I design with a bent towards cube which favors pushed cards that flirt with the boundaries of being printable. Selesnya is a notoriously weak guild in most cubes and I wanted to design a few options that would make it a bit more attractive. Constructive feedback is always welcome.
Replenish the Ranks1GW
Enchantment (R)
Multikicker 2 (You may pay an additional 2 any number of times as you cast this spell.)
Replenish the Ranks enters the battlefield with a charge counter for each time it was kicked.
At the beginning of each upkeep create a 1/1 white Soldier token with lifelink. Then put a +1/+1 counter on target creature you control for each charge counter on Replenish the Ranks.
Timble, the Budding Oak
Legendary Creature - Treefolk (M)
Kicker GG and/or WW
If Timble was kicked with its GG kicker it enters the battlefield with two +1/+1 counters.
If Timble was kicked with its WW kicker put a +1/+1 counter on each creature you control.
Timble, the Budding Oak assigns combat damage equal to its toughness rather than its power until end of turn
0/3
Avatar of Recovery3
Creature - Avatar (R)
When Avatar of Recovery enters the battlefield it has indestructible until end of turn.
If damage would be dealt to Avatar of Recovery prevent that damage.
At the beginning of your end step if your life total is less than 10, gain 5 life. If you have less cards in your hand than any opponent has you may return a permanent from your graveyard to the battlefield.
5/5
Blind Rampage2GW
Sorcery (R)
Target creature you control fights target creature you don’t control. Prevent all damage that would be dealt this way to the creature you control. All damage prevented this way is dealt to target creature or planeswalker instead.
Dryad's Branch1G
Artifact - Equipment (R)
Equipped creature gains +2/+0 and “Whenever equipped creature deals combat damage to a creature that creature becomes a colorless Forest land.”
Equip 1G
Replenish the Ranks seems pushed without the kicker. Ignoring that this doesn't work the way people will think it does which is a problem. People will assume you can put the counters on the token because you put the counters after you make the token. However because you target the target has to be chosen when the ability goes on the stack well before the token is created. As you are already pushing to the extremes of power level dropping the target is for the best.
Avatar of Recovery, this shouldn't be hybrid because this isn't a white effect and its stretching to be a green effect. It is however an very well executed white green effect. Which isn't what hybrid is.
Blind Rampage, this is a very complicated design that combos best with death touch creatures. In a normal set the complexity of this would almost certainly kill it. Even though it's designed not for a normal set I'm still skeptical on the complexity of this card. If this card drops the white I think a double bite card accomplishes what you want without the excessive complexity.
Dryad's Branch, this effect isn't green. I'm certain you're going to link the green cards that do this but they were breaks. This effect isn't green.
I don't understand what you're saying about the counters being placed before the token is made. The effects happen in the order of the wording. You make the token and then if you have charge counters you can put that many +1/+1 counters on any target including your token.
Indestructible isn't green, but that's the only effect here that doesn't belong to both colors either in a primary or secondary capacity.
Blind Rampage doesn't need deathtouch creatures. It is a fight effect that blanks the opposing creatures damage and lets you instead take the damage that creature would have dealt and deal it back to itself or another creature/planeswalker. This card combines green's fight mechanic with white damage redirection effects like harm's way or comeuppance. This is not exceptionally complex for a rare.
Maro is actually pretty firmly in your camp on the last point so I'm with you on this one.
I don't understand what you're saying about the counters being placed before the token is made. The effects happen in the order of the wording. You make the token and then if you have charge counters you can put that many +1/+1 counters on any target including your token.
That isn't how triggered abilities work. Targets, as a game mechanic designed to allow response and interaction, must be chosen as soon as an ability is put onto the stack, and this ability has to resolve for the token to be on the battlefield. If you want the ability to work the way you want, then the creatures that receive the counters must be chosen on resolution, so no targeting can be involved.
How about Timble?
The second kicker ability must be reformatted to be an ETB trigger, since the current version doesn't say when it happens.
Its power level is pretty high, considering it both can do a few different things including the ability to have great stats for its cost, though I suppose it's comparable to Knight of Autumn in that respect.
Replenish the Ranks: Really like this. Not quite strong enough to give Bitterblossom a run. I suggest the first ability to be "Creature tokens you control gets +1/+1 for each charge counter on ~~". This is a slight buff that improves the overall outlook for token strategy.
Timble: Is this really cubable ? I guess the version with the white kicker only is pretty good and for this reason I would think of this as a CMC 3 drop for the purpose of adjusting the cube's curve. So it dispute slots with Kitchen Finks, Knight of Autumn and Knight of the Reliquary. I'm not 100% sold but for starters loosing the kicker restriction to 1C and maybe changing the green kicker.
Avatar of Recovery: Too wordy too accomplish little (prevention in 5 toughness creature which is out of color by the way; the temporary indestructibility is useless as the opponent can remove this one turn later and the card does not have any ability that would punish him for that like haste). The ETB is interesting but feels a bit out of place in mono-green.
Blind Rampage: This feels like Rapid Bite + Deadshot mashup and thus out of color. With all that in mind, Cube is too tight for a 4 mana sorcery that gets ruined by any bounce and removal spell and is pretty conditional to begin with. I think a better version would be having Prey Upon and the other effect as white kicker. This way you don't have to pay full cost if the second effect doesn't get you a kill (but it would still be unplayable in any case).
Dryad's Branch: I disagree this is not a green effect. This is downgraded death touch and very on character. Pretty cool card but far from cube power level.
Replenish the Ranks 1GW
Enchantment (R)
Multikicker 2 (You may pay an additional 2 any number of times as you cast this spell.)
Replenish the Ranks enters the battlefield with a charge counter for each time it was kicked.
At the beginning of each upkeep create a 1/1 white Soldier token with lifelink. Then put a +1/+1 counter on target creature you control for each charge counter on Replenish the Ranks.
Timble, the Budding Oak
Legendary Creature - Treefolk (M)
Kicker GG and/or WW
If Timble was kicked with its GG kicker it enters the battlefield with two +1/+1 counters.
If Timble was kicked with its WW kicker put a +1/+1 counter on each creature you control.
Timble, the Budding Oak assigns combat damage equal to its toughness rather than its power until end of turn
0/3
Avatar of Recovery 3
Creature - Avatar (R)
When Avatar of Recovery enters the battlefield it has indestructible until end of turn.
If damage would be dealt to Avatar of Recovery prevent that damage.
At the beginning of your end step if your life total is less than 10, gain 5 life. If you have less cards in your hand than any opponent has you may return a permanent from your graveyard to the battlefield.
5/5
Blind Rampage 2GW
Sorcery (R)
Target creature you control fights target creature you don’t control. Prevent all damage that would be dealt this way to the creature you control. All damage prevented this way is dealt to target creature or planeswalker instead.
Dryad's Branch 1G
Artifact - Equipment (R)
Equipped creature gains +2/+0 and “Whenever equipped creature deals combat damage to a creature that creature becomes a colorless Forest land.”
Equip 1G
Avatar of Recovery, this shouldn't be hybrid because this isn't a white effect and its stretching to be a green effect. It is however an very well executed white green effect. Which isn't what hybrid is.
Blind Rampage, this is a very complicated design that combos best with death touch creatures. In a normal set the complexity of this would almost certainly kill it. Even though it's designed not for a normal set I'm still skeptical on the complexity of this card. If this card drops the white I think a double bite card accomplishes what you want without the excessive complexity.
Dryad's Branch, this effect isn't green. I'm certain you're going to link the green cards that do this but they were breaks. This effect isn't green.
Indestructible isn't green, but that's the only effect here that doesn't belong to both colors either in a primary or secondary capacity.
Blind Rampage doesn't need deathtouch creatures. It is a fight effect that blanks the opposing creatures damage and lets you instead take the damage that creature would have dealt and deal it back to itself or another creature/planeswalker. This card combines green's fight mechanic with white damage redirection effects like harm's way or comeuppance. This is not exceptionally complex for a rare.
Maro is actually pretty firmly in your camp on the last point so I'm with you on this one.
How about Timble?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
That isn't how triggered abilities work. Targets, as a game mechanic designed to allow response and interaction, must be chosen as soon as an ability is put onto the stack, and this ability has to resolve for the token to be on the battlefield. If you want the ability to work the way you want, then the creatures that receive the counters must be chosen on resolution, so no targeting can be involved.
The second kicker ability must be reformatted to be an ETB trigger, since the current version doesn't say when it happens.
Its power level is pretty high, considering it both can do a few different things including the ability to have great stats for its cost, though I suppose it's comparable to Knight of Autumn in that respect.
BGU Control
R Aggro
Standard - For Fun
BG Auras