Not sure we're ever getting any dorks in anything but green. If you swapped the colors on that card (a green Merfolk that taps for U) it would be more believable.
Ryza, the InsatiableB
Legendary Creature - Vampire Shaman (R)
Whenever you lose life, put that many +1/+1 counters on Ryza.
When Ryza dies, you lose life equal to the number of +1/+1 counters on it.
1/2
Conniving AdvisorG
Creature - Human Wizard (R) T, put the top card of your library into your graveyard: Add B or U.
0/1
GU
Instant
Target creature fights another target creature
This spell already exists a few times over but with a less restrictive mana cost and relative (if minor) upsides in Setessan Tactics, Pounce, and Ancient Animus. Now, a GU spell that is of equivalent power level to Dromoka's Command would definitely be sweet.
Not sure we're ever getting any dorks in anything but green. If you swapped the colors on that card (a green Merfolk that taps for U) it would be more believable.
I wouldn't mind that either. And make him a Merfolk Wizard.
GU
Instant
Target creature fights another target creature
This spell already exists a few times over but with a less restrictive mana cost and relative (if minor) upsides in Setessan Tactics, Pounce, and Ancient Animus. Now, a GU spell that is of equivalent power level to Dromoka's Command would definitely be sweet.
That's your creature fights a target creature, their version is much more powerful with target creature fights another target creature. Your opponents 3/3 can fight his or her other 3/3 and both die. You as the caster wouldn't need a creature.
GU
Instant
Target creature fights another target creature
This spell already exists a few times over but with a less restrictive mana cost and relative (if minor) upsides in Setessan Tactics, Pounce, and Ancient Animus. Now, a GU spell that is of equivalent power level to Dromoka's Command would definitely be sweet.
That's your creature fights a target creature, their version is much more powerful with target creature fights another target creature. Your opponents 3/3 can fight his or her other 3/3 and both die. You as the caster wouldn't need a creature.
Oh! You're totally right. My brain filled in the rest of the text automatically.
Yeah, this would be sweet then. Maybe it could be modal with some of the other spells that have been suggested (with the other option being a Rabid Bite)?
Removal from Time 1WUB Instant
Split Second
Exile target spell or permanent.
Nayasaurus Rex 1GRW Creature
When Nayasaurus Rex enters the battlefield, pick 1:
- Exile another target permanent, then return it to the battlefield.
- Create a 2/2 Dinosaur Token with Vigilance
- Nayasaurus Rex deals damage equal to it's power to target creature, then that creature deals damage equal to it's power to Nayasaurus Rex. 2/4
Mardu Talisman1WRB Enchantment
Flash
When Mardu Talisman enters the battlefield, pick 1:
- Exile target creature, it's controller may search their library for a basic land card and put it into play tapped.
- Target opponent reveals their hand. You pick a nonland card from it and put that card in exile. You lose 2 life.
- Mardu Talisman deals 3 damage to any target 3WRB: Exile Mardu Talisman, then return it to the battlefield.
If a card an opponent controls causes that opponent to choose a creature type, you choose a creature type instead. If a card on the battlefield has a chosen creature type and it was not your choice, you choose a new creature type for it.
Do the same for cards that choose or name cards.
Obviously templating would have to be sorted out as this is a brand new thing, but looking for something that hoses Cavern of Souls, Meddling Mage, etc.
We need it. The format demands it. Decks won't be complete until it is realized on cardboard:
Zuramul, the Endless Void 2CC
Legendary Planeswalker - Zuramul
This spell can't be countered.
+1: create two 0/1 Eldrazi Spawn tokens with "Sacrifice this creature: add C
-3: Your opponents exile X permanents they control and / or cards in their hand, where X is the number of Eldrazi you control
-5: Creatures you control have Annhilator X, where X is their power.
3
Loyalty and abilities are a little conservative, but the double card - exile 4 play is saucy.
If a card an opponent controls causes that opponent to choose a creature type, you choose a creature type instead. If a card on the battlefield has a chosen creature type and it was not your choice, you choose a new creature type for it.
Do the same for cards that choose or name cards.
Obviously templating would have to be sorted out as this is a brand new thing, but looking for something that hoses Cavern of Souls, Meddling Mage, etc.
I think this may be better as an Artifact for 3 rather than an Enchantment at 1W.
This is probably a bit hard to execute so I bring two versions. First is the "current templating" version:
Holder of the ward WW
Creature - Kithkin cleric
When Holder of the ward enters the battlefield, search your opponent's library for a card and exile it face down.
Sacrifice Holder of the ward: reveal the card exiled with Holder of the ward. Counter target spell with the same name as the revealed card. It's controller shuffles the exiled card into his library.
2/2
This is the the simple version the former is trying to accomplish.
Holder of the ward WW
Creature - Kithkin cleric
When Holder of the ward enters the battlefield, secretly write a card name and put it face down
Sacrifice Holder of the ward: reveal the chosen name. Counter target spell with the same name as the name chosen.
2/2
The whole point is to restrict the utility of the creature to a single spell while not giving it away so the opponent can't know it in advance. Writing the name down is the quickest choice but it is a logistical nightmare while the first version lacks this problem but it is way more tedious as it needs to search a library for a potential single card. I'd bite the bullet and go for the second version.
I really like this design. I think the second one is much cleaner, and I don't see why it couldn't be done this way. Great take on Meddling Mage.
Rite of Singularity 1B
Sorcery
Target player reveals their hand, then you choose a colorless card other than a basic land card from it. Search that player's graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player chooses one of the cards that was exiled this way and shuffles it into their library.
This is an effective sideboard card against decks that rely heavily on a particular combination of colorless cards, such as Tron lands Lantern Control combo pieces. While it throws sand into their gears, it does not remove their ability to tutor for the last missing piece. Yet, the danger of somehow losing it is real, thereby increasing the viability of various sideboard cards that are currently often to slow to effectively answer one of these strategies (e.g. Fulminator Mage vs. Tron).
Edit: Adjusted the mana cost.
I don't think it needs the drawback part of the effect. It's fine as a 2 mana Memoricide that only hits colorless. Great Tron hoser.
Flash, Flying
When Phase Walker enters the battlefield, exile another target nonland permanent. When Phase Walker leaves the battlefield, return the exiled card to the battlefield under its owner’s control.
At the beginning of your opponents upkeep, exile Phase Walker. Return it to the battlefield under its owner’s control at the beginning of the next end step.
What would be a suitable cost for this effect in Modern? I'm thinking something designed specifically to combat ultra-efficient rainbow strategies (Humans) without nerfing creature decks to the ground. Allows you to target a multicolor permanent more than once to make this not just a dead card 99% of the time (e.g. require 5 permanents, 1 of each color).
Some Namex
Sorcery
Destroy target White permanent.
Destroy target Blue permanent.
Destroy target Black permanent.
Destroy target Red permanent.
Destroy target Green permanent.
2 cmc Instant - split mana symbols with R/W
If R was used to cast this, target player can't play a land this turn.
if W was used to cast this, target player can't cast a creature spell this turn
Draw a card
This card would play a LOT like a slightly weaker version of Remand. First big obvious change - of course - is the fact that it's not Blue. Well to be honest I wasn't trying to fix Remand for modern at all. I was working on ways to improve Moonhold and I accidentally came up with a card that is almost Remand. To the blue players - take it or leave it. You can potentially use it in Jeskai but you'll probably have a hard time getting both halves. Disadvantages include having to cast it pre-emptively so it's not an actual counterspell and the fact that it doesn't affect any card types except lands and creatures.
But as a better Moonhold - bold statement time - this is the card that finally fixes Land Destruction.
It is a pure tempo play in RW that affects the mana situation for your opponent but it doesn't actually destroy a land. This is a tool for land destruction. It gives you a tempo advantage but it doesn't actually solve the problem of getting rid of your opponent's lands.
2 cmc Instant - split mana symbols with R/W
If R was used to cast this, target player can't play a land this turn.
if W was used to cast this, target player can't cast a creature spell this turn
Draw a card
This card would play a LOT like a slightly weaker version of Remand. First big obvious change - of course - is the fact that it's not Blue. Well to be honest I wasn't trying to fix Remand for modern at all. I was working on ways to improve Moonhold and I accidentally came up with a card that is almost Remand. To the blue players - take it or leave it. You can potentially use it in Jeskai but you'll probably have a hard time getting both halves. Disadvantages include having to cast it pre-emptively so it's not an actual counterspell and the fact that it doesn't affect any card types except lands and creatures.
But as a better Moonhold - bold statement time - this is the card that finally fixes Land Destruction.
It is a pure tempo play in RW that affects the mana situation for your opponent but it doesn't actually destroy a land. This is a tool for land destruction. It gives you a tempo advantage but it doesn't actually solve the problem of getting rid of your opponent's lands.
Holy moly, that would be broken beyond imagination. On turn 2 it's practically a two mana Time Stop with a cantrip.
"fixed counterspell"
Instant UU
Counter target spell. That spell's controller may search their library for a basic land and put it onto the battlefield tapped.
Jump Charm
Instant UR
Pick one:
Counter target spell unless it's controller pays 1.
Deal 1 damage to any one target creature and 1 Damage to it's controller.
Draw 2 cards, then discard 2 cards.
U
Merfolk Shaman
1/1
T: Add G to your mana pool
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Instant
Target creature fights another target creature
Legendary Creature - Vampire Shaman (R)
Whenever you lose life, put that many +1/+1 counters on Ryza.
When Ryza dies, you lose life equal to the number of +1/+1 counters on it.
1/2
Conniving Advisor G
Creature - Human Wizard (R)
T, put the top card of your library into your graveyard: Add B or U.
0/1
Draft My Cube!
Target creature gets three -1/-1 counters.
You gain 3 life.
Just want Grixis to have Lightning Helix and not Jeski.
Simic Command 1GU - Instant
Choose two -
"Reveal a Dragon"
This spell already exists a few times over but with a less restrictive mana cost and relative (if minor) upsides in Setessan Tactics, Pounce, and Ancient Animus. Now, a GU spell that is of equivalent power level to Dromoka's Command would definitely be sweet.
Ambuscade/Clear Shot cost too much and Fall of the Hammer exists in Red which doesn't really need this effect.
I wouldn't mind that either. And make him a Merfolk Wizard.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
That's your creature fights a target creature, their version is much more powerful with target creature fights another target creature. Your opponents 3/3 can fight his or her other 3/3 and both die. You as the caster wouldn't need a creature.
Edit: Blood Feud
Oh! You're totally right. My brain filled in the rest of the text automatically.
Yeah, this would be sweet then. Maybe it could be modal with some of the other spells that have been suggested (with the other option being a Rabid Bite)?
Instant
Split Second
Exile target spell or permanent.
Nayasaurus Rex 1GRW
Creature
When Nayasaurus Rex enters the battlefield, pick 1:
- Exile another target permanent, then return it to the battlefield.
- Create a 2/2 Dinosaur Token with Vigilance
- Nayasaurus Rex deals damage equal to it's power to target creature, then that creature deals damage equal to it's power to Nayasaurus Rex.
2/4
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
Enchantment
Flash
When Mardu Talisman enters the battlefield, pick 1:
- Exile target creature, it's controller may search their library for a basic land card and put it into play tapped.
- Target opponent reveals their hand. You pick a nonland card from it and put that card in exile. You lose 2 life.
- Mardu Talisman deals 3 damage to any target
3WRB: Exile Mardu Talisman, then return it to the battlefield.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
Enchantment
If a card an opponent controls causes that opponent to choose a creature type, you choose a creature type instead. If a card on the battlefield has a chosen creature type and it was not your choice, you choose a new creature type for it.
Do the same for cards that choose or name cards.
Obviously templating would have to be sorted out as this is a brand new thing, but looking for something that hoses Cavern of Souls, Meddling Mage, etc.
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Zuramul, the Endless Void
2CC
Legendary Planeswalker - Zuramul
This spell can't be countered.
+1: create two 0/1 Eldrazi Spawn tokens with "Sacrifice this creature: add C
-3: Your opponents exile X permanents they control and / or cards in their hand, where X is the number of Eldrazi you control
-5: Creatures you control have Annhilator X, where X is their power.
3
Loyalty and abilities are a little conservative, but the double card - exile 4 play is saucy.
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
I really like this design. I think the second one is much cleaner, and I don't see why it couldn't be done this way. Great take on Meddling Mage.
I don't think it needs the drawback part of the effect. It's fine as a 2 mana Memoricide that only hits colorless. Great Tron hoser.
1UU
Creature - Efreet Wizard
Flash, Flying
When Phase Walker enters the battlefield, exile another target nonland permanent. When Phase Walker leaves the battlefield, return the exiled card to the battlefield under its owner’s control.
At the beginning of your opponents upkeep, exile Phase Walker. Return it to the battlefield under its owner’s control at the beginning of the next end step.
3/1
Slimeneck would give a lot of value to grindy midrange decks as long as he doesn't get destroyed.
Picture Credit of Slimeneck goes to: Jake Raymor (https://www.artstation.com/jakelv426)
Some Name x
Sorcery
Destroy target White permanent.
Destroy target Blue permanent.
Destroy target Black permanent.
Destroy target Red permanent.
Destroy target Green permanent.
Moonhold Remand:
2 cmc Instant - split mana symbols with R/W
If R was used to cast this, target player can't play a land this turn.
if W was used to cast this, target player can't cast a creature spell this turn
Draw a card
This card would play a LOT like a slightly weaker version of Remand. First big obvious change - of course - is the fact that it's not Blue. Well to be honest I wasn't trying to fix Remand for modern at all. I was working on ways to improve Moonhold and I accidentally came up with a card that is almost Remand. To the blue players - take it or leave it. You can potentially use it in Jeskai but you'll probably have a hard time getting both halves. Disadvantages include having to cast it pre-emptively so it's not an actual counterspell and the fact that it doesn't affect any card types except lands and creatures.
But as a better Moonhold - bold statement time - this is the card that finally fixes Land Destruction.
It is a pure tempo play in RW that affects the mana situation for your opponent but it doesn't actually destroy a land. This is a tool for land destruction. It gives you a tempo advantage but it doesn't actually solve the problem of getting rid of your opponent's lands.
Holy moly, that would be broken beyond imagination. On turn 2 it's practically a two mana Time Stop with a cantrip.
Instant UU
Counter target spell. That spell's controller may search their library for a basic land and put it onto the battlefield tapped.
Jump Charm
Instant UR
Pick one:
Counter target spell unless it's controller pays 1.
Deal 1 damage to any one target creature and 1 Damage to it's controller.
Draw 2 cards, then discard 2 cards.
Jump-Start
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes