That was actually my edit, and I was being "sarcastic" (well, as sarcastic as you can be with card design). Redundant overlap on multicolored cards is not unheard of; are Watchwolf, Call of the Conclave and Fleecemane Lion not white cards?
Those cards are GW because they are more efficient than either color would (usually) get by themselves at that CMC. There's also a different between redundant overlap and having a color be present primarily for something another color has access to, especially in the context of a change from 2 to 3 colors as opposed to 1 to 2.
Hit2G
Instant (U)
Target creature you control fights another target creature.
\\\\\\\Fuse\\\\\\ RunW
Instant (U)
Exile target creature you control, then return it to the battlefield under your control.
Given that the Great Aurora is over, I feel that a Return to Shadowmoor (and, by proxy, Lorwyn) would be a great opportunity to revisit double-faced cards.
Flamekin Igniter2R
Creature - Elemental Warrior (U)
Whenever Flamekin Igniter becomes blocked by a creature, it gets +X/+X until end of turn, where X is Flamekin Igniter's power. At end of combat, transform Flamekin Igniter.
2/2
// Ashenmoor Extinguisher B Creature - Elemental (U)
Whenever Ashenmoor Extinguisher becomes blocked by a creature, that creature gets -X/-X until end of turn, where X is Ashenmoor Extinguisher's power. At end of combat, transform Ashenmoor Extinguisher.
2/2
Burrenton Soulwarden2W
Creatuer - Kithkin Cleric (R)
Whenever Burrenton Soulwarden attacks, you may transform target double-faced permanent.
3/3
Gilt-Leaf DarkbladeBG
Creature - Elf Warrior (U)
Twinsoul (You may cast either side of this card.)
Deathtouch
1/3
// Wilt-Leaf PreserverGW
Creature - Elf Shaman (U)
Twinsoul (You may cast either side of this card.)
Lifelink
3/1
I also wouldn't mind seeing a more thematic return than a mechanical return. I'd be fine with gold in Return to Shadowmoor.
Fair points. Augury Adept was definitely designed by people who should have known better, and Giant Solifuge makes me want to vom a little to this day.
@Cythare: I tweaked it so if two different players each control a copy, the game won't immediately end. I didn't want to do it but it seemed necessary.
Champion of FuryRR
Creature — Elemental Warrior [R]
First strike
Champion of Fury enters the battlefield with three -1/-1 counters on it.
Whenever another creature you control dies, remove a -1/-1 counter from Champion of Fury.
Twinsoul (You may cast either half of this card.)
4/4
//// Champion of HateRR
Creature — Elemental Berserker [R]
Double strike
Whenever Champion of Hate deals combat damage, put a -1/-1 counter on it.
Twinsoul (You may cast either half of this card.)
4/4
Derp, that's what I get for a super late entry. Anywho, lots of potential things to do for a return to Shadowmoor. You could -
extend a cycle!:
Duergar Tunnelrunners2:symrw::symrw:
Creature - Dwarf Scout (U)
Duergar Tunnelrunners can't be blocked by blue or black creatures. The Fae mock topside duergar as clumsy and slow, but beneath the earth they move quicker than the river and quieter than the night.
3/3
make a reflection:
Wanderbrine Doomsayers4:symub::symub:
Creature - Merfolk Wizard (R)
When Wanderbrine Doomsayers enters the battlefield, sacrifice it unless you exile a Merfolk you control.
Whenever Wanderbrine Doomsayers deals combat damage to a player, you may sacrifice a Merfolk. If you do, that player skips his or her next untap step.
4/4
persist in dragging back that mechanic:
Clachan Soulguard 3WW
Creature - Kithkin Cleric (U)
Soulbond
As long as ~ is paired with another creature, both creatures have persist. Bonds of loyalty stronger than death.
2/4
Perpetuate Pain(B/R)
Instant (C)
Sources that would deal damage to target creature this turn gain wither until end of turn.
"I am not interested in killing you, Corlan, just to teach a lesson you'll remember for the rest of your life."
-- Ironeye the Cruel
Perpetuate Pain(B/R)
Instant (C)
All damage that is dealt to target creature this turn is dealt as though its source had wither.
"I am not interested in killing you, Corlan, just to teach a lesson you'll remember for the rest of your life."
-- Ironeye the Cruel
Brightcloud Prolific1(U/W)(U/W)
Creature - Bird Shapeshifter (U)
Flying
Brightcloud Prolific's power and toughness are each equal to the number of Bird creatures you control.
Whenever you cast a spell that's both white and blue, put a 1/1 white and blue Bird creature token with flying onto the battlefield.
*/*
Tattermunge Reflection :2mana::symgr:
Creature - Goblin Warrior (U)
Reflection (When you cast this, you may exile a multicolor card from your hand. You may cast that card this turn if you don't pay for it using a color spent on this spell. When you do, draw a card.)
3/2
(Trying to make two-color decks with hybrid combinations interesting. You may even reflect this with itself, if you pay :symg::symg::symg: and :symr::symr::symr:.)
Totem of Destiny3
Tribal Artifact — Kithkin (R)
Level up (W/R)
[1-3] Kithkin creatures you control are 2/2 and Spirits in addition to their other types.
[4-9] Kithkin creatures you control are 4/4 and Spirit Warriors in addition to their other types.
[10+] Kithkin creatures you control are 8/8, have flying and first strike and are Avatar Spirit Warriors in addition to their other types.
IIW: Mechanics of one set in other sets.
Sheesh, if I ever need to face an Eldrazi - Phyrexian alliance, I know what to do - find any clachan plus this
Eclipsing Mind :symub::symub::symub:
Sorcery (R)
For each blue mana spent to cast Eclipsing Mind, draw a card. For each black mana spent to cast Eclipsing Mind, each opponent discards a card. "Now they finally see I am Oona's superior in every way."
-Maralen, the Dusksinger
Well a return needs a villain, seeing as Lorwyn/Shadowmoor's story was supposed to be resolved, who better than Oona's avatar gone rogue?
Eh, on one hand, Shadowmoor already had several cards exploring UB's draw/discard symmetry; on the other hand, none of them did it like this; on a third hand, this is an overpowered design given its versatility, and there's unfortunately no clean way to rectify that.
Bartric of Ballynock(W/U)(W/U)(W/U)
Legendary Creature - Kithkin Wizard (R)
Vigilance
Whenever a player casts a spell, that player can’t cast another spell that shares a type with it until the beginning of his or her next turn. (Artifact, creature, enchantment, instant, planeswalker, sorcery, and tribal are spell types.)
2/4
I like this hybrid design, conceptually -- it's the intersection of white's rule-changing and blue's spell-countering. Not bad at all.
Hit2G
Instant (U)
Target creature you control fights another target creature.
\\\\\\\Fuse\\\\\\ RunW
Instant (U)
Exile target creature you control, then return it to the battlefield under your control.
More of a mechanical call back, split cards echo the spirit of all the "Usable in either color, but better if you have both" hybrid cards.
Good idea, bringing fuse into Shadowmoor, for the reason you mentioned. Clever design, too. Hopefully no one gets tripped up by 704.4.
Lifebleed Elemental3BB
Creature — Elemental Shaman [C] Chroma — When Lifebleed Elemental enters the battlefield, target opponent loses X life and you gain X life, where X is the number of black mana symbols in the mana costs of permanents you control.
2/4
Yay, Devotion Beta. I'm going to assume you have a real entry forthcoming so no comment.
Brewer of Sorrow1(W/B)(W/B)
Creature - Hag (R) 1: Move any number of -1/-1 counters from another target creature you control to ~.
Whenever a creature attacks you, you may move any number of -1/-1 counters from ~ to that creature.
2/4
This is beautiful. The first ability is white and black for two different reasons, and so's the second ability. I love everything about this (except maybe that the activation is 1 instead of (W/B)...?)
Given that the Great Aurora is over, I feel that a Return to Shadowmoor (and, by proxy, Lorwyn) would be a great opportunity to revisit double-faced cards.
Flamekin Igniter2R
Creature - Elemental Warrior (U)
Whenever Flamekin Igniter becomes blocked by a creature, it gets +X/+X until end of turn, where X is Flamekin Igniter's power. At end of combat, transform Flamekin Igniter.
2/2
// Ashenmoor Extinguisher B Creature - Elemental (U)
Whenever Ashenmoor Extinguisher becomes blocked by a creature, that creature gets -X/-X until end of turn, where X is Ashenmoor Extinguisher's power. At end of combat, transform Ashenmoor Extinguisher.
2/2
Burrenton Soulwarden2W
Creatuer - Kithkin Cleric (R)
Whenever Burrenton Soulwarden attacks, you may transform target double-faced permanent.
3/3
Gilt-Leaf DarkbladeBG
Creature - Elf Warrior (U)
Twinsoul (You may cast either side of this card.)
Deathtouch
1/3
// Wilt-Leaf PreserverGW
Creature - Elf Shaman (U)
Twinsoul (You may cast either side of this card.)
Lifelink
3/1
Ooh, I like the symmetry on the first DFC, especially considering its flavor. Symmetry on the second is kinda hamfisted since deathtouch/lifelink is played out. I do like twinsoul though.
Champion of FuryRR
Creature — Elemental Warrior [R]
First strike
Champion of Fury enters the battlefield with three -1/-1 counters on it.
Whenever another creature you control dies, remove a -1/-1 counter from Champion of Fury.
Twinsoul (You may cast either half of this card.)
4/4
//// Champion of HateRR
Creature — Elemental Berserker [R]
Double strike
Whenever Champion of Hate deals combat damage, put a -1/-1 counter on it.
Twinsoul (You may cast either half of this card.)
4/4
Hm. Hm. I'm not sure about this. I love red and I love intra-color symmetry, so from I theory standpoint I suppose I like this design. But does it work in execution? Eh, I'm conflicted. I will say that Champion of Hate is without a doubt the more powerful side for a two-drop -- it swings for 8 on the first turn, 14 over two turns, and 18 over 3 turns. Half of that first striking.
Duergar Tunnelrunners2:symrw::symrw:
Creature - Dwarf Scout (U)
Duergar Tunnelrunners can't be blocked by blue or black creatures. The Fae mock topside duergar as clumsy and slow, but beneath the earth they move quicker than the river and quieter than the night.
3/3
make a reflection:
Wanderbrine Doomsayers4:symub::symub:
Creature - Merfolk Wizard (R)
When Wanderbrine Doomsayers enters the battlefield, sacrifice it unless you exile a Merfolk you control.
Whenever Wanderbrine Doomsayers deals combat damage to a player, you may sacrifice a Merfolk. If you do, that player skips his or her next untap step.
4/4
persist in dragging back that mechanic:
Clachan Soulguard 3WW
Creature - Kithkin Cleric (U)
Soulbond
As long as ~ is paired with another creature, both creatures have persist. Bonds of loyalty stronger than death.
2/4
and more!
Why can't blue creatures block a white creature? Why can't black creatures block a red creature? Doesn't quite work for a color evasion creature.
Perma-champion is also odd.
Soulbound in Shadowmoor is neat, though. The Duo cycle split out to two different cards.
Sea HagBU
Creature - Hag U
Whenever Seahag deals damage to a player, that player discards a card unless they sacrifice a creature.
2/2
"UB"
I'm awful at evaluating cards/mechanics that give your opponents choices, but this seems fair enough. I also appreciate your restraint in not giving this design built-in evasion.
Perpetuate Pain(B/R)
Instant (C)
Sources that would deal damage to target creature this turn gain wither until end of turn.
"I am not interested in killing you, Corlan, just to teach a lesson you'll remember for the rest of your life."
-- Ironeye the Cruel
Huh. What a versatile design for its simplicity. It's sorta like Scar let off a leash. This is quite nifty.
Illulia of NighthearthBB Legendary Creature - Elemental WarriorM
If a creature would tap, you may put a -1/-1 counter on it instead.
2/2
Ugh, I feel like I have to actually think about how to break this thing. Intuition suggests it's inherently breakable.
...yeah, I think this is far too good for the cost. It's pseudo-vigilance if needed; there are too many tap-based combos with it; sometimes the counters are upside. To say nothing of what you can do to your opponents' creatures.
Brightcloud Prolific1(U/W)(U/W)
Creature - Bird Shapeshifter (U)
Flying
Brightcloud Prolific's power and toughness are each equal to the number of Bird creatures you control.
Whenever you cast a spell that's both white and blue, put a 1/1 white and blue Bird creature token with flying onto the battlefield.
*/*
I'm guessing it's a fair step-up / step-down from Crusader of Odric. Fine design.
Tattermunge Reflection :2mana::symgr:
Creature - Goblin Warrior (U)
Reflection (When you cast this, you may exile a multicolor card from your hand. You may cast that card this turn if you don't pay for it using a color spent on this spell. When you do, draw a card.)
3/2
(Trying to make two-color decks with hybrid combinations interesting. You may even reflect this with itself, if you pay :symg::symg::symg: and :symr::symr::symr:.)
I don't think reflection is keywordable -- too specific an ability. I would rather see this as an ability word, but even then the concept becomes clunky in execution. Meh.
Totem of Destiny3
Tribal Artifact — Kithkin (R)
Level up (W/R)
[1-3] Kithkin creatures you control are 2/2 and Spirits in addition to their other types.
[4-9] Kithkin creatures you control are 4/4 and Spirit Warriors in addition to their other types.
[10+] Kithkin creatures you control are 8/8, have flying and first strike and are Avatar Spirit Warriors in addition to their other types.
Goblin Reserve Force1R
Sorcery (U)
Put a 1/1 red Goblin creature with haste onto the battlefield. Opening Gambit — If you’ve cast no other instant or sorcery spells this game, put three of those tokens onto the battlefield instead. "Wave One was always the rowdy group. A shame Wave Two through Twenty-Six were watching that."
-Ib Halfheart, Goblin Tactician
Impressionable Youth1U
Creature - Human R
Impressionable Youth has the keyword abilities of each other creature on the battlefield. "A young mind is like a sponge..." Cockthrust, Academy Tutor
1/2
Dusty Courthouse
Land (R)
Dusty Courthouse enters the battlefield tapped unless you exile three cards from your graveyard. T: Add W or U to your mana pool. "The only justice dispensed now is outside of these venerable halls, by ruthless angels."
-Kalemi, historian and archivist
Ancient Waterway
Land (R)
Ancient Waterway enters the battlefield tapped unless you exile three cards from your graveyard. T: Add U or B to your mana pool. "Their architects must of been incredible. There's some debris build up from centuries of refuse, but it all still flows."
-Fedel, Reclaimer engineer
Maculate Amphitheater
Land (R)
Maculate Amphitheater enters the battlefield tapped unless you exile three cards from your graveyard. T: Add B or R to your mana pool. "It was here the angels started their purge. I shiver when I ponder about why."
-Kalemi, historian and archivist
Uncaged Zoo
Land (R)
Uncaged Zoo enters the battlefield tapped unless you exile three cards from your graveyard. T: Add R or G to your mana pool. "Such an odd menagerie of beasts. Why do they live here, and where did they come from?"
-Valga, Reclaimer druid
Ill-Tended Park
Land (R)
Ill-Tended Park enters the battlefield tapped unless you exile three cards from your graveyard. T: Add G or W to your mana pool. "Galgallone is but a shambles of its former glory, but here, I can see a glimmer of it through the overgrowth."
-Valga, Reclaimer druid
Decadent Cathedral
Land (R)
Decadent Cathedral enters the battlefield tapped unless you exile three cards from your graveyard. T: Add W or B to your mana pool. "Galgallone didn't fall because of angels. It fell because the populace started worshipping themselves."
-The Shrouded One
Withered Farm
Land (R)
Withered Farm enters the battlefield tapped unless you exile three cards from your graveyard. T: Add B or G to your mana pool. "The Reclaimers can't seem to accept that our world is dying. How will regaining the capitol put food in our mouths?"
-Navider, forlorn farmer
Choked Hydroponic
Land (R)
Choked Hydroponic enters the battlefield tapped unless you exile three cards from your graveyard. T: Add G or U to your mana pool. "Growth from nothing but water? Did they know the earth would turn fallow?"
-Tinel, explorer
Stagnant Baths
Land (R)
Stagnant Baths enters the battlefield tapped unless you exile three cards from your graveyard. T: Add U or R to your mana pool. "Our research shows that an advanced heating system lies below these baths. They fact that still work is a marvel... and it seems the mosquitoes agree."
-Fedel, Reclaimer engineer
Toppled Arena
Land (R)
Toppled Arena enters the battlefield tapped unless you exile three cards from your graveyard. T: Add R or W to your mana pool. "Death is not a thing to be celebrated."
-The Shrouded One.
Overboard? Perhaps. But I do try hard to struggle against my habit of not finishing what I begin. (And it served another purpose. I have a clearer idea of what this setting is)
Lingering Sentiment3WW
Enchantment (R)
Whenever a non-Spirit creature you control dies, put 1/1 white Spirit creature token with flying onto the battlefield. Follow the light - 3WWW, Exile Lingering Sentiment from your graveyard: Put a 1/1 white Spirit creature token with flying onto the battlefield for each card that left your graveyard this turn. Activate this ability only if a card left your graveyard this turn and only any time you could cast a sorcery.
Follow the light of course refers to abilities that care about cards leaving your graveyard.
IIW: Nonred, nonblue instant/sorcery block theme or sesquipedalian loquaciousness aka cards with fancy names.
TMCT, my card gets two -1/-1 counters every time it attacks or blocks. One -1/-1 counter from first strike and another from regular damage. It would deal 4+3 damage the first time it attacked and 2+1 damage the second time it attacked.
TMCT, my card gets two -1/-1 counters every time it attacks or blocks. One -1/-1 counter from first strike and another from regular damage. It would deal 4+3 damage the first time it attacked and 2+1 damage the second time it attacked.
Plaza Stockades1W
Enchantment - Aura (C)
Enchant creature
Whenever a creature deals damage to you, you may attach Plaza Stockades to it.
Enchanted creature can't attack or block.
Tap three untapped Human creatures you control: Exile enchanted creature.
Merrow River Bard1GU
Creature - Merfolk Wizard (R)
Flash
Other Mefolk creatures you control get +1/+1.
Whenever another Merfolk creature you control deals combat damage to a player, draw a card.
2/2
IIW: lords and/or secondary color identities
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Those cards are GW because they are more efficient than either color would (usually) get by themselves at that CMC. There's also a different between redundant overlap and having a color be present primarily for something another color has access to, especially in the context of a change from 2 to 3 colors as opposed to 1 to 2.
Hit/Run is already a card.
Given that the Great Aurora is over, I feel that a Return to Shadowmoor (and, by proxy, Lorwyn) would be a great opportunity to revisit double-faced cards.
Flamekin Igniter 2R
Creature - Elemental Warrior (U)
Whenever Flamekin Igniter becomes blocked by a creature, it gets +X/+X until end of turn, where X is Flamekin Igniter's power. At end of combat, transform Flamekin Igniter.
2/2
//
Ashenmoor Extinguisher
B Creature - Elemental (U)
Whenever Ashenmoor Extinguisher becomes blocked by a creature, that creature gets -X/-X until end of turn, where X is Ashenmoor Extinguisher's power. At end of combat, transform Ashenmoor Extinguisher.
2/2
Burrenton Soulwarden 2W
Creatuer - Kithkin Cleric (R)
Whenever Burrenton Soulwarden attacks, you may transform target double-faced permanent.
3/3
Gilt-Leaf Darkblade BG
Creature - Elf Warrior (U)
Twinsoul (You may cast either side of this card.)
Deathtouch
1/3
//
Wilt-Leaf Preserver GW
Creature - Elf Shaman (U)
Twinsoul (You may cast either side of this card.)
Lifelink
3/1
IIW: Twinsoul
Draft my cube! (630 cards)
I like hybrid, just not stuff like life gain in blue.
I also wouldn't mind seeing a more thematic return than a mechanical return. I'd be fine with gold in Return to Shadowmoor.
Fair points. Augury Adept was definitely designed by people who should have known better, and Giant Solifuge makes me want to vom a little to this day.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature — Elemental Warrior [R]
First strike
Champion of Fury enters the battlefield with three -1/-1 counters on it.
Whenever another creature you control dies, remove a -1/-1 counter from Champion of Fury.
Twinsoul (You may cast either half of this card.)
4/4
////
Champion of Hate RR
Creature — Elemental Berserker [R]
Double strike
Whenever Champion of Hate deals combat damage, put a -1/-1 counter on it.
Twinsoul (You may cast either half of this card.)
4/4
IIW: Make me cringe
extend a cycle!:
Duergar Tunnelrunners 2:symrw::symrw:
Creature - Dwarf Scout (U)
Duergar Tunnelrunners can't be blocked by blue or black creatures.
The Fae mock topside duergar as clumsy and slow, but beneath the earth they move quicker than the river and quieter than the night.
3/3
make a reflection:
Wanderbrine Doomsayers 4:symub::symub:
Creature - Merfolk Wizard (R)
When Wanderbrine Doomsayers enters the battlefield, sacrifice it unless you exile a Merfolk you control.
Whenever Wanderbrine Doomsayers deals combat damage to a player, you may sacrifice a Merfolk. If you do, that player skips his or her next untap step.
4/4
persist in dragging back that mechanic:
Clachan Soulguard 3WW
Creature - Kithkin Cleric (U)
Soulbond
As long as ~ is paired with another creature, both creatures have persist.
Bonds of loyalty stronger than death.
2/4
and more!
IIW: Enthusiasm! Gotta love what you do!
Creature - Hag U
Whenever Seahag deals damage to a player, that player discards a card unless they sacrifice a creature.
2/2
IIW: Black Pyramid (Illuminati, grammys, Jay-Z, Templars, Katy Perry)
[Clan Flamingo]
Instant (C)
Sources that would deal damage to target creature this turn gain wither until end of turn.
"I am not interested in killing you, Corlan, just to teach a lesson you'll remember for the rest of your life."
-- Ironeye the Cruel
IIW: Murder Mystery Theater
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Legendary Creature - Elemental Warrior M
If a creature would tap, you may put a -1/-1 counter on it instead.
2/2
IIW: Legendary flavor text characters OR song lyrics OR shuffle
See Everlasting Torment
Draft my cube! (630 cards)
Creature - Bird Shapeshifter (U)
Flying
Brightcloud Prolific's power and toughness are each equal to the number of Bird creatures you control.
Whenever you cast a spell that's both white and blue, put a 1/1 white and blue Bird creature token with flying onto the battlefield.
*/*
IIW: Red Ooze
Instant {U}
Put two 1/1 Elf Warrior creature tokens onto the battlefield.
Conspire
IIW: Lords for big iconics (dragons, demons, angels, hydras, sphinxes)
Creature - Goblin Warrior (U)
Reflection (When you cast this, you may exile a multicolor card from your hand. You may cast that card this turn if you don't pay for it using a color spent on this spell. When you do, draw a card.)
3/2
(Trying to make two-color decks with hybrid combinations interesting. You may even reflect this with itself, if you pay :symg::symg::symg: and :symr::symr::symr:.)
IIW: expand some player's vocabularies
Sheesh, if I ever need to face an Eldrazi - Phyrexian alliance, I know what to do - find any clachan plus this
Eh, on one hand, Shadowmoor already had several cards exploring UB's draw/discard symmetry; on the other hand, none of them did it like this; on a third hand, this is an overpowered design given its versatility, and there's unfortunately no clean way to rectify that.
I like this hybrid design, conceptually -- it's the intersection of white's rule-changing and blue's spell-countering. Not bad at all.
Good idea, bringing fuse into Shadowmoor, for the reason you mentioned. Clever design, too. Hopefully no one gets tripped up by 704.4.
Yay, Devotion Beta. I'm going to assume you have a real entry forthcoming so no comment.
This is beautiful. The first ability is white and black for two different reasons, and so's the second ability. I love everything about this (except maybe that the activation is 1 instead of (W/B)...?)
Ooh, I like the symmetry on the first DFC, especially considering its flavor. Symmetry on the second is kinda hamfisted since deathtouch/lifelink is played out. I do like twinsoul though.
Hm. Hm. I'm not sure about this. I love red and I love intra-color symmetry, so from I theory standpoint I suppose I like this design. But does it work in execution? Eh, I'm conflicted. I will say that Champion of Hate is without a doubt the more powerful side for a two-drop -- it swings for 8 on the first turn, 14 over two turns, and 18 over 3 turns. Half of that first striking.
Why can't blue creatures block a white creature? Why can't black creatures block a red creature? Doesn't quite work for a color evasion creature.
Perma-champion is also odd.
Soulbound in Shadowmoor is neat, though. The Duo cycle split out to two different cards.
"UB"
I'm awful at evaluating cards/mechanics that give your opponents choices, but this seems fair enough. I also appreciate your restraint in not giving this design built-in evasion.
Huh. What a versatile design for its simplicity. It's sorta like Scar let off a leash. This is quite nifty.
Ugh, I feel like I have to actually think about how to break this thing. Intuition suggests it's inherently breakable.
...yeah, I think this is far too good for the cost. It's pseudo-vigilance if needed; there are too many tap-based combos with it; sometimes the counters are upside. To say nothing of what you can do to your opponents' creatures.
I'm guessing it's a fair step-up / step-down from Crusader of Odric. Fine design.
From a design perspective, this seems more interesting than Wort at first blush. I don't have any problems with this.
I don't think reflection is keywordable -- too specific an ability. I would rather see this as an ability word, but even then the concept becomes clunky in execution. Meh.
Even with the Q restriction this seems quite a bit better than Grim Poppet. Not that inspiring for me.
Tribal leveler mass Figure of Destiny artifact
I guess it works.
Winner: MOON-E
Next: cards that tell stories
Sorcery (U)
Put a 1/1 red Goblin creature with haste onto the battlefield.
Opening Gambit — If you’ve cast no other instant or sorcery spells this game, put three of those tokens onto the battlefield instead.
"Wave One was always the rowdy group. A shame Wave Two through Twenty-Six were watching that."
-Ib Halfheart, Goblin Tactician
IIW: RUG shard
Creature - Human R
Impressionable Youth has the keyword abilities of each other creature on the battlefield.
"A young mind is like a sponge..." Cockthrust, Academy Tutor
1/2
IIW: Shift a random card into a Random Set
[Clan Flamingo]
Land (R)
Dusty Courthouse enters the battlefield tapped unless you exile three cards from your graveyard.
T: Add W or U to your mana pool.
"The only justice dispensed now is outside of these venerable halls, by ruthless angels."
-Kalemi, historian and archivist
Ancient Waterway
Land (R)
Ancient Waterway enters the battlefield tapped unless you exile three cards from your graveyard.
T: Add U or B to your mana pool.
"Their architects must of been incredible. There's some debris build up from centuries of refuse, but it all still flows."
-Fedel, Reclaimer engineer
Maculate Amphitheater
Land (R)
Maculate Amphitheater enters the battlefield tapped unless you exile three cards from your graveyard.
T: Add B or R to your mana pool.
"It was here the angels started their purge. I shiver when I ponder about why."
-Kalemi, historian and archivist
Uncaged Zoo
Land (R)
Uncaged Zoo enters the battlefield tapped unless you exile three cards from your graveyard.
T: Add R or G to your mana pool.
"Such an odd menagerie of beasts. Why do they live here, and where did they come from?"
-Valga, Reclaimer druid
Ill-Tended Park
Land (R)
Ill-Tended Park enters the battlefield tapped unless you exile three cards from your graveyard.
T: Add G or W to your mana pool.
"Galgallone is but a shambles of its former glory, but here, I can see a glimmer of it through the overgrowth."
-Valga, Reclaimer druid
Decadent Cathedral
Land (R)
Decadent Cathedral enters the battlefield tapped unless you exile three cards from your graveyard.
T: Add W or B to your mana pool.
"Galgallone didn't fall because of angels. It fell because the populace started worshipping themselves."
-The Shrouded One
Withered Farm
Land (R)
Withered Farm enters the battlefield tapped unless you exile three cards from your graveyard.
T: Add B or G to your mana pool.
"The Reclaimers can't seem to accept that our world is dying. How will regaining the capitol put food in our mouths?"
-Navider, forlorn farmer
Choked Hydroponic
Land (R)
Choked Hydroponic enters the battlefield tapped unless you exile three cards from your graveyard.
T: Add G or U to your mana pool.
"Growth from nothing but water? Did they know the earth would turn fallow?"
-Tinel, explorer
Stagnant Baths
Land (R)
Stagnant Baths enters the battlefield tapped unless you exile three cards from your graveyard.
T: Add U or R to your mana pool.
"Our research shows that an advanced heating system lies below these baths. They fact that still work is a marvel... and it seems the mosquitoes agree."
-Fedel, Reclaimer engineer
Toppled Arena
Land (R)
Toppled Arena enters the battlefield tapped unless you exile three cards from your graveyard.
T: Add R or W to your mana pool.
"Death is not a thing to be celebrated."
-The Shrouded One.
Overboard? Perhaps. But I do try hard to struggle against my habit of not finishing what I begin. (And it served another purpose. I have a clearer idea of what this setting is)
Lingering Sentiment 3WW
Enchantment (R)
Whenever a non-Spirit creature you control dies, put 1/1 white Spirit creature token with flying onto the battlefield.
Follow the light - 3WWW, Exile Lingering Sentiment from your graveyard: Put a 1/1 white Spirit creature token with flying onto the battlefield for each card that left your graveyard this turn. Activate this ability only if a card left your graveyard this turn and only any time you could cast a sorcery.
Follow the light of course refers to abilities that care about cards leaving your graveyard.
IIW: Nonred, nonblue instant/sorcery block theme or sesquipedalian loquaciousness aka cards with fancy names.
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Sorry, I rushed through reading that.
Enchantment - Aura (C)
Enchant creature
Whenever a creature deals damage to you, you may attach Plaza Stockades to it.
Enchanted creature can't attack or block.
Tap three untapped Human creatures you control: Exile enchanted creature.
IIW: Gargoyles
An updated critique would be appreciated.
Creature - Merfolk Wizard (R)
Flash
Other Mefolk creatures you control get +1/+1.
Whenever another Merfolk creature you control deals combat damage to a player, draw a card.
2/2
IIW: lords and/or secondary color identities