Ten planeswalkers is almost certainly too much. Planeswalkers are cool, yes, but I feel like a lot of people want them to be something they are not. Planeswalkers are defined by their uniqueness and their powers, and their design is reflective of that, something to be kept to a low.
'Alliance' and 'defiance' are too general of a mechanic, they don't do really do anything new. But something along those lines could be used. The guildless are probably best as monocolour, five colour is too hard to support without encouraging two-colour and therefore not differentiating from the guilds. Plus it makes sense that the nameless populace would be something generic to magic.
My thoughts would be that the first set should be a little more conservative with new themes, then the second pushes the new theme/s into the focus. This block probably should be large/large to allow room for all the things that want to be going on. Something I could even potentially see is a lorwyn/shadowmoor style double block (large/small-large/small). In that case, the whole first block should introduce the new theme/s while the second block focuses on the new. It's a lot of space, but Ravnica is one of the most popular worlds so I absolutely see it happening.
Mechanic split for two-set could be 5/5 or 6/4. Megablock could be 5/5, 2/1 or 5/5, 1/1.
@harlannowick.
As I said, "...but more importantly that's what they are by design" The Simic strategy is creatures, the Simic mechanics are on creatures and benefit playing creatures, the Simic main theme so far (+1/+1 counters) supports creatures, individual cards support a creature strategy. The Simic are just as much about creature strategies and +1/+1 counters even as anything flavour related. Deviating more from the +1/+1 counter theme, as long as you still support it somewhat, is staying true to the Simic as they are now, but shifting away from creatures is changing too much to be considered the same. Simic is not by creative or design, only an aspect of it, and that aspect is all about creatures.
So your argument is that RAV and RTR simic mechanics used creature only +1/+1 counter mechanics, therefore all future Simic mechanics must be creature only +1/+1 counter mechanics? Never-mind the huge shift in Simic that already occurred. Never-mind the fact that changing nothing with the guilds leads to stagnation in design. Lets jut do the same thing people have already scene twice now.
The Simic try to adapt Ravnica's wildlife to the urban environment. This is still true for the new Simic. That seems very creature-centric to me. Plus you don't need to be overly smart about it. The design of the Simic is and always was focused on creatures. If you make the Simic care about something else they stop being Simic. You essentially replace them with a different G/U guild. People should remember that the guilds of Ravnica are more than just their colour combinations.
I didn't replace Simic, wizards did. They then failed to convey this change to RTR cards. Just read the Fathom Edict. Read the world guide. Simic does try to adapt the wildlife to fit the urban environment, but they also attempt to naturalize the environment itself. They aren't exclusively creature focused anymore. The change already occurred.
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
I didn't replace Simic, wizards did. They then failed to convey this change to RTR cards. Just read the Fathom Edict. Read the world guide. Simic does try to adapt the wildlife to fit the urban environment, but they also attempt to naturalize the environment itself. They aren't exclusively creature focused anymore. The change already occurred.
Those story snippets came long after the Simic were concepted mechanically and philosophically. From a pure design perspective the guilds didn't really change at all between the two Ravnica blocks. They still have the same focus and the same themes. Any changes were made only to bring them closer to their core idea. (Haunt for instance has little to do with the Orzhov mechanically, so they went a different route with Extort.)
Lore-wise, however, the guilds were disbanded at the end of Dissension, so they needed to make up explanations for why there are still guilds in RTR. The Simic are under new rulership, so it stands to reason they behave slightly different than their original incarnation. It was not that Wizards wanted to change the Simic, it's just that they needed to justify their existence in the story.
I am taken aback at all the hate Refresh is getting. Here is what every argument against it so far boils down to:
"Every guild can have a variety of guild mechanics - except for Simic, which must use +1/+1 counters despite
official statements that Simic is the ecological guild, the guild that cares about creatures and land."
EDIT: I don't mean to sound harsh. I just really don't get it.
I like your sig Flisch. It makes me realize that I left something very important off of my list of good guild mechanic design principles/requirements:
...must be fun.
Refresh is fun. It's a really feel good mechanic. Isn't that what really matters?
@Legend.
My argument, at least, is simply that using Refresh will be a change to the Simic as a whole. Meaning that design-wise, Simic ARE based around creatures with a focus on +1/+1 counters, and a mechanic that doesn't relate to either is a change. They could have made the Simic flying banana-people creatively and it wouldn't matter to this, it's entirely about design. Refresh is a big change in the face identity of the Guild which is at it's core about experimentation, evolution and creatures. I have no problem with Refresh, or even the use of it here, I am simply explaining what using it would mean for the Simic.
I am taken aback at all the hate Refresh is getting. Here is what every argument against it so far boils down to:
"Every guild can have a variety of guild mechanics - except for Simic, which must use +1/+1 counters despite
official statements that Simic is the ecological guild, the guild that cares about creatures and land."
EDIT: I don't mean to sound harsh. I just really don't get it.
This is incorrect. I never insisted on +1/+1 counters. The area where refresh is lacking though is feeling like a good representation of all of Simic. Simic are stewards of nature, but they are blue-green stewards of nature. And philosophically that involves improving upon nature. Old Simic did it, but new Simc are still doing it. You can read many articles, but none of them will explain away the existence of Krasis.
Also there is no insistence to use +1/+1 counters from me. There are many alternative routes: Land animation, Auras, temporary boosts to power and toughness, ability sharing, temporary ability sharing... all of these are about adapting permanents without +1/+1 counters. But thematically Simic are about adaptation - changing stuff to be more fit.
Refresh is not mechanically representing this flavor aspect - and its at the core of what makes the guild more than monocolored green.
Further note: There is no strict "Flavor through Articles > Flavor through Cards"; if the two do not line up in your eyes, then dismissing either one entirely is a problem.
Refresh is fun. It's a really feel good mechanic. Isn't that what really matters?
Have you played against refresh decks? I recall refresh falling strictly into the dredge category of gameplay.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
We all recognize that Refresh doesn't particularly highlight Simics relation to krasis or +1/+1 counters. We can establish this relation in other ways: Flavor text, vertical cycles, themes. To be clear, Simic will still be getting +1/+1 counters. Simic will still be getting weird, awesome, silly, mutant creatures. Refresh should add to the guilds identity. It doesn't take anything away.
Its also worth pointing out that everyone is welcome to offer other mechanic suggestions. Refresh is not set in stone.
Nope, and neither have you. Refresh won't play like theUrza'sSagaCycle. There won't be any inherently free spells. Most refesh abilities will be battlefield based on creatures as non-etb triggered abilities and activated abilities.
@Legend.
My argument, at least, is simply that using Refresh will be a change to the Simic as a whole. Meaning that design-wise, Simic ARE based around creatures with a focus on +1/+1 counters, and a mechanic that doesn't relate to either is a change. They could have made the Simic flying banana-people creatively and it wouldn't matter to this, it's entirely about design. Refresh is a big change in the face identity of the Guild which is at it's core about experimentation, evolution and creatures. I have no problem with Refresh, or even the use of it here, I am simply explaining what using it would mean for the Simic.
We all acknowledge that refresh doesn't follow in the same worn tracks of Graft and Evolve. I don't think that is inherently bad. If Refresh is a fun mechanic, then I think its worth including.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
But a potential compromise could be a modal mechanic which deals with both land and +1/+1 counters -- something focused on the harmony between environment and creatures. It could be a bridge between future and past Simic mechanics.
That's what I had in mind when I made Harmonize in the other thread but I'm sure a talented person could improve upon it.
Harmonize(Reveal the top card of your library. If it's a land card, you may put it into your hand. If a land card is not put into your hand this way, put a +1/+1 counter on a creature you control.)
I like Harmonize, but it relies on a random element which isn't strictly forbidden, but is something I'd like to avoid or at least relegate to Izzet. Harmonize does however make me think that perhaps an ability I originally considered for Golgari might actually fit Simic even better.
Adapt (When this creature enters the battlefield, you may discard a land card. If you do, put a +1/+1 counter on this creature and draw a card.)
Can I offer up this mechanic? It's a slight variation originally made for Suvnica's Azorius equivalent as a representation of teaching, but I suspect it would do well as a representation of Simic Krasis. (Harmonize is amusingly similar to the Suvnica Simic mechanic, since the suvnican simic are all about predicting the future.)
Imbue GU (GU: Until end of turn, target creature you control gains this creature's abilities and this creature loses them. Imbue only as a sorcery)
Sproutbeast 3G
Creature - Beast
Whenever ~ deals combat damage to a player, Put a 1/1 green Saproling creature token onto the battlefield.
Imbue 1G
3/3
Acrobatic Krasis 1U
Creature - Drake
Flying
When ~ deals damage to a creature or player, sacrifice it.
Imbue U
3/1
Fangthrowing Asp 1G
Creature - Snake
Deathtouch
Imbue 3G
1/1
If you’re here due to a notification, it’s because I quoted one of your posts about the design and development of countless proposed guild mechanics that have led to the current suite of custom guild mechanics found in the original post. At some point you commented, criticized, or otherwise contributed to the cause of this community set, the basis of which is the ten guild mechanics.
I have put out this APB (All Player Bulletin) for two reasons. One is to thank all of you. The other is to invite all of you to one more huge critical pass over the existing suite of mechanics. Feel free to invite your friends as well. If you have not been quoted and thus weren’t notified, your feedback is still wanted so I would like to encourage you to offer some. Thank you.
The current set of guild mechanics is in the original post and at the end of this post.
My own thoughts: 1. The goal at this point is to have ten mechanics that are worth playtesting, which we are very close to having.
2. Many of the mechanics that didn’t make the final ten can appear without key/ability words as one-ofs or even vertical cycles in the block, so a good deal of that creative energy won't go to waste.
3. I find it a little strange that Austere and Malicious both check for “10”. It’s probably not a real issue and even less of one if the mechanics appear in different sets of the block. Ten may not be the right number for Austere anyways. I suspect it might wind up being 12.
4. Warcraft won’t have less than six lines of text per card, which is too long to meet NWO conventions. This means Boros will get more redflagged space than other guilds.
5. Refresh hasn’t been very well received. As Jetvans said though, it’s worth playtesting. If playtesting shows it’s “meh”, then it’ll probably be replaced with Adapt. Two reasons I’m a proponent of Refresh. One, I like it. Three, it can be on creature and noncreature cards alike which helps maintain the balance of mechanics that can be on any card type vs those that can’t.
The cardtype spread of guild mechanics is as follows:
RAV
Creatures: 2
Spells: 1
Both: 7
RtR
Creatures: 6
Spells: 2
Both: 2
RVC
Creatures: 5
Both: 5
WARNING: Don’t open the spoiler unless you want to view a wall of snipped quotes.
Try not to get hung up on the prototypes. Think of them as seeds that will grow into a full set when planted in fertile imaginations.
Judge's Apprentice (Common) [Designed by Dice Rifel] (W/U)
Creature - Human Advisor
0/4 Austere - 2(W/U): Tap or untap target creature. Activate this ability only if creatures you control have total toughness 10 or greater.
Guilty Verdict (Uncommon) WU
Instant
Put target attacking or blocking creature on top of its owner's library. Austere - If creatures you control have total toughness 10 or greater, you may exile that creature instead.
No, it has not been playtested (yet).
Dimir Assassin (Common) [Designed by TurboJustice] UB
Creature – Shapeshifter Assassin
1/3
Deathtouch Sabotage - Whenever you cast a spell during an opponent's turn, untap Dimir Assassin.
Psychic Surgery (Uncommon) (U/B)
Instant
Look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card and puts it on the bottom of his or her library. Sabotage – If you cast Psychic Surgery during an opponent's turn, that player draws a card.
No, it has not been playtested (yet).
Rakdos Reveler (Common) [Designed by Megiddo] (B/R)
Creature - Devil
1/1
Haste Malicious - As long as a player has 10 or less life, Rakdos Reveler gets +2/+1.
Intimidation Tactics (Uncommon) BR
Sorcery
Target creature gains intimidate until end of turn.
Draw a card. Malicious - If a player has 10 or less life, that creature also gets +2/+1 until end of turn.
No, it has not been playtested (yet).
Yes, it's a riff of the Zendikar Vampire mechanic.
Gruul Berserker (Common) [Designed by Guesswork] (R/G)
Creature - Human Berserker
1/1
Trample
Berserk (R/G)(R/G)((R/G)(R/G): Double this creature's base power. Sacrifice it at end of turn.)
Rhinosaur (Uncommon) 4RG
Creature - Rhino
5/4 Berserk2RG(2RG: Double this creature's base power. Sacrifice it at end of turn.)
Whenever Rhinosaur goes berserk, destroy target nonbasic land.
Yes, it has been playtested (a little).
Yes, it might wind up only triggering when it attacks.
Yes, it might wind up only triggering when it's blocked.
Selesnya Squire (Common) [Designed by Rudyard] (G/W)
Creature - Dryad Soldier
1/1
Thrive (Whenever a nontoken creature enters the battlefield under your control, put a +1+1 counter on it.)
Loxodon Dawnbringer (Uncommon) 4GW
Creature - Elephant Warrior
4/4
Protection from black Thrive(Whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it.)
Yes, it has been playtested (but not enough).
Yes, it could end up with an activation cost, but it isn't likely.
Yes, it has the potential to be better than Graft depending on how it's developed.
Orzhov Acolyte (Common) [Designed by Silvercut] (W/B)
Creature - Human
1/2 Umbra – When Orzhov Acolyte dies, put a 2/1 white and black Thrull creature token onto the battlefield.
Avenging Angel (Uncommon) 4W
Creature - Angel
3/4
Flying Umbra – When Avenging Angel dies, put a 4/3 black Demon creature token onto the battlefield. It has flying.
No, it hasn't been playtested (yet).
Golgari Swarm-Warden (Common) [Designed by Creedmore] (B/G)
Creature - Elf Shaman
1/1
Deathtouch
Harvest 2BG(2BG, T: Exile target card from a graveyard. Put a +1/+1 counter on this creature. Creatures can’t harvest during combat.)
Whenever Golgari Swarm-Warden harvests a creature card, put a 1/1 black and green Insect creature token onto the battlefield.
Golgari Gardener (Uncommon) BG
Creature - Elf Shaman
2/2 Harvest(B/G)((B/G), T: Exile target card from a graveyard. Put a +1/+1 counter on this creature. Creatures can’t harvest during combat.)
Whenever Golgari Gardener harvests a land card, add one mana of any color to your mana pool.
No, it has not been playtested (yet).
Natural Aptitude (Common) [Designed by Harlannowick] 2GU
Sorcery
Draw two cards, refresh 2. (Untap up to two lands you control.)
Psychic Serpent (Uncommon) 2(G/U)
Creature - Snake
1/3
Whenever Psychic Serpent deals combat damage to a player, draw a card and refresh 1. (Untap up to one land you control.)
No, it has not been playtested (yet).
Izzet Wierd (Common) [Designed by deidarakoon] 3(U/R)
Creature - Wierd
2/1
Impulse (Each card you exile from the top of your library as you cast this spell pays for 1.) Yes it is.
Shocking Revelation (Uncommon) 2UR
Instant Impulse(Each card you exile from the top of your library as you cast this spell pays for 1.)
Shocking Revelation deals 2 damage to target creature or player.
Draw a card.
No, it has not been playtested (yet).
Yes, it poses significant design and development issues.
Boros Recruiter (Common) [Designed by Bravelion] 2(R/W)
Creature - Human Soldier
2/2 Warcraft - When Boros Recruiter enters the battlefield, choose one -
Put a 1/1 red and white Soldier creature token onto the battlefield.
Target creature you control gets +2/+2 until end of turn.
Boros Tactician (Uncommon) 1RW
Creature - Human Knight
2/2
First Strike Warcraft - When Boros Tactician enters the battlefield, choose one -
Put a 1/1 red and white Soldier creature token onto the battlefield.
Creatures you control gain first strike until end of turn.
'Alliance' and 'defiance' are too general of a mechanic, they don't do really do anything new. But something along those lines could be used. The guildless are probably best as monocolour, five colour is too hard to support without encouraging two-colour and therefore not differentiating from the guilds. Plus it makes sense that the nameless populace would be something generic to magic.
My thoughts would be that the first set should be a little more conservative with new themes, then the second pushes the new theme/s into the focus. This block probably should be large/large to allow room for all the things that want to be going on. Something I could even potentially see is a lorwyn/shadowmoor style double block (large/small-large/small). In that case, the whole first block should introduce the new theme/s while the second block focuses on the new. It's a lot of space, but Ravnica is one of the most popular worlds so I absolutely see it happening.
Mechanic split for two-set could be 5/5 or 6/4. Megablock could be 5/5, 2/1 or 5/5, 1/1.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
So your argument is that RAV and RTR simic mechanics used creature only +1/+1 counter mechanics, therefore all future Simic mechanics must be creature only +1/+1 counter mechanics? Never-mind the huge shift in Simic that already occurred. Never-mind the fact that changing nothing with the guilds leads to stagnation in design. Lets jut do the same thing people have already scene twice now.
I didn't replace Simic, wizards did. They then failed to convey this change to RTR cards. Just read the Fathom Edict. Read the world guide. Simic does try to adapt the wildlife to fit the urban environment, but they also attempt to naturalize the environment itself. They aren't exclusively creature focused anymore. The change already occurred.
- Manite
Those story snippets came long after the Simic were concepted mechanically and philosophically. From a pure design perspective the guilds didn't really change at all between the two Ravnica blocks. They still have the same focus and the same themes. Any changes were made only to bring them closer to their core idea. (Haunt for instance has little to do with the Orzhov mechanically, so they went a different route with Extort.)
Lore-wise, however, the guilds were disbanded at the end of Dissension, so they needed to make up explanations for why there are still guilds in RTR. The Simic are under new rulership, so it stands to reason they behave slightly different than their original incarnation. It was not that Wizards wanted to change the Simic, it's just that they needed to justify their existence in the story.
"Every guild can have a variety of guild mechanics - except for Simic, which must use +1/+1 counters despite
official statements that Simic is the ecological guild, the guild that cares about creatures and land."
EDIT: I don't mean to sound harsh. I just really don't get it.
I like your sig Flisch. It makes me realize that I left something very important off of my list of good guild mechanic design principles/requirements:
...must be fun.
Refresh is fun. It's a really feel good mechanic. Isn't that what really matters?
My argument, at least, is simply that using Refresh will be a change to the Simic as a whole. Meaning that design-wise, Simic ARE based around creatures with a focus on +1/+1 counters, and a mechanic that doesn't relate to either is a change. They could have made the Simic flying banana-people creatively and it wouldn't matter to this, it's entirely about design. Refresh is a big change in the face identity of the Guild which is at it's core about experimentation, evolution and creatures. I have no problem with Refresh, or even the use of it here, I am simply explaining what using it would mean for the Simic.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
This is incorrect. I never insisted on +1/+1 counters. The area where refresh is lacking though is feeling like a good representation of all of Simic. Simic are stewards of nature, but they are blue-green stewards of nature. And philosophically that involves improving upon nature. Old Simic did it, but new Simc are still doing it. You can read many articles, but none of them will explain away the existence of Krasis.
Also there is no insistence to use +1/+1 counters from me. There are many alternative routes: Land animation, Auras, temporary boosts to power and toughness, ability sharing, temporary ability sharing... all of these are about adapting permanents without +1/+1 counters. But thematically Simic are about adaptation - changing stuff to be more fit.
Refresh is not mechanically representing this flavor aspect - and its at the core of what makes the guild more than monocolored green.
Further note: There is no strict "Flavor through Articles > Flavor through Cards"; if the two do not line up in your eyes, then dismissing either one entirely is a problem.
Have you played against refresh decks? I recall refresh falling strictly into the dredge category of gameplay.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Its also worth pointing out that everyone is welcome to offer other mechanic suggestions. Refresh is not set in stone.
Nope, and neither have you. Refresh won't play like the Urza's Saga Cycle. There won't be any inherently free spells. Most refesh abilities will be battlefield based on creatures as non-etb triggered abilities and activated abilities.
We all acknowledge that refresh doesn't follow in the same worn tracks of Graft and Evolve. I don't think that is inherently bad. If Refresh is a fun mechanic, then I think its worth including.
- Manite
Yup. (And I still love Refresh.)
I was thinking the same thing.
I like Harmonize, but it relies on a random element which isn't strictly forbidden, but is something I'd like to avoid or at least relegate to Izzet. Harmonize does however make me think that perhaps an ability I originally considered for Golgari might actually fit Simic even better.
Adapt (When this creature enters the battlefield, you may discard a land card. If you do, put a +1/+1 counter on this creature and draw a card.)
Imbue GU (GU: Until end of turn, target creature you control gains this creature's abilities and this creature loses them. Imbue only as a sorcery)
Sproutbeast 3G
Creature - Beast
Whenever ~ deals combat damage to a player, Put a 1/1 green Saproling creature token onto the battlefield.
Imbue 1G
3/3
Acrobatic Krasis 1U
Creature - Drake
Flying
When ~ deals damage to a creature or player, sacrifice it.
Imbue U
3/1
Fangthrowing Asp 1G
Creature - Snake
Deathtouch
Imbue 3G
1/1
If you’re here due to a notification, it’s because I quoted one of your posts about the design and development of countless proposed guild mechanics that have led to the current suite of custom guild mechanics found in the original post. At some point you commented, criticized, or otherwise contributed to the cause of this community set, the basis of which is the ten guild mechanics.
I have put out this APB (All Player Bulletin) for two reasons. One is to thank all of you. The other is to invite all of you to one more huge critical pass over the existing suite of mechanics. Feel free to invite your friends as well. If you have not been quoted and thus weren’t notified, your feedback is still wanted so I would like to encourage you to offer some. Thank you.
The current set of guild mechanics is in the original post and at the end of this post.
My own thoughts:
1. The goal at this point is to have ten mechanics that are worth playtesting, which we are very close to having.
2. Many of the mechanics that didn’t make the final ten can appear without key/ability words as one-ofs or even vertical cycles in the block, so a good deal of that creative energy won't go to waste.
3. I find it a little strange that Austere and Malicious both check for “10”. It’s probably not a real issue and even less of one if the mechanics appear in different sets of the block. Ten may not be the right number for Austere anyways. I suspect it might wind up being 12.
4. Warcraft won’t have less than six lines of text per card, which is too long to meet NWO conventions. This means Boros will get more redflagged space than other guilds.
5. Refresh hasn’t been very well received. As Jetvans said though, it’s worth playtesting. If playtesting shows it’s “meh”, then it’ll probably be replaced with Adapt. Two reasons I’m a proponent of Refresh. One, I like it. Three, it can be on creature and noncreature cards alike which helps maintain the balance of mechanics that can be on any card type vs those that can’t.
The cardtype spread of guild mechanics is as follows:
RAV
Creatures: 2
Spells: 1
Both: 7
RtR
Creatures: 6
Spells: 2
Both: 2
RVC
Creatures: 5
Both: 5
WARNING: Don’t open the spoiler unless you want to view a wall of snipped quotes.
Try not to get hung up on the prototypes. Think of them as seeds that will grow into a full set when planted in fertile imaginations.
Judge's Apprentice (Common) [Designed by Dice Rifel]
(W/U)
Creature - Human Advisor
0/4
Austere - 2(W/U): Tap or untap target creature. Activate this ability only if creatures you control have total toughness 10 or greater.
Guilty Verdict (Uncommon)
WU
Instant
Put target attacking or blocking creature on top of its owner's library.
Austere - If creatures you control have total toughness 10 or greater, you may exile that creature instead.
No, it has not been playtested (yet).
Dimir Assassin (Common) [Designed by TurboJustice]
UB
Creature – Shapeshifter Assassin
1/3
Deathtouch
Sabotage - Whenever you cast a spell during an opponent's turn, untap Dimir Assassin.
Psychic Surgery (Uncommon)
(U/B)
Instant
Look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card and puts it on the bottom of his or her library.
Sabotage – If you cast Psychic Surgery during an opponent's turn, that player draws a card.
No, it has not been playtested (yet).
Rakdos Reveler (Common) [Designed by Megiddo]
(B/R)
Creature - Devil
1/1
Haste
Malicious - As long as a player has 10 or less life, Rakdos Reveler gets +2/+1.
Intimidation Tactics (Uncommon)
BR
Sorcery
Target creature gains intimidate until end of turn.
Draw a card.
Malicious - If a player has 10 or less life, that creature also gets +2/+1 until end of turn.
No, it has not been playtested (yet).
Yes, it's a riff of the Zendikar Vampire mechanic.
Gruul Berserker (Common) [Designed by Guesswork]
(R/G)
Creature - Human Berserker
1/1
Trample
Berserk (R/G)(R/G) ((R/G)(R/G): Double this creature's base power. Sacrifice it at end of turn.)
Rhinosaur (Uncommon)
4RG
Creature - Rhino
5/4
Berserk 2RG (2RG: Double this creature's base power. Sacrifice it at end of turn.)
Whenever Rhinosaur goes berserk, destroy target nonbasic land.
Yes, it has been playtested (a little).
Yes, it might wind up only triggering when it attacks.
Yes, it might wind up only triggering when it's blocked.
Selesnya Squire (Common) [Designed by Rudyard]
(G/W)
Creature - Dryad Soldier
1/1
Thrive (Whenever a nontoken creature enters the battlefield under your control, put a +1+1 counter on it.)
Loxodon Dawnbringer (Uncommon)
4GW
Creature - Elephant Warrior
4/4
Protection from black
Thrive (Whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it.)
Yes, it has been playtested (but not enough).
Yes, it could end up with an activation cost, but it isn't likely.
Yes, it has the potential to be better than Graft depending on how it's developed.
Orzhov Acolyte (Common) [Designed by Silvercut]
(W/B)
Creature - Human
1/2
Umbra – When Orzhov Acolyte dies, put a 2/1 white and black Thrull creature token onto the battlefield.
Avenging Angel (Uncommon)
4W
Creature - Angel
3/4
Flying
Umbra – When Avenging Angel dies, put a 4/3 black Demon creature token onto the battlefield. It has flying.
No, it hasn't been playtested (yet).
Golgari Swarm-Warden (Common) [Designed by Creedmore]
(B/G)
Creature - Elf Shaman
1/1
Deathtouch
Harvest 2BG (2BG, T: Exile target card from a graveyard. Put a +1/+1 counter on this creature. Creatures can’t harvest during combat.)
Whenever Golgari Swarm-Warden harvests a creature card, put a 1/1 black and green Insect creature token onto the battlefield.
Golgari Gardener (Uncommon)
BG
Creature - Elf Shaman
2/2
Harvest (B/G) ((B/G), T: Exile target card from a graveyard. Put a +1/+1 counter on this creature. Creatures can’t harvest during combat.)
Whenever Golgari Gardener harvests a land card, add one mana of any color to your mana pool.
No, it has not been playtested (yet).
Natural Aptitude (Common) [Designed by Harlannowick]
2GU
Sorcery
Draw two cards, refresh 2. (Untap up to two lands you control.)
Psychic Serpent (Uncommon)
2(G/U)
Creature - Snake
1/3
Whenever Psychic Serpent deals combat damage to a player, draw a card and refresh 1. (Untap up to one land you control.)
No, it has not been playtested (yet).
Izzet Wierd (Common) [Designed by deidarakoon]
3(U/R)
Creature - Wierd
2/1
Impulse (Each card you exile from the top of your library as you cast this spell pays for 1.)
Yes it is.
Shocking Revelation (Uncommon)
2UR
Instant
Impulse (Each card you exile from the top of your library as you cast this spell pays for 1.)
Shocking Revelation deals 2 damage to target creature or player.
Draw a card.
No, it has not been playtested (yet).
Yes, it poses significant design and development issues.
Boros Recruiter (Common) [Designed by Bravelion]
2(R/W)
Creature - Human Soldier
2/2
Warcraft - When Boros Recruiter enters the battlefield, choose one -
1RW
Creature - Human Knight
2/2
First Strike
Warcraft - When Boros Tactician enters the battlefield, choose one -
No, it has not been playtested (yet).
Yes, it's inspired by Sunhome Guildmage and Master Warcraft.