Sarkhan -- The +2 is a little underwhelming, except that it gets you toward the ultimate. The -5 reads like it wants to be played the same turn as it comes into play, but that would kill Sarkhan. The ultimate is just bonkers, especially since the ability feeds itself. The creature version is a little meh -- flying + menace essentially means its unblockable, and the "sac three Dragons" bit just means he's likely to flip back and not be able to use any of his abilities anymore.
Split the Mind -- 3UB
Sorcery
Target player reveals his or her hand, then discards a non-land card from it. You may search your library for a card with the same converted mana cost, reveal it, then put it into your hand. If you do, shuffle your library.
Split the mind is 5 mana across two colors, and it only snags one card of their choice? And then I can't even tutor a card for less mana? Even being able to hit myself, it's very narrow. And not blue at all. Would be better if it let you choose the card, even a land at that mana cost.
I got skipped, so I'll repost.
Cycle's End Enforcer3WB
Creature - Human Cleric (Uncommon)
Sacrifice another creature: Cycle's End Enforcer gets +2/+1 until end of turn.
Sacrifice an enchantment: Cycle's End Enforcer gains flying, deathtouch, and lifelink until end of turn.
2/3[/quote]
I mean its rather awkward for a 5 creature in tricky colors to draft around to have such a small body dependent on outside effects. Its a bad blood bairn impression at uncommon if you aren't sacrificing enchantments to go with it, and even if you are, flying and deathtouch aren't necessarily always relevant abilities, at a minimum you're just gaining some life. And sacrificing enchantments is sure a steeper cost than creatures. I think the concept of ditching all these effects into it can work like the various auratog hybrids like psychatog showing how you could cannibalize 2 resources into one creature, but it could definitely stand to be more efficient. At 3WB, I think you'd need to pitch a creature and enchantment just before you're on par with what you'd get from a good uncommon or rare in a 4/4 flier lifelink like Angelic Skirmisher or Divinity of Pride. Definitely needs to kick up the efficiency a notch, but its a workable concept.
Expendable FodderB
Creature - Thrull (U)
Whenever you would sacrifice another permanent, you may sacrifice Expendable Fodder instead. If you do, add B to your mana pool.
1/1
too strong with fetchlands on turn 2? basically on par with a mana dork I guess
maybe it could be "Whenever you would sacrifice another creature..."
It's fine. I don't think you can replace the payment if a cost with that wording, so I don't think you could interact with fetch lands here. If it does work that way, I'd switch it to creature.
Cycle's End Enforcer3WB
Creature - Human Knight (Uncommon)
First Strike
Sacrifice another creature: Cycle's End Enforcer gets +2/+1 until end of turn.
Sacrifice an enchantment: Cycle's End Enforcer gains flying, deathtouch, and lifelink until end of turn.
2/3
Better? Or still not efficient enough in the right ways? I dunno about having it cost less mana. There aren't a whole lot of free enchantment sacrifice outlets
Hmmm.... I guess this works. 2/3 for 5 is a bit too low though, compared to Fallen Angel. 4 mana should be ok, even if the enchantment-sacrifice effect can be deadly in certain circumstances.
Vital Equalizer3
Artifact (R)
At the beginning of your upkeep, each player who has more life than another player loses 3 life. Then each player who doesn't lose life this way gains 3 life. "I don't think it fair for you to stand so high and mighty like that."
What this means is that anyone who's not lagging behind in life total will lose life, and those lagging behind will gain life. The only way to not lose life in this case is to have everyone having exactly the same life total, in which case everyone gains. Low cost for such major effect is mostly to compensate the fact that it hurts you if you're ahead. Comments?
Hrmm I think their preferred templating is the "has lowest life or is tied for lowest life" but I'm not sure how that can be worked into a negative, it could probably be written to be more grokkable. The concept of equalizing life values for cheap is nice but I feel like the problem will be that this could be run in non-aggro, non-burn decks that aren't competing for life total races, so if they're looking to either win by alternate conditions like mill, or just with single shot big finishers, such an artifact could be way too strong at stabilizing them and giving them time to go off. If you're a combo/control deck against aggro and your 3 mana artifact is essentially being 3/5 of a clearwater goblet that is also nuking your opponent down to ~10 life on its own before you stabilize the board, that's some pretty wicked value. That's always a problem with such cards- they're balanced when you play them fairly, but unfairly they can be oppressive.
Humble Farmhand1G
Creature - Human Rancher (U) T: Create a 0/1 white Goat creature token. Activate this ability only if you control more Ranchers than Goats.
1/1
Humble Farmhand1G
Creature - Human Rancher (U) T: Create a 0/1 white Goat creature token. Activate this ability only if you control more Ranchers than Goats.
1/1
Okay now I just love this card! I think that for multiple reasons you should be able to activate if you have more OR an equal amount of Ranchers.
A Rancher pretty much always watchers more animals than 1:1. Humble Farmhand isn't too good to creat two goats without being over to attack over 3 turns.
It strikes me that this would be much simpler as an artifact with Scry 1, a la Darksteel Pendant or Treasure Map. Scrying 1 more than once a turn is generally diminishing returns, and the buyback only helps already-powerful storm and prowess decks.
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Psychedelic Chameleon -- 1WU
Creature - Lizard
At the beginning of each upkeep, roll a six-sided die. Psychedelic Chameleon becomes a number of different random colors equal to the result. (If you roll 3, it becomes three different random colors.)
Psychedelic Chameleon has protection from each of its colors.
2/3
Another way to handle the color-change ability is to create a matrix of all the different color combinations (from mono-color to five-color), and select randomly from it.
If you wanted to make it in an unset, I guess the trick would be to include the (one dimensional?) matrix of all colors per dice rolls in the art frame, like how B-I-N-G-O works. But even with that, one problem is that this chameleon has a LOT of dice rolling that would slow the game down to a crawl, take a lot of memory issues, and all for a rather unimportant payoff- the off-color protections aren't going to be relevant most of the time.
I mean how would it go, at the start of each turn, both yours and opponents, you roll a die to see the # of protections, then you reroll the die that many times and gain a new color each time. Except you'd need to reroll on a 6, or a color you already have? So more rerolling a bunch. And I'm not sure what happens if you have 6 different colors.
I think what might make this more practical is if it only rolled its color protections when it enters the battlefield, and keeps them permanently.
Ruined Lighthouse
Land (U)
You may reveal Ruined Lighthouse from your opening hand. If you do, each player draws a card, then discards a card. T: Add C to your mana pool.
Ruined Lighthouse
Land (U)
You may reveal Ruined Lighthouse from your opening hand. If you do, each player draws a card, then discards a card. T: Add C to your mana pool.
Pretty neat idea. Definitely helps some decks (combo) more than others (aggro). In game 1 it could be dangerous to play not knowing what your opponent's deck is, so I think it's reasonably balanced.
MoonbowWGG
Enchantment (R)
You may play any number of lands during your turn. You may not play non-basic lands.
I considered making it UWG but concluded that made it virtually impossible to cast in a deck able to make use of it. Also, fun-fact: This is not the first card to contain the word "moonbow" in the name, but the only one to have it as the only word in the name.
Erm..... Depending on where this is printed, this could be either a niche, or a finisher by itself. Case in point: Cosi's Ravager + Golgari Rot Farm....
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Tombless Archivist2B
Creature - Zombie Wizard (U)
Whenever an opponent draws a card except during his or her turn, you may pay B. If you do, return Tombless Archivist from your graveyard into the battlefield. An archivist seeks to record all there is to record, and anything they hear but have yet to jot down will stir them from their slumber.
2/1
I guess its neat in that even if your opponents could play around it to avoid letting you punish them, you could easily force card draw to let you cast it, making it even applicable to some wonky dredge strategy. But the payoff is quite low getting a 2/1 zombie, and only the ability to block makes it any more useful than say a gravecrawler. I'd say if anything its on the weak side and should be 1B.
Wall of RosesGW
Creature - Plant Wall (U)
Defender T: Add one mana of any color to your mana pool T, sacrifice Wall of Roses: Draw a card
0/4
Erm..... Depending on where this is printed, this could be either a niche, or a finisher by itself. Case in point: Cosi's Ravager + Golgari Rot Farm....
Unless I'm missing something, that combo does not work, since you can't play Golgari Rot Farm with Moonbow on the battlefield. That aside, I think that said card is fine, but I would keep it in Bant colours, since some of the cards that would benefit the most from, and that have a deeper connection with the satellite are blue (for example Moonbow Illusionist itself).
Tombless Archivist2B
Creature - Zombie Wizard (U)
Whenever an opponent draws a card except during his or her turn, you may pay B. If you do, return Tombless Archivist from your graveyard into the battlefield. An archivist seeks to record all there is to record, and anything they hear but have yet to jot down will stir them from their slumber.
2/1
I'd express the effect differently: "Whenever an opponent draws a card in another player's turn, you may...".
I think that Tombless Archivist is fairly balanced, and that the flavor text is on point with what the card does.
Wall of RosesGW
Creature - Plant Wall (U)
Defender T: Add one mana of any color to your mana pool T, sacrifice Wall of Roses: Draw a card
0/4
I believe that 4 toughness is a bit too much for a card this versatile. Reducing it to 3 seems ideal in my opinion, especially when comparing it to similar cards like Wall of Blossoms and Utopia Tree.
My card:
Mystic NimbusGUR
Instant
You may return a creature you control to its owner's hand. If you do, Mystic Nimbus deals 3 damage to target creature, player or planeswalker.
Draw a card.
I picture the spell like this: the creature retreats in a cloud of steam, which then becomes electrically unstable and throws a Lightning Bolt at the target.
I feel that G, U and R together best represent natural phenomena like this one.
Mystic Nimubs -- The "If you do" is unnecessary; no one would ever play this just as a cantrip. It seems more WUR than RUG, since white does a lot of self-bounce.
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Council of the Aeons -- 2U
Creature - Vedalken Wizard
You may have any number of cards named Council of the Aeons in your deck. 2U: Search your library for any number of cards named Council of the Aeons, reveal them, and exile them. Then, shuffle your library.
2/2
Knighthood -- I'd have to see a lot more context to judge that one fairly. In non-constructed situations, it's just a sorcery cantrip. It's interesting that you chose to tag the creature with a counter rather than just change it's type (a la Artificial Evolution); I suppose it helps with memory issues, but seems a little unnecessary.
Snowed Under -- W
Snow Enchantment - Aura
Enchant permanent
When Snowed Under enters the battlefield, put a flake counter on it for each snow permanent.
When there are no flake counters on Snowed Under, sacrifice it.
When Snowed Under enters the battlefield, tap enchanted permanent.
If enchanted permanent would become untapped, remove a flake counter from Snowed Under instead.
Nice. I really like this concept, but I'm a little confused at the wording, because the way you have it written, it sounds kinda like it only effects one permanent. I assume that you intend for it to effect all of your permanents. To achieve this, I suggest that you say "each permanent". Other than that it seems nicely simplistic.
Divide the Mind4UUU
Enchantment
When ~ enters the battlefield, exile the top half of your library, rounded up.
Once each turn, you may play a card exiled with ~.
Erm..... Depending on where this is printed, this could be either a niche, or a finisher by itself. Case in point: Cosi's Ravager + Golgari Rot Farm....
Unless I'm missing something, that combo does not work, since you can't play Golgari Rot Farm with Moonbow on the battlefield. That aside, I think that said card is fine, but I would keep it in Bant colours, since some of the cards that would benefit the most from, and that have a deeper connection with the satellite are blue (for example Moonbow Illusionist itself).
Whoops.... my bad. I misread "may not play nonbasic lands" as "may ONLY play nonbasic lands"
Still, my original opinion stands where Cloudstone Curio is involved.
Anyway, Divide the Mind...... I dunno... More expensive than Colfenor's Plans, so the lack of drawback feels ok (ok, technically it has a drawback: Unlike the plans, this allows your opponent to see what's in your deck). I guess it can work, all in all.
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Seekers Of Glyphs3UU
Creature - Human Wizard (R)
Whenever an opponent casts an instant or sorcery spell that targets one or more permanents you control, you may pay U. If you do, copy that spell, and you may choose new targets for the copy. They are quick to write words they see in a flash.
3/3
Seekers or Glyphs -- Is the name meant to be Seekers *of* Glyphs? Cheap spell-copying, but it relies on your opponent to have anything, and doesn't necessarily prevent your stuff from getting blown up (or damage directed toward you, or any other things). So, useful in a control shell, but probably outclassed by other things, and overall not very proactive.
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Duel Mastery -- 2WR
Enchantment
Whenever a creature you control becomes blocked, you may have its power become equal to a creature of your choice blocking it until end of turn.
I'm tempted to throw in something extra like first strike or, just to confuse people, "Your attacking creatures get +2/+0."
Hmmm.... a bit hard to evaluate.... I think this probably works, all in all, allowing you to punish X/X creatures with impunity, but mostly works if you have low power/high toughness creature to use it. For now I see it's fine, but someone may give a second thought.
Inspired by some Pokemon.
Eschaton Dragon3RR
Creature - Dragon (M)
Flying 3RR, T: If there is no dragonfire counter on Eschaton Dragon, put a dragonfire counter on it. Otherwise, remove a dragonfire counter from it and it deals 10 damage to each opponent and each creature and/or planeswalker an opponent controls. Activate this ability only any time you could cast a sorcery.
4/4
Super durdly but I guess it works. It does so much damage to everything you don't control. I'd like to see it redesigned to capture more flavor and self-synergy. In its current state it doesn't want to attack. How does it obtain the dragonfire from tapping? More than a few templating issues as well. Not a fan os this iteration but I might like draft 2 or 3.
Scout Kit2
Artifact — Scout Equipment
Whenever equipped creature attacks, it explores.
Whenever a Scout creature enters the battlefield, you may attach Scout Kit to it.
Equip 2
Map and Compass -- Cute; I'd prefer the benefits to exploring to be spelled out (ie, include the reminder text.) For a more flavorful name, you might personalize whose compass it is, or what place the map depicts. ... But if there's a map, why does it need to be explored?
Lastly, it can't be a "Scout" Equipment unless you make it Tribal, and WotC don't do that no more.
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Part of a cycle:
Elohanna's Shield -- 1
Artifact - Equipment
Equipped creature gets +0/+4.
Equip 3 1WW: Attach Elohanna's Shield to target creature. That creature gains protection from a color of your choice until end of turn.
Isn't the main point of crewing things to get more out that you're putting in? I guess this allows you to turn any number of smaller creatures into one big creature, but that's just putting all of your eggs in one basket.
Captivating Braggart2U
Creature — Merfolk Bard
Whenever you cast a spell, if you didn't cast it from your hand, draw a card.
2/2
Mana Relay -- This needs a slight wording tweak. "You" on a card refers to its controller. This means you can only play its mana ability (not "tap ability") on your own turn, but other players can play its ability on either your turn or their turn. Essentially, as written, you'd only be able to use it during your upkeep (or else a wise opponent taps it), but your opponent can use it whenever they want. Until you get to multiplayer ... . But really, this could just be Eladamri's Vineyard. Everyone gets free mana, yay!
Chrome Hydra -- Maybe give it double strike? Or, "~ gets +1/+0 for each creature crewing it..." or something similar.
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Resonant Ectoplasm -- 2B
Creature - Spirit
Discard Resonant Ectoplasm from your hand, Pay one life: Add to your mana pool.
Flying, menace
1/1
I think that black should definitely have had the spirit guide pitch-for-mana effect if we could go retroactive to the days of dark ritual, but then it was shifted into red under the current philosophy where red has fast mana, and it was originally in green under the idea of green having mana production in general, even when it was more fitting in black. But under current design, it definitely belongs in red not black, and making it discard instead of exile is troublesome since that can fuel various discard abilities or graveyard effects, its dangerous. And I suppose you need to account for how much stronger it makes decks that can now run 8 or 12 copies of the pitch card they could only do 4-8 before depending on format. It makes some combos a lot more reliable.
As far as the body, I think flying and menace are slightly awkward together, its two forms of evasion. Its something wizards once did a bit oddly with withengar unbound who had three evasion abilities which is ridiculous.
Temporal InversionUUB
Sorcery (R)
Take an extra turn after this one. During that turn, if you would draw a card, discard a card instead, and if you would gain life, you lose that much life instead, and if your opponents would lose life, they gain that much life instead.
Split the Mind -- 3UB
Sorcery
Target player reveals his or her hand, then discards a non-land card from it. You may search your library for a card with the same converted mana cost, reveal it, then put it into your hand. If you do, shuffle your library.
I got skipped, so I'll repost.
Cycle's End Enforcer 3WB
Creature - Human Cleric (Uncommon)
Sacrifice another creature: Cycle's End Enforcer gets +2/+1 until end of turn.
Sacrifice an enchantment: Cycle's End Enforcer gains flying, deathtouch, and lifelink until end of turn.
2/3[/quote]
Expendable Fodder B
Creature - Thrull (U)
Whenever you would sacrifice another permanent, you may sacrifice Expendable Fodder instead. If you do, add B to your mana pool.
1/1
too strong with fetchlands on turn 2? basically on par with a mana dork I guess
maybe it could be "Whenever you would sacrifice another creature..."
Hmmmm I can reimagine my card. It was a riff on Fallen Angel and Blood-Cursed Knight.
Cycle's End Enforcer 3WB
Creature - Human Knight (Uncommon)
First Strike
Sacrifice another creature: Cycle's End Enforcer gets +2/+1 until end of turn.
Sacrifice an enchantment: Cycle's End Enforcer gains flying, deathtouch, and lifelink until end of turn.
2/3
Better? Or still not efficient enough in the right ways? I dunno about having it cost less mana. There aren't a whole lot of free enchantment sacrifice outlets
Vital Equalizer 3
Artifact (R)
At the beginning of your upkeep, each player who has more life than another player loses 3 life. Then each player who doesn't lose life this way gains 3 life.
"I don't think it fair for you to stand so high and mighty like that."
What this means is that anyone who's not lagging behind in life total will lose life, and those lagging behind will gain life. The only way to not lose life in this case is to have everyone having exactly the same life total, in which case everyone gains. Low cost for such major effect is mostly to compensate the fact that it hurts you if you're ahead. Comments?
Humble Farmhand 1G
Creature - Human Rancher (U)
T: Create a 0/1 white Goat creature token. Activate this ability only if you control more Ranchers than Goats.
1/1
Creature - Human Rancher (U)
T: Create a 0/1 white Goat creature token. Activate this ability only if you control more Ranchers than Goats.
1/1
Okay now I just love this card! I think that for multiple reasons you should be able to activate if you have more OR an equal amount of Ranchers.
A Rancher pretty much always watchers more animals than 1:1. Humble Farmhand isn't too good to creat two goats without being over to attack over 3 turns.
Instant
Buyback U
Scry 1.
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Psychedelic Chameleon -- 1WU
Creature - Lizard
At the beginning of each upkeep, roll a six-sided die. Psychedelic Chameleon becomes a number of different random colors equal to the result. (If you roll 3, it becomes three different random colors.)
Psychedelic Chameleon has protection from each of its colors.
2/3
Another way to handle the color-change ability is to create a matrix of all the different color combinations (from mono-color to five-color), and select randomly from it.
I mean how would it go, at the start of each turn, both yours and opponents, you roll a die to see the # of protections, then you reroll the die that many times and gain a new color each time. Except you'd need to reroll on a 6, or a color you already have? So more rerolling a bunch. And I'm not sure what happens if you have 6 different colors.
I think what might make this more practical is if it only rolled its color protections when it enters the battlefield, and keeps them permanently.
Ruined Lighthouse
Land (U)
You may reveal Ruined Lighthouse from your opening hand. If you do, each player draws a card, then discards a card.
T: Add C to your mana pool.
Pretty neat idea. Definitely helps some decks (combo) more than others (aggro). In game 1 it could be dangerous to play not knowing what your opponent's deck is, so I think it's reasonably balanced.
Moonbow WGG
Enchantment (R)
You may play any number of lands during your turn. You may not play non-basic lands.
I considered making it UWG but concluded that made it virtually impossible to cast in a deck able to make use of it. Also, fun-fact: This is not the first card to contain the word "moonbow" in the name, but the only one to have it as the only word in the name.
Next
Tombless Archivist 2B
Creature - Zombie Wizard (U)
Whenever an opponent draws a card except during his or her turn, you may pay B. If you do, return Tombless Archivist from your graveyard into the battlefield.
An archivist seeks to record all there is to record, and anything they hear but have yet to jot down will stir them from their slumber.
2/1
Comments?
Wall of Roses GW
Creature - Plant Wall (U)
Defender
T: Add one mana of any color to your mana pool
T, sacrifice Wall of Roses: Draw a card
0/4
Unless I'm missing something, that combo does not work, since you can't play Golgari Rot Farm with Moonbow on the battlefield. That aside, I think that said card is fine, but I would keep it in Bant colours, since some of the cards that would benefit the most from, and that have a deeper connection with the satellite are blue (for example Moonbow Illusionist itself).
I'd express the effect differently: "Whenever an opponent draws a card in another player's turn, you may...".
I think that Tombless Archivist is fairly balanced, and that the flavor text is on point with what the card does.
I believe that 4 toughness is a bit too much for a card this versatile. Reducing it to 3 seems ideal in my opinion, especially when comparing it to similar cards like Wall of Blossoms and Utopia Tree.
My card:
Mystic Nimbus GUR
Instant
You may return a creature you control to its owner's hand. If you do, Mystic Nimbus deals 3 damage to target creature, player or planeswalker.
Draw a card.
I picture the spell like this: the creature retreats in a cloud of steam, which then becomes electrically unstable and throws a Lightning Bolt at the target.
I feel that G, U and R together best represent natural phenomena like this one.
Edit: I forgot the type of my custom card. Sorry!
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Council of the Aeons -- 2U
Creature - Vedalken Wizard
You may have any number of cards named Council of the Aeons in your deck.
2U: Search your library for any number of cards named Council of the Aeons, reveal them, and exile them. Then, shuffle your library.
2/2
Snowed Under -- W
Snow Enchantment - Aura
Enchant permanent
When Snowed Under enters the battlefield, put a flake counter on it for each snow permanent.
When there are no flake counters on Snowed Under, sacrifice it.
When Snowed Under enters the battlefield, tap enchanted permanent.
If enchanted permanent would become untapped, remove a flake counter from Snowed Under instead.
Divide the Mind 4UUU
Enchantment
When ~ enters the battlefield, exile the top half of your library, rounded up.
Once each turn, you may play a card exiled with ~.
Whoops.... my bad. I misread "may not play nonbasic lands" as "may ONLY play nonbasic lands"
Still, my original opinion stands where Cloudstone Curio is involved.
Anyway, Divide the Mind...... I dunno... More expensive than Colfenor's Plans, so the lack of drawback feels ok (ok, technically it has a drawback: Unlike the plans, this allows your opponent to see what's in your deck). I guess it can work, all in all.
Next
Seekers Of Glyphs 3UU
Creature - Human Wizard (R)
Whenever an opponent casts an instant or sorcery spell that targets one or more permanents you control, you may pay U. If you do, copy that spell, and you may choose new targets for the copy.
They are quick to write words they see in a flash.
3/3
Comments?
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Duel Mastery -- 2WR
Enchantment
Whenever a creature you control becomes blocked, you may have its power become equal to a creature of your choice blocking it until end of turn.
I'm tempted to throw in something extra like first strike or, just to confuse people, "Your attacking creatures get +2/+0."
Inspired by some Pokemon.
Eschaton Dragon 3RR
Creature - Dragon (M)
Flying
3RR, T: If there is no dragonfire counter on Eschaton Dragon, put a dragonfire counter on it. Otherwise, remove a dragonfire counter from it and it deals 10 damage to each opponent and each creature and/or planeswalker an opponent controls. Activate this ability only any time you could cast a sorcery.
4/4
Comments?
Artifact — Scout Equipment
Whenever equipped creature attacks, it explores.
Whenever a Scout creature enters the battlefield, you may attach Scout Kit to it.
Equip 2
Based on Inventor's Goggles Cloak and Dagger Thornbite Staff Obsidian Battle-Axe In addition to critiques I'm looking for any name suggestions
Lastly, it can't be a "Scout" Equipment unless you make it Tribal, and WotC don't do that no more.
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Part of a cycle:
Elohanna's Shield -- 1
Artifact - Equipment
Equipped creature gets +0/+4.
Equip 3
1WW: Attach Elohanna's Shield to target creature. That creature gains protection from a color of your choice until end of turn.
Captivating Braggart 2U
Creature — Merfolk Bard
Whenever you cast a spell, if you didn't cast it from your hand, draw a card.
2/2
Chrome Hydra -- Maybe give it double strike? Or, "~ gets +1/+0 for each creature crewing it..." or something similar.
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Resonant Ectoplasm -- 2B
Creature - Spirit
Discard Resonant Ectoplasm from your hand, Pay one life: Add to your mana pool.
Flying, menace
1/1
As far as the body, I think flying and menace are slightly awkward together, its two forms of evasion. Its something wizards once did a bit oddly with withengar unbound who had three evasion abilities which is ridiculous.
Temporal Inversion UUB
Sorcery (R)
Take an extra turn after this one. During that turn, if you would draw a card, discard a card instead, and if you would gain life, you lose that much life instead, and if your opponents would lose life, they gain that much life instead.