Kicker: Discard a card
Counter target spell if its converted mana cost is 3 or less. If Contracharm was kicked, instead counter that spell.
Point 1: A catch-all counter for UU is something the format could really use, both for promoting archetype diversity and keeping hard-to-disrupt spell-based combos in check. (Evidenced by all the bannings that have targeted said combos, which often incidentally hurt the control decks that could have been keeping them in check with better permission.)
Point 2: Hits a lot of the relevant Modern cards at card parity and tempo parity ±1, while coming at a high price of card disadvantage if you want to hit anything else. Especially relevant in Standard, where bombs are supposed to be big and splashy these days.
Point 3: I love cards that let control decks trade card advantage for other resources, and Modern has very little of that. So win!
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
Guild-aligned Titan cycle, I'm willing to admit some are probably more powerful than others, but I think all of them could make the cut in modern given the right deck and I tried to keep them on theme for their respective guilds.
Selesnya Titan4GW Creature-Giant
Convoke (Your Creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or 1 mana of that creature's color.)
Whenever Selesnya Titan enters the battlefield or attacks populate (Create a creature token that's a copy of a creature token you control) 6/6
Dimir Titan4UB Creature-Giant
Dimir Titan cannot be blocked as long as an opponent has 30 or less cards in his or her library.
Whenever Dimir Titan enters the battlefield or attacks search target player's library for up to 3 cards and exile them. Then that player shuffles his or her library. 6/6
Azorius Titan4UW Creature-Giant
Flash
Whenever Azorius Titan enters the battlefield or attacks detain target nonland permanent. (Until your next turn, that permanent cant attack or block and its' activated abilities cannot be activated.) 6/6
Gruul Titan4RG Creature-Giant
Haste
Whenever Gruul Titan enters the battlefield or attacks target creature gets +3/+3 until end of turn. 6/6
Rakdos Titan4RB Creature-Giant
Menace
Whenever Rakdos Titan enters the battlefield or attacks each opponent discards a card at random. 6/6
Izzet Titan4UR Creature-Giant
Prowess
Whenever Izzet Titan enters the battlefield or attacks you may return target instant or sorcery card from your graveyard to your hand. 6/6
Golgari Titan4GB Creature-Giant
Dredge 6 (If you would draw a card, instead you may put exactly 6 cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise draw a card.)
Whenever Golgari Titan enters the battlefield or attacks you may return target creature from your graveyard to your hand. 6/6
Orzhov Titan4WB Creature-Giant
Lifelink
Whenever Orzhov Titan enters the battlefield or attacks each opponent loses 3 life and you gain 3 life. 6/6
Boros Titan4RW Creature-Giant
First Strike
Whenever Boros Titan enters the battlefield or attacks create two 1/1 red and white soldier creature tokens with haste. 6/6
Simic Titan4GU Creature-Giant
Hexproof
Whenever Simic Titan enters the battlefield or attacks put a +1/+1 counter on each creature you control. 6/6
Prevailer of Daunting Distances
1W. Enchantment Creature 1/2
Creatures your opponents control cannot attack you or a planeswalker you control unless they pay 1.
Private Mod Note
():
Rollback Post to RevisionRollBack
No one spoke. There was no need. The threat of the Eldrazi presented a simple choice: lay down your arms and die for nothing, or hold them fast and die for something.
Prevailer of Daunting Distances
1W. Enchantment Creature 1/2
Creatures your opponents control cannot attack you or a planeswalker you control unless they pay 1.
That looks completely bonkers and overpowered to me.
I wouldn't staple that sort of effect on a creature less than 4 cmc, it hates on aggro way too hard. There is a reason enchantment and artifact versions of the effect that aren't also creatures start at around 3 cmc, like Ghostly Prison, and merely lowering the cost per creature isn't enough to justify lower cmcs, it's that there is a mana cost attached at all.
Perhaps a more fair variant if you want something attached to a creature for less than 4 cmc be something like this (probably still broken, but the best I can think of).
Anti-Aggro DudeWBR Enchantment Creature - Subtype
Creatures your opponent's control can't attack you or a planeswalker you control unless they pay 1 life. 2/3
---
Wellwasher ApprenticeU Creature - Human Wizard
When Wellwasher Apprentice or another wizard creature enters the battlefield under your control, you may put target card from a graveyard onto the bottom of it's owner's library. 1/1
Potential AeromancerU Creature - Human Wizard
Prowess
Whenever a wizard enters the battlefield under your control, potential Aeromancer gains flying until end of turn. 1/1
Visionary Scholar1U Creature - Human Wizard
When ~ enters the battlefield, draw a card. 1/1
Awoken Bookcase1U Creature - Wall Wizard
Defender
When ~ enters the battlefield, draw a card.
If ~ would enter the graveyard from the battlefield, it's owner may shuffle it into their library instead. "A final defense for both it's owner, and their books." 0/4
Wardmaster1U Creature - Human Wizard
Prowess
Spells your opponents cast that target Wizards cost 1 more to cast. 1/2
Lore Assembler1U Creature - Avatar Wizard
Prowess
Whenever a wizard enters the battlefield under your control, put a +1/+1 counter on Lore Assembler. 0/2
Aeromage Master1UU Creature - Human Elemental Wizard
Flying
Other wizard creatures you control get +1/+1 and flying. 2/2
Battlemage Researcher1UU Creature - Human Wizard
Prowess
When Battlemage Researcher or another wizard enters the battlefield, you may reveal cards from the top of your library until you reveal an instant card and put that instant card into your hand. If you do put the rest of the revealed cards on the bottom of your library in a random order. 2/3
Ritual Researcher1UU Creature - Human Wizard
Hexproof
When Ritual Researcher or another wizard enters the battlefield, you may reveal cards from the top of your library until you reveal a sorcery card and put that sorcery card into your hand. If you do put the rest of the revealed cards on the bottom of your library in a random order. 1/4
Countermagic Adept1UUU Creature - Human Wizard
Flash
When Countermagic Adept enters the battlefield, counter target spell. 1/3
Prevailer of Daunting Distances
1W. Enchantment Creature 1/2
Creatures your opponents control cannot attack you or a planeswalker you control unless they pay 1.
That looks completely bonkers and overpowered to me.
I wouldn't staple that sort of effect on a creature less than 4 cmc, it hates on aggro way too hard. There is a reason enchantment and artifact versions of the effect that aren't also creatures start at around 3 cmc, like Ghostly Prison, and merely lowering the cost per creature isn't enough to justify lower cmcs, it's that there is a mana cost attached at all.
I respectfully disagree, while I believe that you are correct in calling it a powerful hate effect for aggro, a 2/1 enchantment creature that dies to just about everything should be no problem to remove (barring any sort of a anthem effect). This would die to Fatal Push, Lightning Bolt, Electolyze, abupt decay, Path to Exile etc. Had the card been solely an enchantment then I would be more accepting of your argument, which you are very much entitled to.
I would counter by saying that raising the cost to 4 cmc, puts a proper prison card out of reach, because in the Modern format, the damage is already done by turn four. Consider that neither Windborn Muse nor Archangel of Tithes are effective playables in the format.
Lets also consider which decks would play such a card. Few tiered decks outside of lantern, and RW Prison would employ such a card certainly not in the main board. Although I could see it used in UW strategies as well. Arguably, lantern needs no help, but this would not boost any current deck into tier zero territory.
I understand Wizards fear of "unfun" hate cards, particularly those which hate against creatures; however, even in standard such a creature could be easily removed. And, I would argue that proper hate cards such as this are beneficial for all formats, including standard. I would be open to changing the casting cost to double white though.
Ultimately, while the card would certainly be a powerful and mitigating effect for aggro, such a creature would not break any current deck, it would be easily removed, and would likely not see much play outside of sideboards.
Of course, this is all just one old man's opinion.
Cheers
No one spoke. There was no need. The threat of the Eldrazi presented a simple choice: lay down your arms and die for nothing, or hold them fast and die for something.
When ~ enters the the battlefield, you may exile a permanent you control. If you do, you may exile up to one target permanent of the same type.
2/2
"An eye for an eye, a tooth for a tooth."
Vilas, Consul of Legislation
1{W}{W}
Legendary Creature- Human Advisor
Each player can't draw more than one card each turn.
Whenever a land enters the battlefield under a player's control, if that player had another land enter the battlefield under his or her control this turn, exile that land instead.
2/2
Dawnwisp
{W}
Creature- Elemental
Flying
When ~ enters the battlefield, each opponent gains 2 life.
Sacrifice ~: You or target permanent you control gains protection from the color of your choice until end of turn.
I really want them to print something that has a flashback regrowth and the new Amonket split cards seem like the perfect place.
I would go with something like:
Rot GB
Enchantment Aura
Put a -1/-1 counter on enchanted creature each upkeep.
//Renewal 1G
Sorcery
Return target permanent from your graveyard to your hand.
I really do want a way to play a deck that self mills, and uses non free cards from the graveyard so that it doesn't come off as broken as Dredge for casual modern play. I think the deck would see play in my decks that play assault loam, or Small Pox and don't seem overly powered.
Nonland Targeter UWR
Enchantment
Spells or abilities that cannot normally target lands may target lands.
Do I understand it right that this card lets every spell that targets 'something' also target a land instead if you want to? Like play this, next turn Shattering Spree all your opponents lands? Seems super busted.
Not to mention all the super weird interactions that come up? What happens if you Giant Growth a land that's not a creature? Can I let a land draw 3 cards with Ancestral Recall? Wizards would never NEVER print something like that.
Cycles for U, Opt for 1U and instant Preordain for 2U. For 3U and more, we're really talkin' state-of-the-art card selection. I'm thinking it could be printable. Being too expensive for fast combo decks (Preordain is great but would you pay 3 mana for it?), it would probably benefit draw-go control decks the most. Perhaps it's the much-needed boost the archetype allegedly craves?
Whatcha say?
I think it's sweet and well balanced, meaning Wizards will likely never print it under their current paradigm. Although actually, if it read draw, then scry X, it might be safer. And honestly maybe better balanced. If cast EoT you can still palm whatever card you want anyways, and even a mini Dig is still pretty darned good.
On the other counters, I do hold out hope that sometime in the next year or so we'll see a playable Counterspell-with-a-downside printed. (It can't have escaped them that a decent permission card or two could have let them design their high-powered Standard bombs without breaking the format.) As pointed out, the self mill effect is really almost all upside, but something along those lines or a modal card disadvantage like I proposed earlier would certainly do the trick.
I'd also be cool with a catch-all for 1UU that cost 1 less as long as you had two or fewer lands, although that seems a little less elegant and more brute-force a solution.
I also think that UU goes a long way towards balancing permission. It can be quite hard to assemble on-curve without good fixing in Standard, and still forces some commitment and punishes getting greedy with color weights in Modern.
Counter Target spell. If the spell is a creature, lose 2 life. If it is a noncreature, mill the top 3 cards of your library.
This is a really elegant design in my opinion. The only issue is that the "noncreature" clause is more of a upside than a downside. If it read just "Counter Target Spell. You lose 2 life" like Thoughtseize it would be a tad more likely to be printed. With Delve and Snapcaster mage this counterspell would turn out to be
"Counter Target Spell and choose one:
-Gain 3; or
-Draw 3 cards"
Between this one and the Contracharm that rogue_LOVE has posted before, there are two pushed but reasonably fair concepts of Counterspells to have in modern since they seem to be reluctant to print Counterspell itself.
Change mill to exile cards top cards from your library.
Cycles for U, Opt for 1U and instant Preordain for 2U. For 3U and more, we're really talkin' state-of-the-art card selection. I'm thinking it could be printable. Being too expensive for fast combo decks (Preordain is great but would you pay 3 mana for it?), it would probably benefit draw-go control decks the most. Perhaps it's the much-needed boost the archetype allegedly craves?
Whatcha say?
I really like this. Very elegant and simple.
Seems just decent enough to see some play, but is far from overpowered.
Probably best in RUG Scapeshift and U-Tron variants, but they could really need a boost currently.
Forage R
Instant
Target player shufflers his or her library.
Draw a card.
I'd prefer the R to be Phyrexian mana, but with Git Probe banned recently and Death's Shadow being hot right now, I can see people not being ok with that.
I just want more ways to make Oust good.
Null-pelt Bear GW Creature-Bear
Non-creature spells cost 1 more to cast.
Players cannot cast more than one spell each turn. 2/2
Might-Binder W Creature-Human Monk
Creatures with power 4 or greater cannot attack or block. 1/1
Reserves WW Enchantment
When Reserves enters the battlefield put a 1/1 white human soldier creature token onto the battlefield.
Whenever an opponent casts a spell, put a 1/1 white human soldier creature token onto the battlefield.
Trying to help out white, and also a literal hate-bear
Private Mod Note
():
Rollback Post to RevisionRollBack
My Decks:
UG Merfolk RG 8-Whack BWG Abzan midrange GRB Living End UWB Spirit Control
GU Kruphix's "Hug Assassin" RW Kalemne's "Play Fatties and Hope for the Best!" BUGW Atraxa's "All counters, all the time"
Torment:
Enchantment - Aura Curse
Enchanted player's creatures can't attack unless they pay 2 for each creature attacking.
Oppress:
As Elspeth enters the battlefield, choose a player.
Elspeth has protection from the chosen player. (This creature can't be blocked, targeted, dealt damage, or enchanted by anything controlled by that player.) 2/4
Enchanted players creatures have "At the beginning of your upkeep, destroy this creature unless you pay 1."\\\
Oppress:
Protection from Creatures
2/3
Gideon's Apprentice WW Creature- Human Soldier
Flash
When Gideon's Apprentice enters the battlefield, During target opponent's next turn, creatures that player controls gets firststrike and attacks if able.
If you control Gideon's Apprentice, damage that would reduce your life total to less than 1 reduces it to 1 instead.
1/2
Gideon's Veteran WW Creature- Human Soldier
Vigilance
As Gideon's Veteran enters the battlefield, opponent's controlled creatures blocks if able until the end of your turn.
2/2
Gideon's Informant WW1 Creature- Human Soldier
You can't cast Gideon's Informant during your first, second, third and forth turns of the game.
At the beginning of your upkeep, You may put a planeswalker 6/6 Human Soldier creature token with indestructible named Gideon Leader of The Brotherhood onto the battlefield.
2/4
Militia's Recruiters WWW Creature- Human Rebel
Vigilance
Persuade 3 (When this card enters the battlefield, You may look at the top three cards of your library, then you may put any number of card with the same name as this spell into your hand and the rest either on the top or bottom of your library in any order.)
A deck can have any number of cards named Militia's Recruiters.
2/2
Clergy of Eternal Rest WW1 Creature- Human Cleric
Vigilance
When a Cleric enters the battlefield, exile target card in an opponent graveyard. 1/4
If WotC printed a U Counterspell that counters 3 CMC and lower spells what would be a good enough downside:
1. Having to return a land you control to your hand
2. Ramping your opponent like path
3. Having to pay U in the following upkeep
Also to destimulate splashing in every single deck that can do it a solution could be:
1. Having to reveal a blue spell in your hand as part of the casting cost
Further possibilities to stop Snap-caster Abuse if necessary:
1. Spell is exiled after use
Inqusition does the same thing at sorcery speed with no downside, so its only fair that this could be a thing as well.
I lean toward 3. and both downsides. That way you cannot chain counter-spells together turn after turn (as easily) but you still get the raw power of a good way to stop 3CMC or lower threats.
Further but super complicated option would be 3 different conditions depending on the CMC of the countered spell, according to the logic that the more expensive the spell that is countered the more significant the downside (to offset the difference in invested mana).
The difference between IoK and this is that IoK is a proactive spell that you have to spend mana on your turn to do. Using IoK to take a Kitchen Finks is good, but the opponent can still make their next best play or if they draw something better. With this counterspell you are essentially time walking your opponent. Not to mention that IoK becomes a dead card quick in a lot of matchups where as this is almost always going to be good. It's hard to even price it fairly because it instantly becomes amazing in combo decks with almost any of the drawbacks you listed.
Rafiq WUG Creature- Legendary Human Soldier
When Rafig dies, you may pay B. If you do, return Rafig to the battlefield under your control."
At the beginning of your upkeep, you may choose a creature.
Whenever the chosen creature deals combat damage to a player, it deals double that damage to that creature or player instead. 1/4
Outpost Militia W Creature- Human Soldier
3, Tap: Search your library for an human card with converted mana cost 3 or more and reveal that card. Shuffle your library, then put the card on top of it. 1/2
Karakas Tapper W Creature- Legendary Human Wizard
vigilance
Return Karakas Tapper to the owner's hand: Return target legendary creature to its owner's hand.
1/2
Eesha Gustcloak W Creature- Legendary Bird Soldier
Flying
4: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
1/1
Kor Haven Restorer WW Creature- Legendary Kor Cleric
3, Tap: Prevent all combat damage that would be dealt by target attacking creature this turn.
2/2
Instant (U)
Kicker: Discard a card
Counter target spell if its converted mana cost is 3 or less. If Contracharm was kicked, instead counter that spell.
Point 1: A catch-all counter for UU is something the format could really use, both for promoting archetype diversity and keeping hard-to-disrupt spell-based combos in check. (Evidenced by all the bannings that have targeted said combos, which often incidentally hurt the control decks that could have been keeping them in check with better permission.)
Point 2: Hits a lot of the relevant Modern cards at card parity and tempo parity ±1, while coming at a high price of card disadvantage if you want to hit anything else. Especially relevant in Standard, where bombs are supposed to be big and splashy these days.
Point 3: I love cards that let control decks trade card advantage for other resources, and Modern has very little of that. So win!
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
"OH GOD MY BRAIN IS EXPLOADING AT HOW BAD THE ART IS ON MY OWN CARD"
-A friend's first impression of Ancestral Recall
10/10, I tapped.
Selesnya Titan 4GW
Creature-Giant
Convoke (Your Creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or 1 mana of that creature's color.)
Whenever Selesnya Titan enters the battlefield or attacks populate (Create a creature token that's a copy of a creature token you control)
6/6
Dimir Titan 4UB
Creature-Giant
Dimir Titan cannot be blocked as long as an opponent has 30 or less cards in his or her library.
Whenever Dimir Titan enters the battlefield or attacks search target player's library for up to 3 cards and exile them. Then that player shuffles his or her library.
6/6
Azorius Titan 4UW
Creature-Giant
Flash
Whenever Azorius Titan enters the battlefield or attacks detain target nonland permanent. (Until your next turn, that permanent cant attack or block and its' activated abilities cannot be activated.)
6/6
Gruul Titan 4RG
Creature-Giant
Haste
Whenever Gruul Titan enters the battlefield or attacks target creature gets +3/+3 until end of turn.
6/6
Rakdos Titan 4RB
Creature-Giant
Menace
Whenever Rakdos Titan enters the battlefield or attacks each opponent discards a card at random.
6/6
Izzet Titan 4UR
Creature-Giant
Prowess
Whenever Izzet Titan enters the battlefield or attacks you may return target instant or sorcery card from your graveyard to your hand.
6/6
Golgari Titan 4GB
Creature-Giant
Dredge 6 (If you would draw a card, instead you may put exactly 6 cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise draw a card.)
Whenever Golgari Titan enters the battlefield or attacks you may return target creature from your graveyard to your hand.
6/6
Orzhov Titan 4WB
Creature-Giant
Lifelink
Whenever Orzhov Titan enters the battlefield or attacks each opponent loses 3 life and you gain 3 life.
6/6
Boros Titan 4RW
Creature-Giant
First Strike
Whenever Boros Titan enters the battlefield or attacks create two 1/1 red and white soldier creature tokens with haste.
6/6
Simic Titan 4GU
Creature-Giant
Hexproof
Whenever Simic Titan enters the battlefield or attacks put a +1/+1 counter on each creature you control.
6/6
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
1W. Enchantment Creature 1/2
Creatures your opponents control cannot attack you or a planeswalker you control unless they pay 1.
That looks completely bonkers and overpowered to me.
I wouldn't staple that sort of effect on a creature less than 4 cmc, it hates on aggro way too hard. There is a reason enchantment and artifact versions of the effect that aren't also creatures start at around 3 cmc, like Ghostly Prison, and merely lowering the cost per creature isn't enough to justify lower cmcs, it's that there is a mana cost attached at all.
Perhaps a more fair variant if you want something attached to a creature for less than 4 cmc be something like this (probably still broken, but the best I can think of).
Anti-Aggro Dude WBR
Enchantment Creature - Subtype
Creatures your opponent's control can't attack you or a planeswalker you control unless they pay 1 life.
2/3
---
Wellwasher Apprentice U
Creature - Human Wizard
When Wellwasher Apprentice or another wizard creature enters the battlefield under your control, you may put target card from a graveyard onto the bottom of it's owner's library.
1/1
Potential Aeromancer U
Creature - Human Wizard
Prowess
Whenever a wizard enters the battlefield under your control, potential Aeromancer gains flying until end of turn.
1/1
Visionary Scholar 1U
Creature - Human Wizard
When ~ enters the battlefield, draw a card.
1/1
Awoken Bookcase 1U
Creature - Wall Wizard
Defender
When ~ enters the battlefield, draw a card.
If ~ would enter the graveyard from the battlefield, it's owner may shuffle it into their library instead.
"A final defense for both it's owner, and their books."
0/4
Wardmaster 1U
Creature - Human Wizard
Prowess
Spells your opponents cast that target Wizards cost 1 more to cast.
1/2
Lore Assembler 1U
Creature - Avatar Wizard
Prowess
Whenever a wizard enters the battlefield under your control, put a +1/+1 counter on Lore Assembler.
0/2
Aeromage Master 1UU
Creature - Human Elemental Wizard
Flying
Other wizard creatures you control get +1/+1 and flying.
2/2
Battlemage Researcher 1UU
Creature - Human Wizard
Prowess
When Battlemage Researcher or another wizard enters the battlefield, you may reveal cards from the top of your library until you reveal an instant card and put that instant card into your hand. If you do put the rest of the revealed cards on the bottom of your library in a random order.
2/3
Ritual Researcher 1UU
Creature - Human Wizard
Hexproof
When Ritual Researcher or another wizard enters the battlefield, you may reveal cards from the top of your library until you reveal a sorcery card and put that sorcery card into your hand. If you do put the rest of the revealed cards on the bottom of your library in a random order.
1/4
Countermagic Adept 1UUU
Creature - Human Wizard
Flash
When Countermagic Adept enters the battlefield, counter target spell.
1/3
I respectfully disagree, while I believe that you are correct in calling it a powerful hate effect for aggro, a 2/1 enchantment creature that dies to just about everything should be no problem to remove (barring any sort of a anthem effect). This would die to Fatal Push, Lightning Bolt, Electolyze, abupt decay, Path to Exile etc. Had the card been solely an enchantment then I would be more accepting of your argument, which you are very much entitled to.
I would counter by saying that raising the cost to 4 cmc, puts a proper prison card out of reach, because in the Modern format, the damage is already done by turn four. Consider that neither Windborn Muse nor Archangel of Tithes are effective playables in the format.
Lets also consider which decks would play such a card. Few tiered decks outside of lantern, and RW Prison would employ such a card certainly not in the main board. Although I could see it used in UW strategies as well. Arguably, lantern needs no help, but this would not boost any current deck into tier zero territory.
I understand Wizards fear of "unfun" hate cards, particularly those which hate against creatures; however, even in standard such a creature could be easily removed. And, I would argue that proper hate cards such as this are beneficial for all formats, including standard. I would be open to changing the casting cost to double white though.
Ultimately, while the card would certainly be a powerful and mitigating effect for aggro, such a creature would not break any current deck, it would be easily removed, and would likely not see much play outside of sideboards.
Of course, this is all just one old man's opinion.
Cheers
1{W}{W}
Human Advisor
When ~ enters the the battlefield, you may exile a permanent you control. If you do, you may exile up to one target permanent of the same type.
2/2
"An eye for an eye, a tooth for a tooth."
Vilas, Consul of Legislation
1{W}{W}
Legendary Creature- Human Advisor
Each player can't draw more than one card each turn.
Whenever a land enters the battlefield under a player's control, if that player had another land enter the battlefield under his or her control this turn, exile that land instead.
2/2
Dawnwisp
{W}
Creature- Elemental
Flying
When ~ enters the battlefield, each opponent gains 2 life.
Sacrifice ~: You or target permanent you control gains protection from the color of your choice until end of turn.
1/1
I would go with something like:
Rot GB
Enchantment Aura
Put a -1/-1 counter on enchanted creature each upkeep.
//Renewal 1G
Sorcery
Return target permanent from your graveyard to your hand.
I really do want a way to play a deck that self mills, and uses non free cards from the graveyard so that it doesn't come off as broken as Dredge for casual modern play. I think the deck would see play in my decks that play assault loam, or Small Pox and don't seem overly powered.
Nonland Targeter UWR
Enchantment
Spells or abilities that cannot normally target lands may target lands.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
Echoing Truth becomes quite nuts
Do I understand it right that this card lets every spell that targets 'something' also target a land instead if you want to? Like play this, next turn Shattering Spree all your opponents lands? Seems super busted.
Not to mention all the super weird interactions that come up? What happens if you Giant Growth a land that's not a creature? Can I let a land draw 3 cards with Ancestral Recall? Wizards would never NEVER print something like that.
Formal Withdrawal
1UU
Counter Target spell. This spell cannot be countered. If an ability an opponent controls forces your to discard this card, draw a card.
Counter Target spell. If the spell is a creature, lose 2 life. If it is a noncreature, mill the top 3 cards of your library.
thoughts denial U U (i couldnt think of any great name)
counter target spell, if the spell is countered this way, exile thoughts denial.
snapcaster mage couldnt abuse it unless thoughts denial gets counter, he could than gave it flashback.
i believe this card would replace mana leak and wouldnt be too broken with the double U
what do you guys think? still too strong?
top 5 anime of all time (tv, not books because dragon ball would be first)
1. Sword art online 2. Fairy tail 3. Naruto(shipuden) 4. Bleach 5. Claymore
I think it's sweet and well balanced, meaning Wizards will likely never print it under their current paradigm. Although actually, if it read draw, then scry X, it might be safer. And honestly maybe better balanced. If cast EoT you can still palm whatever card you want anyways, and even a mini Dig is still pretty darned good.
On the other counters, I do hold out hope that sometime in the next year or so we'll see a playable Counterspell-with-a-downside printed. (It can't have escaped them that a decent permission card or two could have let them design their high-powered Standard bombs without breaking the format.) As pointed out, the self mill effect is really almost all upside, but something along those lines or a modal card disadvantage like I proposed earlier would certainly do the trick.
I'd also be cool with a catch-all for 1UU that cost 1 less as long as you had two or fewer lands, although that seems a little less elegant and more brute-force a solution.
I also think that UU goes a long way towards balancing permission. It can be quite hard to assemble on-curve without good fixing in Standard, and still forces some commitment and punishes getting greedy with color weights in Modern.
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
I really like this. Very elegant and simple.
Seems just decent enough to see some play, but is far from overpowered.
Probably best in RUG Scapeshift and U-Tron variants, but they could really need a boost currently.
Instant
Target player shufflers his or her library.
Draw a card.
I'd prefer the R to be Phyrexian mana, but with Git Probe banned recently and Death's Shadow being hot right now, I can see people not being ok with that.
I just want more ways to make Oust good.
Creature-Bear
Non-creature spells cost 1 more to cast.
Players cannot cast more than one spell each turn.
2/2
Might-Binder W
Creature-Human Monk
Creatures with power 4 or greater cannot attack or block.
1/1
Reserves WW
Enchantment
When Reserves enters the battlefield put a 1/1 white human soldier creature token onto the battlefield.
Whenever an opponent casts a spell, put a 1/1 white human soldier creature token onto the battlefield.
Trying to help out white, and also a literal hate-bear
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
Enchantment Creature- Legendary Spirit Knight
Choose One-
Torment:
Enchantment - Aura Curse
Enchanted player's creatures can't attack unless they pay 2 for each creature attacking.
Oppress:
As Elspeth enters the battlefield, choose a player.
Elspeth has protection from the chosen player. (This creature can't be blocked, targeted, dealt damage, or enchanted by anything controlled by that player.)
2/4
Anafenza WW1
Enchantment Creature- Legendary Spirit Soldier
Choose One-
Torment:
Enchanted players creatures have "At the beginning of your upkeep, destroy this creature unless you pay 1."\\\
Oppress:
Protection from Creatures
2/3
Gideon's Apprentice WW
Creature- Human Soldier
Flash
When Gideon's Apprentice enters the battlefield, During target opponent's next turn, creatures that player controls gets firststrike and attacks if able.
If you control Gideon's Apprentice, damage that would reduce your life total to less than 1 reduces it to 1 instead.
1/2
Gideon's Veteran WW
Creature- Human Soldier
Vigilance
As Gideon's Veteran enters the battlefield, opponent's controlled creatures blocks if able until the end of your turn.
2/2
Gideon's Informant WW1
Creature- Human Soldier
You can't cast Gideon's Informant during your first, second, third and forth turns of the game.
At the beginning of your upkeep, You may put a planeswalker 6/6 Human Soldier creature token with indestructible named Gideon Leader of The Brotherhood onto the battlefield.
2/4
Militia's Recruiters WWW
Creature- Human Rebel
Vigilance
Persuade 3 (When this card enters the battlefield, You may look at the top three cards of your library, then you may put any number of card with the same name as this spell into your hand and the rest either on the top or bottom of your library in any order.)
A deck can have any number of cards named Militia's Recruiters.
2/2
Clergy of Eternal Rest WW1
Creature- Human Cleric
Vigilance
When a Cleric enters the battlefield, exile target card in an opponent graveyard.
1/4
The difference between IoK and this is that IoK is a proactive spell that you have to spend mana on your turn to do. Using IoK to take a Kitchen Finks is good, but the opponent can still make their next best play or if they draw something better. With this counterspell you are essentially time walking your opponent. Not to mention that IoK becomes a dead card quick in a lot of matchups where as this is almost always going to be good. It's hard to even price it fairly because it instantly becomes amazing in combo decks with almost any of the drawbacks you listed.
Creature- Legendary Human Soldier
When Rafig dies, you may pay B. If you do, return Rafig to the battlefield under your control."
At the beginning of your upkeep, you may choose a creature.
Whenever the chosen creature deals combat damage to a player, it deals double that damage to that creature or player instead.
1/4
Outpost Militia W
Creature- Human Soldier
3, Tap: Search your library for an human card with converted mana cost 3 or more and reveal that card. Shuffle your library, then put the card on top of it.
1/2
Karakas Tapper W
Creature- Legendary Human Wizard
vigilance
Return Karakas Tapper to the owner's hand: Return target legendary creature to its owner's hand.
1/2
Eesha Gustcloak W
Creature- Legendary Bird Soldier
Flying
4: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
1/1
Kor Haven Restorer WW
Creature- Legendary Kor Cleric
3, Tap: Prevent all combat damage that would be dealt by target attacking creature this turn.
2/2
Ephara's Gift 1(W/U)
Legendary Enchantment
Indestructible
Black or green creatures with power 4 or greater can't
attack.
If a spell or ability an opponent controls causes you
to discard Ephara's Gift, put it onto the battlefield
instead of putting it into your graveyard.