I
Istanbul
Guest
Cabal Archon (2B)
Creature - Cleric
B, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life.
2/2
Not too shabby. Especially when you consider that, alone, he's 2BB for a 2-point drain life. And if you have more clerics, he's better.
Voidmage Prodigy (UU)
Creature - Wizard
UU, Sacrifice a Wizard: Counter target spell.
Morph: U
2/1
Okay, this I have a problem with. Too many good creatures are Wizards. Imagine this alongside Patron Wizard. First I'll Force Spike you to hellenbach, and if you manage to push something else past, I'll just start throwing wizards at you.
Wellwisher (1G)
Creature - Elf
Tap: You gain 1 life for each Elf in play.
1/1
Great googly-moogly. Um...no.
I do *not* think this will happen, or you'll see Elf decks swarm into existence with a quickness. "Cool, I got my Wellwisher! I'll start gaining 5 or 6 life a turn now..."
Skirk Fire Marshall (3RR)
Creature - Goblin Lord
Protection from red.
Tap five untapped Goblins you control: Skirk Fire Marshall deals 10 damage to each creature and player.
2/2
Again, a little suspect. Skirk Fire Marshall + some Goblin support + a little burn = game. Now, if you took out 'and player', that I'd believe.
Aurafication (2WW)
Enchantent
Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types. When Aurafication leaves play, remove all gold counters from all creatures.
It's just weird enough to be true.
Weathered Wayfarer
Creature - Nomad Cleric
W
W, Tap: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Play this ability only if an opponent controls more lands than you.
1/1
That's so...COOL! "That's MISTER Land Tax to you, buddy!" I hope this is real.
Words of Worship
Enchantment
2W
1: The next time you would draw a card this turn, you gain 5 life instead.
You know, at first glance, that's really good...until you realize that you don't get to SEE your next card before you pitch it. In this way, it's roughly on the power level of Peace of Mind...which I always liked.
Circle of Solace
Enchantment
3W
As Circle of Solace comes into play, choose a creature type. 1W: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.
A good card, but I think it's just a little overcosted. I think it should be 1WW to play and 2 to activate. As it is, it's just not quite as good as a COP of the appropriate color.
Chain of Silence
Instant
1W
Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.
Black has Chain of Smog which causes discards, green has Chain of Acid which nukes noncreature permanents, blue's Chain of Vapor bounces stuff, and red's Chain of Plasma deals damage.
Chain of Silence is...not that good, to be honest.
The others...I'd have to see them.
Skirk Fire Marshall is not the only lord with these types of abilities. They all use tapping 5 creatures of that type. White: Remove a creature from the game. Black: Return any creature to play from any graveyard. Blue: Remove cards from a player's library. Green: Gain obscene amounts of life.
Bah. Watch for mass-removal to be come popular. Where's Tsabo's Decree when you need it?
Death March
Enchantment
3B
Whenever a creature comes into play, that creature's controller may have target creature of his or her choice get -3/-3 until end of turn.
Good gravy biscuits. O.O Alternate name: Battle of the Beef.
Cruel Revival
Instant
4B
Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand.
Huh. Not too shabby, but...five mana? For this? Better be a good zombie. Mind, it CAN kill black creatures so long as they're not zombies.
Wheel and Deal
Instant
3U
Any number of target opponents each discards his or her hand and draws seven cards. Draw a card.
This...sucks.
So I can refill my opponent's hand, but not my own...and get one card...for four mana.
Maybe there's a card in Onslaught that can use this, but right now...
Ghosthelm Courier
Creature - Wizard
2U
You may choose not to untap Ghosthelm Courier during your untap step. 2U, Tap: As long as Ghosthelm Courier remains tapped, target Wizard gets +2/+2 and can't be the target of spells or abilities.
2/1
Intriguing. Grows one of your puny Wizards, effectively giving Wizard.dec a bit of beef.
Elvish Vanguard
Creature - Elf
1G
Whenever another Elf comes into play, put a +1/+1 counter on Elvish Vanguard.
1/1
And here we have a nice Elven tribal card...man, they really aren't kidding about this tribal stuff, are they?
Biorhythm (did you know about this one yet?)
Sorcery
6GG
Each player's life total becomes the number of creatures he or she controls.
*choke*
Wrath of God. Activate Squirrel Nest. Biorhythm. Die.
Kamahl, Fist of Krosa
Creature - Druid Legend
4GG
G: Target land becomes a 1/1 creature until end of turn. It's still a land.
2GGG: Creatures you control get +3/+3 and trample until end of turn.
4/3
Something is just wrong here. Are they trying to make a broken green fattie? If you can cast him, you can Overrun at least once, making him better than his original form. This just can't be right.
Fever Charm
Instant
R
Choose one: Target creature gains haste until end of turn; or target creature gets +2/+0 until end of turn; or Fever Charm deals 3 damage to target Wizard.
Niiiiiice. Pretty savage for one mana. Should go into most any deck except for pure burn.
Goblin Piledriver
Creature - Goblin
1R
Protection from blue. Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin.
1/2
WOOT! Sneaks in under countermagic if red goes first, doesn't get bounced, and is a big beating if you sneak any more gobbos through. About time red got its Scragnoth!
Insurrection
Sorcery
5RRR
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
Very very nice. Until you see the 5RRR. One of the best spells red will never cast.
Creature - Cleric
B, Sacrifice a Cleric: Target player loses 2 life and you gain 2 life.
2/2
Not too shabby. Especially when you consider that, alone, he's 2BB for a 2-point drain life. And if you have more clerics, he's better.
Voidmage Prodigy (UU)
Creature - Wizard
UU, Sacrifice a Wizard: Counter target spell.
Morph: U
2/1
Okay, this I have a problem with. Too many good creatures are Wizards. Imagine this alongside Patron Wizard. First I'll Force Spike you to hellenbach, and if you manage to push something else past, I'll just start throwing wizards at you.
Wellwisher (1G)
Creature - Elf
Tap: You gain 1 life for each Elf in play.
1/1
Great googly-moogly. Um...no.
Skirk Fire Marshall (3RR)
Creature - Goblin Lord
Protection from red.
Tap five untapped Goblins you control: Skirk Fire Marshall deals 10 damage to each creature and player.
2/2
Again, a little suspect. Skirk Fire Marshall + some Goblin support + a little burn = game. Now, if you took out 'and player', that I'd believe.
Aurafication (2WW)
Enchantent
Whenever a creature deals damage to you, put a gold counter on it. Each creature with a gold counter on it is a Wall in addition to its other creature types. When Aurafication leaves play, remove all gold counters from all creatures.
It's just weird enough to be true.
Weathered Wayfarer
Creature - Nomad Cleric
W
W, Tap: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Play this ability only if an opponent controls more lands than you.
1/1
That's so...COOL! "That's MISTER Land Tax to you, buddy!" I hope this is real.
Words of Worship
Enchantment
2W
1: The next time you would draw a card this turn, you gain 5 life instead.
You know, at first glance, that's really good...until you realize that you don't get to SEE your next card before you pitch it. In this way, it's roughly on the power level of Peace of Mind...which I always liked.
Circle of Solace
Enchantment
3W
As Circle of Solace comes into play, choose a creature type. 1W: The next time a creature of the chosen type would deal damage to you this turn, prevent that damage.
A good card, but I think it's just a little overcosted. I think it should be 1WW to play and 2 to activate. As it is, it's just not quite as good as a COP of the appropriate color.
Chain of Silence
Instant
1W
Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.
Black has Chain of Smog which causes discards, green has Chain of Acid which nukes noncreature permanents, blue's Chain of Vapor bounces stuff, and red's Chain of Plasma deals damage.
Chain of Silence is...not that good, to be honest.
The others...I'd have to see them.
Skirk Fire Marshall is not the only lord with these types of abilities. They all use tapping 5 creatures of that type. White: Remove a creature from the game. Black: Return any creature to play from any graveyard. Blue: Remove cards from a player's library. Green: Gain obscene amounts of life.
Bah. Watch for mass-removal to be come popular. Where's Tsabo's Decree when you need it?
Death March
Enchantment
3B
Whenever a creature comes into play, that creature's controller may have target creature of his or her choice get -3/-3 until end of turn.
Good gravy biscuits. O.O Alternate name: Battle of the Beef.
Cruel Revival
Instant
4B
Destroy target non-Zombie creature. It can't be regenerated. Return up to one target Zombie card from your graveyard to your hand.
Huh. Not too shabby, but...five mana? For this? Better be a good zombie. Mind, it CAN kill black creatures so long as they're not zombies.
Wheel and Deal
Instant
3U
Any number of target opponents each discards his or her hand and draws seven cards. Draw a card.
This...sucks.
So I can refill my opponent's hand, but not my own...and get one card...for four mana.
Maybe there's a card in Onslaught that can use this, but right now...
Ghosthelm Courier
Creature - Wizard
2U
You may choose not to untap Ghosthelm Courier during your untap step. 2U, Tap: As long as Ghosthelm Courier remains tapped, target Wizard gets +2/+2 and can't be the target of spells or abilities.
2/1
Intriguing. Grows one of your puny Wizards, effectively giving Wizard.dec a bit of beef.
Elvish Vanguard
Creature - Elf
1G
Whenever another Elf comes into play, put a +1/+1 counter on Elvish Vanguard.
1/1
And here we have a nice Elven tribal card...man, they really aren't kidding about this tribal stuff, are they?
Biorhythm (did you know about this one yet?)
Sorcery
6GG
Each player's life total becomes the number of creatures he or she controls.
*choke*
Wrath of God. Activate Squirrel Nest. Biorhythm. Die.
Kamahl, Fist of Krosa
Creature - Druid Legend
4GG
G: Target land becomes a 1/1 creature until end of turn. It's still a land.
2GGG: Creatures you control get +3/+3 and trample until end of turn.
4/3
Something is just wrong here. Are they trying to make a broken green fattie? If you can cast him, you can Overrun at least once, making him better than his original form. This just can't be right.
Fever Charm
Instant
R
Choose one: Target creature gains haste until end of turn; or target creature gets +2/+0 until end of turn; or Fever Charm deals 3 damage to target Wizard.
Niiiiiice. Pretty savage for one mana. Should go into most any deck except for pure burn.
Goblin Piledriver
Creature - Goblin
1R
Protection from blue. Whenever Goblin Piledriver attacks, it gets +2/+0 until end of turn for each other attacking Goblin.
1/2
WOOT! Sneaks in under countermagic if red goes first, doesn't get bounced, and is a big beating if you sneak any more gobbos through. About time red got its Scragnoth!
Insurrection
Sorcery
5RRR
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
Very very nice. Until you see the 5RRR. One of the best spells red will never cast.