Kumena's Emissary3G
Creature — Merfolk Shaman (U)
Flash
Kumena's Emissary can't be countered.
When Kumena's Emissary enters the battlefield, counter target spell unless its controller pays 1 for each Island you control.
3/2
IIW: A mechanic from one of the guilds not in Guilds of Ravnica. (They are: Azorius, Orzhov, Rakdos, Gruul, Simic)
(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)
Deny the Unnatural 2G
Instant -[Uncommon]
CARDNAME costs 2 less to cast if you control a green creature
Counter target artifact or enchantment spell. ”It does not belong here” Idumar the Banisher
Deny Permanence UG Uncommon
Instant
Counter target permanent spell
Gaea's Refusal0
Instant (Gaea's Refusal is green)
Cast Gaea's Refusal only if you control a forest.
Counter target spell or ability that target's a land you control.
Spiritual Increscence2G
Enchantment (U)
Flash G: Untap target creature and it gains reach until end of turn. G: Creatures you control get -2/+2 until end of turn. 2G: Counter target spell. Activate this ability only during your turn.
Superbajt: As a one-mana counterspell this definitely feels restrictive enough for its mana cost, plus you've incorporated green flavour within the card by having it protect creatures. Good design, but I would have appreciated a bolder push.
Spelldreamer: Interesting artifact hate here that's a bit similar to Lunar Force but with exiling. It hits something Green already has strength against, plus the design of a delayed counterspell is so unexplored that it doesn't feel like it belongs in a particular color. I like it.
Cardz5000: Worded like this I can see this in an Un-set (which I love), but there's no reason why a similar card couldn't see print. However I feel that at two mana it might be a little too good. The flavour is really fitting considering Runeclaw Bears, but that would mean that Cornelia's spell was a 1cmc spell which feels a bit underwhelming for a bear to rip apart.
TotallyHaywire: There's an interesting design here with the plants that grow more and more with the spells, but there's never going to be a situation where your opponents won't pay 1 and so that second ability is near-useless. Likewise, having this card be not only an aura, but an aura for walls only is incredibly limiting. I feel like this design has more room to grow, but I enjoy the concept.
Forestsguy: This feels like the green equivalent of Snapcaster Mage and I'm sure you did that on purpose. The wording of your card makes me a little confused over whether you get to cast one creature spell from your hand or any number until end of turn, but either cases are interesting. I also find it odd that you choose converted mana cost over power in a color that cares about big creatures on a card called Primal Forcemage, but maybe that would make Hydras more powerful? Either way this is a solid card with some real power behind it.
Chemtrails: Simple card, elegant design reminiscent of Elvish Scrapper and the like, and the flavour adds to the functionality of the card. Great design!
Flatline: Another tool for Merfolk that works very well, but it lacks the tribal focus of the Ixalan merfolk I feel. Itself being uncounterable might make it a bit too good as in extended formats this becomes a Mana Leak with a beater attached to it. I can definitely see a card of this type being designed.
JacetheBodySculptor: This is definitely an Un-set card (I feel like that should be specified somehow because otherwise I should be judging all cards from the same standpoint?). The Gruul colors fit the name and function of the card, and my only suggestion would be to have the spell say "Counter target wordy spell." and have the reminder text be three-four lines of legal jargon explaining that wordy is four lines of text or more, like that it can counter itself in the mirror match.
Karmahoudini: It's an elegant design that brings Negate and Essence Scatter together neatly. However the wording is wrong as a permanent is a card that can exist on the battlefield and not a type of spell. You would have to reword it to "Counter target spell if it's a permanent card."
Mergatroid Jones: It's a very limited counterspell but it works in green's favour by limiting itself to its strength. I find it hard to evaluate because it seems weak but it's also a free spell and that's nothing to scoff at. I'd be very interested to see the type of set this card would appear in as it would involve 0 mana spells and targeted lands. It's a very unique design and I like it.
void_nothing: The first ability is far too easy to combo off with and for me that makes it too strong already. Your design is an incredible and versatile mana sink in a color that loves mana and creatures. It fixes almost all of green's problems being flying creatures, consistent combat and protecting your creatures. I don't think this card belongs at uncommon in any set. Access to any number of Cancels during your turn can turn tables and push towards a win very easily, and I would suggest you revise this card's abilities in terms of sheer versatility.
Tree of Vitality 2GGG
Creature - Plant
Defender T: Exchange your life total with the amount of green mana in your mana pool. GGG: Target creature gets +1/+1 until end of turn.
0/7
Cardz5000: Worded like this I can see this in an Un-set (which I love), but there's no reason why a similar card couldn't see print. However I feel that at two mana it might be a little too good. The flavour is really fitting considering Runeclaw Bears, but that would mean that Cornelia's spell was a 1cmc spell which feels a bit underwhelming for a bear to rip apart.
derp, it was intended to counter if the creature had power equal to or higher than the spell's CMC (so a runeclaw bear would counter a 2 CMC spell) but that was my bad.
Rith’s Renewal3GG
Legendary Sorcery {M} (You may cast a legendary sorcery only if you control a legendary creature or planeswalker.) Exchange your graveyard and hand. You have no maximum hand size until your next turn. Second to rise, the newly reincarnated Primeval breathed life into a war torn world.
Path to Redemption2WU
Sorcery (R)
Choose target creature an opponent controls. That creature's controller chooses a land you control. Exchange control of those permanents. "There is but one way to make up for your transgressions."
Gruesome Grafting1BR
Instant (U)
Exchange target creature's power with another target creature's toughness. What some guilds do in the name of science, Rakdos does for fun.
Whispering Weird2UR
Creature — Weird (R)
Haste
Whispering Weird can't be blocked.
Whenever Whispering Weird deals combat damage to a player, exchange control of Whispering Weird and target creature the defending player controls.
2/3
Painful Memory2UBR
Enchantment (R)
When Painful Memory enters the battlefield, exchange control of Painful Memory and target spell. You may choose new targets for the spell.
At the beginning of your upkeep, you lose 2 life.
IIW: A new mechanic for one of the guilds not in Guilds of Ravnica. (Not in GoR: Azorius, Orzhov, Rakdos, Gruul, Simic)
(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)
Zugzwang4UB
Sorcery (Rare)
Take an extra turn after this one. Exchange control of yourself with target opponent during your next turns. Exile Zugzwang.(Each player controls the other during their next turn.) "If I must reveal myself to defeat our enemy, then so it shall be."
Definition of Zugzwang : a situation in which the obligation to make a move in one's turn is a serious, often decisive, disadvantage.
Dreamtime Engine4
Legendary Artifact (R)
You have no maximum hand size.
At the beginning of your upkeep, reveal your hand. Exchange all the lands you control for the land cards in your hand. "Where aren't we?"
Desire Through Compleation2RR
Sorcery (R)
Choose one -
• Exchange the power of target creature you control with the number of poison counters target player has.
• Exchange the power of target creature you control with target planeswalker's loyalty. "I know this sensation far too well. Perhaps to feel it so strongly is... paradoxically wrong." - Urabrask the Hidden
IIW: New "type exists for the tribal bonus" subtypes, like Allies or Slivers. (Note that this doesn't just have to be creature types)
Discordant Refraction1U
Instant {R}
Choose one —
• Basic land type
• Creature type
• Color
Choose target spell or permanent and another target spell or permanent. Change the text of both spells or permanents by exchanging all instances of one word of the chosen type on the first with all instances of a different word of the chosen type on the second. (This effect lasts indefinitely.)
Nidach and Warnwellow3GW
Legendary Creature - Elemental Ouphe (M)
Vigilance, trample, hexproof from black 1GW: Exchange Nidach and Warnwellow from your hand or the battlefield with a permanent card in your graveyard. Activate this ability only any time you could cast a sorcery.
4/5
IIW: A Limited theme/archetype that would use very few creatures and have good reason to do so.
Unlimited Power of the VeilBBB
Legendary Sorcery (MR)
Exchange the loyalty of a planeswalker you control with the amount of floating mana in your mana pool.
You may activate loyalty abilities of planeswalkers you control up to thirteen additional times this turn, but they cannot gain loyalty this turn.
Next
6+ CMC noncreature spells with only a single pip of colored mana.
Body Swap UUUUBBBB
Sorcery (Mythic Rare)
Exchange life totals with target opponent, then exchange control of each permanent you control with each permanent that player controls. You and that opponent gain an emblem with ‘You may spend mana as though it were mana of any colour’
IIW: Make a new mechanic for one of the Guilds of Ravnica Guilds.
In the spirit of the challenge, your critiques have been exchanged with another player's. Bigly fun!
jk you all get your own
JaceTheThighMaster: One tree is groundbreaking. Two trees are a callback. Three trees and up gets into forest territory and suddenly all the trees are starting to look the same and I've lost all sense of direction. Does mold creep on the north side of a treefolk, or the south? I should've paid attention in Goblin Guides. Oh no, oh god, send help. Trees are très passé, man. The cool kids are doing avatars now. Life = mana is a fun equation, but one I wish was on a more exciting card. You dip your roots in a life=mana=power conversion chain and I'd like to see a refinement of that thought.
Cardz4999: Let me tell you a story. Many years ago, my mother and I went to visit my dying grandmother at the hospital. I barely knew her and yet the sight of her pallid, sunken features frightened me in a way I could not grasp at the time. I was very young and I could not comprehend death. I remember her calling me closer one shy shuffle at a time, so close that I could feel the rattling breeze blowing through the emphysemic windchimes she passed off as lungs. She craned over to me. "Legendary nonpermanents are trash" she hissed before slumping back in a fit of hacking coughs. We had to leave then. I've always wondered what she meant, and I'm glad now I know. The effect itself is lovely.
Flatline: Path is neat. I can't help but feel this wants to be a multiplayer card - giving everyone at a table the chance to trade in a measly land for target player's good china sounds fun as heck. Whispering Weird is also pretty nice but I feel "can't be blocked" is a little much and "must attack each turn if able" is too funny to leave off.
Subject16: I've revised my judgment twice already because I cannot decide what you intended this card to do. Turn Zugzwang is cast > My turn except my opponent controls me > Opponent's turn except I control him? In either case, trading control forces you to solve the puzzle of engineering a board/hand state that can't be used against you and I enjoy that.
Mergatrosmosis_Jones: This ... isn't actually very good outside of landfall shenanigans, and I like landfall as much as the next guy but c'mon. On its own, it just means you have no mana every second turn. I feel that this ability is more exciting as a once-off effect. The tension of managing your lands-in-play vs lands-in-hand seems fruitful.
void_with_nothing: Are we able to switch loyalty like that? Maybe. This card feels obtuse and very narrow, but not in a way that excites me as a designer or as a player.
Treeboy: U N L I M I T E D P O W E R (Thirteen is just silly.)
KarmaDeen: I really like this but it can just be 4UUBB or something normal.
sleep and spell: This seems fun, but isn't it basically "activate target planeswalker's ultimate but also maybe lose to lightning bolt"? I'm very tired right now but the card is probably okay.
Cardz4999: Let me tell you a story. Many years ago, my mother and I went to visit my dying grandmother at the hospital. I barely knew her and yet the sight of her pallid, sunken features frightened me in a way I could not grasp at the time. I was very young and I could not comprehend death. I remember her calling me closer one shy shuffle at a time, so close that I could feel the rattling breeze blowing through the emphysemic windchimes she passed off as lungs. She craned over to me. "Legendary nonpermanents are trash" she hissed before slumping back in a fit of hacking coughs. We had to leave then. I've always wondered what she meant, and I'm glad now I know. The effect itself is lovely.
Golgari Command(B/G)(B/G)
Instant (R)
Choose one, then choose another--
- Put the top five cards of your library into your graveyard.
- Return target land card from your graveyard to the battlefield.
- Return target permanent card from your graveyard to your hand.
- Exile all creature cards from target player's graveyard, and gain 1 life for each card exiled in this way.
Azorius Command1(W/U)(W/U)(W/U)
Instant (R)
Choose one, then another--
- Exile target creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
- Tap all creatures.
- Tapped creatures don't untap during their controllers' next untap steps.
- Each player puts the creature he or she controls with the highest power on top of its owner's library.
IIW: The numbers (or words) 1, 2, and 3 anywhere on the card.
Simic Command GGUU
Instant
Choose two:
-Reveal the top card of your library. You may put it onto the battlefield if it's a creature or land.
-Creatures target player controls have base power and toughness 3/3 until end of turn.
-Activate an ability of a creature of your choice without paying its costs.
-Counter target spell unless its controller pays X, where X is the total power among creatures you control.
Firemind’s Command 1UR
Instant (Rare)
Choose 2:
-Counter target non-creature spell
-Return target instant or sorcery card from your graveyard to your hand, then exile a card from your hand.
-Firemind’s Command deals 1 damage to any target. If the target is a creature, tap it.
-When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
IIW: Design a new mechanic for one of the shards of Alara
Aurelia's Command - 3RW
Instant(R)
Choose two-
- Creatures you control gain protection from the color of your choice until end of turn.
- ~ deals 3 damage to each creature and each opponent, you gain 3 life.
- Target creature gains double strike and lifelink.
- Destroy two target artifacts or enchantments.
Creature — Merfolk Shaman (U)
Flash
Kumena's Emissary can't be countered.
When Kumena's Emissary enters the battlefield, counter target spell unless its controller pays 1 for each Island you control.
3/2
IIW: A mechanic from one of the guilds not in Guilds of Ravnica. (They are: Azorius, Orzhov, Rakdos, Gruul, Simic)
Instant
Counter target spell that has four or more lines of text.
IIW: a Starfish with an additional creature type
2G
Instant -[Uncommon]
CARDNAME costs 2 less to cast if you control a green creature
Counter target artifact or enchantment spell.
”It does not belong here” Idumar the Banisher
Deny Permanence
UG Uncommon
Instant
Counter target permanent spell
IIW: Lands
Instant
(Gaea's Refusal is green)
Cast Gaea's Refusal only if you control a forest.
Counter target spell or ability that target's a land you control.
IIW: Non-aura enchantment subtypes.
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 (U)
Flash
G: Untap target creature and it gains reach until end of turn.
G: Creatures you control get -2/+2 until end of turn.
2G: Counter target spell. Activate this ability only during your turn.
IIW: The world supertype
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Spelldreamer: Interesting artifact hate here that's a bit similar to Lunar Force but with exiling. It hits something Green already has strength against, plus the design of a delayed counterspell is so unexplored that it doesn't feel like it belongs in a particular color. I like it.
Cardz5000: Worded like this I can see this in an Un-set (which I love), but there's no reason why a similar card couldn't see print. However I feel that at two mana it might be a little too good. The flavour is really fitting considering Runeclaw Bears, but that would mean that Cornelia's spell was a 1cmc spell which feels a bit underwhelming for a bear to rip apart.
TotallyHaywire: There's an interesting design here with the plants that grow more and more with the spells, but there's never going to be a situation where your opponents won't pay 1 and so that second ability is near-useless. Likewise, having this card be not only an aura, but an aura for walls only is incredibly limiting. I feel like this design has more room to grow, but I enjoy the concept.
Forestsguy: This feels like the green equivalent of Snapcaster Mage and I'm sure you did that on purpose. The wording of your card makes me a little confused over whether you get to cast one creature spell from your hand or any number until end of turn, but either cases are interesting. I also find it odd that you choose converted mana cost over power in a color that cares about big creatures on a card called Primal Forcemage, but maybe that would make Hydras more powerful? Either way this is a solid card with some real power behind it.
Chemtrails: Simple card, elegant design reminiscent of Elvish Scrapper and the like, and the flavour adds to the functionality of the card. Great design!
Flatline: Another tool for Merfolk that works very well, but it lacks the tribal focus of the Ixalan merfolk I feel. Itself being uncounterable might make it a bit too good as in extended formats this becomes a Mana Leak with a beater attached to it. I can definitely see a card of this type being designed.
JacetheBodySculptor: This is definitely an Un-set card (I feel like that should be specified somehow because otherwise I should be judging all cards from the same standpoint?). The Gruul colors fit the name and function of the card, and my only suggestion would be to have the spell say "Counter target wordy spell." and have the reminder text be three-four lines of legal jargon explaining that wordy is four lines of text or more, like that it can counter itself in the mirror match.
Karmahoudini: It's an elegant design that brings Negate and Essence Scatter together neatly. However the wording is wrong as a permanent is a card that can exist on the battlefield and not a type of spell. You would have to reword it to "Counter target spell if it's a permanent card."
Mergatroid Jones: It's a very limited counterspell but it works in green's favour by limiting itself to its strength. I find it hard to evaluate because it seems weak but it's also a free spell and that's nothing to scoff at. I'd be very interested to see the type of set this card would appear in as it would involve 0 mana spells and targeted lands. It's a very unique design and I like it.
void_nothing: The first ability is far too easy to combo off with and for me that makes it too strong already. Your design is an incredible and versatile mana sink in a color that loves mana and creatures. It fixes almost all of green's problems being flying creatures, consistent combat and protecting your creatures. I don't think this card belongs at uncommon in any set. Access to any number of Cancels during your turn can turn tables and push towards a win very easily, and I would suggest you revise this card's abilities in terms of sheer versatility.
Winner: Chemtrails
Next challenge: Exchange
Creature - Plant
Defender
T: Exchange your life total with the amount of green mana in your mana pool.
GGG: Target creature gets +1/+1 until end of turn.
0/7
IIW: a whale creature or whale-themed spell
Rith’s Renewal 3GG
Legendary Sorcery {M}
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Exchange your graveyard and hand. You have no maximum hand size until your next turn.
Second to rise, the newly reincarnated Primeval breathed life into a war torn world.
IIW: Guild Commands
Sorcery (R)
Choose target creature an opponent controls. That creature's controller chooses a land you control. Exchange control of those permanents.
"There is but one way to make up for your transgressions."
Instant (U)
Exchange target creature's power with another target creature's toughness.
What some guilds do in the name of science, Rakdos does for fun.
Whispering Weird 2UR
Creature — Weird (R)
Haste
Whispering Weird can't be blocked.
Whenever Whispering Weird deals combat damage to a player, exchange control of Whispering Weird and target creature the defending player controls.
2/3
Painful Memory 2UBR
Enchantment (R)
When Painful Memory enters the battlefield, exchange control of Painful Memory and target spell. You may choose new targets for the spell.
At the beginning of your upkeep, you lose 2 life.
IIW: A new mechanic for one of the guilds not in Guilds of Ravnica. (Not in GoR: Azorius, Orzhov, Rakdos, Gruul, Simic)
Sorcery (Rare)
Take an extra turn after this one. Exchange control of yourself with target opponent during your next turns. Exile Zugzwang.(Each player controls the other during their next turn.)
"If I must reveal myself to defeat our enemy, then so it shall be."
Definition of Zugzwang : a situation in which the obligation to make a move in one's turn is a serious, often decisive, disadvantage.
IIW: Secretly choose an opponent.
Legendary Artifact (R)
You have no maximum hand size.
At the beginning of your upkeep, reveal your hand. Exchange all the lands you control for the land cards in your hand.
"Where aren't we?"
IIW: Hybrid or twobrid mana.
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 (R)
Choose one -
• Exchange the power of target creature you control with the number of poison counters target player has.
• Exchange the power of target creature you control with target planeswalker's loyalty.
"I know this sensation far too well. Perhaps to feel it so strongly is... paradoxically wrong." - Urabrask the Hidden
IIW: New "type exists for the tribal bonus" subtypes, like Allies or Slivers. (Note that this doesn't just have to be creature types)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Instant {R}
Choose one —
• Basic land type
• Creature type
• Color
Choose target spell or permanent and another target spell or permanent. Change the text of both spells or permanents by exchanging all instances of one word of the chosen type on the first with all instances of a different word of the chosen type on the second. (This effect lasts indefinitely.)
IIW: Guild Commands
Legendary Creature - Elemental Ouphe (M)
Vigilance, trample, hexproof from black
1GW: Exchange Nidach and Warnwellow from your hand or the battlefield with a permanent card in your graveyard. Activate this ability only any time you could cast a sorcery.
4/5
IIW: A Limited theme/archetype that would use very few creatures and have good reason to do so.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Sorcery (MR)
Exchange the loyalty of a planeswalker you control with the amount of floating mana in your mana pool.
You may activate loyalty abilities of planeswalkers you control up to thirteen additional times this turn, but they cannot gain loyalty this turn.
Next
6+ CMC noncreature spells with only a single pip of colored mana.
UUUUBBBB
Sorcery (Mythic Rare)
Exchange life totals with target opponent, then exchange control of each permanent you control with each permanent that player controls. You and that opponent gain an emblem with ‘You may spend mana as though it were mana of any colour’
IIW: Make a new mechanic for one of the Guilds of Ravnica Guilds.
Instant{MR}
Exchange Your life total with target planeswalker's loyalty until end of turn.
IIW: Card draw in white.
jk you all get your own
JaceTheThighMaster: One tree is groundbreaking. Two trees are a callback. Three trees and up gets into forest territory and suddenly all the trees are starting to look the same and I've lost all sense of direction. Does mold creep on the north side of a treefolk, or the south? I should've paid attention in Goblin Guides. Oh no, oh god, send help. Trees are très passé, man. The cool kids are doing avatars now. Life = mana is a fun equation, but one I wish was on a more exciting card. You dip your roots in a life=mana=power conversion chain and I'd like to see a refinement of that thought.
Cardz4999: Let me tell you a story. Many years ago, my mother and I went to visit my dying grandmother at the hospital. I barely knew her and yet the sight of her pallid, sunken features frightened me in a way I could not grasp at the time. I was very young and I could not comprehend death. I remember her calling me closer one shy shuffle at a time, so close that I could feel the rattling breeze blowing through the emphysemic windchimes she passed off as lungs. She craned over to me. "Legendary nonpermanents are trash" she hissed before slumping back in a fit of hacking coughs. We had to leave then. I've always wondered what she meant, and I'm glad now I know. The effect itself is lovely.
Flatline: Path is neat. I can't help but feel this wants to be a multiplayer card - giving everyone at a table the chance to trade in a measly land for target player's good china sounds fun as heck. Whispering Weird is also pretty nice but I feel "can't be blocked" is a little much and "must attack each turn if able" is too funny to leave off.
Subject16: I've revised my judgment twice already because I cannot decide what you intended this card to do. Turn Zugzwang is cast > My turn except my opponent controls me > Opponent's turn except I control him? In either case, trading control forces you to solve the puzzle of engineering a board/hand state that can't be used against you and I enjoy that.
Mergatrosmosis_Jones: This ... isn't actually very good outside of landfall shenanigans, and I like landfall as much as the next guy but c'mon. On its own, it just means you have no mana every second turn. I feel that this ability is more exciting as a once-off effect. The tension of managing your lands-in-play vs lands-in-hand seems fruitful.
void_with_nothing: Are we able to switch loyalty like that? Maybe. This card feels obtuse and very narrow, but not in a way that excites me as a designer or as a player.
Treeboy: U N L I M I T E D P O W E R (Thirteen is just silly.)
KarmaDeen: I really like this but it can just be 4UUBB or something normal.
sleep and spell: This seems fun, but isn't it basically "activate target planeswalker's ultimate but also maybe lose to lightning bolt"? I'm very tired right now but the card is probably okay.
Winner: I think I like Cardz500000s the most
Next: Guild Commands
Sorcery (R)
Choose two:
IiW
6+CMC cards with a single colored mana.
Instant (R)
Choose one, then choose another--
- Put the top five cards of your library into your graveyard.
- Return target land card from your graveyard to the battlefield.
- Return target permanent card from your graveyard to your hand.
- Exile all creature cards from target player's graveyard, and gain 1 life for each card exiled in this way.
Instant (R)
Choose one, then another--
- Exile target creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
- Tap all creatures.
- Tapped creatures don't untap during their controllers' next untap steps.
- Each player puts the creature he or she controls with the highest power on top of its owner's library.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Instant
Choose two:
-Reveal the top card of your library. You may put it onto the battlefield if it's a creature or land.
-Creatures target player controls have base power and toughness 3/3 until end of turn.
-Activate an ability of a creature of your choice without paying its costs.
-Counter target spell unless its controller pays X, where X is the total power among creatures you control.
IIW: cards with off-color activated abilities
1UR
Instant (Rare)
Choose 2:
-Counter target non-creature spell
-Return target instant or sorcery card from your graveyard to your hand, then exile a card from your hand.
-Firemind’s Command deals 1 damage to any target. If the target is a creature, tap it.
-When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
IIW: Design a new mechanic for one of the shards of Alara
Instant(R)
Choose two-
- Creatures you control gain protection from the color of your choice until end of turn.
- ~ deals 3 damage to each creature and each opponent, you gain 3 life.
- Target creature gains double strike and lifelink.
- Destroy two target artifacts or enchantments.
IIW: Card Draw in White.