Deceitful Embermage- I think this is a good card. Too easy to kill to be more broken than Underworld Dreams/Spiteful Visions, but nevertheless plays very well with them.
I would like to see the Lore Broker ability rather than the Looter (have it target each player), but that be because I play too much multiplayer myself.
The Yellow Sign
Sorcery (Spells without mana costs can't be played)
Target player loses 1 life and you gain 1 life.
Flashback BR
When you flash back The Yellow Sign, return it to your hand instead of removing it from the game.
This is from a madness/flashback based set I'm working on.
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"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far." - H.P. Lovecraft
It's an interesting card, but if you're including Hellbent in that set I don't think it will play very well. It doesn't provide much interesting tension with Hellbent - all it does is make you do things in a certain order. I think you should change the cost to 1B.
Flameshaper 1R
Creature - Human Wizard
Flameshaper comes into play with a charge counter on it.At the beginning of your upkeep, remove all charge counters from Flameshaper, then put a charge counter on it.
Remove a card in your hand from the game, remove a charge counter from Flameshaper: Flameshaper deals 3 damage to target creature or player.
2/1
Its reusable burn ability is really powerful. The re-charge clause could probably be removed, but I like it quite a bit.
Flameshaper is really strong - definitely rare material. Early game you can use it as repeated removal as you beat down with one creature and lategame lands become more fodder. Not sure if it needs an activation cost though, but if you want to keep it as is, I'd highly recommend it; if it were only a one-shot thing, then it probably wouldn't need it.
Savior of the PrideWW
Creature - Cat Knight [R]
Creatures you control with lifelink gain lifelink.
Creatures you control without lifelink gain lifelink.
2/2
Suggestions to reword it more elegantly + whether it's overpowered? Basically gives all your creatures lifelink, lifelink.
Flameshaper is really strong - definitely rare material. Early game you can use it as repeated removal as you beat down with one creature and lategame lands become more fodder. Not sure if it needs an activation cost though, but if you want to keep it as is, I'd highly recommend it; if it were only a one-shot thing, then it probably wouldn't need it.
Savior of the PrideWW
Creature - Cat Knight [R]
Creatures you control with lifelink gain lifelink.
Creatures you control without lifelink gain lifelink.
2/2
Suggestions to reword it more elegantly + whether it's overpowered? Basically gives all your creatures lifelink, lifelink.
Err... This card simpely says "Creatures you control gains lifelink, lifeling", and that means that it is drasticaly overpowered for 2 mana.. The only card around now that has this effect, is an instant for 5 mana..
----------------------------
Mirror Dragon5UR
Creature - Illusion Dragon
Flying
~'s power is equal to the amount of damage dealt to it this turn.
*/6
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And the heavens will tremble....
"He is inside each of us. Watching for his time to come." - Seer's Parables
Mirror Dragon5UR
Creature - Illusion Dragon
Flying
~'s power is equal to the amount of damage dealt to it this turn.
*/6
Um, why would I pay 7 mana for this? If my opponent is going to deal direct damage to it, he's going to hit it for 6 or more to kill it, and the power won't matter. If he's going to combo direct damage or gangblock it, his creature's combat damage will resolve, then the dragon will be pumped (if it still lives), but it'll be past the point of dealing its combat damage. Then the opponent can finish it off with direct damage if he wants. Really all this is good against is first/double-strike, and that's really, really expensive for a 0/6 flying wall.
Might I suggest a slight change?
Mirror Dragon 3UR
Creature - Illusion Dragon
Flying
Whenever damage is dealt to ~, put that many +1/+0 counters on it.
0/6
Now that I might pay 5 mana for...still not 7, though.
Gemcrack Monolith
Artifact (U)
As an additional cost to play ~, sacrifice two lands.
T: Add two mana of any combination of colors to your mana pool.
Gemcrack Monolith- With a two-land sac as a cost, this strikes me as really...bad. Like I would play darksteel ingot over this all the time, regardless of the extra mana. I would drop the sac to one land and that's really all the change that needs to be made. This card is insanely good at color-fixing, and if it was ever printed I guarantee it would see a crapload of play, but like I said, I don't know that it needs such a high extra cost.
R'lyeh, the Maddening Necropolis
Legendary Land
R'lyeh, the Maddening Necropolis doesn't untap during your untap step.
T: Add one mana of any color to your mana pool.
Whenever you lose life, you may untap R'lyeh.
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"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far." - H.P. Lovecraft
Gemcrack Monolith- With a two-land sac as a cost, this strikes me as really...bad. Like I would play darksteel ingot over this all the time, regardless of the extra mana. I would drop the sac to one land and that's really all the change that needs to be made. This card is insanely good at color-fixing, and if it was ever printed I guarantee it would see a crapload of play, but like I said, I don't know that it needs such a high extra cost.
R'lyeh, the Maddening Necropolis
Legendary Land
R'lyeh, the Maddening Necropolis doesn't untap during your untap step.
T: Add one mana of any color to your mana pool.
Whenever you lose life, you may untap R'lyeh.
Amazingly powerful with certain cards like necropotence and pestilence, imo it needs abit
of a nerf, though im not sure what without changing the card quite abit.
Maybe have it only produce colourless? Imo very cool card otherwise, the
legendary status was a very nescessary move.
This might be a little bit broken...
Enigma BeingRRGG
Legendary Creature - Shapeshifter Druid G: Add 2 to your mana pool.
You cannot have more than four mana in your mana pool at any time.
2/3
Gemcrack Monolith- With a two-land sac as a cost, this strikes me as really...bad. Like I would play darksteel ingot over this all the time, regardless of the extra mana. I would drop the sac to one land and that's really all the change that needs to be made. This card is insanely good at color-fixing, and if it was ever printed I guarantee it would see a crapload of play, but like I said, I don't know that it needs such a high extra cost.
R'lyeh, the Maddening Necropolis
Legendary Land
R'lyeh, the Maddening Necropolis doesn't untap during your untap step.
T: Add one mana of any color to your mana pool.
Whenever you lose life, you may untap R'lyeh.
Oh wow that's a turn one win for sure. Turn one land mox of some sort that produces black mana. Tap this play Blood Celebrant
Tap mox for B. Filter it to whatever color you want (probably black) by paying one life into the Blood celebrant. Untap your land. Tap it for mana. Keep going and going and going. The greatest thing is you can go until you run out of life, play a drain life spell with only one black floating, use the life gained and start the process over (especially fun if you're using things like Nights Whisper to refill your hand, draw cards lose life add mana. Cycle your)
Minimize the life lost, minimize the cost to lose that life (Blood Celebrant is esentially free but so is Street Wraith) so you get an extra mana out of it.
Maybe it should come into play tapped? I mean you're still going to be able to build around it and it could easily fall into some decks (necropotence much? Bargain?)
I think it's too abuseable in the older formats but then it can just be banned right?
I think it's broken with Bargain but ...that's not saying much lol considering most things are broken with other broken cards.
Bargain + this + drain life effects = winzor. Pay 1 life draw a card. Add a mana to your pool. Gain life (life burst probably the best option here if not Beacon of Immortality) draw out your deck infinitely add infinite mana to your pool win game somehow. (Test of endurance?)
Enigma Being- There's a lot of ways to break the crap out of this card, but they're all so goofy and fun that I don't even think it matters. This card wins HUEG points in the "BUILD AROUND ME" and straight-up fun areas. The colorless-only production keeps this from being totally busted.
Swift-Fang Dragon- a good straightforward card. For some reason I feel like the dragon should also have haste for the sake of symmetry, but it should probably cost 6RR if that's the case. It's a solid creature either way. Also, hooray cat tokens!
Dread Cthulhu 5UBR
Legendary Creature- Nightmare Horror
When Dread Cthulhu comes into play, each player discards their hand.
Trample UBR: Regenerate Dread Cthulhu.
If a player would draw a card, that player may pay 1 and 1 life. If they don't, instead they skip that draw and put a +1/+1 counter on Dread Cthulhu.
6/6
....Wwwwow... That's a pretty strong card. Kills control when this hits play, and if that's not bad enough, they'll be suffering from trying to draw cards. For an 8cc 6/6 game ender, he is certainly nice.
Enchant an Augur with this and you'll be a happy guy.
Obedience RingWUB
Enchantment - Aura
Enchant creature you don't control
Enchanted creature can't attack or block and its activated abilities can't be played by its controller. WUB: Choose an activated ability of enchanted creature. You may play that ability this turn without paying its cost. Play this ability only once per turn and only during your turn. (Costs include tapping, sacrificing permanents, discarding cards, paying life etc. If there is X in the cost, X is 0.)
So yeah, Basically a super Faith's Fetters, which allows you to really put the hurt on the opponent if that creature happens to be a crucial utility creature. Of course, creatures that can self-destruct usually won't be affected by this, which is why I put the Augurs at the example (they can self destruct on Upkeep only). I added the once per turn restriction just in case you're enchanting a mana maker; Infinite RG from Bloom Tender is still not too fair, no? Comments?
Obedience RingWUB
Enchantment - Aura
Enchant creature you don't control
Enchanted creature can't attack or block and its activated abilities can't be played by its controller. WUB: Choose an activated ability of enchanted creature. You may play that ability this turn without paying its cost. Play this ability only once per turn and only during your turn. (Costs include tapping, sacrificing permanents, discarding cards, paying life etc)
Ok, maybe it's just me, but I don't see the black in this at all, UW maybe, but it just seems mostly White to me....Otherwise, not bad if a tad bit...enoying..Pacify effects always bothered me...:-/
Ok here is a old draw spell I came up with...probally a bit wordy...but...here it is...Also was kina unsure of how to word it..
Moments Thought 3UUU
Instant (Rare)
Target player may draw up to six cards, that player then chooses and discards three cards, that player then puts two cards on the top of their library.
Dread Cthulhu - I think the last ability isn't punishing enough. Should be 3 life, no mana.
And here's a variant of your card that I think is a bit more "pure":
Magistrate of Grief 4BBB
Creature - Human Wizard
When NAME comes into play, each player discards his or her hand.
Whenever a player would draw a card, instead put a -1/-1 counter on Magistrate of Grief.
6/6
Obedience Ring - This would be a lot more interesting if it affect all permanents like Faith's Fetters, especially with the advent of planeswalkers (it would have to cost more though, obviously. Maybe 1WUB?). How fun would it be to repeatedly use Chandra's ability over and over?
Moment's Thought - Too weak. For 3UUU you should get the "draw six cards" by itself, given that Concentrate costs 2UU and Tidings costs 3UU. I think the draw effect could be upgraded to nine cards.
I'll comment on your revamped version of ZanGerai's card, Paranoir.
Magistrate of Grief - Both Hypnox and Myojin of Night's Reach required you to actually play the creature from your hand to get the discard effect. Although this is all players, this may actually be beneficial to you if you're playing with Hellbent cards, or anything that interacts with the graveyard e.g. Threshold, Retrace, Flashback, Dredge, etc
So to tone this down, I think you need to add that extra clause.
The 2nd ability is incredibly annoying and too easily abusable. Combo it with repeatable bounce e.g. Temporal Adept, Capsize or ways of removing counters e.g. Heartmender, and no one will draw a card again. That's not very fun.....although the Magistrate does make Escape Routes usable!
Ingenuity :4mana::symu:
Creature - Incarnation (R)
Play with your hand revealed.
Ingenuity’s power and toughness are each equal to the highest converted mana cost among cards in your hand.
*/*
Lol so Ingenuity Sneak Attack into play (or just play it since it costs 5) and then swing with your highest CMC card (Is Draco still the standard or did we get a 20CC card?)
For the most part it's a build around card since it has no evasion or haste and if you have no cards in hand it's as useless as Soromaro. Interesting though how different it is from a Maro creature. It could be a 0/0 even with three cards inyour hand but it could be a 16/16 (or what is it 13/13 for Blinkmoth Infusion?)
Interesting concept that reminds me of the "Reveal a card" cycle from invasion block (I think that's where they're from, it's been a while)
Cool card I don't think it needs any tweaking. Good thing you didn't nerf it and give it defender. I like how discard would force them to get rid of the probably useless expensive card in your hand. Then again maybe you're playing some sort of Myojin of Blue or Decree of Silence deck. 5 for a 10/10 with a slight drawback is stilly way above the curve. Most often this guy will be a 4/4 for 5 (or 5 or 6/6 at the most probably) in any normal blue deck. Makes that Affinity for Islands guy more useful.
NEXT:
Alabaster Stingray 1UW
Creature - Fish
Flying, Vigilance, Absorb 2 (Whenever damage would be dealt to this creature prevent 2 of that damage)
Whenever damage is prevented you may remove target creature from the game if it attacked this turn.
1/1
The costs on the Seraph seem a bit mixed up. Make the mana cost 4W, and the suspend cost could probably stay as-is.
Next:
Profundal Fiend 4UB
Creature - Leviathan
Trample
When Profundal Fiend comes into play, an opponent may search your library for up to seven cards and remove them from the game. If an opponent does, shuffle your library. The tidal wave made when it surfaces is enough to make you lose your mind.
8/8
Profundal Fiend- I absolutely love this card, and I feel like it's really balanced. Also, Leviathan is one of my favorite creature types. I actually feel like this could cost 3UB safely. Definitely a card I would play, regardless of the drawback.
Yet more Lovecraft-inspiredness...
Master of the Silver Twilight 2B
Creature- Human Horror
Horror creatures you control get +1/+1. 1B, t, sacrifice a Horror: Destroy target creature.
1/1
i like it's design. very simple. good playability. i would however make it a 2/2. and make it say other horrors you control get +1/+1 to streamline it with other similar existing creature buffers.
Faith3WW
Creature - Elemental
Flying
Prevent all combat damage done to other untapped creatures you control.
4/4
Ok, maybe it's just me, but I don't see the black in this at all, UW maybe, but it just seems mostly White to me....
I give it black since it has the treachery element in it. See, the enchanted creature now, instead of helping its controller, refuses to fight for them, and helps their enemies instead.
Faith probably could be more expensive or smaller since its ability is a little ridiculous. This basically means your opponent can't attack, since all your blockers are essentially immune to damage. 6cc, maybe?
But on a second thought, we have Dolmen Gate too, which is uber cheap and protects your attackers from damage..... I still have my reservation though for Faith; 4/4 for 5 with that ability is probably still too good. How about 3/4?
Say hello to the absolute most confusing card ever since, um, Eye of the Storm?
Aurora EveWUBRG
Enchantment
At the beginning of your upkeep, sacrifice Aurora Eve. If you do, each player reveals his or her hand. For each creature card in his or her hand and each creature he or she owns in play, that player removes that card or creature from the game, then searches his or her library for a creature card with the same converted mana cost but not the exact same colors as the removed card or creature, reveals it and puts it into his or her hand. Shuffle all cards removed from the game this way into their owners' libraries.
So what does this do? By self-destructing, it will basically shuffle all creatures into their owners' libraries. For each creature that would be shuffled this way, its owner can find a different creature with the same CMC, but not the exact same color (so you search first before you shuffle). So, shuffling in a Sygg, River Guide can get you Sygg, River Cutthroat (same cmc, UB instead of WU) but not Galina's Knight (2cc WU). In extreme cases, shuffling in a Mosstodon can even get you Sliver Queen. What say you?
it's not bad to be honest. the only thing i would change is make it only count non-token creatures in play. maybe even limiting it to creatures in play. you would still be able to shuffle a Birds of Paradise for a Progenitus. in shards block i think it would see play. swapping your monocolored creatures for your multicolored fatties.
Drain the NodeUUU
Instant
Counter target spell. The next spell played this turn costs 3 more to play.
eva, I don't think you fully understand what magac's card does. You can't swap BoP for a Progenitus, you'd have to swap it for any other one-drop that didn't cost G. Personally, I think magac's card is pretty combo-tastic, allowing you to search up all manner of creature-based shenanigans. I'd like to see it in a carefully-built silver-bullet style deck with a bunch of utility creatures.
Drain the Node- This is a solid counterspell. It goes a long way towards intefering with mana-ramp and combo strategies that have to carefully plan their mana usage. A combo player can be set to go off that turn, but then be set back not only a key spell but 3 mana towards continuing the combo. Efficiently costed, too, though 2UU wouldn't be unthinkable.
The Bloody Tongue 2BR
Legendary Creature- Nyarlathotep
Haste, Trample
Whenever a card is put into an opponent's graveyard from anywhere, The Bloody Tongue deals 1 damage to that player.
5/2
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"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far." - H.P. Lovecraft
The Bloody Tongue - Ouch. I'd probably increase the cost by :2mana:, and maybe make it 6/3 to compensate for the extra cost. (Traumatize strikes as a huge problem card here.)
Next:
Interrogator of the Depths 3UB
Legendary Creature - Merfolk Wizard
Whenever an opponent draws a card, that player loses 1 life.
:symtap:: Each player draws a card.
3/3
Interrogator of the Depths - i like the loss of life touch. nicely balanced cost wise. only reason i can see why it is legendary is Merrow Commerce probably. well done.
Earth WardenG
Creature - Human Druid
When ~ comes into play, untap target land.
1/1
Whoa Earth Warden is nice. It's basically a 1/1 for 0. This seems to good IMO.. maybe make it able to untap only basic lands.
AEther-Fueled Jolter WUB
Creature- Vedalkan Wizard Mythic Rare
At the beginning of your upkeep, ~ deals damage to target creature or player equal to the number of jolt counters on ~
At the end of your turn, roll a die. If you roll a 1, sacrifice ~. ~ deal damage to you equal to the number of jolt counters on it. If you roll any other number, put a jolt counter on ~.
1/1
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PM me if you want to get rid of your spare Ajani Vengeants
Vengeant Count: 5 Goal: 8-10
Interrogator of the Depths - i like the loss of life touch. nicely balanced cost wise. only reason i can see why it is legendary is Merrow Commerce probably. well done.
Earth WardenG
Creature - Human Druid
When ~ comes into play, untap target land.
1/1
I would add 1 to it's cost or lower it's power to 0, cuzz it cost now essentially 0 (Tap to pay the card, then untap)
EDIT:
Quote from LeashedFreak »
AEther-Fueled Jolter :symw::symu::symb:
Creature- Vedalkan Wizard Mythic Rare
At the beginning of your upkeep, ~ deals damage to target creature or player equal to the number of jolt counters on ~
At the end of your turn, roll a die. If you roll a 1, sacrifice ~. ~ deal damage to you equal to the number of jolt counters on it. If you roll any other number, put a jolt counter on ~.
1/1
I realy can't see the color's in it. Black maybe, but otherwise it is all red. Damage dealt at upkeep the randomness of die roll. Also, being a 1/1 for 3 mana with a sac chance of 1/6 at upkeep is useless.
fixed: AEther-Fueled Jolter BR
Creature- Golbin Wizard
At the beginning of your upkeep, ~ deals damage to target creature or player equal to the number of jolt counters on ~
At the end of your turn, put a jolt counter on ~, then roll a die. If you roll a 1, sacrifice ~. ~ deal damage to you equal to the number of jolt counters on it.
1/1
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Ruined Sword B
Artifact - Equipment
When equipped creature deals damage to a player, that player discards a card from his or her hand.
Equip 1
Unearth 2B
When ~ comes into play, if it's unearth cost is paid, attach it to target creature.
I would like to see the Lore Broker ability rather than the Looter (have it target each player), but that be because I play too much multiplayer myself.
The Yellow Sign
Sorcery
(Spells without mana costs can't be played)
Target player loses 1 life and you gain 1 life.
Flashback BR
When you flash back The Yellow Sign, return it to your hand instead of removing it from the game.
This is from a madness/flashback based set I'm working on.
This is so definitely a Hastur reference
It's an interesting card, but if you're including Hellbent in that set I don't think it will play very well. It doesn't provide much interesting tension with Hellbent - all it does is make you do things in a certain order. I think you should change the cost to 1B.
Flameshaper 1R
Creature - Human Wizard
Flameshaper comes into play with a charge counter on it.At the beginning of your upkeep, remove all charge counters from Flameshaper, then put a charge counter on it.
Remove a card in your hand from the game, remove a charge counter from Flameshaper: Flameshaper deals 3 damage to target creature or player.
2/1
Its reusable burn ability is really powerful. The re-charge clause could probably be removed, but I like it quite a bit.
Savior of the Pride WW
Creature - Cat Knight [R]
Creatures you control with lifelink gain lifelink.
Creatures you control without lifelink gain lifelink.
2/2
Suggestions to reword it more elegantly + whether it's overpowered? Basically gives all your creatures lifelink, lifelink.
My Sales Post!
Err... This card simpely says "Creatures you control gains lifelink, lifeling", and that means that it is drasticaly overpowered for 2 mana.. The only card around now that has this effect, is an instant for 5 mana..
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Mirror Dragon5UR
Creature - Illusion Dragon
Flying
~'s power is equal to the amount of damage dealt to it this turn.
*/6
And the heavens will tremble....
- Seer's Parables
Deck
BU Fearies
RB Elemental/Horror
RB Artifact
BRG Dragonz
UBR Grixis
Might I suggest a slight change?
Mirror Dragon 3UR
Creature - Illusion Dragon
Flying
Whenever damage is dealt to ~, put that many +1/+0 counters on it.
0/6
Now that I might pay 5 mana for...still not 7, though.
Gemcrack Monolith
Artifact (U)
As an additional cost to play ~, sacrifice two lands.
T: Add two mana of any combination of colors to your mana pool.
R'lyeh, the Maddening Necropolis
Legendary Land
R'lyeh, the Maddening Necropolis doesn't untap during your untap step.
T: Add one mana of any color to your mana pool.
Whenever you lose life, you may untap R'lyeh.
Amazingly powerful with certain cards like necropotence and pestilence, imo it needs abit
of a nerf, though im not sure what without changing the card quite abit.
Maybe have it only produce colourless? Imo very cool card otherwise, the
legendary status was a very nescessary move.
This might be a little bit broken...
Enigma Being RRGG
Legendary Creature - Shapeshifter Druid
G: Add 2 to your mana pool.
You cannot have more than four mana in your mana pool at any time.
2/3
A question, is this card possible?
Oh wow that's a turn one win for sure. Turn one land mox of some sort that produces black mana. Tap this play Blood Celebrant
Tap mox for B. Filter it to whatever color you want (probably black) by paying one life into the Blood celebrant. Untap your land. Tap it for mana. Keep going and going and going. The greatest thing is you can go until you run out of life, play a drain life spell with only one black floating, use the life gained and start the process over (especially fun if you're using things like Nights Whisper to refill your hand, draw cards lose life add mana. Cycle your)
Minimize the life lost, minimize the cost to lose that life (Blood Celebrant is esentially free but so is Street Wraith) so you get an extra mana out of it.
Maybe it should come into play tapped? I mean you're still going to be able to build around it and it could easily fall into some decks (necropotence much? Bargain?)
I think it's too abuseable in the older formats but then it can just be banned right?
I think it's broken with Bargain but ...that's not saying much lol considering most things are broken with other broken cards.
Bargain + this + drain life effects = winzor. Pay 1 life draw a card. Add a mana to your pool. Gain life (life burst probably the best option here if not Beacon of Immortality) draw out your deck infinitely add infinite mana to your pool win game somehow. (Test of endurance?)
Fun card.
Next:
Swift-Fang Dragon 5RR
Creature - Dragon
Flying
When Swift-Fang Dragon comes into play, put two 3/1 red Cat creature tokens with haste into play.
5/6
(Normally, 3/1 tokens are Elementals, but I made them Cats in this case because Elementals serve a specific role in my set.)
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Swift-Fang Dragon- a good straightforward card. For some reason I feel like the dragon should also have haste for the sake of symmetry, but it should probably cost 6RR if that's the case. It's a solid creature either way. Also, hooray cat tokens!
Dread Cthulhu
5UBR
Legendary Creature- Nightmare Horror
When Dread Cthulhu comes into play, each player discards their hand.
Trample
UBR: Regenerate Dread Cthulhu.
If a player would draw a card, that player may pay 1 and 1 life. If they don't, instead they skip that draw and put a +1/+1 counter on Dread Cthulhu.
6/6
Go-go gadget Timmy rare!
Enchant an Augur with this and you'll be a happy guy.
Obedience Ring WUB
Enchantment - Aura
Enchant creature you don't control
Enchanted creature can't attack or block and its activated abilities can't be played by its controller.
WUB: Choose an activated ability of enchanted creature. You may play that ability this turn without paying its cost. Play this ability only once per turn and only during your turn. (Costs include tapping, sacrificing permanents, discarding cards, paying life etc. If there is X in the cost, X is 0.)
So yeah, Basically a super Faith's Fetters, which allows you to really put the hurt on the opponent if that creature happens to be a crucial utility creature. Of course, creatures that can self-destruct usually won't be affected by this, which is why I put the Augurs at the example (they can self destruct on Upkeep only). I added the once per turn restriction just in case you're enchanting a mana maker; Infinite RG from Bloom Tender is still not too fair, no? Comments?
Ok, maybe it's just me, but I don't see the black in this at all, UW maybe, but it just seems mostly White to me....Otherwise, not bad if a tad bit...enoying..Pacify effects always bothered me...:-/
Ok here is a old draw spell I came up with...probally a bit wordy...but...here it is...Also was kina unsure of how to word it..
Moments Thought 3UUU
Instant (Rare)
Target player may draw up to six cards, that player then chooses and discards three cards, that player then puts two cards on the top of their library.
And here's a variant of your card that I think is a bit more "pure":
Magistrate of Grief 4BBB
Creature - Human Wizard
When NAME comes into play, each player discards his or her hand.
Whenever a player would draw a card, instead put a -1/-1 counter on Magistrate of Grief.
6/6
Obedience Ring - This would be a lot more interesting if it affect all permanents like Faith's Fetters, especially with the advent of planeswalkers (it would have to cost more though, obviously. Maybe 1WUB?). How fun would it be to repeatedly use Chandra's ability over and over?
Moment's Thought - Too weak. For 3UUU you should get the "draw six cards" by itself, given that Concentrate costs 2UU and Tidings costs 3UU. I think the draw effect could be upgraded to nine cards.
Magistrate of Grief - Both Hypnox and Myojin of Night's Reach required you to actually play the creature from your hand to get the discard effect. Although this is all players, this may actually be beneficial to you if you're playing with Hellbent cards, or anything that interacts with the graveyard e.g. Threshold, Retrace, Flashback, Dredge, etc
So to tone this down, I think you need to add that extra clause.
The 2nd ability is incredibly annoying and too easily abusable. Combo it with repeatable bounce e.g. Temporal Adept, Capsize or ways of removing counters e.g. Heartmender, and no one will draw a card again. That's not very fun.....although the Magistrate does make Escape Routes usable!
Ingenuity :4mana::symu:
Creature - Incarnation (R)
Play with your hand revealed.
Ingenuity’s power and toughness are each equal to the highest converted mana cost among cards in your hand.
*/*
For the most part it's a build around card since it has no evasion or haste and if you have no cards in hand it's as useless as Soromaro. Interesting though how different it is from a Maro creature. It could be a 0/0 even with three cards inyour hand but it could be a 16/16 (or what is it 13/13 for Blinkmoth Infusion?)
Interesting concept that reminds me of the "Reveal a card" cycle from invasion block (I think that's where they're from, it's been a while)
Cool card I don't think it needs any tweaking. Good thing you didn't nerf it and give it defender. I like how discard would force them to get rid of the probably useless expensive card in your hand. Then again maybe you're playing some sort of Myojin of Blue or Decree of Silence deck. 5 for a 10/10 with a slight drawback is stilly way above the curve. Most often this guy will be a 4/4 for 5 (or 5 or 6/6 at the most probably) in any normal blue deck. Makes that Affinity for Islands guy more useful.
NEXT:
Alabaster Stingray 1UW
Creature - Fish
Flying, Vigilance, Absorb 2 (Whenever damage would be dealt to this creature prevent 2 of that damage)
Whenever damage is prevented you may remove target creature from the game if it attacked this turn.
1/1
Next:
Profundal Fiend 4UB
Creature - Leviathan
Trample
When Profundal Fiend comes into play, an opponent may search your library for up to seven cards and remove them from the game. If an opponent does, shuffle your library.
The tidal wave made when it surfaces is enough to make you lose your mind.
8/8
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Yet more Lovecraft-inspiredness...
Master of the Silver Twilight
2B
Creature- Human Horror
Horror creatures you control get +1/+1.
1B, t, sacrifice a Horror: Destroy target creature.
1/1
Faith 3WW
Creature - Elemental
Flying
Prevent all combat damage done to other untapped creatures you control.
4/4
I give it black since it has the treachery element in it. See, the enchanted creature now, instead of helping its controller, refuses to fight for them, and helps their enemies instead.
Faith probably could be more expensive or smaller since its ability is a little ridiculous. This basically means your opponent can't attack, since all your blockers are essentially immune to damage. 6cc, maybe?
But on a second thought, we have Dolmen Gate too, which is uber cheap and protects your attackers from damage..... I still have my reservation though for Faith; 4/4 for 5 with that ability is probably still too good. How about 3/4?
Say hello to the absolute most confusing card ever since, um, Eye of the Storm?
Aurora Eve WUBRG
Enchantment
At the beginning of your upkeep, sacrifice Aurora Eve. If you do, each player reveals his or her hand. For each creature card in his or her hand and each creature he or she owns in play, that player removes that card or creature from the game, then searches his or her library for a creature card with the same converted mana cost but not the exact same colors as the removed card or creature, reveals it and puts it into his or her hand. Shuffle all cards removed from the game this way into their owners' libraries.
So what does this do? By self-destructing, it will basically shuffle all creatures into their owners' libraries. For each creature that would be shuffled this way, its owner can find a different creature with the same CMC, but not the exact same color (so you search first before you shuffle). So, shuffling in a Sygg, River Guide can get you Sygg, River Cutthroat (same cmc, UB instead of WU) but not Galina's Knight (2cc WU). In extreme cases, shuffling in a Mosstodon can even get you Sliver Queen. What say you?
Drain the Node UUU
Instant
Counter target spell. The next spell played this turn costs 3 more to play.
Drain the Node- This is a solid counterspell. It goes a long way towards intefering with mana-ramp and combo strategies that have to carefully plan their mana usage. A combo player can be set to go off that turn, but then be set back not only a key spell but 3 mana towards continuing the combo. Efficiently costed, too, though 2UU wouldn't be unthinkable.
The Bloody Tongue
2BR
Legendary Creature- Nyarlathotep
Haste, Trample
Whenever a card is put into an opponent's graveyard from anywhere, The Bloody Tongue deals 1 damage to that player.
5/2
Next:
Interrogator of the Depths 3UB
Legendary Creature - Merfolk Wizard
Whenever an opponent draws a card, that player loses 1 life.
:symtap:: Each player draws a card.
3/3
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Earth Warden G
Creature - Human Druid
When ~ comes into play, untap target land.
1/1
AEther-Fueled Jolter WUB
Creature- Vedalkan Wizard Mythic Rare
At the beginning of your upkeep, ~ deals damage to target creature or player equal to the number of jolt counters on ~
At the end of your turn, roll a die. If you roll a 1, sacrifice ~. ~ deal damage to you equal to the number of jolt counters on it. If you roll any other number, put a jolt counter on ~.
1/1
PM me if you want to get rid of your spare Ajani Vengeants
Vengeant Count: 5 Goal: 8-10
I would add 1 to it's cost or lower it's power to 0, cuzz it cost now essentially 0 (Tap to pay the card, then untap)
EDIT:
I realy can't see the color's in it. Black maybe, but otherwise it is all red. Damage dealt at upkeep the randomness of die roll. Also, being a 1/1 for 3 mana with a sac chance of 1/6 at upkeep is useless.
fixed:
AEther-Fueled Jolter BR
Creature- Golbin Wizard
At the beginning of your upkeep, ~ deals damage to target creature or player equal to the number of jolt counters on ~
At the end of your turn, put a jolt counter on ~, then roll a die. If you roll a 1, sacrifice ~. ~ deal damage to you equal to the number of jolt counters on it.
1/1
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Ruined Sword B
Artifact - Equipment
When equipped creature deals damage to a player, that player discards a card from his or her hand.
Equip 1
Unearth 2B
When ~ comes into play, if it's unearth cost is paid, attach it to target creature.
And the heavens will tremble....
- Seer's Parables
Deck
BU Fearies
RB Elemental/Horror
RB Artifact
BRG Dragonz
UBR Grixis