Looking for some specific card feedback for a set that is nearly complete. The set is based on Hindu mythology and has kind of an adventure theme where the main mechanics are discard based. I've also introduced a new batching word, "ancient" which includes artifacts, enchantments, and temples. Temples are a special land type I've been using for several sets on the same plane and function essentially like deserts.
The following cards are designed for different archetypes, but I'm mainly wondering if the abilities are clear, balanced, interesting, and in colour. Any feedback is appreciated.
I'm playing around with the idea of an enchantment that tutors for an ancient card as you cast it and then allows you to make use of your permanents in order to generate mana. This is meant to be a value engine that can combo with specific cards to potentially lead to a win very quickly. Treasure is also featured in the set, so this card would allow you to use two treasures as an extra source of mana without the need to sacrifice them.
The set has a very minor artifact creature archetype that could work with maybe four or five other cards if put together in a deck. As this is a mythic, I want it to be a way to generate significant card advantage and mana that can snowball quickly if it isn't dealt with. I haven't been able to playtest this one much, but it seems interesting as it is. The cost is perhaps my biggest concern, but if anyone notices interactions that could make this immediately busted, let me know.
This card features two custom mechanics, guardian and reincarnate. I've playtested reincarnate extensively over three sets so I know it's fun and pretty balanced. I'm less convinced about guardian, which is new for this set. For this particular card, however, I'm more interested in feedback on her activated ability. I was looking at the liege cycle from shadowmoor and wanted to reward players for having red and green creatures somehow (and reward you even more if you play gruul creatures that have both colours).
Mill is the dimir mechanic of the set so I wanted a hate card in an enemy colour to shut it down. Khini is that card, and she also helps protect you from mono-black, which features extensive discard effects. Potentially you could also build a deck around discarding cards yourself in order to generate faeries, and that's where I think this one might be a bit busted. If you had a repeatable outlet to discard with, of which there are several in the set, you could potentially drop Khini and then unload your hand to make four or five faeries right away. Of course you'd be leaving yourself with an empty hand, but this could be possible as early as turn two and the opponent might have a hard time recovering at that point, especially with the life you'd be gaining.
This card was made with a lot of flavor in mind. I imagined a maze that you would want to escape from, but it wouldn't be straightforward. When you finally "escape", you get to replace this land with another one, but it will cost you some life. It's actually pretty similar to a fetch land in the way it functions, but much less reliable. I'm worried that the life cost is too high and that you would never want to take the risk to use its ability. Another use for this card is to purposely mill yourself and not take the land option even if you find one. There are various reasons why you would want to do that, but the life cost is the still the largest issue. Any way I can make this card less painful while still keeping some type of scaling effect (obviously I could just have you pay a few life to activate the ability, but I wanted it to be higher the more you are willing to dig with X).