@Arceus8523 's Wuruhi, Moonlight Slayer / Moonlit Hunter - I like that after it transforms it can't transform back. Although I don't understand why it's anti-werewolf and then pro-werewolf.
@Lujikul 's Dalgus, Cryptborn Fear - Neat image, fits the colors perfectly. However as it is, its third ability is extremely overpowered. I would get rid of the fourth ability to make room and then phrase the third ability like this; "Whenever you cast a noncreature spell, you may return target creature card with converted mana cost X from your graveyard to the battlefield under your control, where X is the converted mana cost of the spell cast." This would balance it out a bit and make it less easy to insta-kill with some huge eldrazi or something.
@TrippleBoggey3 's Corwinnn, our Paragon - Very overpowered as a commander. You can easily get him out on turn two and attack on turn three with a 13+/13+ or pay thirty life and give your squirrels ten +1/+1 counters. Plus, discarding and paying life as a cost is a very black mechanic and doesn't fit green very well.
@TrippleBoggey3 's Dragonlord Hosuku - Very easily dumps 90% of your dragons into your graveyard. If combined with any sac outlet or a kill spell you get his last ability immediately. This card might as well say "[5][B][G] Discard a card, then search your library for any dragon with toughness 6 or less and put it into your hand. You have no maximum hand size for the rest of the game." Not to say that it's bad. It just works better as some kind of emblem or a sorcery that costs [8][B][G].
@TrippleBoggey3 's Lord William of House Cecil - Easily your best entry. I'm assuming that the word "out", "Whenever a +1/+1 counter is out on a creature, you gain 2 life." was supposed to be "put". I like it a lot because of its draw power. White is always lacking this and it would help immensely in commander. I would only recommend that you increase the cost of the activated ability by [1].
Also, TrippleBoggey3 please stop triple posting. I've been seeing this everywhere. There is an edit button if you need to add something or if you forgot to say something.
@GodOfWar 's Gosbuyn's Rabid Platoon - Interesting mechanic on it's casting cost. However, it soon becomes free to cast after a few turns. You start with 99 cards in your library. After turn one, assuming you're playing with more than two people and you drew a card your first turn, there are 91 cards in your library. This means that it is free to cast after your second turn. I would recommend remaking it as a slightly more powerful creature and then reworking the effect as this: "Gosbuyn's Rabid Platoon costs [1] less to cast for each ten cards fewer than 99 that remain in your library, rounded up." So at 94 it would cost [1] less, 84 [2] less, 69 [3] less, 74 [3] less, 22 [8] less, and 9 [9] less. (and of course at 4 or less it would cost [10] less).
@DankSoulsRager 's Vargas, Crypt Overseer - It's a mechanic similar to my Thrambos the immortal card with a few key differences. It can't immediately attack as it has defender, he has to pay mana to return him, and his power growth is exponential. (However, it can be interruptd by cards like Grasp of Darkness or cards that exile things from graveyards.) I feel like you should reduce his casting cost slightly to compensate for the mana cost you need to return him to play. Also, you can reword his ability so that you don't need this: "If Vargas, Crypt Overseer is put into a graveyard from anywhere, he gets..." Just have his ability worded like so: "{3}{b}{g}: Return Vargas, Crypt Overseer from your graveyard to the battlefield without defender. He gets +X/+1, where X was his power when he was put in your graveyard."
@Animist 's Vatha, Outcast Commander - Black green elves are a common deck type. I find that simple can often be best when dealing with complicated things. However, withdraw is kind of ambiguous. "(Remove the creature from combat. If it was blocking a creature, that creature deals combat damage this turn as if it hadn't been blocked by the target creature.)" Does the blocking creature get removed or the targeted elf (I'm assuming the elf), does the blocking creature deal damage as if it weren't blocked by the target elf? (I'll assume no, it doesn't make sense).
As it is I THINK withdraw works like Reconnaissance combined with Thorn Elemental. I think you should just have it as "remove target elf you control from combat". Otherwise it's a bit too powerful.
Yeah, it's a bit like Reconnaissance except it can be used on blocking creatures as well. However, since it's "Withdraw target elf you control" you can only use it on your creatures. So, yes, "Withdraw target elf you control" means it's target elf you control that gets removed from combat. You can't remove an opponent's creatures from combat because that would be too OP.
If the target elf you control is attacking and you withdraw it, it works like Reconnaissance. If the target elf is blocking, you remove it from combat and during the damage dealing step the blocked creature deals combat damage as if it wasn't blocked (because it isn't blocked anymore). That's important otherwise it would just be a 1 mana "prevent all combat damage dealt by attacking creature" which would be OP compared to if it was simply "remove target elf you control from combat".
@Animist - Ah okay, I was thinking it worked by removing attacking elves from combat and they still dealt damage to your opponent anyway. (Which is WAY OP)
@DragonFaceEater 's Breloth, Beastmaster of Greph - Beast commander yay! I've been looking for one of these. It's in the right colors and it has a good effect. If this commander would have done the same thing for goblins or zombies at it did for beasts it would be too powerful, but you don't see many beast token spawn decks out there.
@DragonFaceEater 's Brath, Gatewatch Leader - You don't see many five color planeswalkers out there. I'm curious as to why you didn't just have him cost [W][U][B][R][G]. It would still have the same converted mana cost. Also, the image is a bit pixelated. I would suggest trying to find a larger image.
@Faiths_Guide 's Malcolm, Nest Guard - Yay bird commander! This seems like it would be a bomb in tiny leaders. My only recommendation is that you scry at your end step or your next upkeep. Otherwise, you can just keep playing birds and adding them to your hand for as long as you have mana. Although this might be what you had intended. (For example, filling a deck with nothing but 2 cost birds, 1 cost birds, and lands)
@Faiths_Guide 's Aravahl, Thought Recorder - I'd recommend getting rid of delve or increasing her casting cost. Not because it doesn't make sense, you can use delve after she's been sent to the command zone a few times after all, but because she already has very powerful abilities for a 1cmc card.
@Faiths_Guide 's Alteration Empress - I love morph as a mechanic and it's nice to finally have a 5 color commander for it. Her first ability helps you buy time with psuedo-indestructible defenders. Something that I find is sorely needed in morph decks. Although preventing any and all damage seems pretty powerful. Maybe make it so that it only prevents damage to creatures without creature types and creatures without mana costs.
@yousmelllikeapumpkin 's Elessar, the Faceless - It costs ALOT of mana for what it does. Also, the ability that searches for something with the same name is rather useless in commander.
@yousmelllikeapumpkin 's Meshak, Arcane Fury - This guy really hates enchantments which is kind of weird because both mono-blue and mono-red both have a big lack of enchantment destruction. However, for some reason it seems to work in blue/red. The artifact and enchantment destruction in commander is going to be really helpful, and having something like hexproof to protect your leader is going to come in handy as well.
@yousmelllikeapumpkin 's Agrus Kos, Boros Baneslayer - The art on this card is actually from another mtg card, although I can't remember the name. Seems like a rather standard boros card, but I don't know why you'd want to sacrifice three lands to get rid of a creature. I also don't know how much it fits flavor-wise.
@yousmelllikeapumpkin 's Vrael, Soul of Zendikar is his fourth entry so it won't be counted. P.S. I still can't get over your username. I laugh whenever I see it. That has to be like the best username ever.
@RohanDragoon 's Kalis, Auraweaver - Nice art, comes with a tutor attached, and gives a very nice helpful ability. I could see wizards printing this in an actual set.
@DragonFaceEater 's Marindi, Born of the Wild - It's always nice to have options. I feel that Marindi seems more like a shaman than a wizard, but that could just be the art that is persuading me. The abilities fit both the colors and the mana cost but the text seems to be running off of the card.
@GodOfWar 's Withengar, Wakeful / Elbrus, End's Herald - The issue with this card is that the first side of the card seems actually much more powerful than the transformed side. You can easily cast this for six mana late in the game. Two swings later and your opponent is dead from commander damage. I would actually want to sacrifice him on the stack using some kind of sac outlet just so that I can recast him during my second main phase untapped and ready to go again.
@thecreed2000 's The sisters of Zendicar - Zendikar*. You have a nice thing going but your art looks like a photo that's been edited instead of something that's been drawn.
@Leaf_Juggernaut 's Dominant Stag Horde - (I'm assuming you meant "herd"?) Also, the correct phrasing for its second ability would be: "Whenever a creature dealt damage by Dominant Stag Herd this turn dies, either put a +1/+1 counter on Dominant Stag Herd or put a 1/2 green Elk creature token with vigilance onto the battlefield tapped." Other then that it's a great card and would rock in a tiny leaders format. Unfortunately there isn't a like to the card page itself, so if you win I won't be able to favorite it.
@Connor2001 's Arivan, Arcane Ascendant - I'd actually decrease the cost of this by [2] since it takes four different types of mana to cast this. Also, I recommend clarifying whether or not you meant "gain life equal to the number of times the ability has been activated this -turn- or this -game-" it should clear up some things. Also, angel wizard, neat.
@Connor2001 's Vez'nan, the Necrophage - I'd be careful with using poison counters. You still need only ten to kill a player in commander. His ability also makes killing someone EXTREMELY easy. Just attack with creatures, if they block and creatures die, you win. If they don't block, they take damage and die.
@Connor2001 's Sha'tra, the Skyhunter - Another card that I'd recommend decreasing the cost of. As it is now, it just isn't powerful enough for a 7 cmc creature. Also, the minimum cmc to gain mana is 5 (halved, rounded up to 3). I'm not sure if that was intended or not, as 5+ cmc elementals tend to be rather large board presences.
@Leaf_Juggernaut 's Loyal Red Knight - I would recommend giving your legendary cards individual names like: Austin, the Loyal Red Knight instead of just Red Knight. Legendary creatures tend to be the only one of their kind running around. This card is rather high above the power curve. Also the evoke cost could be abused rather easily in commander.
@Beeswax 's Lirah, the Geometer - I've always been a fan of the flash mechanic, although I wish that you could choose odd or even for the first ability. Love the flavor text.
@Beeswax 's Dewdrop Evangelists - Interesting that any player can activate this ability. It makes people want to attack you less, especially if you save them with it. I originally didn't like the phyrexian mana, (because they didn't seem like mirrodins/phyrexians) but it's definitely growing on me.
@Beeswax 's Yggdrasil, the One Tree - I would recommend having this card enter the battlefield tapped. So how would this work anyway? Since you don't cast lands you play them, would this always not cost mana to play? (Since your commander always costs [2] more every time it's cast from the command zone) Otherwise, I love the entire idea around this.
@Legendxp The Phyrexian mana in Dewdrop Evangelists is just so that opponents can activate the ability even if they're not running Selesnya colors. Yggdrasil never costs mana to play from the command zone, but it does use up your land drop for the turn to play.
@Balgeron 's Varhysair, the Deathbringer - This card might be a bit too powerful. It has both recursion and destruction as well as regeneration to protect itself. The fact that you can sacrifice a knight on the stack whenever that knight would be destroyed really ends up breaking this card. I recommend having it be something like "Whenever a knight creature you control dies, target creature gets -X/-X until end of turn, where X is that knight's power."
@Balgeron 's Isaris, the Night Queen - Fairly well balanced, but there aren't many red fairies out there. At first I hadn't realized why this commander was red, but then I realized that it was probably because it deals damage, and that is a very red mechanic. If you want to make it more faerie-ish you could remove the red and change the ability to something like milling, life loss, or creatures getting -X/-X until end of turn. This isn't a criticism though, just a suggestion.
@DankSoulsRager 's Baurus, Legion Slayer - Some of your text is traveling off of the card on this one. Also, soldier cards are only "cards" when they are referring to soldiers that aren't on the battlefield. The correct phrasing would be; "Whenever a soldier creature enters the battlefield, you may have Baurus, Legion Slayer destroy it. If you do, this creature gets +1/+1 and all creatures your opponents control get -1/-1 until end of turn." Other than that, this is a pretty cool card.
@Animist 's Marok, Willdrinker - I've always been a fan of stealing peoples' creatures. This commander is great utility for those decks. The only thing to mention is that both this and Mind Control cost [5], but in the former you are getting two creatures as well as utility and in the latter you are only getting one creature. I think that you might need to either make a drawback or increase the mana cost.
@Oshuja89 's Aonar MacLeod - You may need to fix this "If Aonar would be destroyed, regenerate it. You lose an experience counter." As it stands, Aonar would still regenerate even if you had no experience counters. Perhaps adding something like this to the end of it would help. "If you can't, sacrifice Aonar MacLeod." Otherwise, great card. I like the "control no other nontoken creatures" mechanic.
@Animist 's Shura, Champion of Amaru - At first glance, this creature seems lackluster, a 2/1 for 1. However, as a commander, especially in tiny leaders, you can quickly rack up some insane voltron damage. There are no errors that I can see either.
@Legendxp Ah yes, perhaps for balance issues this should be changed, but I intended for him to be regenerated no matter what, just lose experience from dying. What I think I should actually change is the second ability, by adding in "if a creature is destroyed this way, you get an experience counter" because, otherwise, if he can deal damage repeatedly to an indestructible creature, he'll get the counters anyway.
Comments
http://mtgcardsmith.com/view/baurus-legion-slayer
@Lujikul 's Dalgus, Cryptborn Fear - Neat image, fits the colors perfectly. However as it is, its third ability is extremely overpowered. I would get rid of the fourth ability to make room and then phrase the third ability like this; "Whenever you cast a noncreature spell, you may return target creature card with converted mana cost X from your graveyard to the battlefield under your control, where X is the converted mana cost of the spell cast." This would balance it out a bit and make it less easy to insta-kill with some huge eldrazi or something.
@TrippleBoggey3 's Corwinnn, our Paragon - Very overpowered as a commander. You can easily get him out on turn two and attack on turn three with a 13+/13+ or pay thirty life and give your squirrels ten +1/+1 counters. Plus, discarding and paying life as a cost is a very black mechanic and doesn't fit green very well.
@TrippleBoggey3 's Dragonlord Hosuku - Very easily dumps 90% of your dragons into your graveyard. If combined with any sac outlet or a kill spell you get his last ability immediately. This card might as well say "[5][B][G] Discard a card, then search your library for any dragon with toughness 6 or less and put it into your hand. You have no maximum hand size for the rest of the game." Not to say that it's bad. It just works better as some kind of emblem or a sorcery that costs [8][B][G].
@TrippleBoggey3 's Lord William of House Cecil - Easily your best entry. I'm assuming that the word "out", "Whenever a +1/+1 counter is out on a creature, you gain 2 life." was supposed to be "put". I like it a lot because of its draw power. White is always lacking this and it would help immensely in commander. I would only recommend that you increase the cost of the activated ability by [1].
Also, TrippleBoggey3 please stop triple posting. I've been seeing this everywhere. There is an edit button if you need to add something or if you forgot to say something.
@DankSoulsRager 's Vargas, Crypt Overseer - It's a mechanic similar to my Thrambos the immortal card with a few key differences. It can't immediately attack as it has defender, he has to pay mana to return him, and his power growth is exponential. (However, it can be interruptd by cards like Grasp of Darkness or cards that exile things from graveyards.) I feel like you should reduce his casting cost slightly to compensate for the mana cost you need to return him to play. Also, you can reword his ability so that you don't need this: "If Vargas, Crypt Overseer is put into a graveyard from anywhere, he gets..." Just have his ability worded like so: "{3}{b}{g}: Return Vargas, Crypt Overseer from your graveyard to the battlefield without defender. He gets +X/+1, where X was his power when he was put in your graveyard."
@Animist 's Vatha, Outcast Commander - Black green elves are a common deck type. I find that simple can often be best when dealing with complicated things. However, withdraw is kind of ambiguous. "(Remove the creature from combat. If it was blocking a creature, that creature deals combat damage this turn as if it hadn't been blocked by the target creature.)" Does the blocking creature get removed or the targeted elf (I'm assuming the elf), does the blocking creature deal damage as if it weren't blocked by the target elf? (I'll assume no, it doesn't make sense).
As it is I THINK withdraw works like Reconnaissance combined with Thorn Elemental. I think you should just have it as "remove target elf you control from combat". Otherwise it's a bit too powerful.
To answer your questions:
Yeah, it's a bit like Reconnaissance except it can be used on blocking creatures as well. However, since it's "Withdraw target elf you control" you can only use it on your creatures. So, yes, "Withdraw target elf you control" means it's target elf you control that gets removed from combat. You can't remove an opponent's creatures from combat because that would be too OP.
If the target elf you control is attacking and you withdraw it, it works like Reconnaissance. If the target elf is blocking, you remove it from combat and during the damage dealing step the blocked creature deals combat damage as if it wasn't blocked (because it isn't blocked anymore). That's important otherwise it would just be a 1 mana "prevent all combat damage dealt by attacking creature" which would be OP compared to if it was simply "remove target elf you control from combat".
Hope that helps.
@DragonFaceEater 's Breloth, Beastmaster of Greph - Beast commander yay! I've been looking for one of these. It's in the right colors and it has a good effect. If this commander would have done the same thing for goblins or zombies at it did for beasts it would be too powerful, but you don't see many beast token spawn decks out there.
@DragonFaceEater 's Brath, Gatewatch Leader - You don't see many five color planeswalkers out there. I'm curious as to why you didn't just have him cost [W][U][B][R][G]. It would still have the same converted mana cost. Also, the image is a bit pixelated. I would suggest trying to find a larger image.
@Faiths_Guide 's Malcolm, Nest Guard - Yay bird commander! This seems like it would be a bomb in tiny leaders. My only recommendation is that you scry at your end step or your next upkeep. Otherwise, you can just keep playing birds and adding them to your hand for as long as you have mana. Although this might be what you had intended. (For example, filling a deck with nothing but 2 cost birds, 1 cost birds, and lands)
@Faiths_Guide 's Aravahl, Thought Recorder - I'd recommend getting rid of delve or increasing her casting cost. Not because it doesn't make sense, you can use delve after she's been sent to the command zone a few times after all, but because she already has very powerful abilities for a 1cmc card.
http://mtgcardsmith.com/view/moonlight-inhibitions?list=set&set=9847
perhaps this card could explain it
@yousmelllikeapumpkin 's Elessar, the Faceless - It costs ALOT of mana for what it does. Also, the ability that searches for something with the same name is rather useless in commander.
@yousmelllikeapumpkin 's Meshak, Arcane Fury - This guy really hates enchantments which is kind of weird because both mono-blue and mono-red both have a big lack of enchantment destruction. However, for some reason it seems to work in blue/red. The artifact and enchantment destruction in commander is going to be really helpful, and having something like hexproof to protect your leader is going to come in handy as well.
@yousmelllikeapumpkin 's Agrus Kos, Boros Baneslayer - The art on this card is actually from another mtg card, although I can't remember the name. Seems like a rather standard boros card, but I don't know why you'd want to sacrifice three lands to get rid of a creature. I also don't know how much it fits flavor-wise.
@RohanDragoon 's Kalis, Auraweaver - Nice art, comes with a tutor attached, and gives a very nice helpful ability. I could see wizards printing this in an actual set.
@DragonFaceEater 's Marindi, Born of the Wild - It's always nice to have options. I feel that Marindi seems more like a shaman than a wizard, but that could just be the art that is persuading me. The abilities fit both the colors and the mana cost but the text seems to be running off of the card.
@GodOfWar 's Withengar, Wakeful / Elbrus, End's Herald - The issue with this card is that the first side of the card seems actually much more powerful than the transformed side. You can easily cast this for six mana late in the game. Two swings later and your opponent is dead from commander damage. I would actually want to sacrifice him on the stack using some kind of sac outlet just so that I can recast him during my second main phase untapped and ready to go again.
@Leaf_Juggernaut 's Dominant Stag Horde - (I'm assuming you meant "herd"?) Also, the correct phrasing for its second ability would be: "Whenever a creature dealt damage by Dominant Stag Herd this turn dies, either put a +1/+1 counter on Dominant Stag Herd or put a 1/2 green Elk creature token with vigilance onto the battlefield tapped." Other then that it's a great card and would rock in a tiny leaders format. Unfortunately there isn't a like to the card page itself, so if you win I won't be able to favorite it.
@Connor2001 's Arivan, Arcane Ascendant - I'd actually decrease the cost of this by [2] since it takes four different types of mana to cast this. Also, I recommend clarifying whether or not you meant "gain life equal to the number of times the ability has been activated this -turn- or this -game-" it should clear up some things. Also, angel wizard, neat.
@Connor2001 's Vez'nan, the Necrophage - I'd be careful with using poison counters. You still need only ten to kill a player in commander. His ability also makes killing someone EXTREMELY easy. Just attack with creatures, if they block and creatures die, you win. If they don't block, they take damage and die.
@Connor2001 's Sha'tra, the Skyhunter - Another card that I'd recommend decreasing the cost of. As it is now, it just isn't powerful enough for a 7 cmc creature. Also, the minimum cmc to gain mana is 5 (halved, rounded up to 3). I'm not sure if that was intended or not, as 5+ cmc elementals tend to be rather large board presences.
http://mtgcardsmith.com/view/dominant-stag-horde?list=user
@Beeswax 's Lirah, the Geometer - I've always been a fan of the flash mechanic, although I wish that you could choose odd or even for the first ability. Love the flavor text.
@Beeswax 's Dewdrop Evangelists - Interesting that any player can activate this ability. It makes people want to attack you less, especially if you save them with it. I originally didn't like the phyrexian mana, (because they didn't seem like mirrodins/phyrexians) but it's definitely growing on me.
@Beeswax 's Yggdrasil, the One Tree - I would recommend having this card enter the battlefield tapped. So how would this work anyway? Since you don't cast lands you play them, would this always not cost mana to play? (Since your commander always costs [2] more every time it's cast from the command zone) Otherwise, I love the entire idea around this.
The Phyrexian mana in Dewdrop Evangelists is just so that opponents can activate the ability even if they're not running Selesnya colors.
Yggdrasil never costs mana to play from the command zone, but it does use up your land drop for the turn to play.
@Balgeron 's Isaris, the Night Queen - Fairly well balanced, but there aren't many red fairies out there. At first I hadn't realized why this commander was red, but then I realized that it was probably because it deals damage, and that is a very red mechanic. If you want to make it more faerie-ish you could remove the red and change the ability to something like milling, life loss, or creatures getting -X/-X until end of turn. This isn't a criticism though, just a suggestion.
@Animist 's Marok, Willdrinker - I've always been a fan of stealing peoples' creatures. This commander is great utility for those decks. The only thing to mention is that both this and Mind Control cost [5], but in the former you are getting two creatures as well as utility and in the latter you are only getting one creature. I think that you might need to either make a drawback or increase the mana cost.
@Oshuja89 's Aonar MacLeod - You may need to fix this "If Aonar would be destroyed, regenerate it. You lose an experience counter." As it stands, Aonar would still regenerate even if you had no experience counters. Perhaps adding something like this to the end of it would help. "If you can't, sacrifice Aonar MacLeod." Otherwise, great card. I like the "control no other nontoken creatures" mechanic.
@Animist 's Shura, Champion of Amaru - At first glance, this creature seems lackluster, a 2/1 for 1. However, as a commander, especially in tiny leaders, you can quickly rack up some insane voltron damage. There are no errors that I can see either.
P.S.
@Beeswax - Ah, I see. Thanks for clarifying.
@yousmelllikeapumpkin - Yeah, I was referring to your username. I just find it very funny for some reason.
Ah yes, perhaps for balance issues this should be changed, but I intended for him to be regenerated no matter what, just lose experience from dying. What I think I should actually change is the second ability, by adding in "if a creature is destroyed this way, you get an experience counter" because, otherwise, if he can deal damage repeatedly to an indestructible creature, he'll get the counters anyway.
http://mtgcardsmith.com/view/complete/full/2016/7/27/1469632396760784.png
http://mtgcardsmith.com/view/godmoth-root-of-growth
http://mtgcardsmith.com/view/khalani-expedition-leader
Anyone up for some exalted cat tribal?
It's meant to combo with some swank land cards in the Dark Souls themed Commander Deck