Conspiracy type meant for a potential "EDH draft" themed set. Heavily inspired by JuanCu's ideas here.
Valorous Commandment
Conspiracy - Commandment (R) (Start the game with this card face up in your command zone. You may activate this card's abilities as long as you control your commander.) XW, T: Put a +1/+1 counter on each of up to X target creatures, where X is your commander's power.
Wise Commandment
Conspiracy - Commandment (R) (Start the game with this card face up in your command zone. You may activate this card's abilities as long as you control your commander.) XU, T: Reveal the top X cards of your library, where X is your commander's power. You may put an artifact, instant or sorcery card from among them into your hand. Put the rest on the bottom of your library in any order.
Rancid Commandment
Conspiracy - Commandment (R) (Start the game with this card face up in your command zone. You may activate this card's abilities as long as you control your commander.) XB, T: Put the top X cards of your library into your graveyard, where X is your commander's power. You may return a creature card from your graveyard to your hand.
Impulsive Commandment
Conspiracy - Commandment (R) (Start the game with this card face up in your command zone. You may activate this card's abilities as long as you control your commander.) XR, T: Exile the top X cards of your library, where X is your commander's power. You may play those cards until the end of your next turn.
Primal Commandment
Conspiracy - Commandment (R) (Start the game with this card face up in your command zone. You may activate this card's abilities as long as you control your commander.) XG, T: Reveal the top X cards of your library, where X is your commander's power. Put all land cards revealed this way onto the battlefield tapped, and put the rest on the bottom of your library in any order.
Darksoul Egg1
Artifact 2, T, Sacrifice ~: Add UBR.
When ~ is put into a graveyard from the battlefield, draw a card.
But that's prolly a closer homage to Chromatic Star than the Eggs. Could likely have a place in a set with lots of tricolor costs, as void_nothing mentioned.
Aberration of Pinions4
Creature - Eldrazi Bird
Flying
Emerge 3WUR
When Aberration of Pinions emerges, you may destroy target artifact. If you don't, creatures you control with flying get +1/+1 and gain haste until end of turn.
3/3
Primal Conjuration2GGUURR
Sorcery
Search your library for up to three artifact cards, land cards, and/or creature cards with power 5 or greater. Reveal those cards and put them onto the battlefield. Those permanents gain haste.
Cycling GUR(GUR, Discard this card: Draw a card.)
How about a blend of the last two cards to make something a bit less snowbally:
Rumbling Burrows2RR
Enchantment - Aura
Enchant land
When enchanted land becomes tapped, its controller sacrifices it and you create two 1/1 red Goblin creature tokens.
^That templating also gives the card some use if you topdeck it in the late game (use it on your own land).
I like Sight variants. I do feel though that Precognition Field was printed in the wrong set. I get that Dominaria had an instant and sorcery theme in UR, but I would have liked to see the card be a Sight variant more appropriate for the set and its mechanics. As is, the card to me feels problematic as it's generic enough to have a home in a core set, but the awkward exile ability is probably off putting to newer players.
In my opinion the design would be improved by removing the last ability**, making the effect more tied to the set's mechanical themes, and lowering the CMC so it's more efficient in limited.
**I get why the ability is there, but it reads bizarrely. Why couldn't this have been "scry 1"?
I would ultimately have liked to see a version like:
Unfolding Chronicles1UU
Enchantment [Rare]
You may look at the top card of your library. (You may do this at any time.)
You may cast the top card of your library if it's historic. (Artifacts, legendaries, and Sagas are historic.)
^Probably a bit uninspired in it's own way, though.
Goldrush3RR
Sorcery [Rare]
Each player discards their hand, then draws seven cards. You become the plunderer. (At the beginning of your end step, create a colorless Treasure artifact token with “T, Sacrifice this artifact: Add one mana of any color.” When a creature deals combat damage to you, it’s controller becomes the plunderer.)
Tanfeld the Generous2RG
Legendary Creature – Cat Giant [Uncommon]
When Tanfeld enters the battlefield, each opponent creates a tapped 1/1 blue Fish creature token.
5/5
Last Eclipse2(W/B)
Sorcery [Rare]
Destroy target tapped creature.
Cycling (W/B)(W/B)(W/B)(W/B)(W/B)
When you cycle Last Eclipse, destroy all tapped creatures.
Muckblade Revenant2B
Creature – Skeleton Warrior [Uncommon]
Muckblade Revenant has menace and deathtouch as long as there is a land card in your graveyard.
Retrieve 2B(2B, Discard a card: Return this card from your graveyard to your hand. Retrieve only as a sorcery.)
3/1
Throng of Sentries6(G/W)
Creature – Elf Scout Soldier [Uncommon]
Vigilance
Throng of Sentries costs 1 less to cast for each creature you control with vigilance. “They were clad wholly in white; […] but no sign of age was upon them, unless it were in the depths of their eyes; for these were keen as lances in the starlight.” - JRR Tolkien, The Fellowship of the Ring.
5/5
Nettlescythe4
Artifact – Equipment [Rare]
Equipped creature gets +2/+2 and has deathtouch.
Whenever a creature dealt damage by equipped creature this turn dies, you may exile that creature. If you do, create a 0/3 green Plant creature token with “T: Add C.”
Equip
Whipping Wurms3RG
Enchantment
Whenever a creature dies, you may have Whipping Wurms deal 5 damage to you. If you do, create a 5/4 red and green Wurm creature token.
Valorous Commandment
Conspiracy - Commandment (R)
(Start the game with this card face up in your command zone. You may activate this card's abilities as long as you control your commander.)
XW, T: Put a +1/+1 counter on each of up to X target creatures, where X is your commander's power.
Wise Commandment
Conspiracy - Commandment (R)
(Start the game with this card face up in your command zone. You may activate this card's abilities as long as you control your commander.)
XU, T: Reveal the top X cards of your library, where X is your commander's power. You may put an artifact, instant or sorcery card from among them into your hand. Put the rest on the bottom of your library in any order.
Rancid Commandment
Conspiracy - Commandment (R)
(Start the game with this card face up in your command zone. You may activate this card's abilities as long as you control your commander.)
XB, T: Put the top X cards of your library into your graveyard, where X is your commander's power. You may return a creature card from your graveyard to your hand.
Impulsive Commandment
Conspiracy - Commandment (R)
(Start the game with this card face up in your command zone. You may activate this card's abilities as long as you control your commander.)
XR, T: Exile the top X cards of your library, where X is your commander's power. You may play those cards until the end of your next turn.
Primal Commandment
Conspiracy - Commandment (R)
(Start the game with this card face up in your command zone. You may activate this card's abilities as long as you control your commander.)
XG, T: Reveal the top X cards of your library, where X is your commander's power. Put all land cards revealed this way onto the battlefield tapped, and put the rest on the bottom of your library in any order.
Darksoul Egg 1
Artifact
2, T, Sacrifice ~: Add UBR.
When ~ is put into a graveyard from the battlefield, draw a card.
But that's prolly a closer homage to Chromatic Star than the Eggs. Could likely have a place in a set with lots of tricolor costs, as void_nothing mentioned.
Aberration of Pinions 4
Creature - Eldrazi Bird
Flying
Emerge 3WUR
When Aberration of Pinions emerges, you may destroy target artifact. If you don't, creatures you control with flying get +1/+1 and gain haste until end of turn.
3/3
Primal Conjuration 2GGUURR
Sorcery
Search your library for up to three artifact cards, land cards, and/or creature cards with power 5 or greater. Reveal those cards and put them onto the battlefield. Those permanents gain haste.
Cycling GUR (GUR, Discard this card: Draw a card.)
Rumbling Burrows 2RR
Enchantment - Aura
Enchant land
When enchanted land becomes tapped, its controller sacrifices it and you create two 1/1 red Goblin creature tokens.
^That templating also gives the card some use if you topdeck it in the late game (use it on your own land).
In my opinion the design would be improved by removing the last ability**, making the effect more tied to the set's mechanical themes, and lowering the CMC so it's more efficient in limited.
**I get why the ability is there, but it reads bizarrely. Why couldn't this have been "scry 1"?
I would ultimately have liked to see a version like:
Unfolding Chronicles 1UU
Enchantment [Rare]
You may look at the top card of your library. (You may do this at any time.)
You may cast the top card of your library if it's historic. (Artifacts, legendaries, and Sagas are historic.)
^Probably a bit uninspired in it's own way, though.
Dizzying Maneuver 2UR
Instant [Uncommon]
Choose one –
Goldrush 3RR
Sorcery [Rare]
Each player discards their hand, then draws seven cards. You become the plunderer. (At the beginning of your end step, create a colorless Treasure artifact token with “T, Sacrifice this artifact: Add one mana of any color.” When a creature deals combat damage to you, it’s controller becomes the plunderer.)
Tanfeld the Generous 2RG
Legendary Creature – Cat Giant [Uncommon]
When Tanfeld enters the battlefield, each opponent creates a tapped 1/1 blue Fish creature token.
5/5
Last Eclipse 2(W/B)
Sorcery [Rare]
Destroy target tapped creature.
Cycling (W/B)(W/B)(W/B)(W/B)(W/B)
When you cycle Last Eclipse, destroy all tapped creatures.
Muckblade Revenant 2B
Creature – Skeleton Warrior [Uncommon]
Muckblade Revenant has menace and deathtouch as long as there is a land card in your graveyard.
Retrieve 2B (2B, Discard a card: Return this card from your graveyard to your hand. Retrieve only as a sorcery.)
3/1
Fall of the Gatewatch 2UUBBRR
Sorcery [Mythic]
Choose five. You may choose the same mode more than once.
Throng of Sentries 6(G/W)
Creature – Elf Scout Soldier [Uncommon]
Vigilance
Throng of Sentries costs 1 less to cast for each creature you control with vigilance.
“They were clad wholly in white; […] but no sign of age was upon them, unless it were in the depths of their eyes; for these were keen as lances in the starlight.” - JRR Tolkien, The Fellowship of the Ring.
5/5
Nettlescythe 4
Artifact – Equipment [Rare]
Equipped creature gets +2/+2 and has deathtouch.
Whenever a creature dealt damage by equipped creature this turn dies, you may exile that creature. If you do, create a 0/3 green Plant creature token with “T: Add C.”
Equip
Whipping Wurms 3RG
Enchantment
Whenever a creature dies, you may have Whipping Wurms deal 5 damage to you. If you do, create a 5/4 red and green Wurm creature token.