Why do you think +1/+1 counters aren't red? I think the idea of building up to a giant vicious battle is very red, even if the can't attack idea is a color pie stretch. Red has almost 30 defenders.
This would go into a lot of EDH decks, and probably Modern decks, too. In many decks it's better than Cultivate or Kodama's Reach, since it's not limited to basic lands and can therefore search for a Temple Garden and a Stomping Ground. This is better than Explosive Vegetation as well.
Note that I think this is a fine design. I just think it should cost at least .
How is this more red? Because you added an out? That just makes it a better design, not a Red card. "Creatures can't attack" is not red. It's the antithesis of red. Red gets "Creatures attack each turn if able." Preventing creatures from attacking is squarely in White's color pie.
The +1/+1 counter ability could be either green or white, but that, too, is not red.
I think that the only color other than green that searches for lands and puts them onto the battlefield is white, and only in the case of things like Knight of the White Orchid. Even then, white tends to only search for Plains.
This could easily be a card with some sort of bonus to make up for the drawback, or a Rampant Growth with a minor upside.
I'm not sure Murder will be getting an upgrade, particularly not at common, and especially since black doesn't get unrestricted, efficient removal at common anymore.
Comments:
• This should target.
• It should have a limited duration.
• It's not a blue card. I'm... not actually sure what color it should be? Damage prevention to creatures is generally white, but the rider feels weird in white. I guess this is white, though.
Bloodhunt has some issues, first among them being the fact that Bloodhunt sets up a delayed trigger that triggers from a hidden zone (your hand). There's also the fact that you don't know how many turns from now it will be when your opponent next brings out a creature: how long will both players have to remember that you played the Bloodhunt cost?
Also, your opponent will most often be gaining creatures on his or her own turn, at which point the temporary haste and +1/+1 aren't all that useful.
Hexproof on a land generally isn't that useful, especially with the current views on land destruction. I could see a cycle of dual lands with hexproof being sensible, though.
This is a white effect with white flavor. Is there a reason you added to the cost? Adding doesn't really seem like a reason to give Avenging Arrow a minor amount of life-gain.
Fixed.
Hey, Terminate is still a common legal in all formats.
Why do you think +1/+1 counters aren't red? I think the idea of building up to a giant vicious battle is very red, even if the can't attack idea is a color pie stretch. Red has almost 30 defenders.
It has already been printed for at common. Made it more color restrictive instead, that OK or no?
This would go into a lot of EDH decks, and probably Modern decks, too. In many decks it's better than Cultivate or Kodama's Reach, since it's not limited to basic lands and can therefore search for a Temple Garden and a Stomping Ground. This is better than Explosive Vegetation as well.
Note that I think this is a fine design. I just think it should cost at least .
How is this more red? Because you added an out? That just makes it a better design, not a Red card. "Creatures can't attack" is not red. It's the antithesis of red. Red gets "Creatures attack each turn if able." Preventing creatures from attacking is squarely in White's color pie.
The +1/+1 counter ability could be either green or white, but that, too, is not red.
I think that the only color other than green that searches for lands and puts them onto the battlefield is white, and only in the case of things like Knight of the White Orchid. Even then, white tends to only search for Plains.
This could easily be a card with some sort of bonus to make up for the drawback, or a Rampant Growth with a minor upside.
I'm not sure Murder will be getting an upgrade, particularly not at common, and especially since black doesn't get unrestricted, efficient removal at common anymore.
Comments:
• This should target.
• It should have a limited duration.
• It's not a blue card. I'm... not actually sure what color it should be? Damage prevention to creatures is generally white, but the rider feels weird in white. I guess this is white, though.
The power of Gitaxian Probe lies purely in its ability to draw a card for free. I think looking at a player's hand is just a bonus.
Bloodhunt has some issues, first among them being the fact that Bloodhunt sets up a delayed trigger that triggers from a hidden zone (your hand). There's also the fact that you don't know how many turns from now it will be when your opponent next brings out a creature: how long will both players have to remember that you played the Bloodhunt cost?
Also, your opponent will most often be gaining creatures on his or her own turn, at which point the temporary haste and +1/+1 aren't all that useful.
Fair enough.
Hexproof on a land generally isn't that useful, especially with the current views on land destruction. I could see a cycle of dual lands with hexproof being sensible, though.
This is a white effect with white flavor. Is there a reason you added to the cost? Adding doesn't really seem like a reason to give Avenging Arrow a minor amount of life-gain.
This is a pleasant combination of effects and colors.