Feels almost like they accidentally swapped graveyard and library in the text. I don't see any reason to print a card that's so much strictly worse than cards we already have...
Top 2 picks for me are Thrashing Mossdog and Wind Drake. Rot farm is pretty good, but I wouldn't wanna first pick it I don't think. Out of the two... I think I would choose Thrashing Mossdog because spider type creatures are good, you're getting a 3/3 for 4 which is already fine, reach which is over the top for the mana cost AND P/T AND it has Scavenge. Pretty good multipurpose creature.
Edit: Holy cow, everyone's voting for the mana flare dude? Whatever happened to the argument "You give them a huge advantage and then they just kill this"? =( Dang. Am I missing something? Yeah they have to have an answer but they get to untap first... I feel the same feeling when playing creature enchantments started to be good in M13/ISD and it just went against everything I've ever known lol Everyone always insults this kind of creature, I don't get it.
Most of the evaluation was with constructed in mind. In limited there's two main points to consider:
1. A 7/5 is gigantic in limited. Even if your opponent does have a bunch of mana, they'll likely be flooded out and there's a very good chance that it's going to be bigger then anything they have anyways.
2. Removal is rarer in limited, and especially in this environment it's very hard to bust past 5 toughness. In anywhere constructed what will happen is that likely your opponent will get the mana advantage then kill it, but in limited the risk is much, much lower. If you untap with it, than you get the advantage back anyways, and you're more likely to have built around that advantage.
I considered making Karax only able to "eat" your own spells for no cost, somewhat like Nivmagus Elemental, but just tossing away spells for +1/+1 counters isn't very interesting. Perhaps it would be better if I just allowed him to remove his counters for straight Mana instead, sort of like a big Mana Drain on a stick.
Oh god, no. Then you could just remove counters to pay for his ability.
So kind of like Animar, Soul of Elements but for multicolored instead of creatures. I kind of like it, but I think the best part of Animar was his low casting cost. WUBRG can be hard to get early enough for her ramp to be helpful and by that time removal is already flying around. I like her in concept, but I don't know how I'd power her up at all.
If there were any way to give her a good 5-color cost at a lower amount I'd be all for it.. Idea! Make her like Draco:
Tiamat, Queen of Elements (2/W)(2/U)(2/B)(2/R)(2/G)
Legendary Creature - Elemental Dragon (M)
Tiamat, Queen of Elements costs 2 less to play for each basic land type you control.
Protection from colorless.
Whenever you cast a multicolored spell, put a +1/+1 counter on Tiamat.
Multicolored spells you cast cost 1 for each +1/+1 counter on Tiamat.
1/1
So as long as you play a basic/dual heavy deck, she'd be castable on turn three most of the time. Maybe a little too good with dual lands though? T1 dual, T2 dual + Tiamat + Clout of the Dominus seems rough. Then again Animar decks were usually good at dropping him on T2 with all of the mana dorks in the deck. I kind of really like her like this though!
I'm kind of against this mostly because of her "Hyper-colored" theme.
Being able to cast her for fully colorless doesn't sit well with me. (Especially considering her protection).
Her effect is quite a bit more versatile and generally powerful than Animar's, and in the end they play a bit differently.
Plus she starts out a bit beefier at 5/5 for 5 so I don't think it's necessary to try and rig her to hit the field as soon as possible.
Tiamat, Queen of the ElementsWUBRG
Legendary Creature -- Elemental Dragon {MR}
Flying, protection from colorless
Whenever you cast a spell, put a +1/+1 counter on each creature you control that shares a color with that spell.
Multicolored spells you cast cost 1 less to cast for each +1/+1 counter on Tiamat, Queen of the Elements.
5/5
r/custommagic liked it so I thought I'd get some more feedback here.
This is probably easiest to illustrate using an example.
Blitz Wurm5R
Creature -- Wurm {U}
Aligned with green (This creature enters the battlefield with an alignment counter for each G used to pay its mana cost.)
Blitz Wurm has Trample as long as it has two or more alignment counters on it.
5/5
There's a lot of design space in here, as the counters could be used to do just about anything.
It's also not necessarily limited to creatures. Any non-land permanent could use alignment counters without too much trouble. It would be particularly interesting on colorless artifacts.
So, after reading the Umineko visual novel, I was thinking about what some of the characters might be like as MtG cards.
I liked my rendition of Bernkastel enough that I thought I might share it.
Bernkastel is the Witch of Miracles.
She has the power to make anything happen, no matter how unlikely, as long as the chance isn't zero.
She canonically is a "Voyager", which essentially means she has the power to journey across various fragments of Space-Time...
Which naturally labels her as a Planeswalker in MtG terms!
+2: Draw a card at the beginning of the next upkeep.
-X: Search your library for a card with converted mana cost x or less, reveal it, then shuffle your library and put that card on top of it.
-9: You may choose up to seven cards you own from outside the game, reveal them, and put them into your hand.
Image:
It's probably pretty obvious, but I designed the abilities to interact with the Miracle mechanic in AVR as much as possible.
I'm not 100% sure about the balance. It might be a bit strong, particularly the ultimate.
I basically built this deck to be filled with as many ridiculous game-changing effects as possible. The more chaotic I can make the board state, the better.
Other than that, I ramp up to my expensive spells, and use other things that let me play stuff for free, in particular other player's stuff.
I didn't really build this deck to win games, it's mostly for fun and to add some crazy into the game.
Here's the decklist I've built for online play so far:
I've built the majority of the actual deck, but I'm on a bit of a budget so my manabase isn't that amazing yet. I'll probably proxy with half-decent lands since I can't expect to afford the shocks or fetches at the moment.
CARDNAME enters the battlefield tapped.
:symtap:: Add to your mana pool.
Landfall -- Whenever a land enters the battlefield under your control, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add to your mana pool."
Hidden Strings can potentially throw up 4 triggers the turn you play it and we still have a ton of archetype support in Young Pyromancer and friends.
Even with just that one common that makes 1/1 Hasty tokens spoiled you can already imagine some not-quite-christmasland plays.
I suppose it depends on what other Heroic creatures we get but I like what we have even now.
Most of the evaluation was with constructed in mind. In limited there's two main points to consider:
1. A 7/5 is gigantic in limited. Even if your opponent does have a bunch of mana, they'll likely be flooded out and there's a very good chance that it's going to be bigger then anything they have anyways.
2. Removal is rarer in limited, and especially in this environment it's very hard to bust past 5 toughness. In anywhere constructed what will happen is that likely your opponent will get the mana advantage then kill it, but in limited the risk is much, much lower. If you untap with it, than you get the advantage back anyways, and you're more likely to have built around that advantage.
Or maybe copy it with that new Progenitor Mimic.
Then you realize your opponent can just force you to draw 9 billion cards and you lose to milling out. Awesome nonbo.
Later on, that player loses and all their stuff disappears from the battlefield.
Does Oblivion Ring "Leave the battlefield" and I get my creature back?
My guess is almost definitely not, but I thought I'd check and see if someone is more familiar with the rules on this.
Oh god, no. Then you could just remove counters to pay for his ability.
I'm kind of against this mostly because of her "Hyper-colored" theme.
Being able to cast her for fully colorless doesn't sit well with me. (Especially considering her protection).
Her effect is quite a bit more versatile and generally powerful than Animar's, and in the end they play a bit differently.
Plus she starts out a bit beefier at 5/5 for 5 so I don't think it's necessary to try and rig her to hit the field as soon as possible.
Legendary Creature -- Elemental Dragon {MR}
Flying, protection from colorless
Whenever you cast a spell, put a +1/+1 counter on each creature you control that shares a color with that spell.
Multicolored spells you cast cost 1 less to cast for each +1/+1 counter on Tiamat, Queen of the Elements.
5/5
r/custommagic liked it so I thought I'd get some more feedback here.
Blitz Wurm 5R
Creature -- Wurm {U}
Aligned with green (This creature enters the battlefield with an alignment counter for each G used to pay its mana cost.)
Blitz Wurm has Trample as long as it has two or more alignment counters on it.
5/5
There's a lot of design space in here, as the counters could be used to do just about anything.
It's also not necessarily limited to creatures. Any non-land permanent could use alignment counters without too much trouble. It would be particularly interesting on colorless artifacts.
What do you think?
Any ideas?
I liked my rendition of Bernkastel enough that I thought I might share it.
Bernkastel is the Witch of Miracles.
She has the power to make anything happen, no matter how unlikely, as long as the chance isn't zero.
She canonically is a "Voyager", which essentially means she has the power to journey across various fragments of Space-Time...
Which naturally labels her as a Planeswalker in MtG terms!
Bernkastel, Witch of Miracles 3WU
Planeswalker - Bernkastel Mythic Rare
Starting Loyalty - {3}
+2: Draw a card at the beginning of the next upkeep.
-X: Search your library for a card with converted mana cost x or less, reveal it, then shuffle your library and put that card on top of it.
-9: You may choose up to seven cards you own from outside the game, reveal them, and put them into your hand.
Image:
It's probably pretty obvious, but I designed the abilities to interact with the Miracle mechanic in AVR as much as possible.
I'm not 100% sure about the balance. It might be a bit strong, particularly the ultimate.
Thoughts?
Other than that, I ramp up to my expensive spells, and use other things that let me play stuff for free, in particular other player's stuff.
I didn't really build this deck to win games, it's mostly for fun and to add some crazy into the game.
Here's the decklist I've built for online play so far:
1 Maelstrom Wanderer
Ramp:
1 Gilded Lotus
1 Awakening Zone
1 Heartbeat of Spring
1 Mana Flare
1 Clear the Land
1 Collective Voyage
1 Explosive Vegetation
1 Hunting Wilds
1 Kodama's Reach
1 Ranger's Path
Artifacts:
1 Gate to the AEther
1 Knowledge Pool
1 Omen Machine
1 Teferi's Puzzle Box
1 Timesifter
Creatures:
1 Bloodbraid Elf
1 Braids, Conjurer Adept
1 Chancellor of the Spires
1 Charmbreaker Devils
1 Edric, Spymaster of Trest
1 Eternal Witness
1 Etherium-Horn Sorceror
1 Heartwood Storyteller
1 Intet, the Dreamer
1 Mindclaw Shaman
1 Riku of Two Reflections
1 Sphinx Ambassador
1 Confusion in the Ranks
1 Conjured Currency
1 Curse of Echoes
1 Eye of the Storm
1 Followed Footsteps
1 Forced Fruition
1 Grip of Chaos
1 Hive Mind
1 Impulsive Maneuvers
1 Lurking Predators
1 Mindmoil
1 Pandemonium
1 Psychic Battle
1 Psychic Posession
1 Risky Move
1 Shared Fate
1 Spellweaver Volute
1 Teferi's Realm
1 Tide of War
1 Wild Evocation
Instants and Sorceries:
1 Chaos Warp
1 Spelljack
1 Eternal Dominion
1 Mass Polymorph
1 Mind's Desire
1 Rite of Replication
1 Scrambleverse
1 Spelltwine
1 Stolen Goods
1 Telemin Performance
1 Thieve's Auction
1 Warp World
1 Breeding Pool
1 Cascade Bluffs
1 Command Tower
1 Evolving Wilds
1 Fire-lit Thicket
1 Flooded Grove
1 Gruul Turf
1 Izzet Boilerworks
1 Misty Rainforest
1 Scalding Tarn
1 Simic Growth Chamber
1 Steam Vents
1 Stomping Ground
1 Terramorphic Expanse
8 Forest
8 Island
9 Mountain
I've built the majority of the actual deck, but I'm on a bit of a budget so my manabase isn't that amazing yet. I'll probably proxy with half-decent lands since I can't expect to afford the shocks or fetches at the moment.
Any things I should take out/put in?
:symtap:: Add to your mana pool.
Landfall -- Whenever a land enters the battlefield under your control, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add to your mana pool."