Vesuvan Familiar2U
Creature - Hound
Whenever a creature you control enters the battlefield, if it's a copy of another creature, Vesuvan Familiar becomes a copy of that creature until end of turn.
2/2
EDIT: Nath'd
Wanderbrine Mongrel2(U/B)(U/B)
Creature - Fish Hound
Intimidate
Whenever Wanderbrine Mongrel deals damage to an opponent, target land that player controls becomes an Island. (This effect lasts indefinitely.)
3/2
Mana Gorger5BB
Creature - Leech Horror
When Mana Gorger comes into play, untap all lands target player controls. That player activates a mana ability of each land he or she controls. Empty that player's mana pool, then put a +1/+1 counter on Mana Gorger for each mana emptied from that mana pool. Those lands don't untap during that player's next untap step.
1/1
Echoing Lifebonds2UU
Enchantment
If a spell or ability would cause a permanent to be exiled or put into its owner's hand, graveyard or library, all permanents that share a name with that permanent are sent to that zone as well. (For example, if a creature would be returned to its owner's hand, all creatures that share a name with that creature are returned as well.)
Inquisitor's Blade4
Artifact - Equipment
Equip 3
When Inquisitor's Blade enters the battlefield, choose a creature type.
Equipped creature has first strike, vigilance and protection from the chosen creature type.
Kelithan, Wall of the Sages2WW
Legendary Creature - Wall
Defender
Whenever Kelithan or another creature with defender enters the battlefield, draw a card.
When Kelithan, Wall of the Sages dies, put it into your library third from the top.
0/6
Matoc, Lavamancer3R
Legendary Creature - Human Wizard
Whenever an opponent plays an instant or sorcery spell, counter it unless that player has Matoc deal 4 damage to him or her.
Instant and sorcery spells you control can't be countered by spells or abilities.
1/2
Next: A commander that utilizes a theme or mechanic of your choice from the Tempest block.
Cateravolver3B
Creature - Volver Mercenary
Kicker 1G and/or W
If Cateravolver was kicked with its 1G kicker, it comes into play with 2 +1/+1 counters and has reach.
If Cateravolver was kicked with its W kicker, it comes into play with a +1/+1 counter and has vigilance. 3, :symtap:: Search your library for a Volver permanent card with converted mana cost 3 or less and exile it. You may cast that card without paying its mana cost. Then shuffle your library.
3/3
Graven Mimicry3UUB
Enchantment
Whenever a nonland permanent enters the battlefield from a graveyard or library under an opponent's control, put a token into play that is a copy of that permanent.
Rune of Silence2WW
Enchantment - Rune
Whenever ~ or another rune is put into a graveyard from the battlefield, target player can't play spells this turn.
I meant to comment on this card, but most of my posts here are via Quick Reply.
This piece of Equipment is pretty ridiculous with Bitterblossom, Goblin Assault, etc.
I feel like there's a "that's what she said" joke in there somewhere.
It says to name a "creature card". Since there are no cards named "Faerie" or "Goblin", this would not work.
Chargewinder Drake: It seems pretty well balanced, but isn't the most exciting creature. That said, it's also pretty well costed for an uncommon, and I could see it working well in a Mirrodin-block deck. 7/10
Aether-Touched Baloth3GU
Creature - Beast Mutant (U)
When Aether-Touched Baloth enters the battlefield, return another target creature to its owner's hand.
When Aether-Touched Baloth dies, you gain 4 life.
4/4
EDIT: Aww, Nath'd.
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Mindlock Pendant 3UU
Artifact
When Mindlock Pendant enters the battlefield, each player puts the top five cards of his or her library into his or her graveyard.
Players can't search libraries. Any player may pay 3 life to ignore this effect until end of turn. 2U: Scry 3.
On an unrelated note, I think Islandhome was a wonderful drawback ability. Trouble is people don't understand drawback abilities they just look at them and say: "This card would be so much better if it didn't have such and such an ability." When really that ability is what is allowing the card to be as big or powerful or cheap or whatever else as it is. I drool to think of the creature that would have Islandhome today.
I agree. Having drawbacks on a spell is nice sometimes, because it can allow you to make it more powerful. Part of the issue with miracle is that you only really tend to notice the upside if you're playing against it. A player might draw a miracle too early to use it, or on their second+ card, or just have it in their hand. Yes, if you're running Hallelujah, even if you completely whiff on card draw spells, you will hit plenty of good miracles (or maybe because you whiff on draw spells, since there isn't much left besides land).
Regarding Islandhome, they have occasionally had similar creatures, but since they've all been at common, it hasn't been as noticeable. I did think that Chained Throatseeker was a good homage to Sea Serpent though. Exactly the same stats, except it has infect and "infecthome" minus the sacrifice clause.
Fish2U
Sorcery
Look at the top three cards of your library. Put one into your hand and the rest on the bottom of your library
// Fowl3W
Instant
Put two 1/1 Bird creature tokens with flying into play under your control.
Next: Coat of Legs
Shield of Sun and Moon
Telegraphed Punch
Creature - Hound
Whenever a creature you control enters the battlefield, if it's a copy of another creature, Vesuvan Familiar becomes a copy of that creature until end of turn.
2/2
EDIT: Nath'd
Wanderbrine Mongrel 2(U/B)(U/B)
Creature - Fish Hound
Intimidate
Whenever Wanderbrine Mongrel deals damage to an opponent, target land that player controls becomes an Island. (This effect lasts indefinitely.)
3/2
Mana Gorger 5BB
Creature - Leech Horror
When Mana Gorger comes into play, untap all lands target player controls. That player activates a mana ability of each land he or she controls. Empty that player's mana pool, then put a +1/+1 counter on Mana Gorger for each mana emptied from that mana pool. Those lands don't untap during that player's next untap step.
1/1
Sorcery
All nonland permanents lose all abilities until end of turn. Destroy all artifacts, creatures and enchantments.
Enchantment
If a spell or ability would cause a permanent to be exiled or put into its owner's hand, graveyard or library, all permanents that share a name with that permanent are sent to that zone as well. (For example, if a creature would be returned to its owner's hand, all creatures that share a name with that creature are returned as well.)
Artifact - Equipment
Equip 3
When Inquisitor's Blade enters the battlefield, choose a creature type.
Equipped creature has first strike, vigilance and protection from the chosen creature type.
Next: Fable of Body and Soul
Welkin Waveskimmer
Legendary Creature - Wall
Defender
Whenever Kelithan or another creature with defender enters the battlefield, draw a card.
When Kelithan, Wall of the Sages dies, put it into your library third from the top.
0/6
Next: Krosan Avenger
Legendary Creature - Human Wizard
Whenever an opponent plays an instant or sorcery spell, counter it unless that player has Matoc deal 4 damage to him or her.
Instant and sorcery spells you control can't be countered by spells or abilities.
1/2
Next: A commander that utilizes a theme or mechanic of your choice from the Tempest block.
Creature - Volver Mercenary
Kicker 1G and/or W
If Cateravolver was kicked with its 1G kicker, it comes into play with 2 +1/+1 counters and has reach.
If Cateravolver was kicked with its W kicker, it comes into play with a +1/+1 counter and has vigilance.
3, :symtap:: Search your library for a Volver permanent card with converted mana cost 3 or less and exile it. You may cast that card without paying its mana cost. Then shuffle your library.
3/3
Next: Camel Elder
Enchantment
Whenever a nonland permanent enters the battlefield from a graveyard or library under an opponent's control, put a token into play that is a copy of that permanent.
Enchantment - Rune
Whenever ~ or another rune is put into a graveyard from the battlefield, target player can't play spells this turn.
IIW: Sig
It says to name a "creature card". Since there are no cards named "Faerie" or "Goblin", this would not work.
Aether-Touched Baloth 3GU
Creature - Beast Mutant (U)
When Aether-Touched Baloth enters the battlefield, return another target creature to its owner's hand.
When Aether-Touched Baloth dies, you gain 4 life.
4/4
EDIT: Aww, Nath'd.
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Mindlock Pendant 3UU
Artifact
When Mindlock Pendant enters the battlefield, each player puts the top five cards of his or her library into his or her graveyard.
Players can't search libraries. Any player may pay 3 life to ignore this effect until end of turn.
2U: Scry 3.
Next: A nonblack Aura with enchant player
I agree. Having drawbacks on a spell is nice sometimes, because it can allow you to make it more powerful. Part of the issue with miracle is that you only really tend to notice the upside if you're playing against it. A player might draw a miracle too early to use it, or on their second+ card, or just have it in their hand. Yes, if you're running Hallelujah, even if you completely whiff on card draw spells, you will hit plenty of good miracles (or maybe because you whiff on draw spells, since there isn't much left besides land).
Regarding Islandhome, they have occasionally had similar creatures, but since they've all been at common, it hasn't been as noticeable. I did think that Chained Throatseeker was a good homage to Sea Serpent though. Exactly the same stats, except it has infect and "infecthome" minus the sacrifice clause.
Sorcery
Look at the top three cards of your library. Put one into your hand and the rest on the bottom of your library
//
Fowl 3W
Instant
Put two 1/1 Bird creature tokens with flying into play under your control.
Next: Coat of Legs
Shield of Sun and Moon
Telegraphed Punch