Arcanomancer (Common) 4U
Creature - Merfolk Wizard
1/4
When Arcanomancer dies, you may return target instant or sorcery card from your graveyard to your hand.
Backtrack (Common) 4U
Instant
Choose one —
• Put target spell on top of its owner’s library.
• Put target nonland permanent on top of its owner’s library.
Fill with Emptiness (Common) (U/B)
Instant
Target creature gets -4/-0 until end of turn.
Forced Mutation (Common) 2U
Enchantment — Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it has base power and toughness 2/2.
Forge Golem (Common) 5
Artifact Creature - Golem
4/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Help from Above (Common) 6U
Sorcery
Choose one —
• Create a 4/4 blue Sphinx creature token with flying.
• Create two 2/2 blue Drake creature tokens with flying.
Intangibility (Common) U
Sorcery
Target creature can’t be blocked this turn.
Draw a card.
Bloated Corpse (Common) 3(U/B)
Creature - Zombie
3/3
*vanilla*
Lore Gorger (Common) 4U
Creature - Beast
3/3 Spectra — When Lore Gorger enters the battlefield, each opponent exiles the top X cards of their library, where X is the number of colors among cards in your graveyard.
Reconsider (Common) 2U
Sorcery
Return target nonland permanent to its owner’s hand. Draw a card.
Sapphire Monocle (Common) 3
Artifact t: Add U. t, Sacrifice Sapphire Monocle: Draw a card.
Sky Scribe (Common) 1U
Creature - Human Wizard
1/2
Flying
When Sky Scribe enters the battlefield, scry 2.
Slippery Beeble (Common) U
Creature - Beeble
1/1
Hexproof
Spectral Blast (Common) 1U
Instant Spectra — Counter target spell unless its controller pays X, where X is the number of colors among cards in your graveyard.
Stasis Mage (Common) 2U
Creature - Merfolk Wizard
2/3
Whenever you cast a multicolored spell, target creature an opponent controls doesn’t untap during its controller’s next untap step.
Talking Fish (Common) 1U
Creature - Fish
2/1
Sacrifice Talking Fish: Draw a card.
Thaumaturgy (Common) (U/R)
Instant
Switch target creature’s power and toughness until end of turn.
Wind Elemental (Common) 3U
Artifact Creature - Elemental
3/2
Flying
When Wind Elemental enters the battlefield, you may pay 1U. If you do, return another target creature to its owner’s hand.
Wreckage Serpent (Common) 4U
Creature - Serpent
5/5
Wreckage Serpent can’t attack unless there’s an artifact card in your graveyard.
Dig Your Own Grave, this should not be blue and probably shouldn't be common. It will almost always be a divination except when in an overwhelmingly bad position. There is some neat possible strategy here but it reads very confusing.
Help from Above, while these effects are allowed in blue the effect is far more white. Unless it's part of a theme blue doesn't usually make 1/1s.
Sapphire Monocle, the Diamond cycle comes into play tappped, can't be cashed in later, and are still considered too strong. These are possibly better than the guild signets which are some of the best mana rocks in existence.
Scatterbrain, this is a very busy card. For that alone I would remove it from common.
Scrabbling Skaab, why is this doing this? It's a very annoying thing to keep track of even if it's easy because it will usually not turn off and on. And why from the bottom? Unless this will mechanically matter often why is it being different.
Weapon Inspector, a nice white card, but why does it cost blue? Is there a heavy equip theme in blue, if so I don't see it here. If there is an artifact theme here then care about the blue thing rather than the white thing.
Abecedarian: Dropped toughness from 3 to 1. Changed cost from 2U to 1UU.
Dig Your Own Grave: Being Divination almost always is the general idea.
Help from Above: Blue makes all kinds of tokens, including 1/1’s, so I don’t follow. It’s one of a (pusher) horizontal cycle. Going to keep as is for now. Might change though after play testing.
Sapphire Monocle: Are the diamonds really considered to be too powerful? If so, I’m unaware. That being said, I’m pretty sure I’m going to bump the cycle up to uncommon.
Scatterbrain Storm: I think you’re correct. It will most likely get bumped up to uncommon.
Scrabbling Skaab: Concerning the first ability - Because if you’re killing instead of milling, it has late-game potential. Concerning the second ability - Because bottom mill is less frustrating than top mill.
Slumbering Serpent: Changed from Defender and “may attack” while equipped to current wording. Functionally the same but slightly more attractive than “Defender”.
Weapon Inspector: Now Runefish
Midnight Bat: Has to change because blue has enough flying/can’t be blocked. 4/1 flash maybe?
RE: Midnight Bat - long shot but if you take away flying maybe even hexproof through the slight bleed of that mechanic into black?
Hexproof did cross my mind - and it’s nice to know that I’m not the only one to have thought of it - but I think Hexproof being (barely) tertiary in black relegates it to U, R, M rarities.
black
red
green
golems
rocks
Arcanomancer (Common)
4U
Creature - Merfolk Wizard
1/4
When Arcanomancer dies, you may return target instant or sorcery card from your graveyard to your hand.
Backtrack (Common)
4U
Instant
Choose one —
• Put target spell on top of its owner’s library.
• Put target nonland permanent on top of its owner’s library.
Caldera Naiad (Common)
2(U/R)
Creature - Nymph
3/2
*vanilla*
Fill with Emptiness (Common)
(U/B)
Instant
Target creature gets -4/-0 until end of turn.
Forced Mutation (Common)
2U
Enchantment — Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it has base power and toughness 2/2.
Forge Golem (Common)
5
Artifact Creature - Golem
4/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Help from Above (Common)
6U
Sorcery
Choose one —
• Create a 4/4 blue Sphinx creature token with flying.
• Create two 2/2 blue Drake creature tokens with flying.
Intangibility (Common)
U
Sorcery
Target creature can’t be blocked this turn.
Draw a card.
Bloated Corpse (Common)
3(U/B)
Creature - Zombie
3/3
*vanilla*
Lore Gorger (Common)
4U
Creature - Beast
3/3
Spectra — When Lore Gorger enters the battlefield, each opponent exiles the top X cards of their library, where X is the number of colors among cards in your graveyard.
Reconsider (Common)
2U
Sorcery
Return target nonland permanent to its owner’s hand. Draw a card.
Sapphire Monocle (Common)
3
Artifact
t: Add U.
t, Sacrifice Sapphire Monocle: Draw a card.
Sky Scribe (Common)
1U
Creature - Human Wizard
1/2
Flying
When Sky Scribe enters the battlefield, scry 2.
Slippery Beeble (Common)
U
Creature - Beeble
1/1
Hexproof
Spectral Blast (Common)
1U
Instant
Spectra — Counter target spell unless its controller pays X, where X is the number of colors among cards in your graveyard.
Stasis Mage (Common)
2U
Creature - Merfolk Wizard
2/3
Whenever you cast a multicolored spell, target creature an opponent controls doesn’t untap during its controller’s next untap step.
Talking Fish (Common)
1U
Creature - Fish
2/1
Sacrifice Talking Fish: Draw a card.
Thaumaturgy (Common)
(U/R)
Instant
Switch target creature’s power and toughness until end of turn.
Wind Elemental (Common)
3U
Artifact Creature - Elemental
3/2
Flying
When Wind Elemental enters the battlefield, you may pay 1U. If you do, return another target creature to its owner’s hand.
Wreckage Serpent (Common)
4U
Creature - Serpent
5/5
Wreckage Serpent can’t attack unless there’s an artifact card in your graveyard.
Help from Above, while these effects are allowed in blue the effect is far more white. Unless it's part of a theme blue doesn't usually make 1/1s.
Sapphire Monocle, the Diamond cycle comes into play tappped, can't be cashed in later, and are still considered too strong. These are possibly better than the guild signets which are some of the best mana rocks in existence.
Scatterbrain, this is a very busy card. For that alone I would remove it from common.
Scrabbling Skaab, why is this doing this? It's a very annoying thing to keep track of even if it's easy because it will usually not turn off and on. And why from the bottom? Unless this will mechanically matter often why is it being different.
Weapon Inspector, a nice white card, but why does it cost blue? Is there a heavy equip theme in blue, if so I don't see it here. If there is an artifact theme here then care about the blue thing rather than the white thing.
Dig Your Own Grave: Being Divination almost always is the general idea.
Help from Above: Blue makes all kinds of tokens, including 1/1’s, so I don’t follow. It’s one of a (pusher) horizontal cycle. Going to keep as is for now. Might change though after play testing.
Sapphire Monocle: Are the diamonds really considered to be too powerful? If so, I’m unaware. That being said, I’m pretty sure I’m going to bump the cycle up to uncommon.
Scatterbrain Storm: I think you’re correct. It will most likely get bumped up to uncommon.
Scrabbling Skaab: Concerning the first ability - Because if you’re killing instead of milling, it has late-game potential. Concerning the second ability - Because bottom mill is less frustrating than top mill.
Slumbering Serpent: Changed from Defender and “may attack” while equipped to current wording. Functionally the same but slightly more attractive than “Defender”.
Weapon Inspector: Now Runefish
Midnight Bat: Has to change because blue has enough flying/can’t be blocked. 4/1 flash maybe?
Also: Need a monoblue creature with Prisma.
Hexproof did cross my mind - and it’s nice to know that I’m not the only one to have thought of it - but I think Hexproof being (barely) tertiary in black relegates it to U, R, M rarities.