Removed ",: For each player, look at the top two cards of their library, put one into their graveyard and the other on the bottom of their library. If a non-creature card was put into a graveyard this way, ~ becomes a Scout UEOT. If a creature card was put into a graveyard this way, ~ becomes Rogue UEOT. Whenever ~ attacks, you pay . If you do, exile target card from a graveyard and gain 3 life." Was a 2 drop 2/2. Effectively a new card.
Early on in this design, I forgot one key feature- this is supposed to be the green mythic for both Scouts and Citizens, not Rogues. I feel the ability does not reflect Citizens of Washikow in any way. A new design must take the place of this card.
I thought the semi-Fatesealing (Fateseal-inspired? Fateseallike?) ability felt mythic. The problem was making the creature fell green. Green can exile cards from the graveyard. We don't want a strictly better Scavenging Ooze, so I thought lifegain would be okay. The trigger was forced, when it could just have been an activated ability like Scooze though.
Mill and draw are at the core of Rogues for this set. This was a top-down design. Compared to the cards you mentioned (I was not aware of them and did not research before making this card), I would gladly alter stats to have this card be fine. Heck, I think it could be 2/2 right now, since the upside is small and conditional.
Yeah, I didn't know what a good Wizard bonus was that wasn't burn, because burn gets boring. Adding mana is in the Shaman area this set area too, being the only other thing I thought of.
I hate how much of the word count is used to temporarily change the creature type of this - and then the card itself doesn't even use it.
The abilities are also at odds with one another - you'd need vigilance or something to both use the attack trigger and the activated ability in the same turn cycle.
If this at least had "Then untap ~ if it is a Rogue Scout", except that's a pay-offfor a still very convoluted setup.
I also don't see this as mythic. The attack trigger is less impressive than what Scavenging Ooze does, especially since it is an attack trigger. And the activated ability would be scary (beyond what I would advise) if it could fateseal, but basically milling two cards, but you don't get to mill them both is really, really unimpressive.
On the flavor-front it's also not clear why a Lorekeeper is a Rogue Scout rather than e. g. a Druid Shaman.
The card has many ideas that don't really come together for me.
I was wondering what a useful artifact for the set would look like.
Enchantment protection seemed cool, and something that could be allowed for an artifact to do. I figured artifact protection extension was allowed to. But, the card just kind of sits there until you want to use that ability.
So I viewed the concept of enchantments (and artifacts) as things that are treasured, and thus can could be eligible as a concept to generate Treasure tokens.
But tapping for a Treasure token with the token generation's restriction didn't seem worth it to remove access to the indestructible ability that was the core behind the card in the same turn.
I considered just having Warriorwork (see Victorious Strike ) on this instead of the conditional damage to the creature's controller.
Removed "
,
: For each player, look at the top two cards of their library, put one into their graveyard and the other on the bottom of their library. If a non-creature card was put into a graveyard this way, ~ becomes a Scout UEOT. If a creature card was put into a graveyard this way, ~ becomes Rogue UEOT. Whenever ~ attacks, you pay 
. If you do, exile target card from a graveyard and gain 3 life." Was a 2 drop 2/2. Effectively a new card.
Early on in this design, I forgot one key feature- this is supposed to be the green mythic for both Scouts and Citizens, not Rogues. I feel the ability does not reflect Citizens of Washikow in any way. A new design must take the place of this card.
I thought the semi-Fatesealing (Fateseal-inspired? Fateseallike?) ability felt mythic. The problem was making the creature fell green. Green can exile cards from the graveyard. We don't want a strictly better Scavenging Ooze, so I thought lifegain would be okay. The trigger was forced, when it could just have been an activated ability like Scooze though.
Mill and draw are at the core of Rogues for this set. This was a top-down design. Compared to the cards you mentioned (I was not aware of them and did not research before making this card), I would gladly alter stats to have this card be fine. Heck, I think it could be 2/2 right now, since the upside is small and conditional.
Yeah, I didn't know what a good Wizard bonus was that wasn't burn, because burn gets boring. Adding mana is in the Shaman area this set area too, being the only other thing I thought of.
That Wizard bonus feels really weird.
Unimpressive next to Pulse Tracker and Thornbow Archer.
Is that a theme for black/Rogues in this set?
I hate how much of the word count is used to temporarily change the creature type of this - and then the card itself doesn't even use it.
The abilities are also at odds with one another - you'd need vigilance or something to both use the attack trigger and the activated ability in the same turn cycle.
If this at least had "Then untap ~ if it is a Rogue Scout", except that's a pay-offfor a still very convoluted setup.
I also don't see this as mythic. The attack trigger is less impressive than what Scavenging Ooze does, especially since it is an attack trigger. And the activated ability would be scary (beyond what I would advise) if it could fateseal, but basically milling two cards, but you don't get to mill them both is really, really unimpressive.
On the flavor-front it's also not clear why a Lorekeeper is a Rogue Scout rather than e. g. a Druid Shaman.
The card has many ideas that don't really come together for me.
2 life to 3 life
Switched location of abilities in box
I was wondering what a useful artifact for the set would look like.
Enchantment protection seemed cool, and something that could be allowed for an artifact to do. I figured artifact protection extension was allowed to. But, the card just kind of sits there until you want to use that ability.
So I viewed the concept of enchantments (and artifacts) as things that are treasured, and thus can could be eligible as a concept to generate Treasure tokens.
But tapping for a Treasure token with the token generation's restriction didn't seem worth it to remove access to the indestructible ability that was the core behind the card in the same turn.
I would put the sacrifice ability on the bottom since it's the final thing you do with the permanent, so it comes after the other ability.
Compare: Abzan Banner, Bag of Holding, Codex Shredder, Dreamstone Hedron and ca. 200 to 300 other cards.
It's a bit weird to not have a tap symbol on the sacrifice ability, though not unheard of. I'm not certain I get the concept of the card.
Unsure if this is the right cost or if it should just be
.
Bad effect twice: Is it twice as good or twice as bad?