Jimmy Groove wrote: ↑3 years ago
Demonic Binder
Creature - Human Warlock (R)
Menance
When Demonic Binder deals combat damage to a player, if it is not a Demon, you may search your library for a Demon card and exile it. If you do, shuffle your library. As long as a Demon card is exiled this way, Demonic Binder is a copy of that Demon card, except that it is also a Human Warlock and its power and toughness are 4/4.
"By your blood may the binding be done!"
3/3
This feels a little round-a-bout in several ways. It's like that old joke about how a horse is just like an elephant, except for the nose, ears, teeth, skin ... etc. It copies the Demon .. except it's still a Warlock, with what's likely a different P/T than either the Warlock form or the Demon form ... it'd be easier just to say it gains all the abilities of the Demon card. I feel a little confused as to whether I ever want to search out more than one Demon. Johnny likes the combo potential, but Timmy hates that his powerful creatures will never see play.
Ink-Treader wrote: ↑3 years ago
Hellfire Evoker 1BR
Creature - Human Warlock (R)
Wither, menace
Whenever Hellfire Evoker attacks, you may have it gain +3/+0 until end of turn. If you do, it deals 1 damage to itself at the end of combat.
A power that none but the damned would consider.
2/3
A 5/3 for 3 is pretty potent, especially when you consider that it has wither (meaning that damage sticks around forever.) The drawback is negligible. It's a little easier to comprehend as simply "gets +3/-1 until end of turn."
Pygyzy wrote: ↑3 years ago
Seamus the Suspicious
Legendary Creature — Orc Cleric (R)
First strike
1: Seamus the Suspicious deals 1 damage to another target creature, if that creature is attacking or blocking. Any player may activate this ability.
3: Remove Seamus from combat. Any player may activate this ability.
"I tried but I couldn't save them. I read their last rites. Best not to look."
4/2
The first ability is usually worded as "deals one damage to target attacking or blocking creature" -- I'm not certain what distinction you may be trying to draw. (Intervening-if clauses make it appear like a different mechanic, but functionally plays the same.) The "any player may activate this ability" on both abilities makes it less than compelling to play with. Boros usually goes for straightforward beaters, not puzzles.
netn10 wrote: ↑3 years ago
Protector of Endless Horizons 2G
Creature - Human Druid (Mythic)
T: Add one mana of any color.
1W: Target land gains indestructible until end of turn.
2U: Reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
3B: Destroy target enchantment you don't control.
4R: Protector of Endless Horizons Horizons deals 2 damage to each other artifact creature.
1/1
Nice little toolbox of a card ... or should I say, multitool?
The abilities aren't bad; the black one initially feels out of color, but since it's on a green body it passes. The red ability is worded strangely, as Protector isn't itself an artifact creature.
The blue ability sits rather innocuously in the middle there; but it's repeatable draw for 3, with possible land ramp (and landfall fun). I'd switch the abilities around so it went 2B - 3R - 4U (with the actual abilities the same). The white ability plays cute with manlands, but it's fine. The "hidden G" ability is also a nice touch.
Overall, it feels a little weak. 1/1's for 3 cmc were barely playable in Revised days (well, okay; Tim), and nowadays I think players would expect something beefier. Maybe if it had a keyword ability or two.
The name's a bit of a mouthful.
Henlock wrote: ↑3 years ago
Augur of Wards 1w
Creature - Bird Cleric (u)
Flying
Augur of Wards gets +1/+1 for each color it has protection from.
Sacrifice Augur of Wards: Target creature you control gaina protection from the color of your choice until end of turn.
2/1
You have a slight typo in the second ability.
It's a little lopsided: It doesn't give itself protection, but benefits from it; but also gives another creature protection, without similarly buffing it. As written, the +1/+1 ability feels like it should be open-ended (and it would be, if it were "for each protection ability it has" -- ummmm
Artifact Ward?). Since instead it's limited, in the same way Domain is, it really calls for an ability word.
Also, a bit of a nombo -- if you manage to grant it protection from even, say, 3 colors, that'd make it a 5/4 likely can't be blocked or removed by your opponent -- not exactly the thing to get pitched to save another creature.
Also also, call me old school, but a 2/1 flyer for 2 cmc is already pulling a lot of weight. One of these two abilities would be enough; both just pull it in opposite directions.
slimytrout wrote: ↑3 years ago
Servant of Power 1UB
Creature - Vampire Warlock (U)
As Servant of Power enters the battlefield, you may choose a legendary creature. If you do, Servant of Power has all abilities of that creature.
Whenever a creature chosen by Servant of Power leaves the battlefield, sacrifice Servant of Power.
3/3
Oh, this is pretty cool! A Clone that doesn't get upset with the legendary rule. The second ability makes it feel more like a conjoined twin than a servant. I'd probably phrase it as "Whenever
the creature chosen..." A 3/3 for 3 cmc is a little big in U/B, so perhaps it should either cost more, or have a P/T of 2/2.
Lorn Asbord Schutta wrote: ↑3 years ago
Vengeful Evoker
Creature — Viashino Shaman (R)
Protection from White and Blue
Whenever a permament enters the battlefield, if it entered from exile, Vengeful Evoker deals X damage to that permament's controller, where X is converted mana cost of that permament.
"Your sorcery is against the ancient law of our land. I can't stop you, but I will make you pay for it.
2/1
You've got a typo in the static ability. Also, the colors in protection abilities aren't capitalized ("protection from white"). I'm also assuming you mean "protection from white and protection from blue," not "protection from
"
Red doesn't get protection abilities very often, and when it does, it's usually from red itself. (I think red also ought to get protection from artifacts more frequently, but that's neither here nor there.)
The static ability is a little roundabout; it's a hate-bear against flicker effects. It's very narrow, but also very strong for its mana cost. You're either going to find you opponent doesn't use flicker effects, in which case it's just a beater with maybe evasion,
or it completely hoses your opponent's strategy ...
orrr since it's not limited to your opponent's creatures, they turn it around and flicker you to death. Not sure I like any of that.
Also, call me old school, but 2/1's for 1 in red are pretty OP.