Borrowed Time 2U
Sorcery
Draw a card.
You take two additional upkeeps after your next turn's upkeep.
Hide and Go Seek 3UU
Sorcery
Choose two target creatures. Put one on top of its owner's library and the other on the bottom of it's owner's library.
Widdershins Mage 1U
Creature - Human Wizard
Abilities of permanents you control that trigger during your upkeep or end step trigger at both your upkeep and end step.
2/1
Falling Sky 2UU
Sorcery
Tap all creatures without flying. They don't untap during their controllers' next untap step. Then, tap all creatures with flying.
Manufactured Friend 3U
Sorcery
Shuffle your library, then reveal the top card of your library until you reveal a creature card or until you reveal 10 cards. If you reveal a creature card in this way, put it onto the battlefield. It becomes an Illusion in addition to its creature types and has, "When this creature becomes the target of a spell or ability, put it on the bottom of its owner's library." Put the rest on the bottom of your library in any order. Making friends is easy once you figure out where the spleen goes.
Fantasy Feud 2U
Instant
Two target creatures fight. If either of those creatures would die this turn, instead return it to its owner's hand.
Big Fish 3U
Creature - Fish
If Big Fish is a copy, it gets +5/+5 and attacks each turn if able. It's an Illusion in addition to its creature types. I swear! It was bigger than Big Johl... no, bigger than Big Johl's house. Remember Big Johl's house? How it got all et? Yup, that was my fish!
3/3
Unremember U
Sorcery
Exile three cards at random from your hand. If you do, draw three cards.
When Unremember is exiled at random from your hand, discard your hand at the beginning of the next end step. If only you could remember what you are trying to unremember. Better try again just to be sure.
Seawater Scout 1UU
Creature - Merfolk Rogue
Prevent all damage that Seawater Scout would deal to players.
If Seawater Scout attacks and isn't blocked, blocked creatures you control become unblocked.
2/2
Burrowed Time - This seems pretty great but I'd argue just one extra upkeep should be worth of it enough, no need for the extra complexity of two upkeeps. I know it breaks the symmetry but players are used to "draw 2, do something else" effects.
Hide and Seek - Great design, thoroughly undercosted. You are looking at creature destruction in blue AND an extra Time Ebb on top of it. Think 5UU. It would get so played in limited.
Widdershins Mage - Not a huge fan of this kind of effects.
Falling Skies - Cast this after attacking with your fliers and it has no real drawback.
Manufactured Friend - I know it doesn't seem right for the creature to die if it was never "real", but tradition says Illusions are sacrificed after being targeted, not tucked. "But, Fumar," the ladies say, "tucking it allows for it to be searched again!" Might be, but decks shouldn't function with one recycled creature over and over. If you pay 3U to cast one of the four Bogardan Hellkites in your deck, and your opponent takes the trouble of killing it, then it should stay killed and you lost two important resources - the spell and the creature. Losing just the spell from your deck seems too lenient.
Also, I love this card to bits.
Fantasy Feud - Is cute. I toyed with the concept before (a Prodigal Sorcerer that instead of killing creatures bounced them, and targeting players made it almost like it was unblockable), I approve.
Big Fish - Lulz. I don't know if the copy needs to attack each turn, but I do know it needs trample.
Unremember - The second clause is mehhhhh. Not really feeling this card. If it's not filling your graveyard, what's the point?
Seawater Scout - Seems like going through a lot of hoops to make what amounts to a red/green card that "must be blocked".
It's nice to still see you here, Pharmalade! I never liked designing blue, either, for some reason I always got stuck in the same tropes. These are very clever cards though, I like Borrowed Time and Manufactured Friend, and I agree with the prior poster that the creature should be sacrificed for consistency's sake.
Would it at all be possible for me to put some of these card ideas in the block I'm making? If by some beneficence of $DEITY you let me, I'll make sure to credit you as part of the design team
Private Mod Note
():
Rollback Post to RevisionRollBack
Worldbuilding project of mine
Safir Alliance | Hoennverse
Borrowed Time :2mana::symu:
Sorcery
Draw a card.
You take two additional upkeeps after your next turn's upkeep.
I dislike this kind of "sorcery" as it will be annoying to remember.
Sure you wont forget it, but opponents will more likely.
The effect is potentially very strong if it means 2 more cards from dark Confidant for example (and some more interactions to be worth it).
Quick fix with Enchantments in mind:
Borrowed Time :2mana::symu:
Enchantment
When ~ enters the battlefield draw a card.
At the beginning of your first upkeep, sacrifice ~. If you do, you gain another two upkeeps after it.
This way it will be its own "reminder" so it wont be forgotten.
To spice it up, we could also make it target a player.
Borrowed Time :2mana::symu:
Enchantment
When ~ enters the battlefield draw a card.
At the beginning of each players first upkeep, you may sacrifice ~. If you do, that player gains another two upkeeps after it.
Might be great if you want to "hit" an opponents Dark Confidant with this as a "surprise" , or use your Smoke Stack against them (could see this be a real deal). As its may to sacrifice you can just keep it around for some time to use it later on.
With suspend it kinda works good and it also works against drawback stuff like Vanishing/Fading, in EDH i can see tons of decks that might kill for this (just see a Primordial hydra and then use this, maybe even with Doubling Season, oh so great); a flexibility that might be well worth the change.
I always feel kinda amoral designing good blue cards.
It's usually pretty easy for me to fit my innovative or interesting designs in blue, but lets face it, blue doesn't need any more good cards, and it's scope doesn't need expanding. The other colours could use some boundary pushing especially in the area of low commitment strategies and threats, and internal consistency.
So what I like to do, is when I think of an obvious blue idea, I like to think of how another colour could flavourfully benefit from it without messing with the colour pie too much.
Thanks for the props and advice, guys. Here's a few more to tag on.
Sheep Overlord 3U
Creature - Sheep Shapeshifter Wizard 1U,T, Sacrifice Sheep Overlord: All creatures become 0/1 green Sheep and lose all abilities until end of turn.
2/2
Mysterious Bottle 1
Artifact ,T, Sacrifice Mysterious Bottle: Draw a card. ,T: You gain 3 life.
Bottle Opener UU
Instant
Put a 5/5 blue Djinn creature token with flying and, "At the beginning of your upkeep, sacrifice this creature unless you control a permanent named Mysterious Bottle." onto the battlefield.
Powdered Will 3UU
Instant
Counter target spell.
If you cast Powdered Will from your hand, exile Powdered Will. For as long as it's exiled in this way, you may cast it by paying 3 life and exiling a blue card from your hand rather that paying its mana cost. At the beginning of your next upkeep, put Powdered Will into your graveyard.
Figment of Fear 3UU
Creature - Horror Illusion
Intimidate
When Figment of Fear enters the battlefield, tap all nonblue, nonartifact creatures.
When Figment of Fear becomes the target of a spell or ability, sacrifice it and untap all nonblue, nonartifact creatures.
5/5
Tomorrow's Yesterday 2UU
Sorcery
Tap all permanents you control.
At the beginning of your next upkeep, take an additional turn after that turn.
Thoughtfilters 6U
Sorcery
Search your library for seven cards that all share a type and exile them, then shuffle your library. If you do, draw seven cards. You have no maximum hand size this turn.
Illusionary Fire 1U
Instant
Illusionary Fire deals 3 damage to target creature or player. If a creature dealt damage in this way this turn would die this turn, return it to its owner's hand instead.
When a player is dealt damage in this way, that player gains 3 life at the beginning of the next end step.
Borrowed Time :2mana::symu:
Enchantment
When ~ enters the battlefield draw a card.
At the beginning of each players first upkeep, you may sacrifice ~. If you do, that player gains another two upkeeps after it.
Extra steps aren't 'gained', they just happen, via Relentless Assault and their ilk.
If you do, that player has an additional two upkeeps after it.
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
Sorcery
Draw a card.
You take two additional upkeeps after your next turn's upkeep.
Hide and Go Seek 3UU
Sorcery
Choose two target creatures. Put one on top of its owner's library and the other on the bottom of it's owner's library.
Widdershins Mage 1U
Creature - Human Wizard
Abilities of permanents you control that trigger during your upkeep or end step trigger at both your upkeep and end step.
2/1
Falling Sky 2UU
Sorcery
Tap all creatures without flying. They don't untap during their controllers' next untap step. Then, tap all creatures with flying.
Manufactured Friend 3U
Sorcery
Shuffle your library, then reveal the top card of your library until you reveal a creature card or until you reveal 10 cards. If you reveal a creature card in this way, put it onto the battlefield. It becomes an Illusion in addition to its creature types and has, "When this creature becomes the target of a spell or ability, put it on the bottom of its owner's library." Put the rest on the bottom of your library in any order.
Making friends is easy once you figure out where the spleen goes.
Fantasy Feud 2U
Instant
Two target creatures fight. If either of those creatures would die this turn, instead return it to its owner's hand.
Big Fish 3U
Creature - Fish
If Big Fish is a copy, it gets +5/+5 and attacks each turn if able. It's an Illusion in addition to its creature types.
I swear! It was bigger than Big Johl... no, bigger than Big Johl's house. Remember Big Johl's house? How it got all et? Yup, that was my fish!
3/3
Unremember U
Sorcery
Exile three cards at random from your hand. If you do, draw three cards.
When Unremember is exiled at random from your hand, discard your hand at the beginning of the next end step.
If only you could remember what you are trying to unremember. Better try again just to be sure.
Seawater Scout 1UU
Creature - Merfolk Rogue
Prevent all damage that Seawater Scout would deal to players.
If Seawater Scout attacks and isn't blocked, blocked creatures you control become unblocked.
2/2
Banner by Topher!
Hide and Seek - Great design, thoroughly undercosted. You are looking at creature destruction in blue AND an extra Time Ebb on top of it. Think 5UU. It would get so played in limited.
Widdershins Mage - Not a huge fan of this kind of effects.
Falling Skies - Cast this after attacking with your fliers and it has no real drawback.
Manufactured Friend - I know it doesn't seem right for the creature to die if it was never "real", but tradition says Illusions are sacrificed after being targeted, not tucked. "But, Fumar," the ladies say, "tucking it allows for it to be searched again!" Might be, but decks shouldn't function with one recycled creature over and over. If you pay 3U to cast one of the four Bogardan Hellkites in your deck, and your opponent takes the trouble of killing it, then it should stay killed and you lost two important resources - the spell and the creature. Losing just the spell from your deck seems too lenient.
Also, I love this card to bits.
Fantasy Feud - Is cute. I toyed with the concept before (a Prodigal Sorcerer that instead of killing creatures bounced them, and targeting players made it almost like it was unblockable), I approve.
Big Fish - Lulz. I don't know if the copy needs to attack each turn, but I do know it needs trample.
Unremember - The second clause is mehhhhh. Not really feeling this card. If it's not filling your graveyard, what's the point?
Seawater Scout - Seems like going through a lot of hoops to make what amounts to a red/green card that "must be blocked".
Safir Alliance | Hoennverse
Custom Sets
“Mind”: Preliminary Design | “Body”: Preliminary Design | “Spirit”: Preliminary Design
Sorcery
Draw a card.
You take two additional upkeeps after your next turn's upkeep.
I dislike this kind of "sorcery" as it will be annoying to remember.
Sure you wont forget it, but opponents will more likely.
The effect is potentially very strong if it means 2 more cards from dark Confidant for example (and some more interactions to be worth it).
Quick fix with Enchantments in mind:
Borrowed Time :2mana::symu:
Enchantment
When ~ enters the battlefield draw a card.
At the beginning of your first upkeep, sacrifice ~. If you do, you gain another two upkeeps after it.
This way it will be its own "reminder" so it wont be forgotten.
To spice it up, we could also make it target a player.
Borrowed Time :2mana::symu:
Enchantment
When ~ enters the battlefield draw a card.
At the beginning of each players first upkeep, you may sacrifice ~. If you do, that player gains another two upkeeps after it.
Might be great if you want to "hit" an opponents Dark Confidant with this as a "surprise" , or use your Smoke Stack against them (could see this be a real deal). As its may to sacrifice you can just keep it around for some time to use it later on.
With suspend it kinda works good and it also works against drawback stuff like Vanishing/Fading, in EDH i can see tons of decks that might kill for this (just see a Primordial hydra and then use this, maybe even with Doubling Season, oh so great); a flexibility that might be well worth the change.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
It's usually pretty easy for me to fit my innovative or interesting designs in blue, but lets face it, blue doesn't need any more good cards, and it's scope doesn't need expanding. The other colours could use some boundary pushing especially in the area of low commitment strategies and threats, and internal consistency.
So what I like to do, is when I think of an obvious blue idea, I like to think of how another colour could flavourfully benefit from it without messing with the colour pie too much.
Cube talk, design community and much much more!
Sheep Overlord 3U
Creature - Sheep Shapeshifter Wizard
1U,T, Sacrifice Sheep Overlord: All creatures become 0/1 green Sheep and lose all abilities until end of turn.
2/2
Mysterious Bottle 1
Artifact
,T, Sacrifice Mysterious Bottle: Draw a card.
,T: You gain 3 life.
Bottle Opener UU
Instant
Put a 5/5 blue Djinn creature token with flying and, "At the beginning of your upkeep, sacrifice this creature unless you control a permanent named Mysterious Bottle." onto the battlefield.
Powdered Will 3UU
Instant
Counter target spell.
If you cast Powdered Will from your hand, exile Powdered Will. For as long as it's exiled in this way, you may cast it by paying 3 life and exiling a blue card from your hand rather that paying its mana cost. At the beginning of your next upkeep, put Powdered Will into your graveyard.
Figment of Fear 3UU
Creature - Horror Illusion
Intimidate
When Figment of Fear enters the battlefield, tap all nonblue, nonartifact creatures.
When Figment of Fear becomes the target of a spell or ability, sacrifice it and untap all nonblue, nonartifact creatures.
5/5
Tomorrow's Yesterday 2UU
Sorcery
Tap all permanents you control.
At the beginning of your next upkeep, take an additional turn after that turn.
Thoughtfilters 6U
Sorcery
Search your library for seven cards that all share a type and exile them, then shuffle your library. If you do, draw seven cards. You have no maximum hand size this turn.
Illusionary Fire 1U
Instant
Illusionary Fire deals 3 damage to target creature or player. If a creature dealt damage in this way this turn would die this turn, return it to its owner's hand instead.
When a player is dealt damage in this way, that player gains 3 life at the beginning of the next end step.
Banner by Topher!
Extra steps aren't 'gained', they just happen, via Relentless Assault and their ilk.
If you do, that player has an additional two upkeeps after it.
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
Safir Alliance | Hoennverse
Custom Sets
“Mind”: Preliminary Design | “Body”: Preliminary Design | “Spirit”: Preliminary Design
Or you can get them!