Shambling Rot-Beast3G
Creature- Plant Elephant (C)
Pay 1 life, Discard Shambling Rot-Beast: Spawn a forest (Create a tapped colorless forest land token. This counts as playing a land for the turn. Do this only any time you could play a land.) Amazing what life can accomplish without need of a brain.
3/3
Frowzy Backwater
Land (U)
Frowzy Backwater enters the battlefield tapped. T: Add B to your mana pool. B, Exile Frowzy Backwater from your graveyard: Spawn a swamp. (Create a tapped colorless swamp land token. This counts as playing a land for the turn. Do this only any time you could play a land.)
Primordial Sieve0
Artifact (R)
Sacrifice a land: Spawn a forest. (Create a tapped colorless forest land token. This counts as playing a land for the turn. Do this only any time you could play a land.) "Regress."
Loamweaver1BGG
Creature- Spider(R)
Reach (B/G), Discard a card: Spawn a forest or swamp. (Create a tapped colorless forest or swamp land token.This counts as playing a land for the turn. Do this only any time you could play a land.) Ravnica has many cities within cities. This one of silk.
2/4
A lot of ideas spring to mind with this mechanic.
Sluiceway Polluter2B
Creature- Zombie Lizard (U) 1B, Exile Suiceway Polluter from your graveyard: Each player loses 1 life. Spawn a swamp. (Create a tapped colorless swamp land token.This counts as playing a land for the turn. Do this only any time you could play a land.) "POSTED: Drink the water at your own risk." - 88th-114th district flyers
3/1
Undercity GuildmageBG
Creature- Zombie Elf Shaman (U) 1B, Discard a card: Spawn a swamp (Create a tapped colorless swamp land token.This counts as playing a land for the turn. Do this only any time you could play a land.) 1G, Sacrifice a creature: You may play an additional land this turn.
2/2
Elven RedeemerG
Creature- Elf Shaman (R) T, Sacrifice a land: Choose a basic land type. Spawn a land of that type. (Create a tapped colorless land token of the chosen type. This counts as playing a land for the turn. Do this only any time you could play a land.) "Enough of this."
1/2
IIW: Something that produces mana without tapping for it.
Zap Technician 1(U/R)(U/R)
Creature - Human Wizard T: ~ deals 0 damage to any target.
Increment (Except for casting costs, add 1 to every number on cards in your hand and cards or abilities you control on the stack.)
1/1
So this makes Bolt deal 4 damage and Divination draw 3 cards. It would not affect power and toughness because they revert to normal on the battlefield. Adds extra targets when a number is involved, for example Early Frost. Does nothing with single targets or instances of "draw a card" (which can be used to your benefit with effects like Desperate Ravings
Dryad of Renewal2G
Creature - Dryad (C)
Resurgence 1 (When you cast this, you may untap exactly one tapped creature you control. If you do, create a token copy of this except it is 1/1.)
1/2
Ajani's GuildmageGW
Creature - Cat Wizard (u) T: Add G or W. T, GW: Tap an untapped creature you control. Other creatures you control get +1/+1 until end of turn.
2/2
Reinforcement Wurm2GW
Creature - Wurm (R)
Resurgence 4 (When you cast this, you may untap exactly four tapped creatures you control. If you do, create a token copy of this except it is 4/4.)
The soldier swere losing the battle, but never their faith.
Their faith was rewarded.
4/4
Hymn of Resurgence2GGWW
Enchantment (MR)
Creature spells your team controls have resurgence 1. (When you cast this, you may untap exactly one tapped creature you control. If you do, create a token copy of this except it is 1/1.)
If ten or more creatures untap this turn, creatures your team control get +1/+1 and gain trample and haste until end of turn.
IiW
8+ CMC monocolored planeswalkers
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
Guild: Golgari
Mechanic: Harvest (whenever a creature card is put into your graveyard from anywhere, if it has a greater power than this creature’s, put a +1/+1 counter on on this creature).
Golgari Gravefarmer 1B
Creature - Plant Zombie
Harvest (whenever a creature card is put into your graveyard from anywhere, if it has a greater power than this creature’s, put a +1/+1 counter on on this creature).
When ~ enters the battlefield, put the top card of your library into your graveyard. ”The Golgari tend to blur the line between ‘Farmer’ and ‘Crop’”
1/1
Name of the mechanic is a placeholder. Another possible name for the mechanic is Compost, but I like it less.
Cards5000- Onslaught- I like how onslaught captures the aggression and power of Boros, but Boros has kinda always been about boosting many things, lots of weenies etc. Battalion and Radiance were both about boosting your board, so for me this mechanic doesn't really work as Boros. Great for Rakdos though.
Chetoos- Procession- This is flavorful for Selesyna, and a strong mechanic, because the spells are good enough to not be dead without procession but not too good that procession breaks them [except for conclave together, like goddamn that is one of the most powerful anthems I've ever seen].
Mergatroid_Jones- Spawn- I love this mechanic. The Golgari creating their artificial rot farms. It's not any kind of broken ramp because of the play a land condition, and it's very unique. I'm imagining the Golgari Legendary being some giant behemoth that gets minused for your nontoken lands. The one thing I'd note is that because ofthe wording, it would be difficult to make this a triggered ability eith the timing restriction, so that could be cleaned up.
JaceTheBodySculptor-Increment- Rhis mechanic feels Izzet with the ability to modify your spells and make them experimental in a way. It also feels way too powerful and a little confusing to me though. If their's a 1 drop with this keyword, suddenly on turn 2 your Impulse becomes dig 4, draw 2 for 2. As far as confusion, casting costs are not incremented but other costs are? So Cycling costs more, but overload doesn't. Also cryptic command becomes very very very good and spells that check for one or more events become extremely unusable.
Forestsguy- Resurgence- This mechanic just feels messy to me. Resurgence X means tap X creatures, create an X/X. That's a lot of conditionals. First off, the word exactly is redundant. In magic, exactly is implied in pretty much every sentence that doesn't have 'up to' in it. Also, for your wording, you cast a spell, and then it doesn't matter if its countered, you can still get the copy? Also, it says 'create of copy of this' but at the time that would be referenced, this is a spell, not a permanent that can be copied. The entire hymn of resurgence card has so many confusions with wording as well. This mechanic needs a lot of cleaning up, but it is somewhat interesting.
KarmaHoudini- Harvest- Without the greater power clause, this would be broken as all hell. With it it's still very strong. If you have a 1/1 with this mechanic, and you mill a ton of cards, you can arrange the triggers so your 2/2 triggers, then your 3/3 etc etc. Maybe if it said 1 or more it would be better, but then you could take off the greater power clause, because the Golgari tend to feed off whatever, not just the strong.
Winner: Mergatroid_Jones
Next: Something that produces mana without tapping for it
Bathal, Wound of SufferingBBBBB
Legendary Creature - Demon (MR)
Whenever you lose life, add that much B.
Black mana does not empty as long as you control a Demon. BBBBBBBBBBBBB (thirteenB): Return up to thirteen creature cards from your graveyard to your hand. Your suffering is an omen of your blessings to come. 6/6
I really feel like Spawn shouldn't have won, just because I know that Maro has talked about making land tokens, and they always have to pull back, because people try to shuffle them into their deck. Oh well.
Steward of Rhonas 2G
Creature - Human Druid T: Target attacking creature gets +2/+0 until end of turn.
Exert this creature: Add GG. Activate this ability only if this creature is tapped.
2/3
Monstrosaur Herder 1G
Creature - Human Druid
At the beginning of your post-combat main phase, add G for each dinosaur you control. "We have an understanding. I feed them, they don't eat me."
1/3
Kindle Swine2(R/G)(R/G)
Creature - Elemental Boar {R}
When Kindle Swine enters the battlefield, add one mana of any color for each unspent mana you have.
2/2
@chetoos I will never judge a mechanic or a card based on how stupid people will mess it up. Magic is a complex game and if people can't remember not to shuffle tokens (which should be differently sleeved regardless, and would probably have a unique appearance marking them as tokens) back into their deck, that's not my problem
Resource Exhaust 1RR
Enchantment
Whenever you would draw a card, you may instead exile cards from the top of your library until you exile a nonland card. If the exiled card is red, place a number of charge counters on Resource Exhaust equal to the exiled cards' converted mana cost.
Remove 3 charge counters from resource exhaust: Add RRR. No time for that now! We need to lighten the load!- Chandra Nalaar
IIW: auras that t (the aura itself, not the enchanted permanent)
Mantle of Cromat3
Artifact - Equipment (R)
Whenever equipped creature attacks add mana equal to the equipped creature's mana cost.
Equip 2 "How did it even wear this thing?" - Gerrard Capashen
Forestsguy- Bathal, Wound of Suffering: Wow, mana for every lost life is pretty impressive. I don't even want to think about the ways this gets ridiculous. "Black mana doesn't empty" is pretty terrifying too. The "if you control a demon" clause is redundant, since it's an ability of a demon. I think the 13tuple Raise Dead is a good ability for this kind of card, as it's splashy, but not immediately abuseable. I also appreciate the reminder text. The card itself does so much as to be potentially pretty broken, but to be fair, the mana cost is prohibitive enough to keep it from being that widely played. It may be a broken card in one modern deck, and it may be banned as commander, but that's not the worst power level to be, it's just dangerous.
Chetoos- Steward of Rhonas, and Monstrosaur Herder: Steward of Rhonas is a cool design, but it has issues: the first ability feels more red than green, and although it clearly works with the second ability, it is also at odds with it by asking you to be playing an aggressive game, and a slower game at the same time. Leaving this tapped every turn does turn this into quite the mana machine, which I don't dislike. The other serious issue is that (to my knowledge), there's no reason you can't just exert this seventy times in one turn. It needs a "once per turn, and only as a sorcery" clause. Monstrosaur Herder is a little less interesting to me. It's a fine card, and I don't find flaw with the design, but there's only so much you can do with a niche tribe like dinosaurs. [In defense of land tokens: I'm confident an artistic direction could be found that would mitigate this problem. It works for creatures and artifacts, so why not lands?]
Cardz5000- Kindle Swine: There's something interesting. This essentially has a kicker of X. The main modes: play for 4, get 0 mana. Play for 5, get 2 mana. Play for 6, get 4. Play for 7, get 6. Play for 8, get 8. These are all pretty modest plays, considering you're getting the same body as Burning-Tree Emissary, which always pays for itself. If you're turbo-ramping, this will go pretty big. Play for 14, get 20 mana, then bounce it with Erratic Portal, play for 19, and get 30 mana. I'm not sure what you're doing with all that, but it's something you can do. If you're playing this card fairly, you're probably playing it wrong. It's not broken, but it is a tool for something broken. It's a bit of a mathy head-ache, and it's abysmal at four mana, but it's a really cool design. Hybrid mana was a good choice here.
JaceTheBodySculptor- Ritualists Tomb: This sets off a lot of red flags for broken cards. Most importantly, it gives you three mana at instant speed on turn 0. Noboby wants turn 1 wins, and that's exactly the kind of thing that can come out of something like this. I don't know what discard outlet the Spikes of the world will find to break this, but they will break it, and they will do their best to turn the format into vintage. It could also use a more legendary name. If this is the card that breaks modern, it should sound impressive.
Totally Haywire- Resource Exhaust: The Words of Wilding cycle proves that skipping your draw is a huge cost. What's worse is that this makes you skip your draw for an unpredictable amount of mana that you need to then use to cast a card you've already drawn. Every activation is painful card disadvantage, and you've spent a card on the enchantment that does only that. You'd better be doing something really powerful to put yourself behind like that. If you play your cards right with things like Sensei's Divining Top, you can use this to power out something massive on turn four or five, but things need to be going pretty well for that to happen. It's cool, but it's textbook jank.
Trabant777- Mantle of Cromat: Because of the whole Cromat thing, I imagine "mana cost" instead of "converted mana cost" was intentional. If that's the case, the "mana cost includes color" reminder text should be there. Either way, this needs a clause to stop you losing the mana as steps and phases end, or it will be pretty useless. With that, I like the card a lot. You have to jump through several hoops to get your mana, so it's fine that it gives you an open-ended amount. It turns your creatures into Savage Ventmaw, which is pretty cool.
KarmaHoudini- Harvester of Worlds: I like the Squandered Resources reference. At five mana, and with the vulnerability of a creature, I don't think this will produce a combo-deck in standard, but it's a pretty cool option to have. On its face, it gives you the ability to make boffo mana for one turn, and it gives you something to do with it, which is nice. Since each of your lands can produce two with it, it is very much like a Vampire Aristocrat for lands, and with the ability to pump it without sacrificing, and the ability to use all that mana for something else, this has a lot of built in options. It feels like a pretty printable rare.
Winner: KarmaHoudini. Honorable mention to Cardz5000 for a quite original design.
Next: Amusing Flavor text (that makes sense on the card it is on).
Abjurer's Staff3
Artifact (R)
When a noncreature source controlled by an opponent would deal damage to you or a permanent you control, instead scry X where X is the amount of damage that would have been dealt. T, Sacrifice Abjurer's Staff: Target creature gains hexproof until end of turn. "I'm confused." - Chandra Nalaar
Given the general lack of interest, I’m putting forward an alternative criteria: Modal Spells (Spells where you choose one or more modes as per Esper Charm, Cryptic Command, Fiery Conflux, Collective Brutality, etc). You can design for this or my previous IIW
Speedrunner's Charm R
Sorcery
Choose one - Target creature gains haste until end of turn; or target creature gains double strike until end of turn; or target creature cannot be blocked by walls this turn.
Well, due to lack of interest, may as well move on:
Mergatroid Jones:
The main ability of the staff is interesting, but turning off non-creature damage is quite strong for 3 mana on an artifact. The scry ability, however, seems tacked on, since it will never be relevant, as does the sacrifice to give hexproof ability. I get the Flavor text being about how confusing the card is, but I don’t think it’s particularly clever.
JacetheBodySculptor:
I like this charm. Each of the modes is commonly seen on the ‘unplayable 1 mana red spell or limited’, but as a charm there might be enough versatility there. That being said, I wish there was a little bit more oomf in the card, maybe making the third mode a mini faithless looting or something.
Pupating Hydra XGG
Creature - Insect Hydra
Pupating Hydra enters the battlefield with X +1/+1 counters on it.
Echo - XXGGG
When you pay Pupating Hydra's echo cost, put X +1/+1 counters on it. (Possibly changed to Y. This is supposed to be independent of how many it entered with.)
When Pupating Hydra dies, create a number of insect creature tokens equal to the number of +1/+1 counters on Pupating Hydra.
0/0
The joke was supposed to be that Chandra just doesn't get it when shooting fire won't work (on account of she ain't the brightest torch on Kaladesh), but that didn't even come through. Coming up with a joke and making a card for it turns out to be pretty friggin' hard.
Tibalt, Cackling FiendRR
Planeswalker- Tibalt
Echo RR
{+1}: Each player discards a card at random. Draw a card.
{-2}: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
{-7}: You get an emblem with "You may cast instant and sorcery cards from your graveyard. When you do, exile them."
{{4}}
IIW: Big numbers anywhere on the card. (Obviously, "big" is a relative term. Three is a big number for extra turns, but not for power/toughness.)
Shambling Rot-Beast 3G
Creature- Plant Elephant (C)
Pay 1 life, Discard Shambling Rot-Beast: Spawn a forest (Create a tapped colorless forest land token. This counts as playing a land for the turn. Do this only any time you could play a land.)
Amazing what life can accomplish without need of a brain.
3/3
Frowzy Backwater
Land (U)
Frowzy Backwater enters the battlefield tapped.
T: Add B to your mana pool.
B, Exile Frowzy Backwater from your graveyard: Spawn a swamp. (Create a tapped colorless swamp land token. This counts as playing a land for the turn. Do this only any time you could play a land.)
Primordial Sieve 0
Artifact (R)
Sacrifice a land: Spawn a forest. (Create a tapped colorless forest land token. This counts as playing a land for the turn. Do this only any time you could play a land.)
"Regress."
Loamweaver 1BGG
Creature- Spider(R)
Reach
(B/G), Discard a card: Spawn a forest or swamp. (Create a tapped colorless forest or swamp land token.This counts as playing a land for the turn. Do this only any time you could play a land.)
Ravnica has many cities within cities. This one of silk.
2/4
Sluiceway Polluter 2B
Creature- Zombie Lizard (U)
1B, Exile Suiceway Polluter from your graveyard: Each player loses 1 life. Spawn a swamp. (Create a tapped colorless swamp land token.This counts as playing a land for the turn. Do this only any time you could play a land.)
"POSTED: Drink the water at your own risk." - 88th-114th district flyers
3/1
Undercity Guildmage BG
Creature- Zombie Elf Shaman (U)
1B, Discard a card: Spawn a swamp (Create a tapped colorless swamp land token.This counts as playing a land for the turn. Do this only any time you could play a land.)
1G, Sacrifice a creature: You may play an additional land this turn.
2/2
Elven Redeemer G
Creature- Elf Shaman (R)
T, Sacrifice a land: Choose a basic land type. Spawn a land of that type. (Create a tapped colorless land token of the chosen type. This counts as playing a land for the turn. Do this only any time you could play a land.)
"Enough of this."
1/2
IIW: Something that produces mana without tapping for it.
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 Wizard
T: ~ deals 0 damage to any target.
Increment (Except for casting costs, add 1 to every number on cards in your hand and cards or abilities you control on the stack.)
1/1
So this makes Bolt deal 4 damage and Divination draw 3 cards. It would not affect power and toughness because they revert to normal on the battlefield. Adds extra targets when a number is involved, for example Early Frost. Does nothing with single targets or instances of "draw a card" (which can be used to your benefit with effects like Desperate Ravings
Creature - Dryad (C)
Resurgence 1 (When you cast this, you may untap exactly one tapped creature you control. If you do, create a token copy of this except it is 1/1.)
1/2
Ajani's Guildmage GW
Creature - Cat Wizard (u)
T: Add G or W.
T, GW: Tap an untapped creature you control. Other creatures you control get +1/+1 until end of turn.
2/2
Reinforcement Wurm 2GW
Creature - Wurm (R)
Resurgence 4 (When you cast this, you may untap exactly four tapped creatures you control. If you do, create a token copy of this except it is 4/4.)
The soldier swere losing the battle, but never their faith.
Their faith was rewarded.
4/4
Hymn of Resurgence 2GGWW
Enchantment (MR)
Creature spells your team controls have resurgence 1. (When you cast this, you may untap exactly one tapped creature you control. If you do, create a token copy of this except it is 1/1.)
If ten or more creatures untap this turn, creatures your team control get +1/+1 and gain trample and haste until end of turn.
IiW
8+ CMC monocolored planeswalkers
Guild: Golgari
Mechanic: Harvest (whenever a creature card is put into your graveyard from anywhere, if it has a greater power than this creature’s, put a +1/+1 counter on on this creature).
Golgari Gravefarmer
1B
Creature - Plant Zombie
Harvest (whenever a creature card is put into your graveyard from anywhere, if it has a greater power than this creature’s, put a +1/+1 counter on on this creature).
When ~ enters the battlefield, put the top card of your library into your graveyard.
”The Golgari tend to blur the line between ‘Farmer’ and ‘Crop’”
1/1
Name of the mechanic is a placeholder. Another possible name for the mechanic is Compost, but I like it less.
IIW: Cards for Battlebond 2
Chetoos- Procession- This is flavorful for Selesyna, and a strong mechanic, because the spells are good enough to not be dead without procession but not too good that procession breaks them [except for conclave together, like goddamn that is one of the most powerful anthems I've ever seen].
Mergatroid_Jones- Spawn- I love this mechanic. The Golgari creating their artificial rot farms. It's not any kind of broken ramp because of the play a land condition, and it's very unique. I'm imagining the Golgari Legendary being some giant behemoth that gets minused for your nontoken lands. The one thing I'd note is that because ofthe wording, it would be difficult to make this a triggered ability eith the timing restriction, so that could be cleaned up.
JaceTheBodySculptor-Increment- Rhis mechanic feels Izzet with the ability to modify your spells and make them experimental in a way. It also feels way too powerful and a little confusing to me though. If their's a 1 drop with this keyword, suddenly on turn 2 your Impulse becomes dig 4, draw 2 for 2. As far as confusion, casting costs are not incremented but other costs are? So Cycling costs more, but overload doesn't. Also cryptic command becomes very very very good and spells that check for one or more events become extremely unusable.
Forestsguy- Resurgence- This mechanic just feels messy to me. Resurgence X means tap X creatures, create an X/X. That's a lot of conditionals. First off, the word exactly is redundant. In magic, exactly is implied in pretty much every sentence that doesn't have 'up to' in it. Also, for your wording, you cast a spell, and then it doesn't matter if its countered, you can still get the copy? Also, it says 'create of copy of this' but at the time that would be referenced, this is a spell, not a permanent that can be copied. The entire hymn of resurgence card has so many confusions with wording as well. This mechanic needs a lot of cleaning up, but it is somewhat interesting.
KarmaHoudini- Harvest- Without the greater power clause, this would be broken as all hell. With it it's still very strong. If you have a 1/1 with this mechanic, and you mill a ton of cards, you can arrange the triggers so your 2/2 triggers, then your 3/3 etc etc. Maybe if it said 1 or more it would be better, but then you could take off the greater power clause, because the Golgari tend to feed off whatever, not just the strong.
Winner: Mergatroid_Jones
Next: Something that produces mana without tapping for it
Legendary Creature - Demon (MR)
Whenever you lose life, add that much B.
Black mana does not empty as long as you control a Demon.
BBBBBBBBBBBBB (thirteen B): Return up to thirteen creature cards from your graveyard to your hand.
Your suffering is an omen of your blessings to come.
6/6
Steward of Rhonas 2G
Creature - Human Druid
T: Target attacking creature gets +2/+0 until end of turn.
Exert this creature: Add GG. Activate this ability only if this creature is tapped.
2/3
Monstrosaur Herder 1G
Creature - Human Druid
At the beginning of your post-combat main phase, add G for each dinosaur you control.
"We have an understanding. I feed them, they don't eat me."
1/3
IIW: Non-boros enemy colored dinosaurs.
Creature - Elemental Boar {R}
When Kindle Swine enters the battlefield, add one mana of any color for each unspent mana you have.
2/2
IIW: Brick counters
Legendary Land
~ enters the battlefield tapped.
T: Add B.
When ~ is put into your graveyard from anywhere, add BBB.
IIW: A legendary permanent that transforms into a nonlegendary permanent
Enchantment
Whenever you would draw a card, you may instead exile cards from the top of your library until you exile a nonland card. If the exiled card is red, place a number of charge counters on Resource Exhaust equal to the exiled cards' converted mana cost.
Remove 3 charge counters from resource exhaust: Add RRR.
No time for that now! We need to lighten the load!- Chandra Nalaar
IIW: auras that t (the aura itself, not the enchanted permanent)
Artifact - Equipment (R)
Whenever equipped creature attacks add mana equal to the equipped creature's mana cost.
Equip 2
"How did it even wear this thing?" - Gerrard Capashen
iiw: non jund wedge 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.
3GB
Creature - Horror
Sacrifice a land: add one mana of any colour.
GB: ~ gets +2/+2 until end of turn
3/3
IIW: Asuming Flavor text (that makes sense on the card it is on)
Chetoos- Steward of Rhonas, and Monstrosaur Herder: Steward of Rhonas is a cool design, but it has issues: the first ability feels more red than green, and although it clearly works with the second ability, it is also at odds with it by asking you to be playing an aggressive game, and a slower game at the same time. Leaving this tapped every turn does turn this into quite the mana machine, which I don't dislike. The other serious issue is that (to my knowledge), there's no reason you can't just exert this seventy times in one turn. It needs a "once per turn, and only as a sorcery" clause. Monstrosaur Herder is a little less interesting to me. It's a fine card, and I don't find flaw with the design, but there's only so much you can do with a niche tribe like dinosaurs. [In defense of land tokens: I'm confident an artistic direction could be found that would mitigate this problem. It works for creatures and artifacts, so why not lands?]
Cardz5000- Kindle Swine: There's something interesting. This essentially has a kicker of X. The main modes: play for 4, get 0 mana. Play for 5, get 2 mana. Play for 6, get 4. Play for 7, get 6. Play for 8, get 8. These are all pretty modest plays, considering you're getting the same body as Burning-Tree Emissary, which always pays for itself. If you're turbo-ramping, this will go pretty big. Play for 14, get 20 mana, then bounce it with Erratic Portal, play for 19, and get 30 mana. I'm not sure what you're doing with all that, but it's something you can do. If you're playing this card fairly, you're probably playing it wrong. It's not broken, but it is a tool for something broken. It's a bit of a mathy head-ache, and it's abysmal at four mana, but it's a really cool design. Hybrid mana was a good choice here.
JaceTheBodySculptor- Ritualists Tomb: This sets off a lot of red flags for broken cards. Most importantly, it gives you three mana at instant speed on turn 0. Noboby wants turn 1 wins, and that's exactly the kind of thing that can come out of something like this. I don't know what discard outlet the Spikes of the world will find to break this, but they will break it, and they will do their best to turn the format into vintage. It could also use a more legendary name. If this is the card that breaks modern, it should sound impressive.
Totally Haywire- Resource Exhaust: The Words of Wilding cycle proves that skipping your draw is a huge cost. What's worse is that this makes you skip your draw for an unpredictable amount of mana that you need to then use to cast a card you've already drawn. Every activation is painful card disadvantage, and you've spent a card on the enchantment that does only that. You'd better be doing something really powerful to put yourself behind like that. If you play your cards right with things like Sensei's Divining Top, you can use this to power out something massive on turn four or five, but things need to be going pretty well for that to happen. It's cool, but it's textbook jank.
Trabant777- Mantle of Cromat: Because of the whole Cromat thing, I imagine "mana cost" instead of "converted mana cost" was intentional. If that's the case, the "mana cost includes color" reminder text should be there. Either way, this needs a clause to stop you losing the mana as steps and phases end, or it will be pretty useless. With that, I like the card a lot. You have to jump through several hoops to get your mana, so it's fine that it gives you an open-ended amount. It turns your creatures into Savage Ventmaw, which is pretty cool.
KarmaHoudini- Harvester of Worlds: I like the Squandered Resources reference. At five mana, and with the vulnerability of a creature, I don't think this will produce a combo-deck in standard, but it's a pretty cool option to have. On its face, it gives you the ability to make boffo mana for one turn, and it gives you something to do with it, which is nice. Since each of your lands can produce two with it, it is very much like a Vampire Aristocrat for lands, and with the ability to pump it without sacrificing, and the ability to use all that mana for something else, this has a lot of built in options. It feels like a pretty printable rare.
Winner: KarmaHoudini. Honorable mention to Cardz5000 for a quite original design.
Next: Amusing Flavor text (that makes sense on the card it is on).
Edited for the correct IIW.
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 (R)
When a noncreature source controlled by an opponent would deal damage to you or a permanent you control, instead scry X where X is the amount of damage that would have been dealt.
T, Sacrifice Abjurer's Staff: Target creature gains hexproof until end of turn.
"I'm confused." - Chandra Nalaar
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
Choose one - Target creature gains haste until end of turn; or target creature gains double strike until end of turn; or target creature cannot be blocked by walls this turn.
IIW: let's see some Echo
Mergatroid Jones:
The main ability of the staff is interesting, but turning off non-creature damage is quite strong for 3 mana on an artifact. The scry ability, however, seems tacked on, since it will never be relevant, as does the sacrifice to give hexproof ability. I get the Flavor text being about how confusing the card is, but I don’t think it’s particularly clever.
JacetheBodySculptor:
I like this charm. Each of the modes is commonly seen on the ‘unplayable 1 mana red spell or limited’, but as a charm there might be enough versatility there. That being said, I wish there was a little bit more oomf in the card, maybe making the third mode a mini faithless looting or something.
Jace the Body Sculptor takes it.
Next: let’s see some Echo
Enchantment (U)
Echo 5R
At the beginning of each opponent's end step, that player sacrifices a non-enchantment permanent.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Insect Hydra
Pupating Hydra enters the battlefield with X +1/+1 counters on it.
Echo - XXGGG
When you pay Pupating Hydra's echo cost, put X +1/+1 counters on it. (Possibly changed to Y. This is supposed to be independent of how many it entered with.)
When Pupating Hydra dies, create a number of insect creature tokens equal to the number of +1/+1 counters on Pupating Hydra.
0/0
IIW: Non-boros enemy colored dinosaurs.
Tibalt, Cackling Fiend RR
Planeswalker- Tibalt
Echo RR
{+1}: Each player discards a card at random. Draw a card.
{-2}: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
{-7}: You get an emblem with "You may cast instant and sorcery cards from your graveyard. When you do, exile them."
{{4}}
IIW: Big numbers anywhere on the card. (Obviously, "big" is a relative term. Three is a big number for extra turns, but not for power/toughness.)
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.