RaikouRider wrote: ↑2 years ago
Apprehend 2WU
Enchantment - Aura {U}
Flash
Enchant creature or planeswalker
When Apprehend enters the battlefield, counter all abilities from sources with enchanted permanent's name.
Enchanted permanent can't attack or block, its abilities can't be activated unless they're mana abilities, and abilities of that permanent can't trigger.
Forged with Zeal 1RW
Enchantment - Aura {R}
Flash
Enchant Equipment
When Forged with Zeal enters the battlefield or at the beginning of your upkeep, gain control of enchanted Equipment until end of turn. Unattach that Equipment when you lose control of it.
As long as it's your turn, equip abilities of enchanted Equipment cost
3 less to activate.
Instant speed is needed on Apprehend to counter abilities. It feels a bit narrow as an ability to me, but it's fine and in color. That's the blue part of the card, if you remove that than there would be no blue here. Notably, triggered ability don't escape the
Arrest effect here, that feels original.
Forged with Zeal is the kind of card I personally... "hate" is too strong of a word, let's say "I don't really like played against me", stealing effects. I already play Equipment rarely, and to have a good one in constructed you essentially have to go to Modern (I'm thinking Swords and things like
Batterskull), I don't want to see them stealed. And not only that, my opponent will be able to equip my Equipment to their creatures much easier than I do. Unattaching when the Equipment comes back is needed for logistics. A fine card even though I'm not a fan of the design space it plays in. Also, flash isn't really needed here.
slimytrout wrote: ↑2 years ago
Wings of Reproach 1U
Enchantment — Aura (U)
Flash
Enchant creature you control
When Wings of Reproach enters the battlefield, exile target spell.
When Wings of Reproach leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
Enchanted creature has flying.
Labored Breath 1U
Enchantment — Aura Curse (U)
Flash
Enchant player
Constellation — Whenever an enchantment enters the battlefield under your control, creatures enchanted player controls get -1/-0 until end of turn.
"Now you will know what it is like to lie gasping on the deck."
-Kenessos, Priest of Thassa
Wings — Ok, "exile target spell" requires flash. I'm not a big fan of counterspells either, but that's fine. At least if I manage to deals with this, I get my spell back, and for free. Nice refund.
Breath — Strange to see a Curse without "Curse" in its name. The rest of the card is fine, it requires you to play as many enchantments as possible, which is not that easy, but I guess enchantment creatures make it easier. I don't see how flash is technically needed here, it's just a primary blue ability on a blue card.
Venedrex wrote: ↑2 years ago
Sudden Infestation
Enchantment — Aura (U)
Flash
Enchant creature
Enchanted creature has: "At the beginning of your upkeep, put a -1/-1 counter on this creature." When enchanted creature dies, create X 1/1 black and green Horror creature tokens, where X is equal to its mana value.
Form of Knowledge
Enchantment — Aura (R)
Flash
Enchant creature
Whenever enchanted creature is dealt damage, draw that many cards.
The Jeskai defeat their enemies with wisdom gained from their own strikes.
Infestation — No! Why the colon?!? It's not an activated ability! This looks like a typo but it's really a funcional mistake. Ignoring it, the effect is fine and I like it, but here too I wonder whether flash is really necessary. Maybe you want to play this in response to a removal spell to immediately get the tokens? It would be a 2-for-1 though. I don't know.
In Form of Knowledge, flash is not technically necessary but nice to have, to play it in combat with knowledge (unintended pun) of attackers and blockers, so you know which creatures are about to be dealt damage. I think this could be a monoblue card, but my inner Mel likes how you've represented all five colors between your cards.