It's been a while, but I have some updates and a few new cards to share.
First, the updates:
These are designed to balance the cards and bring them more into line with official rules (for instance, removing enchantment/attack spell/incantation immunity on the golem, which has no official precedent.
Atraxus - minor change (mainly, removed intercept for balancing)
Berserker Frenzy - reformatted. Now it behaves more like an ongoing battle fury. It still fulfulls the original purpose of making the gorilla more attractive as a creature.
Bog Mummy - original version was awkwardly worded. This one is more straightforward, and still innovative - a creature spawnpoint, which can cast spells and move/attacks at the same time! Note the limitation on casting range.
Grarhk - I think this rewording demonstrates the power of a simple innovation in mechanical description - the use of "Special" as a placeholder for an ability described below. This would simplify the number of keywords players have to know - for instance, thornlasher is the only creature with the snatch ability, so why not give it "Special" instead and describe the ability below? This card illustrates the power of this simple technique.
Harshforge Golem - with the advent of Harshforge, many of my magisbane cards make more sense rethemed as harshforge cards. Here is the first one. The golem now provides warlords with a another punishing counter to heavily enchanted creatures.
Mirror World - rewritten once again. Now it is more like the original incarnation, but taking advantage of the dissipate trait. Basically, the Illusionist's spawnpoint. No longer turns illusion creatures into cantrips, though.
And two new cards:
Amulet of Haste - Ever since seeing the new wizard, I wondered how the hourglass would work. Here is my interpretation. It lets you bank a turn for later, which could be quite powerful (hopefully balanced by the need to use a full action and the inability to stockpile hasted turns.
Alt Wizard - This is mostly a way for me to showcase the "Memory Furnace" ability, which turns your unused spells into usable mana. Might be OP in current incarnation, but that just means it needs tweaking. Original mechanic gave mana equal to the level of the obliterated spell, which is way too powerful.