Mechanic: Mysticism N (As this creature enters the battlefield, you may exile an instant or sorcery card with a converted mana mana cost of N from your hand or graveyard. When it deals combat damage to a player, you may cast a copy of that spell without paying its mana cost).
Cards to follow once I’m off work and have time to flesh them out
Edit: Much delayed, but now for actual cards:
Winds of Seeker
1UU
Creature - Human Shaman (Uncommon)
Mysticism 2 (As this creature enters the battlefield, you may exile an instant or sorcery card with a CMC of 2 from your hand or graveyard. When this creature deals combat damage to an opponent, you may cast a copy of that spell without paying its mana costs).
Whenever one or more cards are exiled from your graveyard, you may put the top card of your library into your graveyard.
1/3
Rune-Carved Stomper
3GG
Creature - Beast [Uncommon]
Trample
Mysticism 3
Whenever you copy a spell or cast a copy of a spell, put a +1/+1 counter on this creature.
4/3
Stormbreak Runner
1RR
Creature - Vishano Warrior[uncommon]
Haste
Mysticism 2
When Stormbreak Runner enters the battlefield, if you exiled a card from your hand for its Mysticism ability, it gains haste.
2/2
Bloodbraid Truthspeaker 1URG
Creature - Elf Shaman [Rare]
Haste, Mysticism 3
Whenever you copy a spell or cast a copy of a spell, copy that spell an additional time. You may choose new targets for the copy.
3/2
Adragrand, Rebel Warleader 2WR
Legendary Creature - Kor Rebel Soldier
First Strike, vigilance
Whenever Adragrand attacks, reveal the top card of your library until you reveal a creature card with a power of 2. Put that creature onto the battlefield tapped and attacking, and the rest onto the bottom of your library in a random order. Then, at the end of combat, sacrifice that creature unless it has a toughness of 2.
2/2
I swear I wrote something for Trinicube. Must have accidentally deleted it.
To quickly recap my thoughts on the card, to me it falls in between Bashur and Mana Cleanse. It’s an enabler that’s probably broken, but it’s got a certain cool factor that makes me want to try cool things with it. I do like the safety valves on it, as ETB tapped keeps it from being abused right away, and the life loss puts a cap on the number of activations unless you find a way to circumvent it. Protection from CMC 3 feels tacked on though, and will rarely be relevant since you’d typically like to pop the cube as soon as you untap with it. I’d rank this a little below Stones from the Tabernacle, which was my runner up.
Transcendant Epiphany: This feels like a mono-Blue card, Red is a bit of a stretch but believable. This card is definitely not white or black. Power level fine it’s fine if a tad strong, and I dislike the random commander textline, it feels forced.
The Triplets: I’m again not a fan of this card. It feels out of colour pie for green, since green should be drawing cards off of your creatures doing things, not just sitting around. If this was just creatures, it would be a little better. I’m also not crazy about effects happening from the command zone, but this is tame and restrictive enough it might be fine.
Bashur: I like the effect. I like the elegance of the design, cast three CMC 3 spells in a turn and you get to draw 9 cards (essentially). It’s maybe a little broken in normal formats with access to enough rituals, but I do like the direction of the card, and it has a lot of hoops to jump through as a balancing act. My only real note is this, it costs three, and cares about you casting other spells that cost thee three times, and it’s a 3/2. I think it would have been more elegant as a 3/3.
Solemn Empath: I like it. I appreciate the simplicity of shifting a classic card to match new criteria. I like this Uncommon.
Mana Clenase: I’m less enthused about this card. Even though it has steep multi-colour requirements and produces colourless mana, I’m a little concerned about a colourless ritual that replaces it self. This is a card that less screams ‘break me’ and more ‘use me to break things’.
Golden Cerberam: I like the elegance of everything being a 3. Might be a tad too strong, but it’s a neat and niche card.
Knowledge Seeke: Id rank this higher if it wasn’t for Solemn Empath essentially being the same design earlier in the challenge. Much do what I have to say there applies here. I do like this less, since part of the elegance of Solemn Empath and Fiercr Empath is that the value of the tutoring effect is offset by the smallness of the body, and a 2/2 is a lot bigger than a 1/1.
Primeval Force: This card shouldn’t exist. Colourless probably shouldn’t get any of those effects for those rates, much less your choice of any of them. The ‘untap all lands’ mode is definitely broken in multiple formats, and while the other modes are weaker they still don’t belong together on a card. There’s a reason the colour pie exists, and this card undermines it.
Stone from th Tabernacle: I like this, with the one exception that it should be a coloured artifact that costs 1WW.
Simic Spawning Labs
Plane - Ravnica
At the beginning of your upkeep, create a 0/0 Blue and Green Ooze Creature token with Graft 1 (This permanent enters the battlefield with 1 +1/+1 counters on it. When another creature enters the battlefield under your control, you may move a +1/+1 counter from this permanent to that creature)
Whenever you roll :chaos:, create a copy of each creature token you control.
Fires of Inspiration 1RR
Enchantment
At the beginning of your upkeep, exile a card from the top of your library for each opponent who was dealt damage since the beginning of your last turn. You may play those cards this turn.
Lone moon’s is a very hard card to evaluate. It’s probably on the weaker side in modern and legacy since you often only need one of a particular land to get whatever effect you want out of it. In standard however, it’s likely too punishing, potentially Stone Raining your opponent in turn 3, and making their future land drops harder to hit. I think the card is neat, but I don’t think it’s a card that I would ever want to see printed.
Pyrocontinuance 1RR
Enchantment
Your maximum hand size is zero
Whenever an instant or sorcery you control deals damage to one or more opponents, you may pay R. If you do, draw a card.
Imitator Arcanist UR
Creature - Human Wizard [Mythic Rare]
Flash T: Copy target activated ability you control that isn’t a mana ability. You may choose new targets for the copy. 3URT: Copy each activated ability you control that isn’t a mana ability. You may choose new targets for the copies.
2/1
Glistening Monstrosity
2BB
Creature - Ooze Horror
Infect
Glistening Monstrosity gets +1/+1 for each counter on each creature and each counter on each player.
0/0
Sparkler Fire - I’m not sure if changing the front side cost of Skewer the Critics to be slightly more colour intensive justifies the otherwise strict upgrade. Given the 3-for-1 potential I’d make the front side cost at least 4 and the Spectacle cost to at least 2, or drop the damage. This card also feels more like an Uncommon in the context of modern set design.
Mystic Vision U
Sorcery-Uncommon
Reveal the top card of your library until you’ve revealed two instant or sorcery cards. Put one of those instant or sorcery cards into your hand, and the rest onto the bottom of your library in a random order.
Anarchy Instigator UR
Creature - Human Rogue [Rare]
Riot(Anarchy Instigator enters the battlefield with your choice of a +1/+1 counter or haste)
Anarchy Instigator is unblockable and can’t block.
When Anarchy Instigator deals combat damage to a player, Exile it, then return it to the battlefield under the control of target player with the least life or tied for the least life.
2/2
Trashpile Scrounger 2B
Creature - Zombie Elf (common)
When Trashpile Dredger enters the battlefield, put the top 3 cards of your library into your graveyard.
3/1
IIW: Cards that are more fun for you than for your opponent.
Catalyst of Contagion UG (Rare)
Creature - Elf Horror
Whenever you proliferate, for each permanent or player you put a counter on, put an additional counter of that type on that permanent or player. 2UG, T: Proliferate
2/1
Cards to follow once I’m off work and have time to flesh them out
Edit: Much delayed, but now for actual cards:
Winds of Seeker
1UU
Creature - Human Shaman (Uncommon)
Mysticism 2 (As this creature enters the battlefield, you may exile an instant or sorcery card with a CMC of 2 from your hand or graveyard. When this creature deals combat damage to an opponent, you may cast a copy of that spell without paying its mana costs).
Whenever one or more cards are exiled from your graveyard, you may put the top card of your library into your graveyard.
1/3
Rune-Carved Stomper
3GG
Creature - Beast [Uncommon]
Trample
Mysticism 3
Whenever you copy a spell or cast a copy of a spell, put a +1/+1 counter on this creature.
4/3
Stormbreak Runner
1RR
Creature - Vishano Warrior[uncommon]
Haste
Mysticism 2
When Stormbreak Runner enters the battlefield, if you exiled a card from your hand for its Mysticism ability, it gains haste.
2/2
Bloodbraid Truthspeaker
1URG
Creature - Elf Shaman [Rare]
Haste, Mysticism 3
Whenever you copy a spell or cast a copy of a spell, copy that spell an additional time. You may choose new targets for the copy.
3/2
2WR
Legendary Creature - Kor Rebel Soldier
First Strike, vigilance
Whenever Adragrand attacks, reveal the top card of your library until you reveal a creature card with a power of 2. Put that creature onto the battlefield tapped and attacking, and the rest onto the bottom of your library in a random order. Then, at the end of combat, sacrifice that creature unless it has a toughness of 2.
2/2
IIW: Coloured artifacts
I swear I wrote something for Trinicube. Must have accidentally deleted it.
To quickly recap my thoughts on the card, to me it falls in between Bashur and Mana Cleanse. It’s an enabler that’s probably broken, but it’s got a certain cool factor that makes me want to try cool things with it. I do like the safety valves on it, as ETB tapped keeps it from being abused right away, and the life loss puts a cap on the number of activations unless you find a way to circumvent it. Protection from CMC 3 feels tacked on though, and will rarely be relevant since you’d typically like to pop the cube as soon as you untap with it. I’d rank this a little below Stones from the Tabernacle, which was my runner up.
Transcendant Epiphany: This feels like a mono-Blue card, Red is a bit of a stretch but believable. This card is definitely not white or black. Power level fine it’s fine if a tad strong, and I dislike the random commander textline, it feels forced.
The Triplets: I’m again not a fan of this card. It feels out of colour pie for green, since green should be drawing cards off of your creatures doing things, not just sitting around. If this was just creatures, it would be a little better. I’m also not crazy about effects happening from the command zone, but this is tame and restrictive enough it might be fine.
Bashur: I like the effect. I like the elegance of the design, cast three CMC 3 spells in a turn and you get to draw 9 cards (essentially). It’s maybe a little broken in normal formats with access to enough rituals, but I do like the direction of the card, and it has a lot of hoops to jump through as a balancing act. My only real note is this, it costs three, and cares about you casting other spells that cost thee three times, and it’s a 3/2. I think it would have been more elegant as a 3/3.
Solemn Empath: I like it. I appreciate the simplicity of shifting a classic card to match new criteria. I like this Uncommon.
Mana Clenase: I’m less enthused about this card. Even though it has steep multi-colour requirements and produces colourless mana, I’m a little concerned about a colourless ritual that replaces it self. This is a card that less screams ‘break me’ and more ‘use me to break things’.
Golden Cerberam: I like the elegance of everything being a 3. Might be a tad too strong, but it’s a neat and niche card.
Knowledge Seeke: Id rank this higher if it wasn’t for Solemn Empath essentially being the same design earlier in the challenge. Much do what I have to say there applies here. I do like this less, since part of the elegance of Solemn Empath and Fiercr Empath is that the value of the tutoring effect is offset by the smallness of the body, and a 2/2 is a lot bigger than a 1/1.
Primeval Force: This card shouldn’t exist. Colourless probably shouldn’t get any of those effects for those rates, much less your choice of any of them. The ‘untap all lands’ mode is definitely broken in multiple formats, and while the other modes are weaker they still don’t belong together on a card. There’s a reason the colour pie exists, and this card undermines it.
Stone from th Tabernacle: I like this, with the one exception that it should be a coloured artifact that costs 1WW.
The winner is Subject 16:
Next is Lorwyn Legendaries
Plane - Ravnica
At the beginning of your upkeep, create a 0/0 Blue and Green Ooze Creature token with Graft 1 (This permanent enters the battlefield with 1 +1/+1 counters on it. When another creature enters the battlefield under your control, you may move a +1/+1 counter from this permanent to that creature)
Whenever you roll :chaos:, create a copy of each creature token you control.
IIW: CMC of 3
1RR
Enchantment
At the beginning of your upkeep, exile a card from the top of your library for each opponent who was dealt damage since the beginning of your last turn. You may play those cards this turn.
IIW: Hybrid Spells
Pyrocontinuance
1RR
Enchantment
Your maximum hand size is zero
Whenever an instant or sorcery you control deals damage to one or more opponents, you may pay R. If you do, draw a card.
UR
Creature - Human Wizard [Mythic Rare]
Flash
T: Copy target activated ability you control that isn’t a mana ability. You may choose new targets for the copy.
3URT: Copy each activated ability you control that isn’t a mana ability. You may choose new targets for the copies.
2/1
IIW: Return to Alara
2BB
Creature - Ooze Horror
Infect
Glistening Monstrosity gets +1/+1 for each counter on each creature and each counter on each player.
0/0
IIW: Return to Alara
Mystic Vision
U
Sorcery-Uncommon
Reveal the top card of your library until you’ve revealed two instant or sorcery cards. Put one of those instant or sorcery cards into your hand, and the rest onto the bottom of your library in a random order.
UR
Creature - Human Rogue [Rare]
Riot(Anarchy Instigator enters the battlefield with your choice of a +1/+1 counter or haste)
Anarchy Instigator is unblockable and can’t block.
When Anarchy Instigator deals combat damage to a player, Exile it, then return it to the battlefield under the control of target player with the least life or tied for the least life.
2/2
IIW: Spells with no generic mana symbols
2B
Creature - Zombie Elf (common)
When Trashpile Dredger enters the battlefield, put the top 3 cards of your library into your graveyard.
3/1
IIW: Cards that are more fun for you than for your opponent.
1WW
Sorcery (Rare)
Destroy all creatures. For each creature that dies this way, it’s controller draws a card.
”I’m sorry that I killed everybody you ever knew. Here’s some gold.”
IIW: Shard/Wedge Split Cards
UG (Rare)
Creature - Elf Horror
Whenever you proliferate, for each permanent or player you put a counter on, put an additional counter of that type on that permanent or player.
2UG, T: Proliferate
2/1
IIW: New mechanics for one of the shards of Alara