Print this Wizards (so we can play it in Modern)

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AvalonAurora
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Post by AvalonAurora » 4 years ago

If this shouldn't go here for MtG Nexus, unlike the Salvation version of the thread, feel free to move it.

This is a thread for card designs you want Wizards to print (not really reprints, although I suppose they can be referenced when appropriate, that is the focus of another thread). Try to format them clearly. Cards don't have to be likely to see play in a Standard legal set, since we've had Modern Horizons, although they should be acceptable in something like Modern Horizons in such a case, aiming for appropriate to Modern power levels.

They might be fixed versions of a card too powerful for modern that is either banned or not yet printed into it that you think might be too strong for it or you otherwise think unlikely to see reprint into Modern for whatever reason. They might be original designs meant to fill in archetypes. They could be the seeds of entirely new archetypes that fit Modern appropriate power levels. They might be key utility cards you think Modern is missing.

Mods can feel free to edit this post to update thread rules. I'll start the designs in my follow up post.

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Smother Spell uu
Instant
Counter target spell with converted mana cost 3 or less.

This is an alternative option for wizards to make for Modern if they think that Counterspell is too strong. The keys here is that unlike things like Mana Leak or Remand, it doesn't fall off as much late game when control decks are supposed to be strong, and unlike Prohibit it isn't forced to match the opponent's mana on an answer card.

Pact of Misstep u
Instant
You may cast Pact of Misstep without paying it's mana cost if you don't control any lands.
Counter target spell with converted mana cost 1 or less.
At the beginning of your next end step, pay u. If you don't, you lose the game.

A 'fixed' Mental Misstep for countering opponent plays if the opponent goes first on their first turn. Also can counter things like activating Ancestral Vision, Ornithopter, or Pact of Negation with converted mana cost 0, rather than just things with CMC 1, just to be a bit cute.

Untwist Destiny wur
Instant
Choose one -
* Exile up to three target non-land tokens.
* Remove up to three counters from opponents or permanents they control.
* Spells and abilities your opponents control can't cause you to sacrifice permanents or discard cards until end of turn.

Multidoom WBR
Instant
Destroy up to two target non-land permanents with converted mana cost 3 or less.

Twinraser GBR
Sorcery
Exile up to two target non-land permanents with converted mana cost 3 or less.

Ral's Recall UR
Instant
Search your library for an instant card, reveal it, and put it into your hand. Then shuffle your library.

Ritualist's Tutor 1B
Sorcery
Search your library for a sorcery card, reveal it, and put it into your hand. Then shuffle your library.

Self Arranging Bookshelves 1U
Creature - Wall
Defender, Flying
When Self Arranging Bookshelves enters the battlefield, draw a card.
0/4

Blue's Wall of Omens/Wall of Blossoms gets a slight buff because both defensive creatures (like white's omens) and card draw (like for green at least associated with creatures slightly) is in blue's color pie.

Icon of Mirror U
Creature - Avatar
Hexproof
1/1

There is Slippery Bogle and Gladecover Scout, so I though the 'other side' of the bogle deserves it's own card for non-hybrid blue.

Clever Leapcaster U
Creature - Human Wizard
Prowess
Whenever you cast a non-creature spell, Clever Leapcaster gains flying until end of turn.
1/2

Runic Adept W
Creature - Dwarf Soldier
Prowess, Vigilance
Whenever you cast a non-creature spell, Runic Adept gains protection from the color or colorless, of your choice until end of turn.
1/2

Attempts at White and Blue's 1 drop prowess critters along the lines of Monastery Swiftspear.

Mystery Master 3UU
Creature - Sphinx
This spell can't be countered.
Flash
Flying, Prowess
Whenever you cast a non-creature spell, you may exile Runewing Master. If you do, return it to the battlefield at end of turn.
3/4

Prismatic Seraph 3WW
Creature - Angel
Flying
At the start of each turn, choose a color or colorless, Prismatic Seraph gains protection from that until end of turn.
Whenever an opponent casts a spell of the currently chosen color or colorless if that was chosen, untap Prismatic Seraph and gain 2 life.
If a spell or ability an opponent controls causes you to discard Prismatic Seraph, you gain 4 life and that opponent may not cast spells or activate activated abilities of permanents they control until the end of your next turn.
4/4

Vibrant Hydra XXGGG
Creature - Hydra
This spell can't be countered.
Hexproof
Vibrant Hydra enters the battlefield with X +1/+1 counters on it.
If Vibrant Hydra has 2 or more counters on it, it gets trample, if it has 3 or more, it also gets reach, if it has 4 or more, it also has haste, if it has 5 or more, it also has vigilance.
If a spell or ability an opponent controls causes you to discard Vibrant Hydra, draw two cards at the start of your next turn, and your opponent skips their next draw step.
3/3

Assertive Hellkite 3RR
Creature - Dragon
You may cast Assertive Hellkite for 1RR instead of it's normal mana cost if you an opponent has been dealt at least 8 damage since the start of your last turn.
Flying, Haste, Trample
4/4

Soul Accountant 5BBBB
Creature - Demon
For each you have sacrificed this turn, reduce Soul Accountant's mana cost by B (mimimum B). Reduce Soul accountant's mana cost by 1 for every 2 life you have lost this turn.
Flying, Trample
Soul Accountant has indestructible and hexproof until it has dealt damage to an opponent or a creature you don't control.
If a spell or ability an opponent controls causes you to discard Soul Accountant, create two 1/1 black spirit creature tokens with flying.
5/5

Blades to Brilliance 1W
Instant
Exile target creature. It's owner gains life equal to it's converted mana cost.

Mirrored Replacer 1U
Instant
Exile target creature. It's controller creates a 3/4 blue illusion creature token with flying and defender.

Moltenfy R
Sorcery
Exile target artifact, it's controller creates a Treasure token. That treasure token enters the battlefield tapped an doesn't untap during it's controller's next untap step.

Disastrous Event RG
Sorcery
Exile target nonbasic land. It's controller may search their library for a basic land, reveal it, then put it onto the battlefield tapped. If they do, they shuffle their library. That basic land doesn't untap during it's controller's next untap step.

Vindictive Blast WBR
Sorcery
Destroy target permanent.

(just slightly more difficult to cast than Vindicate itself, since I'm not entirely sure it's the best option for modern, and I don't want it to be too easily splash-able in BGx decks)

Hasterrvore RGG
Creature - Lhurgoyf
Haste, Trample
Hasterrvore's power and toughness are each equal to one plus the number of land cards in all graveyards.
1+*/1+*

Reality Consumpter UUB
Creature - Horror
Flying
Discard a card: Reality Consumpter gets +1/+1 until end of turn.
Exile two cards from your graveyard: Reality Consumpter gets +1/+1 until end of turn.
Spells your opponents cast that target Reality Consumpter cost 2 more to cast.
1/3
Last edited by AvalonAurora 3 years ago, edited 3 times in total.

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ktkenshinx
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Post by ktkenshinx » 4 years ago

Please use this thread to discuss new card creation ideas you have for Modern! No reprints please. Original ideas only. If you saw a cool design on another custom card community, feel free to post that here with citations too.
Over-Extended/Modern Since 2010

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Post by The Fluff » 4 years ago

from the top of my head, since I like to feed stray cats. :)

Friendly Alley Cats 2w

rare

first strike

When you cast Friendly Alley Cats, you may reveal a cat card from your hand. If you do, you may search your deck for a card named Friendly Alley Cats, and put it into the battlefield, then shuffle your library.

feeding a furry friend invites more furry friends

2/1
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AnimEVO 2020 - EFZ Tournament (english commentary) // Clearing 4 domain with Qiqi
want to play a uw control deck in modern, but don't have Jace or snapcaster? please come visit us at the Emeria thread

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AvalonAurora
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Post by AvalonAurora » 4 years ago

ktkenshinx wrote:
4 years ago
Please use this thread to discuss new card creation ideas you have for Modern! No reprints please. Original ideas only. If you saw a cool design on another custom card community, feel free to post that here with citations too.
Please fuse threads?
viewtopic.php?f=5&t=1098

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Post by ktkenshinx » 4 years ago

AvalonAurora wrote:
4 years ago
ktkenshinx wrote:
4 years ago
Please use this thread to discuss new card creation ideas you have for Modern! No reprints please. Original ideas only. If you saw a cool design on another custom card community, feel free to post that here with citations too.
Please fuse threads?
viewtopic.php?f=5&t=1098
Done!
Over-Extended/Modern Since 2010

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Now that we have colored artifacts as more of a typical thing, and colorless non-artifacts are no longer exclusive to Eldrazi thanks to stuff like Scion of Ugin and Ugin's Conjurant, I think it might be nice to introduce some more colorless stuff.

Detection Response
Instant
This spell's mana cost can't be reduced.
Draw a card.

Simplistic Engineering
Sorcery
Create a 1/1 colorless Servo artifact creature token.

Conversion Exercise
Sorcery
This spell's mana cost can't be reduced.
Create one mana of any one color.

Just a vague idea that could potentially get useful cards out of it for modern.

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Post by AvalonAurora » 4 years ago

Lightning Slaying xr
Instant
Lightning Slaying deals 2 + X + X + X damage to target creature.

Roiling Eternity Border r
Enchantment
When Roiling Eternity Border enters the battlefield, it deals 1 damage to any target.
Whenever a planeswalker enters the battlefield, it takes damage equal to half it's base loyalty, rounded up.

Warding Array wug
Enchantment
Hexproof, Indestructible
When it isn't your turn, creatures you control have hexproof.
Whenever a creature you control is blocking, it becomes indestructible until end of turn.
Creatures you control have vigilance.
Tap a creature you control: The creature you tapped to activate this ability fights target attacking creature an opponent controls.

Virtuous Bond w
Instant
Up to two target creatures you control gain hexproof and indestructible until end of turn, untap them.

Wicked Word b
Enchantment - Aura Curse
Enchant player.
Enchanted player loses 1 life whenever an artifact or enchantment enters the battlefield under their control.

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Post by AvalonAurora » 4 years ago

Saint's Charm www
Instant
Choose one -
* Exile up to three target enchantments.
* You and permanents you control gain hexproof until end of turn. Until end of turn, non-creature, non-planeswalker permanents you control have indestructible. Until end of turn spells and abilities your opponents control can't cause you to sacrifice permanents.
* You gain 10 life. Until end of turn prevent all damage that would be dealt to you by sources you don't control, you have hexproof, and creatures may not attack you.

Bard's Trick u
Instant
You may tap or untap target permanent.
Target permanent becomes hexproof until end of turn (it may be the same target).
Scry 1.

Gather Information 2
Sorcery
Draw two cards.

Mana Bursting 1
Instant
Counter target spell.

Grand Warlock's Charm bbb
Instant
Choose one -
* Target opponent discards two cards.
* Destroy target creature.
* Search your library for a card, reveal it, and put it into your hand. Then shuffle your library and lose life equal to 2 plus that card's converted mana cost.

Deadly Chant
Sorcery
Destroy target creature.

Scripture to the Void wb
Instant
Exile target creature.

Mutation of Leylines rr
Sorcery
Exile target nonbasic land. It's owner may search their library for a basic land and put it onto the battlefield tapped, if they do, they shuffle their library. That basic land doesn't untap during it's controller's next untap step.

Ray of Melt rr
Instant
Choose one -
* Exile target artifact.
* Deal 4 damage to target creature. If that creature would die this turn, exile it instead.

Battlemage's Charm rrr
Instant
Choose one -
* Deal 4 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
* Exile up to two target artifacts.
* Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

Zone Disruption
Sorcery
Destroy target planeswalker.

Archdruid's Charm ggg
Instant
Choose one -
* Exile up to one target artifact and up to one target enchantment.
* Create a 2/4 green beast plant creature token with haste, trample, hexproof, vigilance and reach.
* Search your library for a basic land, put it onto the battlefield, then shuffle your library. Lands you control gain hexproof and indestructible until end of turn. Cards in your graveyard can't be the targets of spells or abilities until end of turn.

Improbable Blizzard 1gg
Sorcery
Choose one -
* Destroy target basic land.
* Exile target nonbasic land.

Unbind Mystic Channels
Sorcery
Destroy target artifact or enchantment.

Unbind Mana Bond
Sorcery
Destroy target land.

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Post by Yawgmoth » 4 years ago

Planar Exile
Wc
Instant

Exile target creature or Planeswalker. It's controller may search their library for a basic land card and put it into play. That player then shuffles their library.

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AvalonAurora
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Post by AvalonAurora » 4 years ago

The talk of planeswalkers and their removal in the metagame section made me realize that it might be a potential place for white color pie space.

Smiting of the Outsider 1w
Instant
Choose one -
* Destroy target planeswalker.
* Exile target planeswalker with converted mana cost 4 or less.

Block Calling
Instant
Counter target planeswalker spell.

Construct Planar Wards 1ww
Enchantment
When Construct Planar Wards enters the battlefield, exile target planeswalker until Construct Planar Wards leaves the battlefield.
When Construct Planar Wards enters the battlefield, scry 3.
Players may not cast planeswalker spells.

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Anti-Foreign Territory g
Enchantment
Whenever a planeswalker activates an ability, it loses 1 loyalty (in addition to any other alterations of loyalty due to the ability or it's cost).
Whenever two or more creatures attack a planeswalker, it loses 1 loyalty (once they've been declared attackers).

Explosive Overload Potential 1r
Enchantment
If a player taps 4 or more artifacts during a turn as part of attacking with them or as costs to activating abilities, that player loses the game.
When Explosive Overload Potential becomes the target of a spell or ability, the owner of that spell or ability takes 5 damage.

Curse of Steadiness u
Enchantment
Permanents controlled by enchanted player can't be untapped more than once a turn.
Permanents entering the battlefield from exile under control of enchanted player and tokens created by enchanted player enter the battlefield tapped and can't be untapped during the turn they enter the battlefield.

Cost Enforcer wg
Creature - Spirit Advisor
Defender
Mana costs can't be reduced.
Spells your opponents cast that target Cost Enforcer cost 2 more to cast.
1/5

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Spark-Homing Lightning 1r
Instant
Choose one -
* Deal 7 damage to target planeswalker. During it's controller's next turn, that planeswalker may not activate it's abilities.
* Exile target planeswalker that is blue and/or white.

Spark-Homing Flame r
Instant
Choose one -
* Deal 4 damage to target planeswalker.
* Deal 5 damage to target planeswalker that is blue and/or white.

Root Out the Foreign 1g
Instant
Destroy target planeswalker. You gain life equal to that planeswalker's converted mana cost.

Agony to Enemies b
Instant
Target creature that is white and/or green gets -6/-6 until end of turn.

Purge the Unbound w
Instant
Destroy target black or red creature that is tapped, attacking, or blocking.

Adamant Inquisition 1w
Instant
Exile target white creature or enchantment you don't control.

Mystic Division wg
Instant
Choose one -
*Destroy target black permanent.
*Exile target artifact or enchantment.
If a spell or ability you don't control would cause you to discard Mystic Division, create three 1/3 white and green beast creature tokens with vigilance and reach.

Spiritual Division wu
Instant
Choose one -
* Exile target red spell.
* Return target nonland permanent to it's owner's hand, that player may not cast spells with the same name as that permanent until the end of your next turn. Scry 2.

Shadow Division ub
Instant
Choose one -
* Exile target green spell.
* Target opponent puts the top 5 cards from their library into their graveyard. Then you choose a card from that player's graveyard and exile it. Then search that player's hand, library, and graveyard for any other cards with the same name and exile them. Shuffle that player's library.

Doom Division br
Instant
Choose one -
* Exile target creature or planeswalker that is red.
* Destroy target creature or planeswalker with converted mana cost 5 or less.

Wild Division rg
Instant
Wild Division can't be countered.
Choose one -
* Exile up to two target artifacts.
* Counter target blue spell.

Militant Bind wr
Instant
Choose one -
* Exile up to two target artifacts.
* Exile target green creature.

Civil Bind wb
Instant
Civil Bind can't be countered.
Choose one -
* Counter target blue spell.
* Exile target creature or planeswalker with converted mana cost 4 or less.

Magnetic Bind ur
Instant
Choose one -
* Exile target black spell.
* Gain control of target creature or artifact with converted mana cost 6 or less until end of turn. Untap that permanent. It gains haste until end of turn.

Adapted Bind ug
Instant
Choose one -
* Exile target black spell.
* Put target artifact or enchantment on the bottom of it's owner's library.
If a spell or ability you don't control would cause you to discard Adapted Bind, create two 2/3 blue and green ooze creature tokens with vigilance and reach.

Cruel Bind bg
Choose one -
* Destroy target red permanent.
* Destroy target non-land permanent with converted mana cost 4 or less.

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Post by Modern_Miracle » 4 years ago

Brainstorm in a teacup.
U
Instant
Draw two cards, then put one card from your hand
On top of your library.

Porte'nt
U
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle your library.
Draw a card at the beginning of the next turns upkeep.

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Pearl Band w
Artifact - Equipment
When Pearl Band enters the battlefield, scry 2.
Equipped creature gets +1/+1 and has lifelink and vigilance.
Equip w

Sapphire Band u
Artifact - Equipment
When Sapphire Band enters the battlefield, scry 2.
Equipped creature gets +1/+1 and has flying.
Equip u

Jet Band b
Artifact - Equipment
When Jet Band enters the battlefield, scry 2.
Equipped creature gets +1/+1 and has deathtouch.
Equip b

Ruby Band r
Artifact - Equipment
When Ruby Band enters the battlefield, scry 2.
Equipped creature gets +1/+1 and has haste.
Equip r

Emerald Band g
Artifact - Equipment
When Emerald Band enters the battlefield, scry 2.
Equipped creature gets +1/+1 and has reach and trample.
Equip g

Construction of Servo u
Instant
Create a 1/1 colorless Servo artifact creature token.

Construction of Thopter u
Sorcery
Create a 1/1 colorless Thopter artifact creature token with flying.

Refined Thopter uu
Artifact Creature - Thopter
Flash
Flying
When Refined Thopter would enter the graveyard from the battlefield, you may exile it instead, if you do, create a Treasure token.
2/1

Sunsilk Banner ww
Artifact
White creatures you control get +1/+1.

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Hot Flash r
Sorcery
Target opponent reveals their hand. You choose an enchantment or sorcery card from it and exile that card.

Chirping Resonating Echo g
Sorcery
Target opponent reveals their hand. You choose an instant or sorcery card from it and exile that card.

Devout Glare 1w
Instant
Choose one -
* Tap target creature, it loses all abilities until end of turn.
* Exile target creature with converted mana cost less than or equal to your devotion to white.

Devout Calculation 1u
Instant
Devout Calculation costs 1 less to cast if your devotion to blue is 0.
Scry X, where X is your devotion to blue.
Draw a card.

Devout Return 2b
Instant
Devout Return costs 1 less to cast if your devotion to black is 0.
Choose one -
* Return up to target creature card from your graveyard to your hand, then gain 3 life.
* Return target creature with converted mana cost less than or equal to your devotion to black from your graveyard to the battlefield.

Devout Flame 1r
Instant
Devout Flame can't be countered.
Choose one -
* Deal 3 damage to each opponent.
* Deal X damage to target creature or planeswalker, where X is your devotion to red.

Devout Certainty 1g
Instant
Devout Life can't be countered.
Choose one -
* Target permanent you control gains hexproof, indestructible, and +0/+5 until end of turn. You gain 4 life.
* Exile target non-creature, non-land permanent with converted mana cost less than or equal to your devotion to green.

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Communication Quieting 1w
Enchantment
While Communication Quieting is on the battlefield, planeswalkers don't have and can't gain any abilities except loyalty abilities.
Loyalty abilities of planeswalkers cost 3 more to activate.
If a spell or ability you don't control would cause you to discard Communication Quieting, put it onto the battlefield instead.

Walk Away w
Instant
Exile target planeswalker. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle their library.

Planeswalker's Quest 1w
Instant
Exile target planeswalker. It's owner gains life equal to it's converted mana cost plus the number of loyalty counters it had before being exiled.

Realigned Mysticism 1w
Instant
Exile target spell. That spell's converted mana cost is X.
If the exiled spell was a creature or planeswalker spell, it's controller creates X 1/1 white soldier creature tokens.
If the exiled spell was an instant or sorcery spell, it's controller gains X life and then does scry X.
If the exiled spell was a non-creature enchantment or artifact spell, it's controller draws a card and then adds one mana of any color of their choice.

Unsanction Invader 1w
Instant
Choose one -
* Counter target planeswalker spell
* Counter target creature spell that is a barbarian, eldrazi, rogue, pirate, demon, horror, or shapeshifter.
* Each opponent sacrifices an attacking creature.

Anti-Aligned Runic Array ww
Enchantment
When Anti-Aligned Runic Array enters the battlefield, choose a color.
Sacrifice Anti-Aligned Runic Array: Counter target spell of the chosen color.

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Prominence of Light w
Instant
Destroy up to one target artifact or enchantment with converted mana cost less than or equal to the number of basic plains you control.
Gain life equal to the number of basic plains you control.

Prominence of Mind u
Instant
Counter target spell with converted mana cost less than or equal to the number of basic islands you control.

Prominence of Dread b
Instant
Destroy target creature with converted mana cost less than or equal to the number of basic swamps you control.
Scry 1.

Prominence of Enrapture r
Instant
Gain control of target creature with converted mana cost less than or equal to the number of basic mountains you control until end of turn. Untap it, it gains haste until end of turn.
Scry 2.

Prominence of Nature g
Instant
Choose up to X target permanents you control, they gain hexproof and indestructible until end of turn, where X is the number of basic forests you control.
Scry 1.

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Responsive Sliver ug
Creature - Sliver
Flash
You may cast Sliver spells as though they had flash.
2/3

Reflective Sliver ug
Creature - Sliver
Sliver creatures you control have hexproof.
1/2

Momentum Sliver 1rg
Creature - Sliver
Sliver creatures you control have trample.
2/4

Tendrilform Sliver wrg
Creature - Sliver
Sliver creatures you control have reach, get +0/+2 and may block any number of creatures.
2/3

Spellsweller Sliver uu
Creature - Sliver
Sacrifice a sliver, 1uu: Counter target spell unless it's controller pays 2.
1/1

Hivetending wg
Sorcery
Create a 2/2 colorless sliver creature token.
Create another of those tokens for each copy of Hivetending in your graveyard or exile.

Planar Anxiety
Enchantment
When Planar Anxiety enters the battlefield, scry 2.
Planeswalkers who entered the battlefield this turn have no abilities until end of turn.

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AvalonAurora
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Post by AvalonAurora » 4 years ago

Archangel of Determination 4ww
Creature - Angel
If a spell or ability an opponent controls would cause you to discard Archangel of Will, exile it instead with a gleam counter on it.
You may cast Archangel of Will from exile if it has a gleam counter on it.
Flying, Vigilance, Lifelink
w: Archangel of Determination gets indestructible until end of turn.
Archangel of Determination can block up to four creatures.
5/6

Sphinx of Entry 4uu
Creature - Sphinx
Sphinx of Entry can't be countered.
Flying, Vigilance
u, t: Sphinx of Entry gains hexproof until end of turn.
t: Return Sphinx of Entry to it's owner's hand.
5/5

Glowing Controller 2wwuu
Creature - Archon Avatar
If a spell or ability an opponent controls would counter or cause you to discard Glowing Controller, exile it instead with a gleam counter on it.
You may cast Glowing Controller from exile if it has a gleam counter on it.
Flying, Vigilance
0: Exile Glowing Controller with a gleam counter on it, gain 3 life, and draw a card. You can't activate this ability more than once per turn.
Creatures you don't control get -1/-0.
5/5

Rainbow Guardian 3wur
Creature - Elemental Avatar
Rainbow Guardian can't be countered.
Flying
Whenever Rainbow Guardian enters the battlefield or attacks, it deals 3 damage to any target and you gain 3 life.
wu: Exile Rainbow Guardian. Return it to the battlefield under its owner's control at the beginning of the next end step.
r: Rainbow Guardian gains +1/+0, haste and first strike until end of turn.
Rainbow Guardian can't be the target of spells that have a converted mana cost of 1 or less.
5/5

Phoenix of Grace 4rr
Creature - Phoenix
Phoenix of Grace can't be countered.
Flash
Flying
rr: Draw a card, then shuffle Phoenix of Grace into your library. You may only activate this ability if Phoenix of Grace is in your graveyard or face up in your exile zone, and only once per turn.
5/5

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The Fluff
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Post by The Fluff » 4 years ago

1Springleaf Guitar

t, tap an untapped creature you control: Add one mana of any color a land you control can produce to your mana pool.

so that affinity would live again
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Post by AvalonAurora » 4 years ago

The Fluff wrote:
4 years ago
1Springleaf Guitar

t, tap an untapped creature you control: Add one mana of any color a land you control can produce to your mana pool.

so that affinity would live again
Hmm, maybe restrict it to artifact creatures to keep it to affinity?

Spring-wound Musicbox 1
Artifact
t, tap an untapped artifact creature you control: Add one mana of a color of a land you control can produce.
A key that can only be turned with mechanical precision.

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Post by The Fluff » 4 years ago

the original drum tapped for any color regardless of lands you have. So I thought adding the land color only restriction was enough. But the musicbox you made is still good, and I would play it if it was a real card. Would allow more fast starts to happen again. :)
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Post by AvalonAurora » 4 years ago

Essentia of Wisdom 1wwuu
Enchantment
Your opponents play with their hands revealed.
At the start of your upkeep, scry 1 and gain 2 life.
Whenever you draw a card, create a 2/2 blue and white spirit creature token with flying and vigilance.

Mindgate of Void 1uubb
Enchantment
Mindgate of Void can't be countered.
Your opponents play with their hands revealed.
At the start of your upkeep, scry 1 and you may exile target card from target opponent's graveyard.
Whenever you draw a card, each opponent loses 2 life, and you may put a card from your graveyard on the bottom of your library.
If a spell or ability you don't control would cause you to discard Mindgate of Void, instead, put it on the bottom of your library, then, at the start of the next end step, shuffle your library and then draw a card.

Emotive Locus 1uurr
Enchantment
Your opponents play with their hands revealed.
At the start of your upkeep, scry 1, then tap up to one target land an opponent controls, that land can't be untapped during it's controller's next untap step.
Whenever you cast a spell, create a 1/1 blue and red spirit creature token with flying and haste.

Etherium Clocktower 2wub
Artifact
At the start of your upkeep, each opponent loses 1 life, you gain 1 life, and you draw a card.
www, t: Etherium Clocktower and target permanent you control gain hexproof and indestructible until end of turn. You gain hexproof until end of turn.
uuu, t: Scry 5.
bbb, t: Target opponent exiles a card from their hand at random.

Mysterious Rhythm 2wur
Enchantment
At the start of your upkeep, create a 1/1 white blue red spirit creature token with flying, vigilance, and haste.
Whenever you draw a card, gain 1 life.
Whenever an opponent casts a spell, Mysterious Rhythm deals 1 damage to any target.
Whenever you cast a non-creature spell, scry 1.

Forbidding Miasma 2ubr
Enchantment
When Forbidding Miasma enters the battlefield, scry 2, deal 2 damage to any target, and each opponent exiles a card from their hand.
At the start of your upkeep, put a -1/-1 counter on target creature.
Spells your opponents cast cost 1 more to cast.
Whenever an opponent draws a card, Forbidding Miasma deals 1 damage to any target.

Some more potential control finishers.

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Post by The Fluff » 4 years ago

I like Etherium Clocktower the most among those listed. The triple color abilities are powerful, but reasonably costed. Maybe make uuu just a scry 3? Scry 5 feels a bit too strong.
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