Hmmm.... well, since it punishes only nonbasics, it's good. Pretty strong that it brutally punishes things like storage lands and Cabal Coffers, oh, and not forgetting the Karoos, but aside from those examples this should be doable.
Some random Un card
At the beginning of your upkeep, choose two target creatures. If the flavor texts of those creatures share one or more words, those creatures fight each other. "You have no business in saying the word blood, vile pest!"
- Falkenrath Aristocrat, to Eyeblight Assassin
I think it's severely wrongly costed. The closest equivalent, Blood Feud, is a six mana Sorcery, but a nearly-identical and usually better effect is found on Ancient Animus, a two-mana Instant. Either way, it's cost is wildly out of place, given other cards with the ability to cause Fights. As an Un-card, it works perfectly by using a silly targeting restriction that's gameable to use for a staggeringly large number of targets, thus making it effectively all-purpose
Have a reworked mechanic, attached to the initial card:
Deal 2 damage to target creature.
Enchanted creature gets +3/-1 and Wither
Infuse 1BR (You may cast this spell for it's Infuse cost. If you do, it's an Enchantment - Aura in addition to its other types enchanting a permanent targeted by another of it's effects)
With this rework, the enchantment target must be targeted by the Instant/Sorcery/whatever. This means that this card's real Enchantment effect is giving Wither and +1/-3, because of the added counters. This makes the mechanic a bit more versatile and able to have better tradeoffs or benefits, as the target can be harmed or helped by the Instant/Sorcery (or even creature!), enhancing some potential effects (this, for example, gives -3 Toughness to trigger state-based kills for three mana) and reducing others (you now end up with +1/-3 due to the counters).
Of note is that practical to use -1/-1 counter removal was present in Shadowmore block, alongside Wither, so you aren't unable to fix some of the downside. Matter of fact, there's a card in Shadowmoor that turns -1/-1 counters into health.
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
On infuse: I think that the mechanic would work better if it was reversed to work like an Evoke variant for enchantments. Essentially make it:
Infuse - Cost: You may cast aura for its infuse cost. If you do, sacrifice it after it enters the battlefield.
It’s a bit cleaner since it doesn’t result in cards changing their card types, which pushes down the complexity particularly at common. For effects that you want to be instants you can just give the Aura flash.
As for the card itself, I think that it’s a bit to complex for what it does. Giving +/- stats while also putting -1/-1 counters on the card it’s enchanting just makes it confusing for what it’s actually doing. I think it would be cleaner to just have this directly put counters on the target instead of dealing damage with Wither (a bit of a bend in red but likely exceptable in the context of the block) and have it give no P/T modification (or only modify power). It’s a fine idea, but it needs some refinement and cleaning.
Gideon, Knight of Sacrifice
Legendary Planeswalker - Gideon
+2: Until your next turn, target creature can’t attack or block and it’s activated abilities can’t be activated.
0: Gideon becomes a 5/5 Human Knight Creature with indestructible until the end of the turn. Prevent all damage that would be dealt to Gideon this turn.
-14: Exile Gideon and all permanents target player controls.
This version of gideon plays pretty similar to gideon of the trials as written. You +1 to nullify one enemy creature or 0 to become a beater. But its quite a bit less aggressively costed. The problem is that while the -14 is a huge effect, and wins you the game, it wouldn't come down until turn... 10? And thats on the curve, completely untouched. As costed, it makes him just a 2 ability walker. Gideon, Champion of Justice showed how a very expensive ultimate could be reached by a scaling +loyalty ability, but this just ticks up slowly and won't realistically build towards it. The other gideons were designed for a third utility ability and no ultimate, this could either use a smaller ultimate or utility skill.
At the beginning of your upkeep, you may put a Blood counter on Spilling Forth. Then you draw X cards and lose X times X life, where X is the number of Blood counters on Spilling Forth.
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)
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.
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Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
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.
Creature - Ooze (R)
Other creatures enter the battlefield as a copy of Portal Sludge
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)
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.
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Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
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
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.
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.
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
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.
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.
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.
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
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.
Instant - Rare
Copy target spell you control. You may choose new targets for the copies.
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.
Creature - Angel (R)
Flying, haste, deathtouch
When Malach al-Mawt enters the battlefield, destroy target creature or planeswalker.
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
Draw three cards, then reveal your hand. An opponent chooses a card from your hand. Discard that card.
Personally I feel it's far too generous. If you play it early, you're probably land fishing and throwing away a bomb isn't going to hurt as much. If you're fishing for a bomb late game at worst you've drastically thinned your deck and threw away one of your bombs.
Working on the cost myself for this card #NeatSegway
Also the toughness. Nothing "feels right" personally, so I'm leasing that bit out
Tribal Artifact Creature - Hydra Vehicle 2G: ~ gains trample until end of turn. 2R: ~ gains double strike until end of turn.
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
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.
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
For Each creature that crews this, it gains +1/+0 and deals 1 damage to any target.
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)
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.
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
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.
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.
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.
Creature - Manticore (R)
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