I kind of want it to enter the battlefield tapped even though it only works once and only produces colorless mana. It's more narrow than a terramorphic expanse, but it works well with it since you can get any land card back. I also like using it with nantuko monastery or any other man land, cephalid Colosseum or any other sack to effect land or more annoyingly perhaps wasteland/strip mine. Getting 4 more copies of any of those lands is fun. The only thing I'd really say is make it etb tapped.
Next:
Rite of Aggression - 2RG
Sorcery
Ritual 2 (You may sacrifice two creatures rather than pay Rite of Aggression's manacost)
Untap target creature and gain control of it. It gains haste and trample until end of turn.
I know free spells are dangerous. This was originally sack 1 creature but I realized chaning three of these to take out two of your opponent's creatures would be a little op.
Ritual X (Sack X creatures rather than pay this cards cost) Essentially
Insanity Warp3UB
Sorcery (MR)
Ritual 3 You may sacrifice three creatures that share a color with this spell instead of its casting cost.)
Take an extra turn after this one. At the beginning of the end step of that turn, discard your hand.
Alternative costs are worded with "rather" and not "instead" since the latter has a very specific meaning.
I lihe the color sensitive change to the keyword. The card itself doesn't resonate well with me. The harsh drawback makes the option to hard cast this not very inviting. I don't know whether you have a specific combo in mind that you want to prevent abusing the card, but in general the "vanilla" extra turn is something I'd rather see here.
Next:
Twilight Summons :symw::symb:
Sorcery
Put a 1/1 white and black Spirit creature token with flying onto the battlefield.
Lightwrought (When you cast this spell, if you have gained 3 or more life this turn, copy this spell.)
Darkwrought (When you cast this spell, if you have lost 3 or more life this turn, copy this spell.)
Private Mod Note
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Twilight Summons :symw::symb:
Sorcery
Put a 1/1 white and black Spirit creature token with flying onto the battlefield.
Lightwrought (When you cast this spell, if you have gained 3 or more life this turn, copy this spell.)
Darkwrought (When you cast this spell, if you have lost 3 or more life this turn, copy this spell.)
I love this mechanic. I would like to see it stack somehow. Like: "Copy this spell for each 3 life you have lost this turn." This would have been so much cooler than Extort.
Oracle of the Woods - 2:sympg::sympw:
Creature - Human Shaman (C)
(:sympg:, can be paid with either G, W or 2 life.)
When Oracle of the Woods enters the battlefield, you gain 4 life.
Look at the top 5 cards of your library and put them back in the same order.
I know this would probably rather by Uncommon, but hence it's a cube card and does only exist once it doesn't really matter.
Edit: Oops this should not have a comma between the creature types.
I like it but the look at the top cards of your deck fills weird on a WG if it was UG it was be perfect.
Odula [cool name needed] 1RGB
Legendary Creature - Devil Elf (M)
Haste Lifelink First Strike
Whenever ~ attacks return a creature from the graveyard tapped and attacking then exile at the end of the combat phase.
3/3
Private Mod Note
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Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Summoning Ritual 4BG
Instant (R)
Ritual 5 (You may sacrifice five creatures that share a color with this spell rather than pay its casting cost)
Reveal the top six cards of your library. You may choose a permanent card from among them and put that card onto thew battlefield. Put the other cards revealed this way into your graveyard.
I was thinking about the color shift for flavor. I thought about non-token instead and I'm not sure if it changes it too dramatically (especially in terms of playability). Otherwise I think this card is very good. I'd make the ritual 4 here. 4 creatures in exchange for potentially 1 permanent is harsh already.
I like it but the look at the top cards of your deck fills weird on a WG if it was UG it was be perfect.
Odula [cool name needed] 1RGB
Legendary Creature - Devil Elf (M)
Haste Lifelink First Strike
Whenever ~ attacks return a creature from the graveyard tapped and attacking then exile at the end of the combat phase.
3/3
First Strike Haste and Lifelink are abilities I'd like to see on a card that's playable. I find this to be highly playable too. You get a creature back every turn for free + 3 first strike lifelink damage. I like the devil elf combination too and I'm not even sure what it would look like. Horns, pronged tail, elf ears and green skin?
As for a name I'm not sure. What's the flavor for the card? Why is it bringing creatures back from the dead? Are they playmates for Odula? Are they minions? Maybe if you create a backstory for the character you can come up with something neat.
Next:
Maniac's Ghost - 2BB
Enchantment Creature - Spirit
Flying, Gaseous (This creature can't be dealt damage by creatures)
Cursebound (When this creature deals combat damage to a player you may have it become an aura curse with enchant player and attach it to that player)
Spells enchanted player casts have an additional cost of "Discard a card"
2/2
Maniac's Ghost - 2BB
Enchantment Creature - Spirit
Flying, Gaseous (This creature can't be dealt damage by creatures)
Cursebound (When this creature deals combat damage to a player you may have it become an aura curse with enchant player and attach it to that player)
Spells enchanted player casts have an additional cost of "Discard a card"
2/2
Both mechanics are interesting, but I would be very careful with what sort of curses you use. The one on this card seems very unfun for any opponent involved. It completely destroys any player that's topdecking, and with black discard abilities it's an immediate lockdown. If there's a single thing on the board with "target player discards a card" as an activated ability, your opponent might as well concede the moment this creature hits.
Act of Mercy2RW Instant (uncommon)
If target creature an opponent controls would die in combat this turn, remove all damage from it and gain control of it instead.
You gain a creature's loyalty by sparing it's life on the battlefield. Needs to be instant to really work as a combat trick, or else your opponent just won't send the targeted creature into battle, but I'm not sure if that makes it too powerful to have a decently low cost.
Odula [cool name needed] 1RGB
Legendary Creature - Devil Elf (M)
Haste Lifelink First Strike
Whenever ~ attacks return a creature from the graveyard tapped and attacking then exile at the end of the combat phase.
3/3
As always, your cards are stuffed with too many keywords/abilities. Also, lifelink doesn't really fit her and isn't even needed. With just the haste it would still be a powerful card. And instead of the first trike, just give her some form of evasion like intimidate. She's a freaking devil after all - that is scary enough. And please try to word and format your cards better.
Act of Mercy2RW Instant (uncommon)
If target creature an opponent controls would die in combat this turn, remove all damage from it and gain control of it instead.
You gain a creature's loyalty by sparing it's life on the battlefield. Needs to be instant to really work as a combat trick, or else your opponent just won't send the targeted creature into battle, but I'm not sure if that makes it too powerful to have a decently low cost.
Neat card. Fairly costed and the restrictions (2 colors and condition) are good. And the flavor is just awesome!
Exploring the THS mechanics:
Oracle's Capsule1U
Enchantment Artifact (U)
When ~ enters the battlefield, scry X where X is equal to your devotion to blue. 1U, T, Sacrifice ~: Draw a card.
Oracle's Capsule1U
Enchantment Artifact (U)
When ~ enters the battlefield, scry X where X is equal to your devotion to blue. 1U, T, Sacrifice ~: Draw a card.
I do like its ability to boost its own draw. Its own cost will enable a scry 1 at the very least, so you have a little bit of an idea what its draw ability might give you. Much more useful than draw in a vacuum.
Mournful Siren2U
Enchantment Creature - Siren (R)
Bestow - Sacrifice an Island
:symtap:: Gain control of target creature without defender until the beginning of your next upkeep.
Enchanted creature has ":symtap:: Gain control of target creature without defender until the beginning of your next upkeep."
Enchanted creature gets +0/+1
0/1
I'm a little indecisive about this one. On the one hand, it's very fragile by itself. On the other hand, that's actually a very cheap bestow cost, especially in the late game. A mere island for pseudo-permanent control is pretty good, even if it doesn't give haste. I'm not sure how I feel about it. Cost aside, I suppose you're mostly just taking away one of your opponent's creatures rather than really gaining anything yourself, so maybe it fits the Siren flavor well enough.
Sheep's Clothing1 (working name, mostly, to give the flavor) Artifact - Equipment (uncommon)
When ~ enters the battlefield, choose a creature type.
Equipped creature gets +0/+1 and is the chosen type in addition to its other types.
Equip 1
Sheep's Clothing1 (working name, mostly, to give the flavor) Artifact - Equipment (uncommon)
When ~ enters the battlefield, choose a creature type.
Equipped creature gets +0/+1 and is the chosen type in addition to its other types.
Equip 1
Cool, flavorful idea. I don't see why this shouldn't stay at "Sheep's Clothing"
I like it helluva lot that you can turn a strong creature into the right type in a tribal deck. I'm surprised that this hasn't been dove before (Innistrad??)
New take on Prowl: New Morsel Theft2BB
Sorcery
Sneak 1B(You may cast this for its sneak cost if a creature with landwalk dealt combat damage to a player this turn.)
Target player loses 3 life and you gain 3 life. If New Morsel Theft's sneak cost was paid, draw a card.
Seems fine to me, though it's like getting a huuuuuuge benefit from being snuck. Maybe make it less of a huge disparity between bad-cast good-sneak. I also think people hate landwalk and wizards kinda supports them in that there is not very much of that anymore.
Here's a top down card mixed with some ideas I'm exploring for a set.
Slimy Pit
Land
As Slimy Pit enters the battlefield, you may pay 1G to search your library for an Ooze card, reveal it and put it into your hand. If you do, Slimy pit enters the battlefield tapped. T: Add 1 to your mana pool.
I'm thinking of changing it to 3 or 2G for the cost. Or even some sort of GB hybrid. It sorta reminds me of the ravnica bouncelands as it is a land that gives you some card advantage for a serious hit to your tempo. I've been working on cycles that encourage players to be more careful about if they want to play their lands and make your lands per turn less of a wrote part of the game.
Here's a top down card mixed with some ideas I'm exploring for a set.
Slimy Pit
Land
As Slimy Pit enters the battlefield, you may pay 1G to search your library for an Ooze card, reveal it and put it into your hand. If you do, Slimy pit enters the battlefield tapped. T: Add 1 to your mana pool.
It would be great if this were a tribal Ooze land. Get one of these, fetch for another Slimy Pit, build up a mana base or something. I don't think the tempo disadvantage is too devastating, as either there are likely to be many Ooze cards in a deck that runs this, or there are going to be other ways to fetch those Ooze cards in a deck that runs black or green.
But the wording looks a bit clunky.
When ~ enters the battlefield, you may pay 2G. If you do, you may search your library for an Ooze card, reveal it, and put it into your hand. Then shuffle your library. T: Add 1 to your mana pool.
Not quite the same functionality, but it gets the job done. The cost is increased by 1 to accommodate for the land paying for its own ability.
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Elvora's Nest Land {R} T Add 1 to your mana pool. (B/R),T, Pay 1 life: Add WB, BR, or RW to your mana pool.
Is this too strong? How would you fix it? I want it to be almost as strong than the two-color land equivalents.
Private Mod Note
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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
This is really ludicrously strong fixing in a tri-color deck, even with the life payment attached.
How would you fix it?
Kiasa, Lord of Entropy4RRBB
Legendary Creature - Demon Berserker (MR)
Trample, haste, double strike
Kiasa attacks a random player each turn if able (This includes yourself.)
Whenever Kiasa deals damage to a player, gain control of target permanent chosen at random that player controls and untap it.
If Kiasa would die, instead exile a permanent you control selected at random.
6/1
I'm not sure how I feel about a 12/1 with trample that can pretty much never leave the battlefield as a result of combat other than through the random exile. I suppose it's alright at eight mana, but it might be a tad bit too menacing and cause every other player in an EDH game go after you or something.
And also, hooray for reminder text not having any rules meaning!
Goblin Square DancerR Creature - Goblin {C}
Mountaintether 1 (This creature gets +1/+1 if both you and an opponent control a Mountain.)
1/1
Private Mod Note
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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
Goblin Square-Dancer: Seems fine to me. Sometimes a 2/2 and doesn't have haste, so it's not like he's gunning to take anyone's job currently. Might be a pain in limited if someone gets a bunch of them versus a dude who got next to none but is still playing red, though...
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Deep in Dreams - 3UU Instant (U)
Put target nonland permanent on top of its owner's library. Then that player shuffles his or her library if your devotion to blue is 3 or greater.
Tritian Champion U
Creature - Merfolk (R)
Whenever ~ attacks or blocks Scry 1.
1/2
Personally, I like it. I like merfolk from time to time, and I'm among the group that thinks Scry 1 is actually really useful and not a complete waste of time. Others may disagree, though.
Now here's something intended to have a little bit of the strength of a Miracle, but with a much different drawback:
Panic StrikeR Instant (common?)
~ deals 5 damage to target creature an opponent controls.
~ must be cast is able.
EDIT: Now targets only opponents' creatures. Realized it's REALLY bad if it targets any creature.
Panic StrikeR Instant (common?)
~ deals 5 damage to target creature an opponent controls.
~ must be cast is able.
The second sentence doesn't do as much as you think it does. If I draw this at the beginning of my second turn after untapping my Mountain during my untap step and after having cast an Akroan Crusader last turn, I'm not required to cast it.
Aside from that, when would the player be required to cast the card? Immediately when they receive priority, have the mana available to do so, and have a target to pick?
Most of the time, this is going to be cast in response to a creature entering the battlefield. If that's the case, though, why not just make it have an activated ability that you can activate only if a creature's entered the battlefield this turn or something?
I guess if the intention is that the spell has to be cast if it's given flashback or something, then it's fine, but otherwise, I don't see it being too useful.
Other than that, it's a strictly better Flame Slash. At 5 damage and instant speed, it's much too good.
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Knowledge Barrier2UB Enchantment {R}
Players skip their draw steps.
At the beginning of each player's upkeep, that player may pay 3 or two mana in any combination of colors. If he or she does, that player draws a card.
Private Mod Note
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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
Knowledge barrier seems pretty dangerous to me. So it translates to a complete lockout for the opponent if you can keep them below 3 in a monocolor or 2 in a 2+ color deck somehow, or if you combo it with something like pithing needle- thats not necessary so strong- but even without the lockout its basically a possessed portal style "at beginning of your upkeep, pay 3 or discard a card. Now as I've said before in other cards, anything that gives your opponent a choice is worth less than either effect, but those are really steep barriers for locking down a game at the 4 slot. I'd feel happier if it was a 5 cmc card, even if at 4 and symmetric its already restrictive.
Mortal Tether3GB
Enchantment - (R)
Players can't control more permanents than their life total. (Extra permanents of the player's choice are sacrificed as a state-based action)
Well I had a huge response written and I accidentally closed my chrome.
It's definitely a controversial card. I'm against this card as it is currently written because it becomes almost impossible to win a game you were losing (IE No come backs). I almost want the card to be an end of turn or beginning of turn trigger, or an ETB effect followed up by giving permanents ETB effects that check your life total. At least then it would be clearer rules wise when things happen. I don't enjoy that it stops decks from paying life with any kind of success (although an infect deck with mutagenic growth would probably do ok with just a few permanents in play). It stops massive hordes of creatures but it seems to play nicely with cards like Thragtusk (ugh) and Sphinx's Revelation (double ugh). So at best this card makes me uncomfortable but I'd love to hear more opinions on it and where it's useful. (compared to the card Limited Resources)
Roulette of Fate - 1R
Enchantment
Jackpot 3 (~this enters the battlefield with three prize counters on it. Whenever a creature enters the battlefield move a prize counter from ~this to that creature. At the end of your turn if there are no prize counters on ~this, sacrifice it and draw a card.)
Whenever a player would choose a target creature for a spell with a single target, that player chooses the target at random from among creatures with prize counters on them instead.
Well, what happens if this card goes boom? Do spell targets still get randomized to the creatures with prize counters? If yes, maybe don't make it a keyword ability, but just spell it out that this card enters with 3 prize counters, when someone shows up moves the counter to that guy, as long as there is prize counter choose the prized guy as target, yada yada yada... Otherwise, I think this thing looks... ok, I guess. If the prize counters have no effect once this enchantment leaves, the cost can indeed stay, but otherwise may need to go up.
Next
Vengeful Briars1G
Enchantment (R)
Whenever an artifact deals damage to you, destroy it.
Whenever an equipped creature deals damage to you, destroy all equipments attached to that creature. Fangs and claws are the only weapons allowed in nature.
No Mercy which targets artifacts instead of creatures, although yes, it can kill artifact creatures also. Comments?
EDIT:
Vengeful Briars2G
Enchantment (R)
Whenever an artifact deals damage to you, destroy it.
Whenever an equipped creature deals damage to you, destroy all equipments attached to that creature. Fangs and claws are the only weapons allowed in nature.
Vengeful Briars1G
Enchantment (R)
Whenever an artifact deals damage to you, destroy it.
Whenever an equipped creature deals damage to you, destroy all equipments attached to that creature. Fangs and claws are the only weapons allowed in nature.
No Mercy which targets artifacts instead of creatures, although yes, it can kill artifact creatures also. Comments?
Hmm.. Kind of hoses artifact decks for very cheap, and not all colors have a good way of dealing with enchantments. It's a bit narrower than No Mercy, but the cost still makes it exceptionally powerful against certain decks. At the very least, I would up the cost. With the exception of enemy one- and two-drop artifact creatures, you shouldn't really need this enchantment until a little later in the game anyway.
Riddle Weaver3GU Creature - Spider (rare)
Reach GU,T: Reveal the top card of your library. If it's a creature, put it into your graveyard and put two +1/+1 counters on ~. Otherwise, put the revealed card into your hand.
(2/4)
Goes well with scrying, and makes you think whether you want spell-heavy or creature-heavy decks to go with it. It's either a beater/defender or card advantage.
Would really like this if it didn't have the inbuilt card draw if the card is not a creature as it means this could see a lot of play in non creature decks just for the repeatable drawing. Remove the second part of the ability and it should be fine.
Continuing my exploration of gold counters Communal Tradesmith3W
Creature - Human Advisor {C} T, tap an untapped creature you control: Gain a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
Well, what happens if this card goes boom? Do spell targets still get randomized to the creatures with prize counters? If yes, maybe don't make it a keyword ability, but just spell it out that this card enters with 3 prize counters, when someone shows up moves the counter to that guy, as long as there is prize counter choose the prized guy as target, yada yada yada... Otherwise, I think this thing looks... ok, I guess. If the prize counters have no effect once this enchantment leaves, the cost can indeed stay, but otherwise may need to go up.
Next
The idea is that the thing that modifies what prize counters do only works while on the battlefield but since jackpot is a keyword (name subject to change) multiple different enchantments would interact with the prize counters. An example is in another thread (r for jackpot 5, they get haste trample and +1/+0)
Communal Tradesmith 3w
Creature - Human Advisor {C}
t, tap an untapped creature you control: Gain a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
As for this card I still think the opposite of Poison counters is more like Nectar or something (of the gods) that makes you immortal like a god. IE Immortal means you can't lose so you win. But I understand the concept of gold and don't hate it. The spending gold for colorless is a little strange. I understand the idea of using it as currency. (But again nectar/mana has a cool interaction as well)
So basically this guy gives you 10 turns. I might like to see some other way to do this like exile that other creature in your command zone as a trophy or something and when you have 10 trophies you win. The concept of gold and mana is just a little underwhelming when you compare it to something like poison. "I have ten gold bars I win. I'm not getting enough gold so i'll take some mana" and considering it's something you do for yourself rather than have done to you it's completely uninteractive with the opponent
Next:
Fortune Cookie - 2
Artifact
Jackpot 2 (~this enters the battlefield with two prize counters on it. Whenever a creature enters the battlefield move a prize counter from ~this to that creature. At the end of your turn if there are no prize counters on ~this, sacrifice it and draw a card.)
Whenever a creature you control with a prize counter on it attacks Scry 1
Fortune Cookie - 2
Artifact
Jackpot 2 (~this enters the battlefield with two prize counters on it. Whenever a creature enters the battlefield move a prize counter from ~this to that creature. At the end of your turn if there are no prize counters on ~this, sacrifice it and draw a card.)
Whenever a creature you control with a prize counter on it attacks Scry 1
Reminder text usually doesn't use card names, so I'm not sure what ~this does in there.
So this is a graft variant that doesn't create a benefit by itself and can be a drawback?
I like the idea of a keyword named jackpot and scry coming together on a card named Fortune Cookie, but this one is not it. The triggered ability that lets you scry seems not like something a single cookie would do, but fits better to a fortune teller machine.
Overall the attacking and prizes really don't create a cohesive story for the card - best bet is that jackpot simply doesn't work for flavor. The gameplay also is suspicious - jackpot actually gets you invested in counters that get weaker once you get past a certain number of them.
There is a reason moving counters with graft is optional.
Next:
Icatian Town
Land - City
:symtap:: Add to your mana pool.
:symtap:: Put a 1/1 white Human creature token onto the battlefield. Activate this ability only if ~ entered the battlefield this turn.
Private Mod Note
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Humm, the town seems like a pretty massive tower boost over dryad arbor. Then again, did anyone play arbor as a fair land creature ever? No, it was really just a target for GSZ, and this wouldn't have that advantage. But consider. Dryad Arbor was essentially an ETBT land that could *either* swing/block as a 1/1 each round or tap for 1. Now you're talking about an essentially ETBT land that can *both* swing/block as a 1/1 each round, and tap for 1, and even if the token dies the land stay, and you have flexibility to use it as a mana source instead of using the second ability
Seems just too strong for me, even with the drawback of colorlessness
Simic Abberation(U/G)
Creature - Human Mutant (U)
Graft 3
At the beginning of your upkeep, remove a +1/+1 counter from ~
0/0
Next:
Rite of Aggression - 2RG
Sorcery
Ritual 2 (You may sacrifice two creatures rather than pay Rite of Aggression's manacost)
Untap target creature and gain control of it. It gains haste and trample until end of turn.
I know free spells are dangerous. This was originally sack 1 creature but I realized chaning three of these to take out two of your opponent's creatures would be a little op.
Ritual X (Sack X creatures rather than pay this cards cost) Essentially
Alternative costs are worded with "rather" and not "instead" since the latter has a very specific meaning.
I lihe the color sensitive change to the keyword. The card itself doesn't resonate well with me. The harsh drawback makes the option to hard cast this not very inviting. I don't know whether you have a specific combo in mind that you want to prevent abusing the card, but in general the "vanilla" extra turn is something I'd rather see here.
Next:
Sorcery
Put a 1/1 white and black Spirit creature token with flying onto the battlefield.
Lightwrought (When you cast this spell, if you have gained 3 or more life this turn, copy this spell.)
Darkwrought (When you cast this spell, if you have lost 3 or more life this turn, copy this spell.)
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I love this mechanic. I would like to see it stack somehow. Like: "Copy this spell for each 3 life you have lost this turn." This would have been so much cooler than Extort.
Oracle of the Woods - 2:sympg::sympw:
Creature - Human Shaman (C)
(:sympg:, can be paid with either G, W or 2 life.)
When Oracle of the Woods enters the battlefield, you gain 4 life.
Look at the top 5 cards of your library and put them back in the same order.
I know this would probably rather by Uncommon, but hence it's a cube card and does only exist once it doesn't really matter.
Edit: Oops this should not have a comma between the creature types.
Odula [cool name needed] 1RGB
Legendary Creature - Devil Elf (M)
Haste Lifelink First Strike
Whenever ~ attacks return a creature from the graveyard tapped and attacking then exile at the end of the combat phase.
3/3
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)
You are actually right. I just changed it that way. Even tough scry for instance is also white.
Instant (R)
Ritual 5 (You may sacrifice five creatures that share a color with this spell rather than pay its casting cost)
Reveal the top six cards of your library. You may choose a permanent card from among them and put that card onto thew battlefield. Put the other cards revealed this way into your graveyard.
I was thinking about the color shift for flavor. I thought about non-token instead and I'm not sure if it changes it too dramatically (especially in terms of playability). Otherwise I think this card is very good. I'd make the ritual 4 here. 4 creatures in exchange for potentially 1 permanent is harsh already.
First Strike Haste and Lifelink are abilities I'd like to see on a card that's playable. I find this to be highly playable too. You get a creature back every turn for free + 3 first strike lifelink damage. I like the devil elf combination too and I'm not even sure what it would look like. Horns, pronged tail, elf ears and green skin?
As for a name I'm not sure. What's the flavor for the card? Why is it bringing creatures back from the dead? Are they playmates for Odula? Are they minions? Maybe if you create a backstory for the character you can come up with something neat.
Next:
Maniac's Ghost - 2BB
Enchantment Creature - Spirit
Flying, Gaseous (This creature can't be dealt damage by creatures)
Cursebound (When this creature deals combat damage to a player you may have it become an aura curse with enchant player and attach it to that player)
Spells enchanted player casts have an additional cost of "Discard a card"
2/2
Both mechanics are interesting, but I would be very careful with what sort of curses you use. The one on this card seems very unfun for any opponent involved. It completely destroys any player that's topdecking, and with black discard abilities it's an immediate lockdown. If there's a single thing on the board with "target player discards a card" as an activated ability, your opponent might as well concede the moment this creature hits.
Act of Mercy 2RW
Instant (uncommon)
If target creature an opponent controls would die in combat this turn, remove all damage from it and gain control of it instead.
You gain a creature's loyalty by sparing it's life on the battlefield. Needs to be instant to really work as a combat trick, or else your opponent just won't send the targeted creature into battle, but I'm not sure if that makes it too powerful to have a decently low cost.
As always, your cards are stuffed with too many keywords/abilities. Also, lifelink doesn't really fit her and isn't even needed. With just the haste it would still be a powerful card. And instead of the first trike, just give her some form of evasion like intimidate. She's a freaking devil after all - that is scary enough. And please try to word and format your cards better.
Neat card. Fairly costed and the restrictions (2 colors and condition) are good. And the flavor is just awesome!
Exploring the THS mechanics:
Oracle's Capsule 1U
Enchantment Artifact (U)
When ~ enters the battlefield, scry X where X is equal to your devotion to blue.
1U, T, Sacrifice ~: Draw a card.
Signature done by DNC from the Heroes of the Plane Studios
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Official Ink Bearer of [The Crafters]
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Old Custom Set: Imminence over Marycion
I do like its ability to boost its own draw. Its own cost will enable a scry 1 at the very least, so you have a little bit of an idea what its draw ability might give you. Much more useful than draw in a vacuum.
I'm a little indecisive about this one. On the one hand, it's very fragile by itself. On the other hand, that's actually a very cheap bestow cost, especially in the late game. A mere island for pseudo-permanent control is pretty good, even if it doesn't give haste. I'm not sure how I feel about it. Cost aside, I suppose you're mostly just taking away one of your opponent's creatures rather than really gaining anything yourself, so maybe it fits the Siren flavor well enough.
Sheep's Clothing 1 (working name, mostly, to give the flavor)
Artifact - Equipment (uncommon)
When ~ enters the battlefield, choose a creature type.
Equipped creature gets +0/+1 and is the chosen type in addition to its other types.
Equip 1
Cool, flavorful idea. I don't see why this shouldn't stay at "Sheep's Clothing"
I like it helluva lot that you can turn a strong creature into the right type in a tribal deck. I'm surprised that this hasn't been dove before (Innistrad??)
New take on Prowl:
New Morsel Theft 2BB
Sorcery
Sneak 1B (You may cast this for its sneak cost if a creature with landwalk dealt combat damage to a player this turn.)
Target player loses 3 life and you gain 3 life. If New Morsel Theft's sneak cost was paid, draw a card.
Signature done by DNC from the Heroes of the Plane Studios
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Official Ink Bearer of [The Crafters]
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Old Custom Set: Imminence over Marycion
Here's a top down card mixed with some ideas I'm exploring for a set.
Slimy Pit
Land
As Slimy Pit enters the battlefield, you may pay 1G to search your library for an Ooze card, reveal it and put it into your hand. If you do, Slimy pit enters the battlefield tapped.
T: Add 1 to your mana pool.
I'm thinking of changing it to 3 or 2G for the cost. Or even some sort of GB hybrid. It sorta reminds me of the ravnica bouncelands as it is a land that gives you some card advantage for a serious hit to your tempo. I've been working on cycles that encourage players to be more careful about if they want to play their lands and make your lands per turn less of a wrote part of the game.
Cube talk, design community and much much more!
It would be great if this were a tribal Ooze land. Get one of these, fetch for another Slimy Pit, build up a mana base or something. I don't think the tempo disadvantage is too devastating, as either there are likely to be many Ooze cards in a deck that runs this, or there are going to be other ways to fetch those Ooze cards in a deck that runs black or green.
But the wording looks a bit clunky.
When ~ enters the battlefield, you may pay 2G. If you do, you may search your library for an Ooze card, reveal it, and put it into your hand. Then shuffle your library.
T: Add 1 to your mana pool.
Not quite the same functionality, but it gets the job done. The cost is increased by 1 to accommodate for the land paying for its own ability.
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Elvora's Nest
Land {R}
T Add 1 to your mana pool.
(B/R),T, Pay 1 life: Add WB, BR, or RW to your mana pool.
Is this too strong? How would you fix it? I want it to be almost as strong than the two-color land equivalents.
[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
How would you fix it?
I'm not sure how I feel about a 12/1 with trample that can pretty much never leave the battlefield as a result of combat other than through the random exile. I suppose it's alright at eight mana, but it might be a tad bit too menacing and cause every other player in an EDH game go after you or something.
And also, hooray for reminder text not having any rules meaning!
Goblin Square Dancer R
Creature - Goblin {C}
Mountaintether 1 (This creature gets +1/+1 if both you and an opponent control a Mountain.)
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
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Deep in Dreams - 3UU
Instant (U)
Put target nonland permanent on top of its owner's library. Then that player shuffles his or her library if your devotion to blue is 3 or greater.
I need a good blue theros one drop.
Tritian Champion U
Creature - Merfolk (R)
Whenever ~ attacks or blocks Scry 1.
1/2
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)
Personally, I like it. I like merfolk from time to time, and I'm among the group that thinks Scry 1 is actually really useful and not a complete waste of time. Others may disagree, though.
Now here's something intended to have a little bit of the strength of a Miracle, but with a much different drawback:
Panic Strike R
Instant (common?)
~ deals 5 damage to target creature an opponent controls.
~ must be cast is able.
EDIT: Now targets only opponents' creatures. Realized it's REALLY bad if it targets any creature.
The second sentence doesn't do as much as you think it does. If I draw this at the beginning of my second turn after untapping my Mountain during my untap step and after having cast an Akroan Crusader last turn, I'm not required to cast it.
Aside from that, when would the player be required to cast the card? Immediately when they receive priority, have the mana available to do so, and have a target to pick?
Most of the time, this is going to be cast in response to a creature entering the battlefield. If that's the case, though, why not just make it have an activated ability that you can activate only if a creature's entered the battlefield this turn or something?
I guess if the intention is that the spell has to be cast if it's given flashback or something, then it's fine, but otherwise, I don't see it being too useful.
Other than that, it's a strictly better Flame Slash. At 5 damage and instant speed, it's much too good.
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Knowledge Barrier 2UB
Enchantment {R}
Players skip their draw steps.
At the beginning of each player's upkeep, that player may pay 3 or two mana in any combination of colors. If he or she does, that player draws a card.
[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
Mortal Tether 3GB
Enchantment - (R)
Players can't control more permanents than their life total. (Extra permanents of the player's choice are sacrificed as a state-based action)
It's definitely a controversial card. I'm against this card as it is currently written because it becomes almost impossible to win a game you were losing (IE No come backs). I almost want the card to be an end of turn or beginning of turn trigger, or an ETB effect followed up by giving permanents ETB effects that check your life total. At least then it would be clearer rules wise when things happen. I don't enjoy that it stops decks from paying life with any kind of success (although an infect deck with mutagenic growth would probably do ok with just a few permanents in play). It stops massive hordes of creatures but it seems to play nicely with cards like Thragtusk (ugh) and Sphinx's Revelation (double ugh). So at best this card makes me uncomfortable but I'd love to hear more opinions on it and where it's useful. (compared to the card Limited Resources)
Roulette of Fate - 1R
Enchantment
Jackpot 3 (~this enters the battlefield with three prize counters on it. Whenever a creature enters the battlefield move a prize counter from ~this to that creature. At the end of your turn if there are no prize counters on ~this, sacrifice it and draw a card.)
Whenever a player would choose a target creature for a spell with a single target, that player chooses the target at random from among creatures with prize counters on them instead.
Next
Vengeful Briars 1G
Enchantment (R)
Whenever an artifact deals damage to you, destroy it.
Whenever an equipped creature deals damage to you, destroy all equipments attached to that creature.
Fangs and claws are the only weapons allowed in nature.
No Mercy which targets artifacts instead of creatures, although yes, it can kill artifact creatures also. Comments?
EDIT:
Vengeful Briars 2G
Enchantment (R)
Whenever an artifact deals damage to you, destroy it.
Whenever an equipped creature deals damage to you, destroy all equipments attached to that creature.
Fangs and claws are the only weapons allowed in nature.
Hmm.. Kind of hoses artifact decks for very cheap, and not all colors have a good way of dealing with enchantments. It's a bit narrower than No Mercy, but the cost still makes it exceptionally powerful against certain decks. At the very least, I would up the cost. With the exception of enemy one- and two-drop artifact creatures, you shouldn't really need this enchantment until a little later in the game anyway.
Riddle Weaver 3GU
Creature - Spider (rare)
Reach
GU,T: Reveal the top card of your library. If it's a creature, put it into your graveyard and put two +1/+1 counters on ~. Otherwise, put the revealed card into your hand.
(2/4)
Goes well with scrying, and makes you think whether you want spell-heavy or creature-heavy decks to go with it. It's either a beater/defender or card advantage.
Continuing my exploration of gold counters
Communal Tradesmith 3W
Creature - Human Advisor {C}
T, tap an untapped creature you control: Gain a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
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The idea is that the thing that modifies what prize counters do only works while on the battlefield but since jackpot is a keyword (name subject to change) multiple different enchantments would interact with the prize counters. An example is in another thread (r for jackpot 5, they get haste trample and +1/+0)
Communal Tradesmith 3w
Creature - Human Advisor {C}
t, tap an untapped creature you control: Gain a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
As for this card I still think the opposite of Poison counters is more like Nectar or something (of the gods) that makes you immortal like a god. IE Immortal means you can't lose so you win. But I understand the concept of gold and don't hate it. The spending gold for colorless is a little strange. I understand the idea of using it as currency. (But again nectar/mana has a cool interaction as well)
So basically this guy gives you 10 turns. I might like to see some other way to do this like exile that other creature in your command zone as a trophy or something and when you have 10 trophies you win. The concept of gold and mana is just a little underwhelming when you compare it to something like poison. "I have ten gold bars I win. I'm not getting enough gold so i'll take some mana" and considering it's something you do for yourself rather than have done to you it's completely uninteractive with the opponent
Next:
Fortune Cookie - 2
Artifact
Jackpot 2 (~this enters the battlefield with two prize counters on it. Whenever a creature enters the battlefield move a prize counter from ~this to that creature. At the end of your turn if there are no prize counters on ~this, sacrifice it and draw a card.)
Whenever a creature you control with a prize counter on it attacks Scry 1
Reminder text usually doesn't use card names, so I'm not sure what ~this does in there.
So this is a graft variant that doesn't create a benefit by itself and can be a drawback?
I like the idea of a keyword named jackpot and scry coming together on a card named Fortune Cookie, but this one is not it. The triggered ability that lets you scry seems not like something a single cookie would do, but fits better to a fortune teller machine.
Overall the attacking and prizes really don't create a cohesive story for the card - best bet is that jackpot simply doesn't work for flavor. The gameplay also is suspicious - jackpot actually gets you invested in counters that get weaker once you get past a certain number of them.
There is a reason moving counters with graft is optional.
Next:
Land - City
:symtap:: Add to your mana pool.
:symtap:: Put a 1/1 white Human creature token onto the battlefield. Activate this ability only if ~ entered the battlefield this turn.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Seems just too strong for me, even with the drawback of colorlessness
Simic Abberation (U/G)
Creature - Human Mutant (U)
Graft 3
At the beginning of your upkeep, remove a +1/+1 counter from ~
0/0