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NameCostTypeCard TextPower/ToughnessRarityImageJustificationReferences
2
Extremiton, Ulitharid Noble2UBLegendary Creature - Octopus HorrorWhen Extremiton, Ulitharid Noble enters the battlefield Scry X where X is the amount of mana used to cast Extremiton, Ulitharid Noble.
Whenever you would Scry, you may Scry from any library.
3/5M
3
Exhange of Knowledge2UUEnchantment - AuraEnchant opponent

Exchange ---
At the beginning of each end step, enchanted player may Scry X, where X is the number of card you drew this turn. Then you may Scry X, where X is the number of cards enchanted player drew this turn.
-R
The inspiration behind Exhange of Knowledge was a combination of Curses and multiplayer/political cards such as Tempt with Discovery. On the surface the card benefits both players equally but with proper use a player can get more out of the exchange than their opponent.

Name: Exchange conveys the "when either player does a thing, the other other player gets to do a thing" mechanic pretty well and Knowledge is thematically blue and tied to both Scry and Card Draw

Cost: (U)(U) is the appropriate cost for several reasons. In many cases this card will be Scry 1 for you and target opponent each turn, which is not that great of an effect since you paid mana for your opponent to get just as much as you are. However with proper play this can turn into a huge boon with a combo such as Whispering Madness and Extremiton, Ulitharid Noble creating a ton of control for the value. There are other blue enchantments that would already essentially give the base Scry 1 such as Aqueous Form. However Aqueous Form only costs (U) and has the added benefits of making a creature unblockable and not letting your opponent scry. Eyes Everywhere costs (1)(U)(U) and also gives just you the ability to Scry 1 each upkeep (right before you draw). It also has an additional activated effect. So as in most cases Exchange of Knowledge is worse than those cards, with the upside of being able to be more effective with other combo pieces, (U)(U) seems like the appropriate cost for it. Playtesting will help more for determining this value but I can't see it going any higher than (1)(U)(U) based on other blue enchantments at that cost.

Ability: The core idea the Exchange cycle would be to give both players a benefit when the other one does a certain thing. In this case card draw allows the other player to scry, which is very much a blue effect. By having the scry effect occur at the end of turn rather than on each card draw, we are able to scry more than one card sometimes which is a much more effective use of scry. (Scry 7 is much much better than Scrying 1 7 times basically)

Players could use this against an opponent that is drawing a large number of cards to gain the most benefit from it and discourage that player from drawing quite so many cards. At the bare minimum this card should yield Scry 1 each turn which is still nice. The effect is also somewhat balanced by the fact that both players benefit from it. This could have the great political effect of encouraging that opponent to make you draw more cards so that they can scry more. It also works great with Extremiton, Ulitharid Noble who would turn this from Scrying/Card Advantage to controlling your opponents library.

Art: The art in this card was taken from a book cover done by Todd Lockwood. He has done several magic cards before and his art style fits well. The book with pages flying out symbolizes knowledge and the movement of knowledge fairly well.
Art from https://www.toddlockwood.com/book-covers-1#/unbound/
4
Far Realm-Legendary LandFar Realm enters the battlefield tapped.

(2)(B)(U), Tap, Tap an untapped commander you control,
Sacrafice Far Realm: Search your library for a sorcery,
put it in your hand, then shuffle your library,

Tap: Add (B) or (U)
-M
I got the idea for Far Realm by looking at one of the homelands of the mind flayers. It fit the style of our commander and the card itself is a good theme for our deck.

The reason behind the land being tapped on enter was due to the fact that most Dual Colored Lands enter tapped unless they have a cost. I didn't want this card to enter the field
immediately, since they could potentially have it enter the field and use its abilities right away. It keeps it somewhat balanced as the opponent then has time to react to such a thing.

For the cards ability the way we went about picking how much mana it would cost had to deal with the fact that you're tapping your Commander and Sacrificing the land as well. It would
be a one time use ability unless they had another card to pull it out of the discard pile from. We also had it so that this card is specifically for the Commander playstyle. Meaning that this
card could potentially only be used in commander since if they used it in any other style of play the ability would be useless.

Lastly I came to the conclusion that it should add a black or blue due to the nature of the deck, plus Far Real looks dark with a mix of the blood being blue (or water). I genuinly just thought
it was cool to have both.
https://triplecrit.fandom.com/wiki/The_Far_Realm
5
Dorilyn, the Immortal Angel2BBULegendary Creature, Angel VampireFlying, lifelink

When Dorilyn, Immortal Angel enters the battlefield, you gain 2 life.
When Dorilyn, Immortal Angel dies, return
Dorilyn, Immortal Angel to the battlefield from
your graveyard at the beginning of your
next end step. If you have at least 10 life more
than your starting life total, Dorilyn, Immortal
Angel gains a +3/+0 counter.


<i>Immortal Angel, the terrifying nightmare wrapped
in a beautiful daydream.</i>
1/3M
Design Justification
This creature allows the user to gain small pieces of life, along with the ability to block or attack anything to do so by using flying. Deathtouch allows her to be used each turn as both offensive and especially defensive to destroy enemy creatures while taking in small increments of life. Her ability to return to battle after being killed offers an aggressive role for her use which most players enjoy more than passive cards. It forces opponents to discard a card, which is part of our card control theme. There is also the ability for certain cards to trigger in the black deck when creatures are killed in battle.
Examples:
The Haunt of Hightower - $3.19 on EDH
Angel of Vitality - $.16 on EDH
Basilica Bell-Haunt - $.20 on EDH
Angel Art Link - https://images.app.goo.gl/FqMV9JDY1DV6zCm2A
6
Extremiton's Domination3UBSorceryEach opponent reveals cards from the top of their library until two lands are revealed. Then each player puts all cards revealed this way into their graveyard and takes damage equal to the number of cards put into their graveyard this way.-R
Total cost = 5

When used, we expect this card to do roughly 7 damage if used within the first 15 turns, to each player. Even if this card doesn’t deal significant damage to an opponent, every card that was revealed plus 2 lands will be put into their graveyard which makes them lose potentially good creatures/spells as well as manabases.

.
By the time that this card can be used at turn 5, we know the opponents will have approximately 88 cards in their library, and we assume they will have picked up at least 5 land cards. So if we play this card now, we have a 68% chance of the opponent not drawing a land for the first card they draw. This percentage stays above 60% until the opponent has 70 cards in their library. This means they could potentially pick up 15 cards without one of them being a land. The amount of turns that have passed will most likely decrease the damage output, however whenever this card is played it will force the opponent to discard 2 lands at the minimum.


Justification: Felt that if this card will have high synergy with our commander’s ability. We also don’t want to have our card force each enemy to discard all the cards until they find a higher number of land cards, due to this card’s other ability of making every opponent take damage per card discarded.
7
Skill Theft2UBInstantChoose 2 target creatures. If the first creature has flying, that creature loses flying and the second creature gains flying until end of turn. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance.-R
This card is primarily inspired by Rayami, First of the Fallen. Rayami slowly exiles creatures throughout the game and gains any keywords those creatures had. I thought it would be interesting to do that on a smaller scale of one turn. Taking all the keywords from a particualr creature and giving them to another opens up quite a few interesting possibilities both offensively and defensively.

Name: The name fits the cards effect well since it is taking any keyword effects from one creature and giving them to another, in essence stealing the skills from one creature and giving them to another.

Cost: Deciding on a proper cost for this card was probably the hardest part of designing it. There are no cards that have a similar effect across all the keywords. There are cards for 1 mana that remove flying or give flying so around 2 mana would seem reasonable for that portion but our card works for other keywords at once. You will rarely be able to get more than a few keywords at once so it shouldn't be significantly more than that base effect. The other major reason is other similar cost instants. For 4 cmc Aetherize would return all attacking creatures to their owners hand which is generally a better defensive option than this. There are plenty of other options for removal in blue / black at similar or lower costs as well. So while this card has more potential upside than those cards, it requires more setup and in most cases will be a worse option so the cost of around 4 seems fitting. I can't see the cost going to far in either direction. It is possible that it might go down to 3 cmc based on playtesting though due to how situational and short term the effect is.

Ability: As stated before the idea behind the card's effect was stealing all the keywords from one creature and adding them to another for the turn. The wording is based largely on how Rayami, First of the Fallen's effect is structured. It is set up so that the first creature loses all their keywords and the second creature only gains those keywords. There are a few interesting ways to use this card and it's versatility is probably it's greatest strength. Defensively weakening one of your opponents attackers or making them more vulnerable than before by stealing flying or indestructible is nice as well as making one of your creatures that probably would not have been a threat into one all of a sudden can be quite surprising. Offensively hindering a particularly threatening blocker and making one of your attackers too threatening not to block or even unblockable is an effective strategy as well.

This card is of course quite situational as it relies on creatures having the keywords you need to steal. However, as you can target your own creatures you can mitigate that risk to some extent by getting your own keywords out onto the battefield. Taking Flying off of your own 1/1 bird and throwing it on a 10/10 threat is a very possibility with this card.

Another potential effect is to take all abilities from one creature and give them to another one. This would include any activated and passive abilities, not just keywords.

Art: The art depicts one figure extracting something from another figure. It is vague in the art what that is, though I'm pretty sure it is actually supposed to be a soul or life force. However as it is being extracted from their head, stealing someones thoughts and skills fits the image fairly well. I unfortunately could not find the original artist but included a link to the source I found it at still.
Art from https://66.media.tumblr.com/20effefc29ff2310a4e24ed155a0aee6/tumblr_pgfyubgBqf1v4fvg9o1_540.jpg
8
Psionic Barrage3UBSorceryChoose a card type. Target opponent reveals the top 5 cards from their library. That player takes damage equal to the highest converted mana cost of the chosen card type revealed this way then that card will go to the graveyard. Then that player shuffles their library.-R
The name Psionic Barrage works well because the card affects their library and their strategy and the barrage does damage to them.

The image was chosen because when I think of barrage, I think of multiple objects attacking at once. The multiple objects in this case is the cards being shown.

I looked at the card, Blood Oath, for my justification for having this card do more than the original concept. Blood Oath allows the player to deal 3 damage directly to the opponent based on how many cards of a certain type a target opponent has in their hand at the time of playing Blood Oath.

Knowledge Exploitation is another card that allows the player to search the opponent's library for any sorcery or instant and use it against them, without paying the mana cost and then shuffling their library. This card's cmc is 7 (unless using prowl) which is pretty high for a one time use card, but it allows the player to use a very powerful card from the opponent's library. Psionic Barrage's cost of 5 is more justified by Knowledge Exploitation, because it can't search their entire library to use their sorcery or instant spell, and Psionic Barrage is based more on chance when we don't know what their top 5 cards are. If one has a good memory, they can remember the cards their opponent has and can prepare for them before they are played.

Using our commander's ability to scry the opponent's library, it will make using this card to its fullest potential really easy because we can see which card type has the highest cost to play. However, I was focusing more on if someone uses this card without scrying the opponent's deck so it can be a strong card by itself. The biggest way this card is stronger than the original concept is that the card also goes to the graveyard after the opponent takes damage. Then with placing the cards back on top of their deck in the order we chose allows us more control of when the cards will be drawn.

I felt ths card should cost 4 without having the ability to place the card into the graveyard, because Blood Oath and other cards that can possibly deal more damage than this card cost 4 or less. Having this card cost 5, like the original concept, seems allowable due to the card's ability to put a card into the graveyard, as it gives the player more control over the opponent's deck.

The card's rarity is rare due to the potential to deal 6+ damage guarenteed when used with the commander as well as placing that card into the graveyard. So it has 2 major downsides for the opponent with just a cost of 5 total mana.
Blood Oath and Knowledge Exploitation are cards I looked at to justify the price and ability of Psionic Barrage.

https://cdna.artstation.com/p/assets/images/images/009/031/190/large/richard-thomas-paints-11-v2.jpg?1516736621
9
Commander's Wisdom2USorceryScry X, draw X, where X is the number of times you have to cast your commander from the command zone this game. -R
The justification for this card is that it ties into our commander cards and matches the theme for our deck. It is also beneficial for the player who plays this card because, every time the player scrys X amount of cards they have to draw that many cards, and is the amount of how many times they can cast their commander from the command zone. Art justification for this card is I was looking for a card that not only fits the mind flayer theme of our deck. It also paints a kind of narrative of when you play this card the rest of your army (cards in your deck) follows the leader sharing a collective mind.
The mana cost justification is because even though the player greatly benefits from this card it does also hinder them a bit because they do have to scry some cards.
The reason behind my flavor text is that it not only is about the mind flayer but it also helps paint the narrative that they're being controlled by one collective mind.
Some of the cards that I used for references are Echo Storm and Geode Golem. The name justification is that since this tied to the commander and since the them of this deck is Illlithids theme which are creatures that attack with thier minds, and since wisdom deals with the mind hence the name Commander's Wisdom. The reason why it's a sorcery card is because since sorceries can be used multiple times as long as you pay the mana cost, and since this card isn't super strong and it depends on how much you can scry it is better to have the card out, unlike an instant that is one time use, it is also not an atrifact or a creature.
10
Underground Waterway-LandUnderground Waterway enters the field tapped.

Pay 1 life, tap: Add blue or black.

(2), tap: Scry 1
-UC

The choice for the name and the picture was mainly due to the favored terrain for the Ulitharid in DnD. I originally had made the concept for the sole fact that they favor the underground areas. The picture being picked since its underground, but also it has a reason for it being blue as well if there's water going through that cave.

The card itself doesn't have a cost to play, since it's a land, though it does enter the field tapped. The reason for having the card entered tapped was due to looking at other dual colored cards and most of them, except for lands that are rarer, always enter the field tapped, while some have you pay a cost to untap it when it enters, but for this card I thought keeping it tapped for it entering would just keep the player from using the effects on the card right away, which would be for balancing.

The part where the player has to pay 1 life and tap the card to get a Blue or Black mana I added just because Paying life is a common effect in black and since our deck is blue and black it fits the theme of it, but also has the player think about how they will spend their mana some.
The card also has a scry effect where they pay 2 colorless mana to scry a card. I had it so they only scry 1 due to not wanting a very basic card to have them scry so many. That would be overpowered for an uncommon card. The reason for the 2 cost was to make the player think about whether to use some of their life for mana or are willing to use stuff in their mana pool to simply scry a card.

Cards that I compared this to was Isolated watchtower and Castle Vantress. Castle Vantress for the fact that the scrying cost on that card is a lot higher just to scry 2 and Isolated tower for how little they pay to scry, which is 2 colorless to scry 1 and do other effects. Another card I referenced was Fiery Islet with how they make you pay life to get a mana from either red or blue, which for this card is a mechanic. Making the player use the cards other effect more effectively if they're more or less worried for their life.

When thinking about this land card I had originally had it so that the player would have to sacrifice the land to be able to scry, but when finalizing it, it made me realize how worthless this card could actually be if they could scry for 1 and they would only get to do that once.
http://dndspeak.com/2018/03/100-curiosities-within-the-cavern/
11
Schadenfreude Cycle(1) - Control Of Schadenfreude
2UUSorceryDraw a card and each opponent discards a random card. Each opponent may then draw a card. For every opponent that drew a card, you may draw another card.
UC
Justification: Blue continues the control structure and deck manipulation theme. The cost of 2UU keeps the card within the range of equal types of existing cards. Using this as a sorcery makes sure that the player only uses it on their turn to prevent opponents from having to lose their cards during any time.
12
The Flayed2USorcery Fateseal,then target player puts the top X cards of their library into their graveyard, where X is the number of cards put on the bottom of their library during this turn.UC
Justifications:
The name for this card not only fits the theme of are deck, because it deals with Mind Flayers, but it also gives a name to the Mind Flayer's victims.
The artwork that I chose better illustrates this idea that the victims are being flayed.
I chose the cost to be 1 Blue because it's not the most powerful card on its own and it works better when paired with the commander or the other cards that have a skry ability.
The effect of this card is meant to be played towards the end of player's turn since most of the cards in this deck has the scry effect and the commander does as well because if the player just plays this card by itself it wont be as effective as it being played with the other cards.
The fateseal is simular to scrying only its more directed to the other players and not so much the one playing the card.
13
Spell PressureUEnchantmentWhen an opponent discards one or more cards, you may sacrifice this enchantment. If
you do, draw cards equal to the number of cards that opponent discarded.
UC
Justifications

Name: The name is to make the opponents wary as to when we will sacrifice this card to draw cards after they discarded some. If they know that our deck has many cards that can force them to discard their cards, they will be wanting to destroy this card before it is used for our benefit.

Cost: The cost is low because the effect of this card isn't very significant compared to other enchantments that exist. Many other enchantments that allow for drawing cards have a higher cost such as 4 or more mana.

Ability: This ability works well with our deck because we have some other cards in our deck that can force the opponent to discard cards from their hand or library which allows us to reap the most amount of cards drawn by doing that. Also, we can sacrifice this card during an opponent's turn which allows more opportunity to play this card.

Image: The image looks like the person is being pushed back which works with the idea of our deck because our deck forces our opponent(s) to do things they don't want to do.
14
Cause and EffectUUUArtifactWhen Cause and Effect enters the battlefield, draw two cards.

3U, Tap, Sacrifice Cause and Effect: Each opponent discards two cards.
-UC
The name for this card basically is used for the simply for the cause of this card being played the effect will happen to your opponents sometime throughout the match.

The cost has something to do with comparing this card to the other card Witching Well, these cards are very similar to each other, which helped me pick the cost. Then when comparing this card to other cards that allow you to draw once it enters the field having the cost for that matches well alongside those as well.

The effects that are on this card have to deal with Cause and Effect, the main effect being when the card is played out into the field you will draw two cards. Then the other effect on the card would make you pay 3 Colorless, 1 blue mana, and sacrificing this card to make your opponents discard 2 of their cards. The cost for this being compared to Witching Well as well since in that card you would draw two cards for that cost. This makes it so that you don't get anything, you lose this card, however, each opponent will lose two of the cards in their hand as well.
15
Bloodletting Blade2BArtifact - EquipmentEquipped creature gains +2/+0

Whenever a creature dealt damage by equipped creature this turn dies,
you may put a charge counter on Bloodletting Blade, then creature's owner reveals cards from the top of their library until they reveal X
land cards, where X is the number of charge counters on Bloodletting Blade.
That player puts the revealed cards into their graveyard
Equip {2}
N/AU
Name: I chose this name because of the effect the card has. It "stabs" the opponent and makes them "bleed" cards essentially. Blood is fitting due to the black color of the card as well.

Cost: The cost is based mostly on a similar card called Trepanation Blade. Originally, this card had a higher cost to equip, but looking at Trepanation Blade and it's more effective effect,
I decided that my cost was too high for the effect I have, so I decreased it to 2. I also changed the use of charge counters because the original way the card used charge counters was
incorrect and could easily be countered by simply not blocking the attack. In the original, if an opponent would choose to not block, then the player using Bloodletting Blade would waste
their charge counters for nothing. Now the card makes full use of the charge counters and will never waste them.

Abilities: Our most likely win condition is through milling an opponents deck. I felt we needed a card that could effectively do this. Like the Balustrade Spy's effect of milling the opponents
deck. I changed the wording from the previous version based on the various cards in my references to be more in-line with MTG wording, but it also changed the effect. This new version will
allow the Bloodletting Blade to mill for several lands instead of one like the Balustrade Spy if the player using it saves their charge counters for the right moment. It also gives the player a +2 bonus to Power which will make it better at actually destroying creatures.

Art: The original picture did not fit with other equipment items, so I changed it to just the item by itself as most equipment in MTG are. The new picture still captures the dark and violent
look of a blood soaked dagger.


Garza Zol - https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Garza+Zol%2C+Plague+Queen
Trepanation Blade - https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=438797
Balustrade Spy - https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=438646
Giant's Skewer - https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473053
Surrakar Spellblade - https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397735
Art by Bradley Van Camp - https://www.pinterest.com/bradlyvancamp/

16
Elder Brain3BBLegendary Creature- HorrorWhen Elder Brain enters the battlefield, Horror creatures you control gain Deathtouch.
"One mind flayer sees ye, and they all see.
One mind. One nasty, suspicious mind."
— Elminster

2P/4TM
Justifications:

Name: "Elder Brain" are the name of the leaders of Illithid colonies, they are called this because of their age, and the fact that they are massive brains in vats. They have psychic abilities that allows them to control Illithids, and other individuals.

Mana Cost: 3BB, this is one of the standard mana costs for mosts commanders, which tend to range from 5 to 6 mana. 5 mana is fine for one powerful

Art: The art in the picture is directlly from Volos Guide to monsters, depicting an Elder Brain being carted around by its slaves.

Creature Type - The creature is Legendary so that it can be used as a commander. Horror as a subtype makes this card highly compatible as a card in our Illithid deck, giving most of our creatures death touch, and this also works for horror tribal in general.

Rarity: Mythic due to most if not all legendaries being mythic.

Effect: This effect is simple, but incredibly powerful in horror decks, but almost useless in any other deck type without horror creatures. With so many cards that tap and control, deathtouch will be strong.

Quote: This quote is from a man who studies Illithids. It was the closest thing I could find to a direct quote from an Elder Brain.

Power And Toughness: Most Commanders P and T are anywhere from 2/2 to 4/4 with only a few outliers outside of that. I chose to make the card more durable then damaging as that fits its lore and keeps it from being too strong.

Felhide Petrifier- https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380413

Gift Of Doom- https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=470563
17
Myrah Rudite, Scarlet Death
2BBBLegendary Creature, VampireFlying, lifelink
At the beginning of your draw step, each opponent discards a card. Whenever a vampire you control attacks, each opponent loses 1 life and you gain 1 life. When Myrah Rudite, Scarlet Death dies, each opponent loses 5 life. You gain life equal to the life lost this way.
.
2/3M
Justification:

Name: Rudite is Latvian for Red.

Mana Cost: 2BBB is in line with other cards of this ability type and adding a little more because of combined abilities.

Creature Type: Legendary to be used as a sub-commander and a vampire as the subtype.

Art: Provided by Deviant Art, This red haired woman fit the description I was looking for to reference a red headed vampire.

Rarity: Mythic due to most if not all legendaries being mythic.

Effect: Flying, lifelink
At the beginning of your draw step, each opponent discards a card. Whenever a vampire you control attacks, each opponent loses 1 life and you gain 1 life. When Myrah Rudite, Scarlet Death dies, each opponent loses 5 life. You gain life equal to the life lost this way

Power and Toughness: Most Commanders are based around this range and this works with her lifelink ability to take in life for the Player and hurt life of the Opponents.

If you’ve been able to get other vampire creatures into play, you can continuously hurt opponents while taking life for yourself. There is also the benefit of life upon the creature’s death. Most importantly though with our deck theme is the ability for the creature to force opponents to discard a card, forcing them through their hand and deck faster to help milling. The cost of 2BBB is to balance the 2/3 which if attacked with, will give 2 life from lifelink and 1 additional life from her ability. Allowing the addition of a discard mechanic is why the cost was bumped up by one more B.
Ashiok's Adept
https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=378431

Maralen Mornsong
https://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=152546
18
Uchuulon2UCreature- Horror InsectSkulk

Whenever Uchuulon deals combat damage to a player, Scry X where X is the amount of damage dealt.
1/2UC
Justifications:
The name for this card is from DnD and is a crab-like insect that is possessed by Mind Flayers called Uchuulons. Hence the name Uchuulon.

I chose this artwork because it's a picture of an Uchuulon that looks like the artwork for Magic cards.

The cost for this card which is 2 Blue is because it's not that strong, or tough and also the effect of this card isn't the strongest either compared to the other creatures in this deck, and the two cards that were used for inspiration of this card is the Fogwalker card which costs 1 Blue and the Wharf Infiltrator which costs 1 Blue as well.

The ability this card has is Skulk which would be fitting for a creature that is being possessed because things that are possessed have no control and will willingly obey whatever is possessing them which makes them unblockable. The other ability this card has is similar to the Wharf Infiltrator which has the ability that whenever that card does damage to a player you can pick up a card, which is a similar ability to this card is with this card if it does damage to the player then that player has to Scry instead of you having to draw and then discard a card. The other card that was used as a reference the Fogwalker has the Skulking ability.

The reason why this card's power is a 1 and it's toughness is a 2 is because this is meant as a more low-level creature since it's only a possessed insect it won't do that much damage, to begin with, also it's abilities would be super overpowered if this creature was any stronger or tougher.
19
Neothelid3BBCreature - Worm HorrorNeothelid's power and toughness are each equal to the number of cards target opponent discarded this turn.

Creatures with toughness less than or equal to Neothelid toughness don't untap during their controllers' next untap steps.
*/*Mythic Rare
Name: As a worm-like creature, the Neothelid acting almost as a leech to the player using it felt like it would fit with the theme and devour effect.

Cost: Cards that are modified based on the number of cards milled this turn are usually failry cheap since their effect relies on other cards to mill the deck itself, which generally cost more.
Most cards that deal with untapping also usually cost around 2-4 mana. With that in mind, 4 felt like an appropriate number for the effects this card has.

Abilities: This creature is a mix of abilities from different creatures. The untapping part comes from Breaching Leviathan and Abominable Treefolk. Gaining power/toughness based on milling is very in-theme for our deck. Having a creature
that synergizes with our win-condition helps us in many ways. We can mill and target opponent and then have a strong creature enter the battlefield that will prevent them from untapping.

This card was originally designed as a good option late-game to creature a powerful creature by sacrificing your own creatures, but it would also leave opponents open to attack on their next turn
due to the untapping effect of this card. The effect from the original design had to be changed to fit with the mechanics and win-condition of our deck.

Art: It is a worm creature from DnD and other fantasy-based worlds, so I found fan art of a Neothelid that looked to match our art style.
Breaching Leviathan - https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=389451
Thromok the Insatiable - https://shop.tcgplayer.com/magic/planechase-2012/thromok-the-insatiable
Thorn-Thrash Viashino - https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=423477
Abominable Treefolk - https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=464143
Dream Salvage - https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=158774
Art - https://forgottenrealms.fandom.com/wiki/Neothelid
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Brain Golem 4 BU Creature - Golem Horror Menace (This creature can not be blocked
except for two or more creatures)
6/7UC
Justification:
The artwork is the actual creature Brain Golem.

It costs 4BU because of this card's toughness and power, and if this card was any cheaper it would be way too overpowering, and to easy to play.

Why it has haste is because haste accurately portrays this creature's brute nature. Also if this card had any other attack it would be too overpowered.

Why this card is an uncommon card is the only thing really special about this card is haste and it's power and toughness.

Why this card has 6 power and 7 toughness is because this is creature's purpose is to be a defense breaker.

The cards that were used for reference are Ashen Monstrosity and Ball Lighting is because they both have haste, similar toughness and power, and similar costs as well.

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Cranium Rat SwarmBBCreature - Rat HorrorIf Cranium Rat Swarm destroys target creature, the owner of that creature must exile the top card of their library.1/2C
Name: Having the subtype of horror makes this card better when it is played when Elder Brain is out.

Cost: The creature's cmc is 3 because while its P/T is low, the ability to force one card per opponent to be exiled is really strong.

Ability: This creature's ability is to help mill the opponent's library, however this creature has a stronger impact because it is much harder to play exiled cards than it is cards in the graveyard. And giving it the ability to be unearthed let's the player use the creature again to exile more cards from the opponent's libraries.

P/T: The power and toughness would need to be low so this card doesn't come out immediately destroying every creature the opponent has when played by itself.

Art: The art shows an army of rats that are vicious and ready to kill. Which this card has the capabilites to do if powered up by other cards.

This card is better than a regular creature because the subtype horror works hand in hand with Elder Brain and our main win condition is milling the opponent's deck and using this card effectively allows us to destroy the creature blocking it once it gains deathtouch, and if this card dies, then it just benefits us even more because then the opponent's have to mill another card.
Dregscape Zombie - https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=425892
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