Johnney walker - The coin flip ability is too strong. If you win, you can play it again, and losing the flip isn't realy bad.
Reflame XX3R
Sorcery
Spend only red mana on X.
Destroy X target lands. For each land destroyed this way, Reflame deals 2 damage to that lands controller.
Honestly with the Double X being there I don't think you need to say "Spend only R on X." If you wanted it to feel more red you could make it cost xxRRR and it'd read
pay 5 destroy a land it deals 2 damage to that lands controller (worse than molten rain or despoil). Pay 7 Destroy two lands and deal 4 damage to that player. (ok that seems fair honestly) And if you can get up to 9 mana to deal 6 damage you deserve it.
At XX3R it's unplayable in pretty much every format. If you wanted to make it worth it then say maybe....deal damage to that player and each creature he controls....or deal X damage to that player and each creature he controls.
More specifically (without the creature clause):
xxRRR
Sorcery
Destroy X target lands. ~this deals X damage to each player for each land he or she controlled that was destroyed this way.
Meaning: 2RRR Destroy a land and deal 1 damage to that player.
4RRR: Destroy two lands and deal 4 damage to that player
6RRR: Destroy 3 lands and deal 9 damage to that player. (Seems fitting at 6RRR honestly. It might be pushing the curve a little because that's a really powerful effect but at the point where you're spending 9 mana to deal 9 damage you should be winning the game regardless of the LD. You're probably going to be playing this for 4RRR maximum which is fine.)
But the way it is it's just a non splashy expensive red rare that shouldn't see play.
I do like the idea though
Kuruan, the Destroyer - 3RR
Planeswalker Kuruan
+2: Destroy 2 target artifacts.
-2: Destroy target land
-6: Kuruan deals 1 damage to each player for each artifact he or she controls. Then destroy all artifacts, they can't be regenerated.
4
Kuruan, the Destroyer - It's costed right, in terms of converted mana cost and loyalty payments. You can't add loyalty counters unless they're artifacts to destroy. It could possibly destroy two lands for 3RR, conditionally, and there's tension between the last ability and the first. But I'm skeptical of having a Planeswalker like this with two narrow abilities. Though it mirrors Tezzerat in that regard, you have the ability to build around Tezz', so you can make sure his abilities are relevant. Though it's possible to do this with Kumuan (I'm looking at you, Mycosynth Lattice), it's sad to have a Planeswalker that's (mostly) dead against many decks. I don't think any Planeswalkers so far could claim that.
------------------ Injured Rewards2BB
Whenever an opponent loses life, gain that much life.
When you have 12 or more life, sacrifice ~.
------------------
It's hard to name enchantments. Additionally, this was WB because of the "uber-lifelink" feel, but the card as a whole seems Mono-black to me. Thoughts?
(Oh, and 12 is a totally random number; I thought 10 wasn't useful enough, and 15 was too good. Maybe 10 is more fair...)
Injured Rewards -- Seems more flavorful at 10 life, the half-way point between thriving and dead. The actual quantity doesn't really matter; you're more likely to gain life in big chunks, and, because of the nature of triggered abilities, even if you have lots of small incremental life gains (from pinging your opponent, or a bunch of weenies) you can still stack the abilities so that you gain a substantial amount of life before having to sacrifice the enchantment. It only becomes a drawback when you're at eight or nine life, and can only deal two or three points of damage to your opponent. Black should be ble to do better.
.
Gilbic Crusher -- 2GG
Creature - Wurm
You can't play other creatures named Gilbic Crusher.
5/4
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Okay. This looks overpowered, since you could just play this one-of and it'd still be nuts. I like the idea, but there are too many situations where it just wouldn't matter.
Earthshaker Hellion 4RR
Creature - Hellion
Haste
When Earthshaker Hellion comes into play, you may pay X. If you do, Earthshaker Hellion deals X damage to each other creature without flying and each player.
5/4
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@Gilbic Crusher: I think it works, but there's little point in it not being legendary in green, or as a creature not entirely worth the hassle of bringing into play without playing it. Set context changes things, but as is I'd rather see it in black, or on a finisher.
I don't think it's overpowered, however. It acts as half legendary, and it compares nicely with other legendary creatures.
@Earthshaker Hellion: I like it. The "other" is probably unnecessary, but if you can generate that much mana, why not? Feels all-around fair.
Muscle Sculptor
Creature - Human Artist
:symtap:: Target opponent chooses one - put a -1/-1 counter on target creature; or put a +1/+1 counter on another target creature.
1/1
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[The Crafters] | [Johnnies United]
My anecdotal evidence disagrees with yours! EXPLAIN THAT!
Uh.... moot. Really moot. This will never, in any way, benefit you at all. I suggest that you drop the modal and make the ability do either (and only either, not both). Make this an enchantment, probably, with higher activation cost, or a creature with "counters can't be put on THIS" to right out prevent your opponent from killing this on the spot, or "put a -1/-1 counter on target creature other than this".
Board lock.
Aenov, the Culler2BB
Legendary Creature - Human Shaman
Whenever a creature comes into play, its controller sacrifices a creature. "We don't need too many lives cluttering this dying earth."
2/1
Too cheap?
EDIT
Aenov, the Culler2BB
Legendary Creature - Human Shaman
Whenever a creature comes into play, its controller sacrifices a creature.
At the beginning of each player's upkeep, that player may discard two cards. If he or she does, sacrifice Aenov, the Culler. "We don't need too many lives cluttering this dying earth."
2/1
magac, as written, for Muscle Sculptor, your opponent chooses the mode, but you choose the target. So if they choose pump, you can always at least target the scuptor. If they choose -1/-1, well, I'm presuming you wouldn't have played the ability without having at least one thing you'd like to kill in play.
Hmmm... now that you say that, I think I need to re-read that indeed.... maybe it needs an "of your choice" clause just to make it clear.... I dunno, what if the ability is instead worded this way: "Put a +1/+1 counter on target creature unless target opponent has you put a -1/-1 counter on another target creature."?
Aenov, the Culler - Way too powerful. Put a few copies of this in a mono-black control deck, and your opponent won't be playing creatures ever again (well they will, but they won't survive :rolleyes:). Aenov needs a continuous drawback of some sort, like life loss during the upkeep or a cost for the triggered effect to make it fair. Interesting card though.
Looks like one of my posts was skipped a few pages back, so here it is again:
King Tressawick :4mana::symw::symb:
Legendary Creature - Human Lord
All other creatures with a converted mana cost of 4 or greater get +1/+1.
All creatures with a converted mana cost of 2 or less get -1/-1. "The vast majority of the Outer Eldewan populace do not welcome my position as their rightful ruler. Disrespect for the royal lineage is unacceptable in my eyes, and will be punishable with death by my hand."
4/4
On Aenov: Another possible fix is a built-in way to get out of it, like Lethal Vapors has, though perhaps not as easily activated. Discarding two cards feels appropriate as it's something black can control, but usually not to the point that it's impossible - at least, not forever.
On King Tressawick: I like the concept, but think it hoses CMC <3 too well, as -1/-1 kills off most all of them. I'm not sure how to fix it, though, except to surround it by very good weenies, or offering weenie decks good methods for dealing with the King.
On Muscle Sculptor: Hmm. The intent was you give the opponent a choice: that creature over there gets -1/-1 or this other one gets +1/+1. However, I see that I got the order of playing things backwards - modes, then targets - so it doesn't even work, as the opponent is chosen after that opponent is supposed to choose the mode. For closest functionality, it should read something like: ":symtap:: Choose an opponent and two creatures. Put a +1/+1 counter on the first of those creatures unless that opponent chooses to put a -1/-1 counter on the second." Sorry about that.
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[The Crafters] | [Johnnies United]
My anecdotal evidence disagrees with yours! EXPLAIN THAT!
I do like Muscle Sculptor as a possibel uncommon removal creature in a block. It could even see some limited constructed play. Interesting modal spell on a creature and I'm glad it doesn't just last until end of turn.
I think King Tressawick is fine. 6 CC for a 4/4 legendary creature that punishes cheap decks is great. It's not that big and legendary prevents it from getting too nutty. It's on par with Crovax without the Flying or without the ability to bounce it to your hand. I think it's perfectly costed but Lord is an outmoded creature type. Besides, something like Soldier (or any other class type) would probably be more advantageous and make the card "that much better" (though it's not a lot)
Good design but I would hose 3 CMC and under and leave those 4 and 5 CC creatures alone.
Looting Chance - R
Instant
Reveal the top 3 cards of your library. Target opponent chooses and removes one of them from the game. Put one of the remaining cards into your hand at random and remove the other from the game.
Whenever you win a coin flip you may return Looting Chance from your graveyard to your hand.
Looting Chance -- For a one cmc red draw, it's decent; but it's probably only best for increasing the storm count. "I get the second-worst out of the top three cards" isn't exactly a strong selling point.
The "flipback" mechanic is pretty cool, though.
.
Kawakawala, of the Thousand Wings -- 3WW
Legendary Creature - Human Shaman
When Kawakawala enters play, put a 1/1 white Creature - Bird token with flying into play.
At the beginning of your upkeep, put a 1/1 white Creature - Bird token with flying into play for each Bird you control.
Whenever Kawakawala or a Bird creature you control attacks, sacrifice all but one Bird token at the end of combat.
3/5
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Instant
Target spell or permanent's tone becomes playful.
Kawakawala, of the thousand wings - the , after the name isn't used and no dashes are used between tokens and types. anyway, I think the card is a bit too undercosted. 'cause it is able to cumitalive bird tokens. I think the attack effect should be switched to the end of turn.
Hunger 6RR
Sorcery
Each creature deals damage to itself equal to it's power.
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Kawakawala, of the thousand wings - the , after the name isn't used and no dashes are used between tokens and types. anyway, I think the card is a bit too undercosted. 'cause it is able to cumitalive bird tokens. I think the attack effect should be switched to the end of turn.
Hunger 6RR
Sorcery
Each creature deals damage to itself equal to it's power.
In red I would assumed it would be cheaper or at the very most, cost the same so change the cost to 1RRR or 4R or maybe even 3RR and make it an instant.
Suruplicate - 2U
Enchantment
As Suruplicate comes into play choose target land. Suruplicate comes into play as a copy of that land and becomes an island in addition to its other types.
Wilt-Leaf Charm - Ooh, hybrid charms. Wilt-Leaf Charm is a really solid card, with three abilities that certainly feel very G/W. Just a little nitpick, 3 life would probably be better, just to make the life-gain effect a little stronger. Nice card!
Royal Canid :1mana::symw:
Creature - Hound (C)
Whenever Royal Canid blocks or becomes blocked by a creature, you may remove a +1/+1 counter from that creature. “A man’s best friend? Don’t make me laugh.”
1/1
Royal Canid - That's pretty bad. Nowadays you can get an occasionally useful ability on your basic 1W bear, like Knight of the Skyward Eyewalla. So the doggy deserves +1/+1.
Blood Sundial
Artifact
As long as the sum of all players' life totals is 12 or 24, spells cost you less to play. ,T: Choose one - Any number of target players gain 1 life; or any number of target players lose 1 life.
How interesting.... The discount doesn't look that easy to get, but nevertheless, it's a huge discount, so I think 2 is proper.
Blink in the broken way.
Hero Abductor2BB
Creature - Human Rogue B, T, discard a card: Remove target creature from the game. Play this ability only as sorcery.
At the beginning of each player's upkeep, that player may return a creature card he or she owns removed from the game by Hero Abductor into play under his or her control. If that player does, he or she skips his or her next combat phase this turn.
2/2
Loses to swarm, but if your opponent plays with a lot of CiPs they won't mind this, probably. Heck, if you yourself are playing off-combat wincon, you can use this on your creature too Too strong though, perhaps?
The Hero Abductor seems a bit bad, templating wise, and if they miss one return, it becomes absolutely broken (unless they already have a winning swarm). The problem with the card, largely, is that it will only stabilize you against a single clock, and for the cost, the stabilization is high.
Anchorbolt 4
Artifact -- Instant
Anchorbolt is an artifact and an instant. (When an Artifact Instant is on the stack, it can be countered by counter effects and destroy effects. When it resolves, put it into play and then into it’s owner’s graveyard)
If you paid red mana to cast anchorbolt, return it to your hand at the beginning of your next upkeep.
When Anchorbold comes into play, it deals 3 damage to target creature. If you paid red mana to cast Anchorbolt, you may choose to have it deal 2 damage to a player instead.
Art: pootATdeviantartDOTcom
note: this is part of a cycle of artifact instants which are assigned one per color. they all recur if played in color, and they all get more powerful when played in color.
ATTACHMENTS
Anchorbolt
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I just don't think it's a god idea to mix instant and artifact like that. Theoretically you could do this:
Anchorbolt - 4
Artifact
Flash
When Anchorbolt comes into play, if it's in play you may have it deal 3 damage to target creature. If R was used to pay for ~this you may have it deal 2 damage to target player instead.
When ~this deals damage sacrifice it.
But. It's still oh so unnecessarily confusing.
I need help with the name of a keyword. Basically it's the nephilim's ability:
Notta, Nephilim - WBRG
Creature - Nephilim
KEYWORD X- x(Whenever this creature attacks you may pay x. If you do you may return a creature with a converted manacost of X or less to play tapped and attacking. Remove that creature at end of combat or if it would leave play)
2/5
I just don't think it's a god idea to mix instant and artifact like that. Theoretically you could do this:
Anchorbolt - 4
Artifact
Flash
When Anchorbolt comes into play, if it's in play you may have it deal 3 damage to target creature. If R was used to pay for ~this you may have it deal 2 damage to target player instead.
When ~this deals damage sacrifice it.
But. It's still oh so unnecessarily confusing.
I need help with the name of a keyword. Basically it's the nephilim's ability:
Notta, Nephilim - WBRG
Creature - Nephilim
KEYWORD X- x(Whenever this creature attacks you may pay x. If you do you may return a creature with a converted manacost of X or less to play tapped and attacking. Remove that creature at end of combat or if it would leave play)
2/5
I'm assuming that the creature is returned from your graveyard?
If so the creature is way too similar to yore-tiller nephilim. Its
actually quite abit worse imo even though it hasa bigger but.
I also think that such an ability shouldn't be keyworded, it the
sort of ability that you'd find on one or two rares in a set imo.
Aether Realm - 2WW
Enchantment
~ comes into play with 4 time counters.
Whenver a pernament comes into play remove a time counter, remove that pernament from the game.
When ~ has no time counters, sacrifice it and return all pernaments removed by ~ to play under their owners control.
Wordings probably quite a bit off. Was also thinking that 4 might be a bit much as well
AEther Realm -- Parallax Wave much? More limited, in that it only affects permanents that come into play after it; but assuming you've got the lead board position, serves as serious control for a short span.
This being said, this + any sac effect means your opponent never gets those cards back.
.
Touchmelt Mimic -- 4U
Creature - Shapeshifter
The next time a creature would enter play, it enters play as a copy of Touchmelt Mimic unless its controller pays :3mana:.
3/3
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Playlace --
Instant
Target spell or permanent's tone becomes playful.
Whenver a pernament comes into play remove a time counter, remove that pernament from the game = Whenever a permanent comes into play with a time counter on it, remove a time counter from ~. If you do, remove that permanent from the game.? So I get it, this kid prevents up to 4 permanents with Vanishing from hitting play too soon, although I prefer that the last clause be made more general: "When THIS leaves play, return everything" Because otherwise, this becomes potentially broken in a Planar-Chaos-esque limited format, preventing your opponent from playing Vanishing permanents because they're all removed from the game and they have to wait while you draw your Tempest of Light to remove those kids forever.
So, to sum up, this is my fix:
NAME COST
Enchantment
THIS comes into play with 4 time counters on it.
Whenever a permanent comes into play with a time counter on it, remove a time counter from THIS. If you do, remove that permanent from the game.
When THIS leaves play, return all permanents removed from the game by this into play under their owners' control.
EDIT: Sarnath'd
Touchmelt Mimic is certainly interesting, although considering that this kid is a 3/3, the rhystic part of the ability probably better read "unless any player pays 1". Why? Tokens. As typed, this kid will KILL YOU if played against a token deck. No contest. Or maybe "you may have that creature come into play as a copy if THIS unless its controller pays 3", but then it will be quite complicated, with this kid's N00B owner yells "you don't pay so your dragon becomes 3/3" and the other N00B screams "but you choose NOT to make it". Tough
Next up, since black rarely do enchantment sacrifice, this sounds fair. Is it, really?
Macabre RejuvenationBBB
Enchantment
When you sacrifice Macabre Rejuvenation, you gain 10 life.
Whenver a pernament comes into play remove a time counter, remove that pernament from the game = Whenever a permanent comes into play with a time counter on it, remove a time counter from ~. If you do, remove that permanent from the game.? So I get it, this kid prevents up to 4 permanents with Vanishing from hitting play too soon, although I prefer that the last clause be made more general: "When THIS leaves play, return everything" Because otherwise, this becomes potentially broken in a Planar-Chaos-esque limited format, preventing your opponent from playing Vanishing permanents because they're all removed from the game and they have to wait while you draw your Tempest of Light to remove those kids forever.
So, to sum up, this is my fix:
NAME COST
Enchantment
THIS comes into play with 4 time counters on it.
Whenever a permanent comes into play with a time counter on it, remove a time counter from THIS. If you do, remove that permanent from the game.
When THIS leaves play, return all permanents removed from the game by this into play under their owners' control.
EDIT: Sarnath'd
Touchmelt Mimic is certainly interesting, although considering that this kid is a 3/3, the rhystic part of the ability probably better read "unless any player pays 1". Why? Tokens. As typed, this kid will KILL YOU if played against a token deck. No contest. Or maybe "you may have that creature come into play as a copy if THIS unless its controller pays 3", but then it will be quite complicated, with this kid's N00B owner yells "you don't pay so your dragon becomes 3/3" and the other N00B screams "but you choose NOT to make it". Tough
Next up, since black rarely do enchantment sacrifice, this sounds fair. Is it, really?
Macabre RejuvenationBBB
Enchantment
When you sacrifice Macabre Rejuvenation, you gain 10 life.
What do you think?
Well name wise I don't know why this is so macabre. Second it doesn't feel black at all. Third black doesn't do enchantment sacrifice so this is just a card for things like auratog and artifacts that sack to gain life. On its own it doesn't do anything. I don't really like it.
Dawnseeker _ yeah Notta Nephilim is not as good as the other one. But I just needed to showcase the ability and get some feedback. Here's a common that would have that ability as the next card:
Harvest Nephilim - 4B
Creature - Nephilim
Harvest Nephilim can't block.
Harvest 3 - 3(Whenever this creature attacks you may pay 1B. If you do, return a creature card with a converted manacost of 3 or less from your graveyard to play tapped and attacking. Remove that creature at end of combat or if it would leave play)
4/2
Harvest Nephilim - Your templating seems a bit wonky. First, did you mean "Harvest 3 - 1B" ? And your reminder text has the phrase "Remove that creature at end of combat". Remove it to where? I'm assuming "Remove that creature from the game at end of combat", but just something you might like to clarify. As far as the actual card is concerned, it's fine. Certainly not pushing any power curves at all. Don't get me wrong, it's a powerful ability, but it's a limited role-player. I'd certainly play it in my 40-, but not 60-.
I like how Harvest is a kind of mirrored version of Unearth. Instead of one-time self reanimation, it's one-time other creature reanimation.
Enlivened EnlistmentW
Creature - Human Soldier (C)
As long as you control at least two other creatures, ~ gets +2/+2 and first strike.
1/1
Kinda boring, but I always liked Bushi Tenderfoot.
Honestly with the Double X being there I don't think you need to say "Spend only R on X." If you wanted it to feel more red you could make it cost xxRRR and it'd read
pay 5 destroy a land it deals 2 damage to that lands controller (worse than molten rain or despoil). Pay 7 Destroy two lands and deal 4 damage to that player. (ok that seems fair honestly) And if you can get up to 9 mana to deal 6 damage you deserve it.
At XX3R it's unplayable in pretty much every format. If you wanted to make it worth it then say maybe....deal damage to that player and each creature he controls....or deal X damage to that player and each creature he controls.
More specifically (without the creature clause):
xxRRR
Sorcery
Destroy X target lands. ~this deals X damage to each player for each land he or she controlled that was destroyed this way.
Meaning: 2RRR Destroy a land and deal 1 damage to that player.
4RRR: Destroy two lands and deal 4 damage to that player
6RRR: Destroy 3 lands and deal 9 damage to that player. (Seems fitting at 6RRR honestly. It might be pushing the curve a little because that's a really powerful effect but at the point where you're spending 9 mana to deal 9 damage you should be winning the game regardless of the LD. You're probably going to be playing this for 4RRR maximum which is fine.)
But the way it is it's just a non splashy expensive red rare that shouldn't see play.
I do like the idea though
Kuruan, the Destroyer - 3RR
Planeswalker Kuruan
+2: Destroy 2 target artifacts.
-2: Destroy target land
-6: Kuruan deals 1 damage to each player for each artifact he or she controls. Then destroy all artifacts, they can't be regenerated.
4
------------------
Injured Rewards 2BB
Whenever an opponent loses life, gain that much life.
When you have 12 or more life, sacrifice ~.
------------------
It's hard to name enchantments. Additionally, this was WB because of the "uber-lifelink" feel, but the card as a whole seems Mono-black to me. Thoughts?
(Oh, and 12 is a totally random number; I thought 10 wasn't useful enough, and 15 was too good. Maybe 10 is more fair...)
.
Gilbic Crusher -- 2GG
Creature - Wurm
You can't play other creatures named Gilbic Crusher.
5/4
Instant
Target spell or permanent's tone becomes playful.
Earthshaker Hellion 4RR
Creature - Hellion
Haste
When Earthshaker Hellion comes into play, you may pay X. If you do, Earthshaker Hellion deals X damage to each other creature without flying and each player.
5/4
I don't think it's overpowered, however. It acts as half legendary, and it compares nicely with other legendary creatures.
@Earthshaker Hellion: I like it. The "other" is probably unnecessary, but if you can generate that much mana, why not? Feels all-around fair.
Muscle Sculptor
Creature - Human Artist
:symtap:: Target opponent chooses one - put a -1/-1 counter on target creature; or put a +1/+1 counter on another target creature.
1/1
Board lock.
Aenov, the Culler 2BB
Legendary Creature - Human Shaman
Whenever a creature comes into play, its controller sacrifices a creature.
"We don't need too many lives cluttering this dying earth."
2/1
Too cheap?
EDIT
Aenov, the Culler 2BB
Legendary Creature - Human Shaman
Whenever a creature comes into play, its controller sacrifices a creature.
At the beginning of each player's upkeep, that player may discard two cards. If he or she does, sacrifice Aenov, the Culler.
"We don't need too many lives cluttering this dying earth."
2/1
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Looks like one of my posts was skipped a few pages back, so here it is again:
King Tressawick :4mana::symw::symb:
Legendary Creature - Human Lord
All other creatures with a converted mana cost of 4 or greater get +1/+1.
All creatures with a converted mana cost of 2 or less get -1/-1.
"The vast majority of the Outer Eldewan populace do not welcome my position as their rightful ruler. Disrespect for the royal lineage is unacceptable in my eyes, and will be punishable with death by my hand."
4/4
On King Tressawick: I like the concept, but think it hoses CMC <3 too well, as -1/-1 kills off most all of them. I'm not sure how to fix it, though, except to surround it by very good weenies, or offering weenie decks good methods for dealing with the King.
On Muscle Sculptor: Hmm. The intent was you give the opponent a choice: that creature over there gets -1/-1 or this other one gets +1/+1. However, I see that I got the order of playing things backwards - modes, then targets - so it doesn't even work, as the opponent is chosen after that opponent is supposed to choose the mode. For closest functionality, it should read something like: ":symtap:: Choose an opponent and two creatures. Put a +1/+1 counter on the first of those creatures unless that opponent chooses to put a -1/-1 counter on the second." Sorry about that.
I think King Tressawick is fine. 6 CC for a 4/4 legendary creature that punishes cheap decks is great. It's not that big and legendary prevents it from getting too nutty. It's on par with Crovax without the Flying or without the ability to bounce it to your hand. I think it's perfectly costed but Lord is an outmoded creature type. Besides, something like Soldier (or any other class type) would probably be more advantageous and make the card "that much better" (though it's not a lot)
Good design but I would hose 3 CMC and under and leave those 4 and 5 CC creatures alone.
Looting Chance - R
Instant
Reveal the top 3 cards of your library. Target opponent chooses and removes one of them from the game. Put one of the remaining cards into your hand at random and remove the other from the game.
Whenever you win a coin flip you may return Looting Chance from your graveyard to your hand.
The "flipback" mechanic is pretty cool, though.
.
Kawakawala, of the Thousand Wings -- 3WW
Legendary Creature - Human Shaman
When Kawakawala enters play, put a 1/1 white Creature - Bird token with flying into play.
At the beginning of your upkeep, put a 1/1 white Creature - Bird token with flying into play for each Bird you control.
Whenever Kawakawala or a Bird creature you control attacks, sacrifice all but one Bird token at the end of combat.
3/5
Instant
Target spell or permanent's tone becomes playful.
Hunger 6RR
Sorcery
Each creature deals damage to itself equal to it's power.
And the heavens will tremble....
- Seer's Parables
Deck
BU Fearies
RB Elemental/Horror
RB Artifact
BRG Dragonz
UBR Grixis
Wave of Reckoning
In red I would assumed it would be cheaper or at the very most, cost the same so change the cost to 1RRR or 4R or maybe even 3RR and make it an instant.
Suruplicate - 2U
Enchantment
As Suruplicate comes into play choose target land. Suruplicate comes into play as a copy of that land and becomes an island in addition to its other types.
Nothing much
Wilt-Leaf Charm (G/W)
Instant
Choose one - You gain 2 life; or target creature gets +2/+2 until end of turn; or regenerate target creature.
No flavor text because I'm bad at it. Is this fair enough?
EDIT:
Wilt-Leaf Charm (G/W)
Instant
Choose one - You gain 3 life; or target creature gets +2/+2 until end of turn; or regenerate target creature.
Royal Canid :1mana::symw:
Creature - Hound (C)
Whenever Royal Canid blocks or becomes blocked by a creature, you may remove a +1/+1 counter from that creature.
“A man’s best friend? Don’t make me laugh.”
1/1
Blood Sundial
Artifact
As long as the sum of all players' life totals is 12 or 24, spells cost you less to play.
,T: Choose one - Any number of target players gain 1 life; or any number of target players lose 1 life.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Blink in the broken way.
Hero Abductor 2BB
Creature - Human Rogue
B, T, discard a card: Remove target creature from the game. Play this ability only as sorcery.
At the beginning of each player's upkeep, that player may return a creature card he or she owns removed from the game by Hero Abductor into play under his or her control. If that player does, he or she skips his or her next combat phase this turn.
2/2
Loses to swarm, but if your opponent plays with a lot of CiPs they won't mind this, probably. Heck, if you yourself are playing off-combat wincon, you can use this on your creature too Too strong though, perhaps?
Anchorbolt 4
Artifact -- Instant
Anchorbolt is an artifact and an instant.
(When an Artifact Instant is on the stack, it can be countered by counter effects and destroy effects. When it resolves, put it into play and then into it’s owner’s graveyard)
If you paid red mana to cast anchorbolt, return it to your hand at the beginning of your next upkeep.
When Anchorbold comes into play, it deals 3 damage to target creature. If you paid red mana to cast Anchorbolt, you may choose to have it deal 2 damage to a player instead.
Art: pootATdeviantartDOTcom
note: this is part of a cycle of artifact instants which are assigned one per color. they all recur if played in color, and they all get more powerful when played in color.
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Anchorbolt - 4
Artifact
Flash
When Anchorbolt comes into play, if it's in play you may have it deal 3 damage to target creature. If R was used to pay for ~this you may have it deal 2 damage to target player instead.
When ~this deals damage sacrifice it.
But. It's still oh so unnecessarily confusing.
I need help with the name of a keyword. Basically it's the nephilim's ability:
Notta, Nephilim - WBRG
Creature - Nephilim
KEYWORD X- x (Whenever this creature attacks you may pay x. If you do you may return a creature with a converted manacost of X or less to play tapped and attacking. Remove that creature at end of combat or if it would leave play)
2/5
I'm assuming that the creature is returned from your graveyard?
If so the creature is way too similar to yore-tiller nephilim. Its
actually quite abit worse imo even though it hasa bigger but.
I also think that such an ability shouldn't be keyworded, it the
sort of ability that you'd find on one or two rares in a set imo.
Aether Realm - 2WW
Enchantment
~ comes into play with 4 time counters.
Whenver a pernament comes into play remove a time counter, remove that pernament from the game.
When ~ has no time counters, sacrifice it and return all pernaments removed by ~ to play under their owners control.
Wordings probably quite a bit off. Was also thinking that 4 might be a bit much as well
This being said, this + any sac effect means your opponent never gets those cards back.
.
Touchmelt Mimic -- 4U
Creature - Shapeshifter
The next time a creature would enter play, it enters play as a copy of Touchmelt Mimic unless its controller pays :3mana:.
3/3
Instant
Target spell or permanent's tone becomes playful.
So, to sum up, this is my fix:
NAME COST
Enchantment
THIS comes into play with 4 time counters on it.
Whenever a permanent comes into play with a time counter on it, remove a time counter from THIS. If you do, remove that permanent from the game.
When THIS leaves play, return all permanents removed from the game by this into play under their owners' control.
EDIT: Sarnath'd
Touchmelt Mimic is certainly interesting, although considering that this kid is a 3/3, the rhystic part of the ability probably better read "unless any player pays 1". Why? Tokens. As typed, this kid will KILL YOU if played against a token deck. No contest. Or maybe "you may have that creature come into play as a copy if THIS unless its controller pays 3", but then it will be quite complicated, with this kid's N00B owner yells "you don't pay so your dragon becomes 3/3" and the other N00B screams "but you choose NOT to make it". Tough
Next up, since black rarely do enchantment sacrifice, this sounds fair. Is it, really?
Macabre Rejuvenation BBB
Enchantment
When you sacrifice Macabre Rejuvenation, you gain 10 life.
What do you think?
Well name wise I don't know why this is so macabre. Second it doesn't feel black at all. Third black doesn't do enchantment sacrifice so this is just a card for things like auratog and artifacts that sack to gain life. On its own it doesn't do anything. I don't really like it.
Dawnseeker _ yeah Notta Nephilim is not as good as the other one. But I just needed to showcase the ability and get some feedback. Here's a common that would have that ability as the next card:
Harvest Nephilim - 4B
Creature - Nephilim
Harvest Nephilim can't block.
Harvest 3 - 3 (Whenever this creature attacks you may pay 1B. If you do, return a creature card with a converted manacost of 3 or less from your graveyard to play tapped and attacking. Remove that creature at end of combat or if it would leave play)
4/2
I like how Harvest is a kind of mirrored version of Unearth. Instead of one-time self reanimation, it's one-time other creature reanimation.
Enlivened Enlistment W
Creature - Human Soldier (C)
As long as you control at least two other creatures, ~ gets +2/+2 and first strike.
1/1
Kinda boring, but I always liked Bushi Tenderfoot.