D
DÛke
Guest
Destine (U)
Sorcery
Reveal a non land card in your hand to all players, then search your library for a copy of that card, reveal it to all players, and put it into your hand. Shuffle your library.
(Destine is a useful card on its own, though the cards I had planned for it really make it worthwhile. Simply the existence of Counterspell or any Blue's efficient early spells make the card highly interesting, if not downright playable. The casting cost is sure to become a subject of debate, though if thought thoroughly, Destine's power is only effective early in the game, i.e., the first 2 or 3 turns, when the caster's hand is full of cards to use for Destine's effect. Beyond the early game, Destine can only be useful if the player packed plenty of card drawing capabilities, which, in return, would make Destine unnecessary, or at least less necessary. The card may seem underpriced, but thinking its concept through reveals otherwise.)
Psionic Concentration (3UU)
Instant
Psionic Concentration deals 3 damage to target creature or player and you lose 2 life.
When you play Psionic Concentration by paying its mana cost, you may play another Psionic Concentration card from your hand without paying its mana cost until end of the turn.
(This is one of the card's that can benefit greatly from Destine. The card may be a little controversial given its damage effect, though I would like to remind the reader that Blue can and does deal direct damage, viz. Psionic Blast, Prodigal Sorcerer, and the like. One more card that does it and does it good will not hurt.)
Soular Manifestation (BB)
Creature - Spirit
Trample
As Soular Manifestation comes into play, put a +1/+1 counter on it for each 1 life you paid or lost this turn.
1/1
(A similar concept to Minion of the Waste from Tempest, though this one can be more efficent. This card I designed specifically to fit in with a recurring theme in this set of cards - life paying and losing. See the next card for a quick example...)
Sogen (B)
Creature - Insect
Flying
Pay 1 life: add B to your mana pool. Play this ability no more than 2 times each turn and only as a Sorcery.
0/1
(Inspired by Birds of Paradise and the loss of Dark Ritual, Sogen is destined to be a players' stable. Not a Dark Ritual replacement by all means, but something rather entirely different. Additionally, there are a couple of cards planned that get stronger when life is paid or lost - see the aforementioned card.)
Howling of the Fate (3BB)
Sorcery
Target player chooses and discards 2 cards from his or her hand. For each card he or she fails to discard this way, that player loses 4 life.
(In my few years playing Magic, black control viz. discard became a quick favorite. However, a problem prevailed - once the player is out of cards, especially mid and late game, there is not any card, as far as my knowledge is concerned, that punishes the player greatly for having no cards, or few cards, in hand. Howling of the Fate is almost a win condition, not to mention, a card that only makes itself better as the game progresses - if the opponent has the cards, than by all means, discard them. If not, then prepare to lose 4 life and discard whatever it is in your hand, or, if you are out of cards, lose 8 life. Not a bad deal for five mana.)
Grave Ritual (3B)
Instant
Target player sacrifices a creature. If he or she can’t, that player loses 4 life.
(Same concept to the aforementioned card, this card helps a control player when needed, and punishes the opponent later on. Like its cousin, Howling of the Fate, Grave Ritual can only become better as the game progresses.)
More old cards later...
Sorcery
Reveal a non land card in your hand to all players, then search your library for a copy of that card, reveal it to all players, and put it into your hand. Shuffle your library.
(Destine is a useful card on its own, though the cards I had planned for it really make it worthwhile. Simply the existence of Counterspell or any Blue's efficient early spells make the card highly interesting, if not downright playable. The casting cost is sure to become a subject of debate, though if thought thoroughly, Destine's power is only effective early in the game, i.e., the first 2 or 3 turns, when the caster's hand is full of cards to use for Destine's effect. Beyond the early game, Destine can only be useful if the player packed plenty of card drawing capabilities, which, in return, would make Destine unnecessary, or at least less necessary. The card may seem underpriced, but thinking its concept through reveals otherwise.)
Psionic Concentration (3UU)
Instant
Psionic Concentration deals 3 damage to target creature or player and you lose 2 life.
When you play Psionic Concentration by paying its mana cost, you may play another Psionic Concentration card from your hand without paying its mana cost until end of the turn.
(This is one of the card's that can benefit greatly from Destine. The card may be a little controversial given its damage effect, though I would like to remind the reader that Blue can and does deal direct damage, viz. Psionic Blast, Prodigal Sorcerer, and the like. One more card that does it and does it good will not hurt.)
Soular Manifestation (BB)
Creature - Spirit
Trample
As Soular Manifestation comes into play, put a +1/+1 counter on it for each 1 life you paid or lost this turn.
1/1
(A similar concept to Minion of the Waste from Tempest, though this one can be more efficent. This card I designed specifically to fit in with a recurring theme in this set of cards - life paying and losing. See the next card for a quick example...)
Sogen (B)
Creature - Insect
Flying
Pay 1 life: add B to your mana pool. Play this ability no more than 2 times each turn and only as a Sorcery.
0/1
(Inspired by Birds of Paradise and the loss of Dark Ritual, Sogen is destined to be a players' stable. Not a Dark Ritual replacement by all means, but something rather entirely different. Additionally, there are a couple of cards planned that get stronger when life is paid or lost - see the aforementioned card.)
Howling of the Fate (3BB)
Sorcery
Target player chooses and discards 2 cards from his or her hand. For each card he or she fails to discard this way, that player loses 4 life.
(In my few years playing Magic, black control viz. discard became a quick favorite. However, a problem prevailed - once the player is out of cards, especially mid and late game, there is not any card, as far as my knowledge is concerned, that punishes the player greatly for having no cards, or few cards, in hand. Howling of the Fate is almost a win condition, not to mention, a card that only makes itself better as the game progresses - if the opponent has the cards, than by all means, discard them. If not, then prepare to lose 4 life and discard whatever it is in your hand, or, if you are out of cards, lose 8 life. Not a bad deal for five mana.)
Grave Ritual (3B)
Instant
Target player sacrifices a creature. If he or she can’t, that player loses 4 life.
(Same concept to the aforementioned card, this card helps a control player when needed, and punishes the opponent later on. Like its cousin, Howling of the Fate, Grave Ritual can only become better as the game progresses.)
More old cards later...