Council's Decision2UU
Sorcery (C)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature’s color.)
Counter target spell with converted mana cost equal to or greater than the amount of mana you spent to cast this spell. "Your motion is an outstanding example of a complete failure."
Ugin's Conjuring3
Sorcery (R) Join forces - Starting with you, each player may pay any amount of mana. Each player manifests the top X cards of their library, where X is the total amount of mana spent this way. (To manifest a card, that player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it’s a creature card, it can be turned face up any time for its mana cost.)
Flashback 4 The clans of Tarkir were defenseless no longer.
The great war between countless orders of mages that almost killed the Worldsoul, ended one thousand years ago with a couple of edicts that prohibited the most powerful, devastating and reality-changing magic. But the lawbringers of the largest kingdom, where magic is more or less prominent, thanks to proximity to the Worldsoul, still have to deal with Echoes of Alliroch, including the weird creations of exiled and outlawed grandmasters and their attempts to lay their vengeance upon their old foes.
Echo {cost} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) Regulate - At the beginning of your end step, if you cast exactly one spell this turn, {effect}.
Elemental
•• Token Creature - Elemental (S)
6/3
Orcish Hellraiser1R
Creature - Orc Warrior (C)
Echo R(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Orcish Hellraiser dies, it deals 2 damage to target player or planeswalker. "For every year the lawbringers locked us up, we'll make them spend in agony."
3/2
Quarantine Zone2WW
Enchantment (C)
When Quarantine Zone enters the battlefield, exile target artifact or land until Quarantine Zone leaves the battlefield. War ended long time ago, but many places on Alliroch are still strictly recommended not to visit.
Azorite Fabulist1U
Creature - Bird Wizard (C)
Flying Regulate - At the beginning of your end step, if you cast exactly one spell this turn, scry 1. Few realize the truth in her tales of the maned sage who gave the laws.
1/1
Wrenn's Communion2R
Sorcery (C)
Exile the top three cards of your library. You may play those cards this turn. You may put a land card from among them onto the battlefield tapped. Wrenn searched for the Worldsoul's essence and found only hurt.
God-Fearing Chiritist3W
Creature - Human Cleric (C)
Lifelink No one knows why War ended, but when it did, Church of Chiritism pretended it was a work of their god. One thousand years later, they actually believe that.
2/4
Common 6 of 9 (Foil at the end)
Gilded Cicadas2G
Creature - Insect (C) 1G: Gilded Cicada gets +1/+1 and gains hexproof until end of turn. G: Gilded Cicada gains flying until end of turn. The Amoli rain-trees take years to grow and minutes to digest.
2/2
Llani Sidetracker2W
Creature - Kor Scout (C)
Flash
When Llani Sidetracker enters the battlefield, return a creature you control to its owner's hand. "I've got the krushok's attention. Why are you still here?"
3/3
Lone Digger3B
Creature - Zombie (C)
Echo B(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Lone Digger's echo cost is paid, you may return target creature card from your graveyard to your hand. Though its master died many years ago, it still looks for her.
3/2
Goblin Impressionist2R
Creature - Goblin Shaman (Rare)
When Goblin Impressionist enters the battlefield, you may have it become a copy of another target nonlegendary creature until end of turn, except it has haste.
Dash 2RR(You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.) He's famous across the warren for his outstanding impression of a goblin.
2/2
The great war between countless orders of mages that almost killed the Worldsoul, ended one thousand years ago with a couple of edicts that prohibited the most powerful, devastating and reality-changing magic. But the lawbringers of the largest kingdom, where magic is more or less prominent, thanks to proximity to the Worldsoul, still have to deal with Echoes of Alliroch, including the weird creations of exiled and outlawed grandmasters and their attempts to lay their vengeance upon their old foes.
Echo Regulate - At the beginning of your end step, if you cast exactly one spell this turn, {effect}.
Elemental
•• Token Creature - Elemental (S)
6/3
Orcish Hellraiser1R
Creature - Orc Warrior (C)
Echo R(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Orcish Hellraiser dies, it deals 2 damage to target player or planeswalker. "For every year the lawbringers locked us up, we'll make them spend in agony."
3/2
Quarantine Zone2WW
Enchantment (C)
When Quarantine Zone enters the battlefield, exile target artifact or land until Quarantine Zone leaves the battlefield. War ended long time ago, but many places on Alliroch are still strictly recommended not to visit.
Azorite Fabulist1U
Creature - Bird Wizard (C)
Flying Regulate - At the beginning of your end step, if you cast exactly one spell this turn, scry 1. Few realize the truth in her tales of the maned sage who gave the laws.
1/1
Common 4 of 9 (Foil at the end):
No Escape2U
Instant (C)
Counter target creature or planeswalker spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Scry 1. The Kenriths planeswalked right into Alliroch's Eon Lock: One on the outside, one within.
Clot Feeder3B
Creature - Vampire (C)
Echo - Pay 5 life (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Clot Feeder has lifelink as long as you lost life this turn. "There's no blood like old blood."
3/4
Wrenn's Communion2R
Sorcery (C)
Exile the top three cards of your library. You may play those cards this turn. You may put a land card from among them onto the battlefield tapped. Wrenn searched for the Worldsoul's essence and found only hurt.
Shrine SmashersRR
Creature - Devil (R) 1R, T: Target opponent may sacrifice an enchantment. If they don't or if they can't, create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target." Then each Devil you control deals 1 damage to that player.
Imps you control and other devils you control get +1/+0. "Demons delight in the offerings of mortals. Devils would rather just take it."
-Davriel Cane
2/1
The great war between countless orders of mages that almost killed the Worldsoul, ended one thousand years ago with a couple of edicts that prohibited the most powerful, devastating and reality-changing magic. But the lawbringers of the largest kingdom, where magic is more or less prominent, thanks to proximity to the Worldsoul, still have to deal with Echoes of Alliroch, including the weird creations of exiled and outlawed grandmasters and their attempts to lay their vengeance upon their old foes.
Elemental
•• Token Creature - Elemental (S)
6/3
Common 1 of 9 (Foil at the end):
Orcish Hellraiser1R
Creature - Orc Warrior (C)
Echo R(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Orcish Hellraiser dies, it deals 2 damage to target player or planeswalker. "For every year the lawbringers locked us up, we'll make them spend in agony."
3/2
Herald of Azor2WW
Creature - Bird Soldier (C)
Flying Regulate - At the beginning of your end step, if you cast exactly one spell this turn, you gain 2 life. Each day the heralds pray for their leader to return, a fleeting hope to fix their past mistakes.
2/3
Vertizoa4U
Creature - Jellyfish (C)
Flying
When Vertizoa enters the battlefield, return target nonland permanent to its owner's hand. Their breeding grounds are known to the Parinites as "The hungry jungle".
3/3
Odunos Raptors2BB
Enchantment Creature - Bird Horror (Uncommon)
Flying, menace 1B, Sacrifice another creature: Put a +1/+1 counter on Odunos Raptors. If that creature was a Human or an enchantment creature, Odunos Raptors gains lifelink until end of turn. The more Ashiok toyed with Nylea's dreams, the more twisted her beasts became.
2/2
Spur of the Moment2RR
Enchantment (R)
If a player would draw one or more cards, instead that player may exile that many cards from the top of their library. Until the beginning of that player's next end step, they may play those cards. 2, Discard a card: Draw a card. Any player may activate this ability.
Design -
(2/3) Appeal: Timmy uses his lands for mana and rarely anything else but wouldn’t mind protecting his best card. Johnny loves messing around with blink/exile and will gladly mess about with this and Treason effects. Spike sees a utility land that could save his threat but at a high mana cost. (2/3) Elegance: Phasing already has a built-in “This comes back before your next untap step” to it, so the “until your next turn” part doesn’t really matter. Unless you designed this to phase back in after two turns instead of one, in which case it doesn’t work. It can also target itself and phase itself out twice which is a bit weird. Aside from that it makes sense.
Development - (2.5/3) Viability: Phasing has never appeared on a colorless card (not even artifacts), and the only land that phases is Teferi’s Isle and that’sI can’t help but think that’s probably for a reason. However I think it’s a fair card that would be played in quite a few commander decks. (2.5/3) Balance: Four mana for its activation cost seems very fair, and the restriction to only target you own things is pretty good too. Although hitting any permanent might be a little too good – I could see this better restricted only to creatures and planeswalkers, but I think it’s still fine.
Creativity -
(2/3) Uniqueness: Repeatable phasing out has only existed on Vodalian Illusionist a creature that only hit other creatures and not itself. It’s also a clear callback to Safe Haven and therefore isn’t wholly unique. (3/3) Flavor: Seems just fine. Teferi would definitely have a hideaway somewhere in trapped time.
Polish -
(2.5/3) Quality: The “Until your next turn” aspect is redundant to cards being phased out. (2/2) *Main Challenge: It phases things out. (2/2) Subchallenges: It’s colorless and rare.
Total: 20.5/25
Design -
(3/3) Appeal: Timmy likes boardwipes. Johnny likes phasing things out and will try to make the most of it. Spike likes big wraths. (2/3) Elegance: This seems alright, but I think that in this instance Phasing might act like Unearth in that once the “next step” trigger resolves, there isn’t another one afterwards so you’d need to word in a way for the phased permanents to come back.
Development -
(2/3) Viability: This is essentially Consulate Crackdown for all creatures, and I think it’s solidly white, and such mass removal pretty much only exists at rare. Preventing things from phasing has never happened before which begs for either fixes to how phasing works or a rewording of the card (see Elegance). (3/3) Balance: An enchantment version of a boardwipe feels like it would be favored in certain types of deck which is a nice option to create. In terms of other 5-CMC wraths I think its intended power level is fine as Consulate Crackdown has a similar effect and costs the same amount of mana.
Creativity -
(2/3) Uniqueness: Using phasing as an alternative prison to exile is a nice twist especially in formats like Commander, but 3WW wraths are pretty standardized right now and it would have been fun to see something a little different there. (3/3) Flavor: I like this card’s flavor, as it’s essentially Teferi taking a breather. The flavor text seems like the kind of banal phrase he would use whilst casually freezing a whole army in time.
Polish -
(3/3) Quality: All looks good. (2/2) *Main Challenge: “Phases out” and “Phase in” are on the card. (2/2) Subchallenges: It’s a white rare.
Total: 22/25
Design -
(2/3) Appeal: Timmy likes being able to save his biggest threat whilst destroying everything else. Johnny likes phasing but there’s nothing here to break. Spike sees some potential set up for combos whilst you throw your opponent back a ton. (3/3) Elegance: Seems understandable to me.
Development -
(3/3) Viability: While boardwipes are undoubtebly white and always found at rare, phashing out targeted creatures is a blue effect, but given Teferi’s Protection and Teferi’s Azorius identity I think it’s fine. (2.5/3) Balance: Five mana is the go-to CMC for boardwipes nowadays, but the next closest card to this is Duneblast which costs two more AND has two more colors to it. However, it is also a completely unplayable card for an effect that should be seen more. I don’t think it’s particularly oppressive considering your opponents see the phased out creature coming from a mile away either, and unlike blinking there’s no EBT/LTB effects for you to abuse either. It’s great for limited and some constructed games as well because you’re saving your most useful creature whilst destroying everything else.
Creativity -
(1.5/3) Uniqueness: Like I said it’s similar to Duneblast or a one-sided Divine Reckoning, but using phasing with a boardwipe is new as far as I’m aware. 3WW boardwipes are very generic however. (2/3) Flavor: The flavor text and the card’s name are both great, but together they seem super disjointed, I’m not reading a wrathful Teferi saying those words.
Polish -
(3/3) Quality: No issues here. (2/2) *Main Challenge: Met. (2/2) Subchallenges: It’s a monowhite rare.
Total: 21/25
Design -
(2/3) Appeal: Timmy likes making his creatures bigger and bigger, but it’s too a greedy price for an initially small creature. Johnny sees a discard engine to abuse and a hard to kill one at that. Spike sees a cheap threat that’s extremely hard to remove and gets bigger each time. (1.5/3) Elegance: Reminder text wouldn’t go amiss on this card for new players. There might also be confusion to some as to whether it keeps its counters as it’s phased out, especially as multiple abilities resolve on the stack. (A way to solve this would be to follow the phrasing of Warping Wurm and have the counter be placed on phasing in.
Development -
(3/3) Viability: We’ve seen Wild Mongrel and Noose Constrictor as green discard engines before (and both with the same CMC and P/T). I think it’s a very simple and powerful card, possibly too strong at uncommon for limited so I think it’s very well placed at rare. I think a card like this could be a centerpiece to a midrange/zoo constructed deck. (2.5/3) Balance: I think that the way phasing out works means you can only get one counter on this at a time which is a good way to make sure this guy doesn’t get too big too quickly. I think the fact that it can grow to very dangerous proportions left unchecked is scary, especially with how easily this dodged removal, unlike. In fact, it can keep dodging removal as long as you have mana or cards in hand so your opponent is really not incentivized to try and kill it without something like split second, so I think I would qualify that as oppressive. The closest card I can think of to this is Adanto Vanguard because they can shield themselves pretty well, and even it’s still weak to -n/-n effects and exile, whereas this just dodges it all. I think it’s a very powerful, very playable and very pushed card. Unfortunately those types of cards just tip the balance scales.
Creativity -
(2.5/3) Uniqueness: We’ve had a few cards that phase themselves out as an emergency escape, but none that do it at the cost of cards or that buff on phasing out (although the aforementioned Warping Wurm buffed on phasing in). It’s also the first card that allows discarding a card rather than paying the activation cost, but not the first to have two different costs altogether (Crystal Shard’s cycle takes that spot). (2.5/3) Flavor: Void Badger is probably one of my favorite creature names I’ve heard for a while now, but the flavor text I feel is a little off. I’d have preferred it either as a quote of someone’s last words, or a flipped variant “Just because the monsters don’t exist doesn’t mean they can’t hurt you.” Because this line of text doesn’t make it feel especially threatening.
Polish -
(2.5/3) Quality: You don’t need to put “Pay” in front of the activated ability. (2/2) *Main Challenge: It phases out so yes. (2/2) Subchallenges: It’s a monogreen rare.
Rain of Punches4RR
Sorcery (R)
Untap all creatures you control and all creatures target opponent controls. Each creature their controller untapped this way deals damage equal to its power to the other player.
Jump-Start Grizk raised his fist at the sky. The sky happily obliged.
Emrakul, the Baneful Moon
• Legendary Creature - Eldrazi (M)
Suspend 13 0
Flying, trample, hexproof from all colors.
When you cast Emrakul, you may sacrifice any number of permanents. If you do, create X colorless 3/2 Eldrazi Horror creature tokens with haste and exile Emrakul with X time counters on it, where X is the number of permanents you sacrificed this way.
Whenever a time counter is removed from Emrakul whilst its exiled, reveal the top card of your library. If it's a nonland permanent card with converted mana cost equal to the number of time counters on Emrakul, put it onto the battlefield. Otherwise exile it.
15/15
Isolation3RWB
Sorcery (R)
Each player chooses a nonland permanent of each type they control, then sacrifices the rest. Players discard cards and exile cards from their graveyards the same way. Finally alone, no one could betray Marchesa.
Hell BentRB
Sorcery (Rare)
This spell can't be countered.
Discard your hand. Hell Bent deals damage to target opponent equal to number of card types among cards discarded this way.
Fuse (You may cast one or both halves of this card from your hand.)
//
Heaven Sent4WU
Sorcery (Rare)
Shuffle your graveyard into your library, then draw X cards, where X is the number of card types among cards shuffled this way. Exile Heaven Sent.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery (C)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature’s color.)
Counter target spell with converted mana cost equal to or greater than the amount of mana you spent to cast this spell.
"Your motion is an outstanding example of a complete failure."
IIW: Creature mechanics on noncreatures
Sorcery (R)
Join forces - Starting with you, each player may pay any amount of mana. Each player manifests the top X cards of their library, where X is the total amount of mana spent this way. (To manifest a card, that player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it’s a creature card, it can be turned face up any time for its mana cost.)
Flashback 4
The clans of Tarkir were defenseless no longer.
Regulate - At the beginning of your end step, if you cast exactly one spell this turn, {effect}.
•• Token Creature - Elemental (S)
6/3
Orcish Hellraiser 1R
Creature - Orc Warrior (C)
Echo R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Orcish Hellraiser dies, it deals 2 damage to target player or planeswalker.
"For every year the lawbringers locked us up, we'll make them spend in agony."
3/2
Quarantine Zone 2WW
Enchantment (C)
When Quarantine Zone enters the battlefield, exile target artifact or land until Quarantine Zone leaves the battlefield.
War ended long time ago, but many places on Alliroch are still strictly recommended not to visit.
Azorite Fabulist 1U
Creature - Bird Wizard (C)
Flying
Regulate - At the beginning of your end step, if you cast exactly one spell this turn, scry 1.
Few realize the truth in her tales of the maned sage who gave the laws.
1/1
Wrenn's Communion 2R
Sorcery (C)
Exile the top three cards of your library. You may play those cards this turn. You may put a land card from among them onto the battlefield tapped.
Wrenn searched for the Worldsoul's essence and found only hurt.
God-Fearing Chiritist 3W
Creature - Human Cleric (C)
Lifelink
No one knows why War ended, but when it did, Church of Chiritism pretended it was a work of their god. One thousand years later, they actually believe that.
2/4
Gilded Cicadas 2G
Creature - Insect (C)
1G: Gilded Cicada gets +1/+1 and gains hexproof until end of turn.
G: Gilded Cicada gains flying until end of turn.
The Amoli rain-trees take years to grow and minutes to digest.
2/2
Llani Sidetracker 2W
Creature - Kor Scout (C)
Flash
When Llani Sidetracker enters the battlefield, return a creature you control to its owner's hand.
"I've got the krushok's attention. Why are you still here?"
3/3
Lone Digger 3B
Creature - Zombie (C)
Echo B (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Lone Digger's echo cost is paid, you may return target creature card from your graveyard to your hand.
Though its master died many years ago, it still looks for her.
3/2
Goblin Impressionist 2R
Creature - Goblin Shaman (Rare)
When Goblin Impressionist enters the battlefield, you may have it become a copy of another target nonlegendary creature until end of turn, except it has haste.
Dash 2RR (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
He's famous across the warren for his outstanding impression of a goblin.
2/2
Regulate - At the beginning of your end step, if you cast exactly one spell this turn, {effect}.
•• Token Creature - Elemental (S)
6/3
Orcish Hellraiser 1R
Creature - Orc Warrior (C)
Echo R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Orcish Hellraiser dies, it deals 2 damage to target player or planeswalker.
"For every year the lawbringers locked us up, we'll make them spend in agony."
3/2
Quarantine Zone 2WW
Enchantment (C)
When Quarantine Zone enters the battlefield, exile target artifact or land until Quarantine Zone leaves the battlefield.
War ended long time ago, but many places on Alliroch are still strictly recommended not to visit.
Azorite Fabulist 1U
Creature - Bird Wizard (C)
Flying
Regulate - At the beginning of your end step, if you cast exactly one spell this turn, scry 1.
Few realize the truth in her tales of the maned sage who gave the laws.
1/1
No Escape 2U
Instant (C)
Counter target creature or planeswalker spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Scry 1.
The Kenriths planeswalked right into Alliroch's Eon Lock: One on the outside, one within.
Clot Feeder 3B
Creature - Vampire (C)
Echo - Pay 5 life (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
Clot Feeder has lifelink as long as you lost life this turn.
"There's no blood like old blood."
3/4
Wrenn's Communion 2R
Sorcery (C)
Exile the top three cards of your library. You may play those cards this turn. You may put a land card from among them onto the battlefield tapped.
Wrenn searched for the Worldsoul's essence and found only hurt.
Shrine Smashers RR
Creature - Devil (R)
1R, T: Target opponent may sacrifice an enchantment. If they don't or if they can't, create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target." Then each Devil you control deals 1 damage to that player.
Imps you control and other devils you control get +1/+0.
"Demons delight in the offerings of mortals. Devils would rather just take it."
-Davriel Cane
2/1
The great war between countless orders of mages that almost killed the Worldsoul, ended one thousand years ago with a couple of edicts that prohibited the most powerful, devastating and reality-changing magic. But the lawbringers of the largest kingdom, where magic is more or less prominent, thanks to proximity to the Worldsoul, still have to deal with Echoes of Alliroch, including the weird creations of exiled and outlawed grandmasters and their attempts to lay their vengeance upon their old foes.
•• Token Creature - Elemental (S)
6/3
Orcish Hellraiser 1R
Creature - Orc Warrior (C)
Echo R (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When Orcish Hellraiser dies, it deals 2 damage to target player or planeswalker.
"For every year the lawbringers locked us up, we'll make them spend in agony."
3/2
Herald of Azor 2WW
Creature - Bird Soldier (C)
Flying
Regulate - At the beginning of your end step, if you cast exactly one spell this turn, you gain 2 life.
Each day the heralds pray for their leader to return, a fleeting hope to fix their past mistakes.
2/3
Vertizoa 4U
Creature - Jellyfish (C)
Flying
When Vertizoa enters the battlefield, return target nonland permanent to its owner's hand.
Their breeding grounds are known to the Parinites as "The hungry jungle".
3/3
Odunos Raptors 2BB
Enchantment Creature - Bird Horror (Uncommon)
Flying, menace
1B, Sacrifice another creature: Put a +1/+1 counter on Odunos Raptors. If that creature was a Human or an enchantment creature, Odunos Raptors gains lifelink until end of turn.
The more Ashiok toyed with Nylea's dreams, the more twisted her beasts became.
2/2
IIW: Escalate
Spur of the Moment 2RR
Enchantment (R)
If a player would draw one or more cards, instead that player may exile that many cards from the top of their library. Until the beginning of that player's next end step, they may play those cards.
2, Discard a card: Draw a card. Any player may activate this ability.
Design -
(2/3) Appeal: Timmy uses his lands for mana and rarely anything else but wouldn’t mind protecting his best card. Johnny loves messing around with blink/exile and will gladly mess about with this and Treason effects. Spike sees a utility land that could save his threat but at a high mana cost.
(2/3) Elegance: Phasing already has a built-in “This comes back before your next untap step” to it, so the “until your next turn” part doesn’t really matter. Unless you designed this to phase back in after two turns instead of one, in which case it doesn’t work. It can also target itself and phase itself out twice which is a bit weird. Aside from that it makes sense.
Development -
(2.5/3) Viability: Phasing has never appeared on a colorless card (not even artifacts), and the only land that phases is Teferi’s Isle and that’sI can’t help but think that’s probably for a reason. However I think it’s a fair card that would be played in quite a few commander decks.
(2.5/3) Balance: Four mana for its activation cost seems very fair, and the restriction to only target you own things is pretty good too. Although hitting any permanent might be a little too good – I could see this better restricted only to creatures and planeswalkers, but I think it’s still fine.
Creativity -
(2/3) Uniqueness: Repeatable phasing out has only existed on Vodalian Illusionist a creature that only hit other creatures and not itself. It’s also a clear callback to Safe Haven and therefore isn’t wholly unique.
(3/3) Flavor: Seems just fine. Teferi would definitely have a hideaway somewhere in trapped time.
Polish -
(2.5/3) Quality: The “Until your next turn” aspect is redundant to cards being phased out.
(2/2) *Main Challenge: It phases things out.
(2/2) Subchallenges: It’s colorless and rare.
Total: 20.5/25
Design -
(3/3) Appeal: Timmy likes boardwipes. Johnny likes phasing things out and will try to make the most of it. Spike likes big wraths.
(2/3) Elegance: This seems alright, but I think that in this instance Phasing might act like Unearth in that once the “next step” trigger resolves, there isn’t another one afterwards so you’d need to word in a way for the phased permanents to come back.
Development -
(2/3) Viability: This is essentially Consulate Crackdown for all creatures, and I think it’s solidly white, and such mass removal pretty much only exists at rare. Preventing things from phasing has never happened before which begs for either fixes to how phasing works or a rewording of the card (see Elegance).
(3/3) Balance: An enchantment version of a boardwipe feels like it would be favored in certain types of deck which is a nice option to create. In terms of other 5-CMC wraths I think its intended power level is fine as Consulate Crackdown has a similar effect and costs the same amount of mana.
Creativity -
(2/3) Uniqueness: Using phasing as an alternative prison to exile is a nice twist especially in formats like Commander, but 3WW wraths are pretty standardized right now and it would have been fun to see something a little different there.
(3/3) Flavor: I like this card’s flavor, as it’s essentially Teferi taking a breather. The flavor text seems like the kind of banal phrase he would use whilst casually freezing a whole army in time.
Polish -
(3/3) Quality: All looks good.
(2/2) *Main Challenge: “Phases out” and “Phase in” are on the card.
(2/2) Subchallenges: It’s a white rare.
Total: 22/25
Design -
(2/3) Appeal: Timmy likes being able to save his biggest threat whilst destroying everything else. Johnny likes phasing but there’s nothing here to break. Spike sees some potential set up for combos whilst you throw your opponent back a ton.
(3/3) Elegance: Seems understandable to me.
Development -
(3/3) Viability: While boardwipes are undoubtebly white and always found at rare, phashing out targeted creatures is a blue effect, but given Teferi’s Protection and Teferi’s Azorius identity I think it’s fine.
(2.5/3) Balance: Five mana is the go-to CMC for boardwipes nowadays, but the next closest card to this is Duneblast which costs two more AND has two more colors to it. However, it is also a completely unplayable card for an effect that should be seen more. I don’t think it’s particularly oppressive considering your opponents see the phased out creature coming from a mile away either, and unlike blinking there’s no EBT/LTB effects for you to abuse either. It’s great for limited and some constructed games as well because you’re saving your most useful creature whilst destroying everything else.
Creativity -
(1.5/3) Uniqueness: Like I said it’s similar to Duneblast or a one-sided Divine Reckoning, but using phasing with a boardwipe is new as far as I’m aware. 3WW boardwipes are very generic however.
(2/3) Flavor: The flavor text and the card’s name are both great, but together they seem super disjointed, I’m not reading a wrathful Teferi saying those words.
Polish -
(3/3) Quality: No issues here.
(2/2) *Main Challenge: Met.
(2/2) Subchallenges: It’s a monowhite rare.
Total: 21/25
Design -
(2/3) Appeal: Timmy likes making his creatures bigger and bigger, but it’s too a greedy price for an initially small creature. Johnny sees a discard engine to abuse and a hard to kill one at that. Spike sees a cheap threat that’s extremely hard to remove and gets bigger each time.
(1.5/3) Elegance: Reminder text wouldn’t go amiss on this card for new players. There might also be confusion to some as to whether it keeps its counters as it’s phased out, especially as multiple abilities resolve on the stack. (A way to solve this would be to follow the phrasing of Warping Wurm and have the counter be placed on phasing in.
Development -
(3/3) Viability: We’ve seen Wild Mongrel and Noose Constrictor as green discard engines before (and both with the same CMC and P/T). I think it’s a very simple and powerful card, possibly too strong at uncommon for limited so I think it’s very well placed at rare. I think a card like this could be a centerpiece to a midrange/zoo constructed deck.
(2.5/3) Balance: I think that the way phasing out works means you can only get one counter on this at a time which is a good way to make sure this guy doesn’t get too big too quickly. I think the fact that it can grow to very dangerous proportions left unchecked is scary, especially with how easily this dodged removal, unlike. In fact, it can keep dodging removal as long as you have mana or cards in hand so your opponent is really not incentivized to try and kill it without something like split second, so I think I would qualify that as oppressive. The closest card I can think of to this is Adanto Vanguard because they can shield themselves pretty well, and even it’s still weak to -n/-n effects and exile, whereas this just dodges it all. I think it’s a very powerful, very playable and very pushed card. Unfortunately those types of cards just tip the balance scales.
Creativity -
(2.5/3) Uniqueness: We’ve had a few cards that phase themselves out as an emergency escape, but none that do it at the cost of cards or that buff on phasing out (although the aforementioned Warping Wurm buffed on phasing in). It’s also the first card that allows discarding a card rather than paying the activation cost, but not the first to have two different costs altogether (Crystal Shard’s cycle takes that spot).
(2.5/3) Flavor: Void Badger is probably one of my favorite creature names I’ve heard for a while now, but the flavor text I feel is a little off. I’d have preferred it either as a quote of someone’s last words, or a flipped variant “Just because the monsters don’t exist doesn’t mean they can’t hurt you.” Because this line of text doesn’t make it feel especially threatening.
Polish -
(2.5/3) Quality: You don’t need to put “Pay” in front of the activated ability.
(2/2) *Main Challenge: It phases out so yes.
(2/2) Subchallenges: It’s a monogreen rare.
Total: 20.5/25
netn10 20.5/25
Flatline 22/25
bravelion83 21/25
Forestsguy 20.5/25
Rain of Punches 4RR
Sorcery (R)
Untap all creatures you control and all creatures target opponent controls. Each creature their controller untapped this way deals damage equal to its power to the other player.
Jump-Start
Grizk raised his fist at the sky. The sky happily obliged.
Festering Graf
Land
T: Add C.
3, T: Put a -1/-1 counter on target creature you control and a -1/-1 counter on target creature.
• Legendary Creature - Eldrazi (M)
Suspend 13 0
Flying, trample, hexproof from all colors.
When you cast Emrakul, you may sacrifice any number of permanents. If you do, create X colorless 3/2 Eldrazi Horror creature tokens with haste and exile Emrakul with X time counters on it, where X is the number of permanents you sacrificed this way.
Whenever a time counter is removed from Emrakul whilst its exiled, reveal the top card of your library. If it's a nonland permanent card with converted mana cost equal to the number of time counters on Emrakul, put it onto the battlefield. Otherwise exile it.
15/15
Sorcery (R)
Each player chooses a nonland permanent of each type they control, then sacrifices the rest. Players discard cards and exile cards from their graveyards the same way.
Finally alone, no one could betray Marchesa.
Next challenge: Copies
Sorcery (Rare)
This spell can't be countered.
Discard your hand. Hell Bent deals damage to target opponent equal to number of card types among cards discarded this way.
Fuse (You may cast one or both halves of this card from your hand.)
//
Heaven Sent 4WU
Sorcery (Rare)
Shuffle your graveyard into your library, then draw X cards, where X is the number of card types among cards shuffled this way. Exile Heaven Sent.
Fuse (You may cast one or both halves of this card from your hand.)