Hellfire Shaman 2R
Creature - Human Shaman
1/2
:symtap:: Hellfire Shaman deals 1 damage to target nonblack creature. If that creature is white, Hellfire Shaman deals 2 damage to it instead.
Iridescent Bloom 1G
Instant
Until end of turn, all permanents you control have ":symtap:: Add one mana of any color to your mana pool."
Windseeker Warlord 2RR
Creature - Centaur Warrior
4/3
Creatures you control have vigilance.
Creatures you control attack and block each turn if able.
Phantom Drake 3U
Creature - Drake Spirit
1/0
Flying
Phantom Drake comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Drake, prevent that damage and remove a +1/+1 counter from Phantom Drake.
Grueling Ordeal 1B
Sorcery
Target player puts a card from his or her hand on top of his or her library. Then look at the top card of that player's library. You may put that card into that player's graveyard.
Sheen Cast UU
Instant
Counter or copy target instant or sorcery spell controlled by an opponent. If you copy it, you may choose new targets for the copy.
Roll Out WG
Instant
Target creature gets +2/+2 and gains trample and lifelink until end of turn.
Aven Floodbringer 1UU
Creature - Bird Wizard
1/1
Flying
Whenever Aven Floodbringer attacks, tap all creatures without flying controlled by the defending player.
Iridescent Bloom: Weird that you can tap enchantments. Unintuitively good with Utopia Sprawl and the like.
Windseeker Warlord: Nice use of vigilance in red. Might still be a little over the curve, though.
Phantom Drake: I guess the Phantom effect could fit into blue, if it didn't already have precedent in green. Three colors seems like a little much, though. And there's really no reason this couldn't be white.
Grueling Ordeal: I'd rather it just had you choose whether to put the card on top or in the graveyard rather than being a two-step process, though I recognize this changes the functionality a bit against an empty hand.
Armored Pangolin: Underpowered, the way creatures are going these days...
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
Sheen Cast: Choose one -- Counter target instant or sorcery spell, or copy target instant or sorcery spell. You may choose new targets for the copy.
You don't have to specify "if you copy" because the "you may choose new targets for the copy" won't really work if you don't copy it anyway.
Also, holy crap do I ever want four copies of Roll Out for my 2-cost deck or what.
Private Mod Note
():
Rollback Post to RevisionRollBack
When editing cards in the first post of a thread, PLEASE leave the original so that everyone can comment on the thread and not just those who saw the original. Those who did not see the original can't leave comments as we don't have any idea WTF is going on.
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
Hellfire Shaman :2mana::symr:
Creature - Human Shaman
:symtap:: Hellfire Shaman deals 1 damage to each nonblack creature. ~ deals 1 damage to each player for each white or blue creature they control.
1/2
Sounds ok, but maybe make it somehow better, as it now is just a 1 dmg pinger, that has a drawback against black and stronger against white.
However, "Hellfire" sounds stronger than a random 1 damage ping, so i would make this guy shoot 1 damage to "any" non-black creature, and than punish the white player with life lose instead of doubling the damage.
So in the end the card will be strong against weenies, and push damage, which gives it a better way to finish a player (say they have 4 creatures) and it can easy hate blue and white, as both are enemie colors of red, and a flame can easy deal more damage to blue, like "hellfire" might do for white.
Earthrender :4mana::symr::symr:
Creature - Elemental
Double Strike
Whenever Earthrender attacks or blocks, sacrifice two lands.
4/4
Why exactly needs this card the sacrifice of 2 lands?
Somehow it sounds random with Doublestrike and that drawback, especially as you can not really block with it, and than attack, you lost 4 lands which should kill you, especially if they can jump this guy. Ofcourse you can still attack without lands, but you are near dead than.
A better solution could be to give this card a fixed drawback.
Earthrender :4mana::symr::symr:
Creature - Elemental
Double Strike
Whenever ~ deals damage, sacrifice a land.
Whenever ~ deals damage to an opponent, that player sacrifices a land.
4/4
This way you will lose lands like your opponent, if they jump you still lose at least 1 land, but double strike can possible eat 2 lands away, so they might throw 2 creatures in your way (with thoughnes 5+ combined) to eat your lands faster, and it is allmost the same as your attack/blocks, but i like it more as it offers you the advantage to eat your opponents lands if you can burn the blockers (or stop them from blocking), if not accelerated its turn 6 anyway, so they will have either Removal or they will suffer the pain they deserve.
I would still say the card is worser than Deus of Calamaty and it should be constructed save, simply because their is so much removal around and nobody will really have fear against this guy.
Iridescent Bloom :2mana::symg:
Instant
Until end of turn, all permanents you control have ":symtap:: Add one mana of any color to your mana pool."
Sounds not really good to accelerate, as it has no "real" advantage for your lands, it will just give pseudo "convoke" to your creatures and other permanents. The main use is to "combo" with it and the untap mechanic, so you can use the untap mechanic and abuse an effect with it as it worked with Utopia Vow, but here again the problem is that for constructed, such a combo is just to weak and to easy to fight with creature removal (which is a lot, especially burn right now).
Maybe its better to have this effect on a Enchantment, make it at least 5 mana and call it done.
Iridescent Bloom :2mana::symg::symg::symg:
Enchantment
All permanents you control have ":symtap:: Add one mana of any color to your mana pool."
:2mana::symg::symg::symg:: Put a green 1/1 saproling token into play.
For this the idea is to have an enchantment that taps for mana, and it will grant the mana for any permanent you have, so its great to mana fix.
The ability to create tokens is to get a "win" and engine out of it, so you can win with it by creating tokens over and over which make more, till you either can win with the mana they make or just attack.
Windseeker Warlord WGR
Creature - Centaur, Warrior
All creatures have vigilance.
All creatures attack and block each turn if able.
You choose how each creature attacks or blocks.
"If war calls everyone has to follow."
3/4
Thought this is more intresting, as the effect has much of "provoke" and feels like it deserves to be multicolor, simply because it uses aspects of white, green and red, together in an intresting effect that the color can abuse quite good.
Red has the attack each turn, white grants the vigilance and will help you to have tricks using tap spells and the like, and combined with Powerstone Minefield and the like you have a nice threat that can handle a lot of creatures.
The extra "Master Warcraft" will make sure that you have the edge in combat and the creature will easily handle all 3/3 and lower, making it for sure a threat to fear.
Phantom Drake :3mana::symu:
Creature - Drake Spirit
Flying
Phantom Drake comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Drake, prevent that damage and remove a +1/+1 counter from Phantom Drake.
1/0
Ok, the Phanotom ability. What to say, its a strong limited card, like all of the Phantoms are.
Grueling Ordeal
Instant
Target player puts a card from his or her hand on top of his or her library. Then look at the top card of that player's library. You may put that card into that player's graveyard.
Sounds not good, i mean its just a "discard" and if not, they draw it anyway, so whatever happens the card is never really good.
I would say this card is even fair at just a single black and even instant.
Sheen Cast :symu::symu:
Instant
Counter or copy target instant or sorcery spell controlled by an opponent. If you copy it, you may choose new targets for the copy.
Hm, ok it will counter or copy instants, and never Twincasts your own.
It doesnt really look bad, but actually i like "Odds" better as a blue/red multicolor that has the coinflip choice included, it just makes the card more fun.
Woundhealerwood :2mana::symw::symw::symg::symg:
Creature - Treefolk, Shaman
Lifelink
:symw::symg:, Tap an untapped white or green creature: Untap and regenerate target creature.
3/6
Yea what to say. Lifelink is a strong ability in Limited, trample doesnt really matter that much compared to it.
And its a 4/6 lifelink for a heavy color cost in "normal" sets (which are not focused on multicolor and millions of manafixers).
So i would change the trample to Regenerate, as it makes the card overall more intresting and "worth" the cost.
As a 4/6 i would not make it a beast, its better a Treefolk in my view, beats tend to be just big an equal in p/t.
So in the end i choose to give the card an activated ability that can protect your creatures, give untap and regenerate, so it is a now 3/6 lifelinker and offers more protection with its untap+regen ability to save your creatures and offer synergy and tricks with your creatures that either have vigilance or some tap abilities (beside being blocker).
Roll Out :symw::symg:
Instant
Untap and regenerate target creature. It gains trample, lifelink and gets +2/+2 until end of turn.
Sounds strong. If it would be +3/+3 i would say it can even be stronger than Lightning Helix, especially if it is placed on an allready big creature like the Toctar or wild nacatle, than its a huge lifeswing, and i would say its an possible include for Zoo decks.
With just +2/+2 its slightly worser, as it offers that 1 point less, but hitting your Kird Ape, Nacatle or whatever is still not bad, but on the other side you have Armadillo Cloak for just a single mana more which is strictly superior an nearly to equal.
So i would change the trample for "untap" and regenerate the creature, simply because most the time the trample is not important, untap will offer trick to hit an attacking creature, and regenerate will help to keep your creature alive against Removal, which is can be the edge against the allready powerfull Armadillo Clock to make this card a choice.
Aven Floodbringer :1mana::symu::symu:
Creature - Bird Wizard
Flying
~ gets +1/+0 for each tapped creature your opponents control.
Whenever Aven Floodbringer attacks, tap all creatures without flying controlled by the defending player. Each creature tapped this way doesnt untap during its controllers next untap step.
0/1
Sounds like a Limited card, because it will simply prevent the opponent from blocking, but only non-flyer, which is odd as blue will have the flyers anyway.
A better option might be to tap the creatures and keep them tapped for at least 1 turn so they cant attack you.
To get a small extra action i choose to power this card up for each tapped creature, so you have an extra gain for tapping the creatures and blues traditional "Exhaustion" effects become better too.
It will be a might against decks without flyers and it can force through greens "reach", but currently green gets some kind of "hurricane" effect in pretty much every set (counting Firespout, the 1/2 elf, Cloudthresher and Branching Bolt, beside several other random ones in the mix).
But its still something i would like to have in a blue Limited deck to have an edge against the big creatures on the ground.
Most cards are good as they are, but keep an open eye if your card is not too similiar to an allready existing, and its good if the cards have an small little self synergy, thats allways a nice thing that will give players the feeling they have "options" to play with, random vanilla guys can just attack and that becomes boring pretty fast.
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
hellfire shaman - good flavor. But untapping (as whoeverusesbirds suggested) would be sort of ridiculous, it could just ping every white creature to death in one swoop.
earthrender - fine, but I really love sephorus's suggestion.
iridescent bloom - I really like this, but maybe could be switched to non-enchantments.
windseeker warlord - wow, a use of vigilance in red that actually feels in-color. Maybe drop him down to a 4/3 though.
phantom drake, armored pangolin, roll out - all fine I suppose.
grueling ordeal - I really like this. Painful Memories with a discard twist. Could it be pushed to just B though? I think so, considering painful memories gave you a choice of what to put on top, and straight-up discard costs B and usually has a little more going on.
sheen cast - this is actually NOT strictly better than twincast, in fact it loses a lot of twincast's functionality, because you can't copy your own spell. So UU may be fine for it.
aven floodbringer - neat. it kinda gives all your creatures flying when it attacks, in a flavorful way.
good stuff, my favorite is sheen cast. countering or copying is such a neat concept!
Thanks for the feedback. Points taken. Some changes being made.
Phantom Leviathan 8UU
Creature - Leviathan Spirit
0/0
Flying
Phantom Leviathan comes into play with ten +1/+1 counters on it.
If damage would be dealt to Phantom Leviathan, prevent that damage and remove a +1/+1 counter from Phantom Leviathan.
Phantom Leviathan 8UU
Creature - Leviathan Spirit
0/0
Flying
Phantom Leviathan comes into play with ten +1/+1 counters on it.
If damage would be dealt to Phantom Leviathan, prevent that damage and remove a +1/+1 counter from Phantom Leviathan.
Why exactly do you think the "Phantom" concept should be blue?
For green it made a lot sence as it is allmost like a forced "Regeneration" and it made the creatures pretty much allways stronger than the other color counterparts (so a Phantom Bear is allmost allways better than a normal bear).
However, the concepts only drawback are pingers, so the design can be bad if you have many 1 damage effects.
It might make more sence in a green/blue flavour together with Graft and other mechanics, maybe Reinforce and such to get more out of it, but for my taste its nothing that blue should get in masses as its a strong mechanic in normal cases, especially for flyers that you might need to "shoot" with green Hurrican Removal or reds Burn, and giving them Phantom is not really a balanced idea.
Creature - Human Shaman
1/2
:symtap:: Hellfire Shaman deals 1 damage to target nonblack creature. If that creature is white, Hellfire Shaman deals 2 damage to it instead.
Earthrender 4RR
Creature - Elemental
4/4
Double Strike
Whenever Earthrender deals combat damage, sacrifice a land.
Iridescent Bloom 1G
Instant
Until end of turn, all permanents you control have ":symtap:: Add one mana of any color to your mana pool."
Windseeker Warlord 2RR
Creature - Centaur Warrior
4/3
Creatures you control have vigilance.
Creatures you control attack and block each turn if able.
Phantom Drake 3U
Creature - Drake Spirit
1/0
Flying
Phantom Drake comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Drake, prevent that damage and remove a +1/+1 counter from Phantom Drake.
Grueling Ordeal 1B
Sorcery
Target player puts a card from his or her hand on top of his or her library. Then look at the top card of that player's library. You may put that card into that player's graveyard.
Sheen Cast UU
Instant
Counter or copy target instant or sorcery spell controlled by an opponent. If you copy it, you may choose new targets for the copy.
Armored Pangolin 2WWGG
Creature - Beast
4/6
Trample, Lifelink, Protection from Instants
Roll Out WG
Instant
Target creature gets +2/+2 and gains trample and lifelink until end of turn.
Aven Floodbringer 1UU
Creature - Bird Wizard
1/1
Flying
Whenever Aven Floodbringer attacks, tap all creatures without flying controlled by the defending player.
• Recent Card Ideas • My Drawings at DeviantArt
Iridescent Bloom: Weird that you can tap enchantments. Unintuitively good with Utopia Sprawl and the like.
Windseeker Warlord: Nice use of vigilance in red. Might still be a little over the curve, though.
Phantom Drake: I guess the Phantom effect could fit into blue, if it didn't already have precedent in green. Three colors seems like a little much, though. And there's really no reason this couldn't be white.
Grueling Ordeal: I'd rather it just had you choose whether to put the card on top or in the graveyard rather than being a two-step process, though I recognize this changes the functionality a bit against an empty hand.
Armored Pangolin: Underpowered, the way creatures are going these days...
candidus inperti; si nil, his utere mecum.
You don't have to specify "if you copy" because the "you may choose new targets for the copy" won't really work if you don't copy it anyway.
Also, holy crap do I ever want four copies of Roll Out for my 2-cost deck or what.
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
Creature - Human Shaman
:symtap:: Hellfire Shaman deals 1 damage to each nonblack creature. ~ deals 1 damage to each player for each white or blue creature they control.
1/2
Sounds ok, but maybe make it somehow better, as it now is just a 1 dmg pinger, that has a drawback against black and stronger against white.
However, "Hellfire" sounds stronger than a random 1 damage ping, so i would make this guy shoot 1 damage to "any" non-black creature, and than punish the white player with life lose instead of doubling the damage.
So in the end the card will be strong against weenies, and push damage, which gives it a better way to finish a player (say they have 4 creatures) and it can easy hate blue and white, as both are enemie colors of red, and a flame can easy deal more damage to blue, like "hellfire" might do for white.
Earthrender :4mana::symr::symr:
Creature - Elemental
Double Strike
Whenever Earthrender attacks or blocks, sacrifice two lands.
4/4
Why exactly needs this card the sacrifice of 2 lands?
Somehow it sounds random with Doublestrike and that drawback, especially as you can not really block with it, and than attack, you lost 4 lands which should kill you, especially if they can jump this guy. Ofcourse you can still attack without lands, but you are near dead than.
A better solution could be to give this card a fixed drawback.
Earthrender :4mana::symr::symr:
Creature - Elemental
Double Strike
Whenever ~ deals damage, sacrifice a land.
Whenever ~ deals damage to an opponent, that player sacrifices a land.
4/4
This way you will lose lands like your opponent, if they jump you still lose at least 1 land, but double strike can possible eat 2 lands away, so they might throw 2 creatures in your way (with thoughnes 5+ combined) to eat your lands faster, and it is allmost the same as your attack/blocks, but i like it more as it offers you the advantage to eat your opponents lands if you can burn the blockers (or stop them from blocking), if not accelerated its turn 6 anyway, so they will have either Removal or they will suffer the pain they deserve.
I would still say the card is worser than Deus of Calamaty and it should be constructed save, simply because their is so much removal around and nobody will really have fear against this guy.
Iridescent Bloom :2mana::symg:
Instant
Until end of turn, all permanents you control have ":symtap:: Add one mana of any color to your mana pool."
Sounds not really good to accelerate, as it has no "real" advantage for your lands, it will just give pseudo "convoke" to your creatures and other permanents. The main use is to "combo" with it and the untap mechanic, so you can use the untap mechanic and abuse an effect with it as it worked with Utopia Vow, but here again the problem is that for constructed, such a combo is just to weak and to easy to fight with creature removal (which is a lot, especially burn right now).
Maybe its better to have this effect on a Enchantment, make it at least 5 mana and call it done.
Iridescent Bloom :2mana::symg::symg::symg:
Enchantment
All permanents you control have ":symtap:: Add one mana of any color to your mana pool."
:2mana::symg::symg::symg:: Put a green 1/1 saproling token into play.
For this the idea is to have an enchantment that taps for mana, and it will grant the mana for any permanent you have, so its great to mana fix.
The ability to create tokens is to get a "win" and engine out of it, so you can win with it by creating tokens over and over which make more, till you either can win with the mana they make or just attack.
Windseeker Warlord WGR
Creature - Centaur, Warrior
All creatures have vigilance.
All creatures attack and block each turn if able.
You choose how each creature attacks or blocks.
"If war calls everyone has to follow."
3/4
Thought this is more intresting, as the effect has much of "provoke" and feels like it deserves to be multicolor, simply because it uses aspects of white, green and red, together in an intresting effect that the color can abuse quite good.
Red has the attack each turn, white grants the vigilance and will help you to have tricks using tap spells and the like, and combined with Powerstone Minefield and the like you have a nice threat that can handle a lot of creatures.
The extra "Master Warcraft" will make sure that you have the edge in combat and the creature will easily handle all 3/3 and lower, making it for sure a threat to fear.
Phantom Drake :3mana::symu:
Creature - Drake Spirit
Flying
Phantom Drake comes into play with two +1/+1 counters on it.
If damage would be dealt to Phantom Drake, prevent that damage and remove a +1/+1 counter from Phantom Drake.
1/0
Ok, the Phanotom ability. What to say, its a strong limited card, like all of the Phantoms are.
Grueling Ordeal
Instant
Target player puts a card from his or her hand on top of his or her library. Then look at the top card of that player's library. You may put that card into that player's graveyard.
Sounds not good, i mean its just a "discard" and if not, they draw it anyway, so whatever happens the card is never really good.
I would say this card is even fair at just a single black and even instant.
Sheen Cast :symu::symu:
Instant
Counter or copy target instant or sorcery spell controlled by an opponent. If you copy it, you may choose new targets for the copy.
Hm, ok it will counter or copy instants, and never Twincasts your own.
It doesnt really look bad, but actually i like "Odds" better as a blue/red multicolor that has the coinflip choice included, it just makes the card more fun.
Woundhealerwood :2mana::symw::symw::symg::symg:
Creature - Treefolk, Shaman
Lifelink
:symw::symg:, Tap an untapped white or green creature: Untap and regenerate target creature.
3/6
Yea what to say. Lifelink is a strong ability in Limited, trample doesnt really matter that much compared to it.
And its a 4/6 lifelink for a heavy color cost in "normal" sets (which are not focused on multicolor and millions of manafixers).
So i would change the trample to Regenerate, as it makes the card overall more intresting and "worth" the cost.
As a 4/6 i would not make it a beast, its better a Treefolk in my view, beats tend to be just big an equal in p/t.
So in the end i choose to give the card an activated ability that can protect your creatures, give untap and regenerate, so it is a now 3/6 lifelinker and offers more protection with its untap+regen ability to save your creatures and offer synergy and tricks with your creatures that either have vigilance or some tap abilities (beside being blocker).
Roll Out :symw::symg:
Instant
Untap and regenerate target creature. It gains trample, lifelink and gets +2/+2 until end of turn.
Sounds strong. If it would be +3/+3 i would say it can even be stronger than Lightning Helix, especially if it is placed on an allready big creature like the Toctar or wild nacatle, than its a huge lifeswing, and i would say its an possible include for Zoo decks.
With just +2/+2 its slightly worser, as it offers that 1 point less, but hitting your Kird Ape, Nacatle or whatever is still not bad, but on the other side you have Armadillo Cloak for just a single mana more which is strictly superior an nearly to equal.
So i would change the trample for "untap" and regenerate the creature, simply because most the time the trample is not important, untap will offer trick to hit an attacking creature, and regenerate will help to keep your creature alive against Removal, which is can be the edge against the allready powerfull Armadillo Clock to make this card a choice.
Aven Floodbringer :1mana::symu::symu:
Creature - Bird Wizard
Flying
~ gets +1/+0 for each tapped creature your opponents control.
Whenever Aven Floodbringer attacks, tap all creatures without flying controlled by the defending player. Each creature tapped this way doesnt untap during its controllers next untap step.
0/1
Sounds like a Limited card, because it will simply prevent the opponent from blocking, but only non-flyer, which is odd as blue will have the flyers anyway.
A better option might be to tap the creatures and keep them tapped for at least 1 turn so they cant attack you.
To get a small extra action i choose to power this card up for each tapped creature, so you have an extra gain for tapping the creatures and blues traditional "Exhaustion" effects become better too.
It will be a might against decks without flyers and it can force through greens "reach", but currently green gets some kind of "hurricane" effect in pretty much every set (counting Firespout, the 1/2 elf, Cloudthresher and Branching Bolt, beside several other random ones in the mix).
But its still something i would like to have in a blue Limited deck to have an edge against the big creatures on the ground.
Most cards are good as they are, but keep an open eye if your card is not too similiar to an allready existing, and its good if the cards have an small little self synergy, thats allways a nice thing that will give players the feeling they have "options" to play with, random vanilla guys can just attack and that becomes boring pretty fast.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
hellfire shaman - good flavor. But untapping (as whoeverusesbirds suggested) would be sort of ridiculous, it could just ping every white creature to death in one swoop.
earthrender - fine, but I really love sephorus's suggestion.
iridescent bloom - I really like this, but maybe could be switched to non-enchantments.
windseeker warlord - wow, a use of vigilance in red that actually feels in-color. Maybe drop him down to a 4/3 though.
phantom drake, armored pangolin, roll out - all fine I suppose.
grueling ordeal - I really like this. Painful Memories with a discard twist. Could it be pushed to just B though? I think so, considering painful memories gave you a choice of what to put on top, and straight-up discard costs B and usually has a little more going on.
sheen cast - this is actually NOT strictly better than twincast, in fact it loses a lot of twincast's functionality, because you can't copy your own spell. So UU may be fine for it.
aven floodbringer - neat. it kinda gives all your creatures flying when it attacks, in a flavorful way.
good stuff, my favorite is sheen cast. countering or copying is such a neat concept!
Phantom Leviathan 8UU
Creature - Leviathan Spirit
0/0
Flying
Phantom Leviathan comes into play with ten +1/+1 counters on it.
If damage would be dealt to Phantom Leviathan, prevent that damage and remove a +1/+1 counter from Phantom Leviathan.
• Recent Card Ideas • My Drawings at DeviantArt
Why exactly do you think the "Phantom" concept should be blue?
For green it made a lot sence as it is allmost like a forced "Regeneration" and it made the creatures pretty much allways stronger than the other color counterparts (so a Phantom Bear is allmost allways better than a normal bear).
However, the concepts only drawback are pingers, so the design can be bad if you have many 1 damage effects.
It might make more sence in a green/blue flavour together with Graft and other mechanics, maybe Reinforce and such to get more out of it, but for my taste its nothing that blue should get in masses as its a strong mechanic in normal cases, especially for flyers that you might need to "shoot" with green Hurrican Removal or reds Burn, and giving them Phantom is not really a balanced idea.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮