Quote from ReapThaWhirlwind »I think you guys are misinterpreting the context "one-up".
I mean, a design that does the exact opposite, or counter-balances the effect of another.
I think you do not understand the meaning of one-up. Kinda wish I could downvote you.
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Additionally, the ability needs to track where +1/+1 counters put by other spells and abilities count into the ability's math. Having them count towards the abilities is good, because again you won't have to worry about the specific location of the counters on the card to track what abilities have.
TLDR: Using +1/+1 counters to mark gaining abilities good, marking those counters on specific spots on card bad.
1
This is strong.
1
Fixed it for you.
1
More meaningless jargon vomit. Great. Look, you've got half a dozen people here telling you you're wrong about a game you've admitted you haven't actually played in a decade. If you're not actually interested in feedback you can learn from in order to improve, just stop wasting your time and ours and go post somewhere else. You're never going to get from us the blind praise for imagined genius that your ego apparently craves so desperately.
1
I think a better way to make this relevant would be to make brewing be to exile the ingredient from your graveyard, baking the mechanic a kind of hybrid delve/kicker.
Secondly, I'd make the kicked abilities separate per color like:
Corrosive Mist 2BB
Sorcery - Recipe (U)
(As you cast a recipe, each ingredient you brew pays 1. Exile an Ingredient card from your graveyard to brew it.)
Destroy target creature.
If you brewed a green card, you may put a permanent card from your graveyard on top of your library.
If you brewed a blue card, draw a card then discard a card.
This both makes the card more easily usable in decks with only two colors and it makes the flavor of tinkering with the spell more apparent since there are more possible outcomes.
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A more workable solution might come from the oracle text on Camouflage
Team Attack (When an opponent assigns blockers to this creature, that player divides those blockers into two piles. You choose which pile blocks this creature. Piles may include 0 creatures.)
This preserves the choice aspect without any of the issues of trying to create/divide/revert token versions of creatures which is the real problem of the ability.
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It should have said "Each booster pack will contain 4 commons, 2 uncommons, and 1 rare (including one double-faced card) from EACH SET, and include a special silver screen foil card of any rarity."
7 card from MID
7 cards from VOW
1 foil from either
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Companion - Choose two color pairs before the game begins. Each
othermulticolored card in your starting deck is exactly one of those color pairs or the other.Its a little awkward wording, but it fits how similar abilities have been worded previously.
The challenge is, none of these abilities really seem worth the hoops you're jumping through to have the companion. I'd rather see something that further rewards the deckbuilding restriction like.
Lunneti, Spring's Welcome UWGR
Legendary Creature - Nephilim Bird
Companion - Choose two color pairs before the game begins. Each multicolored card in your starting deck is exactly one of those color pairs or the other.
At the beginning of your end step, if you cast one or more spells of each of the chosen color pairs this turn, creature a 4/4 white Angel creature token with flying and vigilance.
3/4
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I misread this at first and thought it said "single mana" and, as a hoser for cards like Urza's Tower et al, it is much more reasonable, as its lower cost would be balanced by the fact that it cannot hit lands that produce only one mana at a time, though would still likely need to cost (B/R)(B/R).
As written, this card is too strong and would be manifestly unfun to play against. Land destruction is the one of the worst gameplay patterns because it leads to non-games where your opponent just doesn't get to play and, especially at 2 mana, this will likely stall out any deck playing something other than a mono-colored mana base.
If you disagree with this sentiment, I challenge you to actually playtest with this card in your opponent's deck and see how you like not being able to play the game.
2/10
This is one of those cards that works theoretically, but cannot actually be played without handwaving, as the game rules cannot recognize what a "single ability" is for the purposes of targeting. Additionally, Blue cannot destroy creatures directly, so this cannot be a hybrid card that can be cast with only Blue mana. If its casting cost were UB, and the targeting restriction were just creatures with no abilities, then it would be printable but not very powerful as creatures without abilities rarely see play aside of tokens and "Destroy target creature" can already cost 1B with little restriction. It would be a good candidate to add "Cycling (U/B)"
3/10
Since you still haven't learned that your "or whenever it leaves the stack" doesn't work the way you want it to, this card is already a failure. Its unfortunate because, without the "Omen" ability, the basic mechanic of the card creates an interesting restriction for your opponent, is reasonable on a W/B hybrid card, is worded correctly, and reasonable costed. You need to realize that tacking a bunch of random card filtering keywords onto your cards detracts from the elegance of the designs rather than enhancing them.
0/10 (8/10 if it had been made without the "omen" keyword)
This one is an interesting design. It feels a little odd in black (I'd say it would fit well in green) but its also not a break for black's abilities.
There are two tweaks to the wording needed here: "...and "When this creature leaves the battlefield, you may put a land card you own from exile onto the battlefield."
*"Leaves the battlefield" instead of dies just makes sure you get the lands back if the token is bounced/exiled/etc.
*"Land card you own" because when cards are not on the battlefield they are not lands and have no controller, so this is correct templating for the ability.
9/10
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Scarab is going to be tough to balance. As written, you can curve into casting it on turn 4 with haste and killing one of their creatures. Sorcery activation actually is better because it means you can't hold up removal/counterspell and then activate this at end of their turn. Your point about being able to cast it free rest of the game also makes it tough. Maybe sorcery speed and BB to activate it so its harder to double activate on turn 4.
For Rat, I'd switch to Menace instead of flying, so more creatures can block and force the choice of activation to happen. Templatingwise, the "foiled" effect should be first, since its relevant in gameplay before flying.