Dragon Sprite Engulfer1RR
Creature - Dragon Faerie (R)
Flying
Whenever ~ attacks it deals damage equal to its power to up to one target creature. 3R: ~ gets +4/+4 until the end of turn.
1/1 It's not the size of the dragon breathing the fire that matters it's the size of the fire that the dragon is breathing!
@Forestsguy just fyi, combat damage is dealt all at once, so blocking with 3 1/1s still only deals 4 to the controller, so its less feelsbad than you might see it
Any keyword found on instants/ sorceries will do for this challenge. A keyword not usually found on instants/ sorceries would also work (eg Super-Duper Death Ray).
Primal InvocationXGG
Sorcery {M}
Starting with you, each player may put a permanent card with converted mana cost X or less from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
Awaken X—XXG (If you cast this spell for XXG, also put X +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It’s still a land.)
IIW: Cards from Vryn, preferably with a new mechanic.
This was a weird one to do and I needed a second card to make it work. Not sure I have the wording right and it's been a while since I used to do this stuff more regularly. I had fun with this one though. Bonus points for me if you can make out the reference :-P
Temporal Relocation1G
Legendary Sorcery
Partner with Enigmatic Practitioner of Bellicose(Whenever this spell resolves target player may put Enigmatic Practitioner into their hand from their library then shuffle.)
Search your hand, graveyard and exile zone for a card named Enigmatic Practitioner or a basic land and put it onto the battlefield tapped.
Temporal Relocation Can be your commander as long as Enigmatic Practitioner of Bellicose is also your commander. If you find yourself in need use this. If I can't make it you'll at least get to see somewhere new!" - Enigmatic Practitioner of Bellicose
Enigmatic Practitioner of BellicoseWU
Legendary Creature - Human Wizard
Partner with Temporal Relocation(When this creature enters the battlefield target player may put Temporal Relocation into their hand from their library then shuffle.)
When ~ enters the battlefield put an investigation counter on each creature controlled by an opponent. Creatures with one or more investigation counters on them cannot attack. Creatures with two or more investigation counters on them cannot block. Creatures with three or more investigation counters on them lose all abilities. "This planet is under my protection" - Enigmatic Practitioner of Bellicose
1/1
Not sure if this qualifies, but I'll add an actual instant or sorcery to this later
Defector from Urubrask 2BB
Creature - human cleric
Whenever you cast a red instant or sorcery, you may pay 1B. If you do, that spell gains deathtouch. "Some pesky mirrans still survive the trip through the furnace layer. Sheoldred's wonderful power will ensure they no longer do."
3/3
Burst from the moon 13
Sorcery
Emerge 9UUU
This spell costs 1 less to cast for each card type among cards in your graveyard.
Creatures your opponents control get -3/-0 until your next turn.
You may put a colorless card you own from outside the game into exile. You may cast that card this turn, and it costs 1 less to cast for each card type among cards in your graveyard. Innistrad cowered in fear again as Nissa's arrival reawakened her connection to Emrakul.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
This was a weird one to do and I needed a second card to make it work. Not sure I have the wording right and it's been a while since I used to do this stuff more regularly. I had fun with this one though. Bonus points for me if you can make out the reference :-P
Temporal Relocation1G
Legendary Sorcery
Partner with Enigmatic Practitioner of Bellicose(Whenever this spell resolves target player may put Enigmatic Practitioner into their hand from their library then shuffle. Temporal Relocation Can be your commander as long as Enigmatic Practitioner of Bellicose is also your commander.)
Search your hand, graveyard and exile zone for a card named Enigmatic Practitioner or a basic land and put it onto the battlefield tapped. If you find yourself in need use this. If I can't make it you'll at least get to see somewhere new!" - Enigmatic Practitioner of Bellicose
Enigmatic Practitioner of BellicoseWU
Legendary Creature - Human Wizard
Partner with Temporal Relocation(When this creature enters the battlefield target player may put Temporal Distress Call into their hand from their library then shuffle.)
When ~ enters the battlefield put an investigation counter on each creature controlled by an opponent. Creatures with one or more investigation counters on them cannot attack. Creatures with two or more investigation counters on them cannot block. Creatures with three or more investigation counters on them lose all abilities. "This planet is under my protection" - Enigmatic Practitioner of Bellicose
1/1
IIW: tri-color non jund goblins
The "Temporal Relocation Can be your commander as long as Enigmatic Practitioner of Bellicose is also your commander." text needs to be actual rules text instead of reminder text (in part because partner doesn't actually impart the ability to be a commander.) It also looks like you changed the names of your cards and didn't update that in the card texts (You want Enigmatic Practitioner of Bellicose in the text on the first card, as "Enigmatic Practitioner" is not the character's name (and even if it is, judging by what I think you are referencing, it could still lead to confusion), and you still have "Temporal Distress Call" in the reminder text on the second card.) also, italicize your reminder text.
The "Temporal Relocation Can be your commander as long as Enigmatic Practitioner of Bellicose is also your commander." text needs to be actual rules text instead of reminder text (in part because partner doesn't actually impart the ability to be a commander.)
Thank you for your help! I think I fixed most of that. The only thing is that I am pretty sure that the keyword does actually give the ability to be a commander. Admittedly this is an odd case since it's a sorcery.
The only thing is that I am pretty sure that the keyword does actually give the ability to be a commander. Admittedly this is an odd case since it's a sorcery.
Will and Rowan Kenrith needed specific text to be commanders, additionally, if partner gave commander status on its own, all of the uncommon partners from battlebond could be commanders (they cannot)
Target instant or sorcery card in your graveyard gains flashback and replicate until end of turn. Its flashback and replicate costs are equal to its mana cost.
Replicate (U/R)
Flashback (U/R)
IIW: Guild mechanics for the guilds of ravnica set guilds (Boros, Dimir, Izzet, Golgari, Selesnya)
Will and Rowan Kenrith needed specific text to be commanders, additionally, if partner gave commander status on its own, all of the uncommon partners from battlebond could be commanders (they cannot)
Hmm the wording in the rules is strange but I agree with your deduction thanks for breaking it down for me. So tell me if I have this right now. I think partner grants the ability to have two commanders but doesn't grant exception to other limiters on commanders in the format. Huh magic rules are so interesting.
Rite of Replacement
3UU
Instant (Rare)
Create a token that is a copy of target non-token creature you control.
Buyback - Sacrifice a non-token Creature (You may sacrifice a non-token creature as you cast this spell. If you do, return it to your hand as it resolves). There’s something off with Jim today...
Will and Rowan Kenrith needed specific text to be commanders, additionally, if partner gave commander status on its own, all of the uncommon partners from battlebond could be commanders (they cannot)
Hmm the wording in the rules is strange but I agree with your deduction thanks for breaking it down for me. So tell me if I have this right now. I think partner grants the ability to have two commanders but doesn't grant exception to other limiters on commanders in the format. Huh magic rules are so interesting.
Cardz5000- Primal Invocation: This is a rare effect, and it's nice to see it. The biggest danger I see is that in a land deck you can play this for GG and have a pretty clean Fastbond. Interestingly, this makes the awaken bit more synergistic (as it initially seems like an arbitrary upside). This is a really cool card, but it has the danger of being broken or bust: it'll either get banned, or it won't end up being playable.
Trabant777- Temporal Relocation and Enigmatic Praticioner of Bellicose: Now those are some weird cards. It's especially weird that Temporal Relocation searches for the legend twice: once with partner, and again for the ability. As for the Practitioner of Bellicose himself, I really like the ability. I feel like partnering him with a spell works, but I don't really like the way this spell is worded. I would suggest that you get rid of the searching text on "partner with" and instead simply have it be that they can both be your commander. Temporal Relocation already fetches him anyway.
Chetoos- Defectors From Urabrask and Burst from the Moon: Defector from Urabrask actually seems like it could be a bit better, just straight giving red instants/sorceries deathtouch. It can turn something like Electrickery into a crazy blowout, but I don't think it's overpowered on a Hill Giant. Burst from the Moon is pretty odd. Obviously the Hysterical Blindness bit is not really worth the cost, and even with the cost reduction, it would require a pretty big investment to get anything worthwhile.
TotallyHaywire- Explosive Return: This is hard to evaluate, and would require serious playtesting. At first glimpse, it looks pretty undercosted compared to Past in Flames. Replicate adds some interesting spice, and could lead to some interesting (and potentially broken) combos with the right graveyard. The card is super cool, but I bet it's broken in half.
KarmaHoudini- Rite of Replacement: There is a lot going on here. The non-token requirement in two places makes this an extremely interesting card. Buyback is such a powerful ability that this really couldn't cost less. The card seems well balanced.
Forestsguy- Underearthen Dirge: This is more blue than black despite the loss of life. This would be too good even without the upsides that you can just discard a swamp and that you can retrace it. Retrace turns this into a ridiculous engine where you are drawing all the lands you could possibly need to fuel it. It's all just too much.
JaceTheBodySculptor- Seek Prey: This is an interesting take on a Lure effect. If you don't need the lure, you put it on an evasive guy for a cantrip. Rebound means that you can potentially go for both modes, which is cute.
I sincerely disagree with just giving red instants and sorceries deathtouch. It's not like lifelink, this turns any burn spell, even a shock or as you mentioned electrickery, into a kill spell, and I think that's a little strong. I could see making the cost just B, so it's at least RB to kill a creature, and that's terminate, but it still seems dangerous.
Crushing stampede 2GGG
Sorcery
Creatures you control get +X/+X until end of turn, where X is the number of mono-colored green creatures you control. Mono-colored green creatures you control also gain trample until end of turn.
Simple straightforward design. Green gives power.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
Avatar of Despair7
Legendary Creature - Avatar(M)
If ~ is in your command zone at the beginning of the game, or when it enters the battlefield choose a color. ~ Is the chosen color.
At the beginning of your upkeep Each player sacrifices all permanents that are any color other than the chosen color. "Despair knows no color or creed and comes to all who suffer loss in war." - Gaddock Teeg
5/5
Is the wording weird on the text in the beginning?
@Trabant: That's not the worst way to word it, but I would have you choose the color when it enters the battlefield if it isn't the commander. That way, you don't have to reveal your fattie when you draw it, and you won't forget to reveal it.
Prejudicial ExpulsionUUUU
Enchantment
Whenever a player casts a nonblue creature spell, counter that spell unless its controller pays (2/U).
Cycling 1U "Humans, goblins, elves, dwarves: all scum! Scum, scum, SCUM!!" -Hyevn, Svyelunite buttinsky
IIW: A more expensive version of an existing card with CMC 1 (list the card).
Phyrexian Assimilator UUUU
Artifact creature - Shapeshifter
You may have ~ enter the battlefield as a copy of any creature, except any activated ability costs (including tapping) are replaced by UU.
0/0
IIW: a Ravnica block (or RTR block) mechanic in the wrong color(s)
Bargain with the Afterlife X(W/B)(W/B)(W/B)(W/B)
Sorcery
Create an amount of 1/1 white Spirit creature tokens with flying equal to half the amount of white mana spent to cast this spell, rounded up, then create an amount of 2/2 black Zombie creature tokens equal to half the amount of black mana spent this way, rounded up.
If only white mana was spent to cast this spell, create a 3/3 white Spirit creature token with flying, lifelink and "Other creatures you control that are white and no other color get +2/+2 and have lifelink.
If only black mana was spent to cast this spell, create a 3/3 black Zombie creature token with menace and "Other creature you control that are black and no other color get +1/+1 and have menace".
IIW: New guild mechanic for guilds of ravnica guilds
@trabant, you can't legally have a mandatory draw reveal on a card, because it is unverifiable. In addition, cards lose identity when they move between zones, specifically hand/library above others, so it would be better to have it as an etb or on cast effect. Also, what if you start the game with it in hand/ have multiples in hand? So, yeah the wording st the beginning is wrong.
"When ~ enters the battlefield, choose a color. ~ is the chosen color."
The "for the rest of the game" part doesn't really work because of the identity issues above. If this one gets tucked into your library, and you later draw avatar of despair, how will you know if it's the one you already named a color for or a new one?
Creature - Dragon Faerie (R)
Flying
Whenever ~ attacks it deals damage equal to its power to up to one target creature.
3R: ~ gets +4/+4 until the end of turn.
1/1
It's not the size of the dragon breathing the fire that matters it's the size of the fire that the dragon is breathing!
IIW: 3 color non-jund goblins
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
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.
Sorcery {M}
Starting with you, each player may put a permanent card with converted mana cost X or less from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
Awaken X—XXG (If you cast this spell for XXG, also put X +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It’s still a land.)
IIW: Cards from Vryn, preferably with a new mechanic.
Temporal Relocation1G
Legendary Sorcery
Partner with Enigmatic Practitioner of Bellicose(Whenever this spell resolves target player may put Enigmatic Practitioner into their hand from their library then shuffle.)
Search your hand, graveyard and exile zone for a card named Enigmatic Practitioner or a basic land and put it onto the battlefield tapped.
Temporal Relocation Can be your commander as long as Enigmatic Practitioner of Bellicose is also your commander.
If you find yourself in need use this. If I can't make it you'll at least get to see somewhere new!" - Enigmatic Practitioner of Bellicose
Enigmatic Practitioner of BellicoseWU
Legendary Creature - Human Wizard
Partner with Temporal Relocation(When this creature enters the battlefield target player may put Temporal Relocation into their hand from their library then shuffle.)
When ~ enters the battlefield put an investigation counter on each creature controlled by an opponent. Creatures with one or more investigation counters on them cannot attack. Creatures with two or more investigation counters on them cannot block. Creatures with three or more investigation counters on them lose all abilities.
"This planet is under my protection" - Enigmatic Practitioner of Bellicose
1/1
IIW: tri-color non jund goblins
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Defector from Urubrask 2BB
Creature - human cleric
Whenever you cast a red instant or sorcery, you may pay 1B. If you do, that spell gains deathtouch.
"Some pesky mirrans still survive the trip through the furnace layer. Sheoldred's wonderful power will ensure they no longer do."
3/3
Burst from the moon 13
Sorcery
Emerge 9UUU
This spell costs 1 less to cast for each card type among cards in your graveyard.
Creatures your opponents control get -3/-0 until your next turn.
You may put a colorless card you own from outside the game into exile. You may cast that card this turn, and it costs 1 less to cast for each card type among cards in your graveyard.
Innistrad cowered in fear again as Nissa's arrival reawakened her connection to Emrakul.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
The "Temporal Relocation Can be your commander as long as Enigmatic Practitioner of Bellicose is also your commander." text needs to be actual rules text instead of reminder text (in part because partner doesn't actually impart the ability to be a commander.) It also looks like you changed the names of your cards and didn't update that in the card texts (You want Enigmatic Practitioner of Bellicose in the text on the first card, as "Enigmatic Practitioner" is not the character's name (and even if it is, judging by what I think you are referencing, it could still lead to confusion), and you still have "Temporal Distress Call" in the reminder text on the second card.) also, italicize your reminder text.
Thank you for your help! I think I fixed most of that. The only thing is that I am pretty sure that the keyword does actually give the ability to be a commander. Admittedly this is an odd case since it's a sorcery.
Edited for spelling and grammar.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Sorcery {M}
Target instant or sorcery card in your graveyard gains flashback and replicate until end of turn. Its flashback and replicate costs are equal to its mana cost.
Replicate (U/R)
Flashback (U/R)
IIW: Guild mechanics for the guilds of ravnica set guilds (Boros, Dimir, Izzet, Golgari, Selesnya)
Hmm the wording in the rules is strange but I agree with your deduction thanks for breaking it down for me. So tell me if I have this right now. I think partner grants the ability to have two commanders but doesn't grant exception to other limiters on commanders in the format. Huh magic rules are so interesting.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
3UU
Instant (Rare)
Create a token that is a copy of target non-token creature you control.
Buyback - Sacrifice a non-token Creature (You may sacrifice a non-token creature as you cast this spell. If you do, return it to your hand as it resolves).
There’s something off with Jim today...
IIW: mono-colour matters
Yeah, it sounds like you've got it.
Sorcery (Uncommon)
Draw three cards.
Discard two cards and you lose 2 life, unless you discard a basic Swamp card.
Retrace
IIW:
Take two IIWs from other players this round
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.
Sorcery
Target creature must be blocked this turn if able. If it attacks and is not blocked this turn, draw a card.
Rebound
IIW: a Ravnica block (or RTR block) mechanic in the wrong color(s)
Cardz5000- Primal Invocation: This is a rare effect, and it's nice to see it. The biggest danger I see is that in a land deck you can play this for GG and have a pretty clean Fastbond. Interestingly, this makes the awaken bit more synergistic (as it initially seems like an arbitrary upside). This is a really cool card, but it has the danger of being broken or bust: it'll either get banned, or it won't end up being playable.
Trabant777- Temporal Relocation and Enigmatic Praticioner of Bellicose: Now those are some weird cards. It's especially weird that Temporal Relocation searches for the legend twice: once with partner, and again for the ability. As for the Practitioner of Bellicose himself, I really like the ability. I feel like partnering him with a spell works, but I don't really like the way this spell is worded. I would suggest that you get rid of the searching text on "partner with" and instead simply have it be that they can both be your commander. Temporal Relocation already fetches him anyway.
Chetoos- Defectors From Urabrask and Burst from the Moon: Defector from Urabrask actually seems like it could be a bit better, just straight giving red instants/sorceries deathtouch. It can turn something like Electrickery into a crazy blowout, but I don't think it's overpowered on a Hill Giant. Burst from the Moon is pretty odd. Obviously the Hysterical Blindness bit is not really worth the cost, and even with the cost reduction, it would require a pretty big investment to get anything worthwhile.
TotallyHaywire- Explosive Return: This is hard to evaluate, and would require serious playtesting. At first glimpse, it looks pretty undercosted compared to Past in Flames. Replicate adds some interesting spice, and could lead to some interesting (and potentially broken) combos with the right graveyard. The card is super cool, but I bet it's broken in half.
KarmaHoudini- Rite of Replacement: There is a lot going on here. The non-token requirement in two places makes this an extremely interesting card. Buyback is such a powerful ability that this really couldn't cost less. The card seems well balanced.
Forestsguy- Underearthen Dirge: This is more blue than black despite the loss of life. This would be too good even without the upsides that you can just discard a swamp and that you can retrace it. Retrace turns this into a ridiculous engine where you are drawing all the lands you could possibly need to fuel it. It's all just too much.
JaceTheBodySculptor- Seek Prey: This is an interesting take on a Lure effect. If you don't need the lure, you put it on an evasive guy for a cantrip. Rebound means that you can potentially go for both modes, which is cute.
Winner: KarmaHoudini
Next: Mono-color matters
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.
Crushing stampede 2GGG
Sorcery
Creatures you control get +X/+X until end of turn, where X is the number of mono-colored green creatures you control. Mono-colored green creatures you control also gain trample until end of turn.
Simple straightforward design. Green gives power.
IIW: Changing Un4's premise now: your multiversal threat of choice (eldrazi, phyrexians, bolas, etc) comes to Bablovia (Unstable's plane). Design cards of the villain's forces either attacking or converting the denizens of the plane.
Legendary Creature - Avatar(M)
If ~ is in your command zone at the beginning of the game, or when it enters the battlefield choose a color. ~ Is the chosen color.
At the beginning of your upkeep Each player sacrifices all permanents that are any color other than the chosen color.
"Despair knows no color or creed and comes to all who suffer loss in war." - Gaddock Teeg
5/5
Is the wording weird on the text in the beginning?
IIW: 3 color nonjund goblins
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Here's my take on Invoke Prejudice.
Prejudicial Expulsion UUUU
Enchantment
Whenever a player casts a nonblue creature spell, counter that spell unless its controller pays (2/U).
Cycling 1U
"Humans, goblins, elves, dwarves: all scum! Scum, scum, SCUM!!" -Hyevn, Svyelunite buttinsky
IIW: A more expensive version of an existing card with CMC 1 (list 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.
Artifact creature - Shapeshifter
You may have ~ enter the battlefield as a copy of any creature, except any activated ability costs (including tapping) are replaced by UU.
0/0
IIW: a Ravnica block (or RTR block) mechanic in the wrong color(s)
Sorcery
Create an amount of 1/1 white Spirit creature tokens with flying equal to half the amount of white mana spent to cast this spell, rounded up, then create an amount of 2/2 black Zombie creature tokens equal to half the amount of black mana spent this way, rounded up.
If only white mana was spent to cast this spell, create a 3/3 white Spirit creature token with flying, lifelink and "Other creatures you control that are white and no other color get +2/+2 and have lifelink.
If only black mana was spent to cast this spell, create a 3/3 black Zombie creature token with menace and "Other creature you control that are black and no other color get +1/+1 and have menace".
IIW: New guild mechanic for guilds of ravnica guilds
"When ~ enters the battlefield, choose a color. ~ is the chosen color."
The "for the rest of the game" part doesn't really work because of the identity issues above. If this one gets tucked into your library, and you later draw avatar of despair, how will you know if it's the one you already named a color for or a new one?