Sacred Sacrifice WWW
Sorcery (R)
As an additional cost to cast Sacred
Sacrifice, sacrifice a creature.
Return target creature card from your
graveyard to the battlefield. “A man who won’t die for something is not
fit to live. Here’s where I earn my life.”
—Ser Malwyn Skjorr
Round One Master of the Wild Hunt 1GUB
Legendary Creature - Faerie Spirit (M)
Wither (This deals damage to creatures in
the form of -1/-1 counters.)
Whenever Master of the Wild Hunt
attacks, put two 1/1 green, blue, and
black Faerie Spirit creature tokens with
wither onto the battlefield tapped and
attacking.
3/4
Kyra, Sun Seeker 3WW
Planeswalker - Kyra (M)
At the beginning of your upkeep, you may gain 1 life.
+1: Until your next turn, target creature can’t attack or block and its activated abilities can’t be activated.
-2: You get an emblem with “Creatures you control get +0/+1.”
-10: Exile all nonwhite creatures.
(3)
The1AndOnlyAGar
I feel like this would have been better templated as a "Choose one" card, rather than tossing in all those "or"s. Also, it seems strange for a deathtoucher to have such a high power. This thing will often outright kill stuff even without the deathtouch.
Koopa
Holdered
Dragoon
This is a really cool idea, and it doesn't require the gods-awful wording that Animate Dead does. It's basically Followed Footsteps in Blue/Black, which is cool.
(nameless one)
No entry
Flintlock
I like big beefy demons with a drawback. I like cards that force your opponent to make a choice. I like this card. Also, I think the drawback is appropriate for the discount.
RANKINGS
Place, the first - Dragoon
Place, the second - Flintlock
Place, the third - The1AndOnlyAGar
It's not unusual to see blood in a nightmare; here, for example, color pie is bleeding grieviously. Brimaz-spawning is white-red, which is as far as you could get from BUG. Come on, they are not even flying! ...but dreams of being hunted certainly work for the challenge. Talking about the challenge, I think you also messed up the color thingy.
Kessig Cagebreakers and Nacatl War-Pride suggest that this ability can also occasionally be Green. Also, I guarantee that I did not mess up the color requirements, as the casting cost contains no white mana, exactly one black mana, 3 total colored mana, and the total cmc is 4 which is within 1 cmc of 3.
Sacred Sacrifice WWW
Sorcery (R)
As an additional cost to cast Sacred
Sacrifice, sacrifice a creature.
Return target creature card from your
graveyard to the battlefield. “A man who won’t die for something is not
fit to live. Here’s where I earn my life.”
—Ser Malwyn Skjorr
Master of the Wild Hunt 1GUB
Legendary Creature - Faerie Spirit (M)
Wither (This deals damage to creatures in
the form of -1/-1 counters.)
Whenever Master of the Wild Hunt
attacks, put two 1/1 green, blue, and
black Faerie Spirit creature tokens with
wither onto the battlefield tapped and
attacking.
3/4
Sacred Sacrifice WWW
Sorcery (R)
As an additional cost to cast Sacred
Sacrifice, sacrifice a creature.
Return target creature card from your
graveyard to the battlefield. “A man who won’t die for something is not
fit to live. Here’s where I earn my life.”
—Ser Malwyn Skjorr
Pillage the Treasure2UB
Sorcery (R)
Target player reveals his or her hand. Exile an instant or sorcery from it. You may cast that card without paying its mana cost.
Deep Water Kraken2UU
Creature - Kraken (R)
Deep Water Kraken's power is equal to the number of Islands your opponents control. 1U: Target land becomes an Island in addition to its other types. It reaches up from the greatest depths to swallow ships whole.
*/5
Garf held on to the side of the great ship Ms. Anne. The beast crashed onto the deck and tore through its masts like twigs underfoot. The ship lurched skyward throwing him upward into the air. He flailed his arms, grasping out for anything to anchor himself to. He fell back towards the earth, his life flashing before his eyes. Why did he have to leave his home and seek all these adventures. Why couldn't he be content with his ordinary life. He prepared himself for his deathly demise at the hands of the great kraken. He felt a searing pain flush through him as if his body was on fire. He plunged down into the cool crisp water. His body still in immense pain, he slowly drifted out of consciousness.
Sounds of gulls echoed deep in his mind, returning him to the world. He slowly opened his eyes, the sun shown brightly overhead. Garf felt the familiar feeling of soft sand and lapping water at his feet. A figure walked into view. The mysterious being stood like a man but was anything but human. He was blue except for a magnificent red fin that protruded from the back of his head. The fin ran down behind his body like hair. Garf pushed at the sand, attempting to move his tired body away from the figure.
The man quickly caught up to the struggling Garf and knelt down beside him. He looked him up and down. Garf's heart raced. The being then said only one thing, "Looks like the prophecy has just begun,"...
Theros
Smib, Boggart Hellraiser2RB
Legendary Creature - Goblin (R)
Haste 1RR: Smib deals 2 damage to target creature or player. 1BB: Target player discards a card. "I'll distract 'em and you grab the loot!" --Smib
4/2
Neat, it has a bit of a Rakdos feel to it. I think the activated abilities could cost 2C each, to be honest, rather than 1CC.
Queria Bronzebark1GG
Legendary Creature - Treefolk Warrior
Vigilance 1G: Queria Bronzebark gets +1/+1 and gains indestructible until end of turn. Activate this ability only once each turn, and only if Queria Bronzebark is blocking or blocked.
3/4 "She may be a runt by her people's standards, but what she lacks in size she more than makes up for in guts. Or whatever a tree has instead of guts." -<Planeswalker Name Here>
Love me some Treefolk, but I'm not a fan of conditional activated abilities. I'd much rather see "Whenever ~ blocks or becomes blocked, you may pay {cost}. If you do, {effect}." It just feels less shoehorned to me. Also, missing rarity and you didn't list your team name.
After her trial in the ocean, Eva stirs away from the waters for a bit, and turns away from the merfolk and their watery ways. An aspiring pirate, she's drawn to power, and what is more powerful than the mountainous giants who roam the plane? and so, she soon finds her ally in the form of one massive giant warrior:
Dundaan, Forgemaster2WR
Legendary Creature - Giant Warrior (R)
You may pay 0 rather than pay the cost of equip abilities targeting Dundaan, Forgemaster.
Whenever Dundaan attacks, for each equipment attached to it, you may put a token copy of that card onto the battlefield, and attach it to target creature attacking with Dundaan. Exile that token at the beginning of the next end step.
4/4
Oh, the broken possibilities here. RW is great at spitting out tokens (sometimes with haste) and the very real possibility of seeing a Thatcher Revolt come barreling at you armed with multiple Swords of X and Y is terrifying. There are some wording issues as well.
Only three, actually
1. GameWorldLeader
2. GG Crono
3. Asrama
Medalus, the Cunning 1UB
Legendary Creature - Faerie Rogue (R)
Flying, deathtouch
Whenever Medalus deals combat
damage to a player, you may draw
that many cards. “A poke of the blade or a probe of the
mind makes little difference to me.”
3/4
In the spirit of good sportsmanship (and to save some time for a Judge):
@Covert Corsair: If it is on the battlefield, it is a permanent, not a permanent card. Cards do not enter a player's hand. A permanent can be returned to its owner's hand from the battlefield. For the latter half of the ability, look to Murder Investigation and Momentous Fall for inspiration regarding good templating.
Hrm...but isn't the hand a zone (albeit a zone that has very little mechanical interaction)? Theoretically, cards enter your hand from your library all the time unless I'm missing something in the rules that says otherwise. Also, when cards are not on the battlefield they are permanent cards, not permanents, correct? I feel like bounce cards are worded the way they are so that they can actually target whatever permanents on the battlefield are supposed to get bounced, but I don't think a card that cares about stuff getting bounced would be worded the same way. It's like the difference between destroying a creature and cards that care about creatures entering the graveyard, right?
I'm not trying to be contrary, I'm just trying to understand. =/
For cards returning to hands from the battlefield refer to Azorius Æthermage.
Thank you. That lead me to Stormfront Riders which is exactly the templating I needed.
Petty Theft1U
Sorcery (U)
Gain control of target non-land permanent with a converted mana cost of one or less. Untap that permanent. "When things of real value go missing, people never look for a petty thief. Take every opportunity to build a defensive cloak of mediocrity." - Tavin the Annoying
Coming soon: The next chapter in the story of Phyrexia's invasion of the world of Emtegee, the once beautiful and magnificent plane were wizards gathered together in the League of Mages to peacefully resolve conflict through the creative use of magic. In this episode, a young man named Tavin is confronted with a horror from another world, and finds help from a troubled and tormented wizard named Groove.
The Thing from Below5UB
Legendary Artifact Creature - Kraken (MR)
Trample
As the Thing from Below enters the battlefield, put 8 1/1 black and blue Tentacle creature tokens with "Sacrifice this creature, T: Target creature gets -1/-1 until end of turn" onto the battlefield.
The Thing from Below is not a creature as long as you control a Tentacle. As Tavin watched his friends dragged below, he heard a voice whispering from beyond the world whispering "Come to me. I can help."
8/8
Feels weird for it to be an artifact, but it's a really cool way to handle the multiple tentacles schtick. Also, Oracle text for Black Lotus and other cards suggests that you've got the costs for the tentacles backward.
Aye, Our hero has heard the call of the sea. But the sea be of fickle temper, and a clear day for voyage may soon turn on the inexperienced sailor...
Storm of Storms4UU
Sorcery (U)
Return target creature to its owner's hand, put another target creature on top of its owner's library and put a third target creature on the bottom of its owner's library. Eva turned to the first mate. The man pointed to the massive wave heading their way "The sea wants this boat for its own", he said. "Nothing will stop it from getting it". Then the wave hit, and there was only wetness, and silence.
Up next - Kamigawa
Ooh, a super-bounce/tuck spell. It feels like Telling Time's cousin. Very cool.
Scattering Maelstrom3UUU
Sorcery (R)
Each player shuffles each creature he or she controls into its owner's library. She saw the chunks of ship flying through the air, the crewmen sucked into the currents, the terribly force growing closer and closer... and suddenly, all was silent, and she saw only a soft light.
A blue sweeper. Usually those put things back into their owner's hands, but I'm really digging the shuffle. Makes it feel like you're sifting through flotsam to find your guys again.
Torturous Inquisition2RR
Sorcery (R)
Torturous Inquisition deals damage to each creature equal to that creature's toughness minus 1. Most prisoners aboard The Bloodied Fist awake to a world of indescribable agony, but Halor awoke to a world that was not his own.
I guess you could combo this with Pyrohemia or Pestilence or something, but it doesn't really do anything on it's own. It would be easier to just have "Each creature's toughness becomes 1 until end of turn." Easier to understand and it doesn't feel like such a weird card even though it's almost mechanically identical.
Whirlwind Elemental2UU
Creature - Elemental
Whenever a creature is dealt damage by Whirlwind Elemental shuffle that creature into its owner's library As the storm raged around him Dramen closed his eyes and imagined a place of peace. When he opened them all was quiet.
2/3
Up Next: Lorwyn
Kaijin of the Vanishing Touch say holy crap. This is a really powerful card for what it does. I'd either bump the cost or drop the Power. Also, you didn't list a rarity.
Pillage the Treasure2UB
Sorcery (R)
Target player reveals his or her hand. Exile an instant or sorcery from it. You may cast that card without paying its mana cost.
Deep Water Kraken2UU
Creature - Kraken (R)
Deep Water Kraken's power is equal to the number of Islands your opponents control. 1U: Target land becomes an Island in addition to its other types. It reaches up from the greatest depths to swallow ships whole.
*/5
Garf held on to the side of the great ship Ms. Anne. The beast crashed onto the deck and tore through its masts like twigs underfoot. The ship lurched skyward throwing him upward into the air. He flailed his arms, grasping out for anything to anchor himself to. He fell back towards the earth, his life flashing before his eyes. Why did he have to leave his home and seek all these adventures. Why couldn't he be content with his ordinary life. He prepared himself for his deathly demise at the hands of the great kraken. He felt a searing pain flush through him as if his body was on fire. He plunged down into the cool crisp water. His body still in immense pain, he slowly drifted out of consciousness.
Sounds of gulls echoed deep in his mind, returning him to the world. He slowly opened his eyes, the sun shown brightly overhead. Garf felt the familiar feeling of soft sand and lapping water at his feet. A figure walked into view. The mysterious being stood like a man but was anything but human. He was blue except for a magnificent red fin that protruded from the back of his head. The fin ran down behind his body like hair. Garf pushed at the sand, attempting to move his tired body away from the figure.
The man quickly caught up to the struggling Garf and knelt down beside him. He looked him up and down. Garf's heart raced. The being then said only one thing, "Looks like the prophecy has just begun,"...
Theros
This a a neat way to modify the "Islandhome" mechanic. Instead of being unable to attack if your opponent doesn't control any Islands, it's just pointless (or Ninja ^_^). Plus, it has a built in flood mechanic.
In the spirit of good sportsmanship (and to save some time for a Judge):
@Covert Corsair: If it is on the battlefield, it is a permanent, not a permanent card. Cards do not enter a player's hand. A permanent can be returned to its owner's hand from the battlefield. For the latter half of the ability, look to Murder Investigation and Momentous Fall for inspiration regarding good templating.
Hrm...but isn't the hand a zone (albeit a zone that has very little mechanical interaction)? Theoretically, cards enter your hand from your library all the time unless I'm missing something in the rules that says otherwise. Also, when cards are not on the battlefield they are permanent cards, not permanents, correct? I feel like bounce cards are worded the way they are so that they can actually target whatever permanents on the battlefield are supposed to get bounced, but I don't think a card that cares about stuff getting bounced would be worded the same way. It's like the difference between destroying a creature and cards that care about creatures entering the graveyard, right?
I'm not trying to be contrary, I'm just trying to understand. =/
Blood in the Water 2BB
Sorcery (R)
Destroy each creature that was dealt
damage this turn. “Ol’ Micky ran his blade through th’ other
guy’s guts and took a blow to th’ head. They
toppled into th’ water an’ th’ sharks took care o’
th’ rest. Funny thing, though. I only heard one
splash.”
—“Legless” Pete Hamford
As Micky fell toward the water, he had a moment of clarity where he realized that he was born in one of the only places around where being ripped apart by sharks wasn't a daily danger. He looked one last time at the gaping mouths below and then closed his eyes. He didn't want to see the end. His body hit the water and his stomach lurched into his throat. He felt the world begin to swirl around him and promptly passed out.
When he came to he was on the shore, small waves lapping at his ankles. He looked up to see a twilight sky and breathed a sigh of relief. He sat up and started as a voice echoed behind him.
"Ah, you're awake. Good. I don't know who you are or where you came from and seeing as you floated out of Lethe Lake I can assume that you don't either. Give it some time and it should come back to you. Welcome to Arkhos."
Quote from Doug Beyer »
Arkhos is the plane represented by the Future Sight card River of Tears (also illustrated by Chris J. Anderson). It's a dreamlike world where night and day intermingle according to its own strange internal logic—check out the delicate quality of the light in the art. Near Lethe Lake on Arkhos, memories ebb away like the current of an old stone watercourse. Most mages tend to steer clear of the psychic ravages of the Lake, but surprisingly, some seek it out, believing they need to be cleansed of all remnants of the past in order to make their minds free for new magical creations.
"The prerequisite of originality is the art of forgetting, at the proper moment, what we know."
—Arthur Koestler
@Covert Cosair: By "ignoring" one of the additional coin flips, I'm pretty sure you wouldn't trigger "when you win a coin flip" effect if you won both.
No, but if you have multiples out you definitely trigger "When you win a coin flip" effects multiple times. That's what I was trying to convey. Apologies if I wasn't clear.
Hydromancy UU
Enchantment (U)
At the beginning of your upkeep, you may look at the top card of target player's library. You may put that card on the bottom of that player's library.
Being able to choose between Scry 1 and Fateseal 1 at the beginning of your upkeep is a pretty powerful ability. Like, I think at least another colorless mana, but even then...
Everyone seems to love making blue spells this round....
DefianceW
Instant {C}
As an additional cost to cast Defiance, Exile target attacking or blocking creature you control.
Exile target attacking or blocking creature you don’t control. “We must show immovable bravery before such unstoppable evil.”
—Lucian of Everfort
Variant Devouring Light. I like the additional cost, but the wording is kind of a slog to get through, and this should probably be an Uncommon.
Nothing Ventured2R
Sorcery (R)
As an additional cost to cast Nothing Ventured, discard your hand.
Exile the top seven cards of your library. You may play those cards this turn. "I've had it with this boring village! There are myriad wonders out there, and I'll see them all!"
-Sypress, village magewright
I think this is a very smart and on point use of Red's recent "exile, you can cast" mechanic. Well done. Also, good call on making it a Sorcery.
Jack of All TradesRR
Enchantment (R)
If you would flip a coin, instead flip two coins and ignore one.
Whenever you win a coin flip, add RR to your mana pool.
Krark's Thumb with mana ramping stapled to it. Kind of neat, but I'd have costed it a bit higher. I mean, it already interacts with the Thumb, letting you flip 3 and ignore 2 and, on top of that, there's potential for you to have 4 of these and the Thumb on the field at once, letting you flip 6 and ignore 5, with each victory netting you RRRRRRRR. I'd say change the name (It sounds nothing like an enchanment) and make it Legendary. Otherwise there's some serious stacking issues.
Keelhaul (Uncommon) U
Sorcery
Tap target noncreature artifact and target nonartifact creature. Keelhaul deals X damage to that creature, where X is the artifact's converted mana cost.
Now, this is clever. When I designed Keelhaul, it was "Tap target creature and put a -1/-1 counter on it. It doesn't untap during its controller's next untap step." But this is a really cool idea. I'm a little bugged by the fact that you could keelhaul a Worldspine Wurm under a Chromatic Sphere to squeeze out one more damage on it though.
Kinslayer1UB
Legendary Artifact - Equipment {M}
Equipped creature gets deathtouch and, whenever another creature dies, you may draw a card for every creature type it shared with this creature.
Equip 0 Family only holds you back.
I feel like the wording should be something like this:
"Equipped creature has deathtouch.
Whenever another creature dies, draw a card for each creature type it shares with equipped creature."
Other than that, I think it's equip cost is terribly undercosted. Typically, equipment's equip cost is relevant to how powerful the effect is. Not always, but usually. Deathtouch and card draw that isn't even dependant on the equipped creature doing anything is pretty powerful, even at Mythic.
Rounding out the top of the pack:
1. Ink-Treader
2. Legend
3. Doombringer
As drewdagreek was inspired by Jimmy Groove, so too am I inspired by Ink-Treader.
Nothing Gained 2B
Enchantment (R)
Whenever a player would draw a card,
that player discards a card instead.
If each player has no cards in hand,
sacrifice Nothing Gained. "Let's get on even footing."
—“Legless” Pete Hamford
And of course, I browse Matt Tabak's Tumblr and find this:
Quote from Matt Tabak"s Tumblr »
minomellow asked:
Is there any reason why some cards have a semicolon separating their oracle text's keywords (e.g. Æther Membrane), whereas most others have a comma (e.g. Fog Bank)?
If Oracle text includes more than one keyword, and only the last keyword has reminder text, and all the keywords appear on one line, then semicolons are used.
Kyra, Sun Seeker 3WW
Planeswalker - Kyra (M)
At the beginning of your upkeep, you may gain 1 life.
+1: Until your next turn, target creature can’t attack or block and its activated abilities can’t be activated.
-2: You get an emblem with “Creatures you control get +0/+1.”
-10: Exile all nonwhite creatures.
(3)
No entry
The1AndOnlyAGar
I feel like this would have been better templated as a "Choose one" card, rather than tossing in all those "or"s. Also, it seems strange for a deathtoucher to have such a high power. This thing will often outright kill stuff even without the deathtouch.
Koopa
Holdered
Dragoon
This is a really cool idea, and it doesn't require the gods-awful wording that Animate Dead does. It's basically Followed Footsteps in Blue/Black, which is cool.
(nameless one)
No entry
Flintlock
I like big beefy demons with a drawback. I like cards that force your opponent to make a choice. I like this card. Also, I think the drawback is appropriate for the discount.
RANKINGS
Place, the first - Dragoon
Place, the second - Flintlock
Place, the third - The1AndOnlyAGar
Kessig Cagebreakers and Nacatl War-Pride suggest that this ability can also occasionally be Green. Also, I guarantee that I did not mess up the color requirements, as the casting cost contains no white mana, exactly one black mana, 3 total colored mana, and the total cmc is 4 which is within 1 cmc of 3.
Master of the Wild Hunt 1GUB
Legendary Creature - Faerie Spirit (M)
Wither (This deals damage to creatures in
the form of -1/-1 counters.)
Whenever Master of the Wild Hunt
attacks, put two 1/1 green, blue, and
black Faerie Spirit creature tokens with
wither onto the battlefield tapped and
attacking.
3/4
Sorcery (R)
As an additional cost to cast Sacred
Sacrifice, sacrifice a creature.
Return target creature card from your
graveyard to the battlefield.
“A man who won’t die for something is not
fit to live. Here’s where I earn my life.”
—Ser Malwyn Skjorr
Love me some Treefolk, but I'm not a fan of conditional activated abilities. I'd much rather see "Whenever ~ blocks or becomes blocked, you may pay {cost}. If you do, {effect}." It just feels less shoehorned to me. Also, missing rarity and you didn't list your team name.
Oh, the broken possibilities here. RW is great at spitting out tokens (sometimes with haste) and the very real possibility of seeing a Thatcher Revolt come barreling at you armed with multiple Swords of X and Y is terrifying. There are some wording issues as well.
1. GameWorldLeader
2. GG Crono
3. Asrama
Medalus, the Cunning 1UB
Legendary Creature - Faerie Rogue (R)
Flying, deathtouch
Whenever Medalus deals combat
damage to a player, you may draw
that many cards.
“A poke of the blade or a probe of the
mind makes little difference to me.”
3/4
Ooh, a super-bounce/tuck spell. It feels like Telling Time's cousin. Very cool.
A blue sweeper. Usually those put things back into their owner's hands, but I'm really digging the shuffle. Makes it feel like you're sifting through flotsam to find your guys again.
I guess you could combo this with Pyrohemia or Pestilence or something, but it doesn't really do anything on it's own. It would be easier to just have "Each creature's toughness becomes 1 until end of turn." Easier to understand and it doesn't feel like such a weird card even though it's almost mechanically identical.
Kaijin of the Vanishing Touch say holy crap. This is a really powerful card for what it does. I'd either bump the cost or drop the Power. Also, you didn't list a rarity.
This a a neat way to modify the "Islandhome" mechanic. Instead of being unable to attack if your opponent doesn't control any Islands, it's just pointless (or Ninja ^_^). Plus, it has a built in flood mechanic.
1. GG Crono
2. Asrama
3. GameWorldLeader
I'm not trying to be contrary, I'm just trying to understand. =/
Round One
Blood in the Water 2BB
Sorcery (R)
Destroy each creature that was dealt
damage this turn.
“Ol’ Micky ran his blade through th’ other
guy’s guts and took a blow to th’ head. They
toppled into th’ water an’ th’ sharks took care o’
th’ rest. Funny thing, though. I only heard one
splash.”
—“Legless” Pete Hamford
When he came to he was on the shore, small waves lapping at his ankles. He looked up to see a twilight sky and breathed a sigh of relief. He sat up and started as a voice echoed behind him.
"Ah, you're awake. Good. I don't know who you are or where you came from and seeing as you floated out of Lethe Lake I can assume that you don't either. Give it some time and it should come back to you. Welcome to Arkhos."
No, but if you have multiples out you definitely trigger "When you win a coin flip" effects multiple times. That's what I was trying to convey. Apologies if I wasn't clear.
Being able to choose between Scry 1 and Fateseal 1 at the beginning of your upkeep is a pretty powerful ability. Like, I think at least another colorless mana, but even then...
An attempt at balancing Ancestral Recall? Neatish. Though the name and sacrifice clause make the card feel very Black.
Variant Devouring Light. I like the additional cost, but the wording is kind of a slog to get through, and this should probably be an Uncommon.
I think this is a very smart and on point use of Red's recent "exile, you can cast" mechanic. Well done. Also, good call on making it a Sorcery.
Krark's Thumb with mana ramping stapled to it. Kind of neat, but I'd have costed it a bit higher. I mean, it already interacts with the Thumb, letting you flip 3 and ignore 2 and, on top of that, there's potential for you to have 4 of these and the Thumb on the field at once, letting you flip 6 and ignore 5, with each victory netting you RRRRRRRR. I'd say change the name (It sounds nothing like an enchanment) and make it Legendary. Otherwise there's some serious stacking issues.
Now, this is clever. When I designed Keelhaul, it was "Tap target creature and put a -1/-1 counter on it. It doesn't untap during its controller's next untap step." But this is a really cool idea. I'm a little bugged by the fact that you could keelhaul a Worldspine Wurm under a Chromatic Sphere to squeeze out one more damage on it though.
I feel like the wording should be something like this:
"Equipped creature has deathtouch.
Whenever another creature dies, draw a card for each creature type it shares with equipped creature."
Other than that, I think it's equip cost is terribly undercosted. Typically, equipment's equip cost is relevant to how powerful the effect is. Not always, but usually. Deathtouch and card draw that isn't even dependant on the equipped creature doing anything is pretty powerful, even at Mythic.
1. Ink-Treader
2. Legend
3. Doombringer
As drewdagreek was inspired by Jimmy Groove, so too am I inspired by Ink-Treader.
Nothing Gained 2B
Enchantment (R)
Whenever a player would draw a card,
that player discards a card instead.
If each player has no cards in hand,
sacrifice Nothing Gained.
"Let's get on even footing."
—“Legless” Pete Hamford