Legend: If a card has any designations.
OP!: Too op to exist
OP?: Might be op in certain circumstances or will trigger infinite loops
BL: It's balanced
UP!: Underpowered, needs a buff.
UP?: Underpowered in some circumstances or usually terrible if not built around.
Jester's Boots 4
Artifact 3, T, Discard a card: Reveal target opponent's hand and choose two nonland cards from it. That player shuffles those cards back to their library and draws a card. Afterwards, put an age counter on this card. 2, T: Search your opponent's library for a card and exile it. Afterwards, shuffle the library.
At the beginning of your upkeep, if there are two or more age counters on this card, destroy it. "These are great! Ahuhuhuhu!" -Mogis, Great Jester
Image: https://mtg.design/i/biff18
Terraforming Automaton 1
Artifact Creature - Construct
When this creature enters the battlefield, search your library for a basic land card, put it on the battlefield tapped, then shuffle your library.
When this creature leaves the battlefield, exile a land you control. "Its drills are promising, but alas, they destroy more land than sculpt it." -Urza, Lord High Artificer
1/1
No image.
Mezcatl, The Seeking Warrior 3RR
Legendary Creature - Human
Duel 2 (When this creature attacks, you may select target creature opponent controls. That creature blocks this attacking creature. Whenever this creature becomes blocked by its own effect, put 2 +1/+1 counters on it. Block restrictions do not apply.)
Other creatures you control have duel 1. "To him, duels are nothing more than the path to what he seeks." - Chandra, the Pyromancer
2/3
No image.
Note: This card is considered overpowered thanks to me realizing there's really no balanced thing about this keyword mechanic. Even if the stats are poor.
Designated OP!
Jester's Boots are probably fine just because of how much they cost. However the second ability would probably end up causing an annoying amount of searching and shuffling.
Terraforming Automaton is busted in Tron and similar land-focused decks. It should also be "exile a land you control" to avoid the trick of targeting a fetchland and then sacrificing it in response.
Duel is basically targeted removal. There's not really a reason why you wouldn't use it, even before the part about getting +1/+1 counters for using it. The counters just create the odd situation where you're better off not playing blockers just so they have nothing to duel.
Ok, thanks for the response.
Jester's Boots was supposed to screw your opponent's hand and in other words their ultimate plan, but I didn't think it would annoy TOO much, since they draw a card and could end up actually drawing a really good card, so I might give it a few uses only and not forever. Yes, second ability is also annoying, but it only kills off one card, and you can't use the first ability. Also quite expensive, so the nerf is on the first ability.
Terraforming Automaton's purpose was to be like a "loan" card, where you instantly get a land on the battlefield (but it enters tapped so that the terraforming automaton isn't technically 0 cost) but will have to destroy one land later. To keep it off from tron decks, I'll make it so that it only searches BASIC lands, which is cruel for tron decks but it has to be done.
Duel and Provoke are both targeted removal which is powerful, but I intentionally made the creatures who have duel poor stats. Design limits so that it isn't broken. As for the potential board clear with the duel mechanic, that is something I'll nerf on. Will have to think about it. Here's a thread that is related to this mechanic:https://www.mtgsalvation.com/forums/magic-fundamentals/custom-card-creation/815133-the-duel-mechanic
Edit: Duel is no longer considered a balanced keyword. Expect all cards with duel to be op.
OP!: Too op to exist
OP?: Might be op in certain circumstances or will trigger infinite loops
BL: It's balanced
UP!: Underpowered, needs a buff.
UP?: Underpowered in some circumstances or usually terrible if not built around.
Jester's Boots 4
Artifact
3, T, Discard a card: Reveal target opponent's hand and choose two nonland cards from it. That player shuffles those cards back to their library and draws a card. Afterwards, put an age counter on this card.
2, T: Search your opponent's library for a card and exile it. Afterwards, shuffle the library.
At the beginning of your upkeep, if there are two or more age counters on this card, destroy it.
"These are great! Ahuhuhuhu!" -Mogis, Great Jester
Image: https://mtg.design/i/biff18
Terraforming Automaton 1
Artifact Creature - Construct
When this creature enters the battlefield, search your library for a basic land card, put it on the battlefield tapped, then shuffle your library.
When this creature leaves the battlefield, exile a land you control.
"Its drills are promising, but alas, they destroy more land than sculpt it." -Urza, Lord High Artificer
1/1
No image.
Mezcatl, The Seeking Warrior 3RR
Legendary Creature - Human
Duel 2 (When this creature attacks, you may select target creature opponent controls. That creature blocks this attacking creature. Whenever this creature becomes blocked by its own effect, put 2 +1/+1 counters on it. Block restrictions do not apply.)
Other creatures you control have duel 1.
"To him, duels are nothing more than the path to what he seeks." - Chandra, the Pyromancer
2/3
No image.
Note: This card is considered overpowered thanks to me realizing there's really no balanced thing about this keyword mechanic. Even if the stats are poor.
Designated OP!
Terraforming Automaton is busted in Tron and similar land-focused decks. It should also be "exile a land you control" to avoid the trick of targeting a fetchland and then sacrificing it in response.
Duel is basically targeted removal. There's not really a reason why you wouldn't use it, even before the part about getting +1/+1 counters for using it. The counters just create the odd situation where you're better off not playing blockers just so they have nothing to duel.
There are also minor wording issues on all three.
- Rabid Wombat
Jester's Boots was supposed to screw your opponent's hand and in other words their ultimate plan, but I didn't think it would annoy TOO much, since they draw a card and could end up actually drawing a really good card, so I might give it a few uses only and not forever. Yes, second ability is also annoying, but it only kills off one card, and you can't use the first ability. Also quite expensive, so the nerf is on the first ability.
Terraforming Automaton's purpose was to be like a "loan" card, where you instantly get a land on the battlefield (but it enters tapped so that the terraforming automaton isn't technically 0 cost) but will have to destroy one land later. To keep it off from tron decks, I'll make it so that it only searches BASIC lands, which is cruel for tron decks but it has to be done.
Duel and Provoke are both targeted removal which is powerful, but I intentionally made the creatures who have duel poor stats. Design limits so that it isn't broken. As for the potential board clear with the duel mechanic, that is something I'll nerf on. Will have to think about it. Here's a thread that is related to this mechanic:https://www.mtgsalvation.com/forums/magic-fundamentals/custom-card-creation/815133-the-duel-mechanic
Edit: Duel is no longer considered a balanced keyword. Expect all cards with duel to be op.