"Fixed Gifts"1U
Instant
Search your library for four cards with different names and reveal them. Target opponent chooses three of those cards. Shuffle the chosen cards into your library and put the rest into your hand.
(The wording on this has to be kind of weird to work right.)
Solnath, TerramancerU
Legendary Creature - Human Wizard 1U,T: Put a +1/+1 counter on target land. T: Until end of turn, lands you control with +1/+1 counters on them become 2/2 blue Elemental creatures with flying that are still lands.
1/1
Cerebral PressureB
Enchantment - Aura
Enchant creature you control
Enchanted creature gets +1/-1
When enchanted creature is put into a graveyard, draw two cards.
Mark of Diversity1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each card type among cards in all graveyards.
"Revealing Plains"
Land T: Add 1 to your mana pool. W,T, Reveal X Plains cards from your hand: Add X white mana to your mana pool.
"Revealing Cave"
Land T: Add 1 to your mana pool. ,T, Reveal X land cards from your hand: Add X mana in any combination of colors to your mana pool.
I might be pushing the power limit on most of these cards.
While I get where you're coming from, this might be better at 1W. Compare Isamaru, Hound of Konda to Savannah Lions - becoming legendary at W doesn't do that much for a creature. I think any two of the four abilities would be fine - see Suntail Hawk.
"Fixed Gifts"1U
Instant
Search your library for four cards with different names and reveal them. Target opponent chooses three of those cards. Shuffle the chosen cards into your library and put the rest into your hand.
(The wording on this has to be kind of weird to work right.)
While it's not amazing, it still can be pretty ridiculous when you have cards with redundant effects. It's probably reasonable as a sorcery.
Solnath, TerramancerU
Legendary Creature - Human Wizard 1U,T: Put a +1/+1 counter on target land. T: Until end of turn, lands you control with +1/+1 counters on them become 2/2 blue Elemental creatures with flying that are still lands.
1/1
I think this might be too good. You're making lots and lots of 3/3s, and 4/4s, for a pretty slim investment, and they can't be destroyed by sorcery-speed removal. Draw-go decks are happy to have this - especially compared to Meloku, the Clouded Mirror.
Cerebral PressureB
Enchantment - Aura
Enchant creature you control
Enchanted creature gets +1/-1
When enchanted creature is put into a graveyard, draw two cards.
That works. I like it a lot.
Mark of Diversity1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each card type among cards in all graveyards.
I think this might be too good. You're making lots and lots of 3/3s, and 4/4s, for a pretty slim investment, and they can't be destroyed by sorcery-speed removal. Draw-go decks are happy to have this - especially compared to Meloku, the Clouded Mirror.
This card is nowhere near as powerful as Meloku.
A) It takes at least two turns to get even a single body out of this guy, barring haste and/or untap effects. Meloku can make multiple bodies a turn and can do so as soon as he hits play if you have mana available.
B) The effect is tied to an easy-to-kill, poor-blocker 1/1 body.
C) If Solnath dies, all those lands are just lands with irrelevant counters on them.
I think the lands are a bit overpowered, particularly the one that produces mana of any color. Typically they might accelerate you by a turn or two, but in a dedicated deck (treasure hunt + lots of lands?) they can produce a ridiculous amount of mana. If this were printed in Standard today, it wouldn't be too hard to make a deck that could, for example, pretty consistently get Iona, Shield of Emeria or Terastodon out on turn three or four.
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A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
I can't really see my lands accelerating out a turn three iona, but a five color control deck might be a problem if there is similarly strong fixing in the same standard.
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Legendary Creature - Bird
Flying, first strike, lifelink, vigilance
1/1
"Fixed Gifts" 1U
Instant
Search your library for four cards with different names and reveal them. Target opponent chooses three of those cards. Shuffle the chosen cards into your library and put the rest into your hand.
(The wording on this has to be kind of weird to work right.)
Solnath, Terramancer U
Legendary Creature - Human Wizard
1U,T: Put a +1/+1 counter on target land.
T: Until end of turn, lands you control with +1/+1 counters on them become 2/2 blue Elemental creatures with flying that are still lands.
1/1
Cerebral Pressure B
Enchantment - Aura
Enchant creature you control
Enchanted creature gets +1/-1
When enchanted creature is put into a graveyard, draw two cards.
Mark of Diversity 1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each card type among cards in all graveyards.
"Revealing Plains"
Land
T: Add 1 to your mana pool.
W,T, Reveal X Plains cards from your hand: Add X white mana to your mana pool.
"Revealing Cave"
Land
T: Add 1 to your mana pool.
,T, Reveal X land cards from your hand: Add X mana in any combination of colors to your mana pool.
I might be pushing the power limit on most of these cards.
1) To me that is a green effect, hands down.
2) A tad more costly makes sense to me. Maybe cc2, with the activated ability costing 2U or 1UU?
Excellent ideas otherwise, esp. Mark of Diversity.
While I get where you're coming from, this might be better at 1W. Compare Isamaru, Hound of Konda to Savannah Lions - becoming legendary at W doesn't do that much for a creature. I think any two of the four abilities would be fine - see Suntail Hawk.
While it's not amazing, it still can be pretty ridiculous when you have cards with redundant effects. It's probably reasonable as a sorcery.
I think this might be too good. You're making lots and lots of 3/3s, and 4/4s, for a pretty slim investment, and they can't be destroyed by sorcery-speed removal. Draw-go decks are happy to have this - especially compared to Meloku, the Clouded Mirror.
That works. I like it a lot.
Not as amazing a conversion.
This card is nowhere near as powerful as Meloku.
A) It takes at least two turns to get even a single body out of this guy, barring haste and/or untap effects. Meloku can make multiple bodies a turn and can do so as soon as he hits play if you have mana available.
B) The effect is tied to an easy-to-kill, poor-blocker 1/1 body.
C) If Solnath dies, all those lands are just lands with irrelevant counters on them.
I think the lands are a bit overpowered, particularly the one that produces mana of any color. Typically they might accelerate you by a turn or two, but in a dedicated deck (treasure hunt + lots of lands?) they can produce a ridiculous amount of mana. If this were printed in Standard today, it wouldn't be too hard to make a deck that could, for example, pretty consistently get Iona, Shield of Emeria or Terastodon out on turn three or four.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.