Banish Soul1WW
Instant
Exile target creature or creature spell.
Tax1W
Sorcery
Create two treasure tokens.
Embargo2W
Instant
Create X treasure tokens where X is the number of players.
Excise3W
Sorcery
Create X treasure tokens where X is the number of lands target opponent controls.
Eminent Domain1W
Sorcery
Destroy target land. That land's controller may search their library for a basic land card and put it onto the battlefield tapped. Create a treasure token.
Manifest Destiny2W
Sorcery
Search your library for a plains card and put it onto the battlefield tapped. Create a treasure token.
Tax Man1W
Creature - Human Pirate
When Tax Man enters the battlefield, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control.
1/2
Tithe Collector1W
Creature - Human Soldier
First Strike
Whenever Tithe Collector deals combat damage to a player, create a treasure token.
2/1
These cards are, at best, stretches for white and some outright color breaks. Overall, color aside, the effects are good, but they need to be mostly blue or red rather than white.
Counterspells have always been a bend in white - Planar Chaos cards are never to be taken as a examples of what a color can do -, so your counters are a stretch. Treasure tokens are usually more of the red/blue thing and white doesn't ramp, so those are definitely a break. Emminent Domain and Manifest Destiny are definitely breaks. Tax man is close but still a stretch because of the amount it ramps and Tithe Collector is solidly a red card, not white.
These cards are, at best, stretches for white and some outright color breaks. Overall, color aside, the effects are good, but they need to be mostly blue or red rather than white.
Counterspells have always been a bend in white - Planar Chaos cards are never to be taken as a examples of what a color can do -, so your counters are a stretch. Treasure tokens are usually more of the red/blue thing and white doesn't ramp, so those are definitely a break. Emminent Domain and Manifest Destiny are definitely breaks. Tax man is close but still a stretch because of the amount it ramps and Tithe Collector is solidly a red card, not white.
Uh... I think that's kind of the "joke".
The thought that other colors continually impinge upon white's small slice of usable color pie and that white should expend upon the few small areas where it is good in EDH (countering spells because it's technically the second best color at doing so, creating treasures just because smothering tithe exists, etc.) is a very worn and counterproductive line of thought. Most recently, people have been yelling at how Hullbreacher or Archelos should have been white.
I honestly can't tell if the bitter humor is directed at wanting white to have a larger slice of the pie or is directed at homebrewers who think that turning dockside extortionist white is a valid method for fixing white.
Of these, I think Manifest Destiny, Tax Man, Eminent Domain, and Excise have the best shot at getting a future version printed. White does get to ramp, just very specifically in the way of basic plains. White has always had a taxing and rule making design philosophy, so Treasure or Gold tokens are def good new spaces to give White a ramp option that fits flavorfully. Saying that White does not get to expand it's abilities when Red has already received Impulse effects for card advantage and Black getting to hit enchantments, and Green gets a bit of everything now, is not fair to those players that would like to play White as a main color, not as support or splash. This is just like when Kabira Takedown was printed and everyone was like "Oh no, White can't have that! It's a Red card!!!" when White is in sore need of some payoff for being the best at flooding the board with creatures/tokens. Let White dabble with some color bends, let White get incidental card draw for once instead of gaining life, and let White get either some form of ramp or a fair way to punish ramp decks.
Of these, I think Manifest Destiny, Tax Man, Eminent Domain, and Excise have the best shot at getting a future version printed. White does get to ramp, just very specifically in the way of basic plains. White has always had a taxing and rule making design philosophy, so Treasure or Gold tokens are def good new spaces to give White a ramp option that fits flavorfully. Saying that White does not get to expand it's abilities when Red has already received Impulse effects for card advantage and Black getting to hit enchantments, and Green gets a bit of everything now, is not fair to those players that would like to play White as a main color, not as support or splash. This is just like when Kabira Takedown was printed and everyone was like "Oh no, White can't have that! It's a Red card!!!" when White is in sore need of some payoff for being the best at flooding the board with creatures/tokens. Let White dabble with some color bends, let White get incidental card draw for once instead of gaining life, and let White get either some form of ramp or a fair way to punish ramp decks.
Those 4 cards seriously belong in a secret lair 4th of July set.
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Spell Tithe 1W
Instant
Counter target spell unless its controller pays 3.
Spell Tariff 1WW
Instant
Counter target spell. Create a treasure token.
Banish Magic 1W
Instant
Exile target non-creature non-planeswalker spell.
Banish Soul 1WW
Instant
Exile target creature or creature spell.
Tax 1W
Sorcery
Create two treasure tokens.
Embargo 2W
Instant
Create X treasure tokens where X is the number of players.
Excise 3W
Sorcery
Create X treasure tokens where X is the number of lands target opponent controls.
Eminent Domain 1W
Sorcery
Destroy target land. That land's controller may search their library for a basic land card and put it onto the battlefield tapped. Create a treasure token.
Manifest Destiny 2W
Sorcery
Search your library for a plains card and put it onto the battlefield tapped. Create a treasure token.
Tax Man 1W
Creature - Human Pirate
When Tax Man enters the battlefield, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control.
1/2
Tithe Collector 1W
Creature - Human Soldier
First Strike
Whenever Tithe Collector deals combat damage to a player, create a treasure token.
2/1
Counterspells have always been a bend in white - Planar Chaos cards are never to be taken as a examples of what a color can do -, so your counters are a stretch. Treasure tokens are usually more of the red/blue thing and white doesn't ramp, so those are definitely a break. Emminent Domain and Manifest Destiny are definitely breaks. Tax man is close but still a stretch because of the amount it ramps and Tithe Collector is solidly a red card, not white.
Uh... I think that's kind of the "joke".
The thought that other colors continually impinge upon white's small slice of usable color pie and that white should expend upon the few small areas where it is good in EDH (countering spells because it's technically the second best color at doing so, creating treasures just because smothering tithe exists, etc.) is a very worn and counterproductive line of thought. Most recently, people have been yelling at how Hullbreacher or Archelos should have been white.
I honestly can't tell if the bitter humor is directed at wanting white to have a larger slice of the pie or is directed at homebrewers who think that turning dockside extortionist white is a valid method for fixing white.
Either way, I doubt that these are too serious.