This could be a cool card if a control shell that could support this comes about. I don't see that happening. The real problem with this card is that it needs some form of modularity to be really useful, such as being an x spell or having another function. Returning to the control example, the question becomes if you want to run something like this at the top to dig for more answers, or run a finisher like Razaketh or the new Wakening Sun's Avatar for example.
I was considering revisiting my Tri Colored Tribal set, and even made some Legends for it here. I've had it on my mind for a while, and figured I'd post some commons to kind of show the mechanics from each tribe.
Rebel Aurasmith2W
Creature - Rebel Hound
When Rebel Aurasmith enters the battlefield, you may search your library for an Aura, add it to your hand, then shuffle your library. The Ainok tribes and their ancient knowledge of totems are invaluable for the Rebel cause.
1/2
Mutant Hatchling1U
Creature - Mutant Crab Bird
Defender
Monstrosity 3 3UU
As long as Mutant Hatchling is Monstrous, it may attack as though it did not have defender, and gains flying. When an intelligent being such as the Aven are spliced with an animal like a crab, the pain is immeasurable.
0/2
Butcher Paladin2BB
Creature - Human Knight
Glorify 1 (As this creature enters the battlefield you may tap one untapped creature you control. If you do, this creature becomes glorified.)
When Butcher Paladin enters the battlefield, if it was glorified then you may destroy up to one target non-Knight creature.
3/3
Streetguise Elemental1RR
Creature - Elemental
Menace
Energize 1 (This creature enters the battlefield with 1 +1/+1 counter on it. Once per turn, you may remove a +1/+1 counter from this creature to add one mana of any color to your mana pool.)
2/0
Thanks for the feedback!
Now in response to your ideas for the card I feel that most of these ideas won't make it onto the card. Flanking is really unhealthy and parasitic mechanic, and I wouldn't really feel that it would work in the set. There's already quite a bit of parasitic mechanics that come with the tribal focus, so I think that adding something like flanking would really hurt the set as a whole, if it would improve the card. As to the knights changing color, it mostly is irrelevant and I cannot think of any reason I would want to add a color matters theme to a tribal set.
And as to your criticism of mutants, I agree that they don't really have any tribal cards, but that's why this set exists!
I'm trying to give some love to tribes that normally wouldn't get any.
SO a while back I tried to make a wedge colored tribal set. I abandoned the project a long time ago, but hey we can all learn from our pasts when trying to make better cards. So I'm at the very least going to make the 4 custom legends for the 4 tribes that needed the most work. The 5th was Animar, Soul of Elements. I feel like I did an excellent job creating the URG Elemental tribe, and Animar was the perfect legend for it. However I may remake a new Animar later because protection from a color is no longer evergreen keyworded. But yeah let's get into each legend and see what I've learned from it, going around the color wheel starting with the WRB "Lords".
Castor, Lord of Knights2WRB
Legendary Creature - Human Knight (M)
Haste
Other Knight creatures you control get +1/+1
Whenever Castor attacks alone, put a 2/2 white Knight creature token with vigilance onto the battlefield attacking.
3/4
So originally, I was going to un-retire the creature type Lord. However, after consideration a better creature type for Tribal and for the colors while still maintaining the feudal lord feel of the tribe I was going for. Basically, the idea for this tribe would become about creating Knight creature tokens and giving them buffs or keywords. In addition, since the Knight tokens in this set would have vigilance, I was considering adding some kind of Devour or Exploit-esque ability for the lords which requires to tap a certain number of creatures you control to get an ability. Either way, this creature is supposed to be a sole lord who leads the charge to smash his soldiers against his enemies with a small troop. I feel like I have created a good flavor for conscripting knights to his service as he fights.
Dorten, the Rebel ArchivistRUW
Legendary Creature - Rebel Bird (M)
Prowess
When Dorten enters the battlefield, you may return target instant, sorcery, enchantment, or artifact from your graveyard to your hand.
Noncreature spells you cast cost 1 less to cast.
0/3
So for the rebels I originally wanted to do aura swap as the mechanic and have a really cool enchantment subtheme within the Rebel tribe. However, Aura swap is really really good. I mean Really REALLY good. So I actually think more Totem Armor spells could work significantly better, and would allow for the theme of fewer, but hardier soldiers in the Rebel faction. Now to Dorten. I wanted Dorten to be an almost "collector" of rare spells and artifacts that the Rebels would use as an armory. He is an important character in the story for guiding the characters I decide to add, but overall he'll take a back seat position. I tried to go for an old man who holds sacred knowledge character. Except he's an aven. Avens are fun.
Kovnash that Consumes All4BWG
Legendary Creature - Horror Spirit
Sacrifice a creature: Kovnash gets +2/+2 until the end of the turn.
Whenever you sacrifice a Spirit creature, you may have Kovnash gain Hexproof, Indestructable, Lifelink, Trample, Flying, Haste, or Deathtouch until the end of the turn.
5/4
Ah spirits. I originally wanted this color trio to be the color of Horrors. Back when I thought of this, people rightfully pointed out that it made no sense to make these creatures Horrors. However, this is an excellent color combination for spirits, which is basically what I wanted for flavor reasons in the original either way. I have no idea why I didn't the first time.
Dekk, Nexor's AssistantGUB
Legendary Creature - Mutant Advisor
Dekk has Indestructable as long as you control another Mutant.
When Dekk enters the battlefield, put a 2/2 blue Mutant creature token onto the battlefield. t: add 1G to your mana pool.
Sacrifice a Mutant Creature: Untap Dekk and draw a card.
1/2
Back when I started this project, people also questioned my choice to use Green in the Zombie color. I tried to justify this, but thinking back on it, they were totally right. But, for the mad scientist feel I wanted with the planeswalker Nexor, Mutants are a brilliant solution. I like this creature too, I feel it captures the Igor-eque feel I was going for pretty well.
Thoughts on my designs? Improvements? Do you want to see that remade Animar? Want me to remake this set? Give me some feedback, I'm trying to get back into making custom sets.
Overview of the Deck
The main idea of Tainted Beast is to ram over your opponent's creatures using Alms Beast. Alms Beast has an amazing body, a 6/6 for 4 rams over many modern threats, from Siege Rhino to Tarmogoyf, and can even go toe to toe with eldrazi like Reality Smasher. Unfortunately, Alms Beast has a downside that cripples it near completely. To combat this, the deck runs copies of Tainted Remedy to turn the downside into a semi-trample. To complement Tainted Remedy, you should run removal and monsters where the downside is life gain for the opponent. Oust and Condemn become removal plus burn spells. In addition to this, we want to run the best hand attack we can, dealing with threats before they become a problem. Decklist
Alms Beast: This is the card that makes the deck. With Tainted Remedy on the battlefield, the big creatures that currently dominate modern, like Death's Shadow or Tarmogoyf, cannot afford to block or be blocked by Alms Beast. Run 4 and never anything less
Wall of Omens: Amazing card in this deck. Great early blocker, and it draws you closer to your win conditions in Alms Beast, or Dark Petition. Run 4 and always 4.
Wall of Shards: Great early blocker of fliers, and an alternate win condition with Tainted Remedy on the battlefield. This card can eat any non-hard removal. This card can block nearly any creature necessary. Run 2-4.
Tidehollow Sculler: Good for early aggression and hand attack. This card is what we want in the deck against less aggressive decks, or decks which want cards from their hand in the graveyard, like Dredge or Death's Shadow. Usually, you want to get this out turn 2 if you don't have a Wall of Omens so you can snatch your opponent's removal or win condition. Run 3-4.
Sin Collector: A bit expensive for what you want to do, but great for curving out and for more hand attack. Great for hitting decks with good non-creature spells, like burn or storm. Run 1-2 and possibly more in the sideboard.
Dark Petition: Use this to search out your Tainted Remedy and cast it. Late game, if you already have tainted remedy, this card can search out anything from Dismember and cast it for free, to Alms Beast to cast for a white mana. Run 3-4
Inquisition of Kozilek: Basically hand attacks everything in the format, great card. Run 4.
Thoughtseize: See Inquisition, but it hits even more. Unfortunately, the life loss sucks. Run 3-4.
Oust: Spins a creature and delays it for a few turns. Really nice that this makes the creature not go to the graveyard, and with Tainted Remedy, this card bolts your opponent in the face. Sorcery speed sucks, but is worth it. Run 4
Despise: Good card for the sideboard if you want to side out Sin Collector. Best against aggressive creature decks like Zoo. Run 2 in the sideboard.
Duress: Good card for spell heavy decks where they may have the removal for creatures like Tidehollow Sculler. Run against decks like storm or burn. Run 2 in the sideboard.
Condemn: Hits the creatures attacking without sending them into the graveyard. Interesting card, and with Tainted Remedy, becomes an amazing burn spell that only hits attacking or blocking creatures. Run 4.
Dismember: Hits pretty much any creature. Life loss sucks though, so run only 1-2 for those creatures that you want to kill. This really is more of a meta dependent card.
Path to Exile: Normally the premier removal in modern, however, this card has no life gain downside, and could accelerate your opponent to victory. Run 0-4.
Rest for the Weary: Great card to side in against aggressive decks and control decks. Against aggressive decks this card will slow them down, or just blow out their life total. Against control, this is a cheap way to deal 40% of your opponent's life total.
Tainted Remedy: This card is what makes your deck go crazy. It gives your Beast semi-trample, and turns your removal into burn. Unfortunately, you don't want to draw this card because, usually, it's just dead in your hand turn 3. Typically, you want to cast it off of Dark Petition turn 5 so you can swing with your beast. Run 1-3.
Leyline of Sanctity: Your storm hate card. Don't necessarily worry about getting this in your opening hand (though you may want to mull if you feel you'll struggle against the storm deck) because it can be easily searched by Dark Petition. 2 in the board should be enough, though depending on your meta you may wish to run more.
Rest in Peace: Grave hate. Your deck doesn't care if you have a card in your graveyard, so bring this in against basically any graveyard based deck. 2 in the board should be fine.
Stony Silence: Hoses affinity and tron. Run 2 in the board.
Flagstones of Trokair: Strictly better plains if you run just one, also protects against land destruction. Run 1.
Godless Shrine & Marsh Flats: Fetches and Shocks. They work everywhere else in modern, and they're fine here too. Run 4 of each.
Plains & Swamps: Up to you the amount you run, I typically like to run 12 basics at an 8/4 split. Really up to you how you want to play with them.
Guide to Playing the Deck
This is a midrange deck, meaning you want to mostly hit creatures with removal and hands with discard spells in the first couple turns. After you establish, drop your Alms Beast, and turn 5 drop your Dark Petition into Tainted Remedy. After this, just continue to play aggressively against aggro decks like zoo, or passively against other midrange decks, like Death's Shadow. Matchups
This deck mainly plays well against decks with few large creatures, such as Death's Shadow. In addition, decks that gain life like control or soul sisters decks are basically useless
As a young man, Cal's parent's were killed, and he was adopted by his aunt and uncle on a farm. He lived there until he was drafted into the military. After 4 years of military service, he left after losing his right hand. He currently uses an enchanted hand to move as his former one. His years of military service have given him an odd sense of justice.
Cal, Living Justice
Legendary Creature - Human Wizard Warrior Justice does not come without pain
1/2
Ugh, pirates. Thieves upon the sea. How embarrassing that he was captured by them. Well, time to deal with this.
Burning Shackles1RW
Enchantment - Aura (U)
Enchant Creature
Enchanted creature cannot attack
Deal 1 damage to enchanted creature at the beginning of each upkeep. "Stand still, it will only hurt more if you move."
- Cal, Living Justice
Hero's FallB
Instant
As an additional cost to play Hero's Fall, remove any number of +1/+1 counters from target creature you control.
Each opponent loses X live, where X is the number of +1/+1 counters removed this way Those that are mighty fall the hardest
Conscripted Abomination3R
Creature - Eldrazi Ally
Rally - Whenever Conscripted Abomination or another Ally enters the battlefield under your control, you may place a card from your exile into your graveyard.
3/3 Even the few remaining Eldrazi on Zendikar have found a way to be useful in rebuilding the plane
Rebel Aurasmith 2W
Creature - Rebel Hound
When Rebel Aurasmith enters the battlefield, you may search your library for an Aura, add it to your hand, then shuffle your library.
The Ainok tribes and their ancient knowledge of totems are invaluable for the Rebel cause.
1/2
Mutant Hatchling 1U
Creature - Mutant Crab Bird
Defender
Monstrosity 3 3UU
As long as Mutant Hatchling is Monstrous, it may attack as though it did not have defender, and gains flying.
When an intelligent being such as the Aven are spliced with an animal like a crab, the pain is immeasurable.
0/2
Butcher Paladin 2BB
Creature - Human Knight
Glorify 1 (As this creature enters the battlefield you may tap one untapped creature you control. If you do, this creature becomes glorified.)
When Butcher Paladin enters the battlefield, if it was glorified then you may destroy up to one target non-Knight creature.
3/3
Streetguise Elemental 1RR
Creature - Elemental
Menace
Energize 1 (This creature enters the battlefield with 1 +1/+1 counter on it. Once per turn, you may remove a +1/+1 counter from this creature to add one mana of any color to your mana pool.)
2/0
Animalistic Spirit 1G
Creature - Spirit Bear
Unearth 3G
2/2
Now in response to your ideas for the card I feel that most of these ideas won't make it onto the card. Flanking is really unhealthy and parasitic mechanic, and I wouldn't really feel that it would work in the set. There's already quite a bit of parasitic mechanics that come with the tribal focus, so I think that adding something like flanking would really hurt the set as a whole, if it would improve the card. As to the knights changing color, it mostly is irrelevant and I cannot think of any reason I would want to add a color matters theme to a tribal set.
And as to your criticism of mutants, I agree that they don't really have any tribal cards, but that's why this set exists!
I'm trying to give some love to tribes that normally wouldn't get any.
Castor, Lord of Knights 2WRB
Legendary Creature - Human Knight (M)
Haste
Other Knight creatures you control get +1/+1
Whenever Castor attacks alone, put a 2/2 white Knight creature token with vigilance onto the battlefield attacking.
3/4
So originally, I was going to un-retire the creature type Lord. However, after consideration a better creature type for Tribal and for the colors while still maintaining the feudal lord feel of the tribe I was going for. Basically, the idea for this tribe would become about creating Knight creature tokens and giving them buffs or keywords. In addition, since the Knight tokens in this set would have vigilance, I was considering adding some kind of Devour or Exploit-esque ability for the lords which requires to tap a certain number of creatures you control to get an ability. Either way, this creature is supposed to be a sole lord who leads the charge to smash his soldiers against his enemies with a small troop. I feel like I have created a good flavor for conscripting knights to his service as he fights.
Dorten, the Rebel Archivist RUW
Legendary Creature - Rebel Bird (M)
Prowess
When Dorten enters the battlefield, you may return target instant, sorcery, enchantment, or artifact from your graveyard to your hand.
Noncreature spells you cast cost 1 less to cast.
0/3
So for the rebels I originally wanted to do aura swap as the mechanic and have a really cool enchantment subtheme within the Rebel tribe. However, Aura swap is really really good. I mean Really REALLY good. So I actually think more Totem Armor spells could work significantly better, and would allow for the theme of fewer, but hardier soldiers in the Rebel faction. Now to Dorten. I wanted Dorten to be an almost "collector" of rare spells and artifacts that the Rebels would use as an armory. He is an important character in the story for guiding the characters I decide to add, but overall he'll take a back seat position. I tried to go for an old man who holds sacred knowledge character. Except he's an aven. Avens are fun.
Kovnash that Consumes All 4BWG
Legendary Creature - Horror Spirit
Sacrifice a creature: Kovnash gets +2/+2 until the end of the turn.
Whenever you sacrifice a Spirit creature, you may have Kovnash gain Hexproof, Indestructable, Lifelink, Trample, Flying, Haste, or Deathtouch until the end of the turn.
5/4
Ah spirits. I originally wanted this color trio to be the color of Horrors. Back when I thought of this, people rightfully pointed out that it made no sense to make these creatures Horrors. However, this is an excellent color combination for spirits, which is basically what I wanted for flavor reasons in the original either way. I have no idea why I didn't the first time.
Dekk, Nexor's Assistant GUB
Legendary Creature - Mutant Advisor
Dekk has Indestructable as long as you control another Mutant.
When Dekk enters the battlefield, put a 2/2 blue Mutant creature token onto the battlefield.
t: add 1G to your mana pool.
Sacrifice a Mutant Creature: Untap Dekk and draw a card.
1/2
Back when I started this project, people also questioned my choice to use Green in the Zombie color. I tried to justify this, but thinking back on it, they were totally right. But, for the mad scientist feel I wanted with the planeswalker Nexor, Mutants are a brilliant solution. I like this creature too, I feel it captures the Igor-eque feel I was going for pretty well.
Thoughts on my designs? Improvements? Do you want to see that remade Animar? Want me to remake this set? Give me some feedback, I'm trying to get back into making custom sets.
Overview of the Deck
The main idea of Tainted Beast is to ram over your opponent's creatures using Alms Beast. Alms Beast has an amazing body, a 6/6 for 4 rams over many modern threats, from Siege Rhino to Tarmogoyf, and can even go toe to toe with eldrazi like Reality Smasher. Unfortunately, Alms Beast has a downside that cripples it near completely. To combat this, the deck runs copies of Tainted Remedy to turn the downside into a semi-trample. To complement Tainted Remedy, you should run removal and monsters where the downside is life gain for the opponent. Oust and Condemn become removal plus burn spells. In addition to this, we want to run the best hand attack we can, dealing with threats before they become a problem.
Decklist
4 Alms Beast
4 Tidehollow Sculler
4 Wall of Omens
2 Wall of Shards
2 Sin Collector
Spells- 22
4 Oust
3 Thoughtseize
4 Inquisition of Kozilek
4 Condemn
2 Dismember
2 Tainted Remedy
3 Dark Petition
1 Urborg, Tomb of Yawgmoth
1 Flagstones of Trokair
4 Godless Shrine
4 Marsh Flats
8 Plains
4 Swamp
Card Choices
Alms Beast: This is the card that makes the deck. With Tainted Remedy on the battlefield, the big creatures that currently dominate modern, like Death's Shadow or Tarmogoyf, cannot afford to block or be blocked by Alms Beast. Run 4 and never anything less
Wall of Omens: Amazing card in this deck. Great early blocker, and it draws you closer to your win conditions in Alms Beast, or Dark Petition. Run 4 and always 4.
Wall of Shards: Great early blocker of fliers, and an alternate win condition with Tainted Remedy on the battlefield. This card can eat any non-hard removal. This card can block nearly any creature necessary. Run 2-4.
Tidehollow Sculler: Good for early aggression and hand attack. This card is what we want in the deck against less aggressive decks, or decks which want cards from their hand in the graveyard, like Dredge or Death's Shadow. Usually, you want to get this out turn 2 if you don't have a Wall of Omens so you can snatch your opponent's removal or win condition. Run 3-4.
Sin Collector: A bit expensive for what you want to do, but great for curving out and for more hand attack. Great for hitting decks with good non-creature spells, like burn or storm. Run 1-2 and possibly more in the sideboard.
Dark Petition: Use this to search out your Tainted Remedy and cast it. Late game, if you already have tainted remedy, this card can search out anything from Dismember and cast it for free, to Alms Beast to cast for a white mana. Run 3-4
Inquisition of Kozilek: Basically hand attacks everything in the format, great card. Run 4.
Thoughtseize: See Inquisition, but it hits even more. Unfortunately, the life loss sucks. Run 3-4.
Oust: Spins a creature and delays it for a few turns. Really nice that this makes the creature not go to the graveyard, and with Tainted Remedy, this card bolts your opponent in the face. Sorcery speed sucks, but is worth it. Run 4
Despise: Good card for the sideboard if you want to side out Sin Collector. Best against aggressive creature decks like Zoo. Run 2 in the sideboard.
Duress: Good card for spell heavy decks where they may have the removal for creatures like Tidehollow Sculler. Run against decks like storm or burn. Run 2 in the sideboard.
Condemn: Hits the creatures attacking without sending them into the graveyard. Interesting card, and with Tainted Remedy, becomes an amazing burn spell that only hits attacking or blocking creatures. Run 4.
Dismember: Hits pretty much any creature. Life loss sucks though, so run only 1-2 for those creatures that you want to kill. This really is more of a meta dependent card.
Path to Exile: Normally the premier removal in modern, however, this card has no life gain downside, and could accelerate your opponent to victory. Run 0-4.
Rest for the Weary: Great card to side in against aggressive decks and control decks. Against aggressive decks this card will slow them down, or just blow out their life total. Against control, this is a cheap way to deal 40% of your opponent's life total.
Tainted Remedy: This card is what makes your deck go crazy. It gives your Beast semi-trample, and turns your removal into burn. Unfortunately, you don't want to draw this card because, usually, it's just dead in your hand turn 3. Typically, you want to cast it off of Dark Petition turn 5 so you can swing with your beast. Run 1-3.
Leyline of Sanctity: Your storm hate card. Don't necessarily worry about getting this in your opening hand (though you may want to mull if you feel you'll struggle against the storm deck) because it can be easily searched by Dark Petition. 2 in the board should be enough, though depending on your meta you may wish to run more.
Rest in Peace: Grave hate. Your deck doesn't care if you have a card in your graveyard, so bring this in against basically any graveyard based deck. 2 in the board should be fine.
Stony Silence: Hoses affinity and tron. Run 2 in the board.
Urborg, Tomb of Yawgmoth: Turns all your lands to swamps, easy include. Run 1.
Flagstones of Trokair: Strictly better plains if you run just one, also protects against land destruction. Run 1.
Godless Shrine & Marsh Flats: Fetches and Shocks. They work everywhere else in modern, and they're fine here too. Run 4 of each.
Plains & Swamps: Up to you the amount you run, I typically like to run 12 basics at an 8/4 split. Really up to you how you want to play with them.
Guide to Playing the Deck
This is a midrange deck, meaning you want to mostly hit creatures with removal and hands with discard spells in the first couple turns. After you establish, drop your Alms Beast, and turn 5 drop your Dark Petition into Tainted Remedy. After this, just continue to play aggressively against aggro decks like zoo, or passively against other midrange decks, like Death's Shadow.
Matchups
This deck mainly plays well against decks with few large creatures, such as Death's Shadow. In addition, decks that gain life like control or soul sisters decks are basically useless
Sideboarding and Alternate Card Choices
I covered most of this in the card choices, but this is a fairly simple to build deck. Against creature heavy decks, take out Sin Collector and bring in Despises. Sin Collectors are actually usually the card you will side out for niche sideboard cards like Rest in Peace.
CHANGELOG
5/4/2017: Created
5/4/2017: Added Land Section
Creature - Human
When ~ enters the battlefield, tap target creature
2/1
next: Grave Betrayal
Legendary Creature - Human Wizard Warrior
Justice does not come without pain
1/2
Cal walks up to the group of harassing goblins.
"What seems to be the problem here gentlemen?"
Brutal Interrogation 1W
Instant
Tap target Creature. That creature's controller reveals their hand.
Legendary Creature - Human Wizard Warrior
Justice does not come without pain
1/2
Ugh, pirates. Thieves upon the sea. How embarrassing that he was captured by them. Well, time to deal with this.
Burning Shackles 1RW
Enchantment - Aura (U)
Enchant Creature
Enchanted creature cannot attack
Deal 1 damage to enchanted creature at the beginning of each upkeep.
"Stand still, it will only hurt more if you move."
- Cal, Living Justice
Creature - Snake
Deathtouch
2/1
Next: Linvala, Keeper of Silence
Instant
As an additional cost to play Hero's Fall, remove any number of +1/+1 counters from target creature you control.
Each opponent loses X live, where X is the number of +1/+1 counters removed this way
Those that are mighty fall the hardest
Next: Arcanis the Omnipotent
Creature - Eldrazi Ally
Rally - Whenever Conscripted Abomination or another Ally enters the battlefield under your control, you may place a card from your exile into your graveyard.
3/3
Even the few remaining Eldrazi on Zendikar have found a way to be useful in rebuilding the plane
Next: Werewolf Vampire
Instant
Put 2 1/1 red Goblin creature tokens onto the battlefield.
Retrace
Next: Tajic, Blade of the Legion