Unfortunately I don't have time to peruse your judging from the previous round, so I don't know exactly what those judges told you. I will say that I think Emanate could be dangerous. It's a lot more dangerous than Flashback, because Flashback only lets you use a card once. It is not, however, unprintable. I would say it's a lot more similar to Retrace than Flashback, in that it allows "unlimited" uses of the card as long as you have the proper resources. I do think that you should revise Emanate to be more similar to Retrace. Right now it color washes the card and creates a copy of it. Why bother with that? Change it to "Whenever you cast a spell with Emanate, you may cast this spell from your graveyard."
Now for your actual cards:
I was going to say Syndicate Veto is overcosted, but I think you've actually found a fair cost, given that Frost Breath costs 2U and this adds in Emanate and doesn't only do creatures. Abrade the Occult, however, is a very strange fit for white, and should be blue. Hysterical Blitz is way too much better than Panic Attack for the exact same cost. See also Nightbird's Clutches. Emerging Game is alright. Why, exactly, does the beast come in tapped? To prevent blocking shenanigans with Instant-speed Emanate cards? I think it would be fine if it was untapped, though it made need to cost more either way.
I'm a bit disappointed not to see this card:
Cantrip
1U
Sorcery (C)
Draw a card.
Emanate
I'm not going to comment on Forbidden or your Forbidden cards because it's not really that parasitic.
Ensnare seems way more like an evergreen keyword than a block mechanic. It definitely doesn't belong in red, and I don't understand why Wizards put it in green in the Kamigawa block. Zalyan Sentry is cute. Sentinel Vine is alright, though the wording is off: "Whenever ~ blocks a creature with toughness 2 or greater, ~ gets +1/+0 UEOT." I do worry that it's a bit complex for a common, but only if there are a lot of complex commons in your set. Manikarni Sprite seems like it would be very powerful in limited (though I'm not saying I'm the best judge of that). Spined Goblin is off color.
This version of Chime is definitely better than Resound. Rebound shows us that getting an instant for sorcery for free a second time is possible. The problem with this versus Rebound is that this has more memory issues, in that it may be some time before you cast your next instant or sorcery. The other problem is that you get to choose when you trigger this, which of course makes it more powerful than Rebound in some ways. Litany of the Scorned should cost at least 1 more, as Iona's Judgement and Trostani's Judgement would seem to indicate. Whispers in the Rain seems alright. It could possible cost 1 less.
I feel like Battlefield Planting is potentially too much of a life swing for common. Searing Glance should probably deal only 2 damage. It's too much better than Searing Spear as is.
I like Cracklegraft.
Jimmy Groove - A lot of work was put into this entry, obviously. I liked manatide from the outset when I had to critique it in round 1. I'm not really a fan of the Current cycle since it seems to work against the point of the keyword; to me, manatide seems to be about getting in-color effects for free by "proving" you're heavily invested in those colors. The waves suit me much better for that philosophical reason. I particularly like Steamwave. The Tidecharters are sort of meh for me - I'm not sure I'd want to wait around for turn 4 for any of those creatures even if they did cantrip. The other Tsunamis all look fun, although I believe you misspelled "Emu" as "Emo" in the green one, amusingly enough. The hybrid-mana Invokers are linear-tastic, and oddly appealing; I'd perhaps prefer them at uncommon, with bigger bonuses granted for the manatide-enabled part of the ability.
Ninja Caterpie - I'm really not sure I like this keyworded. The "pitch" mechanic has always proven itself to be abuseable, and while putting a mana cost on it makes it safe, it also sort of makes it unsexy. It's also got a bit of a generic flavor and mechanical feel - if R&D were to ever make an original keyword for a core set this is what they might use. As for the cards themselves, the only one that really appeals to me is Reveal Facade, which is, of course, the free one. I suppose Divining Gaze is sort of clever, and the more I think about Withering Thought the more I like it (you get a discount in exchange for exiling the card from your hand to replace the card advantage your opponent loses from the dead creature), but it only excites me in a sort of fiddly mechanical way. There's not exactly a lot of spectacular design space with this; it's just a utility mechanic you put on the requisite variants of staple instants and sorceries.
I really like Persecute. It's an interesting take on removal and in the right build, can milk entering and leaving the battlefield effects.
I do think Tainted Law is broken at 3 mana. That's a hell of a wrath for non-white creatures that come back crippled. So you'd get an open swing on your opponent, then they come back scarred? I like the card, but it is a far cry from an uncommon and costing 3.
Forgo Thought works a lot better. Not a totally broken rare, blue would totally find room for this and it's a really fun take on Persecute.
Black would love Drag Through the Streets. Great as an instant, leaves a scar, though I think you added the Draw a card to balance it out and may have made it too good as a common. I think this could just target any creature and drop the draw a card business and it'd be more solid. Aren't they trying to align black with creature removal that isn't nonblack specifically anyway? Maybe I'm wishfully thinking. (I do notice the multicolor or noncolor creature trend you're going with, so do what you gotta do to maintain a cycle)
Willing Martyr is bleh. Blocking him is along the lines of less than Infect or Wither and if the creature is successfully Persecuted, they'll get another ETB trigger, if they choose to block it accordingly.
Ensnare is great for combat, even though is leans away from dealing combat damage and just sticks to regular damage, which I think is against the point of combat if they are given the ability to ping. I think it'd be better off as combat damage, albeit less fun.
Nothing exciting about Zalyan Sentry, just a basic level creature who holds your ability.
Sentinel Vine is a great use of Ensnare. Smaller creatures can escape it, or just crash right into it, creatures of power 2 and 3 will get caught up without killing your wall. I really like the design on this one.
Nagnan Paralytic is ok, it definitely embraces some tricky combat fun by blocking more offenders and tapping them down as needed.
Makinami Sprite would be great in limited. You've got a lot of great bases covered in a very solid body and perfect at the uncommon slot.
I feel like Spined Goblin could be a little more powerful without being broken. Oh wait, now I realize how Ensnare works as fun without dealing combat damage. I still feel like combat damage would be more the right way to go, but if you don't want to, then this is a great example of why you shouldn't.
Chime is an interesting ability. "The next time" type wording sounds somewhat confusing. Unless you follow it up immediately, keeping track of a card in Exile that can be cast for free from that zone when the trigger occurs seems like a strange memory issue. Not super strange, it can easily be played around, of course. Perhaps marking it with a counter so it's a card outside the game ready to be copied off the next Instant or Sorcery, but an until end of turn clause may help this issue.
Overall, I feel Chime is kind of broken in this use. 5 mana to exile a creature isn't a far cry for white. It's not optimal, but the next time you cast an Instant or Sorcery, you can exile another creature for free? Jeepers! That's pretty strong.
So you could've put Scry 1 on Whispers, since the way it's worded doesn't seem to be much different. That being said, Scry 1, Draw 1, Chime seems like a somewhat muted approach to Chime. It affords some advantage, but not a lot and I think that would still go a long way.
Battlefield Planting is kind of bleh. You gain a minimal amount of life, even with Chime, this doesn't have any kind of playable interest to me. I guess if you really stretch and can follow this up with another spell, then you could gain 4 per creature, which could be useful. But then you'd need to play another Instant/Sorcery as a follow up, so on its own, kind of lame. Even when you Chime it in later, it's either great when paired with something or lame twice.
Searing Glance seems like you wanted to tone down a Chime card for red, but this just doesn't do much. I feel like R for 2 damage to a creature with Chime would be more enticing to be played.
Cracklegraft feels good. Why not run it at 1RR? I feel like you could do it at 2RR without dealing 2 damage to the owner, but as it is, it seems kind of clunky. I do like the flavor of it, though.
WUGPhelddagrif GGGOmnath, Locus of Mana BBBXiahou Dun, the One-Eyed RRRAshling, the Pilgrim BBWTeysa, Scion of Orzhov UUUTalrand, Sky Summoner UUBVela the Night-Clad GGBVhati il-Dal RUWRuhan of the Fomori
aurorasparrow hit the nail on the head when they said the problem with your mechanic was that it won't do well in limited. Legendary matters is a rough mechanic. Legendary creatures and spells by nature are supposed to be scarce. That's what the flavor of the mechanic is about. You can't put enough legends into a set to allow for a healthy legends matters limited. In theory you could use some flavor to bend the rules to get common legendary spells, but I'm not sure it would be worth it.
Edit: I read your response to aurorasparrow. Well, at least it's a tertiary mechanic. It looks like you know some of the problems with it. The changes you made to usurp show this pretty well. Knowing this, there's a good chance you could make it work. I just hope you find a way to show it better in the next challenge.
I'm afraid I don't like attrition. While you did manage to do some interesting things with it, a lot of your commons are slightly complicated for commons these days. Though you kind of need it because a french vanilla with attrition would be kind of disappointing to see in a pack.
A keyword like this would cause players to constantly pay for the things they already have or have them get smaller. This inhibits growth and dynamism. I just don't think it would be that much fun for me.
Defy is okay. It's an easy trigger to track and is easy to understand. It might even make you think twice about picking high power things in limited. I think this kind of skill based decision making is pretty good.
That being said, I don't really grok it. Noble sacrifice does not always a historical figure make. Unfortunately, I think your world could have done better with a modular or parasitic mechanic (blister looks fun). But you did what you could with what you were given.
This is an ability that triggers when you are going to lose a creature. It makes a bad thing less bad, but most every time you use it something bad is happening for you. That might take away some of the fun.
Interesting round of Critiques on my end. I've capture the world but I find the balance tricky. Also I misread my critics (well I couldn't have predicted them anyway), and got some Negative Nancies who seemed to massively harp on a bad card in the cycle and destroy me for it.
As to the balance, I find this to be trickier, but everyone seems to know better and have it down perfectly, whatever. The cards require both having and playing a card of an appropriate mana cost, and paying the additional mana. So a 2 mana harmony effect on a 4 mana card is reach towards 6 mana territory, as to when it can become relevant. Without a companion spell, the spells are far less useful. So the situationality is the reason for the effects.
And to the much reviled Maddening Verse, It can only be played alongside another spell, so you'd need an instant to make it an instant. But eh, it was the cycle finisher, whatever. Probably should have left the cycle open.
As for ideas i'd like feedback on: The flash part is meant to that the two spells could be played together, perhaps even effecting each other. A simple fix can be done by 'You may play this for X if you played a spell of equal or greater cost this turn', which turns off the timing problem, but I think that hurt the flavor.
Tressan War-Swine
Creature - Boar (C)
Coordinate - If Tressan War-Swine would attack or block, you may pay and tap it instead. If you do, target creature gets +3/+3 until end of turn. (This creature doesn't attack or block.)
3/3
Hunting Hound
Creature - Hound (C)
Coordinate - If Hunting Hound would attack or block, you may pay and tap it instead. If you do, target creature gets +1/+1 until end of turn. (This creature doesn't attack or block.)
1/1
Trained Drake
Creature - Drake (U)
Flying
Coordinate - If Trained Drake would attack or block, you may pay and tap it instead. If you do, target creature gets +2/+2 and gains flying until end of turn.
2/2
Ashbreath Ravager
Creature - Elemental Horror (R)
Intimidate
Coordinate - If Ashbreath Ravager would attack or block, you may pay and tap it instead. If you do, target creature gets +3/+1 and gains intimidate and "Whenever this creature deals combat damage to a player, that player sacrifices a permanent" until end of turn.
3/1
Honestly, this is a much better mechanic than your first one. It is flavorful, works well, and has plenty of room for shenannigans. If you are keeping always the bonus equal to p/t, I wish that it was directly tied to it, but that's my suggestion.
Gelid Gust 1U
Instant (C)
Tap target creature. It doesn't untap during its controller's next untap step.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Focused Tsunami 3U
Sorcery (C)
Return target nonland permanent to its owner's hand.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Soilstagger R
Sorcery (C)
Target creature can't block this turn.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Forked Thunder 2R
Instant (C)
Forked Thunder deals 2 damage to target creature or player.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Tempest is an ok mechanic, but it could be more explored. You gave us four cards that show the simplest use of tempest, only that.
Squadron Pilot
Creature - Viashino Knight (C)
Skyknight (You may pair this creature with an unpaired creature with flying you control. They remain paired for as long as you control both.)
As long as Squadron Pilot is paired with a creature with flying, it gets +2/+2 and has flying.
3/3
Volcano Patrol
Creature - Human Knight (C)
Skyknight (You may pair this creature with an unpaired creature with flying when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Volcano Patrol is paired with a creature with flying, it gains flying and first strike.
2/2
Steampeak Lookout
Creature - Human Knight (C)
Skyknight (You may pair this creature with an unpaired creature with flying when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Steampeak Lookout is paired with a creature with flying, it has flying and “: Untap Steampeak Lookout and the creature it’s paired with.”
2/2
__________________
Sorry, Rider, but I think your mechanic is pretty much redundant with Soul Bound. You managed to create nice cards with it, but it is still Soul Bound with a tiny bit difference.
1.Gerrard's Mom
2.yewlas
3.Raikou Rider
Private Mod Note
():
Rollback Post to RevisionRollBack
Winner is Judge and Club Flaming IIW (get the one on top)
Guild ability being used by another guild
Graveyard effects
Unfortunately I don't have time to peruse your judging from the previous round, so I don't know exactly what those judges told you. I will say that I think Emanate could be dangerous. It's a lot more dangerous than Flashback, because Flashback only lets you use a card once. It is not, however, unprintable. I would say it's a lot more similar to Retrace than Flashback, in that it allows "unlimited" uses of the card as long as you have the proper resources. I do think that you should revise Emanate to be more similar to Retrace. Right now it color washes the card and creates a copy of it. Why bother with that? Change it to "Whenever you cast a spell with Emanate, you may cast this spell from your graveyard."
Now for your actual cards:
I was going to say Syndicate Veto is overcosted, but I think you've actually found a fair cost, given that Frost Breath costs 2U and this adds in Emanate and doesn't only do creatures.
Abrade the Occult, however, is a very strange fit for white, and should be blue.
Hysterical Blitz is way too much better than Panic Attack for the exact same cost. See also Nightbird's Clutches.
Emerging Game is alright. Why, exactly, does the beast come in tapped? To prevent blocking shenanigans with Instant-speed Emanate cards? I think it would be fine if it was untapped, though it made need to cost more either way.
I'm a bit disappointed not to see this card:
Draw a card.
Emanate
Ensnare seems way more like an evergreen keyword than a block mechanic. It definitely doesn't belong in red, and I don't understand why Wizards put it in green in the Kamigawa block.
Zalyan Sentry is cute.
Sentinel Vine is alright, though the wording is off: "Whenever ~ blocks a creature with toughness 2 or greater, ~ gets +1/+0 UEOT." I do worry that it's a bit complex for a common, but only if there are a lot of complex commons in your set.
Manikarni Sprite seems like it would be very powerful in limited (though I'm not saying I'm the best judge of that).
Spined Goblin is off color.
This version of Chime is definitely better than Resound. Rebound shows us that getting an instant for sorcery for free a second time is possible. The problem with this versus Rebound is that this has more memory issues, in that it may be some time before you cast your next instant or sorcery. The other problem is that you get to choose when you trigger this, which of course makes it more powerful than Rebound in some ways.
Litany of the Scorned should cost at least 1 more, as Iona's Judgement and Trostani's Judgement would seem to indicate.
Whispers in the Rain seems alright. It could possible cost 1 less.
I feel like Battlefield Planting is potentially too much of a life swing for common.
Searing Glance should probably deal only 2 damage. It's too much better than Searing Spear as is.
I like Cracklegraft.
1. Emanate
2. Willows
3. Saagn
Jimmy Groove - A lot of work was put into this entry, obviously. I liked manatide from the outset when I had to critique it in round 1. I'm not really a fan of the Current cycle since it seems to work against the point of the keyword; to me, manatide seems to be about getting in-color effects for free by "proving" you're heavily invested in those colors. The waves suit me much better for that philosophical reason. I particularly like Steamwave. The Tidecharters are sort of meh for me - I'm not sure I'd want to wait around for turn 4 for any of those creatures even if they did cantrip. The other Tsunamis all look fun, although I believe you misspelled "Emu" as "Emo" in the green one, amusingly enough. The hybrid-mana Invokers are linear-tastic, and oddly appealing; I'd perhaps prefer them at uncommon, with bigger bonuses granted for the manatide-enabled part of the ability.
Ninja Caterpie - I'm really not sure I like this keyworded. The "pitch" mechanic has always proven itself to be abuseable, and while putting a mana cost on it makes it safe, it also sort of makes it unsexy. It's also got a bit of a generic flavor and mechanical feel - if R&D were to ever make an original keyword for a core set this is what they might use. As for the cards themselves, the only one that really appeals to me is Reveal Facade, which is, of course, the free one. I suppose Divining Gaze is sort of clever, and the more I think about Withering Thought the more I like it (you get a discount in exchange for exiling the card from your hand to replace the card advantage your opponent loses from the dead creature), but it only excites me in a sort of fiddly mechanical way. There's not exactly a lot of spectacular design space with this; it's just a utility mechanic you put on the requisite variants of staple instants and sorceries.
2. Ninja Caterpie
1. Jimmy Groove
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I really like Persecute. It's an interesting take on removal and in the right build, can milk entering and leaving the battlefield effects.
I do think Tainted Law is broken at 3 mana. That's a hell of a wrath for non-white creatures that come back crippled. So you'd get an open swing on your opponent, then they come back scarred? I like the card, but it is a far cry from an uncommon and costing 3.
Forgo Thought works a lot better. Not a totally broken rare, blue would totally find room for this and it's a really fun take on Persecute.
Black would love Drag Through the Streets. Great as an instant, leaves a scar, though I think you added the Draw a card to balance it out and may have made it too good as a common. I think this could just target any creature and drop the draw a card business and it'd be more solid. Aren't they trying to align black with creature removal that isn't nonblack specifically anyway? Maybe I'm wishfully thinking. (I do notice the multicolor or noncolor creature trend you're going with, so do what you gotta do to maintain a cycle)
Willing Martyr is bleh. Blocking him is along the lines of less than Infect or Wither and if the creature is successfully Persecuted, they'll get another ETB trigger, if they choose to block it accordingly.
Ensnare is great for combat, even though is leans away from dealing combat damage and just sticks to regular damage, which I think is against the point of combat if they are given the ability to ping. I think it'd be better off as combat damage, albeit less fun.
Nothing exciting about Zalyan Sentry, just a basic level creature who holds your ability.
Sentinel Vine is a great use of Ensnare. Smaller creatures can escape it, or just crash right into it, creatures of power 2 and 3 will get caught up without killing your wall. I really like the design on this one.
Nagnan Paralytic is ok, it definitely embraces some tricky combat fun by blocking more offenders and tapping them down as needed.
Makinami Sprite would be great in limited. You've got a lot of great bases covered in a very solid body and perfect at the uncommon slot.
I feel like Spined Goblin could be a little more powerful without being broken. Oh wait, now I realize how Ensnare works as fun without dealing combat damage. I still feel like combat damage would be more the right way to go, but if you don't want to, then this is a great example of why you shouldn't.
Chime is an interesting ability. "The next time" type wording sounds somewhat confusing. Unless you follow it up immediately, keeping track of a card in Exile that can be cast for free from that zone when the trigger occurs seems like a strange memory issue. Not super strange, it can easily be played around, of course. Perhaps marking it with a counter so it's a card outside the game ready to be copied off the next Instant or Sorcery, but an until end of turn clause may help this issue.
Overall, I feel Chime is kind of broken in this use. 5 mana to exile a creature isn't a far cry for white. It's not optimal, but the next time you cast an Instant or Sorcery, you can exile another creature for free? Jeepers! That's pretty strong.
So you could've put Scry 1 on Whispers, since the way it's worded doesn't seem to be much different. That being said, Scry 1, Draw 1, Chime seems like a somewhat muted approach to Chime. It affords some advantage, but not a lot and I think that would still go a long way.
Battlefield Planting is kind of bleh. You gain a minimal amount of life, even with Chime, this doesn't have any kind of playable interest to me. I guess if you really stretch and can follow this up with another spell, then you could gain 4 per creature, which could be useful. But then you'd need to play another Instant/Sorcery as a follow up, so on its own, kind of lame. Even when you Chime it in later, it's either great when paired with something or lame twice.
Searing Glance seems like you wanted to tone down a Chime card for red, but this just doesn't do much. I feel like R for 2 damage to a creature with Chime would be more enticing to be played.
Cracklegraft feels good. Why not run it at 1RR? I feel like you could do it at 2RR without dealing 2 damage to the owner, but as it is, it seems kind of clunky. I do like the flavor of it, though.
1. link
2. saagn
3. willows
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
aurorasparrow hit the nail on the head when they said the problem with your mechanic was that it won't do well in limited. Legendary matters is a rough mechanic. Legendary creatures and spells by nature are supposed to be scarce. That's what the flavor of the mechanic is about. You can't put enough legends into a set to allow for a healthy legends matters limited. In theory you could use some flavor to bend the rules to get common legendary spells, but I'm not sure it would be worth it.
Edit: I read your response to aurorasparrow. Well, at least it's a tertiary mechanic. It looks like you know some of the problems with it. The changes you made to usurp show this pretty well. Knowing this, there's a good chance you could make it work. I just hope you find a way to show it better in the next challenge.
I'm afraid I don't like attrition. While you did manage to do some interesting things with it, a lot of your commons are slightly complicated for commons these days. Though you kind of need it because a french vanilla with attrition would be kind of disappointing to see in a pack.
A keyword like this would cause players to constantly pay for the things they already have or have them get smaller. This inhibits growth and dynamism. I just don't think it would be that much fun for me.
Defy is okay. It's an easy trigger to track and is easy to understand. It might even make you think twice about picking high power things in limited. I think this kind of skill based decision making is pretty good.
That being said, I don't really grok it. Noble sacrifice does not always a historical figure make. Unfortunately, I think your world could have done better with a modular or parasitic mechanic (blister looks fun). But you did what you could with what you were given.
This is an ability that triggers when you are going to lose a creature. It makes a bad thing less bad, but most every time you use it something bad is happening for you. That might take away some of the fun.
1. Profani
2. Legend
3. aurorasparrow
As to the balance, I find this to be trickier, but everyone seems to know better and have it down perfectly, whatever. The cards require both having and playing a card of an appropriate mana cost, and paying the additional mana. So a 2 mana harmony effect on a 4 mana card is reach towards 6 mana territory, as to when it can become relevant. Without a companion spell, the spells are far less useful. So the situationality is the reason for the effects.
And to the much reviled Maddening Verse, It can only be played alongside another spell, so you'd need an instant to make it an instant. But eh, it was the cycle finisher, whatever. Probably should have left the cycle open.
As for ideas i'd like feedback on: The flash part is meant to that the two spells could be played together, perhaps even effecting each other. A simple fix can be done by 'You may play this for X if you played a spell of equal or greater cost this turn', which turns off the timing problem, but I think that hurt the flavor.
I spent the last remainder of yesterday editing the scores. I'm putting the round up now.
Tressan War-Swine
Creature - Boar (C)
Coordinate - If Tressan War-Swine would attack or block, you may pay and tap it instead. If you do, target creature gets +3/+3 until end of turn. (This creature doesn't attack or block.)
3/3
Hunting Hound
Creature - Hound (C)
Coordinate - If Hunting Hound would attack or block, you may pay and tap it instead. If you do, target creature gets +1/+1 until end of turn. (This creature doesn't attack or block.)
1/1
Trained Drake
Creature - Drake (U)
Flying
Coordinate - If Trained Drake would attack or block, you may pay and tap it instead. If you do, target creature gets +2/+2 and gains flying until end of turn.
2/2
Ashbreath Ravager
Creature - Elemental Horror (R)
Intimidate
Coordinate - If Ashbreath Ravager would attack or block, you may pay and tap it instead. If you do, target creature gets +3/+1 and gains intimidate and "Whenever this creature deals combat damage to a player, that player sacrifices a permanent" until end of turn.
3/1
Honestly, this is a much better mechanic than your first one. It is flavorful, works well, and has plenty of room for shenannigans. If you are keeping always the bonus equal to p/t, I wish that it was directly tied to it, but that's my suggestion.
Gelid Gust 1U
Instant (C)
Tap target creature. It doesn't untap during its controller's next untap step.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Focused Tsunami 3U
Sorcery (C)
Return target nonland permanent to its owner's hand.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Soilstagger R
Sorcery (C)
Target creature can't block this turn.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Forked Thunder 2R
Instant (C)
Forked Thunder deals 2 damage to target creature or player.
Tempest (When you cast this spell, copy it if a spell was cast before it this turn.)
Tempest is an ok mechanic, but it could be more explored. You gave us four cards that show the simplest use of tempest, only that.
Squadron Pilot
Creature - Viashino Knight (C)
Skyknight (You may pair this creature with an unpaired creature with flying you control. They remain paired for as long as you control both.)
As long as Squadron Pilot is paired with a creature with flying, it gets +2/+2 and has flying.
3/3
Volcano Patrol
Creature - Human Knight (C)
Skyknight (You may pair this creature with an unpaired creature with flying when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Volcano Patrol is paired with a creature with flying, it gains flying and first strike.
2/2
Steampeak Lookout
Creature - Human Knight (C)
Skyknight (You may pair this creature with an unpaired creature with flying when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Steampeak Lookout is paired with a creature with flying, it has flying and “: Untap Steampeak Lookout and the creature it’s paired with.”
2/2
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Sorry, Rider, but I think your mechanic is pretty much redundant with Soul Bound. You managed to create nice cards with it, but it is still Soul Bound with a tiny bit difference.
1.Gerrard's Mom
2.yewlas
3.Raikou Rider
Guild ability being used by another guild
Graveyard effects
Done:
1 Mana Legendary Permanent
Kamigawa re-done