Ink-Treader: This guy is kinda cool, but not powerful enough. Giving deathtouch for 2 isn't great, and neither is evasive Commander damage when you have to pay for every damage. Honestly, I feel like the :xmana::symb: ability could be :1mana::symb:. Even then, he's more cool than good.
Gruesome Missive is a reasonable Limited card, but just not strong enough for Commander.
I am slightly concerned that Kalivan's effect is too good for a commander. Killing a player through commander damage should at least involve attacking with with your commander. That said I love the potential design space this opens and as commanders go this offers some exciting new deck options.
I'm not sure why the cipher spell is distributing -1/-1 counters (though it's never a bad thing :D) but I see the link between Kalivan's ability and spells ciphered on him. A cheap, balanced and playable cipher spell is hard to achieve so you get credit for that.
Well I certainly succeeded at being thought provoking. I like that, and everyone has good points. I did have the ability costed at B to replace 1 damage, though there's arguably little difference between 1 and all outside of Commander (besides perhaps a creature your replacing damage with having its own saboteur ability), the main reason I costed it as XB is I was greatly concerned that replacing 1 for B would be too strong... and I never considered replacing all for a cost.
I grant that Gruesome Missive is a tad boring, but I find it a little easier to design auras/equipment/other similar effects at lower mana costs, even if they are ultimately much less exciting... which I should of realized was a problem right then and there.
Moss_Elemental: I've never been a fan of commanders you kind of want to die, and this is no exception. The uncommon is pretty interesting, though. I'm not… entirely sure how well it plays with your commander, though?
Ink-Treader: WEIRD ABILITY I LOVE IT! Now that's a devastating commander. I see how the uncommon works with the general, but it doesn't REALLY feel like it advances the strategy of the deck. Cipher is like, the least of the cool stuff this guy can do, IMHO.
doombringer: This guy can send himself all around. It's odd. I'm not sure it's really all that exciting. The uncommon is a little on the nose, I think. Just too narrow to really be on an uncommon at all.
L0ng5h0t: Interesting, but how many auras are you planning to have in your hand at once? This trigger off each unblocked creature, which feels excessive and unnecessary. Played right, this will empty your hand of auras the turn it lands, then sit as a 2/5 flying hexproof the rest of the game. The uncommon, though, is very nice mechanically, a little generic name-ly
Jimmy Groove: The blue half seems like the good half. I wish the blue half drew you cards and that way the green half were more likely to be useful, since you'd actually have lands in your hand to lay down. The Scouts are interesting. I feel like rather than have that mode, it should be "choose land or nonland. reveal cards until the chosen blah blah blah."
jwanders: This is crazy powerful for the red half. As for the uncommon…. that's a rare, right? It has to be a rare. It's big and flashy and powerful and iconic.
I am confused why people think my uncommon doesn't work they way I think... it works exactly how I think, that is the idea for the balancing for it, you can only use it on a creature that has taken damage but hasn't died, and there are plenty of ways to make a creature not die from damage, indestructibility is a thing. Yes it doesn't work as well as it could, but it is just uncommon.
Woops, am I too late for crits? I have no excuse, I just kept putting it off
willows: The commander seems fine as an aggressive guy, but the downside of that is that he doesn't scale well to the late game. I also don't really feel the RWU in his 2nd ability. The support card is good, if a teensy bit pushed, but I don't see the synergy with the commander card.
aftermarketradio: Wow this guy's effect seems really strong, but my biggest concern is how well it fits into white's color pie. The support card is good, damage with restrictions and big-creature-hate do fit in white's slice. I feel like it could've been a sorcery, though
arcel: This guy is kind of cool but a bit pushed, I do like the idea of a RW knight that's both aggressive and defensive and his abilities fit well into both categories. He's definitely pushing the upper level of cost-to-power, though. I'm not in love with the support card, simply because it doesn't so much synergize with him as it does just copy his own ability.
void_nothing: In contrast to the other entries I think this guy is a little underpowered, he's let down by his small body, though with his ability he does need to be at least triple-blocked to kill and every time he isn't blocked he gets stronger. His support card seems like it could be REALLY annoying, makes him relevant late game and goes well on just about any creature.
Coyote King: Geez this guy is nuts, all it needs is some multi-token producers, all of which become overruns (hello Thatcher Revolt), and so help your opponent if they try to block because their creatures will just get shredded. The support card, on the other hand, is a little underwhelming. I can see the synergies with the commander but it's just not very excited, even more so without the commander to help it.
Koopa: Not particularly exciting, but potentially extremely annoying, this guy seems fine but he's not lighting my world up at all. The support card is a pretty neat combat trick but it's just a copy of his ability (although interestingly doesn't specify nontoken creature this time. Intentional?)
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