You might want to read rancored_elf's thread on the Command's cycle: http://forums.mtgsalvation.com/showthread.php?t=96610
It seems to me like your cards are split cards with one side being a triple command, instead of a double.
I would agree that Cord of Calling, or Tinker are not anything like what we are taking about. I was just hopping that Cord would show you that simply getting a card and playing it for free could be a card all to itself. Imagine if Merchant Scroll was a XU instant card that let you get a spell that cost X and play it for free, how much more powerful would it be? Your card lets you get 2 spells if you want, AND has another effect. That is all I am trying to point out.
The number of cards your can get off of it is immaterial, it only takes one powerful card to imbalance it. I have more or less already started all really good cards I could think of off the top of my head you can get off of it. If your not worried by someone getting their own mini Violent Ultimatum(one spell countered, two creatures path'ed) then I have nothing more I can really say on the subject.
But, it does seem like you really like the effect and think its very cool. And I would agree with you. Just imaging that I might get to play with a control card like Dawnwort Fumes in a control deck makes me :D.
I used to love making hard core control Draw, Go decks, which I can't any more because wizards is making creatures more powerful and spells weaker (especially instant draw and conterspells). Just getting two telling times off of your spell would make it an instant speed draw spell, and makes Draw, Go decks playable again. (I could basicly run 8 cryptic commands!)
So, while the cardmaker in me thinks its too powerful and unfun for the less experienced players to play against, the experience player in me would LOVE to see it printed.
If you think its fun and cool, then you should not listen to me, because quite frankly, I think you're right, it is fun and cool for players like me.
You might want to read rancored_elf's thread on the Command's cycle: http://forums.mtgsalvation.com/showthread.php?t=96610
It seems to me like your cards are split cards with one side being a triple command, instead of a double.
I would agree that Cord of Calling, or Tinker are not anything like what we are taking about. I was just hopping that Cord would show you that simply getting a card and playing it for free could be a card all to itself. Imagine if Merchant Scroll was a XU instant card that let you get a spell that cost X and play it for free, how much more powerful would it be? Your card lets you get 2 spells if you want, AND has another effect. That is all I am trying to point out.
And I don't disagree at all. I'm simply hopeful that the number of restrictions on the mechanic (the cost to play concoct, using sub-optimal cards to chain better ones, the limit on how many spells you can fetch, the cap on how expensive the fetched cards can be, the limit to either sorcery or instant, the requirement that the fetched cards need to at least share a color with the original spell) keep it from having a warped power level. Searching the library is very potent, as far as mechanics go the Rebel one proves as much (actually, this is a lot like the spell version of that, so the comparison might be apt).
Clearly, the mechanic has a lot of power. A single small spell can, for the investment of more mana and a card or two, function as a customizable mini-Ultimatum. Countering a spell, putting a creature on top of a library and gaining 5 life. Forcing a discard, draining 2 life and making the opponent sacrifice a creature. Making a token, destroying an artifact and putting a few +1/+1 counters on a creature. They're all realistic with the ability, but hopefully not so cheap and effortless as to be unappealing. I think this is one of those cases where WotC would just cost it on the cautious side, restrict the two numbers as much as practcally possible and then just see where it goes.
The number of cards is immaterial, it only takes one powerful card to imbalance it. I have more or less already started all really good cards I could think of off the top of my head you can get off of it, so if your not worried by someone getting those cards and casting their own mini Violent Ultimatum(one spell countered, two creatures path'ed) then I really have nothing more I can say, tutor effects are very powerful.
Not only am I not worried, I'm a little excited.
I mean, if you're going to invest a few cards and pay borderline-Ultimatum costs (in a set not nearly as bountiful with accel and fixing as Shards), why not get what you're looking for? Tutoring is powerful, but tutoring with several restrictions and a comparable mana cost is slightly less worrying. I'd say Rebels had it easier. Concoct very rarely costs only generic mana (and that more complex mana cost is its own form of restriction since 6 to get another creature is easier than 2WWUU to tack on a spell), restricts you on color and type (Rebels often restricted you to creatures but I think you'll agree that all things being equal, a creature is more likely to do more for you than another spell), in some cases gives you far fewer options on when you can play the spell and concoct (half of the spells with concoct are sorceries), etc.
But, it does seem like you really like the effect and you think its very cool. And I would agree with you. Just imaging that I might get to play with a control card like Dawnwort Fumes in a control deck makes me :D.
I used to love making hard core control Draw, Go decks, which I can't any more because wizards is making creatures more powerful and spells weaker (especially instant draw and conterspells). Just getting two telling times off of your spell would make it an instant speed draw spell, and makes Draw, Go decks playable again.
That was actually a goal of mine. But creating a slower environment where creatures are slightly deemphasized in favor of spells and artifacts, I was hoping to allow other strategies to flourish. One of which is Draw-Go. Combo is another. The only real aggro strategy I'm trying to encourage is some form of vehicle tech, though creatures are still capable on their own (just slower and not as aggressively efficient as in recent years). I'm just trying to give the edge to the card types that haven't gotten a lot of spotlight in the past few years.
AThe only real aggro strategy I'm trying to encourage is some form of vehicle tech, though creatures are still capable on their own (just slower and not as aggressively efficient as in recent years). I'm just trying to give the edge to the card types that haven't gotten a lot of spotlight in the past few years.
You're making lots of equipment type cards, but discouraging creature stratagems? Odd.
Anyway, the thing is that wizards has really WANTED to nerf 'unfun' strategies like Counter and LD.
I know back when I stared the "Should Counterspell be reprinted in 11th?" I felt that it should. But after thinking about it long and hard I have come to the realization that unfun strategies ARE really bad for the game. For some reason, unfathomable to me, its, apparently, much more fun to have your guy terrored than get it remove soul'ed.
I love stasis, but most players feel it was the worst/stupidest card ever printed. It just comes down to your own philosophy on the game. Should cards like counterspell or sinkhole be reprinted? Probably not if you want more players to start and continue playing the game, but for the short term I would love to see them in 11th. That card you have there is cool, but it's not the direction that Wizards wants to take magic ATM.
But now its just a debate on the philosophy of what Magic 'should be.' Its your set, so it 'should be' what you think is fun. (especially if your planning on printing this sucker out and drafting with it, like I did with one of the smaller sets I made. May I recommend that course of action? SOO FUN!;) )
You're making lots of equipment type cards, but discouraging creature stratagems? Odd.
I'm simply not encouraging straight-creature strategies and am instead encouraging strategies that use vehicles instead. Creatures that give bonuses to vehicles they ride in, drawbacks on creatures for not operating vehicles, abilities that can only be used while operating a vehicle, etc. Most of the efficient creatures are decidedly more defensive in nature or are otherwise the sorts of creature's you're not likely to attack aggressively with.
The world of Archatmos uses these machines for most of their major warfare, I felt that should be reflected in the sorts of combat-based strategies using the set.
Anyway, the thing is that wizards has really WANTED to nerf 'unfun' strategies like Counter and LD.
I know back when I stared the "Should Counterspell be reprinted in 11th?" I felt that it should. But after thinking about it long and hard I have come to the realization that unfun strategies ARE really bad for the game. For some reason, unfathomable to me, its, apparently, much more fun to have your guy terrored than get it remove soul'ed.
I love stasis, but most players feel it was the worst/stupidest card ever printed. It just comes down to your own philosophy on the game. Should cards like counterspell or sinkhole be reprinted? Probably not if you want more players to start and continue playing the game, but for the short term I would love to see them in 11th. That card you have there is cool, but it's not the direction that Wizards wants to take magic ATM.
Note that cards like the above are nowhere near what's in the set. The full compliment of counters available in the set amount to the Fumes, Squelch, Override, a weaker repeat of Annul, a creature that can spend mana to counter a spell if it targets a creature you control, a blue/red Commandeer variant and these cards:
Isle of the Observers
Land - Island [C]
Isle of the Observers comes into play tapped with a harvest counter on it.
Isle of the Observers doesn’t untap during your untap step if it has a harvest counter on it. U, Remove a harvest counter from Isle of the Observers: Counter target spell unless its controller pays 1.
Cuttleshell Collapse 2UU
Instant [U]
Concoct 2U — 2 4 (Search your library for up to two cards that share a color and type with this card and with a total converted mana cost of four or less. Remove those cards from the game and add their effects to this spell. Shuffle your library afterwards.)
Counter target spell.
Falsify 3UU
Instant [R]
Counter target spell. If it’s countered this way, you may search your library for up to four cards with the same name as that spell and put them into your hand. If you do, shuffle your library.
Forgotten Pasts 2UUU
Enchantment [R]
Whenever a player plays a spell, counter it if there’s a card with the same name in that player’s graveyard.
So it's not quite Tempest-era Draw-Go powered counters. Most of them are restricted in targets or have drawbacks. The only real hard counters are Falsify (the flavor of which is so science-meets-Magic that I love it) and Cuttleshell Collapse (which, unless you pay 4UUU is just a 4-cost counter). There's certainly nothing on par with Counterspell or Forbid.
Land destruction fares even worse. There's really only Befoul and a red LD spell with concoct for 2RR. As well as a few large, red creatures that can destroy lands only if certain conditions are met (one is an odd sabateur with the only red instance of Reprisal and the other can destroy a few lands at once, but only if you remove exactly three copies of itself from the graveyard (it has an ability to aid in that, though)) and a land that can destroy a tapped nonbasic, but only if you pay mana and are dealt damage.
I think there's a balance between interactive, 'fun' control strategies and the 'unfun' ones. I don't know if I found it, but I tried.
I'm simply not encouraging straight-creature strategies and am instead encouraging strategies that use vehicles instead. Creatures that give bonuses to vehicles they ride in, drawbacks on creatures for not operating vehicles, abilities that can only be used while operating a vehicle, etc.
But that strategy is anti-card advantage. Now I can let all of your vehicles resolve, but I only have to counter your creatures. You cards need a 2 to work, I only need one spell to stop you. (and only one removal spell too)
Creature based strategies only work when they can remove the last point of life before the control decks card advantage comes online. They have to be faster then the control decks card advantage engine (whatever that engine happens to be)
Equipment are slow because you have to play them, and then equip them, so only the really cheep/busted ones see play.
Now, I guess your looking for people to make 'midrange' creature decks with your set, with makes a lot of sense with the equipment strategy. But, traditionally, midrange is made to beat agro, and loses to control. So, if there is no agro decks in the formate, the control decks will win out.
Isle of the Observers
Land - Island [C]
Isle of the Observers comes into play tapped with a harvest counter on it.
Isle of the Observers doesn’t untap during your untap step if it has a harvest counter on it. U, Remove a harvest counter from Isle of the Observers: Counter target spell unless its controller pays 1.
I thought about this card all weekend and still do not know what to make of it. Having a counterspell on a Island is incredibly powerful because it does not take up slots in your deck, but I do this this one is about as balanced as you could make such a card. It will really slow them down if you ahve this card out with the constant threat of a force spike, but it will also cost YOU a land drop if they start to play around it.
course, slowing the faster deck down is exactly what a control deck needs to do, and it itself does not really care about be slowed down. Does that make it useful card or a over powered card? I would not know just by looking at it,(to thinking about it for a weekend) I would have to play test it to find out.
So, right now, it seems good to me.
Cuttleshell Collapse 2UU
Instant [u]
Concoct 2U — 2 4 (Search your library for up to two cards that share a color and type with this card and with a total converted mana cost of four or less. Remove those cards from the game and add their effects to this spell. Shuffle your library afterwards.)
Counter target spell.
I am still not a big fan of being able to get two cards off of Concoct, but this card is much more balanced than the other one.
I like it.
Falsify 3UU
Instant [R]
Counter target spell. If it’s countered this way, you may search your library for up to four cards with the same name as that spell and put them into your hand. If you do, shuffle your library.
This one I do not like. Its too expensive if they do not have any cards you do, which makes it a SB card, but if they do its over powered, which would be OK for a SB card.
However, the problem comes in that this seems to me to be an artifact block. Which means there is a good chance that ALL decks will be running curtain cards. I feel if that was the case, this would be over powered. It easily becomes a 5 for 1 in a meta like that. 5 for 1's for only a cc of 5 is simply too good. (even if it is something like this, countering a mind stone type card would be pretty crazy, countering something like a Jitte would instantly win you the game. Well not instantly, but you would always have one Jitte in play and they would not, which would win you that game.)
it's the wording thing. I don't think you need to add all of that text.
Operate 3 (3: Attach a creature you control to this vehicle or unattach a creature from it. You can play this ability any time you could play a sorcery.)
But that strategy is anti-card advantage. Now I can let all of your vehicles resolve, but I only have to counter your creatures. You cards need a 2 to work, I only need one spell to stop you. (and only one removal spell too)
Creature based strategies only work when they can remove the last point of life before the control decks card advantage comes online. They have to be faster then the control decks card advantage engine (whatever that engine happens to be)
I suppose I was looking at it much like the Urza's Destiny theme of auras. Not typically a constructed-level powerhouse, but they gave it time to shine anyway.
My take is this: yes, vehicles have inherent card-disadvantage in theory, but there are ways around it. A Ravenous Rats, for example, attached to a vehicle. Ignoring for a second the hilarity of hungry rats driving a tank, using a Shatter on that vehicle only gives parity and not advantage. There are more than a few cards in the set designed to limit the card-disadvantage of vehicles, some even capitalize on it. The whole last mechanic (which I will preview at the end of this post) gives certain colors a way of limiting the destructive effect vehicles can have on your card advantage.
So my feeling becomes that I'm overall alright with vehicles having a certain level of card disadvantage. Auras were the same way and yet they still see play when strong enough. They see much more play in casual circles. I see vehicles occupying a similar role, the really powerful see some tourney-level play, a lot of the fun ones get used in casual circles and Limited exploits the useful ones since removal is less of a huge concern.
Equipment are slow because you have to play them, and then equip them, so only the really cheep/busted ones see play.
And I don't see vehicles faring any differently. I don't expect mostly-vehicle decks would see huge play outside of casual or perhaps block, but I can see the ones worth taking a risk on seeing play.
I thought about this card all weekend and still do not know what to make of it. Having a counterspell on a Island is incredibly powerful because it does not take up slots in your deck, but I do this this one is about as balanced as you could make such a card. It will really slow them down if you ahve this card out with the constant threat of a force spike, but it will also cost YOU a land drop if they start to play around it.
course, slowing the faster deck down is exactly what a control deck needs to do, and it itself does not really care about be slowed down. Does that make it useful card or a over powered card? I would not know just by looking at it,(to thinking about it for a weekend) I would have to play test it to find out.
Exactly the reaction I was shooting for. I'm not sure it's overpowered at all. It sets you back a land drop until you spend mana on it. In reality, the opponent will be one land ahead of you so should always have the 1 unless he taps out, which is dumb since he can see the Isle sitting there. I see it as a card that can be useful, but certainly has its drawbacks.
This isn't the only real estate owned by the Observers, btw.
I am still not a big fan of being able to get two cards off of Concoct, but this card is much more balanced than the other one.
I like it.
I think for the right price, concoct can be reasonable. In this case, you're paying extra for a counter to start off with so the additional concoct cost seems not so bad. You end up paying seven for a total CMC of all spells of eight, but the initial spell costs more than you'd normally pay for.
This one I do not like. Its too expensive if they do not have any cards you do, which makes it a SB card, but if they do its over powered, which would be OK for a SB card.
However, the problem comes in that this seems to me to be an artifact block. Which means there is a good chance that ALL decks will be running curtain cards. I feel if that was the case, this would be over powered. It easily becomes a 5 for 1 in a meta like that. 5 for 1's for only a cc of 5 is simply too good. (even if it is something like this, countering a mind stone type card would be pretty crazy, countering something like a Jitte would instantly win you the game. Well not instantly, but you would always have one Jitte in play and they would not, which would win you that game.)
Hmmm, true. I suppose it'll depend largely on what artifacts would see play but perhaps I should cut the number of cards you search for?
I am a big fan of symmetry, so I like this card. Its a playable Bazaar of Wonders, good job!
(sadly, I could not put it in my EHD deck ;))
It was my attempt to update Cornered Market, in a way. And it's important to stop several key strategies.
it's the wording thing. I don't think you need to add all of that text.
Operate 3 (3: Attach a creature you control to this vehicle or unattach a creature from it. You can play this ability any time you could play a sorcery.)
Then, just leave the rest to the rules.
It was only preliminary reminder text just to get everyone grokking. I'm sure that like equip, some of the text can be in the rules. The one part I'd like to leave in the reminder text though is the vehicle not being able to enter combat if it isn't operated. That reminder would be vital for things like Limited or for new players.
And now for another little slice of Archatmos and a tribute to my favorite real-Magic creature type: the Kor.
(Sidebar: my very first deck was a black-white Kor deck. Of course, they didn't have that creature type in 1998, but they do now. I loved how sly they were, it really got the feeling across that they were survivors like cats but in a really unique way. When we were teased in Planar Chaos of the Kor replacing the Moggs in Mirri's Stronghold, I thought it was superb. Sadly, the Kor have never really gotten much of the spotlight.)
When the Vedalken and Bomani alliance began expanding its sphere of influence, one of the first races affected were the Kor. Residing in a small coastal community just south of the future site of Arkwright, the Kor operated a massive (and ancient) lighthouse dubbed Catholicon. It was their belief that the Catholicon was left in their care by their ancestors. The Kor didn't know why or who built it, but they dedicated themselves to its upkeep and safety. Until the day that the Vedalken decided that the Catholicon would be better suited under their control to aid ships entering the inlet both Arkwright and the Catholicon were located on. First Arkwright offered a deal. It would prove to be the last honest deal they ever attempted. When the Kor refused to give up what they believed to be their birthright, the Vedalken and Bomani used force. The Kor were forced from their homes and feld for their lives. Arkwright claimed the Catholicon and the span of coastline between the two sites became used as a massive junkyard that became known as Scarpshore. The Kor became a pariah race, an example to other races of the consequence for refusing Arkwright.
The Kor have not forgotten what was taken from them. Though no longer a unified race, they share a common bond of righteous anger. They spread out, confounding the Vedalken and Bomani who wished to tie up that loose end. They became thieves and smugglers, assassins and mercenaries. Some act like Archatmos' version of Robin Hood, stealing from Arkwright to give back to those who have had the metropolis steal from them. Others act out of revenge, working to expose the corruption running the city. Many act only out of self-preservation, doing whatever it takes to survive. The Kor have few allies, but they are a resourceful race, one capable of defying the odds given time and opportunity. The truly daring have begun assembling their own ships from parts scavenged out of Scrapshore. These ramshackle skyships, augmented by black market parts purchased using valuables stolen from Arkwright, are proving just as persistent and annoying to Arkwright as their Kor crews. Faster than the cruisers Arkwright employs, the Kor use their ships to make effective hit-and-run attacks. If the race ever dared to band together once more, a calculated assault of their combined forces could deliver a crippling blow to the Vedalken and Bomani. For now, however, such a unification is unthinkable, the idea of gathering at once and providing their enemies with an easy target denied by all the major Kor leaders. Instead they remain as self-serving individuals or as small crews, as race as joined by their common past as they are their willingness to do anything to persevere.
Deathslipper Kor 2WW
Creature - Kor Soldier [C]
Feign (If this would be put into a graveyard from play, you may instead search your library for a card named Deathslipper Kor and put it into your graveyard. Shuffle your library afterward.)
2/2
The Kor have no issue with selling out their own kind if it means surviving to fight another day. That manifests both in self-serving creatures as well as those who see the sacrifice as honrable and for the greater good of the Kor cause.
Kor Revivalist 3BW
Creature - Kor Cleric
At the beginning of your upkeep, return to play target creature card in your graveyard if it shares a name with a creature you control.
2/2
Of course, the Kor penchant for survival makes them, in game terms, ideal pilots for vehicles. The skyship crashing? The Kor piloting it will be okay, his brother takes the fall instead. Someone going to Terminate a thief? Naw, he just fakes his death. Living to scrap another day is the motto of the Kor and none exemplify that better than our Han Solo-esque anti-heroine.
Wythwyn 3BW
Legendary Creature - Kor Rogue [R]
Feign (If this would be put into a graveyard from play, you may instead search your library for a card named Wythwyn and put it into your graveyard. Shuffle your library afterward.)
If Wythwyn is operating a vehicle, that vehicle gets +1/+1 and has vigilance, lifelink and feign.
3/3
Wythwyn is a particularly bold Kor captain. Her ship, The Peregrine, is something of a legend. To those in Arkwright, she's nothing more than a common thief, but to those in the land outside the city she's a hero. She's evaded capture for years, but not for a lack of daring robberies. Wythwyn is known for her charismatic style of stealing from Arkwright nobility. It's claimed that she once stole the Magistrate's scepter while the man slept and sold it to his chief Bomani rival who was eager to expose the Magistrate's weakness. But for all her fame and noteriety, Wythwyn is particularly cold and wry. She doesn't really care whether Arkwright pays for what it did to her people, she only targets the nobility because what she takes from them is worth a hefty sum more than anything stolen elsewhere. As long as her ship remains in the sky and her crew is free and paid, Wythwyn could care no less of the rest. Political manipulations, corruption, Arkwright destroying the world little by little, Wythwyn is apathetic to it all.
My take is this: yes, vehicles have inherent card-disadvantage in theory, but there are ways around it. A Ravenous Rats, for example, attached to a vehicle. Ignoring for a second the hilarity of hungry rats driving a tank, using a Shatter on that vehicle only gives parity and not advantage.
Defantly true. So it would come down the number of Rat type cards around. By some of what you have been saying I assume there is quite a few.
Still no luck in uploading the set?
I think for the right price, concoct can be reasonable. In this case, you're paying extra for a counter to start off with so the additional concoct cost seems not so bad. You end up paying seven for a total CMC of all spells of eight, but the initial spell costs more than you'd normally pay for.
I am afraid I am going to be very stubborn on Concocts ability to get 2 cards. I feel its simply too good, but I guess I better just drop it at this point.
Hmmm, true. I suppose it'll depend largely on what artifacts would see play but perhaps I should cut the number of cards you search for?
I would cut it down to two. By the time you cast it there is a good chance that you have already drawn one or two of the cards anyway, so it might even effect the card that much.
If you had not draw ANY of the cards, and play this one.... that effect just seems too swingy ('course, by the sounds of things that is what your going for in this set)
Deathslipper Kor 2WW
Creature - Kor Soldier [C]
Feign (If this would be put into a graveyard from play, you may instead search your library for a card named Deathslipper Kor and put it into your graveyard. Shuffle your library afterward.)
2/2
The Kor were such a story line group it feels weird to have them in another setting. But, meh, not my place to talk about story line.
I feel this card is balanced, but I am not sure if the wording is right. I think the way its worded now you could search and fail to find, but your guy would still not die. But reminder text its not rules text, so if the rules text is different, that's fine then.
Kor Revivalist 3BW
Creature - Kor Cleric
At the beginning of your upkeep, return to play target creature card in your graveyard if it shares a name with a creature you control.
2/2
Even with the other card, this feels like a very limited ability for a 5cc 2/2. I would think about making him a 2/4 or 3/3, maybe even a 3/4 if you want to make him rare. (or you could make it work at end of turn and keep him a 2/2)
Wythwyn 3BW
Legendary Creature - Kor Rogue [R]
Feign (If this would be put into a graveyard from play, you may instead search your library for a card named Wythwyn and put it into your graveyard. Shuffle your library afterward.)
If Wythwyn is operating a vehicle, that vehicle gets +1/+1 and has vigilance, lifelink and feign.
3/3
I really like this card. Just the kinda thing your set needs. I like the Feign ability on guys that get into vehicles, takes the edge off of the exploding draw back.
I still don't know why flying guys that crash in a blimp die, or why indestructible guys in vehicles die when the vehicle dies. Is there anyway you could make the vehicle just deal damage to the occupants equal to its casting cost when it blows up or something? Might be too wordy.
Defantly true. So it would come down the number of Rat type cards around. By some of what you have been saying I assume there is quite a few.
Not an abundant amount, but every color has creatures (at least a couple at common and uncommon) that in some way take the edge off of operating. Some give you card advantage when they come into play, some are creatures your opponent's would rather not hit the 'yard, some are very persistent in not hitting the 'yard, some use operating as a way of bypassing drawbacks (cheap creatures with defender, etc), some just provide bonuses when operating that may make the potential risk more worthwhile.
Elfkind Fossick 2W
Creature - Elf Artificer [u]
When Elfkind Fossick comes into play, you may return target artifact card from your graveyard to your hand.
1/2
Goldtusk Engineer 3WW
Creature - Elephant Artificer
Prevent all damage that would be dealt to vehicles operated by Goldtusk Engineer.
3/3
Croaking Airgonaut 2U
Creature - Frog Rogue [C]
Croaking Airgonaut has shroud as long as it’s operating a vehicle.
2/1
Neither black nor red mind the risky card disadvantage. Black minimizes its effects with reanimation and feign while red offers hefty rewards to players who take a chance on vehicles.
And green tends on the whole not to care for vehicles much. However, remember that tokens can operate as well, and in general the creation of tokens doesn't always cost you a card. So green provides ample means to operate without assuming much risk at all. The only risk is that vehicles tend to run opposite to green's primary strategy in the set. Though the odd green creature works fine with vehicles and a partially-green tribe works quite well with them (that would be the frogs as seen with Croaking Airgonaut).
Slateback Mourner 3G
Creature - Turtle Monk [C]
Defender
When Slateback Mourner comes into play, draw a card.
2/4
So the set has its ways to point players in directions to minimize the risks inherent to vehicles. Not every creature solves the problem, but that would be too easy. I wanted to provide a few answers, but leave enough room for Johnnies to go nuts with finding cards from other sets that they can use to make that totally awesome giant ship even freakin' cooler! There's a balance. I didn't want every card to overcome the risk, otherwise I might as well just save space and ditch that aspect of vehicles. But you can't ignore the risk, either, so there are a few ways that the set offers to make it work.
Still no luck in uploading the set?
Yes and no. I uploaded it in groups to MWS Text, but reorganizing is a huge pain, particularly when I'm doing minor tweaks daily (generally in response to comments and discussion here). I may just post the MSE2 file in the first post and update it every couple days.
I would cut it down to two. By the time you cast it there is a good chance that you have already drawn one or two of the cards anyway, so it might even effect the card that much.
If you had not draw ANY of the cards, and play this one.... that effect just seems too swingy ('course, by the sounds of things that is what your going for in this set)
I'm normally rather against swingy cards. They reduce interactions and give wins to decks and players that otherwise wouldn't. Defensive cards like this I make a minor exception for. This won't win a game on its own, but it turns the tables and that's something I like to see once in a while on a blue and/or white instant.
The Kor where such a story line group it feels weird to have them in another setting. But, meh, not my place to talk about story line.
I see them like the Vedalken and kithkin, offbeat races to use every once in a while. They aren't as setting-dependant like most of the Kamigawa races, for example. Besides, they weren't from Rath, they came from somewhere else originally.
I feel this card is balanced, but I am not sure if the wording is right. I think the way its worded now you could search and fail to find, but your guy would still not die. But reminder text its not rules text, so if the rules text is different, that's fine then.
That is the case. You normally only get three (or more in an awesome draft) shots at it. The reminder text is just to get the idea across because I had a hard time pinning down an elegant wording for it that explained all the details.
Even with the other card, this feels like a very limited ability for a 5cc 2/2. I would think about making him a 2/4 or 3/3, maybe even a 3/4 if you want to make him rare. (or you could make it work at end of turn and keep him a 2/2)
It used to cost 2WB, but given the potency of costless reanimation every turn (even with a restriction), I decided to err on the side of caution. This guy undoes so many other cards and the only cost is having a guy in play that's the same as one you want to reanimate. It won't save Limited bombs, but you will get extra miles out of utility creatures, and in Limited that can be nuts if it negates removal, too. Think of how it gels with mechanics like cycling, evoke, channel, spellshaping, etc.
I really like this card. Just the kinda thing your set needs. I like the Feign ability on guys that get into vehicles, takes the edge off of the exploding draw back.
I'm really glad she comes off as well as I'd hoped. Feign on Legends makes a lot of mechanical sense and it helps convey Wythwyn's role as the successful, nigh-unkillable brigand (toss her on a ship then cast Damnnation, weeee!). Her ship is fast, almost as unsinkable as her, and she uses it to steal from the gluttonous to give back to herself (as in the life drain of lifelink).
As far as vehicle captains go, she's intended to be the poster child for them.
I still don't know why flying guys that crash in a blimp die, or why indestructible guys in vehicles die when the vehicle dies. Is there anyway you could make the vehicle just deal damage to the occupants equal to its casting cost when it blows up or something? Might be too wordy.
I had to keep it simple. I didn't want to bog the type down with complexities for the sake of flavor. Not everything about vehicles makes sense (My Squirrel token is flying a ship???), but then, neither did everything about equipment (My Squirrel token is using a broadsword???) so I'm not crying myself to sleep over it. It's unfortunate, but detailing the mechanic for every corner case just so the flavor makes sense would only make it all convoluted and wordy and messy and inelegant.
On the plus side, the restriction in turn gives me room for cards like this (which is not in the set, btw):
Bail Out 1W
Instant [C]
Unattach any number of creatures you control from a vehicle you control.
Draw a card.
Imposing limits gives rise to the expectation that cards will one day come that subvert those limits. Until then, it gives enterprising deckbuilders something to enjoy working with or around.
Since I can't attack the mse file straight up (:gonk:), I had to download winzip. But the first post contains the file, as will this one.
Deathslipper Kor 2WW
Creature - Kor Soldier [C]
Feign (If this would be put into a graveyard from play, you may instead search your library for a card named Deathslipper Kor and put it into your graveyard. Shuffle your library afterward.)
2/2
Wythwyn 3BW
Legendary Creature - Kor Rogue [R]
Feign (If this would be put into a graveyard from play, you may instead search your library for a card named Wythwyn and put it into your graveyard. Shuffle your library afterward.)
If Wythwyn is operating a vehicle, that vehicle gets +1/+1 and has vigilance, lifelink and feign.
3/3
Cool. Just... cool. That's a great ability, although I agree with Taylor that the reminder text could be confusing.
Feign (If this permanent wouldbe put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Or,
Feign (You may search your library for a card with the same name and put it into your graveyard rather than put this permanent into a graveyard from play. If you do, shuffle your library.)
It might get a little weird with sacrifice effects though... one way to fix the whole thing would be to say that creatures operating a Vehicle are destroyed rather than sacrificed when the Vehicle goes to the graveyard, so that indestructibles and regenerators will still survive.
Anyway, I'll look at the set and post comments later.
Private Mod Note
():
Rollback Post to RevisionRollBack
Do I Contradict Myself? Very Well Then I Contradict Myself.
Cool. Just... cool. That's a great ability, although I agree with Taylor that the reminder text could be confusing.
Feign (If this permanent wouldbe put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
A great clarifying fix. It's been adopted.
It might get a little weird with sacrifice effects though... one way to fix the whole thing would be to say that creatures operating a Vehicle are destroyed rather than sacrificed when the Vehicle goes to the graveyard, so that indestructibles and regenerators will still survive.
Not a bad idea at all. It certainly makes regenerate matter more like WotC has been pushing for. And since a single word changing doesn't increase complexity much at all, it's a good compromise for both flavor and playability. Thank you.
Anyway, I'll look at the set and post comments later.
Look forward to it. I hope you find the set interesting.
Speaking of regeneration/vehicles: Generic "Destroy target artifact" effects become better. I'm assuming you'll have almost as many of those as Mirrodin did. (I can't read the zip file).
At first I was going to suggest that the Concoct ability just be cheaper for effects on the blue and red cards than in any other color so you wouldn't have so many numbers (several numbers is confusing and because of the reminder text almost makes me want to just make it a spelled out ability without prefacing numbers.) but I can see that's already been changed. Complicated but interesting.
Me too. It's a great combination of flavor and usefulness. Yet, it's probably not broken. At best, it makes sacrifice costing effects (like Nantuko Husk) better four times, which I don't think is unbalanced. Useful, but not scary.
Speaking of regeneration/vehicles: Generic "Destroy target artifact" effects become better. I'm assuming you'll have almost as many of those as Mirrodin did. (I can't read the zip file).
More or less. Vehicles are already fairly easy to deal with because standard combat damage can kill them. So I didn't go overboard with artifact destruction effects. I tried to keep the artifact hosers from outright destroying them whenever possible.
White only has a blink effect that hits creatures or vehicles. It'll ice the crew, but the vehicle itself comes back and any creature can recharge it.
Blue has to resort to tapping effects or countering. Given the massive tempo loss that bouncing an operated vehicle would represent, blue doesn't have any artifact bounce (well one rare creature that has a triggered ability to bounce a vehicle if it was blocked or blocking a vehicle the blue rare is operating ... so hardly efficient common bounce).
Black has an aura that gives -3/-3 which will kill only a handful of vehicles, but it should bring the rest down to size enough for combat damage to do the rest. Otherwise, you'll need to use discard.
Red's got a Shatter variant with concoct, but it costs 2R to start and 3RR to concoct. But it's still really dangerous since with concoct it can really flip the game (main effect destroys an operated vehicle and you're already ahead, the tacked on effects only make it better). I'm considering depowering it substantially. And red has a lightning bolt just for artifacts, but again, 3 damage won't destroy may of the vehicles on its own.
Green has a Naturalize variant with concoct, which I just upped the price on when I realized it was better than red's Shatter wannabe. It also has the Wrath for vehicles, which is costed such that it's only viable as a useful sideboard card at best, but I did want that card in the environment on some level. There's also an XG spell that destroys an artifact with a cmc of X and puts that many Squirrels into play. Other than that, it's non-destroying artifact hate (protection from them, getting bigger when in combat with them, Ouphe-abilities, that sort of thing).
Gold has a common RG bear that can sacrifice to make a player sacrifice an artifact. A vehicle Pacifism for GW with bonus lifegain when the enchanted vehicle's activated abilities are played. A GR Shatter that can only destroy an artifact if it had an activated ability played this turn. A Vindicate with concoct for 2WB. A Void variant that hits creatures and vehicles with power and/or toughness equal to the number you choose. And a spell for BR that unattaches all creatures from target vehicle and Simoon's them.
Artifacts only have two equipment that can deal damage to vehicles (a steam-powered rifle that has to 'charge up' to shoot, and a rocket launcher). And there's a land that can get a player to sacrifice an artifact (the red member of the Isle of the Observers cycle previewed earlier).
All in all, it looks like a lot, but very few cards actually destroy artifacts. And those that do aren't overly aggressive or efficient.
At first I was going to suggest that the Concoct ability just be cheaper for effects on the blue and red cards than in any other color so you wouldn't have so many numbers (several numbers is confusing and because of the reminder text almost makes me want to just make it a spelled out ability without prefacing numbers.) but I can see that's already been changed. Complicated but interesting.
I'll update the wording of concoct to Valros' suggestion probably around the time the final numbers are locked in on the concoct spells. It goes a huge way to minimizing the complexity of it. The mechanic itself isn't horridly complex, but my wording of it was.
NP. If you use the method I outline in one of my earlier post it does not take that long. You can always delete and upload a few images if you want to edit a few of the cards.
May I recommend you update the OP with the new set. I have not had time to read them all,(and may not, RL is picking up) but I am guessing if you have them in the OP someone will.
It is the internet after all.
Easier to look at images than to down load the set and open it.
Aeipathic Sentry -- Hmmm. Regenerating Walls aren't very common, especially ones that do it for free (even if only a maximum of three times).
Agonarch of Reckoning -- I wonder if this is still a white effect. It could be safer in :symw::symb:.
Ambrosia Balm -- "Target permanent or player gains protection from artifacts and from the color of your choice until end of turn." Well, Razor Barrier costs the same but doesn't give you both protections, and let you concoct.
Astral Rejection -- Otherworldly Journey gives a +1/+1 counter for less, and is an instant. I think this could at least be an instant.
Aurify -- Okay. Oddly, there isn't anything like this yet... I was going to suggest costing it at :3mana::symw: to mirror Zombify, but then [card]Retether[card] costs that...
Aurum Rain -- Seems worse than Rain of Blades, unless you mean you can choose which creatures to deal the damage to (which I think would need a modal effect)...?
Beryllforge Militia -- Could be :symw::symw: given the quality of white Knights we've seen recently. I don't think vanquish needs the long dash for just mana costs.
Dukedom Pariah -- "All damage that would be dealt to you or other creatures you control is dealt to CARDNAME instead." Cool card; I like white "champions."
Foxglove Trance -- Better than Roar of the Kha, but then again it's an entwine card.
Meekmaker -- Cool.
Paragon of Sacred Vows -- I like Turtles.
Rite of Castaldty -- "twice that much life," I think: Boon Reflection.
Scrapshore Salvation -- "Return target Vehicle card from your graveyard to play and attach target creature you control to it."
That's it for white.
Private Mod Note
():
Rollback Post to RevisionRollBack
Do I Contradict Myself? Very Well Then I Contradict Myself.
Aeipathic Sentry -- Hmmm. Regenerating Walls aren't very common, especially ones that do it for free (even if only a maximum of three times).
The sentry is oddly enough the cornerstone of white in the set, particularly in Limited. It provides an incredible speedbump for aggro decks (I didn't cost feign very aggressively save for on strictly defensive cards since I was trying to make the environment slower than most) and later in the game becomes the perfect pilot for vehicles. Defenders can 'attack' via operating a vehicle, so cheap, hard-to-kill walls become ideal pilots. They gum up the early game long enough for you to play your big vehicles and attach them.
But given that the Sentry is a wall, I had no problem with giving it a helpful ability like feign. It might be hard to kill, but it's not going to do much on its own aside from its job, which is stalling early attacks.
Agonarch of Reckoning -- I wonder if this is still a white effect. It could be safer in :symw::symb:.
I see it as a global sweeper that punishes high-power/low-toughness creatures and rewards low-power/high-toughness creatures. That to me feel rather white. Even if it's not anymore (I know black has done similar things before, like that Kiku spell), it doesn't strike me as an effect that feels blatantly wrong for white.
Ambrosia Balm -- "Target permanent or player gains protection from artifacts and from the color of your choice until end of turn." Well, Razor Barrier costs the same but doesn't give you both protections, and let you concoct.
Duly noted. Changed it to an "or" deal and also upped the price to 2W to avoid stepping on Razor Barrier.
Astral Rejection -- Otherworldly Journey gives a +1/+1 counter for less, and is an instant. I think this could at least be an instant.
The difference here is that this card can act as rather efficient removal. Otherworldly Journey only could if auras were involved but I think losing creatures to Rejection would be far more common and damaging. The reason it's a sorcery is to at least allow the opponent to get one good swing in with his vehicle before you blink it and kill the crew. I tried to minimize effects that would kill the fun of vehicles, and nothing sounds less fun than spending time and mana to cast a few creatures, a vehicle then pay to attach them only to lose the creatures to an instant Blink when you try to attack.
Astral rejection can still be used in the same way, but at a slower pace, which lessens the annoyance for vehicles.
Aurify -- Okay. Oddly, there isn't anything like this yet... I was going to suggest costing it at :3mana::symw: to mirror Zombify, but then [card]Retether[card] costs that...
I wanted it to be a perfect mirror, too, but it seemed really weak at 3W. In this block, it doesn't have a huge number of targets (only 28 of 355), but many of them are pretty cool. I just see a big need of reviving them since they won't often be what the opponent will want to destroy. Unless someday we see a crazy Enchantment-Reanimator deck. Or my 'block' becomes a reverse Urza's Block with artifacts being the focus but enchantments prove to be vastly superior.
Either way, it seemed like a neat effect to introduce even if it doesn't do much with the central theme or have copious numbers of targets.
Aurum Rain -- Seems worse than Rain of Blades, unless you mean you can choose which creatures to deal the damage to (which I think would need a modal effect)...?
No, it hits any creature in combat, basically. It's not meant to be strong, it's basically just concoct fodder for Limited. Though it can do a lot of damage as part of a big concoct brew, sometimes picking off a few creatures that just needed that one extra damage to die.
Beryllforge Militia -- Could be :symw::symw: given the quality of white Knights we've seen recently. I don't think vanquish needs the long dash for just mana costs.
(Vanquish is de-dashed now)
The thing about the Militia is that it can chump vehicles all day or skip right past them. And it almost always trades in combat with creatures. It'll often be the killer of things far larger than it (remember that vanquish only effects creatures blocking it, but the Militia has to be blocked by a creature if it's to be blocked at all - a third of the set's creatures can't block it and the rest probably won't want to) which is the real power of vanquish - tempo killing. Anything that costs as much or less than him will trade, but he still trades with things that cost far more than him which can't be underestimated.
I think he'd be too dangerous for cheaper.
Dukedom Pariah -- "All damage that would be dealt to you or other creatures you control is dealt to CARDNAME instead." Cool card; I like white "champions."
He was my attempt at pushing vehicles for white by using Akron Legionnaire as inspiration. Your creatures can't enter combat, but they can still drive which makes vehicles the Johnny way of solving the Pariah's drawback. And in the meantime, your pilots won't be Shock-ed out of the ship until the Pariah is dealt with.
The Loxodon here view their machinery as works of art (even going so far as to construct with gold or at least glding every machine from trinkets to warships) and their makers as inspired artists. This guy protects the mechanics while promoting their art.
Foxglove Trance -- Better than Roar of the Kha, but then again it's an entwine card.
Thing with white in this set is that it promotes winning with vehicles so much that I felt it was safe to give creatures small pushes with efficiently-costed tricks like this.
Meekmaker -- Cool.
And part of a cycle meant to act like mini-threshold, or like Limit Breaks. Try and kill them enough and they go nuts with powered-up effects, but only the one time.
Paragon of Sacred Vows -- I like Turtles.
As I went, I realize that many of my 'tribes' (there's no real tribal effects here) were dividing like guilds into color pairs. I always figured the set would involve some level of gold cards (though the set wasn't multicolor-themed, I ended up with 70 gold cards all evenly-distributed amongst the pairs) since gold wouldn't interfere with the artifact theme. The plane featured a fair bit of urban cosmopolitan diversity so multicolor fit in the flavor. But GW was really lacking for representation. In addition, most of these races were very idustry and science driven, even the mages were deriving their spells' flavor from pseudoscience and alchemy. What was missing was the spiritual perspective. The Grovechildren had their zealous belief in Gaea, but that was more of a natural perspective than a spiritual one.
I ended up with a very zen, passive form of spirituality, one based in reflection and wisdom. In gameplay terms, it fit well with the slow, less-aggressive tone I was going for with creatures. And what's slower or less aggresive than a turtle? They're kinda hippies, they speak out against the corrupt, self-indulgent ways of many of the other races, but not in an activist sense. They used to be the advisors and mediators of the world, the ones others went to for advice or to settle disagreements. Now they're ignored old hippies, meditating in their monasteries giving guidance to the few who still listen.
Rite of Castaldty -- "twice that much life," I think: Boon Reflection.
Fixed.
Scrapshore Salvation -- "Return target Vehicle card from your graveyard to play and attach target creature you control to it."
Again I still can't see anything here at work I hope I can get to a computer to look at these cards soon.
Feign is also great because you can stick it on Kor Auras. A good way to get a lot of life out of an Aura when you're usually worried about being 2 for 1d
Ex:
Kor's Flight - 2W
Enchantment - Aura
Enchant Creature
Feign
Enchanted gets +1/+2 and has Flying
Again I still can't see anything here at work I hope I can get to a computer to look at these cards soon.
What's blocked at your work?
Feign is also great because you can stick it on Kor Auras. A good way to get a lot of life out of an Aura when you're usually worried about being 2 for 1d
Ex:
Kor's Flight - 2W
Enchantment - Aura
Enchant Creature
Feign
Enchanted gets +1/+2 and has Flying
I don't think that works with state-based effects like an enchanted creature getting killed.
I don't think that works with state-based effects like an enchanted creature getting killed.
No clue. The images just don't show up.
So wait, the enchantment would have to give the creature Feign too otherwise the enchantment would "stay in play" but then die because the creature didn't stay in play. Well then you could make it a regular enchantment that's only better than average when you put it on a creature with Feign.
Maybe I'm missing something, can you explain it again like you would to a kid?
Kor's Flight - :2mana::symw:
Enchantment - Aura
Enchant Creature
Feign
Enchanted gets +1/+2 and has Flying and Lifelink
Cuz in my head this is how it works:
Enchantment enchants creature.
1) Creature dies so enchantment dies as SBE. Triggers Feign but still dies because no creature to enchant?
2) Creature dies so enchant dies as SBE. Doesn't trigger Feign?
3) Enchant Creature Dies - Feign triggers and saves it.
So this would probably solve the headache:
"Ko-ura" - 3W
Enchantment - Aura
Enchant Creature
Feign
Enchanted Creature has Feign, Lifelink, and Vigilance
Ok so how does Feign work with Sacrifice effects? If it would be sacrificed it stays in play instead of going to the graveyard, but it still counts as having been sacrificed?
Also a note, Guilford would have to be reworded if you're retweaking Vehicles to destroy and not sacrifice creatures. Otherwise he could just be a cheaper creature.
So wait, the enchantment would have to give the creature Feign too otherwise the enchantment would "stay in play" but then die because the creature didn't stay in play. Well then you could make it a regular enchantment that's only better than average when you put it on a creature with Feign.
Maybe I'm missing something, can you explain it again like you would to a kid?
Kor's Flight - :2mana::symw:
Enchantment - Aura
Enchant Creature
Feign
Enchanted gets +1/+2 and has Flying and Lifelink
Cuz in my head this is how it works:
Enchantment enchants creature.
1) Creature dies so enchantment dies as SBE. Triggers Feign but still dies because no creature to enchant?
2) Creature dies so enchant dies as SBE. Doesn't trigger Feign?
3) Enchant Creature Dies - Feign triggers and saves it.
Essentially, as I understand the rules, it's number 1. The creature dies and SBE tries to put the aura in the grave. Feign triggers and saves the aura, but SBE's are checked again after and feign triggers again. The end result is that if you decide to search out a copy from your library with each feign trigger, you end up with all copies of the aura in your graveyard (unless, as you should, you decide to find nothing on a search). Feign only really helps an aura if the aura itself were destroyed and not the enchanted creature.
So this would probably solve the headache:
"Ko-ura" - 3W
Enchantment - Aura
Enchant Creature
Feign
Enchanted Creature has Feign, Lifelink, and Vigilance
Indeed.
Ok so how does Feign work with Sacrifice effects? If it would be sacrificed it stays in play instead of going to the graveyard, but it still counts as having been sacrificed?
I believe so. The sacrifice cost is paid and replaced with something else.
Just skimming the set file, I'm wondering why Steelseize costs 1U? That makes it strictly worse than Annul.
Which was more or less the point. I'd already 'reprinted' one Mirrodin counterspell with Override and Annul felt like it would push the set too far into a retread. Even at U, Steelseize would still be worse than Annul and all the set needed was an artifact-only counter.
I'm of the belief that not every card needs to be pushed to the absolute best it can be. Steelseize is such a case (though it's not the only case in the set). It could be pushed to being a rather efficient counter, but I'm doubtful the set needed it to be. A splashable hard counter for artifacts at two mana is still very useful in a set where most of the damning artifacts start at around 3 or 4. It's not the best it can be, but it's not at all useless.
Overall, I like the set. Concoct has real potential as an exciting mechanic, it feels like splice 2.0. I like the reverse-trample mechanic too. Operate could use some tweaking, I suggest doing what wizards did with equip - they shortened the text to (X: Attach to target creature you control. Equip only as a sorcery.) and left the finer rules about equipment staying in play if the equipped creature dies in the rulebook.
Perhaps the mutual destruction clause can be edited out, but I feel it's vital to keep the attacking/blocking information since it will come up commonly and isn't immediately clear without the reminder. Players will want to attack with vehicles (since they appear just like creatures) and may not be aware of the rules against it.
Also a note, Guilford would have to be reworded if you're retweaking Vehicles to destroy and not sacrifice creatures. Otherwise he could just be a cheaper creature.
Guilford is to an extent declawed by the vehicle sacrifice/destroy shift, but he still has a few uses in the set. Vanquish, for example still sacrifices as part of its effect. Feign still plays well with sacrifice effects. And a few vehicles utilize crew sacrifice for abilities. Not to mention that there's still plenty of sacrifices for him to play with outside the set. So he's still solid, just has less synergy with major mechanics within the set.
Always feel free to if you need something pertaining to MSE. I may not be able to help, but I'll do what I can, and can tell you almost anything you need to know about MSE.
If there is I do not know it. You could talk to Pichoro, since he programed the silly thing.
A bit of clarification; I am an official developer, but Twanvl created MSE. I just have become sort of the "public face" of the program. This particular problem (the bugged HTML export) is something I don't know how to fix; Twan or Coppro will have to. When a fix is available, I'll release a repaired HTML export template and announce it here.
But in the meantime, there is a custom template for text-exporting Magic sets, made by Lordpenguin/Idle Muse. Grab it here. That template should still be functioning correctly, and despite being a "text" template, will be found under HTML export.
Aeipathic Sentry 2W
Creature — Drone (c)
Defender
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
1/3
Agonarch of Reckoning 2WW
Creature — Elf Knight (r)
When Agonarch of Reckoning comes into play, each other creature deals damage to itself equal to its power. flavor
3/3
Alsace Skyseeker 3W
Creature — Elephant Soldier (c)
If Alsace Skyseeker is operating a vehicle with flying, the operated vehicle gets +1/+2 and has vigilance. flavor
2/3
Ambrosia Balm 2W
Instant (c)
You may pay an additional 2W as you play Ambrosia Balm. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Choose a color. Target permanent or player gains protection from artifacts or the chosen color until end of turn.
Astral Rejection 2W
Sorcery (u)
Remove target creature or vehicle from the game. Return it to play at end of turn. flavor
Aurify 1WW
Sorcery (c)
Return target enchantment from your graveyard to play. flavor
Aurum Rain WW
Instant (u)
Aurum Rain deals 1 damage to each attacking or blocking creature. flavor
Bajulate 1W
Instant (c)
Target creature or vehicle can’t attack this turn. flavor
Beryllforge Militia 1WW
Creature — Dwarf Soldier (u)
Protection from artifacts
Vanquish 1W (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
2/2
Bind Damage 1W
Instant (c)
Prevent the next 2 damage that would be dealt to target creature, artifact or player this turn. flavor
Childeric's Attendant 3WW
Creature — Drone (u)
Vigilance
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
4/4
Chrysphal Honorguard 3W
Creature — Human Knight (c)
Flash; First strike flavor
2/3
Clastkeep Medics 2W
Creature — Dwarf Cleric (u)
T, Sacrifice a land: Prevent all damage that would be dealt to target creature or artifact this turn. flavor
2/2
Deathslipper Kor 2WW
Creature — Kor Soldier (c)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
2/2
Dukedom Pariah 4WW
Creature — Elephant Cleric (r)
Other creatures you control can’t attack or block.
All damage that would be dealt to you or other creatures you control is dealt to Dukedom Pariah instead.
5/8
Elfkind Fossick 2W
Creature — Elf Artificer (u)
When Elfkind Fossick comes into play, you may return target artifact card from your graveyard to your hand.
1/2
Elfkind Scout 1W
Creature — Elf Scout (u)
Vigilance As their ancestral home disappeared from Arkwright’s incessant need for fuel, the elves ventured out onto the golden plains in search for a new home. For some, that search has never ended.
1/3
Foxglove Trance 1WW
Instant (u)
You may pay an additional 3W as you play Foxglove Trance. If you do, concoct up to 3 cards with total converted mana cost five or less. (Search your library for up to three cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Untap all creatures you control. They get +1/+1 until end of turn.
Gilded Aerozoan 3WW
Creature — Bird Elemental (r)
Flying
At end of turn, you may return Gilded Aerozoan from your graveyard to play if an artifact you control was put into a graveyard from play this turn.
3/4
Goldpress Avowal WW
Enchantment (r)
Vehicles you control get +1/+1. flavor
Goldtusk Engineer 3WW
Creature — Elephant Artificer (u)
Prevent all damage that would be dealt to vehicles operated by Goldtusk Engineer. flavor
3/3
Goldwhip Salve W
Sorcery (c)
You may pay an additional W as you play Goldwhip Salve. If you do, concoct up to 1 card with total converted mana cost two or less. (Search your library for up to a cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Gain 4 life.
Guise of Inviolability 2WW
Enchantment (r)
You have protection from artifacts. flavor
Heathspinner Pilot 2W
Creature — Elf Warrior (c)
If Heathspinner Pilot is operating a vehicle, that vehicle gets +1/+0 and has first strike. flavor
2/2
Hirquitalliency 1WW
Enchantment — Aura (u)
Enchant creature or vehicle
Prevent all damage enchanted creature or vehicle would deal.
Inspired Fettler 2WW
Creature — Human Artificer (r)
WW, T: Return target artifact card from your graveyard to your hand. flavor
2/2
Meekmater 4WW
Creature — Elephant Cleric (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Remove three cards named Meekmater in your graveyard from the game: All creatures target player controls lose all abilities and become 0/1 until end of turn.
3/5
Paragon of Sacred Vows 3WWW
Creature — Turtle Monk Cleric (r)
Players can’t play spells.
2/5
Phinnaes 1WW
Legendary Creature — Elf Warrior (r)
First strike; Protection from black
As long as Phinnaes is operating a vehicle, the operated vehicle gets +1/+1 and has first strike and protection from red.
2/2
Rite of Castaldy 1W
Instant (r)
Until end of turn, whenever target player would gain life, he or she gains twice that much life instead.
Draw a card.
Scrapshore Salvation 3W
Sorcery (r)
Return target Vehicle card from your graveyard to play and attach target creature you control to it. flavor
Silverleaf Reaving 4W
Sorcery (u)
You may pay an additional 2W as you play Silverleaf Reaving. If you do, concoct up to 2 cards with total converted mana cost four or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Destroy all enchantments.
Soothing Commendaces W
Sorcery (c)
Remove target card in a graveyard from the game. Gain life equal to its converted mana cost. flavor
Stalwart Guard 1WW
Creature — Elephant Soldier (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
3/3
Urbanize 1W
Sorcery (u)
Search your library for a nonbasic land card, reveal it, and put it into your hand. Then shuffle your library. flavor
Vipersalt Scathing 3WW
Sorcery (r)
You may pay an additional 1W as you play Vipersalt Scathing. If you do, concoct a card with a converted mana cost five or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Destroy all creatures with power 4 or greater.
Visionary of Requital 3WW
Creature — Turtle Monk (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Visionary of Requital deals combat damage to an opponent, destroy target enchantment.
3/4
Youthful Deckhand 1W
Creature — Elf Warrior (c)
When Youthful Deckhand comes into play, you may attach it to target vehicle you control. Heathspinner youths shrugged off the pastoral life of the elders and took to the urbanized machinery with a zeal and skill unseen since the elves’ arboreal home vanished.
2/1
Aeropleustic Navigator 2U
Creature — Human Artificer (c)
As long as Aeropleustic Navigator operates a vehicle, that vehicle gets +1/+1 and has flying. flavor
1/1
Æther Mimic 1UU
Creature — Shapeshifter (r)
Flash
As you play Æther Mimic, it becomes a copy of target creature spell.
1/1
Aide to the Aeroqueen 2UU
Creature — Vedalken Artificer (r)
Whenever a vehicle Aide to the Aeroqueen is operating blocks or becomes blocked by a creature or vehicle, you may pay 1U. If you do, return that creature or vehicle to its owner’s hand.
1/4
Arkwright Custodian 5U
Creature — Drone (u)
Arkwright Custodian is unblockable.
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
3/2
Arkwright Mistmage 3U
Creature — Vedalken Wizard (r)
Whenever an artifact you control becomes the target of a spell or ability you don’t control, you may draw a card. The air above Arkwright is thick with clouds produced by its industry. Hidden within the heavy banks are magical grids intended to alert the Vedalken of uninvited guests.
2/3
Autexousious Dodger 2U
Creature — Homunculus (u)
Autexousious Dodger can’t be blocked by creatures or vehicles with power 3 or greater. As the homunculi began to act on their own accordance, they flitted between land barges and battle carriages as easily as they had been trained to slip between the gears and cogs of Arkwright’s factories.
2/2
Bear Avaunt 2U
Sorcery (u)
Fateseal 3. (Look at the top three cards of an opponent’s library, then put any number of them on the bottom of that player’s library and the rest on top in any order.)
Befuddle U
Instant (c)
Target creature gets -2/-0 until end of turn. flavor
Cameranious Sentinel 6UU
Creature — Drone (u)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
2U: Untap Cameranious Sentinel.
6/5
Chavish Informant 3UU
Creature — Bird Wizard (r)
Flying
Whenever a library is shuffled, Chavish Informant gets +1/+1 until end of turn.
3/3
Croaking Airgonaut 2U
Creature — Frog Rogue (c)
Croaking Airgonaut has shroud as long as it’s operating a vehicle. flavor
2/1
Cuttleshell Collapse 2UU
Instant (u)
You may pay an additional 2U as you play Cuttleshell Collapse. If you do, concoct up to 2 cards with total converted mana cost four or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Counter target spell.
Diminutive Fetch U
Creature — Homunculus (c)
“Your reliance on the homunculi is worrying to us, Childeric. They have not proved to be as perfectly obedient as promised. Beings crafted for flawless servitude should not be capable of even minute mistakes. And yet three times this month alone production has ground to a halt as a result of the fetches’ incompetence. Bring your house under order, or we will.” -a letter from Guilford to Childeric
0/3
Dreampod Delving U
Instant (c)
You may pay an additional 3U as you play Dreampod Delving. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Draw a card.
Falsify 3UU
Instant (r)
Counter target spell. If it’s countered this way, you may search your library for up to four cards with the same name as that spell and put them into your hand. If you do, shuffle your library.
Fatedealer 4UU
Creature — Vedalken Wizard (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Remove three cards named Fatedealer in your graveyard from the game: Draw four cards.
3/3
Forgotten Pasts 2UUU
Enchantment (r)
Whenever a player plays a spell, counter it if there’s a card with the same name in that player’s graveyard. flavor
Geardancer Familiar 1U
Creature — Homunculus (c)
Protection from artifacts with a converted mana cost of three or more Bred with alchemy for tasks deemed too dangerous for other races or too delicate for the Frannion caste, the homunculi were the machinist’s version of Arkwright’s defense drones. Silent, obedient and utterly controlled.
2/1
Hovering Protector 4U
Creature — Drone (c)
Flying
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
2/3
Hydragyric Dilation 3UU
Sorcery (r)
You may pay an additional 1U as you play Hydragyric Dilation. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Take another turn after this one.
Letheweed Brand 2UU
Sorcery (u)
You may pay an additional 3U as you play Letheweed Brand. If you do, concoct a card with a converted mana cost of four or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Gain control of target creature.
Machlord of Arkwright 4U
Creature — Vedalken Wizard (u)
Artifacts you control have “1, T: Tap target artifact.” flavor
1/4
Mindprobe 1UU
Enchantment — Aura (u)
Enchant creature or vehicle
Whenever enchanted creature or vehicle deals combat damage to an opponent, you may search his or her library for a card and remove it from the game. If you do, shuffle that library afterward.
Nesiote Thief 3UU
Creature — Bird Wizard (c)
Flying
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Nesiote Thief deals combat damage to an opponent, draw a card.
3/2
Override 2U
Instant (c)
Counter target spell unless its controller pays 1 for each artifact you control. flavor
Quicksilver Geyser 3U
Sorcery (c)
You may pay an additional 2U as you play Quicksilver Geyser. If you do, concoct up to 2 cards with total converted mana cost two or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Return target creature to its owner’s hand.
Ring of Stasis 2U
Enchantment — Aura (u)
Enchant artifact
Enchanted artifact doesn’t untap during its controller’s untap step.
3U: Attach Ring of Stasis to target artifact.
Salvation of Knowledge 4UUU
Enchantment (r)
Whenever you discard a card, you may draw a card. As Arkwright lost interest in knowledge that could not increase its coffers, the small hamlet of Sudlund became a sanctuary for lore that was threatened by obscurity.
Sludgewater Kraken 5UUU
Creature — Kraken (r)
Trample
Whenever Sludgewater Kraken becomes tapped, shuffle your hand into your library.
8/8
Spiretop Snitch 3U
Creature — Bird Wizard (u)
Flying
Each opponent plays with his or her hand revealed. The ravens watch every move the empires make, poised to strike if any threatens to upset the delicate balance of power in Archatmos.
2/2
Squelch 1U
Instant (u)
Counter target activated ability. (Mana abilities can’t be targeted.)
Draw a card. flavor
Sudlund Pacifist U
Creature — Human Wizard (u)
1U, T: Target vehicle gets -1/-0 until end of turn for each creature operating it. “Arkwright condemns us for our desire for enlightenment and our refusal to exploit our teachings for personal gain. I will show them that their ambition has gotten them nowhere.”
1/1
Sudlund Researcher 2U
Creature — Goblin Wizard Rogue (u)
1U, T, Return an artifact you control to its owner’s hand: Draw a card. Squires of the so-called Conservatory of Brilliance, the goblins of Sudlund have been weened over the years of their irrational impulses. Their appetite for discovery yet remains.
1/2
Tissandier 2U
Legendary Creature — Vedalken Scout (r)
Protection from spells and abilities
1U: Untap target operated vehicle. Play this ability only if Tissandier is operating a vehicle.
2/2
Vedalken Engineer 1U
Creature — Vedalken Artificer (c)
T: Add two mana of any one color to your mana pool. Spend this mana only to play artifact spells or activated abilities of artifacts.
1/1
Vedalken Fetchcrafter 4UU
Creature — Vedalken Wizard (r)
Whenever you draw a card, you may pay 1U. If you do, put into play a 2/1 blue Homunculus creature token with protection from creatures with power 2 or greater.
1U, T: Draw a card then discard a card.
3/3
Wings of Quicksilver U
Instant (c)
Target creature gains flying and shroud until end of turn. Arkwright’s alchemists harness the raw elemental powers innate to natural substances to create unnatural results.
Amarulence 3BBB
Sorcery (r)
Target opponent discards three cards. Put into play under your control all creature cards discarded this way.
Befoul 2BB
Sorcery (c)
Destroy target land or nonblack creature. It can’t be regenerated. Industrial and municipal waste flows from Arkwright through pipes and runs off onto the Eastern Wastes. Telmatath, the resulting swamp is fit for little else but vermin and disease.
Bitterroot Witch 5B
Creature — Treefolk Shaman (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Bitterroot Witch deals combat damage to an opponent, he or she discards a card.
4/3
Bomani Cullion 4BB
Creature — Cat Wizard (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Remove three cards named Bomani Cullion in your graveyard from the game: Each opponent discards three cards.
4/2
Bonemeal Ampuole 2BB
Sorcery (r)
You may pay an additional 2B as you play Bonemeal Ampuole. If you do, concoct a card with a converted mana cost of four or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Search your library for a card and put it into your hand. Shuffle your library afterwards.
Bubbling Muck B
Sorcery (c)
Until end of turn, whenever a player taps a Swamp for mana, that player adds B to his or her mana pool. The rat-witches of Drazel do not curse the urban populace above for their pollution, they silently thank them for the excess fuel for their brewing dark arts.
Chavish Mindpecker 4BB
Creature — Bird Wizard (u)
Flying
When Chavish Mindpecker comes into play, target opponent puts a card from his or her hand on top of his or her library.
2/2
Claw of the Bomani 2BB
Creature — Cat Rogue (c)
Fear Though slothful by nature, the Bomani’s capacity for villainous spite often betrays their life of opulent leisure.
3/1
Counselate Bailiff 2BB
Creature — Cat Rogue (r)
When Counselate Bailiff comes into play, search target player’s library for a card and remove it from the game face down. That player then shuffles his or her library.
Whenever Counselate Bailiff deals combat damage to a player, you may play the removed card without paying its mana cost.
3/2
Cruel Advocate 1BB
Creature — Cat Rogue (u)
Whenever an opponent plays an activated ability of a creature or artifact, he or she loses 1 life. “None shall act unless it is in our interest. None shall barter unless it is for our gain. None shall think unless it is for our benefit.”
2/1
Culler of the Weak BBB
Creature — Cat Wizard (r)
Whenever a creature has 0 or less power, its controller sacrifices it. flavor
1/3
Curse of the Slums 1B
Sorcery (c)
Target creature gets +1/-1 and gains fear until end of turn. The witches dwelling in the slums beneath Arkwright can grant you power, but at a price. Typically that price involves the smell of the slums.
Defedate 2B
Instant (u)
Until end of turn, whenever a land is tapped for mana, it produces B instead of its normal type and amount.
Draw a card.
Drazel Brainspiller 3BB
Creature — Rat Shaman (u)
Whenever Drazel Brainspiller deals combat damage to an opponent, defending player removes the top card of his or her library from the game, then loses life equal to that card’s converted mana cost.
3/2
Drazel Wretch 1B
Creature — Rat Rogue (c)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
1/1
Foul Necroplasm 5BB
Creature — Ooze Horror (r)
At the beginning of your upkeep, sacrifice a creature or land.
Whenever you sacrifice a creature, regenerate Foul Necroplasm.
Whenever you sacrifice a land, Foul Necroplasm gains trample until end of turn.
8/4
Frannion Gruntcatcher 4BB
Creature — Boar Shaman Mercenary (r)
2B, Sacrifice a creature: Search your library for a Mercenary card with a converted mana cost equal to the sacrificed creature’s converted mana cost and put it into play. Shuffle your library afterwards.
4/4
Graviloquence 1B
Sorcery (u)
Remove target card in a graveyard from the game. Its owner loses 2 life. flavor
Grim Headhunter 4BB
Creature — Bird Archer (r)
Flying
Whenever Grim Headhunter deals damage to an opponent, put the top card of his or her library into his or her graveyard for each 1 damage dealt. You gain life equal to the number of cards put into a graveyard this way.
3/2
Guilford 2BBB
Legendary Creature — Cat Advisor (r)
Whenever you sacrifice a creature, you may pay XB. If you do, target opponent reveals X cards from his or her hand and discards two cards of your choice.
2/4
Kor Imperator 1BB
Creature — Kor Scout (c)
Fear
1B: If Kor Imperator is operating a vehicle, that vehicle gains fear until end of turn. flavor
2/1
Lobelia's Malice 2B
Enchantment — Aura (u)
Enchant creature or vehicle
Enchanted creature or vehicle gets -3/-3.
Mandrake Ash 1BB
Instant (u)
You may pay an additional 1B as you play Mandrake Ash. If you do, concoct a card with a converted mana cost of three or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Target player sacrifices a creature.
Manic Research 1B
Sorcery (r)
Name a card. Remove the top card of your library from the game until you remove the named card. Put that card into your hand.
Megalomania 2BBBB
Enchantment (r)
Skip your draw step.
You have no maximum hand size.
When Megalomania comes into play, you lose life equal to the number of cards in your library. Then, put your library into your hand.
Mindmarrow Wisps 1BB
Sorcery (c)
You may pay an additional 1B as you play Mindmarrow Wisps. If you do, concoct a card with a converted mana cost of two or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Target player discards a card.
Polluted Roots 2B
Enchantment (u)
At the beginning of your upkeep, put a sludge counter on Polluted Roots. Then, if there are five or more of those counters on Polluted Roots sacrifice it.
At end of your turn, you may pay B. If you do, each player loses X life, where X is the number of sludge counters on Polluted Roots.
Routing Assassin BBB
Creature — Rat Assassin (r)
T: Destroy target creature if it shares a name with a card in a graveyard. At end of turn, if that creature is still in play, untap Routing Assassin and lose 2 life.
2/1
Savage Scarpuller 2BB
Creature — Boar Warrior Mercenary (c)
Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.) flavor
3/3
Scent of Bitterwood 1B
Instant (c)
You may pay an additional B as you play Scent of Bitterwood. If you do, concoct a card with a converted mana cost of two or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Target creature gets -1/-1 until end of turn.
Sedgestomper 4B
Creature — Treefolk Rogue (u)
Vanquish— Pay 3 life (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
2/5
Sinister Spellthreader 3B
Creature — Cat Advisor (c)
Whenever you concoct a spell, each opponent discards a card. flavor
3/1
Skitterstrike Shade 3B
Creature — Shade (u)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
B: Skitterstrike Shade gets +1/+1 until end of turn.
1/1
Sludgecrawler 3BB
Creature — Elemental (c)
Creatures blocking or blocked by Sludgecrawler get -2/-2 until end of turn.
1B: Regenerate Sludgecrawler.
2/2
Telmatath Lurker 1BB
Creature — Rat Assassin (c)
Vanquish B (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
2/2
Underhanded Gunslinger 2B
Creature — Human Rogue (c)
BB: Destroy target creature blocking or blocked by operated vehicle. Play this ability only if Underhanded Gunslinger is operating a vehicle.
2/1
Wormgrass Elixer 3B
Sorcery (u)
You may pay an additional 2B as you play Wormgrass Elixer. If you do, concoct a card with a converted mana cost of four or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Target player loses 2 life. You gain 2 life.
Zombify 3B
Sorcery (u)
Return target creature card from your graveyard to play. “Nothing is ever gone until it’s been forgotten and I don’t think I could ever forget how you once promised to serve me.” -Lobelia
Accelerate 1R
Instant (c)
Target creature gains haste until end of turn.
Draw a card.
Acrasial Earthshaker 4R
Creature — Elemental Warrior (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Acrasial Earthshaker deals combat damage to an opponent, destroy target land.
4/2
Blazenwick Plume 1R
Instant (c)
You may pay an additional 2RR as you play Blazenwick Plume. If you do, concoct up to 3 cards with total converted mana cost four or less. (Search your library for up to three cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Add RRR to your mana pool.
Boltchewer 2R
Creature — Gremlin (c)
As long as Boltchewer is operating a vehicle, the operated vehicle can’t block.
3R: Attach Boltchewer to target vehicle.
2/1
Brassripper Viashino 3RR
Creature — Viashino Warrior (u)
First strike
Whenever a vehicle dealt damage by Brassripper Viashino this turn is put into a graveyard from play, put a +1/+1 counter on Brassripper Viashino.
4/3
Brimstone Wave 2RR
Sorcery (u)
You may pay an additional 2R as you play Brimstone Wave. If you do, concoct a card with a converted mana cost of three or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Destroy target land.
Cairncap Wash 2R
Sorcery (c)
You may pay an additional 3RR as you play Cairncap Wash. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Destroy target artifact.
Carbonize 2R
Instant (u)
Carbonize deals 3 damage to target creature or player. That creature can’t be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead.
Caste Canaille RRR
Creature — Boar Shaman Mercenary (u)
Caste Canaille can’t block.
1R: Target creature can’t block Caste Canaille this turn.
3/3
Coalbrook Forger 2RR
Creature — Dwarf Shaman (r)
2R, T, Sacrifice two lands: Search your library for an artifact card, reveal it and put it into your hand. Shuffle your library afterwards.
2/2
Corposant R
Sorcery (c)
Corposant deals 3 damage to target artifact. flavor
Cragmont Wildsrunner 3R
Creature — Viashino Warrior (c)
Vanquish R (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
3/1
Devastating Saboteur 1RR
Creature — Gremlin (r)
Whenever a vehicle Devastating Saboteur is attached to is put into a graveyard from play, you may put Devastating Saboteur into your hand rather than into your graveyard.
Whenever operated vehicle becomes tapped, its controller sacrifices it.
1R: Attach Devastating Saboteur to target vehicle.
2/2
Dignorate 1RR
Sorcery (c)
Untap target creature and gain control of it until end of turn. It gains haste until end of turn. flavor
Eager Tinkerer 1R
Creature — Goblin Artificer (c)
R: Target artifact spell can’t be countered this turn. flavor
1/1
Earthen Rager 3RRR
Creature — Elemental Warrior (r)
2R: Earthen Rager gains double strike until end of turn. flavor
5/5
Frannion Goliath 6R
Creature — Boar Warrior Mercenary (c)
Frenzy 3 (Whenever this creature attacks and isn’t blocked, it gets +3/+0 until end of turn.)
Frannion Goliath must attack each turn if able.
5/3
Graf 2RR
Legendary Creature — Viashino Warrior (r)
Haste; First strike
Vehicles you control get +2/+0 and can’t be blocked except by two or more creatures.
3/1
Hullscorcher Dragon 6RR
Creature — Dragon (r)
Flying
Whenever Hullscorcher Dragon deals damage, it deals that damage plus 1 for each card named Hullscorcher Dragon in a graveyard.
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
6/6
Lodekeep Taskmaster 1RR
Creature — Dwarf Shaman (u)
1R, Sacrifice a land: Creatures you control gain first strike until end of turn. flavor
2/2
Maelstrom XXRR
Sorcery (r)
Remove each instant or sorcery card in your graveyard with converted mana cost X or less from the game. For each card removed this way, you may put a copy of that card on the stack and play it without paying its mana cost.
Remove Maelstrom from the game.
Metalhunter 3RR
Creature — Elemental Warrior (c)
Metalhunter can’t be blocked except by vehicles. flavor
4/4
Might of Inertia 2R
Instant (u)
Target creature or vehicle gets +3/+0 until end of turn.
Draw a card.
Pyrotechnics 4R
Sorcery (u)
Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players. flavor
Rise in Arms 2RR
Enchantment (r)
At the beginning of your upkeep, put a +1/+1 counter on each vehicle you control with a creature operating it. flavor
Rockquaker 4RR
Creature — Elemental Shaman (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Remove three cards named Rockquaker in your graveyard from the game: Target player sacrifices three lands.
4/1
Scrapshore Poach 2RR
Sorcery (u)
Return target vehicle card from your graveyard to your hand. flavor
Skittish Pilot RR
Creature — Viashino Scout (u)
Haste
At end of turn, sacrifice Skittish Pilot unless it’s operating a vehicle. flavor
2/2
Slaglaunch 1RR
Enchantment — Aura (u)
Enchant creature or vehicle
Enchanted creature or vehicle has “T: This permanent deals damage equal to its power to target creature.”
Snapseed Explosion 3RR
Sorcery (r)
You may pay an additional 1R as you play Snapseed Explosion. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Snapseed Explosion deals 2 damage to each creature.
Steam Blast 2R
Sorcery (c)
Steam Blast deals 2 damage to each creature and each player. flavor
Stoneborne Rumbler 3RR
Creature — Elemental Warrior (u)
Vanquish— Sacrifice a land (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
3/3
Sudlund Pantomancer 1R
Creature — Goblin Rogue (c)
Whenever Sudlund Pantomancer deals combat damage to an opponent, you may pay R. If you do, search your library for a card with concoct, reveal it and put it into your hand. Shuffle your library afterward.
2/1
Torchlit Mechanist RR
Creature — Human Wizard (r)
R, T: Torchlit Mechanist deals 1 damage to target creature or player for each vehicle you control. flavor
2/1
Tribulate 3R
Enchantment (r)
Whenever a player plays a spell that would target another player, put a copy of that spell on the stack targeting the first player.
Whenever the activated ability of a creature that targets another creature is played, put a copy of that ability on the stack targeting the first creature.
Upend 1R
Sorcery (c)
Target creature or vehicle can’t block this turn. flavor
Viashino Pelochist 3R
Creature — Viashino Shaman (r)
Whenever you concoct a spell, Viashino Pelochist deals 2 damage to each player. flavor
2/1
Viashino Steamgunner 1RR
Creature — Viashino Shaman (u)
T: Viashino Steamgunner deals 2 damage to target blocking creature. Play this ability only if Viashino Steamgunner is operating a vehicle.
3/1
Wyrmtongue Weld XR
Instant (u)
You may pay an additional 3RR as you play Wyrmtongue Weld. If you do, concoct up to 2 cards with total converted mana cost four or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Target creature gets +X/+0 until end of turn.
Alraune's Oath G
Instant (c)
Regenerate target non-artifact creature or land. “For all that’s unnatural to be undone, all that Gaea gave rise to must stand in defiance.”
Ashwood Hermit 4GG
Creature — Treefolk Warrior (u)
Trample
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
4/5
Awestruck Bloomchild GG
Creature — Plant Druid (r)
T: Add G to your mana pool.
2GG, T, Sacrifice Awestruck Bloomchild: Search your library for up to three cards named Awestruck Bloomchild and put them into play. Then shuffle your library.
1/2
Bequethal of Sweetlily 3GG
Sorcery (r)
You may pay an additional 1G as you play Bequethal of Sweetlily. If you do, concoct a card with a converted mana cost of six or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Search your library for a creature card, reveal it and put it into your hand. Shuffle your library afterwards.
Chains of Mana 2GG
Enchantment (r)
Creatures you control have “T: Add G to your mana pool.” “Nature breathes into us all the vital gift of life. And we, the mighty children of Gaea, must in turn breathe life back into the earth.” -Alraune
Chitterguard Liege 1G
Creature — Kithkin Shaman (r)
Whenever you concoct a spell, you may put a 1/1 green Squirrel creature token into play. “We kithkin are born to devote ourselves to community and family. Nature is our community now and all that dwell within it our family.” -Felhaust
0/2
Chlorogoth 1GGG
Creature — Plant Warrior (r)
Whenever Chlorogoth attacks, choose one - Creatures gain trample until end of turn; or Chlorogoth gets +2/+2 until end of turn.
5/4
Curious Gremlin 1G
Creature — Gremlin (u)
1G: Counter target activated ability of a Vehicle. flavor
1/1
Deadliest Bloom 2GG
Creature — Plant Warrior (u)
Vanquish 1GG (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
3/3
Dirkmold Blanket 3G
Instant (u)
You may pay an additional 3G as you play Dirkmold Blanket. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Destroy target artifact or enchantment.
Down to Earth 1G
Instant (u)
Target creature or vehicle loses flying until end of turn. “Flights over Adnascentia are risky at the best of times, but recent years have seen a dramatic increase in assets lost to that forsaken forest. Raze it to the ground.” -Childeric to Phinnaes
Dwell on the Past G
Sorcery (u)
Target player shuffles up to four target cards from his or her graveyard into his or her library. Kithkin communes place special importance on reminding themselves of their former civilized lives. They believe that remembering that which they were is the only way to prevent such mistakes in the future.
Felhaust 1GG
Legendary Creature — Kithkin Shaman (r)
Non-basic landwalk
Creatures can’t operate vehicles. “Alraune speaks of throwing ourselves at Arkwright with the full might of Gaea and her wrath. I’ve chosen to appeal instead to the wrath of creatures Arkwright dares to treat as slaves.”
2/2
Frogling Skywatcher 3G
Creature — Frog Warrior (u)
1G: Frogling Skywatcher gains flying until end of turn. Many races on Archatmos revere the sky. The loxodon see it as the artistic zenith. Elves hang upon it all hopes of purpose. The froglings see it as their path to vindication and fling themselves to it with all their strength.
2/2
Gaea's Ideal 4GGG
Sorcery (r)
Destroy all vehicles. flavor
Gillydowns Elder 3GG
Creature — Frog Shaman (r)
Gillydowns Elder can’t be the target of spells or abilities an opponent controls.
At end of turn, if a creature or vehicle you control dealt combat damage to an opponent this turn, you may draw a card.
3/4
Grovetender 4G
Creature — Plant Archer (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Grovetender deals combat damage to an opponent, put a +1/+1 counter on target creature you control.
3/3
Heart of Chittering Wood 1G
Creature — Kithkin Shaman (c)
Whenever you play a creature spell, you may pay G. If you do, put a 1/1 green Squirrel creature token into play.
1/1
Heartwood Dreamstate 2G
Sorcery (u)
You may pay an additional 4G as you play Heartwood Dreamstate. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Search your library for a basic land card and put it until play tapped. Shuffle your library afterward.
Herbalist's Blessing 2G
Enchantment (u)
Whenever you concoct a spell, you may put a +1/+1 counter on target creature. flavor
Highground Snatcher 1G
Creature — Frog Warrior (c)
Reach “Frogling youth is spent in the tadpools of home gazing upon the open sky and the freedom it represents. From our first hop we breathe in that freedom. A few rarely come back down.” -Vorsch
1/3
Kithkin's Call 3GG
Enchantment (r)
At the beginning of your upkeep, search your library for a creature card with converted mana cost 6 or more and reveal it, and put it in your hand. Shuffle your library afterwards.
Nettleroot Surge 1G
Instant (c)
You may pay an additional G as you play Nettleroot Surge. If you do, concoct a card with a converted mana cost of two or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Target creature gets +2/+2 until end of turn.
Pollensinger 4GG
Creature — Plant Shaman (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Remove three cards named Pollensinger in your graveyard from the game: Prevent all combat damage that would be dealt this turn. You gain 2 life for each 1 damage prevented this way.
3/4
Reclaim G
Instant (c)
Put target card from your graveyard on top of your library. flavor
Roaming Nestclutch 4GGG
Creature — Treefolk Warrior (r)
Vigilance
Whenever Roaming Nestclutch is dealt damage, you may put that many 1/1 green Squirrel creature tokens into play.
6/7
Sedgenut Luring G
Sorcery (c)
You may pay an additional 2GG as you play Sedgenut Luring. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Put a 1/1 green Squirrel creature token into play.
Slateback Mourner 3G
Creature — Turtle Monk (c)
Defender
When Slateback Mourner comes into play, draw a card. flavor
2/4
Sudden Nesting XG
Instant (u)
Destroy target artifact with a converted mana cost of X. Put X 1/1 green Squirrel creature tokens into play.
Symbiosis 1G
Instant (c)
Two target creatures each get +2/+2 until end of turn. The kithkin learned to work with nature’s beasts not as master and slave but as equals. It was then that the kith’s thoughtweft began to extend not just among their own kind, but to the forest’s other denizens as well.
Tampering Trickster 1GG
Creature — Gremlin (c)
As long as Tampering Trickster is operating a vehicle, the operated vehicle can’t attack.
3G: Attach Tampering Trickster to target vehicle.
2/2
Tanglekeeper 2G
Creature — Plant Warrior (u)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Tanglekeeper blocks an artifact creature or vehicle, it gets +2/+2 until end turn.
2/2
Thoughtweft Awakener 2GG
Creature — Kithkin Warrior (r)
Vigilance
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Thoughtweft Awakener deals combat damage to an opponent, untap all creatures you control.
2/3
Verdic Branchbender 2GG
Creature — Plant Warrior (u)
Reach
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
3/3
Vow of the Bloomchild G
Enchantment — Aura (c)
Enchant creature
Whenever enchanted creature deals combat damage to an artifact, put a +1/+1 counter on it.
Wildsboon Wurm 5GG
Creature — Wurm (c)
1G: Regenerate target creature as long as it’s not operating a vehicle. flavor
7/4
Wilshire Disciple 1G
Creature — Kithkin Shaman (c)
Creatures you control have trample as long as they aren’t operating a vehicle. The Kithkin banded alongside Felhaust, who used their ancestral thoughtweft to convey one truth over all others: all that is unnatural must be shunned. Those who listened did so with conviction.
2/1
Wilshire Outrider 3G
Creature — Kithkin Warrior (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Wilshire Outrider gets +2/+2 and has vigilance if there is a card named Wilshire Outrider in a graveyard.
2/3
Accursed Gears WB
Enchantment — Aura (c)
Enchant artifact
Whenever enchanted artifact taps or untaps, its controller loses 1 life and you gain 1 life.
Adaptive Stockward 1WU
Creature — Drone (u)
1W, Q: Adaptive Stockward gets +0/+2 until end of turn.
1U, T: Adaptive Stockward gains protection from sorceries and from instants until end of turn (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything sorceries and from instants until end of turn.).
2/3
Advanced Training 4RW
Enchantment (r)
Creatures you control have double strike (This creature deals both first-strike and regular combat damage.).
Afficticious Rest 2WB
Enchantment (r)
1WB: Put target creature card in a graveyard into play under your control. You lose life equal to its power and gain life equal to its toughness.
Austerulous Drone 4WU
Creature — Drone (r)
Flying
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Other creatures you control have reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.).
3/5
Auturgic Fancy XYWU
Instant (r)
Tap X target permanents.
Untap Y target permanents.
Draw a card.
Belladonna Broth 1BG
Sorcery (c)
You may pay an additional 1BG as you play Belladonna Broth. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Target creature gets +2/+2 until end of turn and another target creature gets -2/-2 until end of turn.
Bloodbond Treefolk 4BG
Creature — Treefolk Rogue (r)
Whenever a creature spell is played, each player returns all cards with the same name as that spell from his or her graveyard to play.
6/4
Boltfeaster Gremlin RG
Creature — Gremlin (c)
RG, Sacrifice Boltfeaster Gremlin: Target player sacrifices an artifact. “No matter how many traps we set, runes we inscribe or seams we seal, the vermin continue to thrive within our gilded ships. It is a disgrace and one I’ve made my life’s pursuit to shed.” -Pulzun, engineer of the Goldtusk sect
2/2
Bond of Fellowship 4RG
Enchantment (u)
Whenever a creature operating a vehicle you control is put into a graveyard from play, you may put a creature card that shares a color with that creature into play.
Breath of Reflection GW
Enchantment (r)
Other players can’t play spells or abilities during your turn. “I spent one particularly dangerous season hiding from Arkwright constables at a Sophron monastery. I never could get used to their pacifist sermons, or their food, but I doubt I’ve ever known calm as I did then.” -Wythwyn
Brilliance of Force 1RW
Instant (u)
Until end of turn, whenever a source you control deals damage, you gain that much life. Dwarven spirituality is rooted in the forge, its glowing warmth the source of all creation, destruction, and most importantly - all inspiration for war.
Capreolated Behemoth 8GU
Creature — Anemone Mutant (r)
Whenever Capreolated Behemoth becomes the target of a spell or ability, put a +1/+1 counter on it and draw a card.
6/10
Caprice 4BR
Creature — Elemental (r)
First strike
Caprice gets -4/-4 if any other player has more life than you.
7/7
Chavish Nullifier 3UB
Creature — Bird Wizard (u)
Flying
1UB, Shuffle a card from your hand into your library: Target creature blocking or blocked by Chavish Nullifier gets -2/-0 or -0/-2 until end of turn.
2/3
Clastkeep Commander 1RW
Creature — Dwarf Soldier (u)
Dwarves you control have first strike (This creature deals combat damage before creatures without first strike.).
RW, T, Sacrifice a land: Put two 1/1 red and white Dwarf Soldier creature tokens into play.
2/2
Clog of Vines GW
Enchantment — Aura (c)
Enchant vehicle
Enchanted vehicle can’t attack or block.
Whenever enchanted vehicle’s operate ability is played, gain 3 life.
Conciliabule 2UB
Enchantment (r)
Players can’t search libraries. Once a month, when the pale sliver moon rests low on the horizon, the Observers meet to discuss all that they have seen of the other races and how to use this insight to keep their own plans in motion.
Covetous Plucking 1UB
Instant (r)
Until end of turn, you may play cards in target player’s graveyard as though they were in your hand. “The Chavish Observers may think they serve some lofty purpose, but they’re still as attracted to shiny objects in the gutter as their primitive cousins.” -Guilford
Dawnwort Fumes WU
Instant (u)
You may pay an additional 2WU as you play Dawnwort Fumes. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Counter target spell unless its controller pays 2.
Deartunate 5WB
Sorcery (r)
Destroy each nonland permanent with a converted mana cost 4 or less. “Legend speaks of a day when the mighty will rise above the meek to inherit Archatmos. I fear that with their machines and furnaces using up all this world holds dear, that day has come for Arkwright.” -Merthyr, Heathspinner elder
Decutient Crushing RG
Instant (c)
Destroy target artifact if any of its activated abilities were played this turn. flavor
Dream of Progress 2GU
Sorcery (u)
Target creature becomes 3/3 and gains shroud (This permanent can’t be the target of spells or abilities.) until end of turn.
Draw a card.
Ectomund Burst 2WB
Sorcery (u)
You may pay an additional 2WB as you play Ectomund Burst. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Destroy target permanent.
Eldritch Directive 2UR
Enchantment (r)
You choose the targets of each spell and ability. flavor
Emberstalk Lancing RW
Instant (c)
You may pay an additional 1RW as you play Emberstalk Lancing. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Emberstalk Lancing deals 3 damage to target attacking or blocking creature.
Findible Mind UB
Sorcery (u)
Search target library for a card and remove it from the game. Shuffle that library afterward.
Frannion Enforcer 3BR
Creature — Boar Mercenary (c)
Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
Vanquish BR (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
4/3
Frogling Dreamcrafter 1GU
Creature — Frog Wizard (r)
T: Target creature becomes a 3/3 Frog until end of turn. “I dream of a world where my kind is appreciated and understood. Where that understanding can allow my people to stand with our equals instead of beneath where so many would keep us. Let me show you my dream ...”
2/3
Gillydowns Warden 1GU
Creature — Frog Wizard (c)
GU: Counter target spell if it targets a creature you control. A race trod upon and mocked for as long as history was recorded, the froglings of Gillydowns were adept at deflecting the worst the other races could throw at them.
1/3
Gillyhide Ploving 1GU
Sorcery (c)
You may pay an additional 3GU as you play Gillyhide Ploving. If you do, concoct up to 3 cards with total converted mana cost four or less. (Search your library for up to three cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Put target land on top of its owner’s library.
Gleimous Mechanic 2GU
Creature — Frog Wizard (u)
Vehicles you control have shroud (This permanent can’t be the target of spells or abilities.). flavor
3/4
Goblin Archigrapher 1UR
Creature — Goblin Wizard (c)
Whenever you concoct a spell, choose one — Goblin Archigrapher deals 1 damage to target creature or scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) Shrugging off the organized research of their human counterparts, the goblin archigraphers followed their every academic whim. Whether to brilliance or oblivion was anyone’s guess.
1/3
Goretusk Commander 4BR
Creature — Boar Warrior Mercenary (r)
Creatures you control have vanquish 2 (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.). When the Vedalken need expendable forces prone to violence and their expensive drones are deemed too precious to risk, they call upon the Frannion Caste. Dedicated only to money and inflicting pain, the boar-men are the ultimate pawn of war.
6/3
Guardian of Futures 2UB
Creature — Bird Wizard (r)
Flying
At the beginning of your upkeep, if there are no cards in your library, you may shuffle your graveyard into your library.
2/4
Heady Brew 1BR
Sorcery (c)
You may pay an additional 1BR as you play Heady Brew. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Each player sacrifices a permanent.
Helctic Awe 3WU
Enchantment (r)
All creatures are 1/1. flavor
Hexberry Haze UR
Instant (c)
You may pay an additional 2UR as you play Hexberry Haze. If you do, concoct up to 3 cards with total converted mana cost five or less. (Search your library for up to three cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Switch target creature’s power and toughness until end of turn.
Impulsive Command 2UR
Instant (r)
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent comes into play under your control.)
Ironfaith Monk 3GW
Creature — Turtle Monk (r)
Defender
Damage is dealt to Ironfaith Monk in the form of +1/+1 counters.
T, Remove any number of +1/+1 counters from Ironfaith Monk: Gain 2 life for each counter removed this way.
3/7
Kor Revivalist 3WB
Creature — Kor Cleric (u)
At the beginning of your upkeep, return to play target creature card in your graveyard if it shares a name with a creature you control.
2/2
Lifestealer Ooze 2BG
Creature — Ooze (r)
Lifestealer Ooze comes into play with a +1/+1 counter on it for each creature card and land card in your graveyard.
BG, Remove a +1/+1 counter from Lifestealer Ooze: Target creature gets -1/-1 and Lifestealer Ooze gets +1/+1 until end of turn.
0/0
Lodekeep Dwarves RW
Creature — Dwarf Soldier (c)
Vanquish— Sacrifice a land (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
2/2
Lumindust Daze GW
Instant (u)
You may pay an additional 2GW as you play Lumindust Daze. If you do, concoct a card with a converted mana cost of five or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Prevent all combat damage that would be dealt this turn.
Master of Beryllforge 2RW
Creature — Dwarf Soldier (r)
Whenever a creature you control blocks or becomes blocked, you may have it deal damage equal to its power to target attacking or blocking creature.
3/2
Megantereon 2GW
Creature — Cat (r)
Flash
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
4/4
Mirrorhull Maneuver 3RW
Instant (r)
The next time a source of your choice would deal damage this turn, that damage is dealt to that source’s controller instead.
Draw a card.
Nightglory Warping 1UB
Sorcery (c)
You may pay an additional 1UB as you play Nightglory Warping. If you do, concoct up to 2 cards with total converted mana cost four or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Put the top three cards of target library into their owner’s graveyard.
Punishment of Defiance 1RG
Enchantment (r)
Whenever a creature you control becomes blocked, put a +1/+1 counter on it at end of combat. As the Grovechildren experienced sentience and free will for the first time, the first emotion they felt was anger. Anger that nature had been exploited and anger that any dared stand against them in the fight for Gaea’s honor.
Rageweaver Wurm 8RG
Creature — Wurm (r)
At end of turn, tap Rageweaver Wurm unless it attacked this turn. flavor
9/5
Rewire 1UR
Instant (u)
Change the target of target spell with a single target. “Spells are like any machine, a bunch of small parts to fiddle with and when it won’t do what you want it to, you can shake it until it does.” -Judodge
Rigorous Drone 4WU
Creature — Drone (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
5/4
Scathefire 3BR
Sorcery (r)
Choose a number. Destroy each vehicle and each creature with power and/or toughness equal to the chosen number.
Sedgewood Undertaker 4BG
Creature — Treefolk Shaman (c)
Creatures you control have feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.). Arkwright’s waste polluting their roots and minds, Sedgewood’s treefolk became withdrawn, bitter and hostile. And their undying hatred for the other mortal races kept them alive when they ought to have succumbed to death and disease.
2/4
Shaman of the Leyline 1RG
Creature — Human Shaman (r)
Whenever you concoct a spell, you may add RG to your mana pool. flavor
3/2
Simplify Machinery WU
Instant (c)
Target artifact loses all abilities until end of turn.
Draw a card. “I know that the Loxodon consider their machines works of art, but this is ridiculous.” -Childeric
Skyrunner Plunderer 1WB
Creature — Kor Rogue (c)
Lifelink
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
2/2
Snorting Brigandier 1BR
Creature — Boar Berserker Mercenary (u)
Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
Whenever Snorting Brigandier deals combat damage to a creature, you gain that much life.
2/2
Sophronic Mediator 2GW
Creature — Turtle Cleric (c)
Other creatures you control get +0/+2. In the years prior to Arkwright’s rise to power, cities and tribes turned to the ancient wisdom of the turtle-monks for guidance. A single word from a Sophron monk could avert war. Now the word of the monks falls on deaf ears.
2/4
Spellslinger Voyager 2UR
Creature — Goblin Rogue (u)
Whenever you concoct a spell, Spellslinger Voyager gets +1/+0 and is unblockable until end of turn. Though often ridiculed and trod upon by high-minded races, the goblins of Sudlund find solace in their rare moments of spellcasting ecstasy.
2/3
Spill Out BR
Instant (u)
Unattach all creatures from target vehicle you don’t control. Spill Out deals 1 damage to each creature unattached this way. “Frannion war-machine tactics are limited to divesting the machine of its crew for a quick slaughter. Crude, but effective.”
Stoneheart Blend RG
Sorcery (u)
You may pay an additional 2RG as you play Stoneheart Blend. If you do, concoct up to 2 cards with total converted mana cost four or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Creatures you control get +2/+0 and gain trample until end of turn.
Studious Pilgrim 1GW
Creature — Human Monk (u)
Defender
Shroud Few humans ever reach the pinnacle of serenity and composure of the Sophronic Order, but that has yet to discourage many from attempting the spiritual feat.
0/5
Tenacious Observer 2UB
Creature — Bird Rogue (c)
Flying
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
2/2
Twisted Elderbough 3BG
Creature — Treefolk Rogue (u)
Trample
Twisted Elderbough’s power is equal to three plus the number of cards named Twisted Elderbough in all graveyards.
3+*/3
Unlawful Desarcination 2BG
Sorcery (u)
Return target creature card in your graveyard to play with a +1/+1 counter on it for each other card in your graveyard that shares a name with it.
Vagaries of Fate 2UR
Sorcery (r)
Reveal the cards in your library. An opponent chooses from among them two sorcery cards with different names and two instant cards with different names. You put the chosen cards into your hand. Then shuffle your library.
Vorsch 1GU
Legendary Creature — Frog Warrior (r)
Creatures operating vehicles you control can’t be the targets of spells or abilities an opponent controls.
Whenever Vorsch or a vehicle it’s operating deals combat damage to an opponent, untap all creatures and vehicles you control.
2/3
Vulturous Feast 1BG
Enchantment (r)
Whenever a card is put into an opponent’s graveyard from anywhere, put a +1/+1 counter on target creature you control.
Wythwyn 3WB
Legendary Creature — Kor Rogue (r)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
If Wythwyn is operating a vehicle, that vehicle gets +1/+1 and has vigilance, lifelink and feign.
3/3
Aeroqueen Eternal 3
Legendary Artifact — Vehicle (r)
Flying
Whenever Aeroqueen Eternal becomes blocked, put a +1/+1 counter on it for each creature operating it.
1, Remove a +1/+1 counter from Aeroqueen Eternal: Aeroqueen Eternal deals 2 damage to target creature blocking or blocked by it this turn.
Operate 3
5/5
Alchemist's Workshop 6
Artifact (r)
Whenever you play a sorcery spell, you may pay an additional 5. If you do, concoct a card with a converted mana cost three or less. (Search your library for a card that shares a color and type with that sorcery, remove it from the game, and add its effects to the sorcery spell. Then shuffle your library.)
Antipode Launcher 2
Artifact — Equipment (c)
Equipped creature has “T: Put a steam counter on Antipode Launcher.” and “T, Remove a steam counter from Antipode Launcher: Antipode Launcher deals 2 damage to target creature, player or vehicle.”
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Arkwright Mistreaver 3
Artifact — Vehicle (u)
Flying
Spells that target Arkwright Mistreaver or creatures operating it cost 2 more to play.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/4
Autogyro 1
Artifact — Vehicle (c)
Flying; Vigilance
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
2/2
Bloodletter's Blade 1
Artifact — Equipment (u)
Equipped creature has vanquish 2.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Bomani Thresher 1
Artifact — Vehicle (c)
Forestwalk
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Brass Rotoripper 2
Artifact — Equipment (r)
2: Brass Rotoripper deals 1 damage to target creature equipped creature dealt damage to this turn.
Equip 1
Brutal Landfortress 3
Artifact — Vehicle (u)
Only creatures with power 4 or greater can operate Brutal Landfortress.
Operate 1 (1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
6/6
Charred Athanor 3
Artifact (u)
Charred Athanor comes into play tapped.
T: Add R to your mana pool.
T: Add B or G to your mana pool and Charred Athanor deals 1 damage to you.
Chromatic Gadget 1
Artifact (c)
1, T, Sacrifice Chromatic Gadget: Add one mana of any color to your mana pool. Draw a card. flavor
Chronophilic Bangle 3
Artifact — Equipment (r)
Whenever Chronophilic Bangle becomes attached to a creature, choose a color. The equipped creature has protection from the chosen color.
3: Attach Chronophilic Bangle to target creature.
Equip 1
Clastkeep Moledrill 1
Artifact — Vehicle (c)
Mountainwalk
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Cloak of Bloodlines 3
Artifact — Equipment (c)
Equipped creature gets +1/+1 for each creature card that shares a name with it in a graveyard.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)
Cloudship Titan 3
Artifact — Vehicle (u)
Flying
Operate 4 (4: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
6/5
Cracklebomb Catapult 4
Artifact — Equipment (r)
T: Equipped creature deals 3 damage to target creature or vehicle.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Detonite Tank 2
Artifact — Vehicle (u)
Vanquish 0 (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
Operate 1 (1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
2/3
Forcepooler 2
Artifact — Vehicle (r)
Forcepooler’s power is equal to the total combined power of creatures operating it.
Operate 3 (3: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
*/5
Frannion Warclub 2
Artifact — Equipment (c)
Equipped creature has frenzy 2.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Frannion Wartrawl 2
Artifact — Vehicle (c)
Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
2/4
Gigametric Goggles 5
Artifact (r)
When Gigametric Goggles comes into play, choose flying (This creature can’t be blocked except by creatures with flying or reach.), first strike (This creature deals combat damage before creatures without first strike.), trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.), haste (This creature can attack and T as soon as it comes under your control.), or fear (This creature can’t be blocked except by artifact creatures and/or black creatures.).
Whenever a creature or vehicle with the chosen ability comes into play, draw a card.
Gilded Athanor 3
Artifact (u)
Gilded Athanor comes into play tapped.
T: Add W to your mana pool.
T: Add G or U to your mana pool and Gilded Athanor deals 1 damage to you.
Goblin Aurogyro 1
Artifact — Vehicle (c)
Flying
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/1
Golden Velocipede 1
Artifact — Vehicle (c)
Plainswalk
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Goldpress Infiltrator 1
Artifact — Vehicle (c)
Swampwalk
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Gyroscopic Battlesuit 2
Artifact — Equipment (c)
Equipped creature gets +3/+3 and can’t operate vehicles.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
Healer's Vessel 2
Artifact — Vehicle (u)
Creatures operating Healer’s Vessel have “T: Prevent the next 2 damage that would be dealt to target creature or player this turn.”
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
2/5
Heathspinner Barge 2
Artifact — Vehicle (r)
Operate abilities cost you 1 less to play for each creature operating Heathspinner Barge.
Operate 4 (4: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/6
Imperial Dreadstar 5
Legendary Artifact — Vehicle (r)
First strike
Sacrifice a creature operating Imperial Dreadstar: Imperial Dreadstar deals damage equal to the sacrificed creature’s power to target creature or player.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
7/4
Inkswell Interceptor 1
Artifact — Vehicle (c)
Islandwalk
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Ironclad Titan 4
Artifact — Vehicle (u)
Trample
Operate 3 (3: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
8/5
Loxodon Zepplin 3
Artifact — Vehicle (u)
Flying
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
4/4
Magnetotopic Bracers 2
Artifact — Equipment (u)
Whenever equipped creature attacks, tap up to two target artifacts.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)
Mindbrew Vellicle 5
Artifact (r)
Whenever a card would be put into your graveyard from anywhere, put a steam counter on Mindbrew Vellicle.
Remove ten steam counters from Mindbrew Vellicle: Search target library for up to seven cards and remove them from the game. Shuffle that library afterwards.
Mirrorhull Raider 3
Artifact — Vehicle (u)
Shroud
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
5/4
Neuroduct Transport 2
Artifact — Vehicle (r)
Neuroduct Transport has all abilities of creatures operating it.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
1/6
Novagraph 3
Artifact (u)
At the beginning of your upkeep, look at the top two cards of your library and put them back in any order.
4: Shuffle your library.
Panzernaut 2
Artifact — Vehicle (u)
Panzernaut must attack each turn, if able.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
5/3
Pod of Inspiration 4
Artifact — Vehicle (r)
Creatures attached to Pod of Inspiration have “T: Draw a card.”
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/5
Prized Athanor 3
Artifact (u)
Prized Athanor comes into play tapped.
T: Add U to your mana pool.
T: Add W or B to your mana pool and Prized Athanor deals 1 damage to you.
Psychogenic Probe 2
Artifact (r)
Whenever a spell or ability causes a player to shuffle his or her library, Psychogenic Probe deals 2 damage to him or her. flavor
Razorwing Skyship 2
Artifact — Vehicle (u)
Flying; First strike
Operate 3 (3: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/2
Reavernaut 2
Artifact — Vehicle (u)
Deathtouch
Operate 1 (1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/2
Rusted Athanor 3
Artifact (u)
Rusted Athanor comes into play tapped.
T: Add G to your mana pool.
T: Add R or W to your mana pool and Rusted Athanor deals 1 damage to you.
Schismic Minimizer 4
Artifact (u)
You may choose not to untap Schismic Minimizer during your untap step.
4, T: Target creature becomes 0/1 as long as Schismic Minimizer is tapped.
Scrapheap 3
Artifact (r)
Whenever an artifact or enchantment is put into your graveyard from play, you gain 1 life. flavor
Seigescathe Cannon 3
Artifact — Vehicle (r)
T: Seigescathe Cannon deals 3 damage to target creature or player. Play this ability only if Seigescathe Cannon is operated by two or more creatures.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
4/5
Sigil of Prebition 2
Artifact (r)
Spells that share a mana cost with the last spell played cost you 1 less to play. flavor
Skyship Evermind 5
Legendary Artifact — Vehicle (r)
Flying; Trample
Whenever Skyship Evermind deals combat damage to an opponent, draw a card for each 1 damage dealt this way this turn.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
6/5
Spineshell 1
Artifact — Vehicle (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/4
Steamcruiser 3
Artifact — Vehicle (c)
Operate 1 (1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/5
Steamkite 1
Artifact — Equipment (u)
Equipped creature has flying.
2: Equipped creature gets +1/+0 until end of turn.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Steamwork Engine 4
Artifact (c)
2, T: Add 1 to your mana pool for each steam counter on Steamwork Engine, then put a steam counter on Steamwork Engine. flavor
Sudlund Robes 1
Artifact — Equipment (u)
Whenever you concoct a spell, equipped creature gets +1/+1 and gains flying until end of turn.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
Sullied Athanor 3
Artifact (u)
Sullied Athanor comes into play tapped.
T: Add B to your mana pool.
T: Add U or R to your mana pool and Sullied Athanor deals 1 damage to you.
Sunskiff 2
Artifact — Vehicle (u)
Sunskiff can’t be blocked except by Vehicles.
Operate 3 (3: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
4/3
Teliferous Gunship 3
Artifact — Vehicle (r)
Flying
Creatures operating Teliferous Gunship have “T: Teliferous Gunship deals 1 damage to target creature.”
Operate 3 (3: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
6/6
Throne of the Ravens 3
Artifact (u)
2, T, Shuffle a card in your hand into your library: Draw a card. flavor
Transavus 2
Artifact — Vehicle (c)
Transavus gets +1/+1 for each creature operating it.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Transmogrifying Armor 2
Artifact — Equipment (u)
Equipped creature is 3/3.
4: Attach Transmogrifying Armor to target creature.
Equip 2
Zyresic Chariot 2
Artifact — Vehicle (c)
First strike
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
4/2
Adnascentia Roothold
Legendary Land (r)
T: Add G to your mana pool.
2G, T: Put target card from your graveyard on the bottom of your library. flavor
Alsace Gildspire
Legendary Land (r)
T: Add W to your mana pool.
2W, T: Attacking or blocking creatures and vehicles you control get +1/+2 until end of turn. flavor
Antipodal Workshop
Land (r)
T: Add 1 to your mana pool.
3, T: Put a steam counter on target artifact.
4, Remove a steam counter from an artifact you control: That artifact deals 2 damage to target creature or player.
Arkwright Aerodome
Legendary Land (r)
T: Add U to your mana pool.
2U, T: Creatures and vehicles you control gain flying (This creature can’t be blocked except by creatures with flying or reach.) until end of turn. flavor
Arkwright Factory
Land (r)
1, Q: Add 2 to your mana pool.
2: Arkwright Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It’s still a land.
T: All Assembly-Workers get +1/+1 until end of turn.
Boilplove Refuge
Land (r)
T: Add 1 to your mana pool.
3, T: Put a steam counter on target artifact.
2, Remove a steam counter from an artifact you control: Untap that artifact.
Clastkeep Slagcairn
Legendary Land (r)
T: Add R to your mana pool.
2R, T: Clastkeep Slagcairn deals 1 damage to target creature or player for each artifact card and land card put into a graveyard from play this turn.
Crypt of the Observers
Land — Swamp (c)
Crypt of the Observers comes into play tapped with a harvest counter on it.
Crypt of the Observers doesn’t untap during your untap step if it has a harvest counter on it.
B, Remove a harvest counter from Crypt of the Observers: Target creature gets -1/-1 until end of turn.
Drazel Gallwaste
Legendary Land (r)
T: Add B to your mana pool.
2B, T: Until end of turn, whenever a permanent is tapped for mana, it produces B instead of its normal type and amount.
Garden of the Observers
Land — Forest (c)
Garden of the Observers comes into play tapped with a harvest counter on it.
Garden of the Observers doesn’t untap during your untap step if it has a harvest counter on it.
G, Remove a harvest counter from Garden of the Observers: Regenerate target creature.
Halatinous Swellhollow
Land (c)
Halatinous Swellhollow comes into play tapped.
T: Add U or B to your mana pool and Halatinous Swellhollow deals 1 damage to you.
Whenever you’re dealt damage, you may pay 4. If you do, each opponent discards a card.
Ichorescent Wastes
Land (u)
2, Q: Add B or G to your mana pool.
At the beginning of your upkeep, you may tap Ichorescent Wastes.
Isle of the Observers
Land — Island (c)
Isle of the Observers comes into play tapped with a harvest counter on it.
Isle of the Observers doesn’t untap during your untap step if it has a harvest counter on it.
U, Remove a harvest counter from Isle of the Observers: Counter target spell unless its controller pays 1.
Loxodon Gildscape
Land (r)
T: Add 1 to your mana pool. If this mana is spent on a vehicle spell, that vehicle comes into play with a +1/+1 counter on it.
Maleolent Pit
Land (c)
Maleolent Pit comes into play tapped.
T: Add B or R to your mana pool and Maleolent Pit deals 1 damage to you.
Whenever you’re dealt damage, you may pay 4. If you do, destroy target tapped nonbasic land.
Meadow of the Observers
Land — Plains (c)
Meadow of the Observers comes into play tapped with a harvest counter on it.
Meadow of the Observers doesn’t untap during your untap step if it has a harvest counter on it.
W, Remove a harvest counter from Meadow of the Observers: Untap target creature or vehicle. It gets +1/+1 until end of turn.
Mowburnt Grove
Land (c)
Mowburnt Grove comes into play tapped.
T: Add R or G to your mana pool and Mowburnt Grove deals 1 damage to you.
Whenever you’re dealt damage, you may pay 4. If you do, Mowburnt Grove deals 1 damage to target creature.
Peak of the Observers
Land — Mountain (c)
Peak of the Observers comes into play tapped with a harvest counter on it.
Peak of the Observers doesn’t untap during your untap step if it has a harvest counter on it.
R, Remove a harvest counter from Peak of the Observers: Target player sacrifices an artifact.
Perantique Temple
Land (c)
Perantique Temple comes into play tapped.
T: Add G or W to your mana pool and Perantique Temple deals 1 damage to you.
Whenever you’re dealt damage, you may pay 4. If you do, creatures you control get +1/+1 until end of turn.
Phalerated Hall
Land (c)
Phalerated Hall comes into play tapped.
T: Add W or U to your mana pool and Phalerated Hall deals 1 damage to you.
Whenever you’re dealt damage, you may pay 4. If you do, draw a card.
Razorclaw Foundry
Land (r)
T: Add 1 to your mana pool.
5, T: Put a 2/3 Pincer artifact creature token into play. flavor
Rogalian Forge
Land (u)
2, Q: Add R or W to your mana pool.
At the beginning of your upkeep, you may tap Rogalian Forge.
Sparsile Villa
Land (u)
2, Q: Add W or B to your mana pool.
At the beginning of your upkeep, you may tap Sparsile Villa.
Steamwork Citadel
Land (r)
1, T: Add 1 to your mana pool for each steam counter on artifacts you control.
3, T: Put a steam counter on target artifact.
Tower of the Magistrate
Land (r)
T: Add 1 to your mana pool.
1, T: Target creature gains protection from artifacts until end of turn (This permanent can’t be blocked, targeted, dealt damage, or enchanted by anything artifacts until end of turn.). flavor
Tropaen Pharos
Land (u)
2, Q: Add U or R to your mana pool.
At the beginning of your upkeep, you may tap Tropaen Pharos.
Ulvose Thicket
Land (u)
2, Q: Add G or U to your mana pool.
At the beginning of your upkeep, you may tap Ulvose Thicket.
http://forums.mtgsalvation.com/showthread.php?t=96610
It seems to me like your cards are split cards with one side being a triple command, instead of a double.
I would agree that Cord of Calling, or Tinker are not anything like what we are taking about. I was just hopping that Cord would show you that simply getting a card and playing it for free could be a card all to itself. Imagine if Merchant Scroll was a XU instant card that let you get a spell that cost X and play it for free, how much more powerful would it be? Your card lets you get 2 spells if you want, AND has another effect. That is all I am trying to point out.
The number of cards your can get off of it is immaterial, it only takes one powerful card to imbalance it. I have more or less already started all really good cards I could think of off the top of my head you can get off of it. If your not worried by someone getting their own mini Violent Ultimatum(one spell countered, two creatures path'ed) then I have nothing more I can really say on the subject.
But, it does seem like you really like the effect and think its very cool. And I would agree with you. Just imaging that I might get to play with a control card like Dawnwort Fumes in a control deck makes me :D.
I used to love making hard core control Draw, Go decks, which I can't any more because wizards is making creatures more powerful and spells weaker (especially instant draw and conterspells). Just getting two telling times off of your spell would make it an instant speed draw spell, and makes Draw, Go decks playable again. (I could basicly run 8 cryptic commands!)
So, while the cardmaker in me thinks its too powerful and unfun for the less experienced players to play against, the experience player in me would LOVE to see it printed.
If you think its fun and cool, then you should not listen to me, because quite frankly, I think you're right, it is fun and cool for players like me.
And I don't disagree at all. I'm simply hopeful that the number of restrictions on the mechanic (the cost to play concoct, using sub-optimal cards to chain better ones, the limit on how many spells you can fetch, the cap on how expensive the fetched cards can be, the limit to either sorcery or instant, the requirement that the fetched cards need to at least share a color with the original spell) keep it from having a warped power level. Searching the library is very potent, as far as mechanics go the Rebel one proves as much (actually, this is a lot like the spell version of that, so the comparison might be apt).
Clearly, the mechanic has a lot of power. A single small spell can, for the investment of more mana and a card or two, function as a customizable mini-Ultimatum. Countering a spell, putting a creature on top of a library and gaining 5 life. Forcing a discard, draining 2 life and making the opponent sacrifice a creature. Making a token, destroying an artifact and putting a few +1/+1 counters on a creature. They're all realistic with the ability, but hopefully not so cheap and effortless as to be unappealing. I think this is one of those cases where WotC would just cost it on the cautious side, restrict the two numbers as much as practcally possible and then just see where it goes.
Not only am I not worried, I'm a little excited.
I mean, if you're going to invest a few cards and pay borderline-Ultimatum costs (in a set not nearly as bountiful with accel and fixing as Shards), why not get what you're looking for? Tutoring is powerful, but tutoring with several restrictions and a comparable mana cost is slightly less worrying. I'd say Rebels had it easier. Concoct very rarely costs only generic mana (and that more complex mana cost is its own form of restriction since 6 to get another creature is easier than 2WWUU to tack on a spell), restricts you on color and type (Rebels often restricted you to creatures but I think you'll agree that all things being equal, a creature is more likely to do more for you than another spell), in some cases gives you far fewer options on when you can play the spell and concoct (half of the spells with concoct are sorceries), etc.
That was actually a goal of mine. But creating a slower environment where creatures are slightly deemphasized in favor of spells and artifacts, I was hoping to allow other strategies to flourish. One of which is Draw-Go. Combo is another. The only real aggro strategy I'm trying to encourage is some form of vehicle tech, though creatures are still capable on their own (just slower and not as aggressively efficient as in recent years). I'm just trying to give the edge to the card types that haven't gotten a lot of spotlight in the past few years.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Anyway, the thing is that wizards has really WANTED to nerf 'unfun' strategies like Counter and LD.
I know back when I stared the "Should Counterspell be reprinted in 11th?" I felt that it should. But after thinking about it long and hard I have come to the realization that unfun strategies ARE really bad for the game. For some reason, unfathomable to me, its, apparently, much more fun to have your guy terrored than get it remove soul'ed.
I love stasis, but most players feel it was the worst/stupidest card ever printed. It just comes down to your own philosophy on the game. Should cards like counterspell or sinkhole be reprinted? Probably not if you want more players to start and continue playing the game, but for the short term I would love to see them in 11th. That card you have there is cool, but it's not the direction that Wizards wants to take magic ATM.
But now its just a debate on the philosophy of what Magic 'should be.' Its your set, so it 'should be' what you think is fun. (especially if your planning on printing this sucker out and drafting with it, like I did with one of the smaller sets I made. May I recommend that course of action? SOO FUN!;) )
I'm simply not encouraging straight-creature strategies and am instead encouraging strategies that use vehicles instead. Creatures that give bonuses to vehicles they ride in, drawbacks on creatures for not operating vehicles, abilities that can only be used while operating a vehicle, etc. Most of the efficient creatures are decidedly more defensive in nature or are otherwise the sorts of creature's you're not likely to attack aggressively with.
The world of Archatmos uses these machines for most of their major warfare, I felt that should be reflected in the sorts of combat-based strategies using the set.
Note that cards like the above are nowhere near what's in the set. The full compliment of counters available in the set amount to the Fumes, Squelch, Override, a weaker repeat of Annul, a creature that can spend mana to counter a spell if it targets a creature you control, a blue/red Commandeer variant and these cards:
Isle of the Observers
Land - Island [C]
Isle of the Observers comes into play tapped with a harvest counter on it.
Isle of the Observers doesn’t untap during your untap step if it has a harvest counter on it.
U, Remove a harvest counter from Isle of the Observers: Counter target spell unless its controller pays 1.
Cuttleshell Collapse 2UU
Instant [U]
Concoct 2U — 2 4 (Search your library for up to two cards that share a color and type with this card and with a total converted mana cost of four or less. Remove those cards from the game and add their effects to this spell. Shuffle your library afterwards.)
Counter target spell.
Falsify 3UU
Instant [R]
Counter target spell. If it’s countered this way, you may search your library for up to four cards with the same name as that spell and put them into your hand. If you do, shuffle your library.
Forgotten Pasts 2UUU
Enchantment [R]
Whenever a player plays a spell, counter it if there’s a card with the same name in that player’s graveyard.
So it's not quite Tempest-era Draw-Go powered counters. Most of them are restricted in targets or have drawbacks. The only real hard counters are Falsify (the flavor of which is so science-meets-Magic that I love it) and Cuttleshell Collapse (which, unless you pay 4UUU is just a 4-cost counter). There's certainly nothing on par with Counterspell or Forbid.
Land destruction fares even worse. There's really only Befoul and a red LD spell with concoct for 2RR. As well as a few large, red creatures that can destroy lands only if certain conditions are met (one is an odd sabateur with the only red instance of Reprisal and the other can destroy a few lands at once, but only if you remove exactly three copies of itself from the graveyard (it has an ability to aid in that, though)) and a land that can destroy a tapped nonbasic, but only if you pay mana and are dealt damage.
I think there's a balance between interactive, 'fun' control strategies and the 'unfun' ones. I don't know if I found it, but I tried.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
As far as I have been able to tell there are only two things that really matter in magic: Card advantage and that last point of life.
But that strategy is anti-card advantage. Now I can let all of your vehicles resolve, but I only have to counter your creatures. You cards need a 2 to work, I only need one spell to stop you. (and only one removal spell too)
Creature based strategies only work when they can remove the last point of life before the control decks card advantage comes online. They have to be faster then the control decks card advantage engine (whatever that engine happens to be)
Equipment are slow because you have to play them, and then equip them, so only the really cheep/busted ones see play.
Now, I guess your looking for people to make 'midrange' creature decks with your set, with makes a lot of sense with the equipment strategy. But, traditionally, midrange is made to beat agro, and loses to control. So, if there is no agro decks in the formate, the control decks will win out.
I maybe a fan boy, but
I really think that Wizards is finding it in the last few sets. Mulldrifters and Rhox Warmonk. They have been slowly nerfing couterspells even more. http://ww2.wizards.com/gatherer/index.aspx?term=counter&Field_Name=on&Field_Rules=on&Field_Type=on&setfilter=Shards%20of%20Alara%20Block&typefilter=Instants
I think they want to slow down the formate enough so that big spells can be played, but they also need to cut back on counters. No point in ramping the mana up to cast an Ultimatum just to have it mana leaked.
Also, while the counterspell nerfing might be a good idea, I am scared of what they might be doing to draw....
http://ww2.wizards.com/gatherer/index.aspx?term=draw&Field_Name=on&Field_Rules=on&Field_Type=on&setfilter=Shards%20of%20Alara%20Block&colorfilter=Blue&typefilter=Sorceries
That scares me to what might happen.....
'''''''''''''''''''''''''''''''''''''''''''
Edit:
I thought about this card all weekend and still do not know what to make of it. Having a counterspell on a Island is incredibly powerful because it does not take up slots in your deck, but I do this this one is about as balanced as you could make such a card. It will really slow them down if you ahve this card out with the constant threat of a force spike, but it will also cost YOU a land drop if they start to play around it.
course, slowing the faster deck down is exactly what a control deck needs to do, and it itself does not really care about be slowed down. Does that make it useful card or a over powered card? I would not know just by looking at it,(to thinking about it for a weekend) I would have to play test it to find out.
So, right now, it seems good to me.
I am still not a big fan of being able to get two cards off of Concoct, but this card is much more balanced than the other one.
I like it.
This one I do not like. Its too expensive if they do not have any cards you do, which makes it a SB card, but if they do its over powered, which would be OK for a SB card.
However, the problem comes in that this seems to me to be an artifact block. Which means there is a good chance that ALL decks will be running curtain cards. I feel if that was the case, this would be over powered. It easily becomes a 5 for 1 in a meta like that. 5 for 1's for only a cc of 5 is simply too good. (even if it is something like this, countering a mind stone type card would be pretty crazy, countering something like a Jitte would instantly win you the game. Well not instantly, but you would always have one Jitte in play and they would not, which would win you that game.)
I am a big fan of symmetry, so I like this card. Its a playable Bazaar of Wonders, good job!
(sadly, I could not put it in my EHD deck ;))
it's the wording thing. I don't think you need to add all of that text.
Operate 3 (3: Attach a creature you control to this vehicle or unattach a creature from it. You can play this ability any time you could play a sorcery.)
Then, just leave the rest to the rules.
URG Riku of Two Reflections (lean towards creatures)
U Azami, Lady of Scrolls
GW Rhys, the Redeemed
WU Grand Arbiter Augustin IV
BG Glissa, the Traitor
G Omnath, Locus of Mana
RW Brion Stoutarm
UB Grimgrin, Corpse-Born
W Hokori, Dust Drinker
U Mistform Ultimus
I suppose I was looking at it much like the Urza's Destiny theme of auras. Not typically a constructed-level powerhouse, but they gave it time to shine anyway.
My take is this: yes, vehicles have inherent card-disadvantage in theory, but there are ways around it. A Ravenous Rats, for example, attached to a vehicle. Ignoring for a second the hilarity of hungry rats driving a tank, using a Shatter on that vehicle only gives parity and not advantage. There are more than a few cards in the set designed to limit the card-disadvantage of vehicles, some even capitalize on it. The whole last mechanic (which I will preview at the end of this post) gives certain colors a way of limiting the destructive effect vehicles can have on your card advantage.
So my feeling becomes that I'm overall alright with vehicles having a certain level of card disadvantage. Auras were the same way and yet they still see play when strong enough. They see much more play in casual circles. I see vehicles occupying a similar role, the really powerful see some tourney-level play, a lot of the fun ones get used in casual circles and Limited exploits the useful ones since removal is less of a huge concern.
And I don't see vehicles faring any differently. I don't expect mostly-vehicle decks would see huge play outside of casual or perhaps block, but I can see the ones worth taking a risk on seeing play.
Exactly the reaction I was shooting for. I'm not sure it's overpowered at all. It sets you back a land drop until you spend mana on it. In reality, the opponent will be one land ahead of you so should always have the 1 unless he taps out, which is dumb since he can see the Isle sitting there. I see it as a card that can be useful, but certainly has its drawbacks.
This isn't the only real estate owned by the Observers, btw.
I think for the right price, concoct can be reasonable. In this case, you're paying extra for a counter to start off with so the additional concoct cost seems not so bad. You end up paying seven for a total CMC of all spells of eight, but the initial spell costs more than you'd normally pay for.
Hmmm, true. I suppose it'll depend largely on what artifacts would see play but perhaps I should cut the number of cards you search for?
It was my attempt to update Cornered Market, in a way. And it's important to stop several key strategies.
It was only preliminary reminder text just to get everyone grokking. I'm sure that like equip, some of the text can be in the rules. The one part I'd like to leave in the reminder text though is the vehicle not being able to enter combat if it isn't operated. That reminder would be vital for things like Limited or for new players.
And now for another little slice of Archatmos and a tribute to my favorite real-Magic creature type: the Kor.
(Sidebar: my very first deck was a black-white Kor deck. Of course, they didn't have that creature type in 1998, but they do now. I loved how sly they were, it really got the feeling across that they were survivors like cats but in a really unique way. When we were teased in Planar Chaos of the Kor replacing the Moggs in Mirri's Stronghold, I thought it was superb. Sadly, the Kor have never really gotten much of the spotlight.)
When the Vedalken and Bomani alliance began expanding its sphere of influence, one of the first races affected were the Kor. Residing in a small coastal community just south of the future site of Arkwright, the Kor operated a massive (and ancient) lighthouse dubbed Catholicon. It was their belief that the Catholicon was left in their care by their ancestors. The Kor didn't know why or who built it, but they dedicated themselves to its upkeep and safety. Until the day that the Vedalken decided that the Catholicon would be better suited under their control to aid ships entering the inlet both Arkwright and the Catholicon were located on. First Arkwright offered a deal. It would prove to be the last honest deal they ever attempted. When the Kor refused to give up what they believed to be their birthright, the Vedalken and Bomani used force. The Kor were forced from their homes and feld for their lives. Arkwright claimed the Catholicon and the span of coastline between the two sites became used as a massive junkyard that became known as Scarpshore. The Kor became a pariah race, an example to other races of the consequence for refusing Arkwright.
The Kor have not forgotten what was taken from them. Though no longer a unified race, they share a common bond of righteous anger. They spread out, confounding the Vedalken and Bomani who wished to tie up that loose end. They became thieves and smugglers, assassins and mercenaries. Some act like Archatmos' version of Robin Hood, stealing from Arkwright to give back to those who have had the metropolis steal from them. Others act out of revenge, working to expose the corruption running the city. Many act only out of self-preservation, doing whatever it takes to survive. The Kor have few allies, but they are a resourceful race, one capable of defying the odds given time and opportunity. The truly daring have begun assembling their own ships from parts scavenged out of Scrapshore. These ramshackle skyships, augmented by black market parts purchased using valuables stolen from Arkwright, are proving just as persistent and annoying to Arkwright as their Kor crews. Faster than the cruisers Arkwright employs, the Kor use their ships to make effective hit-and-run attacks. If the race ever dared to band together once more, a calculated assault of their combined forces could deliver a crippling blow to the Vedalken and Bomani. For now, however, such a unification is unthinkable, the idea of gathering at once and providing their enemies with an easy target denied by all the major Kor leaders. Instead they remain as self-serving individuals or as small crews, as race as joined by their common past as they are their willingness to do anything to persevere.
Deathslipper Kor 2WW
Creature - Kor Soldier [C]
Feign (If this would be put into a graveyard from play, you may instead search your library for a card named Deathslipper Kor and put it into your graveyard. Shuffle your library afterward.)
2/2
The Kor have no issue with selling out their own kind if it means surviving to fight another day. That manifests both in self-serving creatures as well as those who see the sacrifice as honrable and for the greater good of the Kor cause.
Kor Revivalist 3BW
Creature - Kor Cleric
At the beginning of your upkeep, return to play target creature card in your graveyard if it shares a name with a creature you control.
2/2
Of course, the Kor penchant for survival makes them, in game terms, ideal pilots for vehicles. The skyship crashing? The Kor piloting it will be okay, his brother takes the fall instead. Someone going to Terminate a thief? Naw, he just fakes his death. Living to scrap another day is the motto of the Kor and none exemplify that better than our Han Solo-esque anti-heroine.
Wythwyn 3BW
Legendary Creature - Kor Rogue [R]
Feign (If this would be put into a graveyard from play, you may instead search your library for a card named Wythwyn and put it into your graveyard. Shuffle your library afterward.)
If Wythwyn is operating a vehicle, that vehicle gets +1/+1 and has vigilance, lifelink and feign.
3/3
Wythwyn is a particularly bold Kor captain. Her ship, The Peregrine, is something of a legend. To those in Arkwright, she's nothing more than a common thief, but to those in the land outside the city she's a hero. She's evaded capture for years, but not for a lack of daring robberies. Wythwyn is known for her charismatic style of stealing from Arkwright nobility. It's claimed that she once stole the Magistrate's scepter while the man slept and sold it to his chief Bomani rival who was eager to expose the Magistrate's weakness. But for all her fame and noteriety, Wythwyn is particularly cold and wry. She doesn't really care whether Arkwright pays for what it did to her people, she only targets the nobility because what she takes from them is worth a hefty sum more than anything stolen elsewhere. As long as her ship remains in the sky and her crew is free and paid, Wythwyn could care no less of the rest. Political manipulations, corruption, Arkwright destroying the world little by little, Wythwyn is apathetic to it all.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Still no luck in uploading the set?
I am afraid I am going to be very stubborn on Concocts ability to get 2 cards. I feel its simply too good, but I guess I better just drop it at this point.
I would cut it down to two. By the time you cast it there is a good chance that you have already drawn one or two of the cards anyway, so it might even effect the card that much.
If you had not draw ANY of the cards, and play this one.... that effect just seems too swingy ('course, by the sounds of things that is what your going for in this set)
The Kor were such a story line group it feels weird to have them in another setting. But, meh, not my place to talk about story line.
I feel this card is balanced, but I am not sure if the wording is right. I think the way its worded now you could search and fail to find, but your guy would still not die. But reminder text its not rules text, so if the rules text is different, that's fine then.
Even with the other card, this feels like a very limited ability for a 5cc 2/2. I would think about making him a 2/4 or 3/3, maybe even a 3/4 if you want to make him rare. (or you could make it work at end of turn and keep him a 2/2)
I really like this card. Just the kinda thing your set needs. I like the Feign ability on guys that get into vehicles, takes the edge off of the exploding draw back.
I still don't know why flying guys that crash in a blimp die, or why indestructible guys in vehicles die when the vehicle dies. Is there anyway you could make the vehicle just deal damage to the occupants equal to its casting cost when it blows up or something? Might be too wordy.
Not an abundant amount, but every color has creatures (at least a couple at common and uncommon) that in some way take the edge off of operating. Some give you card advantage when they come into play, some are creatures your opponent's would rather not hit the 'yard, some are very persistent in not hitting the 'yard, some use operating as a way of bypassing drawbacks (cheap creatures with defender, etc), some just provide bonuses when operating that may make the potential risk more worthwhile.
Elfkind Fossick 2W
Creature - Elf Artificer [u]
When Elfkind Fossick comes into play, you may return target artifact card from your graveyard to your hand.
1/2
Goldtusk Engineer 3WW
Creature - Elephant Artificer
Prevent all damage that would be dealt to vehicles operated by Goldtusk Engineer.
3/3
Croaking Airgonaut 2U
Creature - Frog Rogue [C]
Croaking Airgonaut has shroud as long as it’s operating a vehicle.
2/1
Neither black nor red mind the risky card disadvantage. Black minimizes its effects with reanimation and feign while red offers hefty rewards to players who take a chance on vehicles.
And green tends on the whole not to care for vehicles much. However, remember that tokens can operate as well, and in general the creation of tokens doesn't always cost you a card. So green provides ample means to operate without assuming much risk at all. The only risk is that vehicles tend to run opposite to green's primary strategy in the set. Though the odd green creature works fine with vehicles and a partially-green tribe works quite well with them (that would be the frogs as seen with Croaking Airgonaut).
Slateback Mourner 3G
Creature - Turtle Monk [C]
Defender
When Slateback Mourner comes into play, draw a card.
2/4
So the set has its ways to point players in directions to minimize the risks inherent to vehicles. Not every creature solves the problem, but that would be too easy. I wanted to provide a few answers, but leave enough room for Johnnies to go nuts with finding cards from other sets that they can use to make that totally awesome giant ship even freakin' cooler! There's a balance. I didn't want every card to overcome the risk, otherwise I might as well just save space and ditch that aspect of vehicles. But you can't ignore the risk, either, so there are a few ways that the set offers to make it work.
Yes and no. I uploaded it in groups to MWS Text, but reorganizing is a huge pain, particularly when I'm doing minor tweaks daily (generally in response to comments and discussion here). I may just post the MSE2 file in the first post and update it every couple days.
I'm normally rather against swingy cards. They reduce interactions and give wins to decks and players that otherwise wouldn't. Defensive cards like this I make a minor exception for. This won't win a game on its own, but it turns the tables and that's something I like to see once in a while on a blue and/or white instant.
I see them like the Vedalken and kithkin, offbeat races to use every once in a while. They aren't as setting-dependant like most of the Kamigawa races, for example. Besides, they weren't from Rath, they came from somewhere else originally.
That is the case. You normally only get three (or more in an awesome draft) shots at it. The reminder text is just to get the idea across because I had a hard time pinning down an elegant wording for it that explained all the details.
It used to cost 2WB, but given the potency of costless reanimation every turn (even with a restriction), I decided to err on the side of caution. This guy undoes so many other cards and the only cost is having a guy in play that's the same as one you want to reanimate. It won't save Limited bombs, but you will get extra miles out of utility creatures, and in Limited that can be nuts if it negates removal, too. Think of how it gels with mechanics like cycling, evoke, channel, spellshaping, etc.
I'm really glad she comes off as well as I'd hoped. Feign on Legends makes a lot of mechanical sense and it helps convey Wythwyn's role as the successful, nigh-unkillable brigand (toss her on a ship then cast Damnnation, weeee!). Her ship is fast, almost as unsinkable as her, and she uses it to steal from the gluttonous to give back to herself (as in the life drain of lifelink).
As far as vehicle captains go, she's intended to be the poster child for them.
I had to keep it simple. I didn't want to bog the type down with complexities for the sake of flavor. Not everything about vehicles makes sense (My Squirrel token is flying a ship???), but then, neither did everything about equipment (My Squirrel token is using a broadsword???) so I'm not crying myself to sleep over it. It's unfortunate, but detailing the mechanic for every corner case just so the flavor makes sense would only make it all convoluted and wordy and messy and inelegant.
On the plus side, the restriction in turn gives me room for cards like this (which is not in the set, btw):
Bail Out 1W
Instant [C]
Unattach any number of creatures you control from a vehicle you control.
Draw a card.
Imposing limits gives rise to the expectation that cards will one day come that subvert those limits. Until then, it gives enterprising deckbuilders something to enjoy working with or around.
Since I can't attack the mse file straight up (:gonk:), I had to download winzip. But the first post contains the file, as will this one.
Six views, no one commenting on the set?
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Cool. Just... cool. That's a great ability, although I agree with Taylor that the reminder text could be confusing.
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Or,
Feign (You may search your library for a card with the same name and put it into your graveyard rather than put this permanent into a graveyard from play. If you do, shuffle your library.)
It might get a little weird with sacrifice effects though... one way to fix the whole thing would be to say that creatures operating a Vehicle are destroyed rather than sacrificed when the Vehicle goes to the graveyard, so that indestructibles and regenerators will still survive.
Anyway, I'll look at the set and post comments later.
Very Well Then I Contradict Myself.
A great clarifying fix. It's been adopted.
Not a bad idea at all. It certainly makes regenerate matter more like WotC has been pushing for. And since a single word changing doesn't increase complexity much at all, it's a good compromise for both flavor and playability. Thank you.
Look forward to it. I hope you find the set interesting.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Speaking of regeneration/vehicles: Generic "Destroy target artifact" effects become better. I'm assuming you'll have almost as many of those as Mirrodin did. (I can't read the zip file).
At first I was going to suggest that the Concoct ability just be cheaper for effects on the blue and red cards than in any other color so you wouldn't have so many numbers (several numbers is confusing and because of the reminder text almost makes me want to just make it a spelled out ability without prefacing numbers.) but I can see that's already been changed. Complicated but interesting.
I think we may have misjudged each other {mikeyg}. I hope you feel the same way.
Me too. It's a great combination of flavor and usefulness. Yet, it's probably not broken. At best, it makes sacrifice costing effects (like Nantuko Husk) better four times, which I don't think is unbalanced. Useful, but not scary.
More or less. Vehicles are already fairly easy to deal with because standard combat damage can kill them. So I didn't go overboard with artifact destruction effects. I tried to keep the artifact hosers from outright destroying them whenever possible.
White only has a blink effect that hits creatures or vehicles. It'll ice the crew, but the vehicle itself comes back and any creature can recharge it.
Blue has to resort to tapping effects or countering. Given the massive tempo loss that bouncing an operated vehicle would represent, blue doesn't have any artifact bounce (well one rare creature that has a triggered ability to bounce a vehicle if it was blocked or blocking a vehicle the blue rare is operating ... so hardly efficient common bounce).
Black has an aura that gives -3/-3 which will kill only a handful of vehicles, but it should bring the rest down to size enough for combat damage to do the rest. Otherwise, you'll need to use discard.
Red's got a Shatter variant with concoct, but it costs 2R to start and 3RR to concoct. But it's still really dangerous since with concoct it can really flip the game (main effect destroys an operated vehicle and you're already ahead, the tacked on effects only make it better). I'm considering depowering it substantially. And red has a lightning bolt just for artifacts, but again, 3 damage won't destroy may of the vehicles on its own.
Green has a Naturalize variant with concoct, which I just upped the price on when I realized it was better than red's Shatter wannabe. It also has the Wrath for vehicles, which is costed such that it's only viable as a useful sideboard card at best, but I did want that card in the environment on some level. There's also an XG spell that destroys an artifact with a cmc of X and puts that many Squirrels into play. Other than that, it's non-destroying artifact hate (protection from them, getting bigger when in combat with them, Ouphe-abilities, that sort of thing).
Gold has a common RG bear that can sacrifice to make a player sacrifice an artifact. A vehicle Pacifism for GW with bonus lifegain when the enchanted vehicle's activated abilities are played. A GR Shatter that can only destroy an artifact if it had an activated ability played this turn. A Vindicate with concoct for 2WB. A Void variant that hits creatures and vehicles with power and/or toughness equal to the number you choose. And a spell for BR that unattaches all creatures from target vehicle and Simoon's them.
Artifacts only have two equipment that can deal damage to vehicles (a steam-powered rifle that has to 'charge up' to shoot, and a rocket launcher). And there's a land that can get a player to sacrifice an artifact (the red member of the Isle of the Observers cycle previewed earlier).
All in all, it looks like a lot, but very few cards actually destroy artifacts. And those that do aren't overly aggressive or efficient.
I'll update the wording of concoct to Valros' suggestion probably around the time the final numbers are locked in on the concoct spells. It goes a huge way to minimizing the complexity of it. The mechanic itself isn't horridly complex, but my wording of it was.
ETA: Effin' spiffy, Soron. Thanks!
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
NP. If you use the method I outline in one of my earlier post it does not take that long. You can always delete and upload a few images if you want to edit a few of the cards.
May I recommend you update the OP with the new set. I have not had time to read them all,(and may not, RL is picking up) but I am guessing if you have them in the OP someone will.
It is the internet after all.
Easier to look at images than to down load the set and open it.
Aeipathic Sentry -- Hmmm. Regenerating Walls aren't very common, especially ones that do it for free (even if only a maximum of three times).
Agonarch of Reckoning -- I wonder if this is still a white effect. It could be safer in :symw::symb:.
Ambrosia Balm -- "Target permanent or player gains protection from artifacts and from the color of your choice until end of turn." Well, Razor Barrier costs the same but doesn't give you both protections, and let you concoct.
Astral Rejection -- Otherworldly Journey gives a +1/+1 counter for less, and is an instant. I think this could at least be an instant.
Aurify -- Okay. Oddly, there isn't anything like this yet... I was going to suggest costing it at :3mana::symw: to mirror Zombify, but then [card]Retether[card] costs that...
Aurum Rain -- Seems worse than Rain of Blades, unless you mean you can choose which creatures to deal the damage to (which I think would need a modal effect)...?
Beryllforge Militia -- Could be :symw::symw: given the quality of white Knights we've seen recently. I don't think vanquish needs the long dash for just mana costs.
Dukedom Pariah -- "All damage that would be dealt to you or other creatures you control is dealt to CARDNAME instead." Cool card; I like white "champions."
Foxglove Trance -- Better than Roar of the Kha, but then again it's an entwine card.
Meekmaker -- Cool.
Paragon of Sacred Vows -- I like Turtles.
Rite of Castaldty -- "twice that much life," I think: Boon Reflection.
Scrapshore Salvation -- "Return target Vehicle card from your graveyard to play and attach target creature you control to it."
That's it for white.
Very Well Then I Contradict Myself.
The sentry is oddly enough the cornerstone of white in the set, particularly in Limited. It provides an incredible speedbump for aggro decks (I didn't cost feign very aggressively save for on strictly defensive cards since I was trying to make the environment slower than most) and later in the game becomes the perfect pilot for vehicles. Defenders can 'attack' via operating a vehicle, so cheap, hard-to-kill walls become ideal pilots. They gum up the early game long enough for you to play your big vehicles and attach them.
But given that the Sentry is a wall, I had no problem with giving it a helpful ability like feign. It might be hard to kill, but it's not going to do much on its own aside from its job, which is stalling early attacks.
I see it as a global sweeper that punishes high-power/low-toughness creatures and rewards low-power/high-toughness creatures. That to me feel rather white. Even if it's not anymore (I know black has done similar things before, like that Kiku spell), it doesn't strike me as an effect that feels blatantly wrong for white.
Duly noted. Changed it to an "or" deal and also upped the price to 2W to avoid stepping on Razor Barrier.
The difference here is that this card can act as rather efficient removal. Otherworldly Journey only could if auras were involved but I think losing creatures to Rejection would be far more common and damaging. The reason it's a sorcery is to at least allow the opponent to get one good swing in with his vehicle before you blink it and kill the crew. I tried to minimize effects that would kill the fun of vehicles, and nothing sounds less fun than spending time and mana to cast a few creatures, a vehicle then pay to attach them only to lose the creatures to an instant Blink when you try to attack.
Astral rejection can still be used in the same way, but at a slower pace, which lessens the annoyance for vehicles.
I wanted it to be a perfect mirror, too, but it seemed really weak at 3W. In this block, it doesn't have a huge number of targets (only 28 of 355), but many of them are pretty cool. I just see a big need of reviving them since they won't often be what the opponent will want to destroy. Unless someday we see a crazy Enchantment-Reanimator deck. Or my 'block' becomes a reverse Urza's Block with artifacts being the focus but enchantments prove to be vastly superior.
Either way, it seemed like a neat effect to introduce even if it doesn't do much with the central theme or have copious numbers of targets.
No, it hits any creature in combat, basically. It's not meant to be strong, it's basically just concoct fodder for Limited. Though it can do a lot of damage as part of a big concoct brew, sometimes picking off a few creatures that just needed that one extra damage to die.
(Vanquish is de-dashed now)
The thing about the Militia is that it can chump vehicles all day or skip right past them. And it almost always trades in combat with creatures. It'll often be the killer of things far larger than it (remember that vanquish only effects creatures blocking it, but the Militia has to be blocked by a creature if it's to be blocked at all - a third of the set's creatures can't block it and the rest probably won't want to) which is the real power of vanquish - tempo killing. Anything that costs as much or less than him will trade, but he still trades with things that cost far more than him which can't be underestimated.
I think he'd be too dangerous for cheaper.
He was my attempt at pushing vehicles for white by using Akron Legionnaire as inspiration. Your creatures can't enter combat, but they can still drive which makes vehicles the Johnny way of solving the Pariah's drawback. And in the meantime, your pilots won't be Shock-ed out of the ship until the Pariah is dealt with.
The Loxodon here view their machinery as works of art (even going so far as to construct with gold or at least glding every machine from trinkets to warships) and their makers as inspired artists. This guy protects the mechanics while promoting their art.
Thing with white in this set is that it promotes winning with vehicles so much that I felt it was safe to give creatures small pushes with efficiently-costed tricks like this.
And part of a cycle meant to act like mini-threshold, or like Limit Breaks. Try and kill them enough and they go nuts with powered-up effects, but only the one time.
As I went, I realize that many of my 'tribes' (there's no real tribal effects here) were dividing like guilds into color pairs. I always figured the set would involve some level of gold cards (though the set wasn't multicolor-themed, I ended up with 70 gold cards all evenly-distributed amongst the pairs) since gold wouldn't interfere with the artifact theme. The plane featured a fair bit of urban cosmopolitan diversity so multicolor fit in the flavor. But GW was really lacking for representation. In addition, most of these races were very idustry and science driven, even the mages were deriving their spells' flavor from pseudoscience and alchemy. What was missing was the spiritual perspective. The Grovechildren had their zealous belief in Gaea, but that was more of a natural perspective than a spiritual one.
I ended up with a very zen, passive form of spirituality, one based in reflection and wisdom. In gameplay terms, it fit well with the slow, less-aggressive tone I was going for with creatures. And what's slower or less aggresive than a turtle? They're kinda hippies, they speak out against the corrupt, self-indulgent ways of many of the other races, but not in an activist sense. They used to be the advisors and mediators of the world, the ones others went to for advice or to settle disagreements. Now they're ignored old hippies, meditating in their monasteries giving guidance to the few who still listen.
Fixed.
Fixed as well.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Feign is also great because you can stick it on Kor Auras. A good way to get a lot of life out of an Aura when you're usually worried about being 2 for 1d
Ex:
Kor's Flight - 2W
Enchantment - Aura
Enchant Creature
Feign
Enchanted gets +1/+2 and has Flying
What's blocked at your work?
I don't think that works with state-based effects like an enchanted creature getting killed.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
No clue. The images just don't show up.
So wait, the enchantment would have to give the creature Feign too otherwise the enchantment would "stay in play" but then die because the creature didn't stay in play. Well then you could make it a regular enchantment that's only better than average when you put it on a creature with Feign.
Maybe I'm missing something, can you explain it again like you would to a kid?
Kor's Flight - :2mana::symw:
Enchantment - Aura
Enchant Creature
Feign
Enchanted gets +1/+2 and has Flying and Lifelink
Cuz in my head this is how it works:
Enchantment enchants creature.
1) Creature dies so enchantment dies as SBE. Triggers Feign but still dies because no creature to enchant?
2) Creature dies so enchant dies as SBE. Doesn't trigger Feign?
3) Enchant Creature Dies - Feign triggers and saves it.
So this would probably solve the headache:
"Ko-ura" - 3W
Enchantment - Aura
Enchant Creature
Feign
Enchanted Creature has Feign, Lifelink, and Vigilance
Ok so how does Feign work with Sacrifice effects? If it would be sacrificed it stays in play instead of going to the graveyard, but it still counts as having been sacrificed?
Essentially, as I understand the rules, it's number 1. The creature dies and SBE tries to put the aura in the grave. Feign triggers and saves the aura, but SBE's are checked again after and feign triggers again. The end result is that if you decide to search out a copy from your library with each feign trigger, you end up with all copies of the aura in your graveyard (unless, as you should, you decide to find nothing on a search). Feign only really helps an aura if the aura itself were destroyed and not the enchanted creature.
Indeed.
I believe so. The sacrifice cost is paid and replaced with something else.
Which was more or less the point. I'd already 'reprinted' one Mirrodin counterspell with Override and Annul felt like it would push the set too far into a retread. Even at U, Steelseize would still be worse than Annul and all the set needed was an artifact-only counter.
I'm of the belief that not every card needs to be pushed to the absolute best it can be. Steelseize is such a case (though it's not the only case in the set). It could be pushed to being a rather efficient counter, but I'm doubtful the set needed it to be. A splashable hard counter for artifacts at two mana is still very useful in a set where most of the damning artifacts start at around 3 or 4. It's not the best it can be, but it's not at all useless.
Perhaps the mutual destruction clause can be edited out, but I feel it's vital to keep the attacking/blocking information since it will come up commonly and isn't immediately clear without the reminder. Players will want to attack with vehicles (since they appear just like creatures) and may not be aware of the rules against it.
Guilford is to an extent declawed by the vehicle sacrifice/destroy shift, but he still has a few uses in the set. Vanquish, for example still sacrifices as part of its effect. Feign still plays well with sacrifice effects. And a few vehicles utilize crew sacrifice for abilities. Not to mention that there's still plenty of sacrifices for him to play with outside the set. So he's still solid, just has less synergy with major mechanics within the set.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Always feel free to if you need something pertaining to MSE. I may not be able to help, but I'll do what I can, and can tell you almost anything you need to know about MSE.
A bit of clarification; I am an official developer, but Twanvl created MSE. I just have become sort of the "public face" of the program. This particular problem (the bugged HTML export) is something I don't know how to fix; Twan or Coppro will have to. When a fix is available, I'll release a repaired HTML export template and announce it here.
But in the meantime, there is a custom template for text-exporting Magic sets, made by Lordpenguin/Idle Muse. Grab it here. That template should still be functioning correctly, and despite being a "text" template, will be found under HTML export.
Again, please feel free to contact me.
My Moderator Helpdesk| My Custom Set List | My MSE Template HostingBeers Tasted: 113 | Last Beer Sampled: Flying Dog Horn Dog Barley Wine Ale
Creature — Drone (c)
Defender
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
1/3
Agonarch of Reckoning 2WW
Creature — Elf Knight (r)
When Agonarch of Reckoning comes into play, each other creature deals damage to itself equal to its power.
flavor
3/3
Alsace Skyseeker 3W
Creature — Elephant Soldier (c)
If Alsace Skyseeker is operating a vehicle with flying, the operated vehicle gets +1/+2 and has vigilance.
flavor
2/3
Ambrosia Balm 2W
Instant (c)
You may pay an additional 2W as you play Ambrosia Balm. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Choose a color. Target permanent or player gains protection from artifacts or the chosen color until end of turn.
Astral Rejection 2W
Sorcery (u)
Remove target creature or vehicle from the game. Return it to play at end of turn.
flavor
Aurify 1WW
Sorcery (c)
Return target enchantment from your graveyard to play.
flavor
Aurum Rain WW
Instant (u)
Aurum Rain deals 1 damage to each attacking or blocking creature.
flavor
Bajulate 1W
Instant (c)
Target creature or vehicle can’t attack this turn.
flavor
Beryllforge Militia 1WW
Creature — Dwarf Soldier (u)
Protection from artifacts
Vanquish 1W (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
2/2
Bind Damage 1W
Instant (c)
Prevent the next 2 damage that would be dealt to target creature, artifact or player this turn.
flavor
Childeric's Attendant 3WW
Creature — Drone (u)
Vigilance
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
4/4
Chrysphal Honorguard 3W
Creature — Human Knight (c)
Flash; First strike
flavor
2/3
Clastkeep Medics 2W
Creature — Dwarf Cleric (u)
T, Sacrifice a land: Prevent all damage that would be dealt to target creature or artifact this turn.
flavor
2/2
Deathslipper Kor 2WW
Creature — Kor Soldier (c)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
2/2
Dukedom Pariah 4WW
Creature — Elephant Cleric (r)
Other creatures you control can’t attack or block.
All damage that would be dealt to you or other creatures you control is dealt to Dukedom Pariah instead.
5/8
Elfkind Fossick 2W
Creature — Elf Artificer (u)
When Elfkind Fossick comes into play, you may return target artifact card from your graveyard to your hand.
1/2
Elfkind Scout 1W
Creature — Elf Scout (u)
Vigilance
As their ancestral home disappeared from Arkwright’s incessant need for fuel, the elves ventured out onto the golden plains in search for a new home. For some, that search has never ended.
1/3
Foxglove Trance 1WW
Instant (u)
You may pay an additional 3W as you play Foxglove Trance. If you do, concoct up to 3 cards with total converted mana cost five or less. (Search your library for up to three cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Untap all creatures you control. They get +1/+1 until end of turn.
Gilded Aerozoan 3WW
Creature — Bird Elemental (r)
Flying
At end of turn, you may return Gilded Aerozoan from your graveyard to play if an artifact you control was put into a graveyard from play this turn.
3/4
Goldpress Avowal WW
Enchantment (r)
Vehicles you control get +1/+1.
flavor
Goldtusk Engineer 3WW
Creature — Elephant Artificer (u)
Prevent all damage that would be dealt to vehicles operated by Goldtusk Engineer.
flavor
3/3
Goldwhip Salve W
Sorcery (c)
You may pay an additional W as you play Goldwhip Salve. If you do, concoct up to 1 card with total converted mana cost two or less. (Search your library for up to a cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Gain 4 life.
Guise of Inviolability 2WW
Enchantment (r)
You have protection from artifacts.
flavor
Heathspinner Pilot 2W
Creature — Elf Warrior (c)
If Heathspinner Pilot is operating a vehicle, that vehicle gets +1/+0 and has first strike.
flavor
2/2
Hirquitalliency 1WW
Enchantment — Aura (u)
Enchant creature or vehicle
Prevent all damage enchanted creature or vehicle would deal.
Inspired Fettler 2WW
Creature — Human Artificer (r)
WW, T: Return target artifact card from your graveyard to your hand.
flavor
2/2
Ironshell Ascetic 4W
Creature — Turtle Cleric (u)
Protection from artifacts
flavor
2/5
Meekmater 4WW
Creature — Elephant Cleric (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Remove three cards named Meekmater in your graveyard from the game: All creatures target player controls lose all abilities and become 0/1 until end of turn.
3/5
Paragon of Sacred Vows 3WWW
Creature — Turtle Monk Cleric (r)
Players can’t play spells.
2/5
Phinnaes 1WW
Legendary Creature — Elf Warrior (r)
First strike; Protection from black
As long as Phinnaes is operating a vehicle, the operated vehicle gets +1/+1 and has first strike and protection from red.
2/2
Rite of Castaldy 1W
Instant (r)
Until end of turn, whenever target player would gain life, he or she gains twice that much life instead.
Draw a card.
Scrapshore Salvation 3W
Sorcery (r)
Return target Vehicle card from your graveyard to play and attach target creature you control to it.
flavor
Silverleaf Reaving 4W
Sorcery (u)
You may pay an additional 2W as you play Silverleaf Reaving. If you do, concoct up to 2 cards with total converted mana cost four or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Destroy all enchantments.
Soothing Commendaces W
Sorcery (c)
Remove target card in a graveyard from the game. Gain life equal to its converted mana cost.
flavor
Stalwart Guard 1WW
Creature — Elephant Soldier (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
3/3
Urbanize 1W
Sorcery (u)
Search your library for a nonbasic land card, reveal it, and put it into your hand. Then shuffle your library.
flavor
Vipersalt Scathing 3WW
Sorcery (r)
You may pay an additional 1W as you play Vipersalt Scathing. If you do, concoct a card with a converted mana cost five or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Destroy all creatures with power 4 or greater.
Visionary of Requital 3WW
Creature — Turtle Monk (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Visionary of Requital deals combat damage to an opponent, destroy target enchantment.
3/4
Youthful Deckhand 1W
Creature — Elf Warrior (c)
When Youthful Deckhand comes into play, you may attach it to target vehicle you control.
Heathspinner youths shrugged off the pastoral life of the elders and took to the urbanized machinery with a zeal and skill unseen since the elves’ arboreal home vanished.
2/1
Creature — Human Artificer (c)
As long as Aeropleustic Navigator operates a vehicle, that vehicle gets +1/+1 and has flying.
flavor
1/1
Æther Mimic 1UU
Creature — Shapeshifter (r)
Flash
As you play Æther Mimic, it becomes a copy of target creature spell.
1/1
Aide to the Aeroqueen 2UU
Creature — Vedalken Artificer (r)
Whenever a vehicle Aide to the Aeroqueen is operating blocks or becomes blocked by a creature or vehicle, you may pay 1U. If you do, return that creature or vehicle to its owner’s hand.
1/4
Arkwright Custodian 5U
Creature — Drone (u)
Arkwright Custodian is unblockable.
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
3/2
Arkwright Mistmage 3U
Creature — Vedalken Wizard (r)
Whenever an artifact you control becomes the target of a spell or ability you don’t control, you may draw a card.
The air above Arkwright is thick with clouds produced by its industry. Hidden within the heavy banks are magical grids intended to alert the Vedalken of uninvited guests.
2/3
Autexousious Dodger 2U
Creature — Homunculus (u)
Autexousious Dodger can’t be blocked by creatures or vehicles with power 3 or greater.
As the homunculi began to act on their own accordance, they flitted between land barges and battle carriages as easily as they had been trained to slip between the gears and cogs of Arkwright’s factories.
2/2
Bear Avaunt 2U
Sorcery (u)
Fateseal 3. (Look at the top three cards of an opponent’s library, then put any number of them on the bottom of that player’s library and the rest on top in any order.)
Befuddle U
Instant (c)
Target creature gets -2/-0 until end of turn.
flavor
Cameranious Sentinel 6UU
Creature — Drone (u)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
2U: Untap Cameranious Sentinel.
6/5
Chavish Informant 3UU
Creature — Bird Wizard (r)
Flying
Whenever a library is shuffled, Chavish Informant gets +1/+1 until end of turn.
3/3
Croaking Airgonaut 2U
Creature — Frog Rogue (c)
Croaking Airgonaut has shroud as long as it’s operating a vehicle.
flavor
2/1
Cuttleshell Collapse 2UU
Instant (u)
You may pay an additional 2U as you play Cuttleshell Collapse. If you do, concoct up to 2 cards with total converted mana cost four or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Counter target spell.
Diminutive Fetch U
Creature — Homunculus (c)
“Your reliance on the homunculi is worrying to us, Childeric. They have not proved to be as perfectly obedient as promised. Beings crafted for flawless servitude should not be capable of even minute mistakes. And yet three times this month alone production has ground to a halt as a result of the fetches’ incompetence. Bring your house under order, or we will.” -a letter from Guilford to Childeric
0/3
Dreampod Delving U
Instant (c)
You may pay an additional 3U as you play Dreampod Delving. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Draw a card.
Falsify 3UU
Instant (r)
Counter target spell. If it’s countered this way, you may search your library for up to four cards with the same name as that spell and put them into your hand. If you do, shuffle your library.
Fatedealer 4UU
Creature — Vedalken Wizard (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Remove three cards named Fatedealer in your graveyard from the game: Draw four cards.
3/3
Forgotten Pasts 2UUU
Enchantment (r)
Whenever a player plays a spell, counter it if there’s a card with the same name in that player’s graveyard.
flavor
Geardancer Familiar 1U
Creature — Homunculus (c)
Protection from artifacts with a converted mana cost of three or more
Bred with alchemy for tasks deemed too dangerous for other races or too delicate for the Frannion caste, the homunculi were the machinist’s version of Arkwright’s defense drones. Silent, obedient and utterly controlled.
2/1
Hovering Protector 4U
Creature — Drone (c)
Flying
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
2/3
Hydragyric Dilation 3UU
Sorcery (r)
You may pay an additional 1U as you play Hydragyric Dilation. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Take another turn after this one.
Lesser Gearthumb 1U
Creature — Human Artificer (c)
T: Untap target artifact.
flavor
1/1
Letheweed Brand 2UU
Sorcery (u)
You may pay an additional 3U as you play Letheweed Brand. If you do, concoct a card with a converted mana cost of four or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Gain control of target creature.
Machlord of Arkwright 4U
Creature — Vedalken Wizard (u)
Artifacts you control have “1, T: Tap target artifact.”
flavor
1/4
Mindprobe 1UU
Enchantment — Aura (u)
Enchant creature or vehicle
Whenever enchanted creature or vehicle deals combat damage to an opponent, you may search his or her library for a card and remove it from the game. If you do, shuffle that library afterward.
Nesiote Thief 3UU
Creature — Bird Wizard (c)
Flying
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Nesiote Thief deals combat damage to an opponent, draw a card.
3/2
Override 2U
Instant (c)
Counter target spell unless its controller pays 1 for each artifact you control.
flavor
Quicksilver Geyser 3U
Sorcery (c)
You may pay an additional 2U as you play Quicksilver Geyser. If you do, concoct up to 2 cards with total converted mana cost two or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Return target creature to its owner’s hand.
Ring of Stasis 2U
Enchantment — Aura (u)
Enchant artifact
Enchanted artifact doesn’t untap during its controller’s untap step.
3U: Attach Ring of Stasis to target artifact.
Salvation of Knowledge 4UUU
Enchantment (r)
Whenever you discard a card, you may draw a card.
As Arkwright lost interest in knowledge that could not increase its coffers, the small hamlet of Sudlund became a sanctuary for lore that was threatened by obscurity.
Sludgewater Kraken 5UUU
Creature — Kraken (r)
Trample
Whenever Sludgewater Kraken becomes tapped, shuffle your hand into your library.
8/8
Spiretop Snitch 3U
Creature — Bird Wizard (u)
Flying
Each opponent plays with his or her hand revealed.
The ravens watch every move the empires make, poised to strike if any threatens to upset the delicate balance of power in Archatmos.
2/2
Squelch 1U
Instant (u)
Counter target activated ability. (Mana abilities can’t be targeted.)
Draw a card.
flavor
Steelseize 1U
Instant (c)
Counter target artifact spell.
flavor
Sudlund Pacifist U
Creature — Human Wizard (u)
1U, T: Target vehicle gets -1/-0 until end of turn for each creature operating it.
“Arkwright condemns us for our desire for enlightenment and our refusal to exploit our teachings for personal gain. I will show them that their ambition has gotten them nowhere.”
1/1
Sudlund Researcher 2U
Creature — Goblin Wizard Rogue (u)
1U, T, Return an artifact you control to its owner’s hand: Draw a card.
Squires of the so-called Conservatory of Brilliance, the goblins of Sudlund have been weened over the years of their irrational impulses. Their appetite for discovery yet remains.
1/2
Tissandier 2U
Legendary Creature — Vedalken Scout (r)
Protection from spells and abilities
1U: Untap target operated vehicle. Play this ability only if Tissandier is operating a vehicle.
2/2
Vedalken Engineer 1U
Creature — Vedalken Artificer (c)
T: Add two mana of any one color to your mana pool. Spend this mana only to play artifact spells or activated abilities of artifacts.
1/1
Vedalken Fetchcrafter 4UU
Creature — Vedalken Wizard (r)
Whenever you draw a card, you may pay 1U. If you do, put into play a 2/1 blue Homunculus creature token with protection from creatures with power 2 or greater.
1U, T: Draw a card then discard a card.
3/3
Wings of Quicksilver U
Instant (c)
Target creature gains flying and shroud until end of turn.
Arkwright’s alchemists harness the raw elemental powers innate to natural substances to create unnatural results.
Sorcery (r)
Target opponent discards three cards. Put into play under your control all creature cards discarded this way.
Befoul 2BB
Sorcery (c)
Destroy target land or nonblack creature. It can’t be regenerated.
Industrial and municipal waste flows from Arkwright through pipes and runs off onto the Eastern Wastes. Telmatath, the resulting swamp is fit for little else but vermin and disease.
Bitterroot Witch 5B
Creature — Treefolk Shaman (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Bitterroot Witch deals combat damage to an opponent, he or she discards a card.
4/3
Bomani Cullion 4BB
Creature — Cat Wizard (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Remove three cards named Bomani Cullion in your graveyard from the game: Each opponent discards three cards.
4/2
Bonemeal Ampuole 2BB
Sorcery (r)
You may pay an additional 2B as you play Bonemeal Ampuole. If you do, concoct a card with a converted mana cost of four or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Search your library for a card and put it into your hand. Shuffle your library afterwards.
Bubbling Muck B
Sorcery (c)
Until end of turn, whenever a player taps a Swamp for mana, that player adds B to his or her mana pool.
The rat-witches of Drazel do not curse the urban populace above for their pollution, they silently thank them for the excess fuel for their brewing dark arts.
Chavish Mindpecker 4BB
Creature — Bird Wizard (u)
Flying
When Chavish Mindpecker comes into play, target opponent puts a card from his or her hand on top of his or her library.
2/2
Claw of the Bomani 2BB
Creature — Cat Rogue (c)
Fear
Though slothful by nature, the Bomani’s capacity for villainous spite often betrays their life of opulent leisure.
3/1
Counselate Bailiff 2BB
Creature — Cat Rogue (r)
When Counselate Bailiff comes into play, search target player’s library for a card and remove it from the game face down. That player then shuffles his or her library.
Whenever Counselate Bailiff deals combat damage to a player, you may play the removed card without paying its mana cost.
3/2
Cruel Advocate 1BB
Creature — Cat Rogue (u)
Whenever an opponent plays an activated ability of a creature or artifact, he or she loses 1 life.
“None shall act unless it is in our interest. None shall barter unless it is for our gain. None shall think unless it is for our benefit.”
2/1
Culler of the Weak BBB
Creature — Cat Wizard (r)
Whenever a creature has 0 or less power, its controller sacrifices it.
flavor
1/3
Curse of the Slums 1B
Sorcery (c)
Target creature gets +1/-1 and gains fear until end of turn.
The witches dwelling in the slums beneath Arkwright can grant you power, but at a price. Typically that price involves the smell of the slums.
Defedate 2B
Instant (u)
Until end of turn, whenever a land is tapped for mana, it produces B instead of its normal type and amount.
Draw a card.
Drazel Brainspiller 3BB
Creature — Rat Shaman (u)
Whenever Drazel Brainspiller deals combat damage to an opponent, defending player removes the top card of his or her library from the game, then loses life equal to that card’s converted mana cost.
3/2
Drazel Wretch 1B
Creature — Rat Rogue (c)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
1/1
Foul Necroplasm 5BB
Creature — Ooze Horror (r)
At the beginning of your upkeep, sacrifice a creature or land.
Whenever you sacrifice a creature, regenerate Foul Necroplasm.
Whenever you sacrifice a land, Foul Necroplasm gains trample until end of turn.
8/4
Frannion Gruntcatcher 4BB
Creature — Boar Shaman Mercenary (r)
2B, Sacrifice a creature: Search your library for a Mercenary card with a converted mana cost equal to the sacrificed creature’s converted mana cost and put it into play. Shuffle your library afterwards.
4/4
Graviloquence 1B
Sorcery (u)
Remove target card in a graveyard from the game. Its owner loses 2 life.
flavor
Grim Headhunter 4BB
Creature — Bird Archer (r)
Flying
Whenever Grim Headhunter deals damage to an opponent, put the top card of his or her library into his or her graveyard for each 1 damage dealt. You gain life equal to the number of cards put into a graveyard this way.
3/2
Guilford 2BBB
Legendary Creature — Cat Advisor (r)
Whenever you sacrifice a creature, you may pay XB. If you do, target opponent reveals X cards from his or her hand and discards two cards of your choice.
2/4
Kor Imperator 1BB
Creature — Kor Scout (c)
Fear
1B: If Kor Imperator is operating a vehicle, that vehicle gains fear until end of turn.
flavor
2/1
Lobelia's Malice 2B
Enchantment — Aura (u)
Enchant creature or vehicle
Enchanted creature or vehicle gets -3/-3.
Mandrake Ash 1BB
Instant (u)
You may pay an additional 1B as you play Mandrake Ash. If you do, concoct a card with a converted mana cost of three or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Target player sacrifices a creature.
Manic Research 1B
Sorcery (r)
Name a card. Remove the top card of your library from the game until you remove the named card. Put that card into your hand.
Megalomania 2BBBB
Enchantment (r)
Skip your draw step.
You have no maximum hand size.
When Megalomania comes into play, you lose life equal to the number of cards in your library. Then, put your library into your hand.
Mindmarrow Wisps 1BB
Sorcery (c)
You may pay an additional 1B as you play Mindmarrow Wisps. If you do, concoct a card with a converted mana cost of two or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Target player discards a card.
Polluted Roots 2B
Enchantment (u)
At the beginning of your upkeep, put a sludge counter on Polluted Roots. Then, if there are five or more of those counters on Polluted Roots sacrifice it.
At end of your turn, you may pay B. If you do, each player loses X life, where X is the number of sludge counters on Polluted Roots.
Routing Assassin BBB
Creature — Rat Assassin (r)
T: Destroy target creature if it shares a name with a card in a graveyard. At end of turn, if that creature is still in play, untap Routing Assassin and lose 2 life.
2/1
Savage Scarpuller 2BB
Creature — Boar Warrior Mercenary (c)
Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.)
flavor
3/3
Scent of Bitterwood 1B
Instant (c)
You may pay an additional B as you play Scent of Bitterwood. If you do, concoct a card with a converted mana cost of two or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Target creature gets -1/-1 until end of turn.
Sedgestomper 4B
Creature — Treefolk Rogue (u)
Vanquish— Pay 3 life (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
2/5
Sinister Spellthreader 3B
Creature — Cat Advisor (c)
Whenever you concoct a spell, each opponent discards a card.
flavor
3/1
Skitterstrike Shade 3B
Creature — Shade (u)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
B: Skitterstrike Shade gets +1/+1 until end of turn.
1/1
Sludgecrawler 3BB
Creature — Elemental (c)
Creatures blocking or blocked by Sludgecrawler get -2/-2 until end of turn.
1B: Regenerate Sludgecrawler.
2/2
Sneering Imp 3B
Creature — Imp (u)
Flying; Haste
flavor
2/2
Telmatath Lurker 1BB
Creature — Rat Assassin (c)
Vanquish B (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
2/2
Underhanded Gunslinger 2B
Creature — Human Rogue (c)
BB: Destroy target creature blocking or blocked by operated vehicle. Play this ability only if Underhanded Gunslinger is operating a vehicle.
2/1
Wormgrass Elixer 3B
Sorcery (u)
You may pay an additional 2B as you play Wormgrass Elixer. If you do, concoct a card with a converted mana cost of four or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Target player loses 2 life. You gain 2 life.
Zombify 3B
Sorcery (u)
Return target creature card from your graveyard to play.
“Nothing is ever gone until it’s been forgotten and I don’t think I could ever forget how you once promised to serve me.” -Lobelia
Instant (c)
Target creature gains haste until end of turn.
Draw a card.
Acrasial Earthshaker 4R
Creature — Elemental Warrior (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Acrasial Earthshaker deals combat damage to an opponent, destroy target land.
4/2
Blazenwick Plume 1R
Instant (c)
You may pay an additional 2RR as you play Blazenwick Plume. If you do, concoct up to 3 cards with total converted mana cost four or less. (Search your library for up to three cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Add RRR to your mana pool.
Boltchewer 2R
Creature — Gremlin (c)
As long as Boltchewer is operating a vehicle, the operated vehicle can’t block.
3R: Attach Boltchewer to target vehicle.
2/1
Brassripper Viashino 3RR
Creature — Viashino Warrior (u)
First strike
Whenever a vehicle dealt damage by Brassripper Viashino this turn is put into a graveyard from play, put a +1/+1 counter on Brassripper Viashino.
4/3
Brimstone Wave 2RR
Sorcery (u)
You may pay an additional 2R as you play Brimstone Wave. If you do, concoct a card with a converted mana cost of three or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Destroy target land.
Cairncap Wash 2R
Sorcery (c)
You may pay an additional 3RR as you play Cairncap Wash. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Destroy target artifact.
Carbonize 2R
Instant (u)
Carbonize deals 3 damage to target creature or player. That creature can’t be regenerated this turn. If the creature would be put into a graveyard this turn, remove it from the game instead.
Caste Canaille RRR
Creature — Boar Shaman Mercenary (u)
Caste Canaille can’t block.
1R: Target creature can’t block Caste Canaille this turn.
3/3
Coalbrook Forger 2RR
Creature — Dwarf Shaman (r)
2R, T, Sacrifice two lands: Search your library for an artifact card, reveal it and put it into your hand. Shuffle your library afterwards.
2/2
Corposant R
Sorcery (c)
Corposant deals 3 damage to target artifact.
flavor
Cragmont Wildsrunner 3R
Creature — Viashino Warrior (c)
Vanquish R (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
3/1
Devastating Saboteur 1RR
Creature — Gremlin (r)
Whenever a vehicle Devastating Saboteur is attached to is put into a graveyard from play, you may put Devastating Saboteur into your hand rather than into your graveyard.
Whenever operated vehicle becomes tapped, its controller sacrifices it.
1R: Attach Devastating Saboteur to target vehicle.
2/2
Dignorate 1RR
Sorcery (c)
Untap target creature and gain control of it until end of turn. It gains haste until end of turn.
flavor
Eager Tinkerer 1R
Creature — Goblin Artificer (c)
R: Target artifact spell can’t be countered this turn.
flavor
1/1
Earthen Rager 3RRR
Creature — Elemental Warrior (r)
2R: Earthen Rager gains double strike until end of turn.
flavor
5/5
Frannion Goliath 6R
Creature — Boar Warrior Mercenary (c)
Frenzy 3 (Whenever this creature attacks and isn’t blocked, it gets +3/+0 until end of turn.)
Frannion Goliath must attack each turn if able.
5/3
Graf 2RR
Legendary Creature — Viashino Warrior (r)
Haste; First strike
Vehicles you control get +2/+0 and can’t be blocked except by two or more creatures.
3/1
Hullscorcher Dragon 6RR
Creature — Dragon (r)
Flying
Whenever Hullscorcher Dragon deals damage, it deals that damage plus 1 for each card named Hullscorcher Dragon in a graveyard.
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
6/6
Lodekeep Taskmaster 1RR
Creature — Dwarf Shaman (u)
1R, Sacrifice a land: Creatures you control gain first strike until end of turn.
flavor
2/2
Maelstrom XXRR
Sorcery (r)
Remove each instant or sorcery card in your graveyard with converted mana cost X or less from the game. For each card removed this way, you may put a copy of that card on the stack and play it without paying its mana cost.
Remove Maelstrom from the game.
Metalhunter 3RR
Creature — Elemental Warrior (c)
Metalhunter can’t be blocked except by vehicles.
flavor
4/4
Might of Inertia 2R
Instant (u)
Target creature or vehicle gets +3/+0 until end of turn.
Draw a card.
Pyrotechnics 4R
Sorcery (u)
Pyrotechnics deals 4 damage divided as you choose among any number of target creatures and/or players.
flavor
Rise in Arms 2RR
Enchantment (r)
At the beginning of your upkeep, put a +1/+1 counter on each vehicle you control with a creature operating it.
flavor
Rockquaker 4RR
Creature — Elemental Shaman (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Remove three cards named Rockquaker in your graveyard from the game: Target player sacrifices three lands.
4/1
Scrapshore Poach 2RR
Sorcery (u)
Return target vehicle card from your graveyard to your hand.
flavor
Skittish Pilot RR
Creature — Viashino Scout (u)
Haste
At end of turn, sacrifice Skittish Pilot unless it’s operating a vehicle.
flavor
2/2
Slaglaunch 1RR
Enchantment — Aura (u)
Enchant creature or vehicle
Enchanted creature or vehicle has “T: This permanent deals damage equal to its power to target creature.”
Snapseed Explosion 3RR
Sorcery (r)
You may pay an additional 1R as you play Snapseed Explosion. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Snapseed Explosion deals 2 damage to each creature.
Steam Blast 2R
Sorcery (c)
Steam Blast deals 2 damage to each creature and each player.
flavor
Stoneborne Rumbler 3RR
Creature — Elemental Warrior (u)
Vanquish— Sacrifice a land (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
3/3
Sudlund Pantomancer 1R
Creature — Goblin Rogue (c)
Whenever Sudlund Pantomancer deals combat damage to an opponent, you may pay R. If you do, search your library for a card with concoct, reveal it and put it into your hand. Shuffle your library afterward.
2/1
Torchlit Mechanist RR
Creature — Human Wizard (r)
R, T: Torchlit Mechanist deals 1 damage to target creature or player for each vehicle you control.
flavor
2/1
Tribulate 3R
Enchantment (r)
Whenever a player plays a spell that would target another player, put a copy of that spell on the stack targeting the first player.
Whenever the activated ability of a creature that targets another creature is played, put a copy of that ability on the stack targeting the first creature.
Upend 1R
Sorcery (c)
Target creature or vehicle can’t block this turn.
flavor
Viashino Pelochist 3R
Creature — Viashino Shaman (r)
Whenever you concoct a spell, Viashino Pelochist deals 2 damage to each player.
flavor
2/1
Viashino Steamgunner 1RR
Creature — Viashino Shaman (u)
T: Viashino Steamgunner deals 2 damage to target blocking creature. Play this ability only if Viashino Steamgunner is operating a vehicle.
3/1
Wyrmtongue Weld XR
Instant (u)
You may pay an additional 3RR as you play Wyrmtongue Weld. If you do, concoct up to 2 cards with total converted mana cost four or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Target creature gets +X/+0 until end of turn.
Instant (c)
Regenerate target non-artifact creature or land.
“For all that’s unnatural to be undone, all that Gaea gave rise to must stand in defiance.”
Ashwood Hermit 4GG
Creature — Treefolk Warrior (u)
Trample
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
4/5
Awestruck Bloomchild GG
Creature — Plant Druid (r)
T: Add G to your mana pool.
2GG, T, Sacrifice Awestruck Bloomchild: Search your library for up to three cards named Awestruck Bloomchild and put them into play. Then shuffle your library.
1/2
Bequethal of Sweetlily 3GG
Sorcery (r)
You may pay an additional 1G as you play Bequethal of Sweetlily. If you do, concoct a card with a converted mana cost of six or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Search your library for a creature card, reveal it and put it into your hand. Shuffle your library afterwards.
Chains of Mana 2GG
Enchantment (r)
Creatures you control have “T: Add G to your mana pool.”
“Nature breathes into us all the vital gift of life. And we, the mighty children of Gaea, must in turn breathe life back into the earth.” -Alraune
Chitterguard Liege 1G
Creature — Kithkin Shaman (r)
Whenever you concoct a spell, you may put a 1/1 green Squirrel creature token into play.
“We kithkin are born to devote ourselves to community and family. Nature is our community now and all that dwell within it our family.” -Felhaust
0/2
Chlorogoth 1GGG
Creature — Plant Warrior (r)
Whenever Chlorogoth attacks, choose one - Creatures gain trample until end of turn; or Chlorogoth gets +2/+2 until end of turn.
5/4
Curious Gremlin 1G
Creature — Gremlin (u)
1G: Counter target activated ability of a Vehicle.
flavor
1/1
Deadliest Bloom 2GG
Creature — Plant Warrior (u)
Vanquish 1GG (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
3/3
Dirkmold Blanket 3G
Instant (u)
You may pay an additional 3G as you play Dirkmold Blanket. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Destroy target artifact or enchantment.
Down to Earth 1G
Instant (u)
Target creature or vehicle loses flying until end of turn.
“Flights over Adnascentia are risky at the best of times, but recent years have seen a dramatic increase in assets lost to that forsaken forest. Raze it to the ground.” -Childeric to Phinnaes
Dwell on the Past G
Sorcery (u)
Target player shuffles up to four target cards from his or her graveyard into his or her library.
Kithkin communes place special importance on reminding themselves of their former civilized lives. They believe that remembering that which they were is the only way to prevent such mistakes in the future.
Felhaust 1GG
Legendary Creature — Kithkin Shaman (r)
Non-basic landwalk
Creatures can’t operate vehicles.
“Alraune speaks of throwing ourselves at Arkwright with the full might of Gaea and her wrath. I’ve chosen to appeal instead to the wrath of creatures Arkwright dares to treat as slaves.”
2/2
Frogling Skywatcher 3G
Creature — Frog Warrior (u)
1G: Frogling Skywatcher gains flying until end of turn.
Many races on Archatmos revere the sky. The loxodon see it as the artistic zenith. Elves hang upon it all hopes of purpose. The froglings see it as their path to vindication and fling themselves to it with all their strength.
2/2
Gaea's Ideal 4GGG
Sorcery (r)
Destroy all vehicles.
flavor
Gillybeast 2GG
Creature — Beast (c)
Trample
flavor
4/3
Gillydowns Elder 3GG
Creature — Frog Shaman (r)
Gillydowns Elder can’t be the target of spells or abilities an opponent controls.
At end of turn, if a creature or vehicle you control dealt combat damage to an opponent this turn, you may draw a card.
3/4
Grovetender 4G
Creature — Plant Archer (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Grovetender deals combat damage to an opponent, put a +1/+1 counter on target creature you control.
3/3
Heart of Chittering Wood 1G
Creature — Kithkin Shaman (c)
Whenever you play a creature spell, you may pay G. If you do, put a 1/1 green Squirrel creature token into play.
1/1
Heartwood Dreamstate 2G
Sorcery (u)
You may pay an additional 4G as you play Heartwood Dreamstate. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Search your library for a basic land card and put it until play tapped. Shuffle your library afterward.
Herbalist's Blessing 2G
Enchantment (u)
Whenever you concoct a spell, you may put a +1/+1 counter on target creature.
flavor
Highground Snatcher 1G
Creature — Frog Warrior (c)
Reach
“Frogling youth is spent in the tadpools of home gazing upon the open sky and the freedom it represents. From our first hop we breathe in that freedom. A few rarely come back down.” -Vorsch
1/3
Kithkin's Call 3GG
Enchantment (r)
At the beginning of your upkeep, search your library for a creature card with converted mana cost 6 or more and reveal it, and put it in your hand. Shuffle your library afterwards.
Nettleroot Surge 1G
Instant (c)
You may pay an additional G as you play Nettleroot Surge. If you do, concoct a card with a converted mana cost of two or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Target creature gets +2/+2 until end of turn.
Pollensinger 4GG
Creature — Plant Shaman (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Remove three cards named Pollensinger in your graveyard from the game: Prevent all combat damage that would be dealt this turn. You gain 2 life for each 1 damage prevented this way.
3/4
Reclaim G
Instant (c)
Put target card from your graveyard on top of your library.
flavor
Roaming Nestclutch 4GGG
Creature — Treefolk Warrior (r)
Vigilance
Whenever Roaming Nestclutch is dealt damage, you may put that many 1/1 green Squirrel creature tokens into play.
6/7
Sedgenut Luring G
Sorcery (c)
You may pay an additional 2GG as you play Sedgenut Luring. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Put a 1/1 green Squirrel creature token into play.
Slateback Mourner 3G
Creature — Turtle Monk (c)
Defender
When Slateback Mourner comes into play, draw a card.
flavor
2/4
Sudden Nesting XG
Instant (u)
Destroy target artifact with a converted mana cost of X. Put X 1/1 green Squirrel creature tokens into play.
Symbiosis 1G
Instant (c)
Two target creatures each get +2/+2 until end of turn.
The kithkin learned to work with nature’s beasts not as master and slave but as equals. It was then that the kith’s thoughtweft began to extend not just among their own kind, but to the forest’s other denizens as well.
Tampering Trickster 1GG
Creature — Gremlin (c)
As long as Tampering Trickster is operating a vehicle, the operated vehicle can’t attack.
3G: Attach Tampering Trickster to target vehicle.
2/2
Tanglekeeper 2G
Creature — Plant Warrior (u)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Tanglekeeper blocks an artifact creature or vehicle, it gets +2/+2 until end turn.
2/2
Thoughtweft Awakener 2GG
Creature — Kithkin Warrior (r)
Vigilance
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Whenever Thoughtweft Awakener deals combat damage to an opponent, untap all creatures you control.
2/3
Verdic Branchbender 2GG
Creature — Plant Warrior (u)
Reach
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
3/3
Vow of the Bloomchild G
Enchantment — Aura (c)
Enchant creature
Whenever enchanted creature deals combat damage to an artifact, put a +1/+1 counter on it.
Wildsboon Wurm 5GG
Creature — Wurm (c)
1G: Regenerate target creature as long as it’s not operating a vehicle.
flavor
7/4
Wilshire Disciple 1G
Creature — Kithkin Shaman (c)
Creatures you control have trample as long as they aren’t operating a vehicle.
The Kithkin banded alongside Felhaust, who used their ancestral thoughtweft to convey one truth over all others: all that is unnatural must be shunned. Those who listened did so with conviction.
2/1
Wilshire Outrider 3G
Creature — Kithkin Warrior (u)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
Wilshire Outrider gets +2/+2 and has vigilance if there is a card named Wilshire Outrider in a graveyard.
2/3
....continued
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Enchantment — Aura (c)
Enchant artifact
Whenever enchanted artifact taps or untaps, its controller loses 1 life and you gain 1 life.
Adaptive Stockward 1WU
Creature — Drone (u)
1W, Q: Adaptive Stockward gets +0/+2 until end of turn.
1U, T: Adaptive Stockward gains protection from sorceries and from instants until end of turn (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything sorceries and from instants until end of turn.).
2/3
Advanced Training 4RW
Enchantment (r)
Creatures you control have double strike (This creature deals both first-strike and regular combat damage.).
Afficticious Rest 2WB
Enchantment (r)
1WB: Put target creature card in a graveyard into play under your control. You lose life equal to its power and gain life equal to its toughness.
Austerulous Drone 4WU
Creature — Drone (r)
Flying
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Other creatures you control have reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.).
3/5
Auturgic Fancy XYWU
Instant (r)
Tap X target permanents.
Untap Y target permanents.
Draw a card.
Belladonna Broth 1BG
Sorcery (c)
You may pay an additional 1BG as you play Belladonna Broth. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Target creature gets +2/+2 until end of turn and another target creature gets -2/-2 until end of turn.
Bloodbond Treefolk 4BG
Creature — Treefolk Rogue (r)
Whenever a creature spell is played, each player returns all cards with the same name as that spell from his or her graveyard to play.
6/4
Boltfeaster Gremlin RG
Creature — Gremlin (c)
RG, Sacrifice Boltfeaster Gremlin: Target player sacrifices an artifact.
“No matter how many traps we set, runes we inscribe or seams we seal, the vermin continue to thrive within our gilded ships. It is a disgrace and one I’ve made my life’s pursuit to shed.” -Pulzun, engineer of the Goldtusk sect
2/2
Bond of Fellowship 4RG
Enchantment (u)
Whenever a creature operating a vehicle you control is put into a graveyard from play, you may put a creature card that shares a color with that creature into play.
Breath of Reflection GW
Enchantment (r)
Other players can’t play spells or abilities during your turn.
“I spent one particularly dangerous season hiding from Arkwright constables at a Sophron monastery. I never could get used to their pacifist sermons, or their food, but I doubt I’ve ever known calm as I did then.” -Wythwyn
Brilliance of Force 1RW
Instant (u)
Until end of turn, whenever a source you control deals damage, you gain that much life.
Dwarven spirituality is rooted in the forge, its glowing warmth the source of all creation, destruction, and most importantly - all inspiration for war.
Capreolated Behemoth 8GU
Creature — Anemone Mutant (r)
Whenever Capreolated Behemoth becomes the target of a spell or ability, put a +1/+1 counter on it and draw a card.
6/10
Caprice 4BR
Creature — Elemental (r)
First strike
Caprice gets -4/-4 if any other player has more life than you.
7/7
Chavish Nullifier 3UB
Creature — Bird Wizard (u)
Flying
1UB, Shuffle a card from your hand into your library: Target creature blocking or blocked by Chavish Nullifier gets -2/-0 or -0/-2 until end of turn.
2/3
Clastkeep Commander 1RW
Creature — Dwarf Soldier (u)
Dwarves you control have first strike (This creature deals combat damage before creatures without first strike.).
RW, T, Sacrifice a land: Put two 1/1 red and white Dwarf Soldier creature tokens into play.
2/2
Clog of Vines GW
Enchantment — Aura (c)
Enchant vehicle
Enchanted vehicle can’t attack or block.
Whenever enchanted vehicle’s operate ability is played, gain 3 life.
Conciliabule 2UB
Enchantment (r)
Players can’t search libraries.
Once a month, when the pale sliver moon rests low on the horizon, the Observers meet to discuss all that they have seen of the other races and how to use this insight to keep their own plans in motion.
Covetous Plucking 1UB
Instant (r)
Until end of turn, you may play cards in target player’s graveyard as though they were in your hand.
“The Chavish Observers may think they serve some lofty purpose, but they’re still as attracted to shiny objects in the gutter as their primitive cousins.” -Guilford
Dawnwort Fumes WU
Instant (u)
You may pay an additional 2WU as you play Dawnwort Fumes. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Counter target spell unless its controller pays 2.
Deartunate 5WB
Sorcery (r)
Destroy each nonland permanent with a converted mana cost 4 or less.
“Legend speaks of a day when the mighty will rise above the meek to inherit Archatmos. I fear that with their machines and furnaces using up all this world holds dear, that day has come for Arkwright.” -Merthyr, Heathspinner elder
Decutient Crushing RG
Instant (c)
Destroy target artifact if any of its activated abilities were played this turn.
flavor
Dream of Progress 2GU
Sorcery (u)
Target creature becomes 3/3 and gains shroud (This permanent can’t be the target of spells or abilities.) until end of turn.
Draw a card.
Ectomund Burst 2WB
Sorcery (u)
You may pay an additional 2WB as you play Ectomund Burst. If you do, concoct up to 2 cards with total converted mana cost five or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Destroy target permanent.
Eldritch Directive 2UR
Enchantment (r)
You choose the targets of each spell and ability.
flavor
Emberstalk Lancing RW
Instant (c)
You may pay an additional 1RW as you play Emberstalk Lancing. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Emberstalk Lancing deals 3 damage to target attacking or blocking creature.
Findible Mind UB
Sorcery (u)
Search target library for a card and remove it from the game. Shuffle that library afterward.
Frannion Enforcer 3BR
Creature — Boar Mercenary (c)
Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
Vanquish BR (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
4/3
Frogling Dreamcrafter 1GU
Creature — Frog Wizard (r)
T: Target creature becomes a 3/3 Frog until end of turn.
“I dream of a world where my kind is appreciated and understood. Where that understanding can allow my people to stand with our equals instead of beneath where so many would keep us. Let me show you my dream ...”
2/3
Gillydowns Warden 1GU
Creature — Frog Wizard (c)
GU: Counter target spell if it targets a creature you control.
A race trod upon and mocked for as long as history was recorded, the froglings of Gillydowns were adept at deflecting the worst the other races could throw at them.
1/3
Gillyhide Ploving 1GU
Sorcery (c)
You may pay an additional 3GU as you play Gillyhide Ploving. If you do, concoct up to 3 cards with total converted mana cost four or less. (Search your library for up to three cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Put target land on top of its owner’s library.
Gleimous Mechanic 2GU
Creature — Frog Wizard (u)
Vehicles you control have shroud (This permanent can’t be the target of spells or abilities.).
flavor
3/4
Goblin Archigrapher 1UR
Creature — Goblin Wizard (c)
Whenever you concoct a spell, choose one — Goblin Archigrapher deals 1 damage to target creature or scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
Shrugging off the organized research of their human counterparts, the goblin archigraphers followed their every academic whim. Whether to brilliance or oblivion was anyone’s guess.
1/3
Goretusk Commander 4BR
Creature — Boar Warrior Mercenary (r)
Creatures you control have vanquish 2 (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.).
When the Vedalken need expendable forces prone to violence and their expensive drones are deemed too precious to risk, they call upon the Frannion Caste. Dedicated only to money and inflicting pain, the boar-men are the ultimate pawn of war.
6/3
Guardian of Futures 2UB
Creature — Bird Wizard (r)
Flying
At the beginning of your upkeep, if there are no cards in your library, you may shuffle your graveyard into your library.
2/4
Heady Brew 1BR
Sorcery (c)
You may pay an additional 1BR as you play Heady Brew. If you do, concoct up to 2 cards with total converted mana cost three or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Each player sacrifices a permanent.
Helctic Awe 3WU
Enchantment (r)
All creatures are 1/1.
flavor
Hexberry Haze UR
Instant (c)
You may pay an additional 2UR as you play Hexberry Haze. If you do, concoct up to 3 cards with total converted mana cost five or less. (Search your library for up to three cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Switch target creature’s power and toughness until end of turn.
Impulsive Command 2UR
Instant (r)
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent comes into play under your control.)
Ironfaith Monk 3GW
Creature — Turtle Monk (r)
Defender
Damage is dealt to Ironfaith Monk in the form of +1/+1 counters.
T, Remove any number of +1/+1 counters from Ironfaith Monk: Gain 2 life for each counter removed this way.
3/7
Kor Revivalist 3WB
Creature — Kor Cleric (u)
At the beginning of your upkeep, return to play target creature card in your graveyard if it shares a name with a creature you control.
2/2
Lifestealer Ooze 2BG
Creature — Ooze (r)
Lifestealer Ooze comes into play with a +1/+1 counter on it for each creature card and land card in your graveyard.
BG, Remove a +1/+1 counter from Lifestealer Ooze: Target creature gets -1/-1 and Lifestealer Ooze gets +1/+1 until end of turn.
0/0
Lodekeep Dwarves RW
Creature — Dwarf Soldier (c)
Vanquish— Sacrifice a land (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
2/2
Lumindust Daze GW
Instant (u)
You may pay an additional 2GW as you play Lumindust Daze. If you do, concoct a card with a converted mana cost of five or less. (Search your library for a card that shares a color and type with this, remove it from the game, and add its effects to this spell. Then shuffle your library.)
Prevent all combat damage that would be dealt this turn.
Master of Beryllforge 2RW
Creature — Dwarf Soldier (r)
Whenever a creature you control blocks or becomes blocked, you may have it deal damage equal to its power to target attacking or blocking creature.
3/2
Megantereon 2GW
Creature — Cat (r)
Flash
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
4/4
Mirrorhull Maneuver 3RW
Instant (r)
The next time a source of your choice would deal damage this turn, that damage is dealt to that source’s controller instead.
Draw a card.
Nightglory Warping 1UB
Sorcery (c)
You may pay an additional 1UB as you play Nightglory Warping. If you do, concoct up to 2 cards with total converted mana cost four or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Put the top three cards of target library into their owner’s graveyard.
Punishment of Defiance 1RG
Enchantment (r)
Whenever a creature you control becomes blocked, put a +1/+1 counter on it at end of combat.
As the Grovechildren experienced sentience and free will for the first time, the first emotion they felt was anger. Anger that nature had been exploited and anger that any dared stand against them in the fight for Gaea’s honor.
Rageweaver Wurm 8RG
Creature — Wurm (r)
At end of turn, tap Rageweaver Wurm unless it attacked this turn.
flavor
9/5
Rewire 1UR
Instant (u)
Change the target of target spell with a single target.
“Spells are like any machine, a bunch of small parts to fiddle with and when it won’t do what you want it to, you can shake it until it does.” -Judodge
Rigorous Drone 4WU
Creature — Drone (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
5/4
Scathefire 3BR
Sorcery (r)
Choose a number. Destroy each vehicle and each creature with power and/or toughness equal to the chosen number.
Sedgewood Undertaker 4BG
Creature — Treefolk Shaman (c)
Creatures you control have feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.).
Arkwright’s waste polluting their roots and minds, Sedgewood’s treefolk became withdrawn, bitter and hostile. And their undying hatred for the other mortal races kept them alive when they ought to have succumbed to death and disease.
2/4
Shaman of the Leyline 1RG
Creature — Human Shaman (r)
Whenever you concoct a spell, you may add RG to your mana pool.
flavor
3/2
Simplify Machinery WU
Instant (c)
Target artifact loses all abilities until end of turn.
Draw a card.
“I know that the Loxodon consider their machines works of art, but this is ridiculous.” -Childeric
Skyrunner Plunderer 1WB
Creature — Kor Rogue (c)
Lifelink
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
2/2
Snorting Brigandier 1BR
Creature — Boar Berserker Mercenary (u)
Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
Whenever Snorting Brigandier deals combat damage to a creature, you gain that much life.
2/2
Sophronic Mediator 2GW
Creature — Turtle Cleric (c)
Other creatures you control get +0/+2.
In the years prior to Arkwright’s rise to power, cities and tribes turned to the ancient wisdom of the turtle-monks for guidance. A single word from a Sophron monk could avert war. Now the word of the monks falls on deaf ears.
2/4
Spellslinger Voyager 2UR
Creature — Goblin Rogue (u)
Whenever you concoct a spell, Spellslinger Voyager gets +1/+0 and is unblockable until end of turn.
Though often ridiculed and trod upon by high-minded races, the goblins of Sudlund find solace in their rare moments of spellcasting ecstasy.
2/3
Spill Out BR
Instant (u)
Unattach all creatures from target vehicle you don’t control. Spill Out deals 1 damage to each creature unattached this way.
“Frannion war-machine tactics are limited to divesting the machine of its crew for a quick slaughter. Crude, but effective.”
Stoneheart Blend RG
Sorcery (u)
You may pay an additional 2RG as you play Stoneheart Blend. If you do, concoct up to 2 cards with total converted mana cost four or less. (Search your library for up to two cards that share a color and type with this, remove those cards from the game, and add their effects to this spell. Then shuffle your library.)
Creatures you control get +2/+0 and gain trample until end of turn.
Studious Pilgrim 1GW
Creature — Human Monk (u)
Defender
Shroud
Few humans ever reach the pinnacle of serenity and composure of the Sophronic Order, but that has yet to discourage many from attempting the spiritual feat.
0/5
Tenacious Observer 2UB
Creature — Bird Rogue (c)
Flying
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
2/2
Twisted Elderbough 3BG
Creature — Treefolk Rogue (u)
Trample
Twisted Elderbough’s power is equal to three plus the number of cards named Twisted Elderbough in all graveyards.
3+*/3
Unlawful Desarcination 2BG
Sorcery (u)
Return target creature card in your graveyard to play with a +1/+1 counter on it for each other card in your graveyard that shares a name with it.
Vagaries of Fate 2UR
Sorcery (r)
Reveal the cards in your library. An opponent chooses from among them two sorcery cards with different names and two instant cards with different names. You put the chosen cards into your hand. Then shuffle your library.
Vorsch 1GU
Legendary Creature — Frog Warrior (r)
Creatures operating vehicles you control can’t be the targets of spells or abilities an opponent controls.
Whenever Vorsch or a vehicle it’s operating deals combat damage to an opponent, untap all creatures and vehicles you control.
2/3
Vulturous Feast 1BG
Enchantment (r)
Whenever a card is put into an opponent’s graveyard from anywhere, put a +1/+1 counter on target creature you control.
Wythwyn 3WB
Legendary Creature — Kor Rogue (r)
Feign (If this permanent would be put into a graveyard from play, you may instead search your library for a card with the same name and put into your graveyard. If you do, shuffle your library and this remains in play.)
If Wythwyn is operating a vehicle, that vehicle gets +1/+1 and has vigilance, lifelink and feign.
3/3
Legendary Artifact — Vehicle (r)
Flying
Whenever Aeroqueen Eternal becomes blocked, put a +1/+1 counter on it for each creature operating it.
1, Remove a +1/+1 counter from Aeroqueen Eternal: Aeroqueen Eternal deals 2 damage to target creature blocking or blocked by it this turn.
Operate 3
5/5
Alchemist's Workshop 6
Artifact (r)
Whenever you play a sorcery spell, you may pay an additional 5. If you do, concoct a card with a converted mana cost three or less. (Search your library for a card that shares a color and type with that sorcery, remove it from the game, and add its effects to the sorcery spell. Then shuffle your library.)
Antipode Launcher 2
Artifact — Equipment (c)
Equipped creature has “T: Put a steam counter on Antipode Launcher.” and “T, Remove a steam counter from Antipode Launcher: Antipode Launcher deals 2 damage to target creature, player or vehicle.”
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Arkwright Mistreaver 3
Artifact — Vehicle (u)
Flying
Spells that target Arkwright Mistreaver or creatures operating it cost 2 more to play.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/4
Autogyro 1
Artifact — Vehicle (c)
Flying; Vigilance
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
2/2
Bloodletter's Blade 1
Artifact — Equipment (u)
Equipped creature has vanquish 2.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Bomani Thresher 1
Artifact — Vehicle (c)
Forestwalk
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Brass Rotoripper 2
Artifact — Equipment (r)
2: Brass Rotoripper deals 1 damage to target creature equipped creature dealt damage to this turn.
Equip 1
Brutal Landfortress 3
Artifact — Vehicle (u)
Only creatures with power 4 or greater can operate Brutal Landfortress.
Operate 1 (1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
6/6
Charred Athanor 3
Artifact (u)
Charred Athanor comes into play tapped.
T: Add R to your mana pool.
T: Add B or G to your mana pool and Charred Athanor deals 1 damage to you.
Chromatic Gadget 1
Artifact (c)
1, T, Sacrifice Chromatic Gadget: Add one mana of any color to your mana pool. Draw a card.
flavor
Chronophilic Bangle 3
Artifact — Equipment (r)
Whenever Chronophilic Bangle becomes attached to a creature, choose a color. The equipped creature has protection from the chosen color.
3: Attach Chronophilic Bangle to target creature.
Equip 1
Clastkeep Moledrill 1
Artifact — Vehicle (c)
Mountainwalk
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Cloak of Bloodlines 3
Artifact — Equipment (c)
Equipped creature gets +1/+1 for each creature card that shares a name with it in a graveyard.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)
Cloudship Titan 3
Artifact — Vehicle (u)
Flying
Operate 4 (4: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
6/5
Cracklebomb Catapult 4
Artifact — Equipment (r)
T: Equipped creature deals 3 damage to target creature or vehicle.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Detonite Tank 2
Artifact — Vehicle (u)
Vanquish 0 (When this permanent becomes blocked by a creature, you may pay its vanquish cost. If you do, sacrifice this creature and destroy that creature.)
Operate 1 (1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
2/3
Forcepooler 2
Artifact — Vehicle (r)
Forcepooler’s power is equal to the total combined power of creatures operating it.
Operate 3 (3: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
*/5
Frannion Warclub 2
Artifact — Equipment (c)
Equipped creature has frenzy 2.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Frannion Wartrawl 2
Artifact — Vehicle (c)
Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
2/4
Galvanic Key 2
Artifact (c)
Flash
3, T: Untap target artifact.
flavor
Gigametric Goggles 5
Artifact (r)
When Gigametric Goggles comes into play, choose flying (This creature can’t be blocked except by creatures with flying or reach.), first strike (This creature deals combat damage before creatures without first strike.), trample (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.), haste (This creature can attack and T as soon as it comes under your control.), or fear (This creature can’t be blocked except by artifact creatures and/or black creatures.).
Whenever a creature or vehicle with the chosen ability comes into play, draw a card.
Gilded Athanor 3
Artifact (u)
Gilded Athanor comes into play tapped.
T: Add W to your mana pool.
T: Add G or U to your mana pool and Gilded Athanor deals 1 damage to you.
Goblin Aurogyro 1
Artifact — Vehicle (c)
Flying
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/1
Golden Velocipede 1
Artifact — Vehicle (c)
Plainswalk
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Goldpress Infiltrator 1
Artifact — Vehicle (c)
Swampwalk
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Gyroscopic Battlesuit 2
Artifact — Equipment (c)
Equipped creature gets +3/+3 and can’t operate vehicles.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
Healer's Vessel 2
Artifact — Vehicle (u)
Creatures operating Healer’s Vessel have “T: Prevent the next 2 damage that would be dealt to target creature or player this turn.”
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
2/5
Heathspinner Barge 2
Artifact — Vehicle (r)
Operate abilities cost you 1 less to play for each creature operating Heathspinner Barge.
Operate 4 (4: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/6
Imperial Dreadstar 5
Legendary Artifact — Vehicle (r)
First strike
Sacrifice a creature operating Imperial Dreadstar: Imperial Dreadstar deals damage equal to the sacrificed creature’s power to target creature or player.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
7/4
Inkswell Interceptor 1
Artifact — Vehicle (c)
Islandwalk
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Ironclad Titan 4
Artifact — Vehicle (u)
Trample
Operate 3 (3: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
8/5
Loxodon Zepplin 3
Artifact — Vehicle (u)
Flying
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
4/4
Magnetotopic Bracers 2
Artifact — Equipment (u)
Whenever equipped creature attacks, tap up to two target artifacts.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)
Mindbrew Vellicle 5
Artifact (r)
Whenever a card would be put into your graveyard from anywhere, put a steam counter on Mindbrew Vellicle.
Remove ten steam counters from Mindbrew Vellicle: Search target library for up to seven cards and remove them from the game. Shuffle that library afterwards.
Mirrorhull Raider 3
Artifact — Vehicle (u)
Shroud
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
5/4
Neuroduct Transport 2
Artifact — Vehicle (r)
Neuroduct Transport has all abilities of creatures operating it.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
1/6
Novagraph 3
Artifact (u)
At the beginning of your upkeep, look at the top two cards of your library and put them back in any order.
4: Shuffle your library.
Panzernaut 2
Artifact — Vehicle (u)
Panzernaut must attack each turn, if able.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
5/3
Pod of Inspiration 4
Artifact — Vehicle (r)
Creatures attached to Pod of Inspiration have “T: Draw a card.”
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/5
Prized Athanor 3
Artifact (u)
Prized Athanor comes into play tapped.
T: Add U to your mana pool.
T: Add W or B to your mana pool and Prized Athanor deals 1 damage to you.
Psychogenic Probe 2
Artifact (r)
Whenever a spell or ability causes a player to shuffle his or her library, Psychogenic Probe deals 2 damage to him or her.
flavor
Razorwing Skyship 2
Artifact — Vehicle (u)
Flying; First strike
Operate 3 (3: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/2
Reavernaut 2
Artifact — Vehicle (u)
Deathtouch
Operate 1 (1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/2
Rusted Athanor 3
Artifact (u)
Rusted Athanor comes into play tapped.
T: Add G to your mana pool.
T: Add R or W to your mana pool and Rusted Athanor deals 1 damage to you.
Schismic Minimizer 4
Artifact (u)
You may choose not to untap Schismic Minimizer during your untap step.
4, T: Target creature becomes 0/1 as long as Schismic Minimizer is tapped.
Scrapheap 3
Artifact (r)
Whenever an artifact or enchantment is put into your graveyard from play, you gain 1 life.
flavor
Seigescathe Cannon 3
Artifact — Vehicle (r)
T: Seigescathe Cannon deals 3 damage to target creature or player. Play this ability only if Seigescathe Cannon is operated by two or more creatures.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
4/5
Sigil of Prebition 2
Artifact (r)
Spells that share a mana cost with the last spell played cost you 1 less to play.
flavor
Skyship Evermind 5
Legendary Artifact — Vehicle (r)
Flying; Trample
Whenever Skyship Evermind deals combat damage to an opponent, draw a card for each 1 damage dealt this way this turn.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
6/5
Spineshell 1
Artifact — Vehicle (c)
Reprisal (If this permanent would deal enough combat damage to its attackers to destroy them, you may have it deal the rest of its damage to attacking player.)
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/4
Steamcruiser 3
Artifact — Vehicle (c)
Operate 1 (1: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/5
Steamkite 1
Artifact — Equipment (u)
Equipped creature has flying.
2: Equipped creature gets +1/+0 until end of turn.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Steamwork Engine 4
Artifact (c)
2, T: Add 1 to your mana pool for each steam counter on Steamwork Engine, then put a steam counter on Steamwork Engine.
flavor
Sudlund Robes 1
Artifact — Equipment (u)
Whenever you concoct a spell, equipped creature gets +1/+1 and gains flying until end of turn.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
Sullied Athanor 3
Artifact (u)
Sullied Athanor comes into play tapped.
T: Add B to your mana pool.
T: Add U or R to your mana pool and Sullied Athanor deals 1 damage to you.
Sunskiff 2
Artifact — Vehicle (u)
Sunskiff can’t be blocked except by Vehicles.
Operate 3 (3: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
4/3
Teliferous Gunship 3
Artifact — Vehicle (r)
Flying
Creatures operating Teliferous Gunship have “T: Teliferous Gunship deals 1 damage to target creature.”
Operate 3 (3: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
6/6
Throne of the Ravens 3
Artifact (u)
2, T, Shuffle a card in your hand into your library: Draw a card.
flavor
Transavus 2
Artifact — Vehicle (c)
Transavus gets +1/+1 for each creature operating it.
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
3/3
Transmogrifying Armor 2
Artifact — Equipment (u)
Equipped creature is 3/3.
4: Attach Transmogrifying Armor to target creature.
Equip 2
Welding Jar 0
Artifact (c)
Sacrifice Welding Jar: Regenerate target artifact.
flavor
Zyresic Chariot 2
Artifact — Vehicle (c)
First strike
Operate 2 (2: Attach a creature you control to this Vehicle or unattach a creature from it. Creatures attached to this Vehicle can’t attack or block and this vehicle can’t attack or block unless a creature is attached to it. When this Vehicle leaves play, destroy all creatures attached to it.)
4/2
Legendary Land (r)
T: Add G to your mana pool.
2G, T: Put target card from your graveyard on the bottom of your library.
flavor
Alsace Gildspire
Legendary Land (r)
T: Add W to your mana pool.
2W, T: Attacking or blocking creatures and vehicles you control get +1/+2 until end of turn.
flavor
Antipodal Workshop
Land (r)
T: Add 1 to your mana pool.
3, T: Put a steam counter on target artifact.
4, Remove a steam counter from an artifact you control: That artifact deals 2 damage to target creature or player.
Arkwright Aerodome
Legendary Land (r)
T: Add U to your mana pool.
2U, T: Creatures and vehicles you control gain flying (This creature can’t be blocked except by creatures with flying or reach.) until end of turn.
flavor
Arkwright Factory
Land (r)
1, Q: Add 2 to your mana pool.
2: Arkwright Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It’s still a land.
T: All Assembly-Workers get +1/+1 until end of turn.
Boilplove Refuge
Land (r)
T: Add 1 to your mana pool.
3, T: Put a steam counter on target artifact.
2, Remove a steam counter from an artifact you control: Untap that artifact.
Clastkeep Slagcairn
Legendary Land (r)
T: Add R to your mana pool.
2R, T: Clastkeep Slagcairn deals 1 damage to target creature or player for each artifact card and land card put into a graveyard from play this turn.
Crypt of the Observers
Land — Swamp (c)
Crypt of the Observers comes into play tapped with a harvest counter on it.
Crypt of the Observers doesn’t untap during your untap step if it has a harvest counter on it.
B, Remove a harvest counter from Crypt of the Observers: Target creature gets -1/-1 until end of turn.
Drazel Gallwaste
Legendary Land (r)
T: Add B to your mana pool.
2B, T: Until end of turn, whenever a permanent is tapped for mana, it produces B instead of its normal type and amount.
Garden of the Observers
Land — Forest (c)
Garden of the Observers comes into play tapped with a harvest counter on it.
Garden of the Observers doesn’t untap during your untap step if it has a harvest counter on it.
G, Remove a harvest counter from Garden of the Observers: Regenerate target creature.
Halatinous Swellhollow
Land (c)
Halatinous Swellhollow comes into play tapped.
T: Add U or B to your mana pool and Halatinous Swellhollow deals 1 damage to you.
Whenever you’re dealt damage, you may pay 4. If you do, each opponent discards a card.
Ichorescent Wastes
Land (u)
2, Q: Add B or G to your mana pool.
At the beginning of your upkeep, you may tap Ichorescent Wastes.
Isle of the Observers
Land — Island (c)
Isle of the Observers comes into play tapped with a harvest counter on it.
Isle of the Observers doesn’t untap during your untap step if it has a harvest counter on it.
U, Remove a harvest counter from Isle of the Observers: Counter target spell unless its controller pays 1.
Loxodon Gildscape
Land (r)
T: Add 1 to your mana pool. If this mana is spent on a vehicle spell, that vehicle comes into play with a +1/+1 counter on it.
Maleolent Pit
Land (c)
Maleolent Pit comes into play tapped.
T: Add B or R to your mana pool and Maleolent Pit deals 1 damage to you.
Whenever you’re dealt damage, you may pay 4. If you do, destroy target tapped nonbasic land.
Meadow of the Observers
Land — Plains (c)
Meadow of the Observers comes into play tapped with a harvest counter on it.
Meadow of the Observers doesn’t untap during your untap step if it has a harvest counter on it.
W, Remove a harvest counter from Meadow of the Observers: Untap target creature or vehicle. It gets +1/+1 until end of turn.
Mowburnt Grove
Land (c)
Mowburnt Grove comes into play tapped.
T: Add R or G to your mana pool and Mowburnt Grove deals 1 damage to you.
Whenever you’re dealt damage, you may pay 4. If you do, Mowburnt Grove deals 1 damage to target creature.
Peak of the Observers
Land — Mountain (c)
Peak of the Observers comes into play tapped with a harvest counter on it.
Peak of the Observers doesn’t untap during your untap step if it has a harvest counter on it.
R, Remove a harvest counter from Peak of the Observers: Target player sacrifices an artifact.
Perantique Temple
Land (c)
Perantique Temple comes into play tapped.
T: Add G or W to your mana pool and Perantique Temple deals 1 damage to you.
Whenever you’re dealt damage, you may pay 4. If you do, creatures you control get +1/+1 until end of turn.
Phalerated Hall
Land (c)
Phalerated Hall comes into play tapped.
T: Add W or U to your mana pool and Phalerated Hall deals 1 damage to you.
Whenever you’re dealt damage, you may pay 4. If you do, draw a card.
Razorclaw Foundry
Land (r)
T: Add 1 to your mana pool.
5, T: Put a 2/3 Pincer artifact creature token into play.
flavor
Rogalian Forge
Land (u)
2, Q: Add R or W to your mana pool.
At the beginning of your upkeep, you may tap Rogalian Forge.
Sparsile Villa
Land (u)
2, Q: Add W or B to your mana pool.
At the beginning of your upkeep, you may tap Sparsile Villa.
Steamwork Citadel
Land (r)
1, T: Add 1 to your mana pool for each steam counter on artifacts you control.
3, T: Put a steam counter on target artifact.
Tower of the Magistrate
Land (r)
T: Add 1 to your mana pool.
1, T: Target creature gains protection from artifacts until end of turn (This permanent can’t be blocked, targeted, dealt damage, or enchanted by anything artifacts until end of turn.).
flavor
Tropaen Pharos
Land (u)
2, Q: Add U or R to your mana pool.
At the beginning of your upkeep, you may tap Tropaen Pharos.
Ulvose Thicket
Land (u)
2, Q: Add G or U to your mana pool.
At the beginning of your upkeep, you may tap Ulvose Thicket.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains