Question though (might be more appropriate in the spirit thread, but since we're on the subject): would you run CoCo in a Noble-less list? I can't justify dropping 400cnd$ on hierarch, and I've not yet decided if the dig + CA of CoCo is enough to splash green.
The short answer is maybe, as it depends on a few other things. If you already have all of the green cards (lands plus CoCo), I’d probably go ahead and run the green splash replacing the Heirarchs with birds. Otherwise, it’s a meta call, since straight UW spirits is faster, but has more issues running out of gas than Bant does.
Martyr of Tomorrow
2WG
Creature - Elf Cleric
Sacrifice Martyr of Tomorrow: Until the end of the turn, if a token would be created under our control, create twice as many tokens instead
4/3
Guild: Simic
Mechanic: Enhance
Enchance COST (You may pay this cards enhance cost and exile it from your graveyard enhancing target creature you control. Enhance only at any time you could cast a sorcery).
Mechanical Notes:
-While enhance can theoretically appear on non-creatures, for the purposes of the set it would appear on creatures
-Enhance itself does nothing. However, each card with enhance gives bonuses to the creature it is enhancing.
-cards can care about being enhanced
Wildclaw Spider
2G (Common)
Creature - Mutant Spider
Enhance 2G
Reach
A creature enhanced by Wildclaw Spider has Reach
1/3
Winged Mastodon
5U(Common)
Creature - Mutant Bird Elephant
Enhance 3U
Flying
A creature enhanced by Winged Mastodon has flying
3/3
Ophidan Oracle
1UG (Uncommon)
Creature- Mutant Snake
Enhance 3UG
When Ophidian Iracle deals combat damage to a player, draw a card.
The creature enhanced by Ophidian oracle gets +1/+1 for each card in your hand and has ‘when this creature deals combat damage to a player, draw a card’.
1/3
Evolutionary Trst Subject
GG (Common)
Creature - Elf Mutant
Evolutionary Test Subject gets +1/+1 and has trample as long as it is enhanced.
2/2
Elegant Adapter
1UG (Uncommon)
Creature - Elf Mutant
Whenever you enhance a creature, you may draw a card. if you do, discard a card.
3/2
Entry:
Kraj Reformed 2UUGG (Mythic Rare)
Legendary Creature - Ooze Mutant
Enhance 4UUGG (You may pay this cards enhance cost to exile it from your graveyard enhancing target creature. Enhance only as a sorcery)
When Kraj Reformed enters the battlefield or enhances a creature, exile each creature card from your graveyard enhancing Kraj or the creature Kraj is enhancing.
Kraj or the enhanced creature have all abilities of all cards enhancing it.
5/5
IIW: Design a new mechanic for one of the shards in a return to Alara.
I have two thoughts on Blight; Should this just mill rather than exile, and should blight have wither built in. This cards screams three things to me, at common, decking matters, Exile maters, and -1/-1 counters matter, which is all of a sudden taking up a lot of design space. I think that this should start as just straigbt ‘this deals damage to players in the form of milling’, and then adding one of the other riders in based on the demands of the set, but probably not both. Also remember that milling is a deceptively powerful strategy when it hits its critical mass, particularly in limited.
Spelleater Fungus
1UG
Creature - Fungus
Trample
Whenever a player casts a non-creature spell, counter that spell if there are no +1/+1 counters on spell eater fungus. If a spell is countered this way, put three +1/+1 counters on spelleater fungus.
1/1
Wording may be off, the intent is for the ability to ‘check twice’. The first check happens on casting, to avoid the triggered ability going on the stack if the Fungus already has a counter on it, and the second checks during the resolution
Firemind’s Command 1UR
Instant (Rare)
Choose 2:
-Counter target non-creature spell
-Return target instant or sorcery card from your graveyard to your hand, then exile a card from your hand.
-Firemind’s Command deals 1 damage to any target. If the target is a creature, tap it.
-When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
IIW: Design a new mechanic for one of the shards of Alara
Body Swap UUUUBBBB
Sorcery (Mythic Rare)
Exchange life totals with target opponent, then exchange control of each permanent you control with each permanent that player controls. You and that opponent gain an emblem with ‘You may spend mana as though it were mana of any colour’
IIW: Make a new mechanic for one of the Guilds of Ravnica Guilds.
Deny the Unnatural 2G
Instant -[Uncommon]
CARDNAME costs 2 less to cast if you control a green creature
Counter target artifact or enchantment spell. ”It does not belong here” Idumar the Banisher
Deny Permanence UG Uncommon
Instant
Counter target permanent spell
I’m not so quick to write off risk factor simply because, even if it is just an expensive Boros Charm, it’s a Boros Charm that can turn a land in your hand into a Boros Charm. Even with its low land count, flooding in burn is an issue, and drawing a land at the wrong time can give your opponent a chance to stabilize or even pull ahead. I don’t think it’s unreasonavle for burn to at least test this (maybe as a 2-of)
Mischevious Monomal 1UU
Creature - Ouphe [Uncommon]
You may choose not to untap Mischevious Monomal during your untapped step
T: Target Creature loses all abilities for as long as Mischevious Monomal remains tapped.
2/4
IIW: Design a card using one of the Guilds of Ravnica mechanics (Jumpstart, Undergrowth, Convoke, Mentor, Surveil)
Scrying Stick:
It’s a neat, fairly costed Uncommon. I’m not sure how much space Scry Strike has, but the card itself is neat.
Omnipotent Vanish
Despite the name being really strange given the card’s effect, the first mode is a massive break. It’s essentially counter target spell, which only blue gets on its own (white VERY rarely can get taxing counterspells like Mana Tithe in theory, but I don’t think it’s happened since Time Spiral Block). Additionally, the second effect can be done in mono white, so I’m not seeing where the black is in the card. Essentially, this is a WU not a WB spell, and should probably cost 1WU.
Also, I’m not sure what your comments are referring to, but remember to give feedback on the previous card before postin your own.
Burn Out RR
Sorcery
Each spell you cast this turn gains storm and ‘This spell deals 1 damage to you’.
Wild Polymorphy 1UR
Sorcery - Rare
As an additional cost to cast ~, sacrifice a non-land permanent.
Roll a D6, then reveal the top card of your library until you reveal a permanent card with a CMC equal to the result. Put that permanent into the battlefield, then put the remaining cards onto the bottom of your library in any order” ”Maybe I’ll become a sphinx, or a dragon, or a ...” Bertrand, former wizard, present emu, last words
IIW: Symmetric effects
Flatline: Evolutionary Correction
It’s an interesting take in a removal spell. It’s in a bit of a weird spot, since typically blacks conditional removal goes for small creatures rather than large ones, but if this is a bend it’s definitely an acceptable one. I could see it fitting into a set with a lot of things that increase power or toughness, but outside of that context it seems too narrow. You could probably cost this at B and it would be fine.
Subject 16: Anima’s Will
I like this. It’s very clean, and it scales well into the late game. It would be a solid addition to the splashable conditional counter suite along side Unified Will.
Cheetos: Destructive Brawl
At first I liked it since it seemed like a reasonable upgrade to the various [card]Hunt the Weak[/c] type cards, but the more and more I think about it, quite often with fight effects your creatures are already larger, so it’s very much a ‘the rich get richer’ effect. I’d cost it at CMC 3.
Mergatroid: Font of Pansophy
This is the kind of card that should have been in the top-deck matters EDH deck. The effect seems like a powerful build around effect. I wonder if this would just end up getting jammed for 1 or 2 in aggro decks instead of decks that actually want to set up the effect.
BlazingRagnarok: Mental Momentum. I like the effect, and this is probably about as hard as you’d have to push impulsive drawing to make it actually playable. My big concern is that this could be pushing the limits of what is acceptable for red card advantage, even if they aren’t getting a card off of it until turn 5 at the earliest, this adds a ton of reach for red decks.
Forestsguy: Colossal Endydion
The effect is probably balanced at 7 CMC, and I like the fact that it encourages you to sequence your spells in a certain way. It probably wins the game the turn after it’s cast, but at 7 mana on a no protection creature it seems fine. Maybe a little too good for limited, so it would have to be a mythic.
Voidnothing: outstanding speaker
I’m not sure if consultation should be ‘another target advisor’, since the flavour of an adviser consulting himself seems off, but from a gameplay perspective it avoids the pitfalls of needing multiple advisers that crappy Ally mechanic from Oath of the Gatewatch sufferer from. In of itself, I like the fact that it creates a little sub-game of locking down different CMCs, but wonder if it should be legendary to avoid the effect being oppressive in multiples.
Sigiled Zealot WBR
Creature - Human Knight (Rare)
First Strike, Menace
Whenever Sigiled Zealot attacks alone, it gets +1/+1 until end of turn.
At the beginning of your upkeep, if Sigiled Zealot is in your graveyard, you may return it to the battlefield. If you do, it gains haste and has “At the beginning of your end step or if this card would leave the battlefield, exile it”.
3/1
New Mechanic: Augury - Whenever you scry, you may reveal up go one card with Augury from among the cards you are scrying. If you do, you may cast it for its Augury Cost.
Simple examples:
Words of Knowledge U
Sorcery - Common
Draw a card.
Augury 1U
Prophecy of Life XWW
Sorcery -Uncommon
Gain life equal to twice as much as X
Augury XXWW
Submission:
Cascading Ideals 2UU
Sorcery - Mythic
Until end of the turn, instant and sorcery cards in your library have Augury, where there Augury cost is their mana cost.
Until end of turn, when you cast an instant or sorcery spell, Scry 3.
Augury 2UU
The short answer is maybe, as it depends on a few other things. If you already have all of the green cards (lands plus CoCo), I’d probably go ahead and run the green splash replacing the Heirarchs with birds. Otherwise, it’s a meta call, since straight UW spirits is faster, but has more issues running out of gas than Bant does.
2WG
Creature - Elf Cleric
Sacrifice Martyr of Tomorrow: Until the end of the turn, if a token would be created under our control, create twice as many tokens instead
4/3
Mechanic: Enhance
Enchance COST (You may pay this cards enhance cost and exile it from your graveyard enhancing target creature you control. Enhance only at any time you could cast a sorcery).
Mechanical Notes:
-While enhance can theoretically appear on non-creatures, for the purposes of the set it would appear on creatures
-Enhance itself does nothing. However, each card with enhance gives bonuses to the creature it is enhancing.
-cards can care about being enhanced
Wildclaw Spider
2G (Common)
Creature - Mutant Spider
Enhance 2G
Reach
A creature enhanced by Wildclaw Spider has Reach
1/3
Winged Mastodon
5U(Common)
Creature - Mutant Bird Elephant
Enhance 3U
Flying
A creature enhanced by Winged Mastodon has flying
3/3
Ophidan Oracle
1UG (Uncommon)
Creature- Mutant Snake
Enhance 3UG
When Ophidian Iracle deals combat damage to a player, draw a card.
The creature enhanced by Ophidian oracle gets +1/+1 for each card in your hand and has ‘when this creature deals combat damage to a player, draw a card’.
1/3
Evolutionary Trst Subject
GG (Common)
Creature - Elf Mutant
Evolutionary Test Subject gets +1/+1 and has trample as long as it is enhanced.
2/2
Elegant Adapter
1UG (Uncommon)
Creature - Elf Mutant
Whenever you enhance a creature, you may draw a card. if you do, discard a card.
3/2
Entry:
Kraj Reformed
2UUGG (Mythic Rare)
Legendary Creature - Ooze Mutant
Enhance 4UUGG (You may pay this cards enhance cost to exile it from your graveyard enhancing target creature. Enhance only as a sorcery)
When Kraj Reformed enters the battlefield or enhances a creature, exile each creature card from your graveyard enhancing Kraj or the creature Kraj is enhancing.
Kraj or the enhanced creature have all abilities of all cards enhancing it.
5/5
IIW: Design a new mechanic for one of the shards in a return to Alara.
Spelleater Fungus
1UG
Creature - Fungus
Trample
Whenever a player casts a non-creature spell, counter that spell if there are no +1/+1 counters on spell eater fungus. If a spell is countered this way, put three +1/+1 counters on spelleater fungus.
1/1
Wording may be off, the intent is for the ability to ‘check twice’. The first check happens on casting, to avoid the triggered ability going on the stack if the Fungus already has a counter on it, and the second checks during the resolution
1UR
Instant (Rare)
Choose 2:
-Counter target non-creature spell
-Return target instant or sorcery card from your graveyard to your hand, then exile a card from your hand.
-Firemind’s Command deals 1 damage to any target. If the target is a creature, tap it.
-When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
IIW: Design a new mechanic for one of the shards of Alara
UUUUBBBB
Sorcery (Mythic Rare)
Exchange life totals with target opponent, then exchange control of each permanent you control with each permanent that player controls. You and that opponent gain an emblem with ‘You may spend mana as though it were mana of any colour’
IIW: Make a new mechanic for one of the Guilds of Ravnica Guilds.
2G
Instant -[Uncommon]
CARDNAME costs 2 less to cast if you control a green creature
Counter target artifact or enchantment spell.
”It does not belong here” Idumar the Banisher
Deny Permanence
UG Uncommon
Instant
Counter target permanent spell
IIW: Lands
1UU
Creature - Ouphe [Uncommon]
You may choose not to untap Mischevious Monomal during your untapped step
T: Target Creature loses all abilities for as long as Mischevious Monomal remains tapped.
2/4
IIW: Design a card using one of the Guilds of Ravnica mechanics (Jumpstart, Undergrowth, Convoke, Mentor, Surveil)
It’s a neat, fairly costed Uncommon. I’m not sure how much space Scry Strike has, but the card itself is neat.
Omnipotent Vanish
Despite the name being really strange given the card’s effect, the first mode is a massive break. It’s essentially counter target spell, which only blue gets on its own (white VERY rarely can get taxing counterspells like Mana Tithe in theory, but I don’t think it’s happened since Time Spiral Block). Additionally, the second effect can be done in mono white, so I’m not seeing where the black is in the card. Essentially, this is a WU not a WB spell, and should probably cost 1WU.
Also, I’m not sure what your comments are referring to, but remember to give feedback on the previous card before postin your own.
Burn Out
RR
Sorcery
Each spell you cast this turn gains storm and ‘This spell deals 1 damage to you’.
1UR
Sorcery - Rare
As an additional cost to cast ~, sacrifice a non-land permanent.
Roll a D6, then reveal the top card of your library until you reveal a permanent card with a CMC equal to the result. Put that permanent into the battlefield, then put the remaining cards onto the bottom of your library in any order”
”Maybe I’ll become a sphinx, or a dragon, or a ...” Bertrand, former wizard, present emu, last words
IIW: Symmetric effects
It’s an interesting take in a removal spell. It’s in a bit of a weird spot, since typically blacks conditional removal goes for small creatures rather than large ones, but if this is a bend it’s definitely an acceptable one. I could see it fitting into a set with a lot of things that increase power or toughness, but outside of that context it seems too narrow. You could probably cost this at B and it would be fine.
Subject 16: Anima’s Will
I like this. It’s very clean, and it scales well into the late game. It would be a solid addition to the splashable conditional counter suite along side Unified Will.
Cheetos: Destructive Brawl
At first I liked it since it seemed like a reasonable upgrade to the various [card]Hunt the Weak[/c] type cards, but the more and more I think about it, quite often with fight effects your creatures are already larger, so it’s very much a ‘the rich get richer’ effect. I’d cost it at CMC 3.
Mergatroid: Font of Pansophy
This is the kind of card that should have been in the top-deck matters EDH deck. The effect seems like a powerful build around effect. I wonder if this would just end up getting jammed for 1 or 2 in aggro decks instead of decks that actually want to set up the effect.
BlazingRagnarok: Mental Momentum. I like the effect, and this is probably about as hard as you’d have to push impulsive drawing to make it actually playable. My big concern is that this could be pushing the limits of what is acceptable for red card advantage, even if they aren’t getting a card off of it until turn 5 at the earliest, this adds a ton of reach for red decks.
Forestsguy: Colossal Endydion
The effect is probably balanced at 7 CMC, and I like the fact that it encourages you to sequence your spells in a certain way. It probably wins the game the turn after it’s cast, but at 7 mana on a no protection creature it seems fine. Maybe a little too good for limited, so it would have to be a mythic.
Voidnothing: outstanding speaker
I’m not sure if consultation should be ‘another target advisor’, since the flavour of an adviser consulting himself seems off, but from a gameplay perspective it avoids the pitfalls of needing multiple advisers that crappy Ally mechanic from Oath of the Gatewatch sufferer from. In of itself, I like the fact that it creates a little sub-game of locking down different CMCs, but wonder if it should be legendary to avoid the effect being oppressive in multiples.
Honorable mentions: Subject 16, Blazing Ragnarock, Void Nothing
Winner: Mergatroid Jones
Up Next: Sphinxes, Masticores, Manticores, or Spiders
WBR
Creature - Human Knight (Rare)
First Strike, Menace
Whenever Sigiled Zealot attacks alone, it gets +1/+1 until end of turn.
At the beginning of your upkeep, if Sigiled Zealot is in your graveyard, you may return it to the battlefield. If you do, it gains haste and has “At the beginning of your end step or if this card would leave the battlefield, exile it”.
3/1
IIW: CMC matters
Simple examples:
Words of Knowledge
U
Sorcery - Common
Draw a card.
Augury 1U
Prophecy of Life
XWW
Sorcery -Uncommon
Gain life equal to twice as much as X
Augury XXWW
Submission:
Cascading Ideals
2UU
Sorcery - Mythic
Until end of the turn, instant and sorcery cards in your library have Augury, where there Augury cost is their mana cost.
Until end of turn, when you cast an instant or sorcery spell, Scry 3.
Augury 2UU
IIW: CMC matters