I did not like Fateful Hour. It was a good notion, but I think five life is too low for the increased benefit to matter. Also, the name wasn't up-to-eleven enough.
Dawnbringer Cathar WW
Creature - Human Knight
First Strike Eleventh Hour - As long as you have nine or less life, Dawnbringer Cathar gets +3/+3 and has Flying.
"Avacyn has abandoned us. I have no, faith, no hope, no belief in anything... but you and I."
. I think this card is too cheap for what it does. It's a onesided Gaea's Anthem (limited to green creatures sure) and a one sided Green mana generator which already costs 4 for a level playing field effect. If it cost 5 it might be better because it's not Gauntlet of power (which is equitable) or Gauntlet of Might (which costs the same in colorless mana for yet again an equitable effect)
Edit!: Nevermind i saw it's a creature enchant now. Much weaker than before for sure. I'd say it's costed correctly for an aura.
4 mana is fine, even for a non-Aura enchantment. When's the last time you saw anyone play Glorious Anthem? It provides 12-post level mana acceleration, which is powerful, but only to a mono-green deck. In a post-Zendikar environment, I think it would be perfectly fine. What's there to accelerate into now? Blightsteel Colossus? At 4cc I think it would be risky, but at 5 mana it just seems poor.
Heketoom - 2G
Creature - Frog
Flash
Evolutionary - As long as this card is in your graveyard permanents that share a name with it get +1/+1 and have hexproof. "Sometimes survival means through progeny and the lessons passed from one generation to the next."
2/2[/quote]
I like this, although "Evolutionary" is... a lame word. Evolution or Natural Selection would fit better, I think. Goes very well with Innistrad's graveyard themes.
Here's a couple:
Liberate - WB
Instant
Remove target creature from the game. "It's good to be free of certain things, but don't seek 'true freedom.' You don't want to know what real freedom is." - Cailus, Orzhov Pontiff, to idealistic youth
And I want to make a "cheap legendary wizard with R, T, deal damage to something plus a Hellbent-fueled game-ender," but I'm not sure how to do it.
Ilsa Banefire - R
Legendary Creature - Human Wizard R, T: Ilsa Banefire deals 1 damage to target creature or player. Hellbent: As long as you have no cards in hand, Ilsa Banefire has "XR,T: Ilsa Banefire deals X damage to target creature or player."
-Maybe this could be Hellbent: "XR,T: If you have no cards in hand, Ilsa Banefire deals X damage to target creature or player."
Ilsa Banefire - R
Legendary Creature - Human Wizard R, T, discard a card: Ilsa Banefire deals 2 damage to target creature or player. Hellbent: As long as you have no cards in hand, whenever Ilsa would deal damage, it deals twice as much damage instead.
Ecumenical Blight1BB
Sorcery (U)
Choose one -- Each creature gets -1/-1 until end of turn for each of its colors; or each creature gets -1/-1 until end of turn for each of its creature types.
That's really cool, but I think you could add a -1/-1 on top of the color-based effect. Even with Alara block, multicolor creatures aren't prevalent enough for this to be on par with Infest, and given the direction in which creatures' power level is going I think a card which is "a little bit better than Infest" would be perfectly fine.
Wizards has been giving Red its own flavor of card advantage recently with Searing Blaze and Kiln Fiend, allowing players to throw burn spells at blockers and faces at the same time. This is less elegant, but I think would be interesting:
Zektar Invocation3R
Sorcery
Put two 3/1 red Elemental creature tokens into play. They have "at the beginning of your end step, sacrifice this permanent."
Tenshir Training seems fine as-is. It's strong, has an interesting drawback and provides players with an interesting option which isn't too strong when opponents don't have an answer. I think it would be fine without the drawback, but the design is great - you could tune it a little and make a better card. "Enchanted creature is an Artifact" would certainly be really cool on a Scars of Mirrodin card.
A lot of players have tried to capture the "flavor" of vehicles. Equipment are alright, but most equipment just doesn't feel "big" enough. Sword of Fire and Ice, Unscythe et al are big and all, but not big enough. They just make your dudes bigger and gives them more cowbell. I think this card's effect makes it feel more like a "vehicle":
Thor4
Equip 3
Equipped creature gets +4/+4.
Equipped creature has "Tap an untapped equipment attached to this creature: this creature deals 2 damage to target creature or player." "Feel the thunder!"
Since you can tap both the creature and equipment for separate effects, the equipment seems more like something the creature is piloting than something the creature is swinging around.
Also
Gamma BoltR
Instant
Kicker 1B
Gamma Bolt deals 2 damage to target creature or player. If Gamma Bolt dealt damage to a creature and its kicker cost was paid, destroy that creature. The collapse of the Etherium forge produced strange energies which poisoned everything around it.
Spawn does not need to be a keyword and many of these cards are too complicated to be common. Furthermore, placing world enchantments at common could make for some very annoying limited games as players battle over whose enchantment stays on the board.
Several of your levellers' level requirements for "stage 2" could be reduced from 3 to 2.
Experience Gain is too good. You can just pay the level-up cost any number of times. You would need to add a "once per turn" caveat.
Animal PragmatismG
Instant
Target permanent gains protection from enchantments until end of turn. Beasts need no clothes, nor machines, nor decorative magic. Neither do I.
Wake of the Dead3BB
Enchantment
Creatures get -1/-1 for each creature card in its owner's graveyard.
Whenever a creature is put into a graveyard from the battlefield, exile 3 target creature cards in a single graveyard.
I'm not sure if I like this. The ability of players to reduce the effect is nice, but creature decks trying to fight this will be in a pretty terrible situation after losing only one or two dudes, after which point they could be stuck with 1/1's or 2/2's in the late game against a control deck. It's cool that it pushes creature decks up the curve and away from weenie zergrushes, and I'd really like it in an RoE format if Eldrazi were a little bit cheaper. Players would be pushed up the creature curve without potentially being forced into other decks altogether, and Eldrazi are enormous and have Annihilator so they can plausibly fight this enchantment. The design is really interesting but I'm not sure how well it would play out.
Large Hedron Collider 4 A wizardly fellow and an apprentice are standing at a large console overseeing an enormous ring. Two hedrons are hovering above the ring at opposite sides, held aloft by magic and string. The apprentice is cautiously pulling a lever.
Artifact 4, sacrifice a land: Draw two cards. "Yes, research implies it could start the apocalypse. Stop being a negative nancy and flip the switch."
Wildclaw would be pretty cool in a Limited format with Suspend, but I think it should be a 2/2. 2/1 seems too weak to me. Even with a four-point face and trample it's pretty weak if it's taken down by a 1/1 dork.
Painkiller Angel3RR
Artifact Creature - Angel
Flying
Whenever Painkiller Angel attacks, you may have it deal damage equal to its power to target creature.
6/4 Baneslayers train to slay the wicked with discipline and grace. Painkillers build themselves to kill everything with cacophonous fury.
Really freaking powerful but it's supposed to be about as strong as Baneslayer.
I like the feel of "Level Up" / "Level Down" but I think there might be a better way to get the same effect. Furthermore, I think level-up should still cost mana - using the versatility should still cost something. If the Level Up cost was 1 or 2 I'd like it better.
Knight of the Shallow Grave1BB
Creature - Zombie Knight
Suspend 2 - B
Whenever Knight of the Shallow Grave is put into your graveyard from the battlefield, exile it and put two time counters on it.
2/2
Fffffffff, Howl of Irritation1RRR
Legendary Creature - Spirit
Haste
All creatures attack each turn if able.
5/2
Stifle aside, there are a lot of cheap ways to gain just a little bit of life, which would make it too easy to play this. You could answer "healing salve plus Spalten's Baby" with Lightning Bolt but that would make for unfun gameplay, a two-card combo fast enough to rival Hulk Flash.
Insightning 2R
Sorcery
Insightning deals 3 damage to target creature or player.
Cascade A shocking revelation.
Uliyan Key 2
Legendary Artifact
Instant and sorcery cards you own are Arcane in addition to their normal types and have Splice into Arcane. Their Splice into Arcane costs are equal to their mana costs.
Lava Pools is too strong. It should only deal 1 damage per activation, maybe 2 damage if you increase the number of cards exiled to four. In the long game where a land like this will matter, 1 damage per turn should be enough.
Doubledog Dare 2G A trepidatious goblin stares at a two-headed dog sleeping next to a backpack. A half-eaten arm is by the dog's right head.
Instant
Put a 3/3 Hound creature token into play. If you have 15 or less life, put a +1/+1 counter on that creature.
Dawnbringer Cathar WW
Creature - Human Knight
First Strike
Eleventh Hour - As long as you have nine or less life, Dawnbringer Cathar gets +3/+3 and has Flying.
"Avacyn has abandoned us. I have no, faith, no hope, no belief in anything... but you and I."
2/2
4 mana is fine, even for a non-Aura enchantment. When's the last time you saw anyone play Glorious Anthem? It provides 12-post level mana acceleration, which is powerful, but only to a mono-green deck. In a post-Zendikar environment, I think it would be perfectly fine. What's there to accelerate into now? Blightsteel Colossus? At 4cc I think it would be risky, but at 5 mana it just seems poor.
Heketoom - 2G
Creature - Frog
Flash
Evolutionary - As long as this card is in your graveyard permanents that share a name with it get +1/+1 and have hexproof.
"Sometimes survival means through progeny and the lessons passed from one generation to the next."
2/2[/quote]
I like this, although "Evolutionary" is... a lame word. Evolution or Natural Selection would fit better, I think. Goes very well with Innistrad's graveyard themes.
Here's a couple:
Liberate - WB
Instant
Remove target creature from the game.
"It's good to be free of certain things, but don't seek 'true freedom.' You don't want to know what real freedom is." - Cailus, Orzhov Pontiff, to idealistic youth
And I want to make a "cheap legendary wizard with R, T, deal damage to something plus a Hellbent-fueled game-ender," but I'm not sure how to do it.
Ilsa Banefire - R
Legendary Creature - Human Wizard
R, T: Ilsa Banefire deals 1 damage to target creature or player.
Hellbent: As long as you have no cards in hand, Ilsa Banefire has "XR,T: Ilsa Banefire deals X damage to target creature or player."
-Maybe this could be Hellbent: "XR,T: If you have no cards in hand, Ilsa Banefire deals X damage to target creature or player."
Ilsa Banefire - R
Legendary Creature - Human Wizard
R, T, discard a card: Ilsa Banefire deals 2 damage to target creature or player.
Hellbent: As long as you have no cards in hand, whenever Ilsa would deal damage, it deals twice as much damage instead.
Wizards has been giving Red its own flavor of card advantage recently with Searing Blaze and Kiln Fiend, allowing players to throw burn spells at blockers and faces at the same time. This is less elegant, but I think would be interesting:
Zektar Invocation 3R
Sorcery
Put two 3/1 red Elemental creature tokens into play. They have "at the beginning of your end step, sacrifice this permanent."
"Scars of Mirrodin" will be a reference to the wounds left behind by the removal of the metal grafted to creatures on Mirrodin.
A lot of players have tried to capture the "flavor" of vehicles. Equipment are alright, but most equipment just doesn't feel "big" enough. Sword of Fire and Ice, Unscythe et al are big and all, but not big enough. They just make your dudes bigger and gives them more cowbell. I think this card's effect makes it feel more like a "vehicle":
Thor 4
Equip 3
Equipped creature gets +4/+4.
Equipped creature has "Tap an untapped equipment attached to this creature: this creature deals 2 damage to target creature or player."
"Feel the thunder!"
Since you can tap both the creature and equipment for separate effects, the equipment seems more like something the creature is piloting than something the creature is swinging around.
Also
Gamma Bolt R
Instant
Kicker 1B
Gamma Bolt deals 2 damage to target creature or player. If Gamma Bolt dealt damage to a creature and its kicker cost was paid, destroy that creature.
The collapse of the Etherium forge produced strange energies which poisoned everything around it.
Several of your levellers' level requirements for "stage 2" could be reduced from 3 to 2.
Animal Pragmatism G
Instant
Target permanent gains protection from enchantments until end of turn.
Beasts need no clothes, nor machines, nor decorative magic. Neither do I.
Large Hedron Collider 4
A wizardly fellow and an apprentice are standing at a large console overseeing an enormous ring. Two hedrons are hovering above the ring at opposite sides, held aloft by magic and string. The apprentice is cautiously pulling a lever.
Artifact
4, sacrifice a land: Draw two cards.
"Yes, research implies it could start the apocalypse. Stop being a negative nancy and flip the switch."
Painkiller Angel 3RR
Artifact Creature - Angel
Flying
Whenever Painkiller Angel attacks, you may have it deal damage equal to its power to target creature.
6/4
Baneslayers train to slay the wicked with discipline and grace. Painkillers build themselves to kill everything with cacophonous fury.
Really freaking powerful but it's supposed to be about as strong as Baneslayer.
e: yeah
Knight of the Shallow Grave 1BB
Creature - Zombie Knight
Suspend 2 - B
Whenever Knight of the Shallow Grave is put into your graveyard from the battlefield, exile it and put two time counters on it.
2/2
Fffffffff, Howl of Irritation 1RRR
Legendary Creature - Spirit
Haste
All creatures attack each turn if able.
5/2
Stifle aside, there are a lot of cheap ways to gain just a little bit of life, which would make it too easy to play this. You could answer "healing salve plus Spalten's Baby" with Lightning Bolt but that would make for unfun gameplay, a two-card combo fast enough to rival Hulk Flash.
Insightning 2R
Sorcery
Insightning deals 3 damage to target creature or player.
Cascade
A shocking revelation.
Uliyan Key 2
Legendary Artifact
Instant and sorcery cards you own are Arcane in addition to their normal types and have Splice into Arcane. Their Splice into Arcane costs are equal to their mana costs.
Doubledog Dare 2G
A trepidatious goblin stares at a two-headed dog sleeping next to a backpack. A half-eaten arm is by the dog's right head.
Instant
Put a 3/3 Hound creature token into play. If you have 15 or less life, put a +1/+1 counter on that creature.
Not a Werewolf
Creature - Human Shaman
When a Swamp comes into play under your control, flip Not a Werewolf.
2/2
--------------
Is a Werewolf
Creature - Wolf Shaman
When a Forest comes into play under your control, exile Is a Werewolf and return it to play.
3/3