netn10 wrote: ↑7 months ago
Qal Sisma
Legendary Land — Forest Island Mountain (Rare)
(
T: Add
G,
U, or
R.)
Ferocious — Qal Sisma enters the battlefield tapped and with a stun counter on it unless you control a creature with power 4 or more.
Ferocious —
T: Add
GUR. Activate this ability only if you control a creature with power 4 or more.
"The land provides for those who whisper its name and prepare their ears for its inevitable shouts."
—Chianul, Who Whispers Twice
This is a quite novel tri-land, which is impressive because a lot of multi-land design space has been used. My only concern is that a land that can produce 3 mana -- even under restrictive circumstances -- is inherently kind of dangerous. I guess in the best case, Turn 1 land + mana dork, Turn 2 land + 4-power creature (for 3 mana), Turn 3 this land. That's an explosive start, and it's not hard to imagine living the dream with some frequency - and then having 6 mana on turn 3 is going to be hard for some decks to compete against.
kwanyeegor-ii wrote: ↑7 months ago
Frozen Statuary 5WU
Artifact Creature - Golem (Rare)
Delve
Flash
When Frozen Statuary leaves the battlefield, you may return an artifact or enchantment card exiled with it to the battlefield.
4/4
This is an extremely clever design and nicely balanced!
AnotherAlias wrote: ↑7 months ago
Crow's Nest Cutthroat
Creature — Bird Pirate (Uncommon)
Flying, haste
Raid — When Crow's Nest Cutthroat enters the battlefield, if you attacked this turn, create a Treasure token.
3/1
Flying on a medium red creature is unusual (except for Phoenixes). But aside from that nitpick, this is a solidly designed uncommon.
Komandon wrote: ↑7 months ago
Marauders Bay
Land - Lair (rare)
Marauder Bay enters the battlefield sacrifice it unless you return a non-Lair land you control to its owners hand.
Raid — When Marauders bay enters the battlefield, if you attacked this turn create a 2/2 black Pirate token creature with menace.
T: Add
u,
B,
r.
Ooh, I almost forgot about Lairs! I remember playing with those back in the day. Of course, those are horribly underpowered compared to today's lands, so you've added a nice upside. In a pinch, you can even play this as a "free" 2/2 as long as you attacked this turn. Nice.
marioguy3 wrote: ↑7 months ago
Spellchasing Wizard
Creature - Wizard (Rare)
Prowess
Whenever you cast an instant or sorcery spell during your main phase, draw a card.
At the beginning of your end step, create an X/X blue and red Elemental creature token, where X is the amount of damage Spellchasing Wizard dealt to a player or planeswalker this turn.
1/3
I really like this as a top-end for a Spellslinger deck. I appreciate that the first ability doesn't let you go off at the end of your opponent's turn, but I'm worried that it might be too easy to break anyway. Maybe you could limit it to twice per turn? The second ability is nice too, helping you close out a game as you run out of steam.