I am saying that this should be amended as suggested, for the logical reasons suggested.
Unfortunately, the only solution to this ATM is actually writting it in the card. There is no "By understanding" that matters in this. If you want something to work the way you want, write it.
On the cards:
- Wall is Ok, ability is a bit narrow ala Bushido, but makes sense, just not to much space to work with it in other cards. But it is fine.
- Land is a big nono, as said earlier, wastes is not a land type, there doesn't seem to be any drawback in having a non basic searchable land, and those abilities are not worded properly (The closest I can think is something like: Creatures can't enter the battlefield by the ability of a land on the battlefield, and land abilities can't have permanents on the battlefield to become creatures.) And even that, sounds terrible....so yeah the land is a big Nono let's omit it for now
- The last creature is Ok, weird as in that it only needs to deal damage to give 3 poisons, and there is still like Putrefax which is this guy's fat cousin. IDK infect was suppoused to be a fixed Poisonous (Lies as it turned to be more broken) BUT, eh cards can work in the game as it is (Maybe costing mana more or something)
Panic in the Sky UBR
Instant
Return target creature that entered the battlefield this turn to its owner's hand. If that creature attacked this turn, destroy it instead. If you control a vehicle, exile that creature instead and target vehicle you control becomes a creature until the end of turn.
Relic Pillage 2RR
Sorcery
Destroy target artifact. For each artifact destroyed this way, create a Treasure, unless that artifact's controller have Relic Pillage deals damage to them equal to its mana value. Roll a d20: 1-9: Destroy up to two target artifacts instead. 10-19: Destroy up to three target artifacts instead. 20: Destroy up to five target artifacts instead.
Song of the Sowers 2GG
Sorcery
Roll a d20: 1-9: Search your library for a land card with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle. 10-19: Search your library for up to two land cards with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle. 20: Search your library for up to three land cards with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle.
Kind Justice WW
Instant
Exile target nonland permanent. Roll a d20. 1-9: Its controller creates a 4/4 white Angel creature token with flying. 10-19: Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. 20: Its controller gains life equal to its mana value.
Mess with AEther UU
Instant
Roll a d20. 1-9: You may choose new targets for target spell. 10-19: Copy target spell. You may choose new targets for the copy. 20: Counter target spell.
Kabrot, the Taintful 3BB
Legendary Creature - Horror Warlock
Whenever an opponent casts a spell, roll a d20: 1-9: They lose 2 lifes. 10-19: They discard a card. 20: They sacrifice a permanent they control. 3/4
/--Side A--/ The Tidings of the Moon 1WU
Enchantment - Saga I: Target permanent you control phases out. II: Target permanent you don't control phases out. III: Exile this Saga, then return it to the battlefield transformed under your control.
/--Side B--/ Theeca, God of Moon
Legendary Enchantment Creature - God Color Indicator: White-Blue
Indestructible
As long as your devotion to white and/or blue is less than five, Theeca isn’t a creature.
Whenever a permanent phases in, you gain 1 life and you draw a card. 3(W/U): Target permanent phases out. 3/6
/--Side A--/ The Idols of Gold 2GR
Enchantment - Saga I: Destroy target artifact. Create a Gold token. II: Destroy target enchantment. Create a Gold token. III: Exile this Saga, then return it to the battlefield transformed under your control.
/--Side B--/ Proto, God of Idolatry
Legendary Enchantment Creature - God Color Indicator: Green-Red
Indestructible
As long as your devotion to green and/or red is less than five, Proto isn’t a creature.
Each permament you control increases your devotion to each of its colors by one. 3(R/G): Target creature gets +X/+0 and trample until the end of turn, where X is your devotion to each of its colors. 5/4
/--Side A--/ The Season of Storms UG
Enchantment - Saga I: Destroy target creature with flying. II: Scry 2. If you control a creature with flying Scry 3 instead. III: Exile this Saga, then return it to the battlefield transformed under your control.
/--Side B--/ Yubia, God of Winds
Legendary Enchantment Creature - God Color Indicator: Blue-Green
Indestructible
As long as your devotion to blue and/or green is less than five, Yubia isn’t a creature.
As long as your devotion to blue is five or higher. Whenever a creature with flying you control attacks, untap it.
As long as your devotion to green is five or higher. Whenever a creature with flying attacks you, Yubia deals 3 damage to it. 4/4
/--Side A--/ The Cults of Blood 2BR
Enchantment - Saga I: Each opponent discards a card, if they can't they lose 1 life. II: Each opponent sacrifice a creature or planeswalker they control, if they can't they lose 1 life. III: Exile this Saga, then return it to the battlefield transformed under your control.
/--Side B--/ Demono, God of Tributes
Legendary Enchantment Creature - God Color Indicator: Black-Red
Indestructible
As long as your devotion to black and/or red is less than five, Demono isn’t a creature.
Whenever an opponent discards one or more cards you may pay R and if you do Demono deals 2 damage to them.
Whenever an opponent sacrifice one or more permanents you may pay B and if you do, create a Blood token. 6/3
Heliod, God of Dusk 3(W/B)
Legendary Enchantment Creature - God
Indestructible
As long as your devotion to white or black is less than five, Heliod isn’t a creature.
As long as your devotion to black is five or higher. If a card would be put into an opponent’s graveyard from anywhere, exile it instead.
As long as your devotion to white is five or higher. Whenever a card your opponents own is exiled, you gain life equal to its mana value. 4/6
I was thinking for the Throne an ability that would do something like "Will and/or Rowan planeswalkers and creatures named Kenrith, the Retuned King that you control gain hexproof and indestructible.", but coming up with the base ability was thougher.
Maybe this captures the feel of the courts better.
Throne of Eldraine 2X
Legendary Artifact
When Throne of Eldraine enters the battlefield, create a 2/2 white knight creature token. That token has lifelink if W was spent to cast Throne of Eldraine, flying if U was spent, deathtouch if B was spent, menace if R was spent and vigilance if G was spent.
1, T: Add one mana of any color.
2, T: Return Throne of Eldraine to your hand.
WAIT You could conserve your original ability by tweaking your cards just a little (Sacrificing Adamant for a reminicent one) like this:
Throne of Eldraine 4
Legendary Artifact
Nobles and Planeswalkers you control have ward 2 3, T, Tap a Noble or Planeswalker you control: Create three 1/1 white human creature tokens if at least three white mana was spent to activate this ability, draw two cards if at least three blue mana was spent, each opponent discards two cards if at least three black mana was spent, Throne of Eldraine deals four damage to each opponent if at least three red mana was spent, and gain 8 life if at least three green mana was spent.
I like this kind of concepts...may I Join with one of my own?
Alara Reborn
Legendary Land
Alara Reborn enters the battlefield tapped unless you control 3 or more permanents with different colors each. T, pay 1 life: Add one mana of any color 2, T: For each color among permanents you control, add one mana of that color.
About the cards: Throne of Eldraine: Well that's a lot of mana you have to put into this to gain each effect, I don't know it it is worth it but at least is kinda flexible in what it does. Aether Revolt: Nice card, but the energy gain may be a little too much. Maybe a plain Number would be better? Eldritch Moon: I love cards that have steps like this. The only thing missing is what happens if it is neither night or day when this enters the battlefield Battle for Zendikar: Oh the Vs type of Cards, they gotta make more of this more often. This one is particulary powerfull in both modes. I might suggest seeing if the mana cost is alright, or tweak some numbers a bit. But otherwise feels alright. (With Zendikar side being the weakest of both)
There’s a few cards already that place and interact with bounty counters, so you’ll wanna make sure none of them is too broken with Underworld Overlord. Also, Underworld Overlord is fun to say.
All the puns intended in that one. Also yeah there are a couple, but then again those type of cards deserve a little love. They'll be fine.
Chosen probably needs to cost more since it’s going to grant and regain Monarch very easily.
While mantaining 4 creatures on the field doesn't seem that easy to accomplish, you are probably right, upping the mana cost a bit
Expedition Master sounds like he should be a Scout, not a Druid.
Actually, I need a bard in this group I'll change it...and also +1/+1 and explore kinda are the same in just pumping stuff so I made this one more interesting
Herald is odd, but definitely needs to say “Other creatures you control…”
Fair
Master of Evocation’s ability doesn’t work great, because it doesn’t work in response to opponents spells (The creature has already become targeted, so it’s too late for “the next time”) Also Fractal is a very odd choice, I would go with Elemental instead.
I knew there was something out there will rework that ability. The thing with this lord (The types each one supports are kinda tematic as you may notice) is that it work with stuff that are Summoned somehow (And resummoned back for protection as shown by it ability to make tehm go away temporarily), Djinns from the lamps, Efreets are kinda like Djinns and then...I was gonna go Illusion or Elemental but this already have a Lord, so I looked up and found Fractals...maybe I might just use Illusions and elemental anyways
Unfortunately, the only solution to this ATM is actually writting it in the card. There is no "By understanding" that matters in this. If you want something to work the way you want, write it.
On the cards:
- Wall is Ok, ability is a bit narrow ala Bushido, but makes sense, just not to much space to work with it in other cards. But it is fine.
- Land is a big nono, as said earlier, wastes is not a land type, there doesn't seem to be any drawback in having a non basic searchable land, and those abilities are not worded properly (The closest I can think is something like: Creatures can't enter the battlefield by the ability of a land on the battlefield, and land abilities can't have permanents on the battlefield to become creatures.) And even that, sounds terrible....so yeah the land is a big Nono let's omit it for now
- The last creature is Ok, weird as in that it only needs to deal damage to give 3 poisons, and there is still like Putrefax which is this guy's fat cousin. IDK infect was suppoused to be a fixed Poisonous (Lies as it turned to be more broken) BUT, eh cards can work in the game as it is (Maybe costing mana more or something)
B
As an additional cost to cast this spell sacrifice a creature
Deals 4 damage to target creature or PW and you gain 4 life.
That doesn't sound that bad for a single mana
Indeed
Instant
Return target creature that entered the battlefield this turn to its owner's hand. If that creature attacked this turn, destroy it instead. If you control a vehicle, exile that creature instead and target vehicle you control becomes a creature until the end of turn.
Sorcery
Destroy target artifact. For each artifact destroyed this way, create a Treasure, unless that artifact's controller have Relic Pillage deals damage to them equal to its mana value. Roll a d20:
1-9: Destroy up to two target artifacts instead.
10-19: Destroy up to three target artifacts instead.
20: Destroy up to five target artifacts instead.
Song of the Sowers 2GG
Sorcery
Roll a d20:
1-9: Search your library for a land card with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle.
10-19: Search your library for up to two land cards with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle.
20: Search your library for up to three land cards with a different name from the lands you control or in your graveyard. Put that land into play tapped, then shuffle.
Kind Justice WW
Instant
Exile target nonland permanent. Roll a d20.
1-9: Its controller creates a 4/4 white Angel creature token with flying.
10-19: Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
20: Its controller gains life equal to its mana value.
Mess with AEther UU
Instant
Roll a d20.
1-9: You may choose new targets for target spell.
10-19: Copy target spell. You may choose new targets for the copy.
20: Counter target spell.
Kabrot, the Taintful 3BB
Legendary Creature - Horror Warlock
Whenever an opponent casts a spell, roll a d20:
1-9: They lose 2 lifes.
10-19: They discard a card.
20: They sacrifice a permanent they control.
3/4
The Tidings of the Moon 1WU
Enchantment - Saga
I: Target permanent you control phases out.
II: Target permanent you don't control phases out.
III: Exile this Saga, then return it to the battlefield transformed under your control.
/--Side B--/
Theeca, God of Moon
Legendary Enchantment Creature - God
Color Indicator: White-Blue
Indestructible
As long as your devotion to white and/or blue is less than five, Theeca isn’t a creature.
Whenever a permanent phases in, you gain 1 life and you draw a card.
3(W/U): Target permanent phases out.
3/6
/--Side A--/
The Idols of Gold 2GR
Enchantment - Saga
I: Destroy target artifact. Create a Gold token.
II: Destroy target enchantment. Create a Gold token.
III: Exile this Saga, then return it to the battlefield transformed under your control.
/--Side B--/
Proto, God of Idolatry
Legendary Enchantment Creature - God
Color Indicator: Green-Red
Indestructible
As long as your devotion to green and/or red is less than five, Proto isn’t a creature.
Each permament you control increases your devotion to each of its colors by one.
3(R/G): Target creature gets +X/+0 and trample until the end of turn, where X is your devotion to each of its colors.
5/4
/--Side A--/
The Season of Storms UG
Enchantment - Saga
I: Destroy target creature with flying.
II: Scry 2. If you control a creature with flying Scry 3 instead.
III: Exile this Saga, then return it to the battlefield transformed under your control.
/--Side B--/
Yubia, God of Winds
Legendary Enchantment Creature - God
Color Indicator: Blue-Green
Indestructible
As long as your devotion to blue and/or green is less than five, Yubia isn’t a creature.
As long as your devotion to blue is five or higher. Whenever a creature with flying you control attacks, untap it.
As long as your devotion to green is five or higher. Whenever a creature with flying attacks you, Yubia deals 3 damage to it.
4/4
/--Side A--/
The Cults of Blood 2BR
Enchantment - Saga
I: Each opponent discards a card, if they can't they lose 1 life.
II: Each opponent sacrifice a creature or planeswalker they control, if they can't they lose 1 life.
III: Exile this Saga, then return it to the battlefield transformed under your control.
/--Side B--/
Demono, God of Tributes
Legendary Enchantment Creature - God
Color Indicator: Black-Red
Indestructible
As long as your devotion to black and/or red is less than five, Demono isn’t a creature.
Whenever an opponent discards one or more cards you may pay R and if you do Demono deals 2 damage to them.
Whenever an opponent sacrifice one or more permanents you may pay B and if you do, create a Blood token.
6/3
Heliod, God of Dusk 3(W/B)
Legendary Enchantment Creature - God
Indestructible
As long as your devotion to white or black is less than five, Heliod isn’t a creature.
As long as your devotion to black is five or higher. If a card would be put into an opponent’s graveyard from anywhere, exile it instead.
As long as your devotion to white is five or higher. Whenever a card your opponents own is exiled, you gain life equal to its mana value.
4/6
WAIT You could conserve your original ability by tweaking your cards just a little (Sacrificing Adamant for a reminicent one) like this:
Throne of Eldraine 4
Legendary Artifact
Nobles and Planeswalkers you control have ward 2
3, T, Tap a Noble or Planeswalker you control: Create three 1/1 white human creature tokens if at least three white mana was spent to activate this ability, draw two cards if at least three blue mana was spent, each opponent discards two cards if at least three black mana was spent, Throne of Eldraine deals four damage to each opponent if at least three red mana was spent, and gain 8 life if at least three green mana was spent.
Alara Reborn
Legendary Land
Alara Reborn enters the battlefield tapped unless you control 3 or more permanents with different colors each.
T, pay 1 life: Add one mana of any color
2, T: For each color among permanents you control, add one mana of that color.
About the cards:
Throne of Eldraine: Well that's a lot of mana you have to put into this to gain each effect, I don't know it it is worth it but at least is kinda flexible in what it does.
Aether Revolt: Nice card, but the energy gain may be a little too much. Maybe a plain Number would be better?
Eldritch Moon: I love cards that have steps like this. The only thing missing is what happens if it is neither night or day when this enters the battlefield
Battle for Zendikar: Oh the Vs type of Cards, they gotta make more of this more often. This one is particulary powerfull in both modes. I might suggest seeing if the mana cost is alright, or tweak some numbers a bit. But otherwise feels alright. (With Zendikar side being the weakest of both)
1,t, Sacrifice Transmogrant of Littjara: Put a +1/+1 counter on target creature. That creature gets every creture type.