it should give other roosters -1/-1.
other than that its a nice redux of uktabi kong (?)
with an inverse seige-gang commander feel.
This card was meant to be a hardcasted hardhitting creature. also is vanilla if its rebelled out of the library.
Anarchist Wailer W/R W/R W/R
Creature- Human Rebel Cleric
When ~ comes into play, if W was payed to cast ~ tap target nonred creature and ~ has first strike. If R was paid to cast ~, it deals 2 damage to target nonwhite creature and ~ has haste. (if RW was paid, do both.)
3/1
Private Mod Note
():
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In the shadowplay, acting out your
own death, knowing no more
As the assassins all grouped
in four lines,
Dancing on the floor,
And with cold steel, odour on their bodies,
made a move to connect
I could only stare in disbelief
as the crowds all left
Seems fine enough. The HHH cost makes it a bit prohibitive outside its color, but now that I think about it, probably this be a 2/1 for 3 or 2/2 for 1HHH....
Bored
Æorisite2
Artifact Creature - Insect
Suspend 2 - 1
Vanishing 2
When Æorisite is put into your graveyard from play, if it has no time counters on it, remove it from the game with 2 time counters on it.
2/2
Is 2/2 for 2 which can self recur provided it died 'properly'. Some kind of a silly Epochrasite, yes What say you?
EDIT:
Æorisite3
Artifact Creature - Insect
Suspend 2 - 1
Vanishing 2
When Æorisite is put into your graveyard from play, if it has no time counters on it, remove it from the game with 2 time counters on it.
2/2
Clone Army: The wording is fine, except that it should be "creature token" instead of "token creature". I think you can knock a mana or maybe even two off the cost, since leaving the graveyard is something creature cards don't do under normal circumstances, and so it needs specific cards to combo with. Really good with Ichorid, though, which might be a strike against it.
Penitent Seeker :3mana::symw:
Creature - Tura Monk
Penitent Seeker comes into play with five vice counters on it and has protection from creatures with power greater than the number of vice counters on it.
:symw::symw:: Remove a vice counter from Penitent Seeker.
3/3
Private Mod Note
():
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
Clone Army: The wording is fine, except that it should be "creature token" instead of "token creature". I think you can knock a mana or maybe even two off the cost, since leaving the graveyard is something creature cards don't do under normal circumstances, and so it needs specific cards to combo with. Really good with Ichorid, though, which might be a strike against it.
Penitent Seeker :3mana::symw:
Creature - Tura Monk
Penitent Seeker comes into play with five vice counters on it and has protection from creatures with power greater than the number of vice counters on it.
:symw::symw:: Remove a vice counter from Penitent Seeker.
3/3
You can probably knock down the activation cost. Guardian of the Guildpact says it's really not all that good. You could probably get away with two fewer counters, too. Afterall, 4 power is sort of the iconic marking line for white, not 6. A 3/3 for 4 that costs 3 mana to gain "protection from creatures with power greater than 0" isn't going to break anything. Even with that, the Guardian is probably still the better card and Dawn Elemental just makes it cry over how much weaker it is by comparison. I love the flavor, but the power level of the card just says "casual won't even play me." The flavor is still too good to lose, though. What about:
Pentinent Seeker 3W
Creature- Tura Monk
Pentinent Seeker comes into play with 5 vice counters on it and gets -1/-1 for each vice counter. WW: Remove a vice counter from Pentinent Seeker.
8/8
That still keeps the flavor of power through purity, although in a bit more literal way.
Hm, I think that fix might just make it very overpowered. It's a 7/7 probably two turns later. Make it tap to remove a vice counter, and that would improve the fixed version.
Rekindled Inspiration 3R
Sorcery (R)
Each player discards his or her hand, then draws 4 cards.
Synergy 2 (When you play this spell, you may reveal a sorcery card with converted mana cost 2 or less from your hand. If you do, add that card’s effects to this spell.)
Flashback 4R
The ability is coming from my card-type-matters block, where red has dominion over sorceries and blue over instants, so that's why its in red. (blue gets the same ability with instants.) But is the card balanced?
One major issue with Rekindled Inspiration: Costless suspends. Perhaps it's best that Synergy drops the 'or less' clause..... The card itself may be a little too cheap..... I dunno what else to say....
Random again....
Virulent Ooze3BB
Creature - Ooze 1B: If Virulent Ooze is in play, it and target creature get -1/-1 until end of turn.
3/3
Too strong, maybe? This translates into 2BB: target creature's controller sacrifices it if its toughness is two or less. What say you?
EDIT:
Virulent Ooze3BB
Creature - Ooze 1B: Virulent Ooze and target creature get -1/-1 until end of turn.
3/3
its not too strong, because you can only play the ability thrice (assuming it doesnt have any buffs on it) a turn without the effect fizzling. it certainly would be put on a leash it the latter affect was true, because then it loses versatility. put first strike on it though, and it's broken.
Stagger Lee 1BRR
Planeswalker- Stagger
whenever Stagger Lee loses Loyalty Points, Stagger
Lee deals that much damage to you and to target opponent.
+1: Tap target Creature target opponent controls. That creature deals damage equal to its toughness to that player.
-3: Choose two permanents at random. Destroy those permanents.
-X, where X is Stagger Lee's loyalty counters: choose x creatures at random. those permanents become tapped, and deal damage equal to their toughness to their controllers. then destroy those permanents.
loyalty counters: 1
a bit overpowered, but i took inspiration from that newly released red card printed in shadowmoor, wild swing.
Private Mod Note
():
Rollback Post to RevisionRollBack
In the shadowplay, acting out your
own death, knowing no more
As the assassins all grouped
in four lines,
Dancing on the floor,
And with cold steel, odour on their bodies,
made a move to connect
I could only stare in disbelief
as the crowds all left
Stagger Lee - I agree with temaire, the +1 ability is overpowered. Also a static ability on a planeswalker card is able to do, but then you need to skip one of it's abilities.
Flame Birth X{X/R}
Sorcery
~ deals X damage to target creature or player.
(This card is part of a cycle.)
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And the heavens will tremble....
"He is inside each of us. Watching for his time to come." - Seer's Parables
Errr....... Either you pay double X for an effect or X and R for the same power? That's a bit of imbalance, don't you think? But then again, I know why you made this, but I still have my qualms.....
Random
Deep-Soil Lushes
Land T: Add 1 to your mana pool. 2G: Return Deep-Soil Lushes from your graveyard into play.
Deep-Soil Lushes -- So it's immune (mostly) to Stone Rain and Armageddon. That's cute, but unless you're counting on having lots of lands in play, having one more colorless mana available isn't exactly going to swing the game in your favor.
If Le Chat were to make this card, it would be a five-card cycle:
Silleton Riverbed
Land
:symtap:: Add to your mana pool. 2U, Sacrifice Silleton Riverbed: Draw a card.
Whenever an opponent plays a blue spell, put Silleton Riverbed into play from your graveyard.
The costing for the second and third abilities still needs to be tweaked.
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Playlace --
Instant
Target spell or permanent's tone becomes playful.
I'm gonna have to disagree about its inutility. This is a repeatable sacrificing of a land that doesn't count as your land for the turn. Sac land abilities tend to be powerful, so I think it works.
a blue card drawer is pretty obvious, so i'd be curious to see what the rest of the cycle would be like.
Gaea's Land Folk
Creature- Elf Merfolk
LandWalk. Shroud.
1/1
It'd have to be atleast an uncommon. I think if it were to cost :symgu::symgu: for a 2/2 could push it to rare.
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Teroza Veg'Ra, Druidic Archmage :4mana::symg::symu::symug:
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
I'm gonna have to disagree about its inutility. This is a repeatable sacrificing of a land that doesn't count as your land for the turn. Sac land abilities tend to be powerful, so I think it works.
Agreed. I think magac's version is just fine; Le Chat's is too powerful, being repeatable and easy-to-recur card draw.
Gaea's Land Folk: "Landwalk"? As in, "This creature is unblockable as long as defending player controls a land"? Isn't this a little powerful on a one drop (compare: Metathran Soldier)? Not to mention that it has shroud?
Wandering Ghost :4mana::symb:
Creature - Spirit Haunt — When Wandering Ghost or the creature it haunts is put into a graveyard from play, put target creature card in another graveyard into play under your control. Remove Wandering Ghost from the game haunting that creature.
The creature Wandering Ghost haunts gets -1/-0 and is a Zombie.
3/2
Yep, it's haunt as an ability word. Counts as haunt for all purposes - such as, say, a card that says "Protection from cards with haunt" - but it doesn't actually do what haunt does. Sort of like landcycling and cycling.
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
Hm, I think that fix might just make it very overpowered. It's a 7/7 probably two turns later. Make it tap to remove a vice counter, and that would improve the fixed version.
Rekindled Inspiration 3R
Sorcery (R)
Each player discards his or her hand, then draws 4 cards.
Synergy 2 (When you play this spell, you may reveal a sorcery card with converted mana cost 2 or less from your hand. If you do, add that card’s effects to this spell.)
Flashback 4R
A 7/7 2 turns later is overpowered? 3WWWWWWWWW is the total cost for said creature. Even if you get all the counters off, it's still just a vanilla 8/8. I'd have to wonder if many people would even play it in limited.
Agreed. I think magac's version is just fine; Le Chat's is too powerful, being repeatable and easy-to-recur card draw.
Gaea's Land Folk: "Landwalk"? As in, "This creature is unblockable as long as defending player controls a land"? Isn't this a little powerful on a one drop (compare: Metathran Soldier)? Not to mention that it has shroud?
Wandering Ghost :4mana::symb:
Creature - Spirit Haunt — When Wandering Ghost or the creature it haunts is put into a graveyard from play, put target creature card in another graveyard into play under your control. Remove Wandering Ghost from the game haunting that creature.
The creature Wandering Ghost haunts gets -1/-0 and is a Zombie.
3/2
Yep, it's haunt as an ability word. Counts as haunt for all purposes - such as, say, a card that says "Protection from cards with haunt" - but it doesn't actually do what haunt does. Sort of like landcycling and cycling.
A one mana almost unblockable creature is good because you can pump it. Being that it has shroud, it's going to be nearly impossible to increase its size at all early game. In this case, shroud actually makes it weaker. The ability is good for utility creatures and colossal face breakers that are hard to stop without destroy effects. In this case all it can do is chump block and "t: ~ deals 1 damage to target player" That's not all that insane and plenty raceable. Blue can't really pump it anyway and green, compare to Silhana Ledgewalker.
Wandering Ghost: Well, you get a 3/2 for 5. When it dies, you get to reanimate something. Then it slightly weakens a creature and should that one die, you get to reanimate again. This thing can get really stupid, really quickly in a Husk deck as long as your opponent's creatures are ending up in the graveyard. I think maybe 4/1 might be better, though. Afterall, the point is to suicide the creature anyway, right?
Mini Counter U
Instant
Counter target spell with converted mana cost 1.
I thought about making it 0 since 2 is a much more favorable mana cost, though.
A 7/7 2 turns later is overpowered? 3WWWWWWWWW is the total cost for said creature. Even if you get all the counters off, it's still just a vanilla 8/8. I'd have to wonder if many people would even play it in limited.
The cost looks atrocious until you realize that (a) you can pay it over multiple turns (like echo); (b) you can wait to pay it if you'd rather pay for something else (better than echo); and (c) it gets you a 7/7 that can attack on turn six and, in fact, attacked last turn as a 5/5, for which you never have to hit more than four lands. You gotta think about these things, and not just add up the raw mana cost.
So yeah, it would see play in limited.
Private Mod Note
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
Mini Counter U
Instant
Counter target spell with converted mana cost 1.
I thought about making it 0 since 2 is a much more favorable mana cost, though.
I believe this is underpowered. See Spell Snare.
Early game, Force Spike does the same job, last game cards witht cmc1 don't really matter. The only use i could see for this card is in vintage, countering Recall and DR.
Saproling Frenzy G
Enchantment (rare)
At the beginning of your upkeep, sacrifice a land and put a 1/1 green saproling creature token into play.
I believe this is underpowered. See Spell Snare.
Early game, Force Spike does the same job, last game cards witht cmc1 don't really matter. The only use i could see for this card is in vintage, countering Recall and DR.
Saproling Frenzy G
Enchantment (rare)
At the beginning of your upkeep, sacrifice a land and put a 1/1 green saproling creature token into play.
The cost looks atrocious until you realize that (a) you can pay it over multiple turns (like echo); (b) you can wait to pay it if you'd rather pay for something else (better than echo); and (c) it gets you a 7/7 that can attack on turn six and, in fact, attacked last turn as a 5/5, for which you never have to hit more than four lands. You gotta think about these things, and not just add up the raw mana cost.
So yeah, it would see play in limited.
Actually, it gets up to 8/8. I understand that you can pay it over multiple turns, but that's also at the cost of playing anything else. I think you could be right about it being playable, but still, it's only a vanilla creature even if you play the ability the full 5 times. Krosan Beast is a lot cheaper of a fat creature. I didn't play Odyssey limited, but it didn't warp the format, did it? Yes, I know that's a green card, but also, Shade of Trokair can come down turn 4 and be a 5/6 with haste. This is a 3/3 with no abilities that likely won't be swinging until turn 5 even if you pump it to a 5/5 then. Yeah, the shade shrinks back down, but only costs half the mana to pump, so it can easily be much larger in addition to being able to attack a turn earlier.
Yawgmoth's Splicer 2B
Enchantment
When a creature comes into play, its controller may remove a creature card in his or her graveyard from the game. Put +1/+1 counters on the creature equal to the removed card's power.
Actually, it gets up to 8/8. I understand that you can pay it over multiple turns, but that's also at the cost of playing anything else. I think you could be right about it being playable, but still, it's only a vanilla creature even if you play the ability the full 5 times. Krosan Beast is a lot cheaper of a fat creature. I didn't play Odyssey limited, but it didn't warp the format, did it? Yes, I know that's a green card, but also, Shade of Trokair can come down turn 4 and be a 5/6 with haste. This is a 3/3 with no abilities that likely won't be swinging until turn 5 even if you pump it to a 5/5 then. Yeah, the shade shrinks back down, but only costs half the mana to pump, so it can easily be much larger in addition to being able to attack a turn earlier.
You won't let this go, will you? Look, this is the Single Card Critique Thread, so let's just agree to disagree.
Yawgmoth's Splicer 2B
Enchantment
When a creature comes into play, its controller may remove a creature card in his or her graveyard from the game. Put +1/+1 counters on the creature equal to the removed card's power.
The symmetry is an unnecessary disincentive to running this. You could make it so that it only affects its controller, probably without even changing the cost.
Keeper of the Sanctuary :symw::symw:
Creature - Human Cleric
You can't sacrifice creatures.
If an opponent would sacrifice a creature, you gain control of that creature instead.
2/2
I've always hated it when Wizards made Wizards and Clerics and Shamans and the like efficient beaters, and here I am doing it. The ability's too narrow to be worth putting on an inefficient body, though.
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
Quite a narrow ability, indeed. Still, when this hits hard, it hits so hard it hurts so much. But I believe the second ability will push this up to 5cc, at least, because with Smallpox, Razia's Purification, Mercy Killing and so on, it's going to be really insane, although the higher CMC may allow this to have better stat as well.
Some random name-based card
Generation Switch2GG
Instant
Target creature's controller searches his or her library for a card that shares a name with that creature and reveals it. That player shuffles his or her library, then puts that creature at the bottom of its owner's library, then put that card into play under his or her control. Do not fight an old wolf. Its grandchildren will kill you.
I have not much idea on what color this should be, but I do feel black and red are the wrong colors. White seems possible, with its effect mimicking blink to an effect, and blue is also possible because it's as though you hit nothing. But for now, I choose green, since it affects creatures, and the recycle flavor kind of fits with green too. What say you?
Generation Switch -- Er. LC Keeps looking for a simpler version of this, simply based on its effect. It gets rid of negative enchantments, triggers CIP effects and gives it summoning sickness. It's not very clear what you want to happen if that player doesn't have another copy of it in his or her library (which can happen even with four-ofs, late-game); presumably, then, it becomes an Exile.
The order of events could stand revision: search for the copy, put it into play, shuffle your library, and then put the creature on the bottom of it.
LC doesn't really grasp the flavor, since you're no longer fighting an old wolf (and there's nothing suggesting its successor will be in more of a position to kill); if it added +1/+1 counters to creatures or gave some other benefit, it'd be more clear.
.
Along similar lines:
Cellular Division -- 1UG
Instant
Search your library for a card that shares a name with target creature and put it into play, then shuffle your library.
Replicate 1UG
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():
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Playlace --
Instant
Target spell or permanent's tone becomes playful.
i think replicate is a little too much. without it,i could still get another tarmogoyf on turn three. if this was in legacy, threshold would barely lose.instead, i think that this take on it would deviate slightly from the concept of those 'metamorphosis'type cards. when i read cellular division's name, it reminded me of two things, joy division and chronozoa.
cellular division 3UG
instant
sacrifice target creature you control, then put two tokens into play that are copies of that creature.
i think this is well balanced for its type, effect and cost.
Emissary of the Ghost Council WB
creature- spirit knight
first strike, lifelink
w/b,pay 2 life; remove ~ from the game. at the end of turn, return ~ into play under control.
2/2
a white knight variant that twists ghost council's affect into chivalry and vampirism.
Private Mod Note
():
Rollback Post to RevisionRollBack
In the shadowplay, acting out your
own death, knowing no more
As the assassins all grouped
in four lines,
Dancing on the floor,
And with cold steel, odour on their bodies,
made a move to connect
I could only stare in disbelief
as the crowds all left
Undercosted. It has a self-rescue ability, First Strike and most of all, Lifelink, and it's a bear? Make it 2WB at least, although that can warrant a toughness rise....
Dawn's Glory1W
Enchantment
Creatures you control get +2/+2 during your upkeep. The dawn brings all the lights in every being.
Originally I have this as a +1/+1 at upkeep at W only, but since this is 100% combo piece (for Arena, Fling, Joiner Adept, to name a few), I decide that +1/+1 may be too tiny. What say you?
Wording seems a little off. "Until end of phase"? That's probably worse still.
"Creatures you control get +2/+2 as long as it is your upkeep"?
It's hard to cost, but I think you could get away with +3/+3 for 1W, even, since it's not in a color of Fling or Tracker effects.
Yawgmoth's Last Will and Testament2B
Until end of turn, you may play creature cards in your graveyard. If a creature would be put into your graveyard from play this turn, remove it from the game instead. My only regret is ... that I have ... boneitis!
Hard to break, even in storm. Really not much better than a Death's Duet, I think, but I could be wrong.
Yawg's -- You forgot to give it a card type. Instant, probably. Less broken, but the ability to instantly retrieve a relatively large army for fairly cheap can be nettlesome.
.
Sepulchre Guardian -- 3B
Creature - Human Necromancer
Fear.
As long as you have more than -5 life, you don't lose the game for having zero or less life.
2/4
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Playlace --
Instant
Target spell or permanent's tone becomes playful.
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other than that its a nice redux of uktabi kong (?)
with an inverse seige-gang commander feel.
This card was meant to be a hardcasted hardhitting creature. also is vanilla if its rebelled out of the library.
Anarchist Wailer W/R W/R W/R
Creature- Human Rebel Cleric
When ~ comes into play, if W was payed to cast ~ tap target nonred creature and ~ has first strike. If R was paid to cast ~, it deals 2 damage to target nonwhite creature and ~ has haste. (if RW was paid, do both.)
3/1
own death, knowing no more
As the assassins all grouped
in four lines,
Dancing on the floor,
And with cold steel, odour on their bodies,
made a move to connect
I could only stare in disbelief
as the crowds all left
Bored
Æorisite 2
Artifact Creature - Insect
Suspend 2 - 1
Vanishing 2
When Æorisite is put into your graveyard from play, if it has no time counters on it, remove it from the game with 2 time counters on it.
2/2
Is 2/2 for 2 which can self recur provided it died 'properly'. Some kind of a silly Epochrasite, yes What say you?
EDIT:
Æorisite 3
Artifact Creature - Insect
Suspend 2 - 1
Vanishing 2
When Æorisite is put into your graveyard from play, if it has no time counters on it, remove it from the game with 2 time counters on it.
2/2
Penitent Seeker :3mana::symw:
Creature - Tura Monk
Penitent Seeker comes into play with five vice counters on it and has protection from creatures with power greater than the number of vice counters on it.
:symw::symw:: Remove a vice counter from Penitent Seeker.
3/3
candidus inperti; si nil, his utere mecum.
You can probably knock down the activation cost. Guardian of the Guildpact says it's really not all that good. You could probably get away with two fewer counters, too. Afterall, 4 power is sort of the iconic marking line for white, not 6. A 3/3 for 4 that costs 3 mana to gain "protection from creatures with power greater than 0" isn't going to break anything. Even with that, the Guardian is probably still the better card and Dawn Elemental just makes it cry over how much weaker it is by comparison. I love the flavor, but the power level of the card just says "casual won't even play me." The flavor is still too good to lose, though. What about:
Pentinent Seeker 3W
Creature- Tura Monk
Pentinent Seeker comes into play with 5 vice counters on it and gets -1/-1 for each vice counter.
WW: Remove a vice counter from Pentinent Seeker.
8/8
That still keeps the flavor of power through purity, although in a bit more literal way.
Rekindled Inspiration 3R
Sorcery (R)
Each player discards his or her hand, then draws 4 cards.
Synergy 2 (When you play this spell, you may reveal a sorcery card with converted mana cost 2 or less from your hand. If you do, add that card’s effects to this spell.)
Flashback 4R
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
Random again....
Virulent Ooze 3BB
Creature - Ooze
1B: If Virulent Ooze is in play, it and target creature get -1/-1 until end of turn.
3/3
Too strong, maybe? This translates into 2BB: target creature's controller sacrifices it if its toughness is two or less. What say you?
EDIT:
Virulent Ooze 3BB
Creature - Ooze
1B: Virulent Ooze and target creature get -1/-1 until end of turn.
3/3
Stagger Lee 1BRR
Planeswalker- Stagger
whenever Stagger Lee loses Loyalty Points, Stagger
Lee deals that much damage to you and to target opponent.
+1: Tap target Creature target opponent controls. That creature deals damage equal to its toughness to that player.
-3: Choose two permanents at random. Destroy those permanents.
-X, where X is Stagger Lee's loyalty counters: choose x creatures at random. those permanents become tapped, and deal damage equal to their toughness to their controllers. then destroy those permanents.
loyalty counters: 1
a bit overpowered, but i took inspiration from that newly released red card printed in shadowmoor, wild swing.
own death, knowing no more
As the assassins all grouped
in four lines,
Dancing on the floor,
And with cold steel, odour on their bodies,
made a move to connect
I could only stare in disbelief
as the crowds all left
Flame Birth X{X/R}
Sorcery
~ deals X damage to target creature or player.
(This card is part of a cycle.)
And the heavens will tremble....
- Seer's Parables
Deck
BU Fearies
RB Elemental/Horror
RB Artifact
BRG Dragonz
UBR Grixis
Random
Deep-Soil Lushes
Land
T: Add 1 to your mana pool.
2G: Return Deep-Soil Lushes from your graveyard into play.
What say you?
If Le Chat were to make this card, it would be a five-card cycle:
Silleton Riverbed
Land
:symtap:: Add to your mana pool.
2U, Sacrifice Silleton Riverbed: Draw a card.
Whenever an opponent plays a blue spell, put Silleton Riverbed into play from your graveyard.
The costing for the second and third abilities still needs to be tweaked.
Instant
Target spell or permanent's tone becomes playful.
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
Gaea's Land Folk
Creature- Elf Merfolk
LandWalk. Shroud.
1/1
It'd have to be atleast an uncommon. I think if it were to cost :symgu::symgu: for a 2/2 could push it to rare.
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Agreed. I think magac's version is just fine; Le Chat's is too powerful, being repeatable and easy-to-recur card draw.
Gaea's Land Folk: "Landwalk"? As in, "This creature is unblockable as long as defending player controls a land"? Isn't this a little powerful on a one drop (compare: Metathran Soldier)? Not to mention that it has shroud?
Wandering Ghost :4mana::symb:
Creature - Spirit
Haunt — When Wandering Ghost or the creature it haunts is put into a graveyard from play, put target creature card in another graveyard into play under your control. Remove Wandering Ghost from the game haunting that creature.
The creature Wandering Ghost haunts gets -1/-0 and is a Zombie.
3/2
Yep, it's haunt as an ability word. Counts as haunt for all purposes - such as, say, a card that says "Protection from cards with haunt" - but it doesn't actually do what haunt does. Sort of like landcycling and cycling.
candidus inperti; si nil, his utere mecum.
A 7/7 2 turns later is overpowered? 3WWWWWWWWW is the total cost for said creature. Even if you get all the counters off, it's still just a vanilla 8/8. I'd have to wonder if many people would even play it in limited.
A one mana almost unblockable creature is good because you can pump it. Being that it has shroud, it's going to be nearly impossible to increase its size at all early game. In this case, shroud actually makes it weaker. The ability is good for utility creatures and colossal face breakers that are hard to stop without destroy effects. In this case all it can do is chump block and "t: ~ deals 1 damage to target player" That's not all that insane and plenty raceable. Blue can't really pump it anyway and green, compare to Silhana Ledgewalker.
Wandering Ghost: Well, you get a 3/2 for 5. When it dies, you get to reanimate something. Then it slightly weakens a creature and should that one die, you get to reanimate again. This thing can get really stupid, really quickly in a Husk deck as long as your opponent's creatures are ending up in the graveyard. I think maybe 4/1 might be better, though. Afterall, the point is to suicide the creature anyway, right?
Mini Counter U
Instant
Counter target spell with converted mana cost 1.
I thought about making it 0 since 2 is a much more favorable mana cost, though.
The cost looks atrocious until you realize that (a) you can pay it over multiple turns (like echo); (b) you can wait to pay it if you'd rather pay for something else (better than echo); and (c) it gets you a 7/7 that can attack on turn six and, in fact, attacked last turn as a 5/5, for which you never have to hit more than four lands. You gotta think about these things, and not just add up the raw mana cost.
So yeah, it would see play in limited.
candidus inperti; si nil, his utere mecum.
I believe this is underpowered. See Spell Snare.
Early game, Force Spike does the same job, last game cards witht cmc1 don't really matter. The only use i could see for this card is in vintage, countering Recall and DR.
Saproling Frenzy G
Enchantment (rare)
At the beginning of your upkeep, sacrifice a land and put a 1/1 green saproling creature token into play.
It's also tech against creatures like Birds, Elves, Isomaru, Lions, jackal pup, goblin lackey, disciple of the vault,. It also counters brainstorm, the likely next to be restricted, Serum Visions, and the broken ponder in addition to ancestral recall thoughtseize, duress, cabal therapy, vampiric tutor, worldly tutor, enlightened tutor, mystical tutor, mana vault, sol ring, sword to plowshares, lightning bolt, red elemental blast, pyroblast, fastbond, land tax, and dark ritual. It also counters, well, itself. Now that I think about it, maybe in eternal, it's on par with Spell Snare and Nix.
Saproling Frenzy is going be a late game spell despite the mana cost, but it can do some nice things there.
Actually, it gets up to 8/8. I understand that you can pay it over multiple turns, but that's also at the cost of playing anything else. I think you could be right about it being playable, but still, it's only a vanilla creature even if you play the ability the full 5 times. Krosan Beast is a lot cheaper of a fat creature. I didn't play Odyssey limited, but it didn't warp the format, did it? Yes, I know that's a green card, but also, Shade of Trokair can come down turn 4 and be a 5/6 with haste. This is a 3/3 with no abilities that likely won't be swinging until turn 5 even if you pump it to a 5/5 then. Yeah, the shade shrinks back down, but only costs half the mana to pump, so it can easily be much larger in addition to being able to attack a turn earlier.
Yawgmoth's Splicer 2B
Enchantment
When a creature comes into play, its controller may remove a creature card in his or her graveyard from the game. Put +1/+1 counters on the creature equal to the removed card's power.
You won't let this go, will you? Look, this is the Single Card Critique Thread, so let's just agree to disagree.
The symmetry is an unnecessary disincentive to running this. You could make it so that it only affects its controller, probably without even changing the cost.
Keeper of the Sanctuary :symw::symw:
Creature - Human Cleric
You can't sacrifice creatures.
If an opponent would sacrifice a creature, you gain control of that creature instead.
2/2
I've always hated it when Wizards made Wizards and Clerics and Shamans and the like efficient beaters, and here I am doing it. The ability's too narrow to be worth putting on an inefficient body, though.
candidus inperti; si nil, his utere mecum.
Some random name-based card
Generation Switch 2GG
Instant
Target creature's controller searches his or her library for a card that shares a name with that creature and reveals it. That player shuffles his or her library, then puts that creature at the bottom of its owner's library, then put that card into play under his or her control.
Do not fight an old wolf. Its grandchildren will kill you.
I have not much idea on what color this should be, but I do feel black and red are the wrong colors. White seems possible, with its effect mimicking blink to an effect, and blue is also possible because it's as though you hit nothing. But for now, I choose green, since it affects creatures, and the recycle flavor kind of fits with green too. What say you?
The order of events could stand revision: search for the copy, put it into play, shuffle your library, and then put the creature on the bottom of it.
LC doesn't really grasp the flavor, since you're no longer fighting an old wolf (and there's nothing suggesting its successor will be in more of a position to kill); if it added +1/+1 counters to creatures or gave some other benefit, it'd be more clear.
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Along similar lines:
Cellular Division -- 1UG
Instant
Search your library for a card that shares a name with target creature and put it into play, then shuffle your library.
Replicate 1UG
Instant
Target spell or permanent's tone becomes playful.
cellular division 3UG
instant
sacrifice target creature you control, then put two tokens into play that are copies of that creature.
i think this is well balanced for its type, effect and cost.
Emissary of the Ghost Council WB
creature- spirit knight
first strike, lifelink
w/b,pay 2 life; remove ~ from the game. at the end of turn, return ~ into play under control.
2/2
a white knight variant that twists ghost council's affect into chivalry and vampirism.
own death, knowing no more
As the assassins all grouped
in four lines,
Dancing on the floor,
And with cold steel, odour on their bodies,
made a move to connect
I could only stare in disbelief
as the crowds all left
Brion Stoutarm's favorite hour is the morning.
Dawn's Glory 1W
Enchantment
Creatures you control get +2/+2 during your upkeep.
The dawn brings all the lights in every being.
Originally I have this as a +1/+1 at upkeep at W only, but since this is 100% combo piece (for Arena, Fling, Joiner Adept, to name a few), I decide that +1/+1 may be too tiny. What say you?
"Creatures you control get +2/+2 as long as it is your upkeep"?
It's hard to cost, but I think you could get away with +3/+3 for 1W, even, since it's not in a color of Fling or Tracker effects.
Yawgmoth's Last Will and Testament 2B
Until end of turn, you may play creature cards in your graveyard. If a creature would be put into your graveyard from play this turn, remove it from the game instead.
My only regret is ... that I have ... boneitis!
Hard to break, even in storm. Really not much better than a Death's Duet, I think, but I could be wrong.
.
Sepulchre Guardian -- 3B
Creature - Human Necromancer
Fear.
As long as you have more than -5 life, you don't lose the game for having zero or less life.
2/4
Instant
Target spell or permanent's tone becomes playful.