Suicidal Wraith2B
Creature - Spirit (R)
Flying, Fear
Whenever Shrieking Wraith attacks, other black creatures you control gains fear and "B: Regenerate this creature" until end of turn.
2/2
Slumber-wake Giant3GG
Creature - Giant Warrior (R) 2G: Slumber-wake Giant gains +1/+1 and trample until end of turn.
Whenever Rushplow Giant attacks, other green creatures you control gains trample and +2/+2 until end of turn.
5/5
Rushing Warrior1R
Creature - Human Warrior (R)
Haste
Whenever Rushing Warrior attacks, other red creatures you control gains +1/+0 and firststrike until end of turn.
3/1
Sea-folk Forktamer2U
Creature - Merfolk Shaman (R)
Whenever you draw a card, target land becomes an Island in addition to its type.
Whenever Sea-folk Forktamer attacks, other blue creatures you control gains islandwalk and shroud until end of turn.
Tap two blue creatures you control: Draw a card.
2/2
Vigilant Vanguard3W
Creature - Human Knight (R)
Vigilance
Whenever Vigilant Vanguard attacks, put a 1/1 white Soldier token into play.
Whenever Vigilant Vanguard blocks, put a 1/1 white Soldier token into play.
Tap a white creature you control: Vigilant Vanguard gains +1/+1 until end of turn.
2/5
Base cost for 2/2 flying in black is 1BB. For a rare, you could also get fear for free on there. The triggered ability would add mana to the cost though. Perhaps 3B.
The Giant's name changes as you read the card. Also, too powerful. Start him at 3/3 or 4/4.
Red one should cost 1RR. Red can't even get a 3/1 vanilla for 2, let alone giving it haste and mass pump.
"Seafolk" should be "Merfolk". Also, it's hideously overpowered by about 3 mana.
Last one is, you guessed it, too powerful! White might get 2/5 vig for 4, but that's about it. No free tokens twice a turn, and no free pump (both would raise the cost by at least :symw:.
Once the power issues are worked out, you can focus on your wording. Originality and flavour are decent so far.
Base cost for 2/2 flying in black is 1BB. For a rare, you could also get fear for free on there. The triggered ability would add mana to the cost though. Perhaps 3B.
That's true of cards that are designed for Limited. But Hypnotic Specter sets the bar higher for cards intended for Constructed - 1BB buys a 2/2 flier with a very powerful ability, and the card sees littel play regardless.
Suicidal Wraith :2mana::symb:
Creature - Spirit (R)
Flying, Fear
Whenever Shrieking Wraith attacks, other black creatures you control gains fear and ":symb:: Regenerate this creature" until end of turn.
2/2
To be true, its allready a pretty "lame" rare, the real effect is that it grants you creatures evasion, which is a Limited bomb (as its pretty much unblockable with double evasion), the regeneration will just make sure they dont die in combat, but they are more or less unblockable via fear anyway.
Manacost is better as 2B so peops might consider it as a splash for some decks, as the evasion is what makes the card tick, you would never ever play it just because of the 2/2 flyer, fear and thats by far nothing for constructed (as long as the format is filled with cheap Volcanic Fallout like removal).
So overall i would exchange the "regeneration" for something, or just delete it (as it rarely matters anyway).
But overall, a working card for the case of "evasion" to your team, but powerwise nothing thats worth to shrink down (and a 1BB cost, makes it extrem bad, as theirs no way to splash it).
Slumber-wake Giant :3mana::symg::symg:
Creature - Giant Warrior (R)
:2mana::symg:: Slumber-wake Giant gains +1/+1 and trample until end of turn.
Whenever Rushplow Giant attacks, other green creatures you control gains trample and +2/+2 until end of turn.
5/5
To be true, WotC seems to push green creatures like nothing, so it is really not wrong to give green creatures a general boost over other colors.
A 5 mana 5/5 would be incredible in the past, today we get quite a lot of this size, and the size alone doesnt make a creature really better if theirs cheap Allstar Removal to ignore it (and we have an incredible amount of removal, and decks tend to be fast enough to win turn 5-6 without a real problem).
The ability to have a build in Overrun is kinda big, but here again, it forces you to have "more" green creatures, and if you run green, you have options for simply faster Beatdown which doesnt need this overrun anyway.
Powerwise its the typical green fat creature that will ensure Victory if the enemie can't kill it, with the build in Overrun its even guaranteed (as 2 other creatures are giant amount of damage allready).
A change to scale it down could be to give itself the Overrun bonus and put it down to 3/3, its allready a threat that wants to attack, but being 3/3 its even more "dead" against any form of burn and random black removal (ala -3/-3, which you get allways in every set in some form).
So this change makes it very hard to play this card efficient, but would normally be a easy step.
A better solution might be to go down with the Overrun to +1/+1, which is still good, and puts the card on a level with Queen of Ants (the M10 card, which creates tokens), just makes it the aggressive version (kinda like an Sliver Queen compared to Sliver Legion).
But im pretty sure that greens overall "fattie" level must become stronger, so its worth to play 5+ mana green creatures, if you can get Tarmagoyf and friends for a giant discount.
Rushing Warrior :1mana::symr:
Creature - Human Warrior (R)
Haste
Whenever Rushing Warrior attacks, other red creatures you control gains +1/+0 and firststrike until end of turn.
3/1
This is quite powerfull, as the ability is like a random Limited combat trick (which is allready strong, as the +1/+0 and first strike will win you many combats one-sided). On a creature they are forced to block the 3/1 guy, and still eat the damage of the other creatures which are more or less hard to block.
Its a great card for any Bloodbraid Elf decks, as its pretty cool to Cascade into this card to strike with your 4/3 first strike elf and the extra 3 from this haster (kinda like a Boggard Ram-Gang, just cheaper).
Its a very pushed card with the 3/1 and haste, maybe its enough if you just give +1/+0 without first strike, as this makes it really deadly.
Sea-folk Forktamer :2mana::symu:
Creature - Merfolk Shaman (R)
Whenever you draw a card, target land becomes an Island in addition to its type.
Whenever Sea-folk Forktamer attacks, other blue creatures you control gains islandwalk and shroud until end of turn.
Tap two blue creatures you control: Draw a card.
2/2
Well, the easy combo source is the draw ability. Its something that can easy get out of hand in decks that draw and play creatures for free, its like the Green ComboElfs in Extended, this is your draw engine, as you play cheap spells, and you have WireWood Symbiotic to bounce+untap, and Wirewood hivemaster to produce more Tokens with each spell, until you finally get into your combo together with mirror Entity (to make the Symbiote an Elf itself, to bounce it, replay and go for infinited mana, just play the ComboElf deck to see how incredible crazy it is).
The last you want is to get a creature that has a similiar draw potential, this card can so easy draw cards for free, even without any combo included, you are going to draw an insane amount of cards with it, as you will allways play it with tokens.
If you want to keep lands islands, you better use the "flood" counters, which were allways used to get this effect without a set time limit (so lands flavourwise get flooded, which makes them island types in addition).
You use the "evasion for your team" here again, as all of this card seem to use some form of it. But making islands and granting islandwalk is really unblockable, the shroud is quite meaningless as your opponent can allways kill your guys before you attack anyway.
So all in all, the draw spell "must" have an manacost, even if its just a singel colorless, but mana free draw is allways dangerous, especially if the cost is as easy to have as this.
The evasion might work better if you just make itself islandwalk and "1" other creature too, so it will act as a "guide" flavourwise that takes 1 other creature with it (but its just stupid if the creature grants islandwalk but not itself).
Vigilant Vanguard :3mana::symw:
Creature - Human Knight (R)
Vigilance
Whenever Vigilant Vanguard attacks or blocks, you may tap an untapped white creature you control, if you do, put a 1/1 white Soldier token into play.
Tap an untapped white creature you control: ~ gets +1/+1 until end of turn.
2/3
To make it short, just "or" the attack and block part, no need to make it 2 triggers, at it never can do both at the same time anyway.
The card is actual a 3/6 as it can tap itself, and your opponent can't really attack into it, can't really block it and is overall very screwd as its a pseudo combo with Untap Creatures and tokens overall.
The card should be scaled down powerwise to prevent the 3/6 part, a 2/3 will allready do, and the ability to produce tokens should better have an cost to work (like Militias Pride, it can't be for free).
In the end its still a good card, not really the answer to any Constructed format, but good for sure (and a powerfull Limited card).
Overall some really cool design ideas, but better put some costs on your abilities, even if its just a random 1 life (like Bitterblossom in black), or a singel colorless mana, a cost prevents unpredicted combos to abuse the ability and its allways just "fair" if the player has to pay something to get an effect.
Manacost is better as 2B so peops might consider it as a splash for some decks
These are meant for mono-colored decks -- hence the "other black creatures you control get ... " ability. Why would you be splashing a second color?
.
The black and red ones set up a strong expectation for what other members of the cycle will look like. The others get more complex, and generally dn't deliver.
Private Mod Note
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Rollback Post to RevisionRollBack
Playlace --
Instant
Target spell or permanent's tone becomes playful.
Shrieking Wraith3
Creature - Spirit (R)
Flying, Fear
Whenever Shrieking Wraith attacks, other black creatures you control gains deathtouch and ":symb:: Regenerate this creature" until end of turn.
2/2 Her screams went aloft the ears of the elves. In the midst of panic, stun and shock, not even an ancient spell can be stuttered, nor a swing by an ancestral sword. They are all destined to die.
Given the definition of combo, I think the wraith should offer not evasion but somewhat a fear-delivering effects such as this one, every monster is basically your typical monster in a zombie horror movie; everything it touches die, and it just won't die! With flying and fear, at most parts it'll evade everything. And 3B seems decent.
Slumber-wake Giant :3mana::symg::symg:
Creature - Giant Warrior (R)
:2mana::symg:: Slumber-wake Giant gains +1/+1 and trample until end of turn.
Whenever Slumber-wake Giant attacks, other green creatures you control gains trample and +2/+2 until end of turn.
5/5
Dunno what to do with this one, isn't 5-mana is good for a fattie that can bring up victory at 6th turn? He's basically a 7/7 trample for 5 mana with a "skip the untap step of your lands bla bla". and moreover, brings a Garruk's ability each time he attacks.
Rushing Warrior :1mana::symr:R
Creature - Human Warrior (R)
Haste
Whenever Rushing Warrior attacks, other red creatures you control gains +1/+0 and firststrike until end of turn.
3/2
Downsized,..more R more P/T
Sea-folk Forktamer :2mana::symu:
Creature - Merfolk Shaman (R)
Islandwalk
Whenever you draw a card, target land becomes an Island in addition to its type.
Whenever Sea-folk Forktamer attacks, other blue creatures you control gains islandwalk and shroud until end of turn.
2/2
The giants of the sea, the titans of the moor, and the gallants of the waves, all is but nothing without the guidance of the Folktamers.
After thinking about it yes, I think he should have Islandwalk...he's the effin guide for god's sake. Well that take care things. The draw is optional, so I just delete it.
Vigilant Vanguard :3mana::symw:
Creature - Human Knight (R)
Vigilance
Whenever Vigilant Vanguard attacks or blocks, you may tap an untapped white creature you control, if you do, put a 1/1 white Soldier token into play.
Tap an untapped white creature you control: Vigilant Vanguard gains +1/+1 until end of turn.
2/3
I think The Only One gives a good pricing for this one.
This is something I've always wondered when seeing these kind of posts. How does this push monocolour? Surely a monoblack guy gets no more bonus than a black/red guy?
I mean, it means you can't play (or less benefit if you do) creatures with colours the other isn't, but it's by no means monocolour love.
well optionally speaking it pushes a mono-color effort...but then again, there's nothing wrong with playing both red and black being Haste and Fear, thus unblockable. Or even green and blue, again big guys unblockable. Or white and green, little soldiers getting Overrun each turn.
because truth be told, it only depends on the creatures right? If my block have mono colored creatures than of course...it pushes mono color, but if these cards were in Shards of Alara Block, now that's different. So it depends how you look at it.
These cards are trying to do too much. Most of the abilities could easily fit across two or maybe three cards.
Suicidal Wraith -- While flying fear is not quite as bad as [CARD]
Stronghold Overseer[/CARD]'s flying shadow (which can only be blocked by other Overseers and/or an Æther Web enchanted creature), this still might as well be unblockable against most decks. Generally Lords are not too hard to kill since they provide such a large bonus to other creatures. Being unblockable makes this too hard too kill. Also, as shown by Deepchannel Mentor, granting mass unblockability costs a lot more, and granting mass deathtouch is basically one massive "Don't block me."
I would split this off into two creatures and change things around a little more:
Frenzied Spirit 2B
Creature -- Spirit (U)
Frenzy 1 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
Other black creatures you control have frenzy 1.
2/2
Dread Spirit 3B
Creature -- Spirit (U)
Flying
Sacrifice a creature: Target black creature gains fear until end of turn. Regenerate that creature.
3/1
Slumber-wake Giant -- 5/5 for five mana is generally great by itself. Throwing a bunch of pump abilities onto it also is excessive. This is almost a Kamahl, Fist of Krosa with a free activation. Kamahl, fist of Krosa is really good finisher, but he is fair because without an activation his toughness is really low and he is easy to kill.
3GG
Creature -- Giant Warrior (R)
Whenever CARDNAME attacks, green creatures you control get +2/+2 and gain trample until end of turn.
4/3
Rushing Warrior -- This thing is pretty insane in either iteration. Bloodmark Mentor was 1R for a measly 1/1. First strike is a really strong ability, especially with a power boost as well. This would probably be okay if it handed out haste instead, similar to In the Web of War.
3R
Creature -- Human Warrior (R)
Whenever CARDNAME or another red creature comes into play under your control, it gets +1/+0 and gains haste until end of turn.
2/2
Sea-folk Forktamer -- This is three cards.
2U
Creature -- Merfolk Wizard (U)
Islandwalk
Whenever you draw a card, put a flood counter on target land. That land is an Island in addition to its other types as long as it has a flood counter on it.
1/3
3U
Creature -- Merfolk Soldier (U)
Whenever CARDNAME attacks, other blue creatures you control gain islandwalk and shroud until end of turn.
2/4
3UU
Creature -- Merfolk Wizard (U) U, Tap two untapped blue creatures you control: Draw a card.
3/3
I see the one that grants islandwalk as more of a distraction like Elvish Bard. If it can give itself islandwalk, the P/T and cost would have to be much closer to Deepchannel Mentor's P/T and cost.
Vigilant Vanguard -- The token ability is nice, but this kind of pump is more of a green ability. I guess it is similar to exalted, but that is a bit of a push. Meh.
3W
Creature -- Human Knight (R)
First strike
Whenever CARDNAME attacks, put a 1/1 white Soldier creature token into play tapped and attacking.
Whenever CARDNAME blocks, put a 1/1 white Soldier creature token into play. It blocks an attacking creature if able.
2/3
1WW
Creature -- Human Soldier (U)
Vigilance 1, Tap an untapped creature you control: Target white creature other than the tapped creature gets +1/+1 until end of turn.
2/2
Creature - Spirit (R)
Flying, Fear
Whenever Shrieking Wraith attacks, other black creatures you control gains fear and "B: Regenerate this creature" until end of turn.
2/2
Slumber-wake Giant 3GG
Creature - Giant Warrior (R)
2G: Slumber-wake Giant gains +1/+1 and trample until end of turn.
Whenever Rushplow Giant attacks, other green creatures you control gains trample and +2/+2 until end of turn.
5/5
Rushing Warrior 1R
Creature - Human Warrior (R)
Haste
Whenever Rushing Warrior attacks, other red creatures you control gains +1/+0 and firststrike until end of turn.
3/1
Sea-folk Forktamer 2U
Creature - Merfolk Shaman (R)
Whenever you draw a card, target land becomes an Island in addition to its type.
Whenever Sea-folk Forktamer attacks, other blue creatures you control gains islandwalk and shroud until end of turn.
Tap two blue creatures you control: Draw a card.
2/2
Vigilant Vanguard 3W
Creature - Human Knight (R)
Vigilance
Whenever Vigilant Vanguard attacks, put a 1/1 white Soldier token into play.
Whenever Vigilant Vanguard blocks, put a 1/1 white Soldier token into play.
Tap a white creature you control: Vigilant Vanguard gains +1/+1 until end of turn.
2/5
The Giant's name changes as you read the card. Also, too powerful. Start him at 3/3 or 4/4.
Red one should cost 1RR. Red can't even get a 3/1 vanilla for 2, let alone giving it haste and mass pump.
"Seafolk" should be "Merfolk". Also, it's hideously overpowered by about 3 mana.
Last one is, you guessed it, too powerful! White might get 2/5 vig for 4, but that's about it. No free tokens twice a turn, and no free pump (both would raise the cost by at least :symw:.
Once the power issues are worked out, you can focus on your wording. Originality and flavour are decent so far.
.
That's true of cards that are designed for Limited. But Hypnotic Specter sets the bar higher for cards intended for Constructed - 1BB buys a 2/2 flier with a very powerful ability, and the card sees littel play regardless.
Creature - Spirit (R)
Flying, Fear
Whenever Shrieking Wraith attacks, other black creatures you control gains fear and ":symb:: Regenerate this creature" until end of turn.
2/2
To be true, its allready a pretty "lame" rare, the real effect is that it grants you creatures evasion, which is a Limited bomb (as its pretty much unblockable with double evasion), the regeneration will just make sure they dont die in combat, but they are more or less unblockable via fear anyway.
Manacost is better as 2B so peops might consider it as a splash for some decks, as the evasion is what makes the card tick, you would never ever play it just because of the 2/2 flyer, fear and thats by far nothing for constructed (as long as the format is filled with cheap Volcanic Fallout like removal).
So overall i would exchange the "regeneration" for something, or just delete it (as it rarely matters anyway).
But overall, a working card for the case of "evasion" to your team, but powerwise nothing thats worth to shrink down (and a 1BB cost, makes it extrem bad, as theirs no way to splash it).
Slumber-wake Giant :3mana::symg::symg:
Creature - Giant Warrior (R)
:2mana::symg:: Slumber-wake Giant gains +1/+1 and trample until end of turn.
Whenever Rushplow Giant attacks, other green creatures you control gains trample and +2/+2 until end of turn.
5/5
To be true, WotC seems to push green creatures like nothing, so it is really not wrong to give green creatures a general boost over other colors.
A 5 mana 5/5 would be incredible in the past, today we get quite a lot of this size, and the size alone doesnt make a creature really better if theirs cheap Allstar Removal to ignore it (and we have an incredible amount of removal, and decks tend to be fast enough to win turn 5-6 without a real problem).
The ability to have a build in Overrun is kinda big, but here again, it forces you to have "more" green creatures, and if you run green, you have options for simply faster Beatdown which doesnt need this overrun anyway.
Powerwise its the typical green fat creature that will ensure Victory if the enemie can't kill it, with the build in Overrun its even guaranteed (as 2 other creatures are giant amount of damage allready).
A change to scale it down could be to give itself the Overrun bonus and put it down to 3/3, its allready a threat that wants to attack, but being 3/3 its even more "dead" against any form of burn and random black removal (ala -3/-3, which you get allways in every set in some form).
So this change makes it very hard to play this card efficient, but would normally be a easy step.
A better solution might be to go down with the Overrun to +1/+1, which is still good, and puts the card on a level with Queen of Ants (the M10 card, which creates tokens), just makes it the aggressive version (kinda like an Sliver Queen compared to Sliver Legion).
But im pretty sure that greens overall "fattie" level must become stronger, so its worth to play 5+ mana green creatures, if you can get Tarmagoyf and friends for a giant discount.
Rushing Warrior :1mana::symr:
Creature - Human Warrior (R)
Haste
Whenever Rushing Warrior attacks, other red creatures you control gains +1/+0 and firststrike until end of turn.
3/1
This is quite powerfull, as the ability is like a random Limited combat trick (which is allready strong, as the +1/+0 and first strike will win you many combats one-sided). On a creature they are forced to block the 3/1 guy, and still eat the damage of the other creatures which are more or less hard to block.
Its a great card for any Bloodbraid Elf decks, as its pretty cool to Cascade into this card to strike with your 4/3 first strike elf and the extra 3 from this haster (kinda like a Boggard Ram-Gang, just cheaper).
Its a very pushed card with the 3/1 and haste, maybe its enough if you just give +1/+0 without first strike, as this makes it really deadly.
Sea-folk Forktamer :2mana::symu:
Creature - Merfolk Shaman (R)
Whenever you draw a card, target land becomes an Island in addition to its type.
Whenever Sea-folk Forktamer attacks, other blue creatures you control gains islandwalk and shroud until end of turn.
Tap two blue creatures you control: Draw a card.
2/2
Well, the easy combo source is the draw ability. Its something that can easy get out of hand in decks that draw and play creatures for free, its like the Green ComboElfs in Extended, this is your draw engine, as you play cheap spells, and you have WireWood Symbiotic to bounce+untap, and Wirewood hivemaster to produce more Tokens with each spell, until you finally get into your combo together with mirror Entity (to make the Symbiote an Elf itself, to bounce it, replay and go for infinited mana, just play the ComboElf deck to see how incredible crazy it is).
The last you want is to get a creature that has a similiar draw potential, this card can so easy draw cards for free, even without any combo included, you are going to draw an insane amount of cards with it, as you will allways play it with tokens.
If you want to keep lands islands, you better use the "flood" counters, which were allways used to get this effect without a set time limit (so lands flavourwise get flooded, which makes them island types in addition).
You use the "evasion for your team" here again, as all of this card seem to use some form of it. But making islands and granting islandwalk is really unblockable, the shroud is quite meaningless as your opponent can allways kill your guys before you attack anyway.
So all in all, the draw spell "must" have an manacost, even if its just a singel colorless, but mana free draw is allways dangerous, especially if the cost is as easy to have as this.
The evasion might work better if you just make itself islandwalk and "1" other creature too, so it will act as a "guide" flavourwise that takes 1 other creature with it (but its just stupid if the creature grants islandwalk but not itself).
Vigilant Vanguard :3mana::symw:
Creature - Human Knight (R)
Vigilance
Whenever Vigilant Vanguard attacks or blocks, you may tap an untapped white creature you control, if you do, put a 1/1 white Soldier token into play.
Tap an untapped white creature you control: ~ gets +1/+1 until end of turn.
2/3
To make it short, just "or" the attack and block part, no need to make it 2 triggers, at it never can do both at the same time anyway.
The card is actual a 3/6 as it can tap itself, and your opponent can't really attack into it, can't really block it and is overall very screwd as its a pseudo combo with Untap Creatures and tokens overall.
The card should be scaled down powerwise to prevent the 3/6 part, a 2/3 will allready do, and the ability to produce tokens should better have an cost to work (like Militias Pride, it can't be for free).
In the end its still a good card, not really the answer to any Constructed format, but good for sure (and a powerfull Limited card).
Overall some really cool design ideas, but better put some costs on your abilities, even if its just a random 1 life (like Bitterblossom in black), or a singel colorless mana, a cost prevents unpredicted combos to abuse the ability and its allways just "fair" if the player has to pay something to get an effect.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
These are meant for mono-colored decks -- hence the "other black creatures you control get ... " ability. Why would you be splashing a second color?
.
The black and red ones set up a strong expectation for what other members of the cycle will look like. The others get more complex, and generally dn't deliver.
Instant
Target spell or permanent's tone becomes playful.
Creature - Spirit (R)
Flying, Fear
Whenever Shrieking Wraith attacks, other black creatures you control gains deathtouch and ":symb:: Regenerate this creature" until end of turn.
2/2
Her screams went aloft the ears of the elves. In the midst of panic, stun and shock, not even an ancient spell can be stuttered, nor a swing by an ancestral sword. They are all destined to die.
Given the definition of combo, I think the wraith should offer not evasion but somewhat a fear-delivering effects such as this one, every monster is basically your typical monster in a zombie horror movie; everything it touches die, and it just won't die! With flying and fear, at most parts it'll evade everything. And 3B seems decent.
Slumber-wake Giant :3mana::symg::symg:
Creature - Giant Warrior (R)
:2mana::symg:: Slumber-wake Giant gains +1/+1 and trample until end of turn.
Whenever Slumber-wake Giant attacks, other green creatures you control gains trample and +2/+2 until end of turn.
5/5
Dunno what to do with this one, isn't 5-mana is good for a fattie that can bring up victory at 6th turn? He's basically a 7/7 trample for 5 mana with a "skip the untap step of your lands bla bla". and moreover, brings a Garruk's ability each time he attacks.
Rushing Warrior :1mana::symr:R
Creature - Human Warrior (R)
Haste
Whenever Rushing Warrior attacks, other red creatures you control gains +1/+0 and firststrike until end of turn.
3/2
Downsized,..more R more P/T
Sea-folk Forktamer :2mana::symu:
Creature - Merfolk Shaman (R)
Islandwalk
Whenever you draw a card, target land becomes an Island in addition to its type.
Whenever Sea-folk Forktamer attacks, other blue creatures you control gains islandwalk and shroud until end of turn.
2/2
The giants of the sea, the titans of the moor, and the gallants of the waves, all is but nothing without the guidance of the Folktamers.
After thinking about it yes, I think he should have Islandwalk...he's the effin guide for god's sake. Well that take care things. The draw is optional, so I just delete it.
Vigilant Vanguard :3mana::symw:
Creature - Human Knight (R)
Vigilance
Whenever Vigilant Vanguard attacks or blocks, you may tap an untapped white creature you control, if you do, put a 1/1 white Soldier token into play.
Tap an untapped white creature you control: Vigilant Vanguard gains +1/+1 until end of turn.
2/3
I think The Only One gives a good pricing for this one.
I mean, it means you can't play (or less benefit if you do) creatures with colours the other isn't, but it's by no means monocolour love.
http://forums.mtgsalvation.com/showthread.php?t=504072
because truth be told, it only depends on the creatures right? If my block have mono colored creatures than of course...it pushes mono color, but if these cards were in Shards of Alara Block, now that's different. So it depends how you look at it.
Suicidal Wraith -- While flying fear is not quite as bad as [CARD]
Stronghold Overseer[/CARD]'s flying shadow (which can only be blocked by other Overseers and/or an Æther Web enchanted creature), this still might as well be unblockable against most decks. Generally Lords are not too hard to kill since they provide such a large bonus to other creatures. Being unblockable makes this too hard too kill. Also, as shown by Deepchannel Mentor, granting mass unblockability costs a lot more, and granting mass deathtouch is basically one massive "Don't block me."
I would split this off into two creatures and change things around a little more:
Slumber-wake Giant -- 5/5 for five mana is generally great by itself. Throwing a bunch of pump abilities onto it also is excessive. This is almost a Kamahl, Fist of Krosa with a free activation. Kamahl, fist of Krosa is really good finisher, but he is fair because without an activation his toughness is really low and he is easy to kill.
Rushing Warrior -- This thing is pretty insane in either iteration. Bloodmark Mentor was 1R for a measly 1/1. First strike is a really strong ability, especially with a power boost as well. This would probably be okay if it handed out haste instead, similar to In the Web of War.
Sea-folk Forktamer -- This is three cards.
I see the one that grants islandwalk as more of a distraction like Elvish Bard. If it can give itself islandwalk, the P/T and cost would have to be much closer to Deepchannel Mentor's P/T and cost.
Vigilant Vanguard -- The token ability is nice, but this kind of pump is more of a green ability. I guess it is similar to exalted, but that is a bit of a push. Meh.