Grave reordering 1BB
Sorcery - Mythic
Target opponent chooses seven cards from your graveyard. Exchange your hand with those cards.
Then, choose seven cards from that player's graveyard. That player exchanges his or her hand with those cards.
I suggest making each pick 3 cards with different names and doing their respective thing (shuffle into library, graveyard, 1 random at top + 2 others into gravve, all 3 on bottom in random order, 3rd, 4th, and 5th from the top?
Maybe just make the red and blue ones put 1, and the rest 3? Maybe make them all put 1, but red's picks 1 at random from 15 (AKA, a booster pack in draft?).
Wizards used to do something like this regularly through at least Onslaught block. But it was always clunky.
Trample has, despite being intuitive, been similarly clunky.
The mechanical space Cleave plays (snowballing creature removal) is quite distinct and unpleasant compared to Trample's mechanical space - usually described as mock evasion.
Wizards did Provoke for "attacking creatures" and apart from the ability to crew vehicles (uh oh!), this seems like a preferable means of "dealing combat damage to creatures."
If anything, I'd be more interested in a revised Provoke:
Hunter (When ~ attacks, you may have target creature block it and that creature may block it even if it ordinarily be able to do so. For example, a targeted tapped creatures may block as though they were untapped, and a targeted tapped creature without flying may block as though it had reach.)
Hunter takes out the "middle man" and lets you kill the prey. Easy peasy.
Aren't these just "Unearth another creature"? I see the flavor here, but I don't like the name. Furthermore, Exhume is ALWAYS the same effect here. Maybe you want something like:
Hasteanimate N - [cost] (Cost, discard this card: Return a creature with a mana cost of N or less from your graveyard to the battlefield. It gains haste. Exile it at the end of turn.)
Unearth N - [cost] (Discard this card, [cost]: Return a creature card with a mana cost of N or less from your graveyard to the battlefield. It is a black zombie in addition to its other colors and types. Play this ability only as a sorcery.)
You could do a 4BZombify variant that has Unearth 3 - B
But you could also through Unearth N on a number of "bone" or "zombie" related spells:
Read some Bones2B
Instant - Unc
Draw 2 cards and lose 2 life.
Unearth 2 - 1B (Discard this card, 1B: Return a creautre card with a mana cost of 2 or less from your graveyard to the battlefield. It is a black zombie in addition to its other colors and types. Play this ability only as a sorcery.)
Hellscream2B
Sorcery - Common
Destroy target creature. Lose 3 life.
Unearth 3 - Pay 3 life (Discard this card, pay 3 life: Return a creautre card with a mana cost of 3 or less from your graveyard to the battlefield. It is a black zombie in addition to its other colors and types. Play this ability only as a sorcery.)
Blanket Coastal Piracy effects would be fine. I don't see the flavor of this being a "shrine" though... if anything, it's a trial. Then you can print a gray ogre with upside that tutors for a trial or something.
Samut, Voice of Dissent is ridiculous. How can anyone hope to remember what this thing does. I have it in front of me and I don't even know.
The asymmetrical p/t is especially annoying, as it's only there because Wizards thought Double strike on it was too good.
Samut, Enraged1GGRR (Because splashable legendaries are uncool. Let's make Sol Ring not be able to easily cheat this out, too)
Legendary Creature - Minotaur Warrior - Rare (Because humans are boring and your art sucks)
Flash, First Strike, Vigilance, Menace, Trample, Haste
4/4
I'm still not sure green gets vigilance (or lifelink, hence why it's off), but why not? Flash/Haste is a classic "huh" for new players, so keep. First Strike so it dominates combat. Menace to make blocking super painful. Trample to put a nail in the coffin.
I considered hexproof, but that'd make it a bit too good.
And no, no "cannot be countered"; this is where you learn to play around counter-spells.
Also, adding white to this just confuses things too much.
Neheb, Doer of Things1RB
Legendary Minotaur Warrior - Rare
Discard a card: Target creature gains haste and first strike until end of turn.
As long as you have one or fewer cards in hand, you may play this creature and other minotaurs in your graveyard as though they were in your hand.
2/3 (ah, the classics)
Madness outlet is repeatable, but not "good" like Wild Mongrel. Still, a repeatable discard is good with madness and embalm, so yeah! Haakon, Stromgald Scourge-like reanimation of minotaurs tied to the "heckbent" ability seems fair.
I kind of hope we get a cycle of enemy and ally legendaries. I wouldn't mind if several more of them are tribal, too.
If they don't print something like this, it'll be disappointing: GuyGuy, Hallowed Purifier1WB
Legendary Creature - Human Cleric - Rare
Zombies you control have lifelink and +1/+1.
Zombies in your graveyard have embalm 3W
Embalm 3WW
2/2
Yeah, it's deliberately made so you can cheat out fattie zombies. Deal.
Samut - I don't like it. I'd be all for a red/green Akroma (you know what I mean), but this isn't that. This is word salad.
Enigma Drake - Wait, isn't this just an improved version of an existing card, with 4 toughness rather than 3? I call poor design. Why don't we take an older card and give it +0/+1? BRILLIANT!
Wayward Servant - wish this had a 2nd creature type. It's pretty fair, but mostly generic and boring. But sure. Here's hoping for a WB zombie legend (maybe with some U?).
Samut is ridiculous. Really, really ridiculous.
5 mana in a ramp color? Keyword salad?
<shakes head> can we get a new design team please?
Its missing Uncounterable/Cant Be Countered
And Trample, Menace, and Lifelink.
I'd prefer it if it was just "lots of keywords" rather than "some keywords + gives a keyword + does something with an off color activation + asymmetrical p/t"
Fair, flavorful, fun. It's kind of funny that one of the best designed cards in this set is... colorshifted.
Now the question is whether white can get an aggro-control build working. It seems a bit slow, but if white gets a decent wrath effect (and a decent answer to vehicles), this could be really nice.
T1-3 embalm guys; T4 Wrath, T5 this, T6 Army.
Actually, that's probably the most on-point-point. It doesn't work with the white one (well, unless you pay the activation), but it works with the black, blue, and red ones - each of which can be played the following turn.
GB is a thing, so this could certainly be a fairly cool combo.
This is an annoying card. It is a possible control finisher. Is there anything else to say about it? Hopefully it won't be too dominant, but I'm thinking it'll be too slow. If WOTC printed counterspell or mana leak again, I could see this being dominant. But with 2 mana force spike... not as much.
Green Wrath 2GG
Sorcery
Exile all creatures. For each creature exiled in this way, its controller creates a 3/3 green beast creature token.
Grave reordering 1BB
Sorcery - Mythic
Target opponent chooses seven cards from your graveyard. Exchange your hand with those cards.
Then, choose seven cards from that player's graveyard. That player exchanges his or her hand with those cards.
I suggest making each pick 3 cards with different names and doing their respective thing (shuffle into library, graveyard, 1 random at top + 2 others into gravve, all 3 on bottom in random order, 3rd, 4th, and 5th from the top?
Maybe just make the red and blue ones put 1, and the rest 3? Maybe make them all put 1, but red's picks 1 at random from 15 (AKA, a booster pack in draft?).
Trample has, despite being intuitive, been similarly clunky.
The mechanical space Cleave plays (snowballing creature removal) is quite distinct and unpleasant compared to Trample's mechanical space - usually described as mock evasion.
Wizards did Provoke for "attacking creatures" and apart from the ability to crew vehicles (uh oh!), this seems like a preferable means of "dealing combat damage to creatures."
If anything, I'd be more interested in a revised Provoke:
Hunter (When ~ attacks, you may have target creature block it and that creature may block it even if it ordinarily be able to do so. For example, a targeted tapped creatures may block as though they were untapped, and a targeted tapped creature without flying may block as though it had reach.)
Hunter takes out the "middle man" and lets you kill the prey. Easy peasy.
Hasteanimate N - [cost] (Cost, discard this card: Return a creature with a mana cost of N or less from your graveyard to the battlefield. It gains haste. Exile it at the end of turn.)
Then again, I'd rather it just be Unearth
Unearth N - [cost] (Discard this card, [cost]: Return a creature card with a mana cost of N or less from your graveyard to the battlefield. It is a black zombie in addition to its other colors and types. Play this ability only as a sorcery.)
You could do a 4BZombify variant that has Unearth 3 - B
But you could also through Unearth N on a number of "bone" or "zombie" related spells:
Read some Bones 2B
Instant - Unc
Draw 2 cards and lose 2 life.
Unearth 2 - 1B (Discard this card, 1B: Return a creautre card with a mana cost of 2 or less from your graveyard to the battlefield. It is a black zombie in addition to its other colors and types. Play this ability only as a sorcery.)
Hellscream 2B
Sorcery - Common
Destroy target creature. Lose 3 life.
Unearth 3 - Pay 3 life (Discard this card, pay 3 life: Return a creautre card with a mana cost of 3 or less from your graveyard to the battlefield. It is a black zombie in addition to its other colors and types. Play this ability only as a sorcery.)
The asymmetrical p/t is especially annoying, as it's only there because Wizards thought Double strike on it was too good.
Samut, Enraged 1GGRR (Because splashable legendaries are uncool. Let's make Sol Ring not be able to easily cheat this out, too)
Legendary Creature - Minotaur Warrior - Rare (Because humans are boring and your art sucks)
Flash, First Strike, Vigilance, Menace, Trample, Haste
4/4
I'm still not sure green gets vigilance (or lifelink, hence why it's off), but why not? Flash/Haste is a classic "huh" for new players, so keep. First Strike so it dominates combat. Menace to make blocking super painful. Trample to put a nail in the coffin.
I considered hexproof, but that'd make it a bit too good.
And no, no "cannot be countered"; this is where you learn to play around counter-spells.
Also, adding white to this just confuses things too much.
Hapatra, Vizier of Poisons - Cool, don't ever change!
Temmet, Vizier of Naktamu - sure, why not? Fair even. Although I'm not sure if Commander likes how this plays...
Neheb, the Worthy - Come on guys... just come on.
Neheb, Doer of Things1RB
Legendary Minotaur Warrior - Rare
Discard a card: Target creature gains haste and first strike until end of turn.
As long as you have one or fewer cards in hand, you may play this creature and other minotaurs in your graveyard as though they were in your hand.
2/3 (ah, the classics)
Madness outlet is repeatable, but not "good" like Wild Mongrel. Still, a repeatable discard is good with madness and embalm, so yeah!
Haakon, Stromgald Scourge-like reanimation of minotaurs tied to the "heckbent" ability seems fair.
I kind of hope we get a cycle of enemy and ally legendaries. I wouldn't mind if several more of them are tribal, too.
If they don't print something like this, it'll be disappointing:
GuyGuy, Hallowed Purifier 1WB
Legendary Creature - Human Cleric - Rare
Zombies you control have lifelink and +1/+1.
Zombies in your graveyard have embalm 3W
Embalm 3WW
2/2
Yeah, it's deliberately made so you can cheat out fattie zombies. Deal.
I'm not sure the flavor here. Why does a surge of Knowledge counter my spell.
As for the effect, I like it. But there's got to be better wording.
Instant Twin Beam 1GU
Instant - Uncommon
Exile target creature. Its controller creates two non-legendary token copies of that creature.
Enigma Drake - Wait, isn't this just an improved version of an existing card, with 4 toughness rather than 3? I call poor design. Why don't we take an older card and give it +0/+1? BRILLIANT!
Wayward Servant - wish this had a 2nd creature type. It's pretty fair, but mostly generic and boring. But sure. Here's hoping for a WB zombie legend (maybe with some U?).
And Trample, Menace, and Lifelink.
I'd prefer it if it was just "lots of keywords" rather than "some keywords + gives a keyword + does something with an off color activation + asymmetrical p/t"
Now the question is whether white can get an aggro-control build working. It seems a bit slow, but if white gets a decent wrath effect (and a decent answer to vehicles), this could be really nice.
T1-3 embalm guys; T4 Wrath, T5 this, T6 Army.
GB is a thing, so this could certainly be a fairly cool combo.