Mardu Clanmage(B/R)(B/R)W
Creature - Orc Wizard (R) (R/W)(R/W): You may put a creature card with converted mana cost 2 or less from your hand onto the battlefield. It gains haste. Sacrifice it at end of turn. (W/B)(W/B): Return target creature with converted mana cost 2 or less from your graveyard to the battlefield. It gains haste. Exile it at end of turn or if it would leave the battlefield.
3/3
Sultai Clanmage(B/U)(B/U)G
Creature - Naga Wizard (R) 1(U/G)(U/G): Put the top three cards of your library into your graveyard, them draw a card. 2(B/G)(B/G): Whenever a creature card is put into your graveyard from anywhere this turn, draw a card.
3/3
Temur Clanmage(R/G)(R/G)U
Creature - Human Shaman (R) (U/R)(U/R): Target creature gets +2/-2 until end of turn. Activate this ability only once each turn. 4(U/G)(U/G): For each creature you control, you may have it fight target creature you don't control.
Jeskai Clanmage(W/U)(W/U)R
Creature - Djinn Wizard (U/R)(U/R): The next instant or sorcery spell you cast this turns gains rebound. 1(W/R)(W/R): Creatures you control gain prowess until end of turn.
3/3
Abzan Clanmage(W/G)(W/G)B
Creature - Elephant Wizard (R) 2(B/G): Put a +1/+1 counter on target creature. It gains deathtouch until end of turn. 3(W/B): Creatures you control with +1/+1 counters on them gain lifelink until end of turn.
3/3
I have to agree with DJK3654. I like a lot of the abilities you picked, but the mana costs are...weird. For example, you don't even need black to take full advantage of Mardu Clanmage. It might as well be a Boros card. I think you should have to access three colors of mana to take full advantage of a wedge themed guildmage. Here is a cycle of uncommon clan-mages I designed before the first set was fully released. All I really knew at the time were the dragon aspects, and the colors for each clan, but I was convinced we were going to get a guildmage type cycle. I want to point out the color bleed on some of these abilities. First I tried to pick abilities that related to the primary color as well as being at least tertiary to the color used to activate them. Some turned out better than others.
The Abzan Houses Dragon aspect: Endurance.
Abzan Clan-Mage2W Creature-Human Cleric 1B: Regenerate target creature. 1G: Target creature you control gets +1/+1 and reach until end of turn.
2/2
The Jeskai Way Dragon aspect: Cunning.
Jeskai Clan-Mage2U Creature-Djinn Wizard 1R: Target creature can't block this turn. 1W: Untap target creature you control and remove it from combat.
2/2
The Sultai Brood Dragon aspect: Ruthlessness.
Sultai Clan-Mage2B Creature-Snake Shaman 2G: Target Creature gains deathtouch until end of turn. 1U: Target creature attacks this turn if able.
2/2
The Mardu Horde Dragon aspect: Speed.
Mardu Clan-Mage2R Creature-Human Wizard W: Target creature gains first strike until end of turn B: Creatures you control gain haste until end of turn
2/2
The Temur Frontier Dragon aspect: Savagery.
Temur Clan-Mage2G Creature-Human Shaman 1U: Target creature blocks this turn if able. 1R: Target creature gets +2/+0 and trample until end of turn.
2/2
I really like the Guildmages you have their. I guess I was trying to do something more like the Naya Hushblade cycle. I'm trying to work on some custom tarkir cycles for a tarkir cube I'm making. I may just use your idea as inspiration. Thanks!
Creature - Orc Wizard (R)
(R/W)(R/W): You may put a creature card with converted mana cost 2 or less from your hand onto the battlefield. It gains haste. Sacrifice it at end of turn.
(W/B)(W/B): Return target creature with converted mana cost 2 or less from your graveyard to the battlefield. It gains haste. Exile it at end of turn or if it would leave the battlefield.
3/3
Sultai Clanmage (B/U)(B/U)G
Creature - Naga Wizard (R)
1(U/G)(U/G): Put the top three cards of your library into your graveyard, them draw a card.
2(B/G)(B/G): Whenever a creature card is put into your graveyard from anywhere this turn, draw a card.
3/3
Temur Clanmage (R/G)(R/G)U
Creature - Human Shaman (R)
(U/R)(U/R): Target creature gets +2/-2 until end of turn. Activate this ability only once each turn.
4(U/G)(U/G): For each creature you control, you may have it fight target creature you don't control.
Jeskai Clanmage (W/U)(W/U)R
Creature - Djinn Wizard
(U/R)(U/R): The next instant or sorcery spell you cast this turns gains rebound.
1(W/R)(W/R): Creatures you control gain prowess until end of turn.
3/3
Abzan Clanmage (W/G)(W/G)B
Creature - Elephant Wizard (R)
2(B/G): Put a +1/+1 counter on target creature. It gains deathtouch until end of turn.
3(W/B): Creatures you control with +1/+1 counters on them gain lifelink until end of turn.
3/3
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The Abzan Houses Dragon aspect: Endurance.
Abzan Clan-Mage 2W
Creature-Human Cleric
1B: Regenerate target creature.
1G: Target creature you control gets +1/+1 and reach until end of turn.
2/2
The Jeskai Way Dragon aspect: Cunning.
Jeskai Clan-Mage 2U
Creature-Djinn Wizard
1R: Target creature can't block this turn.
1W: Untap target creature you control and remove it from combat.
2/2
The Sultai Brood Dragon aspect: Ruthlessness.
Sultai Clan-Mage 2B
Creature-Snake Shaman
2G: Target Creature gains deathtouch until end of turn.
1U: Target creature attacks this turn if able.
2/2
The Mardu Horde Dragon aspect: Speed.
Mardu Clan-Mage 2R
Creature-Human Wizard
W: Target creature gains first strike until end of turn
B: Creatures you control gain haste until end of turn
2/2
The Temur Frontier Dragon aspect: Savagery.
Temur Clan-Mage 2G
Creature-Human Shaman
1U: Target creature blocks this turn if able.
1R: Target creature gets +2/+0 and trample until end of turn.
2/2
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