OK, I posted the white and black parts of this cycle in other threads. I'll modify this one slightly so that it fits here.
Longevity :1mana::symg::symg:
Creature - Incarnation Spirit {R}
Trample
If Longevity would be put into a graveyard from play, remove it from the game instead.
At the beginning of your upkeep, if Longevity is removed from the game face-up, put a 1/1 green Saproling creature token into play.
2/2
Illusionary GuardianUUU
Creature - Spirit (R)
Shroud
While Illusionary Guardian is in play, creatures you control gain Shroud.
Remove Illusionary Guardian in your graveyard from the game: Target creature you control gains shroud until the end of the turn.
1/3 "He swore to protect his people, and not even death can take that oath from him."
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"Those who endure in the face of suffering, those whose faith shines long in evil days, they shall see salvation." -Song of All, canto 904
It's understandable blue control players would be shocked and in denial at the notion of this card, since their decks have been dominating multiple formats for an eternity yet they've curiously never once had to deal with any counter-hosers that weren't ineffectual, narrow CRAP.
Triton's Minion1UU
Creature - Merfolk Warrior
When Triton's Minion comes into play, return all other permanents with converted mana cost of 3 back to their owners' hands. He popped out of the water and all of a sudden our lord vanished, while the rest of us remained unharmed. Our army unraveled into chaos. -- Elvish scout
1/3
Delios Songsmith :1mana::symuw::symuw:
Creature - Human Cleric [R]
Echo :1mana::symuw::symuw:
At the beginning of your upkeep, remove an artifact or enchantment in your hand from the game.
Until end of turn, spells you play that share a type with the removed card costs 2 less to play. "They sing the songs of their own salvation."
1/3
Shatterigg Golem
Artifact Creature - Golem
:3mana:: Shatterigg Golem becomes a non-creature artifact until end of turn. Any player may play this ability.
3/3
OuroborosGGU
Creature - Serpent {M}
When ~ deals combat damage to a player, draw a card and put a +1/+1 counter on ~.
When ~ is put into a graveyard from play, shuffle it into your library. The serpent's tail cannot be found, for the beast goes on forever, riding the edge of infinity.
1/1
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Battlemad Warlord
1(w/r)(w/r)
Creature-Human Ninja
Ninjutsu 1(w/r)
When ~ comes into play, it gets +X/+0, where X is the number of attacking creatures you control, until end of turn.
2/2
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Thanks Darthmonkey at Damnation Studios for the sig.
(experiencing technical difficulties. If I weren't busy and tired, your eyeballs would be exploding due to excess magnificence)
Thanks mchief111 for the avvy.
Kederekt Suffocater1BB
Creature - Zombie Wizard U
When Kederekt Suffocater comes into play, destroy target creature with converted mana cost 3 or less. "I actually enjoy listening to their muffled pleas for life."
2/2
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
Artifact creature, Construct. (C)
:symw::symr:: +1/+1 until the end of turn.
:symb::symg:: +1/+1 until the end of turn. "Some would feed it the finest oil, but garbage is ussually more than enough"
2/2
Holy Bladesman 1WW
Creature - Human Soldier
Protection from black
Whenever Holy Bladesman blocks a creature, target creature blocking that creature gains double strike until end of turn.
2/1
Illuminations - B-. Compare this to other Incarnations of the past. The best ones (Genesis and Glory) are not just expensive, but have additional costs. On the other hand, this card can't just be dumped into the graveyard, which makes it not-quite-an-Incarnation. Hmm... I think that this card is screaming for a deck to abuse it, and that deck would be too powerful, which isn't quite a condemnation of the card - hence the higher score than I originally gave you. But I think that the Saproling ability is too good.
Krey - C-. For one, the first line and second line are redundant. For another, compare this to Kira, Great Glass-Spinner, a card still seen on occasion. For a color conversion, you get: 1) upgrade to Shroud, as opposed to requiring two spells; 2) protection for your protector as well, which is seriously powerful; 3) the ability to counter a spell that targets a creature you control in the future. Too much. If your card creates a horde that can't be solved except by Wrath, then makes your next targeted removal spell useless as well, it's too good, especially for 3 mana.
Felecorr - B. That's a lot of abilities. The problem is that I can't think of a deck that would want a 1/1 for 3, no matter how great he may be on defense. Most of the time, I can see him just being a great blocker against white decks, but red decks aren't necessarily incapable of performing that task already. Bottom line is that I think the design process of this card was lacking. There wasn't any point in mind, which makes the card feel like you threw it at a wall and it stuck.
Surging Chaos - B+. Probably should have been "creatures" instead - that would make it more Blue (see Llawn, Cephalid Emperess). But I do like the initial concept of a merfolk army bringing in their trickster to turn the tide.
MNOP - B-. I honestly don't see the practical application of this card. Most decks aren't willing to pay 6 mana over two turns to get a bonus, especially when that bonus also costs you a card in hand. And considering you're losing more mana than you're investing the first time through, this card will take several turns to get active. I think, at the very least, it could have stood to lose the echo, which adds little to the card.
erikcu - A-. Ah, Chimeric Idol reversed. I have fond memories of this card, and the design here is very Prophecy-inspired. I think that beefy cards in colorless areas aren't what WotC likes making, but the card is fine, albeit a bit powerful. Nice job.
cannon - B-. Another in a series of cards (Spawnwrithe, Dimir Cutpurse) that lack solid evasion but pay massive dividends if you can hit your opponent. I think this one, however, is kind of weak, requiring multiple hits to get more power than the Cutpurse, and the shuffle effect, while a nice upside, still means that your opponent won't be surprised next time. Another example of the problems with 1/1s for 3.
Kyndel - B. Problems with red/white ninjas aside, this card doesn't strike me as terribly powerful. Basically, you're trading one of your attacking creatures to give the rest +1/+0 and get a 2/2 attacking? I don't think most aggro decks will get enough advantage out of that to invest a slot. The card's alright, but too conditional, as most ninjas are, and lacks the true power of the best ninjas like Deep Hours.
Dragoon - C+. A 2/2 with a Smother attached? Seems great! Granted, if he has no targets, he has to kill himself, but there are plenty of examples of that kind of ability, that this creature would absolutely shred aggro decks, being the very definition of a 2-for-1 while taking their best creature down first. Too good, I'm afraid to say.
Mobiusman - B. A twisted version of Dark Confidant, I like, but I don't see the practical application of this card. Is it trying to punish decks with expensive cards? I'm afraid this card falls into the same "underwhelming, potentially suicidal" range. It could have stood to be at least a little larger.
Hemlock - B. Interesting idea, and certainly a balanced one. Problem is that I fail to see the practical application.
Kev the Walker - B+. I like it, though I think that it will never quite fulfill the role it's given in a deck. Trying to tap him could either be a fool's errand or too good, but not in any way that will break the game or make the card useless. It might have been more interesting to up the power to add more stakes to it, because a 2-power double striker doesn't raise any eyebrows.
Socrates - B+. A 4-power guy blocking is alright, albeit unspectacular. While he can give another teammate the double strike to make a favorable block, I can't think that the situations where it will matter are slim, or the kind where the Bladesman will be lost, unless the creature he blocks is black. This problem aside, I like where you're going here, and it's certainly balanced.
Congrats erikcu.
EDIT: If erik doesn't show up, second place tiebreaker goes to Socrates.
Righteous Rusting RW
Enchantment - Aura
Enchant artifact
Enchanted artifact loses all abilities. If it's a creature, it can't attack or block.
At the beginning of your upkeep, ~ deals 1 damage to enchanted artifact's controller.
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"Why should I boast? The bards will do it for me--and with music." --Ertai, wizard adept
HeresyWB
Enchantment - Aura
Enchant player
As Heresy comes into play, name a card that is not a basic land.
Whenever the player plays the named card, counter that spell unless its controller pays 4 life.
Wormspoil RotBG
Enchantment - Aura
Enchant land
When enchanted land becomes tapped, its controller sacrifices it unless each opponent discards a card.
If Wormspoil Rot is put into your graveyard from your library, remove it from the game.
Dredge 8 "It never ceases, its decay an unending threat to our lands and our sanity." - Iyia, Mhargesi Druid
Fire of the Cherubim WR
Enchantment--Aura
Enchant creature
Enchanted creature gets +3/+0 and has lifelink.
Whenever a creature with defender comes into play, if Fire of the Cherubim is in your graveyard, you may attach it to that creature. To guard the fruit of eternal life, a flame that never dies.
Cytoplastic Evolution [mana]ug[mana]
Enchantment - Aura {U}
Enchant Creature
When ~ comes into play, put a +1/+1 counter on enchanted creature.
For each +1/+1 counter on enchanted creature, enchanted creature has your choice of shroud, trample, flying, or vigilance. The most advantageous aspect of the cytoplastic implants is just that, whatever the need, they are your advantage. -Momir Vig
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Adrenaline RushUR
Enchantment - Aura [R]
Enchant creature
Enchanted creature attacks each turn if able.
Whenever enchanted creature deals damage, target player draws that many cards.
Overflowing Kudzu BG
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds to his or her mana pool and loses 2 life. That player then attaches Overflowing Kudzu to a land he or she doesn't control. It travels around the land, poisoning the terrain with mana.
Impulsive Research UR (Uncommon)
Enchatment - Aura
Enchant Player
At the Beginning of Enchanted player's upkeep, that player may flip a coin. If that player wins the flip, that player searches his or her library for a card and adds it to his or her hand, then shuffles their library. If they lose the flip, that player skips his or her next draw phase.
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Top 16 - 2012 Indiana State Championships Currently Playing: GBStandard - Golgari Safari MidrangeBG RBWModern - Mardu PyromancerWBR RLegacy - Good Old Fashioned BurnR
Tilling Hands GU
Enchantment - Aura {C}
Enchant creature
Flash
Whenever enchanted creature deals combat damage to a player, you may untap up to two lands.
Let's keep it going - make me a creature with converted mana cost 3.
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
Longevity :1mana::symg::symg:
Creature - Incarnation Spirit {R}
Trample
If Longevity would be put into a graveyard from play, remove it from the game instead.
At the beginning of your upkeep, if Longevity is removed from the game face-up, put a 1/1 green Saproling creature token into play.
2/2
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Creature - Spirit (R)
Shroud
While Illusionary Guardian is in play, creatures you control gain Shroud.
Remove Illusionary Guardian in your graveyard from the game: Target creature you control gains shroud until the end of the turn.
1/3
"He swore to protect his people, and not even death can take that oath from him."
~Cannot be Countered.
Haste, First Strike, Trample, Protection from White, Protection from Blue
1/1
Creature - Merfolk Warrior
When Triton's Minion comes into play, return all other permanents with converted mana cost of 3 back to their owners' hands.
He popped out of the water and all of a sudden our lord vanished, while the rest of us remained unharmed. Our army unraveled into chaos.
-- Elvish scout
1/3
Called it.
Delios Songsmith :1mana::symuw::symuw:
Creature - Human Cleric [R]
Echo :1mana::symuw::symuw:
At the beginning of your upkeep, remove an artifact or enchantment in your hand from the game.
Until end of turn, spells you play that share a type with the removed card costs 2 less to play.
"They sing the songs of their own salvation."
1/3
Artifact Creature - Golem
:3mana:: Shatterigg Golem becomes a non-creature artifact until end of turn. Any player may play this ability.
3/3
Creature - Serpent {M}
When ~ deals combat damage to a player, draw a card and put a +1/+1 counter on ~.
When ~ is put into a graveyard from play, shuffle it into your library.
The serpent's tail cannot be found, for the beast goes on forever, riding the edge of infinity.
1/1
1(w/r)(w/r)
Creature-Human Ninja
Ninjutsu 1(w/r)
When ~ comes into play, it gets +X/+0, where X is the number of attacking creatures you control, until end of turn.
2/2
(experiencing technical difficulties. If I weren't busy and tired, your eyeballs would be exploding due to excess magnificence)
Thanks mchief111 for the avvy.
Creature - Zombie Wizard U
When Kederekt Suffocater comes into play, destroy target creature with converted mana cost 3 or less.
"I actually enjoy listening to their muffled pleas for life."
2/2
Level 1 DCI Judge
Check out my Commons Cube.
Artifact creature, Construct. (C)
:symw::symr:: +1/+1 until the end of turn.
:symb::symg:: +1/+1 until the end of turn.
"Some would feed it the finest oil, but garbage is ussually more than enough"
2/2
Creature - Viashino Berserker Monk
Haste, vigilance
~ gains double strike when tapped.
Never bother him while he's meditating.
2/4
My Sales Post!
Creature - Human Soldier
Protection from black
Whenever Holy Bladesman blocks a creature, target creature blocking that creature gains double strike until end of turn.
2/1
Illuminations - B-. Compare this to other Incarnations of the past. The best ones (Genesis and Glory) are not just expensive, but have additional costs. On the other hand, this card can't just be dumped into the graveyard, which makes it not-quite-an-Incarnation. Hmm... I think that this card is screaming for a deck to abuse it, and that deck would be too powerful, which isn't quite a condemnation of the card - hence the higher score than I originally gave you. But I think that the Saproling ability is too good.
Krey - C-. For one, the first line and second line are redundant. For another, compare this to Kira, Great Glass-Spinner, a card still seen on occasion. For a color conversion, you get: 1) upgrade to Shroud, as opposed to requiring two spells; 2) protection for your protector as well, which is seriously powerful; 3) the ability to counter a spell that targets a creature you control in the future. Too much. If your card creates a horde that can't be solved except by Wrath, then makes your next targeted removal spell useless as well, it's too good, especially for 3 mana.
Felecorr - B. That's a lot of abilities. The problem is that I can't think of a deck that would want a 1/1 for 3, no matter how great he may be on defense. Most of the time, I can see him just being a great blocker against white decks, but red decks aren't necessarily incapable of performing that task already. Bottom line is that I think the design process of this card was lacking. There wasn't any point in mind, which makes the card feel like you threw it at a wall and it stuck.
Surging Chaos - B+. Probably should have been "creatures" instead - that would make it more Blue (see Llawn, Cephalid Emperess). But I do like the initial concept of a merfolk army bringing in their trickster to turn the tide.
MNOP - B-. I honestly don't see the practical application of this card. Most decks aren't willing to pay 6 mana over two turns to get a bonus, especially when that bonus also costs you a card in hand. And considering you're losing more mana than you're investing the first time through, this card will take several turns to get active. I think, at the very least, it could have stood to lose the echo, which adds little to the card.
erikcu - A-. Ah, Chimeric Idol reversed. I have fond memories of this card, and the design here is very Prophecy-inspired. I think that beefy cards in colorless areas aren't what WotC likes making, but the card is fine, albeit a bit powerful. Nice job.
cannon - B-. Another in a series of cards (Spawnwrithe, Dimir Cutpurse) that lack solid evasion but pay massive dividends if you can hit your opponent. I think this one, however, is kind of weak, requiring multiple hits to get more power than the Cutpurse, and the shuffle effect, while a nice upside, still means that your opponent won't be surprised next time. Another example of the problems with 1/1s for 3.
Kyndel - B. Problems with red/white ninjas aside, this card doesn't strike me as terribly powerful. Basically, you're trading one of your attacking creatures to give the rest +1/+0 and get a 2/2 attacking? I don't think most aggro decks will get enough advantage out of that to invest a slot. The card's alright, but too conditional, as most ninjas are, and lacks the true power of the best ninjas like Deep Hours.
Dragoon - C+. A 2/2 with a Smother attached? Seems great! Granted, if he has no targets, he has to kill himself, but there are plenty of examples of that kind of ability, that this creature would absolutely shred aggro decks, being the very definition of a 2-for-1 while taking their best creature down first. Too good, I'm afraid to say.
Mobiusman - B. A twisted version of Dark Confidant, I like, but I don't see the practical application of this card. Is it trying to punish decks with expensive cards? I'm afraid this card falls into the same "underwhelming, potentially suicidal" range. It could have stood to be at least a little larger.
Hemlock - B. Interesting idea, and certainly a balanced one. Problem is that I fail to see the practical application.
Kev the Walker - B+. I like it, though I think that it will never quite fulfill the role it's given in a deck. Trying to tap him could either be a fool's errand or too good, but not in any way that will break the game or make the card useless. It might have been more interesting to up the power to add more stakes to it, because a 2-power double striker doesn't raise any eyebrows.
Socrates - B+. A 4-power guy blocking is alright, albeit unspectacular. While he can give another teammate the double strike to make a favorable block, I can't think that the situations where it will matter are slim, or the kind where the Bladesman will be lost, unless the creature he blocks is black. This problem aside, I like where you're going here, and it's certainly balanced.
Congrats erikcu.
EDIT: If erik doesn't show up, second place tiebreaker goes to Socrates.
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
An aura that costs exactly CD where C and D are enemy colors. (So it must cost one of the following: WB,RW,UR,GU,BG)
Enchantment - Aura
Enchant artifact
Enchanted artifact loses all abilities. If it's a creature, it can't attack or block.
At the beginning of your upkeep, ~ deals 1 damage to enchanted artifact's controller.
--Ertai, wizard adept
Enchantment - Aura
Enchant player
As Heresy comes into play, name a card that is not a basic land.
Whenever the player plays the named card, counter that spell unless its controller pays 4 life.
Enchantment - Aura
Enchant land
When enchanted land becomes tapped, its controller sacrifices it unless each opponent discards a card.
If Wormspoil Rot is put into your graveyard from your library, remove it from the game.
Dredge 8
"It never ceases, its decay an unending threat to our lands and our sanity." - Iyia, Mhargesi Druid
WR
Enchantment--Aura
Enchant creature
Enchanted creature gets +3/+0 and has lifelink.
Whenever a creature with defender comes into play, if Fire of the Cherubim is in your graveyard, you may attach it to that creature.
To guard the fruit of eternal life, a flame that never dies.
Make a card called Long For This World.
Enchantment - Aura {U}
Enchant Creature
When ~ comes into play, put a +1/+1 counter on enchanted creature.
For each +1/+1 counter on enchanted creature, enchanted creature has your choice of shroud, trample, flying, or vigilance.
The most advantageous aspect of the cytoplastic implants is just that, whatever the need, they are your advantage. -Momir Vig
Enchantment - Aura [R]
Enchant creature
Enchanted creature attacks each turn if able.
Whenever enchanted creature deals damage, target player draws that many cards.
My Sales Post!
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds to his or her mana pool and loses 2 life. That player then attaches Overflowing Kudzu to a land he or she doesn't control.
It travels around the land, poisoning the terrain with mana.
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Impulsive Research
UR (Uncommon)
Enchatment - Aura
Enchant Player
At the Beginning of Enchanted player's upkeep, that player may flip a coin. If that player wins the flip, that player searches his or her library for a card and adds it to his or her hand, then shuffles their library. If they lose the flip, that player skips his or her next draw phase.
Currently Playing:
GBStandard - Golgari Safari MidrangeBG
RBWModern - Mardu PyromancerWBR
RLegacy - Good Old Fashioned BurnR
Clan Contest 3 Mafia - Mafia Co-MVP
Enchantment - Aura {C}
Enchant creature
Flash
Whenever enchanted creature deals combat damage to a player, you may untap up to two lands.