That seems a bit underpowered, given that a lot of sources of Shadow blocking exist.
Now for the blue Glyphwall
Glyphwall of Delusion 3UU
Creature - Illusion Wall
Defender, Flying
At the beginning of each upkeep, sacrifice Glyphwall of Delusion unless you pay U
When Glyphwall of Delusion blocks a creature, put X Delusion counters on it, where X is equal to the blocked creature's power. The creature gains "This creature does not untapped during your untap step if it has a Delusion counter on it" and "At the beginning of your upkeep, remove a Delusion counter from this permanent"
0/5 Imprinting a Glyph of Delusion onto a Hover Barrier proved to destabilize the barrier, though the increase in effectiveness was considered worth the need for a continuous supply of mana
I was referring to the Sliver, I take a long time to type out a card.
Now for the 'offensive' Glyphwall.
Glyphwall of Doom 3BB
Creature - Skeleton Wall
Defender
At the beginning of each upkeep, you may pay BB to regenerate Glyphwall of Doom. If you do not, sacrifice it.
When Glyphwall of Doom blocks or becomes blocked, destroy all creatures it blocks or is blocked by. B: Regenerate Glyphwall of Doom.
0/5 Etching a permanent Glyph of Doom onto a Wall of Bone has led to rapid erosion of the bones, necessitating the constant use of the regenerative necromancy ingrained in almost all constructs of bone.
Well, time for a wall that has 'value' written all over it.
Glyphwall of Destruction 2RRR
Creature - Elemental Wall
Flash, Defender
At the beginning of each upkeep, put a -1/-1 counter on Glyphwall of Destruction 1R: Put a +1/+1 counter on Glyphwall of Destruction
10/3 As it turns out, fusing a spell to make a Glyph of Destruction to one that makes a Wall of Lava does little to help with the problem in the long term, though adding more mana does make it last longer
Sliver Lycanthrope1RG
Creature - Sliver Werewolf
First Strike
All Slivers have Provoke
At the beginning of each upkeep, if no spells were played last turn, transform Lycanthropic Sliver
2/2 Even the Sliver Hivemind has its limits...
Sliver Ambusher (red/green)
Creature - Sliver Werewolf
All Slivers have First Strike and Provoke
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Sliver Ambusher
4/4 ...But those limits can be worked around
---
It's supposed to be that the Hivemind can't copy the magical effects directly, needing a catalyst... Like the Lycanthrope transformation. As in, it can't copy acquired traits without a catalyst, such as Auras, magical diseases and other such magical imprints
Composite Elemental 5WUBRG
Creature - Golem Elemental
Flying, First Strike, Vigilance, Trample, Lifelink
: Add 1 mana of any color or colorless to your mana pool
10/10 Finally, we see what happens when you stick a Fusion Elemental into a Composite Golem
Next: Skeleton Ooze(Golgari would love it), Demon Angel(Orzhov would have issues) or Vampire Werewolf(Sorin Markov would Freak Out)
Oracle of Life WWWG
Creature - Human Werewolf Priest
Defender
:symtap:Gain 1 life
At the beginning of each upkeep, if no spells were cast last turn, transform Oracle of Life
0/4 She heals all who come here way...
Oracle of the Wilds (white/green)
Creature - Werewolf Shaman
Defender
At the beginning of each upkeep, gain X life, where X is the number of Wolves and Werewolves you control combined.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Oracle of the Wilds
:symtap:Prevent the next 1 damage that would be dealt to target creature
1/7 ...Whether man or beast, Full Moon or New.
---
This is something you really want to put Bound by Moonsilver on, to protect from Provoke killers like my N entry
Nightmarish Hunter 2BB
Creature - Human Werewolf Assassin
Deathtouch, First Strike
At the beginning of each upkeep, if no spells were cast last turn, Transform Nightmarish Hunter
1/2 If you think the hunter is bad...
Nightmarish Beast (black/red)
Creature - Werewolf Assassin
Double Strike, Death Touch, Provoke
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Nightmarish Beast
2/4 ...Just wait 'till ya see what he hunts.
---
The power is a formality anyway, so the transform buff goes to forcing important blockers to go for the small threat and needing either 4 power in first strike and one extra blocker damage or 2 extra blockers to stop the death of the target
What I was going to post for J, before two posts in 15 minutes happened
Joint Predation BBRRRGG
Tribal Enchantmet - Vampire Werewolf
Vampires you control have Lifelink and Werewolves you control have Trample BRG: Transform Joint Predation When Predators join forces...
Joined Atrocities (black/red/green)
Creature - Vampire Werewolf
Vampires you control have First Srike and Lifelink and Werewolves you control have Provoke and Trample
7/7 ...Their prey runs forevermore.
---
For L:
Luckless Hunter BRRG
Creature - Human Werewolf
When Luckless Hunter enters play, sacrifice two Humans you control or exile it.
When Luckless Hunter would be sent to the graveyard, transform it instead.
2/2 Werewolves and Vampires in the same day? What did I do to deserve this?
Lucky Atrocity (black/red/green)
Creature - Werewolf Vampire
When Lucky Atrocity transforms, sacrifice three Humans you control or sacrifice it
Lifeleach, Trample, Provoke, First Strike
7/7 After taking blows that should have felled any normal man, he awoke with strength and speed beyond any he could imagine, but the few survivors of the attacks lay dead around him, some looking like they had been ripped apart by wolves, others drained dry by vampires.
Edit: Fluff wise, the L card is meant to be the start of the J card, with the J being him directing normal Vampires and Werewolves before coming out personally
An odd thing, but a nice use of Skulk as a bit of flavor
Sliver Smith 1RU
Creature - Sliver Rigger
All non-artifact Slivers count as Riggers and gain "5 : Assemble a 0/1 Sliver Contraption Artifact Creature Token"
2/2 First they begin to look like us, and now they begin to act like us? And they steal our designs, too. - A frustrated Artificer, commenting on the seemingly sudden adoption of artificing by Skep
---
Because it's stated that there are a lot of broken Sliver Constructs around the central hive, Slivers are not one to waste resources, the wording used in the ability exists on Steamflogger Boss and I wanted to make a pun on Sliversmith's name
What if a Shadow Sliver managed to figure out how to Planeswalk without a Spark? Besides, Slivers need a non-WUBRG legendary
The Wandering Infiltrator2UUU
Planeswalker - Shadow Sliver
+1: Target Sliver gains or loses Shadow until end of turn
-1: Slivers you control gain or lose Shadow until end of turn
-2: Target Sliver can only be blocked by other Slivers until end of turn
-3: Transform The Wandering Sliver
-15: You get an emblem with "All Slivers can only be blocked by Slivers"
---
The Manifested Infiltrator (blue)
Legendary Creature - Sliver
Shadow
All Slivers get "When this creature would leave the field, you may exile it instead. If you do, target Sliver is unblockable until end of turn"
If The Manifested Infiltrator would be exiled, you may transform it instead
2/3
---
It takes slivers to it's extra planar hiding spot to sneak around, where it may or may not have Clot Slivers and Poultice Slivers waiting to heal them. The group of 'normal' Shadow Slivers and ones that are adapting to do similar things are non-negotiable, but only one of the specials can connect to a plane at a time, hence the reason for the planeswalker name being Shadow Sliver.
Next up: A blue/some other color Sliver walker following the format of:
The Wandering (insert word fitting what it does) (CMC 5)
Planeswalker - Shadow Sliver
+1: target Sliver gains or loses something until end of turn
-1: the above, but all slivers until end of turn
-2: better, but related or thematically appropriate thing for target Sliver until end of turn
-3: transform this card
-15: You get an emblem with "all slivers get (insert -2 ability)"
Transformed: The Manifested (insert word here)
Legendary Creature - Sliver (may have extra type, but must be a Sliver)
Shadow
All slivers gain "(insert thematically appropriate ability)"
If this card would be exiled, you may transform it instead
P/T (combined, should not be over 6)
---
Essentially, another of the specials for the Infiltrator's group of wandering slivers. Actually, feel free to ignore the format if you want, just make one of the other specials, and it MUST be at least part blue, because this is a group of skilled shadow slivers.
Edit: so I spent over 20 minutes on this, and someone beat me to it...
Look at this peice of junk: Rosheen Meanderer
Let's keep the theme of mana, with added land advantage reliance
Rosheen the Wanderer 1GGR
Planeswalker: Rosheen
+1: Add 1 mana of any color or 1 colorless to your mana pool for each land you control
0: Deal X damage, where X is the number of untapped lands you control, to target creature or planeswalker
-1: Search your library for a land and put it into your hand
-10: You get an emblem with "All lands you control gain "[tap]: add two mana of any combination of colors or colorless to your mana pool" and "you may play an additional land each turn"
{3}
Next up: A planeswalker version of an Eldrazi Titan, preferably with a lot of Scions being made and Drone recovery. Possibly make it turn lands into wastes to 'fuel' the creation of hordes of scions. 20 mana minimum, of course, as we are talking a full power, no restraints Eldrazi Titan ready to eat the whole plane the fight is on
Blighted Hunter WWBBB
Creature - Human Werewolf
Whenever Blighted Hunter takes combat damage, prevent that damage and put that many -1/-1 counters on it instead.
If Blighted Hunter would die from -1/-1 counters, remove all counters from it and transform it instead.
Blighted Hunter gets +1/+0 for each -1/-1 counter on it
2/6 It's a normal infection, from a normal wolf bite, I can still fight... - A Blighted Hunter
Blighted Werewolf (black)
Creature: Werewolf Zombie
Wither
Blighted Werewolf gets +2/+1 for each -1/-1 counter on it
6/6 ...Why is there Phyrexis on Inistrad? - Sorin Markov
Remember, Phyrexis works the way it does on Mirrodin because of the fact that Mirrodin is covered in metallic substances and the Black Oil stewed in Karn for centuries and became necrogen in one area. It does very different things to pure organics and would 'evolve' differently if it had a different source and was on a different plane. For example, from a wandering Old Phyrexian on Inistrad for a short while. And later, there will be more things to freak out Sorin Markov. I recommend making the Werewolf and Vampire sections about odd things being Werewolves and Vampires, followed by a confused Sorin Markov wondering why the things are on Inistrad in the first place, like Slivers, or Myr, or other plane specific things. Possible having a strait up freak out at something like an Eldrazi Vampire, or a Sliver Werewolf, whether out of fear or confusion.
Demon Elf? You made this too easy for us Warcraft fans
Demon Hunter RR
Creature - Elf
Demon Hunter gets +1/+0 for each level counter on it
Whenever Demon Hunter sends a creature to the graveyard, put a level counter on it
1/1
Level 1-2: First Strike (2/2)
Level 3-4: First Strike, Reach (2/3)
Level 5: Double Strike, Reach RRBBB Transform Demon Hunter (2/4) A Hunter must be carful...
Corrupted Hunter (red black)
Demon Elf
Corrupted Hunter gets +2/+1 for each level counter on it
Double Strike, Reach, Lifelink B:Corrupted Hunter gains Flying until end of turn
4/4 ...Lest they become the hunted.
Next up, a real challenge to not be crazy with: Sliver Myr. My recommendation is Hive Mind Adaptor, wherein all Myr are Slivers and all Slivers are Myr
And also more Warcraft related type combinations: Elf Satyr, Insect Wizard and Ogre Rogue
Isn't Nahari the one who made Hedrons? And the inconsistent loyalty counter generation makes proliferate very nessesary to use that card
Flowstone Amalgam xxRRB
Artifact Creature - Construct Horror
Champion X artifacts
Modular X
Flowstone Amalgam has all abilities of championed artifacts and gets all counters from them
Fowstone Amagam's power and toughness are each equal to the combined base power and toughness of championed artifact creatures plus 1
X+1/X+1 Some parts of Rath's flowstone decided to start taking pieces from the scrap around them rather than wait for someone to shape them
In case you don't know, Champion exiles some number of cards on the field for however long the card with the ability is out.
Now for the blue Glyphwall
Glyphwall of Delusion 3UU
Creature - Illusion Wall
Defender, Flying
At the beginning of each upkeep, sacrifice Glyphwall of Delusion unless you pay U
When Glyphwall of Delusion blocks a creature, put X Delusion counters on it, where X is equal to the blocked creature's power. The creature gains "This creature does not untapped during your untap step if it has a Delusion counter on it" and "At the beginning of your upkeep, remove a Delusion counter from this permanent"
0/5
Imprinting a Glyph of Delusion onto a Hover Barrier proved to destabilize the barrier, though the increase in effectiveness was considered worth the need for a continuous supply of mana
Now for the 'offensive' Glyphwall.
Glyphwall of Doom 3BB
Creature - Skeleton Wall
Defender
At the beginning of each upkeep, you may pay BB to regenerate Glyphwall of Doom. If you do not, sacrifice it.
When Glyphwall of Doom blocks or becomes blocked, destroy all creatures it blocks or is blocked by.
B: Regenerate Glyphwall of Doom.
0/5
Etching a permanent Glyph of Doom onto a Wall of Bone has led to rapid erosion of the bones, necessitating the constant use of the regenerative necromancy ingrained in almost all constructs of bone.
Well, time for a wall that has 'value' written all over it.
Glyphwall of Destruction 2RRR
Creature - Elemental Wall
Flash, Defender
At the beginning of each upkeep, put a -1/-1 counter on Glyphwall of Destruction
1R: Put a +1/+1 counter on Glyphwall of Destruction
10/3
As it turns out, fusing a spell to make a Glyph of Destruction to one that makes a Wall of Lava does little to help with the problem in the long term, though adding more mana does make it last longer
Creature - Sliver Werewolf
First Strike
All Slivers have Provoke
At the beginning of each upkeep, if no spells were played last turn, transform Lycanthropic Sliver
2/2
Even the Sliver Hivemind has its limits...
Sliver Ambusher (red/green)
Creature - Sliver Werewolf
All Slivers have First Strike and Provoke
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Sliver Ambusher
4/4
...But those limits can be worked around
---
It's supposed to be that the Hivemind can't copy the magical effects directly, needing a catalyst... Like the Lycanthrope transformation. As in, it can't copy acquired traits without a catalyst, such as Auras, magical diseases and other such magical imprints
Composite Elemental 5WUBRG
Creature - Golem Elemental
Flying, First Strike, Vigilance, Trample, Lifelink
: Add 1 mana of any color or colorless to your mana pool
10/10
Finally, we see what happens when you stick a Fusion Elemental into a Composite Golem
Next: Skeleton Ooze(Golgari would love it), Demon Angel(Orzhov would have issues) or Vampire Werewolf(Sorin Markov would Freak Out)
Creature - Human Werewolf Priest
Defender
:symtap:Gain 1 life
At the beginning of each upkeep, if no spells were cast last turn, transform Oracle of Life
0/4
She heals all who come here way...
Oracle of the Wilds (white/green)
Creature - Werewolf Shaman
Defender
At the beginning of each upkeep, gain X life, where X is the number of Wolves and Werewolves you control combined.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Oracle of the Wilds
:symtap:Prevent the next 1 damage that would be dealt to target creature
1/7
...Whether man or beast, Full Moon or New.
---
This is something you really want to put Bound by Moonsilver on, to protect from Provoke killers like my N entry
Creature - Human Werewolf Assassin
Deathtouch, First Strike
At the beginning of each upkeep, if no spells were cast last turn, Transform Nightmarish Hunter
1/2
If you think the hunter is bad...
Nightmarish Beast (black/red)
Creature - Werewolf Assassin
Double Strike, Death Touch, Provoke
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Nightmarish Beast
2/4
...Just wait 'till ya see what he hunts.
---
The power is a formality anyway, so the transform buff goes to forcing important blockers to go for the small threat and needing either 4 power in first strike and one extra blocker damage or 2 extra blockers to stop the death of the target
Edit:... I need to type faster...
Joint Predation BBRRRGG
Tribal Enchantmet - Vampire Werewolf
Vampires you control have Lifelink and Werewolves you control have Trample
BRG: Transform Joint Predation
When Predators join forces...
Joined Atrocities (black/red/green)
Creature - Vampire Werewolf
Vampires you control have First Srike and Lifelink and Werewolves you control have Provoke and Trample
7/7
...Their prey runs forevermore.
---
For L:
Luckless Hunter BRRG
Creature - Human Werewolf
When Luckless Hunter enters play, sacrifice two Humans you control or exile it.
When Luckless Hunter would be sent to the graveyard, transform it instead.
2/2
Werewolves and Vampires in the same day? What did I do to deserve this?
Lucky Atrocity (black/red/green)
Creature - Werewolf Vampire
When Lucky Atrocity transforms, sacrifice three Humans you control or sacrifice it
Lifeleach, Trample, Provoke, First Strike
7/7
After taking blows that should have felled any normal man, he awoke with strength and speed beyond any he could imagine, but the few survivors of the attacks lay dead around him, some looking like they had been ripped apart by wolves, others drained dry by vampires.
Edit: Fluff wise, the L card is meant to be the start of the J card, with the J being him directing normal Vampires and Werewolves before coming out personally
Sliver Smith 1RU
Creature - Sliver Rigger
All non-artifact Slivers count as Riggers and gain "5 : Assemble a 0/1 Sliver Contraption Artifact Creature Token"
2/2
First they begin to look like us, and now they begin to act like us? And they steal our designs, too. - A frustrated Artificer, commenting on the seemingly sudden adoption of artificing by Skep
---
Because it's stated that there are a lot of broken Sliver Constructs around the central hive, Slivers are not one to waste resources, the wording used in the ability exists on Steamflogger Boss and I wanted to make a pun on Sliversmith's name
The Wandering Infiltrator2UUU
Planeswalker - Shadow Sliver
+1: Target Sliver gains or loses Shadow until end of turn
-1: Slivers you control gain or lose Shadow until end of turn
-2: Target Sliver can only be blocked by other Slivers until end of turn
-3: Transform The Wandering Sliver
-15: You get an emblem with "All Slivers can only be blocked by Slivers"
---
The Manifested Infiltrator (blue)
Legendary Creature - Sliver
Shadow
All Slivers get "When this creature would leave the field, you may exile it instead. If you do, target Sliver is unblockable until end of turn"
If The Manifested Infiltrator would be exiled, you may transform it instead
2/3
---
It takes slivers to it's extra planar hiding spot to sneak around, where it may or may not have Clot Slivers and Poultice Slivers waiting to heal them. The group of 'normal' Shadow Slivers and ones that are adapting to do similar things are non-negotiable, but only one of the specials can connect to a plane at a time, hence the reason for the planeswalker name being Shadow Sliver.
Next up: A blue/some other color Sliver walker following the format of:
The Wandering (insert word fitting what it does) (CMC 5)
Planeswalker - Shadow Sliver
+1: target Sliver gains or loses something until end of turn
-1: the above, but all slivers until end of turn
-2: better, but related or thematically appropriate thing for target Sliver until end of turn
-3: transform this card
-15: You get an emblem with "all slivers get (insert -2 ability)"
Transformed: The Manifested (insert word here)
Legendary Creature - Sliver (may have extra type, but must be a Sliver)
Shadow
All slivers gain "(insert thematically appropriate ability)"
If this card would be exiled, you may transform it instead
P/T (combined, should not be over 6)
---
Essentially, another of the specials for the Infiltrator's group of wandering slivers. Actually, feel free to ignore the format if you want, just make one of the other specials, and it MUST be at least part blue, because this is a group of skilled shadow slivers.
Edit: so I spent over 20 minutes on this, and someone beat me to it...
Let's keep the theme of mana, with added land advantage reliance
Rosheen the Wanderer 1GGR
Planeswalker: Rosheen
+1: Add 1 mana of any color or 1 colorless to your mana pool for each land you control
0: Deal X damage, where X is the number of untapped lands you control, to target creature or planeswalker
-1: Search your library for a land and put it into your hand
-10: You get an emblem with "All lands you control gain "[tap]: add two mana of any combination of colors or colorless to your mana pool" and "you may play an additional land each turn"
{3}
Next up: A planeswalker version of an Eldrazi Titan, preferably with a lot of Scions being made and Drone recovery. Possibly make it turn lands into wastes to 'fuel' the creation of hordes of scions. 20 mana minimum, of course, as we are talking a full power, no restraints Eldrazi Titan ready to eat the whole plane the fight is on
Creature - Human Werewolf
Whenever Blighted Hunter takes combat damage, prevent that damage and put that many -1/-1 counters on it instead.
If Blighted Hunter would die from -1/-1 counters, remove all counters from it and transform it instead.
Blighted Hunter gets +1/+0 for each -1/-1 counter on it
2/6
It's a normal infection, from a normal wolf bite, I can still fight... - A Blighted Hunter
Blighted Werewolf (black)
Creature: Werewolf Zombie
Wither
Blighted Werewolf gets +2/+1 for each -1/-1 counter on it
6/6
...Why is there Phyrexis on Inistrad? - Sorin Markov
Remember, Phyrexis works the way it does on Mirrodin because of the fact that Mirrodin is covered in metallic substances and the Black Oil stewed in Karn for centuries and became necrogen in one area. It does very different things to pure organics and would 'evolve' differently if it had a different source and was on a different plane. For example, from a wandering Old Phyrexian on Inistrad for a short while. And later, there will be more things to freak out Sorin Markov. I recommend making the Werewolf and Vampire sections about odd things being Werewolves and Vampires, followed by a confused Sorin Markov wondering why the things are on Inistrad in the first place, like Slivers, or Myr, or other plane specific things. Possible having a strait up freak out at something like an Eldrazi Vampire, or a Sliver Werewolf, whether out of fear or confusion.
Demon Hunter RR
Creature - Elf
Demon Hunter gets +1/+0 for each level counter on it
Whenever Demon Hunter sends a creature to the graveyard, put a level counter on it
1/1
Level 1-2: First Strike (2/2)
Level 3-4: First Strike, Reach (2/3)
Level 5: Double Strike, Reach
RRBBB Transform Demon Hunter (2/4)
A Hunter must be carful...
Corrupted Hunter (red black)
Demon Elf
Corrupted Hunter gets +2/+1 for each level counter on it
Double Strike, Reach, Lifelink
B:Corrupted Hunter gains Flying until end of turn
4/4
...Lest they become the hunted.
Next up, a real challenge to not be crazy with: Sliver Myr. My recommendation is Hive Mind Adaptor, wherein all Myr are Slivers and all Slivers are Myr
And also more Warcraft related type combinations: Elf Satyr, Insect Wizard and Ogre Rogue
Flowstone Amalgam xxRRB
Artifact Creature - Construct Horror
Champion X artifacts
Modular X
Flowstone Amalgam has all abilities of championed artifacts and gets all counters from them
Fowstone Amagam's power and toughness are each equal to the combined base power and toughness of championed artifact creatures plus 1
X+1/X+1
Some parts of Rath's flowstone decided to start taking pieces from the scrap around them rather than wait for someone to shape them
In case you don't know, Champion exiles some number of cards on the field for however long the card with the ability is out.
Sorcery
Detain creatures with combined power X or less