Elephant Archers 1WW
Creature - Elephant - Mythic
Armor. (Prevent the first 1 damage each source would deal to Elephant Archers.)
Discard a card: Destroy target creature with Flying.
3/3
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Sadistic Shaman BB
Creature - Shaman - Rare
Osmosis. (When Sadistic Shaman deals damage to a player, add that much mana of any one color to your mana pool. This mana remains across steps and phases until the End of Turn.)
2/2
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Noble Paladin 2W
Creature - Knight - Rare
Flash. First Strike.
When Noble Paladin Enters, target creature gains +2/+2 until end of turn.
2/2
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Sneaky Halfling 1U
Creature - Halfling - Rare
Unblockable.
When Sneaky Halfling damages a player, choose one:
Create a Treasure Token.
or
Create a Clue Token.
1/1
===
Sanctuary W
Instant - Mythic
Target creature is Invincible until end of turn. (It can't be affected by anything your opponents control.)
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Thought Police U
Creature - Wizard - Rare
T: Look at the top card of target player's Library. You may put it back on top or bottom of their Library.
1/2
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Shock and Awe RU
Instant - Mythic
Shock and Awe deals 3 damage to target creature or player. Return another target creature to its owner's hand.
===
Snyridian Seer 1U
Creature - Seer Snake - Rare
When Snyridian Seer Enters the Battlefield, Scry: 3.
2/2
===
Kalorian Commando R
Creature - Kalorian - Rare
Focus. (Once per turn, you may pay 1 to have Kalorian Commando deal 1 damage to target creature or player.)
R: Kalorian Commando gains +1/-1 and First Strike until end of turn.
1/2
===
Visions of Naljir Skal U
Instant - Mythic
Create a Treasure Token.
Draw a card.
===
Bountiful Life G
Sorcery - Rare
Until end of turn, when you cast a Creature spell or another card named Bountiful Life, you may draw a card.
===
Edify 1WW
Enchantment - Rare
When a land enters the Battlefield under your control, you may put a +1/+1 counter on target creature and you may draw a card.
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AI Opinion
Fun designs 😄 I’ll hit the big balance notes.
Elephant Archers is wildly pushed in Modern; repeatable instant-speed flying removal on a 3/3 with built‑in protection is brutal. Make the discard ability cost mana or tap, or hit only attacking fliers.
Sadistic Shaman’s “mana persists” mechanic is broken with burn or extra combats; should be normal temporary mana.
Sanctuary W at instant speed is basically better than Gods Willing / Flawless Maneuver; “can’t be affected” is too absolute. Narrow it to hexproof + indestructible.
Sneaky Halfling is very strong but probably fine for Modern; I’d make it 1/2 and sorcery‑speed tokens.
Edify is busted. Landfall draw plus counters with no cap turns fetches into Ancestral Recall. Lose the draw or make it “first time each turn.”
Shock and Awe is pushed but probably printable at UR if it can’t hit players, or costs 1UR as written.
The others (Noble Paladin, Thought Police, Seer, Commando, Visions, Bountiful Life) are mostly fine but strong; just watch rarity and complexity for Commander. 🎨🃏
Thought Police is deceptively powerful as a one-drop. I'm debating making it a two-drop, because about half the time it can perpetually block the opponent from top-decking any answers.