Ringmaster's Command3BR
Sorcery (R)
Choose two —
• Untap target creature and gain control of it until end of turn. It gains haste until end of turn.
• Create two 2/1 red Devil creature tokens with haste. Sacrifice those tokens at the beginning of the next end step.
• Creatures you control get +1/+0 and gain menace until end of turn.
• Each player sacrifices a creature.
Svogthir's Command2
Sorcery (Rare)
Choose two -
• Creatures you control gain deathtouch until end of turn.
• Target creature you control fights target creature an opponent controls.
• Put the top five cards of your library into your graveyard. You gain 2 life for each creature card put into your graveyard this way.
• Return a creature card from your graveyard to your hand.
Lazav's Command1UB
Instant (R)
Choose two —
• Return target nonland permanent to its owner's hand.
• Each opponent discards a card.
• Each player puts the top 5 cards of his or her library into his or her graveyard.
• Target creature you control becomes a copy of any creature card in a graveyard until end of turn.
IIW: A new mechanic for one of the 5 Guilds not found in Guilds of Ravnica.
Private Mod Note
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Rollback Post to RevisionRollBack
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Each nonbasic land becomes a Swamp Mountain until the end of your next turn.
Each creature gets +1/-1 until end of turn.
Each creature gains haste and menace until end of turn.
Each player discards three cards, then draws two cards.
The 'balance' on this feels a bit off because all but the last mode is viable in either color, while the looting is only a red thing. (the bounce lands seem like a fine thing to base the command names off of!)
Golgari Command(B/G)(B/G)
Instant (R)
Choose one, then choose another--
- Put the top five cards of your library into your graveyard.
- Return target land card from your graveyard to the battlefield.
- Return target permanent card from your graveyard to your hand.
- Exile all creature cards from target player's graveyard, and gain 1 life for each card exiled in this way.
I don't think I would have gone for hybrid commands, but if I did, I would probably upped the costs (and effects) to ensure that they are not being splashed. (the hybrid mana alos limits the effects in a way I wouldn't have liked.) I'm not sure if the choose one, then choose another actually works the way you want it to with the way declaring targets works, I would have just not have the 2nd and 3rd modes target.
Simic Command GGUU
Instant
Choose two:
-Reveal the top card of your library. You may put it onto the battlefield if it's a creature or land.
-Creatures target player controls have base power and toughness 3/3 until end of turn.
-Activate an ability of a creature of your choice without paying its costs.
-Counter target spell unless its controller pays X, where X is the total power among creatures you control.
I with this had a solidly blue and solidly green mode, (alongside two of the GU modes) but all in all nice work!
Firemind’s Command 1UR
Instant (Rare)
Choose 2:
-Counter target non-creature spell
-Return target instant or sorcery card from your graveyard to your hand, then exile a card from your hand.
-Firemind’s Command deals 1 damage to any target. If the target is a creature, tap it.
-When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
I wonder what the other commands would be called with this naming convention. The color distribution on this is a little weird we have U, U, U&R, and U/R, if the second or first mode was mono-red I think this design would have nailed it.
Aurelia's Command - 3RW
Instant(R)
Choose two-
- Creatures you control gain protection from the color of your choice until end of turn.
- ~ deals 3 damage to each creature and each opponent, you gain 3 life.
- Target creature gains double strike and lifelink.
- Destroy two target artifacts or enchantments.
This suffers from color distribution problems we have W, R&W, W, R/W. Additionally I would avoid using protection anymore. (solid name)
Ringmaster's Command3BR
Sorcery (R)
Choose two —
• Untap target creature and gain control of it until end of turn. It gains haste until end of turn.
• Create two 2/1 red Devil creature tokens with haste. Sacrifice those tokens at the beginning of the next end step.
• Creatures you control get +1/+0 and gain menace until end of turn.
• Each player sacrifices a creature.
The abilities on this lean red more than black, but not nearly to the same degree as some of the previous cardsm. A solid card with some nice internal synergies. (a solid name that opens up new namespace for the guilds)
Svogthir's Command2
Sorcery (Rare)
Choose two -
• Creatures you control gain deathtouch until end of turn.
• Target creature you control fights target creature an opponent controls.
• Put the top five cards of your library into your graveyard. You gain 2 life for each creature card put into your graveyard this way.
• Return a creature card from your graveyard to your hand.
Parun Commands! Unfortunately black doesn't get access to fight on its own (this is why I would tend to avoid hybrid commands) I probably would have made this a standard multicolored card and switched the last mode to grab any card.
Lazav's Command1UB
Instant (R)
Choose two —
• Return target nonland permanent to its owner's hand.
• Each opponent discards a card.
• Each player puts the top 5 cards of his or her library into his or her graveyard.
• Target creature you control becomes a copy of any creature card in a graveyard until end of turn.
Nice color balance, but probably needs to cost more. Good synergies between the 2nd/3rd and 4th abilities.
Winner is going to go to Flatline
CC gets a close second.
Next challenge: A new mechanic for one of the 5 Guilds not found in Guilds of Ravnica.
That's Simic, Rakdos, Azorius, Gruul, and Orzhov for those not paying attention
Combine Researcher - 1GU
Creature - Merfolk Wizard
When ~ enters or leaves the battlefield Scry 1.
Mutation 1(When playing a creature spell, you may return this card to it's owners hand. If you do that creature spell costs 1 less to cast.)
1/1
____________________________________
Combine Test Subject - G
Creature - Merfolk Mutant
Mutation 3(When playing a creature spell, you may return this card to it's owners hand. If you do that creature spell costs 3 less to cast.)
0/1
____________________________________
Prime Caecilian - 3GU
Creature - Frog Mutant
Flash
Creature spells you cast with mutation may be cast as if they had Flash.
Mutation 2(When playing a creature spell, you may return this card to it's owners hand. If you do that creature spell costs 2 less to cast.)
3/3
IIW: A new legendary leader card for one of the 5 guilds not found in Guilds of Ravnica.
Syndicate Elite1W
Creature - Veldaken Cleric [C)
Unburial 3 (You may cast this card from your graveyard by exiling three cards from graveyards and paying 3 in addition to its other costs.)
2/2
Spirits of the Crypt2B
Sorcery (U)
At the end of turn, create a 1/1 white Spirit creature token with flying for each card exiled from the grveyards this turn.
Unburial 4 (You may cast this card from your graveyard by exiling four cards from graveyards and paying 4 in addition to its other costs.)
Soulpact Angel4WW
Creature - Angel (R)
Flying
Flash
Unburial 2 (You may cast this card from your graveyard by exiling two cards from graveyards and paying 2 in addition to its other costs.)
5/5
Otherworld Council2WWBB
Legendary Creature - Spirit Avatar (MR)
Unburial 3 (You may cast this card from your graveyard by exiling three cards from graveyards and paying 3 in addition to its other costs.)
Other white or black cards in your graveyard have unburial 3.
Otherworld Council's power and toughness is equal to the number of exiled cards.
*/*
Avibian2U
Creature - Frog Bird (Uncommon)
Flying
Amalgamate 3U(3U, Exile two or more nontoken creatures you control with Amalgamate: Create a Mutant token that's with base power and toughness equal to the exiled creature's total power and total toughness. That token has all the exiled creature's types, colors and abilities. Amalgamate only as a sorcery.) "You can always do with a little more toad."
-Gulistan, Simic Biomancer
1/2
Guild: Simic
Mechanic: Enhance
Enchance COST (You may pay this cards enhance cost and exile it from your graveyard enhancing target creature you control. Enhance only at any time you could cast a sorcery).
Mechanical Notes:
-While enhance can theoretically appear on non-creatures, for the purposes of the set it would appear on creatures
-Enhance itself does nothing. However, each card with enhance gives bonuses to the creature it is enhancing.
-cards can care about being enhanced
Wildclaw Spider
2G (Common)
Creature - Mutant Spider
Enhance 2G
Reach
A creature enhanced by Wildclaw Spider has Reach
1/3
Winged Mastodon
5U(Common)
Creature - Mutant Bird Elephant
Enhance 3U
Flying
A creature enhanced by Winged Mastodon has flying
3/3
Ophidan Oracle
1UG (Uncommon)
Creature- Mutant Snake
Enhance 3UG
When Ophidian Iracle deals combat damage to a player, draw a card.
The creature enhanced by Ophidian oracle gets +1/+1 for each card in your hand and has ‘when this creature deals combat damage to a player, draw a card’.
1/3
Evolutionary Trst Subject
GG (Common)
Creature - Elf Mutant
Evolutionary Test Subject gets +1/+1 and has trample as long as it is enhanced.
2/2
Elegant Adapter
1UG (Uncommon)
Creature - Elf Mutant
Whenever you enhance a creature, you may draw a card. if you do, discard a card.
3/2
Entry:
Kraj Reformed 2UUGG (Mythic Rare)
Legendary Creature - Ooze Mutant
Enhance 4UUGG (You may pay this cards enhance cost to exile it from your graveyard enhancing target creature. Enhance only as a sorcery)
When Kraj Reformed enters the battlefield or enhances a creature, exile each creature card from your graveyard enhancing Kraj or the creature Kraj is enhancing.
Kraj or the enhanced creature have all abilities of all cards enhancing it.
5/5
IIW: Design a new mechanic for one of the shards in a return to Alara.
I guess I'll go with Gruul. Now, in the past, Gruul has liked post-combat, and it has liked during combat, but I'm gonna take a new approach, and give the Gruul a mechanic that they'll want to use pre-combat.
Bloodpaint - When target creature attacks this turn, X.
Examples:
Lightning Blood 2R
Sorcery
Lightning blood deals 3 damage to target player.
Bloodpaint - When target creature attacks this turn, it deals 2 damage to target creature defending player controls. "Why are you surprised the lightning hits two things? I have two hands!"
Shaman of Blood 3G
Creature - Elf Shaman
Bloodpaint - When Shaman of Blood enters the battlefield, choose target creature. When that creature attacks this turn, search your library for a basic land or gate card and put it onto the battlefield tapped, then shuffle your library. "I follow the fighters, tending to the ground they trample as they expand our territory."
3/2
Clan Guildmage RG
Creature - Elf Wizard 2G, T: Bloodpaint - When target creature attacks this turn, it gets +2/+0 and gains trample until end of turn. 2R, T: Bloodpaint - When target creature attacks this turn, it deals 1 damage to each creature defending player controls.
2/2
Ruric Thar, Domri's Liege 4RG
Legendary Creature - Ogre Warrior
Ruric Thar can't be countered
When a creature spell you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays 2. When they do, Ruric Thar deals 2 damage to that player.
Trample, Vigilance
Bloodpaint - At the beginning of combat on your turn, choose up to two other target creatures you control. When those creatures attack this turn, they get +2/+2 and gain trample until end of turn.
6/6
The naming convention is the same as the other Gruul keywords, IE they have Blood in the name, but these are usually better to use pre-combat, creating interesting board situations. I'm debating whether to make the Ruric thar triggered ability either all spells, or just creatures. I think just creatures is better, but that's a knob to tweak in development.
Festival (During a festival, creatures attack each turn if able. At the beginning of each player's end step, if that player did not attack with a creature this turn, end the festival.)
A marker token, much like the City's Blessing would be printed to note whether or not a festival was on.
Dancing Devils2R
Creature- Devil (C)
Haste
When Dancing Devils enters the battlefield, begin a festival. (During a festival, creatures attack each turn if able. At the beginning of each player's end step, if that player did not attack with a creature this turn, end the festival.)
When Dancing Devils attacks during a festival, it deals 1 damage to target player
2/2
Begin FestivitiesR
Instant (C)
Begin Festivities deals 1 damage to any target.
Begin a festival. (During a festival, creatures attack each turn if able. At the beginning of each player's end step, if that player did not attack with a creature this turn, end the festival.) "It's time!" Eyeplucker Jimm, King of the Festival
Confetti Courier1B
Creature- Zombie (C)
When Confetti Courier dies, you may begin a festival. If there is already a festival on, each opponent loses 3 life. (During a festival, creatures attack each turn if able. At the beginning of each player's end step, if that player did not attack with a creature this turn, end the festival.) "Pretty." -Nameless Zombie
2/2
Snickering TricksterB
Creature- Devil (U) T: Target creature gets -1/-0 until end of turn. T: Target creature gets -5/-0 until the beginning of your next upkeep. Activate this ability only during a festival. "So far I've got nineteen teeth, six toes, a finger, and a testicle. What've you got?"
1/1
Demon of Gaieties3BR
Creature- Demon (R)
Flying, Haste
When Demon of Gaieties enters the battlefield, you may begin a festival.
When a creature attacks during a festival, Demon of Gaieties deals 2 damage to it.
5/3
Murderous GamesBR
Enchantment (R) BR: Begin a festival. BR: End a festival.
When a creature attacks during a festival, that creature's controller may have that it deal 1 damage to any target.
Cytothorn StudentG
Creature - Elf (C)
Ripen (Placing a +1/+1 counter on this causes it to transform.)
1/1
/// Cytohide Arktoid
• Creature - Elf Bear Plant (C)
Trample
2/3
Zonot Octopus2U
Creature - Octopus (C)
Defender
Ripen (Placing a +1/+1 counter on this causes it to transform.)
3/3
/// Zonot Seadrinker
• Creature - Octopus Nautilus Squid (C)
Whenever a creature attacks you or a planeswalker you control, it gets -1/-0 until end of turn.
4/4
Bifurcated Biochemists2GU
Creature - Elf Lizard Wizard {R}
Cultivated 4 (At the beginning of your upkeep, if this has less than four +1/+1 counters on it, add one)
At the beginning of your first upkeep each turn, if Bifurcated Biochemist power is less than 5, take an additional upkeep step after this step.
1/1
Snapping Shellopoda1GU
Creature - Octopus Turtle {C}
Cultivated 2 (At the beginning of your upkeep, if this has less than two +1/+1 counters on it, add one)
Remove a +1/+1 counter from Snapping Shellopoda: Snapping Shellopoda gains Hexproof until end of turn.
2/2
Plumed RanidU
Creature - Bird Frog {C}
Cultivated 2 (At the beginning of your upkeep, if this has less than 2 +1/+1 counters on it, add one)
As long as Plumed Ranid’s power is 2 or greater, it has flying.
1/1
IIW: A new three color mechanic (preferably not attached to one of the previous three colored factions)
Sorry for the delay. I moved over the weekend and life has been hectic. Unfortunately, I'm going to have to keep my crits rather brief. People posted a lot of cards. I'm mostly going to focus on the mechanic itself, but I'll try to touch on some of the more interesting cards.....
Spelldreamer - Mutation (or mutate) seems like the most likely name for the next Simic ability. The ability itself is pretty interesting, but I feel like the flavor of mutation would be better served if the ability changed the creature itself. I understand that the "replacement effect" this is using works as a kind of "mutation", but I still would prefer to see the creature itself change for a Simic ability named mutation. I do think the ability is pretty neat though. It's kinda like a reverse emerge. You would have to be very careful with it though. For instance, Combine Test Subject is totally busted. It allows you to cast a second turn Thrun, or a first turn 3 cmc artifacts. Come to think of it, the ability might be a too dangerous to mess with.
Forestsguy - I've always wished Orzhov would deal with graveyards more, but that's stepping on Golgari's toes a bit. Unburial seems like a pretty solid mechanic, but I'm thinking you could drop the additional mana cost, up the exile cost, and make it so that you can only exile cards from your own graveyard. That might be wrong though. I'm not sure I like the ability on noncreature spells though. B/W doesn't usually mess with instants and sorceries in graveyards very often. Focusing on creatures only would feel a lot more B/W.
Subject16 - What you're doing with amalgamate is something I feel like most custom card designers have thought about in the past. I know I have. In the end, it always just seems overly complicated. Wizards kinda tried to do this with meld, which wasn't my favorite thing. I think amalgamate would be better if it wasn't limited to other creatures with amalgamate. It seems like you could get away with it to me. Assuming you could get away with it at all.
KarmaHoudini - I really like enhance quite a bit. I think it works pretty well in Simic, although it feels a little bit like an enchantment-type ability ala bestow. Kraj is pretty crazy. Giving a creature that many other creature's abilities leads to some pretty confusing rule situations, like - What's Kraj's P/T if it exiles a Tarmogoyf and Master of Etherium?
cheetos - Bloodpaint works well for Gruul from a flavor perspective. I like the idea itself, although it's not exactly the most exciting thing ever. It's basically just sorcery speed combat boosts. Still, I could see it being printed, and Gruul makes a lot sense as I said before. For Clan Guildmage, the cost of the activated abilities should come after "Bloodpaint —".
Mergatroid _Jones - I have no idea how festival would actually play out, but it certainly is a neat idea. Making creatures attack each turn is my biggest concern. That really changes the game a great deal. The ability really oozes flavor, and makes a lot of sense for Rakdos. I could also see it in Theros. Good stuff. Very creative.
void_nothing - Huh. Ripen certainly is different. It seems like it's parasitic, but there's enough stuff that gives +1/+1 counters out there that it really isn't. Of course the set this was in would need to have plenty of cards that distribute +1/+1 counters. It's odd that ripen contains an ability within an ability (transform), but I suppose there's no real problem with it. I don't really like the name ripen very much for the ability. It just makes me think of fruit (or body odor ).
Cardz5000 - Cultivated is pretty solid mechanic. It makes a lot of sense in Simic too. Bifurcated Biochemists seems like a lot of fun. I always liked Paradox Haze. Also, it really works well if you control a lot of creatures with cultivated.
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Venser, the Incompleat3UU
Legendary Planeswalker - Venser (Mythic Rare)
[0]: Proliferate, then put a charge counter on up to one target artifact or creature.
[-2]: Put a -1/-1 counter on each tapped creature target player controls.
[-8]: Gain control of all permanents with counters on them.
Starting Loyalty 4
Energizing Leylines - 1GGG
Enchantment
Whenever a land enters the battlefield under your control, proliferate.
_____________________________________
Simple and to the point, just the way i like it. I think of it as a green version of one of my favorite cards Inexorable Tide. I think it deserved a lower cost because playing multiple spells within a turn is a little easier than laying lands, that being said, I didn't think it deserved to be much cheaper.
Ichorletting2UU
Sorcery {R}
Proliferate. Draw cards and lose life equal to the number of counters placed on permanents and players this way. Every drop of blood spilt spells progress for Phyrexia, theirs or ours.
—Jin-Gitaxias, Core Augur
IIW: A new three color mechanic (preferably not attached to one of the previous three colored factions)
Catalyst of Contagion UG (Rare)
Creature - Elf Horror
Whenever you proliferate, for each permanent or player you put a counter on, put an additional counter of that type on that permanent or player. 2UG, T: Proliferate
2/1
Subject16- Venser the Incompleat: The main problem here is that there is no starting loyalty. Four would be my guess for it, but that is an important point of balance. There is something interesting going on in every ability, and I particularly like the charge counters that can be used to synergize, or as empty counters for the ultimate. The -2 strongly discourages attacking, and if there is a reason this card is too good, that's the one that pushes it over. I like that the 0 is secretly a +1, and that the ultimate steals planeswalkers.
Spelldreamer- Energizing Leylines: Simple. Elegant. Plausible. Printable. I'm not sure the triple green in the cost is necessary, but the card itself is rock solid, and leaves little to be said.
JaceTheBodySculptor- Viral Outbreak: This one is strange. I can see a lot of people misunderstanding it. For example, if ten tokens die from the first proliferation, it should trigger ten more times (like Blood Artist would), but that's not entirely clear without reminder text. As a weird wrath, it's unreliable, but it definitely works the weird part. It's plausible that it could be part of some outlandish combo, but only the jankiest sort.
Cardz5000- Ichorletting: Why is blue losing life to draw cards? It's already the main color for that, so it's not a useful colorshift. Just make it black, and it's fine, but Steady Progress is still better unless you set it up well. Assuming this costs 2BB, and you put it in a deck designed to work well with it, it can be an extremely powerful card, but it's still very board dependent.
KarmaHoudini- Catalyst of Contagion: It's a proliferate lord. I'm not really a commander player, but I know that Atraxa, Praetors' Voice is very popular there, and this looks like an auto-include for most of those decks. It's true that this is just a bad 2/1 if there are no counters to be had, and it's true that it's a very niche thing to try to build around, but the niche does exist. I like it as going wide as opposed to Vorel of the Hull Clade and Gilder Bairn.
Peacecaller 1WW
Creature - Human Advisor
At the end of each player's turn, if that player did not attack with any creatures that turn, they draw a card.
1/4
I think I had made Venser have a starting loyalty of 3, but forgetting to put that down was my mistake.
Generous SponsorWW
Creature - Dwarf Advisor
At the beginning of your upkeep, if an opponent has more cards in their hand than you do, draw a card. "I see your competitors have a financial advantage over you. I believe your mind will do better with my money."
2/2
Agrarian Bounty2(G/W)(G/W)
Enchantment {R}
You may look at the top card of your library any time.
Exile a Forest or Plains from the top of your library: Each player may draw a card. A Farmer’s goal is to feed every mouth. After their family, that is.
-Mayor Renton Tralbore
IIW: A new three color mechanic (preferably not attached to one of the previous three colored factions)
Private Mod Note
():
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Sorcery (R)
Choose two —
• Untap target creature and gain control of it until end of turn. It gains haste until end of turn.
• Create two 2/1 red Devil creature tokens with haste. Sacrifice those tokens at the beginning of the next end step.
• Creatures you control get +1/+0 and gain menace until end of turn.
• Each player sacrifices a creature.
IIW: Cards for your first deck.
Sorcery (Rare)
Choose two -
• Creatures you control gain deathtouch until end of turn.
• Target creature you control fights target creature an opponent controls.
• Put the top five cards of your library into your graveyard. You gain 2 life for each creature card put into your graveyard this way.
• Return a creature card from your graveyard to your hand.
IIW: A card that wants to be proliferated.
Judging in the morning
Instant (R)
Choose two —
• Return target nonland permanent to its owner's hand.
• Each opponent discards a card.
• Each player puts the top 5 cards of his or her library into his or her graveyard.
• Target creature you control becomes a copy of any creature card in a graveyard until end of turn.
IIW: A new mechanic for one of the 5 Guilds not found in Guilds of Ravnica.
Winner is going to go to Flatline
CC gets a close second.
Next challenge: A new mechanic for one of the 5 Guilds not found in Guilds of Ravnica.
That's Simic, Rakdos, Azorius, Gruul, and Orzhov for those not paying attention
Creature - Merfolk Wizard
When ~ enters or leaves the battlefield Scry 1.
Mutation 1(When playing a creature spell, you may return this card to it's owners hand. If you do that creature spell costs 1 less to cast.)
1/1
____________________________________
Combine Test Subject - G
Creature - Merfolk Mutant
Mutation 3(When playing a creature spell, you may return this card to it's owners hand. If you do that creature spell costs 3 less to cast.)
0/1
____________________________________
Prime Caecilian - 3GU
Creature - Frog Mutant
Flash
Creature spells you cast with mutation may be cast as if they had Flash.
Mutation 2(When playing a creature spell, you may return this card to it's owners hand. If you do that creature spell costs 2 less to cast.)
3/3
IIW: A new legendary leader card for one of the 5 guilds not found in Guilds of Ravnica.
Creature - Veldaken Cleric [C)
Unburial 3 (You may cast this card from your graveyard by exiling three cards from graveyards and paying 3 in addition to its other costs.)
2/2
Spirits of the Crypt 2B
Sorcery (U)
At the end of turn, create a 1/1 white Spirit creature token with flying for each card exiled from the grveyards this turn.
Unburial 4 (You may cast this card from your graveyard by exiling four cards from graveyards and paying 4 in addition to its other costs.)
Soulpact Angel 4WW
Creature - Angel (R)
Flying
Flash
Unburial 2 (You may cast this card from your graveyard by exiling two cards from graveyards and paying 2 in addition to its other costs.)
5/5
Otherworld Council 2WWBB
Legendary Creature - Spirit Avatar (MR)
Unburial 3 (You may cast this card from your graveyard by exiling three cards from graveyards and paying 3 in addition to its other costs.)
Other white or black cards in your graveyard have unburial 3.
Otherworld Council's power and toughness is equal to the number of exiled cards.
*/*
Creature - Frog Bird (Uncommon)
Flying
Amalgamate 3U (3U, Exile two or more nontoken creatures you control with Amalgamate: Create a Mutant token that's with base power and toughness equal to the exiled creature's total power and total toughness. That token has all the exiled creature's types, colors and abilities. Amalgamate only as a sorcery.)
"You can always do with a little more toad."
-Gulistan, Simic Biomancer
1/2
IIW: Secretly Choose a Player (like Stalking Leonin or Emissary of Grudges)
Mechanic: Enhance
Enchance COST (You may pay this cards enhance cost and exile it from your graveyard enhancing target creature you control. Enhance only at any time you could cast a sorcery).
Mechanical Notes:
-While enhance can theoretically appear on non-creatures, for the purposes of the set it would appear on creatures
-Enhance itself does nothing. However, each card with enhance gives bonuses to the creature it is enhancing.
-cards can care about being enhanced
Wildclaw Spider
2G (Common)
Creature - Mutant Spider
Enhance 2G
Reach
A creature enhanced by Wildclaw Spider has Reach
1/3
Winged Mastodon
5U(Common)
Creature - Mutant Bird Elephant
Enhance 3U
Flying
A creature enhanced by Winged Mastodon has flying
3/3
Ophidan Oracle
1UG (Uncommon)
Creature- Mutant Snake
Enhance 3UG
When Ophidian Iracle deals combat damage to a player, draw a card.
The creature enhanced by Ophidian oracle gets +1/+1 for each card in your hand and has ‘when this creature deals combat damage to a player, draw a card’.
1/3
Evolutionary Trst Subject
GG (Common)
Creature - Elf Mutant
Evolutionary Test Subject gets +1/+1 and has trample as long as it is enhanced.
2/2
Elegant Adapter
1UG (Uncommon)
Creature - Elf Mutant
Whenever you enhance a creature, you may draw a card. if you do, discard a card.
3/2
Entry:
Kraj Reformed
2UUGG (Mythic Rare)
Legendary Creature - Ooze Mutant
Enhance 4UUGG (You may pay this cards enhance cost to exile it from your graveyard enhancing target creature. Enhance only as a sorcery)
When Kraj Reformed enters the battlefield or enhances a creature, exile each creature card from your graveyard enhancing Kraj or the creature Kraj is enhancing.
Kraj or the enhanced creature have all abilities of all cards enhancing it.
5/5
IIW: Design a new mechanic for one of the shards in a return to Alara.
Bloodpaint - When target creature attacks this turn, X.
Examples:
Lightning Blood 2R
Sorcery
Lightning blood deals 3 damage to target player.
Bloodpaint - When target creature attacks this turn, it deals 2 damage to target creature defending player controls.
"Why are you surprised the lightning hits two things? I have two hands!"
Shaman of Blood 3G
Creature - Elf Shaman
Bloodpaint - When Shaman of Blood enters the battlefield, choose target creature. When that creature attacks this turn, search your library for a basic land or gate card and put it onto the battlefield tapped, then shuffle your library.
"I follow the fighters, tending to the ground they trample as they expand our territory."
3/2
Clan Guildmage RG
Creature - Elf Wizard
2G, T: Bloodpaint - When target creature attacks this turn, it gets +2/+0 and gains trample until end of turn.
2R, T: Bloodpaint - When target creature attacks this turn, it deals 1 damage to each creature defending player controls.
2/2
Ruric Thar, Domri's Liege 4RG
Legendary Creature - Ogre Warrior
Ruric Thar can't be countered
When a creature spell you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays 2. When they do, Ruric Thar deals 2 damage to that player.
Trample, Vigilance
Bloodpaint - At the beginning of combat on your turn, choose up to two other target creatures you control. When those creatures attack this turn, they get +2/+2 and gain trample until end of turn.
6/6
The naming convention is the same as the other Gruul keywords, IE they have Blood in the name, but these are usually better to use pre-combat, creating interesting board situations. I'm debating whether to make the Ruric thar triggered ability either all spells, or just creatures. I think just creatures is better, but that's a knob to tweak in development.
IIW: Support Elf Tribal in standard.
A marker token, much like the City's Blessing would be printed to note whether or not a festival was on.
Dancing Devils 2R
Creature- Devil (C)
Haste
When Dancing Devils enters the battlefield, begin a festival. (During a festival, creatures attack each turn if able. At the beginning of each player's end step, if that player did not attack with a creature this turn, end the festival.)
When Dancing Devils attacks during a festival, it deals 1 damage to target player
2/2
Begin Festivities R
Instant (C)
Begin Festivities deals 1 damage to any target.
Begin a festival. (During a festival, creatures attack each turn if able. At the beginning of each player's end step, if that player did not attack with a creature this turn, end the festival.)
"It's time!" Eyeplucker Jimm, King of the Festival
Confetti Courier 1B
Creature- Zombie (C)
When Confetti Courier dies, you may begin a festival. If there is already a festival on, each opponent loses 3 life. (During a festival, creatures attack each turn if able. At the beginning of each player's end step, if that player did not attack with a creature this turn, end the festival.)
"Pretty." -Nameless Zombie
2/2
Snickering Trickster B
Creature- Devil (U)
T: Target creature gets -1/-0 until end of turn.
T: Target creature gets -5/-0 until the beginning of your next upkeep. Activate this ability only during a festival.
"So far I've got nineteen teeth, six toes, a finger, and a testicle. What've you got?"
1/1
Demon of Gaieties 3BR
Creature- Demon (R)
Flying, Haste
When Demon of Gaieties enters the battlefield, you may begin a festival.
When a creature attacks during a festival, Demon of Gaieties deals 2 damage to it.
5/3
Murderous Games BR
Enchantment (R)
BR: Begin a festival.
BR: End a festival.
When a creature attacks during a festival, that creature's controller may have that it deal 1 damage to any target.
IIW: proliferate.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Creature - Elf (C)
Ripen (Placing a +1/+1 counter on this causes it to transform.)
1/1
///
Cytohide Arktoid
• Creature - Elf Bear Plant (C)
Trample
2/3
Zonot Octopus 2U
Creature - Octopus (C)
Defender
Ripen (Placing a +1/+1 counter on this causes it to transform.)
3/3
///
Zonot Seadrinker
• Creature - Octopus Nautilus Squid (C)
Whenever a creature attacks you or a planeswalker you control, it gets -1/-0 until end of turn.
4/4
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Elf Lizard Wizard {R}
Cultivated 4 (At the beginning of your upkeep, if this has less than four +1/+1 counters on it, add one)
At the beginning of your first upkeep each turn, if Bifurcated Biochemist power is less than 5, take an additional upkeep step after this step.
1/1
Snapping Shellopoda 1GU
Creature - Octopus Turtle {C}
Cultivated 2 (At the beginning of your upkeep, if this has less than two +1/+1 counters on it, add one)
Remove a +1/+1 counter from Snapping Shellopoda: Snapping Shellopoda gains Hexproof until end of turn.
2/2
Plumed Ranid U
Creature - Bird Frog {C}
Cultivated 2 (At the beginning of your upkeep, if this has less than 2 +1/+1 counters on it, add one)
As long as Plumed Ranid’s power is 2 or greater, it has flying.
1/1
IIW: A new three color mechanic (preferably not attached to one of the previous three colored factions)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Forestsguy - I've always wished Orzhov would deal with graveyards more, but that's stepping on Golgari's toes a bit. Unburial seems like a pretty solid mechanic, but I'm thinking you could drop the additional mana cost, up the exile cost, and make it so that you can only exile cards from your own graveyard. That might be wrong though. I'm not sure I like the ability on noncreature spells though. B/W doesn't usually mess with instants and sorceries in graveyards very often. Focusing on creatures only would feel a lot more B/W.
Subject16 - What you're doing with amalgamate is something I feel like most custom card designers have thought about in the past. I know I have. In the end, it always just seems overly complicated. Wizards kinda tried to do this with meld, which wasn't my favorite thing. I think amalgamate would be better if it wasn't limited to other creatures with amalgamate. It seems like you could get away with it to me. Assuming you could get away with it at all.
KarmaHoudini - I really like enhance quite a bit. I think it works pretty well in Simic, although it feels a little bit like an enchantment-type ability ala bestow. Kraj is pretty crazy. Giving a creature that many other creature's abilities leads to some pretty confusing rule situations, like - What's Kraj's P/T if it exiles a Tarmogoyf and Master of Etherium?
cheetos - Bloodpaint works well for Gruul from a flavor perspective. I like the idea itself, although it's not exactly the most exciting thing ever. It's basically just sorcery speed combat boosts. Still, I could see it being printed, and Gruul makes a lot sense as I said before. For Clan Guildmage, the cost of the activated abilities should come after "Bloodpaint —".
Mergatroid _Jones - I have no idea how festival would actually play out, but it certainly is a neat idea. Making creatures attack each turn is my biggest concern. That really changes the game a great deal. The ability really oozes flavor, and makes a lot of sense for Rakdos. I could also see it in Theros. Good stuff. Very creative.
void_nothing - Huh. Ripen certainly is different. It seems like it's parasitic, but there's enough stuff that gives +1/+1 counters out there that it really isn't. Of course the set this was in would need to have plenty of cards that distribute +1/+1 counters. It's odd that ripen contains an ability within an ability (transform), but I suppose there's no real problem with it. I don't really like the name ripen very much for the ability. It just makes me think of fruit (or body odor ).
Cardz5000 - Cultivated is pretty solid mechanic. It makes a lot of sense in Simic too. Bifurcated Biochemists seems like a lot of fun. I always liked Paradox Haze. Also, it really works well if you control a lot of creatures with cultivated.
Winner: Mergatroid_Jones
HM: KarmaHoudini, Cardz5000
Next: Proliferate.
Legendary Planeswalker - Venser (Mythic Rare)
[0]: Proliferate, then put a charge counter on up to one target artifact or creature.
[-2]: Put a -1/-1 counter on each tapped creature target player controls.
[-8]: Gain control of all permanents with counters on them.
Starting Loyalty 4
IIW: Secretly choose a player (like Stalking Leonin and Emissary of Grudges
Enchantment
Whenever a land enters the battlefield under your control, proliferate.
_____________________________________
Simple and to the point, just the way i like it. I think of it as a green version of one of my favorite cards Inexorable Tide. I think it deserved a lower cost because playing multiple spells within a turn is a little easier than laying lands, that being said, I didn't think it deserved to be much cheaper.
IIW: Card draw in white.
Instant
Put a -1/-1 counter on each creature.
Whenever a creature dies this turn, proliferate.
IIW: A common graveyard filler for Golgari
Sorcery {R}
Proliferate. Draw cards and lose life equal to the number of counters placed on permanents and players this way.
Every drop of blood spilt spells progress for Phyrexia, theirs or ours.
—Jin-Gitaxias, Core Augur
IIW: A new three color mechanic (preferably not attached to one of the previous three colored factions)
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
UG (Rare)
Creature - Elf Horror
Whenever you proliferate, for each permanent or player you put a counter on, put an additional counter of that type on that permanent or player.
2UG, T: Proliferate
2/1
IIW: New mechanics for one of the shards of Alara
Spelldreamer- Energizing Leylines: Simple. Elegant. Plausible. Printable. I'm not sure the triple green in the cost is necessary, but the card itself is rock solid, and leaves little to be said.
JaceTheBodySculptor- Viral Outbreak: This one is strange. I can see a lot of people misunderstanding it. For example, if ten tokens die from the first proliferation, it should trigger ten more times (like Blood Artist would), but that's not entirely clear without reminder text. As a weird wrath, it's unreliable, but it definitely works the weird part. It's plausible that it could be part of some outlandish combo, but only the jankiest sort.
Cardz5000- Ichorletting: Why is blue losing life to draw cards? It's already the main color for that, so it's not a useful colorshift. Just make it black, and it's fine, but Steady Progress is still better unless you set it up well. Assuming this costs 2BB, and you put it in a deck designed to work well with it, it can be an extremely powerful card, but it's still very board dependent.
KarmaHoudini- Catalyst of Contagion: It's a proliferate lord. I'm not really a commander player, but I know that Atraxa, Praetors' Voice is very popular there, and this looks like an auto-include for most of those decks. It's true that this is just a bad 2/1 if there are no counters to be had, and it's true that it's a very niche thing to try to build around, but the niche does exist. I like it as going wide as opposed to Vorel of the Hull Clade and Gilder Bairn.
Winner: Spelldreamer
HM: Subject16
Next: Card draw in white.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Creature - Human Advisor
At the end of each player's turn, if that player did not attack with any creatures that turn, they draw a card.
1/4
IIW: A common graveyard filler for Golgari
Generous Sponsor WW
Creature - Dwarf Advisor
At the beginning of your upkeep, if an opponent has more cards in their hand than you do, draw a card.
"I see your competitors have a financial advantage over you. I believe your mind will do better with my money."
2/2
IIW: Secretly Choose a Player (like Emissary of Grudges or Leonin Stalker)
Enchantment {R}
You may look at the top card of your library any time.
Exile a Forest or Plains from the top of your library: Each player may draw a card.
A Farmer’s goal is to feed every mouth. After their family, that is.
-Mayor Renton Tralbore
IIW: A new three color mechanic (preferably not attached to one of the previous three colored factions)