How is this card killing anyone? The attacking player may gain 10 life. It's optional. Right? Or did I template this wrong.
I do appreciate the critique, but sounds to me like either you misread the card, or else I'm missing something.
And you don't like the flavor. That's fine. I think the idea of one player waving a white flag in front of the other is funny. Also replacing the flagbearer with an automated one is hilarious. I kill myself.
Indeed I misread the card and stand corrected. It's fair for its cost.
D'nah-cramel's Puzzlebox1
Artifact (R)
Whenever a card leaves your graveyard, you may pay B. If you don't, each opponent puts a black 3/3 Demon Construct artifact creature with flying and trample onto the battlefield. : Target opponent gains control of D'nah-cramel's Puzzlebox.
Just make it cost 7 (why would I have this sitting around?) and make it 'Whenever a card leaves an opponent graveyard...'. Yes, yes, I get that it's part of a cycle, but every card in a cycle should feel natural or not exist in my opinion. I also don't like that it so heavily punishes opponents for no having :symb:. Boil. Yuck.
Destroy target land. If a plainswalker would enter the battlefield this turn, you may have it enter the battlefield with up to three loyalty counters less on it.
When Indoctrinate enters the battlefield, put 5 Sin counters on it and exile target creature.
At the beginning of your upkeep, remove a Sin counter from Indoctrinate.
Sacrifice Indoctrinate: Put the exiled card into the battlefield with a -1/-1 counter on it for each Sin counter on Indoctrinate.
I really thought this time I had a homerun. Maybe the other cards were better, but I'm weirded out on how much better I think this is than my last two days, which got many votes vs. Indoctrinate's 0. Almost made me change today's submission, but I'll see how it does considering I like even more than Indoctrinate. I'm just gonna have to assume Indoctrinate was everyone's third favorite.
Incite a Riot R
[U]Sorcery[/U] (U)
Choose a player. Put a +1/+1 counter on target creature that player controls. That creature gains unleash until the beginning of end of turn step.
Overload 2R
Overload + Unleash. Way too forced. Because it always puts +1/+1 counters and it only lasts this turn, there is 0 reason to use 'Unleash until end of turn' instead of 'that creature can't block this turn'.
Walking White Flag4
Artifact Creature - Golem (U)
Flash, defender
Whenever this blocks alone, the attacking player may gain 10 life. If he or she does, prevent all combat damage creatures would deal this turn. Eventough the city of Capituya had its flagbearers to thank for peace, those who waved the white cloth were pestered and mocked by their fellow citizens, until none wished to fill the position.
1/5
You shouldn't outright kill forever players who are content with playing only creatures and tapping them to attack each turn, they are the heart of our game. (Well, problem is this card makes it too easy, negating ten 10/10 tramplers at 4 any mana, uncommon). I also don't like the flavor. (Second opinion is a lot more subjective than the first).
Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.)
Whenever equipped creature attacks, you may have Radiant Revolver deal damage equal to the number of charge counters on it to target creature. If you do, remove a charge counter from Radiant Revolver.
Spiritual Crossroads :2mana::symb:
Enchantment (Rare)
At the beginning of each player's upkeep, put a -1/-1 counter on target creature that player controls.
Creatures with -1/-1 counters on them have shadow.
Mmm, I'd be worried this becoming too oppressive. With this I mean it's like Pestilence, a card that'll annoy your opponent for the rest of the game, at only 3 mana (and pestilence had that safety on 'when there are no creatures, sacrifice this). Of course Pestilence is a lot more powerful, but I mean this has a 'bad feeling' of making a player cringe when it hits play. I'd save putting a -1/-1 each turn for Planeswalkers. Serrated Arrows is what I'd consider fairly good (Spiritual Crossroad's symmetry can be negated easily by not caring to play creatures, and anyway its hardly symmetric when you choose the target).
Sinister Coalescence1BB [U]
Enchantment B: Creatures you control get +1/-1 until end of turn. "Where that aura is, Liliana is. And where Liliana is death surely lingers. Steer clear of this area."
-Ajani Goldmane
Fair, fun. Wait a minute, this is NOT an aura, Ajani!
Dimir Thoughtagent1UB
Creature - Human Wizard (U)
Flash
When Dimir Thoughtagent enters the battlefield, target opponent discards a card and you draw a card.
2/1
Coral Crusher2U
[U]Creature - Turtle Mutant[/U] [U]
Evolve UU: Switch ~'s power and toughness until end of turn. "I wouldn't get on its bad side. The problem is figuring which side that is."
0/3
Another thumb up for a card to be in Dragon's Maze. Call Maro.
Wall of Probes3WU
Creature - Wall
Flash, Flying, Defender
Whenever Wall of Probes is dealt combat damage, draw that many cards.
1/10
Another oppressive card. Think Stuffy Doll times two: a single drawing = highest power will kill your opponent surer than damage, and then there is the Flash to completely break this card.
Enchantment (R)
Reveal each card you draw.
Whenever you draw a land card for the first time in a turn, put it onto the battlefield tapped, then draw a card.
Now this I like more than your previous :2mana::symg::symu: card, that with the 'forest and island' made it too obvious that you should use self-mill, instead of it occurring naturally. Problem with this card is that is not blue.
Clockstopping4UU
Sorcery (M)
Take another turn after this one. At the end of that turn, another target player takes another turn. "Niv-Mizzet will be most pleased with the results of this experiment. I'll be sure to report to him... as soon as time restarts."
Sorry about the malfunction :(. About this, it feels like expensive Final Fortune in 1v1, like cheap Time Stretch in 2HG, and like 'Oh no, X is winning, save us Y' in Commander (yes, this one is the best). Just all over the place.
Prismatic Gleam -- (R/G)(R/G)
Sorcery (U)
Choose two colors and cultivate them. (To cultivate a color, if you have that color of mana in your mana pool, add one mana of that color to your mana pool.)
Draw a card.
Manamorphose way more restrictive. If you make cultivate, commit to it, lose the colors restriction. That's like making Populate as 'a copy of a token, but maximum 3/3, don't get uppity'. Mmm, but then cultivate does get explosive, mmm... but whatever, 5 color decks SHOULD rule.
Mwonvuli Acid-Spitter2BB [U]
Creature - Snake Horror
First strike, wither 1G: Mwonvulti Acid-Spitter gets +1/+1 until end of turn. Activate this ability only once per turn.
2/1
Annoying blocker, but I guess fairly costed. I think wither and infect sets just leave players tired of 'you never win combat' as wherever you connect, you lose something. Well, I guess if you have the first striker witherer, you ARE winning combat. But the game comes to a grind as you try to win attacking with a 3/2 for 4 mana + 2 mana sized installments, than has 0 evasion. Shrugs. I don't like it.
When Rotting Drooler enters the battlefield, discard a card.
Postmortem :5mana::symg: (:5mana::symg:: Return this from your graveyard to the battlefield tapped and transformed).
"Zombifications can have weird results."
3/2
(3/4)
Flowering Mummy Creature - Zombie Plant
(U)
When Flowering Mummy enters the battlefield, draw 2 cards.
As Flowering Mummy dies, exile it.
"I love when that happens."
3/4
I made Postmortem while speculating on Dark Ascension, and just now remembered it while playing with the layouts. I'm glad it did super well, but now I wonder if it was the prettiness, the ability, or the card overall (hopefully it was the last 2, but yeah, I like the look).
Reptilian Puzzlebox1
Artifact (U)
Whenever the fourth sorcery spell you control resolves this turn, you may pay R. If you do, Reptilian Puzzlebox becomes a 3/2 red Lizard Construct artifact creature with double strike.
My position stands: if you cast 4 sorceries in a turn, you'd rather this be another red sorcery that adds mana, disruption so your combo works (like Thoughtseize), your win condition (Pyromancer Ascension maybe), or even Goblin Electromancer. Maybe playable in a weird limited format with tons of cheap sorceries, and even then I'd say not enough reward for the hoops you must jump.
Ring of Binding3
Artifact - Equipment
When you equip Ring of Binding, choose target creature.
When equipped creature dies, the chosen creature's controller sacrifices it.
Equip 3
It only seems playable on a deck that abuses it, and that's why I don't have fond memories of Grave Pact. I guess if it were an uncommon it could be interesting in limited, where removal shines.
Add one mana of any color to your mana pool for each mana in your mana pool.
So, 4 to 4 filtered, 5 to 6, 6 to 8, 7 to 10, 8 to 12. Seems fair, it would probably be played in combo decks, could be fun in 5 color strategies in limited.
Splintered SoulW
Creature - Spirit (U)
Whenever Splintered Soul attacks, for each opponent, put a token that's a copy of Splintered Soul into play tapped and attacking that opponent. Exile those tokens at end of turn. 1/1
So it attacks a player for 2, and others for 1. This is subtler actually, because it has an effect in 1v1. And here I'm gonna go against everything I said before and say that I'd like it more if it was a 2/1 that got copied attacking each opponent it wasn't attacking. Oh, fickle heart.
Wait! subtletize that using Planeswalkers! "Whenever this attacks, for each thing it could attack and isn't, put a copy of it tapped and attacking that thing". Mmm, may need rewording.
Lawmage Nullifier 1:symwu::symwu:
[U]Creature - Vedalkin Knight[/U] (U)
Hexproof
When ~ enters the battlefield, detain target creature then remove all +1/+1 counters from it. "Illegal use of enchanting; carrying a book imp without a license; expired guild id; and I'm positive vine-boils are not allowed outside of Zamek."
2/3
Super relevant in Ravnica limited, I'd vote for a Yes! in Dragon's Maze.
Final Pact -- BBBB
Enchantment (M)
Hexproof
You don't lose the game for having 0 or less life.
Whenever you gain life, put that many 1/1 black Imp creature tokens with flying onto the battlefield.
Whenever you lose life, sacrifice that many permanents.
When Final Pact leaves the battlefield, you lose the game.
So, a Lich variant that puts Imps instead of drawing cards. Mmm, I don't know, I'd rather have the cards, and actually that seems fairer and more fun. But I guess this also could be fun.
Adaptive Stomper2GG
[U]Creature - Beast[/U] [U]
Trample
If ~ was cast from your hand, it enters the battlefield with two +1/+1 counters.
Suspend 1--1G
3/2
5/4 trampler for 4 seems a lot better than a 5/5, and I'd say the suspend is also better than scavenge (it's really strong. Its actually a 3/2 for 1G that dodges counterspells and removal for a turn). But we know Goliath didn't see play, so maybe this is what it takes to get us playing with those 4 mana non-hexproof fatties. But definitely NOT at uncommon, it'd warp limited.
Escalating Paranoia :4mana::symb::symb::symb:
Enchantment - Aura (Rare)
Enchant player
Whenever a card enters or leaves enchanted player's hand, he or she loses 1 life.
Whenever a card enters or leaves enchanted player's graveyard, he or she loses 1 life.
Voted for this, as it tops my super important 'innovation' parameter for today. Cost is also fair, because of graveyard sweepers, so this is actually a combo piece I think. But a good card in limited strategies.
Spare Vessel2
Artifact (R)
Whenever a creature you control dies, you may exile it. If you do, Spare Vessel becomes a copy of that creature except that it is still an artifact.
I see it's only one-shot (no "and it gains this ability"), so I think it's fair. Almost got my vote, this is a good, fun card that protects your fatty against Wrath effects and removal.
Skeleton Summoning1B
Sorcery (R)
As an additional cost to cast Skeleton Summoning, exile target creature card from a graveyard.
Put a black Skeleton creature token onto the battlefield who's power and toughness are equal to the exiled creature's power and toughness.
First turn Phyrexian Dreadnought. But seriously, this gets better the less 'good abillity' and more 'nasty drawbacks' creatures are. It could be fun in certain limited formats (in RtR its bad with all guilds, in Gatecrash, it's bad with Simic, Boros, Dimir... but awesome with Gruul!). On flavor, it's great. I like it.
Skyborder TraineeGU
Creature - Duskfolk Druid (U)
Aura spells with enchant land you cast cost less to cast.
2/2
I don't like this card's wording. It doesn't count 'Enchant forest' and stuff, so it seems too tailor made for Ravinca lands. What I really don't like is that 'Enchant land' is not even an ability or a keyword... it's just text... composed of a keyword and a type. How about "Auras you cast targeting lands cost..". The name made me think it had flying, but it didn't, mmm, so I guess he's just really high.
Tiny Heart Gombab1GG
Legendary Creature - Giant Warrior (R)
When Tiny Heart Gombab enters the battlefield, put a 0/1 green Faerie Rogue creature token with flying onto the battlefield, paired with Tiny Heart Gombab.
When Tiny Heart Gombab, or the creature paired with it leaves the battlefield, sacrifice the other pair member. He truly has a tiny Heart; she can fly in and out a hole in his hat.
5/5
Voted for this. Seems fairly costed, properly raritied, and fun.
Stampede Invoker1G
Creature - Elf Shaman {U}
0/1
Whenever a creature enters the battlefield under your control, you may untap Stampede Invoker. t: Add G to your mana pool.
This seems fair, and the concept is fun, good design. It'd be nuts in some old elf decks, but for standard, it makes me recall too many failed 'fair' :1mana::symg: mana dorks: if you are hitting a curve, the extra won't do much. I'd much, much rather have a Gyre Sage in limited, but I guess it's a playable uncommon on limited ramp.
You're welcome Maokun :), but you'll want to edit your post or it'll appear in the voting, since the whole post is quoted to save time.
I'm pretty happy with that look, the closer to a real card, the better it reads in my opinion.
Mustelian Puzzlebox1
Artifact (U)
Whenever the third land this turn enters the battlefield under your control, you may pay G. If you do, Mustelian Puzzlebox becomes a 3/3 green Wolverine Construct artifact creature.
Whenever Mustelian Puzzlebox becomes blocked by a creature, it gets +2/+2 until end of turn.
Well, this ones have current discussion ongoing, and I have read that discussion. I'll have to coincide on putting these cards' power lever dial all the way down to 'unplayable in any deck', even as this one is the closest with cards like Scapeshift or Boundless Realms (still too narrow a combo). I'd say this one's restriction would merit around a 6/6. For the others, it would be like a 7/7 with two abilities, and even then they would be the perfect definition of a 'win more' card: if I'm doing that stuff, I don't need a 7/7, I'd rather replace it with a combo piece, disruption, or a card that straight out wins the game (or in the case of the card that triggers on draw, if it were somehow sided against a deck that makes me draw, I'd rather have disruption, as my opponent making me draw means he has gone off for the win. I don't think there is a current deck that makes you draw through many turns, and even then, such a deck would have immunity from many creatures).
I get that you are trying to make a cycle with numbers, but they push you too far, and some things are just not meant to be.
Evasive ManeuverU
Instant (C)
Choose one - Prevent all combat damage dealt to and dealt by target creature; or target creature is unblockable this turn.
Nice job describing opposite effects for an evasive maneuver. Good cost and rarity.
At the beginning of your upkeep pay 1 life and exile the top card of your library.
Ukileth has +1/+1 for each card exiled by it.
:3mana:, Sacrifice Ukileth: Until end of turn, you may play cards exiled by Ukileth. Creature cards cast this way cost less and gain Haste and Deathtouch until end of turn.
2/2
Have you stepped on a fat spider and have it become (what my memory tells me were) 100 little ones? This is the flavor.
This card's intent is a 'growth' card that makes the opponent increasingly worried. Around mid-game it can 2 for 1 by playing an exiled removal in response to his one. On the late game, you are right iaguz that a 9/9 on ninth turn is probably better than using its ability, but here is the thing: because of the life loss you may want to sacrifice it; and a 9/9 non-trampler can be stopped by pacifisms, regenerators, dethtouchers, 1/1 tokens, etc. With around 7 lands, your 9/9 becomes: an extra land; 3 or 4 creatures with haste and deathtouch; maybe a Terror in the mix as well.
GravesproutG [C]
Sorcery
Put a 1/1 green Saproling creature token onto the battlefield.
Whenever a nontoken creature you control dies, you may pay B. If you do, return Gravesprout from your graveyard to your hand. "Death craves life even more than life despises death."
—Shavu, Golgori Rot Farmer
Cool effect, voted for this. But I initially thought it was when a card left the graveyard, did you change it, or I imagined it? Oh well, I liked that more, but this is good as well.
Meld with Goblins - R (You may play this spell for its Meld cost if you have played a Goblin spell this turn.)
Haste 2/1
I think these costs are fair, and the ability is great, but this card is a bit too swingy. Don't really like decks that can have ultra-fast starts sometimes and be below mediocre the rest of the time, I'd flatten the curve (hopefully retaining player's excitement at the god-draws).
Shadows of Zelo1RR
Enchantment
Creatures are considered not to have text boxes.
A Humility variant. I've forgotten what happens with Opalescence. This one makes sense in red, and seems a lot fairer. I like, but I think 'have no abilities' would have been enough / better? Make it 'Other creatures' so the world doesn't explode if it's animated?
Mechanization Station
Artifact (R)
:symtap:, Sacrifice a nonartifact creature and a noncreature artifact: Put a 5/5 colorless Golem artifact creature token onto the battlefield.
noncreature + nonartifact = artifact creature! Very cool card. They sound more like Horrors (Cybermen / Borg) than Golems to me though, they don't have meaty interiors.
Seaside Benefactor -- 2(W/U)
Creature -- Human Cleric (C)
Rescue 1(W/U)(You may cast this creature for its Rescue cost as though it had flash. When it enters the battlefield, return it and another creature you control to their owners' hands.)
When Seaside Benefactor enters the battlefield, you gain 2 life.
2/2
Great ability, voted for this. Seems quite strong, within fair. Nice job.
Vizkopa Cartographers3WB Creature - Human Cleric (R)
Lands you control have extort and are swamps in addition to their other types. "You see homes and factories, districts and infrastructure. I see coin and blood, both belonging to the Obzedat." 3/5
To be brutally honest, I'm getting tired of the extort variants and this one takes it up to 11. It literally gives you more extort that you could ever use. (yea, yea, barring extra mana producers). I don't like. Good flavor though... except I wonder making factories swampy will affect production (j/k, I get it's 'spiritually swamp').
Enslaved Mana Digger0
Creature - Kobold
Enslaved Mana Digger is red.
When Enslaved Mana Digger enters the battlefield, target opponent gains control of it until the beginning of next turn's end step. T: Add R to your mana pool. Enslaved Mana Digger deals 1 damage to you.
-1/1
A blast from the past (even in wording, nowadays we use (red) Creature - Kobold, instead of "This is red"). Fair for a 'mox' I guess, but extremely good against some decks, quite bad against others. I'd love giving 3 of them first turn to a creature deck.
Swelling Maelstrom :3mana::symu::symu:
Enchantment (R)
At the beginning of your upkeep, put a suction counter on Swelling Maelstrom. Then tap each creature with power less than or equal to the number of suction counters on Swelling Maelstrom, they don't untap during their controller's next untap steps. "On day one the sea merely appeared restless to our eyes, by day four nothing could escape its grasp..." - Salt-stained journal
Permanent Day of Judgement is too oppressive, even if it takes some time. Don't make a card that so heavily punishes forever your common happy decks that make creatures each turn, with no backup plan. It's the core of our game.
Windtalker2UU
Creature - Human Wizard (R) 1: Target creature you control gains flying until end of turn. 1: Target instant or sorcery spell you control gains cipher.
2/2
At those costs, I think it's probably fair. I'm actually more worried about Flying whenever for any creature than the Cypher part. That one just makes me wanna be build decks for the rest of the week.
Artifact (R) 1U,t: Shuffle your library, then exile the top card. Put an X/X blue Illusion creature token onto the battlefield, where X is that card's converted mana cost. When that creature dies, return the exiled card to your hand.
Nice card with cool effect*, but huge strike against it: repeatable shufflers are just not printed these days. But I guess good players would realize that 99% of the time, shuffling is not required. Mmm, I'd have to hire 30 run of mill players for one-way-mirror experiments.
* I love giving instants arms and legs.
Kami of Memories1UR
Creature - Elemental Spirit (R)
Haste, first strike
Exile a card from your hand: Kami of Memories gets +1/+1 until end of turn.
At the beginning of your upkeep, return to your hand all cards exiled with Kami of Memories.
1/1
Risky! Fun! I'd love to play this card, but I wouldn't: it's never good to let your opponent 2-1 you (or 5-1 you!). How about 'At the beginning of your upkeep, or when this leaves the battlefield'? But then it'd have to cost more.
Syphon Stamina3BB
Sorcery (R)
Syphon Stamina deals 3 damage to each opponent. You and each of your teammates gain 3 life.
And the multiplayer madness continues! I never play multiplayer, but as I said, I'm very appreciative to its influence and space in the game, even if I like to keep cards 'subtle' about it. (So, I bought commander decks, loved them, only hated them 'Joint Forces' stuff).
About Syphon Stamina... it's just another Syphon variant, one totally in the space of Syphon Life... it doesn't get me excited :/. A new word usually would do it ('teammate'), except for that subtlety stuff I said.
Glory Knight3WW Creature - Human Knight [R]
Whenever ~ enters the battlefield or attacks, choose one- Return target tapped creature to its owner's hand; or target creature gains double strike until end of turn.
4/4
Returning tapped creatures is less white that actually destroying them. I don't like that part (is it also Knightly Glorious?) but otherwise, a good card.
Mgechöd's False Wall
Creature - Illusion Wall (U)
Defender
Mgechöd's False Wall can attack as though it had defender as long as it isn't a Wall.
Sacrifice a blue creature: Choose a creature type. All creatures become that type until end of turn.
3/3
I get it uses blue as a pivot between w/b, but a 3/3 wall is too good in Black, I think. I'd allow it in white and red, maybe even 2/3 in green.
Anyway, the interaction takes us back to our Wall past, and that part is great design. Better wording: "This has Defender as long as it is a Wall". Oh, actually it has a typo: "can attack as though it had defender"... so it can't? ;P
Holedigger2RR
Creature - Ogre (U)
Battalion — Whenever Holedigger and at least two other creatures attack, each player sacrifices a land.
3/3 No one explained him where to dig the holes.
No, too cheap for land destruction, repeatable is also a no-no. I've said it before: Stone Rain may even be fair for its cost, but it just doesn't belong in Magic, took us a while to figure it out, but it's final.
Delayed Gratification2UU Enchantment (R)
Skip your draw step.
At the beginning of your end step, draw two cards.
Delayed? You immediately get 2! But from then on it's good. The cost is a bit pushed in my opinion, 2UU should give you 3 cards, this gives you 4 in two turns, but from then on it's too much of a gain.
Mox Insect
Artifact Creature - Insect (R)
Mox Insect is indestructible.
:symtap:: Add one mana of any color to your mana pool.
0/0
Another Mox the same day as kobold. I actually think this is great design, but current standard cards just don't support it. (You know it dies without +0/+1, right?). Mm, Hold the Gates, Angel of Jubilation, I think that's it. Well, in modern and further it starts to get real interesting and fun... a.. a... gem!
Faerie Puppeteer1U
Creature - Faerie Artificer {U}
Flash, flying
When Faerie Puppeteer enters the battlefield, you may have target noncreature artifact become an artifact creature with power and toughness each equal to its converted mana cost for as long as Faerie Puppeteer is on the battlefield.
0/1
Cool flavor and fair. Maybe too narrow, I think it could be a 1/1 to stand on its own.
Edit:
1 - After reading Altaurus' comment I also like to point out that my extra discussion on MDenham's card is an effort to constructively add to the ongoing discussion, not beat a dead horse nor doing extra picking... I handn't read Altaurus comments when posting.
2 - I've also now read your reviews iaguz. Our differing opinions were more interesting actually, but our mutual 'no-no' to Holedigger was the most amusing part.
Wheel of Misfortune3B
Sorcery (R)
Draw seven cards. Then, each player discards X cards, where X is the number of cards in your hand minus seven.
Broken. Too easy to discard each opponent's hand for only 4 mana, while digging extremely deep in your library. Think how BBBBB Mind Sludge discards 5 while being quite good, and this is cheaper and totally easier to cast (can be rushed by elf!).
Four-leaf CloverGG
Sorcery {U}
Look at the top four cards of your library. Put one of those cards into your hand, one on top of your library, one on bottom of your library, and one into your graveyard.
Pretty card. I like easy to grasp but somewhat abstract concepts.
Et Al1UU
Sorcery (C)
Draw a card for each player. "Remind me never to write a research paper with you again!"
- Zzzyxas, to Aboshan
It's good that Commander (and some less popular formats) expand the design space of fun cards. Only critique is, this feels a bit obvious (in its intent, I like cards that take a bit to think "Wait, this would be great in...").
Defender. Reach.
:symtap:: Until end of turn play with the top card of your library revealed, you may play the top card of your library, and you may cast creature spells as if they had flash.
1/4
Whatever, I'll explain why I like my card. I started wanting a blue treefolk. Once I got the flavor (looking at the pond), I thought how much I like Future Sight / Oracle of Mul Daya effects, and I made this trying to make it cheaper.
What I most like about it, is the player's choice of "Do I go for my turn, or his?". On yours, you have a 40% chance of hitting a land and increasing your card advantage. But then we have the 'flash' ability; we all know how important is to do things as late as possible; and a 1/4 reach is a big factor too. Decisions, decisions. Fun times.
Enchantment (R)
At the beginning of hour upkeep, look at the top four cards of your library. Put one into you hand, one into your graveyard, and the rest on the bottom of your library in any order.
Why white? To complete the 4? If anything red is more appropriate. I've never seen a 4 color card as breaking into 'good-great' design, so its hard (don't know if I'll ever do).
Resplendent Phoon(U/G)
Creature - Bird Illusion (C)
Flying
Resplendent Phoon gets +1/+1 for each color of mana that couldn't be produced by lands on the battlefield. You won't find them far from their nest. They say that's because the farther they go, the more they shrink.
-1/-1
'Could be produced' always makes me a little queasy. Can a land that says 'Remove a counter: add a mana...' produce that mana if it doesn't have that counter?. I know I've read the answer, but I've forgotten it, and I hate cards that will stop the gameplay of new players for who knows how long.
Phantom Horizon
Land (Rare)
:symtap:: Add to your mana pool.
As long as it's not your turn, Phantom Horizon is a 0/2 blue Illusion creature with flying.
I'll be honest: this is the card with high votes that most makes me confused in quite a while. Honest question to voters: what am I missing? the novelty? It just feels derivative of Dryad Arbor (truly novel), and the only reason that was played was because of Green Sun's Zenith for 0. Here is how it goes: You start this, they go removal, Good game?. And it being a completely unplayable rare reminds me of our Mudhole past. Don't like.
Diligent Hounds-menRR
[U]Creature - Human Soldier[/U]
Battalion - Whenever ~ and at least two other creatures attack, the next creature spell played this turn gains unleash. You don't truly know fear until you've felt the breath of the hounds on your neck.
2/2
Very cool implementation of the ability mix. Great. Only problem is the memory issue. Oh, I gained unleash, but didn't use it. Five turns later you get a +1/+1 counter. Players just can't be expected to remember.
Corpse LooterBB
Creature - Rat Rogue (U)
First Strike
Whenever a creature dealt combat damage by Corpse Looter dies that turn, draw a card.
2/1
Mmm, I'd say this has a problem, it's just too good a blocker. Compare it to Abattoir Ghoul, double mana, +1/+1, life gain <<< draw a card. No problem on scaring a 5/5 into letting the 2/1 pass (hey, just the day previous I made a similar 2 power attacker for 2 mana that really scares big blockers), but when your 2 mana dude scares 5/5s on attacking, you have a problem.
Pair of Thugs1RR [U]
Sorcery
Put two 1/1 red Human Berserker creature tokens with unleash onto the battlefield. "You can get anything on Tin Street. Everything here has a price and a catch."
-Arrester Lavinia, Tenth Precinct
Gigantisize1G
Instant (U)
Target creature you control gets +3/+3 and trample until end of turn.
Overload 4GG
Good design, if green got overload something like this would totally exist. On power level, I'd say it breaks into too good. Overrun is a 2GGG uncommon sorcery that has a huge influence on its formats, 4GG instant (with modal upside!) would break them.
Protector of the Order1W
[U]Creature - Human Monk[/U] [U]
Lifelink
When ~ enters the battlefield, if R was spent to cast it, you may have it fight target creature.
3/1
A 3/1 lifelinker for 2 mana is too good, even if recent white 3/1s and Markov Patrician were fair. It'd just break aggro races. The RW mode is a bad lightning helix, but having it added on top of the 'too good' 3/1 pushes it into broken territory.
Falwor, Pit Fighter2RG
Legendary Creature - Human Barbarian {R} 0: Put a +1/+1 counter on Falwor, then Falwor fights target creature.
2/1
Infinite +1/+1 with Stuffy Doll. But the real problem is that it's too oppressive against weenie decks (not to mention 0/X walls). It's legendary and it requires work to make it online, so I wouldn't say it's too good to see print.... mmm, but I wouldn't want it to. 0 mana abilities with big efffects can be big problems.
Impression
Enchantment - Aura (U)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When CARDNAME enters the battlefield, choose target creature.
Enchanted creature is a copy of the chosen creature.
Drainbraid :4mana::symu:
Artifact
Flash
When Drainbraid enters the battlefield, counter target spell. Put X charge counters on Drainbraid, where X is that spell's converted mana cost.
Remove a charge counter from Drainbraid: Add to your mana pool.
Seems too huge a reversal, even for 5 mana. Counter their 5-drop, cast Kozilek. Sign me up.
[box][box][B]Name[/B] [float=right]CoSt[/float][/box][box]Type[float=right][COLOR="Orange"][B]Rarity[/B][/COLOR][/float][/box][box]Text.
[CENTER][COLOR="Gray"]Flavor text.
Ooh, look at me, so fancy...[/COLOR][/CENTER][/box][box][float=right][B]P/T[/B][/float][/box][/box]
I've always liked Link's box and right floating mana, so I thought "What the heck, I'll go fancy on February". After playing around, I was very happy on how it turned out, and saved the template for the days ahead.
What do you people think, is it annoying?
I'm going to go with the outer box anyway, I think its great as a real card spacing restriction.
Actually, the "drawback" was mostly because it's just outright unfair to lose after you hit this with removal. It wasn't intended to drop the cost at all.
What I don't like about this (emphasis on I), its that it seems like a dishonest way to make a card 'fair'. Going back to the Titans example, wizards could have gone 'When this leaves the battlefield, sacrifice those lands' on Primeval, or 'those zombies' on Grave. This would have made sure that they were kept in check by removal, but it would have been a cop out. If it's a permanent effect, commit to its power level, is my opinion.
Ravager of Isenkyo4UBR
Creature - Spirit Horror (M)
Trample
Whenever a nontoken creature you control attacks, put X tokens that are copies of that creature onto the battlefield tapped and attacking, where X is the number of cards in defending player's hand.
When Ravager of Isenkyo leaves the battlefield, exile all tokens you control.
4/4
While I'd love to have a deck with this card, I think it fails on power level: get this down having 2+ creatures that attack, opponent with 2+ cards => 95% win the game. Seems a bit too easy for a 7 mana creature (3 color restriction is less heavy there). I'd say it compares too favorably to Elesh Norn, Craterhoof Behemoth and (the prolly non-constructed worthy, but similar in copying) Giant Adephage.
I also don't like the built in 'drawback': "Sure this may easily make 6 attacking creatures the turn it comes down, and they'll be 14 next turn, but all you need is 1 removal. Got it or lose?". It just seems like a cop out on power level: Primeval Titan and Grave Titan may have been too good, but at least they were honest.
Enchantment (U) 1W: Spectral Mist becomes a 2/2 Spirit creature with lifelink until end of turn. 2WW: Spectral Mist becomes a 4/4 Knight creature with vigilance until end of turn.
I like this and voted for it. A lot of options in a simple card, '2WW saving 1W for defense' is very fun, '1W attack, but if you block I got 2WW open...' too.
Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs 1 less to play for each card removed this way.)
Target creature gets -X/-X until end of turn.
Simple and printable, but barely missed my vote on being too much of a direct application of Delve.
Sylvan MonkG [R]
Creature - Elf Monk t: Sylvan Monk gets +2/+2 until end of turn. GG: Sylvan Monk gains vigilance until end of turn. "Only through focus can your greatest potential be achieved."
1/1
Great, got my vote. Now that I think about it, its strong points are the same as Link's card: a simple card with a lot of options for combat.
Holistic Sanctifier :symg::symw:
Creature - Human Monk (Rare)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
You may cast Aura cards from your graveyard.
0/2
Good, within power curve, and a nice application of G/W space... but I think the Hexproof makes it too oppressive. If you have a massive source of card advantage, at least let me kill it. I don't think Wizards is reprinting a Geist of Saint Traft any time soon.
Incremental Reckoning -- 3WW
Sorcery (R)
Choose artifact, enchantment, or creature, then choose one of those permanent types that you haven't chosen. Each player sacrifices one of the permanent type not chosen this way, then sacrifices two of the second chosen permanent type, then sacrifices three of the first chosen permanent type.
Woa, woa. Don't make players have to read cards 4 times before even understanding them. Rite of Ruin is exactly your card except it does lands instead of enchantments for 7 mana, with nicer wording.
Predatory Megalodon :7mana::symg::symg:
Creature - Lizard Beast (R)
Trample
Predatory Megalodon costs less to cast, where X is the greatest power among creatures you control.
When Predatory Megalodon enters the battlefield, it fights the creature with the greatest power among creatures you control. If two or more creatures are tied for the greatest power, you choose which one. It searches endlessly for that one great meal that will sate it's eternal hunger.
9/9
The interaction of 'making it cheaper' vs 'losing a big creature' is interesting, but I think the mechanic is too convoluted. When will it be a fight? Its just your typical sacrifice (sure, flavor, and damage can be factor, but it doesn't justify the wordiness in my opinion).
It also loses points for forcing players to do things they may don't want to do. Unless you meant this to be used with Thragtusk... it's dumb that now we check every card with Thragtusk... but this jumps hugely in power with Thragtusk.
Tulpa of Zhei Mgechöd1WUB
Legendary Creature - Illusion Monk (M)
Flash
If a noncreature permanent an opponent controls would be destroyed, regenerate it. If it regenerates in this way, draw three cards.
:symb:, Discard a card: Target creature gets +2/+1 until end of turn.
0/4
Woa. So this turns your Murders and Disenchants into Ancestral Recalls that tap permanents. Ok, seems like a fun deck I guess, but I don't get the flavor. "Hey, I only pretended to destroy your thing. Haha, I'm AWESOME so I get smarter. Now I'll evilly use that to fight better."
Decree of InjusticeRGWU
Sorcery
Decree of Injustice deals 3 damage to target creature.
Return up to 2 creature cards from your graveyard to your hand.
Gain 3 life
Draw a card
You may pay BBBB instead of paying Decree of Injustice's mana cost.
Cool. I guess black DOES do everything. A card named Decree of Injustice costing RGWU seems very weird though.
Was bored and thought I'd offer up some critiques of everyone's cards today (who doesn't like to feedback? :P):
I know I do. Thanks for the critique. About Baruum:
I thought it'd do better than my previous cards (instead of 0 votes :P) and maybe balance was a factor. I set out to do 'an awesome standard playable mythic' and nowadays it seems those gotta be Baneslayer, Thundermaw or Titan level. Overkill encouraged.
And even then, I thought I stopped Baruum two steps before that. Sure, it can attack as an 11/11 trampler on sixth turn... but you spent 11 mana, and gave your opponent a full turn to prepare unimpeded (or two to kill you back). And if they kill Baruum, the 'Equip 5' on the equips is a serious consideration for the long game... having 6 of them hammers wouldn't be so different.
In limited, Baruum would be an over the top bomb, of course. But I'd still pick a Pack Rat over it, and even Collective Blessing, as it is a more efficient killer without those 'wait for your attack' or 'pay 5' restrictions.
On being tokens, a searcher would have just gone for Swords. I wanted these 2 huge lumps that are super hard to pick up (for puny creatures). Not that you wouldn't want to play swords with Baruum (or, as she calls them, chopsticks).
Soratami Gunlem
Artifact
Tap an untapped creature you control with toughness 2 or less: Soratami Gunlem becomes a copy of that creature until end of turn, except it's a 7/7 colorless Artifact creature - Golem.
I wasn't being sarcastic. It is wordplay (flight -> flight), and both effects fit their name, so... nice. I even submitted 'Forever / Alone' a week ago :P. 2.5 is right in the middle of the grades.
Well, maybe you're being honest on 0 / 5 for my crits, if so, I'd appreciate some more depth.
EDIT: to clarify, I rate less than 2.5 when I think the problems outweigh the upsides. FoFl's didn't.
Portal from the Dark5BG
Sorcery (R)
Put four 3/3 green and black Tentacle creature tokens onto the battlefield. You may have each of those tokens fight another creature.
Flavorful and Fun. The kind of card that limited players and Timmys enjoy to discover in spoilers. 3.8 / 5
Lightning Streaker -- XRR
Creature -- Elemental (R)
Haste, Trample
Elemental Rapport (This creature gets +1/+1 for each other Elemental creature you control.)
When Lightning Streaker enters the battlefield, put X 1/1 red Elemental creature tokens with haste onto the battlefield. Exile those tokens at the beginning of the next end step.
At the beginning of the end step, sacrifice Lightning Streaker.
2/2
The problem with Elemental Rapport... is this card. Assuming midsize creatures with Elemental Rapport, a Lightning Streaker for 6 mana would give them all +5/+5, in addition to attacking with a (6+)/(6+) trampler and 4 1/1 hasters....
yikes!.
Knight SeraphWB
Creature - Horror Knight (R)
Flying.
Knight Seraph doesn’t untap during its controller’s untap step.
Whenever you gain life untap Knight Seraph.
Whenever you loose life tap Knight Seraph.
3/3
Don't like it. Even in a deck with good lifelinkers, this could be negated too easily by removal / pinging. Its the kind of card that even if it makes it into my deck due to stats, I'm sad about playing it.
Humbling Crown4
Artifact - Equipment (R)
If a creature would deal damage greater than equipped creature’s power, it deals damage equal to equipped creature’s power instead.
If a creature would be dealt damage equal to or greater than equipped creature’s toughness, destroy it.
Equip 4
Such a mess. I've read it 5 times, and I get it... but his would be read like 10 times per game featuring it. 'Humbling' just isn't flavorful enough to keep these abilities in player's heads.
It's also a card that has no use other than abusing it with an invisible stalker or the like.
Psychic Taxation2WU
Enchantment (R)
Your opponents play with their hands revealed.
Each spell an opponents casts costs 1 more to cast for each card in that player's hand that shares a card type with it.
Waay to swingy. If you catch your opponents with 4 4+ cmc creatures... they cost 8! and if they draw another in the long way to getting there... good (bad) game.
Legendary Creature - Avatar (M)
When Avatar of Generation enters the battlefield, exile the top X cards of your library, then you may put a creature card from among them onto the battlefield. If you do, repeat this process.
4/4
This card can't be easily analized. I tried. I could give percentages and stuff, but its just a matter of getting critical mass. In a creature mana ramp deck, 7 mana is playable, 8 mana is probably win, 9 mana is more surely win (barring sweepers). Library left is also a consideration.
I'll just have to go with my gut to evaluate it:
2.8 / 5
Perplexing SemanticsU
Enchantment (R)
Whenever you would draw a card, instead exile the top card of your library, then put it into your hand.
Whenever you would discard a card, instead exile that card.
You may exile a card from your hand rather than discard one to pay for a cost. 'I do not learn, nor do I forget. Ideas simply enter and vacate my brain of their own free will.' - Faberjon the Wistful, to his tutor.
Third ability is superfluous (second one covers it). Such a narrow card. Name doesn't tell me anything (it's hard to learn? I'm still getting the same cards... learning is different... and I can't remember stuff?).
When you make cards like this, you're probably thinking about a fun interaction or hosing a card / strategy... but reviewers don't have that context, and just see a card they would not pick / include in their decks.
Rotseed
Instant (U)
Put a -1/-1 counter on target creature. If that creature has a -1/-1 counter on it already, destroy it instead.
Flashback :3mana::symb:
Molding SlimeXGG
Creature - Ooze (R)
Graft X
Evolve, evolve.
If you would move a +1/+1 counter from Molding Slime onto another creature, you may move any number of +1/+1 counters from Molding Slime onto that creature instead.
1/1
Messy. Overly complex interactions. Magic has been steering away from cards that give such a great number of options, instead focusing the complexity in card interactions. When I have this in my hand, I'd have to consider tons of variables on current and future plays.
First Strike, Vigilance
Sword Expert may block up to two creatures.
Sword Expert's power doubles when blocking. 2/3
A 4/3 first striker blocker creates stalemates (nevermind that it can kill 2 bears). Well, it's rare, so it shouldn't cause too many problems, and its a lousy attacker. I just feel that rare cards should excite you on how good they are at winning the game (even if they are not really), not at stalling the ground.
Brimstone Elemental1RR [U]
Creature - Elemental Morbid - Whenever another creature dies, put a +1/+1 counter on Brimstone Elemental.
Remove a +1/+1 counter from Brimstone Elemental: Brimstone Elemental deals 1 damage to target creature or player.
1/1
A better Goblin Sharpshooter if you can get it started. Good against tokens. I think it's printable.
Razzmatazz1R
[U]Sorcery[/U] [U]
Kicker 2R
~ deals 2 damage divided as you choose between one or two target creatures or players. If ~ was kicked, it deals 4 damage divided as you choose between any number of targets instead.
Good. Printable, I think. 3 / 5
Private Mod Note
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Indeed I misread the card and stand corrected. It's fair for its cost.
Just make it cost 7 (why would I have this sitting around?) and make it 'Whenever a card leaves an opponent graveyard...'. Yes, yes, I get that it's part of a cycle, but every card in a cycle should feel natural or not exist in my opinion. I also don't like that it so heavily punishes opponents for no having :symb:. Boil. Yuck.
Super flavor achievement. I like.
I really thought this time I had a homerun. Maybe the other cards were better, but I'm weirded out on how much better I think this is than my last two days, which got many votes vs. Indoctrinate's 0. Almost made me change today's submission, but I'll see how it does considering I like even more than Indoctrinate. I'm just gonna have to assume Indoctrinate was everyone's third favorite.
Overload + Unleash. Way too forced. Because it always puts +1/+1 counters and it only lasts this turn, there is 0 reason to use 'Unleash until end of turn' instead of 'that creature can't block this turn'.
You shouldn't outright kill forever players who are content with playing only creatures and tapping them to attack each turn, they are the heart of our game. (Well, problem is this card makes it too easy, negating ten 10/10 tramplers at 4 any mana, uncommon). I also don't like the flavor. (Second opinion is a lot more subjective than the first).
Seems fair and fun.
Mmm, I'd be worried this becoming too oppressive. With this I mean it's like Pestilence, a card that'll annoy your opponent for the rest of the game, at only 3 mana (and pestilence had that safety on 'when there are no creatures, sacrifice this). Of course Pestilence is a lot more powerful, but I mean this has a 'bad feeling' of making a player cringe when it hits play. I'd save putting a -1/-1 each turn for Planeswalkers. Serrated Arrows is what I'd consider fairly good (Spiritual Crossroad's symmetry can be negated easily by not caring to play creatures, and anyway its hardly symmetric when you choose the target).
Fair, fun. Wait a minute, this is NOT an aura, Ajani!
Should this be in Dragon's Maze?. Thumb up.
Another thumb up for a card to be in Dragon's Maze. Call Maro.
Another oppressive card. Think Stuffy Doll times two: a single drawing = highest power will kill your opponent surer than damage, and then there is the Flash to completely break this card.
Now this I like more than your previous :2mana::symg::symu: card, that with the 'forest and island' made it too obvious that you should use self-mill, instead of it occurring naturally. Problem with this card is that is not blue.
Sorry about the malfunction :(. About this, it feels like expensive Final Fortune in 1v1, like cheap Time Stretch in 2HG, and like 'Oh no, X is winning, save us Y' in Commander (yes, this one is the best). Just all over the place.
Manamorphose way more restrictive. If you make cultivate, commit to it, lose the colors restriction. That's like making Populate as 'a copy of a token, but maximum 3/3, don't get uppity'. Mmm, but then cultivate does get explosive, mmm... but whatever, 5 color decks SHOULD rule.
Maan, I can't even get Familiar's Ruse these days? These days make me sad.
I like it. Mostly because of my 'gives options' metric: use it to attack safely, or to protect your army. Fairly costed imo.
Annoying blocker, but I guess fairly costed. I think wither and infect sets just leave players tired of 'you never win combat' as wherever you connect, you lose something. Well, I guess if you have the first striker witherer, you ARE winning combat. But the game comes to a grind as you try to win attacking with a 3/2 for 4 mana + 2 mana sized installments, than has 0 evasion. Shrugs. I don't like it.
I made Postmortem while speculating on Dark Ascension, and just now remembered it while playing with the layouts. I'm glad it did super well, but now I wonder if it was the prettiness, the ability, or the card overall (hopefully it was the last 2, but yeah, I like the look).
My position stands: if you cast 4 sorceries in a turn, you'd rather this be another red sorcery that adds mana, disruption so your combo works (like Thoughtseize), your win condition (Pyromancer Ascension maybe), or even Goblin Electromancer. Maybe playable in a weird limited format with tons of cheap sorceries, and even then I'd say not enough reward for the hoops you must jump.
It only seems playable on a deck that abuses it, and that's why I don't have fond memories of Grave Pact. I guess if it were an uncommon it could be interesting in limited, where removal shines.
So, 4 to 4 filtered, 5 to 6, 6 to 8, 7 to 10, 8 to 12. Seems fair, it would probably be played in combo decks, could be fun in 5 color strategies in limited.
So it attacks a player for 2, and others for 1. This is subtler actually, because it has an effect in 1v1. And here I'm gonna go against everything I said before and say that I'd like it more if it was a 2/1 that got copied attacking each opponent it wasn't attacking. Oh, fickle heart.
Wait! subtletize that using Planeswalkers! "Whenever this attacks, for each thing it could attack and isn't, put a copy of it tapped and attacking that thing". Mmm, may need rewording.
Weird Safe Passage variant. Only relevant in multiplayer I guess. I'd just go with Safe Passage.
Super relevant in Ravnica limited, I'd vote for a Yes! in Dragon's Maze.
So, a Lich variant that puts Imps instead of drawing cards. Mmm, I don't know, I'd rather have the cards, and actually that seems fairer and more fun. But I guess this also could be fun.
5/4 trampler for 4 seems a lot better than a 5/5, and I'd say the suspend is also better than scavenge (it's really strong. Its actually a 3/2 for 1G that dodges counterspells and removal for a turn). But we know Goliath didn't see play, so maybe this is what it takes to get us playing with those 4 mana non-hexproof fatties. But definitely NOT at uncommon, it'd warp limited.
Voted for this, as it tops my super important 'innovation' parameter for today. Cost is also fair, because of graveyard sweepers, so this is actually a combo piece I think. But a good card in limited strategies.
I see it's only one-shot (no "and it gains this ability"), so I think it's fair. Almost got my vote, this is a good, fun card that protects your fatty against Wrath effects and removal.
First turn Phyrexian Dreadnought. But seriously, this gets better the less 'good abillity' and more 'nasty drawbacks' creatures are. It could be fun in certain limited formats (in RtR its bad with all guilds, in Gatecrash, it's bad with Simic, Boros, Dimir... but awesome with Gruul!). On flavor, it's great. I like it.
I don't like this card's wording. It doesn't count 'Enchant forest' and stuff, so it seems too tailor made for Ravinca lands. What I really don't like is that 'Enchant land' is not even an ability or a keyword... it's just text... composed of a keyword and a type. How about "Auras you cast targeting lands cost..". The name made me think it had flying, but it didn't, mmm, so I guess he's just really high.
Voted for this. Seems fairly costed, properly raritied, and fun.
This seems fair, and the concept is fun, good design. It'd be nuts in some old elf decks, but for standard, it makes me recall too many failed 'fair' :1mana::symg: mana dorks: if you are hitting a curve, the extra won't do much. I'd much, much rather have a Gyre Sage in limited, but I guess it's a playable uncommon on limited ramp.
I'm pretty happy with that look, the closer to a real card, the better it reads in my opinion.
Well, this ones have current discussion ongoing, and I have read that discussion. I'll have to coincide on putting these cards' power lever dial all the way down to 'unplayable in any deck', even as this one is the closest with cards like Scapeshift or Boundless Realms (still too narrow a combo). I'd say this one's restriction would merit around a 6/6. For the others, it would be like a 7/7 with two abilities, and even then they would be the perfect definition of a 'win more' card: if I'm doing that stuff, I don't need a 7/7, I'd rather replace it with a combo piece, disruption, or a card that straight out wins the game (or in the case of the card that triggers on draw, if it were somehow sided against a deck that makes me draw, I'd rather have disruption, as my opponent making me draw means he has gone off for the win. I don't think there is a current deck that makes you draw through many turns, and even then, such a deck would have immunity from many creatures).
I get that you are trying to make a cycle with numbers, but they push you too far, and some things are just not meant to be.
Nice job describing opposite effects for an evasive maneuver. Good cost and rarity.
Have you stepped on a fat spider and have it become (what my memory tells me were) 100 little ones? This is the flavor.
This card's intent is a 'growth' card that makes the opponent increasingly worried. Around mid-game it can 2 for 1 by playing an exiled removal in response to his one. On the late game, you are right iaguz that a 9/9 on ninth turn is probably better than using its ability, but here is the thing: because of the life loss you may want to sacrifice it; and a 9/9 non-trampler can be stopped by pacifisms, regenerators, dethtouchers, 1/1 tokens, etc. With around 7 lands, your 9/9 becomes: an extra land; 3 or 4 creatures with haste and deathtouch; maybe a Terror in the mix as well.
Cool effect, voted for this. But I initially thought it was when a card left the graveyard, did you change it, or I imagined it? Oh well, I liked that more, but this is good as well.
I think these costs are fair, and the ability is great, but this card is a bit too swingy. Don't really like decks that can have ultra-fast starts sometimes and be below mediocre the rest of the time, I'd flatten the curve (hopefully retaining player's excitement at the god-draws).
A Humility variant. I've forgotten what happens with Opalescence. This one makes sense in red, and seems a lot fairer. I like, but I think 'have no abilities' would have been enough / better? Make it 'Other creatures' so the world doesn't explode if it's animated?
noncreature + nonartifact = artifact creature! Very cool card. They sound more like Horrors (Cybermen / Borg) than Golems to me though, they don't have meaty interiors.
Great ability, voted for this. Seems quite strong, within fair. Nice job.
To be brutally honest, I'm getting tired of the extort variants and this one takes it up to 11. It literally gives you more extort that you could ever use. (yea, yea, barring extra mana producers). I don't like. Good flavor though... except I wonder making factories swampy will affect production (j/k, I get it's 'spiritually swamp').
A blast from the past (even in wording, nowadays we use (red) Creature - Kobold, instead of "This is red"). Fair for a 'mox' I guess, but extremely good against some decks, quite bad against others. I'd love giving 3 of them first turn to a creature deck.
Permanent Day of Judgement is too oppressive, even if it takes some time. Don't make a card that so heavily punishes forever your common happy decks that make creatures each turn, with no backup plan. It's the core of our game.
At those costs, I think it's probably fair. I'm actually more worried about Flying whenever for any creature than the Cypher part. That one just makes me wanna be build decks for the rest of the week.
Nice card with cool effect*, but huge strike against it: repeatable shufflers are just not printed these days. But I guess good players would realize that 99% of the time, shuffling is not required. Mmm, I'd have to hire 30 run of mill players for one-way-mirror experiments.
* I love giving instants arms and legs.
Risky! Fun! I'd love to play this card, but I wouldn't: it's never good to let your opponent 2-1 you (or 5-1 you!). How about 'At the beginning of your upkeep, or when this leaves the battlefield'? But then it'd have to cost more.
And the multiplayer madness continues! I never play multiplayer, but as I said, I'm very appreciative to its influence and space in the game, even if I like to keep cards 'subtle' about it. (So, I bought commander decks, loved them, only hated them 'Joint Forces' stuff).
About Syphon Stamina... it's just another Syphon variant, one totally in the space of Syphon Life... it doesn't get me excited :/. A new word usually would do it ('teammate'), except for that subtlety stuff I said.
Returning tapped creatures is less white that actually destroying them. I don't like that part (is it also Knightly Glorious?) but otherwise, a good card.
I get it uses blue as a pivot between w/b, but a 3/3 wall is too good in Black, I think. I'd allow it in white and red, maybe even 2/3 in green.
Anyway, the interaction takes us back to our Wall past, and that part is great design. Better wording: "This has Defender as long as it is a Wall". Oh, actually it has a typo: "can attack as though it had defender"... so it can't? ;P
No, too cheap for land destruction, repeatable is also a no-no. I've said it before: Stone Rain may even be fair for its cost, but it just doesn't belong in Magic, took us a while to figure it out, but it's final.
Delayed? You immediately get 2! But from then on it's good. The cost is a bit pushed in my opinion, 2UU should give you 3 cards, this gives you 4 in two turns, but from then on it's too much of a gain.
Another Mox the same day as kobold. I actually think this is great design, but current standard cards just don't support it. (You know it dies without +0/+1, right?). Mm, Hold the Gates, Angel of Jubilation, I think that's it. Well, in modern and further it starts to get real interesting and fun... a.. a... gem!
Cool flavor and fair. Maybe too narrow, I think it could be a 1/1 to stand on its own.
Edit:
1 - After reading Altaurus' comment I also like to point out that my extra discussion on MDenham's card is an effort to constructively add to the ongoing discussion, not beat a dead horse nor doing extra picking... I handn't read Altaurus comments when posting.
2 - I've also now read your reviews iaguz. Our differing opinions were more interesting actually, but our mutual 'no-no' to Holedigger was the most amusing part.
To add a little, here is my brutally honest January 2nd review:
Broken. Too easy to discard each opponent's hand for only 4 mana, while digging extremely deep in your library. Think how BBBBB Mind Sludge discards 5 while being quite good, and this is cheaper and totally easier to cast (can be rushed by elf!).
Pretty card. I like easy to grasp but somewhat abstract concepts.
Rewarding on block stalls the game. Feels like Angel's Feather, just... not exciting.
It's good that Commander (and some less popular formats) expand the design space of fun cards. Only critique is, this feels a bit obvious (in its intent, I like cards that take a bit to think "Wait, this would be great in...").
Whatever, I'll explain why I like my card. I started wanting a blue treefolk. Once I got the flavor (looking at the pond), I thought how much I like Future Sight / Oracle of Mul Daya effects, and I made this trying to make it cheaper.
What I most like about it, is the player's choice of "Do I go for my turn, or his?". On yours, you have a 40% chance of hitting a land and increasing your card advantage. But then we have the 'flash' ability; we all know how important is to do things as late as possible; and a 1/4 reach is a big factor too. Decisions, decisions. Fun times.
Why white? To complete the 4? If anything red is more appropriate. I've never seen a 4 color card as breaking into 'good-great' design, so its hard (don't know if I'll ever do).
'Could be produced' always makes me a little queasy. Can a land that says 'Remove a counter: add a mana...' produce that mana if it doesn't have that counter?. I know I've read the answer, but I've forgotten it, and I hate cards that will stop the gameplay of new players for who knows how long.
I'll be honest: this is the card with high votes that most makes me confused in quite a while. Honest question to voters: what am I missing? the novelty? It just feels derivative of Dryad Arbor (truly novel), and the only reason that was played was because of Green Sun's Zenith for 0. Here is how it goes: You start this, they go removal, Good game?. And it being a completely unplayable rare reminds me of our Mudhole past. Don't like.
Very cool implementation of the ability mix. Great. Only problem is the memory issue. Oh, I gained unleash, but didn't use it. Five turns later you get a +1/+1 counter. Players just can't be expected to remember.
Mmm, I'd say this has a problem, it's just too good a blocker. Compare it to Abattoir Ghoul, double mana, +1/+1, life gain <<< draw a card. No problem on scaring a 5/5 into letting the 2/1 pass (hey, just the day previous I made a similar 2 power attacker for 2 mana that really scares big blockers), but when your 2 mana dude scares 5/5s on attacking, you have a problem.
Simple and great fun. Thumbs up, got my vote.
Good design, if green got overload something like this would totally exist. On power level, I'd say it breaks into too good. Overrun is a 2GGG uncommon sorcery that has a huge influence on its formats, 4GG instant (with modal upside!) would break them.
A 3/1 lifelinker for 2 mana is too good, even if recent white 3/1s and Markov Patrician were fair. It'd just break aggro races. The RW mode is a bad lightning helix, but having it added on top of the 'too good' 3/1 pushes it into broken territory.
Infinite +1/+1 with Stuffy Doll. But the real problem is that it's too oppressive against weenie decks (not to mention 0/X walls). It's legendary and it requires work to make it online, so I wouldn't say it's too good to see print.... mmm, but I wouldn't want it to. 0 mana abilities with big efffects can be big problems.
Simple, good. Hexproof is a bit weird, since instant effects would just kill it before. It'd matter in a Exalted deck, as a surprise, sure. I like.
Nice design. Fun.
Seems too huge a reversal, even for 5 mana. Counter their 5-drop, cast Kozilek. Sign me up.
I like it, seems fun and I think it captures the old flavors of magic. A hit with timmys everywhere.
[box][box][B]Name[/B] [float=right][MANA]Cost[/MANA][/float][/box][box]Type[float=right][COLOR="Orange"][B]Rarity[/B][/COLOR][/float][/box][box]Text[/box][box][float=right][B]P/T[/B][/float][/box][/box]
Copy, paste and it generates:
[box][box][B]Name[/B] [float=right]CoSt[/float][/box][box]Type[float=right][COLOR="Orange"][B]Rarity[/B][/COLOR][/float][/box][box]Text[/box][box][float=right][B]P/T[/B][/float][/box][/box]
Flavor text version:
[box][box][B]Name[/B] [float=right][MANA]Cost[/MANA][/float][/box][box]Type[float=right][COLOR="Orange"][B]Rarity[/B][/COLOR][/float][/box][box]Text.
[CENTER][COLOR="Gray"]Flavortext.[/COLOR][/CENTER][/box][box][float=right][B]P/T[/B][/float][/box][/box]
[box][box][B]Name[/B] [float=right]CoSt[/float][/box][box]Type[float=right][COLOR="Orange"][B]Rarity[/B][/COLOR][/float][/box][box]Text.
[CENTER][COLOR="Gray"]Flavor text.
Ooh, look at me, so fancy...[/COLOR][/CENTER][/box][box][float=right][B]P/T[/B][/float][/box][/box]
What do you people think, is it annoying?
I'm going to go with the outer box anyway, I think its great as a real card spacing restriction.
What I don't like about this (emphasis on I), its that it seems like a dishonest way to make a card 'fair'. Going back to the Titans example, wizards could have gone 'When this leaves the battlefield, sacrifice those lands' on Primeval, or 'those zombies' on Grave. This would have made sure that they were kept in check by removal, but it would have been a cop out. If it's a permanent effect, commit to its power level, is my opinion.
This time I lost the 'rating', and added a pair of 'fun' comments (sorry if it seems I'm making fun of you).
While I'd love to have a deck with this card, I think it fails on power level: get this down having 2+ creatures that attack, opponent with 2+ cards => 95% win the game. Seems a bit too easy for a 7 mana creature (3 color restriction is less heavy there). I'd say it compares too favorably to Elesh Norn, Craterhoof Behemoth and (the prolly non-constructed worthy, but similar in copying) Giant Adephage.
I also don't like the built in 'drawback': "Sure this may easily make 6 attacking creatures the turn it comes down, and they'll be 14 next turn, but all you need is 1 removal. Got it or lose?". It just seems like a cop out on power level: Primeval Titan and Grave Titan may have been too good, but at least they were honest.
I like this and voted for it. A lot of options in a simple card, '2WW saving 1W for defense' is very fun, '1W attack, but if you block I got 2WW open...' too.
Simple and printable, but barely missed my vote on being too much of a direct application of Delve.
Great, got my vote. Now that I think about it, its strong points are the same as Link's card: a simple card with a lot of options for combat.
Good, within power curve, and a nice application of G/W space... but I think the Hexproof makes it too oppressive. If you have a massive source of card advantage, at least let me kill it. I don't think Wizards is reprinting a Geist of Saint Traft any time soon.
Woa, woa. Don't make players have to read cards 4 times before even understanding them. Rite of Ruin is exactly your card except it does lands instead of enchantments for 7 mana, with nicer wording.
The interaction of 'making it cheaper' vs 'losing a big creature' is interesting, but I think the mechanic is too convoluted. When will it be a fight? Its just your typical sacrifice (sure, flavor, and damage can be factor, but it doesn't justify the wordiness in my opinion).
It also loses points for forcing players to do things they may don't want to do. Unless you meant this to be used with Thragtusk... it's dumb that now we check every card with Thragtusk... but this jumps hugely in power with Thragtusk.
Woa. So this turns your Murders and Disenchants into Ancestral Recalls that tap permanents. Ok, seems like a fun deck I guess, but I don't get the flavor. "Hey, I only pretended to destroy your thing. Haha, I'm AWESOME so I get smarter. Now I'll evilly use that to fight better."
Cool. I guess black DOES do everything. A card named Decree of Injustice costing RGWU seems very weird though.
EDIT: Done. Please post here any mistakes I made.
I know I do. Thanks for the critique. About Baruum:
And even then, I thought I stopped Baruum two steps before that. Sure, it can attack as an 11/11 trampler on sixth turn... but you spent 11 mana, and gave your opponent a full turn to prepare unimpeded (or two to kill you back). And if they kill Baruum, the 'Equip 5' on the equips is a serious consideration for the long game... having 6 of them hammers wouldn't be so different.
In limited, Baruum would be an over the top bomb, of course. But I'd still pick a Pack Rat over it, and even Collective Blessing, as it is a more efficient killer without those 'wait for your attack' or 'pay 5' restrictions.
On being tokens, a searcher would have just gone for Swords. I wanted these 2 huge lumps that are super hard to pick up (for puny creatures). Not that you wouldn't want to play swords with Baruum (or, as she calls them, chopsticks).
Tentacles, eh? I made a card for you:
Soratami Gunlem
Artifact
Tap an untapped creature you control with toughness 2 or less: Soratami Gunlem becomes a copy of that creature until end of turn, except it's a 7/7 colorless Artifact creature - Golem.
I wasn't being sarcastic. It is wordplay (flight -> flight), and both effects fit their name, so... nice. I even submitted 'Forever / Alone' a week ago :P. 2.5 is right in the middle of the grades.
Well, maybe you're being honest on 0 / 5 for my crits, if so, I'd appreciate some more depth.
EDIT: to clarify, I rate less than 2.5 when I think the problems outweigh the upsides. FoFl's didn't.
Flavorful and Fun. The kind of card that limited players and Timmys enjoy to discover in spoilers. 3.8 / 5
The problem with Elemental Rapport... is this card. Assuming midsize creatures with Elemental Rapport, a Lightning Streaker for 6 mana would give them all +5/+5, in addition to attacking with a (6+)/(6+) trampler and 4 1/1 hasters....
yikes!.
2.3 / 5
Don't like it. Even in a deck with good lifelinkers, this could be negated too easily by removal / pinging. Its the kind of card that even if it makes it into my deck due to stats, I'm sad about playing it.
2.2 / 5
Such a mess. I've read it 5 times, and I get it... but his would be read like 10 times per game featuring it. 'Humbling' just isn't flavorful enough to keep these abilities in player's heads.
It's also a card that has no use other than abusing it with an invisible stalker or the like.
2 / 5
Waay to swingy. If you catch your opponents with 4 4+ cmc creatures... they cost 8! and if they draw another in the long way to getting there... good (bad) game.
2 / 5
This card can't be easily analized. I tried. I could give percentages and stuff, but its just a matter of getting critical mass. In a creature mana ramp deck, 7 mana is playable, 8 mana is probably win, 9 mana is more surely win (barring sweepers). Library left is also a consideration.
I'll just have to go with my gut to evaluate it:
2.8 / 5
Third ability is superfluous (second one covers it). Such a narrow card. Name doesn't tell me anything (it's hard to learn? I'm still getting the same cards... learning is different... and I can't remember stuff?).
When you make cards like this, you're probably thinking about a fun interaction or hosing a card / strategy... but reviewers don't have that context, and just see a card they would not pick / include in their decks.
2 / 5
Great use of flashback. 3.8 / 5
Nice pun. 2.5 / 5
Messy. Overly complex interactions. Magic has been steering away from cards that give such a great number of options, instead focusing the complexity in card interactions. When I have this in my hand, I'd have to consider tons of variables on current and future plays.
2 / 5
A 4/3 first striker blocker creates stalemates (nevermind that it can kill 2 bears). Well, it's rare, so it shouldn't cause too many problems, and its a lousy attacker. I just feel that rare cards should excite you on how good they are at winning the game (even if they are not really), not at stalling the ground.
2.4 / 5
A better Goblin Sharpshooter if you can get it started. Good against tokens. I think it's printable.
2.7 / 5
Flavorful. 3.5 / 5
Good. Printable, I think. 3 / 5