Cardz5000 wrote: ↑4 years ago
When Gregarious Adventurer enters the battlefield, create a 1/1 white Warrior creature token. If it was cast from a graveyard, create two of those tokens instead.
Auspicious Start 1W
Sorcery - Adventure
Gain 5 life.
(Then exile this card. You may cast the creature later from exile.)
2/2
Ninjutsu
R (R, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Vexing Interloper deals combat damage to a player, that player reveals the top card of their library, draws it, and then puts a random card from their hand on the bottom of their library.
2/1
IIW: A cycle from a five faction color balanced world with a mix of wedges and shards (ex:
WUB,
BGU,
GUR,
RGW,
RWB)
Ninjutsu in red is definitely interesting and feels appropriate with respect to their aggressive and chaotic nature. The trigger ability is a little plain though and doesn't feel fully in pie; red does peek at cards occasionally but the way this does it feels much more blue. The rest of the ability is a small variant on the
Skullknocker Ogre text, and the Ogre is one of my least favourite cards printed in Eldraine, so that gives you an idea of where I'm at on this card.
SecondBestFriend wrote: ↑4 years ago
Peek Sneaker U
Creature- Faerie Rogue (Rare)
Flying
Your opponents play with their hands revealed.
2W,
T, Sacrifice Peek Sneaker: Name a nonland card. The named card cannot be played this turn. Activate this ability only during an upkeep.
1/1
IIW: Choose a tribe. Make a mechanic associated with that tribe (like how tolls are associated with regenerate and hexproof)
I like the overall package, but the timing restriction on the activated ability feels awkward and archaic. There hasn't been an upkeep-only activated ability printed since
Kuldotha Phoenix and for good reason. Turning it into a combat damage sacrifice trigger (along with "the named card can't be played during that player's next turn") would move it in line with current design sensibilities and also make the card a bit more interactive.
Flatline wrote: ↑4 years ago
Pry u
Sorcery — Adventure (R)
Look at target player's hand.
Draw a card.
///
Spying Sprite 1wu
Creature — Faerie (R)
As Spying Sprite enters the battlefield, choose a nonland card name.
Spells with the chosen name can't be cast.
2/1
IIW: Non-token Food
If this is a Faerie, it really should have flying, but if it has flying I think it's probably too strong, so it should have a different creature type. That nitpick aside,
Meddling Mage is nothing new, and for me the fun of Meddling Mage is either combining it with other cards that let you peek, or guessing based on circumstance what cards your opponent might have in hand. Stapling a
peek straight to the card removes the skill-testing part of Meddling Mage and makes it less interesting.
NinjaCaterpie wrote: ↑4 years ago
Esper like the Final Fantasy summon. Consume is just a keyword ability for "<casting cost>, sacrifice ~: Do Something"
Summon of the Flame 2R
Creature - Spirit Elemental (U)
Haste, trample
Consume -
2R, Sacrifice Summon of the Flame: Create an X/1 red elemental creature token with haste and trample, where X is the number of creatures you control.
2/1
IIW: A mechanic from the next Theros.
If this is what most Consume cards will look like, then I don't think this is a great showcase for Consume, as it feels like there's too little, both flavourfully and mechanically, connecting Consume cards to one another to really justify the use of an ability word. Ability words are supposed to be mnemonic in nature, and considering there's plenty of cards that sacrifice themselves for a cost and an effect in Magic, it seems unnecessary and potentially confusing to link these specific cards together. All that said, this looks like a potentially powerful build-around-ish uncommon for a draft environment, though controlling a bunch of creatures isn't the most inspired thing to be doing.
chetoos wrote: ↑4 years ago
Kaya, Deathless Assassin
Legendary Planeswalker - Kaya (Rare)
Permanents your opponents control with hexproof may be targeted as though they didn't have hexproof.
+2 - Target creature gets -2/-2 until end of turn. When that creature dies this turn, you gain 2 life.
-5 - Exile target creature
4
IIW: Uncommon walkers from war of the spark upshifted to rare.
While I do see your IIW, having a near copy-paste of a previous walker in
Kaya, Bane of the Dead isn't a good look. The first ability needs an "up to" so that you can activate it if there's no creatures in play. The card itself is a killing machine without any of the cool flavour the original
Kaya had, and since moving a walker to rare opens up more room for those types of fun abilities, it would have been nice to see that rather than "+ for weak removal" and "- for strong removal".
mellifluoresce wrote: ↑4 years ago
Orcish Assassin 2R
Creature - Orc Assassin (R)
Orcish Assassin enters the battlefield tapped.
At the beginning of your end step, choose a tapped creature at random. Orcish Assassin deals 3 damage to that creature.
2/2
IIW: Existential dredge
Red
Royal Assassin. It feels a little weird for red to be punishing tapped creatures, considering that's what most of its creatures like to be doing. This feels like an old-school goofy card a la
Orcish Librarian or (appropriately enough)
Goblin Assassin, especially considering its potentially suicidal nature. When it comes to actual gameplay though, the fact that this can just nug itself feels bad, and the fact that it's correct for players to just not attack while this is out feels even worse. This only triggering on your end step also makes it a strict downside for you, since one of the ways you can play around this trigger is by attacking with 4+ toughness creatures. Your opponents can do that with impunity, but if you try to do the same thing they can chump with their smaller creatures and put your big creatures in range of the Assassin.
Subject16 wrote: ↑4 years ago
Shadowspore Thallid 3BG
Creature - Fungus Ninja (Rare)
Ninjutsu
2BG
Whenever Shadowspore Thallid deals combat damage to a player, put a Spore counter on target creature that player controls.
At the beginning of your upkeep, put a spore counter on each permanent with a spore counter on it, ten for each permanent an opponent controls with three or more spore counters on them, that player sacrifices that permanent and you create a 1/1 green Saproling creature token.
The thallid's strike was deadly. The poison only needed time to bear fruit.
3/3
IIw: Mercenaires or Rebels
While I did like Cardz' red Ninjutsu card, Ninjutsu in green doesn't really feel appropriate. Green just isn't very sneaky in any way, and the flavour of Ninjutsu here feels like a total miss. That said, the mechanics and flavour of of its other abilities are pretty interesting and fun. The second ability is a little busy - a part of me feels like it should be only doing one (pumping your Funguses full of spores) or the other (pumping your opponents' stuff full of spores) - but I could see Wizards printing this in a Time Spiral-esque set. Just remove Ninjutsu, change it from a Ninja to an Assassin, and maybe play around with the mana cost and stats and you've got a neat package.
wonderful wrote: ↑4 years ago
Viashino Vileblade 2R
Creature - Viashino Assassin (R)
Haste
B: Viashino Vileblade gains deathtouch until end of turn.
T: Viashino Vileblade deals 1 damage to any target.
At the beginning of your end step, return Viashino Vileblade to its owner's hand.
"We've got a mission. Get in and get out."
1/1
iiw: illusions
A deathtouch pinger is swell, but I feel like this is not the way to do it. The fact that there isn't a black mana symbol in the mana cost is somewhat deceptive, as playing this without black is a terrible choice as you're left with a
Cunning Sparkmage you need to pay upkeep on every turn. And if you are playing black, this is just a 2RB sorcery speed (
almost) unconditional removal spell with buyback that requires your opponent to have an instant speed removal spell or be effectively locked out of sticking most creatures to the table for the rest of the game. Maybe instead of the return trigger, have the deathtouch activation make it so that it doesn't untap during the next untap step; that way your opponent can interact at sorcery speed and it also means you can only unconditionally kill things every other turn. Still, I feel like there needs to be a bigger hoop to jump through than just paying some mana to get the deathtouch + ping combo on one card.
Cythare wrote: ↑4 years ago
Goblin Spook 1R
Creature — Goblin Rogue (U)
Menace
Goblin swap
1R (1R: Exchange this Goblin with a Goblin permanent card in your hand.)
1/1
Extended [object] swap rules: If the object previously on the battlefield was attacking, the exchanged object is now attacking. If it was blocking or was blocked, it is blocking or being blocked by the same other objects. Anything previously attached to the object will be attached to the new object. If the new object isn't a creature, it is simply put onto the battlefield, and anything previously attached to it that can't be attached to the new object become unattached.
IIW: Faeries
Aura swap but for Goblins is a cute take. Goblins are generally small enough that even paying 2 (4 in total) for them is unlikely to be that big of a blowout, so this feels fair. I'm unsure if Wizards considers this appropriate complexity for modern design, but if this is in Modern Horizons 2 or something I'm pretty sure it'll fly, though it should probably be a rare. Menace is great here, as it really makes your opponent think about whether they want to block it or not; you might slam down a
Goblin Goon and chunk them or their creatures for a ton, or you might sneak in an extra point with
Siege-Gang Commander while also getting some mana savings. I'm a fan.