment (R)
Whenever a creature an opponent controls becomes the target of a spell or ability you don't control, that creature gets -2/-2 until end of turn. "Do you think those charms and shields will protect you? You thought wrong."
The effect is similar to Blightcaster but it hates upon opponent targeting their own creature. I feel that you could actually make it cost 3B or even 2B since it doesn't do anything on its own and can't attack like Blightcaster. I think this lower cost is perfectly okay since the effect is pretty narrow and really only is useful against infect and Slippery Bogle decks. Or you could keep the cost where it is and widen its effect by making it care about spells and abilities you don't control, which would open it up as also a hate card against equipment strategies.
Equality2UW Enchantment
Whenever a player draws one or more cards, each other player draws that many cards.
Whenever a player gains life, each other player gains that much life.
Draws and lifegain caused by the resolution of either of this card's abilities do not trigger the abilities of cards named Equality.
I had to include the third line of rules text to prevent it from going infinite by itself and prevent infinite combos with multiple copies of itself on the battlefield.
Lowest cost Planeswalker costs three? Ether you forgot Tibalt, the Fiend-Blooded, or you were only counting good Planeswalkers. Ether way you offended Tibalth. (Not that anyone cares about him :P)
I don't know how good or bad this card is due to my inexperience with Planeswalkers, but the possibility of drawing more than one card for just one mana seems very good. It feels like the first two abilities could be shortened to just one.
+1: Tap or untap up to one target creature (or artifact)
The upto cause allows you to add loyalty even if there are no creatures, which it seems like you should be able to do anyway. The room for a third ability created by combining the first two could be used for an ultument that gives Ismene some identity. As is, Ismene feel like a generic blue walker instead of a unique charater, which seems like something every walker should feel like. (If you don't care about flavor, feel free to ignore that criticism.) All of that said, Ismene feels overly generic, but not bad for one mana.
Interesting idea and I don't know what to make of it, but I do know that Jace, Vryn's Prodigy is not Jace. (as in the Planeswalker card type) I just wanted to point out that flavor fail. (even though it isn't you fault and that version doesn't need more reasons to be used.)
Sense I'm posting here, I feel like I should share a card. This card is what happens if you make a card entirely off of flavor based you your imaginary psychopathic.
Climmy, Chaotic Necromancer BBBRRR
Legendary Creature - Cat Wizard
Zombie creatures you control with base toughness of 2 or greater get +1/-1
Whenever a nontoken creature dies, you may flip a coin. If you win the flip, return that creature to the battlefield under your control. It becomes a black Zombie in addition to its other colors and types. If you lose the flip, sacrifice a creature. (You
have tomay flip another coin for the sacrificed creature.) Edit: I forgot it was a may cause.5/2
I'm mostly posting this card for reactions, (I'm willing to bet that magac will want to ask me what I was on when I made this again.) but I'm still going to clarify some things about Climmy The Necromancer Cat. (Climmy may or may not be why I go by CTNC on the internet.) First of all, unless you have weighted coins, you have a one in two chance to gain a zombie from the first flip, a one in four chance to pseudo flicker the creature sacrificed by the first flip, and a one in four chance to lose at least one creature. Although Climmy is much smarter than the average goblin, but the amount they care about logic is about the same. Secondly, Climmy can revive themself. This is intentional. Climmy likes killing and bringing back everyone, including themself. Third, 5/2 looks like weird stats, but it's so Climmy becomes a 6/1 if they revive themself. And Finaly, this has nothing to do with how the card works, but Climmy isn't a Leonin or anything like that. Climmy is a perfectly normal house cat given unholy powers in exchange for anything resembling sanity.
And you thought Norin was a chaotic commander... >:D
The
Necromancer (or Noob)
Cat.
Don't ask, I don't know why ether...
Something silly
Voldaren Chianti 3
Artifact (U)
Whenever a Human creature dies, untap Voldaren Chianti
T: Tap an untapped Vampire creature you control and put a +1/+1 counter on it.
"How about we open with our fine selection of Thraben Noblewine?"
Too good?
Intrepid Chronomancer 1U
Creature - Human Wizard (R)
U,T: Remove a counter from target permanent or exiled card.
When Intrepid Chronomancer attacks and isn't blocked, exile him transformed with five time counters on him.
////
Eonwalker
U Creature - Avatar
At the beginning of combat on your turn, remove a time counter from Eonwalker. When you remove the last one, return Eonwalker to the battlefield tapped and attacking.
When Eonwalker deals combat damage to a player, exile it with five time counters on it and take an extra turn after this one.
7/7
---
Boros Vanguard 2RW
Creature - Viashino Soldier (U)
Conscript 1R (You may cast this card for its conscript cost. If you do, it enters the battlefield transformed.)
Double Strike
3/2
//
Tin Street Sellsword
(R)Creature - Viashino Mercenary (U)
First Strike
At the end of combat, if Tin Street Sellsword dealt combat damage to a player this turn, you may pay W. If you do, transform it.
2/1
Fateless Future 3UB
Sorcery (MR)
Target player loses his next turn.
''He would live in the right place, in the right time to be a king. In an other, long forgoten timeline.''
I have been thinking about this. Since UR is the combination that gives you opportunities through more turns, then it does make sense that UB also helps you, but by stealing theirs resources. This ties well with the parasitic nature of black.
As for the playability, in 1v1 this is just like Time Warp, with the difference of playing 2 colors and the rare occasion of them having hexproof. In multiple it makes for a fascinating political card, since you can negotiate whose future shall be grimmer.
Thoughts?
I guess my Chianty was a bit too weak... let's try this.
Voldaren Valet B
Creature - Human (U)
Voldaren Valet enters the battlefield with three blood counters on it.
When there is no blood counter on Voldaren Valet, sacrifice it.
Tap an untapped Vampire you control: Remove a blood counter from Voldaren Valet and put a +1/+1 counter on the tapped Vampire.
1/1
Still feels weak I reckon.....
Jace's Antagonist B
Creature - Human Wizard (R)
t: Jace's Antagonist deals damage to target player and each creature he or she controls equal to the number of R in your mana pool. Activate this ability only during your turn and only once during the game.
1/1
This feels like it should be a single side card.
Devouring Hydra 1BG
Creature - Hydra
Trample, Devour 3
When you cast Devouring Hydra you may pay and additional U. If you do Devouring Hydra enters the battlefield with an additional +1/+1 counter and gains flying.
As for my card, I have a variation on the shocklands.
Prismatic Valley
Land
When Prismatic Valley enters the battlefield you may pay l life and put a Plains counter on Prismatic Valley. If you do Prismatic Valley becomes a Plains in addition to its other land types. Repeat this for Island, Swamp, Mountain, and Forest. (Plains have “T: Add W to your manapool”)
I don't know if the wording on is the best way to make it work, but it's the best I could think of. The reason I don't think this is overpowered is that even though it's a five color land, you have to pay at least one life for it to be able to tap for mana, and even then it's just for one color.
The
Necromancer (or Noob)
Cat.
Don't ask, I don't know why ether...
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Unassailable Domain 4WW
Enchantment (R)
At the beginning of each end step, if your life total is less than the number of lands you control, it becomes equal to that number.
At the beginning of your upkeep, sacrifice Unassailable Domain unless you sacrifice a land.
"In this hallowed land, none is allowed to bring harm to the king."
- Chancellor Vatas
Comments?
EDIT:
Unassailable Domain 3WW
Enchantment (R)
At the beginning of each end step, if your life total is less than the number of lands you control, it becomes equal to that number.
At the beginning of your upkeep, sacrifice Unassailable Domain unless you sacrifice a land.
"In this hallowed land, none is allowed to bring harm to the king."
- Chancellor Vatas
Fun idea and char concept. Her biggest contribute comes when you are prapering a combo, just so you assemble the pieces more quickly or reuse them with the first ability if a tap abillity is involved. It is not abnoxious, but i would remove fatesteal, mainly because of the infamous Mind Sculptor. Removing it would also allow the third ability to be -1.
That's a diffucult to evaluate card. First, i believe it should be 5cmc because it never offers you that much of protection. Your opponent may as well wait to draw enough cards to one-shot you and this does nothing against an army. In commander it should shine, but experience has shown that in that format it is better trying to cast bigger threats than your opponent instead of outliving him. Also, the fact that you sac a land harms its usability in the long run.
I think, the best thing you can add is Flash in addition to lowering its mana cost to 5. Perhaps Flash might be enough , though.
Time for Ismene to find her match, since my girl Serene is about to return. A stample NPC in my D&D campaigns, pops up in MTG custom creations from time to time. A mature draker version, because why not.
Serene, Aeon's Mistress 2UB
Planeswalker- (MR)
-2: Target player skips his next draw phase, unless he or she has no cards in hand.
-2: Target player skips his next combat phase.
-2: Target player skips his next main phase.
counters: 6
You shall not mess with time kiddo. I toned down the first ability, but i still find it pushing. Do you consult ''1 or less cards in hand'' instead? The other two are fine i guess. Also, what do you thing about her cmc, should it be 5cmc for safety reasons?
I thought adding ''skips his next turn'' ultimate, but she hinders your opponents enough.
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Unhappy Servitude 1B
Enchantment - Aura (U)
Enchant creature
At the beginning of enchanted creature's controller's upkeep, tap that creature unless its controller pays 2 life.
"I do not serve you for meager rewards."
Any numbers I need to change here?
--
Subvert XUR
Instant (R)
Choose one —
• Counter target spell unless its controller pays X.
• Gain control of target spell with converted mana cost X or less. You may choose new targets for it.
Royal Guardsman 2W
Creature - Soldier (R)
If one or more other creatures you control would be destroyed, you may instead return those creatures to their owners' hands and transform Royal Guardsman.
She enforces the royal decree with righteous passion.
2/4
=========
Hero of the World
Creature - Solider (R)
Double Strike
She protects the plane with her final breaths.
3/1
By itself it seems very weak. If you add mana to something else other than the counterspell activated ability, the land could be locked for the entire game. By itself, it's a repeatable Mental Misstep, which is still 'meh' IMO. Considering a set that cares about depletion counters, the second ability doesn't have the clause "or less", so you could backfire by having too many depletion counters on other permanents. That's assuming that depletion counters won't always work as storage of something beneficial to you.
Cryptic Command
I'm reposting for a second opinion. The original Cryptic Command was designed/meant to be pushed
Cryptic Command 2.0 1UUU
Instant - (R)
Choose two:
My old nickname was lockheart87.
Search for Future XGU
Sorcery (M)
Reveal the top five cards of your library. Put all cards with converted mana cost X or less into your hand and the rest into your graveyard. If five cards are put into your graveyard this way, take an extra turn after this one.
False Convictions UWB
Enchantment
When False Convictions enters the battlefield, each opponent exiles a creature they control.
When False Convictions leaves the battlefield, return each of the exiled creatures to the battlefield under your control.
"The thing about accusing someone of committing treason is that false accusations often turn out to be self fulfilling prophesies."
Life Shield (W/U)
Enchantment {R}
Flash, hexproof
Life Shield enters the battlefield with 10 force counters on it. If you would be dealt damage, prevent that damage and remove that many force counters from Life Shield. Exile life shield at the beginning of your next upkeep.
This idea started out as a question to myself on how to give a player a temporary pool of life, similar to the way temporary HP is used in table top RPGs.
Infinite Armies GGWWWUU
Enchantment
Whenever a creature you control dies, you may put a token that’s a copy of that creature onto the battlefield.
You may pay the mana cost of a creature you control to put a token that’s a copy of that creature onto the battlefield. (Nonexistent mana costs can’t be payed.)
You want a war, you and what army? Oh...
I had no idea what to do with the mana cost or what colors to make it. I knew that this ha to be hard to play for obvious reasons so I went with the mana cost from that 7CMC Cycle from Alara. This seems like it might be blue for the cloning ability, but I'm not sure.
Also, in before obvious infinite combo with Memnite.The
Necromancer (or Noob)
Cat.
Don't ask, I don't know why ether...
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Redictated Words 4UU
Enchantment (R)
Whenever you cast an instant or sorcery spell, you may return target instant or sorcery card in your graveyard to your hand if it does not have the same name as any spell that has been cast this turn.
Anything lost can be found and retrieved, even the intangible ones.
This does not let you abuse the same spell over and over in a span of a single turn, but if you have enough variety of instant/sorceries, you can cast them one after the other to get the rest of them back for casting next turn. Comments?
Asturia, Xatrid General 2BBB
Legendary Creature - Demon Soldier (R)
Flying.
1B, Sacrifice two creatures: If both the those creatures were imps, devils and / or demons, put a 5/5 black flying Demon creature token onto the battlefield.
"Your sacrifice shall serve a higher purpose, my dear."
(4/4)
Thought on a tribal card for the demonic tribes, that would work on making tokens replacing the lesser critters you had on the table that would bite the dust from enemy removal, put the mana cost to avoid crazy plays where you could basically sac all your table to end with a bunch of 5/5s (Though it could still work that way) and made her a 4/4 because 5/4, 4/5 or 5/5 would've pusher her to mythic.
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
This seems pretty solid and balanced, I like it.
A couple ideas I had for exploring the coveted 1-mana discard sorcery... We all know that 1-mana discard spells must have a downside or selection restriction to be considered balanced.
Pit of the Mind B
Sorcery
Target opponent separates his or her hand into two face-down piles. Choose one pile, look at those cards, and then pick a card. That player discards the chosen card.
Curse of the Covetous B
Sorcery
If target opponent has less than 7 cards in hand, that player draws cards until they have 7. Then, look at that player's hand, choose a card, and that player discards the chosen card.
I like the dynamic this creates and I feel that town scout misses out on this by transforming automatically. However a constant transform trigger isn't a bad idea and could shake things up a bit, I feel it could work pretty well especially if paired with an ability that cares about transform triggers in the same way Astral Slide cares about cycling. Perhaps give its werewolf side an ability that says "Whenever this creature transforms into Werewolf Scout, you may transform another target human creature you control."
Dario, Merchant of Dementia 1UB
Legendary Creature - Human Wizard
Discard a creature card: Target creature gains hexproof until end of turn.
Discard a land card: Target non-creature permanent gains hexproof until end of turn.
Discard a non-creature, non-land card: You gain hexproof until end of turn.
"A piece of mind, for some peace of mind"
1/3
SOI inspired, but flavored more toward the plane of Fiora.
The last guy could use a mana cost along the discard, otherwise you'll simply have a lock with that card once it resolves, as it basically renders most removal useless with no additional cost.
Hive Scout 1G
Creature - Insect (U)
Flying.
Whenever Hive Scout deals combat damage to an opponent, you may search your library for an Insect card and reveal it, if you do, put that card in your hand and shuffle your library.
The one you see is just the one leading thousands more.
(1/1)
Hope I don't get ignored again...
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
As for Hive Scout, That cost is too low for a repeatable tutor with evasion. 4 cc may be more in tune, and even then it could still get way out of hand.
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Debilitating Impairment 4B
Enchantment (R)
Whenever a creature an opponent controls becomes the target of a spell you don't control, that creature gets -2/-2 until end of turn.
"Do you think those charms and shields will protect you? You thought wrong."
Makes it harder for people to try to protect their own creatures. What do you think?
EDIT:
Debilitating Impairment 4B
Enchantment (R)
Whenever a creature an opponent controls becomes the target of a spell or ability you don't control, that creature gets -2/-2 until end of turn.
"Do you think those charms and shields will protect you? You thought wrong."
Equality 2UW
Enchantment
Whenever a player draws one or more cards, each other player draws that many cards.
Whenever a player gains life, each other player gains that much life.
Draws and lifegain caused by the resolution of either of this card's abilities do not trigger the abilities of cards named Equality.
I had to include the third line of rules text to prevent it from going infinite by itself and prevent infinite combos with multiple copies of itself on the battlefield.