ElectroshockUR
Instant
Electroshock deals 2 damage to target creature or player. Draw a card.
The effect is strictly worse than Electrolyze due to not having the split damage ability, so the 1 mana less is justified.
I would say this card is superior to Electrolyze. How many relevant X/1's are in the format? Bob? Tiago? Odds are you're not going to have two such targets on turn 2 anyways. Unless tokens or soul sisters become an actual thing.
Don't know about that. People play Forked Bolt for a reason (over cards like Magma Spray/Pillar of Flame). Young Pyromancer + tokens, unflipped Delvers, Clique, mana dorks, almost all the dudes in Affinity...
ElectroshockUR
Instant
Electroshock deals 2 damage to target creature or player. Draw a card.
The effect is strictly worse than Electrolyze due to not having the split damage ability, so the 1 mana less is justified.
I would say this card is superior to Electrolyze. How many relevant X/1's are in the format? Bob? Tiago? Odds are you're not going to have two such targets on turn 2 anyways. Unless tokens or soul sisters become an actual thing.
Even if there's only one x/1, then that's one damage to the creature and one damage to the player, which is 2 targets, which makes Electrolyze superior.
I'm sorry, but 1 mana is a big deal, particularly when the cmcs are low to begin with. Compare Cancel to Counterspell. The fact this is 2 mana means it's much easier to snapcaster. And this card would go into a deck that is already a solidly tier one.
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
ComplexifyUU Instant
Counter target spell unless it's controller pays 1 and exiles two cards from their hand face-down. Return any cards exiled this way to their owner's hand at the end of their next turn.
((basically a card with the flavor of making a spell more difficult to cast, demanding excess focus and concentration that makes them temporarily lose readiness to cast other spells, becomes an absolute counter when they don't have two cards in hand to temporarily drop, so it's potentially good at all points in the game, and it also punishes properly even when it is worked through))
Tribute to DeathBB Sorcery
Pay 2 life as an additional cost to cast this spell, this loss of life can't be prevented.
Destroy target creature, it can't be regenerated.
If this spell is countered, each opponent sacrifices a creature and loses 1 life, that life loss can't be prevented.
((For when you really want to be sure at least _something_ will die))
Gaze of the FurnaceRR Instant
You may cast this spell as a sorcery spell (it does not count as an instant when you do so) during your main phase. If it is a sorcery, it can't be countered.
Choose one -
*Exile target artifact.
*Deal 3 damage to target creature or player.
((main-deckable artifact hate or burn and is potentially uncounterable))
Power of the ChurchWW Instant
Choose up to two -
*Exile target artifact
*Exile target enchantment
*Gain 3 life
*Put a 2/2 white knight cleric creature token onto the battlefield with: "If this creature deals combat damage to an opponent or a planeswalker you don't control, sacrifice it at the start of the next end step."
((Main-deck-able enchantment and/or artifact hate and life-gain))
Druidic SecretsGG Instant
Choose one -
*Shuffle target enchantment or artifact into it's owner's library, it's controller gains 2 life.
*Put a 2/2 green wolf creature token onto the battlefield.
*Shuffle each player's graveyard into their library, each player gains 3 life if at least 3 cards were shuffled into their library this way.
*Creatures lose flying and can't gain or have flying until end of turn.
((Main-deck-able enchantment and/or artifact hate, graveyard hate, and flying hate))
Mental AccelerationxUU Instant
Draw X cards.
Skip your next draw step.
Perfection of the MindUUU Enchantment
Perfection of the Mind can't be countered.
You may look at the top card of your library at any time.
If a spell or ability you don't control would cause you to discard, put into the graveyard or exile a card from your hand or library, counter that spell or ability.
If Perfection of the Mind would be exiled or discarded from your hand by a spell or ability you don't control, counter that spell or ability.
Sacrifice Perfection of the Mind, Discard your hand: Draw 3 cards.
Mystic Wind2UUUU Creature - Elemental
Mystic Wind can't be countered.
Hexproof, Flying, Vigilance U: Return Mystic Wind to your hand. 4/4
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
Flash
When Ghostflame Barrier enters the battlefield, exile target spell or artifact.
Spells with the same name as cards exiled by Ghostflame Barrier can't be cast.
Make it any nonland permament, take away the flash and the part about spells, and then you would actually have a pretty good card.
Yea I REALLY don't like exile target spell cards. It's just a way around uncounterable, and I like uncounterable to mean something. Blocking them from ever casting it too for three seems a little nuts.
But yea a non flash oblivion ring that can target any non land permanent and stop them from casting it feels fair.
Ok let's try our hand at some balanced cards. Notice that each charm has something that helps you protect yourself as well as some sort of removal mode and a third effect that is just good. Tell me what you think. Playable? Busted?
Oros CharmWBR
Instant
Choose one
- Target permanent gains protection from the color of your choice until end of turn.
- Target player discards two cards.
- Deal 3 damage to each creature.
Intet CharmURG
Instant
Choose one
- Draw two cards, then put a card from your hand on top of your library.
- Destroy target artifact.
- Permanents you control gain hexproof until end of turn.
Teneb CharmBGW
Instant
Choose one
- Put target creature card from your graveyard onto the battlefield tapped under your control.
- Regenerate each creature you control.
- Destroy target enchantment.
Numot CharmRWU
Instant
Choose one
- Destroy target nonbasic land.
- Put two 1/1 white Spirit creature tokens with flying onto the battlefield.
- Counter target spell that targets you or a permanent you control.
Vorosh CharmGUB
Instant
Choose one
- Target creature gets +2/+2 and trample until end of turn.
- Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
- Target player sacrifices a creature.
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
I'm sorry, but 1 mana is a big deal, particularly when the cmcs are low to begin with. Compare Cancel to Counterspell. The fact this is 2 mana means it's much easier to snapcaster. And this card would go into a deck that is already a solidly tier one.
I see where you're coming from. But let me give a comparison. Shock costs R. Shock with split damage ability, aka the "Fire" part of Fire // Ice, costs 1R. Electrolyze is "Fire" plus cantrip for 1UR. Therefore, a Shock plus cantrip for UR is a reasonable cost.
I'm sorry, but 1 mana is a big deal, particularly when the cmcs are low to begin with. Compare Cancel to Counterspell. The fact this is 2 mana means it's much easier to snapcaster. And this card would go into a deck that is already a solidly tier one.
I see where you're coming from. But let me give a comparison. Shock costs R. Shock with split damage ability, aka the "Fire" part of Fire // Ice, costs 1R. Electrolyze is "Fire" plus cantrip for 1UR. Therefore, a Shock plus cantrip for UR is a reasonable cost.
I'd compromise. the 1 less is a HUGE deal cause it makes it much easier to snap. How about the burn can target creatures only? that feels fair to me.
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
A lot of these ideas are just...bad. And most of the rest need serious tweaks to even be considered being printed. That being said I've enjoyed reading these and hope to comment on a few that caught my eye, in due time.
This is a remake of an idea I've had for a while, since Suicide Black is and always will be my favorite aspect in this game.
Abyss Morph BB
Sorcery
Choose target nonland, noncreature permanent. Turn that permanent face down (it is a 2/2 creature).
I want the cost to remain BB. If the effect is too nuts a life cost can always be added. But this allows black to answer more permanent types like artifacts and planeswalker, while having to contend with a new threat.
A lot of these ideas are just...bad. And most of the rest need serious tweaks to even be considered being printed. That being said I've enjoyed reading these and hope to comment on a few that caught my eye, in due time.
This is a remake of an idea I've had for a while, since Suicide Black is and always will be my favorite aspect in this game.
Abyss Morph BB
Sorcery
Choose target nonland, noncreature permanent. Turn that permanent face down (it is a 2/2 creature).
I want the cost to remain BB. If the effect is too nuts a life cost can always be added. But this allows black to answer more permanent types like artifacts and planeswalker, while having to contend with a new threat.
I like the idea of suicide black style decks having an answer to these other permanents, but this is too color pie breaking. It's even more off-color than Chaos Warp, and that's a card that I doubt would see print in a standard legal set itself.
But the idea has potential and cool flavor, so I'd love to run with it. Here's my take on it:
Suicidal HateBB
Sorcery
As an additional cost to play Suicidal Hate, pay 2 life.
Destroy target nonland permanent. You lose life equal to its converted mana cost.
I think it's fine that black can kill other stuff, but there should be a cost for doing it. This sort of effect, which could definitely be tinkered around with, gives you that power but also with the standard black life-for-power cost.
Honestly, the problem with Sui-B isn't the life cost part (Black does that pretty good ) it's that B only has one creature that really benefits from you having a low life total (Death's Shadow).
Honestly, I would love a card like:
Evil Shadow of Evil1B
Creature - Shade
Evil Shadow of Evil gets +2/+2 for every 5 life less than your starting life total you're current health total is.
2B: Evil Shadow of Evil gets +1/+1 until end of turn.
1/1
as a ( very ) rough draft.
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Oath of the Gatewatch; the set that caused the competitive community to freak out over Basic Lands.
Honestly, the problem with Sui-B isn't the life cost part (Black does that pretty good ) it's that B only has one creature that really benefits from you having a low life total (Death's Shadow).
Honestly, I would love a card like:
Evil Shadow of Evil1B
Creature - Shade
Evil Shadow of Evil gets +2/+2 for every 5 life less than your starting life total you're current health total is.
2B: Evil Shadow of Evil gets +1/+1 until end of turn.
1/1
as a ( very ) rough draft.
Thank you. I've wondered about the lack of a Death's Shadow partner myself.
I personally would go with an inverse Ajani's Pridemate: every time you lose life, you put a +1/+1 counter on it.
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Celestial ChantingWW Enchantment
When Celestial Chanting enters the battlefield, draw a card and gain 2 life.
At the start of your upkeep, gain 1 life.
Upgraded Ajani's Mantra that gains life and cantrips on ETB? Not sure if it would be balanced...
Arts of the MindUU Enchantment
When Arts of the Mind enters the battlefield, draw a card.
Your opponents play with their hands revealed to you. You may look at the top card of a library at any time. You may look at face down cards at any time.
At the start of your upkeep, scry 1.
Telepathy and some other tricks and scry 1, with a cantrip ETB to justify play? Again, not sure if balanced...
Hero of the PlatoonW Creature - Human Soldier
If you control an enchantment, Hero of the Platoon gets +1/+1.
If you control at 4 or more other creatures, Hero of the Platoon gets +1/+2. 1/1
((A Delver/WldNctl/MnstSwiftsper for white weenie, it's buffs are more delicate than WN, but slightly stronger, it's easier perhaps to trigger on your own than Delver but lacks evasiveness, and it's an entirely different critter than Swiftspear))
Blood AssassinB Creature - Spirit Rogue
If at least one creature you control died this turn or last turn, Blood Assassin gets +3/+2 and haste. One may call these spectral assassins with the darkest of sacrifices... or with a deeply held cry for vengeance... 0/1
((REVENGE... or the power of sacrifice... , need a grinning devil emoticon... anyway, basically same as above but for black type strategies))
I'm not really sure if these would be OP or not...
Hero of the PlatoonW Creature - Human Soldier
If you control an enchantment, Hero of the Platoon gets +1/+1.
If you control at 4 or more other creatures, Hero of the Platoon gets +1/+2. 1/1
((A Delver/WldNctl/MnstSwiftsper for white weenie, it's buffs are more delicate than WN, but slightly stronger, it's easier perhaps to trigger on your own than Delver but lacks evasiveness, and it's an entirely different critter than Swiftspear))
Blood AssassinB Creature - Spirit Rogue
If at least one creature you control died this turn or last turn, Blood Assassin gets +3/+2 and haste. One may call these spectral assassins with the darkest of sacrifices... or with a deeply held cry for vengeance... 0/1
((REVENGE... or the power of sacrifice... , need a grinning devil emoticon... anyway, basically same as above but for black type strategies))
I'm not really sure if these would be OP or not...
I think these are fine. Maybe change that second buff on hero to +1/+1 and make it trigger on 2 other creatures. Assassin should be worded a bit different I think. Something like Morbid - This creature enters the battlefield with 2 +1/+1 counters and haste, then make it a 1/1 normally.
Celestial ChantingWW Enchantment
When Celestial Chanting enters the battlefield, draw a card and gain 2 life.
At the start of your upkeep, gain 1 life.
Upgraded Ajani's Mantra that gains life and cantrips on ETB? Not sure if it would be balanced...
Arts of the MindUU Enchantment
When Arts of the Mind enters the battlefield, draw a card.
Your opponents play with their hands revealed to you. You may look at the top card of a library at any time. You may look at face down cards at any time.
At the start of your upkeep, scry 1.
Telepathy and some other tricks and scry 1, with a cantrip ETB to justify play? Again, not sure if balanced...
Ditch the cantrip. Both of these cards are good if the game goes long, adding a cantrip just means your opponent can't profitably interact with them at all and they're forced to just let you keep getting these benefits. In a short game you're not going to play either of these, with or without the cantrip so it doesn't matter there either.
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
A lot of these ideas are just...bad. And most of the rest need serious tweaks to even be considered being printed. That being said I've enjoyed reading these and hope to comment on a few that caught my eye, in due time.
This is a remake of an idea I've had for a while, since Suicide Black is and always will be my favorite aspect in this game.
Abyss Morph BB
Sorcery
Choose target nonland, noncreature permanent. Turn that permanent face down (it is a 2/2 creature).
I want the cost to remain BB. If the effect is too nuts a life cost can always be added. But this allows black to answer more permanent types like artifacts and planeswalker, while having to contend with a new threat.
I like the idea of suicide black style decks having an answer to these other permanents, but this is too color pie breaking. It's even more off-color than Chaos Warp, and that's a card that I doubt would see print in a standard legal set itself.
But the idea has potential and cool flavor, so I'd love to run with it. Here's my take on it:
Suicidal HateBB
Sorcery
As an additional cost to play Suicidal Hate, pay 2 life.
Destroy target nonland permanent. You lose life equal to its converted mana cost.
I think it's fine that black can kill other stuff, but there should be a cost for doing it. This sort of effect, which could definitely be tinkered around with, gives you that power but also with the standard black life-for-power cost.
Black doesn't destroy artifacts or enchantments. This card would immediately be added to every monoblack deck, as well as any other deck that could support the BB, which is a whole lot.
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Modern UB Tezzerator UBW Gifts B 8Rack
Legacy RB Goblins
I want auriok champion except it cost WG. It isn't overpowered, but can be played in my BGw deck where WW is too intensive.
Not a bad idea; I'd be tempted to drop prot B/R and replace it with Hexproof (since that's a green thing). Problem is that pod might start playing it.
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Things WotC cares about:
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Eh? What good creature tool cards _won't_ a creature searching deck play? It's not like WotC hasn't given Pod new tools recently, we just got Reclamation Sage in M15 after all.
I think Modern could use some sort nimble mongoose variant. I'd say Zoo and other green-based aggro strategies need something like this. Here's my take:
Nimble Badger G
Creature- Badger
Indestructible
Nimble Badger can't be enchanted. 3/3
The idea here is to have an aggressive creature that is resistant to most forms of removal but isn't totally uninteractive either as it would if we were to give it hexproof. The can't be enchanted clause is to prevent it from being abused in Bogles. I know the 3/3 stats are a little too good for Modern. Perhaps there should be some way of making 3/3 stats conditional and only achievable if played in a particular type of deck so that it's balanced. Anyhow, that's my idea. wild nacatl definitely deserves a friend.
Ok let's try our hand at some balanced cards. Notice that each charm has something that helps you protect yourself as well as some sort of removal mode and a third effect that is just good. Tell me what you think. Playable? Busted?
Oros CharmWBR
Instant
Choose one
- Target permanent gains protection from the color of your choice until end of turn.
- Target player discards two cards.
- Deal 3 damage to each creature.
Intet CharmURG
Instant
Choose one
- Draw two cards, then put a card from your hand on top of your library.
- Destroy target artifact.
- Permanents you control gain hexproof until end of turn.
Teneb CharmBGW
Instant
Choose one
- Put target creature card from your graveyard onto the battlefield tapped under your control.
- Regenerate each creature you control.
- Destroy target enchantment.
Numot CharmRWU
Instant
Choose one
- Destroy target nonbasic land.
- Put two 1/1 white Spirit creature tokens with flying onto the battlefield.
- Counter target spell that targets you or a permanent you control.
Vorosh CharmGUB
Instant
Choose one
- Target creature gets +2/+2 and trample until end of turn.
- Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
- Target player sacrifices a creature.
Intet Charm and Vorosh Charm are a little too weak. However, Numot Charm and Teneb Charm are probably a little too good. Oros Charm seems like it is in the right place though.
I think Modern could use some sort nimble mongoose variant. I'd say Zoo and other green-based aggro strategies need something like this. Here's my take:
Nimble Badger G
Creature- Badger
Indestructible
Nimble Badger can't be enchanted. 3/3
The idea here is to have an aggressive creature that is resistant to most forms of removal but isn't totally uninteractive either as it would if we were to give it hexproof. The can't be enchanted clause is to prevent it from being abused in Bogles. I know the 3/3 stats are a little too good for Modern. Perhaps there should be some way of making 3/3 stats conditional and only achievable if played in a particular type of deck so that it's balanced. Anyhow, that's my idea. wild nacatl definitely deserves a friend.
That is way too good. Wild Nacatl is a great card and it is almost strictly worse than this. Making a Wild Nacatl that is immune to removal not named Path to Exile and wins every combat would be a really bad move. It would be like Delver of Secrets, but better. I would run it in Control decks as a finisher. You can't take one of the most aggressive creatures of all time and make it indestructible. It is just too good then.
counter target spell with converted mana cost 3 or less
Pretty good in the current meta, but it gives ub a new tool and could probably help esper control (and control needs tools). Also it encourages decks that play bigger spells, which is something I like.
orzhov graveyard hate WB
Artifact
WorBtap: exile 2 cards from target players graveyard. That player loses 2 life and you gain 2 life.
Another Control tool and maindeckable graveyard hate. I'm not sure on this one, maybe it should be a creature but I don't want it to be too easily removed. Maybe a hexproof 0/1?
Cantrip Wizard U
Creature: Human, Wizard
When Cantrip Wizard enters the battlefield draw a card
1/1
Yeah it's really undercosted value (probably too undercosted, but what is a 1/1 body really good for in modern). Maybe it helps some human tribal decks and it would definetely help Eternal Ruse to become a deck again, which is a petdeck of mine (it's already quite good, I don't know why nobody plays it, but it lacks a decent one drop with a nice ETB Trigger).
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Don't know about that. People play Forked Bolt for a reason (over cards like Magma Spray/Pillar of Flame). Young Pyromancer + tokens, unflipped Delvers, Clique, mana dorks, almost all the dudes in Affinity...
I'm sorry, but 1 mana is a big deal, particularly when the cmcs are low to begin with. Compare Cancel to Counterspell. The fact this is 2 mana means it's much easier to snapcaster. And this card would go into a deck that is already a solidly tier one.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Instant
Counter target spell unless it's controller pays 1 and exiles two cards from their hand face-down. Return any cards exiled this way to their owner's hand at the end of their next turn.
((basically a card with the flavor of making a spell more difficult to cast, demanding excess focus and concentration that makes them temporarily lose readiness to cast other spells, becomes an absolute counter when they don't have two cards in hand to temporarily drop, so it's potentially good at all points in the game, and it also punishes properly even when it is worked through))
Tribute to Death BB
Sorcery
Pay 2 life as an additional cost to cast this spell, this loss of life can't be prevented.
Destroy target creature, it can't be regenerated.
If this spell is countered, each opponent sacrifices a creature and loses 1 life, that life loss can't be prevented.
((For when you really want to be sure at least _something_ will die))
Gaze of the Furnace RR
Instant
You may cast this spell as a sorcery spell (it does not count as an instant when you do so) during your main phase. If it is a sorcery, it can't be countered.
Choose one -
*Exile target artifact.
*Deal 3 damage to target creature or player.
((main-deckable artifact hate or burn and is potentially uncounterable))
Power of the Church WW
Instant
Choose up to two -
*Exile target artifact
*Exile target enchantment
*Gain 3 life
*Put a 2/2 white knight cleric creature token onto the battlefield with: "If this creature deals combat damage to an opponent or a planeswalker you don't control, sacrifice it at the start of the next end step."
((Main-deck-able enchantment and/or artifact hate and life-gain))
Druidic Secrets GG
Instant
Choose one -
*Shuffle target enchantment or artifact into it's owner's library, it's controller gains 2 life.
*Put a 2/2 green wolf creature token onto the battlefield.
*Shuffle each player's graveyard into their library, each player gains 3 life if at least 3 cards were shuffled into their library this way.
*Creatures lose flying and can't gain or have flying until end of turn.
((Main-deck-able enchantment and/or artifact hate, graveyard hate, and flying hate))
Enchantment
Flash
When Ghostflame Barrier enters the battlefield, exile target spell or artifact.
Spells with the same name as cards exiled by Ghostflame Barrier can't be cast.
Sorcery
Draw X cards.
Mental Acceleration xUU
Instant
Draw X cards.
Skip your next draw step.
Perfection of the Mind UUU
Enchantment
Perfection of the Mind can't be countered.
You may look at the top card of your library at any time.
If a spell or ability you don't control would cause you to discard, put into the graveyard or exile a card from your hand or library, counter that spell or ability.
If Perfection of the Mind would be exiled or discarded from your hand by a spell or ability you don't control, counter that spell or ability.
Sacrifice Perfection of the Mind, Discard your hand: Draw 3 cards.
Mystic Wind 2UUUU
Creature - Elemental
Mystic Wind can't be countered.
Hexproof, Flying, Vigilance
U: Return Mystic Wind to your hand.
4/4
Make it any nonland permament, take away the flash and the part about spells, and then you would actually have a pretty good card.
Yea I REALLY don't like exile target spell cards. It's just a way around uncounterable, and I like uncounterable to mean something. Blocking them from ever casting it too for three seems a little nuts.
But yea a non flash oblivion ring that can target any non land permanent and stop them from casting it feels fair.
Oros Charm WBR
Instant
Choose one
- Target permanent gains protection from the color of your choice until end of turn.
- Target player discards two cards.
- Deal 3 damage to each creature.
Intet Charm URG
Instant
Choose one
- Draw two cards, then put a card from your hand on top of your library.
- Destroy target artifact.
- Permanents you control gain hexproof until end of turn.
Teneb Charm BGW
Instant
Choose one
- Put target creature card from your graveyard onto the battlefield tapped under your control.
- Regenerate each creature you control.
- Destroy target enchantment.
Numot Charm RWU
Instant
Choose one
- Destroy target nonbasic land.
- Put two 1/1 white Spirit creature tokens with flying onto the battlefield.
- Counter target spell that targets you or a permanent you control.
Vorosh Charm GUB
Instant
Choose one
- Target creature gets +2/+2 and trample until end of turn.
- Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
- Target player sacrifices a creature.
I'd compromise. the 1 less is a HUGE deal cause it makes it much easier to snap. How about the burn can target creatures only? that feels fair to me.
This is a remake of an idea I've had for a while, since Suicide Black is and always will be my favorite aspect in this game.
Abyss Morph BB
Sorcery
Choose target nonland, noncreature permanent. Turn that permanent face down (it is a 2/2 creature).
I want the cost to remain BB. If the effect is too nuts a life cost can always be added. But this allows black to answer more permanent types like artifacts and planeswalker, while having to contend with a new threat.
[Semi-Competitive] GWUB "NO" GWUB 89%
Thrasios and Tymna aggro-control voltron-combo
"No machinations, no puppet strings, no plots. Just pure, sweeping death."
—Tasigur, the Golden Fang
I like the idea of suicide black style decks having an answer to these other permanents, but this is too color pie breaking. It's even more off-color than Chaos Warp, and that's a card that I doubt would see print in a standard legal set itself.
But the idea has potential and cool flavor, so I'd love to run with it. Here's my take on it:
Suicidal Hate BB
Sorcery
As an additional cost to play Suicidal Hate, pay 2 life.
Destroy target nonland permanent. You lose life equal to its converted mana cost.
I think it's fine that black can kill other stuff, but there should be a cost for doing it. This sort of effect, which could definitely be tinkered around with, gives you that power but also with the standard black life-for-power cost.
Honestly, I would love a card like:
as a ( very ) rough draft.
Thank you. I've wondered about the lack of a Death's Shadow partner myself.
I personally would go with an inverse Ajani's Pridemate: every time you lose life, you put a +1/+1 counter on it.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Enchantment
When Celestial Chanting enters the battlefield, draw a card and gain 2 life.
At the start of your upkeep, gain 1 life.
Upgraded Ajani's Mantra that gains life and cantrips on ETB? Not sure if it would be balanced...
Arts of the Mind UU
Enchantment
When Arts of the Mind enters the battlefield, draw a card.
Your opponents play with their hands revealed to you. You may look at the top card of a library at any time. You may look at face down cards at any time.
At the start of your upkeep, scry 1.
Telepathy and some other tricks and scry 1, with a cantrip ETB to justify play? Again, not sure if balanced...
Creature - Human Soldier
If you control an enchantment, Hero of the Platoon gets +1/+1.
If you control at 4 or more other creatures, Hero of the Platoon gets +1/+2.
1/1
((A Delver/WldNctl/MnstSwiftsper for white weenie, it's buffs are more delicate than WN, but slightly stronger, it's easier perhaps to trigger on your own than Delver but lacks evasiveness, and it's an entirely different critter than Swiftspear))
Blood Assassin B
Creature - Spirit Rogue
If at least one creature you control died this turn or last turn, Blood Assassin gets +3/+2 and haste.
One may call these spectral assassins with the darkest of sacrifices... or with a deeply held cry for vengeance...
0/1
((REVENGE... or the power of sacrifice... , need a grinning devil emoticon... anyway, basically same as above but for black type strategies))
I'm not really sure if these would be OP or not...
I think these are fine. Maybe change that second buff on hero to +1/+1 and make it trigger on 2 other creatures. Assassin should be worded a bit different I think. Something like Morbid - This creature enters the battlefield with 2 +1/+1 counters and haste, then make it a 1/1 normally.
Ditch the cantrip. Both of these cards are good if the game goes long, adding a cantrip just means your opponent can't profitably interact with them at all and they're forced to just let you keep getting these benefits. In a short game you're not going to play either of these, with or without the cantrip so it doesn't matter there either.
Black doesn't destroy artifacts or enchantments. This card would immediately be added to every monoblack deck, as well as any other deck that could support the BB, which is a whole lot.
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
Not a bad idea; I'd be tempted to drop prot B/R and replace it with Hexproof (since that's a green thing). Problem is that pod might start playing it.
-making certain Standard cards can be played in Modern, therefore increasing their value and increasing WotC's profit margin
Things WotC does not care about:
-keeping the ban list as short as possible
-taking chances with an entire format for the benefit of a single card
-catering to play styles that newer players generally don't like and will lose them more players than it will gain
-keeping the meta balanced between archetypes/colors/whatever
-keeping cards on the secondary market cheap (available yes, but not cheap)
-keeping the meta diverse (as long as a single deck doesn't threaten the popularity of the format)
Nimble Badger G
Creature- Badger
Indestructible
Nimble Badger can't be enchanted. 3/3
The idea here is to have an aggressive creature that is resistant to most forms of removal but isn't totally uninteractive either as it would if we were to give it hexproof. The can't be enchanted clause is to prevent it from being abused in Bogles. I know the 3/3 stats are a little too good for Modern. Perhaps there should be some way of making 3/3 stats conditional and only achievable if played in a particular type of deck so that it's balanced. Anyhow, that's my idea. wild nacatl definitely deserves a friend.
Intet Charm and Vorosh Charm are a little too weak. However, Numot Charm and Teneb Charm are probably a little too good. Oros Charm seems like it is in the right place though.
That is way too good. Wild Nacatl is a great card and it is almost strictly worse than this. Making a Wild Nacatl that is immune to removal not named Path to Exile and wins every combat would be a really bad move. It would be like Delver of Secrets, but better. I would run it in Control decks as a finisher. You can't take one of the most aggressive creatures of all time and make it indestructible. It is just too good then.
Storm Crow is strictly worse than Seacoast Drake.
dimir counterspellUB
instant
counter target spell with converted mana cost 3 or less
Pretty good in the current meta, but it gives ub a new tool and could probably help esper control (and control needs tools). Also it encourages decks that play bigger spells, which is something I like.
orzhov graveyard hate WB
Artifact
WorBtap: exile 2 cards from target players graveyard. That player loses 2 life and you gain 2 life.
Another Control tool and maindeckable graveyard hate. I'm not sure on this one, maybe it should be a creature but I don't want it to be too easily removed. Maybe a hexproof 0/1?
Cantrip Wizard U
Creature: Human, Wizard
When Cantrip Wizard enters the battlefield draw a card
1/1
Yeah it's really undercosted value (probably too undercosted, but what is a 1/1 body really good for in modern). Maybe it helps some human tribal decks and it would definetely help Eternal Ruse to become a deck again, which is a petdeck of mine (it's already quite good, I don't know why nobody plays it, but it lacks a decent one drop with a nice ETB Trigger).