I was thinking of a cantrip that could help control and only control. For easier templating, I'm just using the first portion of Ponder. The important part is the mechanical framework to help control.
Would this help.
Control CantripU
Sorcery
Look at the top three cards of your library, then put them back in any order.
Then, if you have six or more cards in hand, draw a card.
Control Cantrip Two2U
Sorcery
~ cost 2 less to cast if you control four or more lands.
Look at the top three cards of your library, then put them back in any order.
Draw a card.
Or a radical one
Control Cantrip ThreeU
Sorcery
Look at the top three cards of your library, You may reveal a land card from among them and put it into your hand, then put the rest back in any order.
Interesting...I think the first one is really bad and will most of the time be a bad index except on T1 and T2. The second one is OK, but generally just far worse than something like Telling Time. The last one...not sure what to think. As someone who has only ever played control something that would benefit modern control would be:
Control CAUU
Instant
Draw a card, then if you have three or more cards in your hand, draw another.
I'd KILL for a card like this.
Wouldn't this be a 4-of in every blue tempo deck as well? Turn one: delver. Turn two: hold mana for counterspell, if nothing worth countering is played, play this instead.
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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)
More 1-drops for White Weenie. The following is probably too powerful, but I don't want more Savannah Lions variants, I want something that fluctuates between awesome and hot garbage (more Steppe Lynx, less Soldier of the Pantheon)
Lands Guy W
Creature - Human Soldier
When Lands Guy enters the battlefield, choose an opponent.
Lands Guy gets +1/+1 for each tapped land controlled by the chosen opponent.
0/1
I also wonder if they could just print Crusader of Odric as a 1-drop.
More 1-drops for White Weenie. The following is probably too powerful, but I don't want more Savannah Lions variants, I want something that fluctuates between awesome and hot garbage (more Steppe Lynx, less Soldier of the Pantheon)
Lands Guy W
Creature - Human Soldier
When Lands Guy enters the battlefield, choose an opponent.
Lands Guy gets +1/+1 for each tapped land controlled by the chosen opponent.
0/1
I also wonder if they could just print Crusader of Odric as a 1-drop.
A decent idea, though I'm not certain about the cost and bonuses based on lands are usually red or green (I think). I don't see Crusader being made into a 1-drop without being severely weakened. Maybe make it 'non-token' creatures or limit it to a certain type (human, probably).
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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)
A one drop Crusader of Odric would likely have power or toughness equal to number of creatures target opponent controls (naming an opponent as it ETB.)
Thieve's Guild1UR Tribal Enchantment - Rogue
Thieve's Guild can't be countered.
Hexproof.
Rogue creatures have Flash.
Untapped rogue creatures you control have hexproof. 1: Untap target rogue creature. This ability may only be used once per turn.
KingpinUBR Creature - Human Rogue
Flash
Other Rogue creatures you control have +1/+0 and Protection from White. t: Destroy target rogue.
At the start of your end step, if you control more than one creature named Kingpin, sacrifice all but one creature named Kingpin. 2/4
Information BrokerU Creature - Human Rogue
When Information Broker or another rogue enters the battlefield, you may look at target player's hand or the top card of target player's library. 1/2
Fence1UR Creature - Human Rogue
Rogue spells you cast cost UR less to cast. This effect reduces only the amount of colored mana you pay. 2/3
Second Story ManUUR Creature - Human Rogue
Second Story Man can't be blocked except by creatures with flying or reach.
When Second Story Man deals combat damage to a player, you may do one of the following:
Take control of target non-creature artifact that is not equipped that player controls.
Look at that player's hand, choose a card from it, that player puts that card on the bottom of their library, then draws a card.
1/2
Lovable RapscallionR Creature - Human Rogue 1, t: Target creature can't block rogues until end of turn. 1/1
Brutal Enforcer1RR Creature - Orc Human Rogue 1, t: Tap target creature. 2, t: Brutal Enforcer gets +2/+2 until end of turn and fights target creature. You may only activate this ability if a Rogue you controlled died this turn. 2/2
I think I'll add more later, but I gotta go for a bit and my inspiration is running dry.
Land of People Tired of Delver
Land T: Add 1 to your mana pool. T: Target creature spell you control can not be countered. Use this ability only on your own turn.
Given Cavern of Souls, I don't think it's unreasonable to have a second land that makes creatures in general uncounterable, since there are many ways of dealing with creatures already in Modern. Maybe it should also make the creature come in tapped to screw with Twin? Or make it's ETB abilities not work?
Private Mod Note
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Rollback Post to RevisionRollBack
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)
Land of People Tired of Delver
Land T: Add 1 to your mana pool. T: Target creature spell you control can not be countered. Use this ability only on your own turn.
Given Cavern of Souls, I don't think it's unreasonable to have a second land that makes creatures in general uncounterable, since there are many ways of dealing with creatures already in Modern. Maybe it should also make the creature come in tapped to screw with Twin? Or make it's ETB abilities not work?
I think this is too good, cavern has that tribal clause and it's still super good at what it does. I also don't see why you would need this honestly. If your deck just HAS to have 8 cavern of souls run some expedition maps.
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.
Land of People Tired of Delver
Land T: Add 1 to your mana pool. T: Target creature spell you control can not be countered. Use this ability only on your own turn.
Given Cavern of Souls, I don't think it's unreasonable to have a second land that makes creatures in general uncounterable, since there are many ways of dealing with creatures already in Modern. Maybe it should also make the creature come in tapped to screw with Twin? Or make it's ETB abilities not work?
Savage Summoning might be the card you are looking for. As noted by Vault756, this seems kinda OP without noteworthy restrictions like cavern's tribal clause.
Thieve's Guild1UR Tribal Enchantment - Rogue
Thieve's Guild can't be countered.
Hexproof.
Rogue creatures have Flash.
Untapped rogue creatures you control have hexproof. 1: Untap target rogue creature. This ability may only be used once per turn.
KingpinUBR Creature - Human Rogue
Flash
Other Rogue creatures you control have +1/+0 and Protection from White. t: Destroy target rogue.
At the start of your end step, if you control more than one creature named Kingpin, sacrifice all but one creature named Kingpin. 2/4
Information BrokerU Creature - Human Rogue
When Information Broker or another rogue enters the battlefield, you may look at target player's hand or the top card of target player's library. 1/2
Fence1UR Creature - Human Rogue
Rogue spells you cast cost UR less to cast. This effect reduces only the amount of colored mana you pay. 2/3
Second Story ManUUR Creature - Human Rogue
Second Story Man can't be blocked except by creatures with flying or reach.
When Second Story Man deals combat damage to a player, you may do one of the following:
Take control of target non-creature artifact that is not equipped that player controls.
Look at that player's hand, choose a card from it, that player puts that card on the bottom of their library, then draws a card.
1/2
Lovable RapscallionR Creature - Human Rogue 1, t: Target creature can't block rogues until end of turn. 1/1
Brutal Enforcer1RR Creature - Orc Human Rogue 1, t: Tap target creature. 2, t: Brutal Enforcer gets +2/+2 until end of turn and fights target creature. You may only activate this ability if a Rogue you controlled died this turn. 2/2
I think I'll add more later, but I gotta go for a bit and my inspiration is running dry.
Street TrashB Creature - Goblin Rogue
Whenever a creature dealt damage by a rogue dies, add 1 to your mana pool. 1/1
Poisonmaster Alchemist1BB Creature - Human Rogue
Deathtouch 1: Target Rogue gains deathtouch until end of turn. 2U, discard a card, t: Name a creature type, tap all creatures with that type. If you discarded a blue card with converted mana cost 3 or more, those creatures don't untap during their controller's next untap step. 2/2
Circus AcrobatRR Creature - Human Rogue
If you control another Rogue, Circus Acrobat has haste.
If you control a Spider, Circus Acrobat can't be blocked except by creatures with reach or flying. 2/2
Gambling Den Tribal Land - Rogue
Gambling Den enters the battlefield tapped unless you control a Rogue. t: Add 1 to your mana pool. 1, t: Flip a coin. If you win, add 3 mana of any color to your mana pool. If you lose, take 1 damage.
Spellthief1UR Creature - Vedalken Rogue Wizard 1UR: Change target of target spell or ability that targeted a rogue you control to the target creature of your choice. 2/2
Mystery of the HoodRGG Legendary Creature - Human Archer Rogue
Mystery of the Hood can't be countered.
Reach, Hexproof, Vigilance, Protection from White
Whenever an opponent casts a spell of converted mana cost 3 or more, or a rogue enters the battlefield under your control, gain life equal to the number of creatures you control with power 1 or less. "The mysterious archer in the green hood robs from the rich and gives to the poor." 1/5
Spirit of RebellionRR Creature - Avatar Rogue
Protection from White t: Target rogue or red creature you control gains +1/+0 and Protection from White until end of turn.
Whenever a Rogue dies, deal 1 damage to each player. 2/2
Alluring CatgirlURG Creature - Cat Rogue 1(R/G), t: Alluring Catgirl fights target creature.
Creatures dealt damage by Alluring Catgirl become tapped and don't untap during their controller's next untap step. 2/4
Changeling Infiltrator1U Creature - Shapeshifter Rogue
Changeling Infiltrator enters the battlefield under the control of target player.
Changeling Infiltrator can't block. Changeling Infiltrator can't attack it's owner or planeswalkers they control.
You play with your hand revealed. You can't target Changeling Infiltrator with spells or abilities you control. 3, Sacrifice another creature: Sacrifice Changeling Infiltrator, it deals 2 damage to you. 1/1
Changeling Assasin2B Creature - Shapeshifter Rogue Assassin
Changeling Assassin enters the battlefield under the control of target player.
You can't target Changeling Assassin with spells or abilities you control. 4, Sacrifice another creature: Sacrifice Changeling Assassin, it deals 3 damage to you. 3: Only another player may activate this ability. Choose a creature controlled by the player that controls Changeling Assassin. Destroy that creature, it can't be regenerated. Exile Changeling Assassin. 2/2
Dumpster DiverGR Creature - Goblin Rogue Shaman
Dumpster Diver can't be killed by spells or abilities that say 'destroy' (including damage from creatures with deathtouch), it's toughness can't be lowered. t, Exile target card from a graveyard: Gain 1 life.
Sacrifice Dumpster Diver: Regenerate target rogue or goblin. "You don't want to know." 1/2
Master Spy1UU Creature - Human Rogue Wizard
Hexproof
You may look at the top card of any library at any time. 1: Look at target player's hand.
Other rogues you control get +0/+1. t: Scry 1. 2/3
Land of People Tired of Delver
Land T: Add 1 to your mana pool. T: Target creature spell you control can not be countered. Use this ability only on your own turn.
Given Cavern of Souls, I don't think it's unreasonable to have a second land that makes creatures in general uncounterable, since there are many ways of dealing with creatures already in Modern. Maybe it should also make the creature come in tapped to screw with Twin? Or make it's ETB abilities not work?
Savage Summoning might be the card you are looking for. As noted by Vault756, this seems kinda OP without noteworthy restrictions like cavern's tribal clause.
Savage Summoning isn't Modern playable (seriously, name a deck that plays it). Cavern of Souls doesn't see a lot of Modern play either (maybe Slivers?). What I want is counterspelling-hate card on par with Rest in Peace or Leyline of Sanctity or Stony Silence. The closest thing I can find is Leyline of Lifeforce.
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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)
Lifelink
You and spells you control have hexproof.
2/3
Making non-creature spells hexproof is probably a bad idea, for the same reason that making a counterspell that exiles is a bad idea: it eliminates a method of policing decks. Making just creature spells hexproof is a little more reasonable, because there are plenty of ways of dealing with creature in Modern already. Personally, I would just make the spell uncounterable rather than hexproof, so fringe spells like Reverberate and Swerve are not penalized.
Private Mod Note
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Rollback Post to RevisionRollBack
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)
I guess it's been said already, but I'd LOVE this. I think it's highly unlikely that they print a good blue card for a while now though:
Small Brainstorm U
Instant
Draw two cards, then put a card from your hand on top of your library.
I love the idea cause modern miracles and a fringe chasm stalker build, but hate the idea cause it would slot in delver storm and jeskai ascendancy :/
Agreed. As much as I'd like to see Miracles, blue has plenty of card advantage already, and any decent card would slot into a lot of existing tier one decks. It would also make counterbalance a thing, which I personally am against.
Private Mod Note
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Rollback Post to RevisionRollBack
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)
Bant Riding ArcherWUG Creature - Human Knight Archer
First Strike, Reach, Vigilance
Discard a land from your hand: Bant Riding Archer gets +2/+2 and hexproof until end of turn. You may activate this ability only once per turn. 2/4
Azorius Guardian KnightWU Creature - Human Knight
First Strike, Vigilance
Whenever an opponent casts a spell, Azorius Guardian Knight gets +0/+2 until end of turn.
Sacrifice Azorious Guardian Knight: You gain 2 life and Protection from Red until end of turn. 2/2
Reliability Command1WUG Sorcery
Reliability Command can't be countered by spells or abilities.
Choose up to two:
*Exile target artifact or enchantment.
*Gain 4 life and draw a card.
*Put target creature on top of it's owner's library.
*Exile all cards in each opponent's graveyard and shuffle your graveyard into your library.
((Yes, it's a sorcery on purpose))
Angel of TacticsWWUU Creature - Angel Soldier
Vigilance, Flying
When Angel of Tactics attacks, it gets +2/+2 until end of turn.
When Angel of Tactics blocks, it gets +0/+4 until end of turn.
When Angel of Tactics leaves the battlefield, draw a card. 2/2
Magic Cannon5 Artifact t: Magic Cannon deals 2 damage to target creature or player. 5, put two cards from your hand on the top of your library, t: Magic Cannon deals 4 damage to target creature or player.
Magic Cannon can't be untapped by spells or abilities.
Edit:
Golden AegisWWU Artifact Creature - Avatar Wall
Golden Aegis can't be countered by spells or abilities.
Flying, Flash, Defender, Shroud
When Golden Aegis enters the battlefield, you can't lose the game this turn, and at end of that turn if your life total is less than 1, it becomes 1.
Vanishing 3 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Golden Aegis leaves the battlefield, it's owner loses life equal to their starting life total. 0/5
This might need some help with making things a bit more print-able...but I'm giving this idea a shot
Conscious Extortion 1U
Instant
Counter target spell unless that spell's controller allows you to draw two cards during the next turn's upkeep.
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
Hm... it's kinda cute, but I'm not sure what decks would play it. It gives stuff that a control deck would want, but always the wrong one, and control is the kinda deck that usually has situations where there are things they absolutely have to counter this turn. Counterspells are often saved to stop 'win right now' combos, so this wouldn't work on those. It would have to be used on stuff that you don't mind the opponent pulling off, which may not exist against some decks. It seems like it might be fair, despite being relatively powerful, but it's hard to envision a deck that is willing to give the opponent that kind of choice, as well as is willing to take the benefits of the opponent choosing the counter to fail in the next turn, rather than right then.
Well I thought about having it be draw 2 cards benefit resolve immediately, but i thought that would be too powerful of a concept to actually see print.
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
Wouldn't this be a 4-of in every blue tempo deck as well? Turn one: delver. Turn two: hold mana for counterspell, if nothing worth countering is played, play this instead.
-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)
Lands Guy W
Creature - Human Soldier
When Lands Guy enters the battlefield, choose an opponent.
Lands Guy gets +1/+1 for each tapped land controlled by the chosen opponent.
0/1
I also wonder if they could just print Crusader of Odric as a 1-drop.
A decent idea, though I'm not certain about the cost and bonuses based on lands are usually red or green (I think). I don't see Crusader being made into a 1-drop without being severely weakened. Maybe make it 'non-token' creatures or limit it to a certain type (human, probably).
-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)
Thieve's Guild 1UR
Tribal Enchantment - Rogue
Thieve's Guild can't be countered.
Hexproof.
Rogue creatures have Flash.
Untapped rogue creatures you control have hexproof.
1: Untap target rogue creature. This ability may only be used once per turn.
Kingpin UBR
Creature - Human Rogue
Flash
Other Rogue creatures you control have +1/+0 and Protection from White.
t: Destroy target rogue.
At the start of your end step, if you control more than one creature named Kingpin, sacrifice all but one creature named Kingpin.
2/4
Information Broker U
Creature - Human Rogue
When Information Broker or another rogue enters the battlefield, you may look at target player's hand or the top card of target player's library.
1/2
Fence 1UR
Creature - Human Rogue
Rogue spells you cast cost UR less to cast. This effect reduces only the amount of colored mana you pay.
2/3
Second Story Man UUR
Creature - Human Rogue
Second Story Man can't be blocked except by creatures with flying or reach.
When Second Story Man deals combat damage to a player, you may do one of the following:
Lovable Rapscallion R
Creature - Human Rogue
1, t: Target creature can't block rogues until end of turn.
1/1
Brutal Enforcer 1RR
Creature - Orc Human Rogue
1, t: Tap target creature.
2, t: Brutal Enforcer gets +2/+2 until end of turn and fights target creature. You may only activate this ability if a Rogue you controlled died this turn.
2/2
I think I'll add more later, but I gotta go for a bit and my inspiration is running dry.
Land of People Tired of Delver
Land
T: Add 1 to your mana pool.
T: Target creature spell you control can not be countered. Use this ability only on your own turn.
Given Cavern of Souls, I don't think it's unreasonable to have a second land that makes creatures in general uncounterable, since there are many ways of dealing with creatures already in Modern. Maybe it should also make the creature come in tapped to screw with Twin? Or make it's ETB abilities not work?
-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)
I think this is too good, cavern has that tribal clause and it's still super good at what it does. I also don't see why you would need this honestly. If your deck just HAS to have 8 cavern of souls run some expedition maps.
Savage Summoning might be the card you are looking for. As noted by Vault756, this seems kinda OP without noteworthy restrictions like cavern's tribal clause.
Street Trash B
Creature - Goblin Rogue
Whenever a creature dealt damage by a rogue dies, add 1 to your mana pool.
1/1
Poisonmaster Alchemist 1BB
Creature - Human Rogue
Deathtouch
1: Target Rogue gains deathtouch until end of turn.
2U, discard a card, t: Name a creature type, tap all creatures with that type. If you discarded a blue card with converted mana cost 3 or more, those creatures don't untap during their controller's next untap step.
2/2
Circus Acrobat RR
Creature - Human Rogue
If you control another Rogue, Circus Acrobat has haste.
If you control a Spider, Circus Acrobat can't be blocked except by creatures with reach or flying.
2/2
Gambling Den
Tribal Land - Rogue
Gambling Den enters the battlefield tapped unless you control a Rogue.
t: Add 1 to your mana pool.
1, t: Flip a coin. If you win, add 3 mana of any color to your mana pool. If you lose, take 1 damage.
Spellthief 1UR
Creature - Vedalken Rogue Wizard
1UR: Change target of target spell or ability that targeted a rogue you control to the target creature of your choice.
2/2
Mystery of the Hood RGG
Legendary Creature - Human Archer Rogue
Mystery of the Hood can't be countered.
Reach, Hexproof, Vigilance, Protection from White
Whenever an opponent casts a spell of converted mana cost 3 or more, or a rogue enters the battlefield under your control, gain life equal to the number of creatures you control with power 1 or less.
"The mysterious archer in the green hood robs from the rich and gives to the poor."
1/5
Spirit of Rebellion RR
Creature - Avatar Rogue
Protection from White
t: Target rogue or red creature you control gains +1/+0 and Protection from White until end of turn.
Whenever a Rogue dies, deal 1 damage to each player.
2/2
Alluring Catgirl URG
Creature - Cat Rogue
1(R/G), t: Alluring Catgirl fights target creature.
Creatures dealt damage by Alluring Catgirl become tapped and don't untap during their controller's next untap step.
2/4
Changeling Infiltrator 1U
Creature - Shapeshifter Rogue
Changeling Infiltrator enters the battlefield under the control of target player.
Changeling Infiltrator can't block. Changeling Infiltrator can't attack it's owner or planeswalkers they control.
You play with your hand revealed. You can't target Changeling Infiltrator with spells or abilities you control.
3, Sacrifice another creature: Sacrifice Changeling Infiltrator, it deals 2 damage to you.
1/1
Changeling Assasin 2B
Creature - Shapeshifter Rogue Assassin
Changeling Assassin enters the battlefield under the control of target player.
You can't target Changeling Assassin with spells or abilities you control.
4, Sacrifice another creature: Sacrifice Changeling Assassin, it deals 3 damage to you.
3: Only another player may activate this ability. Choose a creature controlled by the player that controls Changeling Assassin. Destroy that creature, it can't be regenerated. Exile Changeling Assassin.
2/2
Dumpster Diver GR
Creature - Goblin Rogue Shaman
Dumpster Diver can't be killed by spells or abilities that say 'destroy' (including damage from creatures with deathtouch), it's toughness can't be lowered.
t, Exile target card from a graveyard: Gain 1 life.
Sacrifice Dumpster Diver: Regenerate target rogue or goblin.
"You don't want to know."
1/2
Master Spy 1UU
Creature - Human Rogue Wizard
Hexproof
You may look at the top card of any library at any time.
1: Look at target player's hand.
Other rogues you control get +0/+1.
t: Scry 1.
2/3
Maybe more later.
Savage Summoning isn't Modern playable (seriously, name a deck that plays it). Cavern of Souls doesn't see a lot of Modern play either (maybe Slivers?). What I want is counterspelling-hate card on par with Rest in Peace or Leyline of Sanctity or Stony Silence. The closest thing I can find is Leyline of Lifeforce.
-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)
Creature - Pegasus
Lifelink
You and spells you control have hexproof.
2/3
Along with a Undermine reprint, this would allow UBx Control to really shine and come into being.
Making non-creature spells hexproof is probably a bad idea, for the same reason that making a counterspell that exiles is a bad idea: it eliminates a method of policing decks. Making just creature spells hexproof is a little more reasonable, because there are plenty of ways of dealing with creature in Modern already. Personally, I would just make the spell uncounterable rather than hexproof, so fringe spells like Reverberate and Swerve are not penalized.
-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)
I love the idea cause modern miracles and a fringe chasm stalker build, but hate the idea cause it would slot in delver storm and jeskai ascendancy :/
Agreed. As much as I'd like to see Miracles, blue has plenty of card advantage already, and any decent card would slot into a lot of existing tier one decks. It would also make counterbalance a thing, which I personally am against.
-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)
Creature - Human Knight Archer
First Strike, Reach, Vigilance
Discard a land from your hand: Bant Riding Archer gets +2/+2 and hexproof until end of turn. You may activate this ability only once per turn.
2/4
Azorius Guardian Knight WU
Creature - Human Knight
First Strike, Vigilance
Whenever an opponent casts a spell, Azorius Guardian Knight gets +0/+2 until end of turn.
Sacrifice Azorious Guardian Knight: You gain 2 life and Protection from Red until end of turn.
2/2
Reliability Command 1WUG
Sorcery
Reliability Command can't be countered by spells or abilities.
Choose up to two:
*Exile target artifact or enchantment.
*Gain 4 life and draw a card.
*Put target creature on top of it's owner's library.
*Exile all cards in each opponent's graveyard and shuffle your graveyard into your library.
((Yes, it's a sorcery on purpose))
Angel of Tactics WWUU
Creature - Angel Soldier
Vigilance, Flying
When Angel of Tactics attacks, it gets +2/+2 until end of turn.
When Angel of Tactics blocks, it gets +0/+4 until end of turn.
When Angel of Tactics leaves the battlefield, draw a card.
2/2
Magic Cannon 5
Artifact
t: Magic Cannon deals 2 damage to target creature or player.
5, put two cards from your hand on the top of your library, t: Magic Cannon deals 4 damage to target creature or player.
Magic Cannon can't be untapped by spells or abilities.
Edit:
Golden Aegis WWU
Artifact Creature - Avatar Wall
Golden Aegis can't be countered by spells or abilities.
Flying, Flash, Defender, Shroud
When Golden Aegis enters the battlefield, you can't lose the game this turn, and at end of that turn if your life total is less than 1, it becomes 1.
Vanishing 3 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Golden Aegis leaves the battlefield, it's owner loses life equal to their starting life total.
0/5
Conscious Extortion 1U
Instant
Counter target spell unless that spell's controller allows you to draw two cards during the next turn's upkeep.
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Instant
Draw a card
Rebound
W
Instant
Target creature or player gets protection from a color of your choice until end of turn
1W
Instant
Target creature gets protection from everything until end of turn
Draw a card
Storm Crow is strictly worse than Seacoast Drake.
Though the rebound Think Twice might be too good. Perhaps as a sorcery.
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG