Let me start with the common cycle. Not a terribly innovative batch, but these are really supposed to be fine if you never use the activated abilites. And if you can use the abilities they should still be appropriate for commons.
Crossbow Sentry1W Creature – Human Archer (COM) Defender 1R, T: Crossbow Sentry deals 1 damage to target creature or player. 1/3
Coiled Seedwing1U Creature – Plant (COM) Flying G, T: Put a land card from your hand onto the battlefield. 1/2
Cursed Soulsworn2B Creature – Spirit (COM) Cursed Soulsworn can’t block. W, T: Untap target attacking creature and remove it from combat. 3/3
Jolting Ogre3R Creature – Ogre Shaman (COM) Haste U, T: Untap another target permanent you control. 2/2
Barreling Mindsweeper4G Creature – Beast (COM) 3B, T: Each player discards a card. Activate this ability only any time you could cast a sorcery. 4/4
(I am most worried about the Sentry as Tim effects can warp limited, but this one has a steep mana cost, so I think it's okay. How many copies are you going to be able to pay to activate?)
The next cycle keys off the colors of permanents. In a multicolor focused blocked, these symmeterical effects may also help your opponent. I think the effects are good enough to merit Uncommon status.
Honor and Disgrace1W Sorcery (UNC) White creatures get +1/+1 until end of turn. Then, if you control a black creature, nonblack creatures get -1/-1 until end of turn.
Rise and Shine1U Sorcery (UNC) Blue creatures gain flying until end of turn. Then, if you control a red creature, damage can’t be prevented this turn.
Down and Dirty3B Sorcery (UNC) Black creatures gain deathtouch until end of turn. Then, if you control a green creature, creatures block this turn if able.
Armed and Dangerous2R Sorcery (UNC) Red creatures have first strike until end of turn. Then if you control a white creature, creatures have lifelink until end of turn.
Strange and Curious2G Sorcery (UNC) Green creatures have trample. Then if you control a blue creature, whenever a creature deals damage to an opponent this turn, its controller may draw a card.
(I like the split card sounding name. It brings me back to Saga Block. That last name needs to be replaced with something better, but I am out of ideas right now.)
The last cycle gives colors effects they are famous for not getting. And they have to work for the effects to be sure. This is the power and the danger of hybrid, as Giant Solifuge and Augury Adept have shown us before. Clenchfist Order :symbw::symbw: Creature – Human Knight (RAR) When Clenchfist Order enters the battlefield, if you control at least two other white permanents, destroy target artifact or enchantment. First strike 2/2
Counseling Shaman :3mana::symru::symru: Creature – Human Shaman (RAR) When Counseling Shaman enters the battlefield, if you control at least two other blue permanents, draw two cards. Mountainwalk 3/2
Boneshredding Basilisk :4mana::symgb::symgb: Creature - Basilisk (RAR) When Boneshredding Basilisk enters the battlefield, if you control at least two other black permanents, destroy target creature. It can't be regenerated. Deathtouch 3/5
Crater Kami :2mana::symrw: Creature - Spirit (RAR) When Crater Kami enters the battlefield, if you control at least two other red permanents, destroy target nonbasic land. Flying 1/2
Mirage Master :2mana::symug::symug: Creature - Human Scout (RAR) When Mirage Master enters the battlefield, if you control two other green permanents, search your library for a basic land, put it onto the battlefield tapped, then shuffle your library. Shroud 2/2
crossbow sentry - fine. pingers are often common, and Stinging Barrier is like this without requiring the multicolor splash.
soulsworn - 2B for a 3/3, even with the no-block, seems too good for a black common. maybe just a change to 3/2 would work.
the ogre could probably come down in cost to 2R.
uncommon cycle - I like it! But note that only a couple of these (white and red, maybe blue) could ever really help your opponent. The green and white ones seem best, mainly for their alternate abilities.
Also note that "Honor and Disgrace" are opposites while the others are more or less synonyms.
rare cycle - I really disagree with Solifuge and Augery Adept, but these don't have that problem for me, because they basically require the second color in order to get that color's ability. They all seem fair, but the mirage master is rather weak. Maybe counseling shaman could be a 2/2 unblockable instead of 3/2 mountainwalk?
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Let me start with the common cycle. Not a terribly innovative batch, but these are really supposed to be fine if you never use the activated abilites. And if you can use the abilities they should still be appropriate for commons.
Crossbow Sentry 1W
Creature – Human Archer (COM)
Defender
1R, T: Crossbow Sentry deals 1 damage to target creature or player.
1/3
Coiled Seedwing 1U
Creature – Plant (COM)
Flying
G, T: Put a land card from your hand onto the battlefield.
1/2
Cursed Soulsworn 2B
Creature – Spirit (COM)
Cursed Soulsworn can’t block.
W, T: Untap target attacking creature and remove it from combat.
3/3
Jolting Ogre 3R
Creature – Ogre Shaman (COM)
Haste
U, T: Untap another target permanent you control.
2/2
Barreling Mindsweeper 4G
Creature – Beast (COM)
3B, T: Each player discards a card. Activate this ability only any time you could cast a sorcery.
4/4
(I am most worried about the Sentry as Tim effects can warp limited, but this one has a steep mana cost, so I think it's okay. How many copies are you going to be able to pay to activate?)
The next cycle keys off the colors of permanents. In a multicolor focused blocked, these symmeterical effects may also help your opponent. I think the effects are good enough to merit Uncommon status.
Honor and Disgrace 1W
Sorcery (UNC)
White creatures get +1/+1 until end of turn. Then, if you control a black creature, nonblack creatures get -1/-1 until end of turn.
Rise and Shine 1U
Sorcery (UNC)
Blue creatures gain flying until end of turn. Then, if you control a red creature, damage can’t be prevented this turn.
Down and Dirty 3B
Sorcery (UNC)
Black creatures gain deathtouch until end of turn. Then, if you control a green creature, creatures block this turn if able.
Armed and Dangerous 2R
Sorcery (UNC)
Red creatures have first strike until end of turn. Then if you control a white creature, creatures have lifelink until end of turn.
Strange and Curious 2G
Sorcery (UNC)
Green creatures have trample. Then if you control a blue creature, whenever a creature deals damage to an opponent this turn, its controller may draw a card.
(I like the split card sounding name. It brings me back to Saga Block. That last name needs to be replaced with something better, but I am out of ideas right now.)
The last cycle gives colors effects they are famous for not getting. And they have to work for the effects to be sure. This is the power and the danger of hybrid, as Giant Solifuge and Augury Adept have shown us before.
Clenchfist Order :symbw::symbw:
Creature – Human Knight (RAR)
When Clenchfist Order enters the battlefield, if you control at least two other white permanents, destroy target artifact or enchantment.
First strike
2/2
Counseling Shaman :3mana::symru::symru:
Creature – Human Shaman (RAR)
When Counseling Shaman enters the battlefield, if you control at least two other blue permanents, draw two cards.
Mountainwalk
3/2
Boneshredding Basilisk :4mana::symgb::symgb:
Creature - Basilisk (RAR)
When Boneshredding Basilisk enters the battlefield, if you control at least two other black permanents, destroy target creature. It can't be regenerated.
Deathtouch
3/5
Crater Kami :2mana::symrw:
Creature - Spirit (RAR)
When Crater Kami enters the battlefield, if you control at least two other red permanents, destroy target nonbasic land.
Flying
1/2
Mirage Master :2mana::symug::symug:
Creature - Human Scout (RAR)
When Mirage Master enters the battlefield, if you control two other green permanents, search your library for a basic land, put it onto the battlefield tapped, then shuffle your library.
Shroud
2/2
soulsworn - 2B for a 3/3, even with the no-block, seems too good for a black common. maybe just a change to 3/2 would work.
the ogre could probably come down in cost to 2R.
uncommon cycle - I like it! But note that only a couple of these (white and red, maybe blue) could ever really help your opponent. The green and white ones seem best, mainly for their alternate abilities.
Also note that "Honor and Disgrace" are opposites while the others are more or less synonyms.
rare cycle - I really disagree with Solifuge and Augery Adept, but these don't have that problem for me, because they basically require the second color in order to get that color's ability. They all seem fair, but the mirage master is rather weak. Maybe counseling shaman could be a 2/2 unblockable instead of 3/2 mountainwalk?