i do not see why it does not just say enchant creature when there is no way to move a aura that is enchanting a creature on to a another type of permanent
harvester ghoul B
creature - zombie
exile a creature card from your graveyard: Return harvester ghoul from a graveyard to the battlefield under your control any player may use this ability
2/1
This is a rare, I assume? I feel like it needs a "can't block" clause added on, a la bloodghast and gravecrawler, to justify the recursion and P/T.
Also, how about "use this ability only any time you could cast a sorcery."
No clue if your card is still powerful after those changes, but less headachey.
--
Wild Ritual
Sorcery (U)
Add three mana of any color to your mana pool. Spend this mana only to cast creature spells. At the beginning of your end step, sacrifice any creatures cast in this way.
At the beginning of your next upkeep, draw a card.
Trying to make a ritual that isn't horrible in limited (it cantrips?) and has a home in some kind of unfair combo deck that doesn't exist yet.
It would be worth noting that you'd want to print this in a set with something like Ball Lightning, etc, where you could mitigate the drawback.
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I'll be sad if people don't start calling The Chain Veil "Fleetwood Mac."
Its an especially tricky design zone because of dredge and those kinds of shenanigans- not blocking at instant isn't the biggest issue, but your ability to pop it out of a graveyard via milling alone would be broken fast. Gravecrawler for example needs both a zombie on the board (precluding most pure mill strategies) and mana to pay for it (no manaless dredge for you). If you could mill half your deck via breakfast or anything like that, you could pop 3 of these zombos into play easily and dread return. Narco was already problem enough. Still, I'd like to see more recursive zombies, theres ways that the cost could be balanced- maybe especially if you could template it somehow so enemy players would get the first crack at it instead, a real drawback then
Wild Ritual is definitely begging for the unfair combo deck but I suppose that its what you're aiming at isn't it? But if you wanted to play up the limited aspect and cut down on the breaking potential (and use of a block mechanic), what if you made it GR and gave the creature haste? It would otherwise be totally worthless beyond already hasted cards in limited, but this would let it be at least an interesting uncommon pick if not the best idea (at only +1 mana, but more for fixing?). I suppose you could even bump it up to 4 mana but thats getting to very broken-combo-possible territory.
I don't think Wild Ritual can cantrip.... It's a creature-accel by 3 mana, and even if the creature blow up later, you can use a EtB effect to nullify the loss. That's even if the creature doesn't have haste. Ball Lightning, anyone?
I do admit though, 2 cards for making a creature that dies and especially worthless without haste is rather.... tough, but I still doubt cantrip is ok.
Getting your spells countered is not a good thing. Maybe?
Scalespeaker Shaman1RR
Creature - Human Shaman (R)
Whenever you cast a spell, any player may pay 2. If a player does, counter that spell.
Whenever a spell you control is countered by a spell or ability, put a 5/5 red Dragon creature token with flying onto the battlefield. Do not interrupt him when he's trying to pacify his pets.
3/3
Comments?
EDIT:
Scalespeaker Shaman1RR
Creature - Human Shaman (R)
Whenever you cast a spell, any opponent may pay 2. If an opponent does, counter that spell.
Whenever a spell you control is countered by a spell or ability, put a 5/5 red Dragon creature token with flying onto the battlefield. Do not interrupt him when he's trying to pacify his pets.
3/3
Considering the more obtuse countering elements in Red of old, I like the way this works. My only qualm is that is lets you counter your own spells that way, too - 'Oh, I drew a Menmite. I mean a 5/5 red flying Dragon token'. Probably should be opponent only for the first ability. Or otherwise should be brought down in PT to like a 1/2.
Lotus Dagger
Artifact - Equipment (R)
Equipped creature has +1/+0.
Whenever equipped creature deals combat damage to an opponent, you may add one mana of any color to your mana pool. Until the end of turn, that mana doesn't not empty from your mana pool as steps and phases end.
Equip
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Master Biomancer's flavor text should read 'My DNA - I put that ---- in everything'.
I'd change it to add mana equal to the creature power, because more often than not, the only relevant part of this card will be the +1/+0.
Hell Hound 1RR
When ~ enters the battlefield, name a creature. Whenever ~ attacks, the named creature must block ~. Whenever that creature dies, choose a new creature.
3/3
The wording might need some cleaning.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
(Mana per damage would be way too nuts. T1: Land, Dagger, T2: Land, 2-3 drop Trampler or 1-2 drop with Rancor (so let's say something with like 3-4 power and trample), T3: Equip dagger, swing with trampler, get 4-5 mana if unblocked. Though I do concede it feels a bit weak as is, maybe needs to cost to cast?)
Hellhound seems alright I suppose. Best wording would be, I think:
'When ~ enters the battlefield, you may choose target creature an opponent controls.
When the chosen creature leaves the battlefield, you may choose a new target creature an opponent controls
Whenever ~ attacks, the chosen creature must block if able.'
Forced Martyrdom :1mana::symw:
Instant (U)
Target player exiles an attacking or blocking creature they control. If a creature is exiled this way, creatures that player controls get +1/+2 until the end of turn.
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Master Biomancer's flavor text should read 'My DNA - I put that ---- in everything'.
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
If that's your "casual," what on earth is required for "formal," a butler in livery shuffling the decks whilst a pianist plays Brahms in front of a tapestry?
..... Whoah. In a set where artifacts are rare, this can immediatelly lock the board on turn 4, which is crazy. I don't know what to say about this. Amazingly original effect, but need to cost more.
Simple card.
Soulscorcher2RR
Creature - Human Shaman (U)
Intimidate
At the beginning of your upkeep, Soulscorcher deals 2 damage to target creature or player and 2 damage to itself.
2/3
Comments?
EDIT;
Soulscorcher2RR
Creature - Human Shaman (R)
Intimidate
At the beginning of your upkeep, Soulscorcher deals 2 damage to target creature or player and 2 damage to itself.
2/3
Dreadwing Dragon 4BB
Creature - Dragon Skeleton [MR]
Flying
Whenever Dreadwing Dragon deals combat damage to a player,you may pay 3B. If you do, put a -1/-1 counter on each creature that opponent controls.
4/5
I designed this with New Phyrexia in mind, which could make this a legendary dragon as well.
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Return to Ravnica is going to destroy my savings account. Standard:
Simic Delver UG EDH:
Thrun G
Niv-Mizzet UR
Vish-Kal WB
No infect or poison damage for a perfectly awesome Phyrexian dragon? I think it should have Infect and "whenever ~ attacks" instead making contact, other than that, it's fantastic and I love it.
Recollect Mana3GB
Enchantment
At the beggining of each player's upkeep, that player may skip their draw step and sacrifice up to three nonland permanents and add X amount of any one color mana pool where X is the sum of all permanents sacrificed this way.
It needs a better name, and please feel free to correct me if I worded it improperly.
Equipped creature gets lifelink and +X/+X, where X is your life total.
Equip — Pay half your life.
That's a neat design. Very good, but not super powerful.
Vanilla power:
Might of Many 3G
Enchantment-Rare
Creatures you control with no abilities get +X/+X, where X is the number of creatures you control that have no abilities.
"We may not be special, but together we are unopposed"
Countermagic is the smell before rain, the sun on the horizon and the chocolate chips in my mint chocolate chip ice cream. It's the first time I saw a woman naked and the first time I smelled perfume. It's that feeling you get when you know you're right.
But most of all; it's the feeling of playing Magic
Souls Betrayal 1BB
Creature - Spirit
Flying
At the beginning of each player's upkeep, each creature they control deals 1 damage to them. Nobody hurts you more than yourself.
2/1
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Soulscorcher2RR
Creature - Human Shaman (U)
Intimidate
At the beginning of your upkeep, Soulscorcher deals 2 damage to target creature or player and 2 damage to itself.
2/3
Comments?
This design seems... a bit weird, and it seems like it is a bit dangerous. For instance, you could pretend that it was just a 2/1 without the drawback, and killing off the small weenies every turn seems a bit dangerous. I'm thinking it should be a rare.
Soul's Betrayal seems okay, I think. Looks like something to counter all those 1/1 white Spirit tokens running rampant these days.
Note: This design is still from the twobrid set.
Skylight Duet 2(2/W)(2/U)
Creature - Faerie Spirit [Common]
Flying
Whenever you cast a spell, you may put a verse counter on Skylight Duet. 1, Remove a verse counter from Skylight Duet: Target creature gains flying until end of turn.
3/2
Is the 4-mana 3/2 flier with other abilities too much? (Note: In this block, white-blue likes to be a bit more aggressive than you're used to. If it's too much, I'll probably bump it up to a 5-mana 3/3.)
First off, let's rewind to before the page break, where this card was skipped:
This design seems... a bit weird, and it seems like it is a bit dangerous. For instance, you could pretend that it was just a 2/1 without the drawback, and killing off the small weenies every turn seems a bit dangerous. I'm thinking it should be a rare.
Soul's Betrayal seems okay, I think. Looks like something to counter all those 1/1 white Spirit tokens running rampant these days.
Note: This design is still from the twobrid set.
Skylight Duet 2(2/W)(2/U)
Creature - Faerie Spirit [Common]
Flying
Whenever you cast a spell, you may put a verse counter on Skylight Duet. 1, Remove a verse counter from Skylight Duet: Target creature gains flying until end of turn.
3/2
Is the 4-mana 3/2 flier with other abilities too much? (Note: In this block, white-blue likes to be a bit more aggressive than you're used to. If it's too much, I'll probably bump it up to a 5-mana 3/3.)
That seems very well designed, and doable if Wizard makes a set with 2-brids. My only suggestion is to make it a 2/2, but it's alright as is.
Battlefield Duplicity 3UU
Enchantment-Rare
Whenever a creature deals combat damage to a player, that player gains control of that creature.
Countermagic is the smell before rain, the sun on the horizon and the chocolate chips in my mint chocolate chip ice cream. It's the first time I saw a woman naked and the first time I smelled perfume. It's that feeling you get when you know you're right.
But most of all; it's the feeling of playing Magic
Interesting. Take the hit, then use that creature to wreak revenge. And then it smacks you again. Seems ok enough, if only this will be deadly when paired with Exalted since you will then still have enough blockers around.
To round up the flavor of my Fevaros and Dragon-Dust Miasma:
Elzataerinn4RRRR
Legendary Creature - Dragon (M)
Flying, protection from Dragons
When Elzataerinn enters the battlefield, put a corruption counter on each non-Dragon creature.
At the beginning of your upkeep, destroy target non-Dragon creature if it has a corruption counter on it. If that creature dies this way, its controller puts a 5/5 red Dragon creature token with flying onto the battlefield. That creature token gains haste until end of turn.
8/8
Comments?
EDIT:
Elzataerinn4RRRR
Legendary Creature - Dragon (M)
Flying, protection from Dragons
When Elzataerinn enters the battlefield, put a corruption counter on each non-Dragon creature.
At the beginning of each upkeep, destroy target non-Dragon creature if it has a corruption counter on it. If that creature dies this way, its controller puts a 5/5 red Dragon creature token with flying onto the battlefield. That creature token gains haste until end of turn.
It might need another mana added somewhere, but it's fairly balanced for what it does. It doesn't inherently gain advantage, but I like how it's equipped to handle any opposing Dragons that you may create. I would suggest changing it to each Upkeep, so that Haste is relevant for your opponent, and to speed up the Dragon-spawning.
Meticulous Plans 1UB
Instant
Destroy target creature. If the targeted creature is removed from the field before ~ resolves, instead draw three cards instead.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Interesting. This will destroy those people with blinks, or if you just unsummon that creature before this resolves. 3 cards still feel a tad too much though, how about 2? Or make this 4 mana, although then it's too expensive?
Life-Squeezer Rib-Plate2
Artifact - Equipment (R) T: Equipped creature deals 1 damage to each other creature, then sacrifice it.
Equip 3 "The sight of blood terrify these fleshborns. Let us use that to our advantage."
- Zin-Koriem, Gitaxian Augur
Comments?
EDIT:
Life-Squeezer Rib-Plate2
Artifact - Equipment (U) T: Equipped creature deals 1 damage to each other creature, then sacrifice it.
Equip 2 "The sight of blood terrify these fleshborns. Let us use that to our advantage."
- Zin-Koriem, Gitaxian Augur
I think that this could be an uncommon, and that the equip cost should be lowered, since you lose at least 1 creature upon use.
Avelian Arsonist :1mana::symr::symr:
Creature - Goblin {U}
When Avelian Arsonist enters the battlefield, put a blaze counter on target land without a blaze counter on it. For as long as that land has a blaze counter on it, it has "At the beginning of your upkeep, this land deals 1 damage to you."
2/1
I'm not sure if the sacrifice should be in the cost. Your version certainly gives a Blink-Pod deck some interesting choices. Solid enough design.
One of mine that was skipped over, but updated to be a bit more fair.
Confabulate :symwu::symwu:
Instant (U)
Counter target spell. If it is countered this way, put that spell tenth from the bottom of its owners library. That player may choose to shuffle their library. If they don't, they instead draw a card and gain 1 life.
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Master Biomancer's flavor text should read 'My DNA - I put that ---- in everything'.
(I wouldn't mind seeing a hardcounter for :symw::symw:, to be honest. I think forced shuffle plus card draw and lifegain would proabbly be suitable. It also has a bit of a white feel still that way if it shuffles in, since white has done that with permanents in the past)
I think it should have power and toughness also equal to the number of Insects you control, even as a non-legendary creature it's a bit uninteresting as it stands. Green also rarely gets flying these days, and usually find their insects on the ground.
Gamble with Power
Enchantment - Aura (U)
Enchant Creature
When Gamble with Power enters the battlefield, put a +1/+1 counter on the creature it is attached to.
At the beginning of your upkeep, flip a coin. If heads, double the number of counters on enchanted creature. Otherwise, exile it and return Gamble with Power to its owners hand.
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Master Biomancer's flavor text should read 'My DNA - I put that ---- in everything'.
I think the down-side to this card is too negative for it to work. Considering most auras are already shunned for fear of a 2-for-1, this one actively tries to kill the creature it's attached to.
Just tapping the creature down seems sufficient to me.
I don't think an argument stands for it to be "removal"
Humble1WW
Enchantment — Aura (R)
Enchant Creature
Enchanted creature loses all abilities. When Humble is put into a graveyard from the battlefield, return it to it's owner's hand.
I think you could get away with this at uncommon; this doesn't seem likely to break Limited in half. Also, just for giggles, I'd rename it Humble Pie or a synonym of Humble, since there already exists a card named Humble.
* * *
Desperately needed:
AEther Roadblock1UU
Enchantment (U)
Creature spells cost an additional 2 to cast.
This is a rare, I assume? I feel like it needs a "can't block" clause added on, a la bloodghast and gravecrawler, to justify the recursion and P/T.
Also, how about "use this ability only any time you could cast a sorcery."
No clue if your card is still powerful after those changes, but less headachey.
--
Wild Ritual
Sorcery (U)
Add three mana of any color to your mana pool. Spend this mana only to cast creature spells. At the beginning of your end step, sacrifice any creatures cast in this way.
At the beginning of your next upkeep, draw a card.
Trying to make a ritual that isn't horrible in limited (it cantrips?) and has a home in some kind of unfair combo deck that doesn't exist yet.
It would be worth noting that you'd want to print this in a set with something like Ball Lightning, etc, where you could mitigate the drawback.
Wild Ritual is definitely begging for the unfair combo deck but I suppose that its what you're aiming at isn't it? But if you wanted to play up the limited aspect and cut down on the breaking potential (and use of a block mechanic), what if you made it GR and gave the creature haste? It would otherwise be totally worthless beyond already hasted cards in limited, but this would let it be at least an interesting uncommon pick if not the best idea (at only +1 mana, but more for fixing?). I suppose you could even bump it up to 4 mana but thats getting to very broken-combo-possible territory.
I do admit though, 2 cards for making a creature that dies and especially worthless without haste is rather.... tough, but I still doubt cantrip is ok.
Getting your spells countered is not a good thing. Maybe?
Scalespeaker Shaman 1RR
Creature - Human Shaman (R)
Whenever you cast a spell, any player may pay 2. If a player does, counter that spell.
Whenever a spell you control is countered by a spell or ability, put a 5/5 red Dragon creature token with flying onto the battlefield.
Do not interrupt him when he's trying to pacify his pets.
3/3
Comments?
EDIT:
Scalespeaker Shaman 1RR
Creature - Human Shaman (R)
Whenever you cast a spell, any opponent may pay 2. If an opponent does, counter that spell.
Whenever a spell you control is countered by a spell or ability, put a 5/5 red Dragon creature token with flying onto the battlefield.
Do not interrupt him when he's trying to pacify his pets.
3/3
Lotus Dagger
Artifact - Equipment (R)
Equipped creature has +1/+0.
Whenever equipped creature deals combat damage to an opponent, you may add one mana of any color to your mana pool. Until the end of turn, that mana doesn't not empty from your mana pool as steps and phases end.
Equip
Hell Hound 1RR
When ~ enters the battlefield, name a creature. Whenever ~ attacks, the named creature must block ~. Whenever that creature dies, choose a new creature.
3/3
The wording might need some cleaning.
- To my youngest sister when she was 6.
Hellhound seems alright I suppose. Best wording would be, I think:
'When ~ enters the battlefield, you may choose target creature an opponent controls.
When the chosen creature leaves the battlefield, you may choose a new target creature an opponent controls
Whenever ~ attacks, the chosen creature must block if able.'
Forced Martyrdom :1mana::symw:
Instant (U)
Target player exiles an attacking or blocking creature they control. If a creature is exiled this way, creatures that player controls get +1/+2 until the end of turn.
creatures you control get -1/-2 and have deathtouch until end of turn
signature by rivenor at http://forums.mtgsalvation.com/showthread.php?t=329663
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
I hate the reserved list.
Mythic rares are fine.
Simple card.
Soulscorcher 2RR
Creature - Human Shaman (U)
Intimidate
At the beginning of your upkeep, Soulscorcher deals 2 damage to target creature or player and 2 damage to itself.
2/3
Comments?
EDIT;
Soulscorcher 2RR
Creature - Human Shaman (R)
Intimidate
At the beginning of your upkeep, Soulscorcher deals 2 damage to target creature or player and 2 damage to itself.
2/3
Creature - Dragon Skeleton [MR]
Flying
Whenever Dreadwing Dragon deals combat damage to a player,you may pay 3B. If you do, put a -1/-1 counter on each creature that opponent controls.
4/5
I designed this with New Phyrexia in mind, which could make this a legendary dragon as well.
Return to Ravnica is going to destroy my savings account.
Standard:
Simic Delver UG
EDH:
Thrun G
Niv-Mizzet UR
Vish-Kal WB
Recollect Mana 3GB
Enchantment
At the beggining of each player's upkeep, that player may skip their draw step and sacrifice up to three nonland permanents and add X amount of any one color mana pool where X is the sum of all permanents sacrificed this way.
It needs a better name, and please feel free to correct me if I worded it improperly.
Volderen Bloodscepter
Legendary Artifact — Equipment (M)
Equipped creature gets lifelink and +X/+X, where X is your life total.
Equip — Pay half your life.
That's a neat design. Very good, but not super powerful.
Vanilla power:
Might of Many 3G
Enchantment-Rare
Creatures you control with no abilities get +X/+X, where X is the number of creatures you control that have no abilities.
"We may not be special, but together we are unopposed"
Souls Betrayal 1BB
Creature - Spirit
Flying
At the beginning of each player's upkeep, each creature they control deals 1 damage to them.
Nobody hurts you more than yourself.
2/1
- To my youngest sister when she was 6.
This design seems... a bit weird, and it seems like it is a bit dangerous. For instance, you could pretend that it was just a 2/1 without the drawback, and killing off the small weenies every turn seems a bit dangerous. I'm thinking it should be a rare.
Soul's Betrayal seems okay, I think. Looks like something to counter all those 1/1 white Spirit tokens running rampant these days.
Note: This design is still from the twobrid set.
Skylight Duet 2(2/W)(2/U)
Creature - Faerie Spirit [Common]
Flying
Whenever you cast a spell, you may put a verse counter on Skylight Duet.
1, Remove a verse counter from Skylight Duet: Target creature gains flying until end of turn.
3/2
Is the 4-mana 3/2 flier with other abilities too much? (Note: In this block, white-blue likes to be a bit more aggressive than you're used to. If it's too much, I'll probably bump it up to a 5-mana 3/3.)
Official Quizmaster of The Crafters!
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That seems very well designed, and doable if Wizard makes a set with 2-brids. My only suggestion is to make it a 2/2, but it's alright as is.
Battlefield Duplicity 3UU
Enchantment-Rare
Whenever a creature deals combat damage to a player, that player gains control of that creature.
To round up the flavor of my Fevaros and Dragon-Dust Miasma:
Legendary Creature - Dragon (M)
Flying, protection from Dragons
When Elzataerinn enters the battlefield, put a corruption counter on each non-Dragon creature.
At the beginning of your upkeep, destroy target non-Dragon creature if it has a corruption counter on it. If that creature dies this way, its controller puts a 5/5 red Dragon creature token with flying onto the battlefield. That creature token gains haste until end of turn.
8/8
Comments?
EDIT:
Legendary Creature - Dragon (M)
Flying, protection from Dragons
When Elzataerinn enters the battlefield, put a corruption counter on each non-Dragon creature.
At the beginning of each upkeep, destroy target non-Dragon creature if it has a corruption counter on it. If that creature dies this way, its controller puts a 5/5 red Dragon creature token with flying onto the battlefield. That creature token gains haste until end of turn.
8/8
Meticulous Plans 1UB
Instant
Destroy target creature. If the targeted creature is removed from the field before ~ resolves, instead draw three cards instead.
- To my youngest sister when she was 6.
Garruk, the Veil-Cursed would really LOVE this card.
Life-Squeezer Rib-Plate 2
Artifact - Equipment (R)
T: Equipped creature deals 1 damage to each other creature, then sacrifice it.
Equip 3
"The sight of blood terrify these fleshborns. Let us use that to our advantage."
- Zin-Koriem, Gitaxian Augur
Comments?
EDIT:
Life-Squeezer Rib-Plate 2
Artifact - Equipment (U)
T: Equipped creature deals 1 damage to each other creature, then sacrifice it.
Equip 2
"The sight of blood terrify these fleshborns. Let us use that to our advantage."
- Zin-Koriem, Gitaxian Augur
Avelian Arsonist :1mana::symr::symr:
Creature - Goblin {U}
When Avelian Arsonist enters the battlefield, put a blaze counter on target land without a blaze counter on it. For as long as that land has a blaze counter on it, it has "At the beginning of your upkeep, this land deals 1 damage to you."
2/1
Credit to Maelstrom Graphics for the sig.
One of mine that was skipped over, but updated to be a bit more fair.
Confabulate :symwu::symwu:
Instant (U)
Counter target spell. If it is countered this way, put that spell tenth from the bottom of its owners library. That player may choose to shuffle their library. If they don't, they instead draw a card and gain 1 life.
The effect is unnecessarily complicated, which suits the flavour of the Azorius, but design-wise is confounding.
Counter target spell, shuffle it into their library, then give them the choice of life-gain or card draw would be cleaner in my opinion.
Umaro Swarmflies 4GGG
Creature — Insect (M)
Flying
At the beginning of each upkeep, put a 1/1 green insect token with flying onto the battlefield for each insect on the battlefield.
1/1
Are those storm clouds ... buzzing? — Last words of Galathar, Skyrider Chieftain
I think it should have power and toughness also equal to the number of Insects you control, even as a non-legendary creature it's a bit uninteresting as it stands. Green also rarely gets flying these days, and usually find their insects on the ground.
Gamble with Power
Enchantment - Aura (U)
Enchant Creature
When Gamble with Power enters the battlefield, put a +1/+1 counter on the creature it is attached to.
At the beginning of your upkeep, flip a coin. If heads, double the number of counters on enchanted creature. Otherwise, exile it and return Gamble with Power to its owners hand.
Just tapping the creature down seems sufficient to me.
I don't think an argument stands for it to be "removal"
Humble 1WW
Enchantment — Aura (R)
Enchant Creature
Enchanted creature loses all abilities. When Humble is put into a graveyard from the battlefield, return it to it's owner's hand.
* * *
Desperately needed:
AEther Roadblock 1UU
Enchantment (U)
Creature spells cost an additional 2 to cast.
Brain Sneeze R
Instant - (U)
You may randomly discard a card from your hand rather than pay Warp Whorl's mana cost.
Randomly choose new targets for target spell
"Eureka!"