Sarkhan Dragonbound1RR
Legendary Planeswalker - Sarkhan (M)
{+1}: Sarkhan Dragonbound deals 1 damage to any target and 1 damage to you.
{-1}: Sarkhan Dragonbouns becomes a 4/4 red Dragon creature with flying, indestructible and haste until end of turn. If a creature dealt combat damage by Sarkhan this turn would die, exile it instead.
{-5}: You get an emblem with "Creatures without flying can't attack you." and "At the beginning of your upkeep, your life total becomes 10 and this emblem deals 4 damage to any target."
{2}
@Stille_Nacht: Are you aware your entry is a barely modified Esper Charm?
Yeah. Esper Charm is my friend's favorite spell to a strange degree haha. I once mentioned the card I submitted to him as a joke and he was salivating.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern UWUW ControlUW UGWSpiritsUGW GHardened ScalesG WGRUKiki PodWGRU [RIP]
Hateful Plague BB
Creature- Germ {M}
Germs you control get +1/+1.
At the beginning of each end step, if an opponent lost life this turn, create a 0/0 black Germ creature token.
Sacrifice a Germ: Hateful Plague deals 1 damage to target player or planeswalker and you gain 1 life. BBB: Hateful Plague becomes a legendary Demon named Ezor, the Plaguewing and gains flying and "Germ tokens you control have deathtouch". Put 5 +1/+1 counters on it. When you do, sacrifice 5 creatures. Activate this ability only if Hateful Plague is a Germ.
0/0 How did you think demons were created, silly human? We're born hateful, and we die hateful.
(I'm aware that modern rules style for lords would have this be a 1/1 that gives other Germs +1/+1, but for Germ flavor, I used the older styling)
IIW: Give an underloved tribe an interesting leader/tribal spell, or an overpushed tribe an interesting villain/hate card (cards don't necessarily have to specifically mention the tribe as long as they interact with the tribe's hallmark characteristics i.e. "Creatures lose all mana abilities" would be a valid hate card for elves)
Time Vial1
Artifact (MR)
At the beginning of your end step, put a time counter on Time Vial.
You may cast spells with converted mana cost less than or equal to the number of time counters on Time Vial as though they had flash. 1, Sacrifice Time Vial: Draw a card.
Tsume5WG
Legendary Creature - Wolf Cleric (M)
When Tsume enters the battlefield, create two 3/3 white Wolf Cleric creature tokens.
Tap X untapped creatures you control: Search your library for a creature card with converted mana cost X or less and put it onto the battlefield, then shuffle your library. Activate this ability only once each turn.
4/4
As an additional cost to cast Engulfing Blaze, you may sacrifice a land or a creature, if you do, return Engulfing Blaze to your hand at the beginning of the next end step.
Deal 3 Damage to any target, If a creature or planeswalker dealt damage this way would die this turn, exile it instead.
"Some people just want to watch the world burn..."
IIW: Noncreature Artifacts or Enchantments in the Command Zone
Eventide sojourner: change of fate
I am having a very hard time evaluating this. Is balanced, but I don’t really see the advantage. Even though you get a fresh 7, so does your burn opponent. 7/10
Cardz5000: blightsteel masticore
A balanced infect card. Drawback is cool, whole card is cool. Love it. 9.5/10
Mr. rithaniel: Veju, Kalimantan of death. (Autocorrect hates this)
Balanced walker, but 3 colors, so I wonder what deck it goes into. 8/10
Forestsguy: madmad genius
Huge advantage, huge cost. Very good balance, but the drawback seems too severe.
9/10
Stille_Nacht: brilliant spellweave
Really resembles esper charm, and with the same cost as charm, has some balance issues.
7/10
Subject16: sarkhan dragonbound
Powerful, and balanced. Almost doesn’t seem powerful enough though.
8/10
Totally haywire: hateful plague
Very balanced very powerful, and just amazing. I love this so much, but only mono black would take it.
9/10
Sephon19: finality ripple
So rude. Cue flashback to Zendikar-NPH standard.
8/10
JamBlock: time vial
Absolutely overpowered. To good.7/10
Many cookies: trimester
Overcosted, not good enough
7.5/10
Graffd02: engulfing blaze
Oppressive in a red X control deck. Fun.
8/10
That means, by the way: "Make one or more gold cards as part of a new cycle that pays homage to a mono-colored cycle (ex: a gold leyline, titan, or vow)" is the next challenge.
Basing this around the Ascension cycle from Zendikar
Lawkeeper AscensionWU
Enchantment R
Whenever an opponent casts a spell, you may put a quest counter on Lawkeeper Ascension.
As long as Lawkeeper Ascension has five or more quest counters on it, spells you opponents cast cost 1 more to cast.
Necromancer AscensionUB
Enchantment R
At the beginning of each end step, if you put a card from your graveyard into your hand or library this turn, you may put a quest counter on Necromancer Ascension.
At the beginning of your upkeep, if Necromancer Ascension has two or more quest counters on it, each player puts the top seven cards of his or her library into his or her graveyard.
Torturer AscensionBR
Enchantment R
At the beginning of each end step, if an opponent discarded a card this turn, you may put a quest counter on Torturer Ascension
As long as Torturer Ascension has three or more quest counters on it, each opponent's maximum hand size is reduced by seven.
Animist AscensionRG
Enchantment R
Whenever you play a land card, you may put a quest counter on Animist Ascension.
As long as Animist Ascension has five or more quest counters on it, lands you control are 3/3 Elemental creatures with haste and trample. They're still lands.
Prophet AscensionGW
Enchantment R
At the beginning of each end step, if your life total is greater than your starting life total, you may put a quest counter on Prophet Ascension.
As long as Prophet Ascension has ten or more quest counters on it, your life total cannot be reduced below your starting life total.
IIW: Lands which directly interact with win conditions, two examples would be (1) introducing new win conditions or (2) making it so that certain players can't win or lose.
Overflowing Gearhulk4GU
Artifact Creature - Construct (MR)
Flash
When Overflowing Gearhulk enters the battlefield, you may cast target instant card from your graveyard without paying its mana cost. If that card would be put into your graveyard this turn, exile it instead, then put a number of +1/+1 counters on target creature equal to that card's converted mana cost.
3/3
Cycle of Enemy Color Pair "A deck can have any number of cards named..." cards:
Blood SylexWB
Enchantment (U)
At the beginning of your upkeep, target player loses X life and you gain X life, where X is the number of permanents named ~ that you control.
A deck can have any number of cards named ~
Undergrowth CreeperBG
Creature - Plant Zombie (U)
When ~ attacks, target creature gets -1/-1 for each creature in your graveyard named ~.
A deck can have any number of cards named ~
1/2
Scaled MandrillUG
Creature - Lizard Monkey
When ~ enters the battlefield, put a +1/+1 counter on it for each other creature you control named ~.
A deck can have any number of cards named ~
2/2
CrackleUR
Instant (U)
Deal 2 damage to any target.
If this is not the first spell you cast this turn, draw a card.
A deck can have any number of cards named ~
Faithful Pike-mateWR
Creature - Human Soldier {U}
First Strike
~ gets +1/+0 for each other creature named ~ on the battlefield under your control. T: Reveal the top 3 cards of your library, you may put any cards named ~ into your hand. Put the rest on the bottom of your library in any order.
A deck can have any number of cards named ~
1/2
IIW: Noncreature Artifacts or Enchantments in the Command Zone.
--- EDIT: Fixed previous monocolor cards (now they're multicolored, Yay for reading the rules correctly!) ---
Star-Eater Titan 4BR
Creature- Giant
Protection from white
When Star-Eater Titan enters the battlefield or attacks, you may exile target nonland permanent with converted mana cost 3 or less and all cards in graveyards with the same name as it. Then, that permanent's controller reveals their hand and exiles each card with the same name as the exiled permanent. What can be returned can also be taken.
6/6
Ice-Breaker Titan 4RG
Creature- Giant
Protection from blue
When Ice-Breaker Titan enters the battlefield or attacks, untap each creature you control that's not attacking, then you may gain control of target creature until end of turn. If Ice-Breaker Titan is attacking, that permanent becomes tapped and attacking. Otherwise, untap it and it gains haste. What can be delayed can also be expedited.
6/6
Death-Banisher Titan 4WG
Creature- Giant
Protection from black
When Death-Banisher Titan enters the battlefield or attacks, create a 2/1 white and green soldier tokens with first strike. Then, until your next turn, if a creature would enter the battlefield under an opponent's control and it wasn't cast, it enters under your control instead. What can be reanimated can also be repurposed.
6/6
Fire-Walker Titan 4WU
Creature- Giant
Protection from red
When Fire-Walker Titan enters the battlefield or attacks, target opponent returns two permanents they control to their hand. Until your next turn, spells with the same name as those permanents can't be cast, and sources that player controls can't deal noncombat damage to you or permanents you control. What can be burned can also be soothed.
6/6
Fate-Bringer Titan 4UB
Creature- Giant
Protection from green
When Fate-Bringer Titan enters the battlefield or attacks, you may search target opponent's library for up to 3 cards and exile them face down. For as long as those cards remain exiled, you may cast them, and you may spend mana as though it were mana of any type to do so. What can be found can also be taken.
6/6
IIW: Give your opponents choices! (Not good ones, obviously)
Finale of Power XBU
Sorcery. (M)
Gain control of target creature with converted mana cost X or less. If X is equal to 10 or more, gain control of each nonland permanent your opponent controls with converted mana cost X or less.
IIW: Cool stuff. (Look at hateful plague from the previous round for inspiration,even though it didn’t win, it was my favorite.
Solemn Confluence3
Sorcery (R)
Choose three. You may choose the same mode more than once.
• Each player sacrifices a creature.
• Each player sacrifices an enchantment.
• Each player sacrifices a planeswalker.
Morbid Confluence2
Sorcery (R)
Choose three. You may choose the same mode more than once.
• Target player discards a card.
• Exile a card from a graveyard. You gain life equal equal to its mana cost.
• Create a 2/2 black Zombie creature token.
Surging Confluence1
Instant (R)
Choose three. You may choose the same mode more than once.
• Target permanent or player gains hexproof until end of turn.
• Target permanent gains indestructible until end of turn.
• Target player puts the top three cards of their library into their graveyard.
Manic Confluence2
Instant (R)
Choose three. You may choose the same mode more than once.
• Discard up to two cards, then draw that many cards.
• Add UR.
• Return an instant or sorcery card at random from your graveyard to your hand.
Passionate Confluence1
Sorcery (R)
Choose three. You may choose the same mode more than once.
• Exile the top card of your library. Until the end of your next turn, you may play that card.
• Exile target artifact.
• Exile target creature, then return it to the battlefield under its owner's control. It gains haste.
Legendary Planeswalker - Sarkhan (M)
{+1}: Sarkhan Dragonbound deals 1 damage to any target and 1 damage to you.
{-1}: Sarkhan Dragonbouns becomes a 4/4 red Dragon creature with flying, indestructible and haste until end of turn. If a creature dealt combat damage by Sarkhan this turn would die, exile it instead.
{-5}: You get an emblem with "Creatures without flying can't attack you." and "At the beginning of your upkeep, your life total becomes 10 and this emblem deals 4 damage to any target."
{2}
IIW: Alara
Yeah. Esper Charm is my friend's favorite spell to a strange degree haha. I once mentioned the card I submitted to him as a joke and he was salivating.
UWUW ControlUW
UGWSpiritsUGW
GHardened ScalesG
WGRUKiki PodWGRU [RIP]
Creature- Germ {M}
Germs you control get +1/+1.
At the beginning of each end step, if an opponent lost life this turn, create a 0/0 black Germ creature token.
Sacrifice a Germ: Hateful Plague deals 1 damage to target player or planeswalker and you gain 1 life.
BBB: Hateful Plague becomes a legendary Demon named Ezor, the Plaguewing and gains flying and "Germ tokens you control have deathtouch". Put 5 +1/+1 counters on it. When you do, sacrifice 5 creatures. Activate this ability only if Hateful Plague is a Germ.
0/0
How did you think demons were created, silly human? We're born hateful, and we die hateful.
(I'm aware that modern rules style for lords would have this be a 1/1 that gives other Germs +1/+1, but for Germ flavor, I used the older styling)
IIW: Give an underloved tribe an interesting leader/tribal spell, or an overpushed tribe an interesting villain/hate card (cards don't necessarily have to specifically mention the tribe as long as they interact with the tribe's hallmark characteristics i.e. "Creatures lose all mana abilities" would be a valid hate card for elves)
Instant M
Destroy all creatures. End the turn.
Exile Finality Ripple.
I know it's expensive, but think about it in Standard.
... Yea, probably not very fun. Not to me at least. But y'know. I'm not to judge control players.
Next: Remake card from Alpha/Beta, changing its card type.
Artifact (MR)
At the beginning of your end step, put a time counter on Time Vial.
You may cast spells with converted mana cost less than or equal to the number of time counters on Time Vial as though they had flash.
1, Sacrifice Time Vial: Draw a card.
IIW: CMC 1
Legendary Creature - Wolf Cleric (M)
When Tsume enters the battlefield, create two 3/3 white Wolf Cleric creature tokens.
Tap X untapped creatures you control: Search your library for a creature card with converted mana cost X or less and put it onto the battlefield, then shuffle your library. Activate this ability only once each turn.
4/4
IIW: Cards good in an Astral Slide deck.
Instant (M)
As an additional cost to cast Engulfing Blaze, you may sacrifice a land or a creature, if you do, return Engulfing Blaze to your hand at the beginning of the next end step.
Deal 3 Damage to any target, If a creature or planeswalker dealt damage this way would die this turn, exile it instead.
"Some people just want to watch the world burn..."
IIW: Noncreature Artifacts or Enchantments in the Command Zone
Judging commencing
I am having a very hard time evaluating this. Is balanced, but I don’t really see the advantage. Even though you get a fresh 7, so does your burn opponent. 7/10
Cardz5000: blightsteel masticore
A balanced infect card. Drawback is cool, whole card is cool. Love it. 9.5/10
Mr. rithaniel: Veju, Kalimantan of death. (Autocorrect hates this)
Balanced walker, but 3 colors, so I wonder what deck it goes into. 8/10
Forestsguy: madmad genius
Huge advantage, huge cost. Very good balance, but the drawback seems too severe.
9/10
Stille_Nacht: brilliant spellweave
Really resembles esper charm, and with the same cost as charm, has some balance issues.
7/10
Subject16: sarkhan dragonbound
Powerful, and balanced. Almost doesn’t seem powerful enough though.
8/10
Totally haywire: hateful plague
Very balanced very powerful, and just amazing. I love this so much, but only mono black would take it.
9/10
Sephon19: finality ripple
So rude. Cue flashback to Zendikar-NPH standard.
8/10
JamBlock: time vial
Absolutely overpowered. To good.7/10
Many cookies: trimester
Overcosted, not good enough
7.5/10
Graffd02: engulfing blaze
Oppressive in a red X control deck. Fun.
8/10
Winner is cardz5000
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Lawkeeper Ascension WU
Enchantment R
Whenever an opponent casts a spell, you may put a quest counter on Lawkeeper Ascension.
As long as Lawkeeper Ascension has five or more quest counters on it, spells you opponents cast cost 1 more to cast.
Necromancer Ascension UB
Enchantment R
At the beginning of each end step, if you put a card from your graveyard into your hand or library this turn, you may put a quest counter on Necromancer Ascension.
At the beginning of your upkeep, if Necromancer Ascension has two or more quest counters on it, each player puts the top seven cards of his or her library into his or her graveyard.
Torturer Ascension BR
Enchantment R
At the beginning of each end step, if an opponent discarded a card this turn, you may put a quest counter on Torturer Ascension
As long as Torturer Ascension has three or more quest counters on it, each opponent's maximum hand size is reduced by seven.
Animist Ascension RG
Enchantment R
Whenever you play a land card, you may put a quest counter on Animist Ascension.
As long as Animist Ascension has five or more quest counters on it, lands you control are 3/3 Elemental creatures with haste and trample. They're still lands.
Prophet Ascension GW
Enchantment R
At the beginning of each end step, if your life total is greater than your starting life total, you may put a quest counter on Prophet Ascension.
As long as Prophet Ascension has ten or more quest counters on it, your life total cannot be reduced below your starting life total.
IIW: Lands which directly interact with win conditions, two examples would be (1) introducing new win conditions or (2) making it so that certain players can't win or lose.
Artifact Creature - Construct (MR)
Flash
When Overflowing Gearhulk enters the battlefield, you may cast target instant card from your graveyard without paying its mana cost. If that card would be put into your graveyard this turn, exile it instead, then put a number of +1/+1 counters on target creature equal to that card's converted mana cost.
3/3
IIW: CMC 1
Blood Sylex WB
Enchantment (U)
At the beginning of your upkeep, target player loses X life and you gain X life, where X is the number of permanents named ~ that you control.
A deck can have any number of cards named ~
Undergrowth Creeper BG
Creature - Plant Zombie (U)
When ~ attacks, target creature gets -1/-1 for each creature in your graveyard named ~.
A deck can have any number of cards named ~
1/2
Scaled Mandrill UG
Creature - Lizard Monkey
When ~ enters the battlefield, put a +1/+1 counter on it for each other creature you control named ~.
A deck can have any number of cards named ~
2/2
Crackle UR
Instant (U)
Deal 2 damage to any target.
If this is not the first spell you cast this turn, draw a card.
A deck can have any number of cards named ~
Faithful Pike-mate WR
Creature - Human Soldier {U}
First Strike
~ gets +1/+0 for each other creature named ~ on the battlefield under your control.
T: Reveal the top 3 cards of your library, you may put any cards named ~ into your hand. Put the rest on the bottom of your library in any order.
A deck can have any number of cards named ~
1/2
IIW: Noncreature Artifacts or Enchantments in the Command Zone.
--- EDIT: Fixed previous monocolor cards (now they're multicolored, Yay for reading the rules correctly!) ---
Creature- Giant
Protection from white
When Star-Eater Titan enters the battlefield or attacks, you may exile target nonland permanent with converted mana cost 3 or less and all cards in graveyards with the same name as it. Then, that permanent's controller reveals their hand and exiles each card with the same name as the exiled permanent.
What can be returned can also be taken.
6/6
Ice-Breaker Titan 4RG
Creature- Giant
Protection from blue
When Ice-Breaker Titan enters the battlefield or attacks, untap each creature you control that's not attacking, then you may gain control of target creature until end of turn. If Ice-Breaker Titan is attacking, that permanent becomes tapped and attacking. Otherwise, untap it and it gains haste.
What can be delayed can also be expedited.
6/6
Death-Banisher Titan 4WG
Creature- Giant
Protection from black
When Death-Banisher Titan enters the battlefield or attacks, create a 2/1 white and green soldier tokens with first strike. Then, until your next turn, if a creature would enter the battlefield under an opponent's control and it wasn't cast, it enters under your control instead.
What can be reanimated can also be repurposed.
6/6
Fire-Walker Titan 4WU
Creature- Giant
Protection from red
When Fire-Walker Titan enters the battlefield or attacks, target opponent returns two permanents they control to their hand. Until your next turn, spells with the same name as those permanents can't be cast, and sources that player controls can't deal noncombat damage to you or permanents you control.
What can be burned can also be soothed.
6/6
Fate-Bringer Titan 4UB
Creature- Giant
Protection from green
When Fate-Bringer Titan enters the battlefield or attacks, you may search target opponent's library for up to 3 cards and exile them face down. For as long as those cards remain exiled, you may cast them, and you may spend mana as though it were mana of any type to do so.
What can be found can also be taken.
6/6
IIW: Give your opponents choices! (Not good ones, obviously)
Sorcery. (M)
Gain control of target creature with converted mana cost X or less. If X is equal to 10 or more, gain control of each nonland permanent your opponent controls with converted mana cost X or less.
IIW: Cool stuff. (Look at hateful plague from the previous round for inspiration,even though it didn’t win, it was my favorite.
Sorcery (R)
Choose three. You may choose the same mode more than once.
• Each player sacrifices a creature.
• Each player sacrifices an enchantment.
• Each player sacrifices a planeswalker.
Morbid Confluence 2
Sorcery (R)
Choose three. You may choose the same mode more than once.
• Target player discards a card.
• Exile a card from a graveyard. You gain life equal equal to its mana cost.
• Create a 2/2 black Zombie creature token.
Surging Confluence 1
Instant (R)
Choose three. You may choose the same mode more than once.
• Target permanent or player gains hexproof until end of turn.
• Target permanent gains indestructible until end of turn.
• Target player puts the top three cards of their library into their graveyard.
Manic Confluence 2
Instant (R)
Choose three. You may choose the same mode more than once.
• Discard up to two cards, then draw that many cards.
• Add UR.
• Return an instant or sorcery card at random from your graveyard to your hand.
Passionate Confluence 1
Sorcery (R)
Choose three. You may choose the same mode more than once.
• Exile the top card of your library. Until the end of your next turn, you may play that card.
• Exile target artifact.
• Exile target creature, then return it to the battlefield under its owner's control. It gains haste.
IIW: Nonblack zombies.
--- edit: fixed now ---