Aura stalker- I like it, exept for the fact that you have to sac an enchantment. if it were an option, then I would like it (In draft) otherwise, I would recommend lowering the cost a bit.
Wrathful Pyrosaur :2mana::symr::symr:
Creature- Dragon Beast
Provoke, Trample
Wrathful Pyrosaur Attacks each turn if able
Wrathful Pyrock my only attack if defending player controls an untapped creature.
:1mana::symr:: Wrathful Pyrosaur deals 1 damage to each creature blocking it.
2/4
doppelbomber- like the name and the effect, but I think it's a bit cheap for what it does. I think just a limit on what kind of creatures it can kill would be nice (ie, royal assasin only kills tapped creatures) and also, something with that powerful of an ability should probably be smaller- like a 1/1
Rules of Engagement :symw::symw:
enchantment
only X creatures may attack each turn, where X is the number of untapped ceatures controlled by defending player
vigilant leader- holy crap! compare to orochi eggwatcher, revise, then we'll talk.
My suggestions- make the token producing ability more expensive, make the tokens smaller, and hey, it can't hurt to make the flipped version a little bit more impressive.
Observant aprentice- nice Idea. however, it is really overcosted considering how hard the condition is to meet. admittedly, it's pretty cool once you do get all of 'em in your graveyard, but really, a 4cc 1/1? just compare it with archivist.
so if I were to remake this card-
Observant apprentice :2mana::symu:
Creature- human wizard
When ~ comes into play, name an instant or sorcery card.
At he end of your turn, if there are at least 4 cards with the chosen name in your graveyard, you may those cards on top of your library.
1/3
explanations for changes: casting cost- 4 was just too much
Used comes into play instead of "as~comes into play" because I believe that wording is reserved for cards whose exsistance/ability are dermined by that thing before they come into play. Also used the "at the end of turn.." wording just because it seemed cleaner that way.
p/t- was just too fragile.
anyway, I hope I haven't made it broken or anything, but the condition should be relatively difficult to meet, and the apprentice can be eliminated before condition is met, or graveyard can be used.
Edit (Damn I'm slow): Monk Something. personally, I'd go with colors :symr::symg: (Since red is supposedly the second-best fatty color), but if you want to keep it :symw::symg:, you could make it a 2/3 and give it first strike and/or protection.
So....
Reclusive Disciple :1mana::symg:
Creature- Human Druid
Put ~ on top of your library: Add :symg::symg: to you mana pool
1/1
Goblin surveyor- hmm. I'm ok with the destroy trigger, but the playing land trigger really feels more green- red generally likes to either play as little land as possible or destroy land. Personally, I think it should be a 2/2 for 1RG. on the other hand, this is stupidly powerful with something like a cycled decree of annihilation, but since there are no (relatively) cheap 'geddons, I think tat it should be fine.
Edit: equipment hoser- I love the idea: all equipment suddenly have the same card disadvantage characteristics of local enchantments. I don't know whether or not I'd actually play it, but it's a cool idea non the less
Temporal Riptide :symu::symu:
sorcery
Put target non-land Permenant on top of it's owner's library unless that creature's controller returns two other permenants that share a type with the targeted permenant to their owner's hands.
Aether converter- kinda weird. personallly, I don't like removing age counters as an ability cost in this case, because you can simply remove an age counter for to untap a land, or you can just remove an age counter each turn to untap a creature or something while only two tapped down permenants, thus negating any drawback (Which it doesn't really need IMO). which makes it essentially: :xmana:, tap two untapped permenants you control: untap target permanent with converted mana cost X or less. Which is kinda boring I would prefer if removing the age counters had an effect that encouraged you to wait as long as possible before removing all of the age counters or sacrifincing for some big, splashy effect. for example:
Temporal Dam
artifact
cumulative upkeep- tap 2 untapped permanents tyou control.
:symtap:, Sacrifice Temporal dam: return X permenants to their owners hands, where X is the number of age counters on temporal dam.
And now for my card (You can critique that other one if you want as well)
Concealing mist :2mana::symu:
enchantment
Return Concealing mist to its owner's hand: return target permenant you control to its owner's hand.
Lionmane faerie- nice and simple, just the way I like 'em (I <3 good filler)
Plowshares to swords
sorcery
destroy target land. That land's controller may put two 1/1 colorless Townsfolk creature tokens into play under his or her contol.
well... spellblast wasn't ever really that good, and this is even worse in that respect, plus the fact that the remove card has to be the exact same cmc as what you're trying to counter, means that disrupting shoal will end up sitting in your hand most of the time.
sweet.
Neko-te- Interseting. Enhanced stun ability for all! 2 cents says that there is going to be something snake related in the picture.
hokori- wheee! winter orb with legs and energy objects. WW will love this.
mistblade shinobi- cool. very cool. go ninjas!
White: Tap X target permenants. they don't untap during their controller's next untap step. a la yosei, the morning star after all, it was said that the white and black ones would be very powerful
Upgrade [cost] ([cost]: put an upgrade counter on [THIS]. play this ability as a sorcery) As long as [THIS] has an upgrade counter on it, [effect].
as long as [THIS] has two upgrade counters on it,[secondary effect].
...and so on
think of it as kicker for stuff in play
stealth # ([this] is unblockable as long as defending player controls # or less untapped creatures)
Impact [cost]- [effect] (when [this] comes into play, you may pay its impact cost and sacrifice it for its impact effect)
Rebound [cost]- [effect] (When [this] comes into play, you may pay its rebound cost and return it to your hand for its rebound effect)
My random speculation:
Green: Put a +1/+1 counter on each of X creatures (thrive)
I base this on the fact that the 2 currently known ones are based off spellblast and enrage, both of which cost X(c)
Unfortunatly, this little theory kind of falls apart once I reach black and white (They don't seem to get many X spells)
Black: probably -x/-x skelatal scrying varient would be the bomb though
White: we have damage prevention, lifegain, and killing attackers. whee.
Put X 1/1 White soldier tokens into play. remove them from the game at end of turn.[/random baseless speculation] nah, it'll probably be something like prevent X damage, maybe divided however you want.
I always do enjoy cards that trigger off of whatever your opponent is doing. However, it is quite expensive for a hoser that does nothing on it's own. I'd suggest allowing a +2/+0 p/t boost or a cost drop. like the idea though.
Truth elemental :symw::symw::symu:
creature-elemental
Players play with their hands revealed.
:symw::symw:, :symtap:: destroy target enchantment
If a spell or ability would cause a creature's power or toughness to change, that creature's power and toughness does not change instead. (Counters on a creature still have an effect)
0/4
Wrathful Pyrosaur :2mana::symr::symr:
Creature- Dragon Beast
Provoke, Trample
Wrathful Pyrosaur Attacks each turn if able
Wrathful Pyrock my only attack if defending player controls an untapped creature.
:1mana::symr:: Wrathful Pyrosaur deals 1 damage to each creature blocking it.
2/4
Rules of Engagement :symw::symw:
enchantment
only X creatures may attack each turn, where X is the number of untapped ceatures controlled by defending player
My suggestions- make the token producing ability more expensive, make the tokens smaller, and hey, it can't hurt to make the flipped version a little bit more impressive.
so if I were to remake this card-
Observant apprentice :2mana::symu:
Creature- human wizard
When ~ comes into play, name an instant or sorcery card.
At he end of your turn, if there are at least 4 cards with the chosen name in your graveyard, you may those cards on top of your library.
1/3
explanations for changes: casting cost- 4 was just too much
Used comes into play instead of "as~comes into play" because I believe that wording is reserved for cards whose exsistance/ability are dermined by that thing before they come into play. Also used the "at the end of turn.." wording just because it seemed cleaner that way.
p/t- was just too fragile.
anyway, I hope I haven't made it broken or anything, but the condition should be relatively difficult to meet, and the apprentice can be eliminated before condition is met, or graveyard can be used.
Edit (Damn I'm slow): Monk Something. personally, I'd go with colors :symr::symg: (Since red is supposedly the second-best fatty color), but if you want to keep it :symw::symg:, you could make it a 2/3 and give it first strike and/or protection.
So....
Reclusive Disciple :1mana::symg:
Creature- Human Druid
Put ~ on top of your library: Add :symg::symg: to you mana pool
1/1
Edit: equipment hoser- I love the idea: all equipment suddenly have the same card disadvantage characteristics of local enchantments. I don't know whether or not I'd actually play it, but it's a cool idea non the less
Temporal Riptide :symu::symu:
sorcery
Put target non-land Permenant on top of it's owner's library unless that creature's controller returns two other permenants that share a type with the targeted permenant to their owner's hands.
Temporal Dam
artifact
cumulative upkeep- tap 2 untapped permanents tyou control.
:symtap:, Sacrifice Temporal dam: return X permenants to their owners hands, where X is the number of age counters on temporal dam.
And now for my card (You can critique that other one if you want as well)
Concealing mist :2mana::symu:
enchantment
Return Concealing mist to its owner's hand: return target permenant you control to its owner's hand.
Plowshares to swords
sorcery
destroy target land. That land's controller may put two 1/1 colorless Townsfolk creature tokens into play under his or her contol.
Neko-te- Interseting. Enhanced stun ability for all! 2 cents says that there is going to be something snake related in the picture.
hokori- wheee! winter orb with legs and energy objects. WW will love this.
mistblade shinobi- cool. very cool. go ninjas!
White: Tap X target permenants. they don't untap during their controller's next untap step. a la yosei, the morning star after all, it was said that the white and black ones would be very powerful
Upgrade [cost] ([cost]: put an upgrade counter on [THIS]. play this ability as a sorcery) As long as [THIS] has an upgrade counter on it, [effect].
as long as [THIS] has two upgrade counters on it,[secondary effect].
...and so on
think of it as kicker for stuff in play
stealth # ([this] is unblockable as long as defending player controls # or less untapped creatures)
Impact [cost]- [effect] (when [this] comes into play, you may pay its impact cost and sacrifice it for its impact effect)
Rebound [cost]- [effect] (When [this] comes into play, you may pay its rebound cost and return it to your hand for its rebound effect)
Green: Put a +1/+1 counter on each of X creatures (thrive)
I base this on the fact that the 2 currently known ones are based off spellblast and enrage, both of which cost X(c)
Unfortunatly, this little theory kind of falls apart once I reach black and white (They don't seem to get many X spells)
Black: probably -x/-x skelatal scrying varient would be the bomb though
White: we have damage prevention, lifegain, and killing attackers. whee.
Put X 1/1 White soldier tokens into play. remove them from the game at end of turn.[/random baseless speculation] nah, it'll probably be something like prevent X damage, maybe divided however you want.
Truth elemental :symw::symw::symu:
creature-elemental
Players play with their hands revealed.
:symw::symw:, :symtap:: destroy target enchantment
If a spell or ability would cause a creature's power or toughness to change, that creature's power and toughness does not change instead. (Counters on a creature still have an effect)
0/4