Seems pretty cool. They're a good mechanic, although nobody would play them :P. Either it's early in the game and you don't want an opponent to get out lands, or it's late game and coming into play tapped isn't a big deal. If they could get any land from their deck into their hand, it would be playable.
Do (R) 3RR
Instant
You may put a creature card from your hand into play. It gains haste. Sacrifice it at the beginning of the next end step.
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Die (R) 3W
Instant
Destroy target nonwhite creature. If it's destroyed this way, exile it.
Real (R) 1G
Instant
Search your library for two basic land cards and put them into play tapped, then sacrifice a land.
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Fake (R) 2U
Instant
Target creature's controller exiles it, then puts a token into play that's a copy of it.
All (R) 1WW
Sorcery
Choose target creature you control. Search your library for as many creature cards with the same name as that card and put them into your hand. Shuffle your library afterwards.
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Nothing (R) 3B
Sorcery
Target player exiles his or her graveyard, then exiles a card from the top of his or her library for each card exiled this way.
Ebb (R) 2UU
Instant
Return target instant or sorcery from your graveyard to your hand.
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Flow (R) 2RR
Instant
Each creature must attack this turn if possible.
Haves (R) 3B
Sorcery
Reveal the top three cards of your library. Put all nonland cards into your hand and all other cards into your graveyard.
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Needs (R) 2GG
Sorcery
Search your library for a creature card, reveal it, and put it into your hand. Shuffle your library afterwards.
Final Ritual (R) 3BBB
Sorcery
Each player sacrifices all creatures he or she controls, then exile all graveyards.
Final Hunt (R) 3GGG
Instant
Choose target attacking creature you control. It gains deathtouch until end of turn. Untap all creatures your opponents control. Each creature that player controls must block this turn.
Final Echoes (R) 3UUU
Sorcery
Return up to 5 target nonland permanents to their owner's hands.
Final Revenge (R) 3RRR
Sorcery
Final Burning deals 6 damage to target player and each planeswalker that player controls.
Final Silence (R) 3WWW
Sorcery
Target player exiles his or her hand.
What do you think? I might add flavor text if I can find a fitting theme for the cards; maybe for the original 5 walkers? Feedback is appreciated.
Deathbind [M]
Legendary Enchantment - Aura Curse
Enchant Player
Shroud
Whenever a nonland permanent is put into enchanted player's graveyard from the battlefield, put a Death counter on Deathbind at the end of the turn.
When Deathbind has 13 or more Death counters on it, sacrifice it. If you do, enchanted player loses the game.
If you look at the Oracle text, it says it itself. Bazaar Trader will 'give' yourself the creature, so at the end of the turn threaten will 'return' the creature to you.
When DOJ resolves, it will attempt to destroy everything. Since all creatures are destroyed simulatenously, at the time of resolution, DOJ will see an Angelic Overseer that's indestructible and a lot of tokens. It will destroy the tokens and fail to destroy Overseer. Then Overseer will loose Indestructibility, but it won't matter because DOJ is already gone.
Ah. The oracle text says "If you and your opponent both flip a coin at the same time, you can see your opponent's flip before deciding which to keep." Sorry for the confusion.
Forge seems overpowered. Artifacts are very easy to send to the GY. Maybe upping the cost to 2 artifacts that need to be exiled, or making it a 2/2 would balance it.
Deathbind 2BBB [M]
Legendary Enchantment - Aura Curse
Enchant Player
Shroud
Whenever a nonland permanent is put into enchanted player's graveyard from the battlefield, put a Death counter on Deathbind at the end of the turn.
When Deathbind has 13 or more Death counters on it, sacrifice it. If you do, enchanted player loses the game.
Okay, so this is a lot different in function, but it's less confusing and more balanced. I made it a little easier to understand, but a lot more toned down. So what do you think?
Instant
You may put a creature card from your hand into play. It gains haste. Sacrifice it at the beginning of the next end step.
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Die (R) 3W
Instant
Destroy target nonwhite creature. If it's destroyed this way, exile it.
Real (R) 1G
Instant
Search your library for two basic land cards and put them into play tapped, then sacrifice a land.
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Fake (R) 2U
Instant
Target creature's controller exiles it, then puts a token into play that's a copy of it.
All (R) 1WW
Sorcery
Choose target creature you control. Search your library for as many creature cards with the same name as that card and put them into your hand. Shuffle your library afterwards.
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Nothing (R) 3B
Sorcery
Target player exiles his or her graveyard, then exiles a card from the top of his or her library for each card exiled this way.
Ebb (R) 2UU
Instant
Return target instant or sorcery from your graveyard to your hand.
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Flow (R) 2RR
Instant
Each creature must attack this turn if possible.
Haves (R) 3B
Sorcery
Reveal the top three cards of your library. Put all nonland cards into your hand and all other cards into your graveyard.
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Needs (R) 2GG
Sorcery
Search your library for a creature card, reveal it, and put it into your hand. Shuffle your library afterwards.
Sorcery
Each player sacrifices all creatures he or she controls, then exile all graveyards.
Final Hunt (R) 3GGG
Instant
Choose target attacking creature you control. It gains deathtouch until end of turn. Untap all creatures your opponents control. Each creature that player controls must block this turn.
Final Echoes (R) 3UUU
Sorcery
Return up to 5 target nonland permanents to their owner's hands.
Final Revenge (R) 3RRR
Sorcery
Final Burning deals 6 damage to target player and each planeswalker that player controls.
Final Silence (R) 3WWW
Sorcery
Target player exiles his or her hand.
What do you think? I might add flavor text if I can find a fitting theme for the cards; maybe for the original 5 walkers? Feedback is appreciated.
Legendary Enchantment - Aura Curse
Enchant Player
Shroud
Whenever a nonland permanent is put into enchanted player's graveyard from the battlefield, put a Death counter on Deathbind at the end of the turn.
When Deathbind has 13 or more Death counters on it, sacrifice it. If you do, enchanted player loses the game.
Legendary Enchantment - Aura Curse
Enchant Player
Shroud
Whenever a nonland permanent is put into enchanted player's graveyard from the battlefield, put a Death counter on Deathbind at the end of the turn.
When Deathbind has 13 or more Death counters on it, sacrifice it. If you do, enchanted player loses the game.
Okay, so this is a lot different in function, but it's less confusing and more balanced. I made it a little easier to understand, but a lot more toned down. So what do you think?