Sorin, Vampire King. 1WB
Legendary Planeswalker- Sorin (U)
At the beginning of each end step, if an opponent lost life this turn, create a 1/1 vampire creature token with lifelink.
[-2]Vampires you control get +1/+1 until end of turn.
[5]
IIW: Un cards (silly)
Teferi, the Rewinder1UW
Legendary Planeswalker - Teferi (U)
Creature cards you cast cost 1 less and enter the battlefield tapped.
{-2}: Exile target creature or planewalker, then return it to the battlefield under its owner's control. Then choose a counter on it and remove the rest.
{5}
Daretti, Maniacal Scrapper 2RR
Legendary Planeswalker- Daretti [U]
Whenever you sacrifice an artifact, draw a card.
{-1]: Sacrifice an artifact. If you do, Daretti, Maniacal Scrapper deals 2 damage to any target.
[5]
Garruk, Plagueridden
Legendary Planeswalker - Garruk (U)
All damage is dealt as though its source had infect.
[-1]: Garruk, Plagueridden deals 1 damage to any target.
[6]
IIW: Legendary Creature versions of PWs from War of the Spark that do not already have Legendary Creature versions.
Nissa, the Awakener
Legendary Planeswalker - Nissa (U)
Whenever a land enters the battlefield under your control, put a +1/+1 counter on each land creature you control.
[-1]: Put two +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature that's still a land.
[3]
Aminatou, Eternal Seer(W/B)U
Legendary Planeswalker - Aminatou {U}
You may look at the top card of your library.
\-1/: Exile the top card of your library face down. You may look at and play that card for as long as you control Aminatou.
[5]
Azor, Architect of Law3
Legendary Planeswalker — Azor {U}
Whenever you reveal an instant, sorcery, or enchantment card from your hand or library, you may cast it without paying its mana cost.
-2: Reveal a card from your hand. If it's white, you may detain target nonland permanent. If it's blue, draw a card.
[5]
IIW: Make a trained dolphin.
Private Mod Note
():
Rollback Post to RevisionRollBack
"You live and learn. At any rate, you live." -Douglas Adams
Subject16: Rowan, the Last Kenrith
Planeswalker death triggers make all the mechanical sense in the world, and the death of a beloved character (a brother) is a perfect place to show that in flavor. A card like this probably should have been in War of the Spark. I don't love how unrelated the two abilities are though.
The Raven Man Is Squee: Sorin, Vampire King
This feels good for uncommon, since the static ability is friggin' awesome if you are enabling it, and the whole card kinda stinks if you aren't. This seems like a reference to spectacle, but all the enablers for that were in GRN rather than WAR.
JuanCu: Teferi, the Rewinder
This one is pretty fascinating. I love love love the way the -2 is an anti-planeswalker tool while also being a normal planeswalker ability. That static ability gives me a little pause, but entering tapped is a pretty big drawback. It limits the decks you can use him in, and stops it from being an aggro card. I'm pretty interested in this one, but it would need some testing. Biggest complaint: this feels rare.
Totally Haywire: Daretti, Maniacal Scrapper
Well artifacts weren't much of a thing in WAR, but I'll forgive that since the card is so cool. The static ability can lead to some abusive play, but at four mana it'll never be broken. I love these kinds of shenanigans. Several of these submissions are strong, but don't make that much sense for WAR. I won't count that against them.
Eventide Sojourner: Garruk, Plagueridden
What the what?! That's a hell of a static ability. At five mana, it isn't broken or anything, but it's quite a card to add to the universe. Obviously, this doesn't technically belong in WAR, but I'm okay with that. What a card.
Superbajt: Nissa, the Awakener
I like the use of landfall here. Unfortunately, this just isn't the best land animator Nissa. That's fine though: it's uncommon, and it feels uncommon while still being pretty strong.
Cardz5000: Aminatou, Eternal Seer
It's a two mana planeswalker that draws cards, and has an extremely versitile mana cost. I think this card is dangerous. I do really like the way it plays with the topdeck, in reference to her original commander theme. Nevertheless, that mana cost and that much loyalty seem pretty pushed. This essentially draws you an extra card every turn, and while you can get rid of the cards by killing Aminatou, it's still probably too efficient for two mana. Especially at uncommon. I am a fan of Aminatou though, and I like this as an iteration of her. I just think it's too easy to use.
Phyrexian Editor: Azor, Architect of Law
"-2: Cast an instant, sorcery, or enchantment card from your hand without paying its mana cost."
This is nutso. The detain and the draw are also nuts, considering you are likely playing blue/white and will get those upsides frequently. Cards that let you get stuff for free aren't inherently broken, but they are inherently nuts. Five is a lot to pay, but any instant, sorcery, or enchantment for free seems ludicrous. It's not actually busted, but it does mean that in constructed it will ONLY be used for busted things (replenishing your hand is a big part of that). In limited, this actually doesn't do much. All of that equals to a complicated card, and one that shouldn't be uncommon, but I don't think it's overpowered, and I do think it's fun and worthwhile.
Really great submissions this time. There's a lot of interesting stuff going on with these cards, and most of them deserve to exist in some form. I'm just going to give it to the card I most want to abuse, which is Daretti.
Winner: TotallyHaywire
Next: Give your opponents difficult choices
Ripley Vance, Spitfire Captain 2
Legendary creature- Human Pirate (M)
Creatures you control have This creature deals one damage to target permanent.
At the beginning of your upkeep, gain control of target creature an opponent controls unless any player pays 2 life.
4/1
IIW: Un cards (silly)
I FIGURED OUT THE MANA SYMBOLS!
Curse of Neglect1UB
Enchantment - Aura Curse {R}
Enchant opponent
Whenever enchanted player casts a spell, put two curse counters on Curse of Neglect.
Enchanted player's maximum hand size is reduced by one for each curse counter on Curse of Neglect.
IIW: A trained dolphin.
Private Mod Note
():
Rollback Post to RevisionRollBack
"You live and learn. At any rate, you live." -Douglas Adams
Maddening Musings 3B
Sorcery R
Target opponent may flip a coin. If they don't, they lose 2 life, sacrifice a creature and discard a card. If they do and lose the coin flip, they lose 6 life, sacrifice three creatures and discard three cards.
Next: Remake a card from Alpha/Beta. You can change anything but you must keep its name and you must change its card type.
The Physician's Choice1BW
Enchantment (R)
As The Physician's Choice enters the battlefield, choose Rules or Consequences:
Rules - You cannot sacrifice creatures and effects cannot cause you to sacrifice creatures.
Consequences - Sacrifice a creature: regenerate each creature you control.
Where will your precious ethics be, I wonder, when everything falls apart? Whose lives are more important? What will you choose, good doctor? Can you choose?
Crops Ablaze3RR
Sorcery (Rare) Council's Dilemma - Starting with you, each player votes for queen or country. Crops Ablaze deals 2 damage to each opponent for each queen vote, then each opponent sacrifices a land for each country vote. "Marchesa would sooner let the city starve than give up the throne. If the outland farms burn, the people will know she let them."
Narset's Justice1UU
Enchantment (R)
At the beginning of each player's upkeep, that player may pay 3. If they don't, they choose a creature they control and return all other creatures they control to their owner's hands. "Now we're alone. Speak."
IIW: You are working on the new set: Shadows Over Innistrad. They developed a keyword called Delirium, but decided to scrap it. Make a replacement mechanic (keyworded or not) that fits in the set and cares about the graveyard in some way. Make one common and one rare or mythic.
Gatewatch Assembled1WRUGB
Sorcery
Search your library for any number of planeswalker cards, put them into the battlefield under your control, then shuffle your library.
Then target opponent chooses one:
* Shuffle those planeswalkers into your library at the beginning of the end step.
* For each of those planeswalkers, remove all but 1 loyalty counter from it.
Stonevalley Seraph3RW
Creature - Angel [R]
Flying, haste
When ~ deals combat damage to a player, that player chooses one:
-You may draw up to two cards. Discard a card for each card you drew this way.
-You may sacrifice a permanent. If you do, each other player sacrifices a permanent of the same type.
4/3
Ripley Vance, Spitfire Captain
A 4 drop 4/1 that turns all your creatures into pingers and essentially shocks at the beginning of the upkeep. A cool concept, but I think most people would pretty much always choose to take 2 damage rather than give you back a creature that can ping any target.
Curse of Neglect
This is a cool concept, but it seems extremely strong, and the choice of casting spells vs not casting spells is a little lackluster, as you can't really choose to not cast spells if that lands on turn 3
Maddening Musings
I like that this card makes them either take the safe route, or a 50/50 chance on getting screwed. It seems balanced as they do get the choice.
The Physician's Choice
While an interesting card, the challenge was to give your opponents choices, not yourself.
A cool multiplayer card, this is one of those choice cards that probably is never that difficult. Either you can afford to sac a land because its lategame and you're flooded, or you pay 2 life because you need the mana. It seems powerful and a cool card nonetheless.
Narset's Justice
A passive tax of 3 against creature decks seems really powerful as a sideboard tool for control. Like, really powerful. If it somehow hit itself so that its owner had to pay to keep it on the field, like if it was for "creatures and enchants" or "nonland permanents" then I could see it, but it's too easy to bust the symmetry here.
Gatewatch Assembled
This seems like your opponent is dead to rights either way. In a deck built to take advantage of this, tutoring up 5-8 powerful walkers, even if only for a turn, is pretty much GG.
Stonevalley Seraph
This creature seems very pushed and the second choice is definitely more at home in black than white. However, I do like the choice aspect as they're either giving you filtering or the option to thin their board.
Sephon19
Next up: Remake a card from Alpha/Beta. You can change anything but you must keep its name and you must change its card type.
Farmstead
Land (R)
Tap to add 1 colorless mana to your mana pool.
Tap to shuffle a creature from your graveyard into your library. This action can be played as an interrupt.
(Yes, it's even formatted like a Beta card.)
IIW: Bolas Triumphant (post-War Ravnica).
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
Demonic Attorney2BB
Summon Demonic Attorney (R)
Any time a player successfully casts a spell, that player suffers 1 damage as long as Attorney is untapped.
Once each turn, you may discard a card from your hand to tap Attorney. You may do this any time you could play an interrupt.
1/2
IIW: It's return to Khans of Tarkir. They want to give one of the five factions (Jeskai, Mardu, Sultai, Abzan, and Temur) a returning mechanic from anywhere in MTG history. Make a common and a rare/mythic representing this mechanic in this faction.
Contract From Below1BB
Enchantment {R}
At the beginning of your upkeep, an opponent chooses two cards in your graveyard with different converted mana costs. If they did, choose one of the two at random. You may play that card without paying its mana cost this turn. Contract From Below deals damage to you equal to the converted mana cost of the other card.
Demonic Tutor. 3
Summon demon teacher (R)
Flying
At any time during one of your main phases, you may tap Demonic Tutor to search your library for and card and put that card into your hand. Shuffle your library.
2/2
Ancestral Recall1B
Enchantment {R}
At the beginning of your turn, remove 3 cards from the top of your library from the game.
Whenever a creature you control is destroyed, put it into your hand at end of turn. If it has the same name as at least 2 cards you have removed from the game, put it into play under your control instead.
IIW: Put counters on cards not on the battlefield.
Legendary Planeswalker- Sorin (U)
At the beginning of each end step, if an opponent lost life this turn, create a 1/1 vampire creature token with lifelink.
[-2]Vampires you control get +1/+1 until end of turn.
[5]
IIW: Un cards (silly)
Legendary Planeswalker - Teferi (U)
Creature cards you cast cost 1 less and enter the battlefield tapped.
{-2}: Exile target creature or planewalker, then return it to the battlefield under its owner's control. Then choose a counter on it and remove the rest.
{5}
IIW: From the end of days.
Legendary Planeswalker- Daretti [U]
Whenever you sacrifice an artifact, draw a card.
{-1]: Sacrifice an artifact. If you do, Daretti, Maniacal Scrapper deals 2 damage to any target.
[5]
IIW: Give your opponents difficult choices
Legendary Planeswalker - Garruk (U)
All damage is dealt as though its source had infect.
[-1]: Garruk, Plagueridden deals 1 damage to any target.
[6]
IIW: Legendary Creature versions of PWs from War of the Spark that do not already have Legendary Creature versions.
Legendary Planeswalker - Nissa (U)
Whenever a land enters the battlefield under your control, put a +1/+1 counter on each land creature you control.
[-1]: Put two +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature that's still a land.
[3]
IIW:IT device/concept
Legendary Planeswalker - Aminatou {U}
You may look at the top card of your library.
\-1/: Exile the top card of your library face down. You may look at and play that card for as long as you control Aminatou.
[5]
IIW: Niche Commanders
Legendary Planeswalker — Azor {U}
Whenever you reveal an instant, sorcery, or enchantment card from your hand or library, you may cast it without paying its mana cost.
-2: Reveal a card from your hand. If it's white, you may detain target nonland permanent. If it's blue, draw a card.
[5]
IIW: Make a trained dolphin.
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.
Planeswalker death triggers make all the mechanical sense in the world, and the death of a beloved character (a brother) is a perfect place to show that in flavor. A card like this probably should have been in War of the Spark. I don't love how unrelated the two abilities are though.
The Raven Man Is Squee: Sorin, Vampire King
This feels good for uncommon, since the static ability is friggin' awesome if you are enabling it, and the whole card kinda stinks if you aren't. This seems like a reference to spectacle, but all the enablers for that were in GRN rather than WAR.
JuanCu: Teferi, the Rewinder
This one is pretty fascinating. I love love love the way the -2 is an anti-planeswalker tool while also being a normal planeswalker ability. That static ability gives me a little pause, but entering tapped is a pretty big drawback. It limits the decks you can use him in, and stops it from being an aggro card. I'm pretty interested in this one, but it would need some testing. Biggest complaint: this feels rare.
Totally Haywire: Daretti, Maniacal Scrapper
Well artifacts weren't much of a thing in WAR, but I'll forgive that since the card is so cool. The static ability can lead to some abusive play, but at four mana it'll never be broken. I love these kinds of shenanigans. Several of these submissions are strong, but don't make that much sense for WAR. I won't count that against them.
Eventide Sojourner: Garruk, Plagueridden
What the what?! That's a hell of a static ability. At five mana, it isn't broken or anything, but it's quite a card to add to the universe. Obviously, this doesn't technically belong in WAR, but I'm okay with that. What a card.
Superbajt: Nissa, the Awakener
I like the use of landfall here. Unfortunately, this just isn't the best land animator Nissa. That's fine though: it's uncommon, and it feels uncommon while still being pretty strong.
Cardz5000: Aminatou, Eternal Seer
It's a two mana planeswalker that draws cards, and has an extremely versitile mana cost. I think this card is dangerous. I do really like the way it plays with the topdeck, in reference to her original commander theme. Nevertheless, that mana cost and that much loyalty seem pretty pushed. This essentially draws you an extra card every turn, and while you can get rid of the cards by killing Aminatou, it's still probably too efficient for two mana. Especially at uncommon. I am a fan of Aminatou though, and I like this as an iteration of her. I just think it's too easy to use.
Phyrexian Editor: Azor, Architect of Law
"-2: Cast an instant, sorcery, or enchantment card from your hand without paying its mana cost."
This is nutso. The detain and the draw are also nuts, considering you are likely playing blue/white and will get those upsides frequently. Cards that let you get stuff for free aren't inherently broken, but they are inherently nuts. Five is a lot to pay, but any instant, sorcery, or enchantment for free seems ludicrous. It's not actually busted, but it does mean that in constructed it will ONLY be used for busted things (replenishing your hand is a big part of that). In limited, this actually doesn't do much. All of that equals to a complicated card, and one that shouldn't be uncommon, but I don't think it's overpowered, and I do think it's fun and worthwhile.
Really great submissions this time. There's a lot of interesting stuff going on with these cards, and most of them deserve to exist in some form. I'm just going to give it to the card I most want to abuse, which is Daretti.
Winner: TotallyHaywire
Next: Give your opponents difficult choices
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.
Legendary creature- Human Pirate (M)
Creatures you control have This creature deals one damage to target permanent.
At the beginning of your upkeep, gain control of target creature an opponent controls unless any player pays 2 life.
4/1
IIW: Un cards (silly)
I FIGURED OUT THE MANA SYMBOLS!
Enchantment - Aura Curse {R}
Enchant opponent
Whenever enchanted player casts a spell, put two curse counters on Curse of Neglect.
Enchanted player's maximum hand size is reduced by one for each curse counter on Curse of Neglect.
IIW: A trained dolphin.
Sorcery R
Target opponent may flip a coin. If they don't, they lose 2 life, sacrifice a creature and discard a card. If they do and lose the coin flip, they lose 6 life, sacrifice three creatures and discard three cards.
Next: Remake a card from Alpha/Beta. You can change anything but you must keep its name and you must change its card type.
Enchantment (R)
As The Physician's Choice enters the battlefield, choose Rules or Consequences:
Rules - You cannot sacrifice creatures and effects cannot cause you to sacrifice creatures.
Consequences - Sacrifice a creature: regenerate each creature you control.
Where will your precious ethics be, I wonder, when everything falls apart? Whose lives are more important? What will you choose, good doctor? Can you choose?
IIW: Original Fantasy Tyrants or Superheroes
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Sorcery (Rare)
Council's Dilemma - Starting with you, each player votes for queen or country. Crops Ablaze deals 2 damage to each opponent for each queen vote, then each opponent sacrifices a land for each country vote.
"Marchesa would sooner let the city starve than give up the throne. If the outland farms burn, the people will know she let them."
IIW: Totem variants (Chronatog Totem for example).
Enchantment (R)
At the beginning of each player's upkeep, that player may pay 3. If they don't, they choose a creature they control and return all other creatures they control to their owner's hands.
"Now we're alone. Speak."
IIW: You are working on the new set: Shadows Over Innistrad. They developed a keyword called Delirium, but decided to scrap it. Make a replacement mechanic (keyworded or not) that fits in the set and cares about the graveyard in some way. Make one common and one rare or mythic.
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
Search your library for any number of planeswalker cards, put them into the battlefield under your control, then shuffle your library.
Then target opponent chooses one:
* Shuffle those planeswalkers into your library at the beginning of the end step.
* For each of those planeswalkers, remove all but 1 loyalty counter from it.
IIW: From the end of days
Creature - Angel [R]
Flying, haste
When ~ deals combat damage to a player, that player chooses one:
-You may draw up to two cards. Discard a card for each card you drew this way.
-You may sacrifice a permanent. If you do, each other player sacrifices a permanent of the same type.
4/3
IIW: non-keyword Slivers
A 4 drop 4/1 that turns all your creatures into pingers and essentially shocks at the beginning of the upkeep. A cool concept, but I think most people would pretty much always choose to take 2 damage rather than give you back a creature that can ping any target.
This is a cool concept, but it seems extremely strong, and the choice of casting spells vs not casting spells is a little lackluster, as you can't really choose to not cast spells if that lands on turn 3
I like that this card makes them either take the safe route, or a 50/50 chance on getting screwed. It seems balanced as they do get the choice.
While an interesting card, the challenge was to give your opponents choices, not yourself.
A passive tax of 3 against creature decks seems really powerful as a sideboard tool for control. Like, really powerful. If it somehow hit itself so that its owner had to pay to keep it on the field, like if it was for "creatures and enchants" or "nonland permanents" then I could see it, but it's too easy to bust the symmetry here.
This seems like your opponent is dead to rights either way. In a deck built to take advantage of this, tutoring up 5-8 powerful walkers, even if only for a turn, is pretty much GG.
This creature seems very pushed and the second choice is definitely more at home in black than white. However, I do like the choice aspect as they're either giving you filtering or the option to thin their board.
Next up: Remake a card from Alpha/Beta. You can change anything but you must keep its name and you must change its card type.
Judging Tuesday unless we need more entries!
Land (R)
Tap to add 1 colorless mana to your mana pool.
Tap to shuffle a creature from your graveyard into your library. This action can be played as an interrupt.
(Yes, it's even formatted like a Beta card.)
IIW: Bolas Triumphant (post-War Ravnica).
Summon Demonic Attorney (R)
Any time a player successfully casts a spell, that player suffers 1 damage as long as Attorney is untapped.
Once each turn, you may discard a card from your hand to tap Attorney. You may do this any time you could play an interrupt.
1/2
IIW: It's return to Khans of Tarkir. They want to give one of the five factions (Jeskai, Mardu, Sultai, Abzan, and Temur) a returning mechanic from anywhere in MTG history. Make a common and a rare/mythic representing this mechanic in this faction.
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 {R}
At the beginning of your upkeep, an opponent chooses two cards in your graveyard with different converted mana costs. If they did, choose one of the two at random. You may play that card without paying its mana cost this turn. Contract From Below deals damage to you equal to the converted mana cost of the other card.
IIW: A very large and stupid bird
Summon demon teacher (R)
Flying
At any time during one of your main phases, you may tap Demonic Tutor to search your library for and card and put that card into your hand. Shuffle your library.
2/2
IIW: Un cards (silly)
Enchantment {R}
At the beginning of your turn, remove 3 cards from the top of your library from the game.
Whenever a creature you control is destroyed, put it into your hand at end of turn. If it has the same name as at least 2 cards you have removed from the game, put it into play under your control instead.
IIW: Put counters on cards not on the battlefield.