Someone needs to tell wotc that mythic is not an excuse to print op cards... And we'll maybe get less op cards here.
This design is super unfun and only good when broken. Oh, and you made them pitch cards too. If play 8 force of will, thank you... Well, I would if anyone still played magic after the set was released...
You need to decide what the 1c baseline is. Red is too weak, and the rest play very differently (g and w usually just block in an emergency).
Kill the colorless one - keyword, gimmick mans, and never good.
Suggestions
1 make them cost 3 and come untapped. It's the current convention.
2 make them have useful effects that don't require the opponent pay attention to your mana base. I.e., sac for some bonus at sorcery speed. quicksand like cards aren't fun or fair nowadays...
3 make them equipment instead? As equipment, there is no surprises involved, and would be fair early and late game.
Purity: if you pay mana of one color only effect is stronger. It's the opposite of sunburst
Evade n: if any source would deal damage to this creature, prevent n of that damage.
Evade alternative: this creature evades first and double strike during combat.
New ability: as long as this creature is neither attacking nor blocking, double its thoughness.
Purity - terrible name, worse mechanic. Overload was fun, this is tedious.
Evade - absorb. Which is just toughness, one of the core creature mechanics.
Evade b - so damage prevention? Could you have "evade hexproof" or "evade flying"? Come on man... Why? What could this possibly do on a host of cards that would mean anything for block or standard? By the by, evade sounds like evasion.
New ability - so... Useless?
I know energy and tribal and a dozen other mechanics are terrible, but a mechanic should be fun and inspire building. None of these do.
Re: 2nd legend... She doesn't acquire anything but esoteric card quality advantage. More importantly, she has a defensive ability... On a scout! Maybe it should only plop identical named creatures into play, but topping 2 forests is pretty rare...
Your original landfall trigger is fine (if costed right), but doesn't need to be blue. 2G might work. My versions mono green and requires some choices in deck construction - i.e., more build around.
Still, focus on m asking it attack. It probably doesn't even need landfall - a better scout legend would tutor a land every time it attacked and wasn't blocked... Barring shuffle concerns.
As for a UG legend... There is potential out there - creature based, token loving, or card draw. Just know what you want it to be.
L guy 1GU
Legendary creature - elf researcher
Whenever a creature spell is countered, you may discard a card. If you do, search your library for a creature with the same cmc and play it without paying its mana. Shuffle.
1/4
Not a fan of quicken... I'd much rather see something with flash that rewarded you if a creature you control died. Mana cost is... Uncool.
I think if you're going to make a self-damage burn effect for demons, make it count 2 to a target and 3 to themselves. +1 /+0 is worthless, not worth the text.
There's no real reason to flash this as is... Maybe make it have haste and the burn ability?
Stoke knightRR
Creature - Human blacksmith knight
First strike
When ~ enters the battlefield, add RRR to your mana pool and ~ deals 3 damage to you.
2/2
Dazarhahs3BB
Legendary Creature - Human Zombie (Mythic)
Deathtouch
When ~ enters the battlefield, players exile their graveyards face down and shuffle them, then play a MAGIC subgame using these cards as their decks. For the subgame, players have "Pay 1 life: Add 1 mana of any color to your mana pool." Each player who wins the subgame may put any number of creatures from the subgame onto the battlefield. Those creatures gain haste until end of turn. Sometimes the past comes back to haunt us all.
1/1
Dazarhahs3BB
Legendary Creature - Human Zombie (Mythic)
Deathtouch
When ~ enters the battlefield, players exile their graveyards face down and shuffle them, then play a MAGIC subgame using these cards as their decks. For the subgame, players have "Pay 1 life: Add 1 mana of any color to your mana pool." Each player who wins the subgame may put any number of creatures from the subgame onto the battlefield. Those creatures gain haste until end of turn. Sometimes the past comes back to haunt us all.
1/1
From Doug Beyer preview: "In the abstract, one of red’s specialties is supposed to be emotion—the whole rich, complicated, fervently-felt spectrum of unique feelings." *SPECTRUM*
Well, if Doug Beyer says it - then I guess it's true. No ad hoc rationalization for a poorly constructed story card here - no, red has always been the color of parental love. Goblin Warrens and all that.
Rei, Clerical Spy - You know why it has Hexproof? Because it cost 3 colors and you don't want it to die. You know why it has the tap ability? Because you want a self-combo with the third ability.
So, really, the card should be this:
Reilie, Double AgentWB
Legendary Creature - Human Cleric Rogue
Whenever a player discards a creature card, choose 1 -
* You gain life equal to that card's toughness.
* Each opponent loses life equal to that card's power.
1/3
You'll note that it's not it's own discard outlet; and rewards you for whoever discards. The two options are pretty straightforward and have a lot of deck building options. It works well with several mechanics, or just with normal discard. Finally, the last ability hits all opponents because, yeah - it's legendary, why not?
Genala - You're trying to play off the flavor of scry being exploring. I like that. But scry is such a needlessly keyworded mechanic and the fact it's keyworded makes it less interesting and special. Furthermore, green doesn't need blue for this kind of effect:
Genala, Explorer of NellGG
Legendary creature - Elf Scout
~ cannot be blocked except by legendary creatures.
Landfall - Whenever a land enters the battlefield under your control, reveal the top two cards of your library. You may put a creature or land revealed in this way into your hand, then put the rest on the bottom of your library in any order. If the cards revealed in this way have the same name and are creatures or lands, you may put them both onto the battlefield tapped instead.
2/1
1st ability is to show that she's a good scout and good at not being caught. This lets her be a 2/1 that can attack, rather than sit back and block thopter tokens or whatever.
2nd ability often lets you draw a card very often. That's good. If you get two with the same name - say back forests - you "win the lottery" - which is fun. Sensei's Divining Top and similar effects can help set these up.
Overall, I think the key to good legendary design is to make them as focused as possible. Your spy wants to reward you for discarding - why limit it to your own discards? Why is she also totes invulnerable (flavorfully)? Why is she ALSO a looter (other than fear about a lack of discard outlets?). You want your explorer to help you explore. So why is she reaching? Shouldn't she go out and explore... say the battlefield? Also, Scrying's not really exploring - it's like "maybe looting" - you don't get &U%^&* out of it that turn. As you have it, Genala has more in common with Orcish Spy an explorer - she looks at what's coming, she doesn't go there herself. This version, of course, gets off her duff and does something.
Bightsharpner1R
Creature - Goblin Artificer
Fabricate 1 T, sacrifice an artifact: ~ deals X damage to target creature or player, where X equals it's power.
1/1
ReimagineUR
Instant (U)
Counter target spell. Its controller exiles the top card of his or her library. Until end of turn, that player may play that card.
Interesting and fun. I think it should exile until they get a non-land card, otherwise it's a flat counterspell in 1/3 situations.
Inguinuitive Necromancer1B
Creature - Human Necromancer
Fabcricate 1 T, sacrifice another creature: Return target creature with a CMC less than or equal to ~'s power to the battlefield.
1/1
Black Ring3
Artifact - Equipment
Equip: 1
Equipped creature has deathtouch and Skulk. t: Add B to your mana pool. Use this ability only if ~ is not equipped.
This design is super unfun and only good when broken. Oh, and you made them pitch cards too. If play 8 force of will, thank you... Well, I would if anyone still played magic after the set was released...
Kill the colorless one - keyword, gimmick mans, and never good.
Suggestions
1 make them cost 3 and come untapped. It's the current convention.
2 make them have useful effects that don't require the opponent pay attention to your mana base. I.e., sac for some bonus at sorcery speed. quicksand like cards aren't fun or fair nowadays...
3 make them equipment instead? As equipment, there is no surprises involved, and would be fair early and late game.
Hexproof exists. Why make bad shroud?
Purity - terrible name, worse mechanic. Overload was fun, this is tedious.
Evade - absorb. Which is just toughness, one of the core creature mechanics.
Evade b - so damage prevention? Could you have "evade hexproof" or "evade flying"? Come on man... Why? What could this possibly do on a host of cards that would mean anything for block or standard? By the by, evade sounds like evasion.
New ability - so... Useless?
I know energy and tribal and a dozen other mechanics are terrible, but a mechanic should be fun and inspire building. None of these do.
This.
One needs to keep an eye out for wotc when they make new stuff. For every good, there's a bad and 3 lazy of late.
Your original landfall trigger is fine (if costed right), but doesn't need to be blue. 2G might work. My versions mono green and requires some choices in deck construction - i.e., more build around.
Still, focus on m asking it attack. It probably doesn't even need landfall - a better scout legend would tutor a land every time it attacked and wasn't blocked... Barring shuffle concerns.
As for a UG legend... There is potential out there - creature based, token loving, or card draw. Just know what you want it to be.
L guy 1GU
Legendary creature - elf researcher
Whenever a creature spell is countered, you may discard a card. If you do, search your library for a creature with the same cmc and play it without paying its mana. Shuffle.
1/4
That's blue green.
I think if you're going to make a self-damage burn effect for demons, make it count 2 to a target and 3 to themselves. +1 /+0 is worthless, not worth the text.
There's no real reason to flash this as is... Maybe make it have haste and the burn ability?
Stoke knightRR
Creature - Human blacksmith knight
First strike
When ~ enters the battlefield, add RRR to your mana pool and ~ deals 3 damage to you.
2/2
Groovelord Rudyard
Dazarhahs 3BB
Legendary Creature - Human Zombie (Mythic)
Deathtouch
When ~ enters the battlefield, players exile their graveyards face down and shuffle them, then play a MAGIC subgame using these cards as their decks. For the subgame, players have "Pay 1 life: Add 1 mana of any color to your mana pool." Each player who wins the subgame may put any number of creatures from the subgame onto the battlefield. Those creatures gain haste until end of turn.
Sometimes the past comes back to haunt us all.
1/1
Legendary Creature - Human Zombie (Mythic)
Deathtouch
When ~ enters the battlefield, players exile their graveyards face down and shuffle them, then play a MAGIC subgame using these cards as their decks. For the subgame, players have "Pay 1 life: Add 1 mana of any color to your mana pool." Each player who wins the subgame may put any number of creatures from the subgame onto the battlefield. Those creatures gain haste until end of turn.
Sometimes the past comes back to haunt us all.
1/1
Well, if Doug Beyer says it - then I guess it's true. No ad hoc rationalization for a poorly constructed story card here - no, red has always been the color of parental love. Goblin Warrens and all that.
You know there's nothing more fleeting than a mother's love for her child... ugh.
So, really, the card should be this:
Reilie, Double AgentWB
Legendary Creature - Human Cleric Rogue
Whenever a player discards a creature card, choose 1 -
* You gain life equal to that card's toughness.
* Each opponent loses life equal to that card's power.
1/3
You'll note that it's not it's own discard outlet; and rewards you for whoever discards. The two options are pretty straightforward and have a lot of deck building options. It works well with several mechanics, or just with normal discard. Finally, the last ability hits all opponents because, yeah - it's legendary, why not?
Genala - You're trying to play off the flavor of scry being exploring. I like that. But scry is such a needlessly keyworded mechanic and the fact it's keyworded makes it less interesting and special. Furthermore, green doesn't need blue for this kind of effect:
Genala, Explorer of Nell GG
Legendary creature - Elf Scout
~ cannot be blocked except by legendary creatures.
Landfall - Whenever a land enters the battlefield under your control, reveal the top two cards of your library. You may put a creature or land revealed in this way into your hand, then put the rest on the bottom of your library in any order. If the cards revealed in this way have the same name and are creatures or lands, you may put them both onto the battlefield tapped instead.
2/1
1st ability is to show that she's a good scout and good at not being caught. This lets her be a 2/1 that can attack, rather than sit back and block thopter tokens or whatever.
2nd ability often lets you draw a card very often. That's good. If you get two with the same name - say back forests - you "win the lottery" - which is fun. Sensei's Divining Top and similar effects can help set these up.
Overall, I think the key to good legendary design is to make them as focused as possible. Your spy wants to reward you for discarding - why limit it to your own discards? Why is she also totes invulnerable (flavorfully)? Why is she ALSO a looter (other than fear about a lack of discard outlets?). You want your explorer to help you explore. So why is she reaching? Shouldn't she go out and explore... say the battlefield? Also, Scrying's not really exploring - it's like "maybe looting" - you don't get &U%^&* out of it that turn. As you have it, Genala has more in common with Orcish Spy an explorer - she looks at what's coming, she doesn't go there herself. This version, of course, gets off her duff and does something.
Bightsharpner 1R
Creature - Goblin Artificer
Fabricate 1
T, sacrifice an artifact: ~ deals X damage to target creature or player, where X equals it's power.
1/1
Interesting and fun. I think it should exile until they get a non-land card, otherwise it's a flat counterspell in 1/3 situations.
Inguinuitive Necromancer1B
Creature - Human Necromancer
Fabcricate 1
T, sacrifice another creature: Return target creature with a CMC less than or equal to ~'s power to the battlefield.
1/1
Consider the following archetype:
Black Ring 3
Artifact - Equipment
Equip: 1
Equipped creature has deathtouch and Skulk.
t: Add B to your mana pool. Use this ability only if ~ is not equipped.
2 birds, one stone.