Smother ApprenticeU Instant
Return target non-land permanent with converted mana cost 3 or less to it's owner's hand.
Scry 2. "Try to make it again."
High Temperature SpelltorchR Instant
Exile target artifact with converted mana cost 4 or less.
Acolyte's Disenchantment ExerciseW Instant
Destroy target artifact or enchantment with converted mana cost 3 or less.
If you cast this spell during your main phase, scry 1.
Shaman's SproutingG Instant
Choose one -
* Destroy target artifact or enchantment with converted mana cost 3 or less.
* Create a 1/1 green saproling creature token. It enters the battlefield tapped and doesn't untap during your next untap step.
Pain Fueled DoomB Instant
As an additional cost to cast this spell, pay 1 life.
If Pain Fueled Doom targets a token, it can't be countered.
Destroy target creature with converted mana cost 3 or less.
Hierophant's CharmWWW Instant
Choose One -
* Exile up to two target artifacts, enchantments and/or cards from graveyards.
* Create three 1/1 white cleric creature tokens, then gain life equal to the number of creatures you control with converted mana cost 2 or less.
* You and permanents you control gain hexproof until end of turn. Permanents you control gain indestructible until end of turn. Until end of turn, spells and abilities your opponents control can't cause you to sacrifice permanents.
Grand Warlock's CharmBBB Instant
Choose one -
* Exile target creature.
* Each opponent exiles two cards from their hand at random.
* Exile up to three cards from target player's graveyard, you gain life equal to three plus the total combined converted mana cost of the exiled cards, and if the targeted player is an opponent, they lose three life.
Supreme Sorcerer's CharmRRR Instant
Choose one -
* Exile up to two target artifacts from the battlefield and/or graveyards.
* Gain control of target creature until end of turn. Untap that creature. It gains haste, trample, and +1/+0 until end of turn, and an opponent's creature must block it if it attacks this turn if able.
* Exile target land. It's owner may search their library for a basic land card and put that card onto the battlefield tapped, that land doesn't untap during it's controller's next untap step. If they do, they shuffle their library.
Archdruid's CharmGGG Instant
Choose one -
* Each opponent sacrifices three permanents that are artifacts and/or enchantments. Exile all artifacts and enchantments from opponent's graveyards.
* Search your library for up to two basic forest cards, reveal them, put one into your hand, and the other onto the battlefield. Then shuffle your library.
* Target creature you control gains haste, trample, vigilance, reach, hexproof and indestructible until the end of your next turn. Put a +1/+1 counter on it and untap it. Lands you control gain indestructible and hexproof until end of turn. Graveyards gain hexproof until end of turn.
Not really sure if this is the right mix of abilities and such for these, but the general idea is aiming to complete the cycle started by Archmage's Charm.
Improvisational ChargerRR Creature - Shapeshifter
Changeling
First Strike, Haste 2/2
(looks like-ish a running humanoid soldier with a spear)
Sudden Wingsnapper1U Creature - Shapeshifter
Changeling
Flash, Flying 2/1
(Looks like-ish a small drake)
Transmogrimount3 Artifact - Vehicle
Changeling
Flying, Vigilance, Haste
Crew 1
You may remove a loyalty counter from a planeswalker you control rather than pay Transmogrimount's crew cost. "It can get anyone, anywhere, quickly. Probably..." - Shady Artificer 3/5
Segovian GiantG Creature - Giant Archer
Reach, Protection from Sorcery and Enchantment 1/1
Segovian Region Land
Spells and abilities treat Segovian Region as if it were a basic land and as if it were not a non-basic land while it is on the battlefield, except it still has it's abilities. t: Add . t, Reveal your hand and the top of your library to each player, pay 2 life: Add one mana of any color.
Deconjury Flame1R Instant
Choose one -
* Deal 5 damage to target creature.
* Deal 6 damage to target artifact creature, if it would die this turn, exile it instead.
* Deal 1 damage to target player.
* Deal 4 damage to target planeswalker.
Undeniable ShockR Instant
Undeniable Shock can't be countered.
Deal 2 damage to any target.
Undeniable Meteor1R Instant
Undeniable Meteor can't be countered.
Deal 3 damage to any target. Damage to that target can't be prevented this turn.
Urza Planeswalker5WUBRG Legendary Planeswalker - Urza
Artifact spells cost you 1 less to cast. Your opponents spells that target permanents you control cost 2 more to cast. +1 - Draw a card, gain 1 life, add . -3 - Create a 3/3 colorless golem artifact creature token. Scry 6, then draw two cards. -20 - You win the game. {10} - Starting Loyalty
Wisdom of the DivinerWUG Enchantment
Flash
Whenever you would scry for the first time each turn, you may instead draw X cards and gain X life, where X is the amount you were scrying.
If a spell or ability you don't control would cause you to discard Wisdom of the Diviner or exile it from your hand, you may instead put it onto the battlefield.
Knight of WisdomWW Creature - Human Knight
First Strike
Whenever a creature with power 2 or less enters the battlefield under your control, scry 1. 2/2
LifecallerW Creature - Avatar
Whenever you scry, gain 1 life. 1/2
Divinner's Guide1U Creature - Faerie Wizard
Flying
Whenever you scry, target creature you control can't be blocked and gains +0/+1, untap it. You may not target the same creature more than once with this ability each turn. 1/3
Eyeball SwarmUU Creature - Illusion Horror
Defender
Flying, Hexproof
Whenever you cast an instant or sorcery spell, scry 1. 0/5
Mental Primacy1U Enchantment
Flash
Your opponents play with their hands revealed to you.
Whenever an opponent would scry due to a spell or ability they control, instead, you look at the top X cards of their library, where X is the amount by which they would have scryed.
If a spell or triggered or activated ability you don't control would enable an opponent to look at your hand or part of your library, counter that spell or ability unless it's controller pays 3.
BioresearcherUG Creature - Vedalken Mutant Wizard
Hexproof
Whenever you scry, you may put X +1/+1 counters on target creature, where X is the amount you scryed. You may not target the same creature more than once each turn with this ability. 0/2
Goresight1B Enchantment
Flash
At the start of each upkeep, scry X, where X is half the number of creatures that died the previous turn, rounded up.
Divination DrainerBB Creature - Spirit
Whenever an opponent scrys, they lose X life, and you gain that amount of life, where X is the amount they scryed by.
When Divination Drainer dies, each opponent loses 1 life, you gain 1 life, and you scry 1. 2/2
Lost Curser1B Creature - Faerie Wizard
Flying
Whenever you scry, each opponent who has more than 5 life loses 1 life, then put a malice counter on it.
When lost curser dies, you scry X where X is equal to it's toughness plus the number of malice counters on it. 1/2
Diviner's Battleguide1RR Creature - Spirit Wizard
Menace, Haste
Whenever you scry, target creature you control gets +X/+0 and trample until end of turn, where X is the amount you scryed by. You can't target the same creature with this ability more than once each turn. 2/4
Ragemind War King2R Creature - Avatar
Haste, Menace, Trample
~ must attack each turn if able.
Whenever you attack with Ragemind, scry X, where X is the number of attacking creatures you control. 4/1
Aura OverblazeR Enchantment
Whenever an opponent scrys, they take X damage, where X is the amount they scryed by.
Whenever an opponent looks at your hand or cards from the top of your library with a spell or activated or triggered ability, they take 1 damage. 1R, Sacrifice Aura Overblaze: Each opponent takes 2 damage, enchantments and artifacts loose all abilities and players may not cast artifact or enchantment spells until the end of your next turn.
Thornvines of MemoryG Creature - Plant
Reach, Defender
Whenever a land enters the battlefield under your control, scry 1. 1/2
Thallid Diviner's Aid1GG Creature - Fungus
When you cast Thallid Diviner's Aid from your hand, gain 2 life.
Thallid Divinner's Aid can't be countered.
Hexproof
Whenever you scry, create a 1/1 green saproling creature token. You can't create more than 3 saprolings each turn with this ability. 0/6
Development1G Instant
Choose one -
* Put a +1/+1 counter on target creature, it gains hexproof and reach until end of turn, untap it.
* Exile target artifact or enchantment with converted mana cost 3 or less.
* Search your library for a basic land card, reveal it, then put it into your hand, gain life equal to the number of lands you control.
all okay, but the green one seems overpowered
Any suggestions for a different ability set? I was aiming for these to be somewhat better than Abrade, which I assumed was the Standard viable level, and was having trouble coming up with things green can do that are worthwhile in modern at 2 cmc even with modal elements to serve common utility and in-color tricks that would work in a diverse variety of decks.
Reconditioning1W Instant
Choose one -
* Create a 2/1 white soldier creature token. Gain life equal to the number of creatures you control.
* Exile each player's graveyard.
* Destroy target enchantment.
Gratify1U Instant
Choose one -
* Return target creature to it's owner's hand.
* You or target permanent you control gain hexproof until end of turn.
* Choose up to six cards from any number of chosen players graveyards, shuffle those cards back into their owner's libraries.
Shorten1B Instant
Choose one -
* Target creature gets -2/-2 until end of turn.
* Exile target player's graveyard.
* Each opponent puts a card from the their hand on top of their library.
Abrasiveness1RR Sorcery
Choose one -
* Destroy target nonbasic land.
* Exile target non-creature artifact.
* Deal 5 damage to target creature. If that creature would die this turn, exile it instead.
Development1G Instant
Choose one -
* Put a +1/+1 counter on target creature, it gains hexproof and reach until end of turn, untap it.
* Exile target artifact or enchantment with converted mana cost 3 or less.
* Search your library for a basic land card, reveal it, then put it into your hand, gain life equal to the number of lands you control.
Unstoppable FloodingUU Enchantment - Aura
Enchant Land.
Unstoppable flooding can't be countered.
Hexproof.
Enchanted land is an Island. Enchanted land can't be the target of spells or abilities your opponents control.
When Unstoppable Flooding enters the battlefield, return all other enchantments and fortifications attached to the enchanted land to their owner's hand.
Whenever enchanted land is tapped for mana, tap all it's controller's other lands, that player's lands can't be untapped by spells or abilities until the start of the next turn.
I was trying to imply it couldn't be used to do things like tap or sacrifice or whatnot as part of the cost of a spell or ability, whatever that specific spell or ability is, if the action is in the cost, it couldn't be used. Does it need to have a valid rules definition? I thought card text (or at least the latest oracle versions of such) trumped the base game rules? If it has to have a valid rules definition and something specific needs to be called out, perhaps just specifically that it can't be tapped as part of the cost of activating a spell or ability?
Food // Drink Sorcery // Sorcery
Target creature gains indestructible until end of turn. Gain 1 life. // Untap target permanent. Scry 1.
Milk W // Honey G Instant // Instant
Create a 1/1 white cat creature token with vigilance. // Target creature must be blocked this turn if able. Untap another target creature, it loses all activated abilities and can't be used in any way as part of the costs to activate other spells or abilities it's owner controls until end of turn.
Bread W // Fish U Sorcery // Sorcery
Creatures you control gain +0/+2 and vigilance until end of turn. // Create a 1/1 blue fish creature token with "Sacrifice this creature: Scry 2."
April1 Artifact Creature Time - Human
Flash
When April enters the battlefield, if it's the first to do so this turn, create a 1/1 green pig creature token with flying.
When April or a flying creature leaves the battlefield, it's controller gains a poison counter. 1/1
Reading all these LD cards gave me a nifty idea for one:
Forced Mining1R Sorcery
Destroy target land an opponent controls. That player creates two colorless Treasure artifact tokens with “{T}, Sacrifice this artifact: Add one mana of any color.”
This way, the player on the receiving end can still cast things for a few more turns as they dig for a replacement land, and they're even ramped slightly. On the other hand, if you stick Stony Silence first, Forced Mining becomes an insanely good true Sinkhole.
I like the basic idea, but perhaps something more like this:
Mad MiningRR Sorcery
Destroy target land. It's controller creates two tapped colorless Treasure artifact tokens with “t, Sacrifice this artifact: Add one mana of any color.”
That way you can potentially use it on yourself, made the mana cost a bit harder to help compensate for the self-targeting option and the tokens coming in tapped (so you can't use it right away to make up the cost of casting the spell while also destroying a tapped land from that turn. Your opponent would usually untap with them at the start of their next untap step since it's a sorcery.
Edit: Adding a new card idea pair:
SecrecyU Instant
You may reveal this card from your opening hand, if you do, you have hexproof from the start of the game until you play your first land.
Choose one -
* Counter target spell that targets you.
* Scry 3.
PrivacyW Instant
You may reveal this card from your opening hand, if you do, you have hexproof from the start of the game until you play your first land.
Choose one -
* Counter target spell that targets you.
* Gain 4 life.
Mana ReversalU Instant
Exile target spell with converted mana cost 4 or less. It's controller untaps a number of lands equal to it's converted mana cost. At the start of it's owner's next upkeep, return the exiled spell to it's owner's hand.
Exile Mana Reversal.
Boltrunner2R Creature - Elemental (C)
Flash
When ~ enters the battlefield, it deals 3 to any target.
Evoke R 1/1
Hax! I think you'd have to get rid of the flash and make it target player, maybe player or planeswalker, for this to be reasonable.
Edit: adding some more card ideas of my own-
Simic Command1UG Instant
Choose two -
Destroy target artifact with converted mana cost 5 or less.
Exile target enchantment.
Untap target permanent, it gains hexproof and indestructible until end of turn. If it's a creature, it gets +1/+2 and flying until end of turn.
Scry 1, then draw a card.
Boros Command1WR Instant
Choose two -
Exile target artifact.
Exile target enchantment.
Deal 4 damage to target creature. If that creature would die this turn, exile it instead.
Gain 4 life.
Orzhov Command1WB Instant
Choose two-
Destroy target nonland permanent with converted mana cost 2 or less.
Each opponent loses 2 life, you gain that amount of life.
Return target creature or enchantment with converted mana cost 1 or less from your graveyard to the battlefield.
Exile up to 6 cards of your choice from any combination of graveyards.
Izzet Command1UR Instant
Choose two-
Counter target spell with converted mana cost 2 or less.
Deal 2 damage to any target.
Exile target artifact.
Return target creature to it's owners hand. If you are it's owner, add one mana of any color to your mana pool, this mana may only be spent on creature spells. Until end of turn, you may cast creature spells as though they had flash.
Golgari Command1BG Instant
Choose two-
Destroy target non-land permanent with converted mana cost 2 or less.
Return target permanent from your graveyard to your hand.
Gain life equal to the total number of cards in all graveyards.
Target creature gets +1/+1, haste, trample, deathtouch, and reach until end of turn. Untap it.
Instant
Return target non-land permanent with converted mana cost 3 or less to it's owner's hand.
Scry 2.
"Try to make it again."
High Temperature Spelltorch R
Instant
Exile target artifact with converted mana cost 4 or less.
Acolyte's Disenchantment Exercise W
Instant
Destroy target artifact or enchantment with converted mana cost 3 or less.
If you cast this spell during your main phase, scry 1.
Shaman's Sprouting G
Instant
Choose one -
* Destroy target artifact or enchantment with converted mana cost 3 or less.
* Create a 1/1 green saproling creature token. It enters the battlefield tapped and doesn't untap during your next untap step.
Pain Fueled Doom B
Instant
As an additional cost to cast this spell, pay 1 life.
If Pain Fueled Doom targets a token, it can't be countered.
Destroy target creature with converted mana cost 3 or less.
Instant
Choose One -
* Exile up to two target artifacts, enchantments and/or cards from graveyards.
* Create three 1/1 white cleric creature tokens, then gain life equal to the number of creatures you control with converted mana cost 2 or less.
* You and permanents you control gain hexproof until end of turn. Permanents you control gain indestructible until end of turn. Until end of turn, spells and abilities your opponents control can't cause you to sacrifice permanents.
Grand Warlock's Charm BBB
Instant
Choose one -
* Exile target creature.
* Each opponent exiles two cards from their hand at random.
* Exile up to three cards from target player's graveyard, you gain life equal to three plus the total combined converted mana cost of the exiled cards, and if the targeted player is an opponent, they lose three life.
Supreme Sorcerer's Charm RRR
Instant
Choose one -
* Exile up to two target artifacts from the battlefield and/or graveyards.
* Gain control of target creature until end of turn. Untap that creature. It gains haste, trample, and +1/+0 until end of turn, and an opponent's creature must block it if it attacks this turn if able.
* Exile target land. It's owner may search their library for a basic land card and put that card onto the battlefield tapped, that land doesn't untap during it's controller's next untap step. If they do, they shuffle their library.
Archdruid's Charm GGG
Instant
Choose one -
* Each opponent sacrifices three permanents that are artifacts and/or enchantments. Exile all artifacts and enchantments from opponent's graveyards.
* Search your library for up to two basic forest cards, reveal them, put one into your hand, and the other onto the battlefield. Then shuffle your library.
* Target creature you control gains haste, trample, vigilance, reach, hexproof and indestructible until the end of your next turn. Put a +1/+1 counter on it and untap it. Lands you control gain indestructible and hexproof until end of turn. Graveyards gain hexproof until end of turn.
Not really sure if this is the right mix of abilities and such for these, but the general idea is aiming to complete the cycle started by Archmage's Charm.
Improvisational Charger RR
Creature - Shapeshifter
Changeling
First Strike, Haste
2/2
(looks like-ish a running humanoid soldier with a spear)
Sudden Wingsnapper 1U
Creature - Shapeshifter
Changeling
Flash, Flying
2/1
(Looks like-ish a small drake)
Transmogrimount 3
Artifact - Vehicle
Changeling
Flying, Vigilance, Haste
Crew 1
You may remove a loyalty counter from a planeswalker you control rather than pay Transmogrimount's crew cost.
"It can get anyone, anywhere, quickly. Probably..." - Shady Artificer
3/5
Creature - Demon
Flying
Wither
1/1
Segovian Sphinx U
Creature - Sphinx
Flying, Hexproof from Creatures
1/1
Segovian Dragon R
Creature - Dragon
Segovian Dragon can't be countered.
Flying
1/1
Segovian Giant G
Creature - Giant Archer
Reach, Protection from Sorcery and Enchantment
1/1
Segovian Region
Land
Spells and abilities treat Segovian Region as if it were a basic land and as if it were not a non-basic land while it is on the battlefield, except it still has it's abilities.
t: Add .
t, Reveal your hand and the top of your library to each player, pay 2 life: Add one mana of any color.
Segovian Stampede G
Creature - Beast
Haste, Trample
1/1
Segovian Golem 1
Creature - Golem
Trample
2: Return Segovian Golem from your graveyard to your hand.
1/1
Instant
Choose one -
* Deal 5 damage to target creature.
* Deal 6 damage to target artifact creature, if it would die this turn, exile it instead.
* Deal 1 damage to target player.
* Deal 4 damage to target planeswalker.
Undeniable Shock R
Instant
Undeniable Shock can't be countered.
Deal 2 damage to any target.
Undeniable Meteor 1R
Instant
Undeniable Meteor can't be countered.
Deal 3 damage to any target. Damage to that target can't be prevented this turn.
Urza Planeswalker 5WUBRG
Legendary Planeswalker - Urza
Artifact spells cost you 1 less to cast. Your opponents spells that target permanents you control cost 2 more to cast.
+1 - Draw a card, gain 1 life, add .
-3 - Create a 3/3 colorless golem artifact creature token. Scry 6, then draw two cards.
-20 - You win the game.
{10} - Starting Loyalty
Wisdom of the Diviner WUG
Enchantment
Flash
Whenever you would scry for the first time each turn, you may instead draw X cards and gain X life, where X is the amount you were scrying.
If a spell or ability you don't control would cause you to discard Wisdom of the Diviner or exile it from your hand, you may instead put it onto the battlefield.
Knight of Wisdom WW
Creature - Human Knight
First Strike
Whenever a creature with power 2 or less enters the battlefield under your control, scry 1.
2/2
Lifecaller W
Creature - Avatar
Whenever you scry, gain 1 life.
1/2
Divinner's Guide 1U
Creature - Faerie Wizard
Flying
Whenever you scry, target creature you control can't be blocked and gains +0/+1, untap it. You may not target the same creature more than once with this ability each turn.
1/3
Eyeball Swarm UU
Creature - Illusion Horror
Defender
Flying, Hexproof
Whenever you cast an instant or sorcery spell, scry 1.
0/5
Mental Primacy 1U
Enchantment
Flash
Your opponents play with their hands revealed to you.
Whenever an opponent would scry due to a spell or ability they control, instead, you look at the top X cards of their library, where X is the amount by which they would have scryed.
If a spell or triggered or activated ability you don't control would enable an opponent to look at your hand or part of your library, counter that spell or ability unless it's controller pays 3.
Bioresearcher UG
Creature - Vedalken Mutant Wizard
Hexproof
Whenever you scry, you may put X +1/+1 counters on target creature, where X is the amount you scryed. You may not target the same creature more than once each turn with this ability.
0/2
Goresight 1B
Enchantment
Flash
At the start of each upkeep, scry X, where X is half the number of creatures that died the previous turn, rounded up.
Divination Drainer BB
Creature - Spirit
Whenever an opponent scrys, they lose X life, and you gain that amount of life, where X is the amount they scryed by.
When Divination Drainer dies, each opponent loses 1 life, you gain 1 life, and you scry 1.
2/2
Lost Curser 1B
Creature - Faerie Wizard
Flying
Whenever you scry, each opponent who has more than 5 life loses 1 life, then put a malice counter on it.
When lost curser dies, you scry X where X is equal to it's toughness plus the number of malice counters on it.
1/2
Diviner's Battleguide 1RR
Creature - Spirit Wizard
Menace, Haste
Whenever you scry, target creature you control gets +X/+0 and trample until end of turn, where X is the amount you scryed by. You can't target the same creature with this ability more than once each turn.
2/4
Ragemind War King 2R
Creature - Avatar
Haste, Menace, Trample
~ must attack each turn if able.
Whenever you attack with Ragemind, scry X, where X is the number of attacking creatures you control.
4/1
Aura Overblaze R
Enchantment
Whenever an opponent scrys, they take X damage, where X is the amount they scryed by.
Whenever an opponent looks at your hand or cards from the top of your library with a spell or activated or triggered ability, they take 1 damage.
1R, Sacrifice Aura Overblaze: Each opponent takes 2 damage, enchantments and artifacts loose all abilities and players may not cast artifact or enchantment spells until the end of your next turn.
Thornvines of Memory G
Creature - Plant
Reach, Defender
Whenever a land enters the battlefield under your control, scry 1.
1/2
Thallid Diviner's Aid 1GG
Creature - Fungus
When you cast Thallid Diviner's Aid from your hand, gain 2 life.
Thallid Divinner's Aid can't be countered.
Hexproof
Whenever you scry, create a 1/1 green saproling creature token. You can't create more than 3 saprolings each turn with this ability.
0/6
Any suggestions for a different ability set? I was aiming for these to be somewhat better than Abrade, which I assumed was the Standard viable level, and was having trouble coming up with things green can do that are worthwhile in modern at 2 cmc even with modal elements to serve common utility and in-color tricks that would work in a diverse variety of decks.
Reconditioning 1W
Instant
Choose one -
* Create a 2/1 white soldier creature token. Gain life equal to the number of creatures you control.
* Exile each player's graveyard.
* Destroy target enchantment.
Gratify 1U
Instant
Choose one -
* Return target creature to it's owner's hand.
* You or target permanent you control gain hexproof until end of turn.
* Choose up to six cards from any number of chosen players graveyards, shuffle those cards back into their owner's libraries.
Shorten 1B
Instant
Choose one -
* Target creature gets -2/-2 until end of turn.
* Exile target player's graveyard.
* Each opponent puts a card from the their hand on top of their library.
Abrasiveness 1RR
Sorcery
Choose one -
* Destroy target nonbasic land.
* Exile target non-creature artifact.
* Deal 5 damage to target creature. If that creature would die this turn, exile it instead.
Development 1G
Instant
Choose one -
* Put a +1/+1 counter on target creature, it gains hexproof and reach until end of turn, untap it.
* Exile target artifact or enchantment with converted mana cost 3 or less.
* Search your library for a basic land card, reveal it, then put it into your hand, gain life equal to the number of lands you control.
Enchantment - Aura
Enchant Land.
Unstoppable flooding can't be countered.
Hexproof.
Enchanted land is an Island. Enchanted land can't be the target of spells or abilities your opponents control.
When Unstoppable Flooding enters the battlefield, return all other enchantments and fortifications attached to the enchanted land to their owner's hand.
Whenever enchanted land is tapped for mana, tap all it's controller's other lands, that player's lands can't be untapped by spells or abilities until the start of the next turn.
Sorcery // Sorcery
Target creature gains indestructible until end of turn. Gain 1 life. // Untap target permanent. Scry 1.
Milk W // Honey G
Instant // Instant
Create a 1/1 white cat creature token with vigilance. // Target creature must be blocked this turn if able. Untap another target creature, it loses all activated abilities and can't be used in any way as part of the costs to activate other spells or abilities it's owner controls until end of turn.
Bread W // Fish U
Sorcery // Sorcery
Creatures you control gain +0/+2 and vigilance until end of turn. // Create a 1/1 blue fish creature token with "Sacrifice this creature: Scry 2."
Artifact Creature Time - Human
Flash
When April enters the battlefield, if it's the first to do so this turn, create a 1/1 green pig creature token with flying.
When April or a flying creature leaves the battlefield, it's controller gains a poison counter.
1/1
I like the basic idea, but perhaps something more like this:
Mad Mining RR
Sorcery
Destroy target land. It's controller creates two tapped colorless Treasure artifact tokens with “t, Sacrifice this artifact: Add one mana of any color.”
That way you can potentially use it on yourself, made the mana cost a bit harder to help compensate for the self-targeting option and the tokens coming in tapped (so you can't use it right away to make up the cost of casting the spell while also destroying a tapped land from that turn. Your opponent would usually untap with them at the start of their next untap step since it's a sorcery.
Edit: Adding a new card idea pair:
Secrecy U
Instant
You may reveal this card from your opening hand, if you do, you have hexproof from the start of the game until you play your first land.
Choose one -
* Counter target spell that targets you.
* Scry 3.
Privacy W
Instant
You may reveal this card from your opening hand, if you do, you have hexproof from the start of the game until you play your first land.
Choose one -
* Counter target spell that targets you.
* Gain 4 life.
Sorcery
Destroy target enchantment.
Break Artifact 1
Instant
Destroy target artifact.
Kill Creature
Sorcery
Destroy target creature.
Counter Spellcasting 1
Instant
Counter target spell.
Mystic Reverberation 3
Instant
Destroy all artifacts and enchantments.
Doom Blast 1
Sorcery
Destroy all creatures.
Landbreaking
Sorcery
Destroy target land.
Powerful Surge
Instant
Split second
Exile target spell or permanent or card from graveyard.
Instant
Exile target spell with converted mana cost 4 or less. It's controller untaps a number of lands equal to it's converted mana cost. At the start of it's owner's next upkeep, return the exiled spell to it's owner's hand.
Exile Mana Reversal.
Hax! I think you'd have to get rid of the flash and make it target player, maybe player or planeswalker, for this to be reasonable.
Edit: adding some more card ideas of my own-
Simic Command 1UG
Instant
Choose two -
Boros Command 1WR
Instant
Choose two -
Orzhov Command 1WB
Instant
Choose two-
Izzet Command 1UR
Instant
Choose two-
Golgari Command 1BG
Instant
Choose two-