You mean this card is actually named Mindfire Homunculus, right? Anyway, as it is, I think it looks quite fine; There are other cards that get +1/+1 counters in addition to you drawing cards as opposed to replacing your draw, so I think this should be fair.
Next
Replow4GG
Sorcery (U)
Shuffle your graveyard into your library, then reveal the top seven cards of your library. Put all land cards revealed this way onto the battlefield tapped, then put the rest into your graveyard. There is never enough land to plow.
Comments?
EDIT:
Replow4GG
Sorcery (R)
Shuffle your graveyard into your library, then reveal the top seven cards of your library. Put all land cards revealed this way onto the battlefield tapped, then put the rest into your graveyard. There is never enough land to plow.
The effect on Replow feels rare rather than uncommon. I like the idea of shuffling the graveyard in first to prevent abuse (either by stacking the top 7 or just to get more cards in the graveyard), but at 6 mana I’m not sure if it’s required.
Replace
U
Instant (Uncommon)
Change the target of target spell that targets you or a permanent you control to you or another target permanent you control (The new target must still be a legal target.
Tyranus -- "Devotion to Dinosaurs" is impossible to parse. "Devotion to blue" makes sense, as permanents have blue mana symbols; but there is no Dinosaur mana to provide a parallel. "As long as you control five or more Dinosaur creatures that don't have Changeling and aren't Mistform Ultimus because let's face it, that hack is becoming pretty old" is a little more likely to show up in Oracle. 5 cmc for a 5/5 with trample is fair by today's standards in green; the mini-Overrun does push it a little. You're more likely to play this guy and alpha strike with the rest of the team than wait a turn and charge with him.
.
Boros Legionnaire -- 1RW
Creature - Human Soldier
You may have any number of cards named Boros Legionnaire in your library.
Whenever Boros Legionnaire deals combat damage to an opponent, choose one: Search your library for a card named Boros Legionnaire, reveal it, put it into your hand, and then shuffle your library; or put a +1/+1 counter on each creature named Boros Legionnaire you control.
2/2
Tempted to find some means of putting entwine on the triggered ability. But how?
I don't think I like the second combat damage trigger, although I may be overreacting considering that at 3 mana, swarming the board with this is not necessarily an easy task. Otherwise, I love the design and the choice of abilities.
Next
Parasitic Might1BG
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, for each other creature with a +1/+1 counter on it, move a +1/+1 counter from that creature to enchanted creature. "Your strength will be mine."
Parasitic Might: seems fine. Probably appropriately coated since sometimes it just moves your counters. Sometimes does nothing. I’m a little concerned that having multiples out can be confusing. I think it would be better if instead of moving a counter from each creature, it moved one from target creature instead.
Revere the Dead
1B
Sorcery
Return target creatur from your graveyard to the battlefield, then sacrifice it.
Revere the Dead
1B
Sorcery
Return target creatur from your graveyard to the battlefield, then sacrifice it.
I compare this card to Footsteps of the Ghoul, to which it has rarely a downside, while costing one mana less. Then again, Revere the Dead never generates board presence by itself, so I see it as a powerful card, while it not being broken.
Barbarous Command 1RRR
Instant
Choose two:
Barbarous Command deal 3 damage to each opponent.
Players can’t gain life this turn.
Target player discards his or her hand, them draws three cards.
Until end of turn, whenever a nonbasic land is tapped for mana, its controller adds C to his or her mana pool instead.
To be completely honest, I initially designed the third effect as an independent card. Then, not much time ago, I imagined an effect similar to the fourth (except that it affected all lands), and had the idea to put both effects on a “Command” afterwards. I thought that Skullcrack was an ideal card to take the remaining effects from, since it gave the card the feeling of an overall aggressive card, that allows you to abandon your thoughts (hand cycling) and to ravage the land (turning nonbasics into Wastes).
Edit: Added insight on the creation of the card, writing style and review slightly improved.
I really like the design, but I feel the third mode is a bit too powerful. We haven't had instant speed discard for a very long time (the last one being Kolaghan's Command which was only one card and black), and being able to drop modes 3 and 4 during an opponent's upkeep is a very oppressive ability that definitely beats the no lifegain one. However I know that as a sorcery this card loses a whole lot of power. It'd need testing for sure, but it seems very playable.
Gruda Coalbark3RG
Legendary Creature - Treefolk Shaman (Rare)
Whenever another Treefolk enters the battlefield under your control, you may have that creature get +X/+0 and gain trample and haste until end of turn, where X is that creature’s power or toughness, whichever is greater. If you do, sacrifice that creature at the beginning of the next end step.
Sacrifice two Forests: Return target Treefolk or land card from your graveyard to your hand.
3/5
Gruda's an mtg character I imagined a while back, a Treefolk elder who fights fire with fire. She uses fire as a means to prune the woods she calls home: old and weak wood is used up and consumed, creating a bed of ash and fertilizer for the next generation to grow. Sounds a bit masochistic but I really like the idea of a Treefolk warrior going kamikaze against the enemy.
Thats a neat flavor, it thematically I guess it works for a treefolk to be throwing burning treefolks at her enemies via such an ability, otherwise I'd say the RG with berserk is a rather odd fit, but if it was justified in lore its still in-color on both the pump and recursion. However, I think its a bit unnecessarily complicated in looking at the higher of the power or toughness- while it matters for changelings, all but one treefolk have toughness equal or higher to power anyway, so it only matters with effects or pumps like foxfire oak. Might as well be toughness based to simplify it. The recursion ability could also be a bit dangerous in allowing land recursion, since its 1-for-2 it would be hard to break but being an unlimited engine that returns 1 resource for 2 resource could move lands through zones very quickly, so it could have unintended combo uses beyond just recurring treefolk.
Critical FlawXU
Instant (U)
Intensify (You may exert non-exerted mana sources you tap to pay for this spell. If you do, they pay for this spell with an additional one mana of any type they produced. An exerted permanent won't untap during your next untap step.)
Counter target spell with converted mana cost X or less.
Intensify is hard to grok initially. Sure when you get thw hang of it it may be easier. I propose some thin similar.
First remove "any color they produced" and sinplify it to colorless. It is a lot simpler and if big spells or X spells are the main users of Intensify anyway, then colorless reduction seems better.
Being able to intensify a 3UU spell even if you have a single blue source, first seems great, but what I think it would do is greatly bend coloring. Being able to run heavy colored intensify spells would simply defeat the purpose of having many color symbols, which i think is to encourage a 2 to 3 color base.
As for the card itself, its a nice counterspell. It very heavily punishes big mana though, and i hope that there is not a wide array of accompanying counterspells to this card. This card is great versus one drops, can "loan mana" to deal with 2-3 drops and very invalidate 5 drops ore more.
Fires of Purgatory1WBR
Sorcery
Lifelink
Deals 3 damage to each creature. If a creature would die this turn, exile it instead.
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
Intensify is hard to grok initially. Sure when you get thw hang of it it may be easier. I propose some thin similar.
First remove "any color they produced" and sinplify it to colorless. It is a lot simpler and if big spells or X spells are the main users of Intensify anyway, then colorless reduction seems better.
Being able to intensify a 3UU spell even if you have a single blue source, first seems great, but what I think it would do is greatly bend coloring. Being able to run heavy colored intensify spells would simply defeat the purpose of having many color symbols, which i think is to encourage a 2 to 3 color base.
As for the card itself, its a nice counterspell. It very heavily punishes big mana though, and i hope that there is not a wide array of accompanying counterspells to this card. This card is great versus one drops, can "loan mana" to deal with 2-3 drops and very invalidate 5 drops ore more.
Fires of Purgatory1WBR
Sorcery
Lifelink
Deals 3 damage to each creature. If a creature would die this turn, exile it instead.
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
Fires of Purgatory1WBR
Sorcery
Lifelink
Deals 3 damage to each creature. If a creature would die this turn, exile it instead.
Fires of Purgatory is a very powerful card, almost game-winning by itself against certain aggressive decks, particularly in limited. Nevertheless, I think that it pushes constructed deck building in a positive direction, provided the means for counterplay. On the other hand,reducing the damage to 2 might cripple the card too much, depending on which format you imagined it in (for example in modern), and raising the mana cost may make it not castable in time. As far as flavour goes, I would apply the exile effect only to the creatures that Fires dealt damage to.
Teferi, Fleeting Wanderer4UU
+1: Exile the top card of each player's library. You may play those cards as long as you control ~.
-2: Put target permanent into its owner's library second from the top.
-7: You get an emblem with "Untap all permanents you control during each other player's untap step." and "You may cast non-instant spells as though they had flash."
Loyalty 4
Teferi’s story is interesting. Some time ago, when I discovered Teferi, Temporal Archmage, I was bitter because i thought that the card was underpowered, and I tried to tweak him without ever being satisfied of the result, since the “game” revolved around not making it too different. Now that the release of Dominaria is nearing, and Teferi seems to be in the set (either as a creature or as a planeswalker), I decided to get back to the project, but without limitations, since this is meant to be a different card.
Teferi, Fleeting Wanderer4UU
+1: Exile the top card of each player's library. You may play those cards as long as you control ~.
-2: Put target permanent into its owner's library second from the top.
-7: You get an emblem with "Untap all permanents you control during each other player's untap step." and "You may cast non-instant spells as though they had flash."
Loyalty 4
As a major fan of Teferi, I like this depiction of him. I have to say that the +1 seems more like a Jace ability, but it's still good. I really don't have any other complaints about it.
I've been designing a cycle of auras from the different shards of Alara: Jund: Savage ApatiteGRRB
Enchantment - Aura
Enchant creature
Enchanted creature has "T, Sacrifice a creature: Put a number of +1/+1 counters on this creature equal to the sacrificed creature's power."
Bant: Glorious VirtueGWWU
Enchantment - Aura
Enchant player
Creatures enchanted player controls have Exalted.
Naya: Channeled MightWGGR
Enchantment - Aura
Enchant creature with power 5 or greater
Enchanted creature gets +3/+3 and has trample.
Grixis: Lich's CaressRBBU
Enchant creature card in a graveyard
At the beginning of your end step, put enchanted card onto the battlefield under your control and you lose life equal to that creature's power. Then attach ~ to another creature card in a graveyard. If you can't, sacrifice ~.
Esper: Etherium ReplicantWUUB
Enchantment - Aura
Enchant artifact
Enchanted artifact has "t,1WUB: Create a token that's a copy of this artifact."
Channeled Might is the worst of the lot, as the card is already quite restrictive to begin with and doesn't confer that great a benefit, IMO. But I think a little extra numbers should suffice.
Lich's Caress, meanwhile.... I think might get bonkers, but I may be wrong. IN a way, as long as you can offset the life loss, this means your creatures can never die, so do be careful.
The rest... on first glance seems fine, but may need more testing.
Next
Overflowing AugmentationG
Sorcery (U)
Put three +1/+1 counters on target creature you control and a +1/+1 counter on target creature an opponent controls. When nature grants strength to someone, sometimes it gives too much to contain in a single body.
Basically Giant Growth, but Sorcery, permanent, and requires your opponent to benefit from it. What do you think?
I think violent echo is much more powerful than it seems. This is a 1 mana source of repeatable removal/win condition that later in the gamme (when you are flooded and 2 mana is easy to spare) completely locks the opponent out. Alternatively, you can play this as a 1-3 of in a red aggro deck as flood insurance, playing the role ramunap ruins did. I could easily see this being too powerful (if RR got banned, I could almost see this going the same route, since it imposes even less deck building restrictions as RR did, which at least asked you to play deserts)
Next, Boiling Lake
Land
When Boiling Lake etb you may put a boil counter on it. If you do, it etb tapped. t: add U to your mana pool. t: add R to your mana pool. Activate this ability only if Boiling lake has a boil counter on it.
Boiling Lake
Land
When Boiling Lake etb you may put a boil counter on it. If you do, it etb tapped. t: add U to your mana pool. t: add R to your mana pool. Activate this ability only if Boiling lake has a boil counter on it.
I find it a brilliant take on dual lands. It is very powerful but not extremely so, since fetch-lands do not work with it, and a certain amount of experience is required to use it to the highest potential. I also like that the more aggressive color is the one you need it to enter the battlefield tapped for, while U wants to interact during either player's turn as early as possible.
Tamiyo, Moonfolk Paragon2UUU
Planeswalker - Tamiyo
+1: Exile target land. At the beginning of the next upkeep, return that land to the battlefield, then draw a card.
-2: You may play any number of lands this turn.
-6: You get an emblem with ”Whenever a land enters the battlefield under your control, exile target nonland permanent until that land leaves the battlefield.
Loyaty 3
A few days ago I made a planeswaker card of Teferi, but I couldn't include all of my ideas into the card, so I thought that Tamiyo was another character that could fit well with what I had in mind (since it would be boring to use the same one twice). The second ability is in relation to the Moonfolk mechanic from Kamigawa, that revolves around bouncing lands, and in particular enables an infinite combo with Meloku the Clouded Mirror, a little gift for Twin nostalgics.
The Tamiyo card that you posted is, to put it simply, NOT a mono blue card.
Blinking lands isn’t an ability that blue has ever had, the ability is either white or red (most likely red given that it has access to temporary land destruction, which this most often is). The ability also doesn’t really feel linked to the cantrip, it just kinda does stuff then draws a card. The fact that the draw trigger is delayed as well makes the card feel confusing.
The -2 ability is definitely green and has no place on a mono blue card.
The ultimate is also not a blue ability. If anything it’s white, maybe green/white, but definitely not blue.
The cards abilities work together, but all and all it feels clunky, and is probably a Naya card instead of a blue one.
Eyes of Tomorrow
UU
Artifact
Whenever you cast a spell that allows you to choose one or more modes, you may choose one additional mode (you may not choose the same mode more than once unless the spell would allow you to).
I like Eyes of Tomorrow quite a bit, though it is a bit narrow and I don't know why it needs to be blue instead of a regular colorless artifact. It seems like this kind of card would be best served in a multicolored set with multiple charm cards, so I would think players would want it in any colored deck.
Here's a random Teferi planeswalker design I was playing around with.
Teferi, Master of Time3U
Legendary Planeswalker - Teferi
Whenever Teferi, Master of Time activates an ability or leaves the battlefield, return all cards exiled with it to their owner's hands.
+1: Look at target player's hand. You may exile a card from it.
-1: Exile target creature.
-6: Exile the top twenty cards of target player's library.
3
This is certainly interesting. At first, it looks like a severe color-pie break, but the static ability manages to make Coercion and Unmake belong in blue. He can only ever hold one thing down, and he's pretty vulnerable. Honestly, I feel like he could stand to be just a touch stronger, but maybe that's dangerous thinking. This feels like a card that would really reward skillful play, but unlike most planeswalkers, it doesn't reward you that much for just picking an ability and assuming it will be good for you. Cool card.
Deep UndercoverU
Enchantment- Aura (U)
Enchant creature an opponent controls.
When Deep Undercover enters the battlefield, draw a card.
You control enchanted creature's abilities as if you controlled the creature. (You choose targets for those abilities, and you may activate those abilities. Effects that refer to "you" in the creature's text refer to you instead of to that creature's controller. Attacking and blocking are not abilities.)
I understand what Deep Undercover is trying to achieve, but I feel that it makes you ask a ton of rulings questions: Can your opponent still activate the abilities, and if so who chooses first? And how do mana abilities and similar tapping requirements work with this? The wording also seems a little off as well. "as if you controlled the creature" doesn't make all that much sense considering the ability is yours if you activate it.
The easiest way I could see this working would either to be "Deep Undercover has all activated abilities of enchanted creature." and "Enchanted creature's activate abilities can't be activated", or something along the lines of "You may activate enchanted creature's abilities.
I'd say this needs a fair bit of polish, but it's also really exciting.
Vinewrap BlessingGU
Enchantement - Aura (Common)
Enchanted creature gets +0/+2 and has reach. 1, Sacrifice Vinewrap Blessing: Return enchanted creature to it's owner's hand.
This has no business being GU. At its base, it gives +0/+2 and reach. Which is pure green. Also feels weird for blue to have reach.
If you want this to remain Simic, maybe change the activation to blue.
Elenda's Virtue2WB
Enchantment (R)
At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink.
Ascend - if you have the city's blessing, creatures you control get +1/+1 and have vigilance.
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
The Tamiyo card that you posted is, to put it simply, NOT a mono blue card.
Blinking lands isn’t an ability that blue has ever had, the ability is either white or red (most likely red given that it has access to temporary land destruction, which this most often is). The ability also doesn’t really feel linked to the cantrip, it just kinda does stuff then draws a card. The fact that the draw trigger is delayed as well makes the card feel confusing.
The -2 ability is definitely green and has no place on a mono blue card.
The ultimate is also not a blue ability. If anything it’s white, maybe green/white, but definitely not blue.
The cards abilities work together, but all and all it feels clunky, and is probably a Naya card instead of a blue one.
I may agree with you on some things you said, but I also want to address some of your concerns. The first ability was supposed to mimic Phasing, which is a mainly blue (albeit very old) mechanic, which can also interact with lands at times, for example in Reality Ripple. With the planeswalkers' abilities being at sorcery speed, I needed to use a slightly more complex wording in order to obtain a similar effect. Drawing a card at that timing is supposed to keep, numerically speaking, the card advantage that the ability provides. Truthfully, I too believe that the effect does not fit into the card, but simply because it does not belong to Tamiyo as a character (as far as we know). The second ability, as I stated in my last comment, is supposed to show the connection between the planeswalker and the Moonfolk tribe and, even if it is not very indicative of a blue card, that is also true, for example, in Patron of the Moon. The third ability takes inspiration from Imprisoned in the Moon, which shows a confinement spell used by Tamiyo and, while the effect is different, I believe that the concept is similar.
Elenda's Virtue2WB
Enchantment (R)
At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink.
Ascend - if you have the city's blessing, creatures you control get +1/+1 and have vigilance.
I believe that this card can be a bit oppressive for your opponent when you have the city's blessing. I'm comparing it to Tendershoot Dryad, which is faster, but also more expensive and easier to remove, and to Radiant Destiny, which is cheaper but does not create board presence. Personally I would remove vigilance from the card you created, so that its effect does not overlap with the one from the enchantment I mentioned (since they share card type and a colour, too).
Searing Jailer1WR
Creature - Elemental
When ~ enters the battlefield, exile target creature an opponent controls until ~ leaves the battlefield.
At the beginning of your upkeep, if that creature is in exile, ~ deals 2 damage to its owner.
0/2
I don’t have much to tell about this card. It’s been a long time since I first wanted to create a Fiend Hunter kind of creature that also had offensive potential, and the idea came from trying to apply Sulfuric Vortex onto a creature.
Edit: Slightly extended the review of Elenda's Virtue.
Searing Jailer is a fine card. Removable removal. I like that it has face damage instead of power damage. Reduce it to 1 might be a good idea.
Repeatable 2 face damage is so powerful hazoret has to discard a card and pay 3 mana to do it. Maybe a 1WWR 2/2 with 2 face damage.
Giant Swarmeball1GG
Creature - Ooze (R) 1GG: Put a +1/+1 counter on Giant Swarmeball. Then if there are three or more +1/+1 counter on Giant Swarmeball, create a token copy of it.
3/3
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
Erm.... as written, once you have three or more +1/+1 counters on this ooze, you can activate the ability over and over to get 3/3's for mana a pop.... You might want to reword it as "Activate this ability only if there are two or fewer +1/+1 counters on this" or "If the third +1/+1 counter is placed this way, make token" or something else.
Next
Drive To Extinction2BB
Sorcery (R)
Multikicker B
Exile target creature. If Drive To Extinction was kicked, search that creature's controller's library, hand and graveyard for a creature that shares a creature type with that creature for each time Drive To Extinction was kicked and exile it. If you search a player's library this way, he or she shuffles it.
So if you manage to sink enough mana, this becomes extra lethal against tribal decks. I originally wanted to not kick it and just have a super expensive spell that exiles all creatures that share a type, but then in tribal sets it will be just way too swingy. Comments?
EDIT:
Drive To Extinction2BB
Sorcery (R)
Multikicker 1B
Exile target creature. If Drive To Extinction was kicked, search that creature's controller's library, hand and graveyard for a creature card that shares a creature type with that creature for each time Drive To Extinction was kicked and exile it. If you search a player's library this way, he or she shuffles it.
It's a very interesting card. I really like the fact that you can pour your mana into it, but the Multikicker cost might be a bit cheap? 1B might still be a playable cost considering the incremental value you get from removing win conditions from an opponent's deck. Does some silly things with Changeling for sure. I think it's fairly balanced as long as isn't put into a Tribal set.
My card is trying to push Red's boundaries of the color pie a little, but I think it's a bit fair.
Defy Fate3RR
Sorcery (Rare)
Put a creature card from your hand or exile onto the battlefield under your control. It gains haste until end of turn. Return it to your hand at the beginning of the next end step. Munda’s will to live pushed him away from the Blind Eternities and back into Zendikar.
The idea here would be to allow exiled creatures to briefly return akin to something like Through the Breach. One of Red's enemy colors being white is primary in exiling cards, and flavour-wise that stems from binding/banishing magic as well as arrest/containment. Red being the color of independence and freedom could be argued to break through restraints and imprisonment through sheer passion/force of will. I know Wizards doesn't want to play around with exile too much for fear that it might turn into another graveyard so I wouldn't see this type of card appearing anywhere else than rare and only occasionally in a set.
Defy Fate - I think it's fine, nothing really to ground breaking.
Volthros, The Gruesome Feast - 2BB
Planeswalker [mythic]
Whenever a creature you control dies, ~ gains a loyalty counter.
{-2} Each player sacrifices a creature.
{-10} You gain an emblem that reads "Sacrifice a permanent you control: Target player loses 2 life unless he or she sacrifices a permanant, or discards a card.
(1)
Next
Replow 4GG
Sorcery (U)
Shuffle your graveyard into your library, then reveal the top seven cards of your library. Put all land cards revealed this way onto the battlefield tapped, then put the rest into your graveyard.
There is never enough land to plow.
Comments?
EDIT:
Replow 4GG
Sorcery (R)
Shuffle your graveyard into your library, then reveal the top seven cards of your library. Put all land cards revealed this way onto the battlefield tapped, then put the rest into your graveyard.
There is never enough land to plow.
Replace
U
Instant (Uncommon)
Change the target of target spell that targets you or a permanent you control to you or another target permanent you control (The new target must still be a legal target.
.
Boros Legionnaire -- 1RW
Creature - Human Soldier
You may have any number of cards named Boros Legionnaire in your library.
Whenever Boros Legionnaire deals combat damage to an opponent, choose one: Search your library for a card named Boros Legionnaire, reveal it, put it into your hand, and then shuffle your library; or put a +1/+1 counter on each creature named Boros Legionnaire you control.
2/2
Tempted to find some means of putting entwine on the triggered ability. But how?
Next
Parasitic Might 1BG
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, for each other creature with a +1/+1 counter on it, move a +1/+1 counter from that creature to enchanted creature.
"Your strength will be mine."
Comments?
Revere the Dead
1B
Sorcery
Return target creatur from your graveyard to the battlefield, then sacrifice it.
I compare this card to Footsteps of the Ghoul, to which it has rarely a downside, while costing one mana less. Then again, Revere the Dead never generates board presence by itself, so I see it as a powerful card, while it not being broken.
Barbarous Command 1RRR
Instant
Choose two:
Barbarous Command deal 3 damage to each opponent.
Players can’t gain life this turn.
Target player discards his or her hand, them draws three cards.
Until end of turn, whenever a nonbasic land is tapped for mana, its controller adds C to his or her mana pool instead.
To be completely honest, I initially designed the third effect as an independent card. Then, not much time ago, I imagined an effect similar to the fourth (except that it affected all lands), and had the idea to put both effects on a “Command” afterwards. I thought that Skullcrack was an ideal card to take the remaining effects from, since it gave the card the feeling of an overall aggressive card, that allows you to abandon your thoughts (hand cycling) and to ravage the land (turning nonbasics into Wastes).
Edit: Added insight on the creation of the card, writing style and review slightly improved.
Gruda Coalbark 3RG
Legendary Creature - Treefolk Shaman (Rare)
Whenever another Treefolk enters the battlefield under your control, you may have that creature get +X/+0 and gain trample and haste until end of turn, where X is that creature’s power or toughness, whichever is greater. If you do, sacrifice that creature at the beginning of the next end step.
Sacrifice two Forests: Return target Treefolk or land card from your graveyard to your hand.
3/5
Gruda's an mtg character I imagined a while back, a Treefolk elder who fights fire with fire. She uses fire as a means to prune the woods she calls home: old and weak wood is used up and consumed, creating a bed of ash and fertilizer for the next generation to grow. Sounds a bit masochistic but I really like the idea of a Treefolk warrior going kamikaze against the enemy.
Critical Flaw XU
Instant (U)
Intensify (You may exert non-exerted mana sources you tap to pay for this spell. If you do, they pay for this spell with an additional one mana of any type they produced. An exerted permanent won't untap during your next untap step.)
Counter target spell with converted mana cost X or less.
First remove "any color they produced" and sinplify it to colorless. It is a lot simpler and if big spells or X spells are the main users of Intensify anyway, then colorless reduction seems better.
Being able to intensify a 3UU spell even if you have a single blue source, first seems great, but what I think it would do is greatly bend coloring. Being able to run heavy colored intensify spells would simply defeat the purpose of having many color symbols, which i think is to encourage a 2 to 3 color base.
As for the card itself, its a nice counterspell. It very heavily punishes big mana though, and i hope that there is not a wide array of accompanying counterspells to this card. This card is great versus one drops, can "loan mana" to deal with 2-3 drops and very invalidate 5 drops ore more.
Fires of Purgatory 1WBR
Sorcery
Lifelink
Deals 3 damage to each creature. If a creature would die this turn, exile it instead.
First remove "any color they produced" and sinplify it to colorless. It is a lot simpler and if big spells or X spells are the main users of Intensify anyway, then colorless reduction seems better.
Being able to intensify a 3UU spell even if you have a single blue source, first seems great, but what I think it would do is greatly bend coloring. Being able to run heavy colored intensify spells would simply defeat the purpose of having many color symbols, which i think is to encourage a 2 to 3 color base.
As for the card itself, its a nice counterspell. It very heavily punishes big mana though, and i hope that there is not a wide array of accompanying counterspells to this card. This card is great versus one drops, can "loan mana" to deal with 2-3 drops and very invalidate 5 drops ore more.
Fires of Purgatory 1WBR
Sorcery
Lifelink
Deals 3 damage to each creature. If a creature would die this turn, exile it instead.
Fires of Purgatory is a very powerful card, almost game-winning by itself against certain aggressive decks, particularly in limited. Nevertheless, I think that it pushes constructed deck building in a positive direction, provided the means for counterplay. On the other hand,reducing the damage to 2 might cripple the card too much, depending on which format you imagined it in (for example in modern), and raising the mana cost may make it not castable in time. As far as flavour goes, I would apply the exile effect only to the creatures that Fires dealt damage to.
Teferi, Fleeting Wanderer 4UU
+1: Exile the top card of each player's library. You may play those cards as long as you control ~.
-2: Put target permanent into its owner's library second from the top.
-7: You get an emblem with "Untap all permanents you control during each other player's untap step." and "You may cast non-instant spells as though they had flash."
Loyalty 4
Teferi’s story is interesting. Some time ago, when I discovered Teferi, Temporal Archmage, I was bitter because i thought that the card was underpowered, and I tried to tweak him without ever being satisfied of the result, since the “game” revolved around not making it too different. Now that the release of Dominaria is nearing, and Teferi seems to be in the set (either as a creature or as a planeswalker), I decided to get back to the project, but without limitations, since this is meant to be a different card.
As a major fan of Teferi, I like this depiction of him. I have to say that the +1 seems more like a Jace ability, but it's still good. I really don't have any other complaints about it.
I've been designing a cycle of auras from the different shards of Alara:
Jund:
Savage Apatite GRRB
Enchantment - Aura
Enchant creature
Enchanted creature has "T, Sacrifice a creature: Put a number of +1/+1 counters on this creature equal to the sacrificed creature's power."
Bant:
Glorious Virtue GWWU
Enchantment - Aura
Enchant player
Creatures enchanted player controls have Exalted.
Naya:
Channeled Might WGGR
Enchantment - Aura
Enchant creature with power 5 or greater
Enchanted creature gets +3/+3 and has trample.
Grixis:
Lich's Caress RBBU
Enchant creature card in a graveyard
At the beginning of your end step, put enchanted card onto the battlefield under your control and you lose life equal to that creature's power. Then attach ~ to another creature card in a graveyard. If you can't, sacrifice ~.
Esper:
Etherium Replicant WUUB
Enchantment - Aura
Enchant artifact
Enchanted artifact has "t,1WUB: Create a token that's a copy of this artifact."
Lich's Caress, meanwhile.... I think might get bonkers, but I may be wrong. IN a way, as long as you can offset the life loss, this means your creatures can never die, so do be careful.
The rest... on first glance seems fine, but may need more testing.
Next
Overflowing Augmentation G
Sorcery (U)
Put three +1/+1 counters on target creature you control and a +1/+1 counter on target creature an opponent controls.
When nature grants strength to someone, sometimes it gives too much to contain in a single body.
Basically Giant Growth, but Sorcery, permanent, and requires your opponent to benefit from it. What do you think?
Next,
Boiling Lake
Land
When Boiling Lake etb you may put a boil counter on it. If you do, it etb tapped.
t: add U to your mana pool.
t: add R to your mana pool. Activate this ability only if Boiling lake has a boil counter on it.
I find it a brilliant take on dual lands. It is very powerful but not extremely so, since fetch-lands do not work with it, and a certain amount of experience is required to use it to the highest potential. I also like that the more aggressive color is the one you need it to enter the battlefield tapped for, while U wants to interact during either player's turn as early as possible.
Tamiyo, Moonfolk Paragon 2UUU
Planeswalker - Tamiyo
+1: Exile target land. At the beginning of the next upkeep, return that land to the battlefield, then draw a card.
-2: You may play any number of lands this turn.
-6: You get an emblem with ”Whenever a land enters the battlefield under your control, exile target nonland permanent until that land leaves the battlefield.
Loyaty 3
A few days ago I made a planeswaker card of Teferi, but I couldn't include all of my ideas into the card, so I thought that Tamiyo was another character that could fit well with what I had in mind (since it would be boring to use the same one twice). The second ability is in relation to the Moonfolk mechanic from Kamigawa, that revolves around bouncing lands, and in particular enables an infinite combo with Meloku the Clouded Mirror, a little gift for Twin nostalgics.
Blinking lands isn’t an ability that blue has ever had, the ability is either white or red (most likely red given that it has access to temporary land destruction, which this most often is). The ability also doesn’t really feel linked to the cantrip, it just kinda does stuff then draws a card. The fact that the draw trigger is delayed as well makes the card feel confusing.
The -2 ability is definitely green and has no place on a mono blue card.
The ultimate is also not a blue ability. If anything it’s white, maybe green/white, but definitely not blue.
The cards abilities work together, but all and all it feels clunky, and is probably a Naya card instead of a blue one.
Eyes of Tomorrow
UU
Artifact
Whenever you cast a spell that allows you to choose one or more modes, you may choose one additional mode (you may not choose the same mode more than once unless the spell would allow you to).
Here's a random Teferi planeswalker design I was playing around with.
Teferi, Master of Time 3U
Legendary Planeswalker - Teferi
Whenever Teferi, Master of Time activates an ability or leaves the battlefield, return all cards exiled with it to their owner's hands.
+1: Look at target player's hand. You may exile a card from it.
-1: Exile target creature.
-6: Exile the top twenty cards of target player's library.
3
Deep Undercover U
Enchantment- Aura (U)
Enchant creature an opponent controls.
When Deep Undercover enters the battlefield, draw a card.
You control enchanted creature's abilities as if you controlled the creature. (You choose targets for those abilities, and you may activate those abilities. Effects that refer to "you" in the creature's text refer to you instead of to that creature's controller. Attacking and blocking are not abilities.)
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.
The easiest way I could see this working would either to be "Deep Undercover has all activated abilities of enchanted creature." and "Enchanted creature's activate abilities can't be activated", or something along the lines of "You may activate enchanted creature's abilities.
I'd say this needs a fair bit of polish, but it's also really exciting.
Vinewrap Blessing GU
Enchantement - Aura (Common)
Enchanted creature gets +0/+2 and has reach.
1, Sacrifice Vinewrap Blessing: Return enchanted creature to it's owner's hand.
If you want this to remain Simic, maybe change the activation to blue.
Elenda's Virtue 2WB
Enchantment (R)
At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink.
Ascend - if you have the city's blessing, creatures you control get +1/+1 and have vigilance.
I may agree with you on some things you said, but I also want to address some of your concerns. The first ability was supposed to mimic Phasing, which is a mainly blue (albeit very old) mechanic, which can also interact with lands at times, for example in Reality Ripple. With the planeswalkers' abilities being at sorcery speed, I needed to use a slightly more complex wording in order to obtain a similar effect. Drawing a card at that timing is supposed to keep, numerically speaking, the card advantage that the ability provides. Truthfully, I too believe that the effect does not fit into the card, but simply because it does not belong to Tamiyo as a character (as far as we know). The second ability, as I stated in my last comment, is supposed to show the connection between the planeswalker and the Moonfolk tribe and, even if it is not very indicative of a blue card, that is also true, for example, in Patron of the Moon. The third ability takes inspiration from Imprisoned in the Moon, which shows a confinement spell used by Tamiyo and, while the effect is different, I believe that the concept is similar.
I believe that this card can be a bit oppressive for your opponent when you have the city's blessing. I'm comparing it to Tendershoot Dryad, which is faster, but also more expensive and easier to remove, and to Radiant Destiny, which is cheaper but does not create board presence. Personally I would remove vigilance from the card you created, so that its effect does not overlap with the one from the enchantment I mentioned (since they share card type and a colour, too).
Searing Jailer 1WR
Creature - Elemental
When ~ enters the battlefield, exile target creature an opponent controls until ~ leaves the battlefield.
At the beginning of your upkeep, if that creature is in exile, ~ deals 2 damage to its owner.
0/2
I don’t have much to tell about this card. It’s been a long time since I first wanted to create a Fiend Hunter kind of creature that also had offensive potential, and the idea came from trying to apply Sulfuric Vortex onto a creature.
Edit: Slightly extended the review of Elenda's Virtue.
Repeatable 2 face damage is so powerful hazoret has to discard a card and pay 3 mana to do it. Maybe a 1WWR 2/2 with 2 face damage.
Giant Swarmeball 1GG
Creature - Ooze (R)
1GG: Put a +1/+1 counter on Giant Swarmeball. Then if there are three or more +1/+1 counter on Giant Swarmeball, create a token copy of it.
3/3
Next
Drive To Extinction 2BB
Sorcery (R)
Multikicker B
Exile target creature. If Drive To Extinction was kicked, search that creature's controller's library, hand and graveyard for a creature that shares a creature type with that creature for each time Drive To Extinction was kicked and exile it. If you search a player's library this way, he or she shuffles it.
So if you manage to sink enough mana, this becomes extra lethal against tribal decks. I originally wanted to not kick it and just have a super expensive spell that exiles all creatures that share a type, but then in tribal sets it will be just way too swingy. Comments?
EDIT:
Drive To Extinction 2BB
Sorcery (R)
Multikicker 1B
Exile target creature. If Drive To Extinction was kicked, search that creature's controller's library, hand and graveyard for a creature card that shares a creature type with that creature for each time Drive To Extinction was kicked and exile it. If you search a player's library this way, he or she shuffles it.
My card is trying to push Red's boundaries of the color pie a little, but I think it's a bit fair.
Defy Fate 3RR
Sorcery (Rare)
Put a creature card from your hand or exile onto the battlefield under your control. It gains haste until end of turn. Return it to your hand at the beginning of the next end step.
Munda’s will to live pushed him away from the Blind Eternities and back into Zendikar.
The idea here would be to allow exiled creatures to briefly return akin to something like Through the Breach. One of Red's enemy colors being white is primary in exiling cards, and flavour-wise that stems from binding/banishing magic as well as arrest/containment. Red being the color of independence and freedom could be argued to break through restraints and imprisonment through sheer passion/force of will. I know Wizards doesn't want to play around with exile too much for fear that it might turn into another graveyard so I wouldn't see this type of card appearing anywhere else than rare and only occasionally in a set.
Looking forward to hearing your thoughts on it!
Volthros, The Gruesome Feast - 2BB
Planeswalker [mythic]
Whenever a creature you control dies, ~ gains a loyalty counter.
{-2} Each player sacrifices a creature.
{-10} You gain an emblem that reads "Sacrifice a permanent you control: Target player loses 2 life unless he or she sacrifices a permanant, or discards a card.
(1)
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.