It's one thing to have a card go into the library instead of graveyard. It's another thing entirely to put a card into the battlefield from the graveyard without sacrifice or destruction. All this does it needlessly circumvent abilities that are there for a reason.
So yes, it technically works, but it breaks design rules that are better left unbroken. Because once you do this you start getting things that say "choose a creature" instead of "target" to avoid hexproof, then you get "this creature can't be chosen" and "this creature can't be put into a graveyard from the battlefield" and all kinds of obnoxious stuff like that.
(Other things that change zones like the Sphinx: Blightsteel Colossus, Darksteel Colossus, all 5 incarnations from Lorwyn, all 5 beacons and Zeniths from the Mirrodin Blocks)
Fleeting is better because of memory issues. If you cast a handful of cards for their linger cost, it's going to be a major pain in the ass to have these permanent, invisible effects to have to remember all the time. Fleeting also helps because it doesn't create effects that can never be interacted with, and can play into any enchantment subthemes or effects.
Even in Modern it's relatively scary with the available Moxen and Chancellor of the Tangle. Being able to turn-1 flip your deck (into 4 Narcomoeba, 4 Bridge From Below, Dread Return, Flame-Kin Zealot, Attack for well over lethal) is just too much of a risk. All it takes is two cards in hand, and the only two answers in the format are Pact of Negation (which means you win anyway) or black leyline. (I guess Disrupting Shoal if you really want to get picky.)
Remember--Blazing Shoal was banned because it led to turn 2 wins. I think a card that sets up a turn 1 win is far more dangerous.
Not necessarily true. If you're playing against an aggro/burn deck that puked their hand out and put you on the ropes, you're not ahead at all. If you both played down to empty hands, you're not ahead.
Recurring Insight says this can probably cost 2UU since you only get approximately half the value. The reason that it can cost less than Tidings is that yes, it might draw you more cards, but it also has the ability to do literally nothing and Tidings is always relevant.
It's still a mess to have dozens of people discussing dozens of different cards within the same thread with absolutely no organization to it. Even if we got a new thread every three months, that wouldn't change this.
It could also be expanded to just the "Card Discussion" subforum. During spoiler seasons it would be largely new card discussion. The rest of year, it would be where all SCD and MCD goes.
Yeah...permanently removing the creature shouldn't be cheaper than temporarily removing it. Yes, you get a body in the interim, but the evoke needs to cost at least equal to the creature cost.
Sorry, but I have to throw my hat in with the others here. Duplicating spells and overloading is not green at all.
What about..."If an instant or sorcery would put a land onto the battlefield tapped, put it into play untapped instead."
Or..."If an instant or sorcery you control would destroy a noncreature permanent, put it on the top or bottom of its owner's library instead."
Or..."If an instant or sorcery you control would increase a creature's power and/or toughness, it doubles them instead." (Or an additional 2 or 3 or whatever.)
Back to the blue one--maybe just give it a fixed scry of 1-2 instead of equal to the number of cards drawn?
Yes, it would have protection from venser's emblem
There are so many different corner cases that I want to include in this such as an blood rush activation etc
Bloodrush (and auras and everything else along those lines) are permanent cards though. The only things it protects against are instants and sorceries. Since emblems aren't cards, it doesn't protect from them.
EDIT: I thought it was "protection from nonpermanent cards". That's very different, whoops!
These are actually pretty great. The blue one is massively overpowered (Essentially turning all draw in to "Scry X, then draw"), but I really like the red and black ones. Green needs some wording tweakage, and the white one is very narrow.
For green: "Whenever you cast an instant or sorcery spell that targets exactly one creature you control, copy that spell and change its target to another creature you control." It's a trigger rather than a replacement like the rest, but that's the right way to do it.
I don't know what to say about the white one. Maybe Dolmen Gate on a mana rock? White loves attacking with weenies but hates having them blocked. White prevents damage and gets protection effects.
Edit: Blue only does it for instants and sorceries, not all draw. In fact all of them are just spells so I can see why you had to be so narrow. I take back what I said about the white one.
My first thought is that maybe the updated Power of Fire is simply "Tap: Deal 2 [or 3?] damage to target creature or player. This creature doesn't untap during your next untap step."
Similar amount of damage over time, but not as abusive with untap triggers or machinegunning down every small creature your opponent plays.
Ummm...that's more abusive with untap effects (double the damage from each untap effect), and machineguns down more than just 1/1s. I think you went the exact wrong direction here.
My guess is...
"Inspired - When enchanted creature becomes untapped, it deals 1 damage to target creature or player."
Alternatively, Power of Fire that only hits players.
Brainwave doesn't need the "as though it had flash" part, as the spell takes care of timing restrictions by simply telling you to cast it. And you can't cast something as though it had split second. You can say "...and cast it. It gains split second."
I'd rather see capital sin choose from the library. Also, since you can't cast anything once you've gone epic, this literally does nothing other than lock you out of the game and kill you. It needs to say nonland, by the way, because you can't play a land during your upkeep even if something tells you to play a card. I can't think of a phrasing that would allow this card to work.
Treacherous tutor gives black better land fetching than green, fetching Cabal Coffers or Urborg at instant speed for one mana, while giving one opponent a land to play. The closest green has is Sylvan Scrying. Oh, this also is infinitely more flexible and an instant. Yikes.
Temporal Necromancy might be okay. Maybe. I'd rather see it grab creature only though. That would be perfectly fair at three mana. Black has no reason to be reanimating enchantments or instants or sorceries or planeswalkers or artifacts. Maybe at five mana you could justify that as a different Sins of the Past, but definitely not at three.
So yes, it technically works, but it breaks design rules that are better left unbroken. Because once you do this you start getting things that say "choose a creature" instead of "target" to avoid hexproof, then you get "this creature can't be chosen" and "this creature can't be put into a graveyard from the battlefield" and all kinds of obnoxious stuff like that.
(Other things that change zones like the Sphinx: Blightsteel Colossus, Darksteel Colossus, all 5 incarnations from Lorwyn, all 5 beacons and Zeniths from the Mirrodin Blocks)
Remember--Blazing Shoal was banned because it led to turn 2 wins. I think a card that sets up a turn 1 win is far more dangerous.
What about..."If an instant or sorcery would put a land onto the battlefield tapped, put it into play untapped instead."
Or..."If an instant or sorcery you control would destroy a noncreature permanent, put it on the top or bottom of its owner's library instead."
Or..."If an instant or sorcery you control would increase a creature's power and/or toughness, it doubles them instead." (Or an additional 2 or 3 or whatever.)
Back to the blue one--maybe just give it a fixed scry of 1-2 instead of equal to the number of cards drawn?
Bloodrush (and auras and everything else along those lines) are permanent cards though. The only things it protects against are instants and sorceries. Since emblems aren't cards, it doesn't protect from them.
EDIT: I thought it was "protection from nonpermanent cards". That's very different, whoops!
For green: "Whenever you cast an instant or sorcery spell that targets exactly one creature you control, copy that spell and change its target to another creature you control." It's a trigger rather than a replacement like the rest, but that's the right way to do it.
I don't know what to say about the white one. Maybe Dolmen Gate on a mana rock? White loves attacking with weenies but hates having them blocked. White prevents damage and gets protection effects.
Edit: Blue only does it for instants and sorceries, not all draw. In fact all of them are just spells so I can see why you had to be so narrow. I take back what I said about the white one.
Ummm...that's more abusive with untap effects (double the damage from each untap effect), and machineguns down more than just 1/1s. I think you went the exact wrong direction here.
My guess is...
"Inspired - When enchanted creature becomes untapped, it deals 1 damage to target creature or player."
Alternatively, Power of Fire that only hits players.
I'd rather see capital sin choose from the library. Also, since you can't cast anything once you've gone epic, this literally does nothing other than lock you out of the game and kill you. It needs to say nonland, by the way, because you can't play a land during your upkeep even if something tells you to play a card. I can't think of a phrasing that would allow this card to work.
Treacherous tutor gives black better land fetching than green, fetching Cabal Coffers or Urborg at instant speed for one mana, while giving one opponent a land to play. The closest green has is Sylvan Scrying. Oh, this also is infinitely more flexible and an instant. Yikes.
Temporal Necromancy might be okay. Maybe. I'd rather see it grab creature only though. That would be perfectly fair at three mana. Black has no reason to be reanimating enchantments or instants or sorceries or planeswalkers or artifacts. Maybe at five mana you could justify that as a different Sins of the Past, but definitely not at three.
Also red already has the haste/anti-haste card in Urabrask the Hidden, so they're more likely to do one of the other ones to tread newer design space.