Shield of Light- not knowing rarity, I'd give it common at best. Its effect is already limited to spells that deal damage- so I'd assume burn- but then you go and heal its controller? It's a already limiting effect that actually benefits your opponent. You pretty much convert burn to life-gain. I'd recommend either removing the "gains that much life" or making it "you gain that much life instead". IMO it's weak, but at least you have the effects on color, so you get 6/10 and a cookie.
Property SeizureB
Sorcery
As an additional cost to play ~, pay 2 life. Search your library for a basic land card, put it onto the battlefield under your control, then shuffle your library. "We didn't know it yet, but our land had been bought out from right under our feet.
Wheel and Deal 2UU
Enchantment Whenever a player plays a spell, each other player draws a card.
Pay 5 life: Destroy ~. Any player may play this ability.
Rupture Tower
Land
Rupture Tower enters the battlefield tapped.
Whenever a land enters the battlefield, untap Rupture Tower. T: Add one mana of any color to your mana pool.
Wheel and Deal2RR
Sorcery
Remove the top ten cards of each player's library from the game. Players then exchange the removed cards so that no player has their own stack. Each player shuffles those cards into their own library. "You feelin lucky- punk?"
Next: Oona's Blackguard (I always thought it sounded more deadly than a faerie with an acorn saber)
Themeless AncientGGG
Creature- Themeless (R)
Cumulative Upkeep - Put a 1/1 colorless Themeless token onto the battlefield under your control.
At the end of your turn, sacrifice ~ unless you sacrifice a Themeless token instead. "THIS CARD HAS NO THEME"
0/1
Okay, FIXED. NOW IT GENERATES CREATURES.
More fixes. Is there something wrong with my wording? O_O
You're supposed to have a net loss of 0 creatures each turn.
Psychic Punishment is... eh... kind of weak. It's main effect, 6 for 5 damage divided as you choose, is alright, maybe a little bit underwhelming for a burn. 6 for 6 at least, I'd say, at least putting it on par with Hex. Okay, not even then. I don't see when anyone would use it, except to maybe split the burn between a player and a creature, but even then- weak.
Cycling is more balanced. Costs 3, and opponents each draw three, but you deal 4 and draw a card. So net card advantage is balanced to your opponent but you get to whack them for 4.
Meh. 6.5/10
Let's do green!
Psychic Gifts 4GG
Instant (Rare)
Target creature gains +3/+3 until end of turn.
Target creature gains +3/+3 until end of turn.
Target creature gains +3/+3 until end of turn.
Cycling 1GG, each opponent may draw up to 3 cards
When you cycle ~, up to two target creatures gain +3/+3 until end of turn.
Overpowered, maybe, but it does what Green does best.
Sei-Sen Darkrider is too good too. Recurring creature destruction for colorless mana, and not to mention dude gets more counters as he does it? Pretty OP.
The name also doesn't fit with the card.
It was going to be a samurai but I gave up on the theme, kept the name.
Essence Amplifier3WWW
Enchantment
Whenever a creature enters the battlefield under your control, for the rest of the turn, any time you would gain life, you gain twice that much instead.
Just toying around with ideas and MSE. Haven't done this in a while, and my wording is probably way off. I'm still getting used to the whole battlefield thing.
Firstly, a land:
I love add any color lands, but I also try to balance things. How'd I do?
Blue aura, doing what blue does best:
Here I was trying to go for the tap/kill thing that blue does, with a little twist. Not sure if it's overpowered, but I don't think so.
A Rare testing out a new mechanic:
It's basically a tutor to go with your cards. However, by putting it on top of your library it makes it a little less unfair, card-advantage wise.
Finally, at Mythic rarity, a Planeswalker:
Kind of a destructive approach to colorless.
That's all for now. I'm afraid that my ideas and sense of balance have disappeared over my last year of inactivity, so please correct me if you can. ;D
Finite RegressWUBRG Mythic
Legendary Creature- Human Priestess
As long as Finite Regress is on the battlefield, whenever a player would lose life, they lose half that much instead, rounded down. Whenever a player would tap a land for mana, they gain twice that much mana instead. Whenever a player would draw a card, they may draw two cards instead. Whenever a creature would be sent to the graveyard, it is returned to the bottom of its owner's library instead. Whenever damage would be dealt to a creature, half that damage, rounded down, is dealt instead. "I have no name to speak of, but all the powers to dream of." 5/5
Property Seizure B
Sorcery
As an additional cost to play ~, pay 2 life. Search your library for a basic land card, put it onto the battlefield under your control, then shuffle your library.
"We didn't know it yet, but our land had been bought out from right under our feet.
Next: A blue burn spell. ;D
I did it first? o_O
Land
Rupture Tower enters the battlefield tapped.
Whenever a land enters the battlefield, untap Rupture Tower.
T: Add one mana of any color to your mana pool.
Next: Frogtosser Banneret
Mayhaps I should change the token to appear before the cost is required.
Or switch the cost to creation and "at the end of turn, sacrifice a token or sacrifice ~"
Sorcery
Remove the top ten cards of each player's library from the game. Players then exchange the removed cards so that no player has their own stack. Each player shuffles those cards into their own library.
"You feelin lucky- punk?"
Next: Oona's Blackguard (I always thought it sounded more deadly than a faerie with an acorn saber)
As far as my knowledge of the rules goes, it does this:
Beginning of your upkeep:
Get a 1/1
Sacrifice the 1/1 to keep it alive.
Next upkeep:
Get 2 1/1s.
Sacrifice both to keep it alive.
Several upkeeps later:
Get 10 1/1s.
Let guy die. You get 10 1/1s.
Or have i worded it wrong?
Just looking at it from the vantage point of - is it stupid or overpowered. Which is it?
@Howler- Yes, but if you had 8 counters and choose to let it die, you now have 8 1/1s.
Creature- Themeless (R)
Cumulative Upkeep - Put a 1/1 colorless Themeless token onto the battlefield under your control.
At the end of your turn, sacrifice ~ unless you sacrifice a Themeless token instead.
"THIS CARD HAS NO THEME"
0/1
Okay, FIXED. NOW IT GENERATES CREATURES.
More fixes. Is there something wrong with my wording? O_O
You're supposed to have a net loss of 0 creatures each turn.
Cycling is more balanced. Costs 3, and opponents each draw three, but you deal 4 and draw a card. So net card advantage is balanced to your opponent but you get to whack them for 4.
Meh. 6.5/10
Let's do green!
Psychic Gifts 4GG
Instant (Rare)
Target creature gains +3/+3 until end of turn.
Target creature gains +3/+3 until end of turn.
Target creature gains +3/+3 until end of turn.
Cycling 1GG, each opponent may draw up to 3 cards
When you cycle ~, up to two target creatures gain +3/+3 until end of turn.
Overpowered, maybe, but it does what Green does best.
It was going to be a samurai but I gave up on the theme, kept the name.
And yeah, I've got to get my balance back.
But is the wording okay? D:
Enchantment
Whenever a creature enters the battlefield under your control, for the rest of the turn, any time you would gain life, you gain twice that much instead.
Firstly, a land:
I love add any color lands, but I also try to balance things. How'd I do?
Blue aura, doing what blue does best:
Here I was trying to go for the tap/kill thing that blue does, with a little twist. Not sure if it's overpowered, but I don't think so.
A Rare testing out a new mechanic:
It's basically a tutor to go with your cards. However, by putting it on top of your library it makes it a little less unfair, card-advantage wise.
Finally, at Mythic rarity, a Planeswalker:
Kind of a destructive approach to colorless.
That's all for now. I'm afraid that my ideas and sense of balance have disappeared over my last year of inactivity, so please correct me if you can. ;D
Mythic
Legendary Creature- Human Priestess
As long as Finite Regress is on the battlefield, whenever a player would lose life, they lose half that much instead, rounded down. Whenever a player would tap a land for mana, they gain twice that much mana instead. Whenever a player would draw a card, they may draw two cards instead. Whenever a creature would be sent to the graveyard, it is returned to the bottom of its owner's library instead. Whenever damage would be dealt to a creature, half that damage, rounded down, is dealt instead.
"I have no name to speak of, but all the powers to dream of."
5/5
Render: