Pacify (Common) 3W
Enchantment - Aura
Enchant creature
When Pacify enters the battlefield, draw a card.
Enchanted creature can't attack or block.
Allied Strike (Common) 1W
Instant
Creatures you control get +1/+1 until end of turn. Alliance – If you control a green or blue permanent, creatures you control get +2/+2 until end of turn instead.
Leap Into Battle (Common) W
Instant
Target creature gets +1/+1 and gains flying until end of turn.
Shield Bash (Common) W
Instant
Until end of turn, target creature assigns combat damage equal to its toughness rather than its power.
Twinkle (Common) 2W
Instant
Exile target creature you control, then return it to the battlefield under your control.
Draw a card.
Unshackle (Common) W
Instant
Destroy target Aura or Equipment. You gain life equal to its converted mana cost.
Beheading (Common) 1W
Sorcery
Destroy target creature with power greater than its toughness. He who sticks neck out too far eventually gets head cut off. – Wanderwood Proverb
Prismatic Armor (Uncommon) 2W
Enchantment – Aura
Enchanted creature
Enchanted creature gets +1/+1 for each color among permanents you control and has protection from those colors. This effect doesn't remove Prismatic Armor.
Disillusion (Uncommon) 1W
Instant
Destroy up to one target enchantment of each color.
Force Cage (Common) 3W
Enchant permanent
When Force Cage enters the battlefield, draw a card.
Enchanted permanent's activated abilities can't be activated unless they're mana abilities. If enchanted permanent is a creature, it can't attack or block.
Banish (Common) 4W
Enchantment
When Banish enters the battlefield, draw a card and exile another target nonland permanent.
When Banish leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Pacify (Common) 2W
Instant
Target creature can’t attack or block this turn.
Draw a card.
Charm of Finches* (Common) 3W
Instant
For each color among permanents you control, put a 1/1 white Bird creature token with flying onto the battlefield.
Prismatic Armor 2W
Enchantment – Aura
Enchanted creature
Enchanted creature gets +1/+1 for each color among permanents you control and has protection from those colors. This effect doesn't remove Prismatic Armor.
Definitely uncommon, though once shifted up it's fine.
Allied Strike (Common) 2W
Instant
Creatures you control get +1/+1 until end of turn. Alliance – If you control a green or blue permanent, creatures you control get +2/+2 until end of turn instead.
Charm of Finches* (Common) 3W
Instant
For each color among creatures you control, put a 1/1 white Bird creature token with flying onto the battlefield.
This all depends on how colorful the set is. I wouldn't want this running around with a bunch of gold cards, but if you're playing this with monocolored cards and generic mana fixing, it's good as is.
Disillusion (Common) 1W
Instant
Destroy up to one target enchantment of each color.
Probably uncommon, honestly. Shooting down multiple permanents is something that resides firmly in uncommon, and while this might not seem spectacular, it is pretty efficient when it hits three or more. If this needs to be common, I think you're stuck adding to the mana cost.
Shield Bash (Common) W
Instant
Until end of turn, target creature assigns combat damage equal to its toughness rather than its power.
Interesting. The ability is pretty unique, so I'd say leave it as is and mark it down as something variable. testing is the only way to show if this is an ok cost or not.
Beheading (Common) 1W
Sorcery
Destroy target creature with power greater than its toughness. He who sticks neck out too far eventually gets head cut off. – Wanderwood Proverb
Pocket Dimension - Added cantrip and "nonland" parameter. Now it's identical to Oblivion Ring but with a cantrip for 2 more. Oblivion Ring was originally printed at common.
And that effect is no longer done at common, cf. Fiend Hunter. Even the slow flicker effect found on Glimmerpoint Stag isn't really done at common anymore.
3W
Enchantment - Aura
Enchant creature
When Pacify enters the battlefield, draw a card.
Enchanted creature can't attack or block.
Allied Strike (Common)
1W
Instant
Creatures you control get +1/+1 until end of turn.
Alliance – If you control a green or blue permanent, creatures you control get +2/+2 until end of turn instead.
Leap Into Battle (Common)
W
Instant
Target creature gets +1/+1 and gains flying until end of turn.
Shield Bash (Common)
W
Instant
Until end of turn, target creature assigns combat damage equal to its toughness rather than its power.
Twinkle (Common)
2W
Instant
Exile target creature you control, then return it to the battlefield under your control.
Draw a card.
Unshackle (Common)
W
Instant
Destroy target Aura or Equipment. You gain life equal to its converted mana cost.
Beheading (Common)
1W
Sorcery
Destroy target creature with power greater than its toughness.
He who sticks neck out too far eventually gets head cut off. – Wanderwood Proverb
Prismatic Armor (Uncommon)
2W
Enchantment – Aura
Enchanted creature
Enchanted creature gets +1/+1 for each color among permanents you control and has protection from those colors. This effect doesn't remove Prismatic Armor.
Disillusion (Uncommon)
1W
Instant
Destroy up to one target enchantment of each color.
Force Cage (Common)
3W
Enchant permanent
When Force Cage enters the battlefield, draw a card.
Enchanted permanent's activated abilities can't be activated unless they're mana abilities. If enchanted permanent is a creature, it can't attack or block.
Banish (Common)
4W
Enchantment
When Banish enters the battlefield, draw a card and exile another target nonland permanent.
When Banish leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Pacify (Common)
2W
Instant
Target creature can’t attack or block this turn.
Draw a card.
Charm of Finches* (Common)
3W
Instant
For each color among permanents you control, put a 1/1 white Bird creature token with flying onto the battlefield.
Like Shield Bash and Beheading. Cool and new. Also I see what you did there with Pacify.
Charm of Finches and Allied Strike... well, see no problem there.
Prismatic Armor... Spirit Mantle on steroids? I'd say uncommon at least.
Definitely uncommon, though once shifted up it's fine.
Sure.
This all depends on how colorful the set is. I wouldn't want this running around with a bunch of gold cards, but if you're playing this with monocolored cards and generic mana fixing, it's good as is.
Probably uncommon, honestly. Shooting down multiple permanents is something that resides firmly in uncommon, and while this might not seem spectacular, it is pretty efficient when it hits three or more. If this needs to be common, I think you're stuck adding to the mana cost.
I like this.
Interesting. The ability is pretty unique, so I'd say leave it as is and mark it down as something variable. testing is the only way to show if this is an ok cost or not.
Probably fine.
Disillusion - Bumped up to uncommon as suggested. Replaced with Unshackle. The batch was a light on life gain anyways.
Prismatic Armor - Bumped up to uncommon as suggested. Replaced with Force Cage.
Looks like it might be time to finish the blue commons.
And that effect is no longer done at common, cf. Fiend Hunter. Even the slow flicker effect found on Glimmerpoint Stag isn't really done at common anymore.
Journey to Nowhere is common and Zen is still very contemporary. *shrugs*
Charm of Finches - Changed "creature" to "permanent".
Pacify - Replaced with Twinkle and gave the name Pacify to a new card.
Pocket Dimension - Combined the etb effects, bumped it up to uncommon, changed the name to Banish, and replaced it with the new Pacify.
Charm of Finches - Replaced with Leap Into Battle.