Exava, Blood SorcererB(B/R)R
Planeswalker - Exava
[+2]: Up to one target creature gets +1/+0 and attacks this turn if able.
[-2]: Put two 1/1 black and red Demon creature tokens with first strike onto the battlefield.
[-6]: You get an emblem with “Creatures you control have devour 3 and haste.”
Starting Loyalty: 2
Maybe you should have worded her +2 differently, like Jace, Architect of Thought, or else there's no much point forcing an attack on your own creature.
[+2]: Until your next turn up to one target creature gets +1/+0 and attacks on his or her controller's turn if able.
Slobad, Savior of the Oxidda1RR
Planeswalker - Slobad (MR)
{0}: Sacrifice an artifact. If you do, put 3 1/1 red Goblin creature tokens onto the battlefield.
{0}: Sacrifice an artifact. Put a number of loyalty counters onto Slobad equal to the sacrifriced artifact's CMC.
(-2): Slobad deals 2 damage to each non-Goblin, nonartifact creature.
{-X}: Sacrifice three artifacts. If you do, search your library for any number of artifacts with combined CMC of X or less, and put those cards onto the battlefield. Shuffle your library.
{2}
I really like the design, although it needs the "may" wording.
His first ability is Kuldotha Rebirth, seems fairly decent at protecting him
His second ability has the potential to become pretty busted, although Slobad himself has no way to tick up loyalty counters
His third ability is decent as well, a Whipflare with a non-Goblin condition to prevent his own tokens of dying
His fourth ability has the potential to become really busted. Almost every time "any number of" is used there's a big chance it can be exploited. The cost is steep, but you could fill the board with 0 CMC artifacts which then could be used by somehting else
The next one please do comment on Slobad. I really liked this design
Mechanically that just doesn't work. It'll immediately die due to lack of loyalty counters, it'll prevent Tamiyo being on the field (which may be what you're after), and even if you switch Scroll counters to loyalty counters, it can then loose loyalty counters via players attacking it as per normal planeswalker rules.
Concept wise I like it, it just needs refinement.
Whoops, my bad. Forget the essential line (also a minor modification): Erupting Mountain
Land - Mountain
Erupting Mountain enters the battlefield tapped. t: Erupting Mountain deals 1 damage to target creature.
I think tenangrychickens wanted to make an normal artifact that belongs to Tamiyo, just like Pyromancer's Goggles or The Chain Veil. The wording on that card is a little outdated and weird, I'm sure there are more elegant ways to say "cast this spell with a discount"
For your land, repeatable damage on a land is still busted, especially if you pair with blue stuff that can untap things. Look at the conditions of Desert for a land to deal damage... Electrickery costs mana and a card slot on your deck. This land doesn't cost neither
Twin Devils1RR
Creature - Devil (R)
Double strike
If Twin Devils would deal damage to a player, it deals double damage to that player. 1RR: Twin Devils get +1/+0 until end of turn
1/1
Goldenscale Liberator3WR
Creature--Viashino Rebel (R)
When CARDNAME enters the battlefield, exile another target creature, then return it to the battlefield under your control. It gains haste until end of turn. At the end of the turn, that creature's owner gains control of it.
(2/2)
No one replied to this. It happens, but still FeelsBadMan
I like the concept. You steal his dude, get his ETB effect AND it has conviniently 2 power to return with Reveillark. I see what you did here...
Consort The Unholy1B
Sorcery (U)
As an additional cost to cast Consort The Unholy, pay 3 life.
Put two +1/+1 counters on target creature. If that creature is a Demon, draw a card. A demon is willing to do anything you order him to, provided you pay him handsomely.
Eh....
A little underpowered maybe? You have to pay mana AND life for an effect that could easily backfire 2-for-1 and conditional cantrip? The flavor is spot on though
For those fans of Diablo lore:
Tyrael, Archangel of Justice3WW
Legendary Creature - Angel (MR)
Flying, Vigilance, Protection from Demons W: Target creature gains Flying and becomes an Angel in addition to it's other creature types until end of turn.
Whenever an Angel deals combat damage to you, transform Tyrael, Archangel of Justice
4/4
//
Tyrael, Fallen Star
Legendary Creature - Human
Other Human creatures you control get +2/+2
: Put a 1/1 white Human creature token on the battlefield named Horadrim
2/2
Experimenting with some funky planeswalker mechanics:
Tamiyo, Reborn in Flames2UR
Planeswalker - Tamiyo (M)
+1: Discard a card at random, then draw two cards.
0: Put a legendary blue enchantment token named "Tamiyo's Sigil" onto the battlefield. It has "Sacrifice Tamiyo's Sigil: Counter target planeswalker ability."
-2: Gain control of target creature. At the end of its owner's next upkeep, return it to that player's control.
-8: Put an emblem onto the battlefield with "Planeswalker abilities you control have flash. Each planeswalker ability has an additional cost, 'put a charge counter on this planeswalker.' You may not activate planeswalkers with charge counters on them. At the beginning of each upkeep, remove all charge counters from planeswalkers you control."
4
It's a word salad, but I'm not sure I see a simpler way of accomplishing the goal of this card, which is to enable planeswalkers to use abilities during the opponents' turns, and also in response to other spells or effects, while still preserving the 1 use per turn rule. The problem with giving their abilities flash is that you would be able to activate, then activate again in response since the first one hadn't resolved yet. By adding the charge counters to the cost of abilities, it prevents this from happening. I also wanted to introduce what would be the first spell or ability that can counter a planeswalker ability.
The -2 is the card's "protect itself" ability, with the effect without an emblem primarily being to make sure the creature has summoning sickness again on the next opponent's turn. With the emblem, however, the ability actually enables you to attack with the creature on your turn if you use the ability on your opponent's turn.
I didn't want to give her a straight-up loot for her +1 because Jace, Vryn's Prodigy already has that.
Lore-wise I don't know if Tamiyo is red. She certainly doesn't look red
Design-wise:
- Her +1 needs to be templated like Daretti, Scrap Savant, or else if you are hellbent you get two free cards
- Her 0 could be a little less restrictive. What is a planeswalker ability are you referring to her -2 triggered ability or a planeswalker loyalty / activated ability? Shouldn't the Sigil just be a Stifle? Works with her -2 and is much more flexible
- Her -2 is strange. You get a creature but it doesn't have haste so you don't get to do much with it. The templating is odd as well, because it triggers at the end of upkeep. Maybe you have confused the steps?
- I get what you tried to do with her ultimate: they get flash but can still be activated only once per turn. See Teferi, Temporal Archmage, maybe this is the direction you were headed?
I took some inspiration on your Tamiyo and designed my own:
Tamiyo, the Clueless2UU
Planeswalker - Tamiyo
+1: Investigate two times.
0: Put a legendary enchantment token on the battlefield named "Tamiyo's Sigil". It has "Sacrifice this enchantment: Counter target triggered or activated ability"
-1: Return target creature to its owner's hand, then it's controllers investigates.
-6: You get an emblem with "Whenever you activate a planeswalker ability, put a loyalty counter on that planeswalker then investigate."
4
Hammer of Kabesh3
Legendary Artifact - Equipment R
Equipped creature gains +1/+1 and haste.
Whenever Equipped creature attacks, if you control less lands than the defending player, destroy target land.
Equip 3
Considering current Wizards tendencies, I don't think this would be printed as Standard entry, Commander definetely. I think for flavor reasons you need to template it so it'll destroy a land defending player controls
Minamo, School of Denial
Legendary Land (MR)
: AddCU to your mana pool and put a depletion counter on Minamo. 2UU, remove all depletion counters from permanents you control: Counter target spell if its converted mana cost is equal to the number of depletion counters removed this way.
Minamo doesn't untap during your untap step as long as there is a depletion counter on it.
By itself it seems very weak. If you add mana to something else other than the counterspell activated ability, the land could be locked for the entire game. By itself, it's a repeatable Mental Misstep, which is still 'meh' IMO. Considering a set that cares about depletion counters, the second ability doesn't have the clause "or less", so you could backfire by having too many depletion counters on other permanents. That's assuming that depletion counters won't always work as storage of something beneficial to you.
Ooh. I think this would be a perfect alternate Mythic for EDM.
I'll repost my DFC again:
Altar of Corruption4
Legendary Artifact (MR) 2B, Sacrifice a creature: Each opponent loses X life, where X is the sacrificed creature's power, then investigate.
Sacrifice five Clues: Transform Altar of Corruption.
As long as Altar of Corruption is in your graveyard, all nonbasic lands are Swamps.
/ / / / / / Moonsilver Ichor
Legendary Enchantment
Each Angel is a Demon in addition to its other types.
Demons you control have deathtouch, first strike and can't block creatures without flying.
Sacrifice Moonsilver Ichor and four Angel Demons: Put a 10/10 legendary colorless Marit Lage token with flying and indestructible onto the battlefield.
From a flavor standpoint, what a sacrifice has to do with Investigate?
I do like this Blood Moon effect for a flavor though. Once the ichor goes, it leaves stuff corrupted. I don't like that a single Faithless Looting can suddenly stop decks by having a Blood Moon effect turn 1
What I don't like Moonsilver Ichor is that all Angels become Demons, but only your own Demons have added abilities. My OCD kicks in, no symmetrical stuff
If all Angels are Demons, why do you need to specify that you need to sacrifice 4 creatures Angel Demon?
---
Cryptic Command 2.0 1
Instant - (R)
Choose two:
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard. Draw a card.
Counter target activated or triggered ability.
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
IMO, this should cost 2W to play. I like the card itself, though.
Concussion Bombs3
Artifact - Equipment (u)
Concussion Bombs ETB with three charge counters on it.
Unattach ~, remove a charge counter from it: Tap target creature. It doesn't untap during its controller's next untap step. Then, if ~ has no charge counters on it, sacrifice it.
Equip 2
I like Tumble Magnet better. It doesn't have a cost to tap, doesn't require a creature and stays on battlefield even without charge counters. And it's common.
I think you want My friend sent me a joke that was similar to this, but it actually totally works as a Maze Runner or an Ally. Tuuku, Goblin Gladiator - 2RG
Creature - Goblin Warrior (or Ally if Zendikar)
Whenever Tuuku, Goblin Gladiator fights another creature, put a +1/+1 counter on each creature you control.
2RG: Target creature you control fights target creature an opponent controls.
All creatures able to block Tuuku, Goblin Gladiator must do so.
4/4
I think the abilities are a bit disconnected. Vorthos-wise, if a creature fought another and won, it makes sense that it leaves the fight stronger, so I'd word something like:
Whenever a creature you control fights a creature an opponent controls, if your creature did not die, put a +1/+1 counter on that creature.
The must block ability doesn't make much sense with the fight theme
---
Eldrazi Charm
Instant - (U)
Choose one:
Exile target creature that is one or more colors
Target player reveals his or her hand. You choose a nonland card from it. That player exiles that card. You lose 2 life.
Put two 1/1 colorless Eldrazi Scion creature tokens onto the battlefield. They have "Sacrifice this creature: Add to your mana pool."
I get what you are trying to do with this thread but I feel like you should focus on cards that give a 2 for 1 effect that are like the charms or are the charms. Also add electrolyze to the list unless you literally only want scepter cards.
Interesting that Hallowed Moonlight and Shadow of Doubt on a Isochron Scepter are worst case scenario, a cantrip. Best case scenario, it shuts down an entire combo as long as you have 2 and Scepter untapped.
I wanted a deck that would be 4 or 5 colors that you'd get modals as more diverse as possible. In reality, it seems it's not needed 4 or 5 colors, since the same way Golgari Charm stops Twin, so does Hallowed Moonlight.
Another problem I've noticed is that most of those charms have modes that depend on creatures. If the idea of this deck is to not have creatures to render part of your opponent's deck useless, then 1/3 of your charms are also useless.
What do you guys think of a deck that consists basically of Charms and Commands?
The idea behind the deck is to be as flexible as possible main deck. Then use something like Isochron Scepter and Snapcaster Mage to pile up some CA and win through the charms themselves, avoiding any sort of creature removal they might have.
I know that this scoops to Blood Moon, but the idea of each card you have at your disposal can attack your opponent at multiple angles sounds promising.
I think Farseek left us too spoiled with ramp. Just like after two years of Lightning Bolt we had to get back to Shock and Searing Spear, we'll need to adapt by either using Caryatid or not using ramp at all
Farseek is just a premium ramp spell on the era of shocklands. I guess dat guaranteed/reliable Supreme Verdict turn 3 is no more post-rotation
IMO, any deck idea with this current metagame needs to answer the following questions:
1) Is my deck able to survive Naya Blitz first three turns?
2) Does my deck have enough 2-for-1s to fight midrange strategies such as Jund/Junk?
with that in mind, 3+1 Pillar of Flame sounds auto in. It deals with Naya Blitz and also with graveyard strategies. it also needs a good sweeper, and Bonfire of the Damned probably is still the sweeper of choice when playing red. Mizzium Mortars is also a choice, but Bonfire is much more versatile.
now onto the "activators":
- Pack Rat is boss against spot removal, but cries to any kind of sweeper. An opposing Angel of Serenity is also happy to see Pack Rats on your side of the battlefield, since it'll get rid of the copies forever
- Izzet Staticaster definitely in. Handles Naya Blitz, Aristocrats, Lingering Souls. When in multiples (or equipped with Bracers) can also shoot Huntmasters and even Thragtusks
- Olivia Voldaren definitely in. Many decks simply don't have an out to an active Olivia. If you manage to untap with her, it becomes a sub-game: "let's play around Olivia"
- Niv Mizzet, Dracogenius most likely not maindeck. Like Olivia, Niv dominates the board. Used to be quite a kill condition on other control decks
- Havengul Lich out. Without a way to cast opposing Thragtusks / Huntmasters, Lich loses a bit of his charm. Lich is also quite mana intensive, especially with a Bracers, and there's plenty of mana eating creatures already.
Maybe you should have worded her +2 differently, like Jace, Architect of Thought, or else there's no much point forcing an attack on your own creature.
[+2]: Until your next turn up to one target creature gets +1/+0 and attacks on his or her controller's turn if able.
for reference, Slobad, Goblin Tinkerer
I really like the design, although it needs the "may" wording.
His first ability is Kuldotha Rebirth, seems fairly decent at protecting him
His second ability has the potential to become pretty busted, although Slobad himself has no way to tick up loyalty counters
His third ability is decent as well, a Whipflare with a non-Goblin condition to prevent his own tokens of dying
His fourth ability has the potential to become really busted. Almost every time "any number of" is used there's a big chance it can be exploited. The cost is steep, but you could fill the board with 0 CMC artifacts which then could be used by somehting else
The next one please do comment on Slobad. I really liked this design
I think tenangrychickens wanted to make an normal artifact that belongs to Tamiyo, just like Pyromancer's Goggles or The Chain Veil. The wording on that card is a little outdated and weird, I'm sure there are more elegant ways to say "cast this spell with a discount"
For your land, repeatable damage on a land is still busted, especially if you pair with blue stuff that can untap things. Look at the conditions of Desert for a land to deal damage... Electrickery costs mana and a card slot on your deck. This land doesn't cost neither
Twin Devils 1RR
Creature - Devil (R)
Double strike
If Twin Devils would deal damage to a player, it deals double damage to that player.
1RR: Twin Devils get +1/+0 until end of turn
1/1
No one replied to this. It happens, but still FeelsBadMan
I like the concept. You steal his dude, get his ETB effect AND it has conviniently 2 power to return with Reveillark. I see what you did here...
A little underpowered maybe? You have to pay mana AND life for an effect that could easily backfire 2-for-1 and conditional cantrip? The flavor is spot on though
For those fans of Diablo lore:
Tyrael, Archangel of Justice 3WW
Legendary Creature - Angel (MR)
Flying, Vigilance, Protection from Demons
W: Target creature gains Flying and becomes an Angel in addition to it's other creature types until end of turn.
Whenever an Angel deals combat damage to you, transform Tyrael, Archangel of Justice
4/4
//
Tyrael, Fallen Star
Legendary Creature - Human
Other Human creatures you control get +2/+2
: Put a 1/1 white Human creature token on the battlefield named Horadrim
2/2
Lore-wise I don't know if Tamiyo is red. She certainly doesn't look red
Design-wise:
- Her +1 needs to be templated like Daretti, Scrap Savant, or else if you are hellbent you get two free cards
- Her 0 could be a little less restrictive. What is a planeswalker ability are you referring to her -2 triggered ability or a planeswalker loyalty / activated ability? Shouldn't the Sigil just be a Stifle? Works with her -2 and is much more flexible
- Her -2 is strange. You get a creature but it doesn't have haste so you don't get to do much with it. The templating is odd as well, because it triggers at the end of upkeep. Maybe you have confused the steps?
- I get what you tried to do with her ultimate: they get flash but can still be activated only once per turn. See Teferi, Temporal Archmage, maybe this is the direction you were headed?
I took some inspiration on your Tamiyo and designed my own:
Tamiyo, the Clueless 2UU
Planeswalker - Tamiyo
+1: Investigate two times.
0: Put a legendary enchantment token on the battlefield named "Tamiyo's Sigil". It has "Sacrifice this enchantment: Counter target triggered or activated ability"
-1: Return target creature to its owner's hand, then it's controllers investigates.
-6: You get an emblem with "Whenever you activate a planeswalker ability, put a loyalty counter on that planeswalker then investigate."
4
Considering current Wizards tendencies, I don't think this would be printed as Standard entry, Commander definetely. I think for flavor reasons you need to template it so it'll destroy a land defending player controls
using the same design space of Startled Awake // Persistent Nightmare, but for a simpler effect
Geist Cannon 1R
Instant U
Geist Cannon deals 2 damage to target creature. Then, if that creature died, transform Geist Cannon and put it on the battlefield.
//
Geist of Flames
Creature - Spirit U
Menace
2/1
By itself it seems very weak. If you add mana to something else other than the counterspell activated ability, the land could be locked for the entire game. By itself, it's a repeatable Mental Misstep, which is still 'meh' IMO. Considering a set that cares about depletion counters, the second ability doesn't have the clause "or less", so you could backfire by having too many depletion counters on other permanents. That's assuming that depletion counters won't always work as storage of something beneficial to you.
Cryptic Command
I'm reposting for a second opinion. The original Cryptic Command was designed/meant to be pushed
Cryptic Command 2.0 1UUU
Instant - (R)
Choose two:
From a flavor standpoint, what a sacrifice has to do with Investigate?
I do like this Blood Moon effect for a flavor though. Once the ichor goes, it leaves stuff corrupted. I don't like that a single Faithless Looting can suddenly stop decks by having a Blood Moon effect turn 1
What I don't like Moonsilver Ichor is that all Angels become Demons, but only your own Demons have added abilities. My OCD kicks in, no symmetrical stuff
If all Angels are Demons, why do you need to specify that you need to sacrifice 4 creatures Angel Demon?
---
Cryptic Command 2.0 1
Instant - (R)
Choose two:
I like Tumble Magnet better. It doesn't have a cost to tap, doesn't require a creature and stays on battlefield even without charge counters. And it's common.
Now for something more simplistic. Assuming the powerlevel of Thirst for Knowledge and Compulsive Research
Frantic Research
Instant (U)
Draw three cards then discard a card.
Maybe too strong for today's standard level?
I think the abilities are a bit disconnected. Vorthos-wise, if a creature fought another and won, it makes sense that it leaves the fight stronger, so I'd word something like:
Whenever a creature you control fights a creature an opponent controls, if your creature did not die, put a +1/+1 counter on that creature.
The must block ability doesn't make much sense with the fight theme
---
Eldrazi Charm
Instant - (U)
Choose one:
it just feels so weird doing a Jeskai deck and leaving Path to Exile, Lightning Bolt and Lightning Helix just because they aren't multi-modal cards.
then again you do have a point, because if it's going to slam every good-stuff, might as well be playing a solid T1/T1.5 Jeskai list
Interesting that Hallowed Moonlight and Shadow of Doubt on a Isochron Scepter are worst case scenario, a cantrip. Best case scenario, it shuts down an entire combo as long as you have 2 and Scepter untapped.
I wanted a deck that would be 4 or 5 colors that you'd get modals as more diverse as possible. In reality, it seems it's not needed 4 or 5 colors, since the same way Golgari Charm stops Twin, so does Hallowed Moonlight.
Another problem I've noticed is that most of those charms have modes that depend on creatures. If the idea of this deck is to not have creatures to render part of your opponent's deck useless, then 1/3 of your charms are also useless.
The idea behind the deck is to be as flexible as possible main deck. Then use something like Isochron Scepter and Snapcaster Mage to pile up some CA and win through the charms themselves, avoiding any sort of creature removal they might have.
I know that this scoops to Blood Moon, but the idea of each card you have at your disposal can attack your opponent at multiple angles sounds promising.
Charms and Commands available:
Ravnica
Shards
Khans
Commands
Not really charms
which color and charms do you guys think it's the best?
1) Play other stuff
2) Late game Aggressive Mining
3) Once your hand is stuffed with lands, dump them with Molten Vortex
Farseek is just a premium ramp spell on the era of shocklands. I guess dat guaranteed/reliable Supreme Verdict turn 3 is no more post-rotation
1) Is my deck able to survive Naya Blitz first three turns?
2) Does my deck have enough 2-for-1s to fight midrange strategies such as Jund/Junk?
with that in mind, 3+1 Pillar of Flame sounds auto in. It deals with Naya Blitz and also with graveyard strategies. it also needs a good sweeper, and Bonfire of the Damned probably is still the sweeper of choice when playing red. Mizzium Mortars is also a choice, but Bonfire is much more versatile.
now onto the "activators":
- Pack Rat is boss against spot removal, but cries to any kind of sweeper. An opposing Angel of Serenity is also happy to see Pack Rats on your side of the battlefield, since it'll get rid of the copies forever
-Mindshrieker is out. Isn't good on defense, isn't good on offense. Olivia Voldaren does both wonderfully.
- Izzet Staticaster definitely in. Handles Naya Blitz, Aristocrats, Lingering Souls. When in multiples (or equipped with Bracers) can also shoot Huntmasters and even Thragtusks
- Olivia Voldaren definitely in. Many decks simply don't have an out to an active Olivia. If you manage to untap with her, it becomes a sub-game: "let's play around Olivia"
- Niv Mizzet, Dracogenius most likely not maindeck. Like Olivia, Niv dominates the board. Used to be quite a kill condition on other control decks
- Havengul Lich out. Without a way to cast opposing Thragtusks / Huntmasters, Lich loses a bit of his charm. Lich is also quite mana intensive, especially with a Bracers, and there's plenty of mana eating creatures already.
- Krenko, Mob Boss why not Bloodline Keeper? Makes flying tokens (holding off opposing Falkenrath Aristocrats). Has synergy with Olivia (Vampire) and can become a win-con on its own if left unchecked.
- Mercurial Chemister out. Too expensive, can't do both abilities, the second ability will fizzle with Bracers
- Griselbrand out, win-more.
- Illusionist Bracers 2 is the number. It's a card that you don't wanna see in multiples, and you're fine playing a game without seeing one
And I seriously recommend Ral Zarek. It's like another Bracers, except much more versatile.