Downside-less ramp really feels like it's encroaching on green's territory. It may have precedent in the likes of Crypt Ghast, but honestly, I think that card was a mistake in terms of color identity, and definitely don't approve of more joining its ranks. Perhaps "Whenever you tap an island or swamp for mana, you may pay one life. If you do, add one mana of any type that land produced." And no, I wouldn't reduce the cost of the card for the addition of that downside. Even with the downside, this is extremely good ramp, especially for a blue black commander with an additional good stuff ability. Note that that good stuff ability is repeatable tucking in colors with easy access to mill.
One last note, is that X supposed to be there, or be some specific number, or what? Because as is it really doesn't make much sense, since it has no effect on the ability.
Suppression Edict2UU Enchantment
Flash
When ~ enters the battlefield, counter target spell.
Your opponents may not cast spells with the same name as spells countered by ~.
Looks balanced and flavorful. As for the "fun factor", that would require play-testing to determine. I'd price it at 1RG though. Lets you recycle lands for goodies, but not the other way around, so comparable to a one-way Abundance, as well as being an order of magnitude more removable as a creature. With two colors in its mana cost, 3 CMC should be fine.
Repeated DealingsUB Instant {U}
Counter target spell unless its controller pays 4 life. If that spell is countered this way, return ~ to your hand instead of putting it into your graveyard. If you refuse a deal with the devil, prepare to be drawn back to the table.
City of Illusions Legendary Land {M}
Non-red, non-green creatures you control have flying. T: Add U to your mana pool. XX2, T, sacrifice ~: Search your library for up to X instant or sorcery cards and exile them face down. You may cast those cards for as long as they remain exiled.
So I fixed the formatting and templating a bit. Now, I'm going to go out there and say it. This is too powerful. In the right deck it's "8: Win the game." Add to that the fact that it doesn't come in tapped and it produces U, and it's not even a dead draw early in the game. And I don't think you can really adjust the cost either. Raising it sufficiently to prevent abuse would raise it to the point where it's worthless.
Speaking of winning the game:
Grand ConcordatWWWWUUUUBBBBRRRRGGGG Sorcery {M}
You win the game.
Now to figure out how to fit that cost on a card...
Interesting card. I like the overall effect, not sure about five cards or not. But Gate seems too limited to be a keyword, without anything else going on. That is, once you have one card with Gate there's no purpose to having another card with gate, unless there's some other effect related to the top card of your library. Gate itself is redundant as a keyword.
Scepter of Urgosh 2RR
Legendary Artifact {M}
Whenever a land enters the battlefield under an opponent's control, Scepter of Urgosh deals 2 damage to that player. T: Scepter of Urgosh deals 2 damage to target player. You may only use this ability if that player lost a land this turn.
Effectively, this is Ankh of Mishra just for your opponents with a cool bonus. Too much hate in one card?
Was my card so overpowered that it got the ignore treatment? LOL
Definitely powerful, but I'd say it's fair at that price. However, I would never print it. It's decisively un-fun. It punishes the player for making an action which is required to play the game. I'd print
Damaging Thingy2RR Legendary Artifact {M}
At the beginning of each opponent's upkeep, ~ deals 3 damage to that player.
before I'd print that, even though it's almost strictly better.
Lockstep LegionnaireWW Creature - Human Soldier {C}
~ has Defensive as long as there is another creature named ~ on the battlefield. (It assigns combat damage equal to its toughness rather than its power when blocking.)
2/3
I would rather see "defensive" as a static ability than a triggered ability: "Blocking creatures you control assign combat damage equal to their toughness rather than their power." I like Jungle Barrier, though I have to point out that it would likely create Plant creatures rather than Vines, and that this is quite a strong defensive card. The costs may be correct though.
Raise Your ShieldsW Instant {C}
Target creature gets +0/+2 and gains Defensive until end of turn. (It assigns combat damage equal to its toughness rather than its power when blocking.)
Anyway, though, a bit irrelevant.
Plotting Legate looks very interesting. I think it works at that price. Its complexity definitely depends on the set its in. I'd avoid putting it in a set with something like flashback, unless you want chaos to ensue. Obviously it would work with things like that, but the intuitive feel makes it seem like it only works when they use its ability to play the top card of their library.
Lockstep LegionnaireWW Creature - Human Soldier {C}
~ has Defensive as long as there is another creature named ~ on the battlefield. (It assigns combat damage equal to its toughness rather than its power when blocking.)
2/3
Only combo I can think of right off the bat is Final Fortune. This is definitely a supplement card. In an actual expansion set it would simply use up space and complexity for no real purpose.
Infringement1UB Instant {R}
Target player reveals his or her hand. You choose a nonland card from it. That player exiles that card. You may play that card for as long as it remains exiled.
The issue with this card is parity. It's entirely -1 card advantage. Not very useful except in niche cases like when the local combo deck has been stacking the top of their deck using tutors. While an interesting concept, I doubt it would see play. Maybe if it cantripped.
Anyway, I don't have a card to post, so I guess you'll be getting two reviews?
Mirror Void is awesome: well balanced, simple and grokable, and fun to play. Ofc, the simplicity means there's nothing I can really suggest. Add some flavor text and you're good to go.
Raise Your ShieldsW Instant {C}
Target creature gets +0/+2 and gains Defensive until end of turn. (It assigns combat damage equal to its toughness rather than its power when blocking.)
I like it. Donate is only really a Johnny card, but Cursed Gift hits Johnny, Vorthos, and sometimes Spike. Don't see the reason for the nonland restriction though.
Edit: Apparently got ninja'd. Umbra Ooze isn't strictly a version of S.N.O.T., given that it be bestowed on non-Umbra Ooze creatures. Anyway, first things first, you should consolidate the enchantment and power/toughness text by setting it to a 0/0 and giving it: "~ and enchanted creature get +1/+1 for each permanent you control named ~." See Nighthowler for reference. Second, I don't think it should have Totem Armor. It overcomplicates things for very little benefit.
Embassy Land {U} T: Add to your mana pool one mana of any type that a land an opponent controls could produce.
Too cheap for something which effectively has shroud and unconditionally bounces one or more opposing permanents. In fact, the card is in many ways better than Morphling. Its vanilla power and toughness are better and it will bounce at least one permanent a turn. Hell, it isn't even a standard bounce, it's a slow bounce to the top of the library. The card grants an absurd advantage in both tempo and overall board state. Maybe at 3UUU, but might have to be bumped up to 4UUU after play-testing.
Shield-bearer1W Creature - Human Soldier {C}
Defensive (When ~ blocks a creature, until end of turn it assigns combat damage equal to its toughness rather than its power.)
1/3
The other cognizance mechanic retains the feel of the original. You can want to encourage guild play as much as you want, but a linear, parasitic mechanic isn't the way to do it. What happens in a draft if you don't get enough cognizance cards?
What about:
Cognizance (Reveal the top card of your library. If it shares a color with this, you may pay 2 life to put it into your hand.)
Casting is technically allowed anywhere. It just means taking the object from where it is and moving it onto the top of the stack. The thing that can't happen is having an instant or sorcery on the battlefield. However, since the "revealed" card is still face down in game terms, it isn't an instant or sorcery, and so there isn't a rules headache as if you had actually flipped it.
Sorry about the necro, didn't realize how old the thread was, since it was still towards the top of the page.
I guess it works. Note that the second ruling wouldn't be necessary, since 701.31e already says that. All that would be necessary is moving 701.31e from the manifest specific rules to the general rules about facedown cards. Personally, I'd prefer something more like:
Liquidate2UU Instant {C}
Counter target spell.
Inspirit UU(You may cast this face down as a 2/2 creature for 3. You may reveal this face down card for its Inspirit cost. If you do, cast it without paying its mana cost.)
with the inspirit cost being separate from the mana cost.
Ereos, Sigiled DuelistGWU Legendary Creature - Human Soldier G: ~ gains Exalted until end of turn. (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn. Multiple instances of Exalted trigger separately.) W: Prevent the next 1 damage that would be dealt to your only attacking or blocking creature this turn. U: ~ gains Hexproof until end of turn.
1/1
Next: A general that has an impact on the board state even while in the command zone.
Savage Herald 1G
Creature — Elf Shaman (U)
T: Add G.
T, Sacrifice ~: Target creature spell can't be countered.
2/2
One last note, is that X supposed to be there, or be some specific number, or what? Because as is it really doesn't make much sense, since it has no effect on the ability.
Suppression Edict 2UU
Enchantment
Flash
When ~ enters the battlefield, counter target spell.
Your opponents may not cast spells with the same name as spells countered by ~.
Repeated Dealings UB
Instant {U}
Counter target spell unless its controller pays 4 life. If that spell is countered this way, return ~ to your hand instead of putting it into your graveyard.
If you refuse a deal with the devil, prepare to be drawn back to the table.
So I fixed the formatting and templating a bit. Now, I'm going to go out there and say it. This is too powerful. In the right deck it's "8: Win the game." Add to that the fact that it doesn't come in tapped and it produces U, and it's not even a dead draw early in the game. And I don't think you can really adjust the cost either. Raising it sufficiently to prevent abuse would raise it to the point where it's worthless.
Speaking of winning the game:
Grand Concordat WWWWUUUUBBBBRRRRGGGG
Sorcery {M}
You win the game.
Now to figure out how to fit that cost on a card...
Definitely powerful, but I'd say it's fair at that price. However, I would never print it. It's decisively un-fun. It punishes the player for making an action which is required to play the game. I'd print
Damaging Thingy 2RR
Legendary Artifact {M}
At the beginning of each opponent's upkeep, ~ deals 3 damage to that player.
before I'd print that, even though it's almost strictly better.
Note that I fixed that in my second card:
Anyway, though, a bit irrelevant.
Plotting Legate looks very interesting. I think it works at that price. Its complexity definitely depends on the set its in. I'd avoid putting it in a set with something like flashback, unless you want chaos to ensue. Obviously it would work with things like that, but the intuitive feel makes it seem like it only works when they use its ability to play the top card of their library.
Lockstep Legionnaire WW
Creature - Human Soldier {C}
~ has Defensive as long as there is another creature named ~ on the battlefield. (It assigns combat damage equal to its toughness rather than its power when blocking.)
2/3
Infringement 1UB
Instant {R}
Target player reveals his or her hand. You choose a nonland card from it. That player exiles that card. You may play that card for as long as it remains exiled.
Anyway, I don't have a card to post, so I guess you'll be getting two reviews?
Raise Your Shields W
Instant {C}
Target creature gets +0/+2 and gains Defensive until end of turn. (It assigns combat damage equal to its toughness rather than its power when blocking.)
Edit: Apparently got ninja'd. Umbra Ooze isn't strictly a version of S.N.O.T., given that it be bestowed on non-Umbra Ooze creatures. Anyway, first things first, you should consolidate the enchantment and power/toughness text by setting it to a 0/0 and giving it: "~ and enchanted creature get +1/+1 for each permanent you control named ~." See Nighthowler for reference. Second, I don't think it should have Totem Armor. It overcomplicates things for very little benefit.
Embassy
Land {U}
T: Add to your mana pool one mana of any type that a land an opponent controls could produce.
Shield-bearer 1W
Creature - Human Soldier {C}
Defensive (When ~ blocks a creature, until end of turn it assigns combat damage equal to its toughness rather than its power.)
1/3
What about:
Cognizance (Reveal the top card of your library. If it shares a color with this, you may pay 2 life to put it into your hand.)
It would enforce guild play by virtue of color.
Sorry about the necro, didn't realize how old the thread was, since it was still towards the top of the page.
Liquidate 2UU
Instant {C}
Counter target spell.
Inspirit UU (You may cast this face down as a 2/2 creature for 3. You may reveal this face down card for its Inspirit cost. If you do, cast it without paying its mana cost.)
with the inspirit cost being separate from the mana cost.
Legendary Creature - Human Soldier
G: ~ gains Exalted until end of turn. (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn. Multiple instances of Exalted trigger separately.)
W: Prevent the next 1 damage that would be dealt to your only attacking or blocking creature this turn.
U: ~ gains Hexproof until end of turn.
1/1
Next: A general that has an impact on the board state even while in the command zone.