

Pay 3 life, sacrifice Marshsquelcher Ouphe: Whenever target opponent casts a spell this turn, they lose 2 life and you gain 2 life. Activate this ability only if this didn't come into play this turn.Īs a replacement effect, you can't untap more than two lands during your untap step unless you tap and exert an already untapped creature you control to do so, which also doesn't untap during this untap step. Pay 3 life, sacrifice Silverburst Moonstrider: Counter target instant or sorcery spell unless its controller pays 1. If you don't control it, this deals 5 damage to you. Then unless you pay 4 life, lands enter the battlefield tapped and exerted during that same turn.įlying if you control four or more lands.Ģ, return two lands you control to their owners' hands: Copy target instant or sorcery spell. When you cast Silverburst Moonstrider, unless you sacrifice a permanent, lands you control don't untap during your next untap step. If Eternal Exemplar or a creature an opponent controls dies, it's put on top of its controller's library unless its owner put the top three cards of their library into their graveyard, and if Eternal Exemplar would be put back this way, you lose 3 life and an opponent may exile a card in their hand to exile it instead.ġw/b, tap: Put the top card of target player's library into their graveyard. Sacrifice a creature: Target player loses 1 life and scrys 1. Activate this ability only if Wildroil Efreet's power is 4 or greater.ĭiscard a card: Disciple of Windwoe gains deathtouch and gets +1/+1 until end of turn. Sacrifice Wildroil Efreet: Change the targets of target spell or ability.
NEW BANG FLAVOR RADICAL SKEDADDLE PLUS
Pay 1 life, sacrifice a land: Count the number of +1/+0 counters on Wildroil Efreet, then exile it, then return it to the battlefield with that many plus 1 on it.ġr/g: Wildroil Efreet gets +1/+0 until end of turn and deals 1 damage to you. Wildroil Efreet can't block alone unless you have it deal 3 damage to you.

This ability costs 2 less to activate the first time you activate it. Put two cards in your hand on top of your library: Target creature gets +0/+2 and gains hexproof until end of turn.ģu/w, tap: Tap target creature. Gracewing gets +1/+0 if an opponent controls two or more tapped creatures and/or five or more tapped lands. Activate this ability only once each turn. U/w: Gracewing gets +1/+0 and gains vigilance until end of turn. Guildmages are cool too, and 1c/d is also cool, but just from a coolness perspective, a goals perspective, getting the one-drops done has to be a priority. Effects/colors will line up in different ways that could survive being shaken like a Christmas snowglobe even if not exact. Even just layering two different ones on top of each other gives total balance and total asymmetry. When zoomed in, they are supposed to make sense in a vacuum, and this gets filled in, clearly there will be some more coming up. And yet it is unbalanced in terms of the breakdown.

If you break these down to their separate sets of one-drop hybrid creatures, you get a WUBRG system of balance. Con't: Take for instance, pointed out here as a conceptual shortcut: The custom, re-arranged color pie for so many different cubes.
