I have really messed up my rarities, the whole set is unbalanced, but I don't know how to fix the whole thing by myself, also it would take quite a while, i dont have that much time
-You don't need to hit enter twice when separating abilities. Makes the cards look a little awkward.
-There's a couple of cards like these that have these absurd drawbacks and utterly bonkers abilities. All of these cards are not fun for either the player or the person on the receiving end - basically, it turns the game to sudden death mode, or is utterly useless sitting in your hand if your opponent went with an opener of Goblin Guide -> Lightning Bolt, Goblin Guide.
I also might take a look at Magic design as a whole and try to understand why they make the decisions they do - i.e. limiting the power of tap abilities, understanding the power of fast mana, knowing when "win more" cards get too out of hand.
Don't take this the wrong way - you have some nice designs here and there, and some of them are interesting, but it's a little difficult to sort through all of them with all of the bonkers conditions and payoffs you're giving them. A lot of them would play a lot better if they were toned down.
This is pretty pushed, but I like the idea. What inspired you to give it reach? White does have access to reach, on a rare occasion, so it's not a break.
Hexproof and Indestructible are a dastardly and generally disliked combination, since it makes the creature so incredibly difficult to deal with outside of mass exile or sacrifice effects. Also, recall that white doesn't generally have access to hexproof on permanents.
I'm not quite sure what you mean by "cannot die this turn." I don't think it does what you want it to do. I would suggest just granting indestructible.
See my comment on Elven Mapper. This ability breaks the color pie. (It's also quite strong for the cost of the card.)
It's important to remember that a cost of is very different from a cost of . should only be doing things that both colors could do by themselves; you should treat it as though this were both a monowhite card and a monoblue card, but not both. means that the card has access to both portions of the pie.
Given the colors and creature type, this would be much more likely to have flying than first strike.
-3/-3 is a LOT to give out so easily. Check out Wasteland Strangler for a bit of a comparison. It gave -3/-3 once, and in a highly conditional fashion. This could perhaps get away with -1/-1. That's better than dealing 1 damage in most situations.
I don't know why I keep doing this, I know it's wrong, I just seem to keep doing it.
yeah i know, I'll fix it to be azorius
I have really messed up my rarities, the whole set is unbalanced, but I don't know how to fix the whole thing by myself, also it would take quite a while, i dont have that much time
I don't see how that is much different
maybe this can deal -2/-2 once? Also, i will change it to flying
Balancing large effects with enormous unrelated drawbacks is terrible design anyway - and especially something to avoid on lands.
A couple of points that apply across your set:
-You don't need to hit enter twice when separating abilities. Makes the cards look a little awkward.
-There's a couple of cards like these that have these absurd drawbacks and utterly bonkers abilities. All of these cards are not fun for either the player or the person on the receiving end - basically, it turns the game to sudden death mode, or is utterly useless sitting in your hand if your opponent went with an opener of Goblin Guide -> Lightning Bolt, Goblin Guide.
I also might take a look at Magic design as a whole and try to understand why they make the decisions they do - i.e. limiting the power of tap abilities, understanding the power of fast mana, knowing when "win more" cards get too out of hand.
Don't take this the wrong way - you have some nice designs here and there, and some of them are interesting, but it's a little difficult to sort through all of them with all of the bonkers conditions and payoffs you're giving them. A lot of them would play a lot better if they were toned down.
This is a very pleasing combination of abilities.
This is far too strong. Even if you exile it, you can still get a huge burst of mana without even having to pay life.
Out of curiosity, why did you choose to make the activated ability cost red mana? It would be perfectly (and more) in-pie if it were black.
See Murder.
See Midnight Haunting and Lingering Souls, both of which outclass this in different ways.
White doesn't get hexproof on creatures. The power and toughness is far too much for a white creature with CMC 3 and no drawbacks.
This is pretty pushed, but I like the idea. What inspired you to give it reach? White does have access to reach, on a rare occasion, so it's not a break.
Hexproof and Indestructible are a dastardly and generally disliked combination, since it makes the creature so incredibly difficult to deal with outside of mass exile or sacrifice effects. Also, recall that white doesn't generally have access to hexproof on permanents.
I'm not quite sure what you mean by "cannot die this turn." I don't think it does what you want it to do. I would suggest just granting indestructible.
In monowhite, this would be more likely to say, "For each Spirit creature you control, create a 1/1 white Spirit creature token with flying."
It might also specify "For each nontoken Spirit you control," to help balance the power level.
This is a nice design. It would be more aesthetically pleasing if the life payment and the power lined up, but I think it's doable as is.
See my comment on Elven Mapper. This ability breaks the color pie. (It's also quite strong for the cost of the card.)
It's important to remember that a cost of is very different from a cost of . should only be doing things that both colors could do by themselves; you should treat it as though this were both a monowhite card and a monoblue card, but not both. means that the card has access to both portions of the pie.
Without breaking or bending the color pie, a blue-white hybrid card could search for an Equipment and put it into play, but not much else.
Mono-blue can't gain life, and mono-white can draw cards that efficiently, so the first ability is a break as well. It's also very strong.
See Pristine Talisman.
This would probably only appear an uncommon or above, given the power of card draw.
Also, even though it taps, I suspect that the card draw ability would cost at least or .
Maybe "If this would ETB and it wasn't cast, instead put it on the bottom of its owner's library."
Given the colors and creature type, this would be much more likely to have flying than first strike.
-3/-3 is a LOT to give out so easily. Check out Wasteland Strangler for a bit of a comparison. It gave -3/-3 once, and in a highly conditional fashion. This could perhaps get away with -1/-1. That's better than dealing 1 damage in most situations.