Forever Seeking - BBB
Enchantment
Pay 1 life, Name a card: Exile the top card of your library face up, if it is the named card, until the end of turn, you may play that card as if it was in your hand.
I really like this idea. It requires setup, but it seems especially nasty when combined with cards like Lantern of Insight or Skill Borrower.
My card may not be as inspired as the one above, but here it is:
Shadow of Life WB
As Shadow of Life enters the battlefield, choose an opponent.
Shadow of Life gets -X/-X, where X is the chosen player's starting life total minus his/her current life total.
13/13
This card is obviously influenced by Death's Shadow, but I find it to be quite different from the mechanical point of view.
I imagine it to be produced in a Commander Set, where the players' starting life total is higher and therefore it does not become as impactful as it would be in other formats.
That's a pretty interesting winmore card, as it's extremely cheap but you have to have the opponent pretty close to death already. I'd actually make it cost , because you have much less ability to control the opponent's life total than you do your own. Death's Shadow is a good card because it's an excellent finisher for Suicide Black, which can reliably get themselves down to a small enough amount of life to get a 5/5 or more out of it. Reliably getting the opponent down to 11 life without enough blockers to stop this is pretty hard, especially because the Red inclusions useful to get Death's Shadow some Haste for your finisher become much more complicated when you need to have White mana.
Overall, it's kinda a bad place for card design, because it's only useful to finish off the opponent when you're already pretty close to doing so. Death's Shadow is largely useful because it slots in well with a deck type that can afford to have a win condition reliant on having less than five health, because it can reliably get to that when desired.
Have a crosspost from the Impossible Creature Type Game:
FurnaceOverlord7(R/P)(R/P)(R/P)(R/P)
Artifact Creature - Dragon Phoenix
Affinity for Artifacts
Flying, Haste
: Furnace Overlord gains +1/+0
When Furnace Overlord comes into play, you may Exile any number of Artifacts from the battlefield or graveyard. For each Artifact owned by an opponent you Exile, you must Exile an Artifact you own. (B/G), pay 2 life, Exile an Artifact you control: Return Furnace Overlord to your hand.
7/7
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The reason it's a Phoenix is just because that was the challenge. The regenerate replacement returning to the hand is because an immediate return to the field would be too much of a screw for the artifact-centric decks this thing would be competing with in Standard.
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
There's too much going on with this card, for one things. Phyrexian mana, hybrid mana (of different colors, no less), plus all the artifactuality -- it's one thing to design it for a contest, but if you're presenting it in an entirely different thread, make it the card you want it to be, not the card you "had" to make for the challenge.
I'd start by getting rid of the triggered ability, since it seems the most over-the-top and difficult to word; it also doesn't play nice with affinity.
I mis-read the last ability as being "Return Furnace Overlord *from the graveyard* to your hand", which is more in keeping with other Phoenix cards. Is there a reason why you went with bouncing it?
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Root Strength -- 1GG
Enchantment - Aura
Enchant creature
Enchanted creature's power and toughness are each equal to the number of basic lands its controller controls.
Well, I wanted to make a merger of Furnace Drake(which just flat out Exiles all Artifacts once you play it from your hand, making it a worse offender for the Affinity issue) and Hellkite Overlord. The two cards linked in the name... The reason for being from the field is that it's instant speed and thus can be used as a pseudo-Regenerate, borrowing from Hellkite Overlord. The Bounce clears a good number more threats from it, but then you have to recast it, rather probably with less Affinity credit.
Although there's shenanigans to be had with some readings of interactions with stuff like Artifact Mutation or Death Mutation, where the effect after the destruction doesn't require the creature to still be there. And because it's not Regenerate, it successfully recovers the card.
As for Root Strength, it makes sense and requiring Basic lands solves one of the major issues with any such card in Legacy. Namely, Life and Limb, which doesn't cause Saprolings to be Basic Lands. So it's good in Landfall, and can work as a debuff for particularly large creatures alongside heavy land destruction or enemy early power plays(like Slivers using ramp to get out Legendaries with only two or three lands), but a lot of the things that could make it problematic are left out by the basic land clause.
Without any real exploits making it more powerful as a buff, it's a good scaling effect that's a useful buff in Landfall deck, or land-focused ramp decks. Normally, it'll not make a really strong creature until after most games are already over. Nice and balanced because it's only useful in edge cases, as far as tournaments go, but you can build decks around those edge cases. It'll never be the core of a deck, which is good. It's a superstar pick for land-based ramp decks, but it isn't going to be the win condition of the deck.
Have a crosspost from Work That Name:
Darksteel Geode3
Artifact
Indestructible
Darksteel Geode comes into play with five Gem Counters on it.
, Remove a Gem Counter from Darksteel Geode: Add one mana of any color to your mana pool.
, Remove a Gem Counter from Darksteel Geode: Put a Gem Counter on a land or artifact you control.
: Lands and Artifacts you control with gem counters on them have Indestructible.
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There's a single case where being a Gem counter is useful for other purposes than what's on this card: Briber's Purse. This is not the intended interaction, but is welcome and more useful. The intended interaction was restoring counters to Gemstone Mine, but that is Sacrificed when it runs out, while Briber's Purse could be played for zero, then Proliferated to a good number of counters.
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
Darksteel Geode is a great card concept. I'm a little confused about the 3 ability. Not sure what you were going for there, unless you meant "3: Land and artifacts you control with Gem counters on them gain Indestructible until end of turn", which makes a lot more sense, but it would probably be the best to just have a blanket ability that states "Land and artifacts you control with Gem counters on them have Indestructible". Also, the 2 ability is way too over powered, and it should also have to tap to activate. Other than that it's a good idea.
Unending NightBBBBB
Enchantment
Black creatures have Menace and Fear.
Nonblack creatures can't attack and get +3/+3.
Unending Night -- The "nonblack" clause is what gets me; between menace and fear, your black creatures are going to be unblockable except in a mirror match, so the second ability just locks your opponent out of the game. It doesn't matter that they get the p/t boost; even in a dedicated fight deck, the best they can do is kill your guys but they'll never be able to land a hit on you. Five cmc cards should get you close to winning the game, but this is a rather unfun way to do it.
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Harayah's Council -- 3W
Creature - Human Advisor
Protection from Advisors
When Harayah's Council enters the battlefield, each other player creates a 3/3 white creature token named Harayah's Council that has protection from Advisors.
At the end of each turn, if all creatures named Harayah's Council are tapped, you gain six life.
3/3
Well it doesn't quite fit the proper templating as you have it, I'm not sure if it exactly works- you want the tokens to essentially be copies of Harayah's Council, but if they were exact copies, the ability would go infinitely recursive and draw the game. But as you've got it, the tokens and the card itself have the same name, but different rules texts, which might technically work but wizards would frown on it (outside the current unset fun times).
I think it could be amended with a simple 'non-token' clause or "when you cast" clause:
"When Harayah's Council enters the battlefield, if its not a token, each other player creates a token that's a copy of Harayah's Council"
of course the trouble with that is it changes your intended playstyle because the ability would work for opponents
The other easy way is if the tokens were just different creatures, ie "Creates a 3/3 white creature token named Shalada's Council"...
My problem is with the protection from each other, there's no way to force your opponent to attack, so it relies on tap or kill effects to ever get life. But I guess that works with removal, so thats pretty decent
Tunnel Network
Land (R) T: Add C to your mana pool.
Whenever a land enters the battlefield tapped, untap Tunnel Network.
I like that it gives you an additional copy of ETB triggers, that's an interesting design space. But you've definitely made it undercosted. Wizards put the mind control effect around ~6 CMC for vanilla effects when its an unreversable sorcery, with sometimes cheaper versions with drawbacks/conditions at 5 or even 4. Confiscation Coup and exert influence are conditional at 5, kefnet's last word does it at 4 but has one harsh drawback. The problem here is that you've got it not just at 5 with all upside and extra targets of artifact/enchantment- even letting you reset auras unlike other theft effects- but the instant speed is a crucial difference. As a combat trick, letting this flicker and steal an enemy creature with an +1 CA ETB trigger when an opponent attacks, then blocking it without dying, is like a.... 4 for 1? You get +1 creature +1 ETB, they get -2 creatures. But losing the instant speed gimps the usefulness of a flicker trigger. It might work at 4UU.
Kaya Revenant2WB
Legendary Planeswalker - Kaya (M)
-1: Each opponent loses 1 life and you gain 1 life. Until your next turn, if Kaya is put into your graveyard from the battlefield, return her to the battlefield at the beginning of your next upkeep.
-3: Put target creature an opponent controls into its owner's graveyard until Kaya leaves the battlefield.
-X: Return target creature card with converted mana cost X from your graveyard to the battlefield until Kaya leaves the battlefield.
5
Kaya Revenant2WB
Legendary Planeswalker - Kaya (M)
-1: Each opponent loses 1 life and you gain 1 life. Until your next turn, if Kaya is put into your graveyard from the battlefield, return her to the battlefield at the beginning of your next upkeep.
-3: Put target creature an opponent controls into its owner's graveyard until Kaya leaves the battlefield.
-X: Return target creature card with converted mana cost X from your graveyard to the battlefield until Kaya leaves the battlefield.
5
The design of this card is interesting, but I do not think it works like you want it to. I am no judge, but I believe that killing Kaya using the first ability does not bring her back, since when it is activated Kaya is already in the graveyard. To work like that it would need to become a static ability (something along the lines of "Whenever Kaya activates its first ability, until your next turn, if she is put into a graveyard, return her to the battlefield at the beginning of your next upkeep"). Alternatively, you can make the the first ability cost no loyalty.
I also think that, while the second ability is interesting, it does not make much sense gameplay-wise. Even in fantasy worlds killing someone's murderer does not bring the victim back most of the times. I would rather exile the creature, as well as Kaya when she is going to come back.
Anyway, I find it a very interesting card, that explores the design possibilities of planeswalkers.
Ignition Spark 1R
Instant
Ignition Spark deals 1 damage to target creature, player or planeswalker.
You may search your library for any number of cards named Ignition Spark andput them into your hand. If you do, shuffle your library.
Just to give background to the creation of this card, I imagined it in a Young Pyromancer deck, and when designing it I was comparing it to Electrolyze and Squadron Hawk.
I’m inherently cautious of Squadron Hawk effects, since in constructed is essentially 1 damage plus draw 3. I think that 1 damage is enough weaker than a 1/1 flier that this is probably fine though. If I was being cautious I would limit this so that it only hits creature and walkers, but it’s probably safe on its own.
Die Alone
BB
Enchantment - Aura Curse
Rare
Enchant Creature
The enchanted creature has ‘This creature is indestructible as long as you control at least one other creature’ and ‘At the beginning of your upkeep, sacrifice another creature. If you can’t, sacrifice the enchanted creature’.
Pretty strong. A bit of a trade-off of making your opponent's most dangerous creature indestructible, but the effect is Cruel Reality, so taking that into account, maybe it should cost 4?
A Un card.
Enforcer Of Coats3R
Creature - Human (R)
Whenever an opponent taps a land for mana, if the mana doesn't share a color with the top that player is wearing, Enforcer Of Coats deals 2 damage to that player. (Example of tops are shirts, T-shirts, jackets, and tank top) "I thought you are a blue player?!?"
2/2
Originally wanted to make this symmetrical like Manabarbs, but since the effect tend to backfire on you (forcing you to wear a red shirt, for example), I decided to make it one-sided. Especially because this card probably won't work well against some colors, such as white and black (and who wears green shirt, anyway?). Comments?
But seriously, not too bad, given that it's a creature and therefore suspect to removal.
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Atanna, Shielded By Grace -- 3WW
Creature - Human Paladin
Vigilance
If a source would deal damage to Atanna, prevent all but 1 on that damage. You gain life equal to the amount of damage prevented this way.
3/3
My concern with Atanna is that her ability makes her too difficult for decks lacking non-damage based removal to deal with. If you ever make an attack with her into a board that can kill her, you are probably winning this turn, and she is otherwise unkillable in combat. I’d look to either weaken her ability, making it so that creature based decks can answer her, or raise her costs to reflect her durability.
Raging Rapids
Land Creature - Elemental
(This card is blue)
When Raging Rapids enters the battlefield, you may pay 2UU. If you don’t, exile Raging Rapids, then you may search your library for a basic Island and put that card onto the battlefield tapped. If you do, shuffle your library.
Prowess
T: add U to your mana pool.
3/2
Raging Rapids
Land Creature - Elemental
(This card is blue)
When Raging Rapids enters the battlefield, you may pay 2UU. If you don’t, exile Raging Rapids, then you may search your library for a basic Island and put that card onto the battlefield tapped. If you do, shuffle your library.
Prowess
T: add U to your mana pool.
3/2
I find it an interesting take on manlands. I wonder, though, if having Prowess isn't counter-intuitive for a creature like that, although I find it someway fitting.
Time Crack 4UUU
Instant
You may skip you next turn rather than pay Time Crack's mana cost.
Split Second
End the Turn.
I created this card some time ago keeping in mind to make it strong against combos but relatively weak against other decks.
Edit: Expanded a little my position on Raging Rapids.
Time Crack accomplishes its desired purpose beautifully! I would play it in Commander.
Magebane Affliction1UB
Enchantment — Aura
Enchant creature
Enchanted creature has “Whenever you cast a spell, put a -1/-1 counter on this creature.”
When Magebane Affliction is put into a graveyard from the battlefield, return it to its owner’s hand.
Hummm, interesting. The blue feels odd, but otherwise I think this could work.
Next
Plague of Envy3BB
Enchantment (R)
At the beginning of your upkeep, each opponent who has more life than you loses 1 life, each opponent who has more cards in hand than you discards a card, and each opponent who controls more nonland permanents than you sacrifices a nonland permanent. "I believe in fairness of all things. Even if I must enforce it myself."
Not sure if 5 mana is the right cost for it. Not as reliable as Undercity Plague in terms of actually hitting players, but at the same time doesn't require combat damage commitment to fire every turn...
Plague of Envy3BB
Enchantment (R)
At the beginning of your upkeep, each opponent who has more life than you loses 1 life, each opponent who has more cards in hand than you discards a card, and each opponent who controls more nonland permanents than you sacrifices a nonland permanent. "I believe in fairness of all things. Even if I must enforce it myself."
Not sure if 5 mana is the right cost for it. Not as reliable as Undercity Plague in terms of actually hitting players, but at the same time doesn't require combat damage commitment to fire every turn...
I personally like this card, but I think that this kind of effects, except for the life drain, belong more to the color white than black. I'm thinking about cards like Balance or even Linvala, the Preserver. Apart from that, I think that the cost is right, since it goes online only one turn after you've played it. If it were a curse, though, I would make it cost 1 more.
Gideon, Crusader from the Outlands 2WW
0: Put a loyalty counter on Gideon, Crusader from the Outlands for each creature you attacked with this turn.
0: Until end of turn, Gideon, Crusader from the Outlands becomes a Human Soldier creature with power and toughness each equal to the number of loyalty counters on him and gains indestructible. He's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: Gideon, Crusader from the Outlands deals damage equal to the number of counters on it to target planeswalker or tapped creature. Gideon, Crusader from the Outlands loses a loyalty counter for each creature card in your graveyard.
Loyalty 3
This card was originally a rework of Gideon, Champion of Justice. This can be noted by looking at the first ability, a reference to the Battalion mechanic, and primarily at the second ability, which remained unchanged. The third ability being able to target tapped creatures is a last-minute addition, but it feels right to me, since I think it would be too one-dimensional otherwise; another positive aspect of this change is that it calls to mind the original version of Gideon Jura.
An interesting design. The Loyalty Raid ability seems more than fair. You'll definitely have to build around this Gideon more than some of the others.
Obviously we want Gideon to turn into a creature and so I like ability number two.
Now we come to ability three. I'm just not entirely sold on it. This will be the first Gideon tha deals damage directly and while that's perfectly okay, it's followed up but this weird (to me) creatures in the yard loyalty removal clause. Something doesn't seem right about it.
Next: A Commander
Gorlak, Magebane TerrorBG
Legendary Creature — Plant Skeleton (M)
Wither
Whenever an opponent casts a spell, put a +1/+1 counter on Gorlak, Magebane Terror.
When Gorlak dies, each opponent discards a card at random.
[1/1]
Gorlak -- A little strong for my tastes. The two triggered abilities don't relate to each other, so it seems like a bit of a miss. And it doesn't tie in, conceptually, with Magebane Affliction, so that also counts as a strike.
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Rishadan Kidnapper -- 2BB
Creature - Ogre Mercenary
Whenever Rishadan Kidnapper deals combat damage to a player, reveal cards from the top of that player's library until a creature card is revealed. Exile that card, and put the rest on the bottom of that library in any order.
When Rishadan Kidnapper dies, shuffle each card exiled with it into its owner's library.
3/2
An interesting design. The Loyalty Raid ability seems more than fair. You'll definitely have to build around this Gideon more than some of the others.
Obviously we want Gideon to turn into a creature and so I like ability number two.
Now we come to ability three. I'm just not entirely sold on it. This will be the first Gideon tha deals damage directly and while that's perfectly okay, it's followed up but this weird (to me) creatures in the yard loyalty removal clause. Something doesn't seem right about it.
It is a design choice that makes it different from Garruk Relentless, while limiting the possibility of using him in (non token-based) weenie decks. Lore-wise, I imagine him progressively losing his morale, as well as his faith in you as a commander (so his loyalty) the more of his comrades die in battle.
Rishadan Kidnapper -- 2BB
Creature - Ogre Mercenary
Whenever Rishadan Kidnapper deals combat damage to a player, reveal cards from the top of that player's library until a creature card is revealed. Exile that card, and put the rest on the bottom of that library in any order.
When Rishadan Kidnapper dies, shuffle each card exiled with it into its owner's library.
3/2
I think this creature should be a Nightmare rather than an Orc, since it is a card that messes with libraries (metaphorically the minds of the mages). Either way, I would personally like it to have menace, as it justifies the high mana cost/stats rate, and ties the card together by making it something that punishes decks that have few, very powerful creatures. That is, if you figure this card as a rare (I did because of the unique effect that the card has). By the way, I find it to be a creative and original example of card design. Good job!
Now, my card is more ordinary per se, but I tried to imagine its character playing a specific role, as simple as the latter is:
Tempest, the Radiant 1RGWU
Legendary Creature - Elemental Angel
Flying, Vigilance, Lifelink, Haste
When Tempest, the Radiant deals combat damage to an opponent, until your next turn that player can't activate abilities unless they're mana abilities.
4/4
I imagined him as someone whose task is to keep his plane in balance and preserve it from external threats (hence his ability to inhibit planeswalkers, among other things). Fun fact: after a little research, I found out that no other creature currently has the same combination of crature types, as well as of keywords naturally.
I think this creature should be a Nightmare rather than an Orc, since it is a card that messes with libraries (metaphorically the minds of the mages)
I disagree here. The flavor is spot on. The library represents more than the mental capacity of the players. In the instance of Rishadan Kidnapper the Ogre is a Mercenary which in the context of the card means someone paid this dumb ogre money to take someone (a creature.)
The idea of adding Menace is a great idea as it could add even more flavor to the card. It could represent the Ogre encountering people trying to stop him from taking the previously mentioned person. With an Ogre it's likely that it would take more than one person to stop it. Good suggestion.
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Now for your card.
I don't see blue represented in the design currently or green either actually. It seems like a very nice inclusion in the 99 and I'd certainly run it in a Boros deck no doubt. An Elemental Angel seems like it could be neat and the lore bit you included about protecting a plane is the most likely purpose of such a creature.
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My Card: For Commander
Strangling Roots2BG
Sorcery
Buyback — Sacrifice a creature or land.
Destroy target creature or land.
What's the cost looking like to you? How about the buyback cost? Power level? Cardname needs updated probably too Putrefy Reclaiming Vines Sinkhole
This seems like a very strong card. Repeatable land destruction is very strong and usually a little unfair, especially since creatures are a more expendable resource than lands. The power level and mana cost do seem appropriate at sorcery speed, but if you want this kind of card to be appreciated and/or accepted by more people then I'd change the buyback cost to just "Sacrifice a land".
Here's my card, in anticipation of a return to Theros
Kytheon Iora2RW
Legendary Planeswalker - Gideon (Mythic Rare)
[+2]: Until end of turn, Kytheon Iora becomes a 4/4 Human Soldier creature with indestructible that’s still a planeswalker. Prevetn all damage that would be dealt to him this turn.
[-2]: Exile target artifact or enchantment. You gain 2 life.
[-7]: Untap all creatures you control. They get +2/+1 and gain vigilance until end of turn. After this phase, there is an additional combat phase followed by an additional main phase.
Starting Loyalty: 4
Kytheon -- I know that MtG always has planeswalker's card names line up with planeswalker types, but I like the idea of a cycle of "incognito" planeswalkers. The ultimate could be a little stronger, since it's essentially a one-shot effect. Useful for an alpha strike; I wonder if trading vigilance for first strike wouldn't make it too over the top.
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Denedden's Great Duplicator -- 5
Legendary Artifact
Whenever you cast a spell, you may reveal cards until you reveal a card with the same card name. Put that card into your hand, and put all other cards revealed this way on the bottom of your library in a random order.
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I really like this idea. It requires setup, but it seems especially nasty when combined with cards like Lantern of Insight or Skill Borrower.
My card may not be as inspired as the one above, but here it is:
Shadow of Life WB
As Shadow of Life enters the battlefield, choose an opponent.
Shadow of Life gets -X/-X, where X is the chosen player's starting life total minus his/her current life total.
13/13
This card is obviously influenced by Death's Shadow, but I find it to be quite different from the mechanical point of view.
I imagine it to be produced in a Commander Set, where the players' starting life total is higher and therefore it does not become as impactful as it would be in other formats.
Overall, it's kinda a bad place for card design, because it's only useful to finish off the opponent when you're already pretty close to doing so. Death's Shadow is largely useful because it slots in well with a deck type that can afford to have a win condition reliant on having less than five health, because it can reliably get to that when desired.
Have a crosspost from the Impossible Creature Type Game:
Furnace Overlord 7(R/P)(R/P)(R/P)(R/P)
Artifact Creature - Dragon Phoenix
Affinity for Artifacts
Flying, Haste
: Furnace Overlord gains +1/+0
When Furnace Overlord comes into play, you may Exile any number of Artifacts from the battlefield or graveyard. For each Artifact owned by an opponent you Exile, you must Exile an Artifact you own.
(B/G), pay 2 life, Exile an Artifact you control: Return Furnace Overlord to your hand.
7/7
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The reason it's a Phoenix is just because that was the challenge. The regenerate replacement returning to the hand is because an immediate return to the field would be too much of a screw for the artifact-centric decks this thing would be competing with in Standard.
I'd start by getting rid of the triggered ability, since it seems the most over-the-top and difficult to word; it also doesn't play nice with affinity.
I mis-read the last ability as being "Return Furnace Overlord *from the graveyard* to your hand", which is more in keeping with other Phoenix cards. Is there a reason why you went with bouncing it?
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Root Strength -- 1GG
Enchantment - Aura
Enchant creature
Enchanted creature's power and toughness are each equal to the number of basic lands its controller controls.
Although there's shenanigans to be had with some readings of interactions with stuff like Artifact Mutation or Death Mutation, where the effect after the destruction doesn't require the creature to still be there. And because it's not Regenerate, it successfully recovers the card.
As for Root Strength, it makes sense and requiring Basic lands solves one of the major issues with any such card in Legacy. Namely, Life and Limb, which doesn't cause Saprolings to be Basic Lands. So it's good in Landfall, and can work as a debuff for particularly large creatures alongside heavy land destruction or enemy early power plays(like Slivers using ramp to get out Legendaries with only two or three lands), but a lot of the things that could make it problematic are left out by the basic land clause.
Without any real exploits making it more powerful as a buff, it's a good scaling effect that's a useful buff in Landfall deck, or land-focused ramp decks. Normally, it'll not make a really strong creature until after most games are already over. Nice and balanced because it's only useful in edge cases, as far as tournaments go, but you can build decks around those edge cases. It'll never be the core of a deck, which is good. It's a superstar pick for land-based ramp decks, but it isn't going to be the win condition of the deck.
Have a crosspost from Work That Name:
Darksteel Geode 3
Artifact
Indestructible
Darksteel Geode comes into play with five Gem Counters on it.
, Remove a Gem Counter from Darksteel Geode: Add one mana of any color to your mana pool.
, Remove a Gem Counter from Darksteel Geode: Put a Gem Counter on a land or artifact you control.
: Lands and Artifacts you control with gem counters on them have Indestructible.
---
There's a single case where being a Gem counter is useful for other purposes than what's on this card: Briber's Purse. This is not the intended interaction, but is welcome and more useful. The intended interaction was restoring counters to Gemstone Mine, but that is Sacrificed when it runs out, while Briber's Purse could be played for zero, then Proliferated to a good number of counters.
Unending Night BBBBB
Enchantment
Black creatures have Menace and Fear.
Nonblack creatures can't attack and get +3/+3.
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Harayah's Council -- 3W
Creature - Human Advisor
Protection from Advisors
When Harayah's Council enters the battlefield, each other player creates a 3/3 white creature token named Harayah's Council that has protection from Advisors.
At the end of each turn, if all creatures named Harayah's Council are tapped, you gain six life.
3/3
/cycle (?)
I think it could be amended with a simple 'non-token' clause or "when you cast" clause:
"When Harayah's Council enters the battlefield, if its not a token, each other player creates a token that's a copy of Harayah's Council"
of course the trouble with that is it changes your intended playstyle because the ability would work for opponents
The other easy way is if the tokens were just different creatures, ie "Creates a 3/3 white creature token named Shalada's Council"...
My problem is with the protection from each other, there's no way to force your opponent to attack, so it relies on tap or kill effects to ever get life. But I guess that works with removal, so thats pretty decent
Tunnel Network
Land (R)
T: Add C to your mana pool.
Whenever a land enters the battlefield tapped, untap Tunnel Network.
note- works with both your own and enemy lands
Aether Theft - 3UU
Instant
Exile target creature, artifact, or enchantment, then return it to play under your control.
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Kaya Revenant 2WB
Legendary Planeswalker - Kaya (M)
-1: Each opponent loses 1 life and you gain 1 life. Until your next turn, if Kaya is put into your graveyard from the battlefield, return her to the battlefield at the beginning of your next upkeep.
-3: Put target creature an opponent controls into its owner's graveyard until Kaya leaves the battlefield.
-X: Return target creature card with converted mana cost X from your graveyard to the battlefield until Kaya leaves the battlefield.
5
The design of this card is interesting, but I do not think it works like you want it to. I am no judge, but I believe that killing Kaya using the first ability does not bring her back, since when it is activated Kaya is already in the graveyard. To work like that it would need to become a static ability (something along the lines of "Whenever Kaya activates its first ability, until your next turn, if she is put into a graveyard, return her to the battlefield at the beginning of your next upkeep"). Alternatively, you can make the the first ability cost no loyalty.
I also think that, while the second ability is interesting, it does not make much sense gameplay-wise. Even in fantasy worlds killing someone's murderer does not bring the victim back most of the times. I would rather exile the creature, as well as Kaya when she is going to come back.
Anyway, I find it a very interesting card, that explores the design possibilities of planeswalkers.
Ignition Spark 1R
Instant
Ignition Spark deals 1 damage to target creature, player or planeswalker.
You may search your library for any number of cards named Ignition Spark andput them into your hand. If you do, shuffle your library.
Just to give background to the creation of this card, I imagined it in a Young Pyromancer deck, and when designing it I was comparing it to Electrolyze and Squadron Hawk.
Edit: Corrected typo. I had written Ignition Spark instead of Squadron Hawk.
RE: Ignition Spark
I’m inherently cautious of Squadron Hawk effects, since in constructed is essentially 1 damage plus draw 3. I think that 1 damage is enough weaker than a 1/1 flier that this is probably fine though. If I was being cautious I would limit this so that it only hits creature and walkers, but it’s probably safe on its own.
Die Alone
BB
Enchantment - Aura Curse
Rare
Enchant Creature
The enchanted creature has ‘This creature is indestructible as long as you control at least one other creature’ and ‘At the beginning of your upkeep, sacrifice another creature. If you can’t, sacrifice the enchanted creature’.
A Un card.
Enforcer Of Coats 3R
Creature - Human (R)
Whenever an opponent taps a land for mana, if the mana doesn't share a color with the top that player is wearing, Enforcer Of Coats deals 2 damage to that player. (Example of tops are shirts, T-shirts, jackets, and tank top)
"I thought you are a blue player?!?"
2/2
Originally wanted to make this symmetrical like Manabarbs, but since the effect tend to backfire on you (forcing you to wear a red shirt, for example), I decided to make it one-sided. Especially because this card probably won't work well against some colors, such as white and black (and who wears green shirt, anyway?). Comments?
But seriously, not too bad, given that it's a creature and therefore suspect to removal.
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Atanna, Shielded By Grace -- 3WW
Creature - Human Paladin
Vigilance
If a source would deal damage to Atanna, prevent all but 1 on that damage. You gain life equal to the amount of damage prevented this way.
3/3
Raging Rapids
Land Creature - Elemental
(This card is blue)
When Raging Rapids enters the battlefield, you may pay 2UU. If you don’t, exile Raging Rapids, then you may search your library for a basic Island and put that card onto the battlefield tapped. If you do, shuffle your library.
Prowess
T: add U to your mana pool.
3/2
I find it an interesting take on manlands. I wonder, though, if having Prowess isn't counter-intuitive for a creature like that, although I find it someway fitting.
Time Crack 4UUU
Instant
You may skip you next turn rather than pay Time Crack's mana cost.
Split Second
End the Turn.
I created this card some time ago keeping in mind to make it strong against combos but relatively weak against other decks.
Edit: Expanded a little my position on Raging Rapids.
Enchantment — Aura
Enchant creature
Enchanted creature has “Whenever you cast a spell, put a -1/-1 counter on this creature.”
When Magebane Affliction is put into a graveyard from the battlefield, return it to its owner’s hand.
Designed for Commander
Next
Plague of Envy 3BB
Enchantment (R)
At the beginning of your upkeep, each opponent who has more life than you loses 1 life, each opponent who has more cards in hand than you discards a card, and each opponent who controls more nonland permanents than you sacrifices a nonland permanent.
"I believe in fairness of all things. Even if I must enforce it myself."
Not sure if 5 mana is the right cost for it. Not as reliable as Undercity Plague in terms of actually hitting players, but at the same time doesn't require combat damage commitment to fire every turn...
I personally like this card, but I think that this kind of effects, except for the life drain, belong more to the color white than black. I'm thinking about cards like Balance or even Linvala, the Preserver. Apart from that, I think that the cost is right, since it goes online only one turn after you've played it. If it were a curse, though, I would make it cost 1 more.
Gideon, Crusader from the Outlands 2WW
0: Put a loyalty counter on Gideon, Crusader from the Outlands for each creature you attacked with this turn.
0: Until end of turn, Gideon, Crusader from the Outlands becomes a Human Soldier creature with power and toughness each equal to the number of loyalty counters on him and gains indestructible. He's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: Gideon, Crusader from the Outlands deals damage equal to the number of counters on it to target planeswalker or tapped creature. Gideon, Crusader from the Outlands loses a loyalty counter for each creature card in your graveyard.
Loyalty 3
This card was originally a rework of Gideon, Champion of Justice. This can be noted by looking at the first ability, a reference to the Battalion mechanic, and primarily at the second ability, which remained unchanged. The third ability being able to target tapped creatures is a last-minute addition, but it feels right to me, since I think it would be too one-dimensional otherwise; another positive aspect of this change is that it calls to mind the original version of Gideon Jura.
Obviously we want Gideon to turn into a creature and so I like ability number two.
Now we come to ability three. I'm just not entirely sold on it. This will be the first Gideon tha deals damage directly and while that's perfectly okay, it's followed up but this weird (to me) creatures in the yard loyalty removal clause. Something doesn't seem right about it.
Next: A Commander
Legendary Creature — Plant Skeleton (M)
Wither
Whenever an opponent casts a spell, put a +1/+1 counter on Gorlak, Magebane Terror.
When Gorlak dies, each opponent discards a card at random.
[1/1]
Art from Mournwillow
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Rishadan Kidnapper -- 2BB
Creature - Ogre Mercenary
Whenever Rishadan Kidnapper deals combat damage to a player, reveal cards from the top of that player's library until a creature card is revealed. Exile that card, and put the rest on the bottom of that library in any order.
When Rishadan Kidnapper dies, shuffle each card exiled with it into its owner's library.
3/2
Sweet design Matt.
Someone else can post next card. I just wanted to comment
It is a design choice that makes it different from Garruk Relentless, while limiting the possibility of using him in (non token-based) weenie decks. Lore-wise, I imagine him progressively losing his morale, as well as his faith in you as a commander (so his loyalty) the more of his comrades die in battle.
I think this creature should be a Nightmare rather than an Orc, since it is a card that messes with libraries (metaphorically the minds of the mages). Either way, I would personally like it to have menace, as it justifies the high mana cost/stats rate, and ties the card together by making it something that punishes decks that have few, very powerful creatures. That is, if you figure this card as a rare (I did because of the unique effect that the card has). By the way, I find it to be a creative and original example of card design. Good job!
Now, my card is more ordinary per se, but I tried to imagine its character playing a specific role, as simple as the latter is:
Tempest, the Radiant 1RGWU
Legendary Creature - Elemental Angel
Flying, Vigilance, Lifelink, Haste
When Tempest, the Radiant deals combat damage to an opponent, until your next turn that player can't activate abilities unless they're mana abilities.
4/4
I imagined him as someone whose task is to keep his plane in balance and preserve it from external threats (hence his ability to inhibit planeswalkers, among other things). Fun fact: after a little research, I found out that no other creature currently has the same combination of crature types, as well as of keywords naturally.
I disagree here. The flavor is spot on. The library represents more than the mental capacity of the players. In the instance of Rishadan Kidnapper the Ogre is a Mercenary which in the context of the card means someone paid this dumb ogre money to take someone (a creature.)
The idea of adding Menace is a great idea as it could add even more flavor to the card. It could represent the Ogre encountering people trying to stop him from taking the previously mentioned person. With an Ogre it's likely that it would take more than one person to stop it. Good suggestion.
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Now for your card.
I don't see blue represented in the design currently or green either actually. It seems like a very nice inclusion in the 99 and I'd certainly run it in a Boros deck no doubt. An Elemental Angel seems like it could be neat and the lore bit you included about protecting a plane is the most likely purpose of such a creature.
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My Card: For Commander
Sorcery
Buyback — Sacrifice a creature or land.
Destroy target creature or land.
What's the cost looking like to you? How about the buyback cost? Power level? Cardname needs updated probably too
Putrefy
Reclaiming Vines
Sinkhole
Here's my card, in anticipation of a return to Theros
Kytheon Iora 2RW
Legendary Planeswalker - Gideon (Mythic Rare)
[+2]: Until end of turn, Kytheon Iora becomes a 4/4 Human Soldier creature with indestructible that’s still a planeswalker. Prevetn all damage that would be dealt to him this turn.
[-2]: Exile target artifact or enchantment. You gain 2 life.
[-7]: Untap all creatures you control. They get +2/+1 and gain vigilance until end of turn. After this phase, there is an additional combat phase followed by an additional main phase.
Starting Loyalty: 4
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Denedden's Great Duplicator -- 5
Legendary Artifact
Whenever you cast a spell, you may reveal cards until you reveal a card with the same card name. Put that card into your hand, and put all other cards revealed this way on the bottom of your library in a random order.