I wanted this to be sort of like Convoke, but instead of your creatures reducing the costs you use cards in your hand.
Spellcraft reads: Each card you reveal from your hand reduces the cost of this spell by 1 or by 1 mana of that card's color. Put all cards revealed this way on the bottom of your library.
Here is on example
Counterspell using new mechanicUU
Instant
Spellcraft (Each card you reveal from your hand reduces the cost of this spell by 1 or by 1 mana of that card's color. Put all cards revealed this way on the bottom of your library.)
Counter target spell unless its controller pays 2
So you could either reveal 2 blue cards, have it cost 0, reveal one blue card, have it cost U, or pay UU
Example number 2
Burn spell using new mechanic1RR
Instant
Spellcraft
~ deals 4 damage to target creature or player
Yes these can technically be "free" spells, but I think the card disadvantage is steep enough that they would not lead to any overpowered combos and the fault would lie primarily with the card drawing engine (Ad Nauseum for instance)
Doesn't sounds like a good mechanic outside of the combos. Trading cards in hand for mana is not something people normally looking for (specially 1 card for 1 mana),
Imbue (As you cast this spell, you may reveal any number of instant or sorcery cards from your hand. You can't cast them for as long as they remain revealed that way. Each card revealed this way pays for 1 or for one mana of that spell's color)
Not really broken, because you disable yourself for a turn. But nobody is going to pay one card mana for one mana.
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Wizards can start putting booster packs inside dog poo and dog owners will still complain.
Imbue (As you cast this spell, you may reveal any number of instant or sorcery cards from your hand. You can't cast them for as long as they remain revealed that way. Each card revealed this way pays for 1 or for one mana of that spell's color)
Not really broken, because you disable yourself for a turn. But nobody is going to pay one card mana for one mana.
If an effect reveals a card, it stays reveal as long as its relevant to the effect. If a cost to cast a spell/activate an ability reveals a card, the card remains revealed until that spell or ability leaves the stack. If you want to prevent them from being cast that turn you have to specify they're revealed until end of turn.
Edit: Your version also allows for one instant/sorcery to reduce the cost of all Imbue cards in your hand.
Spellcraft reads: Each card you reveal from your hand reduces the cost of this spell by 1 or by 1 mana of that card's color. Put all cards revealed this way on the bottom of your library.
Here is on example
Counterspell using new mechanicUU
Instant
Spellcraft (Each card you reveal from your hand reduces the cost of this spell by 1 or by 1 mana of that card's color. Put all cards revealed this way on the bottom of your library.)
Counter target spell unless its controller pays 2
So you could either reveal 2 blue cards, have it cost 0, reveal one blue card, have it cost U, or pay UU
Example number 2
Burn spell using new mechanic1RR
Instant
Spellcraft
~ deals 4 damage to target creature or player
Yes these can technically be "free" spells, but I think the card disadvantage is steep enough that they would not lead to any overpowered combos and the fault would lie primarily with the card drawing engine (Ad Nauseum for instance)
BGU Control
R Aggro
Standard - For Fun
BG Auras
Not really broken, because you disable yourself for a turn. But nobody is going to pay one card mana for one mana.
Edit: Your version also allows for one instant/sorcery to reduce the cost of all Imbue cards in your hand.
Granted, its not phyrexian mana. But its close