Whenever a player searches their library, destroy target land that player controls.
2/1
This seems pretty darn broken. I just don't think there's a way to print 2 mana land destruction that isn't broken. Certainly not with a reasonable body.
I think 2 colorless kicker would be reasonably pushed and still absolutely playable. its just that 3 mana is the baseline for an unconditional counter, and this presents it as overcosting. 4 mana for the kicker makes this perfect imo, if still too powerful to see print.
Goes back to the "problem" of it being live turn 2 onwards, and that kicker doesn't even really make it inefficient since 3 mana is the standard cost for an unconditional counter anyway. I think the kicker would have to be like 3 colorless mana to be fair.
I don't think I even have to explain why this card is broken haha
Because it's not blue?
- 2 Mana LD is a No No these days.
- It's a 2 mana Vindicate. Yes, you have to choose the right mode, but Artifact, Creature, Land, and Enchantment covers every permanent that's not a Planeswalker.
- 4 mana Double Vindicate. Yes, you have to have specific cards on the board. No, when the default is "Destroy target creature, destroy target non-basic land" that's not a drawback in a format dominated by non-basic lands and creatures.
Maybe the reason why R and most notoriously W can't compete without adding BG/U or being Burn (and now Burn needs to add G to compete) is because we insist that letting them play to their true potential is "too good" while at the same time things like Cryptic Command and Tarmogoyf are deemed perfectly fine within the color pie/power lever/other excuses.
Both Grixis and Jund abuse Kolaghan's Command with gusto but Mardu hasn't shown it's face at all in Modern's lifetime. Why? Because why would you waste your time playing the "best board control colors" when U and G do it better?
This two for one is WAY too unconditional. 2 mana land destruction is not something you do. Also jamming the most efficient versions of spells onto one card? Doesn't that seem a little unfair? You're literally paying no mana premium here for options. That's why it's not okay. If you bumped the cost to 6 or more likely 7 this would be a fair spell.
The first one is SUPER OP. Tap destroy target creature on a 1/4? For 2? That should never see the light of day. The second one is interesting, I would like to see more controlling vampire tribal cards. It would really distinguish them from other tribes.
WU Fetchable Dual
Land - Plains Island
If you didn't play ~ from your hand, it enters the battlefield tapped unless you control 2 or more basic lands.
You could play around with the condition, but the idea is a land that plays differently if it's fetched vs. played from your hand. Undoubtedly too strong for Wizards to print, but I think it would've been cool a cool design for them to explore.
This is ENTIRELY too strong for modern IMO. I actually like the new duals and think they're great for 2 color decks. The no life loss and lots of basics parts are actually great for tier 2 decks like BG death cloud.
Why do we care about late game on a 1 drop that tutors up the other three copies of itself? You're rarely going to be topdecking it.
But if you HAPPEN to late game it's still live. that's kinda absurd. Cards that are live throughout the game are dangerous is all im sayin, and it's impossible to argue this card isn't a bonkers level of undercosted.
Oh it definitely needs a better one drop, it's just when those one drops become good early and late game that I get concerned. I think it doesn't need cycling since its faerie subtype will carry its usefulness into the late game.
Sheltering SpiritWU
Creature-Spirit
Flash, Flying
When ~ enters the battlefield, you or target creature you control becomes Hexproof until end of turn.
1/1
Mind Rot Wizard2UB
Legendary Creature-Zombie Wizard
~ enters the battlefield with 3 lore counters on it.
As long as ~ has a lore counter on it, during your upkeep you draw a card and an opponent of your choice discards a card. U/BU/B: Put a lore counter on ~.
Remove a lore counter from ~: Counter target spell that targets ~ unless that spell's controller pays 2. Activate this ability only once per turn. A mind is normally a terrible thing to waste. I'll make an exception for you.
4/5
First seems really good, second would be good for a commander product but feels pushed for modern.
It is a little pushed but it isn't nuts. I mean I just want a 2 drop with a good ETB effect that we can jam 4 wisp and 4 restos with.
I'm kidding dude, I'm not even certain this would see play given it's anti synergy with anafrenza. Devotion builds would LOVE it though, it's a solid idea that I'm surprised doesn't exist yet.
This seems pretty darn broken. I just don't think there's a way to print 2 mana land destruction that isn't broken. Certainly not with a reasonable body.
Induce is pretty beyond broken. You could set it and forget it almost against twin, as well as being fantastic against many other decks.
This two for one is WAY too unconditional. 2 mana land destruction is not something you do. Also jamming the most efficient versions of spells onto one card? Doesn't that seem a little unfair? You're literally paying no mana premium here for options. That's why it's not okay. If you bumped the cost to 6 or more likely 7 this would be a fair spell.
This is ENTIRELY too strong for modern IMO. I actually like the new duals and think they're great for 2 color decks. The no life loss and lots of basics parts are actually great for tier 2 decks like BG death cloud.
It would actually be fine in draft where rarity matters. It's constructed where this would be absolutely nuts.
First seems really good, second would be good for a commander product but feels pushed for modern.
I'm kidding dude, I'm not even certain this would see play given it's anti synergy with anafrenza. Devotion builds would LOVE it though, it's a solid idea that I'm surprised doesn't exist yet.