To support UB thopter skies: 1U Apprentice Thopterist
When ~ ETB, create a 1/1 Thopter AC with flying
0/3
1R Thopter Attack
Create a 1/1 Thopter AC with flying.
All Thopters you control get +1/+0 and haste until EOT.
To support BR sac/recur BR Enchantment
Whenever an artifact goes into a graveyard from play, each opponent lose 1 life.
To support RW equipment theme
Red-shifted Kor Duelist (first strike and +2/+0 is fine)
1R Forge Weapon
Sorcery
Sacrifice an artifact: search your library for an equipment card and put it into play.
(red tinker - i know this is broken! - perhaps a Green Sun's Zenith for equipment?)
To support UB thopter skies: 1U Apprentice Thopterist
When ~ ETB, create a 1/1 Thopter AC with flying
0/3
Seems fair, reasonable. Maybe a little underpowered for fully-powered Cubes but fits a niche nicely.
1R Thopter Attack
Create a 1/1 Thopter AC with flying.
All Thopters you control get +1/+0 and haste until EOT.
Instant or Sorcery? Either way this seems a bit underpowered, though I'm not sure what you could do to make it good enough. "Artifact creatures" instead of just thopters is a marginal upgrade but still probably not good enough.
To support BR sac/recur BR Enchantment
Whenever an artifact goes into a graveyard from play, each opponent lose 1 life.
Seems really weak it's Disciple of the Vault for twice as much in two colors without even having a body. Artifact or creature maybe? Even then this could cost 1B or 1R pretty easily.
To support RW equipment theme
Red-shifted Kor Duelist (first strike and +2/+0 is fine)
Seems fine, probably underpowered given Goblin Gavaleer who isn't busted.
1R Forge Weapon
Sorcery
Sacrifice an artifact: search your library for an equipment card and put it into play.
(red tinker - i know this is broken! - perhaps a Green Sun's Zenith for equipment?)
I dislike having this be unbounded, as this is basically going to be a two mana Baterskull an aggravating amount of the time. Maybe CMC 4 or less?
And something of my own, unrelated but an interesting idea I had.
Ghastly Imprisonment 1WW
Enchantment
When Ghastly Imprisonment enters the battlefield, exile target creature an opponent controls until Ghastly Imprisonment leaves the battlefield.
Creatures controlled by the owner of the exiled card cannot attack you or a planeswalker you control unless that player pays 2 per attacking creature The spectral chains serve as both warden and warding
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That was the idea. I was wondering what it would take to make a Ghostly Prison playable, and tacking on a Journey seemed like a good option.
An effect I want to see on a cubable card is the ability to give a creature deathtouch. Something like:
Boneclad Cohort - 1BB
Creature - Skeleton Warrior
When Boneclad Cohort enters the battlefield, choose one:
Target creature gets +0/+1 and deathtouch until end of turn.
Target creature gets +1/+0 and lifelink until end of turn.
3/3
I feel like I want deathtouch-granting on a Flash dude, meaning it'd probably have to be green. Maybe something like this take on Briarhorn:
Blisterthorn 3G
Creature - Plant Elemental
Flash
When Blisterthorn enters the battlefield, another target creature you control gets +1/+1 and gains Deathtouch until end of turn.
3/3
This could probably even be pushed to 1GG if the +1/+1 was dropped, comparing to Wolfir Avenger and a couple of similar cards.
When Boneclad Cohort enters the battlefield, choose one:
Target creature gets +0/+1 and deathtouch until end of turn.
Target creature gets +1/+0 and lifelink until end of turn.
3/3
How about "Until the beginning of your next turn"? That way in agro it helps force through damage or bad trades, in midrange and control it helps stabilize your life or stops opponents attacking. Boneclad Cohort - 1BB
Creature - Skeleton Warrior
When Boneclad Cohort enters the battlefield, choose one:
Target creature gets +0/+1 and deathtouch until the beginning of your next turn.
Target creature gets +1/+0 and lifelink until the beginning of your next turn.
Something feels weird about the power buff being for lifelink, and the defense being for death touch. I get it's much more useful that way but something about it always feels slightly off flavour wise.
Yes, it does needs support. But I don't want it to go overboard with wheels because wheeling with this can turn into 12 evasive power.
Take 2:
Shadowstormer Vizier UB
Creature - Human Cleric
Flying
Whenever a player discards one or more cards, put a +1/+1 counter on Shadowstormer Vizier.
2/1
This way it doesn't go overboard with wheels, but discard/cycling doesn't just go away at end of turn. It should be able to consistently be 4+ power in the right deck at least. Maybe it's too narrow.
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UG Arixmethes Combo UGR Wanderer UGB Tasigur Control URB Jeleva Storm RW Gisela Control
Yes, it does needs support. But I don't want it to go overboard with wheels because wheeling with this can turn into 12 evasive power.
Take 2:
Shadowstormer Vizier UB
Creature - Human Cleric
Flying
Whenever a player discards one or more cards, put a +1/+1 counter on Shadowstormer Vizier.
2/1
This way it doesn't go overboard with wheels, but discard/cycling doesn't just go away at end of turn. It should be able to consistently be 4+ power in the right deck at least. Maybe it's too narrow.
I think I'd like this better as mono-colored (maybe mono-U with "High Flying") or with the original Shadowstormer's stats. Being a 1/3 is pretty sweet, as a single discard puts it out of bolt range.
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To support UB thopter skies: 1U Apprentice Thopterist
When ~ ETB, create a 1/1 Thopter AC with flying
0/3
Seems fair, reasonable. Maybe a little underpowered for fully-powered Cubes but fits a niche nicely.
1R Thopter Attack
Create a 1/1 Thopter AC with flying.
All Thopters you control get +1/+0 and haste until EOT.
Instant or Sorcery? Either way this seems a bit underpowered, though I'm not sure what you could do to make it good enough. "Artifact creatures" instead of just thopters is a marginal upgrade but still probably not good enough.
To support BR sac/recur BR Enchantment
Whenever an artifact goes into a graveyard from play, each opponent lose 1 life.
Seems really weak it's Disciple of the Vault for twice as much in two colors without even having a body. Artifact or creature maybe? Even then this could cost 1B or 1R pretty easily.
To support RW equipment theme
Red-shifted Kor Duelist (first strike and +2/+0 is fine)
Seems fine, probably underpowered given Goblin Gavaleer who isn't busted.
1R Forge Weapon
Sorcery
Sacrifice an artifact: search your library for an equipment card and put it into play.
(red tinker - i know this is broken! - perhaps a Green Sun's Zenith for equipment?)
I dislike having this be unbounded, as this is basically going to be a two mana Baterskull an aggravating amount of the time. Maybe CMC 4 or less?
And something of my own, unrelated but an interesting idea I had.
Ghastly Imprisonment 1WW
Enchantment
When Ghastly Imprisonment enters the battlefield, exile target creature an opponent controls until Ghastly Imprisonment leaves the battlefield.
Creatures controlled by the owner of the exiled card cannot attack you or a planeswalker you control unless that player pays 2 per attacking creature The spectral chains serve as both warden and warding
I agree with your assessments, these are all too weak for cube. But I intend to put in in an artifact cube, so power levels are a little bit lower overall, enchentment removal space is eaten by artifact removal and there are not a lot of fliers.
Ghastly imprisonment is versatile, it stops both tall and wide creature strategies.
Ghastly Imprisonment is sexy. I'm not sure they'd give us both effects in one card for 1WW though. I would expect this to be 2WW but maybe at that cost it could be O-Ring instead? That'd be some hot stuff!
New cycle concept! Creatures reflective of each color all sharing a 2/1 body at a splashable converted cost of 2 and each with an ability that exerts two lands of the color corresponding to that creature. All abilities adapt to later game stages by being repeatable (and desirably so) if you're willing to exert more lands.
Utopia Harvester1G
Creature – Elf Shaman (R)
Tap two forests: Add three mana of any color to your mana pool. Forests tapped to activate this ability don’t untap during their controller’s next untap step.
2/1
Notes: It's ramping and fixing all in one for the cost of exerting two forests. With four forests you could cast a five color spell and have a mana to spare!
Malevolent Bones1B
Creature – Skeleton Soldier (R)
Tap two swamps: Up to two target creatures an opponent controls get -1/-1 until end of turn. Swamps tapped to activate this ability don’t untap during their controller’s next untap step.
2/1
Notes: Everything is a Zombie or Vampire anymore. I want a Skeleton bomb. Effect can be very strong with multiple activations or a way to kill small tokens or get in early damage.
Ember Seer1R
Creature – Human Wizard (R)
Tap two mountains: Exile the top two cards of your library. You may play those cards until the end of your next turn. Mountains tapped to activate this ability don’t untap during their controller’s next untap step.
2/1
Coastline Saboteur1U
Creature – Merfolk Rogue (R)
Tap two islands: Target creature can’t be blocked and gains “When this creature deals combat damage to a player, draw a card” until end of turn. Islands tapped to activate this ability don’t untap during their controller’s next untap step.
2/1
Notes: Tempo and control can appreciate the effect here. Turning any creature into an unblockable Ophidian is big game!
Planar Guide1W
Creature – Monk Spirit (R)
Tap two plains: Exile another target nonland permanent you control. Return that card to the battlefield under your control at the beginning of the next end step. Plains tapped to activate this ability don’t untap during their controller’s next untap step.
2/1
Notes: Blink love! Also it hits permanents! Get pumped!
Might Minimizer2U
Creature – Faerie Wizard (R)
Flash
Flying
When Might Minimizer enters the battlefield target creature with a power of 3 or greater loses all abilities and becomes a 0/1 until end of turn.
2/1
Notes: Ovinize meets Pestermite! A conditional ovinize effect pared with a decent tempo threat gives blue a way to profitably block a larger creature and followup with an evasive attack! I chose to make the ovinize effect conditional as it makes the card more of a tide-turner type card and it fits the flavor I was aiming for. Would you play it? Any thoughts on my cycle above?
Might Minimizer2U
Creature – Faerie Wizard (R)
Flash
Flying
When Might Minimizer enters the battlefield target creature with a power of 3 or greater loses all abilities and becomes a 0/1 until end of turn.
2/1
Notes: Ovinize meets Pestermite! A conditional ovinize effect pared with a decent tempo threat gives blue a way to profitably block a larger creature and followup with an evasive attack! I chose to make the ovinize effect conditional as it makes the card more of a tide-turner type card and it fits the flavor I was aiming for. Would you play it? Any thoughts on my cycle above?
My one concern with this card is that it can be used on an attacking creature as effectively a Puncturing Light effect, as it gives you a body to safely block alongside your Ovinize. While all of the individual effects are clearly blue, the combination looks very white.
As far as the cycle above, they're very difficult to evaluate without playing with them. The "Last X" cycle hasn't seen much play, and I'm guessing these are probably not great for a similar reason. Malevolent Bones is probably the most brutal among these, threatening to get multiple cards worth of advantage from every activation. I'm also concerned about potential memory issues, since it only affects lands you tapped this way and not all lands.
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I see bits of reprisal, humble (Ovinize), and puncturing light in Might Minimizer's effect but everything it does is solidly blue too. I do think this card would be a great hybrid candidate potentially costing 1 or even 2 . Perhaps if I moved it into hybrid, Aven would be a better tribe for it since Faeries don't generally come in white (Although Glamer Spinners is making a really strong case for leaving that alone...)
As far as the cycle, I'm not sure what you're referring to by "Last X cycle". Do you mean the land exertion spells (Bontu's Last Reckoning)? I think being able to exert a portion of your lands at will to receive effects that are generally useful beyond the early game and can compound in effect as you are able to exert more lands is pretty big game for having a converted cost of 2.
I think Malevolent Bones is an impressive threat but not a broken one. If you want to exert six swamps you can give two creatures -3/-3 or three creatures -2/-2 until end of turn but in the early game he kills 1/1 tokens or helps your team get through. That is great value for a 2 drop, but you're also playing an otherwise vanilla 2/1 for 1B and exerting lands is a tough cost.....effectively four mana per activation but with the ability to spread that cost over two turns and leave other mana open as necessary.
As far as memory issues, exert wasn't too hard to keep track of even with multiple exert guys on the field. I feel like requiring the player to exert two mana of the same basic type helps with any potential memory issues as well. Exert only has to be remembered once as well so I think this is manageable for most.
Verdant Pyro-Shaman1G
Creature - Human Shaman T: Add R to your mana pool T: Add RR to your mana pool. Verdant Pyro-Shaman deals 1 damage to itself.
2/1
The flavor being that he/she can make more mana, but it ends up burning them
With anthem or other buffing effects, this will eliminate the drawback. Otherwise, it can be used to get up to 5 mana by turn 3
Verdant Pyro-Shaman1G
Creature - Human Shaman T: Add R to your mana pool T: Add RR to your mana pool. Verdant Pyro-Shaman deals 1 damage to itself.
2/1
The flavor being that he/she can make more mana, but it ends up burning them
With anthem or other buffing effects, this will eliminate the drawback. Otherwise, it can be used to get up to 5 mana by turn 3
Reminds me a bit of Devoted Druid. Seems like a solid design.
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Sacrifice a creature: Possessed Husk gets +2/+2 until end of turn.
B: Possessed Husk gets +1/+1 until end of turn.
2/1
I'm not sure making it a shade makes it cubeworthy. The best case for a cubeworthy Husk comes from, IMO, making something nearly cubeworthy on its own.
Like maybe:
Blood Husk 1B
Creature - Vampire Warrior
Menace
Blood Husk can't block.
Sacrifice a creature: Blood Husk gets +2/+2 until end of turn
2/1
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Soria, Song of the SunRR
Creature – Phoenix (M)
Flying, Haste
When Soria, Song of the Sun dies return it to the battlefield transformed.
2/1
/// Soria, the Sunscorcher
Flying
Afflict 2
When Soria, the Sunscorcher dies return it to the battlefield transformed.
3/2
Soria, Song of the SunRR
Creature – Phoenix (M)
Flying, Haste
When Soria, Song of the Sun dies return it to the battlefield transformed.
2/1
/// Soria, the Sunscorcher
Flying
Afflict 2
When Soria, the Sunscorcher dies return it to the battlefield transformed.
3/2
This just goes infinite with any sac outlet. I don't think it could possibly be printed as is
Soria, Song of the SunRR
Creature – Phoenix (M)
Flying, Haste
When Soria, Song of the Sun dies return it to the battlefield transformed.
2/1
/// Soria, the Sunscorcher
Flying
Afflict 2
When Soria, the Sunscorcher dies return it to the battlefield transformed.
3/2
This just goes infinite with any sac outlet. I don't think it could possibly be printed as is
It also just stays on the moonside and nevee transforms back if that was ops intent.
Yeah, I think the second half needs to lose the transform clause flavorful as it is. Assuming I make that change is this both printable and cubable?
It's certainly on the upperside of power level. Particularly in cube this thing will probably get a good 6-9 damage in most cases. At 1RR it is probably printable and good enough for cube. At RR it's probably a bit too powerful without some kind of downside. Maybe like Vanishing 2 on the front half sort of a flavorful burning down only to be reborn.
I think as a general rule I should just assume I need to add 1 to everything. Being a designer with a focus on cube play makes one very very greedy when it comes to power level...lol.
I think as a general rule I should just assume I need to add 1 to everything. Being a designer with a focus on cube play makes one very very greedy when it comes to power level...lol.
Just make them how you want. I am the biggest offender of overpowered custom cards only to be vindicated by Wizards when they make the same card or even more powerful card. I've learned to ignore the haters in this thread.
But if you want real advice, make it switch back to the original form if you don't cast a spell by the next upkeep, and make it deal 1 damage to you every time it transforms. /shrug
When ETB, make two red and black 1/1 Goblin (human?)
Sac a creature: gain 1 life.
Sacrifice a Goblin (human?): create a black 1/1 zombie
Sac a Zombie: gain 1 life, and each opponent loses 1 life. Activate this ability only once each turn
----------
There's prob something wrong with this, or it's too convoluted, but I like the idea of a color shifted siege gang that kind of taps into the mentality of the loryn goblins (which I could easily be misunderstanding their lore, especially since I think loryn is zombie free except for a couple in shadowmoor/eventide)
To support UB thopter skies:
1U Apprentice Thopterist
When ~ ETB, create a 1/1 Thopter AC with flying
0/3
1R Thopter Attack
Create a 1/1 Thopter AC with flying.
All Thopters you control get +1/+0 and haste until EOT.
To support BR sac/recur
BR Enchantment
Whenever an artifact goes into a graveyard from play, each opponent lose 1 life.
To support RW equipment theme
Red-shifted Kor Duelist (first strike and +2/+0 is fine)
1R Forge Weapon
Sorcery
Sacrifice an artifact: search your library for an equipment card and put it into play.
(red tinker - i know this is broken! - perhaps a Green Sun's Zenith for equipment?)
Seems fair, reasonable. Maybe a little underpowered for fully-powered Cubes but fits a niche nicely.
Instant or Sorcery? Either way this seems a bit underpowered, though I'm not sure what you could do to make it good enough. "Artifact creatures" instead of just thopters is a marginal upgrade but still probably not good enough.
Seems really weak it's Disciple of the Vault for twice as much in two colors without even having a body. Artifact or creature maybe? Even then this could cost 1B or 1R pretty easily.
Seems fine, probably underpowered given Goblin Gavaleer who isn't busted.
I dislike having this be unbounded, as this is basically going to be a two mana Baterskull an aggravating amount of the time. Maybe CMC 4 or less?
And something of my own, unrelated but an interesting idea I had.
Ghastly Imprisonment 1WW
Enchantment
When Ghastly Imprisonment enters the battlefield, exile target creature an opponent controls until Ghastly Imprisonment leaves the battlefield.
Creatures controlled by the owner of the exiled card cannot attack you or a planeswalker you control unless that player pays 2 per attacking creature
The spectral chains serve as both warden and warding
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Shadowstormer Vizier UB
Creature - Human Cleric
Flying
Whenever a player discards a card, Shadowstormer Vizier gets +1/+0 until end of turn.
2/1
UGR Wanderer
UGB Tasigur Control
URB Jeleva Storm
RW Gisela Control
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That was the idea. I was wondering what it would take to make a Ghostly Prison playable, and tacking on a Journey seemed like a good option.
I feel like I want deathtouch-granting on a Flash dude, meaning it'd probably have to be green. Maybe something like this take on Briarhorn:
Blisterthorn 3G
Creature - Plant Elemental
Flash
When Blisterthorn enters the battlefield, another target creature you control gets +1/+1 and gains Deathtouch until end of turn.
3/3
This could probably even be pushed to 1GG if the +1/+1 was dropped, comparing to Wolfir Avenger and a couple of similar cards.
Agree with Salmo here, this seems underpowered.
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How about "Until the beginning of your next turn"? That way in agro it helps force through damage or bad trades, in midrange and control it helps stabilize your life or stops opponents attacking.
Boneclad Cohort - 1BB
Creature - Skeleton Warrior
When Boneclad Cohort enters the battlefield, choose one:
Something feels weird about the power buff being for lifelink, and the defense being for death touch. I get it's much more useful that way but something about it always feels slightly off flavour wise.
Take 2:
Shadowstormer Vizier UB
Creature - Human Cleric
Flying
Whenever a player discards one or more cards, put a +1/+1 counter on Shadowstormer Vizier.
2/1
This way it doesn't go overboard with wheels, but discard/cycling doesn't just go away at end of turn. It should be able to consistently be 4+ power in the right deck at least. Maybe it's too narrow.
UGR Wanderer
UGB Tasigur Control
URB Jeleva Storm
RW Gisela Control
I think I'd like this better as mono-colored (maybe mono-U with "High Flying") or with the original Shadowstormer's stats. Being a 1/3 is pretty sweet, as a single discard puts it out of bolt range.
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I agree with your assessments, these are all too weak for cube. But I intend to put in in an artifact cube, so power levels are a little bit lower overall, enchentment removal space is eaten by artifact removal and there are not a lot of fliers.
Ghastly imprisonment is versatile, it stops both tall and wide creature strategies.
New cycle concept! Creatures reflective of each color all sharing a 2/1 body at a splashable converted cost of 2 and each with an ability that exerts two lands of the color corresponding to that creature. All abilities adapt to later game stages by being repeatable (and desirably so) if you're willing to exert more lands.
Utopia Harvester 1G
Creature – Elf Shaman (R)
Tap two forests: Add three mana of any color to your mana pool. Forests tapped to activate this ability don’t untap during their controller’s next untap step.
2/1
Notes: It's ramping and fixing all in one for the cost of exerting two forests. With four forests you could cast a five color spell and have a mana to spare!
Malevolent Bones 1B
Creature – Skeleton Soldier (R)
Tap two swamps: Up to two target creatures an opponent controls get -1/-1 until end of turn. Swamps tapped to activate this ability don’t untap during their controller’s next untap step.
2/1
Notes: Everything is a Zombie or Vampire anymore. I want a Skeleton bomb. Effect can be very strong with multiple activations or a way to kill small tokens or get in early damage.
Ember Seer 1R
Creature – Human Wizard (R)
Tap two mountains: Exile the top two cards of your library. You may play those cards until the end of your next turn. Mountains tapped to activate this ability don’t untap during their controller’s next untap step.
2/1
Notes: Commune with Lava on a stick!
Coastline Saboteur 1U
Creature – Merfolk Rogue (R)
Tap two islands: Target creature can’t be blocked and gains “When this creature deals combat damage to a player, draw a card” until end of turn. Islands tapped to activate this ability don’t untap during their controller’s next untap step.
2/1
Notes: Tempo and control can appreciate the effect here. Turning any creature into an unblockable Ophidian is big game!
Planar Guide 1W
Creature – Monk Spirit (R)
Tap two plains: Exile another target nonland permanent you control. Return that card to the battlefield under your control at the beginning of the next end step. Plains tapped to activate this ability don’t untap during their controller’s next untap step.
2/1
Notes: Blink love! Also it hits permanents! Get pumped!
Creature – Faerie Wizard (R)
Flash
Flying
When Might Minimizer enters the battlefield target creature with a power of 3 or greater loses all abilities and becomes a 0/1 until end of turn.
2/1
Notes: Ovinize meets Pestermite! A conditional ovinize effect pared with a decent tempo threat gives blue a way to profitably block a larger creature and followup with an evasive attack! I chose to make the ovinize effect conditional as it makes the card more of a tide-turner type card and it fits the flavor I was aiming for. Would you play it? Any thoughts on my cycle above?
My one concern with this card is that it can be used on an attacking creature as effectively a Puncturing Light effect, as it gives you a body to safely block alongside your Ovinize. While all of the individual effects are clearly blue, the combination looks very white.
As far as the cycle above, they're very difficult to evaluate without playing with them. The "Last X" cycle hasn't seen much play, and I'm guessing these are probably not great for a similar reason. Malevolent Bones is probably the most brutal among these, threatening to get multiple cards worth of advantage from every activation. I'm also concerned about potential memory issues, since it only affects lands you tapped this way and not all lands.
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As far as the cycle, I'm not sure what you're referring to by "Last X cycle". Do you mean the land exertion spells (Bontu's Last Reckoning)? I think being able to exert a portion of your lands at will to receive effects that are generally useful beyond the early game and can compound in effect as you are able to exert more lands is pretty big game for having a converted cost of 2.
I think Malevolent Bones is an impressive threat but not a broken one. If you want to exert six swamps you can give two creatures -3/-3 or three creatures -2/-2 until end of turn but in the early game he kills 1/1 tokens or helps your team get through. That is great value for a 2 drop, but you're also playing an otherwise vanilla 2/1 for 1B and exerting lands is a tough cost.....effectively four mana per activation but with the ability to spread that cost over two turns and leave other mana open as necessary.
As far as memory issues, exert wasn't too hard to keep track of even with multiple exert guys on the field. I feel like requiring the player to exert two mana of the same basic type helps with any potential memory issues as well. Exert only has to be remembered once as well so I think this is manageable for most.
Creature - Human Shaman
T: Add R to your mana pool
T: Add RR to your mana pool. Verdant Pyro-Shaman deals 1 damage to itself.
2/1
The flavor being that he/she can make more mana, but it ends up burning them
With anthem or other buffing effects, this will eliminate the drawback. Otherwise, it can be used to get up to 5 mana by turn 3
Reminds me a bit of Devoted Druid. Seems like a solid design.
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I'm not sure making it a shade makes it cubeworthy. The best case for a cubeworthy Husk comes from, IMO, making something nearly cubeworthy on its own.
Like maybe:
Blood Husk 1B
Creature - Vampire Warrior
Menace
Blood Husk can't block.
Sacrifice a creature: Blood Husk gets +2/+2 until end of turn
2/1
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Creature – Phoenix (M)
Flying, Haste
When Soria, Song of the Sun dies return it to the battlefield transformed.
2/1
///
Soria, the Sunscorcher
Flying
Afflict 2
When Soria, the Sunscorcher dies return it to the battlefield transformed.
3/2
This just goes infinite with any sac outlet. I don't think it could possibly be printed as is
It also just stays on the moonside and nevee transforms back if that was ops intent.
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It's certainly on the upperside of power level. Particularly in cube this thing will probably get a good 6-9 damage in most cases. At 1RR it is probably printable and good enough for cube. At RR it's probably a bit too powerful without some kind of downside. Maybe like Vanishing 2 on the front half sort of a flavorful burning down only to be reborn.
Just make them how you want. I am the biggest offender of overpowered custom cards only to be vindicated by Wizards when they make the same card or even more powerful card. I've learned to ignore the haters in this thread.
But if you want real advice, make it switch back to the original form if you don't cast a spell by the next upkeep, and make it deal 1 damage to you every time it transforms. /shrug
Brothers' Keeper 3BB 2/2
Legendary - Goblin (human?) Necromancer
When ETB, make two red and black 1/1 Goblin (human?)
Sac a creature: gain 1 life.
Sacrifice a Goblin (human?): create a black 1/1 zombie
Sac a Zombie: gain 1 life, and each opponent loses 1 life. Activate this ability only once each turn
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There's prob something wrong with this, or it's too convoluted, but I like the idea of a color shifted siege gang that kind of taps into the mentality of the loryn goblins (which I could easily be misunderstanding their lore, especially since I think loryn is zombie free except for a couple in shadowmoor/eventide)
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