Shashma, the Loyal1GWB
Legendary creature - God (Mythic)
Vigilance, indestructible
Shashma can't attack or block unless each other creature you control that can attack or block attacks or blocks as well. 3, Discard a card: Untap another target creature. If that creature's power is less than or equal to the discarded card's converted mana cost, put a +1/+1 counter on it.
5/6
Okay so I got delayed but let's get these judgements done! I'll be assessing the cards on how well they seem as a multicolour card as well as how they'd perform in a theoretical limited environment.
Jamblock; It's an interesting design considering you need to find a way to get it tapped. Attacking is the easiest way but not necessarily the best depending on a board state in limited. It encourages a weenie strategy which leans to white and rewards you with card advantage which leans in blue, so I would say this card is well up to standard. The only gripe may be that it may provide a bit too much reliable card draw for an uncommon.
mirrislegend: Two mana draw two lands or creatures at instant speed? Very powerful ability without question, and I'm not too sure how to balance it out, probably by reducing the total number of cards looked through - six seems like a bit much. It fits as a Simic card considering cards like Gift of the Gargantuan and Pieces of the Puzzle, but it's also not the most original design. I do like the name however!
Cardz5000; so it's a three mana 3/5 which, if left unanswered, creates a lot of 1/1s? At an uncommon level this seems too powerful for me. It's a very interesting design in limited as giving the opposing creatures wither makes it a more complicated creature offensively, but as a defensive tool it's far too good, especially when can block the biggest beater and get that many tokens out of it. I'm also not really sold on the hybrid costing either. This card feels more black than it does green, and hybrid cards especially from a design point should try and feel like they could be either. As a rare I think I would really have liked this, but not at uncommon.
Void_nothing; I like the design, it's a very powerful card. You can toss out an enchantment and nuke away your opponent's biggest threat (that isn't an enchantment - important in a Theros set), and then it still leaves behind a deathtouch body which is really annoying to push through but not too hard to remove with a 1 toughness booty. I'm not especially sold on the flavour however, I don't know if Athreos has or needs Blademasters, and the card in itself doesn't feel like it fits the name (Athreos's Vindicator/Abolisher might have suited better imo). Strong uncommon, definitely first packable.
Mergatroid Jones; Ghostly Prison but with Ramp, definitely feels GW. It's an interesting card and it might change the way your opponent decides to attack you, but this feels undercosted to me. I could see this as a 3 or even 4 mana card and it being playable in some environments. In limited this is a big head scratcher because your opponent has to commit their resources to deny you additional ones. An aggro limited deck would probably care very little, and a control-style limited deck simply wouldn't attack until they could commit the mana to not get you ramp. So I guess this punishes midrange and possibly Aggro strategies, but this doesn't seem to offer a particular archetype to work around (not that that was the challenge either).
Jacethebodysculptor; I really like that this plays with the new Azorius mechanic by incentivising you to play for Addendum bonuses, though I would maybe change it to noncreature spells only? The second ability works as a strong Aggro buffer as well, and so I think a 1/5 body might be a bit overkill for three mana. It's a nice design, and I like the flavour of it too.
kwanyegor; Now this is a punisher uncommon. Bolting a face when a flying creature dies is very painful and textbook RG, but aside from that ability the card in itself is a bit poor. A 3/3 body for four mana could use a bit more oomph I feel (as a 3/4 this card would be a lot more appealing already). The reach is nice and it ties in to stopping flying creatures, I only with there was another way for you to interact with your opponents flyers.
Volraththerisen; Aetherize already exists, is monoblue, and a lot less mana intensive. This doesn't add anything to it, only makes it harder to use.
Spelldreamer: Fog on a stick has been done previously with Haze Frog and Selfless Squire, the latter of which is a rare and a better comparison to this card. Squire has the potential to get a lot beefier but in a limited setting I can imagine the Ooze easily being a 3/4 or a 4/5. Now the good part is that it prevents itself from damaging as well so as to not enable an impromptu combat trade, but it still provides a bigger advantage than I think belongs on an uncommon. Also considering Haze Frog as a monogreen creature, I can't justify this card being blue aside from it maybe being a Simic krasis?
The winner this round is Jacethebodysculptor with honourable mentions to Void_nothing and Jamblock.
Next: equipment that does not boost power/toughness
Homestead Matriarch2G
Creature - Human (Rare)
If a land would enter the battlefield untapped under your control, you may have it enter the battlefield tapped instead. If you do, create a 1/1 White Human creature token.
Tap two untapped humans you control: Untap target land. "We may not live like kings or nobles, but we live nonetheless."
2/2
Pull the Cracker1R
Sorcery (Uncommon)
Starting with you, each player clashes with another player. Each player who won this way creates a 1/1 colorless Thopter artifact creature token with flying for each time they won the clash. The hard part is putting it all together.
Snatcher's Grasp2B
Sorcery (Rare)
Exile target creature and put an Auction counter on it. Once during each turn, any player may cast that card for as long as it remains exiled, and a player may spend mana as though it were mana of any type to cast that spell. "Of course you can have her back. If you pay the price."
Jund AscendancyRGB
Enchantment (Rare)
At the beginning of your upkeep, if you control the creature with the greatest power or tied for the greatest power, create two 1/1 Red Goblin creature tokens.
Whenever a creature you control dies, Jund Ascendancy deals 1 damage to any target.
Drudge Deer1BB
Creature - Elk Skeleton (Uncommon) 1B: Drudge Deer gets +1/+0 and and gains flying until end of turn. 1B: Regenerate Drudge Deer. It's time for a slay ride.
2/2
Spiteful Rakshasa3GB
Creature - Cat Demon (Rare)
Menace
Pay 3 life: Look at the top three cards of your library. Put one of them on top of your library and the rest into your graveyard. If a creature was put into your graveyard this way, put a +1/+1 counter on Spiteful Rakshasa. 2, Exile a creature card from your graveyard: Create a tapped 2/2 black Zombie creature token. The rakshasa could not deny Silumgar's rule, but that does not mean they accepted it.
4/3
Burning Bridges4R
Sorcery (Uncommon)
Destroy target artifact or land. Exile all cards from its controller's graveyard. Burning bridges deals damage to that player equal to the number of cards exiled this way. Chandra didn't cut her ties with the Gatewatch. She burned them away.
Puppet Games5UB
Sorcery (Mythic Rare)
Choose another player. Exchange control of each other during your next respective turns.
Take an extra turn after this one.
Exile Puppet Games. Politics is easy once you've convinced your opponents that they can outdo you.
Ess's Treemate2GG
Creature - Ape (Common)
Ess's Treemate gets +2/+2 as long as you control an Ess Planeswalker. "Well I certainly wasn't leaving my tree. So he moved in."
-Ess
3/2
Terraform1
Enchantment - Aura (Common)
Enchant Land you control
Enchanted land becomes a 3/3 Elemental creature with "T: Add one mana of any color." It's still a land. "We never command the earth, we only coerce it into doing what's needed of it."
-Nissa
Shava, the Hunter Prince2GW
Legendary Creature - Human Scout (Rare)
Vigilance, reach
At the beginning of your upkeep, if you don't control a creature named Rathas, create Rathas, a 2/2 white legendary Bird creature token with flying, first strike and vigilance. 1GW, T, tap any number of untapped creatures with Flying you control: Put a +1/+1 counter on each creature tapped this way. You may have one of them deal damage equal to its power to another target creature. "My Aerie become more capable with each passing season."
2/4
Kasmathi2GRB
Legendary Creature - Elder Hydra (Mythic)
Trample
Kasmathi enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
If a source would deal damage to Kasmathi, instead prevent that damage and remove that many +1/+1 counters from it. When you do, search your library for a Hydra or Snake creature card with converted mana cost equal to or less than the total number of counters removed this way, put it onto the battlefield with that many +1/+1 counters on it, then shuffle your library. Cut off one head and it'll grow a new body.
0/0
Shashma, the Loyal 1GWB
Legendary creature - God (Mythic)
Vigilance, indestructible
Shashma can't attack or block unless each other creature you control that can attack or block attacks or blocks as well.
3, Discard a card: Untap another target creature. If that creature's power is less than or equal to the discarded card's converted mana cost, put a +1/+1 counter on it.
5/6
IIW: I win? Otherwise Land Creatures?
Jamblock; It's an interesting design considering you need to find a way to get it tapped. Attacking is the easiest way but not necessarily the best depending on a board state in limited. It encourages a weenie strategy which leans to white and rewards you with card advantage which leans in blue, so I would say this card is well up to standard. The only gripe may be that it may provide a bit too much reliable card draw for an uncommon.
mirrislegend: Two mana draw two lands or creatures at instant speed? Very powerful ability without question, and I'm not too sure how to balance it out, probably by reducing the total number of cards looked through - six seems like a bit much. It fits as a Simic card considering cards like Gift of the Gargantuan and Pieces of the Puzzle, but it's also not the most original design. I do like the name however!
Cardz5000; so it's a three mana 3/5 which, if left unanswered, creates a lot of 1/1s? At an uncommon level this seems too powerful for me. It's a very interesting design in limited as giving the opposing creatures wither makes it a more complicated creature offensively, but as a defensive tool it's far too good, especially when can block the biggest beater and get that many tokens out of it. I'm also not really sold on the hybrid costing either. This card feels more black than it does green, and hybrid cards especially from a design point should try and feel like they could be either. As a rare I think I would really have liked this, but not at uncommon.
Void_nothing; I like the design, it's a very powerful card. You can toss out an enchantment and nuke away your opponent's biggest threat (that isn't an enchantment - important in a Theros set), and then it still leaves behind a deathtouch body which is really annoying to push through but not too hard to remove with a 1 toughness booty. I'm not especially sold on the flavour however, I don't know if Athreos has or needs Blademasters, and the card in itself doesn't feel like it fits the name (Athreos's Vindicator/Abolisher might have suited better imo). Strong uncommon, definitely first packable.
Mergatroid Jones; Ghostly Prison but with Ramp, definitely feels GW. It's an interesting card and it might change the way your opponent decides to attack you, but this feels undercosted to me. I could see this as a 3 or even 4 mana card and it being playable in some environments. In limited this is a big head scratcher because your opponent has to commit their resources to deny you additional ones. An aggro limited deck would probably care very little, and a control-style limited deck simply wouldn't attack until they could commit the mana to not get you ramp. So I guess this punishes midrange and possibly Aggro strategies, but this doesn't seem to offer a particular archetype to work around (not that that was the challenge either).
Jacethebodysculptor; I really like that this plays with the new Azorius mechanic by incentivising you to play for Addendum bonuses, though I would maybe change it to noncreature spells only? The second ability works as a strong Aggro buffer as well, and so I think a 1/5 body might be a bit overkill for three mana. It's a nice design, and I like the flavour of it too.
kwanyegor; Now this is a punisher uncommon. Bolting a face when a flying creature dies is very painful and textbook RG, but aside from that ability the card in itself is a bit poor. A 3/3 body for four mana could use a bit more oomph I feel (as a 3/4 this card would be a lot more appealing already). The reach is nice and it ties in to stopping flying creatures, I only with there was another way for you to interact with your opponents flyers.
Volraththerisen; Aetherize already exists, is monoblue, and a lot less mana intensive. This doesn't add anything to it, only makes it harder to use.
Spelldreamer: Fog on a stick has been done previously with Haze Frog and Selfless Squire, the latter of which is a rare and a better comparison to this card. Squire has the potential to get a lot beefier but in a limited setting I can imagine the Ooze easily being a 3/4 or a 4/5. Now the good part is that it prevents itself from damaging as well so as to not enable an impromptu combat trade, but it still provides a bigger advantage than I think belongs on an uncommon. Also considering Haze Frog as a monogreen creature, I can't justify this card being blue aside from it maybe being a Simic krasis?
The winner this round is Jacethebodysculptor with honourable mentions to Void_nothing and Jamblock.
Next: equipment that does not boost power/toughness
Homestead Matriarch 2G
Creature - Human (Rare)
If a land would enter the battlefield untapped under your control, you may have it enter the battlefield tapped instead. If you do, create a 1/1 White Human creature token.
Tap two untapped humans you control: Untap target land.
"We may not live like kings or nobles, but we live nonetheless."
2/2
IIW: Sliverz
Pull the Cracker 1R
Sorcery (Uncommon)
Starting with you, each player clashes with another player. Each player who won this way creates a 1/1 colorless Thopter artifact creature token with flying for each time they won the clash.
The hard part is putting it all together.
IIW: Land Creatures
Snatcher's Grasp 2B
Sorcery (Rare)
Exile target creature and put an Auction counter on it. Once during each turn, any player may cast that card for as long as it remains exiled, and a player may spend mana as though it were mana of any type to cast that spell.
"Of course you can have her back. If you pay the price."
IIW: Totem Armor and/or Living Weapon
Jund Ascendancy RGB
Enchantment (Rare)
At the beginning of your upkeep, if you control the creature with the greatest power or tied for the greatest power, create two 1/1 Red Goblin creature tokens.
Whenever a creature you control dies, Jund Ascendancy deals 1 damage to any target.
IIW: Enchantment Creatures
Creature - Elk Skeleton (Uncommon)
1B: Drudge Deer gets +1/+0 and and gains flying until end of turn.
1B: Regenerate Drudge Deer.
It's time for a slay ride.
2/2
IIW: Two colour uncommons
Spiteful Rakshasa 3GB
Creature - Cat Demon (Rare)
Menace
Pay 3 life: Look at the top three cards of your library. Put one of them on top of your library and the rest into your graveyard. If a creature was put into your graveyard this way, put a +1/+1 counter on Spiteful Rakshasa.
2, Exile a creature card from your graveyard: Create a tapped 2/2 black Zombie creature token.
The rakshasa could not deny Silumgar's rule, but that does not mean they accepted it.
4/3
IIW: Combo engines
Burning Bridges 4R
Sorcery (Uncommon)
Destroy target artifact or land. Exile all cards from its controller's graveyard. Burning bridges deals damage to that player equal to the number of cards exiled this way.
Chandra didn't cut her ties with the Gatewatch. She burned them away.
IIW: Ocean creatures
Sorcery (Mythic Rare)
Choose another player. Exchange control of each other during your next respective turns.
Take an extra turn after this one.
Exile Puppet Games.
Politics is easy once you've convinced your opponents that they can outdo you.
IIW: Devotion
Creature - Ape (Common)
Ess's Treemate gets +2/+2 as long as you control an Ess Planeswalker.
"Well I certainly wasn't leaving my tree. So he moved in."
-Ess
3/2
Next
Tuesday Blues
Delightful Esoterica
Yam and Brie
Terraform 1
Enchantment - Aura (Common)
Enchant Land you control
Enchanted land becomes a 3/3 Elemental creature with "T: Add one mana of any color." It's still a land.
"We never command the earth, we only coerce it into doing what's needed of it."
-Nissa
IIW: Three colour noncreature spells
Shava, the Hunter Prince 2GW
Legendary Creature - Human Scout (Rare)
Vigilance, reach
At the beginning of your upkeep, if you don't control a creature named Rathas, create Rathas, a 2/2 white legendary Bird creature token with flying, first strike and vigilance.
1GW, T, tap any number of untapped creatures with Flying you control: Put a +1/+1 counter on each creature tapped this way. You may have one of them deal damage equal to its power to another target creature.
"My Aerie become more capable with each passing season."
2/4
IIW: Contraptions
Kasmathi 2GRB
Legendary Creature - Elder Hydra (Mythic)
Trample
Kasmathi enters the battlefield with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
If a source would deal damage to Kasmathi, instead prevent that damage and remove that many +1/+1 counters from it. When you do, search your library for a Hydra or Snake creature card with converted mana cost equal to or less than the total number of counters removed this way, put it onto the battlefield with that many +1/+1 counters on it, then shuffle your library.
Cut off one head and it'll grow a new body.
0/0
IIW: Three color noncreature spells