Blaackwaltz (but I think it should probably be a Gideon, and also have Gideon's damage prevention clause), netn10 (although I would add an additional cost/restriction to playing it from the graveyard)
Conditioned Ferocity3G
Enchant Creature (U)
Enhance 2 (Whenever a permanent is enchanted by this card, put 2 enhancement counters on that permanent.)
Enchanted creature gets +1/+1 for each enhancement counter on it. G: Return ~ to it's owner's hand.
Endless ParadiseXXG
Enchantment - Aura (U)
Enchant Land
Enhance X (Whenever a permanent is enchanted by this card, put X enhancement counters on that permanent.)
Whenever enchanted land is tapped for mana, it produces an additional mana of the type produced for each enhancement counter on it.
Crumbling Forum
Land (R)
T: Add 1. Scry 1. Add a crack counter to ~. 3: Remove a crack counter from ~.
When ~ has 3 or more crack counters, sacrifice it.
Veteran Outfitter2WW
Creature - Human Soldier (U) T: Target creature gains first strike until end of turn.
Addendum - When this ability is used during your mainphase, the creature gains double strike instead.
2/3
Smoke1G
Instant (C)
Prevent all combat damage that would be dealt this turn.
// Mirrors1R
Instant (C)
Target creature gets +2/+0 and gains menace until end of turn.
Maze of Horrors2WB
Creature - Wall (U)
Defender
Whenever ~ deals combat damage to a creature, it deals that much damage to that creature's controller.
3/5
bravelion83, netn10 (although wording needs to be fixed)
Fitting Punishment1WW
Instant (U)
Choose one
-Put target creature on top of it's owner's library.
-Destroy target creature if it's power is 4 or greater.
Reckless PerformerR
Creature — Human Rogue (U)
Spectacle 2R(You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn. Damage causes loss of life.)
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.) “Gruul members make for excellent performers in Rakdos shows. Their habit to blood loss comes in very handy.”
—Judith
1/1
I'm guessing the intent here is that you can play a 1 mana 1/1, or if spectable/bloodthirst is enabled you can play a 3 mana 3/3. However you would still be able to just play it for 1 mana and get the bloodthirst if you dealt damage to a player (as spectacle is not mandatory).
Inner-Self UnleasherWW
Creature - Shapeshifter (Rare)
Changling (This creature has all creature types.)
Each creature has protection from its colors and from its creature types.
2/2
I like the idea for this, but I think the fact that just paying WW for a 2/2 with pro-white and pro-creatures is really pushed on it's own, giving every other creature pro-color and pro-some creature types makes it broken and IMO would lead to a lot of unfun matchups where it's just an "I win" button for 2 mana.
Waxing Moon1GG
Enchantment (R)
When this permanent enters the battlefield, place 3 Waning counters on it
At the beginning of each upkeep if no player cast a spell last turn, add a Waxing counter counter to ~ and remove a Waning counter from it. Then if there are 3 or more Waxing counters on it, transform it.
Wolf and Non-Human Werewolf creatures you control get +1/+0 for each Waxing counter on it and +0/+1 for each Waning counter on it.
// Waning Moon
Enchantment (R)
At the beginning of each upkeep, if no player cast a spell last turn, add a Waning counter to ~ and remove a Waxing counter from it. Then if there are 3 or more Waning counters on it, transform it.
Wolf and Non-Human Werewolf creatures you control get +1/+0 for each Waxing counter on it and +0/+1 for each Waning counter on it and have trample.
I think flavor was the main focus of this rather than mechanics, but between transform and the two types of counters that you have to track every turn there's a lot of complexity and fiddling. IMO in purely mechanical terms, the payoff just isn't unique and special enough to justify it. I think in the vast majority of games, either this will not survive 3 turns or the game will end after 3 turns, so a lot of the fiddling is putting people through really unnecessary work. I personally would prefer to just have it transform and have static abilities that aren't counter based, or to just have a single type of conter on it that can be added/removed under some condition, and don't have transform.
Probation1U
Enchantment - Aura (R)
Enchant Creature
Enchanted creature doesn't untap during it's controller's untap step. 4: Tap or untap enchanted creature. Any player may activate this ability.
Inspiring Hero2W
Creature - Human Soldier (U)
Whenever ~ blocks, target creature you control gains flying until the beginning of your next end step.
1/4
Eddy Elemental1UG
Creature - Elemental
When ~ enters the battlefield, you may put a creature card from your hand onto the battlefield, then return it to your hand.
1/1
The Shimmer2GG
Creature - Plant Illusion (M)
Damage is dealt to this creature in the form of +1/+1 counters.
When ~'s power is 10 or greater, sacrifice it.
2/2
Honorable mention to Flintlock for Extrapolate. Didn't get the chance to vote for it but that might be my favorite card I've seen on these forums.
Venborea2UU
Creature - Elemental (R)
Evoke 4UUU
When ~ enters the battlefield, exchange control of ~ and up to one target creature an opponent controls.
3/3
Conditioned Ferocity 3G
Enchant Creature (U)
Enhance 2 (Whenever a permanent is enchanted by this card, put 2 enhancement counters on that permanent.)
Enchanted creature gets +1/+1 for each enhancement counter on it.
G: Return ~ to it's owner's hand.
Nimbus Elemental 2U
Creature - Elemental (C)
Flying
U: Switch ~'s power and toughness until end of turn.
1/3
Endless Paradise XXG
Enchantment - Aura (U)
Enchant Land
Enhance X (Whenever a permanent is enchanted by this card, put X enhancement counters on that permanent.)
Whenever enchanted land is tapped for mana, it produces an additional mana of the type produced for each enhancement counter on it.
Crumbling Forum
Land (R)
T: Add 1. Scry 1. Add a crack counter to ~.
3: Remove a crack counter from ~.
When ~ has 3 or more crack counters, sacrifice it.
Ivory Wall 2W
Creature - Wall (R)
Defender
At the beginning of your end step, you gain X life, where X is the number of cards in your hand minus 4.
0/4
Veteran Outfitter 2WW
Creature - Human Soldier (U)
T: Target creature gains first strike until end of turn.
Addendum - When this ability is used during your mainphase, the creature gains double strike instead.
2/3
Smoke 1G
Instant (C)
Prevent all combat damage that would be dealt this turn.
//
Mirrors 1R
Instant (C)
Target creature gets +2/+0 and gains menace until end of turn.
Maze of Horrors 2WB
Creature - Wall (U)
Defender
Whenever ~ deals combat damage to a creature, it deals that much damage to that creature's controller.
3/5
Fitting Punishment 1WW
Instant (U)
Choose one
-Put target creature on top of it's owner's library.
-Destroy target creature if it's power is 4 or greater.
I'm guessing the intent here is that you can play a 1 mana 1/1, or if spectable/bloodthirst is enabled you can play a 3 mana 3/3. However you would still be able to just play it for 1 mana and get the bloodthirst if you dealt damage to a player (as spectacle is not mandatory).
I like the idea for this, but I think the fact that just paying WW for a 2/2 with pro-white and pro-creatures is really pushed on it's own, giving every other creature pro-color and pro-some creature types makes it broken and IMO would lead to a lot of unfun matchups where it's just an "I win" button for 2 mana.
I think flavor was the main focus of this rather than mechanics, but between transform and the two types of counters that you have to track every turn there's a lot of complexity and fiddling. IMO in purely mechanical terms, the payoff just isn't unique and special enough to justify it. I think in the vast majority of games, either this will not survive 3 turns or the game will end after 3 turns, so a lot of the fiddling is putting people through really unnecessary work. I personally would prefer to just have it transform and have static abilities that aren't counter based, or to just have a single type of conter on it that can be added/removed under some condition, and don't have transform.
Probation 1U
Enchantment - Aura (R)
Enchant Creature
Enchanted creature doesn't untap during it's controller's untap step.
4: Tap or untap enchanted creature. Any player may activate this ability.
Inspiring Hero 2W
Creature - Human Soldier (U)
Whenever ~ blocks, target creature you control gains flying until the beginning of your next end step.
1/4
Eddy Elemental 1UG
Creature - Elemental
When ~ enters the battlefield, you may put a creature card from your hand onto the battlefield, then return it to your hand.
1/1
(inspired by my inability to read Risen Reef)
The Shimmer 2GG
Creature - Plant Illusion (M)
Damage is dealt to this creature in the form of +1/+1 counters.
When ~'s power is 10 or greater, sacrifice it.
2/2
Honorable mention to Flintlock for Extrapolate. Didn't get the chance to vote for it but that might be my favorite card I've seen on these forums.
Venborea 2UU
Creature - Elemental (R)
Evoke 4UUU
When ~ enters the battlefield, exchange control of ~ and up to one target creature an opponent controls.
3/3