Hierarchy is a keyword that I am working on for my latest set creation. The idea is that the people of lower status praise those of higher, granting them their favor in hopes of getting a higher status in life. Whether they gain such status or not is another matter altogether though, as many are fickle.
Hierarchy — As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gains [Insert Effect Here].
It is mainly going to be prevalent in white, but can also show signs in other colors, mostly green as a secondary color due to the hierarchy of the food chain.
Examples
Clergy of Stormgald2WW
Creature - Human Cleric (Uncommon)
Hierarchy — As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gains lifelink.
2/3
Yethrond Worshipper1W
Creature - Human Cleric (Common)
Hierarchy — As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gets +1/+1.
1/2
Runescarred Beloth3GG
Creature - Beast (Common)
Hierarchy — As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gains trample.
4/4
The main people that oppose this order are blue and red wizards, so there are some times where they may try to sabotage their efforts to obtain order or not.
Spellweaving AgentW
Creature - Human Wizard (Uncommon)
Morph U (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Spellweaving Agent is turned face up, you may have target opponent gain control of it.
Hierarchy — As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gains defender. “A word of advice, do not believe a great offensive will get you anywhere in this world.”
0/3
Disorder in the Ranks1R
Instant (Uncommon)
Until end of turn, all creatures have converted mana cost 1.
Draw a card. "Today, we will be following the command of..." The announcer paused, noticing every soldier's name was placed under 'chief in command'.
Backstory
A plane that has once been ruined by magical wars, the plane of Barremar is partially in tatters, destruction, and death. What remnants of life have more or less congregated to one of a few locations that were not scarred (at least not too the same degree) as the rest of the plane. In an attempt to establish order, and to ensure such events would not arise again, the high chancellor of the largest remaining city, Ural Yethrond, decreed the outlaw of what has been classified as the dark magics.
"I have no need to explain why. Look out yonder beyond the walls of our benevolent city. What do you see? Do you see death? Do you see life? Do you see history? Whatever it may be that you feel inside, it should feel the same to us all, the weight and burden we have placed on the very lands we live on. There will be those that may attempt to continue, yes, but they have been warned. Toleration for such impudence, there will be none. To all others, this is the beginning of a new era, an era of recreation, reconstruction, devotion, and hope!"
All were stunned. Some with joy, others with pure and utter disgust. The already ruined worlds gears have begun to spin once more, whether the gears have properly been oiled or not.
Mechanics (Thus far)
Morph - Morph is primarily being used in blue and red, although there will be other morph cards scattered among other colors.
Hierarchy(?) - The name is not set in stone yet, however it is a pseudo keyword that gives bonus's to the creature you control that has the highest converted mana cost.
Example: Normanway Perish1W
Hierarchy - As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gains +1/+1.
1/2
This is seen primarily in white and black, although can also be seen slightly in other colors.
Gravestorm - Gravestorm will be making a scene as a primarily black mechanic, although will also see very slight play in white and green.
Factions WThe High Conglomerate
The people were anxious. Mutters, whispers, rumors abound were bouncing left and right between the townsfolk.
"Did you hear? They say they caught another one..." "Will it be a public execution like the last?" "Which will it be this time? The noose, the gallows, or the way of the exile?"
Suddenly a large hulking figure in bright white cloths and shimmering armor appeared before the crowd. Lagging behind him was a man with a blue robe, the hood concealing his face. The voices and mutters of the common people soon quieted down, anticipating what would occur next.
"You, mage, who have defiled our sacred laws, using conjuration to summon fire in a public facility, have brought shame upon yourself, as well as the justice that you shall soon deserve. Speak, why have you committed such treason?"
The wizard stood silent, looking towards the hulking figure.
"I had heard the rumors around here, but they are apparently much more grotesque then even I envisioned. If you must know, I was simply using the fire to light the nearby candle in the library, but it appears this high order's mind must be four feet below my waist, wallowing in the mud if you are truly that dim-witted."
The crowd was struck with awe, some deciding to leave after the display of arrogance. Others watched with pleasure to see how such an event would turn out. Enraged, the knight of the High Conglomerate unsheathed his blade that had been strapped to his back. It's length measured the size of a normal man.
"Your tongue will not utter a single spell more, nor will your mind ever think of one."
The large sword was swung downwards at an incredible speed. The knight was puzzled. There was no resistance that he hit until it had hit the stone slabs that he himself stood upon. No blood, torn cloths, no screams of agony, Nothing. Glancing upwards, the hooded figure had a wry smile on his face.
"It is a shame that such benevolent figures have outlawed something they do not even fully comprehend apparently. As for now, I will leave you with a gift."
The man in white's eyes had shown rage beyond the norm, as the figure of the man to be executed begun to dissipate, forming a small light ball. The eyes of rage soon relaxed, and his mind felt at ease. He couldn't exactly explain it.
Returning to the high chancellor's chambers, the knight confronted a tall, thin figured man. responding to the knights presence, he spoke first.
"Ural Yethrond isn't here right now, but I can pass on word of your message. What is it?"
The knight saluted the tall man. "Sir Haken, the execution has been completed."
Silence fell in the room. "...Sir? Is everything alright?"
Haken began rubbing the small patch of hair on his chin. "I wonder if it really has... My eyes and ears who weren't attending brought with them news of a bright light. Tell me, how close were you to it?"
"I beg your pardon, but the only light I can confirm is the light of day growing stronger with every passing of a mage to the afterlife."
"...So you say. Very well sir knight. I shall pass on this information. Dismissed."
Saluting once more to Haken, the knight left the high chancellor's chambers.
"Tch, when will the chancellor learn that we must fight fire with fire? It is understandable that we must win the trust of the people, but these public executions do nothing but invoke fear through a demonstration of power. It moves us no closer to our goal."
Haken continued to pace back and forth through the room, pondering on how best to rectify the whims of his grace towards a more prosperous future for himself.
"...What was the name of the mage to be executed? Jouse? Joice?" Moving himself to the nearby desk, he opened a book with a list of executions. "Ah, Jace. I get the feeling this isn't the last we will see of you. I can only hope true words were spoken today from our pitiful pawn."
U: The Conservatives
"Are we there yet?" Silence was the response to the question.
"...Are we there yet?" An answer finally came.
"Patience young one. Dreams do not come true simply because you dream it. One must take actions at proper times, proper places, and in proper ways to make them into reality." The younger of the two mages pouted at the results of his pestering.
"We've been in this cart for over a day. The distance on the map showed it to be much closer!" The older of the two had a small sense of surprise. "A map? When did you get one of those?" The child broke into a grin, proud of his accomplishment.
"Remember when you asked me to disrupt the guards with some of my tricks?"
"Which time?"
"You know, that time! The time when you were trying to save Regill and Domnsk!"
"Ah, yes. If I recall correctly, you used a Slimestick spell into their armor, pretty clever for a boy your age." Rubbing the back of his head, the child was feeling superior with every following compliment in his success.
"Well, after I cast those spells, I noticed a lord who had just left a big room, I'm guessing they were talking about strategies and such. When I went in there, I found this small map." The boy moved some things aside from a box that was in the cart they were riding, laying the map out. Looking back up to his superior, his grin faded.
"...What's wrong?"
Swiftly grabbing up the map, his eyes were frantically moving around, calculating every little detail.
"We need to turn east, now!" exclaimed the older mage. The cart driver as well as the boy intervined, asking why.
"East? But Storngald Keep is southwest!"
"No time!" The older of the two peered out the back. Behind them small shadows were creeping over the horizon.
"I'm getting too old for this..." Casting his robes aside, he revealed a scarred face. His hair, although still having color, were starting to show its grey. Muttering several incantations, and moving his hands in rhythm, his voice began to echo. Launching his arm straight up, a bright light shot high into the sky, as strands of its light and energy were moving as though carried on the winds. The lights moved southwest, the wind was blowing north. Feint noises in the direction of the shadows became more apparent. The display of magic had obviously provoked some attention.
"Raphel, create some holes while I form an illusion!" The young boy was still baffled about what was happening.
"Raphel!"
"G-got it, Jelkal!" Going into motions similar to that of the elder, he began casting smaller spells, one after another, creating pits in the earths crust. Doing a follow up spell, Jelkal went back to muttering, weaving energies between his hands. A few of the shadows had grown larger, meaning the scouting party had been making great haste to discover the source of the display of power. Storing all the energy into his arms, Jelkal waved his arms outwards, shooting off a strange wave of energy. To those inside the cart, they could see a strange film covering each of the holes, as well as the cart itself. Sighing a breath of relief, the wise wizard began to relax once more.
"That should slow them down a bit. I can only hope that our Stormgald headquarter's received the message." He peered back over to his apprentice, tensing up once more. "...However, you should have brought me that map sooner!"
The boy quickly began to act defensively. "What did it show that I didn't figure out?" Flattening out the map once more, Jelkal pointed at various faded arrows of various colors, followed by colored numbers. "These are coordinated attacks pinpointed at our various headquarters, using backup regiments from outside of their own prevalent cities to surprise us while retreating. Their next target was today." Pointing to the numbers apparently dating the current day, the boy's face grew pale.
"T-then that means..."
"Yes, if we continued without this knowledge, we would have surely been in a lot of trouble. It was by mere chance that your curiosity saved us today, but when you get something this valuable, show it sooner!"
"Y-yes Jelkal..." Feeling scolded, Raphel sat down, pouting. Jelkal glanced back up at the young and upcoming mage.
"...Those were very quick and precise holes you made. You did well." Rubbing Raphel's head, the sour face slowly shifted to a small smile.
"One day, we will have a world without wars, and magic will be used to help society as a whole, instead of causing its collapse. I cannot say how soon it will be, but it will come."
Most of your cards seem pretty good, although I will point out a few concerns...
Join the Reserves - If you do a gatherer search, all the abilities that causes something to lose all abilities usually replaces its power and toughness. This is a result of creatures who's power and toughness are dependent on their ability, like Mortivore and Lhurgoyf. I would reword it to be "loses all activated and triggered abilities", thus they still retain their static ability that ensures no questionable outcomes occur as a result of things like goyf's having questionable power and toughness.
Blessing of the Damned - I also share similar concerns with some of the above posters. Although lifelink has been around for a long time as a keyword, suprisingly, it hasn't been treading too much water into auras, as only 6 have been printed thus far (although there are other one's such as armadillo cloak, which has something similar). In all honesty, Scourge of the Nobilis and Steel of the Godhead are the two closest representations to your card. Although they are commons, take into consideration that they both are 3 drop auras that do not recur themselves, and have color restrictions for both of their abilities. Even sooner than that is the common Mark of the Vampire, which is a 4 drop +2/+2 lifelink. Lets not forget the card itself, lifelink, which once again, although common, is pretty much in the main color of life gain, and this is topping it in both the aspect of being reoccurring AND pump. I would probably drop the pump, and it would MAYBE be ok...
Fever Pace - It isn't so much the reoccurring haste that is the scary part. After all, we have the new haste ring from M13, and if we look back, Mark of Fury. No, the scary part is the pump. +3 and haste on a one drop enchantment that constantly keeps coming back is near terrifying. It's nearly Uncanny Speed on a stick, except the enchantment itself IS the stick. Sure, its not instant speed, although the pump is still extremely strong. On the reverse side, the -1 toughness could prevent it from being used on quite a few red creatures. All the same, most red decks don't care about their creatures toughness unless its 0. I would reduce it to +2 instead of +3 and it would likely be ok. Heck, with the change to +2 instead of +3, you could probably do without the -1 backdraw. EDIT: Well, with consideration, it MIGHT be ok, but I would recommend some playtesting. It's still a bit on the scary end of things...
EDIT: Darn you Jenesis for ninja'ing me on Join the Reserves...
Unkillable Creature0
Creature - Dumb
Unkillable Creature is unfun.
20/0
700.7. If a permanent is unfun, rules and effects can't destroy it, cause it to be sacrificed, put it into a player's library, graveyard, command zone, or hand, or exiled. (See rules 701.6 "Destroy," 701.14 "Sacrifice," and 701.9 "Exile") Such permanents are not destroyed by lethal damage, and they ignore the lethal-damage state-based action and the 0-toughness state-based action (see rules 704.5g and 704.5f).
700.7a Although the text "[This permanent] is unfun" is an ability, actually being unfun is neither an ability nor a characteristic. It's just something that's true about a permanent.
I bow to your skill at creating that which should not be created.
Funny how the regular wording on the card wouldn't allow it due to it targeting, but the errata'd version does. (Darn you "choose a" wording!)
Revised Unkillable creature
Creature - Magicbreaker (Super Mythic Rare)
Split Second
Hexproof
~ is indestructible.
~ cannot be sacrificed.
~ cannot be put into your hand or library from the battlefield from a spell or ability.
~ cannot be exiled.
~ cannot be countered.
~ cannot be phased out.
If ~'s toughness would become 0, it instead becomes 1.
1/1
Unkillable creature
Creature - Magicbreaker (Super Mythic Rare)
Hexproof
~ is indestructible.
~ cannot be sacrificed.
~ cannot be put into your hand or library from the battlefield from a spell or ability.
~ cannot be exiled.
~ cannot be countered.
If ~ toughness would become 0, it instead becomes 1.
1/1
Well, with Sygg, River Warden, I'm a little skeptical on using white. Obviously, the loss of life feature is black, but where exactly does the white come in?
Greatheart Diplomat, this COULD work, all the same, you could have an enter the battlefield effect where you then give it to a player.
example...
Greatheart Diplomat1R
Creature - Minotaur Advisor (R)
When Greatheart Diplomat enters the battlefield, you may have target player gain control of it.
At the beginning of your combat step, if you control this card but do not own it, this card's owner chooses a player. Each creature you control that attacks this turn must attack that player.
1/1
This, however, does make it a little quicker than the original version, so making it cost RR to cast may be advisable if changed this way.
Instead of being told what's playable and whats not in a standard environment, more specifically a constructed standard, build what you feel would best benefit what your goal is in a set. A good example of this is when Kamigawa was made. For the most part, the Kamigawa block was alot slower than the Mirrodin block, as they felt the need to make the next rotation a bit slower, and perhaps less powerful. Topping the last thing made shouldn't always be the goal.
On a different note, I think having Flaring Salamander as a 1 drop wouldn't be an issue at all. Compare to raging goblin, and its A-ok.
Also, you do have a valid point on the Vastwood Gorger, although I could just as easily point to Stampeding Rhino. Despite this, you are in the right vicinity of power level.
I rather like this cycle, although as Londondart stated, it does punish multicolor. This, however, could be intended if you really want to emphasize a mono colored block or set of custom cards.
Mistwild Merfolk, although in color, is somewhat underpowered. In deck construction, I would even question using a 2/1 islandwalk if I didn't have the cards to support its tribe. Hexproof is a viable option as a replacement, although I'm not a fan of hexproof myself, and you might not be either.
Flaring Salamander, With the ability it has, while it does more or less guarantee that when you use the ability, your gonna have red mana available, but with a small body like that, its iffy. Compare with Dragon Hatchling, it has the ability without needing the 3 mountains, and has flying, although normally he has 0 power. With something pump-able like this, you either want to have it with a durable body, similar to Molten Ravager, or an evasive tactic, such as the hatchling. There are some exceptions, such Flamekin Brawler, but as a one drop, he's somewhat in the same boat as the ravager.
Crashing Wurm Overcosted or underpowered, whichever you prefer. The ability it gains is fine though. Would probably make him a 5 drop or a 6/5 though.
What I recommend doing is asking yourself "Would I pay X mana for the creature if I didn't meet the requirements?" If no, go on to the next question of "Would I pay X mana for the creature if I DID meet the requirements?" If the answer is yes, the card is probably in a good place.
Pushing rarity isn't always the best choice just to 'balance' out a card. It's true that more recently there's been a growing trend of cards that may be "strictly better" than others at a lower rarity, but does that make it right?
When I think rare, I think a strong card that is a build around me, something to connect the pieces and form a basis or a premise for the deck, or a "lord-like" ability that really helps one come to a better conclusion for a deck type, or perhaps a strong combo piece that isn't obscene on its own. Just food for thought.
Actually, I would have to say the planeswalker is pretty interesting in how it plays from a synergistic standpoint.
first ability is essentially a repeatable Disentomb. When you look at some other abilities of planeswalkers at the 4 coverted mana cost, such as Liliana of the Dark Realms, Nissa Revane, and Tezzeret, Agent of Bolas, it really isn't all that bad. Granted, graveyard has always been finicky about balance to begin with.
The second effect, I am skeptical about. Making it cost 4 less can be really devastating, such as getting a Grave Titan out for BB on turn 5, getting 4 zombies that turn, sacing him, then retrieving the card with the +1 to then hard cast him the following turn. I would probably change it to a -3 effect.
The final ability, with any sort of sacrifice engine, essentially spells game over as soon as this hits board. I would probably limit it in some way, perhaps dieing from a source an opponent controls, or something along those lines. Still iffy, but COULD work.
Overall, I do see the synergy with him, and I do like it, but balancing walkers is difficult to do. Even wizards have had issues (look no further than Jace, the mind sculptor). Also, as Londondart stated, it COULD be a monoblack, as all of these effects are under there, although red does splash ever so slightly due to the trample, which usually isn't in black other than huge demons and the like.
Thanks for catching that wording issue in the 2nd card Planeswalker420. Now that I think about it, the 2nd card bares a strong resemblance to a repeatable Weaver of Lies that works solely for wizards, costs 1 less if you hard cast it, as well as morphing it, and has 1 less power and toughness. With this said though, I should probably increase the morph cost by at least one...
To my understanding, many of the morph cards about suprising one's foes with the unexpected, morphing them in response, possibly triggering certain abilities upon being turned face up (many of which are wizards). With this said, many of the wizard cards with morph are about flipping them face up at a proper time to catch your opponents off guard for certain effects, one such example being Aphetto Alchemist, thus after the morph, using his ability to tap down a creature, something your opponent may not have been expecting.
With a mass of wizards that have these said flip effects, the second card could become extremely powerful, being able to trigger many of these effects once more. At this point, from what I've described, what would you disagree with in terms of playstyle?
EDIT: As far as the land, I can see where you are coming from, although with the friends that I am playing with, I believe I can trust them not to backstab a cards concept.
Hierarchy — As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gains [Insert Effect Here].
It is mainly going to be prevalent in white, but can also show signs in other colors, mostly green as a secondary color due to the hierarchy of the food chain.
Examples
Clergy of Stormgald 2WW
Creature - Human Cleric (Uncommon)
Hierarchy — As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gains lifelink.
2/3
Yethrond Worshipper 1W
Creature - Human Cleric (Common)
Hierarchy — As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gets +1/+1.
1/2
Runescarred Beloth 3GG
Creature - Beast (Common)
Hierarchy — As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gains trample.
4/4
The main people that oppose this order are blue and red wizards, so there are some times where they may try to sabotage their efforts to obtain order or not.
Spellweaving Agent W
Creature - Human Wizard (Uncommon)
Morph U (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Spellweaving Agent is turned face up, you may have target opponent gain control of it.
Hierarchy — As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gains defender.
“A word of advice, do not believe a great offensive will get you anywhere in this world.”
0/3
Disorder in the Ranks 1R
Instant (Uncommon)
Until end of turn, all creatures have converted mana cost 1.
Draw a card.
"Today, we will be following the command of..." The announcer paused, noticing every soldier's name was placed under 'chief in command'.
Also, if you wish to pitch in on brainstorming some card ideas, your more than welcome!
A plane that has once been ruined by magical wars, the plane of Barremar is partially in tatters, destruction, and death. What remnants of life have more or less congregated to one of a few locations that were not scarred (at least not too the same degree) as the rest of the plane. In an attempt to establish order, and to ensure such events would not arise again, the high chancellor of the largest remaining city, Ural Yethrond, decreed the outlaw of what has been classified as the dark magics.
"I have no need to explain why. Look out yonder beyond the walls of our benevolent city. What do you see? Do you see death? Do you see life? Do you see history? Whatever it may be that you feel inside, it should feel the same to us all, the weight and burden we have placed on the very lands we live on. There will be those that may attempt to continue, yes, but they have been warned. Toleration for such impudence, there will be none. To all others, this is the beginning of a new era, an era of recreation, reconstruction, devotion, and hope!"
All were stunned. Some with joy, others with pure and utter disgust. The already ruined worlds gears have begun to spin once more, whether the gears have properly been oiled or not.
Mechanics (Thus far)
Hierarchy(?) - The name is not set in stone yet, however it is a pseudo keyword that gives bonus's to the creature you control that has the highest converted mana cost.
Example:
Normanway Perish 1W
Hierarchy - As long as you control exactly one creature with the highest converted mana cost among creatures you control, that creature gains +1/+1.
1/2
This is seen primarily in white and black, although can also be seen slightly in other colors.
Gravestorm - Gravestorm will be making a scene as a primarily black mechanic, although will also see very slight play in white and green.
W The High Conglomerate
"Did you hear? They say they caught another one..." "Will it be a public execution like the last?" "Which will it be this time? The noose, the gallows, or the way of the exile?"
Suddenly a large hulking figure in bright white cloths and shimmering armor appeared before the crowd. Lagging behind him was a man with a blue robe, the hood concealing his face. The voices and mutters of the common people soon quieted down, anticipating what would occur next.
"You, mage, who have defiled our sacred laws, using conjuration to summon fire in a public facility, have brought shame upon yourself, as well as the justice that you shall soon deserve. Speak, why have you committed such treason?"
The wizard stood silent, looking towards the hulking figure.
"I had heard the rumors around here, but they are apparently much more grotesque then even I envisioned. If you must know, I was simply using the fire to light the nearby candle in the library, but it appears this high order's mind must be four feet below my waist, wallowing in the mud if you are truly that dim-witted."
The crowd was struck with awe, some deciding to leave after the display of arrogance. Others watched with pleasure to see how such an event would turn out. Enraged, the knight of the High Conglomerate unsheathed his blade that had been strapped to his back. It's length measured the size of a normal man.
"Your tongue will not utter a single spell more, nor will your mind ever think of one."
The large sword was swung downwards at an incredible speed. The knight was puzzled. There was no resistance that he hit until it had hit the stone slabs that he himself stood upon. No blood, torn cloths, no screams of agony, Nothing. Glancing upwards, the hooded figure had a wry smile on his face.
"It is a shame that such benevolent figures have outlawed something they do not even fully comprehend apparently. As for now, I will leave you with a gift."
The man in white's eyes had shown rage beyond the norm, as the figure of the man to be executed begun to dissipate, forming a small light ball. The eyes of rage soon relaxed, and his mind felt at ease. He couldn't exactly explain it.
Returning to the high chancellor's chambers, the knight confronted a tall, thin figured man. responding to the knights presence, he spoke first.
"Ural Yethrond isn't here right now, but I can pass on word of your message. What is it?"
The knight saluted the tall man. "Sir Haken, the execution has been completed."
Silence fell in the room. "...Sir? Is everything alright?"
Haken began rubbing the small patch of hair on his chin. "I wonder if it really has... My eyes and ears who weren't attending brought with them news of a bright light. Tell me, how close were you to it?"
"I beg your pardon, but the only light I can confirm is the light of day growing stronger with every passing of a mage to the afterlife."
"...So you say. Very well sir knight. I shall pass on this information. Dismissed."
Saluting once more to Haken, the knight left the high chancellor's chambers.
"Tch, when will the chancellor learn that we must fight fire with fire? It is understandable that we must win the trust of the people, but these public executions do nothing but invoke fear through a demonstration of power. It moves us no closer to our goal."
Haken continued to pace back and forth through the room, pondering on how best to rectify the whims of his grace towards a more prosperous future for himself.
"...What was the name of the mage to be executed? Jouse? Joice?" Moving himself to the nearby desk, he opened a book with a list of executions. "Ah, Jace. I get the feeling this isn't the last we will see of you. I can only hope true words were spoken today from our pitiful pawn."
"...Are we there yet?" An answer finally came.
"Patience young one. Dreams do not come true simply because you dream it. One must take actions at proper times, proper places, and in proper ways to make them into reality." The younger of the two mages pouted at the results of his pestering.
"We've been in this cart for over a day. The distance on the map showed it to be much closer!" The older of the two had a small sense of surprise. "A map? When did you get one of those?" The child broke into a grin, proud of his accomplishment.
"Remember when you asked me to disrupt the guards with some of my tricks?"
"Which time?"
"You know, that time! The time when you were trying to save Regill and Domnsk!"
"Ah, yes. If I recall correctly, you used a Slimestick spell into their armor, pretty clever for a boy your age." Rubbing the back of his head, the child was feeling superior with every following compliment in his success.
"Well, after I cast those spells, I noticed a lord who had just left a big room, I'm guessing they were talking about strategies and such. When I went in there, I found this small map." The boy moved some things aside from a box that was in the cart they were riding, laying the map out. Looking back up to his superior, his grin faded.
"...What's wrong?"
Swiftly grabbing up the map, his eyes were frantically moving around, calculating every little detail.
"We need to turn east, now!" exclaimed the older mage. The cart driver as well as the boy intervined, asking why.
"East? But Storngald Keep is southwest!"
"No time!" The older of the two peered out the back. Behind them small shadows were creeping over the horizon.
"I'm getting too old for this..." Casting his robes aside, he revealed a scarred face. His hair, although still having color, were starting to show its grey. Muttering several incantations, and moving his hands in rhythm, his voice began to echo. Launching his arm straight up, a bright light shot high into the sky, as strands of its light and energy were moving as though carried on the winds. The lights moved southwest, the wind was blowing north. Feint noises in the direction of the shadows became more apparent. The display of magic had obviously provoked some attention.
"Raphel, create some holes while I form an illusion!" The young boy was still baffled about what was happening.
"Raphel!"
"G-got it, Jelkal!" Going into motions similar to that of the elder, he began casting smaller spells, one after another, creating pits in the earths crust. Doing a follow up spell, Jelkal went back to muttering, weaving energies between his hands. A few of the shadows had grown larger, meaning the scouting party had been making great haste to discover the source of the display of power. Storing all the energy into his arms, Jelkal waved his arms outwards, shooting off a strange wave of energy. To those inside the cart, they could see a strange film covering each of the holes, as well as the cart itself. Sighing a breath of relief, the wise wizard began to relax once more.
"That should slow them down a bit. I can only hope that our Stormgald headquarter's received the message." He peered back over to his apprentice, tensing up once more. "...However, you should have brought me that map sooner!"
The boy quickly began to act defensively. "What did it show that I didn't figure out?" Flattening out the map once more, Jelkal pointed at various faded arrows of various colors, followed by colored numbers. "These are coordinated attacks pinpointed at our various headquarters, using backup regiments from outside of their own prevalent cities to surprise us while retreating. Their next target was today." Pointing to the numbers apparently dating the current day, the boy's face grew pale.
"T-then that means..."
"Yes, if we continued without this knowledge, we would have surely been in a lot of trouble. It was by mere chance that your curiosity saved us today, but when you get something this valuable, show it sooner!"
"Y-yes Jelkal..." Feeling scolded, Raphel sat down, pouting. Jelkal glanced back up at the young and upcoming mage.
"...Those were very quick and precise holes you made. You did well." Rubbing Raphel's head, the sour face slowly shifted to a small smile.
"One day, we will have a world without wars, and magic will be used to help society as a whole, instead of causing its collapse. I cannot say how soon it will be, but it will come."
More info will be added soon.
Join the Reserves - If you do a gatherer search, all the abilities that causes something to lose all abilities usually replaces its power and toughness. This is a result of creatures who's power and toughness are dependent on their ability, like Mortivore and Lhurgoyf. I would reword it to be "loses all activated and triggered abilities", thus they still retain their static ability that ensures no questionable outcomes occur as a result of things like goyf's having questionable power and toughness.
Blessing of the Damned - I also share similar concerns with some of the above posters. Although lifelink has been around for a long time as a keyword, suprisingly, it hasn't been treading too much water into auras, as only 6 have been printed thus far (although there are other one's such as armadillo cloak, which has something similar). In all honesty, Scourge of the Nobilis and Steel of the Godhead are the two closest representations to your card. Although they are commons, take into consideration that they both are 3 drop auras that do not recur themselves, and have color restrictions for both of their abilities. Even sooner than that is the common Mark of the Vampire, which is a 4 drop +2/+2 lifelink. Lets not forget the card itself, lifelink, which once again, although common, is pretty much in the main color of life gain, and this is topping it in both the aspect of being reoccurring AND pump. I would probably drop the pump, and it would MAYBE be ok...
Fever Pace - It isn't so much the reoccurring haste that is the scary part. After all, we have the new haste ring from M13, and if we look back, Mark of Fury. No, the scary part is the pump. +3 and haste on a one drop enchantment that constantly keeps coming back is near terrifying. It's nearly Uncanny Speed on a stick, except the enchantment itself IS the stick. Sure, its not instant speed, although the pump is still extremely strong. On the reverse side, the -1 toughness could prevent it from being used on quite a few red creatures. All the same, most red decks don't care about their creatures toughness unless its 0. I would reduce it to +2 instead of +3 and it would likely be ok. Heck, with the change to +2 instead of +3, you could probably do without the -1 backdraw. EDIT: Well, with consideration, it MIGHT be ok, but I would recommend some playtesting. It's still a bit on the scary end of things...
EDIT: Darn you Jenesis for ninja'ing me on Join the Reserves...
I bow to your skill at creating that which should not be created.
Funny how the regular wording on the card wouldn't allow it due to it targeting, but the errata'd version does. (Darn you "choose a" wording!)
Revised Unkillable creature
Creature - Magicbreaker (Super Mythic Rare)
Split Second
Hexproof
~ is indestructible.
~ cannot be sacrificed.
~ cannot be put into your hand or library from the battlefield from a spell or ability.
~ cannot be exiled.
~ cannot be countered.
~ cannot be phased out.
If ~'s toughness would become 0, it instead becomes 1.
1/1
Creature - Magicbreaker (Super Mythic Rare)
Hexproof
~ is indestructible.
~ cannot be sacrificed.
~ cannot be put into your hand or library from the battlefield from a spell or ability.
~ cannot be exiled.
~ cannot be countered.
If ~ toughness would become 0, it instead becomes 1.
1/1
I believe that covers just about anything.
The largest looming threat for all of the ideas, imo thus far, is Final Judgment.
Greatheart Diplomat, this COULD work, all the same, you could have an enter the battlefield effect where you then give it to a player.
example...
Greatheart Diplomat 1R
Creature - Minotaur Advisor (R)
When Greatheart Diplomat enters the battlefield, you may have target player gain control of it.
At the beginning of your combat step, if you control this card but do not own it, this card's owner chooses a player. Each creature you control that attacks this turn must attack that player.
1/1
This, however, does make it a little quicker than the original version, so making it cost RR to cast may be advisable if changed this way.
On a different note, I think having Flaring Salamander as a 1 drop wouldn't be an issue at all. Compare to raging goblin, and its A-ok.
Also, you do have a valid point on the Vastwood Gorger, although I could just as easily point to Stampeding Rhino. Despite this, you are in the right vicinity of power level.
Mistwild Merfolk, although in color, is somewhat underpowered. In deck construction, I would even question using a 2/1 islandwalk if I didn't have the cards to support its tribe. Hexproof is a viable option as a replacement, although I'm not a fan of hexproof myself, and you might not be either.
Flaring Salamander, With the ability it has, while it does more or less guarantee that when you use the ability, your gonna have red mana available, but with a small body like that, its iffy. Compare with Dragon Hatchling, it has the ability without needing the 3 mountains, and has flying, although normally he has 0 power. With something pump-able like this, you either want to have it with a durable body, similar to Molten Ravager, or an evasive tactic, such as the hatchling. There are some exceptions, such Flamekin Brawler, but as a one drop, he's somewhat in the same boat as the ravager.
Crashing Wurm Overcosted or underpowered, whichever you prefer. The ability it gains is fine though. Would probably make him a 5 drop or a 6/5 though.
What I recommend doing is asking yourself "Would I pay X mana for the creature if I didn't meet the requirements?" If no, go on to the next question of "Would I pay X mana for the creature if I DID meet the requirements?" If the answer is yes, the card is probably in a good place.
When I think rare, I think a strong card that is a build around me, something to connect the pieces and form a basis or a premise for the deck, or a "lord-like" ability that really helps one come to a better conclusion for a deck type, or perhaps a strong combo piece that isn't obscene on its own. Just food for thought.
first ability is essentially a repeatable Disentomb. When you look at some other abilities of planeswalkers at the 4 coverted mana cost, such as Liliana of the Dark Realms, Nissa Revane, and Tezzeret, Agent of Bolas, it really isn't all that bad. Granted, graveyard has always been finicky about balance to begin with.
The second effect, I am skeptical about. Making it cost 4 less can be really devastating, such as getting a Grave Titan out for BB on turn 5, getting 4 zombies that turn, sacing him, then retrieving the card with the +1 to then hard cast him the following turn. I would probably change it to a -3 effect.
The final ability, with any sort of sacrifice engine, essentially spells game over as soon as this hits board. I would probably limit it in some way, perhaps dieing from a source an opponent controls, or something along those lines. Still iffy, but COULD work.
Overall, I do see the synergy with him, and I do like it, but balancing walkers is difficult to do. Even wizards have had issues (look no further than Jace, the mind sculptor). Also, as Londondart stated, it COULD be a monoblack, as all of these effects are under there, although red does splash ever so slightly due to the trample, which usually isn't in black other than huge demons and the like.
With a mass of wizards that have these said flip effects, the second card could become extremely powerful, being able to trigger many of these effects once more. At this point, from what I've described, what would you disagree with in terms of playstyle?
EDIT: As far as the land, I can see where you are coming from, although with the friends that I am playing with, I believe I can trust them not to backstab a cards concept.