Weeeeell, I've been in the car for ~12 hours across the past couple of days, so I've had time to dream up quite a few card ideas. I'll start with the serious/semi-serious ones, and add the fun/un-set ideas later.
First, a cycle:
Evanescent Luminary1W
Creature- Human Avatar
Vanishing 2, flash
White creatures get +1/+1 and have first strike. 2: Target creature becomes white until end of turn.
2/2
Evanescent Paradigm1U
Creature- Vedalken Avatar
Vanishing 2, flash
Blue creatures get +0/+2 and have flying. 2: Target creature becomes blue until end of turn.
2/2
Evanescent Revolutionary1R
Creature- Goblin Avatar
Vanishing 2, flash
Red creatures get +2/+0 and have haste. 2: Target creature becomes red until end of turn.
2/2
Evanescent Corruptor1B
Creature- Zombie Avatar
Vanishing 2, flash
Nonblack creatures get -2/-1. 2: Target creature becomes black until end of turn.
2/2
Evanescent Force1G
Creature- Beast Avatar
Vanishing 2, flash
Green creatures get +1/+1 and have trample. 2: Target creature becomes green until end of turn.
2/2
Next, some assorted instants and sorceries:
Mass Euthanasia(W/B)(W/B)WB
Sorcery
Put -1/-1 counters on each creature equal to its toughness.
AscertainUU
Instant
Scry 4, then draw a card.
Strike of InspirationUR
Instant
Target player draws two cards. Strike of Inspiration deals 3 damage to that player.
ShortUUR
Instant
Counter target spell. Short deals 2 damage to its controller.
DarkflameXBBRR
Sorcery
Wither
Darkflame can't be countered by spells or abilities. Radiance- Darkflame deals X damage to target creature and each creature that shares a color with it.
And next, some assorted permanents:
Heedless Prevaricator(U/B)(U/B)
Creature- Human Advisor
Attacking creatures get -1/-1.
Put a -1/-1 counter on a creature you control: Put a -1/-1 counter on a creature you don't control.
1/2
Humble Savior0
Creature- Human Cleric
Flash
Champion a permanent
0/1
Speed Limit1W
Enchantment
All creatures lose haste.
Whenever a player plays an activated ability of a creature, if that creature came into play this turn, its controller sacrifices it.
Slick Conditions1WU
Enchantment
Whenever a creature attacks, its controller flips a coin. If he or she loses the flip, tap that creature and remove it from combat.
Alternate Route1UG
Enchantment
As Alternate Route comes into play, choose a basic land type.
Creatures you control have landwalk of that basic land type.
Bleach1WW
Enchantment
All creatures lose all abilities and are colorless.
Hypnosis1UU
Enchantment- Aura
Enchant creature
Vanishing 3
You control enchanted creature.
Wall of Opposition4
Creature- Wall
As Wall of Opposition comes into play, choose a color. Wall of Opposition is that color.
Defender
Whenever a player plays a spell that doesn't share a color with Wall of Opposition, counter that spell. If that spell is countered in this way, its controller chooses a color. Wall of Opposition becomes that color.
0/6
The succeeding cards are a sort-of-cycle in a theoretical alternate universe, set during/after the time of Agents of Artifice, where Jace... umm... here:
OK, Jace declined Tezzeret's offer to join the Infinite Consortium. Jace, after fleeing from Tezzeret's clutches, began to build an organization of his own, opposing those of Tezzeret and Nicol Bolas. Conflict between the three organizations is high; Jace only survives due to the assistance of a now-WG-aligned Elspeth. Tezzeret/the Consortium have become UB-aligned, as hinted at in the novel.
The cards below are representatives of each of the factions. (I'm considering developing this storyline; it may lead somewhere.)
Avatar of the Consortium(U/B)(U/B)UB
Creature- Avatar U,T: Target player draws a card. BB,T: Target player discards a card at random. (U/B): Untap Avatar of the Consortium.
3/4
Servant of Bolas1UBR
Creature- Human Wizard UBR,T: Servant of Bolas deals 2 damage to target player. That player discards a card. Draw a card. Play this ability only during your turn.
4/3
Aide to BelerenUUU
Creature- Human Advisor
Opponents play with their hands revealed. 1U,T: Choose one- counter target spell if it's red; or counter target ability if its source is red. 2UU,T: Target creature becomes 0/1 and loses all abilities until end of turn.
2/4
Elspeth's Brigade(W/G)(W/G)WG
Creature- Human Soldier
Creature spells can't be countered.
White creatures get +1/+1.
Green creatures get +1/+1.
2/2
And now for less serious cards, mostly based on song titles or lyrics (bonus points to whomever gets the references):
I Am A Rock
Land T: Add W,G,or B to your mana pool. Put a flood counter on I Am A Rock.
I Am A Rock is an Island as long as it has a flood counter on it.
Fifty Ways1WW
Instant
Remove target creature from the game. Its controller puts 2 1/1 white Spirit creature tokens with flying into play.
Remove target creature from the game. Return it to play under its owner's control at end of turn.
Replicate 1W "Just get yourself free."
Slip Slidin' AwayX1UU
Instant
Choose one- Return X target nonland permanents to their owners' hands; or remove target spell with converted mana cost X or less from the game; or target player puts the top X cards of his or her library into his or her graveyard.
Days of Miracle and WonderWWBBRR
Enchantment
At the beginning of each opponent's upkeep, if you control a black permanent other than Days of Miracle and Wonder, that player sacrifices a creature.
At the beginning of each opponent's upkeep, if you control a red permanent other than Days of Miracle and Wonder, that player sacrifices a land.
At the beginning of each opponent's upkeep, if you control a white permanent other than Days of Miracle and Wonder, Days of Miracle and Wonder deals 2 damage to each nonwhite creature.
Pilgrimage to St. IvesWWGBB
Enchantment
When Pilgrimage to St. Ives comes into play, put a 0/1 Cat creature token into play. Put a +1/+1 counter on that creature.
At the beginning of your upkeep, for each +1/+1 counter on target creature you control, put six +1/+1 counters on it.
Whenever you control a creature with power 2,000 or greater, you may sacrifice that creature and nine permanents. If you don't, you lose the game.
And we continue!!
Fade to Black1UBBB
Enchantment
When Fade to Black comes into play, put two time counters on each creature.
Creatures have vanishing.
Whenever a creature comes into play, put two time counters on it.
Heart4GG
Instant
Put a 4/6 green Treefolk creature token into play.
// Soul2W
Instant
Put two 1/1 white Spirit creature tokens with flying into play.
Master of War1WWRR
Creature- Human Avatar
Master of War is indestructible.
Whenever a red creature attacks, it gets +1/+0 and first strike until end of turn.
Whenever a white creature attacks, it gets +0/+1 until end of turn. Untap it. WWRR: Master of War deals 3 damage to target creature. You gain 3 life.
4/4 "Every broken enemy will know" -Disturbed
The RemedyWB
Enchantment
Pay 1 life: Prevent the next 1 damage that would be dealt this turn to you or a creature you control.
Sacrifice The Remedy: Prevent the next 2 damage that would be dealt this turn to you or a creature you control.
When The Remedy is put into a graveyard from play, you gain 3 life. "Dry, pale skin? Try Urza's Moisturizing Self-Tanner!"
And everyone's favorite...
Unnecessary, Wasteful DelayWU
Enchantment
All creatures have persist and may block up to five additional creatures.
Counter the first spell played each turn.
Whenever a player's life total is less than twenty, that player gains 20 life.
If a player would lose the game, players play a Magic subgame, using their libraries as decks. If that player wins, instead he or she shuffles his or her hand, graveyard, and all permanents he or she owns into his or her library and draws seven cards. That player's life total becomes 20.
When Unnecessary, Wasteful Delay leaves play, players play a Magic subgame, using their libraries as decks. The winner gains 400 life, and each loser gains 10 life. 1: You gain 5 life. Any player may play this ability. 1: Target creature can't attack this turn. Any player may play this ability. Your tax dollars at work!
I'm temporarily done, as I'm running out of card designs, but I'll be back soon with several more card designs.
Post whatever comments you feel appropriate, criticisms, laudations, threats of legal action, etc.
First, a cycle:
Evanescent Luminary 1W
Creature- Human Avatar
Vanishing 2, flash
White creatures get +1/+1 and have first strike.
2: Target creature becomes white until end of turn.
2/2
Evanescent Paradigm 1U
Creature- Vedalken Avatar
Vanishing 2, flash
Blue creatures get +0/+2 and have flying.
2: Target creature becomes blue until end of turn.
2/2
Evanescent Revolutionary 1R
Creature- Goblin Avatar
Vanishing 2, flash
Red creatures get +2/+0 and have haste.
2: Target creature becomes red until end of turn.
2/2
Evanescent Corruptor 1B
Creature- Zombie Avatar
Vanishing 2, flash
Nonblack creatures get -2/-1.
2: Target creature becomes black until end of turn.
2/2
Evanescent Force 1G
Creature- Beast Avatar
Vanishing 2, flash
Green creatures get +1/+1 and have trample.
2: Target creature becomes green until end of turn.
2/2
Next, some assorted instants and sorceries:
Mass Euthanasia (W/B)(W/B)WB
Sorcery
Put -1/-1 counters on each creature equal to its toughness.
Ascertain UU
Instant
Scry 4, then draw a card.
Strike of Inspiration UR
Instant
Target player draws two cards. Strike of Inspiration deals 3 damage to that player.
Short UUR
Instant
Counter target spell. Short deals 2 damage to its controller.
Darkflame XBBRR
Sorcery
Wither
Darkflame can't be countered by spells or abilities.
Radiance- Darkflame deals X damage to target creature and each creature that shares a color with it.
And next, some assorted permanents:
Heedless Prevaricator (U/B)(U/B)
Creature- Human Advisor
Attacking creatures get -1/-1.
Put a -1/-1 counter on a creature you control: Put a -1/-1 counter on a creature you don't control.
1/2
Humble Savior 0
Creature- Human Cleric
Flash
Champion a permanent
0/1
Speed Limit 1W
Enchantment
All creatures lose haste.
Whenever a player plays an activated ability of a creature, if that creature came into play this turn, its controller sacrifices it.
Slick Conditions 1WU
Enchantment
Whenever a creature attacks, its controller flips a coin. If he or she loses the flip, tap that creature and remove it from combat.
Alternate Route 1UG
Enchantment
As Alternate Route comes into play, choose a basic land type.
Creatures you control have landwalk of that basic land type.
Bleach 1WW
Enchantment
All creatures lose all abilities and are colorless.
Hypnosis 1UU
Enchantment- Aura
Enchant creature
Vanishing 3
You control enchanted creature.
Wall of Opposition 4
Creature- Wall
As Wall of Opposition comes into play, choose a color. Wall of Opposition is that color.
Defender
Whenever a player plays a spell that doesn't share a color with Wall of Opposition, counter that spell. If that spell is countered in this way, its controller chooses a color. Wall of Opposition becomes that color.
0/6
The succeeding cards are a sort-of-cycle in a theoretical alternate universe, set during/after the time of Agents of Artifice, where Jace... umm... here:
Avatar of the Consortium (U/B)(U/B)UB
Creature- Avatar
U,T: Target player draws a card.
BB,T: Target player discards a card at random.
(U/B): Untap Avatar of the Consortium.
3/4
Servant of Bolas 1UBR
Creature- Human Wizard
UBR,T: Servant of Bolas deals 2 damage to target player. That player discards a card. Draw a card. Play this ability only during your turn.
4/3
Aide to Beleren UUU
Creature- Human Advisor
Opponents play with their hands revealed.
1U,T: Choose one- counter target spell if it's red; or counter target ability if its source is red.
2UU,T: Target creature becomes 0/1 and loses all abilities until end of turn.
2/4
Elspeth's Brigade (W/G)(W/G)WG
Creature- Human Soldier
Creature spells can't be countered.
White creatures get +1/+1.
Green creatures get +1/+1.
2/2
And now for less serious cards, mostly based on song titles or lyrics (bonus points to whomever gets the references):
I Am A Rock
Land
T: Add W,G,or B to your mana pool. Put a flood counter on I Am A Rock.
I Am A Rock is an Island as long as it has a flood counter on it.
Fifty Ways 1WW
Instant
Remove target creature from the game. Its controller puts 2 1/1 white Spirit creature tokens with flying into play.
Remove target creature from the game. Return it to play under its owner's control at end of turn.
Replicate 1W
"Just get yourself free."
Slip Slidin' Away X1UU
Instant
Choose one- Return X target nonland permanents to their owners' hands; or remove target spell with converted mana cost X or less from the game; or target player puts the top X cards of his or her library into his or her graveyard.
Days of Miracle and Wonder WWBBRR
Enchantment
At the beginning of each opponent's upkeep, if you control a black permanent other than Days of Miracle and Wonder, that player sacrifices a creature.
At the beginning of each opponent's upkeep, if you control a red permanent other than Days of Miracle and Wonder, that player sacrifices a land.
At the beginning of each opponent's upkeep, if you control a white permanent other than Days of Miracle and Wonder, Days of Miracle and Wonder deals 2 damage to each nonwhite creature.
Pilgrimage to St. Ives WWGBB
Enchantment
When Pilgrimage to St. Ives comes into play, put a 0/1 Cat creature token into play. Put a +1/+1 counter on that creature.
At the beginning of your upkeep, for each +1/+1 counter on target creature you control, put six +1/+1 counters on it.
Whenever you control a creature with power 2,000 or greater, you may sacrifice that creature and nine permanents. If you don't, you lose the game.
And we continue!!
Fade to Black 1UBBB
Enchantment
When Fade to Black comes into play, put two time counters on each creature.
Creatures have vanishing.
Whenever a creature comes into play, put two time counters on it.
Heart 4GG
Instant
Put a 4/6 green Treefolk creature token into play.
//
Soul 2W
Instant
Put two 1/1 white Spirit creature tokens with flying into play.
Master of War 1WWRR
Creature- Human Avatar
Master of War is indestructible.
Whenever a red creature attacks, it gets +1/+0 and first strike until end of turn.
Whenever a white creature attacks, it gets +0/+1 until end of turn. Untap it.
WWRR: Master of War deals 3 damage to target creature. You gain 3 life.
4/4
"Every broken enemy will know" -Disturbed
The Remedy WB
Enchantment
Pay 1 life: Prevent the next 1 damage that would be dealt this turn to you or a creature you control.
Sacrifice The Remedy: Prevent the next 2 damage that would be dealt this turn to you or a creature you control.
When The Remedy is put into a graveyard from play, you gain 3 life.
"Dry, pale skin? Try Urza's Moisturizing Self-Tanner!"
And everyone's favorite...
Unnecessary, Wasteful Delay WU
Enchantment
All creatures have persist and may block up to five additional creatures.
Counter the first spell played each turn.
Whenever a player's life total is less than twenty, that player gains 20 life.
If a player would lose the game, players play a Magic subgame, using their libraries as decks. If that player wins, instead he or she shuffles his or her hand, graveyard, and all permanents he or she owns into his or her library and draws seven cards. That player's life total becomes 20.
When Unnecessary, Wasteful Delay leaves play, players play a Magic subgame, using their libraries as decks. The winner gains 400 life, and each loser gains 10 life.
1: You gain 5 life. Any player may play this ability.
1: Target creature can't attack this turn. Any player may play this ability.
Your tax dollars at work!
I'm temporarily done, as I'm running out of card designs, but I'll be back soon with several more card designs.
Post whatever comments you feel appropriate, criticisms, laudations, threats of legal action, etc.