Hmmm. Your card inspired me to create my own version.
I'm not an expert on oracle text etc, but here it goes
1RR
Legendary Human Wizard
3/2
Kicker X
When * ETB, you may Draw X cards then discard X cards.
If X is 4 or more * deals 4 damage to each other creature, and each player sacrifices 4 lands.
Allows for a beat down path, Spells matter, Graveyard shinanegens, Lands matter theme, extra wildfire varient, that while it costs 7, you get to loot, and keep a creature in play. Seems really powerful, and wouldn't go into a standard set, but maybe a commander product or something
This suffers from the problem where it does way too many things. A seven mana dude that Wildfires on ETB and survives would be cubeable as-is, even with a relatively middling body. Getting a loot four on top of that means this realistically would have to cost around nine mana. Getting the ability to also cast it as an okay on-curve body AND as a body with looting at every cost-point in between 3 and 7 means it's doing way too much in one package.
I could see maybe something like this:
Wildfire Diviner 1RR
Creature - Human Wizard
Kicker 4
When Wildfire Diviner enters the battlefield, discard a card, then draw a card.
When Wildfire Diviner enters the battlefield, if it was kicked, it deals 2 damage to each other creature and each player sacrifices two lands
3/2
Lightning Ritual — 1R Instant
Add RRR. If that mana is spent on a creature spell, it gains haste.
Wizards is incredibly gun-shy on rituals these days, so this mana would probably have to be limited to casting creature spells only. You could maybe shave a mana and make it R to produce RR though.
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This suffers from the problem where it does way too many things. A seven mana dude that Wildfires on ETB and survives would be cubeable as-is, even with a relatively middling body. Getting a loot four on top of that means this realistically would have to cost around nine mana. Getting the ability to also cast it as an okay on-curve body AND as a body with looting at every cost-point in between 3 and 7 means it's doing way too much in one package.
.
7 might be a little cheap, 9 feels like to much though. Ugin costs 8 generic and I don't think this is better than ugin.
The loot effect at higher values is a lot weaker since you probably don't have 4 cards in hand to loot away, it probably plays out that you get to keep 1 or 2 of those cards. In addition, whatever cards you do keep, won't be big and splashy since you are now down up to 4 lands, and I find even most of my wildfire decks often play at least a couple lands
7 might be a little cheap, 9 feels like to much though. Ugin costs 8 generic and I don't think this is better than ugin.
The loot effect at higher values is a lot weaker since you probably don't have 4 cards in hand to loot away, it probably plays out that you get to keep 1 or 2 of those cards. In addition, whatever cards you do keep, won't be big and splashy since you are now down up to 4 lands, and I find even most of my wildfire decks often play at least a couple lands
Right, as you see there's a potentially printable card at that Wildfires at 7 mana and also has a mode with a relatively efficient body and some looting. The problem is that you've got a card that's 1RR 3/2, 2RR-4RR 3/2 loot 1-3 cards, 5RR 3/2 loot four and also full wildfire, 6RR+ 3/2 loot 5+ cards and wildfire. That's way too much flexibility for card whose seven mana "best" case is already fairly pushed and has a fallback case of still being a reasonable on-curve guy.
Urza does a lot but it's just got a single real mode, and its worst-case scenario is a 4-mana 1/4 + a Silver Myr with a long-game mana outlet. If Urza was a 3-mana 1/4 with kicker X, make X of those Construct tokens, it'd be too good because it'd be both playable earlier and insanely scaling into the late game.
Having the flexibility to be played as an on-curve body in the early game, scale up relevantly into the midgame, and be absolutely absurd in the late game has to come at a cost. When the lategame mode is pushed for a seven mana dude, that makes the early modes that much more egregious.
Also, as a final note, red only gets rummaging (discard, then draw), not looting (draw, then discard) these days, so it likely needs to be reworked anyways
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Twintomaton6
Artifact Creature - Construct (R)
This creature gets +1/+1 for each artifact you control.
“When Twintomaton enters the battlefield, create a 0/0 colorless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”
0/0
Balan, Leonin Captain4WW
Legendary Creature - Cat Knight (M)
When Balan Leonin Captain enters the battlefield reveal cards from your library until you reveal an equipment card. Attach that equipment to Balan, Leonin Captain and put the revealed cards on the bottom of your library in a random order.
As long as Balan, Leonin Captain is equipped it is indestructible.
3/3
Elia, the Wanderer2W
Legendary Planeswalker - Elia (M)
At the beginning of your end step you may exile another non-land permanent you control and then return it to the battlefield.
+1: Elia becomes a 3/1 white Elemental creature with flying until end of turn. Prevent all noncombat damage that would be dealt to it until your next turn.
-2: Opponents can’t cast creature spells with a converted cost of 4 or greater on their next turn.
(4)
Twintomaton6
Artifact Creature - Construct (R)
This creature gets +1/+1 for each artifact you control.
“When Twintomaton enters the battlefield, create a 0/0 colorless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”
0/0
It's interesting, but I'm worried at six mana that it's a bit underpowered compared to options like Wurmcoil Engine. You could maybe get away with 5.
Balan, Leonin Captain4WW
Legendary Creature - Cat Knight (M)
When Balan Leonin Captain enters the battlefield reveal cards from your library until you reveal an equipment card. Attach that equipment to Balan, Leonin Captain and put the revealed cards on the bottom of your library in a random order.
As long as Balan, Leonin Captain is equipped it is indestructible.
3/3
Wording needs some adjustment. "until you reveal an equipment card. Put that card onto the battlefield, then attach it to Balan. Put the other cards revealed this way on the bottom of your library in a random order.
This card seems fine. Seems like, on average, it grabs a Sword, giving you a 5/5 indestructible with two protections and some bonus abilities. That's strong, but I'm not sure it beats out the value and flexibility of Sun Titan or Elspeth, Sun's Champion for the white six drop slot. Probably makes it into larger cubes though. Reminds me a bit of Godo, Bandit Warlord - it gives you the equip for free and indestructible, but Godo lets you pick and choose which equipment you grab and can double up triggers for stuff like Swords and Jitte.
Elia, the Wanderer2W
Legendary Planeswalker - Elia (M)
At the beginning of your end step you may exile another non-land permanent you control and then return it to the battlefield.
+1: Elia becomes a 3/1 white Elemental creature with flying until end of turn. Prevent all noncombat damage that would be dealt to it until your next turn.
-2: Opponents can’t cast creature spells with a converted cost of 4 or greater on their next turn.
(4)
Is this intended to be the identity-reveal of The Wanderer? If not, I'd suggest swapping the name for something else, like "the Journeyer" or "the Traveler".
I'm not sure how I feel about that +1. The fact that it stops being a planeswalker (since you aren't retaining previous types) means that any time you +1 this, it can't be attacked. Of course, as a 3/1, if you block anything with it, it dies, but this is basically a more cost-flexible Flickerwisp that flickers every turn.
The -2 seems pretty low-impact though.
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Twintomaton is not Wurmcoil Engine good, but Wurmcoil is insane. I've seen how busted this ability can be with Karn and the shells that run him and I think 5 mana is probably just too efficient for this. With one artifact this is 6 power. With 3 artifacts--which is going to be more common-this is 10 power.
As always, thank you for your wording assist! I hope you are coming to wherever we go after this because I need your wording help. You're the Bernie Taupin to my Elton John...lol. Godo does let you pick your equipment but is also incredibly vulnerable between the turn you cast him and the turn you play the equip on him. Also, the decks that run this are probably only going to run equip targets that work well with this. Not going to see too many skullclamps on here.
Yeah, I thought that The Wanderer might make a good blink archetype walker so I decided to name her. The Custom Card Creation Forum had a field day with this...oh well. Truth is nobody knows enough about this character yet to say what it should look like or what iterations it could feasibly take on. Wanted to note that Elia is only a creature until EOT. It can be attacked. It is just the noncombat damage clause that sticks until next turn--she cant be burned. I think the -2 can be really powerful against certain archetypes and since it only limits your opponent it gives you the ability to resolve powerful 4/5 drop Angels/Hero/Etc. that they can't answer with their own large creature threats.
Twintomaton is not Wurmcoil Engine good, but Wurmcoil is insane. I've seen how busted this ability can be with Karn and the shells that run him and I think 5 mana is probably just too efficient for this. With one artifact this is 6 power. With 3 artifacts--which is going to be more common-this is 10 power.
As always, thank you for your wording assist! I hope you are coming to wherever we go after this because I need your wording help. You're the Bernie Taupin to my Elton John...lol. Godo does let you pick your equipment but is also incredibly vulnerable between the turn you cast him and the turn you play the equip on him. Also, the decks that run this are probably only going to run equip targets that work well with this. Not going to see too many skullclamps on here.
Yeah, I thought that The Wanderer might make a good blink archetype walker so I decided to name her. The Custom Card Creation Forum had a field day with this...oh well. Truth is nobody knows enough about this character yet to say what it should look like or what iterations it could feasibly take on. Wanted to note that Elia is only a creature until EOT. It can be attacked. It is just the noncombat damage clause that sticks until next turn--she cant be burned. I think the -2 can be really powerful against certain archetypes and since it only limits your opponent it gives you the ability to resolve powerful 4/5 drop Angels/Hero/Etc. that they can't answer with their own large creature threats.
I'm definitely going to be in the next iteration of MTGS, I'm one of the admins who's been running the place for years.
Wanderer definitely feels more reasonable with the creaturing until EOT. Seems weird that there's different durations on that and the burn protection, though.
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Also, I agree about the different durations being wierd. I actually noted that myself in the CCC thread for these, but I'll take this small design flaw because despite being a little awkward and forcing players to pay attention it eliminates the problems you mentioned before and makes for better gameplay.
Murderous Intent1
Instant
Target creature gains deathtouch until end of turn.
Draw a card.
Bladebrand already exists, and isn't really a cube staple or anything, but being a hybrid might make this a consideration. Ideally, it'd cost instead of 1 , but that may be a bit pushed with the cantrip stapled to it.
Spark of the Forest3
Creature - Elemental
Haste
When ~ ETBs, add X mana in any combination of R and/or G where X is your devotion to red and green.
4/3
With all the mechanics coming back in MH1, I was a little sad there was no devotion. Maybe in MH2 or when we return to Theroes.
The problem with Hybrid cards is, unless you build your cube with specific Hybrid slots (which is hard to do since not every pair has great options), you basically have to put them into the multicolor section, which is generally much tighter than the monocolored sections.
Murderous Intent is cool, but probably doesn't make the cut. Is it too much to give the dude Indestructible as well? Targeted indestructible (as a replacement for reanimate) is another black/green overlap. The name isn't particularly green though. Maybe something like Deadly Instinct or Predatory Instincts?
Spark of the Forest is a bit more pushed. 4 power haste for 4 is already solid, and the fact that this refunds minimum one mana makes it even better. It's really easy to cast this into a 3 or even another 4 drop, which is a pretty brutal tempo swing on a 3C dude. I'd say maybe shave a point of toughness? Otherwise I could see this as a 2RG card - harder to play in a wide range of decks, but guarantees two mana out of it.
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Cards I might like for weaker slots in cube - White Edition (White 2CC and 6CC creatures).
Stoneforge Metallurgist1W
Creature - Kor Artificer (R)
When Stoneforge Metallurgist enters the battlefield create an equipment called Stoneforge Dagger it has “Equipped creature gets +2/+1 and Equip 0.
When either of Stoneforge Metallurgist or Stoneforge Dagger leave the battlefield, sacrifice the other.
1/2
Notes: A bit high risk, high reward. She provides equipment you can use immediately and can swing for 3 by herself, but killing either the creature or the artifact is a 2 for 1.
Thraben Detective1W
Creature - Human (R)
Vigilance
At the end of each of your turns if one or more creature tokens were created under your control, investigate. (Create a colorless Clue artifact token with “2, Sacrifice this artifact: Draw a card.”)
2/1
Notes: Lot of people already run Thraben Inspector. I wanted to amp it up a bit and make clue tokens from creature tokens.
Angelic Aspirationist1W
Creature - Human Monk (M)
Level up 1W 2/2
Level 1-2 Flying 3/3
Level 3+ Angelic Aspirationist is an Angel.
Flying, First Strike, Lifelink 5/5
General Adrianna Vallore4WW
Legendary Creature - Human Knight (M)
Vigilance, Lifelink, Protection from Red
General Adrianna Vallore gets +1/+1 for each other Knight or Soldier you control.
At the beginning of each players’ end step create a 1/1 white Soldier with lifelink.
Whenever a soldier you control dies create a 2/2 white Knight with vigilance.
3/3
Notes: I wanted a Legendary Captain of the Watch variant. I chose Adrianna for a few reasons. Pro Red is important for this kind of card and as her former iteration is also red I can justify it a bit here. Her storyline involves her trying to rebuild the ranks to take the throne back. Also for more female representation in Magic!
Sword of Serra3WWW
Creature - Angel (M)
Flying, Vigilance
As Sword of Serra enters the battlefield, choose a color. Sword of Serra has protection from the chosen color.
7/6
Notes: Voice of All's effect is a lot more intimidating on a massive threat.
Blinkcrafter5W
Creature - Human Wizard (M)
At the beginning of your end step, you may exile any number of nonland permanents you control, then return them to the battlefield under their owner’s control.
Whenever a spell or ability targets Blinkcrafter, exile it, and then return it to the battlefield under your control.
2/2
Notes: I'm not actually sure if this is printable or not, but I wanted to make a splashable and resilient blink archetype staple.
Lord of the Meek4WW
Creature - Bird Knight (M)
Flying, First Strike
When Lord of the Meek enters the battlefield you may exile a creature an opponent controls with power 4 or greater.
If a creature you control with power 3 or less would deal damage to a creature or planeswalker and opponent controls it deals double that damage to that creature or planeswalker instead.
3/3
Notes: Lord of the Beak! Er...Meek. I wanted a way to add relevance to Whites smaller creatures in the late game and punish players for their Baneslayer type creatures. So Lord of the Meek is an evasive threat that deals double damage to enemy creatures and PW's and grants that effect to your other small white creatures! Not enough? How about a free reprisal that ignores hexproof?
Cards I might like for weaker slots in cube - White Edition (White 2CC and 6CC creatures).
Stoneforge Metallurgist1W
Creature - Kor Artificer (R)
When Stoneforge Metallurgist enters the battlefield create an equipment called Stoneforge Dagger it has “Equipped creature gets +2/+1 and Equip 0.
When either of Stoneforge Metallurgist or Stoneforge Dagger leave the battlefield, sacrifice the other.
1/2
Notes: A bit high risk, high reward. She provides equipment you can use immediately and can swing for 3 by herself, but killing either the creature or the artifact is a 2 for 1.
Note this isn't a two for one if it gets killed, since you only spent one card on it to start with. I feel like this is probably a bit pushed. On its own, it's a 1C 3/3, and it can also make any evasive dude even more powerful (for free) and keep your midrange creatures beating theirs at no additional cost. I'd say the equipment should probably have an equip cost.
Thraben Detective1W
Creature - Human (R)
Vigilance
At the end of each of your turns if one or more creature tokens were created under your control, investigate. (Create a colorless Clue artifact token with “2, Sacrifice this artifact: Draw a card.”)
2/1
Notes: Lot of people already run Thraben Inspector. I wanted to amp it up a bit and make clue tokens from creature tokens.
The fact that it only investigates on creature token creation (and only one per spell regardless of how many tokens are made) makes this seem pretty limited. Maybe move vigilance to first strike so it's a bit stronger on its own?
Angelic Aspirationist1W
Creature - Human Monk (M)
Level up 1W 2/2
Level 1-2 Flying 3/3
Level 3+ Angelic Aspirationist is an Angel.
Flying, First Strike, Lifelink 5/5
It's definitely interesting, but I'm not sure it'd make the cut. Two mana for a vanilla 2/2 is bad, four mana for a 3/3 flying is bad, and it requires eight total mana to turn into a Baneslayer. I would definitely like it better as a one-drop 2/1, so even in the failback case it's a playable card.
General Adrianna Vallore4WW
Legendary Creature - Human Knight (M)
Vigilance, Lifelink, Protection from Red
General Adrianna Vallore gets +1/+1 for each other Knight or Soldier you control.
At the beginning of each players’ end step create a 1/1 white Soldier with lifelink.
Whenever a soldier you control dies create a 2/2 white Knight with vigilance.
3/3
Notes: I wanted a Legendary Captain of the Watch variant. I chose Adrianna for a few reasons. Pro Red is important for this kind of card and as her former iteration is also red I can justify it a bit here. Her storyline involves her trying to rebuild the ranks to take the throne back. Also for more female representation in Magic!
That seems like an awful lot going on for just six mana. Three relevant abilities plus a scalable body is strong, getting a token every turn is *really* good - reminds me of Tendershoot Dryad but with a much more relevant body. And the fact that every token is really *two* tokens is really strong. I think you probably have to leave of that last ability.
Sword of Serra3WWW
Creature - Angel (M)
Flying, Vigilance
As Sword of Serra enters the battlefield, choose a color. Sword of Serra has protection from the chosen color.
7/6
Notes: Voice of All's effect is a lot more intimidating on a massive threat.
I like this a lot! It's an efficient body and it dodges their best removal color (and their best flier color).
Blinkcrafter5W
Creature - Human Wizard (M)
At the beginning of your end step, you may exile any number of nonland permanents you control, then return them to the battlefield under their owner’s control.
Whenever a spell or ability targets Blinkcrafter, exile it, and then return it to the battlefield under your control.
2/2
Notes: I'm not actually sure if this is printable or not, but I wanted to make a splashable and resilient blink archetype staple.
It's nutty but I also like it. It does basically nothing on its own, but it can provide some pretty crazy value if you build around it.
Lord of the Meek4WW
Creature - Bird Knight (M)
Flying, First Strike
When Lord of the Meek enters the battlefield you may exile a creature an opponent controls with power 4 or greater.
If a creature you control with power 3 or less would deal damage to a creature or planeswalker and opponent controls it deals double that damage to that creature or planeswalker instead.
3/3
Notes: Lord of the Beak! Er...Meek. I wanted a way to add relevance to Whites smaller creatures in the late game and punish players for their Baneslayer type creatures. So Lord of the Meek is an evasive threat that deals double damage to enemy creatures and PW's and grants that effect to your other small white creatures! Not enough? How about a free reprisal that ignores hexproof?
Exiling a creature without targeting seems weird. The damage doubling also seems kinda awkward too - maybe just make it give them double strike?
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Metallurigst- Maybe two for one wasn't the right way to put it. I'm saying this is fine as is as any removal spell/artifact destruction takes out both pieces singlehandedly. High risk/high reward.
Detective - It's worth looking at how many cards in cube create tokens-particularly in White. Turning every instance into potential card advantage seems strong to me and if people are running Thraben Inspector, this would appear better even if it requires other cards to go off.
Aspirationist - Is also high-risk, high-reward. I think cubers would like it better if the middle mode was a 3/4 but I'm not sure that is printable. They can't all be Hexdrinker =P
General - Well it is! I mean, this is a legendary 6CC cube creature. I would hope it does something nutso. White is supposed to be the supreme token making color and right now the best fatty token maker is in Black (Grave Titan) for god knows why? I wanted White to get a counterpart to Grave Titan, but I really can't design a 6CC creature that makes 10 power instantly and adds more upon attack because I think Grave Titan is a mistake truthfully. I do agree about changing the last ability as it feels very tacked on. Maybe just Battlecry?
Glad you liked Sword of Serra and Blinkcrafter!
I think cube (and Magic in general) needs more removal that gets around hexproof besides sacrifice effects. Hmmm..not sure how I'd word a double strike that only works when blocked or dealing damage to planeswalkers. Although I agree that this is more White than the current effect (which is Red).
I'm also not sure why you're limiting it to just double against creatures and planeswalkers. If the idea is to have a build-around weenie-buffer, why not go whole hog and make it hit faces too? On that note, if the idea is buff weenies and hate on fat dudes, why not just make it a straight-up Retribution of the Meek on ETB? Kill fat things around Hexproof and it hits all of them, but also punishes you for playing fatties yourself.
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Sudden Inspiration2UU Instant
Scry 3, then draw two cards.
During your next upkeep, scry 1.
Warden's LawW Instant
Choose one-
* Your opponent's can't cast spells this turn.
* Target creature gains protection from the color of your choice or from colorless until end of turn.
Aura Magnet2W Enchantment
Flash
When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.
Hopeful Destiny2WWW Enchantment - Aura
Flash
When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
Enchant Creature.
Hexproof, Indestructible.
Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.
Eyes of Oblivion2BBB Instant
Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
Exile two target creatures.
Avalanche Racer2RR Creature - Elemental
Menance, Trample, Haste, Double Strike
Avalanche Racer attacks each turn if able.
If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step. 1/5
Mysteries of the Glimmering Dew1G Instant
Mysteries of the Glimmering Dew can't be countered.
Choose one -
* Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
* Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
* The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.
Wanted to make a pushed looter blue 1 drop that I think most people would cube and might be printable.
Seafloor LooterU
Creature - Merfolk (R)
Multikicker 1U (You may pay an additional 1U any number of times as you cast this spell.)
When Seafloor Looter enters the battlefield draw a card plus an additional card for each time Seafloor Looter was kicked, then discard a card.
Seafloor Looter enters the battlefield with a +1/+1 counter for each time it was kicked
1/1
Notes: So the idea is if played on turn 1 this guy will loot as an ETB. If played kicked once it is a Catalog strapped to a bear for 1UU and if kicked twice it is Sift and a 3/3 for 2UUU. If this is too good a couple ideas could be for this to begin as a 2 drop for 1U, it could begin as a 0/1 or if you want to get really spicy it could begin as a 1/0.
Sudden Inspiration2UU Instant
Scry 3, then draw two cards.
During your next upkeep, scry 1.
3U used to draw you two card at instant speed. That's gotten pushed a bit, with Glimmer of Genius. I think this is probably too much like Foresee but at instant speed which probably means it needs to cost more than 2UU. I think Scry 3 draw 2 for 2UU would be fine, or Scry 2 Draw 2, then upkeep scry 1, though I don't like the memory issues of the latter.
Warden's LawW Instant
Choose one-
* Your opponent's can't cast spells this turn.
* Target creature gains protection from the color of your choice or from colorless until end of turn.
Interesting, it's a split Silence and Stave Off. You can usually get a slight bonus attached to Stave at one mana (see Emerge Unscathed, Blessed Breath, Gods' Willing) so that's probably fine, especially as Silence isn't a great card in Cube. But I'm not sure this actually makes the cut in Cube unless you've got like a STRONG Storm theme in need of maindeckable counters.
Aura Magnet2W Enchantment
Flash
When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.
This seems wacky and weird. Some thoughts
You can just say "aura", as all auras are enchantments
This does a lot, but I'm not sure it's actually good enough for Cube because there are so few playable Auras.
I'm not sure why this has flash? I mean, I guess you can flash it in in response to a removal spell on a guy you're trying to enchant?
You don't need to specify "aura you own" as other player's cards can never go to your graveyard. You also need to either drop "instead" (as this is currently worded as a trigger and not a replacement effect) or change it to "If an aura you control would go to the graveyard from the battlefield". But given that it asks for a cost to be paid, it's better to leave it as a trigger IMO.
Hopeful Destiny2WWW Enchantment - Aura
Flash
When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
Enchant Creature.
Hexproof, Indestructible.
Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.
This also does a lot of things. The combination of Scry and Draw feels very unwhite.
I don't think this needs to be hexproof and indestructible as there's not a ton of aura removal that isn't just killing the dude it's on, and the dude's already hexproof.
Referencing the stack is pretty verboten. Why not just give this the Darksteel Colossus clause and shuffle in from anywhere?
Eyes of Oblivion2BBB Instant
Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
Exile two target creatures.
I get what you're trying to do here, but this is seriously making my brain hurt. The wording is extremely awkward and I could never see them printing this as-is. The best way I can think to word this to maybe almost work would be:
"Choose two target creatures controlled by target player. Exile them. For each creature that was not exiled this way, that player loses 5 life". Throwing in a third target means this doesn't fizzle if both creatures are sac'd, and as long as we're talking 1v1 Cube the functionality remains.
Avalanche Racer2RR Creature - Elemental
Menance, Trample, Haste, Double Strike
Avalanche Racer attacks each turn if able.
If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step. 1/5
We've also got word soup going on here. Four keywords is a LOT for a four mana dude with six points of stats, especially when several of those keywords are extremely high value like doublestrike and haste. It's also got a pseudo Exalted thing going on, which doesn't seem to make a lot of sense?
Also the death trigger can probably just be simplified to when it dies, target player's lands don't untap next turn. Or just drop this, WotC seems to have decided that red getting land freeze isn't really working out which is why we haven't seen it since Amonkhet.
I feel like this could probably lose Doublestrike and the "half" part of its attack trigger, just make it get +1/+0 for each other creature you control when it attacks alone. Though the whole attacking alone thing doesn't feel very Red either. I dunno, this card just seems like a mess, honestly.
Mysteries of the Glimmering Dew1G Instant
Mysteries of the Glimmering Dew can't be countered.
Choose one -
* Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
* Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
* The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.
This is an interesting mix of abilities. It's a removal blanker meets a combat trick meets a Savage Summoning. I feel like the middle mode is fairly redundant with the top mode, since the top mode is already a fairly effective combat trick? Two modes on this seems less wordy than three as well (since this isn't framed as a Charm). Maybe just make the first and third modes kind of mirrored and buff the first a little?
Choose one -
* Untap target creature you control and put a +1/+1 counter on it. It gains hexproof and indestructible until end of turn
* The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it and has hexproof and indestructible until end of turn.
Wanted to make a pushed looter blue 1 drop that I think most people would cube and might be printable.
Seafloor LooterU
Creature - Merfolk (R)
Multikicker 1U (You may pay an additional 1U any number of times as you cast this spell.)
When Seafloor Looter enters the battlefield draw a card plus an additional card for each time Seafloor Looter was kicked, then discard a card.
Seafloor Looter enters the battlefield with a +1/+1 counter for each time it was kicked
1/1
Notes: So the idea is if played on turn 1 this guy will loot as an ETB. If played kicked once it is a Catalog strapped to a bear for 1UU and if kicked twice it is Sift and a 3/3 for 2UUU. If this is too good a couple ideas could be for this to begin as a 2 drop for 1U, it could begin as a 0/1 or if you want to get really spicy it could begin as a 1/0.
So I think you pinpointed your own problem here. An ETB 1/1 looter is already slightly pushed for 1 mana given that it's stronger than Hapless Researcher, and Vodalian Merchant is a 1/2 ETB looter for 2 mana. Catalog is already a 3 mana spell. It's an instant, not a sorcery, but stapling it to a bear is a LOT of value. A cantripping bear with a drawback costs 3 (Phyrexian Rager) and a straight cantripping bear is 4 (Nimble Innovator). This mode is already stronger than straight cantripping since you're drawing two and discarding one, which is about a Two mana Effect. Sift is 4 mana as a sorcery, meaning a single mana over that you're getting a 3/3.
And the flexibility of all of these modes in one is just too good.
Honestly, just:
Dude U
Creature
Multikicker 1U
Draw a card, plus an additional card for each time Dude was kicked, then discard a card for each card drawn this way
1/1
Designed some Selesnya cards today because this is one guild that I want so much more from.
Fauna SummonerGW
Creature - Elf Shaman (M)
3, :Put a +1/+1 counter on Fauna Summoner then look at the top X cards of your library where X is equal to the number of +1/+1 counters on Fauna Summoner. You may reveal a creature card from among the cards you looked at, if you do, put it onto the battlefield. If you don’t, put the revealed card back on top of your library in any order.
1/1
This is the high risk, high reward card I'd love to try in Selesnya. You can set it up with a Worldly Tutor. It pumps itself (albeit slowly), and the ability scales making it increasingly necessary to kill.
Bountiful Purification1GW
Destroy up to one target artifact or enchantment. Draw a card and gain 3 life.
Nature's Chant that replaces itself and gains life. Has a revitalize fallback plan if you don't have a target for it.
Eljon, the Uniter
Legendary Creature - Human Elf (R)
Champion an Elf or Human (When this enters the battlefield, sacrifice it unless you exile another Elf or Human you control. When this leaves the battlefield, that card returns to the battlefield.)
Green creatures you control get +1/+1
White creatures you control get +1/+1
2/2
A bit of a Selesnya take on Benalish Marshal. Requires you to have a card of the most prominent tribes in G/W to champion, but enters as a 4/4 that is an anthem or even a double anthem for 3CC.
Ajani the ProudGW
Legendary Planeswalker - Ajani (M)
+1: Put a +1/+1 counter on up to one target creature. If that creature deals combat damage to a player this turn put a loyalty counter on Ajani the Proud.
0: Ajani the Proud becomes an X/X green and white creature where X is equal to Ajani’s loyalty.
-X: You may cast a planeswalker with converted mana cost X or less from your hand without paying its mana cost. Gain X life.
(1)
Ajani pumps, he swings (often as a Watchwolf or better) and he can cast your walkers for free and provide incidental life gain. Value galore for 2CC. In exchange for the value train he has a low starting loyalty and does not have any form of protection as a creature.
Blavus, Blood-Barterer3B
Legendary Planeswalker - Blavus (M)
When Blavus, Blood-Barterer gains or loses loyalty you gain or lose that much life.
+2: Sacrifice a nonland permanent: Each opponent must sacrifice a permanent that shares a type with it. If they can't, they lose 2 life.
-1 Draw a card.
-4: Exile the top 4 cards of your library face up. For each type among permanent cards exiled this way each player sacrifices a permanent of that type. Each time an opponent can't, they lose 2 life.
[3]
Savage SeerGU
Creature - Beast Wizard (R) 2GU: Put a +1/+1 counter on Savage Seer. You may have Savage Seer fight target creature an opponent controls. For each creature put into the graveyard this turn as a result of damage dealt this way, draw a card.
2/1
Flashfires2R
Instant (R)
Kicker 2R (You may pay an additional 2R as you cast this spell.)
Flashfires deals 2 damage to each creature. If the kicker was paid, Flashfires deals 4 damage to each creature and non-red Planeswalker instead.
Your level up doesn't have a cost in the design above. Also don't love how it loses haste when I level it up which will sometimes be relevant. Also this feels too similar to Student of Warfare.
Just some cards I would like to see print to fill a few holes in my cube:
Flooding of Xinye 4UU
Sorcery
Return all permanents to their owners' hands.
Opposition Druid 2GG
Creature - Druid
Tap another untapped creature you control: Tap target artifact, creature or land.
Other creatures you control get +1/+1.
2/2
Tidehollow Guardian
Creature - Spirit BW
Persist
Noncreature spells cost 1 more to cast.
When ~ enters the battlefield, target opponent reveals their hand and you choose a nonland card from it. Exile that card until ~ leaves the battlefield.
2/2
Obviously pushed, but I think Upheaval decks could use some redundancy, and green 4-drops and black guild cards aren't the best around.
Doubt we will see a functional reprint of upheaval but you never know. Maybe in a special product?
Opposition Druid is a big color pie problem. They would not print that effect in mono-green. Glare of Subdual at least had white which can get tap effects.
I think Orzhov is a decent guild, but Thalia with Brain Maggot etb and Persist for 2CC? It's just not printable. Even at 3 CC this would probably be an Orzhov staple -- but MAYBE a printable one at that cost.
Pride of the Ranks3W
Enchantment (R)
Creatures you control get +1/+1
Pride of the Ranks costs 1 less to cast for each creature you control that attacked this turn.
Tactician's Anthem2WW
Enchantment (R)
Flash
Creatures you control get +1/+1
Tactician's Anthem costs 1 less for each attacking or blocking creature you control. Only the colorless cost of Tactician's Anthem may be reduced this way.
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Instant
Add RRR. If that mana is spent on a creature spell, it gains haste.
This suffers from the problem where it does way too many things. A seven mana dude that Wildfires on ETB and survives would be cubeable as-is, even with a relatively middling body. Getting a loot four on top of that means this realistically would have to cost around nine mana. Getting the ability to also cast it as an okay on-curve body AND as a body with looting at every cost-point in between 3 and 7 means it's doing way too much in one package.
I could see maybe something like this:
Wildfire Diviner 1RR
Creature - Human Wizard
Kicker 4
When Wildfire Diviner enters the battlefield, discard a card, then draw a card.
When Wildfire Diviner enters the battlefield, if it was kicked, it deals 2 damage to each other creature and each player sacrifices two lands
3/2
Wizards is incredibly gun-shy on rituals these days, so this mana would probably have to be limited to casting creature spells only. You could maybe shave a mana and make it R to produce RR though.
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7 might be a little cheap, 9 feels like to much though. Ugin costs 8 generic and I don't think this is better than ugin.
The loot effect at higher values is a lot weaker since you probably don't have 4 cards in hand to loot away, it probably plays out that you get to keep 1 or 2 of those cards. In addition, whatever cards you do keep, won't be big and splashy since you are now down up to 4 lands, and I find even most of my wildfire decks often play at least a couple lands
also, cards that do to much, you mean like Urza, Lord High Artificer
http://www.cubetutor.com/cubeblog/63569
Right, as you see there's a potentially printable card at that Wildfires at 7 mana and also has a mode with a relatively efficient body and some looting. The problem is that you've got a card that's 1RR 3/2, 2RR-4RR 3/2 loot 1-3 cards, 5RR 3/2 loot four and also full wildfire, 6RR+ 3/2 loot 5+ cards and wildfire. That's way too much flexibility for card whose seven mana "best" case is already fairly pushed and has a fallback case of still being a reasonable on-curve guy.
Urza does a lot but it's just got a single real mode, and its worst-case scenario is a 4-mana 1/4 + a Silver Myr with a long-game mana outlet. If Urza was a 3-mana 1/4 with kicker X, make X of those Construct tokens, it'd be too good because it'd be both playable earlier and insanely scaling into the late game.
Having the flexibility to be played as an on-curve body in the early game, scale up relevantly into the midgame, and be absolutely absurd in the late game has to come at a cost. When the lategame mode is pushed for a seven mana dude, that makes the early modes that much more egregious.
Also, as a final note, red only gets rummaging (discard, then draw), not looting (draw, then discard) these days, so it likely needs to be reworked anyways
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Artifact Creature - Construct (R)
This creature gets +1/+1 for each artifact you control.
“When Twintomaton enters the battlefield, create a 0/0 colorless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”
0/0
Balan, Leonin Captain 4WW
Legendary Creature - Cat Knight (M)
When Balan Leonin Captain enters the battlefield reveal cards from your library until you reveal an equipment card. Attach that equipment to Balan, Leonin Captain and put the revealed cards on the bottom of your library in a random order.
As long as Balan, Leonin Captain is equipped it is indestructible.
3/3
Elia, the Wanderer 2W
Legendary Planeswalker - Elia (M)
At the beginning of your end step you may exile another non-land permanent you control and then return it to the battlefield.
+1: Elia becomes a 3/1 white Elemental creature with flying until end of turn. Prevent all noncombat damage that would be dealt to it until your next turn.
-2: Opponents can’t cast creature spells with a converted cost of 4 or greater on their next turn.
(4)
It's interesting, but I'm worried at six mana that it's a bit underpowered compared to options like Wurmcoil Engine. You could maybe get away with 5.
Wording needs some adjustment. "until you reveal an equipment card. Put that card onto the battlefield, then attach it to Balan. Put the other cards revealed this way on the bottom of your library in a random order.
This card seems fine. Seems like, on average, it grabs a Sword, giving you a 5/5 indestructible with two protections and some bonus abilities. That's strong, but I'm not sure it beats out the value and flexibility of Sun Titan or Elspeth, Sun's Champion for the white six drop slot. Probably makes it into larger cubes though. Reminds me a bit of Godo, Bandit Warlord - it gives you the equip for free and indestructible, but Godo lets you pick and choose which equipment you grab and can double up triggers for stuff like Swords and Jitte.
Is this intended to be the identity-reveal of The Wanderer? If not, I'd suggest swapping the name for something else, like "the Journeyer" or "the Traveler".
I'm not sure how I feel about that +1. The fact that it stops being a planeswalker (since you aren't retaining previous types) means that any time you +1 this, it can't be attacked. Of course, as a 3/1, if you block anything with it, it dies, but this is basically a more cost-flexible Flickerwisp that flickers every turn.
The -2 seems pretty low-impact though.
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As always, thank you for your wording assist! I hope you are coming to wherever we go after this because I need your wording help. You're the Bernie Taupin to my Elton John...lol. Godo does let you pick your equipment but is also incredibly vulnerable between the turn you cast him and the turn you play the equip on him. Also, the decks that run this are probably only going to run equip targets that work well with this. Not going to see too many skullclamps on here.
Yeah, I thought that The Wanderer might make a good blink archetype walker so I decided to name her. The Custom Card Creation Forum had a field day with this...oh well. Truth is nobody knows enough about this character yet to say what it should look like or what iterations it could feasibly take on. Wanted to note that Elia is only a creature until EOT. It can be attacked. It is just the noncombat damage clause that sticks until next turn--she cant be burned. I think the -2 can be really powerful against certain archetypes and since it only limits your opponent it gives you the ability to resolve powerful 4/5 drop Angels/Hero/Etc. that they can't answer with their own large creature threats.
I'm definitely going to be in the next iteration of MTGS, I'm one of the admins who's been running the place for years.
Wanderer definitely feels more reasonable with the creaturing until EOT. Seems weird that there's different durations on that and the burn protection, though.
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Also, I agree about the different durations being wierd. I actually noted that myself in the CCC thread for these, but I'll take this small design flaw because despite being a little awkward and forcing players to pay attention it eliminates the problems you mentioned before and makes for better gameplay.
Thanks for the feedback!
Murderous Intent 1
Instant
Target creature gains deathtouch until end of turn.
Draw a card.
Bladebrand already exists, and isn't really a cube staple or anything, but being a hybrid might make this a consideration. Ideally, it'd cost instead of 1 , but that may be a bit pushed with the cantrip stapled to it.
Spark of the Forest 3
Creature - Elemental
Haste
When ~ ETBs, add X mana in any combination of R and/or G where X is your devotion to red and green.
4/3
With all the mechanics coming back in MH1, I was a little sad there was no devotion. Maybe in MH2 or when we return to Theroes.
[180 classic cube]
Murderous Intent is cool, but probably doesn't make the cut. Is it too much to give the dude Indestructible as well? Targeted indestructible (as a replacement for reanimate) is another black/green overlap. The name isn't particularly green though. Maybe something like Deadly Instinct or Predatory Instincts?
Spark of the Forest is a bit more pushed. 4 power haste for 4 is already solid, and the fact that this refunds minimum one mana makes it even better. It's really easy to cast this into a 3 or even another 4 drop, which is a pretty brutal tempo swing on a 3C dude. I'd say maybe shave a point of toughness? Otherwise I could see this as a 2RG card - harder to play in a wide range of decks, but guarantees two mana out of it.
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Stoneforge Metallurgist 1W
Creature - Kor Artificer (R)
When Stoneforge Metallurgist enters the battlefield create an equipment called Stoneforge Dagger it has “Equipped creature gets +2/+1 and Equip 0.
When either of Stoneforge Metallurgist or Stoneforge Dagger leave the battlefield, sacrifice the other.
1/2
Notes: A bit high risk, high reward. She provides equipment you can use immediately and can swing for 3 by herself, but killing either the creature or the artifact is a 2 for 1.
Thraben Detective 1W
Creature - Human (R)
Vigilance
At the end of each of your turns if one or more creature tokens were created under your control, investigate. (Create a colorless Clue artifact token with “2, Sacrifice this artifact: Draw a card.”)
2/1
Notes: Lot of people already run Thraben Inspector. I wanted to amp it up a bit and make clue tokens from creature tokens.
Angelic Aspirationist 1W
Creature - Human Monk (M)
Level up 1W 2/2
Level 1-2 Flying 3/3
Level 3+ Angelic Aspirationist is an Angel.
Flying, First Strike, Lifelink 5/5
Notes: Build a Baneslayer Angel!
General Adrianna Vallore 4WW
Legendary Creature - Human Knight (M)
Vigilance, Lifelink, Protection from Red
General Adrianna Vallore gets +1/+1 for each other Knight or Soldier you control.
At the beginning of each players’ end step create a 1/1 white Soldier with lifelink.
Whenever a soldier you control dies create a 2/2 white Knight with vigilance.
3/3
Notes: I wanted a Legendary Captain of the Watch variant. I chose Adrianna for a few reasons. Pro Red is important for this kind of card and as her former iteration is also red I can justify it a bit here. Her storyline involves her trying to rebuild the ranks to take the throne back. Also for more female representation in Magic!
Sword of Serra 3WWW
Creature - Angel (M)
Flying, Vigilance
As Sword of Serra enters the battlefield, choose a color. Sword of Serra has protection from the chosen color.
7/6
Notes: Voice of All's effect is a lot more intimidating on a massive threat.
Blinkcrafter 5W
Creature - Human Wizard (M)
At the beginning of your end step, you may exile any number of nonland permanents you control, then return them to the battlefield under their owner’s control.
Whenever a spell or ability targets Blinkcrafter, exile it, and then return it to the battlefield under your control.
2/2
Notes: I'm not actually sure if this is printable or not, but I wanted to make a splashable and resilient blink archetype staple.
Lord of the Meek 4WW
Creature - Bird Knight (M)
Flying, First Strike
When Lord of the Meek enters the battlefield you may exile a creature an opponent controls with power 4 or greater.
If a creature you control with power 3 or less would deal damage to a creature or planeswalker and opponent controls it deals double that damage to that creature or planeswalker instead.
3/3
Notes: Lord of the Beak! Er...Meek. I wanted a way to add relevance to Whites smaller creatures in the late game and punish players for their Baneslayer type creatures. So Lord of the Meek is an evasive threat that deals double damage to enemy creatures and PW's and grants that effect to your other small white creatures! Not enough? How about a free reprisal that ignores hexproof?
Note this isn't a two for one if it gets killed, since you only spent one card on it to start with. I feel like this is probably a bit pushed. On its own, it's a 1C 3/3, and it can also make any evasive dude even more powerful (for free) and keep your midrange creatures beating theirs at no additional cost. I'd say the equipment should probably have an equip cost.
The fact that it only investigates on creature token creation (and only one per spell regardless of how many tokens are made) makes this seem pretty limited. Maybe move vigilance to first strike so it's a bit stronger on its own?
It's definitely interesting, but I'm not sure it'd make the cut. Two mana for a vanilla 2/2 is bad, four mana for a 3/3 flying is bad, and it requires eight total mana to turn into a Baneslayer. I would definitely like it better as a one-drop 2/1, so even in the failback case it's a playable card.
That seems like an awful lot going on for just six mana. Three relevant abilities plus a scalable body is strong, getting a token every turn is *really* good - reminds me of Tendershoot Dryad but with a much more relevant body. And the fact that every token is really *two* tokens is really strong. I think you probably have to leave of that last ability.
I like this a lot! It's an efficient body and it dodges their best removal color (and their best flier color).
It's nutty but I also like it. It does basically nothing on its own, but it can provide some pretty crazy value if you build around it.
Exiling a creature without targeting seems weird. The damage doubling also seems kinda awkward too - maybe just make it give them double strike?
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Detective - It's worth looking at how many cards in cube create tokens-particularly in White. Turning every instance into potential card advantage seems strong to me and if people are running Thraben Inspector, this would appear better even if it requires other cards to go off.
Aspirationist - Is also high-risk, high-reward. I think cubers would like it better if the middle mode was a 3/4 but I'm not sure that is printable. They can't all be Hexdrinker =P
General - Well it is! I mean, this is a legendary 6CC cube creature. I would hope it does something nutso. White is supposed to be the supreme token making color and right now the best fatty token maker is in Black (Grave Titan) for god knows why? I wanted White to get a counterpart to Grave Titan, but I really can't design a 6CC creature that makes 10 power instantly and adds more upon attack because I think Grave Titan is a mistake truthfully. I do agree about changing the last ability as it feels very tacked on. Maybe just Battlecry?
Glad you liked Sword of Serra and Blinkcrafter!
I think cube (and Magic in general) needs more removal that gets around hexproof besides sacrifice effects. Hmmm..not sure how I'd word a double strike that only works when blocked or dealing damage to planeswalkers. Although I agree that this is more White than the current effect (which is Red).
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Instant
Scry 3, then draw two cards.
During your next upkeep, scry 1.
Warden's Law W
Instant
Choose one-
* Your opponent's can't cast spells this turn.
* Target creature gains protection from the color of your choice or from colorless until end of turn.
Aura Magnet 2W
Enchantment
Flash
When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.
Hopeful Destiny 2WWW
Enchantment - Aura
Flash
When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
Enchant Creature.
Hexproof, Indestructible.
Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.
Eyes of Oblivion 2BBB
Instant
Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
Exile two target creatures.
Avalanche Racer 2RR
Creature - Elemental
Menance, Trample, Haste, Double Strike
Avalanche Racer attacks each turn if able.
If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step.
1/5
Mysteries of the Glimmering Dew 1G
Instant
Mysteries of the Glimmering Dew can't be countered.
Choose one -
* Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
* Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
* The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.
Seafloor Looter U
Creature - Merfolk (R)
Multikicker 1U (You may pay an additional 1U any number of times as you cast this spell.)
When Seafloor Looter enters the battlefield draw a card plus an additional card for each time Seafloor Looter was kicked, then discard a card.
Seafloor Looter enters the battlefield with a +1/+1 counter for each time it was kicked
1/1
Notes: So the idea is if played on turn 1 this guy will loot as an ETB. If played kicked once it is a Catalog strapped to a bear for 1UU and if kicked twice it is Sift and a 3/3 for 2UUU. If this is too good a couple ideas could be for this to begin as a 2 drop for 1U, it could begin as a 0/1 or if you want to get really spicy it could begin as a 1/0.
3U used to draw you two card at instant speed. That's gotten pushed a bit, with Glimmer of Genius. I think this is probably too much like Foresee but at instant speed which probably means it needs to cost more than 2UU. I think Scry 3 draw 2 for 2UU would be fine, or Scry 2 Draw 2, then upkeep scry 1, though I don't like the memory issues of the latter.
Interesting, it's a split Silence and Stave Off. You can usually get a slight bonus attached to Stave at one mana (see Emerge Unscathed, Blessed Breath, Gods' Willing) so that's probably fine, especially as Silence isn't a great card in Cube. But I'm not sure this actually makes the cut in Cube unless you've got like a STRONG Storm theme in need of maindeckable counters.
This seems wacky and weird. Some thoughts
You can just say "aura", as all auras are enchantments
This does a lot, but I'm not sure it's actually good enough for Cube because there are so few playable Auras.
I'm not sure why this has flash? I mean, I guess you can flash it in in response to a removal spell on a guy you're trying to enchant?
You don't need to specify "aura you own" as other player's cards can never go to your graveyard. You also need to either drop "instead" (as this is currently worded as a trigger and not a replacement effect) or change it to "If an aura you control would go to the graveyard from the battlefield". But given that it asks for a cost to be paid, it's better to leave it as a trigger IMO.
This also does a lot of things. The combination of Scry and Draw feels very unwhite.
I don't think this needs to be hexproof and indestructible as there's not a ton of aura removal that isn't just killing the dude it's on, and the dude's already hexproof.
Referencing the stack is pretty verboten. Why not just give this the Darksteel Colossus clause and shuffle in from anywhere?
I get what you're trying to do here, but this is seriously making my brain hurt. The wording is extremely awkward and I could never see them printing this as-is. The best way I can think to word this to maybe almost work would be:
"Choose two target creatures controlled by target player. Exile them. For each creature that was not exiled this way, that player loses 5 life". Throwing in a third target means this doesn't fizzle if both creatures are sac'd, and as long as we're talking 1v1 Cube the functionality remains.
We've also got word soup going on here. Four keywords is a LOT for a four mana dude with six points of stats, especially when several of those keywords are extremely high value like doublestrike and haste. It's also got a pseudo Exalted thing going on, which doesn't seem to make a lot of sense?
Also the death trigger can probably just be simplified to when it dies, target player's lands don't untap next turn. Or just drop this, WotC seems to have decided that red getting land freeze isn't really working out which is why we haven't seen it since Amonkhet.
I feel like this could probably lose Doublestrike and the "half" part of its attack trigger, just make it get +1/+0 for each other creature you control when it attacks alone. Though the whole attacking alone thing doesn't feel very Red either. I dunno, this card just seems like a mess, honestly.
This is an interesting mix of abilities. It's a removal blanker meets a combat trick meets a Savage Summoning. I feel like the middle mode is fairly redundant with the top mode, since the top mode is already a fairly effective combat trick? Two modes on this seems less wordy than three as well (since this isn't framed as a Charm). Maybe just make the first and third modes kind of mirrored and buff the first a little?
Choose one -
* Untap target creature you control and put a +1/+1 counter on it. It gains hexproof and indestructible until end of turn
* The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it and has hexproof and indestructible until end of turn.
So I think you pinpointed your own problem here. An ETB 1/1 looter is already slightly pushed for 1 mana given that it's stronger than Hapless Researcher, and Vodalian Merchant is a 1/2 ETB looter for 2 mana.
Catalog is already a 3 mana spell. It's an instant, not a sorcery, but stapling it to a bear is a LOT of value. A cantripping bear with a drawback costs 3 (Phyrexian Rager) and a straight cantripping bear is 4 (Nimble Innovator). This mode is already stronger than straight cantripping since you're drawing two and discarding one, which is about a Two mana Effect.
Sift is 4 mana as a sorcery, meaning a single mana over that you're getting a 3/3.
And the flexibility of all of these modes in one is just too good.
Honestly, just:
Dude U
Creature
Multikicker 1U
Draw a card, plus an additional card for each time Dude was kicked, then discard a card for each card drawn this way
1/1
is already pushed and probably very good.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Fauna Summoner GW
Creature - Elf Shaman (M)
3, :Put a +1/+1 counter on Fauna Summoner then look at the top X cards of your library where X is equal to the number of +1/+1 counters on Fauna Summoner. You may reveal a creature card from among the cards you looked at, if you do, put it onto the battlefield. If you don’t, put the revealed card back on top of your library in any order.
1/1
This is the high risk, high reward card I'd love to try in Selesnya. You can set it up with a Worldly Tutor. It pumps itself (albeit slowly), and the ability scales making it increasingly necessary to kill.
Bountiful Purification 1GW
Destroy up to one target artifact or enchantment. Draw a card and gain 3 life.
Nature's Chant that replaces itself and gains life. Has a revitalize fallback plan if you don't have a target for it.
Eljon, the Uniter
Legendary Creature - Human Elf (R)
Champion an Elf or Human (When this enters the battlefield, sacrifice it unless you exile another Elf or Human you control. When this leaves the battlefield, that card returns to the battlefield.)
Green creatures you control get +1/+1
White creatures you control get +1/+1
2/2
A bit of a Selesnya take on Benalish Marshal. Requires you to have a card of the most prominent tribes in G/W to champion, but enters as a 4/4 that is an anthem or even a double anthem for 3CC.
Ajani the Proud GW
Legendary Planeswalker - Ajani (M)
+1: Put a +1/+1 counter on up to one target creature. If that creature deals combat damage to a player this turn put a loyalty counter on Ajani the Proud.
0: Ajani the Proud becomes an X/X green and white creature where X is equal to Ajani’s loyalty.
-X: You may cast a planeswalker with converted mana cost X or less from your hand without paying its mana cost. Gain X life.
(1)
Ajani pumps, he swings (often as a Watchwolf or better) and he can cast your walkers for free and provide incidental life gain. Value galore for 2CC. In exchange for the value train he has a low starting loyalty and does not have any form of protection as a creature.
Legendary Planeswalker - Blavus (M)
When Blavus, Blood-Barterer gains or loses loyalty you gain or lose that much life.
+2: Sacrifice a nonland permanent: Each opponent must sacrifice a permanent that shares a type with it. If they can't, they lose 2 life.
-1 Draw a card.
-4: Exile the top 4 cards of your library face up. For each type among permanent cards exiled this way each player sacrifices a permanent of that type. Each time an opponent can't, they lose 2 life.
[3]
Savage Seer GU
Creature - Beast Wizard (R)
2GU: Put a +1/+1 counter on Savage Seer. You may have Savage Seer fight target creature an opponent controls. For each creature put into the graveyard this turn as a result of damage dealt this way, draw a card.
2/1
Flashfires 2R
Instant (R)
Kicker 2R (You may pay an additional 2R as you cast this spell.)
Flashfires deals 2 damage to each creature. If the kicker was paid, Flashfires deals 4 damage to each creature and non-red Planeswalker instead.
R
Firedrinker
2/1
--------------------------
Level Up
Level 1
Haste
R: Firedrinker get's +1/0 until the end of turn
Levels 2-3
Firedrinker gets first Strike
Levels 4+
Firedrinker gets Double Strike
http://www.cubetutor.com/cubeblog/63569
Flooding of Xinye
4UU
Sorcery
Return all permanents to their owners' hands.
Opposition Druid
2GG
Creature - Druid
Tap another untapped creature you control: Tap target artifact, creature or land.
Other creatures you control get +1/+1.
2/2
Tidehollow Guardian
Creature - Spirit
BW
Persist
Noncreature spells cost 1 more to cast.
When ~ enters the battlefield, target opponent reveals their hand and you choose a nonland card from it. Exile that card until ~ leaves the battlefield.
2/2
Obviously pushed, but I think Upheaval decks could use some redundancy, and green 4-drops and black guild cards aren't the best around.
Opposition Druid is a big color pie problem. They would not print that effect in mono-green. Glare of Subdual at least had white which can get tap effects.
I think Orzhov is a decent guild, but Thalia with Brain Maggot etb and Persist for 2CC? It's just not printable. Even at 3 CC this would probably be an Orzhov staple -- but MAYBE a printable one at that cost.
Pride of the Ranks 3W
Enchantment (R)
Creatures you control get +1/+1
Pride of the Ranks costs 1 less to cast for each creature you control that attacked this turn.
Tactician's Anthem 2WW
Enchantment (R)
Flash
Creatures you control get +1/+1
Tactician's Anthem costs 1 less for each attacking or blocking creature you control. Only the colorless cost of Tactician's Anthem may be reduced this way.