Stockpile Munitions -
Sorcery [C]
Create three munitions tokens.
(They are artifacts with ": target creature gets +1/+1 until end of turn. Activate only as a sorcery.")This is pretty similar to the mercenary tokens in Thunder Junction, just with an added toughness buff and the ability to activate them the turn they enter.
Brimstone Roundup and
Prickly Pair suggest you're getting a real deal if you can get 3 munitions for 2 mana. Munitions are no good on the defense and have no surprise factor, but it's a permanent, transferable and divisible +3/+3. Even if these just sac'd to make +1/+1 counters I'd suggest cutting the munitions your card makes
Munitions are complicated, but not much moreso than merc tokens, so it seems printable. I could see something a whole lot like munitions getting printed.
Flavorfully, munitions get used up, so I'd have gone with weapons or some abstract "charging up" for the flavor basis.
6Question: Would Eldrazi Spawn/Eldrazi Scion count for the special token criterium?
Mark the Grave InstantCreate a colorless Seal enchantment token exiling target creature card in a graveyard. When that Seal leaves the battlefield, you may put the exiled card in its owner's hand.
(Seals have ": Sacrifice this permanent.)"Competition is getting fierce among the grave-robbers; some have even resorted to using dark magics to ensure that they and only they can claim their bounty from the dearly departed."I don't feel like seals have enough utility to see print in the same numbers as the other trinkets. This would be a fine design as a standalone enchantment, but it's hard to envision the necessary level of graveyard themes and
enchantment removal overlapping in more than one future set.
Edit- oops. I missed that seals can sacrifice themselves. My thoughts ont he particular card are mostly unchanged, but this makes the concept of the trinket you invented better. Looks like I'm bumping you up from last place.
7?Battle-Ready Alchemist Creature - Kithkin Wizard (U)
Vigilance
When this creature enters or attacks, create a Potion token.
(It's an artifact with ", , Sacrifice this artifact: Untap target creature.")1/4
Untapping is a clean and simple thing for a trinket to do. I wish it happened at sorcery speed to keep board complexity down. If you have the biggest creature on the battlefield easy untapping basically gives it vigilance and means you don't have to decide between offense and defense. I worry that's not great for gameflow.
The flavor of the token is solid as is the card that makes it.
7Oathsworn of the Scales -
Creature - Human Knight (U)
When ~ enters the battlefield, create a Blessing token.
(They are enchantments with ', Sacrifice this enchantment: Put a +1/+1 counter on target creature. Activate only as a sorcery.'), Sacrifice a Blessing: Choose one -
- ~ gets +1/+1 and has lifelink until end of turn.
- Target opponent loses 2 life.
2/3
A little odd that these are enchantments with a colored activation cost, but it fits perfectly as a faction mechanic. Was this made with the Orzhov in mind?
Thankfully you put the sorcery speed restriction on this. It's not a good idea to have a lot of instant-speed combat tricks on board. If anything this sort of feels like the opposite- you're saving up tokens for when you cast your best creature later in the game- this is a clear control strategy.
The card itself has decent flavor and gives you another use for your tokens, a la
Sweettooth Witch. Having two trinket-sacrifice abilites on one card (effectively 3 total) is a bit much but not horrible. It would have been cooler if one ability cost
and one cost
.
7Leverage Instant (C)
Return target creature to it's owners hand. Undermine.
(To undermine, create a Secret token. It's an artifact with ", sacrifice this artifact: Target player mills three cards.")"Nothing is more lucrative than a secret." - Guildmaster Tulgan.
A mill token? I'm torn. On one hand, this is a great way to shoehorn mill onto cards that fit into non-mill decks so there's actually enough mill in a set to make a proper archetype. On the other hand it's a little weird that you don't just mill right away- there's rarely a strategic reason to hold off on the mill like there is with a combat buff or mana. But then I guess that applies to food as well.
Yeah, I'm sold.
The undermine/secret link isn't as strong as investigate/clue, but I don't hate it. I wouldn't have gone that route, but I don't hate it.
THe card as a whole fits together. Flavorfully, you've got the espionage angle and mechanically, you're buying time for milling.
9create a <keyword> potion
(It's an artifact token with ", sacrifice this artifact: target creature gets +1/+1 and gains <keyword> until end of turn. activate only as a sorcery)Pulverize to Powder InstantAs an additional cost to cast ~ sacrifice a creature
Draw two cards and create a deathtouch potion
Golgari alchemists often resort to taboo methods to acquire ingredientsSurprised the flavor is Ravnican, when the mechanics feel like something out of Ikoria.
The +1/+1 counter doesn't feel entirely necessary to the design. I don't know that it hurts this particular card too much. I can see how this gives you incentive to use up your potions instead of accumulating 5 potions of 3 different types waiting for the right moment. I'd still prefer the cleaner design without the counter. That would just leave more room for design.
Obviously this points to a bunch of other potions existing. That would do a lot to eat up a set's complexity, but is also really, really cool.
Powerwise this seems in line with
Corrupted Conviction &co.
Flavor's pretty good. Although "pulverize" doesn't feel like the Golgari way. Those guys would drain your vital fluids or something.
8Vizier Katize of Silken Words —
Legendary Creature — Human Advisor (R)
Skulk
Whenever Vizier Katize deals damage to a player, distract them.
(They create a distraction enchantment token with "Untap one fewer permanent in your untap step" and ": Destroy this.")At the beginning of your end step, if an opponent is distracted, draw a card.
1/1
I really like the concept here. A somewhat soft take on a prison deck.
is a bit much to pay though, particularly when it's quite likely the thing you don't untap is a land and you effectively pay
. In the early game that's just back-breaking. That's kind of the problem with the execution on this particular card too.
If I'm distracted going into the start of turn 3, I likely have to spend every resource I have to break the distraction. If I don't have a 3rd land and I have to tap one, I simply
cannot pay the cost to become undistracted. Just like that I'm down a land and a turn behind for probably the rest of the game. A lot of decks will have trouble actually blocking the Vizier, so it's either play removal real fast or be locked out of the game. And you're oppoennt's drawing an extra card on top of all this too.
Even if you upped the casting cost to
you'd have to downgrade the evasion or limit it to only planting a counter on undistracted players for this to be printable. Maybe you remove the distraction to draw the card? Perhaps it's mandatory a 2 or more counters?
Any way you cut it, a card with this much griefer potential should never be this pushed.
There's a cool idea here, but the card just doesn't deliver. I'd look at
Ossia's pester mechanic for ideas on rebalanceing.
7