Honor the Dead1WW
Enchantment
Whenever a creature you control dies or is exiled, you gain 1 life.
In the first version it triggered for creatures leaving the battlefield, but I thought it could create life gain loops.
Growing3G
Sorcery
Double the number of counters on target permanent.
// Rotting2B
Sorcery
Remove all counters from target permanent.
This my first time trying a split card. In the first version it was multicolored with two modes, then I felt it was better to go split card.
Knight of Exile2WB
Creature - Knight
First strike
When Knight of Exile enters the battlefield, exile another target creature.
2/2
It started at 3 mana without first strike, then I raised the mana cost and added first strike.
Spiritual Bond2WB
Enchantment
Creatures you control have lifelink. WB: Prevent all damage that would be dealt to target creature. You lose that much life.
I could template it with damage redirection as in Spirit en-kor, but with the activation cost being WB I felt that preventing damage and losing life fitted better. I tried using hybrid B/W, but damage redirection doesn't feels black alone.
Prismatic SealWG
Enchantment
Cards in your graveyard can’t be target of spells or abilities.
You may spend mana as though it were mana of any color to pay the activation costs of abilities of cards in your graveyard.
Punish nonbasic lands1UR
Instant
Tap all nonbasic lands, they don’t untap during its controller next untap step.
Punish nonbasic lands deals x damage to each player, where x is the number of nonbasic lands he or she controls.
In the first iteration it was a sorcery, but I think that it's more useful as an instant.
LifebondWW
Enchantment
Whenever a creature you control is dealt damage, you gain 1 life.
I tried some variations with "you control the source of damage" vs "you don't control the source of damage" and damage prevention. What I realized is that preventing 1 damage adds to board complexity because it forces players to subtract 1 of every amount of damage. Plus, having two triggers, one for you and another for the other players adds to the card's complexity without making it better to play with.
Minimum Damage1W
Enchantment
If a source would deal exactly 1 damage to anything, it deals 0 damage instead.
Could be non symmetrical.
Put fire out with gasoline2R
Enchantment
If a source would deal exactly 1 damage to anything, it deals 2 damage instead.
The red version of the above.
Surprise!UU
Instant
If an effect or ability an opponent controls would cause you to discard one or more cards, draw two cards instead.
Accelerated Growth = I like that! Probably could cost a little less.
False Guide = Maybe exile an attacking or blocking creature? It seems undercosted as-is.
Honor the Dead = I'd like to see something like "Whenever a creature you control or a creature card you own is exiled from anywhere, gain 1 life," assuming there would be a decent number of exile effects in the set.
Growing/Rotting = Doesn't necessarily have to be a split card. It could just be two separate cards. We used to get pairs of cards like that.
Minimum Damage / Put out Fire = Yeah, like these, heheh. I like this pair.
Surprise = Maybe it could work like Guerrilla Tactics... Have it draw you a card if you cast it, and draw two cards if you are forced to discard it.
False guide -- slightly undercosted, and you're not getting away with it at common.
Knight of exile -- while I feel nekrataal can be pushed a bit, this is too big of a push.
Punish -- fine as is, but my viewpoint may be skewed because I think [card[price of progress[/card] is perfectly fine.
Surprise -- can cost less, or be more like madness or guerilla tactics. It's already a narrow sidebard card against discard, UU makes it even narrower, especially when the most critical turns against discard decks is turns 1 and 2 and very few decks will have open UU at that time.
Private Mod Note
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Rollback Post to RevisionRollBack
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
False Guide 2.0. Up mana cost to WW and P/T to 1/2? This way it costs more and doesn't die to 1 damage.
Surprise 2.01U
Instant
Draw two cards. If you didn't discard a card this turn, discard a card.
Then discard a card unless you haven't discarded a card this turn already. I think this wording is more confusing.
"If an effect or ability an opponent controls would cause you to discard one or more cards, draw two cards instead." This was feeling much more a keyworded ability to put on cards, such as madness.
Knight of Death2WB
Creature - Human Knight
First Strike
When Knight of Death enters the battlefield, destroy target creature or enchantment.
2/2
Raising the cost of Knight of Exile makes it too close to cards that already do that with the same colors. On the other hand, making the ability itself weaker makes the card bad. In the end, I've decided to replace exile with destroy.
Accelerated Growth and Growing have a problem according to Wizards, and that problem is planeswalker counter doubling. There is a reason very few cards since Doubling Season haven't had the clause where it lists all permanent types except planeswalker.
Is it balanced at 4 mana and an one shot? Yeah, probably. But Wizards wouldn't do it. They seem okay with incremental counters (Proliferate) but the doubling seem to be non-set releases for now... Deepglow Skate for example.
I would say it can be non-planeswalker and be 1 cheaper like everyone else, or it can stay but be more green or 1 more to cast.
False Guide 3.0WW
Creature - Human
When False Guide 3.0 dies, exile target creature. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library.
1/2
Lieutenant Kirtar found out that something similar already exists. My previous version was unconditional exile, which is too strong.
Sorcery
Double the number of counters on target permanent.
Inspired by Doubling Season
False Guide W
Creature - Human
When False Guide dies, exile target creature.
1/1
False Prophet little
Honor the Dead 1WW
Enchantment
Whenever a creature you control dies or is exiled, you gain 1 life.
In the first version it triggered for creatures leaving the battlefield, but I thought it could create life gain loops.
Growing 3G
Sorcery
Double the number of counters on target permanent.
//
Rotting 2B
Sorcery
Remove all counters from target permanent.
This my first time trying a split card. In the first version it was multicolored with two modes, then I felt it was better to go split card.
Knight of Exile 2WB
Creature - Knight
First strike
When Knight of Exile enters the battlefield, exile another target creature.
2/2
It started at 3 mana without first strike, then I raised the mana cost and added first strike.
Spiritual Bond 2WB
Enchantment
Creatures you control have lifelink.
WB: Prevent all damage that would be dealt to target creature. You lose that much life.
I could template it with damage redirection as in Spirit en-kor, but with the activation cost being WB I felt that preventing damage and losing life fitted better. I tried using hybrid B/W, but damage redirection doesn't feels black alone.
Prismatic Seal WG
Enchantment
Cards in your graveyard can’t be target of spells or abilities.
You may spend mana as though it were mana of any color to pay the activation costs of abilities of cards in your graveyard.
Ground Seal + Celestial Dawn.
Punish nonbasic lands 1UR
Instant
Tap all nonbasic lands, they don’t untap during its controller next untap step.
Punish nonbasic lands deals x damage to each player, where x is the number of nonbasic lands he or she controls.
In the first iteration it was a sorcery, but I think that it's more useful as an instant.
Lifebond WW
Enchantment
Whenever a creature you control is dealt damage, you gain 1 life.
I tried some variations with "you control the source of damage" vs "you don't control the source of damage" and damage prevention. What I realized is that preventing 1 damage adds to board complexity because it forces players to subtract 1 of every amount of damage. Plus, having two triggers, one for you and another for the other players adds to the card's complexity without making it better to play with.
Minimum Damage 1W
Enchantment
If a source would deal exactly 1 damage to anything, it deals 0 damage instead.
Could be non symmetrical.
Put fire out with gasoline 2R
Enchantment
If a source would deal exactly 1 damage to anything, it deals 2 damage instead.
The red version of the above.
Surprise! UU
Instant
If an effect or ability an opponent controls would cause you to discard one or more cards, draw two cards instead.
False Guide: Quite pushed. Definitely an aggro killer. I would suggest that the card cost 1W and be at least an uncommon.
Growing: Really like this card, especially in an environment with a counter theme.
Knight of Exile: Very very good. Should probably cost 5 TBH.
Punish: Certainly be a Sorcery. At Instant you are getting potentially two turns of lockdown.
Surprise: Super narrow. I would like it to cost 1U or just U.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
False Guide = Maybe exile an attacking or blocking creature? It seems undercosted as-is.
Honor the Dead = I'd like to see something like "Whenever a creature you control or a creature card you own is exiled from anywhere, gain 1 life," assuming there would be a decent number of exile effects in the set.
Growing/Rotting = Doesn't necessarily have to be a split card. It could just be two separate cards. We used to get pairs of cards like that.
Minimum Damage / Put out Fire = Yeah, like these, heheh. I like this pair.
Surprise = Maybe it could work like Guerrilla Tactics... Have it draw you a card if you cast it, and draw two cards if you are forced to discard it.
• Recent Card Ideas • My Drawings at DeviantArt
Knight of exile -- while I feel nekrataal can be pushed a bit, this is too big of a push.
Punish -- fine as is, but my viewpoint may be skewed because I think [card[price of progress[/card] is perfectly fine.
Surprise -- can cost less, or be more like madness or guerilla tactics. It's already a narrow sidebard card against discard, UU makes it even narrower, especially when the most critical turns against discard decks is turns 1 and 2 and very few decks will have open UU at that time.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Surprise 2.0 1U
Instant
Draw two cards. If you didn't discard a card this turn, discard a card.
Then discard a card unless you haven't discarded a card this turn already. I think this wording is more confusing.
"If an effect or ability an opponent controls would cause you to discard one or more cards, draw two cards instead." This was feeling much more a keyworded ability to put on cards, such as madness.
Knight of Death 2WB
Creature - Human Knight
First Strike
When Knight of Death enters the battlefield, destroy target creature or enchantment.
2/2
Raising the cost of Knight of Exile makes it too close to cards that already do that with the same colors. On the other hand, making the ability itself weaker makes the card bad. In the end, I've decided to replace exile with destroy.
Accelerated Growth and Growing have a problem according to Wizards, and that problem is planeswalker counter doubling. There is a reason very few cards since Doubling Season haven't had the clause where it lists all permanent types except planeswalker.
Is it balanced at 4 mana and an one shot? Yeah, probably. But Wizards wouldn't do it. They seem okay with incremental counters (Proliferate) but the doubling seem to be non-set releases for now... Deepglow Skate for example.
I would say it can be non-planeswalker and be 1 cheaper like everyone else, or it can stay but be more green or 1 more to cast.
False Guide I like better as Loyal Sentry.
The rest seem cool!
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
Creature - Human
When False Guide 3.0 dies, exile target creature. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library.
1/2
Lieutenant Kirtar found out that something similar already exists. My previous version was unconditional exile, which is too strong.