Your creatures, except the red elemental, are still very undercosted, and the big creatures should probably be more fragile to balance for them being repeatable. Remember that retrace was always on one-shot effects and at an expensive rate (Oona's Grace is three mana where "Draw a card" in Blue is usually less that 1).
Also, they weren't straight up card advantageous. At best, you traded your land for one card, but not one card and something else. For example, having a 7/5 trampling threat that can keep coming back at common is going to dominate your limited environment, like if you made a retrace card that said "Target opponent sacrifices a creature and takes 3 damage." That one needs to be a vanilla 6/4 at most.
The biggest issue with having creatures is that you'll need to overcost them significantly to balance for their recurability. Compare Cenn's Enlistment to Raise the Alarm, for example. WW for a 2/1 first striker is a reasonable rate for a normal creature, but it would need to be 1WW or possibly 2WW with retrace.
As an aside, I'm curious why Future Foretold doesn't just say "Scry 3. Draw a card."
The biggest problem with Retrace overall is repetitive game states, like with Buyback but to a lesser degree. As long as your cards effects encourage different strategic usages so that there are reasons to use the cards in different ways each turn, it is fine.
Side 2 doesn't scream God to me. The way you've describe this two souls idea sounds like something that can freely shift between two forms, but the bounce and recast is a super expensive way to do that. Then you can also tweak the cost on the front side so that you can make the backside stronger.
This could feel more like a regular human powering up into god mode:
Alden, Inquisitive Vessel 1RU
Legendary Creature - Human
Whenever you scry you may pay 2 if you do draw a card.
2W: Transform Alden, Inquisitive Vessel. Activate this ability only as a sorcery.
2/2
//
Lamell, Breaker of Limits
Legendary Creature - God
Haste, Double Strike
Whenever this creature transforms into Lamell, Breaker of Limits or attacks you may discard a card, if you do deal damage to any target equal to the converted mana cost of that card.
2U: Transform Lamell, Breaker of Limits. Activate this ability only as a sorcery.
4/4
Usuall you can denote 2 sides of the card by just putting // on a blank line between side A and side B. Most people grok that as DFC shorthand.
Your front side feels more red/blue to me, since red and blue are the two colors we've seen "scry matters" abilities before. The back side is missing power/toughness, so I can't really evaluate how its costed, but it seems strong as anything more that a 2/2.
Flavorwise, I don't understand the two souls thing you're going for, so the human/God thing feels more like it should be a transform than a Modal with bounce. If you gave some more context to what the "two souls" means to your character/world that might help.
I'd say it doesn't need to exile as it resolves, as it costs a card to literally do nothing on its own. I'd also change the additional cost to exile a blue card, both to keep it from popping up in decks without blue as Git Probe was known to do.
Its super niche, so it would be hard to fit into a set cuz this doesn't want to be rare but it wouldn't really do anything in draft so you don't want it at common or uncommon either. Just for a cube or straight to constructed, though, it works.
Edit: Oops, I missed the part about casting it from Exile. Now its broken.
Unfortunately this is already text heavy - wording barely fits without the activated, so that may make the decision for me I'm changing the name of the counters so I can fit text better.
I had another thought, though, if the lands only animate after a certain number of lands have counters.
Creeping Blight 2GG
Enchantment (R)
At the beginning of combat on your turn, for each land you control with a creep counter on it, you may put a creep counter on a land you control. If you control no lands with creep counters, you may put a creep counter on a land you control.
If you control three or more lands with creep counters, lands you control with creep counters are X/X green creatures with haste, where X is the number of lands you control with creep counters.
So on turn three after casting you can swing with 4 4/4s, but you don't have to worry about a 1/1 being picked off. I'm not sure which play pattern I like better.
No, I think it's just moreso in the fact missing that I never recall a time when MTG wasn't a steaming pile of **** in some way, I could never unsee. And ever since have sought to devise solutions and schematics on how to fix all the major malfunctions/improficiencies/counter-productivities.
Go play actual Magic. That's a big negative. I honestly could only begin to explain my great disappointment in the current product; and can just sum up the fact that I wouldn't begin to invest my time or attention into it in this state. MTG needs a major rollback, something the truly narrow-minded "blind pioneers" would never consider (or admit) is necessary for doing. But stripping the product of coherence, and force majeure; while making it a tacky mess; though additions that impede on characteurs, identities, and dignities; should be expected to produce this result. What was available to be salvaged and recovered has nothing left anymore. Rollback and total overhaul would be the only option.
You don't play the game, don't know the rules or how people play, and believe its a "steaming pile of ***" and you know better how it should work than either the people who design it or those who play it. If the game is so far beneath you, go do something else. Stop wasting your time and ours.
As a certified judge to the guy who hasn't played magic in 10 years because he believes it is a terrible game:
You are wrong in the rules. You are wrong on how people play the game.
If you prefer your wording that's fine. As I said before, that just makes it a silver bordered card. It gets to hang out with the likes of Yet Another Aether Vortex and S.N.O.T.; a card that people find amusing to look at but no one really plays because they don't take it seriously.
As usual, you need to figure out how you want a card to function the way you want to within the rules. Case in point, "If there aren't any legal targets, that effect does nothing instead." doesn't function in games rules. Yes, two people at a kitchen table can handwave it, but it is too ambiguous to function consistently across all players and judges in all events.
Now, how to fix this so the effect is as close to what you are saying as possible within the rules.
Path to Ruin 1W
Instant
Change any number of targets of target spell or ability that targets you or a permanent you control to an opponent and/or a permanent an opponent controls.
You and permanents you control gain protection from that spell until the end of turn.
This wording will effectively remove the targeting on any part of the spell that you cannot redirect the targeting, and using protection means it is within white's color pie. That said, the target redirection is at best a bend for white, and this would be better as a whire-red or white-blue card.
As for New World Order, italic parenthetical text such as your (Use counters to keep track of this) is defined as reminder text, meaning it doesn't have actual rules meaning and can be left off the card without affecting playability. However, your card says nothing about counters. You don't actually need counters for the effect, but putting the mention in there implies things like the previous poster's template which then would mean you could, for instance, proliferate the counters to prolong the effect. But because your version doesn't explain how to use those counters, its unclear if, for instance, do you start with three counters and remove one each turn, or start at zero and add until you have three? If you have Solemnity out, does the effect just persist for ever? Without spelling this out, there is ambiguity and inconsistent play.
[card]New World Order W
Sorcery
Look at target player's hand and choose a nonland card. For that player's next three turns, that player can't cast spells with the same name as the chosen card and permanents with the same name as the chosen can't enter the battlefield.[/card]
The player can use any method they want to track those turns, counters, dice, notepad, but not referencing the "how" on the card means those counters aren't part of the actual game and so won't have to define interactions with game effects.
While the "rule setting" nature of this card is very white, the looking into the opponent's hand is something we pretty much only see black do and so this is likely white-black rather than mono-white.
The card ideas are interesting, its just these wording issues that need tweaking for them to work in game. Since you said in your previous thread that you hadn't actually played Magic in a decade, I'm sure you are ready to get feedback on how the rules function now so that you can design your cards effectively.
I think the copy effect should probably be 1U or UU since it can copy anything. That effect is usually 2 mana and a card, and here you're just losing hexproof on a creature that's already worth what you paid for it.
Cost aside, this is a really cool idea and there's opportunity for this to be a neat cycle. Green creature spends a trample counter for +X/+X, etc
The way this is worded, you just Armageddon yourself. It doesn't actually add any counters, and then the static ability turns all of your lands into 0/0's. It wouldn't even work as an ETB trigger, it needs to be a cast or "As this enters the battlefield" so there's a counter before the enchantment actually enters and makes all of your lands creatures. And then all of your lands initially hinge on a single counter (which is now on a 1/1 creature) which if removed kills all your lands. Risky is a bit of an understatement.
If its going to animate all of your lands, then it should probably give some base P/T so they don't just die. Or maybe only have the creeping counter lands be animated?
Also flavor-wise, Blight is kinda the opposite of what's happening here. The lands are becoming alive, not dying.
Oops, yup, It should be "Lands you control with creeping counters" are animated. Not self armageddon.
I did think about the indestructible thing, but having and indestructible army is just as unfun for the other player as lands dying is for you, and I like that it creates a risk/reward proposition for the player of how many lands to animate.
I also thought about the animation being a cheap activatible, something like
Creeping Blight 2GG
Enchantment (R)
At the beginning of your end step, for each land you control with a creeping counter on it, you may put a creeping counter on a land you control. If you control no permanents with creeping counters, you may put a creeping counter on a land you control.
1G: Lands you control with creeping counters are X/X green creatures with haste, where X is the number of lands you control with creeping counters until the end of turn.
Also maybe trigger at the beginning of your combat step?
Well prety powerfull card. Maybe better or equal to her AoR (3cmc) card.
Because of the ultimate it is probably an auto include in superfriends. +1 is good with creatures with ETB effects (probably can see play with Yorion + Charming Prince)
The only problem in superfriends is that the +1 does almost nothing (mine only has like two creatures in it), though I guess it could be used politically. I do like the -3 for utility though.
Also, they weren't straight up card advantageous. At best, you traded your land for one card, but not one card and something else. For example, having a 7/5 trampling threat that can keep coming back at common is going to dominate your limited environment, like if you made a retrace card that said "Target opponent sacrifices a creature and takes 3 damage." That one needs to be a vanilla 6/4 at most.
As an aside, I'm curious why Future Foretold doesn't just say "Scry 3. Draw a card."
The biggest problem with Retrace overall is repetitive game states, like with Buyback but to a lesser degree. As long as your cards effects encourage different strategic usages so that there are reasons to use the cards in different ways each turn, it is fine.
This could feel more like a regular human powering up into god mode:
Alden, Inquisitive Vessel 1RU
Legendary Creature - Human
Whenever you scry you may pay 2 if you do draw a card.
2W: Transform Alden, Inquisitive Vessel. Activate this ability only as a sorcery.
2/2
//
Lamell, Breaker of Limits
Legendary Creature - God
Haste, Double Strike
Whenever this creature transforms into Lamell, Breaker of Limits or attacks you may discard a card, if you do deal damage to any target equal to the converted mana cost of that card.
2U: Transform Lamell, Breaker of Limits. Activate this ability only as a sorcery.
4/4
Your front side feels more red/blue to me, since red and blue are the two colors we've seen "scry matters" abilities before. The back side is missing power/toughness, so I can't really evaluate how its costed, but it seems strong as anything more that a 2/2.
Flavorwise, I don't understand the two souls thing you're going for, so the human/God thing feels more like it should be a transform than a Modal with bounce. If you gave some more context to what the "two souls" means to your character/world that might help.
I'd say it doesn't need to exile as it resolves, as it costs a card to literally do nothing on its own. I'd also change the additional cost to exile a blue card, both to keep it from popping up in decks without blue as Git Probe was known to do.Its super niche, so it would be hard to fit into a set cuz this doesn't want to be rare but it wouldn't really do anything in draft so you don't want it at common or uncommon either. Just for a cube or straight to constructed, though, it works.
Edit: Oops, I missed the part about casting it from Exile. Now its broken.
I had another thought, though, if the lands only animate after a certain number of lands have counters.
Creeping Blight 2GG
Enchantment (R)
At the beginning of combat on your turn, for each land you control with a creep counter on it, you may put a creep counter on a land you control. If you control no lands with creep counters, you may put a creep counter on a land you control.
If you control three or more lands with creep counters, lands you control with creep counters are X/X green creatures with haste, where X is the number of lands you control with creep counters.
So on turn three after casting you can swing with 4 4/4s, but you don't have to worry about a 1/1 being picked off. I'm not sure which play pattern I like better.
You don't play the game, don't know the rules or how people play, and believe its a "steaming pile of ***" and you know better how it should work than either the people who design it or those who play it. If the game is so far beneath you, go do something else. Stop wasting your time and ours.
You are wrong in the rules. You are wrong on how people play the game.
If you prefer your wording that's fine. As I said before, that just makes it a silver bordered card. It gets to hang out with the likes of Yet Another Aether Vortex and S.N.O.T.; a card that people find amusing to look at but no one really plays because they don't take it seriously.
Your cards, then, are the definition of silver-bordered.
Now, how to fix this so the effect is as close to what you are saying as possible within the rules.
This wording will effectively remove the targeting on any part of the spell that you cannot redirect the targeting, and using protection means it is within white's color pie. That said, the target redirection is at best a bend for white, and this would be better as a whire-red or white-blue card.
As for New World Order, italic parenthetical text such as your (Use counters to keep track of this) is defined as reminder text, meaning it doesn't have actual rules meaning and can be left off the card without affecting playability. However, your card says nothing about counters. You don't actually need counters for the effect, but putting the mention in there implies things like the previous poster's template which then would mean you could, for instance, proliferate the counters to prolong the effect. But because your version doesn't explain how to use those counters, its unclear if, for instance, do you start with three counters and remove one each turn, or start at zero and add until you have three? If you have Solemnity out, does the effect just persist for ever? Without spelling this out, there is ambiguity and inconsistent play.
[card]New World Order W
Sorcery
Look at target player's hand and choose a nonland card. For that player's next three turns, that player can't cast spells with the same name as the chosen card and permanents with the same name as the chosen can't enter the battlefield.[/card]
The player can use any method they want to track those turns, counters, dice, notepad, but not referencing the "how" on the card means those counters aren't part of the actual game and so won't have to define interactions with game effects.
While the "rule setting" nature of this card is very white, the looking into the opponent's hand is something we pretty much only see black do and so this is likely white-black rather than mono-white.
The card ideas are interesting, its just these wording issues that need tweaking for them to work in game. Since you said in your previous thread that you hadn't actually played Magic in a decade, I'm sure you are ready to get feedback on how the rules function now so that you can design your cards effectively.
Cost aside, this is a really cool idea and there's opportunity for this to be a neat cycle. Green creature spends a trample counter for +X/+X, etc
Sadly, no snow afterall
Oops, yup, It should be "Lands you control with creeping counters" are animated. Not self armageddon.
I did think about the indestructible thing, but having and indestructible army is just as unfun for the other player as lands dying is for you, and I like that it creates a risk/reward proposition for the player of how many lands to animate.
I also thought about the animation being a cheap activatible, something like
Creeping Blight 2GG
Enchantment (R)
At the beginning of your end step, for each land you control with a creeping counter on it, you may put a creeping counter on a land you control. If you control no permanents with creeping counters, you may put a creeping counter on a land you control.
1G: Lands you control with creeping counters are X/X green creatures with haste, where X is the number of lands you control with creeping counters until the end of turn.
Also maybe trigger at the beginning of your combat step?
The only problem in superfriends is that the +1 does almost nothing (mine only has like two creatures in it), though I guess it could be used politically. I do like the -3 for utility though.