Lord of Altruism3WW
Creature - Archon (M)
Flying, stalwart (This creature can be assigned to block an additional time each combat.)
When Lord of Altruism enters the battlefield, draw two cards and target opponent draws three cards.
5/5
Faithful Believer2W
Creature - Minotaur Cleric [U]
Lifelink
Whenever an Angel enters the battlefiele under your control, draw a card. Our answered prayers.
2/3
Iiw
Spells with a single colored mana in its cost.
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
JaceTheBodySculptor - Durdle durdle durdle. Seriously, this leads to unfun play patterns and that 4 toughness is annoying. Symmetry does make it extra white though.
Subject16 - In practice this does less discouraging of opponents using too many draw effects and more encouraging of this card's controller to be balls-out hand-emptying aggro. And I don't think white should be adopting the strategy that the original version of the Cult of Rakdos literally had as its mechanic.
Cardz5000 - This is definitely the strangest card here. Hybrid is a bit of a cheat but not really because you technically have to still fit the effect in white. I'm not sure what color this effect is so (G/W) is as reasonable as anything. While the symmetry again is a balancing factor, I'm concerned this is going to lead to abusive levels of just ripping through your library. Commendably gr9 flavor, though.
Mergatroid_Jones - See, I buy this in uncommon because (usually) whether you draw with this card out is dependent entirely on an opponent's decisions. Feels very white and the "Wall of Abstract Thing" concept is one of my favorite old-school ideas.
Forestsguy - Why a Minotaur? This card is fairly pushed at uncommon and while the flavor is there, I'm still not sure it justifies the mechanic and is fairly bland besides. Without lifelink and referring to Sphinxes instead, I'd buy this body in blue 100%, which makes it not really feel like white card draw.
KarmaHoudini - Nice reference. This card is highly swingy - either the drawback won't matter because you're setting up to kill your opponents or it'll actually leave them better off than they were. And for that reason it feels like a kind of cheat against the challenge as well, since you'll hopefully be casting this at a time when opponents will draw way more than you will. Still... there's precedent in Oblation?
HM: Cardz5000
Winner: Mergatroid_Jones
Next: Three color guildmages (see Civic Guildmage for example).
Decadent Guildmage 1B
Creature - Human Wizard 3W: Each player gains life equal to the number of cards in their hand. 3R: Each player loses life equal to the number of cards in their hand.
2/2
Sigiled Battlemage(G/W)(W/U)
Creature - Human Wizard GW,T: Target creature gets +1/+1 and gains vigilance until end of turn. WU,T: Target creature gains flying until end of turn.
2/2
Radga Battlemage
Creature - Orc Cleric {U} ( can be paid with W, B, or R.) 1WB, T: Exile target non-land permanent unless its control pay 3 life. 1BR, T: Reveal the top card of your library and put that card into your hand. Radga Battlemage deals damage equal to the card’s converted mana cost to each player. 1RW, T: Creatures you control gain first strike until end of turn.
2/2
JaceTheBodySculptor- Decadent Guildmage: There's a simplicity to this, and it manages well to feel very black, white, and red. The grizzly bear stats kind of ambitious, and I could more easily see this being a 2/1, but it's not completely unreasonable. The flavor is generic compared to the other two entrees, and the abilities certainly don't compliment each other, but there's a time or each.
Superbajt- Sigiled Battlemage: I like the mana and ability costs, but the abilities themselves feel pretty uninspired. I would prefer that one of the two abilities was either not a keyword, or was a trickier keyword than just flying or vigilance. Nevertheless, this would still be fine in its limited format, and I think that Alara is a good place for three-colored guildmages.
Cardz5000- Ragda Battlemage: This should be rare. I like the tribrid mana, and the card works. It's a bit odd that this draws cards with its black/red ability, and that's going to be the most commonly used one by far. The red/white ability isn't going to be activated much, and the black/white one is usually just a Lava Spike, which can be used to make the even damage from the black/red ability more dangerous. The main problem with this guy is that he's kind of at cross purposes with himself: he's a mana-hungry midrange card who wants you to be punishing their life total (rather than playing midrange cards). There's so much going on, you've barely got time to give your guys first strike.
Winner: JaceTheRipped
Next: A common graveyard filler for Golgari
Devkarin Cultivator 1G
Creature - Elf Druid T: Put the top card of your library into your graveyard. If it's a creature card, add one mana of any color. Otherwise, add G. "We have always found a use for the unnecessary and a place for the unwanted."
- Izoni
1/3
Undercity HarvestG
Sorcery (C)
Put the top three cards of your library into your graveyard. Until end of turn, you may play land cards from your graveyard as though they were in your hand.
IIW: A common that could have been in a specific set from the last few years
Dig Through FilthB
Sorcery {C}
Reveal the top card of your library and put that card into your hand. Put a number of cards equal to its converted mana cost from the top of your library into your graveyard.
Draw a card.
Trashpile Scrounger 2B
Creature - Zombie Elf (common)
When Trashpile Dredger enters the battlefield, put the top 3 cards of your library into your graveyard.
3/1
IIW: Cards that are more fun for you than for your opponent.
Devkarin Recycler 1BG
Creature - Elf
When Devkarin Recycler enters the battlefield, you may sacrifice a creature. If you do, draw a card. Golgari sometimes make shortcuts in the circle of life.
3/3
Before addressing individual cards, there were two unstated qualities I was looking for that I didn't make explicit in the challenge line. I was looking for limited cards, and I was coming from the belief that Golgari ought to have been given a middle to high tier common in GRN that fills the graveyard.
Devkarin Cultivator - Wow! I'm not sure I'll be able to give a complete praising of this card but I'll try. First I'll pass the one criticism I have with it - it's strong enough that it doesn't need to be a 1/3. It being a 1/1 and being a staple of the limited format would give more relevance to Ornery Goblin, Cosmotronic Wave, and the Hellkite that pings on attack, and in general it would be more balanced as a 1/1. Onto the praise. It doesn't just empower Golgari in both ways Golgari needs it (notice how many Golgari cards are expensive), it supports a whole other archetype in 3+ color green. Simultaneously it rewards/requires you to have plenty of creatures in your deck to make the color fixing reliable, which in turn incentivizes Undergrowth. Lastly, I love cards like this that push players into thinking in terms of probability and at what EV point a plan becomes reliable. It's got a strong base line of power in regards to benefiting Undergrowth but it can also function as a trap for players who do not respect that it will not always hit when you need it to and miss-build/draft accordingly.
Undercity Harvest - I like the space this card lives in and I hope something like it gets printed. I'd be more ambitious and have it look at 4 cards minimum. Cards like these tend to be unplayable or niche playable in limited, so you might as well give noobs a break and let them miss less often with 4 or 5 cards. This feels close to Commune with Dinosaurs as far as niche playability goes; it's clear that only Golgari wants this card and will wheel it in draft most of the time.
Dig Through Filth - Not sure what happened with the Draw a Card at the end when you're already drawing the revealed card but let's pretend that's not there. I'm not a fan of this card in the context of looking for a common to strengthen Golgari in GRN. It's likely not worth playing in limited. It's high variance, and even when it hits, it's only worth putting in your deck if you achieve enough synergy in the other cards you play. The most aesthetic thing about it is that it aligns with Golgari's theme in GRN, that it requires Dimir's mechanic for setup.
Trashpile Scrounger - Way too unoriginal. Would be happy to see this exist in the set, sure.
Devkarin Recycler - Nice card, fits in well with what Golgari wants to be doing in the early turns in GRN. Plays well with unwanted tokens when mixed with Selesnya. Glad there's a "may". Would really like to see this as a Hound to continue the Rat - Cat - chain of predation, and we have a precedence for dogs in Golgari.
Winner goes to Subject16's Devkarin Cultivator
Next: Cards that can't be cast from the hand
Trollish Response: (you don't cast lands) Vast Timberlands
Land
Vast Timberlands enters the battlefield tapped.
As Vast Timberlands enters the battlefield, you may pay 1G. If you do, you may play an additional land this turn. T: Add G
Less Troll Response: Tithe Thrull1WB
Creature - Thrull {R}
The first time each opponent loses life each turn, that player may pay 1. If they don’t draw a card and Tithe Thrull deals 1 damage to you.
Séance 2WB(You may cast the back face of this card from your graveyard by paying 2WB.)
1/2
//// Sinister Congregation
Sorcery {R}
Create a number of 1/1 white and black Thrull creature tokens equal to the total life lost by your opponents this turn.
Koiu, Seeker of ThunderstrikexRR
Legendary Creature- Spirit Shaman (R)
Flash
You may cast Koiu from exile, but not from anywhere else.
When you cast an instant or sorcery spell, you may exile Koiu from the battlefield, or your hand, graveyard, or command zone.
When Koiu enters the battlefield, you may search your library for an instant or sorcery spell with converted mana cost X or less, reveal it, put it into your hand, and shuffle your library.
2/1
This took me in an odd direction that would warrant a snappy new frame.
Eldritch Will
Extraplanar Enchantment- Aura (M)
Enchant graveyard
Extraplanar 1BBB(This spell resolves into exile instead of on the battlefield. It is never considered to be on the battlefield, and is unaffected by effects that would affect permanents.)
When ~ becomes attached to a graveyard, exile all but one card from that graveyard.
When a card would enter enchanted graveyard, exile it if there is already a card in that graveyard.
You may play cards from enchanted graveyard
Eyes of the Eons
Extraplanar Enchantment- Aura (U)
Enchant library
Extraplanar 1U(This spell resolves into exile instead of on the battlefield. It is never considered to be on the battlefield, and is unaffected by effects that would affect permanents.)
When enchanted library becomes shuffled, exile the top card from it.
You may play cards exiled with Eyes of the Eons. 4U: Enchanted library's owner shuffles it.
Interdimensional Vise
Extraplanar Enchantment- Aura (R)
Enchant hand
Extraplanar 2B(This spell resolves into exile instead of on the battlefield. It is never considered to be on the battlefield, and is unaffected by effects that would affect permanents.)
Enchanted land has no maximum size.
When enchanted hand becomes empty, its controller loses 3 life and draws a card.
At the beginning of enchanted hand's owner's upkeep, that player loses 3 life and draws a card if they have seven or more cards in hand.
Extraplanar Pocket
Extraplanar Enchantment (M)
Extraplanar 1CC(This spell resolves into exile instead of on the battlefield. It is never considered to be on the battlefield, and is unaffected by effects that would affect permanents.)
There is an additional battlefield. This battlefield may contain only creatures and auras attached to creatures. Each player can't control more than one creature on this battlefield. If more than one creature would enter this battlefield, choose one of them. The rest enter the original battlefield. (A creature on this battlefield can't block, be blocked, or otherwise interact with permanents from the original battlefield. Spells may target permanents on either battlefield. )
Deep Thoughts
Instant (Blue color indicator) {U} (Nonexistent mana costs can’t be paid.)
Draw a card.
Cycling 2U(2U, Discard this card: Draw a card.)
Madness 1U(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
I am so sorry about disappearing, I ran into fits of trouble and busy-ness but have found some time to calm back down. Again, so sorry about that.
As for the challenge:
Deathgate - 2BB
Sorcery(R)
You can cast ~ from your graveyard, but not from anywhere else.
When you cast ~ return it to your hand and you lose 2 life.
Destroy target creature.
Cardz5000: This is a pretty cool card, but I'd be worried about how easily you could repeatedly Scéance your cards. In this case the ability to create a swarm over and over again has a huge potential in grindy matchups. The design is pretty cool however, and it feels very Orzhov!
Mergatroid_Jones: This is a really cool design and a viable commander for red spellslinging (especially as it avoids commander tax from exile), but I feel that he's too easy to exile for my tastes, plus the fact that he can tutor for a spell that he can exile himself with again means this guy can do some serious stuff with Storm-style decks and that's a bit too abusable for my tastes. I'd probably lose the battlefield exiling ability just so that you need to get him off of the field to be able to play him again. Also I really enjoy the Extraplanar enchantment concept but it doesn't fall into the challenge category really.
Superbajt: This is Blast from the Past but fixed. I've designed a similar card in the past, and versatility in your card draw is always a huge plus (part of why Hieroglyphic Illumination was a playable card). Five mana to draw two at instant speed might be a bit too high a price however. Maybe if you stuck a Scry 2/3 on the text it would make this a definite option for control decks.
Spelldreamer: This is a pretty cool card. This is a card that definitely belongs in decks that care about the graveyard and ways to fill it. The fact that you need to get creative about getting this in the grave is a nice design and the fact that it can be recast if you find a way to discard it really make me enjoy this card. The life loss is a good way to mitigate how easily you can cast this if you have a free discard outlet like Wild Mongrel.
zdtsd: This I feel might be an underpowered card, but a cool design. There aren't many ways to exile this guy relatively consistently in the early game (My thoughts bring me to Gemstone Caverns as a way to abuse this the most and that's still very conditional. Mind you this guy also goes infinite with Food Chain like other cast from exile cards like Misthollow Griffin and Eternal Scourge and with flash it's something to be mindful of. It's an interesting card and I feel like many people will find ways to break it.
Honorable Mention: The Extraplanar enchantments, it's a cool concept (but there should be ways to get rid of them more easily).
Winner: Spelldreamer with Deathgate Next Challenge: IIW: New Khans(Old Khans with new text count as well, such as Lazav, the Multifarious, or Emmara, Soul of the Accord but only if they have the same full color identity of the old Khans.)
Creature- Wall (U)
Defender
Whenever you're attacked by two or more creatures, draw a card.
1/4
IIW: Three color guildmages (see Civic Guildmage for example).
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 - Archon (M)
Flying, stalwart (This creature can be assigned to block an additional time each combat.)
When Lord of Altruism enters the battlefield, draw two cards and target opponent draws three cards.
5/5
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Minotaur Cleric [U]
Lifelink
Whenever an Angel enters the battlefiele under your control, draw a card.
Our answered prayers.
2/3
Iiw
Spells with a single colored mana in its cost.
1WW
Sorcery (Rare)
Destroy all creatures. For each creature that dies this way, it’s controller draws a card.
”I’m sorry that I killed everybody you ever knew. Here’s some gold.”
IIW: Shard/Wedge Split Cards
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.͇̣̙̝
JaceTheBodySculptor - Durdle durdle durdle. Seriously, this leads to unfun play patterns and that 4 toughness is annoying. Symmetry does make it extra white though.
Subject16 - In practice this does less discouraging of opponents using too many draw effects and more encouraging of this card's controller to be balls-out hand-emptying aggro. And I don't think white should be adopting the strategy that the original version of the Cult of Rakdos literally had as its mechanic.
Cardz5000 - This is definitely the strangest card here. Hybrid is a bit of a cheat but not really because you technically have to still fit the effect in white. I'm not sure what color this effect is so (G/W) is as reasonable as anything. While the symmetry again is a balancing factor, I'm concerned this is going to lead to abusive levels of just ripping through your library. Commendably gr9 flavor, though.
Mergatroid_Jones - See, I buy this in uncommon because (usually) whether you draw with this card out is dependent entirely on an opponent's decisions. Feels very white and the "Wall of Abstract Thing" concept is one of my favorite old-school ideas.
Forestsguy - Why a Minotaur? This card is fairly pushed at uncommon and while the flavor is there, I'm still not sure it justifies the mechanic and is fairly bland besides. Without lifelink and referring to Sphinxes instead, I'd buy this body in blue 100%, which makes it not really feel like white card draw.
KarmaHoudini - Nice reference. This card is highly swingy - either the drawback won't matter because you're setting up to kill your opponents or it'll actually leave them better off than they were. And for that reason it feels like a kind of cheat against the challenge as well, since you'll hopefully be casting this at a time when opponents will draw way more than you will. Still... there's precedent in Oblation?
HM: Cardz5000
Winner: Mergatroid_Jones
Next: Three color guildmages (see Civic Guildmage for example).
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Human Wizard
3W: Each player gains life equal to the number of cards in their hand.
3R: Each player loses life equal to the number of cards in their hand.
2/2
IIW: A common graveyard filler for Golgari
Creature - Human Wizard
GW,T: Target creature gets +1/+1 and gains vigilance until end of turn.
WU,T: Target creature gains flying until end of turn.
2/2
IIW: Top-down IT concept/device.
Creature - Orc Cleric {U}
( can be paid with W, B, or R.)
1WB, T: Exile target non-land permanent unless its control pay 3 life.
1BR, T: Reveal the top card of your library and put that card into your hand. Radga Battlemage deals damage equal to the card’s converted mana cost to each player.
1RW, T: Creatures you control gain first strike until end of turn.
2/2
IIW: Colored Vehicles
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.
Superbajt- Sigiled Battlemage: I like the mana and ability costs, but the abilities themselves feel pretty uninspired. I would prefer that one of the two abilities was either not a keyword, or was a trickier keyword than just flying or vigilance. Nevertheless, this would still be fine in its limited format, and I think that Alara is a good place for three-colored guildmages.
Cardz5000- Ragda Battlemage: This should be rare. I like the tribrid mana, and the card works. It's a bit odd that this draws cards with its black/red ability, and that's going to be the most commonly used one by far. The red/white ability isn't going to be activated much, and the black/white one is usually just a Lava Spike, which can be used to make the even damage from the black/red ability more dangerous. The main problem with this guy is that he's kind of at cross purposes with himself: he's a mana-hungry midrange card who wants you to be punishing their life total (rather than playing midrange cards). There's so much going on, you've barely got time to give your guys first strike.
Winner: JaceTheRipped
Next: A common graveyard filler for Golgari
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 - Elf Druid
T: Put the top card of your library into your graveyard. If it's a creature card, add one mana of any color. Otherwise, add G.
"We have always found a use for the unnecessary and a place for the unwanted."
- Izoni
1/3
IIW: Cards that can't be cast from the hand
Sorcery (C)
Put the top three cards of your library into your graveyard. Until end of turn, you may play land cards from your graveyard as though they were in your hand.
IIW: A common that could have been in a specific set from the last few years
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 {C}
Reveal the top card of your library and put that card into your hand. Put a number of cards equal to its converted mana cost from the top of your library into your graveyard.
Draw a card.
IIW: Colored Vehicles
2B
Creature - Zombie Elf (common)
When Trashpile Dredger enters the battlefield, put the top 3 cards of your library into your graveyard.
3/1
IIW: Cards that are more fun for you than for your opponent.
Creature - Elf
When Devkarin Recycler enters the battlefield, you may sacrifice a creature. If you do, draw a card.
Golgari sometimes make shortcuts in the circle of life.
3/3
IIW: top-down IT device/concept
Devkarin Cultivator - Wow! I'm not sure I'll be able to give a complete praising of this card but I'll try. First I'll pass the one criticism I have with it - it's strong enough that it doesn't need to be a 1/3. It being a 1/1 and being a staple of the limited format would give more relevance to Ornery Goblin, Cosmotronic Wave, and the Hellkite that pings on attack, and in general it would be more balanced as a 1/1. Onto the praise. It doesn't just empower Golgari in both ways Golgari needs it (notice how many Golgari cards are expensive), it supports a whole other archetype in 3+ color green. Simultaneously it rewards/requires you to have plenty of creatures in your deck to make the color fixing reliable, which in turn incentivizes Undergrowth. Lastly, I love cards like this that push players into thinking in terms of probability and at what EV point a plan becomes reliable. It's got a strong base line of power in regards to benefiting Undergrowth but it can also function as a trap for players who do not respect that it will not always hit when you need it to and miss-build/draft accordingly.
Undercity Harvest - I like the space this card lives in and I hope something like it gets printed. I'd be more ambitious and have it look at 4 cards minimum. Cards like these tend to be unplayable or niche playable in limited, so you might as well give noobs a break and let them miss less often with 4 or 5 cards. This feels close to Commune with Dinosaurs as far as niche playability goes; it's clear that only Golgari wants this card and will wheel it in draft most of the time.
Dig Through Filth - Not sure what happened with the Draw a Card at the end when you're already drawing the revealed card but let's pretend that's not there. I'm not a fan of this card in the context of looking for a common to strengthen Golgari in GRN. It's likely not worth playing in limited. It's high variance, and even when it hits, it's only worth putting in your deck if you achieve enough synergy in the other cards you play. The most aesthetic thing about it is that it aligns with Golgari's theme in GRN, that it requires Dimir's mechanic for setup.
Trashpile Scrounger - Way too unoriginal. Would be happy to see this exist in the set, sure.
Devkarin Recycler - Nice card, fits in well with what Golgari wants to be doing in the early turns in GRN. Plays well with unwanted tokens when mixed with Selesnya. Glad there's a "may". Would really like to see this as a Hound to continue the Rat - Cat - chain of predation, and we have a precedence for dogs in Golgari.
Winner goes to Subject16's Devkarin Cultivator
Next: Cards that can't be cast from the hand
Vast Timberlands
Land
Vast Timberlands enters the battlefield tapped.
As Vast Timberlands enters the battlefield, you may pay 1G. If you do, you may play an additional land this turn.
T: Add G
Less Troll Response:
Tithe Thrull 1WB
Creature - Thrull {R}
The first time each opponent loses life each turn, that player may pay 1. If they don’t draw a card and Tithe Thrull deals 1 damage to you.
Séance 2WB (You may cast the back face of this card from your graveyard by paying 2WB.)
1/2
////
Sinister Congregation
Sorcery {R}
Create a number of 1/1 white and black Thrull creature tokens equal to the total life lost by your opponents this turn.
IIW: Colored Vehicles
Legendary Creature- Spirit Shaman (R)
Flash
You may cast Koiu from exile, but not from anywhere else.
When you cast an instant or sorcery spell, you may exile Koiu from the battlefield, or your hand, graveyard, or command zone.
When Koiu enters the battlefield, you may search your library for an instant or sorcery spell with converted mana cost X or less, reveal it, put it into your hand, and shuffle your library.
2/1
Eldritch Will
Extraplanar Enchantment- Aura (M)
Enchant graveyard
Extraplanar 1BBB(This spell resolves into exile instead of on the battlefield. It is never considered to be on the battlefield, and is unaffected by effects that would affect permanents.)
When ~ becomes attached to a graveyard, exile all but one card from that graveyard.
When a card would enter enchanted graveyard, exile it if there is already a card in that graveyard.
You may play cards from enchanted graveyard
Eyes of the Eons
Extraplanar Enchantment- Aura (U)
Enchant library
Extraplanar 1U(This spell resolves into exile instead of on the battlefield. It is never considered to be on the battlefield, and is unaffected by effects that would affect permanents.)
When enchanted library becomes shuffled, exile the top card from it.
You may play cards exiled with Eyes of the Eons.
4U: Enchanted library's owner shuffles it.
Interdimensional Vise
Extraplanar Enchantment- Aura (R)
Enchant hand
Extraplanar 2B (This spell resolves into exile instead of on the battlefield. It is never considered to be on the battlefield, and is unaffected by effects that would affect permanents.)
Enchanted land has no maximum size.
When enchanted hand becomes empty, its controller loses 3 life and draws a card.
At the beginning of enchanted hand's owner's upkeep, that player loses 3 life and draws a card if they have seven or more cards in hand.
Extraplanar Pocket
Extraplanar Enchantment (M)
Extraplanar 1CC (This spell resolves into exile instead of on the battlefield. It is never considered to be on the battlefield, and is unaffected by effects that would affect permanents.)
There is an additional battlefield. This battlefield may contain only creatures and auras attached to creatures. Each player can't control more than one creature on this battlefield. If more than one creature would enter this battlefield, choose one of them. The rest enter the original battlefield. (A creature on this battlefield can't block, be blocked, or otherwise interact with permanents from the original battlefield. Spells may target permanents on either battlefield. )
IIW: A lot of colored mana symbols.
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 (Blue color indicator) {U}
(Nonexistent mana costs can’t be paid.)
Draw a card.
Cycling 2U (2U, Discard this card: Draw a card.)
Madness 1U (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
IIW: top-down IT concept/device
As for the challenge:
Deathgate - 2BB
Sorcery(R)
You can cast ~ from your graveyard, but not from anywhere else.
When you cast ~ return it to your hand and you lose 2 life.
Destroy target creature.
IIW: New Khans(Old Khans with new text count as well, such as Lazav, the Multifarious, or Emmara, Soul of the Accord but only if they have the same full color identity of the old Khans.)
Creature-Spirit
Flash, Flying
You may only cast ~ from exile.
2/2
IIW Creatures that are good in a control deck
Deal with it.
Mergatroid_Jones: This is a really cool design and a viable commander for red spellslinging (especially as it avoids commander tax from exile), but I feel that he's too easy to exile for my tastes, plus the fact that he can tutor for a spell that he can exile himself with again means this guy can do some serious stuff with Storm-style decks and that's a bit too abusable for my tastes. I'd probably lose the battlefield exiling ability just so that you need to get him off of the field to be able to play him again. Also I really enjoy the Extraplanar enchantment concept but it doesn't fall into the challenge category really.
Superbajt: This is Blast from the Past but fixed. I've designed a similar card in the past, and versatility in your card draw is always a huge plus (part of why Hieroglyphic Illumination was a playable card). Five mana to draw two at instant speed might be a bit too high a price however. Maybe if you stuck a Scry 2/3 on the text it would make this a definite option for control decks.
Spelldreamer: This is a pretty cool card. This is a card that definitely belongs in decks that care about the graveyard and ways to fill it. The fact that you need to get creative about getting this in the grave is a nice design and the fact that it can be recast if you find a way to discard it really make me enjoy this card. The life loss is a good way to mitigate how easily you can cast this if you have a free discard outlet like Wild Mongrel.
zdtsd: This I feel might be an underpowered card, but a cool design. There aren't many ways to exile this guy relatively consistently in the early game (My thoughts bring me to Gemstone Caverns as a way to abuse this the most and that's still very conditional. Mind you this guy also goes infinite with Food Chain like other cast from exile cards like Misthollow Griffin and Eternal Scourge and with flash it's something to be mindful of. It's an interesting card and I feel like many people will find ways to break it.
Honorable Mention: The Extraplanar enchantments, it's a cool concept (but there should be ways to get rid of them more easily).
Winner: Spelldreamer with Deathgate
Next Challenge: IIW: New Khans(Old Khans with new text count as well, such as Lazav, the Multifarious, or Emmara, Soul of the Accord but only if they have the same full color identity of the old Khans.)