Wouldn't this say 'if you control the creature with the lowest power among creatures on the battlefield'? For example, Topple or Triumph of Ferocity. I guess this ability makes Char-Rumbler good?
Triumph of Ferocity doesn't use the "among creatures on the battlefield" phrase. So because they both are using the "you control" wording they should use Triumph's wording. Also you probably want to add "tied for lowest power" aswell.
Due to problems that can come up with layers using static abilities this should always be a trigger though the timing can change on each card. That said I'm not sure this is that good of a mechanic. It wants you to have the weakest creature, meaning you will need a number of 1 or 0 power creatures in your deck which isn't what an aggressive deck wants. Then in constructed there are decks with almost no creatures so this will always be on because you control the only creatures. This is the type of swingy mechanic that is frowned upon due to the high variance(not under your control) of playing it both against other mechanics and a mirror which would be awful
The spirit Chroyu prays to and took orders from who was the patron of Minamo. I've heard it could be another name for the Myojin of Seeing Winds?
It seems unlikely that this is the Myojin of Seeing Winds. Based on context within the story Ichikawa works for Mochi, the Smiling Kami of the Cresent Moon, and there is no way the Myojin works with or for Mochi who was an active usurper of the current order.
No Name Red Legend feels oppressive but probably isn't, this feels far worse than it actually is which throws up red flags but it is safe.
Brazen Berserker, very simple effect that upon seeing I would swear there are other cards exactly like this already, and be shocked that there aren't.
Carid, Fiery Diviner, +1 is way overpowered. This would be pushed on a 4 mana walker and is insane at 3mana. -3 feels a little pushed but is in a nice spot because it costs all of its loyalty. -6 feels weird, why are you counting permanents on this card? It isn't really something red or any color does, what amount of damage are you looking to get out of this effect? It will probably be too much for such a cheap ultimate and when pushed to a higher loyalty cost it will probably be not enough or simply underwhelming.
I really like the feel of Jerra, but I don't think a merfolk should do this effect, and it might be broken with elves. I'm not sure what to do to reign in the power of having mana elves and this or that it even needs to be reigned in but my gut says it is too explosive. Probably a very narrow T1 with very fun implications in the non broken field but will be exploited until it gets a ban.
Is this clear?
What wording improvements can be made?
Does this break the rules? And if so how can they be rewritten to handle this?
Is this alternate wording better?
Incarnate 6U(If you cast this spell for 6U, put it onto the battlefield as an Elemental creature as it resolves. Whenever this deals combat damage to a player, you may sacrifice it to cast a copy of this spell.)
Whenever you copy a spell not on the stack you make the copy first then cast the copy. So to keep the copy function it would have to be, Whenever this deals combat damage to a player, you may sacrifice it, if you do copy ~, you may cast the copy without paying its mana cost.
Personally I feel this adds another layer of confusion because you have the object changing zones. I preferred the original functionality of casting from the battlefield, a unique thing that is already supported but not done.
Grassnetter Initiate, this effect is too effienient, it needs to either cost more or give less, 2 counters should be fine at this cost and I'm not sure what 3 counters should cost.
Wanderlust Druid, why cycling 5? this effect seems fine at GG, its basically explore.
Thorned Snapper feels slightly undercosted for repeatable fight with those stats.
Wizened Oakling has a very interesting power limiter, not sure where it falls on the powerscale because of this.
Forest Path Amulet, I would love this as a cycle
The Oakheart is interesting but the wording is confusing, you might try "Choose 3 target cards in your graveyard. For each land card chosen this way put a +1/+1 counter on a creature you control. Put the chosen cards on the bottom of your library"
Search the Horizons, might be undercosted. Its hard to say because this effect hasn't been done recently without other effects.
Predator’s Bounty, needs the you control/you don't control to avoid using your opponents creatures to kill themselves.
Arborsoul Quest, I wouldn't call this quest due to the existence of quest cards that use quest counters. This isn't an absolute but it is something to consider.
Woodland Symphony, three seems like too much again, maybe a mana cost but keep it low so its still usable.
Bramble Vale, this by far my favorite design I've seen from you. Its powerful without being abuseable, its flavorful without being confusing.
I don't think Kiora should be milling at all, yourself or your opponent. I like the fight ability but it feels the least like kiora of the relevant abilities. I think "Reveal cards from the top of your library until you reveal a creature or land card. Put that card into your hand shuffle the rest into your library." is the most Kiora ability you have, just switched from milling to shuffling the rest.
I think a -2: Lightning Helix is acceptable on Makeda, but I would lean towards a -3: Warleader's Helix. Though maybe only target creatures.
That's a good thought for Makeda.
On Kiora, why is it that you feel milling doesn't feel right? (Pls note, I'm interested to hear what you think, I'm not just trying to tear down your argument here) Master of the Depths mills in her minus ability (in fact the first minus ability I proposed for my version is exactly half of hers) so it's not unprecedented. Plus it synergizes with the ultimate and fits well in the environment.
The she shouldn't be milling at all is more from the abilities that are specifically putting cards into your graveyard(like your first -) rather than incidental milling, I suggested the change on that ability because of how much it could potentially mill, a fixed number of 5 or less would be fine when your looking for something.
The way you worded the ability is what really matters, for flavor not function. With your wording she is milling and reclaiming which aren't things she should do, if you changed it to looking/taking, then milling it would be more in line. The main reason to keep her away form milling is to not stretch her character. She is a wielder of the sea and leviathans, Jace has the whole mind mage thing done so pushing her into this territory is both unflattering and unnecessary. She also hasn't shown from her green part to be the type to reclaim the past so it is still a push she doesn't need there is plenty of space design space for a hydromancer who is fond of giant sea creatures.
I don't think Kiora should be milling at all, yourself or your opponent. I like the fight ability but it feels the least like kiora of the relevant abilities. I think "Reveal cards from the top of your library until you reveal a creature or land card. Put that card into your hand shuffle the rest into your library." is the most Kiora ability you have, just switched from milling to shuffling the rest.
I think a -2: Lightning Helix is acceptable on Makeda, but I would lean towards a -3: Warleader's Helix. Though maybe only target creatures.
I really like this reverse bestow, but worry that it eats up too much space of actual creatures for RW in the set.
As for individual cards Velvet Pantyhose is outside of the pie, red doesn't have vigilance or protection and shouldn't be making walls like this.
Armor of Light's mobilize cost shouldn't be less than its casting cost, indestructible is too strong an ability to give out this cheaply.
Energy Lance, I don't think this should have flash for several reasons. First neither color gets flash outside of rare exceptions. Second I could see this card at 4CMC without flash and that feels better. Finally the massive nonbo of flash and Mobilze will have players constantly thinking they can mobilize this as an instant even with reminder text(mostly because people ignore reminder text assuming they know what they are doing).
Makeda's + doesn't seem strong enough on a 5 mana walker, while the - looks both over and underwhelming. At 5 mana a walker needs to produce positive card advantage(the effect needs to be worth at least 1 card) on a plus because of the huge investment and your turn only indestructible isn't good enough maybe until your next turn? Also your removal is too cheap, on a planeswalker removal cost at least -2 and is rarely repeatable without plusing, because it relies on controlling creatures it is inherently weaker than a flat number so this needs to be felt out, how often is this 4+ damage or less than 2?
Kiora looks nice but that minus doesn't feel like Kiora at all. I'm not sure what kind of effect you're looking for so its hard to suggest what to replace it with. Currently Kiora has always interacted with lands in someway so if you can make your minus do something with lands it will feel more like Kiora, or make the plus interact with lands. Her minus has also always been a way of getting you more cards and she could do it twice before dying. So maybe a minus like Tamiyo, Field Researcher's plus would be a good fit for Kiora.
What does it do that evoke doesn't? Is it for targeting while on the stack?
The main thing it does that evoke doesn't is cast the spell twice which a pretty big thing. Also it reads better than evoke because beginner players look at the mana cost of a card first then read the card so evoke cards get overlooked because they can't be played early.
Yes, blue gets triggered draw but not with this kind of trigger condition. Edric and Lu Xun each use the UG effect of curiosity while Rayne cares about being targeted by spells, a very blue thing. What does Jex care about? You losing life, something that blue doesn't care about. If you take a step back and look at Jex, the ability is classic black draw, lose life draw cards, the difference on Jex is that it isn't asking you to pay life it is ask your opponents to take your life. Still a potentially black thing that might belong to the BW portion of the pie but still isn't blue. Oloro has this same problem, his card isn't really blue, though it is still more blue than your card because he triggers off of a white effect but white gets very limited card draw so blue picks up the slack.
Biting Tome is the only outright break, if this way the new red impulse draw it would be fine.
They don't print artifacts that don't do anything without playing a color, there is only 1 in modern Leonin Sun Standard, so Dragonbelch Amulet is a break for artifacts, while Dragonshock Anvil is a bend.
Brasscog Champion is confusing because the typical way to know if something is renown is if it has +1/+1 counters on it, but your creature starts with +1/+1 counters so it is harder to track.
Overall interesting designs. Large number of +1/+1 counters would be a green thing while small number would be white. Red almost exclusively gets +1/+1 counters as part of the sets mechanics with the occasional outlier that can add a lot of counters to itself.
Perhaps the card could have slightly stronger stats but Sidisi, Brood Tyrant, Jeleva, Nephalia's Scourge, Shattergang Brothers and Rubinia Soulsinger are comparable power/toughness to Jex, Corrupted Cleric but they don't have lifelink. I believe Jex's ability is stronger than most of the other abilities, especially in EDH. I also want to emphasize again that I believe Jex needs to be blue. Black can't draw cards this efficiently without paying with another resource.
Regarding Demise, it's great that you brought up Kiku's Shadow. Perhaps, Demise should be a rare, but I feel removal spells have gotten much more efficient in the past 10 years.
Like I said, the trigger condition is what makes it black, it is just taking the choice away form you and putting it on your opponents. Efficiency is a powerlevel concern and while color can play into this isn't inherently blue. On the premise of ability power all of the ones you have brought out are proactive abilities, while Jex is a reactive ability it isn't reasonable to compare them and if you do I feel they are more or less equal. Sidisi generates a lot of zombies assuming you have built your deck right. Jeleva can do some obscene things without building your deck right. Shattergang gets stronger the more players and is one of the few reliable ways of staying at a positive card advantage in EDH. I've never like Runinia, Merieke Ri Berit has always seemed like a better version of this effect.
Demise seems almost worse than Kiku's Shadow(didn't know this card existed). Shadow takes advantage of any damage related abilities, such as deathtouch, wither and infect. While Demise being an instant makes it a combat trick. They are very close in power but being an instant could be a huge difference. Also removal has been toned way down in the last few years and has never really been higher than Terror which is from alpha.
Due to problems that can come up with layers using static abilities this should always be a trigger though the timing can change on each card. That said I'm not sure this is that good of a mechanic. It wants you to have the weakest creature, meaning you will need a number of 1 or 0 power creatures in your deck which isn't what an aggressive deck wants. Then in constructed there are decks with almost no creatures so this will always be on because you control the only creatures. This is the type of swingy mechanic that is frowned upon due to the high variance(not under your control) of playing it both against other mechanics and a mirror which would be awful
Brazen Berserker, very simple effect that upon seeing I would swear there are other cards exactly like this already, and be shocked that there aren't.
Carid, Fiery Diviner, +1 is way overpowered. This would be pushed on a 4 mana walker and is insane at 3mana. -3 feels a little pushed but is in a nice spot because it costs all of its loyalty. -6 feels weird, why are you counting permanents on this card? It isn't really something red or any color does, what amount of damage are you looking to get out of this effect? It will probably be too much for such a cheap ultimate and when pushed to a higher loyalty cost it will probably be not enough or simply underwhelming.
Whenever you copy a spell not on the stack you make the copy first then cast the copy. So to keep the copy function it would have to be, Whenever this deals combat damage to a player, you may sacrifice it, if you do copy ~, you may cast the copy without paying its mana cost.
Personally I feel this adds another layer of confusion because you have the object changing zones. I preferred the original functionality of casting from the battlefield, a unique thing that is already supported but not done.
Wanderlust Druid, why cycling 5? this effect seems fine at GG, its basically explore.
Thorned Snapper feels slightly undercosted for repeatable fight with those stats.
Wizened Oakling has a very interesting power limiter, not sure where it falls on the powerscale because of this.
Forest Path Amulet, I would love this as a cycle
The Oakheart is interesting but the wording is confusing, you might try "Choose 3 target cards in your graveyard. For each land card chosen this way put a +1/+1 counter on a creature you control. Put the chosen cards on the bottom of your library"
Search the Horizons, might be undercosted. Its hard to say because this effect hasn't been done recently without other effects.
Predator’s Bounty, needs the you control/you don't control to avoid using your opponents creatures to kill themselves.
Arborsoul Quest, I wouldn't call this quest due to the existence of quest cards that use quest counters. This isn't an absolute but it is something to consider.
Woodland Symphony, three seems like too much again, maybe a mana cost but keep it low so its still usable.
Bramble Vale, this by far my favorite design I've seen from you. Its powerful without being abuseable, its flavorful without being confusing.
The way you worded the ability is what really matters, for flavor not function. With your wording she is milling and reclaiming which aren't things she should do, if you changed it to looking/taking, then milling it would be more in line. The main reason to keep her away form milling is to not stretch her character. She is a wielder of the sea and leviathans, Jace has the whole mind mage thing done so pushing her into this territory is both unflattering and unnecessary. She also hasn't shown from her green part to be the type to reclaim the past so it is still a push she doesn't need there is plenty of space design space for a hydromancer who is fond of giant sea creatures.
I think a -2: Lightning Helix is acceptable on Makeda, but I would lean towards a -3: Warleader's Helix. Though maybe only target creatures.
As for individual cards Velvet Pantyhose is outside of the pie, red doesn't have vigilance or protection and shouldn't be making walls like this.
Armor of Light's mobilize cost shouldn't be less than its casting cost, indestructible is too strong an ability to give out this cheaply.
Energy Lance, I don't think this should have flash for several reasons. First neither color gets flash outside of rare exceptions. Second I could see this card at 4CMC without flash and that feels better. Finally the massive nonbo of flash and Mobilze will have players constantly thinking they can mobilize this as an instant even with reminder text(mostly because people ignore reminder text assuming they know what they are doing).
Kiora looks nice but that minus doesn't feel like Kiora at all. I'm not sure what kind of effect you're looking for so its hard to suggest what to replace it with. Currently Kiora has always interacted with lands in someway so if you can make your minus do something with lands it will feel more like Kiora, or make the plus interact with lands. Her minus has also always been a way of getting you more cards and she could do it twice before dying. So maybe a minus like Tamiyo, Field Researcher's plus would be a good fit for Kiora.
They don't print artifacts that don't do anything without playing a color, there is only 1 in modern Leonin Sun Standard, so Dragonbelch Amulet is a break for artifacts, while Dragonshock Anvil is a bend.
Brasscog Champion is confusing because the typical way to know if something is renown is if it has +1/+1 counters on it, but your creature starts with +1/+1 counters so it is harder to track.
Overall interesting designs. Large number of +1/+1 counters would be a green thing while small number would be white. Red almost exclusively gets +1/+1 counters as part of the sets mechanics with the occasional outlier that can add a lot of counters to itself.
Demise seems almost worse than Kiku's Shadow(didn't know this card existed). Shadow takes advantage of any damage related abilities, such as deathtouch, wither and infect. While Demise being an instant makes it a combat trick. They are very close in power but being an instant could be a huge difference. Also removal has been toned way down in the last few years and has never really been higher than Terror which is from alpha.