ec2-18-205-26-39.compute-1.amazonaws.com | ToothyWiki | MagicTheGathering | RecentChanges | Login | Advent calendar | Webcomic ChrisHowlett has been mentally wibbling about the following card for a while. The costs seem roughly right for the moment, but thoughts would be appreciated. It wouldn't half change the game dynamic too...
Thought Enhancer 3UU Enchantment 3: Until end of turn, you may play sorcery spells any time you could play an instant. This effect ends when you play a sorcery spell.
A slightly better wording may be "Any player may play sorcery spells any time he/she could play an instant if he/she pays {3} more to play it." (or the equivalent for just "you")
I might try to get a card image up sometime.
Intriguing. The 3UU seems fine; the (3) is quite a lot, and restricts most absuive uses of the card, I guess. What sort of sorceries would be fun to play as instants? There's yukky discard, of course - MTG: Coercion / etc during opponent's draw step. Or some creature removal. I'd probably like MTG: Flicker :) but that's hardly exploitative. What things would be really fun to twist into it? --AC
Alternative idea: if you really want to change the game dynamic, make it symmetric like this...
(2): You may play sorcery spells any time you could play an instant until end of turn or you play a sorcery spell. Any player may play this ability.
Would need to be templated as "target player", else the controller would always gain the benefit. But otherwise, yes.
Actually, I believe the "You" would be interpreted as "the controller of this ability" = the player who played it. However, Wizards would in practice do it the way you suggest, precisely to avoid the kind of confusion you suggest :)
Strange, I've been having that idea for a while, and patiently waiting for Wizards to print one. Other ideas might be making it an artifact, or an instant which costs UU. -ColinLeung
The following three broad mechanics occurred to CH slightly after the latest /YouMakeTheCard? entry closed - which is a pity, as he likes the third one a lot.
Spin Cycle (So called because it's accelerated washing...) I was pondering the mechanic "W: Add UG to your mana pool", and the associated ones in the other colours. Obviously, this suffers a problem - any two allied ones combine to produce infinite mana. I can see two possible fixes to this:
"W, T: Add UG to your mana pool". Only thing with this is that the cycle feels like it should be enchantments (although creatures would work too), and enchantments don't usually tap. Of course, it could be a single artifact (or 5), but I don't like that idea.
(PeterTaylor) That's quite different flavour-wise, because it washes generic rather than specific mana.
Actually, given the precedent set in Mirrodin, I wouldn't be averse to "2 or W, T: Add UG to your mana pool." --CH
"W: Add UB to your mana pool". In this case, the flavour text would become based on the Eggs (MTG: Sungrass Egg etc.) - for instance "Beware lest your righteous search for wisdom lead you to selfish thoughts" or similar. Problem with this is that the B or R one, plus a standard Green colour washer (MTG: Orochi Leafcaller would do, IIRC) is infinite again.
Would "Tap a plains: Add UG to your mana pool" do what you want it to do? --Angoel
Spectral Instability Enchantment MU "Whenever a permanent becomes the target of a spell or ability, it becomes the colour of that spell or ability's controller's choice until EOT."
Forced Reality Instant - MW "Until EOT, other replacement and prevention effects do nothing instead of their normal effect."
Still throwing out ideas: Cracked-Mirror Beast Creature - Beast 2/2 - 3C "Defender. "When this comes into play, put a 2/2 Beast creature token with "This creature can't block" into play for each opponent"
Enchantment "Whenever any player draws a card, they lose one life"
What colour would it be? It feels black, but hurting yourself for your card draws seems wrong.
I'm sure I've been hit by this, although it is templated as "Whenever any player draws cards, they lose..." (either one life per card drawn, or one life flat - I think it was the latter) Should logically be an enemy of blue, since blue is the card drawing colour. Probably red, since green doesn't do the 'lose life' thing (and does do the 'EVERYONE goes boom' thing). --Vitenka
It's Black, definitely. Black is the colour that most deals in life-loss, and on top of that doesn't care about losing its own life to harm the opponents. Witness MTG: Shepherd Of Rot, for example. --CH
Or if you want the wackier more damaging but less reliable version, MTG: Phyrexian Tyranny. --AC
No, no. It hurting you is what makes it interesting. Phyrexian Tyranny, on the other hand, is the one I want. Even if it's mana cost is sufficiently silly that it doesn't answer my question. --Angoel
Instant: "Destroy target permanant. If this spell is countered, destroy three target permanants - this ability cannot be countered."
Is there any sensible way to template this under the current rules set?
(PeterTaylor) I think it would suffice to reformat it slightly:
"Destroy target permanent. If this spell is countered, destroy three target permanents. This ability cannot be countered."
I hackishly threw together "Destroy target permanent. Whenever ~this~ is countered (optional by a spell or ability), return it to the stack with "Destroy target permanent," "destroy target permanent," and "~this~ can't be countered by spells or abilities." " I would recommend the optional clause unless you were planning on allowing for the combo of targeting your own disposable permanent, sacrificing it in response, having the spell get countered by the game rules, and getting the triple-Vindicate.
ChrisHowlett's next ideas of Boldly Going Where Wizards Haven't Gone Yet.
Rush of Ęther Instant (blue) ~this~ cannot be responded to. Resolve the stack. (Both players are considered to repeatedly pass priority until the stack is empty)
Following the release of Time Spiral, this could be templated as
Rush of Ęther Instant (blue) Split Second All objects on the stack gain Split Second.
Sympathetic Pain Sorcery Choose two target creatures. Put into play two Auras named "Sympathetic Link" with the abilities "Enchant Creature" and "Whenever enchanted creature is dealt damage from a source not named Sympathetic Link, Sympathetic Link deals that much damage to each other creatur enchanted by an Aura named Sympathetic Link". Attach each Aura to a different one of the targetted creatures.
I'm not sure that does what you want it to do. Specifically, casting Sympathetic Pain multiple times causes quite a bit of damage multiplication. --Angoel
A sorcery creating Aura tokens is really ugly to me. The first idea that came to me was to make it an Aura itself and give it "When ~this~ comes into play, if it isn't a token, put a token into play that's a copy of ~this~ enchanting target creature." That still has the problem that you have a token with a complex ability. I believe now that this should be done as a global enchantment with "When ~this~ comes into play, put a link counter on each of two target creatures" and interact with them that way.
The global enchantment method feels right:
Sympathetic Pain Enchantment When ~this~ comes into play, put a link counter on each of two target creatures. Whenever a creature with a link counter is dealt damage by a source other than ~this~, ~this~ deals that much damage to each other creature with a link counter on it.
it may be desirable to have "by a source not named Sympathetic Pain", or else two Pains will repeatedly trigger each other - in fact, causing a draw if two indestructible creatures have link counters on them. --CH
Mutable Terrain Land Pay 2 life, T: ~this~ becomes the basic land type of your choice and gains this ability. (This effect doesn't end at the end of turn)
I'm not sure that the two life are necessary. Compare with tap-lands like MTG: Shivan Oasis, which are pretty similar. --Angoel
Without it, this is almost strictly better than MTG: Mirrodin's Core, which is perfectly playable. 2 might be a bit harsh, but obviously that what playtest would be for. --CH
(PeterTaylor) At 1 life compare with MTG: Wooded Foothills and it's better than that was back in T2. (It's quite a bit better now that Ravnica duals can be fetched).
I don't agree that there is a direct comparison with either MTG: Mirrodin's Core or MTG: Wooded Foothills. With either of these cards you can generate mana on the turn that you play them. With Mutable Terrain, you can start getting mana the next turn at the earliest. One turn of tempo can be huge. --Angoel
The tempo point is fair. I'm not sure what the life payment should be. I think I'll whack four into my 5-colour Bringer/Undying? Flames deck, and bring it to the prerelease. --CH
In a fit of silliness: Alpha and Omega As long as Alpha and Omega is in a deck, that deck may contain any card that has been tournament-legal. Cards which are not legal in the current format cannot have their mana cost paid.
All cards in your hand which are not legal in the current format have Suspend 4 - X, where X is their mana cost (mana costs include colour).
MattCavotta? thinks the Vorthos player card should have no effect on the game. I disagree. The very fact that Vorthos would be a card means he's inextricably in the game. Hence, I propose: Vorthos 2RR Lengendary Creature - Human Gamer 1/1 4: Porpose a rules change, with a flavour-based argument. Target opponent my offer a flavour-based counter-argument. Target player not in the game adjudicates. Their decision is binding until the end of the match.
I also reckoned we could do with this - but I'm not sure of a) colour, or b) benefit for winning. Minute Waltz Sorcery Starting with you, players play one round of Just A Minute about target card in play, any graveyard, or removed from the game. The winner gets some kind of nice effect. (You must speak for 1 minute about the target card, without repeating yourself, hesitating, or deviating from the topic. Other players may challenge you if you do; if successful, they take over for the remaining time. Gain one point for making a successful challenge, one point for receiving an incorrect challenge, and one point for speaking when the minute finishes)
Temporal Reverse Enchantment Players cannot play non-instant spells during their own turns. Players may play non-instant spells whenever another player could play a sorcery.
A cycle, concepted while pondering the inspiration for the Blue entry. I'm unhappy with the White, which was to be based on Field-Marshall Montgomery, until I realised he wasn't a General, and hence the appropriate pun didn't work. I've substituted the only other name that springs to mind, but there's a flavour disconnect.
Monty Python 1/1 White Snake When ~this~ comes into play, you and target opponent each choose three target permanents the other controls. Exchange control of those permanents.
Monty Hall Blue Sorcery Choose target permanent and another two target lands controlled by the same player. That player turns those cards face down, and rearranges them out of sight. Choose one of the cards. That player turns a land from among the other two face up. Choose one of the remaining two face-down cards and gain control of it. Turn all three cards face up.
Three-Card Monty Black Sorcery Choose three target permanents controlled by the same player. That player turns those cards face down, and rearranges them within your sight. Choose one of the cards and gain control of it. Turn all three cards face up.
Monte Carlo Red Sorcery You and target opponent each choose three target permanents the other controls. Flip three coins. For each flip you win, gain control of one of your chosen cards; for each flip you lose, that opponent gains control of one their chosen cards.
Full Monty Green Sorcery Gain control of three target permanents, and tap those permanents. Permanents you control don't untap in your next untap step.
Ultros loves making cards. Here's some favourites (funny ones first):
Pointless Recursion 1W Enchantment
Permanents you control gain this ability.
Demented Puppet Show (What I think MTG: Gleemax should have been like) 10,000,000 Artifact
Your opponents cannot concede the game while Demented Puppet Show is on the stack or in play. You control all players during all turns.
Sadly, 103.1 specifically says that the one rule that can't be overridden by cards is 102.3a, so your first ability is for naught.
''Ah, but can you have a card that says "Cards can override rules about overriding the ability to concede. Opponents cannot concede"? --CH
1U, T: Change the text of target spell or permanent by replacing all instances of one card type with another card type. This ability does not change a card's type. (The card types are creature, artifact, enchantment, land, sorcery, and instant. This effect doesn't end at end of turn.) "It would be much better like this. I'm just saying." 2/5
I think I'll use this ability on my Goblin token. Change Creature to Instant, and...look at me, I have an Instant in play!
(Serious ones, now)
Mindshuffler RU Creature - Illusion
Mindshuffler is unblockable. Mindshuffler attacks each turn if able. Whenever Mindshuffler deals combat damage to an opponent, exchange control of Mindshuffler and a random creature that player controls. 1/1
Kinruiyurai, Spawn of the Spore 2GG Legendary Creature - Spirit
Trample Whenever another creature you control is dealt damage, put a +1/+1 counter on that creature. (The damage is dealt before the counter is put on.) Kinruiyurai, Spawn of the Spore gets +1/+1 for each +1/+1 counter on another creature you control. Is it a fungus, or... 1/1
Kitsune Soul-Fire W Creature - Spirut
Whenever Kitsune Soul-Fire attacks, you may discard a card. If you do, you gain 5 life. 0/2
Soratami Soul-Fire U Creature - Spirit
Whenever Soratami Soul-Fire attacks, you may return a land you control to its owner's hand. If you do, draw a card. 0/2
Nezumi Soul-Fire B Creature - Spirit
Whenever Nezumi Soul-Fire attacks, you may pay 2 life. If you do, the defending player discards a card. 0/2
Akki Soul-Fire R Creature - Spirit
Whenever Akki Soul-Fire attacks, you may have it deal 3 damage to you. If you do, Akki Soul-Fire deals 2 damage to target creature or player. 0/2
Orochi Soul-Fire G Creature - Spirit
Whenever Orochi Soul-Fire attacks, you may shuffle a card from your graveyard into your library. If you do, put a +1/+1 counter on Orochi Soul-Fire and it gains trample until end of turn. 0/2
Perplexing Barrier 1 Artifact
2, Put a card from your hand on the top or bottom of your library: Regenerate target non-creature permanent. 2, Tap: An opponent names a card. You may reveal your hand. If you do and the named card is not in your hand, shuffle your hand into your library, then draw that many cards.
Embrace of the Abyss 3BB Legendary Enchantment
At the beginning of each player's upkeep, that player sacrifices a permanent for each Swamp you control.
Overdone Ritual 1B Instant
Target player sacrifices a permanent for each permanent he or she has sacrificed this turn. Wait...did I need one virgin or two?
Elemental Caller URG Creature - Human Summoner
U, Tap, Return another green creature you control to its owner's hand: Put a 3/2 blue Elemental creature token with Flying into play. R, Tap, Return another blue creature you control to its owner's hand: Put a 4/1 red Elemental creature token with Haste into play. G, Tap, Return another red creature you control to its owner's hand: Put a 3/3 green Elemental creature token with Trample into play. 3/3
Open Wounds 2R Enchantment
Damage isn't removed during the cleanup step.
Scissortooth Wurm 1GG Creature - Wurm
At the beginning of your upkeep, put a +1/+1 counter on Scissortooth Wurm. Creatures your opponents control get +1/+1 for each +1/+1 counter on Scissortooth Wurm. Word spread about the rampaging monster, and the villages flanking the area that the wurm had been seen in quickly banded together to defeat it. 5/5
Unstable Void 3 Artifact
Cumulative Upkeep 1 Players cannot play spells with converted mana cost less than or equal to the number of age counters on Unstable Void.
Unchecked Transformations 4UU Enchantment
Whenever a permanent becomes the target of a spell or ability, that permanent's control shuffles it into his or her library, reveals cards from the top of his or her library until a card that shares a type with that permanent is revealed, puts that card into play, then puts the other revealed cards on the bottom of his or her library in any order.
Odd Animation 1R Enchantment
Whenever another non-creature, non-land permanent comes into play, flip a coin. If it is heads, that permanent becomes a creature with power and toughness equal to its converted mana cost in addition to its types. (This effect doesn\'t end at end of turn)
Skullfling R Instant
As an additional cost to play Skullfling, remove a creature card in your graveyard from the game. Skullfling deals 3 damage to target creature or player. "Looks like your head was more useful than I thought." - Braids, Dementia Summoner
Shift U Instant
Move target spell or ability to the top of the stack. Draw a card. Wait your turn.
Trail of the Unknown Wanderer 4WW Legendary Enchantment
Whenever a creature comes into play, if it was played from a player's hand, remove all creatures from the game. At the beginning of each player's upkeep, that player returns to play a creature card he or she owns that was removed from the game by Trail of the Unknown Wanderer. No one knew where the tracks came from, and few dared to discover where they led.
Thrashing Mold 1RG Creature - Fungus
Whenever Thrashing Mold is dealt damage, put a +1/+1 counter on it. (The damage is dealt before the counter is put on.) Whenever Thrashing Mold deals damage, put a +1/+1 counter on it. 2/2 SadisticMystic had a sizable collection of made-up cards, but lost them. Here are some he remembered:
Fragile Existence ?U Enchantment When Fragile Existence comes into play, for each nontoken creature, its controller puts a token into play that's a copy of that creature. Then remove all nontoken creatures from the game. If a nontoken creature would come into play, instead its controller puts a token into play that's a copy of that creature card. Then remove the creature card from the game.
I remember having difficulty costing this. I originally created it at 4U, but that seemed a bit much for a card that often wouldn't have any effect. I then lowered it to 1U, but at that cost it made bounce heavily abusable (and about then I discovered the ability to get a second use out of CIP creatures you had already in play, such as MTG: Man-o'-War . Any ideas on what it should cost?
It feels like about 2U or 1UU, although it would need testing to be sure. It's a card with limited inherent power, but great potential to build around. It might have to go up to 3U or 2UU. --CH
Iridescent Wall WWW Creature - Wall (0/7) Defender; protection from all colors Whenever Iridescent Wall blocks a creature, that creature becomes colorless until end of combat. W: Iridescent Wall may block an additional creature this combat phase. If it does, you gain 2 life.
A number of the abilities seem superfluous. The prot: essentially equates to "can't be enchanted or targetted", since it won't (usually) attack, and anything it blocks gets to damage it. Also, the "gain 2 life" clause seems a touch good - blocking extra creatures is a bonus, I'm not sure you want to reward it further. --CH
I don't see why these two interesting ability-pairs are on the same card. --AC
How about making it 0/1, protection from all colours, and "When ~this~ blocks a creature, that creature becomes colourless at end of combat"? Although the bookkeeping would be a bit excessive. --Edwin
Dissolution 2UU Instant Search your library for any number of cards and remove them from the game, face down. Then shuffle your library. Draw a card.
It just seems like this card should be incredibly broken, but I haven't found a way to make it so.
Yes, it is. Spike would have a field day. Compare with MTG: Mana Severence which (admittedly) was never banned or restricted, but did make MTG: Goblin Charbelcher really rather good. --CH
It certainly is. Choose any unreliable 3-card combo, and stack your deck with it. There's a reason MTG: Doomsday was restricted. --AC
Piqued Fires 1R Instant Piqued Fires deals 5 damage to target artifact, enchantment, or land.
Cloaking Angel 3WU Creature - Angel (5/5) Flying Permanents can't be the targets of spells or abilities.
I actually created this card in the mold of MTG: Spiritmonger . I think it's safe to say it's a bit higher on the power curve than I was aiming for.
White Lotus 0 Artifact As White Lotus comes into play, discard your hand. Spells cost 3 more to play. When a player plays a spell, sacrifice White Lotus.
This is the best I could do, with a clause to keep it somewhat balanced. I don't know why I chose the "as ~this~ comes into play" template, but it stuck.
Sliver's Influence WUBRG Enchantment Each creature has "All creatures have all nonactivated abilities that this creature has." If a creature has more than one instance of any ability, its controller chooses one instance of that ability and disregard all other instances of it.
This was one of my first cards, and certainly my most frequently revised design. It obviously still doesn't work with the rules, and I don't think it's possible to make it work (without watering it down as seen on MTG: Concerted Effort ) As I last remember, activated abilities were excluded for some reason, but I think it's actually triggered abilities that end up being more dangerous (MTG: Verdant Force doubles the creature count every turn, and MTG: Deranged Hermit casuses an instant draw). I'm just listing it here as an example of a card you shouldn't try to make.
You should try playing AntonyAlongi?'s "[Sliverocity]" format. This becomes a rule of the game. It's very silly. --CH
Outlast 3W Enchantment You may have each creature you control deal combat damage equal to its toughness instead of its power.
Here's a new card idea. Cytoflood 2GGUU Instant Choose a creature in play. Each creature becomes a copy of the chosen creature until end of turn.
I dropped the nonlegendary clause from Cytoshape because it isn't really needed; if you want to abuse the card you could always use a 0/0 creature and there's no attempt to stop that. Think of what uses you could put this card to. I actually created it so that it would enable a certain mathematical construct; can you figure out what I'm trying to do?
...I can't quite. If you target something like a MTG: Krovikan Mist, you can get total power = the square of the number of creatures out; MTG: Muscle Sliver achieves a similar thing. Targeting a MTG: Ink-Treader Nephilim would be very amusing, if you had made the spell targeted, but it wouldn't really do anything particularly mathematical. Care to give us a hint? --AC
Have MTG: Platinum Angel, MTG: Transcendence, MTG: Opalescence, MTG: Doubling Season, and MTG: Mox Lotus in play. Tap the Lotus for mana, then destroy it to take mana burn. Transcendence triggers on the infinite life loss with 2*infinite life gain, but lest 104.2 gets involved and makes your life total forever treated as 0, respond to that trigger with MTG: Quicken into either MTG: Blessed Wind or MTG: Biorhythm so that you have a well-defined life total before gaining infinite life. Now destroy the Transcendence with the trigger on the stack so that it doesn't trigger repeatedly and make the game a draw. With that life total, play MTG: Storm Herd, putting an infinite amount of tokens into play. Here's where Cytoflood comes in; use it to change all the creatures into copies of the animated Doubling Season. Now all you have to do is put one more token into play and the Doubling Seasons will turn that into 2^infinity tokens. Finally, a working way to get a greater quantity of something than the amount of mana produced by Mox Lotus.
Curses! After seeing this card (and having AC confirm that 2^Aleph-0 is Aleph-1), I've been going around humming "Aleph-nought green bottles standing on a wall, Aleph-nought green bottles standing on a wall; and if one green bottle should accidentally fall, there'll be Aleph-nought green bottles standing on a wall." --CH
The final showdown RRRBBB Sorcery All players remove their hands, all permanents in play and all cards in all graveyards from the game. Then for each card in each library, if that card is a creature, put it into play under the library owner's control; otherwise, remove it from the game. For the rest of the game, whenever any player would be required to draw a card, they may choose not to.
I think RRRBBB is touch undercosted for a card that reads "Win the game" --Edwin
"If you have won the metagame, win the game" - and even then, only if people don't have spoiler cards in their deck, or just better creatures. One good wrath of dragon would work quite nicely. It would then also matter what order the cretaures came into play. It could be quite a fun game - but it's not magic. --Vitenka
I think the problem with this is not so much that it probably says "Win the game", but rather that if it doesn't, there's no way out of the stall, and the game is drawn. --AC
As written, this card just nukes everything for 6 mana, and no player will ever have any cards left (there are no such things as "creatures" in libraries, only creature cards). A red-black card shouldn't be able to get rid of enchantments in any case.
Right, That's It WBRGUUUU Unique Instant Gain 50 life, search your deck and put three cards from it of your choice straight into play, then shuffle your deck. If you lose, tear up all cards in your deck and vow never to play magic again.
Alex Churchill wonders, after Lorwyn introduced Tribal technology, what interesting effects the following card would have: Lorebind 1U Tribal Enchantment - Shapeshifter Aura Changeling (This card is all creature types at all times.) Enchant permanent Enchanted permanent is a tribal with all creature types in addition to its other types. SadisticMystic took part in a card-making contest that isn't over yet (at least not until everyone else's entries for rounds 5-7 are in and judged), but gave me the ability to create 7 cards under 7 different themes. How does everyone think they turned out?
1. Create a 3-mode instant Charm, costing CD, that fits in with a Ravnica guild. Concealed Charm UB Instant Choose one - counter target spell unless its controller discards two cards; or each player puts the top four cards of his or her library into his or her graveyard; or each creature gets -1/-0 and is unblockable until end of turn.
Comments: Mode 1 may be pushing it for power level. Toning it down while retaining the concept would take up far too much room, unless I tried the clunky construct "unless its controller lets you have him or her discard..." Perhaps mode 2 could be upped to 5 cards per player. What I find Dimir-style sneaky about this is that each of the modes effectively has two modes of its own, subverting the 3-mode restriction in a way.
2. Create an artifact or enchantment with morph, with flavor text, without a turned-face-up trigger, and without a turn-into-creature ability except perhaps the ability to turn face down. Bonus points are possible if the card has no mana cost. Resonating Shell [no cost] Enchantment Resonating Shell is white. Morph 2WW All creatures lose all abilities and are 2/2. As the creature's true form emerged into reality, the forces halted their advance and wondered what had happened. This one, it appeared, was different.
Comments: At the time, I believed this to be my best design to date. MTG: Humility done with cool flavor, and with no-mana-cost used as the nostalgic throwback it was used for in TSP. For a while I was considering adding "2WW: Turn ~this~ face down. As long as it's face down, each non-Aura enchantment is a creature with power and toughness equal to its converted mana cost in addition to its types." But that would just be mean, and it wouldn't fit on the card in any case.
3. Create a land card that grants extra turns. Bonus points are possible if the extra turns go only to your opponent. Garden of All [of course there's no mana cost since it's a land] Land T: Add 1 to your mana pool. T: Add one mana of any color to your mana pool. Each opponent gains 3 life. 3: Garden of All becomes a 5/5 Plant creature with trample and "Whenever this creature deals combat damage to a player, that player takes an extra turn after this one" until end of turn. It's still a land.
Comments: This predates FUT and MTG: Grove of the Burnwillows, but I figured the lifegain mirroring MTG: Tarnished Citadel was fair, "target opponent" on a mana ability didn't work well (even though now that wouldn't even be a mana ability), and I just generally dislike the "an opponent does something" construct. Making the creature 6/6 should be fair, possibly also taking away the trample so that the opponent can chump block but doesn't get the extra turn if they do.
4. Create a nonblack, nonred, nonartifact, noncreature, nonland enchantment named "War of Attrition". Bonus points possible if the card has an activated ability with {B} or {R} in its cost. War of Attrition 1WW Enchantment Creature cards that aren't in play have flash. Whenever a creature comes into play, its controller may pay 2 life. If that player does, remove target attacking or blocking creature of his or her choice from the game. Pay 1 life: Target creature attacks this turn if able. Any player may play this ability.
Comments: Not even trying for the bonus here, as I had another idea in mind. It was based on an earlier design I had, called "Body Count", which fits nicely into a war of attrition. Paying life may not be a white mechanic, but taking losses in war is routine procedure for it or any color, and here's it's a device used for getting to the end of the war in fast motion.
5. Create an Akroma card. Taunting Vision 2U Creature - Illusion (0/4) Reveal each card you draw. When you reveal a creature card this way, put an art counter on Taunting Vision. When Taunting Vision has five or more art counters on it, flip it. ========= Akroma, Exquisite Ideal Legendary Creature - Angel (6/6) Flying, vigilance, shroud, absorb 1, protection from red, protection from green
Comments: The flavor of this card came naturally just from reaching into Ixidor's mindset, which isn't all that much of a stretch for me. Number of counters is debatable, but for me 4 just felt too exploitable and 6 was entirely unimpressive, so the end result is hopefully a balanced 6/6 for 3. The unflipped text won't fit in the current flip card template, but they're flip cards. Accommodations can be made, such as larger but semitransparent text boxes.
6. Create a card that would fit as a timeshifted card in PLC. Relachid 6G Creature - Beast (6/6) You may sacrifice three green creatures rather than pay Relachid's mana cost. Trample It wears the skulls of its quarry like jewels on a leash.
Comments: MTG: Delraich strikes me as an obscure card that shouldn't have been so. I figure that maybe if it was green, it would have had more attention. Yes, 6/6 on turn 2 is quite possible with this, but the massive card disadvantage involved leaves it far short of, say, MTG: Tarmogoyf. Playable and on the high edge of fair.
7. Make a monoblue instant or sorcery with "Destroy all creatures." Existential Meltdown 2UUU Sorcery Destroy all creatures. For each creature destroyed this way, its controller draws two cards. Discard a card: Regenerate target creature. Any player may play this ability but only if Existential Meltdown is on the stack. "You don't belong here. No...you just don't belong."
Comments: This card poses an interesting question. "Which of your creatures do you think are better than Ancestral Recall?" It also forms an interesting answer to mass token generation (as interesting as "you lose the game right now" can be, anyway). I had an existing card in the file that was 1WUB to Wrath after each player had the opportunity to bounce any of their creatures for 1 life apiece, but that doesn't really fit monoblue so I had to go with something a bit different. The current TypeFourGenerated? game between AlexChurchill and ChrisHowlett caused StuartFraser to note the need for:
Lys-Alana Costumier 1G Creature - Elf Prevent all clashes 1/2 Green is the new black