Legendary Land
Tap to produce blue mana
If a land you control would produce colorless mana it produces that much blue mana instead.
Basically like a much weaker Urborg. It doesn't make the lands into Islands, it doesn't fix all lands (only the colorless ones). Makes eldrazi/colorless spells pretty much uncastable. Other than that I'm not seeing anything too broken
Legendary Land
Tap to produce blue mana
If a land you control would produce colorless mana it produces that much blue mana instead.
Basically like a much weaker Urborg. It doesn't make the lands into Islands, it doesn't fix all lands (only the colorless ones). Makes eldrazi/colorless spells pretty much uncastable. Other than that I'm not seeing anything too broken
So is it your intention that it be symmetrical? If so the "your" would make it only apply to your lands. I ask because I figured that if you're the one trying to cast eldrazi, you wouldn't want to hose yourself. Since you mentioned eldrazi I assumed you want it to be symmetrical.
Teenage Wasteland
Land T: Add 1 to your mana pool T, sacrifice Teenage Wasteland: destroy target nonbasic land. Activate this ability only if an opponent controls more lands than you.
I wanted to make a wasteland variant that specifically helps to combat ramp strategies.
Better Evolving Wilds
Land T, Sacrifice Better Evolving Wilds: Search your library for a basic land card and put it onto the battlefield. Then shuffle your library.
Evolving Wilds sucks and I wish wizards would stop printing it. Better Evolving Wilds would be a fetch land that is standard and modern playable without being strictly better or worse than the existing fetches, as it cannot fetch duals.
Teenage Wasteland
Land T: Add 1 to your mana pool T, sacrifice Teenage Wasteland: destroy target nonbasic land. Activate this ability only if an opponent controls more lands than you.
I wanted to make a wasteland variant that specifically helps to combat ramp strategies.
Better Evolving Wilds
Land T, Sacrifice Better Evolving Wilds: Search your library for a basic land card and put it onto the battlefield. Then shuffle your library.
Evolving Wilds sucks and I wish wizards would stop printing it. Better Evolving Wilds would be a fetch land that is standard and modern playable without being strictly better or worse than the existing fetches, as it cannot fetch duals.
Better Evolving Wilds is a rather over powered card. It's essentially just a fast land that also feeds Delve strategies. Like a dual land is good because it gives you the color you want when you want it. BEW does the same thing. Shock Lands alter this power by dealing you 2 damage to have the color you want when you need it.
Better Evolving Wilds
Land T, Sacrifice Better Evolving Wilds: Search your library for a basic land card and put it onto the battlefield. Then shuffle your library.
Evolving Wilds sucks and I wish wizards would stop printing it. Better Evolving Wilds would be a fetch land that is standard and modern playable without being strictly better or worse than the existing fetches, as it cannot fetch duals.
I heartily agree about Evolving Wilds and the need to make a playable version of it.
Better Evolving Wilds is a rather over powered card. It's essentially just a fast land that also feeds Delve strategies. Like a dual land is good because it gives you the color you want when you want it. BEW does the same thing. Shock Lands alter this power by dealing you 2 damage to have the color you want when you need it.
I don't understand you comparison with fast lands. You only get a basic land so you pick one mana color and stick with it for all following turns.
Apart from the possible interaction with graveyard strategies it doesn't look specially powerful to me.
Cancel the PlanUU Instant (Mythic)
Kicker U
Counter target Creature, Instant or Sorcery spell with converted mana cost 3 or less. If Cancel the Plan was kicked counter target Creature, Instant or Sorcery spell with converted mana cost 6 or less instead.
Spells which cannot be countered are returned to its controller's hand instead and cannot be played this turn.
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Better Evolving Wilds
Land T, Sacrifice Better Evolving Wilds: Search your library for a basic land card and put it onto the battlefield. Then shuffle your library.
Evolving Wilds sucks and I wish wizards would stop printing it. Better Evolving Wilds would be a fetch land that is standard and modern playable without being strictly better or worse than the existing fetches, as it cannot fetch duals.
I heartily agree about Evolving Wilds and the need to make a playable version of it.
Better Evolving Wilds is a rather over powered card. It's essentially just a fast land that also feeds Delve strategies. Like a dual land is good because it gives you the color you want when you want it. BEW does the same thing. Shock Lands alter this power by dealing you 2 damage to have the color you want when you need it.
I don't understand you comparison with fast lands. You only get a basic land so you pick one mana color and stick with it for all following turns.
Apart from the possible interaction with graveyard strategies it doesn't look specially powerful to me.
Think of it this way. Modern design says that any non-basic land should never be strictly-better than a basic land. Consider the shocklands. Sure, you can have access to two colors of mana, but either you wait a turn or you pay two life. Fetchlands are also in line with this rule; technically you can just fetch for basics, but because you need to pay 1 life, a fetchland is not strictly-better than a basic. (Of course, there are breaks to this design paragon, most obvious being the ABU duals, and I'd argue the Mirrodin Artifact lands.)
Your proposed land is always a strictly-better basic. In any deck that has more than 1 type of basic, there is no significant downside to running 4 of these. So even though it might not be ridiculously "overpowered," per se, it is certainly just a better basic in any deck that runs two or more colors, and basics.
The first 3 would fit well with Selesnya and Azorius guilds.
Flash Rest in PeaceGW Enchantment
Flash.
When Rest in Peace enters the battlefield, exile all cards from all graveyards.
If a card or token would be put into a graveyard from anywhere, exile it instead.
Insert name1WU Legendary creature : Human
Flash.
Permanents entering the battlefield don't cause abilities to trigger.
1/4
Containment priest 2.0WU Creature : Vedalken Wizard
Flash.
If a nontoken creature or artifact would enter the battlefield and it wasn't cast, exile it instead.
2/1
Wrath of Elesh1WWW Sorcery
Exile all creatures and artifacts with converted mana cost 3 or less.
Shock or SlashR Instant
Choose one:
-Shock or Slash deals 2 damage to target non-artifact creature or player.
-Shock or Slash deals 4 damage to target artifact creature or planeswalker.
Abrupt counterspellUB Instant
Counter target spell with converted mana cost 3 or less.
Better Evolving Wilds
Land T, Sacrifice Better Evolving Wilds: Search your library for a basic land card and put it onto the battlefield. Then shuffle your library.
Evolving Wilds sucks and I wish wizards would stop printing it. Better Evolving Wilds would be a fetch land that is standard and modern playable without being strictly better or worse than the existing fetches, as it cannot fetch duals.
I heartily agree about Evolving Wilds and the need to make a playable version of it.
Better Evolving Wilds is a rather over powered card. It's essentially just a fast land that also feeds Delve strategies. Like a dual land is good because it gives you the color you want when you want it. BEW does the same thing. Shock Lands alter this power by dealing you 2 damage to have the color you want when you need it.
I don't understand you comparison with fast lands. You only get a basic land so you pick one mana color and stick with it for all following turns.
Apart from the possible interaction with graveyard strategies it doesn't look specially powerful to me.
Think of it this way. Modern design says that any non-basic land should never be strictly-better than a basic land. Consider the shocklands. Sure, you can have access to two colors of mana, but either you wait a turn or you pay two life. Fetchlands are also in line with this rule; technically you can just fetch for basics, but because you need to pay 1 life, a fetchland is not strictly-better than a basic. (Of course, there are breaks to this design paragon, most obvious being the ABU duals, and I'd argue the Mirrodin Artifact lands.)
Your proposed land is always a strictly-better basic. In any deck that has more than 1 type of basic, there is no significant downside to running 4 of these. So even though it might not be ridiculously "overpowered," per se, it is certainly just a better basic in any deck that runs two or more colors, and basics.
That's modern design meaning cards for standard legal products. There is no reason it can't be printed in a non-standard legal set meant for modern and other eternal formats.
The first 3 would fit well with Selesnya and Azorius guilds.
Flash Rest in PeaceGW Enchantment
Flash.
When Rest in Peace enters the battlefield, exile all cards from all graveyards.
If a card or token would be put into a graveyard from anywhere, exile it instead.
I don't see what is green about this card.
Insert name1WU Legendary creature : Human
Flash.
Permanents entering the battlefield don't cause abilities to trigger.
1/4
I like this one. Quite a bit better than Tocatli Honor Guard
Containment priest 2.0WU Creature : Vedalken Wizard
Flash.
If a nontoken creature or artifact would enter the battlefield and it wasn't cast, exile it instead.
2/1
Slightly better than the original. How often are artifacts entering battlefield without being cast though? Not in modern. Maybe for EDH?
Very nice design. Surprised it hasn't been printed yet.
Wrath of Elesh1WWW Sorcery
Exile all creatures and artifacts with converted mana cost 3 or less.
Quite a bit better than Ritual of Soot as it exiles and hits artifacts. A bit odd for white to be removing small things as it usually takes out big creatures with its selective wrath effects when given the choice
Shock or SlashR Instant
Choose one:
-Shock or Slash deals 2 damage to target non-artifact creature or player.
-Shock or Slash deals 4 damage to target artifact creature or planeswalker.
This seems a bit complicated. I do think Flame Slash should be an instant though
Graveyard fencesB Enchantment
Cards in your graveyard have hexproof.
I'm not really a fan of anti-graveyard hate, since graveyard decks are powerful enough in this format. I'm not entirely sure who would play this card either. Sure it stops surgical, but not Tormod's Crypt, RIP, Leyline, or Relic. So it's probably too narrow.
Abrupt counterspellUB Instant
Counter target spell with converted mana cost 3 or less.
Swords to Slowshares1W Instant
Exile target creature. Its controller gains life equal to it's converted mana cost.
Runic Warden1W Creature - Kor Artificer t: Target permanent you control gains +0/+7, hexproof and indestructible until end of turn. Until end of turn, spells and abilities your opponents control can't cause you to sacrifice permanents. 1/3
Bureaucratic Officer1W Creature - Human Archer Advisor
First strike, Reach
When ~ enters the battlefield, scry 2.
Whenever another creature with power 2 or less enters the battlefield under your control, scry 1. 1/3
Prosthelytizer2W Creature - Human Cleric
When ~ enters the battlefield, look at the top 5 cards of your library, you may reveal an enchantment or creature with power 2 or less from among them and put it into your hand. Put the rest onto the bottom of your library in any order. 1/4
Disenchantment Official1WW Creature - Dwarf Cleric
When ~ enters the battlefield, you may destroy target artifact or enchantment. 1/4
Spell SmotherUU Instant
Counter target spell with converted mana cost 4 or less. Until the end of your next turn, opponents may not play spells that share a name with that spell.
Rapid Divination1UU Instant
Draw two cards.
Genius Inspiration2UU Instant
Scry 4, then draw two cards.
Hypercognition2UU Instant
Draw three cards.
Floating Bookshelf1U Creature - Wall
Defender, Flying
When ~ enters the battlefield, draw a card. 0/4
Mirrorcover DancerU Creature - Nymph
Hexproof 1/1
Air AdeptU Creature - Human Wizard
Prowess
Whenever you cast a non-creature spell, Air Adept gains flying until end of turn. 1/2
Temporal Refresh1U Sorcery
Split Second
Shuffle each player's graveyard into their library.
Scry 1, then draw a card.
Exile Temporal Refresh.
PrepardnessU Instant
Counter target spell with converted mana cost 1 or less.
You may cast Prepardness without paying it's mana cost if you don't control any lands. If you do, lands you play enter the battlefield tapped until your next end step.
Thopter ConstructionU Sorcery
Create a 1/1 colorless artifact thopter creature token with flying.
Quicksmithing StudentU Creature - Vedalken Artificer
When ~ enters the battlefield, create a 1/1 colorless artifact servo creature token.
Quicksmithing Student can't attack or block. 0/1
Runic InfectionB Enchantment
Whenever an artifact or enchantment enters the battlefield under an opponent's control, that player loses 1 life. 1B, sacrifice ~: Each opponent may sacrifice any number of artifacts or enchantments they control, then, each opponent loses life equal to twice the number of artifact or enchantment permanents they control.
Frightful EyeB Creature - Hommunculus Horror
Menace
Sacrifice ~: Target creature an opponent controls loses all abilities until end of turn. 1/1
Ritualist Tutor2B Sorcery
Search your library for a sorcery card, reveal it, and put it into your hand. Then shuffle your library.
Liquify1R Instant
Split second
Exile target artifact.
Aura Bursting1R Sorcery
Each opponent may sacrifice any number of enchantments they control, then each opponent takes damage equal to the total number of enchantments they control plus the total converted mana cost of those enchantments.
Opponents may not play enchantment spells until the end of your next turn.
Ravenous Goat HerdRR Creature - Goat
Menace, Persist
When ~ enters the battlefield, tap target land, it doesn't untap during it's controller's next untap step. If the targeted land is a nonbasic land, Ravenous Goat Herd gains haste until end of turn. 2/2
Purification PyreRR Sorcery
Split second.
Exile all cards from target player's graveyard. That player takes 3 damage.
Expensive Progress1R Instant
Expensive Progress can't be countered.
If a spell or ability you don't control would cause you to discard Expensive Progress, the controller of that spell or ability takes 5 damage.
Deal 2 damage to any target. This spell deals 4 damage instead if that target is a player, or is controlled by a player who controls two or more non-basic lands.
Shattersinger Bard2R Creature - Human Rogue Shaman
Haste, Menace
When ~ enters the battlefield, you may destroy target artifact. 2/2
Battlemagic Tutor2R Sorcery
Search your library for an instant card, reveal it, and put it into your hand. Then shuffle your library.
Summoning Tutor2G Sorcery
Search your library for a creature card, reveal it, and put it into your hand. Then shuffle your library.
Ambush WeaverG Creature - Spider
Ambush Weaver can't be countered.
Flash, Reach
Flying creatures blocked by Ambush Weaver don't untap during their controller's next untap step. 1/1
Boltrunner2R Creature - Elemental (C)
Flash
When ~ enters the battlefield, it deals 3 to any target.
Evoke R 1/1
Hax! I think you'd have to get rid of the flash and make it target player, maybe player or planeswalker, for this to be reasonable.
Edit: adding some more card ideas of my own-
Simic Command1UG Instant
Choose two -
Destroy target artifact with converted mana cost 5 or less.
Exile target enchantment.
Untap target permanent, it gains hexproof and indestructible until end of turn. If it's a creature, it gets +1/+2 and flying until end of turn.
Scry 1, then draw a card.
Boros Command1WR Instant
Choose two -
Exile target artifact.
Exile target enchantment.
Deal 4 damage to target creature. If that creature would die this turn, exile it instead.
Gain 4 life.
Orzhov Command1WB Instant
Choose two-
Destroy target nonland permanent with converted mana cost 2 or less.
Each opponent loses 2 life, you gain that amount of life.
Return target creature or enchantment with converted mana cost 1 or less from your graveyard to the battlefield.
Exile up to 6 cards of your choice from any combination of graveyards.
Izzet Command1UR Instant
Choose two-
Counter target spell with converted mana cost 2 or less.
Deal 2 damage to any target.
Exile target artifact.
Return target creature to it's owners hand. If you are it's owner, add one mana of any color to your mana pool, this mana may only be spent on creature spells. Until end of turn, you may cast creature spells as though they had flash.
Golgari Command1BG Instant
Choose two-
Destroy target non-land permanent with converted mana cost 2 or less.
Return target permanent from your graveyard to your hand.
Gain life equal to the total number of cards in all graveyards.
Target creature gets +1/+1, haste, trample, deathtouch, and reach until end of turn. Untap it.
Lavaspiker2R Creature - Elemental (C)
When ~ enters the battlefield, it deals 3 damage to target player or planeswalker. 1/1
Magus of the Worldfire6RRR Creature - Human Wizard (MR) T: Exile all other permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1. 1/1
1B [fblthp,] The Drudge Skeleton Legendary Creature - Skeleton B : Regenerate Drudge Skeletons. 1/1
W [fblthp,] The Icatian Javelineer Legendary Creature - Human Soldier
~ enters the battlefield with a javelin counter on it. T, Remove a javelin counter from ~: ~ deals 1 damage to any target. 1/1
G [fblthp,] A Bird from Paradise Legendary Creature - Bird
Flying T: Add one mana of any color. 0/1
4RR [fblthp,] A Dragon from Shivan Legendary Creature - Dragon R: ~ gets +1/+0 until end of turn. 5/5
2U [fblthp,] The Prodigal Sorcerer Legendary Creature - Human Wizard T: ~ deals 1 damage to any target. 1/1
4 [fblthp,] The Juggernaut Legendary Creature - Construct
~ attacks each combat if able.
~ can't be blocked by creatures with defender. 5/3
[fblthp,] Mishra's Factory Legendary Land
~ becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
Tap: Target Assembly-Worker creature gets +1/+1 until end of turn.
WW [fblthp,] The Stoneforge Mystic Legendary Creature - Kor
When ~ enters the battlefield, you may search your library for an Legendary Equipment card, reveal it, put it into your hand, then shuffle your library. 1W, T: You may put an Legendary Equipment card from your hand onto the battlefield. 1/2
UU [fblthp,] The Snapcaster Legendary Creature - Human Wizard
When ~ enters the battlefield, target Legendary instant or Legendary sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.) 2/1
BB [fblthp,] The Dark Confidant Legendary Creature - Human Wizard
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand if it is a Legendary card. You lose life equal to its converted mana cost 2/1
GG [fblthp,] The Tarmogoyf Legendary Creature - Lhurgoyf
~ power equal to the number of Legendary among cards in all graveyards and its toughness is equal to that number plus 1. */1+*
1 Akroma's Blade
Legendary Creature - Equipment
Indestructible
Equipped creature gets +2/+0 and first strike, trample, and haste,
As long as it's white creature, it gets vigilance and hexproof from black and red.
Equip 6
6B Phyrexian Angel Artifact - Angel
You don't lose the game for having 0 or less life.
As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.) 5/5
Better Evolving Wilds
Land T, Sacrifice Better Evolving Wilds: Search your library for a basic land card and put it onto the battlefield. Then shuffle your library.
Evolving Wilds sucks and I wish wizards would stop printing it. Better Evolving Wilds would be a fetch land that is standard and modern playable without being strictly better or worse than the existing fetches, as it cannot fetch duals.
I heartily agree about Evolving Wilds and the need to make a playable version of it.
I think "Better Evolving Wilds" should just be Ash Barrens in reprinted for standard/modern. It comes down as colorless to play spells on curve when you need it and can be cycled to find what you want when you don't. It's played in pauper mainly because of Brainstorm, though I think it would see a decent amount of play in standard and may see very fringe play in modern.
Instant - BB
Exile target creature. You gain 2 life.
Just a tiny Vraska's contempt because any time Black gets exile it costs 4 mana or is conditional and bad.
Planeswalker - UB
+1: Unsummon (with "up to one" text)
-1: Scry 1, then you may Fateseal 1
-5: Draw 2 cards, then Coercion each opponent (no target)
{2}
Just a tiny tempo walker that doesn't get any real card advantage until later. The fateseal is obviously good, but it's part of the -1 so it's not warping the game forever like JtmS's +2. Boltable on purpose!
Mana ReversalU Instant
Exile target spell with converted mana cost 4 or less. It's controller untaps a number of lands equal to it's converted mana cost. At the start of it's owner's next upkeep, return the exiled spell to it's owner's hand.
Exile Mana Reversal.
U - Sorcery
Draw a card, Scry 2.
Suspend 2: UU
When you Suspend ~, return up to one target creature to it's owner's hand.
G - Instant
Target creature you control fights target creature you don't control.
Suspend 2: GG
When you Suspend ~, put two +1/+1 counters on up to one target creature.
W - Instant
Creatures you control gain +1/+0 and First Strike until your next upkeep.
Suspend 2: WW
When you Suspend ~, create two 1/1 White Soldier tokens with Lifelink.
(I honestly can't think of a cool White card for this design, I'm just not a fan of playing white.)
R - Sorcery
Deal 2 damage to any target.
Suspend 2: RR
When you Suspend ~, draw two cards, then discard two cards.
B - Instant
Return target creature from your graveyard to your hand.
Suspend 2: BB
When you suspend ~, each player sacrifices a creature.
According to the MtG wiki, Suspend checks for timing restrictions of when you can cast the card as a rule for when you can suspend the card, so you can suspend the instants at instant speed.
Some of these are done with the idea that another card would have to "leave". The Blue one would just overwrite Serum Visions entirely, for example. I mostly just like the design and think a ton can be done with suspend to give spells an odd modal feel to them.
Yeah, it is possible that I'm underestimating how powerful a 3 convrted mana cost Draw 3 would be, but Concentrate sees literally zero play, so I thought it might be okay to just push that. Plus, we have Painful Truths, granted that costs life, but is already a 3 cmc Draw 3 in the format that sees very little play.
And I agree that Braingeyser / Mind Spring is the precedent for sorcery speed Draw X cards, but again they see no play. Perhaps an effective split card of Divination / Concentrate / Tidings / etc would be good enough to see some play, even though none of those cards are good enough on their own.
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Modern enthusiast
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Legendary Land
Tap to produce blue mana
If a land you control would produce colorless mana it produces that much blue mana instead.
Basically like a much weaker Urborg. It doesn't make the lands into Islands, it doesn't fix all lands (only the colorless ones). Makes eldrazi/colorless spells pretty much uncastable. Other than that I'm not seeing anything too broken
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Land
T: Add 1 to your mana pool
T, sacrifice Teenage Wasteland: destroy target nonbasic land. Activate this ability only if an opponent controls more lands than you.
I wanted to make a wasteland variant that specifically helps to combat ramp strategies.
Better Evolving Wilds
Land
T, Sacrifice Better Evolving Wilds: Search your library for a basic land card and put it onto the battlefield. Then shuffle your library.
Evolving Wilds sucks and I wish wizards would stop printing it. Better Evolving Wilds would be a fetch land that is standard and modern playable without being strictly better or worse than the existing fetches, as it cannot fetch duals.
Better Evolving Wilds is a rather over powered card. It's essentially just a fast land that also feeds Delve strategies. Like a dual land is good because it gives you the color you want when you want it. BEW does the same thing. Shock Lands alter this power by dealing you 2 damage to have the color you want when you need it.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
I heartily agree about Evolving Wilds and the need to make a playable version of it.
I don't understand you comparison with fast lands. You only get a basic land so you pick one mana color and stick with it for all following turns.
Apart from the possible interaction with graveyard strategies it doesn't look specially powerful to me.
Instant (Mythic)
Kicker U
Counter target Creature, Instant or Sorcery spell with converted mana cost 3 or less. If Cancel the Plan was kicked counter target Creature, Instant or Sorcery spell with converted mana cost 6 or less instead.
Spells which cannot be countered are returned to its controller's hand instead and cannot be played this turn.
Stop It UU
Kicker - Discard a card.
Counter target spell unless its controller pays 2. If Stop It was kicked, counter that spell instead.
Think of it this way. Modern design says that any non-basic land should never be strictly-better than a basic land. Consider the shocklands. Sure, you can have access to two colors of mana, but either you wait a turn or you pay two life. Fetchlands are also in line with this rule; technically you can just fetch for basics, but because you need to pay 1 life, a fetchland is not strictly-better than a basic. (Of course, there are breaks to this design paragon, most obvious being the ABU duals, and I'd argue the Mirrodin Artifact lands.)
Your proposed land is always a strictly-better basic. In any deck that has more than 1 type of basic, there is no significant downside to running 4 of these. So even though it might not be ridiculously "overpowered," per se, it is certainly just a better basic in any deck that runs two or more colors, and basics.
I put back my old ideas with some new ones:
The first 3 would fit well with Selesnya and Azorius guilds.
Flash Rest in Peace GW
Enchantment
Flash.
When Rest in Peace enters the battlefield, exile all cards from all graveyards.
If a card or token would be put into a graveyard from anywhere, exile it instead.
Insert name 1WU
Legendary creature : Human
Flash.
Permanents entering the battlefield don't cause abilities to trigger.
1/4
Containment priest 2.0 WU
Creature : Vedalken Wizard
Flash.
If a nontoken creature or artifact would enter the battlefield and it wasn't cast, exile it instead.
2/1
Simic essence scatter GU
Instant
Counter target permanent spell.
Wrath of Elesh 1WWW
Sorcery
Exile all creatures and artifacts with converted mana cost 3 or less.
Shock or Slash R
Instant
Choose one:
-Shock or Slash deals 2 damage to target non-artifact creature or player.
-Shock or Slash deals 4 damage to target artifact creature or planeswalker.
Abrupt counterspell UB
Instant
Counter target spell with converted mana cost 3 or less.
That's modern design meaning cards for standard legal products. There is no reason it can't be printed in a non-standard legal set meant for modern and other eternal formats.
Not sure why I can't use italics within a quote, but my responses are below each card.
==> Whir of invention
Selesyna has rest in peace so ...
Could be UW also.
I agree with the rest. I removed the black card from my original post. The idea wasn't good.
Sanctified Dancer W
Creature - Spirit Avatar
When ~ enters the battlefield or leaves the battlefield, you may exile target card from a graveyard.
2/1
Reedcaller W
Creature - Kithkin Shaman
Prowess, Vigilance
1/2
Swords to Slowshares 1W
Instant
Exile target creature. Its controller gains life equal to it's converted mana cost.
Runic Warden 1W
Creature - Kor Artificer
t: Target permanent you control gains +0/+7, hexproof and indestructible until end of turn. Until end of turn, spells and abilities your opponents control can't cause you to sacrifice permanents.
1/3
Bureaucratic Officer 1W
Creature - Human Archer Advisor
First strike, Reach
When ~ enters the battlefield, scry 2.
Whenever another creature with power 2 or less enters the battlefield under your control, scry 1.
1/3
Prosthelytizer 2W
Creature - Human Cleric
When ~ enters the battlefield, look at the top 5 cards of your library, you may reveal an enchantment or creature with power 2 or less from among them and put it into your hand. Put the rest onto the bottom of your library in any order.
1/4
Disenchantment Official 1WW
Creature - Dwarf Cleric
When ~ enters the battlefield, you may destroy target artifact or enchantment.
1/4
Spell Smother UU
Instant
Counter target spell with converted mana cost 4 or less. Until the end of your next turn, opponents may not play spells that share a name with that spell.
Rapid Divination 1UU
Instant
Draw two cards.
Genius Inspiration 2UU
Instant
Scry 4, then draw two cards.
Hypercognition 2UU
Instant
Draw three cards.
Floating Bookshelf 1U
Creature - Wall
Defender, Flying
When ~ enters the battlefield, draw a card.
0/4
Mirrorcover Dancer U
Creature - Nymph
Hexproof
1/1
Air Adept U
Creature - Human Wizard
Prowess
Whenever you cast a non-creature spell, Air Adept gains flying until end of turn.
1/2
Temporal Refresh 1U
Sorcery
Split Second
Shuffle each player's graveyard into their library.
Scry 1, then draw a card.
Exile Temporal Refresh.
Prepardness U
Instant
Counter target spell with converted mana cost 1 or less.
You may cast Prepardness without paying it's mana cost if you don't control any lands. If you do, lands you play enter the battlefield tapped until your next end step.
Thopter Construction U
Sorcery
Create a 1/1 colorless artifact thopter creature token with flying.
Quicksmithing Student U
Creature - Vedalken Artificer
When ~ enters the battlefield, create a 1/1 colorless artifact servo creature token.
Quicksmithing Student can't attack or block.
0/1
Runic Infection B
Enchantment
Whenever an artifact or enchantment enters the battlefield under an opponent's control, that player loses 1 life.
1B, sacrifice ~: Each opponent may sacrifice any number of artifacts or enchantments they control, then, each opponent loses life equal to twice the number of artifact or enchantment permanents they control.
Frightful Eye B
Creature - Hommunculus Horror
Menace
Sacrifice ~: Target creature an opponent controls loses all abilities until end of turn.
1/1
Ritualist Tutor 2B
Sorcery
Search your library for a sorcery card, reveal it, and put it into your hand. Then shuffle your library.
Liquify 1R
Instant
Split second
Exile target artifact.
Aura Bursting 1R
Sorcery
Each opponent may sacrifice any number of enchantments they control, then each opponent takes damage equal to the total number of enchantments they control plus the total converted mana cost of those enchantments.
Opponents may not play enchantment spells until the end of your next turn.
Ravenous Goat Herd RR
Creature - Goat
Menace, Persist
When ~ enters the battlefield, tap target land, it doesn't untap during it's controller's next untap step. If the targeted land is a nonbasic land, Ravenous Goat Herd gains haste until end of turn.
2/2
Purification Pyre RR
Sorcery
Split second.
Exile all cards from target player's graveyard. That player takes 3 damage.
Flare Chaser R
Creature - Spirit
Haste
When ~ dies, it's controller takes 4 damage.
2/1
Expensive Progress 1R
Instant
Expensive Progress can't be countered.
If a spell or ability you don't control would cause you to discard Expensive Progress, the controller of that spell or ability takes 5 damage.
Deal 2 damage to any target. This spell deals 4 damage instead if that target is a player, or is controlled by a player who controls two or more non-basic lands.
Shattersinger Bard 2R
Creature - Human Rogue Shaman
Haste, Menace
When ~ enters the battlefield, you may destroy target artifact.
2/2
Battlemagic Tutor 2R
Sorcery
Search your library for an instant card, reveal it, and put it into your hand. Then shuffle your library.
Summoning Tutor 2G
Sorcery
Search your library for a creature card, reveal it, and put it into your hand. Then shuffle your library.
Ambush Weaver G
Creature - Spider
Ambush Weaver can't be countered.
Flash, Reach
Flying creatures blocked by Ambush Weaver don't untap during their controller's next untap step.
1/1
Vindication WBR
Sorcery
Destroy target permanent.
Creature - Elemental (C)
Flash
When ~ enters the battlefield, it deals 3 to any target.
Evoke R
1/1
Hax! I think you'd have to get rid of the flash and make it target player, maybe player or planeswalker, for this to be reasonable.
Edit: adding some more card ideas of my own-
Simic Command 1UG
Instant
Choose two -
Boros Command 1WR
Instant
Choose two -
Orzhov Command 1WB
Instant
Choose two-
Izzet Command 1UR
Instant
Choose two-
Golgari Command 1BG
Instant
Choose two-
Lavaspiker 2R
Creature - Elemental (C)
When ~ enters the battlefield, it deals 3 damage to target player or planeswalker.
1/1
Magus of the Worldfire 6RRR
Creature - Human Wizard (MR)
T: Exile all other permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1.
1/1
[fblthp,] The Drudge Skeleton
Legendary Creature - Skeleton
B : Regenerate Drudge Skeletons.
1/1
W
[fblthp,] The Icatian Javelineer
Legendary Creature - Human Soldier
~ enters the battlefield with a javelin counter on it.
T, Remove a javelin counter from ~: ~ deals 1 damage to any target.
1/1
G
[fblthp,] A Bird from Paradise
Legendary Creature - Bird
Flying
T: Add one mana of any color.
0/1
4RR
[fblthp,] A Dragon from Shivan
Legendary Creature - Dragon
R: ~ gets +1/+0 until end of turn.
5/5
2U
[fblthp,] The Prodigal Sorcerer
Legendary Creature - Human Wizard
T: ~ deals 1 damage to any target.
1/1
4
[fblthp,] The Juggernaut
Legendary Creature - Construct
~ attacks each combat if able.
~ can't be blocked by creatures with defender.
5/3
[fblthp,] Mishra's Factory
Legendary Land
~ becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.
Tap: Target Assembly-Worker creature gets +1/+1 until end of turn.
WW
[fblthp,] The Stoneforge Mystic
Legendary Creature - Kor
When ~ enters the battlefield, you may search your library for an Legendary Equipment card, reveal it, put it into your hand, then shuffle your library.
1W, T: You may put an Legendary Equipment card from your hand onto the battlefield.
1/2
UU
[fblthp,] The Snapcaster
Legendary Creature - Human Wizard
When ~ enters the battlefield, target Legendary instant or Legendary sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
2/1
BB
[fblthp,] The Dark Confidant
Legendary Creature - Human Wizard
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand if it is a Legendary card. You lose life equal to its converted mana cost
2/1
GG
[fblthp,] The Tarmogoyf
Legendary Creature - Lhurgoyf
~ power equal to the number of Legendary among cards in all graveyards and its toughness is equal to that number plus 1.
*/1+*
1
Akroma's Blade
Legendary Creature - Equipment
Indestructible
Equipped creature gets +2/+0 and first strike, trample, and haste,
As long as it's white creature, it gets vigilance and hexproof from black and red.
Equip 6
6B
Phyrexian Angel
Artifact - Angel
You don't lose the game for having 0 or less life.
As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)
5/5
I think "Better Evolving Wilds" should just be Ash Barrens in reprinted for standard/modern. It comes down as colorless to play spells on curve when you need it and can be cycled to find what you want when you don't. It's played in pauper mainly because of Brainstorm, though I think it would see a decent amount of play in standard and may see very fringe play in modern.
Instant
Draw two cards, then put a card from your hand on top of your library.
Land
{T}, Sacrifice New Fetchland U: Search your library for an Island card, put it onto the battlefield, then shuffle your library.
And have one for each basic land type.
Exile target creature. You gain 2 life.
Just a tiny Vraska's contempt because any time Black gets exile it costs 4 mana or is conditional and bad.
Planeswalker - UB
+1: Unsummon (with "up to one" text)
-1: Scry 1, then you may Fateseal 1
-5: Draw 2 cards, then Coercion each opponent (no target)
{2}
Just a tiny tempo walker that doesn't get any real card advantage until later. The fateseal is obviously good, but it's part of the -1 so it's not warping the game forever like JtmS's +2. Boltable on purpose!
"Reveal a Dragon"
Instant
Exile target spell with converted mana cost 4 or less. It's controller untaps a number of lands equal to it's converted mana cost. At the start of it's owner's next upkeep, return the exiled spell to it's owner's hand.
Exile Mana Reversal.
Sorcery
Magma Slash deals 4 damage to target creature. If that creature would die this turn, exile it instead.
Draw a card, Scry 2.
Suspend 2: UU
When you Suspend ~, return up to one target creature to it's owner's hand.
G - Instant
Target creature you control fights target creature you don't control.
Suspend 2: GG
When you Suspend ~, put two +1/+1 counters on up to one target creature.
W - Instant
Creatures you control gain +1/+0 and First Strike until your next upkeep.
Suspend 2: WW
When you Suspend ~, create two 1/1 White Soldier tokens with Lifelink.
(I honestly can't think of a cool White card for this design, I'm just not a fan of playing white.)
R - Sorcery
Deal 2 damage to any target.
Suspend 2: RR
When you Suspend ~, draw two cards, then discard two cards.
B - Instant
Return target creature from your graveyard to your hand.
Suspend 2: BB
When you suspend ~, each player sacrifices a creature.
According to the MtG wiki, Suspend checks for timing restrictions of when you can cast the card as a rule for when you can suspend the card, so you can suspend the instants at instant speed.
Some of these are done with the idea that another card would have to "leave". The Blue one would just overwrite Serum Visions entirely, for example. I mostly just like the design and think a ton can be done with suspend to give spells an odd modal feel to them.
"Reveal a Dragon"
One of these two would be nice.
1UU
Cheaper Concentrate
Sorcery
Draw three cards.
or...
XU
Cheaper Mind Spring
Sorcery
Draw X cards.
And I agree that Braingeyser / Mind Spring is the precedent for sorcery speed Draw X cards, but again they see no play. Perhaps an effective split card of Divination / Concentrate / Tidings / etc would be good enough to see some play, even though none of those cards are good enough on their own.