I've had to employ a point system to decide a winner. I used flavor for the inevitable tie breaker. There's a lot of great stuff here. Sorry for being slow. I did ask for that many cards, after all.
AntiPox- Flux (Each land you return to your hand while casting this spell pays for 1 or one mana that that land could tap for.): This is a pretty cool mechanic, and one that I could see existing, however I think bouncing a land should never pay for colored mana, that way you can require a minimum cost of one colored mana for most of the spells. That said, your uncommon counterspell looks like a quite well balanced Force of Will variant. Still, any counter that can be played while tapped out is a serious card. Paper Tiger is sweet, and demonstrates some neat ways to play with the ability, though I regret to inform you Paper Tiger is already a card. The third card is a little weak, and reminds me of some of the lesser moonfolk. First card: 3/3. Second card: 3/3. Third card: 1/3. Mechanic 4/5. Total 11/14. TIE BREAKER- Flavor bonus 3/5
Picnic_Bomber- Transmute: Transmute is a really cool ability that hasn't been explored extensively. However, I don't think you took the power of the toolbox seriously enough. The first two cards are insane toolboxes at one mana. The transmute cost should probably be two on both of them. Perhaps the counterspell is okay, since the UU is so restrictive, but it's still dangerous territory. First Card: 3/3. Second Card 2/3. Third Card 2/3. Use of Mechanic 3/5. Total 10/14.
TotallyHaywire- Warlike (At the beginning of your upkeep, this creature fights another creature you control. Then put a +1/+1 counter on this creature). This is a strange mechanic. It's one drawback and one bonus. The drawback is such that I would be afraid to play these cards, but they're kinda cool. The first card is my favorite, since it abuses and enables death triggers while mitigating the drawback. I'm not sure the ETB untapped land is kosher. It's not exactly "better than a basic", but it sort of is. First Card 3/3. Second Card 1/3. Third Card 2/3. Mechanic 3/5. Total 9/14.
Legend- Enervate (You may cast this card any time you could cast an instant by tapping an untapped artifact you control and paying the difference in mana costs between this and the tapped artifact. Mana cost includes color.): This is interesting. It shares some characteristics with flux, but is much narrower. Since colored artifacts are not insanely prevalent, you aren't going to get these for free very often. The bolt and the concentration are fine, and seem like likely designs if Wizards were to use this mechanic. The Dark Ritual is much more interesting, and has a lot more potential. First Card 2/3. Second Card 3/3. Third Card 2/3. Mechanic 4/5. Total 11/14. TIE BREAKER- Flavor Bonus 2/5
Hemlock- Cumulative Upkeep/ Time counters: Cumulative upkeep is a prodigal child indeed. It's really a very unusual ability, and you've used it in some curious ways. The elemental feels cool from a design perspective, as all of it's numbers have to be just so or it won't work, but it's completely impractical as a card. The angel on the other hand is very cool. It's advantage and disadvantage all rolled into one awkward, but surprisingly efficient package. Quickling Magus is fine, and I like the parallel to Thrummingbird. First Card 2/3. Second Card 3/3. Third Card 2/3. Use of Mechanic 3/5. Total 10/14.
void_nothing- Madness: Since this ability has prominently appeared in three blocks, a lot has been done with it. I like what the first two designs are doing, rewarding different types of play around the mechanic. The discard spell is my favorite because of the way the card advantage stacks. Icons Fall is a bit off: nobody ever needed a six mana kill spell for random creature types/ planeswalker hate, and it's certainly not a card I want to build a working madness shell for. First Card 2/3. Second 3/3. Third Card 1/3. Use of Mechanic 3/5. Total 9/14.
ForestsGuy- Other creatures you control with KEYWORD A gain KEYWORD B: This is an interesting concept, and I like it. Lord abilities are always fun, and some kid is going to see this and have to build a deathtouch themed deck. I don't know if it would be possible to link the whole cycle together, but it's a fun idea. These cards are petty similar, and pretty simple, but the simplicity is elegant. Thus, all the cards get the same marks, but you get bonus points for the simple mechanic. First Card 2/3. Second Card 2/3. Third Card 2/3. Mechanic 5/5. Total 11/14. TIE BREAKER- Flavor Bonus 4/5
Flatline- Intermittent N (This creature enters the battlefield with N time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, return it to its owner's hand.): It's half vanishing and half dash! This seems like a solid mechanic that I'd be unsurprised to see in print some day. It says it's for creatures, but it could be used for any permanent, and I think the drawback is both less punishing than vanishing, as well as more potentially advantageous as your blinking spirit shows. I also like your wall, but I wish it allowed me to put a counter on my opponent's permanents, since time counters can be either good or bad. I'm not a fan of your Glitterfang. While it's not a properly overpowered card, I don't think it's a tool that monored needs access to, and I think they've consciously not made a dash creature with two power and one cost. First Card 1/3. Second Card 3/3. Third Card 3/3. Mechanic 4/5. Total 11/14. TIE BREAKER- Flavor Bonus 2/5
Willows- Chapter N (Exile this as it resolves with N time counters on it. At the beginning of your upkeep you may pay its mana cost and remove a time counter from it to cast a copy of it.): It's sort of like rebound meets buyback. There are a lot of iterations of the "you get to do it again" mechanic on instants and sorceries, so this isn't ultra groundbreaking, but it's a decent iteration of the concept. The cantrip is my favorite, but it might be a bit overpowered. You do have to pay every turn for it, but the end result is UUU for three cards on a card that can play on turn one. I'm not sure if it's too good or not, but I couldn't see it seeing print either way. Chapter 1 is much more safe, at least at common. First card 2/3. Second Card 2/3. Third card 2/3. Mechanic 4/5. Total 10/14.
PhyrexianEditor- Ripe harvest N If you cast this on your Nth turn of the game, it enters the battlefield with a +1/+1 counter on it.): I'm not sure this needs to be keyworded, but there's no reason it shouldn't be a mechanic. The one drop definitely feels right, and the other two are just fine. It is a bit odd for plants to seem so aggressive, but that can be answered with a set's flavor. The main thing I dislike about the mechanic is that it doesn't reward any kind of play direction, it simply wants you to play cards on time. First card 3/3. Second card 2/3. Third card 2/3. Mechanic 3/5. Total 10/14.
Winner: ForestsGuy by the flavor of the card names. HM to Legend, AntiPox, and Flatline who tied with 11 points.
Next: At the beginning of "each" upkeep (or end step)
Boros Barracks (Rare) 4RW
Enchantment
At the beginning of each upkeep, create a 1/1 red and white Soldier creature toke with haste.
Sacrifice Boros Barracks: Creatures you control get +1/+1 until end of turn.
IIW: rare or mythic monoblue or monoblack dinosaur
Silumgar Savant1UU
Creature- Human Wizard (U)
At the beginning of each upkeep, put a page counter on Silumgar Savant.
When Silumgar Savant dies, draw a card for each page counter on it. The sweetest fruit must be allowed to ripen.
1/2
Kevris, Gladiator of Sands 3WR
Legendary Creature- Human Warrior
First strike, Menace
At the beginning of each upkeep, create a 2/1 red and white Sellsword creature token with "2: Gain control of this creature. Any player may activate this ability during their turn."
Whenever ~ deals combat damage to a player, Sellsword creatures you control get +2/+2 until end of turn.
Scrying Mirror2
Artifact (U)
At the beggining of each player's upkeep, look at the top card of that player's library. you may choose to put that card second from the top of that player's library.
IIW: Multicolored cards with Monocolored Hybrid mana cost (Stuff like )
At the beginning of each player's upkeep, create a colorless Treasure artifact token with " , Sacrifice this artifact: Add one mana of any color to your mana pool."
, : Sacrifice a treasure, Treasure Hoarder deals two damage to target player. That player creates a colorless Treasure artifact token with " , Sacrifice this artifact: Add one mana of any color to your mana pool."
"You want my treasure so bad, then you can have it!"
Epiphany1R
Instant {U} Remember – At the beginning of each upkeep, you may discard a card. If you do, you may cast this card from your graveyard until end of turn.
Draw a card.
Conflicted SoulBB
Creature — Spirit (U)
Flying, deathtouch
At the beginning of each upkeep, if your devotion to white is greater than your devotion to black, transform Conflicted Soul. Ever since his death, Avard has been considering turning over a new leaf.
1/1
//
Free Spirit W Creature — Spirit (U)
Flying, lifelink Avard never felt so alive. Not even when he actually was.
3/4
IIW: Food tokens.
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Void Nothing:
Real SOLID card, Ice cold control. So Spikey! A stalagmite if there was one. This would be so bad at XXU because giving blue the thassa and a late game power draw is asking for a control heavy meta.
Legend:
Solid version of Assemble the Legion howerver one jarring thingamabob is haste on an opponent's turn is a dud. Also at 6CMC this ench can do more than a Selfless Cathar.
Megatroid Jones:
Liquid version of diedrawers, very strong omce sacrificed late. What I dont like about is is it can discourage attacking, hang it back and get rewarded for durdling. Stales up the game until it blows off a massive card draw for the blue player.
Totally Haywire:
Boom! A blast of a card. I like how flavorful he is. Red and white runs out of juice quick, so it can afford to "bribe war" against the other color paired decks. Being able to create a stream a 4/3 worth of damage token might be a tad too powerful though
Hemlock:
This unholy artifact of lantern control would make a player's worst nightmare. Cant say how powerful this is but i can imagine how unfun it will be to be at the receiving end of this. Scry is a greenword, can lead to confusion because its Scry name misleads people into a scry effect, which it isn't.
RyuumiGakourumi
Solid intro pack guy, really can justhoard and hoard bankable Mana. The second shock ability feels underwhelming for a 6cmc reqiring a tap as well.
PicnicBomber
This guy is power wall, which leads me into my next thing. This promotes easy durdling, and hes really good at it. I dislike how easily it can shut aggresive decks and is intentionally out of bolt range.
Phyrexian Editor
Repeatable loot on a one time cantrip. Solid. Liquid. Its also a very hard to remove Discard outlet, which i guess is fine? Whatbi dislike i guess is the ridiculous how onenor two of this can make a deck flow really really well. Consistency on a low low opportunity cost.
Antipox
Sure works well with Smallpox Antipox guy (i got my eyes on you). Anyway what is neat about this card is it doesnt get sacrificed if one player is creatureless. As long as there is a creature, due to clever wording.
Flatline
Hete ee go a oneshot "at the beginning of each upkeep". Surprised only you did it, but i guess it really just takes away from the challenge. That said it is a solid creature, a flying deathrat that transforms into a fatter Seraph of Dawn. What I dislike about this is how constrictingnit must be to be built around and is mostly used by a single color pair.
All
Solid round guys, and ireally like that word solid. A sense of reliability. At the beginning of each upkeep says a certain inevitability. Certain, frequent, unpreventable. A lot of library and hand fixing this round, draws scries and loots. Also a lot of turtle effects, which is reasonable because at each upkeep goes for a long game. Weve even got attrition!.
Ill give this round to Antipox. His card is playable, abusable, compounding yet can be counterplayed or turned around. It's removable and killable is buit in.
Whenever ~ enters the battlefield or at the beginning of your upkeep, if you don't control a creature named Tuya,create a legendary 2/1 green Basilisk creature token named Tuya with deathtouch and "This creature can't block".
Other creatures you control with deathtouch get +2/+0.
Whenever you cast a creature spell, you may pay BG. If you do, that creature gains deathtouch. (This effect lasts indefinitely)
4/3
IIW: Enchant Planeswalker. Bonus points if it is suited to a particular walker type.
Anya, Angel of Mercy4WW
Legendary Creature - Angel
Flying
As long as your life total is less than half your starting life total, Anya has lifelink.
The first time damage would be dealt to a creature you control each turn, prevent half that damage rounded up.
4/4
IIW: An emperor
Private Mod Note
():
Rollback Post to RevisionRollBack
"You live and learn. At any rate, you live." -Douglas Adams
Queen Lucrezia2BUU
Legendary Creature- Human Wizard (R) T: Add U to your mana pool. If that mana is used to cast a legendary spell, that spell can't be countered. If that mana is used to cast a legendary creature spell, that creature enters the battlefield with a binding counter on it. That creature has hexproof and undying as long as it has a binding counter on it.
4/5
IIW: Choose a random card on gatherer, and do a new take on that card. You can reclick "random" a few times to get a suitable card.
Gwafa Hazid, War Merchant1BR
Legendary Creature — Human Rogue (R) BR, t : Put an incitement counter on target creature you don't control. Its controller discards a card.
Creatures with incitement counters on them attack each turn if able.
2/2
IIW: Food tokens.
Private Mod Note
():
Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Asmira, Femeref Prophet
Legendary Creature - Human Cleric (r)
Whenever a nontoken creature with power 2 or less enters the battlefield under your control, look at the top card of your library. If it's an aura card, you may attach it to that creature.
Whenever a creature you control dies, return to the battlefield attached to Asmira all aura cards you own that were attached to that creature.
2/3
IIW: a multicolored card with momocolored hybrid cost (such as )
Rosheen, Aurora's Fist3RG
Legendary Creature - Giant Shaman (R)
When Rosheen, Aurora's Fist enters the battlefield, search your library for a card with X in its mana cost, reveal it, and put it into your hand, then shuffle your library.
Whenever you pay a cost that contains X, put X +1/+1 counters on Rosheen.
5/5
IIW: Enter the DCC, link your DCC card, and design a card that combos with it.
Shimmering Weird(2/R)(2/U)
Creature- Weird (U)
Simmering Weird enters the battlefield with a number of formation counter on it equal to the amount of mana spent to cast it.
Shimmering Wierd's power is equal to five minus the number of formation counters on it. Its toughness is equal to the number of formation counters on it. (For example, if cast for RU, Shimmering Weird will have two formation counters and be a 3/2.) (2/R)(2/U): Return Shimmering Weird to its owner's hand.
5-*/*
Babushka Brushmaster(2/B)(2/G)
Creature - Human Hag (Uncommon)
Tap an untapped forest you control: Create a 0/1 green Plant token. Activate only if you control no plant tokens.
Tap an untapped swamp you control: Target creature with 1 toughness gets +1/+0 until end of thorn. Life is what makes them grow, evil is what causes them to grow thorns.
2/1
Babushka Brushmaster1G
Creature - Human Hag (Common)
Tap an untapped forest you control: Create a 0/1 green Plant token. Activate only if you control no plant tokens.
0/1
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
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Sorry if I sounded complaintive, but that's not what I was getting at. I just meant there's ALOT of cards to judge.
AntiPox- Flux (Each land you return to your hand while casting this spell pays for 1 or one mana that that land could tap for.): This is a pretty cool mechanic, and one that I could see existing, however I think bouncing a land should never pay for colored mana, that way you can require a minimum cost of one colored mana for most of the spells. That said, your uncommon counterspell looks like a quite well balanced Force of Will variant. Still, any counter that can be played while tapped out is a serious card. Paper Tiger is sweet, and demonstrates some neat ways to play with the ability, though I regret to inform you Paper Tiger is already a card. The third card is a little weak, and reminds me of some of the lesser moonfolk. First card: 3/3. Second card: 3/3. Third card: 1/3. Mechanic 4/5. Total 11/14. TIE BREAKER- Flavor bonus 3/5
Picnic_Bomber- Transmute: Transmute is a really cool ability that hasn't been explored extensively. However, I don't think you took the power of the toolbox seriously enough. The first two cards are insane toolboxes at one mana. The transmute cost should probably be two on both of them. Perhaps the counterspell is okay, since the UU is so restrictive, but it's still dangerous territory. First Card: 3/3. Second Card 2/3. Third Card 2/3. Use of Mechanic 3/5. Total 10/14.
TotallyHaywire- Warlike (At the beginning of your upkeep, this creature fights another creature you control. Then put a +1/+1 counter on this creature). This is a strange mechanic. It's one drawback and one bonus. The drawback is such that I would be afraid to play these cards, but they're kinda cool. The first card is my favorite, since it abuses and enables death triggers while mitigating the drawback. I'm not sure the ETB untapped land is kosher. It's not exactly "better than a basic", but it sort of is. First Card 3/3. Second Card 1/3. Third Card 2/3. Mechanic 3/5. Total 9/14.
Legend- Enervate (You may cast this card any time you could cast an instant by tapping an untapped artifact you control and paying the difference in mana costs between this and the tapped artifact. Mana cost includes color.): This is interesting. It shares some characteristics with flux, but is much narrower. Since colored artifacts are not insanely prevalent, you aren't going to get these for free very often. The bolt and the concentration are fine, and seem like likely designs if Wizards were to use this mechanic. The Dark Ritual is much more interesting, and has a lot more potential. First Card 2/3. Second Card 3/3. Third Card 2/3. Mechanic 4/5. Total 11/14. TIE BREAKER- Flavor Bonus 2/5
Hemlock- Cumulative Upkeep/ Time counters: Cumulative upkeep is a prodigal child indeed. It's really a very unusual ability, and you've used it in some curious ways. The elemental feels cool from a design perspective, as all of it's numbers have to be just so or it won't work, but it's completely impractical as a card. The angel on the other hand is very cool. It's advantage and disadvantage all rolled into one awkward, but surprisingly efficient package. Quickling Magus is fine, and I like the parallel to Thrummingbird. First Card 2/3. Second Card 3/3. Third Card 2/3. Use of Mechanic 3/5. Total 10/14.
void_nothing- Madness: Since this ability has prominently appeared in three blocks, a lot has been done with it. I like what the first two designs are doing, rewarding different types of play around the mechanic. The discard spell is my favorite because of the way the card advantage stacks. Icons Fall is a bit off: nobody ever needed a six mana kill spell for random creature types/ planeswalker hate, and it's certainly not a card I want to build a working madness shell for. First Card 2/3. Second 3/3. Third Card 1/3. Use of Mechanic 3/5. Total 9/14.
ForestsGuy- Other creatures you control with KEYWORD A gain KEYWORD B: This is an interesting concept, and I like it. Lord abilities are always fun, and some kid is going to see this and have to build a deathtouch themed deck. I don't know if it would be possible to link the whole cycle together, but it's a fun idea. These cards are petty similar, and pretty simple, but the simplicity is elegant. Thus, all the cards get the same marks, but you get bonus points for the simple mechanic. First Card 2/3. Second Card 2/3. Third Card 2/3. Mechanic 5/5. Total 11/14. TIE BREAKER- Flavor Bonus 4/5
Flatline- Intermittent N (This creature enters the battlefield with N time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, return it to its owner's hand.): It's half vanishing and half dash! This seems like a solid mechanic that I'd be unsurprised to see in print some day. It says it's for creatures, but it could be used for any permanent, and I think the drawback is both less punishing than vanishing, as well as more potentially advantageous as your blinking spirit shows. I also like your wall, but I wish it allowed me to put a counter on my opponent's permanents, since time counters can be either good or bad. I'm not a fan of your Glitterfang. While it's not a properly overpowered card, I don't think it's a tool that monored needs access to, and I think they've consciously not made a dash creature with two power and one cost. First Card 1/3. Second Card 3/3. Third Card 3/3. Mechanic 4/5. Total 11/14. TIE BREAKER- Flavor Bonus 2/5
Willows- Chapter N (Exile this as it resolves with N time counters on it. At the beginning of your upkeep you may pay its mana cost and remove a time counter from it to cast a copy of it.): It's sort of like rebound meets buyback. There are a lot of iterations of the "you get to do it again" mechanic on instants and sorceries, so this isn't ultra groundbreaking, but it's a decent iteration of the concept. The cantrip is my favorite, but it might be a bit overpowered. You do have to pay every turn for it, but the end result is UUU for three cards on a card that can play on turn one. I'm not sure if it's too good or not, but I couldn't see it seeing print either way. Chapter 1 is much more safe, at least at common. First card 2/3. Second Card 2/3. Third card 2/3. Mechanic 4/5. Total 10/14.
PhyrexianEditor- Ripe harvest N If you cast this on your Nth turn of the game, it enters the battlefield with a +1/+1 counter on it.): I'm not sure this needs to be keyworded, but there's no reason it shouldn't be a mechanic. The one drop definitely feels right, and the other two are just fine. It is a bit odd for plants to seem so aggressive, but that can be answered with a set's flavor. The main thing I dislike about the mechanic is that it doesn't reward any kind of play direction, it simply wants you to play cards on time. First card 3/3. Second card 2/3. Third card 2/3. Mechanic 3/5. Total 10/14.
Winner: ForestsGuy by the flavor of the card names. HM to Legend, AntiPox, and Flatline who tied with 11 points.
Next: At the beginning of "each" upkeep (or end step)
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Enchantment (R)
At the beginning of each upkeep, scry 1.
X1U, Sacrifice Constant Foresight: Draw X cards.
IIW: Enter the DCC, link your DCC card, and design a card that combos with it.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
4RW
Enchantment
At the beginning of each upkeep, create a 1/1 red and white Soldier creature toke with haste.
Sacrifice Boros Barracks: Creatures you control get +1/+1 until end of turn.
IIW: rare or mythic monoblue or monoblack dinosaur
Creature- Human Wizard (U)
At the beginning of each upkeep, put a page counter on Silumgar Savant.
When Silumgar Savant dies, draw a card for each page counter on it.
The sweetest fruit must be allowed to ripen.
1/2
IIW: Something focused on multiplayer.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Legendary Creature- Human Warrior
First strike, Menace
At the beginning of each upkeep, create a 2/1 red and white Sellsword creature token with "2: Gain control of this creature. Any player may activate this ability during their turn."
Whenever ~ deals combat damage to a player, Sellsword creatures you control get +2/+2 until end of turn.
4/3
IIW: Enchant planeswalker
Scrying Mirror 2
Artifact (U)
At the beggining of each player's upkeep, look at the top card of that player's library. you may choose to put that card second from the top of that player's library.
IIW: Multicolored cards with Monocolored Hybrid mana cost (Stuff like )
Creature - Human Pirate
At the beginning of each player's upkeep, create a colorless Treasure artifact token with " , Sacrifice this artifact: Add one mana of any color to your mana pool."
, : Sacrifice a treasure, Treasure Hoarder deals two damage to target player. That player creates a colorless Treasure artifact token with " , Sacrifice this artifact: Add one mana of any color to your mana pool."
"You want my treasure so bad, then you can have it!"
3/5
IIW: A demon that can win the game
Instant {U}
Remember – At the beginning of each upkeep, you may discard a card. If you do, you may cast this card from your graveyard until end of turn.
Draw a card.
IIW: An emperor
Creature — Spirit (U)
Flying, deathtouch
At the beginning of each upkeep, if your devotion to white is greater than your devotion to black, transform Conflicted Soul.
Ever since his death, Avard has been considering turning over a new leaf.
1/1
//
Free Spirit
W Creature — Spirit (U)
Flying, lifelink
Avard never felt so alive. Not even when he actually was.
3/4
IIW: Food tokens.
Real SOLID card, Ice cold control. So Spikey! A stalagmite if there was one. This would be so bad at XXU because giving blue the thassa and a late game power draw is asking for a control heavy meta.
Legend:
Solid version of Assemble the Legion howerver one jarring thingamabob is haste on an opponent's turn is a dud. Also at 6CMC this ench can do more than a Selfless Cathar.
Megatroid Jones:
Liquid version of diedrawers, very strong omce sacrificed late. What I dont like about is is it can discourage attacking, hang it back and get rewarded for durdling. Stales up the game until it blows off a massive card draw for the blue player.
Totally Haywire:
Boom! A blast of a card. I like how flavorful he is. Red and white runs out of juice quick, so it can afford to "bribe war" against the other color paired decks. Being able to create a stream a 4/3 worth of damage token might be a tad too powerful though
Hemlock:
This unholy artifact of lantern control would make a player's worst nightmare. Cant say how powerful this is but i can imagine how unfun it will be to be at the receiving end of this. Scry is a greenword, can lead to confusion because its Scry name misleads people into a scry effect, which it isn't.
RyuumiGakourumi
Solid intro pack guy, really can justhoard and hoard bankable Mana. The second shock ability feels underwhelming for a 6cmc reqiring a tap as well.
PicnicBomber
This guy is power wall, which leads me into my next thing. This promotes easy durdling, and hes really good at it. I dislike how easily it can shut aggresive decks and is intentionally out of bolt range.
Phyrexian Editor
Repeatable loot on a one time cantrip. Solid. Liquid. Its also a very hard to remove Discard outlet, which i guess is fine? Whatbi dislike i guess is the ridiculous how onenor two of this can make a deck flow really really well. Consistency on a low low opportunity cost.
Antipox
Sure works well with Smallpox Antipox guy (i got my eyes on you). Anyway what is neat about this card is it doesnt get sacrificed if one player is creatureless. As long as there is a creature, due to clever wording.
Flatline
Hete ee go a oneshot "at the beginning of each upkeep". Surprised only you did it, but i guess it really just takes away from the challenge. That said it is a solid creature, a flying deathrat that transforms into a fatter Seraph of Dawn. What I dislike about this is how constrictingnit must be to be built around and is mostly used by a single color pair.
All
Solid round guys, and ireally like that word solid. A sense of reliability. At the beginning of each upkeep says a certain inevitability. Certain, frequent, unpreventable. A lot of library and hand fixing this round, draws scries and loots. Also a lot of turtle effects, which is reasonable because at each upkeep goes for a long game. Weve even got attrition!.
Ill give this round to Antipox. His card is playable, abusable, compounding yet can be counterplayed or turned around. It's removable and killable is buit in.
Next
A different version of a legendary that already exists. (Like what Thalia, Heretic Cathar is to Thalia, Guardian of Thraben.)
Hapatra, Avenger of Rhonas 3BG
Legendary Creature- Human Warrior
Whenever ~ enters the battlefield or at the beginning of your upkeep, if you don't control a creature named Tuya,create a legendary 2/1 green Basilisk creature token named Tuya with deathtouch and "This creature can't block".
Other creatures you control with deathtouch get +2/+0.
Whenever you cast a creature spell, you may pay BG. If you do, that creature gains deathtouch. (This effect lasts indefinitely)
4/3
IIW: Enchant Planeswalker. Bonus points if it is suited to a particular walker type.
Anya, Angel of Mercy 4WW
Legendary Creature - Angel
Flying
As long as your life total is less than half your starting life total, Anya has lifelink.
The first time damage would be dealt to a creature you control each turn, prevent half that damage rounded up.
4/4
IIW: An emperor
Queen Lucrezia 2BUU
Legendary Creature- Human Wizard (R)
T: Add U to your mana pool. If that mana is used to cast a legendary spell, that spell can't be countered. If that mana is used to cast a legendary creature spell, that creature enters the battlefield with a binding counter on it. That creature has hexproof and undying as long as it has a binding counter on it.
4/5
IIW: Choose a random card on gatherer, and do a new take on that card. You can reclick "random" a few times to get a suitable card.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Gwafa Hazid, War Merchant 1BR
Legendary Creature — Human Rogue (R)
BR, t : Put an incitement counter on target creature you don't control. Its controller discards a card.
Creatures with incitement counters on them attack each turn if able.
2/2
IIW: Food tokens.
Asmira, Femeref Prophet
Legendary Creature - Human Cleric (r)
Whenever a nontoken creature with power 2 or less enters the battlefield under your control, look at the top card of your library. If it's an aura card, you may attach it to that creature.
Whenever a creature you control dies, return to the battlefield attached to Asmira all aura cards you own that were attached to that creature.
2/3
IIW: a multicolored card with momocolored hybrid cost (such as )
Rosheen, Aurora's Fist 3RG
Legendary Creature - Giant Shaman (R)
When Rosheen, Aurora's Fist enters the battlefield, search your library for a card with X in its mana cost, reveal it, and put it into your hand, then shuffle your library.
Whenever you pay a cost that contains X, put X +1/+1 counters on Rosheen.
5/5
IIW: Enter the DCC, link your DCC card, and design a card that combos with it.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Sorcery
Scry 2, then draw two cards. You lose 2 life.
IIW: exactly two existing mechanics never before seen together on a single card
Shimmering Weird (2/R)(2/U)
Creature- Weird (U)
Simmering Weird enters the battlefield with a number of formation counter on it equal to the amount of mana spent to cast it.
Shimmering Wierd's power is equal to five minus the number of formation counters on it. Its toughness is equal to the number of formation counters on it. (For example, if cast for RU, Shimmering Weird will have two formation counters and be a 3/2.)
(2/R)(2/U): Return Shimmering Weird to its owner's hand.
5-*/*
IIW: Legendary animals.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Instant {U}
Destroy target creature.
"Termination order #3327: Stamped complete."
IIW: An emperor
Creature - Human Hag (Uncommon)
Tap an untapped forest you control: Create a 0/1 green Plant token. Activate only if you control no plant tokens.
Tap an untapped swamp you control: Target creature with 1 toughness gets +1/+0 until end of thorn.
Life is what makes them grow, evil is what causes them to grow thorns.
2/1
You must have been on the really wrong page, bro.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Instant (U)
Target creature gets -3/-3 until end of turn. You gain 3 life.
IIW: A card that interacts with/gives a bonus to Humans.