Regarding question 4, Universes beyond is what brought my group back to magic. It started with the Tales of middle earth commander decks, but my friend was asking if we were interested in some old school formats. We were drawn back by the nostalgia of when we first were playing back in 1995-1996.
Dizygotic Emergence 1GG
Sorcery - Rare
As an additional cost to cast this spell, sacrifice a creature.
Search your library for up to two creature cards with different names that each have mana value of X, where X is the sacrificed creature’s mana value minus 1. Put those cards onto the battlefield, then shuffle.
If I'm reading this correctly, this seems too strong of an effect.
If I sacrifice a 4 mana value creature, I get to put two 3 mana value creatures with different names into play?
Total mana value of sacrificed creature minus one might be ok, but putting both into play might be a bit strong.
Basically, I want a (R/W) Legendary Creature which generates a creature permanent on turn 1. (Dreaming on a Modern deck). I was inspired by Figure of Destiny.
Invigorated Recruit(R/W) Legendary Creature - Kithkin
Haste
When Invigorated Recruit deals combat damage to a player. Create a Red and White 2/2 Kithkin Spirit Token. 1/1
I think its a bit too good for 1 mana value. The token should probably be a 1/1.
Dunes
Land - Desert
Whenever Dunes becomes tapped, it deals 1 damage to you. T: Add one mana of any type a Desert you control could produce.
A deck can have any number of cards named Dunes.
I think we can tweak this a bit. Remove the ability to play any number of dunes, but add, "If you control 4 other deserts, you don't take the damage".
I'm not sure what the amount of other deserts to prevent the damage, but this would be a payoff for playing many deserts.
The most important thing is to play a deck you will have fun with. You may need to add some ways to interact with their decks. Depending on the commander, cards like rest in peace, farewell, or cursed totem can help you. A few extra wrath of god effects may help too.
hrm...I am uncertain how useful that saga may be. Rummaging is fine, but I suppose you would need to get at least two treasure tokens to maximize its value.
Well, if you have two cards with the same mana value, that's two Treasures right there, and that's not so unlikely.
Dragon's Approach would love this saga. First 2 chapters let you rummage for them and the last chapter to cast them.
"Reward" needs some clarity. Aftermath clearly states that you can cast the bottom half from your graveyard.
If the intent is to be able to Yawgmoth's Will the top half, I think you need to clarify that.
Touch the Spirit Realm, Nahiri's Resolve and Parallax Wave would also be useful.
Its a better crusade without the iconic artwork.
This was part of a cycle
1 epic struggle
1 battle of wits
1 chance encounter
1 test of endurance
Back when odyssey released, battle of wits decks were played in competitive decks.
That was a mistake. It should have been Devoted Druid and Vizier of Remedies.
This is arguably better than collected company. Worded as is, it can tutor up Vizier of Remedies/Devoted druid combo, Kiki-Jiki, Mirror Breaker and Zealous Conscripts/Coercive Recruiter.
If I'm reading this correctly, this seems too strong of an effect.
If I sacrifice a 4 mana value creature, I get to put two 3 mana value creatures with different names into play?
Total mana value of sacrificed creature minus one might be ok, but putting both into play might be a bit strong.
I think its a bit too good for 1 mana value. The token should probably be a 1/1.
I think we can tweak this a bit. Remove the ability to play any number of dunes, but add, "If you control 4 other deserts, you don't take the damage".
I'm not sure what the amount of other deserts to prevent the damage, but this would be a payoff for playing many deserts.
This looks like a safer version of lich. It effectively swaps your graveyard and library, but lets you choose the card each turn.
Dragon's Approach would love this saga. First 2 chapters let you rummage for them and the last chapter to cast them.
If the intent is to be able to Yawgmoth's Will the top half, I think you need to clarify that.
Kind of a flavor fail if put on a Snow-Covered island or any snow land.
It is basically afflict 5 although its power is very weak so not much incentive to block.