Seems more red-blue to me, considering untapping is a very blue effect in general. The whole "additional phase" thing sounds like a rules headache, might just be best to take that part out.
Wooden Elemental 2GG
Creature (R)
When Wooden Elemental enters the battlefield, sacrifice any amount of forests and put X 1/1 saproling tokens onto the battlefield.
Wooden Elemental enters with X +1/+1 counters, where X is the amount of forests sacrificed this way.
Daybreak Crusader:
Seems like it would be fun, I would make it 2/3 though.
Djinn Manabinder:
OP in control. Maybe as a 2/1 without flying?
Dreamwaster:
Unfamiliar with your dream walk mechanic (though it looks cool) so not sure how to judge it. I suppose it seems fine.
Mangled Identity:
Seems fair.
Slumber Engine:
Seems fair. Very comborific.
Interesting set of cards. Like I said before, Daybreak Crusader seems fun, and I could see it easily finding a place in a junk midrange deck or the like.
How are any of these rare? Chimney Imp is the only one that became playable, but it's only an uncommon with that ability.
Actually, if these weren't in a cycle, I would have made some of these uncommon. However cards in a cycle need to have the same rarity, and I thought some of these might be a little too game-changing to be uncommon (mainly wooden elemental and grand wall) so I made everything rare.
Why? It's probably the "best" card on here, but it's still pretty awful.
It had a purpose back in its home set (Scourge was the "high CMC matters" set.)
Even at its very worst, it's still better than a Gray Ogre.
Now however, it's awful. I get that it can just be played as a 2/2 for 3, which is mediocre but not awful, however morphing it actually makes it worse, and un-morphed, it's utterly unplayable.
Her flavor feels fine I suppose, though I'm generally not very into the flavor of magic cards.
Envision is fine, however Gild is a tad OP, I would make it "add one mana of any color to your mana pool" to prevent stockpiling mana. And her ult should be higher, maybe -6.
Hey guys. I decided to make a cycle of improved versions of older, bad cards. There is one of each color plus a land. I chose some of the most iconic "bad" cards and tried to focus mainly on the ones that people pretty much unanimously consider to be bad. I also tried not to change the card very much by avoiding changing the CMC, P/T, and card type. Enjoy!
Muddy Hole 2R
Instant (R)
Exile all lands from target player's graveyard. Deal X damage to that player or target creature they control where X is the amount of cards exiled this way.
Wooden Elemental 2GG
Creature - Elemental (R)
Sacrifice any amount of forests.
Wooden Elemental comes into play with X +1/+1 counters. Put X 1/1 Saproling Tokens on the battlefield, where X is the amount of forests sacrificed this way.
0/0
Chimey Imp 4B
Creature (R)
Flying
When Chimey Imp comes into play, destroy target permanent. Its controller loses life equal to its converted mana cost.
1/2
Scourful Egoist 7U
Creature (R)
Morph U
When Scornful Egoist is turned face up, put target permanent on the top of their owner's library.
1/1
Grand Wall 2W
Enchantment (R)
Creatures with flying can be blocked as if they didn't have flying.
Path of Sorrow
Land (R)
Whenever Path of Sorrow becomes tapped, you lose 1 life.
(T) Add 1 to your mana pool.
(T) Exchange two blocking creatures. This may not cause an illegal block.
Ehh, I'd say that the activating cost need to be more, maybe around 6 mana. I mean Pyxis of Pandenomium is 9 to activate, which is a little over costed, but PoP is two sided as well. Just to clarify, does the opponent get to cast some of the cards too? If so, I guess 4 is fine. If not, needs to be 6 maybe 7 mana.
Muddy Hole 2R
Insant (U)
Exile all land cards from target player's graveyard. Deal X damage to target creature or player where X is the amount of cards exiled this way.
Wow, that's a really powerful effect. I honestly might move it up to something like XXWWWW because I feel otherwise it would be too good in EDH. That might make it unplayable in standard, but I guess that the thing about having effect like that.
Path of Sorrow
Land (U)
(T) Exchange two of target opponent's blocking creatures. This may not cause an illegal block. Path of Sorrow deals 1 damage to you.
Marduk looks fun -- the creatures are midrange quality, but it still has that aggressiveness of aggro.
You could also go mono black midrange. I dunno what khans will have for that, but I currently have a very competitive mono black midrange deck that only has one card that's about to rotate. If your interested I can post the decklist, it's a fun deck and I've gone 4-0 with it at FNM before.
Splendid Genesis, yeah that's it. Thanks guys. Yeah, from the perspective of the card and what it does, I've never seen anything like it. But since it was a promo card celebrating the birth of his daughter, that's pretty sweet really.
So today I was at a card shop and I saw a card on display that caught my eye. I had never seen in before and it's was $10,000. I didn't have my iPod so I couldn't take a photo. It was a sorcery, that was either triple green or quadruple green, and the flavor text was something along the lines of this: "all players shuffle their graveyard, hands, libraries, and battlefields together into one pile and restart the game. Deal the cards into 3 decks, and have another player join.
Does anyone know what this is? I think it may have started with an S.
First off, I know that rarity isn't necisarilly a determiner or what is good and what is bad, it just means how potentially game changing it is. That's why cards like Worst Fears are mythic but cards like elvish mystic are common.
That being said a few big ones:
What were they thinking when they put Gray Mechant of Asphodel at common? It's probably the most game changing, annoying, card that makes you say "uh oh!" whenever a black devotion or midrange deck gets it out. I guess it's kind of narrow, but so are many other cards, and at worst it is 5 for a 2/4 that provides a 4 life life swing, which is decent though nothing to get excited about. Should be at least uncommon, if not rare.
Darksteel Ciadel at mythic? Well it's good...once you can get enough mana to play it. It may be a different story in other formats, but at least in standard, your bad artifact deck is well defeated by the time turn 9 comes.
Mindreaver at rare? So first wood elemental, then mudhole, and now this? I see how it is...
What other standard cards can you guys think of that should be a different rarity?
First off the named abilities are interesting. It's a nice edition, but something that I could live without. About the cards...
Kay's second ability is super OP. It should probably be her ult, and should be upped to -7. It would be balcned if it was until the end of the turn though. I would also probably up the casting cost by one or two too.
Veshpa need to be more then 2 mana, I would say 4. She seems balanced, though I would take away the "when she deals combat damage draw a card" effect of her second ability.
Ooh I love the flavor on Charming Nick. Honestly, for 6 mana he probably doesn't need all those drawbacks. Maybe for his first plus ability, they don't have to attack charming nick, and for his second plus ability, it goes back in the owners graveyard but you lose life equal to its CMC.
Indra's second ability should at least be -4, and take away the life gain. Other then that looks good.
Green gets 3/3s at two mana at uncommon so a 3/3 one drop could literally be rare and still be ok in a slower standard.
That's true, I didn't think of that. I guess green could just be a 1/1 saproling token without the being able tap for mana. I think that would be better then the others, without being OP.
Wooden Elemental 2GG
Creature (R)
When Wooden Elemental enters the battlefield, sacrifice any amount of forests and put X 1/1 saproling tokens onto the battlefield.
Wooden Elemental enters with X +1/+1 counters, where X is the amount of forests sacrificed this way.
Seems like it would be fun, I would make it 2/3 though.
Djinn Manabinder:
OP in control. Maybe as a 2/1 without flying?
Dreamwaster:
Unfamiliar with your dream walk mechanic (though it looks cool) so not sure how to judge it. I suppose it seems fine.
Mangled Identity:
Seems fair.
Slumber Engine:
Seems fair. Very comborific.
Interesting set of cards. Like I said before, Daybreak Crusader seems fun, and I could see it easily finding a place in a junk midrange deck or the like.
Actually, if these weren't in a cycle, I would have made some of these uncommon. However cards in a cycle need to have the same rarity, and I thought some of these might be a little too game-changing to be uncommon (mainly wooden elemental and grand wall) so I made everything rare.
Now however, it's awful. I get that it can just be played as a 2/2 for 3, which is mediocre but not awful, however morphing it actually makes it worse, and un-morphed, it's utterly unplayable.
Envision is fine, however Gild is a tad OP, I would make it "add one mana of any color to your mana pool" to prevent stockpiling mana. And her ult should be higher, maybe -6.
Why? It's probably the "best" card on here, but it's still pretty awful.
Muddy Hole 2R
Instant (R)
Exile all lands from target player's graveyard. Deal X damage to that player or target creature they control where X is the amount of cards exiled this way.
Wooden Elemental 2GG
Creature - Elemental (R)
Sacrifice any amount of forests.
Wooden Elemental comes into play with X +1/+1 counters. Put X 1/1 Saproling Tokens on the battlefield, where X is the amount of forests sacrificed this way.
0/0
Chimey Imp 4B
Creature (R)
Flying
When Chimey Imp comes into play, destroy target permanent. Its controller loses life equal to its converted mana cost.
1/2
Scourful Egoist 7U
Creature (R)
Morph U
When Scornful Egoist is turned face up, put target permanent on the top of their owner's library.
1/1
Grand Wall 2W
Enchantment (R)
Creatures with flying can be blocked as if they didn't have flying.
Path of Sorrow
Land (R)
Whenever Path of Sorrow becomes tapped, you lose 1 life.
(T) Add 1 to your mana pool.
(T) Exchange two blocking creatures. This may not cause an illegal block.
Muddy Hole 2R
Insant (U)
Exile all land cards from target player's graveyard. Deal X damage to target creature or player where X is the amount of cards exiled this way.
Path of Sorrow
Land (U)
(T) Exchange two of target opponent's blocking creatures. This may not cause an illegal block. Path of Sorrow deals 1 damage to you.
You could also go mono black midrange. I dunno what khans will have for that, but I currently have a very competitive mono black midrange deck that only has one card that's about to rotate. If your interested I can post the decklist, it's a fun deck and I've gone 4-0 with it at FNM before.
Does anyone know what this is? I think it may have started with an S.
Thank you!
That being said a few big ones:
What were they thinking when they put Gray Mechant of Asphodel at common? It's probably the most game changing, annoying, card that makes you say "uh oh!" whenever a black devotion or midrange deck gets it out. I guess it's kind of narrow, but so are many other cards, and at worst it is 5 for a 2/4 that provides a 4 life life swing, which is decent though nothing to get excited about. Should be at least uncommon, if not rare.
Darksteel Ciadel at mythic? Well it's good...once you can get enough mana to play it. It may be a different story in other formats, but at least in standard, your bad artifact deck is well defeated by the time turn 9 comes.
Mindreaver at rare? So first wood elemental, then mudhole, and now this? I see how it is...
What other standard cards can you guys think of that should be a different rarity?
Kay's second ability is super OP. It should probably be her ult, and should be upped to -7. It would be balcned if it was until the end of the turn though. I would also probably up the casting cost by one or two too.
Veshpa need to be more then 2 mana, I would say 4. She seems balanced, though I would take away the "when she deals combat damage draw a card" effect of her second ability.
Ooh I love the flavor on Charming Nick. Honestly, for 6 mana he probably doesn't need all those drawbacks. Maybe for his first plus ability, they don't have to attack charming nick, and for his second plus ability, it goes back in the owners graveyard but you lose life equal to its CMC.
Indra's second ability should at least be -4, and take away the life gain. Other then that looks good.
That's true, I didn't think of that. I guess green could just be a 1/1 saproling token without the being able tap for mana. I think that would be better then the others, without being OP.