The Myr, the Disciple of the Sun God, and the Legendary black Demon all have problems.
The myr is an undercosted vindicate that you can use in mono-red, the disciple is better than Goblin Guide.
Long Term Planning does not fit in blue-white. Make it monoblack.
Words of love has problems with confusion, newbs would assume you can save your creatures from combat with it.
Wow, there's a lot to process here, and you put a lot of work in which is commendable. I wonder if these have any sets that go them.
Adina is kinda fun but why have a legendary that doesn't follow the legend's rule. Feels a little redundant. Is there a way she could stay legendary but keep her copy effect? Also did you want her to help all soldiers or just your own?
Took me a little time to get round City of need but the more I thought about it, the more I liked it. Tough to get this right in the deck but a valuable card to master for any four or five colour mana base. The market was a nice design but it feels as though it works in complicated fashion just to produce mana you already had access to.
Counter-Spell is funny and should be in the next un-set!
Dov's ultimate is simply a set up for the infinite combo of your choice and is pretty broken (particularly since he can ult the turn he enters). I really liked the first 2 abilities though, and he seems instantly playable.
A lot of cards. I've got some time though Long post ahead:
----- Adina, Soldier of Fortune: Cool ability. I think it would be better if it made each soldier you control a copy of her instead of just ones that come after her though. As it is, it may be hard to keep track of which soldiers came in before or after her, especially in long games. Also, I'd suggest making sure it's only soldiers you control, not all soldiers. I think the text would be:
Double Strike
The "legend rule" does not apply to creatures named Adina, Soldier of Fortune.
Each other Soldier you control becomes a copy of Adina, Soldier of Fortune.
Soldier creatures you control enter the battlefield as a copy of Adina, Soldier of Fortune.
I think this works correctly. For references: Brothers Yamazaki or Mirror Gallery for the "legend rule" part of the text. Infinite Reflection for the copy part.
----- Blackmarket Alley: This card is really nice. Small comment: "market counter" wouldn't be capitalized.
----- City of Need: Looks like a solid design. The wording needs a little changing though:
When City of Need enters the battlefield, choose a basic land type. City of Need is the chosen type.
At the beginning of your end step, if you did not play a land this this turn, return City of Need to its owner's hand.
----- Counter-Spell: Funny un-card.
----- Dov, Sovereign of Bears: The power level seems okay, but Planeswalkers are usually hard to evaluate. I'll just stick to cleaning up the wording
[+1] Put a 2/2 green Bear creature token onto the battlefield.
[0] Target creature you control fights target creature an opponent controls.
[-3] You get an emblem with "Whenever a nontoken Bear creature you control dies, put a 2/2 green Bear creature token onto the battlefield."
You need the nontoken clause in the ultimate, otherwise you get infinite creatures to use with any sacrifice outlet, and that's far too broken. With the nontoken part, it's a cool tribal interaction that's probably balanced.
----- Fariah Sparkbane: This is a cool new ability. I think it's underpowered for a Legendary though, especially mythic. You could definitely up the power level of it. For wording:
Fariah Sparkbane is unblockable as long as it's attacking a planeswalker.
Dream Prowler for reference.
----- Lapse of Ego: I think this is fine. Nice use of replicate.
----- Long-Term Planning: Tutoring for any card type is a B ability, but the way it's executed with flavor and abilities makes it feel oddly like it's WU; impressive. Wording:
You may reveal this card from your opening hand. If you do, exile it with 4 time counters on it and it gains suspend.
Search your library for a card and put that card into your hand. Then shuffle your library.
I think you may want to switch it to 5 time counters, since as it is it will go down to 3 on your first upkeep (before you draw your first card), and I think that's too soon.
----- Marsh Foliage: Nice new twist on a dual. I don't think I've seen this before. Power level looks alright.
----- Metamorphosis Insektim: I can see this being a card. It feels more blue or white, but I can't really say that it isn't black. Side note: "Whenever" should be "When".
----- Null-Charged Martyr: This is definitely too strong. It reads as "Any two colors of mana: Destroy target nonland permanent." If you get rid of the -1/-1 counter part, and just keep the second part I think it would be more reasonable, but still very very strong. Maybe more like 3 for a 1/1 with no built in way of killing itself. That would still be a very good card.
----- Orb of the Exalted Mind: There needs to be some activation cost other than tapping/untapping. Right now it feels too abusable.
----- Practitioner of the Sun God: This card is crazy. Grim Lavamancer without a cost to activate the ability, AND with haste. And it can get better with equipment/enchantments/pump to increase power. Grim Lavamancer is already a really good card. I don't know the best way to decrease this card's power level, but it needs something changed.
----- Rukei Kaesu: I'm starting to see the exile theme now. According to the flavor text though, it seems like you want to be able to cast this guy from exile, but his ability only applies when he's on the battlefield. Also, you don't need the "as if they were in your hand" part. Misthollow Griffin has the most recent wording of this type of ability.
----- Scanty Ascent: A shockfetch. This idea has floated around for a while, and I think it's fair.
----- Shakti, Seeker of Tomorrow: This is too good. You can just lock out your opponent for multiple turns in a row.
----- Sightstone: lol
----- Stasis Shell: The changelog looks like it has the proper wording.
----- Swell: Seems fine.
----- Townn, Sheriff of Lone: Nice new twist on level up. He's a little too good though. I'd cut level 3 down to a 3/3 from a 4/4. He might need further tweaks, but that's just what I think off the bat.
----- Venser's Bauble: This is good and flavorful.
----- Words of Love: I guess this is fine. Seems sort of weak, considering you can't save your creature if it has been dealt lethal damage already, and if it hasn't been dealt lethal damage already in most cases it won't - I do know that cases exist, but I think this is way too narrow. I'd just let Regenerate take care of effects like this.
----- Zombification: I like the activated ability, but the static ability is conflicting. On one hand this gives haste, but on the other the Zombie tokens enter the battlefield tapped. You either need to get rid of the haste or make the token enter untapped; as it is, the card is very contradictory. I think for power level and flavor, it would be best to get rid of the haste.
-----
Overall: There are a bunch of cool cards here. Definitely some new ideas that I don't think I've seen before. Also, sweet art you've found.
Changelog:
City of Need:
At the end of your turn if you didn't play a land this turn, return City of Need to your hand.
Dov, Sovereign of Bears:
-3 You get an Emblem with, "Whenever a non-token Bear you control dies, put a 2/2 Bear creature token into the battlefield"
Changelog:
Fariah Sparkbane:
Fariah Sparkbane is unblockable when attacking a planeswalker.
Changelog:
Stasis Shell:
Permanents cannot change in type. (They cannot change super- or sub- types.)
Changelog:
Zombification:
B, exile a creature from a graveyard: Put a 2/2 black zombie token onto the battlefield tapped.
Counter-spell: obviously an un-card, but even then it has problems.
Lapse of ego: undercosted.
null-charged martyr: hell no. Severely, severely undercosted, and puts destruction of permanents into colors that have no business doing so.
orb: hell no. This is basically "0: draw a card"
.. I'm sorry, all the cards in that post are stupid broken.
Swell -- unbelievably bad.
Town -- undercosted.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Well, you have to exile 2 cards from your hand to get the card that's on top of your library, so it's definitely not "0: Draw a card."
If you have some other effect that taps it (Lodestone Myr type things) you can use it for infinite taps, though.
The myr is an undercosted vindicate that you can use in mono-red, the disciple is better than Goblin Guide.
Long Term Planning does not fit in blue-white. Make it monoblack.
Words of love has problems with confusion, newbs would assume you can save your creatures from combat with it.
~B~Mono-Black Mage for Life~B~
Legacy;
UB Reanimator U/
EDH:
Ob Nixilis, the Fallen B
Dar'jargo
I've found it over a long time, mostly fantasy and art works of people
Adina is kinda fun but why have a legendary that doesn't follow the legend's rule. Feels a little redundant. Is there a way she could stay legendary but keep her copy effect? Also did you want her to help all soldiers or just your own?
Took me a little time to get round City of need but the more I thought about it, the more I liked it. Tough to get this right in the deck but a valuable card to master for any four or five colour mana base. The market was a nice design but it feels as though it works in complicated fashion just to produce mana you already had access to.
Counter-Spell is funny and should be in the next un-set!
Dov's ultimate is simply a set up for the infinite combo of your choice and is pretty broken (particularly since he can ult the turn he enters). I really liked the first 2 abilities though, and he seems instantly playable.
-----
Adina, Soldier of Fortune: Cool ability. I think it would be better if it made each soldier you control a copy of her instead of just ones that come after her though. As it is, it may be hard to keep track of which soldiers came in before or after her, especially in long games. Also, I'd suggest making sure it's only soldiers you control, not all soldiers. I think the text would be:
The "legend rule" does not apply to creatures named Adina, Soldier of Fortune.
Each other Soldier you control becomes a copy of Adina, Soldier of Fortune.
Soldier creatures you control enter the battlefield as a copy of Adina, Soldier of Fortune.
-----
Blackmarket Alley: This card is really nice. Small comment: "market counter" wouldn't be capitalized.
-----
City of Need: Looks like a solid design. The wording needs a little changing though:
At the beginning of your end step, if you did not play a land this this turn, return City of Need to its owner's hand.
Counter-Spell: Funny un-card.
-----
Dov, Sovereign of Bears: The power level seems okay, but Planeswalkers are usually hard to evaluate. I'll just stick to cleaning up the wording
[0] Target creature you control fights target creature an opponent controls.
[-3] You get an emblem with "Whenever a nontoken Bear creature you control dies, put a 2/2 green Bear creature token onto the battlefield."
-----
Fariah Sparkbane: This is a cool new ability. I think it's underpowered for a Legendary though, especially mythic. You could definitely up the power level of it. For wording:
-----
Lapse of Ego: I think this is fine. Nice use of replicate.
-----
Long-Term Planning: Tutoring for any card type is a B ability, but the way it's executed with flavor and abilities makes it feel oddly like it's WU; impressive. Wording:
Search your library for a card and put that card into your hand. Then shuffle your library.
-----
Marsh Foliage: Nice new twist on a dual. I don't think I've seen this before. Power level looks alright.
-----
Metamorphosis Insektim: I can see this being a card. It feels more blue or white, but I can't really say that it isn't black. Side note: "Whenever" should be "When".
-----
Null-Charged Martyr: This is definitely too strong. It reads as "Any two colors of mana: Destroy target nonland permanent." If you get rid of the -1/-1 counter part, and just keep the second part I think it would be more reasonable, but still very very strong. Maybe more like 3 for a 1/1 with no built in way of killing itself. That would still be a very good card.
-----
Orb of the Exalted Mind: There needs to be some activation cost other than tapping/untapping. Right now it feels too abusable.
-----
Practitioner of the Sun God: This card is crazy. Grim Lavamancer without a cost to activate the ability, AND with haste. And it can get better with equipment/enchantments/pump to increase power. Grim Lavamancer is already a really good card. I don't know the best way to decrease this card's power level, but it needs something changed.
-----
Rukei Kaesu: I'm starting to see the exile theme now. According to the flavor text though, it seems like you want to be able to cast this guy from exile, but his ability only applies when he's on the battlefield. Also, you don't need the "as if they were in your hand" part. Misthollow Griffin has the most recent wording of this type of ability.
-----
Scanty Ascent: A shockfetch. This idea has floated around for a while, and I think it's fair.
-----
Shakti, Seeker of Tomorrow: This is too good. You can just lock out your opponent for multiple turns in a row.
-----
Sightstone: lol
-----
Stasis Shell: The changelog looks like it has the proper wording.
-----
Swell: Seems fine.
-----
Townn, Sheriff of Lone: Nice new twist on level up. He's a little too good though. I'd cut level 3 down to a 3/3 from a 4/4. He might need further tweaks, but that's just what I think off the bat.
-----
Venser's Bauble: This is good and flavorful.
-----
Words of Love: I guess this is fine. Seems sort of weak, considering you can't save your creature if it has been dealt lethal damage already, and if it hasn't been dealt lethal damage already in most cases it won't - I do know that cases exist, but I think this is way too narrow. I'd just let Regenerate take care of effects like this.
-----
Zombification: I like the activated ability, but the static ability is conflicting. On one hand this gives haste, but on the other the Zombie tokens enter the battlefield tapped. You either need to get rid of the haste or make the token enter untapped; as it is, the card is very contradictory. I think for power level and flavor, it would be best to get rid of the haste.
-----
Overall: There are a bunch of cool cards here. Definitely some new ideas that I don't think I've seen before. Also, sweet art you've found.
Thanks to Rivenor of Miraculous Recovery Signatures!