Own worst enemy 1R
Enchantment (r)
When ~ enters the battlefield create a 2/2 goblin traitor token.
Whenever a goblin enters the battlefield, ~ deals x damage to it, where x is the number of goblins in play. It is easier to cause havoc within one's own hovel.
IIW: create a card that boosts a forgotton tribe (Homarids, kobolds, pangolin)
Commander: UBG Tasigur, the lab enabler UR Planeswalker Control UBRW Breya's personal box of combos BRW Vampire beats, by Dre 1 Karn, where all lands are command towers UBR Inalla's Venser lock UBRGW Atog Atog contraption tribal WUB Xur's second chance UGW Derivi, bird tribal R Brother's Yamazaki BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service UB All Your Spells do Belong to Me UG Tapioca Pearl BG Meren's grinder
@TotallyHaywire, @|Katamari|, where are the rarities?
@TotallyHaywire I think that should be "for each other Zombie".
But also even that is ridiculous - Imagine the opponent has four zombies: casting this spell and letting them resolve on the stack, means that by the time 3 have died, the fourth one will have three copies of Holy Flames on it, each dealing 5 damage. Actually, I realize this will kill all of those zombies even if they are 20/20 because of the copying effect.
Arbiter of Lineage3W
Creature - Eldrazi (Rare)
Devoid
Lifelink
Vampire creatures get -1/-1, lose all abilities and can't attack or block. "The Eldrazi were the source of our strength. What made us think we could defeat them?"
- Anowon, the Ruin Sage
3/3
IIW: An Aura with an effect that doesn't interact with the permanent it's enchanting.
Negaton Baloth - Two things make this card stand out to me. First is that although it is technically a tribal hoser, because of its only one Wizard threshold, it plays well against a very common Wizard that nontribal decks play, Snapcaster Mage. Storm gets hit too with either Goblin Electromancer or Baral out. I also like its stats. Its casting restriction ability is reminiscent of Teferi (who happens to be a Wizard), and I like how this dominates Teferi in combat. If I have to criticize the card, it feels more mechanically driven than flavorful. It's weird that it's not just the creature preventing the drawing and casting but also the presence of a wizard. A card like this could use its artwork to explain how the beast is turning the wizard's power against its controller.
Dampener Sliver - This comes across as a card that I expect to be printed someday, maybe soon if there are Slivers in Dominaria. Every time we get Slivers we see a new artifact Sliver that does nothing, and this one "does nothing" so much it's contagious. As someone who prefers Slivers that affect all other Slivers and is hopeful that they revert to that (only for Slivers though, not all lords), I like that this guy is a Sliver that affects your opponent's Slivers. If I designed this card I would submit it at 2 CMC with limited in mind to let it be sometimes relevant as a 2 mana 1/3 even when the opponent isn't playing Slivers.
Holy Flames - Holy Flames, Batman! This card is very strong. It will often be a one-sided wrath (plus exile) against a dedicated Zombie deck. The best thing about this card is that it feels like a solid flavor design. If there was an effect called Holy Flames, it would probably take out Zombies, and if you wanted to take out Zombies, you'd probably kill them with fire. You'd have to put it in the right set though, the best fit being one where Zombies are Bu aligned, not Amonkhet where there are lots of white Zombies and cards that turn into Zombie tokens only after they are exiled.
Warden of the Gate - I believe this was originally submitted as a white card. I knew at that time I was going to complain about it being white because its evasive ability feels more black or red, so I'm glad you changed it. The fear line is also new, and although it seems to be there mostly for flavor, I like that it both gives your cats evasion while taking away some of their defensiveness, a very black/red mechanic. The worst thing about the card is that it doesn't so much hose cats as it gives your dogs an advantage against cats, or straight up grants your cats fear.
Silver-Clad Inquisitor - Great flavor, fitting for a card that belongs on Innistrad. I could see this guy being a legendary figure rather than one of many such clerics, but either way works. Could become a combo piece if something that transforms as a drawback is printed. Downside is its fragility. It's probably easy for a werewolf deck to remove this guy, either with direct damage, or more embarrassing, one of their werewolves fighting the 2/2.
Monocle of Truth - I'm not sure I can fairly judge this card as a fan of Illusions. Doing my best to subdue my bias, I think the critical question is, are Illusions the best fit tribe for this Humility-based hosing? On the plus side, they rarely get +1/+1 counters, so this will rarely backfire. But I don't like the flavor of turning Illusions into 1/1s. An exposed Illusion ought to cease to exist completely. Making them 1/1s sort of confirms that they are real but weak. If you look at the Illusions that die when you target them, the illusion isn't their strength and ability to fly, it's that they exist at all.
Own worse enemy - Another very strong hoser. This one is especially brutal because red has no way of getting rid of enchantments. I think it's too powerful, but as a Sparksmith enthusiast I'll give you a compromise: add "and this deals x damage to you" and I'd consider this a real card, with a drawback similar to Form of the Dinosaur, killing all your opponent's creatures but paying for it in life.
Arbiter of Lineage - Disclaimer: I'm not familiar with the Zendikar lore. So I don't know if there's any story behind the Eldrazi being the source of the Vampire's strength on that plane. Anyway, I don't like that this both takes away abilities and prevents combat. Do one or the other, not both. I do like that it has lifelink to show that it's the real original vampire in town.
Giving the win to Cardz5000's Silver-Clad Inquisitor for being flavorful, mechanically unique, and something I feel I'd never come up with myself.
Next: cards that care about what type of mana was used to cast it.
Zeddngid's Seed-Bearer2G
Creature- Eldrazi Drone (C)
Devoid
When ~ enters the battlefield, if C was spent to cast it, create a colorless 0/2 Eldrazi Plant creature token with "Sacrifice this creature: Add CC to your mana pool."
2/3
IIW: An established type of counter (+1/+1, -1/-1, experience, poison, energy, time counters, etc.)
Abuga Buga Masker(R/G)(R/G)
Creature - Hound Shaman (U)
Reach
When Abuga Buga Masker enters the battlefield, it deals 1 damage to target creature. If R was spent to cast Abuga Buga Masker, the damaged creature gains haste until end of turn. If G was spent to cast Abuga Buga Masker, put a +1/+1 counter on the damaged creature. (Do both if RG was spent)
2/2
IiW
Mana Fixing!
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
Norn's prism 3
Artifact (rare, commander product)
Spend only one type of mana to cast ~. ~ enters the battlefield with a counter on it that is the same color as the mana spent to cast ~. If C was spent on ~, it enters with no counter. 1, T: Add 3 mana to your mana pool of the color marked with the counter on ~. If there is no counter on ~, this ability adds CCC instead. Spend only colored mana not of the counter on ~ to activate this ability.
The above card is too complex. If you only want to judge one of my cards, I'll add another below, and you can ignore the above design.
Shared Power 2W
Enchantment (rare)
Converge - As Shared Power enters the battlefield, choose one ability from the list below for each color of mana spent to cast Shared Power. Creatures you control have the chosen abilities.
Lifelink, vigilance, first strike, flying
I tried to make these available for more than just multicolored commander decks.
IIW: Un4 Ravnica Guildmages. (They should be uncommon)
Call to the Void 3
Sorcery (R)
Exile target permanent.
If W was spent to cast ~, you lose 3 life.
If U was spent to cast ~, discard a card.
If B was spent to cast ~, target opponent draws a card.
If R was spent to cast ~, target opponent gains 3 life.
If G was spent to cast ~, sacrifice a creature.
IIW: a card with CMC >= 3 and no generic mana in its casting cost
Davros, Volt of Navan (U/R)
Legendary Enchantment Creature- Sphinx {M}
Davros, Volt of Navan is the same color as whichever mana was spent to cast it. (If multiple colors of mana were spent, it is all of them).
When Davros enters the battlefield, if it is blue, exile any number of other creatures, then return them to the battlefield.
When Davros leaves the battlefield, if it is red, it deals 3 damage to up to two target creatures or opponents.
Davros has haste as long as it isn't blue.
Davros has flying as long as it isn't red.
2/1
Horror Vacui
Instant (u)
Exile target creature you don't control and its controller draws two cards if was spent to cast Horror Vacui. Exile target creature you control and draw two cards if was spent to cast Horror Vacui. (Do both if was paid)
IIW: A remake of an old favorite for current standard.
Rainrunner1UU
Creature - Elemental (Uncommon)
Flying
When Rainrunner enters the battlefield, if R was spent to cast it, creatures you control gain haste until end of turn. If G was spent to cast it, creatures you control get +1/+1 until end of turn.
Evoke RG(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) It makes the flamekin run and the merrows cheer.
2/2
Mergatroid_Jones: I like this card from a mechanics aspect, flavor-wise, the eldrazi would have to be radically different (not something I'm opposed do) as this almost seems like despite still being colorless there may be some more distinct 'color-flavors' of eldritch that each have a unique token. If I wanted to maintain genetic tokens I probably would have had this make 2 of the Scion/Spawn (which ever one was being used in the set, probably with a 1 bump in cost if it was Scions)
Forestsguy: I'm really unsure of what to make of this card. It feels like a enrage enabler, and the shaman aspect works well with the etb abilities, but reach feels tacked on here, and mono-green being able to deal direct damage is a pie violation (even if you are then giving them a +1/+1 counter)
AntiPox: I think this is too efficient, I think it needs to cost 1 or 2 more, but still be able to only choose 1 mode, costing C(W/B) would probably work, but would have to be in a set that cared about both colorless and hybrid mana which might be hard to swing. alternatively, templating it into something like this may work:
chetoos: I think this would be templated as:
Converge — As Shared Power enters the battlefield, choose one for each color of mana spent to cast Shared Power —
• Lifelink
• Vigilance
• First strike
• Flying
Creatures you control have the chosen abilities.
This card suffers from some memory issues, its similar to the siege cards from fate reforged, but this has not only more options to choose from (abet simpler options), it also has a variable number of options that you are choosing. Balance-wise, I think this might be too efficient.
|Katamari|: Not a fan of un-cards when the Challenge isn't specifically for un-cards, but I'll try to judge this un-biased. This creates an interesting alternative for the host creatures allowing a potential burst of their abilities rather than the repeat-ability most augments offer. I think the templating would be a little different, but I can't actually find any stance on if cards with augment actually trigger enter the battlefield effects, so your guess is as good as mine.
JaceTheBodySculptor: This seems cool as a one-off... its weird that only a 5 color EDH deck can use it, but thats more of an EDH problem than a problem with your card. color-pie wise, this gets a little dangerous, red should't be able to exile target enchantment for three mana, even if the opponents are gaining 3 life. Formatting wise
TotallyHaywire: I actually had a card with the first ability keyworded awhile back (I think it was called tinted, and read "this [cardtype] is all colors of mana spent to cast it"), it unfortunately suffers from memory issues, but might fly in a set where it was a theme (thinking punch-out counters with the mana-symbols on them ala amonkhet.) Commander potential is nice for getting both ETB and LTB effects what casting it a second or third time, and the puzzle of realizing that flickering it to make it colorless and get both haste and flying to cool. After mocking this up, almost all the text is too small sadly.
Hemlock: This card reads really weird to me, and I'm not sure why... balance wise, I think I prefer this at 2(W/B).
Subject16: I really like this card! It has a lot of moving parts that all mesh up very nicely, only part I'm not sold on is its placement on Lorwyn.
Sassy-iel, Feisty and Audacious2BBRR
Legendary Creature - Angel (MR)
Flying, menace
Sassy-iel, Feisty and Audacious cannot be tapped, be countered, switch control and be prevented from attacking.
Sassy-iel's controller cannot be prevented from declaring an attack, untapping permanents, or casting spells.
"Oh no you didn't"
5/5
IIW
Draw a ton of cards! (Not Blue)(ton means four or more, three is fine I guess.)
Lavagill Ravager 1RR
Creature- Merfolk {U}
First Strike
Lavagill Ravager can't block.
Sacrifice a Forest or Island: Add RR to your mana pool. Lavagill Ravager deals 1 damage to target creature or player.
3/1
IIW: Ravnica cards that feature an alliance between two guilds with a common color
Sphinx of Lost Riddles 3WW
Creature - Sphinx (r)
Flying
,Put a card from your hand on top of your library: Target permanent gains indestructible until end of turn. Bards look for forgotten riddles to gain its grace, scholars just make new ones
4/4
IIW: A remake of an old favourite for current standard.
Dromoka's Vanguard 5GW
Creature - Dragon (Uncommon)
Haste, First Strike, Flying
Whenever ~ or another dragon enters the battlefield, bolster 2
4/4
Is it cheating if I use a plane that has non-main colored dragons naturally?
I wanted to add 2 abilities that are in the colors, but also in dragons' main color, plus the flying because dragon, so I had to make it more expensive.
IIW: Un4 is on Ravnica. Make a guildmage (Uncommon)
Ushkari Mystic1R
Creature- Elf Shaman (C)
Pay 2 life: Add R to your mana pool. Activate this ability no more than once each turn. The Ushkari patchwork themselves with elaborate burns: a mark of beauty and divine transformation.
2/1
Edit: A one-drop mana-dork is too much in red.
But not too much in blue:
Byngiri MysticU
Creature- Elf Wizard (C) T, Exile the top card of your library: Add C to your mana pool. The city of Byngiri has continued its arcane study uninterrupted for centuries, protected by a great bubble at the heart of the World Ocean.
0/1
Cindermaw Voidkite4RR
Creature - Eldrazi Dragon {R}
Devoid (This card has no color.)
Flying CR: Target creatures gets -0/-1 until end of turn. Cindermaw Voidkite gets +1/+0 until end of turn.
4/4
Just in case you are not a fan of my completely legitimate interpretation of the challenge:
Haset, Tester of Time1BGW
Legendary Creature - Sphinx {R}
Defender, flying
Haset can’t be destroyed by spells or abilities.
Whenever Haset blocks a creature, return target permanent card from your graveyard to your hand. Haset resolved to stand watch over the eons themselves, lest time fail. 5/6
IIW: Rares (or mythic rares) you love in pack 1 but hate in pack 3
Thing from the Deep1G
Creature - Horror (R)
Swampwalk, Islandwalk
Thing from the Deep can't be countered.
When Thing from the Deep enters the battlefield, each opponent may search his or her library for a basic land card, put it onto the battlefield tapped, then each player who searched his or her library this way shuffles it.
4/4
IIW: new cycle of the "hunted" creatures from Ravnica
While nothing about this card screams 'Angel' to me, the sassiness did make me laugh. There's a lot of stuff she does to prevent interaction, which is funny considering she really hoses other stax cards. Your wording is definitely off, however. I think that all your different interaction halters belong on separate lines rather than being together which ends up making her very wordy. I also feel that tapping creatures is a very important part of the game, especially because of abilities that creatures can gain via cards like Cryptolith Rites. If I had to reword that ability I'd either choose one of these:
Spells and abilities (your opponents control) can't cause Sassy-iel to become tapped.
or
If a spell or ability (an opponent controls) would tap Sassy-iel, untap her instead.
or
Whenever Sassy-iel becomes tapped, untap her.
There is a slight difference between these abilities. The first one I believe is closer to what you might want in terms of rule-altering, but it also seems the less likely of the three. The second one acts as a replacement effect and means that you can potentially abuse it a little if you become forced to tap creatures again and again. The last one is just a triggered ability and can do some absolutely stupid things with things like Retraction Helix. Note that the first two make a reference to spells and abilities (with brackets for singling out opponents if that's what you want), meaning that Sassy-iel would still have to tap to attack or as a cost to activate an ability (like with Retraction Helix).
As for the control changing ability, I think the easiest way is to create a replacement effect like:
If a player would gain control of Sassy-iel, her owner gains control of her instead.
The prevented from attacking line is repeated in your second ability as well, so I would just scrap that one. Considering you're going to most likely be Sassy-iel's controller all the time, I think you can just change it to "You" instead. I designed a similar legendary at one point to combat pillowfort decks, and the wording I used was more like this:
Spells and abilities your opponents control can't prevent you from attacking, untapping permanents or casting spells.
So if I had to reword Sassy-iel, it'd be something like this:
Sassy-iel, Feisty and Audacious2BBRR
Flying, menace
Sassy-iel, Feisty and Audacious can't be countered.
If a spell or ability an opponent controls would tap Sassy-iel, untap her instead.
If a player would gain control of Sassy-iel, her owner gains control of her instead.
Spells and abilities your opponents control can't prevent you from attacking, untapping permanents or casting spells. "Oh no you didn't!"
5/5
This obviously makes her very wordy on an actual card (possibly too wordy) and a great value creature. Anything less than Mythic would need some serious changes.
I like this design, but I'm a bit sad to not see a subtype here either. It reminds me a little of Goblin Woodcutter and to that extent I feel that you should have to tap the Ravager to produce mana, because it generates a whole lot of value from one land, and I get that you'd need to run two to three colors to get maximum value from this, but having all yours Islands and Forests make three mana AND ping a small creature or player is a very powerful ability to have at an uncommon, especially on a 3/1 with First Strike which is very strong body for a three mana card. You could bump this up to a rare and people would still think it's too
strong. I do really like the design though.
I've always like Thallids, so seeing them again does make me happy. I can see a shift into blue being flavorful depending on their environment etcetera, and at common I think this is a fine card. My only gripe is that it only gives Hexproof to Funguses rather than all creatures. Granted if it did you might have to make it uncommon like Vitaspore Thallid, but I feel that it's what all the Saproling players would prefer were I designing it.
I was sure Sphinx of Lost Riddles already a card, but it turns out it's Sphinx of Lost Truths. I really like the ability, but I feel for limited purposes it should really target any other permanent so as to make it slightly easier to kill. I kinda wish the name and the flavor of the card contributed to the ability. I'm picturing a Sphinx that uses its great knowledge and wisdom to protect and shield others, but I don't really see that anywhere on the card except for its ability. Love the design though, and it's fairly costed for it's stats and body.
Oh boy this is strong. To answer your question I'm perfectly okay with Tarkir factions, Dromoka is definitely an off-color dragon. As for your card, lose the first strike and haste (which is in green tertially and not in white at all so I would have picked a different ability either way) and you've still got a strong uncommon. Definitely a limited bomb, but without the haste and first strike it's 6 power for 7 mana across different bodies (or one if there's nothing else or there are no other creatures with lower toughness), and it promotes synergy. Could be a rare if it costed 6, but at 7 it can slide as a powerful uncommon.
I'm perfectly fine with Cindermaw Voidkite (love the name), although I'm not sure where I picture this creature being from. Zendikar didn't have Eldrazified creatures, but Innistrad doesn't interact with colorless mana. That aside, I think the ability is fine, it reminds me of a toned-down Drana, Kalastria Bloodchief.
As for Haset, a 5/6 flyer for 4 would be disgusting if it didn't have defender, and even then it could be a real roadblock in a limited environment. This seems more mythic than rare considering the amount of colors, power, resilience and value generation the card provides. I get what you're doing with the second ability by having it be killed only through combat damage/burn, but I feel that something along the lines of "Haset, Tester of Time has indestructible as long as it isn't attacking or blocking." might be smoother.
I really like the design of this card. The staxiness of angels isn't something you see very often, and to have that aspect of them bleed into black is something I wholly approve. The only thing I would change is that I wouldn't limit the untap ability to a creature you control so that you can enable multiplayer politics by using your life total as a bargaining chip.
This isn't an off-color creature considering Elves are Green, but I'll provide feedback anyway. So if I get this right, this taps to destroy any artifact creature, enchantment creature, planeswalker/creature like Gideon Jura, or a land creature? For no added mana to that ability this'll have to be a rare (I noticed you didn't put a rarity to your card, please do so next time). The ability, flavorful as it is considering you're destroying creatures with noncreature-permanent types, doesn't go into the color pie. Green does destroy noncreature permanents, but not creatures (though it has had "destroy target artifact creature" a couple of times. I'm not too sure how I feel about this card, but it's very boundary pushing so I'll give it that.
As far as I know landwalk has been sifted out of the evergreen list, so I don't know how I feel about that aspect of it. It's a very high-value creature which is definitely green, and the drawback is very fair I feel. However I don't really get the feeling that this card is a Horror either.
Winner: Antipox Honorable Mention: |Katamari| Next Challenge: IIW: a multicolor spellshaper. (Waterfront Bouncer and Jaya Ballard, Task Mage are examples of monocolor spellshapers.)
Golgari ExcavatorBG
Creature- Elf Spellshaper (R) 1(B/G),T, Discard a card: Return up to two target land cards from a single graveyard to the battlefield tappped under your control. "Trash never lies."
2/2
Artifact (r)
Players play with their hands revealed.
Illusion creatures are 1/1 and have no abilities.
IIW
A remake of an old favourite for current standard
Enchantment (r)
When ~ enters the battlefield create a 2/2 goblin traitor token.
Whenever a goblin enters the battlefield, ~ deals x damage to it, where x is the number of goblins in play.
It is easier to cause havoc within one's own hovel.
IIW: create a card that boosts a forgotton tribe (Homarids, kobolds, pangolin)
UBG Tasigur, the lab enabler UR Planeswalker Control
UBRW Breya's personal box of combos BRW Vampire beats, by Dre
1 Karn, where all lands are command towers UBR Inalla's Venser lock
UBRGW Atog Atog contraption tribal WUB Xur's second chance
UGW Derivi, bird tribal R Brother's Yamazaki
BRG Prosh, the scourge of multiplayer GW Capt. Sisay's Deck Dumping Service
UB All Your Spells do Belong to Me UG Tapioca Pearl
BG Meren's grinder
@TotallyHaywire I think that should be "for each other Zombie".
But also even that is ridiculous - Imagine the opponent has four zombies: casting this spell and letting them resolve on the stack, means that by the time 3 have died, the fourth one will have three copies of Holy Flames on it, each dealing 5 damage. Actually, I realize this will kill all of those zombies even if they are 20/20 because of the copying effect.
Creature - Eldrazi (Rare)
Devoid
Lifelink
Vampire creatures get -1/-1, lose all abilities and can't attack or block.
"The Eldrazi were the source of our strength. What made us think we could defeat them?"
- Anowon, the Ruin Sage
3/3
IIW: An Aura with an effect that doesn't interact with the permanent it's enchanting.
Dampener Sliver - This comes across as a card that I expect to be printed someday, maybe soon if there are Slivers in Dominaria. Every time we get Slivers we see a new artifact Sliver that does nothing, and this one "does nothing" so much it's contagious. As someone who prefers Slivers that affect all other Slivers and is hopeful that they revert to that (only for Slivers though, not all lords), I like that this guy is a Sliver that affects your opponent's Slivers. If I designed this card I would submit it at 2 CMC with limited in mind to let it be sometimes relevant as a 2 mana 1/3 even when the opponent isn't playing Slivers.
Holy Flames - Holy Flames, Batman! This card is very strong. It will often be a one-sided wrath (plus exile) against a dedicated Zombie deck. The best thing about this card is that it feels like a solid flavor design. If there was an effect called Holy Flames, it would probably take out Zombies, and if you wanted to take out Zombies, you'd probably kill them with fire. You'd have to put it in the right set though, the best fit being one where Zombies are Bu aligned, not Amonkhet where there are lots of white Zombies and cards that turn into Zombie tokens only after they are exiled.
Warden of the Gate - I believe this was originally submitted as a white card. I knew at that time I was going to complain about it being white because its evasive ability feels more black or red, so I'm glad you changed it. The fear line is also new, and although it seems to be there mostly for flavor, I like that it both gives your cats evasion while taking away some of their defensiveness, a very black/red mechanic. The worst thing about the card is that it doesn't so much hose cats as it gives your dogs an advantage against cats, or straight up grants your cats fear.
Silver-Clad Inquisitor - Great flavor, fitting for a card that belongs on Innistrad. I could see this guy being a legendary figure rather than one of many such clerics, but either way works. Could become a combo piece if something that transforms as a drawback is printed. Downside is its fragility. It's probably easy for a werewolf deck to remove this guy, either with direct damage, or more embarrassing, one of their werewolves fighting the 2/2.
Monocle of Truth - I'm not sure I can fairly judge this card as a fan of Illusions. Doing my best to subdue my bias, I think the critical question is, are Illusions the best fit tribe for this Humility-based hosing? On the plus side, they rarely get +1/+1 counters, so this will rarely backfire. But I don't like the flavor of turning Illusions into 1/1s. An exposed Illusion ought to cease to exist completely. Making them 1/1s sort of confirms that they are real but weak. If you look at the Illusions that die when you target them, the illusion isn't their strength and ability to fly, it's that they exist at all.
Own worse enemy - Another very strong hoser. This one is especially brutal because red has no way of getting rid of enchantments. I think it's too powerful, but as a Sparksmith enthusiast I'll give you a compromise: add "and this deals x damage to you" and I'd consider this a real card, with a drawback similar to Form of the Dinosaur, killing all your opponent's creatures but paying for it in life.
Arbiter of Lineage - Disclaimer: I'm not familiar with the Zendikar lore. So I don't know if there's any story behind the Eldrazi being the source of the Vampire's strength on that plane. Anyway, I don't like that this both takes away abilities and prevents combat. Do one or the other, not both. I do like that it has lifelink to show that it's the real original vampire in town.
Giving the win to Cardz5000's Silver-Clad Inquisitor for being flavorful, mechanically unique, and something I feel I'd never come up with myself.
Next: cards that care about what type of mana was used to cast it.
Creature- Eldrazi Drone (C)
Devoid
When ~ enters the battlefield, if C was spent to cast it, create a colorless 0/2 Eldrazi Plant creature token with "Sacrifice this creature: Add CC to your mana pool."
2/3
IIW: An established type of counter (+1/+1, -1/-1, experience, poison, energy, time counters, etc.)
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.
Creature - Hound Shaman (U)
Reach
When Abuga Buga Masker enters the battlefield, it deals 1 damage to target creature. If R was spent to cast Abuga Buga Masker, the damaged creature gains haste until end of turn. If G was spent to cast Abuga Buga Masker, put a +1/+1 counter on the damaged creature. (Do both if RG was spent)
2/2
IiW
Mana Fixing!
Artifact (rare, commander product)
Spend only one type of mana to cast ~. ~ enters the battlefield with a counter on it that is the same color as the mana spent to cast ~. If C was spent on ~, it enters with no counter.
1, T: Add 3 mana to your mana pool of the color marked with the counter on ~. If there is no counter on ~, this ability adds CCC instead. Spend only colored mana not of the counter on ~ to activate this ability.
The above card is too complex. If you only want to judge one of my cards, I'll add another below, and you can ignore the above design.
Shared Power 2W
Enchantment (rare)
Converge - As Shared Power enters the battlefield, choose one ability from the list below for each color of mana spent to cast Shared Power. Creatures you control have the chosen abilities.
Lifelink, vigilance, first strike, flying
I tried to make these available for more than just multicolored commander decks.
IIW: Un4 Ravnica Guildmages. (They should be uncommon)
Sorcery (R)
Exile target permanent.
If W was spent to cast ~, you lose 3 life.
If U was spent to cast ~, discard a card.
If B was spent to cast ~, target opponent draws a card.
If R was spent to cast ~, target opponent gains 3 life.
If G was spent to cast ~, sacrifice a creature.
IIW: a card with CMC >= 3 and no generic mana in its casting cost
Legendary Enchantment Creature- Sphinx {M}
Davros, Volt of Navan is the same color as whichever mana was spent to cast it. (If multiple colors of mana were spent, it is all of them).
When Davros enters the battlefield, if it is blue, exile any number of other creatures, then return them to the battlefield.
When Davros leaves the battlefield, if it is red, it deals 3 damage to up to two target creatures or opponents.
Davros has haste as long as it isn't blue.
Davros has flying as long as it isn't red.
2/1
IIW: Permanents that like being exiled.
Instant (u)
Exile target creature you don't control and its controller draws two cards if was spent to cast Horror Vacui. Exile target creature you control and draw two cards if was spent to cast Horror Vacui. (Do both if was paid)
IIW: A remake of an old favorite for current standard.
Creature - Elemental (Uncommon)
Flying
When Rainrunner enters the battlefield, if R was spent to cast it, creatures you control gain haste until end of turn. If G was spent to cast it, creatures you control get +1/+1 until end of turn.
Evoke RG(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
It makes the flamekin run and the merrows cheer.
2/2
IIW: Off-color creatures(nonred Dragons, nonwhite Angels, nongreen Elves etc)
Forestsguy: I'm really unsure of what to make of this card. It feels like a enrage enabler, and the shaman aspect works well with the etb abilities, but reach feels tacked on here, and mono-green being able to deal direct damage is a pie violation (even if you are then giving them a +1/+1 counter)
AntiPox: I think this is too efficient, I think it needs to cost 1 or 2 more, but still be able to only choose 1 mode, costing C(W/B) would probably work, but would have to be in a set that cared about both colorless and hybrid mana which might be hard to swing. alternatively, templating it into something like this may work:
chetoos: I think this would be templated as: This card suffers from some memory issues, its similar to the siege cards from fate reforged, but this has not only more options to choose from (abet simpler options), it also has a variable number of options that you are choosing. Balance-wise, I think this might be too efficient.
|Katamari|: Not a fan of un-cards when the Challenge isn't specifically for un-cards, but I'll try to judge this un-biased. This creates an interesting alternative for the host creatures allowing a potential burst of their abilities rather than the repeat-ability most augments offer. I think the templating would be a little different, but I can't actually find any stance on if cards with augment actually trigger enter the battlefield effects, so your guess is as good as mine.
JaceTheBodySculptor: This seems cool as a one-off... its weird that only a 5 color EDH deck can use it, but thats more of an EDH problem than a problem with your card. color-pie wise, this gets a little dangerous, red should't be able to exile target enchantment for three mana, even if the opponents are gaining 3 life. Formatting wise
TotallyHaywire: I actually had a card with the first ability keyworded awhile back (I think it was called tinted, and read "this [cardtype] is all colors of mana spent to cast it"), it unfortunately suffers from memory issues, but might fly in a set where it was a theme (thinking punch-out counters with the mana-symbols on them ala amonkhet.) Commander potential is nice for getting both ETB and LTB effects what casting it a second or third time, and the puzzle of realizing that flickering it to make it colorless and get both haste and flying to cool. After mocking this up, almost all the text is too small sadly.
Hemlock: This card reads really weird to me, and I'm not sure why... balance wise, I think I prefer this at 2(W/B).
Subject16: I really like this card! It has a lot of moving parts that all mesh up very nicely, only part I'm not sold on is its placement on Lorwyn.
WINNER: Subject16
HM: Mergatroid_Jones
NEXT CHALLANGE: Off-color creatures(nonred Dragons, nonwhite Angels, nongreen Elves etc)
Legendary Creature - Angel (MR)
Flying, menace
Sassy-iel, Feisty and Audacious cannot be tapped, be countered, switch control and be prevented from attacking.
Sassy-iel's controller cannot be prevented from declaring an attack, untapping permanents, or casting spells.
"Oh no you didn't"
5/5
IIW
Draw a ton of cards! (Not Blue)(ton means four or more, three is fine I guess.)
Creature- Merfolk {U}
First Strike
Lavagill Ravager can't block.
Sacrifice a Forest or Island: Add RR to your mana pool. Lavagill Ravager deals 1 damage to target creature or player.
3/1
IIW: Ravnica cards that feature an alliance between two guilds with a common color
Creature - Sphinx (r)
Flying
,Put a card from your hand on top of your library: Target permanent gains indestructible until end of turn.
Bards look for forgotten riddles to gain its grace, scholars just make new ones
4/4
IIW: A remake of an old favourite for current standard.
Creature - Dragon (Uncommon)
Haste, First Strike, Flying
Whenever ~ or another dragon enters the battlefield, bolster 2
4/4
Is it cheating if I use a plane that has non-main colored dragons naturally?
I wanted to add 2 abilities that are in the colors, but also in dragons' main color, plus the flying because dragon, so I had to make it more expensive.
IIW: Un4 is on Ravnica. Make a guildmage (Uncommon)
Creature- Elf Shaman (C)
Pay 2 life: Add R to your mana pool. Activate this ability no more than once each turn.
The Ushkari patchwork themselves with elaborate burns: a mark of beauty and divine transformation.
2/1
Edit: A one-drop mana-dork is too much in red.
Byngiri Mystic U
Creature- Elf Wizard (C)
T, Exile the top card of your library: Add C to your mana pool.
The city of Byngiri has continued its arcane study uninterrupted for centuries, protected by a great bubble at the heart of the World Ocean.
0/1
IIW: A land with one color in its color identity.
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.
Creature - Eldrazi Dragon {R}
Devoid (This card has no color.)
Flying
CR: Target creatures gets -0/-1 until end of turn. Cindermaw Voidkite gets +1/+0 until end of turn.
4/4
IIW: I am a terrible person
Creature - Elf Assassin
T: Destroy target creature if it has a type other than creature.
1/1
IIW: a multicolor Zubera
Haset, Tester of Time 1BGW
Legendary Creature - Sphinx {R}
Defender, flying
Haset can’t be destroyed by spells or abilities.
Whenever Haset blocks a creature, return target permanent card from your graveyard to your hand.
Haset resolved to stand watch over the eons themselves, lest time fail.
5/6
IIW: Rares (or mythic rares) you love in pack 1 but hate in pack 3
Creature - Horror (R)
Swampwalk, Islandwalk
Thing from the Deep can't be countered.
When Thing from the Deep enters the battlefield, each opponent may search his or her library for a basic land card, put it onto the battlefield tapped, then each player who searched his or her library this way shuffles it.
4/4
IIW: new cycle of the "hunted" creatures from Ravnica
Draft My Cube!
or
or
There is a slight difference between these abilities. The first one I believe is closer to what you might want in terms of rule-altering, but it also seems the less likely of the three. The second one acts as a replacement effect and means that you can potentially abuse it a little if you become forced to tap creatures again and again. The last one is just a triggered ability and can do some absolutely stupid things with things like Retraction Helix. Note that the first two make a reference to spells and abilities (with brackets for singling out opponents if that's what you want), meaning that Sassy-iel would still have to tap to attack or as a cost to activate an ability (like with Retraction Helix).
As for the control changing ability, I think the easiest way is to create a replacement effect like:
The prevented from attacking line is repeated in your second ability as well, so I would just scrap that one. Considering you're going to most likely be Sassy-iel's controller all the time, I think you can just change it to "You" instead. I designed a similar legendary at one point to combat pillowfort decks, and the wording I used was more like this:
So if I had to reword Sassy-iel, it'd be something like this:
This obviously makes her very wordy on an actual card (possibly too wordy) and a great value creature. Anything less than Mythic would need some serious changes.
strong. I do really like the design though.
As for Haset, a 5/6 flyer for 4 would be disgusting if it didn't have defender, and even then it could be a real roadblock in a limited environment. This seems more mythic than rare considering the amount of colors, power, resilience and value generation the card provides. I get what you're doing with the second ability by having it be killed only through combat damage/burn, but I feel that something along the lines of "Haset, Tester of Time has indestructible as long as it isn't attacking or blocking." might be smoother.
Honorable Mention: |Katamari|
Next Challenge: IIW: a multicolor spellshaper. (Waterfront Bouncer and Jaya Ballard, Task Mage are examples of monocolor spellshapers.)
Golgari Excavator BG
Creature- Elf Spellshaper (R)
1(B/G),T, Discard a card: Return up to two target land cards from a single graveyard to the battlefield tappped under your control.
"Trash never lies."
2/2
(Edit: lands enter tapped.)
IIW: the number 9 anywhere on the 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.