@Jadefire Dazzling Glare aims to provide interaction/synergy with "whenever X blocks", "whenever X becomes blocked", and effects that only work on blocked/blocking creatures. I thought the applications were perhaps distinct enough from 'remove from combat' effects to try exploring the design space. For example, Dazzling Glare allows you to force Afflict and Bushido triggers. I'm not sure I agree that 'remove from combat' effects are stronger, though the interaction with trample is definitely a notable difference when used defensively, and I can't think of any solid counterexamples to justify my vague feeling on this.
@cadstar369 OK, that's fair. If the card is intended to interact with block triggers then it makes sense to keep it in its current form. Such an effect would probably require a context that really focuses on creatures with "whenever X blocks" and "whenever X becomes blocked" abilities to be regarded as more than a fog for one because most triggers of that type result in effects that pertain directly the other creature that's met in combat (like Bushido), which becomes moot. Even Afflict is more of a "consolation" ability as it would be preferable in most cases for your attacking creature with Afflict to get through unblocked, so you wouldn't Dazzling Glare your own creature if it had a chance to hit the player, except in very niche cases.
@cadstar369 i think the card imo would only be viable in commander but i think it could be i think the life pay and discard isnt too good becuase you ditched your hand and now they know what in it but even with that its 2 mana it busted at 3 or 4 it wouldbe more fair imo
as yall can guess its the villainn from the gravity falls d&d eps. i think this matches him very well and if i worded it wrong then tell me because the end part is suppose to make it where if they roll a 1-19 nothing happens to the impossibeast and he stays but if its a 20 the effect hits him.
ps i made this card in a commander sense because my playgroup doesnt mind custom commanders that aint too broken.
@Titanium000 So there isn't a whole lot compare but I'll see what I can do
1-8 to cast opt, 3 coloured mana and {t} to do that is fine for a chance to get it
9-14 it's a pretty good deal, mainly the first strike, it can discourage attackers.
15-19 each opponent loses thier worst permanent, it's alright, removing from the board is better than nothing.
So for {u}{b}{r} getting any of the first 3 I don't feel is over powered
20 The chances are so low and by the time you get it you probably invested more mana than it's worth. Just give it indestructible and hexproof (or ward if hexproof is too much) to make it not so wordy, it's a very low chance it'll come out so if it does, you deserve it.
It's a nice card, not overpowered, and you're not gonna be rolling the dice every turn over playing a spell from your hand, but if you got the extra mana and colours take the chance and see what you get, the first three don't effect the board too much and you might get lucky and drop a bomb.
More of a flavour card, I was thinking what nuclear bomb like effect would be like in magic. I had a few other ideas with radiation counters contaminating lands, but this one seem cooler.
You play this, it immediately gets Infernal Grasp-ed, and you don't even get to create a Nuclear Waste token.
Also its very helpful for your opponent a lot of the time. The downside of losing 1 life on your turn is so minimal compared to the mana ramp it generates.
The flavor needs work. It doesn't really compare to a nuclear bomb or nuclear meltdown. The tokens benefit the owner of the killed creature, which is really weird.
@Sweda Kyshtym seems interesting for something like a Toxrill or Grismold deck. I feel like you'd get mixed results without being able to control Nuclear Waste generation and/or how much your opponent profits from it though. Since it costs so much to cast, I feel like the bonus mana might not matter so much unless your opponent can sink it into something (e.g. a big X spell or a bunch of cards they've drawn via an engine), which is a plus.
@Tox the lack of control makes Flayer a fairly weird/interesting Madness enabler (which appears to be the intention given the Innistrad set symbol), but this set of abilities is just asking to be put into an infinite combo. That's not necessarily a bad thing, but I think it might be more balanced and/or interesting if there was a difference between the death mana & revival cost. (It's not really a great piece for infinite combos though, so feel free to ignore that last part.)
@Sweda I like the bonus drawback of giving the Nuclear Waste tokens indestructible so that it's more difficult for your opponent to get rid of them but I wonder if giving them "this artifact can't be sacrificed" might be more appropriate since a permanent that enables repeatable sacrifice, rather than spending a card to 1-for-1 a token, would be more of an out for your opponent. Also, not being able to sacrifice a token means the token is even more useless to them for fueling their spells and effects, which is in line with it being an unwanted byproduct. Of course, then they'll still have to deal with a flying 6/6 that continually shrinks their creatures and an opponent who's playing black removal, so maybe it's moot.
@Tox Durin's Bane is a fine card. A 9/9 haste unblockable is scary and will pretty much win the game when cast. However, one thing about it bothers me... the whole point of the scene you're referencing is that the Balrog did NOT pass. Your card passes!
Perhaps you could give it trample to get around chumpblocking, and give him the ability to take a creature with him when he dies, like he takes Gandalf with him. Something like this:
"When Durin's Bane dies, destroy target creature an opponent controls."
@hileandr I really like the art. This card's color identity is a little messed up. I would make it white with hybrid in green and blue because the recursion matches both of those colors. Still have it make blue and red humans though, that's good. This is really good in human decks, and what I would do is make it cost 2{B/G}W and then make 1/1 humans instead because 0/1 aren't very fun. I would also make it cost more when you recur it. You probably don't have room for that on the card, but I would put age counters and then have it cost {1} more for each age counter so it can't get out of hand. Good idea for a card though, I like it.
Here is my card: https://mtgcardsmith.com/view/walker-of-disaster?list=user This card is inspired by the Green Day song "The Boulevard of Broken Dreams". I edited one of the Green Day guys from that song onto the art for Armageddon. The idea is that he is a guy who has lost his home and is mournfully wandering the devastated landscape. He cannot be blocked both because of his knowledge of the wastes but also because his grief repels other people. This is a card that supports the Armageddon spell and other mass land destruction. This card would be a Modern Horizons card, a callback to an older classic magic card. Since it is a 1/1 creature, it shouldn't be very good, so It only has the mediocre Voidwalk ability and nothing else. I didn't want to make a very good creature for only 1 mana. The flavor is what really inspired me to make this card. Basic Voidwalk (can't be blocked if they control no basic lands) was another, decidedly better, ability that I designed, but it wouldn't fit in white.
@SPyBondPlays This is a pretty useless card for playability. The mechanic needs a tweak for versatility. Perhaps playing off how many lands they have instead of no lands. Maybe something like "as long as its power is greater than the number of lands defending player controls."
or something like that.... but since you focused on flavor....
it's a sweet idea, and the flavor connects with the artwork and mechanic name. 1/1 creatures for 1 are tough to create, especially commons... especially Humans with no additional subtypes. So this is a brave card and I applaud your thoughts.
For whoever is up to digesting my creation
Here's my card: an idea that just came to me when I saw this magnificent artwork showcasing this centerpiece structure that almost blurs your focus on the surrounding lands see how it translates into the card? - the prefix 'es' indicates movement away or separation... hope you'll discover this significance in the flavor text!
@jpastor Neat card, but I have two issues with it: 1. Your card says "Add one mana." I assume you mean "Add one mana of any color?" 2. I think the drawback on this card is enormous compared to the payoff. You could probably have it add two mana in any combination of colors.
@SPyBondPlays Oath of Nicol Bolas is really strong; in general tacking bonus effects to planeswalkers is something to be wary of (there's a reason similar existing effects are relatively weak and tied to a single planeswalker). Superfriends decks tend to consistently have 3+ planeswalkers on the battlefield, so this is a lot of digging, lifegain, and damage for free all in one. Additionally, for the second ability, it looks like you tried to fit all three colors into it, but since the ETB effect is already black, it would perhaps make more sense to leave off the 'gain 1 life' and just have the scry and damage (which would still be really strong and easily worthy of mythic rarity).
@jpastor I'm of similar mind to hileandr on both of their points; you might even be able to get away with "{t}: Add two mana of different types," which allows a player to also add {c}. It might be best to leave it how it is though, since it's not legendary and Amulet of Vigor laughs at the downside.
@jpastor I would make the Estonia land make the next two lands enter tapped if you want to go any color, or if you make it a dual land have the next land you play enter the battlefield tapped. Having every land enter the battlefield tapped is a huge downside, and the payoff is laughable. I really like the flavor of focusing on just one really beautiful thing that kinda blurs every other thing around you.
@cadstar369 The dragon barbarian is far too good, I mean that's just crazy. Having that ability on a 4/4 trampler is busted. I would probably make it a 1/2 and then have it be only the first creature spell they cast on their turn.
@SPyBondPlays would you care to elaborate why you think that way? For {4}{g}{g}, Lurking Predators has a similar effect that triggers on all spells your opponent(s) cast, and provides a minor effect if you don't get a creature. Scalebound Huntcaller only triggers on creature spells (which means it easily can get removed without triggering), and provides no additional value aside from being a decent creature itself.
@TheGamingBolasChannel one is obliged to provide commentary on the card above theirs when posting ('tis the main point of this thread). That said, Herrscher of the End is an absolutely ridiculous card.
There is no provided explanation of the Honkai Counter mechanics, but this appears to be irrelevant to the card's overall power (unless it's significantly easier to accumulate 30 Honkai counters than use strategies mentioned below, in which case it's even stronger than I think it is).
The whole "colorless cost but allows all colors only in commander" ability seems needlessly clunky when it could instead be Devoid and have all colors appear somewhere in the mana cost and/or text box, but your wording allows decks of any color identity to be built around Herrscher of the End, which 5-color Devoid would not, so there might be some points of interest here.
Since the ETB does not require you to cast Herrscher of the End, one can recur it from the graveyard, flicker it, etc. repeatedly to wipe the board every turn. Additionally, since it's colorless, this can be slotted into any deck that already wants to do similar things, and suddenly there's a lone 14/14 on the board demanding an answer from your opponent(s). (Thankfully this has no protection abilities.)
Thus, the main way I can see Herrscher of the End being played is to either ramp into it (or tutor it into your graveyard if it's in your library) alongside any noncreature haste enabler (e.g. Rhythm of the Wild or Purphoros, Bronze-Blooded) and repeatable flicker effect (e.g. Conjurer's Closet or Thassa, Deep Dwelling). Then your opponents generally can't keep creatures around while you attack for 14+ every turn. Of course, this would likely include instant speed backup flicker, countermagic, etc. for when your opponents have answers to this huge beatstick.
I can't even see how one might go about balancing Herrscher of the End, if that is even your intention. As an attempt though, the ETB trigger could be restricted to only when cast, since that would probably solve the biggest issue with its only effect on the board state. But then Herrscher of the End would be exceedingly weak, since there's plenty of other creature-based cast-restricted board wipes that are cheaper (and thus generally more effective) than it. That is without taking into account these mysterious Honkai counters though, which presumably will balance the drastic shift in mana cost?
@cadstar369 I thought someone else had already commented on it. Also due to the lore behind the Herrscher of the End/ 14th Herrscher, it would be extremely difficult to make an accurate card for. Also it is akin to an eldrazi (destructive nature) and breaks the laws of nature. The honkai counter system is mentioned on other cards in more detail and the whole thing about using colors outside of colorless is due to wanting to mess with the rules of Commander
@SPyBondPlays how do you know GGz, but not Honkai Impact 3rd (thats the 14th from HI3rd previous era). Also the Honkai counters are a mechanic for my Gakuren set. Cool take on the card though. (image actually comes from Second Eruption Manga when Siegfried accesses data from a chunk of Soulium obtained from the moon.)
Well @TheGamingBolasChannel, I was wondering what Herrescher of the End was, so I looked it up and went on a few wikis to learn about Gun Girls Z and the Herrescher of the End. I do think it could be a bit more powerful, but you get not only a board wipe but also a 11/10 so I made it cost 14 because board wipes are usually 4 mana, but there is two colorless mana and it can be countered and you need 14 whole mana, so I discounted it a little. If I removed the board wipe thing I could make it more powerful, but with that there's little room for anything else.
@FireOfGolden Your cards seem cool, but they have a few problems.
After seems balanced and good, probably my favorite card in the three, but I have no idea what "Return After to your hand unless there is a card named Sans, the Lazy Bone in your graveyard or that you own in exile" means. I also think you could get away with making him a 1/2 or 1/3.
For Cross, the souless mechanic needs to be fixed a little. Cross should be an enchantment card first of all. Souless should say "As long as you control a Soul artifact(?) token, Cross is an enchantment creature." Since Cross is only a creature when you have a certain token, if you play it and then it is an enchantment, the equipment thing doesn't work. It should say "When Cross enters the battlefield, if its a creature, attach an equipment you control to it." Cross seems a little good, maybe reduce his power or toughness by one, I don't know how hard it is to get a soul token, so its unclear how that affects his balancing. The gaining control of permanents thing should probably only gain control of creatures, because red only has temporary creature control and white doesn't have any* gaining control of stuff. You could make it also gain control of artifacts, because red and white have artifact synergies and red has done that before. The card seems nice though.
Error seems underpowered. I really don't know how it would play, as it seems pretty slow. You have to play it, wait a turn. Then you can attack. Wait a turn again. Then now you can destroy one permanent for three mana, which is pretty good. I would reduce the cost, instead of nine mana I would make it probably 2BRG (5) because its not a very impressive effect for nine mana.
@SPyBondPlays That seems like a very expensive fog effect, with an extremely specific setup. Fog effects are used to buy yourself a little bit of time to find your missing combo pieces and so on against aggressive decks, but this specifically requires for you to be ahead in life. The card seems too situational for its own good. Staying on the battlefield for several rounds might make it pretty good in Commander, though, protecting you from several opponents for quite a while. Still, it feels too situational.
@Suleman I don't know anything about that game, so I'll work with the card text provided in an attempt to answer your concerns.
For Terry Bogard:
Why not make Power Wave an attack trigger that hits the creature blocking him and/or defending player? (Could also be interesting to have it target a different creature and/or planeswalker, perhaps even hitting them for the excess combat damage.) This would make both abilities about attacking (similar to Ryu from the Secret Lair). In its current state, doing a tiny bit of extra damage to a creature that you're probably already burning to death in mono-red seems like overkill.
Power Geyser looks like a fun ability, but red seems to be mainly about temporary access to exiled cards as it is now (and mill is pretty weird in red, especially without artifacts involved). It might make more sense to have the ability exile the top 3 cards of your library, then allow you to play instants/sorceries exiled this way with mana value X or less without paying their mana costs until end of turn. (If you think this is too much value, you can limit it to only casting one of those cards, either during the resolution of the ability or at any point during the turn.)
For Geese Howard:
I think a strong point about the Street Fighter Secret Lair is that all the abilities on each card flow together (well, except Blanka's). Geese Howard makes you choose between his abilities, so perhaps it would be more interesting if Predictable! had an untap cost instead of tap cost. This way you could potentially use both Predictable! and Deadly Rave each turn. Also, getting a Divide by Zero style effect for your efforts might be a bit weak, considering there are lots of decks that don't often cast more than one spell each turn, let alone two with the same mana cost. Depending on which of the other suggestions you like, it may be worth considering having Predictable! return the target to the top/bottom of their library.
I don't think Deadly Rave needs to be restricted to once per turn. It takes a lot of effort to cast 3+ spells with different mana values in one turn, so that should be more than sufficient restriction (consider cards like Avatar of Woe and Visara the Dreadful; they don't cost much more for a stronger kill ability and have no restriction on its activation). If you also use the above suggestion though, you could wipe your opponent's board at will so long as both conditions are met (which is admittedly really tough, but it's probably a flavor break). Alternatively, if Deadly Rave targeted only spells, you could remove the once per turn restriction and have both abilities chain into each other as a powerful set of punishing effects (which seems to be what you're going for).
Additionally, it might be worth considering making Deadly Rave a triggered ability instead of an activated ability. For example, you could have Deadly Rave destroy a creature each time you cast a spell once you've cast at least three.
@cadstar369 I love this card. It seems to be well balanced, and it has nice flavor. I especially like how well it works with cards like Junktroller and Epitaph Golem; it's super cool synergy. The only thing I don't like is that it's not legendary, I would love for this to be a commander. But legendary or not, this is still a very cool card, and I love the design. Well done!
@ShadowReign interesting Dragon tribal commander; I like this card a lot.
Dragons can always use more cost reduction effects, so it's nice to have it tacked onto your commander.
While there is some form of "X can't be countered" in every other color, I'm not sure white is the place to put it for dragons (even Taigam is WU, leaning heavily towards the U side). Perhaps Kanishi Omikai should be {4}{g} or {3}{g}{w}.
The tribal Whip of Erebos effect looks fun; very strong if you can avoid the exile trigger. Interesting decision to let it steal anyone's dead dragons.
I appreciate how fragile this creature is, because it's pretty absurd if it manages to stick around from just the static abilities. It might even be a bit too strong, but dragons are such an absurdly strong and versatile tribe (and their tribal commanders are all pretty ridiculous) that Kanishi Omikai not being a dragon is a surprisingly huge balancing factor. Even so, perhaps there should be some more colored mana in the mana cost, since many of the cards that provide similar effects to one or more of Kanishi Omikai's abilities have 2+ colored mana in their costs, such as Dragonspeaker Shaman and Seshiro the Anointed.
Comments
Thanks for the feedback Jadefire & @Sweda
here my card
https://mtgcardsmith.com/view/probabilitor-the-annoying-1
as yall can guess its the villainn from the gravity falls d&d eps. i think this matches him very well and if i worded it wrong then tell me because the end part is suppose to make it where if they roll a 1-19 nothing happens to the impossibeast and he stays but if its a 20 the effect hits him.
ps i made this card in a commander sense because my playgroup doesnt mind custom commanders that aint too broken.
that is a cool card, but it seems weak.
Imagine this:
You play this, it immediately gets Infernal Grasp-ed, and you don't even get to create a Nuclear Waste token.
Also its very helpful for your opponent a lot of the time. The downside of losing 1 life on your turn is so minimal compared to the mana ramp it generates.
The flavor needs work. It doesn't really compare to a nuclear bomb or nuclear meltdown. The tokens benefit the owner of the killed creature, which is really weird.
_____________________
Anyways, here's my card:
https://mtgcardsmith.com/view/flayer-2
@Tox the lack of control makes Flayer a fairly weird/interesting Madness enabler (which appears to be the intention given the Innistrad set symbol), but this set of abilities is just asking to be put into an infinite combo. That's not necessarily a bad thing, but I think it might be more balanced and/or interesting if there was a difference between the death mana & revival cost. (It's not really a great piece for infinite combos though, so feel free to ignore that last part.)
I'd appreciate feedback on this card:
https://mtgcardsmith.com/view/vod-nen-oceanic-negotiator
that seems very weak and could definitely cost 1UB especially at mythic
also it should be mana value not converted mana cost
but i like the idea and gave it a favorite
My card:
https://mtgcardsmith.com/view/durins-bane-45
Durin's Bane is a fine card. A 9/9 haste unblockable is scary and will pretty much win the game when cast. However, one thing about it bothers me... the whole point of the scene you're referencing is that the Balrog did NOT pass. Your card passes!
Perhaps you could give it trample to get around chumpblocking, and give him the ability to take a creature with him when he dies, like he takes Gandalf with him. Something like this:
"When Durin's Bane dies, destroy target creature an opponent controls."
Just a thought!
Here's one from me:
https://mtgcardsmith.com/view/life-of-man
Here is my card:
https://mtgcardsmith.com/view/walker-of-disaster?list=user
This card is inspired by the Green Day song "The Boulevard of Broken Dreams". I edited one of the Green Day guys from that song onto the art for Armageddon. The idea is that he is a guy who has lost his home and is mournfully wandering the devastated landscape. He cannot be blocked both because of his knowledge of the wastes but also because his grief repels other people. This is a card that supports the Armageddon spell and other mass land destruction. This card would be a Modern Horizons card, a callback to an older classic magic card. Since it is a 1/1 creature, it shouldn't be very good, so It only has the mediocre Voidwalk ability and nothing else. I didn't want to make a very good creature for only 1 mana. The flavor is what really inspired me to make this card.
Basic Voidwalk (can't be blocked if they control no basic lands) was another, decidedly better, ability that I designed, but it wouldn't fit in white.
https://mtgcardsmith.com/view/oath-of-nicol-bolas-4
mainly for the flavor text, the favorite one i have written.
This is a pretty useless card for playability. The mechanic needs a tweak for versatility. Perhaps playing off how many lands they have instead of no lands. Maybe something like "as long as its power is greater than the number of lands defending player controls."
or something like that.... but since you focused on flavor....
it's a sweet idea, and the flavor connects with the artwork and mechanic name. 1/1 creatures for 1 are tough to create, especially commons... especially Humans with no additional subtypes. So this is a brave card and I applaud your thoughts.
For whoever is up to digesting my creation
Here's my card: an idea that just came to me when I saw this magnificent artwork showcasing this centerpiece structure that almost blurs your focus on the surrounding landssee how it translates into the card? - the prefix 'es' indicates movement away or separation... hope you'll discover this significance in the flavor text!
https://mtgcardsmith.com/view/estopia
Neat card, but I have two issues with it:
1. Your card says "Add one mana." I assume you mean "Add one mana of any color?"
2. I think the drawback on this card is enormous compared to the payoff. You could probably have it add two mana in any combination of colors.
Other than that, I like the flavor and the art!
@jpastor I'm of similar mind to hileandr on both of their points; you might even be able to get away with "{t}: Add two mana of different types," which allows a player to also add {c}. It might be best to leave it how it is though, since it's not legendary and Amulet of Vigor laughs at the downside.
I'd appreciate feedback on this card:
I would make the Estonia land make the next two lands enter tapped if you want to go any color, or if you make it a dual land have the next land you play enter the battlefield tapped. Having every land enter the battlefield tapped is a huge downside, and the payoff is laughable. I really like the flavor of focusing on just one really beautiful thing that kinda blurs every other thing around you.
The dragon barbarian is far too good, I mean that's just crazy. Having that ability on a 4/4 trampler is busted. I would probably make it a 1/2 and then have it be only the first creature spell they cast on their turn.
https://mtgcardsmith.com/view/herrscher-of-the-end?list=set&set=65243
- There is no provided explanation of the Honkai Counter mechanics, but this appears to be irrelevant to the card's overall power (unless it's significantly easier to accumulate 30 Honkai counters than use strategies mentioned below, in which case it's even stronger than I think it is).
- The whole "colorless cost but allows all colors only in commander" ability seems needlessly clunky when it could instead be Devoid and have all colors appear somewhere in the mana cost and/or text box, but your wording allows decks of any color identity to be built around Herrscher of the End, which 5-color Devoid would not, so there might be some points of interest here.
- Since the ETB does not require you to cast Herrscher of the End, one can recur it from the graveyard, flicker it, etc. repeatedly to wipe the board every turn. Additionally, since it's colorless, this can be slotted into any deck that already wants to do similar things, and suddenly there's a lone 14/14 on the board demanding an answer from your opponent(s). (Thankfully this has no protection abilities.)
- Thus, the main way I can see Herrscher of the End being played is to either ramp into it (or tutor it into your graveyard if it's in your library) alongside any noncreature haste enabler (e.g. Rhythm of the Wild or Purphoros, Bronze-Blooded) and repeatable flicker effect (e.g. Conjurer's Closet or Thassa, Deep Dwelling). Then your opponents generally can't keep creatures around while you attack for 14+ every turn. Of course, this would likely include instant speed backup flicker, countermagic, etc. for when your opponents have answers to this huge beatstick.
I can't even see how one might go about balancing Herrscher of the End, if that is even your intention. As an attempt though, the ETB trigger could be restricted to only when cast, since that would probably solve the biggest issue with its only effect on the board state. But then Herrscher of the End would be exceedingly weak, since there's plenty of other creature-based cast-restricted board wipes that are cheaper (and thus generally more effective) than it. That is without taking into account these mysterious Honkai counters though, which presumably will balance the drastic shift in mana cost?I'm not a big weeb, and haven't ever heard of "Gun Girls Z", but I tried to rebalance Herrscher of the End. I removed all of the "Honkai" and Commander related mechanics. Here it is:
https://mtgcardsmith.com/view/herrscher-of-the-end-1
`Funny that Cardsmith has a "hidden" {10} generic mana symbol.
I never heard of these anime expect for Beastar - Yes, I am furry - but Herrscher of the End seems cool.
Did you know the value of any mana cost can extend up to 12, just click 10 value then edit {10} to {12} and it will result 12 value.
Like God creatures with that much mana, Herrscher of the End should have ability to be immortal.
Anyhoo, here's card from fandom undertale;
https://mtgcardsmith.com/view/error-the-shatterer?list=set&set=59598
https://mtgcardsmith.com/view/after-the-death-evader?list=set&set=59598
https://mtgcardsmith.com/view/cross-the-au-corrupter-1?list=set&set=59598
Your cards seem cool, but they have a few problems.
After seems balanced and good, probably my favorite card in the three, but I have no idea what "Return After to your hand unless there is a card named Sans, the Lazy Bone in your graveyard or that you own in exile" means. I also think you could get away with making him a 1/2 or 1/3.
For Cross, the souless mechanic needs to be fixed a little. Cross should be an enchantment card first of all. Souless should say "As long as you control a Soul artifact(?) token, Cross is an enchantment creature." Since Cross is only a creature when you have a certain token, if you play it and then it is an enchantment, the equipment thing doesn't work. It should say "When Cross enters the battlefield, if its a creature, attach an equipment you control to it." Cross seems a little good, maybe reduce his power or toughness by one, I don't know how hard it is to get a soul token, so its unclear how that affects his balancing. The gaining control of permanents thing should probably only gain control of creatures, because red only has temporary creature control and white doesn't have any* gaining control of stuff. You could make it also gain control of artifacts, because red and white have artifact synergies and red has done that before. The card seems nice though.
Error seems underpowered. I really don't know how it would play, as it seems pretty slow. You have to play it, wait a turn. Then you can attack. Wait a turn again. Then now you can destroy one permanent for three mana, which is pretty good. I would reduce the cost, instead of nine mana I would make it probably 2BRG (5) because its not a very impressive effect for nine mana.
Here's my card:
https://mtgcardsmith.com/view/triumphant-exemption?list=user
That seems like a very expensive fog effect, with an extremely specific setup. Fog effects are used to buy yourself a little bit of time to find your missing combo pieces and so on against aggressive decks, but this specifically requires for you to be ahead in life. The card seems too situational for its own good. Staying on the battlefield for several rounds might make it pretty good in Commander, though, protecting you from several opponents for quite a while. Still, it feels too situational.
I saw the Street Fighter Secret Lair cards and decided to try and make some similar cards for Fatal Fury.
https://mtgcardsmith.com/view/terry-bogard-hungry-wolf
https://mtgcardsmith.com/view/geese-howard-mastermind-1
Both of these seem a bit too specific right now, but I'm not sure how to bring these more in line with the Street Fighter cards.
For Terry Bogard:
- Why not make Power Wave an attack trigger that hits the creature blocking him and/or defending player? (Could also be interesting to have it target a different creature and/or planeswalker, perhaps even hitting them for the excess combat damage.) This would make both abilities about attacking (similar to Ryu from the Secret Lair). In its current state, doing a tiny bit of extra damage to a creature that you're probably already burning to death in mono-red seems like overkill.
- Power Geyser looks like a fun ability, but red seems to be mainly about temporary access to exiled cards as it is now (and mill is pretty weird in red, especially without artifacts involved). It might make more sense to have the ability exile the top 3 cards of your library, then allow you to play instants/sorceries exiled this way with mana value X or less without paying their mana costs until end of turn. (If you think this is too much value, you can limit it to only casting one of those cards, either during the resolution of the ability or at any point during the turn.)
For Geese Howard:- I think a strong point about the Street Fighter Secret Lair is that all the abilities on each card flow together (well, except Blanka's). Geese Howard makes you choose between his abilities, so perhaps it would be more interesting if Predictable! had an untap cost instead of tap cost. This way you could potentially use both Predictable! and Deadly Rave each turn. Also, getting a Divide by Zero style effect for your efforts might be a bit weak, considering there are lots of decks that don't often cast more than one spell each turn, let alone two with the same mana cost. Depending on which of the other suggestions you like, it may be worth considering having Predictable! return the target to the top/bottom of their library.
- I don't think Deadly Rave needs to be restricted to once per turn. It takes a lot of effort to cast 3+ spells with different mana values in one turn, so that should be more than sufficient restriction (consider cards like Avatar of Woe and Visara the Dreadful; they don't cost much more for a stronger kill ability and have no restriction on its activation). If you also use the above suggestion though, you could wipe your opponent's board at will so long as both conditions are met (which is admittedly really tough, but it's probably a flavor break). Alternatively, if Deadly Rave targeted only spells, you could remove the once per turn restriction and have both abilities chain into each other as a powerful set of punishing effects (which seems to be what you're going for).
- Additionally, it might be worth considering making Deadly Rave a triggered ability instead of an activated ability. For example, you could have Deadly Rave destroy a creature each time you cast a spell once you've cast at least three.
I'd appreciate feedback on this card:—
Anyways, here's the card I would like thoughts on.
https://mtgcardsmith.com/view/kanishi-omikai-1?list=user
- Dragons can always use more cost reduction effects, so it's nice to have it tacked onto your commander.
- While there is some form of "X can't be countered" in every other color, I'm not sure white is the place to put it for dragons (even Taigam is WU, leaning heavily towards the U side). Perhaps Kanishi Omikai should be {4}{g} or {3}{g}{w}.
- The tribal Whip of Erebos effect looks fun; very strong if you can avoid the exile trigger. Interesting decision to let it steal anyone's dead dragons.
- I appreciate how fragile this creature is, because it's pretty absurd if it manages to stick around from just the static abilities. It might even be a bit too strong, but dragons are such an absurdly strong and versatile tribe (and their tribal commanders are all pretty ridiculous) that Kanishi Omikai not being a dragon is a surprisingly huge balancing factor. Even so, perhaps there should be some more colored mana in the mana cost, since many of the cards that provide similar effects to one or more of Kanishi Omikai's abilities have 2+ colored mana in their costs, such as Dragonspeaker Shaman and Seshiro the Anointed.
I'd appreciate feedback on this card: