Legend: Pretty cool. Doesn't have an awful amount of utility - probably best with Drain Life or Mind Rot effects - but is still interesting.
L0ng5h0t: Kinda expensive to activate for what is merely a little bit of mill. Attached to a scheme, flipping away 5-10 cards shouldn't any mana at all.
Tilwin: Sheesh, that's a lot of cards and a lot of value.
Antny223: Heh, I like it when schemes use "balanced" effects but completely unbalance it towards you. Clever and very st rong - although it's probably just around the power level of Your Puny Minds Cannot Fathom.
drewdagreek: This needs to either have a time limit (eg. to your next turn), or be an Ongoing Scheme with an end condition. As it is, it's kind of silly, especially with the cycle.
doomfish: This... seems very strong. 3UU for basically Sever the Bloodline attached to a 3/3 body is both strong and off-colour. Might be better with a black activation cost.
They're creatures that pass the vanilla test? They may or may not encourage certain themes in limited? These things really don't seem to have much in common.
I Will Tear You Apart
Ongoing Scheme (An ongoing scheme remains face up until it's abandoned.)
If a source you control would deal damage, instead it deals that much damage plus 2.
At the beginning of your end step, if no instants or sorceries you own dealt damage this turn, abandon this scheme.
Jimmy Groove: Cool self-synergy. Probably balanced given it takes time to ramp up and can potentially ruin you if you get unlucky or have a plain bad deck.
SelesnyaNewLife: This seems really situational but extremely powerful if it does occur. I think it gives a little too much flat power as a Conspiracy to be really fair - two dudes is really good.
IcariiFA: This is really good. I think it's moderately ridiculous in a multiplayer format like Conspiracy is built for - in a 4 player game, it'll pretty much one-shot someone thanks to the Parley.
Antny223: Flavourful Will of the Council. It's like a Pongify effect in a duel and it could be anything in multiplayer. I like it.
scrad_the_wanderer: That's... a really interesting card. It basically takes the best creature in the pack, except it always costs 2UU. Lots of mind game potential.
Doombringer: I don't really know how to judge Conspiracies, but this seems fair and flavourful.
Top 3:
1. scrad_the_wanderer
2. Antny223
3. Jimmy Groove
Wake of Ulamog5
Creature - Eldrazi (U)
Annihilator 2
When Wake of Ulamog dies, sacrifice two permanents. Ulamog wades across the land, obliterating all in front of it and leaving nothing but death and destruction. The death and destruction, too, wades across the land.
7/6
Vanguard of the WeakWW
Creature - Human Soldier (R)
Vigilance, dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
At the beginning of your upkeep, the player with the least life among players gains control of Vanguard of the Weak.
3/4
Sarkhan of Tarkir4RR
Planeswalker - Sarkhan (M)
[] Sarkhan of Tarkir can't be attacked except by creatures with flying.
+2 Reveal the top card of your library. If it's a creature, Sarkhan of Tarkir deals damage equal to its power to target player.
-3 Put a 4/4 red Dragon creature token with flying onto the battlefield.
-9 Search your library for any number of Dragon creatures and put them onto the battlefield, then shuffle your library. They gain haste until end of turn.
4
Erret the Overlord1(W/U)(W/U)
Planeswalker - Erret (M)
+1 You may tap or untap target permanent.
-2 You get an emblem with "Creatures can't attack you unless their controller pays 1 for each creature he or she controls that's attacking you."
-3 Permanents target player controls don't untap during their controller's next untap step.
3
Narset, Ascended Master2URW
Planeswalker - Narset (M)
+2 Choose from enchantment, instant or sorcery, then exile the top card of your library. If it's the chosen type, you may put it into your hand.
-3 You may cast target instant or sorcery spell in your graveyard this turn.
-9 You get an emblem with "You may cast noncreature cards from your hand without paying their mana costs".
5
Doombringer:
Common is an interesting punisher, but it's probably awful. Uncommon is a quite potent clock - rarely will your opponent straight up have no good cards in hand. Rare is cool but probably hard to use.
RaikouRider:
Common seems kind of good? Maybe? It's basically just 1-for-1 discard so I guess it's probably worse than, say, Duress. Uncommon is cool, has potential for big plays. Rare is exciting and novel.
Sagharri:
Common is kind of weird and probably underpowered. Uncommon is interesting and solid. Rare is probably the worst kind of punisher, but does look fun.
SelesnyaNewLife:
Common is simple and does what it needs to. Uncommon seems like it should already have been printed. Rare is all kinds of overkill.
Top 3:
1. RaikouRider
2. Doombringer
3. SelesnyaNewLife
SelesnyaNewLife: A win-con that protects itself. Interesting. In a two-player duel, it should be dealable with since they'll have 4 turns to find some kind of direct removal, although not being able to use creatures (as with something like Azor's Elocutors) seems somewhat potent if your opponent, er, gets unlucky. 6/7s are hard to remove. I don't really see it being 4 colours - it's hardly more than a mono-white card.
drewdagreek: Wow... this is really cool. Lots of exciting potential without even using it to win the game. The win condition seems ridiculously hard, but it's really just icing on the timmy cake here.
Doombringer: Counting untaps is new. Probably balanced - it takes quite a long time regardless of creature count to win the game, although you could build around it and add board untaps and all kinds of shenanigans. Fun.
Jimmy Groove: Ooh, interesting. An effect we haven't seen before, and a flavourful way of dealing with it. Except... isn't this basically just "gain 10 life" (but worse)? I don't really know how relevant the sacrifice effect is, but even if it is it's basically ALSO "gain 10 life". Feels too easy to remove - any instant speed artifact or enchantment destruction spells GG.
Tilwin: This... is really strange. So you have to maintain a board of 12 creatures for a whole turn cycle to win? Sounds kinda difficult, but a nice challenge at the same time. I gues it can't be any cheaper.
Advent: Interesting. I think this is really good - probably too powerful, in fact. It's not hard to deal noncombat damage with board wipes or Prodigal Pyromancer effects. It's really easy to just win the game the turn after it's played. Increase the mana cost, threshold, or at the very least make it "beginning of upkeep" - every other winning enchantment is like that for a reason.
Top 3:
1. drewdagreek
2. Doombringer
3. SelesnyaNewLife
Mindcast Infiltrator2U
Creature - Human Rogue (C)
Discard a card: Mindcast Infiltrator can't be blocked this turn.
3/1
Mindcast Interrogator2BB
Creature - Human Rogue (U)
Intimidate
Discard two cards: Target player discards a card at random. Activate this ability only on your turn and only once each turn.
3/2
Mindcast Ringleader3UB
Creature - Demon (R)
Flying
Whenever Mindcast Ringleader deals combat damage to a player, that player may discard a card. If he or she doesn't, you draw a card.
Discard three cards: Gain control of target creature unless its controller discards three cards.
4/4
Cast into Death1BBB
Enchantment (MR)
Whenever a creature you control dies, return it to the battlefield at the beginning of the next end step.
At the beginning of your upkeep, if you control no creatures, you lose the game.
bravelion83:
Aspirant Necromancer: Solid, simple design. Surprised it doesn't exist in some form yet.
Wake the Land: I think you're overcosting land animation. It's not actually that good - this is effectively a hasty 4 mana 4/4 that needs mana to attack. Should probably be an uncommon, too.
Sagharri:
Key to Eternity: This seems really potent - it's basically spending your mana to cast a creature from your graveyard. It's probably balanced by how expensive it is if your graveyard doesn't have variety though.
Welding Station: Interesting mechanic. I worry about its applications with artifact lands (basically turns anything into Arcbound Ravager), but as a 4 mana spell it shouldn't be too bad in Affinity/Robots.
RaikouRider:
Demon of Disturbed Graves: Ooh, I like this. Cool downside to a big demon, flavourful as well. Potentially kinda underpowered given how easy it might be to sacrifice the returned creature, but fun nonetheless.
Meletian Astrolabe: Turns all auras into a sort-of bestow. Pretty cool.
L0ng5h0t:
Tombstone Thallid: Cool utility creature, not sure if it needs to be hybrid on the second active though.
Manifesting Ray: Interesting, but I don't really see a purpose - it's either a bad land animation or a fun way to trigger Trail of Mystery effects. The last sentence should be reminder, a la Ixidron.
Jimmy Groove:
Master of Puppets: Wordy as all hell. I guess I can feel the sense of puppetry but it takes lot of complication to actually get there.
The Time of Angels: Another awkward wording. This one's slightly more grokkable though, so I guess it passses. Card is quite cool though, and very flavourful. Last line needs "from its owner's graveyard", I think.
Antny223:
Eidolon of Erebos: Feels kind of weird as a Bestow. It doesn't do anything interesting for it, but I guess it does give it a longer lifespan.
Groundwaker Armour: Fair, probably. Simple, a little boring if anything. Interacts fun with artifact sacrifice to save your land.
Doombringer:
Cycle of Unlife: WOW. That is a fun looking card. Massive potential card advantage, never lose creatures and get more if your opponents' ones die. Suitably expensive.
Ivilia, Transmogrifier: Looks fun. I love the ult (although it seems like it could kill you as fast as it kills your opponent), although it isn't as flavourful as the other abilities. Solid design, although the +1 is quite threatening on board compared to Nissa Worldwaker and Sarkhan, the Dragonspeaker.
SelesnyaNewLife:
Tibalt, the Pain Schemer: Ooh, this is kind of interesting. Two mana walker, but his +1 is somewhat unthreatening in the early game. I don't really like the repeatable return since it kind of nulls the cost of the ability. Rest of the card is fine, although it sure takes a long time to ultimate.
Restless Gravesite: I really like this one. Has good flavour and is balanced... probably.
Top 3:
1. Doombringer
2. SelesnyaNewLife
3. RaikouRider
Genesis Sphere3
Artifact (R)
When Genesis Sphere enters the battlefield or becomes tapped, you lose 2 life. 1, T, Sacrifice a creature: Search your library for a creature card with converted mana cost equal to 1 plus the sacrificed creature's converted mana cost, put that card onto the battlefield, then shuffle your library. Activate this ability only any time you could cast a sorcery.
L0ng5h0t: Kinda expensive to activate for what is merely a little bit of mill. Attached to a scheme, flipping away 5-10 cards shouldn't any mana at all.
Tilwin: Sheesh, that's a lot of cards and a lot of value.
Antny223: Heh, I like it when schemes use "balanced" effects but completely unbalance it towards you. Clever and very st rong - although it's probably just around the power level of Your Puny Minds Cannot Fathom.
drewdagreek: This needs to either have a time limit (eg. to your next turn), or be an Ongoing Scheme with an end condition. As it is, it's kind of silly, especially with the cycle.
doomfish: This... seems very strong. 3UU for basically Sever the Bloodline attached to a 3/3 body is both strong and off-colour. Might be better with a black activation cost.
Top 3:
1. Legend
2. Antny223
3. Tilwin
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.)
If a source you control would deal damage, instead it deals that much damage plus 2.
At the beginning of your end step, if no instants or sorceries you own dealt damage this turn, abandon this scheme.
SelesnyaNewLife: This seems really situational but extremely powerful if it does occur. I think it gives a little too much flat power as a Conspiracy to be really fair - two dudes is really good.
IcariiFA: This is really good. I think it's moderately ridiculous in a multiplayer format like Conspiracy is built for - in a 4 player game, it'll pretty much one-shot someone thanks to the Parley.
Antny223: Flavourful Will of the Council. It's like a Pongify effect in a duel and it could be anything in multiplayer. I like it.
scrad_the_wanderer: That's... a really interesting card. It basically takes the best creature in the pack, except it always costs 2UU. Lots of mind game potential.
Doombringer: I don't really know how to judge Conspiracies, but this seems fair and flavourful.
Top 3:
1. scrad_the_wanderer
2. Antny223
3. Jimmy Groove
Creature - Eldrazi (U)
Annihilator 2
When Wake of Ulamog dies, sacrifice two permanents.
Ulamog wades across the land, obliterating all in front of it and leaving nothing but death and destruction. The death and destruction, too, wades across the land.
7/6
Creature - Human Soldier (R)
Vigilance, dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
At the beginning of your upkeep, the player with the least life among players gains control of Vanguard of the Weak.
3/4
Sarkhan of Tarkir 4RR
Planeswalker - Sarkhan (M)
[] Sarkhan of Tarkir can't be attacked except by creatures with flying.
+2 Reveal the top card of your library. If it's a creature, Sarkhan of Tarkir deals damage equal to its power to target player.
-3 Put a 4/4 red Dragon creature token with flying onto the battlefield.
-9 Search your library for any number of Dragon creatures and put them onto the battlefield, then shuffle your library. They gain haste until end of turn.
4
Erret the Overlord 1(W/U)(W/U)
Planeswalker - Erret (M)
+1 You may tap or untap target permanent.
-2 You get an emblem with "Creatures can't attack you unless their controller pays 1 for each creature he or she controls that's attacking you."
-3 Permanents target player controls don't untap during their controller's next untap step.
3
Narset, Ascended Master 2URW
Planeswalker - Narset (M)
+2 Choose from enchantment, instant or sorcery, then exile the top card of your library. If it's the chosen type, you may put it into your hand.
-3 You may cast target instant or sorcery spell in your graveyard this turn.
-9 You get an emblem with "You may cast noncreature cards from your hand without paying their mana costs".
5
Common is an interesting punisher, but it's probably awful. Uncommon is a quite potent clock - rarely will your opponent straight up have no good cards in hand. Rare is cool but probably hard to use.
RaikouRider:
Common seems kind of good? Maybe? It's basically just 1-for-1 discard so I guess it's probably worse than, say, Duress. Uncommon is cool, has potential for big plays. Rare is exciting and novel.
Sagharri:
Common is kind of weird and probably underpowered. Uncommon is interesting and solid. Rare is probably the worst kind of punisher, but does look fun.
SelesnyaNewLife:
Common is simple and does what it needs to. Uncommon seems like it should already have been printed. Rare is all kinds of overkill.
Top 3:
1. RaikouRider
2. Doombringer
3. SelesnyaNewLife
drewdagreek: Wow... this is really cool. Lots of exciting potential without even using it to win the game. The win condition seems ridiculously hard, but it's really just icing on the timmy cake here.
Doombringer: Counting untaps is new. Probably balanced - it takes quite a long time regardless of creature count to win the game, although you could build around it and add board untaps and all kinds of shenanigans. Fun.
Jimmy Groove: Ooh, interesting. An effect we haven't seen before, and a flavourful way of dealing with it. Except... isn't this basically just "gain 10 life" (but worse)? I don't really know how relevant the sacrifice effect is, but even if it is it's basically ALSO "gain 10 life". Feels too easy to remove - any instant speed artifact or enchantment destruction spells GG.
Tilwin: This... is really strange. So you have to maintain a board of 12 creatures for a whole turn cycle to win? Sounds kinda difficult, but a nice challenge at the same time. I gues it can't be any cheaper.
Advent: Interesting. I think this is really good - probably too powerful, in fact. It's not hard to deal noncombat damage with board wipes or Prodigal Pyromancer effects. It's really easy to just win the game the turn after it's played. Increase the mana cost, threshold, or at the very least make it "beginning of upkeep" - every other winning enchantment is like that for a reason.
Top 3:
1. drewdagreek
2. Doombringer
3. SelesnyaNewLife
Artifact (U)
2, Sacrifice Ghostfire Flask: Choose one -
Creature - Human Rogue (C)
Discard a card: Mindcast Infiltrator can't be blocked this turn.
3/1
Mindcast Interrogator 2BB
Creature - Human Rogue (U)
Intimidate
Discard two cards: Target player discards a card at random. Activate this ability only on your turn and only once each turn.
3/2
Mindcast Ringleader 3UB
Creature - Demon (R)
Flying
Whenever Mindcast Ringleader deals combat damage to a player, that player may discard a card. If he or she doesn't, you draw a card.
Discard three cards: Gain control of target creature unless its controller discards three cards.
4/4
Enchantment (MR)
Whenever a creature you control dies, return it to the battlefield at the beginning of the next end step.
At the beginning of your upkeep, if you control no creatures, you lose the game.
Aspirant Necromancer: Solid, simple design. Surprised it doesn't exist in some form yet.
Wake the Land: I think you're overcosting land animation. It's not actually that good - this is effectively a hasty 4 mana 4/4 that needs mana to attack. Should probably be an uncommon, too.
Sagharri:
Key to Eternity: This seems really potent - it's basically spending your mana to cast a creature from your graveyard. It's probably balanced by how expensive it is if your graveyard doesn't have variety though.
Welding Station: Interesting mechanic. I worry about its applications with artifact lands (basically turns anything into Arcbound Ravager), but as a 4 mana spell it shouldn't be too bad in Affinity/Robots.
RaikouRider:
Demon of Disturbed Graves: Ooh, I like this. Cool downside to a big demon, flavourful as well. Potentially kinda underpowered given how easy it might be to sacrifice the returned creature, but fun nonetheless.
Meletian Astrolabe: Turns all auras into a sort-of bestow. Pretty cool.
L0ng5h0t:
Tombstone Thallid: Cool utility creature, not sure if it needs to be hybrid on the second active though.
Manifesting Ray: Interesting, but I don't really see a purpose - it's either a bad land animation or a fun way to trigger Trail of Mystery effects. The last sentence should be reminder, a la Ixidron.
Jimmy Groove:
Master of Puppets: Wordy as all hell. I guess I can feel the sense of puppetry but it takes lot of complication to actually get there.
The Time of Angels: Another awkward wording. This one's slightly more grokkable though, so I guess it passses. Card is quite cool though, and very flavourful. Last line needs "from its owner's graveyard", I think.
Antny223:
Eidolon of Erebos: Feels kind of weird as a Bestow. It doesn't do anything interesting for it, but I guess it does give it a longer lifespan.
Groundwaker Armour: Fair, probably. Simple, a little boring if anything. Interacts fun with artifact sacrifice to save your land.
Doombringer:
Cycle of Unlife: WOW. That is a fun looking card. Massive potential card advantage, never lose creatures and get more if your opponents' ones die. Suitably expensive.
Ivilia, Transmogrifier: Looks fun. I love the ult (although it seems like it could kill you as fast as it kills your opponent), although it isn't as flavourful as the other abilities. Solid design, although the +1 is quite threatening on board compared to Nissa Worldwaker and Sarkhan, the Dragonspeaker.
SelesnyaNewLife:
Tibalt, the Pain Schemer: Ooh, this is kind of interesting. Two mana walker, but his +1 is somewhat unthreatening in the early game. I don't really like the repeatable return since it kind of nulls the cost of the ability. Rest of the card is fine, although it sure takes a long time to ultimate.
Restless Gravesite: I really like this one. Has good flavour and is balanced... probably.
Top 3:
1. Doombringer
2. SelesnyaNewLife
3. RaikouRider
Artifact (R)
When Genesis Sphere enters the battlefield or becomes tapped, you lose 2 life.
1, T, Sacrifice a creature: Search your library for a creature card with converted mana cost equal to 1 plus the sacrificed creature's converted mana cost, put that card onto the battlefield, then shuffle your library. Activate this ability only any time you could cast a sorcery.
iiw: meaningful decisions.