Firelands
Land
Whenever you deal damage to an opponent, you may tap ~.
:symq:: Add to your mana pool. "I think I just broke Legacy burn" - Monkey, Lead Card Designer for Urza's Brokenness, released December 23, 2012
This would be fun for cube, but probably too good for printing.
Red version of Pestilence = instant death. I don't remember what it's called though.
Firelands
Land
Whenever you deal damage to an opponent, you may tap ~.
:symq:: Add to your mana pool. "I think I just broke Legacy burn" - Monkey, Lead Card Designer for Urza's Brokenness, released December 23, 2012
This would be fun for cube, but probably too good for printing.
Not only that, but there's no reason for this to use the untap symbol. It might as well say:
Land.
~ enters the battlefield tapped and doesn't untap during your untap step.
Whenever you deal damage to an opponent, untap ~.
T: R.
How about:
Land
T: put a charge counter on ~.
1, Q, remove X charge counters from ~: Add X green mana to your mana pool.
Shoot... it's hard to make this not broken, but also not worse than a storage land.
I guess I should do something cool like consolidate all my designed cards in one post and link to it, which is what I'm going to do here; Thusly, many of these are reposts. I will try to keep this post updated as time goes on.
Land
Paradise Valley
Legendary Land T: add 1 to your mana pool. ,T, Sacrifice Paradise Valley: Search your library for a Plains, a Forest, a Mountain, and Island, and Swamp and put them into your hand.
Cursed Library
Legendary Land
:symtap:, Pay 1 life: add 1 to your mana pool. 3, Cursed Library deals 2 damage to target creature or player. Play this ability only if you have exactly 1 card in hand.
Clockworks
Land
:symtap:: add 1 to your mana pool. 2, :symtap:: Put a charge counter on Clockworks.
:symtap:, Remove a charge counter from Clockworks: put a 2/2 Assembly Worker artifact creature token into play.
:symtap:, Remove 6 charge counters from Clockworks, Sacrifice Clockworks: put a 6/6 Indestructible Golem artifact creature token into play.
Ticking Automaton1
Artifact Creature - Construct
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When a time counter is removed from ~, its controller loses 1 life.
2/1
Micro Trike2
Artifact Creature - Triskelion
~ enters the battlefield with a +1/+1 counter on it.
Remove a +1/+1 counter from ~: ~ deals 1 damage to target creature.
1/1
White
White Raven Elite2W
Creature - Human Knight
Battle Cry
Battle Cry
2/2
Matched Judgment3WW
Sorcery
Destroy all creatures.
Rebound
Blue
DictumUX
Instant
Scry X.
If X is 3 or greater, choose 1: Draw a card, Counter target spell unless it's caster pays an additional X, or Return target creature to its owners hand. If X is 5 or greater, choose two instead.
Abate1U
Instant
Counter target non-creature spell or return target non-creature, non-land permanent to its owner's hand.
Black
Blackout1B
Sorcery
Target player discards a card at random.
Rebound
Rooftop Wraith1B
Creature - Wraith
Flying
2/1
Gix1BB
Planeswalker - Gix
+X: Lose X Life
-2 Destroy target creature
-3 Search your library for a card and put it into your hand
Loyalty: 3
Red
Blitz Elemental1R
Creature - Elemantal
Haste
2/1
Herald of Varchild1R
Creature — Human Knight
Creatures you control have haste.
2/1
Scorch1R
Instant
~ deals 3 damage to target creature or player.
Ember Kavu1RR
Creature - Kavu
When ~ enters the battlefield, Ember Kavu deals 3 damage to target creature.
3/1
Khalbol, the Red Dawn3RR
Creature - Legendary Human Barbarian
At the beginning of your combat step, you may untap target creature and gain control of it until end of turn. That creature gains haste until end of turn
4/4
Flameslash Dragon3RR
Creature - Dragon
Flying
When ~ enters the battlefield, ~ deals 4 damage to target creature
5/5
Green
Krosan Growth2G
Instant
Search your library for a Forest, Island, Mountain, Plains, or Swamp card and put it into your hand.
Draw a card.
Venture Forth2G
Sorcery
Search your library for a forest card and put it into play.
rebound
Figure of Despair(B/W)
Creature - Kithkin (B/W): Becomes a 2/2 Kithkin Spirit (B/W)(B/W)(B/W): If ~ is a Spirit Becomes a 4/4 Kithkin Spirit Warrior (B/W)(B/W)(B/W)(B/W)(B/W): If ~ is a Warrior, it becomes an 8/8 Kithkin Spirit Warrior Avatar with with Shadow and Lifelink.
1/1
Quote from »
Figure of Dreams(U/G)
Creature - Kithkin (U/G): Becomes a 2/2 Kithkin Spirit (U/G)(U/G)(U/G): If ~ is a Spirit Becomes a 4/4 Kithkin Spirit Warrior (U/G)(U/G)(U/G)(U/G)(U/G): If ~ is a Warrior, it becomes an 8/8 Kithkin Spirit Warrior Avatar with 8/8 with Trample and Shroud.
1/1
Quote from »
Figure of Mortality(B/G)
Creature - Kithkin (B/G): Becomes a 2/2 Kithkin Spirit (B/G)(B/G)(B/G): If ~ is a Spirit Becomes a 4/4 Kithkin Spirit Warrior (B/G)(B/G)(B/G)(B/G)(B/G): If ~ is a Warrior, it becomes an 8/8 Kithkin Spirit Warrior Avatar with Intimidate and (B/G): Regenerate ~this.
1/1
Quote from »
Figure of Sorcery(U/R)
Creature - Kithkin (U/R): Becomes a 2/2 Kithkin Spirit (U/R)(U/R)(U/R): If ~ is a Spirit Becomes a 4/4 Kithkin Spirit Warrior (U/R)(U/R)(U/R)(U/R)(U/R): If ~ is a Warrior, it becomes an 8/8 Kithkin Spirit Warrior Avatar that is Unblockable.
1/1
Scintillate(U/R)
Instant
Kicker U and/or R
Scry 2.
If Scintillate was kicked with its U kicker, draw a card.
If Scintillate was kicked with its R kicker, Scintillate deals 2 damage to target creature or player
That latter land comboes nicely. Infinte mana with my favorite card: Doubling Season. Also, infinite/infinite Wake Thrasher. Infinite mana with anything that doubles your mana like Heartbeat of Spring.. nevermind, you have to TAP the land to gain advantage and in this case you UNTAP. Funny.
Honestly, what doesn't go infinite with Doubling Season?
Your figure cycle is really awkward. FOD is a great card, but then they invented levelers so they wouldn't have to template things like that anymore. Also you give them abilities as if they're gold but cost them as hybrids; U doesn't get trample, G doesn't get fear, and U doesn't get first strike.
Honestly, what doesn't go infinite with Doubling Season?
Your figure cycle is really awkward. FOD is a great card, but then they invented levelers so they wouldn't have to template things like that anymore. Also you give them abilities as if they're gold but cost them as hybrids; U doesn't get trample, G doesn't get fear, and U doesn't get first strike.
Also I'm pretty sure Tracking Shot doesn't work.
There aren't really a lot of options for figure of X abilities if you break it down by limiting the hybrid pairs to only abilities that both colors typically get.
B/G shares.... Only Regenerate
U/R... just Flying
B/W... Flying and... Maybe First Strike
UG... ???
To stay level with the original, one would need two static abilities per color combination, and with no two having the same combination of abilities.
I made those a while back when somebody suggested finishing the figure cycle. Figure's mechanic is quite a bit stronger than levelers because it can be played at instant-speed. Preserving this advantage that FoD had was why they weren't templated as levelers.
Good call on tracking shot. I designed that one back before we even had the comprehensive rules released for rebound stating that multiple instances were redundant. *Removes it from the list*
It may be a bit outdated now, but may I suggest this article from Mark Rosewater? Near the bottom, it lists all the recurring keywords that existed at the time of writing, both broken down into single colors and into guild color combinations. This may help if you are making hybrid creatures with static abilities.
Btw, black and green share deathtouch and intimidate, though the former is definitely redundant on a 8/8, so forget that I mentioned it. Why am I writing this again?
Your figure cycle is really awkward. FOD is a great card, but then they invented levelers so they wouldn't have to template things like that anymore. Also you give them abilities as if they're gold but cost them as hybrids; U doesn't get trample, G doesn't get fear, and U doesn't get first strike.
it's not as bad as you're suggesting. any color, including U, does get trample if the creature is sufficiently large (blue trample search) and 8/8 sounds sufficiently large to me. the green fear thing is easily solved by specifying that the creature is black (becomes a black 8/8 etc) and giving it intimidate (because two color intimidate is lame and also fear doesn't exist anymore).
so the only issue is the U first strike, which needs to be fixed anyway regardless of color pie violation because unblockable and first strike are an awkward combination given that the first strike only matters on blocking. blue and red share unblockability and flying (also redundant together) and a number of non-static abilities like returning instants and sorceries to hand, swapping power/toughness, playing instants/sorceries for free, looting (sort of), changing spell targets, etc. so i think it's straight up impossible to complete your cycle by the constraints you've specified. 8/8 unblockable is pretty brutal on its own, i think it would be fine that way.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Sorrow's Retribution 1WW
Sorcery
Destroy two target creatures and all creatures you control, they can't be regenerated.
How do you make ***/DoJ one mana cheaper? Making it only destroy creatures of CMC < X or CMC > X can be an advantage, so it's kind of iffy. This is my version.
it's not as bad as you're suggesting. any color, including U, does get trample if the creature is sufficiently large (blue trample search) and 8/8 sounds sufficiently large to me.
That search returned fifteen entries. One is part of a cycle of 5/5 tramplers. Two require greenmana. One is an Un-card. Two take trample fromothers, not having it themselves. And one is conditional.
Furthermore, only 3 of the //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&output=spoiler&method=visual&color=+@%28+[U">%29&power=+%3E[7]"]13 blue creatures with 8+ power have trample.
Green gets twice as much trample as red, which gets twice as much as black, which gets more than white and blue put together. Putting trample on a blue creature is almost always inappropriate, particularly in a case like this where you should be looking for color pie overlap like FoD did.
The color pie is important!
That search returned fifteen entries. One is part of a cycle of 5/5 tramplers. Two require greenmana. One is an Un-card. Two take trample fromothers, not having it themselves. And one is conditional.
Furthermore, only 3 of the //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&output=spoiler&method=visual&color=+@%28+[U">%29&power=+%3E[7]"]13 blue creatures with 8+ power have trample.
Green gets twice as much trample as red, which gets twice as much as black, which gets more than white and blue put together. Putting trample on a blue creature is almost always inappropriate, particularly in a case like this where you should be looking for color pie overlap like FoD did.
The color pie is important!
if you can show me how to link to a search that only shows the relevant entries, i would appreciate it. obviously some of those cards aren't pertinent to our discussion.
my point wasn't that blue gets a ton of trample creatures because trample is a big part of blue. my point was that it's not off limits, and an unusual hybrid rare can definitely get it as long as it's large enough. specifically because
Quote from mark rosewater »
Magic has a rule that says any color can get trample if the creature's big enough
i believe this is stated elsewhere, but this is the source for that particular quote.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Sorrow's Retribution 1WW
Sorcery
Destroy two target creatures and all creatures you control, they can't be regenerated.
How do you make ***/DoJ one mana cheaper? Making it only destroy creatures of CMC < X or CMC > X can be an advantage, so it's kind of iffy. This is my version.
You can make it harder to cast.
Hard to Cast - WWW Sorcery
Destroy all creatures.
You can make it not as fast.
Not as Fast - 1WW Artifact
Enters the battlefield tapped. W,T: Destroy all creatures.
You can make it easy to get past.
Easy to get Past -1WW Enchantment
When Easy to get Past enters the battlefield, exile all creatures.
When Easy to get Past leaves the battlefield, return all exiled cards to the battlefield under their owners' control.
You can even make it less vast!
Less Vast - 1WW Sorcery
Destroy all creatures with toughness two or less.
Less Vast - 1WW Sorcery
Destroy all creatures with toughness two or less.
i would go with converted mana cost, here. probably 3 or less. toughness seems more black/red to me rather than white. this feels like a strictly worse pyroclasm, rather than a new white wrath effect.
Easy to get Past -1WW Enchantment
When Easy to get Past enters the battlefield, exile all creatures.
When Easy to get Past leaves the battlefield, return all exiled cards to the battlefield under their owners' control.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Mind Spike {C}
Instant
Choose one, target player discards a card, or target creature get's -1/-1 until end of turn. "But maybe that's just 'cause I love discard..."
Private Mod Note
():
Rollback Post to RevisionRollBack
Winner of the August CCL '10
Host of the July CCL '10, Host of the March CCL '11
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
Zuran Crucible - 4 Artifact
You may play land cards from your graveyard.
Sacrifice a land: Gain 1 life.
Even at 0, Zuran Orb can't compete with this card. It's awesome.
What's great is that it lets you open up a slot in the tight artifact section. Actually, all sections are tight practically in a 360 Cube but I want both of these effects to be available.
Wizards said that they will not make an Artifact Planeswalker, so I pondered what other options for making a colorless planeswalker existed. Well, the Eldrazi themselves aren't planeswalkers, but they seem to conscript powerful indivuduals for their cause.
Falura, the Conscripted5 The picture shows a vampire sorceress from Zendikar. Most of her traditional markings are faded away. You can't really see her eyes... and maybe this is because she doesn't have normal eyes anymore, but two empty voids where they should have been. A small spawn sits on her left shoulder, while a bigger on stands next to her feet. +1: Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool." -X: Each player sacrifices X nonland permanents. -6: You gain 5 life, draw 5 cards and add 5 to your mana pool. 3
She prepares the arrival of her Eldrazi masters: Annihilating threads, summoning Spawns and finally, drawing into said masters themselves and gaining the mana to cast them. I initially had her at 4 starting loyality (and her ultimate at -7), but "Each player sacrifices four nonland permanents." seemed too good for 5.
Zuran Crucible is really cool. It should stay at 1 life though.
Wizards said that they will not make an Artifact Planeswalker, so I pondered what other options for making a colorless planeswalker existed. Well, the Eldrazi themselves aren't planeswalkers, but they seem to conscript powerful indivuduals for their cause.
Falura, the Conscripted5 The picture shows a vampire sorceress from Zendikar. Most of her traditional markings are faded away. You can't really see her eyes... and maybe this is because she doesn't have normal eyes anymore, but two empty voids where they should have been. A small spawn sits on her left shoulder, while a bigger on stands next to her feet. +1: Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool." -X: Each player sacrifices X nonland permanents. -6: You gain 5 life, draw 5 cards and add 5 to your mana pool. 3
She prepares the arrival of her Eldrazi masters: Annihilating threads, summoning Spawns and finally, drawing into said masters themselves and gaining the mana to cast them. I initially had her at 4 starting loyality (and her ultimate at -7), but "Each player sacrifices four nonland permanents." seemed too good for 5.
Zuran Crucible is really cool. It should stay at 1 life though.
The second ability is nuts. Way too good. even making it stuck at one would be a great removal option. Or maybe -2 and no nonland clause for two permanents sac'ed.
It lets you reuse fetchlands, and gains you a little life, and can accelerate your mana by 1 (tap land, sac land, replay land from gy, tap land). I'd certainly run it.
edit: That planeswalker looks really powerful, especially considering you can easily make the -X asymetrical with the +1
You've got a point there. I just don't know if it makes the cut. Maybe it does, but I think I prefer it to be 2 life and cost 5. It does make me want this card, but I doubt they will want to outdo their precious crucible of worlds.
edit: That planeswalker looks really powerful, especially considering you can easily make the -X asymetrical with the +1
Yeah, that's why I lowered her loyality. If you do that, the opponent has the opportunity to do something against it though, like lowering her loyality, killing her or destroying some Spawns. I like it when a planeswalkers' abilities have synergy with each other.
Edit: I think the "nonland" clause is necessary. Otherwise you could just wreck an opponent who only controls lands. It also means that you have to sac the same amount of nonland permanents as you opponent, unless you want to lose your walker.
Edit2: Zuran Crucible at 5 would be a lot worse and probably not worth the 2 life. Five mana is a lot.
It lets you reuse fetchlands, and gains you a little life, and can accelerate your mana by 1 (tap land, sac land, replay land from gy, tap land). I'd certainly run it.
The tap, sac, replay from grave is very cool and unique. I love it for this ability alone.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Red version of Pestilence = instant death. I don't remember what it's called though.
Edit: Pyrohemia
Not only that, but there's no reason for this to use the untap symbol. It might as well say:
Land.
~ enters the battlefield tapped and doesn't untap during your untap step.
Whenever you deal damage to an opponent, untap ~.
T: R.
How about:
Land
T: put a charge counter on ~.
1, Q, remove X charge counters from ~: Add X green mana to your mana pool.
Shoot... it's hard to make this not broken, but also not worse than a storage land.
Land
Artifact
White
Blue
Black
Red
Green
Multicolored
[Remixes] - [The Brutal Cube - 360 Powered] - [My Cube Article] - ['Print-This' Wishlist]
Honestly, what doesn't go infinite with Doubling Season?
Your figure cycle is really awkward. FOD is a great card, but then they invented levelers so they wouldn't have to template things like that anymore. Also you give them abilities as if they're gold but cost them as hybrids; U doesn't get trample, G doesn't get fear, and U doesn't get first strike.
Also I'm pretty sure Tracking Shot doesn't work.
There aren't really a lot of options for figure of X abilities if you break it down by limiting the hybrid pairs to only abilities that both colors typically get.
B/G shares.... Only Regenerate
U/R... just Flying
B/W... Flying and... Maybe First Strike
UG... ???
To stay level with the original, one would need two static abilities per color combination, and with no two having the same combination of abilities.
I made those a while back when somebody suggested finishing the figure cycle. Figure's mechanic is quite a bit stronger than levelers because it can be played at instant-speed. Preserving this advantage that FoD had was why they weren't templated as levelers.
Good call on tracking shot. I designed that one back before we even had the comprehensive rules released for rebound stating that multiple instances were redundant. *Removes it from the list*
[Remixes] - [The Brutal Cube - 360 Powered] - [My Cube Article] - ['Print-This' Wishlist]
Draft my cube!
Watch me stream!
Btw, black and green share deathtouch and intimidate, though the former is definitely redundant on a 8/8, so forget that I mentioned it. Why am I writing this again?
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
it's not as bad as you're suggesting. any color, including U, does get trample if the creature is sufficiently large (blue trample search) and 8/8 sounds sufficiently large to me. the green fear thing is easily solved by specifying that the creature is black (becomes a black 8/8 etc) and giving it intimidate (because two color intimidate is lame and also fear doesn't exist anymore).
so the only issue is the U first strike, which needs to be fixed anyway regardless of color pie violation because unblockable and first strike are an awkward combination given that the first strike only matters on blocking. blue and red share unblockability and flying (also redundant together) and a number of non-static abilities like returning instants and sorceries to hand, swapping power/toughness, playing instants/sorceries for free, looting (sort of), changing spell targets, etc. so i think it's straight up impossible to complete your cycle by the constraints you've specified. 8/8 unblockable is pretty brutal on its own, i think it would be fine that way.
Sorcery
Destroy two target creatures and all creatures you control, they can't be regenerated.
How do you make ***/DoJ one mana cheaper? Making it only destroy creatures of CMC < X or CMC > X can be an advantage, so it's kind of iffy. This is my version.
Sorrow's Retribution is really interesting. Something about the wording seems inelegant, though.
Cheers,
rant
My Cube
CubeCobra: https://cubecobra.com/cube/overview/5f5d0310ed602310515d4c32
Cube Tutor: http://cubetutor.com/viewcube/1963
That search returned fifteen entries. One is part of a cycle of 5/5 tramplers. Two require green mana. One is an Un-card. Two take trample from others, not having it themselves. And one is conditional.
Furthermore, only 3 of the //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&output=spoiler&method=visual&color=+@%28+[U">%29&power=+%3E[7]"]13 blue creatures with 8+ power have trample.
Green gets twice as much trample as red, which gets twice as much as black, which gets more than white and blue put together. Putting trample on a blue creature is almost always inappropriate, particularly in a case like this where you should be looking for color pie overlap like FoD did.
The color pie is important!
if you can show me how to link to a search that only shows the relevant entries, i would appreciate it. obviously some of those cards aren't pertinent to our discussion.
my point wasn't that blue gets a ton of trample creatures because trample is a big part of blue. my point was that it's not off limits, and an unusual hybrid rare can definitely get it as long as it's large enough. specifically because
i believe this is stated elsewhere, but this is the source for that particular quote.
You can make it harder to cast.
Hard to Cast - WWW
Sorcery
Destroy all creatures.
You can make it not as fast.
Not as Fast - 1WW
Artifact
Enters the battlefield tapped.
W,T: Destroy all creatures.
You can make it easy to get past.
Easy to get Past - 1WW
Enchantment
When Easy to get Past enters the battlefield, exile all creatures.
When Easy to get Past leaves the battlefield, return all exiled cards to the battlefield under their owners' control.
You can even make it less vast!
Less Vast - 1WW
Sorcery
Destroy all creatures with toughness two or less.
i would go with converted mana cost, here. probably 3 or less. toughness seems more black/red to me rather than white. this feels like a strictly worse pyroclasm, rather than a new white wrath effect.
i like these two a lot.
Artifact
You may play land cards from your graveyard.
Sacrifice a land: Gain 1 life.
Draft my cube!
Watch me stream!
Draft my cube!
Watch me stream!
Mind Spike {C}
Instant
Choose one, target player discards a card, or target creature get's -1/-1 until end of turn.
"But maybe that's just 'cause I love discard..."
Host of the July CCL '10, Host of the March CCL '11
Even at 0, Zuran Orb can't compete with this card. It's awesome.
What's great is that it lets you open up a slot in the tight artifact section. Actually, all sections are tight practically in a 360 Cube but I want both of these effects to be available.
I think it's fair, better than Crucible most of the time.
Falura, the Conscripted 5
The picture shows a vampire sorceress from Zendikar. Most of her traditional markings are faded away. You can't really see her eyes... and maybe this is because she doesn't have normal eyes anymore, but two empty voids where they should have been. A small spawn sits on her left shoulder, while a bigger on stands next to her feet.
+1: Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool."
-X: Each player sacrifices X nonland permanents.
-6: You gain 5 life, draw 5 cards and add 5 to your mana pool.
3
She prepares the arrival of her Eldrazi masters: Annihilating threads, summoning Spawns and finally, drawing into said masters themselves and gaining the mana to cast them. I initially had her at 4 starting loyality (and her ultimate at -7), but "Each player sacrifices four nonland permanents." seemed too good for 5.
Zuran Crucible is really cool. It should stay at 1 life though.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
The second ability is nuts. Way too good. even making it stuck at one would be a great removal option. Or maybe -2 and no nonland clause for two permanents sac'ed.
You've got a point there. I just don't know if it makes the cut. Maybe it does, but I think I prefer it to be 2 life and cost 5. It does make me want this card, but I doubt they will want to outdo their precious crucible of worlds.
Yeah, that's why I lowered her loyality. If you do that, the opponent has the opportunity to do something against it though, like lowering her loyality, killing her or destroying some Spawns. I like it when a planeswalkers' abilities have synergy with each other.
Edit: I think the "nonland" clause is necessary. Otherwise you could just wreck an opponent who only controls lands. It also means that you have to sac the same amount of nonland permanents as you opponent, unless you want to lose your walker.
Edit2: Zuran Crucible at 5 would be a lot worse and probably not worth the 2 life. Five mana is a lot.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
The tap, sac, replay from grave is very cool and unique. I love it for this ability alone.