Minor nitpick: 1WUUB anyway, not sure why the Black is there but the effect looks reasonable at that cost. An essentially unblockable 4/4 is fun, and five mana is a fine cost with or without the black.
Debilitater 3BB
Enchantment Artifact Creature - Shaman
Deathtouch
Creatures your opponents control get -0/-2. 2B , : Remove all counters from target creature.
2/4
Costs could maybe use tweaking, but uh the abilities and typline stay. Sorry.
Farad, Wakemage Adept1UUWB
Creature - Human Wizard (R)
When Farad attacks, exile all other permanents until the end of combat.
4/4
To add on to what tiasian said, don't forget that you have to handle what happens to those permanents at end of combat. I feel like it's somewhat unrealistic to expect to exile all those permanents and then have them come back in as they were (tapped/untapped, etc), so you should probably say something like "When ~ attacks, exile all other permanents. At end of combat, put all permanents exiled this way onto the battlefield, tapped, under their owner's control. " Returning them untapped would be hella broken. Also remember that this ability will wipe any damage or counters (could be very powerful) as well as create a puzzle for permanents that enchant other things...so it gets sorta crazy sorta fast. How about "When ~ attacks, exile all lands, creatures, and artifacts that aren't enchanted. At end of combat, put all permanents exiled this way onto the battlefield, tapped, under their owner's control."? I think that covers most of the confusing corners, creates an Achilles' Heel for Farad, and ties up loose ends. A very powerful, very creative way to achieve the "unblockable" creature.
Debilitater 3BB
Enchantment Artifact Creature - Shaman
Deathtouch
Creatures your opponents control get -0/-2. 2B , : Remove all counters from target creature.
2/4
A 2/4 that auto-kills any creature your opponent plays with 2 or less toughness feels...really strong all on its own for 3BB. I mean, compare to Elesh Norn, Grand Cenobite or Massacre Wurm. I'd say you need to up that to at least 4BB or 3BBB. Repeatable creature-only Vampire Hexmage for that cost is probably fine on a large-cost card. Fun idea, though.
I don't have time to post a card right now, so next person give another critique of Debilitater. If I get back on before that occurs, I'll edit in my own card.
Debilitater 3BB
Enchantment Artifact Creature - Shaman
Deathtouch
Creatures your opponents control get -0/-2. 2B , : Remove all counters from target creature.
2/4
Costs could maybe use tweaking, but uh the abilities and typline stay. Sorry.
Enchantment + Artifact Creature together does not fit well. The card seems to be really good, because of the on going effect to auto kill creatures. Maybe make it cost 3BBB instead. The problem with the 2/4 stats are, that this is bolt and push proof. you could make it a 2/3 instead and black tends to struggle with killing black creatures so maybe you can change the ability slightly as well. My suggestion:
Debilitater 3BBB
Enchantment Creature - Shaman
Deathtouch
Nonblack creatures your opponents control get -0/-2. 2B , : Remove all counters from target creature.
2/3
Here is my newest card. Inspiration was a phoenix (illusion) that is created by a mage, so the picture does not fit too well. Maybe I just throw that concept overboard, because red illusion looks so strange but on the other hand WOTC started that madness when they printed a red Merfolk.
Spectral Phoenix 1RR
Creature - Phoenix Illusion
Flying, haste
Spectral Phoenix can't block. 1R, Discard Spectral Phoenix: Spectral Phoenix deals 2 damage to target creature. 2RR: Return Spectral Phoenix from your graveyard to your hand.
2/2
|| thanks for pointing out the spelling mistake, I corrected it : )
|| It does specifically say it can't block so that you cant just let him block for ever. That was not very red in my opinion.
|| I think 1R, Discard is fine, because the damage is based on an ability so you don't cast anything
|| which is hard for blue to interact with. And otherwise it would be too good compared to shock
\/
"Affinity is like the Christian religion. You got the old testament and the new. The old one was full of real affinity cards and then the new testament Metalcraft came along. Now with Hardened Scales the new Church of Affinity split up in two, just like the Catholics and Protestants." BRG Living End BRG G Hardened Scales Affinity G
"Um, the card says, "FORM your graveyard". Just saying"
But overall, the card is very versatile for red, in my opinion, turning into either a recurring burn spell or a recurring blocker, depending on the situation. I do believe that the cost for discarding could stand to be 1 less, so that it can stack up with Shock.
Also, I would make the "Return to hand" cost RRR, as it doesn't seem to good at the current cost. Even with those two adjustments, its 4 mana for 2 damage each time, or 6 mana for a 2/2, so it is not incredibly broken
Time for mine:
Pen and Paper1
Artifact (M)
At the beginning of your upkeep, each player puts a +1/+1 counter on target creature they control and draw a card. Then, if your life total is equal to or less than half of your starting life total, transform ~ Some wars are won with the diplomat speaking words of peace...
///////////// Shield and Sword
Artifact
Creatures you control have lifelink and double strike ...and others are won when the knight stabs the diplomat
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Some people call me Deuce. I prefer to be called Deuce
GENERATION 11: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
Pen and Paper1
Artifact (M)
At the beginning of your upkeep, each player puts a +1/+1 counter on target creature they control and draw a card. Then, if your life total is equal to or less than half of your starting life total, transform ~ Some wars are won with the diplomat speaking words of peace...
///////////// Shield and Sword
Artifact
Creatures you control have lifelink and double strike ...and others are won when the knight stabs the diplomat
I think it is ok balanced but it has a really big impact on the game. If your opponent(s) don't play creatures they are in massive disadvantage and if everyone does, much more cads will be drawn. This would mostly fit in a commander set where the chance of removing this is higher but also can benefits a large amount of the players. (and keeps you from getting attacked.) I like it
My newest edition to the Guild Elementals. (I honestly want to think of a cool name for each of these, but I am just not good at it.
Golgari Elemental 3
Creature - Elemental
When Golgari Elemental enters the battlefield, target creature gets -2/-2 until end of turn if B was cast to spend Golgari Elemental
When Golgari Elemental enters the battlefield, you gain 4 life if G was cast to spend Golgari Elemental
Evoke
2/4
"Affinity is like the Christian religion. You got the old testament and the new. The old one was full of real affinity cards and then the new testament Metalcraft came along. Now with Hardened Scales the new Church of Affinity split up in two, just like the Catholics and Protestants." BRG Living End BRG G Hardened Scales Affinity G
This feels fine, for the most part, very utilitarian, solid concept. It *might* even be able to be a 3/5 for that cost. You know what would be a nifty twist?
Golgari Elemental 3
Creature - Elemental
When Golgari Elemental enters the battlefield, target creature gets -1/-1 for each spent to cast ~.
When Golgari Elemental enters the battlefield, you gain 2 life for each spent to cast ~.
2/4
So the evoke is severely curtailed (maybe up the evoke cost to ?), but the creature itself is a 2/4 that gives you up to 10 life and/or a creature gets up to -5/-5. That would be some pretty fancy Spike/Johnny candy. Heh, what's really cool (well, maybe "interesting" is a better word) is that you could make the Evoke cost (or in my alternate version) and it would be just as effective as (or ).
Glimpse of Desolation BB
Enchantment
Flash
Creatures controlled by opponents get -1/-1.
At end of turn, sacrifice ~. If you do, each opponent discards a card. A moment of insanity for a lifetime of regret.
Golgari Elemental is definitely a neat use of evoke design space to make it essentially a 'triple split card'. But balancewise it would be overpowered as a piece of removal, as a harder-to-interact disfigure is already competitive without stapling on a toolbox of lifegain or a potential 2-for-1 5-drop beater with lifegain to stabilize a board. I think the -2/-2 for 1 is the only troublesome part. Not sure about the 'per g/b mana spent' idea though, since that really powered up 5 drop mode would be oppressive too.
Glimpse of Desolation is a kind of odd card. I guess there's a compelling reason for an instant effect to be on a flash enchantment when its coupled to discard to prevent it from being used when an opponent draws a card to lock them out with any recursion, but its a little wonky. If its on your turn, your opponent won't have much more opportunity to dump their hand before the discard after it resolves than they did before it. If its on their turn I guess it matters. I do like the idea of combining the temporary shrivel effect with an enchantment on a timer, and like zealous persecution its fine at 2 on its own, but making it a 1:1 at a minimum and easily a 2-for-1 and maybe 3-for-1 at 2 mana is scary. Just playing this turn 2 after a mana dork is a blowout that would probably win a game down the road, and since its flash you can hold it back. That kind of advantage is undercosted at 2.
Eleutherian, Brand of Perdition1WB
Legendary Creature - Human Cleric (M)
Whenever a creature would be dealt combat damage, it instead deals combat damage to itself equal to its power.
2/3
would get a little wonky with the conga line and damage order (assign damage based on creatures power and arrange the order, then only the ones that would be dealt damage, instead deal a different amount to themselves). But I think it works. Funny interaction with deathtouch.
I like the color and the mana costs. I am not sure if the wording is clear enough though. Damage to opponent is also called combat damage and this would mean no player can't lose life to attacking creatures, but I am sure that is not what you wanted to happen here. I would suggest the following wording:
Whenever a creature would deal combat damage to another creature prevent that damage. Then each of those creatures deals damage to itself equal to its power.
The problem still stands: What happens when 1 creature attacks and is blocked by three creatures. Then each blocker deals damage to itself. I think that it is ind of strange to "mess" with the basic rules of combat, it gets confusing very quickly. But i still like the idea to push those toughness higher than power creatures.
Here is my newest edition to my Elemental cycle (I hope you don't get tired of it)
Rakdos Elemental 1(B/R)(B/R)
Creature - Elemental
When Rakdos Elemental enters the battlefield, target opponent discards a card if B was spent to cast Rakdos Elemental
When Rakdos Elemental enters the battlefield, it deals 2 damage to target player or planeswlker if R was spent to cast Rakdos Elemental
Evoke (B/R)
2/1
Maybe I have to change the second ability so you can only deal damage to a player, but idk for sure.
"Affinity is like the Christian religion. You got the old testament and the new. The old one was full of real affinity cards and then the new testament Metalcraft came along. Now with Hardened Scales the new Church of Affinity split up in two, just like the Catholics and Protestants." BRG Living End BRG G Hardened Scales Affinity G
I really like the evoke + shadomoor hybrid modal concept, and like this design as well as the gruul one you posted earlier - it elegantly gives you a lot of options for how to cast it, and the evoke means that you aren't stuck with always making a mana-inneficient play if you only have 1 color. It turns out for this card that it's completely fine in monoblack.
I thought about it for a bit and I like the red ability as is. There's going to be the occasional game where it kills a PW and makes the opponent discard their last card in hand and completely ices the game. I think that's fine though. If your opponent leaves a PW with 2 loyalty against red they should know what they're risking. I think maybe it could just be 1 damage to any target. 2 to a player (with no PW option) will be irrelevant too much I think, although it does allow you to have a clearly aggro-centric modal card which is I think makes aggro more fun than just playing guys every turn.
Skyclaw Fossil1(U/R)(U/R)
Artifact (U)
T: Look at the top 2 cards of your library, then put them back in any order.
Sacrifice ~: Exile the top two cards of your library. Until end of turn, you may play them as though they were in your hand.
I would just have it be look at the top 2 (and you don't get to reorder) but I think with paper it would be so easy to either accidentally rearrange them or cheat and do it that it's better to just let the player do it. It does make hybrid red either a break or an extreme bend. Also IDK if it should be uncommon or rare.
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Skyclaw Fossil1(U/R)(U/R)
Artifact (U)
T: Look at the top 2 cards of your library, then put them back in any order.
Sacrifice ~: Exile the top two cards of your library. Until end of turn, you may play them as though they were in your hand.
I don't really see why this has to be a colored artifact. Compare to Sensei's Divining Top. The "may play as though they were in your hand" might need the color restriction, I suppose, so why not lower the cost to , then change the cost on the last clause to " , Sacrifice ~"? Other than that, I think that it's a nice card. I would prooooooooobably err on the side of rare, mostly for the whole "pseudo-draw 2 cards" concept (and for the similarities to Top), but it might be ok at uncommon. The reorder clause is pretty much a must, for the reason you list. I like the card mechanically. Flavorfully, the name makes me feel like it ought to echo Skyclaw Thrash (like "flip a coin, if you win target attacking creature gets +1/+1 and flying until end of turn" or equipment that grants that ability, or somesuch).
I wonder what happens when Golgari punk-zombies and Izzet frat boys get drunk together and design new spells:
Grave-Muck Flashbang UB
Instant Undergrowth - Counter target spell with converted mana cost less than the number of cards in your graveyard.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
First: Undergrowth counts just Creature cards. Anyway, nice idea, reasonable cost, but I must say that I’d want to see a multi-Guild card be between two Guilds that share a color.
Mages’ Proving Grounds
Land
: Add C. Put a charge counter on Mages’ Proving Grounds.
, remove a charge counter from Mages’ Proving Grounds: Add R. If this mana is used to cast a red spell that deals damage to a single target, it deals that much damage plus one to that target.
Thanks, tiasian, for pointing out the correction on Undergrowth. (And the point there was specifically to go cross-color guilds, but thanks for the feedback.)
Mages' Proving Grounds: It feels really specific...but that's the point, and it actually does a good job of achieving an effect that matters. I don't quite make the flavor connection, as to me a "proving ground" is one where two or more engage in challenges and those that excel "prove" themselves, and I don't quite see any "proving" in adding a colorless mana to your mana pool...but I like the imagery that the name evokes. Just don't quite see the tie-in. The land itself is quite nicely designed. I like it.
Buzzkill 1
Instant
Spectacle 3 (You may cast this card for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Target creature gets -1/-1 for each spent to cast ~.
~ deals 1 damage to target creature for each spent to cast ~.
I love the concept of spectacle cards that count the mana symbols used to cast them. It's super elegant while still giving you tons of options, it gives a great and pretty fresh reason to care about colors in a multicolor environment, and it reinforces 2 color while still allowing you to mix and match.
The only thing I'd say negatively about your design is that -1/-1 and 1 damage to a creature will be functionally the same a lot of the time, and in the scenarios where they are different, -1/-1 will almost always be better. I think it would be better to make the red side deal damage to a player or planeswalker to add some more relevance to the color choice.
It would be a bit hard to make a full cycle of these, because you need effects that are fundamentally worth around 1 mana. I guess Orzhov could be gain life/lose life although that would step on your toes if red is going to deal damage. Simic I guess could be scry X or put +1/+1 counters.
EDIT: Oh I missed that the each side has to target a single creature. That does give relevance to choosing the colors. My mistake.
---
Drunken Shipmate2W
Creature - Human Pirate (C)
Vigilance
Whenever Drunken Shipmate blocks, tap it and it doesn’t untap during it’s controllers next untap step.
Only thing about this guy is I'm not sure it's monowhite.
It’s hard to judge the balance of Drunken Shipmate because it’s power and toughness are missing. I like the ability and think it’s appropriate to the flavor since blocking basically knocks the guy off his feet and it takes him a while to get back up. I also like how it plays with vigilance, forcing the player to always choose between blocking now or attacking their next turn. As for the question of color of the creature, I think monowhite is fine, but he could also be Boros since creatures who can’t block or have a downside when they block is a very red thing (like goblin raider or jackel pup).
Rapheus, Master of SelfWG Legendary Creature - Human Ranger
Reach
You have protection from permanents and spells you own, but don’t control.
At the beginning of each other player’s upkeep, if that player controls three or more permanents that you own, they lose the game. ”Never let the other side in or one day you’ll wake up surrounded”
1/4
(Came from wondering what a creature that punishes theft effects would look like if it couldn’t regain control of them like Trostani)
Crap, I'm sorry, Drunken Shipmate was supposed to be a 3 mana 3/3.
I guess I'll continue the chain nevertheless.
Rapheus is honestly not a card I like to play with personally, but both the combo potential and the protection against mind control effects would definitely have a niche. This card's power depends a lot on the support you would have - if cards like Donate that have been used in the past, 3 would probably be reasonable to hit as a win con. I'm personally a big fan of protection from X, if X is a group of permanents - IMO wotc should either introduce this or create a similar mechanic that only works against permanents/creature combat. I think the cost is pretty reasonable. I would like it to only be 1 color because most of the cards you can combo with it are blue, and it would be annoying to have to accommodate 3 colors. I think mono-white would be justifiable to this end.
---
Muddled DruidG
Creature - Human Druid (R) T, Discard a card: Add one mana of any color.
0/1
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This is probably not the best of dorks but I appreciate the effect and I’m always down for discard outlets, especially cheap ones that use them as costs. I’d make it 1/1 or 0:2 but otherwise it’s reasonable.
Inciter 2RR
Enchantment Artifact Creature - Warrior
Haste
Other creatures you control get +1/+0. 2R , : Target creature you control fights target creature you don’t control.
3/3
Human warrior I imagine. The body is reasonably efficient for its cost and anthem effect without the ability, just dropping for 4 on a normal ramp could mean swinging for ~6 extra power on turn 4 if you have 3 other creatures, a fine top end of a curve. But that ability might put it over the top. Unlike ulvenwald tracker it is already a big enough body to survive taking down some threats on its own, and that repeatable removal can get oppressive especially with the extra power to allies to help swing a board state. I think it might be a big too much of a package all together, but the abilities do work nicely together. At a minimum I'd say it should be "Another target creature you contorl fights target creature you don't control" so it can't fight its own battles.
Demonic GateBB
Enchantment (R)
When Demonic Gate enters the battlefield, search your library for a Demon creature card and exile it, then shuffle your library and put a number of blood counters on Demonic Gate equal to that card's converted mana cost.
Sacrifice a creature, pay 2 life: Remove a number of blood counters from Demonic Gate equal to the sacrificed creature's power. If no blood counters are left on Demonic Gate, sacrifice it and put the exiled card onto the battlefield. Activate this ability only any time you could cast a sorcery.
No, just Warrior. The flavor is that magical and er artificial augmentation stripped the Inciter of all identity other than his tole.
I see your point about the activated ability pushing it over the top a bit and will go with your suggested tweak.
I like your card and the flavor! Unfortunately it’s pretty text-heavy for what it does. Not sure what changes I could suggest, if any. The cost is fine, at least. Maybe the next poster could think of something?
Mobilizer 2GG
Enchantment Artifact Creature - Druid
Trample
Creature spells you cast cost 1 less to cast. 2G , : Untap up to two target creature other than Mobilizer.
3/3
Mobilizer is hard to evaluate, the hexproof makes it much more difficult to interact with and cost reduction effects tend not to go on creatures that have built-in protection. The only exceptions I could find are animar, Soul of elements & krosan warchief and both are much more conditional forms of protection than hexproof, animar had pro-black&white and the warchief can regenerate itself. I feel like some sort of conditional form of self protections would be better here than full on hexproof, perhaps something more along the lines of Dragonlord Ojutai’s hexproof would be good (make it lose hexproof when tapped) and it would give the player an interesting choice when it comes to activating it’s +1/+1 counter ability, forcing them to choose between no pump or pumping a creature and risk losing the Mobilizer to removal.
Other than that, I like the card.
Convincing VisierUW Creature - Human Advisor
Flash
Whenever a spell or ability an opponent controls allows them to “choose” or “pick,” you make that choice or pick instead. (if there are targets, that player still chooses the targets of those spells or abilities)
2/2
The basic idea was for a hate bear that makes modal cards bad (like charms & commands). I wanted to make it also affect cards like fact or fiction and collected company, but couldn’t figure out how to word it. Also I am not sure if this is possible within the rules.
Visier is a fun effect I've wondered about before. While it works fine with some discrete choices like modal effects in theory, even then it has issues with announcing targets / paying costs. Can you force your opponent to choose a mode and have to pick a valid target for that mode and make them nuke their own stuff? Can you change the mode to one that wouldn't have valid targets, thereby countering it? It could theoretically work. And there's no "picking" in magic, only "choosing", the only card with "pick" in its text is lore seeker referring to drafting. But then you get into stuff like choosing objects as part of more complicated effects and it gets difficult. Choosing objects from a hidden zone like a player's hand, dividing damage as you choose among targets, choosing at random, etc, and it doesn't work.
Balancewise I think its very dangerous, there are 1000+ cards it interacts with and I'm sure that besides just hosing a wide range of cards, it wouldn't be hard to figure out some one-sided combo that relied upon a card normally balanced by an opponent choosing an effect. I wonder if there's some more direct way you could hose charms/modal effects. I think if you really wanted to blunt them in a rather silly fashion, you could have an ability like "Players may only choose the first option on modal spells."
-----
Is there any sane way in which this mechanic could survive so generally unlike the narrow edgewalker/ragemonger? I fear it would just translate to 6CMC: "you storm off and win the game" in decks designed with cantrips and only cards that reduce to 0 cost.
The Sixth SunWUBRG
Legendary Artifact (M)
Spells you cast cost WUBRG less to cast. This effect reduces only the amount of colored mana you pay. (For example, if you cast a spell with mana cost 1UB, it costs 1 to cast.)
This seems like a very overcosted card for EDH, considering you're paying 11 mana to have what is essentially Assault Formation as your commander. The mana ability is a little irrelevant as it's only available during a specific moment of your opponent's turn. You could make it so the mana doesn't empty like Omnath, Locus of Mana or Kruphix, God of Horizons, and likewise the hexproof granting might as well be continuous at a mana cost this steep.
Ulamog's Tool as a card also seems underpowered for the amount of mana you're spending each turn to transform it. 10/10 statline is beefy but with no trample or protection it can easily be removed and put you at a huge mana disadvantage. I feel like you could either reduce the cost of the transform ability, give it trample and maybe even make the returning transformation condition and it would still feel like a bad payoff for such a big requirement. I like the idea flavour-wise of a Hedron being bestowed sentience and working with Ulamog, but the wording and the balance of the card need reviewing.
Similarly, I've tried designing some custom commanders for my EDH Cube as some colour combinations seem a bit same-y or lack interesting commanders. This is one of my alternatives to Numot for Jeskai.
Tashek, Master Strategist2RWU
Legendary Creature - Kor Warrior (Mythic)
Flash
First Strike, Vigilance
At the beginning of your end step, you may exile another creature you control with an Ambush counter on it.
At the beginning of combat on your turn, if Tashek is on the battlefield or in your command zone, you may put a creature card you own in exile with an Ambush counter on it onto the battlefield under your control. It gains haste until end of turn. "The trick to winning is to let them believe they know what your plan is."
3/4
Tashek - One issue I see, how do you put ambush counters on creatures? Do they stay as creatures are moved between zones? I think I get what you are trying to do with this, and it is definatly intresting (Then again, I don't like using the exile zone in general, I guess that goes back to my old school roots as Exile came from the REMOVED from the game line of thought.)
Polypod - UUGG
Creature - Mimic Ooze
When this enters the battlefield, becomes the target of a spell or ability, takes damage, and at the begining of your upkeep, create a copy of this creature.
1/1
Polypod - UUGG
Creature - Mimic Ooze
When this enters the battlefield, becomes the target of a spell or ability, takes damage, and at the begining of your upkeep, create a copy of this creature.
1/1
So it enters the battlefield, making a copy of itself. The copy enters the battlefield, thus making another copy of itself. That copy entered the battlefield, thus making yet another one...
Even if you change the first part to say "when you cast" instead of "when this enters the battlefield", I'm pretty sure this is still extremely broken for the cost. Considering you need a non-damaging non-targeting removal effect just to actually get rid of it, on top of it being a chump blocker that replaces itself infinitely.
Since we're on the topic of Oozes, guess I'll make something ooze themed too.
/-/-/
Shapesplatter - 3GGUU Sorcery
Destroy target creature, then create two tokens that are copies of that creature. The tokens are Oozes in addition to their other types.
So glad to see the cost in proper WUBRG order haha
Anyway, I think the cost is reasonable but uh. Blue doesn’t do Destroy effects. Exile, yes, Fedteoy, no. Almost want to suggest Destroy the controller create a small Ooze token but eh.
Fortifier 2WW
Enchantment Artifact Creature - Soldier
Vigilance
Other creatures you control get +0/+1. W , : Put a +1/+1 counter on target creature.
2/4
Debilitater 3BB
Enchantment Artifact Creature - Shaman
Deathtouch
Creatures your opponents control get -0/-2.
2B , : Remove all counters from target creature.
2/4
Costs could maybe use tweaking, but uh the abilities and typline stay. Sorry.
Shards of awful never
A 2/4 that auto-kills any creature your opponent plays with 2 or less toughness feels...really strong all on its own for 3BB. I mean, compare to Elesh Norn, Grand Cenobite or Massacre Wurm. I'd say you need to up that to at least 4BB or 3BBB. Repeatable creature-only Vampire Hexmage for that cost is probably fine on a large-cost card. Fun idea, though.
I don't have time to post a card right now, so next person give another critique of Debilitater. If I get back on before that occurs, I'll edit in my own card.
Enchantment + Artifact Creature together does not fit well. The card seems to be really good, because of the on going effect to auto kill creatures. Maybe make it cost 3BBB instead. The problem with the 2/4 stats are, that this is bolt and push proof. you could make it a 2/3 instead and black tends to struggle with killing black creatures so maybe you can change the ability slightly as well. My suggestion:
Debilitater 3BBB
Enchantment Creature - Shaman
Deathtouch
Nonblack creatures your opponents control get -0/-2.
2B , : Remove all counters from target creature.
2/3
Here is my newest card. Inspiration was a phoenix (illusion) that is created by a mage, so the picture does not fit too well. Maybe I just throw that concept overboard, because red illusion looks so strange but on the other hand WOTC started that madness when they printed a red Merfolk.
Spectral Phoenix 1 R R
Creature - Phoenix Illusion
Flying, haste
Spectral Phoenix can't block.
1R, Discard Spectral Phoenix: Spectral Phoenix deals 2 damage to target creature.
2RR: Return Spectral Phoenix from your graveyard to your hand.
2/2
|| thanks for pointing out the spelling mistake, I corrected it : )
|| It does specifically say it can't block so that you cant just let him block for ever. That was not very red in my opinion.
|| I think 1R, Discard is fine, because the damage is based on an ability so you don't cast anything
|| which is hard for blue to interact with. And otherwise it would be too good compared to shock
\/
BRG Living End BRG
G Hardened Scales Affinity G
But overall, the card is very versatile for red, in my opinion, turning into either a recurring burn spell or a recurring blocker, depending on the situation. I do believe that the cost for discarding could stand to be 1 less, so that it can stack up with Shock.
Also, I would make the "Return to hand" cost RRR, as it doesn't seem to good at the current cost. Even with those two adjustments, its 4 mana for 2 damage each time, or 6 mana for a 2/2, so it is not incredibly broken
Time for mine:
Pen and Paper 1
Artifact (M)
At the beginning of your upkeep, each player puts a +1/+1 counter on target creature they control and draw a card. Then, if your life total is equal to or less than half of your starting life total, transform ~
Some wars are won with the diplomat speaking words of peace...
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Shield and Sword
Artifact
Creatures you control have lifelink and double strike
...and others are won when the knight stabs the diplomat
My newest edition to the Guild Elementals. (I honestly want to think of a cool name for each of these, but I am just not good at it.
Golgari Elemental 3
Creature - Elemental
When Golgari Elemental enters the battlefield, target creature gets -2/-2 until end of turn if B was cast to spend Golgari Elemental
When Golgari Elemental enters the battlefield, you gain 4 life if G was cast to spend Golgari Elemental
Evoke
2/4
BRG Living End BRG
G Hardened Scales Affinity G
Golgari Elemental 3
Creature - Elemental
When Golgari Elemental enters the battlefield, target creature gets -1/-1 for each spent to cast ~.
When Golgari Elemental enters the battlefield, you gain 2 life for each spent to cast ~.
2/4
So the evoke is severely curtailed (maybe up the evoke cost to ?), but the creature itself is a 2/4 that gives you up to 10 life and/or a creature gets up to -5/-5. That would be some pretty fancy Spike/Johnny candy. Heh, what's really cool (well, maybe "interesting" is a better word) is that you could make the Evoke cost (or in my alternate version) and it would be just as effective as (or ).
Glimpse of Desolation BB
Enchantment
Flash
Creatures controlled by opponents get -1/-1.
At end of turn, sacrifice ~. If you do, each opponent discards a card.
A moment of insanity for a lifetime of regret.
Glimpse of Desolation is a kind of odd card. I guess there's a compelling reason for an instant effect to be on a flash enchantment when its coupled to discard to prevent it from being used when an opponent draws a card to lock them out with any recursion, but its a little wonky. If its on your turn, your opponent won't have much more opportunity to dump their hand before the discard after it resolves than they did before it. If its on their turn I guess it matters. I do like the idea of combining the temporary shrivel effect with an enchantment on a timer, and like zealous persecution its fine at 2 on its own, but making it a 1:1 at a minimum and easily a 2-for-1 and maybe 3-for-1 at 2 mana is scary. Just playing this turn 2 after a mana dork is a blowout that would probably win a game down the road, and since its flash you can hold it back. That kind of advantage is undercosted at 2.
Eleutherian, Brand of Perdition 1WB
Legendary Creature - Human Cleric (M)
Whenever a creature would be dealt combat damage, it instead deals combat damage to itself equal to its power.
2/3
would get a little wonky with the conga line and damage order (assign damage based on creatures power and arrange the order, then only the ones that would be dealt damage, instead deal a different amount to themselves). But I think it works. Funny interaction with deathtouch.
Whenever a creature would deal combat damage to another creature prevent that damage. Then each of those creatures deals damage to itself equal to its power.
The problem still stands: What happens when 1 creature attacks and is blocked by three creatures. Then each blocker deals damage to itself. I think that it is ind of strange to "mess" with the basic rules of combat, it gets confusing very quickly. But i still like the idea to push those toughness higher than power creatures.
Here is my newest edition to my Elemental cycle (I hope you don't get tired of it)
Rakdos Elemental 1(B/R)(B/R)
Creature - Elemental
When Rakdos Elemental enters the battlefield, target opponent discards a card if B was spent to cast Rakdos Elemental
When Rakdos Elemental enters the battlefield, it deals 2 damage to target player or planeswlker if R was spent to cast Rakdos Elemental
Evoke (B/R)
2/1
Maybe I have to change the second ability so you can only deal damage to a player, but idk for sure.
BRG Living End BRG
G Hardened Scales Affinity G
I thought about it for a bit and I like the red ability as is. There's going to be the occasional game where it kills a PW and makes the opponent discard their last card in hand and completely ices the game. I think that's fine though. If your opponent leaves a PW with 2 loyalty against red they should know what they're risking. I think maybe it could just be 1 damage to any target. 2 to a player (with no PW option) will be irrelevant too much I think, although it does allow you to have a clearly aggro-centric modal card which is I think makes aggro more fun than just playing guys every turn.
Skyclaw Fossil 1(U/R)(U/R)
Artifact (U)
T: Look at the top 2 cards of your library, then put them back in any order.
Sacrifice ~: Exile the top two cards of your library. Until end of turn, you may play them as though they were in your hand.
I would just have it be look at the top 2 (and you don't get to reorder) but I think with paper it would be so easy to either accidentally rearrange them or cheat and do it that it's better to just let the player do it. It does make hybrid red either a break or an extreme bend. Also IDK if it should be uncommon or rare.
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I wonder what happens when Golgari punk-zombies and Izzet frat boys get drunk together and design new spells:
Grave-Muck Flashbang UB
Instant
Undergrowth - Counter target spell with converted mana cost less than the number of cards in your graveyard.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Mages’ Proving Grounds
Land
: Add C. Put a charge counter on Mages’ Proving Grounds.
, remove a charge counter from Mages’ Proving Grounds: Add R. If this mana is used to cast a red spell that deals damage to a single target, it deals that much damage plus one to that target.
Shards of awful never
Mages' Proving Grounds: It feels really specific...but that's the point, and it actually does a good job of achieving an effect that matters. I don't quite make the flavor connection, as to me a "proving ground" is one where two or more engage in challenges and those that excel "prove" themselves, and I don't quite see any "proving" in adding a colorless mana to your mana pool...but I like the imagery that the name evokes. Just don't quite see the tie-in. The land itself is quite nicely designed. I like it.
Buzzkill 1
Instant
Spectacle 3 (You may cast this card for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Target creature gets -1/-1 for each spent to cast ~.
~ deals 1 damage to target creature for each spent to cast ~.
The only thing I'd say negatively about your design is that -1/-1 and 1 damage to a creature will be functionally the same a lot of the time, and in the scenarios where they are different, -1/-1 will almost always be better. I think it would be better to make the red side deal damage to a player or planeswalker to add some more relevance to the color choice.
It would be a bit hard to make a full cycle of these, because you need effects that are fundamentally worth around 1 mana. I guess Orzhov could be gain life/lose life although that would step on your toes if red is going to deal damage. Simic I guess could be scry X or put +1/+1 counters.
EDIT: Oh I missed that the each side has to target a single creature. That does give relevance to choosing the colors. My mistake.
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Drunken Shipmate 2W
Creature - Human Pirate (C)
Vigilance
Whenever Drunken Shipmate blocks, tap it and it doesn’t untap during it’s controllers next untap step.
Only thing about this guy is I'm not sure it's monowhite.
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Rapheus, Master of Self WG
Legendary Creature - Human Ranger
Reach
You have protection from permanents and spells you own, but don’t control.
At the beginning of each other player’s upkeep, if that player controls three or more permanents that you own, they lose the game.
”Never let the other side in or one day you’ll wake up surrounded”
1/4
(Came from wondering what a creature that punishes theft effects would look like if it couldn’t regain control of them like Trostani)
I guess I'll continue the chain nevertheless.
Rapheus is honestly not a card I like to play with personally, but both the combo potential and the protection against mind control effects would definitely have a niche. This card's power depends a lot on the support you would have - if cards like Donate that have been used in the past, 3 would probably be reasonable to hit as a win con. I'm personally a big fan of protection from X, if X is a group of permanents - IMO wotc should either introduce this or create a similar mechanic that only works against permanents/creature combat. I think the cost is pretty reasonable. I would like it to only be 1 color because most of the cards you can combo with it are blue, and it would be annoying to have to accommodate 3 colors. I think mono-white would be justifiable to this end.
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Muddled Druid G
Creature - Human Druid (R)
T, Discard a card: Add one mana of any color.
0/1
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Inciter 2RR
Enchantment Artifact Creature - Warrior
Haste
Other creatures you control get +1/+0.
2R , : Target creature you control fights target creature you don’t control.
3/3
Shards of awful never
Demonic Gate BB
Enchantment (R)
When Demonic Gate enters the battlefield, search your library for a Demon creature card and exile it, then shuffle your library and put a number of blood counters on Demonic Gate equal to that card's converted mana cost.
Sacrifice a creature, pay 2 life: Remove a number of blood counters from Demonic Gate equal to the sacrificed creature's power. If no blood counters are left on Demonic Gate, sacrifice it and put the exiled card onto the battlefield. Activate this ability only any time you could cast a sorcery.
I see your point about the activated ability pushing it over the top a bit and will go with your suggested tweak.
I like your card and the flavor! Unfortunately it’s pretty text-heavy for what it does. Not sure what changes I could suggest, if any. The cost is fine, at least. Maybe the next poster could think of something?
Mobilizer 2GG
Enchantment Artifact Creature - Druid
Trample
Creature spells you cast cost 1 less to cast.
2G , : Untap up to two target creature other than Mobilizer.
3/3
Shards of awful never
Other than that, I like the card.
Convincing Visier UW
Creature - Human Advisor
Flash
Whenever a spell or ability an opponent controls allows them to “choose” or “pick,” you make that choice or pick instead. (if there are targets, that player still chooses the targets of those spells or abilities)
2/2
The basic idea was for a hate bear that makes modal cards bad (like charms & commands). I wanted to make it also affect cards like fact or fiction and collected company, but couldn’t figure out how to word it. Also I am not sure if this is possible within the rules.
Balancewise I think its very dangerous, there are 1000+ cards it interacts with and I'm sure that besides just hosing a wide range of cards, it wouldn't be hard to figure out some one-sided combo that relied upon a card normally balanced by an opponent choosing an effect. I wonder if there's some more direct way you could hose charms/modal effects. I think if you really wanted to blunt them in a rather silly fashion, you could have an ability like "Players may only choose the first option on modal spells."
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Is there any sane way in which this mechanic could survive so generally unlike the narrow edgewalker/ragemonger? I fear it would just translate to 6CMC: "you storm off and win the game" in decks designed with cantrips and only cards that reduce to 0 cost.
The Sixth Sun WUBRG
Legendary Artifact (M)
Spells you cast cost WUBRG less to cast. This effect reduces only the amount of colored mana you pay. (For example, if you cast a spell with mana cost 1UB, it costs 1 to cast.)
Hedron Incarnate
8CC
Defender
Whenever a Wall you control blocks, add C to your mana pool, also it gains hexproof until the end of this turn.
T4CC: Transform Hedron Incarnate.
1/10
Ulamog's Tool
Walls you control gain power equal to their original toughness, lose defender and become Eldrazis in addition to their other types.
At the beginning of your end step, transform Ulamog’s Tool.
10/10
Just an EDH thing I thought about with some of my friends.
Ulamog's Tool as a card also seems underpowered for the amount of mana you're spending each turn to transform it. 10/10 statline is beefy but with no trample or protection it can easily be removed and put you at a huge mana disadvantage. I feel like you could either reduce the cost of the transform ability, give it trample and maybe even make the returning transformation condition and it would still feel like a bad payoff for such a big requirement. I like the idea flavour-wise of a Hedron being bestowed sentience and working with Ulamog, but the wording and the balance of the card need reviewing.
Similarly, I've tried designing some custom commanders for my EDH Cube as some colour combinations seem a bit same-y or lack interesting commanders. This is one of my alternatives to Numot for Jeskai.
Tashek, Master Strategist 2RWU
Legendary Creature - Kor Warrior (Mythic)
Flash
First Strike, Vigilance
At the beginning of your end step, you may exile another creature you control with an Ambush counter on it.
At the beginning of combat on your turn, if Tashek is on the battlefield or in your command zone, you may put a creature card you own in exile with an Ambush counter on it onto the battlefield under your control. It gains haste until end of turn.
"The trick to winning is to let them believe they know what your plan is."
3/4
Polypod - UUGG
Creature - Mimic Ooze
When this enters the battlefield, becomes the target of a spell or ability, takes damage, and at the begining of your upkeep, create a copy of this creature.
1/1
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
So it enters the battlefield, making a copy of itself. The copy enters the battlefield, thus making another copy of itself. That copy entered the battlefield, thus making yet another one...
Even if you change the first part to say "when you cast" instead of "when this enters the battlefield", I'm pretty sure this is still extremely broken for the cost. Considering you need a non-damaging non-targeting removal effect just to actually get rid of it, on top of it being a chump blocker that replaces itself infinitely.
Since we're on the topic of Oozes, guess I'll make something ooze themed too.
/-/-/
Shapesplatter - 3GGUU
Sorcery
Destroy target creature, then create two tokens that are copies of that creature. The tokens are Oozes in addition to their other types.
/-/-/
Might have low-balled the cost a bit.
Anyway, I think the cost is reasonable but uh. Blue doesn’t do Destroy effects. Exile, yes, Fedteoy, no. Almost want to suggest Destroy the controller create a small Ooze token but eh.
Fortifier 2WW
Enchantment Artifact Creature - Soldier
Vigilance
Other creatures you control get +0/+1.
W , : Put a +1/+1 counter on target creature.
2/4
Edit: forgot a word whoops
Shards of awful never