Chandra the Purifier
2RR
Planeswalker - Chandra
{4}
[+1]: Target creature gets +2/+0 and gains haste until end of turn.
[-2]: Chandra Nalaar deals 3 damage to target creature or player.
[-7]: Destroy up to five artifacts, creatures, or lands of your choice in any combination you choose.
Nissa Revane
1GG
Planeswalker - Nissa
{2}
[+2]: Put a 1/1 green Elf creature token onto the battlefield.
[-3]: Put a 3/4 green Spider creature token with reach onto the battlefield.
[-8]: Put a 9/9 indestructible green Elemental creature token with trample and shroud onto the battlefield.
"Convertible Turtle" (Uncommon?)
4U
Creature - Turtle
2/3
2U: "Convertible Turtle" becomes 6/1 until end of turn.
2U: "Convertible Turtle" becomes 1/6 until end of turn.
And because I like the idea of Vampire planeswalkers, or maybe just because the art had too much "neat!" factor:
Sorin, Nightwalker
2BB
Planeswalker - Sorin
{4}
[+1]: Target player loses 1 life.
[-X]: Sorin, Nightwalker deals X damage to target creature or player. You gain X life.
[-7]: Target player discards his or her hand. You gain life equal to the total converted mana cost of those cards.
Law of Survival
2G
Sorcery
Choose target creature you control and target creature an opponent controls. Each of those creatures deals damage equal to its power to the other.
I originally had the ultimate as "Mass Consume Spirit" but I couldn't think of a way to make it fit with what I wanted to do and without stepping on Chandra's toes, so I settled for the "psychic" side of the vampire, while keeping it mostly black. Sure, it isn't exactly awe-inspiring against aggro, but none of the Planeswalkers necessarily win you the game (except maybe Ajani Vengeant, Chandra and Bolas) when they go off, either. Garruk's is pretty bad if you don't have creatures, after all, and Ajani Goldmane's ultimate loves Terminate and (now) Doom Blade thiiiiis much (point being: easily answered).
I was originally thinking "[-8]: CARDNAME deals 5 damage to each opponent and each creature you don't control. You gain life equal to the damage dealt." A little too bomby if the lifegain isn't a hard number itself rather than "amount dealt".
Sorin seems awfully similar (In the first two abilities) to the old Chandra. And instead of blowing up the board, he blows up the hand.
Just saying.
Sure, but I'll note that vampiric qualities are basically where black and red elope and have a lovechild. And because I'm feeling in an iterative mood right now, here's other possible abilities I cooked up that work for a likely vampire:
[+1]: Put a 1/1 black Shade creature token with intimidate onto the battlefield.
[+1]: Put a 1/1 black Bat creature token with flying onto the battlefield.
[-X]: Target creature gets +X/+X and gains intimidate until end of turn.
[-5]: Each player loses 5 life.
[+1]: Target creature gets -1/-1 until end of turn.
[-4]: Corrupt
[-9]: Target player discards his or her hand. Put all creature cards discarded this way onto the battlefield under your control.
[-X]: Disembowel
[0]: Dark Confidant's ability. (Yes, ZERO)
Study the Archives
1U
Instant
Draw a card.
Forfeit 2 (2, Exile this card face down from your graveyard: Draw a card.)
Graveyard-cycling, anyone?
Drag into Darkness
1BB
Sorcery
Target creature gets -2/-2 until end of turn.
Reminisce 4BB (Exile this card as it resolves. You may cast this from exile for its reminisce cost. If you do, exile it face down as it resolves.)
Ruins Explorer
1WW
Creature - Human Scout
2/2
Spelunking 2 - 1W (When this deals combat damage to a player, you may pay 1W. If you do, search your library for a card with converted mana cost 2 or less, reveal it, then shuffle your library and put that card on top.)
Artificer of Avarice
4U
Creature - Vedalken Wizard
3/3
Discovery 4 - 4UU (4UU: Reveal the top card of your library. If it has converted mana cost 4 or less, you may cast it without paying its mana cost.)
Ill-gotten Gainer
2B
Creature - Human Scout
2/2
Tombraider 3 (When this enters the battlefield, exile the top three cards of your library face down. When this deals combat damage to a player, choose at random a face down card in exile. Put that card into your hand.)
^ This is a take on the "treasure" mechanic from Forsythe's article about it. You don't know what you get, and any Tombraider can do it. A little parasitic, but not as much as "Treasure" and "Explore" were. And look, it has synergy with Reminisce! >_> <_<
And now for another approach, this one focusing on mana:
Unbroken Golem
3AA
Artifact Creature - Golem Construct
6/6 (A can be paid only from mana produced by artifacts.)
^ I'm still of a mindset that they're going to end up for a "mana source matters" theme. This is basically an artifact that's, oddly enough, powered by artifacts!
Worldwake
2WUBRG
Sorcery
Tap all permanents you control that could produce mana. For each permanent tapped this way, search your library for a card with the same type as that permanent and put it into play tapped. Shuffle your library.
^ Random idea based on the name.
Darkened Prism
2
Artifact
Darkened Prism comes into play tapped.
T: Add B to your mana pool.
Manabloom 2 - BB (2, Discard this card: Add BB to your mana pool.)
Unintentional Discovery1R
Instant
Flip up target face-down permanent.
Goes with the whole discovering hidden stuff motif Zendikar seems to hint at, and works with/against the Morph mechanic for Extended/Legacy/Vintage abuse.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling and good sentence structure, then copy this into your signature.
Current EDH Decks: UR Suspension of Disbelief: Jhoira W Darien's Kjeldoran Battalion WR Gisela's Cathedral GW Tripling Season: Rhys the Redeemed
"Convertible Turtle" (Uncommon?)
4U
Creature - Turtle
2/3
2U: "Convertible Turtle" becomes 6/1 until end of turn.
2U: "Convertible Turtle" becomes 1/6 until end of turn.
Now that combat damage doesn't use the stack, you could make this work more like Shapeshifter but at instant speed. Say,
Convertible Turtle4U
Creature - Turtle 2U: Choose a number between 0 and 7. ~'s power becomes the chosen number and its toughness is equal to 7 minus that number. (This effect doesn't end at end of turn)
2/5
Let's talk about the "land block", "mana matters" theme a little more, in terms of mechanics:
LANDbond N (This creature gets +1/+1 for every N untapped LAND you control.)
LANDsiphoning N (When this comes into play, you may exile any number of LAND you control. This gets +N/+N for each LAND exiled by it. When this leaves play, return the exiled lands to play.)
Resonance to MANA (This creature comes into play with a +1/+1 counter for every MANA spent to cast it.)
Sunbringer Angel (Rare)
3WW
Creature - Angel
2/2
Flying, vigilance, lifelink
Plainsbond 2 (This creature gets +1/+1 for every two untapped Plains you control.)
Parasitic Shade (Uncommon)
4B
1/1
Intimidate
Swampsiphoning (When this creature comes into play, you may exile any number of Swamps you control. It gets +1/+1 for each Swamp exiled this way. When this leaves play, return the exiled Swamps to play.)
Primalbond Bear (Common)
1G
1/1
Resonance to G (This creature comes into play with a +1/+1 counter for each G spent to play it.)
Fragment of Valshier
Land
As Fragment of Valshier comes into play, name a card type.
T: Add one mana of any color to your mana pool. Spend this mana only on cards with the named type.
And for something random:
Brinedepth Leviathan (Rare)
4UUU
Creature - Leviathan
5/5
Empowered by blue 3 (As you cast this spell, reveal up to three blue cards from your hand. This costs 1 less to cast for each card revealed this way.)
Trample, shroud
Primalbond Bear (Common)
1G
1/1
Resonance to G (This creature comes into play with a +1/+1 counter for each G spent to play it.)
1G for a 2/2 is fine, but GG for a 3/3 without having to reveal and elf or whatnot seems too good for a common. You could do a lot with this with off color resonance, say a combination bear/Watchwolf if you had a 1G 2/2 with resonance to W.
1G for a 2/2 is fine, but GG for a 3/3 without having to reveal and elf or whatnot seems too good for a common. You could do a lot with this with off color resonance, say a combination bear/Watchwolf if you had a 1G 2/2 with resonance to W.
I was considering this approach (off-color, mostly), but the question is: Should it be done if Zendikar isn't a multi-color block? We've just come from super-saturation with Shadowmoor's hybrid and Alara's multicolor back-to-back, should "pretend" multicolor come into play as well?
It would work fine for Limited, no doubt about that, but it's still a matter of whether we need more cards that are trying to be gold but, strictly speaking, aren't.
Tonight's bump is brought to you by "alternative costs".
Angel of Radiance
{}
Creature - Angel
5/5
Tribute 2 - 3WW (Rather than pay this spell's mana cost, you may pay 3WW and sacrifice at least two nonland permanents that share a color with it.)
Flying, first strike
Angel of Radiance is indestructible if you sacrifice at least four white permanents to pay tribute.
^ I'd like to note that you can do more than the listed number of permanents for reasons listed on the rules text. So what is it? Basically a riff off of Devour, actually, but you pay up front rather than after. I thought about doing an "offering" system, but couldn't make the text nice enough. It was kind of ugly and a little broken with the borderposts (never thought I'd say that!).
Virulent Fever
XBB
Sorcery
You may exile a creature card with converted mana cost X from your graveyard rather than pay Virulent Fever's mana cost.
Target creature gets -X/-X until end of turn.
^ Similar deal. I think the alternative cost works (the Shoal cycle comes to mind).
Angel of Radiance
{}
Creature - Angel
5/5
Tribute 2 - 3WW (Rather than pay this spell's mana cost, you may pay 3WW and sacrifice at least two nonland permanents that share a color with it.)
Flying, first strike
Angel of Radiance is indestructible if you sacrifice at least four white permanents to pay tribute.
What is the point of having an alt cost on a card without a mana cost? First off you don't have a color setting ability, (without which you can't play it at all without Painter's Servant) and secondly you have to use some kind of token to note indestructibility because it wouldn't remember on its own.
Angel of Radiance 3WW
Creature - Angel
As an additional cost to play ~, sacrifice two white permanents you control.
Kicker - Sacrifice two white permanents you control.
Flying
First strike
~ comes into play with a divinity counter if the kicker cost was paid.
~ is indestructible as long as it has a divinity counter.
5/5
I removed "nonland" because there are no white lands in the game. The only colored land is Dryad Arbor. So why again is white sacrificing permanents en mass to summon an angel? This isn't like the offering creatures really, multiple sacrifices are usually black. Besides all that, consider Baneslayer Angel. If you don't pay the kicker what you have is an inferior version of an existing card by the removal lifelink, two kinds of protection, and no sacrifice requirement. I don't think I'd pay 5 and sacrifice four permanents for a 5/5 flying indestructible creature either, since if it gets countered I still sacrificed four permanents. In sum I feel this is a great deal of unnecessary complication that is out of color without flavor and on top of it all not at all useful.
As for the next one, if you have a manaless alt cost it should require you play that color. As it stands you can use that in mono green if you feel so inclined.
I actually kind of forgot to change the mana cost back from null to 4WW. THe original version was "enforced Offering" where you had to sac nonland permanents until you basically paid the given tribute cost via the sac'd permanents' total mana cost (essentially adding their mana cost to your mana pool by forfeiting them).
For example, two Borderposts would let you pay for something that costed 2WWUU, 1WU, 2WWU, and other permutations. Needless to say, it was "honking good" if not broken in some cases, but terrible in token decks.
I also don't think it's a memory issue, remembering whether you got rid of something for another, but I could be outruled on that point. The volver cycle suggests it isn't, though (Rakavolver and friends), particularly if you're playing a "here's some +1/+1 counters" type of deck. That said, I decided to clean things up a little:
Angel of Radiance (Rare)
3WW
Creature - Angel
5/5
Tribute 2 - 3WW (You may pay tribute instead of the mana cost. To pay tribute, pay 3WW and sacrifice two nonland white permanents.)
Flying, first strike
Angel of Radiance has lifelink and protection from black if you paid tribute.
And as a side note, the "official rules" would basically be "must share a color". Like Prowl and Conspire, the reminder text is explicit for simplicity's sake (see Earwig Squad), but the official rules state "shares a creature type with this card".
We now return to: "Morph without creatures". Possibly coming this fall...? No reminder text since we know what morph does.
Gilded Blossom (Common)
3
Artifact
T: Add one mana of any color to your mana pool.
When Gilded Bloom is turned face up, add two mana of any color to your mana pool.
Morph 2
(You play it as morph if you want to "double splash" something; otherwise face up!)
Permanent Detritus (Rare)
{}
Enchantment
Permanent Detritus is white.
Facedown permanents you control get +2/+2 and are indestructible.
Morph 3WW
(Rare)
{}
Enchantment
CARDNAME is blue.
At the beginning of your upkeep, draw a card then discard a card.
You may play CARDNAME face down for 3. Reward -- Whenever CARDNAME deals combat damage to a player while facedown, you may turn it face up. If you do, draw five cards.
It's morph without morph! And probably a bad idea, since it's basically a "trap card". Yes, there's an ability word in there for a reason.
Shifting Contours
Land
As Shifting Contours turns faceup, choose a basic land type. Shifting Contours becomes that land type. (This effect doesn't end at end of turn.)
Today let's talk about Rosewater's hints! Specifically, the card names. Gotta work on that thar top-down idea:
Electropotence (Uncommon)
3R
Instant
Electropotence deals 3 damage to target creature or player. If you control at least seven Mountains, Electropotence deals 7 damage to that creature or player instead.
Grappling Hook (Common)
2
Artifact - Equipment
Equipped creature gets +1/+0 and has reach.
Equip 2
Journey to Nowhere (Uncommon)
1GG
Sorcery
Exile target creature. At the beginning of the next end step, return that creature to the battlefield tapped, search your library for a land card and put it into play tapped, then shuffle your library.
Lotus Cobra (Uncommon? Rare?)
GG
Creature - Snake
1/1
Forestwalk
1: Add X mana of any one color to your mana pool, where X is the amount of damage Lotus Cobra dealt to an opponent this turn. Activate this ability only once each turn.
Sphinx of Lost Truths (Rare)
4UU
Creature - Sphinx
3/3
Flying Landfall -- Whenever a land enters the battlefield under your control, you may return target instant or sorcery card from your graveyard to your hand.
Vampire's Bite (Common)
XB
Sorcery
Vampire's Bite deals X damage to target creature. You gain X life.
I could be wrong, but I believe you can give spells lifelink.
Vampire's BiteXB
Sorcery
Lifelink
~ deals X damage to target creature.
I don't see why not, but at the same time it currently is set to be creatures only in the rules, I believe. Wither WAS the damage, so could go on whatever even though only one noncreature that did damage got it (Puncture Blast); lifelink technically isn't.
Anyway, let's go questing today. I can't decide if I went overboard on some of these and they should be rares, but I was trying for uncommon... honest.
Quest for Treasure
1W
Enchantment
Whenever a creature you control attacks, put a quest counter on Quest for Treasure.
Remove five quest counters from Quest for Treasure, sacrifice Quest for Treasure: Search your library for an artifact or enchantment card and put it onto the battlefield, then shuffle your library.
Quest for the Loreseeker
U
Enchantment
Whenever you draw a card, put a quest counter on Quest for the Loreseeker.
Remove six quest counters from Quest for the Loreseeker, sacrifice Quest for the Loreseeker: Draw five cards.
Quest of Inner Fire
1R
Enchantment
Whenever a source you control deals damage, put a quest counter on Quest of Inner Fire.
Remove four quest counters from Quest of Inner Fire, sacrifice Quest of Inner Fire: Quest of Inner Fire deals 7 damage to target creature or player.
Quest into the Unknown
G
Enchantment
Whenever you play a land card, put a quest counter on Quest into the Unknown.
Remove four quest counters from Quest into the Unknown, sacrifice Quest into the Unknown: Search your library for five land cards, reveal them, put them into your hand, then shuffle your library. You may play two additional lands this turn.
2RR
Planeswalker - Chandra
{4}
[+1]: Target creature gets +2/+0 and gains haste until end of turn.
[-2]: Chandra Nalaar deals 3 damage to target creature or player.
[-7]: Destroy up to five artifacts, creatures, or lands of your choice in any combination you choose.
Nissa Revane
1GG
Planeswalker - Nissa
{2}
[+2]: Put a 1/1 green Elf creature token onto the battlefield.
[-3]: Put a 3/4 green Spider creature token with reach onto the battlefield.
[-8]: Put a 9/9 indestructible green Elemental creature token with trample and shroud onto the battlefield.
"Convertible Turtle" (Uncommon?)
4U
Creature - Turtle
2/3
2U: "Convertible Turtle" becomes 6/1 until end of turn.
2U: "Convertible Turtle" becomes 1/6 until end of turn.
And because I like the idea of Vampire planeswalkers, or maybe just because the art had too much "neat!" factor:
Sorin, Nightwalker
2BB
Planeswalker - Sorin
{4}
[+1]: Target player loses 1 life.
[-X]: Sorin, Nightwalker deals X damage to target creature or player. You gain X life.
[-7]: Target player discards his or her hand. You gain life equal to the total converted mana cost of those cards.
Law of Survival
2G
Sorcery
Choose target creature you control and target creature an opponent controls. Each of those creatures deals damage equal to its power to the other.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
I was originally thinking "[-8]: CARDNAME deals 5 damage to each opponent and each creature you don't control. You gain life equal to the damage dealt." A little too bomby if the lifegain isn't a hard number itself rather than "amount dealt".
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Just saying.
[+1]: Put a 1/1 black Shade creature token with intimidate onto the battlefield.
[+1]: Put a 1/1 black Bat creature token with flying onto the battlefield.
[-X]: Target creature gets +X/+X and gains intimidate until end of turn.
[-5]: Each player loses 5 life.
[+1]: Target creature gets -1/-1 until end of turn.
[-4]: Corrupt
[-9]: Target player discards his or her hand. Put all creature cards discarded this way onto the battlefield under your control.
[-X]: Disembowel
[0]: Dark Confidant's ability. (Yes, ZERO)
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Obelisk of Zendikar_____________6
Artifact
Shroud, Obelisk of Zendikar is indestructible.
WUBRG: If you control a contraption, a pirate, a ninja, a rigger, and a lizard, you win the game.
WUBRG: If you control a pirate rigger riding a ninja dinosaur contraption, you win the next 2 games.
(This is recorded as a 2-0 Record)
Study the Archives
1U
Instant
Draw a card.
Forfeit 2 (2, Exile this card face down from your graveyard: Draw a card.)
Graveyard-cycling, anyone?
Drag into Darkness
1BB
Sorcery
Target creature gets -2/-2 until end of turn.
Reminisce 4BB (Exile this card as it resolves. You may cast this from exile for its reminisce cost. If you do, exile it face down as it resolves.)
Ruins Explorer
1WW
Creature - Human Scout
2/2
Spelunking 2 - 1W (When this deals combat damage to a player, you may pay 1W. If you do, search your library for a card with converted mana cost 2 or less, reveal it, then shuffle your library and put that card on top.)
Artificer of Avarice
4U
Creature - Vedalken Wizard
3/3
Discovery 4 - 4UU (4UU: Reveal the top card of your library. If it has converted mana cost 4 or less, you may cast it without paying its mana cost.)
Ill-gotten Gainer
2B
Creature - Human Scout
2/2
Tombraider 3 (When this enters the battlefield, exile the top three cards of your library face down. When this deals combat damage to a player, choose at random a face down card in exile. Put that card into your hand.)
^ This is a take on the "treasure" mechanic from Forsythe's article about it. You don't know what you get, and any Tombraider can do it. A little parasitic, but not as much as "Treasure" and "Explore" were. And look, it has synergy with Reminisce! >_> <_<
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Unbroken Golem
3AA
Artifact Creature - Golem Construct
6/6
(A can be paid only from mana produced by artifacts.)
^ I'm still of a mindset that they're going to end up for a "mana source matters" theme. This is basically an artifact that's, oddly enough, powered by artifacts!
Worldwake
2WUBRG
Sorcery
Tap all permanents you control that could produce mana. For each permanent tapped this way, search your library for a card with the same type as that permanent and put it into play tapped. Shuffle your library.
^ Random idea based on the name.
Darkened Prism
2
Artifact
Darkened Prism comes into play tapped.
T: Add B to your mana pool.
Manabloom 2 - BB (2, Discard this card: Add BB to your mana pool.)
^ This should look familiar to some.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Instant
Flip up target face-down permanent.
Goes with the whole discovering hidden stuff motif Zendikar seems to hint at, and works with/against the Morph mechanic for Extended/Legacy/Vintage abuse.
Current EDH Decks:
UR Suspension of Disbelief: Jhoira
W Darien's Kjeldoran Battalion
WR Gisela's Cathedral
GW Tripling Season: Rhys the Redeemed
Cubes:
http://forums.mtgsalvation.com/showthread.php?p=10295167#post10295167
Now that combat damage doesn't use the stack, you could make this work more like Shapeshifter but at instant speed. Say,
Convertible Turtle 4U
Creature - Turtle
2U: Choose a number between 0 and 7. ~'s power becomes the chosen number and its toughness is equal to 7 minus that number. (This effect doesn't end at end of turn)
2/5
LANDbond N (This creature gets +1/+1 for every N untapped LAND you control.)
LANDsiphoning N (When this comes into play, you may exile any number of LAND you control. This gets +N/+N for each LAND exiled by it. When this leaves play, return the exiled lands to play.)
Resonance to MANA (This creature comes into play with a +1/+1 counter for every MANA spent to cast it.)
Sunbringer Angel (Rare)
3WW
Creature - Angel
2/2
Flying, vigilance, lifelink
Plainsbond 2 (This creature gets +1/+1 for every two untapped Plains you control.)
Parasitic Shade (Uncommon)
4B
1/1
Intimidate
Swampsiphoning (When this creature comes into play, you may exile any number of Swamps you control. It gets +1/+1 for each Swamp exiled this way. When this leaves play, return the exiled Swamps to play.)
Primalbond Bear (Common)
1G
1/1
Resonance to G (This creature comes into play with a +1/+1 counter for each G spent to play it.)
Fragment of Valshier
Land
As Fragment of Valshier comes into play, name a card type.
T: Add one mana of any color to your mana pool. Spend this mana only on cards with the named type.
And for something random:
Brinedepth Leviathan (Rare)
4UUU
Creature - Leviathan
5/5
Empowered by blue 3 (As you cast this spell, reveal up to three blue cards from your hand. This costs 1 less to cast for each card revealed this way.)
Trample, shroud
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
1G for a 2/2 is fine, but GG for a 3/3 without having to reveal and elf or whatnot seems too good for a common. You could do a lot with this with off color resonance, say a combination bear/Watchwolf if you had a 1G 2/2 with resonance to W.
It would work fine for Limited, no doubt about that, but it's still a matter of whether we need more cards that are trying to be gold but, strictly speaking, aren't.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Angel of Radiance
{}
Creature - Angel
5/5
Tribute 2 - 3WW (Rather than pay this spell's mana cost, you may pay 3WW and sacrifice at least two nonland permanents that share a color with it.)
Flying, first strike
Angel of Radiance is indestructible if you sacrifice at least four white permanents to pay tribute.
^ I'd like to note that you can do more than the listed number of permanents for reasons listed on the rules text. So what is it? Basically a riff off of Devour, actually, but you pay up front rather than after. I thought about doing an "offering" system, but couldn't make the text nice enough. It was kind of ugly and a little broken with the borderposts (never thought I'd say that!).
Virulent Fever
XBB
Sorcery
You may exile a creature card with converted mana cost X from your graveyard rather than pay Virulent Fever's mana cost.
Target creature gets -X/-X until end of turn.
^ Similar deal. I think the alternative cost works (the Shoal cycle comes to mind).
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
What is the point of having an alt cost on a card without a mana cost? First off you don't have a color setting ability, (without which you can't play it at all without Painter's Servant) and secondly you have to use some kind of token to note indestructibility because it wouldn't remember on its own.
Angel of Radiance 3WW
Creature - Angel
As an additional cost to play ~, sacrifice two white permanents you control.
Kicker - Sacrifice two white permanents you control.
Flying
First strike
~ comes into play with a divinity counter if the kicker cost was paid.
~ is indestructible as long as it has a divinity counter.
5/5
I removed "nonland" because there are no white lands in the game. The only colored land is Dryad Arbor. So why again is white sacrificing permanents en mass to summon an angel? This isn't like the offering creatures really, multiple sacrifices are usually black. Besides all that, consider Baneslayer Angel. If you don't pay the kicker what you have is an inferior version of an existing card by the removal lifelink, two kinds of protection, and no sacrifice requirement. I don't think I'd pay 5 and sacrifice four permanents for a 5/5 flying indestructible creature either, since if it gets countered I still sacrificed four permanents. In sum I feel this is a great deal of unnecessary complication that is out of color without flavor and on top of it all not at all useful.
As for the next one, if you have a manaless alt cost it should require you play that color. As it stands you can use that in mono green if you feel so inclined.
For example, two Borderposts would let you pay for something that costed 2WWUU, 1WU, 2WWU, and other permutations. Needless to say, it was "honking good" if not broken in some cases, but terrible in token decks.
I also don't think it's a memory issue, remembering whether you got rid of something for another, but I could be outruled on that point. The volver cycle suggests it isn't, though (Rakavolver and friends), particularly if you're playing a "here's some +1/+1 counters" type of deck. That said, I decided to clean things up a little:
Angel of Radiance (Rare)
3WW
Creature - Angel
5/5
Tribute 2 - 3WW (You may pay tribute instead of the mana cost. To pay tribute, pay 3WW and sacrifice two nonland white permanents.)
Flying, first strike
Angel of Radiance has lifelink and protection from black if you paid tribute.
And as a side note, the "official rules" would basically be "must share a color". Like Prowl and Conspire, the reminder text is explicit for simplicity's sake (see Earwig Squad), but the official rules state "shares a creature type with this card".
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Gilded Blossom (Common)
3
Artifact
T: Add one mana of any color to your mana pool.
When Gilded Bloom is turned face up, add two mana of any color to your mana pool.
Morph 2
(You play it as morph if you want to "double splash" something; otherwise face up!)
Permanent Detritus (Rare)
{}
Enchantment
Permanent Detritus is white.
Facedown permanents you control get +2/+2 and are indestructible.
Morph 3WW
(Rare)
{}
Enchantment
CARDNAME is blue.
At the beginning of your upkeep, draw a card then discard a card.
You may play CARDNAME face down for 3.
Reward -- Whenever CARDNAME deals combat damage to a player while facedown, you may turn it face up. If you do, draw five cards.
It's morph without morph! And probably a bad idea, since it's basically a "trap card". Yes, there's an ability word in there for a reason.
Shifting Contours
Land
As Shifting Contours turns faceup, choose a basic land type. Shifting Contours becomes that land type. (This effect doesn't end at end of turn.)
I seem to be on a Limited mana-fixing binge.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
Electropotence (Uncommon)
3R
Instant
Electropotence deals 3 damage to target creature or player. If you control at least seven Mountains, Electropotence deals 7 damage to that creature or player instead.
Grappling Hook (Common)
2
Artifact - Equipment
Equipped creature gets +1/+0 and has reach.
Equip 2
Journey to Nowhere (Uncommon)
1GG
Sorcery
Exile target creature. At the beginning of the next end step, return that creature to the battlefield tapped, search your library for a land card and put it into play tapped, then shuffle your library.
Lotus Cobra (Uncommon? Rare?)
GG
Creature - Snake
1/1
Forestwalk
1: Add X mana of any one color to your mana pool, where X is the amount of damage Lotus Cobra dealt to an opponent this turn. Activate this ability only once each turn.
Sphinx of Lost Truths (Rare)
4UU
Creature - Sphinx
3/3
Flying
Landfall -- Whenever a land enters the battlefield under your control, you may return target instant or sorcery card from your graveyard to your hand.
Vampire's Bite (Common)
XB
Sorcery
Vampire's Bite deals X damage to target creature. You gain X life.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
I could be wrong, but I believe you can give spells lifelink.
Vampire's Bite XB
Sorcery
Lifelink
~ deals X damage to target creature.
Anyway, let's go questing today. I can't decide if I went overboard on some of these and they should be rares, but I was trying for uncommon... honest.
Quest for Treasure
1W
Enchantment
Whenever a creature you control attacks, put a quest counter on Quest for Treasure.
Remove five quest counters from Quest for Treasure, sacrifice Quest for Treasure: Search your library for an artifact or enchantment card and put it onto the battlefield, then shuffle your library.
Quest for the Loreseeker
U
Enchantment
Whenever you draw a card, put a quest counter on Quest for the Loreseeker.
Remove six quest counters from Quest for the Loreseeker, sacrifice Quest for the Loreseeker: Draw five cards.
Quest of Inner Fire
1R
Enchantment
Whenever a source you control deals damage, put a quest counter on Quest of Inner Fire.
Remove four quest counters from Quest of Inner Fire, sacrifice Quest of Inner Fire: Quest of Inner Fire deals 7 damage to target creature or player.
Quest into the Unknown
G
Enchantment
Whenever you play a land card, put a quest counter on Quest into the Unknown.
Remove four quest counters from Quest into the Unknown, sacrifice Quest into the Unknown: Search your library for five land cards, reveal them, put them into your hand, then shuffle your library. You may play two additional lands this turn.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir