I am liking this. The Dream Tides/Propaganda/Frozen AEther/Mana Breach card pool. If only black has something to offer to this. I am thinking of Desolation.
I am sure it won't get drafted as much but I want it to work.
Our group cube has a lot of destroy effects in white and green. Red has enough burn to go through Propaganda/Ghostly Prison. Black might have issues but the discard is has could deal with them before they drop. Blue has permission and bounce to deal with them.
I managed to recur Compulsive Research targeting my opponent when I had infinite mana and kept recurring Eternal Witness and Peregrine Drake. I also had Sage's Row Denizen but I never managed to win with him.
I would like to stick within Dimir Colors since it's the color combination that gets used the least in my cube. Originally, Dimir was a "tempo" oriented combination but that ended up shifting to Izzet. Control is mostly with Azorious.
I have 10 guild starter decks with this philosophy. It uses this format:
2x pseudo general (legendary creature)
3x showcase rare/mythic
3x enchantment/artifact (uncommon)
4x guildgate
Xx uncommon/common cards
Most of the cards I use are common/uncommons since its a starter/teacher deck. It's made to help me teach my girlfriend, my cousins and some of my friends on how to play Magic.
Militia Shieldmate's flavor text is a little lame but card itself is good. I like its playability.
Reanimation plus copy spell. I love the flavor and the mechanics of this card. This is going to be a commander hit.
Cool mechanic on Heroic Guardsman that reminds me of the Prophecy set. The card isn't so bad too.
Cunning Rouse just reminds me of Akroan Horse. It seems like it's trying to be unique and special but I just don't feel it.
The wording on Ambush Captain is a little sloppy but I like the mechanic of forcing an attack. Could be a pseudo-removal or clear a path for a winning attack.
Propagate has definitely a mythic feel to it but I feel that it's one of those cards that won't see play, even in Commander. The effect for a mythic isn't either game changing or build around.
I love both the mechanic and the flavor of Charming Prince. Great design.
Early Reinforcement's mechanic reminds me of conspiracy cards and those are banned in constructed play. The saving grace with its mechanic is that you actually pay mana for it. My issue with it is that you can essentially start game 2 with a library with less than 60 cards. I mean rules are rules right?
Great Eagle of the North is definitely a solid card. Could be a role player in multiplayer formats.
Exhumation seems like a weaker Vile Rebirth and it's supposed to be an uncommon. I get that it could make 2 zombies but that's too conditional, especially if you can only target your own graveyard
Essence Thief just feels like the upgrade version of Mystic Snake. Not much different other than colors.
Great Hunt's mechanic is okay. Priced Unicorn with possible card draw. Feels like a high want list for commander kinda card.
Whenever Angel of Justice enters the battlefield, prevent all damage that would be dealt by sources your opponents control. Put a +1/+1 counter on Angel of Justice for each damage prevented this way.
__________3/3
Eldrazi Lair
Legendary Land (rare)
t: Put a 0/1 colorless Eldrazi Spawn token onto the battlefield. They have "Sacrifice this creature: Add 1 to your mana pool."
I feel like your beast should only be a 6/6. I like the drawback because while it could really set you behind, it can easily be played around.
I like how you have a legendary creature. Your guy is definitely a build around multiplayer commander with unique color combinations that can be used to protect and support it. Diplomatic Immunity is definitely in the 99 of this commander.
I love the Withengar Unbound mechanic on this Eldrazi. The cost to P/T is also reasonable. Definitely feels like what and Eldrazi would do.
Now that's mythic. Definitely won't see non-standard competitive play but could be an all star in Commander. The -1/-1 counter could easily be abused in that format though.
The affinity for creatures hasn't been done before and I like it. I feel like this guy is a win more in decks you want it in. You might argue that [Card]Craterhoof Behemoth[/cards] does the same thing but Craterhoof can win games out of nowhere.
Your mythic demon just feels underwhelming. It's a legendary mythic demon yet the drawback is too much for it. I feel like it has the same power level as a Yawgmoth Demon. It's an obsolete measure of power that doesn't appeal to the Modern time.
Whenever Fluctuating Colossus enters the battlefield, any player may pay X. If a player does, Fluctuating Colossus enters the battlefield with X -1/-1 on it.
Having acceleration to all colors is cool. Ironically I feel like this card would be terrible in green decks which kinda defeats the purpose of the (or any color). Look at all the cards that have that kind cost. Let's check the Spectral Procession cycle for example. They're really good if they were used in the colors that they're intended to but as soon as you use other colors/colorless, the card gets considerably worse.
I like the homage to Dark Ritual. The failsafe to being broken is also cool. It's like a black version of Cathodion, only you decide on when to use your mana. I think you took the fun out of it when you added the failsafe but I under that it can be broken when played in any self milling type of decks.
It might not see play in non-rotating competitive formats (maybe in Ascendacy.dec) but it's definitely a helper in limited. I like how basic yet flavorful the card is. It's kinda boring but to me it's an elegant design.
Dwarves are cool. I like how you're trying to incorporate the Gold tokens with other cards, which is another design that they can explore even more. I like the mining flavor but not really sure how to apply it in deck building.
Not a lot of people will like this card on the casual side but I can see this card being played in fringe eternal decks. This could see play in Stax decks. It slows down your opponent and when you get bottlenecked, you can conditionally use it as a mana source. Also, I can see the synergy with Daretti, Scrap Savant in EDH.
I like the Vineyard flavour of the card. Though I think this should be rare. Also, I'm not sure with the rulings as this is a triggered ability and not an actual mana ability.
I am sure it won't get drafted as much but I want it to work.
I would like to stick within Dimir Colors since it's the color combination that gets used the least in my cube. Originally, Dimir was a "tempo" oriented combination but that ended up shifting to Izzet. Control is mostly with Azorious.
Any suggestions?
2x pseudo general (legendary creature)
3x showcase rare/mythic
3x enchantment/artifact (uncommon)
4x guildgate
Xx uncommon/common cards
Most of the cards I use are common/uncommons since its a starter/teacher deck. It's made to help me teach my girlfriend, my cousins and some of my friends on how to play Magic.
An example of this is:
3 Life from the Loam (showcase rare/mythic)
3 Zombie Infestation (artifact/enchantment)
4 Golgari Guildgate
11 Swamp
7 Forest
2 Quicksand
4 Stinkweed Imp
4 Veilborn Ghoul
4 Commune with the Gods
4 Smallpox
3 Raven's Crime
3 Putrify
2 Exile into Darkness
The rest of the deck goes as:
Azorius - Isochron Scepter-Miracle Control
Boros - Soldier Tribal
Dimir - Psychatog Aggro/Control (this list is currently incomplete/changes)
Golgari - Loam Midrange
Gruul - Zoo.dec
Izzet - Delve Tempo
Orzhov - Equipment Midrange/Pseudo-Blade
Rakdos - Reanimator
Selesnya - Astral Slide Midrange
Simic - Ghostly Flicker Combo
How does this deck do against other G/B/x strategies?
Reanimation plus copy spell. I love the flavor and the mechanics of this card. This is going to be a commander hit.
Cunning Rouse just reminds me of Akroan Horse. It seems like it's trying to be unique and special but I just don't feel it.
Propagate has definitely a mythic feel to it but I feel that it's one of those cards that won't see play, even in Commander. The effect for a mythic isn't either game changing or build around.
Early Reinforcement's mechanic reminds me of conspiracy cards and those are banned in constructed play. The saving grace with its mechanic is that you actually pay mana for it. My issue with it is that you can essentially start game 2 with a library with less than 60 cards. I mean rules are rules right?
Exhumation seems like a weaker Vile Rebirth and it's supposed to be an uncommon. I get that it could make 2 zombies but that's too conditional, especially if you can only target your own graveyard
Great Hunt's mechanic is okay. Priced Unicorn with possible card draw. Feels like a high want list for commander kinda card.
2. Egak
3. Sagharri
Creature - Angel (rare)
Flash
Flying, vigilance
Whenever Angel of Justice enters the battlefield, prevent all damage that would be dealt by sources your opponents control. Put a +1/+1 counter on Angel of Justice for each damage prevented this way.
__________3/3
Legendary Land (rare)
t: Put a 0/1 colorless Eldrazi Spawn token onto the battlefield. They have "Sacrifice this creature: Add 1 to your mana pool."
2. SelesnyaNewLife
3. doomfish
[Artifact Creature - Golem[/u] (uncommon)
Whenever Fluctuating Colossus enters the battlefield, any player may pay X. If a player does, Fluctuating Colossus enters the battlefield with X -1/-1 on it.
__________10/10
That defector has a wicked synergy with Homeward Path
1. bravelion83
2. Jimmy Grove
3. Antny223