Okay, I can provide comments. Still not sure about rankings.
Also, while four is my favorite number, there are other options to use for the creautre's power you know.
And stop messing with exile, you know that I'm the judge for this. Seriously, just don't. I'm not saying I can't be convinced that it's a good idea, but it requires quite a lot from you to do it properly.Yushang
Given the effect, I think it's unnecessary to give it such an aggressive body. While I like that it encourages using it in aggro decks, I think you're putting too much power into the card compared to the mana cost. It also doesn't resonate that well with the Devil type, even if Hellrider would love to disagree.
I like that it's randomness you have somewhat control over, and with no disasterous outcome. However, it's also a bit conflicting. When you want to cantrip useless cards, you might end up with more of them, when you want to go big, you might lose your valuable spell, reducing the appeal of the "may" clause, since one mode will nearly always be good while the other is bad. I suppose that is the way random effects are supposed to work, I just wish there was more tactic behind it.
Is Surge supposed to be exiling spells for effects? Given that I don't know the purpose of it (which might indicate the need for an explanation, or just leaving it out), I won't think too much about it. However, I don't think a mechanic that discourages you from getting the effect of your spells is a terribly great idea.
Slightly interesting in that the Flanking is a neat way of achieving the first effect.
I think you could do without one of the colors. Most sets don't have a ton of multicolored cards, and I can see Flanking being a perfectly black mechanic, mechanically.
The whole fiddling with exile is still an idea I am vehemently against. The entire zone was initially designed to be uninteractive, and there is very little you can do with it that isn't already covered with the graveyard. There is some interesting flavor to go about it, but not worth it to mess with for the long term of the game.
Giving you a pemanent Yawgmoth's Will sounds like something that isn't the best of ideas. He's like a Dralnu, just extremely better in every way, other than not having Teferi in the format together with him.
The wording contains a lot of redundant sentences. The "As though" wording is no longer necessary, just state that you can cast them. The second ability doesn't need to state that it only works while on the battlefield, since that is default for every ability. It should also be worded as a replacement ability. "If a card would be put into a graveyard, exile it instead."
I like the flavor text, not a fan of the name. A bit big for a Wizard too, imo.
Does he really need to cost eight? I don't like the Fathom ability increasing his mana cost all that much, even more so when he probably won't be all that good if you hardcast him. It should probably also be for each spell you have cast, unless you only want it to count resolved spells, which I don't think you want, and you just typo'ed it.
Not sure about the 4/4, seems more like a 3/5 to me. The flavor text is strange, and doesn't really add much to him. It's a bit too much "Uh, okay..."
Your goat race is pretty cool.
I'm not sure how much soulbond really adds to the card. It feels a lot like imprint here, in where it's mostly unnecessary. It has the benefit of actually being a keyword, so it matters to a certain degree, and I suppose it cleans up the wording slightly.
Sower of Temptation is already a really good card, and while flying and being a Faerie helps a lot, this is both resistant to removal and really easy to cast with countermana open, I think it's pushing it too much.
Flavor is strange, considering the mention of blood, but this card pretty much exiles everything. Your description of the Homonculi also sounds a bit more red than anything else. The flavor also seems to display the nomad more as a homonculi cultist more than anything else.
Flanking with numbers always made sense, not sure why they didn't do it.
Unsure of how much I like Essence. I'd harp on it for being such an easy mechanic, but that doesn't actually mean it's a bad thing. However, it is slightly confusing when it comes to exiling multiple cards at once, and I think you should have worded it in a way that helps clear it up. If it triggers for every card exiled, then the card is most likely busted in half.
I wish it had more self-synergy, since it deals with a less common theme in magic that doesn't happen naturally. However, it is a rare, so it has some more leeway.
I quite enjoy the whole concept of his flavor, partly rewriting history as it fits him. Would personally name him Keeper of History instead, even if you're the fluff guy.
His ability looks quite interesting, but essentially boils down to "Reveal the top two, put one in your hand and the other in your graveyard", which isn't really all that black when you think about it. It's also not incredibly exciting, and a utility ability I wouldn't expect to find on a 5 mana beast.
The use of minotaurs is pretty cool.
I'm somewhat impressed you managed to do something that is both innovative and overused. I assumed it was just another traditional token maker with fancy words, but the use of components is pretty interesting. However, amusingly enough, it's pretty hard to figure out what you actually do when you assemble two contraptions with a Steamflogger Boss in play.
I think you're going pretty overboard on the colors here, I don't see a reason as to why it needs to be all three. I think it overall does a bit too much. The core concept of returning components is appealing, but add flavor text, defender and making them into creatures and it does a bit too much.
I'm curious how you expect all that to fit on a card. Especially with the flavor text.
Other than that, Redemption as a kewyord sounds like a bad idea, as the reward of the ability is actually the cost, and the effect would nearly always have to be quite severe. Your example also has some other issues with it, the primary being that costs can't target.
The guy is pretty enormous for a Human.
Well, starting with the basic complaint, Regrowth isn't a white effect. White already has a pretty sizeable part of the color pie, and doesn't need more ways to get reanimation effects.
It does tie in a neat way with Gravestorm, and I like how it's a pretty neat combo enabler for White, but it shouldn't be, and it wouldn't surprise me if it's massively overpowered either.
Well, this is to the point. I'm unsure how well nothing costing mana works as a set idea in itself. It's also going to be hard to make a lot of 0 cost cards while still making the enviroment interesting, although Kicker and similar cards provides some options. The card also needs to specify permanents, since you return them to the battlefield (okay, doesn't have to, but really shoul), personally I'd go with creature.
Neither "Insatiable Void" nor his abilities evoke Rogue to me very well, not sure if he's stealing the lack of mana spent on spells or what's going on.
WW getting a 4/4 for nearly free that triggers all their 187 abilities, eh, sounds pretty scary, even if you get demolished by counterspells. I like that you have incorporated some combo potential with it though, although still not sure how I like White getting acces to these effects.
The ability should most certainly not go after Flying in that fashion, although that is mostly irrelevant. It's a bit more interesting and less parasitic spin on Offering, without the hella random Flash clause it had.
Rarely a big fan of positive effects that go over the top when it's already pretty great.
I really like the theme you are going for here. It might work better for a standalone product, even if multiplayer drafts sound really awesome.
The may on the activated ability feels unnecessary. If you were going to do anything flashy with it, I'd rather have it target. Also, there's a comma between the mana and tap symbol.
Triggered ability is cool, but makes him really mana intensive. I wish he was a bit cheaper to cast, or had some other way to remedy it.
Cute flavor text.
Should probably have Defender, even if it's 0/3.
I quite like the interesting tension where a colorless card encourages colored cards.
However, I think this card fails pretty hard as a promotional product. Also, I don't like homonculi being bear sized.
Instead of Martyr everything, I'd just go with Martyr. It reads a lot better, although you can always make the argument that Progenitus should then just have "Protection".
While it might flavorfully represent a quite strong ability, an Avatar that's only a 2/2 is a bit odd.
I like him as Wrath protection, I don't like how Martyr will most likely make it really easy to set up infinite etb loops.
Should be "Put target card". I also think the discard would require you to reveal the card, in case of replacement effects.
I must admit I like the guy quite a lot, even if I'm not sold that he's a good representative for your set.
Not sure why the sacrifice trigger is separate from the ability.
I think White is slightly unnecessary, Vigilance doesn't add much other than the need for another color. He's also a bit big for a Soldier.
Flavor is pretty generic.
Wait, what, I do this when? Is this an etb ability?
His gameplay mechanic doesn't convey the feel of an Infiltrator very well.
I really don't like Nethercast as an ability, for the whole Exile/Graveyard disparity problem. Not very impressed by his ability as a promo either.
A reasonable card. Perhaps a bit too reasonable, to the point where everything about it is so predictable.
Honestly at a loss for words. It seems like it could be a real card, ignoring that the doesn't untap mechanic is so rarely used. A bit unexcited about how easy it is to do Mangara type tricks with her.
Eh, here we go again. Jellyfish Wizard or not, the exile zone shouldn't be messed with so easily.
I must admit I quite like how the abilities work together, as that activated ability is pretty unfun in any normal game.
While you say that it has other properties compared to the graveyard, your keywords are doing a terrible job of convincing me.
She seems to take a really convoluted way to achieve her goal. It would be easier for players to understand the purpose of her effect if you just stated it more directly.
The flavor text seems a bit like you just wanted to write that sentence more than anything, I think you could have used something that fit better. Not that I think the card has enough space for it anyway.
I'm having some troubles with the flavor here. His ability doesn't feel a lot like that of a healer, and I'm having some troules connecting the flavor with it too, especially when you add Intimidate to the picture. I also wish the flavor conveyed the conflict in your set too, as it is a promo card.
The creature itself is okay, if a bit narrow. Could most likely be mono black.
I'm sorry, how is that supposed to fit on the card? Especially since they are both between the P/T of the initial card? And can I please get an explanation of how this all works?
Spellshapers are cool and all, but you're going to have to hold my hand a little here.
I think I prefer Manaweaver over razorborne's mechanic, since it's a bit easier to control and doesn't go spell, spell, ASDGSADSAD you're dead. Not big on the name though. However, I am slightly sad that it doesn't actually let you cast the spell for less, unless you only cast 0-cost spells.
The activated ability could be better excecuted, as it is currently in conflict with the whole casting a lot of spells. I'd almost go as far and say that you could just have him tap, or even make it into a passive, so players won't have to ask themselves if the ability applies to newly drawn cards.
It seems like it can't go a week before someone has to walk up to two lhurgoyves and ask "wtf is my p/t?"
This one takes it to the next level though, as it gives everyone its abilities. Includnig this ability, and the other ability. So every creature has the ability of every other creature, which includes having the ability of every other creature, and every other creature giving that creature all its abilities, and then we make some black hole in the game as they all have infinite numbers of their abilities.
Entitiy isn't a creature type, and I'd like to know what creatures doesn't qualify as one.
"Okay Grizzly Bears, Lightning Bolt that creature." Not to mention that the spells won't get the chance to target anything the way it works right now.
I'd move the discard ability to the second one instead, paying three mana and a card just to hate on an instant is just really expensive.
Is there a reason he doesn't have a creature type? Doing another Arcanis?
I quite like this. Seems like a pretty solid rare.
I'd make it Zombie Golem instead of Golem Zombie. Zombies are probably not the race I would use to represent wisdom though.
A bit more blue intensive that what's necessary, imo. I would also like to see it have some more interesting abilities, and not be an indestructible blue 10/10. Seriously yawn.
That is pretty powerful. Play him pre-combat, and still get to untap and draw a card. Then possibly go wild with extra combat steps.
I think it does a solid job of being interesting by expressing very little, and is a really interesting EDH general too.
Could have spent some space on flavor.
Keywords matters sounds like a really cool concept that I'm waiting for them to eventually do.
Flavorfully, trampling over creatures makes more sense when you just generally deal more damage than their toughness.
I think you could remove either of the last two abilities, the card manages to be interesting with both of them standalone, and it gives more design space for other cards.
"Whenever a creature gets -1/-1" is rather vague. How does it interact with static abilities? Does it count if it gets -2/-2 instead? It shouldn't, but it makes very little sense that it doesn't.
The abilities feel highly contradicting too, as regeneration is a pretty bad defence against toughness reducing effects.
He really doesn't need to cost 7 mana.
Name doesn't sound like an enchantment at all, more like a white instant, if anything at all.
The terminology overall is also pretty weak. "Exile" is used instead of rftg, and tokens need to specify that they are put onto the battlefield, not play. At last, replacement abilities use "If", not "Whenever", which indicates a trigger.
It's also really overcosted.
"Battlefield", not "Play". You never pay mana costs when you put anything anywhere. Nothing ever "Goes" anywhere, and the "Exile it" is really out of place. Second ability needs to take into consideration the possibility of multiplayer.
Not sure why he's a master conjurer, he doesn't seem to conjure anything.
Offering is already an ability from Kamigawa, and is thus not very suitable as an ability name.
Threads the same issues a lot of your fellow competitors do, in that it messes with exile in ways that aren't necessary, and could do perfectly fine just stating the graveyard. Even if it did exist, I wouldn't give the reanimation aspect to blue, it seriously needs to be kept out of all the "tricksy" new effects everyone comes up with. Try harder.
He seems to have a lot of otherwordly abilities for a mere human, and I'm not quite sure why.
While I am more okay with Pulling a lot of cards from Eternity, I still don't consider Exile a zone worth messing with, as you're just weakening the definition of the zone.
Okay, this is making a lot of assumptions to the other player. While I'm a big fan of Mana Burn and all that, I think you should state it in a more explanatory way. At least put some reminder text there.
Second ability also circumvents a lot of text, and should most likely state at least red mana, but probably his mana pool too. Honestly, make it a replacement effect. I love dealing damage in different ways, but sometimes it's not worth pursuing.
I don't like how he actually weakens your other creatures.
What's with all these 4/4's. They're everywhere. And they're all on Humans. How did they become so big?
Second ability should say Spirit creatures, just because enchantments like being tricky. Not incredibly relevant, but it's there.
He's a bit interesting in how it's hard to judge if you actually want to play spirits with him or not. He's slightly too all over the place, caring about the number of non-spirits you control, so he can create spirits that cares about the creatures in your graveyard.
That's a lot of abilities. Fitting the flavor text on that is pretty wishful thinking. Soldier Knight is also on the excessive side. The name is a mouthful too.
Green is mostly unnecessary. Token ability could be worded a lot more efficiently. "Whenever a creature you control dies, put a 1/1 white Spirit creature token onto the battlefield", I don't think caring about multiplayer is worth it, as little else in the card supports it.
Not sure what's with the semicolon.
Sets up sacrifice chains way too easily, needs to state non-token, or non-spirit, or whatever. Not that the tokens it creatures are currently creatures, so that's up to you if you want 1/1 typeless permanents or infinite sacrifice chains, neither of them are too desireable.
Seriously a lot of cards.