Endless Thought 1U
Sorcery (R)
Draw a card.
Coalesce (You may discard this from your hand and pay 3, if you do put a 2/2 colorless Golem creature token into play. Play this ability as a sorcery.) UUU: Return ~ from your graveyard to your hand.
Thanks for the comments, thought I don't really understand your reasoning behind them.
If the ability was on block/when blocked then it would be much less aggressive and all-around useful. This 1/1, for example, would only be a 2/1 (or 1/2) when blocked, rather than a 2/1 (or 1/2) when attacking.
As for making it a targeted effect, it certainly could be, as that would allow one to respond to the trigger. Either way I don't see any reason a card couldn't be made to have Tactics 2.
Veteran Swordsman W
Creature - Human Soldier (U)
Tactics 1 (Whenever this creature attacks or blocks, a creature you control gets +1/+0 or +0/+1 until end of turn.)
1/1
Overall I really like the set! Very good job. I can tell a lot of thought and effort went into it.
The color pie changes I have my likes and dislikes. I am sure much of it is due to having already playing magic and being unable to separate bounce from blue and green from land search (for two examples). The color pie is rough as many things can be justified via flavor.
I might have chosen some different creature types but not a big deal really. Personally I would go with more rather than less creature types. Why not have Clerics and Druids? They are staples in fantasy. Sure Witches and Minions are cool too - have all four of them!
The land types are cool, thought I am surprised you didn't have Lair as well. I don't really care for "Node". Sounds too modernish and out of place in a fantasy setting. I am unsure about the sixth basic land type. The five basic lands - five colors is a nice system.
I like the added types to sorceries. Very clever idea. I don't see the need to drop instants however. Certainly they could be sorcereies with flash, but they will be such a common card type why not make them stand on thier own?
The new keywords are all good. I like Diminish and Replenish as they are quite elegant. I do wonder how this works with discard and milling, as they provide free mana card drawing/milling. Imagine a looter - draw a card, discard a card with replenish - free card draw! I am unsure how to avoid this scenario without sacrificing the elegance of the abilities. Perhaps a mana payment is required?
Ranged Strike is a little goofy, but not something that would bother me greatly.
I still think Banding is too complex for and could be reworked as a redirection type ability, i.e. the en-Kors but not unlimited damage.
The Shockmaster
Kicker 1R
When ~ comes into play, choose one - Deal 1 damage to target creature; or Deal 1 damage to target player. If you payed the kicker cost, do both instead.
This may or may not be strictly correct within the intricacies of the rules, but it readable and easily understood. So I think I'll go with kicker.
Entrust 3W Enchantment - Aura (U) Enchant creature Permanents you control have shroud, except for enchanted creature.
As worded the enchantment itself has shroud, is this intended?
I would expect this to be blue but I don't have a big problem with it being white.
Planemixing 2U Enchantment (R) Tap an untapped land you control: Switch control of that land and another target land.
I believe "exchange" is the correct word to use here, and and some rules to go with it.
This appears too powerful, giving the ability to color screw an opponent very easily. Perhaps limit it to once a turn?
Swirling Specter 1BB Creature - Specter (R) Flying When Swirling Specter deals combat damage to a player, you may discard any number of cards. That player discards that many cards. 2/2
An interesting Specter variant. I like it.
Faceless Horror 5B Creature - Horror (C) Morph 4BB If you have no cards in your hand, you may turn Faceless Horror face up without paying its morph cost. 4/4
I like the alternate morph cost, hopefully we will see real cards with this ability.
Lightning Caller 2R Creature - Minotaur Shaman (U) 3RR, Discard your hand: Lightning Caller deals three damage to target creature or player. 2/2
Perhaps very strong in an environment with flashback and madness. The grey ogre body and cost should make up for the powerful ability.
Law of Fire 2RRR Enchantment (R) Whenever a creature attacks, its controller sacrifices it. If he or she does, that creature deals damage equal to the its power to the player it attacked.
An interesting concept. Not sure how it would be used - as a bad No Mercy or a different sort of Soulblast.
Earthblood Devourer 2G Creature - Beast (U) Trample Earthblood Devourer gets +2/+2 as long as you control more lands than each opponent. 2/1
Looks good to me.
Raging Landscape 3RG Enchantment (R) When Raging Landscape comes into play, sacrifice five lands. Lands you control are 5/5 creatures with haste and trample.
Too narrow I think to see play other than at a casual game, but that is part of the game too!
Reprocessing Tower 5 Artifact (R) ,T: Put a random card from your graveyard into your hand. Come and seek for ice and fire, but never find what you desire.
I would guess this is too cheap. A card is still a card and this is cheaper than traditional artifact card drawing.
LavaLake Land LavaLake comes into play tapped. T: Add R to your mana pool. LavaLake deals one damage to each player.
Deals one damage when? When tapped? I would suggest an activation cost other than tapping it for mana to deal damage to each player. Otherwise this appears too strong for aggro decks.
Ooze of Flesh - 1BB
Creature - Thrull Horror 1BB, Sacrifice Ooze of Flesh: Search your library for a creature card with converted mana cost of 3 and put that card into play. Then shuffle your library. Play as a sorcery.
At the beginning of your upkeep, if Ooze of Flesh is in your graveyard, you may sacrifice a creature and return Ooze of Flesh to play with a +1/+1 counter.
1/4
Wait, what? It can remove creatures in addition to hitting players, and this is much much much better in affinity then disciple. you play a spell for free, and you remove a blocker with the two of these you've got in play. Unlike Vault, you hardly need the ravager at all.
As with all cards it depends what context you put them in. In an affinity environment this card gets much better. In every other environment, well, EVER, this card would be pretty tame.
Remove a blocker you say? Removing an X/3 requires playing three artifacts out. Now and then you could certainly get a two for one, but it would not be constant, unless of course other cards existed to really support the plan.
Yes I suppose in some mythical environment where one could play any card this could be a problem, but then that environment probably has much worse things going on than a 1/1 than can ping when an artifact is played.
Hi guys, what do ya think?
Lost Robo Puppy
Artifact Creature - Hound Construct
Whenever you control no other creatures, put me ontop of its owner's library.
2/2
I dont see why others think this is too powerful. I have to wonder if it would even be playable?
Surfer Merfolk
Creature - Merfolk Rogue
Whenever you play an island, you may untap me.
1/1
Really depends on the environment if this is playable or just an oddity. Not a bad design in any case.
Reoccuring Death :1mana::symb:
Instant
Destroy target creature. If it is put into its owner's graveyard in this way, its controller may put it ontop of its owner's library.
Very close to simply put on top of library, which is a (mostly) blue effect. Interesting but a bit cumbersome. And likely a bit undercosted as well.
Stoprage
Instant
Target blocked creature gets +5/+5 until end of turn.
Nice design.
Disciple of the Bone
Creature - Human Cleric
Whenever a creature is put into a graveyard from play, target opponent loses 1 life.
1/1
A bit aggressively costed, may be more appropriate at 2 or even 3 mana, or with an activation cost.
Disciple of the Flame
Creature - Human Shaman
Whenever an artifact comes into play, THIS GUY deals 1 damage to target creature or player.
1/1
Seems fine and is nothing like Disciple of the Vault, as it is much harder to get a bunch of artifacts into play than to destroy them.
Disciple of the Mind
Creature - Human Wizard
Whenever you draw a card, target player puts the top card of his or her library into his or her graveyard.
1/1
Good effect and nice elegant design.
Disciple of the Spirit
Creature - Human Cleric
Whenever an enchantment comes into play, gain 1 life.
1/1
Could be 2 life, otherwise is fine.
Disciple of the Scarab
Creature - Human Druid
Whenever another nontoken creature is put into the graveyard from play, its controller puts a 1/1 green insect token into play.
1/1
I've always enjoyed the grind-them-out sort of decks, so I am a bit biased.
Sorcery (R)
Draw a card.
Coalesce (You may discard this from your hand and pay 3, if you do put a 2/2 colorless Golem creature token into play. Play this ability as a sorcery.)
UUU: Return ~ from your graveyard to your hand.
If the ability was on block/when blocked then it would be much less aggressive and all-around useful. This 1/1, for example, would only be a 2/1 (or 1/2) when blocked, rather than a 2/1 (or 1/2) when attacking.
As for making it a targeted effect, it certainly could be, as that would allow one to respond to the trigger. Either way I don't see any reason a card couldn't be made to have Tactics 2.
Creature - Human Soldier (U)
Tactics 1 (Whenever this creature attacks or blocks, a creature you control gets +1/+0 or +0/+1 until end of turn.)
1/1
The color pie changes I have my likes and dislikes. I am sure much of it is due to having already playing magic and being unable to separate bounce from blue and green from land search (for two examples). The color pie is rough as many things can be justified via flavor.
I might have chosen some different creature types but not a big deal really. Personally I would go with more rather than less creature types. Why not have Clerics and Druids? They are staples in fantasy. Sure Witches and Minions are cool too - have all four of them!
The land types are cool, thought I am surprised you didn't have Lair as well. I don't really care for "Node". Sounds too modernish and out of place in a fantasy setting. I am unsure about the sixth basic land type. The five basic lands - five colors is a nice system.
I like the added types to sorceries. Very clever idea. I don't see the need to drop instants however. Certainly they could be sorcereies with flash, but they will be such a common card type why not make them stand on thier own?
The new keywords are all good. I like Diminish and Replenish as they are quite elegant. I do wonder how this works with discard and milling, as they provide free mana card drawing/milling. Imagine a looter - draw a card, discard a card with replenish - free card draw! I am unsure how to avoid this scenario without sacrificing the elegance of the abilities. Perhaps a mana payment is required?
Ranged Strike is a little goofy, but not something that would bother me greatly.
I still think Banding is too complex for and could be reworked as a redirection type ability, i.e. the en-Kors but not unlimited damage.
All in all I think it is very cool! Well done!
Relevant choices:
Rhox Charger
Necrogenesis
Druid of the Anima
Scavenger Drake
Elvish Visionary
Dragon Fodder
thoughts?
This may or may not be strictly correct within the intricacies of the rules, but it readable and easily understood. So I think I'll go with kicker.
Thanks!
When ~this~ comes into play choose one - Deal one damage to target creature or deal one damage to target player. If you pay 1R you may do both.
As worded the enchantment itself has shroud, is this intended?
I would expect this to be blue but I don't have a big problem with it being white.
I believe "exchange" is the correct word to use here, and and some rules to go with it.
This appears too powerful, giving the ability to color screw an opponent very easily. Perhaps limit it to once a turn?
An interesting Specter variant. I like it.
I like the alternate morph cost, hopefully we will see real cards with this ability.
Perhaps very strong in an environment with flashback and madness. The grey ogre body and cost should make up for the powerful ability.
An interesting concept. Not sure how it would be used - as a bad No Mercy or a different sort of Soulblast.
Looks good to me.
Too narrow I think to see play other than at a casual game, but that is part of the game too!
I would guess this is too cheap. A card is still a card and this is cheaper than traditional artifact card drawing.
Deals one damage when? When tapped? I would suggest an activation cost other than tapping it for mana to deal damage to each player. Otherwise this appears too strong for aggro decks.
Legendary Land
Creature spells you play cost 1 less to play.
An attempt to make a land that doesn't tap for mana, but still makes mana, and sometimes more than 1.
Creature - Thrull Horror
1BB, Sacrifice Ooze of Flesh: Search your library for a creature card with converted mana cost of 3 and put that card into play. Then shuffle your library. Play as a sorcery.
At the beginning of your upkeep, if Ooze of Flesh is in your graveyard, you may sacrifice a creature and return Ooze of Flesh to play with a +1/+1 counter.
1/4
As with all cards it depends what context you put them in. In an affinity environment this card gets much better. In every other environment, well, EVER, this card would be pretty tame.
Remove a blocker you say? Removing an X/3 requires playing three artifacts out. Now and then you could certainly get a two for one, but it would not be constant, unless of course other cards existed to really support the plan.
Yes I suppose in some mythical environment where one could play any card this could be a problem, but then that environment probably has much worse things going on than a 1/1 than can ping when an artifact is played.
I dont see why others think this is too powerful. I have to wonder if it would even be playable?
Really depends on the environment if this is playable or just an oddity. Not a bad design in any case.
Very close to simply put on top of library, which is a (mostly) blue effect. Interesting but a bit cumbersome. And likely a bit undercosted as well.
Nice design.
A bit aggressively costed, may be more appropriate at 2 or even 3 mana, or with an activation cost.
Seems fine and is nothing like Disciple of the Vault, as it is much harder to get a bunch of artifacts into play than to destroy them.
Good effect and nice elegant design.
Could be 2 life, otherwise is fine.
A bit undercosted IMHO, I would shoot for 1G.
R
Creature - Dwarf Warrior
Mountainwalk
You can't play Red Spells.
2/2
(Mountainwalk there for flavor purposes)