Just stack the Exalted triggers on top of the Angel token trigger. The critter will get it's +1/+1 bonuses, and then a 4/4 Angel will pop out of nowhere.
Sounds like it'd work to me, or am I missing something?
Etherium Sigil-Bearer2WG
Creature - Knight
Exalted
Whenever a creature you control attacks alone, you may destroy target artifact.
2/3 Etherium sigils have become the most sought after blessing in Bant, granted only after a soldier has destroyed enough invaders to have one forged from their remains.
Sunshatterer 6
Artifact Creature - Myr
Sunburst
Remove 5 +1/+1 counters from Sunshatterer: Destroy all non land permanents.
-1/-1 When the suns rise, the earth trembles.
Thief of Fortune: So you lose the game, but instead flip this, by which point your life total is already 0 or less and you die at the end of your turn anyway? Maybe a "If your life total is 0 or less, your life total becomes 1." ability? It doesn't seem very red to me, either. Unless you count oldschool not-very-red red. 5/10.
Cloudcrest Chapel
Legendary Land T: Add W to your mana pool. Grandeur - Discard another card named "Cloudcrest Chapel": Target permanent you control gains protection from the colour of your choice until end of turn.
Next: A card that wins the game in an unusual way.
Yeah. Sorry about that. Couldn't get the blasted things figured out, and then I couldn't decide on an alternative. >.<
Crackling Corpse Cannonade :4mana::sym2r::sym2r::sym2b::sym2b:
Sorcery
Remove all creatures in all graveyards from the game and then deal X damage to target player and all creatures that player controls where X is equal to the number of cards removed from the game with Crackling Corpse Cannonade.
Draw a card.
Hypnotic Blast :2mana::symur:
Instant
Deal 3 damage to target creature and it gains Haste until end of turn if R was spent to play ~ and then gain control of that creature until end of turn if U was spent to play ~.
4BR
Damn hybrid tags, always never working...*Grumble*
He Really Likes Defending - :9mana::symw::symw::symw:
Creature - Human Soldier
Defender
All creatures assign combat damage to ~ instead of to you or creatures you control.
If ~ would be destroyed, regenerate it.
0/1
I'm not sure if that's completely balanced, but it's the best I could do without filling it with ridiculousness.
Oblivion Halo 1BW
Enchantment - Aura
Enchant player
When ~ is put into a graveyard from play, enchanted player loses the game.
"Anointed anshmoited. Throw him over there with the rest of them." - Boris, Judge of Worth
Seems powerful. But not brokenly so, I would say. 7/10
Flip, Morph-husk Puppeteer 2UG
Legendary Creature - Human Wizard 1U: Turn Flip face down.
Morph 2G
When Flip or a creature you control is turned face up, put a 2/2 colourless Husk creature token into play under your control.
2/2 "You know what they say about another man's trash..." - Flip, Morph-husk Puppeteer
He/she was going to be mono blue, but 2/2 bears don't seem very blue to me and the "Turn Flip face down" ability was going to either blink or add Shroud until EOT, but it felt a little too tricky to remove. =/
________ 3WU
Creature - Angel Illusion
Flying
Other creatures you control have Shroud. 2: Remove ________ from the game. Any player may play this ability. WU: Put ________ into play under your control. Play this ability only if ________ is removed from the game.
3/3
I'm not a fan of the name, the card doesn't seem very vengeful to me. It's not bad, but not really that spectacular either. 6/10.
Shush G
Sorcery
Target player can't play spells this turn.
If you have played a creature spell this turn, Shush can't be countered by spells or abilities.
"This is our home, and you will show respect." - Berk, Llanowar Empath
Vendilion Clique: Snatches nasties before they hit the table. (I'm actually not too keen on these guys. Replacements?)
Draining Whelk: Counter a spell AND play a huge critter? At the same time? Sounds like a good deal to me.
Looter il-Kor: Yeah. You're rolling your eyes and laughing, but this little guy really is fantastic. Almost guaranteed 1 damage a turn (Who plays Shadow critters these days?) and it filters your hand, getting rid of late game Ancestrial Visions and generic non-counter uselessness.
Why you ask? Because it'll keep your opponents hand nice and small for the rest of the game. However many they have when you play it, is the most they're ever going to have (bar card drawing effects,) and that number keeps getting smaller as they play spells. A handful of counters versus an opponent with 3 cards in their hand? I think that's game.
Muse Vessel and Vedalken Shackles are 2-offs because you don't actually play them until turn 6 and turn 5 respectively. That way you have a little counter backup to save your ass should your opponent have any nasties alurking.
And before anybody blows a gasket due to no Cryptic Command, I just prefer Rewind. It doesn't cantrip, or tap critters, or bounce, but it does untap your land, letting you play more counters if required and letting you activate Scrying Sheets, which often will replace your card anyway.
Really. What I need help with is the sideboard. It's looking pretty sick at the moment.
Chalice of the Void: I only ever foresee this getting set to 1, because at 2 it counters over half of your counter suite and at 3 and above you'll be sinking 6 or more mana into it. There to hate against Elves! and possibly Zoo which are just too fast to counter.
Engineered Explosives: Again, only will ever be set to 1 or possibly 0 (But this time it's because 1 is the highest it can get in this deck) to either blast away some Elves and Nacatls or Bitterblossom tokens.
Martyr's Folly
Instant - 1R
~ deals 1 damage to each creature target player controls unless that player has ~ deal 5 damage to a creature he or she controls.
Next: A beehive in a tree, with a swarm of bees chasing a rather flustered goblin away.
Breathsucker 2BB
Creature - Nightmare
When ~ comes into play, target opponent loses 3 life and you gain 3 life.
When ~ leaves play, that player gains 3 life and you lose 3 life.
Evoke 1B
2/2
Make a card with multiple instances of a single keyword.
The first one seems insane in a counter control deck. O.o
And "Nullstone Matrix" is an ace name. I suggest you use it.
The 2nd could be called something like "Manaburst" or something, seeing as, flavour-wise, untapped lands are still chockers full of mana. But it really may as well read "Tap all lands." 'Cause it seems like everyone will just tap their lands in response.
The 3rd seems awful. Not because it's particularly horrid, but because it's a dedicated hoser of a basic land. Basic! Red seems to hate non-basic lands more than Islands now-a-days, anyway.
You could do it something like:
Explosive Evaporation 1RR
Sorcery
Deal 1 damage to each player for each Island he or she controls.
The 4th would word if it was something along the lines of
Orc Beserker R
Creature - Orc
Whenever a creature deals combat damage to a player, that creature's controller gains control of ~.
3/2 Beserk is an understatement
Since red likes to smash face. So red critters like to go where the smashface is, I guess.
Why red? Why provoke? It'd have been nice to see a little more "Oomph!" in the equipment side, or a little less fragility in the critter side. But either way, 6/10.
Absorbent Shiftling 3U
Creature - Illusion
Flying
When ~ becomes the target of a red spell or ability, ~ becomes a 6/2 red Elemental creature with Haste. (This effect does not end at end of turn)
When ~ becomes the target of a green spell or ability, ~ becomes a 4/4 green Beast creature with Trample. (This effect does not end at end of turn)
2/2 "Note it's towel-like powers?" - Garry, Novijen Tour Guide
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.
Sounds like it'd work to me, or am I missing something?
Creature - Knight
Exalted
Whenever a creature you control attacks alone, you may destroy target artifact.
2/3
Etherium sigils have become the most sought after blessing in Bant, granted only after a soldier has destroyed enough invaders to have one forged from their remains.
Next: Goblin Scrapdiver
Artifact Creature - Myr
Sunburst
Remove 5 +1/+1 counters from Sunshatterer: Destroy all non land permanents.
-1/-1
When the suns rise, the earth trembles.
Thief of Fortune: So you lose the game, but instead flip this, by which point your life total is already 0 or less and you die at the end of your turn anyway? Maybe a "If your life total is 0 or less, your life total becomes 1." ability? It doesn't seem very red to me, either. Unless you count oldschool not-very-red red. 5/10.
Cloudcrest Chapel
Legendary Land
T: Add W to your mana pool.
Grandeur - Discard another card named "Cloudcrest Chapel": Target permanent you control gains protection from the colour of your choice until end of turn.
Next: A card that wins the game in an unusual way.
Crackling Corpse Cannonade :4mana::sym2r::sym2r::sym2b::sym2b:
Sorcery
Remove all creatures in all graveyards from the game and then deal X damage to target player and all creatures that player controls where X is equal to the number of cards removed from the game with Crackling Corpse Cannonade.
Draw a card.
(2/W)(2/U)(W/U)(W/U)
Fear the hybrid mana costs!
Instant
Deal 3 damage to target creature and it gains Haste until end of turn if R was spent to play ~ and then gain control of that creature until end of turn if U was spent to play ~.
4BR
Damn hybrid tags, always never working...*Grumble*
Creature - Human Soldier
Defender
All creatures assign combat damage to ~ instead of to you or creatures you control.
If ~ would be destroyed, regenerate it.
0/1
I'm not sure if that's completely balanced, but it's the best I could do without filling it with ridiculousness.
Oblivion Halo 1BW
Enchantment - Aura
Enchant player
When ~ is put into a graveyard from play, enchanted player loses the game.
"Anointed anshmoited. Throw him over there with the rest of them." - Boris, Judge of Worth
Flip, Morph-husk Puppeteer 2UG
Legendary Creature - Human Wizard
1U: Turn Flip face down.
Morph 2G
When Flip or a creature you control is turned face up, put a 2/2 colourless Husk creature token into play under your control.
2/2
"You know what they say about another man's trash..." - Flip, Morph-husk Puppeteer
He/she was going to be mono blue, but 2/2 bears don't seem very blue to me and the "Turn Flip face down" ability was going to either blink or add Shroud until EOT, but it felt a little too tricky to remove. =/
Next: Unique Green spot removal.
________ 3WU
Creature - Angel Illusion
Flying
Other creatures you control have Shroud.
2: Remove ________ from the game. Any player may play this ability.
WU: Put ________ into play under your control. Play this ability only if ________ is removed from the game.
3/3
Shush G
Sorcery
Target player can't play spells this turn.
If you have played a creature spell this turn, Shush can't be countered by spells or abilities.
"This is our home, and you will show respect." - Berk, Llanowar Empath
Next: Make my friend Berk here into a card
4 Scrying Sheets
16 Snow-Covered Island
3 Academy Ruins
Creatures
2 Vendilion Clique
4 Looter il-Kor
4 Draining Whelk
Spells
4 Mana Leak
4 Stifle
4 Rune Snag
4 Rewind
4 Remand
3 Muse Vessel
2 Ancestral Vision
2 Vedalken Shackles
2 Chalice of the Void
3 Engineered Explosives
3 Threads of Disloyalty
4 Hurkyl's Recall
3 Sower of Temptation
Basically. Straightforward permission with some spiffy artifact tech thrown in.
Scrying Sheets: Is just fantastic. Never waste a draw on a land again.
Academy Ruins: Returns Vedalken Shackles or Muse Vessel if they hit the 'yard.
Vendilion Clique: Snatches nasties before they hit the table. (I'm actually not too keen on these guys. Replacements?)
Draining Whelk: Counter a spell AND play a huge critter? At the same time? Sounds like a good deal to me.
Looter il-Kor: Yeah. You're rolling your eyes and laughing, but this little guy really is fantastic. Almost guaranteed 1 damage a turn (Who plays Shadow critters these days?) and it filters your hand, getting rid of late game Ancestrial Visions and generic non-counter uselessness.
Mana Leak, Rune Snag, Remand, Rewind: Counters. To, you know, counter things.
Stifle: Counters a Fetchland activation and stops Storm shenanigans.
Ancestral Visions: Wicked early game, turns into Looter fodder as the game progresses, which is why it's only a 2-off.
Vedalken Shackles: Who doesn't love stealing critters?
And this is where the deck get's nasty. Ladies and gentlemen, I present:
Muse Vessel!
Why you ask? Because it'll keep your opponents hand nice and small for the rest of the game. However many they have when you play it, is the most they're ever going to have (bar card drawing effects,) and that number keeps getting smaller as they play spells. A handful of counters versus an opponent with 3 cards in their hand? I think that's game.
Muse Vessel and Vedalken Shackles are 2-offs because you don't actually play them until turn 6 and turn 5 respectively. That way you have a little counter backup to save your ass should your opponent have any nasties alurking.
And before anybody blows a gasket due to no Cryptic Command, I just prefer Rewind. It doesn't cantrip, or tap critters, or bounce, but it does untap your land, letting you play more counters if required and letting you activate Scrying Sheets, which often will replace your card anyway.
Really. What I need help with is the sideboard. It's looking pretty sick at the moment.
Chalice of the Void: I only ever foresee this getting set to 1, because at 2 it counters over half of your counter suite and at 3 and above you'll be sinking 6 or more mana into it. There to hate against Elves! and possibly Zoo which are just too fast to counter.
Engineered Explosives: Again, only will ever be set to 1 or possibly 0 (But this time it's because 1 is the highest it can get in this deck) to either blast away some Elves and Nacatls or Bitterblossom tokens.
Threads of Disloyalty: Seems good enough. Stealing things? Yes please.
Hurkyl's Recall: Affinity hate.
Sower of Temptation: More stealing things, but this time with more options. It does die to burn, however. Which is never a good thing.
So does anybody have any critisisms/suggestions/comments?
Thanks in advance.
Edit: My tags aren't working. No idea why. Sorry about that. D:
Instant - 1R
~ deals 1 damage to each creature target player controls unless that player has ~ deal 5 damage to a creature he or she controls.
Next: A beehive in a tree, with a swarm of bees chasing a rather flustered goblin away.
Creature - Nightmare
When ~ comes into play, target opponent loses 3 life and you gain 3 life.
When ~ leaves play, that player gains 3 life and you lose 3 life.
Evoke 1B
2/2
Make a card with multiple instances of a single keyword.
And "Nullstone Matrix" is an ace name. I suggest you use it.
The 2nd could be called something like "Manaburst" or something, seeing as, flavour-wise, untapped lands are still chockers full of mana. But it really may as well read "Tap all lands." 'Cause it seems like everyone will just tap their lands in response.
The 3rd seems awful. Not because it's particularly horrid, but because it's a dedicated hoser of a basic land. Basic! Red seems to hate non-basic lands more than Islands now-a-days, anyway.
You could do it something like:
Explosive Evaporation 1RR
Sorcery
Deal 1 damage to each player for each Island he or she controls.
The 4th would word if it was something along the lines of
Orc Beserker R
Creature - Orc
Whenever a creature deals combat damage to a player, that creature's controller gains control of ~.
3/2
Beserk is an understatement
Since red likes to smash face. So red critters like to go where the smashface is, I guess.
Absorbent Shiftling 3U
Creature - Illusion
Flying
When ~ becomes the target of a red spell or ability, ~ becomes a 6/2 red Elemental creature with Haste. (This effect does not end at end of turn)
When ~ becomes the target of a green spell or ability, ~ becomes a 4/4 green Beast creature with Trample. (This effect does not end at end of turn)
2/2
"Note it's towel-like powers?" - Garry, Novijen Tour Guide
Next: Make a G spot removal spell.