Cute card. You should specify that nonland cards have flash. If you want lands to have flash (or rather for that to matter), that requires a bit more rules text.
I'm glad this was brought up. Flash actually works with both nonland cards and land cards. The rules entry for flash deals with "playing" cards rather than "casting" them, so with this card out, you'd be able to play land cards as though they had flash, too. (Doing so doesn't avoid the once-per-turn and only-on-your-turn rules.)
If a Dryad Arbor gains flash, or you have the ability to play Dryad Arbor as though it had flash (due to Teferi, Mage of Zhalfir or Scout’s Warning, for example), you can ignore the normal timing rules for playing a land, but not any other restrictions. You can’t play Dryad Arbor during another player’s turn, and you can’t play Dryad Arbor if it’s your turn and you’ve already played a land.
Putting the land directly into play (e.g. Sakura-Tribe Scout) would be a cleaner way to achieve this result.
Question: Why is the enchantment legendary? It's redundant in multiples AND it has hexproof, so there really isn't any reason you'd want to have more than one in play anyway.
Umezawa's Katana shouldn't allow you to cast Ancestral Visions an unlimited number of times. Either include the rider that X cannot be 0, or exile the card after casting it.
Why would you want to get rid of Brain? At high counters it is one of the most broken cards in standard, and this is the one the deck where it seems to fit. I was super excited when it got spoiled, and it is the main reason why I'm playing the deck.
To be honest, I think that your counter centered strategy would be better with Brain in a Jar in main and TiTi in sideboard.
Brain in a Jar gets me very little... What do I use it for? It can only cast 1 card of each cmc before becoming useless for that cmc for the game.
You can use the Brain's second activated ability to bring the number of counters back down to whatever it is you intend to cast.
And the number one thing I want to see come back: World Permanents. For those that aren't old-school, when a World permanent comes in, it removes any other World permanents. It's design space they barely scratched on.
The flavour behind World Enchantments is that they represent teleporting the duel to a new location, which is why most of the World Enchantments are place names (cards like Revelation are a head-scratcher). The spiritual successor to these have been the Planechase cards.
Seems a tad weak. Adding land types would give this a little bit of a bonus, maybe do that?
This card's power depends quite a bit on what's going on with charge counters in the same environment.
Just to explain the other comments in response to your suggestion: a land with a basic land type has the inherent ability to tap for mana of that color. (e.g. a land that's an Island automatically has the ability to tap for U)
2. If anybody by chance happens to know them off hand, this is one in particular that's been annoying me. The swamp arts done by John Avon for urza's saga, card number 339/350, were later reprinted in white borders with the modern card frame, but still have the saga set icon on them. In addition to that there is a certain forest in 7th ed card number 330/350
A 5/5 for 5 with Lifelink in Black is an Uncommon, it is right on curve. Blood Lord flavor is that he already has the powers but he needs blood to fuel their powers after they have been summoned.
Not that I don't believe you, but I've been trying to find a reference for a 5/5 Uncommon Black creature with lifelink. There isn't any comparable creature in Gatherer, unless I'm missing something?
From the rulings for Dryad Arbor, emphasis mine:
Putting the land directly into play (e.g. Sakura-Tribe Scout) would be a cleaner way to achieve this result.
Question: Why is the enchantment legendary? It's redundant in multiples AND it has hexproof, so there really isn't any reason you'd want to have more than one in play anyway.
You can use the Brain's second activated ability to bring the number of counters back down to whatever it is you intend to cast.
The flavour behind World Enchantments is that they represent teleporting the duel to a new location, which is why most of the World Enchantments are place names (cards like Revelation are a head-scratcher). The spiritual successor to these have been the Planechase cards.
Just to explain the other comments in response to your suggestion: a land with a basic land type has the inherent ability to tap for mana of that color. (e.g. a land that's an Island automatically has the ability to tap for U)
Swamp is from the Battle Royale "Cinder Heart" deck, viewable here: http://www.magiclibrarities.net/194-rarities-battle-royale-box-set-cards-english-cards-cinder-heart-deck.html
Not that I don't believe you, but I've been trying to find a reference for a 5/5 Uncommon Black creature with lifelink. There isn't any comparable creature in Gatherer, unless I'm missing something?
2) Neither player receives priority during the untap step, so you are correct.
[CARDNAME] can't be destroyed by lethal damage unless lethal damage dealt by a single source is marked on it.
In similar vein to Despotic Scepter, it lets you get rid of stolen cards ("traitors") or cards that you have temporarily stolen (Edict only).
You can't Wish for a card from the exile zone, since it isn't outside the game. You used to be able to, but the rules have since changed.
1 Forest
1 Corrupted Grafstone
1 Vessel of Volatility
No cards in the graveyard
Since you can pay costs in any order, can I sacrifice the Vessel to its own ability and tap the Forest and Grafstone to pay 1R?
White typically doesn't get creatures with a life loss upkeep cost, but we got Cloistered Youth.
Blue rarely gets creatures with power significantly higher than toughness and never with haste, but we got Civilized Scholar.