Golgari Tax CollectorBBGG
Creature - Human Mercenary
First strike
When Golgari Tax Collector enters the battlefield, you may destroy target nonland permanent.
2/2
Stay AlertWWUU
Instant
Counter target spell. Then create a white 2/2 knight token with vigilance.
Wipe Out3WB
Sorcery
Destroy all creatures and exile all creatures from all graveyards.
Orzhova RemovalBW
Instant
As an additional cost to cast Orzhova Removal, exile a card from your graveyard.
Exile target permanent that shares a type with the card you exiled from your graveyard.
Afterlife Messenger1WB
Creature - Human cleric
Whenever a creature enters the battlefield under your control, each opponent loses 1 life.
Whenever a creature an opponent control dies, you gain 1 life.
2/2
Angel of Apocalypse4WWRR
Creature - Angel
Flying
When Angel of Apocalypse enters the battlefield, destroy all other creatures and all artifacts.
5/5
RotBG
Instant
Destroy target creature with converted mana cost less than or equal to the number of cards in your graveyard.
Half Blood Messenger3BW
Creature - Angel Vampire
Flying, lifelink
Whenever a creature you don’t control dies, put a +1/+1 counter on Half Blood Messenger.
3/3
Extra SparksR
Instant
The next time a source you control would deal damage, you may divide that damage as you choose among any number of targets.
Electrosphere1RR
Enchantment
Whenever you cast an instant or sorcery spell, you may pay 1R. If you do, Electrosphere deals 2 damage to any target.
Flux Reversal1UU
Instant
Counter target spell. You may untap a permanent.
Poisonous Breath3BB
Sorcery
Destroy target creature. All other creatures controlled by that player get -1/-1 until end of turn.
Massive Strength1GG
Instant
Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
Inner Strength3GG
Instant
Target creature gets +X/+X and trample until end of turn, where X is its converted mana cost.
Force of Green Will4GGG
Creature - Elemental
When Force of Green Will enters the battlefield, destroy all artifacts and enchantments. Then add GGG.
5/5
Multicolor Cycle
Land
Multicolor Cycle enters the battlefield tapped unless you control a permanent of three or more colors. T: Add W, R or U.
Golgari Tax Collector Why does this have first strike? Black and green need strong justification for this keyword (without the presence of red or white), which usually comes in the form of a strong flavor need (typically to represent speed) or some sort of self-combo with its other mechanics. The Golgari certainly have nothing to do with first strike. Even at rare, the ETB trigger really pushes the envelope of what you can do at this cost, anyways, so it really doesn't deserve to have any other abilities other than the ETB.
Stay Alert This is fine, though you can probably let up on the color requirements since this isn't nearly as good as Frilled Mystic. I wouldn't put something like this at 3 CMC, but token creation and countermagic have a sort of awkward anti-synergy that means the token isn't going to come down at the most relevant time.
Wipe Out If each of these two effects are pieced out, this would certainly be worth five mana, but I don't know if the combination pushes it to 6. Mass exile typically has a CMC of 6, and, outside of indestructible, regeneration, and replacement effects, this functions as a mass exile that also hits other cards in the graveyard.
Orzhova Removal This is Sinkhole. It'll occasionally hit something else, but lands will be the most reliable target for this.
Afterlife Messenger It's a bulkier Suture Priest, which means this would make a fine common.
Angel of Apocalypse An ETB trigger this powerful feels like it needs a if-cast-from-hand clause. Every similar effect without one is less restrictive in what it destroys.
Rot I don't see why Golgari doesn't deserve a Terminate variant. The restriction definitely makes this a common.
Half Blood Messenger The flavor implications of its type aside, this looks great.
Extra Sparks So I was pretty confused about how this works at first, but it's effectively a reverse en-Kor creature for spells. This is super wacky, to a silver-border degree. It can turn a spell that deals damage to players to one that deals damage to creatures and vice-versa. Combined with the dissonance between Sparks's targets and the altered spell's targets, this feels like a major headache.
Electrosphere I'm surprised something like this doesn't exist yet. The cost seems appropriate for the power that it brings.
Flux Reversal As I stated earlier, countermagic and combat tricks make a lousy combo, but it looks fine as 3 CMC countermagic that acts cheaper.
Poisonous Breath I can't decide whether this would be common or uncommon. A 5 CMC sorcery screams common, but the mass shrink is nothing to sneeze at. I'd say uncommon just due to the 1+ for 1.
Massive Strength This card is horrible. It's strictly worse than Might of the Masses. I'd accept a 2 CMC version for a limited format that needs it, but 3 CMC with two green mana symbols is highway robbery for a green pump spell.
Inner Strength This, on the other hand, would make a powerful finisher in limited at common or uncommon. Suddenly having a 12 power Colossal Dreadmaw is no joke.
Force of Green Will What's really forced here is that pun. Green typically doesn't get one-off mana acceleration, so that green Dark Ritual tacked on stick out like a sore (green) thumb. Everything else about the card is great, though.
Multicolor Cycle Even for something as strong as a 3 color rare land cycle, that's a high hurdle to jump. You might as well play this card as if it were Mystic Monastery.
Gift of the Forests1GG
Instant
Until end of turn, target creature gets +1/+1 for each forest you control, gains reach and trample.
In the first version it didn't have trample and costed less, but then I upped the cost and added trample. The idea is that with trample and reach it can work both offensively and defensively.
Angel of Apocalypse. I have some other ideas for it:
- Cycling. When you cycle it, destroy all enchantments and artifacts. Keep the ETB wrath.
- Monowhite. Destroy all enchantments and artifacts. Drop the wrath.
- Kicker with red mana. If you kick it, destroy all artifacts.
Extra Sparks."The next time a source you control would deal damage to a single target, ...". This should prevent confusion. It's meant for sources that deal damage to one target alone, excluding mass damage.
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Creature - Human Mercenary
First strike
When Golgari Tax Collector enters the battlefield, you may destroy target nonland permanent.
2/2
Stay Alert WWUU
Instant
Counter target spell. Then create a white 2/2 knight token with vigilance.
Wipe Out 3WB
Sorcery
Destroy all creatures and exile all creatures from all graveyards.
Orzhova Removal BW
Instant
As an additional cost to cast Orzhova Removal, exile a card from your graveyard.
Exile target permanent that shares a type with the card you exiled from your graveyard.
Afterlife Messenger 1WB
Creature - Human cleric
Whenever a creature enters the battlefield under your control, each opponent loses 1 life.
Whenever a creature an opponent control dies, you gain 1 life.
2/2
Angel of Apocalypse 4WWRR
Creature - Angel
Flying
When Angel of Apocalypse enters the battlefield, destroy all other creatures and all artifacts.
5/5
Rot BG
Instant
Destroy target creature with converted mana cost less than or equal to the number of cards in your graveyard.
Half Blood Messenger 3BW
Creature - Angel Vampire
Flying, lifelink
Whenever a creature you don’t control dies, put a +1/+1 counter on Half Blood Messenger.
3/3
Extra Sparks R
Instant
The next time a source you control would deal damage, you may divide that damage as you choose among any number of targets.
Electrosphere 1RR
Enchantment
Whenever you cast an instant or sorcery spell, you may pay 1R. If you do, Electrosphere deals 2 damage to any target.
Flux Reversal 1UU
Instant
Counter target spell. You may untap a permanent.
Poisonous Breath 3BB
Sorcery
Destroy target creature. All other creatures controlled by that player get -1/-1 until end of turn.
Massive Strength 1GG
Instant
Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
Inner Strength 3GG
Instant
Target creature gets +X/+X and trample until end of turn, where X is its converted mana cost.
Force of Green Will 4GGG
Creature - Elemental
When Force of Green Will enters the battlefield, destroy all artifacts and enchantments. Then add GGG.
5/5
Multicolor Cycle
Land
Multicolor Cycle enters the battlefield tapped unless you control a permanent of three or more colors.
T: Add W, R or U.
Stay Alert This is fine, though you can probably let up on the color requirements since this isn't nearly as good as Frilled Mystic. I wouldn't put something like this at 3 CMC, but token creation and countermagic have a sort of awkward anti-synergy that means the token isn't going to come down at the most relevant time.
Wipe Out If each of these two effects are pieced out, this would certainly be worth five mana, but I don't know if the combination pushes it to 6. Mass exile typically has a CMC of 6, and, outside of indestructible, regeneration, and replacement effects, this functions as a mass exile that also hits other cards in the graveyard.
Orzhova Removal This is Sinkhole. It'll occasionally hit something else, but lands will be the most reliable target for this.
Afterlife Messenger It's a bulkier Suture Priest, which means this would make a fine common.
Angel of Apocalypse An ETB trigger this powerful feels like it needs a if-cast-from-hand clause. Every similar effect without one is less restrictive in what it destroys.
Rot I don't see why Golgari doesn't deserve a Terminate variant. The restriction definitely makes this a common.
Half Blood Messenger The flavor implications of its type aside, this looks great.
Extra Sparks So I was pretty confused about how this works at first, but it's effectively a reverse en-Kor creature for spells. This is super wacky, to a silver-border degree. It can turn a spell that deals damage to players to one that deals damage to creatures and vice-versa. Combined with the dissonance between Sparks's targets and the altered spell's targets, this feels like a major headache.
Electrosphere I'm surprised something like this doesn't exist yet. The cost seems appropriate for the power that it brings.
Flux Reversal As I stated earlier, countermagic and combat tricks make a lousy combo, but it looks fine as 3 CMC countermagic that acts cheaper.
Poisonous Breath I can't decide whether this would be common or uncommon. A 5 CMC sorcery screams common, but the mass shrink is nothing to sneeze at. I'd say uncommon just due to the 1+ for 1.
Massive Strength This card is horrible. It's strictly worse than Might of the Masses. I'd accept a 2 CMC version for a limited format that needs it, but 3 CMC with two green mana symbols is highway robbery for a green pump spell.
Inner Strength This, on the other hand, would make a powerful finisher in limited at common or uncommon. Suddenly having a 12 power Colossal Dreadmaw is no joke.
Force of Green Will What's really forced here is that pun. Green typically doesn't get one-off mana acceleration, so that green Dark Ritual tacked on stick out like a sore (green) thumb. Everything else about the card is great, though.
Multicolor Cycle Even for something as strong as a 3 color rare land cycle, that's a high hurdle to jump. You might as well play this card as if it were Mystic Monastery.
Rot: what about upgrading it to "artifact, creature or enchantment" ?
Instant
Until end of turn, target creature gets +1/+1 for each forest you control, gains reach and trample.
In the first version it didn't have trample and costed less, but then I upped the cost and added trample. The idea is that with trample and reach it can work both offensively and defensively.
Angel of Apocalypse. I have some other ideas for it:
- Cycling. When you cycle it, destroy all enchantments and artifacts. Keep the ETB wrath.
- Monowhite. Destroy all enchantments and artifacts. Drop the wrath.
- Kicker with red mana. If you kick it, destroy all artifacts.
Extra Sparks. "The next time a source you control would deal damage to a single target, ...". This should prevent confusion. It's meant for sources that deal damage to one target alone, excluding mass damage.