Wow. A dark ritual with built in colour fixing? I like it! Could be too big a boon for Storm, but I do like it.
Printable View
Sanitze
X2W
Sorcery
Destroy x target enchantments
cycling 1W
When you cycle ~ destroy target enchantment.
Miracle Slayer :w::w:
Legendary Creature - Human Knight
First strike, protection from red
Creatures you control can't leave the battlefield unless they die.
2/2
The first strike is mainly there to prevent suprise Snapcaster or Venser blocks. Maybe the pro red is a bit over the top, but then again, it prevents any shenanigans with Bolt, Pyroclasm, etc.
It can't be protected by your own Karakas, but that's a small price to pay, given its high resilience to nonblack removal.
Edit: I just noticed it also comboes with Mangara. That's sexy.
Some friends and I brainstormed ideas for a new Tibalt card since he hadn't made an appearance in the new Innistrad block. Since his color identity is confirmed to be B/R, and his current 'niche' is that he costs two mana, we tried to make him fit both of those boundaries without being horribly broken. Hopefully we aren't too far off of the mark.
New Tibalt :b::r:
Planeswalker - Tibalt
+1: Target player discards a card, then draws a card.
-1: Put a 1/1 red Devil creature token onto the battlefield with "When this creature dies, it deals 1 damage to target creature or player."
-4: Deal 4 damage to target player. That player discards 4 cards.
Starting Loyalty: 1
The idea is to balance him at 2 mana, he has to start at basically no loyalty. He's a pretty standard card filtering engine/madness enabler and plays well with reanimation archetypes. He can protect himself relatively well, especially against decks with lots of X/1's. His ult is just supposed to be 'Rakdos's Return' but putting the -X instead of -4 may make him too good, as you'll be able to drop him at the first sign of trouble for value (if he's about to be attacked), though I suppose in Legacy that's less of a problem in design and more for Standard or whatever.
The new SOI Devil token design really gave him a better ability than his original middle ability. I'm wondering if making it a -2 and pumping out 2 tokens at a time might be more useful though.
There's also niche applications with his +1 targeting any player. If an opponent is on one card and you know what it is, you can force them to redraw (plays well with Gitaxian Probe). Perhaps the wording need to be changed so that it does not benefit hellbent players, though. Maybe it's better that way!
Anyway, thought it was cool and that I could share here while bored at work.
It messes with more fundamental stuff. What happens if you have Wheel of Sun and Moon in play or when playing with the unearth ability.
Soul Container :1:
Artifact Creature - Construct
Soul Container enters the battlefield with X charge counters on it, where X is your life total.
When Soul Container enters the battlefield, your life total becomes 1.
When Soul Container leaves the battlefield, you gain life equal to the number of charge counters on it.
Sacrifice Soul Container: Draw a card.
2/1
Parasitic Mind :u::b:
Sorcery
You lose 1 life, then you draw cards equal to the amount of life you've lost this turn.
Loyal Guardian :1::w:
Creature - Human Warrior
Defender, Hexproof
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
As long as you have exactly 1 life, Loyal Guardian gets +7/+4 and loses defender and hexproof.
When Loyal Guardian dies, if you have exactly 1 life, you can't lose the game this turn and your opponents can't win the game this turn.
0/3
Pain Channeler :1::g:
Creature - Elf Shaman
Lands you control have "Whenever you tap this land for mana, if you've lost life this turn, add one mana of any color to your mana pool".
1/2
Jaya's Phoenix :r::r::r:
Creature - Phoenix
Flying
When Jaya's Phoenix enters the battlefield, it deals damage to target creature or planeswalker equal to the amount of life you've lost this turn.
Whenever you lose life, you may pay :r:. If you do, return Jaya's Phoenix from your graveyard to the battlefield.
3/1
Kudos, these are fun cards.
Elf Shaman doesn't do much for me though, and Soul Container seems
Happy parasitic mind is sorcery speed. Feel it should be 1UB, but that's my hate of U speaking.
Think Loyal Guardian should have shroud instead of hexproof, but that's because I think hexproof is a dumb mechanic. This reminds me of Worship with legs.
Also, Jaya's Phoenix would be better with flash, so you take a big swing from opponent but aren't dead yet, then cast this to "eye for an eye" the opponent. Also, tacking on too much fun stuff, but flavor wise, something like a Phoenix oughta have haste. Especially with such a weak butt.
*Who knew there was an image limit? Original post has 11, right at the mark, so no mana symbols here folks.
Apologies, incomplete thought.
Soul Container seems wonky and fun, looking for some unintended combo'ish abuse. On it's surface, it's a lightweight cantrip on aggressive legs. Figuring out how to make best use of the life swap seems interesting, add in stifle effects too.
Supernaturalize Φ Φ Φ
Instant
Destroy target artifact or enchanment.
Wrath Of Cod :1::w::u:
Sorcery
Destroy all creatures, they can't be regenerated. For each creature destroyed this way, it's controller puts a 1/1 blue fish creature token with island home into play.
Land
Land
T: Add :1: to your mana pool.
:g:, T: Tap target creature with flying.
The only card I like is the land.
Supernaturalize breaks the color pie in allowing non g/w/r decks to handle artifacts and enchantments (applicably) for the cost of 6 life, at instant speed. To boot, that's a crappy green card anyhow, :G::G::G: or 2life:G::G: = strictly worse than naturalize. If you're gonna make a cheat for black, red, blue- just make it a straight cheat for them instead of dirtying green.
The wrath of Cod seems fun, but instead of island home, it should be island walk. A sweeper that buries all creatures for 3 is OP, opponent not playing :U: = lulz. No thanks. (And I hate Curse of the Swine with a passion due to flavor and color pie.)
I had Manaless Dredge in mind. Six life is far from trivial, so I think it's a fair card. It also intentionally dodges CotV at one or two. The card is not meant for green decks, which can run Grip or Decay.
I'm not very serious with these cards, in case you can't tell my the names. :tongue:
4 life:g:?
Regarding island walk, I'm not sure that would even be good as you might need a follow up board wipe. It might be good against boards with a small number of beefy or utility creatures. I don't think 3cc is OP. Creatures have been getting more mana efficient for years now. Spells deserve a bit of a break imo.
Again, it was meant to be light-hearted. The cc wasn't really the point.
I love Wrath of Cod. The island home ability gave me the immediate visual of animals turning into cod and then flapping around on the ground dying of asphyxiation. Beautiful.
Surrender the Crown :1::b:
Sorcery
Target opponent becomes the Monarch
Ravage
{R}{R}
Sorcery
Destroy target nonbasic land.
I know it's not exciting or flashy. I'd still like to see it printed.
Judge of Morality
{W}{W}
2/2 Human Cleric
If any player puts a spell on the stack without paying its mana cost, exile that spell unless that player pays its mana cost.
Changed a bit.