Feels safe, rewards the users of Eldrazi Temple, Urza trio, etc.
Emrakul's MarkC
Enchantment - Eldrazi (R)
Devoid
At the beginning of your upkeep, add C to your mana pool for each nonland colorless permanent you control.
Sacrifice Emrakul's Mark: You may cast nonland colorless cards this turn as though they had flash.
Players that control more than one non-basic land on the battlefield with the same name must choose one of those permanents and sacrifice all the others.
There can be only one.
Murder for token decks, but not that useful otherwise.
Emrakul's Mark..... looks ok, although for the mass-flash, an additional cost is necessary owing to the fact it allows you to immediately use those colorless mana you get, unlike Braid of Fire. Oh, and Devoid is unnecessary, unless you actually wanted this to be green.
Highlander is fine. Reword: For each name among nonbasic lands a player controls, that player chooses a permanent with that name and sacrifices the rest. 2 mana should be ok for the effect.
Random new mechanic
Vital Ascent3GG
Sorcery (U)
Reveal cards from the top of your library until you reveal a creature card. Put that creature card into your hand, then shuffle the rest of the cards revealed this way into your library.
Lifelow 2 (The next creature spell you cast this turn cost 2 less to cast.)
Vital Ascent seems to need a single creature shell to make some sort of combo or find a finisher in a control deck. It may go well in a superfriends style control deck because we are trying to avoid the creature type. a tutor that you have to warp your deck around seems fairly safe. I'm not sure how we are hoping lifelow to play... Is it found commonly on creatures and we are trying to out aggro our opponent? If we are curving out lifelow only helps us play a colorless creature card. Not something I am excited to play with.
I'm posting a card idea from the Return to Ravnica cycle. 3 color cards that mix the guilds together seem interesting. Ideally a card could be played in any of the 3 guilds within a 3 color card. In this case merging Rakdos, Gruul and Golgari. Other guild combinations are harder
Creature Rare
Unleash
Trample
Bloodrush- You may discard ~, target attacking creature get's +3/+3 and trample until end of turn.
Scavenge
3/3
Basically a creature with all 3 keyword abilities pasted onto it. I hoped for a playable creature in any of the single guilds however, there is no way to use this card if you only have golgari mana. Rakdos has a creature and gruul has a combat trick.
Way to much going on you have 4 different abilities split between two guilds on one card too much.
Angel of Sorrow4WB
Creature - Angel (M)
Flying
Protection from White and Black
Whenever a creature enters leaves the battlefield you may pay WB and tap ~ to return that creature to the battlefield under your control. "My tears will lead your way to victory."
6/6
Private Mod Note
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Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
When a creature leaves the battlefield, you may pay WB and tap ~. If you do, return that creature to the battlefield under your control.
Your formatting allowed multiple bring-backs regardless of the angel's tap state.
That said, it is under costed, since it has a better version of Lim-Dul the Necromancer's (or grave betrayal) ability, with better body, evasion and protection. Should cost closer to nine.
From a flavor perspective, it's not terribly well defined. It's unclear what a champion of sorrow has to do with bringing things back from the grave, exile, bounce, etc. A flavor text with more context would help a lot, especially if you made this legendary and made it a quote she said over a particular battle or something."
From a design perspective, it doesn't cover much new ground, it does angelly things that nearer to a dozen angels have done before (see Reya Dawnbringer, Adarkar valkyrie, the new Emeria Shepherd, among several more). Except for being able to rescue crits being exiled or bounced, which is new but I've a hunch it was unintentional. Especially since you can't rescue bounced creatures anyway because they go to a private zone.
Bonefader Vi BB
Legendary Creature-Human Wizard (R)
Shadow B: Until end of turn, when target creature dies, you may put a 1/1 black Skeleton creature token with shadow onto the battlefield. Play this ability only once each turn.
When ~ dies, you may sacrifice a creature with shadow. If you do, return ~ from the graveyard to the battlefield. "Fear not, child. You will not burn in the fires of the Holit. Your body and soul with stay with me."
2/1
Ha, scrambled for a name, huh. Anywam I dig this. Seems fine at that cost, but should probably have Devoid.
So, uh.
Rupturebole 2GG
Creature - Treefolk Shaman
Pay 1 life and discard Rupturebole or pay 1 life and exile Rupturebole from your graveyard: Search your lubrary for a basic Forest card and exile it. Shuffle your library. At the beginning of your next turn, put that land onto the battlefield tapped. Play this abilty as a sorcery and only once per turn.
3/7
I'd like another word there to reflect the Shaman subtype without simply using "shaman".
That's a good one, but basically you'll put two lands with this one after another, also, as it doesn't require mana, nothing stops you from discarding let's say two of these on your first turn and have four lands out by turn 2, which is kinda broken.
Distorted Hole3
Instant (U)
Devoid (This card has no color)
You may choose new targets for target spell or ability.
One of the large Eldrazi twitched and a shimmering field interposed between itself and the earth's fury. The sweeping earth and fire disappeared into the shimmering field only to reappear from another shimmering gateway that sprang into existence behind Noyan and his roilmages. Tazri didn't have time to shout a warning as the fire and earth swept through the roilmages, obliterating them.
Well, seeing that both colors know how to redirect spells, this should be fine at this cost.
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Vineblood Invocation1GG
Sorcery (R)
Until end of turn, you may pay 3GG to cast creature spells rather than pay their mana costs. All life begin in nature, and nature can thus shape life in any way it sees fit.
That's a good one, but basically you'll put two lands with this one after another, also, as it doesn't require mana, nothing stops you from discarding let's say two of these on your first turn and have four lands out by turn 2, which is kinda broken.
Keep in mind that those lands are put on the battlefield tapped, so it's more four lands on turn 3.
Vineblood Invocation1GG
Sorcery (R)
Until end of turn, you may pay 3GG to cast creature spells rather than pay their mana costs. All life begin in nature, and nature can thus shape life in any way it sees fit.
Eight mana for the first creature, then thirteen, then eighteen, and so on. I'd push that power-level some and lower rhe mana costs.
Haha ok well this card works(Serra Angel). Although flying and vigilance aren't really green abilities, but they are blue and white so I think this works. Why not add something like "when ~ etb gain 4 life". Just a thought.
Colossal Growth2G Instant
Target creature gets +5/+5 until end of turn.
Well its an intriguing idea. Wizards hasn't done much with the generic reference to counters like giant fan where its not necessarily tied to the -1/-1 counter in your example, if you cast this on an arcbound bruiser it would become a 2/2 infect since a -1/-1 and +1/+1 cancel out but it still has counters on it. But this makes me wonder about an ambiguity with your design. While the infect is of indefinite length while the creature still has counters on it, what happens if it loses all its counters and infect, then later regains a counter? Does it regain infect too? Either way, its loosely akin to tainted strike, it would be better as an instant so you could use it a combat trick in either direction, the ability to temporarily negate an attacker so its hitting your full second life total until you can remove it is similar. But tainted strike itself has the problem that its pretty useless offensively, because you wouldn't want to run an infect deck with non-infect creatures, and outside of an infect deck, why do you want an instant/sorcery that gives things infect? It works for limited as a way to 'fix' your non-phyrexian creatures, but at uncommon thats a bit strained. And if it was offensive, nobody would want to play this when they're constructed a OHKO infect deck since its a pseudo-4-less-power than [c]tainted strike[c] for 3x the mana at sorcery speed. As a piece of removal, I'd almost like to see this give two -1/-1 counters at 3 mana and sorcery speed, that would be a great card in limited
Bloodhole2BR
Instant (R)
Exile all land cards from target player's graveyard. For each card exiled this way, that player loses 3 life.
Haha ok well this card works(Serra Angel). Although flying and vigilance aren't really green abilities, but they are blue and white so I think this works. Why not add something like "when ~ etb gain 4 life". Just a thought.
Vigilance is in Green's share of the color pie and not in Blue's. And speaking of which...
Brazen Pilferer 1RR
Creature - Goblin Warrior Rogue (R)
Menace
When Brazen Pilferer deals combat damage to a player, if you have no cards in hand, you draw two cards. He knows exactly where to cut to make value fall out.
3/1
Hah! Fun effect! I do half-recall some (edit: recent) red card(s) with something similar so it'd work. It's probably pretty pushed for that effect but I am all about pushing cards with effects I find interesting so no criticisms!
Hmm something just struck me.
- C
Instant
Draw a card.
How balanced is this, do you think? A lot of the card-draw artifacts have required at least two generic mana to use. The only ones that I can think of that were 0-mana were the slowtrip baubles from Ice Age/Coldsnap.
You mean 1 mana card draw that does nothing except being usable in pretty much any color..... Well, why not, I guess? I mean, we have things like Endless One...
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Otherworldly Befuddlement1R
Sorcery (U)
Devoid
Target player draws a card, then discards a card at random. If the discarded card is of one or more colors, Otherworldly Befuddlement deals 3 damage to that player. Otherwise, repeat this process. Clinging to your memory in times of chaos and destruction is not a good idea.
Well I do like where you're going with the idea, but it does have problems. Theres no guarantee exit clause from this loop other than decking the opponent, which makes this the kind of scary 2 mana card that OHKO's. And thats dependent on combos to enable it, like mycosynth lattice, or instantly winning against some hypothetical landless deck, although all the ones I know run colorless artifacts anyway. But I think given that theres no real cheap combo, unlike painter's servant, it should be printable as you've got it. But while its offensive normal use is probably balanced- better than diplomacy of the wastes, not a blightning but pretty good- is its self cast side safe? Given you made it devoid so you could slot in 4 and still have an all or mostly colorless deck, this could pour most of your library into your graveyard, granted you'd need some careful construction or trick or else be an unreliable random number of cards drawn (and risk getting them in hand), like a goblin char-belcher without the instant kill. And at only 2 cmc, I'm sure someone could find a way to break a traumatize. But then again, any combos would be made difficult by needing colorless cards to avoid whiffing, so it would be tough
SoulbindUB
Enchantment - Aura (R)
Enchant creature
Flash
Enchanted creature gets +1/-1
When Soulbind enters the battlefield, exile target spell until Soulbind leaves the battlefield. (Return that spell to the top of the stack under its owner's control. He or she may choose new targets for it.)
this seems pretty good. Its a "suspend target card for however long its on the battlefield". Seems cool. Really cool! But it seems under costed. Maybe for 1UB or even 2UB to be safe.
Savage Brute 2RG
Creature- Ogre
Brawl(Whenever this creature enters the battlefield it fights target creature. If that creature would be put into the graveyard this turn put a +1/+1 counter on this creature. To fight Each creature deals damage equal to its power to the other.)
4/3
Hmmm.... too powerful. Brawl is an ok mechanic even without the +1/+1 counter it feels a bit tacked on even though I understand the flavor), but this guy is something of a Flametongue Kavu, and most people here understand what a crazy card that guy is. 5cc may be in order.
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Lore-Mad Alchemist1UR
Creature - Human Wizard (U)
Whenever you cast a spell, Lore-Mad Alchemist deals 1 damage to each player who has four or more cards in his or her hand. U, T: Each player draws a card. He will stop at nothing in his pursuit of knowledge, certainly not at the discomfort and chagrin of his fellow alchemists.
2/2
Semi-helps your opponent, except that if you love spamming spells, this can get dangerous. Comments?
Divine Reckoning for black, the gain life bonus is too much though probably getting of "twice" would suffice.
Will of Urza2UU
Instant (R)
You may reveal a blue card from your hand and you get four loan counters rather than pay Will of Urza's mana cost.
At the beginning of your upkeep, tap an untapped artifact, creature, or land you control for each loan counter on you, then remove a loan counter from yourself if a permanent is tapped this way.
Counter target spell.
Divine Reckoning for black, the gain life bonus is too much though probably getting of "twice" would suffice.
Will of Urza2UU
Instant (R)
You may reveal a blue card from your hand and you get four loan counters rather than pay Will of Urza's mana cost.
At the beginning of your upkeep, tap an untapped artifact, creature, or land you control for each loan counter on you, then remove a loan counter from yourself if a permanent is tapped this way.
Counter target spell.
So am I right in understanding that you would tap four one turn, three the next, then two, then one? I can't tell if that seems to be a high alternative cost for the effect. Admittedly I'm rather new to this, but I feel like unless you had a lot of token creatures or something you'd never use this. Could just be me, though.
Mana Eater 1GG
Creature - Insect
2/1
Consume 1 (When this creature comes into play, you may sacrifice one land card tapped to play it. If you do, put a +1/+1 counter on this creature.)
At the end of your turn, sacrifice all untapped land you control. Mana Eater gets a +1/+1 counter for each land sacrificed this way.
The "one land tapped to play it" is a somewhat unwieldly clause... if you insist that Consume only works when you cast it, what about: "When this EtB, if you cast it from hand, you may sac a land, if you do, put counter". The last ability is a bit odd that it triggers at EOT, seeing that unless you can hexproof this, that becomes a rather risky move. Good idea, nevertheless.
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Albedo Sage3W
Creature - Human Wizard (R)
If a creature would deal damage to Albedo Sage, prevent half of that damage, rounded up. Albedo Sage deals damage equal to the amount of damage prevented this way to that creature.
If a spell would deal damage to Albedo Sage, prevent half of that damage, rounded up. Albedo Sage deals damage equal to the amount of damage prevented this way to that spell's controller.
2/3
The "one land tapped to play it" is a somewhat unwieldly clause... if you insist that Consume only works when you cast it, what about: "When this EtB, if you cast it from hand, you may sac a land, if you do, put counter". The last ability is a bit odd that it triggers at EOT, seeing that unless you can hexproof this, that becomes a rather risky move. Good idea, nevertheless.
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Albedo Sage3W
Creature - Human Wizard (R)
If a creature would deal damage to Albedo Sage, prevent half of that damage, rounded up. Albedo Sage deals damage equal to the amount of damage prevented this way to that creature.
If a creature would deal damage to Albedo Sage, prevent half of that damage, rounded up. Albedo Sage deals damage equal to the amount of damage prevented this way to that spell's controller.
2/3
Comments?
Should the bottom effect say "If a spell would deal damage to Albedo Sage, prevent half of that damage, rounded up. Albedo Sage deals damage equal to the amount of damage prevented this way to that spell's controller."?
Edit: I considered making Consume read "When this creature comes into play, you may sacrifice one tapped land card. If you do, put a +1/+1 counter on this creature." That would've been a simpler effect, I suppose.
Edit 2: Added card.
Timebomb 2X
Artifact
When Timebomb comes into play, put X Time counters on it. At the beginning of your upkeep, remove a Time counter from Timebomb. When Timebomb has no Time counters on it, destroy all creatures that have no Protection counter.
Add a Time counter to Timebomb: Put a Protection counter on target creature. This effect may only be activated once per turn.
It needs an "X can't be 0." clause, but I could see this as hyper-efficient mass removal.
Temporal DestructionCWUBRG
Sorcery (MR)
If you have exactly one of each card type in your graveyard, Choose an opponent. That player loses the game.
Epic From the unknowing vastness of the Blind Eternities, a new monster raged. The Gatewatch could only stare in horror as the plane was obliterated, and made to have never existed.
This seems like it could be interesting, but it could also be a card that gets stuck in your hand since you're obviously not going to play it if you have more than one of a card type in your graveyard already.
Bruised and Bloody R
Enchant - Aura
Enchant creature
Enchanted creature gets Injured 1 (At the beginning of your upkeep, put a -1/-1 counter on this creature. If it would be sent to your graveyard this way, remove all counters and it becomes a 1/1.)
This card sounds a lot more black than red in my opinion. Either way though, I feel like the effects a little weak for what I'm use to at 1 mana. If this was bumped up to injure 2 I could see playing it in limited. I'm a little worried how you track what creatures are injured and what are not since you take all counters off the creature when it becomes a 1/1. That was part of the reason monstrosity was cool. Monstrous creatures got a counter to show their state, same with renown. I think from a board state management standpoint I'd rather the creature die normally.
Death-Rage Nephilim
BRGW
Creature Legendary Nephilim
Trample, haste
Whenever ~ attacks, you may return target creature with converted mana cost 3 or less from your graveyard to the battlefield tapped and attacking. That creature gains +3/+3 and trample until end of turn. Exile that creature at the beginning of the next endstep.
5/5
I know it seems a bit like the non-green nephilim, but I feel like this is a very good try at making a "Definetly Not Blue" nephilim
This card sounds a lot more black than red in my opinion. Either way though, I feel like the effects a little weak for what I'm use to at 1 mana. If this was bumped up to injure 2 I could see playing it in limited. I'm a little worried how you track what creatures are injured and what are not since you take all counters off the creature when it becomes a 1/1. That was part of the reason monstrosity was cool. Monstrous creatures got a counter to show their state, same with renown. I think from a board state management standpoint I'd rather the creature die normally.
Thank you for your feedback. Originally I had worded it a little differently, and the original wording felt a lot worse. Originally it was "At the beginning of your upkeep, put a -1/-1 counter on this creature. If it is sent to your graveyard this way, put a token copy of it into play that is a 1/1." That seemed extremely unwieldy, so I tried to cut as much fat away as possible. I can see your point though for sure, so I would have to consider better solutions.
Whenever ~ attacks, you may return target creature with converted mana cost 3 or less from your graveyard to the battlefield tapped and attacking. That creature gains +3/+3 and trample until end of turn. Exile that creature at the beginning of the next endstep.
I get the 'definitely not blue' flavor of it, but it's hard to judge how four color cards should work or how powerful they should be. A 5/5 with trample and haste for four is amazing, and adding on Unearth + Awaken the Bear might be a little much. You compared it to Yore-Tiller Nephilim, and that's a 2/2 with no keyword abilities for the same cost and difficulty of casting. Personally, I don't think the complexity of the mana cost should lend it too much extra power, as no one in their right mind is going to hardcast it, especially in these colors.
Into the Woodwork GGGG
Instant
Permanents you control become Forest lands until end of turn.
I wanted this to be a flavorful answer to a boardwipe in green. Very few boardwipes destroy lands, so temporarily turning all of your cards into Forests would save them from being destroyed. It would also let you ramp out a huge chunk of mana at the cost of tapping all of your permanents, or make sweet plays with cards like Howl of the Night Pack that care about the number of lands or Forests you control.
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Emrakul's Mark C
Enchantment - Eldrazi (R)
Devoid
At the beginning of your upkeep, add C to your mana pool for each nonland colorless permanent you control.
Sacrifice Emrakul's Mark: You may cast nonland colorless cards this turn as though they had flash.
Sorcery
Players that control more than one non-basic land on the battlefield with the same name must choose one of those permanents and sacrifice all the others.
There can be only one.
Murder for token decks, but not that useful otherwise.
Highlander is fine. Reword: For each name among nonbasic lands a player controls, that player chooses a permanent with that name and sacrifices the rest. 2 mana should be ok for the effect.
Random new mechanic
Vital Ascent 3GG
Sorcery (U)
Reveal cards from the top of your library until you reveal a creature card. Put that creature card into your hand, then shuffle the rest of the cards revealed this way into your library.
Lifelow 2 (The next creature spell you cast this turn cost 2 less to cast.)
Essentially a 1GG semi-tutor. Too expensive?
I'm posting a card idea from the Return to Ravnica cycle. 3 color cards that mix the guilds together seem interesting. Ideally a card could be played in any of the 3 guilds within a 3 color card. In this case merging Rakdos, Gruul and Golgari. Other guild combinations are harder
Creature Rare
Unleash
Trample
Bloodrush- You may discard ~, target attacking creature get's +3/+3 and trample until end of turn.
Scavenge
3/3
Basically a creature with all 3 keyword abilities pasted onto it. I hoped for a playable creature in any of the single guilds however, there is no way to use this card if you only have golgari mana. Rakdos has a creature and gruul has a combat trick.
Angel of Sorrow4WB
Creature - Angel (M)
Flying
Protection from White and Black
Whenever a creature enters leaves the battlefield you may pay WB and tap ~ to return that creature to the battlefield under your control.
"My tears will lead your way to victory."
6/6
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
When a creature leaves the battlefield, you may pay WB and tap ~. If you do, return that creature to the battlefield under your control.
Your formatting allowed multiple bring-backs regardless of the angel's tap state.
That said, it is under costed, since it has a better version of Lim-Dul the Necromancer's (or grave betrayal) ability, with better body, evasion and protection. Should cost closer to nine.
From a flavor perspective, it's not terribly well defined. It's unclear what a champion of sorrow has to do with bringing things back from the grave, exile, bounce, etc. A flavor text with more context would help a lot, especially if you made this legendary and made it a quote she said over a particular battle or something."
From a design perspective, it doesn't cover much new ground, it does angelly things that nearer to a dozen angels have done before (see Reya Dawnbringer, Adarkar valkyrie, the new Emeria Shepherd, among several more). Except for being able to rescue crits being exiled or bounced, which is new but I've a hunch it was unintentional. Especially since you can't rescue bounced creatures anyway because they go to a private zone.
Bonefader Vi BB
Legendary Creature-Human Wizard (R)
Shadow
B: Until end of turn, when target creature dies, you may put a 1/1 black Skeleton creature token with shadow onto the battlefield. Play this ability only once each turn.
When ~ dies, you may sacrifice a creature with shadow. If you do, return ~ from the graveyard to the battlefield.
"Fear not, child. You will not burn in the fires of the Holit. Your body and soul with stay with me."
2/1
So, uh.
Rupturebole 2GG
Creature - Treefolk Shaman
Pay 1 life and discard Rupturebole or pay 1 life and exile Rupturebole from your graveyard: Search your lubrary for a basic Forest card and exile it. Shuffle your library. At the beginning of your next turn, put that land onto the battlefield tapped. Play this abilty as a sorcery and only once per turn.
3/7
I'd like another word there to reflect the Shaman subtype without simply using "shaman".
Shards of awful never
Distorted Hole 3
Instant (U)
Devoid (This card has no color)
You may choose new targets for target spell or ability.
One of the large Eldrazi twitched and a shimmering field interposed between itself and the earth's fury. The sweeping earth and fire disappeared into the shimmering field only to reappear from another shimmering gateway that sprang into existence behind Noyan and his roilmages. Tazri didn't have time to shout a warning as the fire and earth swept through the roilmages, obliterating them.
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
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Vineblood Invocation 1GG
Sorcery (R)
Until end of turn, you may pay 3GG to cast creature spells rather than pay their mana costs.
All life begin in nature, and nature can thus shape life in any way it sees fit.
A mix of Fist Of Suns and Past in Flames, if you will. What do you think?
Keep in mind that those lands are put on the battlefield tapped, so it's more four lands on turn 3.
Eight mana for the first creature, then thirteen, then eighteen, and so on. I'd push that power-level some and lower rhe mana costs.
Well, hmm. Card idea, card idea...
Bant Serra Angel 3
Creature - Angel
Flying, Vigilance
4/4
Shards of awful never
Colossal Growth 2G
Instant
Target creature gets +5/+5 until end of turn.
Bloodhole 2BR
Instant (R)
Exile all land cards from target player's graveyard. For each card exiled this way, that player loses 3 life.
Vigilance is in Green's share of the color pie and not in Blue's. And speaking of which...
Hah! Fun effect! I do half-recall some (edit: recent) red card(s) with something similar so it'd work. It's probably pretty pushed for that effect but I am all about pushing cards with effects I find interesting so no criticisms!
Hmm something just struck me.
- C
Instant
Draw a card.
How balanced is this, do you think? A lot of the card-draw artifacts have required at least two generic mana to use. The only ones that I can think of that were 0-mana were the slowtrip baubles from Ice Age/Coldsnap.
Shards of awful never
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Otherworldly Befuddlement 1R
Sorcery (U)
Devoid
Target player draws a card, then discards a card at random. If the discarded card is of one or more colors, Otherworldly Befuddlement deals 3 damage to that player. Otherwise, repeat this process.
Clinging to your memory in times of chaos and destruction is not a good idea.
Comments?
Soulbind UB
Enchantment - Aura (R)
Enchant creature
Flash
Enchanted creature gets +1/-1
When Soulbind enters the battlefield, exile target spell until Soulbind leaves the battlefield. (Return that spell to the top of the stack under its owner's control. He or she may choose new targets for it.)
Savage Brute 2RG
Creature- Ogre
Brawl(Whenever this creature enters the battlefield it fights target creature. If that creature would be put into the graveyard this turn put a +1/+1 counter on this creature. To fight Each creature deals damage equal to its power to the other.)
4/3
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Lore-Mad Alchemist 1UR
Creature - Human Wizard (U)
Whenever you cast a spell, Lore-Mad Alchemist deals 1 damage to each player who has four or more cards in his or her hand.
U, T: Each player draws a card.
He will stop at nothing in his pursuit of knowledge, certainly not at the discomfort and chagrin of his fellow alchemists.
2/2
Semi-helps your opponent, except that if you love spamming spells, this can get dangerous. Comments?
Will of Urza 2UU
Instant (R)
You may reveal a blue card from your hand and you get four loan counters rather than pay Will of Urza's mana cost.
At the beginning of your upkeep, tap an untapped artifact, creature, or land you control for each loan counter on you, then remove a loan counter from yourself if a permanent is tapped this way.
Counter target spell.
So am I right in understanding that you would tap four one turn, three the next, then two, then one? I can't tell if that seems to be a high alternative cost for the effect. Admittedly I'm rather new to this, but I feel like unless you had a lot of token creatures or something you'd never use this. Could just be me, though.
Mana Eater
1GG
Creature - Insect
2/1
Consume 1 (When this creature comes into play, you may sacrifice one land card tapped to play it. If you do, put a +1/+1 counter on this creature.)
At the end of your turn, sacrifice all untapped land you control. Mana Eater gets a +1/+1 counter for each land sacrificed this way.
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Albedo Sage 3W
Creature - Human Wizard (R)
If a creature would deal damage to Albedo Sage, prevent half of that damage, rounded up. Albedo Sage deals damage equal to the amount of damage prevented this way to that creature.
If a spell would deal damage to Albedo Sage, prevent half of that damage, rounded up. Albedo Sage deals damage equal to the amount of damage prevented this way to that spell's controller.
2/3
Comments?
EDIT: Lol, yeah, copy and paste problem.
Should the bottom effect say "If a spell would deal damage to Albedo Sage, prevent half of that damage, rounded up. Albedo Sage deals damage equal to the amount of damage prevented this way to that spell's controller."?
Edit: I considered making Consume read "When this creature comes into play, you may sacrifice one tapped land card. If you do, put a +1/+1 counter on this creature." That would've been a simpler effect, I suppose.
Edit 2: Added card.
Timebomb
2X
Artifact
When Timebomb comes into play, put X Time counters on it. At the beginning of your upkeep, remove a Time counter from Timebomb. When Timebomb has no Time counters on it, destroy all creatures that have no Protection counter.
Add a Time counter to Timebomb: Put a Protection counter on target creature. This effect may only be activated once per turn.
This seems like it could be interesting, but it could also be a card that gets stuck in your hand since you're obviously not going to play it if you have more than one of a card type in your graveyard already.
Bruised and Bloody
R
Enchant - Aura
Enchant creature
Enchanted creature gets Injured 1 (At the beginning of your upkeep, put a -1/-1 counter on this creature. If it would be sent to your graveyard this way, remove all counters and it becomes a 1/1.)
Death-Rage Nephilim
BRGW
Creature Legendary Nephilim
Trample, haste
Whenever ~ attacks, you may return target creature with converted mana cost 3 or less from your graveyard to the battlefield tapped and attacking. That creature gains +3/+3 and trample until end of turn. Exile that creature at the beginning of the next endstep.
5/5
I know it seems a bit like the non-green nephilim, but I feel like this is a very good try at making a "Definetly Not Blue" nephilim
Thank you for your feedback. Originally I had worded it a little differently, and the original wording felt a lot worse. Originally it was "At the beginning of your upkeep, put a -1/-1 counter on this creature. If it is sent to your graveyard this way, put a token copy of it into play that is a 1/1." That seemed extremely unwieldy, so I tried to cut as much fat away as possible. I can see your point though for sure, so I would have to consider better solutions.
I get the 'definitely not blue' flavor of it, but it's hard to judge how four color cards should work or how powerful they should be. A 5/5 with trample and haste for four is amazing, and adding on Unearth + Awaken the Bear might be a little much. You compared it to Yore-Tiller Nephilim, and that's a 2/2 with no keyword abilities for the same cost and difficulty of casting. Personally, I don't think the complexity of the mana cost should lend it too much extra power, as no one in their right mind is going to hardcast it, especially in these colors.
Into the Woodwork GGGG
Instant
Permanents you control become Forest lands until end of turn.
I wanted this to be a flavorful answer to a boardwipe in green. Very few boardwipes destroy lands, so temporarily turning all of your cards into Forests would save them from being destroyed. It would also let you ramp out a huge chunk of mana at the cost of tapping all of your permanents, or make sweet plays with cards like Howl of the Night Pack that care about the number of lands or Forests you control.