Menace deathtouch is a bizarre, incongruent combination, and the fact that this bus has massive power and an ability that triggers when it runs over someone in combat makes this card a bloody mess (and not in a good way). Most people will just use this as a 8/4 menace with crew 4; the rest of the card is a mess.
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Heartgear Assembler2G
Creature - Human Artificer (R)
Whenever you draw a card, invent (To invent, put a colorless Gadget Equipment artifact token named "Gadget" with Equip 1 onto the battlefield) T, tap X untapped Gadgets attached to Heartgear Assembler and sacrifice those Gadgets: Search your library for an artifact card with converted mana cost equal to or less than twice of X and put that card onto the battlefield, then shuffle your library.
2/2
Sorry for maths.
EDIT:
Heartgear Assembler2U
Creature - Human Artificer (R)
Whenever you draw a card, invent (To invent, put a colorless Gadget Equipment artifact token named "Gadget" with Equip 1 onto the battlefield) T, tap X untapped Gadgets attached to Heartgear Assembler and sacrifice those Gadgets: Search your library for an artifact card with converted mana cost equal to or less than twice of X and put that card onto the battlefield, then shuffle your library.
2/2
Heartgear Assembler seems really off-color for Green, shouldnt he be Blue? An effect triggering off drawing cards and a tutor based on artifacts feels that way.
Also the Gadgets don't appear to do anything on their own, so nearly the same thing could be achieved with counters and a pay 1 trigger, and having them tap also seems unnecessary.
That said, it's a pretty neat design, and having those Gadgets be their own thing allows you to pour it into another asset (like Energy), but you'd have to differentiate the mechanics besides different numbers.
I like it though, and it reminds me of a Tamiyo's Journal on a stick (which is great).
Here's mine from a different, kinda oddball set meant to be my wastebin for clunky or silly ideas.
Amnesia Veil (3)
Artifact - Equipment
Equipped creature loses all abilities.
Whenever a nontoken creature you control would die & ~ isn’t equipped to a creature, you may regenerate that creature & attach ~ to it.
Reincarnation isn’t as glamorous as they said it would be.
(Sorry for no formatting. On mobile and not well-versed on the codes for them all)
Amnesia Veil is a really damned cool concept. I do think it's extremely narrow and considering the hefty penalty as well, it might be over-priced. Might even be balanced at 1.
Filtered Thoughts2UU
Instant
You get EE, then you may pay any amount of E. Draw that many cards.
I actually think something similar to this could be in the next set, although maybe somehow worse since they don't like giving blue good draw spells anymore.
At instant, as is this may need to cost 5-6 mana, as with enough energy you can easily rack up six+ card draw. Alternatively, let this card give no energy by default. I mean, it seems like in some cases energy generation in KLD looks quite easy (with so many cards giving more than one energy on EtB....
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Weirwood Counsel2GG
Creature - Human Shaman (R)
Whenever another creature with power 2 or less enters the battlefield under your control, you may pay G. If you do, put a +1/+1 counter on that creature. Nothing in Weirwood ever stays juvenile and meek for long.
2/3
Agreed with magac on Filtered Thoughts being a cheap Sphinx's Rev if it saw play, so it'd need to be balanced a bit more.
As for Weirwood Counsel, it's a cool ability! Solid limited power house, and being able to trigger and synergize with token decks would really help push a G/W or G/X token strategy if the set goes a different direction, alongside pumping up utility creatures or things along the likes of Gudul Lurker, etc.
It'd be nice if it gave itself a small buff in the same way like a kicker to give itself another counter later in the game, but that's not too important, as it's more of a cog in the machine rather than an entire machine alone.
Here's a common (probably should be uncommon in hindsight) from the same set as Heir of Autumn:
Vesper BondsWW
Enchantment
When ~ ETBs, two target creatures can’t attack or block until ~ leaves the battlefield. If either of those creatures leaves the battlefield, sacrifice ~. In the twilight, all you have are your prayers.
Flavor seems evident enough, yeah? Though it is a bit too strong for common, and I already have a way for white to deal with creatures at common in the set so this is getting bumped to uncommon. Functionally, this might have to cost 1 more, since I'd rather it Pacifism two creatures rather than only lock off attacking (but that could be an alternative). The other way I'd design the card is to disallow attacking, and force both creatures to have to block together if they wanted to block at all, then the same sac clause. Not sure how to word that, though.
Hmmmm.... double-Pacifism in a single card. While it does have the downside of blowing up if either creature goes missing, 2-mana is still too low a cost for this. 3 mana should be fine, is still rather pushed.
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Deranged Harrowing2G
Enchantment (R)
At the beginning of each player's upkeep, that player puts cards from the top of his or her library into the graveyard until a land card is put into graveyard this way. That player puts that land card onto the battlefield tapped under his or her control. Night or day, rain or shine, spring or autumn... all Nanal could think of was to plow, plow, plow his farm.
Comments?
EDIT:
Deranged Harrowing3G
Enchantment (R)
At the beginning of each player's upkeep, that player puts cards from the top of his or her library into the graveyard until a land card is put into graveyard this way. That player puts that land card onto the battlefield tapped under his or her control. Night or day, rain or shine, spring or autumn... all Nanal could think of was to plow, plow, plow his farm.
I think Deranged Harrowing is too cheap, or too common. Although most players have a decent number of lands in their deck, this mill effect is crazy, and can lead to chaotic ramps. Even if it was one mana more expensive, I feel more easy about this card.
Reckless Smelting's drawback is a little hefty for me. Is there a particular reason it's three times rather than two, or even one? Besides that it's a well-designed card.
Prophetic FoolU
Creature - Human
Before your draw step, you may name a nonland card. If you draw the named card, transform Prophetic Fool.
1/1 He had waited nine years for the prophecy to come true...
Respected Elder
Creature - Human {Blue} t: Scry 1
3/3 ...but it had been worth it.
Hmm...... given that Scry is now an evergreen effect, I think the transformed's P/T boost is a bit too much. As a 2/1 it's probably doable. Also, you should probbably make it say "If you would draw your first card during your draw step, you may name a card and reveal it. If it's the named card, draw it then transform ~" Or so.
Random cool name for the fun of it.
Alverius, The White Swan3WW
Legendary Creature - Human Cleric (M)
Creatures you control with toughness 6 or greater have hexproof and indestructible.
Whenever you cast a white instant or sorcery spell, untap Alverius, The White Swan. T: Creatures you control get +0/+2 until end of turn.
4/2
Anyway, for your Distortion Rift.... Interesting. So if this resolves, you get to draw a card, but you lose the boost. This anthem effect in red feels a bit odd, especially with a cantrip at the end. I kinda think that this could be green. Anyway, the cost to put time counters to keep the anthem effect seems a bit low; mind if you put it at 3 mana? Mostly given that by late game, it's entirely possible for you to sink mana to this card to permanently keep the anthem effect (which is also almost untouchable barring Processor and some other rare effects, mind you)
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Engine upgrade4G
Sorcery (U)
Put a +1/+1 counter on each artifact you control that is a creature or a Vehicle. "Time to see if this extra-sized aether-compressor will do the trick."
Comments?
EDIT:
Engine upgrade4G
Instant (U)
Put a +1/+1 counter on each artifact you control that is a creature or a Vehicle. "Time to see if this extra-sized aether-compressor will do the trick."
Overall it's fairly balanced. He can steal all of your opponent's artifact lands for days, but since the only legal target will be Darksteel Citadel in most formats I feel that it's fine. The same goes for his zero ability, it only breaks artifact lands or moxes, but since the citadel is the only legal artifact land and mox opal is the only mox most people will ever play in most formats there really isn't much to worry about there. His -10 feels broken, but since it requires sacrificing all of your artifacts rather than any number of artifact you control it will take a while for a player to rebuild their board if they didn't have a non-artifact win condition, so it again feels like it balances out.
It's been a while since I did a custom card, but this one just occured to me. The closest I can compare it to is a less disruptive Decree of annihilation or a slightly more powerful Planar Cleansing.
Clean the Slate5WW Sorcery
Destroy all non-land permanents then exile all cards from all graveyards.
It might be a tad too low of a cost. For a cost of 3 mana you have the Decree minus the lands. Reconstructing the board is hard either way, but you can't even recover the things you removed because of exile. I would raise it to 6WW but otherwise I love your card.
The Great Wall7
Creature - Wall
Defender
The Great Wall gains all abilities of other Walls in the game.
The Great Wall can block any number of creatures.
When a non-Wall creature enters the battlefield, put a +1/+1 counter on The Great Wall.
0/10 Drumpf forced every creature to work on it, willingly or no. When it was finished, it was odd; scraps and bits of different cultures had mixed and formed a monster. Nevertheless, it was effective at preventing Migrantim.
This may need to have significantly lower starting stat, like 0/4 or so, accounting its rather dangerous self-pump ability; A few tokens crashing in, and you'll have a 20+/20+ wall that can block everything (without flying, at least) in no time. And given that it can copy other walls abilities, sooner or later one of those walls will have the ability to get up and attack. Although if you do drop the stat massive enough, lower casting cost is acceptable, but 0/10 starting stat for this mass-block expert is disastrous.
Suddenly I'm swamped with simple cards.....
Mobile Dynamo2
Artifact Creature - Servo (C) T: You gain E. Any inventor will do well to always carry some portable power generator in case they need to invent something on the go.
1/2
I think it's fine as it is. Having this on turn 1 can lead to some constant ramping of energy, which seem to be a lot easier to stockpile than mana while having similar effects. I think having at 2/2 for 3 is acceptable as well.
Oil Mine
Land t: You gain t: Add 1 to your mana pool.
When a player casts a red spell, sacrifice Oil Mine. Grease Mine deals one damage to each creature and player.
I tried to make it flavorful by adding the last clause, but it probably is horrible because of it. Oh well, comments?
Errr... I sort of think that last clause ability, while a little detrimental to you for making you lose a land, is probably very powerful. If you play red, you can control when this goes off, in case you need to set up a one-sided board wipe against weenies. Against red, this also makes them need to pause if you place this land right after they put themselves in a rather compromising situation. I kinda think the explosion probably should hit players only, but I may be wrong (or if it only hits players, make it deal 2 damage; might be too much though). Good work, either way.
I'm curious as to why Wizards didn't print something like this.
Aetherborn Reveler1B
Creature - Aetherborn (C)
When Aetherborn Reveler dies, you gain EE. Aetherborns party like there is no tomorrow because they don't have a tomorrow.
2/1
Reverse Thriving Rats in a sense. What makes me baffled about the absence of this card in KLD is because the flavor of Aetherborns.... Oh well, comments?
Aetherborn WarriorRB
Creature - Aetherborn Spirit
When Aetherborn Warrior attacks, you gain
Pay : Aetherborn Warrior gains +1/+1 and first strike until end of turn.
2/1
I thought that'd be obvious. Each card with E printed on it needs a way to spend the E it generates, otherwise it's parasitic to the set. If it can't spend the E it generates (say, because it's dead :P), it'll never get played outside of E decks.
While that logic is sound, if you check the Gatherer you will find a few, mostly noncreature, cards which generate energy without innate abilities to spend them. Decoction Module, Fabrication Module, Woodweaver's Puzzleknot to name a few.
Anyway, Aertherborn Warrior.... why a spirit? Otherwise, probably too powerful. He can always attack as a 3/2 first strike because of the ability, so maybe either make him get energy only on EtB or make the first strike bonus a bit more expensive.
More energy.
Aetherseed Cultivator1GG
Creature - Elf Druid (R)
Whenever a land enters the battlefield under your control, you gain E G, T: You may spend E as though it were C this turn. Reshaping aether into something tangible and useful is as much an art as it is a skill.
2/1
I admit the activated ability feels a bit odd, especially since my first version is to make this guy permanently allow you to use E as C anytime. But if you already have like 6+ energy, dropping this guy would suddenly give you surplus mana immediately which can be disastrous. As is now, probably a bit weak, but I believe still potentially dangerous. Comments?
I thought that'd be obvious. Each card with E printed on it needs a way to spend the E it generates, otherwise it's parasitic to the set. If it can't spend the E it generates (say, because it's dead :P), it'll never get played outside of E decks.
While that logic is sound, if you check the Gatherer you will find a few, mostly noncreature, cards which generate energy without innate abilities to spend them. Decoction Module, Fabrication Module, Woodweaver's Puzzleknot to name a few.
Anyway, Aertherborn Warrior.... why a spirit? Otherwise, probably too powerful. He can always attack as a 3/2 first strike because of the ability, so maybe either make him get energy only on EtB or make the first strike bonus a bit more expensive.
More energy.
Aetherseed Cultivator1GG
Creature - Elf Druid (R)
Whenever a land enters the battlefield under your control, you gain E G, T: You may spend E as though it were C this turn. Reshaping aether into something tangible and useful is as much an art as it is a skill.
2/1
I admit the activated ability feels a bit odd, especially since my first version is to make this guy permanently allow you to use E as C anytime. But if you already have like 6+ energy, dropping this guy would suddenly give you surplus mana immediately which can be disastrous. As is now, probably a bit weak, but I believe still potentially dangerous. Comments?
Good idea and definitely in green's wheelhouse this Standard. Not sure if the the frail body makes up enough for the fact that this could be pumping out 6 C on it's own by turn 4. Personally would try and limit that conversion by tying it to something that isn't so virtually inexhaustible.
K. Mine is a Fireball variant specifically meant to be able to divided it's damage if need be between Planeswalkers, instead all or nothing on just one:
XR
Inferno Mist
Sorcery
Rare
Add an amount of R to your mana pool equal to X. Until the end of turn you gain "R : Inferno Mist deals 1 damage to target creature or player". Return a land you control to its owner's hand for each permanent that receives damage beyond the first.
"Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life." - Terry Pratchett
So, it's a weird mana fix mixed with a buff that can end up utterly broken in many situations? Nix the ability to play extra lands, or restrict it to only non-basic lands somewhere to stop it from being the be-all-end-all godsend to Landfall.
Dragon-Priest SliverxRRG
Creature - Sliver Cleric
When Dragon-Priest Sliver enters the battlefield, put X 1/1 Goblin creature tokens onto the battlefield tapped.
If you control a Dragon creature, other Slivers and Goblins gain "Sacrifice this creature: Add to your mana pool or target Dragon creature gains +1/+1 until end of turn."
0/2
---
It's a support to a two color, three creature type deck. Go ahead, guess what the roles of the Dragons, Goblins and Slivers are meant to be.
Private Mod Note
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
So, it's a weird mana fix mixed with a buff that can end up utterly broken in many situations? Nix the ability to play extra lands, or restrict it to only non-basic lands somewhere to stop it from being the be-all-end-all godsend to Landfall.
Dragon-Priest SliverxRRG
Creature - Sliver Cleric
When Dragon-Priest Sliver enters the battlefield, put X 1/1 Goblin creature tokens onto the battlefield tapped.
If you control a Dragon creature, other Slivers and Goblins gain "Sacrifice this creature: Add to your mana pool or target Dragon creature gains +1/+1 until end of turn."
0/2
---
It's a support to a two color, three creature type deck. Go ahead, guess what the roles of the Dragons, Goblins and Slivers are meant to be.
I like the complexity of the design. There's a Sliver-Cleric + Dragon = Extra Benefit to Dragons aspect. Wouldn't mind seeing other cards that flipped that formula around a bit. Like what does Dragon-Priest get when a Dragon gets enormous, or when he sees so many of his creations killed?
If Graveborne Reflection would leave play, sacrifice it instead.
As you cast Graveborne Reflection, you may exile target creature. If you do, Graveborne Reflection enters the battlefield as a copy of that exiled creature with Haste, base power and toughness equal to the exiled creature's base power and toughness, and "Sacrifice this creature at the end of any turn."
If at anytime Graveborne Reflection is not the top card of your graveyard, shuffle it into your library and return to the battlefield under each owner's control all creatures exiled by it.
0 / 0
"I am your dwarf. I am your enemy within. I am the boss of your dreams. See. Your hand shakes. It is not palsy or booze. It is your doppleganger trying to get out. Beware... Beware..." - Anne Sexton
Quite a complex ability, but overall may need to cost higher since this is Clone + temporary removal which admittedly won't last long, but if you 'steal' their best creature, that one turn is enough to make this a 3-mana wincon.
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AetherbirthXBB
Sorcery (R)
You gain X E. Then you may search your library for an Aetherborn creature card with converted mana X or less and put it onto the battlefield, then shuffle your library. If a creature enters the battlefield this way, you lose E equal to its converted mana cost.
Right now we only have Aetherborns that cost between 2-5 (or maybe 6) in KLD, so not sure if this is way too good or way too useless. Anyway, it does still give you some energy if you sink some mana into it. What do you think?
Aetherbirth seems okay. We don't have too many overpowered Aetherborn cards, as you've said, so the costing seems right for both the energy production and card retrieval. To be picky, I think putting the creature card in your hand might be better, but honestly it's insignificant.
Pinpoint Assassin2B
Creature - Human Rogue
First Strike
Pinpoint Assassin can attack creatures rather than players. BB: Pinpoint Assassin gains deathtouch until end of turn.
2/1
My next card will take this to another level, methinks.
I like the ability "can attack creatures rather than players", and I think it could be keyworded (I'm sure I've seen this ability before-- perhaps from you). I like the card, but I don't like it in isolation. If there are other cards that attack creatures, I like the assassin, but if this is the only card that attacks creatures, then it shouldn't get the deathtouch bit. I do think that with this ability, although I like the elegance of the wording, I think reminder text is required to say whether or not the defending creature deals damage equal to its power to your attacking creature.
Shifting Hulk2UG
Creature- Shapeshifter Beast
Trample, Flash
You may have ~ enter the battlefield as a copy of target creature.
4/4
Hmmm.... either you have a 4/4 trample flash for 4, which is seriously good, or a clone. I think the base combat body may need to be lower on account that unlike most clone effects, this guy doesn't immediately die on an empty board. Remember Quicksilver Gargantuan, which at worst is a vanilla 7/7 for 7 which is so and so compared to this.
Evil control card?
Aetherbreak Turbulence3UU
Enchantment (R)
When Aetherbreak Turbulence enters the battlefield, each player gains EEEE
Whenever a player casts a spell, counter that spell unless that player pays E
At the beginning of your upkeep, sacrifice Aetherbreak Turbulence unless you pay E
I know it's a bit odd to have the card give Energy on EtB, but given that you probably WILL run energy with this card while your opponent not necessarily do so, without that bonus energy on EtB this is instant win-con. The upkeep is also there to prevent this from being easy instant win-con again. Comments?
A little broken, I think. If your opponent is nor running an energy deck, than they can essentially only run 4 cards for the rest of the game, unless this leaves the battlefield (but because you probably have some sort of static energy producer, it won't leave). The win con is too easy and too flexible. Unless the opponent is running enchantment removal, and they happen to draw it on a certain turn, they're screwed. How about changing it so each player gains per turn plus the initial energy boost? It would limit it to only one card per turn, but it isn't as horrible as total helplessness.
Thank you Mergatroid Jones, for your critique. I have yet to come with a keyword for this, but I did include reminder text in this card. Maybe the keyword could be Independence? Hunter? Pinpoint?
Unwavering Brute1WRG
Creature - Giant
Vigilance
Unwavering Brute can attack creatures rather than players (All rules of combat still apply.) 1RG: Unwavering Brute gains +4/+2 and Menace until end of turn.
3/3
I feel like it's a very powerful card even with a lot of indestructible. Making it a 4/4 wouldn't hurt it whatsoever. I can imagine this thing becoming very hard to deal for aggressive decks with little removal.
Echoes of Life 3RG
Enchantment {M}
Whenever a nontoken creature enters the battlefield under your control, put a charge counter on Echoes of Life and you gain 1 life.
Remove a charge counter from Echoes of Life: Add one mana of any color to your mana pool.
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Heartgear Assembler 2G
Creature - Human Artificer (R)
Whenever you draw a card, invent (To invent, put a colorless Gadget Equipment artifact token named "Gadget" with Equip 1 onto the battlefield)
T, tap X untapped Gadgets attached to Heartgear Assembler and sacrifice those Gadgets: Search your library for an artifact card with converted mana cost equal to or less than twice of X and put that card onto the battlefield, then shuffle your library.
2/2
Sorry for maths.
EDIT:
Heartgear Assembler 2U
Creature - Human Artificer (R)
Whenever you draw a card, invent (To invent, put a colorless Gadget Equipment artifact token named "Gadget" with Equip 1 onto the battlefield)
T, tap X untapped Gadgets attached to Heartgear Assembler and sacrifice those Gadgets: Search your library for an artifact card with converted mana cost equal to or less than twice of X and put that card onto the battlefield, then shuffle your library.
2/2
Also the Gadgets don't appear to do anything on their own, so nearly the same thing could be achieved with counters and a pay 1 trigger, and having them tap also seems unnecessary.
That said, it's a pretty neat design, and having those Gadgets be their own thing allows you to pour it into another asset (like Energy), but you'd have to differentiate the mechanics besides different numbers.
I like it though, and it reminds me of a Tamiyo's Journal on a stick (which is great).
Here's mine from a different, kinda oddball set meant to be my wastebin for clunky or silly ideas.
Amnesia Veil (3)
Artifact - Equipment
Equipped creature loses all abilities.
Whenever a nontoken creature you control would die & ~ isn’t equipped to a creature, you may regenerate that creature & attach ~ to it.
Reincarnation isn’t as glamorous as they said it would be.
(Sorry for no formatting. On mobile and not well-versed on the codes for them all)
Filtered Thoughts 2UU
Instant
You get EE, then you may pay any amount of E. Draw that many cards.
I actually think something similar to this could be in the next set, although maybe somehow worse since they don't like giving blue good draw spells anymore.
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Weirwood Counsel 2GG
Creature - Human Shaman (R)
Whenever another creature with power 2 or less enters the battlefield under your control, you may pay G. If you do, put a +1/+1 counter on that creature.
Nothing in Weirwood ever stays juvenile and meek for long.
2/3
Comments?
As for Weirwood Counsel, it's a cool ability! Solid limited power house, and being able to trigger and synergize with token decks would really help push a G/W or G/X token strategy if the set goes a different direction, alongside pumping up utility creatures or things along the likes of Gudul Lurker, etc.
It'd be nice if it gave itself a small buff in the same way like a kicker to give itself another counter later in the game, but that's not too important, as it's more of a cog in the machine rather than an entire machine alone.
Here's a common (probably should be uncommon in hindsight) from the same set as Heir of Autumn:
Vesper Bonds WW
Enchantment
When ~ ETBs, two target creatures can’t attack or block until ~ leaves the battlefield. If either of those creatures leaves the battlefield, sacrifice ~.
In the twilight, all you have are your prayers.
Flavor seems evident enough, yeah? Though it is a bit too strong for common, and I already have a way for white to deal with creatures at common in the set so this is getting bumped to uncommon. Functionally, this might have to cost 1 more, since I'd rather it Pacifism two creatures rather than only lock off attacking (but that could be an alternative). The other way I'd design the card is to disallow attacking, and force both creatures to have to block together if they wanted to block at all, then the same sac clause. Not sure how to word that, though.
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Deranged Harrowing 2G
Enchantment (R)
At the beginning of each player's upkeep, that player puts cards from the top of his or her library into the graveyard until a land card is put into graveyard this way. That player puts that land card onto the battlefield tapped under his or her control.
Night or day, rain or shine, spring or autumn... all Nanal could think of was to plow, plow, plow his farm.
Comments?
EDIT:
Deranged Harrowing 3G
Enchantment (R)
At the beginning of each player's upkeep, that player puts cards from the top of his or her library into the graveyard until a land card is put into graveyard this way. That player puts that land card onto the battlefield tapped under his or her control.
Night or day, rain or shine, spring or autumn... all Nanal could think of was to plow, plow, plow his farm.
Reckless Smelting's drawback is a little hefty for me. Is there a particular reason it's three times rather than two, or even one? Besides that it's a well-designed card.
Prophetic Fool U
Creature - Human
Before your draw step, you may name a nonland card. If you draw the named card, transform Prophetic Fool.
1/1
He had waited nine years for the prophecy to come true...
Respected Elder
Creature - Human {Blue}
t: Scry 1
3/3
...but it had been worth it.
Random cool name for the fun of it.
Alverius, The White Swan 3WW
Legendary Creature - Human Cleric (M)
Creatures you control with toughness 6 or greater have hexproof and indestructible.
Whenever you cast a white instant or sorcery spell, untap Alverius, The White Swan.
T: Creatures you control get +0/+2 until end of turn.
4/2
Comments?
Err... Marchesa, The Black Rose isn't a Plant, why are you complaining?
Anyway, for your Distortion Rift.... Interesting. So if this resolves, you get to draw a card, but you lose the boost. This anthem effect in red feels a bit odd, especially with a cantrip at the end. I kinda think that this could be green. Anyway, the cost to put time counters to keep the anthem effect seems a bit low; mind if you put it at 3 mana? Mostly given that by late game, it's entirely possible for you to sink mana to this card to permanently keep the anthem effect (which is also almost untouchable barring Processor and some other rare effects, mind you)
Next
Engine upgrade 4G
Sorcery (U)
Put a +1/+1 counter on each artifact you control that is a creature or a Vehicle.
"Time to see if this extra-sized aether-compressor will do the trick."
Comments?
EDIT:
Engine upgrade 4G
Instant (U)
Put a +1/+1 counter on each artifact you control that is a creature or a Vehicle.
"Time to see if this extra-sized aether-compressor will do the trick."
It's been a while since I did a custom card, but this one just occured to me. The closest I can compare it to is a less disruptive Decree of annihilation or a slightly more powerful Planar Cleansing.
Clean the Slate 5WW
Sorcery
Destroy all non-land permanents then exile all cards from all graveyards.
The Great Wall 7
Creature - Wall
Defender
The Great Wall gains all abilities of other Walls in the game.
The Great Wall can block any number of creatures.
When a non-Wall creature enters the battlefield, put a +1/+1 counter on The Great Wall.
0/10
Drumpf forced every creature to work on it, willingly or no. When it was finished, it was odd; scraps and bits of different cultures had mixed and formed a monster. Nevertheless, it was effective at preventing Migrantim.
Suddenly I'm swamped with simple cards.....
Mobile Dynamo 2
Artifact Creature - Servo (C)
T: You gain E.
Any inventor will do well to always carry some portable power generator in case they need to invent something on the go.
1/2
Can this be a 1/1 for 1?
Oil Mine
Land
t: You gain
t: Add 1 to your mana pool.
When a player casts a red spell, sacrifice Oil Mine. Grease Mine deals one damage to each creature and player.
I tried to make it flavorful by adding the last clause, but it probably is horrible because of it. Oh well, comments?
I'm curious as to why Wizards didn't print something like this.
Aetherborn Reveler 1B
Creature - Aetherborn (C)
When Aetherborn Reveler dies, you gain EE.
Aetherborns party like there is no tomorrow because they don't have a tomorrow.
2/1
Reverse Thriving Rats in a sense. What makes me baffled about the absence of this card in KLD is because the flavor of Aetherborns.... Oh well, comments?
Following the bandwagon of simple cards
Aetherborn Warrior RB
Creature - Aetherborn Spirit
When Aetherborn Warrior attacks, you gain
Pay : Aetherborn Warrior gains +1/+1 and first strike until end of turn.
2/1
While that logic is sound, if you check the Gatherer you will find a few, mostly noncreature, cards which generate energy without innate abilities to spend them. Decoction Module, Fabrication Module, Woodweaver's Puzzleknot to name a few.
Anyway, Aertherborn Warrior.... why a spirit? Otherwise, probably too powerful. He can always attack as a 3/2 first strike because of the ability, so maybe either make him get energy only on EtB or make the first strike bonus a bit more expensive.
More energy.
Aetherseed Cultivator 1GG
Creature - Elf Druid (R)
Whenever a land enters the battlefield under your control, you gain E
G, T: You may spend E as though it were C this turn.
Reshaping aether into something tangible and useful is as much an art as it is a skill.
2/1
I admit the activated ability feels a bit odd, especially since my first version is to make this guy permanently allow you to use E as C anytime. But if you already have like 6+ energy, dropping this guy would suddenly give you surplus mana immediately which can be disastrous. As is now, probably a bit weak, but I believe still potentially dangerous. Comments?
Good idea and definitely in green's wheelhouse this Standard. Not sure if the the frail body makes up enough for the fact that this could be pumping out 6 C on it's own by turn 4. Personally would try and limit that conversion by tying it to something that isn't so virtually inexhaustible.
K. Mine is a Fireball variant specifically meant to be able to divided it's damage if need be between Planeswalkers, instead all or nothing on just one:
XR
Inferno Mist
Sorcery
Rare
Add an amount of R to your mana pool equal to X. Until the end of turn you gain "R : Inferno Mist deals 1 damage to target creature or player". Return a land you control to its owner's hand for each permanent that receives damage beyond the first.
"Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life." - Terry Pratchett
Dragon-Priest Sliver xRRG
Creature - Sliver Cleric
When Dragon-Priest Sliver enters the battlefield, put X 1/1 Goblin creature tokens onto the battlefield tapped.
If you control a Dragon creature, other Slivers and Goblins gain "Sacrifice this creature: Add to your mana pool or target Dragon creature gains +1/+1 until end of turn."
0/2
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It's a support to a two color, three creature type deck. Go ahead, guess what the roles of the Dragons, Goblins and Slivers are meant to be.
I like the complexity of the design. There's a Sliver-Cleric + Dragon = Extra Benefit to Dragons aspect. Wouldn't mind seeing other cards that flipped that formula around a bit. Like what does Dragon-Priest get when a Dragon gets enormous, or when he sees so many of his creations killed?
K Mine's a variation on Reflector Mage-type creatures and Nether Shadow:
RWB
Graveborne Reflection
Creature - Doppleganger
Rare
If Graveborne Reflection would leave play, sacrifice it instead.
As you cast Graveborne Reflection, you may exile target creature. If you do, Graveborne Reflection enters the battlefield as a copy of that exiled creature with Haste, base power and toughness equal to the exiled creature's base power and toughness, and "Sacrifice this creature at the end of any turn."
If at anytime Graveborne Reflection is not the top card of your graveyard, shuffle it into your library and return to the battlefield under each owner's control all creatures exiled by it.
0 / 0
"I am your dwarf. I am your enemy within. I am the boss of your dreams. See. Your hand shakes. It is not palsy or booze. It is your doppleganger trying to get out. Beware... Beware..." - Anne Sexton
Next
Aetherbirth XBB
Sorcery (R)
You gain X E. Then you may search your library for an Aetherborn creature card with converted mana X or less and put it onto the battlefield, then shuffle your library. If a creature enters the battlefield this way, you lose E equal to its converted mana cost.
Right now we only have Aetherborns that cost between 2-5 (or maybe 6) in KLD, so not sure if this is way too good or way too useless. Anyway, it does still give you some energy if you sink some mana into it. What do you think?
Pinpoint Assassin 2B
Creature - Human Rogue
First Strike
Pinpoint Assassin can attack creatures rather than players.
BB: Pinpoint Assassin gains deathtouch until end of turn.
2/1
My next card will take this to another level, methinks.
Shifting Hulk 2UG
Creature- Shapeshifter Beast
Trample, Flash
You may have ~ enter the battlefield as a copy of target creature.
4/4
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.
Evil control card?
Aetherbreak Turbulence 3UU
Enchantment (R)
When Aetherbreak Turbulence enters the battlefield, each player gains EEEE
Whenever a player casts a spell, counter that spell unless that player pays E
At the beginning of your upkeep, sacrifice Aetherbreak Turbulence unless you pay E
I know it's a bit odd to have the card give Energy on EtB, but given that you probably WILL run energy with this card while your opponent not necessarily do so, without that bonus energy on EtB this is instant win-con. The upkeep is also there to prevent this from being easy instant win-con again. Comments?
Thank you Mergatroid Jones, for your critique. I have yet to come with a keyword for this, but I did include reminder text in this card. Maybe the keyword could be Independence? Hunter? Pinpoint?
Unwavering Brute 1WRG
Creature - Giant
Vigilance
Unwavering Brute can attack creatures rather than players (All rules of combat still apply.)
1RG: Unwavering Brute gains +4/+2 and Menace until end of turn.
3/3
Echoes of Life 3RG
Enchantment {M}
Whenever a nontoken creature enters the battlefield under your control, put a charge counter on Echoes of Life and you gain 1 life.
Remove a charge counter from Echoes of Life: Add one mana of any color to your mana pool.