Parasitic Reconstructor
6
Artifact Creatre - Construct
Whenever a non-construct creature dies or an artifact is put into the graveyard from the battlefield, you may exile it. If you do, create a 4/4 construct artifact creature token.
Whenever parasitic reconstructor dies, you may Exile a construct creature token you control. If you do, return Parasitic Reconstructor to the battlefield.
4/4
Necarchy Hellkite sure is nasty. The one thing I would change is that I would get rid of haste, however. I suspect that this would create problems by punishing any ‘shields down’ moments that your opponent has for too low a cost, and that getting rid of haste makes it a bit less punishing.
Elemental Reshaping
1UU
Enchantment - Aura
Enchant Land
As Elemental Reshaping enters the battlefield, choose a creature or land.
The enchanted land is a copy of the chosen creature or land, except that if is a land in addition to its other types and has all of its abilities.
Edit: just realized that this needed a ‘is still a land’ clause in order to prevent the enchantment falling off. At this point, I made it so the land still had its old abilities to avoid it being a land that can’t tap for mana.
On Dancing Death, I like the card as a weird Johnny card, but I think the card could be worded more elegantly. Also, this has fun value as a card that you Donate.
Inflicted Agony BB
Instant - Uncommon
Target creature deals damage to itself equal it its toughness. ”Stop hitting yourself”
The intention is to make a card that appeals to both Spikes in that it is an efficient removal spell, and also Johnies since it has a weird effect that they can build around (creatures dealing large amounts of damage to itself). The card is black opposed to red, as even though red is primary in ‘deals damage to creatures’, the card is in my circumstances just ‘destroy target creature’, which isn’t a red effect.
Eternal Requiem B
Enchantment
When ~ enters the battlefield, each player puts all creature cards in their graveyard on to the bottom of their library in any order.
Whenever a creature card would be put into a graveyard from anywhere, instead put it on the bottom of it’s owners library.
IIW: CMC of 7 or more (X doesn’t count unless it cares about large X values)
Apex Predator GGGBBB
Creature - Dinosaur
Whenever Ancient Predator attacks, it fights target creature.
Whenever a creature that Ancient Predator fought this turn dies, put a +1/+1 counter on Ancient Predator and it becomes indestructible until the end of turn.
4/4
IIW: Cards/mechanics that Crete poison counters that aren’t poisonous or infect
The blessing counter design is neat, and likely balanced since if they remove the Satyr, both creatures loose the ability.
Maliana, the Vengeful
3RW
Legendary Creature - Human Knight
Vigilance
At the end of each turn, if you were dealt combat damage by a creature this turn, take an extra turn after this one. Skip all steps during that turn except for the combat step.
4/4
The trigger is placed on the end step opposed to he combat step to avoid multiple combat steps triggering multiple extra turns.
The first thing is that I don’t know why the front side has prowess. Yeah it makes it symmetric with the back, but the front side is So underwhelming that you are basically playing this for the flip, at which point why add a line of text to an already wordy card.
My issue with the back side is that giving a big power and toughness boost and granting indestructible doesn’t feel like a blue effect. Green, white or maybe even black, but definitely not blue. Blue does get to set power and toughness, but typically to smaller values. The only part of this that feels blue is granting prowess, and prowess is by far the least relevant ability on the back side.
Additionally, I’m big on what this card essentially does and am not sure who it is supposed to appeal to. It doesn’t seem like a good Timmy card, since nothing it does is really all that exciting, and it doesn’t feel like a Johnny card since there are better ways of granting indestructibility, and it feels weirdly positioned as a spike card, since there really isn’t any ‘outplayability’ in the card.
I think the concept of a commander that flips into an aura is interesting, but this isn’t a great execution.
Devastating Firestorm XXR
Sorcery
Alignment (This spell costs 1 less for each spell cast before it this turn)
Devestating Firestorm deals X damage to up to X targets.
You have two opportunities to cast Rescue, during the declare attackers step after attacks have been declared, and during the declare blockers step after blockers have been declared. At either of those points, when you gain priority, you may cast any instants from your hand, including Rescue.
Deranged Demolitionist
1RR
Creature - Goblin Warrior [Rare]
Partners with Destructive Manipulator
R, T, Sacrifice ~: ~ deals 1 damage to each creature.
2/2
Destructive Manipulator
3BB
Creature - Azra Warrior [rare]
Partners with Deranged Demolitionist
When Destructive Manipulator enters the battlefield, destroy each creature that was dealt damage this turn.
3/3
Secret Study R
Enchantment
When ~ enters the battlefield, choose a card type, then exile the top card of your library. If the exiled card is of the chosen type, until the end of the turn you may play that card from exile. WU: Exile ~, then return it to the battlefield under your control. Activate this ability only at any time that you could cast a sorcery. ”The great teacher has many lessons, but none of of them lead to learning”
Conqueror Rat BBB
Creature - Rat
You may have any number of cards named Conqueror Rat in your deck.
Conqueror Rat gets +1/+1 for each other creature named Conqueror Rat you Control.
At the beginning of upkeep, if you control 13 or more creatures named Conqueror Rat, you win the game.
[i]”Be sure to kill any rats you see, otherwise they will breed and grow until they push everything else out of the city”
2/1
Well, due to lack of interest, may as well move on:
Mergatroid Jones:
The main ability of the staff is interesting, but turning off non-creature damage is quite strong for 3 mana on an artifact. The scry ability, however, seems tacked on, since it will never be relevant, as does the sacrifice to give hexproof ability. I get the Flavor text being about how confusing the card is, but I don’t think it’s particularly clever.
JacetheBodySculptor:
I like this charm. Each of the modes is commonly seen on the ‘unplayable 1 mana red spell or limited’, but as a charm there might be enough versatility there. That being said, I wish there was a little bit more oomf in the card, maybe making the third mode a mini faithless looting or something.
Given the general lack of interest, I’m putting forward an alternative criteria: Modal Spells (Spells where you choose one or more modes as per Esper Charm, Cryptic Command, Fiery Conflux, Collective Brutality, etc). You can design for this or my previous IIW
Upgrades are essentially equipment for artifacts
Perpetual Motion Device
2
Artifact - Upgrade
Upgrade 2
The upgrades artifact has ‘this permanent untaps during each opponent’s untap step’
IIW: colours matter
6
Artifact Creatre - Construct
Whenever a non-construct creature dies or an artifact is put into the graveyard from the battlefield, you may exile it. If you do, create a 4/4 construct artifact creature token.
Whenever parasitic reconstructor dies, you may Exile a construct creature token you control. If you do, return Parasitic Reconstructor to the battlefield.
4/4
IIW: Colours matter
Elemental Reshaping
1UU
Enchantment - Aura
Enchant Land
As Elemental Reshaping enters the battlefield, choose a creature or land.
The enchanted land is a copy of the chosen creature or land, except that if is a land in addition to its other types and has all of its abilities.
Edit: just realized that this needed a ‘is still a land’ clause in order to prevent the enchantment falling off. At this point, I made it so the land still had its old abilities to avoid it being a land that can’t tap for mana.
Inflicted Agony
BB
Instant - Uncommon
Target creature deals damage to itself equal it its toughness.
”Stop hitting yourself”
The intention is to make a card that appeals to both Spikes in that it is an efficient removal spell, and also Johnies since it has a weird effect that they can build around (creatures dealing large amounts of damage to itself). The card is black opposed to red, as even though red is primary in ‘deals damage to creatures’, the card is in my circumstances just ‘destroy target creature’, which isn’t a red effect.
B
Enchantment
When ~ enters the battlefield, each player puts all creature cards in their graveyard on to the bottom of their library in any order.
Whenever a creature card would be put into a graveyard from anywhere, instead put it on the bottom of it’s owners library.
IIW: CMC of 7 or more (X doesn’t count unless it cares about large X values)
GGGBBB
Creature - Dinosaur
Whenever Ancient Predator attacks, it fights target creature.
Whenever a creature that Ancient Predator fought this turn dies, put a +1/+1 counter on Ancient Predator and it becomes indestructible until the end of turn.
4/4
IIW: Cards/mechanics that Crete poison counters that aren’t poisonous or infect
Maliana, the Vengeful
3RW
Legendary Creature - Human Knight
Vigilance
At the end of each turn, if you were dealt combat damage by a creature this turn, take an extra turn after this one. Skip all steps during that turn except for the combat step.
4/4
The trigger is placed on the end step opposed to he combat step to avoid multiple combat steps triggering multiple extra turns.
The first thing is that I don’t know why the front side has prowess. Yeah it makes it symmetric with the back, but the front side is So underwhelming that you are basically playing this for the flip, at which point why add a line of text to an already wordy card.
My issue with the back side is that giving a big power and toughness boost and granting indestructible doesn’t feel like a blue effect. Green, white or maybe even black, but definitely not blue. Blue does get to set power and toughness, but typically to smaller values. The only part of this that feels blue is granting prowess, and prowess is by far the least relevant ability on the back side.
Additionally, I’m big on what this card essentially does and am not sure who it is supposed to appeal to. It doesn’t seem like a good Timmy card, since nothing it does is really all that exciting, and it doesn’t feel like a Johnny card since there are better ways of granting indestructibility, and it feels weirdly positioned as a spike card, since there really isn’t any ‘outplayability’ in the card.
I think the concept of a commander that flips into an aura is interesting, but this isn’t a great execution.
Devastating Firestorm
XXR
Sorcery
Alignment (This spell costs 1 less for each spell cast before it this turn)
Devestating Firestorm deals X damage to up to X targets.
1RR
Creature - Goblin Warrior [Rare]
Partners with Destructive Manipulator
R, T, Sacrifice ~: ~ deals 1 damage to each creature.
2/2
Destructive Manipulator
3BB
Creature - Azra Warrior [rare]
Partners with Deranged Demolitionist
When Destructive Manipulator enters the battlefield, destroy each creature that was dealt damage this turn.
3/3
IIW: Colors matter
R
Enchantment
When ~ enters the battlefield, choose a card type, then exile the top card of your library. If the exiled card is of the chosen type, until the end of the turn you may play that card from exile.
WU: Exile ~, then return it to the battlefield under your control. Activate this ability only at any time that you could cast a sorcery.
”The great teacher has many lessons, but none of of them lead to learning”
IIW: Colour matters.
BBB
Creature - Rat
You may have any number of cards named Conqueror Rat in your deck.
Conqueror Rat gets +1/+1 for each other creature named Conqueror Rat you Control.
At the beginning of upkeep, if you control 13 or more creatures named Conqueror Rat, you win the game.
[i]”Be sure to kill any rats you see, otherwise they will breed and grow until they push everything else out of the city”
2/1
IIW: Wedge colour legendary permanents
Mergatroid Jones:
The main ability of the staff is interesting, but turning off non-creature damage is quite strong for 3 mana on an artifact. The scry ability, however, seems tacked on, since it will never be relevant, as does the sacrifice to give hexproof ability. I get the Flavor text being about how confusing the card is, but I don’t think it’s particularly clever.
JacetheBodySculptor:
I like this charm. Each of the modes is commonly seen on the ‘unplayable 1 mana red spell or limited’, but as a charm there might be enough versatility there. That being said, I wish there was a little bit more oomf in the card, maybe making the third mode a mini faithless looting or something.
Jace the Body Sculptor takes it.
Next: let’s see some Echo