Sentry (Whenever one or more creatures attack you or a planeswalker you control, if this creature is untapped, untap target creature you control.)
While I like your original concept, I think that it can be refined in a way that doesn't break combat. First off the definition for sentry is off for your ability your creating more of a rally ability, not a defensive ability.
Sentry (Whenever one or more creatures attack you or a planeswalker you control, you may untap ~, if you do it must block this turn.) *Fixed* or Sentry (~ may block even if it's already tapped, if it does it doesn't untap during it's controllers next untap step.)
The first one creates unique choices for your opponents attack, knowing you have additional blockers in the wait, the second creates choices for you, if you want to save one to swing with, or use it to protect you from potentially lethal damage.
Remember, complexity doesn't have to come from something being complex.
Honestly, I like her, a lot. I think the thing to do would be make her bigger. I think 5/5 would be do able, with no secondary abilities, or smaller and make her indestructible (I think that would be funnier anyways.... a little 0/1 that pumps out big beasts (No necessarily creature type :P).
Law of the Jungle - I see a couple of issues with it, mostly from it being symmetrical. First, what is the order targets are chosen, the second is honestly it has the potential to be a bookkeeping night mare, I would simply drop the Symmetry from it. Otherwise I like the card, it still has the potential to be a semi wrath, and I think that would be the closest to a wrath Green should get.
Watarach, Wandering Charmer
I like it as it is, I like the idea of an unfair trade. (Granted I'm not a big fan of theft effects. But here and there...)
Darkening Frost - UUU
Sorcery
Tap target creature an opponent controls. It doesn't untap during it's controllers next untap step. Gain control of that creature (This effect doesn't end).
I think between the triple U, and the drawback, it's cost is fair. 4 feels to high for it, and 1UU feels to low.
Fires of Damnation 3BR
Enchantment - Rare
Deathtouch
Players cannot gain life, and damage cannot be prevented.
~ Deals triple damage to players.
If a creature would be put into a graveyard from anywere, exile it instead.
At the begining of each players upkeep, that player chooses a creature or player. Morbid fires deals 1 damage to that creature or player. BR1, Sacrifice a creature: Deal 1 damage to target creature or player. (Any player may use this ability)
Yes, I know this does a lot, I figure it's better to start with to much, and work down, then try to build up.
I think the cost is about right, imagine using that with a pyroclasm or sweltering suns, or worse yet even, hurricane and/or Earthquake. it becomes a wipe that leeches damage for each creature it kills, and worse in the case of hurricane/Earthquake completely offsets the drawback. As a combat trick it would be over costed.
I like the latest, specialy the one that uses the Medalions for mana over the rupies, I don't like the New P/T though, I personally liked it better on the text line (Then again, I'm odd. I also liked it better backed by the Sword/Shield, but with gannon it doesn't fit flavorwise, maybe goahead and make them color/faction specific, back it by the Triforce, most players are intuitive and put power first.
I don't see anything inherently wrong with referencing other cards, as long as the card referenced doesn't automatically create a game ending Combo, but rather provides utility.
Personally, to make the ninja a bit less underwhelming, I'd give it a evergreen ability, something like unblockable, and have the tutor ability only refer to himself, and up his power.
For example:
Ninja -2uu
Legendary Creature - Ninja
Hexproof
Ninjitsu UU
When ~ enters the battlefield, search for <card> and put it into the battlefield attached to ~. Shuffle.
2/3
Otherwise the basic design is solid for both cards, they are both simple cards with strong abilities that don't make either card feel overwhelming.
This is a Black Blue mechanic, red may make some light use out of it as well.
Espionage - X (Whenever ~ attacks and isn't blocked, look at the top X cards of your opponants library, exile one of them, but the rest back on the bottom of his or her library at random.)
Espionage Rare - UB3
Legendary Creature - Stalker
Espionage X (X is equal to this cards power.)
You may play non-permanent cards in your opponents exile, if it would go to a graveyard, put it on the top of the owners library instead.
1/2
Uncommon Espionage
Creature - Shade Stalker
Espionage 3
Whenever ~ exiles a card, put a +1/+1 counter on it.
0/1
I have always thought it odd, Black gets the best graveyard interaction, AND the best graveyard hate out of all the colors, white being second in both cases as well.
It's definatly a neat card, the drawback is what makes it intresting. The choice between using your creatures or their's. I think it's fine as is. Very flavorful.
Flavor 10/10
Power 7/10
Uniquness - 5/10
Overall 7.5
Herald of Hope - XXGW
Legendary Creature - Hydra Avatar
Comes into play with X +1/+1 counters on it.
~ can block an additional creature for each +1/+1 counter on it. X, Remove X +1/+1 counter from ~: Prevent the next X damage that would be dealt from a source of your choice, then add that many +1/+1 counter to it.
0/0
I do like Cryp Delving. I would almost make the tokens, T, Sacrifice ~: Scry 1. That moves them a little further from being a reiteration of clue tokesn. Otherwise I like it a lot.
Edge of Oblivion - 2WWBB
Enchantment
Players may only play one card per turn.
At the beginning of each players upkeep, that player exiles any number of cards from his or her library greater than 1, then skips his or her draw step.
Each player may play a card from exile without paying it's mana cost.
If at anytime a player has no cards in his or her library he or she loses.
I like Eye of Oblivion, but I think wizards would still cost it at 5. There is the white enchantment that does the same thing for artifacts in Aether Revolt.
And, I do agree the Red one does feel a bit weak and uninspired But I do think the Power level on them varies a bit and that is a good thing as well. I think Planeswalkers in the game were a mistake overall, and then giving them, with very little to answer them is even worse. Imagine if there was no artifact or enchantment removal. I'm digressing, there are a lot of wizards design philosophy that I disagree with.
Immolation Aura - 3RR
Enchantment
Whenever a creature enters the battlefield, it deals 1 damage to each other creature.
Transfiguration - It's definatly a neat card. I don't think it's to strong. It's definatly fun though.
White Planeswalker Removal - 1W
Sorcery
Exile target planeswalker. It's controller gains life equal to it's loyalty.
Black Planeswalker Removal - B
Instant
Destroy target planeswalker. You lose life equal to it's loyalty.
Green PW Removal - G1
Sorcery
Target creature you control deals damage equal to it's power to target planes walker. That planes walker deals damage equal to it's loyalty. (Damage is dealt simultaneously.)
Red PW Removal - XR
Sorcery
Deal X damage to target planeswalker. If that planeswalker would die this turn exile it instead.
Blue PW Removal - 2U
Instant
Put target planeswalker X cards from the top of it's owners library, were x is that planewalkers loyalty.
(I know.... I just wanted to toss out the entire cycle in a single shot.)
Carnal fertalisation. I really like this. I think it would be ok with only the creature sac to activate.
Mind syphon xxBU
Sorcery
Each opponant puts the top x cards of his or her library into the graveyard, then draw a card for each card put into the graveyard this wsy.
While I like your original concept, I think that it can be refined in a way that doesn't break combat. First off the definition for sentry is off for your ability your creating more of a rally ability, not a defensive ability.
Sentry (Whenever one or more creatures attack you or a planeswalker you control, you may untap ~, if you do it must block this turn.) *Fixed* or Sentry (~ may block even if it's already tapped, if it does it doesn't untap during it's controllers next untap step.)
The first one creates unique choices for your opponents attack, knowing you have additional blockers in the wait, the second creates choices for you, if you want to save one to swing with, or use it to protect you from potentially lethal damage.
Remember, complexity doesn't have to come from something being complex.
Watarach, Wandering Charmer
I like it as it is, I like the idea of an unfair trade. (Granted I'm not a big fan of theft effects. But here and there...)
Darkening Frost - UUU
Sorcery
Tap target creature an opponent controls. It doesn't untap during it's controllers next untap step. Gain control of that creature (This effect doesn't end).
I think between the triple U, and the drawback, it's cost is fair. 4 feels to high for it, and 1UU feels to low.
Enchantment - Rare
Deathtouch
Players cannot gain life, and damage cannot be prevented.
~ Deals triple damage to players.
If a creature would be put into a graveyard from anywere, exile it instead.
At the begining of each players upkeep, that player chooses a creature or player. Morbid fires deals 1 damage to that creature or player.
BR1, Sacrifice a creature: Deal 1 damage to target creature or player. (Any player may use this ability)
Yes, I know this does a lot, I figure it's better to start with to much, and work down, then try to build up.
Personally, to make the ninja a bit less underwhelming, I'd give it a evergreen ability, something like unblockable, and have the tutor ability only refer to himself, and up his power.
For example:
Ninja -2uu
Legendary Creature - Ninja
Hexproof
Ninjitsu UU
When ~ enters the battlefield, search for <card> and put it into the battlefield attached to ~. Shuffle.
2/3
Otherwise the basic design is solid for both cards, they are both simple cards with strong abilities that don't make either card feel overwhelming.
Espionage - X (Whenever ~ attacks and isn't blocked, look at the top X cards of your opponants library, exile one of them, but the rest back on the bottom of his or her library at random.)
Espionage Rare - UB3
Legendary Creature - Stalker
Espionage X (X is equal to this cards power.)
You may play non-permanent cards in your opponents exile, if it would go to a graveyard, put it on the top of the owners library instead.
1/2
Uncommon Espionage
Creature - Shade Stalker
Espionage 3
Whenever ~ exiles a card, put a +1/+1 counter on it.
0/1
Flavor 10/10
Power 7/10
Uniquness - 5/10
Overall 7.5
Herald of Hope - XXGW
Legendary Creature - Hydra Avatar
Comes into play with X +1/+1 counters on it.
~ can block an additional creature for each +1/+1 counter on it.
X, Remove X +1/+1 counter from ~: Prevent the next X damage that would be dealt from a source of your choice, then add that many +1/+1 counter to it.
0/0
Edge of Oblivion - 2WWBB
Enchantment
Players may only play one card per turn.
At the beginning of each players upkeep, that player exiles any number of cards from his or her library greater than 1, then skips his or her draw step.
Each player may play a card from exile without paying it's mana cost.
If at anytime a player has no cards in his or her library he or she loses.
And, I do agree the Red one does feel a bit weak and uninspired But I do think the Power level on them varies a bit and that is a good thing as well. I think Planeswalkers in the game were a mistake overall, and then giving them, with very little to answer them is even worse. Imagine if there was no artifact or enchantment removal. I'm digressing, there are a lot of wizards design philosophy that I disagree with.
Immolation Aura - 3RR
Enchantment
Whenever a creature enters the battlefield, it deals 1 damage to each other creature.
White Planeswalker Removal - 1W
Sorcery
Exile target planeswalker. It's controller gains life equal to it's loyalty.
Black Planeswalker Removal - B
Instant
Destroy target planeswalker. You lose life equal to it's loyalty.
Green PW Removal - G1
Sorcery
Target creature you control deals damage equal to it's power to target planes walker. That planes walker deals damage equal to it's loyalty. (Damage is dealt simultaneously.)
Red PW Removal - XR
Sorcery
Deal X damage to target planeswalker. If that planeswalker would die this turn exile it instead.
Blue PW Removal - 2U
Instant
Put target planeswalker X cards from the top of it's owners library, were x is that planewalkers loyalty.
(I know.... I just wanted to toss out the entire cycle in a single shot.)
Mind syphon xxBU
Sorcery
Each opponant puts the top x cards of his or her library into the graveyard, then draw a card for each card put into the graveyard this wsy.
Rainbow Warrior -WUBRG
Creature - Elemental warrior
Flying, Vigilance, First Strike, Hexproof, Deathtouch, lifelink
5/5