Breath of Sloth WW
Emchantment - Aura
Enchant creature
Manifold 3(You may choose any number of additional targets for this aura and pay its manifold cost for each target beyond the first. As this Aura enters the battlefield, it enchants any of those permanents and put tokens that are copies of it onto the battlefield enchanting the others.)
Enchanted creature can't attack or block.
Wake the Earth GW
Enchantment - Aura
Enchant land
Manifold GW
Enchanted land has indestructible and can't be enchanted by other Auras.
At the beginning of your upkeep, you may have enchanted land become a 2/2 creature until end of turn. It's still a land.
Color pie suggestions: Focused mostly on helpful auras for white and green with a minor in red, mostly harmful auras in black and a minor in red, and blue can probably do a little of each.
Crafty Mongoose G
Creature - Mongoose
Guile 1 (When this creature becomes blocked, exile 1 card from the top of defending player's library. If that card is a creature card, put a +1/+1 counter on this creature.)
When Crafty Mongoose guiles into a creature, regenerate it.
When Crafty Mongoose guiles into a noncreature, nonland card, it gains deathtouch until end of turn.
1/1
Sneaky Snakeskin 3B
Creature - Snake Zombie
Guile 2 (When this creature becomes blocked, exile 3 cards from the top of defending player's library. Put a +1/+1 counter on this creature for each creature card exiled in this way.)
When Sneaky Snakeskin attacks and isn't blocked, you may remove it from combat. If you do, draw a card and defending player discards a card.
2/2
Faceshaper 3UU
Creature - Shapeshifter
Guile 5
When Faceshaper guiles into a creature card, you may have it become a copy of that creature card except it gains this ability and Guile 5.
5/2
Shady Oak 6G
Creature - Treefolk Rogue
Guile 7 2G, Sacrifice a Forest: Shady Oak must be blocked this turn if able.
5/5
Concepted as a GUB mechanic.
Ash Tree Valley
Land
Ash Tree Valley enters the battlefield tapped.
When Ash Tree Valley enters the battlefield, draw a card, then discard a card. If you discard a Mountain or a Forest in this way, untap Ash Tree Valley. T: Add R or G to your mana pool.
Possible dual idea. Might be too good. Intended to be better for the late game. I'm sure older formats would appreciate easy discard though.
Aggrandize (At the beginning of your upkeep, create a token that's a copy of this Aura enchanting the same permanent/player. Tokens can't have or gain Aggrandize.)
Mane of Flame R
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+0.
Aggrandize.
Scaleskin 1G
Enchantment - Aura (C)
Enchant creature
When Scaleskin enters the battlefield, put a +1/+1 counter on enchanted creature.
Sacrifice Scaleskin: Regenerate enchanted creature.
Aggrandize.
Champion of Lions 2GW
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +1/+1 for each Aura enchanting it.
Aggrandize.
Exceptionalism RW
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +1/+1.
As Exceptionalism enters the battlefield, choose first strike, lifelink, or vigilance. Enchanted creature gains that ability. If it already has those abilities, you may choose double strike, indestructible, or menace instead. If it already has those abilities, you may choose protection from blue, protection from black, or protection from green instead.
Aggrandize.
Oppressive Tax 1W
Enchantment - Aura (U)
Enchant nonland permanent
When Oppressive Tax enters the battlefield or at the beginning of your upkeep, exile enchanted permanent unless its controller pays 1.
Aggrandize.
Spectral Rush 1BR
Enchantment - Aura (R)
Enchant creature
Enchanted creature has menace and haste.
Whenever enchanted creature deals combat damage to a player, that player discards a card. If that card is a nonland, noncreature card ~ deals 3 damage to that player.
Aggrandize.
Luscious Development 3GU
Enchantment - Aura (U)
Enchant land
When Luscious Development enters the battlefield, draw a card.
Whenever enchanted land is tapped for mana, add two mana in any combination of colors to your mana pool.
Aggrandize.
@Apoquallyp
I'll split it up into two phrases for easy reading.
At the beginning of your upkeep, you may cast this card from your graveyard this turn for its mana cost.
At the beginning of your upkeep, exile this card from your graveyard unless you pay its memoriam cost.
So if you want to keep it in your graveyard, you have to pay. If you don't it is exiled. If you do it remains in your graveyard. You are not obliged to cast it that turn. You can keep paying for the luxury of casting it on a later turn. The abilities are tied together and share the same trigger so effects that allow cards to be cast at instant speed won't allow you to cast it before paying the memoriam cost. I find your wording more confusing just as a matter of parsing; it seems to imply if you don't cast the spell it's exiled.
More:
Scummy Filthdiggers 1R
Creature - Human Rogue (U)
When Scummy Filthdiggers dies, each player shuffles a card from his or her hand into his or her library, then draws a card.
Memoriam - 1G
When Scummy Filthdiggers enters the battlefield, if you cast it from your graveyard, put two target cards in a single graveyard on the bottom of their owner's library.
2/1
Unburied General 3BB
Creature - Zombie Soldier (R?)
Lifelink
Memoriam - WW
When Unburied General enters the battlefield, if you cast it from your graveyard, put a +1/+1 counter on each creature you control and those creatures gain lifelink until end of turn.
3/5
Walking Wallet 6
Artifact Creature - Construct (M)
Defender
Walking Wallet enters the battlefield with four +1/+1 counters on it
Whenever Walking Wallet blocks or becomes blocked, remove a +1/+1 counter from it create two artifact tokens named Gold with, "Sacrifice this artifact: Add one mana of any color to your mana pool."
Memoriam - GU
When Walking Wallet enters the battlefield, if you cast it from your graveyard, put two additional +1/+1 counters on it and it loses defender.
0/0
Bladegripper 2W
Creature - Human Soldier (R)
Memoriam - Tap an untapped equipment you control and pay its equip cost.
When Bladegripper enters the battlefield, if you cast it from your graveyard, tap it and attach target tapped equipment to it.
2/2
Fearless Goonsquad 4R
Creature - Human Berserker (U)
Haste
At the beginning of your end step, if ~ is untapped, it fights target creature an opponent controls.
Memoriam 1B
When ~ enters the battlefield, if you cast it from your graveyard, it gets +3/+0 until end of turn and regenerate it.
4/1
Oldriver Druid 2G
Creature - Elf Druid (U)
When ~ dies, return up to two target land cards in your graveyard to the battlefield tapped. They don't untap during your next untap step.
Memoriam - U, Sacrifice an Island
When ~ enters the battlefield, if you cast it from your graveyard, draw two cards then discard a card.
1/3
@v_n: I'm not back exactly. I've quit magic and I'm selling my extensive collection. However, I was bored and this mechanic has been swirling around my head for years.
@user: I wanted a white Pacifism effect that wasn't too annoying to recur. I based it off Shackles. I figured that 3 mana up front and 5 mana every turn thereafter was a sufficient disincentive to play the card too often.
@Lucan: I like the parasitic ideas. The tomb was an attempt, although I suppose it's pretty slow.
Bride of Arteries 3B
Creature - Vampire
Flying, lifelink
At the beginning of each opponent's upkeep, that player may pay 3 life. If that player does, sacrifice Bride of Arteries and you gain 3 life.
Memoriam 1B
3/3
Tonbones 8B
Creature - Skeleton Giant
Tonbones costs X less to cast where X is the total converted mana cost of creature cards exiled from your graveyard this turn.
Memoriam - Exile a creature card from your graveyard.
8/1
This is somewhat parasitic in that other creature memoriam cards can feed it.
Potent Poltergeist 4UU
Creature - Spirit Artificer
~ can't be blocked as long as defending player controls an artifact.
Memoriam - Tap two untapped artifacts you control.
As long as ~ is in your graveyard, artifacts you control have hexproof and, "2, Exile a card from your graveyard: Untap this artifact. Activate this ability only once each turn."
3/3
Glottal Plosive 1R
Sorcery
~ deals 3 damage to target creature. If you cast ~ from your graveyard, it deals 6 damage to that creature instead and it deals 3 damage to you.
Memoriam 2RR
Memoriam - COST (At the beginning of your upkeep, exile this card from your graveyard unless you pay its memoriam cost. Until end of turn, you may cast this card from your graveyard for it's mana cost.)
Priest of White Ash 1W
Creature - Human Cleric (U)
When Priest of White Ash enters the battlefield, exile up to three target cards from a single graveyard until Priest of White Ash leaves the battlefield.
Memoriam - W
1/3
Captain of Valorhelm WW
Creature - Human Soldier (C)
When Captain of Valorhelm enters the battlefield, tap or untap target creature.
Memoriam - Tap an untapped white creature you control.
2/2
Days of Mourning 1W
Enchantment - Aura (C)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
When a creature dies, tap enchanted creature.
Memoriam - 1W
Featherbraid Angel 3WW
Creature - Angel (M)
Flying
When Featherbraid Angel dies, create two 1/1 white Bird creature tokens with flying.
Memoriam - Tap two untapped white creatures you control.
When Featherbraid Angel is exiled from your graveyard, tap all creatures you control.
4/4
Diviner of Miseries 3U
Creature - Human Wizard
When Diviner of Miseries enters the battlefield, target player puts the top four cards of his or her library into his or her graveyard.
Memoriam - 1U
When Diviner of Miseries is exiled from your graveyard, put the top four cards of your library into your graveyard.
1/4
Serpent of Glowing AEther 3UU
Creature - Serpent Illusion (R)
When Serpent of Glowing AEther enters the battlefield, look at the top four cards of your library. You may reveal an instant or sorcery card from among them, put it into your hand, then put the rest on the bottom of your library in any order.
When Serpent of Glowing AEther becomes the target of a spell or ability, sacrifice it.
Memoriam - Exile an instant or sorcery card from your graveyard.
5/5
Whispering Yesterdays 2U
Sorcery (C)
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Memoriam - 2U
When Whispering Yesterdays is exiled from your graveyard, exile two cards from your graveyard.
Morrowbond Sphinx 5UU
Creature - Sphinx (M)
Flying
When Morrowbond Sphinx dies, exile two cards from your graveyard. If you do, take an extra turn after this one.
Memoriam - 1UU
When Morrobond Sphinx is exiled from your graveyard, skip your next turn.
5/4
Omnipresent Roaches 1BB
Creature - Insect (U)
Deathtouch
Memoriam - Pay 1 life
When Omnipresent Roaches is exiled from your graveyard, you lose life equal to the number of cards in your graveyard.
1/1
Screaming Skull 1B
Creature - Skeleton (R)
Menace
Screaming Skull attacks if able.
When Screaming Skull attacks and isn't blocked, defending player loses 1 life, then you lose 1 life and draw a card.
Memoriam B
0/1
Gravebuster Ogre 4B
Creature - Ogre Zombie (C)
When you cast Gravebuster Ogre from your graveyard, return target creature card from your graveyard to your hand.
Memoriam - 1B
4/4
Master of Fealty 3BBB
Creature - Vampire (?)
Flying
When Master of Fealty enters the battlefield, gain control of target tapped creature. You may untap that creature. If you do, lose life equal to its power.
Memoriam - Sacrifice a creature
5/5
Pillaging Marauders 1RR
Creature - Human Berserker (C)
Haste
Pillaging Marauders attacks if able.
When Pillaging Marauders dies, it deals 3 damage to target opponent.
Memoriam - Sacrifice a land
3/1
Rumblestone Giant 4RRRR
Creature - Giant (M)
Rumblestone Giant costs 1R less to cast for each land put into a graveyard from the battlefield this turn.
Haste
Memoriam - Sacrifice two lands.
8/8
Rustwhisker Ouphe 2G
Creature - Ouphe T, Sacrifice Rustwhisker Ouphe: Destroy target artifact. G, T, Sacrifice an artifact: Exile target artifact.
Memoriam - Exile an artifact card from your graveyard.
2/2
Gathering Grains 1GG
Sorcery
Search your library for a basic Forest or Plains card, put it onto the battlefield tapped, then shuffle your library.
Memoriam GG
Tomb of Heroes' Bones 3
Artifact
Tomb of Heroes' Bones enters the battlefield tapped and doesn't untap during your untap step.
When a creature card is exiled from your graveyard, untap Tomb of Heroes' Bones. T, Sacrifice Tomb of Heroes' Bones: Add CCC to your mana pool.
Memoriam 3
Mox Tigerseye 0
Artifact
When Mox Tigerseye enters the battlefield, sacrifice an artifact. T: Add R to your mana pool. It wanders from pocket to pocket and purse to purse, with only a few seeing a glint of its true potency.
Geode of Prophecies 2
Artifact T: Add C to your mana pool.
When ~ is put into a graveyard from the battlefield, scry 3.
Warping Stones 4
Artifact T: Add CC to your mana pool. 4, T, Sacrifice an artifact: Put a token that's a copy of Warping Stones onto the battlefield tapped.
Pebble of Ita 1
Artifact T: Add one mana of any color to your mana pool.
At the beginning of your upkeep, sacrifice Pebble of Ita unless you pay 1. A once grand city, Ita was destroyed over five generations at the order of Oltho Rex, the Undying King.
Monument to Oltho 9
Artifact T: Add CCCCCC to your mana pool. 9: Monument to Oltho becomes a 9/9 Giant Construct creature until end of turn.
Mana Gravel 3
Artifact T: Add one mana of any color to your mana pool. 4, T, Sacrifice two lands and Mana Gravel: Search your library for up to five basic land cards that don't share any land types, put them onto the battlefield tapped, then shuffle your library.
Poison-Barbed Ring 2
Artifact
Poison-Barbed Ring enters the battlefield tapped. T: Add C to your mana pool. 2, T, Sacrifice Poison-Barbed Ring: Destroy target attacking creature with power two or less.
Island of Diamond 3
Artifact 0: Island of Diamond becomes an Island land until end of turn. It's still an artifact. (It has, "T: Add U to your mana pool.")
Aura Piercing BG
Sorcery
Destroy target enchantment. If it's enchanting a creature, destroy that creature. "A heart on one's sleeve is easily pierced."
Slug of Guilt 2B
Creature - Slug
At the beginning of your upkeep, exile the top three cards of your library face-down.
When Slug of Guilt dies, look at the cards exiled by it and choose one. Put that card into your hand. You lose life equal to the number of cards still in exile.
1/1
Fisherman's Foe 5UU
Creature - Whale Leviathan
Fisherman's Foe is white.
Whenever Fisherman's Foe attacks, exile all blue creatures. Return them to the battlefield under their owner's control at the beginning of the next end step.
8/8
Fanatical Sailor 3WU
Creature - Human Pirate
When Fanatical Sailor enters the battlefield, search your library for a white Whale and put it onto the battlefield under target opponent's control. If you do, put five 1/1 blue Human creature tokens onto the battlefield.
Whenever a Whale attacks, put four 1/1 white Human creature tokens onto the battlefield. 2WU, T, Tap five untapped creatures you control: Tap target Whale. Gain control of that creature until the end of your next turn. Fanatical Sailor doesn't untap during your next untap step.
2/2
Gate of Iron and Gold 3
Artifact 3, T, Sacrifice a land: Reveal the top five cards of your library. Put up to two land cards revealed in this way onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
Filament Spores G
Enchantment - Aura
Enchant creature
When Filament Spores enters the battlefield, scry 1.
Whenever enchanted creature becomes tapped, sacrifice Filament Spores and prevent all damage that would be dealt by enchanted creature this turn. Enchanted creature doesn't untap during it's controller's next untap step.
Big-Club Commander 5RR
Creature - Ogre Warrior
Haste
When ~ enters the battlefield, each player puts a 1/1 red Goblin creature token with haste onto the battlefield for each creature he or she controls that attacked this turn. After this phase, there is an additional combat phase followed by an additional main phase.
4/4
Miasma of Frost 4UU
Enchantment - Aura
Enchant creature
When Miasma of Frost, tap enchanted creature and up to three other target creatures.
Enchanted creature doesn't untap during its controller's untap step.
Hail and Thunder URR
Instant
Strive - Hail and Thunder costs 1 more to cast for each target beyond the first.
Tap any number of target creatures.
Hail and Thunder deals 2 damage to each of any number of target creatures for each creature tapped in this way.
Spectrum Charm WUBRG
Instant
Choose three -
-Destroy all artifacts.
-Destroy all enchantments.
-Destroy all creatures.
-Exile all cards from graveyards.
-Each player draws five cards.
Brilliant Guildmage W
Creature - Human Wizard GU, T: Target player puts the top three cards of his or her library into his or her graveyard and you gain 3 life. BR, T: Brilliant Guildmage deals 1 damage to target creature and its controller loses 1 life.
1/1
Ostentatious Guildmage U
Creature - Human Wizard WB, T: Target opponent loses 2 life and you gain 2 life. RG, T: Put two +1/+1 counters on Ostentatious Guildmage.
1/1
Shimmer Guildmage B
Creature - Human Wizard UR, T: Draw a card, then discard a card. GW, T: Untap up to three target lands.
1/1
Forceful Guildmage R
Creature - Human Wizard BG, T: Target creature gets +2/+1 and gains trample until end of turn. WU, T: Tap target creature.
1/1
Meditating Guildmage G
Creature - Human Wizard RW, T: Target creature gains haste and first strike until end of turn. UB, T: Exile up to two target cards from a single opponent's graveyard unless that player lets you draw a card.
1/1
Srafar Manaswimmer BRG
Legendary Creature - Elf Shaman
Vigilance
At the beginning of your precombat main phase, add BRG to your mana pool.
At the beginning of each opponent's precombat main phase, add WU to that player's mana pool.
2/3
Phantom Leech 4
Creature - Spirit Leech
During each turn, you have a mana debt of WUBRG. Phantom Leech gets -X/-X where X is your converted mana debt. (The first W you produce each turn is automatically emptied from your mana pool. The same is true for the each other color.)
9/9
Shard of the Allspire
Land
When Shard of the Allspire enters the battlefield, you lose 3 life. T: Add one mana of any color to your mana pool.
Allspire
Legendary Land
Whenever another land enters the battlefield under your control, if Allspire is untapped, add one mana of any color that land could produce to your mana pool. If it cannot produce colored mana, no mana is produced. If you didn't play that land from your hand, tap Allspire.
3W
Instant
Spectrum Cast (You may spend an additional mana of each other color to cast this spell; UBRG. If you do, ~ is spectrum cast.)
Prevent all combat damage that would be dealt this turn. If ~ was spectrumcast, destroy all attacking creatures.
Pharmalade 1RGW
Planeswalker - Pharmalade {[4]}
+1: Exile the top three cards of your library. Put a Human card or a card with a single creature type exiled in this way into your hand.
-2: Put an aid counter on target creature. If that creature would be destroyed while it has an aid counter on it, regenerate it. When it does, gain control of it and remove the aid counter.
-8: Each opponent puts a 3/3 white Elephant creature token onto the battlefield with, "When this creature leaves the battlefield, Pharmalade deals 15 damage to you."
Thaumatic Method 2UR
Sorcery
Search your library for exactly three instants and/or sorcery cards with different names and reveal them. If you do, shuffle your library and put those cards on top in a random order. Otherwise, shuffle your library.
Wizards' Duel UR
Tribal Sorcery - Wizard
Choose target creature you control and target creature an opponent controls. Those creatures' power and toughness each become equal to their converted mana costs until end of turn. Then, those creatures fight. If either of those creatures are Wizards, those Wizards each get +2/+2 until end of turn.
Skullsplosion 5BR
Sorcery
Each player discards two cards at random. Skullsplosion deals damage to each player equal to the total converted mana costs of the cards he or she discarded.
Balm of Aphoth 1BR
Enchantment
At the beginning of each player's upkeep, that player may pay 3, 3 life, and sacrifice a creature. If that player does, until end of turn, whenever that player taps a land for mana, that player adds an additional BR to his or her mana pool.
When Balm of Aphoth is destroyed by a spell or ability, that spell or ability's controller sacrifices all lands he or she controls unless he or she pays 3 and 3 life.
Corporeal Bond (B/R)(B/R)
Instant
If a permanent would be exiled, returned to hand, or put into the library this turn, that permanent is destroyed instead.
Draw a card.
Droppa Land On Your Head RG
Sorcery
Search your library for a basic land card and put it onto the battlefield tapped. Shuffle your library. Then, ~ deals damage to target creature equal to the number of lands you control of that land's type.
Human Barbarian 3RG
Creature - Human Barbarian
Haste R: ~ gets +5/+5 until end of turn. Activate this ability only once and only if if ~ entered the battlefield this turn. 1G: ~ gets +3/+3 and gains trample until end of turn. Activate this ability only once each turn and only if ~ didn't enter the battlefield this turn.
3/3
Horizon's Guard 5RW
Creature - Giant
Reach
Whenever Horizon's Guard blocks a creature, it gets +7/+7 and gains double strike until end of turn. If that creature dies in combat, Horizon's Guard attacks next turn if able.
7/7
Burlyfolk 2RW
Creature - Human Townsfolk
Burlyfolk can't attack or block. RW, T: Burlyfolk fights target creature. 3: Target creature you control that isn't attacking or blocking gets +2/+2 until end of turn and can't attack or block this turn. Any player may activate this ability. (If you activate this ability, it can only target your creatures.)
5/5
Searing Aid (R/W)(R/W)
Instant
Regenerate target creature. Searing Aid deals 4 damage to that creature. (A regenerated creature blah blah blah...)
Draw a card.
Ichabod, the Omen 1U
Legendary Creature - Bird
Flying B, Reveal Ichabod the Omen from your hand: Play with Ichabod revealed until end of turn. For as long as Ichabod is revealed, creatures your opponents control get -2/-0. When a creature deals combat damage to you this turn, discard Ichabod. Activate this ability only if no other creatures with the same name are revealed from your hand.
1/2
As far as this storm caller goes, may I suggest removing the enchantments possibility? I'd also prefer to see the targeted spells having a single target, but that's just me. It's pretty clunky. Why 4/6? That wouldn't be much fun to buff with all the math. 4/4 would be fine. 'Specially since it can cast your cards from your graveyard. Those should be exiled too so they don't just come back too often.
~ 3UU
Legendary Creature - Bird
Flying, hexproof.
Whenever ~ attacks, it loses hexproof until end of turn. Then, you may cast target instant or sorcery card in your graveyard targeting ~. If that spell would be put into a graveyard this turn, exile it instead.
4/4
Hmm... now I actually miss the ability to recur enchantments. The exile clause wouldn't work well for that.
What blue sorcery/instants would you want to recur? Hmm...
Barbeams 1W
Instant - Holy Light
Exile target creature for as long as you have a Holy Light card in your graveyard.
Cutting Ray 4W
Intstant - Holy Ray
Exile target attacking creature.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Passing Prayer 3W
Instant - Holy Meditation
Prevent all combat damage that would be dealt this turn. You gain 4 life.
After you spellbraid into Passing Prayer, you may cast it. If you do it costs 3 less to cast.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Holy Smite 3WW
Sorcery - Holy Blast
Destroy all creatures.
Ray of Purity 1WW
Instant - Light Ray
Destroy target artifact or enchantment. You gain 2 life.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Holy Summons 4WWW
Sorcery - Holy Light
Exile Holy Summons, then put a 4/4 white Angel creature token with flying onto the battlefield for each Holy card you own in exile.
After you spellbraid into Holy Summons, you may cast it. If you do it costs 3 less to cast.
Expose to Sunlight W
Instant - Light Meditation
Exile up to three target cards from a graveyard.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Clear the Air 2WW
Instant - Light Blast
Destroy all enchantments
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Chillbeam U
Instant - Frost Ray
Tap target creature.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
When you spellbraid Chillbeam into a Ray, you may cast Chillbeam from exile until end of turn.
Ray of Thoughtwarping 4UU
Sorcery - Arcane Ray
Gain control of target creature.
Sleeping Chorus 5U
Instant - Arcane Frost
Tap up to three target creatures. Draw a card for each creature tapped in this way.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Mana Ray 2U
Instant - Arcane Ray
Counter target spell unless its controller pays 3.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Frostsnap 3U
Instant - Frost Blast
Tap all lands and empty all mana pools.
Draw a card.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Timewinding 5UU
Sorcery - Arcane Meditation
Take an extra turn after this one.
After you spellbraid into Timewinding, you may cast it if it's your turn. If you do it costs 3 less to cast.
Attune to Water 2UU
Sorcery - Frost Meditation
Exile the top seven cards of your library. You may put all Islands among those cards into your hand. If you don't, put all blue cards among those cards into your hand.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Blindray 1B
Instant - Death Ray
Target creature gets -4/-2 until end of turn.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Soul Vacuum 5BB
Sorcery - Death Blast
Each creature gets -7/-7 until end of turn.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Demonic Pressure 3BB
Sorcery - Unholy Meditation
You lose 5 life. At the beginning of the next end step, draw five cards.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Ray of the Void 2B
Sorcery - Unholy Ray
Put target creature card in an opponents graveyard onto the battlefield under your control. You lose life equal to that creature's converted mana cost.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Lightless Ritual 3B
Sorcery - Death Meditation
Target opponent discards two cards.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Abyssal Beams XBB
Instant - Death Ray
Target creature gets -X/-X until end of turn. If that creature would die this turn, exile it instead. (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Offering Whispers 3BBB
Sorcery - Unholy Death
Pay any amount of life. Put an */* black Demon creature token with flying onto the battlefield with power and toughness each equal to the amount of life you paid. When that creature dies, draw cards equal to its power.
After you spellbraid into Offering Whispers, you may cast it if it's your turn. If you do it costs 3 less to cast.
Hot Slice 2R
Instant - Heat Ray
Hot Slice deals 2 damage to target creature or player.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
When you spellbraid Hot Slice into a Ray, you may cast Hot Slice from exile until end of turn.
Ray of Passions 2RR
Instant - Arcane Ray
Gain control of target creature. Untap that creature. It gains haste until end of turn.
Resist Flinching 2R
Sorcery - Heat Meditation
Draw three cards. At the beginning of your next end step, discard two cards. For each card you don't discard, Resist Flinching deals 3 damage to you.
Scatterfire XRR
Sorcery - Heat Blast
Scatterfire deals X damage to each creature.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Blistershot XR
Instant - Heat Ray
Blistershot deals X damage to target player.
After you spellbraid into Blistershot, you may cast it. If you do, it costs 3 less to cast.
Mnemonoclasm 2RR
Sorcery - Arcane Blast
Each player discards his or her hand. Choose 3, 4, or 5. Each player draws that many cards.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Flame Conjuration 1R
Sorcery - Arcane Heat
Choose one -
--Flame Conjuration deals 2 damage to target player.
--Flame Conjuration deals 4 damage to target creature.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Greenglow G
Instant - Neutral Ray
Destroy target artifact or enchantment. Its controller may exile that permanent instead. If that player does, he or she gains life equal to that permanent's converted mana cost.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
--Not done yet.
Lock Eyes 2GG
Sorcery - Life Meditation
You may gain life equal to target creature's power. If you control that creature, draw cards equal to its toughness.
Suspended Breath 4G
Sorcery - Neutral Meditation
Return up to two target cards that share no card types from your gravyeard to your hand. Exile Suspended Breath.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Bond with Mana XG
Instant - Life Blast
Each player may pay X. Each other player that does gains X life. You gain X life, plus an additional X life for each player that paid.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Attune to Trees 1G
Sorcery - Life Meditation
Search your library for a basic Forest card, put it onto the battlefield tapped, then shuffle your library.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Dreamquake 3GG
Sorcery - Neutral Blast
Choose one -
~ Destroy all artifacts.
~ Destroy all enchantments.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Angel of Winternight 3WUU
Creature - Angel
Flying
When ~ enters the battlefield, tap up to three target creatures. Those creatures don't untap during their controllers' next untap steps.
While spellbrading Holy and Frost cards, you may find and reveal ~ instead. If you do, stop searching and shuffle. You may pay WUU to put it onto the battlefield.
4/4
Miser of Thought 4URR
Creature - Dragon
Flying 3: Draw a card. Miser of thought gets +1/+0 until end of turn for each card you've drawn so far this turn. Activate this ability only during combat.
While Spellbrading two Arcane cards, you may find and reveal Miser of Thought instead. If you do, stop searching and shuffle. You may pay 1URR to put it onto the battlefield.
5/5
Speaker of Pride 4BBGG
Creature - Avatar
While spellbraiding two Meditations, you may find and reveal Speaker of Pride instead. If you do, stop searching and shuffle. You may pay 1BBGG to put Speaker of Pride onto the battlefield.
When Speaker of Pride enters the battlefield, if you spellbraided into it, draw eight cards.
8/8
Fall of Stars 3RRWW
Sorcery - Heat Light Blast
Choose a number. For each player, destroy that many target permanents that player controls.
After you spellbraid into Fall of Stars, you may cast it if it's your turn. If you do, it costs 3 less to cast.
Vivictydid 3GGGG
Creature - Insect Elemental
While spellbrading a Neutral and a Life card, you may find and reveal Vivictydid instead. If you do, stop searching and shuffle. You may pay GGG to put it onto the battlefield.
8/8
Nightslaver 5BBB
Creature - Demon
Flying
While spellbrading a Death and Unholy card, you may find and reveal Nightslaver instead. If you do, stop searching and shuffle. You may pay BBB and 5 life to put it onto the battlefield.
8/8
Resurrection Triad 4WBB
Sorcery - Light Death
Put up to three target creature cards in graveyards onto the battlefield under your control. When one of those creatures leaves the battlefield, exile the rest.
After you spellbraid into Resurrection Triad, if it's your turn, you may cast it. If you do it costs 3 less to cast.
Communion of Elementals 5URGG
Sorcery - Neutral Arcane Meditation
Exile the cards from your hand. Put all lands exiled in this way onto the battlefield tapped. For each other card and for each Neutral, Arcane, or Meditation card in exile, put a */* blue, red, green Elemental creature token onto the battlefield with power and toughness each equal to that card's mana cost and, "When this creature leaves the battlefield, put that card into your hand."
Crossing of Leylines WUBRG
Enchantment
If Crossing of Leylines is in your opening hand, you may begin the game with it on the battlefield.
At the beginning of your upkeep, you gain life equal to the number of basic land types among lands you control. If that number is 5, look at the top five cards of your library. Put one of those cards into your hand, one into your graveyard, and the rest on the bottom of your library in any order.
Carousel of Nightmares 6
Artifact
At the beginning of your upkeep, put a */* black Nightmare Horse creature token with flying and power and toughness each equal to the number of Swamps you control onto the battlefield.
At the beginning of your end step, sacrifice Carousel of Nightmares unless you sacrifice a creature.
Machete Hunter 3B
Creature - Zombie Horror
When Machete Hunter dies while attacking and equipped, return it to the battlefield tapped.
When Machete Hunter is exiled from your graveyard, put it onto the bottom of your library.
2/2
Cannibal Clown 3BR
Creature - Human Rogue
Sacrifice a creature: Put two +1/+1 counters on Cannibal Clown. Up to two target creature's can't block this turn.
2/2
Spiderveins 1BG
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3 and has reach and, "Sacrifice this creature: Put a 1/3 black and green Spider creature token with reach onto the battlefield."
Blankmask 3
Artifact
Equipped creature is a colorless 2/2 creature with no name, abilities or creature types.
Whenever equipped creature deals combat damage to a player, creatures that player controls lose all names, abilities and creature types and become 2/2 colorless creatures. (This effect persists indefinitely.)
Equip 3
Hand Under the Bed 1B
Creature - Zombie B, Sacrifice Hand Under the Bed: Target tapped creature gets -1/-2 until end of turn.
1/2
Tower Sniper RW
Creature - Human Soldier Rogue W, T: Tower Sniper deals 2 damage to a random target attacking creature. R, T: Tower Sniper deals 4 damage to a random target creature.
1/1
Hostage Taker 3R
Creature - Human Rogue
When Hostage Taker enters the battlefield, gain control of target creature for as long as you control Hostage Taker. Tap that creature. For as long as you control that creature it has, "This creature doesn't untap during your untap step." And, "Whenever Hostage Taker becomes the target of a spell or ability, you may change the target to this creature." 1R, T: Destroy target creature you control but don't own.
2/2
Nectar of Arteries 4BB
Enchantment
At the beginning of your upkeep, put a blood counter on Nectar of Arteries. Then, each opponent loses life equal to the number of blood counters on Nectar of Arteries. You gain life equal to the life lost this way.
Confident Lunatic 2RR
Creature - Human Rogue
When Confident Lunatic dies, reveal the top four cards of your library. Cast all cards named Betrayal Revealed, Pair of Hostages, and Rigged to Explode revealed in this way without paying their mana costs. Put the rest on the bottom of your library in any order. R, T: Put a card from your hand on top of your library. Why does he keep smiling?
1/1
Betrayal Revealed 2RR
Sorcery
Gain control of target creature until end of turn. Untap that creature and it gains haste until end of turn. If a creature named Confident Lunatic died this turn, that creature deals damage equal to its power to its owner and destroy it at the beginning of your next end step.
Pair of Hostages 2RR
Sorcery
Choose two target creatures. Return one of them to its owner's hand unless its controller pays 2. Destroy the other unless its controller pays 2. If a creature named Confident Lunatic died this turn, these payments can't be made.
Rigged to Explode 2RR
Sorcery
Exile target artifact. Rigged to Explode deals damage equal to that artifact's converted mana cost to each opponent. If a creature named Confident Lunatic died this turn, Rigged to Explode deals that much damage to each creature.
Breath of Sloth WW
Emchantment - Aura
Enchant creature
Manifold 3 (You may choose any number of additional targets for this aura and pay its manifold cost for each target beyond the first. As this Aura enters the battlefield, it enchants any of those permanents and put tokens that are copies of it onto the battlefield enchanting the others.)
Enchanted creature can't attack or block.
Wake the Earth GW
Enchantment - Aura
Enchant land
Manifold GW
Enchanted land has indestructible and can't be enchanted by other Auras.
At the beginning of your upkeep, you may have enchanted land become a 2/2 creature until end of turn. It's still a land.
Color pie suggestions: Focused mostly on helpful auras for white and green with a minor in red, mostly harmful auras in black and a minor in red, and blue can probably do a little of each.
Crafty Mongoose G
Creature - Mongoose
Guile 1 (When this creature becomes blocked, exile 1 card from the top of defending player's library. If that card is a creature card, put a +1/+1 counter on this creature.)
When Crafty Mongoose guiles into a creature, regenerate it.
When Crafty Mongoose guiles into a noncreature, nonland card, it gains deathtouch until end of turn.
1/1
Sneaky Snakeskin 3B
Creature - Snake Zombie
Guile 2 (When this creature becomes blocked, exile 3 cards from the top of defending player's library. Put a +1/+1 counter on this creature for each creature card exiled in this way.)
When Sneaky Snakeskin attacks and isn't blocked, you may remove it from combat. If you do, draw a card and defending player discards a card.
2/2
Faceshaper 3UU
Creature - Shapeshifter
Guile 5
When Faceshaper guiles into a creature card, you may have it become a copy of that creature card except it gains this ability and Guile 5.
5/2
Shady Oak 6G
Creature - Treefolk Rogue
Guile 7
2G, Sacrifice a Forest: Shady Oak must be blocked this turn if able.
5/5
Concepted as a GUB mechanic.
Ash Tree Valley
Land
Ash Tree Valley enters the battlefield tapped.
When Ash Tree Valley enters the battlefield, draw a card, then discard a card. If you discard a Mountain or a Forest in this way, untap Ash Tree Valley.
T: Add R or G to your mana pool.
Possible dual idea. Might be too good. Intended to be better for the late game. I'm sure older formats would appreciate easy discard though.
That's all for now.
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Pacifist's Stance W
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets -1/+2.
Aggrandize.
Parchment Gliding 1U
Enchantment - Aura (C)
Enchant creature
Enchanted creature has flying.
When enchanted creature dies, draw a card.
Aggrandize.
Biter's Blight B
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/-1.
Aggrandize.
Mane of Flame R
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+0.
Aggrandize.
Scaleskin 1G
Enchantment - Aura (C)
Enchant creature
When Scaleskin enters the battlefield, put a +1/+1 counter on enchanted creature.
Sacrifice Scaleskin: Regenerate enchanted creature.
Aggrandize.
Champion of Lions 2GW
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +1/+1 for each Aura enchanting it.
Aggrandize.
Exceptionalism RW
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +1/+1.
As Exceptionalism enters the battlefield, choose first strike, lifelink, or vigilance. Enchanted creature gains that ability. If it already has those abilities, you may choose double strike, indestructible, or menace instead. If it already has those abilities, you may choose protection from blue, protection from black, or protection from green instead.
Aggrandize.
Greater Withering 2B
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets -3/-3.
Aggrandize
Oppressive Tax 1W
Enchantment - Aura (U)
Enchant nonland permanent
When Oppressive Tax enters the battlefield or at the beginning of your upkeep, exile enchanted permanent unless its controller pays 1.
Aggrandize.
Spectral Rush 1BR
Enchantment - Aura (R)
Enchant creature
Enchanted creature has menace and haste.
Whenever enchanted creature deals combat damage to a player, that player discards a card. If that card is a nonland, noncreature card ~ deals 3 damage to that player.
Aggrandize.
Luscious Development 3GU
Enchantment - Aura (U)
Enchant land
When Luscious Development enters the battlefield, draw a card.
Whenever enchanted land is tapped for mana, add two mana in any combination of colors to your mana pool.
Aggrandize.
Feel free to create your own.
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I'll split it up into two phrases for easy reading.
At the beginning of your upkeep, you may cast this card from your graveyard this turn for its mana cost.
At the beginning of your upkeep, exile this card from your graveyard unless you pay its memoriam cost.
So if you want to keep it in your graveyard, you have to pay. If you don't it is exiled. If you do it remains in your graveyard. You are not obliged to cast it that turn. You can keep paying for the luxury of casting it on a later turn. The abilities are tied together and share the same trigger so effects that allow cards to be cast at instant speed won't allow you to cast it before paying the memoriam cost. I find your wording more confusing just as a matter of parsing; it seems to imply if you don't cast the spell it's exiled.
More:
Scummy Filthdiggers 1R
Creature - Human Rogue (U)
When Scummy Filthdiggers dies, each player shuffles a card from his or her hand into his or her library, then draws a card.
Memoriam - 1G
When Scummy Filthdiggers enters the battlefield, if you cast it from your graveyard, put two target cards in a single graveyard on the bottom of their owner's library.
2/1
Unburied General 3BB
Creature - Zombie Soldier (R?)
Lifelink
Memoriam - WW
When Unburied General enters the battlefield, if you cast it from your graveyard, put a +1/+1 counter on each creature you control and those creatures gain lifelink until end of turn.
3/5
Walking Wallet 6
Artifact Creature - Construct (M)
Defender
Walking Wallet enters the battlefield with four +1/+1 counters on it
Whenever Walking Wallet blocks or becomes blocked, remove a +1/+1 counter from it create two artifact tokens named Gold with, "Sacrifice this artifact: Add one mana of any color to your mana pool."
Memoriam - GU
When Walking Wallet enters the battlefield, if you cast it from your graveyard, put two additional +1/+1 counters on it and it loses defender.
0/0
Bladegripper 2W
Creature - Human Soldier (R)
Memoriam - Tap an untapped equipment you control and pay its equip cost.
When Bladegripper enters the battlefield, if you cast it from your graveyard, tap it and attach target tapped equipment to it.
2/2
Fearless Goonsquad 4R
Creature - Human Berserker (U)
Haste
At the beginning of your end step, if ~ is untapped, it fights target creature an opponent controls.
Memoriam 1B
When ~ enters the battlefield, if you cast it from your graveyard, it gets +3/+0 until end of turn and regenerate it.
4/1
Oldriver Druid 2G
Creature - Elf Druid (U)
When ~ dies, return up to two target land cards in your graveyard to the battlefield tapped. They don't untap during your next untap step.
Memoriam - U, Sacrifice an Island
When ~ enters the battlefield, if you cast it from your graveyard, draw two cards then discard a card.
1/3
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@user: I wanted a white Pacifism effect that wasn't too annoying to recur. I based it off Shackles. I figured that 3 mana up front and 5 mana every turn thereafter was a sufficient disincentive to play the card too often.
@Lucan: I like the parasitic ideas. The tomb was an attempt, although I suppose it's pretty slow.
Bride of Arteries 3B
Creature - Vampire
Flying, lifelink
At the beginning of each opponent's upkeep, that player may pay 3 life. If that player does, sacrifice Bride of Arteries and you gain 3 life.
Memoriam 1B
3/3
Tonbones 8B
Creature - Skeleton Giant
Tonbones costs X less to cast where X is the total converted mana cost of creature cards exiled from your graveyard this turn.
Memoriam - Exile a creature card from your graveyard.
8/1
This is somewhat parasitic in that other creature memoriam cards can feed it.
Potent Poltergeist 4UU
Creature - Spirit Artificer
~ can't be blocked as long as defending player controls an artifact.
Memoriam - Tap two untapped artifacts you control.
As long as ~ is in your graveyard, artifacts you control have hexproof and, "2, Exile a card from your graveyard: Untap this artifact. Activate this ability only once each turn."
3/3
Glottal Plosive 1R
Sorcery
~ deals 3 damage to target creature. If you cast ~ from your graveyard, it deals 6 damage to that creature instead and it deals 3 damage to you.
Memoriam 2RR
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Priest of White Ash 1W
Creature - Human Cleric (U)
When Priest of White Ash enters the battlefield, exile up to three target cards from a single graveyard until Priest of White Ash leaves the battlefield.
Memoriam - W
1/3
Captain of Valorhelm WW
Creature - Human Soldier (C)
When Captain of Valorhelm enters the battlefield, tap or untap target creature.
Memoriam - Tap an untapped white creature you control.
2/2
Days of Mourning 1W
Enchantment - Aura (C)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
When a creature dies, tap enchanted creature.
Memoriam - 1W
Featherbraid Angel 3WW
Creature - Angel (M)
Flying
When Featherbraid Angel dies, create two 1/1 white Bird creature tokens with flying.
Memoriam - Tap two untapped white creatures you control.
When Featherbraid Angel is exiled from your graveyard, tap all creatures you control.
4/4
Diviner of Miseries 3U
Creature - Human Wizard
When Diviner of Miseries enters the battlefield, target player puts the top four cards of his or her library into his or her graveyard.
Memoriam - 1U
When Diviner of Miseries is exiled from your graveyard, put the top four cards of your library into your graveyard.
1/4
Serpent of Glowing AEther 3UU
Creature - Serpent Illusion (R)
When Serpent of Glowing AEther enters the battlefield, look at the top four cards of your library. You may reveal an instant or sorcery card from among them, put it into your hand, then put the rest on the bottom of your library in any order.
When Serpent of Glowing AEther becomes the target of a spell or ability, sacrifice it.
Memoriam - Exile an instant or sorcery card from your graveyard.
5/5
Whispering Yesterdays 2U
Sorcery (C)
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Memoriam - 2U
When Whispering Yesterdays is exiled from your graveyard, exile two cards from your graveyard.
Morrowbond Sphinx 5UU
Creature - Sphinx (M)
Flying
When Morrowbond Sphinx dies, exile two cards from your graveyard. If you do, take an extra turn after this one.
Memoriam - 1UU
When Morrobond Sphinx is exiled from your graveyard, skip your next turn.
5/4
Omnipresent Roaches 1BB
Creature - Insect (U)
Deathtouch
Memoriam - Pay 1 life
When Omnipresent Roaches is exiled from your graveyard, you lose life equal to the number of cards in your graveyard.
1/1
Screaming Skull 1B
Creature - Skeleton (R)
Menace
Screaming Skull attacks if able.
When Screaming Skull attacks and isn't blocked, defending player loses 1 life, then you lose 1 life and draw a card.
Memoriam B
0/1
Gravebuster Ogre 4B
Creature - Ogre Zombie (C)
When you cast Gravebuster Ogre from your graveyard, return target creature card from your graveyard to your hand.
Memoriam - 1B
4/4
Master of Fealty 3BBB
Creature - Vampire (?)
Flying
When Master of Fealty enters the battlefield, gain control of target tapped creature. You may untap that creature. If you do, lose life equal to its power.
Memoriam - Sacrifice a creature
5/5
Pillaging Marauders 1RR
Creature - Human Berserker (C)
Haste
Pillaging Marauders attacks if able.
When Pillaging Marauders dies, it deals 3 damage to target opponent.
Memoriam - Sacrifice a land
3/1
Rumblestone Giant 4RRRR
Creature - Giant (M)
Rumblestone Giant costs 1R less to cast for each land put into a graveyard from the battlefield this turn.
Haste
Memoriam - Sacrifice two lands.
8/8
Rustwhisker Ouphe 2G
Creature - Ouphe
T, Sacrifice Rustwhisker Ouphe: Destroy target artifact.
G, T, Sacrifice an artifact: Exile target artifact.
Memoriam - Exile an artifact card from your graveyard.
2/2
Gathering Grains 1GG
Sorcery
Search your library for a basic Forest or Plains card, put it onto the battlefield tapped, then shuffle your library.
Memoriam GG
Venomweb Spider 3GG
Creature - Spider (R)
Deathtouch, reach
Memoriam - 1G
2/5
Tomb of Heroes' Bones 3
Artifact
Tomb of Heroes' Bones enters the battlefield tapped and doesn't untap during your untap step.
When a creature card is exiled from your graveyard, untap Tomb of Heroes' Bones.
T, Sacrifice Tomb of Heroes' Bones: Add CCC to your mana pool.
Memoriam 3
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Artifact
When Mox Tigerseye enters the battlefield, sacrifice an artifact.
T: Add R to your mana pool.
It wanders from pocket to pocket and purse to purse, with only a few seeing a glint of its true potency.
Geode of Prophecies 2
Artifact
T: Add C to your mana pool.
When ~ is put into a graveyard from the battlefield, scry 3.
Warping Stones 4
Artifact
T: Add CC to your mana pool.
4, T, Sacrifice an artifact: Put a token that's a copy of Warping Stones onto the battlefield tapped.
Pebble of Ita 1
Artifact
T: Add one mana of any color to your mana pool.
At the beginning of your upkeep, sacrifice Pebble of Ita unless you pay 1.
A once grand city, Ita was destroyed over five generations at the order of Oltho Rex, the Undying King.
Monument to Oltho 9
Artifact
T: Add CCCCCC to your mana pool.
9: Monument to Oltho becomes a 9/9 Giant Construct creature until end of turn.
Mana Gravel 3
Artifact
T: Add one mana of any color to your mana pool.
4, T, Sacrifice two lands and Mana Gravel: Search your library for up to five basic land cards that don't share any land types, put them onto the battlefield tapped, then shuffle your library.
Poison-Barbed Ring 2
Artifact
Poison-Barbed Ring enters the battlefield tapped.
T: Add C to your mana pool.
2, T, Sacrifice Poison-Barbed Ring: Destroy target attacking creature with power two or less.
Island of Diamond 3
Artifact
0: Island of Diamond becomes an Island land until end of turn. It's still an artifact. (It has, "T: Add U to your mana pool.")
Cycled
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@Philosopher: Fisherman's Foe is white, not blue. Its a white cards with a blue mana cost.
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Sorcery
Destroy target enchantment. If it's enchanting a creature, destroy that creature.
"A heart on one's sleeve is easily pierced."
Slug of Guilt 2B
Creature - Slug
At the beginning of your upkeep, exile the top three cards of your library face-down.
When Slug of Guilt dies, look at the cards exiled by it and choose one. Put that card into your hand. You lose life equal to the number of cards still in exile.
1/1
Fisherman's Foe 5UU
Creature - Whale Leviathan
Fisherman's Foe is white.
Whenever Fisherman's Foe attacks, exile all blue creatures. Return them to the battlefield under their owner's control at the beginning of the next end step.
8/8
Fanatical Sailor 3WU
Creature - Human Pirate
When Fanatical Sailor enters the battlefield, search your library for a white Whale and put it onto the battlefield under target opponent's control. If you do, put five 1/1 blue Human creature tokens onto the battlefield.
Whenever a Whale attacks, put four 1/1 white Human creature tokens onto the battlefield.
2WU, T, Tap five untapped creatures you control: Tap target Whale. Gain control of that creature until the end of your next turn. Fanatical Sailor doesn't untap during your next untap step.
2/2
Gate of Iron and Gold 3
Artifact
3, T, Sacrifice a land: Reveal the top five cards of your library. Put up to two land cards revealed in this way onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
Filament Spores G
Enchantment - Aura
Enchant creature
When Filament Spores enters the battlefield, scry 1.
Whenever enchanted creature becomes tapped, sacrifice Filament Spores and prevent all damage that would be dealt by enchanted creature this turn. Enchanted creature doesn't untap during it's controller's next untap step.
Big-Club Commander 5RR
Creature - Ogre Warrior
Haste
When ~ enters the battlefield, each player puts a 1/1 red Goblin creature token with haste onto the battlefield for each creature he or she controls that attacked this turn. After this phase, there is an additional combat phase followed by an additional main phase.
4/4
Miasma of Frost 4UU
Enchantment - Aura
Enchant creature
When Miasma of Frost, tap enchanted creature and up to three other target creatures.
Enchanted creature doesn't untap during its controller's untap step.
Hail and Thunder URR
Instant
Strive - Hail and Thunder costs 1 more to cast for each target beyond the first.
Tap any number of target creatures.
Hail and Thunder deals 2 damage to each of any number of target creatures for each creature tapped in this way.
Not sure how or if this one works.
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Instant
Choose three -
-Destroy all artifacts.
-Destroy all enchantments.
-Destroy all creatures.
-Exile all cards from graveyards.
-Each player draws five cards.
Brilliant Guildmage W
Creature - Human Wizard
GU, T: Target player puts the top three cards of his or her library into his or her graveyard and you gain 3 life.
BR, T: Brilliant Guildmage deals 1 damage to target creature and its controller loses 1 life.
1/1
Ostentatious Guildmage U
Creature - Human Wizard
WB, T: Target opponent loses 2 life and you gain 2 life.
RG, T: Put two +1/+1 counters on Ostentatious Guildmage.
1/1
Shimmer Guildmage B
Creature - Human Wizard
UR, T: Draw a card, then discard a card.
GW, T: Untap up to three target lands.
1/1
Forceful Guildmage R
Creature - Human Wizard
BG, T: Target creature gets +2/+1 and gains trample until end of turn.
WU, T: Tap target creature.
1/1
Meditating Guildmage G
Creature - Human Wizard
RW, T: Target creature gains haste and first strike until end of turn.
UB, T: Exile up to two target cards from a single opponent's graveyard unless that player lets you draw a card.
1/1
Srafar Manaswimmer BRG
Legendary Creature - Elf Shaman
Vigilance
At the beginning of your precombat main phase, add BRG to your mana pool.
At the beginning of each opponent's precombat main phase, add WU to that player's mana pool.
2/3
Phantom Leech 4
Creature - Spirit Leech
During each turn, you have a mana debt of WUBRG. Phantom Leech gets -X/-X where X is your converted mana debt. (The first W you produce each turn is automatically emptied from your mana pool. The same is true for the each other color.)
9/9
Shard of the Allspire
Land
When Shard of the Allspire enters the battlefield, you lose 3 life.
T: Add one mana of any color to your mana pool.
Allspire
Legendary Land
Whenever another land enters the battlefield under your control, if Allspire is untapped, add one mana of any color that land could produce to your mana pool. If it cannot produce colored mana, no mana is produced. If you didn't play that land from your hand, tap Allspire.
3W
Instant
Spectrum Cast (You may spend an additional mana of each other color to cast this spell; UBRG. If you do, ~ is spectrum cast.)
Prevent all combat damage that would be dealt this turn. If ~ was spectrumcast, destroy all attacking creatures.
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Pharmalade 1RGW
Planeswalker - Pharmalade {[4]}
+1: Exile the top three cards of your library. Put a Human card or a card with a single creature type exiled in this way into your hand.
-2: Put an aid counter on target creature. If that creature would be destroyed while it has an aid counter on it, regenerate it. When it does, gain control of it and remove the aid counter.
-8: Each opponent puts a 3/3 white Elephant creature token onto the battlefield with, "When this creature leaves the battlefield, Pharmalade deals 15 damage to you."
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Sorcery
Search your library for exactly three instants and/or sorcery cards with different names and reveal them. If you do, shuffle your library and put those cards on top in a random order. Otherwise, shuffle your library.
Wizards' Duel UR
Tribal Sorcery - Wizard
Choose target creature you control and target creature an opponent controls. Those creatures' power and toughness each become equal to their converted mana costs until end of turn. Then, those creatures fight. If either of those creatures are Wizards, those Wizards each get +2/+2 until end of turn.
Skullsplosion 5BR
Sorcery
Each player discards two cards at random. Skullsplosion deals damage to each player equal to the total converted mana costs of the cards he or she discarded.
Balm of Aphoth 1BR
Enchantment
At the beginning of each player's upkeep, that player may pay 3, 3 life, and sacrifice a creature. If that player does, until end of turn, whenever that player taps a land for mana, that player adds an additional BR to his or her mana pool.
When Balm of Aphoth is destroyed by a spell or ability, that spell or ability's controller sacrifices all lands he or she controls unless he or she pays 3 and 3 life.
Corporeal Bond (B/R)(B/R)
Instant
If a permanent would be exiled, returned to hand, or put into the library this turn, that permanent is destroyed instead.
Draw a card.
Droppa Land On Your Head RG
Sorcery
Search your library for a basic land card and put it onto the battlefield tapped. Shuffle your library. Then, ~ deals damage to target creature equal to the number of lands you control of that land's type.
Human Barbarian 3RG
Creature - Human Barbarian
Haste
R: ~ gets +5/+5 until end of turn. Activate this ability only once and only if if ~ entered the battlefield this turn.
1G: ~ gets +3/+3 and gains trample until end of turn. Activate this ability only once each turn and only if ~ didn't enter the battlefield this turn.
3/3
Horizon's Guard 5RW
Creature - Giant
Reach
Whenever Horizon's Guard blocks a creature, it gets +7/+7 and gains double strike until end of turn. If that creature dies in combat, Horizon's Guard attacks next turn if able.
7/7
Burlyfolk 2RW
Creature - Human Townsfolk
Burlyfolk can't attack or block.
RW, T: Burlyfolk fights target creature.
3: Target creature you control that isn't attacking or blocking gets +2/+2 until end of turn and can't attack or block this turn. Any player may activate this ability. (If you activate this ability, it can only target your creatures.)
5/5
Searing Aid (R/W)(R/W)
Instant
Regenerate target creature. Searing Aid deals 4 damage to that creature. (A regenerated creature blah blah blah...)
Draw a card.
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Ichabod, the Omen 1U
Legendary Creature - Bird
Flying
B, Reveal Ichabod the Omen from your hand: Play with Ichabod revealed until end of turn. For as long as Ichabod is revealed, creatures your opponents control get -2/-0. When a creature deals combat damage to you this turn, discard Ichabod. Activate this ability only if no other creatures with the same name are revealed from your hand.
1/2
As far as this storm caller goes, may I suggest removing the enchantments possibility? I'd also prefer to see the targeted spells having a single target, but that's just me. It's pretty clunky. Why 4/6? That wouldn't be much fun to buff with all the math. 4/4 would be fine. 'Specially since it can cast your cards from your graveyard. Those should be exiled too so they don't just come back too often.
~ 3UU
Legendary Creature - Bird
Flying, hexproof.
Whenever ~ attacks, it loses hexproof until end of turn. Then, you may cast target instant or sorcery card in your graveyard targeting ~. If that spell would be put into a graveyard this turn, exile it instead.
4/4
Hmm... now I actually miss the ability to recur enchantments. The exile clause wouldn't work well for that.
What blue sorcery/instants would you want to recur? Hmm...
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Instant - Holy Light
Exile target creature for as long as you have a Holy Light card in your graveyard.
Cutting Ray 4W
Intstant - Holy Ray
Exile target attacking creature.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Passing Prayer 3W
Instant - Holy Meditation
Prevent all combat damage that would be dealt this turn. You gain 4 life.
After you spellbraid into Passing Prayer, you may cast it. If you do it costs 3 less to cast.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Holy Smite 3WW
Sorcery - Holy Blast
Destroy all creatures.
Ray of Purity 1WW
Instant - Light Ray
Destroy target artifact or enchantment. You gain 2 life.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Holy Summons 4WWW
Sorcery - Holy Light
Exile Holy Summons, then put a 4/4 white Angel creature token with flying onto the battlefield for each Holy card you own in exile.
After you spellbraid into Holy Summons, you may cast it. If you do it costs 3 less to cast.
Expose to Sunlight W
Instant - Light Meditation
Exile up to three target cards from a graveyard.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Clear the Air 2WW
Instant - Light Blast
Destroy all enchantments
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Chillbeam U
Instant - Frost Ray
Tap target creature.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
When you spellbraid Chillbeam into a Ray, you may cast Chillbeam from exile until end of turn.
Ray of Thoughtwarping 4UU
Sorcery - Arcane Ray
Gain control of target creature.
Sleeping Chorus 5U
Instant - Arcane Frost
Tap up to three target creatures. Draw a card for each creature tapped in this way.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Mana Ray 2U
Instant - Arcane Ray
Counter target spell unless its controller pays 3.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Frostsnap 3U
Instant - Frost Blast
Tap all lands and empty all mana pools.
Draw a card.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Timewinding 5UU
Sorcery - Arcane Meditation
Take an extra turn after this one.
After you spellbraid into Timewinding, you may cast it if it's your turn. If you do it costs 3 less to cast.
Attune to Water 2UU
Sorcery - Frost Meditation
Exile the top seven cards of your library. You may put all Islands among those cards into your hand. If you don't, put all blue cards among those cards into your hand.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Blindray 1B
Instant - Death Ray
Target creature gets -4/-2 until end of turn.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Soul Vacuum 5BB
Sorcery - Death Blast
Each creature gets -7/-7 until end of turn.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Demonic Pressure 3BB
Sorcery - Unholy Meditation
You lose 5 life. At the beginning of the next end step, draw five cards.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Ray of the Void 2B
Sorcery - Unholy Ray
Put target creature card in an opponents graveyard onto the battlefield under your control. You lose life equal to that creature's converted mana cost.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Lightless Ritual 3B
Sorcery - Death Meditation
Target opponent discards two cards.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Abyssal Beams XBB
Instant - Death Ray
Target creature gets -X/-X until end of turn. If that creature would die this turn, exile it instead.
(3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Offering Whispers 3BBB
Sorcery - Unholy Death
Pay any amount of life. Put an */* black Demon creature token with flying onto the battlefield with power and toughness each equal to the amount of life you paid. When that creature dies, draw cards equal to its power.
After you spellbraid into Offering Whispers, you may cast it if it's your turn. If you do it costs 3 less to cast.
Hot Slice 2R
Instant - Heat Ray
Hot Slice deals 2 damage to target creature or player.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
When you spellbraid Hot Slice into a Ray, you may cast Hot Slice from exile until end of turn.
Ray of Passions 2RR
Instant - Arcane Ray
Gain control of target creature. Untap that creature. It gains haste until end of turn.
Resist Flinching 2R
Sorcery - Heat Meditation
Draw three cards. At the beginning of your next end step, discard two cards. For each card you don't discard, Resist Flinching deals 3 damage to you.
Scatterfire XRR
Sorcery - Heat Blast
Scatterfire deals X damage to each creature.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Blistershot XR
Instant - Heat Ray
Blistershot deals X damage to target player.
After you spellbraid into Blistershot, you may cast it. If you do, it costs 3 less to cast.
Mnemonoclasm 2RR
Sorcery - Arcane Blast
Each player discards his or her hand. Choose 3, 4, or 5. Each player draws that many cards.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Flame Conjuration 1R
Sorcery - Arcane Heat
Choose one -
--Flame Conjuration deals 2 damage to target player.
--Flame Conjuration deals 4 damage to target creature.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Greenglow G
Instant - Neutral Ray
Destroy target artifact or enchantment. Its controller may exile that permanent instead. If that player does, he or she gains life equal to that permanent's converted mana cost.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
--Not done yet.
Lock Eyes 2GG
Sorcery - Life Meditation
You may gain life equal to target creature's power. If you control that creature, draw cards equal to its toughness.
Suspended Breath 4G
Sorcery - Neutral Meditation
Return up to two target cards that share no card types from your gravyeard to your hand. Exile Suspended Breath.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Bond with Mana XG
Instant - Life Blast
Each player may pay X. Each other player that does gains X life. You gain X life, plus an additional X life for each player that paid.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Attune to Trees 1G
Sorcery - Life Meditation
Search your library for a basic Forest card, put it onto the battlefield tapped, then shuffle your library.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Dreamquake 3GG
Sorcery - Neutral Blast
Choose one -
~ Destroy all artifacts.
~ Destroy all enchantments.
Spellbraid (3: Exile this card and another card with an instant or sorcery type and search your library. You may reveal and put a card that shares a type with each of those cards into your hand. Shuffle your library.)
Angel of Winternight 3WUU
Creature - Angel
Flying
When ~ enters the battlefield, tap up to three target creatures. Those creatures don't untap during their controllers' next untap steps.
While spellbrading Holy and Frost cards, you may find and reveal ~ instead. If you do, stop searching and shuffle. You may pay WUU to put it onto the battlefield.
4/4
Miser of Thought 4URR
Creature - Dragon
Flying
3: Draw a card. Miser of thought gets +1/+0 until end of turn for each card you've drawn so far this turn. Activate this ability only during combat.
While Spellbrading two Arcane cards, you may find and reveal Miser of Thought instead. If you do, stop searching and shuffle. You may pay 1URR to put it onto the battlefield.
5/5
Speaker of Pride 4BBGG
Creature - Avatar
While spellbraiding two Meditations, you may find and reveal Speaker of Pride instead. If you do, stop searching and shuffle. You may pay 1BBGG to put Speaker of Pride onto the battlefield.
When Speaker of Pride enters the battlefield, if you spellbraided into it, draw eight cards.
8/8
Fall of Stars 3RRWW
Sorcery - Heat Light Blast
Choose a number. For each player, destroy that many target permanents that player controls.
After you spellbraid into Fall of Stars, you may cast it if it's your turn. If you do, it costs 3 less to cast.
Vivictydid 3GGGG
Creature - Insect Elemental
While spellbrading a Neutral and a Life card, you may find and reveal Vivictydid instead. If you do, stop searching and shuffle. You may pay GGG to put it onto the battlefield.
8/8
Nightslaver 5BBB
Creature - Demon
Flying
While spellbrading a Death and Unholy card, you may find and reveal Nightslaver instead. If you do, stop searching and shuffle. You may pay BBB and 5 life to put it onto the battlefield.
8/8
Resurrection Triad 4WBB
Sorcery - Light Death
Put up to three target creature cards in graveyards onto the battlefield under your control. When one of those creatures leaves the battlefield, exile the rest.
After you spellbraid into Resurrection Triad, if it's your turn, you may cast it. If you do it costs 3 less to cast.
Communion of Elementals 5URGG
Sorcery - Neutral Arcane Meditation
Exile the cards from your hand. Put all lands exiled in this way onto the battlefield tapped. For each other card and for each Neutral, Arcane, or Meditation card in exile, put a */* blue, red, green Elemental creature token onto the battlefield with power and toughness each equal to that card's mana cost and, "When this creature leaves the battlefield, put that card into your hand."
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Crossing of Leylines WUBRG
Enchantment
If Crossing of Leylines is in your opening hand, you may begin the game with it on the battlefield.
At the beginning of your upkeep, you gain life equal to the number of basic land types among lands you control. If that number is 5, look at the top five cards of your library. Put one of those cards into your hand, one into your graveyard, and the rest on the bottom of your library in any order.
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Artifact
At the beginning of your upkeep, put a */* black Nightmare Horse creature token with flying and power and toughness each equal to the number of Swamps you control onto the battlefield.
At the beginning of your end step, sacrifice Carousel of Nightmares unless you sacrifice a creature.
Machete Hunter 3B
Creature - Zombie Horror
When Machete Hunter dies while attacking and equipped, return it to the battlefield tapped.
When Machete Hunter is exiled from your graveyard, put it onto the bottom of your library.
2/2
Cannibal Clown 3BR
Creature - Human Rogue
Sacrifice a creature: Put two +1/+1 counters on Cannibal Clown. Up to two target creature's can't block this turn.
2/2
Spiderveins 1BG
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+3 and has reach and, "Sacrifice this creature: Put a 1/3 black and green Spider creature token with reach onto the battlefield."
Blankmask 3
Artifact
Equipped creature is a colorless 2/2 creature with no name, abilities or creature types.
Whenever equipped creature deals combat damage to a player, creatures that player controls lose all names, abilities and creature types and become 2/2 colorless creatures. (This effect persists indefinitely.)
Equip 3
Hand Under the Bed 1B
Creature - Zombie
B, Sacrifice Hand Under the Bed: Target tapped creature gets -1/-2 until end of turn.
1/2
Tower Sniper RW
Creature - Human Soldier Rogue
W, T: Tower Sniper deals 2 damage to a random target attacking creature.
R, T: Tower Sniper deals 4 damage to a random target creature.
1/1
Hostage Taker 3R
Creature - Human Rogue
When Hostage Taker enters the battlefield, gain control of target creature for as long as you control Hostage Taker. Tap that creature. For as long as you control that creature it has, "This creature doesn't untap during your untap step." And, "Whenever Hostage Taker becomes the target of a spell or ability, you may change the target to this creature."
1R, T: Destroy target creature you control but don't own.
2/2
Nectar of Arteries 4BB
Enchantment
At the beginning of your upkeep, put a blood counter on Nectar of Arteries. Then, each opponent loses life equal to the number of blood counters on Nectar of Arteries. You gain life equal to the life lost this way.
Confident Lunatic 2RR
Creature - Human Rogue
When Confident Lunatic dies, reveal the top four cards of your library. Cast all cards named Betrayal Revealed, Pair of Hostages, and Rigged to Explode revealed in this way without paying their mana costs. Put the rest on the bottom of your library in any order.
R, T: Put a card from your hand on top of your library.
Why does he keep smiling?
1/1
Betrayal Revealed 2RR
Sorcery
Gain control of target creature until end of turn. Untap that creature and it gains haste until end of turn. If a creature named Confident Lunatic died this turn, that creature deals damage equal to its power to its owner and destroy it at the beginning of your next end step.
Pair of Hostages 2RR
Sorcery
Choose two target creatures. Return one of them to its owner's hand unless its controller pays 2. Destroy the other unless its controller pays 2. If a creature named Confident Lunatic died this turn, these payments can't be made.
Rigged to Explode 2RR
Sorcery
Exile target artifact. Rigged to Explode deals damage equal to that artifact's converted mana cost to each opponent. If a creature named Confident Lunatic died this turn, Rigged to Explode deals that much damage to each creature.
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