Deceased Sorcerer2B
Creature - Skeleton Wizard (C) B, Sacrifice ~: Exile target player’s graveyard. “Just because my troops are expendable, doesn’t mean they aren’t useful.”
— Lu’Tain, Johr mastermind
2/1
DegenerationBB
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.
Whenever enchanted creature would be destroyed, regenerate it. “No, your death will be a slow and painful one. — Skuurn, el-Johr master
Killer Ghoul3B
Creature - Zombie (U)
When ~ enters the battlefield, target creature gets -3/-3 until end of turn. Once a honorable soldier, now a mindless murderer.
3/3
Ward of the Fallen1BB
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets -X/-X, where X is equal to the number of creature cards in your graveyard. Threshold — When enchanted creature dies, if there are seven or more cards in your graveyard, you may return Ward of the Fallen to the battlefield attached to target creature.
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
I'm concerned that I have know idea what this has to do with NWO.
Killer Ghoul3B
Creature - Zombie (U)
When ~ enters the battlefield, target creature gets -3/-3 until end of turn. Once a honorable soldier, now a mindless murderer.
3/3
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
Its cards in my newest set, called New World Order (NWO).
New World Order is the term for the current design model of reducing and rearranging complexity at common in order to help the acquisition of new players and to improve limited gameplay. At this point in time, New World Order doesn't seem like a good name for a set unless the theme of the set is simplified complexity. From the cards here, it looks like it is going to be a graveyard themed set... and graveyard based sets tend to have a lot of extra complexity because players need to keep track of a lot of cards that have already been used throughout the game.
Deceased Sorcerer - Nihil Spellbomb for wording. If this is a graveyard based set, then being able to exile all cards at common could be problematic. Something like Crypt Creeper with a free sacrifice for one or maybe two cards might be better so that you can answer one problematic card at any time, but not cripple all graveyard interaction.
Degeneration - This is a poor removal spell and an awkward support spell. The only obviously good play is on a creature like Carnifex Demon that can use the -1/-1 counters, at which point it becomes way too good.
I tend to think wiping the graveyard is best served as an uncommon effect, especially in sets designed with the 'yard as a focal point. Since some of your cards definitely point that way, I think this could be a 2/2 for 2B and get rid of the B in the activation cost at uncommon. As mentioned previously, too many hosers circulating in the packs pulls players away from your central design theme because the rest of the table has plenty of options to hate your deck out of the draft.
DegenerationBB
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.
Whenever enchanted creature would be destroyed, regenerate it.
I agree that this is too narrow to truly function as a removal spell, especially since the last line of text adds an unnecessary complexity to what would otherwise be a slow but simple spell. The best fix would probably be to cut the regeneration clause and make this a common.
Killer Ghoul3B
Creature - Zombie (U)
When ~ enters the battlefield, target creature gets -3/-3 until end of turn. Once a honorable soldier, now a mindless murderer.
3/3
I love cards like these, but I agree that the mana cost should be 2BB. This is the kind of card that any player is happy to splash, and wizards has taken a turn towards rewarding players for being on-color with more stringent mana costs (Murder, Grisly Spectacle, Victim of Night, etc.)
I'm not overly concerned about this being too powerful because Skinrender and Shriekmaw existed in formats and, to be fair, those cards are a little better than this. Just keep in mind that this may require more power uncommons in other colors to keep black on balance.
Ward of the Fallen1BB
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets -X/-X, where X is equal to the number of creature cards in your graveyard. Threshold — When enchanted creature dies, if there are seven or more cards in your graveyard, you may return Ward of the Fallen to the battlefield attached to target creature.
I also think this shouldn't switch from removal to sweeper so swiftly. Allow me to suggest an alternative?
Enchanted creature gets -X/-X, where X is equal to the number of creature cards in your graveyard. Threshold — When enchanted creature dies, if there are seven or more cards in your graveyard, you may exile Ward of the Fallen. If you do, at the beginning of your next upkeep, you may return it to the battlefield attached to target creature.
Basically this is still very tough to interact with and can kill multiple things but doesn't operate as a strict wrath of god at threshold. Also, this creates a looming sense o danger over the opponent, forcing them to clear the 'yard or sacrifice a dude every turn. It puts the screws to their game plan without being terribly lopsided all at once.
Deceased Sorcerer2B
Creature - Skeleton Wizard (C) B, Sacrifice ~: Exile target player’s graveyard. “Just because my troops are expendable, doesn’t mean they aren’t useful.”
— Lu’Tain, Johr mastermind 2/1
For Innistrad limited, this would be too easy.
A 3/1 with "When THIS dies, exile target player's graveyard." would be more interesting because it would be unblockable by a deck that cared about its graveyard.
It would additionally nerf the actual gravewipe effect by removing full control.
The original version also turned on morbid too easily.
Even if it's not for Innistrad, I still like the 3/1 version better because its ability changes whether or not it gets blocked.
I agree that this is too narrow to truly function as a removal spell, especially since the last line of text adds an unnecessary complexity to what would otherwise be a slow but simple spell. The best fix would probably be to cut the regeneration clause and make this a common.
With the regeneration removed, could it be dropped to B common to mirror Forced Adaptation?
A 3/1 with "When THIS dies, exile target player's graveyard." would be more interesting because it would be unblockable by a deck that cared about its graveyard.
3/1 with a death trigger would make it a more interesting common. Would it need "CARDNAME can't block"? or is it fine if it can chump block in order to wipe an opponent's graveyard? Maybe just "exile up to three target cards from graveyards" to reflect its 3 power?
3/1 with a death trigger would make it a more interesting common. Would it need "CARDNAME can't block"? or is it fine if it can chump block in order to wipe an opponent's graveyard? Maybe just "exile up to three target cards from graveyards" to reflect its 3 power?
I could see the latter if it still turned out to hate on graveyard decks too much.
I don't think can't block would be needed. Spider Spawning-type combo decks weren't planning on attacking until after they did their thing. (And that deck could 'tutor' for removal [CARD=Grasp of Phantoms]anyway.)
Basically can't block only matters if the graveyard decks are the aggressive decks rather than the grindy control decks. I just don't see heavily-graveyard focused decks attacking all that much in the early game.
Deceased Sorcerer 2B
Creature - Skeleton Wizard (C)
B, Sacrifice ~: Exile target player’s graveyard.
“Just because my troops are expendable, doesn’t mean they aren’t useful.”
— Lu’Tain, Johr mastermind
2/1
Degeneration BB
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.
Whenever enchanted creature would be destroyed, regenerate it.
“No, your death will be a slow and painful one. — Skuurn, el-Johr master
Killer Ghoul 3B
Creature - Zombie (U)
When ~ enters the battlefield, target creature gets -3/-3 until end of turn.
Once a honorable soldier, now a mindless murderer.
3/3
Ward of the Fallen 1BB
Enchantment - Aura (R)
Enchant creature
Enchanted creature gets -X/-X, where X is equal to the number of creature cards in your graveyard.
Threshold — When enchanted creature dies, if there are seven or more cards in your graveyard, you may return Ward of the Fallen to the battlefield attached to target creature.
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
I'm concerned that I have know idea what this has to do with NWO.
Have you ever heard of Farbog Boneflinger?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Its cards in my newest set, called New World Order (NWO).
It looks like a bad card for limited and an unusable one for constructed. I was looking more at Flametongue Kavu for constructed potential.
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
Have you ever heard of Skinrender?
New World Order is the term for the current design model of reducing and rearranging complexity at common in order to help the acquisition of new players and to improve limited gameplay. At this point in time, New World Order doesn't seem like a good name for a set unless the theme of the set is simplified complexity. From the cards here, it looks like it is going to be a graveyard themed set... and graveyard based sets tend to have a lot of extra complexity because players need to keep track of a lot of cards that have already been used throughout the game.
Deceased Sorcerer - Nihil Spellbomb for wording. If this is a graveyard based set, then being able to exile all cards at common could be problematic. Something like Crypt Creeper with a free sacrifice for one or maybe two cards might be better so that you can answer one problematic card at any time, but not cripple all graveyard interaction.
Degeneration - This is a poor removal spell and an awkward support spell. The only obviously good play is on a creature like Carnifex Demon that can use the -1/-1 counters, at which point it becomes way too good.
Killer Ghoul - Skinrender and Keening Banshee both have double-black mana in their costs. I think Farbog Boneflinger could have been 3B (Scathe Zombies + Disfigure). I don't think 3B can get Hill Giant + Last Gasp.
Ward of the Fallen - So if you have a lot of creature cards in your graveyard, you can sweep your opponent's whole team?
I tend to think wiping the graveyard is best served as an uncommon effect, especially in sets designed with the 'yard as a focal point. Since some of your cards definitely point that way, I think this could be a 2/2 for 2B and get rid of the B in the activation cost at uncommon. As mentioned previously, too many hosers circulating in the packs pulls players away from your central design theme because the rest of the table has plenty of options to hate your deck out of the draft.
I agree that this is too narrow to truly function as a removal spell, especially since the last line of text adds an unnecessary complexity to what would otherwise be a slow but simple spell. The best fix would probably be to cut the regeneration clause and make this a common.
I love cards like these, but I agree that the mana cost should be 2BB. This is the kind of card that any player is happy to splash, and wizards has taken a turn towards rewarding players for being on-color with more stringent mana costs (Murder, Grisly Spectacle, Victim of Night, etc.)
I'm not overly concerned about this being too powerful because Skinrender and Shriekmaw existed in formats and, to be fair, those cards are a little better than this. Just keep in mind that this may require more power uncommons in other colors to keep black on balance.
I also think this shouldn't switch from removal to sweeper so swiftly. Allow me to suggest an alternative?
Enchanted creature gets -X/-X, where X is equal to the number of creature cards in your graveyard.
Threshold — When enchanted creature dies, if there are seven or more cards in your graveyard, you may exile Ward of the Fallen. If you do, at the beginning of your next upkeep, you may return it to the battlefield attached to target creature.
Basically this is still very tough to interact with and can kill multiple things but doesn't operate as a strict wrath of god at threshold. Also, this creates a looming sense o danger over the opponent, forcing them to clear the 'yard or sacrifice a dude every turn. It puts the screws to their game plan without being terribly lopsided all at once.
A 3/1 with "When THIS dies, exile target player's graveyard." would be more interesting because it would be unblockable by a deck that cared about its graveyard.
It would additionally nerf the actual gravewipe effect by removing full control.
The original version also turned on morbid too easily.
Even if it's not for Innistrad, I still like the 3/1 version better because its ability changes whether or not it gets blocked.
Older Magic as a Board Game: Panglacial Wurm , Mill
With the regeneration removed, could it be dropped to B common to mirror Forced Adaptation?
3/1 with a death trigger would make it a more interesting common. Would it need "CARDNAME can't block"? or is it fine if it can chump block in order to wipe an opponent's graveyard? Maybe just "exile up to three target cards from graveyards" to reflect its 3 power?
Seriously though, I think these are really clever and well balanced designs.
I don't think can't block would be needed. Spider Spawning-type combo decks weren't planning on attacking until after they did their thing. (And that deck could 'tutor' for removal [CARD=Grasp of Phantoms]anyway.)
Basically can't block only matters if the graveyard decks are the aggressive decks rather than the grindy control decks. I just don't see heavily-graveyard focused decks attacking all that much in the early game.
Older Magic as a Board Game: Panglacial Wurm , Mill