Legend - I detest Augury Adept and this card is almost worse because at least the original was a new idea.
Forestsguy - The Divinity of Pride is already an Avatar so what gives? Mechanically this is fine in both colors I guess, and pushed, but... yawn.
Subject16 - An interesting effect (I don't think Shadowmoor would ever get straight proliferate but it could get this) with... somehow-off flavor. Are we meant to think that Maralen's Faeries are more malevolent? Why would that be the case? Maralen's a much better person than Oona, not that that takes much.
Eventide Sojourner - Reasonable but something feels off - like both monocolor modes are way too weak. What is this card meant for, exactly? Are there, for example, self-mill decks that also want to mill everyone else? And decks that want, themselves, to discard cards absolutely do not want to discard at random.
mirrislegend - Very in-flavor but Quillspike is much better at what it does generally speaking. Also, the ability is actually a bit messier than it needs to be - just move the counter.
Mergatroid_Jones - I prefer Woebegone to Jealous as far as the conflicting names, but otherwise, what a neat card. While not explicitly a green effect I can see these abilities on a green creature in this context, with analogy to Spellwild Ouphe for example. All in all a neat toy that would make me wonder about what other interesting mechanical things would be done with the hybrid cards in the set.
Winner: Mergatroid_Jones
Next: A card that could have been in Ice Age. Awkward, old-school wordings are encouraged.
Kjeldoran Decree 2W
Enchantment U
When you play Kjeldoran Decree, if opponent controls any creatures, remove one of them from the game behind Kjelodran Decree and you gain 2 life. The creature remains removed from the game until Kjeldoran Decree leaves play in any way, then creature is returned to play. When the creature returns, opponent gains 2 life. The splendor of Kjeldor is based on the rule of law. Brutality is rewarded with imprisonment, and the innocent are always compensated.
Ice Sculpture (Rare) UUU
Snow Enchantment
Cumulative upkeep S
Whenever Ice Sculpture’s cumulative upkeep cost is paid, it becomes a copy of another target permanent until end of turn except it keeps its cumulative upkeep ability.
Kjeldoran RitesRR
Sorcery (Common)
As an additional cost to cast this spell, discard a card.
Target creature gains haste until end of turn. Draw two cards at the beginning of the next upkeep. The Flame of Keld burns bright, and it burns hot.
OneiropotenceUUU
Enchantment
Skip your draw step.
Whenever you play a card, Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
Sephon- Kjeldoran Decree:
The design is not all that extraordinary, but you get big bonus points for the wonky wordings. The unusual life gain triggers also seem appropriate for a time when Journey to Nowhere was far in the future. This is also well within the realm of possibility since Oubliette already existed, and adding life gain is exactly the thing that would have made them colorshift it to white.
Legend- Ice Sculpture:
This is a card that could have been in Coldsnap, not Ice Age. Let's old it up:
Ice SculptureUUU
Enchantment
Cumulative Upkeep 1
You can only pay Scuplture's cumulative upkeep cost with snow-covered lands.
When you pay Sculpture's cumulative upkeep cost, you may make it become a copy of any other permanent in play, except it also retains its cumulative upkeep cost.
Sculpture is not a snow-covered land, but counts as snow-covered.
The wording still feels a little new fangled to me, but if it had looked like this, it would have been a much stronger contender.
Subject16- Kjeldoran Rites:
It wouldn't be hard to old up this wording, so I won't bother doing it. Red looting wasn't really invented until much later (whereas prototypes for some of the other cards already existed). Nevertheless, I could see this being an Ice Age card that innocently didn't realize it was inventing something. RR for haste is kinda comical since a haste sorcery is much like a kicker, and it's hard to play this in addition to a creature in the early game.
Graffd- Oneiropotence:
This is a pretty neat design. I don't know what it would do, but at the time they printed cards with little regard for that. This is an innately powerful card, and I wonder how good it really is.
Winner: Sephon19. HM to Graffd02.
Next: Hybrid commons
Empower
Enchantment - Aura (C)
Enchant creature
Enchanted creature has prowess. (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Adept Augury (Common) 1(W/U)
Instant
Reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost
Excavator
Creature - Human Shaman (C)
As Excavator enters the battlefield, you may sacrifice a land. If you do, draw a card. "The earth has more to say than the clergy allow it."
1/2
Druid Charger
Creature - Knight Druid
When ~ enters the battlefield, if G was spent to play ~, put a +1/+1 counter on ~ and ~ gains trample;
When ~ enters the battlefield, if W was spent to play ~, put a +1/+1 counter on ~ and ~ gains first strike;
1/1
Dirtpit Charm(R/G)
Instant (C)
Choose one -
• Players can't cast artifact spells this turn.
• Target creature gains haste and "T: This creature deals 2 damage to target creature with flying" until end of turn.
• Return target land card from your graveyard to your hand.
I wanted to get a few entries in, I'm online each day to check, and last time there weren't a lot of entries. I'm on European time. But judge incoming today evening or tomorrow afternoon.
Eventide Sojourner - Empower
Clear and simple card, very commonlike. Doesn't however counteract the downside of being an aura as it looks to often be a dud and is otherwise quite overcosted. I think having it give +1/+1 and cost only a single mana would be a better power level. Also, it's not particularly exciting, even for a common. This is a fairly reasonable card, but very weak and would need a few more passes to make it through the challenge.
Legend - Adept Augury
Cheeky to use the same card two times in a row. As before, however, this is really the epitome of what hybrid shouldn't be. It would be an elegant card for WU, but color breaks in hybrid are very unhealthy cards.
Mergatroid_Jones - Bolbid
Simple, elegant, in color and with reasonable use in certain decks. What fascinates me is that it could be hybrid black as well if one so desired. This has a chance to win.
Subject16 - Excavator
Now we're in the territory of hybrid actually leading one down specific paths that actually give colors more in-color effects, as it's definitely in green's color to do this, but we see it rarely (and it's definitely a part of red). Flavor is great too. That said, besides the utility, the base card isn't very useful in most cases. I could see it being a component in a block where RG cared about sacrificing lands. This has a chance to win.
graffd02 - Fertilize
Only real issue I have with this is that it should be an instant. Good simple bread and butter utility and perfectly within both colors. It's not pushing anything in particular, but works as a common. This has a chance to win.
mirrislegend - Druid Charger
I have three issues with this card. First is that I think the rate is too high for a common. It's incredibly flexible with its mana cost, something that otherwise counteracts Watchwolf-like cards in limited, where the regular gold cost is a real restriction, and hybrid is easier to cast than either WW, GG or GW. On top of that, it can have trample and first strike for a commn. Yikes.
Second problem is that the card has memory issues. WotC have earlier created cards that gain certain abilities and used the presence of +1/+1 counters to remind the players of the cards' abilities. See Domesticated Hydra and Benalish Lancer. Kicker even had the possibility to track different ability grants through the placement of different number of counters - Anavolver has the regeneration ability if it has one +1/+1 counter on it, flying if it has two and both if it has three. Druid Charger uses only one counter for either ability, which is too much board complexity you just have to remember for any card, and for common it's definitely too much.
Third, The type line confuses me. I like the basic concept of a druidic knight and the flavor ticks the right boxes here, with the colors and abilities and all, but it lacks a race, and nothing about the card explains to me why it lacks one.
That said, I think it's good you took the hybrid Batwing Brume mechanic and tried to put it on a creature. This card just needed a few more passes to compete with the other cards here.
void_nothing - Dirtpit Charm
Wow, a charm for hybrid. I assume this is part of a cycle and they all might even cost just one mana. That is some massive undertaking in regards to finding proper color pie effects, and your card does reflect this, as all of the effects are by no means core functions of the card's two colors. Sadly this meant that you end up putting land recursion in red's color pie. I don't think red can do that (and did a couple of searches to be sure) so this is a break and can't win. But as a hybrid fan, I would swoon if WotC did something similar (that kept to the color pie).
VolrathTheRisen - Remnant cycle
Neat, a whole cycle. And for a core set, no less. I see what you're doing here in distributing a bunch of keywords across the cycle while only using each of the keywords once. You're also using two different hybrids per card, which is somewhat novel. And I like the touch of giving the Esper remnant one less creature type but being an artifact in return. That said, this has a couple of issues as presented.
First, you say it is a core set, but they have both provoke, wither and persist. MaRo has said provoke is an unnecessary keyword to have today with the prevalence of fight, so I'm not sure here whether it should be evergreen or part of a core set. But beyond that, you use both persist and wither. Both of these are great mechanics, but I think two or three non-evergreen mechanics aren't acceptable for a core set, and in addition to that, you're using hybrid for a core set, and a very complicated version of hybrid too in common. Core 2019 didn't even have a returning keyword.
Second, because of the restrictions you're using here, you end up with two breaks and a card that's weighted weirdly in regards to its colors. Esper Remnant can have lifelink for UU, and Bant Remnant can have hexproof for WW. Naya Remnant can have trample and haste for RW which is in color pie but would be a really weird gold card. The other cards having persist, wither and provoke means there's more leeway here in regards to the chosen keywords, so I'm not going to strike out most points for that here.
So in summary, very ambitious and I like the concept, I just think the cards need a few more passes, and fewer non-evergreen keywords used.
So this means that we're left with Mergatroid_Jones - Bolbid, Subject16 - Excavator and graffd02 - Fertilize. I think I'm going let off Fertilize since while very elegant, it should be an instant and even then I feel I should award the cards that both push the limits somewhat while being safe to print. Excavator is the most flavorful of the three, but I just really like the simplicity and utility of Bolbid. Bolbid's a card that I'd like printed in either color anyways and just fits very well. So hm.
I think I'm going with Bolbid. Congratulations to Mergatroid_Jones. Next: An expensive white card.
Immortality Infusion3WWWW
Sorcery
If your life total is 9 or less, your life total becomes 10.
Quadruple your life total, then shuffle Immortal Infusion into your library. "Who wouldn't want to live forever?"
IIW: Noncreature, Nonplainswalker cards in the command zone.
Open the Heavens5WWW
Sorcery
Exile all creatures. For each creature you control that is exiled this way, create a 4/4 white Angel creature token with flying. For each creature another player controls that is exiled this way, they create a 1/1 white Spirit creature token.
IIW: Cards which Wizards would never print, but you wish they would.
Private Mod Note
():
Rollback Post to RevisionRollBack
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Forestsguy - The Divinity of Pride is already an Avatar so what gives? Mechanically this is fine in both colors I guess, and pushed, but... yawn.
Subject16 - An interesting effect (I don't think Shadowmoor would ever get straight proliferate but it could get this) with... somehow-off flavor. Are we meant to think that Maralen's Faeries are more malevolent? Why would that be the case? Maralen's a much better person than Oona, not that that takes much.
Eventide Sojourner - Reasonable but something feels off - like both monocolor modes are way too weak. What is this card meant for, exactly? Are there, for example, self-mill decks that also want to mill everyone else? And decks that want, themselves, to discard cards absolutely do not want to discard at random.
mirrislegend - Very in-flavor but Quillspike is much better at what it does generally speaking. Also, the ability is actually a bit messier than it needs to be - just move the counter.
Mergatroid_Jones - I prefer Woebegone to Jealous as far as the conflicting names, but otherwise, what a neat card. While not explicitly a green effect I can see these abilities on a green creature in this context, with analogy to Spellwild Ouphe for example. All in all a neat toy that would make me wonder about what other interesting mechanical things would be done with the hybrid cards in the set.
Winner: Mergatroid_Jones
Next: A card that could have been in Ice Age. Awkward, old-school wordings are encouraged.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I know but when I saw you were judging, I just couldn’t resist especially when all I had to do was reverse the name.
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
When you play Kjeldoran Decree, if opponent controls any creatures, remove one of them from the game behind Kjelodran Decree and you gain 2 life. The creature remains removed from the game until Kjeldoran Decree leaves play in any way, then creature is returned to play. When the creature returns, opponent gains 2 life. The splendor of Kjeldor is based on the rule of law. Brutality is rewarded with imprisonment, and the innocent are always compensated.
Next: Hybrid commons
UUU
Snow Enchantment
Cumulative upkeep S
Whenever Ice Sculpture’s cumulative upkeep cost is paid, it becomes a copy of another target permanent until end of turn except it keeps its cumulative upkeep ability.
iiw : unicorns
Sorcery (Common)
As an additional cost to cast this spell, discard a card.
Target creature gains haste until end of turn. Draw two cards at the beginning of the next upkeep.
The Flame of Keld burns bright, and it burns hot.
IIW: [Subtype] God
Enchantment
Skip your draw step.
Whenever you play a card, Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
IIW: Legendary Weapons
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.
The design is not all that extraordinary, but you get big bonus points for the wonky wordings. The unusual life gain triggers also seem appropriate for a time when Journey to Nowhere was far in the future. This is also well within the realm of possibility since Oubliette already existed, and adding life gain is exactly the thing that would have made them colorshift it to white.
Legend- Ice Sculpture:
This is a card that could have been in Coldsnap, not Ice Age. Let's old it up:
Ice Sculpture UUU
Enchantment
Cumulative Upkeep 1
You can only pay Scuplture's cumulative upkeep cost with snow-covered lands.
When you pay Sculpture's cumulative upkeep cost, you may make it become a copy of any other permanent in play, except it also retains its cumulative upkeep cost.
Sculpture is not a snow-covered land, but counts as snow-covered.
The wording still feels a little new fangled to me, but if it had looked like this, it would have been a much stronger contender.
Subject16- Kjeldoran Rites:
It wouldn't be hard to old up this wording, so I won't bother doing it. Red looting wasn't really invented until much later (whereas prototypes for some of the other cards already existed). Nevertheless, I could see this being an Ice Age card that innocently didn't realize it was inventing something. RR for haste is kinda comical since a haste sorcery is much like a kicker, and it's hard to play this in addition to a creature in the early game.
Graffd- Oneiropotence:
This is a pretty neat design. I don't know what it would do, but at the time they printed cards with little regard for that. This is an innately powerful card, and I wonder how good it really is.
Winner: Sephon19. HM to Graffd02.
Next: Hybrid commons
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 - Aura (C)
Enchant creature
Enchanted creature has prowess. (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
IIW: Sagas.
1(W/U)
Instant
Reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost
iiw : a card with "color pair" in the rules text
Creature- Homunculus (C)
When Bolbid dies, draw a card.
You get used to the whistling.
0/1
IIW: An expensive white card.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Creature - Human Shaman (C)
As Excavator enters the battlefield, you may sacrifice a land. If you do, draw a card.
"The earth has more to say than the clergy allow it."
1/2
IIW: Enchant Artifact
Sorcery
Destroy Target Artifact or Enchantment
Gain 2 Life
IIW: CMC 10 or more.
Creature - Knight Druid
When ~ enters the battlefield, if G was spent to play ~, put a +1/+1 counter on ~ and ~ gains trample;
When ~ enters the battlefield, if W was spent to play ~, put a +1/+1 counter on ~ and ~ gains first strike;
1/1
IIW:
Planeswalkers including static abilities
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Instant (C)
Choose one -
• Players can't cast artifact spells this turn.
• Target creature gains haste and "T: This creature deals 2 damage to target creature with flying" until end of turn.
• Return target land card from your graveyard to your hand.
IIW: Old Phyrexia
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.͇̣̙̝
Jund Remnant
Creature - Viashino Spirit
Provoke, wither
2/2
Esper Remnant
Artifact Creature - Spirit
Flying, lifelink
2/2
Bant Remnant
Creature - Knight Spirit
Vigilance, hexproof
2/2
Grixis Remnant
Creature - Zombie Spirit
Menace, persist
2/2
Naya Remnant
Creature - Beast Spirit
Trample, haste
2/2
IIW: Cards named after movies
Luckily, my willpower is strong. Probably.
Clear and simple card, very commonlike. Doesn't however counteract the downside of being an aura as it looks to often be a dud and is otherwise quite overcosted. I think having it give +1/+1 and cost only a single mana would be a better power level. Also, it's not particularly exciting, even for a common. This is a fairly reasonable card, but very weak and would need a few more passes to make it through the challenge.
Legend - Adept Augury
Cheeky to use the same card two times in a row. As before, however, this is really the epitome of what hybrid shouldn't be. It would be an elegant card for WU, but color breaks in hybrid are very unhealthy cards.
Mergatroid_Jones - Bolbid
Simple, elegant, in color and with reasonable use in certain decks. What fascinates me is that it could be hybrid black as well if one so desired. This has a chance to win.
Subject16 - Excavator
Now we're in the territory of hybrid actually leading one down specific paths that actually give colors more in-color effects, as it's definitely in green's color to do this, but we see it rarely (and it's definitely a part of red). Flavor is great too. That said, besides the utility, the base card isn't very useful in most cases. I could see it being a component in a block where RG cared about sacrificing lands. This has a chance to win.
graffd02 - Fertilize
Only real issue I have with this is that it should be an instant. Good simple bread and butter utility and perfectly within both colors. It's not pushing anything in particular, but works as a common. This has a chance to win.
mirrislegend - Druid Charger
I have three issues with this card. First is that I think the rate is too high for a common. It's incredibly flexible with its mana cost, something that otherwise counteracts Watchwolf-like cards in limited, where the regular gold cost is a real restriction, and hybrid is easier to cast than either WW, GG or GW. On top of that, it can have trample and first strike for a commn. Yikes.
Second problem is that the card has memory issues. WotC have earlier created cards that gain certain abilities and used the presence of +1/+1 counters to remind the players of the cards' abilities. See Domesticated Hydra and Benalish Lancer. Kicker even had the possibility to track different ability grants through the placement of different number of counters - Anavolver has the regeneration ability if it has one +1/+1 counter on it, flying if it has two and both if it has three. Druid Charger uses only one counter for either ability, which is too much board complexity you just have to remember for any card, and for common it's definitely too much.
Third, The type line confuses me. I like the basic concept of a druidic knight and the flavor ticks the right boxes here, with the colors and abilities and all, but it lacks a race, and nothing about the card explains to me why it lacks one.
That said, I think it's good you took the hybrid Batwing Brume mechanic and tried to put it on a creature. This card just needed a few more passes to compete with the other cards here.
void_nothing - Dirtpit Charm
Wow, a charm for hybrid. I assume this is part of a cycle and they all might even cost just one mana. That is some massive undertaking in regards to finding proper color pie effects, and your card does reflect this, as all of the effects are by no means core functions of the card's two colors. Sadly this meant that you end up putting land recursion in red's color pie. I don't think red can do that (and did a couple of searches to be sure) so this is a break and can't win. But as a hybrid fan, I would swoon if WotC did something similar (that kept to the color pie).
VolrathTheRisen - Remnant cycle
Neat, a whole cycle. And for a core set, no less. I see what you're doing here in distributing a bunch of keywords across the cycle while only using each of the keywords once. You're also using two different hybrids per card, which is somewhat novel. And I like the touch of giving the Esper remnant one less creature type but being an artifact in return. That said, this has a couple of issues as presented.
First, you say it is a core set, but they have both provoke, wither and persist. MaRo has said provoke is an unnecessary keyword to have today with the prevalence of fight, so I'm not sure here whether it should be evergreen or part of a core set. But beyond that, you use both persist and wither. Both of these are great mechanics, but I think two or three non-evergreen mechanics aren't acceptable for a core set, and in addition to that, you're using hybrid for a core set, and a very complicated version of hybrid too in common. Core 2019 didn't even have a returning keyword.
Second, because of the restrictions you're using here, you end up with two breaks and a card that's weighted weirdly in regards to its colors. Esper Remnant can have lifelink for UU, and Bant Remnant can have hexproof for WW. Naya Remnant can have trample and haste for RW which is in color pie but would be a really weird gold card. The other cards having persist, wither and provoke means there's more leeway here in regards to the chosen keywords, so I'm not going to strike out most points for that here.
So in summary, very ambitious and I like the concept, I just think the cards need a few more passes, and fewer non-evergreen keywords used.
So this means that we're left with Mergatroid_Jones - Bolbid, Subject16 - Excavator and graffd02 - Fertilize. I think I'm going let off Fertilize since while very elegant, it should be an instant and even then I feel I should award the cards that both push the limits somewhat while being safe to print. Excavator is the most flavorful of the three, but I just really like the simplicity and utility of Bolbid. Bolbid's a card that I'd like printed in either color anyways and just fits very well. So hm.
I think I'm going with Bolbid. Congratulations to Mergatroid_Jones. Next: An expensive white card.
Sorcery
If your life total is 9 or less, your life total becomes 10.
Quadruple your life total, then shuffle Immortal Infusion into your library.
"Who wouldn't want to live forever?"
IIW: Noncreature, Nonplainswalker cards in the command zone.
Sorcery
Exile all creatures. For each creature you control that is exiled this way, create a 4/4 white Angel creature token with flying. For each creature another player controls that is exiled this way, they create a 1/1 white Spirit creature token.
IIW: Cards which Wizards would never print, but you wish they would.