Cards I would like to see the light of day in Modern:
Oasis of Treasure
Land
As Oasis of Treasure comes into play, choose a color.
tap, Pay 1 life: Add one mana of the chosen color to your mana pool.
Pay 1 life, sacrifice Oasis of Treasure: Destroy target non-basic land which can only produce colorless or no mana.
Dark Summoning Ritual - B
Sorcery
Add BBB to your mana pool. Use this mana only for black creature spells with converted mana cost 3 or less.
Deny - UU
Instant
Remove target spell with converted mana cost 4 or less from the game. Remove Deny from the game.
Oasis of treasure seems like it does nothing against pretty much everything in the format except Tron. And it is so narrow that it seems like it would never even be used for that. I get that tapping for a chosen color is beneficial but I can't see it actually seeing play.
Dark Summoning Ritual still seems overpowered. 1 mana to cast 3 Gravecrawlers or 3 Bloodsoaked Champions? Seems pretty good. I get those are not the best creatures ever, but what is Ritual supposed to make better?
Deny seems pretty solid to be honest. I wouldn't mind seeing it printed. But, why exile instead of counter (is Abrupt Decay really that much of a problem)? And, more of a templating thing, but why does your card say remove from the game when it has been "Exile" for nearly 10 years?
Dark Summoning Ritual is obviously taken from Dark Ritual. This version in my opinion is the fairest it can get while still packing some power. Miss the days of suicide black so blame it on nostalgia for coming up with this one
Deny is pretty solid in my opinion too. Yeah I guess "Remove" is more old school but I'm an old school player ^^
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"Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight."
Favourable Climate-1G
Enchantment
At the beginning of your end step, you may create a 1/1 saproling token. G:Sacrifice a saproling, gain 2 life G:Sacrifice a saproling, draw 1 card. Activate this ability only once each turn. G:Sacrifice x saprolings, search your library for a treefolk or fungus card with converted mana cost equal to the number of sacrificed saprolings and put it into play. G:If you control 5 or more saprolings, you may transform Favourable Climate
Hidden Saproling Valley
Legendary Enchantment
Creatures you control get +1/+1
At the beginning of your end step, you may create two 1/1 saproling token. G:Sacrifice a saproling, gain 3 life G:Sacrifice a saproling, draw 1 card. You may activate this ability up to 2 times each turn. G: Put a saproling token into play. G:Sacrifice x saprolings, search your library for a treefolk or fungus card with converted mana cost x+2 or less of the sacrificed saprolings and put it into play.
Rotten Lake
Land
Rotten Lake enters the battlefield tapped.
As Rotten Lake enters the battlefield you may discard up to 2 cards. Put X 2/2 Zombie tokens onto the battlefield where X is the number of cards discarded this way.
{T}: Add B to your mana pool
{T}, Pay 2 life: Add B to your mana pool for each zombie creature card in your graveyard. 4B, {T}, Each player sacrifices a non zombie creature.
Would be pretty much a staple in every control deck.
Low CMC, easily splashable, flexible cardeffect + the cantrip effect makes you go even in cards.
I really like this card but to be honest I think it's too strong for the 1U cost.
This card is like the small brother of Cryptic Command so I would make it a UU cost so it's not that easily splashable.
How about making a cycle of ancient stirrings? Single mana cost sorceries getting something that colour isn't exactly ideal with?
U - dig 5 put a creature into your hand.
R - dig 5 put an enchantment into your hand.
B - dig 5 put an instant into your hand.
W - dig 5 put a sorcery into your hand.
Return target creature to its owner's hand. Draw a most card.
That would help control.
They wouldn't print that at 1U, because it's strictly better than Negate. It would most likely be UU or have another stipulation on the counter like target instant or sorcery instead.
Alternatively, I could see something like
Counter target instant/sorcery
or
Bounce target non land permanent, draw a card
Return target creature to its owner's hand. Draw a most card.
That would help control.
They wouldn't print that at 1U, because it's strictly better than Negate. It would most likely be UU or have another stipulation on the counter like target instant or sorcery instead.
Alternatively, I could see something like
Counter target instant/sorcery
or
Bounce target non land permanent, draw a card
They do print strict upgrades to core staples like this from time to time. But I do think that this would be a good candidate for UU. This is a solid enough card that the extra hurdle is probably warranted.
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WUBRG Humans BRW Mardu Pyromancer UW UW "Control" UR Blue Moon
Tap two untapped knights you control: You may put a knight card from your hand onto the battlefield.
2/4
World WarriorW4
-Human Warrior
Vigilance
Whenever a nontoken permanent comes into play under your control, you may return another permanent you control that shares a permanent type with it to its owner's hand.
Tap two untapped knights you control: You may put a knight card from your hand onto the battlefield.
2/4
World WarriorW4
-Human Warrior
Vigilance
Whenever a nontoken permanent comes into play under your control, you may return another permanent you control that shares a permanent type with it to its owner's hand.
3/5
IDK about these cards themselves, but the colorless after the colored symbols is driving me bonkers.
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WUBRG Humans BRW Mardu Pyromancer UW UW "Control" UR Blue Moon
Legendary Planeswalker-Chandra
+1: Three Drop Chandra deals 2 damage divided as you choose among any number of targets.
-2: Choose one: Three Drop Chandra deals 3 damage to target creature or player, or exile the top card of your library and you may play it this turn.
-6: generic Chandra ult
Legendary Planeswalker-Chandra
+1: Three Drop Chandra deals 2 damage divided as you choose among any number of targets.
-2: Choose one: Three Drop Chandra deals 3 damage to target creature or player, or exile the top card of your library and you may play it this turn.
-6: generic Chandra ult
3 Loyalty
I like the direction of this, but the tuning and wording is pretty off.
The first ability is kind of absurdly pushed. The only 3-drop planeswalker that can kill a creature with a + ability is the already-very-pushed Liliana, the Last Hope. But Lili can't go face, can't kill opposing 'Walkers, can't kill 2-toughness guys, and she certainly can't kill 2 creatures per turn. That ability could possibly be appropriately costed at 2RR though, or as a minus ability at 1RR.
For the second ability: two modes on one Planeswalker ability is a no-no AFAIK, but you can do it just without saying "choose one" like Torch of Defiance's first ability. It should work if restyled as: "Exile the top card of your library. You may cast that card. If you don't, ~ deals 3 damage to target creature player." Note that that's an upgrade since you can decide which mode to choose after you know what's on top, but it gets around the mechanical inconsistency. Alternately, take another page from Chandra, ToD and split it into two abilities with the same loyalty cost.
As for the second ability's balance, it's probably fine although often weaker than her +1 (but that's not this ability's fault). I do like the mechanical flavor of being part Searing Spear, part Jace Beleren -2 but Red.
Minor point on the first ability: it should probably read "...among one or two targets" since that's consistent with WotC's wording.
"generic Chandra ult"
I would love to have a playable 3-drop Chandra. Really like the direction of this one even if the tuning is a bit off yet!
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WUBRG Humans BRW Mardu Pyromancer UW UW "Control" UR Blue Moon
Pia Nalaar1WR
-Legendary Human Rebel Soldier
First Strike
X, TAP: Search your library for a Soldier card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
2/1
Random NalaarWWR
-Legendary Human Rebel Knight
2W : The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead. Flavor Text: The harder your strike, the stronger her defense.
+1: Choose a color. Target opponent exiles the top 4 cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
-1: Whenever a Faerie deals damage to an opponent this turn: Draw a card and you may discard a card.
-4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Faerie creatures you control have haste"
+1: Choose a color. Target opponent exiles the top 4 cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
-1: Whenever a Faerie deals damage to an opponent this turn: Draw a card and you may discard a card.
-4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Faerie creatures you control have haste"
2 Loyalty
I definitely think the +1 and the -1 should be reversed.
+1: Choose a color. Target opponent exiles the top 4 cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
-1: Whenever a Faerie deals damage to an opponent this turn: Draw a card and you may discard a card.
-4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Faerie creatures you control have haste"
2 Loyalty
Agreed at reversing the +1 and -1.
The -4 isn't OP or anything, and is a nice callback to Bitterblossom. But haste is really far off of the UB color pie. I'd axe that part, personally.
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WUBRG Humans BRW Mardu Pyromancer UW UW "Control" UR Blue Moon
I thought that drawing (multiple) cards is more powerfull than getting 1 - 3 1/1 token with flying but now that I think about it you might be right...
About the -4: I was trying to do a slightly better Bitterblossom. I wanted it to be powerfull because it's the -4 ability.
How about this?
-4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Whenever a Faerie dies target opponent discards a card at random. If that opponent has no cards in hand, draw a card instead.
-4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Whenever a Faerie dies target opponent discards a card at random. If that opponent has no cards in hand, draw a card instead.
Hard to say where that comes in balance-wise, but it's good in terms of design. However I'd scrap the "at random." Random discard is incredibly powerful, and it's usually a BR thing, not B or UB (at least when talking about modern design). Especially if it's a repeated effect.
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WUBRG Humans BRW Mardu Pyromancer UW UW "Control" UR Blue Moon
It's shortsighted and sensationalistic to say its a one mana land destruction spell. The card is just returning the favor to unfair decks by delivering the brokeness back at them. Besides, the decks that would be hit by it are the ones least affected by the loss of a land. A deck playing Birds of Paradise or Aether Vial wasn't going to neeed much lands to get going anyway. Drop a lands that come into play tapped, or play a turn one Serum Visions and the card does nothing. And by the midgame the land effect is negligible.
A mere Fatal Push or one mana Shatter doesn't disuade people from playing one mana acceleration. Bigger effects are needed for that.
"A deck playing Birds of Paradise or Aether Vial wasn't going to neeed much lands to get going anyway." That's exactly the point. Your card would basicly destroy 2 of their lands (the mana dork and the actual land. This is too much for just one mana. This would put them behind A LOT because they run few lands anyway.
Your card would hit a lot of decks and not just decks with mana dorks:
Modern: Jund (Dark Confidant, Scavenging Ooze (Without +1 counter)), Tron (Mana Artifacts + Expedition Map)
Legacy: Grixis Delver (Best deck atm.), Czech Pile, Elves and death and taxes.
Your card could even be balanced in Modern but it would hit Legacy pretty hard. Land Destuction is one of the strongest things in the entire game and Wizard said they won't print a land destruction card like Sinkhole ever again.
Geist of Saint Win
Legendary Creature-Spirit Cleric
U/W U/W
Flying, vigilance
Whenever Geist of Saint Win attacks, create a 1/1 white Spirit token with flying.
U: Return Geist of Saint Win to its owner's hand.
W: Geist of Saint Win gets +1/+1 and gains Hexproof until end of turn.
U/W U/W U/W: Create a 4/4 White Angel token with flying.
2/1
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Oasis of Treasure is my take on Horizon Canopy with ability to get any color of mana. Second ability can be useful against Tron for sure but also Eldrazi Temple, Inkmoth Nexus, Gavony Township, etc...
Dark Summoning Ritual is obviously taken from Dark Ritual. This version in my opinion is the fairest it can get while still packing some power. Miss the days of suicide black so blame it on nostalgia for coming up with this one
Deny is pretty solid in my opinion too. Yeah I guess "Remove" is more old school but I'm an old school player ^^
Enchantment
At the beginning of your end step, you may create a 1/1 saproling token.
G:Sacrifice a saproling, gain 2 life
G:Sacrifice a saproling, draw 1 card. Activate this ability only once each turn.
G:Sacrifice x saprolings, search your library for a treefolk or fungus card with converted mana cost equal to the number of sacrificed saprolings and put it into play.
G:If you control 5 or more saprolings, you may transform Favourable Climate
Hidden Saproling Valley
Legendary Enchantment
Creatures you control get +1/+1
At the beginning of your end step, you may create two 1/1 saproling token.
G:Sacrifice a saproling, gain 3 life
G:Sacrifice a saproling, draw 1 card. You may activate this ability up to 2 times each turn.
G: Put a saproling token into play.
G:Sacrifice x saprolings, search your library for a treefolk or fungus card with converted mana cost x+2 or less of the sacrificed saprolings and put it into play.
Rotten Lake
Land
Rotten Lake enters the battlefield tapped.
As Rotten Lake enters the battlefield you may discard up to 2 cards. Put X 2/2 Zombie tokens onto the battlefield where X is the number of cards discarded this way.
{T}: Add B to your mana pool
{T}, Pay 2 life: Add B to your mana pool for each zombie creature card in your graveyard.
4B, {T}, Each player sacrifices a non zombie creature.
Instant
Choose one:
That would help control.
The fairest of them all. Slick.
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
Low CMC, easily splashable, flexible cardeffect + the cantrip effect makes you go even in cards.
I really like this card but to be honest I think it's too strong for the 1 U cost.
This card is like the small brother of Cryptic Command so I would make it a U U cost so it's not that easily splashable.
U - dig 5 put a creature into your hand.
R - dig 5 put an enchantment into your hand.
B - dig 5 put an instant into your hand.
W - dig 5 put a sorcery into your hand.
Legacy - LED Dredge, ANT & WDnT
They wouldn't print that at 1U, because it's strictly better than Negate. It would most likely be UU or have another stipulation on the counter like target instant or sorcery instead.
Alternatively, I could see something like
Counter target instant/sorcery
or
Bounce target non land permanent, draw a card
They do print strict upgrades to core staples like this from time to time. But I do think that this would be a good candidate for UU. This is a solid enough card that the extra hurdle is probably warranted.
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
-Human Knight
Flash
Tap two untapped knights you control: You may put a knight card from your hand onto the battlefield.
2/4
World WarriorW4
-Human Warrior
Vigilance
Whenever a nontoken permanent comes into play under your control, you may return another permanent you control that shares a permanent type with it to its owner's hand.
3/5
IDK about these cards themselves, but the colorless after the colored symbols is driving me bonkers.
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
Legendary Planeswalker-Chandra
+1: Three Drop Chandra deals 2 damage divided as you choose among any number of targets.
-2: Choose one: Three Drop Chandra deals 3 damage to target creature or player, or exile the top card of your library and you may play it this turn.
-6: generic Chandra ult
3 Loyalty
I like the direction of this, but the tuning and wording is pretty off.
The first ability is kind of absurdly pushed. The only 3-drop planeswalker that can kill a creature with a + ability is the already-very-pushed Liliana, the Last Hope. But Lili can't go face, can't kill opposing 'Walkers, can't kill 2-toughness guys, and she certainly can't kill 2 creatures per turn. That ability could possibly be appropriately costed at 2RR though, or as a minus ability at 1RR.
For the second ability: two modes on one Planeswalker ability is a no-no AFAIK, but you can do it just without saying "choose one" like Torch of Defiance's first ability. It should work if restyled as: "Exile the top card of your library. You may cast that card. If you don't, ~ deals 3 damage to target creature player." Note that that's an upgrade since you can decide which mode to choose after you know what's on top, but it gets around the mechanical inconsistency. Alternately, take another page from Chandra, ToD and split it into two abilities with the same loyalty cost.
As for the second ability's balance, it's probably fine although often weaker than her +1 (but that's not this ability's fault). I do like the mechanical flavor of being part Searing Spear, part Jace Beleren -2 but Red.
Minor point on the first ability: it should probably read "...among one or two targets" since that's consistent with WotC's wording.
"generic Chandra ult"
I would love to have a playable 3-drop Chandra. Really like the direction of this one even if the tuning is a bit off yet!
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
How do you add the TAP symbol in here?
Pia Nalaar 1WR
-Legendary Human Rebel Soldier
First Strike
X, TAP: Search your library for a Soldier card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
2/1
Random Nalaar WWR
-Legendary Human Rebel Knight
2W : The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead. Flavor Text: The harder your strike, the stronger her defense.
2/2
Throw the mana tag around the letter T.
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
Darien, The Highness of Kjeldor 3W
- Legendary Human Knight
Whenever you're being attack, You may create X number 2/2 white knight token with vigilance, Where X is the number of attacking creatures.
2/2
Legendary Planeswalker-Oona
+1: Choose a color. Target opponent exiles the top 4 cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
-1: Whenever a Faerie deals damage to an opponent this turn: Draw a card and you may discard a card.
-4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Faerie creatures you control have haste"
2 Loyalty
I definitely think the +1 and the -1 should be reversed.
Agreed at reversing the +1 and -1.
The -4 isn't OP or anything, and is a nice callback to Bitterblossom. But haste is really far off of the UB color pie. I'd axe that part, personally.
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
About the -4: I was trying to do a slightly better Bitterblossom. I wanted it to be powerfull because it's the -4 ability.
How about this?
-4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Whenever a Faerie dies target opponent discards a card at random. If that opponent has no cards in hand, draw a card instead.
Hard to say where that comes in balance-wise, but it's good in terms of design. However I'd scrap the "at random." Random discard is incredibly powerful, and it's usually a BR thing, not B or UB (at least when talking about modern design). Especially if it's a repeated effect.
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
Instant
R
Choose one
Anti mana dorks.
A mere Fatal Push or one mana Shatter doesn't disuade people from playing one mana acceleration. Bigger effects are needed for that.
Your card would hit a lot of decks and not just decks with mana dorks:
Modern: Jund (Dark Confidant, Scavenging Ooze (Without +1 counter)), Tron (Mana Artifacts + Expedition Map)
Legacy: Grixis Delver (Best deck atm.), Czech Pile, Elves and death and taxes.
Your card could even be balanced in Modern but it would hit Legacy pretty hard. Land Destuction is one of the strongest things in the entire game and Wizard said they won't print a land destruction card like Sinkhole ever again.
Legendary Creature-Spirit Cleric
U/W U/W
Flying, vigilance
Whenever Geist of Saint Win attacks, create a 1/1 white Spirit token with flying.
U: Return Geist of Saint Win to its owner's hand.
W: Geist of Saint Win gets +1/+1 and gains Hexproof until end of turn.
U/W U/W U/W: Create a 4/4 White Angel token with flying.
2/1