I don't know if that's worth WUBRG, especially since it hits all creatures. Speaking of which, you can drop "All" and just say "White creatures gain Vigilance." and so on. Green creatures getting Trample is so boring, but I guess Trample is the iconic green ability. Still... meh. The other options wouldn't be great either, come to think. White already gets Vigilance on this card and Hexproof or Deathtouch would be brutal. Speaking of which, I'd give Black lifelink instead. I'm not sure what else to suggest to give it some extra punch. Maybe "Artifact creatures gain Indestructible"? That's really brutal, too, though. Hmm.
I just really want a 1cmc mana critter G
Creature - Druid or whatever
, Discard a card from your hand: Add one mana of any of that card's colors to your mana pool.
, Exile two cards from your graveyard that share one or more colors: Add one manay of any of those colors to your mana pool.
1/1
Very interesting ways to add mana to your mana pool. The second ability is not very appetizing, but the first one seems very balanced and fun for the early game. I think the second ability should only exile one card, but me being the amateur Magic player am not aware of how unbalanced it could be become. Feel free to critique my critique.
High Pressure Energizer2RR
Artifact
Discard your hand: Add RRRRR to your mana pool. Activate this ability only if you have five or more cards in your hand.
Thoughts on High Pressure Energizer:
• If you think it's boring, why did you design it?
• This is obviously intended as a combo card. It works well with Flashback and some other things. It's so weird, though, that it's hard to assess how powerful it might be.
• Colored artifacts require a specific environment. I don't know what your intended environment is, but it's something to be aware of.
Fermenting Mound
Land T: Add C to your mana pool. 1B, t: Put a 0/0 black Germ creature token onto the battlefield.
That is the intended rarity. I just forgot to include it.
Skaab Advocate:
• I'll be honest, I don't understand the flavor at all. "Skaab" in the name and the fact that it's a blue Zombie seem to point to it being from Innistrad, but why on earth is it a Cleric? Why does a Zombie give a bonus to artifact creatures? Why does an Innistrad card give a bonus to artifact creatures?
• Zombies + Artifacts is such odd tribal. There are only three Artifact Zombies, and of them, only Tidehollow Sculler seems at all impressive. Is that why you felt you could push this card? As a 3/4 with flying for 2 mana, in blue, it's already impressive. Why the added bonus?
Birthing Puddle
Land (R) T: Add C to your mana pool.
Whenever you spend mana produced by Birthing Puddle to cast an instant or sorcery spell, you may pay 1U. If you do, put a 1/1 blue Faerie creature token with Flying onto the battlefield.
(This is part of a cycle with Fermenting Mound, of token-producing lands.)
Very interesting ways to add mana to your mana pool. The second ability is not very appetizing, but the first one seems very balanced and fun for the early game. I think the second ability should only exile one card, but me being the amateur Magic player am not aware of how unbalanced it could be become. Feel free to critique my critique.
Well, keep in mind that cards in the graveyard are usually useless outside reanimator strategies. I set it at two cards exiled after thinking on Deathrite Shaman and Grim Lavamancer. Both are very strong cards with the former being banned in Modern. Still, I do see your point as DRS's mana ability is based on exiling a land card from any graveyard AND adding one mana of any color instead of the former as a cost. Lands are easy to get into the graveyard in Modern, sfter all. Okay, one card exiled it is.
Birthing Puddle
Land (R) T: Add C to your mana pool.
Whenever you spend mana produced by Birthing Puddle to cast an instant or sorcery spell, you may pay 1U. If you do, put a 1/1 blue Faerie creature token with Flying onto the battlefield.
(This is part of a cycle with Fermenting Mound, of token-producing lands.)
That is an extremely intriguing way to make tokens with lands! I feel that's a pretty decent cost but probably if it were officially printed, it'd be 2U or 3U. Doesn't sound fun.
Give me a minute ro cook up a... Oh, hmm. Moment!
Edit: oh I see somebody posted while I was typing this up. Well, it's okay, I guess. Not very exciting. Seems reasonable, at least.
Okay, card idea!
- U
Creature - Fungus Wizard
At the beginning of your upkeep, put a spore counter on -.
Remove three spore counters from among permanents you control: Put a 1/1 green Saproling creature token onto the battlefield.
1/1
Interesting way to create tokens. There are a few spore counters cards, so it'll be interesting to see especially if it was printed in a set that has a flavor for spores. Me, being a Simic lover, want to bump up the power and toughness to 2/2 and the cost to UG. Maybe you avoided green on purpose, but for now I feel that it would fit better. Makes the wizard a bit stronger too.
Fists of Hellfire3RB
Legendary Artifact
Indestructible
Equip: 2RB
Equipped creature gains deathtouch and "Whenever this creature kills a creature, remove that creature from the game. Target player discards a card."
I wonder how overpowered this card would be if I gave the equipped creature menace?
Exchanging mana for thinning and tempo, not sure on cost/rarity.
Seems quite weak. Considering the number of cards that actually do something for one mana in addition to drawing a card, I'm not sure I get the point.
Kinsreach Academy
Land (R) t: Add C to your name pool. W, t: Target creature token loses all abilities and becomes a white Knight creature with vigilance and base power and toughness 2/2.
Looks good. Either you use it to power up your Kher Keep Kobolds, or you shut down Dragonmaster Outcast. Or better yet, shut down Marit Lage. The lose all abilities wording is sort of odd, as I prefer the effect to just say "Target creature token becomes a 2/2 white Knight with vigilance". Maybe I missed some rules to deny that, but otherwise there you go.
Next
Twineflesh Horror4
Creature - Eldrazi Horror (M)
As Twineflesh Horror enters the battlefield, sacrifice two non-Eldrazi creatures. If you can't, put Twineflesh Horror into its owner's graveyard instead.
Twineflesh Horror enters the battlefield with X +1/+1 counters on it, where X is the total power of creatures sacrificed as it enters the battlefield. If either or both of the sacrificed creatures have flying, Twineflesh Horror has flying. The same is true for first strike, double strike, vigilance, trample, haste, reach, deathtouch and menace.
0/0
One mana cards are hard to design without being too overpowered or repetitive. That being said, this card seems very...average. A bit elegant, but nothing too crazy.
And now I'm making a one mana card. Yipee. Also a nod to Clash Royale.
Fire SpiritsR
Haste
When Fire Spirits deal combat damage, sacrifice it.
5/1
That's turn-1 5 damage, and it's pretty easy for red to remove blockers later in the game. 4/1 would be much closer, or 3/1 with added Trample.
And here's another 1-mana spell. Trying to blend existing cards (and I continue with joke names because I can never think of any real ones): PidgeyU
Instant
Counter target instant or sorcery spell unless its controller pays 3.
Basically, I start with Negate, reduce the casting cost to Dispel, and try to rebalance the card with the added clause from Mana Leak.
I like the concept.
• Why does a shield grant haste?
• Spell redirection is generally red and blue. Usually white gets damage redirection, but not full spells.
• "Change the target of target spell or ability that targets only weird creature."
Cendledon Farmstead
Land (R) t: Add C to your mana pool. 1G, t: Put a 0/1 green Plant creature token onto the battlefield. Activate this ability only if a creature entered the battlefield this turn.
That one looks really good! I would sleeve it for any deck with creatures I play, you could limit it to be activated only if a green creature entered the table under your control, because as it is now, you can tap it even if your opponent plays a creature.
Shivan Ridge
Legendary Land (M)
T: Add to your mana pool an amount of R equal to half the number of lands you control, rounded up.
A heart of boiling magma that beats inside a stony chest.
It counts itself, so it will at least add R, it's also a reference to the infamous cycle of legendaries from Urza's Saga that included the Tolarian Academy, the Serra's Sanctum and the Gaea's Cradle.
I get completing the cycle but this card feels crazy strong. With the other lands your deck needs to built a certain way to maximize their effectiveness but this one doesn't require anything special, just play lands. This card will routinely add RRR to RRRRR with no effort needed.
Martyr's Trial3WW
Enchantment (R)
If a source would deal damage to you prevent 1 of that damage. Fateful Hour - If you have 5 or less life, prevent all but 1 of that damage instead.
A bit underpowered, I would say. There are plenty of enchantments that limit damage and the only thing that makes this enchantment special is the fateful hour. However, most of the time you will be receiving damage from more than one source unless your opponent is trying to Lightning Bolt you to death. It would be interesting to see with flash, and a lot more fun to play with too. Just my thoughts.
Ice SpiritU
Creature - Spirit
When Ice Spirit deals combat damage to a creature, tap that creature. That creature doesn't untap during its controller's next untap step. Sacrifice Ice Spirit.
1/1
I don't understand why you need the "sacrifice this guy" clause when he deals combat damage, seeing that his miserable stat means he's going to die on combat anyway. Unless you give it flying to block Ornithopter (which also doesn't quite make sense), why? Otherwise, fine enough. We've seen quite a few low-cost card that can long-term tap stuffs. By the way, the wording looks fine to me, but I dunno what others say.
Next
Dimming Mist1W
Instant (U)
Until end of turn, if a spell would deal damage to you and/or permanents you control, it deals half that much damage, rounded down, instead. Not all mist can be dispersed by fire.
I originally wanted to make this symmetrical, but considering the effect is rather narrow (blue has almost no damaging spell, and white and green's damaging spells are often situational), I decided to make it one-sided. Comments?
I feel like this would actually be fine preventing all damage from spells rather than rounding it down. As you said, the effect is fairly narrow, and it would make a good sideboard card that way against Grapeshot. I don't think most damage prevention cards see a lot of play in constructed unless they also do other things.
Sense of Duty1W
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +0/+3 and can block any number of creatures.
Inherit (When enchanted creature dies, if it wasn't a Citizen, put a 1/1 white Citizen creature token onto the battlefield and return Sense of Duty to the battlefield attached to it.)
That's very strong, especially with cards like Boros Legion, goblins or zombies.
CritterbugB
Creature - Insect
Kicker 1G
Deathtouch
When Critterbug enters the battlefield, if it was kicked, it fights target creature.
1/1
I've seen this basic design before. I still like it. It does feel odd to me that the green kicker is what makes it into a kill spell, but it would feel odd as a green card with a black kicker, too.
I'm rambling, but the point is that it's an enjoyable design.
Style Scroll: The Dirty Fighter3
Artifact (R)
Creatures you control can attack creatures your opponents control. (Creatures can block for themselves and for each other.)
Creatures without flying can't attack creatures with flying.
An interessting idea and something that would been nice to see in MTG! Other TCGs do do this. However, I can't quite figure out if this works in the rules as is.
So anyway.
? the Scrounger R
Planeswalker - ?
+ 1: Tap an untapped artifact you control. If you do, ? the Scrounger deals 1 damageto target creature or player.
+ 1: Tap an untapped artifact you control. If you do, target creature attacks this turn if able. (Melds with Great Gewgaw Caper)
Loyalty 1
Great Gewgaw Caper 1RR
Enchantment
Whenever you tap an artfact, you may discard a card, if you do, draw a card.
At end of turn, if you both own and control Great Gewgaw Caper and a card named ? the Scrounger and ? the Scrounger has 4 or more loyalty counters, exile them then meld them into ?, Great Hoarder with that many loyalty counters.
?, Great Hoarder
Planeswalker - ?
Color identity: red
+ 1: Tap an untapped artifact you control. If you do, ?, Great Hoarder deals 3 damage to target creature or player.
- 1: Gain control of target artifact.
- 5: You get an emblem with "Whenever you activate the ability of an artifact you control, copy it. You may choose new targets for that ability."
Loyalty 0
I wanted to see if I could throw together the concept of a 1CMC planeswalker AND a meldwalker and make it work. Let me know how I did!
The Scrounger's second ability doesn't work, unless you change it into: "until your next turn, target creature must attack if able". And he can't cost just 1 mana; 3 is safer, although the starting loyalty may the be higher. Of course, that means the melded starting loyalty limit needs to be higher, like 5. Overall, fine.
Next
Crypt Of Forgotten Words
Land (R) T: Add C to your mana pool. 3, T: If target instant or sorcery spell would be put into graveyard this turn, exile it instead. 1, T, discard a card: Choose an instant or sorcery card exiled by Crypt Of Forgotten Words. You may cast it this turn (Pay costs as normal).
As a tidbit: If you have two of this at the same time, you may use one's last ability to cast an exiled instant/sorcery, and then use the other's exiling effect to that this becomes something of a 2-card Isochron Scepter combo. Comments?
Seems powerful. I like the interaction if you have two of them, and I like the concept. It would need playtesting to determine power level, but I suspect the final activated ability would need to cost more mana. I also feel that it's odd that this is colorless, when it seems like a blue effect overall.
The Tolls at Kinsreach3GW
Enchantment (R)
Creatures your opponents control can't attack unless their controller pays 1 for each of those creatures.
Whenever a creature attacks, if you're the defending player, create a tapped 0/3 colorless Wall artifact creature token with defender.
The concept and cost seem balanced. This is odd if you play it against yourself.
Premature Behemoth1GG
Creature - Behemoth
When Premature Behemoth enters the battlefield, target opponent reveals their hand. If they have a card with a greater converted mana cost than Premature Behemoth, remove Premature Behemoth from the game.
6/7 The mage frowned upon his young apprentice's rashness. Yet it was undeniable that he had reached a magic that even the mage had not yet seen.
Combined with a discard spell it is game-breaking. Otherwise it is a gamble on turn 3. I originally thought that the cost should be GG (to help remove it easier), but do you think that is better than the card right now?
I'm a fan of Sunforger, but being able to search up any blue or green spell is going to be a much stronger effect: you can find ramp, counterspells, etc. Hexproof will also make it more difficult to deal with the creature.
So the effect on this one is based on a dream I had last night:
Vault of Midas6
Artifact (MR)
Whenever one or more unused mana empties from your mana pool, create a colorless Gold artifact token with "Sacrifice this artifact: Add one mana of any color to your mana pool."
Now I'm trying to decide whether this is useless or broken...
A little bit of both. On one hand, you can use it to stockpile mana to get cards like Progenitus, but because this is a turn 6 card (at best), you may be hard pressed to find uses for it besides multi-color cards (also assuming you cast no/cheap spells). Imagine if this was in the early game, where it is much more broken. Assuming you don't play cards with this in in say, turn 3, then by turn 4 you could tap 4 lands (under optimal conditions) and the next turn you have a whopping 8 mana. I would say make it one mana cheaper, but this card does have potential to be incredibly broken. I like it.
Burricow, Thief Lord2RR
Legendary Creature - Mole
First Strike
When Burricow, Thief Lord enters the battlefield, gain control of target artifact.
When Burricow kills another creature in combat, gain control of target noncreature permanent. R: Burricow gains +1/+0 until end of turn.
3/3
Burricow, Thief Lord2RR
Legendary Creature - Mole
First Strike
When Burricow, Thief Lord enters the battlefield, gain control of target artifact.
When Burricow kills another creature in combat, gain control of target noncreature permanent. R: Burricow gains +1/+0 until end of turn.
3/3
Granted I'm no expert on moles, I was under the impression the animal doesn't actually have any theiving characteristics. They just ruin farmland with their digging. If however we were interpreting it as a spy stealing secrets then maybe a humanoid spy creature type is a better fit. Regardless thieves don't do much fighting. They steal things in hopes of remaining undetected. Which would fit the mole bill more accurately.
All being said perhaps this is better:
Burricow, Thief Lord2RR
Legendary Creature - Mole
Unblockable
When Burricow, Thief Lord becomes the target of a spell an opponent controls that player sacrifices a land.
When Burricow, Thief Lord enters the battlefield, gain control of target artifact for as long as Burricow, Thief Lord remains on the battlefield.
3/3
Anyways this might be too broken but creatures are so damn op lately, spells need some more flare. Let's give it a shot:
Sudden WithdrawalUB
Instant
Return target non-land permanent to its owner's hand, then that player discards a non-land card.
Or
Wailing EchoUB
Instant
Copy target triggered of activated ability, then destroy the source of that ability.
Any thoughts?
Private Mod Note
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I just really want a 1cmc mana critter G
Creature - Druid or whatever
, Discard a card from your hand: Add one mana of any of that card's colors to your mana pool.
, Exile two cards from your graveyard that share one or more colors: Add one manay of any of those colors to your mana pool.
1/1
Shards of awful never
High Pressure Energizer 2RR
Artifact
Discard your hand: Add RRRRR to your mana pool. Activate this ability only if you have five or more cards in your hand.
Pretty boring, I say.
• If you think it's boring, why did you design it?
• This is obviously intended as a combo card. It works well with Flashback and some other things. It's so weird, though, that it's hard to assess how powerful it might be.
• Colored artifacts require a specific environment. I don't know what your intended environment is, but it's something to be aware of.
Fermenting Mound
Land
T: Add C to your mana pool.
1B, t: Put a 0/0 black Germ creature token onto the battlefield.
Skaab Advocate:
• I'll be honest, I don't understand the flavor at all. "Skaab" in the name and the fact that it's a blue Zombie seem to point to it being from Innistrad, but why on earth is it a Cleric? Why does a Zombie give a bonus to artifact creatures? Why does an Innistrad card give a bonus to artifact creatures?
• Zombies + Artifacts is such odd tribal. There are only three Artifact Zombies, and of them, only Tidehollow Sculler seems at all impressive. Is that why you felt you could push this card? As a 3/4 with flying for 2 mana, in blue, it's already impressive. Why the added bonus?
Birthing Puddle
Land (R)
T: Add C to your mana pool.
Whenever you spend mana produced by Birthing Puddle to cast an instant or sorcery spell, you may pay 1U. If you do, put a 1/1 blue Faerie creature token with Flying onto the battlefield.
(This is part of a cycle with Fermenting Mound, of token-producing lands.)
Spirit Coliseum
Land (C)
t: Add U or W to your mana pool. Activate this ability only if your commander's color has blue and white.
Well, keep in mind that cards in the graveyard are usually useless outside reanimator strategies. I set it at two cards exiled after thinking on Deathrite Shaman and Grim Lavamancer. Both are very strong cards with the former being banned in Modern. Still, I do see your point as DRS's mana ability is based on exiling a land card from any graveyard AND adding one mana of any color instead of the former as a cost. Lands are easy to get into the graveyard in Modern, sfter all. Okay, one card exiled it is.
That is an extremely intriguing way to make tokens with lands! I feel that's a pretty decent cost but probably if it were officially printed, it'd be 2U or 3U. Doesn't sound fun.
Give me a minute ro cook up a... Oh, hmm. Moment!
Edit: oh I see somebody posted while I was typing this up. Well, it's okay, I guess. Not very exciting. Seems reasonable, at least.
Okay, card idea!
- U
Creature - Fungus Wizard
At the beginning of your upkeep, put a spore counter on -.
Remove three spore counters from among permanents you control: Put a 1/1 green Saproling creature token onto the battlefield.
1/1
Shards of awful never
Fists of Hellfire 3RB
Legendary Artifact
Indestructible
Equip: 2RB
Equipped creature gains deathtouch and "Whenever this creature kills a creature, remove that creature from the game. Target player discards a card."
I wonder how overpowered this card would be if I gave the equipped creature menace?
Okay, card idea!
- U
Creature - Fungus Wizard
At the beginning of your upkeep, put a spore counter on -.
Remove three spore counters from among permanents you control: Put a 1/1 green Saproling creature token onto the battlefield.
1/1[/quote]
Why would you colour-shift Thallid to blue?
Seems quite weak. Considering the number of cards that actually do something for one mana in addition to drawing a card, I'm not sure I get the point.
Kinsreach Academy
Land (R)
t: Add C to your name pool.
W, t: Target creature token loses all abilities and becomes a white Knight creature with vigilance and base power and toughness 2/2.
Next
Twineflesh Horror 4
Creature - Eldrazi Horror (M)
As Twineflesh Horror enters the battlefield, sacrifice two non-Eldrazi creatures. If you can't, put Twineflesh Horror into its owner's graveyard instead.
Twineflesh Horror enters the battlefield with X +1/+1 counters on it, where X is the total power of creatures sacrificed as it enters the battlefield. If either or both of the sacrificed creatures have flying, Twineflesh Horror has flying. The same is true for first strike, double strike, vigilance, trample, haste, reach, deathtouch and menace.
0/0
Baaahhhh, complicated.
And now I'm making a one mana card. Yipee. Also a nod to Clash Royale.
Fire Spirits R
Haste
When Fire Spirits deal combat damage, sacrifice it.
5/1
Too powerful?
And here's another 1-mana spell. Trying to blend existing cards (and I continue with joke names because I can never think of any real ones):
Pidgey U
Instant
Counter target instant or sorcery spell unless its controller pays 3.
Basically, I start with Negate, reduce the casting cost to Dispel, and try to rebalance the card with the added clause from Mana Leak.
• Why does a shield grant haste?
• Spell redirection is generally red and blue. Usually white gets damage redirection, but not full spells.
• "Change the target of target spell or ability that targets only weird creature."
Cendledon Farmstead
Land (R)
t: Add C to your mana pool.
1G, t: Put a 0/1 green Plant creature token onto the battlefield. Activate this ability only if a creature entered the battlefield this turn.
Shivan Ridge
Legendary Land (M)
T: Add to your mana pool an amount of R equal to half the number of lands you control, rounded up.
A heart of boiling magma that beats inside a stony chest.
It counts itself, so it will at least add R, it's also a reference to the infamous cycle of legendaries from Urza's Saga that included the Tolarian Academy, the Serra's Sanctum and the Gaea's Cradle.
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
Martyr's Trial 3WW
Enchantment (R)
If a source would deal damage to you prevent 1 of that damage.
Fateful Hour - If you have 5 or less life, prevent all but 1 of that damage instead.
Ice Spirit U
Creature - Spirit
When Ice Spirit deals combat damage to a creature, tap that creature. That creature doesn't untap during its controller's next untap step. Sacrifice Ice Spirit.
1/1
I know the wording is weird. Please help me.
Next
Dimming Mist 1W
Instant (U)
Until end of turn, if a spell would deal damage to you and/or permanents you control, it deals half that much damage, rounded down, instead.
Not all mist can be dispersed by fire.
I originally wanted to make this symmetrical, but considering the effect is rather narrow (blue has almost no damaging spell, and white and green's damaging spells are often situational), I decided to make it one-sided. Comments?
Sense of Duty 1W
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +0/+3 and can block any number of creatures.
Inherit (When enchanted creature dies, if it wasn't a Citizen, put a 1/1 white Citizen creature token onto the battlefield and return Sense of Duty to the battlefield attached to it.)
I've seen this basic design before. I still like it. It does feel odd to me that the green kicker is what makes it into a kill spell, but it would feel odd as a green card with a black kicker, too.
I'm rambling, but the point is that it's an enjoyable design.
Style Scroll: The Dirty Fighter 3
Artifact (R)
Creatures you control can attack creatures your opponents control. (Creatures can block for themselves and for each other.)
Creatures without flying can't attack creatures with flying.
So anyway.
? the Scrounger R
Planeswalker - ?
+ 1: Tap an untapped artifact you control. If you do, ? the Scrounger deals 1 damageto target creature or player.
+ 1: Tap an untapped artifact you control. If you do, target creature attacks this turn if able.
(Melds with Great Gewgaw Caper)
Loyalty 1
Great Gewgaw Caper 1RR
Enchantment
Whenever you tap an artfact, you may discard a card, if you do, draw a card.
At end of turn, if you both own and control Great Gewgaw Caper and a card named ? the Scrounger and ? the Scrounger has 4 or more loyalty counters, exile them then meld them into ?, Great Hoarder with that many loyalty counters.
?, Great Hoarder
Planeswalker - ?
Color identity: red
+ 1: Tap an untapped artifact you control. If you do, ?, Great Hoarder deals 3 damage to target creature or player.
- 1: Gain control of target artifact.
- 5: You get an emblem with "Whenever you activate the ability of an artifact you control, copy it. You may choose new targets for that ability."
Loyalty 0
I wanted to see if I could throw together the concept of a 1CMC planeswalker AND a meldwalker and make it work. Let me know how I did!
Shards of awful never
Next
Crypt Of Forgotten Words
Land (R)
T: Add C to your mana pool.
3, T: If target instant or sorcery spell would be put into graveyard this turn, exile it instead.
1, T, discard a card: Choose an instant or sorcery card exiled by Crypt Of Forgotten Words. You may cast it this turn (Pay costs as normal).
As a tidbit: If you have two of this at the same time, you may use one's last ability to cast an exiled instant/sorcery, and then use the other's exiling effect to that this becomes something of a 2-card Isochron Scepter combo. Comments?
The Tolls at Kinsreach 3GW
Enchantment (R)
Creatures your opponents control can't attack unless their controller pays 1 for each of those creatures.
Whenever a creature attacks, if you're the defending player, create a tapped 0/3 colorless Wall artifact creature token with defender.
Premature Behemoth 1GG
Creature - Behemoth
When Premature Behemoth enters the battlefield, target opponent reveals their hand. If they have a card with a greater converted mana cost than Premature Behemoth, remove Premature Behemoth from the game.
6/7
The mage frowned upon his young apprentice's rashness. Yet it was undeniable that he had reached a magic that even the mage had not yet seen.
Combined with a discard spell it is game-breaking. Otherwise it is a gamble on turn 3. I originally thought that the cost should be GG (to help remove it easier), but do you think that is better than the card right now?
So the effect on this one is based on a dream I had last night:
Vault of Midas 6
Artifact (MR)
Whenever one or more unused mana empties from your mana pool, create a colorless Gold artifact token with "Sacrifice this artifact: Add one mana of any color to your mana pool."
Now I'm trying to decide whether this is useless or broken...
Burricow, Thief Lord 2RR
Legendary Creature - Mole
First Strike
When Burricow, Thief Lord enters the battlefield, gain control of target artifact.
When Burricow kills another creature in combat, gain control of target noncreature permanent.
R: Burricow gains +1/+0 until end of turn.
3/3
Granted I'm no expert on moles, I was under the impression the animal doesn't actually have any theiving characteristics. They just ruin farmland with their digging. If however we were interpreting it as a spy stealing secrets then maybe a humanoid spy creature type is a better fit. Regardless thieves don't do much fighting. They steal things in hopes of remaining undetected. Which would fit the mole bill more accurately.
All being said perhaps this is better:
Burricow, Thief Lord 2RR
Legendary Creature - Mole
Unblockable
When Burricow, Thief Lord becomes the target of a spell an opponent controls that player sacrifices a land.
When Burricow, Thief Lord enters the battlefield, gain control of target artifact for as long as Burricow, Thief Lord remains on the battlefield.
3/3
Anyways this might be too broken but creatures are so damn op lately, spells need some more flare. Let's give it a shot:
Sudden Withdrawal UB
Instant
Return target non-land permanent to its owner's hand, then that player discards a non-land card.
Or
Wailing Echo UB
Instant
Copy target triggered of activated ability, then destroy the source of that ability.
Any thoughts?