Land of the Lost Elves G
T, Remove a card in your hand from the game: Add one mana of any color to your mana pool.
1/1
Great.. but perhaps, like the Sage Elf, it should only make non-blue mana?
I've been thinking about a Mox Elf; an Elf for which you pay G and remove a land from your hand from the game when it comes into play.. too powerfull?
Cowardly Djinn 4UU
Creature - Djinn
Flying, Retreat
5/5
I don't have a clear idea of how powerfull Retreat is, but I think we want to consider making this 4/5 (or even 4/4) for 4UU. A 5/5 flying for 4UU isn't really above the curve, but I get this weird idea Retreat might turn out to be really good.
Coward's Balloon 1U
Enchantment - Aura
Enchant Creature
Whenever enchanted creature becomes the target of a spell or ability, return ~ to its owner's hand.
Retreat
Shouldn't this do anything beyond bouncing and retreating? Enchanted creature gains flying or something?
Cowardly Lion UW
Creature - Lion
Retreat
2/1
cool. Simple and cute, just the way I like 'm (cards that is)
Cowardly Ghost BU
Creature - Ghost
Whenever ~ becomes the target of a spell or ability, return it to its owner's hand. That player loses 2 life.
Retreat
2/2
Cowardly Ghost BU
Creature - Ghost
Flying
Whenever ~ becomes the target of a spell or ability, return it to its owner's hand and lose 1 life.
Retreat
2/2
Here are two version of the Cowardly Ghost: I think they are both way too powerfull. A 2/2 flying for 2 mana is good and usually the return-to-hand is a drawback, but because of Retreat this becomes a Rock-And-Hard-Place for your opponent. Either he'll let you draw a card for 2 mana and a life or he can let you keep a cheap flying creature.
So, already good, but now think of the following: its immune to permanent removal. A Last Gasp simply makes you lose a life.. and gives you a card!
This doesn't even take into consideration that you could play with cheap ways to target it, so that you can block with it and prevent it from dying.. and draw a card (and lose a life, but you have probably prevented a lot of damage by blocking).
On the one hand, I feel it needs to cost 2BU and be 2/1.. on the other hand I'd like to leave it as is and then totally build a deck around it
Black Anti-Blue Discard Spell BB
Instant
Target player reveals his hand. If there are any blue cards or islands in that opponent's hand, that player must choose and discard 2 cards. Otherwise, that player chooses and discards 1 card.
Also, the black one seems a bit imbalanced. At first, I had it as a Sorcery that cost 1BB, but I noticed that the other spells were instants at CC, so I made the change to fit the cycle. Any tinkering?
Works for me. Stuff like Distress cost two and gives the caster a choice..
Red Anti-Blue Burn Spell (Similar to Lightning Dart, but only for Blue)
RR
Instant
~this~ deals 2 damage to target creature. If that creature is blue, ~this~ deals 4 damage to it, instead.
Isn't this an excisting card? Wait... (after trying Singe, Lunge and Purge I finally just gathered for stuff that deals two damage
Parch!
Not quite the same manacost, but not very different.. Perhaps this could be a reprint?
White Anti-Blue Life Spell WW
Instant
Prevent all damage from any one source. If that source was blue, gain life equal to the damage prevented.
Totally weird, but it fits the cycle..
Green Anti-Blue Creature GG
Creature - Bear
Protection from blue.
2/2
I have no problems with this card.. Should be uncommon though..