General Custom Cards: The Lab

Could you just make it Myr Ninja so you get the synergy with the Battlesphere without losing the one with the Thief?
 
I've been scheming about manafixing cycles that both fix your colors and smooth out flood and screw. Cards like Revitalizing Repast and Lórien Revealed that add some flexibility to a player's draws and also help decks include all the the simple staple effects of their colors.

The first cycle, named for the guildhalls of Ravnica, are similar to channel lands of NEO but are dual lands that enter tapped and require both colors to "channel". You won't be reliably able to use the discard mode if you use these to splash an off color, so these are best in 2- and 3-color decks.

Prahv, Spires of Authority
Legendary Land
This land enters tapped.
{T}: Add {W} or {U}.
{1}{W}{U}, Discard this card: Return target spell to its owner's hand. Until end of turn, that player can't cast spells.

Duskmantle, House of Traitors
Legendary Land This land enters tapped.
{T}: Add {U} or {B}.
{2}{U}{B}, Discard this card: Draw three cards, then sacrifice a permanent.

Rix Madii, Demon's Palace
Legendary Land
This land enters tapped.
{T}: Add {B} or {R}.
{1}{B}{R}, Discard this card: Rix Madii, Demon's Palace deals 4 damage to any target and 4 damage to you.

Skarrg, the Earth Untamed
Legendary Land
This land enters tapped.
{T}: Add {R} or {G}.
{1}{R}{G}, Discard this card: Skarrg, the Earth Untamed deals 2 damage to each creature without trample.

Vitu-Ghazi, Branching Garden
Land This land enters tapped.
{T}: Add {G} or {W}.
{G}{W}, Discard this card: Exile target nonland permanent with mana value 2 or less. Its controller draws a card.

Orzhova, Gilded Cathedral
Legendary Land
This land enters tapped.
{T}: Add {W} or {B}.
{W}{B}, Discard this card: Destroy target creature if no other creature has greater power.

Svothgos, the Deathless Hall
Legendary Land This land enters tapped.
{T}: Add {B} or {G}.
{1}{B}{G}, Discard this card: Choose two target permanent cards in your graveyard. Put one into your hand and the other on top of your library.

Novigen, Evolution's Core
Legendary Land
This land enters tapped.
{T}: Add {G} or {U}.
{G}{U}, Discard this card: Target creature gets +3/+3 and gains hexproof and flying until end of turn.

Nivix, the Towers of Discovery
Legendary Land
This land enters tapped.
{T}: Add {U} or {R}.
{1}{U}{R}, Discard this card: Exile target instant or sorcery card from your graveyard. Until the end of your next turn, you may cast that card.

Sunhome, Radiant Fortress
Legendary Land
This land enters tapped.
{T}: Add {R} or {W}.
{1}{R}{W}, Discard this card: Create three tapped 1/1 red and white Human Soldier creature tokens.

The second cycle brings back the slumbering avatars of Shadowmoor. These painlands transform permanently into creatures for five hybrid mana. These are helpful but painful as fixing, so they are best in 1- or 2-color decks that can reliably flip them as soon as possible.

Cavern of Wonder
Land
{T}, Pay 1 life: Add {W} or {U}.
{W/U}{W/U}{W/U}{W/U}{W/U}: Transform this land.
---
Godhead of Wonder
Creature - Spirit Avatar
Vigilance
Spells you cast cost {1} less to cast.
3/6

Cavern of Sorrow
Land
{T}, Pay 1 life: Add {U} or {B}.
{U/B}{U/B}{U/B}{U/B}{U/B}: Transform this land.
---
Ghastlord of Sorrow
Creature - Spirit Avatar
Discard a card: This creature can't be blocked this turn.
5/3

Cavern of Hunger
Land
{T}, Pay 1 life: Add {B} or {R}.
{B/R}{B/R}{B/R}{B/R}{B/R}: Transform this land.
---
Demigod of Hunger
Creature - Spirit Avatar
Menace
Whenever you attack, defending player loses 2 life.
2/5

Cavern of Upheaval
Land
{T}, Pay 1 life: Add {R} or {G}.
{R/G}{R/G}{R/G}{R/G}{R/G}: Transform this land.
---
Deus of Upheaval
Creature - Spirit Avatar
Trample
This creature attacks each combat if able.
7/4

Cavern of Quiet
Land
{T}, Pay 1 life: Add {G} or {W}.
{G/W}{G/W}{G/W}{G/W}{G/W}: Transform this land.
---
Oversoul of Quiet
Creature - Spirit Avatar
Vigilance, ward 2
Permanents you control have ward 2.
4/5

Cavern of Purity
Land
{T}, Pay 1 life: Add {W} or {B}.
{W/B}{W/B}{W/B}{W/B}{W/B}: Transform this land.
---
Divinity of Purity
Creature - Spirit Avatar
Flying, first strike, lifelink
4/3

Cavern of Suffering
Land
{T}, Pay 1 life: Add {B} or {G}.
{B/G}{B/G}{B/G}{B/G}{B/G}: Transform this land.
---
Deity of Suffering
Creature - Spirit Avatar
All creatures able to block this creature must do so.
6/5

Cavern of Prophecy
Land
{T}, Pay 1 life: Add {G} or {U}.
{G/U}{G/U}{G/U}{G/U}{G/U}: Transform this land.
---
Overbeing of Prophecy
Creature - Spirit Avatar
Reach
At the beginning of your upkeep, scry 3.
6/6

Cavern of Imaginiation
Land
{T}, Pay 1 life: Add {U} or {R}.
{U/R}{U/R}{U/R}{U/R}{U/R}: Transform this land.
---
Dominus of Imagination
Creature - Spirit Avatar
Flying, prowess, prowess
3/4

Cavern of Honor
Land
{T}, Pay 1 life: Add {R} or {W}.
{R/W}{R/W}{R/W}{R/W}{R/W}: Transform this land.
---
Nobilis of Honor
Creature - Spirit Avatar
Flying
Other creatures you control get +2/+0.
3/3

The last cycle is a set of five landcyclers similar to the ones from Lord of the Rings, but that find any basic land for two generic mana or for one mana of their color. They can't grab typed duals, but they still do a good job of being fixing, and are better when your deck is based in their color.

Iridescent Blade {1}{W}
Creature - Elemental Soldier
During your turn, this creature has first strike.
Basic landcycling {2/W}
3/1

Iridescent Rain {2}{U}
Instant
Counter target spell unless its controller pays {3}.
Basic landcycling {2/U}

Iridescent Fall {2}{B}
Sorcery
Destroy target creature.
Basic landcycling {2/B}

Iridescent Lightning {1}{R}
Instant
Iridescent Lightning deals 3 damage to any target.
Basic landcycling {2/R}

Iridescent Guardian {2}{G}
Creature - Elemental Beast
Trample
Basic landcycling {2/G}
4/4
 
Landcycling (2/M) is really nice. 2 always feels a little bad and 1 feels a little too smooth.

I like the idea of multifuncitonal lands overall, I run as many as reasonable myself, but I do wonder if the Channel abilities are a little strong due to the rarity of being able to counter an ability. You're running transform DFCs, so I'd probably go MDFC, though I don't think it's a big deal.

I think there's some balancing issues, but I'm not trying to type it all out right now.
 
The Iridescent cycle is pretty cool, but some of the cards are way more pushed than the others. It's also kinda weird that they're all so cheap? For reference, the median landcycler is a six-drop, and the only landcycler that's cheaper than a four-drop is Ash Barrens.
 
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