Graveyard Resources2BG
Enchantment
Exile target land card from your graveyard: draw a card.
Exile target creature card from your graveyard: add one mana of any color to your mana pool.
Manamind2BR
Enchantment
Sacrifice two basic lands: draw a card.
Sacrifice two nonbasic lands: look at target player's hand and choose a card, that player discards the chosen card.
Pain NestBR
Enchantment
At the begining of your upkeep you may pay 1 life. If you do, create a 1/1 black and red *** creature token with haste and "T: this deals 1 damage to target player or creature."
Anti Poison1W
Enchantment
You don't lose the game for having 10 or more poison counters
If you have equal or less life than poison counters, you can't gain more poison counters.
Fire Vortex2RR
Enchantment
Whenever a player gains life, ~ deals that much damage to him or her.
Mana Boom, its a less powerful but still probably broken Squandered Resources, so mission accomplished? Its an interesting tweak on that card.
Graveyard Resources, you can't target on a cost. If you absolutely want this to target for its effect it would have to be written as "0:Exile target land card from your graveyard draw a card." Its awkward because you can activate the ability again if an opponent tries to interfere but it does successfully target now. Also one of the most broken cards I've seen here, DRS is absurd as is, removing the restriction of once per turn(via t) turns this to insane.
Life from the underworld, significantly less broken than the previous but still insanely broken. The effects themself are interesting but I don't think there is a reasonable cost for the first effect.
Manamind, and insanely harsh price on a fairly powerful ability, this actually seems like a card that could be printed. Its powerful as heck but in the wrong colors for control.
Pain Nest, you've taken your inspiration card and cranked its up pass sanity. Bitterblossom is a very powerful card, it isn't heavily played because other better decks push it out, but this makes the only downside of the card optional and removes the need to attack from the cards stopping any chance of a fair method of stopping this card.
Anti Poison, weird. Really weird. I like the reverse Phyrexian Unlife, but without losing infect it makes you completely immune to infect damage.
Fire Vortex, this is your only over costed card. Everlasting Torment and Leyline of Punishment say that "can't gain life" isn't worth 3 mana let alone 4, so you could put this at 2 or add additional effects. Different for different sake is usually something I hate, but it works here because of the significant number of ways you could interact with damage being dealt.
Manamind v22BR
Enchantment
Sacrifice a land, pay 2 life: Draw a card.
Sacrifice ~:, look at target player's hand and choose a card. That player discards the chosen card. If the chosen card is a land, ~ deals 2 damage to him or target creature.
I think this is much easier to build a deck around, the other version seems too complicated to deal with. In the previous version one ability had the cost of two nonbasic lands, the other two basic lands, it was an arbitrary criteria to mach each ability to each activation cost.
Graveyard Resources v22GB
Enchantment
Pay 1 life: Exile target land card from your graveyard, draw a card. Activate this only once each turn.
Pay 1 life: Exile target creature card from your graveyard, add one mana of any color to your mana pool. BG, Sacrifice ~: Exile target card from a graveyard. You gain life equal to that card's converted mana cost.
Less powerful version.
Pain Nest v2RB
Enchantment - Aura
Enchant a land you control
Enchanted land has "T, Pay 1 life: create a 1/1 black and red *** creature token with haste and T: this deals 1 damage to target player or creature."
It though about some way to merge red's sacrificing lands with black, turns out that the idea better suits being an aura.
TerraformUR
Enchantment
At the beginning of each player’s upkeep, that player chooses a basic land type.
Until end of turn, all nonbasic lands are the chosen type.
Undying Hordes1WB
Enchantment
Whenever a creature you control dies, you may pay and 2 life. If you do, return that creature card to its owner’s hand.
Turn Face Down2WW
Enchantment
When Turn face down enters the battlefield, turn all creatures face down.
When Turn face down leaves the battlefield, turn all face down creatures face up.
Creatures enter the battlefield face down.
Spectral Circle1WW
Enchantment
The next time a source of your choice that shares a color with a permanent you control would deal damage to you or a planeswalker you control, prevent 2 of that damage. U: Spectral Circle becomes the color of your choice until end of turn.
Delusions of the Underworld1WB
Enchantment
When Delusions of the Underworld enters the battlefield, each player gains life equal to the number of cards in his or her hand.
When Delusions of the Underworld leaves the battlefield, each player loses life equal to the number of cards in his or her hand.
Soul Chorus3WB
Enchantment
Whenever a creature enters the battlefield under your control, you gain 2 life.
Whenever a creature you control dies, each opponent loses 1 life.
I'm really liking some of these Point! Something's got you in the enchantment mood I see Terraform reminds me of Hall of Gemstone but more UR(maybe) Others seem like they could be more cleanly worded or maybe some compromises could be made in the name cleanliness. IDK but looking good. Let's see some more G ideas!
Enchantment
Pay 1 life, Sacrifice a land: add one mana of any color to your mana pool.
Inspired by Squandered Resources
Graveyard Resources 2BG
Enchantment
Exile target land card from your graveyard: draw a card.
Exile target creature card from your graveyard: add one mana of any color to your mana pool.
Inspired by Deathrite Shaman
Life from the underworld 2BG
Enchantment
Discard a creature card: Add BB or GG to your mana pool.
Discard a land card: you gain 2 life.
Inspired by Cadaverous bloom
Manamind 2BR
Enchantment
Sacrifice two basic lands: draw a card.
Sacrifice two nonbasic lands: look at target player's hand and choose a card, that player discards the chosen card.
Insipred by Aggressive mining
Pain Nest BR
Enchantment
At the begining of your upkeep you may pay 1 life. If you do, create a 1/1 black and red *** creature token with haste and "T: this deals 1 damage to target player or creature."
Inspired by Bitterblossom
Anti Poison 1W
Enchantment
You don't lose the game for having 10 or more poison counters
If you have equal or less life than poison counters, you can't gain more poison counters.
Fire Vortex 2RR
Enchantment
Whenever a player gains life, ~ deals that much damage to him or her.
A different take on "player's can't gain life"
Graveyard Resources, you can't target on a cost. If you absolutely want this to target for its effect it would have to be written as "0:Exile target land card from your graveyard draw a card." Its awkward because you can activate the ability again if an opponent tries to interfere but it does successfully target now. Also one of the most broken cards I've seen here, DRS is absurd as is, removing the restriction of once per turn(via t) turns this to insane.
Life from the underworld, significantly less broken than the previous but still insanely broken. The effects themself are interesting but I don't think there is a reasonable cost for the first effect.
Manamind, and insanely harsh price on a fairly powerful ability, this actually seems like a card that could be printed. Its powerful as heck but in the wrong colors for control.
Pain Nest, you've taken your inspiration card and cranked its up pass sanity. Bitterblossom is a very powerful card, it isn't heavily played because other better decks push it out, but this makes the only downside of the card optional and removes the need to attack from the cards stopping any chance of a fair method of stopping this card.
Anti Poison, weird. Really weird. I like the reverse Phyrexian Unlife, but without losing infect it makes you completely immune to infect damage.
Fire Vortex, this is your only over costed card. Everlasting Torment and Leyline of Punishment say that "can't gain life" isn't worth 3 mana let alone 4, so you could put this at 2 or add additional effects. Different for different sake is usually something I hate, but it works here because of the significant number of ways you could interact with damage being dealt.
Enchantment
Sacrifice a land, pay 2 life: Draw a card.
Sacrifice ~:, look at target player's hand and choose a card. That player discards the chosen card. If the chosen card is a land, ~ deals 2 damage to him or target creature.
I think this is much easier to build a deck around, the other version seems too complicated to deal with. In the previous version one ability had the cost of two nonbasic lands, the other two basic lands, it was an arbitrary criteria to mach each ability to each activation cost.
Graveyard Resources v2 2GB
Enchantment
Pay 1 life: Exile target land card from your graveyard, draw a card. Activate this only once each turn.
Pay 1 life: Exile target creature card from your graveyard, add one mana of any color to your mana pool.
BG, Sacrifice ~: Exile target card from a graveyard. You gain life equal to that card's converted mana cost.
Less powerful version.
Pain Nest v2 RB
Enchantment - Aura
Enchant a land you control
Enchanted land has "T, Pay 1 life: create a 1/1 black and red *** creature token with haste and T: this deals 1 damage to target player or creature."
It though about some way to merge red's sacrificing lands with black, turns out that the idea better suits being an aura.
Enchantment
At the beginning of each player’s upkeep, that player chooses a basic land type.
Until end of turn, all nonbasic lands are the chosen type.
Undying Hordes 1WB
Enchantment
Whenever a creature you control dies, you may pay and 2 life. If you do, return that creature card to its owner’s hand.
Turn Face Down 2WW
Enchantment
When Turn face down enters the battlefield, turn all creatures face down.
When Turn face down leaves the battlefield, turn all face down creatures face up.
Creatures enter the battlefield face down.
Spectral Circle 1WW
Enchantment
The next time a source of your choice that shares a color with a permanent you control would deal damage to you or a planeswalker you control, prevent 2 of that damage.
U: Spectral Circle becomes the color of your choice until end of turn.
Delusions of the Underworld 1WB
Enchantment
When Delusions of the Underworld enters the battlefield, each player gains life equal to the number of cards in his or her hand.
When Delusions of the Underworld leaves the battlefield, each player loses life equal to the number of cards in his or her hand.
Soul Chorus 3WB
Enchantment
Whenever a creature enters the battlefield under your control, you gain 2 life.
Whenever a creature you control dies, each opponent loses 1 life.
Enchantment
All spells are countered unless its controller pays 1 life.
It's worded to hit storm.
Soothing Winds W
Enchantment
All creatures lose haste and trample and can’t have or gain these abilities.
White doesn't like tramplers and hasters.