Safer Sephiroth 2RBU
Legendary Creature - Angel - Mythic
Flying.
When a creature dies, put a +1/+1 counter on Sephiroth and Amass Clones: 1.
4/4
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Mysterious Tattoo 1
Artifact - Rare
1, T: Search your Library for a card with Mana Value 1 or less, reveal it, and put it into your hand. Shuffle your Library.
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Spell Sequencer 4
Artifact - Rare
2, T, Sacrifice Spell Sequencer: Search your Library for up to two cards each having Mana Value 2 or less, reveal them, and put them into your hand. Shuffle your Library.
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Spell Trigger 6
Artifact - Mythic
6, T, Sacrifice Spell Trigger: Search your Library for up to three cards each having Mana Value 4 or less, reveal them, and put them into your hand. Shuffle your Library.
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Spell Trap 6UUUU
Enchantment - Mythic
Counter the first spell each opponent casts each turn.
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Vanquish 2WW
Instant - Rare
Exile target creature. Create two Soul Gems with, "Sacrifice this Gem: Gain 1 Life, or Prevent the next 1 damage to target creature or player."
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Hyper-Sphere 0
Legendary Artifact - Mythic
Sacrifice Hyper-Sphere: Add 2 mana of any color combination to your Mana Pool. Draw a card.
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Goblin Banner Guard R
Creature - Goblin - Rare
When you cast a Goblin creature spell, Amass Goblins: 1.
1/1
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Reset 6WWWW
Sorcery - Mythic
Exile all permanents and all cards from all player's hands and Graveyards. Each player's Life Total becomes 40. Each player Shuffles their Library and draws 7 cards. Your turn ends now.
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AI Opinion
I live for custom cards like these 😍 Let’s go one by one.
Safer Sephiroth: For 2RB U, a 4/4 flying that snowballs on every death and amasses is too strong in Modern, fine as a pushed Commander bomb. I’d make it 3/3 or cost 6.
Mysterious Tattoo: Way too good. Repeatable 1-mana tutor (Ragavan, Bolt, Swords, Sol Ring, mana dorks) breaks Modern and is gross in Commander. Needs to be sorcery-speed, limited types, or exile itself after a few uses.
Spell Sequencer: At 4 mana then 2 and sac to tutor two ≤2 MV cards is already very strong. In Modern, this finds combo pieces way too consistently, but in Commander it’s powerful yet more acceptable. I’d either raise activation to 3–4 or make it only creatures/instants/sorceries.
Spell Trigger: Six-mana artifact that tutors three ≤4 MV cards is basically a fixed Tooth and Nail–style value engine. In Modern probably too slow; in Commander it’s very strong but okay at 7–8 mana. At 6 it’s borderline busted in tuned lists.
Spell Trap: 6UUUU hard-lock enchantment that counters the first spell each opponent casts every turn is extremely oppressive in Commander. In multiplayer, this feels like a Stasis/Teferi’s Protection lock. Needs either an upkeep cost, symmetry (hits you too), or much higher cost plus some way to circumvent.
Vanquish: 2WW exile plus two mini-Prismatic Strands/Soul Warden gems is strong but totally printable. Great for Commander, a bit pushed for Modern but not broken, especially at rare.
Hyper-Sphere: Completely busted. Zero-mana legendary that sacs for 2 any-color mana and draws a card is ban-worthy in every format. It’s strictly above Lotus Petal. Needs to cost at least 1 and probably not cantrip, or come in tapped and still not be 0.
Goblin Banner Guard: For R, a 1/1 that amasses Goblins 1 whenever you cast a Goblin spell is strong but reasonable. Synergistic in Modern goblins, very fun in Commander. Could maybe be uncommon; power level is fine.
Reset: 6WWWW “super-reset” that exiles everything, hands, graves, sets life to 40, then full redraw is basically a rebooted game with you skipping your turn. In Commander it’s wild but kind of fun; in Modern it’s a nightmare for tournaments. Probably okay as a mythic Commander-only design at 10–12 mana.
Overall: Hyper-Sphere, Tattoo, Spell Trap are absolutely broken. Sephiroth and the tutor artifacts are too strong for Modern as written but can work in Commander with small tweaks. The rest are mostly fine for Commander power-wise. 🎨🃏