I really like the idea of an optional draw 7, and am in to try it. It's also worth noting that if you get the Wheel effect, it won't self-exile, so you can still flash it back with Snapcaster Mage/flip Jace. It's kinda weird to me that it only sometimes self-exiles, but I won't complain.
This is definitely interesting. For me it hits 174/252 creatures, or 69.0% (nice). Absolutely worth considering as a 1-mana spell, and hits a surprising number of higher-mana spells as well! Solitude, Hornet Queen, and Hangarback/Walking Ballista seem especially spicy.
Kinda surprised there isn't a thread for this yet. Competition in guilds is pretty stiff, but a third Mother of Runes variant seems at least worth consideration. Unlike Mother of Runes (but not unlike Giver of Runes), it can't protect itself, but it is a 2/2 with ward, and you can potentially get a few points of damage in with vigilance. Giving protection from a card type instead of a color is also a cool variation on the ability.
I'm considering trying it over Scheming Fence, but I also have a bigger guild section than others may.
This is pretty cool, but I don't like how often this will enter tapped, and agree with steve_man that this has some steep competition in the land slot, and I'm already not running others that I'd probably run first.
I'm really excited about battles, and am going to try the following. It's worth noting that Teferi, Time Raveler is being cut because of how it completely shuts all of the battles down.
White:
Guardian of New Benalia -> Invasion of Gobakhan // Lightshield Array
Doomskar -> Sunfall
Blue:
Thieving Skydiver -> Faerie Mastermind
Black:
Junji, the Midnight Sky -> Sheoldred // Scripture of Truth
Unmarked Grave -> Invasion of Innistrad // Deluge of the Dead
Green:
Finale of Devastation -> Invasion of Ikoria // Zilortha, Apex of Ikoria
Turntimber Symbiosis -> Invasion of Ixalan // Belligerent Regisaur
Multi:
Teferi, Time Raveler -> Invasion of New Phyrexia // Teferi Akosa of Zhalfir
Klothys, God of Destiny -> Invasion of Ergamon // Truga Cliffhanger
Commissar Severina Raine -> Invasion of Tolvada // The Broken Sky (test)
Colorless:
Altar of the Brood -> Invasion of Ravnica // Guildpact Paragon
The times when you mill two instants/sorceries and just paid for 2/3 of a Healing Salve are going to feel horrible. Instant speed is definitely cool here, but I wish this milled three to give you a better chance of a hit. Two cards just feels so low and a little risky.
I'm intrigued by this. I'm not sold, but in a bigger red deck, I specifically like that this lets you Roast something on turn 4 and then hit your fourth land drop if you would otherwise miss one. I don't think it's enough, though.
I want to test out a number of battles, so I'm definitely here for this. I think it's pretty compelling without them as well, but maybe not quite as much. I'm going to test it out over Hellrider unless Hellrider is updated to also ping battles that are attacked.
The backside is pretty nuts here. I do agree that the comparison to Showdown of the Skalds isn't the most amazing, but this also isn't competing for a precious guild slot. I also feel like this is a battle that I'm happy to point some burn at (hopefully that I was losing anyways from exiling my hand), since the backside will let me recoup lost burn with the Seismic Assault effect.
I recognize that I'm a bit higher on battles in general than others here, but this one seems pretty neat to me. A triple-Regrowth effect (limited to permanent cards), that flips at a pretty low cost of 4 damage into a one-sided Eureka effect. It does cost 5 mana upfront, so you're not flipping this early, but it can buy you back three cards and then help you plop down an extra haymaker or two for free later on.
Kinda surprised there isn't a thread for this yet. Competition in guilds is pretty stiff, but a third Mother of Runes variant seems at least worth consideration. Unlike Mother of Runes (but not unlike Giver of Runes), it can't protect itself, but it is a 2/2 with ward, and you can potentially get a few points of damage in with vigilance. Giving protection from a card type instead of a color is also a cool variation on the ability.
I'm considering trying it over Scheming Fence, but I also have a bigger guild section than others may.
T2: 0 damage total, as you just cast it
T3: 2 damage total, 1st counter
T4: 5 damage total, 2nd counter
T5: 9 damage total, 3rd counter
T6: 14 damage total, 4th counter and tutor
This is pretty cool, and it may be worth trying out for me, since I do have a Humans subtheme in WB, which might like an evasive 2-drop.
White:
Guardian of New Benalia -> Invasion of Gobakhan // Lightshield Array
Doomskar -> Sunfall
Blue:
Thieving Skydiver -> Faerie Mastermind
Black:
Junji, the Midnight Sky -> Sheoldred // Scripture of Truth
Unmarked Grave -> Invasion of Innistrad // Deluge of the Dead
Red:
Squee, Dubious Monarch -> Death-Greeter's Champion
Hellrider -> Rampaging Raptor
Strangle -> Invasion of Tarkir // Defiant Thundermaw
Valakut Awakening -> Invasion of Mercadia // Kyren Flamewright
Green:
Finale of Devastation -> Invasion of Ikoria // Zilortha, Apex of Ikoria
Turntimber Symbiosis -> Invasion of Ixalan // Belligerent Regisaur
Multi:
Teferi, Time Raveler -> Invasion of New Phyrexia // Teferi Akosa of Zhalfir
Klothys, God of Destiny -> Invasion of Ergamon // Truga Cliffhanger
Commissar Severina Raine -> Invasion of Tolvada // The Broken Sky (test)
Colorless:
Altar of the Brood -> Invasion of Ravnica // Guildpact Paragon
I recognize that I'm a bit higher on battles in general than others here, but this one seems pretty neat to me. A triple-Regrowth effect (limited to permanent cards), that flips at a pretty low cost of 4 damage into a one-sided Eureka effect. It does cost 5 mana upfront, so you're not flipping this early, but it can buy you back three cards and then help you plop down an extra haymaker or two for free later on.