These creatures allows you to either get a constant uninterrupted mana supply or a draw/search ability at the cost of not being able to play any land that turn. What do you think?
Invisible Seeker2U
Creature - Illusion {U}
Hexproof
When Invisible Seeker enters the battlefield put the top 5 cards of your library into your graveyard.
Instead of playing a land on your turn you may exile two cards from your hand and put an island from your graveyard it into play or draw two cards cards.
0/2
Cabal Seeker2B
Creature - Zombie {U}
When Cabal Seeker enters the battlefield put the top 5 cards of your library into your graveyard.
Instead of playing a land on your turn you may exile two cards from your hand and
either put a swamp into play or a zombie creature into your hand, from your graveyard.
2/2
Spirit Seeker2W
Creature - Spirit {U}
Flying
When Spirit Seeker enters the battlefield put the top 5 cards of your library into your graveyard.
Instead of playing a land on your turn you may exile two cards from your hand and
either put a Plains into play or an aura card into your hand, from your graveyard.
1/2
Flame Seeker2R
Creature - Goblin {U}
Haste
When Flame Seeker enters the battlefield put the top 5 cards of your library into your graveyard.
Instead of playing a land on your turn you may exile two cards from your hand and
either put a Mountain into play or a sorcery into your hand, from your graveyard
3/1
Might Seeker2G
Creature - Elf Shaman {U}
Trample
When Might Seeker enters the battlefield put the top 5 cards of your library into your graveyard.
Instead of playing a land on your turn you may exile two cards from your hand and
either put a Forest into play or an instant card into your hand, from your graveyard.
1/2
The wording is ambiguous. If these only had the land search ability of their chosen type, they'd be really good, especially in limited. At present they're over-powered.
The reason I say this is because, if you can search for a land (maybe even a Shockland), then you would want to do that every turn instead of playing a land. These cards thin your deck and make you shuffle every turn.
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
For me, this feels too close to other tcg which use discarded cards from your hand over lands. I don't mind it, but as far as a resource system goes this feels inferior to the magic land system.
Putting my personal feelings aside, if you cut the second ability I think we'd have a printable cycle of cards. I would want to find a better method of finding lands than the search and shuffle, perhaps reveal cards until you reveal the required land, put it in play then just shuffle the other revealed cards and put them on the bottom of your library. Invisible seeker could use some power as well.
The wording is ambiguous. If these only had the land search ability of their chosen type, they'd be really good, especially in limited. At present they're over-powered.
The reason I say this is because, if you can search for a land (maybe even a Shockland), then you would want to do that every turn instead of playing a land. These cards thin your deck and make you shuffle every turn.
Yes, they are quite good. Maybe if you exile two cards from your hand instead of one. Or you could make it only search the graveyard for lands and spells and add when enters play put the top 5 cards into your graveyard.
I like the idea, but think a simpler rather than all encompassing ability would be better. A cycle could be interesting, along the lines of:
2U {U} You can play 1 less land this turn: Scry 3 3G {U} You can play 1 less land this turn: Creatures you control get +1/+1 until end of turn. 1R {U} You can play 1 less land this turn: Deal 1 damage to target creature. 2B {U} You can play 1 less land this turn: Target player loses 1 life. 3W {U} You can play 1 less land this turn: Put a 1/1 white human creature onto the battlefield.
(Activate this ability only if you can still play a land.) after each.
You could give each an evergreen if it were appropriate and adjust power/toughness and costs as necessary. Also, that probably isn't worded right.
they seem a bit weak considering you can only do it once per turn in most decks (green and blue one was ok) and this ability has a hefty draw back in the start since it leaves you behind mana wise. Up the damage on the red card to 2 and target player discards a card for black and Lower the mana cost for white to 1. Then it could see some use, still I like them the way they are now.
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Invisible Seeker 2U
Creature - Illusion {U}
Hexproof
When Invisible Seeker enters the battlefield put the top 5 cards of your library into your graveyard.
Instead of playing a land on your turn you may exile two cards from your hand and put an island from your graveyard it into play or draw two cards cards.
0/2
Cabal Seeker 2B
Creature - Zombie {U}
When Cabal Seeker enters the battlefield put the top 5 cards of your library into your graveyard.
Instead of playing a land on your turn you may exile two cards from your hand and
either put a swamp into play or a zombie creature into your hand, from your graveyard.
2/2
Spirit Seeker 2W
Creature - Spirit {U}
Flying
When Spirit Seeker enters the battlefield put the top 5 cards of your library into your graveyard.
Instead of playing a land on your turn you may exile two cards from your hand and
either put a Plains into play or an aura card into your hand, from your graveyard.
1/2
Flame Seeker 2R
Creature - Goblin {U}
Haste
When Flame Seeker enters the battlefield put the top 5 cards of your library into your graveyard.
Instead of playing a land on your turn you may exile two cards from your hand and
either put a Mountain into play or a sorcery into your hand, from your graveyard
3/1
Might Seeker 2G
Creature - Elf Shaman {U}
Trample
When Might Seeker enters the battlefield put the top 5 cards of your library into your graveyard.
Instead of playing a land on your turn you may exile two cards from your hand and
either put a Forest into play or an instant card into your hand, from your graveyard.
1/2
The reason I say this is because, if you can search for a land (maybe even a Shockland), then you would want to do that every turn instead of playing a land. These cards thin your deck and make you shuffle every turn.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Putting my personal feelings aside, if you cut the second ability I think we'd have a printable cycle of cards. I would want to find a better method of finding lands than the search and shuffle, perhaps reveal cards until you reveal the required land, put it in play then just shuffle the other revealed cards and put them on the bottom of your library. Invisible seeker could use some power as well.
Yes, they are quite good. Maybe if you exile two cards from your hand instead of one. Or you could make it only search the graveyard for lands and spells and add when enters play put the top 5 cards into your graveyard.
they seem a bit weak considering you can only do it once per turn in most decks (green and blue one was ok) and this ability has a hefty draw back in the start since it leaves you behind mana wise. Up the damage on the red card to 2 and target player discards a card for black and Lower the mana cost for white to 1. Then it could see some use, still I like them the way they are now.