East_West_Draft_Cast_Custom_Set/Card_Design/Instants_and_Sorceries

East_West_Draft_Cast_Custom_Set/Card_Design/Instants_and_Sorceries

by gregsauce, Dec 15,2011

Instant and Sorcery Design and Discussion




Fireball variant:
Primal Sandstorm :4m::r:
Sorcery - (U)
~ deals damage to target creature or player equal to the number of Dust counters on the battlefield.
- Xtian


The following is inspired by Troys comment about a slave uprising card:
Break the Bonds :2m::R::R:
Sorcery (U)
Untap all slaves and gain control of them. They gain haste and +2/+0 until end of turn.

I like this card since it works well as a main decked card in the slave archetype as well as a sideboard card vs the archetype.
-Jeff


Thought I would come up with some counterspells since we will probably want a couple in our set.
Death's Denial :1m::U:
Instant (C)
As an additional cost to cast Death's Denial, discard a card from your hand.
Counter target spell unless its controller pays :Xm:, where :Xm: is the discarded card's converted mana cost.
Death's Denial is pretty obviously here to enable some sort of graveyard shenanigans. Might be a little underpowered depending on how the final set looks.
Tefnut's Toll :1m::U:
Instant (U)
Counter target spell unless its controller pays :1m: for each island you control.
I understand that this card probably can't exist in constructed magic. I think its power level works well at uncommon for drafting though. I like there to be reasons in draft sets for people to draft certain mono colored strategies and a card like this is a good incentive.
Summoner's Setback :2m::U:
Instant (C)
Choose one - Counter target creature spell; or return target creature to its owners hand.
Summoner's Setback is just a variation on steel sabotage from mirrodin besieged. I really liked the utility of that card and think there should be something similar for creatures.
-Jeff


My buddy Pat reminded me of the 10 plagues of egypt in the Tora, which could all totally be made into magic cards. Here is a first try.
Plague of Blood :4m::R::R:
Sorcery (R)
Sacrifice all creatures you control. For each creature sacrificed this way, Plague of Blood deals 2 damage to target opponent.
Plague of Frogs :2m::U::U:
Instant (U)
Creatures are 1/1 frog creatures with no abilities until end of turn.
Plague of Lice :R:
Instant (U)
Plague of Lice deals 1 damage to each creature.
Plague of Wild Animals :4m::G::G: (Yeah, the name needs work)
Sorcery (R)
Put three 3/3 green beast tokens onto the battlefield with "When this beast token enters the battlefield, it fights target creature."
Plague of Pestilence :Xm::1m::B:
Sorcery (R)
Spend only black mana on X.
Plague of Pestilence deals X damage to each creature and each player.
Plague of Boils :1m::B::B:
Instant (U)
Two target creatures get -2/-2 until end of turn.
Plague of Hail :3m::U::U:
Sorcery (R)
Tap up to 6 target permanents your opponents control. Those permanents do not untap during your opponents next untap step.
Plague of Locusts :4m::W::W:
Sorcery (R)
Destroy all lands.
Plague of Darkness :2m::B::B::B:
Sorcery (R)
Until end of turn, swamps you control gain ":t:: Target opponent loses 1 life and you gain 1 life.".
Smite the Firstborn :W:
Instant (U)
Destroy target attacking creature if it has the most power or is tied for the most power among creatures on the battlefield.
Tell me what you think.
-Jeff


- Playing against Armageddon effects is pretty unfun, so Plague of Locusts might need to be nerfed:
Plague of Locusts :4m::W::W:
Sorcery (R)
Each player sacrifices 4 lands.
- Plague of Darkness is going to be really hard to cast AND use on the same turn. It's fine if you want it to be a bad rare, though. I still might make it cost 3BB or 2BB instead, though. If you want the card to be powerful and good like the rest of the plagues, I'd make it a discard spell:
Plague of Darkness
2BBB
Sorcery (R)
Each player discards his or her hand.
- I think the plagues should be split evenly between the colors (2 each) and to do that, I'd change Plague of Lice to a green card and Plague of Boils to a red card. Specifically:
Plague of Lice
G
Instant (U)
Plague of Lice deals 1 damage to each creature.
Plague of Boils
1RR
Instant (U)
Plague of Boils deals 2 damage to each of two target creatures.
- When I see Plague of Hail, I want the numbers to line up for some reason. It feels like it should either cost 3UU to tap 5 permanents or cost 4UU to tap 6 permanents.
--Greg


After discussion with Greg and some more thought on my part, I think I want to change the following:
Plague of Locusts :5m::W::W:
Enchantment (R)
Exile all lands. When Plague of Locusts leaves the battlefield, return all lands exiled by Plague of Locusts to the battlefield under their owner's control.
Plague of Darkness :1m::B:
Instant (U)
All lands become swamps until end of turn.
Also change the Plague of Boils and Plague of Lice to what greg wrote above. This way there are a cycle of 5 plagues at common and rare with one for each color. The odd man out here is locusts which is changed to an enchantment, so it is possible another of the rare cycle should be an enchantment as well. I just can't figure out which other one works as an enchantment.
-Jeff


For a second rare enchantment, what about the :G: one? You could model it after Gutter Grime, but keep the fight mechanic instead of Gutter Grime's bigger-and-bigger-blobs mechanic.
Plague of Fangs :4m::G:
Enchantment (R)
Whenever a nontoken creature dies, put a 3/3 green Beast token into play with "When this creature ETB, it fights target creature."
Making it so that it triggers when any creature dies (not just your own), means you could conceivably wipe your opponent's board and end up with an army of 3/3s yourself.
-Rik.


A trope that seems to fit this world, as well as giving :G: a fun removal spell by making use of the excellent Fight keyword...
Crocodile Tears :2m::G:
Instant? Sorcery? (C)
Target creature is unblockable until end of turn. At the beginning of the next end step, that creature fights target creature.
-Rik.


I like the idea of pushing a few different mono colored archetypes; mostly mono black, white, or green since mono red doesn't really need a push and mono blue is just not what anyone wants. I like the idea of one of the removal spells being a corrupt or tendrils variant, let me see what I can do.
Aphotic Vivisection
1m::B:
Instant (C)
Destroy target creature with power less than the number of swamps you control. You gain life equal to its toughness.
or
Aphotic Vivisection
4m::B:
Sorcery (C)
Choose one - Aphotic Vivisection deals X damage to target creature and you gain X life or return up to X target creature cards from your graveyard to your hand, where X is equal to the number of swamps you control.
The second one might be too good, or at least be too much of an incentive to play a black controlling deck. As to your point about Plague of Darkness, that card is supposed to be about as niche as it gets and will rarely be played in any deck. We need cards to go 14th and 15th pick and that is supposed to be one of them. Also don't forget it has the added bonus of making your non-black opponents lands produce colorless for the turn.
-Jeff


I always thought Praetor's Grasp was a cool card. Combining that with a Rosetta Stone trope, I came up with:
Steal Your Secrets
2m::U:
Sorcery (R)
Cast CARDNAME only if you share a basic land type with an opponent.
Search target opponent's library for a card and exile it face down. Then that player shuffles his or her library. You may look at and play that card for as long as it remains exiled.
-Rik.


@steal your secrets
Searching your opponents library has precedent in blue so this card is a good idea. The thing I don't like is that it is pretty much the same card as praetor's grasp. Every blue card that has had this effect has put the card taken directly into play (bribery, acquire) and so I don't see why we should stray from that here. That said, you can't have a 3 mana card that is better than bribery, so what if instead of "steal your secrets" it is "Swap Secrets" or some such. This card would have symmetry, but the cards taken would be put directly into play.
Swap Secrets
2m::U:
Sorcery (R)
You and target opponent search each others library for a card and exile it face down. Both players may cast their searched card without paying its mana cost until the beginning of your next upkeep.
Yeah, the wording is odd and needs work, but this creates quite a crazy game to play with your opponent. You both have perfect information of what is in each others decks when you search so it will be quite a mind game to figure out how to get ahead with what you pick. I'm guessing that a card like this would most likely be a sideboard option vs the opponent with an unbeatable bomb that you want to be able to grab, but I could see playing it sometimes mostly for the laughs. Also, just think of this card in multiplayer. Fun cards that aren't necessarily good are always nice to have access to.
-Jeff


Red needs a terrible ritual
Gather the Dust
R:
Instant
Add :R: to your mana pool for each dust counter on permanents you control.
-Jeff


The :G: beasties need some love...

A small combo with the Scale-Stealer guy that I put on the Creature designs page:

Focused Vengeance
2m::G:
Instant (C)
Target creature you control gets +2/+2 and is unblockable until end of turn.
At the beginning of the end step, sacrifice that creature.
(here's the Scale-Stealer creature to combo this instant with, for reference)
Scale-Stealing Crocodino
2m::G:
Creature - Beast Crocodino (U)
Hexproof.
Sacrifice a Beast: Put a +X/+Y counter on CARDNAME, where X equals the sacrificed creature's power, and Y equals its toughness.
1/1

I really liked Hunter's Insight in M12. It seems like with that card and the Fight mechanic, WotC is really trying to 'fix' all the things about :G: that people like to point to when declaring it the weakest color.
(And then, of course, they release Innistrad where :G: really shines...)
Here's a couple card ideas, using those fresh :G: tools, to give the Beast tribe theme some punch:

Lesson of Blood
2m::G::G:
Instant (U)
Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.
Or, choose target Beast you control. That creature gets +2/+2 until end of turn. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.

Snapping Jaws
G::G:
Sorcery (C)
Choose one - Target creature you control gets +2/+2 until end of turn; or target creature you control fights target creature you don't control; or target Beast you control is unblockable until end of turn.

And, lastly before I go outside to figure out why my car won't start (ugh), I came upon this long forgotten card from the first Magic set I ever played - Mirage (ah, memories). It jumped right out at me as something that could fit into this set:
Lure of Prey
2m::G::G:
Instant (R)
Cast Lure of Prey only if an opponent cast a creature spell this turn.
You may put a green creature card from your hand onto the battlefield.

-Rik.


Looting of the Tomb
3m::B:
Sorcery (U)
Choose any number of artifact and land cards in target opponent's graveyard, and put those cards onto the battlefield under your control.

-Rik.


Draw a Line in the Sand
2m::R:
Sorcery (U)
Gain control of target creature an opponent controls until end of turn, that opponent gains control of target creature you control until end of turn.
Untap those creatures. Those creatures gain haste until end of turn.

The Desert's Tongue
Xm::R::R:
Sorcery (R)
CARDNAME deals X damage to target creature or player.
Then, put X sand counters on any number of target permanents.

Temper Tantrum
1m::R:
Instant (C)
Target creature gets +X/+X until end of turn, where X equals the number of sand counters on permanents you control. That creature dies at end of turn.

Cloudburst
3m::U:
Instant (C)
Remove up to two sand counters from any number of target permanents.
Choose up to two target creatures without flying. Those creatures cannot attack or block until end of turn.

Stones Become Bread
1m::G:
Instant (C)
Destroy target artifact with a sand counter on it.
You gain life equal to the number of sand counters on the battlefield.

-Rik.


So as of our last podcast which hasn't been posted yet, Greg and I decided to alter tribute so it didn't require a counter to work. Basically tribute has changed to kicker - sacrifice a creature.
With that said, here are a few new cards
The first one is for Greg
Rite of the Wild
3m::G:
Sorcery (U)
Tribute (You may sacrifice a creature when you cast this spell.)
Draw 2 cards. If the tribute was paid, draw 3 cards instead.
Taunting Stampede
2m::G::G:
Sorcery (R)
Tribute (You may sacrifice a creature when you cast this spell.)
Creatures you control get +2/+2 and trample until end of turn. If the tribute was paid, creatures you control must be blocked this turn if able.
Fire From Above
1m::R:
Instant (C)
Tribute (You may sacrifice a creature when you cast this spell.)
Fire From Above deals 2 damage to target creature or player. If the tribute was paid, it deals 4 damage instead.
-Jeff


Some more tribute cards
Anubis' Chant
B::B:
Sorcery (C)
Tribute (You may sacrifice a creature when you cast this spell.)
Return target creature card from your graveyard to your hand. If the tribute was paid, put it onto the battlefield instead.
Tears of Tefnut
1m::U::U:
Insant (U)
Tribute (You may sacrifice a creature when you cast this spell.)
Counter target spell. If the tribute was paid, the next time a player casts a spell, counter that spell.
-Jeff
p.s. I keep meaning to design some "bad" cards, but it is so much more fun to design sweet counters and awesome yard recursion.


some more sand counter cards
Scourge of the Spread
1m::R:
Sorcery (U)
Scourge of the Spread deals damage to each player for each counter on permanents that player controls.
All is Desert
5m::R::R:
Sorcery (R)
Destroy all permanents without sand counters on them.
Desert Sinkhole
4m::B:
Sorcery (C)
Destroy target land. Put a sand counter on another target land.
Burden of Sand
B::B:
Instant (C)
Put two sand counters on target creature. All creatures get -1/-1 for each sand counter on them until end of turn.
-Jeff


Hi guys, I just listened to your podcast (a fun listen!)
At the end you discussed card drawing in green (and possibly other colours). I would say a colour shifted Divination in green would be a bad idea mainly because it lacks flavour; something that was a shame about harmonize.
I think Keep Watch from Judgement would make an ideal switch into green - I used to run this card back in the day as an aggro card and it was rather fun - also drawing cards due to the amount of creatures on the table/are attacking is part of greens colour pie.
Anyways the card would be tweaked a little and look like this:
Green Keep Watch
2m::G:
Instant (U)
Draw a card for each attacking creature you control.
Hope you like it!
-RED NED


I, also, wanted to mention green card-drawing...
I don't think I'd argue that green needs it just because it needs SOMETHING to make it stop sucking, but I definitely think it CAN, and possibly should, have card-drawing.
Maro always talks about colors being secondary or tertiary in a particular mechanic. It doesn't seem at all hard to say that green is tertiary in card-drawing. Maybe they should just crank it up and make it secondary? Black has enough other stuff it can focus on...
Whichever way it gets notched up, I think it MUST stay flavorful to the color. You guys mentioned Hunter's Insight working well, since after successfully attacking, the 'hunter' has now gained some 'insight' into his opponent.
What would Prey Upon look like if it was combined with card-drawing?

Awarded a Purple Heart
2m::G::G:
Sorcery (U)
Target creature you control fights target creature your opponent controls.
Then, if your creature is still on the battlefield, draw cards equal to the amount of damage dealt to it.

or, since green and blue like each other in this set, how about another in the line of We Love Beasts cards?

Biologist's Lecture
1m::G::U:
Sorcery (U)
Draw cards equal to half of the number of Beasts you control.

-Rik.


After some gatherer searching I have realized that wizards has been kind of attempting to touch on gregs want of card drawing for green for a while now. The cards that "draw" cards in green tend to be looking for something specific, usually creatures. In the past few years they have made or reprinted Gift of the Gargantuan, Beast Hunt, Ancient Stirrings, Lead the Stampede, and Mulch.
All of these cards look at the top X cards of the library and put either creatures or lands or both into your hand. Now none of these cards have been especially good, I'd say not one was as high a pick as something like Divination would be. So maybe the solution is to just make these cards better?
Nahil Reinforcement
2m::G:
Sorcery (C)
Reveal the top 4 cards of your library. Put all creature cards or land cards into your hand and the rest on the bottom of your library.
This is a nice card since it is totally versatile. It works well for you with a hand full of lands and a hand full of spells. I know that Greg still wont care and still wants green to be able to draw cards without any restrictions, but I think moving towards the flavor of green only being able to draw creatures and lands being a good way to do it.
This is what greens looter would look like:
Nahil Oracle
1m::G:
Creature - Human Druid (U)
t:: Reveal the top card of your library. If it is a creature or land card put it into your hand, otherwise put it on the bottom of your library.
1/1
too good? probably. But you get what I'm going for.
-Jeff


The idea of fighting and drawing cards is fun, it seems flavorful for Green. How about they fight, and the card draw represents eating the other? Along the lines of:
Prey on the Weak
2m::G::G:
Sorcery (U)
Target creature you control fights another target creature.
If one or more of those creatures would be put into a graveyard this way, draw 2 cards.

With this card you could fight your own creature to draw cards (seems beast-like). Its worded so you can use it as an altars reap style effect, just throw your guy at their big guy.
This could potentially be a 3 for 1 so I overcosted it a little.
The lecture card could probably be a :G:/:U: Distant Melody?:
Biologist's Lecture
1m::G::U:
Sorcery (U)
Choose a creature type. Draw a card for each creature of that type you control.

It would mean you could use it in a non-beast deck (you could call it something beast related and have beasts in the art to make it fit flavorwise).
As a bit of a reprint though, it might not be a very exciting use of a multicolor card. Distant Melody isnt even that good. Maybe the card could be :2m::G::G:? Biomantic Mastery and Collective Unconcious are precedent that this a green ability.

Jeff, the oracle idea is cool. Fa'adiyah seer was printed in planar chaos as a timeshifted Sinbad. (:1m::G: 1/1 with :T:: reveal the top card, if its a land draw it otherwise discard it.)
That timeshifted card isnt very good. I think the oracle might be ok? the problem is that it is aggressive looting, having 2 of these on the table might feel like playing against a blue looter deck. maybe make its 2/1 for :2m::G:? that would make it a bit slower and more tempting to attack with. You might be able to get away with 2/2 for that cost.
The reinforcement card is like beast hunt but miles better. An aggressive deck can draw 3 or 4 cards from it. 2 at the very least I would have thought. maybe :3m::G: and do 3 cards? it would make it a lot weaker though, and mainly a draft card - more on the power level of Make a Wish from Innistrad.
I might be tempted to only put green card draw at uncommon though, to highlight that this isnt a main green ability. You could draft 2-3 of the reinforcement card in draft and that might be really powerful?
-RED NED


Here is an attempt at my Unending mechanic
Enduring Disenchant
1m::W::W:
Sorcery (U)
Destroy target artifact or enchantment.
As long as Enduring Disenchant is in your graveyard, artifact and enchantment spells your opponents cast cost :2m: more to cast.
Incessant Force Spike
2m::U:
Instant (U)
Counter target spell unless its controller pays :1m:.
As long as Incessant Force Spike is in your graveyard, instant spells your opponents cast cost an extra :1m:.
Tenacious Doom Blade
4m::B:
Sorcery (U)
Destroy target non-black creature.
As long as Tenacious Doom Blade is in your graveyard, non-black creature spells cost an extra :1m:.
Persistent Stone Rain
3m::R::R:
Sorcery (U)
Destroy target land.
As long as Persistent Stone Rain is in your graveyard, whenever a land enters the battlefield, Persistent Stone Rain deals 1 damage to that land's controller.
Unrelenting Fog
2m::G::G:
Instant (U)
Prevent all combat damage that would be dealt this turn.
As long as Unrelenting Fog is in your graveyard, creatures attacking you get -1/-0.
The first thing you may notice are the terrible names. I tried for way too long trying to think of flavorful names and came up with nothing. For now that is what I have as placeholders. I think these are all "fair" cards. The black one is obviously the best in the cycle, but they all have their applications. I think it is the only one that will never be in sideboards, the rest have somewhat more niche application. Designing these to be not super powerful is hard, so I think there is no way to fit this mechanic at common.
-Jeff


copying this over from where I submitted it on the Planeswalkers page...

Tefshu's Armory
2m::U:
Instant (C)
Search your library for up to two Equipment cards, reveal those cards, and put one onto the battlefield and the other into your hand. Then shuffle your library.

-Rik.


Fertile Overgrowth :1m::G:
Sorcery (C)
As an additional cost to cast Search for an Oasis sacrifice a land you control.
Search your library for a basic land card and put it into play tapped. If the sacrificed land had a sand counter you may search your library for two basic land cards instead.
Burning Sands :1m::R:
Sorcery (U)
All lands with a sand counter on them gain ":t:: This land deals 1 damage to target creature." until end of turn.
-David


A silly red sorcery:
Barfight
3RR
Sorcery (R)
Tap all untapped creatures. Each creature tapped in this way deals damage equal to its power to one of the other creatures tapped in this way at random.
A splashy red instant:
Calamity's Call
4RRR
Sorcery (R)
Put a 7/1 red Elemental creature token with trample and haste onto the battlefield. Exile that token at the beginning of the next end step.
Tribute - If the tribute was paid, put two 7/1 red Elemental creature tokens with trample and haste onto the battlefield instead. Exile those tokens at the beginning of the next end step.
A similar green sorcery:

Call to the Wilderness
5G
Sorcery (R)
Reveal cards from the top of your library until you reveal a creature card with power 5 or greater. Put that card into your hand and the rest on the bottom of your library in random order.
Tribute - If the tribute was paid, put that card onto the battlefield instead.
Land destruction:
Caustic Comets
1BR
Sorcery (U)
Destroy target land. Caustic Comets deals 3 damage to that land's controller.
Jurassic Park reference:
Clever Girl
2GG
Instant (U)
Target unblocked creature you control deals damage to target blocking creature equal to its power. That unblocked creature deals no combat damage this turn.
A typical black card-draw spell:

Cruel Cogitation
2B
Sorcery (U)
Target player loses two life and draws two cards.
Another gold card:
Cry of Carnage
2RG
Instant (U)
All creatures get +1/+0 and gain trample until end of turn.
OR
Cry of Carnage
2RG
Sorcery (U)
Creatures you control get +1/+1 and gain trample until end of turn.
A counterspell that's probably too complicated:
Disseminate
UU
Instant (C)
Counter target spell. That spell’s controller adds mana to his or her mana pool equal to the countered spell’s cost, then that player draws a card.
The thought on this card is that the countered spell's controller gets his or her mana back and draws a card to replace the countered spell, thus leaving him or her with the ability to play another card of equal or lesser cost for "free". Admittedly, it's a pretty bad counter, but for UU at common, it should be pretty bad, right?
A bad blue instant:
Dumbfound
1U
Instant (C)
Target creature gets -2/-0 until end of turn.
A decent red instant:
Emboldened Flare
R
Instant (C)
Emboldened Flare deals 1 damage to target creature or player.
Tribute - If the tribute was paid, Emboldened Flame deals 3 damage to that creature or player instead.
A blue cantrip:
Fateseal
U
Instant (C)
Look at the top card of target player’s library. You may put that card on the bottom of that player’s library.
Draw a card.
A white combat trick:
Fist of the Ehto
1W
Instant (C)
Fist of the Ehto deals 1 damage to target blocking or blocked creature.
A black token-maker:
Foul Convocation
4BB
Sorcery (U)
Put a 3/3 black Horror creature token onto the battlefield.
Tribute - If the tribute was paid, put two 3/3 black horror creature tokens onto the battlefield instead.
A situational white removal spell:
Heroic Strike
1W
Sorcery (C)
As an additional cost to play Heroic Strike, tap an untapped creature you control.
Destroy target creature with power 4 or greater.
Red card draw:
Meeting of the Minds (envision art where the "minds" are dumb-looking dwarves or goblins)
1RR
Sorcery (U)
Each player draws two cards, then discards two cards at random.
Red target-changing:
Misdirect
1RR
Instant (R)
Change the targets of target instant or sorcery at random.
Grasp of Phantoms 2.0:
Portal of Insight
4UU
Sorcery (U)
Put target creature on top of its owner's library.
Draw a card.
Pump spell, man:
Predator's Surge
1G
Instant (C)
Target creature gets +2/+2 until end of turn.
Tribute - If the tribute was paid, that creature gets +4/+4 and gains trample until end of turn instead.
Green library manipulation:
Quest for Aid
3G
Sorcery (U)
Look at the top 5 cards of your library. You may reveal a land card from among those and put it onto the battlefield tapped. Then you may reveal a creature card from among those and put it into your hand. Then put the rest on the bottom of your library in any order.
A red combat trick:
Quicksurge
1R
Instant (C)
Target creature gets +1/+0 and gains first strike until end of turn.
Another gold card, but it doesn't fit the color pairs we have. Should it be RG instead of WG?...
Ranged Ambush
1WG
Instant (U)
Choose one: Blocking creatures gain first strike until end of turn, or blocking creatures gain reach until end of turn.
Tribute - If the tribute was paid, blocking creatures gain first strike and reach until end of turn instead.
Another white combat trick:
Safe Retreat
2W
Instant (C)
Untap target attacking creature you control and remove it from combat. You gain 2 life.
A red card I feel like I've posted here before:
Searing Shift
2R
Instant (U)
Switch target creature's power and toughness until end of turn. Searing Shift deals 1 damage to that creature.
A white cantrip:
Serendipity
W
Instant (C)
You gain 1 life.
Draw a card.
Artifact destruction:
Shattering Bolt
R
Instant (C)
Destroy target artifact. Shattering Bolt deals 1 damage to that artifact's controller.
Green fog effect:
Sheltered Spring
1G
Instant (C)
Prevent all combat damage that would be dealt this turn. You gain 1 life.
Another gold card. I designed this one for a lifegain-matters set, so maybe the "gain 3 life" is unnecessary:
Sight Across the Nahil
2WU
Instant (U)
Untap all creatures you control. You gain 3 life.
Draw a card.
More token making:
Spirit Summons
1W
Sorcery (U)
Put a 1/1 white Spirit creature token with flying onto the battlefield.
Tribute - If the tribute was paid, put two 1/1 white Spirit creature tokens with flying onto the battlefield instead.
Tangle of Tentacles
3U
Sorcery (U)
Put a 2/3 blue Beast creature token onto the battlefield.
Tribute - If the tribute was paid, put two 2/3 blue Beast creature tokens onto the battlefield.
Green life gain (I actually designed this before Fateful Hour):
Survivor's Boon
2G
Instant (C)
You gain 3 life.
If your life total is 10 or less, you gain 8 life instead.
A black cantrip:
Swarm of Bats
B
Sorcery (C)
Target player loses 1 life.
Draw a card.
Weak black mass removal:
Tragedy
2B
Sorcery (U)
Target player loses 1 life. Creatures that player controls get -1/-1 until end of turn.
Raising the dead:
Unbury
B
Sorcery (C)
Return target creature card from your graveyard into you hand.
Tribute - If the tribute was paid, put that creature onto the battlefield tapped instead.
Making things dead:
Vile Hunt
BB
Instant (C)
Vile Hunt deals 2 damage to target creature. If that creature is put into a graveyard this turn, you gain 2 life.
Burn spell, man:
Waning Blast
1R
Sorcery
Choose one: Waning Blast deals 4 damage to target creature, or Waning blast deals 2 damage to target player.
Another black cantrip:
Wicked Sacrament
4BB
Instant (C)
Target opponent loses 2 life and you gain 2 life.
Draw a card.
--Greg


All of your cheap cantrips got me thinking, there should totally be a strategy where drafting all cheap cantrips can be an entire deck. Here is the card (or cards) that could make this a possibility.
Cryptfire
Xm::R:
Sorcery (R)
Exile X cards from your graveyard and Cryptfire deals X damage to target creature or player.
Tribute - If the tribute was paid, Cryptfire deals two times X damage instead.
or
What Lies Beneath
3m::B::B:
Sorcery (U)
As an additional cost to cast What Lies Beneath, you may exile any number of cards from your graveyard.
Target player loses 1 life for each card exiled with What Lies Beneath and you gain that much life.
or
Gravapult
4m:
Artifact
3m:, Exile a card from your graveyard, :t:: Gravapult deals 2 damage to target creature or player.

With cards like these you can just draft a deck full of 1 mana cantrips to fuel your big spells. It is kind of like drafting an entire combo strategy which is definitely pretty cool, especially since cards like these work without drafting a strategy around them.
-Jeff


Gravapult makes me chuckle. It's a build-around like burning vengeance or furnace celeb. Clunky, but potentially powerful.
--Troy


Nahil's Purity
1m::U:
Instant (C)
Remove all counters from target permanent. It gains shroud until end of turn.

-Jeff


Hymn to Anubis
B::B:
Sorcery (C)
Tribute (When you cast this spell you may sacrifice a creature.)
Target player discards a card at random. If the tribute was paid, they discard two cards at random instead.

Set's Wrath
3m::R:
Sorcery (C)
Tribute (When you cast this spell you may sacrifice a creature.)
Destroy target land. If the tribute was paid, destroy two target lands instead.
Blinding Sun
W:
Instant (C)
Tribute (When you cast this spell you may sacrifice a creature.)
Prevent all combat damage that would be dealt this turn. If the tribute was paid, prevent all combat damage that would be dealt by creatures your opponents control this turn instead.
Might of Isis
1m::G:
Instant (C)
Tribute (When you cast this spell you may sacrifice a creature.)
Target creature gets +2/+2 until end of turn. If the tribute was paid, target creature gets +X/+X until end of turn instead, where X is equal to the number of lands you control.
Invoke the Flood
2m::U:
Instant (C)
Tribute (When you cast this spell you may sacrifice a creature.)
Tap all creatures without flying. If the tribute was paid, those creatures do not untap during their controllers untap step.
-Jeff


Artifact destruction
Corroding Sands
1m::R:
Instant (C)
Destroy target artifact.
Graverob :2m::R: (:2m::R:, Discard this card: Return target card in your graveyard with the same converted mana cost as this card to your hand.)
Isis' Price
G:
Instant (C)
Target player sacrifices an artifact.
-Jeff


Ascendant Wisdom
2m::U:
Instant (C)
Draw 3 cards, then discard 2 cards.
Graverob :1m::U:

Nahil Flood
3m::U:
Instant (C)
Tap target creature and target land. They do not untap during their controller's next untap step.
Graverob :2m::U::U:
We Do Not Sow
4m::R:
Sorcery (C)
Destroy target land.
Graverob :2m::R:

-Jeff


I'm assuming you realize that Ascendent Wisdom is SUPER powerful. I like the card, but more at Uncommon than Common.
--Greg


--Greg
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