Sapphire Drake4U
Creature - Drake Wizard {U}
Flying
When ~ enters the battlefield or deals combat damage to a player, draw a card.
4/4
Ruby Drake4R
Creature - Drake Shaman {U}
Flying
When ~ enters the battlefield or deals combat damage to a player, ~ deals 2 damage to target creature or player.
4/4
Emerald Drake4G
Creature - Drake Druid {U}
Flying
When ~ enters the battlefield or deals combat damage to a player, search your library for a land card and put it onto the battlefield.
4/4
Onyx Drake4B
Creature - Drake Spirit {U}
Flying
When enters the battlefield or deals combat damage to a player, return a creature card from your graveyard to your hand.
4/4
Pearl Drake4W
Creature - Drake Cleric {U}
Flying
When enters the battlefield or deals combat damage to a player, exile target non-land permanent with converted mana cost 3 or less from the battlefield until ~ leaves the battlefield.
4/4
I guess the take away here is, if you want the color pie to be different, find a different angle to approach whats already there.
Dune is a great story. I like the idea of colorless as "purple." Also, I'm very big into sacred geometry, meditation, spirituality, philosophy, metaphysics.. so thats definitely a great direction to take in my opinion. Its kind of the all and none duality color.
Well, what other colors can we find the elements of white and black in?
The nature of black is Selfish Power, and I think it can be argued a mage of any color can harbor selfish powers.
The purple mage may become a cult leader or guru, or he can lead people to the light.
The red mage can sow destruction, but he can also inspire emotion and love or sculpt mountains with lighting.
The green mage may seek to overgrow civilization, or seek to feed it.
The blue mage may become a mad scientist and pump elixer through the viens of the dead, or find the cure for cancer.
The yellow mage may seek joy and lavishness and gold riches beyond his wildest dreams, or use his energy to put a jolt of life and wealth into the world.
The orange mage may become a cautious evil tryant, or a driven leader that has the courage to bring his squad to victory.
Earth Wurm1GG
Creature - Wurm {R}
Trample
While you're searching your library, you may cast ~ from your library.
3/3
Tome Fiend1B
Creature - Shade
While you're searching your library, you may cast ~ from your library.
When ~ dies, you may put it onto the bottom of your library.
2/1
Aven Aermancer2U
Creature - Bird Wizard
Flying
When ~ enters the battlefield, put a cyclone counter on target creature. (Permanents with cyclone counters on them can’t attack, block or activate abilities. That creature’s controller may pay that permanents’s mana cost during his/her turn to remove a cyclone counter from that permanent. If a cyclone counter is placed on a token, destroy the token.)
2/1
Tempest1U
Instant
Put a cyclone counter on target creature you don't control.
Overload 4UU
Beacon Angel3WW
Creature - Angel
Flying
Creatures you own gain bestow with a cost equal to their mana cost plus 2. (When ~ leaves the battlefield, unattach any creatures that lose bestow.)
4/4
Because I'm not satisfied with the number of cards I consider fun for cubing and haven't gotten old and stale. Trying to craft an unpowered but powerful environment with cube designed cards has been alot of fun, and practical because I'm actually designing them to play with them.
I would not be surprised to see something more like this:
Explosive GrowthRG
Sorcery
Destroy target land.
You and the destroyed land's controller search their library for a basic land card and put it into play tapped. Each player shuffles his/her library.
Whirlwind Drake2U Creature - Elemental Drake
Flying
When ~ enters the battlefield, target creature an opponent controls can’t attack, block or activate abilities until it’s controller pays it’s mana cost.
Evoke U
2/1
Justice1WW Enchantment Creature - Incarnation Knight
First Strike
When ~ enters the battlefield, target creature an opponent controls can’t attack, block or activate abilities until ~ leaves the battlefield.
2/2
Armored Priest1W Creature - Human Cleric Soldier
Vigilance
When ~ enters the battlefield, detain target creature.
1/3
Waveshaper1U Creature - Merfolk Wizard T, U, Discard a card: Target creature an opponent controls can’t attack, block or activate abilities until it’s controller pays it’s mana cost or draw a card.
2/1
Rogue Sprite1U Creature - Faerie Rogue
Flying, Flash
When ~ enters the battlefield, untap a permanent you control.
2/1
Levitation Mage1U Creature - Aven Wizard
Soulbond
~ and the soulbonded creature have flying and +1/+1. If the Soulbonded creature already had flying, it becomes unblockable instead.
1/1
SchemeU Instant
Draw 2 cards, and put one card from your hand onto the top or bottom of your library or into your graveyard.
Sapphire CharmU Instant
Choose one -- Draw a card; put a 1/1 blue and black faerie rogue token with flying into play; return target creature to it’s owner’s hand.
Then, Scry 1.
The concept behind these is that a monoblack mage doesn't suffer life loss if he dedicates himself to black, especially lategame where it can hurt the most.
Creature - Drake Wizard {U}
Flying
When ~ enters the battlefield or deals combat damage to a player, draw a card.
4/4
Ruby Drake 4R
Creature - Drake Shaman {U}
Flying
When ~ enters the battlefield or deals combat damage to a player, ~ deals 2 damage to target creature or player.
4/4
Emerald Drake 4G
Creature - Drake Druid {U}
Flying
When ~ enters the battlefield or deals combat damage to a player, search your library for a land card and put it onto the battlefield.
4/4
Onyx Drake 4B
Creature - Drake Spirit {U}
Flying
When enters the battlefield or deals combat damage to a player, return a creature card from your graveyard to your hand.
4/4
Pearl Drake 4W
Creature - Drake Cleric {U}
Flying
When enters the battlefield or deals combat damage to a player, exile target non-land permanent with converted mana cost 3 or less from the battlefield until ~ leaves the battlefield.
4/4
I guess the take away here is, if you want the color pie to be different, find a different angle to approach whats already there.
Dune is a great story. I like the idea of colorless as "purple." Also, I'm very big into sacred geometry, meditation, spirituality, philosophy, metaphysics.. so thats definitely a great direction to take in my opinion. Its kind of the all and none duality color.
The nature of black is Selfish Power, and I think it can be argued a mage of any color can harbor selfish powers.
The purple mage may become a cult leader or guru, or he can lead people to the light.
The red mage can sow destruction, but he can also inspire emotion and love or sculpt mountains with lighting.
The green mage may seek to overgrow civilization, or seek to feed it.
The blue mage may become a mad scientist and pump elixer through the viens of the dead, or find the cure for cancer.
The yellow mage may seek joy and lavishness and gold riches beyond his wildest dreams, or use his energy to put a jolt of life and wealth into the world.
The orange mage may become a cautious evil tryant, or a driven leader that has the courage to bring his squad to victory.
Orange is endurance, determination, encouragement.
Yellow is joy, clarity, light, and energy.
Green is harmony, nature, instinct, and fertility.
Blue is the Heavens, the sea, the sky, Science and truth.
Purple is the abstract, spiritual realm, wisdom, mystery, and aether.
White and Black are gone, but order and anarchy can be found within each color if you look for them.
Creature - Wurm {R}
Trample
While you're searching your library, you may cast ~ from your library.
3/3
Tome Fiend 1B
Creature - Shade
While you're searching your library, you may cast ~ from your library.
When ~ dies, you may put it onto the bottom of your library.
2/1
Creature - Bird Wizard
Flying
When ~ enters the battlefield, put a cyclone counter on target creature. (Permanents with cyclone counters on them can’t attack, block or activate abilities. That creature’s controller may pay that permanents’s mana cost during his/her turn to remove a cyclone counter from that permanent. If a cyclone counter is placed on a token, destroy the token.)
2/1
Tempest 1U
Instant
Put a cyclone counter on target creature you don't control.
Overload 4UU
You attach a creature you control for 2 extra and it gets all the abilities of the said card.
Creature - Angel
Flying
Creatures you own gain bestow with a cost equal to their mana cost plus 2. (When ~ leaves the battlefield, unattach any creatures that lose bestow.)
4/4
Explosive Growth RG
Sorcery
Destroy target land.
You and the destroyed land's controller search their library for a basic land card and put it into play tapped. Each player shuffles his/her library.
Creature - Elemental Drake
Flying
When ~ enters the battlefield, target creature an opponent controls can’t attack, block or activate abilities until it’s controller pays it’s mana cost.
Evoke U
2/1
Justice 1WW
Enchantment Creature - Incarnation Knight
First Strike
When ~ enters the battlefield, target creature an opponent controls can’t attack, block or activate abilities until ~ leaves the battlefield.
2/2
Armored Priest 1W
Creature - Human Cleric Soldier
Vigilance
When ~ enters the battlefield, detain target creature.
1/3
Waveshaper 1U
Creature - Merfolk Wizard
T, U, Discard a card: Target creature an opponent controls can’t attack, block or activate abilities until it’s controller pays it’s mana cost or draw a card.
2/1
Rogue Sprite 1U
Creature - Faerie Rogue
Flying, Flash
When ~ enters the battlefield, untap a permanent you control.
2/1
Levitation Mage 1U
Creature - Aven Wizard
Soulbond
~ and the soulbonded creature have flying and +1/+1. If the Soulbonded creature already had flying, it becomes unblockable instead.
1/1
Scheme U
Instant
Draw 2 cards, and put one card from your hand onto the top or bottom of your library or into your graveyard.
Sapphire Charm U
Instant
Choose one -- Draw a card; put a 1/1 blue and black faerie rogue token with flying into play; return target creature to it’s owner’s hand.
Then, Scry 1.
Would it be too much to give it haste so you can cast it on turn 7+ and get some immediate spell impact out of it?
Instant
Put two -1/-1 counters on target creature.
Thoughtseize
Sorcery
Target player reveals his or her hand. You choose a nonland card from it. That player discards that card.
Dross Ripper
Artifact Creature - Myr Rogue
2/2
Dark Whispers
Sorcery
Draw two cards.
Bloodgift
Sorcery
Return target creature from the graveyard to the battlefield with two +1/+1 counters on it.
Dread Hymn
Sorcery
Target player discards two cards.