I am bored and thus will endeavor to help you somewhat.
Please note, I do not play DotA, so these will purely be your cards but Magicified. (I suck at it and he "pros" are far too horrible to n00bs.)
Squee and SpleenRR
Legendary Creature - Goblin Artificer
Sacrifice an artifact, T: Put two 1/1 Goblin artifact creature tokens into play.
Sacrifice X artifacts: ~ deals X damage to each creature.
1/1 "Do not run, I am your friend!"
Furion, Vinewreathed Prophet1G
Legendary Creature - Elf Druid
When ~ comes into play, you may sacrifice a forest. If you do, put two 1/1 green Treefolk creature tokens into play.
:symu:: Return ~ to owner's hand
1/1
Lanaya, Templar Assassin1BR
Legendary Creature - Human(?) Assassin R: ~ gets +1/+0 until end of turn. B,T: Destroy target creature with toughness less than ~'s power.
1/1
Purist Thunderwrath, Omniknight2WW
Legendary Creature - Human Knight WW,T: Another target creature gets +0/+3, then gain life equal to that creature's toughness. WW,T: Another target creature is indestructible this turn.
3/3
Raijin, Thunder Spirit
Legendary Creature - Elemental
~ is red.
~ attacks each turn if able.
At the end of your turn, remove ~ from the game with a suspend counter on it.
Suspend 1 - 1RR
4/4
I (also everybody else, probably) am not going to seriously read through your ungodly long post and transcribe your cards to comply with Magic nomenclature. This is something you are going to have to learn to do yourself.
Blue direct damage (Psionic Blast) was created at a time when the colour pie was more fluid AKA didn't actually exist.
Now-a-days, Psionic Blast = Char. Wizards have said many many times that blue does NOT burn, and probably will never burn again. Simply, burn lives in Redsville, not Bluetropolis.
Regarding the four abilities per card: This is just silly. While their DotA counterparts may have 4 skills, it is simply rediculous to have a Magic card with that many (non-keyworded) abilities. It's either overkill or useless, because the card may only be useful for one or two abilties. And either way, 3pt. font is never fun. Ever.
A better - and simpler - idea would be to capture the essence of what the heroes do. If there's an annoying anti-magic hero, go:
Boris, Confusing Anti-Mage2WU
Legendary Creature - Human Wizard
Shroud 1U,T: Counter target activated ability. 1W,Q: Target permanent gains protection from the color of your choice until end of turn. 1WWUUU: Put a magic counter on target permanent. That permanent gains shroud as long as it has a magic counter on it.
2/2
While the later does a lot more, the former is definately more annoying. Yes, the later may fit the DotA hero to a tee, but it suffers because of it, becoming clunky and inelegant. (Note: I don't claim this card is at all top-notch. Just an example that less is more)
Also, the "feel of a hero" has more to do with power level and uniqueness than sheer amount of abilites. Having each hero do one thing, and do it better than anybody else, is more unique/powerful than each hero being a "jack of all trades."
One thing I've noticed, is your colour pie is WAAAY off.
Whenever Aiushtha attack, you may pay :1mana::symw::symu:, if you do, Aiushtha deals damage equals to the number of lands target opponent controls.
What is white/blue doing dealing direct damage? This is red. Acidic Soil.
WR: Target creature get -0/-1 until end of turn. If target creature is put into a graveyard from play, put a +1/+0 counter on Gondar.
Again, white is damaging (non-attacking) critters, and is making your beastly grow as a result? This is black/red (Vampiric Dragon) or monoblack (Consumptive Goo). Also, limit all P/T-altering counters to +1/+1 and it's negative counterpart. Less confusing.
There are probably a bunch more, but I am lazy. :B
Also, you have critters with WAY too many abilities. Zeus, Lord of Olympia has four. Jaya Ballard, Task Mage has 3, and any more than that would have gotten a little crazy.
Also, again, your nomenclature could use a little work. Read some cards and see how Wizards words them. Expecially handy when you're unsure how things go down in Custom Card Templating Town.
Voidwitch Parahi should probably be a 2/2. It's already an Oblivion Ring plus an evasive, life-gaining weenie. Dying to Shock is probably a good thing for it, balance-wise.
Furyscale Scion seems a little nasty for the cost, since it'll deal 4 damage a turn, assuming it connects, and even more in a deck designed to use it. Well, not a turn, but you know.
The Dark Orchid is awesome. Making it a Human Assassin would possibly give it more flavor "oomph!" But, really, I love it. It reminds me of Kiku, Night's Flower. Probably because of the whole flower-assassin-thing. =/
Grolom Brightblade looks like Furyscale Scion a little too much. (Deal damage, ping something) I don't know why it has protection from white, since white usually has set protection against anything but. Maybe something like:
Grolom Brightscale1RW
Lifelink, Protection from Red
When ~ deals combat damage, ~ deals that much damage to each creature in play.
1/2
Wyndwil the Curious seems a little bland. Probably a little too good, since it's a cheaper Thieving Magpie with Shroud and 1 extra power that avoids drawing lands. Maybe something like Coiling Oracle? =/
Also. I know it's a cycle, but their costs and P/T could really do with some variance. Legend cycles are rarely this cookie-cutter, because legends are unique. This is the point of legendary things, you know?
A not so theoretical Control/Combo deck using Sword of the Meek + Thopter Foundary to produce zillions of flying tokens and gain a boatload of life.
With Time Sieve, the deck is able pop the produced tokens, endlessly taking turn after turn after turn, gaining life by the bucket load and laying down the smackdown with a horde of Thopters. Forever!
Muddle the Mixture tutors for all the combo pieces, as well as countering things that need countering.
A formidiable counter/bounce/hand disruption suite rounds out the deck.
Some lists run a few (usually singleton) Krark-Clan Ironworks, letting the combo produce mana in addition to it's already lengthy repertoire. This allows the combo to feed itself into endless Thopters, life and mana.
Original post:
A theoretical deck I just made. It seems fun, but I'm pretty sure it needs so much tinkering it's not even worth playtesting.
Tada! Myrgrinder!
The combo goes somewhat like this:
Genesis Chamber + Time Sieve + Almost everything else.
Genesis Chamber helps power out zillions of Myr, and ends up killer post-Sieve, while Chromatic Star draws you some bonus cards and Sharuum the Hegemon, Myr Retriever and Sanctum Gargoyle bounce around other critters, powering out even more Myr tokens.
[card]
Second Sunrise[/card] brings it all back post-Sieve, either kickstarting the combo or making it even worse for whoever's sitting across the table.
So, basically, being able to return/produce 5 new artifacts each turn creates an infinate combo of turns. Eventually, you'll draw into a second Genesis Chamber/three copies of Sharuum the Hegemon and be able to lay down the smackdown with your billions of excess Myr tokens.
I figure a transformative aggro sideboard wouldn't be too hard to knock up, turning it from a janky combo deck into a janky aggro deck.
Heroic Charge 3WUG
Instant
Choose a creature you control. Each other creature you control gains Defender and Exalted until end of turn.
Creatures you control attack this turn if able.
Doombrain1UBB
Legendary Creature - Beast Wizard
Flying
When ~ deals combat damage to a player, that player discards half of his or her hand, rounded down, and then draws that many cards.
2/3 "Now your head hurts! Muhahaha!" - Doombrain
Lord of Elements once said... "White can't do straight up critter kill at 1WW but it can at WWW? The point of Fatal Judgment et al. was to make them as simple as possible, so no destroying tapped creatures. Besides, that is already on Death Stroke and Assassinate, which are black."
Unmake removes it from the game outright, which is more white than destruction. The only instances of straight up critter destruction that White gets are things like Afterlife and Path of Peace or Radiant's Judgment, Reprisal and Intrepid Hero.
Uncall 1U
Instant
Return target creature that came into play this turn to it's owners hand.
Draw a card.
It's a Remand for critters, plus it fits better with the name.
Unbuild and Unweave are kinda groovy, though.
Unallow seems bleh. The idea of "countering" land seems strange, and the idea of "destroy target land" on a blue spell seems even stranger. This could easily be a straight up black/red land destruction spell, with maybe some green, if that's how you roll.
Fatal Judgement should be "Destroy target tapped creature." White doesn't get straight up critter kill, and certainly not for 1WW.
Shatterslime/Tranquilize should probably be worse than their mono coloured equivalents, just because they're more versatile. Maybe if they were sorceries?
Magma Spray is maindecked because it deals with Kitchen Finks, which I hate. Terminate will probably be used over it once Alara Reborn becomes legal.
The point of Nova Chaser isn't to actually play it. It's just nice to be able to pitch it to Cragganwick Cremator, which is a game finisher they don't usually see coming.
I've had 5cc tap out to Cryptic Command my beasties only to get smacked for 10 the next phase a fair bit. Nobody expects it, and that's why I like it.
Poster: TheOnlyOne
If you want to have a text fit it will allways, you can make the font smaller if needed.
Fit on a card and be readable, I mean.
Poster: TheOnlyOne
Actually the mana cycling is not bad at all, if your set wants you to play "mono" you can play cards of 2 colors which would normally requiere a strong mono colored base giving easy splashes, which is a welcome gift.
I just meant that, for what started out as Orochi Leafcaller in artifact format, these designs are getting more and more convoluted and inelegant.
Poser: Silvercut Mana Engine
Artifact (U)
:1mana:, Put a depletion counter on CARDNAME: Add one mana of any color to your mana pool. If CARDNAME has four depletion counters on it, sacrifice it.
At the beginning of your upkeep, remove all depletion counters from CARDNAME.
That, my good man, is groovy. Probably a little overpowered. It's not often you need 4 mana worth of fixing, and such cheap and effective fixing shouldn't come so easy to anything other than Green.
Rage of Demons2BB
Enchantment - Aura (M)
Enchant creature
Enchanted creature gains trample and rumble X, where X is the number of Swamps you control.
Creatures must block enchanted creature if able.
Please note, I do not play DotA, so these will purely be your cards but Magicified. (I suck at it and he "pros" are far too horrible to n00bs.)
Squee and Spleen RR
Legendary Creature - Goblin Artificer
Sacrifice an artifact, T: Put two 1/1 Goblin artifact creature tokens into play.
Sacrifice X artifacts: ~ deals X damage to each creature.
1/1
"Do not run, I am your friend!"
Furion, Vinewreathed Prophet 1G
Legendary Creature - Elf Druid
When ~ comes into play, you may sacrifice a forest. If you do, put two 1/1 green Treefolk creature tokens into play.
:symu:: Return ~ to owner's hand
1/1
Lanaya, Templar Assassin 1BR
Legendary Creature - Human(?) Assassin
R: ~ gets +1/+0 until end of turn.
B,T: Destroy target creature with toughness less than ~'s power.
1/1
Purist Thunderwrath, Omniknight 2WW
Legendary Creature - Human Knight
WW,T: Another target creature gets +0/+3, then gain life equal to that creature's toughness.
WW,T: Another target creature is indestructible this turn.
3/3
Raijin, Thunder Spirit
Legendary Creature - Elemental
~ is red.
~ attacks each turn if able.
At the end of your turn, remove ~ from the game with a suspend counter on it.
Suspend 1 - 1RR
4/4
Just ideas 'n things. :B
Blue direct damage (Psionic Blast) was created at a time when the colour pie was more fluid AKA didn't actually exist.
Now-a-days, Psionic Blast = Char. Wizards have said many many times that blue does NOT burn, and probably will never burn again. Simply, burn lives in Redsville, not Bluetropolis.
Regarding the four abilities per card: This is just silly. While their DotA counterparts may have 4 skills, it is simply rediculous to have a Magic card with that many (non-keyworded) abilities. It's either overkill or useless, because the card may only be useful for one or two abilties. And either way, 3pt. font is never fun. Ever.
A better - and simpler - idea would be to capture the essence of what the heroes do. If there's an annoying anti-magic hero, go:
Boris, Annoying Anti-Mage 2WU
Legendary Creature - Human Wizard
Shroud
(W/U): Counter target nonmana activated ability.
2/2
Instead of:
Boris, Confusing Anti-Mage 2WU
Legendary Creature - Human Wizard
Shroud
1U,T: Counter target activated ability.
1W,Q: Target permanent gains protection from the color of your choice until end of turn.
1WWUUU: Put a magic counter on target permanent. That permanent gains shroud as long as it has a magic counter on it.
2/2
While the later does a lot more, the former is definately more annoying. Yes, the later may fit the DotA hero to a tee, but it suffers because of it, becoming clunky and inelegant. (Note: I don't claim this card is at all top-notch. Just an example that less is more)
Also, the "feel of a hero" has more to do with power level and uniqueness than sheer amount of abilites. Having each hero do one thing, and do it better than anybody else, is more unique/powerful than each hero being a "jack of all trades."
Whenever Aiushtha attack, you may pay :1mana::symw::symu:, if you do, Aiushtha deals damage equals to the number of lands target opponent controls.
What is white/blue doing dealing direct damage? This is red. Acidic Soil.
WR: Target creature get -0/-1 until end of turn. If target creature is put into a graveyard from play, put a +1/+0 counter on Gondar.
Again, white is damaging (non-attacking) critters, and is making your beastly grow as a result? This is black/red (Vampiric Dragon) or monoblack (Consumptive Goo). Also, limit all P/T-altering counters to +1/+1 and it's negative counterpart. Less confusing.
There are probably a bunch more, but I am lazy. :B
Also, you have critters with WAY too many abilities. Zeus, Lord of Olympia has four. Jaya Ballard, Task Mage has 3, and any more than that would have gotten a little crazy.
Also, again, your nomenclature could use a little work. Read some cards and see how Wizards words them. Expecially handy when you're unsure how things go down in Custom Card Templating Town.
Maybe it shouldn't be mythic?
Furyscale Scion seems a little nasty for the cost, since it'll deal 4 damage a turn, assuming it connects, and even more in a deck designed to use it. Well, not a turn, but you know.
The Dark Orchid is awesome. Making it a Human Assassin would possibly give it more flavor "oomph!" But, really, I love it. It reminds me of Kiku, Night's Flower. Probably because of the whole flower-assassin-thing. =/
Grolom Brightblade looks like Furyscale Scion a little too much. (Deal damage, ping something) I don't know why it has protection from white, since white usually has set protection against anything but. Maybe something like:
Grolom Brightscale 1RW
Lifelink, Protection from Red
When ~ deals combat damage, ~ deals that much damage to each creature in play.
1/2
Wyndwil the Curious seems a little bland. Probably a little too good, since it's a cheaper Thieving Magpie with Shroud and 1 extra power that avoids drawing lands. Maybe something like Coiling Oracle? =/
Also. I know it's a cycle, but their costs and P/T could really do with some variance. Legend cycles are rarely this cookie-cutter, because legends are unique. This is the point of legendary things, you know?
It'll either slash their life total, or give you another turn of beats.
*Shrug*
With Time Sieve, the deck is able pop the produced tokens, endlessly taking turn after turn after turn, gaining life by the bucket load and laying down the smackdown with a horde of Thopters. Forever!
Muddle the Mixture tutors for all the combo pieces, as well as countering things that need countering.
A formidiable counter/bounce/hand disruption suite rounds out the deck.
Sample decklist courtesy of ThiS2Vi. (Cheers! :D)
4 Misty Rainforest
2 Scalding Tarn
4 Watery Grave
1 Breeding Pool
1 Hallowed Fountain
3 Seat of the Synod
2 Academy Ruins
1 Tolaria West
4 Island
Artifacts
4 Thopter Foundry
4 Sword of the Meek
3 Engineered Explosives
2 Time Sieve
2 Chrome Mox
4 Muddle the Mixture
4 Remand
4 Rune Snag
4 Thirst for Knowledge
2 Cryptic Command
2 Repeal
Sorcery
3 Thoughtseize
4 Spell Pierce
3 Spell Snare
3 Chalice of the Void
2 Duress
2 Damnation
1 Triskelavus
Some lists run a few (usually singleton) Krark-Clan Ironworks, letting the combo produce mana in addition to it's already lengthy repertoire. This allows the combo to feed itself into endless Thopters, life and mana.
Original post:
4 Ancient Den
4 Vault of Whispers
4 Seat of the Synod
3 Watery Grave
3 Hallowed Fountain
3 Godless Shrine
4 Etherium Sculptor
4 Ornithopter
4 Myr Retriever
4 Sanctum Gargoyle
3 Sharuum the Hegemon
4 Time Sieve
4 Genesis Chamber
4 Second Sunrise
4 Chromatic Star
4 Conjurer's Bauble
The combo goes somewhat like this:
Genesis Chamber + Time Sieve + Almost everything else.
Genesis Chamber helps power out zillions of Myr, and ends up killer post-Sieve, while Chromatic Star draws you some bonus cards and Sharuum the Hegemon, Myr Retriever and Sanctum Gargoyle bounce around other critters, powering out even more Myr tokens.
[card]
Second Sunrise[/card] brings it all back post-Sieve, either kickstarting the combo or making it even worse for whoever's sitting across the table.
So, basically, being able to return/produce 5 new artifacts each turn creates an infinate combo of turns. Eventually, you'll draw into a second Genesis Chamber/three copies of Sharuum the Hegemon and be able to lay down the smackdown with your billions of excess Myr tokens.
I figure a transformative aggro sideboard wouldn't be too hard to knock up, turning it from a janky combo deck into a janky aggro deck.
Any thoughts/suggestions/comments/criticisms?
Thanks in advance!
Instant
Choose a creature you control. Each other creature you control gains Defender and Exalted until end of turn.
Creatures you control attack this turn if able.
Next: A card that benefits everybody but you.
It goes a somethin' like this:
1. The poster above you names a card.
2. You take the art of that card and create your own card based on that art.
3. You name a card.
Rinse, repeat!
Example:
Overwhelming Intellect
Doombrain 1UBB
Legendary Creature - Beast Wizard
Flying
When ~ deals combat damage to a player, that player discards half of his or her hand, rounded down, and then draws that many cards.
2/3
"Now your head hurts! Muhahaha!" - Doombrain
Next: Confusion in the Ranks
Also, see Vengeance and Steam Catapult , Retaliate, Reciprocate , No Mercy, Death Stroke, Royal Assassin.
Basically, White and Blacks critter destruction converges at killing things that are tapped. [Note: If it damaged you, it's usually tapped.]
"Destroy target tapped creature" is pretty simple. It's no Seize the Soul.
Anyways.
Uncall doesn't need to be multicoloured, and probably shouldn't be. White has nothing against critters and Black will just kill them. Remove Soul, Exclude, Overwhelming Intellect and Preemptive Strike.
What would be kinda cool is:
Uncall 1U
Instant
Return target creature that came into play this turn to it's owners hand.
Draw a card.
It's a Remand for critters, plus it fits better with the name.
Unbuild and Unweave are kinda groovy, though.
Unallow seems bleh. The idea of "countering" land seems strange, and the idea of "destroy target land" on a blue spell seems even stranger. This could easily be a straight up black/red land destruction spell, with maybe some green, if that's how you roll.
Right?
Shatterslime/Tranquilize should probably be worse than their mono coloured equivalents, just because they're more versatile. Maybe if they were sorceries?
Not at all.
4 Graven Cairns
4 Reflecting Pool
1 Mountain
5 Swamp
4 Ghitu Encampment
4 Sulfurous Springs
// Creatures
4 Cragganwick Cremator
4 Hellspark Elemental
2 Nova Chaser
4 Nyxathid
2 Kederekt Parasite
4 Mogg Fanatic
4 Thoughtseize
4 Bitterblossom
4 Magma Spray
2 Profane Command
4 Blightning
3 Pithing Needle
4 Volcanic Fallout
4 Deathmark
4 Incinerate
Magma Spray is maindecked because it deals with Kitchen Finks, which I hate. Terminate will probably be used over it once Alara Reborn becomes legal.
The point of Nova Chaser isn't to actually play it. It's just nice to be able to pitch it to Cragganwick Cremator, which is a game finisher they don't usually see coming.
I've had 5cc tap out to Cryptic Command my beasties only to get smacked for 10 the next phase a fair bit. Nobody expects it, and that's why I like it.
Spitebellows works great with Cragganwick Cremator, but it costs at least 3 and at most 6. Kederekt Parasite, as much as I hate it, is at least a 1 drop.
The deck originally had an elemental theme, but that was dropped in favour of better critters.
Question: How in Hades' name do these deck tags work? O.o
Fit on a card and be readable, I mean.
I just meant that, for what started out as Orochi Leafcaller in artifact format, these designs are getting more and more convoluted and inelegant.
That, my good man, is groovy. Probably a little overpowered. It's not often you need 4 mana worth of fixing, and such cheap and effective fixing shouldn't come so easy to anything other than Green.