Land Visions1GU
Enchantment [U]
Whenever a land enters the battlefield under your control, scry 1.
Yuna, Rimewind Sorcerer2UU
Planeswalker - Yuna [MR]
+1 Return up to one nonland, noncreature permanent to its owner's hand.
-2 Return target creature to its owner's hand.
-7 Choose six permanents. Return those permanents to their owners' hand. The owner(s) of the returned permanents can't play cards with the same name as those permanents until your next upkeep.
3
Master WizardWUBRG
Creature - Human Wizard [MR]
If you play a land and cast an artifact spell, creature spell, enchantment spell, instant spell, planeswalker spell and a sorcery spell in the same turn, you win the game.
6/6
"Urza taught me everything I know."
Yuna, Rimewind Sorcerer's +1 seems both too strong and too weak, which is awkward. If a deck is relying on a semi-expensive noncreature to function this shuts them down completely while a significant number of decks this will be useless against. Then the possibilities of abuse are vast because it lets you target your own stuff, so this would have to exist in a format where there are little or no low cost value enchantments or artifacts. The -7 doesn't function properly the way its worded, you need the same wording as Reflector Mage, "The owner of the returned permanents can't play cards with the same name as those permanents until your next upkeep."
I both like and hate your Master Wizard, it is an amusing alternate win condition, but it seems horribly frustrating to build a deck that can use this without being able to win much more easily without this effect.
You are correct about the ultimate wording for Yuna, Rimewind Sorcerer. I will update accordingly. The plus is not that strong, but because you can use it on your stuff too, you can build the deck where it should consistently be relevant (i.e. with enter/leave the battlefield enchantments and artifacts). It also can be used as a tempo play against planeswalkers and enchantments the opponent controls.
I originally was going to give Master Wizard indestructible, but that felt too good. Perhaps I could remove the "play a land" clause?
When trying to balance Master look at the easiest possible method of triggering his win.
So with the fewest cards and smallest mana investment, assuming we start with the master in play, we get something like: Caravan Vigil for a Forest, play it and cast Abundant Growth, Manamorphose into Tibalt, the Fiend-Blooded, drop Ornithopter. Assuming you were very lucky and your draws finished your combo this takes 2G and 3 cards which seems insanely easy, but this was some Magical Christmas Land stuff, and can you imagine the deck that was able to do something like this?
More realistically this will cost you something like 8+ mana and 4+ cards and thats after they survive a turn on the field. I'm not really sure what you can do to make it stronger but that is one heavy condition.
Maybe the wizard could have an activated ability that costs WUBRG that allows you to Demonic Tutor. It wouldn't be particularly useful to help the alternate win condition because it's so mana intensive but it would make the card a bigger bomb in limited and useful outside of the alternate win condition.
Enchantment [U]
Whenever a land enters the battlefield under your control, scry 1.
Yuna, Rimewind Sorcerer 2UU
Planeswalker - Yuna [MR]
+1 Return up to one nonland, noncreature permanent to its owner's hand.
-2 Return target creature to its owner's hand.
-7 Choose six permanents. Return those permanents to their owners' hand. The owner(s) of the returned permanents can't play cards with the same name as those permanents until your next upkeep.
3
Master Wizard WUBRG
Creature - Human Wizard [MR]
If you play a land and cast an artifact spell, creature spell, enchantment spell, instant spell, planeswalker spell and a sorcery spell in the same turn, you win the game.
6/6
"Urza taught me everything I know."
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Yuna, Rimewind Sorcerer's +1 seems both too strong and too weak, which is awkward. If a deck is relying on a semi-expensive noncreature to function this shuts them down completely while a significant number of decks this will be useless against. Then the possibilities of abuse are vast because it lets you target your own stuff, so this would have to exist in a format where there are little or no low cost value enchantments or artifacts. The -7 doesn't function properly the way its worded, you need the same wording as Reflector Mage, "The owner of the returned permanents can't play cards with the same name as those permanents until your next upkeep."
I both like and hate your Master Wizard, it is an amusing alternate win condition, but it seems horribly frustrating to build a deck that can use this without being able to win much more easily without this effect.
I originally was going to give Master Wizard indestructible, but that felt too good. Perhaps I could remove the "play a land" clause?
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
So with the fewest cards and smallest mana investment, assuming we start with the master in play, we get something like: Caravan Vigil for a Forest, play it and cast Abundant Growth, Manamorphose into Tibalt, the Fiend-Blooded, drop Ornithopter. Assuming you were very lucky and your draws finished your combo this takes 2G and 3 cards which seems insanely easy, but this was some Magical Christmas Land stuff, and can you imagine the deck that was able to do something like this?
More realistically this will cost you something like 8+ mana and 4+ cards and thats after they survive a turn on the field. I'm not really sure what you can do to make it stronger but that is one heavy condition.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate