The wording on the Deathtrap Wall's trigger needs a little templating work. "Whenever ~ blocks, put a trap counter on it. ~ deals damage to each creature it's blocking equal to the number of trap counters on ~. If a creature dealt damage this way dies this turn, transform ~."
It's still a little less elegant than I'd prefer, but at least works within the rules.
For Keras, I'd probably get rid of the graveyard clause, and only have it work on creatures exiled with the ability.
Finally, This card very much falls into black's part of the color pie. I wouldn't give it a colorless casting cost.
****
Unwavering AssaultRRWW
Sorcery
Creatures you control gain vigilance and indestructible until end of turn. After the first combat phase this turn, there is an additional combat phase.
Well...... the Indestructible is a bit of an overkill for this card. Sure, the cost is a bit higher than Relentless Assault what's with the double white, but indestructible is a ridiculously powerful ability to be granted en masse like this, much less with vigilance AND double combat. Maybe something more mundane such as +2/+2 until EOT would've been more in line at 4 mana.
Next
Mental Exhibition2RR
Enchantment (R)
At the beginning of each player's upkeep, that player reveals a card at random from his or her hand. If it is a nonland card, that player may cast it without paying its mana cost. To please a crowd who wants to see what's in your mind, as with everything else, give them glimpses first.
Comments?
EDIT: DAMMIT! That's WAY too similar to Wild Evocation
Mental Exhibition4R
Enchantment (R)
At the beginning of each player's upkeep, that player reveals a card at random from his or her hand. If it is a nonland card, that player may cast it without paying its mana cost. To please a crowd who wants to see what's in your mind, as with everything else, give them glimpses first.
Mental Exhibition2RR
Enchantment (R)
At the beginning of each player's upkeep, that player reveals a card at random from his or her hand. If it is a nonland card, that player may cast it without paying its mana cost. To please a crowd who wants to see what's in your mind, as with everything else, give them glimpses first.
Your hand is quite easily manipulated to give you expensive spells for free. It's quite obvious that by far most of the cost of Wild Evocation doesn't come from the random ramp it can bring out every now and then. At lowest repeating free spell enchantments like this should go down to converted mana cost 5 (unless they have strict side conditions like Descendant's Past).
There is not much to be said about the quality of the idea since it's just a minimal change from an existing card.
The last ability of making multiple mana of any color may also need to have an extra cost on it, at least 2 like Cabal Coffers and Nyktos. Imagine playing this in a Fruity Pebbles kind of deck where flinging your little guy a hundred times allows you to Rolling Thunder everyone to death.
Since my previous card is too similar to an exisitng card, let me try something else.
Trickbreaker Mage3UU
Creature - Human Wizard (R)
When Trickbreaker Mage enters the battlefield, target opponent reveals the top five cards of his or her library. You choose a nonland card from among them. That player casts that card if able. Then put all cards revealed this way into that player's graveyard.
3/3
Forcing an opponent to play their removal spell at the wrong time, or just plain mill where necessary.... comments?
The effect is understandable and interesting. I'm don't think it's Blue though; Blue hates honesty. It likes trickery and lies and instants that surprise the foe. It likes to hide a counterspell in the hand or, failing that, bluff the opponent into thinking it has a counterspell. I could Blue forcing the opponents to show their hand through mind-reading, but it would never reveal its own motives. The color most about honesty is Green, while the one most about restrictions is White. One of those two colors is probably the one honesty fits into.
Speaking of wording troubles...
Brachydios Blast-Primer3RR Creature - Beast (R)
First Strike
Whenever Brachydios Blast-Primer attacks, you may put a fuse counter on target creature.
Whenever Brachydios Blast-Primer deals combat damage to a creature with a fuse counter, remove each fuse counter from that creature. Brachydios Blast-Primer deals 3 damage to that creature and that creature's controller.
4/4
That last ability is killing me. I use "that creature" three times in a row because I don't see an opportunity for "its", but it sounds incredibly awkward. I also put "remove each fuse counter" instead of "remove a fuse counter" to avoid memory issues with stacking fuse counters.
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The wedding is over. Now it's time for the honeymoon.
Hmmmm.... maybe ok. Helps if your creature is 10/1 or something, or an opponent's creature a 0/10 or so, especially considering that this guy, despite being any color, is expensive.
Next
Enraged Entry6GG
Instant - Trap (M)
If an opponent controls seven or more nonland permanents and you control no nonland permanents, you may pay 0 to cast Enraged Entry rather than pay its mana cost.
Search your library for any number of creature cards with total converted mana cost equal to or less than the number of nonland permanents opponents control and put them onto the battlefield, then shuffle your library.
Just as per protean hulk, its a card that reads "I win", and the only condition is that your opponent has 7+ nonland permanents and its free, at instant speed. A deck with 4x forbidden orchards and alike cards would be ludicrously overpowered
Enraged Entry6GG
Instant - Trap (M)
If an opponent controls seven or more nonland permanents and you control no nonland permanents, you may pay 0 to cast Enraged Entry rather than pay its mana cost.
Search your library for any number of creature cards with total converted mana cost equal to or less than the number of nonland permanents opponents control and put them onto the battlefield, then shuffle your library.
Comments?
You've got several confused comments already. I personally will only add that the trap condition as well as the effect are quite elaborate and together are more complex than you should make any single card.
I'd start by abandoning the idea that this card is a trap and concentrate on chosing one mode and make it playable straightforward and fun.
Next:
Barb Bee :symb::symg:
Creature - Insect
Flying, deathtouch
When ~ enters the battlefield, gain 3 life. "Hmmm, honey!"
- Winnie, the Bearbarian
1/1
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Sure, why not. Decent enough stat for something that flies all over the board.
Convoke a la Izzet.
Professor Zivmisiv1UR
Legendary Creature - Human Wizard (R) T, tap X untapped creatures you control: You may cast the next Instant or Sorcery spell with converted mana cost X without paying its mana cost. "Brainstorming session!"
2/2
Too cheap for potential one free spell per turn starting from turn 4?
I think this may be fine at 1B only, seeing that the flavor is rather dark, and that although the lifelink and power bonus can be dangerous, the fact that instant-kill spells can waste your life payment when you're trying to move this thing to someone else suggests that this can be a bit cheaper.
Next
Drakebane ArchersG
Creature - Human Archer (R) T: Put a 2/2 blue Drake creature token with flying onto the battlefield under each opponent's control. For each Drake creature token put onto the battlefield this way, put a 1/1 green Archer creature token onto the battlefield under your control.
Tap four untapped Archer creatures you control: Destroy target creature with flying.
1/1
Well its always risky to have a G creature that poops out tokens at no cost, and you're really cluttering a board state with nothing but a one-drop, worries me about any deck which can turn those enemy drakes to your advantage. But its really the amount of shifting the flow of a game you'd expect from a 5 drop rare, not a 1-drop on the first turn. I mean ok, you lay one turn 1, and another turn 2, and by turn 4 you can gun down 1 token per turn, then start producing one token per turn and gunning down more, and so on, and its very slow an inefficient if you're containing that threat. But if you had something that negates that thread or otherwise combos with it, its a whole lot of cards on the board from a one-drop, very dangerous to exploit
BacktrackUU
Instant (R)
End the turn. If it was an opponent's turn, that player takes an extra turn.
Dodge1W
Instant (u)
Play Dodge only during combat.
Target creature gains indestructible and hexproof until end of turn. If that creature was attacking, remove it from combat and untap it.
FUSE
/////// Duck3:symrg::symrg:
Instant (u)
Target creature with flying deals damage equal to its power to target creature without flying. If the creature with flying was blocking this turn, destroy it.
Dodge is pretty neat, let's you get out of a sticky situation, say if they flash in a creature, and also let's you defend without your creature dying. I'd say have it cost at least 2W, as having an indestructible, hexproof blocker instantly is no small feat. Now, duck... is worded so weirdly. Definitely should fix the wording. If I'm reading it correctly, it seems like it should not be a green/red card, as they aren't really known for using flyers. You could make it cost a bit less and be black? You could also use it on your opponent's flyer when it blocks, so you could destroy it. Also, it should be "Fights creature without flying", as not taking any damage seems a little OP.
Here is my counter for graveyard hate, as no true counter for that exists yet:
Restless Crypt 1B
Enchantment (R)
Treat all exiled creatures as if they were in a graveyard.
"You may have Jarad's permission to rest in peace when you have done all you can. That time is not yet"
Restless Crypt 1B
Enchantment (R)
Treat all exiled creatures as if they were in a graveyard.
"You may have Jarad's permission to rest in peace when you have done all you can. That time is not yet"
Interesting concept. I have a feeling that this wouldn't actually work quite as cleanly as you expect, but it's neat. I feel like you could probably even reduce the cost to B since on it's own Restless Crypt does absolutely nothing.
A possible templating fix: If a creature card would be exiled from anywhere, put it in its owner's graveyard instead.
===
Next:
Maniopotence - RRR Enchantment [r]
Skip your draw step.
Discard a card: Draw a card.
Not completely satisfied with the name. My first thought was Sophopotence, but that would imply blue, and I think it's important for the older formats that this is not blue.
I actually had a similar idea, but then realized how broken it was. This effectively let's you pick whatever hand you want equal to the current number of cards in your hand. The ability needs a mana cost to be anywhere near remotely fair. Without a mana cost, it might be reasonable if it were limited both in amount and timing.
*****
Fatal WoundG
Enchantment - Aura
Enchant creature
You may cast Fatal Wound any time you could cast an instant if you pay 3 more to cast it.
When enchanted creature is dealt damage by another creature, destroy enchanted creature.
Basically a 'fixed' Mortal Wound so that it fits more in line with the current color pie. It's essentially reverse-deathtouch.
This looks more black than green to me. Sure, poison is also green's share, but the flavor of this card hints more towards black.
Next
Unwounded Dryad3G
Enchantment Creature - Nymph Dryad (U)
Bestow 5G
Whenever Unwounded Dryad or enchanted creature is dealt damage, put a number of +1/+1 counters on it equal to your devotion to green.
Enchanted creature gets +2/+2.
2/2
Could this probably be too powerful? Hopefully not, seeing that trades are more common than gradual spanking...
Errr...... the P/T-cost ratio and first ability is ok, but the second one baffles me.... or maybe you just want a Commander that strictly deals with politics here? Seeing that you cannot double your own phases, I don't see why anyone would pay THAT much just to double someone's combat phase, for example. Or maybe if there's a dangerous upkeep or EOT trigger on an opponent, you trigger it twice? Anyway, yeah, sure. I am definitely digging the first ability.
An upgrade from my Archers previously (especially because I forgot something)
Drakehunter Widows2G
Creature - Spider (R)
Reach T: Put a 2/2 blue Drake creature token onto the battlefield under each opponent's control. For each Drake creature token that enters the battlefield this way, put a 1/2 green Spider creature token with reach onto the battlefield under your control.
Tap four untapped creatures with reach you control: Destroy target creature with flying.
1/2
So now the token you make can stop the drakes, and instead of Tribal support, I use ability support, in this case reach. Yes, I completely forgot that my Archer previously didn't have reach, thus this rectification. Is the P/T-cost ratio fair?
The second ability is heavy-handed, even more so than Glaring Spotlight was. I'm not sure about the first, either -- no-downside abilities should be used sparingly, especially when you're talking about artifacts.
* * *
BrofistR
Instant (C)
Choose two target creatures your opponents don't control. Those creatures deal 1 damage to each other and get +2/+0 until end of turn.
As long as we're in the era of 'creature angry, creature smash'...
Any better way to template it without invoking the word 'teammate'?
Well..... +2/+0 for two creatures at 1 mana is a bit too good, I say. Sure, I understand the 'your own only' limitation, but still, you are more than likely to bust this out on creatures with at least 3-4 toughness anyway, making the pump pretty cheap and dangerous. Or maybe that's just me, but I stand my point; +2/+0 is a bit too good at that cost.
Next
Lifeblood Bleeder2WW
Creature - Beast (U)
Vigilance
Cripple 2 - 2W(You may cast this creature spell for its Cripple cost. If you do, this creature enters the battlefield with two -1/-1 counters on it.)
At the beginning of your upkeep, you gain 1 life for each -1/-1 counter on Lifeblood Bleeder.
3/3
So Smite in red? Seems pretty reasonable. Could even be :symbr:, really.
Disturbia BB
Enchantment (Rare)
All creatures have deathtouch.
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It’s like the universe screams in your face, “Do you know what I am? How grand I am? How old I am? Can you even comprehend what I am? What are you, compared to me?” And when you know enough science, you can just smile up at the universe and reply, “Dude, I am you.”
Promotes trading. Nice one. Costwise, seems ok, but I may be wrong, but no change yet needed I guess.
Next
Soulguide Butterfly1WW
Creature - Insect Spirit (R)
Flying
Whenever another creature you control dies, you may exile it. Then you may choose another creature card exiled by Souldguide Butterfly and put it into its owner's hand.
0/1
Not sure what's the best cost for this. In a way, this ensures your creature will never really die forever, although you still must pay costs as normal. Comments?
My only fault is that I think it should be :SymUW:, flavorwise it fits blue as well quite nicely.
Sandman2BB
Legendary Creature - Human Artificer (Mythic)
Protection from Illusions
Sandman comes into play with two -1/-1 counters on it. BB, Pay 2 life: Remove a -1/-1 counter from Sandman. Put a -1/-1 counter on each other creature. T: Put a -1/-1 counter on Sandman.
(1/4)
(20,000th post, woo!)
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():
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It’s like the universe screams in your face, “Do you know what I am? How grand I am? How old I am? Can you even comprehend what I am? What are you, compared to me?” And when you know enough science, you can just smile up at the universe and reply, “Dude, I am you.”
Sandman2BB
Legendary Creature - Human Artificer (Mythic)
Protection from Illusions
Sandman comes into play with two -1/-1 counters on it. BB, Pay 2 life: Remove a -1/-1 counter from Sandman. Put a -1/-1 counter on each other creature. T: Put a -1/-1 counter on Sandman.
(1/4)
What about having the costs on its -1/-1 counter abilities modified to put a spin on the flavor of the character? Here's my suggestion - "BB: Put a -1/-1 counter on ~" to represent Sandman gathering his sand (exchange/gathering of resources). Then use "T, Pay 2 Life: Remove a -1/-1 counter from ~, then put a -1/-1 on each other creature" to represent Sandman spreading his dream dust?
Grinning Merrow1UB
Creature - Merfolk Rogue (U)
Shroud
Whenever Grinning Merrow deals combat damage to an opponent, that player skips his or her next draw step.
1/3
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It's still a little less elegant than I'd prefer, but at least works within the rules.
For Keras, I'd probably get rid of the graveyard clause, and only have it work on creatures exiled with the ability.
Finally, This card very much falls into black's part of the color pie. I wouldn't give it a colorless casting cost.
****
Unwavering Assault RRWW
Sorcery
Creatures you control gain vigilance and indestructible until end of turn. After the first combat phase this turn, there is an additional combat phase.
Next
Mental Exhibition 2RR
Enchantment (R)
At the beginning of each player's upkeep, that player reveals a card at random from his or her hand. If it is a nonland card, that player may cast it without paying its mana cost.
To please a crowd who wants to see what's in your mind, as with everything else, give them glimpses first.
Comments?
EDIT: DAMMIT! That's WAY too similar to Wild Evocation
Mental Exhibition 4R
Enchantment (R)
At the beginning of each player's upkeep, that player reveals a card at random from his or her hand. If it is a nonland card, that player may cast it without paying its mana cost.
To please a crowd who wants to see what's in your mind, as with everything else, give them glimpses first.
Your hand is quite easily manipulated to give you expensive spells for free. It's quite obvious that by far most of the cost of Wild Evocation doesn't come from the random ramp it can bring out every now and then. At lowest repeating free spell enchantments like this should go down to converted mana cost 5 (unless they have strict side conditions like Descendant's Past).
There is not much to be said about the quality of the idea since it's just a minimal change from an existing card.
Next:
Artifact Creature - Horror (M)
Sunburst
Flying, hexproof, infect, haste, vigilance
0/0
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Since my previous card is too similar to an exisitng card, let me try something else.
Trickbreaker Mage 3UU
Creature - Human Wizard (R)
When Trickbreaker Mage enters the battlefield, target opponent reveals the top five cards of his or her library. You choose a nonland card from among them. That player casts that card if able. Then put all cards revealed this way into that player's graveyard.
3/3
Forcing an opponent to play their removal spell at the wrong time, or just plain mill where necessary.... comments?
Speaking of wording troubles...
Creature - Beast (R)
First Strike
Whenever Brachydios Blast-Primer attacks, you may put a fuse counter on target creature.
Whenever Brachydios Blast-Primer deals combat damage to a creature with a fuse counter, remove each fuse counter from that creature. Brachydios Blast-Primer deals 3 damage to that creature and that creature's controller.
4/4
That last ability is killing me. I use "that creature" three times in a row because I don't see an opportunity for "its", but it sounds incredibly awkward. I also put "remove each fuse counter" instead of "remove a fuse counter" to avoid memory issues with stacking fuse counters.
Thanks to Rivenor of Miraculous Recovery Signatures!
Next
Enraged Entry 6GG
Instant - Trap (M)
If an opponent controls seven or more nonland permanents and you control no nonland permanents, you may pay 0 to cast Enraged Entry rather than pay its mana cost.
Search your library for any number of creature cards with total converted mana cost equal to or less than the number of nonland permanents opponents control and put them onto the battlefield, then shuffle your library.
Comments?
Cube talk, design community and much much more!
Signature done by DNC from the Heroes of the Plane Studios
--------------------
Official Ink Bearer of [The Crafters]
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Old Custom Set: Imminence over Marycion
You've got several confused comments already. I personally will only add that the trap condition as well as the effect are quite elaborate and together are more complex than you should make any single card.
I'd start by abandoning the idea that this card is a trap and concentrate on chosing one mode and make it playable straightforward and fun.
Next:
Creature - Insect
Flying, deathtouch
When ~ enters the battlefield, gain 3 life.
"Hmmm, honey!"
- Winnie, the Bearbarian
1/1
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Convoke a la Izzet.
Professor Zivmisiv 1UR
Legendary Creature - Human Wizard (R)
T, tap X untapped creatures you control: You may cast the next Instant or Sorcery spell with converted mana cost X without paying its mana cost.
"Brainstorming session!"
2/2
Too cheap for potential one free spell per turn starting from turn 4?
Next
Drakebane Archers G
Creature - Human Archer (R)
T: Put a 2/2 blue Drake creature token with flying onto the battlefield under each opponent's control. For each Drake creature token put onto the battlefield this way, put a 1/1 green Archer creature token onto the battlefield under your control.
Tap four untapped Archer creatures you control: Destroy target creature with flying.
1/1
Am I pushing the cost down too much?
Backtrack UU
Instant (R)
End the turn. If it was an opponent's turn, that player takes an extra turn.
Dodge is pretty neat, let's you get out of a sticky situation, say if they flash in a creature, and also let's you defend without your creature dying. I'd say have it cost at least 2W, as having an indestructible, hexproof blocker instantly is no small feat. Now, duck... is worded so weirdly. Definitely should fix the wording. If I'm reading it correctly, it seems like it should not be a green/red card, as they aren't really known for using flyers. You could make it cost a bit less and be black? You could also use it on your opponent's flyer when it blocks, so you could destroy it. Also, it should be "Fights creature without flying", as not taking any damage seems a little OP.
Here is my counter for graveyard hate, as no true counter for that exists yet:
Restless Crypt 1B
Enchantment (R)
Treat all exiled creatures as if they were in a graveyard.
"You may have Jarad's permission to rest in peace when you have done all you can. That time is not yet"
Interesting concept. I have a feeling that this wouldn't actually work quite as cleanly as you expect, but it's neat. I feel like you could probably even reduce the cost to B since on it's own Restless Crypt does absolutely nothing.
A possible templating fix: If a creature card would be exiled from anywhere, put it in its owner's graveyard instead.
===
Next:
Maniopotence - RRR
Enchantment [r]
Skip your draw step.
Discard a card: Draw a card.
Not completely satisfied with the name. My first thought was Sophopotence, but that would imply blue, and I think it's important for the older formats that this is not blue.
*****
Fatal Wound G
Enchantment - Aura
Enchant creature
You may cast Fatal Wound any time you could cast an instant if you pay 3 more to cast it.
When enchanted creature is dealt damage by another creature, destroy enchanted creature.
Next
Unwounded Dryad 3G
Enchantment Creature - Nymph Dryad (U)
Bestow 5G
Whenever Unwounded Dryad or enchanted creature is dealt damage, put a number of +1/+1 counters on it equal to your devotion to green.
Enchanted creature gets +2/+2.
2/2
Could this probably be too powerful? Hopefully not, seeing that trades are more common than gradual spanking...
An upgrade from my Archers previously (especially because I forgot something)
Drakehunter Widows 2G
Creature - Spider (R)
Reach
T: Put a 2/2 blue Drake creature token onto the battlefield under each opponent's control. For each Drake creature token that enters the battlefield this way, put a 1/2 green Spider creature token with reach onto the battlefield under your control.
Tap four untapped creatures with reach you control: Destroy target creature with flying.
1/2
So now the token you make can stop the drakes, and instead of Tribal support, I use ability support, in this case reach. Yes, I completely forgot that my Archer previously didn't have reach, thus this rectification. Is the P/T-cost ratio fair?
* * *
Brofist R
Instant (C)
Choose two target creatures your opponents don't control. Those creatures deal 1 damage to each other and get +2/+0 until end of turn.
Any better way to template it without invoking the word 'teammate'?
Next
Lifeblood Bleeder 2WW
Creature - Beast (U)
Vigilance
Cripple 2 - 2W (You may cast this creature spell for its Cripple cost. If you do, this creature enters the battlefield with two -1/-1 counters on it.)
At the beginning of your upkeep, you gain 1 life for each -1/-1 counter on Lifeblood Bleeder.
3/3
Comments?
Disturbia BB
Enchantment (Rare)
All creatures have deathtouch.
I stepped out of a supernova...and so did you.
Next
Soulguide Butterfly 1WW
Creature - Insect Spirit (R)
Flying
Whenever another creature you control dies, you may exile it. Then you may choose another creature card exiled by Souldguide Butterfly and put it into its owner's hand.
0/1
Not sure what's the best cost for this. In a way, this ensures your creature will never really die forever, although you still must pay costs as normal. Comments?
Sandman 2BB
Legendary Creature - Human Artificer (Mythic)
Protection from Illusions
Sandman comes into play with two -1/-1 counters on it.
BB, Pay 2 life: Remove a -1/-1 counter from Sandman. Put a -1/-1 counter on each other creature.
T: Put a -1/-1 counter on Sandman.
(1/4)
(20,000th post, woo!)
I stepped out of a supernova...and so did you.
What about having the costs on its -1/-1 counter abilities modified to put a spin on the flavor of the character? Here's my suggestion - "BB: Put a -1/-1 counter on ~" to represent Sandman gathering his sand (exchange/gathering of resources). Then use "T, Pay 2 Life: Remove a -1/-1 counter from ~, then put a -1/-1 on each other creature" to represent Sandman spreading his dream dust?
Grinning Merrow 1UB
Creature - Merfolk Rogue (U)
Shroud
Whenever Grinning Merrow deals combat damage to an opponent, that player skips his or her next draw step.
1/3