I posted this on MTGnews as well, but nobody replied there.
This is the last part of my set, Exploration. I'd appreciate if people could post feedback and comments on the cards.
MULTICOLOR COMMONS 10/10
Blinding Blaze :symg::symw: (C)
Instant
Tap or untap up to three target creatures and/or lands.
Brilliant Glimmer :symw::symu: (C)
Instant
Return target creature you control to its owner's hand. You gain life equal to its converted mana cost.
Dark Dryad :1mana::symb::symg: (C)
Creature - Dryad Minion
Forestwalk
:symb:: Regenerate Dark Dryad.
2/2
Devouring Aurora :symb::symr: (C)
Instant
Target player sacrifices a permanent.
Dwarven Healer :1mana::symr::symw: (C)
Creature - Dwarf Cleric
First strike
:symtap:: You gain 1 life.
2/2
Elvish Infiltrator :1mana::symg::symu: (C)
Creature - Elf Wizard
Elvish Infiltrator is unblockable.
:symg:: Elvish Infiltrator becomes the color of your choice until end of turn.
2/2
Evil's Glow :symu::symb: (C)
Instant
Look at target player's hand and choose a card. Put that card on the bottom of that player's library.
Alabaster Goblin :2mana::symr::symw: (U)
Creature - Goblin
Vigilance
When Alabaster Goblin is put into a graveyard from play, put a 1/1 red Goblin creature token into play.
2/2
Consume Life :2mana::symb::symg: (U)
Sorcery
Put three 1/1 green Squirrel creature tokens into play. Up to three target creatures each get -1/-1 until end of turn.
Energy Aura :symg::symu: (U)
Enchant Permanent
At the beginning of each player's untap step, untap enchanted permanent.
Instill - When enchanted permanent leaves play, shuffle Energy Aura into its owner's library. (This card is instilled as long as an enchantment spell has been played this turn.)
Memories of Storms :2mana::symu::symr:
Enchantment
At the beginning of your upkeep, draw a card, then discard a card.
Sacrifice Memories of Storms: Destroy target nonbasic land.
Raven Guild Librarian :2mana::symw::symb: (U)
Creature - Human Cleric
:1mana:, :symtap:: You draw a card and an opponent loses 2 life.
1/1
MULTICOLOR RARES 6/6
Blood of the Fire :3mana::symb::symr: (R)
Enchantment
Whenever a creature comes into play, its controller sacrifices a land.
Whenever a land comes into play, its controller sacrifices a creature.
Demonic Storm :6mana::symu::symb: (R)
Sorcery
Put a 4/4 black Demon creature token with fear into play. Draw four cards.
Energy Beacon :4mana::symw::symu: (R)
Enchantment
At the beginning of your upkeep, choose one - You gain 3 life; or draw a card.
Krosan Paladin :2mana::symg::symw: (R)
Creature - Elf Knight
Spirit link
Krosan Paladin gets +3/+3 as long as it's enchanted.
2/2
Thunder Vortex :1mana::symr::symg: (R)
Instant
Thunder Vortex deals 2 damage to each creature. For each creature dealt lethal damage this way, put a 1/1 green Squirrel creature token into play.
ARTIFACT COMMONS 5/5
Ancient Walker (C)
Artifact Creature
You can't play Ancient Walker unless you played an enchantment spell this turn.
2/1
Balshan Golem (C)
Artifact Creature - Golem
Affinity for enchantments (This spell costs less to play for each enchantment you control.)
4/5
Enchanted Tome (C)
Artifact
Enchanted Tome comes into play with a charge counter on it for each enchantment you control.
:symtap:, Remove two charge counters from Enchanted Tome: Draw a card.
Enchantress's Mirror (C)
Artifact
:1mana:, :symtap:, Sacrifice Enchantress's Mirror: Return target enchantment card with converted mana cost 2 or less from your graveyard to play.
Memory Devourer (C)
Artifact
Instill - :symtap:: Target player removes the top card of his or her library from the game. (This card is instilled as long as an enchantment spell has been played this turn.)
ARTIFACT UNCOMMONS 5/5
Aura Crystal (U)
Artifact
:symtap:: Add to your mana pool. Spend this mana only to play enchantment spells or activated abilities of enchantments.
Clock of Knowledge
Artifact
:1mana:, Tap two untapped creatures you control: Draw a card. Play this ability only once each turn.
Dream Elixir (U)
Artifact
Affinity for enchantments (This spell costs less to play for each enchantment you control.)
:2mana:, :symtap:: Tap target creature. It doesn't untap during its controller's next untap step. "If this doesn't make you sleep, nothing will!" - Balshan doctor
Shining Ironbeast (U)
Artifact Creature
Protection from enchantments
4/4
Spark Staff (U)
Artifact
Whenever an enchantment is put into a graveyard from play, put a charge counter on Spark Staff.
:symtap:: Spark Staff deals X damage to target creature, where X is the number of charge counters on it.
ARTIFACT RARES 10/10
Astral Trap (R)
Artifact
You may play Astral Trap any time you could play an instant.
:symtap:: Remove target attacking or blocking creature from the game. Return it to play under its owner's control at end of turn.
Chimeric Statue (R)
Artifact
:5mana:: Chimeric Statue becomes a 5/5 artifact creature until end of turn.
Golden Golem (R)
Artifact Creature - Golem
Golden Golem gets +2/+2 and has "Whenever this creature attacks, draw a card." as long as it's enchanted. It guards the gates to the Sanctuary as a dragon guarding its nest.
3/3
Halls of the Sanctuary (R)
Artifact
Whenever a creature comes into play under your control, put a +1/+1 counter on it unless a player pays :2mana:. These golden halls are the entrance to the Sanctuary, the source of endless legends.
Miracle Pillar (R)
Artifact
You may play enchantment spells for their converted mana costs instead of their mana costs.
Mirror Shield (R)
Artifact - Equipment
Whenever equipped creatures becomes the target of an instant or sorcery spell, you may pay :1mana:. If you do, put a copy of that spell on the stack. You may choose new targets for that copy.
Equip:
Prismatic Diamond (R)
Artifact
Instill - :symtap:: Add three mana of any one color to your mana pool. (This card is instilled as long as an enchantment spell has been played this turn.)
Silent Servant (R)
Artifact Creature
When Silent Servant comes into play or leaves play, return a card at random from your graveyard to your hand.
1/1
Spectral Prism (R)
Artifact
At the beginning of your upkeep, sacrifice Spectral Prism unless you sacrifice an enchantment.
:symtap:: Add X mana of any one color to your mana pool, where X is the number of cards in your hand.
Well of Mysteries (R)
Artifact
Whenever an enchantment comes into play, put a charge counter on Well of Mysteries.
:2mana:, :symtap:, Remove three charge counters from Well of Mysteries: Search your library for a card and put it into your hand. Then shuffle your library.
LAND COMMONS 5/5
Ancient Grove (C)
Enchantment Land (This card isn't a spell.)
:symtap:: Add to your mana pool.
Forgotten Valley (C)
Enchantment Land (This card isn't a spell.)
:symtap:: Add to your mana pool.
Hidden Catacomb (C)
Enchantment Land (This card isn't a spell.)
:symtap:: Add to your mana pool.
Serene Waterfall (C)
Enchantment Land (This card isn't a spell.)
:symtap:: Add to your mana pool.
Tranquil Grasslands (C)
Enchantment Land (This card isn't a spell.)
:symtap:: Add to your mana pool.
LAND UNCOMMONS 3/3
Aphetto Temple (U)
Land
:symtap:: Add to your mana pool.
Whenever a creature is put into a graveyard from play, untap Aphetto Temple.
Meresian Watchtower (U)
Land
:symtap:: Add to your mana pool.
:symtap:, Sacrifice Meresian Watchtower: Destroy target attacking creature unless its controller pays its converted mana cost.
Veilwood Shrine (U)
Land
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any color to your mana pool. Play this ability only if Veilwood Shrine is enchanted.
LAND RARES 2/2
Balsha City (R)
Legendary Land
:symtap:: Add to your mana pool.
:symu:, :symtap:: Draw a card. Play this ability only if Balsha City is enchanted.
Krosan Forest (R)
Legendary Land
:symtap:: Add to your mana pool.
As long as Krosan Forest is enchanted by two or more cards, it has ":symtap:: Add three mana of any one color to your mana pool."
Heh, I'll reply as I can. Unlike most people I'm not a big fan of multi-colored stuff, but I'll critique as much as I can. I'll try and hit highlight cards instead of everything. I'll be using cards from the current metagame since I always critique a set like it was just being introduced to the format.
Blinding Blaze: Pretty nice flavor, I can see both colors being used. It could get a little squirrely if combined with Isochron Scepter. Tap your lands for mana, tap the Isochron scepter to get this effect, tap the lands for mana again. This is a pretty good deal, mainly because that extra three mana is guaranteed to be in color.
Dark Dryad: Looks pretty appropriately costed. It could probably be a mono-green creature with a green regen, but this is flavorful.
Devouring Aurora: Nice, pretty strong. It's untargeted removal that can get rid of the pesky indestructible stuff.
Elvish Infiltrator: I've never been a fan of color changing green, but it technically fits I suppose.
Morning Light: See the Isochron Scepter comments above.
Alabaster Goblin: Except for the Goblin type, there's not much making this red. Creatures that replace themselves seem somewhat green to me. (see: Dripping Tongue Zubera)
Blood of the Fire: Nice. I could see a deck using this with Gravepact.
Thunder Vortex: The name doesn't match the effect. What does Thunder Vortex have to do with squirrels? Also, I'd consider having the tokens replace the destroyed creatures, rather than give the caster of the spell all of them. As is, this is a very powerful card.
Enchantress's Mirror: I'd make this a cog. Lower the casting cost by one, raise the activation by one.
Shining Ironbeast: Unless you have some really powerful offensive enchantments, this might be able to make it with a casting cost of one less.
Miracle Pillar: Not sure if it's needed, but check the wording of Kentaro, the Smiling Cat in the Rumor Mill for what is likely Wizards official phrasing for effects like this.
Enchantment Lands: Nifty idea. It's like artifact lands, but more fitting for an enchantment block.
Balsha City: Card draw on a land can get ugly. Especially with, oh, Blinding Blaze from the start of this. Otherwise, pretty nice.
Krosan Forest: Nice balance, but be wary of your own Blinding Blaze once it gets going.
Well, I am overwhelmed by the sheer number of cards (I feel the optimal number for a batch is 4-7 at one time) but I'll try to respond:
Blinding Blaze - Nice filler, although the name signifies red in some way.
Brilliant Glimmer - A nice Rescue variant I would use in limited.
Dark Dryad - I'd play it if G/B got some support cards. Otherwise, it's a weaker and less-splashable River Boa.
Devouring Aura - Certainly better than Misguided Rage!
Dwarven Healer - I feel the abilities are too antisynergystic.
Elvish Infiltrator - I don't think it would make the constructed cut, although with enchant creatures it would be a hoss in limited.
Evil's Glow - I would definately play this in U/B.
Illusionary Goblin - Nice, synergystic abilities.
Putrid Paladin - I like that it can swing unchecked and then defend.
Alabaster Goblin - I don't really care for it but filler is needed.
Consume Life - I'd play it if 1/1s dominated the format.
Energy Aura - I hate to be left to one word comments, but meh.
Memories of Storms - I think it'll see play for the first part only, but the collection of non-basics could change that.
Blood of the Fire - Decent.
Demonic Storm - I'd play it if it weren't too expensive.
Energy Beacon - Nice for a control deck.
Krosan Paladin - I'd play it, but I don't like keywording spirit link unless you can make it so it doesn't change the fundamental use of spirit link (nullifying a big beater).
Rainbow Dragon - I'm surprised no one has thought of it before.
Thunder Vortex - I'd play this. It's way better than Simoon.
Ancient Walker - Nice, basic card.
Balshan Golem - I don't like affinity but because enchantments can't be borked out like artifacts can, fine.
Enchanted Tome - I like it.
Enchantress's Mirror - I don't know if it would make the cut, but nice filler.
Memory Devourer - I wonder what the power limit of a 0cc card is, but this is nice filler too.
Aura Crystal - Good thing you didn't make it a land.
Clock of Knowledge - I don't like it. It allows aggro card draw on the cheap.
Dream Elixir - I like it.
Shining Ironbeast - Expected filler.
Spark Staff - I like it.
Astral Trap - I like it.
Chimeric Statue - Nice nod to Statues.
Golden Golem - I'd play it in Limited.
Halls of the Sanctuary - I think it's mediocre.
Miracle Pillar - See Kentaro's wording.
Mirror Shield - I enjoy Fork variants. Nice card.
Prismatic Diamond - I don't like it, but it may be powerful.
Silent Servant - Eternal Witness it's not.
Spectral Prism - Spectral Prism could be nasty.
Well of Mysteries - I'd play Planar Portal before this.
Enchantment lands - Please don't go there.
Aphetto Temple - On the watch list.
Meresian Watchtower - Why should green and blue get creature destruction?
Veilwood Shrine - Expected City of Brass variant.
Balsha City - I'd play this in blue decks.
Krosan Forest - Wowza!
im with eliminator on the enchantment lands. They are too similar too the artifact lands which many consider to be a mistake. You also have affinty for enchantments in the set. And the inclusion of two could
1) be broken- i havent seen the entire set though so i dont know. a big could.
2) Take some of your credit away as both the lands and affinty are too mirrodin like.
Rainbow Dragon has a few less-than-complementary abilities. Flying, Fear AND Trample?? Those are all evasion or at least quasi-evasion. Perhaps some other abilities aligned with the colours in question??
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Rainbow Dragon has a few less-than-complementary abilities. Flying, Fear AND Trample?? Those are all evasion or at least quasi-evasion. Perhaps some other abilities aligned with the colours in question??
Good point. Changed fear to regeneration.
Edit: 100th post! Woot!
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This is the last part of my set, Exploration. I'd appreciate if people could post feedback and comments on the cards.
MULTICOLOR COMMONS 10/10
Blinding Blaze :symg::symw: (C)
Instant
Tap or untap up to three target creatures and/or lands.
Brilliant Glimmer :symw::symu: (C)
Instant
Return target creature you control to its owner's hand. You gain life equal to its converted mana cost.
Dark Dryad :1mana::symb::symg: (C)
Creature - Dryad Minion
Forestwalk
:symb:: Regenerate Dark Dryad.
2/2
Devouring Aurora :symb::symr: (C)
Instant
Target player sacrifices a permanent.
Dwarven Healer :1mana::symr::symw: (C)
Creature - Dwarf Cleric
First strike
:symtap:: You gain 1 life.
2/2
Elvish Infiltrator :1mana::symg::symu: (C)
Creature - Elf Wizard
Elvish Infiltrator is unblockable.
:symg:: Elvish Infiltrator becomes the color of your choice until end of turn.
2/2
Evil's Glow :symu::symb: (C)
Instant
Look at target player's hand and choose a card. Put that card on the bottom of that player's library.
Illusionary Goblin :1mana::symu::symr: (C)
Creature - Illusion Goblin
Flying, haste
2/2
Morning Light :symr::symg: (C)
Instant
Add three mana of any combination of colored mana to your mana pool.
Putrid Paladin :1mana::symw::symb: (C)
Creature - Zombie Soldier
Vigilance, fear
2/2
MULTICOLOR UNCOMMONS 5/5
Alabaster Goblin :2mana::symr::symw: (U)
Creature - Goblin
Vigilance
When Alabaster Goblin is put into a graveyard from play, put a 1/1 red Goblin creature token into play.
2/2
Consume Life :2mana::symb::symg: (U)
Sorcery
Put three 1/1 green Squirrel creature tokens into play. Up to three target creatures each get -1/-1 until end of turn.
Energy Aura :symg::symu: (U)
Enchant Permanent
At the beginning of each player's untap step, untap enchanted permanent.
Instill - When enchanted permanent leaves play, shuffle Energy Aura into its owner's library. (This card is instilled as long as an enchantment spell has been played this turn.)
Memories of Storms :2mana::symu::symr:
Enchantment
At the beginning of your upkeep, draw a card, then discard a card.
Sacrifice Memories of Storms: Destroy target nonbasic land.
Raven Guild Librarian :2mana::symw::symb: (U)
Creature - Human Cleric
:1mana:, :symtap:: You draw a card and an opponent loses 2 life.
1/1
MULTICOLOR RARES 6/6
Blood of the Fire :3mana::symb::symr: (R)
Enchantment
Whenever a creature comes into play, its controller sacrifices a land.
Whenever a land comes into play, its controller sacrifices a creature.
Demonic Storm :6mana::symu::symb: (R)
Sorcery
Put a 4/4 black Demon creature token with fear into play. Draw four cards.
Energy Beacon :4mana::symw::symu: (R)
Enchantment
At the beginning of your upkeep, choose one - You gain 3 life; or draw a card.
Krosan Paladin :2mana::symg::symw: (R)
Creature - Elf Knight
Spirit link
Krosan Paladin gets +3/+3 as long as it's enchanted.
2/2
Rainbow Dragon :symw::symu::symb::symr::symg: (R)
Creature - Dragon
Flying, vigilance, haste, trample, fear.
5/5
Thunder Vortex :1mana::symr::symg: (R)
Instant
Thunder Vortex deals 2 damage to each creature. For each creature dealt lethal damage this way, put a 1/1 green Squirrel creature token into play.
ARTIFACT COMMONS 5/5
Ancient Walker (C)
Artifact Creature
You can't play Ancient Walker unless you played an enchantment spell this turn.
2/1
Balshan Golem (C)
Artifact Creature - Golem
Affinity for enchantments (This spell costs less to play for each enchantment you control.)
4/5
Enchanted Tome (C)
Artifact
Enchanted Tome comes into play with a charge counter on it for each enchantment you control.
:symtap:, Remove two charge counters from Enchanted Tome: Draw a card.
Enchantress's Mirror (C)
Artifact
:1mana:, :symtap:, Sacrifice Enchantress's Mirror: Return target enchantment card with converted mana cost 2 or less from your graveyard to play.
Memory Devourer (C)
Artifact
Instill - :symtap:: Target player removes the top card of his or her library from the game. (This card is instilled as long as an enchantment spell has been played this turn.)
ARTIFACT UNCOMMONS 5/5
Aura Crystal (U)
Artifact
:symtap:: Add to your mana pool. Spend this mana only to play enchantment spells or activated abilities of enchantments.
Clock of Knowledge
Artifact
:1mana:, Tap two untapped creatures you control: Draw a card. Play this ability only once each turn.
Dream Elixir (U)
Artifact
Affinity for enchantments (This spell costs less to play for each enchantment you control.)
:2mana:, :symtap:: Tap target creature. It doesn't untap during its controller's next untap step.
"If this doesn't make you sleep, nothing will!" - Balshan doctor
Shining Ironbeast (U)
Artifact Creature
Protection from enchantments
4/4
Spark Staff (U)
Artifact
Whenever an enchantment is put into a graveyard from play, put a charge counter on Spark Staff.
:symtap:: Spark Staff deals X damage to target creature, where X is the number of charge counters on it.
ARTIFACT RARES 10/10
Astral Trap (R)
Artifact
You may play Astral Trap any time you could play an instant.
:symtap:: Remove target attacking or blocking creature from the game. Return it to play under its owner's control at end of turn.
Chimeric Statue (R)
Artifact
:5mana:: Chimeric Statue becomes a 5/5 artifact creature until end of turn.
Golden Golem (R)
Artifact Creature - Golem
Golden Golem gets +2/+2 and has "Whenever this creature attacks, draw a card." as long as it's enchanted.
It guards the gates to the Sanctuary as a dragon guarding its nest.
3/3
Halls of the Sanctuary (R)
Artifact
Whenever a creature comes into play under your control, put a +1/+1 counter on it unless a player pays :2mana:.
These golden halls are the entrance to the Sanctuary, the source of endless legends.
Miracle Pillar (R)
Artifact
You may play enchantment spells for their converted mana costs instead of their mana costs.
Mirror Shield (R)
Artifact - Equipment
Whenever equipped creatures becomes the target of an instant or sorcery spell, you may pay :1mana:. If you do, put a copy of that spell on the stack. You may choose new targets for that copy.
Equip:
Prismatic Diamond (R)
Artifact
Instill - :symtap:: Add three mana of any one color to your mana pool. (This card is instilled as long as an enchantment spell has been played this turn.)
Silent Servant (R)
Artifact Creature
When Silent Servant comes into play or leaves play, return a card at random from your graveyard to your hand.
1/1
Spectral Prism (R)
Artifact
At the beginning of your upkeep, sacrifice Spectral Prism unless you sacrifice an enchantment.
:symtap:: Add X mana of any one color to your mana pool, where X is the number of cards in your hand.
Well of Mysteries (R)
Artifact
Whenever an enchantment comes into play, put a charge counter on Well of Mysteries.
:2mana:, :symtap:, Remove three charge counters from Well of Mysteries: Search your library for a card and put it into your hand. Then shuffle your library.
LAND COMMONS 5/5
Ancient Grove (C)
Enchantment Land
(This card isn't a spell.)
:symtap:: Add to your mana pool.
Forgotten Valley (C)
Enchantment Land
(This card isn't a spell.)
:symtap:: Add to your mana pool.
Hidden Catacomb (C)
Enchantment Land
(This card isn't a spell.)
:symtap:: Add to your mana pool.
Serene Waterfall (C)
Enchantment Land
(This card isn't a spell.)
:symtap:: Add to your mana pool.
Tranquil Grasslands (C)
Enchantment Land
(This card isn't a spell.)
:symtap:: Add to your mana pool.
LAND UNCOMMONS 3/3
Aphetto Temple (U)
Land
:symtap:: Add to your mana pool.
Whenever a creature is put into a graveyard from play, untap Aphetto Temple.
Meresian Watchtower (U)
Land
:symtap:: Add to your mana pool.
:symtap:, Sacrifice Meresian Watchtower: Destroy target attacking creature unless its controller pays its converted mana cost.
Veilwood Shrine (U)
Land
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any color to your mana pool. Play this ability only if Veilwood Shrine is enchanted.
LAND RARES 2/2
Balsha City (R)
Legendary Land
:symtap:: Add to your mana pool.
:symu:, :symtap:: Draw a card. Play this ability only if Balsha City is enchanted.
Krosan Forest (R)
Legendary Land
:symtap:: Add to your mana pool.
As long as Krosan Forest is enchanted by two or more cards, it has ":symtap:: Add three mana of any one color to your mana pool."
Blinding Blaze: Pretty nice flavor, I can see both colors being used. It could get a little squirrely if combined with Isochron Scepter. Tap your lands for mana, tap the Isochron scepter to get this effect, tap the lands for mana again. This is a pretty good deal, mainly because that extra three mana is guaranteed to be in color.
Dark Dryad: Looks pretty appropriately costed. It could probably be a mono-green creature with a green regen, but this is flavorful.
Devouring Aurora: Nice, pretty strong. It's untargeted removal that can get rid of the pesky indestructible stuff.
Elvish Infiltrator: I've never been a fan of color changing green, but it technically fits I suppose.
Morning Light: See the Isochron Scepter comments above.
Alabaster Goblin: Except for the Goblin type, there's not much making this red. Creatures that replace themselves seem somewhat green to me. (see: Dripping Tongue Zubera)
Blood of the Fire: Nice. I could see a deck using this with Gravepact.
Thunder Vortex: The name doesn't match the effect. What does Thunder Vortex have to do with squirrels? Also, I'd consider having the tokens replace the destroyed creatures, rather than give the caster of the spell all of them. As is, this is a very powerful card.
Enchantress's Mirror: I'd make this a cog. Lower the casting cost by one, raise the activation by one.
Shining Ironbeast: Unless you have some really powerful offensive enchantments, this might be able to make it with a casting cost of one less.
Miracle Pillar: Not sure if it's needed, but check the wording of Kentaro, the Smiling Cat in the Rumor Mill for what is likely Wizards official phrasing for effects like this.
Enchantment Lands: Nifty idea. It's like artifact lands, but more fitting for an enchantment block.
Balsha City: Card draw on a land can get ugly. Especially with, oh, Blinding Blaze from the start of this. Otherwise, pretty nice.
Krosan Forest: Nice balance, but be wary of your own Blinding Blaze once it gets going.
All around, a pretty nice collection.
Blinding Blaze - Nice filler, although the name signifies red in some way.
Brilliant Glimmer - A nice Rescue variant I would use in limited.
Dark Dryad - I'd play it if G/B got some support cards. Otherwise, it's a weaker and less-splashable River Boa.
Devouring Aura - Certainly better than Misguided Rage!
Dwarven Healer - I feel the abilities are too antisynergystic.
Elvish Infiltrator - I don't think it would make the constructed cut, although with enchant creatures it would be a hoss in limited.
Evil's Glow - I would definately play this in U/B.
Illusionary Goblin - Nice, synergystic abilities.
Putrid Paladin - I like that it can swing unchecked and then defend.
Alabaster Goblin - I don't really care for it but filler is needed.
Consume Life - I'd play it if 1/1s dominated the format.
Energy Aura - I hate to be left to one word comments, but meh.
Memories of Storms - I think it'll see play for the first part only, but the collection of non-basics could change that.
Blood of the Fire - Decent.
Demonic Storm - I'd play it if it weren't too expensive.
Energy Beacon - Nice for a control deck.
Krosan Paladin - I'd play it, but I don't like keywording spirit link unless you can make it so it doesn't change the fundamental use of spirit link (nullifying a big beater).
Rainbow Dragon - I'm surprised no one has thought of it before.
Thunder Vortex - I'd play this. It's way better than Simoon.
Ancient Walker - Nice, basic card.
Balshan Golem - I don't like affinity but because enchantments can't be borked out like artifacts can, fine.
Enchanted Tome - I like it.
Enchantress's Mirror - I don't know if it would make the cut, but nice filler.
Memory Devourer - I wonder what the power limit of a 0cc card is, but this is nice filler too.
Aura Crystal - Good thing you didn't make it a land.
Clock of Knowledge - I don't like it. It allows aggro card draw on the cheap.
Dream Elixir - I like it.
Shining Ironbeast - Expected filler.
Spark Staff - I like it.
Astral Trap - I like it.
Chimeric Statue - Nice nod to Statues.
Golden Golem - I'd play it in Limited.
Halls of the Sanctuary - I think it's mediocre.
Miracle Pillar - See Kentaro's wording.
Mirror Shield - I enjoy Fork variants. Nice card.
Prismatic Diamond - I don't like it, but it may be powerful.
Silent Servant - Eternal Witness it's not.
Spectral Prism - Spectral Prism could be nasty.
Well of Mysteries - I'd play Planar Portal before this.
Enchantment lands - Please don't go there.
Aphetto Temple - On the watch list.
Meresian Watchtower - Why should green and blue get creature destruction?
Veilwood Shrine - Expected City of Brass variant.
Balsha City - I'd play this in blue decks.
Krosan Forest - Wowza!
Whew!
Brilliant Glimmer - I have made this about a few years ago...
Devouring Aurora - This shouldn't be an instant. You will most likely get a land, and everyone knows how broken Sinkhole is.
Morning Light - It would be nice as a monogreen card actually.
Energy Beacon - An extra card is way better than 3 extra life, and it can be costed at 3WU IMO.
Clock of Knowledge - Finally, a good card advantage engine for green.
Krosan Forest - Even though this set is geared for enchantments, it would still be hard to get 2 or more local enchantments on this.
1) be broken- i havent seen the entire set though so i dont know. a big could.
2) Take some of your credit away as both the lands and affinty are too mirrodin like.
overall though what you have shown is awesome.
Anyway, Exploration is now finished! Look for the complete set in a thread later today!
The Clan Clan
President of the Department of Redundancy Department
Remember, just because you're not paranoid doesn't mean they're not after you.
Good point. Changed fear to regeneration.
Edit: 100th post! Woot!