Reconditioning1W Instant
Choose one -
* Create a 2/1 white soldier creature token. Gain life equal to the number of creatures you control.
* Exile each player's graveyard.
* Destroy target enchantment.
Gratify1U Instant
Choose one -
* Return target creature to it's owner's hand.
* You or target permanent you control gain hexproof until end of turn.
* Choose up to six cards from any number of chosen players graveyards, shuffle those cards back into their owner's libraries.
Shorten1B Instant
Choose one -
* Target creature gets -2/-2 until end of turn.
* Exile target player's graveyard.
* Each opponent puts a card from the their hand on top of their library.
Abrasiveness1RR Sorcery
Choose one -
* Destroy target nonbasic land.
* Exile target non-creature artifact.
* Deal 5 damage to target creature. If that creature would die this turn, exile it instead.
Development1G Instant
Choose one -
* Put a +1/+1 counter on target creature, it gains hexproof and reach until end of turn, untap it.
* Exile target artifact or enchantment with converted mana cost 3 or less.
* Search your library for a basic land card, reveal it, then put it into your hand, gain life equal to the number of lands you control.
Development1G Instant
Choose one -
* Put a +1/+1 counter on target creature, it gains hexproof and reach until end of turn, untap it.
* Exile target artifact or enchantment with converted mana cost 3 or less.
* Search your library for a basic land card, reveal it, then put it into your hand, gain life equal to the number of lands you control.
Development1G Instant
Choose one -
* Put a +1/+1 counter on target creature, it gains hexproof and reach until end of turn, untap it.
* Exile target artifact or enchantment with converted mana cost 3 or less.
* Search your library for a basic land card, reveal it, then put it into your hand, gain life equal to the number of lands you control.
all okay, but the green one seems overpowered
Any suggestions for a different ability set? I was aiming for these to be somewhat better than Abrade, which I assumed was the Standard viable level, and was having trouble coming up with things green can do that are worthwhile in modern at 2 cmc even with modal elements to serve common utility and in-color tricks that would work in a diverse variety of decks.
Wisdom of the DivinerWUG Enchantment
Flash
Whenever you would scry for the first time each turn, you may instead draw X cards and gain X life, where X is the amount you were scrying.
If a spell or ability you don't control would cause you to discard Wisdom of the Diviner or exile it from your hand, you may instead put it onto the battlefield.
Knight of WisdomWW Creature - Human Knight
First Strike
Whenever a creature with power 2 or less enters the battlefield under your control, scry 1. 2/2
LifecallerW Creature - Avatar
Whenever you scry, gain 1 life. 1/2
Divinner's Guide1U Creature - Faerie Wizard
Flying
Whenever you scry, target creature you control can't be blocked and gains +0/+1, untap it. You may not target the same creature more than once with this ability each turn. 1/3
Eyeball SwarmUU Creature - Illusion Horror
Defender
Flying, Hexproof
Whenever you cast an instant or sorcery spell, scry 1. 0/5
Mental Primacy1U Enchantment
Flash
Your opponents play with their hands revealed to you.
Whenever an opponent would scry due to a spell or ability they control, instead, you look at the top X cards of their library, where X is the amount by which they would have scryed.
If a spell or triggered or activated ability you don't control would enable an opponent to look at your hand or part of your library, counter that spell or ability unless it's controller pays 3.
BioresearcherUG Creature - Vedalken Mutant Wizard
Hexproof
Whenever you scry, you may put X +1/+1 counters on target creature, where X is the amount you scryed. You may not target the same creature more than once each turn with this ability. 0/2
Goresight1B Enchantment
Flash
At the start of each upkeep, scry X, where X is half the number of creatures that died the previous turn, rounded up.
Divination DrainerBB Creature - Spirit
Whenever an opponent scrys, they lose X life, and you gain that amount of life, where X is the amount they scryed by.
When Divination Drainer dies, each opponent loses 1 life, you gain 1 life, and you scry 1. 2/2
Lost Curser1B Creature - Faerie Wizard
Flying
Whenever you scry, each opponent who has more than 5 life loses 1 life, then put a malice counter on it.
When lost curser dies, you scry X where X is equal to it's toughness plus the number of malice counters on it. 1/2
Diviner's Battleguide1RR Creature - Spirit Wizard
Menace, Haste
Whenever you scry, target creature you control gets +X/+0 and trample until end of turn, where X is the amount you scryed by. You can't target the same creature with this ability more than once each turn. 2/4
Ragemind War King2R Creature - Avatar
Haste, Menace, Trample
~ must attack each turn if able.
Whenever you attack with Ragemind, scry X, where X is the number of attacking creatures you control. 4/1
Aura OverblazeR Enchantment
Whenever an opponent scrys, they take X damage, where X is the amount they scryed by.
Whenever an opponent looks at your hand or cards from the top of your library with a spell or activated or triggered ability, they take 1 damage. 1R, Sacrifice Aura Overblaze: Each opponent takes 2 damage, enchantments and artifacts loose all abilities and players may not cast artifact or enchantment spells until the end of your next turn.
Thornvines of MemoryG Creature - Plant
Reach, Defender
Whenever a land enters the battlefield under your control, scry 1. 1/2
Thallid Diviner's Aid1GG Creature - Fungus
When you cast Thallid Diviner's Aid from your hand, gain 2 life.
Thallid Divinner's Aid can't be countered.
Hexproof
Whenever you scry, create a 1/1 green saproling creature token. You can't create more than 3 saprolings each turn with this ability. 0/6
Wisdom of the DivinerWUG Enchantment
Flash
Whenever you would scry for the first time each turn, you may instead draw X cards and gain X life, where X is the amount you were scrying.
If a spell or ability you don't control would cause you to discard Wisdom of the Diviner or exile it from your hand, you may instead put it onto the battlefield.
The point of this card is easy to digest: scry now draws cards. Everything else is just so extra, though. What is the point of flash here? Why is said flash combined with a discard hate effect that also works on exile for some reason? Those two abilities don't really work together. The lifegain is gratuitous, given that the card already grants massive card advantage. This feels like a simple idea turned into a one-stop-shop, and the result just feels so cluttered.
Mental Primacy1U Enchantment
Flash
Your opponents play with their hands revealed to you.
Whenever an opponent would scry due to a spell or ability they control, instead, you look at the top X cards of their library, where X is the amount by which they would have scryed.
If a spell or triggered or activated ability you don't control would enable an opponent to look at your hand or part of your library, counter that spell or ability unless it's controller pays 3.
Alright, the flash at least makes sense here. This card is super narrow, though. I'm mostly concerned about that alleged triggered ability though. First of all, the only words that signify a triggered ability are "when," "whenever," and "at." Don't bother with "if," that word is reserved for replacement effects, which this certainly is not. Second, countering a spell or ability based on what it will do is not very good territory to be in. Equinox has a very similar effect for land destruction, but it needs a whole bunch of exceptions in order to function. For example, it does not work on spells that might destroy a land or randomly destroy a land or optionally destroys a land. It only counters spells that definitely destroy lands when they resolve, which is not something that can be garnered from Equinox's oracle text alone. MTG's rules are good at working with events as they happen or after they happen, but the future gets you into a lot of gray area.
Aura OverblazeR Enchantment
Whenever an opponent scrys, they take X damage, where X is the amount they scryed by.
Whenever an opponent looks at your hand or cards from the top of your library with a spell or activated or triggered ability, they take 1 damage. 1R, Sacrifice Aura Overblaze: Each opponent takes 2 damage, enchantments and artifacts loose all abilities and players may not cast artifact or enchantment spells until the end of your next turn.
This card is not red. Specifically, that activated ability is a massive pie break. Part of this has to do with how it affects enchantments, red's infamous blind spot outside of a very small minority of cards. Mostly, that ability is not how red handles hate. Red doesn't stop the casting of spells; it punishes and destroys. The temporary ability loss also doesn't make much sense, given that red typically doesn't deal in temporary solutions to artifacts, unlike, say, white or blue.
I really like Temur and midrange, so here is a pushe value creature to Temur more viable.
Spirit Lands HuntmasterGUR Creature - Satyr Shaman
Haste. Trample.
Whenever Spirit Lands Huntmaster attacks, reveal the top two cards of your library. Put one of them in your hand and the other on the top or bottom of your library. 3/3
Broken Land Land - Forest Island ( T: Add G or U to your mana pool.)
When CARD NAME enters the battlefield, search your graveyard, hand, and library for all cards named CARD NAME and exile them. Then shuffles your library.
Private Mod Note
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Modern
Competitive: GW Hatebears - UG Infect - BGW Liege Rhino
Casual: GR Titan Ramp - BR Aggro
WIP: BUW Control Mill
Guileful Sparkmage U
Creature- Human Wizard
Flash
Prowess
1/2
That way you could hold up counter magic on turn one and still have a turn 1 threat that can grow in a deck that plays spells. I don't think it could have any form of evasion because it would be too good.
Deconjury Flame1R Instant
Choose one -
* Deal 5 damage to target creature.
* Deal 6 damage to target artifact creature, if it would die this turn, exile it instead.
* Deal 1 damage to target player.
* Deal 4 damage to target planeswalker.
Undeniable ShockR Instant
Undeniable Shock can't be countered.
Deal 2 damage to any target.
Undeniable Meteor1R Instant
Undeniable Meteor can't be countered.
Deal 3 damage to any target. Damage to that target can't be prevented this turn.
Urza Planeswalker5WUBRG Legendary Planeswalker - Urza
Artifact spells cost you 1 less to cast. Your opponents spells that target permanents you control cost 2 more to cast. +1 - Draw a card, gain 1 life, add . -3 - Create a 3/3 colorless golem artifact creature token. Scry 6, then draw two cards. -20 - You win the game. {10} - Starting Loyalty
BB3 Phyrexian Plague Legendary Enchantment
Creatures you control gains Persist. At the beginning of your upkeep put a -1/-1 counter to each creature your opponent controls in the battlefield.
Each creature you control gets +1/+1 for each creature your opponent controls with -1/-1 counter on it.
Whenever a creature your opponent control dies by having a -1/-1 counter, but that creature directly into your control instead.
W5 Radiant, The Revenger Angel Legendary Creature -Angel
Flying, Doublestrike, Shroud (Intentionally not Hexproof)
At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. Radiant, The Revenger Angel deals damage to the player equal to the number of creatures tapped this way.
3/3
8 Brisela, Angel of Corruption Legendary Creature - Eldrazi Angel
Flying, Trample, Annihilator 2 Each players upkeep they chooses any number of creatures they control. During that player's next turn, the chosen creatures attack if able, and other creatures can't attack. At the beginning of that turn's end step, Sacrifice each of those chosen creatures that didn't attack this turn.
6/8
R4 Akroma, Angel of Riot Legendary Creature -Angel
Flying, Haste All creatures attack each turn if able.
3/4
W5 Avacyn's Monument Legendary Artifact Creature - Angel Wall
Defender, Hexproof Defending creatures you control gains Indestructible.
0/8
BBB2
Selenia, Phyrexian Seraph Legendary Creature -Angel
Flying, Wither
Whenever Selenia, Phyrexian Seraph deals damage to a blocking creature, You gain control of that blocking creature at the beginning of the next end step. Sacrifice the creature when you lose control of Selenia.
3/2
UU5
Sharuum, Lawbringer from Alara Legendary Artifact Creature -Sphinx
Flying, Vigilance
Whenever a creature deals damage detain it. At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
4/5
GG2 Rubinia, The Conscious Whisperer Legendary Creature - Faerie
Flying, Menace, Flash
Whenever another creature deals combat damage, that creature deals that much damage to itself.
2/2
4 Transcended, Elesh Norm Legendary Enchantment Creature - Praetor God
Indestructible
Creatures you control gain +2/+2 and have vigilance.
Forecast-- , Reveal Transcended, Elesh Norm from your hand : Target attacking or blocking creature you don't control gets -2/-2 until the end of turn.
3/5
6 Mobile Suit Kaldra Legendary Artifact - Vehicle
Indestructible, Firststrike, Trample and Haste
Whenever Mobile Suit Kaldra deals damage to a creature, exile that creature.
Crew : Discard a legendary card from your hand.
9/9
Corrupted Memnite Artifact Creature - Construct
Infect A deck can have any number of cards named Corrupted Memnite
0/1
5 Memnarch Husk Legendary Artifact - Artifact
Sacrifice an artifact: You control all artifact permanent of target player during that player's next turn. Host (You may pair this permanent in the battlefield with another unpaired non-artifact creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Memnarch Husk is paired with another non-artifact creature, both of them gains indestructible.
BB2 Geth, From the secret Order of the Memnarch Legendary Creature - Zombie Artificer 3,T: Put target legendary artifact permanent card from a graveyard onto the battlefield under your control tapped.
Forecast-- B , Reveal Geth, Worshiper of Memnarch from your hand : Return target artifact card from your graveyard to your hand.
-(Melds with Memnarch Husk)
3/5
Memnarch, Patron of the Old ways Legendary Artifact Creature- Construct God
Hexproof, Indestructible, Menace You control all artifact in the battlefield and the graveyard
: Target permanent becomes an artifact in addition to its other types until the end of turn.
8/7
6 Worldslayer Fiend
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.) Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer Fiend.
Equip: 6
WW1 Mirran Unity Instructor Creature - Human Adviser
Flash
White human creatures you control gets +1/+1 and have all class creature type.
The same is true for every creature spells and creature cards you own that aren't on the battlefield.
2/1
WW Pre-Adult Gideon Legendary Planeswalker - Gideon
-1: Target opponent's creature doesn't untap during your next untap step. 0: Pre-Adult Gideon becomes Gideon a 2/2 Human Scout creature with Persist and still a planeswalker. 3: Loyalty
UB1 Lasav, In Disguise Legendary Creature - Shapeshifter
Hexproof
Has all names of legendary creature cards in addition to its name.
Whenever a planeswalker has enter the opponent battlefield planes you may transform Lasav, In Disguise.
1/1
Lasav, The Planeswalker Version Legendary Planeswalker - Lasav +1: Look at the top card of your library. You may put that card into your graveyard. 0: transform Lasav, The Planeswalker Version back to Lasav, In Disguise. -3:Lasav, The Planeswalker Version becomes a copy of target creature card in your graveyard with converted mana cost X with it's ability, except its name is Lasav, The Planeswalker Version, it's legendary and a planeswalker in addition to its other types, 4: Loyalty
2 Fragment of Blasting Legendary Artifact - T, Sacrifice Fragment of Blasting: deals 1 damage to any target.
At the beginning of your upkeep if Fragment of Salvaging, Summoning and Grinding is in your graveyard put an artifact token named Neurok Station.
2 Fragment of Salvaging Legendary Artifact - T, Sacrifice Fragment of Summoning: Return target noncreature artifact card with converted mana cost 1 or less from your graveyard to the battlefield.
At the beginning of your upkeep if Fragment of Blasting, Summoning and Grinding is in your graveyard put an artifact token named Neurok Station.
2 Fragment of Summoning Legendary Artifact - T, Sacrifice Fragment of Summoning: Create a 2/2 colorless Pincher creature token.
At the beginning of your upkeep if Fragment of Salvaging, Blasting and Grinding is in your graveyard put an artifact token named Neurok Station.
4 Fragment of Grinding Legendary Artifact - T, Sacrifice Fragment of Grinding: Target player puts the top three cards of their library into their graveyard.
At the beginning of your upkeep if Fragment of Salvaging, Summoning and Blasting is in your graveyard put an artifact token named Neurok Station.
Neurok Station Legendary Artifact - T, Neurok Station deals 1 damage to any target. T, Return target artifact card from your graveyard to your hand. T, Create a 2/2 colorless Pincher creature token. Q, 1: Target player puts the top three cards of their library into their graveyard.
THE INISTRAD ZOMBIE DUO
UU6 Geralf The Patcher Legendary Creature - Human Wizard Partner with Gisa The Ghoul Whisperer (When this creature enters the battlefield, target player may put Gisa The Ghoul Whisperer into their hand from their library, then shuffle.)
When Geralf The Patcher enters the battlefield, You may look at the top 4 cards of target player, you may put reveal creature cards into your battlefield under your control with additional zombie in their creature type.
3/4
BB4 Gisa The Ghoul Whisperer Legendary Creature - Human Wizard
Partner with Geralf The Patcher (When this creature enters the battlefield, target player may put Geralf The Patcher into their hand from their library, then shuffle.)
When Gisa The Ghoul Whisperer enters the battlefield, You may put a black 2/2 Zombie in the battlefield equal to the number of creatures in all graveyards.
2/5
Segovian GiantG Creature - Giant Archer
Reach, Protection from Sorcery and Enchantment 1/1
Segovian Region Land
Spells and abilities treat Segovian Region as if it were a basic land and as if it were not a non-basic land while it is on the battlefield, except it still has it's abilities. t: Add . t, Reveal your hand and the top of your library to each player, pay 2 life: Add one mana of any color.
I really want a poor man brainstorm.
I'd be happy with
1U
thinking hard
instant: Draw two cards, then put one cards from your hand on top of your library.
Private Mod Note
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Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
I was just curious, do any of you see a reprint on Tibalt, the Fiend-Blooded coming? Clearly as he's currently printed he's pretty garbage card. But I was thinking with one tweak he could be viable. I was hoping to get a version like this:
[+1]: Target player draws a card, then discard a card at random.
[-3]: Tibalt, the Fiend-Blooded deals damage equal to the number of cards in target player's hand to that player.
[-6]: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn.
|2|
I'd love to use this in my draw/discard deck with the two changes highlighted.
Merged with the "Print this Wizards (so I can play it in modern)" thread. - Torpf
I think having Back to Basics would be interesting to have in Modern. I see how it would punish a lot of decks, but it's a 3 drop and applies to everyone (including the owner/controller). Would it be good or bad to have in Modern?
Hierophant's CharmWWW Instant
Choose One -
* Exile up to two target artifacts, enchantments and/or cards from graveyards.
* Create three 1/1 white cleric creature tokens, then gain life equal to the number of creatures you control with converted mana cost 2 or less.
* You and permanents you control gain hexproof until end of turn. Permanents you control gain indestructible until end of turn. Until end of turn, spells and abilities your opponents control can't cause you to sacrifice permanents.
Grand Warlock's CharmBBB Instant
Choose one -
* Exile target creature.
* Each opponent exiles two cards from their hand at random.
* Exile up to three cards from target player's graveyard, you gain life equal to three plus the total combined converted mana cost of the exiled cards, and if the targeted player is an opponent, they lose three life.
Supreme Sorcerer's CharmRRR Instant
Choose one -
* Exile up to two target artifacts from the battlefield and/or graveyards.
* Gain control of target creature until end of turn. Untap that creature. It gains haste, trample, and +1/+0 until end of turn, and an opponent's creature must block it if it attacks this turn if able.
* Exile target land. It's owner may search their library for a basic land card and put that card onto the battlefield tapped, that land doesn't untap during it's controller's next untap step. If they do, they shuffle their library.
Archdruid's CharmGGG Instant
Choose one -
* Each opponent sacrifices three permanents that are artifacts and/or enchantments. Exile all artifacts and enchantments from opponent's graveyards.
* Search your library for up to two basic forest cards, reveal them, put one into your hand, and the other onto the battlefield. Then shuffle your library.
* Target creature you control gains haste, trample, vigilance, reach, hexproof and indestructible until the end of your next turn. Put a +1/+1 counter on it and untap it. Lands you control gain indestructible and hexproof until end of turn. Graveyards gain hexproof until end of turn.
Not really sure if this is the right mix of abilities and such for these, but the general idea is aiming to complete the cycle started by Archmage's Charm.
Improvisational ChargerRR Creature - Shapeshifter
Changeling
First Strike, Haste 2/2
(looks like-ish a running humanoid soldier with a spear)
Sudden Wingsnapper1U Creature - Shapeshifter
Changeling
Flash, Flying 2/1
(Looks like-ish a small drake)
Transmogrimount3 Artifact - Vehicle
Changeling
Flying, Vigilance, Haste
Crew 1
You may remove a loyalty counter from a planeswalker you control rather than pay Transmogrimount's crew cost. "It can get anyone, anywhere, quickly. Probably..." - Shady Artificer 3/5
W1 Mirran Unit Lietenant Creature - Cat Knight Battle Cry
Creatures you control gets vigilance
2/1
W Mirran Scout Creature - Cat Scout Battle Cry
1/1
WW Mirran Salavager Creature - Cat Cleric Flash
Sacrifice ~: Prevent all combat damage that would be dealt this turn by non-white sources.
1/1
3W Need for the Arms Instant - Soldier
This spell costs2 less to cast if you control a Soldier.
Create three 1/1 white Soldier creature tokens.
1W Meek Scout Creature -Human Scout Firststrike
Whenever a white creature enters the battlefield with converted mana cost 3 or less, Scry 1.
1/1
WW Gideon Avatar Defender Enchantment — Aura Curse Enchant player
Whenever enchanted player is attacked by a unblocked creature, If Gideon's Defender Enchantment isn't a creature, it becomes a white Legendary Spirit Soldier named Gideon's Avatar that is 6/6 and "You may redirect all the combat damage that would be dealt to you or from another permanent you control to be dealt to Gideon's Avatar instead." in addition to it's other types until end of turn.
WW1 Gideon Avatar Charger Enchantment — Aura Curse Enchant player
At the beginning of enchanted player's upkeep, that player may put a white Legendary Spirit Soldier Token named Gideon's Avatar with protection from creatures, haste and the power and toughness equal to the numbers of plains you control and sacrifice it at the end of turn.
1WW Knight of Maroon creature - Human Knight
Knight of Maroon has Hexproof to Red and Black
You gain Hexproof from red and black
2/2
3W Lieutenant Knight Creature -Human Knight Flash
Tap two untapped knights you control: You may put a knight card from your hand onto the battlefield.
2/4
4W Mirran Restoration Team Creature -Human Artificer 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.
WUG Rafiq, Elspeth's Ishan Shade Artifact Creature- Legendary Human Soldier Infect
When Rafig dies, you may pay B. If you do, return Rafig to the battlefield under your control."
At the beginning of your upkeep, you may choose a creature.
Whenever the chosen creature deals combat damage to a player, it deals double that damage to that creature or player instead.
1/4
3W Darien, King of Old Days 3W Legendary Creature- Spirit Lord
Whenever you're being attack and Darien is in your graveyard, You may create X number 2/2 white knight token with vigilance, Where X is the number of attacking creatures.
2/2
6 Phyrexian Angel Creature Artifact - Angel
You don't lose the game for having 0 or less life.
As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)
5/5
9 Darksteel Angel Artifact Creature - Angel Indestructible, Flying
At the beginning of your upkeep, if you have exactly 1 life, you win the game.
4/4
3 Authentic Akroma's Blade Legendary Artifact - Equipment Indestructible
Equipped creature gets +2/+0 and trample and haste,
As long as it's white creature, it gets vigilance, Firststrike and hexproof.
Equip 6
Angel Equip 0
BUW Dakkon, The BlackSmith Planeswalker - Dakkon
+1: Until end of turn, Dakkon, The BlackSmith becomes a Human Artificer creature with power and toughness each equal of his loyalty counters. He's still a planeswalker.
-5: Create a colorless Equipment artifact token named OG Black Blade. It has, "Equipped creature gets +1/+1 for each land in the battlefield and Whenever equipped creature dealt combat damage to a permanent, exile that permanent" Dakkon Equip 0 and Equip 7.
Dakkon, The BlackSmith can be your commander.
4
WWW Gideon's Saga Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may put a White 3/3 Token Legendary Human Soldier named Gideon Saga Token with Indestructible and Vanishing 4
II — You get an emblem of creatures you control gains +1/+1
III — This turn and next turn, prevent all damage that would dealt to you and to all the permanent you control
2WW Gideon Pre Zendikar Planeswalker - Gideon
As long as it's your turn, Gideon Pre Zendikar is a 6/6 Human Soldier creature that's still a planeswalker.
-2: This next turn, prevent all combat damage that would dealt to you and a permanent you control gains indestructible.
Gideon Pre-Zendikar can be your commander.
5
BB1 Militia's Renegade Creature- Human Rebel Persuade 3 (When this card enters the battlefield, You may look at the top three cards of your library, then you may put any number of card with the same name as this spell into your hand and the rest either on the top or bottom of your library in any order.)
A deck can have any number of cards named Militia's Renegade.
2/2
4WW Gideon of Ravnica United Saga Planeswalker - Gideon
If you would lose the game, instead exile Gideon of Ravnica United Saga and your life total becomes equal to your starting life total. -2: Gideon of Ravnica United Saga becomes a Human Soldier creature with power and toughness equal to the number of creatures you control and gains indestructible, that's still a planeswalker. +1: Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat. Gideon of Ravnica United Saga is all colors, can be your commander and cannot be countered. 6
W Young Gideon of Theros Planeswalker - Gideon
As long as it's your turn, Young Gideon of Theros is a 1/2 Human Soldier creature with persist and that's still a planeswalker. -2: This turn and the next turn target permanent gains indestructible. 3
Smother ApprenticeU Instant
Return target non-land permanent with converted mana cost 3 or less to it's owner's hand.
Scry 2. "Try to make it again."
High Temperature SpelltorchR Instant
Exile target artifact with converted mana cost 4 or less.
Acolyte's Disenchantment ExerciseW Instant
Destroy target artifact or enchantment with converted mana cost 3 or less.
If you cast this spell during your main phase, scry 1.
Shaman's SproutingG Instant
Choose one -
* Destroy target artifact or enchantment with converted mana cost 3 or less.
* Create a 1/1 green saproling creature token. It enters the battlefield tapped and doesn't untap during your next untap step.
Pain Fueled DoomB Instant
As an additional cost to cast this spell, pay 1 life.
If Pain Fueled Doom targets a token, it can't be countered.
Destroy target creature with converted mana cost 3 or less.
Reconditioning 1W
Instant
Choose one -
* Create a 2/1 white soldier creature token. Gain life equal to the number of creatures you control.
* Exile each player's graveyard.
* Destroy target enchantment.
Gratify 1U
Instant
Choose one -
* Return target creature to it's owner's hand.
* You or target permanent you control gain hexproof until end of turn.
* Choose up to six cards from any number of chosen players graveyards, shuffle those cards back into their owner's libraries.
Shorten 1B
Instant
Choose one -
* Target creature gets -2/-2 until end of turn.
* Exile target player's graveyard.
* Each opponent puts a card from the their hand on top of their library.
Abrasiveness 1RR
Sorcery
Choose one -
* Destroy target nonbasic land.
* Exile target non-creature artifact.
* Deal 5 damage to target creature. If that creature would die this turn, exile it instead.
Development 1G
Instant
Choose one -
* Put a +1/+1 counter on target creature, it gains hexproof and reach until end of turn, untap it.
* Exile target artifact or enchantment with converted mana cost 3 or less.
* Search your library for a basic land card, reveal it, then put it into your hand, gain life equal to the number of lands you control.
all okay, but the green one seems overpowered
Any suggestions for a different ability set? I was aiming for these to be somewhat better than Abrade, which I assumed was the Standard viable level, and was having trouble coming up with things green can do that are worthwhile in modern at 2 cmc even with modal elements to serve common utility and in-color tricks that would work in a diverse variety of decks.
Wisdom of the Diviner WUG
Enchantment
Flash
Whenever you would scry for the first time each turn, you may instead draw X cards and gain X life, where X is the amount you were scrying.
If a spell or ability you don't control would cause you to discard Wisdom of the Diviner or exile it from your hand, you may instead put it onto the battlefield.
Knight of Wisdom WW
Creature - Human Knight
First Strike
Whenever a creature with power 2 or less enters the battlefield under your control, scry 1.
2/2
Lifecaller W
Creature - Avatar
Whenever you scry, gain 1 life.
1/2
Divinner's Guide 1U
Creature - Faerie Wizard
Flying
Whenever you scry, target creature you control can't be blocked and gains +0/+1, untap it. You may not target the same creature more than once with this ability each turn.
1/3
Eyeball Swarm UU
Creature - Illusion Horror
Defender
Flying, Hexproof
Whenever you cast an instant or sorcery spell, scry 1.
0/5
Mental Primacy 1U
Enchantment
Flash
Your opponents play with their hands revealed to you.
Whenever an opponent would scry due to a spell or ability they control, instead, you look at the top X cards of their library, where X is the amount by which they would have scryed.
If a spell or triggered or activated ability you don't control would enable an opponent to look at your hand or part of your library, counter that spell or ability unless it's controller pays 3.
Bioresearcher UG
Creature - Vedalken Mutant Wizard
Hexproof
Whenever you scry, you may put X +1/+1 counters on target creature, where X is the amount you scryed. You may not target the same creature more than once each turn with this ability.
0/2
Goresight 1B
Enchantment
Flash
At the start of each upkeep, scry X, where X is half the number of creatures that died the previous turn, rounded up.
Divination Drainer BB
Creature - Spirit
Whenever an opponent scrys, they lose X life, and you gain that amount of life, where X is the amount they scryed by.
When Divination Drainer dies, each opponent loses 1 life, you gain 1 life, and you scry 1.
2/2
Lost Curser 1B
Creature - Faerie Wizard
Flying
Whenever you scry, each opponent who has more than 5 life loses 1 life, then put a malice counter on it.
When lost curser dies, you scry X where X is equal to it's toughness plus the number of malice counters on it.
1/2
Diviner's Battleguide 1RR
Creature - Spirit Wizard
Menace, Haste
Whenever you scry, target creature you control gets +X/+0 and trample until end of turn, where X is the amount you scryed by. You can't target the same creature with this ability more than once each turn.
2/4
Ragemind War King 2R
Creature - Avatar
Haste, Menace, Trample
~ must attack each turn if able.
Whenever you attack with Ragemind, scry X, where X is the number of attacking creatures you control.
4/1
Aura Overblaze R
Enchantment
Whenever an opponent scrys, they take X damage, where X is the amount they scryed by.
Whenever an opponent looks at your hand or cards from the top of your library with a spell or activated or triggered ability, they take 1 damage.
1R, Sacrifice Aura Overblaze: Each opponent takes 2 damage, enchantments and artifacts loose all abilities and players may not cast artifact or enchantment spells until the end of your next turn.
Thornvines of Memory G
Creature - Plant
Reach, Defender
Whenever a land enters the battlefield under your control, scry 1.
1/2
Thallid Diviner's Aid 1GG
Creature - Fungus
When you cast Thallid Diviner's Aid from your hand, gain 2 life.
Thallid Divinner's Aid can't be countered.
Hexproof
Whenever you scry, create a 1/1 green saproling creature token. You can't create more than 3 saprolings each turn with this ability.
0/6
The point of this card is easy to digest: scry now draws cards. Everything else is just so extra, though. What is the point of flash here? Why is said flash combined with a discard hate effect that also works on exile for some reason? Those two abilities don't really work together. The lifegain is gratuitous, given that the card already grants massive card advantage. This feels like a simple idea turned into a one-stop-shop, and the result just feels so cluttered.
Alright, the flash at least makes sense here. This card is super narrow, though. I'm mostly concerned about that alleged triggered ability though. First of all, the only words that signify a triggered ability are "when," "whenever," and "at." Don't bother with "if," that word is reserved for replacement effects, which this certainly is not. Second, countering a spell or ability based on what it will do is not very good territory to be in. Equinox has a very similar effect for land destruction, but it needs a whole bunch of exceptions in order to function. For example, it does not work on spells that might destroy a land or randomly destroy a land or optionally destroys a land. It only counters spells that definitely destroy lands when they resolve, which is not something that can be garnered from Equinox's oracle text alone. MTG's rules are good at working with events as they happen or after they happen, but the future gets you into a lot of gray area.
This card is not red. Specifically, that activated ability is a massive pie break. Part of this has to do with how it affects enchantments, red's infamous blind spot outside of a very small minority of cards. Mostly, that ability is not how red handles hate. Red doesn't stop the casting of spells; it punishes and destroys. The temporary ability loss also doesn't make much sense, given that red typically doesn't deal in temporary solutions to artifacts, unlike, say, white or blue.
Spirit Lands Huntmaster GUR
Creature - Satyr Shaman
Haste. Trample.
Whenever Spirit Lands Huntmaster attacks, reveal the top two cards of your library. Put one of them in your hand and the other on the top or bottom of your library.
3/3
Why "gain 2 life"?
Broken Land
Land - Forest Island
( T: Add G or U to your mana pool.)
When CARD NAME enters the battlefield, search your graveyard, hand, and library for all cards named CARD NAME and exile them. Then shuffles your library.
Competitive: GW Hatebears - UG Infect - BGW Liege Rhino
Casual: GR Titan Ramp - BR Aggro
WIP: BUW Control Mill
Creature- Human Wizard
Flash
Prowess
1/2
That way you could hold up counter magic on turn one and still have a turn 1 threat that can grow in a deck that plays spells. I don't think it could have any form of evasion because it would be too good.
I like my draw and discard triggers for Underworld Dreams deck.
Instant
Choose one -
* Deal 5 damage to target creature.
* Deal 6 damage to target artifact creature, if it would die this turn, exile it instead.
* Deal 1 damage to target player.
* Deal 4 damage to target planeswalker.
Undeniable Shock R
Instant
Undeniable Shock can't be countered.
Deal 2 damage to any target.
Undeniable Meteor 1R
Instant
Undeniable Meteor can't be countered.
Deal 3 damage to any target. Damage to that target can't be prevented this turn.
Urza Planeswalker 5WUBRG
Legendary Planeswalker - Urza
Artifact spells cost you 1 less to cast. Your opponents spells that target permanents you control cost 2 more to cast.
+1 - Draw a card, gain 1 life, add .
-3 - Create a 3/3 colorless golem artifact creature token. Scry 6, then draw two cards.
-20 - You win the game.
{10} - Starting Loyalty
Phyrexian Plague
Legendary Enchantment
Creatures you control gains Persist.
At the beginning of your upkeep put a -1/-1 counter to each creature your opponent controls in the battlefield.
Each creature you control gets +1/+1 for each creature your opponent controls with -1/-1 counter on it.
Whenever a creature your opponent control dies by having a -1/-1 counter, but that creature directly into your control instead.
W5
Radiant, The Revenger Angel
Legendary Creature -Angel
Flying, Doublestrike, Shroud (Intentionally not Hexproof)
At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. Radiant, The Revenger Angel deals damage to the player equal to the number of creatures tapped this way.
3/3
8
Brisela, Angel of Corruption
Legendary Creature - Eldrazi Angel
Flying, Trample, Annihilator 2
Each players upkeep they chooses any number of creatures they control. During that player's next turn, the chosen creatures attack if able, and other creatures can't attack. At the beginning of that turn's end step, Sacrifice each of those chosen creatures that didn't attack this turn.
6/8
R4
Akroma, Angel of Riot
Legendary Creature -Angel
Flying, Haste
All creatures attack each turn if able.
3/4
W5
Avacyn's Monument
Legendary Artifact Creature - Angel Wall
Defender, Hexproof
Defending creatures you control gains Indestructible.
0/8
BBB2
Selenia, Phyrexian Seraph
Legendary Creature -Angel
Flying, Wither
Whenever Selenia, Phyrexian Seraph deals damage to a blocking creature, You gain control of that blocking creature at the beginning of the next end step. Sacrifice the creature when you lose control of Selenia.
3/2
UU5
Sharuum, Lawbringer from Alara
Legendary Artifact Creature -Sphinx
Flying, Vigilance
Whenever a creature deals damage detain it.
At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
4/5
GG2
Rubinia, The Conscious Whisperer
Legendary Creature - Faerie
Flying, Menace, Flash
Whenever another creature deals combat damage, that creature deals that much damage to itself.
2/2
Confessor
And with updated wording:
Anvil of Bogardan
Human
Equipment that you control have living weapon.
2/2
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
Transcended, Elesh Norm
Legendary Enchantment Creature - Praetor God
Indestructible
Creatures you control gain +2/+2 and have vigilance.
Forecast-- , Reveal Transcended, Elesh Norm from your hand : Target attacking or blocking creature you don't control gets -2/-2 until the end of turn.
3/5
6
Mobile Suit Kaldra
Legendary Artifact - Vehicle
Indestructible, Firststrike, Trample and Haste
Whenever Mobile Suit Kaldra deals damage to a creature, exile that creature.
Crew : Discard a legendary card from your hand.
9/9
Corrupted Memnite
Artifact Creature - Construct
Infect
A deck can have any number of cards named Corrupted Memnite
0/1
5
Memnarch Husk
Legendary Artifact - Artifact
Sacrifice an artifact: You control all artifact permanent of target player during that player's next turn.
Host (You may pair this permanent in the battlefield with another unpaired non-artifact creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Memnarch Husk is paired with another non-artifact creature, both of them gains indestructible.
BB2
Geth, From the secret Order of the Memnarch
Legendary Creature - Zombie Artificer
3,T: Put target legendary artifact permanent card from a graveyard onto the battlefield under your control tapped.
Forecast-- B , Reveal Geth, Worshiper of Memnarch from your hand : Return target artifact card from your graveyard to your hand.
-(Melds with Memnarch Husk)
3/5
Memnarch, Patron of the Old ways
Legendary Artifact Creature- Construct God
Hexproof, Indestructible, Menace
You control all artifact in the battlefield and the graveyard
: Target permanent becomes an artifact in addition to its other types until the end of turn.
8/7
6
Worldslayer Fiend
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.)
Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer Fiend.
Equip: 6
WW1
Mirran Unity Instructor
Creature - Human Adviser
Flash
White human creatures you control gets +1/+1 and have all class creature type.
The same is true for every creature spells and creature cards you own that aren't on the battlefield.
2/1
WW
Pre-Adult Gideon
Legendary Planeswalker - Gideon
-1: Target opponent's creature doesn't untap during your next untap step.
0: Pre-Adult Gideon becomes Gideon a 2/2 Human Scout creature with Persist and still a planeswalker.
3: Loyalty
UB1
Lasav, In Disguise
Legendary Creature - Shapeshifter
Hexproof
Has all names of legendary creature cards in addition to its name.
Whenever a planeswalker has enter the opponent battlefield planes you may transform Lasav, In Disguise.
1/1
Lasav, The Planeswalker Version
Legendary Planeswalker - Lasav
+1: Look at the top card of your library. You may put that card into your graveyard.
0: transform Lasav, The Planeswalker Version back to Lasav, In Disguise.
-3: Lasav, The Planeswalker Version becomes a copy of target creature card in your graveyard with converted mana cost X with it's ability, except its name is Lasav, The Planeswalker Version, it's legendary and a planeswalker in addition to its other types,
4: Loyalty
2
Fragment of Blasting
Legendary Artifact -
T, Sacrifice Fragment of Blasting: deals 1 damage to any target.
At the beginning of your upkeep if Fragment of Salvaging, Summoning and Grinding is in your graveyard put an artifact token named Neurok Station.
2
Fragment of Salvaging
Legendary Artifact -
T, Sacrifice Fragment of Summoning: Return target noncreature artifact card with converted mana cost 1 or less from your graveyard to the battlefield.
At the beginning of your upkeep if Fragment of Blasting, Summoning and Grinding is in your graveyard put an artifact token named Neurok Station.
2
Fragment of Summoning
Legendary Artifact -
T, Sacrifice Fragment of Summoning: Create a 2/2 colorless Pincher creature token.
At the beginning of your upkeep if Fragment of Salvaging, Blasting and Grinding is in your graveyard put an artifact token named Neurok Station.
4
Fragment of Grinding
Legendary Artifact -
T, Sacrifice Fragment of Grinding: Target player puts the top three cards of their library into their graveyard.
At the beginning of your upkeep if Fragment of Salvaging, Summoning and Blasting is in your graveyard put an artifact token named Neurok Station.
Neurok Station
Legendary Artifact -
T, Neurok Station deals 1 damage to any target.
T, Return target artifact card from your graveyard to your hand.
T, Create a 2/2 colorless Pincher creature token.
Q, 1: Target player puts the top three cards of their library into their graveyard.
THE INISTRAD ZOMBIE DUO
UU6
Geralf The Patcher
Legendary Creature - Human Wizard
Partner with Gisa The Ghoul Whisperer (When this creature enters the battlefield, target player may put Gisa The Ghoul Whisperer into their hand from their library, then shuffle.)
When Geralf The Patcher enters the battlefield, You may look at the top 4 cards of target player, you may put reveal creature cards into your battlefield under your control with additional zombie in their creature type.
3/4
BB4
Gisa The Ghoul Whisperer
Legendary Creature - Human Wizard
Partner with Geralf The Patcher (When this creature enters the battlefield, target player may put Geralf The Patcher into their hand from their library, then shuffle.)
When Gisa The Ghoul Whisperer enters the battlefield, You may put a black 2/2 Zombie in the battlefield equal to the number of creatures in all graveyards.
2/5
Creature - Demon
Flying
Wither
1/1
Segovian Sphinx U
Creature - Sphinx
Flying, Hexproof from Creatures
1/1
Segovian Dragon R
Creature - Dragon
Segovian Dragon can't be countered.
Flying
1/1
Segovian Giant G
Creature - Giant Archer
Reach, Protection from Sorcery and Enchantment
1/1
Segovian Region
Land
Spells and abilities treat Segovian Region as if it were a basic land and as if it were not a non-basic land while it is on the battlefield, except it still has it's abilities.
t: Add .
t, Reveal your hand and the top of your library to each player, pay 2 life: Add one mana of any color.
Segovian Stampede G
Creature - Beast
Haste, Trample
1/1
Segovian Golem 1
Creature - Golem
Trample
2: Return Segovian Golem from your graveyard to your hand.
1/1
I'd be happy with
1U
thinking hard
instant: Draw two cards, then put one cards from your hand on top of your library.
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
I was just curious, do any of you see a reprint on Tibalt, the Fiend-Blooded coming? Clearly as he's currently printed he's pretty garbage card. But I was thinking with one tweak he could be viable. I was hoping to get a version like this:
[+1]: Target player draws a card, then discard a card at random.
[-3]: Tibalt, the Fiend-Blooded deals damage equal to the number of cards in target player's hand to that player.
[-6]: Gain control of all creatures until end of turn. Untap them. They gain haste until end of turn.
|2|
I'd love to use this in my draw/discard deck with the two changes highlighted.
Merged with the "Print this Wizards (so I can play it in modern)" thread. - Torpf
Personally, I would love it.
Spirits
Instant
Choose One -
* Exile up to two target artifacts, enchantments and/or cards from graveyards.
* Create three 1/1 white cleric creature tokens, then gain life equal to the number of creatures you control with converted mana cost 2 or less.
* You and permanents you control gain hexproof until end of turn. Permanents you control gain indestructible until end of turn. Until end of turn, spells and abilities your opponents control can't cause you to sacrifice permanents.
Grand Warlock's Charm BBB
Instant
Choose one -
* Exile target creature.
* Each opponent exiles two cards from their hand at random.
* Exile up to three cards from target player's graveyard, you gain life equal to three plus the total combined converted mana cost of the exiled cards, and if the targeted player is an opponent, they lose three life.
Supreme Sorcerer's Charm RRR
Instant
Choose one -
* Exile up to two target artifacts from the battlefield and/or graveyards.
* Gain control of target creature until end of turn. Untap that creature. It gains haste, trample, and +1/+0 until end of turn, and an opponent's creature must block it if it attacks this turn if able.
* Exile target land. It's owner may search their library for a basic land card and put that card onto the battlefield tapped, that land doesn't untap during it's controller's next untap step. If they do, they shuffle their library.
Archdruid's Charm GGG
Instant
Choose one -
* Each opponent sacrifices three permanents that are artifacts and/or enchantments. Exile all artifacts and enchantments from opponent's graveyards.
* Search your library for up to two basic forest cards, reveal them, put one into your hand, and the other onto the battlefield. Then shuffle your library.
* Target creature you control gains haste, trample, vigilance, reach, hexproof and indestructible until the end of your next turn. Put a +1/+1 counter on it and untap it. Lands you control gain indestructible and hexproof until end of turn. Graveyards gain hexproof until end of turn.
Not really sure if this is the right mix of abilities and such for these, but the general idea is aiming to complete the cycle started by Archmage's Charm.
Improvisational Charger RR
Creature - Shapeshifter
Changeling
First Strike, Haste
2/2
(looks like-ish a running humanoid soldier with a spear)
Sudden Wingsnapper 1U
Creature - Shapeshifter
Changeling
Flash, Flying
2/1
(Looks like-ish a small drake)
Transmogrimount 3
Artifact - Vehicle
Changeling
Flying, Vigilance, Haste
Crew 1
You may remove a loyalty counter from a planeswalker you control rather than pay Transmogrimount's crew cost.
"It can get anyone, anywhere, quickly. Probably..." - Shady Artificer
3/5
Mirran Unit Lietenant
Creature - Cat Knight
Battle Cry
Creatures you control gets vigilance
2/1
W
Mirran Scout
Creature - Cat Scout
Battle Cry
1/1
WW
Mirran Salavager
Creature - Cat Cleric
Flash
Sacrifice ~: Prevent all combat damage that would be dealt this turn by non-white sources.
1/1
3W
Need for the Arms
Instant - Soldier
This spell costs2 less to cast if you control a Soldier.
Create three 1/1 white Soldier creature tokens.
1W
Meek Scout
Creature -Human Scout
Firststrike
Whenever a white creature enters the battlefield with converted mana cost 3 or less, Scry 1.
1/1
WW
Gideon Avatar Defender
Enchantment — Aura Curse
Enchant player
Whenever enchanted player is attacked by a unblocked creature, If Gideon's Defender Enchantment isn't a creature, it becomes a white Legendary Spirit Soldier named Gideon's Avatar that is 6/6 and "You may redirect all the combat damage that would be dealt to you or from another permanent you control to be dealt to Gideon's Avatar instead." in addition to it's other types until end of turn.
WW1
Gideon Avatar Charger
Enchantment — Aura Curse
Enchant player
At the beginning of enchanted player's upkeep, that player may put a white Legendary Spirit Soldier Token named Gideon's Avatar with protection from creatures, haste and the power and toughness equal to the numbers of plains you control and sacrifice it at the end of turn.
1WW
Knight of Maroon
creature - Human Knight
Knight of Maroon has Hexproof to Red and Black
You gain Hexproof from red and black
2/2
3W
Lieutenant Knight
Creature -Human Knight
Flash
Tap two untapped knights you control: You may put a knight card from your hand onto the battlefield.
2/4
4W
Mirran Restoration Team
Creature -Human Artificer
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.
WUG
Rafiq, Elspeth's Ishan Shade
Artifact Creature- Legendary Human Soldier
Infect
When Rafig dies, you may pay B. If you do, return Rafig to the battlefield under your control."
At the beginning of your upkeep, you may choose a creature.
Whenever the chosen creature deals combat damage to a player, it deals double that damage to that creature or player instead.
1/4
3W
Darien, King of Old Days 3W
Legendary Creature- Spirit Lord
Whenever you're being attack and Darien is in your graveyard, You may create X number 2/2 white knight token with vigilance, Where X is the number of attacking creatures.
2/2
6
Phyrexian Angel
Creature Artifact - Angel
You don't lose the game for having 0 or less life.
As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)
5/5
9
Darksteel Angel
Artifact Creature - Angel
Indestructible, Flying
At the beginning of your upkeep, if you have exactly 1 life, you win the game.
4/4
3
Authentic Akroma's Blade
Legendary Artifact - Equipment
Indestructible
Equipped creature gets +2/+0 and trample and haste,
As long as it's white creature, it gets vigilance, Firststrike and hexproof.
Equip 6
Angel Equip 0
BUW
Dakkon, The BlackSmith
Planeswalker - Dakkon
+1: Until end of turn, Dakkon, The BlackSmith becomes a Human Artificer creature with power and toughness each equal of his loyalty counters. He's still a planeswalker.
-5: Create a colorless Equipment artifact token named OG Black Blade. It has, "Equipped creature gets +1/+1 for each land in the battlefield and Whenever equipped creature dealt combat damage to a permanent, exile that permanent" Dakkon Equip 0 and Equip 7.
Dakkon, The BlackSmith can be your commander.
4
WWW
Gideon's Saga
Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may put a White 3/3 Token Legendary Human Soldier named Gideon Saga Token with Indestructible and Vanishing 4
II — You get an emblem of creatures you control gains +1/+1
III — This turn and next turn, prevent all damage that would dealt to you and to all the permanent you control
2WW
Gideon Pre Zendikar
Planeswalker - Gideon
As long as it's your turn, Gideon Pre Zendikar is a 6/6 Human Soldier creature that's still a planeswalker.
-2: This next turn, prevent all combat damage that would dealt to you and a permanent you control gains indestructible.
Gideon Pre-Zendikar can be your commander.
5
BB1
Militia's Renegade
Creature- Human Rebel
Persuade 3 (When this card enters the battlefield, You may look at the top three cards of your library, then you may put any number of card with the same name as this spell into your hand and the rest either on the top or bottom of your library in any order.)
A deck can have any number of cards named Militia's Renegade.
2/2
Gideon of Ravnica United Saga
Planeswalker - Gideon
If you would lose the game, instead exile Gideon of Ravnica United Saga and your life total becomes equal to your starting life total.
-2: Gideon of Ravnica United Saga becomes a Human Soldier creature with power and toughness equal to the number of creatures you control and gains indestructible, that's still a planeswalker.
+1: Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat.
Gideon of Ravnica United Saga is all colors, can be your commander and cannot be countered.
6
W
Young Gideon of Theros
Planeswalker - Gideon
As long as it's your turn, Young Gideon of Theros is a 1/2 Human Soldier creature with persist and that's still a planeswalker.
-2: This turn and the next turn target permanent gains indestructible.
3
Instant
Return target non-land permanent with converted mana cost 3 or less to it's owner's hand.
Scry 2.
"Try to make it again."
High Temperature Spelltorch R
Instant
Exile target artifact with converted mana cost 4 or less.
Acolyte's Disenchantment Exercise W
Instant
Destroy target artifact or enchantment with converted mana cost 3 or less.
If you cast this spell during your main phase, scry 1.
Shaman's Sprouting G
Instant
Choose one -
* Destroy target artifact or enchantment with converted mana cost 3 or less.
* Create a 1/1 green saproling creature token. It enters the battlefield tapped and doesn't untap during your next untap step.
Pain Fueled Doom B
Instant
As an additional cost to cast this spell, pay 1 life.
If Pain Fueled Doom targets a token, it can't be countered.
Destroy target creature with converted mana cost 3 or less.
Exile target creature.
Gain 2 life.
UB - Instant
Choose one -
"Reveal a Dragon"