IIW: Elesh Norn, Sheoldred, and the other praetors from New Phyrexia have become Planeswalkers. Make a card for one of them (one per person please)
Having a Planeswalker Spark prevents (and reverses) Phyrexianization!
Deliberation1WU
Enchantment {U}
All creatures lose first strike, double strike, menace and haste
Creatures cannot attack or block unless their controller pays 1 for each creature. After careful consideration we have decided that the matter is worth discussing.
Strength of the Many (Chetoos): So it's basically Coat of Arms for keywords. My main issue with it is that it effects each creature differently, making it a nightmare to remember how big things are. Then again, this is also true with Coat of Arms. I do like the addition of the body with supporting keywords, even if it's pretty feeble. I also like that this is feels like a real live jank mythic on the order of Majestic Myriarch.
Close the Loop and Falkenrath Abomination (Funeral of God): This is a pretty cool place to take the challenge, and I'm on board. My main issue here is that I really wish Close the Loop had cycling itself: Falkenrath Abomination is already a major madness enabler, but Close the Loop does nothing without cycling cards, which makes it exactly the kind of conditional card that wants to cycle. Plus, it would add consistency to a deck that already wants to do that.
Viv, Blood Banker (JaceTheBodySculptor): Similar to the previous idea: instead of making a hand-based keyword work on the battlefield, it does the opposite. The "10 or more life" requirement keeps you from cycling through an entire deck, and the legendary status sees that you can build around it in commander. My only issue is a minor one: lifelink and cycling seem completely unrelated.
Unacceptable Behavior (Hemlock): Cycling is the ability of the day. This has really great flavor if nothing else. As a removal spell, it is only ever useful for meta reasons: if it hits a large enough percentage of important threats in a format, it will be worth it as a sideboard card. If not, it goes nowhere and stays there. Adding a few extra keywords would nave made it more playable, but it might counteract the flavor.
Ground Formation (Flatline): I'm surprised this name hasn't been taken yet. This is basically a better Gaea's Anthem for any deck that would want it. You do need to avoid playing flying creatures, but that isn't all that hard in green, and you are probably playing this card because you were already doing that. Between Gaea's Anthem and Bad Moon, I feel like this should cost GG, or have some slight downside.
Eyes of the Skies (Forestsguy): This is pretty simple, and it totally works. However, it's an ability that could come cheaper, considering Serra's Blessing and Brave the Sands. You could add a cantrip to the card as written, or you could only charge W for it.
Feeding Position (|Katamari|): It would be pretty hard to find an opportunity to print a card like this, but it is pretty logical: keywords that give +1/+1s give them better. I think the way the abilities are allotted makes the card seem unfocused. It honestly seems like it would be better to just double all +1/+1 counters like Corpsejack Menace, or to make the card cheaper, but only interact with say two keywords that could appear together in a set.
Deliberation (Cardz5000): Good grief, that's pretty good grief. I'm not sure we really need that many more Propaganda effects, but I do like the build. It's quite two-sided, so you only want this if you're really trying to build that pillow fort.
Winner: Chetoos
HM: Cardz5000, who may have gotten it if he hadn't just won a match.
Next: Un4 is on Ravnica, design a guildmage
Super Secret Guildmage ( ) Creature - Human Spy Wizard {U}
Noggin Strike (Super Secret Guildmage deals damage to players in the from of putting cards from the top of that player's library into their graveyard.)
Super Secret Guildmage can attack from outside the game. (Super Secret Guildmage can be blocked, but cannot block unless it is on the battlefield)
Watermark: Dimir
2/2
Master Infiltrator (U/B)(U/B)
Creature - Human Wizard 2B: Take a card you own from outside the game and shuffle it into target opponent's library. 2U: Draw a card from target opponent's library.
2/2
The art would depict a confused looking magic player looking at an Ace of Spades that he just drew, after "outside the game" was taken too literally, and the grinning, scheming guildmage responsible.
IIW: a new Split card, where one half is the exact same "card" as an already existing split card half, and the other is new. Order the halves as you wish - for example, if you pick "Fire" from Fire/Ice, it's ok for it to be on the right. Add or remove Fuse or Aftermath as you please.
Ground Formation (Flatline): I'm surprised this name hasn't been taken yet. This is basically a better Gaea's Anthem for any deck that would want it. You do need to avoid playing flying creatures, but that isn't all that hard in green, and you are probably playing this card because you were already doing that. Between Gaea's Anthem and Bad Moon, I feel like this should cost GG, or have some slight downside.
My card is just Favorable Winds flipped upside down. Actually, I almost added trample to my card because I feel like it's worse than Favorable Winds since flyers already have their own built-in evasion. I could be wrong about that though, so I didn't to play it safe.
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(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)
@Flatline: True, but there are a lot more things without flying than with, making it much less limiting to deck-building.
Metamancer GuildmageUG
Creature- Elf Wizard (U) 1G: You get a +1/+1 counter, and you gain graft. (This effect lasts indefinitely. After you have 0 life, your +1/+1 counters act as your life points.) 6U: You phase out. (all cards in all zones are treated as normal, and steps and phases continue as normal but you are treated as though you don't exist, and are unaffected by damage, spells and abilities until you phase back in before you untap during your untap step.)
2/2
Edit: Added type-line.
As much as I like this card, it's not really much of a guildmage, as it's abilities link into each other, rather than existing side by side.
Club Flamingo GuildmageUG
Creature- Elf Wizard (G/U)(G/U): Design an original Magic: the Gathering Mutant creature card with converted mana cost UG, or 1UG. Your opponents may suggest changes to the design until all players agree it is a fair design. This creature remembers that card, and forgets any other cards it remembers. 2GU: Create a token copy of the creature Club Flamingo Guildmage remembers. Activate this ability as a sorcery.
2/2
IIW: Something for Commander, Conspiracy, or another supplemental set.
Metamancer GuildmageUG 1G: You get a +1/+1 counter, and you gain graft. (This effect lasts indefinitely. After you have 0 life, your +1/+1 counters act as your life points.) 6U: You phase out. (all cards in all zones are treated as normal, and steps and phases continue as normal but you are treated as though you don't exist, and are unaffected by damage, spells and abilities until you phase back in before you untap during your untap step.)
2/2
I'm gunna assume this is a creature...
Fun-Police GuildmageWU
Creature - Human Wizard Officer {U} W: Detain target permanent that is not either 0°, 90°, or 270° in relation to its controller's deck's orientation. (this ability cannot be used if that player as no deck, or multiple decks) U: Put target object an opponent owns from outside the game into the absolutely-removed-from-the-freaking-game-forever zone. (If a object that the opponent is wearing (such as their glasses or jeans) is absolutely-removed-from-the-freaking-game-forever, they may continue to wear it, but treat it as phased out.)
Watermark: Azorius
2/2
I think my personal favorite use of this is removing the booster pack they just bought for Summon the Pack (and/or their wallet to prevent future uses of it)
Gruul GuildchefRG
Creature - Goblin Chef (Un-uncommon) 2R: Whenever a player eats or drinks this turn, Gruul Guildchef deals 2 damage to them. 1G: Target player eats or drinks something. If they won't, you gain 2 life.
"The Gruul measure their cooking on quantity instead of quality. They objected the strongest to the ban on force feeding for the interguild cook-off. "
2 /2
IIW: Design a card where you give something to an opponent, and then they give something to you.
Famine Guildmage BG
Creature - Insect Shaman (U) 1G: You may take a bite or a drink of Target player's food or beverage (the player can be in any silver boarder game you can see from your seat). If you do, you gain 2 life. 3B: Target player (any silver boarder player you can see from your seat) cannot eat or drink anyone's food or beverages for the rest of the game they're playing. If they do, they lose 5 life.
2/2
IIW: design a card that pushes the envelope on manipulating the library, i.e. more interesting than "rearrange X top cards"
I guess now's as good a time as any to judge this little competition. Firstly, some criteria to demonstrate how I will be judging this:
2 CMC
2/2 body
2 activated abilities, either both costing both colors of mana, or one costing one and the other costing the other
Bonus: the abilities are synergistic. Not every guildmage from the past does this, but the ones that do feel even tighter to me, in terms of design, so I like them more.
Now, I was looking for a design that felt like it could come from Unstable, or the future of MTG unsets, rather than the past ones. I'll get more into what I mean when I detail the designs.
Cardz5000 - Super Secret Guildmage: This is a sweet design, but it's not a guildmage, I'm sorry. You can't just call it that, when it fits none of the criteria, aside from the 2/2 body. I like Nogginstrike, that seems like a good keyword for an unset, as well as the idea of attacking from outside the game, though that seems like it should be clarified more, but not a guildmage. Sorry.
JaceTheBodySculptor - Master Infiltrator: Now this one feels like a guildmage, especially a hybrid of Dimir and Agents of S.N.E.A.K. guildmage, but it's not named that, weird. I love the idea of shuffling cards from outside the game into someone's library, but that ability seems like it should cost less, because unless you're doing it a lot, and I mean a lot, it probably won't effect them, but I also like the other ability, which was seen on some Unstable cards. Very interesting design.
Mergatroid_Jones - Metamancer Guildmage: Now this is a good guildmage for an Unset! Using simic mechanics, at least in the first ability, doing wacky things that are easy for a person to understand, but hard for a computer to work with, and it pushes design space. I don't know how I feel about the phasing ability having basically no drawbacks once you have access to 7 mana a turn, but I suppose they can still kill the mage when you are phased out.
Cardz5000 (again) - Fun-Police Guildmage: I like this design as well. Using card rotation and the like, in a similar manner to slaying mantis and Ol' Buzzbark but with a new spin, to punish players who tap at 45* to tilt their opponent. That said, I feel like the abilities are kind of narrow, or in the case of the second one, not impactful in a lot of games. Like, if your deck doesn't have a Hurloon Wrangler or a Blurry Beeble, why even use it?
Subject 16 - Gruul Guildchef: I don't really like the food idea here. It's an interesting method to take, and in fitting with the design of the first two unsets, but not really Unstable, or any potential Unsets going forward. I love that the abilities are really synergistic, but at the same time, I also very rarely see people eating during games, so I don't think they'd really have a lot of impact, though I suppose repeated "1G: Gain 2 life" isn't the worst ability to have on a card.
FuneralofGod - Famine Guildmage: This doesn't really feel like a Golgari card. I can understand the Gruul Guildchef a little, with the flavor text on Protein hulk especially, but this just doesn't feel like the guild that it's supposed to be a part of. Combine that with another food based design, which isn't really how they're taking the unsets now, and this isn't that great for me, sorry.
Winner: Mergatroid_Jones
Runner up: Jacethebodysculptor (I like the approach of using mechanics from Unstable)
Next design challenge: Something for Commander, Conspiracy, or another supplemental set.
Archenemy Common:
Oracle of Opposition 2U
Creature - Human Wizard
When ~ enters the battlefield, for each opponent, scry 1
Whenever you set a scheme in motion, for each opponent, scry 1 "They see clearer the more there are to blind them."
1/4
Commander Uncommon
Phyrexian Lieutenant 4GB
Trample, Lifelink
Lieutenant: 3, Pay 3 life: Proliferate. Activate this ability only if you control your commander. "Sweet Vorinclex, would I ever lie to you?" - Sheoldred, Scheming Praetor
5/5
Planechase Rare:
Weatherlight, Sailor of Planes 6
Legendary Artifact - Vehicle
Flying, trample
Whenever you roll a chaos symbol on the planar die, put a +1/+1 counter on ~
Whenever you roll a planeswalk symbol on the planar die, you may have ~ become a creature.
Crew 4 "Hard to starboard, and 'walk us onward!" - Gerrard, Weatherlight Captain
5/5
Conspiracy Mythic:
Voice of the People 5GG
Creature - Avatar
Voice of the People's power and toughness are each equal to twice the number of creatures you control.
Council's Judgement - Whenever Voice of the People attacks, each player votes for another attacking creature you control. Voice of the people gets all abilities of each creature with the most votes, or tied for the most votes. The people speak with one voice, from many mouths.
*/*
IIW: Un4 is on Ravnica, design a guild leader (Unstable is your basis for what would work as an uncard)
Riku, Master of Arcana2UR
Legendary Creature - Human Wizard {R}
Whenever you cast an instant or sorcery you may counter that spell.
Whenever a spell is countered by a spell or ability you may have Riku, Master of Arcana deal damage to target creature or player equal to the countered spell’s converted mana cost.
Partner (You can have two commanders if both have partner.)
2/2
Riku, Master of Form2GU
Legendary Creature - Human Wizard {R}
Whenever another creature enters the battlefield under your control, you may have Riku, Master of Form become a copy of that creature except its name is still Riku, Master of Form, it's legendary in addition to its other types, and it gains this ability.
Partner (You can have two commanders if both have partner.)
2/2
Fearsome Fetcher 2(B/R)
Creature - Hound (C) Take one for the team - After drafting, you may donate this card to your teammate's deck-building pool.
Menace
3/2
IIW: a new Split card, where one half is the exact same "card" as an already existing split card half, and the other is new. Order the halves as you wish - for example, if you pick "Fire" from Fire/Ice, it's ok for it to be on the right. Add or remove Fuse or Aftermath as you please.
Singling Mystic1RG
Creature - Minotaur Druid (R) T: Add 1RG. If this mana is spent to cast a spell, note that spell's name. You cannot cast a spell of the same name for the rest of the game.
2/3
IIW
+1/+1 counters matter or Thopter/Servos matter
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MtG is where you can hate white players or black players, and still not be racist.
Fearsome Fetcher 2(B/R)
Creature - Hound (C) Take one for the team - After drafting, you may donate this card to your teammate's deck-building pool.
Menace
3/2
typically in team draft environments your team drafts to a single card pool
Planesrunner Robes 5
Artifact
Whenever you roll chaos, look at the top 5 cards of the planar deck, then put then back in any order.
Whenever you encounter a phenomenon, you may instead search the planar deck for a plane card and place it on top of the planar deck. 5,T: Roll the planar die X times, where X is the number of times you've rolled the planar die this turn.
IIW: A new version of a legend from dominaria (pw or creature]
Chetoos (Various): These are some pretty conservative designs, which is not a bad thing. The Weatherlight is too weak, and is pretty much jank at 6 with crew 4. You might be better off attacking with the crew anyway. I like the variety.
Cardz5000 (Riku and Riku): I like Riku of Two Reflections quite a bit, and I really like what you've done here. The RU one looks like a particularly interesting build around. Obviously they are made to pair together, but they don't have to, which I like.
JaceTheBodySculptor (Fearsome Fletcher): I didn't know what Cardz5000 said about team drafts, but the card can still work. I would like to see the text changed to "after drafting, you may donate this card to any player's deck-building pool". I feel like a friendly and casual environment (which could include cube) might have fun with that mechanic. Perhaps you could even force them to trade a card for it.
Forestsguy (Singling Mystic): I like the idea, but this guy just taps for too much mana. With Llanowar Elves, this can come out turn two, allowing you to have seven mana on turn three pretty easily. Just play a few one-ofs on the top end, and you can go turbo pretty fast.
Totally Haywire (Planesrunner Robes): I'm of two minds on this card. On the one hand, I like that it doubles down on Planechase, on the other hand, I don't like that it does literally nothing anywhere else.
|Katamari| (Commander's Double): This is pretty cool. It's an easy way to cheat out a big commander, but most commanders you'd want to do that with can't play blue anyway. Progenitus seems like the worst offender, but that's not THAT degenerate. Natural Order costs four anyway. Making a copy of their expensive commander does seem fun, and I could see this being fairly widely played.
Winner: |Katamari|
HM: Cardz5000. It was close between the two.
Feudal TaxWW
Enchantment
When Feudal Tax enters the battlefield, you become the monarch.
At the beginning of your upkeep, each opponent who controls more lands than you sacrifices a land unless they pay 1. For each player who does, create a colorless artifact token named Gold with "Sacrifice this artifact: Add one mana of any color."
Compound Interest 1WWW
Enchantment
The first spell each opponent casts each turn costs 1 more to cast.
Whenever an opponent casts a spell, create a copy of Compound Interest unless any player pays 1.
IIW: partner commanders with an interesting synergy, bonus if they're something other than 2-color
Dovin's Aide 2WU
Creature - Vedalken Adviser
Flash
If an opponent would draw any amount of cards except the first one he or she draws in each of his or her draw steps, that player may pay 1. If they don't, instead, that player draws a card, and you may draw a card. If they do, they draw those cards as normal. "Consulate law is still to be followed."
1/4
IIW: Un4 is on Ravnica, design a guild leader (Unstable is your basis for what would work as an uncard)
Minister of Volatility W(U/R)(U/R)
Legendary creature - Weird Advisor
Instant and Sorcery spells cost 2 more to cast.
Instant and Sorcery spells gain Storm.
1/5
IIW: a new Split card, where one half is the exact same "card" as an already existing split card half, and the other is new. Order the halves as you wish - for example, if you pick "Fire" from Fire/Ice, it's ok for it to be on the right. Add or remove Fuse or Aftermath as you please.
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Deliberation 1WU
Enchantment {U}
All creatures lose first strike, double strike, menace and haste
Creatures cannot attack or block unless their controller pays 1 for each creature.
After careful consideration we have decided that the matter is worth discussing.
IIW: Legendary Enchantments
Close the Loop and Falkenrath Abomination (Funeral of God): This is a pretty cool place to take the challenge, and I'm on board. My main issue here is that I really wish Close the Loop had cycling itself: Falkenrath Abomination is already a major madness enabler, but Close the Loop does nothing without cycling cards, which makes it exactly the kind of conditional card that wants to cycle. Plus, it would add consistency to a deck that already wants to do that.
Viv, Blood Banker (JaceTheBodySculptor): Similar to the previous idea: instead of making a hand-based keyword work on the battlefield, it does the opposite. The "10 or more life" requirement keeps you from cycling through an entire deck, and the legendary status sees that you can build around it in commander. My only issue is a minor one: lifelink and cycling seem completely unrelated.
Unacceptable Behavior (Hemlock): Cycling is the ability of the day. This has really great flavor if nothing else. As a removal spell, it is only ever useful for meta reasons: if it hits a large enough percentage of important threats in a format, it will be worth it as a sideboard card. If not, it goes nowhere and stays there. Adding a few extra keywords would nave made it more playable, but it might counteract the flavor.
Ground Formation (Flatline): I'm surprised this name hasn't been taken yet. This is basically a better Gaea's Anthem for any deck that would want it. You do need to avoid playing flying creatures, but that isn't all that hard in green, and you are probably playing this card because you were already doing that. Between Gaea's Anthem and Bad Moon, I feel like this should cost GG, or have some slight downside.
Eyes of the Skies (Forestsguy): This is pretty simple, and it totally works. However, it's an ability that could come cheaper, considering Serra's Blessing and Brave the Sands. You could add a cantrip to the card as written, or you could only charge W for it.
Feeding Position (|Katamari|): It would be pretty hard to find an opportunity to print a card like this, but it is pretty logical: keywords that give +1/+1s give them better. I think the way the abilities are allotted makes the card seem unfocused. It honestly seems like it would be better to just double all +1/+1 counters like Corpsejack Menace, or to make the card cheaper, but only interact with say two keywords that could appear together in a set.
Deliberation (Cardz5000): Good grief, that's pretty good grief. I'm not sure we really need that many more Propaganda effects, but I do like the build. It's quite two-sided, so you only want this if you're really trying to build that pillow fort.
Winner: Chetoos
HM: Cardz5000, who may have gotten it if he hadn't just won a match.
Next: Un4 is on Ravnica, design a guildmage
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 - Human Spy Wizard {U}
Noggin Strike (Super Secret Guildmage deals damage to players in the from of putting cards from the top of that player's library into their graveyard.)
Super Secret Guildmage can attack from outside the game. (Super Secret Guildmage can be blocked, but cannot block unless it is on the battlefield)
Watermark: Dimir
2/2
IIW: A New God Mechanic
Master Infiltrator (U/B)(U/B)
Creature - Human Wizard
2B: Take a card you own from outside the game and shuffle it into target opponent's library.
2U: Draw a card from target opponent's library.
2/2
The art would depict a confused looking magic player looking at an Ace of Spades that he just drew, after "outside the game" was taken too literally, and the grinning, scheming guildmage responsible.
IIW: a new Split card, where one half is the exact same "card" as an already existing split card half, and the other is new. Order the halves as you wish - for example, if you pick "Fire" from Fire/Ice, it's ok for it to be on the right. Add or remove Fuse or Aftermath as you please.
Metamancer Guildmage UG
Creature- Elf Wizard (U)
1G: You get a +1/+1 counter, and you gain graft. (This effect lasts indefinitely. After you have 0 life, your +1/+1 counters act as your life points.)
6U: You phase out. (all cards in all zones are treated as normal, and steps and phases continue as normal but you are treated as though you don't exist, and are unaffected by damage, spells and abilities until you phase back in before you untap during your untap step.)
2/2
Edit: Added type-line.
Club Flamingo Guildmage UG
Creature- Elf Wizard
(G/U)(G/U): Design an original Magic: the Gathering Mutant creature card with converted mana cost UG, or 1UG. Your opponents may suggest changes to the design until all players agree it is a fair design. This creature remembers that card, and forgets any other cards it remembers.
2GU: Create a token copy of the creature Club Flamingo Guildmage remembers. Activate this ability as a sorcery.
2/2
IIW: Something for Commander, Conspiracy, or another supplemental set.
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.
I'm gunna assume this is a creature...
Fun-Police Guildmage WU
Creature - Human Wizard Officer {U}
W: Detain target permanent that is not either 0°, 90°, or 270° in relation to its controller's deck's orientation. (this ability cannot be used if that player as no deck, or multiple decks)
U: Put target object an opponent owns from outside the game into the absolutely-removed-from-the-freaking-game-forever zone. (If a object that the opponent is wearing (such as their glasses or jeans) is absolutely-removed-from-the-freaking-game-forever, they may continue to wear it, but treat it as phased out.)
Watermark: Azorius
2/2
I think my personal favorite use of this is removing the booster pack they just bought for Summon the Pack (and/or their wallet to prevent future uses of it)
IIW: Exile things that aren't on the battlefield!
Creature - Goblin Chef (Un-uncommon)
2R: Whenever a player eats or drinks this turn, Gruul Guildchef deals 2 damage to them.
1G: Target player eats or drinks something. If they won't, you gain 2 life.
"The Gruul measure their cooking on quantity instead of quality. They objected the strongest to the ban on force feeding for the interguild cook-off. "
2 /2
IIW: Design a card where you give something to an opponent, and then they give something to you.
Creature - Insect Shaman (U)
1G: You may take a bite or a drink of Target player's food or beverage (the player can be in any silver boarder game you can see from your seat). If you do, you gain 2 life.
3B: Target player (any silver boarder player you can see from your seat) cannot eat or drink anyone's food or beverages for the rest of the game they're playing. If they do, they lose 5 life.
2/2
IIW: design a card that pushes the envelope on manipulating the library, i.e. more interesting than "rearrange X top cards"
Draft My Cube!
2 CMC
2/2 body
2 activated abilities, either both costing both colors of mana, or one costing one and the other costing the other
Bonus: the abilities are synergistic. Not every guildmage from the past does this, but the ones that do feel even tighter to me, in terms of design, so I like them more.
Now, I was looking for a design that felt like it could come from Unstable, or the future of MTG unsets, rather than the past ones. I'll get more into what I mean when I detail the designs.
Cardz5000 - Super Secret Guildmage: This is a sweet design, but it's not a guildmage, I'm sorry. You can't just call it that, when it fits none of the criteria, aside from the 2/2 body. I like Nogginstrike, that seems like a good keyword for an unset, as well as the idea of attacking from outside the game, though that seems like it should be clarified more, but not a guildmage. Sorry.
JaceTheBodySculptor - Master Infiltrator: Now this one feels like a guildmage, especially a hybrid of Dimir and Agents of S.N.E.A.K. guildmage, but it's not named that, weird. I love the idea of shuffling cards from outside the game into someone's library, but that ability seems like it should cost less, because unless you're doing it a lot, and I mean a lot, it probably won't effect them, but I also like the other ability, which was seen on some Unstable cards. Very interesting design.
Mergatroid_Jones - Metamancer Guildmage: Now this is a good guildmage for an Unset! Using simic mechanics, at least in the first ability, doing wacky things that are easy for a person to understand, but hard for a computer to work with, and it pushes design space. I don't know how I feel about the phasing ability having basically no drawbacks once you have access to 7 mana a turn, but I suppose they can still kill the mage when you are phased out.
Cardz5000 (again) - Fun-Police Guildmage: I like this design as well. Using card rotation and the like, in a similar manner to slaying mantis and Ol' Buzzbark but with a new spin, to punish players who tap at 45* to tilt their opponent. That said, I feel like the abilities are kind of narrow, or in the case of the second one, not impactful in a lot of games. Like, if your deck doesn't have a Hurloon Wrangler or a Blurry Beeble, why even use it?
Subject 16 - Gruul Guildchef: I don't really like the food idea here. It's an interesting method to take, and in fitting with the design of the first two unsets, but not really Unstable, or any potential Unsets going forward. I love that the abilities are really synergistic, but at the same time, I also very rarely see people eating during games, so I don't think they'd really have a lot of impact, though I suppose repeated "1G: Gain 2 life" isn't the worst ability to have on a card.
FuneralofGod - Famine Guildmage: This doesn't really feel like a Golgari card. I can understand the Gruul Guildchef a little, with the flavor text on Protein hulk especially, but this just doesn't feel like the guild that it's supposed to be a part of. Combine that with another food based design, which isn't really how they're taking the unsets now, and this isn't that great for me, sorry.
Winner: Mergatroid_Jones
Runner up: Jacethebodysculptor (I like the approach of using mechanics from Unstable)
Next design challenge: Something for Commander, Conspiracy, or another supplemental set.
Archenemy Common:
Oracle of Opposition 2U
Creature - Human Wizard
When ~ enters the battlefield, for each opponent, scry 1
Whenever you set a scheme in motion, for each opponent, scry 1
"They see clearer the more there are to blind them."
1/4
Commander Uncommon
Phyrexian Lieutenant 4GB
Trample, Lifelink
Lieutenant: 3, Pay 3 life: Proliferate. Activate this ability only if you control your commander.
"Sweet Vorinclex, would I ever lie to you?" - Sheoldred, Scheming Praetor
5/5
Planechase Rare:
Weatherlight, Sailor of Planes 6
Legendary Artifact - Vehicle
Flying, trample
Whenever you roll a chaos symbol on the planar die, put a +1/+1 counter on ~
Whenever you roll a planeswalk symbol on the planar die, you may have ~ become a creature.
Crew 4
"Hard to starboard, and 'walk us onward!" - Gerrard, Weatherlight Captain
5/5
Conspiracy Mythic:
Voice of the People 5GG
Creature - Avatar
Voice of the People's power and toughness are each equal to twice the number of creatures you control.
Council's Judgement - Whenever Voice of the People attacks, each player votes for another attacking creature you control. Voice of the people gets all abilities of each creature with the most votes, or tied for the most votes.
The people speak with one voice, from many mouths.
*/*
IIW: Un4 is on Ravnica, design a guild leader (Unstable is your basis for what would work as an uncard)
Legendary Creature - Human Wizard {R}
Whenever you cast an instant or sorcery you may counter that spell.
Whenever a spell is countered by a spell or ability you may have Riku, Master of Arcana deal damage to target creature or player equal to the countered spell’s converted mana cost.
Partner (You can have two commanders if both have partner.)
2/2
Riku, Master of Form 2GU
Legendary Creature - Human Wizard {R}
Whenever another creature enters the battlefield under your control, you may have Riku, Master of Form become a copy of that creature except its name is still Riku, Master of Form, it's legendary in addition to its other types, and it gains this ability.
Partner (You can have two commanders if both have partner.)
2/2
IIW: A New God Mechanic
Creature - Hound (C)
Take one for the team - After drafting, you may donate this card to your teammate's deck-building pool.
Menace
3/2
IIW: a new Split card, where one half is the exact same "card" as an already existing split card half, and the other is new. Order the halves as you wish - for example, if you pick "Fire" from Fire/Ice, it's ok for it to be on the right. Add or remove Fuse or Aftermath as you please.
Creature - Minotaur Druid (R)
T: Add 1RG. If this mana is spent to cast a spell, note that spell's name. You cannot cast a spell of the same name for the rest of the game.
2/3
IIW
+1/+1 counters matter or Thopter/Servos matter
typically in team draft environments your team drafts to a single card pool
Artifact
Whenever you roll chaos, look at the top 5 cards of the planar deck, then put then back in any order.
Whenever you encounter a phenomenon, you may instead search the planar deck for a plane card and place it on top of the planar deck.
5,T: Roll the planar die X times, where X is the number of times you've rolled the planar die this turn.
IIW: A new version of a legend from dominaria (pw or creature]
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.
Cardz5000 (Riku and Riku): I like Riku of Two Reflections quite a bit, and I really like what you've done here. The RU one looks like a particularly interesting build around. Obviously they are made to pair together, but they don't have to, which I like.
JaceTheBodySculptor (Fearsome Fletcher): I didn't know what Cardz5000 said about team drafts, but the card can still work. I would like to see the text changed to "after drafting, you may donate this card to any player's deck-building pool". I feel like a friendly and casual environment (which could include cube) might have fun with that mechanic. Perhaps you could even force them to trade a card for it.
Forestsguy (Singling Mystic): I like the idea, but this guy just taps for too much mana. With Llanowar Elves, this can come out turn two, allowing you to have seven mana on turn three pretty easily. Just play a few one-ofs on the top end, and you can go turbo pretty fast.
Totally Haywire (Planesrunner Robes): I'm of two minds on this card. On the one hand, I like that it doubles down on Planechase, on the other hand, I don't like that it does literally nothing anywhere else.
|Katamari| (Commander's Double): This is pretty cool. It's an easy way to cheat out a big commander, but most commanders you'd want to do that with can't play blue anyway. Progenitus seems like the worst offender, but that's not THAT degenerate. Natural Order costs four anyway. Making a copy of their expensive commander does seem fun, and I could see this being fairly widely played.
Winner: |Katamari|
HM: Cardz5000. It was close between the two.
Next: A white taxing permanent.
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
When Feudal Tax enters the battlefield, you become the monarch.
At the beginning of your upkeep, each opponent who controls more lands than you sacrifices a land unless they pay 1. For each player who does, create a colorless artifact token named Gold with "Sacrifice this artifact: Add one mana of any color."
IIW: Design a mechanic based around your hand.
Enchantment
The first spell each opponent casts each turn costs 1 more to cast.
Whenever an opponent casts a spell, create a copy of Compound Interest unless any player pays 1.
IIW: partner commanders with an interesting synergy, bonus if they're something other than 2-color
Creature - Vedalken Adviser
Flash
If an opponent would draw any amount of cards except the first one he or she draws in each of his or her draw steps, that player may pay 1. If they don't, instead, that player draws a card, and you may draw a card. If they do, they draw those cards as normal.
"Consulate law is still to be followed."
1/4
IIW: Un4 is on Ravnica, design a guild leader (Unstable is your basis for what would work as an uncard)
1W
Creature - Human Wizard
Players can't cast spells if they share a card type with another spell that player cast this turn.
2/2
IIW: Cards that say 'win the game' or 'lose the game'
Legendary creature - Weird Advisor
Instant and Sorcery spells cost 2 more to cast.
Instant and Sorcery spells gain Storm.
1/5
IIW: a new Split card, where one half is the exact same "card" as an already existing split card half, and the other is new. Order the halves as you wish - for example, if you pick "Fire" from Fire/Ice, it's ok for it to be on the right. Add or remove Fuse or Aftermath as you please.