AtlasNova: This is a spicy one! Mechanics match theme beautifully. Super playable and fun. Definitely fulfills the challenge! Taking damage from creatures and being targeted by spells is likely to happen a lot in a game of Commander. The result is that this guy could go in any deck that has an Experience Counter based commander for profit. Also, that +1/+0 per easily garnered experience point seems fairly overpowered with First Strike and commander damage.
Mergatroid_Jones: Is it good? Yes. Will everyone hate it? Yes. Does that invalidate it from the challenge? No, I asked for Good, not Fun. However, how do you take advantage of this guy? The only way is to have other sources of mana besides lands. In a deck that is probably mono-red, that means ARTIFACTS.
Forestsguy: Obvious comparison to Commander staple Insurrection. Cons that Insurrection lacks: cost is more prohibitive; this targets; it's capped at 5 steals. Pros that Insurrection lacks: planeswalkers can be taken; provides trample. I'm going to say this is worse than Insurrection in almost every real use case. Easiest way to balance this is to make it cost less.
void_nothing: Wow this is great. On-color selection effects without the potential for graveyard abuse via looting. On-color card advantage as established in many cards. Repeatedly creating creatures for low cost is another source of card advantage. Good price points mana-wise. Red in commander can often slam dunk with haymakers, but lacks in the midgame. This shores up a lot of red weaknesses in a nice package. Tap cost and trigger cost create resource bottlenecks to prevent this from being overpowered in the midgame.
Subject16: Awesome but way overpowered. 4 mana with haste that sets a player back a turn. She's an answer-or-lose in the early game or early part of the midgame, which is much too soon to be throwing haymakers outside of Competitive EDH. And THEN there's the mana doubling on top of that. Holy cow, this girl is overpowered! Flavor is solid though.
KarmaHoudini: Costs less than Stolen Strategy and has a nicer flavor, but is otherwise strictly worse.
Winner is void_nothing. Runner up is AtlasNova. Next: Time shenanigans
Empyreal Rehash
Sorcery
Shuffle target player. (Shuffle their hand, graveyard & permanents into their library. Deal them a new hand & graveyard of the same numbers of cards. Then they play the top X cards of their library in order without paying their mana costs, where X is the number of nontoken permanents they had in play.)
Exile Empyreal Rehash.
Okay, not really.
Fast Forward2U
Instant
Scry 3, then if it's not a land you may play the top card of your library without paying its mana cost. If you do, at the beginning of your next upkeep, pay that card's mana cost or you lose the game.
IIW: Mishra's Saga block (i.e. Urza's Saga block, but in an alternate timeline where Mishra won the Brothers' War).
Temporal FreezeWUX
Enchantment {R}
When ~ enters the battlefield, exile X non-token creatures you control until ~ leaves the battlefield.
For each creature you own in exile, exile up to one target creature each opponent controls until ~ leaves the battlefield.
At the beginning of each player's upkeep, that player may put a creature they own from exile onto the battlefield. "Time is like the greatest river. Dam it, freeze it, do anything you like to it but it will always resume flowing in one inexorable direction" - Teferi
Temporal Isolator3
Artifact {U}
You may choose not to untap Temporal Isolator during your untap step. 2, T: Target creature phases out until Temporal Isolator becomes untapped. Activate this ability only (While it’s phased out, it’s treated as though it doesn’t exist.)
This would utilize a small update phasing rule (and some cards like Crystal Golem and Teferi's Veil would receive errata to keep their current function):
702.25a Phasing is a static ability that modifies the rules of the untap step. During each player's untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls "phase out." Simultaneously, all phased-out permanents with phasing that had phased out under that player's control "phase in."
702.25b If a permanent phases out, its status changes to "phased out." Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can't affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)
702.25c If a permanent phases in, its status changes to "phased in." The game once again treats it as though it exists.
702.25d The phasing event doesn't actually cause a permanent to change zones or control, even though it's treated as though it's not on the battlefield and not under its controller's control while it's phased out. Zone-change triggers don't trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters remain on a permanent while it's phased out. Effects that check a phased-in permanent's history won't treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller's control.
702.25e Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it's phased in. In particular, effects with "for as long as" durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it.
702.25f When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An Aura, Equipment, or Fortification that phased out indirectly won't phase in by itself, but instead phases in along with the permanent it's attached to.
702.25g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
702.25h An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.)
702.25i Abilities that trigger when a permanent becomes attached or unattached from an object or player don't trigger when that permanent phases in or out.
702.25j Phased-out permanents owned by a player who leaves the game also leave the game. This doesn't trigger zone-change triggers. See rule 800.4.
702.25k If an effect causes a player to skip their untap step, the phasing event simply doesn't occur that turn.
702.25m In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent with phasing phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player's next turn would have begun.
702.25n Multiple instances of phasing on the same permanent are redundant.
Time Leech2U
Creature- Elemental Leech (U)
Flying
Players skip their precombat main phase each turn.
1/4
Nah, go with the more interesting design.
Temporavore1UUU
Creature- Elemental (M)
When Temporavore enters the battlefield, take an extra turn after this one.
At the beginning of each of your turns, choose a phase that you haven't chosen yet. (The phases are beginning phase, precombat main phase, combat phase, postcombat main phase, and ending phase.)
You skip each phase that you have chosen with Temporavore.
5/5
Please could you forget to errata Reality Ripple when you do this? Thanks!
No...
(for clarification, the two cards I mentioned by name were just examples.)
The errata would have to be something like "Target artifact, creature or land phases out, and gains phasing for as long as it is phased out." Kind of inelegant, but there are numerous nonphasing cards that phase things out. It's a major part of the mechanic.
(You could possibly edit Temporal Isolator to say "That creature can't phase in for as long as Temporal Isolator remains tapped." instead of changing how phasing works?)
Temporal Cruelty7BB
Sorcery (Mythic)
Assist (Another player can pay up to 7 of this spell's cost.)
When you cast Temporal Cruelty, an opponent may pay half their life and discard half the cards in their hand, rounded up. If they do, counter this spell.
Reverse the game's turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)
Exile Temporal Cruelty.
(You could possibly edit Temporal Isolator to say "That creature can't phase in for as long as Temporal Isolator remains tapped." instead of changing how phasing works?)
For what it’s worth, I’d thought exactly the same thing! Figured I’d leave it to the judge to comment semi-seriously... but since you’ve pointed it out, yeah, that.
Need to avoid old O Ring style timing issues (or anything similarly weird) with Temporal Isolator... but my feeling is it’s easier to fix this one card than fix everything else which phases things out with nonstandard timing.
We all know what the intention is anyway. That’s what matters most.
Live in the Moment1GR
Instant [R]
Untap all Mountains and Forests you control. They do not untap during your next untap step.
Until the end step of your next turn that is not an extra turn, whenever an opponent would take an extra turn, instead you take an extra turn.
IiW
Sorceries with a single colored mana. (eg 7R, 2U, 1B, G, etc)
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
(You could possibly edit Temporal Isolator to say "That creature can't phase in for as long as Temporal Isolator remains tapped." instead of changing how phasing works?)
For what it’s worth, I’d thought exactly the same thing! Figured I’d leave it to the judge to comment semi-seriously... but since you’ve pointed it out, yeah, that.
Need to avoid old O Ring style timing issues (or anything similarly weird) with Temporal Isolator... but my feeling is it’s easier to fix this one card than fix everything else which phases things out with nonstandard timing.
We all know what the intention is anyway. That’s what matters most.
The thought was that this would be bringing phased out (and maybe not phasing) back as a set mechanic. So it wouldn't be just one card to justify the change. The whole 'treat this as though it doesn't exist' is some really cool game design space, and solves a lot of weirdness with ETB/LTB triggers vs temporary exile. Yes a new mechanic could be designed instead, but with the flavor attachment of some major stuff being phased, I felt like it would justify using the same (but slightly edited) mechanic.
VolrathTheRisen - Love the concept. Love love love. Making anything into a Pact is a great throwback. The thing is, though, that the Pacts were a carefully selected group of effects that could not win you the game outright without some kind of combo (obviously some were stronger than others, but the fact remains). This is different because you can just immediately combo out for 2U and make the drawback irrelevant, something which is made considerably easier by the card selection of scry 3.
mirrislegend - This is one of those things that is simple in concept but involves so many to actually turn into card text. Honestly, Dimensional Breach is probably a better execution of this idea. Clever way to give white-blue an X spell that's not just a Rev variant, though.
Cardz5000 - This isn't a complete card. Activate this ability only... when? Is it supposed to be sorcery speed? I guess this is something like an Oubliette (or really Tawnos's Coffin) variant, which is fortuitous timing given the latest rumor, but not that exciting.
Mergatroid_Jones - Time Leech is clever but quite, quite niche, but I'm sure you know that. Considerably less useful than Eon Hub and kin, I think, if not for the good defensive body it comes attached to. Temporavore is swingy. Oh boy is it swingy. I know it self-limits against infinite blink combos, which is a clever design feature, but I think the infinite blinkers could just skip ending and main phases, and depending on the combo wouldn't even need a combat phase, in order to degenerately win. Basically if this card is played fairly it will probably benefit your opponents more than you and if it's played unfairly it's... unfair.
Subject16 - This is exactly the kind of multiplayer wackiness I wanna see out of a 2HG-focused product. This feels like Battlebond, it's cool to see this effect liberated from silver border, and holy crap it's even a Planar Chaos homage (to Temporal Extortion). Pushing all my buttons with this one, intentionally or not. However, given the drawback, I think this card could have been considerably cheaper to cast.
Forestsguy - This card is doing quite a lot, and I like giving interesting things like this to red-green for EDH (because this card is fairly obviously meant for EDH). It's also a very on-color way to get extra turns. However, I think the untapping all your on color lands thing is a bit too much - the card will probably be used just to win off using this effect and thus the drawback and hosing ability are less relevant than you want them to be.
Big HMs to the lovely cards by VolrathTheRisen and Forestsguy (and if M_J had kept Time Leech that would have been HM-worthy too).
Winner: Subject16
Next: Plane cards
The Realm of No Respite Plane — Weirdworld
When you planeswalk to The Realm of No Respite, draw two cards, then each player manifests the cards in their hand.Whenever you roll , manifest the top two cards of your library.
iiw: creature or spell that represents something about yourself
Selomnu, Silent Drywoods
Plane
Instant spells can only be casted anytime its controller may cast a sorcery.
Whenever you roll :chaos:, each plauer discards their hand.
IiW
Sorceries or Instants with a single pip of colored mana.
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
The Void of Zhalfir
Plane - Dominaria
When you planeswalk to The Void of Zhalfir, scry 3.
Whenever you roll the planar die, scry X, where X is the number of times you have rolled the planar die this turn.
IIW:
Cards that are competitive in Standard and Modern
Simic Spawning Labs
Plane - Ravnica
At the beginning of your upkeep, create a 0/0 Blue and Green Ooze Creature token with Graft 1 (This permanent enters the battlefield with 1 +1/+1 counters on it. When another creature enters the battlefield under your control, you may move a +1/+1 counter from this permanent to that creature)
Whenever you roll :chaos:, create a copy of each creature token you control.
IIW: CMC of 3
Private Mod Note
():
Rollback Post to RevisionRollBack
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Mergatroid_Jones: Is it good? Yes. Will everyone hate it? Yes. Does that invalidate it from the challenge? No, I asked for Good, not Fun. However, how do you take advantage of this guy? The only way is to have other sources of mana besides lands. In a deck that is probably mono-red, that means ARTIFACTS.
Forestsguy: Obvious comparison to Commander staple Insurrection. Cons that Insurrection lacks: cost is more prohibitive; this targets; it's capped at 5 steals. Pros that Insurrection lacks: planeswalkers can be taken; provides trample. I'm going to say this is worse than Insurrection in almost every real use case. Easiest way to balance this is to make it cost less.
void_nothing: Wow this is great. On-color selection effects without the potential for graveyard abuse via looting. On-color card advantage as established in many cards. Repeatedly creating creatures for low cost is another source of card advantage. Good price points mana-wise. Red in commander can often slam dunk with haymakers, but lacks in the midgame. This shores up a lot of red weaknesses in a nice package. Tap cost and trigger cost create resource bottlenecks to prevent this from being overpowered in the midgame.
Subject16: Awesome but way overpowered. 4 mana with haste that sets a player back a turn. She's an answer-or-lose in the early game or early part of the midgame, which is much too soon to be throwing haymakers outside of Competitive EDH. And THEN there's the mana doubling on top of that. Holy cow, this girl is overpowered! Flavor is solid though.
KarmaHoudini: Costs less than Stolen Strategy and has a nicer flavor, but is otherwise strictly worse.
Winner is void_nothing. Runner up is AtlasNova.
Next:
Time shenanigans
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Hoping to make this a quick one, judging in 24-ish hours if there are enough entries.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Empyreal RehashSorcery
Shuffle target player. (Shuffle their hand, graveyard & permanents into their library. Deal them a new hand & graveyard of the same numbers of cards. Then they play the top X cards of their library in order without paying their mana costs, where X is the number of nontoken permanents they had in play.)
Exile Empyreal Rehash.
Okay, not really.
Fast Forward 2U
Instant
Scry 3, then if it's not a land you may play the top card of your library without paying its mana cost. If you do, at the beginning of your next upkeep, pay that card's mana cost or you lose the game.
IIW: Mishra's Saga block (i.e. Urza's Saga block, but in an alternate timeline where Mishra won the Brothers' War).
Enchantment {R}
When ~ enters the battlefield, exile X non-token creatures you control until ~ leaves the battlefield.
For each creature you own in exile, exile up to one target creature each opponent controls until ~ leaves the battlefield.
At the beginning of each player's upkeep, that player may put a creature they own from exile onto the battlefield.
"Time is like the greatest river. Dam it, freeze it, do anything you like to it but it will always resume flowing in one inexorable direction" - Teferi
IIW:
Equipment that is not weapons nor armor
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Artifact {U}
You may choose not to untap Temporal Isolator during your untap step.
2, T: Target creature phases out until Temporal Isolator becomes untapped. Activate this ability only (While it’s phased out, it’s treated as though it doesn’t exist.)
This would utilize a small update phasing rule (and some cards like Crystal Golem and Teferi's Veil would receive errata to keep their current function):
702.25b If a permanent phases out, its status changes to "phased out." Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can't affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)
702.25c If a permanent phases in, its status changes to "phased in." The game once again treats it as though it exists.
702.25d The phasing event doesn't actually cause a permanent to change zones or control, even though it's treated as though it's not on the battlefield and not under its controller's control while it's phased out. Zone-change triggers don't trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters remain on a permanent while it's phased out. Effects that check a phased-in permanent's history won't treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller's control.
702.25e Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it's phased in. In particular, effects with "for as long as" durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it.
702.25f When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An Aura, Equipment, or Fortification that phased out indirectly won't phase in by itself, but instead phases in along with the permanent it's attached to.
702.25g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
702.25h An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.)
702.25i Abilities that trigger when a permanent becomes attached or unattached from an object or player don't trigger when that permanent phases in or out.
702.25j Phased-out permanents owned by a player who leaves the game also leave the game. This doesn't trigger zone-change triggers. See rule 800.4.
702.25k If an effect causes a player to skip their untap step, the phasing event simply doesn't occur that turn.
702.25m In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent with phasing phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player's next turn would have begun.
702.25n Multiple instances of phasing on the same permanent are redundant.
IIW: Phasing in or out
Time Leech 2UCreature- Elemental Leech (U)
Flying
Players skip their precombat main phase each turn.
1/4
Nah, go with the more interesting design.
Temporavore 1UUU
Creature- Elemental (M)
When Temporavore enters the battlefield, take an extra turn after this one.
At the beginning of each of your turns, choose a phase that you haven't chosen yet. (The phases are beginning phase, precombat main phase, combat phase, postcombat main phase, and ending phase.)
You skip each phase that you have chosen with Temporavore.
5/5
IIW: A manland, or something similar in design.
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.
(for clarification, the two cards I mentioned by name were just examples.)
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.
Temporal Cruelty 7BB
Sorcery (Mythic)
Assist (Another player can pay up to 7 of this spell's cost.)
When you cast Temporal Cruelty, an opponent may pay half their life and discard half the cards in their hand, rounded up. If they do, counter this spell.
Reverse the game's turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)
Exile Temporal Cruelty.
IIW: Plane Cards
Need to avoid old O Ring style timing issues (or anything similarly weird) with Temporal Isolator... but my feeling is it’s easier to fix this one card than fix everything else which phases things out with nonstandard timing.
We all know what the intention is anyway. That’s what matters most.
Instant [R]
Untap all Mountains and Forests you control. They do not untap during your next untap step.
Until the end step of your next turn that is not an extra turn, whenever an opponent would take an extra turn, instead you take an extra turn.
IiW
Sorceries with a single colored mana. (eg 7R, 2U, 1B, G, etc)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Wait. I mean,
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
P.S. I think you should maybe judge before Cardz5000's evil supermutant version of Vodalian Illusionist breaks out of the Matrix & kills us all?
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.
mirrislegend - This is one of those things that is simple in concept but involves so many to actually turn into card text. Honestly, Dimensional Breach is probably a better execution of this idea. Clever way to give white-blue an X spell that's not just a Rev variant, though.
Cardz5000 - This isn't a complete card. Activate this ability only... when? Is it supposed to be sorcery speed? I guess this is something like an Oubliette (or really Tawnos's Coffin) variant, which is fortuitous timing given the latest rumor, but not that exciting.
Mergatroid_Jones - Time Leech is clever but quite, quite niche, but I'm sure you know that. Considerably less useful than Eon Hub and kin, I think, if not for the good defensive body it comes attached to. Temporavore is swingy. Oh boy is it swingy. I know it self-limits against infinite blink combos, which is a clever design feature, but I think the infinite blinkers could just skip ending and main phases, and depending on the combo wouldn't even need a combat phase, in order to degenerately win. Basically if this card is played fairly it will probably benefit your opponents more than you and if it's played unfairly it's... unfair.
Subject16 - This is exactly the kind of multiplayer wackiness I wanna see out of a 2HG-focused product. This feels like Battlebond, it's cool to see this effect liberated from silver border, and holy crap it's even a Planar Chaos homage (to Temporal Extortion). Pushing all my buttons with this one, intentionally or not. However, given the drawback, I think this card could have been considerably cheaper to cast.
Forestsguy - This card is doing quite a lot, and I like giving interesting things like this to red-green for EDH (because this card is fairly obviously meant for EDH). It's also a very on-color way to get extra turns. However, I think the untapping all your on color lands thing is a bit too much - the card will probably be used just to win off using this effect and thus the drawback and hosing ability are less relevant than you want them to be.
Big HMs to the lovely cards by VolrathTheRisen and Forestsguy (and if M_J had kept Time Leech that would have been HM-worthy too).
Winner: Subject16
Next: Plane cards
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
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.
Plane — Weirdworld
When you planeswalk to The Realm of No Respite, draw two cards, then each player manifests the cards in their hand.
Whenever you roll , manifest the top two cards of your library.
iiw: creature or spell that represents something about yourself
Plane
Instant spells can only be casted anytime its controller may cast a sorcery.
Whenever you roll :chaos:, each plauer discards their hand.
IiW
Sorceries or Instants with a single pip of colored mana.
Plane - Dominaria
When you planeswalk to The Void of Zhalfir, scry 3.
Whenever you roll the planar die, scry X, where X is the number of times you have rolled the planar die this turn.
IIW:
Cards that are competitive in Standard and Modern
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Plane - Ravnica
At the beginning of your upkeep, create a 0/0 Blue and Green Ooze Creature token with Graft 1 (This permanent enters the battlefield with 1 +1/+1 counters on it. When another creature enters the battlefield under your control, you may move a +1/+1 counter from this permanent to that creature)
Whenever you roll :chaos:, create a copy of each creature token you control.
IIW: CMC of 3