Ruta, the Scarecrows' Rest
Legendary Land-Plains Swamp (MR)
Hideaway.
When ~ enters the battlefield, you may reveal a scarecrow card from your hand. If you do, untap it. (W/B),T: You may cast the exiled card without paying its mana cost if you control artifacts with a total converted mana cost of thirteen or greater.
Kithkin Farmhand W
Creature-Kithkin Citizen T: Untap target Plains.
1/1 Long after the unification of Lorwyn and Shadowmoor, the kithkin continuted to tend to their lands, ignoring the metallic monstrosities that abounded.
Call of the Reaper 2(W/B)(W/B)
Sorcery-R
Each player chooses a creature type. Destroy all creatures not of a chosen type. They can't be regnerated.
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EDH: UUUJin-Gitaxias, Core AugurUUU
Modern WWWHatebearsWWW
Automatically dropping NotoriousLynx, BlackBull and Prospero314 for not submitting critiques last round or a submission this round. Better luck next month, guys!
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
Ugh, more templating issues. Self-milling is interesting if you can make it useful, and it seems like a fun combo card with sac outlets and etb guys. 8/10
Rarity seems low for indestructible-ing stuff. I like the card a lot, though, especially in those colors. I'd like it slightly more if it were Bant instead of selesnya, but oh well. 9/10
This card feels like it is unnecessarily complex, though I don't know what I'd do to it. Maybe tweak the dragon some; the land destruction is the clunkiest part. 7/10
Monkey Playing MTG
~Is off barding, near a warm fire.
Join Date: Sep 2009
Location: ~Off barding, now coming to a scenic park near you!
Posts: 1,433
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Automatically dropping NotoriousLynx, BlackBull and Prospero314 for not submitting critiques last round or a submission this round. Better luck next month, guys!
Critiques are not open
Well since the crits are not open, I'm going to tweak my card minorly. You can take my name off the bonus point list as well.
I don't really see this a UB, indestructible, specifically giving it to things, is very GW. I can see the paying life part being black, but I don't see any blue. I like cards that do something for a cost, and then can sac for something bigger.
Kind of underwhelming. Really only a good way to cycle creatures with ETB effects back into play. Wording needs some help. To activate an ability, you don't "lose" life, you "pay" it. Why give it defender? It just entered the battlefield, it'll have summoning sickness. This will only matter to creatures with haste.
Doom Lich
Flesh Moat is a pretty scary title. I get the No Mercy reference, but I wish the triggers were aligned; putting these counters on attackers is a lot different than destroying creatures who damage you because blocking comes between those. I guess it's ok that it becomes No Mercy with benefits if you fulfill the condition, although usually you see generally worse-conditionally better, like Galvanic Blast.
Lyzl
There's interesting flavor here, but I really can't see who would want to play something that wrecks their presumed deck so badly. Drawbacks to get something powerful are one thing, but I don't know that this is giving you enough on its own.
Rimeshade
The tribal focus is a little too blunt in my opinion, and how much shroud do you need? In all of Scars, only Indomitable Archangel even mentions shroud. 2 in Zendikar. You definitely need to push your theme in some new directions next round.
None of the submissions were terribly strong, so I just ranked on playability and printability.
Krey - Granting indestructability is a much more green/white thing than blue/black, even if they have indestructable creatures from time to time.
netn9 - A very double-edged sword card, as you probably won't be playing non-creature, non-land cards if you don't wnat to use their abilities. But the two abilities do have synergy, and work well with your theme.
Psijet - It doesn't have a strong connection to your theme, but it would be hard to generate that. Doesn't seem very strong, as people rarely play more than one creature a turn, so it'll usually hurt you more than them. Also, the wording isn't really right.
Shaddock86 - Wording should be "Pay 2 life". The ability is strong, has syngery with your card and other mechanics like dredge (probably too much, even), and though black usually doesn't do defender, this works pretty well.
Twilight Kiwi - Feeds off your theme, in the right colors, and seems to be priced pretty well. I approve whole-heartedly.
TyranidBill - The use of various types of mana in various places and various ways is very confusing. I'm trying to track the justification for each cost, but I can't really keep up with it.
That Which Protects1W
Legendary Enchantment (R)
Legendary Permanents you control are indestructible.
Sacrifice three creatures: Flip That Which Protects and gain control of it. Only opponents may use this ability.
----- It That Devours
Legendary Creature - Demon
It That Devours is black.
At the beginning of your end step, destroy target legendary permanent.
5/5
Render:
Interesting...while It That Protects is situationally too powerful, once they hit three creatures it has some pretty bad backlash. In fact, I can't see many ways in which this won't go wrong. Would like to have seen a little more oomph in return for a self-wrecking card.
Flesh Moat2BB Enchantment {R}
Whenever a creature attacks you, put a -1/-1 counter on it. Erosion - Whenever a creature deals damage to you, destroy it as long as a library has twenty or fewer cards in it. "No mercy to those who raise arms against us. Let the contagious flesh we tribute to Ayacium defend us."
-Xiorsan, Channeler of Aya Dae
This seems a great fit with Erosion. Milling decks want to discourage attacking as much as possible, and this does so in an effective way, but still keeps some pressure on to make you want to hit 20 as fast as possible. Great job.
Obfuscating Mists - 1UG Enchantment
All Elves and Wizards you control have shroud.
All Elves and Wizards you control have "if this creature would be destroyed, instead you may return it to your hand". With the larger beasts driven from Aesir long ago, the Sidhe rely on their cunning for defence.
That's...random...I suppose the fact that nobody plays blue in Elf or green in Wizard partially compensates for the brokenness of the effects, but pseudo-indestructible and shroud deserves a higher cost than that.
Jimmy Groove
------------
That's just a bit too powerful, even if it is a CMC 5. There are a lot of extremely powerful permanents and this would make it even worse by being able to pull them out. My only question is what would happen if you pulled out an X creature such as a hydra?
RPTS
----
To be honest, this is a wordy card. I like it, but at the same time, I can't help but to think that most people would probably only activate this during their turn.
Ryder052
--------
Not bad...a mini wrath effect.
Shinen
------
I'm sure this card would be good, but it's not my style in the fact that, even though I like power, this is just too much for a CMC 4. And as was stated to you earlier, it matches another card.
drewdagreek
-----------
*Thinks* Bitterbloom is similiar to this except without the loss of life.
Lyzl: yours was the submission that tried the most to stay on the previously established framework while meeting the requirements. However you went too far above to make your card complex. I'd have simply made a straightforward effect of making legendary permanents indestructible. The workaround drawback that benefits almost no one for a lot only muddles the card and makes it bad.
Doom Lich: The card is properly designed but I seriously don't like erosion. It's a parasitic mechanic that feeds of forcing you into a strategy you don't care much for just to get a more powerful spell. Successful mechanics are those that reward you for doing something you already have and want to do, such as attacking, casting a spell or playing a land. Forcing you into a milling (or selfmilling) strategy is alright in a few cards here and there. A whole mechanic around it cannot possibly hold.
Rimeshade: You moved from an original card that -if terribly worded and potentially broken- had a lot of open possibilities and rewarded you the more specific you got to a card that's so extremelly narrow and niche that it could only work on one specific deck if at all. This spiral descent of narrowness could only be toppled by making a card that triggers only if a creature called Sidhe Mistcaller is attacking while an enchNtment called Obfuscating Mists is on the battlefield.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
You could say I'm on Team Dreamer, but I'm not the only one.
Ruzain, the Fertile Rift
Legendary Land (R)
Ruzain, the Fertile Rift enters the battlefield tapped.
: Add or to your mana pool.
: You may play any number of additional lands this turn. At the beginning of the end step, sacrifice each land you control that came into play this turn.
Ruzain RangerRG
Creature - Elf Scout (U)
Return a land you control to its owner's hand: Target creature gets +1/+1 and gains haste until end of turn. Activate this ability only once each turn. The inhabitants of Ruzain have learned to consume its fruits before it consumes them.
2/1
Seismic Churn2RG
Enchantment (R) R, Sacrifice a land: Seismic Churn deals 2 damage to target creature or player. G: Return target land card from your graveyard to your hand.
Ruzain had a simple strategy for dealing with the followers of its opponents; splitting the land beneath their feet and then mixing up the organic matter with the rare minerals in the rift to continue the fertile blooming of its own followers.
Still want to comment on this (even though I'm not set for critiquing it). Overall, I like this card. I like the synergy inherent within and the deck building possibilities this offers. THe only thing that sticks out to me as a sore thumb is the second ability...did you intend to make it so that people go grab all their fetchlands, waste lands, trasmuting lands, cycling lands....all in one fell swoop for 1 mana a piece? It seems potentially broken... don't get me wrong, I like the card, and the name really tickles my fancy...however, I will say that if the second ability were restricted to ONCE a turn...it'd be a pitch perfect card for me...or did you intend for the 2nd ability to be the absolute nuts?
This card is pretty decent. It works fairly well, but I’m a little unsure of how it ties into your theme (I guess the theme is artifacts of kamigawa and this deals with equipment, a type of artifact?). Seems like this could be purely green too. Overall I don’t find it very exciting.
brasil_dude101:
Stellar job. Seriously. This card is elegant, fits perfectly in its colors. your theme and the rules of the round. I can see with crystal clarity what you are going for through all your cards. I love the use of “attacking or blocking” as the restriction. The cherry on top is the coming back into play tapped, a throwback to traditional regeneration.
Maokun:
Not a bad card, it feels balanced and has a worthwhile effect. My major issue is that you took a very obvious route for “protecting your minion/land”, and it doesn’t tie into your theme in any noticeable way (mirroring/copying/same names).
Oculus:
I quite like this card. A good set of restrictions to allow you to use your graveyard as your hand. You have an obvious graveyard manipulation theme, and this is a good extension of it. I’m a little curious as to how this protects your land/minion, but that’s not a huge concern. Good job.
Gerrard's Mom:
I quite like your original two cards, and theme wise this is a nice extension. What concerns me the most however, is dropping this turn 4 and turn 5 just dumping 10 damage on their head. If it couldn’t be so easily abused this way, I’d really like the card, the cycling of the lands is a nice idea. It’s conceptually well designed, it’s too bad the balance is a little tricky.
void_nothing:
Weirdly enough, I really like the name :D. As a card, it’s pretty decent, I think the 1 mana should be removed. I think your use of a theme is much too flavour driven and not enough mechanical connection. It is a tad basic and not very innovative though. Push the boundaries!
Top 3:
1. brasil_dude101
2. Gerrard's Mom
3. Oculus
Plus, I agree with the critiques on my card. There was an original idea there long ago that was cool, but after playing with it for many hours with some friends, it turned into that mess. I still like it in some respects, but yea, could have really made a less convoluted submission.
I don't really see this a UB, indestructible, specifically giving it to things, is very GW. I can see the paying life part being black, but I don't see any blue. I like cards that do something for a cost, and then can sac for something bigger.
Kind of underwhelming. Really only a good way to cycle creatures with ETB effects back into play. Wording needs some help. To activate an ability, you don't "lose" life, you "pay" it. Why give it defender? It just entered the battlefield, it'll have summoning sickness. This will only matter to creatures with haste.
For a mythic, you shouldn't have to take 6 damage and pay four mana in order to get a 5/5 dragon. Pretty underwhelming.
1. Twilight Kiwi
2. PsiJet
3. Krey
RPTS: I don't get your critique at all. How is it underwhelming only for ETB effects? Have you never played a Sedris the Traitor King EDH deck? You abuse the hell out of come into play effects like Shriekmaw. And the reason why it should have defender is because....it's meant to also be a defensive card? Not an offensive card? How could this be an OFFENSIVE card when THIS costs 3 and sedris costs 6? THe important thing is that you're getting tokens from sprouting thrinax, getting a second dragon through broodmate dragon, cascading for free off of bloodbraid elf, filling up your graveyard in a dredge deck...or just plain have a defending creature ready to eat up an attacking creature.
No offense, but it seems like you didn't even read the card. This is very frustrating.
drewdagreek - At first glance, it seems very underwhelming especially compared to bitterblossom. However, I take it that your theme is +1/+1 counters and tokens? Yes? THat and the colors (blue / green) do help the playability of this card immensely. Blue has lots of spells that target, so you can do all shorts of tricky things with that extra faery you earn, and green is decent with adding counters and pump spells. Not a terribly strong card (perhaps allowing your creature to be "target of a spell OR ability") would make this card more impressive. But at least I can see myself having some fun with this card if the rest of your set is just as fun. This could even be an uncommon.
Jimmy Groove - Outside the game as in your sideboard or exile section? I take it as both due to the theme of your earlier cards. Despite by earlier colleagues' concerns about its power level, I must commend you for taking a risk and trying something new. And anyways, I think the power level of your card is fine. You'd have to really work to get certain permanents to die in order to get that exact other permanent that you wanted in play, which means to be ran effectively, this be some funky build-around-me card that involves you killing your own stuff (not an easy thing to due in blue/green). But this is the type of card can generate all shorts of stories when playing magic, and i like cards like that (knowledge pool has created so many stories, it definitely one of my favorite cards of all time). So despite it limitations, I like the general feel and design behind the card.
Rocket_Powered_Turbo_Slug - The name makes no sense in terms of the functionality of the card, and the cantrip seems very tacked on unnecessarily. It's also too powerful for 5 mana, especially in those colors (control), which also means for opponents, it's almost impossible to ever attack again (not only locking down 3 of their creatures, but they're sure to face the inevitable wrath time and time again and a wall of counter-magic). This seems like a very unfun card IMO and I can't ever imagine this seeing print. I'm a fan of your earlier entries, but this card is a serious mistep in the wrong direction (power-level, printability, and fun)
Ryder052 - As messy as this card can make combat situations (it'll most likely be used for the creature effect), I kind of like it. If not for flavor reasons (encapsulating the crazy, chaotic nature of the rakdos guild). Not including enchantments shows that you know your colors well. It doesn't seem too terribly abusable though (due to your permanent requiring to be destroyed, not sent to the graveyard). But it's well-costed, and definitely makes your opponent think twice before attacking. EDIT: AMAZING card in multiplayer though.
Shinen - Not terribly original, but more flexible than the original harsh mercy. I like the name (call of the reaper, haha, nice, esp with the scarecrow theme) and the colors you assigned it to, but please, next time, check gatherer.
RPTS: I don't get your critique at all. How is it underwhelming only for ETB effects? Have you never played a Sedris the Traitor King EDH deck? You abuse the hell out of come into play effects like Shriekmaw. And the reason why it should have defender is because....it's meant to also be a defensive card? Not an offensive card? How could this be an OFFENSIVE card when THIS costs 3 and sedris costs 6? The important thing is that you're getting tokens from sprouting thrinax, getting a second dragon through broodmate dragon, cascading for free off of bloodbraid elf, filling up your graveyard in a dredge deck...or just plain have a defending creature ready to eat up an attacking creature.
No offense, but it seems like you didn't even read the card. This is very frustrating.
I read it. Maybe underwhelming wasn't the best word choice. More like unimpressed.
Sedris is more balanced because unearth is only usable as a sorcery. And he's a creature so he's easier to deal with.
I still don't think you need the defender clause, even if it is a defensive card. Unless it has haste, the creature won't be able to attack anyway. And if you use it at instant speed on an opponent's turn, it doesn't even matter.
Also, even though you didn't post a render, I think you still need artist credit.
I still don't think you need the defender clause, even if it is a defensive card. Unless it has haste, the creature won't be able to attack anyway. And if you use it at instant speed on an opponent's turn, it doesn't even matter.
Still want to comment on this (even though I'm not set for critiquing it). Overall, I like this card. I like the synergy inherent within and the deck building possibilities this offers. THe only thing that sticks out to me as a sore thumb is the second ability...did you intend to make it so that people go grab all their fetchlands, waste lands, trasmuting lands, cycling lands....all in one fell swoop for 1 mana a piece? It seems potentially broken... don't get me wrong, I like the card, and the name really tickles my fancy...however, I will say that if the second ability were restricted to ONCE a turn...it'd be a pitch perfect card for me...or did you intend for the 2nd ability to be the absolute nuts?
Groundskeeper can grab basics for cheap, I'm sure there are some crazy things to do with it but it is a 4 mana rare enchantment, it needs to do something pretty strong otherwise it just won't see play. Basically Seismic Assault and Life from the Loam together seemed like it would fit my theme.
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<3 Sally 4eva
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Legendary Land-Plains Swamp (MR)
Hideaway.
When ~ enters the battlefield, you may reveal a scarecrow card from your hand. If you do, untap it.
(W/B),T: You may cast the exiled card without paying its mana cost if you control artifacts with a total converted mana cost of thirteen or greater.
Kithkin Farmhand W
Creature-Kithkin Citizen
T: Untap target Plains.
1/1
Long after the unification of Lorwyn and Shadowmoor, the kithkin continuted to tend to their lands, ignoring the metallic monstrosities that abounded.
Call of the Reaper 2(W/B)(W/B)
Sorcery-R
Each player chooses a creature type. Destroy all creatures not of a chosen type. They can't be regnerated.
UUUJin-Gitaxias, Core AugurUUU
Modern
WWWHatebearsWWW
Harsh Mercy?
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Critiques are now open.
Host of the July CCL '10, Host of the March CCL '11
2. drewdagreek
3. Shinen
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Holder.
This is what happens when I don't know every card in magic. Yes, apparently I made an almost strictly worse than Harsh Mercy.
Bwahahah, totally stole RPTS template and editing them in a post before his.
Team Aggressor
Krey
2. Shaddock
3. PsiJet
UUUJin-Gitaxias, Core AugurUUU
Modern
WWWHatebearsWWW
Well since the crits are not open, I'm going to tweak my card minorly. You can take my name off the bonus point list as well.
I wouldn't say strictly worse. You made it playable monblack.
Kinda like Waves of Aggression(minus the retrace) vs Relentless Assault.
Krey
2. PsiJet
3. Krey
Doom Lich
Flesh Moat is a pretty scary title. I get the No Mercy reference, but I wish the triggers were aligned; putting these counters on attackers is a lot different than destroying creatures who damage you because blocking comes between those. I guess it's ok that it becomes No Mercy with benefits if you fulfill the condition, although usually you see generally worse-conditionally better, like Galvanic Blast.
Lyzl
There's interesting flavor here, but I really can't see who would want to play something that wrecks their presumed deck so badly. Drawbacks to get something powerful are one thing, but I don't know that this is giving you enough on its own.
Rimeshade
The tribal focus is a little too blunt in my opinion, and how much shroud do you need? In all of Scars, only Indomitable Archangel even mentions shroud. 2 in Zendikar. You definitely need to push your theme in some new directions next round.
None of the submissions were terribly strong, so I just ranked on playability and printability.
2. Rimeshade
3. Lyzl
netn9 - A very double-edged sword card, as you probably won't be playing non-creature, non-land cards if you don't wnat to use their abilities. But the two abilities do have synergy, and work well with your theme.
Psijet - It doesn't have a strong connection to your theme, but it would be hard to generate that. Doesn't seem very strong, as people rarely play more than one creature a turn, so it'll usually hurt you more than them. Also, the wording isn't really right.
Shaddock86 - Wording should be "Pay 2 life". The ability is strong, has syngery with your card and other mechanics like dredge (probably too much, even), and though black usually doesn't do defender, this works pretty well.
Twilight Kiwi - Feeds off your theme, in the right colors, and seems to be priced pretty well. I approve whole-heartedly.
TyranidBill - The use of various types of mana in various places and various ways is very confusing. I'm trying to track the justification for each cost, but I can't really keep up with it.
Top 3:
1. Twilight Kiwi
2. Shaddock86
3. netn9
Interesting...while It That Protects is situationally too powerful, once they hit three creatures it has some pretty bad backlash. In fact, I can't see many ways in which this won't go wrong. Would like to have seen a little more oomph in return for a self-wrecking card.
This seems a great fit with Erosion. Milling decks want to discourage attacking as much as possible, and this does so in an effective way, but still keeps some pressure on to make you want to hit 20 as fast as possible. Great job.
That's...random...I suppose the fact that nobody plays blue in Elf or green in Wizard partially compensates for the brokenness of the effects, but pseudo-indestructible and shroud deserves a higher cost than that.
Top 3:
1 - Doom Lich
2 - Lyzl
3 - Rimeshade
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Hence the almost, yeah. Playable in monoblack changes things a little bit.
UUUJin-Gitaxias, Core AugurUUU
Modern
WWWHatebearsWWW
Jimmy Groove
------------
That's just a bit too powerful, even if it is a CMC 5. There are a lot of extremely powerful permanents and this would make it even worse by being able to pull them out. My only question is what would happen if you pulled out an X creature such as a hydra?
RPTS
----
To be honest, this is a wordy card. I like it, but at the same time, I can't help but to think that most people would probably only activate this during their turn.
Ryder052
--------
Not bad...a mini wrath effect.
Shinen
------
I'm sure this card would be good, but it's not my style in the fact that, even though I like power, this is just too much for a CMC 4. And as was stated to you earlier, it matches another card.
drewdagreek
-----------
*Thinks* Bitterbloom is similiar to this except without the loss of life.
1. drewdagreek
2. Ryder052
3. RPTS
Lyzl: yours was the submission that tried the most to stay on the previously established framework while meeting the requirements. However you went too far above to make your card complex. I'd have simply made a straightforward effect of making legendary permanents indestructible. The workaround drawback that benefits almost no one for a lot only muddles the card and makes it bad.
Doom Lich: The card is properly designed but I seriously don't like erosion. It's a parasitic mechanic that feeds of forcing you into a strategy you don't care much for just to get a more powerful spell. Successful mechanics are those that reward you for doing something you already have and want to do, such as attacking, casting a spell or playing a land. Forcing you into a milling (or selfmilling) strategy is alright in a few cards here and there. A whole mechanic around it cannot possibly hold.
Rimeshade: You moved from an original card that -if terribly worded and potentially broken- had a lot of open possibilities and rewarded you the more specific you got to a card that's so extremelly narrow and niche that it could only work on one specific deck if at all. This spiral descent of narrowness could only be toppled by making a card that triggers only if a creature called Sidhe Mistcaller is attacking while an enchNtment called Obfuscating Mists is on the battlefield.
2.Doom Lich
3.Rimeshade
Still want to comment on this (even though I'm not set for critiquing it). Overall, I like this card. I like the synergy inherent within and the deck building possibilities this offers. THe only thing that sticks out to me as a sore thumb is the second ability...did you intend to make it so that people go grab all their fetchlands, waste lands, trasmuting lands, cycling lands....all in one fell swoop for 1 mana a piece? It seems potentially broken... don't get me wrong, I like the card, and the name really tickles my fancy...however, I will say that if the second ability were restricted to ONCE a turn...it'd be a pitch perfect card for me...or did you intend for the 2nd ability to be the absolute nuts?
Umi_no_Samui:
Maokun:
Oculus:
Gerrard's Mom:
void_nothing:
Top 3:
2. Gerrard's Mom
3. Oculus
Plus, I agree with the critiques on my card. There was an original idea there long ago that was cool, but after playing with it for many hours with some friends, it turned into that mess. I still like it in some respects, but yea, could have really made a less convoluted submission.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
Yes, I'm kind of ****ing up with complexity and bad cards this month... =/
WiJ
Peasant 540 Cube
RPTS: I don't get your critique at all. How is it underwhelming only for ETB effects? Have you never played a Sedris the Traitor King EDH deck? You abuse the hell out of come into play effects like Shriekmaw. And the reason why it should have defender is because....it's meant to also be a defensive card? Not an offensive card? How could this be an OFFENSIVE card when THIS costs 3 and sedris costs 6? THe important thing is that you're getting tokens from sprouting thrinax, getting a second dragon through broodmate dragon, cascading for free off of bloodbraid elf, filling up your graveyard in a dredge deck...or just plain have a defending creature ready to eat up an attacking creature.
No offense, but it seems like you didn't even read the card. This is very frustrating.
drewdagreek - At first glance, it seems very underwhelming especially compared to bitterblossom. However, I take it that your theme is +1/+1 counters and tokens? Yes? THat and the colors (blue / green) do help the playability of this card immensely. Blue has lots of spells that target, so you can do all shorts of tricky things with that extra faery you earn, and green is decent with adding counters and pump spells. Not a terribly strong card (perhaps allowing your creature to be "target of a spell OR ability") would make this card more impressive. But at least I can see myself having some fun with this card if the rest of your set is just as fun. This could even be an uncommon.
Jimmy Groove - Outside the game as in your sideboard or exile section? I take it as both due to the theme of your earlier cards. Despite by earlier colleagues' concerns about its power level, I must commend you for taking a risk and trying something new. And anyways, I think the power level of your card is fine. You'd have to really work to get certain permanents to die in order to get that exact other permanent that you wanted in play, which means to be ran effectively, this be some funky build-around-me card that involves you killing your own stuff (not an easy thing to due in blue/green). But this is the type of card can generate all shorts of stories when playing magic, and i like cards like that (knowledge pool has created so many stories, it definitely one of my favorite cards of all time). So despite it limitations, I like the general feel and design behind the card.
Rocket_Powered_Turbo_Slug - The name makes no sense in terms of the functionality of the card, and the cantrip seems very tacked on unnecessarily. It's also too powerful for 5 mana, especially in those colors (control), which also means for opponents, it's almost impossible to ever attack again (not only locking down 3 of their creatures, but they're sure to face the inevitable wrath time and time again and a wall of counter-magic). This seems like a very unfun card IMO and I can't ever imagine this seeing print. I'm a fan of your earlier entries, but this card is a serious mistep in the wrong direction (power-level, printability, and fun)
Ryder052 - As messy as this card can make combat situations (it'll most likely be used for the creature effect), I kind of like it. If not for flavor reasons (encapsulating the crazy, chaotic nature of the rakdos guild). Not including enchantments shows that you know your colors well. It doesn't seem too terribly abusable though (due to your permanent requiring to be destroyed, not sent to the graveyard). But it's well-costed, and definitely makes your opponent think twice before attacking. EDIT: AMAZING card in multiplayer though.
Shinen - Not terribly original, but more flexible than the original harsh mercy. I like the name (call of the reaper, haha, nice, esp with the scarecrow theme) and the colors you assigned it to, but please, next time, check gatherer.
2.) Ryder052
3.) drewdagreek
I read it. Maybe underwhelming wasn't the best word choice. More like unimpressed.
Sedris is more balanced because unearth is only usable as a sorcery. And he's a creature so he's easier to deal with.
I still don't think you need the defender clause, even if it is a defensive card. Unless it has haste, the creature won't be able to attack anyway. And if you use it at instant speed on an opponent's turn, it doesn't even matter.
Also, even though you didn't post a render, I think you still need artist credit.
Defender does matter. Bloodghast, Mirri the Cursed, Demigod of Revenge...Or any of the endless number of ways to give haste to creatures (lightning greaves, akroma's memorial, Hall of the Bandit Lord).
But enough splitting hairs.
Groundskeeper can grab basics for cheap, I'm sure there are some crazy things to do with it but it is a 4 mana rare enchantment, it needs to do something pretty strong otherwise it just won't see play. Basically Seismic Assault and Life from the Loam together seemed like it would fit my theme.