Barbed Masticore 4
Artifact Creature: Masticore
First Strike
At the beginning of your upkeep, sacrifice ~ unless you discard a card.
Whenever you discard a card, put a +1/+1 on ~.
4/4
It seems like a fair enough card. It's not too overpowered, and although the color producing is a bit restricted, it's still good.
Next: An edit of a previous card of mine.
Earthshaper Kassim 3BRG
Legendary Creature: Human Shaman {Mythic}
You may play land cards from your graveyard. 1, T, Sacrifice a land: Earthshaper Kassim deals 3 damage to target creature or player.
"The Druids claim to serve the earth, but their worship only goes to the surface, unaware of its true potential."
4/4
Well this is a very powerful card for one mana. It's a versatile cantrip that can deal with a lot of counterspell chains, which is really strong for its mana cost and rarity. You could bump this up to two mana and make it a rare and it'll still be very strong (although the words may be a little complex).
Next
Earthcaller Kassim 3BRG
Legendary Creature: Human Shaman {Mythic}
You may play an additional land on each of your turns. If you do, that land enters the battlefield tapped.
You may play land cards from your graveyard. "The Druids claim to serve the earth, but their worship only goes to the surface, unaware of its true potential."
5/5
I mainly created this because Jund has a lot of really nice land related effects (Like Gitrog, Wurm Harvest and the new Omnath) but doesn't have a good commander to support it. So here's one that I think will help without being too powerful (as in re-using wastelands over and over).
Lumnibian 3GU
Creature: Frog Jellyfish
Lumnibian enters the battlefield with four +1/+1 counters on it.
T, remove all +1/+1 counters from Lumnibian: Gain control of target creature whose power is less than or equal to the number of creatures you control.
0/0
Well you've basically done a second version of Monstrous. They're exactly the same. Also this is very strong for a common. By turn three you can have a 6/6 which is bonkers. Blossom/Monstrosity 1 or 2 would be fine.
Sensei Iron-Paw 1RW
Legendary Creature: Fox Samurai {R}
Vigilance, Bushido 1
Whenever a creature you control blocks, you may have it deal damage equal to its power to that creature’s controller. 1R: Target creature attacks this turn if able.
2/3
Tutor's Study 8
Legendary Artifact
If a spell or ability would cause a player to search his or library for a card, that player may search for an additional card of the same type.
Shin Stabber RWB
Creature: Goblin Berserker
R: ~ gains Haste until end of turn.
W: ~ gains First Strike until end of turn.
B: ~ gains Deathtouch until end of turn.
2/2
Maya, Storm Sage UR
Legendary Creature: Goblin Wizard
Whenever you cast a spell, Maya, Storm Sage gets +X/+0 until end of turn, where X is the number of spells you cast this turn.
Whenever an opponent casts a spell, Maya, Storm Sage gets -X/-0 until end of turn, where X is the number of spells that player cast this turn.
2/2
Those abilites are pretty damn strong for no drawback (and it still goes infinite with the original Niv). I'm pretty sure vanguards always use Colorless anyway so the use of colored mana is a bit weird. I'd change the first ability to trigger on noncreature permanents, otherwise you spend mana burning your opponent's blockers and then drawing a ton of cards off of your creatures. And starting with ten cards in your hand? Wow.
As for me, I've been working on my split type Kamigawa cards. Here's a suggestion at least:
Honden of Sun's Rise 2RW
Legendary Enchantment: Shrine {R}
e beginning of your upkeep, target creature gets +X/+0 until end of turn, where X is the number of Shrines you control.
Veil (You may cast both sides of this card.)
//
Myojin of Sun's Rise 3RRWW
Legendary Creature: Spirit {R}
Myojin of Sun’s Rise enters the battlefield with a divinity counter on it if you cast it from your hand or from the command zone.
Remove a divinity counter from Myojin of Sun’s Rise: Return each permanent put into your graveyard from the battlefield this turn to the battlefield under your control.
Veil (You may cast both sides of this card.)
4/4
When designing the new Myojins, there wasn't enough space for all the mechanics as well as Veil, so I removed the indestructible ability to make it all more readable.
Those abilites are pretty damn strong for no drawback (and it still goes infinite with the original Niv). I'm pretty sure vanguards always use Colorless anyway so the use of colored mana is a bit weird. I'd change the first ability to trigger on noncreature permanents, otherwise you spend mana burning your opponent's blockers and then drawing a ton of cards off of your creatures. And starting with ten cards in your hand? Wow.
As for me, I've been working on my split type Kamigawa cards. Here's a suggestion at least:
Honden of Sun's Rise 2RW
Legendary Enchantment: Shrine {R}
e beginning of your upkeep, target creature gets +X/+0 until end of turn, where X is the number of Shrines you control.
Veil (You may cast both sides of this card.)
//
Myojin of Sun's Rise 3RRWW
Legendary Creature: Spirit {R}
Myojin of Sun’s Rise enters the battlefield with a divinity counter on it if you cast it from your hand or from the command zone.
Remove a divinity counter from Myojin of Sun’s Rise: Return each permanent put into your graveyard from the battlefield this turn to the battlefield under your control.
Veil (You may cast both sides of this card.)
4/4
When designing the new Myojins, there wasn't enough space for all the mechanics as well as Veil, so I removed the indestructible ability to make it all more readable.
Brimstone Reservoir 4R
Enchantment
Whenever a creature enters the battlefield under your control, you may have it deal damage equal to its power to target creature or player.
Morbid - If a source would deal damage to a permanent or player, if a creature died this turn, it deals twice that much damage instead.
Doomroar Disciple 2R
Creature: Minotaur Warrior
Menace, Haste
Whenever ~ deals combat damage to a player, look at that many cards from the top of your library. You may reveal a Minotaur permanent card revealed this way and put it onto the battlefield. Put the rest on the bottom of your library in any order.
2/2
I actually really like this. It's definitely red's way of putting Defender to good use, and the anthem effect allows you to swap down all the walls. My only worry is in the colorbleeding. P/T swapping is a Red and Blue effect so putting it on a white card seems a little strange, as well as losing defender seems a bit odd in white flavour-wise. I'd probably make it a red enchantment and change the buff to attacking creatures only?
Here's a take on trying to get spells and creatures to work together.
Starlight Discovery 1U
Instant - Arcane {U}
Scry 2, then draw a card.
Veil (You may cast any side of this card) "Stuck in my quandary, I gazed into the night, only to find the answer I needed in the sky itself!" Kyobe, Minamo Scholar
//
Kami of Tracing Stars 4U
Creature - Spirit {U}
Flash
When Kami fo Tracing Stars enters the battlefield, Scry 2.
Veil (You may cast any side of this card) It hides the secrets of the worlds in the constellations.
3/3
I actually really like this. It's definitely red's way of putting Defender to good use, and the anthem effect allows you to swap down all the walls. My only worry is in the colorbleeding. P/T swapping is a Red and Blue effect so putting it on a white card seems a little strange, as well as losing defender seems a bit odd in white flavour-wise. I'd probably make it a red enchantment and change the buff to attacking creatures only?
Here's a take on trying to get spells and creatures to work together.
Starlight Discovery 1U
Instant - Arcane {U}
Scry 2, then draw a card.
Veil (You may cast any side of this card) "Stuck in my quandary, I gazed into the night, only to find the answer I needed in the sky itself!" Kyobe, Minamo Scholar
//
Kami of Tracing Stars 4U
Creature - Spirit {U}
Flash
When Kami fo Tracing Stars enters the battlefield, Scry 2.
Veil (You may cast any side of this card) It hides the secrets of the worlds in the constellations.
3/3
Artifact Creature: Masticore
First Strike
At the beginning of your upkeep, sacrifice ~ unless you discard a card.
Whenever you discard a card, put a +1/+1 on ~.
4/4
Next: An edit of a previous card of mine.
Earthshaper Kassim 3BRG
Legendary Creature: Human Shaman {Mythic}
You may play land cards from your graveyard.
1, T, Sacrifice a land: Earthshaper Kassim deals 3 damage to target creature or player.
"The Druids claim to serve the earth, but their worship only goes to the surface, unaware of its true potential."
4/4
Next
Earthcaller Kassim 3BRG
Legendary Creature: Human Shaman {Mythic}
You may play an additional land on each of your turns. If you do, that land enters the battlefield tapped.
You may play land cards from your graveyard.
"The Druids claim to serve the earth, but their worship only goes to the surface, unaware of its true potential."
5/5
I mainly created this because Jund has a lot of really nice land related effects (Like Gitrog, Wurm Harvest and the new Omnath) but doesn't have a good commander to support it. So here's one that I think will help without being too powerful (as in re-using wastelands over and over).
Creature: Frog Jellyfish
Lumnibian enters the battlefield with four +1/+1 counters on it.
T, remove all +1/+1 counters from Lumnibian: Gain control of target creature whose power is less than or equal to the number of creatures you control.
0/0
Next: Mina and Denn, Wildborn
Sensei Iron-Paw 1RW
Legendary Creature: Fox Samurai {R}
Vigilance, Bushido 1
Whenever a creature you control blocks, you may have it deal damage equal to its power to that creature’s controller.
1R: Target creature attacks this turn if able.
2/3
Legendary Artifact
If a spell or ability would cause a player to search his or library for a card, that player may search for an additional card of the same type.
Next: Kuon, Ogre Ascendant
Creature: Goblin Berserker
R: ~ gains Haste until end of turn.
W: ~ gains First Strike until end of turn.
B: ~ gains Deathtouch until end of turn.
2/2
Next: Blitz Hellion
Legendary Creature: Goblin Wizard
Whenever you cast a spell, Maya, Storm Sage gets +X/+0 until end of turn, where X is the number of spells you cast this turn.
Whenever an opponent casts a spell, Maya, Storm Sage gets -X/-0 until end of turn, where X is the number of spells that player cast this turn.
2/2
Next: A Commander that plays with the draft mechanic (like Archdemon of Paliano or Noble Banneret)
As for me, I've been working on my split type Kamigawa cards. Here's a suggestion at least:
Honden of Sun's Rise 2RW
Legendary Enchantment: Shrine {R}
e beginning of your upkeep, target creature gets +X/+0 until end of turn, where X is the number of Shrines you control.
Veil (You may cast both sides of this card.)
//
Myojin of Sun's Rise 3RRWW
Legendary Creature: Spirit {R}
Myojin of Sun’s Rise enters the battlefield with a divinity counter on it if you cast it from your hand or from the command zone.
Remove a divinity counter from Myojin of Sun’s Rise: Return each permanent put into your graveyard from the battlefield this turn to the battlefield under your control.
Veil (You may cast both sides of this card.)
4/4
When designing the new Myojins, there wasn't enough space for all the mechanics as well as Veil, so I removed the indestructible ability to make it all more readable.
As for me, I've been working on my split type Kamigawa cards. Here's a suggestion at least:
Honden of Sun's Rise 2RW
Legendary Enchantment: Shrine {R}
e beginning of your upkeep, target creature gets +X/+0 until end of turn, where X is the number of Shrines you control.
Veil (You may cast both sides of this card.)
//
Myojin of Sun's Rise 3RRWW
Legendary Creature: Spirit {R}
Myojin of Sun’s Rise enters the battlefield with a divinity counter on it if you cast it from your hand or from the command zone.
Remove a divinity counter from Myojin of Sun’s Rise: Return each permanent put into your graveyard from the battlefield this turn to the battlefield under your control.
Veil (You may cast both sides of this card.)
4/4
When designing the new Myojins, there wasn't enough space for all the mechanics as well as Veil, so I removed the indestructible ability to make it all more readable.
Enchantment
Whenever a creature enters the battlefield under your control, you may have it deal damage equal to its power to target creature or player.
Morbid - If a source would deal damage to a permanent or player, if a creature died this turn, it deals twice that much damage instead.
Next: Saskia the Unyielding
Creature: Elf Advisor
Creatures your teammates control have hexproof.
2/2
Creature: Minotaur Warrior
Menace, Haste
Whenever ~ deals combat damage to a player, look at that many cards from the top of your library. You may reveal a Minotaur permanent card revealed this way and put it onto the battlefield. Put the rest on the bottom of your library in any order.
2/2
Here's a take on trying to get spells and creatures to work together.
Starlight Discovery 1U
Instant - Arcane {U}
Scry 2, then draw a card.
Veil (You may cast any side of this card)
"Stuck in my quandary, I gazed into the night, only to find the answer I needed in the sky itself!" Kyobe, Minamo Scholar
//
Kami of Tracing Stars 4U
Creature - Spirit {U}
Flash
When Kami fo Tracing Stars enters the battlefield, Scry 2.
Veil (You may cast any side of this card)
It hides the secrets of the worlds in the constellations.
3/3
Here's a take on trying to get spells and creatures to work together.
Starlight Discovery 1U
Instant - Arcane {U}
Scry 2, then draw a card.
Veil (You may cast any side of this card)
"Stuck in my quandary, I gazed into the night, only to find the answer I needed in the sky itself!" Kyobe, Minamo Scholar
//
Kami of Tracing Stars 4U
Creature - Spirit {U}
Flash
When Kami fo Tracing Stars enters the battlefield, Scry 2.
Veil (You may cast any side of this card)
It hides the secrets of the worlds in the constellations.
3/3