Iqam, Seer into Chaos 4GUUR
Legendary Creature - Weird Wizard Druid
At the beginning of your draw step, draw three cards.
Discard a card: Add G, U, or R to your mana pool.
5/5
Iqam's Intuition GUR
Instant
Draw four cards.
Si-Arh the Zealot 4RWWB
Legendary Creature - Avatar Knight
Other creatures you control get +1/+1
Creatures you don't control get -1/-1
You can't lose life and your opponents can't gain life.
6/6
^Crovax much?
Si-Arh's Cleansing 2RWB
Sorcery
Choose up to three of the following: Destroy target aland, or destroy target enchantment, or destroy target creature.
Khayuur, Ancient Beyond Reckoning 4WBBG
Legendary Creature - Krog Warrior Shaman
Trample
Tap four untapped creatures you control: Return Khayuur, Ancient Beyond Reckoning from your graveyard to play.
6/6
Call of Khayuur 1WBG
Sorcery
Return target creature card in a graveyard to play.
Retrace
Irg the Scrudboss 2RR
Legendary Creature - Goblin Warrior
Other goblins you control have haste, provoke, and "sacrifice this creature: Target creature gets +1/+0 until the end of turn."
2/2
Irg's Command R
Instant
As an additional cost to play Irg's command, Sacrifice a goblin.
Irg's command deals 2 damage to target creature or player and 3 damage to you.
Draw a card.
Khrujsh, the Ruinmaker 2BR
Legendary Creature - Minotaur Shaman 2BR, Q, discard a card: Destroy target creature or land.
3/3
Khrujsh's Decree BR
Sacrifice a creature. If you do, target player sacrifices a land.
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I am GUR. I view the world around me with a sense of wonder and awe that only increases as I learn more about it. I quickly become bored if deprived of puzzles to solve or new things to learn. At my best, I am brilliant and inventive, at my worst, I am moody and erratic.
Iqam, Seer into Chaos 4GUUR
Legendary Creature - Weird Wizard Druid
At the beginning of your draw step, draw three cards.
Discard a card: Add G, U, or R to your mana pool.
5/5
Si-Arh the Zealot 4RWWB
Legendary Creature - Avatar Knight
Other creatures you control get +1/+1
Creatures you don't control get -1/-1
You can't lose life and your opponents can't gain life.
6/6
Khayuur, Ancient Beyond Reckoning 4WBBG
Legendary Creature - Krog Warrior Shaman
Trample
Tap four untapped creatures you control: Return Khayuur, Ancient Beyond Reckoning from your graveyard to play.
6/6
Seems pretty easy to res this guy. Maybe tone down the mana cost and P/T a bit, and add some sort of mana cost to the ability.
Irg the Scrudboss 2RR
Legendary Creature - Goblin Warrior
Other goblins you control have haste, provoke, and "sacrifice this creature: Target creature gets +1/+0 until the end of turn."
2/2
Seems pretty darn good for Goblins. Especially since it affects any Goblin permanents you control...
Irg's Command R
Instant
As an additional cost to play Irg's command, Sacrifice a goblin.
Irg's command deals 2 damage to target creature or player and 3 damage to you.
Draw a card.
Cantrip is overkill.
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():
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Do I Contradict Myself? Very Well Then I Contradict Myself.
Iqam, Seer into Chaos :4mana::symg::symu::symu::symr:
Legendary Creature - Weird Wizard Druid
At the beginning of your draw step, draw three cards.
Discard a card: Add :symg:, :symu:, or to your mana pool.
5/5
Sounds like just a random big creature with random high amount of card draw and a random mana ability.
Thing is simpel, if someone hard casts this guy, they have no real use for the mana ability and the card draw is the only real effect of the card.
If it gets cheated into play with reanimation, than you will abuse the cards effect, but however i would just reanimate something usefull that doesnt die to a Terror or Path to Exile, which is a main prob of Reanimator that the creature must have a build in protection somehow, otheriwse its just dead again.
Design wise you can have a Bringer of the Blue Dawn which is fun to play in 5-color and good because its a solid 5/5 trample for 5 withe the draw two each turn.
If you just searched a way to combine card draw with mana, you can do it better as something like:
Iqam, Seer into Chaos :symg::symu::symr:
Legendary Creature - Weird Wizard Druid T, Discard a red, green and blue card from your hand: Add :symg::symg::symg::symu::symu::symu::symr::symr::symr: to your manapool.
:symg::symu::symr:: Draw a card.
2/3
Simpel idea, the card itself is cheap, a important thing if you want mana acceleration as otherwise its a wasted ability.
And as its a Druid it cant be that big, as if i imagine a "druid" i see a wacky little guy, the only big Druid in my view is Kamahl as a Barbarian before.
The card itself will have an epic mana boost, which people might like as it is, but it will cost you 3 cards to use it and than you can play more or less whatever you have, combo out, or just use the ability of the card to draw 3 new cards.
So the card itself is good for nearly everyone if you play combo you will ofcourse somehow win with the mana, for controll you might put your game breaker into play or just draw cards, aggro might use as a card to fuel the deadly Banefire or just to draw cards for the late game, all in all everyone is happy with the card and being a Legend its even cool to have in Elder Dragon highlander.
Most important, the amount of mana alone is an eyecatcher.
Iqam's Intuition :symg::symu::symr:
Instant
Draw four cards.
Really too much in the small package. Look for Concentrate, its Sorcery, Harmonize as the same in green, red more or less doesnt get the draw, but lets say we have Browbeat or something.
And draw 4 is the power of Tidings, and a resolved Tidings wins games, so it should never cost you 3 and be instant.
Lets go for a fix for this card, increasing mana or lowering the draw, as its red a "chaos" effect might be usefull:
Iqam's Intuition 2:symg::symu::symr:
Sorcery
Each player discards his or her hand. For each creature card discarded this way that player adds :symg::symu::symr: to his or her manapool. For each instant or sorcery card discarded this way ~ deals 3 damage to target creature or player of that players choice. For each land card discarded this way that player draws two cards.
The card is sometimes even stronger than yours, but that is what chaos is about. The card will make a good way to have a big play around me, if you fuel it with mana creatures, you have no other card, if you fuel it with instants/sorcery you can kill all creatures or burn a lot damage, and with lands you can fuel your hand.
And the build in drawback is that your opponent might just keep some unneded cards to burn you to death.
The best about the card is if you hit your opponent with many creatures in hand, so together with blue creature bounce (best Evacuate) you can have all creatures in your opponents hand, than discard them and make them lose many life due to the Manaburn, even better if you can hit for extra with instants/sorcery in your hand.
All together the card "can" be a lot of fun and a deadly tool for decks build around it, and if the card wants to be a tournament card players will quickly learn to keep some lands and spells in their hand to hit back at you.
Si-Arh the Zealot :4mana::symr::symw::symw::symb:
Legendary Creature - Avatar Knight
Other creatures you control get +1/+1
Creatures you don't control get -1/-1
You can't lose life and your opponents can't gain life.
6/6
Really way to powerfull as its one of the most stupid Platinum Angel cards.
Without the "you cant lose life", lets say up to p/t to like 8/8 its something powerfull you can reanimate, but like allways cards of this amount of mana should really survive a random Removal, especially in days of Path to Exile, Cryptic Command and more quality removal.
However i like the simpel idea of the Anthem, it sounds very powerfull and in color:
Anthem of Crovax :symw::symb::symr:
Enchantment
Creatures you control get +1/+1.
Creatures you don't control get -1/-1.
Combining the Plague of black, Anthem of White and +1/-1 effect of red, its a perfect fit and would be a way to really go nuts in some formas like extended which have Elfs, Goblins (Empty the Warrens), many other small creatures with 1 thoughness and a good use of the +1/+1 for you if you are the one running the small guys. And most important, if you have one and your opponent too, they counter themself and for controll like ideas, having 2 of this is more or less pure destruction against a lot of decks if 1 is not enough.
Si-Arh's Cleansing :2mana::symr::symw::symb:
Sorcery
Choose up to three of the following: Destroy target a land, or destroy target enchantment, or destroy target creature.
I liked "Void" more as a red/black way to get destruction, just 3 removal in 1 is not that funny and doesnt feel really new, especially as it becomes totally stupid if you can kill 3 creatures its like a one sided wrath, killing 3 lands is like Armageddon, so powerwise its over the top and it plays not really funny.
Khayuur, Ancient Beyond Reckoning :4mana::symw::symb::symb::symg:
Legendary Creature - Krog Warrior Shaman
Trample
Tap four untapped creatures you control: Return Khayuur, Ancient Beyond Reckoning from your graveyard to play.
6/6
Somehow boring as its just a random 6/6 trample, but it sounds like a combo card if you can creature tokens with it to return it again and again, but looking at Weathered Treefolk we see green gets the "return" for free, white has Eternal Dragon and the like, black reanimates anyway, so the card might need something to boost it, as it looks not hot enough as it should be as a Legendary creature.
Khayuur, Ancient Beyond Reckoning :4mana::symw::symb::symb::symg:
Legendary Creature - Spirit, Warrior
You may play ~ from your graveyard.
~ has power and thoughness equal to the number of cards in each graveyard.
:symw::symb::symb::symg:: Put target creature, land or enchantment from a graveyard into play under your controll.
*/*
The idea is a combination of Multani for graveyards, together with an reanimate effect for lands, enchantment and creatures, so the card is strong enough and special enough to have the hotness that wants you to build a deck with it. You want it fast in play and you want to fuel graveyards, it will be strong enough as a finisher and strong enough as a reanimation target, even if you run combo with it you might get happy.
Call of Khayuur :1mana::symw::symb::symg:
Sorcery
Return target creature card in a graveyard to play.
Retrace
The power of such effects i huge, especially if you have this at 4 mana.
For the cost i would suggest:
Call of Khayuur :1mana::symw::symb::symg:
Sorcery
Return target creature card with converted manacost 3 or less from a graveyard to play, than return target enchantment with converted manacost 3 or less from a graveyard to play under your controll.
The important part is that it should not reanimate like a Zombify, as its incredible nuts if the creature comes back that gets reaniamted, simply because they are hard to kill anyway, just look for something like Empryrial Archangel (with shroud), if you manage to kill it it comes back every turn and makes you unable to win and no chance to come back.
The idea of my suggestion is that you get small creatures back, but you can get enchantments too and even Auras to attach them to the creature, so it works perfect if your deck runs Armadillo Cloak, Bitterblossom, Eternal Witness and Kitchen Finks, you will be Happy everytime it resolves, and it doesnt need Retrace as Eternal Witness makes this job allready, and if it resolves 1 time it can be enough to win if your Kitchen Finks is running with a Armadillo Cloak or you get your Bitterblossom and Sakura Tribe Elder, what ever you have, its allways a good Zombify for you, especially as you can steal the cards from your opponent if needed.
Irg the Scrudboss :2mana::symr::symr:
Legendary Creature - Goblin Warrior
Other goblins you control have haste, provoke, and "sacrifice this creature: Target creature gets +1/+0 until the end of turn."
2/2
Ok, for my taste its not a goblin i would add in a Goblin Deck, simply because i want to "win" and not provoke anything to block, and Warchief is better for haste. The Sacrifice is ok, but way worser than the Goblin for just a single red (which gives +1/+1 too for a sacrifice).
So all together, its pretty junk, especially as a rare, but i dont like to push goblins anyway as i dislike it when tribals get stronger and stronger.
Irg's Command
Instant
As an additional cost to play Irg's command, Sacrifice a goblin.
Irg's command deals 2 damage to target creature or player and 3 damage to you.
Draw a card.
Miniature Goblin Grenade, ok, but the card is pretty chunk as it only hits for a shock and even Lava Spikes you. THe Cantrip alone is not really what makes the card good, especially as a GOblin Deck will simply run the Cycling Incinerator to get a way better removal or directly go for Tarfire.
Khrujsh, the Ruinmaker :2mana::symb::symr:
Legendary Creature - Minotaur Shaman
:2mana::symb::symr:, , discard a card: Destroy target creature or land.
3/3
Sounds strong, but not really cool to play, as it only attacks, kill the blocker, or it locks the player to get a Stone Rain each turn.
Mana Wise i would just go for Deus of Calamaty if i need the Land Destruction (especially as acceleration is strong enough to get a turn 1 Deus in Extended) and the Untap mechanic is something that is potentially dangerous and feels false if you can just use tap.
So i would suggest:
Khrujsh, the Ruinmaker :2mana::symb::symr:
Legendary Creature - Minotaur Shaman
Whenever an Minotaur deals damage to an player, that player sacrifices a non-basic land.
Each Minotaur gets +1/+0 for each non-basic land in each graveyard.
4/4
The card is pushed, its 4/4 for 4 so strong enough to survive most small creatures and burn spells, and it becomes stronger especially in formats with fetch lands, wasteland and more cycling and the like.
And the strong extra power might make it possible for you to go for more Minotaur to strike back with a punsh and really hate all Non-basics out of the universe.
Khrujsh's Decree :symb::symr:
Instant
Sacrifice a creature. If you do, target player sacrifices a land.
Sounds pretty bad, especially as its junk if not played turn 2, and even than you trade 2 for 1, making it junky in every view.
Possible solution:
Khrujsh's Decree :symb::symr:
Instant
Sacrifice any number of permanents. Target opponent sacrifices that many permanents and/or discards that many cards from his or her hand.
So the idea is to fast speed into a lot of permanents, or use it late game if you just have more cards than your opponent, so at its best you completly wreck your opponent and keep your random Bomb at the table to win.
Iqam, Seer into Chaos 4GUUR
Legendary Creature - Weird Wizard Druid
At the beginning of your draw step, draw three cards.
Discard a card: Add G, U, or R to your mana pool.
5/5
This is definitely begging to be a combo centerpiece (Cadaverous Bloom), but the mana cost definitely balances it. Completely fair.
Iqam's Intuition GUR
Instant
Draw four cards.
Just a tad too strong for my blood. First, make it a sorcery. Card draw of more than two should never be instant. Second, make them discard one card. It's still massive card advantage and selection, but this balances it down a touch. Also, I'd consider swapping R for B in the cost. Black draws far more cards than red could ever hope to.
Si-Arh the Zealot 4RWWB
Legendary Creature - Avatar Knight
Other creatures you control get +1/+1
Creatures you don't control get -1/-1
You can't lose life and your opponents can't gain life.
6/6
Wowee! At eight mana, it's pretty fair as a finisher. Reanimator could use this, but is it really better than Hellkite Overlord or Akroma for that purpose? Probably not. I like it as-is.
Si-Arh's Cleansing 2RWB
Sorcery
Choose up to three of the following: Destroy target aland, or destroy target enchantment, or destroy target creature.
Looks perfectly fine!
Khayuur, Ancient Beyond Reckoning 4WBBG
Legendary Creature - Krog Warrior Shaman
Trample
Tap four untapped creatures you control: Return Khayuur, Ancient Beyond Reckoning from your graveyard to play.
6/6
It's like Dread Return on wheels. Or Salvage Titan that isn't hungry. At the cost and power, I think it's just about good. This won't normally hit play until turn three or so, and even then it still takes four hits to win.
Call of Khayuur 1WBG
Sorcery
Return target creature card in a graveyard to play.
Retrace
Nice!
Irg the Scrudboss 2RR
Legendary Creature - Goblin Warrior
Other goblins you control have haste, provoke, and "sacrifice this creature: Target creature gets +1/+0 until the end of turn."
2/2
(What goblin lord has ever put a 1/1 goblin into play?) This guy is hilarious. Dogpile much? Love it.
Irg's Command R
Instant
As an additional cost to play Irg's command, Sacrifice a goblin.
Irg's command deals 2 damage to target creature or player and 3 damage to you.
Draw a card.
You could probably make it not burn you. It's shock, and trades a goblin for a card. That's fine in my book. If you swapped the damages, then you'd probably be good, too.
Khrujsh, the Ruinmaker 2BR
Legendary Creature - Minotaur Shaman 2BR, Q, discard a card: Destroy target creature or land.
3/3
Fair. Nothing special, but fair.
Khrujsh's Decree BR
Sacrifice a creature. If you do, target player sacrifices a land.
Hmm... Okay, I can dig this. On one hand it's LD at 2 mana. On the other hand, it requires you to stray at least a little away from LD to get the creature out, and they choose what land to lose. Might still be too powerful though...
Private Mod Note
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Legendary Creature - Weird Wizard Druid
At the beginning of your draw step, draw three cards.
Discard a card: Add G, U, or R to your mana pool.
5/5
Iqam's Intuition GUR
Instant
Draw four cards.
Si-Arh the Zealot 4RWWB
Legendary Creature - Avatar Knight
Other creatures you control get +1/+1
Creatures you don't control get -1/-1
You can't lose life and your opponents can't gain life.
6/6
^Crovax much?
Si-Arh's Cleansing 2RWB
Sorcery
Choose up to three of the following: Destroy target aland, or destroy target enchantment, or destroy target creature.
Khayuur, Ancient Beyond Reckoning 4WBBG
Legendary Creature - Krog Warrior Shaman
Trample
Tap four untapped creatures you control: Return Khayuur, Ancient Beyond Reckoning from your graveyard to play.
6/6
Call of Khayuur 1WBG
Sorcery
Return target creature card in a graveyard to play.
Retrace
Irg the Scrudboss 2RR
Legendary Creature - Goblin Warrior
Other goblins you control have haste, provoke, and "sacrifice this creature: Target creature gets +1/+0 until the end of turn."
2/2
Irg's Command R
Instant
As an additional cost to play Irg's command, Sacrifice a goblin.
Irg's command deals 2 damage to target creature or player and 3 damage to you.
Draw a card.
Khrujsh, the Ruinmaker 2BR
Legendary Creature - Minotaur Shaman
2BR, Q, discard a card: Destroy target creature or land.
3/3
Khrujsh's Decree BR
Sacrifice a creature. If you do, target player sacrifices a land.
Waaaaaaowwww. This is insanely good.
Not at instant speed. Possibly okay otherwise.
I suppose. Really nice reanimator target though.
Si-Arh's Cleansing :2mana::symw::symb::symr:
Sorcery
Destroy target creature, target enchantment, and/or target land.
Seems pretty easy to res this guy. Maybe tone down the mana cost and P/T a bit, and add some sort of mana cost to the ability.
Interesting.
Seems pretty darn good for Goblins. Especially since it affects any Goblin permanents you control...
Cantrip is overkill.
Very Well Then I Contradict Myself.
Legendary Creature - Weird Wizard Druid
At the beginning of your draw step, draw three cards.
Discard a card: Add :symg:, :symu:, or to your mana pool.
5/5
Sounds like just a random big creature with random high amount of card draw and a random mana ability.
Thing is simpel, if someone hard casts this guy, they have no real use for the mana ability and the card draw is the only real effect of the card.
If it gets cheated into play with reanimation, than you will abuse the cards effect, but however i would just reanimate something usefull that doesnt die to a Terror or Path to Exile, which is a main prob of Reanimator that the creature must have a build in protection somehow, otheriwse its just dead again.
Design wise you can have a Bringer of the Blue Dawn which is fun to play in 5-color and good because its a solid 5/5 trample for 5 withe the draw two each turn.
If you just searched a way to combine card draw with mana, you can do it better as something like:
Iqam, Seer into Chaos :symg::symu::symr:
Legendary Creature - Weird Wizard Druid
T, Discard a red, green and blue card from your hand: Add :symg::symg::symg::symu::symu::symu::symr::symr::symr: to your manapool.
:symg::symu::symr:: Draw a card.
2/3
Simpel idea, the card itself is cheap, a important thing if you want mana acceleration as otherwise its a wasted ability.
And as its a Druid it cant be that big, as if i imagine a "druid" i see a wacky little guy, the only big Druid in my view is Kamahl as a Barbarian before.
The card itself will have an epic mana boost, which people might like as it is, but it will cost you 3 cards to use it and than you can play more or less whatever you have, combo out, or just use the ability of the card to draw 3 new cards.
So the card itself is good for nearly everyone if you play combo you will ofcourse somehow win with the mana, for controll you might put your game breaker into play or just draw cards, aggro might use as a card to fuel the deadly Banefire or just to draw cards for the late game, all in all everyone is happy with the card and being a Legend its even cool to have in Elder Dragon highlander.
Most important, the amount of mana alone is an eyecatcher.
Iqam's Intuition :symg::symu::symr:
Instant
Draw four cards.
Really too much in the small package. Look for Concentrate, its Sorcery, Harmonize as the same in green, red more or less doesnt get the draw, but lets say we have Browbeat or something.
And draw 4 is the power of Tidings, and a resolved Tidings wins games, so it should never cost you 3 and be instant.
Lets go for a fix for this card, increasing mana or lowering the draw, as its red a "chaos" effect might be usefull:
Iqam's Intuition 2:symg::symu::symr:
Sorcery
Each player discards his or her hand. For each creature card discarded this way that player adds :symg::symu::symr: to his or her manapool. For each instant or sorcery card discarded this way ~ deals 3 damage to target creature or player of that players choice. For each land card discarded this way that player draws two cards.
The card is sometimes even stronger than yours, but that is what chaos is about. The card will make a good way to have a big play around me, if you fuel it with mana creatures, you have no other card, if you fuel it with instants/sorcery you can kill all creatures or burn a lot damage, and with lands you can fuel your hand.
And the build in drawback is that your opponent might just keep some unneded cards to burn you to death.
The best about the card is if you hit your opponent with many creatures in hand, so together with blue creature bounce (best Evacuate) you can have all creatures in your opponents hand, than discard them and make them lose many life due to the Manaburn, even better if you can hit for extra with instants/sorcery in your hand.
All together the card "can" be a lot of fun and a deadly tool for decks build around it, and if the card wants to be a tournament card players will quickly learn to keep some lands and spells in their hand to hit back at you.
Si-Arh the Zealot :4mana::symr::symw::symw::symb:
Legendary Creature - Avatar Knight
Other creatures you control get +1/+1
Creatures you don't control get -1/-1
You can't lose life and your opponents can't gain life.
6/6
Really way to powerfull as its one of the most stupid Platinum Angel cards.
Without the "you cant lose life", lets say up to p/t to like 8/8 its something powerfull you can reanimate, but like allways cards of this amount of mana should really survive a random Removal, especially in days of Path to Exile, Cryptic Command and more quality removal.
However i like the simpel idea of the Anthem, it sounds very powerfull and in color:
Anthem of Crovax :symw::symb::symr:
Enchantment
Creatures you control get +1/+1.
Creatures you don't control get -1/-1.
Combining the Plague of black, Anthem of White and +1/-1 effect of red, its a perfect fit and would be a way to really go nuts in some formas like extended which have Elfs, Goblins (Empty the Warrens), many other small creatures with 1 thoughness and a good use of the +1/+1 for you if you are the one running the small guys. And most important, if you have one and your opponent too, they counter themself and for controll like ideas, having 2 of this is more or less pure destruction against a lot of decks if 1 is not enough.
Si-Arh's Cleansing :2mana::symr::symw::symb:
Sorcery
Choose up to three of the following: Destroy target a land, or destroy target enchantment, or destroy target creature.
I liked "Void" more as a red/black way to get destruction, just 3 removal in 1 is not that funny and doesnt feel really new, especially as it becomes totally stupid if you can kill 3 creatures its like a one sided wrath, killing 3 lands is like Armageddon, so powerwise its over the top and it plays not really funny.
Khayuur, Ancient Beyond Reckoning :4mana::symw::symb::symb::symg:
Legendary Creature - Krog Warrior Shaman
Trample
Tap four untapped creatures you control: Return Khayuur, Ancient Beyond Reckoning from your graveyard to play.
6/6
Somehow boring as its just a random 6/6 trample, but it sounds like a combo card if you can creature tokens with it to return it again and again, but looking at Weathered Treefolk we see green gets the "return" for free, white has Eternal Dragon and the like, black reanimates anyway, so the card might need something to boost it, as it looks not hot enough as it should be as a Legendary creature.
Khayuur, Ancient Beyond Reckoning :4mana::symw::symb::symb::symg:
Legendary Creature - Spirit, Warrior
You may play ~ from your graveyard.
~ has power and thoughness equal to the number of cards in each graveyard.
:symw::symb::symb::symg:: Put target creature, land or enchantment from a graveyard into play under your controll.
*/*
The idea is a combination of Multani for graveyards, together with an reanimate effect for lands, enchantment and creatures, so the card is strong enough and special enough to have the hotness that wants you to build a deck with it. You want it fast in play and you want to fuel graveyards, it will be strong enough as a finisher and strong enough as a reanimation target, even if you run combo with it you might get happy.
Call of Khayuur :1mana::symw::symb::symg:
Sorcery
Return target creature card in a graveyard to play.
Retrace
The power of such effects i huge, especially if you have this at 4 mana.
For the cost i would suggest:
Call of Khayuur :1mana::symw::symb::symg:
Sorcery
Return target creature card with converted manacost 3 or less from a graveyard to play, than return target enchantment with converted manacost 3 or less from a graveyard to play under your controll.
The important part is that it should not reanimate like a Zombify, as its incredible nuts if the creature comes back that gets reaniamted, simply because they are hard to kill anyway, just look for something like Empryrial Archangel (with shroud), if you manage to kill it it comes back every turn and makes you unable to win and no chance to come back.
The idea of my suggestion is that you get small creatures back, but you can get enchantments too and even Auras to attach them to the creature, so it works perfect if your deck runs Armadillo Cloak, Bitterblossom, Eternal Witness and Kitchen Finks, you will be Happy everytime it resolves, and it doesnt need Retrace as Eternal Witness makes this job allready, and if it resolves 1 time it can be enough to win if your Kitchen Finks is running with a Armadillo Cloak or you get your Bitterblossom and Sakura Tribe Elder, what ever you have, its allways a good Zombify for you, especially as you can steal the cards from your opponent if needed.
Irg the Scrudboss :2mana::symr::symr:
Legendary Creature - Goblin Warrior
Other goblins you control have haste, provoke, and "sacrifice this creature: Target creature gets +1/+0 until the end of turn."
2/2
Ok, for my taste its not a goblin i would add in a Goblin Deck, simply because i want to "win" and not provoke anything to block, and Warchief is better for haste. The Sacrifice is ok, but way worser than the Goblin for just a single red (which gives +1/+1 too for a sacrifice).
So all together, its pretty junk, especially as a rare, but i dont like to push goblins anyway as i dislike it when tribals get stronger and stronger.
Irg's Command
Instant
As an additional cost to play Irg's command, Sacrifice a goblin.
Irg's command deals 2 damage to target creature or player and 3 damage to you.
Draw a card.
Miniature Goblin Grenade, ok, but the card is pretty chunk as it only hits for a shock and even Lava Spikes you. THe Cantrip alone is not really what makes the card good, especially as a GOblin Deck will simply run the Cycling Incinerator to get a way better removal or directly go for Tarfire.
Khrujsh, the Ruinmaker :2mana::symb::symr:
Legendary Creature - Minotaur Shaman
:2mana::symb::symr:, , discard a card: Destroy target creature or land.
3/3
Sounds strong, but not really cool to play, as it only attacks, kill the blocker, or it locks the player to get a Stone Rain each turn.
Mana Wise i would just go for Deus of Calamaty if i need the Land Destruction (especially as acceleration is strong enough to get a turn 1 Deus in Extended) and the Untap mechanic is something that is potentially dangerous and feels false if you can just use tap.
So i would suggest:
Khrujsh, the Ruinmaker :2mana::symb::symr:
Legendary Creature - Minotaur Shaman
Whenever an Minotaur deals damage to an player, that player sacrifices a non-basic land.
Each Minotaur gets +1/+0 for each non-basic land in each graveyard.
4/4
The card is pushed, its 4/4 for 4 so strong enough to survive most small creatures and burn spells, and it becomes stronger especially in formats with fetch lands, wasteland and more cycling and the like.
And the strong extra power might make it possible for you to go for more Minotaur to strike back with a punsh and really hate all Non-basics out of the universe.
Khrujsh's Decree :symb::symr:
Instant
Sacrifice a creature. If you do, target player sacrifices a land.
Sounds pretty bad, especially as its junk if not played turn 2, and even than you trade 2 for 1, making it junky in every view.
Possible solution:
Khrujsh's Decree :symb::symr:
Instant
Sacrifice any number of permanents. Target opponent sacrifices that many permanents and/or discards that many cards from his or her hand.
So the idea is to fast speed into a lot of permanents, or use it late game if you just have more cards than your opponent, so at its best you completly wreck your opponent and keep your random Bomb at the table to win.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Legendary Creature - Weird Wizard Druid
At the beginning of your draw step, draw three cards.
Discard a card: Add G, U, or R to your mana pool.
5/5
This is definitely begging to be a combo centerpiece (Cadaverous Bloom), but the mana cost definitely balances it. Completely fair.
Iqam's Intuition GUR
Instant
Draw four cards.
Just a tad too strong for my blood. First, make it a sorcery. Card draw of more than two should never be instant. Second, make them discard one card. It's still massive card advantage and selection, but this balances it down a touch. Also, I'd consider swapping R for B in the cost. Black draws far more cards than red could ever hope to.
Si-Arh the Zealot 4RWWB
Legendary Creature - Avatar Knight
Other creatures you control get +1/+1
Creatures you don't control get -1/-1
You can't lose life and your opponents can't gain life.
6/6
Wowee! At eight mana, it's pretty fair as a finisher. Reanimator could use this, but is it really better than Hellkite Overlord or Akroma for that purpose? Probably not. I like it as-is.
Si-Arh's Cleansing 2RWB
Sorcery
Choose up to three of the following: Destroy target aland, or destroy target enchantment, or destroy target creature.
Looks perfectly fine!
Khayuur, Ancient Beyond Reckoning 4WBBG
Legendary Creature - Krog Warrior Shaman
Trample
Tap four untapped creatures you control: Return Khayuur, Ancient Beyond Reckoning from your graveyard to play.
6/6
It's like Dread Return on wheels. Or Salvage Titan that isn't hungry. At the cost and power, I think it's just about good. This won't normally hit play until turn three or so, and even then it still takes four hits to win.
Call of Khayuur 1WBG
Sorcery
Return target creature card in a graveyard to play.
Retrace
Nice!
Irg the Scrudboss 2RR
Legendary Creature - Goblin Warrior
Other goblins you control have haste, provoke, and "sacrifice this creature: Target creature gets +1/+0 until the end of turn."
2/2
(What goblin lord has ever put a 1/1 goblin into play?) This guy is hilarious. Dogpile much? Love it.
Irg's Command R
Instant
As an additional cost to play Irg's command, Sacrifice a goblin.
Irg's command deals 2 damage to target creature or player and 3 damage to you.
Draw a card.
You could probably make it not burn you. It's shock, and trades a goblin for a card. That's fine in my book. If you swapped the damages, then you'd probably be good, too.
Khrujsh, the Ruinmaker 2BR
Legendary Creature - Minotaur Shaman
2BR, Q, discard a card: Destroy target creature or land.
3/3
Fair. Nothing special, but fair.
Khrujsh's Decree BR
Sacrifice a creature. If you do, target player sacrifices a land.
Hmm... Okay, I can dig this. On one hand it's LD at 2 mana. On the other hand, it requires you to stray at least a little away from LD to get the creature out, and they choose what land to lose. Might still be too powerful though...