The deal with being in public and somewhat called "harassment" (and i clearly distinquish between a from a court defined harassment and a person just feeling they are harassed) , is that its really different pieces.
As a private person you have no impact on public that even remotely justifies that anyone attacks you directly.
However, as a public person, like a politician or as we have here, a cosplayer that actively presents their body in public on public events to players, its in your right to criticizes exactly that, which is the body, its presented in a sexualized manner, so commenting in that way is not even inappropriate (might not be your personal taste, but thats a different deal).
If a private person gets mails from random persons theres zero reason or justification, so thats an entirely different matter compared to someone that publicly pushes themselves into public opinion.
Its a really important part of projecting this matter to the context its presented in.
If i see a women feeding a baby and i tell her "You are a 6/10, i wouldnt even rape you" , it would be an unbelieavable inappropriate thing to say , but to someone that in public makes money by presenting their body ? If i tell that to a stripper ? Inapprioriate for sure, but still an entirely different deal, as context matters, the environment matters and if you do not want to expose to that, you are not forced, you can simply not do that job.
If you go to the extreme and outlaw any potenially rude comment, you restrict language by a great deal, so much that people cannot express anything without fear somebody will feel hurt or insulted, and if that justifies that your social media gets permanently flagged and you suffer for it, its a way more extreme response than the "rude comment" started out as.
The adult option would be to point the rude comments out and keep it on a apprioriate level of response, you can talk stuff out and discuss it to proof a point without going to war directly , and still keep in mind, that no person is outright evil, for such things.
And yes, the real sick people are the ones that perform the threats, thats just downright cruelty and has no other reason than pleasing a sadistic pleasure, and that is absolutely nothing a society has to, or should accept, but its a completely different animal to a critic from an public figure.
I am on the side to promote that individuals are responsible for what they are doing.
Jeremy didnt incite harassment, he did poorly phrased comments sure, but thats hardly crazy evil, its just rude and if you talk to him about that, yes ofcourse he knows himself its rude, and thats about it, you can stand above it and realize that something thats already enough, realize you gone a bit to far and the moment you are told so, you can better yourself, problem solved ; the sick people that continue to threaten , thats what remains, but thats adults, responsible for their actions, and any adult that isnt insane should have enough intelligence to not even do that to begin with.
Racist comments are a special kind of deal, just as gay-topics etc. etc.
Its highly controversial to many people and especially your work place is a context with special meaning here.
If i make a racial comment in private, thats it, nobody cares. If someone is insulted they can sue me, i get appropriate punishment, and/or we settle the topic before it escalates, thats the potential for discussion and understanding that is much more valuable than taking every little comment and blow it up like its a death threat right away ; its clearly not.
In your context part you clearly see context matters so much.
Context is key for this here.
All the screenshots are mostly out of context and look entirely different if you get the big picture.
Yes people are offended a lot, but its undeniably a thing you have to be able to deal with if you have any kind of public job, or open yourself up to that (and if you cannot deal with it, its simply the wrong job for you, as theirs issues with lots of jobs and you cannot just blame others for that, self-responsility is a thing, its not that others are always to blame for anything you do and anything you do will have an effect on others, if your job is in public, thats a given).
I think america in special a lot of people are highly influenced by what some special individuals say , so they build up some form of responsibility for what they say, simply because of that.
And i think, it again depends on context and what group you talk to.
In the case here the group of people is the magic community, people that watch Jeremys Channel, thats already a very small subsection again and people that enjoy trollish comments, so they are already open to that and have their own problems why they cannot control what they are doing (as no sane person would write a death threat email to anybody, but lots of people do, especially in heated discusions and extreme topics).
But here Jeremy cannot be at fault for what individuals end up doing, the targeted audience are adults, and should totally be able to control themselves.
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Your last part.
I also think he could be much less rude in his comments and from his latest comments he acknowledges this, as often you have to be told you are going over the edge, and if its good to think about it (but again, its about critic and staying on a non-extreme course, you want discussion and not open war).
Lots of stuff i can relate to and the topic is simply overblown by extreme margins.
In the end, people said some mean things and others reacted to them ; thats actually all that happened, thats rude at best, but its not downright evil.
This topic would much easier and smoother be solved in a much smaller circle, or in private between these two.
Pulling it to public just makes things worse, by a lot and it doesnt serve anybody, be they right or wrong, in the end, this open warfare just damages the community and people will bunker themselves into even more extreme sides and become even more unable to discuss anything without directly insulting each other.
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But one thing is guaranteed, this will be a hot topic for the rest of the week and probably the next one, and at some point, nobody will care anymore and just play Magic again.
- TheOnlyOne652089
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Nov 30, 2017TheOnlyOne652089 posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemPosted in: Articles
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Nov 30, 2017TheOnlyOne652089 posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemThe fact that a comment makes someone feel harassed doesnt mean it is harassment.Posted in: Articles
Just because someone feels insulted, its not automatic evil in nature.
Most important, he never told to her directly, you literally have to seek out his channel to see the comments, so you actively have to search yourself to see negative comments about yourself.
The indisputable issue are the sick minded individuals that go over the top and do exactly that, email directly, twitter to her directly etc. They do the harassment, they are 100% guilty for it, and they qualify for it, as they indeed take a sadistic pleasure in doing that, its among the most harmful type of troll.
Then theres a difference between private people and people in public.
As a private person nobody has any public interest in what i do and so comments about my person would be out of context.
The moment what you are doing is part of a community, like cosplay at a grand prix and doing pictures of that etc. You present yourself in public and so comments about exactly that are clearly presented.
That alone is no harassment and its just as important to clearly draw a line between what people truly say and what is casually said, simply put, if you are talking to a group of people for hours, chances are you will say something stupid and someone will feel insulted ; so it has to be viewed in context and not just "oh god, look what he said" , and finger point exactly that and ignore anything else.
And especially for Jeremys channel, its clearly a form of topics and talking that you might easily find offending, others do not, some think hes right about a bunch of stuff, and i believe you can easily see he has a bunch of points.
All the so called harassment can be put down to context that gives it a background, so that is what makes the topic a lot more slippery than just believing its all crystal clear.
The idea of thinking its downright crystal clear and theres only black/white in it, is already short sighted, as you have to see more of the picture to get a real glimpse of the actual truth.
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Nov 30, 2017TheOnlyOne652089 posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemYea, if people truly think theres just 1 problem at hand, and that others, but ofcourse never themselves are a part of it, thats just ridiculous, as it is the kind of finger pointing that just wants to make someone else responsible for what you think is bad.Posted in: Articles
If someone truly feels harassed, seek the police, file a claim, prevent the harassment, thats what you can do as an adult, theres a little bit of responsibility for your own too.
Its not your job to defend your wife, if you truly want fairness, she can do that on her own and she should be absolutely able and willing to do so (and if she isnt, that is a problem you have to start working on).
Its always a big question mark, if you have to drag your personal issues into public.
That just makes everything worse, much worse, as you are suddenly exposed to people that choose sides and over dramatic defend it, no matter if it effects them at all.
The adult way to solve the issue would simply be if she started out to simply ask to stop exactly what she thinks is bothering her. Any responsible adult will accept that and change behavior if its reasonable, and if they dont, you file a claim against them, so they get judged by a neutral court (or you are proven wrong on your feeling of being harassed, thats also an option and as an adult your have to live with it). -
Nov 30, 2017TheOnlyOne652089 posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemTheres critic and just phrasing opinions and as a form of entertainer and content provider he has a form of talking that a lot of people find offensive, but there is plenty of comedians i find offensive, but that doesnt make them in any way problematic.Posted in: Articles
Comments can easily be in bad taste and thats undeniable the case for Jeremy, but the real core of the issue to discuss is the small amount of truly idiotic people that take it to a true harassment and violent form of threats ; and the question to discuss would be if you as a content provider are truly responsible for what some sick individuals do , given they are adults, these people are the actual problem, and thats not Jeremy.
The same kind of sick individuals exist on the other spectrum too, some of them Social Justice Warriors that somehow feel Jeremy has to be "utterly destroyed" and death threats against him are "totally fine".
Seriously, its the same kind of sick individuals and its the CORE of a true problem which puts every little issue into full on overdrive roadkill.
It serves nobody and its a form of discussion that is very prevalent in the internet.
Its a culture of trolls and social justice warriors that simply cannot keep their actions behind a healthy line that keeps a minimum of civilized discourse alive.
If people get famous they undeniable have to have a tougher hide. The more people you know and the more people respond to you, the more bad comments you will accumulate.
Thats natural, and people will either like what you do or they will not.
Some of the sick people will downright hate you for whatever you do and this leads to the exact problem of people that think they have to act themselves , right now and fight what they think is the evil, everyone thinks they are in the right to do so and so nobody is able to self-reflect and see they are going over the top.
If matters settle down you could easily see Jeremy seeing himself that a bunch of stuff crosses the line , but bad taste comments and actual harassment should be dealt with in court and absolutely not in public for people to just judge and start their little lynch mobs in every corner burning whatever victim they just found.
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So there is more than just one problem.
A lot of problems and everyone is part of some problem, if they see it, know it, or still deny it. -
Nov 30, 2017TheOnlyOne652089 posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemTheres plenty of "good" men that started wars and killed people in the name of what they thought to be somehow the right thing.Posted in: Articles
The reality is, there are no "evil" and no "good" men, just opinions and people that push these ideology with violence over the other, who ever wins will be in the right, the other side clearly must have been wrong.
Its not the job of people to start a lynch mob and "destroy" other human beings and its downright pedantic to think that is in any way what "good men" should do.
Any problem has to be discussed and solved on the appropriate level.
Pushing topics in public only serves the trolls and media hype , people calling out for a single entity to be blamed for everything they think is bad.
The reality is, theres not a single bad person and everyone is usually to some degree responsible for what they do or do not do.
People really like to give small problems horrific names so they sound like much bigger problems, that leads only to despair and misery, it has no positive benefit for anybody, just pampers the ideology of people that really think they are the only legit form of judgment call, self-administered justice isnt the way to go and if you ever get in the situation to think someone is the personified evil, you are guaranteed wrong and simply ignore the other standpoint (so you become evil yourself, just to pretend to defend against evil, thats in no way a solution and only leads to a conflict in which everyone can blame anyone to be in the right and suddenly there are no good men left anymore).
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Nov 30, 2017TheOnlyOne652089 posted a message on If You Can't Take Criticism of Jeremy Hambly, You're Part of the ProblemA very big issue is that different topics are brought together, while they simply do not fit.Posted in: Articles
Nazi and troll posters are two very different things and should never be put together, just to fuel a cause, thats selling your own arguments cheap and makes them one-dimensional black/white thinking again, which is good for nobody.
Also, there will be critic and negative critic as well, that has to be acceptable.
Nobody is forced to be overly positive about anything.
If you truly dislike something you can say so, and its value to the discussion that this is expressed and not just ignored, or even outlawed as something terrible wrong.
At the same time its very valid to criticize something and not come up with a solution on your own right away. I can critic a cook and not be able to make it better, thats totally fine and it must be legit to do so. The point of critic is that you should never need to justify for it, the receiver can take the critic and see it as an issue, or they dont, thats their cup of tea and its what an adult has to learn to deal with.
But here again, this changes a lot if someone is in private or its brought up in public and presented to a mob of people.
If you just honestly dislike cosplay and say so, thats fair, nobody forces you to like anything.
The "locker-room-talk" is a topic entirely for its own. Its something that is widely accepted and always was. Women to the same about men, they even do it among each other, it might just be more subtle than the direct approach of actually saying it out loud, even if its just in the "locker-room" (or in this case a youtube channel, or a bunch of twitter posts).
Its fine on its own.
What really pushes the topic to become a real issue is how stuff completely gets lost and out of control incited to be way bigger than what it really is (and yes, thats a terrible huge deal with the amount of media and the very real interest of media to promote topics into "highlights" and further push the mob to generate more horrific events to report about, its almost a self proclaiming prophecy, so its very difficult to truly say what amount of discussion is healthy and what is just talking it to bits and pieces, as many if not all topics will be seemingly super hot for the moment and meaningless the next week, as there is no real issue beside the illusion of talk at all).
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How would an adult deal with bad talk about them in private ?
You confront the person and actually tell them to stop as its not ok for you.
Solves the issue, unless the person is actively not recognizing your problem.
In public it changes a lot.
Theres either somewhat anonymous people that jump on a topic train and pick sides, which very often leads to extreme reactions, way over the top (any threats via mail or any form of actual harm is absolutely no-go, no matter what the topic is, theres never a reason to choose violence to solve anything.
So if you talk in public, it will have an effect on people and it will polarize the people more and more. Thankfully lots of people can distinguish between a topic that truly effects them and just a rat catcher lynch mob , but some cant, and the poster shouldnt be responsible for these individuals, as almost anything could be seen as an incentive for violence, if the individual has some sick mind, theres an entirely different problem of its own (and yes, you have to ask yourselves why so many "troll" people exist and no matter the topic, they are harmful and actively ignore any productive discussion).
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For the topic at hand, the first problem that ignited this into a public *****-fest was that it was brought to public at all.
Solving these kinds of issues should have been a thing between Jeremy and Sprinkle , in private or by her actively telling what bothers her, its just fair to do so, as it solves most issues and avoids outside people to intervene.
If that doesnt work out and somebody is not taking your arguments, you can take it to the police and to court to actively stop what bothers you with something like a protective injunction suit, which again should solve the issue at hand, instead of putting it up for debate to a lynch mob that just wants blood, no matter from who.
Its a very clear picture if a topic is just instantly brought to public, avoiding any legal options (or doing so later, in hopes the public opinion boosts your side).
See, if a topic is discussed in public, it will never be fair.
People pick side right away and defend it for whatever the cost, even if it doesnt effect them personally at all ; which brings the Social Justice Warrior term to fruits.
Yes thats a problem just as trolls.
Its good to have empathy, but its bad to jam ideals and ideology into a topic and mix topics entirely, just to proof a point that has nothing to do with the topic at hand.
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Believe it or not, neither Jeremy nor Sprinkle are somehow "evil incarnate" , they arent and they arent "toxic" to the community.
The kind of topic and how much its media-hyped and exaggerated , thats an entire issue of its own and overshadows the problem they personally had to solve between each other and makes it like a community issue , which it isnt, the community is fine, theres very rare cases and problems to deal with and they shouldnt be ignored, but also not exaggerated into spheres they arent fit for.
And this is, about a game, a hobby, people enjoy playing the game and enjoy being part of a community, if this is taken to a level of social criticism it doesnt serve a purpose for the game it just harms the experience for everyone, as it puts a stigma to the game, that it neither deserves or justifies at all. - To post a comment, please login or register a new account.
Creature - Human Knight (U)
First Strike
When Chivalrous Knight comes into play, you may search your library for a creature card named Squire and put it into play. If you do, shuffle your library afterwards.
Tap an untapped Soldier you control: Untap ~ and it gets +1/+2 until end of turn. Play this ability only once each turn.
2/2
Thing is that a "knight" should have first strike or flanking, something like that to feel like a "real" knight, simply because thats a primary "knight" feature to have a edge in combat against other creatures of equal mana.
A problem is that a 2/2 packed with a 1/2 is not really "good enough" to play alone. I mean its nice to get a 2/2 with a 1/2, but theirs more drawback than advantage if you run 4 of each, simply because a Squire in your hand is even worser than a basic land.
So the card has to be effective alone and most Knights are Uncommons as they are superior to other 2 mana drops (for having First Strike and most the time another nice ability).
Making the card a Knight that can use any Soldier as a "Squire" makes it usefull on its own, so it becomes a virtual 3/4 first strike with vigilance, which is for sure something to consider in any White Weenie you have. You still will run a Squire if you can, just to get even more extra features, but its not a good design to force players to play "bad" cards to make the card "playable", its ok if the extra is minor and adds flavour.
Empty Peninsula
Land
RARE
:symtap:: Search your library for a basic Plains or basic Island card and remove it from the game. If you do, add or to your mana pool. Shuffle your library afterwards. Play this ability any time you could play an instant.
Beside that it eats a lot of time to search your library each turn its a design that is not really a drawback at all.
Just take into account a player has say 8 non-basics and 14 basics in the library and a normal deck doesnt need more than 4 mana to be "operational" (and for control this card is pretty much unplayable anyway).
So after 4 lands in play the card is more advantage than anything else.
Making the ability instant speed is strange, is their a reason for it? Its not really a problem if the effect is a mana ability.
Flavourwise it would make more sence that you get white mana for a plains and blue for a island and not any of your choice whatever you remove.
So whats the prob of the card:
1) For Beatdown the drawback is not existing, making it a advantage all the time for drawing non-lands.
2) For control the card will make 2 mana and give you a shuffle each turn, an advantage you see using Fetchlands together with Senseis Divining Top and other "look" abilities.
3) Time investment is high if a player searches the library each time, even if that only takes 10 secs (which shuffling and all) you have to do that like 10 times wasting 2 minutes with each game (and it becomes even worser if multiples are used during a turn cycle).
So all in all the design has something, but it should not consume that much time and it should be more of an disadvantage for beatdown and quick decks.
Making solution for that:
Altar of Prophecy
Land
~ comes into play tapped.
When ~ comes into play, search your library for any number of basic lands and imprint them on ~.
:symtap:: Remove an imprinted land card from ~ and add one mana to your manapool that land card could produce.
So simpel idea taked in one card.
First its a multi color land and a common way to prevent the use in beatdown is "comes into play tapped", simply because that is more or less the only real drawback for beatdown, as life payment and anything like that doesnt matter if you want to win quick.
The card will force you to search your library just once, preventing the time wasting part and you must think more in the future how often you might need it and which mana you need.
So more or less the card works like a Vivid Land for which you must remove basics to fuel it with Counters and if you run only 4 of this and only basics you can have a good way to abuse some cards that take advantage of your "land-less" library (say Goblin Charbelcher and the like) beside that drawing only quality cards is good anyway.
Instant
Each player draws a card and discards a card than each player reveals his or her hand.
Madness 0 (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
A idea could be to make it each player and reduce the Madness to 0 as its a minor effect that can help you cycle your deck.
And the Madness 0 alone can help this card to be a usefull tool for either dredge, Storm (if they run draw/discard) and if you have 3 in hand you can cycle through them, so this alone makes it a card to consider play in storm, madness and dredge strategies.
Deranged Experiment
Instant
Switch target creature's power and toughness until end of turn.
Madness Return an permanent you control to its owners hand (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
Making the switch permanent seems odd, and the effect is primary a use to either kill 0 power creatures or win a combat and the cost can be single blue to keep it usefull for Limited format (double blue makes it pretty bad).
So the good thing to maximize the use of Madness is to replace the cost with something else, if it costs mana you still need your source of discard plus more mana. So the return part alone might be something players consider playing, so the card becomes playable for decks with madness even without blue mana.
Sculpted Assistant 3
Creature - Homunculus
When Sculpted Assistant comes into play or leaves play, draw a card, then discard a card.
Madness :symu::symu: (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
1/4
Not a bad card for limited, as 2/4 is able to hold the ground against most creatures and together with madness you can easy "flash" this card in and trade, as its best you will cycle 2 cards and get more Madness cards.
However mana cost wise i would change the cost to play it to 3U and the madness to UU, and p/t to 1/4 which the a more traditional blue p/t
So with that fixes made, the card is a playable Wall to cycle cards and potentially give you Madness if you need it and if you run blue as a main color you are able to Madness it in fast in the early game or get more Madness "storm" with it.
Insane Ramblings
Instant
Search your library for a card with madness, reveal it and put it into your hand, then shuffle your library. Than discard two cards.
So more or less it is a source of discard to enable Madness for a single blue mana, and the tutor will help you to search for cheap Madness spells, especially the ones with a non-mana cost will do best.
I dont think the spell itself needs Madness, as its the starter for a madness chain and giving it madness doesnt really add something it needs and it is even playable in decks that use something else than "all madness", so search for a Madness card and discard Life from the Loam is a viable option.
Imperfect Creation :3mana::symu::symu:
Creature - Homunculus
When Imperfect Creation attacks or blocks, return it to its owner's hand at end of combat, then discard a card.
Madness :3mana::symu: (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
4/5
Sounds pretty powerfull as the card will be a 4/5 which trades against pretty much any creature in Limited and it can allways attack and more or less come back with Madness from itself, which gives this card vigilance if needed and nobody really wants to attack into a 4/5 blocker, making the drawback pretty small.
So balance wise it would be better to discard first and return it than, which doesnt give it the critical vigilance and forces the player to either have 2 of this or other Madness options to maximize it (and even than its still strong if you play it for 3UU each turn just to block and attack with Vigilance, so its still a good card with a Madness theme).
The "not permanent" controll magic seems not right in blue, its pretty red.
Beside that your card is crazy strong.
I mean it will allways grab a permanent and so give you an additional attacker, and the taked on careful study is just an extra that is not really needed for the card. The same for the Madness, the Controll Magic effect doesnt need the Madness at all and it doesnt really become more "usefull" with it.
So this kind of card makes more sence if the effect has a blue feeling, so stealing only a small creature is good enough, in terms of Threads of Disloyaltie:
Threads of Madness 3
Sorcery
Gain control of target creature with converted manacost 2 or less you dont control.
Discard a card: Tap or untap enchanted creature. Each player may play this ability.
Madness :symu::symu: (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
So easy idea is that this card will help you to steal the small creatures, for the bigger you have bounce and counterspells, you are a blue mage anyway. So the primary power comes if you can hit a creature early on and it becomes even better if that creature has a tap ability, so go for the Mana Creatures to get a boost or steal a creature with instant speed using Madness, than enable more Madness with the discard.
Endless Possibilities :7mana::symu::symu::symu:
Sorcery
Put your library into your hand.
Madness :5mana::symu::symu::symu: (If you discard this card, you may play it for its madness cost instead of putting it into your graveyard.)
The effect sounds cool and actually its insane broken.
Say the Madness doesnt exist, we just use all Mana Ramp to play this card, and if we have the library in our hand theirs nothing that will stop us from winning.
Funny fact is that 10 mana isnt "very" much if you just have to play this card.
Play Rampant Growth effect turn 2, Heartbeat of Spring turn 3, another ramp turn 3, ends you with 10 mana turn 4 and you simply win the game with the use of all the "free mana" you have (which doesnt need to be much, you just have to untap your mana with something like Early Harvest, as you have all 4 in your hand, and all the Eternal Witness and Regrowth Effects).
Beside that some Storm decks might try to run 4 of this, discard it and play it either with Sins of the Past or really manaboost into it, if you can cast it you win, simply as that.
So that all "without" Madness, taking Madness in the bill it becomes even more broken, as you can run Lions Eye Diamond and any other crazy mana accelertion we have, the game is pretty boring when everything is based on a single spell that resolves or not to finish the Game.
Fazit:
Madness is cool mechanic if your Set has uses of it, and other mechanics working with Discard, Graveyard or the Hellbent flavour. The combination of Cycling with Madness is a great thing too, making your spells into "cantrip" and instant speed.
And its obvisious that a player would never relay on "drawing" the copies, players will abuse the mechanic if they can or ignore it if they cant, and sucha result is junky.
:1mana::symu::symu:
Creature - Human Wizard
Flash, Shroud
, Remove two creatures named ~ from the game: Take an extra turn after this one.
2/3
A 2/3 flash shroud is pretty solid strong in Limited, assuming this to be Uncommon to balance it a little (rare seems really bad).
However, if someone plays this than they will try to abuse it, either with "copies" of it or using "clones" and the like.
But even than removing 2 cards to gain an extra turn is not really good nor bad, but it just doesnt fit the bill.
So main idea here is to make the card somehow interact, and the idea you have to give a reward for something "unlickly" isnt bad, but try to make it at least so that i am not forced to play 4 of this, "Named" is the problem, its better if you have different cards that work together than 2 of the same.
Example of what i mean:
Instead of using "named" you can specify the card so it can be exchanged for something else, but in your set theirs only this one:
Fire Elemental 3R
Creature - Elemental
Haste
Elemental Fusion (At any time, you may turn this card into an Aura with "Enchant Elemental creature)
As long as ~ is an Aura it has "Enchanted creature gets +4/+1 and haste.".
4/1
Ice Elemental 2U
Creature - Elemental
Shroud
Elemental Fusion (At any time, you may turn this card into an Aura with "Enchant Elemental creature)
As long as ~ is an Aura it has "Enchanted creature gets +1/+6 and shroud.".
1/6
Diamond Elemental 4GR
Creature - Elemental
Indestructible
Elemental Fusion (At any time, you may turn this card into an Aura with "Enchant Elemental creature)
As long as ~ is an Aura it has "Enchanted creature gets +3/+3 and is indestructible.".
4/5
Idea is to use the "Fuse two creatures to a spell" and change it to an Aura, powering the other, and this cycle of cards (say this are 10 Elementals in a block with 3 sets) you have a nice mechanic for Limited and Aura and creature in one.
However, your idea of "fusing" two creatures to a spell is something that can be done in a similiar way, so its not a mechanic that is allmost impossible for Sealed.
Take the cards that needed you to tap 5 of a tribe to get a big effect, they were unlickly to get, but so powerfull if they actually resolved, and its allways better to give players the choice what they want to play and how "many" they want to play, it becomes quickly boring if you just can play the card with another and have no other choice.
For example for Demigod of Revenge.
A problem is if you want to play it you allways need to run 4, theirs no reason not to run 4 of it as it gains a lot of power if you play more of them.
So thats the problem in the design, it would play out a lot smoother if the card would allow "more" interaction (as changing card name on the stack is not that easy, currently pretty much impossible).
So an idea could be to just "define" the card as specific as possible, for the Demigod that would be:
Demigod of Revenge v2 (B/R)(B/R)(B/R)(B/R)(B/R)
Creature - Spirit, Avatar
When you play ~, put all red and black creature cards from your graveyard into play.
Flying, Haste
4/3
So its worser in power, but as it returns a specific type you get a lot more interaction. It will still return all the other copies, but it will even return all the other red/black cards you have, counting Ashenmoor, the Liege, the 3/1 goblin and a lot of the Rakdos creatures, working especially good with the Hellbent mechanic. And the good thing is it gives players the choice if they want to play just 1 or 4, they are no longer "forced" to play 4 to get maximum effect and the card overall works better with its in color mechanics.
So for your Time Warp card:
Chrono Wizard :1mana::symu::symu:
Creature - Human Wizard
Flash
:1mana::symu::symu:, tap two untaped wizards you control: Return target creature to its owners hand.
4:symu::symu:, Tap five untapped wizards you control: Return all permanents to its owners hands. Play this ability only during your turn.
1/3
So first p/t more balanced to a 1/3, which still can flash in play and block.
Together with the bouncing in form of "Unsummon" you can protect itself and/or any other wizard you have, so 2 wizards pair together to cast Unsummon.
And further the ability for time warp looks not really intresting. Problem is that a extra turn is valuable if you have creatures to attack and if you must remove them its not that good anymore and if someone can abuse it a constant stream of time warps is pretty broken (just imagine a design idea that puts removed creatures back in play, even if its just for 1 turn).
So i thought a Upheavel is a good way to give this card a upgraded Unsummon and use the power of 5 wizards to channel it.
:2mana::symw::symw::symw:
Creature - Wall
~ is indestructible.
Defender
, Remove two creatures named ~ from the game: Destroy all lands.
4/5
Somethign similiar again. A deck that has most from Armageddon is a Beatdown and this card is unplayable for beatdown due to Defender and its manacost.
And as its "remove" it has no real interaction with indestructible or anything in it.
A good idea would be to give a "Wrath" in it and let the creature actually survive its own Wrath, which than kills the name of "Noble".
So idea:
Ancient Defender of Destiny :2mana::symw::symw::symw:
Legendary Creature - Giant, Warrior
~ is indestructible.
Defender, Shroud
:2mana::symw::symw:, , Sacrifice two walls: Destroy all creatures with less thoughness than the sacrificed walls combined thoughness. They can't be regenerated.
5/9
So p/t wise i think white can get a enourmos boost if the creature has Defender anyway, just take Leonidas and the like, the thoughness can easy get +0/2 for each heavy white.
However flavourwise this card has a nice point. It will take 2 walls than crush them and they will bury every creature under it. And the card gives "Walls" a real use for a controll deck, you can play them early to prevent damage and than for a Wrath of your own, making even a "Rolling Stones" deck viable with a bunch of Defenders and walls with power.
So here the idea is to "fuse" two walls into a Wrath, which can be easily imagined.
Creature - Elf
: Add to your mana pool.
, Remove two creatures named ~ from the game: Add five mana of any combination
of color to your mana pool. You do not lose life due to mana burn this turn.
0/1
Ok a obvisious problem is that this guy can make +5 mana turn 2, which in itself is hell of a boost as the player will "combo" out or place a creature that will kill you instantly (say Deus of Calamaty or something like that).
However, mana wise Birchlore Rangers are a example how the idea can turn out to work without being nuts (beside combo potential, which works with pretty much any mana elf).
So instead of giving a ton of mana, better make it easier to get and a lot less.
Or change the idea completly and give the card more a flavour boost:
Mystical Pathfinder 1
Creature - Elf, Scout
: Put a land card from your hand into play.
2:symg:, Sacrifice two elfs: Search your library for two basic lands, reveal them and put one into play tapped and the other in your hand. Shuffle your library.
2/1
So here the idea is to have an Scout that will boost your mana (tapping for mana is a "druid" thing), and the Kodama's Reach will turn two elfs into lands, which should all work flavourwise and play wise, making this card a nice card to have for Limited and constructed, without being nuts or useless later on.
:1mana::symr:
Creature - Goblin
Haste
, Remove two creatures named ~ from the game: Untap all creatures that attacked this turn. After this attack phase, there is an additional main phase, followed by an additional attack phase.
2/1
So for goblins i would say this is the strongest as they have Goblin Matron and the Bogard to search, especially together with Goblin Recruiter and the like it could easy be an engine that can quickly be your death, especially if a Goblin Piledriver is in the mix (which gets the boost again and again, so even 3 goblins are your dead).
So the ability cant be that, and a 2/1 haste alone is a Limited size that is not bad at all.
A solution might be to drive the concept further to 1 tribal:
Crashcore Goblin :1mana::symr:
Creature - Goblin, Warrior
:1mana::symr:, Remove ~ and a dragon you control from the game: Put a red 5/5 flying trample, haste Dragon, Goblin token into play.
2/1
So this card will fuse a Goblin with a Dragon, and results in a Goblin Dragon Hybrid, which itself is a funny thing and the card works great if your set has some cheap dragons for like 4 mana.
:2mana::symb::symb:
Creature - Zombie
Fear
, Remove two creatures named ~ from the game: Target player loses half his or her life rounded down.
3/2
So a 4 mana 3/2 fear is solid Limited size (as its 7 turn clock alone, and outside of multicolor land, fear is a good evasion).
However the ability looks boring, especially as you cant finish the opponent with it, which is bad if you have two 3 power fear creatures theirs no reason to blast them for the effect, so the effect is non existing.
So an idea could be for the black card:
Darkvein Zombie :2mana::symb::symb:
Creature - Zombie
Fear
:2mana::symb::symb:, sacrifice two zombies you control: Return target creature card in a graveyard to play under your control. Its a black Zombie in Addition to its other types and colors.
2/2
So finally:
If you want an ability that works extrem unlickly and give a big reward if it actually works, you get a high gambling in the game and this is most the time a boring thing and if the card is just not good enough and the effect not breakable you end with a powerfull effect that nobody can play (look that Flame Gambit thing with multiple coinflips in a row).
And if a player has no options they will dislike the card fast, if a card has many possible ways to be played peops have longer fun with it and its a way better card. And allways keep Limited in mind, each card is a card for Limited primary and most the time simply the best become constructed cards (or some Meta Game answers), so the power doesnt need to be insane by the card itself.
So something like:
Plains Land
Land - Plains
If ~ would come into play, you may put it in play flipped.
///
Island Land
Land - Island
So the idea is that the card simply is 2 cards in one, not like a Split card (as 2 lands in play with 1 drop is pretty brutal and works out strange), this can work easy, even better if Rulez for Flip cards gets reworked so you can cast the card with the Flip which makes the "if" part not needed.
The Flood Plain land is pretty much Flood Plain, and fetchlands are ok, but i dislike them as they just eat like 5minutes of play time each time, so to be true they are a time wasting thing.
So it boosts you +1 mana, it gets in the grave and you got 2 duals in play, so it virtually is enough to have 1 of this and you have "domain".
However, beside that little fact that this lands are just insane strong, compare them to the Vivid Lands, if you can use 3 of them you have eating 9 lands out of your library, so your draws will become better, and you have 6 mana in play, which effective translates in an easy turn 2 Plumeveile, turn 4 Broodmate Dragon and the like (translated to simpel 5-color controll in Standard). Thats insane strong lands for every deck that doesnt need a first-drop and decks might easy be willing to skip a lot of them just to get the advantage in mana (like a solid turn 2 Doran, its better than playing Birds, the land is more immune to removal and fetching 2 lands can even be a better mana fixing).
All in all they are too strong, as a life payment is a minimal cost and to be true Onslaught Fetchlands are by far one of the strongest lands (even better than Duals to be true, as they make duals a lot more powerfull than they are even without, so a fetchland is virtually any dual of your choice).
Most of your "ability" lands are no real problem. Assuming you mean trample is just "Until end of turn" they are weak enough to be common lands for Limited use and players with a deck full of big "non" trampler would play the land (naya has a lot of non-trampler right now).
The "removal" lands are simply insane powerfull. Peops played Desert to stop 1 thoughness creatures and shooting for 1 damage target powerfull and even if you just focus on Limited (which is a primary thing, as a minimal number gets played in Constructed later on, nearly all cards are Limited at first) every repeatable removal is bomb and the black one is even more insane, 1 damage to all creatures will be the thing that makes every 1 thoughness creature in your format unplayable, and such things are very bad to have (like it is right now, the only solution against the massive amount of pyroclasmn effects is to play 3+ thoughness creatures, beside the prot red things).
If you want some abilities trample is a good thing, first strike, anything will do, but dont touch removal that is not fun to play if your opponent has infinited removal in land form (as in every format a 1 damage pinger is a pretty playable card, and lands are allmost indestructible and a lot better simply because they make mana).
Instant
Clash with an opponent. If you win, counter target spell.
Put ~ on top of its owner's library.
Thats a lot better. Its actually a random counter, so it might even be a red/blue counterspell for just RU (being like Odds on Split card), but beside that blue can easy manipulate the library and have something big on it to have this allways be a winnger on the clash and than you can log out your opponent as you will keep the card on top.
However the strong part is that if you have a clash card that is expensive enough (say 7 mana) you might be able to keep it, especially together with Senseis Divining Top and the like, but i would say its a more balanced thing than the Counterbalance interaction (which is a sucky thing as it just costs no mana at all).
Scramble Again :1mana::symu::symr:
Instant
For each creature, switch that creature's power and toughness until end of turn.
Put ~ on top of its owner's library.
Sounds usefull enough, but ofcourse this effect simply "Must" be instant, so you can use it to combat trick, especially cool to have if your creatures are 3/1 and the like, so as its best they will distribute the damage, you can switch and all your guys survive (and there guys are dead).
Beside that you can use it to kill 0 power, which works good with blues -X/-0 (beside that it kills Doran).
Offers much and this makes it fun to play, and the effect is nothing you want to abuse and play just every turn, so the "buyback" is in good place here.
Swamp Snatch :2mana::symb::symb:
Sorcery
Destroy target creature without flying or swampwalk.
Put ~ on top of its owner's library.
However i highly dislike repeatable removal, simply because no matter how bad they are, if it is repeatable removal and you hit a creature each turn you simply "cant" lose a Limited Match (unless you are comptletly raped).
Just keep in mind that Darkblast with a simpel -1/-1 was a powerfull card as you can use it as Combat Trick, Removal and for the Dredge Engine.
And other buyback removal like "Slaughter" have a life payment to protect from infinited use (and still a house).
So it might be good to make it "destroy target creature, you lose life equal to its toughness" and anything in that league, or you make it a simpel "discard a card" for B, that would not be strong at all, but use the mechanic without the annoying parts of putting a powerfull effect on a "buyback" card.
Request Bail :1mana::symw::symw:
Instant
Remove target creature from the game unless its controller pays :xmana:, where X is that creature's converted mana cost.
Put ~ on top of its owners library.
Missing the put on top? White should not get this removal, Path to Exile is pretty much just possible because of Swords to Plowshare, normally its WAY WAY over what white gets, and it and Oblivion Ring should never be the basic of what white has in Removal, as they are both insane powerfull.
However, even without the card is not that powerfull, as it is only removal if you hit your opponent tapped for something else, and so it will only hit 1 time and than get the player for a payment. That doesnt mean its bad, it works perfect together with Ghostly Prison like taxes and your opponent will have a hard time to use haste creatures.
So this kind of card is a better version to get repeatable removal, but it has no real interaction with the mechanic, a better would be that:
Razormane Shards :1mana::symw::symw:
Tribal Instant - Cat
Reveal the top card of your library.
Remove target attacking or blocking creature from the game unless that creatures controller pays mana equal to the revealed cards converted manacost.
Put ~ on top of your library.
This way it interacts more with the "Top of Library" thing. To further increase the interaction i thought of the use of "tribal" to give the set a Kinship ability, which allways looks for the top card to get more out of this card.
Pile Shuffle
Instant
Scry 2, then draw a card.
Put ~ on top of your library.
This is bad, very bad. Because its powerfull, stronger than Serum Visions and its no drawback at all to put this on top, thats just an extra that will further make it stronger as its never bad to draw this over and over, it will cantrip anyway.
So if you want a card draw, try to focus on a "Top of Library" idea:
Pile Shuffle
Instant
Clash with an opponent.
If you win the clash, draw a card and Scry 2.
Otherwise each player draws a card and Scry 2.
Put ~ on top of your library.
So this way its a cantrip that either gives every player a card, or you will draw and get it back.
The card works great as a enabler for the mechanic with Scry, and you can get it every turn, and after a clash your opponent might get the Scry too and set cards to not lose.
The cantrip after the clash prevents that you can keep the card and win over and over. So for Limited a powerfull card and an easy helper if you are about to use Clash and other "Top of Library matters" mechanics.
-----------------
So important to remember is that the card alone should not have too much power, as they get very very annoying with a build in Buyback, and any kind of Removal is strong even if you just have 1to1, drawing Removal every turn is something that simply cant lose you a game.
Try to combine more mechanics to have a use of the mechanic so the effects can be smaller and more simpel, than they will get more strength simply with the interaction:
Example:
Squirrel Migration
Tribal Sorcery - Plan
Conspire
Put a 1/1 green Squirrel creature token into play.
Put Squirrel Migration on top of its owner's library.
Funny is that this is pretty much not bad at all.
Getting a 1/1 each turn is not a bad thing, if you are winning you get a jump blocke reach turn, later on it will give you 1 token each turn, so if the board is stalled you dont need to topdeck if you just need to push through some damgage and the card works wonderfull with Convoke and Conspire, as it makes cheap tokens to use for the mechanics and if you have a starting hand with 3 lands, this and 3 convoke spells its good to use the tokens as acceleration.
And making the spell a tribal Saproling gives the little extra if your set cares for Saprolings (which are mainly tokens, so i choose Plant, as Saprolings are something Plant like).
THe card with conspire plays a little like the Buyback Saproling spell, and that was a powerfull card in Limited, as you could use it to build up an army in a couple of turns.
But its important to see that a 1/1 is normally unplayable unless the ability it provides can "somehow" have a meaningfull effect later on, and building a constant stream of 1/1 doesnt need to be bad, and you can make them more valuable if your set actually provides the interaction (green can easy have Conspire, Convoke, and other mechanics that use creatures to get an advantage, the same as black can use them as sacrifice, and other colors might do their own with them).
So keep in mind that it is important for cards to have interactions with others that might be in the same set, watching the card in a vacuum is allmost allways a failure.
Divine Musings :2mana::symw:
Sorcery
Target player gains 3 life.
Put Divine Musings on top of its owner's library.
Just curious. How do you came to that manacost?
Even if the spell costs just a single white and is instant, its pretty junk, as a draw is not worth 3 life (look Words of Worship, even they suck pretty much as abusing them isnt worth the draw).
So this card works better as Healing Salve, with the Buyback part, and than i would still give it a "real" buyback cost (even if its tap two untapped white creatures you controll), as it simply plays out better.
If you have the shock in Limited you simply "win", you can kill a creature each turn, burn for 2 each turn, theirs nothing that stops you from winning and the card alone dominates games, especially as you can use it 2 times to deal 4 damage to even big creatures (play, draw, play).
Dark Blast was a powerfull Limited card but dealing 2 damage is a lot stronger, especially as putting on top is less like Dredge, and this cards have a lot in common with Dredge in view for Limited, and pretty much any Dredge card is potentially powerfull for Limited as you never draw multiple lands later on.
So to the cards itself:
Cycle Counter :2mana::symu::symu:
Instant
Counter target spell. Put ~ on top of its owner's library.
How do you think this card is fun at all? If it counters something you will run into a counterspell each turn, so the only way out is to have 2 spells a turn, and that alone is a hard task in Limited. For constructed this card is too slow, but if it wouldnt its no fun to get locked out of a game.
If i play aggressive, turn 1, 2, 3 creatures, best flyers and get me in a position to win, this card will simply win the game against any controll player which would need to Wrath, play a Big creature and all that.
Look for "Forbid" if you want a Counterspell that has "buyback" the cost has to be something that will not pay for itself, it has to be something that "runs out" so players can play spells to exhaust the counterspell caster (and putting the card on top is pretty much meaningless if the game progresses).
Reshock
Instant
~ deals 2 damage to target creature or player. Put ~ on top of its owner's library.
Putting the card on top is never a drawback, if you run this card you have a aggressive manabase anyway, and if you can play this turn 3 you will simply use it to win the game, as it constantly deals 2 damage and elimates the dead draws.
Natural Cycle :1mana::symg::symg:
Sorcery
Destroy target artifact or enchantment. Put ~ on top of its owner's library.
The weakest of the bunch, but pretty much only because a 1GG sorcery Naturalize is bad enough compared to Krosan Grisp and the like as you rarely need multiples and so the "buyback" is really more of a drawback even to the fact that the card itself is under the normal standards.
Cycle of Life :5mana::symw::symw::symw:
Sorcery
Double your life total. Put ~ on top of its owner's library.
Beacon of Immortality is something that wrecks players if you ever come in the situation to cast it each turn, but this card will for sure be casted each turn, so you would need to ManaRamp into it to play it in turn 4 or 5 and than each turn.
Bad thing is that this is something like the Recurring Martyrer of Sands, its so long good until your opponent can wreck your combo, and thats not even hard as they will use "anti-lifegain" in red and each color can somehow do something against it, but the question is if that is important anyway.
The first cast of this might go for +10 life, which can still be raced as the player must cast this every turn and will not that easy get another cards, so if you deal enough damage you will still win. The problem starts if the player has something like Ghostly Prison which prevents you from dealing enough damage until they get in the range which you can race (20 and up) till than doubling life will create more and more life and so you are dead.
However, if this kind of card "would" be printed, and its really boring, players would adept.
So what ever happens, this card need something to be more than "play me for the rest of the game", the Beacons are something that goes near this idea, but in a more funny way. If you play a Beacon shuffle it back, you can draw it again randomly, or you play the game and abuse them, like back in the days together with Arcslogger to remove your library and than the Beacon to finish your opponent.
Another is the cycle of spells that suspend themself, its a constant stream of spells, but it will not lock you out of the game.
Creature - Shapeshifter
As Perfect Mimic comes into play, choose a permanent. Perfect Mimic becomes a copy of that permanent.
0/0
Should cost at least 5, as its better than clone, and it is COpy Artifact, Copy Enchantment, and even "Copy Planeswalker to death" and all such in one card.
Relocate :1mana::symu::symw:
Instant
Shuffle target permanent into its owner's library.
Thats insane and broken. Even if you make it non-land its still a hell of Removal and just better than Oblivion Ring, and no blue/white has not "that" removal power, and yes Path to Exile and Oblivion Ring are "very" powerfull and for my taste very stretched in the Color Wheel (as they primary point is the reference to older cards).
Angelic Aegis
Artifact - Equipment
Equip -
Equipped creature has shroud and lifelink.
Ok, Lifelink alone is a strong effect and switching it around your creatures is a powerfull tool in Limited, especially if your target is a flyer, or just a big creature. This card is for sure not a Loxodon Warhammer (which is a joke in Limited) but its still potent because Lifelink can win games and shroud will make sure that the creature isnt easy to kill.
If you want this card to "instant" equip say "attach ~ to target creature", and if you want that it becomes a lot more powerfull as you can protect pretty much every creature from Spot Removal, so for my taste its enough to have it be a normal equip with Sorcery Equip, or you use the way like Cranial Plating, and give it a in color instant equip.
Maybe it might be better to change the effect to something like:
Angelic Aegis
Artifact - Equipment
Equip -
Equipped creature gets +2/+2 if its green, shroud if its blue, lifelink if its white, deathtouch if its black and first strike if its red.
Tryd to avoid haste for red, so first strike makes the card better. The combinations allow the card to get a usefull ability for the colors, but ofcourse you want to combine them, so you get powerfull tools like deathtouch+firststrike, or lifelink+shroud on a flyer, or just +2/+2 and shroud on your creature to beat for more which makes it a powerfull artifact that works best in sets with multicolor and hybrid.
Raging Bull :2mana::symr:
Creature - Beast
Raging Bull gets +1/+1 and haste as long as you control a mountain.
Raging Bull gets +1/+1 and has trample as long as you control a forest.
Raging Bull has "Pay 3 life: Regenerate this." as long as you controll a swamp.
1/1
Just added the extra "fear" as the creature wants to work with the Friendly Colors of it (Black and Green).
P/T i choose 1/1 as the card is a 2/2 haste in mono red, which for Limited is viable, a 3/3 haste trample in GR which is strong, a 2/2 haste regenerator, which is strong and if you have everything you have a pretty nuts 3/3 haste trampler regenerator which works pretty much like Hedging Troll.
Idea Swap
Instant
Shuffle X cards from your hand into your library. Draw X+1 cards.
Problem with this card is that its very very strong.
It cantrips and its instant, the thing is that it can give you a massive "draw" which gets abused by Ichorid, beside that you would use it to cycle 1-2 cards away to draw 3 fresh cards, and that is powerfull for a 1 mana card, especially instant.
Look for Lat-Nams Legacy, the card isnt really strong, but its viable enough to be a card you play if you want the effect to shuffle cards back which are not good in your hand, especially for Combo decks like Oath of Druids and all others which can have cards in hand that avoid to combo. Powerwise Brainstorm is used in every format to do that job, and you dont have much more cards that give this kind of effect.
So all together i would make this card more expensive, if you want an effect in flavour of Tolarian Winds, you can print it with the reshuffle, so for 1U this kind of effect should be ok, as that is the mana of the Impulse effects,
Growl Fang :2mana::symg:
Creature - Beast
When Growl Fang comes into play you may destroy target artifact or enchantment.
When Growl Fang leaves play you may destroy target artifact or enchantment.
2/2
Beside that Viridian Shaman was a playable and potent card in its block this card just takes it way to far.
If you want this card to be what it is, its enough to have the effect just 1 time and make it not "may", as 3 mana for 2/2 with Naturalize is strong enough allready.
A solution to get both might be to give it a both sided effect, making it:
Growl Fang :2mana::symg:
Creature - Beast
When Growl Fang comes into play each player sacrifices an artifact or enchantment.
When Growl Fang leaves play each player sacrifices an artifact or enchantment.
2/2
This way its still strong, but the sacrifice makes it less "naturalize" power, and you can still trade 2for1 or even 3for1 with it, and its a powerhouse in Limited to kill artifacts and enchantment Removal (auras and everything).
Whimsy :xmana::symr:
Instant
Remove top X cards of your library.
Whimsy deals damage to each creature equal to the red mana symbols in the cards removed with this card.
This way it will be a board sweeper for X=2 allmost every time, simply because you will reveal something big enough and than deal massive damage, that taked on Instant is very strong allready.
Making it damage players is impossible as its WAY over the top as we have the Demigods and its quite possible to simply play all of the red ones and than you can play this for X=3 and deal 15 damage, which is way way too much.
Another possible use could be something like that, which makes it possible to hit players:
Whimsy :symr::symr::symr:
Instant
Remove cards from your library from the game until you reveal a red card.
Whimsy deals damage to each creature and player equal to the red mana symbols in the red card.
So this is a strong tool to get a flamebreak in decks that focus on red mana, and its limited to 1 card, so as its best you have a Demigod to get a Inferno to get Maximum effect a deck with this would go with Demigof of Revenge, Deus of Calamaty, Flame Javelin, Bogard Ram-Gang, Ashenmor Gourger and all the cards that have 3+ red mana in its cost. To further upgrade the Draw you would run Lash Out and some clash cards, together with Senseis Divining top to set it up.
Another way to use this card is to have it as the only red card, so a copy will hit the next and you get a clear Flamebreak out of it, but depends if the players wants to go that risk, at least its a possible use.
Maniac
Creature - Nightmare Spirit
At the beginning of each player's upkeep, that player discards a card.
Whenever a card is discarded, Maniac gets +1/+1 until end of turn.
1/1
If you just take the discard, this card is a viable and really playable if your deck runs Life From the Loam, Madness, and the might even have it as an advantage, and discard for your opponent is powerfull in such a way.
The +1/+1 is a combo source, and makes the card to strong, simply because a player can use massive discard, keep in mind that cycling is discard, and Wheel of Fortune, Windfall, Tolarian Winds and all that cards give this card a whooping +5/+5 and more.
So if you still want an extra, choose a type that Limits the cards power and doesnt allow an open end:
Maniac
Creature - Nightmare Spirit
At the beginning of your upkeep, each player discards a card.
Hellbent - At the beginning of your upkeep, each player discards two cards instead.
1/1
So this way its more focus on the discard, making it a single trigger is easier, as your opponent is able to kill it before a trigger, and if you reach hellbent the 2 discard is a deadly ability. So all in all such a card is powerfull, even if for current Standard their is too much damage based Removal and players will place fast creatures and less play to control (and if they play 5-color control they will have Removal for this guy for sure).
Demigod of Immortality :symw::symw::symw::symw::symw:
Creature - Avatar Spirit
You may remove two white cards in your hand from the game rather than pay Demigod of Immortality's mana cost.
:symw:: Demigod of Immortality has lifelink or flying until end of turn.
:symw::symw:: Demigod of Immortality has protection from the color of your choice until end of turn.
:symw::symw::symw:: Remove Demigod of Immortality from the game and it gains suspend 2.
5/5
Ok, im pretty sure this card is so much nuts and so incredible boring and i think you miss that Lifelink isnt redundant, you can easy have 2 or 3 or any number of Lifelink and they each trigger, so 2 times lifelink is double the damage in life (2/2 with 2 times lifelink is 2+2 = 4 life gained).
So the "pitch" is what makes this card so stupid broken, i will play 2 of this turn 1 and what will my opponent do other than simply die?
With needed fixes it would be:
Demigod of Immortality :symw::symw::symw::symw::symw:
Creature - Avatar Spirit
:symw::symw::symw:: Demigod of Immortality has lifelink until end of turn.
:symw::symw::symw:: Demigod of Immortality has protection from the color of your choice until end of turn.
:symw::symw::symw:: Remove Demigod of Immortality from the game and return it to play at the end of turn.
5/5
So compare it, this is pretty nuts if it hits play your opponent "must" directly handle it, or you are able to "astral slide" it and give protection, together with Lifelink and if you play against red they are pretty much dead with a single 5 damage and double Lifelink.
And it doesnt need flying as the Protection gives the needed evasion it will ever need (and against artifacts, theirs a reason you have Path to Exile and Oblibion Ring).
Sunlight
Enchantment
Cards in your hand and graveyard are white.
Sounds random if it doesnt turn permanents white, which is effective more flavourfull than your hand (which is hidden, so no Sunlight shines at them).
As its is the effect looks like it does nothing, all it does is done by Painters Servant, so if something wants to be abused, the Servant does it allready.
Avenger :1mana::symw::symr:
Creature - Warrior Spirit
Avenger's power and toughness are equal to the number of red and white cards in your graveyard.
Sacrifice a mountain: Avenger gains haste until end of turn.
*/*
Normally this card is pretty bad in Limited as you have it 0/0 until a creature from you dies, or you play a Burn and the like. So as its best you might have it 3/3 which isnt really worth the effort.
To make this guy actually playable and somehow have the abilities work together (they dont actually, just in case, mountains are not considered red), make some fixes:
Avenger :1mana::symw::symr:
Creature - Warrior Spirit
Haste, First strike
~ gets +1/+1 for each red and white creature card in your graveyard.
2/2
So easy thing. The 2/2 haste first strike alone makes it a nice beater in Limited, and it will get some boosts if you lose your creatures, especially if you combine this with Echo in red, Evoke creatures, and some sacrifice creatures, you can easy use it so your opponent cant block it safely as the first strike will protect it.
Ravenous Mongrel :1mana::symb:
Creature - Zombie Hound
Discard a card: Ravenous Mongrel gets +1/+1 until end of turn.
Sacrifice a creature: Put a +1/+1 counter on Ravenous Mongrel.
2/2
Sounds strong and still fair. The Carrion Feeder +1/+1 counter is a powerfull ability and can easy go combo and the card is overall a lot stronger than Nantuko Husk which is a stable card in token/sacrifice decks in the past (and even today if their wouldnt be Volcanic Fallout, Firesprout and the like).
It combos a lot with Exhume (discard, Exhume, sacrifice), and the sacrifice alone will make it strong as its just better than the BGR multicolor card in Conflux (which is 2/2 and has the sacrifice not more, and its still a usefull card for Jund).
So if this card wants to see print, it might need to be a "pushed" card, should be uncommon or even rare, and everyone will know its over the top of "normal" standards.
Strange thing is that this isnt a Mana Ritual what red would use and the draw is more or less 2 mana, and like every card that makes mana, you will try to reduce the cost to get it down to 2 mana to get a free draw 2.
Cards like that tend to be Storm and combo cards, and the mana it adds is somehow not really something that gives you something.
A nice solution to drive this card more in the red/blue area and to possible increase its effect could be:
Chorus of Inspiration :2mana::symu::symr:
Sorcery
Draw a card and Clash with an opponent. If you win the clash, add or
to your manapool and repeat this process.
So this way you will just cantrip and if you go with a plan to clash you might end with a massive drawspell and massive extra mana, going in reds flavour of "randomness" (which isnt "really" random), and blue will have its massive burst and works especially good if you can set your library Up before it.
Sounds pretty nuts, simply because this card is nothing to hardcast, players will either cheat it in play, Reanimate it or just use it draw massive cards, which than is simply "you win".
I would exchange the draw 4 for something that goes more in the colors, as the card doesnt look intresting that way, just too much draw packed on it:
All-Knowing Qul :4mana::symg::symu::symr:
Creature - Elemental
Flying, Haste
When All-Knowing Qul comes into play and is played from your hand, reveal cards from the top of your library until you reveal a instant, sorcery and a creature card. Put these cards in your hand and the rest on the bottom of your library in any order.
6/6
Creature type wise i say "wizard" doesnt sound "big", so p/t wise a Wizard tends to be small and draw the power from its ability. A "druid" is most the time small too and has something to do with Mana and lands, as a Druid is a creature of "nature".
This card wants the "played from hand" to avoid abuses, but doing that allows for more p/t to make the card an efficient 6/6 flying haster and the ability will give you 3 cards, and you can even toolbox with it to find another copy of this card, and 2 more spells that will ensure you will win.
So that all together drives this card to be played in a deck with the ability to ManaRamp into it, using ManaRituals in red, greens Mana or even blue to reduce its costing cost. So all in all for sure better than a "draw 4" taked on a random creature.
Sounds like it easy combos with all Shocklands, i just imagine this in a bunch of storm decks.
If i have 4 duals out this adds 8 mana to my pool.
I would change the card as the use of the basic land types doesnt seem the right:
Powerwell 2:symg::symu::symr:
Instant
Choose a player.
Add to that players mana pool for each creature in play.
Add to that players mana pool for each spell on the stack.
Add to that players mana pool for each sorcery card in your graveyard.
So this way the card gives a bunch of options to possible get not less mana from it, but not as simpel as to look for basic land types, which only gives the option to run all the Shock Duals you can (or use something to turn your lands temporary into them).
As it is you can use it perfect against opponents which many creatures and it encourages you to play creatures to, the blue will make at least 1 blue, but potentially more if you play it in Response to combo in your opponents turn and ofcourse you can use it with Free Spells.
The red will make a bunch of mana if you run it with all the Sorcery Rituals, and a bunch of Storm cards are Sorcery anyway so you might possible get a Seething Song, +1 blue and a bunch of green mana out of it when you play it in the right circumstances.
To give the final punsh i wanted the card to possible mana burn your opponent, so flavourwise overload his brain and cause a big [deadly] headache.
The card draw is for sure power in Limited, the land drop doesnt matter if you reach 6 mana.
So all in all i would say the land drop should be changed for something that has an "real" effect, or you put an additional effect that gives interaction with it:
V1 Mindeeder Qul :4mana::symu::symg:
Creature - Weird Druid
At the beginning of your upkeep, draw a card.
:4mana::symu::symg:, T: Target island or forest becomes a 3/4 green and blue Weird Druid.
3/4
V2 Mindeeder Qul :4mana::symu::symg:
Creature - Weird Druid
At the beginning of your upkeep, draw a card.
You may play an additional land card this turn.
:symu::symg:, return three lands you control to its owners hand: Put a creature card from your hand into play.
3/4
Vitalizing Iqqarra
Creature - Weird Shaman
Whenever a player draws a card, you gain 1 life.
1/1
Gains not less life. Looks not broken, but it gains not less life and is a at least a free life each turn.
Barage in the end is like Storm problematic in Limited as it needs something to play it, Suspend was a good thing.
However, flash is ofcourse allways an extra, but this card is not really about the "trick" its for the bounce and that is the main point to build around it. The vigilance is really not good for green i would choose an "untap" so the card can be played after combat to possible ruin combat math in a damage race.
Owl's Watch :1mana::symg:
Enchantment
Creatures you control have reach.
When ~ comes into play untap all creatures you control.
At the beginning of your upkeep, return Owl's Watch to its owner's hand.
Its just me but if the card bounces itself i like the trigger more than the vigilance, as its more in color to have an untap for creatures in green.
Powerwise it looks ok at 2 mana, no need to add more stuff on it, if the set offers interactions with it, the card might be strong as it is.
All this 0 mana creatures are so incredible boring. I mean they are even less than vanilla junk cards, completly junk in Limited and even with some interactions you are more happy to get a Ornihopter as the flying might enable some blockers, and possible evasion together with equipment and the like. This card does more or less nothing it jump blocks and thats it.
The main problem for my taste is that everything this card does can be done on a more usefull body and with more interactions, just look for the flash creatures for green, the Ouze works perfect with Devour and if the idea is to have a creature jump out of the forest you can play a lot better with it.
Sounds like a green hate card, powerwise uncommon quality (wouldnt say rare for that). It can possible wreak some Limited so having this card makes every 1 thoughness flyer a worser quality.
However on the other side it might be a good idea to connect your cards to have a theme, so i would use this card together with the enchantment which is the one i like best:
Katabatic Djinn :2mana::symg::symg:
Enchantment Creature - Djinn
Whenever an enchantment comes into play, ~ deals 1 damage to each creature and player.
3/4
Making more enchantment creatures for an block with an Enchantment Theme sounds good, and a Djinn is a magical creature, and together with the enchantments in this set this might work great and potentially you can unleash a Hurrican on the board in the right deck, so overall the card allows more and drives players in the theme.
Sounds like a black card, simply because of the sacrifice.
So even if you trade a flyer you go trade 1for1, so as its best you have this card on something that wants to die or just a token.
But like i said, i want to connect this cards to the enchantment theme, and this can be done for this to:
Hunting Spider :1mana::symg:
Enchantment Creature - Spider
Reach
When Hunting Spider comes into play sacrifice an enchantment.
3/4
Easy fix, making it work as before, but better as you can sacrifice enchantments, and that might be easier for you if the set is filled with cheap ones, or as its best Rancor like auras than come back. Designed with a theme in mind is just a tick more intresting as it connects the cards and increase their power for players that can see and find the good interactions.
A similiar design, normally this sounds again black, or a little blue, as it can be a shapeshift like card. But like the above this card could easy be connected to the overall theme.
Apex Predators :2mana::symg::symg:
Creature - Wolf, Warrior
When Apex Predators comes into play, sacrifice a non-enchantment creature.
Protection from Enchantments
8/6
So say our set has Enchantment Removal, so prot for enchantments works good to make this card more resilent and give it a strong pseudo regeneration / shroud / evasion all in one package. And the power of this card (say uncommon powerwise) might drive players to run more tokens to use it.
Blizzard Charm :1mana::symg:
Instant
Choose one — Regenerate any number of Enchantments you control and untap them; or players can't play spells or abilities during combat this turn; or Blizzard Charm deals 3 damage to each blocking or attacking non-enchantment creature with flying.
So changed the card to fit the overall theme. Im not 100% sure if it works to regenerate which taps the card (should as it replaces) and than untap it again which removes it from combat too, but gives the extra to deal the damage, and together with Enchantments the Regenerat might be usefull, and with Tap Enchantments its even better.
The main Blizzard effect got upgraded to 3 damage, simply because 1 is so much nothing and its unlickly to have so much 1 thoughness flyers, with 3 you can at least kill one of them if they are not Enchantment creatures, and it saves your creatures if you go with the Enchantment theme.
Snowbeast of Yotan :2mana::symg::symg:
Creature - Yeti
At the beginning of your upkeep untap all creatures.
Snowbeast of Yotan must be blocked if able.
:symg::symg:, Tap two untapped creatures you control: ~ gets +2/+2 until end of turn.
3/3
Slightly decreased the cards power if its the only creature, as its very tough to beat a 5/4 that kills one of your creatures each turn, and gang-block is a high risk to run into a combat trick, so all together its still a house. The ability to untap "all" creatures fixes the "vigilance" problem not being green (at least if you dont want to piss the color wheel) and as green is king in tokens and this set allready has the Untap enchantment you have nice interactions allready to potentially pump this even bigger if the game stalls.
So overall i feel this fits better, its just more fair to get a 3/3 for 2GG, it just gets boring if the creatures get insane big without anything else, combination is what makes magic intresting.
Monkey Business
Enchantment - Aura
Enchant non-enchantment permanent
At the end of enchanted permanent's controller's turn, tap enchanted permanent.
When ~ is put into a graveyard from play return it to your hand.
So as i slightly feel this pretty strong for green to remove blockers and especially against "tappers" (which are normally the white removal together with Pacifismn, White should not have Path to Exile and Oblivion Ring quality Removal, thats so insane).
And to give the card overall the extra punsh of theme, the "non-enchantment" will make sure that you cant hit just every creature, it might protect you if blue gets "Moving" Aura effects (which might be great in such a set) and as it costs a single green the Rancor extra might be the perfect fit to make it usefull to maindeck especially with the green Spider and a bunch of possible enchantment sacrifice effects for red/black.
This looks bad, simply because the Snow Guy has this Lure like effect allready, so its redundant to make an Aura that allmost does the same, just makes it worser for creatures to actually gang-block.
So no i dislike this card and would just skip it.
Mud Monster :3mana::symg:
Creature - Elemental
If a source would deal damage to Mud Monster, ~ becomes an Enchantment
As long as ~ is an enchantment it has ":3mana::symg:: Is no longer an Enchantment, put a +1/+1 counter on it".
2/2
Would make this guy a simpel 2/2 that is allmost indestructible blocker, and as we have Enchantment theme, give this card a "Mistform" to turn into enchantment, which will protect it from any damage sources, but that can be a drawback to as long as your opponent can "ping" it or first strike it.
The funny interaction comes if you are the one that can use the effect to protect it against Non-damage Removal and flavour wise the "mud" will turn into waterform, which than is ofcourse no longer a creature, and you pay mana to "form" it to a creature again, so perfect thing all in all and i would even say it might be a worthy card for current type 2 as long as so much damage based Removal is around, but the format might be just to fast to have it good enough.
That looks very very black/red as it goes with a suice theme, that is absolutly not green, especially the Barbarian creature type is more red.
I would change the card to its colors and give it the theme of the set:
Enemies of Progress R
Creature - Barbarian
When ~ comes into play it deals 2 damage to each player for each enchantment they controll.
2/2
The name alone drives me to this, and gues what it comes from!
Ofcourse Price of Progress, this card is so nice in a Enchantment based Set, you can easy hit for 6+ damage and it allows even a little combo with that sucky Enchantment that turns everything into an Enchantment, possibilities are nice and the card is overall a Grizzly Bear that will at least deal 2 damage in your favour.
Again a Barbarian that somehow is born with the false color (sounds weird, im no racist just to let you know).
So it simply should be color changed to red/black and like allways a tick of theme is good to give the set overall more:
Khangtu Looters UR
Creature - Barbarian, Shapeshifter
:1mana:: ~ gets +1/-1 or -1/+1 until end of turn.
Skip your draw step.
Whenever Khangtu Looters deals damage to an opponent, draw three cards, than discard a card and sacrifice a permanent.
4/3
Funny combination to have an Barbarian Shapeshifter, and it sounds good for this card to have a "looter" effect, together with an Barbarian "crushing" thing, so it works best to combine blue and red, giving it the shapeshifter ability which allmost emulates the "flowstone" red part, together with a pseudo Firebreath, and overall its a 4/3 that will be 6/1 or any combination you need to win the combat against a blocker. I changed the trigger to "damage" so you can have possible interactions with Soul Fire effects, or Power of Fire and the like, it just makes the card more flexible and gives more space to make cards in red and blue. However if this card hits you get a nice ancestral recall, the discard should be no prob to find a land or something you dont need, the sacrifice allows work arounds as like i said the set can easy need a bunch of Rancor enchantments that can recover themself.
So overall a card that is on a pushed powerlevel, its for sure not bad and it drives you to blue/red in Limited and just becomes better with any card that interacts with it.
Pyknite Resistance :1mana::symg:W
Enchantment
Whenever any creatures you control blocks, put a 1/1 green Pyknite creature token into play blocking a blocked creature.
:1mana::symg:W: All Pyknite creatures you control get +1/+1 and vigilance until end of turn.
Ok slightly upgraded the card as its just looks like a potentially strong effect and as it generetes small tokens for blocking, its like a perfect white/green multicolor, especially as "Resistance" somehow gives me a white feeling by the name.
To make the card overall more "Pyknite", it might be a good idea to add a Anthemn effect so you can block with your creatures and as its best let them survive the block and than go for attack, especially if you can activate it 2 or 3 times you might love to win with a bunch of Pyknite that go to smash your opponent (just imagine the story that someone got crushed by an army of "Pyknite", funny enough), and as an extra it works good with Changelings to create a "small" interactions with other Sets.
This kind of effect is 100% white, if you want a "Warning Howl" for green i would suggest to simulate the card and let it play exactly like that:
Warning Howls :1mana::symg:
Instant
Choose a creature you control. Tap all creatures target player controlls with less power than this creature.
Whenever a creature with power 4 or more comes into play under your controll, you may return ~ from your graveyard to your hand.
So the card is simpel, it feels and plays like what i see if i read the name. A creature will howl and all the small creatures will run away in fear. The ability to get the card back is what makes this card really playable especially if you can get it back to smash in and allways tap the creatures away, using this card 2 or even 3 times in a row can easy be game especially as you have the 4 power creatures at least. Wording wise i wanted to avoid the 2 targets of your creature and the opponent, as its allways a piece of ♥♥♥♥ if someone can kill your creature to fizzle this spell, nobody should stop a creature from howling out.
Beside that banding is a junk mechanic (never liked it as it feels like Overkill).
So why use the stupid mechanic if you can upgrade it and make the card just more "bum" if it enters the "battlefield".
Khangtu Tree-Towers :3mana::symg::symg::symg:
Creature - Treefolk Barbarian
Trample, Indestructible
All creatures you controll count as 1 creature.
(They share each type, names, manacosts, subtypes, creature types, abilities and any other attribute. Combine the power and thoughness).
4/6
Wording wise this might need a new Rulez entry like Time Stop, but i think that is just so much better in how it plays out especially on this kind of green card.
It fuses all your creatures together, they will have a allmighty manacost, have trample and be indestructible, but it is a drawback too, as a single DIabolic Edict will Wrath you, and if they can somehow "controll magic" you that might be the last card you play for the game, so all together its a possible crushing effect but it offers so much possibilities and its a brand new "uba" banding.
So all together just some extras to give a view of how this Enchantment Theme could turn out in the other colors:
Fire Jar R
Artifact
Sacrifice an permanent: Put a charge counter on ~. If the sacrificed permanent is an enchantment, put two charge counter on it instead.
Remove three charge counter from ~: ~ deals 1 damage to target creature.
5RR, Sacrifice ~: ~ deals 1 damage to each creature and each player for each charge counter on it.
Driving Force Mage 2RR
Creature - Human, Wizard
Whenever an enchantment leaves play, ~ deals 1 damage to target creature or player.
T: ~ deals 1 damage to target creature. If that creature is an enchantment, it deals 3 damage to it instead.
1/4
Seal of Magma 1R
Enchantment
When ~ leaves play, search your library for an Mountain card and put it into play tapped. Shuffle your library.
1R, Sacrifice ~: Reveal the top card of your library. If its an enchantment ~ deals 4 damage to target creature or player, otherwise it deals 2 damage to target creature or player.
Galvanic Elemental R
Enchantment Creature - Elemental
Whenever an Enchantment comes into play, you may play ~ from your graveyard until end of turn.
Haste, Trample
At the end of turn, sacrifice an enchantment.
2/1
Fuel of Rage 4R
Sorcery
~ deals 5 damage to each enchanted creature.
Whenever a creature is put into a graveyard from play that was dealt damage by ~, put an 5/5 red Elemental token into play.
*Idea is to push this card, it must be powerfull to drive players for the play to use Auras on opponent creatures, or just to trade their creature against the 5/5 token, so potentially you get a lot, but it might end as a dead card in your hand as worst, but good together with all Auras posted.
Freezing Atmosphere 3UUU
Instant
Return each enchantment to its owners hand. Draw a card for each enchantment returned this way.
*Allstar in a set full of Enchantments, but beside that i either requieres you to use a lot Enchantments or play a the card that turns everything into an enchantment.
Aether Fist 2U
Instant
Destroy target enchantment. That enchantments controller reveals cards from his or her library until a enchantment card is revealed. Put that enchantment into play under that players control. Put all the other revealed cards into that players graveyard.
*Potentially very powerfull in Constructed when the player has only 4 enchantments, say namely Counterbalance in Legacy you can Mill really a lot, and in this Set it plays like a Polymorph and as its best you hit a random player that somehow has only 1 Enchantment.
In constructed it might be a way to remove the enchantments in the players library if they only play 1 you can Cranial Extraction it away and than Polymorph them to death, even if you must give them the Enchantment yourself, which leads to the next card.
Unbelievable Gift 3U
Sorcery
Exchange control of an enchantment you control with an non-enchantment permanent your opponent controlls. Than exchange control of an non-enchantment permanent you controll with an enchantment your opponent controlls.
*As its best it turns a enchantment for a creature, than the enchantment back for something you dont need, or something that is even deadly for your opponent, Grandeur, Lich, you have the choice. In the set it works great to turn the table against an player with an enchantment creature and a non-enchantment creature, so you can get both in exchange for a land an a Aura if all works out for your favour.
Godlike Homunculus 1UU
Creature - Homunculus
Shroud
~ gets +4/+4 and is unblockable as long as no enchantments are in play.
1/1
*Powerhouse in Construced as long as you can keep the table clean of enchantments so it drives players to run more Auras, Shroud is important that this guy can survive all the hate that runs around that otherwise would ruin the potential of this card (nobody likes Path to Exile, and they might even Oblivion Ring their own creature, Life can be so sweet).
In this Set its hard to abuse this guy, but it works great as long as you run all the hate you can get and 4 swings are enough to finish the deal.
Atmos, Mystic Ruler 5UW
Legendary Enchantment Creature - Elemental
~ costs 1 less for each Enchantment in play.
All non-creature Enchantments in play are creatures with power and thoughness equal to their converted manacost.
All permanents are Enchantments in addition to their other types.
5/5
Who didnt like Opalesence, this combines the powerfull way to turn everything into an Enchantment to possible kill them with the Polymorph if they have no Enchantment in their deck, and the pseudo Affinity for Enchantments helps you to boost this guy out, and if its in play, you can start smashing faces for sure.
But Enchantments are for sure harder to break than Artifacts.
Caller of Darkness 2B
Enchantment Creature - Shade
2B: Target enchantment becomes a black Shade creature with power and thoughness equal to the number of enchantments in its controllers graveyard.
~ gets +1/+1 for each enchantment in each graveyard.
1/1
Yes this card potentially gives black a way to remove enchantments, and its done to exactly do that, at least if they dont play much and after you killed one the other will be 1/1, so you must remove it first, but than your guy becomes smaller again. So as its best this card can be a way to get Demistify for black and if white gets Oblivion Ring, Path to Exile and green has Tarmagoyf, black should have a fair fight against Bitterblossom, counterbalance and Worship, their is so much that can ruin your day and no other color has such a deadly weakness, especially in the days where green has Removal, White simply everything, and blue the bogo faeries, blacks time is comming to get a touch of Demistify.
Erradicate Existence 2BB
Sorcery
All creatures get -1/-1 and each player loses 1 life for each enchantment in play and in all graveyards.
*Gives a Infest like effect early on, and Damnation later.
Knight of Doom 1BB
Creature - Shade, Knight
First Strike, Deathtouch
As long as your opponent controlls an enchantment, all creatures that player controlls get -1/-1.
2/2
*Easy card, its a powerhouse blocker and the combination makes it allmost unblockable. And to further make it a bomb it will put a Plague on your opponent, making this guy a perfect constructed hoser against Bitterblossom, and even Survival with small creatures, beside that it can kill a Nimble Mongoose under a Counterbalance, and it fights white for Glorious Anthemn, so all in all, its your opponents Dr.Doom.
Pulse of Damnation 3BB
Instant
Destroy target non-enchantment, non-artifact permanent.
Return ~ to your hand if your opponent controlls an enchantment and you control no enchantment.
*Insane strong if it works out, but as this set is enchantment focused you will rarely have the buyback, but outside its a nightmare card for other constructed formats, if it can wreck a permanent each turn.
Everlasting Peace W
Enchantment
If a creature would be dealt damage, reduce that damage by 1 for each enchantment its controller controls.
At the beginning of your upkeep, return an enchantments you controll to its owners hand.
*Again hardcore strong to make every creature indestructible, as long as you are the one that gets the massive advantage of it you can win with evasion, but to be really save, from instant Removal like Volcanic Fallout and the like you should have something else to bounce than itself. And to further give the card more advantage it will bounce itself, making it replayable whenever you like to get the advantage out of it.
Guiding Spirit 3W
Enchantment Creature - Spirit
Flying
When ~ comes into play, return target enchantment from your graveyard to your hand.
2/3
A clone of the Artifact Gargoyle for the case of Enchantments in this set.
Knight of Mercy 1WW
Creature - Human, Knight
First Strike, Lifelink
As long as you control an enchantment, all creatures you controll get +1/+1.
2/2
For sure powerhouse, especially in this set it will be 3/3 lifelink firststrike AND give Anthemn, making it a threat in allmost all games and in constructed its nice to pair it with something like Bitterblossom to get tokens and gain life to survive the lose.
So all in all, a view what this theme can bring, its a idea to build around, make cards that match, give the Opposite an advantage, so you have hate against Enchantments and Advantages for using a lot. Design wise the cards flow if a theme is picked, you can easy build a card and make another that works with it or against it in a way, as a Limited Format should allways balance itself somehow and give the possible way in each direction and its allways good to have some cards that overlap between the colors to drive players in that combination that would normally be not supported by the set (so this card can be stronger than usual as its harder to play due to its color and cost, not every format must be as Multi-Color focused as Shards, which is dislike as it adds so extrem Mana Randomness to the set and losing games because a missing mana color sucks).
Thing is that blue is for "bounce" or controll magic not about removing or killing something. In Planar Chaos it got the +X/-X as thats part of its "shapeshifter" abilities, which turned into strong removal in Limited formats and its a wacky thing if blue gets removal, they still have Flyers, unblockable creatures and blue can easy with that since the beginning of magic (play a bunch of Walls, and win with evasion, counter anything that stops you winning and bounce creatures that might race you, thats what blue is most the time if its "mono").
If a color gets an effect outside of its abilities it should be "bad", if green gets burn it must be bad, look Hornet Sting (bad but still removal and funny you would still play it in Limited).
Black can even get Shatter effects, but they must be bad (Phyrexian Gate and the like).
White is a color i dislike a lot today as they more or less get everything and their is not really something they miss: Weenies, flyers, removal (Oblivion ring big joke, Path to Exile), Disenchants, even counterspells in the "taxing" flavour, white is so extrem right now in what it gets (which doesnt mean Constructed brokenes, but for Limited the cards just do everything what other colors normally do).
So the thing with blue getting a "remova target creature" should not be too cheap, and the 2 cards arent that of a drawback as you play for "tempo" anyway if you run blue in Limited, you just need to kill reach or big flyers to win (and if you can stop the big creature that wrecks you the 2 cards they get dont matter really much, so the drawback is not as big).
Blues removal can be Polymorph, thats what they get from time to time.
So its best for blue to "shapeshift" the creature to something, turning them in a sheep, an ape, a land (oh yes Path to Exile could easy be blue/white and flavourwise turn the creature into a land, playing better if they polymorph the creature into a land).
Another option might be to "delay" the creature, so it would be:
Aether Vacation 1U
Instant
Remove target creature from the game with 2 time counters.
If it doesnt have suspend it gains Suspend and "Whenever a time counter is removed from this, draw a card".
Funny as it is i like this a lot more as a "blue" removal. It will through the creature into the Aether and make it in a Aeoen Chronicler so the player will at least get +2 cards but not instantly turn by turn and than the creature comes back (which makes it more blue like bounce).
Funny thing is that you can play it on your own creatures to save them and get the cards, which makes it a powerfull card that gives more blue flavour and more possible interactions (especially if you can hit Aeon Chronicler and get the "double" trigger, or any other of the cycle).
Sounds fair, even if its strange in green/black, i would see a card like that in red/black.
However, beside that its not really strong as a Stone Rain and you will kill yourself if they run green (which isnt that unlickly with Duals, Targamgoyf and the like). So maybe it makes more sence if you make it sacrifice a "creature", so i would go for that:
Pushing Daisies - 1BR
Sorcery - Uncommon
Target player sacrifices a creature. If that creature was green or white, that player sacrifices an forest or plains.
So potent Cruel Edict together with Stone Rain can be lethal against the white/green decks, at least if they dont run to much non-basics and if they do (assume pains or something) you can play Bloodmoon effects, and this kind of effect feels black/red.
If you want to stay for your version in black/green it might be better if you make it "Exhume" together with the land sacrifice, so it is more usefull in black/green decks and not just a bad Zombify that will kill a land of yourself.
Sounds strange as it is a Threaten for everything and the mana ability can potentially combo out, so you might play it even on your own cards, just assume i can take controll of something that has "untap" mechanic on it.
So maybe its better if you just add the mana to the players pool instead of the tap ability as it is simply safer.
Bad thing is that this can only be played with duals, it simply makes no sence otherwise and that is very tough if it resolves, simply because a 2/2 first striker is more than a jump blocker and it accelerates with comes into play tapped, so its in every way superior to other 3 mana Rampant Growth cards (i would even say its better than Sakura Tribe Elder which is a brutal thing).
So the fix is pretty easy:
2 Tiger Lily - 1GW
Instant - Uncommon
Search your library for a Forest or Plains card and put it into play tapped, then shuffle your library. If you control white and green permanent, put a 2/3 white and green Cat creature token with Reach into play.
In flavour to the 2/3 flash reach guy i would make this card in that level too, and reach is a less brutal thing compared to first strike.
Beside that the token requieres that the player actually plays white and green cards and not just uses this card as its insane efficient.
And its still a very strong Rampant Growth in this version, but i like it a lot more if i can pop out the Cat and block something dead, it works perfect together with the original 2/3 in Shards.
I dont know, the "enchantment" has the tap ability? If you want it that way its insane powerfull, just because of the draw 2, as "UG - draw 2" is pretty strong. And beside that it makes mana, so its way more than that what would be enough power.
This card simply costs 1 mana to less, for 3 it is fine, make the cost "1UG" and its good.
Tiger Lily #2 3
Sorcery - Uncommon
Search your library for a Plains card and put it into play tapped if W was spent to play Tiger Lily # 2. Then Shuffle your library.
Search your library for a Forest card and put it into play tapped if G was spent to play Tiger Lily #2
Sounds not really strong if you know that you can simply play Explosive Vegetations to search 2 basics without any restriction. And compared to the first it is boring.
Mum's The Word #2 GUU
Instant - Rare
Counter target spell.
Search your library for a basic land card and put it into play tapped. Shuffle your library afterward.
Sounds insane, simply because it is ofcourse superior to cancel and the Acceleration (it doesnt really fix mana as you can play it when you want) is huge if you see this card in a 5-color controll of these days.
I would change the counter to "creature" (Remove Soul) and make it "up to" so you can play the Rampant Growth if you need it and the card becomes overall more usefull and balanced.
Blue Bonnet - 0
Artifact - Equipment - Common
Equipped creature is blue.
Equip - 1
U: Attach Blue Bonnet to target creature.
So actually this card does "nothing"? Changing the color to blue is pretty much nothing, even if you can equip enemy creatures you can simply run Painter's Servant if the color changing has a meaningfull effect and just because of Pyroblast and the like it sounds not like a good combination (as the two alone can do nothing and together they are just a single removal).
Gusto - R
Instant - Uncommon
Until end of turn whenever a creature comes into play under your control it gets +1/+0 and gains Haste until end of turn.
Sounds pretty powerfull as you can use it to combo out with all the Mana creatures as they can pay for themself and it can potentially go nuts with Empty the Warrens (as you play Rites, Desperate, Seething Song, this + Empty that are 20 damag haste, sounds brutal in the "All in red" decks in extended its possible).
Beside that outside of combo it does not much, it either goes nuts or it just gives +1/+0 and haste, which is for sure not enough.
Forcemage's Favor - 2G
Instant - Uncommon
Until end of turn, whenever a creature comes into play under your control it gets +3/+3 until end of turn.
Sounds like the Elf in Time Spiral which worked with Suspend. The only real effect of this card is when your creatures have haste, and as this is instant its a lot worser than the Elf.
Death and Taxes - 3
Instant - Uncommon
Target player sacrifices a creature if B was spent to play Death and Taxes. Then, if W was spent to play Death and Taxes, creatures target player controls can't attack you this turn unless that player pays 3 for each attacking creature.
So its Cruel Edict together with a potentially bad fog. Sounds pretty bad for 4 mana, would change it to something more efficient:
Death and Taxes :symwb::symwb:
Instant
If B was spent to play ~, target player sacrifices a creature. If W was spent to play ~, target player sacrifices an enchantment.
Prevent all combat damage that would be dealt this turn.
Would see this card as a combination of Diabolic Edict, Fog and a Edict for ENchantments. The fog should allways be in as its "Holy day" together with "Darkness", and the effect is normally a weak one, so it should go equal with cantrip (and for my taste an cantrip is even better than a fog, but for this the fog is more flavour).
So all together its a card that is worth to play if you can cast it for WB you get a efficient card that can trade very nice against decks in Legacy and i love to see it hit Counterbalance + Tarmagoyf, feels great.
Invigorating Sacrifice - 3GB
Enchantment - Rare
Sacrifice a tapped creature: Untap all creatures you control.
Sounds like combo, nothing else. How to break it? pretty easy, i just need a way to make tokens, lets take Imperious Perfect, now i need a way to make mana, take Llanowar Elves, that gives me infinited untaps, so give me something to win, another Llanowar is infinited green, another Birds infinited any color.
Cant see a real use beside that kind of combos.
Touch of Chaos - UR
Enchantment - Aura - Common
Enchant creature
Enchanted creature gets +2/-1, has Shroud, and "Whenever this creature attacks flip a coin. If you lose sacrifice this creature."
Doesnt sound bad, like this design, even if i would make the card +2/-2 just as this might kill the creature and change the sacrifice to "bounce" and make it attacks or blocks. A bunch of changes but it feels better for my taste as it goes better in the "flowstone" red, and the bounce can be possible good on your "own" creature if you have a usefull comes/leaves play effect.
Flabbergast - 1UUU
Instant
Counter target spell. Then tap all permanents.
Sounds bad, i counter a spell, and get a "fog", most opponents will be tapped out anyway and for the same manacost i can get Cryptic Command which is pretty much superior.
Lunar Ambassador - U
Legendary Creature - Moonfolk Advisor
Whenever an activated ability requires you to return a land to your hand you may return one more or one less land to your hand instead.
1/1
First make this "If" and replacement, beside that the "one less" is insane as i can have it become "0" which is ridicilous combo with A LOT that uses the return as a drawback or cost.
Beside that make it both sided and maybe for every type, so :
Lunar Ambassador - U
Legendary Creature - Moonfolk Advisor
If a permanent would be returned to a players hand, return two permanents you control to its owners hand and return an additional permanent of your choice to its owners hand.
1/1
This is powerfull, simply because you can Boomerang and get 2 Boomerang, if they bounce something themself you can Boomerang something else, so all in all this card allows a lot and its very powerfull with every Boomerang style effect. So as its best you can create locks if you have enough Boomerang effects and as long as your opponent cant kill your guy.
Sounds insane powerfull, even if you have Arkane Denial, its not bad to give my opponent two cards for his best creature, ofcourse you can target your own in some cases, and you can even play with the card to your advantage if something like Windfall is in the mix.
Beside that its pushed for 2 mana, 3 sounds more fair for blue.
:2mana::symr::symb:
Legendary Creature - Human Barbarian Minion
Whenever a creature is dealt damage by a source other than Kraket Whiphand, Kraket deals that much damage to that creature.
3/3
Sounds random, especially for a legendary card the effect is somehow not really worth it. I mean i deal 2 damage and the damage gets doubled, ok, but thats not worth it as i spend the card anyway and without nothng happens.
And being 3/3 is pretty sucky right now if you would run all the Firesprout, Flamebreak or whatever, beside that it dies anyway to nearly every card and cant even block good against all the beaters out their and its even bad in attacking as 3 damage for 4 mana is not much.
So all in all the card might work better if you just make it:
Kraket Whiphand :2mana::symr::symb:
Legendary Creature - Human Barbarian Minion
Whenever a creature is dealt damage by a source other than ~, ~ deals damage to target creature.
4/4
So just to pack the card together. Its a legendary card, and for today i would even say a "legendary" card directly becomes a Mystic (at least i think every legend since Mystic is a Mystic, didnt check it).
So the card can be good on its own, making it 4/4 for 4.
Than we go and make the card more usefull as it not just doubles the damage, which is somehow boring. We upgrade the effect and it will now be a lot more destructive:
Example:
I play this and Volcanic Fallout the board, than it damages every creature for 2, and for every creature our little guy will trigger and see the pain and deal another 2 damage to what ever creature you want, which enables you to kill allmost any creature and it works even better with cards like Stuffy Doll, so you can shoot all the damage triggers on that creature.
As its worst i can play a shock on a creature and kill another with Krakets trigger, which makes a 2 for 1 for me.
But that is also true for my opponent, so they can potentially kill our guy with a shock as we have to make a target, ofcourse we are able to choose the targets so we can make another random minion on our side the victim.
All together, card is stronger and potentially worth playing, still not a "bomb" in most formats but its very nice to have as long as all that "Damage based" Massremoval is around.
Speeding Blaze :1mana::symr:
Instant
When you draw Speeding Blaze, you may reveal it. If you do, remove it from the game and put a copy of it on the stack.
Speeding Blaze deals 2 damage to target creature or player.
Im pretty sure this cant work that way. I dont reveal if i draw a card and i have it in my hand after i draw it, so i could have this in my hand, draw a card and just say i draw it, especially as it somehow triggers.
So i would say it doesnt work as it is, simply because you dont have a proof what the player draws unless they reveal it in which case they allready have drawn it and they can simply reveal another, which is actually cheating, and card should not encourage cheating (and this card will have A LOT of cheating).
Beside that its very random powerfull as it is powerfull with Senseis Divining Top (so i can more or less fetch and look at the cards and play them with the Top).
Im not even sure if i could pseudo combo if i just play this card with my starting 7 cards (do i draw them? not sure lol) and than mulligan and get another shock for free, sounds very random if someone has 4 of them in the starting 7, mulligans to 6 and has allready done 8 damage before game starts (strange all together).
So a solution might be a combination of Dredge and play from the library and ofcourse it would requiere that the set somehow offers ways to reveal the cards on the library, say a lot of Clash, Kinship and the like.
Version Speeding Blaze :1mana::symr:
Instant
While ~ is revealed on top of your library you may play it.
Speeding Blaze deals 2 damage to target creature or player.
Im not sure if that alone is enough, it should work like the Wurm that is played from the library. I reveal this card and play it, more or less that makes it a cantrip shock (backwards cantrip weird thing) and if the set has enough ways to reveal the card its a strong shock for sure and even without you get a 2 mana 2 damage, so its allways a Limited Removal.
Deephome Behemoth :4mana::symu::symu::symu:
Creature - Leviathan
Defender
:2mana::symu:, : Until the end of your next turn, Deephome Behemoth loses defender, gains shroud, and is unblockable. Play this ability only any time you could play a sorcery.
8/9
I pretty much dislike the Leviathan's as they allways suck, and this isnt really better. But design wise it might be a "fish" that goes under water with the ability, which should give it the "Islandhome" ability to go with that flavour.
So i would change it and make it at least somehow playable:
Deephome Behemoth :4mana::symu::symu::symu:
Creature - Leviathan
Defender
Return two islands you controll to its owners hand: Untap ~ and it loses defender, gains shroud, and is unblockable until end of turn.
8/9
Ok the funny part is that you more or less get a 8/9 and it potentially is unblockable and has shroud, so its for sure not "unplayable", but it still requieres you to bounce a island to get it attacking which is Leviathan flavour for me (and not as brutal as from Original).
The funny part is that it goes with the flavour of a giant fish it will go under water to strike unblocked and comes back to "eat" a creature as a blocker.
And somehow i feel the need of an keyword for "Unblockable" as it sounds strange to say "it is no longer unblockable", would be easier to say it loses the keyword.
But i cant get a good name for it.
Prismatic Bloom :symr::symg:
Instant
For each color of mana in your mana pool, add one mana of that color to your mana pool.
Storm
Sounds insane in Storm. I play random mana acceleration (ofcourse Rituals, Chrome mox and such), so i have like 2-3 storm allready and like 6 mana in pool. I play this and i get 3 copies, have 4 mana left, i add 4 mana, add 8 mana, add 16 mana, after that i win with whatever i want, Banefire you to death or draw cards, anything will do.
The bad thing is the Storm, the card is usefull enough even without it, as you can generate mana as long as you have 3 mana left in your pool.
If the card is intended (as Prismatic somehow implies) that you get a just a mana for say "blue" get a blue extra, for "red" get a red extra, so its limited to 5 mana, its not "that" broken than, but still broken enough as Storm in Extended runs the Chromatic Star / Sphere, the sacrifice lands and can potentially use Mana Morphose and the like, so its not really a problem to get 5 color mana in the pool, and assume you spend G and R to play this you still have 3 left and say 3 storm copies, that makes still a lot of extra mana as you get +3 with each copy, so the Storm is the overkill.
I would suggest to replace it with something else that isnt that broken (and Storm is broken, nearly every Storm card with a playable effect is played and abused).
Prismatic Bloom :symr::symg:
Instant
For each color of mana in your mana pool, add one mana of that color to your mana pool.
Flashback - WBG
So this way the funny part is that you can play it with a 5-color in pool, and play the flashback with the mana it generated, which effective makes you just WBG at the end, but made 2 storm. The real use is outside of storm you can generate mana for a lethal Banefire, so if you have 7 mana in pool (assume you manaramp) than you can play this card to make +5 mana with each activation, so you spend 5 mana to get 10 out of it, which doubles your mana, so 2 of this are 20 mana.
The card is no longer broken, but its not really something you would run in storm unless you have a good 5-color manabase (which Extended Storm actually has if it uses Channel the Suns and the like).
Paint-splash Sprite :1mana::symu:
Creature - Faerie
Flying
Whenever a player plays a spell, all spells and permanents that share a convered mana cost with that spell become that spell's color until end of turn.
1/1
Sounds random, but ok, if the set is heavy about colors it might be a possible card, even if i would make it 1/2 just to have it "a little" pushed as the effect tends to do nothing (or be a random extra most the time in most sets, even if they are about colors).
That sounds like a good version. Has much flavour, is potentially 2 stone rain at its best and the randomness is really red, if you hit 2 lands its a gamble thats worth it, if not you lose 1 land and still get your stone rain, but the potential of 2 stone rains is good enough that it might be a viable choice.
Black one looks good, its like that Ashes to Ashes thing (which had the brutal life lose that makes it unplayable most the time outside of Limited where it is still bomb removal).
But the red is not fun. 2 Lands for 3 mana is to strong, the thing is that this card is insane unfun:
If you hit a aggro player they will most likely not have any more lands as they play not much anyway, 1 Stone Rain might not matter much, but 2 in 1 is extrem strong and you can easy work around the part that it kills your own land as Fetchlands are your friend for turn 4+ (targeting them and fetch them away), and later on you are the one that will put a 1 drop 2drop and than destroy 2 lands, that is allmost enough to win the game.
I said why. In mono cards the "cantrip" is an extra you get for 2 colorless mana so nearly any effect +2colorless can potentially be cantrip as a standard.
And so the thing i meant was if you get a card that focus on mono color it should give you something efficient, so its enough if you get the card you would print and reduce the cost by 1 colorless, that is allmost enough of an advantage if you consider that this will put the card in play 1 turn earlier giving more speed.
The cards for the multicolor part should show that the card can do something as a mono color card and do more if you use it as multicolor as each color adds an additional effect that makes the card stronger.
The main idea is to look at cards like Ribbons of Night they offer a strong effect in the color and add more power if you have the other mana available and the funny thing is that even in mono color decks (full of cards in one color) you might still splash for something in activation costs, or just because your cards offer a good "kicker" extra.
Another thing is that for Limited you must design a set that can play this cards. If your set is full of Mono color you simply give players this powerfull tools and they can play it without a problem, in formats that are more focues on at least 2 color it becomes pretty hard to play this cards.
If you resolve a draw 4 in Limited thats game. If i resolve 3 1/1 creatures thats good but nothing else. If i cantrip kill a creature that is powerfull but still a Branching Bolt could be more powerfull if it kills 2 creatures as an example to compare the cantrip. Remove a land, artifact AND cantrip is allmost better than the draw 4, especially as Limited has Equipment, Mana Artifacts or Artifact Creatures, something you allways have, so its insane strong and can easy not cantrip and still be good.
The green is more or less the best for GGG as you get basics, and it like a more mana efficient Explosive Vegetation (which was playable as you could Ramp into Akroma, Silvos, Akromas Vengeance and guys like that in tripple Onslaught Block), however i still prefer my green "Telling Time" as it offers a boosted Kodamas Reach which is guaranteed to see play as it does all you need to mana fix, accelerate and get your toolbox lands.
:symw::symw::symw:
Instant
Put 3 1/1 White Soldier tokens into play.
Spectral Possession is a powerful card, as it gives 3 flyers worth of 3 power and has most advantage with Anthemn effects (especially with Mirrorweave).
This card looks boring as its just a worser version of it. Making 4 tokens is even "stronger" as the only real point is that you either get "blockers" or offence with effects that increase their power.
So i would not change the amount, 3 for 3 mana looks fair, increasing that doesnt look fair (as a 4/4 for 3 mana is still powerfull and if you have a single Anthemn you face 8 damage which is a lot).
However maybe its good to give the tokens defender and exalted, so they are blockers that increase your attacker.
However the design is strange as the major point is that you get a 3/3 for 3 which and being smaller tokens is a advantage and disadvantage, but as instant you will allways come around most sorcery speed removal and than crush in for damage which is allways strong and especially for white you will allways have an Anthemn effect in your format.
Contemplate :symu::symu::symu:
Sorcery
Draw 3 Cards.
Sounds powerfull to get a Concentrate for 3. Funny that you didnt make this instant, but as Sorcery it seems fine for players that want to invest that much blue mana to get it if they otherwise would go for Thirst for Knowledge or something in that area, as players might run Compulsive Research still over it, just that they are not forced to blue (and today Mulldrifter is the 3 mana allstar).
A good alternativ to it could be to make it draw 3, scry 3, so it really gives card advantage and has an extra to make the future draws better.
Eliminate :symb::symb::symb:
Instant
Destroy target creature, it can't be regenerated.
Draw a card.
Funny thing is that this card is something that is a heavy controll card. I would say a Terror for +2 colorless could easy cantrip, but the cantrip is worth 2 colorless and destroy target creature more or less costs you 2B, so the question is if 4B is equivalent to BBB, might be true but it gets annyoing if your opponent can cantrip kill your guys, as a "mono" black might not need the spot removal like that.
I would even go the way and say this card can be done better as:
Eliminate 3B
Instant
Destroy target creature.
If U was spend to play ~, draw a card.
If R was spend to play ~, remove the creature from the game instead.
If W was spend to play ~, you gain life equal to the creatures thoughness.
If G was spend to play ~, put a 1/1 green saproling token into play.
Funny thing is this way it is no longer black, it will focus on multicolor.
What the card wants to show is that black is about killing the creature and the extras are comming from other colors and the cantrip is a possible thing on every card like Execute so its clearly an advantage against the color it wants to hate, but on a simpel 3 mana removal the cantrip looks pretty generic, and its best done if a "blue" kicker like cost is played, even if it says "If that creature is green or white, draw a card", anything will do, but the cantrip alone looks wrong for a mono black card.
Subliminate :symr::symr::symr:
Instant
Remove up to one target artifact and up one target land from the game.
Draw a card.
Here again, on a mono red the cantrip looks not right and the card is strong enough as a 3 mana instant stone rain + shatter so it can trade 2 for 1 anyway and its by far not bad, especially because you will easy find an artifact in a lot of decks and if you are in a format that has signets or talisman you can even hit a player turn 2 and destroy 2 mana sources, which is very deadly and doesnt need a extra cantrip.
So here again the multicolor version of this card:
Subliminate (2/R)(2/R)
Instant
Remove target land from the game.
If U was spend to play ~, return target creature you control to its owners hand.
If B was spend to play ~, target creature gets -3/-3 until end of turn.
If W was spend to play ~, remove target enchantment from the game.
If G was spend to play ~, remove target artifact from the game.
The card gets wordy, as it must repeat a lot, but beside that it offers a lot in one card. You get your 3 mana remove stone rain, and potentially a lot more for 2RR you can kill land, enchantment and artifact, or a creature and protect a creature of your own with removal, it takes full use of the instant speed and the card is even a perfect fit for a 5-color card, this could easy become a cycle if you take the basic of your ideas and transform them into this kind of 5-color spell.
Cultivate :symg::symg::symg:
Sorcery
Search your library for 2 land cards and put them into play tapped. Then shuffle your library.
Dont know if that is even a little to weak. The powerfull is ofcourse that you can use it to get 2 "non-basics" which might be Urza Tron pieces, or the Locus land (which than makes 2 colorless, say you can play another, that is a whooping 9 mana out of them, which is a hell of a ramp).
So it might be better to just put 1 in play and 1 in hand in flavour of Kodama's Reach, or you take it a step further and search for 3, put one in play, one in hand and one on top of your library, so it is slower but gives more access to the "special" lands, especially urza tron which it can find in one card.
So my suggestion for this:
Cultivate :symg::symg::symg:
Sorcery
Search your library for 3 land cards, reveal them, shuffle your library and than put one into play tapped, one in your hand and one on top of your library.
Would love that even if it just searches 3 basics im fixed allmost to domain with it.