Wade, Master CraftsmanRW
Legendary Human {R}
Whenever you destroy a dragon or drake, you may search your library for an equipment card and exile it with a material counter on it. t: Put a card you own with a material counter on it from exile onto the battlefield.
"Wade!" "Nonsense Heren, I would not DREAM of charging for the splendid opportunity to craft in dragon bone!"
A card using a mechanic I dreamed up for last month's MCC:
Destined to Fade (Destined to Fade is blue) Sorcery
Reserve 2U (Rather than cast this card from your hand, pay 2U and exile it with a ready counter on it. You may then cast it from exile for 2U as long as it has a ready counter on it.)
Put target nonland permanent on top of its owner’s library. If Destined to Fade’s miracle cost was paid, put that permanent on the bottom of its owner’s library instead.
Miracle WUB
Unfathomable Oobleck1G
Creature- Ooze (R)
When another creature enters the battlefield, you may put a +1/+1 counter on Unfathomable Oobleck if it is on the battlefield.
When another creature enters the battlefield, you may move a +1/+1 counter from Unfathomable Oobleck to that creature if Unfathomable Oobleck is in exile.
When Unfathomable Oobleck dies, exile it. It retains any +1/+1 counters it had.
1/1
IIW: Split cards, aftermath, meld , or similar mechanic.
Volplex Elemental 2U
Creature - Elemental R
+1/+1 counters remain on Volplex Elemental as it moves between exile and the battlefield.
Whenever an opponent casts a spell, put a +1/+1 counter on Volplex Elemental and exile it until end of turn. 6U: For each counter on each player, creature or exiled card you own, you may put another counter of that type on that card. You may activate this ability while Volplex Elemental is in exile.
1/1
Next: WotC has announced that black will now be able to remove enchantments. Show me how that's done in commmon.
Ulamog of the Eternities 9
Legendary creature- Eldrazi (M)
Indestructible, Hexproof
Ulamog of the eternities cannot enter the from your hand or graveyard.
When you cast Ulamog of the eternities, exile it with a titan counter on it. As long as Ulamog is in exile, legendary eldrazi spells you cast cost 4 less to cast.
Remove a titan counter from Ulamog: put Ulamog of the eternities from exile onto the battlefield. It loses hexproof and gains trample and anihillator 4.
20/20
IIW: You as a magic card.
Mentallic BlastUR
Instant
Mentallic Blast deals 3 plus X damage to any target, where X is the number of charge counters on it.
Whenever a player draws a card while this spell is in the stack, put a charge counter on this.
Baeyana, Transcendant OneURW
Legendary Creature - Monk Avatar (Mythic Rare)
Lifelink
When is put into the command zone from the battlefield, put a meditation counter on it.
Monk spells you cast, Cleric spells you cast and enchantment spells you cast cost 1 less to cast for each meditation counter on Baeyana.
Counters remain on Baeyana as it moves to any zone other than a player's hand or library.
3/3
Nevinyrral, the Eternal
This is the most creative use of counters out of any entry in my opinion. My biggest issue is that I can never think of a time that I'd want to cast this, I'd just want to pitch it to yard early on and let it build, and that having multiples in yard breaks the legend flavor.
Wade, Master Craftsman
I like the flavor of crafting weapons out of dragonbone, and it could potentially be powerful, but it seems like the only realistic way to play this is to kill a bunch of your own dragons/drakes as relying on your opponent to run them isn't reliable, and that seems like too many hoops to jump through for essentially the effect of Stoneforge Mystic
Destined to Fade
An interesting variation of suspend, Reserve seems like a solid nonflashy mechanic that lets you spread paying for spells out over multiple turns while also providing resiliency to hand hate. However, it does strike me as being extremely close to suspend for this challenge.
Unfathomable Oobleck
I like this card a lot. It is solid value that builds in the early game, and provides a solid persistent bonus in late game. Love in multiples.
Volpex Elemental
I like this card quite a bit, and I'm sure there's some way to break it, which is always fun. Feels more izzet than mono blue to me, maybe that's just because I play Norin the Wary
Ulamog of the Eternities
This is at floor a 9 mana (generic too, not even colorless) 20/20 trample indestructible. That's miles stronger than anything Tron has ever had to date. Throw in the other abilities and this is just bonkers. Also, not sure why hexproof is even on the card, since it doesn't effect the card in exile and adding 2 lines of text for an ability that will only be relevant by casting a card through an alternate, unrelated method seems confusing and not worth it.
Mentallic Blast
So this is essentially Lightning Bolt, and you pay an extra U to make every card you draw at instant speed while this is on the stack ping for 1. It seems pretty underwhelming, and I think could've been safely 2 damage per card drawn, considering the amount of setup necessary.
Baeyana, Transcendant One
I love any card that comboes with Conjurer's Closet, mainly because most people will say, "wait, no it doesn't", and Baeyana seems like a solid all-rounder. The lack of ability to interact with the counters might be problematic though, as similar effects like Animar can be dealt with via removal, but recasting Baeyana loses no progress, but overall I think it's more balanced than not.
Mergatroid_Jones
HM: Subject16,Sephon19
Next Challenge: Split cards, aftermath, meld , or similar mechanic.
Karn's head 5
Legendary Artifact
When Karn's head enters the battlefield and at the beginning of your precombat main phase, look at the top X cards of your library. You may reveal an artifact card from among them and put it into your hand.
Artifact spells you cast cost 2 less to cast.
(Melds with Karn's body) "I feel a strange connection to Urza right now." - Karn
Karn's Body 7
Legendary Artifact Creature - Golem
2: Copy target activated or triggered ability of an artifact you control. You may choose new targets for the copy.
Abilities of other artifacts you control cost 1 less to activate. This can't reduce the cost below 1 mana.
At the beginning of your post combat mainphase, if you control both Karn's head and Karn's body, exile them, then meld them into Karn, reborn "A perfect new toy to play with, wouldn't you agree, Jin?" - Elesh Norn
6/6
Karn, reborn
Legendary Planeswalker - Karn
+2 - Return target artifact card from your graveyard to your hand.
+2 - Target artifact you control becomes a creature with base power 5/5 in addition to its other types.
-4 - Look at the top 5 cards of your library. You may reveal any number of artifact cards from among them, and put those cards in your hand. Put the rest of the cards on the bottom of your library.
-12 - Target opponent loses life equal to the number of artifacts you control. Exile Karn, Reborn, all artifacts you control, and all permanents your opponents control
Starting Loyalty - 6
IIW: Choose an uncommon walker from WAR and turn them into a rare or mythic walker (static, plus, minus). I want at least one Kiora entry, since she's awesome.
Song of Ice U
Enchantment - Song U (When this enters the battlefield or you turn to it, play its chorus. At the beginning of your first main phase, turn it to the other Song.)
Chorus: Tap target permanent.
//
Song of Fire R
Enchantment - Song U (When this enters the battlefield or you turn to it, play its chorus. At the beginning of your first main phase, turn it to the other Song.)
Chorus: Song of Fire deals 1 damage to any target.
-
Basically, this is a split card where the right half is upside down.
You cast either side (Here you can cast either Ice or Fire). Then like Sagas, at the beginning of your first main phase, you turn the card around similar to flip cards and activate the other song. Rinse and repeat. Also, unlike flip cards, since all Songs are enchantments (that don't tap), there shouldn't be any confusion in regards to whether it's tapped or not. The side facing its controller normally is the one that sings its chorus.
Songs will not be printed at the common rarity.
-
IIW: Wizards have announced that they're going to do black enchantment removal. Show me what that's like at common.
Antaam sent forth Arishad. And he knew he would not return.
//
What is Right WW
Sorcery
Aftermath
Put 2 +1/+1 counters on target legendary creature you control. Exile your current commander if it is in your command zone. That creature is now your commander.
When he stood finally in the circle of the ancients, Antaam cast down his crown. He anointed Aristen, son of Arishad.
Ormandahl the Hellish.
Legendary creature- Demon (M)
Flying, trample, indestructible
Ormandahl can’t block
Whenever four or more creatures assess lethal damage, transform Ormandahl.
6/4
“The Profane Prince could not bear to see his kingdom crumble...”
////////////////////////////////////
Ormandahl the Treacherous
Legendary creature- Eldrazi Demon
Flying, trample,
Whenever you sacrifice an Eldrazi creature, you may search your library for another Eldrazi card with converted mana cost 5 or less and put it onto the battlefield tapped.
, sacrifice a creature: Destroy target non-demon, non-Eldrazi creature. Target opponent loses two life.
7/6
“So he learned an even more vile power.” -Thalia, Knight Cathar
IIW: Do whatever your IIW was for this round. If you didn’t participate in this round, make me an Eldrazi with an additional type. (Creature types work, or you could make an Eldrazi Planeswalker.
My last entry was awful.
Sundappled Bow 3
Artifact- Equipment
Forge with Nightshade Dagger 2B (You may cast this spell for its forge cost by sacrificing an equipment named Nightshade Dagger. If you do, it enters the battlefield attached to any permanent the sacrificed equipment was attached to.)
If Sundappled Bow's forge cost was paid, it enters the battlefield transformed.
Equipped creature has reach.
Whenever equipped creature blocks, Sundappled Bow deals 1 damage to each of up to 3 targets.
Equip 1W
//
Starlit Shortbow
Artifact- Equipment
Equipped creature gets +2/+2 and has vigilance, reach and "T: This creature deals 1 damage to each of up to 3 targets."
Whenever a creature an opponent controls is dealt damage, that creature's controller loses 1 life.
Equip 4
Nightshade Dagger 4
Artifact- Equipment
Forge with Sundappled Bow 1W (You may cast this spell for its forge cost by sacrificing an equipment named Sundappled Bow. If you do, it enters the battlefield attached to any permanent the sacrificed equipment was attached to.)
If Nightshade Dagger's forge cost was paid, it enters the battlefield transformed.
Equipped creature has deathtouch.
Whenever equipped creature deals combat damage to a player, put a charge counter on Nightshade Dagger. Then, defending player loses life equal to the number of charge counters on Nightshade Dagger.
Equip 1B
//
Twilit Blade
Artifact- Equipment
Whenever equipped creature attacks, put a charge counter on Twilit Blade.
Equipped creature gets +X/+0 and has deathtouch, where X is the number of charge counters on Twilit Blade.
Whenever equipped creature would deal combat damage to a player, you may instead deal X damage divided as you choose among up to 3 targets, where X is the number of charge counters on Twilit Blade.
Equip: 3
Chetoos:
Karn's Head + Karn's Body = Karn Reborn
Karn's Head has an unspecified X, making it tough to evaluate. Perhaps X is the number of artifacts you control. That's pretty nuts on top of the cost reduction, but it shouldn't be broken at five mana. The body is decent, but at seven mana, you won't be playing it without the head. The planeswalker form is good, but it doesn't instantly ruin them. In fact, it doesn't really interact with the board much. All in all, I think this is a fun series of cards that would be a kitchen table favorite. It requires a five drop, and a seven drop, and the merged version is less earth-shattering than Brisela, Voice of Nightmares, so I don't see it as a series of cards that would make it all that far in constructed formats, but the abilities of the two base cards are interesting enough to be worth considering in various EDH decks, and if you are playing one, it feels a shame not to play both. I do wish Karn gave you some powerful instant gratification that tells you that you done good by melding. Something like "{-3}: Exile target nonartifact permanent." But maybe that's too much.
Eventide Sojourner:
Once // Done
There are some rather unusual things going on here. Basically, this is two ridiculously strong and completely unrelated effects allowed to coexist simply because they are so inconvenient to cast that it can't really be broken. In some ways, having both halves is a drawback, since mono blue or black EDH decks can't play the card, which is a kinda cool balancing feature, since every mono blue deck would play Once, and every mono black deck would play Done. Yet blue black decks struggle with both halves. I'm really not sure what to think about this card, but I must admit that it's more nuanced than it initially looks. I still don't like how completely unlinked the halves seem both thematically and mechanically, though I guess they are both control tools.
Sephon19:
Song of Ice // Song of Fire
So this is a flip mechanic, not a double faced mechanic. Double faced would work just as well for the same concept, but I guess it's nice to not have to unsleeve. Thematically, I like what you are going for with songs, but switching back and forth in style isn't really what music tends to do, though there are some outliers. It does succeed in creating a rhythm, which I like. As to the card itself, the abilities are somewhat unrelated, but each hits the enemy's stuff in a color appropriate way. Without the other side, each of these would easily be worth more than 1 mana, but you don't get to choose which half you want except when you play it. A mono blue deck only gets to deal direct damage every other turn, so the color bleed is acceptable. The concept is pretty interesting. Frankly, I could have done without the pop culture reference in the names.
JuanCu:
Bear Down // Study Up
This is super weird. I don't think there's room for a whole mechanic like this. If there were, it would have to be in a multiplayer focused set like Battlebond. This is political and pretty cool in multiplayer, but I think it's almost useless elsewhere. I find it pretty hard to evaluate. This is the most creative entry here, but I don't love the mechanic.
Stille Nacht:
What is Needed // What is Right
I must say, I'm interested in the design space you're delving into with What is Right. The ability to make something your commander in a non-commander game is exciting to me. Aftermath was an interesting choice. It means that you can't just go commanderizing creatures willy nilly. You aren't playing this for What is Needed. There is a bit of nonbo built in, where you have to sacrifice the creature that you may have wanted to commanderize to get to What is Right. The flavor text refers to this, but it still makes the card harder to get going early. The main issue with this card is that I'm not sure what it's trying to accomplish. You get to choose your commander, but what are you trying to do with that? Bonus points for flavor. Aftermath does allow you to tell a story through design and I like that you're toying with that. Unfortunately, a BBAltar's Reap is just not very good, and aftermath needs a good front side to be worth it.
Subject16:
Duck // Cover
Duck is indeed a hilarious name for the first card. Both of the cards are decent, and it follows a solid model of split card: one that is always decent (a Wind Drake with flash) and a card that is situationally powerful (basically a Rebuff the Wicked). The result is a powerful draft uncommon with no real flaws. However it's less inspiring than many of the other entries despite a truly delightful play on words in the name.
The Raven Man Is Squee:
Ormandahl the Hellish // Ormandahl the Treacherous
"Whenever four or more creatures assess lethal damage, transform Ormandahl." This is sadly unclear. What does it mean to "assess" damage? It's certainly not the same as dealing damage. Does that mean that four or more creatures have power that is enough combined to kill a player? If so, this seems to count the opponent's creatures too. Considering that this already has six power, it'll be transformed pretty often. That really needs to be more clear. Moving on to the other side-- jeepers! So it's job is to sacrifice eldrazi tokens and turn them into medium sized eldrazi. I must say I like that this has a really specific and unusual game plan. Costing C for an ability on a card that already costs BBBB is questionable to say the least. There's definitely cool stuff going on here, but it's a bit all over the place.
Totally Haywire:
Sundappled Bow // Starlit Shortbow + Nightshade Dagger // Twilit Blade
The biggest problem with these cards is complexity. If I have Sundappled Bow in play, I might turn it into Twilit Blade (which isn't what's on the back of Sundappled Bow, meaning the opponent can't read it). I can't get what's on the back of my Sundappled Bow unless I play it after Nightshade Dagger. Then you look at the abilities, and they're all complicated. Plus to get full value, you have to be playing these two different equipment in black/ white. That's not an insane hoop to jump through, but it is a hoop. I would honestly rather have them both share the same backside, which would essentially be the same as meld. If you were going to go this route, I would have gone for something considerably more straightforward:
Obsidian Club2
Artifact- Equipment (U)
Forge with Cursed Blade 2 (You may cast this spell for its forge cost by sacrificing an equipment named Cursed Blade. If you do, it enters the battlefield attached to any permanent the sacrificed equipment was attached to.)
If Obsidian Club's forge cost was paid, it enters the battlefield transformed.
Equipped Creature gets +1/+1 and trample.
Equip 2
/////// Doom Glaive
Artifact- Equipment (U)
Equipped creature gets +2/+2 and has trample and deathtouch. 3: Target creature blocks equipped creature this turn if able.
Equip 3
Cursed Blade2
Articfact- Equipment (U)
Forge with Obsidian Club 2 (You may cast this spell for its forge cost by sacrificing an equipment named Obsidian Club. If you do, it enters the battlefield attached to any permanent the sacrificed equipment was attached to.)
If Cursed Blade's forge cost was paid, it enters the battlefield transformed.
Equipped creature gets +1/+1 and has deathtouch
Equip 2
///////// Doom Axe
Artifact- Equipment (U)
Equipped creature gets +2/+2 and has trample and deathtouch.
When a creature dealt damage this turn by a creature equipped with Doom Axe dies, put a +1/+1 counter on equipped creature.
Equip 3
As you can see, even this heavily simplified version of the concept is still too complex for its own good. New players are never going know which card's back side you transform into.
Maybe if you control both, you could sacrifice one to transform the other, and thus choose the one you prefer. That would cut down somewhat on complexity, though I'm not sure you need the keyword at that point.
Build-a-Karn would have won if not for the unspecified X. I'm giving it to the most rational card, which as Eventide Sojourner prophetically spoke makes Subject16 the winner.
Trajan, First Among Kings2UU
Legendary Human - Soldier {M}
Creatures you control have basic landwalk. (Creatures you control are unblockable as long as defending player controls a basic land)
When the royal treasury overflowed with lucre, Trajan built neither castles nor monuments. No exotic animals graced his estate, and none visited his dining table. Instead, he built roads across the whole of Meletis. And so it became the center of the world.
Soilen Sentry
Land Creature- Soldier (U)
Vigilance
When Soilen Sentry dies, you may exile it. If you do, search your library for a basic land card, reveal it, and put it into your hand, the shuffle your library.
1/1
Fictive Conscript2UU
Creature - Illusion Soldier (U)
Whenever Fictive Conscript becomes the target of a spell or ability, return it to its owner’s hand.
Whenever Fictive Conscript attacks or blocks, it gets +1/+1 for each card in your hand until end of turn.
2/2
IIW: Treefolk.
Private Mod Note
():
Rollback Post to RevisionRollBack
May your games be chaotic and your decks be Rogue.
Super Serum Soldier2G
Creature - Soldier (U) 2G: Put a +1/+1 counter on Super Serum Soldier. It gets +1/+1 until end of turn.
"The leather strap armor works well for giant hulking slabs of muscled soldiers, where regular armor would have bursted."
2/2
Spellscale PikerUR
Creature- Wizard Soldier
As long as you control a Dragon or Drake, Spellscale Piker gets +2/+1 and has prowess and flying. 1UR, exile an instant or sorcery spell you control: Create a 2/2 blue Drake creature token with flying.
1/1
IiW:creatures/tokens/vehicles with zero toughness and nonzero power
Private Mod Note
():
Rollback Post to RevisionRollBack
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Legendary Human {R}
Whenever you destroy a dragon or drake, you may search your library for an equipment card and exile it with a material counter on it.
t: Put a card you own with a material counter on it from exile onto the battlefield.
"Wade!" "Nonsense Heren, I would not DREAM of charging for the splendid opportunity to craft in dragon bone!"
0/1
IIW: original superheroes
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Destined to Fade
(Destined to Fade is blue) Sorcery
Reserve 2U (Rather than cast this card from your hand, pay 2U and exile it with a ready counter on it. You may then cast it from exile for 2U as long as it has a ready counter on it.)
Put target nonland permanent on top of its owner’s library. If Destined to Fade’s miracle cost was paid, put that permanent on the bottom of its owner’s library instead.
Miracle WUB
IIW: Make a card with Reserve
Creature- Ooze (R)
When another creature enters the battlefield, you may put a +1/+1 counter on Unfathomable Oobleck if it is on the battlefield.
When another creature enters the battlefield, you may move a +1/+1 counter from Unfathomable Oobleck to that creature if Unfathomable Oobleck is in exile.
When Unfathomable Oobleck dies, exile it. It retains any +1/+1 counters it had.
1/1
IIW: Split cards, aftermath, meld , or similar mechanic.
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 - Elemental R
+1/+1 counters remain on Volplex Elemental as it moves between exile and the battlefield.
Whenever an opponent casts a spell, put a +1/+1 counter on Volplex Elemental and exile it until end of turn.
6U: For each counter on each player, creature or exiled card you own, you may put another counter of that type on that card. You may activate this ability while Volplex Elemental is in exile.
1/1
Next: WotC has announced that black will now be able to remove enchantments. Show me how that's done in commmon.
Legendary creature- Eldrazi (M)
Indestructible, Hexproof
Ulamog of the eternities cannot enter the from your hand or graveyard.
When you cast Ulamog of the eternities, exile it with a titan counter on it. As long as Ulamog is in exile, legendary eldrazi spells you cast cost 4 less to cast.
Remove a titan counter from Ulamog: put Ulamog of the eternities from exile onto the battlefield. It loses hexproof and gains trample and anihillator 4.
20/20
IIW: You as a magic card.
Instant
Mentallic Blast deals 3 plus X damage to any target, where X is the number of charge counters on it.
Whenever a player draws a card while this spell is in the stack, put a charge counter on this.
IIW: from the end of days
Legendary Creature - Monk Avatar (Mythic Rare)
Lifelink
When is put into the command zone from the battlefield, put a meditation counter on it.
Monk spells you cast, Cleric spells you cast and enchantment spells you cast cost 1 less to cast for each meditation counter on Baeyana.
Counters remain on Baeyana as it moves to any zone other than a player's hand or library.
3/3
IIW: Cycling matters
Nevinyrral, the Eternal
This is the most creative use of counters out of any entry in my opinion. My biggest issue is that I can never think of a time that I'd want to cast this, I'd just want to pitch it to yard early on and let it build, and that having multiples in yard breaks the legend flavor.
Wade, Master Craftsman
I like the flavor of crafting weapons out of dragonbone, and it could potentially be powerful, but it seems like the only realistic way to play this is to kill a bunch of your own dragons/drakes as relying on your opponent to run them isn't reliable, and that seems like too many hoops to jump through for essentially the effect of Stoneforge Mystic
Destined to Fade
An interesting variation of suspend, Reserve seems like a solid nonflashy mechanic that lets you spread paying for spells out over multiple turns while also providing resiliency to hand hate. However, it does strike me as being extremely close to suspend for this challenge.
Unfathomable Oobleck
I like this card a lot. It is solid value that builds in the early game, and provides a solid persistent bonus in late game. Love in multiples.
I like this card quite a bit, and I'm sure there's some way to break it, which is always fun. Feels more izzet than mono blue to me, maybe that's just because I play Norin the Wary
Ulamog of the Eternities
This is at floor a 9 mana (generic too, not even colorless) 20/20 trample indestructible. That's miles stronger than anything Tron has ever had to date. Throw in the other abilities and this is just bonkers. Also, not sure why hexproof is even on the card, since it doesn't effect the card in exile and adding 2 lines of text for an ability that will only be relevant by casting a card through an alternate, unrelated method seems confusing and not worth it.
So this is essentially Lightning Bolt, and you pay an extra U to make every card you draw at instant speed while this is on the stack ping for 1. It seems pretty underwhelming, and I think could've been safely 2 damage per card drawn, considering the amount of setup necessary.
I love any card that comboes with Conjurer's Closet, mainly because most people will say, "wait, no it doesn't", and Baeyana seems like a solid all-rounder. The lack of ability to interact with the counters might be problematic though, as similar effects like Animar can be dealt with via removal, but recasting Baeyana loses no progress, but overall I think it's more balanced than not.
HM: Subject16,Sephon19
Next Challenge: Split cards, aftermath, meld , or similar mechanic.
Legendary Artifact
When Karn's head enters the battlefield and at the beginning of your precombat main phase, look at the top X cards of your library. You may reveal an artifact card from among them and put it into your hand.
Artifact spells you cast cost 2 less to cast.
(Melds with Karn's body)
"I feel a strange connection to Urza right now." - Karn
Karn's Body 7
Legendary Artifact Creature - Golem
2: Copy target activated or triggered ability of an artifact you control. You may choose new targets for the copy.
Abilities of other artifacts you control cost 1 less to activate. This can't reduce the cost below 1 mana.
At the beginning of your post combat mainphase, if you control both Karn's head and Karn's body, exile them, then meld them into Karn, reborn
"A perfect new toy to play with, wouldn't you agree, Jin?" - Elesh Norn
6/6
Karn, reborn
Legendary Planeswalker - Karn
+2 - Return target artifact card from your graveyard to your hand.
+2 - Target artifact you control becomes a creature with base power 5/5 in addition to its other types.
-4 - Look at the top 5 cards of your library. You may reveal any number of artifact cards from among them, and put those cards in your hand. Put the rest of the cards on the bottom of your library.
-12 - Target opponent loses life equal to the number of artifacts you control. Exile Karn, Reborn, all artifacts you control, and all permanents your opponents control
Starting Loyalty - 6
IIW: Choose an uncommon walker from WAR and turn them into a rare or mythic walker (static, plus, minus). I want at least one Kiora entry, since she's awesome.
Sorcery (M)
Take an extra turn after this one.
//
Done BBBB
Sorcery (M)
Each player sacrifices all creatures they control.
Fuse (You may cast one or both halves of this card from your hand.)
IIW: Specter lord.
Enchantment - Song U
(When this enters the battlefield or you turn to it, play its chorus. At the beginning of your first main phase, turn it to the other Song.)
Chorus: Tap target permanent.
//
Song of Fire R
Enchantment - Song U
(When this enters the battlefield or you turn to it, play its chorus. At the beginning of your first main phase, turn it to the other Song.)
Chorus: Song of Fire deals 1 damage to any target.
-
Basically, this is a split card where the right half is upside down.
You cast either side (Here you can cast either Ice or Fire). Then like Sagas, at the beginning of your first main phase, you turn the card around similar to flip cards and activate the other song. Rinse and repeat. Also, unlike flip cards, since all Songs are enchantments (that don't tap), there shouldn't be any confusion in regards to whether it's tapped or not. The side facing its controller normally is the one that sings its chorus.
Songs will not be printed at the common rarity.
-
IIW: Wizards have announced that they're going to do black enchantment removal. Show me what that's like at common.
Sorcery
Create a 2/2 green Bear creature token.
Study Up U
Sorcery
Scry 2, then draw a card.
[ Balance - As this resolves, each opponent may resolve the other half of this card. Draw a card for each that does. ]
IIW: From the end of days
Sorcery {R}
Sacrifice a creature, draw 2 cards.
Antaam sent forth Arishad. And he knew he would not return.
//
What is Right WW
Sorcery
Aftermath
Put 2 +1/+1 counters on target legendary creature you control. Exile your current commander if it is in your command zone. That creature is now your commander.
When he stood finally in the circle of the ancients, Antaam cast down his crown. He anointed Aristen, son of Arishad.
IIW: Original Supeheroes
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Instant (Uncommon)
Create a 2/2 blue Bird creature token with flying.
//
Cover 1U
Instant (Uncommon)
You and permanents you control gain hexproof until end of turn.
IIW: Nonwhite Soldiers
Legendary creature- Demon (M)
Flying, trample, indestructible
Ormandahl can’t block
Whenever four or more creatures assess lethal damage, transform Ormandahl.
6/4
“The Profane Prince could not bear to see his kingdom crumble...”
////////////////////////////////////
Ormandahl the Treacherous
Legendary creature- Eldrazi Demon
Flying, trample,
Whenever you sacrifice an Eldrazi creature, you may search your library for another Eldrazi card with converted mana cost 5 or less and put it onto the battlefield tapped.
, sacrifice a creature: Destroy target non-demon, non-Eldrazi creature. Target opponent loses two life.
7/6
“So he learned an even more vile power.” -Thalia, Knight Cathar
IIW: Do whatever your IIW was for this round. If you didn’t participate in this round, make me an Eldrazi with an additional type. (Creature types work, or you could make an Eldrazi Planeswalker.
My last entry was awful.
Artifact- Equipment
Forge with Nightshade Dagger 2B (You may cast this spell for its forge cost by sacrificing an equipment named Nightshade Dagger. If you do, it enters the battlefield attached to any permanent the sacrificed equipment was attached to.)
If Sundappled Bow's forge cost was paid, it enters the battlefield transformed.
Equipped creature has reach.
Whenever equipped creature blocks, Sundappled Bow deals 1 damage to each of up to 3 targets.
Equip 1W
//
Starlit Shortbow
Artifact- Equipment
Equipped creature gets +2/+2 and has vigilance, reach and "T: This creature deals 1 damage to each of up to 3 targets."
Whenever a creature an opponent controls is dealt damage, that creature's controller loses 1 life.
Equip 4
Nightshade Dagger 4
Artifact- Equipment
Forge with Sundappled Bow 1W (You may cast this spell for its forge cost by sacrificing an equipment named Sundappled Bow. If you do, it enters the battlefield attached to any permanent the sacrificed equipment was attached to.)
If Nightshade Dagger's forge cost was paid, it enters the battlefield transformed.
Equipped creature has deathtouch.
Whenever equipped creature deals combat damage to a player, put a charge counter on Nightshade Dagger. Then, defending player loses life equal to the number of charge counters on Nightshade Dagger.
Equip 1B
//
Twilit Blade
Artifact- Equipment
Whenever equipped creature attacks, put a charge counter on Twilit Blade.
Equipped creature gets +X/+0 and has deathtouch, where X is the number of charge counters on Twilit Blade.
Whenever equipped creature would deal combat damage to a player, you may instead deal X damage divided as you choose among up to 3 targets, where X is the number of charge counters on Twilit Blade.
Equip: 3
IIW: Creatures with 0 toughness and nonzero power
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.
Karn's Head + Karn's Body = Karn Reborn
Karn's Head has an unspecified X, making it tough to evaluate. Perhaps X is the number of artifacts you control. That's pretty nuts on top of the cost reduction, but it shouldn't be broken at five mana. The body is decent, but at seven mana, you won't be playing it without the head. The planeswalker form is good, but it doesn't instantly ruin them. In fact, it doesn't really interact with the board much. All in all, I think this is a fun series of cards that would be a kitchen table favorite. It requires a five drop, and a seven drop, and the merged version is less earth-shattering than Brisela, Voice of Nightmares, so I don't see it as a series of cards that would make it all that far in constructed formats, but the abilities of the two base cards are interesting enough to be worth considering in various EDH decks, and if you are playing one, it feels a shame not to play both. I do wish Karn gave you some powerful instant gratification that tells you that you done good by melding. Something like "{-3}: Exile target nonartifact permanent." But maybe that's too much.
Eventide Sojourner:
Once // Done
There are some rather unusual things going on here. Basically, this is two ridiculously strong and completely unrelated effects allowed to coexist simply because they are so inconvenient to cast that it can't really be broken. In some ways, having both halves is a drawback, since mono blue or black EDH decks can't play the card, which is a kinda cool balancing feature, since every mono blue deck would play Once, and every mono black deck would play Done. Yet blue black decks struggle with both halves. I'm really not sure what to think about this card, but I must admit that it's more nuanced than it initially looks. I still don't like how completely unlinked the halves seem both thematically and mechanically, though I guess they are both control tools.
Sephon19:
Song of Ice // Song of Fire
So this is a flip mechanic, not a double faced mechanic. Double faced would work just as well for the same concept, but I guess it's nice to not have to unsleeve. Thematically, I like what you are going for with songs, but switching back and forth in style isn't really what music tends to do, though there are some outliers. It does succeed in creating a rhythm, which I like. As to the card itself, the abilities are somewhat unrelated, but each hits the enemy's stuff in a color appropriate way. Without the other side, each of these would easily be worth more than 1 mana, but you don't get to choose which half you want except when you play it. A mono blue deck only gets to deal direct damage every other turn, so the color bleed is acceptable. The concept is pretty interesting. Frankly, I could have done without the pop culture reference in the names.
JuanCu:
Bear Down // Study Up
This is super weird. I don't think there's room for a whole mechanic like this. If there were, it would have to be in a multiplayer focused set like Battlebond. This is political and pretty cool in multiplayer, but I think it's almost useless elsewhere. I find it pretty hard to evaluate. This is the most creative entry here, but I don't love the mechanic.
Stille Nacht:
What is Needed // What is Right
I must say, I'm interested in the design space you're delving into with What is Right. The ability to make something your commander in a non-commander game is exciting to me. Aftermath was an interesting choice. It means that you can't just go commanderizing creatures willy nilly. You aren't playing this for What is Needed. There is a bit of nonbo built in, where you have to sacrifice the creature that you may have wanted to commanderize to get to What is Right. The flavor text refers to this, but it still makes the card harder to get going early. The main issue with this card is that I'm not sure what it's trying to accomplish. You get to choose your commander, but what are you trying to do with that? Bonus points for flavor. Aftermath does allow you to tell a story through design and I like that you're toying with that. Unfortunately, a BB Altar's Reap is just not very good, and aftermath needs a good front side to be worth it.
Subject16:
Duck // Cover
Duck is indeed a hilarious name for the first card. Both of the cards are decent, and it follows a solid model of split card: one that is always decent (a Wind Drake with flash) and a card that is situationally powerful (basically a Rebuff the Wicked). The result is a powerful draft uncommon with no real flaws. However it's less inspiring than many of the other entries despite a truly delightful play on words in the name.
The Raven Man Is Squee:
Ormandahl the Hellish // Ormandahl the Treacherous
"Whenever four or more creatures assess lethal damage, transform Ormandahl." This is sadly unclear. What does it mean to "assess" damage? It's certainly not the same as dealing damage. Does that mean that four or more creatures have power that is enough combined to kill a player? If so, this seems to count the opponent's creatures too. Considering that this already has six power, it'll be transformed pretty often. That really needs to be more clear. Moving on to the other side-- jeepers! So it's job is to sacrifice eldrazi tokens and turn them into medium sized eldrazi. I must say I like that this has a really specific and unusual game plan. Costing C for an ability on a card that already costs BBBB is questionable to say the least. There's definitely cool stuff going on here, but it's a bit all over the place.
Totally Haywire:
Sundappled Bow // Starlit Shortbow + Nightshade Dagger // Twilit Blade
The biggest problem with these cards is complexity. If I have Sundappled Bow in play, I might turn it into Twilit Blade (which isn't what's on the back of Sundappled Bow, meaning the opponent can't read it). I can't get what's on the back of my Sundappled Bow unless I play it after Nightshade Dagger. Then you look at the abilities, and they're all complicated. Plus to get full value, you have to be playing these two different equipment in black/ white. That's not an insane hoop to jump through, but it is a hoop. I would honestly rather have them both share the same backside, which would essentially be the same as meld. If you were going to go this route, I would have gone for something considerably more straightforward:
Obsidian Club 2
Artifact- Equipment (U)
Forge with Cursed Blade 2 (You may cast this spell for its forge cost by sacrificing an equipment named Cursed Blade. If you do, it enters the battlefield attached to any permanent the sacrificed equipment was attached to.)
If Obsidian Club's forge cost was paid, it enters the battlefield transformed.
Equipped Creature gets +1/+1 and trample.
Equip 2
///////
Doom Glaive
Artifact- Equipment (U)
Equipped creature gets +2/+2 and has trample and deathtouch.
3: Target creature blocks equipped creature this turn if able.
Equip 3
Cursed Blade 2
Articfact- Equipment (U)
Forge with Obsidian Club 2 (You may cast this spell for its forge cost by sacrificing an equipment named Obsidian Club. If you do, it enters the battlefield attached to any permanent the sacrificed equipment was attached to.)
If Cursed Blade's forge cost was paid, it enters the battlefield transformed.
Equipped creature gets +1/+1 and has deathtouch
Equip 2
/////////
Doom Axe
Artifact- Equipment (U)
Equipped creature gets +2/+2 and has trample and deathtouch.
When a creature dealt damage this turn by a creature equipped with Doom Axe dies, put a +1/+1 counter on equipped creature.
Equip 3
As you can see, even this heavily simplified version of the concept is still too complex for its own good. New players are never going know which card's back side you transform into.
Maybe if you control both, you could sacrifice one to transform the other, and thus choose the one you prefer. That would cut down somewhat on complexity, though I'm not sure you need the keyword at that point.
Next: Nonwhite soldiers.
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.
Legendary Human - Soldier {M}
Creatures you control have basic landwalk. (Creatures you control are unblockable as long as defending player controls a basic land)
When the royal treasury overflowed with lucre, Trajan built neither castles nor monuments. No exotic animals graced his estate, and none visited his dining table. Instead, he built roads across the whole of Meletis. And so it became the center of the world.
4/4
IIW Original super heroes
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Land Creature- Soldier (U)
Vigilance
When Soilen Sentry dies, you may exile it. If you do, search your library for a basic land card, reveal it, and put it into your hand, the shuffle your library.
1/1
IIW: An egg (creature or noncreature).
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 - Illusion Soldier (U)
Whenever Fictive Conscript becomes the target of a spell or ability, return it to its owner’s hand.
Whenever Fictive Conscript attacks or blocks, it gets +1/+1 for each card in your hand until end of turn.
2/2
IIW: Treefolk.
Creature - Soldier (U)
2G: Put a +1/+1 counter on Super Serum Soldier. It gets +1/+1 until end of turn.
"The leather strap armor works well for giant hulking slabs of muscled soldiers, where regular armor would have bursted."
2/2
IiW
Risen Reef level broken lords.
Creature- Wizard Soldier
As long as you control a Dragon or Drake, Spellscale Piker gets +2/+1 and has prowess and flying.
1UR, exile an instant or sorcery spell you control: Create a 2/2 blue Drake creature token with flying.
1/1
IiW:creatures/tokens/vehicles with zero toughness and nonzero power