1. Humble Master
Creature- Human Monk (Mythic)
Other creatures lose all abilities.
2/2
I think that this thing works properly. "combos" with a few cards like Dreadnaught and turns off creature-based value-engines along with most commander-focused strategies. On the other hand, it is easy to kill and doesn't stop an opponent in a better position from attacking. Wouldn't be printed outside of a commander deck or similar situation due to complicated rulings with layering that emerge with these effects, though I think this card works.
2. Norn's Confessor
Creature- Horror Cleric (Rare)
As an additional cost to casting noncreature spells, players must exile a card from their graveyard.
2/1
"Progress is restricted by memories of flesh."
A two-prong hatebear that simultaneously hates on graveyard-themed decks while stopping early game tutors, mana rocks, and similar tricks. While the tax doesn't seem too nasty on the surface, it has some real capacity to mess with storm decks (if played early enough) and smash it's way through Vintage (even though fetch-lands produce some easy "food" for this card, which makes things a bit more sane).
3. Runewarden
Creature- Human Cleric (Uncommon)
: Target creature gains protection from instants and sorceries until end of turn.
1/2
A Mother of Runes type card that runs by the logic of cards like Jade Mage. While it doesn't grant unblockability and its protections are somewhat more limited, this card can be activated several times per turn and can be activated on the same turn it is cast.
4. Harsh Archivist
Creature- Elephant Advisor (Rare)
Players may choose to skip their draw step.
Whenever a player draws a card or searches their library, spells cost that player more to cast until their next turn.
4/4
In some ways, I dreamed this up as an expensive and beefy Fatespinner effect... or as a Rule of Law effect. This card is simultaneously more and less restrictive than both of those cards. While this card is symmetrical, can be ignored in the late-game, and can be played around to some extent (using tutors/draw spells after casting any other spells, for example), it is often going to impose a pretty hefty tax by tax standards. I think that it about evens out in the long run.
5. Desperate Recruitment
Enchantment (Rare)
At the beginning of your end step, if you have not cast any creature spells this turn, you may pay . If you do, search your library for a creature card with toughness 2 or less, reveal it, and put it into your hand, then shuffle your library.
As white is pretty excellent at getting tutors, I wanted to try giving it a reusable tutor that isn't named Land Tax. It searches for something that white has already searched for in the past and generally requires you to be in a bad situation to use it. Unless you're grabbing the fewflashhatebears (and ruin the surprise factor), you're only getting this effect once every other turn at most, making it much slower and clunkier than card advantage engines in other colors... which seems pretty fitting for white.
6. Loxodon Faithmender
Creature- Elephant Cleric (Rare)
During each of your turns, you may cast one creature, artifact, or enchantment spell with converted mana cost 3 or less from your graveyard.
4/5
A limited Sun Titan effect for one mana less that doesn't require attacking. As far as a general card advantage engines go for white, this seems like a rather realistic direction to go for.
7. Unbreakable Dreams
Enchantment
Creatures you control have Indestructible.
Creature- Human Monk (Mythic)
Other creatures lose all abilities.
2/2
I think that this thing works properly. "combos" with a few cards like Dreadnaught and turns off creature-based value-engines along with most commander-focused strategies. On the other hand, it is easy to kill and doesn't stop an opponent in a better position from attacking. Wouldn't be printed outside of a commander deck or similar situation due to complicated rulings with layering that emerge with these effects, though I think this card works.
2. Norn's Confessor
Creature- Horror Cleric (Rare)
As an additional cost to casting noncreature spells, players must exile a card from their graveyard.
2/1
"Progress is restricted by memories of flesh."
A two-prong hatebear that simultaneously hates on graveyard-themed decks while stopping early game tutors, mana rocks, and similar tricks. While the tax doesn't seem too nasty on the surface, it has some real capacity to mess with storm decks (if played early enough) and smash it's way through Vintage (even though fetch-lands produce some easy "food" for this card, which makes things a bit more sane).
3. Runewarden
Creature- Human Cleric (Uncommon)
: Target creature gains protection from instants and sorceries until end of turn.
1/2
A Mother of Runes type card that runs by the logic of cards like Jade Mage. While it doesn't grant unblockability and its protections are somewhat more limited, this card can be activated several times per turn and can be activated on the same turn it is cast.
4. Harsh Archivist
Creature- Elephant Advisor (Rare)
Players may choose to skip their draw step.
Whenever a player draws a card or searches their library, spells cost that player more to cast until their next turn.
4/4
In some ways, I dreamed this up as an expensive and beefy Fatespinner effect... or as a Rule of Law effect. This card is simultaneously more and less restrictive than both of those cards. While this card is symmetrical, can be ignored in the late-game, and can be played around to some extent (using tutors/draw spells after casting any other spells, for example), it is often going to impose a pretty hefty tax by tax standards. I think that it about evens out in the long run.
5. Desperate Recruitment
Enchantment (Rare)
At the beginning of your end step, if you have not cast any creature spells this turn, you may pay . If you do, search your library for a creature card with toughness 2 or less, reveal it, and put it into your hand, then shuffle your library.
As white is pretty excellent at getting tutors, I wanted to try giving it a reusable tutor that isn't named Land Tax. It searches for something that white has already searched for in the past and generally requires you to be in a bad situation to use it. Unless you're grabbing the few flash hatebears (and ruin the surprise factor), you're only getting this effect once every other turn at most, making it much slower and clunkier than card advantage engines in other colors... which seems pretty fitting for white.
6. Loxodon Faithmender
Creature- Elephant Cleric (Rare)
During each of your turns, you may cast one creature, artifact, or enchantment spell with converted mana cost 3 or less from your graveyard.
4/5
A limited Sun Titan effect for one mana less that doesn't require attacking. As far as a general card advantage engines go for white, this seems like a rather realistic direction to go for.
7. Unbreakable Dreams
Enchantment
Creatures you control have Indestructible.
In my opinion, white needs this card. One mana more than Privileged Position and two mana less than Avacyn, Angel of Hope. Not a one shot effect like Lena, Selfless Champion, Selfless Spirit, or Teferi's Protection. Not a glass cannon that fails to protect itself like Sephara, Sky's Blade. A straightforward enchantment that makes go-wide token strategies palatable and protects key hate/combo/engine pieces.
If one or more of these ideas is actually terrible, I look forward to hearing how.
You know, if that simply exiled the top card of the library, it would be just as good (and nowhere near as polarizing).