Sure, this is incredibly straightforward and has some good strategic value and works as a common. Nothing much new though, it's just Seal of Pit Fight. I am slightly bugged that you bothered to match all the other seal flavor texts but used "I'm" instead of "I am"
Evoking enchantments implies an interesting environment. I guess the question is if you can get enchantment sacrifice bonuses for the best synergy. Slightly confusing for a common but we'll assume context gives some clues.
Pretty close to Court Street Denizen, but it's a nice new clean line of text as far as I can tell. Not being a creature makes it pretty bad but it seems reasonable. Flavor treatment is excellent.
Constant large amounts of lifegain for everyone doesn't belong at common. Props for attempting to carve out some more space for a narrow mechanic though.
Manchantments are a reasonable direction to go in, but the complexity of an activated ability that becomes a creature with odd stats and a triggered ability definitely puts this particular execution at uncommon. I think the key to this line was to make an innovative way to transform, but become a simple creature.
That's a pretty reasonable mechanic to staple onto an enchantment. Cantripping seems slightly weird or excess to me in these colors - it's probably possible but I think I would have preferred it at one mana with no cantrip. I guess the art might sell it, but I'm not sure how carvings extort people, and at first I thought you were creating a new world using the mechanic.
Proudawesome: Right in white's thing, this fits very well as a common. One-shot effects on sacrifice are not my favorite thing for enchantments, but they work.
Raptorchan: I feel this is a bit too much for a common, this can hit serious face and it even has some strategic depth to it as it is bound to be in a enchantment-themed block. I'm also quite uneasy about this' performance in limited.
Jimmy Groove: I do think this is a bit too much for a common, since you get to crack it on demand and can be used in conjunction with combat damage and other effects. A sealed enviroment with everyone opening this doesn't seem something to look forward to, either. I really think that a mandatory trigger would be the way to go here, as it is a bit of a too strong rattlrsnake and being able to make it blow like a mine would make it more fair.
Legend: I thinl you can't argue with simplicity. Solid common, without being dramatic it can be very helpful. It does what it is supposed to do and not much else. I like it.
Thesedaiv: I think you went the right way in narrowing this effect for common but you overdid it. Mass pump is not something very present in common but something like "Untapped creatures get +1/+0" might have worked.
Gerrard's Mom: I like this and it's a nice use of hwllbent at common. It might be a bit weak in some situations, but a point of extra damage that doesn't depend on a particular creature is something veey good to have.
Legend - Scrying Pool - Probably a bit on the weaker side unless there are a lot of enchantment synergies, in which case it might be very powerful. A clean application, and the fact that scry inherently has dimishing returns in multiples makes it not too scary to print at common.
thesedaiv - Basic Training: Effects that pump up multiple creatures tend to be game-changing, and that's why they don't tend to pop up at common a lot. Also, this is very swingy because it doesn't do anything for non-vigilant creatures. It ends up requiring a pretty good amount of mental processing for a common.
Gerrard's Mom - Anarchists' Graffiti: This is closer to Orcish Oriflame than it looks at first since you always get to chose the creature that'll produce the worst combat math for the opponent. Simple, clean mechanics, and easy to build around and synergize with.
netn10 - Seal of Savagery: Simple, clean, and to the point. Doesn't break a ton of creative ground, but common is generally not the best place to be trying that anyway.
Cardz5000 - Aspect of Spring: It's either a less-reliable Rampant Growth or a less reliable Explosive Vegetation, but in both cases still reliable enough to be worth playing, and the versitility is very useful. Combine in synergies with enchantments and you've got a card that's probably complex and powerful enough to be uncommon. Creative reuse of old mechanics and solid construction, though.
Koopa - Homeland Advantage: It is certainly simple enough to be a commmon, but this is actually a realy game-changing effect of the sort that feels bigger than what you'd normally see at common, especially considering it is stackable. The ability to build combos and synergies around it seems like it should limit the effect to uncommon or rare. But solidly priced and constructed.
Jimmy Groove
Surprisingly balanced for a delayed removal spell. It doesn't kill, has its condition to be met and your opponent has a chance to deal with it. Can see it at common.
Legend
Simple yet useful tool for Theros environment or something. Repeatable effects that need to be tracked aren't mostly for commons but I can see it.
thesedaiv
I remember Stonebro being a rare for a reason - and Stonebro being legendary wasn't the only reason. I can't see an extremely narrow enchantment that grants bonus only to creatures with three (!) restrictions being a common. It would be an awful last draft pick no less.
Gerrard's Mom
Eh, it's okay but I am not a big fan of repeatable effects on commons (see Legend). Also, I was pretty sure it's a Kaladesh card until I saw hellbent but eh, whatever. At least it looks more or less balanced.
netn10
Pretty easy delayed fighting spell that costs more than usual and lets your opponent to deal with it. Maybe just a little bit underwhelming.
Cardz5000
A bit too complex but I see it, a tweak of classis green mana ramp spell. I guess there are easier ways to get lands but come on, common enchantments is the theme of the riund so why should I complain.
This feels like it rangers from really terrible in a 1v1 format to making the game painfully long in multiplayer games. I do appreciate breaking out into a different design space.
Noncreatures that become creatures (outside of vehicles) haven't been used at common from what I could find. That said, even if there is a few examples, this cards extra text is also an effect outside of common
This is an interesting card. It feels very balanced. I really enjoy it. Good job.
I am not a fan of "Seals" when asked to design enchantments. I like seals, but they don't play as enchantments. As for the effect itself, it is pretty weak but within color pie and at the correct rarity.
This is quite good for a common. A 3/3 with Haste for 4 is solid but having the ability to be a 5/2, especially the turn it comes down is quite good. Still, well designed and the flavor is great.
At first I thought this card was insane but the more I looked at it the more I realized it is actually closer to poor rather than great. I could see this card being rated highly in limited to start and then slowly falling in pick orders as the meta stabilizes. Love it.
Gerrard's Mom
netn10
Cardz5000
Koopa
mirrodin71
1
2
3
2. Cardz5000
3. netn10
Proudawesome: Right in white's thing, this fits very well as a common. One-shot effects on sacrifice are not my favorite thing for enchantments, but they work.
Raptorchan: I feel this is a bit too much for a common, this can hit serious face and it even has some strategic depth to it as it is bound to be in a enchantment-themed block. I'm also quite uneasy about this' performance in limited.
Jimmy Groove: I do think this is a bit too much for a common, since you get to crack it on demand and can be used in conjunction with combat damage and other effects. A sealed enviroment with everyone opening this doesn't seem something to look forward to, either. I really think that a mandatory trigger would be the way to go here, as it is a bit of a too strong rattlrsnake and being able to make it blow like a mine would make it more fair.
Legend: I thinl you can't argue with simplicity. Solid common, without being dramatic it can be very helpful. It does what it is supposed to do and not much else. I like it.
Thesedaiv: I think you went the right way in narrowing this effect for common but you overdid it. Mass pump is not something very present in common but something like "Untapped creatures get +1/+0" might have worked.
Gerrard's Mom: I like this and it's a nice use of hwllbent at common. It might be a bit weak in some situations, but a point of extra damage that doesn't depend on a particular creature is something veey good to have.
Top3
1. Legend
2. Gerrards Mom
3. Proudawesome
thesedaiv - Basic Training: Effects that pump up multiple creatures tend to be game-changing, and that's why they don't tend to pop up at common a lot. Also, this is very swingy because it doesn't do anything for non-vigilant creatures. It ends up requiring a pretty good amount of mental processing for a common.
Gerrard's Mom - Anarchists' Graffiti: This is closer to Orcish Oriflame than it looks at first since you always get to chose the creature that'll produce the worst combat math for the opponent. Simple, clean mechanics, and easy to build around and synergize with.
netn10 - Seal of Savagery: Simple, clean, and to the point. Doesn't break a ton of creative ground, but common is generally not the best place to be trying that anyway.
Cardz5000 - Aspect of Spring: It's either a less-reliable Rampant Growth or a less reliable Explosive Vegetation, but in both cases still reliable enough to be worth playing, and the versitility is very useful. Combine in synergies with enchantments and you've got a card that's probably complex and powerful enough to be uncommon. Creative reuse of old mechanics and solid construction, though.
Koopa - Homeland Advantage: It is certainly simple enough to be a commmon, but this is actually a realy game-changing effect of the sort that feels bigger than what you'd normally see at common, especially considering it is stackable. The ability to build combos and synergies around it seems like it should limit the effect to uncommon or rare. But solidly priced and constructed.
Top 3
1. netn10
2. Legend
3. Gerrard's Mom
Surprisingly balanced for a delayed removal spell. It doesn't kill, has its condition to be met and your opponent has a chance to deal with it. Can see it at common.
Legend
Simple yet useful tool for Theros environment or something. Repeatable effects that need to be tracked aren't mostly for commons but I can see it.
thesedaiv
I remember Stonebro being a rare for a reason - and Stonebro being legendary wasn't the only reason. I can't see an extremely narrow enchantment that grants bonus only to creatures with three (!) restrictions being a common. It would be an awful last draft pick no less.
Gerrard's Mom
Eh, it's okay but I am not a big fan of repeatable effects on commons (see Legend). Also, I was pretty sure it's a Kaladesh card until I saw hellbent but eh, whatever. At least it looks more or less balanced.
netn10
Pretty easy delayed fighting spell that costs more than usual and lets your opponent to deal with it. Maybe just a little bit underwhelming.
Cardz5000
A bit too complex but I see it, a tweak of classis green mana ramp spell. I guess there are easier ways to get lands but come on, common enchantments is the theme of the riund so why should I complain.
2) Cardz5000
3) netn10
This feels like it rangers from really terrible in a 1v1 format to making the game painfully long in multiplayer games. I do appreciate breaking out into a different design space.
Noncreatures that become creatures (outside of vehicles) haven't been used at common from what I could find. That said, even if there is a few examples, this cards extra text is also an effect outside of common
This is an interesting card. It feels very balanced. I really enjoy it. Good job.
I am not a fan of "Seals" when asked to design enchantments. I like seals, but they don't play as enchantments. As for the effect itself, it is pretty weak but within color pie and at the correct rarity.
This is quite good for a common. A 3/3 with Haste for 4 is solid but having the ability to be a 5/2, especially the turn it comes down is quite good. Still, well designed and the flavor is great.
At first I thought this card was insane but the more I looked at it the more I realized it is actually closer to poor rather than great. I could see this card being rated highly in limited to start and then slowly falling in pick orders as the meta stabilizes. Love it.
1) Jimmy
2) Hemlock
3) Raptor
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
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