Seraph's Boon3:symwr::symwr:
Instant {U}
You gain 1 life for each white creature on the battlefield. Target creature gets +X/+X until end of turn, where X is the number of red creatures on the battlefield.
This is way overcosted. Maybe increasing that life gained from white permanents to 2. Or maybe change it to "Red creatures you control get +X/+0, where X is the number of red creatures on the battlefield until end of turn. White creatures you control get lifelink until end of turn."
Sunblade Knight3W
Creature-Human Knight {C} Sunlight-R: Sunblade Knight deals 1 damage to target creature. Activate this ability no more than three times per turn. 2/1
Suture Spirit thinks this card is broken. Maybe make the regeneration a sunlight ability or limit it to only being able to regenerate creatures with lightshift.
Ichor-Blood Ogre2:symbr::symbr::symbr::symbr:
Creature-Ogre {R} Defender, Whenever a creature deals damage to Ichor-Blood Ogre, put X -1/-1 counters on that creature, where X is the amount of damage dealt to Ichor-Blood Ogre. 0/6
Fine, although Spitemare thinks this effect is white/red not black/red. It's not too big of a deal, white and black are mechanically pretty close.
Lightcaster Nymph3:symuw::symuw:
Creature-Faerie {C}
Flying
As Lightcaster Nymph enters the battlefield, Lightshift Lightshift-WW, activate this ability a number of times per no more than the number of blue permanents you control. 1/2
Suggestions for this card are in blue in the quote.
Hatebreed3BB
Creature-Horror {R} 2BB-Target creature attacks each turn if able until Hatebreed is put into a graveyard. 4/3
Sure, I like it, maybe mix it with a little red but only if you want to. The abillity should be worded, "as long as Hatebreed is on the battlefield" not "put into the graveyard" as exiling hatebreed, putting it on top of its owner's library or into its owner's hand will make the effect never stop which doesn't seem like its the intended effect.
Day-Break Elves3GG
Creature-Elf Warrior {U} Moonlight-Day-Break Elves can only attack if all of defending players creatures are tapped. Sunlight-Day-Break Elves can only be blocked by creatures with flying or reach. 3/3
Maybe +2/+0 during the night and +0/+2 during the day? Maybe the other way round? Even without those, I like it.
Torrential Kraken5UU
Creature-Kraken {R}
Whenever Torrential Kraken attacks, if defending player does not block with 2 or more creatures, that player sacrifices a land. 6/6
This needs Islandwalk and a slightly lower P/T, other than that, one of the better entries so far, keep up the good work.
Brethren Call4WW
Enchantment {R}
Whenever you cast a creature spell, you may cast any creature spell with the same name from your hand without paying it's mana cost, so long as a creature with the same name remains on the battlefield.
I think what you meant to do with this was "When you control no other creatures with the same name as a creature you control, sacrifice that creature" although that is super super awkward. Also, this effect seems green to me as the spells like Doubling Chant and Dramatic Entrance which this seems to be a conglomeration of are green.
Merfolk Gladiator2UU
Creature-Merfolk Warrior {C} First Strike
Flavor Text: As the war for the skies grew more heated, the sea-dwellers held what they had with ferocity. 3/2
First Strike belongs to white and red (but mostly red), I think it should stay there. I love first strike as much as the next red-blooded American, but that's why I play Red/White. The number of cards that bleed keywords like this are few and all of the higher rarities. For the cost, excluding color, I'd say its good. Put it in red and we're talkin' magic.
Merfolk StudentUU
Creature-Merfolk Artificer {C} Engage-As Merfolk Student enters the battlefield, you may tap target artifact you control. If you do, Merfolk Student gains haste. 2/3
Giving haste to a mono-blue makes me cringe without it having anything to do with red makes me cringe. I'd prefer to see it be something like "Engage-As Merfolk Student enters the battlefield, you may tap target permanent you control. If you do, Merfolk Student gains +1/+1 until the end of the turn. If that permanent is red, Merfolk Student gains haste." Although that is too complicated for a common IMO. So maybe we should just go with Engage-As Merfolk Student enters the battlefield, you may tap red permanent you control. If you do, Merfolk Student gains haste."
Mullkyte3B
Artifact Creature-Horror {C} Flying Moonlight-Whenever Mullkyte deals damage to a player, that player discards a card. 2/2
Not much to say here, except that specters are usually black flying creatures with sabotague effects, so maybe this could be a specter instead of a horror, even though horrors do fit the theme of the set better.
Fleshmonger3BB
Artifact Creature-Horror {U}
Sacrifice a creature: Put a 3/2 black Horror creature token on the battlefield. 4/4
Great concept, some problems: 1) Infinite sacrifice engine means that Butcher of Malakir, Golgari Germination, Grave Pact, Lumberknot, Proper Burial or anything else with "Whenever a creature you control dies," pretty much goes infinite without even trying. To fix it, make it only able to sacrifice nontoken permanents to get the tokens. That, in fact, fixes the other problem I was going to bring up... so It's all good.
Other than that, maybe make it a rare just to play it safe and a 3/2 for symetry's sake.
Effulgent Rune:2mana::symw::symw:
Enchantment-Aura {U}
Enchant Creature
As long as enchanted creature is white, it gets +1/+2 and X Avenge (X being the creature that Effulgent Rune is attached to): When X creature type is dealt damage, you gain that much life.
It pains me to say it, but this is too complicated I do like the riff on Divine Favor but we either need to simplify the text or get rid of it alltogether. I know we introduced the Avenge and Curse mechanics in this block but I'd consider doing away with them for these cards. Perhaps simply "As long as enchanted creature is white, it gets +1/+2 and "Whenever a creature that shares a type with this creature is dealt damage, you gain that much life."
Tenebrous Rune:2mana::symb::symb:
Enchantment-Aura {U}
Enchant Creature
As long as enchanted creature is black, it gets +2/+1 and X Curse (X being the creature that Effulgent Rune is attached to): When X creature type deals damage, your opponent loses that much life.
The same suggestions as above, except we have to beware because, in a competitive environment, life loss effects are far more valuable than life-gain effects.
Hell-born Wyrm:3mana::symr::symb:
Creature-Dragon {U} Moonlight,:symrb:-Hell-born Wyrm gets +1/+0 until end of turn. 4/3
This guy should be just red and should probably also have flying, since it is a dragon. If we want to keep it black hows about something like "Moonlight,:symrb:-Hell-born Wyrm gets +1/+0 until end of turn. If this is the fifth time you have activated this turn, Hell-born Wyrm gets Deathtouch and Trample." Although that would probably boost it up to rare. IMO, Mono-red is the way to go.
-TT
Do you think we should tack on "Activate this ability no more than twice per turn?" I think that having limitation on the number of times per turn a creature can shift the cycle might be in our best interest as it allows for more variation in power level and also prevents players from spamming shifts from their low cost shifters.
-TT
Another thing that I'd prefer to see in mono-red. Maybe this should cost 1 more since it pretty much is the same body as Lightning Elemental who costs more than it does. At common, better safe than sorry.
-TT
Corrupted Shepard:3mana::symbg::symbg::symbg:
Creature-Treefolk Horror {R} Reach Moonlight,:symb::symg:-Horrors you control gain +2/+0 and Treefolk you control gain +0/+2 until end of the turn. 5/6
I'd prefer to see this as a static ability, as it is, you can just spam it until your treefolk are unkillable and your horrors are ghost-faced. If we keep it at an activated ability, we should up the cost. Alternately what do you think about giving it persist and "Moonlight, Sacrifice a Treefolk: Horrors you control get +2/+0 until end of turn" and "Moonlight, Sacrifice a Horror: Treefolk you control get +0/+2 until end of turn"
Lightening-bug Infiltrator2UU
Creature-Faerie Rogue
Flying
:symtap:: Scry 1
Whenever a non-land permanent is tapped for mana you may untap Lightening-bug Infiltrator. 2/4
Art: A mass of vines and vegitation forms the vague shape of a woman in a verdant approximation of a wedding dress. With one flower-fingered hand she holds a white mask with streaks of blue and green depicting an inconsabibly weeping face. In the other hand she holds a set of leashes connected to four green furred wolves who grovel subserviently at her feet. The setting is a dark forest streem with the last hints of sunset showing through the cracking in the canopy.
Mantle of AuthorityWBR
Enchantment-Aura
Enchant Creature
Enchanted creature has :symtap:: Choose one- up to two target creatures attack this turn if able or up to two target creatures block this turn if able. WBR, Sacrifice enchanted creature: Put a +1/+1 counter on target creature for every attacking or blocking creature target opponent controls.
Hungry Ghost3RR
Creature-Human Berserker
Bloodthirst 2, Hungry Ghost attacks each turn if able
Beasts you control get +1/+1 for every +1/+1 counter on Hungry Ghost
Whenever Hungry deals 4 or more damage to a creature or player put a +1/+1 counter on it. 2/2
Curse the Fates3RB
Sorcery
Return target creature you control that died this turn to the battlefield then Curse the Fates deals 2 damage to all creatures.
This is way overcosted. Maybe increasing that life gained from white permanents to 2. Or maybe change it to "Red creatures you control get +X/+0, where X is the number of red creatures on the battlefield until end of turn. White creatures you control get lifelink until end of turn."
Excellent...
Suture Spirit thinks this card is broken. Maybe make the regeneration a sunlight ability or limit it to only being able to regenerate creatures with lightshift.
Fine, although Spitemare thinks this effect is white/red not black/red. It's not too big of a deal, white and black are mechanically pretty close.
For complexity, this should probably be rare. I do like the synergy of the abilities but if it is rare, we can probably drive the cost down 1.
Excellent...
Sweet, I like it quite a bit!
Suggestions for this card are in blue in the quote.
Sure, I like it, maybe mix it with a little red but only if you want to. The abillity should be worded, "as long as Hatebreed is on the battlefield" not "put into the graveyard" as exiling hatebreed, putting it on top of its owner's library or into its owner's hand will make the effect never stop which doesn't seem like its the intended effect.
Excellent...
Maybe +2/+0 during the night and +0/+2 during the day? Maybe the other way round? Even without those, I like it.
This needs Islandwalk and a slightly lower P/T, other than that, one of the better entries so far, keep up the good work.
I think what you meant to do with this was "When you control no other creatures with the same name as a creature you control, sacrifice that creature" although that is super super awkward. Also, this effect seems green to me as the spells like Doubling Chant and Dramatic Entrance which this seems to be a conglomeration of are green.
First Strike belongs to white and red (but mostly red), I think it should stay there. I love first strike as much as the next red-blooded American, but that's why I play Red/White. The number of cards that bleed keywords like this are few and all of the higher rarities. For the cost, excluding color, I'd say its good. Put it in red and we're talkin' magic.
Giving haste to a mono-blue makes me cringe without it having anything to do with red makes me cringe. I'd prefer to see it be something like "Engage-As Merfolk Student enters the battlefield, you may tap target permanent you control. If you do, Merfolk Student gains +1/+1 until the end of the turn. If that permanent is red, Merfolk Student gains haste." Although that is too complicated for a common IMO. So maybe we should just go with Engage-As Merfolk Student enters the battlefield, you may tap red permanent you control. If you do, Merfolk Student gains haste."
Not much to say here, except that specters are usually black flying creatures with sabotague effects, so maybe this could be a specter instead of a horror, even though horrors do fit the theme of the set better.
My counter offer:
Sundial Golem1
Artifact Creature-Golem {MR}
B-Darkshift
W-Dayshift
They that control the sky, control all beneath it as well.
1/1
What I said about limiting the shifting power each card still stands, I'm thinking this would be the one exception so that's why it is a Mythic.
Great concept, some problems: 1) Infinite sacrifice engine means that Butcher of Malakir, Golgari Germination, Grave Pact, Lumberknot, Proper Burial or anything else with "Whenever a creature you control dies," pretty much goes infinite without even trying. To fix it, make it only able to sacrifice nontoken permanents to get the tokens. That, in fact, fixes the other problem I was going to bring up... so It's all good.
Other than that, maybe make it a rare just to play it safe and a 3/2 for symetry's sake.
It pains me to say it, but this is too complicated I do like the riff on Divine Favor but we either need to simplify the text or get rid of it alltogether. I know we introduced the Avenge and Curse mechanics in this block but I'd consider doing away with them for these cards. Perhaps simply "As long as enchanted creature is white, it gets +1/+2 and "Whenever a creature that shares a type with this creature is dealt damage, you gain that much life."
The same suggestions as above, except we have to beware because, in a competitive environment, life loss effects are far more valuable than life-gain effects.
This guy should be just red and should probably also have flying, since it is a dragon. If we want to keep it black hows about something like "Moonlight,:symrb:-Hell-born Wyrm gets +1/+0 until end of turn. If this is the fifth time you have activated this turn, Hell-born Wyrm gets Deathtouch and Trample." Although that would probably boost it up to rare. IMO, Mono-red is the way to go.
-TT
I'd prefer to see this in R/W since black doesn't get first strike too often. Other than that, a good body for a common.
-TT
Do you think we should tack on "Activate this ability no more than twice per turn?" I think that having limitation on the number of times per turn a creature can shift the cycle might be in our best interest as it allows for more variation in power level and also prevents players from spamming shifts from their low cost shifters.
-TT
Another thing that I'd prefer to see in mono-red. Maybe this should cost 1 more since it pretty much is the same body as Lightning Elemental who costs more than it does. At common, better safe than sorry.
-TT
I'd prefer to see this as a static ability, as it is, you can just spam it until your treefolk are unkillable and your horrors are ghost-faced. If we keep it at an activated ability, we should up the cost. Alternately what do you think about giving it persist and "Moonlight, Sacrifice a Treefolk: Horrors you control get +2/+0 until end of turn" and "Moonlight, Sacrifice a Horror: Treefolk you control get +0/+2 until end of turn"
Mark the Target WWW
Instant
Target attacking creature can be blocked by up to one target creature you control if that creature is able to block.
Creature-Faerie Rogue
Flying
:symtap:: Scry 1
Whenever a non-land permanent is tapped for mana you may untap Lightening-bug Infiltrator.
2/4
Art: A mass of vines and vegitation forms the vague shape of a woman in a verdant approximation of a wedding dress. With one flower-fingered hand she holds a white mask with streaks of blue and green depicting an inconsabibly weeping face. In the other hand she holds a set of leashes connected to four green furred wolves who grovel subserviently at her feet. The setting is a dark forest streem with the last hints of sunset showing through the cracking in the canopy.
Enchantment-Aura
Enchant Creature
Enchanted creature has :symtap:: Choose one- up to two target creatures attack this turn if able or up to two target creatures block this turn if able.
WBR, Sacrifice enchanted creature: Put a +1/+1 counter on target creature for every attacking or blocking creature target opponent controls.
Creature-Human Berserker
Bloodthirst 2, Hungry Ghost attacks each turn if able
Beasts you control get +1/+1 for every +1/+1 counter on Hungry Ghost
Whenever Hungry deals 4 or more damage to a creature or player put a +1/+1 counter on it.
2/2
Next: Damadhedra of the Five Storms
Sorcery
Return target creature you control that died this turn to the battlefield then Curse the Fates deals 2 damage to all creatures.
Next: Adonacci, the Pride Titan