Skreeling Spirit1BB
Creature - Spirit (R)
Deathtouch
~ gets +1/+1 for each creature card in your graveyard. 1B, Sacrifice a creature: Return ~ from your graveyard to the battlefield.
1/1
Crushgar Brawler1GG
Creature - Beast (R)
Trample
~ gets +1/+1 for each land card in your graveyard.
Sacrifice a land: ~ gains hexproof until end of turn.
1/1
Academy Director4U
Creature - Human Wizard (R)
Vigilance
~ gets +1/+1 for each card in your hand. T: Draw a card.
1/1
Angelic Proctor4W
Creature - Angel Cleric (R)
Flying
~ gets +1/+1 for each face-up exiled card you own. 1W: Exile target creature you control, then return it to the battlefield at the end of turn.
1/1
Brazen Anarchist4R
Creature - Human Rebel Warrior (R)
Haste
~ gets +1/+1 for each sorcery card in your graveyard.
Whenever ~ deals combat damage to an opponent, you may return a sorcery card in your graveyard to your hand.
1/1
Interesting cycle, although there are some odd things about it.
Firstly, blue doesn't get vigilance, mostly because it has untap-effects in its color pie already. Also, I kind of expected the whole cycle to deal with the graveyard. The white and blue cards feel disconnected in this respect. I'd probably make some changes to the cycle to try and make it a bit more consistent.
Also, the red one feels like it should have Prowess, given its recursion ability.
I actually don't like Prowess as a keyword (if nothing else, it should be "Prowess 1" like Bushido. Also, having a 2nd +1/+1 effect would be a bit confusing I think.
What is Blue/White's evergreen keyword? I figured W/G gets Reach, so W/U has to get Vigilance... which works well with tap effects like this on a creature.
I was thinking about maybe doing the white one rewarding enchantments in the yard... 1WW lifelink and 1W to return an aura from the grave to the battlefield enchanting it...
Blue, I guess, should like artifacts in the 'yard, and could have a Tinker-esque effect.
What do you think about power level? I wanted to make them only count your stuff, and to start off as 1/1s, which sort of breaks with lhurgoyf-tradition. The black one is my favorite, flavor wise, but I think the green one might be the best (two fetchlands and it's a 3/3 on turn 3 with trample and can become a 4/4 hexproof on a dime...).
If I do make them all count the grave, I'd want to cost them 1CC each... meaning I'll desperately need to change the red one's ability... thoughts?
With all of the talk about a UB keyword (and the unsatisfactory one we got), I think we should focus on the UW keyword. Flash, like flying, I think needs to be "all colors, but scarce in a few", leaving WG with Reach (sadly) and UW with Vigilance (again, sadly.) while WR gets First Strike (to black's dismay).
Vigilance lets blue do a lot of clever things with tapping at instant speed at the end of their opponent's turn - very blue - while still attacking, something WOTC likes. I like vigilance more in blue than green, and in terms of "bitter pills" I think vigilance is a pill that we can swallow since it's a cool keyword with great interactions worth preserving in evergreen form.
In any case, here's what I'm thinking:
Flying, Flash - All 5
???: Haste - Seems to be primarly GR, but with some black... might as well just treat this as "all 5" and just not use it on all 5 (like green can, but usually doesn't, get flying).
UW: Vigilance
UR: Prowesss-N
UG: Hexproof
UB: That keyword that's a spoiler.
BW: Lifelink
BG: Deathtouch
BR: Menace
RG: Trample
RW: First Strike
GW: Reach (ugh)
Cut: Protection (needlessly complex for what it does... have it in expert sets, sure.), Defender (drawbacks aren't fun, even if certain walls are), Intimidate, Fear, Landwalk, etc. - unfun.
Creature - Spirit (R)
Deathtouch
~ gets +1/+1 for each creature card in your graveyard.
1B, Sacrifice a creature: Return ~ from your graveyard to the battlefield.
1/1
Crushgar Brawler 1GG
Creature - Beast (R)
Trample
~ gets +1/+1 for each land card in your graveyard.
Sacrifice a land: ~ gains hexproof until end of turn.
1/1
Academy Director 4U
Creature - Human Wizard (R)
Vigilance
~ gets +1/+1 for each card in your hand.
T: Draw a card.
1/1
Angelic Proctor 4W
Creature - Angel Cleric (R)
Flying
~ gets +1/+1 for each face-up exiled card you own.
1W: Exile target creature you control, then return it to the battlefield at the end of turn.
1/1
Brazen Anarchist 4R
Creature - Human Rebel Warrior (R)
Haste
~ gets +1/+1 for each sorcery card in your graveyard.
Whenever ~ deals combat damage to an opponent, you may return a sorcery card in your graveyard to your hand.
1/1
Firstly, blue doesn't get vigilance, mostly because it has untap-effects in its color pie already. Also, I kind of expected the whole cycle to deal with the graveyard. The white and blue cards feel disconnected in this respect. I'd probably make some changes to the cycle to try and make it a bit more consistent.
Also, the red one feels like it should have Prowess, given its recursion ability.
What is Blue/White's evergreen keyword? I figured W/G gets Reach, so W/U has to get Vigilance... which works well with tap effects like this on a creature.
I was thinking about maybe doing the white one rewarding enchantments in the yard... 1WW lifelink and 1W to return an aura from the grave to the battlefield enchanting it...
Blue, I guess, should like artifacts in the 'yard, and could have a Tinker-esque effect.
What do you think about power level? I wanted to make them only count your stuff, and to start off as 1/1s, which sort of breaks with lhurgoyf-tradition. The black one is my favorite, flavor wise, but I think the green one might be the best (two fetchlands and it's a 3/3 on turn 3 with trample and can become a 4/4 hexproof on a dime...).
If I do make them all count the grave, I'd want to cost them 1CC each... meaning I'll desperately need to change the red one's ability... thoughts?
Flying, maybe flash (though that is more UG) The only modern blue vigilance cards are from Planar Chaos which shouldn't be used as precedence.
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Vigilance lets blue do a lot of clever things with tapping at instant speed at the end of their opponent's turn - very blue - while still attacking, something WOTC likes. I like vigilance more in blue than green, and in terms of "bitter pills" I think vigilance is a pill that we can swallow since it's a cool keyword with great interactions worth preserving in evergreen form.
In any case, here's what I'm thinking:
Flying, Flash - All 5
???: Haste - Seems to be primarly GR, but with some black... might as well just treat this as "all 5" and just not use it on all 5 (like green can, but usually doesn't, get flying).
UW: Vigilance
UR: Prowesss-N
UG: Hexproof
UB: That keyword that's a spoiler.
BW: Lifelink
BG: Deathtouch
BR: Menace
RG: Trample
RW: First Strike
GW: Reach (ugh)
Cut: Protection (needlessly complex for what it does... have it in expert sets, sure.), Defender (drawbacks aren't fun, even if certain walls are), Intimidate, Fear, Landwalk, etc. - unfun.