Seems like an ideal card for Bx Midrange decks that could use the card draw. Very versatile and powerful.
Kamoria, Angel of Death3WB
Legendary Creature - Angel (R)
Flying
When ~ enters the battlefield destroy target nonland permanent. If the target was a creature you make create a copy of that creature except it is a 4/4 Black and White Angel creature token with Flying.
4/4
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
The idea of angel-eternalizing is certainly neat, but its far too efficient when glued to a 4/4 flier at 5 mana; this is a 3-for-1 that gives you two 4/4 creatures and destroys an opponents creature, and that token might have very useful second abilities or CA to turn it into a 4-for-1. For contrast, mind control is 2-for-1 that is reversible, sower of temptation was 3-for-1 but even easier to remove and a small body, and duplicant was permanent 2-for-1 and expensive.
Portal Sludge1GG
Creature - Ooze (R)
Other creatures enter the battlefield as a copy of Portal Sludge
3/3
Other creatures you control? Or in general. In general role it seems way too powerful for what it does it it means creatures you control then token decks would cream themselves.
Jedissa, Angel of Preservation3WWW,
Legendary Creature - Angel (R)
Flying
Lifelink
When ~ enters the battlefield if you control less permanents than any opponent you may put four 1/1 White Human creature tokens with Lifelink into the battlefield. If you control more permanents than any opponent other permanents you control are indestructible.
4/6
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
I’m not quite clear what the nature of the second line of Jedissa’s ability is. As is, it looks like it is tied to the ETB ability, and while I don’t think it’s the intention, it’s dangerous for me to assume that and I could see how somebody could interpret it differently from me. If it’s supposed to be a static ability, it should be on a different line and read ‘As long as you Control more permanents than any opponent, other permanents you control are indestructible’.
As for the card itself, I think that it’s a bit too pushed. For 6 mana this is almost always 8 power of lifeline across 5 bodies, plus the biggest body is evasive and makes your smaller bodies indestructible.
Blanket indestructibility is also confusing, and there is a reason we see it less often than blanket hexproof. For example, Blasphemous Act still kills everything, as does a well timed combat trick, but Wrath of God still only kills one creature.
I also think that blanket indestructibility is quite dangerous. Unlike hexproof, where you at least have the option of blocking the creature, blanket indestructibility means that you can just protect Jedissa and ride your other creatures to victory.
In short, I think it’s undercosted at 6. The card is powerful, remarkably easy to ‘turn on’, and way too often will make games just resolve around it.
Edit: also, there’s no way that this card would be a rare and not a mythic, it takes over limited games too completely.
Anyways, on to a card
Call of the Hollow WU
Enchantment (Rare)
If a creature token entering the battlefield causes the triggered ability of a permanent you control to trigger, that ability triggers an additional time.
I like the balancing of Call of the Hollow in that it can reasonably be cheap and hard to remove as an enchantment due to how narrow it is. Since creature tokens don't usually implicitly trigger anything on their own, it might work at 2, like Naban is- but Naban is more interactive and easy to remove. But the other side is, this is a very narrow card that only works in decks with both tokens and ETB triggers alongside them, which restricts it to just a specific form of value and/or combo. And since its very powerful in such a shell due to its cheap cost and being hard to deal with, its the kind of card that makes those decks oppressive. That's why its a little hairy to print cards like it- do you really want a card that will only be used unfairly and never fairly? You can't just slot it in with normal ETB effects or normal tokens for value, it has to be both.
Intrusive ProcedureU
Sorcery (U)
Look at target player's hand.
You may pay B. If you do, choose a nonland card from that player's hand. That player discards that card. If you don't, draw a card.
My concept is abases off of the yugioh card convulsion of nature
[name undetermined] 2
-anyone can pay mana to activate this card
-3-all players flip their deck upside down
*i.e. the top become the bottom and visaversa
-when the mana is payed again the deck are fliped to their propper positions
i dont know how to phrase it to prevent ambiguity but i thought it would sunergise well with scrying and just mess with what you would get for your top deck
any advice would be helpfull
Your idea is more of an unstable like concept. Its difficult to make it happen need to rearrange every card I reconstruct your idea into an enchantment instead.
~ U
Enchantment
X: Exile up to X cards from the top of your library face down. Put that many cards from the bottom of your library on top in any order. Put the exiled cards at the bottom of your library in any order. Any player may activate this ability. X can't be 0.
Share Knowledge 1U
Enchantment
Instant and sorcery spells you cast cost 2 less to cast.
Whenever you cast an instant or sorcery spell, any of your opponents may copy that spell. Each of those players may choose new targets for his or her copy other than spells you control.
Share Knowledge - Kinda a heartless Summoning for instants and sorceries, I think it would be fine without the restriction, as it is, its baral on steroids, without a body.
Time Magus - UU1
Creature - Wizard
Warp (Whenever ~ becomes tapped, exile it until the beginning of your next upkeep.)
When ~ enters the battlefield tap or untap target non-land permanent.
0/1
Warp seems like a riff on phasing, right? It solves some issues with the rules oddness of phasing and introduces ETB interactions, but the way you templated it would really stop it from working as a keyword because warp creatures can't attack, and an entire keyword that results in norin the warys would be too much unless an entire set was built around the concept of old school magic where creatures were more like artifacts and turned sideways for abilities instead of attacking.
Thistledown Grove
Legendary Land (R) T: Add 1 GG,T, sacrifice a Forest: Create a 0/0 green Elemental creature token with reach and "This creature gets +1/+1 for each Forest you control".
Thistledown Grove, I kinda like it, a couple of things, make it a legendary land - Forest, and ETBT, otherwise it's perfect as is. I love the tention between the activation and the creatures, kinda reminds me of Saporling Burst
As to your comments, yes it was a riff on phasing. You do make a good point, maybe make it: Whenever this becomes tapped, at the begining of the next end step exile this until the beginning of your next upkeep.
Chronos, Eons Incarnate - UUU3
Legendary Creature - Elemental
Warp (Whenever this becomes tapped, at the begining of the next end step exile this until the beginning of your next upkeep.)
If this would leave the battlefield for any reason, exile it until the beginning of your next upkeep instead.
UU2: Put target creature with Warp in exile onto the battlefield. You may use this ability if Chronos is on the battlefield or in Exile.
5/5
I think I may have made the second part a little clunky, but... Meh!
one thing I like about phasing and the original warp and other similar mechanics is the ability to use it as a trick to fizzle spells and abilities or as a combat trick. If the delayed trigger only occurs at end of turn, you can't really exploit the timing and all it would dodge is sorcery removal / planeswalker abilities / etc. With your original warp design, this would be very notable on creatures with T activation cost abilities- they could exile themselves as a cost, a very potent and unanswerable form of protection but could still be done fairly, as long as you don't give them haste- though that means the template might necessitate making them poor blockers.
I had an idea in the UB keyword thread that kind of straddles the two by allowing attacking and responsive usage- you can make the ability a special action. For example: (While ~ is tapped, you may exile it at any time. If you do, return it to the battlefield at the beginning of your next upkeep). I thought that same template could be used for the gustcloak ability. But that gets messy if you wanted to make the ability mandatory so its a drawback as well as benefit.
yeah Chronos is a bit clunky as written
ImplosionWR
Instant (U)
Prevent all damage that would be dealt by target spell or permanent this turn. When a permanent has as much or more total damage prevented this way as its converted mana cost, destroy it.
It took me a few reads over to understand what implosion is doing, and to be honest I think that the card is way too complex for what it wants to be doing. Tracking total damage prevented and comparing it to CMC feels weird. I also don’t see any red in this, if I were to give it a second colour it would probably be black.
In short: too much complexity for two little payoff.
Mass Amplification
4RR
Instant - Rare
Copy target spell you control. You may choose new targets for the copies.
Storm
Mass Amplification - Not sure this needs a "you control" restriction. Am pretty sure this needs an "instant or sorcery" clause, because, after all, there's no rules for copying permanent spells as-yet. If you want to be one of those who imagines that the resolution of a copy of a permanent spell creates a token copy of that permanent, though, more power to you. It's certainly a bit expensive and win-more, and storm.dek already has enough finishers, but the concept is too cute and fun to pass up.
Malach al-Mawt2RWB
Creature - Angel (R)
Flying, haste, deathtouch
When Malach al-Mawt enters the battlefield, destroy target creature or planeswalker.
2/4
Nekrataal and its chups incarnation are both competitively costed enough to be strong but not powerhouses. Just getting a 2/2 body attached to a 4 mana removal spell is a good 2-for-1. But paying 1 extra mana, albeit in clumsy colors, to get that much scarier a body would be too powerful, even without the planeswalker clause pushing it the extra inch. I think at 6 mana this could work, maybe being kind of sad as a 2/4 and wanting a 3/4 or so, angel of despair showing the power available at 7. But I think as a 5 drop it gets oppressive to have an angel that will knock off their biggest threat and then negate anything remaining thats smaller than 3 power and can still swing in evasive and haste for a slow clock? It would be brutal
Hollow SacramentBB
Instant (U)
Draw three cards, then reveal your hand. An opponent chooses a card from your hand. Discard that card.
Hydra Effigy - The big problem I see with it, is crewing usually gives you a net gain. (There is an exception yes, and that isn't intended to be an offensive card.) Here is my thought in it
Hydra Effigy - 3
Blah blah blah
Trample
Crew X
If the total power you crewed with is <Some number> or greater this gains double strike.
This gains +x/+0 until end of turn, were X is equal to the power of creatures crewing it.
0/3
I think the part that doesn't feel right, is the triple activated abilities. Something about having multiple activated abilities always makes a card feel off.
Dreadnaught Bomber - 4
Artifact - Vehical
Flying
Crew 3
For Each creature that crews this, it gains +1/+0 and deals 1 damage to any target.
4/5
This feels significantly stronger than skysoverign, perhaps enough to make it dangerous for standard. It costs 1 less, and in comparison you lose no more than 1 power (effectively, since crew is always at least one), and potentially game some power. The damage is variable instead of a fixed 3, but triggers on being crewed rather than attack, meaning that it can be done at instant speed. I think that the most common play pattern for this card would be to hold it back with a bunch of tokens, then crew it either in response to attacks or at the end of the turn, unless you threaten lethal.
Warden of Choices WW
Creature - Human Cleric
Players can’t play additional costs for spells (Spells that require an additional cost be payed can’t be cast)
2/2
That's definitely a neat hatebear, shutting down kicker, pitch spells like force of will, etc. I'd really like it if it could be made narrow
I was at first worried that it would combo with effects like damping sphere or sphere of resistance to completely lock out spells from the game, but according to rule 117.8 A cost is an additional cost only if it’s phrased using the word “additional.”. As far as I can tell from gatherer, no cards give opponents additional costs to cast spells, so it wouldn't be a lock piece in general, just a hoser in specific. But boy that's a strong, narrow hoser. Against the decks it doesn't hose it does nothing, but against those it does it completely turns off spells. No ability to play around it like leonin arbiter. But considering how little removal there is that has additional costs- it would stop bone splinters, but not fatal push, bolt, path, etc- its probably actually on the weak side. It might want first strike.
Reality StrobeU
Enchantment - Aura (U)
Enchant creature you don't control. U: Exile enchanted creature, then return it to the battlefield with Reality Strobe attached to it.
Wouldn't Reality strobe read, Exile this, and enchanted creature, then return them to the battlefield with this attached to that creature? I like it. Very easy to abuse in multi player formats.
Warden of Choices - I think it is a good hatebear as it is. I would go ahead and make it a real bear though 1W. Just saying.
As for your comments I wanted it to be dangerous, but I also wanted it to feel like you wanted to use multiple creatures to crew it.
Black Alley Footpad - 1BR
Creature - Goblin Rogue Assassin
Flash
When ~ enters the battlefield sacrifice a creature, target creature gets -x/-x until end of turn, were X is equal to the sacrificed creatures power.
U: Return Black Alley Footpad to it's owners hand.
2/2
That seems awfully good. The sacrifice being mandatory is good; it means it is forced to sacrifice itself if it's the only creature on the battlefield when it resolves. I think having both flash and built-in unsummon is a bit much. It would be better for this card to work well with other cards that provide that.
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Timebomb Tome - 1U
Instant - R
Draw 3 cards. Shuffle Timebomb Tome into your library. For the rest of the game, play with the top card of your library revealed.
If Timebomb Tome is revealed to all players while it is on top of your library, you lose the game.
Timebomb Tome - Just unpleasant. Letter Bomb technology is the province of Un-land right now, and this use of it is the definition of swingy and overbalanced. If you use it and don't lose off it, it's undercosted and your opponents will feel you got a "bull*****" win from your cheap fast card draw. If you do lose off it it's out of nowhere and not only do you feel bad, your opponents essentially had nothing to do with it so it'd just feel hollow. I'd either make this part-red (and workable in normal Magic assuming that's what you want) and lessen the drawback, or just scrap the concept.
Scouring Manticore5RR
Creature - Manticore (R)
Flying, haste
When Scouring Manticore enters the battlefield, sacrifice all lands you control. For each land sacrificed in this way, search your graveyard, hand, and/or library for a Desert card and put that card onto the battlefield, then shuffle your library if you searched it in this way. "With enough such servants I could make any plane another Amonkhet." - Nicol Bolas
5/5
Scouring Manticore - I like it, but something about it feels off in mono-Red, it's a mass crop rotation for deserts, that's definitely green flavored. Maybe if it was R/G.
The Last - U
Legendary Creature - Avatar
When this enters the battlefield each opponant draws a card.
When this leaves the battlefield draw two cards.
2/3
What's the cost on this creature 1 blue? For one cost or even two cost, leaving the battlefield for drawing two cards is really powerful. With 1 cost instants like cloud shift and essence flux you could be drawing tons of cards while the opponent is only drawing a few. Helps that its legendary so you can't use spells like ghostly flicker on two copy's of the card, but still it's a powerful ability on its own already, I think if it was when it dies it that may be better, or maybe if you gave it shroud so you couldn't exploit it so easily, while still being able to be used with cards like ghostway. But if your going for a flicker deck, Mulldrifter is a nice similar option, that can be envoked for three and then manipulated with 1 cost spells like cloud shift for drawing a quick 4 cards and keeping a 2/2 flying on the battlefield, that can be manipulated again for drawing more cards. But there are some benefits of opponents drawing cards as well in certain decks,but it sounds like this card is going for more of an Dictate of Kruphix effect, basically getting something out there for cheap to get more cards drawn and everyone gets the benefit of it and that's where the flash comes in, to make sure your the first to get the benefit of the enchantment. After all said I think this card would be more appropriate if it were at least three cost and maybe the effect changed a bit, but good idea.
Mystical Cave
Land, Rare
Mystical Cave enters the battlefield with two charge counters on it. As long as Mystical Cave has charge counters on it, it is Legendary.
Tap, for one colorless
Tap, Remove a charge counter from Mystical Cave: Add one mana of any color.
I guess the weird legendary type-granting status works in a roundabout fashion as a drawback to interrupt playing multiples on turn ~2 or saving up the mana fixing longer than that, which would give this a clear disadvantage over a card like tendo ice bridge or the upgraded aether hub. So allowing it to tap twice for rainbow mana kind of works. It would be a lot simpler if it was just legendary, and while a bigger drawback, is it enough difference to justify the roundabout supertype-granting-clause? The other thing is, as a singleton or 2-3 include, if mystical cave is played alone it might be too powerful if tendo ice bridge & co were supposed to be the top of the line. It wouldn't be format warping or gamebreaking, but it might be too strong in a vacuum without any drawback beyond legendary
Pendulums of Xerex
Land (R) T: Add C T, put three cards from your graveyard onto the bottom of your library in any order: Put the top three cards of your library into your graveyard.
I think the template would need some tweaking. Morph for example says you can turn it face up 'at any time' in its reminder text, but you can't use it during the resolution of a spell or ability on the stack, only any time you could cast an instant- you need to have priority and the stack be static. And equip here would create a trigger on the stack, so that's extra problematic. So it should read "You may activate this artifact's equip ability at any time you could cast an instant" or something like that. As far as the card itself, I'm not sure how much different it is to something like the cranial plating cycle that let you equip at instant speed by directly attaching it. There's not much functional difference.
Bramble VergeGG
Creature - Plant Wall (R)
Defender, reach T: You may put a land card from your hand onto the battlefield. If you do, create a token thats a copy of Bramble Verge.
1/3
Kamoria, Angel of Death3WB
Legendary Creature - Angel (R)
Flying
When ~ enters the battlefield destroy target nonland permanent. If the target was a creature you make create a copy of that creature except it is a 4/4 Black and White Angel creature token with Flying.
4/4
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)
Portal Sludge 1GG
Creature - Ooze (R)
Other creatures enter the battlefield as a copy of Portal Sludge
3/3
Jedissa, Angel of Preservation3WWW,
Legendary Creature - Angel (R)
Flying
Lifelink
When ~ enters the battlefield if you control less permanents than any opponent you may put four 1/1 White Human creature tokens with Lifelink into the battlefield. If you control more permanents than any opponent other permanents you control are indestructible.
4/6
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)
As for the card itself, I think that it’s a bit too pushed. For 6 mana this is almost always 8 power of lifeline across 5 bodies, plus the biggest body is evasive and makes your smaller bodies indestructible.
Blanket indestructibility is also confusing, and there is a reason we see it less often than blanket hexproof. For example, Blasphemous Act still kills everything, as does a well timed combat trick, but Wrath of God still only kills one creature.
I also think that blanket indestructibility is quite dangerous. Unlike hexproof, where you at least have the option of blocking the creature, blanket indestructibility means that you can just protect Jedissa and ride your other creatures to victory.
In short, I think it’s undercosted at 6. The card is powerful, remarkably easy to ‘turn on’, and way too often will make games just resolve around it.
Edit: also, there’s no way that this card would be a rare and not a mythic, it takes over limited games too completely.
Anyways, on to a card
Call of the Hollow
WU
Enchantment (Rare)
If a creature token entering the battlefield causes the triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Intrusive Procedure U
Sorcery (U)
Look at target player's hand.
You may pay B. If you do, choose a nonland card from that player's hand. That player discards that card. If you don't, draw a card.
[name undetermined] 2
-anyone can pay mana to activate this card
-3-all players flip their deck upside down
*i.e. the top become the bottom and visaversa
-when the mana is payed again the deck are fliped to their propper positions
i dont know how to phrase it to prevent ambiguity but i thought it would sunergise well with scrying and just mess with what you would get for your top deck
any advice would be helpfull
~ U
Enchantment
X: Exile up to X cards from the top of your library face down. Put that many cards from the bottom of your library on top in any order. Put the exiled cards at the bottom of your library in any order. Any player may activate this ability. X can't be 0.
Share Knowledge 1U
Enchantment
Instant and sorcery spells you cast cost 2 less to cast.
Whenever you cast an instant or sorcery spell, any of your opponents may copy that spell. Each of those players may choose new targets for his or her copy other than spells you control.
Time Magus - UU1
Creature - Wizard
Warp (Whenever ~ becomes tapped, exile it until the beginning of your next upkeep.)
When ~ enters the battlefield tap or untap target non-land permanent.
0/1
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Thistledown Grove
Legendary Land (R)
T: Add 1
GG,T, sacrifice a Forest: Create a 0/0 green Elemental creature token with reach and "This creature gets +1/+1 for each Forest you control".
As to your comments, yes it was a riff on phasing. You do make a good point, maybe make it: Whenever this becomes tapped, at the begining of the next end step exile this until the beginning of your next upkeep.
Chronos, Eons Incarnate - UUU3
Legendary Creature - Elemental
Warp (Whenever this becomes tapped, at the begining of the next end step exile this until the beginning of your next upkeep.)
If this would leave the battlefield for any reason, exile it until the beginning of your next upkeep instead.
UU2: Put target creature with Warp in exile onto the battlefield. You may use this ability if Chronos is on the battlefield or in Exile.
5/5
I think I may have made the second part a little clunky, but... Meh!
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
I had an idea in the UB keyword thread that kind of straddles the two by allowing attacking and responsive usage- you can make the ability a special action. For example: (While ~ is tapped, you may exile it at any time. If you do, return it to the battlefield at the beginning of your next upkeep). I thought that same template could be used for the gustcloak ability. But that gets messy if you wanted to make the ability mandatory so its a drawback as well as benefit.
yeah Chronos is a bit clunky as written
Implosion WR
Instant (U)
Prevent all damage that would be dealt by target spell or permanent this turn. When a permanent has as much or more total damage prevented this way as its converted mana cost, destroy it.
In short: too much complexity for two little payoff.
Mass Amplification
4RR
Instant - Rare
Copy target spell you control. You may choose new targets for the copies.
Storm
Malach al-Mawt 2RWB
Creature - Angel (R)
Flying, haste, deathtouch
When Malach al-Mawt enters the battlefield, destroy target creature or planeswalker.
2/4
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Hollow Sacrament BB
Instant (U)
Draw three cards, then reveal your hand. An opponent chooses a card from your hand. Discard that card.
Hydra Effigy - 3
Blah blah blah
Trample
Crew X
If the total power you crewed with is <Some number> or greater this gains double strike.
This gains +x/+0 until end of turn, were X is equal to the power of creatures crewing it.
0/3
I think the part that doesn't feel right, is the triple activated abilities. Something about having multiple activated abilities always makes a card feel off.
Dreadnaught Bomber - 4
Artifact - Vehical
Flying
Crew 3
For Each creature that crews this, it gains +1/+0 and deals 1 damage to any target.
4/5
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Warden of Choices
WW
Creature - Human Cleric
Players can’t play additional costs for spells (Spells that require an additional cost be payed can’t be cast)
2/2
I was at first worried that it would combo with effects like damping sphere or sphere of resistance to completely lock out spells from the game, but according to rule 117.8 A cost is an additional cost only if it’s phrased using the word “additional.”. As far as I can tell from gatherer, no cards give opponents additional costs to cast spells, so it wouldn't be a lock piece in general, just a hoser in specific. But boy that's a strong, narrow hoser. Against the decks it doesn't hose it does nothing, but against those it does it completely turns off spells. No ability to play around it like leonin arbiter. But considering how little removal there is that has additional costs- it would stop bone splinters, but not fatal push, bolt, path, etc- its probably actually on the weak side. It might want first strike.
Reality Strobe U
Enchantment - Aura (U)
Enchant creature you don't control.
U: Exile enchanted creature, then return it to the battlefield with Reality Strobe attached to it.
Warden of Choices - I think it is a good hatebear as it is. I would go ahead and make it a real bear though 1W. Just saying.
As for your comments I wanted it to be dangerous, but I also wanted it to feel like you wanted to use multiple creatures to crew it.
Black Alley Footpad - 1BR
Creature - Goblin Rogue Assassin
Flash
When ~ enters the battlefield sacrifice a creature, target creature gets -x/-x until end of turn, were X is equal to the sacrificed creatures power.
U: Return Black Alley Footpad to it's owners hand.
2/2
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
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Timebomb Tome - 1U
Instant - R
Draw 3 cards. Shuffle Timebomb Tome into your library. For the rest of the game, play with the top card of your library revealed.
If Timebomb Tome is revealed to all players while it is on top of your library, you lose the game.
Scouring Manticore 5RR
Creature - Manticore (R)
Flying, haste
When Scouring Manticore enters the battlefield, sacrifice all lands you control. For each land sacrificed in this way, search your graveyard, hand, and/or library for a Desert card and put that card onto the battlefield, then shuffle your library if you searched it in this way.
"With enough such servants I could make any plane another Amonkhet." - Nicol Bolas
5/5
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
The Last - U
Legendary Creature - Avatar
When this enters the battlefield each opponant draws a card.
When this leaves the battlefield draw two cards.
2/3
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Mystical Cave
Land, Rare
Mystical Cave enters the battlefield with two charge counters on it. As long as Mystical Cave has charge counters on it, it is Legendary.
Tap, for one colorless
Tap, Remove a charge counter from Mystical Cave: Add one mana of any color.
Pendulums of Xerex
Land (R)
T: Add C
T, put three cards from your graveyard onto the bottom of your library in any order: Put the top three cards of your library into your graveyard.
Lightning Blade - 3
Artifact - Equipment
You may equip this at anytime.
Equiped creature gains +2/+0 and first strike
Equip 2
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Bramble Verge GG
Creature - Plant Wall (R)
Defender, reach
T: You may put a land card from your hand onto the battlefield. If you do, create a token thats a copy of Bramble Verge.
1/3