Everyone and their mother knows that Boros is one of the worst possible card combinations in EDH as it has the least acceleration, the worst card advantage, and largely relies on a combat strategy that doesn't quite work with 40 life and three opponents. I just wanted to see what I could come up with that might give boros decks a better chance. Kind of relying on you guys to show me where I have gone horribly, HORRIBLY wrong with some of these ideas as I was leaning on the border of the color pie for some of these.
1. Earthscar Adjucator
Creature- Human Shaman (R)
Whenever a land card enters the battlefield under an opponent's control, Earthscar adjucator deals 1 damage to that player and you gain 1 life.
1/1
Half Zozu and Half Soul sister, I wish that there were more cards supporting a hatebear/attrition approach in WR.
2. Muster the Masses
Sorcery (R)
Search your library for any number of creature cards with power 2 or less and exile them, then shuffle your library. You gain X life and create X 1/1 white soldier creature tokens, where X is the number of cards exiled in this way.
Made in the vein of Endless Horizons , Myr Incubator , and Trench gorger , I wanted to give white a way to leverage minor aggressors and hatebears into an army while thinning out the deck. While this card could never be released in a standard-legal set (for obvious reasons), I think that this card is fairly tame for commander.
3. Champion's Arrival
Instant (R)
If any opponent controls at least four more creatures than you do, you may search your library for a white legendary creature card and put it onto the battlefield, then shuffle your library. If you do, that creature gains Indestructible until end of turn.
Considering the number of oddly specific tutor effects that white has gotten over the years (recruiter of the guard, idyllic tutor, Call the Gatewatch, Thalia's Lancers, Open the Armory, etc.), I think that white should have some way of cheating its favorite cards into play (that doesn't involve the word "rector")... even if you have to jump through a few hoops.
4. Persistence of the Meek
Enhantment (R)
Creatures with power 1 or less gain indestructible.
I'm kind of shocked that boros lacks the means to protect armies of tokens for more than one turn (Boros Charm, Teferi's Protection, etc.) outside of big Avacyn. I personally think that this card will eventually be printed.
5. Avra, Relentless Crusader
Legendary Creature- Human Warrior (M)
First Strike, Vigilance
Whenever a creature attacks, Avra deals 1 damage to each opponent.
3/2
Pretty simple, right? I think that a low-to the ground card like this could make low CMC aggro decks viable. While the effect is slow and incremental, it rewards go-wide strategies and punishes your opponents.
6. Twist of Fate
Sorcery (M)
Twist of Fate costs less to cast for each card in your hand.
Exile your hand, then draw 7 cards.
Another simple card, building an asymmetric Wheel of Fortune that functions kind of like Serum Powder (albeit one that remains useful later in the game). I had to change the normal discard of wheel effects to exile to avoid the obvious problems (snapcaster, past in flames, etc) that would emerge in any grixis or temur spellslinger deck. Also, really surprised that this isn't a card name by now.
7. Fuel the Fire
Enchantment
Whenever a creature, artifact, or land is destroyed, scry 1.
: Destroy target nonbasic land.
I like the idea of boros decks being able to leverage a wrath or MLD effect to dig for needed combo pieces or answers. I also like the idea of red having reusable (if expensive) removal for nonbasic lands. Seriously, I can't find any Helldozer variant in the PRIMARY color of land destruction.
8. Champion's Repose
Sorcery (U)
Each player chooses a creature they control with power 4 or greater and exile it.
Draw a card.
While white generally sucks at card advantage, cantrips can fit into every color. Creating a "symmetrical" removal spell and sticking a cantrip onto is sounds like a pretty efficient card by white standards.
9. Floura, Warweaver
Legendary Creature- Angel (M)
Flying, Haste
Whenever you cast an instant or sorcery spell with converted mana cost 3 or less, exile it with a doom counter on it.
Whenever Floura attacks, you may copy any number of exiled cards with doom counters. Cast the copies without paying their mana costs.
2/4
Not quite sure on the wording but this is is my personal ideal "boros spellslinger" general. Making a spell-based Mairsil, the Pretender that tosses around plowshares, paths, lightning helixes, and so forth each turn sounds like an awesome fun time.
10. Smokeseer Flamekin
Creature- Elemental Shaman (R)
When Smokeseer Flamekin enters or leaves the battlefield, exile the top card of your library. You may play that card this turn.
, Sacrifice Smokeseer Flamekin: Add .
3/2
I just love this card. It's a cost-efficient creature that "cantrips" once when it ETBs and again when it dies... and it generates mana (producing the same yield as geosurge but requiring more mana to pay for that "cantrip")... and you can use it to "draw" 2 cards for "free" if you have 8 mana... and it has excellent synergies with Kiki-Jiki and Feldon.
11. Stoic Guardian
Creature- Elephant Soldier (R)
Spells cost you less to cast during combat phases.
Spells cost your opponents more to cast during main phases.
4/3
I'm kind of surprised that there are few tax effects in White above 3 mana. It seemed to me that white (the color of death and taxes) should get something a bit better than the Lodestone Golem that any player can use. I produced an asymmetric tax effect that actually cheapens your combat tricks.
12. Borderland Arbiter
Creature- Giant Advisor (R)
At the beginning of each player's end step, that player sacrifices a land if they control 6 or more lands and creates a colorless Treasure artifact token with " , Sacrifice this artifact: add one mana of any color." if they control 4 or fewer lands.
4/4
A different sort of answer to boros ramp, dragging down everyone who is ramping out with lands while giving rocks to everyone with a low land count. Not the most effective strategy by any stretch but still a card that I would love to see.
13. Weiss, the Pure
Legendary Creature- Human Knight (M)
Creature spells with a converted mana cost of 4 or less cost less to cast. This effect reduces only the amount of colored mana paid.
2/2
I personally like the idea of cost reduction as white's form of "acceleration" as
1) it doesn't add any actual mana.
2) it doesn't add any lands
3) it encourages going wide (AKA white weenie) over going tall.
At a glance, it may seem like this card was encouraged to let players vomit their hands on turn 2... which looks fun but isn't a winning strategy in commander. I personally imagine a player following Weiss with a Grand Abolisher before throwing down an Angel of Jubilation and Benalish Marshal next turn. There are a surprising amount of 3-4 mana creatures that could make for a compelling and quick game plan.
14. Distant Sunrise
Enchantment
At the beginning of your upkeep, if any opponent controls more lands than you, you may search your library for a basic plains card and exile it, then shuffle your library. If you do, all white spells cost less to cast this turn.
A Land Tax variant that actually helps the user catch up... but doesn't build up to anything over time in the same way that land tax or oath of lieges does.
15. Mythweaver
Creature- Spirit Avatar (R)
Flying
Whenever Mythweaver deals combat damage to a player, you may return a noncreature permanent card from your graveyard to the battlefield.
3/5
Oddly, white does have a decent reanimation subtheme and has support cards for every noncreature permanent type (other than tribal, of course). I don't think that mtg currently has any revival card that works on anything EXCEPT creatures and I wanted to see what it would look like. I think that it works pretty well in white.
16. Karmic Reward
Enchantment (R)
Players cannot sacrifice permanents to pay costs.
Whenever a noncreature permanent is destroyed, its controller draws a card.
This is an odd one... and one that some folks would run purely for that first like of text. Just wanted to create a different sort of protection for enchantment decks... and artifact decks... and superfriend decks. The ability to recover value when a creature loaded up with auras dies makes certain strategies a bit more viable in practice.
17. Molten Burst
Enchantment (R)
Whenever you play a basic land, add .
Really super basic here. It gives you a burst of mana a la Desperate Ritual on a repeatable basis... but gives you the smallest burst of red mana possible... which you can only get once per round (without some green help).
18. Wild Results
Sorcery (R)
Target opponent searches your library for X nonland cards and exiles them. Shuffle your library. You may cast a single card exiled in this way without paying its mana cost.
A tutor + free spell that requires a bit of cooperation (or tons of mana) to pull off. Can lead to some pretty hilarious situations.
19. Mischievous Gremlin
Creature- Gremlin (U)
When Mischievous Gremlin enters the battlefield, search your library for an artifact card and put it into your graveyard, then shuffle your library.
1/1 If you don't understand how something works, watch how a gremlin takes it apart.
I noticed that there aren't really any "set-up" cards for Goblin Welder effects beyond general looting effects. I think that this thing does the job pretty well.
20. Endless Ranks
Enchantment (R)
At the beginning of each end step, if one or more creature tokens you controlled left the battlefield this turn, create two 1/1 red goblin creature tokens.
One of the most annoying things about token decks is the annoyance of "recovering" after a board wipe. This card was designed to allow for a (slow) recovery from a wipe, even if the wipe came from a merciless eviction or evacuation. Even if you pack a sac engine to "abuse" this card, a single 1/1 goblin each turn isn't a huge output for a two-card combo.
21. Reckless Menace
Creature- Devil (M)
Haste, Menace
Whenever a creature dies, Reckless Menace deals 2 damage to its controller.
Whenever a player takes damage, Reckless Menace deals 2 damage to target creature.
4/2
A general nuisance that allows for surprising depth. It can punish creatures that hit you, can encourage players to let themselves get hit so another player's creatures can die, and has the potential to turn an army of small creatures into a gigantic liability.
22. Loot
Sorcery (R)
Gain control of all artifacts until end of turn. Untap all artifacts.
Fuse
//
Plunder
Sorcery (R)
Sacrifice any number of artifacts: add for each artifact sacrificed in this way.
Fuse
#7 fuel for the fire looks pretty overpowered. WOTC has moved away from land destruction for good reason. Repeatable land destruction is just too much.
9. Floura, Warweaver
This is interesting and I'd love to play it. It seems a little too powerful though.
Consider 1 of the following options
- You can only cast 1 of the exiled cards per attack
- You have to pay a small amount, say R, to cast the spell.
- You can cast 1 spell for free if she attacks and is not blocked.
I feel that fuel for the fire would work in a commander deck. Even though this would NEVER see print in a standard set, wizards is a bit more forgiving of nonbasic land destruction otherwise.
As far as Fluora goes, I'm not seeing the full extent of the pain here. Boros charm would be annoying and bolt/path/swords/etc would turn this guy into a wrath on a stick but... I'm not seeing the sort of shenanigans that make something like mairsil dangerous. Are there any big combos that I'm missing?
I feel that fuel for the fire would work in a commander deck. Even though this would NEVER see print in a standard set, wizards is a bit more forgiving of nonbasic land destruction otherwise.
As far as Fluora goes, I'm not seeing the full extent of the pain here. Boros charm would be annoying and bolt/path/swords/etc would turn this guy into a wrath on a stick but... I'm not seeing the sort of shenanigans that make something like mairsil dangerous. Are there any big combos that I'm missing?
Avra, Relentless Crusader feels like it should either cost 5, only work for your creatures, or only damage the player who is attacking/who you are attacking.
Weiss the Pure, my gut instinct is that he'll just end up as an abusive combo commander who enables a whole bunch of infinites. E.g. when combined with Pearl Medallion (which you were going to play anyways) and Kor Skyfisher. Or a hypothetical Whitemane Lion-type card that costs WW instead. Or Cloudstone Curio.
Stoic Guardian seems a bit strong. Lodestone Golem has a deckbuilding constraint and doesn't additionally help your spells in any way.
Karmic Reward as-worded doesn't refund auras that fall off of a creature; 'destroyed' is distinct from going to your graveyard as a state-based effect for not being attached to anything.
I think Floura is fine casting all of the spells she's exiled, but is a bit much with haste. No comparable creatures in other colors come bundled with haste (even Etali, who is a big red dino). Either lose the haste, or limit the spells she copies to those she's exiled during this casting (i.e. "exiled with Floura" instead of "exiled with a doom counter").
All the rest look really good. Twist of Fate is probably my favorite, although it is going to confuse a lot of new players whether it should count itself. Maybe rephrase to "each other card in your hand".
Everyone and their mother knows that Boros is one of the worst possible card combinations in EDH as it has the least acceleration, the worst card advantage, and largely relies on a combat strategy that doesn't quite work with 40 life and three opponents. I just wanted to see what I could come up with that might give boros decks a better chance. Kind of relying on you guys to show me where I have gone horribly, HORRIBLY wrong with some of these ideas as I was leaning on the border of the color pie for some of these.
1. Earthscar Adjucator
Creature- Human Shaman (R)
Whenever a land card enters the battlefield under an opponent's control, Earthscar adjucator deals 1 damage to that player and you gain 1 life.
1/1
Half Zozu and Half Soul sister, I wish that there were more cards supporting a hatebear/attrition approach in WR.
2. Muster the Masses
Sorcery (R)
Search your library for any number of creature cards with power 2 or less and exile them, then shuffle your library. You gain X life and create X 1/1 white soldier creature tokens, where X is the number of cards exiled in this way.
Made in the vein of Endless Horizons , Myr Incubator , and Trench gorger , I wanted to give white a way to leverage minor aggressors and hatebears into an army while thinning out the deck. While this card could never be released in a standard-legal set (for obvious reasons), I think that this card is fairly tame for commander.
3. Champion's Arrival
Instant (R)
If any opponent controls at least four more creatures than you do, you may search your library for a white legendary creature card and put it onto the battlefield, then shuffle your library. If you do, that creature gains Indestructible until end of turn.
Considering the number of oddly specific tutor effects that white has gotten over the years (recruiter of the guard, idyllic tutor, Call the Gatewatch, Thalia's Lancers, Open the Armory, etc.), I think that white should have some way of cheating its favorite cards into play (that doesn't involve the word "rector")... even if you have to jump through a few hoops.
4. Persistence of the Meek
Enhantment (R)
Creatures with power 1 or less gain indestructible.
I'm kind of shocked that boros lacks the means to protect armies of tokens for more than one turn (Boros Charm, Teferi's Protection, etc.) outside of big Avacyn. I personally think that this card will eventually be printed.
5. Avra, Relentless Crusader
Legendary Creature- Human Warrior (M)
First Strike, Vigilance
Whenever a creature attacks, Avra deals 1 damage to each opponent.
3/2
Pretty simple, right? I think that a low-to the ground card like this could make low CMC aggro decks viable. While the effect is slow and incremental, it rewards go-wide strategies and punishes your opponents.
6. Twist of Fate
Sorcery (M)
Twist of Fate costs less to cast for each card in your hand.
Exile your hand, then draw 7 cards.
Another simple card, building an asymmetric Wheel of Fortune that functions kind of like Serum Powder (albeit one that remains useful later in the game). I had to change the normal discard of wheel effects to exile to avoid the obvious problems (snapcaster, past in flames, etc) that would emerge in any grixis or temur spellslinger deck. Also, really surprised that this isn't a card name by now.
7. Fuel the Fire
Enchantment
Whenever a creature, artifact, or land is destroyed, scry 1.
: Destroy target nonbasic land.
I like the idea of boros decks being able to leverage a wrath or MLD effect to dig for needed combo pieces or answers. I also like the idea of red having reusable (if expensive) removal for nonbasic lands. Seriously, I can't find any Helldozer variant in the PRIMARY color of land destruction.
8. Champion's Repose
Sorcery (U)
Each player chooses a creature they control with power 4 or greater and exile it.
Draw a card.
While white generally sucks at card advantage, cantrips can fit into every color. Creating a "symmetrical" removal spell and sticking a cantrip onto is sounds like a pretty efficient card by white standards.
9. Floura, Warweaver
Legendary Creature- Angel (M)
Flying, Haste
Whenever you cast an instant or sorcery spell with converted mana cost 3 or less, exile it with a doom counter on it.
Whenever Floura attacks, you may copy any number of exiled cards with doom counters. Cast the copies without paying their mana costs.
2/4
Not quite sure on the wording but this is is my personal ideal "boros spellslinger" general. Making a spell-based Mairsil, the Pretender that tosses around plowshares, paths, lightning helixes, and so forth each turn sounds like an awesome fun time.
10. Smokeseer Flamekin
Creature- Elemental Shaman (R)
When Smokeseer Flamekin enters or leaves the battlefield, exile the top card of your library. You may play that card this turn.
, Sacrifice Smokeseer Flamekin: Add .
3/2
I just love this card. It's a cost-efficient creature that "cantrips" once when it ETBs and again when it dies... and it generates mana (producing the same yield as geosurge but requiring more mana to pay for that "cantrip")... and you can use it to "draw" 2 cards for "free" if you have 8 mana... and it has excellent synergies with Kiki-Jiki and Feldon.
11. Stoic Guardian
Creature- Elephant Soldier (R)
Spells cost you less to cast during combat phases.
Spells cost your opponents more to cast during main phases.
4/3
I'm kind of surprised that there are few tax effects in White above 3 mana. It seemed to me that white (the color of death and taxes) should get something a bit better than the Lodestone Golem that any player can use. I produced an asymmetric tax effect that actually cheapens your combat tricks.
12. Borderland Arbiter
Creature- Giant Advisor (R)
At the beginning of each player's end step, that player sacrifices a land if they control 6 or more lands and creates a colorless Treasure artifact token with " , Sacrifice this artifact: add one mana of any color." if they control 4 or fewer lands.
4/4
A different sort of answer to boros ramp, dragging down everyone who is ramping out with lands while giving rocks to everyone with a low land count. Not the most effective strategy by any stretch but still a card that I would love to see.
13. Weiss, the Pure
Legendary Creature- Human Knight (M)
Creature spells with a converted mana cost of 4 or less cost less to cast. This effect reduces only the amount of colored mana paid.
2/2
I personally like the idea of cost reduction as white's form of "acceleration" as
1) it doesn't add any actual mana.
2) it doesn't add any lands
3) it encourages going wide (AKA white weenie) over going tall.
At a glance, it may seem like this card was encouraged to let players vomit their hands on turn 2... which looks fun but isn't a winning strategy in commander. I personally imagine a player following Weiss with a Grand Abolisher before throwing down an Angel of Jubilation and Benalish Marshal next turn. There are a surprising amount of 3-4 mana creatures that could make for a compelling and quick game plan.
14. Distant Sunrise
Enchantment
At the beginning of your upkeep, if any opponent controls more lands than you, you may search your library for a basic plains card and exile it, then shuffle your library. If you do, all white spells cost less to cast this turn.
A Land Tax variant that actually helps the user catch up... but doesn't build up to anything over time in the same way that land tax or oath of lieges does.
15. Mythweaver
Creature- Spirit Avatar (R)
Flying
Whenever Mythweaver deals combat damage to a player, you may return a noncreature permanent card from your graveyard to the battlefield.
3/5
Oddly, white does have a decent reanimation subtheme and has support cards for every noncreature permanent type (other than tribal, of course). I don't think that mtg currently has any revival card that works on anything EXCEPT creatures and I wanted to see what it would look like. I think that it works pretty well in white.
16. Karmic Reward
Enchantment (R)
Players cannot sacrifice permanents to pay costs.
Whenever a noncreature permanent is destroyed, its controller draws a card.
This is an odd one... and one that some folks would run purely for that first like of text. Just wanted to create a different sort of protection for enchantment decks... and artifact decks... and superfriend decks. The ability to recover value when a creature loaded up with auras dies makes certain strategies a bit more viable in practice.
17. Molten Burst
Enchantment (R)
Whenever you play a basic land, add .
Really super basic here. It gives you a burst of mana a la Desperate Ritual on a repeatable basis... but gives you the smallest burst of red mana possible... which you can only get once per round (without some green help).
18. Wild Results
Sorcery (R)
Target opponent searches your library for X nonland cards and exiles them. Shuffle your library. You may cast a single card exiled in this way without paying its mana cost.
A tutor + free spell that requires a bit of cooperation (or tons of mana) to pull off. Can lead to some pretty hilarious situations.
19. Mischievous Gremlin
Creature- Gremlin (U)
When Mischievous Gremlin enters the battlefield, search your library for an artifact card and put it into your graveyard, then shuffle your library.
1/1
If you don't understand how something works, watch how a gremlin takes it apart.
I noticed that there aren't really any "set-up" cards for Goblin Welder effects beyond general looting effects. I think that this thing does the job pretty well.
20. Endless Ranks
Enchantment (R)
At the beginning of each end step, if one or more creature tokens you controlled left the battlefield this turn, create two 1/1 red goblin creature tokens.
One of the most annoying things about token decks is the annoyance of "recovering" after a board wipe. This card was designed to allow for a (slow) recovery from a wipe, even if the wipe came from a merciless eviction or evacuation. Even if you pack a sac engine to "abuse" this card, a single 1/1 goblin each turn isn't a huge output for a two-card combo.
21. Reckless Menace
Creature- Devil (M)
Haste, Menace
Whenever a creature dies, Reckless Menace deals 2 damage to its controller.
Whenever a player takes damage, Reckless Menace deals 2 damage to target creature.
4/2
A general nuisance that allows for surprising depth. It can punish creatures that hit you, can encourage players to let themselves get hit so another player's creatures can die, and has the potential to turn an army of small creatures into a gigantic liability.
22. Loot
Sorcery (R)
Gain control of all artifacts until end of turn. Untap all artifacts.
Fuse
//
Plunder
Sorcery (R)
Sacrifice any number of artifacts: add for each artifact sacrificed in this way.
Fuse
Just a split card that I wish existed.
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This is interesting and I'd love to play it. It seems a little too powerful though.
Consider 1 of the following options
- You can only cast 1 of the exiled cards per attack
- You have to pay a small amount, say R, to cast the spell.
- You can cast 1 spell for free if she attacks and is not blocked.
As far as Fluora goes, I'm not seeing the full extent of the pain here. Boros charm would be annoying and bolt/path/swords/etc would turn this guy into a wrath on a stick but... I'm not seeing the sort of shenanigans that make something like mairsil dangerous. Are there any big combos that I'm missing?
The most broken thing should be Chance for Glory with some kind of card that don't make you lose the game like Sundial of the Infinite or Angel's Grace. This is basically endless turns.
Weiss the Pure, my gut instinct is that he'll just end up as an abusive combo commander who enables a whole bunch of infinites. E.g. when combined with Pearl Medallion (which you were going to play anyways) and Kor Skyfisher. Or a hypothetical Whitemane Lion-type card that costs WW instead. Or Cloudstone Curio.
Stoic Guardian seems a bit strong. Lodestone Golem has a deckbuilding constraint and doesn't additionally help your spells in any way.
Karmic Reward as-worded doesn't refund auras that fall off of a creature; 'destroyed' is distinct from going to your graveyard as a state-based effect for not being attached to anything.
I think Floura is fine casting all of the spells she's exiled, but is a bit much with haste. No comparable creatures in other colors come bundled with haste (even Etali, who is a big red dino). Either lose the haste, or limit the spells she copies to those she's exiled during this casting (i.e. "exiled with Floura" instead of "exiled with a doom counter").
All the rest look really good. Twist of Fate is probably my favorite, although it is going to confuse a lot of new players whether it should count itself. Maybe rephrase to "each other card in your hand".
- Rabid Wombat