It's certainly not broken. The problem is that you've stapled two disparate effects together. Here's one way of getting them to cohere better:
* * *
Persnickety FlamesRR
Enchantment (U)
As ~ enters the battlefield name a creature card.
Whenever a creature card with the chosen name enters the battlefield, ~ deals 2 damage to that creature.
definitely not for uncommon... it was a little too powerful against some weenie & flicking but i think the color restriction was ok...
potentially broken since it can massacre some deck instantly just for two mana
and then for the 'paincast':
Rix-maadi Ghoul:SymBR::SymBR:
Creature- Zombie R
2/1
~cannot block
Whenever an opponent lose life you may return ~ from your graveyard to play unless that player pay 1 life
Whenever the living's stopped partying, the dead continues
That's not too bad. My first thought was that it's oppressive, but since it doesn't have haste under any circumstances (unlike Bloodghast), and your opponent can pay to cause the ability to not happen, I'd say that it's reasonably costed, except that I don't know if pure red should be able to get recursion like that. I guess it has phoenixes and such though, so I'd say that it's okay.
The Oppressor3WWW
Legendary Creature - Incarnation Spirit
First Strike
Protection from converted mana cost 3 or less.
5/5
Grand armies rose up in righteous valor, only to be quashed at the hands of The Oppressor.
Private Mod Note
():
Rollback Post to RevisionRollBack
Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Can't see anything wrong here. While this is deadly against tokens, and can shrug off a lot of kill spells, this can still die from Nekrataal or Shriekmaw. Not to mention all those X burn spells.
Next
Worldsoul's Support2GW
Instant (U)
Convoke
Untap target creature and it gets +3/+3 until end of turn, then populate. Those tied to the Worldsoul will be sheltered by it without fail.
I originally wanted to make a 2-mana uncommon with only convoke and populate, but then I think that makes it much too unappealing for an uncommon (considering Druid's Deliverance). I'm not sure if the cost is right either; You can tap a creature then target it with this, essentially making this spell cost 3, which may be a bit absurd. What say you?
I think it's fine. The times when you can do something like that are balanced by the times when it's a dead card in your hand because you were wrathed out. Mana cost seems alright for what it does.
Continuing the "cycle" of Incarnations that I started above:
The Protector3GGG
Legendary Creature - Incarnation Spirit
Trample
Creatures with power 2 or less are indestructible.
6/6
When the great war broke out, the weak sought shelter under the aegis of The Protector
Private Mod Note
():
Rollback Post to RevisionRollBack
Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
I was expecting that cycle to be CMC 3 instead of switching it up, but that's just me.
As for my card, let's keep it going.
The Innovator 3UUU
Legendary Creature- Incarnation Spirit
6/6
Flying
When ~ enters the battlefield, you may draw a card for each non-land permanent with converted mana cost 3 or less you control.
Private Mod Note
():
Rollback Post to RevisionRollBack
Level 1 Judge since 01/14/2011
Level 2 Judge since 12/01/2012
Jace bounce was a -1. He could do it 3 times before he would die. Liliana can only do it once before having to do her +1. Overall very disappointed with her unless we get Madness.
Crap, you're right, she's not as good as one of the single most overpowered cards ever printed. Unplayable!
Can it be made 3 or less? 4 or less means that it can barely be blocked at all. Sure we have some green cards which prevent small creatures to block em (Aura Gnarlid, for example), but at least that starts out small, and has no haste. Of course, considering that, I may be wrong.
A Simic card that may actually be better with populate.
Slatherer Ooze4GG
Creature - Ooze (R)
Graft 5
For each 1 damage that would be dealt to Slatherer Ooze, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. Put a 0/0 green Ooze creature token with Graft 1 onto the battlefield for each +1/+1 counter removed this way.
0/0
Comments?
EDIT: Oops, forgot P/T. But then again, most people probably will first assume that creatures with Graft always start as 0/0 ^^'
You skipped me, so I'm going to skip you and repost.
BlightmenderGW Creature - Human Monk [R]
Flash
When ~ enters the battlefield, regenerate all permanents.
2/2
good design but i would change 'regenerate' with 'prevent all combat damage'.
it would be give more balance due to it's already strong by giving 2/2 nice body on instant speed, giving it more resiliance against spell would sounds unattractive.
this is mine
Madcap Intimidator4R
Creature- Human Warrior
U
Unleash
Creatures you control with +1/+1 counter on it cannot be blocked except by two or more creatures
2/1
That isn't half bad, and definitely helps push the Unleash mechanic. Since it is a 5 drop for a 2/1 (or 3/2), I think it's at the point where it's not going to be overbearing, or at least, it won't break the format.
I'll go ahead and finish my cycle now:
The Betrayer3BBB
Legendary Creature - Incarnation Spirit BBB: Regenerate ~.
Activated abilities of nonland permanents with converted mana cost 3 or less can't be activated.
EDIT: 5/6
The desperate wandered into the shadows on the edge of the world, only to be slaughtered when The Betrayer showed his true intentions.
Seeing that Revenge of the Hunted is more or less the same thing and gives +6/+6 and trample, and Might of Oaks is 4 mana for +7/+7, I would say that +10/+10 is more than it should be. Either 5, 6, or 7 depending on how much you want to push it.
Private Mod Note
():
Rollback Post to RevisionRollBack
Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
I think Magnified Beauty's pump must be significantly smaller. +3/+3 tops. Imagine if you cast this on a deathtouch. Ouch. Besides, this practically prevents your opponents from hindering your alpha strike, so it's actually damn powerful.
To complete my Rav-Rav dual mechanic card:
Justiciar Council4WU
Creature - Human Advisor (U)
Vigilance Forecast - 3WU, reveal Justiciar Council from your hand: Detain target creature you don't control.
5/5
I know the forecast is basically New Prahv Guildmage, but hey, I just want some mix-match.
EDIT:
Justiciar Council3WU
Creature - Human Advisor (U)
Vigilance Forecast - 2WU, reveal Justiciar Council from your hand: Detain target creature you don't control.
4/4
I think that's a reasonable card. 5 mana to detain is a lot, but it's not vulnerable to any hate either.
However, with Martial Law a thing and not requiring you pay each turn you want to detain things, I would be quite comfortable with this at 2WU to detain, but I feel that 3 mana for an uncounterable detain is too good / oppressive.
Here's a fun Izzet spell for a change.
Distorting BurstUR
Instant (U)
You may change the targets of target spell or ability on the stack.
Overload 2UR
I know, I used that horrid phrase "the stack", but I feel like it does a lot to clarify over leaving it off.
Private Mod Note
():
Rollback Post to RevisionRollBack
Former Level 2 Judge (Retired / Renounced)
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Magnified Beauty2GG
Instant
Creatures your opponents control must block target creature if able. That creature gets +10/+10 until end of turn.
I like it, it's like Redirect with Overload. Sweet.
Hellkite HivemindBRGG4
Creature - Dragon
Flying
Devour 1
When Hellkite Hivemind enters the battlefield, put X 3/3 red and green Dragon creature tokens with flying and "Sacrifice this creature; Regenerate target Dragon" where X is the total toughness of all creatures devoured. BRG2: Exile Hellkite Hivemind and return it to the battlefield under your control.
"I've seen many beasts, but nothing compares to Jund's most hungry, hideous and horrid atrocity."
5/5
Hellkite Hivemind is alright, a bit unbalanced. Since the Hellkite is nigh unstoppable with the ability to blink itself out of spot removal and constant stream of self-regenerating Dragons.
I would just remove the blink effect as it's situated strong in WU and doesn't make sense thematically.
It should also be "Sacrifice a dragon: regenerate ~", instead of giving each dragon token that effect.
And since we're weakening the card, maybe up the devour to 2.
Slow MachinationsXB
Instant - (R)
Search your library for a card, then shuffle your library and put that card 4-X cards from the top.
I think Hellkite Hivemind's abilities are a bit too powerful. Being able to regenerate AND blink makes it near indestructible. Having the number of tokens created based off of devoured toughness feels too powerful, especially with the blink ability. You can set up some crazy advantage with low cost, high-toughness defenders like Wall of Earth, Wall of Junk or Shield Sphere, or even with non-walls like Phyrexian Dreadnought or Hunted Horror. Being able to effectively triple your creature count every turn (or even faster with Power/Toughness boosting effects such as Crucible of Fire) is pretty ridiculous. The high mana costs of the creature and the abilities does help somewhat, but not as much as it would in other colors. Green is the color of ramp, Red is the color of fast mana and black has plenty of old fast mana cards like Dark Ritual and Culling the Weak.
My suggested changes:
Make it Legendary
Change the blink ability to either a bounce ability or add a T to its cost. Another possible fix is to make it sorcery speed or to limit it only to your turn.
Change the dragon tokens to 3/1 or 2/2 fliers to reduce the scaling of the devour ability.
Remove the sacrifice ability from the tokens and instead give the ability to the Hivemind (Sacrifice a Dragon: Regenerate Hellkite Hivemind)
Possibly replace the toughness clause in the devour ability with some other stat.
My card:
Hurried Incantations2WW
Enchantment (Uncommon)
Aura Enchantment spells cost you 1 less to play.
You may cast aura enchantment spells as though they had flash. When you cast an enchantment spell this way, put the permanent it becomes on the bottom of its owner's library at the beginning of the next end step.
Distorting Burst should be fine. While it is fantastically broken when up against Storm or Replicate, such effects aren't so common either.
EDIT: Sorry, missed that.
Hurried Incantation is probably ok now. I think I saw this elsewhere before?
Do you want more creatures or more resilient creatures?
Degulfed Ooze3G
Creature - Ooze (U)
Graft 2
When Degulfed Ooze enters the battlefield, put two 0/0 green Ooze creature tokens with Graft 1 onto the battlefield.
0/0
So, either you end up with a 2/2 and two 1/1's, or maybe you prefer two 2/2s. Comments?
Sounds cool, and like all other effects of this kind, is absolutely phat with Doubling Season.
* * *
Test of Mettle1RW
Enchantment (R)
At the beginning of your upkeep, choose any number of creatures you control. For each creature chosen, ~ deals damage to that creature equal to that creature’s toughness.
At the beginning of your precombat main phase, put a test counter on each creature dealt damage by ~ this turn. For as long as that creature has a test counter on it, it has double strike and is indestructible.
Interesting. If those creatures survive getting killed by themselves, they'll start becoming deadly force the turn after. Well, then again, considering Rootborn Defenses, this may be too cheap at 3 mana, so your call.
Weenie's nightmare
Prestige Pressure3RR
Instant (U)
Prestige Pressure deals damage to each creature equal to 7 minus that creature's converted mana cost. The meek should stay away from the prestigious' game of conquest and intrigue.
Super deadly against Selesnya (even with their Collective Blessing and Rhino tokens), but usually won't touch bombs. Comments?
I do enjoy this concept. It feels like a balanced removal spell that deals with all of the early board presence and allows you to save your big removal for their bombs.
Blasphemy Elemental 8R
Creature - Elemental Demon
13/13
Trample, haste, double strike
~ costs 1 less for each creature your opponents control.
~ gets -1/-1 for each creature your opponents control.
When no opponent controls a creature, sacrifice Blasphemy Elemental and it deals 13 damage to each player. Blasphemy comes from the mouths of many and continues to harm long after they are gone.
Private Mod Note
():
Rollback Post to RevisionRollBack
Level 1 Judge since 01/14/2011
Level 2 Judge since 12/01/2012
Jace bounce was a -1. He could do it 3 times before he would die. Liliana can only do it once before having to do her +1. Overall very disappointed with her unless we get Madness.
Crap, you're right, she's not as good as one of the single most overpowered cards ever printed. Unplayable!
Guildslaughter should be fine as it is. Plenty of targets in Ravnica and Alara, but brarely useful elsewhere.
Hurried Incantation (missed that btw) seems interesting. Aura should suffice to refer to Enchantment - Aura; We don't have Creature - Aura, or Land - Aura Forest after all. Anyway, the Flash effect is rather redundant, although admittedly, since this Enchantment already gives a discount on Aura, maybe the drawback is ok, although I wish it didn't have such a drawback but bump the cost of this enchantment to at least 5.
Reposting for lulz
Slatherer Ooze4GG
Creature - Ooze (R)
Graft 5
For each 1 damage that would be dealt to Slatherer Ooze, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. Put a 0/0 green Ooze creature token with Graft 1 onto the battlefield for each +1/+1 counter removed this way.
0/0
Instant..... Well, this is certainly good. However, considering Long-Term Plans, the effect needs to be at least 5-X or 6-X (at X=2, this is better than Long Term Plans in getting that card ASAP for the same cost.)
Next
Curse of Paranoia3BB
Enchantment - Aura Curse (R)
Enchant Player
At the beginning of enchanted player's upkeep, that player loses 1 life for each creature he or she controls. 'Tis terribe to feel you are surrounded by people who want you dead.
Psychic Corollary1UU
Enchantment - Aura (U)
Enchant creature
Creatures you control have all activated abilities of enchanted creature.
Really cool. Can't see it at uncommon though unless it's context in a set dictated it.
Daggercloak Assassin 3UB
Creature - Shapeshifter Assassin
Affinity for Assassins UB, T: Destroy target nonassassin creature. Daggercloak Assassin becomes a copy of that creature and gains this ability.
2/3
definitely not for uncommon... it was a little too powerful against some weenie & flicking but i think the color restriction was ok...
potentially broken since it can massacre some deck instantly just for two mana
and then for the 'paincast':
Rix-maadi Ghoul :SymBR::SymBR:
Creature- Zombie
R
2/1
~cannot block
Whenever an opponent lose life you may return ~ from your graveyard to play unless that player pay 1 life
Whenever the living's stopped partying, the dead continues
references from Gravecrawler and bloodghast
The Oppressor 3WWW
Legendary Creature - Incarnation Spirit
First Strike
Protection from converted mana cost 3 or less.
5/5
Grand armies rose up in righteous valor, only to be quashed at the hands of The Oppressor.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
Next
Worldsoul's Support 2GW
Instant (U)
Convoke
Untap target creature and it gets +3/+3 until end of turn, then populate.
Those tied to the Worldsoul will be sheltered by it without fail.
I originally wanted to make a 2-mana uncommon with only convoke and populate, but then I think that makes it much too unappealing for an uncommon (considering Druid's Deliverance). I'm not sure if the cost is right either; You can tap a creature then target it with this, essentially making this spell cost 3, which may be a bit absurd. What say you?
Continuing the "cycle" of Incarnations that I started above:
The Protector 3GGG
Legendary Creature - Incarnation Spirit
Trample
Creatures with power 2 or less are indestructible.
6/6
When the great war broke out, the weak sought shelter under the aegis of The Protector
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
As for my card, let's keep it going.
The Innovator 3UUU
Legendary Creature- Incarnation Spirit
6/6
Flying
When ~ enters the battlefield, you may draw a card for each non-land permanent with converted mana cost 3 or less you control.
Level 2 Judge since 12/01/2012
-On Liliana of the Veil
I like The Innovator, but lack of flavor text makes me a bit sad. :/
Next, we'll do the red one:
The Destroyer 3RRR
Legendary Creature - Incarnation Spirit
Haste
~ can't be blocked by creatures with power 4 or less.
6/5
Those who could not fight sought shelter wherever they could, fearing the terrible might of The Destroyer
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
A Simic card that may actually be better with populate.
Slatherer Ooze 4GG
Creature - Ooze (R)
Graft 5
For each 1 damage that would be dealt to Slatherer Ooze, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. Put a 0/0 green Ooze creature token with Graft 1 onto the battlefield for each +1/+1 counter removed this way.
0/0
Comments?
EDIT: Oops, forgot P/T. But then again, most people probably will first assume that creatures with Graft always start as 0/0 ^^'
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
good design but i would change 'regenerate' with 'prevent all combat damage'.
it would be give more balance due to it's already strong by giving 2/2 nice body on instant speed, giving it more resiliance against spell would sounds unattractive.
this is mine
Madcap Intimidator 4R
Creature- Human Warrior
U
Unleash
Creatures you control with +1/+1 counter on it cannot be blocked except by two or more creatures
2/1
I'll go ahead and finish my cycle now:
The Betrayer 3BBB
Legendary Creature - Incarnation Spirit
BBB: Regenerate ~.
Activated abilities of nonland permanents with converted mana cost 3 or less can't be activated.
EDIT: 5/6
The desperate wandered into the shadows on the edge of the world, only to be slaughtered when The Betrayer showed his true intentions.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
Seeing that Revenge of the Hunted is more or less the same thing and gives +6/+6 and trample, and Might of Oaks is 4 mana for +7/+7, I would say that +10/+10 is more than it should be. Either 5, 6, or 7 depending on how much you want to push it.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
To complete my Rav-Rav dual mechanic card:
Justiciar Council 4WU
Creature - Human Advisor (U)
Vigilance
Forecast - 3WU, reveal Justiciar Council from your hand: Detain target creature you don't control.
5/5
I know the forecast is basically New Prahv Guildmage, but hey, I just want some mix-match.
EDIT:
Justiciar Council 3WU
Creature - Human Advisor (U)
Vigilance
Forecast - 2WU, reveal Justiciar Council from your hand: Detain target creature you don't control.
4/4
However, with Martial Law a thing and not requiring you pay each turn you want to detain things, I would be quite comfortable with this at 2WU to detain, but I feel that 3 mana for an uncounterable detain is too good / oppressive.
Here's a fun Izzet spell for a change.
Distorting Burst UR
Instant (U)
You may change the targets of target spell or ability on the stack.
Overload 2UR
I know, I used that horrid phrase "the stack", but I feel like it does a lot to clarify over leaving it off.
Went to a new shop from a friend's recommendation, DQ'ed for willful violation of CR 100.6b.
Have played duals? I have PucaPoints for them!
(Credit to DarkNightCavalier)
$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
I like it, it's like Redirect with Overload. Sweet.
Hellkite Hivemind BRGG4
Creature - Dragon
Flying
Devour 1
When Hellkite Hivemind enters the battlefield, put X 3/3 red and green Dragon creature tokens with flying and "Sacrifice this creature; Regenerate target Dragon" where X is the total toughness of all creatures devoured.
BRG2: Exile Hellkite Hivemind and return it to the battlefield under your control.
"I've seen many beasts, but nothing compares to Jund's most hungry, hideous and horrid atrocity."
5/5
I would just remove the blink effect as it's situated strong in WU and doesn't make sense thematically.
It should also be "Sacrifice a dragon: regenerate ~", instead of giving each dragon token that effect.
And since we're weakening the card, maybe up the devour to 2.
Slow Machinations XB
Instant - (R)
Search your library for a card, then shuffle your library and put that card 4-X cards from the top.
My suggested changes:
My card:
Hurried Incantations 2WW
Enchantment (Uncommon)
Aura Enchantment spells cost you 1 less to play.
You may cast aura enchantment spells as though they had flash. When you cast an enchantment spell this way, put the permanent it becomes on the bottom of its owner's library at the beginning of the next end step.
EDIT: Sorry, missed that.
Hurried Incantation is probably ok now. I think I saw this elsewhere before?
Do you want more creatures or more resilient creatures?
Degulfed Ooze 3G
Creature - Ooze (U)
Graft 2
When Degulfed Ooze enters the battlefield, put two 0/0 green Ooze creature tokens with Graft 1 onto the battlefield.
0/0
So, either you end up with a 2/2 and two 1/1's, or maybe you prefer two 2/2s. Comments?
* * *
Test of Mettle 1RW
Enchantment (R)
At the beginning of your upkeep, choose any number of creatures you control. For each creature chosen, ~ deals damage to that creature equal to that creature’s toughness.
At the beginning of your precombat main phase, put a test counter on each creature dealt damage by ~ this turn. For as long as that creature has a test counter on it, it has double strike and is indestructible.
Weenie's nightmare
Prestige Pressure 3RR
Instant (U)
Prestige Pressure deals damage to each creature equal to 7 minus that creature's converted mana cost.
The meek should stay away from the prestigious' game of conquest and intrigue.
Super deadly against Selesnya (even with their Collective Blessing and Rhino tokens), but usually won't touch bombs. Comments?
Blasphemy Elemental 8R
Creature - Elemental Demon
13/13
Trample, haste, double strike
~ costs 1 less for each creature your opponents control.
~ gets -1/-1 for each creature your opponents control.
When no opponent controls a creature, sacrifice Blasphemy Elemental and it deals 13 damage to each player.
Blasphemy comes from the mouths of many and continues to harm long after they are gone.
Level 2 Judge since 12/01/2012
-On Liliana of the Veil
Hurried Incantation (missed that btw) seems interesting. Aura should suffice to refer to Enchantment - Aura; We don't have Creature - Aura, or Land - Aura Forest after all. Anyway, the Flash effect is rather redundant, although admittedly, since this Enchantment already gives a discount on Aura, maybe the drawback is ok, although I wish it didn't have such a drawback but bump the cost of this enchantment to at least 5.
Reposting for lulz
Slatherer Ooze 4GG
Creature - Ooze (R)
Graft 5
For each 1 damage that would be dealt to Slatherer Ooze, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage. Put a 0/0 green Ooze creature token with Graft 1 onto the battlefield for each +1/+1 counter removed this way.
0/0
Slow Machinations XB
Instant - (R)
Search your library for a card, then shuffle your library and put that card 4-X cards from the top.
Next
Curse of Paranoia 3BB
Enchantment - Aura Curse (R)
Enchant Player
At the beginning of enchanted player's upkeep, that player loses 1 life for each creature he or she controls.
'Tis terribe to feel you are surrounded by people who want you dead.
Too expensive?
* * *
Psychic Corollary 1UU
Enchantment - Aura (U)
Enchant creature
Creatures you control have all activated abilities of enchanted creature.
Really cool. Can't see it at uncommon though unless it's context in a set dictated it.
Daggercloak Assassin
3UB
Creature - Shapeshifter Assassin
Affinity for Assassins
UB, T: Destroy target nonassassin creature. Daggercloak Assassin becomes a copy of that creature and gains this ability.
2/3
This was my inspiration for this card.