Soul's GuideBW
Creature - Spirit Cleric (U)
If a creature you don't control would die, instead exile it. You may have target player gain life equal to that creature's toughness.
2/2
I somehow think this is supposed to parallel Swords to Plowshares in a way, but pretty much only you and your teammates would be the target of the ability.
Speaking of abilities, replacement effects can't target, I don't think.
Soul's GuideWB Creature - Spirit Cleric {U}
Whenever a creature you don't control dies, you may exile it. If you do, target player gains life equal to that creature's toughness.
...or something like that.
---
Sabercat of the Reaches2G Creature - Cat {U}
~ enters the battlefield with a +1/+1 counter on it for each G used to cast it.
1/1
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
GMAN:
I have to call you out buddy, where in the hell did soul feast ever see play? It's a pretty mediocre card. I'd also say befoul is pretty bad 4cc play on it's own and as is doing 2 damage to yourself to do 2 damage to an opponent.
Also impulse is too good when it's a 2cc instant, and only debatably too good at that. Not when it costs a whole late turn's worth of mana and you have already been able to survive the critical turns of the match to play your 5/6 drop. Do you know why enablers get banned Gmail? Because they give you access to unfun situations too early in the game too consistently, or with too much ease.
ThoughtCrime:
I love your card. I might have to steal it. It's really where I'm at.
Still curious about this imbalanced planeswalker. It certainly sets up a really scary clock but it's not as if it's progress can't be disrupted to the point where it's just there eating your lifetotal hoping to do something.
Kelorn, The Despoiler :2mana::symb::symb:
Planeswalker - Kelorn (M)
[+2]: Each player loses 2 life
[-4]: Destroy target creature or land, it cannot be regenerated.
[-X]: Target player loses X life and you gain X life.
[4HP]
The problem with this plane walker is it's too easy to switch between the first and third ability, with X being two. Then their life essentially doesn't change, yours goes down by two every turn, and the planeswalker is real hard to finish off.
Goblin Sergeant2RR
Creature-Goblin Warrior
Bloodthirst 2
At the beginning of your turn, you may draw a card for each +1/+1 counter on ~. Then deal 1 damage to target creature you control other than ~ for each card you drew this way.
2/2
Soul Feast was a staple of MBC for a while around Kamigawa Block.
That said, you obsoleted the heck out of it. Not only is the soul feasting variable -1-4 as you prefer - but you can ALSO destroy a land or a creature. Your card is this:
Black's best LD Ever2BB
Sorcery
Choose 1 - Destroy target creature, destroy target land, or target opponent loses 4 life and you gain 4 life.
I mean Befoul wasn't very good, but when your card obsoletes two existing cards - one of which saw constructed play - willy-nilly... well, yeah.
Re: Sabercat of the Reaches - Wow, a 4/4 for GGG that can be a 3/3 for 1GG... this obsoletes things, but nothing that actually saw much play I think. I'm more worried about the "counts the colored mana" thing - it's not a very fun mechanic I think.
Into the Throws of Madness2B
Sorcery
Target opponent discards two cards.
Madness - B, Pay 3 life.
DA GMAN:
I know the only constructed play befoul ever saw was in Kamigawa block aggro decks sideboards.
Soul Feast, as far as my research has told me, has only ever seen play as a 1of in burning wish reanimator decks sideboard (probably because of the convenience of burning wish and recoup) with any deck that shows a top 8 placement and has been recorded on tcgplayer or starcity databases (A whole lotta ****ing decks). I played a lot of magic during mirrodin-Kamigawa standard and Kamigawa-ravnica standard and I cannot imagine the deck that ran a 5cc drainlife when the only black decks in the format were mainly concered with playing value guys and casting death cloud and which's black part had trouble dealing with artifact creatures for under 3mana in an age of free 2/2s and 4/4s. I also just can't imagine a mono black deck being played when ravnica was in the format. Like against greater good + yosie decks and wildfire + magnivore decks?
I'm not calling you a liar, but maybe I am calling into question your judgement regarding what is playable. Lets not bring up the words playable and mono black control again unless we are really interested in the subject of the odessy block constructed format, which we have quite moved away from in the last decade or so. killing your wincondition for an effect that is much much worse than Warleaders helix, and arguably worse than lightning helix is not a thing decks want to do. Casting befoul is obviously not something most decks seem to have wanted to do over the years.
Your card is also still not as good as sinkhole, it's also only marginally better than befoul which is in itself a pretty bad card in constructed. Paying 4 mana to kill a land on your turn is god awful unless you're doing a really good job of destroying lands other than that. Paying 4 mana to kill a creature on your turn is also absolutely awful in most constructed formats.
Your concept of obsolescence is so weird to me because it proposes these cards still have a place in this world. They really don't, they basically never did. No one wants to play them, no one is sad that there might be a better version of them out there unless said better version enables degenerate unfun games. And at the end of the day, this card is MYTHIC! When wizards prints better bears in the rare slot do you get upset? You can't even rely on using all this card's abilities in a game, -4 is SO much gmail.
THAT SAID:
I don't mind your mind rot at all. Mind rot sucks and I love madness. It seems like it might be crazy in legacy but legacy is already pretty insane.
BOROSFTW:
I agree maybe a black gideon is too powerful, but this guy is a much slower gideon.
If you are paying 4 mana on your turn for a card that can be disrupted via attacking that effectively does 2 damage to your opponent each turn via your alternating cycle, I am absolutely fine with that. He's also just totally not as defensive as Gideon, that big butt can probably be outraced and ignored if a player is curving out.
Compare this guy to something like Koth. Koth is hitting for 4 every turn. If it's not doing the damage to your opponent, he's probably taken one of your opponent's cards. In a couple of turns, Koth is just gonna kill ya.
If I bumped it up to 5, I'm sure gmail would be happy but then we'd just have a card that is altogether worse than another pretty unplayable card, Big Sorin, and that just kinda sucks.
Would it be better if I made it 3HP and the befoul be a -3 ability? Would that fix everyone's play problems? It makes it way easier to befoul more often, but less of a threat to life totals and waaaaaaaaaaay easier to attack to death. I don't really care too much about card precedence issues. People are snapcastering lightning helixes and warleaders helixes in all kinds of formats right now and no one is complaining.
Kelorn, The Despoiler :2mana::symb::symb:
Planeswalker - Kelorn (M)
[+2]: Each player loses 2 life
[-3]: Destroy target creature or land, it cannot be regenerated.
[-X]: Target player loses X life and you gain X life.
[3HP]
I'd likely be playing this in a deck where I'm only ever using the +2 ability. The middle one doesn't really fit with the other two abilities but I guess that's ok. Being able to destroy a land for free every few turns is dangerous. Especially if you have more than one and can chain one into the other. but like I said, that middle ability (much like JTMS) is one that I'm using for the utility of it while I go bonkers with the first ability. It won't give me card advantage to play with it like that, but it will develop a specific deck strategy around it.
tldr: I like the first ability. The second seems strong but right now balanced. The Last seems meh. I'd rather the last be -some actual number and have the life loss and gain tied to swamps you control or black permanents. (Devotion to black even :D)
Next:
Overly Expensive Combo Piece From Ten Years Ago - 4GG
Creature - Human Druid 0: Search your library for a land card and exile it. Shuffle your library.
Exile a land you control: Untap target permanent.
1/1
Overly Expensive Combo Piece From Ten Years Ago - 4GG
Creature - Human Druid 0: Search your library for a land card and exile it. Shuffle your library.
Exile a land you control: Untap target permanent.
1/1
This card is really dangerous, particularly the first ability. It can potentially give green access to a pretty good amount of library fixing:
"Man, I'm not getting any good draws. I know, I'll activate OECPFTYA's first ability, look at my library, fail to find a land card, then shuffle it. I don't know what I'm going to draw next, but at least I know that whatever I was going to draw was bad (or good)."
I don't particularly see how its first and second abilities synergize, and for that cost, it could have a much bigger body.
---
Chorister of the Sea1UU Creature - Merfolk {U}
Tap five untapped blue creatures you control: Draw a card.
2/2
Not too particularly good, but eh.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Hmm, no complaints I guess. It's a bit hard to do that, but since making creatures is easier than getting lands (even if the tokens are blue), this should be fine compared to Jayemdae Tome.
Well, actually tapping four should be enough also..... it's hard enough to get creatures out and sustaining it....
Next:
Reverent Supplication3GW
Enchantment (R)
No more than X creatures can attack you and/or planeswalkers you control each turn, where X is the number of cards in your hand during the declare attackers step.
Tap an untapped creature you control: Reverent Supplication's controller draws a card. Only opponents may activate this ability and only any time they can cast a sorcery.
So if you like keeping your hand empty, this will prevent you from being attacked. The sorcery-only clause is a bit of trying to simplify things; imagine people trying to tap stuffs during declare attacker step when someone else is trying to tap attackers before attackers are declared. Comments?
Compared to vampire nighthawk which you're driving at, its just feels too powerful. Yeah its only a 4 HP swing per turn, and a 3 drop can conceivably 6 swing, but thats not with such a combat ready body, and nighthawk was already a beast. Same swing per turn, but -3/+1 is significantly better than -2/+2 for aggro and that backside really matters. Maybe it would work at 3/3, it still feels very iffy.
Flesh Mold3
Artifact (U) X,T: Target creature becomes X/X until end of turn. X can't be 0.
Compared to vampire nighthawk which you're driving at, its just feels too powerful. Yeah its only a 4 HP swing per turn, and a 3 drop can conceivably 6 swing, but thats not with such a combat ready body, and nighthawk was already a beast. Same swing per turn, but -3/+1 is significantly better than -2/+2 for aggro and that backside really matters. Maybe it would work at 3/3, it still feels very iffy.
if you ask me Vampire Nighthawk is overpowered. This card even as a 3/3 would still feel too good. i think I'd like to see Wizards fix nighthawk's cost honestly before I'd accept something like this (and probably never this at 3)
Flesh Mold3
Artifact (U) X,T: Target creature becomes X/X until end of turn. X can't be 0.
I think this card might be too good. X can't be 0 but it can be 1 and that means for 1 mana you're going to be killing one of your opponent's creatures each turn (combo with Chandra here). The only way you could cost it at this and have that effect is if you said "Target creature you control..."
Next:
Hydroelectric Dam - 2
Artifact - Fortification
When fortified land becomes tapped, if it's an Island add R to your mana pool.
Sacrifice Hydroelectric Dam: Add UU to your mana pool.
Fortify 3
Hmmmm.... the repeatability means this card could be made more expensive to cast. Sure, it can't outright kill, but turning a combatting creature into a 1/1 is guaranteed fatal. A 5 mana casting cost?
EDIT: Nathd
The Dam...... Eh, somehow I think this looks pretty doable. Helps you if you play blue-red, and the Fortify cost helps make it balanced.
Return to Ravnica in a weird way.
Lord of Doom and DreamUBRG
Creature - Nephilim (M)
Graft 4 Hellbent - Whenever Lord of Doom and Dream attacks, if you have no cards in hand, put X 1/1 red and black Horror creature tokens onto the battlefield tapped and attacking and put X +1/+1 counters on Lord of Doom and Dream, where X is Lord of Doom and Dream's power.
0/0
Complex, I know... just felt like making something silly for a change
Lord of Doom and DreamUBRG
Creature - Nephilim (M)
Graft 4 Hellbent - Whenever Lord of Doom and Dream attacks, if you have no cards in hand, put X 1/1 red and black Horror creature tokens onto the battlefield tapped and attacking and put X +1/+1 counters on Lord of Doom and Dream, where X is Lord of Doom and Dream's power.
0/0
Humm, as far as nephilim go, glint-eye #2 here seems fair enough. I do like the tricky mechanics, the whole jettisoning its counters onto the tokens if you want thing, but having *two* different block mechanics on the card like this when none of the other nephs had even one, bit out there. But I wonder, is the hellbent really put to good use here? I mean, why couldn't this card just be graft, and maybe be a 3/3, or heck, just keep it a 4/4 with that ability or put another cost on it or whatever. Its certainly vomiting card advantage via tokens, something a bit scary for 4 CMC, so I'd be wary about it, but the fact that it basically plays as a vanilla 4/4 for 4 with a hideous mana cost if you don't fulfill hellbent just makes it feel like the kind of card you'd hate to play. Unlike a lot of other useful hellbents, it doesn't enable hellbent via discard or whatever. Still, I'm surprised we haven't seen more token generators with graft
Well my thought with the mould being compared to say deathtouch, which runs you 1GG as a global with upsides, but the combat dominance would be severe. What if I ran this riff on it:
Flesh Mould2
Artifact (U)
Flesh Mould enters the battlefield tapped.
Join Forces - T: Starting with you, each player may pay any amount of mana. Target creature becomes X/X until end of turn, where X is the total amount of mana paid this way.
Humm, as far as nephilim go, glint-eye #2 here seems fair enough. I do like the tricky mechanics, the whole jettisoning its counters onto the tokens if you want thing, but having *two* different block mechanics on the card like this when none of the other nephs had even one, bit out there. But I wonder, is the hellbent really put to good use here? I mean, why couldn't this card just be graft, and maybe be a 3/3, or heck, just keep it a 4/4 with that ability or put another cost on it or whatever. Its certainly vomiting card advantage via tokens, something a bit scary for 4 CMC, so I'd be wary about it, but the fact that it basically plays as a vanilla 4/4 for 4 with a hideous mana cost if you don't fulfill hellbent just makes it feel like the kind of card you'd hate to play. Unlike a lot of other useful hellbents, it doesn't enable hellbent via discard or whatever. Still, I'm surprised we haven't seen more token generators with graft
Well my thought with the mould being compared to say deathtouch, which runs you 1GG as a global with upsides, but the combat dominance would be severe. What if I ran this riff on it:
Flesh Mould2
Artifact (U)
Flesh Mould enters the battlefield tapped.
Join Forces - T: Starting with you, each player may pay any amount of mana. Target creature becomes X/X until end of turn, where X is the total amount of mana paid this way.
heh.
The difference with the first iteration and deathtouch is that you're also reducing damage done to you from whatever to 1 every time and potentially killing something as well.
I'm not sure how to evaluate join forces mechanics. It also gives your opponent the choice to make his guy bigger. But there is the problem that your opponent can never tap out when he has a creature in play or it will die which I think is oppressive. I do like the join forces here because in multiplayer with restrictive attacking you have more power. For example two people to your left is a guy with a global effect and you can't kill him but the person directly to your left has a creature that might be able to. It's a 1/1 double striker and the other guy is at 30. So you pay into it 5 the next guy 5 and so on until it's lethal.
That's frikkin overkillingly powerful.... Well, ok, we have Thrun, but he's legendary. Well, ok, this nephilim can be countered, but I'm always wary about Hexproof + Regenerate combo, even with such a miserable cost....
I have a second version of my Nephilim prior.
Lord of Grim and GrowthUBRG
Creature - Nephilim (M)
Graft 5 Hellbent - Lord of Grim and Growth enters the battlefield with five additional +1/+1 counters on it if you have no cards in hand.
0/0
Do you think a 10/10 on hellbent is far too powerful for that cost? Admittedly, it's not always reliable to get that big, but when you do get a 10/10 for 4, it's bigger than even Fusion Elemental, which is slightly harder to cast. Comments?
There sure is a lot going here with very little text. Highly efficient use of design space and balanced. Looks decent to me but I'll leave the professional critique to magac.
Rohrm, Wandering Secluse3UU
Creature - Human Monk {MR}
You may cast Rohrm, Wandering Secluse from exile, but not from anywhere else.
As long as Rohrm is on the battlefield, abilities of face-up cards you own in exile can be activated. “True knowledge resides in the solitude of man.”
4/4
That's frikkin overkillingly powerful.... Well, ok, we have Thrun, but he's legendary. Well, ok, this nephilim can be countered, but I'm always wary about Hexproof + Regenerate combo, even with such a miserable cost....
I have a second version of my Nephilim prior.
Lord of Grim and GrowthUBRG
Creature - Nephilim (M)
Graft 5 Hellbent - Lord of Grim and Growth enters the battlefield with five additional +1/+1 counters on it if you have no cards in hand.
0/0
Do you think a 10/10 on hellbent is far too powerful for that cost? Admittedly, it's not always reliable to get that big, but when you do get a 10/10 for 4, it's bigger than even Fusion Elemental, which is slightly harder to cast. Comments?
It's basically a miracle creature lol. 10 for 4 instead of a 5/5. i like it better than the other version.
There sure is a lot going here with very little text. Highly efficient use of design space and balanced. Looks decent to me but I'll leave the professional critique to magac.
Rohrm, Wandering Secluse3UU
Creature - Human Monk {MR}
You may cast Rohrm, Wandering Secluse from exile, but not from anywhere else.
As long as Rohrm is on the battlefield, abilities of face-up cards you own in exile can be activated. “True knowledge resides in the solitude of man.”
4/4
Well getting it into play is simple enough if you run Force of Will, Deathrite Shaman, Gemstone Cavern O_o....Well anyway it shouldn't be difficult to get it into play even if you just reanimate it. To that end you may want a clause that says if it would go to the graveyard from anywhere, exile it.
the second ability is cray cray. I mean could you imagine using Leveler then activating all your lands from exile? Kinda silly. And what about creatures in exile? They don't have haste so can they use tap abilities? As it's currently worded it's too powerful an effect with not enough difficulty to get it into play.
Next:
Schism Prism X
Artifact
Sunburst ,t, Remove a charge counter from Schism Prism: Choose one - Counter target aura or sorcery spell that targets a creature, player, or planeswalker; or End target conversation "There are an infinite number of realities where you're already dead. I'm going to take a quick vacation to one of them until you're done talking." Jace, Speed Dater.
the second ability is cray cray. I mean could you imagine using Leveler then activating all your lands from exile? Kinda silly. And what about creatures in exile? They don't have haste so can they use tap abilities? As it's currently worded it's too powerful an effect with not enough difficulty to get it into play.
Exiled cards can't tap or untap. This could allow static, triggered, and mana abilities only. Plus having haste is irrelavant as they can't cast themselves into play....still crazy? yeah, probably, [edit] But! consider many of these abilities have no significance if they aren't on the battlefield. First Strike, Exalted, Flying, even Rebound etc can't be activated. Morph can though and I'm sure there's a few others. Many static abilities are referring to actions on the battlefield and simply don't apply.
Schism Prism X
Artifact
Sunburst ,t, Remove a charge counter from Schism Prism: Choose one - Counter target aura or sorcery spell that targets a creature, player, or planeswalker; or End target conversation "There are an infinite number of realities where you're already dead. I'm going to take a quick vacation to one of them until you're done talking." Jace, Speed Dater.
End target conversation? Is this supposed to be a Sorcery subtype or sorts, blue? Or maybe Un-set, whatever anyway, the counter target aura/sorcery could probably cost a wee more, but then again, seeing how telegraphed it is, probably ok. It does force people with sorcery kill spells and bad auras to side in anti-artifact card just because.
Next
Lord of Shadow and SunWUBR
Creature - Nephilim (M)
Cards in your hand have "Transmute - 3". Radiance - Whenever you discard a card, Lord of Shadow and Sun deals 1 damage to target creature and each other creature that shares a color with it.
3/3
Probably a little too sick as far as tutor engine goes, and thus why I give it a rather small body. Its many colors certainly would easily make it a collateral target for its own Radiance ability, but with your being able to tutor just about anything, I think it's justified that this guy should get endangered. Comments?
Sorin, Markov Tyrant2BB
Planeswalker - Sorin (MR)
{+1}: Put a -1/-1 counter on target creature and you gain 1 life. That creature becomes a Vampire in addition to its other types for as long as it has a counter on it.
{+1}: Put a 1/1 black Vampire creature token with flying onto the battlefield.
{0}: Draw three cards. Sorin deals 4 damage to itself, and you lose 10 life.
{-8}: Gain control of all Vampires. Then you may tap any number of Vampires you control. Put X +1/+1 counters on each Vampire, where X is the number of creatures tapped this way.
4
This card is a beast at four and is almost as strong as JTS and at five mana is still a beast and since black is getting back some mana ramp omfg I want this card.
Cleric of Disorder 1WB
Creature - Vampire (R)
Flying
Whenever a white spell is cast put a +1/+1 counter on ~.
Whenever a black spell is cast put a -1/-1 counter on a creature you don't control.
2/2
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Cleric of Disorder-- Seems fine to me, though +1/+1 counters and -1/-1 counters don't generally mix in a set.. I'd rather have him put +1/+1 counters on your creatures so the effects are symmetrical.
Anyway, here's a rather experimental design.
Rumbling Sandwurm2GGG
Creature-- Wurm (U)
Trample
Kicker—Expend a land play (You may expend a land play as you cast this spell.)
When Rumbling Sandwurm enters the battlefield, if it was kicked, destroy target land.
5/5 “Usul, we have wormsign the likes of which God has never seen.”
—Stilgar, Fremen leader
Not sure on wording, but the intent is to let you skip your next land drop to make it destroy a land. With Explore and/or Oracle of Mul Daya, you can play a land and kick this at the same time.
Rumbling Sandwurm2GGG
Creature-- Wurm (U)
Trample
Kicker—Expend a land play (You may expend a land play as you cast this spell.)
When Rumbling Sandwurm enters the battlefield, if it was kicked, destroy target land.
5/5 “Usul, we have wormsign the likes of which God has never seen.”
—Stilgar, Fremen leader
Not sure on wording, but the intent is to let you skip your next land drop to make it destroy a land. With Explore and/or Oracle of Mul Daya, you can play a land and kick this at the same time.
That design is good, and right costed. But "Expend a land play" seems pretty strange, here's an alternate way to do this:
Rumbling Sandwurm2GGG
Creature — Wurm (U)
Trample
Kicker — Return an untapped land you control to its owner's hand.
When Rumbling Sandwurm enters the battlefield, if it was kicked, destroy target land.
5/5 “Usul, we have wormsign the likes of which God has never seen.”
—Stilgar, Fremen leader
------------------------------------------------
<Random Mythic Name>4GUU
Creature — Elemental (MR)
Flying
At the beginning of your upkeep, draw a card and reveal it. Repeat this process until you revealed a land this way. Landfall — Whenever a land enters the battlefield under your control, untap all lands you control.
4/4
In modern in eldrazi decks a powerhouse, standard solid, in limited a beast.
Geria, Cleric of Death2WB
Legendary Creature - Vampire Cleric (M)
Flying Lifelink Deathtouch
Whenever a nontoken creature dies put a Black and White 1/1 Vampire creature token with flying on the battlefield.
1/4
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
I just don't really know why vampires are white now. That card seems like it takes over games really quickly and very hard to profitably deal with.
Savagery1RG
Enchantment (R)
Creatures you control have haste.
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on it.
That design is good, and right costed. But "Expend a land play" seems pretty strange, here's an alternate way to do this:
------------------------------------------------
<Random Mythic Name>4GUU
Creature — Elemental (MR)
Flying
At the beginning of your upkeep, draw a card and reveal it. Repeat this process until you revealed a land this way. Landfall — Whenever a land enters the battlefield under your control, untap all lands you control.
4/4
This card is combo insanity. You draw cards until you draw a land which could be an insane number of cards. So basically when you untap with this you win. You cast explores exploration or any fastbond effect, play a bunch of lands cast everything you just drew. Or you mana severance and draw your whole deck.
Liliana, Night's Reach1BBB
Planeswalker - Liliana (MR)
{+1}: Put a 1/1 black Swamp Horror Land Creature token onto the battlefield.
{-4}: Liliana deals damage to target creature or player equal to the number of Swamps you control. You gain that much life.
{-7}: Target player gains an emblem with, "Mana added to your mana pool is B instead of its normal type and amount." and, "Whenever a permanent you control is tapped for mana, you lose 1 life."
4
The ultimate is certainly ultimate. I like the idea of causing someone to have only black mana for the rest of the game. I think the life loss is a bit much. Might reword to only affect lands that add mana.
Next:
Ok Magac this is for you re: conversations. You gave me an idea.
Word Vomit - 2B
Enchantment Sorcery - Conversation Whenever a player casts a Conversation he or she gains control of all Conversations. At the end of each turn, if no player cast a Conversation this turn the Conversation ends and this goes on the stack as a Sorcery under your control.
Creatures your opponents control get -1/-1.
I somehow think this is supposed to parallel Swords to Plowshares in a way, but pretty much only you and your teammates would be the target of the ability.
Speaking of abilities, replacement effects can't target, I don't think.
Soul's Guide WB
Creature - Spirit Cleric {U}
Whenever a creature you don't control dies, you may exile it. If you do, target player gains life equal to that creature's toughness.
...or something like that.
---
Sabercat of the Reaches 2G
Creature - Cat {U}
~ enters the battlefield with a +1/+1 counter on it for each G used to cast it.
1/1
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
I have to call you out buddy, where in the hell did soul feast ever see play? It's a pretty mediocre card. I'd also say befoul is pretty bad 4cc play on it's own and as is doing 2 damage to yourself to do 2 damage to an opponent.
Also impulse is too good when it's a 2cc instant, and only debatably too good at that. Not when it costs a whole late turn's worth of mana and you have already been able to survive the critical turns of the match to play your 5/6 drop. Do you know why enablers get banned Gmail? Because they give you access to unfun situations too early in the game too consistently, or with too much ease.
ThoughtCrime:
I love your card. I might have to steal it. It's really where I'm at.
Still curious about this imbalanced planeswalker. It certainly sets up a really scary clock but it's not as if it's progress can't be disrupted to the point where it's just there eating your lifetotal hoping to do something.
Kelorn, The Despoiler :2mana::symb::symb:
Planeswalker - Kelorn (M)
[+2]: Each player loses 2 life
[-4]: Destroy target creature or land, it cannot be regenerated.
[-X]: Target player loses X life and you gain X life.
[4HP]
Cube talk, design community and much much more!
Goblin Sergeant 2RR
Creature-Goblin Warrior
Bloodthirst 2
At the beginning of your turn, you may draw a card for each +1/+1 counter on ~. Then deal 1 damage to target creature you control other than ~ for each card you drew this way.
2/2
That said, you obsoleted the heck out of it. Not only is the soul feasting variable -1-4 as you prefer - but you can ALSO destroy a land or a creature. Your card is this:
Black's best LD Ever2BB
Sorcery
Choose 1 - Destroy target creature, destroy target land, or target opponent loses 4 life and you gain 4 life.
I mean Befoul wasn't very good, but when your card obsoletes two existing cards - one of which saw constructed play - willy-nilly... well, yeah.
Re: Sabercat of the Reaches - Wow, a 4/4 for GGG that can be a 3/3 for 1GG... this obsoletes things, but nothing that actually saw much play I think. I'm more worried about the "counts the colored mana" thing - it's not a very fun mechanic I think.
Into the Throws of Madness2B
Sorcery
Target opponent discards two cards.
Madness - B, Pay 3 life.
I know the only constructed play befoul ever saw was in Kamigawa block aggro decks sideboards.
Soul Feast, as far as my research has told me, has only ever seen play as a 1of in burning wish reanimator decks sideboard (probably because of the convenience of burning wish and recoup) with any deck that shows a top 8 placement and has been recorded on tcgplayer or starcity databases (A whole lotta ****ing decks). I played a lot of magic during mirrodin-Kamigawa standard and Kamigawa-ravnica standard and I cannot imagine the deck that ran a 5cc drainlife when the only black decks in the format were mainly concered with playing value guys and casting death cloud and which's black part had trouble dealing with artifact creatures for under 3mana in an age of free 2/2s and 4/4s. I also just can't imagine a mono black deck being played when ravnica was in the format. Like against greater good + yosie decks and wildfire + magnivore decks?
I'm not calling you a liar, but maybe I am calling into question your judgement regarding what is playable. Lets not bring up the words playable and mono black control again unless we are really interested in the subject of the odessy block constructed format, which we have quite moved away from in the last decade or so. killing your wincondition for an effect that is much much worse than Warleaders helix, and arguably worse than lightning helix is not a thing decks want to do. Casting befoul is obviously not something most decks seem to have wanted to do over the years.
Your card is also still not as good as sinkhole, it's also only marginally better than befoul which is in itself a pretty bad card in constructed. Paying 4 mana to kill a land on your turn is god awful unless you're doing a really good job of destroying lands other than that. Paying 4 mana to kill a creature on your turn is also absolutely awful in most constructed formats.
Your concept of obsolescence is so weird to me because it proposes these cards still have a place in this world. They really don't, they basically never did. No one wants to play them, no one is sad that there might be a better version of them out there unless said better version enables degenerate unfun games. And at the end of the day, this card is MYTHIC! When wizards prints better bears in the rare slot do you get upset? You can't even rely on using all this card's abilities in a game, -4 is SO much gmail.
THAT SAID:
I don't mind your mind rot at all. Mind rot sucks and I love madness. It seems like it might be crazy in legacy but legacy is already pretty insane.
BOROSFTW:
I agree maybe a black gideon is too powerful, but this guy is a much slower gideon.
If you are paying 4 mana on your turn for a card that can be disrupted via attacking that effectively does 2 damage to your opponent each turn via your alternating cycle, I am absolutely fine with that. He's also just totally not as defensive as Gideon, that big butt can probably be outraced and ignored if a player is curving out.
Compare this guy to something like Koth. Koth is hitting for 4 every turn. If it's not doing the damage to your opponent, he's probably taken one of your opponent's cards. In a couple of turns, Koth is just gonna kill ya.
If I bumped it up to 5, I'm sure gmail would be happy but then we'd just have a card that is altogether worse than another pretty unplayable card, Big Sorin, and that just kinda sucks.
Would it be better if I made it 3HP and the befoul be a -3 ability? Would that fix everyone's play problems? It makes it way easier to befoul more often, but less of a threat to life totals and waaaaaaaaaaay easier to attack to death. I don't really care too much about card precedence issues. People are snapcastering lightning helixes and warleaders helixes in all kinds of formats right now and no one is complaining.
Kelorn, The Despoiler :2mana::symb::symb:
Planeswalker - Kelorn (M)
[+2]: Each player loses 2 life
[-3]: Destroy target creature or land, it cannot be regenerated.
[-X]: Target player loses X life and you gain X life.
[3HP]
Cube talk, design community and much much more!
tldr: I like the first ability. The second seems strong but right now balanced. The Last seems meh. I'd rather the last be -some actual number and have the life loss and gain tied to swamps you control or black permanents. (Devotion to black even :D)
Next:
Overly Expensive Combo Piece From Ten Years Ago - 4GG
Creature - Human Druid
0: Search your library for a land card and exile it. Shuffle your library.
Exile a land you control: Untap target permanent.
1/1
This card is really dangerous, particularly the first ability. It can potentially give green access to a pretty good amount of library fixing:
"Man, I'm not getting any good draws. I know, I'll activate OECPFTYA's first ability, look at my library, fail to find a land card, then shuffle it. I don't know what I'm going to draw next, but at least I know that whatever I was going to draw was bad (or good)."
I don't particularly see how its first and second abilities synergize, and for that cost, it could have a much bigger body.
---
Chorister of the Sea 1UU
Creature - Merfolk {U}
Tap five untapped blue creatures you control: Draw a card.
2/2
Not too particularly good, but eh.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Well, actually tapping four should be enough also..... it's hard enough to get creatures out and sustaining it....
Next:
Reverent Supplication 3GW
Enchantment (R)
No more than X creatures can attack you and/or planeswalkers you control each turn, where X is the number of cards in your hand during the declare attackers step.
Tap an untapped creature you control: Reverent Supplication's controller draws a card. Only opponents may activate this ability and only any time they can cast a sorcery.
So if you like keeping your hand empty, this will prevent you from being attacked. The sorcery-only clause is a bit of trying to simplify things; imagine people trying to tap stuffs during declare attacker step when someone else is trying to tap attackers before attackers are declared. Comments?
Flesh Mold 3
Artifact (U)
X,T: Target creature becomes X/X until end of turn. X can't be 0.
if you ask me Vampire Nighthawk is overpowered. This card even as a 3/3 would still feel too good. i think I'd like to see Wizards fix nighthawk's cost honestly before I'd accept something like this (and probably never this at 3)
I think this card might be too good. X can't be 0 but it can be 1 and that means for 1 mana you're going to be killing one of your opponent's creatures each turn (combo with Chandra here). The only way you could cost it at this and have that effect is if you said "Target creature you control..."
Next:
Hydroelectric Dam - 2
Artifact - Fortification
When fortified land becomes tapped, if it's an Island add R to your mana pool.
Sacrifice Hydroelectric Dam: Add UU to your mana pool.
Fortify 3
EDIT: Nathd
The Dam...... Eh, somehow I think this looks pretty doable. Helps you if you play blue-red, and the Fortify cost helps make it balanced.
Return to Ravnica in a weird way.
Lord of Doom and Dream UBRG
Creature - Nephilim (M)
Graft 4
Hellbent - Whenever Lord of Doom and Dream attacks, if you have no cards in hand, put X 1/1 red and black Horror creature tokens onto the battlefield tapped and attacking and put X +1/+1 counters on Lord of Doom and Dream, where X is Lord of Doom and Dream's power.
0/0
Complex, I know... just felt like making something silly for a change
Humm, as far as nephilim go, glint-eye #2 here seems fair enough. I do like the tricky mechanics, the whole jettisoning its counters onto the tokens if you want thing, but having *two* different block mechanics on the card like this when none of the other nephs had even one, bit out there. But I wonder, is the hellbent really put to good use here? I mean, why couldn't this card just be graft, and maybe be a 3/3, or heck, just keep it a 4/4 with that ability or put another cost on it or whatever. Its certainly vomiting card advantage via tokens, something a bit scary for 4 CMC, so I'd be wary about it, but the fact that it basically plays as a vanilla 4/4 for 4 with a hideous mana cost if you don't fulfill hellbent just makes it feel like the kind of card you'd hate to play. Unlike a lot of other useful hellbents, it doesn't enable hellbent via discard or whatever. Still, I'm surprised we haven't seen more token generators with graft
Well my thought with the mould being compared to say deathtouch, which runs you 1GG as a global with upsides, but the combat dominance would be severe. What if I ran this riff on it:
Flesh Mould 2
Artifact (U)
Flesh Mould enters the battlefield tapped.
Join Forces - T: Starting with you, each player may pay any amount of mana. Target creature becomes X/X until end of turn, where X is the total amount of mana paid this way.
heh.
The difference with the first iteration and deathtouch is that you're also reducing damage done to you from whatever to 1 every time and potentially killing something as well.
I'm not sure how to evaluate join forces mechanics. It also gives your opponent the choice to make his guy bigger. But there is the problem that your opponent can never tap out when he has a creature in play or it will die which I think is oppressive. I do like the join forces here because in multiplayer with restrictive attacking you have more power. For example two people to your left is a guy with a global effect and you can't kill him but the person directly to your left has a creature that might be able to. It's a 1/1 double striker and the other guy is at 30. So you pay into it 5 the next guy 5 and so on until it's lethal.
Next:
For Magac
Lifeburst Nephilim - WUBG
Creature - Nephilim
Hexproof, Lifelink, Flying, Vigilance
:symbg:: Regenerate Lifeburst Nephilim
4/4
I have a second version of my Nephilim prior.
Lord of Grim and Growth UBRG
Creature - Nephilim (M)
Graft 5
Hellbent - Lord of Grim and Growth enters the battlefield with five additional +1/+1 counters on it if you have no cards in hand.
0/0
Do you think a 10/10 on hellbent is far too powerful for that cost? Admittedly, it's not always reliable to get that big, but when you do get a 10/10 for 4, it's bigger than even Fusion Elemental, which is slightly harder to cast. Comments?
There sure is a lot going here with very little text. Highly efficient use of design space and balanced. Looks decent to me but I'll leave the professional critique to magac.
Rohrm, Wandering Secluse 3UU
Creature - Human Monk {MR}
You may cast Rohrm, Wandering Secluse from exile, but not from anywhere else.
As long as Rohrm is on the battlefield, abilities of face-up cards you own in exile can be activated.
“True knowledge resides in the solitude of man.”
4/4
It's basically a miracle creature lol. 10 for 4 instead of a 5/5. i like it better than the other version.
Well getting it into play is simple enough if you run Force of Will, Deathrite Shaman, Gemstone Cavern O_o....Well anyway it shouldn't be difficult to get it into play even if you just reanimate it. To that end you may want a clause that says if it would go to the graveyard from anywhere, exile it.
the second ability is cray cray. I mean could you imagine using Leveler then activating all your lands from exile? Kinda silly. And what about creatures in exile? They don't have haste so can they use tap abilities? As it's currently worded it's too powerful an effect with not enough difficulty to get it into play.
Next:
Schism Prism X
Artifact
Sunburst
,t, Remove a charge counter from Schism Prism: Choose one - Counter target aura or sorcery spell that targets a creature, player, or planeswalker; or End target conversation
"There are an infinite number of realities where you're already dead. I'm going to take a quick vacation to one of them until you're done talking." Jace, Speed Dater.
Exiled cards can't tap or untap. This could allow static, triggered, and mana abilities only. Plus having haste is irrelavant as they can't cast themselves into play....still crazy? yeah, probably, [edit] But! consider many of these abilities have no significance if they aren't on the battlefield. First Strike, Exalted, Flying, even Rebound etc can't be activated. Morph can though and I'm sure there's a few others. Many static abilities are referring to actions on the battlefield and simply don't apply.
Next
Lord of Shadow and Sun WUBR
Creature - Nephilim (M)
Cards in your hand have "Transmute - 3".
Radiance - Whenever you discard a card, Lord of Shadow and Sun deals 1 damage to target creature and each other creature that shares a color with it.
3/3
Probably a little too sick as far as tutor engine goes, and thus why I give it a rather small body. Its many colors certainly would easily make it a collateral target for its own Radiance ability, but with your being able to tutor just about anything, I think it's justified that this guy should get endangered. Comments?
Junk Automation 2
Artifact Creature - Golem (U)
Flash
~ cost 1 less for each artifact put in the graveyard this turn.
2/2
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
This card is a beast at four and is almost as strong as JTS and at five mana is still a beast and since black is getting back some mana ramp omfg I want this card.
Cleric of Disorder 1WB
Creature - Vampire (R)
Flying
Whenever a white spell is cast put a +1/+1 counter on ~.
Whenever a black spell is cast put a -1/-1 counter on a creature you don't control.
2/2
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Anyway, here's a rather experimental design.
Rumbling Sandwurm 2GGG
Creature-- Wurm (U)
Trample
Kicker—Expend a land play (You may expend a land play as you cast this spell.)
When Rumbling Sandwurm enters the battlefield, if it was kicked, destroy target land.
5/5
“Usul, we have wormsign the likes of which God has never seen.”
—Stilgar, Fremen leader
Not sure on wording, but the intent is to let you skip your next land drop to make it destroy a land. With Explore and/or Oracle of Mul Daya, you can play a land and kick this at the same time.
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------
That design is good, and right costed. But "Expend a land play" seems pretty strange, here's an alternate way to do this:
------------------------------------------------
<Random Mythic Name> 4GUU
Creature — Elemental (MR)
Flying
At the beginning of your upkeep, draw a card and reveal it. Repeat this process until you revealed a land this way.
Landfall — Whenever a land enters the battlefield under your control, untap all lands you control.
4/4
Geria, Cleric of Death2WB
Legendary Creature - Vampire Cleric (M)
Flying Lifelink Deathtouch
Whenever a nontoken creature dies put a Black and White 1/1 Vampire creature token with flying on the battlefield.
1/4
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Savagery 1RG
Enchantment (R)
Creatures you control have haste.
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on it.
Anthems suck.
Cube talk, design community and much much more!
This card is combo insanity. You draw cards until you draw a land which could be an insane number of cards. So basically when you untap with this you win. You cast explores exploration or any fastbond effect, play a bunch of lands cast everything you just drew. Or you mana severance and draw your whole deck.
The ultimate is certainly ultimate. I like the idea of causing someone to have only black mana for the rest of the game. I think the life loss is a bit much. Might reword to only affect lands that add mana.
Next:
Ok Magac this is for you re: conversations. You gave me an idea.
Word Vomit - 2B
Enchantment Sorcery - Conversation
Whenever a player casts a Conversation he or she gains control of all Conversations. At the end of each turn, if no player cast a Conversation this turn the Conversation ends and this goes on the stack as a Sorcery under your control.
Creatures your opponents control get -1/-1.