That.... is...... extremely mouthful. Too many going ons here; Admittedly saying that if a creature with lower power gets blocked/blocking higher power, lower guy gets deathtouch and prevent all damage etc is also a mouthful... but seriously, this is insane. And seems like the effect require very specific answer (enchantment removal instead of going around by summoning more creatures) that this looks like it can be utterly busted. And oh, you do NOT say permanent named Jace; you say Jace permanent. That does exclude Jace, Vryn Prodigy, but given that it's the ONLY Jace card that has no planeswalker type, should be ok. But ouch. Too much headache, but I guess 9 mana isn't too bad overall. Maybe. ouch.
You just had to post something complicated before I post something as complicatedly named.
Athynocl Coronis, The Watcher4GU
Legendary Creature - Horror (M)
Flying
When Athynocl Coronis enters or leaves the battlefield, scry 4, then draw two cards.
Whenever an opponent casts a spell, reveal cards from the top of your library until you reveal a card that shares a card type with that spell and put it into your hand, then put the rest at the bottom of your library in any order.
2/5
Excessive card advantage engine... I guess. Comments?
That.... is...... extremely mouthful. Too many going ons here; Admittedly saying that if a creature with lower power gets blocked/blocking higher power, lower guy gets deathtouch and prevent all damage etc is also a mouthful... but seriously, this is insane. And seems like the effect require very specific answer (enchantment removal instead of going around by summoning more creatures) that this looks like it can be utterly busted. And oh, you do NOT say permanent named Jace; you say Jace permanent. That does exclude Jace, Vryn Prodigy, but given that it's the ONLY Jace card that has no planeswalker type, should be ok. But ouch. Too much headache, but I guess 9 mana isn't too bad overall. Maybe. ouch.
I agree; Jace's Trick Room was too much.
As for your card, it's wonderful card sorting that has me thinking it would actually be acceptable as a 3/5, although limits have to kept when using flying. The second clause might be a bit tedious, especially if you leave out certain card types to basically sort out your entire library XD.
I think the second clause should be a bit more restrictive, or edited to scry a certain value. Maybe the card's converted mana cost? Card sorting is very powerful.
Artillery Ship2RU
Artifact - Vehicle
Islandwalk
When Artillery Ship deals combat damage to a player, it deals 4 damage divided among any amount of target creatures.
Crew 4
4/4
Didn't realize energy counters were already on the forums. Given our current cards using energy counters, I don't think this is too broken, except maybe reduce the cost to 2 and only create one token (two might be too much).
Sorry for posting so much; I had a lot of ideas but no wifi for a few days so I'm doing a dump right now.
Nicol Bolas, Destroyer of Worlds5UBR
Planeswalker - Nicol Bolas
+2: Target player discards 3 cards, then exiles a card discarded this way.
-3: Search your library for up to 3 cards, reveal them, then put them in your hand. Target opponent can't play cards that share card types with those cards on their next turn.
-14: Target opponent discards their hand, then exiles all permanents they control.
6
I love Nicol Bolas as a character, so I remade him. A few more remakes coming your way. Comments?
Ouch. It fits the bill for Bolas. It's devastatingly powerful, and not broken at 8 mana (since there aren't many ways to soft-cast a planeswalker). The exiling on the first ability seems random: it should exile all or none of them. The biggest problem with this is that it is often the best card you never cast, which is the nature of the beast on a planeswalker this big. It is worth noting that this card doesn't actually have an immediate board impact: if you are dead on the board, and tap out for this, triple demonic tutor doesn't save you when you've spent all your mana on planeswalking dragons. That said, this card does enough without blowing up their creatures too. I see nothing wrong with it, but it is a pretty unfun card to sit across the table from.
Remote Highlands
Land T: Add R or G to your mana pool, then put a Depletion counter on Remote Highlands. Activate this ability only if there are no Depletion counters on Remote Highlands. T: Add C to your mana pool, then remove a Depletion counter from Remote Highlands.
Very impressive. Personally, I think if Wizards were to print this, they'd probably make the land enter the field with a depletion counter already to prevent immediate mana fixing, but otherwise, this is a solid idea. Kudos.
Not long after my last card and I already make a second version...
Athynocl Coronis, Piercing Eye4WUB
Legendary Creature - Horror (M)
Flying
At the beginning of each opponent's upkeep, search that player's library for a card and reveal it, then that player shuffles his or her library. That player may put that card into his or her hand. If he or she does, you scry 4 and draw 2 cards. Otherwise, exile that card, and you draw a card. "The full moon unveils all secrets."
- Panauvl, Moonpriest Exemplar
5/5
Again, love the use of energy. Nothing much to say here, it's a very standard and elegant card to see with this new mechanic.
My idea involving it, using level up.
Scroll of Savagery2GG
Enchantment
Indestructible
: Level Up (Level up only as a sorcery)
Level 3: You get an emblem with "Creatures you control gain +1/+1"
Level 7: You get an emblem with "Creatures you control gain trample, vigilance, and haste."
Level 12: You get an emblem with "Creatures you control gain first strike, deathtouch, hexproof, and indestructible."
I'll make more of these scrolls, but for this one, the tempo might be a little off. Too slow at its effects?
What's the point of emblem in this situation? Anyway, aside from that, given how some cards can allow you to spam-hoard energy, the levels feel a tad too low. Unless you increase the level up cost to EE, then maybe ok. Or heck, make the level up cost EEE but lower the level cap to 1, 3 and 5. Powerful, for sure.
Capping off my Athynocl in case you noticed...
Athynocl Coronis, Fading Audience4UR
Legendary Creature - Horror (M)
Flying
Athynocl Coronis gets +1/+0 for each card in all players' hands.
At the beginning of the your end step, if Athynocl Coronis' power is 4 or less, you may return it to its owner's hand. If you do, scry 4, then draw two cards. The fading light of the night only promises another light in another darkness.
0/2
A bit too fragile, maybe? But thing is, with things like Reforge the Soul etc, this guy can be honking huge.....
What's the point of emblem in this situation? Anyway, aside from that, given how some cards can allow you to spam-hoard energy, the levels feel a tad too low. Unless you increase the level up cost to EE, then maybe ok. Or heck, make the level up cost EEE but lower the level cap to 1, 3 and 5. Powerful, for sure.
As far as I know there are no effects that affect emblems. It's mainly to keep the effect in even if they get around the indestructilbe and get rid of the enchantment.
This Athynocl is my favorite one of yours, partially because of the cheap recall and partly because this can get broken in multiplayer games. Imagine this at 21 power with flying. Crazy fun design whilst still keeping the rather calm scry + drawing.
Another try with a different scroll idea an modified levels.
Scroll of Knowledge2UU
Enchantment
Indestructible
:Level Up (Level up only as a sorcery)
Level 5: You gain an emblem with "Creatures you control gain 'When this creature deals combat damage, draw a card.'"
Level 15: You gain an emblem with "Whenever you draw a card, you may draw two cards instead."
Level 25: You gain an emblem with "Whenever you draw a card, you may instead shuffle it into your library, search for a card, and put it in your hand."
I guess I can see your point. The only problem with emblem is that due to their unremoveability, any emblem with stacking effect can potentially get out of hand when coupled with bounce effects or such.
For your scroll, what's the cost? I assume 4 cc as well? As per the abilities, This feels ok, although Level 15 and level 25 for this should be more than enough.
I have second thoughts about my last Athynocl; here's a variant:
Athynocl Coronis, Fading Audience4UR
Legendary Creature - Horror (M)
Flying
Athynocl Coronis, Fading Audience gets +1/+0 for each card in all players' hands. 1UR: If Athynocl Coronis' power is 4 or less, return it to its owner's hand. If you do, scry 4, then draw two cards. The fading light of the night only promises another light in another darkness.
0/3
The slight toughness boost might be too much given that the new bounce effect is activateable at will, protecting it from kill spells etc. Comments?
The goal is obviously to be oppressive. Have you gone too far with it? I don't think so, since this costs 7 and doesn't come with hexproof, indestructible, or another built-in protection. It's likely not going to see play anywhere but Commander, where I'm sure there are players who would want this at the head of their deck. I like the game-within-a-game aspect of choosing the right card at the right time.
I think my only suggestion would be to reduce the scy amount to 2. 4 is a lot, looking at the cards being currently printed in standard, especially since you might get to do it every turn.
Valdan, Aspiring RevolutionaryRW
Legendary Creature — Human Noble (M)
Haste 1W, t: Create a 1/1 white Soldier creature token.
At the beginning of your upkeep, if you control at least ten more creatures than each other player, you win the game.
2/2
Haste makes this guy a wee too efficient, but at least it's token making ability seems kind of ok. I think no need to change anything here.
Next
Overloading Turbine3
Artifact (R)
At the beginning of your upkeep, you gain E for each artifact you control. Then if you have ten or more E, sacrifice Overloading Turbine and lose ten E. If you do, Overloading Turbine deals 3 damage to each creature and each player. "This is why I told them to turn the damn machine off every night."
- Jaghara, overseeing the crater left beside his factory.
Comments?
EDIT:
Overloading Turbine3
Artifact (U)
At the beginning of your upkeep, you gain E for each artifact you control. Then if you have ten or more E, sacrifice Overloading Turbine and lose ten E. If you do, Overloading Turbine deals 3 damage to each creature and each player. "This is why I told them to turn the damn machine off every night."
- Jaghara, overseeing the crater left beside his factory.
The Unconquered Sun3W
Legendary Creature - God (MR)
Indestructible
As long as you control five or fewer nonland permanents, The Unconquered Sun isn't a creature.
Other creatures you control get +1/+1 and have first strike. WW: put a 1/1 white Cleric artifact creature token onto the battlefield.
5/6
Well, compare this to Heliod, God of the Sun. Same cost and body, but with a much cheaper token spawn and first strike. While I do like the idea of remaking Heliod (He's my least favorite of the Theros gods), this is too similar and too cheap. I know that it becomes a creature quicker, but indestructible is already hard enough to get by.
As for Overloading Turbine, its very flavorful. It's also very red in design, which I would like to see in its cost. I could easily see this in Commander (or any other artifact themed deck) with Daretti, Scrap Savant. Overall very balanced, but confused as to why this is rare.
Scroll of Necromancy2BG
Legendary Enchantment
Indestructible
: Level Up (Level up only as a sorcery)
Level 5: You gain an emblem with "At the beginning of your end step, discard two cards."
Level 15: You gain an emblem with "At the beginning of your upkeep, put a creature card from your graveyard to your hand."
Level 30: You gain an emblem with "At the beginning of your upkeep, put all creatures from your graveyard to your battlefield" and "Creatures you control have deathtouch and are Zombies in addition to their other types."
Unfortunately, there are still plenty of these (sorry). Tried to make something Golgari. Comments?
They actually do. I wrote them as emblem effects on purpose to avoid removal, but it states clearly in each clause when these effects take place. You only have to reach the level; there is no need to still have the enchantment. The only confusing clause on rereading is the last clause, but I changed that just now.
They actually do. I wrote them as emblem effects on purpose to avoid removal, but it states clearly in each clause when these effects take place. You only have to reach the level; there is no need to still have the enchantment. The only confusing clause on rereading is the last clause, but I changed that just now.
Really? As an instant or sorcery I could see it, but every permanent has a trigger for such things, be it "when X enters the battlefield", "when you cast X" or some other trigger. Which these lack. But I'm expert so...
A quick check on Gatherer shows me that there are no Level Up enchantments, and for good reason. However, when compared to another level up card, say Ikiral Outrider, does it explicitly say "When this creature reaches level 1, it gains vigilance and has p/t 2/6"? No, it's a given that when you reach a level, all the effects on the card take place, unless it's an activated ability like Guul Draz Assassin. In my case, it's a little different because it's an enchantment, but same idea. It's a given that you get the emblem when you reach the level corresponding it. Unless you want me to say "When this enchantment has 5 level counters..."? Then what's the point of level up? You being an expert has nothing to do with this; there is no such thing as a level up enchantment as of now, so there are no formal or comprehensive rules to argue with.
And if you still insist I'm wrong, at least you know what my card is theoretically supposed to do
As for your hateland, it's certainly unique in that it thrives with enemy lands, but don't you thin it's a little narrow to only pay X and Y costs? And do the rules even allow for lands to pay certain costs like this? Please educate ignorant me.
Spell of Growth2GG
Legendary Enchantment
Indestructible
: Level Up (Level up only as a sorcery)
Level 7: You gain an emblem with "At the beginning of your upkeep, populate."
Level 18: You gain an emblem with "At the beginning of your upkeep, put a copy of a green creature you control onto the battlefield."
Level 25: You gain an emblem with "Lands you control produce twice as much mana."
Spell of Growth's level 7 effect seems a bit so and so... I think in RtR we already have a 4cc enchantment that does the same without additional investment (forgot the name)? The other two seems fine, although maybe level 18 and 25 is a bit too high; 15 and 20 seems sufficient enough for those effects.
Next
Counterargument3UU
Instant (R)
Counter target instant or sorcery spell, then reveal cards from the top of your library until you reveal an instant or sorcery card. You may cast it without paying its mana cost. If you don't, put that card in your hand, then shuffle your library. "That's not how you spell your demise, young one."
The kicker needs to be far higher, I think, to make it in line with the level of efficiency we see on removal printed in the current standard sets. I do like it as a card concept. How much the kicker costs depends at which rarity you place this, though.
Gorging Dragon5RW
Creature — Dragon (M)
Flying, haste
When Gorging Dragon enters the battlefield, exile each other creature until Gorging Dragon leaves the battlefield.
5/5
5/5 unblockable with haste, huh....... Might be too much, but then again it's 7 cc; if it doesn't win games, it's rubbish. Still, may still be a bit too powerful.
Next
Grafdancer Blob8
Creature - Eldrazi Ooze (R)
Emerge 6BB
When you cast Grafdancer Blob, you may return target creature card with converted mana cost 3 or less in a graveyard onto the battlefield.
5/4
Grafdancer Blob is a very average card that reanimates well. The thing I dislike about all cards with emerge (not just yours), is that it feels it's always too weak for its regular casting cause. You found a good balance in that it isn't too terrible, but I could still never imagine paying the full 8 mana for this thing.
A pause on scrolls because I remembered another ability in the same set as emerge.
Thieflord's Goods3
Sorcery
Escalate 1
-Put an artifact with "t: Add 1 to you mana pool."
-Put an equipment with "Equipped creature gains +1/+1 and first strike. Equip 1" on the battlefield.
-Put a 1/1 artifact creature token with deathtouch and "When this creature dies, you lose 2 life."
Sorcery? Well, given the effect, the escalate cost does feel a bit low; though if sorcery, 3 casting cost is too high. Otherwise, possible.
Next
Eschatomagus1RR
Creature - Human Wizard (M)
Whenever another permanent you control is put into graveyard, put a doom counter on Eschatomagus.
At the beginning of your end step, you may remove all doom counters from Eschatomagus. If thirteen or more doom counters are removed this way, Eschatomagus deals 6 damage to each opponent and each creature an opponent controls. The end is only a sum of all doom.
2/1
Absolutely wonderful tribute to the Lotus. I love the calm, vanishing flavor this card has. An overall wonderful, gentle card.
Scroll of Peace2WG
Legendary Enchantment
Indestructible
Level Up: (Level up only as a sorcery)
Level 4: t Target creature can't attack until end of turn. You may play this ability anytime you could play an instant.
Level 12: t: You gain an emblem with "Creatures you control have defender."
Level 18: t: You gain an emblem with "You don't lose the game for having 0 or less life" and "Whenever a creature you control dies, shuffle your library into your graveyard."
Level 35: Exile Scroll of Peace: Destroy all emblems and creatures.
I tried to be flavorful with this one. I think I failed
...... Level 12 puzzles me greatly. Why would you give yourself drawback? A -X/+X effect probably would be more in line. Anyway, I think I understand your idea a bit. However, I think level 18 and 35 needs to be swapped (and their numbers changed accordingly if needed), given that once you get that level 18 emblem, you win already.
Next
Eschatographer1GG
Creature - Human Scout (M)
Whenever another permanent you control is put into a graveyard, put a doom counter on Eschatographer.
At the beginning of your end step, you may remove all doom counters on Eschatographer. If you remove thirteen or more doom counters this way, exile all lands, then reveal your library and put all land cards in your library onto the battlefield tapped, then shuffle all lands exiled this way into their owners' libraries.
2/1
Ok, is there any card that at instant shuffles all your lands into your library? Cause that kind of card will negate this guy's drawback. Or maybe this guy's too weak.... Comments?
Absolutely wonderful tribute to the Lotus. I love the calm, vanishing flavor this card has. An overall wonderful, gentle card.
Scroll of Peace2WG
Legendary Enchantment
Indestructible
Level Up: (Level up only as a sorcery)
Level 4: t Target creature can't attack until end of turn. You may play this ability anytime you could play an instant.
Level 12: t: You gain an emblem with "Creatures you control have defender."
Level 18: t: You gain an emblem with "You don't lose the game for having 0 or less life" and "Whenever a creature you control dies, shuffle your library into your graveyard."
Level 35: Exile Scroll of Peace: Destroy all emblems and creatures.
• I didn't test it out in a rendering program, but this seems like it would be an awful lot of text to put on a single card.
• Why does this grant emblems when it could just have its own static effects? Emblems are currently something reserved for planeswalkers. There nothing groundbreaking or interesting enough about this to me that it warrants breaking that pattern. Also, the way the emblem levels are worded makes no sense, since you would need a trigger rather than a static effect like this to grant the player an emblem.
• The Level 4 ability is a frustrating inclusion both because enchantments don't tap and because there's no reason to include the text qualifying that it can be activated as an instant. That's already the default.
• Why do levels 12 and 18 both have drawbacks?
• The Level 35 ability is awkward because emblems can't be destroyed. They're not permanents. They exist in the Command Zone, and there are currently no ways to interact with them. The only way to "remove" them is Karn Liberated.
• You've chosen ridiculously high level numbers to keep track of. They need to come down. Whether this just means dropping them or whether it means both dropping them and increasing the level up cost depends on how easy it is to produce energy in the environment in which you put this card.
Eschatographer1GG
Creature - Human Scout (M)
Whenever another permanent you control is put into a graveyard, put a doom counter on Eschatographer.
At the beginning of your end step, you may remove all doom counters on Eschatographer. If you remove thirteen or more doom counters this way, exile all lands, then reveal your library and put all land cards in your library onto th e battlefield tapped, then shuffle all lands exiled this way into their owners' libraries.
2/1
Mass land destruction isn't really something we see in green, is it? I think the closest cards to that are Gilt-Leaf Archdruid and I suppose The Great Aurora (which is nice flavor but weird in the color pie). I think this should only affect your own lands.
Herald of the Procession2W Creature — Spirit (R)
Flying
Play with the top card of your library revealed.
You may play the top card of your library as long as it's a creature card with power 2 or less.
2/2
Bravo. While it perhaps may need blue somewhere there, it's fantastic either way. Excellent card.
Next
Warslayer3WW
Creature - Angel (R)
Flash
Flying
When Warslayer enters the battlefield, prevent all combat damage that would be dealt this turn.
Whenever one or more creatures you control deal combat damage to a player, return Warslayer to its owner's hand.
3/4
I didn't test it out in a rendering program, but this seems like it would be an awful lot of text to put on a single card.
Why does this grant emblems when it could just have its own static effects? Emblems are currently something reserved for planeswalkers. There nothing groundbreaking or interesting enough about this to me that it warrants breaking that pattern. Also, the way the emblem levels are worded makes no sense, since you would need a trigger rather than a static effect like this to grant the player an emblem.
The Level 4 ability is a frustrating inclusion both because enchantments don't tap and because there's no reason to include the text qualifying that it can be activated as an instant. That's already the default.
Why do levels 12 and 18 both have drawbacks?
The Level 35 ability is awkward because emblems can't be destroyed. They're not permanents. They exist in the Command Zone, and there are currently no ways to interact with them. The only way to "remove" them is Karn Liberated.
You've chosen ridiculously high level numbers to keep track of. They need to come down. Whether this just means dropping them or whether it means both dropping them and increasing the level up cost depends on how easy it is to produce energy in the environment in which you put this card.
Thank you for your critique. Learning a lot more about this hobby every day :).
As for the Warslayer, I'm questioning whether it needs a callback, but I think it's fine as written.
Scroll of Omnis7
Enchantment
Indestructible, Hexproof
Level Up: (Level up only as a sorcery)
Level 10: You have no maximum hand size. Whenever you would draw a card, you may search your deck for a card instead.
Level 20: Tap all creatures you control: Gain control of target opponent on their next turn.
Level 30: Sacrifice Scroll of Omnis: You win the game.
My last scroll as of right now. Got rid of the emblems because apparently they don't fit the rules XD.
Errr.... a Vehicle that is automatically a creature? What's going on here? Otherwise, fine enough, nothing much to change.
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Barbed Kudzu1GW
Creature - Plant (R)
Whenever a creature blocks or becomes blocked by Barbed Kudzu, tap that creature and it can't untap as long as Barbed Kudzu remains on the battlefield. A slight brush with a tangle of thorns will keep you trapped for a while.
1/5
A bit too much?
EDIT:
Barbed Kudzu1GW
Creature - Plant (R)
Whenever a creature blocks or becomes blocked by Barbed Kudzu, tap that creature and it can't untap as long as Barbed Kudzu remains on the battlefield. A slight brush with a tangle of thorns will keep you trapped for a while.
1/4
You just had to post something complicated before I post something as complicatedly named.
Athynocl Coronis, The Watcher 4GU
Legendary Creature - Horror (M)
Flying
When Athynocl Coronis enters or leaves the battlefield, scry 4, then draw two cards.
Whenever an opponent casts a spell, reveal cards from the top of your library until you reveal a card that shares a card type with that spell and put it into your hand, then put the rest at the bottom of your library in any order.
2/5
Excessive card advantage engine... I guess. Comments?
I agree; Jace's Trick Room was too much.
As for your card, it's wonderful card sorting that has me thinking it would actually be acceptable as a 3/5, although limits have to kept when using flying. The second clause might be a bit tedious, especially if you leave out certain card types to basically sort out your entire library XD.
I think the second clause should be a bit more restrictive, or edited to scry a certain value. Maybe the card's converted mana cost? Card sorting is very powerful.
Artillery Ship 2RU
Artifact - Vehicle
Islandwalk
When Artillery Ship deals combat damage to a player, it deals 4 damage divided among any amount of target creatures.
Crew 4
4/4
Sorry for posting so much; I had a lot of ideas but no wifi for a few days so I'm doing a dump right now.
Nicol Bolas, Destroyer of Worlds 5UBR
Planeswalker - Nicol Bolas
+2: Target player discards 3 cards, then exiles a card discarded this way.
-3: Search your library for up to 3 cards, reveal them, then put them in your hand. Target opponent can't play cards that share card types with those cards on their next turn.
-14: Target opponent discards their hand, then exiles all permanents they control.
6
I love Nicol Bolas as a character, so I remade him. A few more remakes coming your way. Comments?
Remote Highlands
Land
T: Add R or G to your mana pool, then put a Depletion counter on Remote Highlands. Activate this ability only if there are no Depletion counters on Remote Highlands.
T: Add C to your mana pool, then remove a Depletion counter from Remote Highlands.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Not long after my last card and I already make a second version...
Athynocl Coronis, Piercing Eye 4WUB
Legendary Creature - Horror (M)
Flying
At the beginning of each opponent's upkeep, search that player's library for a card and reveal it, then that player shuffles his or her library. That player may put that card into his or her hand. If he or she does, you scry 4 and draw 2 cards. Otherwise, exile that card, and you draw a card.
"The full moon unveils all secrets."
- Panauvl, Moonpriest Exemplar
5/5
A bit too oppressive?
My idea involving it, using level up.
Scroll of Savagery 2GG
Enchantment
Indestructible
: Level Up (Level up only as a sorcery)
Level 3: You get an emblem with "Creatures you control gain +1/+1"
Level 7: You get an emblem with "Creatures you control gain trample, vigilance, and haste."
Level 12: You get an emblem with "Creatures you control gain first strike, deathtouch, hexproof, and indestructible."
I'll make more of these scrolls, but for this one, the tempo might be a little off. Too slow at its effects?
Capping off my Athynocl in case you noticed...
Athynocl Coronis, Fading Audience 4UR
Legendary Creature - Horror (M)
Flying
Athynocl Coronis gets +1/+0 for each card in all players' hands.
At the beginning of the your end step, if Athynocl Coronis' power is 4 or less, you may return it to its owner's hand. If you do, scry 4, then draw two cards.
The fading light of the night only promises another light in another darkness.
0/2
A bit too fragile, maybe? But thing is, with things like Reforge the Soul etc, this guy can be honking huge.....
As far as I know there are no effects that affect emblems. It's mainly to keep the effect in even if they get around the indestructilbe and get rid of the enchantment.
This Athynocl is my favorite one of yours, partially because of the cheap recall and partly because this can get broken in multiplayer games. Imagine this at 21 power with flying. Crazy fun design whilst still keeping the rather calm scry + drawing.
Another try with a different scroll idea an modified levels.
Scroll of Knowledge 2UU
Enchantment
Indestructible
:Level Up (Level up only as a sorcery)
Level 5: You gain an emblem with "Creatures you control gain 'When this creature deals combat damage, draw a card.'"
Level 15: You gain an emblem with "Whenever you draw a card, you may draw two cards instead."
Level 25: You gain an emblem with "Whenever you draw a card, you may instead shuffle it into your library, search for a card, and put it in your hand."
For your scroll, what's the cost? I assume 4 cc as well? As per the abilities, This feels ok, although Level 15 and level 25 for this should be more than enough.
I have second thoughts about my last Athynocl; here's a variant:
Athynocl Coronis, Fading Audience 4UR
Legendary Creature - Horror (M)
Flying
Athynocl Coronis, Fading Audience gets +1/+0 for each card in all players' hands.
1UR: If Athynocl Coronis' power is 4 or less, return it to its owner's hand. If you do, scry 4, then draw two cards.
The fading light of the night only promises another light in another darkness.
0/3
The slight toughness boost might be too much given that the new bounce effect is activateable at will, protecting it from kill spells etc. Comments?
I think my only suggestion would be to reduce the scy amount to 2. 4 is a lot, looking at the cards being currently printed in standard, especially since you might get to do it every turn.
Valdan, Aspiring Revolutionary RW
Legendary Creature — Human Noble (M)
Haste
1W, t: Create a 1/1 white Soldier creature token.
At the beginning of your upkeep, if you control at least ten more creatures than each other player, you win the game.
2/2
Next
Overloading Turbine 3
Artifact (R)
At the beginning of your upkeep, you gain E for each artifact you control. Then if you have ten or more E, sacrifice Overloading Turbine and lose ten E. If you do, Overloading Turbine deals 3 damage to each creature and each player.
"This is why I told them to turn the damn machine off every night."
- Jaghara, overseeing the crater left beside his factory.
Comments?
EDIT:
Overloading Turbine 3
Artifact (U)
At the beginning of your upkeep, you gain E for each artifact you control. Then if you have ten or more E, sacrifice Overloading Turbine and lose ten E. If you do, Overloading Turbine deals 3 damage to each creature and each player.
"This is why I told them to turn the damn machine off every night."
- Jaghara, overseeing the crater left beside his factory.
Well, compare this to Heliod, God of the Sun. Same cost and body, but with a much cheaper token spawn and first strike. While I do like the idea of remaking Heliod (He's my least favorite of the Theros gods), this is too similar and too cheap. I know that it becomes a creature quicker, but indestructible is already hard enough to get by.
As for Overloading Turbine, its very flavorful. It's also very red in design, which I would like to see in its cost. I could easily see this in Commander (or any other artifact themed deck) with Daretti, Scrap Savant. Overall very balanced, but confused as to why this is rare.
Scroll of Necromancy 2BG
Legendary Enchantment
Indestructible
: Level Up (Level up only as a sorcery)
Level 5: You gain an emblem with "At the beginning of your end step, discard two cards."
Level 15: You gain an emblem with "At the beginning of your upkeep, put a creature card from your graveyard to your hand."
Level 30: You gain an emblem with "At the beginning of your upkeep, put all creatures from your graveyard to your battlefield" and "Creatures you control have deathtouch and are Zombies in addition to their other types."
Unfortunately, there are still plenty of these (sorry). Tried to make something Golgari. Comments?
They actually do. I wrote them as emblem effects on purpose to avoid removal, but it states clearly in each clause when these effects take place. You only have to reach the level; there is no need to still have the enchantment. The only confusing clause on rereading is the last clause, but I changed that just now.
A quick check on Gatherer shows me that there are no Level Up enchantments, and for good reason. However, when compared to another level up card, say Ikiral Outrider, does it explicitly say "When this creature reaches level 1, it gains vigilance and has p/t 2/6"? No, it's a given that when you reach a level, all the effects on the card take place, unless it's an activated ability like Guul Draz Assassin. In my case, it's a little different because it's an enchantment, but same idea. It's a given that you get the emblem when you reach the level corresponding it. Unless you want me to say "When this enchantment has 5 level counters..."? Then what's the point of level up? You being an expert has nothing to do with this; there is no such thing as a level up enchantment as of now, so there are no formal or comprehensive rules to argue with.
And if you still insist I'm wrong, at least you know what my card is theoretically supposed to do
As for your hateland, it's certainly unique in that it thrives with enemy lands, but don't you thin it's a little narrow to only pay X and Y costs? And do the rules even allow for lands to pay certain costs like this? Please educate ignorant me.
Spell of Growth 2GG
Legendary Enchantment
Indestructible
: Level Up (Level up only as a sorcery)
Level 7: You gain an emblem with "At the beginning of your upkeep, populate."
Level 18: You gain an emblem with "At the beginning of your upkeep, put a copy of a green creature you control onto the battlefield."
Level 25: You gain an emblem with "Lands you control produce twice as much mana."
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Counterargument 3UU
Instant (R)
Counter target instant or sorcery spell, then reveal cards from the top of your library until you reveal an instant or sorcery card. You may cast it without paying its mana cost. If you don't, put that card in your hand, then shuffle your library.
"That's not how you spell your demise, young one."
Comments?
Gorging Dragon 5RW
Creature — Dragon (M)
Flying, haste
When Gorging Dragon enters the battlefield, exile each other creature until Gorging Dragon leaves the battlefield.
5/5
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Grafdancer Blob 8
Creature - Eldrazi Ooze (R)
Emerge 6BB
When you cast Grafdancer Blob, you may return target creature card with converted mana cost 3 or less in a graveyard onto the battlefield.
5/4
Comments?
A pause on scrolls because I remembered another ability in the same set as emerge.
Thieflord's Goods 3
Sorcery
Escalate 1
-Put an artifact with "t: Add 1 to you mana pool."
-Put an equipment with "Equipped creature gains +1/+1 and first strike. Equip 1" on the battlefield.
-Put a 1/1 artifact creature token with deathtouch and "When this creature dies, you lose 2 life."
Too low of an escalate cost?
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Eschatomagus 1RR
Creature - Human Wizard (M)
Whenever another permanent you control is put into graveyard, put a doom counter on Eschatomagus.
At the beginning of your end step, you may remove all doom counters from Eschatomagus. If thirteen or more doom counters are removed this way, Eschatomagus deals 6 damage to each opponent and each creature an opponent controls.
The end is only a sum of all doom.
2/1
Is 3 mana pushing it too much for this effect?
Scroll of Peace 2WG
Legendary Enchantment
Indestructible
Level Up: (Level up only as a sorcery)
Level 4: t Target creature can't attack until end of turn. You may play this ability anytime you could play an instant.
Level 12: t: You gain an emblem with "Creatures you control have defender."
Level 18: t: You gain an emblem with "You don't lose the game for having 0 or less life" and "Whenever a creature you control dies, shuffle your library into your graveyard."
Level 35: Exile Scroll of Peace: Destroy all emblems and creatures.
I tried to be flavorful with this one. I think I failed
The ultimate staller
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Eschatographer 1GG
Creature - Human Scout (M)
Whenever another permanent you control is put into a graveyard, put a doom counter on Eschatographer.
At the beginning of your end step, you may remove all doom counters on Eschatographer. If you remove thirteen or more doom counters this way, exile all lands, then reveal your library and put all land cards in your library onto the battlefield tapped, then shuffle all lands exiled this way into their owners' libraries.
2/1
Ok, is there any card that at instant shuffles all your lands into your library? Cause that kind of card will negate this guy's drawback. Or maybe this guy's too weak.... Comments?
• I didn't test it out in a rendering program, but this seems like it would be an awful lot of text to put on a single card.
• Why does this grant emblems when it could just have its own static effects? Emblems are currently something reserved for planeswalkers. There nothing groundbreaking or interesting enough about this to me that it warrants breaking that pattern. Also, the way the emblem levels are worded makes no sense, since you would need a trigger rather than a static effect like this to grant the player an emblem.
• The Level 4 ability is a frustrating inclusion both because enchantments don't tap and because there's no reason to include the text qualifying that it can be activated as an instant. That's already the default.
• Why do levels 12 and 18 both have drawbacks?
• The Level 35 ability is awkward because emblems can't be destroyed. They're not permanents. They exist in the Command Zone, and there are currently no ways to interact with them. The only way to "remove" them is Karn Liberated.
• You've chosen ridiculously high level numbers to keep track of. They need to come down. Whether this just means dropping them or whether it means both dropping them and increasing the level up cost depends on how easy it is to produce energy in the environment in which you put this card.
Mass land destruction isn't really something we see in green, is it? I think the closest cards to that are Gilt-Leaf Archdruid and I suppose The Great Aurora (which is nice flavor but weird in the color pie). I think this should only affect your own lands.
Herald of the Procession 2W
Creature — Spirit (R)
Flying
Play with the top card of your library revealed.
You may play the top card of your library as long as it's a creature card with power 2 or less.
2/2
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Warslayer 3WW
Creature - Angel (R)
Flash
Flying
When Warslayer enters the battlefield, prevent all combat damage that would be dealt this turn.
Whenever one or more creatures you control deal combat damage to a player, return Warslayer to its owner's hand.
3/4
Comments?
Thank you for your critique. Learning a lot more about this hobby every day :).
As for the Warslayer, I'm questioning whether it needs a callback, but I think it's fine as written.
Scroll of Omnis 7
Enchantment
Indestructible, Hexproof
Level Up: (Level up only as a sorcery)
Level 10: You have no maximum hand size. Whenever you would draw a card, you may search your deck for a card instead.
Level 20: Tap all creatures you control: Gain control of target opponent on their next turn.
Level 30: Sacrifice Scroll of Omnis: You win the game.
My last scroll as of right now. Got rid of the emblems because apparently they don't fit the rules XD.
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Barbed Kudzu 1GW
Creature - Plant (R)
Whenever a creature blocks or becomes blocked by Barbed Kudzu, tap that creature and it can't untap as long as Barbed Kudzu remains on the battlefield.
A slight brush with a tangle of thorns will keep you trapped for a while.
1/5
A bit too much?
EDIT:
Barbed Kudzu 1GW
Creature - Plant (R)
Whenever a creature blocks or becomes blocked by Barbed Kudzu, tap that creature and it can't untap as long as Barbed Kudzu remains on the battlefield.
A slight brush with a tangle of thorns will keep you trapped for a while.
1/4