Cabal Tormenter1BB
Creature - Human Minion
When Cabal Tormenter enters the battlefield exile up to one target creature card from a graveyard. You may cast that card for as long as it remains exiled and may spend mana as though it was mana of any type to cast it, if you do that creature is a black nightmare in addition to it’s other colors and types. ”Remember your past friends?... Well they certainly remember you.”
2/2
Interesting that it enters with a counter already, did they do that to make it dodge tokens or was it so that it plays nicely with proliferate? Perhaps both?
Also interesting to note, if your opponent plays this and then activates the xxt ability to answer your bomb permanent, if you can proliferate just once before they untap it makes the land pretty much useless unless they have a way to remove a counter.
Ghostfire Armor5
Artifact - Equipment
When Ghostfire Armor enters the battlefield Manifest the top card of your library and attach Ghostfire Armor to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
Equipped Creature gets +2/+3.
Whenever Equipped creature is the target of a spell or ability an opponent controls, you may have Ghostfire Armor deal 3 damage to any target.
Equip 2
Rabid Chupacabra3B
Creature - Beast Horror {U}
Menace, Deathtouch
When Rabid Chupacabra deals combat damage to a player, creatures that player controls get -1/-1 until the beginning of your next turn. One bite can weaken an army.
2/2
Loyal Companion2G
Creature - Hound {C}
When Loyal Companion enters the battlefield name another creature you control.
When the named creature dies, you may have loyal companion fight target creature an opponent controls.
2/2
The Magewar Fields Legendary Land
The Magewar Fields enters the battlefield tapped. t: Add C for each land named the Magewar Fields you own on the battlefield and in your graveyard. The magic battles over the years has destroyed everything except the soil, which drinks it in and becomes even stronger.
His -2, besides being removal, also is a decent enabler for enrage dinos. Too bad they can only fight opponents creatures, I guess they thought his card would be too strong vs control if you could force two of your own creatures to fight.
Interesting that the draw/discard ability that is a part of the -2 is mandatory. If you like you hand and have scryed and kept the top card of your library, then perhaps it’s best not to activate her at all.
Screen captured from Numot’s stream, he then hinted that he might be spoiling Kasmina’s card later in the day.
Here’s the card text
Kasmina’s Transmutation1U
Enchantment - Aura
Enchant Creature
Enchanted creature loses all abilities and has base power and toughness 1/1 ”Hop away now, little Eternal. Go eat some flies” - Kasmina
I like delirious piper, a very red effect. It is not a “may” ability so The opponent’s creatures always must attack, clearing the way for a counter attack if the player playing the piper survives the initial attack. Also doubles as selective removal similar to the provoke mechanic, but with more downside. My only suggestion is that I feel the effect might be too powerful for a common. Then again maybe not, it depends on the limited environment the card would be played in.
Etherial OppressorWW Creature - Spirit Horror
Flying
Permanents your opponents’ control lose all non-mana abilities on your turn. “Shhhh... It’s coming”
2/1
Perhaps rather than direct emblem interactions, I could see some enchantments that act as a sort of overwhelming splendor for emblems your opponents control. Where the emblems lose all abilities while the enchantment is on the battlefield.
I could also see stuff like solemnity for emblems, where players can’t get emblems as long as it’s on the battlefield.
I can see a limited environment with a lot of planeswalkers working fine so long a there are enough ways of interacting with the walkers that don’t require attacking them. Stuff like banishing light at uncommon, bramblecrush in green, a red lava coil variant that can hit planeswalkers and creatures, maybe a sorcery speed common black removal spell that hits walkers and creatures with a cmc of 5 like Deadly Visit and some sort of lockdown enchantment in blue that keeps creatures tapped and can also be put on walkers to prevent adding loyalty (or prevents using loyalty abilities that subtract loyalty).
Cabal Tormenter 1BB
Creature - Human Minion
When Cabal Tormenter enters the battlefield exile up to one target creature card from a graveyard. You may cast that card for as long as it remains exiled and may spend mana as though it was mana of any type to cast it, if you do that creature is a black nightmare in addition to it’s other colors and types.
”Remember your past friends?... Well they certainly remember you.”
2/2
IIW: If the Phyrexians and Eldrazi met
Also interesting to note, if your opponent plays this and then activates the xxt ability to answer your bomb permanent, if you can proliferate just once before they untap it makes the land pretty much useless unless they have a way to remove a counter.
Ghostfire Armor 5
Artifact - Equipment
When Ghostfire Armor enters the battlefield Manifest the top card of your library and attach Ghostfire Armor to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
Equipped Creature gets +2/+3.
Whenever Equipped creature is the target of a spell or ability an opponent controls, you may have Ghostfire Armor deal 3 damage to any target.
Equip 2
IIW: Card advantage other than draw
Rabid Chupacabra 3B
Creature - Beast Horror {U}
Menace, Deathtouch
When Rabid Chupacabra deals combat damage to a player, creatures that player controls get -1/-1 until the beginning of your next turn.
One bite can weaken an army.
2/2
IIW: Creatures with Renown
Loyal Companion 2G
Creature - Hound {C}
When Loyal Companion enters the battlefield name another creature you control.
When the named creature dies, you may have loyal companion fight target creature an opponent controls.
2/2
IIW: Cards that Manifest
The Magewar Fields
Legendary Land
The Magewar Fields enters the battlefield tapped.
t: Add C for each land named the Magewar Fields you own on the battlefield and in your graveyard.
The magic battles over the years has destroyed everything except the soil, which drinks it in and becomes even stronger.
IIW: Cards for unconventional tribes
Here’s the card text
Kasmina’s Transmutation 1U
Enchantment - Aura
Enchant Creature
Enchanted creature loses all abilities and has base power and toughness 1/1
”Hop away now, little Eternal. Go eat some flies” - Kasmina
Etherial Oppressor WW
Creature - Spirit Horror
Flying
Permanents your opponents’ control lose all non-mana abilities on your turn.
“Shhhh... It’s coming”
2/1
I could also see stuff like solemnity for emblems, where players can’t get emblems as long as it’s on the battlefield.