Cosmos, the InsatiableR
Legendary Creature - Beast (R)
Trample
As Cosmos, the Insatiable comes onto the battlefield and at the beginning of your upkeep exile a land you control. If you can't sacrifice Cosmos, the Insatiable.
Cosmos, the Insatiable's power and toughness are equal to three times the number of lands exiled by Cosmos, the Insatiable.
*/*
Khalni SeederG
Creature - Plant (U)
Whenever Khalni Seeder is put into your graveyard from anywhere you may put a basic land from your hand into play tapped.
Forestcycling 3
0/1
Nibbles, the Scribbler2BB
Legendary Creature - Rat B,t: Target player exiles the top card of his or her library. If it's a creature card, put a +1/+1 counter on Nibbles, the Scribbler. If it's a land card, add BBB to your mana pool. If it's an aura card put it onto the battlefield enchanting Nibbles, the Scribbler. If it's a noncreature, nonland, nonaura card untap Nibbles, the Scribbler and you gain 1 life for each time you've activated this ability this turn.
2/2
Phytotangler1GG
Creature - Plant (R)
Defender
Whenever Phytotangler blocks a creature, remove that creature from combat and put a +1/+1 counter on Phytotangler.
Counters remain on Phytotangler as it moves to your graveyard.
Scavenge 3GG
1/1
Perplexing Sphinx3UU
Creature - Sphinx (U)
Flying
Whenever an opponent draws a card, that player reveals it, then puts the top X cards of his or her library into their graveyard where X is the revealed card's converted mana cost.
2/5
IIW: a common featuring your take on the new Orzhov keyword
Sisemen, the Unreasonable2UUBB
Legendary Creature - Leviathan Horror
Islandwalk
Whenever Sisemen, the Unreasonable deals combat damage to a player that player puts the top half of his or her library, rounded down, into his or her graveyard.
2/8
Oktoberfest2RRR
Legendary Enchantment (R)
At the beginning of each upkeep put a beer counter on each untapped creature.
Creatures with toughness less than the number of beer counters on them don't untap during their controllers' untap steps.
When Oktoberfest leaves the battlefield remove all beer counters from creatures. Each creature deals damage equal to the number of counters removed this way to another target creature.
Anything But That0
Instant (R)
Anything But That is blue.
Counter target spell an opponent control. That spell's controller may search his or her library for a card with a different name and cast it without paying its mana cost. What about this?
Bureaucratic InternmentUW
Sorcery (R)
Detain target nonland permanent you don't control.
Overload 4RUUW (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
Dormant Volcano
Land (R)
Whenever this land enters the battlefield or transforms into ~, it deals 1 damage to you.
T: Add R to your mana pool.
At the beginning of each upkeep, if you control no tapped lands, transform ~.
//////////////// Active Volcano
Land
Whenever this land transforms into ~, it deals 1 damage to you.
T: Add RR to your mana pool.
At the beginning of each upkeep, if you control no untapped lands, transform ~.
White would give each opponent 1 life, Blue would let each opponent loot 1 (draw, then discard), black would make you reveal your hand, and green would let each opponent choose a creature and have that creature get +1/+1 until EOT. Each of these lands would have the same triggers and abilities. Thoughts on the cycle? Do any seem more powerful than others?
I like the idea. It took me a minute to figure out, but I think if it was an actual card it would be clearer. The drawback is also pretty hard to pull off. You could also make it Legendary when it transforms but I don't think that's really necessary.
I don't really like the black ability in the cycle though. Revealing hands is generally done either by blue or black to someone else, not to themselves. I don't know it might just be me. In any case I think it would be cool if it exile a card from your graveyard if able. Picture a giant bog that just swallows people alive.
Anyway, I thought of this card and just wanted to tell someone, so here's my take on Innistrad:
Relicmad PoltergeistRB
Creature - Spirit
Haste
When Relicmad Poltergeist enters the battlefield, attach all Equipment on the battlefield to it.
At the beginning of your upkeep, Relicmad Poltergeist deals damage to you equal to its power if there is an Equipment on the battlefield not attached to it.
0/0
Alright. I'd really like them to cost 1CCC. So I'm going to try this again.
I do like Fecundity. So I think this seems alright now.
Reclamation Pact1GGG
Enchantment (R)
Whenever a creature you control dies, draw a card.
Don't ask me why but I really want to go with this idea. I probably should have put the exile clause in there the first go-around and also for the token. I know this is similar to Seance, but I think it is distinct. Let me know if this still seems non-White.
Retribution Pact1WWW
Enchantment (R)
Whenever a creature you control dies, exile it. Put a token that's a copy of it onto the battlefield. Exile it at the beginning of your next end step.
Alternate:
Rapturous Pact1WWW
Enchantment (R)
Whenever a creature you control dies, put a 4/4 white Angel creature token with flying onto the battlefield.
Do you think that needs the exile clause? I'd rather not put it in if I don't have to.
Anyway, the blue one had to be redone from scratch. I couldn't figure out what to do for a while. Stealing people's stuff would be too broken. Milling seemed too weak and uninspired. Blue doesn't have a lot of cool abilities. I like scry here though. I've always liked scry and admired how blue it was. Let me know what you think about the power level of this.
Sagacious Pact1UUU
Enchantment (R)
Whenever a creature you control dies, scry X, where X is that creature's converted mana cost.
Finally, I don't think Blood Pact is that bad in terms of being op. Comparing it to Grave Pact, which frankly in my opinion should cost more (sure it sucks against tokens, but I digress), but the only difference between this and Grave Pact itself is that now you get to choose what to kill. Plus in multiplayer, Grave Pact kills more than one thing. Despite not being able to choose what dies, Grave Pact is more broken power-wise.
Do you think Blood Pact would be less broken if it was a flat amount, say 2?
I made some new cards today. I was thinking about Grave Pact. One of my favorite cards of all time. So I decided to create a cycle off of it.
Yea I know it's kind of confusing with the other Pact cycle. But those are instants. These are enchantments.
Reclamation Pact1GGG
Enchantment (R)
Whenever a creature you control dies, return it to your hand.
Vengeance Pact1WWW
Enchantment (R)
Whenever a creature you control dies, put a token that's a copy of it onto the battlefield. That token has haste. Sacrifice it at the beginning of your next end step.
Sagacious Pact1UUU
Enchantment (R)
Whenever a creature you control dies, draw a card.
Blood Pact1RRR
Enchantment (R)
Whenever a creature you control dies, it deals damage equal to its power to target creature.
Are these broken?
Think you can do it better? Feel free to share your ideas.
Morality Shift is a fun card in my balthor deck. Although everytime I have to mana to cast it I do even if it's not the most advisable move. I have lived the dream one time where I had balthor in play, cast morality shift off of the 10 black mana i had from black market and then popped balthor to put a brain munching amount of zombies into play!
If you have a sac outlet and Vengeful Dead, Diregraf Captain, or both in play it's not hard to kill everyone after doing that.
Yea. It should be in there. I'll add it to my wishlist. Just a note the posted decklist is what I have built. That's why I don't have some of the better lands and such.
Yea. I've certainly thought about it. My issues with the Crusader primarily revolve around it having Infect (which would make it the ONLY creature with Infect). Unless I have a Coat of Arms or some way to pump him my opponent will probably not block him the first several times I attack with him, if I ever do. If there's one place he would be useful is as a blocker. He's an AMAZING blocker, but I'd rather be attacking. Plus I have tokens to block with. That's just my feeling. I've never actually tried it in here. I'll have to do that one of these days.
The other man reason is because I'm afraid of the blowback from playing something with Infect. Something that at least in my playgroup is frowned upon. In fact, our house rule is 15 poison to kill in EDH, so his effectiveness as an attacker is diminished.
I would go with eldrazi monument just on the off chance you manage to get tombstone stairwell to stick for a turn you get to keep your tokens. Grave pact is also nice with a sac outlet like your general. I'm currently running a Balthor the defiled zombie edh but after all the fun blue zombies in the most recent sets, I'm working on expanding it to grixis colors with Lord of Tesserhorn at the helm so I'll keep you posted on other fun blue/black zombie interactions.
I never thought about it. Probably because I never owned one, but I do really like the idea of the Monument. One distinct disadvantage that I have is a lack of flyers. I guess Akroma's Memorial does the same thing (in terms of flying), but while costing 2 more, not buffing P/T, and not making them Indestructible, which is better than pro red and black (at least in my book). Plus it's not like I mind saccing creatures.
Also note Grave Pact is in there.
I'll think about Balthor, essentially as another Bidding/Grimoire. It's funny you should mention this. I've actually been thinking of putting in a card that's been sitting in my binder since the day I opened it out of a pack many moons ago. As an instakill combo with Bidding/Grimoire and I guess Balthor. Albeit one that costs either 5BB (and can be seen from a mile away), 5BBBBB, or 8BBBB.
Legendary Creature - Beast (R)
Trample
As Cosmos, the Insatiable comes onto the battlefield and at the beginning of your upkeep exile a land you control. If you can't sacrifice Cosmos, the Insatiable.
Cosmos, the Insatiable's power and toughness are equal to three times the number of lands exiled by Cosmos, the Insatiable.
*/*
Next: Winged Coatl
Creature - Plant (U)
Whenever Khalni Seeder is put into your graveyard from anywhere you may put a basic land from your hand into play tapped.
Forestcycling 3
0/1
Legendary Creature - Rat
B,t: Target player exiles the top card of his or her library. If it's a creature card, put a +1/+1 counter on Nibbles, the Scribbler. If it's a land card, add BBB to your mana pool. If it's an aura card put it onto the battlefield enchanting Nibbles, the Scribbler. If it's a noncreature, nonland, nonaura card untap Nibbles, the Scribbler and you gain 1 life for each time you've activated this ability this turn.
2/2
Next: Auratouched Mage
Creature - Plant (R)
Defender
Whenever Phytotangler blocks a creature, remove that creature from combat and put a +1/+1 counter on Phytotangler.
Counters remain on Phytotangler as it moves to your graveyard.
Scavenge 3GG
1/1
Creature - Sphinx (U)
Flying
Whenever an opponent draws a card, that player reveals it, then puts the top X cards of his or her library into their graveyard where X is the revealed card's converted mana cost.
2/5
IIW: a common featuring your take on the new Orzhov keyword
Legendary Creature - Leviathan Horror
Islandwalk
Whenever Sisemen, the Unreasonable deals combat damage to a player that player puts the top half of his or her library, rounded down, into his or her graveyard.
2/8
Next: Changeling Titan
Legendary Enchantment (R)
At the beginning of each upkeep put a beer counter on each untapped creature.
Creatures with toughness less than the number of beer counters on them don't untap during their controllers' untap steps.
When Oktoberfest leaves the battlefield remove all beer counters from creatures. Each creature deals damage equal to the number of counters removed this way to another target creature.
Instant (R)
Anything But That is blue.
Counter target spell an opponent control. That spell's controller may search his or her library for a card with a different name and cast it without paying its mana cost.
What about this?
Sorcery (R)
Detain target nonland permanent you don't control.
Overload 4RUUW (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
I like the idea. It took me a minute to figure out, but I think if it was an actual card it would be clearer. The drawback is also pretty hard to pull off. You could also make it Legendary when it transforms but I don't think that's really necessary.
I don't really like the black ability in the cycle though. Revealing hands is generally done either by blue or black to someone else, not to themselves. I don't know it might just be me. In any case I think it would be cool if it exile a card from your graveyard if able. Picture a giant bog that just swallows people alive.
Anyway, I thought of this card and just wanted to tell someone, so here's my take on Innistrad:
Relicmad Poltergeist RB
Creature - Spirit
Haste
When Relicmad Poltergeist enters the battlefield, attach all Equipment on the battlefield to it.
At the beginning of your upkeep, Relicmad Poltergeist deals damage to you equal to its power if there is an Equipment on the battlefield not attached to it.
0/0
I do like Fecundity. So I think this seems alright now.
Reclamation Pact 1GGG
Enchantment (R)
Whenever a creature you control dies, draw a card.
Don't ask me why but I really want to go with this idea. I probably should have put the exile clause in there the first go-around and also for the token. I know this is similar to Seance, but I think it is distinct. Let me know if this still seems non-White.
Retribution Pact 1WWW
Enchantment (R)
Whenever a creature you control dies, exile it. Put a token that's a copy of it onto the battlefield. Exile it at the beginning of your next end step.
Alternate:
Rapturous Pact 1WWW
Enchantment (R)
Whenever a creature you control dies, put a 4/4 white Angel creature token with flying onto the battlefield.
Do you think that needs the exile clause? I'd rather not put it in if I don't have to.
Anyway, the blue one had to be redone from scratch. I couldn't figure out what to do for a while. Stealing people's stuff would be too broken. Milling seemed too weak and uninspired. Blue doesn't have a lot of cool abilities. I like scry here though. I've always liked scry and admired how blue it was. Let me know what you think about the power level of this.
Sagacious Pact 1UUU
Enchantment (R)
Whenever a creature you control dies, scry X, where X is that creature's converted mana cost.
Finally, I don't think Blood Pact is that bad in terms of being op. Comparing it to Grave Pact, which frankly in my opinion should cost more (sure it sucks against tokens, but I digress), but the only difference between this and Grave Pact itself is that now you get to choose what to kill. Plus in multiplayer, Grave Pact kills more than one thing. Despite not being able to choose what dies, Grave Pact is more broken power-wise.
Do you think Blood Pact would be less broken if it was a flat amount, say 2?
Yea I know it's kind of confusing with the other Pact cycle. But those are instants. These are enchantments.
Reclamation Pact 1GGG
Enchantment (R)
Whenever a creature you control dies, return it to your hand.
Vengeance Pact 1WWW
Enchantment (R)
Whenever a creature you control dies, put a token that's a copy of it onto the battlefield. That token has haste. Sacrifice it at the beginning of your next end step.
Sagacious Pact 1UUU
Enchantment (R)
Whenever a creature you control dies, draw a card.
Blood Pact 1RRR
Enchantment (R)
Whenever a creature you control dies, it deals damage equal to its power to target creature.
Are these broken?
Think you can do it better? Feel free to share your ideas.
If you have a sac outlet and Vengeful Dead, Diregraf Captain, or both in play it's not hard to kill everyone after doing that.
Yea. It should be in there. I'll add it to my wishlist. Just a note the posted decklist is what I have built. That's why I don't have some of the better lands and such.
Yea. I've certainly thought about it. My issues with the Crusader primarily revolve around it having Infect (which would make it the ONLY creature with Infect). Unless I have a Coat of Arms or some way to pump him my opponent will probably not block him the first several times I attack with him, if I ever do. If there's one place he would be useful is as a blocker. He's an AMAZING blocker, but I'd rather be attacking. Plus I have tokens to block with. That's just my feeling. I've never actually tried it in here. I'll have to do that one of these days.
The other man reason is because I'm afraid of the blowback from playing something with Infect. Something that at least in my playgroup is frowned upon. In fact, our house rule is 15 poison to kill in EDH, so his effectiveness as an attacker is diminished.
I never thought about it. Probably because I never owned one, but I do really like the idea of the Monument. One distinct disadvantage that I have is a lack of flyers. I guess Akroma's Memorial does the same thing (in terms of flying), but while costing 2 more, not buffing P/T, and not making them Indestructible, which is better than pro red and black (at least in my book). Plus it's not like I mind saccing creatures.
Also note Grave Pact is in there.
I'll think about Balthor, essentially as another Bidding/Grimoire. It's funny you should mention this. I've actually been thinking of putting in a card that's been sitting in my binder since the day I opened it out of a pack many moons ago. As an instakill combo with Bidding/Grimoire and I guess Balthor. Albeit one that costs either 5BB (and can be seen from a mile away), 5BBBBB, or 8BBBB.