It's a classic monocolored green big creature beat down strategy. All suggestions are welcome.
Yisan, the Wanderer Bard
Renata, Called to the Hunt
Nemata, Grove Guardian
Thriss, Nantuko Primus
Moss Viper
Whisperer of the Wilds
Vinelasher Kudzu
Treefolk Seedlings
Eternal Witness
Order of the Sacred Bell
Krosan Drover
Migratory Greathorn
Elvish Piper
Sprouting Phytohydra
Seedborn Muse
Ursapine
Thicket Elemental
Thresher Beast
Gurzigost
Ancient Silverback
Root Elemental
Enormous Baloth
Wirewood Guardian
Krosan Tusker
Trolls of Tel-Jilad
Thorn Elemental
Ancient Ooze
Plated Slagwurm
Symbiotic Wurm
Wild Growth
Overgrowth
Blanchwood Armor
Garruk’s Uprising
Pattern of Rebirth
Gaea’s Embrace
Living Terrain
Call of the Wild
Wurmweaver Coil
Rampant Growth
Rites of Spring
Survivor’s Bond
Revive
Kodama’s Reach
Journey of Discovery
Recollect
Skyshroud Claim
Beacon of Creation
Elven Cache
Creeping Mold
Predatory Focus
Tooth and Nail
Wurmcalling
Lull
Band Together
Chameleon Blur
Tangle
Thwart the Enemy
Ram Through
Worldly Tutor
Fog Patch
Respite
Traveler’s Amulet
Star Compass
Soul Foundry
Tower of Champions
Memorial to Unity
Forest (x33)
Cryptic Command would easily be an Arcane subtype. Arcane generally means 'generic magic' and would fulfill your criteria. I would also use what the card does when determining subtype more than I would the card's name. Function over flavor is a common design philosophy of WotC.
Mind magic could easily just be a 'Mental' subtype.
Mental, Fire, Water, Air, Earth, Arcane, Divine (or Holy), Dark (or Unholy), etc.
I have already done this in my own designs and have not ran into the problems you say there would be. It's not hard to do some research and find the right words to use for these subtypes. I was looking for specific subtypes to add to my list with this post. I have also been going through old sets and finding the right subtypes to use on already printed instants and sorceries. Still haven't encountered a problem. In fact, the biggest problem I have had is that many of these spells would require multiple subtypes and choosing which subtypes to use that will fit on the type line sometimes becomes arbitrary.
I have often wondered if WotC were to do a Great Subtype Update like they did with creature subtypes years ago, what subtypes would they create for noncreatures.
In my personal designs I always give every card a subtype.
What I want to know is what subtypes would they create for instant and sorcery cards, taking into consideration that both would share the same subtype list.
Also, what subtypes do you think would be given to lands?
Okay, you covered feign and received feedback. What about the others?
I understand that you personally like to tease things, but it doesn't help anyone to do so. You want to let us know what you are having happen with the mechanics so we can give the feedback that will help you. Teasing doesn't do this.
Now, please (and simply without a wall of text) explain what restore and hunt are. You have to let people know what you are doing or else we can't help you make them better.
Also, using the phrase 'feigns dying' isn't what you want. "Whenever a feign ability triggers," would probably be better, imo.
Magus of Denial - 1UU
Creature - Human Wizard (R)
Flash
Spells and abilities that would lower the casting cost of spells don't lower the casting cost of spells your opponents control.
2/2
Yisan, the Wanderer Bard
Renata, Called to the Hunt
Nemata, Grove Guardian
Thriss, Nantuko Primus
Moss Viper
Whisperer of the Wilds
Vinelasher Kudzu
Treefolk Seedlings
Eternal Witness
Order of the Sacred Bell
Krosan Drover
Migratory Greathorn
Elvish Piper
Sprouting Phytohydra
Seedborn Muse
Ursapine
Thicket Elemental
Thresher Beast
Gurzigost
Ancient Silverback
Root Elemental
Enormous Baloth
Wirewood Guardian
Krosan Tusker
Trolls of Tel-Jilad
Thorn Elemental
Ancient Ooze
Plated Slagwurm
Symbiotic Wurm
Wild Growth
Overgrowth
Blanchwood Armor
Garruk’s Uprising
Pattern of Rebirth
Gaea’s Embrace
Living Terrain
Call of the Wild
Wurmweaver Coil
Rampant Growth
Rites of Spring
Survivor’s Bond
Revive
Kodama’s Reach
Journey of Discovery
Recollect
Skyshroud Claim
Beacon of Creation
Elven Cache
Creeping Mold
Predatory Focus
Tooth and Nail
Wurmcalling
Lull
Band Together
Chameleon Blur
Tangle
Thwart the Enemy
Ram Through
Worldly Tutor
Fog Patch
Respite
Traveler’s Amulet
Star Compass
Soul Foundry
Tower of Champions
Memorial to Unity
Forest (x33)
Mental, Fire, Water, Air, Earth, Arcane, Divine (or Holy), Dark (or Unholy), etc.
I have already done this in my own designs and have not ran into the problems you say there would be. It's not hard to do some research and find the right words to use for these subtypes. I was looking for specific subtypes to add to my list with this post. I have also been going through old sets and finding the right subtypes to use on already printed instants and sorceries. Still haven't encountered a problem. In fact, the biggest problem I have had is that many of these spells would require multiple subtypes and choosing which subtypes to use that will fit on the type line sometimes becomes arbitrary.
In my personal designs I always give every card a subtype.
What I want to know is what subtypes would they create for instant and sorcery cards, taking into consideration that both would share the same subtype list.
Also, what subtypes do you think would be given to lands?
I understand that you personally like to tease things, but it doesn't help anyone to do so. You want to let us know what you are having happen with the mechanics so we can give the feedback that will help you. Teasing doesn't do this.
Now, please (and simply without a wall of text) explain what restore and hunt are. You have to let people know what you are doing or else we can't help you make them better.
Also, using the phrase 'feigns dying' isn't what you want. "Whenever a feign ability triggers," would probably be better, imo.
Feigns dying?
A creature it's hunting?
Please provide reminder text for these so we know what is happening here.
Creature - Human Wizard (R)
Flash
Spells and abilities that would lower the casting cost of spells don't lower the casting cost of spells your opponents control.
2/2