3, Tap equipped creature: The next instant or sorcery spell you cast this turn gains, Storm, Flash, Conspire, Retrace, Wither, Gravestorm, or Split Second. Unequip Wizard's Robe.
Equip 1
Only the greatest of mages can withstand the power.
That's.... interesting. It seems a little convoluted though. I'd probably streamline it to be "Equipped creature has '4, T: The next instant or sorcery spell you cast this turn gains <blah>". Or even make it a non-equipment, like "Wizard's Cauldron" and have it just be "4, Tap an untapped creature you control:". Unequipping doesn't make sense flavorwise and mechanically it seems clunky as well, especially with the equip cost so low.
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I think it could make sense flavorwise, as perhaps a regular creature might be too overwhelmed by the magical power of the robe to keep it on after messing with a spell, so maybe 'if equipped creature is not a wizard, unequip wizards robe'.
3, Tap equipped creature: The next instant or sorcery spell you cast this turn gains, Storm, Flash, Conspire, Retrace, Wither, Gravestorm, or Split Second. Unequip Wizard's Robe.
Equip 1
Only the greatest of mages can withstand the power.
You're going to have to jump through hoops for this one. Things that trigger on cast (which this would be) are going to be worthless for most of your keywords since they wouldn't have those abilities until after they have been on the stack. You would need something more like
[Cost]: Exile an instant or sorcery spell from your hand. If you do choose 1, Storm, etc. The exiled card gains that ability until end of turn.
From here.
"Split second is a static ability that does not allow any players to put any spell or activated ability on the stack as long as the spell with Split second is on the stack."... "Split second doesn't prevent players from playing mana abilities."
They can still just tap their lands for mana and cast an instant once the stack clears. Tapping lands for mana doesn't use the stack so there isn't much you can ever do about it.
It's still a solid card; a one shot double port on a stick is still good tempo. I think just because of the way Magic works they always get a chance to tap lands, but that hasn't really stopped port from being a pain.
You could try something like:
Elf of the Deep Winter
Creature - Elf
1UG
Flash
When CardName enters the battlefield tap 2 target lands, they do not untap during their controllers next untap step.
2/1
Tap the lands down next turn as well at the cost of not getting the refund on mana.
For the time being it seems like this ability to freeze opponents lands has been moved to red. We saw a couple cards in Kaladesh.
For the time being it seems like this ability to freeze opponents lands has been moved to red. We saw a couple cards in Kaladesh.
Yea I agree, I've been hoping to see some land lock down in red for a few years now since competitively costed land destruction seems to be a no-go for wizards. I think there was some discussion of it being red but allred123 pointed out red doesn't generally get flash and the card needs it to function as intended.
this has probably been mentioned before but i still want it.
Zippity DooDah 1
Artifact creature
2/1
Yea I would cube it. Some more aggressive colorless creatures would help smooth out aggressive decks mana, Scrapheap Scrounger often sees play as a colourless 3/2.
Creatures are crept enough, and while that card may be a positive for cubes, I see it as a negative for the game in general. I for one am against ever printing Savannah Lions with no drawback at 1.
That doesn't mean I wouldn't accept a trivial drawback like "~ can't block artifact creatures."
Creatures are crept enough, and while that card may be a positive for cubes, I see it as a negative for the game in general. I for one am against ever printing Savannah Lions with no drawback at 1.
That doesn't mean I wouldn't accept a trivial drawback like "~ can't block artifact creatures."
I don't want to see 2/1 for 1in every set, but having 1 would be nice. It's my solution to everything, but, would it being legendary help? Can't break standard in multiples but doesn't diminish it's power for cube.
Neither black nor blue has ever gotten a 2/1 for 1 mana with no drawback. All of black's either entered tapped, can't block, or damage you somehow.
I like the 2/1 for 1 that makes you discard, though I'd shift it to ETB discard a card so it's not a 2-for-1 if it's countered and so you can cast it on an empty hand (topdecking a Savannah Lions is bad enough without adding the injury that you can't even cast it).
I think any of the following designs could also see print and would definitely see Cube play:
Noxious Automaton 1
Artifact Creature - Construct
At the beginning of your upkeep, Noxious Automaton deals 1 damage to you (possibly with a condition like "Unless you control 3 or more artifacts?")
2/1
Conscientious Automaton 1
Artifact Creature - Construct
When Conscientious Automaton enters the battlefield, exile your graveyard.
2/1
Obnoxious Automaton 1
Artifact Creature - Construct
When Obnoxious Automaton enters the battlefield, put a -1/-1 counter on each creature you control
3/2
Noisy Automaton 1
Artifact Creature - Construct
When Noisy Automaton enters the battlefield, reveal your hand
2/1
I could go on, but you get the general idea.
What would be really interesting is combining some of the above ideas with a Bloodsoaked Champion-esque return clause. Some possibilities:
Metalcraft - 3: Return ~ from the graveyard to the battlefield. Activate this ability only if you control 3 or more artifacts
Revolt - 3: Return ~ from the graveyard to the battlefield. Activate this ability only if a permanent you control left the battlefield this turn 3, Sacrifice an Artifact: Return ~ from the graveyard to the battlefield
Whenever a creature with power 5 or greater enters the battlefield under your control, return ~ from the graveyard to the battlefield 3, Exile an Artifact card from your graveyard: Return ~ from the graveyard to the battlefield
fwiw, the only card in the last 5 blocks in red to get flash was Spiteful Motives
Strange. The exception that proves the rule I guess.
We've had other cards, like Dualcaster Mage, but they were more in 'timeless' supplemental products where the color pie hasn't necessarily changed as much.
We've had other cards, like Dualcaster Mage, but they were more in 'timeless' supplemental products where the color pie hasn't necessarily changed as much.
I don't think red is *excluded* from getting Flash. It's definitely a tertiary ability in red. The thing holding it back from showing up on more cards is that red has relatively few effects that can show up on creatures that really *need* to be instant-speed. Red's instants are primarily A) direct damage, which they tend to be extremely cautious with on creatures, so sorcery speed is sufficient when it does show up, B) artifact destruction, which is fine on creatures at sorcery speed, and C) the occasional combat trick, which we see sometimes in Spiteful Motives-type effects, but haven't seen on creatures since the Time Spiral block.
I'm not sure and Ice Your Lands ability would be sufficient justification for putting flash on a red creature, especially since red's Ice Your Lands tends to just be "doesn't untap during its controller's next untap step" and not "tap it".
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Black has gotten lots of one drops that are better than a 2/1 for 1. Entering the battlefield tapped is the smallest of drawbacks and they often accompany an upside. The best blue has gotten are delver, phantasmal bear, and cloudfin raptor.
We have gotten tattermaune maniac and a couple other hybrid 2 power. So a drawback of having to attack, entering tapped, costing a couple of life and so on would be reasonable. It is just a matter of time. Probably when artifacts are bad again in standard I could see it happening.
For what it is worth chronomaton was pretty alright when I tried it. It is more likely we will get a good aggro 1 drop in this vein. Maybe if the activated ability cast 2 but it didn't tap, or it cost was equal to it's power and it didn't tap, maybe only use once a turn.
How about No Fire BallistaX
Artifact Creature
~Enters the battlefield with X +1/+1 counters
X:Add a +1/+1 counter to ~, where X is the number of counters on ~
0/0
How about No Fire BallistaX
Artifact Creature
~Enters the battlefield with X +1/+1 counters
X:Add a +1/+1 counter to ~, where X is the number of counters on ~
0/0
I'd run this, it always comes down on curve with square stats and has the ability to grow. Endless One seemed almost good enough so this might make the cut.
One thing to note is you can play him for one then activate its ability twice on turn 2 for a 3/3 since the cost wont increase until the ability resolves, was that intended?
A few ideas geared towards cube I came up with in an afternoon.
Mana Mine1
Artifact - (R) 2, : Put a mining counter on Mana Mine
: Add 1 to your mana pool for each mining counter on Mana Mine.
Notes: I wonder if this one might be a bit too slow for Cube.
Immolation MageRR
Creature - Human Wizard (M)
Prowess, Menace
When Immolation Mage deals combat damage to a player you may look at the top 3 cards of your library. You may reveal a red instant or sorcery with a converted mana cost of 3 or less from among them and put it into your hand. Put the other cards on the bottom of your library in any order.
2/1
Notes: Gives red a creature that thrives in burn decks and justifies the RR casting cost.
Scion of Sacrifice3BB
Creature - Demon (M)
Pay 3 life: Scion of Sacrifice gains hexproof and cannot be blocked until end of turn.
Discard a card: Target opponent discards a card at random. Activate this ability only once per turn and only when you could cast a sorcery.
Sacrifice a creature: Destroy target creature. Activate this ability only once per turn and only when you could cast a sorcery.
4/4
Notes: Everything has a price, but this guy is quite the swiss-army knife with very non-symmetrical effects.
Mightweaver2G
Creature - Spider (R)
Vigilance, Reach
When Mightweaver attacks, Mightweaver and all other attacking creatures with power less than or equal to Mightweaver get a +1/+1 counter.
1/4
Note: This is a three drop that helps tokens or can buff elves early and still be able to block effectively. The longer it sticks, the more it can buff.
Floodcrafter2U
Creature - Merfolk Wizard (R)
Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)
When Floodcrafter enters the battlefield put a flood counter on target land without a flood counter. Lands with flood counters become Islands and have “Whenever this land is tapped to produce mana another target land you control becomes an Island for as long as it is on the battlefield.
2/2
Notes: Spreading seas inspired tech. Create an island for your opponent and force them to choose between not using that land or using it at the cost of making another land into an island as well. Important to note that only the one land has the effect of making other lands islands as well when tapped. The islands that become islands don't also gain that effect...that would likely be too strong.
Destined MartyrWW
Creature - Human Soldier (R)
Flash
When Destined Martyr enters the battlefield it gains +3/+0, reach, and can block an additional creature until end of turn.
If Destined Martyr dies on the same turn it entered the battlefield you may draw a card.
2/2
Notes: White has always had some sweet defensive cards in the vein of Righteousness. This guy blocks like a boss and can turn the tide of the game.
Kangee, Aerie Guardian1WU
Legendary Planeswalker - Kangee (M)
+1: Until your next turn prevent all damage to Kangee, Aerie Guardian from creatures without flying.
0: Create a 1/1 White and Blue bird token with flying.
-2: Exile target creature Return it to the battlefield under its owner’s control at the beginning of the next end step.
3
Notes: I love the Azorious Venser PW, but we need something better that still supports blink and so I submit this. May eventually change the first ability as the second ability already protects Kangee but this is a first draft.
How about No Fire BallistaX
Artifact Creature
~Enters the battlefield with X +1/+1 counters
X:Add a +1/+1 counter to ~, where X is the number of counters on ~
0/0
I'd run this, it always comes down on curve with square stats and has the ability to grow. Endless One seemed almost good enough so this might make the cut.
One thing to note is you can play him for one then activate its ability twice on turn 2 for a 3/3 since the cost wont increase until the ability resolves, was that intended?
I thought about limiting it to once a turn but then I realized it would be like student of warfare or warden of the first tree. So not really too powerful.
How about No Fire BallistaX
Artifact Creature
~Enters the battlefield with X +1/+1 counters
X:Add a +1/+1 counter to ~, where X is the number of counters on ~
0/0
I'd run this, it always comes down on curve with square stats and has the ability to grow. Endless One seemed almost good enough so this might make the cut.
One thing to note is you can play him for one then activate its ability twice on turn 2 for a 3/3 since the cost wont increase until the ability resolves, was that intended?
I thought about limiting it to once a turn but then I realized it would be like student of warfare or warden of the first tree. So not really too powerful.
I would keep it as is, I just wasn't sure if it was intentional. I would definitely give it a shot in my cube. Grenzo, Dungeon Warden has taught me how useful a creature that is always on curve can be; the upside on this guy isn't as good but its also colorless so I wouldn't expect it to be but I'm sure there are decks that would much rather have No Fire Ballista,
Destined MartyrWW
Creature - Human Soldier (R)
Flash
When Destined Martyr enters the battlefield it gains +3/+0, reach, and can block an additional creature until end of turn.
If Destined Martyr dies on the same turn it entered the battlefield you may draw a card.
2/2
Black has gotten lots of one drops that are better than a 2/1 for 1. Entering the battlefield tapped is the smallest of drawbacks and they often accompany an upside. The best blue has gotten are delver, phantasmal bear, and cloudfin raptor.
We have gotten tattermaune maniac and a couple other hybrid 2 power. So a drawback of having to attack, entering tapped, costing a couple of life and so on would be reasonable. It is just a matter of time. Probably when artifacts are bad again in standard I could see it happening.
For what it is worth chronomaton was pretty alright when I tried it. It is more likely we will get a good aggro 1 drop in this vein. Maybe if the activated ability cast 2 but it didn't tap, or it cost was equal to it's power and it didn't tap, maybe only use once a turn.
How about No Fire BallistaX
Artifact Creature
~Enters the battlefield with X +1/+1 counters
X:Add a +1/+1 counter to ~, where X is the number of counters on ~
0/0
Until such time as we see an actual 2/1 for 1 without drawback in black, I don't think it's something they're going to put into colorless. Especially given that blue is so far from getting one. Phantasmal Bear has a substantial drawback, and both Delver and Manta require considerable build-around conditions to hit two+ power.
No-Fire Ballista seems interesting. I'm concerned it's too far above the level they'd want to print though. Endless One is fairly pushed and is Legacy-playable (albeit primarily based on its typing). But being an artifact means that this gets a lot of benefits Endless One doesn't, on top of it being a bear, a Trained Armadon, a Rumbling Baloth, etc AND having the ability to grow.
A few ideas geared towards cube I came up with in an afternoon.
Mana Mine1
Artifact - (R) 2, : Put a mining counter on Mana Mine
: Add 1 to your mana pool for each mining counter on Mana Mine.
This seems pretty darn powerful. It takes a few turns to charge, but it's a Felwar Stone by turn three if you need it, or you can push it to a Worn Powerstone for turn four. I think this is probably playable and I'm not sure it's printable.
Immolation MageRR
Creature - Human Wizard (M)
Prowess, Menace
When Immolation Mage deals combat damage to a player you may look at the top 3 cards of your library. You may reveal a red instant or sorcery with a converted mana cost of 3 or less from among them and put it into your hand. Put the other cards on the bottom of your library in any order.
2/1
That's a lot of abilities on one card. Double-Red means this isn't great in Cube though. What if you tied the search and add to the damage dealt to better utilize Prowess?
Immolation Mage 1R
Creature - Human Wizard
Prowess
Whenever Immolation Mage deals combat damage to a player, look at the top X cards of your library, and you may reveal a red instant or sorcery card from among them with converted mana cost X and put it into your hand, where X is the amount of damage dealt. Put the rest of the cards on the bottom of your library in any order.
2/1
Scion of Sacrifice3BB
Creature - Demon (M)
Pay 3 life: Scion of Sacrifice gains hexproof and cannot be blocked until end of turn.
Discard a card: Target opponent discards a card at random. Activate this ability only once per turn and only when you could cast a sorcery.
Sacrifice a creature: Destroy target creature. Activate this ability only once per turn and only when you could cast a sorcery.
4/4
Hexproof and Unblockable aren't particularly black, that might be a bit of a stretch. The discard and sacrifice abilities seem extremely powerful as well.
Mightweaver2G
Creature - Spider (R)
Vigilance, Reach
When Mightweaver attacks, Mightweaver and all other attacking creatures with power less than or equal to Mightweaver get a +1/+1 counter.
1/4
Note: This is a three drop that helps tokens or can buff elves early and still be able to block effectively. The longer it sticks, the more it can buff.
Think it needs to be reworded as "Put a +1/+1 counter on Mightweaver and each other attacking creature with power less than or equal to Mightweaver's power". I'm not sure this needs to be a 1/4 vigilance reach on top of everything else. Definitely trim some abilities here.
Floodcrafter2U
Creature - Merfolk Wizard (R)
Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)
When Floodcrafter enters the battlefield put a flood counter on target land without a flood counter. Lands with flood counters become Islands and have “Whenever this land is tapped to produce mana another target land you control becomes an Island for as long as it is on the battlefield.
2/2
Notes: Spreading seas inspired tech. Create an island for your opponent and force them to choose between not using that land or using it at the cost of making another land into an island as well. Important to note that only the one land has the effect of making other lands islands as well when tapped. The islands that become islands don't also gain that effect...that would likely be too strong.
This seems like too many memory issues IMO. Islandwalk is also deprecated at this point.
Destined MartyrWW
Creature - Human Soldier (R)
Flash
When Destined Martyr enters the battlefield it gains +3/+0, reach, and can block an additional creature until end of turn.
If Destined Martyr dies on the same turn it entered the battlefield you may draw a card.
2/2
Notes: White has always had some sweet defensive cards in the vein of Righteousness. This guy blocks like a boss and can turn the tide of the game.
That seems pretty absurd. "Destroy two target attacking creatures with total toughness 5 or less, draw a card" for WW? Again, this seems like too much going on at once.
Kangee, Aerie Guardian1WU
Legendary Planeswalker - Kangee (M)
+1: Until your next turn prevent all damage to Kangee, Aerie Guardian from creatures without flying.
0: Create a 1/1 White and Blue bird token with flying.
-2: Exile target creature Return it to the battlefield under its owner’s control at the beginning of the next end step.
3
Notes: I love the Azorious Venser PW, but we need something better that still supports blink and so I submit this. May eventually change the first ability as the second ability already protects Kangee but this is a first draft.
A 3 mana PW should not be able to generate unconditional card advantage on its + or 0 abilities. Making a flying token every turn on a 3 mana walker is pretty nuts, especially when this has two other immediately-usable abilities.
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Artifact - Equipment
3, Tap equipped creature: The next instant or sorcery spell you cast this turn gains, Storm, Flash, Conspire, Retrace, Wither, Gravestorm, or Split Second. Unequip Wizard's Robe.
Equip 1
Only the greatest of mages can withstand the power.
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You're going to have to jump through hoops for this one. Things that trigger on cast (which this would be) are going to be worthless for most of your keywords since they wouldn't have those abilities until after they have been on the stack. You would need something more like
[Cost]: Exile an instant or sorcery spell from your hand. If you do choose 1, Storm, etc. The exiled card gains that ability until end of turn.
For the time being it seems like this ability to freeze opponents lands has been moved to red. We saw a couple cards in Kaladesh.
Red can keep lands tapped, but I don't think it can tap them in the first place.
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Yea I agree, I've been hoping to see some land lock down in red for a few years now since competitively costed land destruction seems to be a no-go for wizards. I think there was some discussion of it being red but allred123 pointed out red doesn't generally get flash and the card needs it to function as intended.
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Strange. The exception that proves the rule I guess.
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Zippity DooDah 1
Artifact creature
2/1
Yea I would cube it. Some more aggressive colorless creatures would help smooth out aggressive decks mana, Scrapheap Scrounger often sees play as a colourless 3/2.
That doesn't mean I wouldn't accept a trivial drawback like "~ can't block artifact creatures."
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Junk Scavenger 1
Artifact Creature - Construct
As an additional cost to cast Junk Scavenger you must discard a card from your hand.
2/1
Throw it into a cube with grave and/or discard mechanics.
What about the good old "[cardname] can't block"? With the ammount of 2/1 for 1 mana creatures with upside in almost every colour (Kytheon, Hero of Akros, Kessig Prowler, Falkenrath Gorger, bloodsoaked champion) a vanilla 2/1 in colorless doesn't seem too crazy.
I don't want to see 2/1 for 1in every set, but having 1 would be nice. It's my solution to everything, but, would it being legendary help? Can't break standard in multiples but doesn't diminish it's power for cube.
I like the 2/1 for 1 that makes you discard, though I'd shift it to ETB discard a card so it's not a 2-for-1 if it's countered and so you can cast it on an empty hand (topdecking a Savannah Lions is bad enough without adding the injury that you can't even cast it).
I think any of the following designs could also see print and would definitely see Cube play:
Callous Automaton 1
Artifact Creature - Construct
Callous Automaton can't block
2/1
Reckless Automaton 1
Artifact Creature - Construct
Reckless Automaton attacks each turn if able
2/1
Clumsy Automaton 1
Artifact Creature - Construct
Clumsy Automaton enters the battlefield tapped
2/1
Ragged Automaton 1
Artifact Creature - Construct
2/1
Noxious Automaton 1
Artifact Creature - Construct
At the beginning of your upkeep, Noxious Automaton deals 1 damage to you (possibly with a condition like "Unless you control 3 or more artifacts?")
2/1
Conscientious Automaton 1
Artifact Creature - Construct
When Conscientious Automaton enters the battlefield, exile your graveyard.
2/1
Obnoxious Automaton 1
Artifact Creature - Construct
When Obnoxious Automaton enters the battlefield, put a -1/-1 counter on each creature you control
3/2
XK-31, Renowned Automaton 1
Legendary Artifact Creature - Construct
2/1
Noisy Automaton 1
Artifact Creature - Construct
When Noisy Automaton enters the battlefield, reveal your hand
2/1
I could go on, but you get the general idea.
What would be really interesting is combining some of the above ideas with a Bloodsoaked Champion-esque return clause. Some possibilities:
Metalcraft - 3: Return ~ from the graveyard to the battlefield. Activate this ability only if you control 3 or more artifacts
Revolt - 3: Return ~ from the graveyard to the battlefield. Activate this ability only if a permanent you control left the battlefield this turn
3, Sacrifice an Artifact: Return ~ from the graveyard to the battlefield
Whenever a creature with power 5 or greater enters the battlefield under your control, return ~ from the graveyard to the battlefield
3, Exile an Artifact card from your graveyard: Return ~ from the graveyard to the battlefield
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I don't think red is *excluded* from getting Flash. It's definitely a tertiary ability in red. The thing holding it back from showing up on more cards is that red has relatively few effects that can show up on creatures that really *need* to be instant-speed. Red's instants are primarily A) direct damage, which they tend to be extremely cautious with on creatures, so sorcery speed is sufficient when it does show up, B) artifact destruction, which is fine on creatures at sorcery speed, and C) the occasional combat trick, which we see sometimes in Spiteful Motives-type effects, but haven't seen on creatures since the Time Spiral block.
I'm not sure and Ice Your Lands ability would be sufficient justification for putting flash on a red creature, especially since red's Ice Your Lands tends to just be "doesn't untap during its controller's next untap step" and not "tap it".
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Black has gotten lots of one drops that are better than a 2/1 for 1. Entering the battlefield tapped is the smallest of drawbacks and they often accompany an upside. The best blue has gotten are delver, phantasmal bear, and cloudfin raptor.
We have gotten tattermaune maniac and a couple other hybrid 2 power. So a drawback of having to attack, entering tapped, costing a couple of life and so on would be reasonable. It is just a matter of time. Probably when artifacts are bad again in standard I could see it happening.
For what it is worth chronomaton was pretty alright when I tried it. It is more likely we will get a good aggro 1 drop in this vein. Maybe if the activated ability cast 2 but it didn't tap, or it cost was equal to it's power and it didn't tap, maybe only use once a turn.
How about
No Fire Ballista X
Artifact Creature
~Enters the battlefield with X +1/+1 counters
X:Add a +1/+1 counter to ~, where X is the number of counters on ~
0/0
I'd run this, it always comes down on curve with square stats and has the ability to grow. Endless One seemed almost good enough so this might make the cut.
One thing to note is you can play him for one then activate its ability twice on turn 2 for a 3/3 since the cost wont increase until the ability resolves, was that intended?
Mana Mine 1
Artifact - (R)
2, : Put a mining counter on Mana Mine
: Add 1 to your mana pool for each mining counter on Mana Mine.
Notes: I wonder if this one might be a bit too slow for Cube.
Immolation Mage RR
Creature - Human Wizard (M)
Prowess, Menace
When Immolation Mage deals combat damage to a player you may look at the top 3 cards of your library. You may reveal a red instant or sorcery with a converted mana cost of 3 or less from among them and put it into your hand. Put the other cards on the bottom of your library in any order.
2/1
Notes: Gives red a creature that thrives in burn decks and justifies the RR casting cost.
Scion of Sacrifice 3BB
Creature - Demon (M)
Pay 3 life: Scion of Sacrifice gains hexproof and cannot be blocked until end of turn.
Discard a card: Target opponent discards a card at random. Activate this ability only once per turn and only when you could cast a sorcery.
Sacrifice a creature: Destroy target creature. Activate this ability only once per turn and only when you could cast a sorcery.
4/4
Notes: Everything has a price, but this guy is quite the swiss-army knife with very non-symmetrical effects.
Mightweaver 2G
Creature - Spider (R)
Vigilance, Reach
When Mightweaver attacks, Mightweaver and all other attacking creatures with power less than or equal to Mightweaver get a +1/+1 counter.
1/4
Note: This is a three drop that helps tokens or can buff elves early and still be able to block effectively. The longer it sticks, the more it can buff.
Floodcrafter 2U
Creature - Merfolk Wizard (R)
Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)
When Floodcrafter enters the battlefield put a flood counter on target land without a flood counter. Lands with flood counters become Islands and have “Whenever this land is tapped to produce mana another target land you control becomes an Island for as long as it is on the battlefield.
2/2
Notes: Spreading seas inspired tech. Create an island for your opponent and force them to choose between not using that land or using it at the cost of making another land into an island as well. Important to note that only the one land has the effect of making other lands islands as well when tapped. The islands that become islands don't also gain that effect...that would likely be too strong.
Destined Martyr WW
Creature - Human Soldier (R)
Flash
When Destined Martyr enters the battlefield it gains +3/+0, reach, and can block an additional creature until end of turn.
If Destined Martyr dies on the same turn it entered the battlefield you may draw a card.
2/2
Notes: White has always had some sweet defensive cards in the vein of Righteousness. This guy blocks like a boss and can turn the tide of the game.
Kangee, Aerie Guardian 1WU
Legendary Planeswalker - Kangee (M)
+1: Until your next turn prevent all damage to Kangee, Aerie Guardian from creatures without flying.
0: Create a 1/1 White and Blue bird token with flying.
-2: Exile target creature Return it to the battlefield under its owner’s control at the beginning of the next end step.
3
Notes: I love the Azorious Venser PW, but we need something better that still supports blink and so I submit this. May eventually change the first ability as the second ability already protects Kangee but this is a first draft.
I thought about limiting it to once a turn but then I realized it would be like student of warfare or warden of the first tree. So not really too powerful.
I would keep it as is, I just wasn't sure if it was intentional. I would definitely give it a shot in my cube. Grenzo, Dungeon Warden has taught me how useful a creature that is always on curve can be; the upside on this guy isn't as good but its also colorless so I wouldn't expect it to be but I'm sure there are decks that would much rather have No Fire Ballista,
i like this.
Until such time as we see an actual 2/1 for 1 without drawback in black, I don't think it's something they're going to put into colorless. Especially given that blue is so far from getting one. Phantasmal Bear has a substantial drawback, and both Delver and Manta require considerable build-around conditions to hit two+ power.
No-Fire Ballista seems interesting. I'm concerned it's too far above the level they'd want to print though. Endless One is fairly pushed and is Legacy-playable (albeit primarily based on its typing). But being an artifact means that this gets a lot of benefits Endless One doesn't, on top of it being a bear, a Trained Armadon, a Rumbling Baloth, etc AND having the ability to grow.
This seems pretty darn powerful. It takes a few turns to charge, but it's a Felwar Stone by turn three if you need it, or you can push it to a Worn Powerstone for turn four. I think this is probably playable and I'm not sure it's printable.
That's a lot of abilities on one card. Double-Red means this isn't great in Cube though. What if you tied the search and add to the damage dealt to better utilize Prowess?
Immolation Mage 1R
Creature - Human Wizard
Prowess
Whenever Immolation Mage deals combat damage to a player, look at the top X cards of your library, and you may reveal a red instant or sorcery card from among them with converted mana cost X and put it into your hand, where X is the amount of damage dealt. Put the rest of the cards on the bottom of your library in any order.
2/1
Hexproof and Unblockable aren't particularly black, that might be a bit of a stretch. The discard and sacrifice abilities seem extremely powerful as well.
Think it needs to be reworded as "Put a +1/+1 counter on Mightweaver and each other attacking creature with power less than or equal to Mightweaver's power". I'm not sure this needs to be a 1/4 vigilance reach on top of everything else. Definitely trim some abilities here.
This seems like too many memory issues IMO. Islandwalk is also deprecated at this point.
That seems pretty absurd. "Destroy two target attacking creatures with total toughness 5 or less, draw a card" for WW? Again, this seems like too much going on at once.
A 3 mana PW should not be able to generate unconditional card advantage on its + or 0 abilities. Making a flying token every turn on a 3 mana walker is pretty nuts, especially when this has two other immediately-usable abilities.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!