Err... no. Pick a card at random sounds like it's gonnabe too tricky to apply, and he himself is already relatively cheap for his abilities. Probably no, tweak it more.
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Spirit Of The Chalice2W
Creature - Spirit (R)
Flying
Whenever you cast a spell, you gain 1 life. Then if you have 30 or more life, transform Spirit Of The Chalice. People life by hopes and dreams...
2/2
////////// Terror Of The Chalice (BLACK)
Creature - Horror
Flying
Whenever an opponent casts a spell, that player loses 5 life. ... and die from despair and nightmares.
2/2
Maybe this should be white/black from the start, but then again, we have Wayward Disciple... Comments?
Wow... this card is hard to evaluate. It dies to everything, so that make sit seem ok, but the upside is bannanas. Repeatable free spells can be quite broken; any deck with an ability to protect it for even a handful of turns will have generated a pretty big advantage. My personal wet dream with this card is modern grixis control, casting free cruel ultimatums one after the other (and if the dude dies, there is always kolaghan's command and tasigur to bring him back). Oh, and for those hands that don't have an ultimatum to imprint? What about Ancestral vision. Yeahhhh....
Talking about card drawing, this is the card drawer I want to see in amonkhet to balance out the copycat/mardu decks. My favorite would be to make my copycat opponent make 1012019238597438532r3097042570942 cats and then tell him: ok, draw that many cards... ooops, you deck yourself! (EDIT: a rules guru should double check, but this works I think: token go to the GY as part of the state based effect, at which point this spell is still resolving, so when the spell counts the number of creatures in the 'yards those tokens ar eindeed counted, right?)
Visions of desolation 1UUB
Sorcery
Quickening UU (You may pay UU as when you cast this card. If you do, you may cast it as tough it had flash.)
Each opponent sacrifices all his or her creatures and planeswalkers. Then, target player draw cards equal to the number of creatures and planeswalkers in all graveyards.
Visions of desolation 1UUB
Sorcery
Quickening UU (You may pay UU as when you cast this card. If you do, you may cast it as tough it had flash.)
Each opponent sacrifices all his or her creatures and planeswalkers. Then, target player draw cards equal to the number of creatures and planeswalkers in all graveyards.
Such heavy blue weight seems very awkward and un-blue for heavy grave emphasis and death. See: Bolas' extra weight towards Black in general, and sac-draw effects are typically black like Morbid Curiosity; etc.
Also, the effect could be made cheaper by making it double-edged; and the draw effect goes to both sides (split evenly? not philosophically black and moreso a hand-Balance, but, perhaps justifiable). That way you'll usually gain the upper hand, but it'll kill you too in the copy cat scenario - unless you have more cards in your deck than they do while one of their pieces is flickered, so they cant't respond with some 30 cats and Saheeli dying on board, making them draw out before you do). In another application, each player just draws for each guy they sac, and since they'll have to discard to hand size at the end of their turn when you'd play it, you'll be up on them for a little bit.
Here's one iteration on the design: Visions of DesolationUUBB
Sorcery
You may cast ~ as though it had flash if you pay 1 more to cast it.
Each player sacrifices all creatures and planeswalkers he or she controls. Then each player draw cards equal to the number of permanents he or she sacrificed this way.
This is a split and streamlined version, but you can tweak it as you like. It's a very cool card concept you can spin in tons of ways, good job!
As for mine...
Andera, the World-Grave
(Legendary?) Land
{T}, Sacrifice a land: Add 1 mana of any color to your mana pool.
Whenever a land is put into your graveyard from anywhere, you may draw a card. If you do, discard a card. (discarding a land will trigger this again)
-Purpose: to provide an efficient engine for mulch strategies to find and play the pieces they need, while not being overly efficient outside of this particular strategy.
Mulch is an ability in my set that sacrifices a land to boost a spell's effectiveness or give a creature another effect, and other permanents care about lands going to the grave while in play (either from the battlefield or from anywhere at higher rarities).
Um.... that reminder does remind me... this could get hyperbusted late game. Once you have enough lands, you can easily chug away lands and get your bombs quite easily. Maybe some additional cost is due?
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Morose Attendant1W
Creature - Human Cleric (U)
Whenever another creature dies, you gain 1 life. 1B, pay 2 life: Target creature gains indestructible until end of turn. "Why do people leave this world when it's not their time?"
1/1
Too strong for uncommon?
EDIT:
Morose Attendant1W
Creature - Human Cleric (U)
Whenever another creature dies, you gain 1 life. 1B, pay 2 life: Another target creature gains indestructible until end of turn. "Why do people leave this world when it's not their time?"
1/1
Morose Attendant1W
Creature - Human Cleric (U)
Whenever another creature dies, you gain 1 life. 1B, pay 2 life: Target creature gains indestructible until end of turn. "Why do people leave this world when it's not their time?"
1/1
Too strong for uncommon?
Yeah, probably too strong Magac for uncommon in its current state. I think the problem would be if you "cheated" a creature game winning into play, and then used the Attendant's ability to protect the game-winning bomb from removal, as well as the Attendant itself. At uncommon level it might be better to have:
Morose Attendant1W
Creature - Human Cleric (U)
Whenever another creature dies, you gain 1 life. 1B, pay 2 life: Target other creature gains indestructible until end of turn. "Why do people leave this world when it's not their time?"
1/1
That way, a player would have to find another way to protect the Attendant's fragile body.
Or perhaps:
Morose Attendant1W
Creature - Human Cleric (U)
Whenever another creature dies, you gain 1 life. 1B, pay 2 life: Target creature gains indestructible until end of turn. Sacrifice that creature at end of turn. "Why do people leave this world when it's not their time?"
1/1
In this version, the indestructibility comes at a cost - meaning your minion will have a chance to hit your opponent... at the cost of it's life! (cue maniacal laughter...)
Anyway, that's my two cents. Hope it helps. I think the flavor text is great.
Made this card earlier today - curious to see what you all think.
When this card enters the battlefield, and at the beginning of your upkeep, select a location you control. Effects and abilities from all other locations end. Then choose a creature for each location you control.
Until end of turn, if those creatures block, they gain "Ut: Return creature blocked by this creature to its owner's hand."
The idea was to make a card which represents a place a planeswalkers might use to defend themselves and their followers from enemies.
Concerning the 'Location' subtype, the plan is to make more locations, so at the beginning of your upkeep, your opponent has to play around which one you are going to "turn on". Also, I think it would be good to make other cards that interact with the subtype.
With the "effects and abilities from all other locations end" part, I put that in because I didn't think it was reasonable for a planeswalker to be in more than one place at once - either you are ambushing your opponents in the Frostfoot Labyrinth, or your not. Or you are a chronomancer. Whatever.
With the "Ut: Return creature blocked by this creature to its owner's hand." text, I took inspiration from Sigil of Sleep.
This is certainly a way to stop momentum and combat effects, but what I think here is the Trample/Haste won't be used at all. 2 power Is pretty weak for 5 mana, and you'd much rather keep it for the forbidding effect (assuming that you have built your deck to use limited instants). On the other hand, this might be a good way to guarantee a certain kill if you have a sorcery that makes two creatures fight each other.
Xerox, Master Clone4UU
Planeswalker - Xerox
+1: Create a 1/1 Clone token. Destroy it at the beginning of your endstep.
-3: Xerox, Master Clone becomes a copy of a creature on the battlefield and gains "If this creature would die this turn, return it to the battlefield the next upkeep."
-10: You gain an emblem with "Whenever a permanent enters the battlefield under your control, you may create a copy of that permanent."
4
Errr..... For the first ability, wouldn't it be better if the Clone disappears at the beginning of your next upkeep? Or is there some hidden ability you forgot to spell out here (Such as create a token that is either a 1/1 or a copy of another creature on the battlefield?)? Otherwise, with +1, that ultimate is awesome, and the second ability's delayed return trigger helps curb shenanigans.
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Contagious Insanity3BBB
Sorcery (B)
Starting from you, each player discards a card until a player cannot discard a card. Each player loses life equal to the total converted mana cost of cards discarded this way divided equally, rounded up. Madness claws the mind until it bleeds into the body.
Fine enough, nothing special. I'm a bit tempted to make it cantrip so that at least in limited it has some use instead of none, but overall ok card.
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Necroalchemist's Abode
Land (R)
Whenever a creature card is exiled from a graveyard, put a flesh counter on Necroalchemist's Abode. T: Add C to your mana pool. T: Exile target creature card in a graveyard. Its controller gains 1 life. T, remove seven flesh counters from Necroalchemist's Abode: Create a 5/5 black Zombie Giant creature token.
Necroalchemist's Abode V2
Land (R) T: Add C to your mana pool. T: Exile target creature card in a graveyard. Its controller gains 1 life.
Nice, straightforward, auto-include in quite a few decks. If you want to make a giant token, make the land and token legendary, make it black, and make it so that exiling puts a charge counter.
Tomb of Volok the Returned
Legendary Land - Tomb(R)
Whenever a creature card is exiled from a graveyard, put a flesh counter on Necroalchemist's Abode. T: Add B to your mana pool. T: Exile target creature card in a graveyard and put a charge counter on ~. Then, if ~ has 5 or more charge counters on it, sacrifice it and create a 5/5 black legendary zombie giant creature token with deathtouch and menace named "Volok the Returned."
My card: Stalking Spirit of Solal (no mana cost)
Creature - Spirit (U)
Flying
Human Anchor 2U (2U: Choose a human you control. If you did, put ~ onto the battlefield anchored to that human. When that human leaves the battlefield, sacrifice ~.
4/4
Interesting. Of course, you need reminder that the ability only works when it's in hand.... which then reminds me; How's the rule for Anchor when this creature is reanimated or otherwise put onto field without the Anchor ability?
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Saldavaronis, Keeper Of Memory4GWU
Legendary Creature - Horror (M)
Flying, vigilance
If a card would be put into your graveyard from anywhere, exile it instead.
At the beginning of your upkeep, if there are seven or more cards exiled by Saldavaronis, Keeper Of Memory, shuffle your hand and graveyard into your library, then put the exiled cards into your hand. "What was, is. What is, will be. And what will be, was."
6/6
I like the idea of removing a permanent buff to get a greater (but temporary) one. However, I do feel that the spark generator should pay mana to add +1/+1 counters. Otherwise, this could turn into a suspend card of sorts, where you pay 2 mana now and get ot attack for a million a couple of turn down the road (while using the mana savings to keep on developing your board). Seems a bit too good for standard (specially if there are anthem effects that could keep ths alive even if it had no counters). If you make the first abiity cost mana, then it seems better.
This next card was intended as a control finisher. I dislike clunky creatures like aetherling, prefering to opt for non creautre win cons.
Sactum of meditation.
land t: add <> to your mana pool.
At the beginning of your upkeep, if there are no cards in your library, shuffle all instant and sorcery cards from your graveyard into your library. XXUU, t: scry X, then draw X cards.
A land that kills an entire archetype (mill) seems like a big mistake. 2UU, tap, on a land to draw 1 card seems pretty good on it's own. I'd run that in my mono-blue control easy.
The first ability would be quite interesting on a 1 drop "draw a card" instant. The 2nd is nonsense overkill that would make for a quite strong one-time sorcery spell, so putting it on a land is madness (and not the good kind).
Antithesis Discovery1UU
Instant
Draw a card for each card you've drawn this turn.
Miracle U (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) Sometimes you discover that you've discovered nothing.
I could see it leading to repetitive gameplay, seven Might of the Masses each turn, for an outlandish example. The concept's nice, just a little easy to abuse with the tonnes of mana green can get.
You mean four? But otherwise, hmm... ok, yeah, might be too busted.
Antithesis Discovery..... lol.... that Miracle cost is silly for an effect like this, but it works (just one extra card draw) and I love the flavor text. Taking Paradoxical Outcome as a comparison, though, I think the hardcast cost itself may need to be at least 5 or 6. Could you imagine the sheer disaster of this hitting after Magus of The Wheel?
Something weird
Skathelinos, Churning Past3UURR
Legendary Creature - Horror (M)
Flying
At the beginning of your upkeep, shuffle your hand and graveyard into your library, then draw four cards and put the top four cards of your library into your graveyard. "What was, what is and what will be are interchangeable."
5/5
I don't like the "play from exile" clause, and the cost seems restrictive. Furthermore, since your library's not public, you can fail to find, which sort of defeats the purpose here. I know, I know, you're trying to get rid of lands... but it doesn't play as it seems to, and that will confuse players.
Token Reclamation1G
Sorcery (R)
Escalate - Populate (Create a token that's a copy of a creature token you control for each mode chosen beyond the first.)
Choose one or more -
- Sacrifice a creature. If you did, search your library for a land card and put it onto the battlefield tapped.
- Sacrifice a creature. If you did, destroy target artifact and/or destroy target enchantment.
- Sacrifice a creature. You gain 2 life for each creature put into your graveyard this turn.
Ingenious. A very interesting take on effect as cost, but given that thanks to Escalate you can choose all three modes at once for a measly 2 mana, I think it's a bit on the cheap side. 4's probably safe.
Not done with my previous shenanigans yet.
Keeper Of Chaos Diaries5RR
Creature - Horror (M)
When Keeper Of Chaos Diaries enters the battlefield, exile your library, hand and graveyard. From cards exiled this way, put seven of them at random into your graveyard, then put seven of them at random into your hand, then shuffle seven of them at random into your library. Some tales and memories are prone to rewriting.
7/7
Cut. Print. It's a jank mythic we can all get behind, and people will always complain about opening. This feels entirely correct, and it costs seven, so even if it turns out breakable, it's not worse than what something like Elesh Norn, Grand Cenobite is all the time. The design feels entirely correct, but given the way people feel about mythics like this, I'd bump it down to rare, even though the flavor and the effect feel very mythic.
Unholy Victory3BBB
Sorcery (R)
Choose one-
-Gain control of target creature.
-Destroy two target creatures. "I win." -Ob Nixilis
The first ability really feels out of flavor. Black gets anything at a cost - so make it cost life or sacrifice creatures, etc. Second is probably fairer, but keep Ashes to Ashes in mind. I think I'd prefer:
Sacrificial Victory3BB
Sorcery (R)
Choose 1 -
- Sacrifice a creature. If you did, gain control of target creature.
- Sacrifice a creature. If you did, destroy up to two target creatures.
Entwine - Pay 5 life.
Kal of the Way1W
Legendary Creature - Human Cleric (R)
When ~ or another cleric enters the battlefield under your control, you may return an aura card with a CMC of 2 or less from your graveyard to pay attached to that creature.
1/3
Edit: PS Magac, Keeper Of Chaos Diaries seems fair and is a rather awesome commander-card. It's not hard to conceive of a reanimater deck that can delve away undesirables from the 'yard to make for a fun sort of combo. I'm glad it's not legendary - that could make it busted in commander.
Hmmmm... oh well, it's still a 4-mana sorcery Murder in line with green, so I think it's ok. Strong, definitely.
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Immersive Research4UR
Sorcery (U)
Shuffle your hand into your library, Scry 7, then draw three cards. Sometimes, nothing short of a thorough examination will do.
Well, given you'll only end up with 3 cards on your hand, it's pretty fine. Honestly, it doesn't look red to me, I guess as pure blue, 4UU, would be fine.
Aura-Estrella4CCCC
Legendary Artifact - Equipment (M)
As an additional cost to play ~, pay EEE
~ can only Equip to Legendary Human creatures.
At the beginning of your upkeep, you get E equal to the converted mana cost of equipped creature.
Artifacts cost 1 less to cast for every E you have.
Once per turn, choose one —
Enchanted creature gets +0/+4 and has deathtouch until end of turn.
Enchanted creature gets +4/+0 and has trample until end of turn.
Enchanted creature gets +2/+2 and has double strike until end of turn.
Enchanted creature gets +1/+3 and has vigilance until end of turn.
Enchanted creature gets +3/+1 and has flying until end of turn.
Equip CC
It's a self morphing weapon, I guess...
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It seems like a balanced planeswalker. It's a shame it doesn't protect itself in any way, but that's not a prerequisite of planeswalkers. Propagate is a cool mechanic, we all like a fixed Proliferate.
I rediscovered an old set in the making of mine and decided to get back to it. So here's a rare from Return to Kamigawa
Assault Kami 2RG
Creature - Spirit (R)
Trample, Haste
Assault Kami attacks each turn if able.
Veil (You may cast either side of this card.)
//
Violent Assault 3RG
Sorcery - Arcane (R)
Untap all creatures you control. After this phase, there is an additional combat phase followed by an additonal main phase. Creatures you control attack this turn if able.
Veil (You may cast either side of this card.)
DFCs are the fixed version of flipped cards, and I think the Veil mechanic ties well with the lore of the Kami.
With the apparent mechanic aftermath from Amonkhet, this looks like an interesting variant. Funnily this is like a fix/variant for channel, flip cards, and split cards all at once. Assault Kami needs p/t (obviously: 4/3 seems good) and Violent Assault should probably have a little extra to make it feel green, like possibly granting all your creatures trample until end of turn or pumping them.
I guess the Kami is fine and all (what's the P/T? 3/3, I guess?), though the idea that this is DFC where both sides matter may feel rather wonky. But I guess for this one, I have no qualm, personally.
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Mind's Blossom5GGU
Sorcery (R)
Reveal any number of land cards from your hand and shuffle them into your library. Then reveal cards from the top of your library until you reveal the same number of land cards, then put all cards revealed this way into your hand. The mere dream of a lush scape can inspire the mind to recreate it.
Yes, this has the chance of drawing you quite a big bunch of cards, especially if you happen to have enough land due to playing, say, that Orochi ascendant whatshernameagain who asks you to reveal seven land cards to flip? Comments?
Not much to say, it fits well, but I would limit the amount of lands revealed, we don't want a rare to draw too much.
Igneous Ashes
(B/R) Legendary Land (m)
Whenever a creature is sent to the graveyard, you can remove a card of your graveyard: Untap ~. t, sacrifice x creatures: Add X mana in any combination ofR and G
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It combos... with itself. It is a land that doesn't tap for mana (normally) on the first turn of the game, so new players will hate it. It's a bizarre combo piece that adds more than 1 color of mana to your mana pool. Oh... and on top of that. it can untap itself... yikes.
Serrela, Angel of Hope5WW
Legendary Creature - Angel (M)
Flash, Flying, Vigilance, First Strike, Lifelink.
5/5
My goal here is to create a flashy (no pun intended) Akroma, Angel of Wrath variant for an evergreen introductory box set I'm thinking of. One of the worries I have with magic is that it doesn't have a really good introductory product to teach new players the game. I'm thinking WOTC should print a 5-mono-colored-deck box set to be sold in game aisles alongside Monopoly and Scrabble. On the plus side, it can include evergreen cards for standard. Part of the focus would be on learning evergreen mechanics, so a legendary creature with so many would be appropriate and pretty interesting. I toyed with giving it Hexproof... but these 5 abilities are clearly in White's wheelhouse, Hexproof not as much. Indestructible should be used sparingly, as once this hits the field, if you can manage to kill it, you should feel really good about yourself.
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Spirit Of The Chalice 2W
Creature - Spirit (R)
Flying
Whenever you cast a spell, you gain 1 life. Then if you have 30 or more life, transform Spirit Of The Chalice.
People life by hopes and dreams...
2/2
//////////
Terror Of The Chalice (BLACK)
Creature - Horror
Flying
Whenever an opponent casts a spell, that player loses 5 life.
... and die from despair and nightmares.
2/2
Maybe this should be white/black from the start, but then again, we have Wayward Disciple... Comments?
Talking about card drawing, this is the card drawer I want to see in amonkhet to balance out the copycat/mardu decks. My favorite would be to make my copycat opponent make 1012019238597438532r3097042570942 cats and then tell him: ok, draw that many cards... ooops, you deck yourself! (EDIT: a rules guru should double check, but this works I think: token go to the GY as part of the state based effect, at which point this spell is still resolving, so when the spell counts the number of creatures in the 'yards those tokens ar eindeed counted, right?)
Visions of desolation 1UUB
Sorcery
Quickening UU (You may pay UU as when you cast this card. If you do, you may cast it as tough it had flash.)
Each opponent sacrifices all his or her creatures and planeswalkers. Then, target player draw cards equal to the number of creatures and planeswalkers in all graveyards.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Such heavy blue weight seems very awkward and un-blue for heavy grave emphasis and death. See: Bolas' extra weight towards Black in general, and sac-draw effects are typically black like Morbid Curiosity; etc.
Also, the effect could be made cheaper by making it double-edged; and the draw effect goes to both sides (split evenly? not philosophically black and moreso a hand-Balance, but, perhaps justifiable). That way you'll usually gain the upper hand, but it'll kill you too in the copy cat scenario - unless you have more cards in your deck than they do while one of their pieces is flickered, so they cant't respond with some 30 cats and Saheeli dying on board, making them draw out before you do). In another application, each player just draws for each guy they sac, and since they'll have to discard to hand size at the end of their turn when you'd play it, you'll be up on them for a little bit.
Here's one iteration on the design:
Visions of Desolation UUBB
Sorcery
You may cast ~ as though it had flash if you pay 1 more to cast it.
Each player sacrifices all creatures and planeswalkers he or she controls. Then each player draw cards equal to the number of permanents he or she sacrificed this way.
This is a split and streamlined version, but you can tweak it as you like. It's a very cool card concept you can spin in tons of ways, good job!
As for mine...
Andera, the World-Grave
(Legendary?) Land
{T}, Sacrifice a land: Add 1 mana of any color to your mana pool.
Whenever a land is put into your graveyard from anywhere, you may draw a card. If you do, discard a card. (discarding a land will trigger this again)
-Purpose: to provide an efficient engine for mulch strategies to find and play the pieces they need, while not being overly efficient outside of this particular strategy.
Mulch is an ability in my set that sacrifices a land to boost a spell's effectiveness or give a creature another effect, and other permanents care about lands going to the grave while in play (either from the battlefield or from anywhere at higher rarities).
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Morose Attendant 1W
Creature - Human Cleric (U)
Whenever another creature dies, you gain 1 life.
1B, pay 2 life: Target creature gains indestructible until end of turn.
"Why do people leave this world when it's not their time?"
1/1
Too strong for uncommon?
EDIT:
Morose Attendant 1W
Creature - Human Cleric (U)
Whenever another creature dies, you gain 1 life.
1B, pay 2 life: Another target creature gains indestructible until end of turn.
"Why do people leave this world when it's not their time?"
1/1
Yeah, probably too strong Magac for uncommon in its current state. I think the problem would be if you "cheated" a creature game winning into play, and then used the Attendant's ability to protect the game-winning bomb from removal, as well as the Attendant itself. At uncommon level it might be better to have:
Morose Attendant 1W
Creature - Human Cleric (U)
Whenever another creature dies, you gain 1 life.
1B, pay 2 life: Target other creature gains indestructible until end of turn.
"Why do people leave this world when it's not their time?"
1/1
That way, a player would have to find another way to protect the Attendant's fragile body.
Or perhaps:
Morose Attendant 1W
Creature - Human Cleric (U)
Whenever another creature dies, you gain 1 life.
1B, pay 2 life: Target creature gains indestructible until end of turn. Sacrifice that creature at end of turn.
"Why do people leave this world when it's not their time?"
1/1
In this version, the indestructibility comes at a cost - meaning your minion will have a chance to hit your opponent... at the cost of it's life! (cue maniacal laughter...)
Anyway, that's my two cents. Hope it helps. I think the flavor text is great.
Made this card earlier today - curious to see what you all think.
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Frostfoot Labyrinth 2U
Enchant Island - Location Aura (R)
Enchant Island.
When this card enters the battlefield, and at the beginning of your upkeep, select a location you control. Effects and abilities from all other locations end. Then choose a creature for each location you control.
Until end of turn, if those creatures block, they gain "Ut: Return creature blocked by this creature to its owner's hand."
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The idea was to make a card which represents a place a planeswalkers might use to defend themselves and their followers from enemies.
Concerning the 'Location' subtype, the plan is to make more locations, so at the beginning of your upkeep, your opponent has to play around which one you are going to "turn on". Also, I think it would be good to make other cards that interact with the subtype.
With the "effects and abilities from all other locations end" part, I put that in because I didn't think it was reasonable for a planeswalker to be in more than one place at once - either you are ambushing your opponents in the Frostfoot Labyrinth, or your not. Or you are a chronomancer. Whatever.
With the "Ut: Return creature blocked by this creature to its owner's hand." text, I took inspiration from Sigil of Sleep.
Xerox, Master Clone 4UU
Planeswalker - Xerox
+1: Create a 1/1 Clone token. Destroy it at the beginning of your endstep.
-3: Xerox, Master Clone becomes a copy of a creature on the battlefield and gains "If this creature would die this turn, return it to the battlefield the next upkeep."
-10: You gain an emblem with "Whenever a permanent enters the battlefield under your control, you may create a copy of that permanent."
4
Comments?
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Contagious Insanity 3BBB
Sorcery (B)
Starting from you, each player discards a card until a player cannot discard a card. Each player loses life equal to the total converted mana cost of cards discarded this way divided equally, rounded up.
Madness claws the mind until it bleeds into the body.
Comments?
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Necroalchemist's Abode
Land (R)
Whenever a creature card is exiled from a graveyard, put a flesh counter on Necroalchemist's Abode.
T: Add C to your mana pool.
T: Exile target creature card in a graveyard. Its controller gains 1 life.
T, remove seven flesh counters from Necroalchemist's Abode: Create a 5/5 black Zombie Giant creature token.
Uuuuuuugh... complicated...
Necroalchemist's Abode V2
Land (R)
T: Add C to your mana pool.
T: Exile target creature card in a graveyard. Its controller gains 1 life.
Nice, straightforward, auto-include in quite a few decks. If you want to make a giant token, make the land and token legendary, make it black, and make it so that exiling puts a charge counter.
Tomb of Volok the Returned
Legendary Land - Tomb(R)
Whenever a creature card is exiled from a graveyard, put a flesh counter on Necroalchemist's Abode.
T: Add B to your mana pool.
T: Exile target creature card in a graveyard and put a charge counter on ~. Then, if ~ has 5 or more charge counters on it, sacrifice it and create a 5/5 black legendary zombie giant creature token with deathtouch and menace named "Volok the Returned."
My card:
Stalking Spirit of Solal (no mana cost)
Creature - Spirit (U)
Flying
Human Anchor 2U (2U: Choose a human you control. If you did, put ~ onto the battlefield anchored to that human. When that human leaves the battlefield, sacrifice ~.
4/4
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Saldavaronis, Keeper Of Memory 4GWU
Legendary Creature - Horror (M)
Flying, vigilance
If a card would be put into your graveyard from anywhere, exile it instead.
At the beginning of your upkeep, if there are seven or more cards exiled by Saldavaronis, Keeper Of Memory, shuffle your hand and graveyard into your library, then put the exiled cards into your hand.
"What was, is. What is, will be. And what will be, was."
6/6
Comments?
This next card was intended as a control finisher. I dislike clunky creatures like aetherling, prefering to opt for non creautre win cons.
Sactum of meditation.
land
t: add <> to your mana pool.
At the beginning of your upkeep, if there are no cards in your library, shuffle all instant and sorcery cards from your graveyard into your library.
XXUU, t: scry X, then draw X cards.
The first ability would be quite interesting on a 1 drop "draw a card" instant. The 2nd is nonsense overkill that would make for a quite strong one-time sorcery spell, so putting it on a land is madness (and not the good kind).
Antithesis Discovery 1UU
Instant
Draw a card for each card you've drawn this turn.
Miracle U (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sometimes you discover that you've discovered nothing.
You mean four? But otherwise, hmm... ok, yeah, might be too busted.
Antithesis Discovery..... lol.... that Miracle cost is silly for an effect like this, but it works (just one extra card draw) and I love the flavor text. Taking Paradoxical Outcome as a comparison, though, I think the hardcast cost itself may need to be at least 5 or 6. Could you imagine the sheer disaster of this hitting after Magus of The Wheel?
Something weird
Skathelinos, Churning Past 3UURR
Legendary Creature - Horror (M)
Flying
At the beginning of your upkeep, shuffle your hand and graveyard into your library, then draw four cards and put the top four cards of your library into your graveyard.
"What was, what is and what will be are interchangeable."
5/5
Busted?
Token Reclamation 1G
Sorcery (R)
Escalate - Populate (Create a token that's a copy of a creature token you control for each mode chosen beyond the first.)
Choose one or more -
- Sacrifice a creature. If you did, search your library for a land card and put it onto the battlefield tapped.
- Sacrifice a creature. If you did, destroy target artifact and/or destroy target enchantment.
- Sacrifice a creature. You gain 2 life for each creature put into your graveyard this turn.
Ingenious. A very interesting take on effect as cost, but given that thanks to Escalate you can choose all three modes at once for a measly 2 mana, I think it's a bit on the cheap side. 4's probably safe.
Not done with my previous shenanigans yet.
Keeper Of Chaos Diaries 5RR
Creature - Horror (M)
When Keeper Of Chaos Diaries enters the battlefield, exile your library, hand and graveyard. From cards exiled this way, put seven of them at random into your graveyard, then put seven of them at random into your hand, then shuffle seven of them at random into your library.
Some tales and memories are prone to rewriting.
7/7
Comments?
Unholy Victory 3BBB
Sorcery (R)
Choose one-
-Gain control of target creature.
-Destroy two target creatures.
"I win." -Ob Nixilis
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Sacrificial Victory3BB
Sorcery (R)
Choose 1 -
- Sacrifice a creature. If you did, gain control of target creature.
- Sacrifice a creature. If you did, destroy up to two target creatures.
Entwine - Pay 5 life.
Kal of the Way 1W
Legendary Creature - Human Cleric (R)
When ~ or another cleric enters the battlefield under your control, you may return an aura card with a CMC of 2 or less from your graveyard to pay attached to that creature.
1/3
Edit: PS Magac, Keeper Of Chaos Diaries seems fair and is a rather awesome commander-card. It's not hard to conceive of a reanimater deck that can delve away undesirables from the 'yard to make for a fun sort of combo. I'm glad it's not legendary - that could make it busted in commander.
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Immersive Research 4UR
Sorcery (U)
Shuffle your hand into your library, Scry 7, then draw three cards.
Sometimes, nothing short of a thorough examination will do.
Too strong?
Aura-Estrella 4CCCC
Legendary Artifact - Equipment (M)
As an additional cost to play ~, pay EEE
~ can only Equip to Legendary Human creatures.
At the beginning of your upkeep, you get E equal to the converted mana cost of equipped creature.
Artifacts cost 1 less to cast for every E you have.
Once per turn, choose one —
It's a self morphing weapon, I guess...
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
I rediscovered an old set in the making of mine and decided to get back to it. So here's a rare from Return to Kamigawa
Assault Kami 2RG
Creature - Spirit (R)
Trample, Haste
Assault Kami attacks each turn if able.
Veil (You may cast either side of this card.)
//
Violent Assault 3RG
Sorcery - Arcane (R)
Untap all creatures you control. After this phase, there is an additional combat phase followed by an additonal main phase. Creatures you control attack this turn if able.
Veil (You may cast either side of this card.)
DFCs are the fixed version of flipped cards, and I think the Veil mechanic ties well with the lore of the Kami.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
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Mind's Blossom 5GGU
Sorcery (R)
Reveal any number of land cards from your hand and shuffle them into your library. Then reveal cards from the top of your library until you reveal the same number of land cards, then put all cards revealed this way into your hand.
The mere dream of a lush scape can inspire the mind to recreate it.
Yes, this has the chance of drawing you quite a big bunch of cards, especially if you happen to have enough land due to playing, say, that Orochi ascendant whatshernameagain who asks you to reveal seven land cards to flip? Comments?
Igneous Ashes
(B/R) Legendary Land (m)
Whenever a creature is sent to the graveyard, you can remove a card of your graveyard: Untap ~.
t, sacrifice x creatures: Add X mana in any combination ofR and G
Forum Set Make!
(W/B)(U/R)(B/G)(R/W)(G/U)Mornad Broken (Active)(W/B)(U/R)(B/G)(R/W)(G/U)
My decks:
(R/G)Atarka, the Beastly Dragon Call (EDH)(R/G)
Serrela, Angel of Hope 5WW
Legendary Creature - Angel (M)
Flash, Flying, Vigilance, First Strike, Lifelink.
5/5
My goal here is to create a flashy (no pun intended) Akroma, Angel of Wrath variant for an evergreen introductory box set I'm thinking of. One of the worries I have with magic is that it doesn't have a really good introductory product to teach new players the game. I'm thinking WOTC should print a 5-mono-colored-deck box set to be sold in game aisles alongside Monopoly and Scrabble. On the plus side, it can include evergreen cards for standard. Part of the focus would be on learning evergreen mechanics, so a legendary creature with so many would be appropriate and pretty interesting. I toyed with giving it Hexproof... but these 5 abilities are clearly in White's wheelhouse, Hexproof not as much. Indestructible should be used sparingly, as once this hits the field, if you can manage to kill it, you should feel really good about yourself.