And changing the number at the end to match the forum ID. It seems this has broken with the new update, and I'm curious if we have the ability to do this anymore.
Holy hell man, that card gains a LOT of life. I know Venser's Journal isn't a perfect comparison since it doesn't give your opponents the boon of an infinite hand size, while Price of Knowledge is almost an exact reversal of this, but they're interesting points of comparison. I think at the very least this NEEDS to be white. Blue and red have no business gaining that kind of life for that kind of mana. I'd say 2WWor 4Wis relatively fair, and probably around 7if you really want it to be colorless.
Trumpets of War is an interesting twist on Mirror Entity. It doesn't have the ability to save your guys from Infest, be used as an emergency self-wrath, or hit on its own; but it's colorless, doesn't die in combat, and can be used multiple times in one turn. I think it's doable exactly as it is, but the only real question is whether blue and black deserve accesses to cards like this, and red is kind of questionable as well.
I'd change crown to say "If equipped creature would deal combat damage, it deals double that damage instead. If a source would deal damage to equipped creature, it deals half that damage rounded down to equipped creature instead." Having a static effect that doubles power and toughness like that has the potential to cause layers nightmares, and those are the worst. As a card though, it's just too powerful. Double Strike alone costs 3mana, according to Fireshrieker; but this effectively gives that, a toughness boost, lifelink, and unblockable. Yikes! This probably ought to cost and equip around 4.
It's just too easy to insta-win with Worldfire. Use Alchemist's Refuge to cast it with a damage spell on the stack. Float mana and cast your commander. Suspend it and anything else with Jhoira. Cast it with Greater Gargadon waiting. Or even Arc Blade if you're feeling funny.
Obliterate at least requires you to do all the work of getting them from 40 to zero. And while you can "cheat" with indestructible/enchantments/planeswalkers, but so can your opponents. Nothing avoids the Worldfire except the things you specifically want to, and they don't have to survive more than a turn or two after it.
Still borderlining in ridiculously good. But an improvement anyway. Here's a better solution: Just reprint the fetches as normal. Then you can do this:
Cardname
Land
When ~ enters the battlefield, you lose 1 life.
T: Add A or B to your mana pool.
Compare to Quash, in case you weren't aware of that. Quash does the same, except also exiles from the graveyard and library. So you're losing that, adding a restriction, and adding a minor-but-unreliable upside. Seems fine to me.
So you just created a full cycle of lands that are strictly better than fetchlands in several ways?
1) Just using them to replace fetchlands, you don't lose life on the fetch. So strictly better there.
2) They're lands that make two colors, come in untapped, and have no downside. (Yes you lose a life, but you gain it back later.)
3) They're mana fixing lands that can easily avoid Wasteland.
These would be, by far, the most played lands in eternal formats hands down. There would be literally no reason to play regular fetches, as these are strictly better. And fethces are ridiculously powerful. So in your quest to create something to replace ABU duals, you ended up making something that replaces the fetches (which aren't reserved) and are best when used in a deck alongside the ABU duals.
Holy hell. If that's in a format with any kind of blink, that's going to ruin lives. And even in a bigger format like Modern, it'd be awfully easy to just lock people out straight-up.
I think it would be fine adding mana just equal to the number, instead of double. It's really good in token decks, and some colors (coughredwhiteblue) shouldn't be getting mana that absurdly huge.
Timetwister is easy to hit, but it is by no means broken. Timetwister is as scary as it is because you could cast it on turn one to recycle your Black Lotuses and Ancestral Recalls and Time Walks while resetting your opponent's hand and ruining any mulligan decisions they made. On turn 1. But casting it on turn 7 and only hitting yourself? Meh.
This seems like something that should just be on 1-2 cards tops. It's weird and complicated, as well as uninteractive. As worded it's pretty bad in multiples.
I do kind of like it in general, but there's just no design space to explore. Or at least not enough that this needs a keyword.
Seems like the Card Discussion forum would be the perfect place for banlist discussions as well. SCD, MCD, NCD, and BLD would provide a goodly amount of content for the subforum, and clean up the main forum in the process.
And changing the number at the end to match the forum ID. It seems this has broken with the new update, and I'm curious if we have the ability to do this anymore.
Trumpets of War is an interesting twist on Mirror Entity. It doesn't have the ability to save your guys from Infest, be used as an emergency self-wrath, or hit on its own; but it's colorless, doesn't die in combat, and can be used multiple times in one turn. I think it's doable exactly as it is, but the only real question is whether blue and black deserve accesses to cards like this, and red is kind of questionable as well.
I'd change crown to say "If equipped creature would deal combat damage, it deals double that damage instead. If a source would deal damage to equipped creature, it deals half that damage rounded down to equipped creature instead." Having a static effect that doubles power and toughness like that has the potential to cause layers nightmares, and those are the worst. As a card though, it's just too powerful. Double Strike alone costs 3mana, according to Fireshrieker; but this effectively gives that, a toughness boost, lifelink, and unblockable. Yikes! This probably ought to cost and equip around 4.
If you feel like you should have the four blue minotaurs as well, go Karona, False God. (Zedruu, Raka Disciple, Minotaur Illusionist, Etherium-Horn Sorcerer. This also gives you access to Deadshot Minotaur as well!) This will also let you do a maze subtheme (Maze's End, obviously) to go along with them and win at flavor. Plus, getting a +3/+3 boost across your team on the turn you alpha strike is awesome.
5-color also gives you a handful of great changelings to shore up any holes you find. Cairn Wanderer, Mirror Entity, Spapesharer, Taurean Mauler, and Chameleon Colossus are all very good on their own.
Obliterate at least requires you to do all the work of getting them from 40 to zero. And while you can "cheat" with indestructible/enchantments/planeswalkers, but so can your opponents. Nothing avoids the Worldfire except the things you specifically want to, and they don't have to survive more than a turn or two after it.
Cardname
Land
When ~ enters the battlefield, you lose 1 life.
T: Add A or B to your mana pool.
And just leave it at that.
1) Just using them to replace fetchlands, you don't lose life on the fetch. So strictly better there.
2) They're lands that make two colors, come in untapped, and have no downside. (Yes you lose a life, but you gain it back later.)
3) They're mana fixing lands that can easily avoid Wasteland.
These would be, by far, the most played lands in eternal formats hands down. There would be literally no reason to play regular fetches, as these are strictly better. And fethces are ridiculously powerful. So in your quest to create something to replace ABU duals, you ended up making something that replaces the fetches (which aren't reserved) and are best when used in a deck alongside the ABU duals.
I do kind of like it in general, but there's just no design space to explore. Or at least not enough that this needs a keyword.
I also used to love using Quicken to throw around Insurrection as an impromptu fog. Dropping Nevinnyral's Disk at end of turn is pretty tech.