Power Key2
Artifact T: Add CC to your mana pool. Spend this mana only to pay for X costs in cards.
Chroma Land
Land T: Add C to your mana pool. T: Add one mana of any color to your mana pool. Activate this ability only if you control a multicolored permanent.
Valley of Lights
Land T: Add C to your mana pool. 2, T, Sacrifice a land: Add three mana in any combination of colors to your mana pool.
???1R
Creature
When ??? enters the battlefield, you may sacrifice it. If you do, ??? deals 3 damage to target player or creature.
2/2
Erase Soul2UB
Instant
Choose one:
* Return target creature to its owner’s hand
* Destroy target creature with converted mana 4 or less
* Counter target creature spell
Altar of Death3B
Artifact B, T, Sacrifice a creature: Target player loses 2 life.
Power Key, this is strong, almost certainly too strong, but meh. It should read "Spend this mana only on costs that contain x."
Chroma Land, a reasonable all color land. It might be too strong and need to enter tapped but its hard to gauge.
Valley of Lights, this make me feel strange. It obviously wants to be used in some strange combo, but it doesn't seem to lend itself to any kind of combo. Its just really good fixing if you need it. That said it might not be good enough to actually see play.
???, this is really strange. Its not Ember Hauler, but its close enough that the existence of the hauler makes me like ??? less. It could be a good card.
Erase Soul, this would probably be fine as 1UB destroy or counter creature. No need for the extra cost and limitation on what can be destroyed.
Altar of Death, Onyx Goblet isn't exactly a power house. Upping the cost and adding an activation cost seems reasonable for pushing its life loss to 2, no need to sac creatures.
Power Key, this is strong, almost certainly too strong, but meh. It should read "Spend this mana only on costs that contain x."
There is a subtle difference between paying the X and paying any colourless cost on a card with an X. Your version is, however, slightly stronger than the original.
Chroma Land, a reasonable all color land. It might be too strong and need to enter tapped but its hard to gauge.
Pillar of the Paruns but it now makes colourless. Sure, the first activation is a decent bit worse but after that it can even pay for mono stuff.
Chroma Land is many times stronger than Pillar. Pillar is only a land if you are casting multicolor, while chroma is always a land with a significant boost after you play multicolor. Its like comparing Ancient Tomb and Temple of the False God.
At the beginning of the end step, if you control no multicolored permanents, sacrifice Chroma Land. T: Add one mana of any color to your mana pool.
The unammed red creature could have the additional effect of exiling the creature if it would die that turn. Another option would be a one shot trigger, you pay additional mana when it enters.
Pillar of the Paruns but it now makes colourless. Sure, the first activation is a decent bit worse but after that it can even pay for mono stuff.
Chroma Land is many times stronger than Pillar. Pillar is only a land if you are casting multicolor, while chroma is always a land with a significant boost after you play multicolor. Its like comparing Ancient Tomb and Temple of the False God.
That's kinda what I was getting at. It loses 90% of the drawback of the Pillar and its only new flaw is not helping with your first gold card.
A slightly modified version would be:
At the beginning of the end step, if you control no multicolored permanents, sacrifice Chroma Land. T: Add one mana of any color to your mana pool.
More than "slightly", I feel, but that's what was needed. Perhaps "your end step." so you have a chance to save it if your opponent starts blowing stuff up, though?
Artifact
T: Add CC to your mana pool. Spend this mana only to pay for X costs in cards.
Chroma Land
Land
T: Add C to your mana pool.
T: Add one mana of any color to your mana pool. Activate this ability only if you control a multicolored permanent.
Valley of Lights
Land
T: Add C to your mana pool.
2, T, Sacrifice a land: Add three mana in any combination of colors to your mana pool.
??? 1R
Creature
When ??? enters the battlefield, you may sacrifice it. If you do, ??? deals 3 damage to target player or creature.
2/2
Erase Soul 2UB
Instant
Choose one:
* Return target creature to its owner’s hand
* Destroy target creature with converted mana 4 or less
* Counter target creature spell
Altar of Death 3B
Artifact
B, T, Sacrifice a creature: Target player loses 2 life.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Chroma Land, a reasonable all color land. It might be too strong and need to enter tapped but its hard to gauge.
Valley of Lights, this make me feel strange. It obviously wants to be used in some strange combo, but it doesn't seem to lend itself to any kind of combo. Its just really good fixing if you need it. That said it might not be good enough to actually see play.
???, this is really strange. Its not Ember Hauler, but its close enough that the existence of the hauler makes me like ??? less. It could be a good card.
Erase Soul, this would probably be fine as 1UB destroy or counter creature. No need for the extra cost and limitation on what can be destroyed.
Altar of Death, Onyx Goblet isn't exactly a power house. Upping the cost and adding an activation cost seems reasonable for pushing its life loss to 2, no need to sac creatures.
There is a subtle difference between paying the X and paying any colourless cost on a card with an X. Your version is, however, slightly stronger than the original.
Pillar of the Paruns but it now makes colourless. Sure, the first activation is a decent bit worse but after that it can even pay for mono stuff.
At the beginning of the end step, if you control no multicolored permanents, sacrifice Chroma Land.
T: Add one mana of any color to your mana pool.
The unammed red creature could have the additional effect of exiling the creature if it would die that turn. Another option would be a one shot trigger, you pay additional mana when it enters.
That's kinda what I was getting at. It loses 90% of the drawback of the Pillar and its only new flaw is not helping with your first gold card.
More than "slightly", I feel, but that's what was needed. Perhaps "your end step." so you have a chance to save it if your opponent starts blowing stuff up, though?