Forgotten Knowledge1UU Enchantment (R)
If you would draw a card, you may have each opponent put the top seven cards of his or her library into his or her graveyard instead. "I don't know everything. But I do know what you don't."
I think the closest you can get to an actual, verifiable wording is "Whenever a source you control causes an opponent to lose life, if that loss of life causes that player's life total to become 0 or less, you win the game."
Witch's Familiar5 Artifact Enchantment Creature - Golem (R)
Bestow 7(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets +3/+3.
Witch's Familiar and enchanted creature have "X, T: Put a charge counter on this card and exile a nonland card from your hand. You may cast that card for as long as it remains exiled. Note the type and amount of mana spent to pay this activation cost. Activate this ability only if there are no charge counters on this card." and "T, Remove a charge counter from this card: Add this card's last noted type and amount of mana to your mana pool. Spend this mana only to cast the last card exiled with this card."
3/3
Ætherwrought Explosion1URG Sorcery (R)
Reveal the top five cards of your library. Choose a card revealed this way. Target opponent may put all other cards revealed this way into your hand and the chosen card into your graveyard. If he or she doesn't, you may cast the chosen card without paying its mana cost, then put the rest of the cards revealed this way into your graveyard. "You can contain the blast however you want; something is getting through."
- Maris, Æthermage
Sign of Ignition1R Instant(C)
Sign of Ignition deals 1 damage to target creature or player.
Runic (As you cast an instant or sorcery spell this turn, add this card's effects to that spell except Runic)
IIW: Runic // new set predictions
I don't actually see much of a difference between this and Grapeshot, outside of only working with instants and sorceries (which is what 90% of the Storm deck is anyway). It's a neat way of doing it, but it's not different enough from Storm for me to endorse it (maybe I'd need to see other cards with Runic).
Imp TutorB
Sorcery (R)
Search your library for a card with converted mana cost 0, reveal it, and put it into your hand. Then shuffle your library. He gives you just a taste of power: just enough to push you over the edge.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
IIW: #JustTibaltThings
I liked it when it had the 1UU mana cost; that made it a bit harder to abuse in a typical Storm deck, because this is the kind of card I'd prefer to see used outside of dedicated Storm decks. Pure value, non-win-con storm cards are more interesting when they're being used just for value, and not just another broken cog in the Storm machinery.
Leina of the Sixth Wind1UR
Legendary Creature- Human Wizard (R)
Whenever you cast a spell, you may exile it. (That spell won't resolve) T: You may cast a nonland card exiled with Leina without paying its mana cost.
2/3
I think this card is good with... literally every instant and sorcery in the storm deck.
Pretty sweet with Storm cards. Not so hot with other cards, as it operates as a functionally worse Ice Cauldron (granted, it has a body). I remember making a card like this before, but it had a tap ability instead of a triggered ability, so it could be used to save spells that opponents try to counter or negate in some way (in response to my bolt, pump spell the guy I'm targeting. I exile my bolt in response). That might be what this card needs.
Thunderstroke2R
Sorcery {U}
Kicker 2R
Thunderstroke deals 4 damage to target creature or player. If Thunderstroke was kicked, add RRRRR to your mana pool.
IIW: Symmetrical effects as a drawback
I really like where this card's power level is at. Really cool card.
Turbulent Winds deals 1 damage to target creature with flying. If Turbulent Winds is caught up in a storm, it deals 6 damage to that creature instead. (A spell is caught up in a storm if two or more spells were cast before it this turn.)
IIW: Old mechanics, new abilities.
I feel like the base effect is too narrow and would add +1 damage to it, but at the same time like it being narrow to make the extra effect matter more. I'm really not sure what I'd do. There's one thing I do know, though: that is the silliest name for a mechanic I've ever heard. I would make it an ability word, as that's really what this mechanic is.
If you exile Twiddle with Leina, you can infinitely cast it on Leina for infinite storm. If you exile Twitch with Leina, you can also draw infinite cards.
Neomancer's Solution1UURR
Enchantment [M]
Spells you cast from your hand have storm.
Whenever you cast a spell, exile it as it resolves. "From one comes inexorable trillions. Every gap years to be filled to the extreme, bursting until its space is empty no longer."
—Quzix of the Infinite
IIW: Neomancy
why are you giving artifacts and planeswalkers storm
why
Non-instant-or-sorcery copying-on-the-stack effects are something I will never accept as being something that's necessary for the game.
Desperate SalvageB
Sorcery
Until end of turn, you may play target card that is put into graveyard this turn. If you do, you lose 2 life. As Bolas gain control of his mind and body, Ajani used his last tint of sanity to reverse the effect. He broke free from the curse, but he was no longer the righteous leonin he once was.
iiw: Card describing what happen when u enter a cat cafe..
Aw, this is cute. Narrow Regrowth effects are now something I want to design. I have two stipulations, though: a) this needs a rarity. Probably rare. And b) it should exile the card the next time it's put into a graveyard this turn. I know you lose a ton of life from doing this, but if you have two of these, the card becomes B: +1 to storm, which is a little dangerous when the card is already quite strong.
One Small BreezeU
Instant M
Return this spell to your hand.
"My boy, one small breeze doesn't make a wind storm." - John McGraw
IIW: non-general cards that interact with EDH command zone
See the card above you to see what I feel about this kind of interaction. This card is actually more egregious as it's almost completely useless without a mechanic like Storm. It's also really unexciting for a mythic.
Stormwatch Priest1UR
Creature - Human Wizard (R)
Whenever you cast an instant or sorcery spell, draw a card. "Ephara brought us magic, but it was Keranos who gave us the insight to use it well."
-Cymede, queen of Akros
0/1
IIW: Terrible ideas!
Cool flavour. I'm unsure how to judge this card's power level; Lunar Mystic and Surrakar Spellblade are the closest approximations, but they're still quite different from this. I would err on the side of caution and add 1 or 2 more to the cost. The card itself is something they should absolutely print at some point, but it's not exactly original.
Yoke of Excess2RR
Enchantment (R)
Whenever you cast an instant or sorcery spell, add R to your mana pool. "There is advantage to living a life of abandon - if you don't need to save for later, that leaves more to be used in the now."
-Xenagos, god of revels
alt ft: "Dance."
-Kesha, to Xenagos
IIW: 2 colors, cmc 5
I love it. Perfect build-around. The second flavour text is clearly what you should use.
Unstable Resonator3
Artifact (R)
When Unstable Resonator enters the battlefield, draw a card.
When you cast a spell, sacrifice Unstable Resonator. If you do, add three mana in any combination of colors to your mana pool. 3, t: Return target permanent you control to its owner's hand.
IIW: trifecta
This is way too clunky of an execution for what this card is trying to do. Way too much going on.
Cast Twiddle.
Leina's triggered ability triggers.
Before Twiddle resolves, say "yes" to Leina's triggered ability.
Twiddle exiled from stack before resolving.
Tap Leina, casting Twiddle from exile.
Leina's triggered ability triggers.
Before Twiddle resolves, say "yes" to Leina's triggered ability.
Twiddle exiled from stack before resolving.
Leina is now tapped, can't cast Twiddle from exile.
??????????????????????????????????????????????????????????????????????????????????????????????
where's the infinite
Magus of the Singularity2UU Creature - Human Wizard (R)
If Magus of the Singularity is in your opening hand, you may begin the game with it on the battlefield.
All nonland permanents are legendary.
1/4
Magus of the MineUU Creature - Human Wizard (R)
At the beginning of each player's draw step, if Magus of the Mine is untapped, that player draws an additional card.
0/2
Magus of the Forge1WWW Creature - Human Wizard (R)
Artifacts you control have indestructible. Before the Phyrexian invasion, a small sect of Mirran artificers had learned to shape the unshapeable.
2/2
B idea: Magus of the Arms3WW Creature - Human Wizard (R)
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. She has lost count of the number of banners she carries.
2/2
EDIT: Used to have changeling, decided it was interesting enough without it + fits the Maguses better.
Retoast: Magus of the Isle1G Creature - Human Wizard (R)
You may have Magus of the Isle enter the battlefield tapped as a copy of any land on the battlefield. He is everywhere you've ever been.
2/2
EDIT: I'm very surprised they haven't printed anything close to this yet: Magus of the Cradle2GG Creature - Human Wizard (R) T: Add G to your mana pool for each creature you control.
0/3
IIW: Things that support Storm or Storm-like mechanics.
Infernal Obliterator10BBB Legendary Creature - Demon Beast (M)
Trample, deathtouch
While you're searching your library, you may pay 1B, discard a card, and reveal Infernal Obliterator from your library. If you do, each opponent discards a card. Then if each player has no cards in his or her hand, you may cast Infernal Obliterator from your library without paying its mana cost. She preys on the weakness of the mortal psyche.
13/13
IIW: Things that support Storm or Storm-like mechanics.
Surging Animorphus1URG Creature - Elemental Ooze (U) Primal Burst — Whenever you cast a spell, if it’s the third spell you cast this turn, creatures you control get +2/+2 and gain flying and haste until end of turn. Riding on a wave of Æther, it extends and wraps its viscous body around allies to embolden their assault.
3/3
IIW: Things that support Storm or Storm-like mechanics.
InverstoneX Artifact {R}
Inverstone enters the battlefield with X charge counters.
Each creature's power becomes equal to difference between its power and amount of charge counters on Inverstone.
IIW: gimmick cards // that one card that they totally forgot to add to block of your choice
This is a little too weird for me. I like what it does, but it's messing in an area of mechanics and flavour I don't feel need to be messed with. It also requires way more math then Magic normally has.
Brickwalling 10/10s with random dorks is pretty frustrating, and Raise the Alarm-type effects turn this card into a lot of power. It's too cheap and efficient for what it does. I don't have much appreciation for Pendelhaven either.
it feels like a joke entry without the usual charm of joke entries.
Story of my comedy career.
Serra's Aviary
Legendary Land (Rare)
Serra's Aviary enters the battlefield tapped unless you control a white creature.
T: Add W to your mana pool.
As long as you have 40 or more life, 1/1 creatures you control get +5/+5 and have flying.
IIW: #JustTibaltThings
Busted anthems being attached to lands doesn't feel right to me, even when achieving that condition is really hard. So hard that the text might as well not be there. Except in EDH, where this card is stupidly powerful and creates more unwanted Serra Ascendant-type scenarios. There's way too much going on here.
Trip2U
Instant (U)
Creatures you don't control get -2/-0 until end of turn. //Fuse// Break2B
Instant (U)
Destroy target creature if its power is 1 or less.
IIW: until
This wasn't really what I meant by "low power matters" - you're making it matter the wrong way. Anyways, Break seems way overcosted considering how narrow it is, and while the overall package is cute, I don't feel like either half is even close to being worth a card compared to the usefulness of other split cards.
Blessed are the Meek1W
Sorcery (U)
You gain 1 life for each creature you control with power 1 or less.
//
[Fuse (You may cast one or both halves of this card from your hand.)]
// They Shall Inherit the Earth1G
Sorcery (U)
Search your library for a basic land card and put that card into your hand. If your life total is greater than 20, put that card onto the battlefield instead.
IIW: URW
Blessed makes me sad as a card that's not only a pure-lifegain spell, but is a narrow pure-lifegain spell. Compare to the second half of Alive//Well. I never really liked Caravan Vigils's design - three extra lines of texts for something that often wouldn't matter - and I think Earth is a bit worse, because not only do you lose out on the minigame between you and your opponent of trying to stop Morbid from triggering, but 90% of the time you won't be able to get the extra effect until you cast it fused on turn 4 when ramping is less likely to matter. You also need a shuffle line. I don't like this way of doing split card cardnames either.
Sigil of the Serene1WW
Enchantment (R)
Each creature you control has protection from converted mana cost X or greater, where X is its power. "Worry not about the horrors of the dark. The thoughtweft will be your aegis, and triumphant, you will be rewarded for your purity of purpose."
—Donal Alloway, cenn of Kinscaer
IIW: Can you Dega it?
Can this not just be protection from creatures with power X or greater? I understand the reference, but in this specific scenario using one value to determine the range of an entirely different value seems unintuitive when you can just as easily use the first value for both. I say this because CMC matters (in this context, anyways) is really not my favourite thing. I think no matter what, though, this card is too swingy at this cost to see print; your opponents creatures are never going to block or attack past your guys if your deck is built right, and if it remains as CMC, your opponent won't be able to use spot removal to off your guys either.
Warden of the Worthless5
Artifact Creature - Golem {U}
Draft Warden of the Worthless face up.
Until the end of the event, the last nonland card you draft gains "When you cast this spell, you may search your graveyard, hand, and/or library for a card named Warden of the Worthless and put it onto the battlefield. If you search your library this way, shuffle it." 4/4
IIW: Bad jokes.
This would be fine if 100% of the time the card you draft last is also in your colours. If it's not, then you got an unplayable both when you picked the last card in the draft as well as when you picked this card. And even then, you have to put two mediocre cards in your deck and hope that you draw one of them in the right order for this card to have any value. This isn't worth the potential rules/memory issues.
Patron of the Meekx2WW
Creature — Avatar [M]
Patron of the Meek enters the battlefield with X +1/+1 counters on it.
When Patron of the Meek enters the battlefield, destroy each creature with power greater than it.
1/1
IIW: Cards with X in their mana costs that aren't instants or sorceries
This is interesting to compare to Day of Judgement; this gets you a 1/1 and is easier to recur, but some percentage of the time this isn't going to do what you want because your opponent has a bunch of 1/X's. I would either add +1 to the mana cost or remove the X entirely; otherwise it's a bit too easy to build around this card and turn it into Plague Wind. Without the X, there's also more encouragement to use pump effects to alter how much this card destroys, which is more interesting than just paying more mana.
Rise of the MeekBW
Enchantment (R)
Creatures with a power of 1 or less get +1/+1. Creatures with a power of 3 or greater get -1/-1. And the meek shall inherit the earth.
IWW: Your predictions for "Huey"
I think this card is too confusing as worded to see print, even if it's made legendary (which is not a catch-all solution, I'll add). You have a 1/1. You play this, making it a 2/2. You put a counter on this, making it a 3/3. Sure. Now you have another 1/1. You put a counter on it, making it a 2/2. You play this card, and since your creature is a 2/2, it doesn't affect it, right? Wrong. It's also a 3/3 because anthem effects apply before counter effects in the layer system. The average player doesn't need to know about layers to play magic, but they do with this card. This shouldn't need to exist.
I would reword this to:
"Whenever a creature with power 1 or less attacks or blocks, it gets +1/+1 until end of turn.
Whenever a creature with power 2 [or 3] or greater attacks or blocks, it gets -1/-1 until end of turn."
Multiples work the way you want them to (even though it's slightly confusing that they do), and most people will know how big their creatures actually are.
Revere the Nascent1WW
Enchantment (R)
At the beginning of your upkeep, put a +1/+1 counter on each creature with the lowest power or tied for the lowest power.
Sacrifice Revere the Nascent: You may put a creature card with power lower than that of the creature with the lowest power from your hand onto the battlefield. “Some believe the beginning of the cycle is the most important...”
-Ghave, Guru of Spores
IIW: Complete the above cycle for green or black, or fun with cycling.
So uhhhhh ... I'm not 100% sure on this, but I think you can just drop Emrakul into play with the second ability if there aren't any creatures on the field, which, if true, would obviously need to be fixed. I don't feel like that ability is necessary anyway; I understand why you want a sacrifice effect, but I think something relatively tame (i.e. "gain life equal to the number of +1/+1 counters among all creatures") would do, since the card is already pretty powerful.
Mating SeasonWG
Enchantment (R)
Phasing (yes phasing is back!!!)
Whenever a creature with power 1 or less enters the battlefield, you may search your library for card with the same name and put it into your hand. During this time of the year, the critters came out of the wilderness and call for their mates.
iiw: cards with Da Vinci's artwork
Hehe, everything is Squadron Hawk. While I understand the flavour of phasing here, I don't think bringing it back for this card is worth it, especially because the card seems perfectly balanced without it due to how narrow it is. I would change it so that it only triggers off of your creatures and not your opponents, and you also need a line that shuffles your library.
Jailer of Escelia2W Creature - Spirit Soldier (C)
When Jailer of Escelia enters the battlefield, banish target creature an opponent controls. (Exile it. When that card’s owner casts a creature spell from his or her hand, that player may cast the exiled card without paying its mana cost.)
Escelia’s spectral prisons are notoriously easy to both enter and exit.
2/2
Stratoshift1U Instant (U)
Banish target spell. (Exile it. When that card’s owner casts a creature spell from his or her hand, that player may cast the exiled card without paying its mana cost.) The spectrologists of Escelia use lightning storms to delay weather conditions that are far more dangerous.
Spark Jumper2RR Creature - Elemental (R)
Flying, haste
At the beginning of your end step, banish Spark Jumper. (Exile it. When this card’s owner casts a creature spell from his or her hand, that player may cast this card without paying its mana cost.)
5/3
Gelvia, Ethereal Arcanist2RWU Legendary Creature - Spirit Wizard (M) 2: Banish another target creature. Its owner draws a card. (Exile it. When that card’s owner casts a creature spell from his or her hand, that player may cast the exiled card without paying its mana cost.)
Whenever a player casts a spell, Gelvia, Ethereal Arcanist deals 1 damage to each opponent. "I did not become the highest ranking official of the Escelons through lack of tact and prowess."
2/4
Mischievous FiendR Creature - Devil (U)
When Mischievous Fiend enters the battlefield, discard two cards, then draw two cards. "Some valuables taken away and random trinkets flung about, and suddenly the house looks nothing like its old self."
- Ophelia, Thraben Matron
1/1
Tribal is also not my favourite mechanic, especially when it lacks flavour.
>lacks flavor
>directly references and works mechanically with a famous legendary Treefolk
I meant good flavour.
-----
Inkspray Invoker3UU Creature - Octopus Wizard (C) 7U: Creatures target player controls each get -8/-0 until end of turn. "Lorthos the Conqueror deems you unfit to see the world he will create."
- Iglia, Tideslaver
3/5
Urobus's Familiar2GU Creature - Serpent (U) 1U: Urobus's Familiar can't be blocked this turn. Return it to its owner's hand at the end of the next combat step. 1G, T: Regenerate Urobus's Familiar. With a thousand modes of rebirth, Urobus gave form to familiars that would demonstrate his power.
4/4
Plunging Kraken4UU Creature - Kraken (R)
Whenever a card is put into a graveyard from anywhere other than a library, each player puts the top five cards of his or her library into his or her graveyard. "Every sailor deserves a watery grave."
- Shanks of the High Seas
5/7
Tidewake Behemoth4UUU Creature - Leviathan (M)
When Tidewake Behemoth enters the battlefield, tap up to seven target nonland permanents.
Whenever a nonland permanent becomes untapped, draw a card. Its thrashing movements cause ancient treasures from the ocean depths to surge to the surface.
7/7
Enchantment (R)
If you would draw a card, you may have each opponent put the top seven cards of his or her library into his or her graveyard instead.
"I don't know everything. But I do know what you don't."
IIW: Simple commons.
edit: doh
Artifact Enchantment Creature - Golem (R)
Bestow 7 (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Enchanted creature gets +3/+3.
Witch's Familiar and enchanted creature have "X, T: Put a charge counter on this card and exile a nonland card from your hand. You may cast that card for as long as it remains exiled. Note the type and amount of mana spent to pay this activation cost. Activate this ability only if there are no charge counters on this card." and "T, Remove a charge counter from this card: Add this card's last noted type and amount of mana to your mana pool. Spend this mana only to cast the last card exiled with this card."
3/3
It's beautiful.
Sorcery (R)
Reveal the top five cards of your library. Choose a card revealed this way. Target opponent may put all other cards revealed this way into your hand and the chosen card into your graveyard. If he or she doesn't, you may cast the chosen card without paying its mana cost, then put the rest of the cards revealed this way into your graveyard.
"You can contain the blast however you want; something is getting through."
- Maris, Æthermage
IIW: Landfall.
I don't actually see much of a difference between this and Grapeshot, outside of only working with instants and sorceries (which is what 90% of the Storm deck is anyway). It's a neat way of doing it, but it's not different enough from Storm for me to endorse it (maybe I'd need to see other cards with Runic).
I like the flavour and I'm a fan of this type of narrowness. Pact of Negation, Lotus Bloom/Lotus Petal, Lion's Eye Diamond... there's a lot this card gets, not to mention lands (sort of makes Sylvan Scrying look bad). Unfortunately, you didn't include an IIW.
I liked it when it had the 1UU mana cost; that made it a bit harder to abuse in a typical Storm deck, because this is the kind of card I'd prefer to see used outside of dedicated Storm decks. Pure value, non-win-con storm cards are more interesting when they're being used just for value, and not just another broken cog in the Storm machinery.
Pretty sweet with Storm cards. Not so hot with other cards, as it operates as a functionally worse Ice Cauldron (granted, it has a body). I remember making a card like this before, but it had a tap ability instead of a triggered ability, so it could be used to save spells that opponents try to counter or negate in some way (in response to my bolt, pump spell the guy I'm targeting. I exile my bolt in response). That might be what this card needs.
I really like where this card's power level is at. Really cool card.
I feel like the base effect is too narrow and would add +1 damage to it, but at the same time like it being narrow to make the extra effect matter more. I'm really not sure what I'd do. There's one thing I do know, though: that is the silliest name for a mechanic I've ever heard. I would make it an ability word, as that's really what this mechanic is.
why are you giving artifacts and planeswalkers storm
why
Non-instant-or-sorcery copying-on-the-stack effects are something I will never accept as being something that's necessary for the game.
Aw, this is cute. Narrow Regrowth effects are now something I want to design. I have two stipulations, though: a) this needs a rarity. Probably rare. And b) it should exile the card the next time it's put into a graveyard this turn. I know you lose a ton of life from doing this, but if you have two of these, the card becomes B: +1 to storm, which is a little dangerous when the card is already quite strong.
See the card above you to see what I feel about this kind of interaction. This card is actually more egregious as it's almost completely useless without a mechanic like Storm. It's also really unexciting for a mythic.
Cool flavour. I'm unsure how to judge this card's power level; Lunar Mystic and Surrakar Spellblade are the closest approximations, but they're still quite different from this. I would err on the side of caution and add 1 or 2 more to the cost. The card itself is something they should absolutely print at some point, but it's not exactly original.
I love it. Perfect build-around. The second flavour text is clearly what you should use.
This is way too clunky of an execution for what this card is trying to do. Way too much going on.
HMs: Oculus, iphanx, WantonWizard
NEXT CHALLENGE: 2 colors, CMC 5.
Leina's triggered ability triggers.
Before Twiddle resolves, say "yes" to Leina's triggered ability.
Twiddle exiled from stack before resolving.
Tap Leina, casting Twiddle from exile.
Leina's triggered ability triggers.
Before Twiddle resolves, say "yes" to Leina's triggered ability.
Twiddle exiled from stack before resolving.
Leina is now tapped, can't cast Twiddle from exile.
??????????????????????????????????????????????????????????????????????????????????????????????
where's the infinite
Magus of the Singularity 2UU
Creature - Human Wizard (R)
If Magus of the Singularity is in your opening hand, you may begin the game with it on the battlefield.
All nonland permanents are legendary.
1/4
Magus of the Mine UU
Creature - Human Wizard (R)
At the beginning of each player's draw step, if Magus of the Mine is untapped, that player draws an additional card.
0/2
Creature - Human Wizard (R)
Artifacts you control have indestructible.
Before the Phyrexian invasion, a small sect of Mirran artificers had learned to shape the unshapeable.
2/2
B idea:
Magus of the Arms 3WW
Creature - Human Wizard (R)
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.
She has lost count of the number of banners she carries.
2/2
EDIT: Used to have changeling, decided it was interesting enough without it + fits the Maguses better.
Retoast:
Magus of the Isle 1G
Creature - Human Wizard (R)
You may have Magus of the Isle enter the battlefield tapped as a copy of any land on the battlefield.
He is everywhere you've ever been.
2/2
EDIT: I'm very surprised they haven't printed anything close to this yet:
Magus of the Cradle 2GG
Creature - Human Wizard (R)
T: Add G to your mana pool for each creature you control.
0/3
IIW: Things that support Storm or Storm-like mechanics.
Legendary Creature - Demon Beast (M)
Trample, deathtouch
While you're searching your library, you may pay 1B, discard a card, and reveal Infernal Obliterator from your library. If you do, each opponent discards a card. Then if each player has no cards in his or her hand, you may cast Infernal Obliterator from your library without paying its mana cost.
She preys on the weakness of the mortal psyche.
13/13
IIW: Things that support Storm or Storm-like mechanics.
Creature - Elemental Ooze (U)
Primal Burst — Whenever you cast a spell, if it’s the third spell you cast this turn, creatures you control get +2/+2 and gain flying and haste until end of turn.
Riding on a wave of Æther, it extends and wraps its viscous body around allies to embolden their assault.
3/3
IIW: Things that support Storm or Storm-like mechanics.
This is a little too weird for me. I like what it does, but it's messing in an area of mechanics and flavour I don't feel need to be messed with. It also requires way more math then Magic normally has.
Brickwalling 10/10s with random dorks is pretty frustrating, and Raise the Alarm-type effects turn this card into a lot of power. It's too cheap and efficient for what it does. I don't have much appreciation for Pendelhaven either.
Busted anthems being attached to lands doesn't feel right to me, even when achieving that condition is really hard. So hard that the text might as well not be there. Except in EDH, where this card is stupidly powerful and creates more unwanted Serra Ascendant-type scenarios. There's way too much going on here.
This wasn't really what I meant by "low power matters" - you're making it matter the wrong way. Anyways, Break seems way overcosted considering how narrow it is, and while the overall package is cute, I don't feel like either half is even close to being worth a card compared to the usefulness of other split cards.
Blessed makes me sad as a card that's not only a pure-lifegain spell, but is a narrow pure-lifegain spell. Compare to the second half of Alive//Well. I never really liked Caravan Vigils's design - three extra lines of texts for something that often wouldn't matter - and I think Earth is a bit worse, because not only do you lose out on the minigame between you and your opponent of trying to stop Morbid from triggering, but 90% of the time you won't be able to get the extra effect until you cast it fused on turn 4 when ramping is less likely to matter. You also need a shuffle line. I don't like this way of doing split card cardnames either.
Can this not just be protection from creatures with power X or greater? I understand the reference, but in this specific scenario using one value to determine the range of an entirely different value seems unintuitive when you can just as easily use the first value for both. I say this because CMC matters (in this context, anyways) is really not my favourite thing. I think no matter what, though, this card is too swingy at this cost to see print; your opponents creatures are never going to block or attack past your guys if your deck is built right, and if it remains as CMC, your opponent won't be able to use spot removal to off your guys either.
This would be fine if 100% of the time the card you draft last is also in your colours. If it's not, then you got an unplayable both when you picked the last card in the draft as well as when you picked this card. And even then, you have to put two mediocre cards in your deck and hope that you draw one of them in the right order for this card to have any value. This isn't worth the potential rules/memory issues.
This is interesting to compare to Day of Judgement; this gets you a 1/1 and is easier to recur, but some percentage of the time this isn't going to do what you want because your opponent has a bunch of 1/X's. I would either add +1 to the mana cost or remove the X entirely; otherwise it's a bit too easy to build around this card and turn it into Plague Wind. Without the X, there's also more encouragement to use pump effects to alter how much this card destroys, which is more interesting than just paying more mana.
I think this card is too confusing as worded to see print, even if it's made legendary (which is not a catch-all solution, I'll add). You have a 1/1. You play this, making it a 2/2. You put a counter on this, making it a 3/3. Sure. Now you have another 1/1. You put a counter on it, making it a 2/2. You play this card, and since your creature is a 2/2, it doesn't affect it, right? Wrong. It's also a 3/3 because anthem effects apply before counter effects in the layer system. The average player doesn't need to know about layers to play magic, but they do with this card. This shouldn't need to exist.
I would reword this to:
"Whenever a creature with power 1 or less attacks or blocks, it gets +1/+1 until end of turn.
Whenever a creature with power 2 [or 3] or greater attacks or blocks, it gets -1/-1 until end of turn."
Multiples work the way you want them to (even though it's slightly confusing that they do), and most people will know how big their creatures actually are.
So uhhhhh ... I'm not 100% sure on this, but I think you can just drop Emrakul into play with the second ability if there aren't any creatures on the field, which, if true, would obviously need to be fixed. I don't feel like that ability is necessary anyway; I understand why you want a sacrifice effect, but I think something relatively tame (i.e. "gain life equal to the number of +1/+1 counters among all creatures") would do, since the card is already pretty powerful.
Hehe, everything is Squadron Hawk. While I understand the flavour of phasing here, I don't think bringing it back for this card is worth it, especially because the card seems perfectly balanced without it due to how narrow it is. I would change it so that it only triggers off of your creatures and not your opponents, and you also need a line that shuffles your library.
Mass indestructible needs to come at a hefty price, and 2 mana isn't it, even if it only affects small guys.
HM: Ink-Treader, iphanx
NEXT CHALLENGE: Cards with X in their mana costs that aren't instants or sorceries.
Creature - Spirit Soldier (C)
When Jailer of Escelia enters the battlefield, banish target creature an opponent controls. (Exile it. When that card’s owner casts a creature spell from his or her hand, that player may cast the exiled card without paying its mana cost.)
Escelia’s spectral prisons are notoriously easy to both enter and exit.
2/2
Stratoshift 1U
Instant (U)
Banish target spell. (Exile it. When that card’s owner casts a creature spell from his or her hand, that player may cast the exiled card without paying its mana cost.)
The spectrologists of Escelia use lightning storms to delay weather conditions that are far more dangerous.
Spark Jumper 2RR
Creature - Elemental (R)
Flying, haste
At the beginning of your end step, banish Spark Jumper. (Exile it. When this card’s owner casts a creature spell from his or her hand, that player may cast this card without paying its mana cost.)
5/3
Gelvia, Ethereal Arcanist 2RWU
Legendary Creature - Spirit Wizard (M)
2: Banish another target creature. Its owner draws a card. (Exile it. When that card’s owner casts a creature spell from his or her hand, that player may cast the exiled card without paying its mana cost.)
Whenever a player casts a spell, Gelvia, Ethereal Arcanist deals 1 damage to each opponent.
"I did not become the highest ranking official of the Escelons through lack of tact and prowess."
2/4
IIW: Low power matters.
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Mischievous Fiend R
Creature - Devil (U)
When Mischievous Fiend enters the battlefield, discard two cards, then draw two cards.
"Some valuables taken away and random trinkets flung about, and suddenly the house looks nothing like its old self."
- Ophelia, Thraben Matron
1/1
IIW: Low power matters.
I meant good flavour.
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Inkspray Invoker 3UU
Creature - Octopus Wizard (C)
7U: Creatures target player controls each get -8/-0 until end of turn.
"Lorthos the Conqueror deems you unfit to see the world he will create."
- Iglia, Tideslaver
3/5
Urobus's Familiar 2GU
Creature - Serpent (U)
1U: Urobus's Familiar can't be blocked this turn. Return it to its owner's hand at the end of the next combat step.
1G, T: Regenerate Urobus's Familiar.
With a thousand modes of rebirth, Urobus gave form to familiars that would demonstrate his power.
4/4
Plunging Kraken 4UU
Creature - Kraken (R)
Whenever a card is put into a graveyard from anywhere other than a library, each player puts the top five cards of his or her library into his or her graveyard.
"Every sailor deserves a watery grave."
- Shanks of the High Seas
5/7
Tidewake Behemoth 4UUU
Creature - Leviathan (M)
When Tidewake Behemoth enters the battlefield, tap up to seven target nonland permanents.
Whenever a nonland permanent becomes untapped, draw a card.
Its thrashing movements cause ancient treasures from the ocean depths to surge to the surface.
7/7
IIW: Low power matters.