I considered using evergreen keywords for the full cycle of common hybrid creatures, but UR doesn’t have an evergreen keyword. Prowess I believe is an evergreen now. B/U doesn't currently
I might make this a little more global, and restrictive. Something like Sacrifice: Target creature gets -1/-1 Eot. Otherwise it should be bumped due to complexity in limitations, if not rare.
I don't like these Hybrid Vanilla creatures, I agree with above that they should all use a unifying keyword. Also seeing as it's R/B I would swap it's P/T. a 3/2 Menace for 3 is pushing for power but well in the realm of being a common card.
Bladed Barrier (Common)
6
Creature — Construct
1/5
Armed (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
No "Armed" creatures should sit at common.
Consuming Darkness (Common)
5B
Sorcery
Each opponent loses 5 life.
Prisma — You gain 5 life if there’s three or more colors among cards in your graveyard.
I think this is fine, see what I said for Badlands Minitaur.
Cryptolith (Common)
2B
Creature — Horror
0/4
Cryptolith gets +1/+0 for each multicolored card in your graveyard.
Decapitate (Common)
3B
Sorcery
Exile target creature and the top card of its controller’s library.
I'm not sure, I think this should go up in cost by B. Unconditional Exile is indreadibly powerful, I think it also should be pushed upto uncommon.
Giant Leech (Common)
4B
Creature — Leech
4/3
2B: Target player dealt damage by Giant Leech this turn loses 2 life.
Jet Monocle (Common)
2
Artifact
Jet Monocle enters the battlefield tapped.
T: Add B.
B, Sacrifice Jet Monocle: Draw a card.
Lunging Corpse (Common)
1B
Creature — Zombie
2/2
Flash
I really hate the fact that black gets flash. Green should get flash, both from a mechanical and flavor sense but whatever it is what it is.
Mixed Blessing (Common)
2B
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it gets -2/-2.
Nocturnal Hunt (Common)
4B
Sorcery
Choose one —
• Create a 3/3 black Beast creature token with deathtouch.
• Create two 1/1 black Snake creature tokens with deathtouch.
Pain Transfusion (Common)
1(B/R)
Enchantment - Aura
Enchant creature
Whenever enchanted creature is dealt damage, it deals that much damage to its controller.
It's fine.
Pit Brawler (Common)
3B
Creature — Ogre Berserker
3/3
Prisma — Pit Brawler gets +2/+2 as long as there’s three or more colors among cards in your graveyard.
Rabid Bat (Common)
2BB
Creature — Bat
2/2
Flying
Haste
Scathing Invocation (Common)
B
Sorcery
Each opponent exiles a card from their hand, from the top of their library, and from their graveyard.
Skeletal Sell-Sword (Common)
1B
Creature — Skeleton Warrior
1/1
Skeletal Sell-Sword can’t block.
Skeletal Sell-Sword has indestructible as long as it’s equipped.
Unbury (Common)
(B/G)
Sorcery
Return target creature card from your graveyard to your hand.
Vampire Bite (Common)
1B
Instant
Choose one —
• Target creature gets +2/+1 and gains lifelink until end of turn.
• Target creature gets +1/+2 and gains deathtouch until end of turn.
Invigoration - It's an instresting idea. But I would just give them indestructable instead of the wierd wording of this effect lasts indefinatly.
Wildwoods
Legendary Land - Forest
Indestructible
Enters the battlefield tapped.
T: Add G to your mana pool. You may play a creature card in your hand as if it had flash.
Savage Seas
Legendary Land - Island
Indestructible
Enters the Battlefield tapped.
T: Add U to your mana pool. If you spend this on an instant, draw a card.
Stormpeaks
Legendary Land - Mountain
Indestructible
ETBT
T: Add R to your mana pool. If you spend this on a sorcery spell, that spell cannot be countered.
Forgotten Moor
Legendary Land - Mountain
Indestructible
ETBT
T: Add B to your mana pool. If you spend this on a creature spell, you may return a creature from your graveyard to your hand.
Blasted Hearth
Legendary Land - Plains
Indestructible
ETBT
T: Add W to your mana pool. If you spend this on an enchantment, gain life equal to that cards converted mana cost.
Stare into the Abyss should exile itself, or even more fun, put itself on the bottom of your library just saying. But otherwise I don't think it's to bad.
Eternity Mirror
Legendary Artifact
(Cards with no mana cost cannot be cast.)
If this would be put into the graveyard from anywhere by a spell or ability an opponant controls, put it on the battlefield with a number of counters on it equal to your life total.
At the beginning of each end step, your life total becomes equal to the number of counters on this, then add a counter.
Mystic Vision - While I like the card, I do feel that it is a tad undercosted. It's essentially a draw 2 for one, with the added advantage, of moving a lot of possibly unnecessary cards out of the way. I thin 1RU would be a more appropriate cost for this, if not higher.
I also think your right about the LD attached to my Corrosive mists. I think it would be fine at 3 if it only hit artifacts and enchantments.
Body of the Beast - UG
Enchantment - Aura
Enchant Creature
Flash
When ~ enters the battlefield, exile target creature you control as long as this remain on the battlefield.
Enchanted creature gains all abilities of exiled creatue, and power and toughness equal to exiled creatures power and toughness.
Tisilan - Thanks for your comments, I think your right, I think each player loses X life works. Mode 2, mode 2 works very simularly to the Golgari card in reality.
Coolie, Simple, but I think it's fine.
Dauntless Barrier - Dauntless Bodyguard, sure seems fine.
Corrosive Mist - 1GG
Enchantment
At the begining of each players upkeep he or she sacrifices an artifact, enchantment or land.
Fortifier - NOt to bad, a couple of things, reasonably costed, but isn't it normaly "Other Creatures get "X?X?"
And even though I can get into my dislike for adapt (And it's a complete waste of design space), I think unrestricted o******er giving (Something that should be green anyways) should cost a bit more.
Essense Storm(Placeholder Name - XXUBG
Sorcery
Choose 1
-Creatures gets -x/-x until end of turn.
-Each opponant looses X life.
Then Choose 1
-You gain X Life.
-Draw X cards.
-Put X +1/+1 counters on each creature you control.
Edits:
1. Changed to sorcery
2. Upped the cost by X
3. Fixed a couple modes.
Tashek - One issue I see, how do you put ambush counters on creatures? Do they stay as creatures are moved between zones? I think I get what you are trying to do with this, and it is definatly intresting (Then again, I don't like using the exile zone in general, I guess that goes back to my old school roots as Exile came from the REMOVED from the game line of thought.)
Polypod - UUGG
Creature - Mimic Ooze
When this enters the battlefield, becomes the target of a spell or ability, takes damage, and at the begining of your upkeep, create a copy of this creature.
1/1
No, just no. So, on turn three (Possibly 2), I either wipe my opponents board, or put them on a three turn clock, and in this case, the flying and trample are largely irrelevant. And, then again the following turn.
Maw of Nightmare -1BR
Legendary creature - Dragon Demon
As an additional cost, sacrifice any number of creatures.
As this enters the battlefield, it deals damage equal to the number creatures sacrificed to each opponent and each creature they control.
3/3
Wilds serve two purposes, first they effectively reduce your land count, very important for frenzy, and again, they allow you to continue a frenzy chain when you hit a second land. And, no field doesn't really mess with the chain gang. The two and three lands give the deck upto 5 effective shuffles, each shuffle reducing your land count by 1.
Honestly, I think they could easily bring back rampage as the Gruul mechanic. It's a great way to punch through damage, especially when paired with menace. Players like myself who weren't there two decades ago never got the chance to play with it, really. And it was never a bad mechanic, it's just that creatures back then were all overcosted.
No, rampage was a pretty useless mechanic, and made for weird combat math. They tried to do a "fixed" version later, that worked a little better, but that really didn't work either. I wouldn't mind seeing something like provoke combat, that was a neat combat trick, that fits neatly into Gruul's teritory.
Prowess I believe is an evergreen now. B/U doesn't currently
Now onto the cards...
Assassin’s Familiar (Common)
B
Creature — Scorpion
1/2
Sacrifice Assassin’s Familiar: Exile target creature token.
I might make this a little more global, and restrictive. Something like Sacrifice: Target creature gets -1/-1 Eot. Otherwise it should be bumped due to complexity in limitations, if not rare.
Badlands Minotaur (Common)
2(B/R)
Creature — Minotaur Warrior
2/3
*vanilla*
I don't like these Hybrid Vanilla creatures, I agree with above that they should all use a unifying keyword. Also seeing as it's R/B I would swap it's P/T. a 3/2 Menace for 3 is pushing for power but well in the realm of being a common card.
Bladed Barrier (Common)
6
Creature — Construct
1/5
Armed (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
No "Armed" creatures should sit at common.
Consuming Darkness (Common)
5B
Sorcery
Each opponent loses 5 life.
Prisma — You gain 5 life if there’s three or more colors among cards in your graveyard.
This should cost at leat B more.
Corrupted Centaur (Common)
2B
Creature - Centaur
3/2
Menace
I think this is fine, see what I said for Badlands Minitaur.
Cryptolith (Common)
2B
Creature — Horror
0/4
Cryptolith gets +1/+0 for each multicolored card in your graveyard.
Decapitate (Common)
3B
Sorcery
Exile target creature and the top card of its controller’s library.
I'm not sure, I think this should go up in cost by B. Unconditional Exile is indreadibly powerful, I think it also should be pushed upto uncommon.
Giant Leech (Common)
4B
Creature — Leech
4/3
2B: Target player dealt damage by Giant Leech this turn loses 2 life.
Jet Monocle (Common)
2
Artifact
Jet Monocle enters the battlefield tapped.
T: Add B.
B, Sacrifice Jet Monocle: Draw a card.
Lunging Corpse (Common)
1B
Creature — Zombie
2/2
Flash
I really hate the fact that black gets flash. Green should get flash, both from a mechanical and flavor sense but whatever it is what it is.
Mixed Blessing (Common)
2B
Enchantment - Aura
Enchant creature
As long as you control enchanted creature, it gets +2/+2. Otherwise, it gets -2/-2.
Nocturnal Hunt (Common)
4B
Sorcery
Choose one —
• Create a 3/3 black Beast creature token with deathtouch.
• Create two 1/1 black Snake creature tokens with deathtouch.
Pain Transfusion (Common)
1(B/R)
Enchantment - Aura
Enchant creature
Whenever enchanted creature is dealt damage, it deals that much damage to its controller.
It's fine.
Pit Brawler (Common)
3B
Creature — Ogre Berserker
3/3
Prisma — Pit Brawler gets +2/+2 as long as there’s three or more colors among cards in your graveyard.
Rabid Bat (Common)
2BB
Creature — Bat
2/2
Flying
Haste
Reaping Willow (Common)
3(B/G)
Creature - Treefolk
3/4
*vanilla*
Give it deathtouch.
Scathing Invocation (Common)
B
Sorcery
Each opponent exiles a card from their hand, from the top of their library, and from their graveyard.
Skeletal Sell-Sword (Common)
1B
Creature — Skeleton Warrior
1/1
Skeletal Sell-Sword can’t block.
Skeletal Sell-Sword has indestructible as long as it’s equipped.
Unbury (Common)
(B/G)
Sorcery
Return target creature card from your graveyard to your hand.
Vampire Bite (Common)
1B
Instant
Choose one —
• Target creature gets +2/+1 and gains lifelink until end of turn.
• Target creature gets +1/+2 and gains deathtouch until end of turn.
I would remove the second mode,
Boros Familiar - RW
Creature - Wizard Soldier
First Strike
Red and White spells you cast cost 1 less.
2/1
Wildwoods
Legendary Land - Forest
Indestructible
Enters the battlefield tapped.
T: Add G to your mana pool. You may play a creature card in your hand as if it had flash.
Savage Seas
Legendary Land - Island
Indestructible
Enters the Battlefield tapped.
T: Add U to your mana pool. If you spend this on an instant, draw a card.
Stormpeaks
Legendary Land - Mountain
Indestructible
ETBT
T: Add R to your mana pool. If you spend this on a sorcery spell, that spell cannot be countered.
Forgotten Moor
Legendary Land - Mountain
Indestructible
ETBT
T: Add B to your mana pool. If you spend this on a creature spell, you may return a creature from your graveyard to your hand.
Blasted Hearth
Legendary Land - Plains
Indestructible
ETBT
T: Add W to your mana pool. If you spend this on an enchantment, gain life equal to that cards converted mana cost.
Eternity Mirror
Legendary Artifact
(Cards with no mana cost cannot be cast.)
If this would be put into the graveyard from anywhere by a spell or ability an opponant controls, put it on the battlefield with a number of counters on it equal to your life total.
At the beginning of each end step, your life total becomes equal to the number of counters on this, then add a counter.
<Placeholder> - 3UG
Enchantment
If a spell or an ability an opponent control forces you to discard a card, draw a card.
I also think your right about the LD attached to my Corrosive mists. I think it would be fine at 3 if it only hit artifacts and enchantments.
Body of the Beast - UG
Enchantment - Aura
Enchant Creature
Flash
When ~ enters the battlefield, exile target creature you control as long as this remain on the battlefield.
Enchanted creature gains all abilities of exiled creatue, and power and toughness equal to exiled creatures power and toughness.
Coolie, Simple, but I think it's fine.
Dauntless Barrier - Dauntless Bodyguard, sure seems fine.
Corrosive Mist - 1GG
Enchantment
At the begining of each players upkeep he or she sacrifices an artifact, enchantment or land.
And even though I can get into my dislike for adapt (And it's a complete waste of design space), I think unrestricted o******er giving (Something that should be green anyways) should cost a bit more.
Essense Storm(Placeholder Name - XXUBG
Sorcery
Choose 1
-Creatures gets -x/-x until end of turn.
-Each opponant looses X life.
Then Choose 1
-You gain X Life.
-Draw X cards.
-Put X +1/+1 counters on each creature you control.
Edits:
1. Changed to sorcery
2. Upped the cost by X
3. Fixed a couple modes.
Polypod - UUGG
Creature - Mimic Ooze
When this enters the battlefield, becomes the target of a spell or ability, takes damage, and at the begining of your upkeep, create a copy of this creature.
1/1
Maw of Nightmare -1BR
Legendary creature - Dragon Demon
As an additional cost, sacrifice any number of creatures.
As this enters the battlefield, it deals damage equal to the number creatures sacrificed to each opponent and each creature they control.
3/3
4x Skirk Prospector
3x Fanatical Firebrand
4x Runaway Steamkin
4x Goblin Chainwhirler
4x Legion Warboss
4x Rekindling Pheonix
2x Seige Gang Commander
4x Lightning Strike
4x Lava Coils
3x Experimental Frenzy
2x Sarkahn, Fireblooded
2x Field of Ruin
3x Evolving Wilds
17x Mountain
I've had pretty good luck so far with this build overall.
No, rampage was a pretty useless mechanic, and made for weird combat math. They tried to do a "fixed" version later, that worked a little better, but that really didn't work either. I wouldn't mind seeing something like provoke combat, that was a neat combat trick, that fits neatly into Gruul's teritory.