This is a cycle of modal token creators intended to both present options and enable the set mechanic Prisma (which counts the colors of your stuff). Each uses existing tokens. Could Nocturnal Hunt realistically cost 1 less?
Help from Above (Common) 2U
Sorcery
Choose one —
• Create a 2/2 blue Drake creature token with flying.
• Create two 1/1 blue Bird creature tokens with flying.
Call of Duty (Common) 1W
Sorcery
Choose one —
• Create a 2/2 white Knight creature token with vigilance.
• Create two 1/1 white Warrior creature tokens with vigilance.
From Hell (Common) 5R
Sorcery
Choose one —
• Create a 4/4 red Hellion creature token with haste.
• Create two 3/1 red Elemental creature tokens with haste.
Rumblestorm (Common) 7G
Sorcery
Choose one —
• Create a 7/7 green Elemental creature token with trample.
• Create two 4/4 green Rhino creature tokens with trample.
Nocturnal Hunt (Common) 4B
Sorcery
Choose one —
• Create a 3/3 black Beast creature token with deathtouch.
• Create two 1/1 black Snake creature tokens with deathtouch.
It's a little strange to see an off-color cycle that doesn't really follow a color trend. Right now you have:
W spell -> U tokens, U -> W,
and
B -> R, R -> G, G -> B.
I suppose it's not a huge problem, but it bothers me a bit.
Also, the cycle feels like it's trying to do two things at once:
1. Spells of color A that create tokens of color B
2. Modal spells that create one big token or two small tokens.
I would pick one of these things and focus on it.
Personally, I would focus on the first option and just incorporate Prisma. For example:
Recruit for Investigation3U
Instant Prisma — Create a 1/1 white Soldier creature token, then draw a card for each color among permanents you control.
Most of these are too strong for common. Additionally, a couple of these spells are severe bends for their colors. Remember that a color is defined not just by its keywords on creatures, but the number and sizes of those creatures.
For instance, Red does not typically get large, square stated tramplers, and especially not at common. They will more typically be high powered/low toughness so they are more fragile.
Watchwolf is also right that you should have your cycle rotate through all 5 colors rather than have the W/U and R/G/B cycle you have.
One possible issue is people miss counting colors because they don't have the colored tokens. Hybrid creatures accomplish the same thing and it has better visual representation, did you consider these ?
You could fix the color dynamic more or less easily. The blue one (with the "flash" creatures) could be the 2/2 black Zombie and the 1/1 black... Rat? Thrull? (Unsavory Experiment?). The green one could be two of the 2/2 white vigilance Knights or four of the 1/1 white vigilance Warriors (Carousing Lot? Geas of Battle?).
If you really wanted you could do the enemy cycle as well but if you insist on using existing tokens that could be a lot harder.
Thanks and thanks again for all of the constructive criticism. After fiddling with the set for some time since creating this thread, I’ve found that Prisma (which these cards were intended to support) is easiest for me to develop and for my players to manage when it only counts colors among cards in your graveyard (rather than among permanents you control). Hence, off-color tokens won’t be necessary so the cards have been revered to on-color creation.
Help from Above (Common)
2U
Sorcery
Choose one —
• Create a 2/2 blue Drake creature token with flying.
• Create two 1/1 blue Bird creature tokens with flying.
Call of Duty (Common)
1W
Sorcery
Choose one —
• Create a 2/2 white Knight creature token with vigilance.
• Create two 1/1 white Warrior creature tokens with vigilance.
From Hell (Common)
5R
Sorcery
Choose one —
• Create a 4/4 red Hellion creature token with haste.
• Create two 3/1 red Elemental creature tokens with haste.
Rumblestorm (Common)
7G
Sorcery
Choose one —
• Create a 7/7 green Elemental creature token with trample.
• Create two 4/4 green Rhino creature tokens with trample.
Nocturnal Hunt (Common)
4B
Sorcery
Choose one —
• Create a 3/3 black Beast creature token with deathtouch.
• Create two 1/1 black Snake creature tokens with deathtouch.
Also with two options Entwine might be worth a thought.
Hands to the sky
Give a round of applause
For the great Miss Y!
W spell -> U tokens,
U -> W,
and
B -> R,
R -> G,
G -> B.
I suppose it's not a huge problem, but it bothers me a bit.
Also, the cycle feels like it's trying to do two things at once:
1. Spells of color A that create tokens of color B
2. Modal spells that create one big token or two small tokens.
I would pick one of these things and focus on it.
Personally, I would focus on the first option and just incorporate Prisma. For example:
Recruit for Investigation 3U
Instant
Prisma — Create a 1/1 white Soldier creature token, then draw a card for each color among permanents you control.
For instance, Red does not typically get large, square stated tramplers, and especially not at common. They will more typically be high powered/low toughness so they are more fragile.
Watchwolf is also right that you should have your cycle rotate through all 5 colors rather than have the W/U and R/G/B cycle you have.
One possible issue is people miss counting colors because they don't have the colored tokens. Hybrid creatures accomplish the same thing and it has better visual representation, did you consider these ?
I know it's a lot more boring ...
BGU Control
R Aggro
Standard - For Fun
BG Auras
If you really wanted you could do the enemy cycle as well but if you insist on using existing tokens that could be a lot harder.
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