All custom cards made by myself and Torm, with some cards taken from the "Print this Wizards..." thread. This project has mostly been moved to Google Docs for ease of conversation between Torm and I. I will post updates here when there is enough change to make relevant updates, or in response to comments and criticisms. Speaking of which, comments and criticisms aren't only welcome, they are the reason this thread exists. We want your input. Enjoy.
Fair-weathered FriendW
Creature - Human Cleric
Lifelink.
If your life total is above 20, Fair-weathered Friend gets +1/+1.
1/1
Disciplined WarriorW
Creature - Human Monk
Disciplined Warrior can’t be the target of spells or abilities you control.
Doublestrike
1/1
Squire of the White OrchidW
Creature - Human Soldier
Squire of the White Orchid gets +1/+1 if an opponent controls more lands than you.
1/2
Tummoth’s LoyalsW
Creature - Human Warrior
Whenever you play a plains, put a +1/+1 counter on Tummoth's Loyals.
1/1
The MagicianW
Creature - Human Wizard 1W, T: Exile target creature you control, then return it to the battlefield.
1/1
CurvebeakW
Creature - Bird
Flying
When Curvebeak enters the battlefield you may reveal a creature card with converted mana cost 2 from your hand. If you do, put a +1/+1 counter on Curvebeak.
1/1
Spiritual Successor1W
Creature - Spirit
Vigilance
Sacrifice Spiritual Successor: Target creature gains Undying until end of turn.
2/1
Knight of Silk[MANA]WW[/MANA]
Creature - Human Knight
First Strike, Flash
When Knight of Silk, enters the battlefield prevent all damage that would be dealt to target creature this turn.
2/2
Knight of PearlsWW
Creature - Human Knight
First Strike
When Knight of Pearls enters the battlefield attach an equipment you control to target creature, if you can’t, you may search your library for an equipment card, reveal it and put it on top of your library.
2/2
Jiro, The Dreamer1W
Legendary Creature - Human Samurai
Champion another Creature
When ~ EtB exile target creature.
When ~ leaves the battlefield return the exiled card to the battlefield under its owner’s control.
2/2
Ranger of UnosWW
Creature - Human Soldier
When Ranger of Unos enters the battlefield, you may search your library for a creature card with converted mana cost 1 or less, reveal it, then put it into your hand. Then, shuffle your library.
2/2
Barricade1W
Creature - Wall
Defender
When Barricade enters the battlefield, exile target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
0/4
Friend of the Foe1W
Creature - Human Soldier
If you control a mountain, Friend of the Foe has haste.
If you control a swamp, Friend of the Foe has intimidate.
2/1
Jaimie, Kingslayer2W
Legendary Creature - Human Knight
Vigilance
When Jamie enters the battlefield you may attach an equipment you control to him.
3/3
Knight of Flowers1WW
Creature - Human Knight
Flash
First Strike
When Knight of Flowers enters the battlefield target player sacrifices an attacking creature.
2/1
Spirit Beckoner2W
Creature - Human Cleric
When Spirit Beckoner enters the battlefield you may exile target card in a graveyard. If you do put a 1/1 white spirit token with flying onto the battlefield.
2/2
Lord Aerie1WW
Legendary creature - Bird Knight
Attacking creatures you control have flying.
2/2
Magus of Humility2WW
Creature - Human Wizard
Other creatures lose all abilities and are 1/1 creatures.
1/4
Adamant Recruiter3W
Creature - Human Soldier
When Adamant Recruiter enters the battlefield, put a 1/1 white soldier token onto the battlefield under your control.
Persist
3/2
Planar Enforcer3WW
Creature - Human Soldier
Vigilance
Landfall - Detain target creature.
At the beginning of your upkeep, if you control fewer lands than an opponent, search your library for a plains card and put it into your hand.
4/4
Tower Watcher3WW
Creature - Gargoyle Soldier
Flying, Vigilance T: Put a 1/1 White Soldier token onto the battlefield under your control.
4/4
Infallible Leader4WWW
Creature - Lion Advisor
Vigilance
When Infallible Leader enters the battlefield, search your library for a planeswalker card and put it onto the battlefield under your control. Shuffle your library.
4/7
Face your DemonsWW
Instant
Exile target non-white creature.
Birdcall1W
Instant
Put a 1/1 white bird token with flying onto the battlefield under your control.
Flashback 1W
When you flashback Birdcall, Copy it.
Sweet Blossom1W
Enchantment
At the beginning of your upkeep target opponent gains 1 life and you put a 1/1 white bird token onto the battlefield under your control.
Bureaucracy1W
Instant
Counter Target Spell unless any player pays 2.
Unchant2W
Instant
Destroy target artifact or enchantment. Draw a card.
Recurring Blink2W
Enchantment
Return Recurring Flicker to your hand: Exile target creature you control, then return it to the battlefield under its owner's control. Play this ability only any time you could play a sorcery.
To the Sheath2W
Sorcery
Search your library for an equipment card and put it onto the battlefield under your control, Then shuffle your library.
Tummoth, Conquerer2WW
planeswalker - Tumoth
+1: search your library for a plains card and put it into your hand. shuffle your library.
-2: exile target creature with the highest power
-5: destroy all lands.
{3}
Oblivion Field2WW
Enchantment
When Oblivion Field enters the battlefield, exile all creatures.
When Oblivion Field leaves the battlefield, return all creatures exiled with it to the battlefield under their owner's control.
Lark's Legacy3W
Sorcery
Return up to 2 target creatures with power 2 or less from your graveyard to the battlefield under your control.
Weenies' Revenge3WW
Sorcery
Destroy all nontoken creatures.
Stiflemage2U
Creature - Wizard
Flash
When Stiflemage enters the battlefield, Counter target activated or triggered ability.
2/2
Leaky Toad1UU
Flash
When Leaky Toad enters the battlefield, counter target spell unless its controller pays
2/1
Drained Whelk2UU
Creature - Illusion
Flash
Flying
When Drained Whelk enters the battlefield, counter target spell. Drained Whelk gets -1/-1 counters equal to that spell's converted mana cost. If no spell was counter this way, sacrifice Drained Whelk.
4/5
The Desperate and Deserted3UU
Creature - Wizard Mob
Return and island you control to your hand: draw a card, then discard a card.
4/4
Change of PlansU
Instant
Counter target spell. It's controller may draw a card.
Clear VisionUU
Enchantment
At the beginning of your upkeep, scry 2.
Venser's Will1U
Instant
Return target spell or creature to it's owner's hand.
Critique1UU
Instant
Choose one - Counter target spell, or copy target instant or sorcery spell. You may choose new targets for the copy.
Gera, Mind Thief1UU
Planeswalker - Gera
+1: Target player puts the top 2 cards of his or her library into his graveyard.
-2: Look at the top 4 cards of your library, put one of those cards into your hand and the rest into your graveyard.
-6: You may cast instants and sorceries from target opponent's graveyard without paying their mana cost until end of turn.
{3}
Mind MaggotsB
Creature - Leech
Echo - discard a card.
2/2
Screeching BansheeBB
Creature - Banshee
Flying
When Screeching Banshee enters the battlefield, lose 4 life.
3/2
Infectious Wretch1BB
Creature - Zombie
Soulbond
When ever ~ becomes paired with another creature, put a -1/-1 counter on each of those creatures.
As long as ~ is paired with another creature, each of those creatures has "remove a -1/-1 counter from this creature: put a -1/-1 counter on target creature."
2/2
Sickness ElementalXBB
Creature - Elemental
Infected Wretch enters the battlefield with X +1/+1 counters.
Remove a +1/+1 counter from Infected Wretch: put a -1/-1 counter on target creature.
0/0
Muderous ThoughtsB
Instant
as an additional cost to cast Murderous Throughts, discard a card.
destroy target creature.
Swamp TrapB
Instant
Swamp Trap deals X to target creature or player where X is the number of swamps you control and you gain that much life. X cannot be greater than 3.
IncantationsBB
instant
counter target non-enchantment, non-artifact spell. You lose 2 life.
Cemetary Excavation1B
Sorcery
as an additional cost to cast Cemetary Excavation, exile a creature card in your graveyard.
Return target creature in your graveyard to the battlefield under your control.
Blood for Blood2B
Instant
Buyback - Sacrifice a creature.
Target player sacrifices a creature.
Zombie Trail1BBB
Sorcery
Return target creature from any graveyard to play under your control. Rebound.
Morth, The Grave Soul2BB
Planeswalker - Morth
+1: Each player sacrifices a creature or land.
-3: Return target creature from any graveyard to play under your control.
-6: Each opponent discards his or her hand.
{3}
Foothill BerserkerR
Creature - Goblin Berserker
Haste
When Foothill Berserker attacks, it gets +1/+0 for each mountain you control.
0/1
Meat Thrower1R
Creature - Human Barbarian
When Meat Thrower Enters the battlefield, put a meat counter on target creature. Creatures with meat counters can't block.
2/1
Orflamme Orc1RR
Creature - Orc
Attacking creatures you control get +1/+0.
2/2
Intimidator3R
Creature - Human Berserker
Echo - Untap target creature and gain control of it until end of turn. that creature gains haste.
3/2
Spit sparksR
sorcery
Deal 1 damage to target creature or player.
Flashback 1R
When you flashback Spit Sparks, Copy it and choose new targets for the Copy.
Burn Through1R
instant
deal 2 damage to target creature or player. draw a card and discard a card.
Burnout1R
Instant
deal 4 damage to target creature or deal 2 damage to target player.
Lightning GateRR
Enchantment
Creatures you control get +2/+0, trample, and haste and gain "at end of turn, sacrifice this creature."
Durin, The DesperateRR
planeswalker - Durin
+1: Target player shuffles his or her library.
-0: discard a card, then draw a card.
-4: Instants and sorceries in your graveyard gain flashback equal to their mana cost until end of turn.
{1}
Carpet Bomb2RR
Sorcery
Deal 4 damage to each creature.
Non-specific Spell Fodder2RR
Sorcery
Cascade, Cascade.
Shuffle your library.
Breith, The Reckless2RR
Planeswalker - Breith
+1: Target creature gets +2/+0 and gains haste until end of turn.
-2: deal 3 damage to target player
-5: Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
{3}
Eager DruidG
Creature - Elf Druid T: add GG to your mana pool, Eager Druid doesn't untap during your next untap step.
1/1
Deathgrow Beast1G
Creature - Beast
Deathgrow Beast gets +2/+2 for each -1/-1 counter on it.
persist
2/2
Reflective Ooze2G
Creature - Ooze
At the beginning of your upkeep put a green ooze token onto the battlefield with power and toughness equal to the number of oozes in play.
Reflective Ooze gets +1/+1 for each ooze you control.
0/0
Symbiotic Diminisher1GG
Creature - Beast
Trample
Whenever Symbiotic Diminisher attacks or blocks put a -1/-1 counter on it.
When Symbiotic Diminisher dies, put a 1/1 green insect token onto the battlefield under your control for each -1/-1 counter on it.
4/4
Rancor Wolf2GG
Creature - Wolf
Soulbond
As long as Rancor Wolf is paired with another creature, each of those creatures has +2/+0 and trample.
2/3
Sower of Genesis2GG
Creature - Elf Shaman
When Genesis Sower enters the battlefield, put a permanent card from your hand onto the battlefield under your control.
When Genesis Sower leaves the battelfield, Exile target permanent you control of an opponent's choice.
2/2
Bulltrunk, The Petrified4GGG
Legendary creature - Treefolk
Shroud
You may have Bulltrunk deal combat damage as though it weren't blocked.
7/5
Presence of Strength1G
Enchantment
At the beginning of your upkeep, you may give target creature +2/+2 until end of turn.
Teresa, Mother of All2GG
Planeswalker - Teresa
+1: Look at the top 4 cards of your library and choose a creature card from them, reveal it, and put that card into your hand and the rest on the bottom of your library in any order.
-2: Return target creature from your graveyard to your hand.
-6: Put all permanent cards from your hand onto the battlefield under your control.
{3}
Nature's Command 3GG
sorcery
choose two - put a 3/3 green beast token onto the battlefield under your control, or destroy target non-creature permanent, or search your library for two basic lands and put them onto the battlefield under your control tapped, or return target card from your graveyard to your hand.
UR Deforktion :symru::symru:
Instant
Choose one - Change the target of target spell with a single target, or copy target instant or sorcery spell. Choose new targets for the copy.
Quick Coax1UUR
Enchantment - Aura
You control enchanted creature. Untap that creature. It gains haste.
UW Dudelapse :symwu::symwu:
Instant
Counter target spell unless that spell's controller pays 1 for each U spent to cast Dudelapse.
For each W spent to cast Dudelapse put a 1/1 white soldier token onto the battlefield under your control.
BR
stop at nothing :symbr::symbr:
sorcery
for each B spent to cast stop at nothing, sacrifice a land. For each land sacrificed this way, destroy target creature.
For each R spent to cast stop at nothing, sacrifice a creature. for each creature sacrificed this way, destroy target land.
GR BloodbraiderGR
Creature - Elf Warrior
Cascade.
2/2
BW Soulkeeper4BW
Creature - Demon
Flying
When Soulkeeper attacks, you may exile target creature.
When Soulkeeper dies, put a 1/1 black and white spirit token with flying onto the battlefield under your control for each creature exiled with Soulkeeper.
4/6
GB Rotting Genesis1GB
Sorcery
Destroy Target Land. If it was a non-basic search your library for a Forest and put it into play tapped.
UG Elensia, In Tune3UG
Planeswalker - Elensia
+1: Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
-3: Put target permanent on top of its owner's library.
-6: You get an emblem with "whenever a land enters the battlefield under your control, reveal the top card of target opponent's library and cast that card without paying it's mana cost."
{4}
no more yet.
Coalition Ring2
Artifact T: Add 1 to your mana pool for each basic land type among lands you control.
Aether Blades3
Artifact - Equipment
Whenever equipped creature attacks, exile another target creature. Return that creature to the battlefield under its owner's control at end of turn.
Equip 2
Featherweight Sword2
Equipped creature gets +2/+0 and first strike.
You may equip Featherweight Sword as an instant.
Equip 2
Maelstrom Battlemage3
Artifact Creature - Wizard Construct
Kicker W, U, B, R and/or G
When ~ enters the battlefield, if it was kicked with its: W kicker, destroy target enchantment; its U kicker, draw a card; its B kicker, target creature gets -2/-2 until end of turn; its R kicker, destroy target artifact; its G kicker, search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.
2/2
Deepwood Clearing
Land T: add W or G to your mana pool.
Eroding Cliff
Land T: add B or R to your mana pool.
Watering Hole
Land T: add W or U to your mana pool.
Stagnant Fields
Land T: add W or B to your mana pool.
Blazing Meadow
Land T: add W or R to your mana pool.
Dread River
Land T: add U or B to your mana pool.
Deepsea Mountain
Land T: add U or R to your mana pool.
Wooded Riverbank
Land T: add U or G to your mana pool.
Verdant Marsh
Land T: add B or G to your mana pool.
Tree-laden Hilltop
Land T: add R or G to your mana pool.
Sacred Clearing
Land
Sacred Clearing enters the battlefield tapped.
T: Add G or W to your mana pool
1WG: Until end of turn Sacred Clearing becomes a 3/4 knight creature with protection from black.
5/02/2012: Removed Emaciator, and Hounds of Tourach.
Right now I'm just basically throwing ideas into a pile. When I get enough ideas for cards for the cube to actually take a shape, that's when I'll start really filling in the curves, and subtracting lesser cards for better ones and really shaping the archetypes. I feel that that's the best way I can do it in order to get the best designs from myself. The Archetypes will probably be similar to regular cube, though blue may end up with more focus on tempo, red may end up with a better control strategy, and green may have some more ramp targets. As for balance, there's certainly no way to eye that with 360 cards I've never played with, so it'll just take playtesting. I plan on hammering out this project pretty quickly and then just making adjustments. I eventually want it to grow to at least 450 cards, but I thought I'd start with 360 and see how it goes.
"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean - neither more nor less." -Lewis Carroll, Through the Looking Glass
I think this would be how the card would be templated nowadays.
There are some cute cards there, but I think it would be worth sketching out some of the themes of your cube first.
I agree. Starting with an outline of what you want and a general idea of how many (since you're in a singleton format) would really help to guide your efforts and conserve your energy.
Awesome! I would love to play a custom cube, and some of my favorite custom cards are in this one. Although it has been pretty full of cobwebs here is a ton of great custom cards: http://customcube.forumotion.com/
I think this would be how the card would be templated nowadays.
There are some cute cards there, but I think it would be worth sketching out some of the themes of your cube first.
That just seems like a good way to put myself in a box really quickly and start making narrow cards that fit into whatever theme. I want the archetypes to create themselves. I will purposely make aggro, control, and midrange cards, but I probably won't take it any farther than that. I want to see what unfolds naturally and go from there. I think that's how most of us ended up building our real cubes. The loveliness of this project is that I will be able to easily shape it around the likes and dislikes of my playgroup. I think identifying themes would honestly be more work overall, because I'll have to cut cards and themes that I put more time into if they go unused, whereas a pile of cards is much easier to whittle down and change, and much easier to accumulate in the beginning. Basically, I don't want this cube to do what I think it should do, I want to be surprised by the interactions, and not put too much stock in any themes or cards. Basically, I don't want the project to fall apart. All the forum's custom cubes have fallen by the wayside because people start over complicating things before we even have enough cards for 1 color. I'm going to avoid the hell out of that and actually get this done. I am in no way a professional designer, and magic designers don't make 360 card sets, especially with only 2 people. The best option has got to be trial and error.
Cool project, there are a lot of cards here that I'd love to play with. Unless you plan to make reanimator a major theme in black, I think the cards that have discarding as part of the cost will be very weak.
I really like the deathgrow guy--he gets +1/+1 every time he dies indefinitely, sweet.
My other favorites are eager druid and drained whelk.
Cool project, there are a lot of cards here that I'd love to play with. Unless you plan to make reanimator a major theme in black, I think the cards that have discarding as part of the cost will be very weak.
I really like the deathgrow guy--he gets +1/+1 every time he dies indefinitely, sweet.
My other favorites are eager druid and drained whelk.
I was actually just thinking about what I could for some more reanimate spells before I read this. I fully intend to do some reanimator, as its one of my favorite aspects of black.
While I really like the idea of Drained Whelk, just think of what happens if it comes down while there isn't a spell on the stack....
The 'additional costs' for Mind Maggots and Murderous Thoughts seem really steep. You aren't saving enough mana for the effect that I would want to cube with them. (i.e. 1 in each case, not worth losing a card over)
Deforktion is all hybrid, right? It ought to be.
I would probably give Quick Coax flash, considering its quite intense color cost.
Cool project, there are a lot of cards here that I'd love to play with. Unless you plan to make reanimator a major theme in black, I think the cards that have discarding as part of the cost will be very weak.
I really like the deathgrow guy--he gets +1/+1 every time he dies indefinitely, sweet.
My other favorites are eager druid and drained whelk.
Persist only triggers if it doesn't have a -1/-1 counter. So he comes back as a 3/3 once, then doesn't come back again.
While I really like the idea of Drained Whelk, just think of what happens if it comes down while there isn't a spell on the stack....
The 'additional costs' for Mind Maggots and Murderous Thoughts seem really steep. You aren't saving enough mana for the effect that I would want to cube with them. (i.e. 1 in each case, not worth losing a card over)
Deforktion is all hybrid, right? It ought to be.
I would probably give Quick Coax flash, considering its quite intense color cost.
good catch on the Whelk, haha. "Flash in Mahamati Djinn for 4..."
Drained Whelk2UU
Creature - Illusion
Flash
Flying
When Drained Whelk enters the battlefield, counter target spell. Drained Whelk gets -1/-1 counters equal to that spell's converted mana cost. If no spell was countered this way, sacrifice Drained Whelk.
5/6
the black cards are supposed to be reanimator support in addition to their roles.
yes, I just couldn't remember the code for hybrid, now I remember and am going to fix it.
It is color intensive but flash would sort of undo the haste part, as it would be more valuable than haste pretty much all of the time.
Like i said, i really like your white and green walkers, especially the green one. A planeswalker's ultimate ability should in some way be game winning or get you a good measure of the way there, but your red and blue walker's ultimate don't really seem back-breaking to me and not very appealing to potentially sac my walker to get. Your opponent is going to see Gera's ultimate coming and will start desperately dropping everything from their hand leaving very little for you to get for sac'ing your walker. With Morth, you have them sac'ing creatures and lands for his +1, your opponent knows how valuable land are he/she should have very few creatures by the time Morth is able to ultimate making it not very appealing or synergistic to have them sac all their creatures (if they did sac land to preserve a creature I would hope Morth wouldn't be ultimating any time soon). And compare Breith to Koth or either cubable Chandra. The four cards don't seem worth it if I can spend some turns alternating between pumping a dude and burning my opponent.
Maybe if Gera had a Timetwister effect stapled to her ultimate to guarantee some value. Morth could have an effect like Liliana 1.0's ultimate but also include lands. Breith, I'm not sure about, but don't doubt you can come up with something flavorfully red and game breaking.
Thanks for the critique, you pointed out pretty obvious flaws that I missed. I made some changes:
Gera, Mind Thief 1UU
Planeswalker - Gera
+1: Target player puts the top 2 cards of his or her library into his graveyard.
-2: Look at the top 4 cards of your library, put one of those cards into your hand and the rest on the bottom of your library in any order or into your graveyard.
-6: you may cast instants and sorceries from target opponent's graveyard without paying their mana cost until end of turn.
{2}
Morth, The Grave Soul 2BB
Planeswalker - Morth
+1: Each player sacrifices a creature or land.
-3: Return target creature from any graveyard to play under your control.
-6: Each opponent discards his or her hand.
{3}
Breith, The Reckless 2RR
Planeswalker - Breith
+1: Target creature gets +2/+0 and gains haste until end of turn.
-2: deal 3 damage to target player
-5: Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
{3}
I really like a lot of your designs, although I won't mention each and every one that I like (if I don't comment on it, I probably like it just fine). I've taken a little time and written comments and suggestions for a lot of your designs. I hope they are interesting or help in some way. And thanks for taking the time to share your custom cube with the community!
Comments/Suggestion:
I'll go right for the card I think most in need of improvement, my nomination for the most over-powered, unprintably broken card in your entire cube, Adamant Recruiter. At {3W} for a creature with Persist that makes two 1/1 soldiers, he's way, way too good. I like the "army of weenies on legs" though. How about this? Soldier Recruiter {2W} Creature. Persist. When ~ ETB put two 1/1 soldiers onto the battlefield under your control. 1/1. This way you get the bonus guys twice, but it's not ridiculously over-powered. Originally, it's 5 power right now and 9 power eventually for a one-time investment of {3W}. That's just too much.
Planeswalkers need synergy within themselves, or a common thread holding tying their abilities together. This guy doesn't have any right now, even though all his abilities could be white. That's not convincing me that he's a character with personality. Sorry I don't have any ideas for fixing this guy but I don't know what kind of character he is, I don't know his story.
Tummoth, Conqueror {2WW} Planeswalker. +1: Search your lib for a plains card and put it into your hand. Shuffle your lib. -2: Exile target creat with the highest power. -5: destroy all lands.
Venser's Will {1U} Instant. Return target spell of creature to it's owner's hand.
Returning to an older card to open up awesome, simple, design space. I love it.
Gera, Mind Thief. -2: Look at the top 4 cards of your library. Put one of those cards into your hand and the rest on the bottom of your lib in any order or into your grave. etc.
My only recommendation is that the -2 ability should not be a choice between lib & grave. The card designer (you) should make that choice. Right now there are too many words on the card. Planeswalkers have enough text on them. Simple = elegant.
Cemetery Excavation {BB} Sorcery. Exile a creat from your grave. Return target creature card in your grave to the battlefield under you control.
Great design.
Blood for Blood {2B} Instant. Buyback-sac a creat. Target player sacs a creat.
This is really great design. I love it.
Orflamme Orc {2R} Creature. Attacking creats you control get +1/+0. 3/2
This is probably too front-loaded (too high power) for the cost (see Instigator Gang and remember, flipping is a big game, or see any dude with Battlecry). Cost should probably be {2RR} although {1RR} isn't completely out of the question if the P/T are changed to 2/2 or 2/3. Or just use your stats and cost and call it Battlecry so it doesn't pump itself.
Burnout {1R}: Instant. ~ deals 4 dam to target creat or 2 dam to target player.
Great design.
Eager Druid {G}: {T} Add {GG} and ~ doesn't untap during your next untap step.
Great design but needs tested to see if it's too good. Green already has a great (and balanced) Sol Ring in Joraga Treespeaker.
Spiky Pathbeast.
I really like the "Echo: Opponent may Rampant Growth" on this hyper-aggressive beater. Great design and I would love to see other Echos like this, maybe even a whole cycle of them.
I like Presence of Strength {1G} Enchantment. At the beginning of your upkeep, target creature gets +2/+2 until end of turn.
I think it can be pushed ever so slightly by making it "At the beginning of COMBAT on your turn, you MAY have target creature get +2/+2 until EOT." Because what if your only dude has shroud? Green doesn't punish itself that way.
I like Teresa, Mother of All a lot. {2GG} Planeswalker. +1: Look at the top 4 cards of your lib and choose a creature card from among them. Put that card into your hand & the rest on the bottom of your lib in any order. -2: Disentomb. -6: Put all perm cards from your hand onto the battlefield under your control.
She has good synergy between her first and last abilities and is fairly balanced. Only change is that the +1 ability absolutely has to reveal the chosen card so your opponents can know you actually chose a creature card.
I like Counterburn {UUR} Instant. Counter target spell. ~ deals 2 damage divided as you choose among one or two target creatures or players.
Although I think it is more complex than it needs to be because "Counter target spell. ~ deal 2 damage to target creature or player" seems just fine.
Quick Coax {1UUR} Enchantment-Aura. You control enchanted creature. Untap it. It gains haste.
This is probably undercosted and should cost just {3UR}.
Bloodbraider {RG} Creature. Cascade. 2/2
This is too good because if you print him then you are just need Hypergenesis or Restore Balance or Living End to break it.
Coalition Ring {2} Artifact. Domain {T}: Add {1} to your mana pool for each basic land type among lands you control.
Do you think a deck able to take advantage of this (5-color control), a really color intense deck probably, would need that much colorless mana? A five-color deck might be more interested in (Coalition Stone {X}: Sunburst. {1}{T}: Add one mana of any color to your mana pool for each charge counter on ~.) Or something. Or maybe just Pentad Prism that costs {X} instead of {2}. As you can tell, I think Sunburst is better than Domain for ensuring both that the 5-color deck drafts the card and that it is useful to the deck.
No-type dual lands (Deepwood Clearing: {T}: Add {W} or {G} to your mana pool, etc.) need a drawback to be balanced according to modern design principles. Right now they are about on par with shock lands. I've often wanted Red-White Land: ~ ETB tapped. {T}: Add {R} or {W} to your mana pool. for my Peasant cube, but I'm not sure I would want the no-type duals for my Powered cube. The fetchability of Shocks and Duals makes them better.
I really like a lot of your designs, although I won't mention each and every one that I like (if I don't comment on it, I probably like it just fine). I've taken a little time and written comments and suggestions for a lot of your designs. I hope they are interesting or help in some way. And thanks for taking the time to share your custom cube with the community!
Comments/Suggestion:
I'll go right for the card I think most in need of improvement, my nomination for the most over-powered, unprintably broken card in your entire cube, Adamant Recruiter. At {3W} for a creature with Persist that makes two 1/1 soldiers, he's way, way too good. I like the "army of weenies on legs" though. How about this? Soldier Recruiter {2W} Creature. Persist. When ~ ETB put two 1/1 soldiers onto the battlefield under your control. 1/1. This way you get the bonus guys twice, but it's not ridiculously over-powered. Originally, it's 5 power right now and 9 power eventually for a one-time investment of {3W}. That's just too much. You're probably right about this, I'll reconsider the power level and try to come up with a good fix.
Planeswalkers need synergy within themselves, or a common thread holding tying their abilities together. This guy doesn't have any right now, even though all his abilities could be white. That's not convincing me that he's a character with personality. Sorry I don't have any ideas for fixing this guy but I don't know what kind of character he is, I don't know his story.
Tummoth, Conqueror {2WW} Planeswalker. +1: Search your lib for a plains card and put it into your hand. Shuffle your lib. -2: Exile target creat with the highest power. -5: destroy all lands. The synergy here is that he searches for lands for you to lay post-ultimate. The synergy with the second ability is made to make sure your threats are the best for when you ultimate. He is a conquerer. He explores new lands, takes down the mightiest beings, and conquers lands by destroying them. I suppose he should be a 'nomad conquerer' of some kind.
Venser's Will {1U} Instant. Return target spell of creature to it's owner's hand.
Returning to an older card to open up awesome, simple, design space. I love it.
Gera, Mind Thief. -2: Look at the top 4 cards of your library. Put one of those cards into your hand and the rest on the bottom of your lib in any order or into your grave. etc.
My only recommendation is that the -2 ability should not be a choice between lib & grave. The card designer (you) should make that choice. Right now there are too many words on the card. Planeswalkers have enough text on them. Simple = elegant. I agree completely with this. thanks.
Cemetery Excavation {BB} Sorcery. Exile a creat from your grave. Return target creature card in your grave to the battlefield under you control.
Great design.
Blood for Blood {2B} Instant. Buyback-sac a creat. Target player sacs a creat.
This is really great design. I love it.
Orflamme Orc {2R} Creature. Attacking creats you control get +1/+0. 3/2
This is probably too front-loaded (too high power) for the cost (see Instigator Gang and remember, flipping is a big game, or see any dude with Battlecry). Cost should probably be {2RR} although {1RR} isn't completely out of the question if the P/T are changed to 2/2 or 2/3. Or just use your stats and cost and call it Battlecry so it doesn't pump itself. yeah, I sort of want to give red better 2 and 3 drops in the custom set. It could probably use an adjustment, but I don't want to bump it down too much, its suppose to be a bit better than it should be.
Burnout {1R}: Instant. ~ deals 4 dam to target creat or 2 dam to target player.
Great design.
Eager Druid {G}: {T} Add {GG} and ~ doesn't untap during your next untap step.
Great design but needs tested to see if it's too good. Green already has a great (and balanced) Sol Ring in Joraga Treespeaker. regular cubes have absurdly over powered cards. For the most part, I'm trying to stay on the high side of modern design, but this IS cube, so I can break some rules. I'm obviously not going to make an ancestral recall variant, but if my created format isn't going to have those old absurd cards, I feel like its okay to bring a little power creep into the mix.
Spiky Pathbeast.
I really like the "Echo: Opponent may Rampant Growth" on this hyper-aggressive beater. Great design and I would love to see other Echos like this, maybe even a whole cycle of them.
I like Presence of Strength {1G} Enchantment. At the beginning of your upkeep, target creature gets +2/+2 until end of turn.
I think it can be pushed ever so slightly by making it "At the beginning of COMBAT on your turn, you MAY have target creature get +2/+2 until EOT." Because what if your only dude has shroud? Green doesn't punish itself that way. Yeah, this is an issue I thought I had already changed. Thank you for reminding me that I hadn't.
I like Teresa, Mother of All a lot. {2GG} Planeswalker. +1: Look at the top 4 cards of your lib and choose a creature card from among them. Put that card into your hand & the rest on the bottom of your lib in any order. -2: Disentomb. -6: Put all perm cards from your hand onto the battlefield under your control.
She has good synergy between her first and last abilities and is fairly balanced. Only change is that the +1 ability absolutely has to reveal the chosen card so your opponents can know you actually chose a creature card. Good catch.
I like Counterburn {UUR} Instant. Counter target spell. ~ deals 2 damage divided as you choose among one or two target creatures or players.
Although I think it is more complex than it needs to be because "Counter target spell. ~ deal 2 damage to target creature or player" seems just fine. Probably true. I'll likely make that change
Quick Coax {1UUR} Enchantment-Aura. You control enchanted creature. Untap it. It gains haste.
This is probably undercosted and should cost just {3UR}. I like it a bit undercosted but color intense. haste isn't worth an extra mana, and persuasion doesn't make the cut in a cube.
Bloodbraider {RG} Creature. Cascade. 2/2
This is too good because if you print him then you are just need Hypergenesis or Restore Balance or Living End to break it. its definitely a combo card outside of cube, that's for sure. I'd take that into consideration if I was designing anything other than a cube, but since its a singleton format that most likely won't have anything, or be able to break a card like hypergenesis, its a good way to control your cascade by only being able to cascade into 1 drops.
Coalition Ring {2} Artifact. Domain {T}: Add {1} to your mana pool for each basic land type among lands you control.
Do you think a deck able to take advantage of this (5-color control), a really color intense deck probably, would need that much colorless mana? A five-color deck might be more interested in (Coalition Stone {X}: Sunburst. {1}{T}: Add one mana of any color to your mana pool for each charge counter on ~.) Or something. Or maybe just Pentad Prism that costs {X} instead of {2}. As you can tell, I think Sunburst is better than Domain for ensuring both that the 5-color deck drafts the card and that it is useful to the deck. Tapping this for 2 or 3 mana is still well above the curve. The card will be absurd/possibly unnecessary in 5 color (which I don't intend to push) but will still shine in 2 and 3 color decks.
No-type dual lands (Deepwood Clearing: {T}: Add {W} or {G} to your mana pool, etc.) need a drawback to be balanced according to modern design principles. Right now they are about on par with shock lands. I've often wanted Red-White Land: ~ ETB tapped. {T}: Add {R} or {W} to your mana pool. for my Peasant cube, but I'm not sure I would want the no-type duals for my Powered cube. The fetchability of Shocks and Duals makes them better. They may not be on par, but I haven't yet gotten many ideas for lands. This cycle may be replaced, but if they aren't, they'll be good, solid fixers.
Thank you for the crit, and I apologize for the late response. This project isn't dead, I've just been very busy lately with looking for a job, moving, and playing in my band. I still fully intend to go through with it and then some. My responses are bolded above.
Edit: I'm going to start putting new cards in posts, so that any interested parties don't have to look through the whole list to pick out new ones.
Change of PlansU
Instant
Counter target spell. It's controller may draw a card.
Critique1UU
Instant
Choose one - Counter target spell, or copy target instant or sorcery spell. You may choose new targets for the copy.
Infected WretchXB
Creature - Horror
Infected Wretch enters the battlefield with X +1/+1 counters.
Remove a +1/+1 counter from Infected Wretch: put a -1/-1 counter on target creature.
0/0
Lightning Gate1R
Enchantment
Creatures you control get +2/+0, trample, and haste and gain "at end of turn, sacrifice this creature."
Yes, I am still doing this project, just haven't really thought about it much. Soulbond got me thinking, so I have 2 new cards to add:
Rancor Wolf2GG
Creature - Wolf
Soulbond
As long as Rancor Wolf is paired with another creature, each of those creatures has +2/+0 and trample.
2/2
Infectious Wretch1BB
Creature - Zombie
Soulbond
Whenever ~ becomes paired with another creature, put a -1/-1 counter on each of those creatures.
As long as ~ is paired with another creature, each of those creatures has "remove a -1/-1 counter from this creature: put a -1/-1 counter on target creature."
2/3
Rancor Wolf needs a 3rd toughness. It won't make him too good.
noted! I wanted to, but soulbond is a tricky thing to balance, I think. I'll go ahead and change it though. Making my cards better isn't exactly like pulling teeth.
update:
I was going to do a cycle of ally color swords, but I decided not to, because I thought it would direct my cube to mirror existing cubes a little too much, so here's some attempts at good/interesting equipment.
Aether Blades3
Artifact - Equipment
Whenever equipped creature attacks, exile another target creature. Return that creature to the battlefield under its owner's control at end of turn.
Equip 2
Not really sure how to cost the above one, as I'm trying to be fair an a bit conservative to begin with. I really like galepowder mage but it's been outclassed in cubes, so I thought I'd put the effect on an equipment.
Featherweight Sword2
Equipped creature gets +2/+0 and first strike.
You may equip Featherweight Sword as an instant.
Equip 2
I'm not really sure how much the instant speed is worth, but this seemed fair if not a bit lenient.
edit: Removed: Emaciator2B
Creature - Horror
When Emaciator enters the battlefield, put 2 -1/-1 counters on target creature
2/1
too much like skinrender, and the other 2 cards like this that I have are far more interesting.
Hound of Tourach2BB
Creature - Hound
When Hound of Tourach enters the battelfield, target player discards two cards at random.
2/2
Far too good, I think. Blinking this thing is just dumb.
Edit again to prevent double posting:
Red wrath. I'd like to make red control a bit stronger in my cube than normal ones.
Carpet Bomb2RR
Sorcery
Deal 4 damage to each creature.
My friend suggested this card, and i believe its been suggested on every cube project started on this forum, so I'dd throw it in.
Sweet Blossom1W
Enchantment
At the beginning of your upkeep target opponent gains 1 life and you put a 1/1 white bird token into play.
Also a new mechanic invented by my friend and two new cards for it.
Spellstutter: Whenever you cast this spell from somewhere other than your hand, copy it and choose new targets for the copy.
It works with flashback, cascade, etc.
2 flashback cards for it:
Birdcall1W
Instant
Spellstutter
Put a 1/1 Faerie Token into play.
Flashback 1W
Spit sparksR
sorcery
Spellstutter
Deal 1 damage to target creature or player 1R Flashback
Hey man, love what you're doing here so far. Comments on a couple of cards:
Drained Whelk2UU
Creature - Illusion
Flash
Flying
When Drained Whelk enters the battlefield, counter target spell. Drained Whelk gets -1/-1 counters equal to that spell's converted mana cost. If no spell was counter this way, sacrifice Drained Whelk.
5/6
I think this would be fairer at 3UU. Casting this on a Lightning Bolt or whatever is totally busted. For an easier casting cost than Mystic Snake you would be getting a 4/5 flyer instead of a vanilla 2/2.
Also this guy
Infected WretchXB
Creature - Horror
Infected Wretch enters the battlefield with X +1/+1 counters.
Remove a +1/+1 counter from Infected Wretch: put a -1/-1 counter on target creature.
0/0
is busted because you can remove its counters instantly. I would make him more like a "negative Mikaeus" or increase his casting cost.
The list so far:
White: 16/48
Blue: 10/48
Black: 11/48
Red: 12/48
Green: 10/48
Multicolor: 8/40
Artifact: 4/?
Land: 11/?
Fair-weathered Friend W
Creature - Human Cleric
Lifelink.
If your life total is above 20, Fair-weathered Friend gets +1/+1.
1/1
Disciplined Warrior W
Creature - Human Monk
Disciplined Warrior can’t be the target of spells or abilities you control.
Doublestrike
1/1
Squire of the White Orchid W
Creature - Human Soldier
Squire of the White Orchid gets +1/+1 if an opponent controls more lands than you.
1/2
Tummoth’s Loyals W
Creature - Human Warrior
Whenever you play a plains, put a +1/+1 counter on Tummoth's Loyals.
1/1
The Magician W
Creature - Human Wizard
1W, T: Exile target creature you control, then return it to the battlefield.
1/1
Curvebeak W
Creature - Bird
Flying
When Curvebeak enters the battlefield you may reveal a creature card with converted mana cost 2 from your hand. If you do, put a +1/+1 counter on Curvebeak.
1/1
Spiritual Successor 1W
Creature - Spirit
Vigilance
Sacrifice Spiritual Successor: Target creature gains Undying until end of turn.
2/1
Knight of Silk [MANA]WW[/MANA]
Creature - Human Knight
First Strike, Flash
When Knight of Silk, enters the battlefield prevent all damage that would be dealt to target creature this turn.
2/2
Knight of Pearls WW
Creature - Human Knight
First Strike
When Knight of Pearls enters the battlefield attach an equipment you control to target creature, if you can’t, you may search your library for an equipment card, reveal it and put it on top of your library.
2/2
Jiro, The Dreamer 1W
Legendary Creature - Human Samurai
Champion another Creature
When ~ EtB exile target creature.
When ~ leaves the battlefield return the exiled card to the battlefield under its owner’s control.
2/2
Spirit Slayer WW
Legendary Creature - Human Samurai
Bushido 2
Double-Strike
1/1
Ranger of Unos WW
Creature - Human Soldier
When Ranger of Unos enters the battlefield, you may search your library for a creature card with converted mana cost 1 or less, reveal it, then put it into your hand. Then, shuffle your library.
2/2
Barricade 1W
Creature - Wall
Defender
When Barricade enters the battlefield, exile target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
0/4
Friend of the Foe 1W
Creature - Human Soldier
If you control a mountain, Friend of the Foe has haste.
If you control a swamp, Friend of the Foe has intimidate.
2/1
Jaimie, Kingslayer 2W
Legendary Creature - Human Knight
Vigilance
When Jamie enters the battlefield you may attach an equipment you control to him.
3/3
Knight of Flowers 1WW
Creature - Human Knight
Flash
First Strike
When Knight of Flowers enters the battlefield target player sacrifices an attacking creature.
2/1
Spirit Beckoner 2W
Creature - Human Cleric
When Spirit Beckoner enters the battlefield you may exile target card in a graveyard. If you do put a 1/1 white spirit token with flying onto the battlefield.
2/2
Lord Aerie 1WW
Legendary creature - Bird Knight
Attacking creatures you control have flying.
2/2
Magus of Humility 2WW
Creature - Human Wizard
Other creatures lose all abilities and are 1/1 creatures.
1/4
Adamant Recruiter 3W
Creature - Human Soldier
When Adamant Recruiter enters the battlefield, put a 1/1 white soldier token onto the battlefield under your control.
Persist
3/2
Planar Enforcer 3WW
Creature - Human Soldier
Vigilance
Landfall - Detain target creature.
At the beginning of your upkeep, if you control fewer lands than an opponent, search your library for a plains card and put it into your hand.
4/4
Tower Watcher 3WW
Creature - Gargoyle Soldier
Flying, Vigilance
T: Put a 1/1 White Soldier token onto the battlefield under your control.
4/4
Infallible Leader 4WWW
Creature - Lion Advisor
Vigilance
When Infallible Leader enters the battlefield, search your library for a planeswalker card and put it onto the battlefield under your control. Shuffle your library.
4/7
Face your Demons WW
Instant
Exile target non-white creature.
Birdcall 1W
Instant
Put a 1/1 white bird token with flying onto the battlefield under your control.
Flashback 1W
When you flashback Birdcall, Copy it.
Sweet Blossom 1W
Enchantment
At the beginning of your upkeep target opponent gains 1 life and you put a 1/1 white bird token onto the battlefield under your control.
Bureaucracy 1W
Instant
Counter Target Spell unless any player pays 2.
Unchant 2W
Instant
Destroy target artifact or enchantment. Draw a card.
Recurring Blink 2W
Enchantment
Return Recurring Flicker to your hand: Exile target creature you control, then return it to the battlefield under its owner's control. Play this ability only any time you could play a sorcery.
To the Sheath 2W
Sorcery
Search your library for an equipment card and put it onto the battlefield under your control, Then shuffle your library.
Tummoth, Conquerer 2WW
planeswalker - Tumoth
+1: search your library for a plains card and put it into your hand. shuffle your library.
-2: exile target creature with the highest power
-5: destroy all lands.
{3}
Oblivion Field 2WW
Enchantment
When Oblivion Field enters the battlefield, exile all creatures.
When Oblivion Field leaves the battlefield, return all creatures exiled with it to the battlefield under their owner's control.
Lark's Legacy 3W
Sorcery
Return up to 2 target creatures with power 2 or less from your graveyard to the battlefield under your control.
Weenies' Revenge 3WW
Sorcery
Destroy all nontoken creatures.
Stiflemage 2U
Creature - Wizard
Flash
When Stiflemage enters the battlefield, Counter target activated or triggered ability.
2/2
Battlesight Owl 2U
Creature - Owl
flying
Whenever Foresight Owl deals combat damage, scry 2.
1/3
Leaky Toad 1UU
Flash
When Leaky Toad enters the battlefield, counter target spell unless its controller pays
2/1
Drained Whelk 2UU
Creature - Illusion
Flash
Flying
When Drained Whelk enters the battlefield, counter target spell. Drained Whelk gets -1/-1 counters equal to that spell's converted mana cost. If no spell was counter this way, sacrifice Drained Whelk.
4/5
The Desperate and Deserted 3UU
Creature - Wizard Mob
Return and island you control to your hand: draw a card, then discard a card.
4/4
Change of Plans U
Instant
Counter target spell. It's controller may draw a card.
Clear Vision UU
Enchantment
At the beginning of your upkeep, scry 2.
Venser's Will 1U
Instant
Return target spell or creature to it's owner's hand.
Critique 1UU
Instant
Choose one - Counter target spell, or copy target instant or sorcery spell. You may choose new targets for the copy.
Gera, Mind Thief 1UU
Planeswalker - Gera
+1: Target player puts the top 2 cards of his or her library into his graveyard.
-2: Look at the top 4 cards of your library, put one of those cards into your hand and the rest into your graveyard.
-6: You may cast instants and sorceries from target opponent's graveyard without paying their mana cost until end of turn.
{3}
Mind Maggots B
Creature - Leech
Echo - discard a card.
2/2
Screeching Banshee BB
Creature - Banshee
Flying
When Screeching Banshee enters the battlefield, lose 4 life.
3/2
Infectious Wretch 1BB
Creature - Zombie
Soulbond
When ever ~ becomes paired with another creature, put a -1/-1 counter on each of those creatures.
As long as ~ is paired with another creature, each of those creatures has "remove a -1/-1 counter from this creature: put a -1/-1 counter on target creature."
2/2
Sickness Elemental XBB
Creature - Elemental
Infected Wretch enters the battlefield with X +1/+1 counters.
Remove a +1/+1 counter from Infected Wretch: put a -1/-1 counter on target creature.
0/0
Muderous Thoughts B
Instant
as an additional cost to cast Murderous Throughts, discard a card.
destroy target creature.
Swamp Trap B
Instant
Swamp Trap deals X to target creature or player where X is the number of swamps you control and you gain that much life. X cannot be greater than 3.
Incantations BB
instant
counter target non-enchantment, non-artifact spell. You lose 2 life.
Cemetary Excavation 1B
Sorcery
as an additional cost to cast Cemetary Excavation, exile a creature card in your graveyard.
Return target creature in your graveyard to the battlefield under your control.
Blood for Blood 2B
Instant
Buyback - Sacrifice a creature.
Target player sacrifices a creature.
Zombie Trail 1BBB
Sorcery
Return target creature from any graveyard to play under your control. Rebound.
Morth, The Grave Soul 2BB
Planeswalker - Morth
+1: Each player sacrifices a creature or land.
-3: Return target creature from any graveyard to play under your control.
-6: Each opponent discards his or her hand.
{3}
Foothill Berserker R
Creature - Goblin Berserker
Haste
When Foothill Berserker attacks, it gets +1/+0 for each mountain you control.
0/1
Meat Thrower 1R
Creature - Human Barbarian
When Meat Thrower Enters the battlefield, put a meat counter on target creature. Creatures with meat counters can't block.
2/1
Orflamme Orc 1RR
Creature - Orc
Attacking creatures you control get +1/+0.
2/2
Intimidator 3R
Creature - Human Berserker
Echo - Untap target creature and gain control of it until end of turn. that creature gains haste.
3/2
Spit sparks R
sorcery
Deal 1 damage to target creature or player.
Flashback 1R
When you flashback Spit Sparks, Copy it and choose new targets for the Copy.
Burn Through 1R
instant
deal 2 damage to target creature or player. draw a card and discard a card.
Burnout 1R
Instant
deal 4 damage to target creature or deal 2 damage to target player.
Lightning Gate RR
Enchantment
Creatures you control get +2/+0, trample, and haste and gain "at end of turn, sacrifice this creature."
Durin, The Desperate RR
planeswalker - Durin
+1: Target player shuffles his or her library.
-0: discard a card, then draw a card.
-4: Instants and sorceries in your graveyard gain flashback equal to their mana cost until end of turn.
{1}
Carpet Bomb 2RR
Sorcery
Deal 4 damage to each creature.
Non-specific Spell Fodder 2RR
Sorcery
Cascade, Cascade.
Shuffle your library.
Breith, The Reckless 2RR
Planeswalker - Breith
+1: Target creature gets +2/+0 and gains haste until end of turn.
-2: deal 3 damage to target player
-5: Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
{3}
Eager Druid G
Creature - Elf Druid
T: add GG to your mana pool, Eager Druid doesn't untap during your next untap step.
1/1
Deathgrow Beast 1G
Creature - Beast
Deathgrow Beast gets +2/+2 for each -1/-1 counter on it.
persist
2/2
Reflective Ooze 2G
Creature - Ooze
At the beginning of your upkeep put a green ooze token onto the battlefield with power and toughness equal to the number of oozes in play.
Reflective Ooze gets +1/+1 for each ooze you control.
0/0
Symbiotic Diminisher 1GG
Creature - Beast
Trample
Whenever Symbiotic Diminisher attacks or blocks put a -1/-1 counter on it.
When Symbiotic Diminisher dies, put a 1/1 green insect token onto the battlefield under your control for each -1/-1 counter on it.
4/4
Rancor Wolf 2GG
Creature - Wolf
Soulbond
As long as Rancor Wolf is paired with another creature, each of those creatures has +2/+0 and trample.
2/3
Sower of Genesis 2GG
Creature - Elf Shaman
When Genesis Sower enters the battlefield, put a permanent card from your hand onto the battlefield under your control.
When Genesis Sower leaves the battelfield, Exile target permanent you control of an opponent's choice.
2/2
Bulltrunk, The Petrified 4GGG
Legendary creature - Treefolk
Shroud
You may have Bulltrunk deal combat damage as though it weren't blocked.
7/5
Presence of Strength 1G
Enchantment
At the beginning of your upkeep, you may give target creature +2/+2 until end of turn.
Teresa, Mother of All 2GG
Planeswalker - Teresa
+1: Look at the top 4 cards of your library and choose a creature card from them, reveal it, and put that card into your hand and the rest on the bottom of your library in any order.
-2: Return target creature from your graveyard to your hand.
-6: Put all permanent cards from your hand onto the battlefield under your control.
{3}
Nature's Command 3GG
sorcery
choose two - put a 3/3 green beast token onto the battlefield under your control, or destroy target non-creature permanent, or search your library for two basic lands and put them onto the battlefield under your control tapped, or return target card from your graveyard to your hand.
UR
Deforktion :symru::symru:
Instant
Choose one - Change the target of target spell with a single target, or copy target instant or sorcery spell. Choose new targets for the copy.
Quick Coax 1UUR
Enchantment - Aura
You control enchanted creature. Untap that creature. It gains haste.
UW
Dudelapse :symwu::symwu:
Instant
Counter target spell unless that spell's controller pays 1 for each U spent to cast Dudelapse.
For each W spent to cast Dudelapse put a 1/1 white soldier token onto the battlefield under your control.
BR
stop at nothing :symbr::symbr:
sorcery
for each B spent to cast stop at nothing, sacrifice a land. For each land sacrificed this way, destroy target creature.
For each R spent to cast stop at nothing, sacrifice a creature. for each creature sacrificed this way, destroy target land.
GR
Bloodbraider GR
Creature - Elf Warrior
Cascade.
2/2
BW
Soulkeeper 4BW
Creature - Demon
Flying
When Soulkeeper attacks, you may exile target creature.
When Soulkeeper dies, put a 1/1 black and white spirit token with flying onto the battlefield under your control for each creature exiled with Soulkeeper.
4/6
GB
Rotting Genesis 1GB
Sorcery
Destroy Target Land. If it was a non-basic search your library for a Forest and put it into play tapped.
UG
Elensia, In Tune 3UG
Planeswalker - Elensia
+1: Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
-3: Put target permanent on top of its owner's library.
-6: You get an emblem with "whenever a land enters the battlefield under your control, reveal the top card of target opponent's library and cast that card without paying it's mana cost."
{4}
no more yet.
Coalition Ring 2
Artifact
T: Add 1 to your mana pool for each basic land type among lands you control.
Aether Blades 3
Artifact - Equipment
Whenever equipped creature attacks, exile another target creature. Return that creature to the battlefield under its owner's control at end of turn.
Equip 2
Featherweight Sword 2
Equipped creature gets +2/+0 and first strike.
You may equip Featherweight Sword as an instant.
Equip 2
Maelstrom Battlemage 3
Artifact Creature - Wizard Construct
Kicker W, U, B, R and/or G
When ~ enters the battlefield, if it was kicked with its: W kicker, destroy target enchantment; its U kicker, draw a card; its B kicker, target creature gets -2/-2 until end of turn; its R kicker, destroy target artifact; its G kicker, search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.
2/2
Land
T: add W or G to your mana pool.
Eroding Cliff
Land
T: add B or R to your mana pool.
Watering Hole
Land
T: add W or U to your mana pool.
Stagnant Fields
Land
T: add W or B to your mana pool.
Blazing Meadow
Land
T: add W or R to your mana pool.
Dread River
Land
T: add U or B to your mana pool.
Deepsea Mountain
Land
T: add U or R to your mana pool.
Wooded Riverbank
Land
T: add U or G to your mana pool.
Verdant Marsh
Land
T: add B or G to your mana pool.
Tree-laden Hilltop
Land
T: add R or G to your mana pool.
Sacred Clearing
Land
Sacred Clearing enters the battlefield tapped.
T: Add G or W to your mana pool
1WG: Until end of turn Sacred Clearing becomes a 3/4 knight creature with protection from black.
5/02/2012: Removed Emaciator, and Hounds of Tourach.
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Edit: Hold up is it called Weenies Revenge because it costs 5?
Juju Alters - Altered MTG Cards
no. It's destroy all creature cards. meaning tokens stay. I guess it could just be destroy all nontoken creatures.
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I think this would be how the card would be templated nowadays.
There are some cute cards there, but I think it would be worth sketching out some of the themes of your cube first.
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"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean - neither more nor less." -Lewis Carroll, Through the Looking Glass
So a cheaper Hour of Reckoning without Convoke for 1W less? I think that is doable.
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I agree. Starting with an outline of what you want and a general idea of how many (since you're in a singleton format) would really help to guide your efforts and conserve your energy.
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That just seems like a good way to put myself in a box really quickly and start making narrow cards that fit into whatever theme. I want the archetypes to create themselves. I will purposely make aggro, control, and midrange cards, but I probably won't take it any farther than that. I want to see what unfolds naturally and go from there. I think that's how most of us ended up building our real cubes. The loveliness of this project is that I will be able to easily shape it around the likes and dislikes of my playgroup. I think identifying themes would honestly be more work overall, because I'll have to cut cards and themes that I put more time into if they go unused, whereas a pile of cards is much easier to whittle down and change, and much easier to accumulate in the beginning. Basically, I don't want this cube to do what I think it should do, I want to be surprised by the interactions, and not put too much stock in any themes or cards. Basically, I don't want the project to fall apart. All the forum's custom cubes have fallen by the wayside because people start over complicating things before we even have enough cards for 1 color. I'm going to avoid the hell out of that and actually get this done. I am in no way a professional designer, and magic designers don't make 360 card sets, especially with only 2 people. The best option has got to be trial and error.
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I really like the deathgrow guy--he gets +1/+1 every time he dies indefinitely, sweet.
My other favorites are eager druid and drained whelk.
I was actually just thinking about what I could for some more reanimate spells before I read this. I fully intend to do some reanimator, as its one of my favorite aspects of black.
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The 'additional costs' for Mind Maggots and Murderous Thoughts seem really steep. You aren't saving enough mana for the effect that I would want to cube with them. (i.e. 1 in each case, not worth losing a card over)
Deforktion is all hybrid, right? It ought to be.
I would probably give Quick Coax flash, considering its quite intense color cost.
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Persist only triggers if it doesn't have a -1/-1 counter. So he comes back as a 3/3 once, then doesn't come back again.
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good catch on the Whelk, haha. "Flash in Mahamati Djinn for 4..."
Drained Whelk 2UU
Creature - Illusion
Flash
Flying
When Drained Whelk enters the battlefield, counter target spell. Drained Whelk gets -1/-1 counters equal to that spell's converted mana cost. If no spell was countered this way, sacrifice Drained Whelk.
5/6
the black cards are supposed to be reanimator support in addition to their roles.
yes, I just couldn't remember the code for hybrid, now I remember and am going to fix it.
It is color intensive but flash would sort of undo the haste part, as it would be more valuable than haste pretty much all of the time.
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please do, because I am unsure of them as well.
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Maybe if Gera had a Timetwister effect stapled to her ultimate to guarantee some value. Morth could have an effect like Liliana 1.0's ultimate but also include lands. Breith, I'm not sure about, but don't doubt you can come up with something flavorfully red and game breaking.
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Gera, Mind Thief 1UU
Planeswalker - Gera
+1: Target player puts the top 2 cards of his or her library into his graveyard.
-2: Look at the top 4 cards of your library, put one of those cards into your hand and the rest on the bottom of your library in any order or into your graveyard.
-6: you may cast instants and sorceries from target opponent's graveyard without paying their mana cost until end of turn.
{2}
Morth, The Grave Soul 2BB
Planeswalker - Morth
+1: Each player sacrifices a creature or land.
-3: Return target creature from any graveyard to play under your control.
-6: Each opponent discards his or her hand.
{3}
Breith, The Reckless 2RR
Planeswalker - Breith
+1: Target creature gets +2/+0 and gains haste until end of turn.
-2: deal 3 damage to target player
-5: Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
{3}
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Comments/Suggestion:
I'll go right for the card I think most in need of improvement, my nomination for the most over-powered, unprintably broken card in your entire cube, Adamant Recruiter. At {3W} for a creature with Persist that makes two 1/1 soldiers, he's way, way too good. I like the "army of weenies on legs" though. How about this? Soldier Recruiter {2W} Creature. Persist. When ~ ETB put two 1/1 soldiers onto the battlefield under your control. 1/1. This way you get the bonus guys twice, but it's not ridiculously over-powered. Originally, it's 5 power right now and 9 power eventually for a one-time investment of {3W}. That's just too much.
Planeswalkers need synergy within themselves, or a common thread holding tying their abilities together. This guy doesn't have any right now, even though all his abilities could be white. That's not convincing me that he's a character with personality. Sorry I don't have any ideas for fixing this guy but I don't know what kind of character he is, I don't know his story.
Tummoth, Conqueror {2WW} Planeswalker. +1: Search your lib for a plains card and put it into your hand. Shuffle your lib. -2: Exile target creat with the highest power. -5: destroy all lands.
Venser's Will {1U} Instant. Return target spell of creature to it's owner's hand.
Returning to an older card to open up awesome, simple, design space. I love it.
Gera, Mind Thief. -2: Look at the top 4 cards of your library. Put one of those cards into your hand and the rest on the bottom of your lib in any order or into your grave. etc.
My only recommendation is that the -2 ability should not be a choice between lib & grave. The card designer (you) should make that choice. Right now there are too many words on the card. Planeswalkers have enough text on them. Simple = elegant.
Cemetery Excavation {BB} Sorcery. Exile a creat from your grave. Return target creature card in your grave to the battlefield under you control.
Great design.
Blood for Blood {2B} Instant. Buyback-sac a creat. Target player sacs a creat.
This is really great design. I love it.
Orflamme Orc {2R} Creature. Attacking creats you control get +1/+0. 3/2
This is probably too front-loaded (too high power) for the cost (see Instigator Gang and remember, flipping is a big game, or see any dude with Battlecry). Cost should probably be {2RR} although {1RR} isn't completely out of the question if the P/T are changed to 2/2 or 2/3. Or just use your stats and cost and call it Battlecry so it doesn't pump itself.
Burnout {1R}: Instant. ~ deals 4 dam to target creat or 2 dam to target player.
Great design.
Eager Druid {G}: {T} Add {GG} and ~ doesn't untap during your next untap step.
Great design but needs tested to see if it's too good. Green already has a great (and balanced) Sol Ring in Joraga Treespeaker.
Spiky Pathbeast.
I really like the "Echo: Opponent may Rampant Growth" on this hyper-aggressive beater. Great design and I would love to see other Echos like this, maybe even a whole cycle of them.
I like Presence of Strength {1G} Enchantment. At the beginning of your upkeep, target creature gets +2/+2 until end of turn.
I think it can be pushed ever so slightly by making it "At the beginning of COMBAT on your turn, you MAY have target creature get +2/+2 until EOT." Because what if your only dude has shroud? Green doesn't punish itself that way.
I like Teresa, Mother of All a lot. {2GG} Planeswalker. +1: Look at the top 4 cards of your lib and choose a creature card from among them. Put that card into your hand & the rest on the bottom of your lib in any order. -2: Disentomb. -6: Put all perm cards from your hand onto the battlefield under your control.
She has good synergy between her first and last abilities and is fairly balanced. Only change is that the +1 ability absolutely has to reveal the chosen card so your opponents can know you actually chose a creature card.
I like Counterburn {UUR} Instant. Counter target spell. ~ deals 2 damage divided as you choose among one or two target creatures or players.
Although I think it is more complex than it needs to be because "Counter target spell. ~ deal 2 damage to target creature or player" seems just fine.
Quick Coax {1UUR} Enchantment-Aura. You control enchanted creature. Untap it. It gains haste.
This is probably undercosted and should cost just {3UR}.
Bloodbraider {RG} Creature. Cascade. 2/2
This is too good because if you print him then you are just need Hypergenesis or Restore Balance or Living End to break it.
Coalition Ring {2} Artifact. Domain {T}: Add {1} to your mana pool for each basic land type among lands you control.
Do you think a deck able to take advantage of this (5-color control), a really color intense deck probably, would need that much colorless mana? A five-color deck might be more interested in (Coalition Stone {X}: Sunburst. {1}{T}: Add one mana of any color to your mana pool for each charge counter on ~.) Or something. Or maybe just Pentad Prism that costs {X} instead of {2}. As you can tell, I think Sunburst is better than Domain for ensuring both that the 5-color deck drafts the card and that it is useful to the deck.
No-type dual lands (Deepwood Clearing: {T}: Add {W} or {G} to your mana pool, etc.) need a drawback to be balanced according to modern design principles. Right now they are about on par with shock lands. I've often wanted Red-White Land: ~ ETB tapped. {T}: Add {R} or {W} to your mana pool. for my Peasant cube, but I'm not sure I would want the no-type duals for my Powered cube. The fetchability of Shocks and Duals makes them better.
Thank you for the crit, and I apologize for the late response. This project isn't dead, I've just been very busy lately with looking for a job, moving, and playing in my band. I still fully intend to go through with it and then some. My responses are bolded above.
Edit: I'm going to start putting new cards in posts, so that any interested parties don't have to look through the whole list to pick out new ones.
Change of Plans U
Instant
Counter target spell. It's controller may draw a card.
Critique 1UU
Instant
Choose one - Counter target spell, or copy target instant or sorcery spell. You may choose new targets for the copy.
Infected Wretch XB
Creature - Horror
Infected Wretch enters the battlefield with X +1/+1 counters.
Remove a +1/+1 counter from Infected Wretch: put a -1/-1 counter on target creature.
0/0
Lightning Gate 1R
Enchantment
Creatures you control get +2/+0, trample, and haste and gain "at end of turn, sacrifice this creature."
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Rancor Wolf 2GG
Creature - Wolf
Soulbond
As long as Rancor Wolf is paired with another creature, each of those creatures has +2/+0 and trample.
2/2
Infectious Wretch 1BB
Creature - Zombie
Soulbond
Whenever ~ becomes paired with another creature, put a -1/-1 counter on each of those creatures.
As long as ~ is paired with another creature, each of those creatures has "remove a -1/-1 counter from this creature: put a -1/-1 counter on target creature."
2/3
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noted! I wanted to, but soulbond is a tricky thing to balance, I think. I'll go ahead and change it though. Making my cards better isn't exactly like pulling teeth.
update:
I was going to do a cycle of ally color swords, but I decided not to, because I thought it would direct my cube to mirror existing cubes a little too much, so here's some attempts at good/interesting equipment.
Aether Blades 3
Artifact - Equipment
Whenever equipped creature attacks, exile another target creature. Return that creature to the battlefield under its owner's control at end of turn.
Equip 2
Not really sure how to cost the above one, as I'm trying to be fair an a bit conservative to begin with. I really like galepowder mage but it's been outclassed in cubes, so I thought I'd put the effect on an equipment.
Featherweight Sword 2
Equipped creature gets +2/+0 and first strike.
You may equip Featherweight Sword as an instant.
Equip 2
I'm not really sure how much the instant speed is worth, but this seemed fair if not a bit lenient.
edit: Removed:
Emaciator 2B
Creature - Horror
When Emaciator enters the battlefield, put 2 -1/-1 counters on target creature
2/1
too much like skinrender, and the other 2 cards like this that I have are far more interesting.
Hound of Tourach 2BB
Creature - Hound
When Hound of Tourach enters the battelfield, target player discards two cards at random.
2/2
Far too good, I think. Blinking this thing is just dumb.
Edit again to prevent double posting:
Red wrath. I'd like to make red control a bit stronger in my cube than normal ones.
Carpet Bomb 2RR
Sorcery
Deal 4 damage to each creature.
My friend suggested this card, and i believe its been suggested on every cube project started on this forum, so I'dd throw it in.
Sweet Blossom 1W
Enchantment
At the beginning of your upkeep target opponent gains 1 life and you put a 1/1 white bird token into play.
Also a new mechanic invented by my friend and two new cards for it.
Spellstutter: Whenever you cast this spell from somewhere other than your hand, copy it and choose new targets for the copy.
It works with flashback, cascade, etc.
2 flashback cards for it:
Birdcall 1W
Instant
Spellstutter
Put a 1/1 Faerie Token into play.
Flashback 1W
Spit sparks R
sorcery
Spellstutter
Deal 1 damage to target creature or player
1R Flashback
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I think this would be fairer at 3UU. Casting this on a Lightning Bolt or whatever is totally busted. For an easier casting cost than Mystic Snake you would be getting a 4/5 flyer instead of a vanilla 2/2.
Also this guy
is busted because you can remove its counters instantly. I would make him more like a "negative Mikaeus" or increase his casting cost.