Glimmermoon Stone4
Artifact (R)
Each player chooses a basic land type as Glimmermoon Stone enters the battlefield.
Nonbasic lands are basic lands of the type chosen by their controller as Glimmermoon Stone entered the battlefield.
This1U
Instant (R)
Change a target of target spell or ability to you or to a permanent you control.
///FUSE!/// That1U
Instant (R)
Change a target of target spell or ability to an opponent or a permanent an opponent controls.
I was developing an I-stand-alone ability word a while back that I made too complicated, but could be simplified to work for you, so let's call it valiance:
Valiance — As long as ~ is the only tapped or only untapped creature you control, [effect].
The idea is that the creature is rewarded for either a) daring to attack alone, or b) daring to stay on defense alone. It will always be in effect as long as you only control one creature.
Herd-Stopper GuardWW
Creature - Human Soldier (R)
Choose a creature type as Herd-Stopper Guard enters the battlefield.
Herd-Stopper Guard can block any number of additional creatures of the chosen type each combat.
Whenever Herd-Stopper Guard blocks a creature of the chosen type, it gains indestructible until end of turn.
2/2
Numbered Cave
Land T: Add 1 to your mana pool. If your life total is exactly 4, 8, 15, 16, 23, or 42, add one mana of any color to your mana pool instead. Only a select few may guard the light.
Blessed Stampeder3GW
Creature - Beast (U)
Trample
Whenever a blocked creature with trample you control deals combat damage to a player, you gain that much life. One man's crushing defeat is another man's greatest joy.
5/5
Bounty Hunting1BG
Sorcery (U)
Untap target creature. That creature must block this turn if able. When that creature dies this turn, you draw two cards. "There was a bounty on his head. Why would I waste my energy lugging around the rest of him?"
—Servek, Bounty Hunter
Hello everyone. I've been working on the commons for my colonization set for a bit now and I finally have them all "done," but I'm sure a lot of them need a lot of work, so I'm going to post a batch of 10 every day or two to workshop them.
ONE NOTE: I realize this may rub some people the wrong way, but I am choosing to mostly ignore the complexity limit for commons. This is a project I'm really just doing for myself, so I ask that you please keep that in mind in your comments, and not write off any of these as "too complex for common," since I'm not focusing on that at all.
Bright Idea2W
Sorcery (C)
You gain 5 life.
Draw a card.
Cartax Sanctuary1W
Enchantment — Aura (C)
Enchant land you control
Enchanted land has “T: Another target land gains hexproof and indestructible until end of turn.”
Citizen’s ArrestW
Enchantment — Aura (C)
Enchant creature
As long as you control an untapped creature, enchanted creature can’t attack or block and its abilities can’t be activated.
Cove-Guard Stallion2W
Creature — Horse (C)
Territorial 1 (At the beginning of your upkeep, you may exile an untapped land you control until your next turn. This creature gets +1/+1 for each land card exiled with it.) 2W: Cove-Guard Stallion gains lifelink until end of turn.
2/2
Ecclesia Missionary1W
Creature — Human Cleric (C)
Ecclesia Missionary has lifelink as long as a land entered the battlefield under your control this turn.
Settle 1W(1W: Attach this card to target land you control transformed. Settle only as a sorcery.)
2/2
---Flip--- Chapel of the Ecclesia (W)Enchantment - Aura
Enchant land you control
Lands you control that are enchanted by Auras you control have “2, T: Target creature gains lifelink until end of turn.” 1W, Sacrifice Chapel of the Ecclesia: You gain 1 life for each land you control.
Empire PatrolmanW
Creature — Human Soldier (C)
Empire Patrolman gets +1/+1 for each player who controls an enchanted land.
1/1
Glorious Reclamation2W
Instant (C)
Destroy target enchantment. Other enchantments gain indestructible until end of turn.
Grazing Oxen2W
Creature — Ox (C)
Whenever a player plays a land, you may untap Grazing Oxen. W, T: You gain 1 life.
2/2
Jaraden Colonist3W
Creature — Human Soldier (C)
When Jaraden Colonist enters the battlefield, choose one — Put a +1/+1 counter on target creature; or put a 1/1 colorless Human Citizen creature token onto the battlefield.
2/3
Augmentation Scholar1U
Creature - Human Wizard (R)
At the beginning of your upkeep, if you control a creature with power at least 3 greater than its base power, you may draw a card. Wisdom through strength, and strength through wisdom.
1/3
Banner of Holy FireRW
Enchantment (R)
Whenever a source deals noncombat damage, creatures you control get +1/+0 until end of turn.
Whenever you gain life, creatures you control get +0/+1 until end of turn.
IIW: nongreen bears (the actual creature type, not the concept)
Magician's Box(2/U)(2/U)(2/U)
Artifact (R)
You may look at cards exiled with Magician's Box at any time.
When Magician's Box enters the battlefield, exile the top three cards of your library.
At the beginning of each opponent's upkeep, you name a card, then that opponent chooses a card exiled with Magician's Box at random and turns it face-up. If it's the named card, you may play it without paying its mana cost and exile the top card of your library face down. If it's not, turn the chosen card face-down again.
Am Shegar: Interesting, and I suspect, possibly undercosted, especially for limited. Although, now that I think about it, if you cost it any higher it starts to feel underpowered. It's in a weird middle ground. I do think it's an interesting mechanic and flavorful though.
SelesnyNewLife: Sure, this makes sense. Although its potential devastation makes me think it should be rare, I think the situational-ness of that power makes this OK. Fun card, good flavor, wheeee.
iphanx: I like this. It can yell really loud but then it gets tired. I think I would prefer this as an uncommon without hex proof though, which I think you could get away with. A few minor concerns: I think it should just say "you next untag step" and I don't necessary like the hybrid cost for the ability, which feels just blue.
Cythare: Shmowzow, that's pretty dang strong. I think it should maybe be legendary but other than that I am a big fan of this simple guy. Also lots of roaring.
Ink-Treader: I'm not sold on this at all. First, it doesn't feel very roar-y to me, even with roar in the name. I'm also generally not a fan on mono colored things that say "share a color with me," and while I get from your IIW that this is designed with color fluctuations in mind, I'd like it better if it just said "blue."
I also think making it fatespinner and -1 is interesting, consider this as a wording that might be short enough to fit, even if it is kind of unprecedented and thus probably "bad" wording?
Target player chooses draw step, main phase, or combat phase. That player skips the chosen step or phase until your next turn.
Glimmermoon Stone 4
Artifact (R)
Each player chooses a basic land type as Glimmermoon Stone enters the battlefield.
Nonbasic lands are basic lands of the type chosen by their controller as Glimmermoon Stone entered the battlefield.
Instant (R)
Change a target of target spell or ability to you or to a permanent you control.
///FUSE!///
That 1U
Instant (R)
Change a target of target spell or ability to an opponent or a permanent an opponent controls.
IIW: Very simple card names
Valiance — As long as ~ is the only tapped or only untapped creature you control, [effect].
The idea is that the creature is rewarded for either a) daring to attack alone, or b) daring to stay on defense alone. It will always be in effect as long as you only control one creature.
Herd-Stopper Guard WW
Creature - Human Soldier (R)
Choose a creature type as Herd-Stopper Guard enters the battlefield.
Herd-Stopper Guard can block any number of additional creatures of the chosen type each combat.
Whenever Herd-Stopper Guard blocks a creature of the chosen type, it gains indestructible until end of turn.
2/2
Land
T: Add 1 to your mana pool. If your life total is exactly 4, 8, 15, 16, 23, or 42, add one mana of any color to your mana pool instead.
Only a select few may guard the light.
IIW: Weird-shaped bodies
Enchantment (R)
Creatures you control get +1/+1 for each poison counter you have.
IIW: Hunters/Gatherers
Blessed Stampeder 3GW
Creature - Beast (U)
Trample
Whenever a blocked creature with trample you control deals combat damage to a player, you gain that much life.
One man's crushing defeat is another man's greatest joy.
5/5
Bounty Hunting 1BG
Sorcery (U)
Untap target creature. That creature must block this turn if able. When that creature dies this turn, you draw two cards.
"There was a bounty on his head. Why would I waste my energy lugging around the rest of him?"
—Servek, Bounty Hunter
ONE NOTE: I realize this may rub some people the wrong way, but I am choosing to mostly ignore the complexity limit for commons. This is a project I'm really just doing for myself, so I ask that you please keep that in mind in your comments, and not write off any of these as "too complex for common," since I'm not focusing on that at all.
Bright Idea 2W
Sorcery (C)
You gain 5 life.
Draw a card.
Cartax Sanctuary 1W
Enchantment — Aura (C)
Enchant land you control
Enchanted land has “T: Another target land gains hexproof and indestructible until end of turn.”
Citizen’s Arrest W
Enchantment — Aura (C)
Enchant creature
As long as you control an untapped creature, enchanted creature can’t attack or block and its abilities can’t be activated.
Cove-Guard Stallion 2W
Creature — Horse (C)
Territorial 1 (At the beginning of your upkeep, you may exile an untapped land you control until your next turn. This creature gets +1/+1 for each land card exiled with it.)
2W: Cove-Guard Stallion gains lifelink until end of turn.
2/2
Ecclesia Missionary 1W
Creature — Human Cleric (C)
Ecclesia Missionary has lifelink as long as a land entered the battlefield under your control this turn.
Settle 1W (1W: Attach this card to target land you control transformed. Settle only as a sorcery.)
2/2
---Flip---
Chapel of the Ecclesia
(W)Enchantment - Aura
Enchant land you control
Lands you control that are enchanted by Auras you control have “2, T: Target creature gains lifelink until end of turn.”
1W, Sacrifice Chapel of the Ecclesia: You gain 1 life for each land you control.
Empire Patrolman W
Creature — Human Soldier (C)
Empire Patrolman gets +1/+1 for each player who controls an enchanted land.
1/1
Glorious Reclamation 2W
Instant (C)
Destroy target enchantment. Other enchantments gain indestructible until end of turn.
Grazing Oxen 2W
Creature — Ox (C)
Whenever a player plays a land, you may untap Grazing Oxen.
W, T: You gain 1 life.
2/2
Ironbane Elk 1W
Creature — Elk (C)
Protection from equipped creatures
2/2
Jaraden Colonist 3W
Creature — Human Soldier (C)
When Jaraden Colonist enters the battlefield, choose one — Put a +1/+1 counter on target creature; or put a 1/1 colorless Human Citizen creature token onto the battlefield.
2/3
Augmentation Scholar 1U
Creature - Human Wizard (R)
At the beginning of your upkeep, if you control a creature with power at least 3 greater than its base power, you may draw a card.
Wisdom through strength, and strength through wisdom.
1/3
Enchantment (R)
Whenever a source deals noncombat damage, creatures you control get +1/+0 until end of turn.
Whenever you gain life, creatures you control get +0/+1 until end of turn.
IIW: nongreen bears (the actual creature type, not the concept)
Magician's Box (2/U)(2/U)(2/U)
Artifact (R)
You may look at cards exiled with Magician's Box at any time.
When Magician's Box enters the battlefield, exile the top three cards of your library.
At the beginning of each opponent's upkeep, you name a card, then that opponent chooses a card exiled with Magician's Box at random and turns it face-up. If it's the named card, you may play it without paying its mana cost and exile the top card of your library face down. If it's not, turn the chosen card face-down again.
SelesnyNewLife: Sure, this makes sense. Although its potential devastation makes me think it should be rare, I think the situational-ness of that power makes this OK. Fun card, good flavor, wheeee.
iphanx: I like this. It can yell really loud but then it gets tired. I think I would prefer this as an uncommon without hex proof though, which I think you could get away with. A few minor concerns: I think it should just say "you next untag step" and I don't necessary like the hybrid cost for the ability, which feels just blue.
Cythare: Shmowzow, that's pretty dang strong. I think it should maybe be legendary but other than that I am a big fan of this simple guy. Also lots of roaring.
Ink-Treader: I'm not sold on this at all. First, it doesn't feel very roar-y to me, even with roar in the name. I'm also generally not a fan on mono colored things that say "share a color with me," and while I get from your IIW that this is designed with color fluctuations in mind, I'd like it better if it just said "blue."
WINNAR: Cythare
CHALLENGE: Two colors, two mana
Target player chooses draw step, main phase, or combat phase. That player skips the chosen step or phase until your next turn.
Spellpiercer Rogue (U/B)(U/B)
Creature - Human Rogue Wizard (C)
Spells you cast that target your opponents cost you 1 less to cast.
2/2