With the power creep we have seen with creatures as part of the New World Order, I wanted to create a cycle of powerful Sorceries that would help swing the pendulum back. I think one of the best ways to keep sorceries interesting and relevant in the new world order is to attach creatures to them. Adventures is one way Wizards has already done this. Having sorceries that also create bodies in addition to other effects is another way. I just made these up today so balance issues are to be expected, but here are the first drafts.
Divine InterferenceXXXW
Sorcery (M)
Choose One:
- Destroy X target tapped creatures.
- Creatures you control get +X/+X and lifelink until end of turn
Create X 3/3 White angel tokens with flying.
This sorcery has a Take Vengeance mode and a Tenacity lite mode for 4 mana. The modality helps this card be either offensive or defensive. It also creates an Angel token to develop your board simultaneously which can also make additional copies of this spell more impactful.
Thoughtful RejectionXXXU
Sorcery (M)
Scry X. Then Draw X cards.
Create X 1/2 blue Wizard tokens. Each of these tokens enters the battlefield with one of the following abilities of your choice:
- When this creature enters the battlefield return target creature to its owner’s hand.
- Sacrifice this creature: Counter target spell.
This sorcery follows in the vein of Cryptic Command, Mystic Confluence, and other modal blue spells only it works as a sorcery instead. Losing instant speed hurts the power level of this card, but as a counterweight you don't have to choose between modes as you do with Cryptic Command, nor do you have to be heavy in blue to gain access to the effect. Getting to choose between a bounce creature or a counter creature helps you make this a tempo or a control play.
Undead CeremonyXXXB
Sorcery (M)
As an additional cost to cast this spell, sacrifice X creatures.
Return X target creature(s) from any player’s graveyard to the battlefield tapped.
Create X 2/2 black Zombie creature tokens. They enter the battlefield tapped.
Blood for Bones of sorts that trades getting a card back to your hand for being able to choose which graveyard you take the creature from, getting an additional zombie, and having both enter tapped.
Fiery SunsetXXXR
Sorcery (M)
Whenever a creature you control attacks this turn. It deals X damage to the defending player.
Create X 2/2 red Phoenix tokens with flying and haste.
Perhaps the most simplistic of the effects, but also the most explosive. It's an evasive creature with a 1-turn Hellrider effect. Like all of the other cards of this cycle X=1 (4 mana)presents a strong threat and x=2 (7 mana) is a blowout where each attacking creature deals 2 damage just by attacking and this creature makes two of those attackers by itself!
Sylvan ReprisalXXXG
Sorcery (M)
Untap each land you tapped to cast Sylvan Reprisal. They become X/X creatures until end of turn.
Create X 1/1 green Elf creatures with “Land creatures you control get +1/+1.”
Probably the most experimental of the abilities on this cycle. It is kind of like an entwined Rude Awakening except only lands that were tapped to cast this can be untapped (so if you ramped into this less lands will animate). Of note the lands are 2/2's because of the Elf but if your opponent can kill the Elf then the lands are only 1/1's. I tend to think that mass land awakening abilities are severely overcosted considering the risk a player is taking of losing their critical lands in combat or instant speed removal. Also, like the rest of the cycle this becomes much stronger when x=2 since all of your animated lands will be 3/3's since this spell will make two of the land-pumping elves!
Let me know your thoughts. Constructive criticisms only please.
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Divine Interference XXXW
Sorcery (M)
Choose One:
- Destroy X target tapped creatures.
- Creatures you control get +X/+X and lifelink until end of turn
Create X 3/3 White angel tokens with flying.
This sorcery has a Take Vengeance mode and a Tenacity lite mode for 4 mana. The modality helps this card be either offensive or defensive. It also creates an Angel token to develop your board simultaneously which can also make additional copies of this spell more impactful.
Thoughtful Rejection XXXU
Sorcery (M)
Scry X. Then Draw X cards.
Create X 1/2 blue Wizard tokens. Each of these tokens enters the battlefield with one of the following abilities of your choice:
- When this creature enters the battlefield return target creature to its owner’s hand.
- Sacrifice this creature: Counter target spell.
This sorcery follows in the vein of Cryptic Command, Mystic Confluence, and other modal blue spells only it works as a sorcery instead. Losing instant speed hurts the power level of this card, but as a counterweight you don't have to choose between modes as you do with Cryptic Command, nor do you have to be heavy in blue to gain access to the effect. Getting to choose between a bounce creature or a counter creature helps you make this a tempo or a control play.
Undead Ceremony XXXB
Sorcery (M)
As an additional cost to cast this spell, sacrifice X creatures.
Return X target creature(s) from any player’s graveyard to the battlefield tapped.
Create X 2/2 black Zombie creature tokens. They enter the battlefield tapped.
Blood for Bones of sorts that trades getting a card back to your hand for being able to choose which graveyard you take the creature from, getting an additional zombie, and having both enter tapped.
Fiery Sunset XXXR
Sorcery (M)
Whenever a creature you control attacks this turn. It deals X damage to the defending player.
Create X 2/2 red Phoenix tokens with flying and haste.
Perhaps the most simplistic of the effects, but also the most explosive. It's an evasive creature with a 1-turn Hellrider effect. Like all of the other cards of this cycle X=1 (4 mana)presents a strong threat and x=2 (7 mana) is a blowout where each attacking creature deals 2 damage just by attacking and this creature makes two of those attackers by itself!
Sylvan Reprisal XXXG
Sorcery (M)
Untap each land you tapped to cast Sylvan Reprisal. They become X/X creatures until end of turn.
Create X 1/1 green Elf creatures with “Land creatures you control get +1/+1.”
Probably the most experimental of the abilities on this cycle. It is kind of like an entwined Rude Awakening except only lands that were tapped to cast this can be untapped (so if you ramped into this less lands will animate). Of note the lands are 2/2's because of the Elf but if your opponent can kill the Elf then the lands are only 1/1's. I tend to think that mass land awakening abilities are severely overcosted considering the risk a player is taking of losing their critical lands in combat or instant speed removal. Also, like the rest of the cycle this becomes much stronger when x=2 since all of your animated lands will be 3/3's since this spell will make two of the land-pumping elves!
Let me know your thoughts. Constructive criticisms only please.