How is Ishai/Kraum not listed as a thing. They both benefit from your opponent casting spells and neither one suggests a need for them to be successful. With a counter control strategy, and cards that negate the effect of spells in general they put your opponent into a trudgingly slow lock. Every time your opponent attempts one spell, Ishai is boosted, and if that spell is countered, well attempting another spell just draws you cards.
Curse of Mental Agony - 3BB
Enchantment - Aura
Enchant Player
At the beginning of each upkeep, enchanted player sacrifices a permanent.
Whenever a creature enchanted player controls dies, that player loses 1 life.
IIW: cards with increased deck allowance(like Relentless Rats)
I wouldn't mind seeing hat you had to say about the cards if you already have it typed up, no harm in more critique.
Sure, here you go:
Color Flavor: Does it fit the combination of colors and does it convey the "mindset" of the wedge?
Balance: Is it balanced, or is it too weak/strong?
Creativity: How new/useful/creative is it, and would it introduce fun interactions?
Ink-Treader
Explosive Launch2W
Instant (U)
Destroy target attacking or blocking creature. Explosive Launch deals damage equal to that creature’s toughness to that creature’s controller.
One moment you’re bracing for impact, the next moment you’re flying through the air... and bracing for impact.
IIW: Cards as bizarre as Divine Intervention, or creatures based on mythological creatures never seen before in Magic.
Color Flavor: Destroy a creature(black), do damage equal to TOUGHNESS(which I assume is kind of Red White?), It's also both removal and a fling depending on what's needed. Making sure it destroys an attacking or blocking creature also puts it's flavor a little bit back in white, and since white can destroy creatures in those states I'd say it's fair that the rest of the ability is either black OR red. 5/5
Balance: Powerful utility effect but at 4CC it's not the easiest to use. One can't help but remind themeselves that it does work as removal that can combo into some hefty damage if you have the right pieces though. I like this, as I gravitate to cards that are so multi-purpose that they take several rolls on. 4/5
Creativity: I like this card. It's all elements that have been on previous cards, but in a new way. I could see some interesting combos out of this, the old Kor into a defense beacon being the deck that would most want this, as you no longer have to reverse P/T to close a game: Just attack with a 1/23 creature and use this to blow up the creature and win. Nothing mind blowing, but serves a nice purpose overall 3/5
Dusk CharmBGW
Instant (Uncommon)
Chose one — Regenerate target permanent; or target opponent loses 3 life and you gain 3 life; or put a 2/2 black and green Insect creature with deathtouch onto the battlefield.
IIW:Cards based on New Capitalist Radio
Color Flavor: regenerate target permanent...feels green. I guess it could represent white, but it feels green. The next two abilities are definitely black and green. I don't really see a lot of white represented here. The protection even feels green. It's within the colors but I don't feel it represents it that well. Also, what's up with the name? I don't really see how "dusk" represents bgw, I would have liked some more flavor in that department. I think overall this isn't terrible in this category but it's not what I'd call a triumph. 3/5
Balance: A charm is only as good as it's different abilities, and for 3 mana all of these seem a little weak. I can stop something from dying, maybe. I can make my opponent lose life, but only what I payed, and i can produce a token creature. None of these hit me like Boros Charm, or Azorius Charm. I feel at best this card is too safe. I'd have made it "counter target spell or ability that targets a permanent you control" for the first ability, maybe allowed the second ability to hit creatures(because black totally does that anyway), and the token is probably fine, especially at instant speed. Overall, I'd question whether I'd put this particular piece in even my commander decks. It just doesn't do much for me. 3/5
Creativity: I love charms, I really do! I'm always excited when they get printed. The problem with designing charms is they can end up feeling like a bunch of tacked on abilities to a card. I see balance in your abilities from the perspective of "save something or do damage or kill something" but overall it feels a little weak as a 3 mana charm. Other 3 mana charms let me Kill Saprolings, or tuck a general on the high end, and then have utility on top of that. I don't see any connection amongst these abilities, and then I don't really see what I'm doing with this card normally. 2/5
Nornian CrusaderWR
Creature - Cleric Knight
Punisher (You may declare this attacking target tapped creature. When this creature deals combat damage to an opponent this turn, it fights that creature.) 2B: Nornian Crusader gains Deathtouch until end of turn.
2/3
IIW:Sad
Color Flavor: I like this! It feels like part of a cycle to be honestly, and there is nothing wrong with that. The color selection is well thought out, WR is very crusader-like in the color department, with black inking in to give deathtouch and suggest something more sinister. It also pays a bit of homage to the old school idea of an assassin. Nice all around. 5/5
Balance: Overall it's probably good here. One problem I see is no rarity, which makes it a little hard to judge. I will dock a point for that, but otherwise nice and powerful, and plenty of uses in both constructed, and in limited. 4/5
Creativity: I really like how this calls to the past. While it's calling to the past it's using a new ability that is pretty unique. 5/5
Desperate SeekerGUB
Creature - Human Wizard (U) 2, Put a -1/-1 counter on Desperate Seeker: Draw a card.
Whenever an opponent draws a card remove a -1/-1 counter from Desperate Seeker
2/3
IIW: Give flavor to mono-hybrid
Color Flavor: A good color combination for card draw, and it even fits into the black model by weakening itself to get more cards. 5/5
Balance: 2CC to draw a card, and it can be any color. No requirements on it lets you wait to the last minute to get some draw on it, but the ability kind of asks you to get it done so the counters will fall off. I like all the decisions this card is asking you to make, it's pretty nifty. I do question if this is too good for Uncommon. That is a lot of card draw after all. 4/5
Creativty:This is one of those "how was this not made already" situations for me. I like it. 5/5
Paxis CreeperBGW
Creature — Plant (U)
When Paxis Creeper enters the battlefield or dies, and at the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
2/2
Lifeseeker1BGW
Creature — Vampire Shaman (R)
Lifelink
Whenever you gain life or an opponent loses life, put a +1/+1 counter on Lifeseeker.
4/4
IIW: x
Color Flavor: I like these alot. I'm a huge fan of necra, and these both play off a big aspect of that wedge that just doesn't get played with that often. I really appreciate that. 5/5
Balance: I'm tempted to say Paxis Creeper is at least pushed. 3 mana for a 2/2 that you can almost guarantee 2 damage from seems pretty solid, and then it does incremental damage after that. Lifeseeker almost seemed more powerful than Ageless Entity but then it only gets 1 counter per life gained/lost. The lifelink might be pushing it though 4/5
Creativity: Life gain matters themes have been around for awhile, but it says something when you put them squarely in this color combination. I think it's very appropriate material for BGW, and usually we just get more recursion cards in that wedge. 5/5
RootstormGUB
Enchantment (R)
Cumulative upkeep - Put a land card from your hand into play tapped and you lose 1 life.
When Rootstorm is put into a graveyard from the battlefield, draw a card for each age counter on Rootstorm.
IIW: ccdd
Color Flavor: What does blue care about land? I mean they get the occasional land thing, but usually it's more hand advantage aspects of it, or at most fixing. The only connection to black is the life loss, and green can both draw cards and play extra lands. 3/5
Balance: This card seems very very good. I mean it's disadvantage is just asking you to be better at syphoning cards. This blows other mana accel out of the water. I especially think the card draw aspect is pushing it, I mean draw cards so that you can play them with all those lands you put out? It's not particularly slow, and it comes with minimal drawbacks. 2/5
Creativity: I like cumulative upkeeps with advantageous costs, they are interesting. This is more than pushed but it is creative. 5/5
Gustcloak Avenger1WBR
Creature — Avatar {R}
Deathtouch
Whenever Gustcloak Avenger becomes blocked, you may untap it and remove it from combat. If you do, you may have it deal 1 damage to target creature.
2/3
Pinioned Sphinx2URG
Creature — Sphinx {R}
Haste
Whenever Pinioned Sphinx deals combat damage to a player, each player exiles the top card of his or her library. Each player may cast the card he or she exiled this turn.
4/4
Tombstone Ooze2GUB
Creature — Ooze {R}
Tombstone Ooze enters the battlefield with a +1/+1 counter on it for each creature card on your graveyard.
1g, Exile a creature card from your graveyard: Draw a card.
1u, Remove a +1/+1 counter from Tombstone Ooze: Draw a card.
0/0
IIW: Your invitational card.
Color Flavor: I always liked gustcloaks, and avenger is definitely interesting. I wonder how often he ends up blocked, but there are plenty of interactions that could force that issue. Pinioned Sphinx is interesting, a little random for my tastes, and Jesela would suggest it's mostly a Grixis ability but I think it works in these colors. Tombstone Ooze is really cool, would love to play it with The Mimeoplasm. 4/5
Balance: None of these seem broken, they are squarely in safe mana territory. On some I think possibly too safe, but they all have function for what you want them to do. I'm sure they would see play, but they do feel pretty safe. 4/5
Creativity: 2 of these are reimaginings of cards that exist. The last is a neat card, but really just a card draw graveyard guy. Nothing wrong with these guys, they are pretty creative, but not the most creative thing I've ever seen. 4/5
Oros's WarmongerWBR
Creature - Human Soldier {U}
Creatures you control have frenzy 1.
3/4
IIW: A new mechanic for Born of the Gods.
Color Flavor: Pretty basic stuff, but all 3 colors care about pumping up creatures. Can't really fault you here. 4/5
Balance: 3 mana 4/4 basically, it also pumps your army. Maybe a little pushed, but I'll say it's alright since you have to play 3 colors to get it. 5/5
Creativity: Only place I'd fault you. It isn't the most exciting card really, it's just a general pumper that works for your army of dudes 3/5
Oraxi-Creed VicarWBR
Creature - Human Barbarian Cleric (R)
w, t: Exile target creature with toughness 2 or less.
b, t: Target creature gets -3/-3 until end of turn.
r, t: Oraxi-Creed Vicar deals 4 damage to target creature.
Each day the sands of Ahmasahra give rise to a new Creed, and each day the Oraxi Creed finds a new way to oust them from power.
2/2
IIW: Schizo Tech
Color Flavor: He takes people out, but depending on color he changes how. Each mode is in line. 4/5
Balance: 3 mana 2/2, once he's in play he can handle a lot of things, but not everything. Seems solid but not great. 4/5
Creativity: It's hard to make removal interesting, but I think this is pretty decent. 4/5
Cathartic RevelationWUR
Sorcery (U)
Each player draws two cards, then discards two cards at random, then gains life equal to the total converted mana cost of the cards he or she discarded this way.
IIW: Cool keywords to go on lands (or cool lands with existing keywords)
Color Flavor: It's another symbiosis of color effects, draw with blue, random discard for red, and lifegain because white. My only problem here is red could do the card draw all by itself. Almost feel like this should draw 1 more card or something. 4/5
Balance: I wouldn't just play this card, it would require specific decks or something. It doesn't really grant card advantage, and it doesn't really necessarily filter cards due to random discard. Lifegain is always something most people go "meh" over, and here it's not that impressive. Lot of potential for backfire with not enough reward IMHO. Not terrible, could see print, but eh. 3/5
Creativity: It's fine from the creative standpoint, is definitely in the right mindspace. 4/5
Show of Authority - 1WBR
Instant (R)
Signature (You may put this card into the command zone before playing. You may cast this card from the command zone for its signature cost.)
Target creature gets -3/-3 until end of turn. Other creatures can't attack or block this turn.
IIW: Cards that effect the next game.
Color Flavor: What is red in this effect. It feels like red is added just to be there, to limit it to this wedge. :/ 3/5
Balance: You can guarantee you have a removal spell in commander, which is nice. It's not a good removal spell, but it's card advantage until you use it. Signature is a cool idea, but I think I might pass this up anyway. It's biggest advantage is letting you play a 98 card deck in commander, and I guess less with more signature cards. They wouldn't be able to print a lot of signature cards as such. 3/5
Creativity: Cool new ability, and interesting way of interacting with the command zone. 4/5
Apex Predator1GUB
Creature — Horror [M]
Trample
Apex Predator enters the battlefield with X +1/+1 counters on it, where X is the greatest power among other creatures.
Whenever another creature with greater power enters the battlefield, remove all +1/+1 counters from Apex Predator, then put X +1/+1 counters on Apex Predator, where X is the first creature's power.
1/1
IIW: Survival of the what?
Color Flavor: How is there NOT a card with this name already. He's always the biggest guy period, kinda like that. Fits the colors well, especially flavorfully, mechanically it probably doesn't need blue at all. Blue does get +1/+1 counter play though 4/5
Balance: Trample is solid evasion, but there is no reason your opponent doesn't take this out. I don't think he breaks anything, he's fine at the cost. 5/5
Creativity: This is pretty nifty, although he just comes out to be a big timmy beater. Nothing wrong with that, but it is what it is. 3/5
Geist of the DrownlandsWBG
Enchantment Creature - Spirit {R}
Flying, Deathtouch, Linger (if this creature would die, it stops being a creature instead)
Creatures can't attack unless their controller controls no untapped lands.
Creatures can't block unless their controller controls no tapped lands.
3/3
IIW: opposite effects in the same color
Color Flavor: Interesting, feels old school on the white enchantment side. Not fully sure what on here is super black. 3/5
Balance: It's a flying deathtouch guy for 3 mana with a decent body who can be recurred with bounce. It's a little hard to recurr in it's set colors though. Most often I'd guess it would be reanimated, but you can't do that from play. It's ironic that it ends up almost being harder to recurr due to it's abilities. 4/5
Creativity: Linger is very cool, wouldn't be surprised if we get something like that in Theros block. Really like it 4/5
Charged BoltR
Instant (U)
Deal 2 damage to target creature or player. Draw a card if :U: was spent to cast Charged Bolt. Gain 3 life if :W: was spent to cast Charged Bolt. (Do both if wu was spent)
(Figure I might as well reward the awkward circumstance the spell costs 1 more mana )
Materialize Idle ThoughtsRUG
Sorcery (R)
Search target opponent's library for a land, a creature and a noncreature nonland card and reveal them. Unless that player chooses to exile all of the chosen cards and let you draw two cards, you may play one of chosen cards without paying its mana cost. Shuffle the remaining cards into their owner's library.
IIW: color-shifted
Color Flavor: Both feel in their respective colors, although they almost feel forced from some angles. Definitely not bad in that category though. 4/5
Balance: Top card nearly blows away Electorlize but is not as good as LiGHtninGHElix, kinda feel like maybe it should have only gained 2 life since that is still symmetrical. How would you play this card for both? I don't think there is much that would get both effects into play, although there are artifacts that make spells cost more :/. The second card is really 3 mana to draw 2 cards at sorcery speed. Often at the cost of 3 spells from your deck. There aren't many situations where it will be anything else. 3/5
Creativity: I don't feel either of these is super creative. I'm kinda meh on both. The top card is a selective RX bolt spell and the bottom one is conditional card draw. 2/5
Bloodking's CharmWRB
Instant
Choose two or less - Bloodking's Charm deals 2 damage to each non-soldier creature, put a 2/2 red vampire soldier creature token onto the battlefield for each creature that died this turn, or soldiers you control get +2/-1 and haste until end of turn.
IIW: Mill cards not in dimir.
Color Flavor: Templating is terrible. It looks like there are only 2 abilities on the card. Look at the commands, they add OR in to seperate choices. This is really just a black red card, only being soldiers really warrants the white, and it feels stretched. 2/5
Balance: This is quite a ridiculous "charm" and is significantly better than most pyroclasm variants. I really don't think charm should be used in the name since you get to pick multiple options. Maybe Bloodking's Command would have been more appropriate, or drop the pretense of being a charm altogether. 2/5
Creativity: Although overall it's probably too strong, the thought does count here. It is a versatile card that either opens a field, or gives you an alpha strike. Although there doesn't seem to be a good way to get all 3 without two copies of the card. I like modular cards like this because it creates game changing choices. For a modular card, though, it's still a bit obvious. 3/5
Slickskin AmphinGUB
Creature - Salamander Rogue (U)
Intimidate 2: Slickskin Amphin becomes the color or colors of your choice until end of turn.
4/2
Empathic Idealist2RWU
Creature - Elemental Wizard (R)
Flying
Whenever you cast an instant or sorcery spell, put an X/X red, white and blue Illusion creature token with haste onto the battlefield. Exile it at the beginning of the next end step.
3/5
IIW: Merfolk that are good for EDH
Color Flavor: I don't really see why slickskin needs to be all 3 colors, although I suppose it has a big bod(for green). I like how he gets to pick his color to try and get in. Empathic Idealist is okay, in most situations I'd rather play Young Pyromancer but it definitely has it's own uses, plus it's harder to deal with. I'm assuming X is the casting cost of the instant or sorcery? 4/5
Balance: Neither card seems overboard, but I'm not blown away by them either. They feel a bit like they'd fill a shoebox more than anything else. 3/5
Creativity: The first card kinda gets me, the second one is a little meh in my book. It's okay but we've had a few spells that KIND of do the same thing but with more leverage. It definitely has a niche though. 4/5
Blood Vessel1WBG
Creature - Spirit
Flying
As ~ enters the battlefield, you may pay any amount of life. ~ enters the battlefield with that much blood counters on it.
When paying life, you may instead remove half that many blood counters from ~, rounded up.
2/2
IIW: opposite effects in the same color
Color Flavor: "that many" not "that much". An alternative cost for life pay seems pretty cool, but I don't see how it fits any color but black. 2/5
Balance: Seems fair. Your paying 4 mana for a 2/2, you have to pay life right off the bat, and you only get to cut costs in half, and only as long as you have blood vessel. I'd argue too fair, he should at least be a bit bigger all things considered. 3/5
Creativity: This is untouched design space. It's very nice, I'm sure there is a Johnny somewhere who wants this to be real. 4/5
Doom Reclaimer1GUB
Creature — Human Shaman (R)
At the beginning of your upkeep, put the top X cards of your library into your graveyard, where X is the number of cards in your hand. Then return a card from your graveyard to your hand.
2/2
IIW: see also: empire of astarte
14 hours ago · Like
AKA "neutral mason team strongarms lynch of the hitman meant to keep them in check; there are no repercussions because the town cannot afford to lynch either of the masons and the scum team doesn't want to waste a kill on them because they can scumside"
Color Flavor: It's interesting, it's definitely something that could fit into these color schemes. U for the mill/card draw aspect, black for the graveyard matters, and G for graveyard card recovery. 4/5
Balance: I don't think this is broken, and I can definitely see where it would get play. It fits well in commander wedge, and I think it could find a place in the right constructed format. In limited it's card advantage and filtering as long as you keep it alive. 5/5
Creativity: I really appreciate the mindset of this card, and I think it finds a way to be useful in a unique form. I really like what it's doing. 5/5
Sorry about earlier, I have most of the judgings done, but had a headache and decided to lie down for a bit. That turned into a lot longer than I thought it would. Should I post what I have?
How did they convey that messed up video game he played?
He literally just plays it. It's pretty well done. SPOILERS!
The interactive mind game is there. The twist ending where his final test is actually the real war is there. He comes to the same conclusions, and the ending sets up "Speaker of the Dead". Peter and Valentine have pretty small rolls, and I feel Ender's development between an almost sociopathic commander, to a more human commander who depends on his support is not as in depth as the novel.
It's also only 2 hours, and despite what is lacking the main gerth of the story is there, and done fairly well. I think it's more for people who DIDN'T read the book though, and I honestly think overall that's fine, and will see a sequel if they do one.
Will start judging now, but don't worry, I will check before posting to get any last minute entries.
woohoo! A win. I will judge tomorrow in the afternoon before evening.
In RL just saw Ender's Game. I liked it, despite it not having the depth of the book.(But isn't that a given for a complex idea like that?) Still wonder how someone who could write this story could be such a hateful person in the real world.
Kelushi, Hornet Disciple - 1GGBB
Legendary Creature - Human Shaman
Whenever a non-token creature dies, put a 1/1 flying insect creature token onto the battlefield. BG, Sacrifice 4 Insects: Return Kelushi, Hornet Disciple from the graveyard to the battlefield.
4/4
Kremeli, the Infinite Mind - 3UB
Legendary Creature - Incarnation
Whenever Kremeli, the Infinite Mind leaves the battlefield, if you control no other cards named Kremeli, the Infinite Mind, then put a copy of Kremeli, the Infinite Mind into play under your control.
1/1
Enforced Peace - 3WB
Enchantment
Players can't lose life.
At the beginning of each player's upkeep, that player sacrifices a permanent. "The clapping shall continue for the next 5 hours. The first to stop shall be publicly executed." - Vem, Worldkeeper
Fireheart Colossus - 5WR
Creature - Giant Soldier
First Strike
Whenever Fireheart Colossus deals combat damage to a player, you gain 10 life. WR, : Fireheart Colossus deals 5 damage to you, and can block an additional creature this turn.
6/6
I don't like this "we must color this legend specifically for EDH purposes" thing.
It was colored, but not just for EDH. As stated, as an actual character him having an identity to his life force just makes sense. It made sense that originally the pieces of his armor wouldn't be colored(and they still aren't.)
I thought about only making him white, but red and blue seem to make sense to me as secondary colors because Kaldra was basically a legendary soldier artificer according to the "legend" of his existence.
Kaldra, Returned - 3RWU
Legendary Artifact Creature - Avatar
Augment 5(5: CARDNAME becomes an equipment artifact. Attach it to target creature you control. It becomes a creature again if it's not attached to a creature. Augment only as a sorcery.)
When Kaldra, Returned enters the battlefield or when it becomes an equipment artifact, search your library for an equipment card and put it onto the battlefield. attach it to Kaldra, Returned or to the equipped creature.
Equipped creature gets +4/+4.
4/4
Had the idea, and almost went colorless, but then I thought about how that would be a harder deck to build than even Karn. I mean, sure, he can track down Worldslayer or Argentum Armor, or even Elbrus, the Binding Blade, and maybe if their were a bunch of artifact augment creatures that could take advantage of it...I don't know though, if it's actually Kaldra and not just a trick from Memnarch seems like a color identity would make sense.
I'm sorry, I just hate it when someone butts into a conversation to let you know how wrong your conversing and how honestly you fail at everything ever and they are so awesome because they see the REAL world and they live in THAT WORLD AND OMG THEY ARE AMAZING!
I don't make an effort to put myself in the middle of such things, and I find it, at best, rude when others do. Purely dickish, which is ironic because my first thought is always that they are compensating for something.
I'm done with this though, let's just get back to what this thread is, a game on the internet that offers no substantial real life rewards. It is seriously stupid to fight over.
Seems pretty good to me.
Enchantment - Aura
Enchant Player
At the beginning of each upkeep, enchanted player sacrifices a permanent.
Whenever a creature enchanted player controls dies, that player loses 1 life.
IIW: cards with increased deck allowance(like Relentless Rats)
Sure, here you go:
Balance: Is it balanced, or is it too weak/strong?
Creativity: How new/useful/creative is it, and would it introduce fun interactions?
Ink-Treader
Instant (U)
Destroy target attacking or blocking creature. Explosive Launch deals damage equal to that creature’s toughness to that creature’s controller.
One moment you’re bracing for impact, the next moment you’re flying through the air... and bracing for impact.
IIW: Cards as bizarre as Divine Intervention, or creatures based on mythological creatures never seen before in Magic.
Balance: Powerful utility effect but at 4CC it's not the easiest to use. One can't help but remind themeselves that it does work as removal that can combo into some hefty damage if you have the right pieces though. I like this, as I gravitate to cards that are so multi-purpose that they take several rolls on. 4/5
Creativity: I like this card. It's all elements that have been on previous cards, but in a new way. I could see some interesting combos out of this, the old Kor into a defense beacon being the deck that would most want this, as you no longer have to reverse P/T to close a game: Just attack with a 1/23 creature and use this to blow up the creature and win. Nothing mind blowing, but serves a nice purpose overall 3/5
Final Verdict: 4/5 And how can this be?? For he is the Kwisatz Haderach! http://www.youtube.com/watch?v=B8-eiBqri0U
SelesnyaNewLife
Instant (Uncommon)
Chose one — Regenerate target permanent; or target opponent loses 3 life and you gain 3 life; or put a 2/2 black and green Insect creature with deathtouch onto the battlefield.
IIW:Cards based on New Capitalist Radio
Balance: A charm is only as good as it's different abilities, and for 3 mana all of these seem a little weak. I can stop something from dying, maybe. I can make my opponent lose life, but only what I payed, and i can produce a token creature. None of these hit me like Boros Charm, or Azorius Charm. I feel at best this card is too safe. I'd have made it "counter target spell or ability that targets a permanent you control" for the first ability, maybe allowed the second ability to hit creatures(because black totally does that anyway), and the token is probably fine, especially at instant speed. Overall, I'd question whether I'd put this particular piece in even my commander decks. It just doesn't do much for me. 3/5
Creativity: I love charms, I really do! I'm always excited when they get printed. The problem with designing charms is they can end up feeling like a bunch of tacked on abilities to a card. I see balance in your abilities from the perspective of "save something or do damage or kill something" but overall it feels a little weak as a 3 mana charm. Other 3 mana charms let me Kill Saprolings, or tuck a general on the high end, and then have utility on top of that. I don't see any connection amongst these abilities, and then I don't really see what I'm doing with this card normally. 2/5
Final Verdict: 3/5 You reached up to at least "Person man" http://www.youtube.com/watch?v=LsAiCs66l40
Lapson2:
Creature - Cleric Knight
Punisher (You may declare this attacking target tapped creature. When this creature deals combat damage to an opponent this turn, it fights that creature.)
2B: Nornian Crusader gains Deathtouch until end of turn.
2/3
IIW:Sad
Balance: Overall it's probably good here. One problem I see is no rarity, which makes it a little hard to judge. I will dock a point for that, but otherwise nice and powerful, and plenty of uses in both constructed, and in limited. 4/5
Creativity: I really like how this calls to the past. While it's calling to the past it's using a new ability that is pretty unique. 5/5
Final Verdict: 5/5 A Winner is You! http://www.youtube.com/watch?v=tNJM4Plnj6w
Cardz5000:
Creature - Human Wizard (U)
2, Put a -1/-1 counter on Desperate Seeker: Draw a card.
Whenever an opponent draws a card remove a -1/-1 counter from Desperate Seeker
2/3
IIW: Give flavor to mono-hybrid
Balance: 2CC to draw a card, and it can be any color. No requirements on it lets you wait to the last minute to get some draw on it, but the ability kind of asks you to get it done so the counters will fall off. I like all the decisions this card is asking you to make, it's pretty nifty. I do question if this is too good for Uncommon. That is a lot of card draw after all. 4/5
Creativty:This is one of those "how was this not made already" situations for me. I like it. 5/5
Final Verdict: 5/5 Flawless Victory. http://www.youtube.com/watch?v=b0vhGEGJC8g
Chemtrails:
Creature — Plant (U)
When Paxis Creeper enters the battlefield or dies, and at the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
2/2
Lifeseeker 1BGW
Creature — Vampire Shaman (R)
Lifelink
Whenever you gain life or an opponent loses life, put a +1/+1 counter on Lifeseeker.
4/4
IIW: x
Balance: I'm tempted to say Paxis Creeper is at least pushed. 3 mana for a 2/2 that you can almost guarantee 2 damage from seems pretty solid, and then it does incremental damage after that. Lifeseeker almost seemed more powerful than Ageless Entity but then it only gets 1 counter per life gained/lost. The lifelink might be pushing it though 4/5
Creativity: Life gain matters themes have been around for awhile, but it says something when you put them squarely in this color combination. I think it's very appropriate material for BGW, and usually we just get more recursion cards in that wedge. 5/5
Final Verdict: 5/5 He's a god now http://www.youtube.com/watch?v=NJvVEt6F_Xw
MagicBrains:
Enchantment (R)
Cumulative upkeep - Put a land card from your hand into play tapped and you lose 1 life.
When Rootstorm is put into a graveyard from the battlefield, draw a card for each age counter on Rootstorm.
IIW: ccdd
Balance: This card seems very very good. I mean it's disadvantage is just asking you to be better at syphoning cards. This blows other mana accel out of the water. I especially think the card draw aspect is pushing it, I mean draw cards so that you can play them with all those lands you put out? It's not particularly slow, and it comes with minimal drawbacks. 2/5
Creativity: I like cumulative upkeeps with advantageous costs, they are interesting. This is more than pushed but it is creative. 5/5
Final Verdict: 3/5 Just a Regular Everyday Normal Guy http://www.youtube.com/watch?v=5PsnxDQvQpw
Megiddo:
Creature — Avatar {R}
Deathtouch
Whenever Gustcloak Avenger becomes blocked, you may untap it and remove it from combat. If you do, you may have it deal 1 damage to target creature.
2/3
Pinioned Sphinx 2URG
Creature — Sphinx {R}
Haste
Whenever Pinioned Sphinx deals combat damage to a player, each player exiles the top card of his or her library. Each player may cast the card he or she exiled this turn.
4/4
Tombstone Ooze 2GUB
Creature — Ooze {R}
Tombstone Ooze enters the battlefield with a +1/+1 counter on it for each creature card on your graveyard.
1g, Exile a creature card from your graveyard: Draw a card.
1u, Remove a +1/+1 counter from Tombstone Ooze: Draw a card.
0/0
IIW: Your invitational card.
Balance: None of these seem broken, they are squarely in safe mana territory. On some I think possibly too safe, but they all have function for what you want them to do. I'm sure they would see play, but they do feel pretty safe. 4/5
Creativity: 2 of these are reimaginings of cards that exist. The last is a neat card, but really just a card draw graveyard guy. Nothing wrong with these guys, they are pretty creative, but not the most creative thing I've ever seen. 4/5
Final Verdict: 4/5 Your the best around http://www.youtube.com/watch?v=oomCIXGzsR0
Asian Invasion:
Creature - Human Soldier {U}
Creatures you control have frenzy 1.
3/4
IIW: A new mechanic for Born of the Gods.
Balance: 3 mana 4/4 basically, it also pumps your army. Maybe a little pushed, but I'll say it's alright since you have to play 3 colors to get it. 5/5
Creativity: Only place I'd fault you. It isn't the most exciting card really, it's just a general pumper that works for your army of dudes 3/5
Final Verdict: 4/5 With Honors! http://www.youtube.com/watch?v=PxYDjcqc-xU
TMCT:
Creature - Human Barbarian Cleric (R)
w, t: Exile target creature with toughness 2 or less.
b, t: Target creature gets -3/-3 until end of turn.
r, t: Oraxi-Creed Vicar deals 4 damage to target creature.
Each day the sands of Ahmasahra give rise to a new Creed, and each day the Oraxi Creed finds a new way to oust them from power.
2/2
IIW: Schizo Tech
Balance: 3 mana 2/2, once he's in play he can handle a lot of things, but not everything. Seems solid but not great. 4/5
Creativity: It's hard to make removal interesting, but I think this is pretty decent. 4/5
Final Verdict: 4/5 Momma said knock em out. http://www.youtube.com/watch?v=wKg5y7t2xVM
Cythare:
Sorcery (U)
Each player draws two cards, then discards two cards at random, then gains life equal to the total converted mana cost of the cards he or she discarded this way.
IIW: Cool keywords to go on lands (or cool lands with existing keywords)
Balance: I wouldn't just play this card, it would require specific decks or something. It doesn't really grant card advantage, and it doesn't really necessarily filter cards due to random discard. Lifegain is always something most people go "meh" over, and here it's not that impressive. Lot of potential for backfire with not enough reward IMHO. Not terrible, could see print, but eh. 3/5
Creativity: It's fine from the creative standpoint, is definitely in the right mindspace. 4/5
Final Verdict: 4/5 Excelsior! http://www.youtube.com/watch?v=HrRdbEi8GPI
Cardz5000:
Instant (R)
Signature (You may put this card into the command zone before playing. You may cast this card from the command zone for its signature cost.)
Target creature gets -3/-3 until end of turn. Other creatures can't attack or block this turn.
IIW: Cards that effect the next game.
Balance: You can guarantee you have a removal spell in commander, which is nice. It's not a good removal spell, but it's card advantage until you use it. Signature is a cool idea, but I think I might pass this up anyway. It's biggest advantage is letting you play a 98 card deck in commander, and I guess less with more signature cards. They wouldn't be able to print a lot of signature cards as such. 3/5
Creativity: Cool new ability, and interesting way of interacting with the command zone. 4/5
Final Verdict: 3/5 Pretty Everyday http://www.youtube.com/watch?v=ty31QY5ZGHo
Arbitrary Armor:
Creature — Horror [M]
Trample
Apex Predator enters the battlefield with X +1/+1 counters on it, where X is the greatest power among other creatures.
Whenever another creature with greater power enters the battlefield, remove all +1/+1 counters from Apex Predator, then put X +1/+1 counters on Apex Predator, where X is the first creature's power.
1/1
IIW: Survival of the what?
Balance: Trample is solid evasion, but there is no reason your opponent doesn't take this out. I don't think he breaks anything, he's fine at the cost. 5/5
Creativity: This is pretty nifty, although he just comes out to be a big timmy beater. Nothing wrong with that, but it is what it is. 3/5
Final Verdict: 4/5 Pumpin you up http://www.youtube.com/watch?v=HHZhw94C5vQ
AmShegar:
Enchantment Creature - Spirit {R}
Flying, Deathtouch, Linger (if this creature would die, it stops being a creature instead)
Creatures can't attack unless their controller controls no untapped lands.
Creatures can't block unless their controller controls no tapped lands.
3/3
IIW: opposite effects in the same color
Balance: It's a flying deathtouch guy for 3 mana with a decent body who can be recurred with bounce. It's a little hard to recurr in it's set colors though. Most often I'd guess it would be reanimated, but you can't do that from play. It's ironic that it ends up almost being harder to recurr due to it's abilities. 4/5
Creativity: Linger is very cool, wouldn't be surprised if we get something like that in Theros block. Really like it 4/5
Final Verdict: 4/5 Super! http://www.youtube.com/watch?v=r7DXNF8nwEg
Lumovanis:
Instant (U)
Deal 2 damage to target creature or player. Draw a card if :U: was spent to cast Charged Bolt. Gain 3 life if :W: was spent to cast Charged Bolt. (Do both if wu was spent)
(Figure I might as well reward the awkward circumstance the spell costs 1 more mana )
Materialize Idle Thoughts RUG
Sorcery (R)
Search target opponent's library for a land, a creature and a noncreature nonland card and reveal them. Unless that player chooses to exile all of the chosen cards and let you draw two cards, you may play one of chosen cards without paying its mana cost. Shuffle the remaining cards into their owner's library.
IIW: color-shifted
Balance: Top card nearly blows away Electorlize but is not as good as LiGHtninGHElix, kinda feel like maybe it should have only gained 2 life since that is still symmetrical. How would you play this card for both? I don't think there is much that would get both effects into play, although there are artifacts that make spells cost more :/. The second card is really 3 mana to draw 2 cards at sorcery speed. Often at the cost of 3 spells from your deck. There aren't many situations where it will be anything else. 3/5
Creativity: I don't feel either of these is super creative. I'm kinda meh on both. The top card is a selective RX bolt spell and the bottom one is conditional card draw. 2/5
Final Judgment: 3/5 Average http://www.youtube.com/watch?v=-1ZNjVZC2AM
Brofaux:
Instant
Choose two or less - Bloodking's Charm deals 2 damage to each non-soldier creature, put a 2/2 red vampire soldier creature token onto the battlefield for each creature that died this turn, or soldiers you control get +2/-1 and haste until end of turn.
IIW: Mill cards not in dimir.
Balance: This is quite a ridiculous "charm" and is significantly better than most pyroclasm variants. I really don't think charm should be used in the name since you get to pick multiple options. Maybe Bloodking's Command would have been more appropriate, or drop the pretense of being a charm altogether. 2/5
Creativity: Although overall it's probably too strong, the thought does count here. It is a versatile card that either opens a field, or gives you an alpha strike. Although there doesn't seem to be a good way to get all 3 without two copies of the card. I like modular cards like this because it creates game changing choices. For a modular card, though, it's still a bit obvious. 3/5
Final Verdict: 2/5 Beck has a song about it http://www.youtube.com/watch?v=YgSPaXgAdzE
Gerrard's Mom:
Slickskin Amphin GUB
Creature - Salamander Rogue (U)
Intimidate
2: Slickskin Amphin becomes the color or colors of your choice until end of turn.
4/2
Empathic Idealist 2RWU
Creature - Elemental Wizard (R)
Flying
Whenever you cast an instant or sorcery spell, put an X/X red, white and blue Illusion creature token with haste onto the battlefield. Exile it at the beginning of the next end step.
3/5
IIW: Merfolk that are good for EDH
Balance: Neither card seems overboard, but I'm not blown away by them either. They feel a bit like they'd fill a shoebox more than anything else. 3/5
Creativity: The first card kinda gets me, the second one is a little meh in my book. It's okay but we've had a few spells that KIND of do the same thing but with more leverage. It definitely has a niche though. 4/5
Final Verdict: 4/5 Solo IS the perfect soldier. http://www.youtube.com/watch?v=_XPRGTsN1C0
AmShegar:
Creature - Spirit
Flying
As ~ enters the battlefield, you may pay any amount of life. ~ enters the battlefield with that much blood counters on it.
When paying life, you may instead remove half that many blood counters from ~, rounded up.
2/2
IIW: opposite effects in the same color
Balance: Seems fair. Your paying 4 mana for a 2/2, you have to pay life right off the bat, and you only get to cut costs in half, and only as long as you have blood vessel. I'd argue too fair, he should at least be a bit bigger all things considered. 3/5
Creativity: This is untouched design space. It's very nice, I'm sure there is a Johnny somewhere who wants this to be real. 4/5
Final Verdict: 3/5 Slacker... http://www.youtube.com/watch?v=r9f9M6UAYb0
Prophylaxis:
Creature — Human Shaman (R)
At the beginning of your upkeep, put the top X cards of your library into your graveyard, where X is the number of cards in your hand. Then return a card from your graveyard to your hand.
2/2
IIW: see also: empire of astarte
14 hours ago · Like
AKA "neutral mason team strongarms lynch of the hitman meant to keep them in check; there are no repercussions because the town cannot afford to lynch either of the masons and the scum team doesn't want to waste a kill on them because they can scumside"
Balance: I don't think this is broken, and I can definitely see where it would get play. It fits well in commander wedge, and I think it could find a place in the right constructed format. In limited it's card advantage and filtering as long as you keep it alive. 5/5
Creativity: I really appreciate the mindset of this card, and I think it finds a way to be useful in a unique form. I really like what it's doing. 5/5
Final Verdict: 5/5 Champion http://www.youtube.com/watch?v=04854XqcfCY
Might make a card later, I'm feeling like crap right now. Think I might be sick.
He literally just plays it. It's pretty well done. SPOILERS!
It's also only 2 hours, and despite what is lacking the main gerth of the story is there, and done fairly well. I think it's more for people who DIDN'T read the book though, and I honestly think overall that's fine, and will see a sequel if they do one.
In RL just saw Ender's Game. I liked it, despite it not having the depth of the book.(But isn't that a given for a complex idea like that?) Still wonder how someone who could write this story could be such a hateful person in the real world.
Legendary Creature - Human Shaman
Whenever a non-token creature dies, put a 1/1 flying insect creature token onto the battlefield.
BG, Sacrifice 4 Insects: Return Kelushi, Hornet Disciple from the graveyard to the battlefield.
4/4
IIW: Non-legendary wedge cards.
Knotvine Promise - 3GG
Enchantment(U)
Whenever a creature dies, you may put a +1/+1 counter on a creature you control.
IIW: Non-legendary wedge cards.
Creature - Giant
Trample
This card is considered a 1/1 for spells and abilities at all times.
5/5
IIW:Non-legendary wedge cards.
Legendary Creature - Incarnation
Whenever Kremeli, the Infinite Mind leaves the battlefield, if you control no other cards named Kremeli, the Infinite Mind, then put a copy of Kremeli, the Infinite Mind into play under your control.
1/1
IIW: Non-legendary Wedge Cards.
Enchantment
Players can't lose life.
At the beginning of each player's upkeep, that player sacrifices a permanent.
"The clapping shall continue for the next 5 hours. The first to stop shall be publicly executed." - Vem, Worldkeeper
IIW: Non-legendary wedge cards.
Creature - Giant Soldier
First Strike
Whenever Fireheart Colossus deals combat damage to a player, you gain 10 life.
WR, : Fireheart Colossus deals 5 damage to you, and can block an additional creature this turn.
6/6
IIW: Non-legendary Wedge cards.
It was colored, but not just for EDH. As stated, as an actual character him having an identity to his life force just makes sense. It made sense that originally the pieces of his armor wouldn't be colored(and they still aren't.)
I thought about only making him white, but red and blue seem to make sense to me as secondary colors because Kaldra was basically a legendary soldier artificer according to the "legend" of his existence.
Legendary Artifact Creature - Avatar
Augment 5(5: CARDNAME becomes an equipment artifact. Attach it to target creature you control. It becomes a creature again if it's not attached to a creature. Augment only as a sorcery.)
When Kaldra, Returned enters the battlefield or when it becomes an equipment artifact, search your library for an equipment card and put it onto the battlefield. attach it to Kaldra, Returned or to the equipped creature.
Equipped creature gets +4/+4.
4/4
Had the idea, and almost went colorless, but then I thought about how that would be a harder deck to build than even Karn. I mean, sure, he can track down Worldslayer or Argentum Armor, or even Elbrus, the Binding Blade, and maybe if their were a bunch of artifact augment creatures that could take advantage of it...I don't know though, if it's actually Kaldra and not just a trick from Memnarch seems like a color identity would make sense.
IIW: Wedge support cards.
I'm sorry, I just hate it when someone butts into a conversation to let you know how wrong your conversing and how honestly you fail at everything ever and they are so awesome because they see the REAL world and they live in THAT WORLD AND OMG THEY ARE AMAZING!
I don't make an effort to put myself in the middle of such things, and I find it, at best, rude when others do. Purely dickish, which is ironic because my first thought is always that they are compensating for something.
I'm done with this though, let's just get back to what this thread is, a game on the internet that offers no substantial real life rewards. It is seriously stupid to fight over.