It's quite difficult for me to post anymore, seeing as I don't actually play, and this restricts my ideas. However, they still show up occasionally.
Mistmover Serpent4UU
Creature - Serpent (R)
Mistmover Serpent can't attack unless the defending player controls an Island. 2U: Exchange control of two target lands.
6/6 "The map must be wrong..."
You know, I'm not sure how to react to this. I think it's too clunky in its wording to actually see print (those mana symbols would confuse the heck out of people, and to word it specifically on the card would be unwieldy) but the fundamental idea is quite good, and deserves looking into to try and find a more elegant solution.
I'd also say it should be a sorcery, and possibly destroy target permanent, using Vindicate as a precedent (as you can pay 2BW, and the extra 1 comes from the color versatility).
you only need to add the words and not change the name. ok? and what you did is still unbalanced. it should be something like this..
Wisdom U
instant
draw three cards, then put three cards from your hand into the bottom of your library.
[CARD]
Brainstorm[/CARD].
Serrated Knife
Artifact - Equipment
Equipped creature gets +5/+5.
Whenever equipped creature attacks or blocks, it gets -5/-5 until end of turn.
Equip
Next:
Growl's Garden
Land T: Add 1 to your mana pool. T: Creatures can't attack you. (This effect does not end at end of turn.)
I believe heavy use of colour should not go on such generic utility cards. They will be almost auto-includes in monocolour and unusable anywhere else; hardly fun. Heavy monocolour should be specific and powerful, a build-around-me card.
Tower Toppler changed to 3/3. I'm always a little wary of repeated land destruction.
Aristotle: Psyche Raven would ideally be uncommon, to match with Thieving Magpie. But it would definitely require debate on that.
WUBRG, I meant for Psy Tide to add costs like you suggested. It was a wording error, now changed. I like your idea of the power change now I've thought about it.
I haven't made any cards for a while, so I'm going to try this riffing thing to get back in the habit.
Also, I'm bad with flavour. Suggestions appreciated.
Tower Toppler 3RR
Creature - Elemental
Nonbasic landwalk
Whenever Tower Toppler deals combat damage to a player, that player sacrifices a land.
2/2
CHANGED TO:
Tower Toppler 3RR
Creature - Elemental
Nonbasic landwalk
Whenever Tower Toppler deals combat damage to a player, that player sacrifices a land.
3/3
Psyche Raven 2UB
Creature - Bird Spirit
Flying
Whenever Psyche Raven deals combat damage to a player, that player discards a card and you draw a card.
1/2
Cloaker Elemental 4W
Creature - Elemental
Damage that would be dealt to other creatures you control is dealt to Cloaker Elemental instead.
0/9
Psy Tide 3U
Enchantment
Red spells and green spells cost 1 more to play. 2: All cards become the colour of your choice until end of turn (even if they're not in play).
And a bonus:
Fields of Light 2WW
Enchantment
Whenever three or more creatures attack, creature you control become indestructible until end of turn.
Fields of Light 2WW
Enchantment
As long as at least three creatures are attacking, creatures you control are indestructible. The armour of faith does not protect alone.
Maybe "Sacrifice a permanent with CMC X or more" so they couldn't sac lands, and the more you pumped into X, the more likely they would be forced to sacrifice their biggest threat... Now there's an idea...
Think about what you are suggesting, good sir.
EDIT: Sarnath'd.
Anyway, these are all quite good. I like Bant Bannings a lot. Grixis Gamble needs a higher cost (Hanabi Blast was overpriced, but it should NOT be the same CC as Shock) and both Jund Jellybean and Naya Nerves have memory issues. The Naya one can be fixed by making it an aura; the Jund one I don't know.
I feel like this would be much more plausible as a one-shot sorcery; dunno what it would cost though. Probably :3mana::symu::symu::symu: or thereabouts.
Fatal Inversion :3mana::symu::symu::symu:
Sorcery (R)
You control target opponent's next turn. That player controls your next turn.
Remember the mana burn clause.
I really like this, actually. You could build your deck in such a way so they can do a minimum of damage; and you get the first shot. It's certainly more fun than Mindslaver.
One 1WU
Instant (U)
Tap up to three target permanents. Then, you may counter target spell unless its controller pays 1.
Two 1UB
Sorcery (U)
Look at target player's hand. Choose a card from it, and put the chosen card on top of its owner's library. Then look at the top three cards of that player's library. Remove one from the game and put the rest on top of that players library in any order.
Tillerman Three G
Creature - Elf
Whenever you play a land, Tillerman Three gets +1/+1 until end of turn.
1/1
You have good ideas regarding pitch cards; however, I also dislike the pick n match nature of this cycle. Even if the abilities are not particularly extravagant, and somewhat taken from each colour, they should be individual to each card at least. The way you've done it smacks of lazy design.
Firesnake is quite good, however. I almost think it could stand to be more powerful, but the "free!" alarm goes off in my head if I do that.
Thoughts for W/U:
Cold Snap4:symw::symu:
Instant
You may remove a white card and a blue card in your hand from the game rather than paying ~'s mana cost.
Destroy target attacking creature.
Creatures target player controls get -3/-0 until end of turn. In the cold, everything shatters more easily; swords, bones, morale...
Is vindicate non-white? yes, it is. It is white, but it is also non-white (since it is also black). Is vindicate non-black? yes, it is. It is black, but it also non-black (since it is white).
Thus vindicate can't hit the paladin.
You said it yourself; it's white. And if it's white it can't be non-white, because for it to be non-white it would have to have no white at all.
However, you may still be right. I'm not entirely sure.
Mistmover Serpent 4UU
Creature - Serpent (R)
Mistmover Serpent can't attack unless the defending player controls an Island.
2U: Exchange control of two target lands.
6/6
"The map must be wrong..."
Thoughts?
I'd also say it should be a sorcery, and possibly destroy target permanent, using Vindicate as a precedent (as you can pay 2BW, and the extra 1 comes from the color versatility).
[CARD]
Brainstorm[/CARD].
Serrated Knife
Artifact - Equipment
Equipped creature gets +5/+5.
Whenever equipped creature attacks or blocks, it gets -5/-5 until end of turn.
Equip
Next:
Growl's Garden
Land
T: Add 1 to your mana pool.
T: Creatures can't attack you. (This effect does not end at end of turn.)
Aristotle: Psyche Raven would ideally be uncommon, to match with Thieving Magpie. But it would definitely require debate on that.
WUBRG, I meant for Psy Tide to add costs like you suggested. It was a wording error, now changed. I like your idea of the power change now I've thought about it.
Also, I'm bad with flavour. Suggestions appreciated.
Tower Toppler 3RR
Creature - Elemental
Nonbasic landwalk
Whenever Tower Toppler deals combat damage to a player, that player sacrifices a land.
2/2
CHANGED TO:
Tower Toppler 3RR
Creature - Elemental
Nonbasic landwalk
Whenever Tower Toppler deals combat damage to a player, that player sacrifices a land.
3/3
Psyche Raven 2UB
Creature - Bird Spirit
Flying
Whenever Psyche Raven deals combat damage to a player, that player discards a card and you draw a card.
1/2
Cloaker Elemental 4W
Creature - Elemental
Damage that would be dealt to other creatures you control is dealt to Cloaker Elemental instead.
0/9
Psy Tide 3U
Enchantment
Red spells and green spells cost 1 more to play.
2: All cards become the colour of your choice until end of turn (even if they're not in play).
And a bonus:
Fields of Light 2WW
Enchantment
Whenever three or more creatures attack, creature you control become indestructible until end of turn.
Enchantment
As long as at least three creatures are attacking, creatures you control are indestructible.
The armour of faith does not protect alone.
Next: 6W (No reductions!)
Instant
Split Second
Destroy all creatures.
Instant
Tap target land.
Draw a card.
Now for the more contentious card...
Mistifier 2UU
Creature - Elemental
Mistifier can't lose abilities.
2/3
Think about what you are suggesting, good sir.
EDIT: Sarnath'd.
Anyway, these are all quite good. I like Bant Bannings a lot. Grixis Gamble needs a higher cost (Hanabi Blast was overpriced, but it should NOT be the same CC as Shock) and both Jund Jellybean and Naya Nerves have memory issues. The Naya one can be fixed by making it an aura; the Jund one I don't know.
Remember the mana burn clause.
I really like this, actually. You could build your deck in such a way so they can do a minimum of damage; and you get the first shot. It's certainly more fun than Mindslaver.
Instant (U)
Tap up to three target permanents. Then, you may counter target spell unless its controller pays 1.
Two 1UB
Sorcery (U)
Look at target player's hand. Choose a card from it, and put the chosen card on top of its owner's library. Then look at the top three cards of that player's library. Remove one from the game and put the rest on top of that players library in any order.
Tillerman Three G
Creature - Elf
Whenever you play a land, Tillerman Three gets +1/+1 until end of turn.
1/1
Firesnake is quite good, however. I almost think it could stand to be more powerful, but the "free!" alarm goes off in my head if I do that.
Thoughts for W/U:
Cold Snap 4:symw::symu:
Instant
You may remove a white card and a blue card in your hand from the game rather than paying ~'s mana cost.
Destroy target attacking creature.
Creatures target player controls get -3/-0 until end of turn.
In the cold, everything shatters more easily; swords, bones, morale...
You said it yourself; it's white. And if it's white it can't be non-white, because for it to be non-white it would have to have no white at all.
However, you may still be right. I'm not entirely sure.