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See A Rambling Drunk. I originally had the god form have you play with the top card of your library revealed and if it was a creature you could cast it like you could creatures from the graveyard.
See Aged Fletcher.
See Crash of Valkeryies .
See A Wandering Gardener.
Concept: Deities have often taken disguises to hide their identities. I wanted to try and create that with the gods here. I chose an alternative death trigger to reveal how an indestructible god was hiding all along.
I wholeheartedly agree with you vand see my error. My only goal however was to feature the blue rune.
So conceptwise, this planeswalker is a being that ascended from mortal to avatar prior to their spark igniting. Their origin is lost to time, and they lock themselves away, inside planes, only emerging at moments of dramatic shifts, slightly alternating the planet's existence. Their form as it appears is a circle of chaotic colors and patterns, from which one thirdish (head, neck, torso, and one arm) a bipedal fog emerges. I didn't want to pull The Wanderer, so that's why I gave a planeswalker type. This planeswalker was inspired by Puella Magi Madoka Magicka's Kyubey, but I tried to go for a "power gridmaker" (probably not the term I want) instead of rancher route.
On a six mana 4/4 the additional hoops of playing this precombat, needing an additional creature, attacking with it and evading blockers in turn seven... is a lot to ask for if all you get in return is Twiddle.
That's another reason I suggest a simple ETB trigger. A 4/4 for

could have "When ~ ETBs, carve two blue Runes." considering Heavy Infantry.
I could see this being an uncommon, that grants all creatures the rune-carving saboteur ability.
As a rule of thumb: If you add complexity to a card just to not use the most simple incarnation of an ability, you might not be designing for common anymore.
I forgot the starting loyalyty, whoops. I did consider Unknown.
See Distant Shores. Trying to work on voyage with concept of creature leaving and coming back. I had considered trying to make new effects when the creature returned for Distant Shores, but that ended up with some weird text about the spell only different stuff when it was a copy, which seemed an extra level of complexity that wasn't worth the flavor.
Without knowing more about a planeswalker they can be very bland. This one uses its name to be especially obfuscating about its abilities, so... hard to tell.
These abilities are appropriate in the colors. I wish the ultimate would do something with the remaining cards: bury them or put them on the bottom of the library.
Is it called The Unknown Force because we don't know its starting loyalty? ;)
"Force" seems not like the best option for a subtype. Have you considered not using a planeswalker type at all, leaving it "unknown"?
See Journey to Enheim.
I get the idea. It's certainly flavorful.
The best part though is when she dies at end of combat because the toughness didn't matter after all. :/
Actually dying at the beginning of combat because you have no cards in hand and she couldn't help transforming might be just the plot of a horror version of the magical girl trope.
The creature was intended to give the a creature the ability to carve a blue rune on damage only UEOT. I forgot to include "UEOT" in the text. Admittedly, I just wanted to throw stuff on the card so it didn't just say "when ~ EBTs, carve a blue rune."
The transformation is for flavor purposes.
The transformation uses a lot of complexity for quite little gain. "~ gets +2/-1 (or even just +2/+0 for simple stats) during combat" does a lot of this.
Wouldn't want the white Rune to be too much like Food, eh? With creature pump out it will be interesting to see the green Rune. That's usually the issue with this color-cycled version of investigate.
Is this a common that permanently grants another creature a complicated (nonkeyworded) ability? Why? At common you go for the simple incarnation of the mechanic: "When ~ ETBs, carve a blue Rune."
Even at uncommon this would rather itself have the triggered ability than grant it indefinitely, maybe grant the ability "until ~ leaves the battlefield".
See Iceheart Wretch.
See Balten Herald.
(Proposing)The white rune. I opted for wording based off of investigate, because I liked the aesthetic/flavor of saying "carve a rune." At first I considered having the white rune gain the player either 3 or 4 life. That just didn't sound too great. If I use tap or untap for rune, I would rather place that in blue. White is a pretty creature friendly color, so I figured +1/+1 and a keyword (I liked lifelink the most in this role, over vigilance and flying) would be okay. I hope the "+1/+1 and lifelink" of the white rune is not over or undershadowed by the green rune's straight "+2/+2." This is the first rune card I'm applying an activation cost to, based off of SecretInfiltrator's suggestion.
The flavor of voyage is neat. If the creature simply returned without consequence the voyage itself wouldn't be a real cost - often quite a benefit.
I imagine a proper top-down treatment about going away and coming back would require a far more complex wording.
I suggest using "When you do" over "If you do" so this spell can be cast on an empty board.
Voyage test. I originally considered exiling creatures and having them return.