Maiden of the Holy Shield :1mana::symw::symw: Creature — Human Knight (R)
:symw:, : Put a shield counter on target creature.
Whenever a creature with a shield counter on it would take damage, prevent X of that damage, where X is Maiden of the Holy Shield's toughness.
[2/2]
Dawnguard's Aegis2WW Enchantment — Aura (R) Flash
Enchant creature you control
All damage that would be dealt to other creatures you control is dealt to enchanted creature instead. W: Enchanted creature gets +0/+2 until end of turn.
(nameless one) Pretty clean little card. I do like the gustcloak mechanic, though I think 'nonland' removal would be a bit more appropriate. The name doesn't quite click with the gustcloak theme for me, but that's minor.
Ink-Treader I definitely appreciate what this card is trying to do, but it just feels way too complex to pull off. Getting past that, it also sounds insanely powerful considering the low cost.
willows Love the mechanic and the flavor, though the wording needs a bit of tinkering. Allows for a lot of clever interaction! Maybe lower the mana cost a bit?
L0ng5h0t I like the 'dancing about' flavor of what you're going for, but the ability doesn't make much sense as it's worded. Blocking it would basically be useless, so the entire ability feels unnecessary when there are simpler options for the same effect.
SelesnyaNewLife Love the name, and the mechanic is solid. Fits the faeries perfectly. Rare?
Signature move: "Indomitable"
Maiden of the Holy Shield1WW Creature — Human Knight (R) W,T: Put a shield counter on target creature.
Whenever a creature with a shield counter on it would take damage, prevent X of that damage, where X is Maiden of the Holy Shield's toughness.
[2/2]
Shards of Serenity XGW
Enchantment (R) Shards of Serenity enters the battlefield with X shard counters on it.
Remove a shard counter from Shards of Serenity: Target creature or player gains protection from target spell or permanent until end of turn.
When there are no shard counters on Shards of Serenity, exile it and you gain 3 life.
Spirit's Rhapsody 3WB Sorcery (R)
Choose two — Target player puts three 1/1 white and black spirit creature tokens with flying onto the battlefield; or target player loses life equal to the number of creatures he or she controls; or target player gains life equal to twice the number of creatures he or she controls.
Random_Nation: The equipment is somewhat interesting, but I would have liked to see a bit more synergy between the abilities. The enchantment is pretty simple, but could likely cost a bit less. I definitely like the flavor of the fortification, and it seems nice overall; should probably be rare, though. The sigil is elegant. I like it.
WhisperedThunder: Love the name and effect of the equipment, seems good to me. The fortification is pretty interesting; maybe a bit complex for some, but I like it. Not quite sure about the name, though. The flavor of the sigil is nice, but the wording is a bit awkward. It could use a bit more work, but I like the effect that it's going for. The enchantment is pretty cool, as well. Simple, but I like it.
Icarael: I really like the enchantment, but it needs to have "enchant artifact", not creature. The equipment is pretty flavorful and cute; simple, but nice for an uncommon. The effect if the fortification is a bit... clumsy? I like the idea of the flavor, but I don't think sacrificing lands meshes well with it. The sigil is quite nice, though. It's a simple, common blue effect, but I like it overall.
Lanxal: I love the name and effect of the enchantment; elegant, and it has perfect flavor. The equipment is pretty interesting as well, though the flavor feels a bit awkward: I'd expect a robe to change the one that's wearing it, not everyone else. Not a huge deal, though; I like it. The fortification is cute and simple, nothing to complain about. Same goes for the sigil.
Lyzl: Oh, nice. I love Divine Comedy theme that you've got going here. The names alone make me love all your cards. The fortification has nice flavor on its own, it has a simple effect that works well. The sigil is probably my favorite; combos nicely, and I love what it does. Phased-out charging! The equipment is justifiably expensive and probably quite powerful, but the drawback should keep it in line? Not sure. The enchantment is pretty interesting as well; I like it! I don't know if red deserves to be in the cost, but overall the card has a really nice effect.
Daunting Watchtower3 Artifact ― Fortification (R)
Fortified land has "T: Put a volley counter on Daunting Watchtower."
Remove two volley counters from Daunting Watchtower: Remove all attacking creatures from combat, then Daunting Watchtower deals 1 damage to each of those creatures.
Fortify 3
Clockwork Curse 2BB Enchantment ― Aura (R) Enchant Artifact
Enchanted artifact is a 3/3 Construct artifact creature.
Whenever enchanted artifact attacks, blocks, or a player activates an an ability of enchanted artifact, put a -1/-1 counter on enchanted artifact.
When Clockwork Curse is put into a graveyard from the battlefield, you may return it to the battlefield attached to target artifact.
Platinum Wings 6 Artifact ― Equipment (R)
Platinum Wings enters the battlefield with ten feather counters on it.
As long as there is a feather counter on Platinum Wings, equipped creature and Platinum Wings are indestructible.
Remove a feather counter from Platinum Wings: Choose one ― First Strike; flying; haste; lifelink; trample; vigilance. Equipped creature gains that ability until end of turn.
Equip 3
Resonance Prism 4 Artifact ― Sigil (R)
Whenever you put a loyalty counter on ensigiled planeswalker, you may put a +1/+1 counter on target creature.
Whenever a loyalty counter is removed from ensigiled planeswalker, you may put a -1/-1 counter on target creature.
Ensigil 2
Eventide Sojourner: I do like rabbits, and the cycle is clean and elegant, if a bit simple. The rare is somewhat interesting, though the random extra toughness is a little annoying, to me. Seems too strong, as well. Decent overall, I'd say.
PsiJet: Eggs are neat, and the extra effect is at least interesting, if a bit random on eggs. Would have liked to see something a bit different between the common and uncommon ability, and I can't help but feel they're a bit undercosted? Not sure though. I definitely enjoy the uniqueness of them, though.
queensauce: The names are rather amusing, though I think the uncommon could have had a better one, and the name of the rare really makes me wish it had a Fight mechanic. But that's just me. They're elegant enough, if fairly simple, though. Wouldn't have minded seeing flavor text on the first two.
MagicProfessor28: These remind me of Spikes, and I always liked those. It's a flavorful mechanic, to be sure, though I wish it had a bit more variability rather than just going up in amount with each rarity. Being able to reabsorb the oozes in some way might have interesting. Overall, though, I still like them.
Rithaniel: I really like the flavor of these, though they probably have some balance issues. I wouldn't mind seeing a bigger difference between the costs, and I'm not entirely sure about haste being on the rare. I definitely enjoy them, though.
The Most Curious Thing: These are amusing, no doubt... but they don't really feel like they should be black. Maybe blue? The names are certainly silly, but I appreciate the creativity of the cycle, even if they're jokes. So tempted to vote for you just for the puns.
Relentless Deluge 2UU Enchantment (R) Relentless Deluge enters the battlefield with three time counters on it.
At the beginning of your upkeep, each player puts a flood counter on a permanent of his or her choice other than Relentless Deluge. Then, remove a time counter from Relentless Deluge.
When there are no time counters on Relentless Deluge, transform it.
/////
Erratic Frost {U} Enchantment (R)
Permanents with flood counters on them are 0/1 blue Elemental creatures with defender and no other abilities.
Sacrifice all permanents you control with flood counters on them: Put three time counters on Erratic Frost, then transform it. Any player may activate this ability.
Angelic Whisper 1W Instant (C)
Target creature gets +0/+3 until end of turn. Then you gain life equal to that creature's toughness. "Raise your shield, fairest of knights; I shall see you through these dark plights. Hear my blessing, savior of all; With my power you will not fall..."
~ ~ ~
Heart :3mana::symw: Sorcery (U) Put a +1/+1 counter on target creature for each other creature you control. "...Look upon the wearied masses: Unto you their fate now passes..."
//
Soul :1mana::symw::symw: Sorcery (U) Put three 0/X white Spirit creature tokens with defender onto the battlefield, where X is target creature's toughness. "...Shall you save them, or condemn them? Strength of spirit can protect them..."
Heaven's Hope 1W Creature ― Bird Spirit (C)
Flying T, tap an untapped creature you control: Prevent the next X damage that would be dealt to target creature this turn, where X is the tapped creature's toughness. "...As a dove their Hope now takes wing, dreaming of the knight that I sing. Clutch this feather, and remember that you are their sole defender..." [1/1]
Heaven's Grace2WW Creature ― Hippogriff Spirit (U) Flying T, tap an untapped creature you control: Prevent the next X damage that would be dealt to each of up to two target creatures you control this turn, where X is the tapped creature's toughness. You gain life equal to the damage prevented this way. "...Hold it close, accept my favor; Know my love will never waver. Fight with Grace, as feathered glory: Mend all with your valiant story..."
[2/2]
Heaven's Charge 3WWW Creature ― Pegasus Spirit (R) Flying T, tap an untapped creature you control: Prevent the next X damage that would be dealt to each of up to three target creatures you control this turn, where X is the tapped creature's toughness. For each 1 damage prevented this way, put a +1/+1 counter on the tapped creature. "...Be bathed in its pearled luster, see the strength that faith can muster. Heed my Charge, arouse your vigor: Onward now, with sword aglitter!"
[3/3]
Vertain: The abilities are somewhat unique, but seem fairly odd and limited. I can't really get behind regenerate on a sorcery, and Downfall is too restrictive to be very useful. I'm not very fond of the name, either: split names should just flow and roll off the tongue, but I feel that this one kind of stumbles. Too many uneven syllables. I would have have liked something like "Rally//Route" more.
Æthermage: There are a few minor wording issues (battlefield vs. play), but that's no big deal. The effects seem to fit well enough, and its fairly flavorful. I can't really say a fan of the names, though. The contrast is interesting, but it feels awkward and doesn't flow well. I would have liked something like "Natural Birth//Unnatural Death" a lot more. Still wordy for a split card, though.
Krey: The name's pretty fair, though it should be "Responsibility". The wording is a bit off. Abilities are decent, but simple, though I think Responsibility could have had a more flavorful effect. Damage prevention is odd on a sorcery, too. Cost seems a bit off: Power seems a bit low, compared to Overrun, while Responsibility could just cost XW.
Koopa: Name's pretty good, though the effects could have fit together a little more flavorfully, just for fun (being able to find the lost card would be neat). Fairly simple and smooth, nonetheless... if a tad stale. Not bad, overall.
yewlas: Even though it works mechanically, I can't get over the name. It flows well, yes... but it's just too silly. The effects are fair, but admittedly a bit boring and simple. Name is what really kills it for me, sorry.
Socrates: Really like the name, really like the flavor, love Pride especially. I kind of feel that Joy should cost a bit more, but other than that I can't see any other problems. Definitely one of my favorites from this batch.
Mitt Romney: If this had a better name, I'd be much more willing to get behind it; the abilities are pretty decent, and I like Tyler Too's effect, but I'm just not into the name or the flavor. If you had to keep it in the political vein, I would have much rather seen something like "Tax//Spend".
Cypher28: I rather like Deflate, but not so much Sweeping Doubts. It costs too much, and the wording is a bit off. Not sold on the name, either: "Deflate and Sweeping Doubts" just sounds odd and nonsensical. Something a bit sillier, like "Pop//Deflate" would have been more interesting for me, I think.
TheMallen: I love effects like Toil, and Trouble is pretty good as well. Four colors is a bit iffy, but overall I still like it. I definitely like the name, so you get a few points for that too.
Flourish on the FallenBGW Enchantment (R) BGW, Exile a creature card from your graveyard: Your life total becomes equal to the number of creature cards in your graveyard. Nourish strength, nourish skill. Nourish spirit, and nourish will.
Breaking the rules and cramming flavor text onto a split card~
Angelic Whisper 1W Instant (C) Target creature gets +0/+3 until end of turn. Then you gain life equal to that creature's toughness. "Raise your shield, fairest of knights; I shall see you through these dark plights. Hear my blessing, savior of all; With my power you will not fall..."
Heart3W Sorcery (U) Put a +1/+1 counter on target creature for each other creature you control. "...Look upon the wearied masses: Unto you their fate now passes..."
//
Soul 1WW Sorcery (U) Put three 0/X white Spirit creature tokens with defender onto the battlefield, where X is target creature's toughness. "...Shall you save them, or condemn them? Strength of spirit can protect them..."
Angelic Whisper 1W Instant (C) Target creature gets +0/+3 until end of turn. Then you gain life equal to that creature's toughness. "Raise your shield, fairest of knights; I shall see you through these dark plights. Hear my blessing, savior of all; With my power you will not fall..."
Creature — Human Knight (R)
:symw:, : Put a shield counter on target creature.
Whenever a creature with a shield counter on it would take damage, prevent X of that damage, where X is Maiden of the Holy Shield's toughness.
[2/2]
Enchantment — Aura (R)
Flash
Enchant creature you control
All damage that would be dealt to other creatures you control is dealt to enchanted creature instead.
W: Enchanted creature gets +0/+2 until end of turn.
Pretty clean little card. I do like the gustcloak mechanic, though I think 'nonland' removal would be a bit more appropriate. The name doesn't quite click with the gustcloak theme for me, but that's minor.
Ink-Treader
I definitely appreciate what this card is trying to do, but it just feels way too complex to pull off. Getting past that, it also sounds insanely powerful considering the low cost.
willows
Love the mechanic and the flavor, though the wording needs a bit of tinkering. Allows for a lot of clever interaction! Maybe lower the mana cost a bit?
L0ng5h0t
I like the 'dancing about' flavor of what you're going for, but the ability doesn't make much sense as it's worded. Blocking it would basically be useless, so the entire ability feels unnecessary when there are simpler options for the same effect.
SelesnyaNewLife
Love the name, and the mechanic is solid. Fits the faeries perfectly. Rare?
2. willows
3. (nameless one)
Maiden of the Holy Shield 1WW
Creature — Human Knight (R)
W,T: Put a shield counter on target creature.
Whenever a creature with a shield counter on it would take damage, prevent X of that damage, where X is Maiden of the Holy Shield's toughness.
[2/2]
Enchantment (R)
Shards of Serenity enters the battlefield with X shard counters on it.
Remove a shard counter from Shards of Serenity: Target creature or player gains protection from target spell or permanent until end of turn.
When there are no shard counters on Shards of Serenity, exile it and you gain 3 life.
Sorcery (R)
Choose two — Target player puts three 1/1 white and black spirit creature tokens with flying onto the battlefield; or target player loses life equal to the number of creatures he or she controls; or target player gains life equal to twice the number of creatures he or she controls.
WhisperedThunder: Love the name and effect of the equipment, seems good to me. The fortification is pretty interesting; maybe a bit complex for some, but I like it. Not quite sure about the name, though. The flavor of the sigil is nice, but the wording is a bit awkward. It could use a bit more work, but I like the effect that it's going for. The enchantment is pretty cool, as well. Simple, but I like it.
Icarael: I really like the enchantment, but it needs to have "enchant artifact", not creature. The equipment is pretty flavorful and cute; simple, but nice for an uncommon. The effect if the fortification is a bit... clumsy? I like the idea of the flavor, but I don't think sacrificing lands meshes well with it. The sigil is quite nice, though. It's a simple, common blue effect, but I like it overall.
Lanxal: I love the name and effect of the enchantment; elegant, and it has perfect flavor. The equipment is pretty interesting as well, though the flavor feels a bit awkward: I'd expect a robe to change the one that's wearing it, not everyone else. Not a huge deal, though; I like it. The fortification is cute and simple, nothing to complain about. Same goes for the sigil.
Lyzl: Oh, nice. I love Divine Comedy theme that you've got going here. The names alone make me love all your cards. The fortification has nice flavor on its own, it has a simple effect that works well. The sigil is probably my favorite; combos nicely, and I love what it does. Phased-out charging! The equipment is justifiably expensive and probably quite powerful, but the drawback should keep it in line? Not sure. The enchantment is pretty interesting as well; I like it! I don't know if red deserves to be in the cost, but overall the card has a really nice effect.
2. Lanxal
3. WhisperedThunder
Artifact ― Fortification (R)
Fortified land has "T: Put a volley counter on Daunting Watchtower."
Remove two volley counters from Daunting Watchtower: Remove all attacking creatures from combat, then Daunting Watchtower deals 1 damage to each of those creatures.
Fortify 3
Clockwork Curse 2BB
Enchantment ― Aura (R)
Enchant Artifact
Enchanted artifact is a 3/3 Construct artifact creature.
Whenever enchanted artifact attacks, blocks, or a player activates an an ability of enchanted artifact, put a -1/-1 counter on enchanted artifact.
When Clockwork Curse is put into a graveyard from the battlefield, you may return it to the battlefield attached to target artifact.
Platinum Wings 6
Artifact ― Equipment (R)
Platinum Wings enters the battlefield with ten feather counters on it.
As long as there is a feather counter on Platinum Wings, equipped creature and Platinum Wings are indestructible.
Remove a feather counter from Platinum Wings: Choose one ― First Strike; flying; haste; lifelink; trample; vigilance. Equipped creature gains that ability until end of turn.
Equip 3
Resonance Prism 4
Artifact ― Sigil (R)
Whenever you put a loyalty counter on ensigiled planeswalker, you may put a +1/+1 counter on target creature.
Whenever a loyalty counter is removed from ensigiled planeswalker, you may put a -1/-1 counter on target creature.
Ensigil 2
PsiJet: Eggs are neat, and the extra effect is at least interesting, if a bit random on eggs. Would have liked to see something a bit different between the common and uncommon ability, and I can't help but feel they're a bit undercosted? Not sure though. I definitely enjoy the uniqueness of them, though.
queensauce: The names are rather amusing, though I think the uncommon could have had a better one, and the name of the rare really makes me wish it had a Fight mechanic. But that's just me. They're elegant enough, if fairly simple, though. Wouldn't have minded seeing flavor text on the first two.
MagicProfessor28: These remind me of Spikes, and I always liked those. It's a flavorful mechanic, to be sure, though I wish it had a bit more variability rather than just going up in amount with each rarity. Being able to reabsorb the oozes in some way might have interesting. Overall, though, I still like them.
Rithaniel: I really like the flavor of these, though they probably have some balance issues. I wouldn't mind seeing a bigger difference between the costs, and I'm not entirely sure about haste being on the rare. I definitely enjoy them, though.
The Most Curious Thing: These are amusing, no doubt... but they don't really feel like they should be black. Maybe blue? The names are certainly silly, but I appreciate the creativity of the cycle, even if they're jokes. So tempted to vote for you just for the puns.
2. MagicProfessor28
3. queensauce
Enchantment (R)
Relentless Deluge enters the battlefield with three time counters on it.
At the beginning of your upkeep, each player puts a flood counter on a permanent of his or her choice other than Relentless Deluge. Then, remove a time counter from Relentless Deluge.
When there are no time counters on Relentless Deluge, transform it.
/////
Erratic Frost
{U} Enchantment (R)
Permanents with flood counters on them are 0/1 blue Elemental creatures with defender and no other abilities.
Sacrifice all permanents you control with flood counters on them: Put three time counters on Erratic Frost, then transform it. Any player may activate this ability.
Instant (C)
Target creature gets +0/+3 until end of turn. Then you gain life equal to that creature's toughness.
"Raise your shield, fairest of knights; I shall see you through these dark plights. Hear my blessing, savior of all; With my power you will not fall..."
Sorcery (U)
Put a +1/+1 counter on target creature for each other creature you control.
"...Look upon the wearied masses: Unto you their fate now passes..."
//
Soul :1mana::symw::symw:
Sorcery (U)
Put three 0/X white Spirit creature tokens with defender onto the battlefield, where X is target creature's toughness.
"...Shall you save them, or condemn them? Strength of spirit can protect them..."
Creature ― Bird Spirit (C)
Flying
T, tap an untapped creature you control: Prevent the next X damage that would be dealt to target creature this turn, where X is the tapped creature's toughness.
"...As a dove their Hope now takes wing, dreaming of the knight that I sing. Clutch this feather, and remember that you are their sole defender..."
[1/1]
Heaven's Grace 2WW
Creature ― Hippogriff Spirit (U)
Flying
T, tap an untapped creature you control: Prevent the next X damage that would be dealt to each of up to two target creatures you control this turn, where X is the tapped creature's toughness. You gain life equal to the damage prevented this way.
"...Hold it close, accept my favor; Know my love will never waver. Fight with Grace, as feathered glory: Mend all with your valiant story..."
[2/2]
Heaven's Charge 3WWW
Creature ― Pegasus Spirit (R)
Flying
T, tap an untapped creature you control: Prevent the next X damage that would be dealt to each of up to three target creatures you control this turn, where X is the tapped creature's toughness. For each 1 damage prevented this way, put a +1/+1 counter on the tapped creature.
"...Be bathed in its pearled luster, see the strength that faith can muster. Heed my Charge, arouse your vigor: Onward now, with sword aglitter!"
[3/3]
Vertain: The abilities are somewhat unique, but seem fairly odd and limited. I can't really get behind regenerate on a sorcery, and Downfall is too restrictive to be very useful. I'm not very fond of the name, either: split names should just flow and roll off the tongue, but I feel that this one kind of stumbles. Too many uneven syllables. I would have have liked something like "Rally//Route" more.
Æthermage: There are a few minor wording issues (battlefield vs. play), but that's no big deal. The effects seem to fit well enough, and its fairly flavorful. I can't really say a fan of the names, though. The contrast is interesting, but it feels awkward and doesn't flow well. I would have liked something like "Natural Birth//Unnatural Death" a lot more. Still wordy for a split card, though.
Krey: The name's pretty fair, though it should be "Responsibility". The wording is a bit off. Abilities are decent, but simple, though I think Responsibility could have had a more flavorful effect. Damage prevention is odd on a sorcery, too. Cost seems a bit off: Power seems a bit low, compared to Overrun, while Responsibility could just cost XW.
Koopa: Name's pretty good, though the effects could have fit together a little more flavorfully, just for fun (being able to find the lost card would be neat). Fairly simple and smooth, nonetheless... if a tad stale. Not bad, overall.
yewlas: Even though it works mechanically, I can't get over the name. It flows well, yes... but it's just too silly. The effects are fair, but admittedly a bit boring and simple. Name is what really kills it for me, sorry.
Socrates: Really like the name, really like the flavor, love Pride especially. I kind of feel that Joy should cost a bit more, but other than that I can't see any other problems. Definitely one of my favorites from this batch.
Mitt Romney: If this had a better name, I'd be much more willing to get behind it; the abilities are pretty decent, and I like Tyler Too's effect, but I'm just not into the name or the flavor. If you had to keep it in the political vein, I would have much rather seen something like "Tax//Spend".
Cypher28: I rather like Deflate, but not so much Sweeping Doubts. It costs too much, and the wording is a bit off. Not sold on the name, either: "Deflate and Sweeping Doubts" just sounds odd and nonsensical. Something a bit sillier, like "Pop//Deflate" would have been more interesting for me, I think.
TheMallen: I love effects like Toil, and Trouble is pretty good as well. Four colors is a bit iffy, but overall I still like it. I definitely like the name, so you get a few points for that too.
1. Socrates
2. TheMallen
3. Koopa
Enchantment (R)
BGW, Exile a creature card from your graveyard: Your life total becomes equal to the number of creature cards in your graveyard.
Nourish strength, nourish skill. Nourish spirit, and nourish will.
Instant (C)
Target creature gets +0/+3 until end of turn. Then you gain life equal to that creature's toughness.
"Raise your shield, fairest of knights; I shall see you through these dark plights. Hear my blessing, savior of all; With my power you will not fall..."
Sorcery (U)
Put a +1/+1 counter on target creature for each other creature you control.
"...Look upon the wearied masses: Unto you their fate now passes..."
//
Soul 1WW
Sorcery (U)
Put three 0/X white Spirit creature tokens with defender onto the battlefield, where X is target creature's toughness.
"...Shall you save them, or condemn them? Strength of spirit can protect them..."
Instant (C)
Target creature gets +0/+3 until end of turn. Then you gain life equal to that creature's toughness.
"Raise your shield, fairest of knights; I shall see you through these dark plights. Hear my blessing, savior of all; With my power you will not fall..."