For a while, I toyed with this idea. The guy is basically a deck on his own. Just stuff the deck with a couple ball lightning type creatures, burn spells and/or loot effects and let it rip.
Sparkmender2WR Legendary Creature - Elemental
Elemental creatures you control have protection from instants.
At the beginning of combat on your turn return target elemental creature card with toughness 1 from your graveyard to the battlefield.
2/3
That looks really cool. However, I might add that the resurrected elemental has to be exiled at end of turn. Otherwise, you can just return the same elemental every turn without it being possibly for it or Sparkmender to die permanently.
Heavenly Aid X
Instant
Spend only white mana on X.
Put X 1/1 white Spirit Soldier tokens with flying onto the battlefield.
Mental Dominance X
Instant
Spend only blue mana on X.
Gain control of target creature with power less than or equal to X.
Streetwise X
Instant
Spend only black mana on X.
You draw X cards and lose X life.
Fiery Rain X
Instant
Spend only red mana on X.
Fiery Rain deals X damage to all creatures and planeswalkers.
Warden's Call X
Instant
Spend only green mana on X.
Search your library for a creature card with converted manacost X-1 and put it in onto the battlefield tapped. Then shuffle your library.
I think these would help promote monoclor a 2-color decks a lot in Modern. Do they seem too OP?
Call of the Creeper2GG Enchantment
When Call of the Creeper enters the battlefield, put a 2/4 green elemental creature token with "Plant creatures you control get +1/+1 and have reach." onto the battlefield.
Whenever a land enters the battlefield under an opponent's control, put a 0/1 green plant creature token onto the battlefield under your control.
Plant creatures you control have vigilance.
Red Dragon3BR Creature - Dragon Elemental
Flying R: Red Dragon gets +1/+0 until end of turn.
Red Dragon takes double damage from blue sources.
Githyanki creatures you control get +1/+1.
Spells that target Red Dragon with converted mana cost 2 or less cost 2 more to cast. 5/5
Silver SwordsmanUB Creature - Githyanki Soldier
If each player controls at least one non-basic land, Silver Swordsman has the following abilities:
"Flying, Deathtouch.
If a creature dealt damage by Silver Swordsman this turn dies, it is exiled instead of sent to the graveyard." 1/3
Silver Dragon3WU Creature - Dragon Elemental
Flying, Vigilance
Silver Dragon takes double damage from red sources. WU: Target creature without flying or reach can't attack or block this turn.
Spells that target Silver Dragon with converted mana cost 2 or less cost 2 more to cast. 4/5
Congratulations. You have Dungeoned and Dragoned. I don't get why Red Dragon is red/black though. Having a red dragon be a color other than red and having it be vulnerable to blue instead of white despite blue being an ally color of black doesn't make much sense to me. Also, the two dragons and the enchantment don't seem particularly playable. Silver Dragon will usually be worse than Icefall Regent and Red Dragon will usually be worse than Stormbreath Dragon and Thundermaw Hellkite. The enchantment seems far too slow to do anything outside of plant tribal, which isn't ever going to exist. The githyanki is cool though.
Also, it doesn't make sense that there isn't a strong monoblack kill spell in Modern so
Cull B
Instant
Destroy target creature that has power and toughness that are not equal.
Kills Goyfs, Exarchs, Slayers' Strongholded Primeval Titans, Pestermites, Vendilion Cliques, Siege Rhinos, and more for just 1 mana while still probably being fine for Standard and Limited.
And this is a terrible idea. Imagine it in Ad Nauseum. Or Griselbrand Reanimator. It would be like a much better Boseiju. Bpseiju could be safe with less drawbacks, but this pushes it too much.
Yeah I can't argue with you there because I agree. In fact I personally believe lands like Cavern of Souls should not exist. I was just trying to make something weird.
How about something different:
Quiet Crevice
Land
Quiet Crevice enters the battlefield tapped.
T: Add W to your mana pool.
When Quiet Crevice enters the battlefield, target player can't cast spells this turn.
I think sorcery speed Silence is a weak enough effect that it's fair to jam on a Teetering Peaks type card. Plus you could do naughty things with Knight of the Reliquary.
Note that I am not insane enough to give this a basic land subtype for fetchability.
That seems significantly weaker and more interesting. While it certainly would help some combo decks, I don't think it would break them (it might be an annoying 1-of in Amulet Bloom though).
Also, how does this look for a land
Fortified Hill
Land
Fortified Hill enters the battlefield tapped
T; Add W to your mana pool.
When Fortified Hill enters the battlefield, you gain protection from a card of your choice until the beginning of your next upkeep.
Race War 1B
Enchantment
When Race War enters the battlefield, each player chooses a creature type.
Creatures of the chosen types get -1/-1.
Not certain about this, maybe it needs to be a creature or something. It's too focused as hate: a blow out vs a handful of decks, and barely anything against anything else. Although it is pretty good against blue decks that play X/1 humans like Snapcaster and Delver.
It being a creature would probably be better since this is pretty specific. Maybe have it be on a 3 mana 2/3?
Icon of the Gentle BreezeWWUU Creature - Avatar
Flying, Protection from Black, from Red, and from Green.
If a spell or ability you don't control would cause you to discard Icon of the Gentle Breeze, you may put two 1/1 blue and white bird creature tokens with flying onto the battlefield. 3/3
Icon of ShadowsUUBB Creature - Avatar
Protection from White, from Red, and from Green.
Whenever a white, red, and/or green creature enters the battlefield under an opponent's control, put a 2/2 blue and black illusion creature token onto the battlefield, then exile that illusion token at the end of the turn. 3/4
Icon of IndependenceBBRR Creature - Avatar
Icon of Independence can't be countered.
Haste, Protection from White, from Blue, and from Green. 4/4
Icon of MightRRGG Creature - Avatar
Icon of Might can't be countered.
Trample, Protection from White, from Blue, and from Black.
If a spell or ability you don't control would cause you to discard Icon of Might, put a 3/3 green and red beast creature token onto the battlefield. 5/5
Icon of CommunityWWGG Creature - Avatar
Icon of Community can't be countered.
Vigilance, Protection from Blue, from Black, and from Red.
If a spell or ability you don't control would cause you to discard Icon of Community, gain 7 life. 4/5
Icon of Might is ridiculously pushed, even when compared to the other Icons. It essentially has hexproof, as the only red removal spell that can kill it is Roast and green doesn't have removal. It also can't be profitably blocked. So it is basically a 4 mana 5/5 with hexproof and unblockable that can't be discarded or countered. At least try to balance your cards.
Ashling's Rocky Retreat
Legendary Land
As Ashling's Rocky Retreat enters the battlefield, choose odd or even.
T: Add R to your mana pool. Spend this mana only to cast a spell of the chosen value, and that spell can't be countered.
And this is a terrible idea. Imagine it in Ad Nauseum. Or Griselbrand Reanimator. It would be like a much better Boseiju. Boseiju could be safe with less drawbacks, but this pushes it too much.
Underworld Cavern
Land
Underworld Cavern enters the battlefield tapped.
: Add W or B to your mana pool. 1WB: Until end of turn, Underworld Cavern becomes a 2/4 white and black elemental creature with lifelink. It is still a land.
Volcanic Plain
Land
Volcanic Plain enters the battlefield tapped.
: Add W or R to your mana pool. 1WR: Until end of turn, Volcanic Plain becomes a 4/1 white and red elemental creature with first strike. It is still a land.
Power Plant
Land
Power Plant enters the battlefield tapped.
: Add U or R to your mana pool. XUR: Until end of turn, Power Plant becomes a 2/1 blue and red elemental creature with "Whenever Power Plant deals combat damage, scry X". It is still a land.
Coastal Shore
Land
Coastal Shore enters the battlefield tapped.
: Add U or G to your mana pool. 3UG: Until end of turn, Coastal Shore becomes a 6/6 blue and green elemental creature with trample. It is still a land
Lush Morass
Land
Lush Morass enters the battlefield tapped.
: Add B or G to your mana pool. BG: Until end of turn, Lush Morass becomes a 1/1 black and green elemental creature with deathtouch. It is still a land
Speaking of commands, I've been working on a full cycle of enemy-colored commands.
Boros Command 1WR
Instant
Choose up to 2.
Name a card. You gain protection from that card until end of turn.
Creatures you control get +1/+0 and gain haste until end of turn.
Put a 2/1 soldier token onto the battlefield.
Boros Command deals 2 damage to target creature. You gain 2 life.
Orzhov Command 1WB
Instant
Choose up to 2. STOP PUTTING SIGN IN BLOOD ON COMMANDS PEOPLE
Put two 1/1 white soldier creature tokens onto the battlefield.
Creatures your opponents control get -1/-1 until end of turn.
Creatures you control gain lifelink and deathtouch until end of turn.
Exile all cards in target player's graveyard.
Izzet Command 1UR
Instant
Choose up to 2.
Counter target noncreature spell.
Draw 2 cards, then put 2 cards from your hand on top of your library.
Reveal a card from your hand. Izzet Command deals that much damage to each creature and each player.
Return an instant or sorcery of an opponent's choice from your graveyard to your hand.
Golgari Command 1BG
Instant
Choose up to 2. The order of the modes here is very specific.
Each player sacrifices a creature.
Target land becomes a 4/4 creature with trample until end of turn.
Target creature gets +1/+1 and gains lifelink until end of turn.
Return target noncreature permanent from your graveyard to your hand.
Simic Command 1UG
Instant
Choose up to 2.
Put a 2/2 bear fish token onto the battlefield.
Scry 3.
Put a +1/+1 counter on target creature. That creature gains flying until end of turn.
Put target nonland permanent on top of its owner's library.
They all have one effect of one color, one effect of the other, and 2 effects that could go in both. I also costed them all at 3 mana because 2 mana commands have to have pretty weak effects to be fair and 4 mana commands compete for the same slots as Cryptic Command. I think that these would all end of being Modern playable since they all are at least strong 2-for-1s and each mode is a pretty strong effect.
The Boros, Simic, and Orzhov ones are all overpowered, but that happens pretty often with command designs. Keep in mind most people thought Kholagan's Command was way too weak when it was first spoiled. Here's my modified designs.
You kind of ruined what I was going for with having one ability of each color and 2 of both colors. Also, you made the Izzet and Golgari commands a lot weaker than they need to be and having 2 commands make soldier tokens doesn't make sense.
Evolutionary Serpent (U/G - New mana symbol)
Creature - Serpent
(This costs an amount of U/G equal to what number turn it is)
Evolutionary Serpent's power and toughness is equal to what number turn it is
T: Gain control of target creature with power equal or less to Evolutionary Serpents power, for as long as you control ~ and it remain tapped
x/x
Not sure about the card, but I like the new mana symbol thingy. It basically punishes you for missing land drops, so the longer the game goes the worse of a top deck it becomes.
So basically, if you miss a land drop and aren't playing ramp spells, you can never cast this again.
Stonehewer Mystic1W
Creature - Human Artificer
When ~ comes into play, you may search your library for an equipment card, reveal it, and put it into your hand. If you do, shuffle your library.
2/1
I might make it a 2/2, but other than that it looks pretty strong.
Angelic Arbiter1WWW
Creature - Angel
Flying
Players can't pay life, sacrifice permanents, or discard cards.
Permanents can't enter the battlefield from libraries or graveyards.
2/2
I'm still not a fan of 4 mana creatures that die to Lightning Bolt.
Guardian Mystic2W
Flash, Haste T: Target creature gains protection from the color of your choice until end of turn.
0/1
I like this, but white doesn't really get haste. Maybe this could be an exception, but I doubt it.
AdjucateUW
Choose one:
Counter target creature spell with converted mana cost 2 or less.
Detain up to two target creatures.
Gain 6 life.
I might replace the Detain mode with something else, since gaining 6 life can often accomplish the same thing.
Boros Command 1WR
Instant
Choose up to 2.
Name a card. You gain protection from that card until end of turn.
Put 2 1/1 human warrior creature tokens with haste onto the battlefield.
Boros Command deals 5 damage to target attacking or blocking creature.
Creatures you control get +2/+0 until end of turn.
Seems like it would just end up making Burn even more popular and powerful, with 1 swiftspear out and nothing else you could cast this and swing for 10 on turn 3.
Orzhov Command 1WB
Instant
Choose up to 2.
Target player discards a card at random.
Creatures you control gain lifelink until end of turn.
Target player draws 2 cards and loses 2 life.
Destroy target creature with toughness 4 or greater.
BW tokens becomes a tier 1 deck
Izzet Command 1UR
Instant
Choose up to 2.
Counter target instant or sorcery spell.
Scry 4.
Izzet Command deals 2 damage to each creature and each player.
Draw 2 cards, then discard 2 cards.
Grixis Delver becomes tier 1 and then some (it's already super close)
Golgari Command 1BG
Instant
Choose up to 2.
Put a 1/1 black and green Snake token with deathtouch onto the battlefield.
Target creature gets +3/+3 and gains trample until end of turn.
Target player sacrifices a creature.
Destroy target planeswalker.
Simic Command 1UG
Instant
Choose up to 2.
Put a 3/3 beast token onto the battlefield.
Look at the top 3 cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Return each creature your opponents control with power less than the greatest power among creatures you control to their owners' hands.
Put target artifact or enchantment on top of its owner's library. Way too pushed. First two modalities is basically Court Hussar but you keep a 3/3 creature no matter what you paid for it, instead of losing a 1/3 creature unless you paid W
All that said, I love the idea and hope we see a cycle of spells similar to these soon. Also, I can't imagine anyone drafting these and not taking a command over literally every other card in the set in almost any situation just because they are so powerful and versatile. But to be fair I suppose that's still true now really.
As for the counterspell problem, maybe something like this?
Not in my house1U Instant
Kicker: U
Counter target instant or sorcery spell.
If you kicked Not in my house, Counter target spell instead.
I hadn't even considered Boros Command in Burn. The other ones are probably a bit too pushed as well. I'll try to revise them.
Leaping Lightning R
Instant
Kicker 3
Leaping Lightning deals 2 damage to target creature or player.
If the kicker cost was paid, Leaping Lightning deals 2 damage to another target creature or player.
Underworld Dreamweaver BBB
Creature - Human Wizard 2/3
Whenever an opponent draws a card, Underworld Dreamweaver deals 1 damage to him or her.
3 mana creatures that do nothing when they enter the battlefield and die to Lightning Bolt, Path to Exile, Abrupt Decay, and Terminate are generally not Modern-playable, especially when they don't effect the board at all. This needs to be a lot more aggressively costed for me to consider it, like for example
Underworld Dreamweaver BBB
Creature-Human Wizard
Whenever an opponent draws a card, Underworld Dreamweaver deals 1 damage to him or her.
4/4
Even then it probably would need first strike, deathtouch, lifelink, protection, or something similar to be Modern-playable.
That looks really cool. However, I might add that the resurrected elemental has to be exiled at end of turn. Otherwise, you can just return the same elemental every turn without it being possibly for it or Sparkmender to die permanently.
Storm Crow is strictly worse than Seacoast Drake.
Instant
Spend only white mana on X.
Put X 1/1 white Spirit Soldier tokens with flying onto the battlefield.
Mental Dominance X
Instant
Spend only blue mana on X.
Gain control of target creature with power less than or equal to X.
Streetwise X
Instant
Spend only black mana on X.
You draw X cards and lose X life.
Fiery Rain X
Instant
Spend only red mana on X.
Fiery Rain deals X damage to all creatures and planeswalkers.
Warden's Call X
Instant
Spend only green mana on X.
Search your library for a creature card with converted manacost X-1 and put it in onto the battlefield tapped. Then shuffle your library.
I think these would help promote monoclor a 2-color decks a lot in Modern. Do they seem too OP?
Storm Crow is strictly worse than Seacoast Drake.
Congratulations. You have Dungeoned and Dragoned. I don't get why Red Dragon is red/black though. Having a red dragon be a color other than red and having it be vulnerable to blue instead of white despite blue being an ally color of black doesn't make much sense to me. Also, the two dragons and the enchantment don't seem particularly playable. Silver Dragon will usually be worse than Icefall Regent and Red Dragon will usually be worse than Stormbreath Dragon and Thundermaw Hellkite. The enchantment seems far too slow to do anything outside of plant tribal, which isn't ever going to exist. The githyanki is cool though.
Also, it doesn't make sense that there isn't a strong monoblack kill spell in Modern so
Cull B
Instant
Destroy target creature that has power and toughness that are not equal.
Kills Goyfs, Exarchs, Slayers' Strongholded Primeval Titans, Pestermites, Vendilion Cliques, Siege Rhinos, and more for just 1 mana while still probably being fine for Standard and Limited.
Storm Crow is strictly worse than Seacoast Drake.
That seems significantly weaker and more interesting. While it certainly would help some combo decks, I don't think it would break them (it might be an annoying 1-of in Amulet Bloom though).
Also, how does this look for a land
Fortified Hill
Land
Fortified Hill enters the battlefield tapped
T; Add W to your mana pool.
When Fortified Hill enters the battlefield, you gain protection from a card of your choice until the beginning of your next upkeep.
Storm Crow is strictly worse than Seacoast Drake.
It being a creature would probably be better since this is pretty specific. Maybe have it be on a 3 mana 2/3?
Storm Crow is strictly worse than Seacoast Drake.
Icon of Might is ridiculously pushed, even when compared to the other Icons. It essentially has hexproof, as the only red removal spell that can kill it is Roast and green doesn't have removal. It also can't be profitably blocked. So it is basically a 4 mana 5/5 with hexproof and unblockable that can't be discarded or countered. At least try to balance your cards.
Storm Crow is strictly worse than Seacoast Drake.
And this is a terrible idea. Imagine it in Ad Nauseum. Or Griselbrand Reanimator. It would be like a much better Boseiju. Boseiju could be safe with less drawbacks, but this pushes it too much.
Storm Crow is strictly worse than Seacoast Drake.
Underworld Cavern
Land
Underworld Cavern enters the battlefield tapped.
: Add W or B to your mana pool.
1WB: Until end of turn, Underworld Cavern becomes a 2/4 white and black elemental creature with lifelink. It is still a land.
Volcanic Plain
Land
Volcanic Plain enters the battlefield tapped.
: Add W or R to your mana pool.
1WR: Until end of turn, Volcanic Plain becomes a 4/1 white and red elemental creature with first strike. It is still a land.
Power Plant
Land
Power Plant enters the battlefield tapped.
: Add U or R to your mana pool.
XUR: Until end of turn, Power Plant becomes a 2/1 blue and red elemental creature with "Whenever Power Plant deals combat damage, scry X". It is still a land.
Coastal Shore
Land
Coastal Shore enters the battlefield tapped.
: Add U or G to your mana pool.
3UG: Until end of turn, Coastal Shore becomes a 6/6 blue and green elemental creature with trample. It is still a land
Lush Morass
Land
Lush Morass enters the battlefield tapped.
: Add B or G to your mana pool.
BG: Until end of turn, Lush Morass becomes a 1/1 black and green elemental creature with deathtouch. It is still a land
Storm Crow is strictly worse than Seacoast Drake.
However, Boseiju has significantly more drawbacks than Cavern of Souls, which performs a similar function.
Storm Crow is strictly worse than Seacoast Drake.
You kind of ruined what I was going for with having one ability of each color and 2 of both colors. Also, you made the Izzet and Golgari commands a lot weaker than they need to be and having 2 commands make soldier tokens doesn't make sense.
Storm Crow is strictly worse than Seacoast Drake.
So basically, if you miss a land drop and aren't playing ramp spells, you can never cast this again.
Storm Crow is strictly worse than Seacoast Drake.
I might make it a 2/2, but other than that it looks pretty strong.
I'm still not a fan of 4 mana creatures that die to Lightning Bolt.
I like this, but white doesn't really get haste. Maybe this could be an exception, but I doubt it.
I might replace the Detain mode with something else, since gaining 6 life can often accomplish the same thing.
Storm Crow is strictly worse than Seacoast Drake.
I hadn't even considered Boros Command in Burn. The other ones are probably a bit too pushed as well. I'll try to revise them.
Storm Crow is strictly worse than Seacoast Drake.
Instant
Kicker 3
Leaping Lightning deals 2 damage to target creature or player.
If the kicker cost was paid, Leaping Lightning deals 2 damage to another target creature or player.
Storm Crow is strictly worse than Seacoast Drake.
3 mana creatures that do nothing when they enter the battlefield and die to Lightning Bolt, Path to Exile, Abrupt Decay, and Terminate are generally not Modern-playable, especially when they don't effect the board at all. This needs to be a lot more aggressively costed for me to consider it, like for example
Underworld Dreamweaver BBB
Creature-Human Wizard
Whenever an opponent draws a card, Underworld Dreamweaver deals 1 damage to him or her.
4/4
Even then it probably would need first strike, deathtouch, lifelink, protection, or something similar to be Modern-playable.
Storm Crow is strictly worse than Seacoast Drake.