Interesting. So much drawing and discarding, the name fits as it would be maddening. This almost has a red feel to it, with that random element in it. I love the mechanic, but Brainstorm is a card that conjures images of wonder in my brain, but it isn't a bad name. Overall, not bad, but tricky. 7/10
Amulet of Fortunes4
Artifact
Skip your draw step.
When Amulet of Fortunes comes into play, remove the top fifteen cards of your library from the game, then search your library for a card and put it into your hand. 5, or WUBRG: Return Amulet of Fortunes to your hand. Play this ability only as a sorcery.
Next: Blue evoke creature without bounce, draw, or counterspells.
Ew. That is ugly. I would really rather have seen the lands be 0/1, just to make things more interesting. That means they block, but don't all die when this guy attacks (but he still kills a few). Overall, I think he should cost more, considering he can be 'Geddon if not stopped. 5/10
Furious Emberstorm1RRR
Sorcery
~ deals 1 damage to each creature and each player.
Mountainstorm (When you play this spell, copy it for each mountain you control.)
Foreign Policy1UB
Tribal Enchantment - Advisor
At the beginning of each main phase, clash with an opponent. If you win, draw a card. If you lose, discard a card unless you control an advisor.
Not too far out of the pie, I think. Black destroys things all the time and both colors have had color-specific counterspells, if I remember correctly. So, it isn't a stretch and it is a bit narrow (not a bad thing). It is a big sideboard swing card that hates hard. For that, 6/10.
Yord of Daywatch Sigil1UWWG
Legendary Creature - Rhino Monk
Exalted, Flash
Creatures count as attacking alone unless an opponent pays 2 for each creature attacking.
3/3
Not sure just what you wanted, but I hope that comes close enough.
Next: Do another Rhino/Rhox, but not from a Plane we know.
Gaea's Divination
Legendary Artifact (Nonexistent mana costs can't be paid.)
Any time you could mulligan and Gaea's Divination is in your hand, you may begin the game with it in play as long as you have five or less cards in your opening hand.
At the beginning of your upkeep, search your library for a land and put it into play. You can't put additional lands into play.
Gaea's Divination is green.
Hehe. Obviously I love this challenge idea, so I will post one later on (tomorrow, ideally).
I am going to run on the 'Goyf idea, I think, or maybe Frenzy.
Food For Thought2UUU
Instant [Rare]
Reveal the top X cards of your library, where X is equal to the number of card types among cards in all graveyards and separate them into two piles. An opponent chooses one of those piles. Put those cards into your hand and remove the rest from the game. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)
Wow. That is like a red Wrath of God. That is a little strong. Perhaps have the damage based on the number of Goblins you control or something, to tame it a bit. 5/10
Graven Reinforcements3BB
Sorcery
Put a 1/1 black Skeleton creature token into play for each Zombie you control.
Put a 2/2 black Zombie creature token into play for each Skeleton you control.
If you have four or more Skeleton and/or Zombie creature cards in your graveyard, Graven Reinforcements has Retrace.
Vokin Songbearer3
Creature - Human Cleric [Common]
Saturation (This creature has the colors of all cards in your graveyard.) 5, :symtap:: Put up to three 1/1 creatures that share a color with Vokin Songbearer from your graveyard into play. Then remove three cards from your graveyard.
2/2
I like the "nonred" matters, but overall it is a bit bland. I like the flavor, the death involved (Blood) creating an effect, but it didn't "Wow" me too much. 6/10
Not bad, but a bit bland. Nothing new here, but a nice interaction between Weaponsmaster and Havaa, but that poor Zombie is just left out of the interaction (aside from Haste). Not bad, just not a "Wow". 7/10
Yikes. UG/x Madness anyone? This seems to fit the colors well and meets the requirements while breaking the mold a bit. A single Bazaar-type card and you will have some nasty, nasty stuff coming down. I like it for the flavor and feel of it - very UG. 8/10
They have an almost inverted Exalted type ability going on here. Not bad, but nothing crazy really. Not really digging it, though, but it fits the criteria well enough. 6/10
Whew! Those are pretty nasty. The instant-speed removal dodge and ability to get around sorcery-speed removal is pretty disgusting. The discarding of a card is not always a drawback, either. These are just really, really good support creatures, especially Pedantic and Revenarch. I like this cycle because it is strong without being broken by themselves. Not as much of a "color-matters" theme throughout, but some emphasis on Blue. Overall, good. 9/10
Ow. What a disgusting cycle. If you were to make the most of these Thraxi, you would need to run all three colors, which I like. A good Tribal emphasis, but no color matters sadly. Very good cards that create some nice card advantage. 7.5/10
Very inventive! I like the drawbacks on fatties like that. Solid, but perhaps a bit strong? I think so, but only for Trample on Rider (is that a fitting name? Why not a Human Knight?) Overall, if you run these in a deck with appropriate graveyard hate (Tormod's Crypt), then you are going to have some big, nasty fatties for way too little cost. Good, but too strong. 7/10
Forest is way too strong. Think Elfball in Extended with Wooded Foothills or something to dig this up easily. No thanks. Burning Hatred seems very underpowered and Rider has a neat "drawback", but the cycle overall doesn't feel cohesive. 4.5/10
Overall, interesting, but not really a "Wow" when I see it. Fledgling Scout is solid Limited fodder, while Seaskimmer seems a bit underpowered (not bad in Limited though). Birdsong could be abused a bit, depending on how many Johnny players remember Conspiracy exists. Overall, not as cohesive as I would have liked. 5/10
Nice. Color matters, cohesive cycle. Not boring, because each color aspect is different, but that does make them a bit less dependent on one another (especially since the Commander requires the opponent to do things, which is a bit conditional). Overall, though, not bad. 8/10
I like them. The only thing I wonder about is Brawler. If you declare him attacking, does he then gain vigilance? That would seem to not work as worded, but if it is intended to be a constant effect, should it have its own line then? Not sure how that would work. Otherwise, I like this cycle a lot. Not too strong, playable in Limited and they might not be bad in a constructed environment (especially Brawler, if not just for that attack bonus). 8/10
Brave is strong, in the right context (Chameleon Colossus, lulz). Witch-Doctor as well, just for the Shroud. Mancanku is solid as well, given pseudo-vigilance and a nasty way to pump himself and others. This wouldn't be hard to splash these guys into red for Kird Ape and whatnot. I think this could make Ape.dec viable for those primate lovers out there. Seriously, very strong. 9/10
Hm. Not bad. -X/-X effects like NoSB or Infest will break your back, but it sure gives weenies a fighting chance. The UW one isn't too dazzling, though Shroud is useful on the UG one. The Protector is nasty, in the right context (Spectral Procession, Bitterblossom, etc). Overall, interesting, but no 'color matters'. Still, nice. 8/10
Little Money and rugglesworth both did some neat things, but I think rugglesworth had more innovation and strength, even though those Apes looked mighty mean.
Mmm. I love it. For the cost and colors, that is just awesome. The Flashback is awesome and somehow this just screams "combo me with something". Again, I love it. 10/10
Siren of the CondemnedUWB
Sorcery
Draw cards equal to target creatures toughness then remove it from the game. At the end of turn, you lose life equal to the number of cards drawn this turn.
Flashback - Sacrifice three creatures.
(I went ahead and made the Flashback the same, because I think that links the cycle up nicely as well as it being triple color and having an "at end of turn" effect. Hope it isn't too strong, but it may be!)
Amulet of Fortunes 4
Artifact
Skip your draw step.
When Amulet of Fortunes comes into play, remove the top fifteen cards of your library from the game, then search your library for a card and put it into your hand.
5, or WUBRG: Return Amulet of Fortunes to your hand. Play this ability only as a sorcery.
Next: Blue evoke creature without bounce, draw, or counterspells.
Furious Emberstorm 1RRR
Sorcery
~ deals 1 damage to each creature and each player.
Mountainstorm (When you play this spell, copy it for each mountain you control.)
Next: Another storm variant (not land-based)
Tribal Enchantment - Advisor
At the beginning of each main phase, clash with an opponent. If you win, draw a card. If you lose, discard a card unless you control an advisor.
Next: Arrogant Diplomacy
Yord of Daywatch Sigil 1UWWG
Legendary Creature - Rhino Monk
Exalted, Flash
Creatures count as attacking alone unless an opponent pays 2 for each creature attacking.
3/3
Not sure just what you wanted, but I hope that comes close enough.
Next: Do another Rhino/Rhox, but not from a Plane we know.
Gaea's Divination
Legendary Artifact
(Nonexistent mana costs can't be paid.)
Any time you could mulligan and Gaea's Divination is in your hand, you may begin the game with it in play as long as you have five or less cards in your opening hand.
At the beginning of your upkeep, search your library for a land and put it into play. You can't put additional lands into play.
Gaea's Divination is green.
I am going to run on the 'Goyf idea, I think, or maybe Frenzy.
Food For Thought 2UUU
Instant [Rare]
Reveal the top X cards of your library, where X is equal to the number of card types among cards in all graveyards and separate them into two piles. An opponent chooses one of those piles. Put those cards into your hand and remove the rest from the game.
(The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal.)
4 [10E] Forest (3)
3 [ALA] Plains (4)
4 [SHM] Mountain (1)
3 [10E] Swamp (2)
1 [10E] Island (2)
4 [10E] Terramorphic Expanse
4 [MOR] Murmuring Bosk
4 [CON] Cylian Sunsinger
4 [CON] Viashino Slaughtermaster
3 [SHM] Wilt-Leaf Liege
3 [LRW] Doran, the Siege Tower
4 [10E] Birds of Paradise
3 [LRW] Gaddock Teeg
4 [CON] Might of Alara
4 [SHM] Prismatic Omen
3 [10E] Rampant Growth
2 [CON] Banefire
2 [SHM] Firespout
4 [CON] Scattershot Archer
3 [SHM] Vexing Shusher
4 [ALA] Naturalize
That is what I had drawn up. Not sure if it will work or not, but I will get back with some details.
EDIT: Revamped. Now just absurd, but not enough results to know if it works.
Graven Reinforcements 3BB
Sorcery
Put a 1/1 black Skeleton creature token into play for each Zombie you control.
Put a 2/2 black Zombie creature token into play for each Skeleton you control.
If you have four or more Skeleton and/or Zombie creature cards in your graveyard, Graven Reinforcements has Retrace.
Next - Gravestorm card in white.
Vokin Songbearer 3
Creature - Human Cleric [Common]
Saturation (This creature has the colors of all cards in your graveyard.)
5, :symtap:: Put up to three 1/1 creatures that share a color with Vokin Songbearer from your graveyard into play. Then remove three cards from your graveyard.
2/2
I like the "nonred" matters, but overall it is a bit bland. I like the flavor, the death involved (Blood) creating an effect, but it didn't "Wow" me too much. 6/10
Not bad, but a bit bland. Nothing new here, but a nice interaction between Weaponsmaster and Havaa, but that poor Zombie is just left out of the interaction (aside from Haste). Not bad, just not a "Wow". 7/10
Yikes. UG/x Madness anyone? This seems to fit the colors well and meets the requirements while breaking the mold a bit. A single Bazaar-type card and you will have some nasty, nasty stuff coming down. I like it for the flavor and feel of it - very UG. 8/10
They have an almost inverted Exalted type ability going on here. Not bad, but nothing crazy really. Not really digging it, though, but it fits the criteria well enough. 6/10
Whew! Those are pretty nasty. The instant-speed removal dodge and ability to get around sorcery-speed removal is pretty disgusting. The discarding of a card is not always a drawback, either. These are just really, really good support creatures, especially Pedantic and Revenarch. I like this cycle because it is strong without being broken by themselves. Not as much of a "color-matters" theme throughout, but some emphasis on Blue. Overall, good. 9/10
Ow. What a disgusting cycle. If you were to make the most of these Thraxi, you would need to run all three colors, which I like. A good Tribal emphasis, but no color matters sadly. Very good cards that create some nice card advantage. 7.5/10
Very inventive! I like the drawbacks on fatties like that. Solid, but perhaps a bit strong? I think so, but only for Trample on Rider (is that a fitting name? Why not a Human Knight?) Overall, if you run these in a deck with appropriate graveyard hate (Tormod's Crypt), then you are going to have some big, nasty fatties for way too little cost. Good, but too strong. 7/10
Forest is way too strong. Think Elfball in Extended with Wooded Foothills or something to dig this up easily. No thanks. Burning Hatred seems very underpowered and Rider has a neat "drawback", but the cycle overall doesn't feel cohesive. 4.5/10
Overall, interesting, but not really a "Wow" when I see it. Fledgling Scout is solid Limited fodder, while Seaskimmer seems a bit underpowered (not bad in Limited though). Birdsong could be abused a bit, depending on how many Johnny players remember Conspiracy exists. Overall, not as cohesive as I would have liked. 5/10
Nice. Color matters, cohesive cycle. Not boring, because each color aspect is different, but that does make them a bit less dependent on one another (especially since the Commander requires the opponent to do things, which is a bit conditional). Overall, though, not bad. 8/10
I like them. The only thing I wonder about is Brawler. If you declare him attacking, does he then gain vigilance? That would seem to not work as worded, but if it is intended to be a constant effect, should it have its own line then? Not sure how that would work. Otherwise, I like this cycle a lot. Not too strong, playable in Limited and they might not be bad in a constructed environment (especially Brawler, if not just for that attack bonus). 8/10
Brave is strong, in the right context (Chameleon Colossus, lulz). Witch-Doctor as well, just for the Shroud. Mancanku is solid as well, given pseudo-vigilance and a nasty way to pump himself and others. This wouldn't be hard to splash these guys into red for Kird Ape and whatnot. I think this could make Ape.dec viable for those primate lovers out there. Seriously, very strong. 9/10
Hm. Not bad. -X/-X effects like NoSB or Infest will break your back, but it sure gives weenies a fighting chance. The UW one isn't too dazzling, though Shroud is useful on the UG one. The Protector is nasty, in the right context (Spectral Procession, Bitterblossom, etc). Overall, interesting, but no 'color matters'. Still, nice. 8/10
Little Money and rugglesworth both did some neat things, but I think rugglesworth had more innovation and strength, even though those Apes looked mighty mean.
WINRAR - RUGGLESWORTH
Siren of the Condemned UWB
Sorcery
Draw cards equal to target creatures toughness then remove it from the game. At the end of turn, you lose life equal to the number of cards drawn this turn.
Flashback - Sacrifice three creatures.
(I went ahead and made the Flashback the same, because I think that links the cycle up nicely as well as it being triple color and having an "at end of turn" effect. Hope it isn't too strong, but it may be!)
Next: Keep it going!