Castelia Leviathan feels plucked out of my brain. I was seriously going to make a design that was basically this card for the Work that Name thread using the name "Octohydra" only it was gonna be
GU and count Forests and blue permanents.
Mythivore is nice enough but the one thing that bothers me is using the "new" non-CDA p.t definition (which
didn't become the norm) on a Lhurgoyf specifically. 'Goyfs should have *s down below, I feel strongly about this.
I have no problems with Lucent Licid but it's just not my fave.
Does Fluctuator Mage need the awkward limited clause in the second cost reduction? The original
Fluctuator doesn't have it. It's not like it goes infinite anyhow, nor is it like there's many (any?) cards with cycling
1. I'm okay with there being a deck that relies on two of these and a hand full of cycling
2s to combo out. On the whole the card is basically a
Goblin Electromancer variant, nothing crazy.
Vicious Manticore has just such a neat drawback. Like it lots.
Toxic Masticore feels like it wants a once per turn restriction and maybe a mana cost on the activated ability. Discarding cards to trigger the -1/-1 counter/lose 1 life ability is way less fun when you can discard at will with this card.
Mogg Driver feels a-okay. I would be okay with Mercenaries having
alternate additional costs for both flavor and mechanical reasons.
Prescient Hunter is obviously very strong but the evasion ability is a little odd in blue. Sure blue can get straight-up can't be blocked but that doesn't make every single evasion ability blue. It would feel "off" if, for example, blue got menace regularly. Or "can't be blocked by creatures with defender" (not "except by").
Airship Crew is a perfect card to me. It combines so many of the things I specifically like in Magic. Thanks for that.
Favored Minion is neat.
Vondo is amazing as a design on paper - channeling the storm seems like a lot of fun - but in practice, while the mechanic seems like you would want to play multiple cards like this so you can get as many ki counters as possible as well as all of their benefits at once, the effect you get here just seems so win-more - that's at least 10 hasty power on the board just for the relatively easy minigame of casting five spells. I understand making the effect this splashy if this card is the "leader legend" of a faction that uses this mechanic, or if it's part of a cycle similar to the experience counter commanders, but also, not a lot about this card feels blue.
Tunneling Mole is extremely neat.
Mysterymonger I can get behind on a conceptual level. What setting would mix Metathran, Mongers, and manifest I don't know, but still, more Mongers that just have abilities that benefit all players in the same way (and may or may not be
Hill Giants) are good by me.
Something's really appealing to me about Ferocious Mongoose and it just feels Mongoosey. (Although you could have easily made it, say, a Badger and the flavor would also have felt right.)