It is perhaps trying to do a little too much at once, as it's hard to squeeze in both the discard and draw on a deathtouch creature for that cost. Maybe it'd work as 2B?
Disciple of the FlameRR
Creature - Human Shaman (R) T, Discard a land card: Add RR to your mana pool. The world turns with the will of the eternal flame.
1/3
Hmmm.... I kinda worry this at 2 mana is too strong, even considering the cost. Palladium Myr at least gives colorless mana, though having said that, maybe I am overreacting.
For Innistrad and Amonkhet. Oh, and Grixis.
Bloodspell Ritualist1B
Creature - Human Wizard (U) T, sacrifice a creature: You pay 2 less the next time you cast a spell from a graveyard or activate an ability of a card in a graveyard this turn. "The dead are always eager to take their grievances on the living. I merely pass their will."
1/1
With enough token generators, this discounts your flashbacks, unearths, aftermaths and embalms. Heck, worst case scenario, you can kill this guy for the discount. Comments?
hrmm I'm not sure what the proper template would be, something like ": The next spell you cast from a graveyard or ability you activate from a graveyard this turn costs 2 less to cast or activate". But I think I have to wonder- why make it a cost reduction effect at all, if it only affects a single ability? You could make it say: "Add CC to your mana pool. Spend this mana only to cast spells in a graveyard or activate abilities from a graveyard", or 'your' instead of 'a'. Much cleaner template.
I like that there's some combo potential from being able to sacrifice a creature with a graveyard ability, then activate it, but most such creatures are self-reanimating like those unearths, embalms, etc, and aside from the P/T increase on embalm or ETB triggers, its often redundant to sacrifice a creature just to bring it back. The other issue is that needing to sacrifice just to get the mana is very steep, it would be a balanced niche mana producer without that extra cost at all, like Renowned Weaponsmith, Vedalken Engineer or Smokebraider- just being a restrictive 2-producing dork at 2 is balanced enough.
But you got the flavor down right, especially the ability to self-sacrifice for a ritualist.
Coward's RewardB
Instant (U)
Cast Coward's Reward only after combat.
If target creature could have attacked or blocked this turn, but didn't, its controller sacrifices it. "May you live and die in peace."
—Keldon curse
Almost Murder, but a bit narrow. Still, sacrifice bypasses indestructible, so maybe 2 mana for this? Maybe not, but I'm sure there are ways to abuse this.
More variation of an old card.
Elzataerinn, Tempestuous Mind5URG
Legendary Creature - Dragon Horror (M)
Flying
At the beginning of each upkeep, reveal a number of cards from the top of your library equal to the number of spells that have been cast by all players last turn, then choose one among the revealed cards. If it is a land card, put it onto the battlefield tapped, otherwise cast it without paying its mana cost. Then put all other cards revealed this way at the bottom of your library in random order. "If I were to add... Ah, yes, that should work... Except..."
5/5
I guess I'm just trying to be safe with the mana cost since this guy almost always guarantees you get a free spell every single turn, including the upkeep after you cast him. Comments?
Elzataerinn -- Would that name actually fit on a card? Eight mana's a little stiff for a card, even if it does tutor a card and play it for free. Every turn. Looked at that way, it really deserves to be an Eldrazi instead of a Dragon.
Honesty -- 3GGG
Creature - Incarnation
Each player plays with their hand revealed.
The base power and toughness of each creature can't be modified.
If Honesty would be exiled from anywhere, shuffle it into your library instead.
6/6
That 2nd ability is pretty sweet. The whole thing is really spot on with the flavor too. Maybe make it 5/5 to be safe? Potentially powerful card.
Doom Meteor2BR
Sorcery (R)
Each opponent sacrifices a land and loses life equal to the amount of lands sacrificed this way. --- Planar Genesis2GW
Sorcery (R)
You and each allied player searches their library for a land card and puts it onto the battlefield tapped, then shuffles their library. You and each allied player gains life equal to the amount of lands put onto the battlefield this way.
Unfortunately four colors will restrict this so much in terms of formats. Doom Meteor isn't too powerful, but it can be annoying which is accurate enough for a split csrd. Planar Genesis is fairly powerful, perhaps too much for a split effect. The lifegain/lifeless isn't too necessary except perhaps on Doom Meteor. It's hard to evaluate split cards so I'd wager it might be too strong.
Suntoucher's Boon2GG
Enchantment - Aura (R]
Enchant Creature
Enchanted creature gets +2/+2.
Whenever you tap a land for mana that shares a color with enchanted creature, add one mana of the same type to your mana pool. "Go, and let your heart share its light with others." -Tina, the Suntoucher
I think it's a pretty well done card. The flavor of the name and flavor text is perhaps a bit off though for a green card? I'd also perhaps be more interested in a version of this without the +2/+2 and for less mana.
Arcane Bond4UR
Enchantment (R)
Whenever you cast an instant or sorcery spell, each allied player may play a copy of it and choose new targets for the copy.
Arcane Bond - I usually don't like cards that simply don't work outside of a variant format context. This is a strong effect but it's only one CMC less and has more colors in the cost than the comparable Swarm Intelligence and usually would have less impact than Hive Mind. I'd make it 3UR and let you copy your teammates' spells as well (and I'd use the term teammate, which is definitelyofficial, rather than allied player).
Entrails Winder1B
Creature - Vampire Wizard (U)
Deathtouch
Players play with their hands and the top cards of their libraries revealed. Any player may pay 4 life to ignore this effect for as long as Entrails Winder is on the battlefield.
1/2
So pay 4 only once? if I read it right to ignore the effect? not to shabby sucking 4 life away or gaining inside knowledge on the completion. A silly idea for the card is to combine it with something to keep blinking Entrails Winder so players have to keep paying the cost.
Reborn Horror, Yelya Siphon
Inspired Whenever Reborn Horror, Yelya Siphon becomes untapped, Other creatures you control gain Deathtouch until end of turn.
{b}: Discard 1 Instant or Sorcery card to add 1 Creature card from your Graveyard to your hand.
{u}: Discard 1 Creature card to add 1 Instant or Sorcery card from your Graveyard to your hand.
{g}: Gain 1 Life and if your Devotion to {u}{b}{g} is 8 or more, all permanents in your Graveyard has Dredge 1 until end of turn.
Welll, you've got some formatting problems there. The ability is a little confusing and moves the card in an entirely different direction than the other abilities. Also ... colored Eldrazi? That's only a 4/4? I would say either let this cake bake in the over a while longer, or throw it out and start over from scratch.
Warstrider's Chant -- 1GG
Instant
Each creature attacks this turn if able.
At the end of turn, put a +1/+1 counter on each creature that attacked this turn. Remove all +1/+1 counters from each creature that could have attacked but did not.
Warstrider's Chant - This is a card that's plain confusing. It looks like a concept you began making with a certain intent, partially changed, and left sort of unfinished. To begin wit, green really isn't a color that forces attacks; if anything it makes creatures have to block, but making creatures attack is always red, and sometimes (in the case of Sirens and the like) blue. Forced attacks are obviously something you want to do on your opponents' creatures, but giving them all a +1/+1 counter if they survive is definitely a severe drawback, and if you're using this to boost your own creatures it's inefficient too because the +1/+1 counter doesn't go on during that combat and is best used after combat anyway. Also, the last clause simply doesn't do anything, because every creature the active player controls is already forced to attack, meaning that any creature that could have attacked in fact did. In conclusion, this just isn't your best work.
Well as pointed out, if cast before combat then every creature that could attack must attack so the latter clause is redundant. Leaving that instant able to cast before or after combat, was that the intention? I mean, its all kinds of wonky since you'd only ever play it after combat to strip +1/+1 counters from enemy creatures, which they might not reliably have and only if they didn't attack. But yeah, its out of color. I think it could work if the goal was to either force your own creatures to attack in green for +1/+1 counters- in which case its rather weak and could place the counters before combat and still not be busted- or it would have to be in red.
Hedron Maze
Land (R) T: Add C to your mana pool. C, Reveal Hedron Maze from your hand and put it onto the bottom of your library: Draw a card.
While you're searching your library on your turn, you may play Hedron Maze from your library instead of finding any cards.
Interesting. Semi-Cycling ability, but not exactly the best target for Evolving Wilds unless you know how to abuse it. Of course, entering the battlefield untapped is a bonus.
Stealing.
Census ProvisionerWU
Creature - Human Advisor (R)
At the beginning of your upkeep, each opponent who controls six or more creatures chooses a creature he or she controls and you gain control of that creature. "There has been an overcrowding at the west. We need to move the populace eastward to balance things out."
2/2
Is six too many?
EDIT:
Census ProvisionerWU
Creature - Human Advisor (R)
At the beginning of your upkeep, each opponent who controls five or more creatures chooses a creature he or she controls and you gain control of that creature. "There has been an overcrowding at the west. We need to move the populace eastward to balance things out."
2/2
Six might be a little too much -- many decks will never bother putting two or three creatures out, and even dedicated token decks will swarm at five or six creatures -- with just five 1/1s on the field, an Overrun turns them into 4/4s, meaning lethal damage if unblocked. So for this guy to have any advantage, I'd say tune it down to four or more creatures -- but also up the cost. I'd also consider adding "until Census Provisioner leaves the battlefield" at the end, because permanent gain-control effects should be pretty limited.
Elthand Lorekeeper -- 1UB
Creature - Wizard
, Discard your hand: Choose one -- Draw a card; or choose a card in your graveyard and put it into your hand.
2/2
Elthand Lorekeeper - The Regrowth effect here is entirely broken. Like Lion's Eye Diamond, the discard your hand cost isn't a real drawback and this card would never be used for anything fair. After all, in a deck that relies on getting things into the 'yard, discarding your hand is either irrelevant or an actual advantage.
Yeah its relatively slow and fragile, but the kind of deck that could be built around lorekeeper would win on the spot when it activates its ability by recurring something that locks the same out. An unlimited ability to draw and cast the same card each turn has always posed problems. If it was just letting you draw an extra card each turn, that might be a curious hellbent enabling card, but then its almost a bit too weak when played 'fairly' because it might as well be phyrexian arena, while discarding madness/GY stuff might make it broken anyways.
I'm struggling to template this ability:
Stalwart KnightWW
Creature - Human Knight (U)
First Strike, Guardian (When damage would be dealt to you or another permanent you control, you may have as much of that damage as can be marked up to lethal dealt to this creature instead.)
2/2
I'd like it to give you the option to redirect any and all damage to you or your permanents onto that creature, but only from one source at a time and only as much of that source as it can take- ie you can't redirect 1 point of damage from 2 lightning bolts, and you can only redirect up to {lethal damage}. So only redirect 1 point from a grave titan or 2 points from a lightning bolt on that 2 toughness knight.
What template could communicate that in reminder text concisely and accurately? I'm not even sure it should be a replacement effect, trample isn't.
I guess this works. In a sense, it give you 2 life on demand or give another creature +0/+2, also on demand, which should be fine for a bear like this. No qualms here.
As for text, maybe someone else can help, as for me, this seems fine enough...
Simple multicolor matter card
Scapewatcher Knight1W
Creature - Human Knight (U)
As long as you control a green or blue permanent, Scapewatcher Knight has vigilance.
As long as you control a black or red permanent, Scapewatcher Knight has first strike. Understanding one's world is power on its own.
2/2
Scapewatcher Knight - I like this one. Super Melvin. Feels very Alara in a post-Conflux sense. I'd like to see the other members of the cycle, assuming one could be done. Sadly I'm not sure there are enough evergreen keywords shared among tricolors for that to work properly...
Blue creature
White or black - Flying
Red or green - ?
Black creature
Blue or red - Menace?
Green or white - (Temporary) indestructible/regeneration
Red creature
White or blue - Prowess?
Black or green - Haste
Green creature
Red or white - Trample?
Blue or black - ?
Hey VN -- The rules of the thread are that you critique the last card, then post your own card. Post your own card, okay?
.
I generally dislike cards like Scapewatcher Knight because it takes a lot of mental energy to keep mapping the board state; plus it randomly loses abilities when other creature dies. My eyebrow twitches just thinking how he and Odric, Lunarch Marshal get along.
.
Cloud-Covered Valley
Land
Shroud
: Add to your mana pool.
, Cloud-Covered Valley loses shroud: Add one mana of any color to your mana pool.
So.... you're saying that by keeping it shrouded, you can keep getting colorless mana, but for once you can remove the shroud permanently and let it make colored mana for once. Reminds me of a few other lands that does the same (forgot the names, though), so I don't see why the shroud and shroud-depletion is innovative or interesting. Nice idea, regardless.
Next
Violent Empowering3RR
Sorcery (R)
Target creature deals damage equal to its power to its controller, then put that many +1/+1 counters on that creature. To gain strength, one must withstand pain.
A bit like Hatred, except that the boost is permanent, but limited as to how much you can power up the creature (only up to double its power). At the same time, you may use this on an opponent's bomb to finish him off. Comments?
EDIT:
Violent Empowering2RR
Sorcery (R)
Target creature deals damage equal to its power to its controller, then put that many +1/+1 counters on that creature. To gain strength, one must withstand pain.
I think 5 mana is really steep for this. Either its going to be a convoluted burn spell, in which case you're getting a sort of pseudo-threaten damage swing that will give them back a doubled creature, so it better wind the game on the spot or you'll probably lose the next turn- *or* its a buff for your own creature that costs dearly, and isn't very aggressively costed- there's no reasonable creature's power where you'd be getting a good deal without the self-damage for 5 cmc. I like the idea, but I think it needs to be more aggressively costed
Aven InterdictorWU
Creature - Bird (R)
Flying
Spells cost 1 more to cast for each spell previously cast this turn.
2/2
It's a very powerful hate bear/bird. Great for stopping Storm obviously and not too overwhelming for other decks. Annoying as he'll, but very balanced I feel.
Forger of Blights2WW
Creature - Human Artificer (R)
Germ creatures you control have First Strike.
Whenever an Equipment enters the battlefield under your control, create a 0/0 black Germ creature token and attach that equipment to it. "I used to think I put a piece of my soul into all my creations. Now I do so much much more."
3/3
Aven Interdictor doesn't have much interaction with storm; storm copies the spells directly, rather than requiring the player to cast them.
Forger of Blights makes flavor-sense in Phyrexia, but not elsewhere. It's interesting that a many Germs will die immediately (Lightning Greaves and so many others that don't offer a toughness boost.) It still seems weird for a white card to create black tokens.
Lash Out -- 2R
Enchantment - Aura
Enchant creature
At the beginning of enchanted creature's upkeep, enchanted creature fights a random target creature.
Enchanted creature must attack each turn if able. "I just wanted to punch somebody in the face, with all the strength and anger built up inside me...."
Slave-War Negotiator3UR
Creature - Human Advisor (R)
Creatures you own can't attack or block as long as you control a creature you don't own.
At the beginning of each upkeep, you may gain control of target creature you don't own until end of turn. If you do, untap it and it gains haste until end of turn. "Why bother wasting our manpower when we can set up others to do the work for us?"
2/4
Unlike Dominus, he has a slight drawback, but also unlike Dominus, he gets to steal once every turn, yours or not. I know the drawback is plain weird, but I consider being able to steal and attack, then later steal and block to be a decent enough trade. Not to mention if you copy this guy. Comments?
Disciple of the Flame RR
Creature - Human Shaman (R)
T, Discard a land card: Add RR to your mana pool.
The world turns with the will of the eternal flame.
1/3
For Innistrad and Amonkhet. Oh, and Grixis.
Bloodspell Ritualist 1B
Creature - Human Wizard (U)
T, sacrifice a creature: You pay 2 less the next time you cast a spell from a graveyard or activate an ability of a card in a graveyard this turn.
"The dead are always eager to take their grievances on the living. I merely pass their will."
1/1
With enough token generators, this discounts your flashbacks, unearths, aftermaths and embalms. Heck, worst case scenario, you can kill this guy for the discount. Comments?
I like that there's some combo potential from being able to sacrifice a creature with a graveyard ability, then activate it, but most such creatures are self-reanimating like those unearths, embalms, etc, and aside from the P/T increase on embalm or ETB triggers, its often redundant to sacrifice a creature just to bring it back. The other issue is that needing to sacrifice just to get the mana is very steep, it would be a balanced niche mana producer without that extra cost at all, like Renowned Weaponsmith, Vedalken Engineer or Smokebraider- just being a restrictive 2-producing dork at 2 is balanced enough.
But you got the flavor down right, especially the ability to self-sacrifice for a ritualist.
Coward's Reward B
Instant (U)
Cast Coward's Reward only after combat.
If target creature could have attacked or blocked this turn, but didn't, its controller sacrifices it.
"May you live and die in peace."
—Keldon curse
More variation of an old card.
Elzataerinn, Tempestuous Mind 5URG
Legendary Creature - Dragon Horror (M)
Flying
At the beginning of each upkeep, reveal a number of cards from the top of your library equal to the number of spells that have been cast by all players last turn, then choose one among the revealed cards. If it is a land card, put it onto the battlefield tapped, otherwise cast it without paying its mana cost. Then put all other cards revealed this way at the bottom of your library in random order.
"If I were to add... Ah, yes, that should work... Except..."
5/5
I guess I'm just trying to be safe with the mana cost since this guy almost always guarantees you get a free spell every single turn, including the upkeep after you cast him. Comments?
Honesty -- 3GGG
Creature - Incarnation
Each player plays with their hand revealed.
The base power and toughness of each creature can't be modified.
If Honesty would be exiled from anywhere, shuffle it into your library instead.
6/6
Doom Meteor 2BR
Sorcery (R)
Each opponent sacrifices a land and loses life equal to the amount of lands sacrificed this way.
---
Planar Genesis 2GW
Sorcery (R)
You and each allied player searches their library for a land card and puts it onto the battlefield tapped, then shuffles their library. You and each allied player gains life equal to the amount of lands put onto the battlefield this way.
Suntoucher's Boon 2GG
Enchantment - Aura (R]
Enchant Creature
Enchanted creature gets +2/+2.
Whenever you tap a land for mana that shares a color with enchanted creature, add one mana of the same type to your mana pool.
"Go, and let your heart share its light with others." -Tina, the Suntoucher
Arcane Bond 4UR
Enchantment (R)
Whenever you cast an instant or sorcery spell, each allied player may play a copy of it and choose new targets for the copy.
Entrails Winder 1B
Creature - Vampire Wizard (U)
Deathtouch
Players play with their hands and the top cards of their libraries revealed. Any player may pay 4 life to ignore this effect for as long as Entrails Winder is on the battlefield.
1/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Reborn Horror, Yelya Siphon
Inspired Whenever Reborn Horror, Yelya Siphon becomes untapped, Other creatures you control gain Deathtouch until end of turn.
{b}: Discard 1 Instant or Sorcery card to add 1 Creature card from your Graveyard to your hand.
{u}: Discard 1 Creature card to add 1 Instant or Sorcery card from your Graveyard to your hand.
{g}: Gain 1 Life and if your Devotion to {u}{b}{g} is 8 or more, all permanents in your Graveyard has Dredge 1 until end of turn.
Warstrider's Chant -- 1GG
Instant
Each creature attacks this turn if able.
At the end of turn, put a +1/+1 counter on each creature that attacked this turn. Remove all +1/+1 counters from each creature that could have attacked but did not.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Hedron Maze
Land (R)
T: Add C to your mana pool.
C, Reveal Hedron Maze from your hand and put it onto the bottom of your library: Draw a card.
While you're searching your library on your turn, you may play Hedron Maze from your library instead of finding any cards.
Stealing.
Census Provisioner WU
Creature - Human Advisor (R)
At the beginning of your upkeep, each opponent who controls six or more creatures chooses a creature he or she controls and you gain control of that creature.
"There has been an overcrowding at the west. We need to move the populace eastward to balance things out."
2/2
Is six too many?
EDIT:
Census Provisioner WU
Creature - Human Advisor (R)
At the beginning of your upkeep, each opponent who controls five or more creatures chooses a creature he or she controls and you gain control of that creature.
"There has been an overcrowding at the west. We need to move the populace eastward to balance things out."
2/2
Elthand Lorekeeper -- 1UB
Creature - Wizard
, Discard your hand: Choose one -- Draw a card; or choose a card in your graveyard and put it into your hand.
2/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I'm struggling to template this ability:
Stalwart Knight WW
Creature - Human Knight (U)
First Strike, Guardian (When damage would be dealt to you or another permanent you control, you may have as much of that damage as can be marked up to lethal dealt to this creature instead.)
2/2
I'd like it to give you the option to redirect any and all damage to you or your permanents onto that creature, but only from one source at a time and only as much of that source as it can take- ie you can't redirect 1 point of damage from 2 lightning bolts, and you can only redirect up to {lethal damage}. So only redirect 1 point from a grave titan or 2 points from a lightning bolt on that 2 toughness knight.
What template could communicate that in reminder text concisely and accurately? I'm not even sure it should be a replacement effect, trample isn't.
As for text, maybe someone else can help, as for me, this seems fine enough...
Simple multicolor matter card
Scapewatcher Knight 1W
Creature - Human Knight (U)
As long as you control a green or blue permanent, Scapewatcher Knight has vigilance.
As long as you control a black or red permanent, Scapewatcher Knight has first strike.
Understanding one's world is power on its own.
2/2
Comments?
Blue creature
White or black - Flying
Red or green - ?
Black creature
Blue or red - Menace?
Green or white - (Temporary) indestructible/regeneration
Red creature
White or blue - Prowess?
Black or green - Haste
Green creature
Red or white - Trample?
Blue or black - ?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
.
I generally dislike cards like Scapewatcher Knight because it takes a lot of mental energy to keep mapping the board state; plus it randomly loses abilities when other creature dies. My eyebrow twitches just thinking how he and Odric, Lunarch Marshal get along.
.
Cloud-Covered Valley
Land
Shroud
: Add to your mana pool.
, Cloud-Covered Valley loses shroud: Add one mana of any color to your mana pool.
Next
Violent Empowering 3RR
Sorcery (R)
Target creature deals damage equal to its power to its controller, then put that many +1/+1 counters on that creature.
To gain strength, one must withstand pain.
A bit like Hatred, except that the boost is permanent, but limited as to how much you can power up the creature (only up to double its power). At the same time, you may use this on an opponent's bomb to finish him off. Comments?
EDIT:
Violent Empowering 2RR
Sorcery (R)
Target creature deals damage equal to its power to its controller, then put that many +1/+1 counters on that creature.
To gain strength, one must withstand pain.
Aven Interdictor WU
Creature - Bird (R)
Flying
Spells cost 1 more to cast for each spell previously cast this turn.
2/2
Forger of Blights 2WW
Creature - Human Artificer (R)
Germ creatures you control have First Strike.
Whenever an Equipment enters the battlefield under your control, create a 0/0 black Germ creature token and attach that equipment to it.
"I used to think I put a piece of my soul into all my creations. Now I do so much much more."
3/3
Forger of Blights makes flavor-sense in Phyrexia, but not elsewhere. It's interesting that a many Germs will die immediately (Lightning Greaves and so many others that don't offer a toughness boost.) It still seems weird for a white card to create black tokens.
Lash Out -- 2R
Enchantment - Aura
Enchant creature
At the beginning of enchanted creature's upkeep, enchanted creature fights a random target creature.
Enchanted creature must attack each turn if able.
"I just wanted to punch somebody in the face, with all the strength and anger built up inside me...."
Dominus Of Fealty redux.
Slave-War Negotiator 3UR
Creature - Human Advisor (R)
Creatures you own can't attack or block as long as you control a creature you don't own.
At the beginning of each upkeep, you may gain control of target creature you don't own until end of turn. If you do, untap it and it gains haste until end of turn.
"Why bother wasting our manpower when we can set up others to do the work for us?"
2/4
Unlike Dominus, he has a slight drawback, but also unlike Dominus, he gets to steal once every turn, yours or not. I know the drawback is plain weird, but I consider being able to steal and attack, then later steal and block to be a decent enough trade. Not to mention if you copy this guy. Comments?