Reaper of the Unwanted4BB
Creature - Demon (M)
Flying
Whenever an opponent discards a creature card, you may put a token that is a copy of that creature onto the battlefield under your control. It gains haste. Exile that token at the beginning of your next end step.
5/5
Khassi Warrior1W
Creature - Human Soldier (C)
Khassi Warrior enters the battlefield tapped unless you control an island.
3/3
Setash BloodhoundRR
Creature - Hound (U)
Haste
At the beginning of your end step, if Setash Bloodhound did not attack, sacrifice it. The hounds of Gryptia must rely on the blood of their prey to survive the desert heat.
2/1
Spurned from BeyondUB
Instant (R)
As an additional cost to cast Spurned from Beyond, exile two instant or sorcery cards from your graveyard.
Counter target spell. Do you feel the sudden emptiness?"
- Dimir Apprentice
Gripping Raven4U
Creature - Bird (U)
Flying
Whenever Gripping Raven deals combat damage to a player, you may put target creature on top of it's owner's library.
2/2
Fiery Replication1RR
Instant (U)
Put a token that's a copy of target nonlegendary creature you control onto the battlefield, then exile the targeted creature.
Bucket0
Artifact - Equipment (C)
Equip 1
Equipped creature gets +0/+1
Sacrifice Bucket: Regenerate equipped creature. Activate this ability only if you control an Island.
“Gold won’t heal your wounds.”
— Gryptia proverb
If it weren't for the flavor here, I don't think this would resonate all that well as common in a set. I know resonance is more important in the core sets, but in this hypothetical, I'd still want to see some of the cards resonate. Even with the flavor, it's still a stretch. A weaker kite shield with a bonus, not sure how well it sits at common in regards to costing. The drawback is minimal in a colorless card like this.
2, T: Target attacking creature gets
-2/-0 until end of turn. Activate this
ability only if you control an island.
"The reed fields are often more of an
obstacle than the rivers they are grown
at." - Faresian scout report.
Common lands don't usually (ever? as far as I know) get something that targets another permanent, so that's a bit unusual, even with a check clause. I don't think it's too overpowering, just feels weird at commmon. The flavor fits nicely into things.
Oasis Hippo3G
Creature - Beast (C)
Oasis Hippo has +2/+2 and trample as long as you control an island.
3/3
Sooo this is basically in the enemy type cycle for Flinthoof... and those were uncommons. Actually, this is a bit stronger, as you get the keyword off the bat and +2/+2 instead of +1/+1 5/5 with trample for 4 is reeeally strong for a common, this is a card I'd love to see in any pack if I'm drafting/doing sealed. Like this could be back-breaking. The mechanical function and color pie and drawback clause all work well, but yeah. This card is strong.
Raheshi Sandwraith2R
Creature - Wraith (C)
Raheshi Sandwraith gets -1/-1 and has first strike as long as no opponent controls an Island.
4/2
That's one of the more interesting clauses I've seen. Definitely impressed with that. It's a better than average common, but not too strong. I really like this card.
Mirage Stalker2B
Creature - Hound Assassin (C)
Mirage Stalker has hexproof as long as you control an island.
2/2
Solid. Within the color pool. Not a broken common, either - definitely has value in limited play. I like it. Flavor of a hound assassin makes me a bit curious, but that's a minor point.
Shimmering Mirage
Land
Common
T: Add U to your mana pool 1: Target land is an island until end of turn
Still not sure about that ability in common on the land. I guess it sorta deals with an island being on the battlefield in some form? Seems like a bit of a stretch there.
GameWorldLeader
Giant is pretty good. Not like stupid levels of good. But good. Slots in nicely at mythic with everything it does (large body, reach and land destro) I personally don't hate land destruction so I'm OK with that facet. Quick Thinking is a really cool card and I love it. Mental Fatigue has been done before so that's kinda a damper.
Antny223
Fargir is really strong. Like, being able to come in and drop poison counters without any capability to be blocked... that's gonna be really hard to come against. As long as you can slow an opponent even moderately... this card just wins. Survival Instincts feels like a card that can help a bit but if it's doing you well... you're kinda boned already. Not a card I'd see myself slotting into decks really. Leyline needs type/rarity to really be evaluated properly, but as an enchantment (which is what it looks most like), it's a solid card if nothing else. It blocks Fargir, and it stops poision and mill but that's a small consolation that can be easily handled.
Vertain
Wildeye is really cool. Like damn I want to play this card. It's a perfect mythic with the explosiveness it comes out with. Careless Rummage is really tough at common because of entwine - that card gives me pause, imagine a new player getting their hands on that. It's also a bit strong for common probably, getting 4 cards and some really prime looting for 4 mana. Apparatus is a cool response. Not sure how much it would truly help against Oro or something similar, but it's still a unique response that could be fun, especially if you got it out early and could suddenly beef up certain X cards without having to spend a ton of mana.
Am Shegar
Horde is cool, fits nicely in at uncommon and could make for some fun boards. Also, the Horde mechanic looks fun. Ancestors has a weird convoke-like thing to it. It's also worded & templated a bit strangely ("that much" instead of "that many", and the line break probably shouldn't be there). Even for a rare, Plague feels like it can be a damn strong card.
Ink-Treader
Fang is a fun card, Gasp is a really great mechanic. I love this one. Inspiration could be really strong in a number of situations, except when you're in a deadlock. Baneful Telamon is a nice little situational card, but I'm not sure how much I'd want to see it. As an uncommon it feels slightly underwhelming.
GG Crono
Rupture is... damn. I like it. I do. But that's some cheap damn removal, even if it takes some time. Peer looks like a solid card. Not too powerful, but definitely a card that fits a certain mold. Mending is a very small bit underwhelming for a mythic. But it's still a really good card and could do some signficant swining of the game. I also love the progression of the flavor and the connection there. A+ on that point.
RaikouRider
Dreadmaster is a powerful card, but a clever little design. Nothing super revolutionary but still unique and probably really fun. Inquire is a cute little cantrip, if maybe a bit strong. Semi-specific draw like that can be strong, and then knowing that much about your deck can also be a boon. Throw in the card draw and it's a recipe for a strong card. Probably fine as a rare, but as an uncommon it's kinda rough. Warden is a fairly ok card. It's a spirit, so it probably needed extra mana and flying - I find it hard to justify having a spirit without flying. Transcend is a nice ability, if a bit clunky.
(For completeness' sake/those wondering - my creature the other day was supposed to be a 3/3.)
Savage Overlord2BB
Creature - Demon (U)
Haste, Flying
At the beginning of your end step, if Savage Overlord attacked this turn, sacrifice another nontoken creature. If you can't, you lose 2 life. It takes a special kind of sadist to run the Zenathese slave-mills.
4/4
Phyrexian Fleshbinder5
Artifact Creature - Nightmare (U)
Non-artifact creatures cannot attack, block or use activated abilities. "The most paralyzing of sights was when the Phyrexians brought our nightmares in mechanical form."
- Mirran exile
Maybe I'll remember to edit the card into this post instead of making a new one this round. >_>
Reaper of the Unwanted 4BB
Creature - Demon (M)
Flying
Whenever an opponent discards a creature card, you may put a token that is a copy of that creature onto the battlefield under your control. It gains haste. Exile that token at the beginning of your next end step.
5/5
Setash Bloodhound RR
Creature - Hound (U)
Haste
At the beginning of your end step, if Setash Bloodhound did not attack, sacrifice it.
The hounds of Gryptia must rely on the blood of their prey to survive the desert heat.
2/1
Spurned from Beyond UB
Instant (R)
As an additional cost to cast Spurned from Beyond, exile two instant or sorcery cards from your graveyard.
Counter target spell.
Do you feel the sudden emptiness?"
- Dimir Apprentice
Gripping Raven 4U
Creature - Bird (U)
Flying
Whenever Gripping Raven deals combat damage to a player, you may put target creature on top of it's owner's library.
2/2
Fiery Replication 1RR
Instant (U)
Put a token that's a copy of target nonlegendary creature you control onto the battlefield, then exile the targeted creature.
If it weren't for the flavor here, I don't think this would resonate all that well as common in a set. I know resonance is more important in the core sets, but in this hypothetical, I'd still want to see some of the cards resonate. Even with the flavor, it's still a stretch. A weaker kite shield with a bonus, not sure how well it sits at common in regards to costing. The drawback is minimal in a colorless card like this.
Vertain
Common lands don't usually (ever? as far as I know) get something that targets another permanent, so that's a bit unusual, even with a check clause. I don't think it's too overpowering, just feels weird at commmon. The flavor fits nicely into things.
WantonWizard
Sooo this is basically in the enemy type cycle for Flinthoof... and those were uncommons. Actually, this is a bit stronger, as you get the keyword off the bat and +2/+2 instead of +1/+1 5/5 with trample for 4 is reeeally strong for a common, this is a card I'd love to see in any pack if I'm drafting/doing sealed. Like this could be back-breaking. The mechanical function and color pie and drawback clause all work well, but yeah. This card is strong.
Cythare
That's one of the more interesting clauses I've seen. Definitely impressed with that. It's a better than average common, but not too strong. I really like this card.
Egak
Solid. Within the color pool. Not a broken common, either - definitely has value in limited play. I like it. Flavor of a hound assassin makes me a bit curious, but that's a minor point.
Wearth
Still not sure about that ability in common on the land. I guess it sorta deals with an island being on the battlefield in some form? Seems like a bit of a stretch there.
1. Cythare
2. Egak
3. REALLY_LONG_NAME
GameWorldLeader
Giant is pretty good. Not like stupid levels of good. But good. Slots in nicely at mythic with everything it does (large body, reach and land destro) I personally don't hate land destruction so I'm OK with that facet. Quick Thinking is a really cool card and I love it. Mental Fatigue has been done before so that's kinda a damper.
Antny223
Fargir is really strong. Like, being able to come in and drop poison counters without any capability to be blocked... that's gonna be really hard to come against. As long as you can slow an opponent even moderately... this card just wins. Survival Instincts feels like a card that can help a bit but if it's doing you well... you're kinda boned already. Not a card I'd see myself slotting into decks really. Leyline needs type/rarity to really be evaluated properly, but as an enchantment (which is what it looks most like), it's a solid card if nothing else. It blocks Fargir, and it stops poision and mill but that's a small consolation that can be easily handled.
Vertain
Wildeye is really cool. Like damn I want to play this card. It's a perfect mythic with the explosiveness it comes out with. Careless Rummage is really tough at common because of entwine - that card gives me pause, imagine a new player getting their hands on that. It's also a bit strong for common probably, getting 4 cards and some really prime looting for 4 mana. Apparatus is a cool response. Not sure how much it would truly help against Oro or something similar, but it's still a unique response that could be fun, especially if you got it out early and could suddenly beef up certain X cards without having to spend a ton of mana.
Am Shegar
Horde is cool, fits nicely in at uncommon and could make for some fun boards. Also, the Horde mechanic looks fun. Ancestors has a weird convoke-like thing to it. It's also worded & templated a bit strangely ("that much" instead of "that many", and the line break probably shouldn't be there). Even for a rare, Plague feels like it can be a damn strong card.
Ink-Treader
Fang is a fun card, Gasp is a really great mechanic. I love this one. Inspiration could be really strong in a number of situations, except when you're in a deadlock. Baneful Telamon is a nice little situational card, but I'm not sure how much I'd want to see it. As an uncommon it feels slightly underwhelming.
GG Crono
Rupture is... damn. I like it. I do. But that's some cheap damn removal, even if it takes some time. Peer looks like a solid card. Not too powerful, but definitely a card that fits a certain mold. Mending is a very small bit underwhelming for a mythic. But it's still a really good card and could do some signficant swining of the game. I also love the progression of the flavor and the connection there. A+ on that point.
RaikouRider
Dreadmaster is a powerful card, but a clever little design. Nothing super revolutionary but still unique and probably really fun. Inquire is a cute little cantrip, if maybe a bit strong. Semi-specific draw like that can be strong, and then knowing that much about your deck can also be a boon. Throw in the card draw and it's a recipe for a strong card. Probably fine as a rare, but as an uncommon it's kinda rough. Warden is a fairly ok card. It's a spirit, so it probably needed extra mana and flying - I find it hard to justify having a spirit without flying. Transcend is a nice ability, if a bit clunky.
1. GG Crono
2. Ink-Treader
3. Vertain
Persistent Wretch BR
Creature - Mutant (U)
Unleashed, Undying
"The damn thing just won't go away!"
2/1
Curse of the Drained 4B
Enchantment - Aura Curse (R)
Enchant player.
Basic lands enchanted player controls may only produce colorless mana.
(For completeness' sake/those wondering - my creature the other day was supposed to be a 3/3.)
Savage Overlord 2BB
Creature - Demon (U)
Haste, Flying
At the beginning of your end step, if Savage Overlord attacked this turn, sacrifice another nontoken creature. If you can't, you lose 2 life.
It takes a special kind of sadist to run the Zenathese slave-mills.
4/4
Disorientation 2W
Instant (U)
Put X -1/-1 counters on target creature, where X is the number of spells cast during the last turn.
Phyrexian Fleshbinder 5
Artifact Creature - Nightmare (U)
Non-artifact creatures cannot attack, block or use activated abilities.
"The most paralyzing of sights was when the Phyrexians brought our nightmares in mechanical form."
- Mirran exile
Creature - Human Soldier (C)
Khassi Warrior enters the battlefield tapped unless you control an island.
3/3