Fortifier - NOt to bad, a couple of things, reasonably costed, but isn't it normaly "Other Creatures get "X?X?"
And even though I can get into my dislike for adapt (And it's a complete waste of design space), I think unrestricted o******er giving (Something that should be green anyways) should cost a bit more.
Essense Storm(Placeholder Name - XXUBG
Sorcery
Choose 1
-Creatures gets -x/-x until end of turn.
-Each opponant looses X life.
Then Choose 1
-You gain X Life.
-Draw X cards.
-Put X +1/+1 counters on each creature you control.
Edits:
1. Changed to sorcery
2. Upped the cost by X
3. Fixed a couple modes.
Anyway, this is a neat concept but the first mode in the first choice and the last mode in the second choice work confusingly, unless you mean something like “Creatures your opponent’s control etc”? Also, the first choice feels roughly even but the second seems kind of lopsided. I know this happens with charms a lot but it’s still a shame I think!
I’ve made a cycle of Enchantment Artifact Creatures so uh
???, Aural Augmenter 2GW
Legendary Enchantment Creature (please consider the Enchantment a subtype of sorts(
Partner with ???, epithet
Creatures you control that are enchanted get +1/+1 and are Enchantments in addition to their other types.
Whenever an Aura attached to a creature you control leaves the battlefield, sacrifice that creature.
2/2
This is a 2/2 for 4 mana. I realize that this is supposed to be "half" of the design, what with Partner with, but the ability is steeped in some mechanical nonsense. What practical reason is there to make your enchanted creatures also enchantments? What practical reason is to there to make disenchanting their auras also sacrifice the creature?
Compare your card to this one: Coolio, Aura Master1W
Legendary Creature - Human Cleric
Partner (You can have two commanders if both have partner.)
Creatures you control that are enchanted get +1/+1 and vigilance.
2/2
Single color "partner" so he can mix and match w/ the existing 2-color partners to make a 3-color deck.
As it's not "drawing you a card" in the main, it can be a 2/2 for 2 w/o a problem.
It's ability is all upside, all feel good, and it gives you an additional incentive to enchant creatures - they also gain vigilance. This creates interesting choices, and encourages you to attack with your enchanted creatures - good for casual multiplayer formats.
Dauntless BarrierW
Creature - Spirit Wall (C)
Defender
Sacrifice this creature: Another target creature is indestructible until end of turn.
0/3
Tisilan - Thanks for your comments, I think your right, I think each player loses X life works. Mode 2, mode 2 works very simularly to the Golgari card in reality.
Coolie, Simple, but I think it's fine.
Dauntless Barrier - Dauntless Bodyguard, sure seems fine.
Corrosive Mist - 1GG
Enchantment
At the begining of each players upkeep he or she sacrifices an artifact, enchantment or land.
Sparkler Fire - I’m not sure if changing the front side cost of Skewer the Critics to be slightly more colour intensive justifies the otherwise strict upgrade. Given the 3-for-1 potential I’d make the front side cost at least 4 and the Spectacle cost to at least 2, or drop the damage. This card also feels more like an Uncommon in the context of modern set design.
Mystic Vision U
Sorcery-Uncommon
Reveal the top card of your library until you’ve revealed two instant or sorcery cards. Put one of those instant or sorcery cards into your hand, and the rest onto the bottom of your library in a random order.
Mystic Vision - While I like the card, I do feel that it is a tad undercosted. It's essentially a draw 2 for one, with the added advantage, of moving a lot of possibly unnecessary cards out of the way. I thin 1RU would be a more appropriate cost for this, if not higher.
I also think your right about the LD attached to my Corrosive mists. I think it would be fine at 3 if it only hit artifacts and enchantments.
Body of the Beast - UG
Enchantment - Aura
Enchant Creature
Flash
When ~ enters the battlefield, exile target creature you control as long as this remain on the battlefield.
Enchanted creature gains all abilities of exiled creatue, and power and toughness equal to exiled creatures power and toughness.
I see what you're doing here... and Flash makes it a way to dodge removal as well... but it feels clunky. This feels like a (R)-level complexity card with an (U) level power level that you rarely want to see in limited, and will only see in narrow constructed decks. Also, I'm not sure if this is the right set of colors for this effect via exile.
Life from the Dead3B
Sorcery (R)
Dredge 3.
Target opponent chooses a creature card in your graveyard and returns it to the battlefield under your control. Unlucky at love and necromancy, Glursh believed that if he kept trying he'd find the one.
Life from the Dead - It wants to be played in a deck that has enough creatures to justify using a recurring revival spell, but such a deck makes the card more unwieldy due to the higher chances of having creatures you don't need in the graveyard for your opponent to choose, especially after being dredged.
In a dredge deck that wants reanimation, this probably wouldn't replace Dread Return since that can be cast for "free".
On the other hand, if you're using grave management like Scavenging Ooze to narrow your opponent's options, you have a card that's just Zombify but requires a lot more effort to get the desired result, even if it is re-usable (since you incur the costs of casting it AND using the aforementioned grave management to remove stuff you don't need reanimated).
Situationally powerful if heavily built around, but otherwise rather unremarkable. Sounds like a rare card to me.
/-/-/
Intrepid Lumberjack - 1G Creature - Human Warrior - (U) T, Sacrifice Intrepid Lumberjack and a Forest: Add GGG 1/2
An old card I found when browsing posts from my old account on this site. I thought it was quirky enough to revisit.
It’s about flavor. I suppose I should’ve thrown in an explanation for why that text though yeah. The idea is that this entity is transforming others into partially immaterial beings (ie Enchantment Creatures) and removing the auras means removing what’s now a critical “body” part. This entity has a counterpart which does the same thing with Equipment. I find that card you came up with interesting but I must say I find it a bit frustrating given the context. That said, yeah it ought to be GW, but the rest stays.
Intrepid Lumberjack- not much to say here, it works! Think it should be 2/2, though.
Shove-off Slope
: Add C. 2RR , , tap an untapped creature you control, sacrifice another creature: Shove-Off Slope deals damage equal to the sacrificed creature’s toughness to any target.
No It's not a new spoiler, I'm sorry if that's all you came for.
Don't worry, I'll explain.
I have played magic competitively for many years now and have slowly been settled into EDH by my two "casual" friends. I have known Jakob and Jacob for 9 and 14 years respectively, and throughout that time we have all found an infatuation with MTG. As we grew older we diverged into our own lanes of magic, Jacob and Jakob both took the fun loving EDH route but I decided to stick to the -unanimously regarded- best format, Modern.
As we went our different ways, Jacob built his first commander deck, Omnath, Locus of Mana. Starting with 99 forests, and you guessed it, the dirty green slimeball himself Omnath. As we both learned about new broken green cards we would tell each other and slowly replace the deck's forest with cards like Vorinclex, Voice of Hunger and The Great Aurora. Now, Jacob is the best EDH player I know winning the majority of games we play. group or single.
That's where Jakob comes in. While I've been away at college, Jacob has been teaching Jakob the ways of EDH. After building his first EDH commander Odric, Lunarch Marshal, Jakob was awestruck by the sheer power behind Omnath, Locus of Mana. So when he learned of Omnath, Locus of Rage, he built that deck within days.
And now, They are both extremely formidable opponents. Although Krenko, Mob Boss is my first and only commander deck I have ever built, the billions of goblins I end up making in a game tend to still lose to
THOSE GREEN ****S
So now it is my time to build an Omnath of my own, after suggestions from both Jakob and Jacob.
So here he is
Omnath, Locust of the Mind 3GU
Omnath, Locust of the mind's power is equal to the number of cards in your hand and its toughness is equal to that number plus 1. 2UU: return target instant or sorcery from your graveyard to your hand.
[*/*+1]
I like fodder researcher, an efficient mana sink that players can pitch lands and other irrelevant things to in the late game. Kind of reminds me of pack rat but not nearly as broken. I wish I had more to say, but I think it’s good as it is and can’t think of anything I’d change.
Lone Moon1UU Enchantment
Non-basic lands are legendary.
Lone moon’s is a very hard card to evaluate. It’s probably on the weaker side in modern and legacy since you often only need one of a particular land to get whatever effect you want out of it. In standard however, it’s likely too punishing, potentially Stone Raining your opponent in turn 3, and making their future land drops harder to hit. I think the card is neat, but I don’t think it’s a card that I would ever want to see printed.
Pyrocontinuance 1RR
Enchantment
Your maximum hand size is zero
Whenever an instant or sorcery you control deals damage to one or more opponents, you may pay R. If you do, draw a card.
Revel's ability at 4 cost is a little tricky to evaluate. If it let you hit 3 damage to the face and still put down 3 1/1 tokens it would be overpowered, but being limited by the number of creatures you can ping makes it a lot more reasonable. It really needs to be hosing down enemy tokens to be great value, otherwise it might compare unfavorably to a chupacabra. I'm not sure whether it would be more balanced if it could only hit enemy creatures and not rub off your own 2/2's for free extra tokens. I think at 4 mana cost its fine- but not as a common, no limited format would allow that. Attrition on the other hand gets into a lot trickier territory. I like it as an alternate cost mechanic, all colors can have sacrifice creatures in any set pretty much since its a universal mechanic. But for a deck built around cycling through sacrificed creatures, its an ability you could enable quite easily and no 'extra' cost. And at 2 mana this would be too strong.
HaltUG
Instant (R)
End the combat phase. (If its the combat phase, exile all spells and abilities on the stack, including this card, then the active player goes to their postcombat main phase.)
Goblin Punk - I get the feeling a Pauper-legal Goblin Piledriver isn't a good idea. Even with some of the shifts in power, this feels too strong for a common even without the "can run more than 4 of it" thing.
/-/-/
Archive of Alexandria - 5 Legendary Artifact
As long as you have exactly seven cards in hand, if you would draw a card, you may instead search your library for a card, then shuffle your library and put that card on top of it. T, Sacrifice Archive of Alexandria: Draw a card.
Engaged Researcher- Misread this as Enraged Researcher at first. The scry makes much more sense with the g instead. Not sure how useful the Swarm on it is though. A 1/1 for U that will usually only show you the top 3 cards but with potential for more is decent, but not good enough to run more than 6-8, except in a hypothetical janky Jeskai weenie wizard tribal deck.
Tome of Alexandria- Don't play with cards like this much, but I think this is probably balanced like this. Even if the wish effect is conditional it should cost at least 1 to activate, since you could theoretically tutor a card that makes One with Nothing an alright play.
Here's a card I made after finding out there wasn't a red umbra. Hellion Umbra4RR
Enchantment-Aura
Enchant Creature
Enchanted creature gets +2/+2 and "Whenever this creature attacks, it deals 2 damage to each creature defending player controls."
Totem Armor
Went with Hellion instead of something more classically red like dragons 'cause Hellions are sick and deserve some more spotlight. As for abilities, I went with the Pyroclasm effect since hellions have a tendency to have some kind of burneffect, and the ones that don't are just hasty tramplers and you could get that with Messenger's Speed. It might be a bit much, but 6 mana is a pretty big investment so I think it should be fine.
Goblin Biker- This is a good, solid card and it feels very goblin-y. The only thing I'd change is maybe giving it a sac n' burn type of effect, but it might shift the focus of it away from the vehicle crewing and require an additional 1 to cast.
Thanks for the feedback. I was wondering if I could get away with +4/+4 to be more hellion-y, but decided to play it safe. Didn't notice it might have made it a bit less powerful than I was shooting for. Hopefully this new one can be good enough for (R).
Hellion Umbra4RR
Enchantment-Aura (R)
Enchant creature
Enchanted creature gets +4/+4 and "Whenever this creature attacks, you may pay 4. If you do, this creature does X damage to each creature defending player controls, where X is this creatures power."
Totem Armor
Another way I thought of doing this would be making it like Flameblast Dragon where you pay X to do X damage, but 4 felt like a safecost for a wrath-like effect. Hopefully I didn't undercut it's power again.
Now that's a badass card. The art possibilities for both this and the token are swirling in my mind! This could just get amazingly fun to go uncheck in a game. I was just designing some Spellshapers and this gives me some fun ideas.
That is a nice variant on vehicles and spellshapers. Its a bit pricey for its effect, but being repeatable is something. I think the base body could easily be cheaper, like a 2-drop. Just using its ability means you're spending 3 and -1 card at slow-untap speed in order to get a +3 power crew, and it takes 2 turns of untapping to crew its own schooner. So I think there are ways it could be sped up. Haste on the schooner would definitely be nice, its just so slow otherwise.
Necromancer AdeptB
Creature - Human Wizard (U)
When Necromancer Adept enters the battlefield, create a 1/1 black Skeleton creature token.
When Necromancer Adept leaves the battlefield, exile all creature tokens created by it.
1/1
Necromancer Adept - He doesn't seem to be too adept at his craft if he can only summon a single 1/1 Skeleton that instantly dies when he's gone. Considering an apprentice is capable of reanimating an entire creature, even if only temporarily.
Name aside, though, it looks pretty standard fare for black's "2 P/T for 1 with a drawback" schtick. It could probably be a common, like most ofitsbrethren, since you only actually have to take out the 1/1 Necromancer to kill both of them. Unless it's in a set with enough ways to abuse its being two bodies, of course.
/-/-/
Ascetics of Deep Shadow - BG Creature - Elf Druid(R)
Whenever you activate a mana ability of a creature you control, you lose 2 life and add one mana of any type that ability could produce.
1/2
Skeletal Messenger - So it's Reassembling Skeleton with a dash of Phyrexian Rager. The reanimation effect is pretty costly for rather meager gains (drawing a card and losing 1 life is probably worth 1 mana at most, and of course Reassembling Skeleton is worth 1B, paying an extra 2 for the re-usability), so it's more of a mana sink later in the game than a real resource.
My first thought was of course Skullclamp, but then Reassembling Skeleton does that better because 2B for 2 cards is better than 4BB and 1 life for 3 cards.
You could probably lower the reanimation's mana cost and require a discard as well, making a sort of spiritual successor to Undead Gladiator.
/-/-/
Bear Down - 1G Sorcery
Search your library for a green creature card with converted mana cost, power, and toughness of 2 and put that card onto the battlefield. Then shuffle your library. 1G, Exile Bear Down from your graveyard: Create a 2/2 green Bear creature token named Grizzly Bears. Activate this ability only any time you could cast a sorcery.
For reference, there are currently 135 cards that this can tutor for.
And even though I can get into my dislike for adapt (And it's a complete waste of design space), I think unrestricted o******er giving (Something that should be green anyways) should cost a bit more.
Essense Storm(Placeholder Name - XXUBG
Sorcery
Choose 1
-Creatures gets -x/-x until end of turn.
-Each opponant looses X life.
Then Choose 1
-You gain X Life.
-Draw X cards.
-Put X +1/+1 counters on each creature you control.
Edits:
1. Changed to sorcery
2. Upped the cost by X
3. Fixed a couple modes.
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Anyway, this is a neat concept but the first mode in the first choice and the last mode in the second choice work confusingly, unless you mean something like “Creatures your opponent’s control etc”? Also, the first choice feels roughly even but the second seems kind of lopsided. I know this happens with charms a lot but it’s still a shame I think!
I’ve made a cycle of Enchantment Artifact Creatures so uh
???, Aural Augmenter 2GW
Legendary Enchantment Creature (please consider the Enchantment a subtype of sorts(
Partner with ???, epithet
Creatures you control that are enchanted get +1/+1 and are Enchantments in addition to their other types.
Whenever an Aura attached to a creature you control leaves the battlefield, sacrifice that creature.
2/2
Shards of awful never
Compare your card to this one:
Coolio, Aura Master 1W
Legendary Creature - Human Cleric
Partner (You can have two commanders if both have partner.)
Creatures you control that are enchanted get +1/+1 and vigilance.
2/2
Single color "partner" so he can mix and match w/ the existing 2-color partners to make a 3-color deck.
As it's not "drawing you a card" in the main, it can be a 2/2 for 2 w/o a problem.
It's ability is all upside, all feel good, and it gives you an additional incentive to enchant creatures - they also gain vigilance. This creates interesting choices, and encourages you to attack with your enchanted creatures - good for casual multiplayer formats.
Dauntless Barrier W
Creature - Spirit Wall (C)
Defender
Sacrifice this creature: Another target creature is indestructible until end of turn.
0/3
Coolie, Simple, but I think it's fine.
Dauntless Barrier - Dauntless Bodyguard, sure seems fine.
Corrosive Mist - 1GG
Enchantment
At the begining of each players upkeep he or she sacrifices an artifact, enchantment or land.
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Sparkler Fire 1RR
Sorcery (C)
Sparkler Fire deals 3 damage divided as you choose among one, two, or three targets.
Spectacle R
Mystic Vision
U
Sorcery-Uncommon
Reveal the top card of your library until you’ve revealed two instant or sorcery cards. Put one of those instant or sorcery cards into your hand, and the rest onto the bottom of your library in a random order.
I also think your right about the LD attached to my Corrosive mists. I think it would be fine at 3 if it only hit artifacts and enchantments.
Body of the Beast - UG
Enchantment - Aura
Enchant Creature
Flash
When ~ enters the battlefield, exile target creature you control as long as this remain on the battlefield.
Enchanted creature gains all abilities of exiled creatue, and power and toughness equal to exiled creatures power and toughness.
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Life from the Dead3B
Sorcery (R)
Dredge 3.
Target opponent chooses a creature card in your graveyard and returns it to the battlefield under your control.
Unlucky at love and necromancy, Glursh believed that if he kept trying he'd find the one.
In a dredge deck that wants reanimation, this probably wouldn't replace Dread Return since that can be cast for "free".
On the other hand, if you're using grave management like Scavenging Ooze to narrow your opponent's options, you have a card that's just Zombify but requires a lot more effort to get the desired result, even if it is re-usable (since you incur the costs of casting it AND using the aforementioned grave management to remove stuff you don't need reanimated).
Situationally powerful if heavily built around, but otherwise rather unremarkable. Sounds like a rare card to me.
/-/-/
Intrepid Lumberjack - 1G
Creature - Human Warrior - (U)
T, Sacrifice Intrepid Lumberjack and a Forest: Add GGG
1/2
An old card I found when browsing posts from my old account on this site. I thought it was quirky enough to revisit.
Intrepid Lumberjack- not much to say here, it works! Think it should be 2/2, though.
Shove-off Slope
: Add C.
2RR , , tap an untapped creature you control, sacrifice another creature: Shove-Off Slope deals damage equal to the sacrificed creature’s toughness to any target.
Shards of awful never
Don't worry, I'll explain.
I have played magic competitively for many years now and have slowly been settled into EDH by my two "casual" friends. I have known Jakob and Jacob for 9 and 14 years respectively, and throughout that time we have all found an infatuation with MTG. As we grew older we diverged into our own lanes of magic, Jacob and Jakob both took the fun loving EDH route but I decided to stick to the -unanimously regarded- best format, Modern.
As we went our different ways, Jacob built his first commander deck, Omnath, Locus of Mana. Starting with 99 forests, and you guessed it, the dirty green slimeball himself Omnath. As we both learned about new broken green cards we would tell each other and slowly replace the deck's forest with cards like Vorinclex, Voice of Hunger and The Great Aurora. Now, Jacob is the best EDH player I know winning the majority of games we play. group or single.
That's where Jakob comes in. While I've been away at college, Jacob has been teaching Jakob the ways of EDH. After building his first EDH commander Odric, Lunarch Marshal, Jakob was awestruck by the sheer power behind Omnath, Locus of Mana. So when he learned of Omnath, Locus of Rage, he built that deck within days.
And now, They are both extremely formidable opponents. Although Krenko, Mob Boss is my first and only commander deck I have ever built, the billions of goblins I end up making in a game tend to still lose to
So here he is
Omnath, Locust of the Mind
3GU
Omnath, Locust of the mind's power is equal to the number of cards in your hand and its toughness is equal to that number plus 1.
2UU: return target instant or sorcery from your graveyard to your hand.
[*/*+1]
Edits to Omnath are appreciated!
Thanks for reading!
<Placeholder> - 3UG
Enchantment
If a spell or an ability an opponent control forces you to discard a card, draw a card.
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
Lone Moon 1UU
Enchantment
Non-basic lands are legendary.
(Decided to make it blue because leyline of singularity is blue)
Pyrocontinuance
1RR
Enchantment
Your maximum hand size is zero
Whenever an instant or sorcery you control deals damage to one or more opponents, you may pay R. If you do, draw a card.
Halt UG
Instant (R)
End the combat phase. (If its the combat phase, exile all spells and abilities on the stack, including this card, then the active player goes to their postcombat main phase.)
/-/-/
Archive of Alexandria - 5
Legendary Artifact
As long as you have exactly seven cards in hand, if you would draw a card, you may instead search your library for a card, then shuffle your library and put that card on top of it.
T, Sacrifice Archive of Alexandria: Draw a card.
Tome of Alexandria- Don't play with cards like this much, but I think this is probably balanced like this. Even if the wish effect is conditional it should cost at least 1 to activate, since you could theoretically tutor a card that makes One with Nothing an alright play.
Here's a card I made after finding out there wasn't a red umbra.
Hellion Umbra4RR
Enchantment-Aura
Enchant Creature
Enchanted creature gets +2/+2 and "Whenever this creature attacks, it deals 2 damage to each creature defending player controls."
Totem Armor
Went with Hellion instead of something more classically red like dragons 'cause Hellions are sick and deserve some more spotlight. As for abilities, I went with the Pyroclasm effect since hellions have a tendency to have some kind of burn effect, and the ones that don't are just hasty tramplers and you could get that with Messenger's Speed. It might be a bit much, but 6 mana is a pretty big investment so I think it should be fine.
Thanks for the feedback. I was wondering if I could get away with +4/+4 to be more hellion-y, but decided to play it safe. Didn't notice it might have made it a bit less powerful than I was shooting for. Hopefully this new one can be good enough for (R).
Hellion Umbra4RR
Enchantment-Aura (R)
Enchant creature
Enchanted creature gets +4/+4 and "Whenever this creature attacks, you may pay 4. If you do, this creature does X damage to each creature defending player controls, where X is this creatures power."
Totem Armor
Another way I thought of doing this would be making it like Flameblast Dragon where you pay X to do X damage, but 4 felt like a safe cost for a wrath-like effect. Hopefully I didn't undercut it's power again.
Necromancer Adept B
Creature - Human Wizard (U)
When Necromancer Adept enters the battlefield, create a 1/1 black Skeleton creature token.
When Necromancer Adept leaves the battlefield, exile all creature tokens created by it.
1/1
Name aside, though, it looks pretty standard fare for black's "2 P/T for 1 with a drawback" schtick. It could probably be a common, like most of its brethren, since you only actually have to take out the 1/1 Necromancer to kill both of them. Unless it's in a set with enough ways to abuse its being two bodies, of course.
/-/-/
Ascetics of Deep Shadow - BG
Creature - Elf Druid (R)
Whenever you activate a mana ability of a creature you control, you lose 2 life and add one mana of any type that ability could produce.
1/2
My first thought was of course Skullclamp, but then Reassembling Skeleton does that better because 2B for 2 cards is better than 4BB and 1 life for 3 cards.
You could probably lower the reanimation's mana cost and require a discard as well, making a sort of spiritual successor to Undead Gladiator.
/-/-/
Bear Down - 1G
Sorcery
Search your library for a green creature card with converted mana cost, power, and toughness of 2 and put that card onto the battlefield. Then shuffle your library.
1G, Exile Bear Down from your graveyard: Create a 2/2 green Bear creature token named Grizzly Bears. Activate this ability only any time you could cast a sorcery.
For reference, there are currently 135 cards that this can tutor for.