@Duke: You have a lot of really cool ideas. I think the sheer volume of them makes it hard for people to follow. I guess that's how really good ideas come out.
Here's my take on several.
False scripture is alot like fool's tome, but better so it's actually playable.
The 2 exampler cards you gave of paying life, and a creature that benefits from when you lose life don't affect each other.
Death's Claim (3BB) Instant
Destroy target creature. At the beginning of your upkeep, if there are creatures in play, return Death's Claim to your hand.
very cool and balanced.
Cursed in Hell (2BBB) Sorcery
Each player loses half of his or her life, rounded up. At the beginning of your upkeep, if Cursed in Hell is in your graveyard, you lose half your life, rounded up.
Needs a new name, but i love the effect... at the very least it reads..
target player loses half their life, wait 1 turn, you lose half your life. You have 3 turns to kill them at half life.
Glyph of Destruction Sorcery 1RR
Destroy target land. At the beginning of your upkeep, if Glyph of Destruction is in your graveyard you may pay 1 and remove it from the game.
If you do, draw a card.
Glyph of Denial Instant 1UU
Counter target spell. At the beginning of your upkeep, if Glyph of Denial is in
your graveyard you may pay 1 and remove it from the game.
If you do, draw a card.
I think these were by caveman but, i like the reusable idea..
kind of like flashback.. but for cheaper. Glyphs are already in use however.
Stapled thoughts: awesome card.
Protest Control:should definately be U or 1U
bouncing all 1/1's is almost always awful.. with a echoin truth being better (say if faced with 20 snake tokens and a coat of arms)
Reality Prism is cool but needs a restriction.. 4 to eliminate a permanent is too good. It needs to have a condition where it passes to an opponent after you do it, or that the card is removed as long as it remains in play, and at the beginning of your upkeep you can choose to return it..
Until Death's Call (X2BB)
Sorcery
Until Death's Call deals X damage to target creature or player and you gain X life. If X is 4 or more, return Until Death's Call to your hand.
Until death's call grammatically doesn't really make sense but i like the benefit of wasting lots of mana and getting a reward. I think just "death's call" would suffice. Also, drain life costs X1B.. the ability is if you pay 4 or more. if you pay 4 or more... you're paying 8 mana to fetch a spell back... and it's a sorcery!! i think it should read.
Death's Call (X2B) Instant
Target creature gets -X/-X until end of turn and you gain X life. If X is 3 or more, return Death's Call to your hand.
This way it's more reactionary, costs 1 less so its fair (i pay 7 mana to deal 4 damage) I also added a -x to make it slightly different from a drain life spell variant. Also it kills indestructibles.. and having a instant -X spell is awesome.
picture this...
you have 8 swamps..
opponent: 4 1/1's.
tap 7 mana: kill a 1/1 gain 1 life. wait a turn... tap 7 mana.. kill a 1/1.. gain 1 life.(entirely balanced)
Orb of the times: Legendary Artifact 1
should be more than 1 of any color, as paying X is a high restriction.
probably a T: Add 2 colorless to your mana pool.
With the name i just think of new york times: maybe just time.. or synonyms for time.
and you made it a legendary artifact. picture this..
Turn 1: Island, play orb
Opponent Turn 1: swamp
Turn 2: no lands..
Opponent Turn 2: Play a spell.. you tap your orb for 2. power sink for 2..
Lost Illusions (1UU) Instant
Target player draws a card. Choose target permanent that player controls. Put that permanent on top of his or her library.
I kind of like this permanent swap but im tempted to cost it at either UU or 1U as you gave them an extra card, and will give them what you took away 1 turn faster.Er... you know what i mean.
I think the psion cards could be fully named psionic, sounds better and people would recognize it.. where as they stand people might associate them with the Matrix..
The prisoner is cool.. but the son is an overcosted tim who needs to cost 1U, as icatian javelineers cost W, and had the ability to deal 1 damage. Plus damage dealing is more prevalent in blue too.
1U 2/2 removing a counter for 2 turns would be an amazing card.
The father of psion is actually really balanced.. as you cant really make him a 10/10 in a single turn.. and hes a 3/3. I think to streamline these cards to blue they should have a higher blue in the casting cost, and therefore cheaper. so instead of 3U, possibly 1UUU cause he's pretty badass
and his activation cost could be made cheaper, from 3U: to UUU:
Desolate the desolated should be at B.
psychotic elemental
nightmare of absurdity
eternal visions= all awesome and well balanced.
End of Dreams (BB)
Instant
Look at target player's hand and choose a card there. That player discards that card. You lose life equal to its casting cost.
This card is good but i think the penalty should be heightened and the cost diminished... try this..
End of Dreams (2BB) Instant
Look at target player's hand. Choose a card. That player discards that card.
Remove end of dreams from your hand:
Look at target player's hand and choose a card there. That player discards that card. You lose life equal to 2x its casting cost.
This way its an instant discard for 1 more which is pretty good... or you can be daring and discard a card, potentiallly losing 4-6 life.
Necropsoia (B) Sorcery
Choose one: draw a card and you lose 1 life, or search your library for up to 3 cards named Necropsoia and put them into your hand and shuffle your library.
Pretty good... it ends up being more of a 1U remove 3 cards from your library card... what was that called (Foresight?) anywhoo.. i think this card could be 86ed or changed into something fun/good.
Brain Damage (B) Sorcery
Choose one: target player discards a card, or search your library for up to 3 cards named Brain Damage and put them into your hand and shuffle your library.
this is really good.. almost broken.. get this.. say its turn 2... you play brain damage.. choosing for 3...next turn you play a 3rd swamp... then all at once..
you play 3 brain damages... making them discard their entire hand...which you could also use recursive effects...
Spiritual Strain (B) Sorcery
Choose one: target player loses 2 life, or search your library for up to 3 cards named Spiritual Strain and put them into your hand and shuffle your library.
one by one they aren't bad.. but again.. on turn 3... paying BBB to make a player lose 6 life.... a little cheesy...
imagine having a soldevi digger in play... play the first... fetch the last 3...
oops! you have a life draining loop where you can have the first spell countered every time..
which translates to.... B: discard this card.. 2: shuffle first card back.. BB.. drain 4 life..
so: 2BBB
rain 4 life..
a little unbalanced. If you did make this card... give it supercool art.. and make it a $20 rare
I'd kill necro and brain damage and try to balance this card, as the idea is far superior to the other 2.
maybe... you could restrict them to only be played once a turn... then they'd be entirely balanced.. but that also takes out the fun..
Spiritual Strain (1B) Sorcery
Choose one: target player loses 2 life, deal 2 damage to target creature, or search your library for up to 3 cards named Spiritual Strain and put them into your hand. Shuffle your library afterwards.
this way you couldnt stack them as easily.. plus you can hit creatures.. it's kind of like a charm on crack...
picture this..
T1: swamp
opp1: mountain, plays a 1/1
T2: Swamp, cast strain, fetching 3...
opp2: mountain, plays a 2/2, attacks for 1
T3: Swamp, strain on the 2/2... (2 remaining)
opp3:mountain, cast a 1/1 haster.. casts fist of anvil.. you take 5..
t4: Swamp, strain on the 1/1 (1 remaining)
opp4: mountain, plays a 4/4 with conditions and a 2/2
t5: cast last strain on the 2/2 and terror the other!!!
AMAZING card... its cheesy.. but not infinite combo worthy..
now the soldevi combo costs
1B: discard this card.. 2: shuffle first card back.. 1B1B.. drain 4 life..
so: 5BBB
rain 4 life..
if it were a wizards card.. it would definately cost 1BB though..
Apocalyptic Measures (2RR) Sorcery
You can only play Apocalyptic Measures if it is the only card in your hand.
Each player sacrifices 3 permanents.
This card is amazing.. you get a huge benefit if its the last card in your hand... which in the fast paced red.. happens a LOT..
by the time you can cast this.. you'll have cast 1cc burn, kird apes, and jackal pups
Miraclous Intervention (WW) Instant
Play God's Will only if you have 5 or less life.
Counter target spell and remove it from the game. You gain life equal to its total mana cost.
amazing... a condition of 5 or less life makes it balanced.. You should give it an alternate use though.. otherwise early game its totally worthless...
Like cycling
Void Bomb and Psycho Bomb are completely broken...
if it cost less to play, and had a pillar tombs aku type effect then it'd work
having an enchantment for 1 turn shouldnt justify the nuking of an opponent's hand, especially since enchantment hate is way down.
I'd recommend something mimicing the Pillar tombs aku card.
like....
Void bomb 1B enchantment
Any player may pay 4 life to destroy this.
Sacrifice Void Bomb: This may only be done at the beginning of your upkeep game. Target opponent discards 3 cards.
Psycho Bomb (1UUU) Enchantment
At the beginning of your next upkeep, remove Psycho Bomb from the game and draw 4 cards.
psycho bomb isn't bad but i think it should match more with the 1st.
perhaps like this:
Psycho Bomb 1U Enchantment
Any player may discard 2 cards to destroy this.
Sacrifice Psycho Bomb: Draw 4 cards. This ability may only be done at the beginning of your upkeep
Chamber of lost wisdom has such a cool name but, an effect SO close to well of knowledge from weatherlight. Since it's "lost" knowledge maybe it should have to do with cards that were discarded, kind of like a retroactive Bosium strip.. like..
you could also stretch the idea out..
Chamber of Lost Knowledge 2U
2: Return target instant or sorcery card in your graveyard to your hand.
This ability cannot be used on a spell that was put into your graveyard this turn.
Chamber of Lost Hope 2B
2: Return target creature from your graveyard to your hand.
This ability cannot be used on a creature that was put into your graveyard this turn.
or you could have it remove spells... they are lost
Chamber of Lost Wisdom 1WW
2: Remove target card in your graveyard from the game. Gain life equal to that card's casting cost.
Chamber of Lost Hope 3BB
2: Remove target creature in your graveyard from the game. Target player loses life equal to that card's casting cost.
Chamber of Lost Wisdom 3UU
2: Remove target instant or sorcery card in your graveyard from the game. Draw cards equal to that spells casting cost.
if you set the restriction on how many times it can be used, say once, then each chamber should cost 2-4.
I think more people would jump on this thread if actual fakes were posted IMO..
Do you have any artist images for these cards? If so i could completely make some fakes of these.. And as i can't give you my 300dpi templates.. i could make flat jpgs of some of your cards.
BTW does anyone know the legality of posting fake jpgs?