Honorbound Mercenary- Make him a 2 drop. Control and combo won't have a creature in the first place and aggro will always turn them. Being 2cmc will make it tempting trying to synergize him with effects, such as Forbidden Orchard. I like the flavor.
Cruel CounterfeitingUB
Enchantment (R)
If one or more +1/+1 counters would be placed on a creature, that many -1/-1 counters are placed on it instead.
If a creature would get +1/+1, it gets -1/-1 instead.
''Just erase the vertical lines.''
The mercenary is a beater with a serious drawback. You understand that there are archtypes that he can't even attack, if not for careful planning from your deck. About being a great blocker you are right, however the non-hasted creature part argument is weak. Midrange will first eliminate him and aggro will play 4 dudes and outdamage you. Don't forget he will still cost double white. If Goyf and Bob had double color for cost, they would be much more balanced.
I just see him as a good example of a possible pushed card for white to shine. If it's not your goal to be a constructed card i apologize for the strict critique. This is the impression i got.
You are right about my enchantment. I don't know how to word exactly the second ability. ''+1/+1 or more'' perhaps?
I design UB to be the combination of niche effects now and then, because i am tired of wizards presenting it as a one trick ponny.
Deepwood Crasher-Interesting. Your opponent can kill it easier at your upkeep but has to worry not to tap them in response for anything. Can you clear me the rules a bit, if you have nothing to cast, is it legit to turn those lands sideways just for the pump? If, yes, as i suppose, this would be quite the beater.
Aspect of War1RW
Creature- Angel (R)
Flying
If Aspect of War is the only creature you control, it can block any number of creatures and gets +1/+1 for each creature it blocks.
If you control 2 or more creatures, Aspect of War gains double strike and indestructible.
2/2
It can easily be a spirit/avatar type, not prob there. It is hilarious you pointed the ''other creatures'' part, because my edit was exactly to remove it in the first place!xD! I mean, alone it can hold an army, with two or more allies it can tear apart lifes, and with only one friend it gets just weaker! That's tragic!
I will keep the wording as it is, but i will rather forgo double strike for something else when i return later with the revised version.
That's a hot land from your part. Totally playable in many decks, especially bogles and hatebears. I am not sure if being basic Plains would be safer, but i would accept it as it is with no complain.
Hmm.... I have a mixed feeling about Suntouched Grove.... The fact that this is a nonbasic, and able to mana fix on turn 2 by dropping that Plains may make it a bit too good as is. Nice idea though, but it just feels probably a little too strong as a strictly better Forest.
Next
Petrous Punisher3WW
Creature - Giant (R)
Each creature an opponent controls with a petrification counter on it doesn't untap during its controller's untap step.
Whenever a creature deals combat damage to you, tap it and put a petrification counter on that creature.
At the beginning of each end step, each opponent who has been dealt damage this turn may remove a petrification counter from a creature he or she controls.
4/4
I like it, seems balanced. It's basically an Aurification on a decent combat body for its mana cost. The last clause prevents it from being too overbearing, though this card feels like it needs blue to justify the prolonged tapping. White can definitely make something skip an untap, but blue is definintely THE color for keeping things tapped for a prolonged amount of time.
Zephyr Elemental3UU
Creature - Elemental (R)
Flying
At the beginning of combat on each player's turn, you may tap or untap target creature. Demonstrate — Reveal ~ from your hand: Tap or untap target creature. Put ~ on top of your library.
3/3
Oops. Well, on one hand, I think the ability to ping flyers is fine on its own, but the +2/+2 reach bonus I think is rather overkill. Maybe a +1/+1 is enough. Clever design on the use of twobrids though.
Next
Sorin, The Sire3BB
Planeswalker - Sorin (M)
[+1]: Creatures you control get +1/+0 until end of turn.
[-0]: You may spend any amount of B. Sorin, The Sire deals damage equal to the amount of mana spent this way to target creature and you gain that much life.
[-5]: You gain an emblem with "Whenever a creature dealt damage by a source you control this turn dies, put a 2/2 black Vampire creature token with flying onto the battlefield under your control".
3
The 2nd ability requiring mana wont make it that much powerful. Then the last ability that creates vampire when someone dies is brilliant design.
Desperate PetitionR
Instant (R)
Sacrifice any number of permanents at random.
Search your library for a card with converted mana cost less than to the number of permanents you sacrifice, reveal it, and put it into your hand. Then shuffle your library. You get your answers at your own risk.
Looks very nice in consctucted, yet also seems viable for a lot of combo abuse (ANY zombie dies, not any NONTOKEN zombie). Overall, a very clean and nice desighn
Demonic Destiny 2BBB
Enchantment - Aura
You may cast ~ only if you control seven or more creatures
Enchant creature
As an additional cost to cast Demonic Destiny, sacrifice all but one of your creatures.
enchanted creature gets +7/+7, gains flying, deathtouch and lifelink, and becomes a demon in addition to it’s other types.
I'd cut that mana cost down, though. Way down. B or 1B.
Okay, I've been thinking about 4-color legends and... well, here's one!
- RGWU
Legendary Creature - Avatar
If a creature card would go to the graveyard, instead exile it and you gain 2 life.
At the beginning of each upkeep, you may discard a card. If you do, draw a card.
4/4
As you can see, the second ability can feed the first. I think 4-color legends may want to do something like this, where the first ability is in the center pair's colors and hinders a strategy of their shared enemy and the second ability being in the outer pair's colors and potentially synergistic with the first.
Right now, though, it feels rather KTK-y, where I didn't find the Khans that exciting. Let's liven things up a bit!
"If a creature card would go to the graveyard, instead exile it and you gain 4 life." and
"At the beginning of each upkeep, you may discard any number of cards. If you do, draw that many cards."
Well, considering how hard it is to cast it, seems fine enough. The effects isn't too busted, although the loot effect is magnificent. No complaints here. Well done. As for the boosted part, probably too much; The first boosted ability works too well with mill, andthe second boosted ability with get you your combos too soon.
Next
Sanguine Marquis3BB
Creature - Vampire (R)
Flying
Whenever Sanguine Marquis attacks, defending player may sacrifice a creature. If that player doesn't, creatures he or she controls get -2/-2 until end of turn. He will get his tribute one way or another.
3/3
Well, considering how hard it is to cast it, seems fine enough. The effects isn't too busted, although the loot effect is magnificent. No complaints here. Well done. As for the boosted part, probably too much; The first boosted ability works too well with mill, andthe second boosted ability with get you your combos too soon.
Well, keep in mind that it IS four colors. Still, hmm. Re-revision time.
- RGWU
Legendary Creature - Avatar
if a creature card would be put into the graveyard, exile it instead and put a +1/+1 counter on target creature.
At the beginning of each upkeep, you may draw up to two cards, if you do, discard that many cards.
4/4
"Eldrazigoyf" 1C
Creature - Lhurgoyf(M)
Tarmogoyf's power is equal to the number of card types among cards in all players exile zones and its toughness is equal to that number plus 1.
*/1+*
That's a good idea, but I'd increase that casting cost by at least C. Not only is Tarmogoyf too good, colorless cards really shouldn't be as good as colored cards. I like CCC, personally.
Now for a new card!
- WUBR
Legendary Creature - Avatar
Each land players put onto the battlefield beyond the first one they play during their main phase enters the battlefield tapped and does not untap during their controller's next untap phase.
At end of each player's turn, if that player controls three or more tapped lands, put a 1/1 colorless spirit soldier token with first strike onto the battlefield.
4/4
I feel like this card is trying to do too much at once. It also doesn't feel like it needs to be a 5-color card. The fact that the abilities are symmetrical, but the controller gets all the benefit is also a little strange. "Cares about tapped lands" is interesting design space that's been done in the game before, but not since mana burn went away. Check Tunnel Ingus for a better wording of the first ability.
---
WagerR Instant
Scry 2, then exile the top card of your library. Until end of turn, you may play that card.
I like the card, plays into red's randomness, I guess it might be uncommon or rare, given its low cost.
Ulamog's Devourer5
Creature - Eldrazi (R)
Ingest, ingest (Whenever this deals combat damage to a player, that player exiles the top two cards from his or her library)
Other colorless creatures you control have Ingest (Multiple instances of Ingest trigger separately)
Each life drained by the Eldrazi was instantly turned against Zendikar.
(4/6)
Thought on giving it trample, but I guess that at 5 mana it's kinda powerful already.
Very strong, having both an anti-control and finisher rolled into one. Can't help but feel it is a strange path for an Eldrazi design though. Eldrazi, so far, and especially with the new symbol, have been very xenophobic and synergize off their own themes, rather than punish and profit off their opponents. All of it's abilities are red or even white, why not make it a big 'ol red/white avatar type of dude?
Heathen Filth1BG
Instant
Target opponent distributes three -1/-1 counters among creatures you control. Then you distribute six +1/+1 counters among creatures you control. She is in radiant motion, cast shadow against a blaze, reveling in wild heat of dance
-Zesthra, Dragon Summoner
Well the main problem here is that wizards have explicitly made a point about not including both -1/-1 counters and +1/+1 counters in the same block so that the issue of them canceling out and all the related rules complexity is mostly thrown out the window. For that reason, they'd be particularly averse to a card that not only does both counters, but expects to cancel them out. On one hand, I'm actually against wizards design decision here, I think they have some room to overlap the counters once in a rare while and do something interesting with it, and would like to see a set with both. But this type of design probably wouldn't be what they have in mind. It has two problems. One, its kind of letting you just undo what the opponent did in many cases, and often might as well just be "add 3 +1/+1 counters". If your opponent is min/maxing in the most logical way, and so are you, then whatever the best choice for putting his 3x -1/-1 counters is probably the same best choice for you to put 3x +1/+1 counters, making that part of canceling it out redundant. The second problem is that its not obvious from the way you templated it that state-based actions aren't checked inbetween the counters being added. Even if the enemy puts 3x -1/-1 counters on your llanowar elves, it remains alive if you put another 3x +1/+1 counters on it, because the rule for killing creatures due to 0 toughness isn't checked until the spell finishes resolving, and then its got 1 toughness again and lives (and its counters cancel out).
If anything, what might make such a design interesting would be if there was some exclusionary clauses to make the decision making difficult, but with better payoff. What if there was a mechanic like "Then you distribute N +1/+1 counters among creatures your opponent didn't choose this way". It wouldn't work with the +3 / -6 you have, since you'd need 4 creatures before it even worked, but imagine it scaled down to something like 1x -1/-1 for your opponent, then 4x +1/+1 for you, and cheapen the price tag. Now the opponent can veto one creature, but you get a more efficient effect, making it a punisher mechanic
Tyrethi Infantry1WW
Creature - Spirit Soldier (C)
Armored 3 (This creature enters the battlefield with 3 Armor counters on it. For each 1 damage that would be dealt to it, if it has an Armor counter on it, remove an Armor counter from it and prevent that 1 damage.)
2/2
its intended for a set heavy on recursion but with decaying resources
I feel like this card is trying to do too much at once. It also doesn't feel like it needs to be a 5-color card. The fact that the abilities are symmetrical, but the controller gets all the benefit is also a little strange. "Cares about tapped lands" is interesting design space that's been done in the game before, but not since mana burn went away. Check Tunnel Ignus for a better wording of the first ability.
The idea with those two abilities are that the first one hinder a common strategy of the color the card isn't and the second one synergizes with the first one to the controller's benefit. I'm not too satisfied with this because it isn't as beautifully compact as my first 4-color creature idea. Also, Tunnel Ignus's wording doesn't seem to have much to do with what the ability is supposed to be. Anyway, I'm glad to hear that this feels four-color to you!
- RGWU
Legendary Creature - Avatar
if a creature card would be put into the graveyard, exile it instead and put a +1/+1 counter on target creature.
At the beginning of each upkeep, you may draw a card. If you do, discard a card.
5/5
- WUBR
Legendary Creature - Avatar
Each land players put onto the battlefield beyond the first one they play during their main phase enters the battlefield tapped and does not untap during their controller's next untap phase.
At the beginning of each player's turn, if there are four or more tapped lands, put a 1/1 colorless spirit soldier token with first strike onto the battlefield.
5/5
That new revision for the first makes it feel quite watered down now, but maybe that's for the best. Ugh. I like the second one better now because it's more defensive, which is nice. May need to change that token up a bit, but I still want it to feel red-white.
Shield Master1GW
Creature - Human Soldier (r)
You and planeswalkers you control have Absorb X, where X is the number of token creatures you control.
2/4
I don't even know how to begin evaluating this. I'll try, anyway. That green feels unnecessary, it seems too cheap for that effect, and while that effect can spiral out of control very fast, board sweepers ARE a thing. The card also doesn't generate token creatures, so that helps also.
By the way, I was going to make this post a few days ago but forgot about it and in checking for a new card to critique, I noticed it's from the same poster as last time. Ha.
Anyway. Last:
Reckless Speculation 1BR
Sorcery
As an additional, etc, pay 3 life.
Draw 3 cards then discard one at random.
Hmmm..... Divination +1 card -1 random card and -3 life..... seems to be quite a steep cost. Methinks paying 3 life is too harsh at that cost, especially as a two-color. 2 life should suffice, if not no life payment considering the random discard.
Next
Acolyte Of Brutality3R
Creature - Human Shaman (R) 2R: Target creature with double strike loses double strike and gets +X/+0 until end of turn, where X is its power. 1RR: Target creature gains double strike until end of turn.
3/2
Comments?
EDIT:
Acolyte Of Brutality2R
Creature - Human Shaman (R) 2R: Target creature with double strike loses double strike and gets +X/+0 until end of turn, where X is its power. 1RR: Target creature gains double strike until end of turn.
3/2
Hey. First time here since the change over to Curse from the old system. I can't get my old login to work. Had a weird planeswalker idea.
Sorania the Wise 1WUB
Planeswalker - Sorania
Loyalty: 1
You may skip your draw step to put a loyalty counter on Sorania the Wise.
[-4] Draw 7 cards.
[-7] Search your library for up to 7 cards, put them into your hand and shuffle your library.
Inspiration: Pursuit of Knowledge, also the reason W is part of the cost. U for draw, B for unrestricted search.
Thoughts?
Acolyte of Brutality: nice abilities for a mana sink, but I guess it could have a lower CMC given the fact that's a rare, maybe you can drop one of the abilities, as they basically do the same, doubling the creature's damage output.
Sorania: Most constructed-playable walkers can defend themselves while they're building towards their ultimates (Elspeth deploys creatures, Ob Nixilis kills creatures, Ajani keeps stuff tapped, Sorin gains life, and so on) so a walker that lacks that sort of ability and has low loyalty is kinda a bad combination at such a high mana cost, this one could cost 3 or even 2 mana, as you won't see the benefit immediately, which kinda reduces the value of the card.
Wound of the Multiverse3CCC
Creature - Eldrazi Processor (R)
At the beginning of each player's upkeep, that player exiles a permanent he or she controls that's one or more colors.
CCC, Put two cards that your opponents own from exile on their graveyards: Draw two cards.
The Zendikari that came to think of the Eldrazi only as predatory monsters fell before those whose shape the defenders couldn't even comprehend.
(6/9)
Yes, the amount of colorless mana that this requires to work is intentional, also, the art should show it as only the black razor-like stuff that surrounds most of Kozilek's brood, which was referred as "holes in the space"
Its draw ability is kind of powerful, should be only "Put two cards target opponent own from exile into his or her graveyard. Draw a card."
Call from the Heart2G
Instant (R)
Reveal cards from the top of your library until you reveal a creature card with converted mana cost X or less, where X is the number of lands you control that could produce G. You may cast that creature card without paying its mana cost. Put the rest of the revealed cards on the bottom of your library in any order.
Sorania: Most constructed-playable walkers can defend themselves while they're building towards their ultimates (Elspeth deploys creatures, Ob Nixilis kills creatures, Ajani keeps stuff tapped, Sorin gains life, and so on) so a walker that lacks that sort of ability and has low loyalty is kinda a bad combination at such a high mana cost, this one could cost 3 or even 2 mana, as you won't see the benefit immediately, which kinda reduces the value of the card.
Well, I had considered this wording but was worried it would be too strong.
Sorania the Wise
1WUB
Planeswalker - Sorania
Loyalty: 1
Whenever you would draw a card you may skip the draw to put a loyalty counter on Sorania the Wise.
[-4] Draw 7 cards. You may not skip these draws to put loyalty counters on Sorania the Wise.
[-7] Search your library for up to 7 cards, put them into your hand and shuffle your library.
Errrr... interesting? This replaces all your abnormal draws into loyalty, but the minus abilities require a bit too much combo to work reasonably considering the drawback. I don't know what you're aiming for this card, as it is a strangely interesting design, but I don't see why I'd play this.
Next
Neurofeeder Abomination2BR
Creature - Horror (M)
Trample
Whenever Neurofeeder Abomination deals combat damage to a player, that player draws two cards. Then if that player has seven or more cards in his or her hand, that player discards his or her hand and Neurofeeder Abomination deals 5 damage to that player and each creature he or she controls.
5/3
Why not just make this monocolored without its Bonfire of the Damned effect. If still want that player make it that player loses 5 life and each creature he or she controls get -5/-5 until end of turn.
Crystal Palace
Legendary Land (R) t: Add C to your mana pool. 1UC,t: Return target tapped creature to its owner's hand unless its controller pays 1.
Crystal Palace feels a bit weak. Especially for a Legendary land. The second ability has a few too many riders that make it underwhelming. I think you could remove the Rhystic rider, the colorless mana in the activation, and change the ability so that it can only be activated on your turn.
----
[Stickbind] UR Creature - Viashino Wizard
Flash
When ~ enters the battlefield, you may counter target activated or triggered ability from a nonland source.
2/1
Well the 'nonland source' is definitely a total necessity for stifle to be pseudoreprinted in standard, wizards aren't going to let 1-2 cmc land destruction happen again. And at that, this is good way to print a 'fixed' version of it, though I'd say it probably doesn't even need to be that hard a color, it could be 1R or 1U or 1(U/R) and still get by fine with that restriction. I think its particularly neat against attack triggers as then it can be a double combat trick. It brings up some interesting applications with Æther Vial
Rash ThoughtR
Instant (U)
Exile the top three cards of your library face-down. You may look at them and you may cast one of them until end of turn.
Cruel Counterfeiting UB
Enchantment (R)
If one or more +1/+1 counters would be placed on a creature, that many -1/-1 counters are placed on it instead.
If a creature would get +1/+1, it gets -1/-1 instead.
''Just erase the vertical lines.''
I just see him as a good example of a possible pushed card for white to shine. If it's not your goal to be a constructed card i apologize for the strict critique. This is the impression i got.
You are right about my enchantment. I don't know how to word exactly the second ability. ''+1/+1 or more'' perhaps?
I design UB to be the combination of niche effects now and then, because i am tired of wizards presenting it as a one trick ponny.
Deepwood Crasher-Interesting. Your opponent can kill it easier at your upkeep but has to worry not to tap them in response for anything. Can you clear me the rules a bit, if you have nothing to cast, is it legit to turn those lands sideways just for the pump? If, yes, as i suppose, this would be quite the beater.
Aspect of War 1RW
Creature- Angel (R)
Flying
If Aspect of War is the only creature you control, it can block any number of creatures and gets +1/+1 for each creature it blocks.
If you control 2 or more creatures, Aspect of War gains double strike and indestructible.
2/2
I will keep the wording as it is, but i will rather forgo double strike for something else when i return later with the revised version.
That's a hot land from your part. Totally playable in many decks, especially bogles and hatebears. I am not sure if being basic Plains would be safer, but i would accept it as it is with no complain.
Pass for now.
Next
Petrous Punisher 3WW
Creature - Giant (R)
Each creature an opponent controls with a petrification counter on it doesn't untap during its controller's untap step.
Whenever a creature deals combat damage to you, tap it and put a petrification counter on that creature.
At the beginning of each end step, each opponent who has been dealt damage this turn may remove a petrification counter from a creature he or she controls.
4/4
Gaaaaahh, complicated.
Zephyr Elemental 3UU
Creature - Elemental (R)
Flying
At the beginning of combat on each player's turn, you may tap or untap target creature.
Demonstrate — Reveal ~ from your hand: Tap or untap target creature. Put ~ on top of your library.
3/3
Next
Sorin, The Sire 3BB
Planeswalker - Sorin (M)
[+1]: Creatures you control get +1/+0 until end of turn.
[-0]: You may spend any amount of B. Sorin, The Sire deals damage equal to the amount of mana spent this way to target creature and you gain that much life.
[-5]: You gain an emblem with "Whenever a creature dealt damage by a source you control this turn dies, put a 2/2 black Vampire creature token with flying onto the battlefield under your control".
3
Comments?
Desperate Petition R
Instant (R)
Sacrifice any number of permanents at random.
Search your library for a card with converted mana cost less than to the number of permanents you sacrifice, reveal it, and put it into your hand. Then shuffle your library.
You get your answers at your own risk.
Demonic Destiny 2BBB
Enchantment - Aura
You may cast ~ only if you control seven or more creatures
Enchant creature
As an additional cost to cast Demonic Destiny, sacrifice all but one of your creatures.
enchanted creature gets +7/+7, gains flying, deathtouch and lifelink, and becomes a demon in addition to it’s other types.
I'd cut that mana cost down, though. Way down. B or 1B.
Okay, I've been thinking about 4-color legends and... well, here's one!
- RGWU
Legendary Creature - Avatar
If a creature card would go to the graveyard, instead exile it and you gain 2 life.
At the beginning of each upkeep, you may discard a card. If you do, draw a card.
4/4
As you can see, the second ability can feed the first. I think 4-color legends may want to do something like this, where the first ability is in the center pair's colors and hinders a strategy of their shared enemy and the second ability being in the outer pair's colors and potentially synergistic with the first.
Right now, though, it feels rather KTK-y, where I didn't find the Khans that exciting. Let's liven things up a bit!
"If a creature card would go to the graveyard, instead exile it and you gain 4 life." and
"At the beginning of each upkeep, you may discard any number of cards. If you do, draw that many cards."
THAT I like better. What say you?
Shards of awful never
Next
Sanguine Marquis 3BB
Creature - Vampire (R)
Flying
Whenever Sanguine Marquis attacks, defending player may sacrifice a creature. If that player doesn't, creatures he or she controls get -2/-2 until end of turn.
He will get his tribute one way or another.
3/3
Comments?
Well, keep in mind that it IS four colors. Still, hmm. Re-revision time.
- RGWU
Legendary Creature - Avatar
if a creature card would be put into the graveyard, exile it instead and put a +1/+1 counter on target creature.
At the beginning of each upkeep, you may draw up to two cards, if you do, discard that many cards.
4/4
That's a good idea, but I'd increase that casting cost by at least C. Not only is Tarmogoyf too good, colorless cards really shouldn't be as good as colored cards. I like CCC, personally.
Now for a new card!
- WUBR
Legendary Creature - Avatar
Each land players put onto the battlefield beyond the first one they play during their main phase enters the battlefield tapped and does not untap during their controller's next untap phase.
At end of each player's turn, if that player controls three or more tapped lands, put a 1/1 colorless spirit soldier token with first strike onto the battlefield.
4/4
Edited: revised to something I like better.
Shards of awful never
---
Wager R
Instant
Scry 2, then exile the top card of your library. Until end of turn, you may play that card.
Ulamog's Devourer 5
Creature - Eldrazi (R)
Ingest, ingest (Whenever this deals combat damage to a player, that player exiles the top two cards from his or her library)
Other colorless creatures you control have Ingest (Multiple instances of Ingest trigger separately)
Each life drained by the Eldrazi was instantly turned against Zendikar.
(4/6)
Thought on giving it trample, but I guess that at 5 mana it's kinda powerful already.
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
Heathen Filth 1BG
Instant
Target opponent distributes three -1/-1 counters among creatures you control. Then you distribute six +1/+1 counters among creatures you control.
She is in radiant motion, cast shadow against a blaze, reveling in wild heat of dance
-Zesthra, Dragon Summoner
If anything, what might make such a design interesting would be if there was some exclusionary clauses to make the decision making difficult, but with better payoff. What if there was a mechanic like "Then you distribute N +1/+1 counters among creatures your opponent didn't choose this way". It wouldn't work with the +3 / -6 you have, since you'd need 4 creatures before it even worked, but imagine it scaled down to something like 1x -1/-1 for your opponent, then 4x +1/+1 for you, and cheapen the price tag. Now the opponent can veto one creature, but you get a more efficient effect, making it a punisher mechanic
its intended for a set heavy on recursion but with decaying resources
The idea with those two abilities are that the first one hinder a common strategy of the color the card isn't and the second one synergizes with the first one to the controller's benefit. I'm not too satisfied with this because it isn't as beautifully compact as my first 4-color creature idea. Also, Tunnel Ignus's wording doesn't seem to have much to do with what the ability is supposed to be. Anyway, I'm glad to hear that this feels four-color to you!
Some more revisions:
That new revision for the first makes it feel quite watered down now, but maybe that's for the best. Ugh. I like the second one better now because it's more defensive, which is nice. May need to change that token up a bit, but I still want it to feel red-white.
And now:
I don't even know how to begin evaluating this. I'll try, anyway. That green feels unnecessary, it seems too cheap for that effect, and while that effect can spiral out of control very fast, board sweepers ARE a thing. The card also doesn't generate token creatures, so that helps also.
By the way, I was going to make this post a few days ago but forgot about it and in checking for a new card to critique, I noticed it's from the same poster as last time. Ha.
Anyway. Last:
Reckless Speculation 1BR
Sorcery
As an additional, etc, pay 3 life.
Draw 3 cards then discard one at random.
Shards of awful never
Next
Acolyte Of Brutality 3R
Creature - Human Shaman (R)
2R: Target creature with double strike loses double strike and gets +X/+0 until end of turn, where X is its power.
1RR: Target creature gains double strike until end of turn.
3/2
Comments?
EDIT:
Acolyte Of Brutality 2R
Creature - Human Shaman (R)
2R: Target creature with double strike loses double strike and gets +X/+0 until end of turn, where X is its power.
1RR: Target creature gains double strike until end of turn.
3/2
Sorania the Wise
1WUB
Planeswalker - Sorania
Loyalty: 1
You may skip your draw step to put a loyalty counter on Sorania the Wise.
[-4] Draw 7 cards.
[-7] Search your library for up to 7 cards, put them into your hand and shuffle your library.
Inspiration: Pursuit of Knowledge, also the reason W is part of the cost. U for draw, B for unrestricted search.
Thoughts?
Sorania: Most constructed-playable walkers can defend themselves while they're building towards their ultimates (Elspeth deploys creatures, Ob Nixilis kills creatures, Ajani keeps stuff tapped, Sorin gains life, and so on) so a walker that lacks that sort of ability and has low loyalty is kinda a bad combination at such a high mana cost, this one could cost 3 or even 2 mana, as you won't see the benefit immediately, which kinda reduces the value of the card.
Wound of the Multiverse 3CCC
Creature - Eldrazi Processor (R)
At the beginning of each player's upkeep, that player exiles a permanent he or she controls that's one or more colors.
CCC, Put two cards that your opponents own from exile on their graveyards: Draw two cards.
The Zendikari that came to think of the Eldrazi only as predatory monsters fell before those whose shape the defenders couldn't even comprehend.
(6/9)
Yes, the amount of colorless mana that this requires to work is intentional, also, the art should show it as only the black razor-like stuff that surrounds most of Kozilek's brood, which was referred as "holes in the space"
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
Call from the Heart 2G
Instant (R)
Reveal cards from the top of your library until you reveal a creature card with converted mana cost X or less, where X is the number of lands you control that could produce G. You may cast that creature card without paying its mana cost. Put the rest of the revealed cards on the bottom of your library in any order.
Well, I had considered this wording but was worried it would be too strong.
Sorania the Wise
1WUB
Planeswalker - Sorania
Loyalty: 1
Whenever you would draw a card you may skip the draw to put a loyalty counter on Sorania the Wise.
[-4] Draw 7 cards. You may not skip these draws to put loyalty counters on Sorania the Wise.
[-7] Search your library for up to 7 cards, put them into your hand and shuffle your library.
Next
Neurofeeder Abomination 2BR
Creature - Horror (M)
Trample
Whenever Neurofeeder Abomination deals combat damage to a player, that player draws two cards. Then if that player has seven or more cards in his or her hand, that player discards his or her hand and Neurofeeder Abomination deals 5 damage to that player and each creature he or she controls.
5/3
Comments?
Crystal Palace
Legendary Land (R)
t: Add C to your mana pool.
1UC,t: Return target tapped creature to its owner's hand unless its controller pays 1.
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[Stickbind] UR
Creature - Viashino Wizard
Flash
When ~ enters the battlefield, you may counter target activated or triggered ability from a nonland source.
2/1
Rash Thought R
Instant (U)
Exile the top three cards of your library face-down. You may look at them and you may cast one of them until end of turn.