Relic Pillage 2RR
Sorcery
Destroy target artifact. For each artifact destroyed this way, create a Treasure, unless that artifact's controller have Relic Pillage deals damage to them equal to its mana value. Roll a d20: 1-9: Destroy up to two target artifacts instead. 10-19: Destroy up to three target artifacts instead. 20: Destroy up to five target artifacts instead.
Song of the Sowers 2GG
Sorcery
Roll a d20: 1-9: Search your library for a land card with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle. 10-19: Search your library for up to two land cards with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle. 20: Search your library for up to three land cards with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle.
Kind Justice WW
Instant
Exile target nonland permanent. Roll a d20. 1-9: Its controller creates a 4/4 white Angel creature token with flying. 10-19: Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. 20: Its controller gains life equal to its mana value.
Mess with AEther UU
Instant
Roll a d20. 1-9: You may choose new targets for target spell. 10-19: Copy target spell. You may choose new targets for the copy. 20: Counter target spell.
Kabrot, the Taintful 3BB
Legendary Creature - Horror Warlock
Whenever an opponent casts a spell, roll a d20: 1-9: They lose 2 lifes. 10-19: They discard a card. 20: They sacrifice a permanent they control. 3/4
You should reduce the cost on some of these then switch the pyramid so that the lesser effect has the greater probability.
I think the lesser one should dominate on all of them though. I think like an 8 out of 20 chance for the second effect is good. 7 out of 20 would be prime.
1-11
12-19
20
or
1-12
13-19
20
Making some of the selections more exotic increases the excitement factor when using them. If costed properly, or by allowing the costs to be reduced because of this, they will naturally see more "playability" due to their improved place on the mana curve.
You'll need to tweak the wording on the first two, as the roll is included in the "repeat this process" so the effects will repeat every time infinitely.
Relic Pillage 2RR
Sorcery
Destroy target artifact you don't control. You may create a Treasure, unless that artifact's controller have Relic Pillage deals damage to them equal to its mana value. Roll a d20:
1-9: Repeat this process except for rolling the die.
10-19: Repeat this process twice, except for rolling the die.
20: Repeat this process three times, except for rolling the die.
Song of Sowers should put the land into play tapped. It is also under-costed since it can get any land and will average 2.5 lands per casting making it a significantly stronger Explosive Vegetation. If it puts the land in untapped, it can also get Dark Depths/Thespian's Stage and activate with no time for opponent to interact with the combo.
Kind Justice should be able to target your own stuff, it already works with the cards the effects are based on.
Mess with Aether shouldn't have different targeting restrictions for the sub effects, because you have to choose the target when you cast and you don't roll the die to know what your legal targets are until it resolves.
The warlock seems fine, maybe a bit overcosted, except the word "Taintful" made me giggle inappropriately.
Also consider the white one is off by consideration. Swords to Plowshares, although cheap, isn't an incredibly favorable card.
As a 1 in 20 chance, you should get a benefit even, or at least no drawback.
Targeting a land is well understood as OP for 2, but the rest of the range makes it unfavorable still. It's almost like a sneaky attempt to do something you know you shouldn't be doing.
Relic Pillage 2RR
Sorcery
Destroy target artifact. For each artifact destroyed this way, create a Treasure, unless that artifact's controller have Relic Pillage deals damage to them equal to its mana value. Roll a d20: 1-9: Destroy up to two target artifacts instead. 10-19: Destroy up to three target artifacts instead. 20: Destroy up to five target artifacts instead.
So this one still doesn't work as written because you have to declare targets as you cast the spell, but you don't find out how many targets you can have until the die is rolled during resolution.
You'll need it to say
Relic Pillage 2RR
Sorcery
As you cast Relic Pillage, roll a d20: 1-9: Destroy up to two target artifacts instead. 10-19: Destroy up to three target artifacts instead. 20: Destroy up to five target artifacts instead.
For each artifact destroyed this way, create a Treasure unless that artifact's controller has Relic Pillage deals damage to them equal to its mana value.
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Sorcery
Destroy target artifact. For each artifact destroyed this way, create a Treasure, unless that artifact's controller have Relic Pillage deals damage to them equal to its mana value. Roll a d20:
1-9: Destroy up to two target artifacts instead.
10-19: Destroy up to three target artifacts instead.
20: Destroy up to five target artifacts instead.
Song of the Sowers 2GG
Sorcery
Roll a d20:
1-9: Search your library for a land card with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle.
10-19: Search your library for up to two land cards with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle.
20: Search your library for up to three land cards with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle.
Kind Justice WW
Instant
Exile target nonland permanent. Roll a d20.
1-9: Its controller creates a 4/4 white Angel creature token with flying.
10-19: Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
20: Its controller gains life equal to its mana value.
Mess with AEther UU
Instant
Roll a d20.
1-9: You may choose new targets for target spell.
10-19: Copy target spell. You may choose new targets for the copy.
20: Counter target spell.
Kabrot, the Taintful 3BB
Legendary Creature - Horror Warlock
Whenever an opponent casts a spell, roll a d20:
1-9: They lose 2 lifes.
10-19: They discard a card.
20: They sacrifice a permanent they control.
3/4
I think the lesser one should dominate on all of them though. I think like an 8 out of 20 chance for the second effect is good. 7 out of 20 would be prime.
1-11
12-19
20
or
1-12
13-19
20
Making some of the selections more exotic increases the excitement factor when using them. If costed properly, or by allowing the costs to be reduced because of this, they will naturally see more "playability" due to their improved place on the mana curve.
cost = play
risk = fun
exotic = sweeter pot
Relic Pillage 2RR
Sorcery
Destroy target artifact you don't control. You may create a Treasure, unless that artifact's controller have Relic Pillage deals damage to them equal to its mana value. Roll a d20:
1-9: Repeat this process except for rolling the die.
10-19: Repeat this process twice, except for rolling the die.
20: Repeat this process three times, except for rolling the die.
Song of Sowers should put the land into play tapped. It is also under-costed since it can get any land and will average 2.5 lands per casting making it a significantly stronger Explosive Vegetation. If it puts the land in untapped, it can also get Dark Depths/Thespian's Stage and activate with no time for opponent to interact with the combo.
Kind Justice should be able to target your own stuff, it already works with the cards the effects are based on.
Mess with Aether shouldn't have different targeting restrictions for the sub effects, because you have to choose the target when you cast and you don't roll the die to know what your legal targets are until it resolves.
The warlock seems fine, maybe a bit overcosted, except the word "Taintful" made me giggle inappropriately.
As a 1 in 20 chance, you should get a benefit even, or at least no drawback.
Targeting a land is well understood as OP for 2, but the rest of the range makes it unfavorable still. It's almost like a sneaky attempt to do something you know you shouldn't be doing.
So this one still doesn't work as written because you have to declare targets as you cast the spell, but you don't find out how many targets you can have until the die is rolled during resolution.
You'll need it to say
Relic Pillage 2RR
Sorcery
As you cast Relic Pillage, roll a d20:
1-9: Destroy up to two target artifacts instead.
10-19: Destroy up to three target artifacts instead.
20: Destroy up to five target artifacts instead.
For each artifact destroyed this way, create a Treasure unless that artifact's controller has Relic Pillage deals damage to them equal to its mana value.