netn10 wrote: ↑1 month ago
Ruk, Deep-Sea Pet 1GU
Legendary Creature - Octopus (Rare)
Partner with any legendary Kiora, Kraken, Leviathan, Octopus, or Serpent card even if they don't have partner
Vigilance
T: You get an emblem with "Kiora, Kraken, Leviathan, Octopus, and Serpent spells you cast cost
1 less to cast."
"A good helping hand is hard to come by these days. Good thing she has eight, then."
3/3
"Partner without partner" is a little confusing, and it's probably best spelled out as a deck-construction rule. That being said, it immediately makes the card feel silver-bordered to me. Perpetually reducing costs can get out of hand rather quickly, especially with green and blue untap effects to speed it along. But other than a few niche decks, there's no potential for other use, so it gets a very low grade from me.
EsperCormorant wrote: ↑1 month ago
Slapdasher Mage
Creature - Faerie Wizard (R)
Flying
: The next permanent spell you cast this turn can be cast as though it had evoke. The evoke cost is its mana cost reduced by
.
"Who cares if it lasts? I just want to show it off."
2/1
Flashy, but perhaps a little too effective. It's got more combo potential than the above card, so it could likely go in a wider variety of decks, but it still feels very limited to
B graveyard recursion decks.
The name's very charming and on point, though! Nice jot of flavor.
AnotherAlias wrote: ↑4 weeks ago
Recharging Angel
Artifact Creature — Angel Construct (C)
Flying
: At the beginning of your next upkeep, Recharging Angel gains first strike and lifelink until end of turn.
Angels, though regarded as perfect by many, are not. However, with the turn of the New Dawn, such beings can be replaced with perfected mechanical counterparts, cutting out all of their natural flaws.
3/1
Feels very
Antiquities-era, although it might be more of a direct descendent of
Legends'
Gabriel Angelfire It's a little weak to take itself out of consideration for a turn, which really open itself up to removal. First strike is a strong benefit (given its low toughness), but lifelink is kinda meh I'd strongly suggest giving it baseline vigilance, and then letting it choose which of several other benefits to gain for the turn; then it becomes a very flexible attacker.
"Recharging" Angel makes me think it's going to either deal with
E, or refill +1/+1 counters (like
Clockwork Avian), so the flavor's a little off.
kwanyeegor-ii wrote: ↑4 weeks ago
Entangling Orbweaver 3G
Creature - Spider (Common)
Haste
T: Detain target creature with flying.
(Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
The giant orbweavers of Oran-Rief catch their prey with both speed and ambushes.
2/3
Very nice, and deserves the common rating. Green got a lot of
detail-style effects in early sets, so this is a nice throwback to that. It feels like it should still have reach, though.
I first read "orbweavers" and "or beavers," which is uhhh quite the type.
Komandon wrote: ↑4 weeks ago
Gate Guardian 1W
Creature — Human Solider (uncommon)
T: Target creature becomes blocked. If you control no other creatures you may pay
2. If you do, untap Gate Guardian.
"I can do this all day" — Steve Rogers
1/1
Weird to see Marvel in what I would assume is
not intended to be a Universe Beyond card. And a little weak for Cap'n 'Murica. The effect feels very
Legends /
Ice Age to me. It's a weird variant on multiblocking, and it leads me to think this would play better as your only creature on the field, since you can effectively
Holy Day .... all day.
Sagharri wrote: ↑3 weeks ago
Acolyte of Dawn and Dusk G
Creature - Elf Cleric (R)
T: Add
W if you gained life this turn. Add
B if you lost life this turn.
"Something ends so that something can begin."
0/2
Nice, and simple enough to be a common or uncommon -- making it a rare seems really underwhelming.
KB52665 wrote: ↑3 weeks ago
Norin, Ever-Cautious r
Legendary Creature — Human Warrior
Vigilance
Whenever a player casts a spell, add
r.
: Return Norin to its owner's hand.
2/1
Not
quite like the
original, but combolicious in its own fashion. The ability to choose when to duck out makes it feel much more
W or
U rather than
R.
Ink-Treader wrote: ↑3 weeks ago
Raging Boltslinger RR
Creature - Goblin Wizard (U)
T: Raging Boltslinger deals 1 damage to any target.
Desperation-
T, Sacrifice Raging Boltslinger: Raging Boltslinger deals 3 damage to any target. Activate only if you have half or less of your starting life total.
0/1
Desperation is an interesting tweak on Fateful Hour; I often feel that that mechanic wasn't pushed enough, given that 5 life should be pretty close to closing out the game. Only half your life total means it'll matter more often, and also becomes effective at different points in different formats (2HG, EDH, etc.)
I always find pingers a little hard to balance; there are enough Goblin buffs out there that the Boltslinger could be more effective attacking than pinging.
MonoRedMage wrote: ↑3 weeks ago
Kamahl, Grand Champion 5RRR
Legendary Creature - Human Barbarian {M}
Ward - Sacrifice three lands.
T: Kamahl, Grand Champion deals 6 damage to any target.
Whenever another Barbarian, Berserker, or Warrior enters the battlefield under your control, untap Kamahl, Grand Champion.
6/6
Combolicious, but I worry that "dump three creatures = GG" is fun to play against. The Ward cost also quickly locks a player out of the game in an un-fun way.
marioguy3 wrote: ↑3 weeks ago
Polarizing Bear
Creature - Bear (Uncommon)
: Draw a card. Activate only if you discarded a card this turn.
: Target opponent discards a card. Activate only if you drew two or more cards this turn.
Nothing the Polarizing Bear does is without questions from both sides. It answers all of them with wintry results.
2/2
Bears feel wrong in non-
G colors. It's a cute play on "Polar Bear" but another pun would be just as effective. The limitation on the abilities is rather quickly overcome with a single
Merfolk Looter, but I must say that I find Magic a lot more interesting when players get to play their cards, not just draw and discard them.