Nishryu 3B
Creature - Shadow - Rare
First Strike.
When Nishryu deals combat damage to a player, that player Exiles a card at random from their hand.
Mislead. (The first time Nishryu would be destroyed, instead return it to the Battlefield and it loses this ability permanently.)
3/1
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Zombie Apocalypse XB
Sorcery - Rare
As an additional cost to cast Zombie Apocalypse, Pay X Life.
Create X 2/2 Black Zombie Creature Tokens.
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Fire Mephit RR
Creature - Demon - Rare
Flying.
R: Fire Mephit gains +1/+0 until end of turn.
2/1
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Stack Attack R
Instant - Rare
Reverse the order of all spells on the Stack.
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Samurai Champion 1G
Creature - Samurai - Rare
1G: Samurai Champion gains +2/+2 until end of turn. Use this ability only once each turn.
2/2
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Power Word: Overwhelm G
Instant - Rare
Target Creature gains +2/+2 and Hexproof until end of turn. At end of turn, put a +1/+1 counter on that Creature.
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Warding Whip 1WW
Enchantment - Rare
At the beginning of your Upkeep, each other player sacrifices an Artifact or Enchantment if able.
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Command W
Instant - Rare
Turn target Face-Up Creature Face-Down. (A Face-Down creature becomes 2/2, colorless, and loses all abilities except Morph abilities.)
Draw a card.
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Jakenapes UU
Creature - Shapeshifter - Rare
1U, Discard a card: Jakenapes gains +3/+3 permanently, but loses this ability permanently. Use this ability only once per turn.
2/2
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Specter's Double UU
Creature - Doppleganger - Rare
Vigilance. Menace.
2/2
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Tackle Dummy 0
Artifact Creature - Soldier - Rare
Protection from Creatures.
0/2
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Spark of Life G
Sorcery - Rare
Put the top card of your Library onto the Battlefield face-down. Treat it as a 2/2 Colorless Creature with no abilities. For the remainder of the game, you may look at that card any time. You may play the card as though it were in your hand by paying its Mana Cost.
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AI Opinion
Fun batch 😊 I’ll stick to power level and where they’d actually see play.
Nishryu: Very strong in Commander hand‑hate decks, probably too slow for Modern.
Zombie Apocalypse: Terrible in Modern, maybe fringe in Aristocrats/token EDH, but life cost makes it worse than existing options.
Fire Mephit: Unplayable in both; strictly worse than modern red threats.
Stack Attack: Wild rules text, but mostly a meme; too narrow for real play.
Samurai Champion: Solid limited-style card, below rate for Modern, maybe okay in budget EDH.
Power Word: Overwhelm: Excellent green combat trick, playable in Commander, borderline Modern sideboard tech.
Warding Whip: Brutal in Commander artifact/enchant heavy pods, likely a hate-staple there, too slow for Modern.
Command: Insane in formats with Morph/Manifest; in Commander, solid cantrip tempo piece; not Modern‑playable.
Jakenapes: Scary in Commander if built around; discarding to permanently grow is strong. Still too clunky for Modern.
Specter’s Double: Underwhelming. No evasion beyond menace, no scaling; mostly draft‑level power.
Tackle Dummy: Completely busted. Zero‑mana blocker with protection from creatures stonewalls combat and is hard to remove. Would be banned quickly in Commander and unprintable in Modern.
Spark of Life: Very cool design. In Commander, strong value/card‑advantage tool. In Modern, probably too slow, but combo players might try to abuse the Manifest‑style line.