Too strong. Self mill is an incredibly weak drawback for the ability to counter your opponents spells at an already very inexpensive UU. Compare to this to other reusable counterspells: Forbid and Controvert and you can see how this eclipses both of those.
My take on a four color commander
It that hides between the SpacesUBRG
Legendary Creature - Nephalim (M)
Whenever you draw a card, exile the top card of your library. Until end of turn, you may play that card.
Cards you own in exile have Delve.
3/7
I get completing the cycle but this card feels crazy strong. With the other lands your deck needs to built a certain way to maximize their effectiveness but this one doesn't require anything special, just play lands. This card will routinely add RRR to RRRRR with no effort needed.
Martyr's Trial3WW
Enchantment (R)
If a source would deal damage to you prevent 1 of that damage. Fateful Hour - If you have 5 or less life, prevent all but 1 of that damage instead.
I like it, seems balanced. It's basically an Aurification on a decent combat body for its mana cost. The last clause prevents it from being too overbearing, though this card feels like it needs blue to justify the prolonged tapping. White can definitely make something skip an untap, but blue is definintely THE color for keeping things tapped for a prolonged amount of time.
Zephyr Elemental3UU
Creature - Elemental (R)
Flying
At the beginning of combat on each player's turn, you may tap or untap target creature. Demonstrate — Reveal ~ from your hand: Tap or untap target creature. Put ~ on top of your library.
3/3
Yeah, way too OP. Consider Sarkhan Unbroken, which is also a tricolour 5 mana walker and you'll see the power discrepancy. This card is on par with the original Nicol Bolas, Planeswalker in terms of power so it's way under costed. Granted if you did up it's CMC to 7-8, it would be a fine card.
Pharika's BlessingBG
Enchantment - Aura (U)
Enchant creature
Enchanted creature has deathtouch. When enchanted creature dies you may pay BG, if you do return ~ to the battlefield enchanting target creature. Death begets death
Seems fine. Barring the odd Ulamog, this spell counters pretty much everything Negate can so the mana cost is appropriate. The overload is most of the time not useful, but a very handy trick against Storm decks. Well costed, decent design.
Primal ConfluenceXRG
Instant (R)
Choose X. You may choose the same mode more than once.
Target creature gains hexproof until end of turn.
Target creature gains trample until end of turn.
Target creature gains +1/+0 until end of turn.
Target creature gains double strike until end of turn.
Feels too strong. Its body is already above the curve even considering it's a legendary. Plus its two effects generate an insane amount of pressure life loss wise. With this thing on the battlefield each player is likely losing a minimum 10 life each round.
Djinn's Trickery2UU
Enchantment (R)
Player's can't search libraries.
Whenever a player casts a spell, you may scry 1. "Though the Djinn never give you exactly what you're looking for, you never walk away disappointed."
Nightcreep meets Contamination. It's an interesting color shift of False Dawn and doesn't feel broken. Very good in Teysa EDH as a Darkest Hour 2 but other than that not seeing much use. My problem with it is this is definitely not a mythic. This is an uncommon or weak rare.
Wild Uprooting2G
Sorcery (R)
Kicker 1G
Search your library for a basic land and put it onto the battlefield. If ~ was kicked, you may cast a creature spell from your library. Then shuffle your library.
Yeah feels too pricy, tbh. If we accept 1UU to be the baseline for "Counter target spell", adding exile an additional one copy of it for 1B is pretty weak considering Surgical Extraction does this for 2 life (so essentially free). I would much rather pay 1UUB or UUBB to counter a spell and exile all copies of it.
Endless Ideas 4RRR Instant(M)
Exile the top half of your library. Until the beginning of your next end step, you may play cards exiled this way. Contrary to popular belief it is possible to know everything, just not for very long.
Each effect is pretty powerful, definitely enough to warrant it being a 5 color walker. Ultimate feels like a rulings nightmare, but is pretty mythic.
Izumo, Curator of the Gallery1UU
Legendary Creature - Moonfolk Wizard (M)
The "legend rule" doesn't apply. 1UU, t: Put a token onto the battlefield that is a copy of target legendary creature.
2/2
I like it, it's on colour, good flavor and possible competitively viable in some kind of combo or tempo deck. It's also interesting without being too wordy or obtuse. Good job.
Ishelda, the Immaculate1WG
Legendary Creature - Human Cleric (M)
Indestructible, Hexproof W,t: Ishelda loses indestructible until end of turn. Target creature you control becomes indestructible until end of turn. G,t: Ishelda loses hexproof until end of turn. Target creature you control becomes hexproof until end of turn.
1/3
I don't know if I'm a fan of this. At first sight, this is a Talrand's Invocation but with Thopters. To me, the upside of them being artifacts doesn't mitigate the downside of your opponent being able to gain control of them. Also the tokens are kind of complicated for being tokens particularly at uncommon power level.
Embodiment of Obscurity2UU
Creature - Avatar (R)
Hexproof
When you cast ~ you gain an emblem with "Spells your opponents control that target you are a creatre you control cost 1 more to cast."
3/3
Nice card. Very well designed power-wise. 5 mana is the typical "Destroy target creature and good stuff" removal spell cost (Flesh to Dust, Liturgy of Blood, Death's Caress etc). In limited this is very first pickable depending on the set (So on Theros, Mirrodin or Zendikar) and a very solid tempo swing. Good complexity for a common, not much else to say really.
Hibernation2UG
Enchantment (U)
If a creature you control would be untapped, you may instead put a +1/+1 counter on it. Kavu do not feed before hibernation and become immediately violently hunger on waking - Tracker's notes
I feel this card is designed for commander so I'll critique it as such. First effect is really meh, the +2/+2 snake boost is decent, but as an anthem on a 6 mana 2/2 body its just too frail. Second effect is super neat, though in spirit tribal this would probably have to be one of the 99, as opposed to the Commander just because green has so few decent spirits.
Last effect is really strong, possible a bit too strong. As long as your commander sits in your graveyard you have insane ramping potential. Like easily 15+ G. Lower it to G and it should be fine.
Humiliate2BB
Enchantment - Aura (R)
Enchant creature
Enchanted creature has a base power and toughness of 1 and loses all abilities.
When ~ is put into a graveyard from the battlefield, return ~ to its owner's hand. Behold your champion, cowed, enfeebled and utterly broken. Who's next?
I disagree, I think this is quite good. Definitely EDH playable, maybe staple in Monoblack. It's essentially just a better City of Shadows, which I consider to be fine since City of Shadows has a bunch of hoops you have to just through just to get it to tap for more than 1. With this you can sacrifice graveyard recurrable creatures like Reassembling Skeleton or Bloodghast which is huge.
Encroaching WildrenessG
Enchantment (R) 1G, Sacrifice a non-basic land: Search your library for two basic land cards and put them onto the battlefield tapped. Man builds his cities and tills his fields, forever burying futility under busywork
This card is way too strong. The first two effects are almost identical to Sorin, Lord of Innistrad, but this is somehow cheaper and has more loyalty? Nope.
Quiet Reflection1WUU
Sorcery (R)
Take an extra turn. You can't cast spells during that turn. Exile Quiet Reflection.
My take on a four color commander
It that hides between the Spaces UBRG
Legendary Creature - Nephalim (M)
Whenever you draw a card, exile the top card of your library. Until end of turn, you may play that card.
Cards you own in exile have Delve.
3/7
Martyr's Trial 3WW
Enchantment (R)
If a source would deal damage to you prevent 1 of that damage.
Fateful Hour - If you have 5 or less life, prevent all but 1 of that damage instead.
Zephyr Elemental 3UU
Creature - Elemental (R)
Flying
At the beginning of combat on each player's turn, you may tap or untap target creature.
Demonstrate — Reveal ~ from your hand: Tap or untap target creature. Put ~ on top of your library.
3/3
Pharika's Blessing BG
Enchantment - Aura (U)
Enchant creature
Enchanted creature has deathtouch. When enchanted creature dies you may pay BG, if you do return ~ to the battlefield enchanting target creature.
Death begets death
Primal Confluence XRG
Instant (R)
Choose X. You may choose the same mode more than once.
Djinn's Trickery 2UU
Enchantment (R)
Player's can't search libraries.
Whenever a player casts a spell, you may scry 1.
"Though the Djinn never give you exactly what you're looking for, you never walk away disappointed."
Wild Uprooting 2G
Sorcery (R)
Kicker 1G
Search your library for a basic land and put it onto the battlefield. If ~ was kicked, you may cast a creature spell from your library. Then shuffle your library.
Endless Ideas 4RRR
Instant (M)
Exile the top half of your library. Until the beginning of your next end step, you may play cards exiled this way.
Contrary to popular belief it is possible to know everything, just not for very long.
Izumo, Curator of the Gallery 1UU
Legendary Creature - Moonfolk Wizard (M)
The "legend rule" doesn't apply.
1UU, t: Put a token onto the battlefield that is a copy of target legendary creature.
2/2
Ishelda, the Immaculate 1WG
Legendary Creature - Human Cleric (M)
Indestructible, Hexproof
W,t: Ishelda loses indestructible until end of turn. Target creature you control becomes indestructible until end of turn.
G,t: Ishelda loses hexproof until end of turn. Target creature you control becomes hexproof until end of turn.
1/3
Embodiment of Obscurity 2UU
Creature - Avatar (R)
Hexproof
When you cast ~ you gain an emblem with "Spells your opponents control that target you are a creatre you control cost 1 more to cast."
3/3
Hibernation 2UG
Enchantment (U)
If a creature you control would be untapped, you may instead put a +1/+1 counter on it.
Kavu do not feed before hibernation and become immediately violently hunger on waking - Tracker's notes
I feel this card is designed for commander so I'll critique it as such. First effect is really meh, the +2/+2 snake boost is decent, but as an anthem on a 6 mana 2/2 body its just too frail. Second effect is super neat, though in spirit tribal this would probably have to be one of the 99, as opposed to the Commander just because green has so few decent spirits.
Last effect is really strong, possible a bit too strong. As long as your commander sits in your graveyard you have insane ramping potential. Like easily 15+ G. Lower it to G and it should be fine.
Humiliate 2BB
Enchantment - Aura (R)
Enchant creature
Enchanted creature has a base power and toughness of 1 and loses all abilities.
When ~ is put into a graveyard from the battlefield, return ~ to its owner's hand.
Behold your champion, cowed, enfeebled and utterly broken. Who's next?
Encroaching Wildreness G
Enchantment (R)
1G, Sacrifice a non-basic land: Search your library for two basic land cards and put them onto the battlefield tapped.
Man builds his cities and tills his fields, forever burying futility under busywork
Quiet Reflection 1WUU
Sorcery (R)
Take an extra turn. You can't cast spells during that turn. Exile Quiet Reflection.