Wingthrone High Guard2RR
Creature - Human Shaman (M)
Haste Raid - When Wingthrone High Guard enters the battlefield, if you attacked with a creature this turn, untap all tapped creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase.
3/2
Alternately: Raider of the Unwritten Now2BR
Creature - Human Shaman (M) Raid - When Raider of the Unwritten Now enters the battlefield, if you attacked with a creature this turn, take an extra turn after this one. At the end of that turn, you lose half your life, rounded up.
3/3
Mardu Battle-Rage1WBR
Instant (R)
Creatures you control gain indestructible until end of turn. Raid - If you attacked with a creature this turn. Those creature gains double strike and trample until end of turn. At the end of turn, sacrifice each creature that attacks this turn.
iiw: Phyrexian and Eldrazi battling each other in a certain plane, create a card from that pitiful plane
The card was in tenth edition as well. I don't doubt that power creep has happened since then, but I still think that adding an unconditional 3/2 haste to the card makes it better in too many ways.
I mean, World at War is a thing. If wizards has decided that you can double it for 1 mana, I doubt this would cause too many issues, plus part of the time you're probably dropping it before combat so you can attack with it to get raid online.
Sear1R
Instant U
Sear deals 2 damage to target creature or player. Raid — If you attacked with a creature this turn, return Sear from your graveyard to your hand at the beginning of your end step.
I mean, World at War is a thing. If wizards has decided that you can double it for 1 mana, I doubt this would cause too many issues, plus part of the time you're probably dropping it before combat so you can attack with it to get raid online.
The effect is a lot less powerful when your opponent can see it coming a turn ahead of time. More often than not they'll play blockers and/or removal spells on their turn so as to make your second second combat step less devastating than one might think.
I mean, Cythare can push the card as much as he'd like to, and no one can tell him otherwise. All I'm saying is that this card is a windmill slam 4 of into every aggressive creature-based deck that can reliably cast it.
Quote from Cardz5000 »
Sear1R
Instant U
Sear deals 2 damage to target creature or player. Raid — If you attacked with a creature this turn, return Sear to your hand at the beginning of your end step.
I mean, World at War is a thing. If wizards has decided that you can double it for 1 mana, I doubt this would cause too many issues, plus part of the time you're probably dropping it before combat so you can attack with it to get raid online.
The effect is a lot less powerful when your opponent can see it coming a turn ahead of time. More often than not they'll play blockers and/or removal spells on their turn so as to make your second second combat step less devastating than one might think.
I mean, Cythare can push the card as much as he'd like to, and no one can tell him otherwise. All I'm saying is that this card is a windmill slam 4 of into every aggressive creature-based deck that can reliably cast it.
You mean unlike all your extremely pushed mythics? I recognize that it is pushed, but am not really excited to be harangued by you when you are likely to post something just as pushed (but without as direct a comparison point). I also think you're overevaluating extra combat steps. Like, sometimes it's a blow out, but other times, you may be in a board stall and then this guy just is a cool 3/2 haste that lets you trade a few more attackers for blockers if everyone has big butts.
Many Cookies: I can't tell if this is playable or not. On the one hand, I understand you need to give it a downside so it's not a mountain+, but on the other hand having access to W or B mana only during the second half of your turn (sometimes) seems rather weak.
AA: This design is a little cleaner than the previous one, having raid only matter once leads to some interesting sequencing/bluffing decisions. It's just too bad that the "upside" to all that isn't really that exciting (you don't get to ramp or anything, just have an untapped dual land).
JuanCu: I get that the flavor it's going for (I think) is that you cast it post-combat because it's honoring the creature that attacked, but it still seems super awkward to cast a buff aura after your creatures have already attacked. I think I'd buy into it more if the bonus was something that fit into (R/W) better; every color can cantrip, but this just seems out of place here.
TilWin: I like the wording you made up here (I'll probably steal it at some point in the future) and in general I like this card. Not sure why it has lifelink (I guess so the body isn't irrelevant if you don't have Raid), but overall the design is elegant.
Atogaholic: This is an elegant, flavorful card. My only concern is that its raid check happens at a a very different time from all others which could lead to confusion, but that's a minor issue (especially since other Raid checks happen on ETB too).
Cythare: I like this a lot, reads like a much better Pain Seer. As with the card above, my only concern is that it's Raid check is unique (and unlike the previous card doesn't happen at a time other Raid checks happen), but this is a minor complexity issue.
KK: I could only imagine this ever mattering in... the sideboard against affinity I guess? Unless this is from an artifact set there's very little use in destroying three of them at once.
SNL: This is a very strange card. Changing base P/T isn't really a black thing to do, and while I guess there are some combos you can pull with this + combat damage, Raid doesn't seem to match this card either.
mirrorentity: Nice simple design, could totally be a common (Blisterstick Shaman).
Sunblaze Paladin: I could definitely see this being one extension of red's color pie. That said, having a 2/2 first strike vigilance for 2 is already a great deal. Adding the ability to ramp you to 6 on turn 3 seems a tad broken, especially outside of green.
Chemtrails: While this card is fine, it almost feels like cheating. Unless you control no creatures (which is a real possibility), there's no reason not to suicide in your small dudes who will die anyway, resulting in the Raid basically being free. If you're lucky, your opponent will even block with their bigger creatures so they die in the ensuing shock. There's no real hard decisions about how to attack with this card like their are with some other Raid cards.
AA: This is a decent design, but feels far more rare than mythic. A 5/2 with first strike that only kills one permanent sometimes? Not really what I expect from a Khan.
Cardz5000: I like how this card combines with combat damage to turn chump attacks into good trades, a bit like Bone Splinters in that sense.
HomaridAttorney: I like the reference, but it's way too similar to Timely Hordemate to really be impressive IMO.
AA: While I like the concept of this card, it also feels too free. There's absolutely no reason not to swing with this guy in hand, since the worst case scenario is getting in for damage and the best case scenario is trading off lots of creatures and immediately reviving them.
Doombringer: Not sure we'll see raid in blue, but this is a great design. When you're behind you can essentially convert your bad creatures into new cards, and when you're ahead it kind of just goes off. I think I'd probably have this cost just a tad more though. Partially because of power level and partially because this guy isn't going to be great on turn 2 very often.
Cythare: Your first card is fun, offering an extra combat and a relevant body at once. I can see how this would be mythic based on powerlevel, but the effect alone reads like a rare (similar to Wingmate Roc). Your second card on the other hand does feel quite mythic. Not sure about the name though, even if it's mocking of the Temur it's usually better not to mix clan related names for clarity reasons.
iphanx: This card is a bit strange. It doesn't actually get red or black until you Raid it, and even then it doesn't feel very black. Save my blockers//Sac my team for tons of damage is an interesting card, but I'm not a big fan of this usage of Raid.
Cardz5000: This is a cool design, but it feels super strong. Being able to cast it right after declare attacks to kill blockers or make combat unfavorable while already guaranteeing the buyback is brutal in limited. It either gives you repeatable removal or increases your clock significantly, and while it does require attackers that's not that tall of an order, especially since you can fire it off in an emergency. There are no Raid instants for a reason, and this might be a card that works better as a sorcery.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Many Cookies: I can't tell if this is playable or not. On the one hand, I understand you need to give it a downside so it's not a mountain+, but on the other hand having access to W or B mana only during the second half of your turn (sometimes) seems rather weak.
Whoa, I was totally not expecting a "Too weak" judgement. You get (W/B)in addition to R if raid is active, if that wasn't clear.
Whoa, I was totally not expecting a "Too weak" judgement. You get (W/B)in addition to R if raid is active, if that wasn't clear.
Ah, I totally misread the card.
Getting two mana is definitely a nice bonus. It is a bit awkward that you want this in an attacking deck but it's etb tapped ability really stifles you in the early game (which is when it's ramp ability will be most relevant). Still, this is a pretty good design that amplifies the bluffing aspect already present in raid.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Soul Gorger1BBB
Creature — Demon Horror [M]
Deathtouch, trample
When Soul Gorger enters the battlefield, your life total becomes 1.
You can't gain life. "Demons betray, and horrors defile. What good could possibly come from summoning such an abberation?"
—Grah, town elder
9/7
Critical Anamnesis2RU
Enchantment (R)
At the beginning of your upkeep, you lose the game if there is an instant or sorcery card exiled by Critical Anamnesis. Then put a Charge counter on Critical Anamnesis and exile the top 2 cards of your library for each Charge counter on it.
You may cast instant and sorcery cards exiled by Critical Anamnesis. Those spells can't target Critical Anamnesis.
Goblin Super-Launcher5
Artifact (R) t: Choose a creature you control, then flip a coin. If you win the flip, that creature gets +5/+0 and can't be blocked this turn. If you lose, Goblin Super-Launcher deals 5 damage to you, then you sacrifice the creature and Goblin Super-Launcher.
IIW: mass production
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Goblin with a Big Pile of Books1R
Creature — Goblin (R) 1R, T: Flip a coin. If you win the flip, put a book counter on Goblin with a Big Pile of Books and then draw cards equal to the number of book counters on Goblin with a Big Pile of Books. If you lose the flip, sacrifice Goblin with a Big Pile of Books and discard your hand.
1/2
IIW: The Magic Movie is finally released! To celebrate, premiere movie tickets come with a promotional preview card. Design that card.
Confident Dark ConfidantBBB
Creature - Human Wizard (M)
Whenever you draw a card, you lose one life.
At the beginning of your upkeep, reveal the first 2 cards of your library. You lose life equal to their combined mana cost, then put them in your hand.
2/1
IIW: Future modern staples (that aren't insanely OP)
Flaming Goblin LeaderR
Creature - Goblin Beserker
Haste
Whenever Flaming Goblin Leader attacks, it deals 3 damage to you.
Whenever Flaming Goblin Leader blocks, sacrifice it and it deals 3 damage to you.
3/3 The leader of the goblins rarely makes it out alive, so bad leaders never stay long.
IIW: Insanely Powerful Cards (like the power 9 and such) with expensive costs and delve.
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Audacious Djinn2UU
Creature - Djinn (R)
Defender, flying, hexproof
At the beginning of combat on your turn, name a card. An opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, Audacious Djinn loses defender until end of turn. Otherwise, tap Audacious Djinn and it deals damage equal to its power to you.
6/6 It only serves the smartest master.
IIW: Design a card
and make it rhyme
it will be hard
but worth the time
The Bomb6
Artifact
When The Bomb enters the battlefield, search your library for any number of land cards and exile them. Then choose a card exiled this way and shuffle it into your library. You get an emblem with "Reveal each card that leaves your library. When you reveal a land card this way, it deals 20 damage to you." T: Draw a card.
Perilous Secrets1UR
Enchantment (R)
Opponents cast their spells as hidden. (Its owner puts that card on the stack face-down. Reveal it as it resolves.)
Whenever an opponent casts a hidden spell, name a card, then that player reveals the cast spell. If it has the chosen name, counter it. Otherwise Perilous Secrets deals 2 damage to you.
(no room for flavour text)
This can't work because spells need targets, choices of mode, and damage assignment (see rulings for Pyrotechnics) to be chosen before a spell is put into the stack (also, mana restrictions exist.) Wording suggestion:
Perilous Secrets
Opponents can't cast spells from their hands.
Exile a card face down from your hand: The controller of Perilous Secrets chooses a card name, then reveal the exiled card. If it doesn't have the chosen name, you may cast that card this turn and Perilous Secrets deals 2 damage to its controller. Any player may activate this ability.
Æthersteel Sentinel4
Artifact Creature - Golem R
If you would draw one or more cards, instead put twice that many +1/+1 counters on Æthersteel Sentinel. These ageless watchers draw in knowledge and channel it the best way they know how: brute force.
3/3
aa - This is the highest risk for a pretty high reward, but it doesn't excite me. You either die to a light breeze or you kill them in a couple turns.
JuanCu - This is far too convoluted. If it was just "At the beginning of your upkeep, put a Charge counter on Critical Anamnesis, then exile the top 2 cards of your library for each Charge counter on it.
You may cast instant and sorcery cards exiled by Critical Anamnesis." it would be more interesting, and still reasonably high-risk. You'll be throttled by your mana anyways, and mill out relatively quickly.
KoolKoal - Cute! I wish it didn't cause the Launcher to be sacrificed, but I guess that's makes the risk "fairer".
SNL - The reward doesn't seem good enough to be worth the risk here. You get a 1 in 12 chance of a power boost that does nothing to help punch the boost through to your opponent's face.
Chemmy - This guy is a cutie. The risk/reward ratio is great, and I love the image of this goblin.
Tilwin - Seems convoluted. There are a lot of cards with each converted mana cost, so I feel like this is just going to dome you repeatedly.
Figurative - "top two cards", not "first two cards". Otherwise, the triple black is pretty rough. I guess this is probably fine otherwise, although the reverse-Underworld Dreams probably shouldn't be here. An ability that affects drawing cards on the same card as one that looks a lot like drawing cards is potentially confusing to newer players.
Necarg - This is really convoluted. Also, no rarity.
Atogaholic - This is a cute mini-game, and the reward is of a good amount of risk for the ability.
Tilwin - Not sure how I feel about a reverse Possibility Storm, but it's probably fine. It's a cute chaos card.
JuanCu - I feel like this should cost less. Otherwise, it's probably fine?
Cardz5000 - Rules-wise, this should probably just say "if you would draw a card, instead put two +1/+1 counters on Aethersteel Sentinel", but otherwise, this is a nice niche effect.
Tilwin - The templating is a little off - it should be "beginning of your end step" and "beginning of your upkeep", but otherwise this is maybe fine? 4 counters and 4 mana is a lot for this effect, though. Assuming you are at 20 when you cast this, you'll be at 3 life by the time you win.
Winner: Cardz5000
HMs: KoolKoal, Chemtrails, Atogaholic
Next: French Vanillas with a new keyword.
Guile (As an opponent assigns blockers, you may switch one creature assigned to block this creature with another blocking creature. All blocks must still be legal.)
For clarification - yes, this changes the assignment of the blockers. It's not switching them after they're assigned. If the attacking player has multiple blocked creatures with Guile then the switches happen sequentially in an order of their choosing.
Cunning Saboteur1U
Creature - Human Rogue (C)
Guile
1/3
Frontline Tactician1WU
Creature - Human Soldier (U)
Vigilance, Guile
2/4
Fanatical Dervish2B
Creature - Human Assassin (U)
Deathtouch, Guile
2/1
IIW: Noggles
Private Mod Note
():
Rollback Post to RevisionRollBack
"My will is my own. I won't bow to fate." - Volrath, Null Profusion
Plot of Dragon's Maze:
Niv-Mizzet plays Realmwright, chooses "Gate". Then a dramatic retelling of the ensuing argument.
Argok HatchlingRG
Creature - Beast (R)
Empower 0 (Whenever another creature with power 0 or greater attacks, both this creature and the attacking creature get +1/+1 until end of turn. "While the young argon look small, they get much bigger quickly" - Agaloe, the Beastmaster
0/1
IIW: Excessively powerful cards (like power 9) made in delve form.
Private Mod Note
():
Rollback Post to RevisionRollBack
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Tlactican Pyramid8
Artifact Creature - Construct (R)
Trapezoidal (This card is a convex quadrilateral with one pair of parallel sides.) The conquistadors first spotted the great stone edifice on the horizon at daybreak. There was no mistaking it—the lumbering pyramid would reach their encampment by noon. Was this Mwatazuma's revenge?
8/8
2WGRelentless Troll
Creature - Troll [U]
Disinter 3BG(You may cast Relentless Troll from your graveyard for 3BG. If you do, exile it the next time it would leave the battlefield.)
4/4
Isn't this infinitely better than Relentless Assault?
Draft my cube! (630 cards)
Instant (R)
Creatures you control gain indestructible until end of turn.
Raid - If you attacked with a creature this turn. Those creature gains double strike and trample until end of turn. At the end of turn, sacrifice each creature that attacks this turn.
iiw: Phyrexian and Eldrazi battling each other in a certain plane, create a card from that pitiful plane
Sear 1R
Instant U
Sear deals 2 damage to target creature or player.
Raid — If you attacked with a creature this turn, return Sear from your graveyard to your hand at the beginning of your end step.
IIW: Mirrodin Reforged -and/or- Colored Artifacts
The effect is a lot less powerful when your opponent can see it coming a turn ahead of time. More often than not they'll play blockers and/or removal spells on their turn so as to make your second second combat step less devastating than one might think.
I mean, Cythare can push the card as much as he'd like to, and no one can tell him otherwise. All I'm saying is that this card is a windmill slam 4 of into every aggressive creature-based deck that can reliably cast it.
Now where do I know this card from...?
Draft my cube! (630 cards)
Many Cookies: I can't tell if this is playable or not. On the one hand, I understand you need to give it a downside so it's not a mountain+, but on the other hand having access to W or B mana only during the second half of your turn (sometimes) seems rather weak.
AA: This design is a little cleaner than the previous one, having raid only matter once leads to some interesting sequencing/bluffing decisions. It's just too bad that the "upside" to all that isn't really that exciting (you don't get to ramp or anything, just have an untapped dual land).
JuanCu: I get that the flavor it's going for (I think) is that you cast it post-combat because it's honoring the creature that attacked, but it still seems super awkward to cast a buff aura after your creatures have already attacked. I think I'd buy into it more if the bonus was something that fit into (R/W) better; every color can cantrip, but this just seems out of place here.
TilWin: I like the wording you made up here (I'll probably steal it at some point in the future) and in general I like this card. Not sure why it has lifelink (I guess so the body isn't irrelevant if you don't have Raid), but overall the design is elegant.
Atogaholic: This is an elegant, flavorful card. My only concern is that its raid check happens at a a very different time from all others which could lead to confusion, but that's a minor issue (especially since other Raid checks happen on ETB too).
Cythare: I like this a lot, reads like a much better Pain Seer. As with the card above, my only concern is that it's Raid check is unique (and unlike the previous card doesn't happen at a time other Raid checks happen), but this is a minor complexity issue.
KK: I could only imagine this ever mattering in... the sideboard against affinity I guess? Unless this is from an artifact set there's very little use in destroying three of them at once.
SNL: This is a very strange card. Changing base P/T isn't really a black thing to do, and while I guess there are some combos you can pull with this + combat damage, Raid doesn't seem to match this card either.
mirrorentity: Nice simple design, could totally be a common (Blisterstick Shaman).
Sunblaze Paladin: I could definitely see this being one extension of red's color pie. That said, having a 2/2 first strike vigilance for 2 is already a great deal. Adding the ability to ramp you to 6 on turn 3 seems a tad broken, especially outside of green.
Chemtrails: While this card is fine, it almost feels like cheating. Unless you control no creatures (which is a real possibility), there's no reason not to suicide in your small dudes who will die anyway, resulting in the Raid basically being free. If you're lucky, your opponent will even block with their bigger creatures so they die in the ensuing shock. There's no real hard decisions about how to attack with this card like their are with some other Raid cards.
AA: This is a decent design, but feels far more rare than mythic. A 5/2 with first strike that only kills one permanent sometimes? Not really what I expect from a Khan.
Cardz5000: I like how this card combines with combat damage to turn chump attacks into good trades, a bit like Bone Splinters in that sense.
HomaridAttorney: I like the reference, but it's way too similar to Timely Hordemate to really be impressive IMO.
AA: While I like the concept of this card, it also feels too free. There's absolutely no reason not to swing with this guy in hand, since the worst case scenario is getting in for damage and the best case scenario is trading off lots of creatures and immediately reviving them.
Doombringer: Not sure we'll see raid in blue, but this is a great design. When you're behind you can essentially convert your bad creatures into new cards, and when you're ahead it kind of just goes off. I think I'd probably have this cost just a tad more though. Partially because of power level and partially because this guy isn't going to be great on turn 2 very often.
Cythare: Your first card is fun, offering an extra combat and a relevant body at once. I can see how this would be mythic based on powerlevel, but the effect alone reads like a rare (similar to Wingmate Roc). Your second card on the other hand does feel quite mythic. Not sure about the name though, even if it's mocking of the Temur it's usually better not to mix clan related names for clarity reasons.
iphanx: This card is a bit strange. It doesn't actually get red or black until you Raid it, and even then it doesn't feel very black. Save my blockers//Sac my team for tons of damage is an interesting card, but I'm not a big fan of this usage of Raid.
Cardz5000: This is a cool design, but it feels super strong. Being able to cast it right after declare attacks to kill blockers or make combat unfavorable while already guaranteeing the buyback is brutal in limited. It either gives you repeatable removal or increases your clock significantly, and while it does require attackers that's not that tall of an order, especially since you can fire it off in an emergency. There are no Raid instants for a reason, and this might be a card that works better as a sorcery.
Winner: Cythare
HMs: AA, TilWin, Atogaholic, mirrorentity, Doombringer
Next: High risk, high reward
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Whoa, I was totally not expecting a "Too weak" judgement. You get (W/B) in addition to R if raid is active, if that wasn't clear.
Getting two mana is definitely a nice bonus. It is a bit awkward that you want this in an attacking deck but it's etb tapped ability really stifles you in the early game (which is when it's ramp ability will be most relevant). Still, this is a pretty good design that amplifies the bluffing aspect already present in raid.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Creature — Demon Horror [M]
Deathtouch, trample
When Soul Gorger enters the battlefield, your life total becomes 1.
You can't gain life.
"Demons betray, and horrors defile. What good could possibly come from summoning such an abberation?"
—Grah, town elder
9/7
IIW: Split cards without fuse
Enchantment (R)
At the beginning of your upkeep, you lose the game if there is an instant or sorcery card exiled by Critical Anamnesis. Then put a Charge counter on Critical Anamnesis and exile the top 2 cards of your library for each Charge counter on it.
You may cast instant and sorcery cards exiled by Critical Anamnesis. Those spells can't target Critical Anamnesis.
IIW: Narset wakes in a different plane
Artifact (R)
t: Choose a creature you control, then flip a coin. If you win the flip, that creature gets +5/+0 and can't be blocked this turn. If you lose, Goblin Super-Launcher deals 5 damage to you, then you sacrifice the creature and Goblin Super-Launcher.
IIW: mass production
Creature — Goblin (R)
1R, T: Flip a coin. If you win the flip, put a book counter on Goblin with a Big Pile of Books and then draw cards equal to the number of book counters on Goblin with a Big Pile of Books. If you lose the flip, sacrifice Goblin with a Big Pile of Books and discard your hand.
1/2
IIW: The Magic Movie is finally released! To celebrate, premiere movie tickets come with a promotional preview card. Design that card.
Creature - Human Wizard (M)
Whenever you draw a card, you lose one life.
At the beginning of your upkeep, reveal the first 2 cards of your library. You lose life equal to their combined mana cost, then put them in your hand.
2/1
IIW: Future modern staples (that aren't insanely OP)
Modern
UBR Grixis Control
U Merfolk
Pauper
U Mono U Delver
Ancestral Visions is freed
Creature - Goblin Beserker
Haste
Whenever Flaming Goblin Leader attacks, it deals 3 damage to you.
Whenever Flaming Goblin Leader blocks, sacrifice it and it deals 3 damage to you.
3/3
The leader of the goblins rarely makes it out alive, so bad leaders never stay long.
IIW: Insanely Powerful Cards (like the power 9 and such) with expensive costs and delve.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Creature - Djinn (R)
Defender, flying, hexproof
At the beginning of combat on your turn, name a card. An opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, Audacious Djinn loses defender until end of turn. Otherwise, tap Audacious Djinn and it deals damage equal to its power to you.
6/6
It only serves the smartest master.
IIW: Design a card
and make it rhyme
it will be hard
but worth the time
Artifact
When The Bomb enters the battlefield, search your library for any number of land cards and exile them. Then choose a card exiled this way and shuffle it into your library. You get an emblem with "Reveal each card that leaves your library. When you reveal a land card this way, it deals 20 damage to you."
T: Draw a card.
This can't work because spells need targets, choices of mode, and damage assignment (see rulings for Pyrotechnics) to be chosen before a spell is put into the stack (also, mana restrictions exist.) Wording suggestion:
Perilous Secrets
Opponents can't cast spells from their hands.
Exile a card face down from your hand: The controller of Perilous Secrets chooses a card name, then reveal the exiled card. If it doesn't have the chosen name, you may cast that card this turn and Perilous Secrets deals 2 damage to its controller. Any player may activate this ability.
Artifact Creature - Golem R
If you would draw one or more cards, instead put twice that many +1/+1 counters on Æthersteel Sentinel.
These ageless watchers draw in knowledge and channel it the best way they know how: brute force.
3/3
IIW: French Vanillas with a new keyword.
JuanCu - This is far too convoluted. If it was just "At the beginning of your upkeep, put a Charge counter on Critical Anamnesis, then exile the top 2 cards of your library for each Charge counter on it.
You may cast instant and sorcery cards exiled by Critical Anamnesis." it would be more interesting, and still reasonably high-risk. You'll be throttled by your mana anyways, and mill out relatively quickly.
KoolKoal - Cute! I wish it didn't cause the Launcher to be sacrificed, but I guess that's makes the risk "fairer".
SNL - The reward doesn't seem good enough to be worth the risk here. You get a 1 in 12 chance of a power boost that does nothing to help punch the boost through to your opponent's face.
Chemmy - This guy is a cutie. The risk/reward ratio is great, and I love the image of this goblin.
Tilwin - Seems convoluted. There are a lot of cards with each converted mana cost, so I feel like this is just going to dome you repeatedly.
Figurative - "top two cards", not "first two cards". Otherwise, the triple black is pretty rough. I guess this is probably fine otherwise, although the reverse-Underworld Dreams probably shouldn't be here. An ability that affects drawing cards on the same card as one that looks a lot like drawing cards is potentially confusing to newer players.
Necarg - This is really convoluted. Also, no rarity.
Atogaholic - This is a cute mini-game, and the reward is of a good amount of risk for the ability.
Tilwin - Not sure how I feel about a reverse Possibility Storm, but it's probably fine. It's a cute chaos card.
JuanCu - I feel like this should cost less. Otherwise, it's probably fine?
Cardz5000 - Rules-wise, this should probably just say "if you would draw a card, instead put two +1/+1 counters on Aethersteel Sentinel", but otherwise, this is a nice niche effect.
Tilwin - The templating is a little off - it should be "beginning of your end step" and "beginning of your upkeep", but otherwise this is maybe fine? 4 counters and 4 mana is a lot for this effect, though. Assuming you are at 20 when you cast this, you'll be at 3 life by the time you win.
HMs: KoolKoal, Chemtrails, Atogaholic
Next: French Vanillas with a new keyword.
Draft my cube! (630 cards)
For clarification - yes, this changes the assignment of the blockers. It's not switching them after they're assigned. If the attacking player has multiple blocked creatures with Guile then the switches happen sequentially in an order of their choosing.
Cunning Saboteur 1U
Creature - Human Rogue (C)
Guile
1/3
Frontline Tactician 1WU
Creature - Human Soldier (U)
Vigilance, Guile
2/4
Fanatical Dervish 2B
Creature - Human Assassin (U)
Deathtouch, Guile
2/1
IIW: Noggles
Plot of Dragon's Maze:
Niv-Mizzet plays Realmwright, chooses "Gate". Then a dramatic retelling of the ensuing argument.
Creature - Beast (R)
Empower 0 (Whenever another creature with power 0 or greater attacks, both this creature and the attacking creature get +1/+1 until end of turn.
"While the young argon look small, they get much bigger quickly" - Agaloe, the Beastmaster
0/1
IIW: Excessively powerful cards (like power 9) made in delve form.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Artifact Creature - Construct (R)
Trapezoidal (This card is a convex quadrilateral with one pair of parallel sides.)
The conquistadors first spotted the great stone edifice on the horizon at daybreak. There was no mistaking it—the lumbering pyramid would reach their encampment by noon. Was this Mwatazuma's revenge?
8/8
iiw: periodic fable of the elements
Creature - Troll [U]
Disinter 3BG (You may cast Relentless Troll from your graveyard for 3BG. If you do, exile it the next time it would leave the battlefield.)
4/4
IIW: Goats.
Powered BUG Cube BUG (Thread)
Powered WUR Cube RWU
Powered RUG Cube URG
480 Unpowered shenanigans
EDH:
Prossh, Skyraider of Kher
Gahiji, Honored One
Daretti, Scrap Savant
For Autocarding: Æ û (Lim-Dûl's Vault)