I am having trouble pining down the color, converted mana cost and rarity for this batch of cards. Any help would be greatly appreciated.
Card 1
Enchantment
Players can't scry.
Card 2
Legendary Creature
When you cast Card 2, each player exiles their hand.
If a card would be put into a graveyard from anywhere, exile it instead.
6/4
Card 3
Instant
Cast Card 3 only if you have half of your starting life total or less.
Choose one —
• Exile target nonland permanent.
• Draw 3 cards.
Card 4
Sorcery
Target player skips his or her next precombat main phase. Draw a card.
Card 5
Legendary Creature
If a spell or ability would put a +1/+1 counter on a creature, instead put a -1/-1 counter on that creature.
3/3
Card 6
Sorcery
After this turn, reverse the turn order.
Card 1: As an enchantment with no other effects, this is definitely a 1 drop. Depending on the flavor, you could put this in White and/or Blue. Uncommon: Weak and noncomplex effect, but you don't want to see a lot of them in a draft.
Card 2: Exiling the hands is rough. I wouldn't drop below 7cc. I could see this white and/or black. Rare or Mythic, depending on how far you push it on the casting cost.
Card 3: This one is hard because the life makes it want to be cheap and undercosted for its effects. I definitely see it as a 2-3cc card. The life part makes it feel very white. The abilities themselves, in a vacuum, feel black-white and blue. You could really push this in multiple color directions based on the flavor you give it. Arguments for monowhite could be made, given the life restriction, but there's several multicolor options. I like 2W or GW. Definitely Rare.
Card 4: Nifty. 1U at Common/Uncommon.
Card 5: 1GB Rare.
Card 6: Reverse how it goes around the table, or Topsy Turvy? I'll assume the former. This is either madness and/or sciency: Red and/or Blue. It doesn't actually have a board state impact, so it should be cheap: 3cc or less. Rare because of the effect.
Card 1
Rare/Uncommon
White
cmc=2 or 1
Enchantment
Players can't scry.
Card 2
Rare, maybe Mythic (flavor?)
cmc around 5/6? depends on the colors
This should be at least Black, along with R and/or W
Legendary Creature
When you cast Card 2, each player exiles their hand.
If a card would be put into a graveyard from anywhere, exile it instead.
6/4
Card 3
Rare
Black, but this exiles nonland (enchantments) so it should also be at least G or W I think
cmc=4, but it could be 3 if it's tricolored (You can add R or U as the third one)
Instant
Cast Card 3 only if you have half of your starting life total or less.
Choose one —
• Exile target nonland permanent.
• Draw 3 cards.
Card 4
Uncommon
White
cmc=2
Sorcery
Target player skips his or her next precombat main phase. Draw a card.
Card 5
Black, and you could make it multicolor depending on the flavor
cmc=3
Rare
Legendary Creature
If a spell or ability would put a +1/+1 counter on a creature, instead put a -1/-1 counter on that creature.
3/3
Card 6
Blue
cmc 5 or 6? Does this give you another turn?
Rare/Mythic
Sorcery
After this turn, reverse the turn order.
I believe WoTC's new policy is to make sure that every color can enjoy the exciting gameplay mechanic of making undercosted dudes and then turning them sideways. Clearly the future of magic.
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Card 1 either W or U uncommon in a heavy scry format.
Card 2 probably something like 4BBB mythic
Card 3 this feels best at UBW rare
Card 4 the oddest card here, 2U rare
Card 5 I can't see +1/+1 and -1/-1 counters ever being referenced on the same card so unprintable
Card 6 I'm not sure what the intended effect of this card is. It looks like it is only supposed to do something in multiplayer which is fine as long as its printed in a format where that is likely. But you could be intending for it to be a Time Warp in addition to messing with multiplayer. If it is meant to be Time Warp+ then 3UU might be fine though I would push it to 4UU. If it just meant to be a weird do nothing card, tack on draw a card and put it at 2U, mythic in either case.
Card 6 is not intended to give you an extra turn, instead in a multiplayer game it simply reverses the turn order (without giving you an extra turn).
Neither of those cards mention -1/-1 counters. If you want Card 5 to function as those cards do then that's fine, it would go like this
Card 53BB
Legendary Creature -Vampire or something Rare
If an effect would place one or more +1/+1 counters on a creature, that creature gets -1/-1 until end of turn for each counter that would be placed on that creature instead.
3/3
This works perfectly fine, it doesn't reference +1/+1 and -1/-1 counters which is what was wrong with your card.
If Card 6 doesn't give you an extra turn then it really needs to do something in addition, at least draw a card, though there are many options.
Card 1
Enchantment
Players can't scry.
Card 2
Legendary Creature
When you cast Card 2, each player exiles their hand.
If a card would be put into a graveyard from anywhere, exile it instead.
6/4
Card 3
Instant
Cast Card 3 only if you have half of your starting life total or less.
Choose one —
• Exile target nonland permanent.
• Draw 3 cards.
Card 4
Sorcery
Target player skips his or her next precombat main phase. Draw a card.
Card 5
Legendary Creature
If a spell or ability would put a +1/+1 counter on a creature, instead put a -1/-1 counter on that creature.
3/3
Card 6
Sorcery
After this turn, reverse the turn order.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Card 2: Exiling the hands is rough. I wouldn't drop below 7cc. I could see this white and/or black. Rare or Mythic, depending on how far you push it on the casting cost.
Card 3: This one is hard because the life makes it want to be cheap and undercosted for its effects. I definitely see it as a 2-3cc card. The life part makes it feel very white. The abilities themselves, in a vacuum, feel black-white and blue. You could really push this in multiple color directions based on the flavor you give it. Arguments for monowhite could be made, given the life restriction, but there's several multicolor options. I like 2W or GW. Definitely Rare.
Card 4: Nifty. 1U at Common/Uncommon.
Card 5: 1GB Rare.
Card 6: Reverse how it goes around the table, or Topsy Turvy? I'll assume the former. This is either madness and/or sciency: Red and/or Blue. It doesn't actually have a board state impact, so it should be cheap: 3cc or less. Rare because of the effect.
No longer staff here.
Rare/Uncommon
White
cmc=2 or 1
Enchantment
Players can't scry.
Card 2
Rare, maybe Mythic (flavor?)
cmc around 5/6? depends on the colors
This should be at least Black, along with R and/or W
Legendary Creature
When you cast Card 2, each player exiles their hand.
If a card would be put into a graveyard from anywhere, exile it instead.
6/4
Card 3
Rare
Black, but this exiles nonland (enchantments) so it should also be at least G or W I think
cmc=4, but it could be 3 if it's tricolored (You can add R or U as the third one)
Instant
Cast Card 3 only if you have half of your starting life total or less.
Choose one —
• Exile target nonland permanent.
• Draw 3 cards.
Card 4
Uncommon
White
cmc=2
Sorcery
Target player skips his or her next precombat main phase. Draw a card.
Card 5
Black, and you could make it multicolor depending on the flavor
cmc=3
Rare
Legendary Creature
If a spell or ability would put a +1/+1 counter on a creature, instead put a -1/-1 counter on that creature.
3/3
Card 6
Blue
cmc 5 or 6? Does this give you another turn?
Rare/Mythic
Sorcery
After this turn, reverse the turn order.
Card 2 probably something like 4BBB mythic
Card 3 this feels best at UBW rare
Card 4 the oddest card here, 2U rare
Card 5 I can't see +1/+1 and -1/-1 counters ever being referenced on the same card so unprintable
Card 6 I'm not sure what the intended effect of this card is. It looks like it is only supposed to do something in multiplayer which is fine as long as its printed in a format where that is likely. But you could be intending for it to be a Time Warp in addition to messing with multiplayer. If it is meant to be Time Warp+ then 3UU might be fine though I would push it to 4UU. If it just meant to be a weird do nothing card, tack on draw a card and put it at 2U, mythic in either case.
Vish Kal, Blood Arbiter references +1/+1 counters and -1/-1 counters on the same card. Drakestown Forgotten is another example.
Card 6 is not intended to give you an extra turn, instead in a multiplayer game it simply reverses the turn order (without giving you an extra turn).
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Card 5 3BB
Legendary Creature -Vampire or something Rare
If an effect would place one or more +1/+1 counters on a creature, that creature gets -1/-1 until end of turn for each counter that would be placed on that creature instead.
3/3
This works perfectly fine, it doesn't reference +1/+1 and -1/-1 counters which is what was wrong with your card.
If Card 6 doesn't give you an extra turn then it really needs to do something in addition, at least draw a card, though there are many options.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate