Gratzi. Learn new things designing every day. Thoughts on the cards themselves?
They're alright. I'm not sure WW for an in-combat flash Anthem makes the cut. W for an anthem post-combat when you've attacked with three dudes is considerably better.
Cinder, Volcanic Mage5R
Legendary Creature - Human Wizard (M)
Protection from Instants and Sorceries
Cinder, Volcanic Mage costs 1 less for each 1 noncombat damage dealt to opponents this turn.
Whenever a Mountain enters the battlefield under your control you may search your library for an instant or sorcery with a converted mana cost of 3 or less and put it into your hand. Shuffle your library afterwards.
3/3
Notes: Idea here was to create the 2nd good red 6 drop for cube (Currently it is just Inferno Titan). Cinder works exceptionally well with burn and also provides some support for lands matter. He also has a nice splashable cost/cost reduction ability to make him viable in multiple builds.
Pro instants and sorceries does not seem particularly red. I'm also not sure if it counts as a six drop if you're regularly going to be casting it for ~4-5. That search ability seems pretty absurd and also not particularly red.
Flashfires2R
Instant (R)
Kicker 2R (You may pay an additional 2R as you cast this spell.)
Flashfires deals 2 damage to each creature. If the kicker was paid, Flashfires deals 4 damage to each creature and non-red Planeswalker instead.
Notes: Wanted to make a playable pyroclasm variant. So here we have Pyroclasm that can be kicked to become a burn pseudo-wrath that also doesn't hit red PW's!
I like the design of the card, it feels overall fairly balanced. Note that Flashfires is already a card.
Sufuric Servant1RR
Creature - Elemental (R)
At the beginning of each players’ upkeep Sulfuric Servant deals 2 damage to that player.
Players can’t gain life.
2/4
Note: I know this effect is generally worse on a body, but Sulfric Vortex is pretty powerful and 4 toughness gives this staying power.
Seems very good. Probably would have to be a 2/3.
Avatar of Existence1GGG
Creature- Avatar (M)
Avatar of Existence has power and toughness equal to the number of lands you control.
When Avatar of Existence enters the battlefield return target permanent from your graveyard to your hand.
If you control another creature Avatar of Existence gains trample. If you control an artifact or enchantment, Avatar of Existence gains hexproof. If you control a Planeswalker, Avatar of Existence gains vigilance.
(*/*)
Notes: I started with an Eternal Witness like recursion ability, but then I got hooked on the idea of a creature that really cares about card types, but in keeping with green I wanted it to just care about permanent card types. I think I tied in each card type to the avatar in a smart way. Lands affect P/T, another creature gives it Trample, Artifacts/Enchantments grant hexproof, and with a PW it can play offense and defense.
Needs to be "target permanent card" and not just target permanent. I think this probably does a little too much overall for the cost. The artifact/enchantment clause seems weird as green rarely cares about those things.
Magus of Evolution2GG
Creature - Centaur Wizard (R) XXG, , Sacrifice another creature you control: Search your library for a creature with converted mana cost equal to the sacrificed creature’s converted mana cost plus X or less and put it onto the battlefield. Then shuffle your library.
3/4
Notes: Always have a softspot for Eldritch Evolution though it just wasn't quite good enough. I'm thinking maybe a creature variant tied to a decent body would get us there. Fun thing is you can have X = 0 to just pay G to replace a creature you control for another of the same cost from your library or you can use the X to turn your Thragtusk into an Elsh Norn!
I think XX is a bit too punishing. I feel like I'd rarely do it for more than 1 because the cost would be too prohibitive.
Primal Instigator1GG
Creature - Bear Shaman (R)
When Primal Instigator enters the battlefield put a +1/+1 counter on target creature you control. That creature fights target creature an opponent controls.
Dash 3RG (You may cast this spell for its dash cost. If you do, it gains haste, and it’s returned from the battlefield to its owner’s hand at the beginning of the next end step.)
2/2
Notes: We need more bears in cube! Note the fight isn't optional here so that is one tradeoff for the awesome power of this card. Great Blink potential and that Dash means that paired with a beatstick this card can be repeated removal!
I think 1GG for a 3/3 that fights on ETB is probably a little too good to see print, and this also adds a bunch of other stuff.
Arcane Combatant
Creature - Wierd Wizard Warrior (R)
Prowess
When you cast your second instant or sorcery in a turn you may pay R and/or U. If R was paid Arcane Combatant gains double strike. If U was paid Arcane Combatant gains “Whenever this creature deals combat damage to an opponent, draw a card.” (Do both if both R and U were paid.)
1/1
Notes: All the Izzet flavor! Wierd Wizzard Warrior! It pumps with instant and sorceries, but it especially rewards playing two in the same turn. If you can do that and have mana to spare Arcane Combatant has the potential to be a 3/3 Double Strike that draws you 2 cards! Having to pay the additional mana in addition to casting two spells is intentional to be a check on the power level of the card, but Izzet has plenty of cheap spells to make clearing this hurdle more than doable.
I think this probably needs to be two separate triggred abilities, which probably also makes this a touch too complex. Very interesting design though.
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Sudden Inspiration2UU Instant
Scry 3, then draw two cards.
During your next upkeep, scry 1.
3U used to draw you two card at instant speed. That's gotten pushed a bit, with Glimmer of Genius. I think this is probably too much like Foresee but at instant speed which probably means it needs to cost more than 2UU. I think Scry 3 draw 2 for 2UU would be fine, or Scry 2 Draw 2, then upkeep scry 1, though I don't like the memory issues of the latter.
Warden's LawW Instant
Choose one-
* Your opponent's can't cast spells this turn.
* Target creature gains protection from the color of your choice or from colorless until end of turn.
Interesting, it's a split Silence and Stave Off. You can usually get a slight bonus attached to Stave at one mana (see Emerge Unscathed, Blessed Breath, Gods' Willing) so that's probably fine, especially as Silence isn't a great card in Cube. But I'm not sure this actually makes the cut in Cube unless you've got like a STRONG Storm theme in need of maindeckable counters.
Aura Magnet2W Enchantment
Flash
When Aura Magnet enters the battlefield, you may reveal cards from the top of your library until you reveal an aura enchantment card, put that card into your hand, then put the rest on the bottom of your library in a random order.
Permanents you control that are the targets of aura spells you control have hexproof. (aura spells you control are aura spells you are casting that are on the stack)
Whenever an aura you own would enter your graveyard from the battlefield, you may pay W, if you do, put it into your hand instead.
This seems wacky and weird. Some thoughts
You can just say "aura", as all auras are enchantments
This does a lot, but I'm not sure it's actually good enough for Cube because there are so few playable Auras.
I'm not sure why this has flash? I mean, I guess you can flash it in in response to a removal spell on a guy you're trying to enchant?
You don't need to specify "aura you own" as other player's cards can never go to your graveyard. You also need to either drop "instead" (as this is currently worded as a trigger and not a replacement effect) or change it to "If an aura you control would go to the graveyard from the battlefield". But given that it asks for a cost to be paid, it's better to leave it as a trigger IMO.
Hopeful Destiny2WWW Enchantment - Aura
Flash
When you cast Hopeful Destiny, gain 4 life, and prevent the next 5 damage to you this turn, then scry 1, then draw a card.
Enchant Creature.
Hexproof, Indestructible.
Enchanted creature has +1/+2, hexproof, vigilance, first strike, and lifelink.
If Hopeful Destiny would enter the graveyard or exile zone from the stack or battlefield, it's owner may shuffle it into their library instead.
This also does a lot of things. The combination of Scry and Draw feels very unwhite.
I don't think this needs to be hexproof and indestructible as there's not a ton of aura removal that isn't just killing the dude it's on, and the dude's already hexproof.
Referencing the stack is pretty verboten. Why not just give this the Darksteel Colossus clause and shuffle in from anywhere?
Eyes of Oblivion2BBB Instant
Once Eyes of Oblivion is cast, if either of the permanents targeted by it aren't exiled by it this turn, the controller(s) of those permanents at the time Eyes of Oblivion was cast lose 5 life for each of them that wasn't exiled by Eyes of Oblivion at the beginning of the next end step.
Exile two target creatures.
I get what you're trying to do here, but this is seriously making my brain hurt. The wording is extremely awkward and I could never see them printing this as-is. The best way I can think to word this to maybe almost work would be:
"Choose two target creatures controlled by target player. Exile them. For each creature that was not exiled this way, that player loses 5 life". Throwing in a third target means this doesn't fizzle if both creatures are sac'd, and as long as we're talking 1v1 Cube the functionality remains.
Avalanche Racer2RR Creature - Elemental
Menance, Trample, Haste, Double Strike
Avalanche Racer attacks each turn if able.
If Avalanche Racer attacks alone, it gets +X/+0, where X is half the number of other creatures you control, rounded down.
When Avalanche Racer dies, if it was the target of a spell or ability an opponent controlled this turn, or damaged by a creature an opponent controlled this turn, that player's lands don't untap during their next untap step. 1/5
We've also got word soup going on here. Four keywords is a LOT for a four mana dude with six points of stats, especially when several of those keywords are extremely high value like doublestrike and haste. It's also got a pseudo Exalted thing going on, which doesn't seem to make a lot of sense?
Also the death trigger can probably just be simplified to when it dies, target player's lands don't untap next turn. Or just drop this, WotC seems to have decided that red getting land freeze isn't really working out which is why we haven't seen it since Amonkhet.
I feel like this could probably lose Doublestrike and the "half" part of its attack trigger, just make it get +1/+0 for each other creature you control when it attacks alone. Though the whole attacking alone thing doesn't feel very Red either. I dunno, this card just seems like a mess, honestly.
Mysteries of the Glimmering Dew1G Instant
Mysteries of the Glimmering Dew can't be countered.
Choose one -
* Target permanent you control gets hexproof and indestructible until end of turn. If it is a creature, it gets +1/+1 until end of turn.
* Target creature you control gets +1/+2 and reach until end of turn. Untap it and put a +1/+1 counter on it.
* The next creature card you would cast this turn may be cast as though it had flash and can't be countered. That creature enters the battlefield with a +1/+1 counter on it and has hexproof until end of turn.
This is an interesting mix of abilities. It's a removal blanker meets a combat trick meets a Savage Summoning. I feel like the middle mode is fairly redundant with the top mode, since the top mode is already a fairly effective combat trick? Two modes on this seems less wordy than three as well (since this isn't framed as a Charm). Maybe just make the first and third modes kind of mirrored and buff the first a little?
Choose one -
* Untap target creature you control and put a +1/+1 counter on it. It gains hexproof and indestructible until end of turn
* The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it and has hexproof and indestructible until end of turn.
Wanted to make a pushed looter blue 1 drop that I think most people would cube and might be printable.
Seafloor LooterU
Creature - Merfolk (R)
Multikicker 1U (You may pay an additional 1U any number of times as you cast this spell.)
When Seafloor Looter enters the battlefield draw a card plus an additional card for each time Seafloor Looter was kicked, then discard a card.
Seafloor Looter enters the battlefield with a +1/+1 counter for each time it was kicked
1/1
Notes: So the idea is if played on turn 1 this guy will loot as an ETB. If played kicked once it is a Catalog strapped to a bear for 1UU and if kicked twice it is Sift and a 3/3 for 2UUU. If this is too good a couple ideas could be for this to begin as a 2 drop for 1U, it could begin as a 0/1 or if you want to get really spicy it could begin as a 1/0.
So I think you pinpointed your own problem here. An ETB 1/1 looter is already slightly pushed for 1 mana given that it's stronger than Hapless Researcher, and Vodalian Merchant is a 1/2 ETB looter for 2 mana. Catalog is already a 3 mana spell. It's an instant, not a sorcery, but stapling it to a bear is a LOT of value. A cantripping bear with a drawback costs 3 (Phyrexian Rager) and a straight cantripping bear is 4 (Nimble Innovator). This mode is already stronger than straight cantripping since you're drawing two and discarding one, which is about a Two mana Effect. Sift is 4 mana as a sorcery, meaning a single mana over that you're getting a 3/3.
And the flexibility of all of these modes in one is just too good.
Honestly, just:
Dude U
Creature
Multikicker 1U
Draw a card, plus an additional card for each time Dude was kicked, then discard a card for each card drawn this way
1/1
I'm also not sure why you're limiting it to just double against creatures and planeswalkers. If the idea is to have a build-around weenie-buffer, why not go whole hog and make it hit faces too? On that note, if the idea is buff weenies and hate on fat dudes, why not just make it a straight-up Retribution of the Meek on ETB? Kill fat things around Hexproof and it hits all of them, but also punishes you for playing fatties yourself.
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Cards I might like for weaker slots in cube - White Edition (White 2CC and 6CC creatures).
Stoneforge Metallurgist1W
Creature - Kor Artificer (R)
When Stoneforge Metallurgist enters the battlefield create an equipment called Stoneforge Dagger it has “Equipped creature gets +2/+1 and Equip 0.
When either of Stoneforge Metallurgist or Stoneforge Dagger leave the battlefield, sacrifice the other.
1/2
Notes: A bit high risk, high reward. She provides equipment you can use immediately and can swing for 3 by herself, but killing either the creature or the artifact is a 2 for 1.
Note this isn't a two for one if it gets killed, since you only spent one card on it to start with. I feel like this is probably a bit pushed. On its own, it's a 1C 3/3, and it can also make any evasive dude even more powerful (for free) and keep your midrange creatures beating theirs at no additional cost. I'd say the equipment should probably have an equip cost.
Thraben Detective1W
Creature - Human (R)
Vigilance
At the end of each of your turns if one or more creature tokens were created under your control, investigate. (Create a colorless Clue artifact token with “2, Sacrifice this artifact: Draw a card.”)
2/1
Notes: Lot of people already run Thraben Inspector. I wanted to amp it up a bit and make clue tokens from creature tokens.
The fact that it only investigates on creature token creation (and only one per spell regardless of how many tokens are made) makes this seem pretty limited. Maybe move vigilance to first strike so it's a bit stronger on its own?
Angelic Aspirationist1W
Creature - Human Monk (M)
Level up 1W 2/2
Level 1-2 Flying 3/3
Level 3+ Angelic Aspirationist is an Angel.
Flying, First Strike, Lifelink 5/5
It's definitely interesting, but I'm not sure it'd make the cut. Two mana for a vanilla 2/2 is bad, four mana for a 3/3 flying is bad, and it requires eight total mana to turn into a Baneslayer. I would definitely like it better as a one-drop 2/1, so even in the failback case it's a playable card.
General Adrianna Vallore4WW
Legendary Creature - Human Knight (M)
Vigilance, Lifelink, Protection from Red
General Adrianna Vallore gets +1/+1 for each other Knight or Soldier you control.
At the beginning of each players’ end step create a 1/1 white Soldier with lifelink.
Whenever a soldier you control dies create a 2/2 white Knight with vigilance.
3/3
Notes: I wanted a Legendary Captain of the Watch variant. I chose Adrianna for a few reasons. Pro Red is important for this kind of card and as her former iteration is also red I can justify it a bit here. Her storyline involves her trying to rebuild the ranks to take the throne back. Also for more female representation in Magic!
That seems like an awful lot going on for just six mana. Three relevant abilities plus a scalable body is strong, getting a token every turn is *really* good - reminds me of Tendershoot Dryad but with a much more relevant body. And the fact that every token is really *two* tokens is really strong. I think you probably have to leave of that last ability.
Sword of Serra3WWW
Creature - Angel (M)
Flying, Vigilance
As Sword of Serra enters the battlefield, choose a color. Sword of Serra has protection from the chosen color.
7/6
Notes: Voice of All's effect is a lot more intimidating on a massive threat.
I like this a lot! It's an efficient body and it dodges their best removal color (and their best flier color).
Blinkcrafter5W
Creature - Human Wizard (M)
At the beginning of your end step, you may exile any number of nonland permanents you control, then return them to the battlefield under their owner’s control.
Whenever a spell or ability targets Blinkcrafter, exile it, and then return it to the battlefield under your control.
2/2
Notes: I'm not actually sure if this is printable or not, but I wanted to make a splashable and resilient blink archetype staple.
It's nutty but I also like it. It does basically nothing on its own, but it can provide some pretty crazy value if you build around it.
Lord of the Meek4WW
Creature - Bird Knight (M)
Flying, First Strike
When Lord of the Meek enters the battlefield you may exile a creature an opponent controls with power 4 or greater.
If a creature you control with power 3 or less would deal damage to a creature or planeswalker and opponent controls it deals double that damage to that creature or planeswalker instead.
3/3
Notes: Lord of the Beak! Er...Meek. I wanted a way to add relevance to Whites smaller creatures in the late game and punish players for their Baneslayer type creatures. So Lord of the Meek is an evasive threat that deals double damage to enemy creatures and PW's and grants that effect to your other small white creatures! Not enough? How about a free reprisal that ignores hexproof?
Exiling a creature without targeting seems weird. The damage doubling also seems kinda awkward too - maybe just make it give them double strike?
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The problem with Hybrid cards is, unless you build your cube with specific Hybrid slots (which is hard to do since not every pair has great options), you basically have to put them into the multicolor section, which is generally much tighter than the monocolored sections.
Murderous Intent is cool, but probably doesn't make the cut. Is it too much to give the dude Indestructible as well? Targeted indestructible (as a replacement for reanimate) is another black/green overlap. The name isn't particularly green though. Maybe something like Deadly Instinct or Predatory Instincts?
Spark of the Forest is a bit more pushed. 4 power haste for 4 is already solid, and the fact that this refunds minimum one mana makes it even better. It's really easy to cast this into a 3 or even another 4 drop, which is a pretty brutal tempo swing on a 3C dude. I'd say maybe shave a point of toughness? Otherwise I could see this as a 2RG card - harder to play in a wide range of decks, but guarantees two mana out of it.
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Twintomaton is not Wurmcoil Engine good, but Wurmcoil is insane. I've seen how busted this ability can be with Karn and the shells that run him and I think 5 mana is probably just too efficient for this. With one artifact this is 6 power. With 3 artifacts--which is going to be more common-this is 10 power.
As always, thank you for your wording assist! I hope you are coming to wherever we go after this because I need your wording help. You're the Bernie Taupin to my Elton John...lol. Godo does let you pick your equipment but is also incredibly vulnerable between the turn you cast him and the turn you play the equip on him. Also, the decks that run this are probably only going to run equip targets that work well with this. Not going to see too many skullclamps on here.
Yeah, I thought that The Wanderer might make a good blink archetype walker so I decided to name her. The Custom Card Creation Forum had a field day with this...oh well. Truth is nobody knows enough about this character yet to say what it should look like or what iterations it could feasibly take on. Wanted to note that Elia is only a creature until EOT. It can be attacked. It is just the noncombat damage clause that sticks until next turn--she cant be burned. I think the -2 can be really powerful against certain archetypes and since it only limits your opponent it gives you the ability to resolve powerful 4/5 drop Angels/Hero/Etc. that they can't answer with their own large creature threats.
I'm definitely going to be in the next iteration of MTGS, I'm one of the admins who's been running the place for years.
Wanderer definitely feels more reasonable with the creaturing until EOT. Seems weird that there's different durations on that and the burn protection, though.
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Twintomaton6
Artifact Creature - Construct (R)
This creature gets +1/+1 for each artifact you control.
“When Twintomaton enters the battlefield, create a 0/0 colorless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”
0/0
It's interesting, but I'm worried at six mana that it's a bit underpowered compared to options like Wurmcoil Engine. You could maybe get away with 5.
Balan, Leonin Captain4WW
Legendary Creature - Cat Knight (M)
When Balan Leonin Captain enters the battlefield reveal cards from your library until you reveal an equipment card. Attach that equipment to Balan, Leonin Captain and put the revealed cards on the bottom of your library in a random order.
As long as Balan, Leonin Captain is equipped it is indestructible.
3/3
Wording needs some adjustment. "until you reveal an equipment card. Put that card onto the battlefield, then attach it to Balan. Put the other cards revealed this way on the bottom of your library in a random order.
This card seems fine. Seems like, on average, it grabs a Sword, giving you a 5/5 indestructible with two protections and some bonus abilities. That's strong, but I'm not sure it beats out the value and flexibility of Sun Titan or Elspeth, Sun's Champion for the white six drop slot. Probably makes it into larger cubes though. Reminds me a bit of Godo, Bandit Warlord - it gives you the equip for free and indestructible, but Godo lets you pick and choose which equipment you grab and can double up triggers for stuff like Swords and Jitte.
Elia, the Wanderer2W
Legendary Planeswalker - Elia (M)
At the beginning of your end step you may exile another non-land permanent you control and then return it to the battlefield.
+1: Elia becomes a 3/1 white Elemental creature with flying until end of turn. Prevent all noncombat damage that would be dealt to it until your next turn.
-2: Opponents can’t cast creature spells with a converted cost of 4 or greater on their next turn.
(4)
Is this intended to be the identity-reveal of The Wanderer? If not, I'd suggest swapping the name for something else, like "the Journeyer" or "the Traveler".
I'm not sure how I feel about that +1. The fact that it stops being a planeswalker (since you aren't retaining previous types) means that any time you +1 this, it can't be attacked. Of course, as a 3/1, if you block anything with it, it dies, but this is basically a more cost-flexible Flickerwisp that flickers every turn.
The -2 seems pretty low-impact though.
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7 might be a little cheap, 9 feels like to much though. Ugin costs 8 generic and I don't think this is better than ugin.
The loot effect at higher values is a lot weaker since you probably don't have 4 cards in hand to loot away, it probably plays out that you get to keep 1 or 2 of those cards. In addition, whatever cards you do keep, won't be big and splashy since you are now down up to 4 lands, and I find even most of my wildfire decks often play at least a couple lands
Right, as you see there's a potentially printable card at that Wildfires at 7 mana and also has a mode with a relatively efficient body and some looting. The problem is that you've got a card that's 1RR 3/2, 2RR-4RR 3/2 loot 1-3 cards, 5RR 3/2 loot four and also full wildfire, 6RR+ 3/2 loot 5+ cards and wildfire. That's way too much flexibility for card whose seven mana "best" case is already fairly pushed and has a fallback case of still being a reasonable on-curve guy.
Urza does a lot but it's just got a single real mode, and its worst-case scenario is a 4-mana 1/4 + a Silver Myr with a long-game mana outlet. If Urza was a 3-mana 1/4 with kicker X, make X of those Construct tokens, it'd be too good because it'd be both playable earlier and insanely scaling into the late game.
Having the flexibility to be played as an on-curve body in the early game, scale up relevantly into the midgame, and be absolutely absurd in the late game has to come at a cost. When the lategame mode is pushed for a seven mana dude, that makes the early modes that much more egregious.
Also, as a final note, red only gets rummaging (discard, then draw), not looting (draw, then discard) these days, so it likely needs to be reworked anyways
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Hmmm. Your card inspired me to create my own version.
I'm not an expert on oracle text etc, but here it goes
1RR
Legendary Human Wizard
3/2
Kicker X
When * ETB, you may Draw X cards then discard X cards.
If X is 4 or more * deals 4 damage to each other creature, and each player sacrifices 4 lands.
Allows for a beat down path, Spells matter, Graveyard shinanegens, Lands matter theme, extra wildfire varient, that while it costs 7, you get to loot, and keep a creature in play. Seems really powerful, and wouldn't go into a standard set, but maybe a commander product or something
This suffers from the problem where it does way too many things. A seven mana dude that Wildfires on ETB and survives would be cubeable as-is, even with a relatively middling body. Getting a loot four on top of that means this realistically would have to cost around nine mana. Getting the ability to also cast it as an okay on-curve body AND as a body with looting at every cost-point in between 3 and 7 means it's doing way too much in one package.
I could see maybe something like this:
Wildfire Diviner 1RR
Creature - Human Wizard
Kicker 4
When Wildfire Diviner enters the battlefield, discard a card, then draw a card.
When Wildfire Diviner enters the battlefield, if it was kicked, it deals 2 damage to each other creature and each player sacrifices two lands
3/2
Lightning Ritual — 1R Instant
Add RRR. If that mana is spent on a creature spell, it gains haste.
Wizards is incredibly gun-shy on rituals these days, so this mana would probably have to be limited to casting creature spells only. You could maybe shave a mana and make it R to produce RR though.
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Thanks for the feedback. There are some things I disagree with but ultimately I do think the cost needs to be upped to 1RR or the multikicker changed to 2, not sure which right off hand.
A couple points.
1)This has a more color intensive cost than the Abbot and is mythic. It is intended to be better.
2)The card forces you to choose between casting the cards or not in order to use them as damage. Rolling Thunder lets you hit the player, this does not.
3) Lastly if this gets killed by the end of the next turn, the damage effect doesn't happen.
Thanks for the wording assistance...I use gatherer and do my best to cobble the correct wording together. Sometimes my cobbling is bad. =P
1) A 1->R mana cost change buys you a small amount of power. Rare->Mythic buys you a small amount of power. But Abbot is already a cube-worthy card, or at least very close, so you can't squeeze THAT much more power out of it with those changes.
2) You say this like it's a drawback, but the fact that it's a hybrid Rolling Thunder/Commune with Lava with a +2 to start AND a body attached is just... jeezy creezy. The card is beyond absurd.
3) As worded, it would not require him to be on the battlefield to deal the damage. It's part of a delayed trigger created by the initial trigger
Even ignoring the multikicker and ignoring the damage trigger, getting a Light up the Stage attached to a 2/1 for RR is 360-cubeable. The extra abilities on it are just insane, above and beyond what an even halfway reasonable card looks like.
Firemind SageRR
Creature - Human Wizard (M)
Multikicker 1 (You may pay an additional 1 any number of times as you cast this spell.)
When Firemind Sage enters the battlefield exile the top two cards of your library plus an additional card for each time Firemind Sage was kicked. Until the end of your next turn you may play those cards. For each card exiled this way that was not played Firemind Sage deals 1 damage to target creature or planeswalker.
2/1
That's a LOT of value in one small package.
Abbot of Keral Keep Impulse-draws you a single card with a good body for 2 mana, and it only draws the card until end of turn.
This gives you a full Light up the Stage with the cards lasting until your next turn. AND you can Impulse even more for every mana you spend. AND then on top of that it gives you a Rolling Thunder. There's no way this sees print as-is. Drop the two built-in cards and the burn and it might be printable.
Also that last ability needs to be worded as "At the end of your next turn, for each card that was exiled this way that wasn't played, ~ deals 1 damage to target creature or planeswalker"
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I'd like to replace some of the generic goodstull 'walkers with ones that support specific strategies. I'd like a Loam-centric 'walker in green and maybe a mutual sacrifice 'walker in black.
Hmm... such as:
Nissa, the Bounty Renewed 1GG
Legendary Planeswalker - Nissa
+1: Put the top three cards of your library into your graveyard. If at least one of these cards is a land card, create a 0/1 green Plant creature token.
-1: Return target land card from your graveyard to the battlefield
-7: You get an emblem with "You may play land cards from your graveyard. You may play three additional lands each turn."
4
Liliana, Bolas-Bound 2BB
Legendary Planeswalker - Liliana
+1: Create a 2/2 tapped black zombie creature token.
-2: Each player sacrifices a permanent
-5: You get an emblem with "At the beginning of your upkeep, put a soot counter on this emblem, and then each opponent sacrifices a number of permanents equal to the number of soot counters on this emblem"
3
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That's certainly true, but the W vs WW made me lean towards the latter. Make the flash one 3W and it'd be a slam dunk.
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They're alright. I'm not sure WW for an in-combat flash Anthem makes the cut. W for an anthem post-combat when you've attacked with three dudes is considerably better.
Pro instants and sorceries does not seem particularly red. I'm also not sure if it counts as a six drop if you're regularly going to be casting it for ~4-5. That search ability seems pretty absurd and also not particularly red.
I like the design of the card, it feels overall fairly balanced. Note that Flashfires is already a card.
Seems very good. Probably would have to be a 2/3.
Needs to be "target permanent card" and not just target permanent. I think this probably does a little too much overall for the cost. The artifact/enchantment clause seems weird as green rarely cares about those things.
I think XX is a bit too punishing. I feel like I'd rarely do it for more than 1 because the cost would be too prohibitive.
I think 1GG for a 3/3 that fights on ETB is probably a little too good to see print, and this also adds a bunch of other stuff.
I think this probably needs to be two separate triggred abilities, which probably also makes this a touch too complex. Very interesting design though.
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3U used to draw you two card at instant speed. That's gotten pushed a bit, with Glimmer of Genius. I think this is probably too much like Foresee but at instant speed which probably means it needs to cost more than 2UU. I think Scry 3 draw 2 for 2UU would be fine, or Scry 2 Draw 2, then upkeep scry 1, though I don't like the memory issues of the latter.
Interesting, it's a split Silence and Stave Off. You can usually get a slight bonus attached to Stave at one mana (see Emerge Unscathed, Blessed Breath, Gods' Willing) so that's probably fine, especially as Silence isn't a great card in Cube. But I'm not sure this actually makes the cut in Cube unless you've got like a STRONG Storm theme in need of maindeckable counters.
This seems wacky and weird. Some thoughts
You can just say "aura", as all auras are enchantments
This does a lot, but I'm not sure it's actually good enough for Cube because there are so few playable Auras.
I'm not sure why this has flash? I mean, I guess you can flash it in in response to a removal spell on a guy you're trying to enchant?
You don't need to specify "aura you own" as other player's cards can never go to your graveyard. You also need to either drop "instead" (as this is currently worded as a trigger and not a replacement effect) or change it to "If an aura you control would go to the graveyard from the battlefield". But given that it asks for a cost to be paid, it's better to leave it as a trigger IMO.
This also does a lot of things. The combination of Scry and Draw feels very unwhite.
I don't think this needs to be hexproof and indestructible as there's not a ton of aura removal that isn't just killing the dude it's on, and the dude's already hexproof.
Referencing the stack is pretty verboten. Why not just give this the Darksteel Colossus clause and shuffle in from anywhere?
I get what you're trying to do here, but this is seriously making my brain hurt. The wording is extremely awkward and I could never see them printing this as-is. The best way I can think to word this to maybe almost work would be:
"Choose two target creatures controlled by target player. Exile them. For each creature that was not exiled this way, that player loses 5 life". Throwing in a third target means this doesn't fizzle if both creatures are sac'd, and as long as we're talking 1v1 Cube the functionality remains.
We've also got word soup going on here. Four keywords is a LOT for a four mana dude with six points of stats, especially when several of those keywords are extremely high value like doublestrike and haste. It's also got a pseudo Exalted thing going on, which doesn't seem to make a lot of sense?
Also the death trigger can probably just be simplified to when it dies, target player's lands don't untap next turn. Or just drop this, WotC seems to have decided that red getting land freeze isn't really working out which is why we haven't seen it since Amonkhet.
I feel like this could probably lose Doublestrike and the "half" part of its attack trigger, just make it get +1/+0 for each other creature you control when it attacks alone. Though the whole attacking alone thing doesn't feel very Red either. I dunno, this card just seems like a mess, honestly.
This is an interesting mix of abilities. It's a removal blanker meets a combat trick meets a Savage Summoning. I feel like the middle mode is fairly redundant with the top mode, since the top mode is already a fairly effective combat trick? Two modes on this seems less wordy than three as well (since this isn't framed as a Charm). Maybe just make the first and third modes kind of mirrored and buff the first a little?
Choose one -
* Untap target creature you control and put a +1/+1 counter on it. It gains hexproof and indestructible until end of turn
* The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it and has hexproof and indestructible until end of turn.
So I think you pinpointed your own problem here. An ETB 1/1 looter is already slightly pushed for 1 mana given that it's stronger than Hapless Researcher, and Vodalian Merchant is a 1/2 ETB looter for 2 mana.
Catalog is already a 3 mana spell. It's an instant, not a sorcery, but stapling it to a bear is a LOT of value. A cantripping bear with a drawback costs 3 (Phyrexian Rager) and a straight cantripping bear is 4 (Nimble Innovator). This mode is already stronger than straight cantripping since you're drawing two and discarding one, which is about a Two mana Effect.
Sift is 4 mana as a sorcery, meaning a single mana over that you're getting a 3/3.
And the flexibility of all of these modes in one is just too good.
Honestly, just:
Dude U
Creature
Multikicker 1U
Draw a card, plus an additional card for each time Dude was kicked, then discard a card for each card drawn this way
1/1
is already pushed and probably very good.
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Note this isn't a two for one if it gets killed, since you only spent one card on it to start with. I feel like this is probably a bit pushed. On its own, it's a 1C 3/3, and it can also make any evasive dude even more powerful (for free) and keep your midrange creatures beating theirs at no additional cost. I'd say the equipment should probably have an equip cost.
The fact that it only investigates on creature token creation (and only one per spell regardless of how many tokens are made) makes this seem pretty limited. Maybe move vigilance to first strike so it's a bit stronger on its own?
It's definitely interesting, but I'm not sure it'd make the cut. Two mana for a vanilla 2/2 is bad, four mana for a 3/3 flying is bad, and it requires eight total mana to turn into a Baneslayer. I would definitely like it better as a one-drop 2/1, so even in the failback case it's a playable card.
That seems like an awful lot going on for just six mana. Three relevant abilities plus a scalable body is strong, getting a token every turn is *really* good - reminds me of Tendershoot Dryad but with a much more relevant body. And the fact that every token is really *two* tokens is really strong. I think you probably have to leave of that last ability.
I like this a lot! It's an efficient body and it dodges their best removal color (and their best flier color).
It's nutty but I also like it. It does basically nothing on its own, but it can provide some pretty crazy value if you build around it.
Exiling a creature without targeting seems weird. The damage doubling also seems kinda awkward too - maybe just make it give them double strike?
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Murderous Intent is cool, but probably doesn't make the cut. Is it too much to give the dude Indestructible as well? Targeted indestructible (as a replacement for reanimate) is another black/green overlap. The name isn't particularly green though. Maybe something like Deadly Instinct or Predatory Instincts?
Spark of the Forest is a bit more pushed. 4 power haste for 4 is already solid, and the fact that this refunds minimum one mana makes it even better. It's really easy to cast this into a 3 or even another 4 drop, which is a pretty brutal tempo swing on a 3C dude. I'd say maybe shave a point of toughness? Otherwise I could see this as a 2RG card - harder to play in a wide range of decks, but guarantees two mana out of it.
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I'm definitely going to be in the next iteration of MTGS, I'm one of the admins who's been running the place for years.
Wanderer definitely feels more reasonable with the creaturing until EOT. Seems weird that there's different durations on that and the burn protection, though.
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It's interesting, but I'm worried at six mana that it's a bit underpowered compared to options like Wurmcoil Engine. You could maybe get away with 5.
Wording needs some adjustment. "until you reveal an equipment card. Put that card onto the battlefield, then attach it to Balan. Put the other cards revealed this way on the bottom of your library in a random order.
This card seems fine. Seems like, on average, it grabs a Sword, giving you a 5/5 indestructible with two protections and some bonus abilities. That's strong, but I'm not sure it beats out the value and flexibility of Sun Titan or Elspeth, Sun's Champion for the white six drop slot. Probably makes it into larger cubes though. Reminds me a bit of Godo, Bandit Warlord - it gives you the equip for free and indestructible, but Godo lets you pick and choose which equipment you grab and can double up triggers for stuff like Swords and Jitte.
Is this intended to be the identity-reveal of The Wanderer? If not, I'd suggest swapping the name for something else, like "the Journeyer" or "the Traveler".
I'm not sure how I feel about that +1. The fact that it stops being a planeswalker (since you aren't retaining previous types) means that any time you +1 this, it can't be attacked. Of course, as a 3/1, if you block anything with it, it dies, but this is basically a more cost-flexible Flickerwisp that flickers every turn.
The -2 seems pretty low-impact though.
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Right, as you see there's a potentially printable card at that Wildfires at 7 mana and also has a mode with a relatively efficient body and some looting. The problem is that you've got a card that's 1RR 3/2, 2RR-4RR 3/2 loot 1-3 cards, 5RR 3/2 loot four and also full wildfire, 6RR+ 3/2 loot 5+ cards and wildfire. That's way too much flexibility for card whose seven mana "best" case is already fairly pushed and has a fallback case of still being a reasonable on-curve guy.
Urza does a lot but it's just got a single real mode, and its worst-case scenario is a 4-mana 1/4 + a Silver Myr with a long-game mana outlet. If Urza was a 3-mana 1/4 with kicker X, make X of those Construct tokens, it'd be too good because it'd be both playable earlier and insanely scaling into the late game.
Having the flexibility to be played as an on-curve body in the early game, scale up relevantly into the midgame, and be absolutely absurd in the late game has to come at a cost. When the lategame mode is pushed for a seven mana dude, that makes the early modes that much more egregious.
Also, as a final note, red only gets rummaging (discard, then draw), not looting (draw, then discard) these days, so it likely needs to be reworked anyways
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This suffers from the problem where it does way too many things. A seven mana dude that Wildfires on ETB and survives would be cubeable as-is, even with a relatively middling body. Getting a loot four on top of that means this realistically would have to cost around nine mana. Getting the ability to also cast it as an okay on-curve body AND as a body with looting at every cost-point in between 3 and 7 means it's doing way too much in one package.
I could see maybe something like this:
Wildfire Diviner 1RR
Creature - Human Wizard
Kicker 4
When Wildfire Diviner enters the battlefield, discard a card, then draw a card.
When Wildfire Diviner enters the battlefield, if it was kicked, it deals 2 damage to each other creature and each player sacrifices two lands
3/2
Wizards is incredibly gun-shy on rituals these days, so this mana would probably have to be limited to casting creature spells only. You could maybe shave a mana and make it R to produce RR though.
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1) A 1->R mana cost change buys you a small amount of power. Rare->Mythic buys you a small amount of power. But Abbot is already a cube-worthy card, or at least very close, so you can't squeeze THAT much more power out of it with those changes.
2) You say this like it's a drawback, but the fact that it's a hybrid Rolling Thunder/Commune with Lava with a +2 to start AND a body attached is just... jeezy creezy. The card is beyond absurd.
3) As worded, it would not require him to be on the battlefield to deal the damage. It's part of a delayed trigger created by the initial trigger
Even ignoring the multikicker and ignoring the damage trigger, getting a Light up the Stage attached to a 2/1 for RR is 360-cubeable. The extra abilities on it are just insane, above and beyond what an even halfway reasonable card looks like.
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That's a LOT of value in one small package.
Abbot of Keral Keep Impulse-draws you a single card with a good body for 2 mana, and it only draws the card until end of turn.
This gives you a full Light up the Stage with the cards lasting until your next turn. AND you can Impulse even more for every mana you spend. AND then on top of that it gives you a Rolling Thunder. There's no way this sees print as-is. Drop the two built-in cards and the burn and it might be printable.
Also that last ability needs to be worded as "At the end of your next turn, for each card that was exiled this way that wasn't played, ~ deals 1 damage to target creature or planeswalker"
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Very interesting design, but I'm not sure how it's blue.
Why not just:
Vannifar's Loyalist 1G
Creature - Human Plant
{T}: Add one mana of any color. Put a +1/+1 counter on ~.
0/1
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Hmm... such as:
Nissa, the Bounty Renewed 1GG
Legendary Planeswalker - Nissa
+1: Put the top three cards of your library into your graveyard. If at least one of these cards is a land card, create a 0/1 green Plant creature token.
-1: Return target land card from your graveyard to the battlefield
-7: You get an emblem with "You may play land cards from your graveyard. You may play three additional lands each turn."
4
Liliana, Bolas-Bound 2BB
Legendary Planeswalker - Liliana
+1: Create a 2/2 tapped black zombie creature token.
-2: Each player sacrifices a permanent
-5: You get an emblem with "At the beginning of your upkeep, put a soot counter on this emblem, and then each opponent sacrifices a number of permanents equal to the number of soot counters on this emblem"
3
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