Friday, February 6, 2015

Weekend Art Challenge 020615—TheHereticDivine

Weekend Art Challenge
Greetings, artisans! Click through to see this weekend's art and the design requirements for your single card submission, due Monday morning. Every submission warrants feedback, and everyone is encouraged to give feedback. You may use that feedback to revise your submission any number of times, though only the version rendered will be included in the review, if someone volunteers to render the cards.


Design a card for this art that's Constructed relevant and does something black-bordered Magic has never done. Don't break any formats.

106 comments:

  1. Planeseal
    3WB
    Enchantment - Mythic Rare
    When CARDNAME enters the battlefield, exile all planeswalkers and all emblems.
    Players can't cast planeswalkers.

    ReplyDelete
    Replies
    1. Fits the challenge perfectly-- new to black-bordered Magic, and Constructed relevant. I think R&D currently opposes Planeswalker-specific hate cards for creative and gameplay reasons, but I could definitely see an effect like this getting printed someday (probably at rare and costing a few mana less). Surprisingly, exiling emblems is completely OK with the rules as far as I can tell.

      Delete
  2. Two ideas. Unsure which one I like better.

    Judge's Order (W/U)(W/U)
    Instant (Rare)
    Reverse target spell. (Return it to the zone it came from and cancel all payments made for it. No abilities trigger and no effects apply as a result.)
    Art crop: bottom of art = bottom of candles and stairs

    Passage to Redemption (W/U)(W/U)
    Instant (Rare)
    Restart the turn. (Exile all spells and abilities on the stack, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end. Then the turn player begins his or her turn.)
    Art crop: bottom of art = bottom of standing figure

    ReplyDelete
    Replies
    1. ETA: Passage should cost 3(W/U)(W/U)

      Delete
    2. I'm not sure, what Judge's order is supposed to do, to me it sounds like a do-nothing spell.

      Passage to Redemption sounds like an Instant-speed Time Warp that can be cast using white Mana, and could sometimes be used as a Time Stop. At this cost it is too good in my opinion.

      Delete
    3. I can imagine them printing Passage to Redemption but I think there is no way it would be hybrid rather than mono-blue.

      I think Judge's Order is far too unintuive/obtuse/pointless for them to print.

      Delete
    4. "Restart the turn" is absolutely brilliant. I would suggest a couple of tweaks: delete "including this card" (because it's not accurate-- the card is put into your graveyard as part of resolving it), and only allow it to be cast on an opponent's turn (otherwise it's a strictly better Time Walk).

      Delete
    5. Upon further reflection I can't think of a good way to make "restart the turn" work without completely screwing up complicated combo decks like Ascendancy, or just rehashing Time Walk. So for something completely different:

      Time Disjunction UU
      Instant (R)
      Choose two different phases other than ending phase. Exchange target player’s next instance of the first chosen phase with his or her next instance of the second chosen phase. (Beginning, main, and combat are phases.)

      Competitive enough? There's a potential memory issue across turns, but that seems fine for a one-off rare.

      Delete
  3. Transcend Thought (rare)
    2U
    Sorcery
    You gain an additional library. Choose exactly fifteen cards from outside the game, shuffle those cards, and put them into that library. (You choose which library to draw cards from. If an effect refers to a player's library, and that player controls multiple libraries, the effect's controller chooses which library the effect applies to.)

    ReplyDelete
    Replies
    1. Sweet!

      I would say "up to fifteen". You aren't likely to want every card in your sideboard, and even in the edge case it's just a pain-free Cruel Tutor.

      Delete
    2. Awkward in multiples.I feel like this really wants to be an enchantment that allows you to draw from face down cards from outside the game. That would eliminate the need for "extra libraries" rules, and it would mean that the effect could be shut off.

      Delete
    3. Getting to pick one card from your sideboard would make Spike happy, but this is a Johnny card.

      Delete
    4. Rewording:

      Antipode Dreams (rare)
      2U
      Sorcery
      You gain an additional library. Choose exactly fifteen cards from outside the game, shuffle those cards, and put them into that library. (You choose which library to draw cards from. If an effect refers to your library, you choose which library to use as that effect resolves.)

      Seems weird to let the player do all this setup and then let the opponent have control over the effect.

      Delete
  4. Probably part of a cycle:
    Telekinesis Ritual (Mythic)
    4UU
    Sorcery
    You get an emblem with: "1U: You may tap or untap target permanent."

    ReplyDelete
    Replies
    1. Now I kinda want to do the rest :) Here goes:

      Healer Ritual (Mythic)
      4WW
      Sorcery
      You get an emblem with: "1W: Gain 2 life"

      Mindclaw Ritual (Mythic)
      4BB
      Sorcery
      You get an emblem with: "1B: Target player discards a card. Activate this ability only on your turn."

      Pyromacer Ritual (Mythic)
      4RR
      Sorcery
      You get an emblem with: "1R: This emblem deals 1 damage to target creature or player."

      Nourisher Ritual (Mythic)
      4GG
      Sorcery
      You get an emblem with: "1G: Target creature gets +2/+2 until end of turn."

      The black one probably needs to cost 3 to activate, but I like the symmetry, so that can be development's problem :)

      Delete
    2. I don't get why these aren't enchantments. If the point is "they can't be removed" they should just have hexproof or indestructible.

      Once you look at them as enchantments, I think they're rare rather than mythic.

      Delete
    3. Interesting. But I think if you're going to make non-planeswalker emblems they need to be more splashy exciting instead of grindy exciting. I know they're all really really good - the blue one goes infinite with Gilded Lotus, the black one says your opponent topdecks for the rest of the game, red stops any creatures from being played, and green just reads "creatures you control can't be blocked". They're all strong but, in my not-that-Spikey opinion, boring.

      I'd rather have
      Telepathy Ritual 5UU
      Sorcery (M)
      You get an emblem with "5UU: Draw seven cards."

      That's powerful, splashy, and definitely mythic.

      Delete
    4. They still feel like indestructible enchantments. Emblems really feel like something you have to earn, but even then they'd just feel like Ascensions.

      Delete
    5. So on that train of tought, this could work

      High priest of orzhof 2bw
      Legendary creature - human priest
      Lifelink
      If you own 5 creatures or more, you may sacrife all other creatures and get an emblem with: at each other players turn they lose 3 life and you gain 3 life
      3/3

      Delete
    6. Upkeep isread of turn of course

      Delete
    7. Mechanically, there's no real reason they couldn't be enchantments, but I really like the flavor of a spell that permanently gives that caster an ability. Even as enchantments, they might break limited at rare.

      Delete
  5. Sanctuary of Chronos {U}{U}

    Enchantment (Rare)

    Whenever a creature attacks you, exile it unless its controller pays {1}. If you do, at the beginning of the declare attackers step on that player's next turn, return it to the battlefield under that player's control tapped and attacking.


    Does this count as something black-bordered Magic has never done? Eh, it's at least close.

    ReplyDelete
    Replies
    1. Turns your opponents' creatures into Meandering Towershell, I guess? This is pretty innovative for sure, and more importantly it has fun and interesting gameplay. I wouldn't worry too much about "something black-bordered magic has never done", since technically that describes every Magic card that isn't a function reprint.

      Delete
  6. Forced Kneeling 2B
    Enchantment - Aura (C)
    Enchant creature
    Enchanted creature gets -2/-0 and can't block.
    Unearth B

    Are Unearth enchantments new enough? If not, will redesign.

    ReplyDelete
    Replies
    1. Definitely new enough! I like this a lot. "Can't block" kind of awkward because it makes it less likely this will end up in a graveyard, though. I think it should lose that clause, cost 1 less, and be blue.

      Delete
    2. I also forgot it was meant to be constructed relevant, so maybe this:

      Whispers of the Master BB
      Enchantment - Aura (U)
      Enchant creature
      Enchanted creature gets -3/-3.
      Unearth 4B

      Works out ending up a bit more like a flashback spell than a lot of possible unearth Auras, but there we go. A creature Aura like:

      Sinister Presence 2B
      Enchant creature
      Enchanted creature gets +2/+0 and has intimidate.
      Unearth 1B

      Works nicely with the mechanic, but not very close to Constructed (maybe at B and B to Unearth it would be?)

      Delete
    3. If you want a positive creature Aura, I think you should go with deathtouch or lifelink over intimidate-- that way it's more likely that you'll get to reuse the Aura. And as you said, Whispers of the Master has the opposite issue: it usually won't stay on long enough to be that different from Sorcery: -3/-3, flashback. But I like the direction this is going.

      Delete
    4. That sounds like a good plan.

      Count's Embrace B
      Enchantment - Aura (U)
      Enchant creature
      Enchanted creature gets +2/+0 and has lifelink.
      Unearth B

      This is possibly too good for Limited, but I still don't know if it would make it into Constructed (would Boggles consider splashing black for it?).

      Delete
  7. This comment has been removed by the author.

    ReplyDelete
    Replies
    1. Orzhov Command 1WB
      Sorcery (R)
      Choose one from White and one from Black.
      White — • Gain 4 life.
      • Destroy target enchantment.
      Black — • Target player loses 4 life.
      • Destroy target creature.

      Delete
    2. Neat! The Melvin in me adores this.
      Just one thing, I understand (and appreciate) the elegance and the symmetry, but probably the black modes are too much stronger than white's. They should be more balanced power-wise.

      Delete
    3. @P for Pizza-- actually, it's not essential to the card that the abilities are balanced (except maybe for aesthetic reasons), since you are always choosing one of each.

      As a three-mana removal spell with a built-in two-for-one, this feels pretty pushed, but I can't think of any format that it would actually break.

      Delete
    4. I like the pseudo-symmetry. of the spell while still having the two sets be unbalanced. To balance these you either have to have 4 abilities that are all worth a bit more than half of a card, or two abilities that are worth a card and two that are a bit under half a card.

      Delete
    5. This is my favorite card I've seen in a long time. Very fun space to think about.

      Delete
  8. Seal the Tomb B
    Instant (U)
    Exile all cards from target player's graveyard, then return them to that graveyard in any order.

    Feedback appreciated as always.

    ReplyDelete
    Replies
    1. So this counters Reanimate, Nether Shadow, and Deathrite Shaman, but not Exhume, Dredge, or Tormod's Crypt?

      In terms of one-mana black hosers, why do I want this card instead of, say, Cremate?

      Delete
    2. Add "Draw a card" and you're done :)

      Delete
    3. P: After looking at graveyard removal options so far, I agree that cantripping isn't busted on this.

      Jenesis: Fair, and I think this solves it:

      Seal the Tomb B
      Instant (U)
      Exile all cards from target player's graveyard. Return them to that graveyard in any order at the beginning of the next end step.
      Draw a card.

      Still interesting because now it shuts off all of the above, but only for the turn.

      Delete
    4. I just designed this in white a few days ago! Though I'm wondering if this is actually supposed to be how red does graveyard hosing (as opposed to Burn Away). It's in keeping with the Act of Treason/Twinflame/Act on Impulse model.

      Delete
  9. This comment has been removed by the author.

    ReplyDelete
    Replies
    1. Spiritualism Séance 2U
      Sorcery (U)
      Draw three cards from the bottom of your library, then put two cards from your hand on the bottom of your library.
      If you control a black permanent, put one card on the bottom of your library instead.

      Delete
  10. Annatar the Terrible WBG
    Legendary Creature - Wizard (M)
    Sources you control have deathtouch, lifelink and trample.
    3/3

    [Art: very zoomed on the figure]

    By the way, as it is, this card would need trample rules (completely) being rewritten. Deathtouch and lifelink work just fine.

    Feedback appreciated as always

    ReplyDelete
    Replies
    1. That's extremely cool. I'd be inclined to just leave off trample: there's nothing green about the art, the rules issues you mention are pretty serious (the rewrite might change the way Bosh, Iron Golem works, for example), and deathtouch + trample on creatures is an oppressive interaction already.

      Delete
    2. Thanks! You're right about the concerns on trample (And about Bosh, I forgot he had trample, it would be hilarious btw with modified rules). Originally the card was a WB 2/2 without trample, I was drawn to go over the top, but was wrong.
      Updated (to the original idea):

      Herald of Uroborus WB
      Creature - Human Wizard (Mythic)
      Sources you control have deathtouch and lifelink.
      2/2

      Delete
  11. Inquisitor’s Wish BBB (Rare)
    Sorcery
    If CARDNAME is in your opening hand, you may exile it. If you do, choose a creature card or land card you own from outside the game, reveal it, and put it into your hand.
    Target opponent reveals his or her hand. You choose a creature or land card from it. That player discards that card.

    So the thing this card does that's never been done is that it tutors from your sideboard for free. Unlike the Judgment Wishes, you don't need to pay for the effect. You just need to be lucky enough to have one in your opening hand. And it makes opening hands much smoother. You can overcome too few lands or too many.

    The symmetry of the spell effect may be too cute. Making opponents discard lands is a thing WotC has avoided for good reason. But, I like it here.

    ReplyDelete
    Replies
    1. At BBB, you're probably fine. 2BB would be safer (compare with Gruesome Discovery), but it would take a very heavy black commitment to make it get into the problematic Stone Rain range, and that's a pretty fair reward for that hoop.

      More significantly, this feels like the effect wants to be on a green card, not black; the wish effect isn't ridiculous for any deck to have, but it's green's department, and that should be the color that gets the option of using it for another purpose. Obviously, that's probably not compatible with the art.

      Delete
    2. Oh! If this card is part of a cycle, imagine all five cards can look for a creature or land. I specified type because a free tutor for artifact or spells seems problematic.But it also makes a fun interaction with the regular spell effect that could be on these cards.

      Other spells in the cycle might have effects like:

      UUU Instant
      Draw three cards, then discard two cards unless you discard a creature card or land card.

      GGG Instant
      Untap up to three creatures and/or lands.

      Etc...

      Delete
  12. Mysteries Unmasked 2W
    Instant (Uncommon)
    Destroy all enchantments.
    When you reveal CARDNAME from your hand or library, you may cast it without paying its mana cost.

    Not sure about the effect here... making a sideboard card seemed like the best way to ensure that the free mode wasn't too oppressive. The other effect I considered was life gain, but that's even less Constructed relevant. Feedback, suggestions?

    ReplyDelete
  13. Thoughtbind Ritual 2B (Common)
    Sorcery
    You draw two cards and lose two life.
    Extract 3B (You may cast this card from you library by discarding a card and paying its extract cost.)

    ReplyDelete
    Replies
    1. Took me a while to see why... but once I started thinking in terms like "oops, I thought I had a Thoughtbind Ritual in my deck, but looks like it must have been what you took with your Praetor's Grasp. Still, nice that I get to shuffle away the junk you put on top with that Head Games," I agree with Czynski.

      Delete
    2. Could probably add something that says "if you don't [cast this], you lose the game"
      Still, shuffling for a bunch of mana and a discard is rarely worth it

      Delete
  14. Another way:
    Thoughtbind Ritual 2B (Common)
    Sorcery
    You draw two cards and lose two life.
    Extract 3B (3B, reveal this card from your hand, discard a card: Search your library for a card with the same name and exile it. You may cast that card without paying its mana cost.)

    ReplyDelete
    Replies
    1. This could work, though. Probably still not fun, repetitive gameplay should be avoided.

      Delete
  15. This comment has been removed by the author.

    ReplyDelete
  16. Ritual of Binding {1}{W}
    Sorcery (uncommon)
    Exile target creature you don't control until target creature you control leaves the battlefield. (That creature returns under its owner's control.)

    Turn any creature into a Banisher Priest. Works fairly similarly to Journey to Nowhere or Chained to the Rocks. Normally worse than Journey to Nowhere, but so was Suspension Field.

    Constructed-relevant may be the hoop this is missing the worst. Perhaps it should be a one-mana rare rather than a two-mana uncommon? :/

    ReplyDelete
    Replies
    1. If you want to clean up the templating on this, you could make it an Aura like Chained to the Rocks. Based on that example, I think it's fine for this to cost one mana.

      Delete
  17. An alternative that might be more interesting, but isn't really my idea so I mention it here merely for interest:

    Pontiff of Symmetry {1}{B}
    Creature - Human Cleric (Rare)
    Spells and abilities you control with the text "Choose one —" have the text "Choose two —" instead.
    2/2

    Sadly not original to me. See bostonchance's comment on MaRo's blog. But the art is strikingly close to symmetrical, which feels fitting for this mechanic. Would need to go in a set with some decent modal spells, perhaps some monocolour or hybrid charms. In the right context I could definitely see this being Constructed playable.

    What colour does this effect fit in? Black, for selfishness? Red, for greed? White, for changing the rules?

    ReplyDelete
    Replies
    1. I'd say blue, but then blue gets all of the cool toys. Red or green might make a more interesting place to put this. But I think the actual best answer to this question is "artifact".

      Delete
    2. Red was where I put it two years ago. Artifact is probably sensible, yeah, though a noncreature artifact means it can't be a 2-power attacker for constructed. I guess it could be an Alpha Myr like Phyrexian Revoker.

      Delete
  18. Guardian of the End
    Creature- Human Spirit God (Mythic)
    4UWB
    5/6
    Flying
    At the beginning of your upkeep, place a fate counter of Guardian of the End
    If Guardian of the End has 3 or more fate counters on it, you win the game
    If Guardian of the End leaves play, you lose the game

    The art reminds me of Final Fantasy and the storyline of Lightning Returns, so I think that a card that brings the apocalypse could be interesting. Not sure if a anti-reanimator clause should be added in.

    ReplyDelete
    Replies
    1. Updated (After issues with my second submission)
      Guardian of the Apocalypse
      6WB
      1/6
      If ~ is put into the graveyard from the hand or library, exile it.
      When Guardian of the Apocalypse dies, each player may put any number of permanents from their hand, deck, graveyard, exile, or outside the game into play. Then each player exiles their library and places three cards that they exiled on top of their library.

      (Might be a bit wordy, but I wanted a splashy effect that pretty much just ends the game on the spot.) Which one is better? Updated or original?

      Delete
  19. I just realised my first design was a bit close to Azor's Elocutors, so would another card such as this also function?

    Defy the Graves
    (W/B)(W/B)
    Rare
    Instant
    Exchange Graveyards with target player

    ReplyDelete
    Replies
    1. This runs into serious problems with card ownership. If you shuffle your graveyard into your library, you're now shuffling your opponent's cards into your own deck.

      Delete
    2. Thanks. In that case I would like to go back to a version of my first submission (Guardian of the End)

      Delete
  20. Shared Fates B
    Enchantment -- Aura (Uncommon)

    Enchant two creatures

    Whenever a creature enchanted by ~ dies, destroy the other creature enchanted by ~.

    ReplyDelete
    Replies
    1. A little challenging to represent visually, but completely sound rules-wise.

      Do you want to require enchanting creatures with two different controllers, or not?

      Delete
    2. I went back and forth, I think both are good designs. I opted for this one since it wanted something that showed up in constructed, and this was more powerful.

      I definitely agree about being hard to represent, and I feel this is probably in the Future Sight zone more than the "space I realistically except them to explore" zone, but I don't think it is totally outside the realm of possibility.

      Delete
  21. Endbringer 2B
    Creature - Human Cleric (M)
    If your life total would be reduced to less than 1 while CARDNAME is in your hand, it becomes one instead. Then exile your hand and all nonland permanents you control.
    "I wish only to outlive mankind."
    3/1

    ReplyDelete
    Replies
    1. Doesn't this at least need a "reveal CARDNAME" clause?

      Delete
    2. It exiles itself face up, so I think the reveal part's okay, but it certainly needs the may.

      Delete
  22. Sanctuary Bailica
    1W
    Stronghold
    (Creatures can attack a stronghold instead of you. If it's dealt damage, it's put into your graveyard.)
    Whenever a creature would deal damage to you, prevent 1 of that damage.

    ReplyDelete
    Replies
    1. Solid. Kind of like a mini-planeswalker.

      What rarity?

      Delete
    2. Guessing uncommon, as it feels comparable to Circle of Flame in power level.

      Delete
  23. Inverted Globe 1
    Artifact (R)
    If any cards would be put on the top of a player’s library, put them on the bottom instead, and vice versa.

    ReplyDelete
    Replies
    1. Let me guess, your favorite card is Cryptic Annelid?

      Delete
    2. Hey there's this podcast I could recommend

      Delete
    3. Yeh theres this podcast I make....
      I havent had time to make something new as I've been busy. Thought that this fit the challenge nicely though.

      Delete
  24. Reverse the Fates
    6WWBB
    Instant
    If you would lose the game, you win the game instead.

    ReplyDelete
    Replies
    1. I would be shocked if they never printed this. Templating wise, this certainly needs a "this turn."

      Not so fun if you cast it and make yourself lose. Also possibly not fun in multiplayer.

      Delete
    2. I don't think this is fun in any use case. Not for ten mana, not for a million. "Surprise, the rest of the game was irrelevant because I had this spell and you didn't have a counterspell!"

      Delete
    3. There are an awful lot of cards that basically do that, they're just not so blatant about it. Far less elegant, but:

      "If you would lose the game this turn, instead exile all nonland permanents and your life total becomes 20."

      Delete
    4. So a Lich's Mirror with flash?

      Delete
    5. Well, not really Lich's Mirror at all, since Lich's Mirror only hits you, and does hit lands.

      Delete
    6. I would be inclined to argue it is fair since there's no really cheaty way to get around the mana cost. If that is an issue, I would tack UU to the mana cost to make it 6 colored mana and a CMC of 12. Templating-wise, it should have a this turn. To make it friendlier for Multiplayer/commander, I think I could change the wording to

      Reverse the Fates
      6UUWWBB
      If a player would win the game this turn, that player instead loses the game

      Because in commander those people who insist on playing insta-kill combo decks need to be kept in check

      Delete
    7. Incidentally also fixes the abuse case of making yourself lose to insta-win

      Delete
  25. Markov Manor
    1WB
    Dungeon- Reliquary
    (Creatures may attack dungeons. Any player may block for a dungeon.)
    Whenever a creature would deal combat damage to CARDNAME, roll a d20 and add that creature's converted mana cost.
    0-14: exile that creature.
    15+: that creature's controller transforms and gains control of CARDNAME.

    //

    Shroud of Innistrad
    Legendary Artifact- equipment
    Equipped creature gets +3/+3 and has lifelink, flying, and deathtouch.
    Equip 0

    ReplyDelete
    Replies
    1. Pretty cool story being told, and definitely new. The d20 works cleanly enough, but I wish there was a comparable way around it to port this idea into real-black-border.

      Delete
    2. Thanks for the feedback. I get that dice are sort of a no-no in black border land. I believe in the right setting, the right hook, and with the right restrictions, dice rolling could be implemented.

      At the very least (in defense of d20's), its another motivator to sell fat packs.

      Delete
    3. You can't use the dice for fat packs for randomization. "Spin down" dice cannot be rolled, because they are too easily manipulated.

      Delete
  26. Sylvan Sanctuary BBGG
    Sorcery - R
    Target opponent reveals fifteen cards he or she owns from outside the game. Put a creature card revealed this way onto the battlefield under your control.

    ReplyDelete
    Replies
    1. Bribery is in the running for the least fun card ever printed. I don't want to print another Bribery.

      Delete
    2. A replacement card below, then.

      Delete
  27. Altar of Sorrows 2BB
    Legendary Enchantment
    All creatures get -1/-1.
    Evoke BB (You may cast this spell for its evoke cost. If you do, it’s sacrificed when it enters the battlefield.)

    ReplyDelete
    Replies
    1. I'm not 100% sure that this works the way you think it does, but if it does, I love it.

      Delete
    2. It works. The evoke effect creates a delayed trigger that happens when the permanent enters the battlefield, and state-based actions will check before anyone gets a chance to respond.

      Delete
    3. I like this a lot. I'd make it one sided though.

      Delete
  28. This comment has been removed by the author.

    ReplyDelete
    Replies
    1. Cathedral of the Contract
      Legendary Enchantment Land - R
      T: Add W or B to your mana pool.
      Lands you control that only produce white or black mana enter the battlefield untapped.
      Lands you control that can produce any other color of mana enter the battlefield tapped.

      Delete
    2. Would i need to specify in the second sentence "blue, green, or red mana" ?? It reads fine but im not sure if i need to say that.

      Delete
    3. Cathedral of the Contract
      Legendary Enchantment Land - R
      T: Add W or B to your mana pool.
      Lands you control that only produce white or black mana enter the battlefield untapped.
      Lands you control that can produce blue, green, or red mana enter the battlefield tapped.

      Delete
    4. Fascinating. Probably too good, but not flagrantly broken (maybe you could add "and don't untap during your untap step" to the last line). Also, I believe the second line as written doesn't work-- Amulet of Vigor was originally written that way and had to be changed (which is probably what we have to thank for Amulet Bloom being a deck).

      Delete
    5. oh lord it looks so much less symmetrical and sexy but I guess i have to (plus i can fix a typo)
      on the topic of it possibly being too good I think that the legendary clause might be enough. Originally it would drain you (healing your opponent) whenever you added non- white/black mana to your mana pool but symmetry looks too good on cards.

      Cathedral of the Contract
      Legendary Enchantment Land - R
      T: Add W or B to your mana pool.
      If a land you control that can only produce white or black mana enters the battlefield tapped, untap it.
      Lands you control that can produce green, blue, or red mana enter the battlefield tapped.

      Delete