Set Names: Khorenthos, Bloodmoon, Awakening Code Names: Stop, Drop, and Roll Set Sizes: Large, Small, Small Theme: All Red Block (Mono, Hybrid, or Multi cards, all involve Red mana in some way) Focus: Draft/Limited
Story
The world is constantly bore down upon by a giant Red sun, this sun infuses the world with heavy red mana that powers and drives the inhabitants to impulse, recklessness, and passion. Each day it grows every closer to the world.
In this world four major factions fight over dominance of the world, they are in a nearly constant state of warfare.
In the deserts and wastelands lie the Almadhi (RW), they are an honorable and just people, who would gladly give their lives for the greater good. Their society is one of community, where survival and daily life are full of hardship. The Almadhi are also the most religious of the factions, they worship the ancient Giants, who walk among them as gods.
Above the peaks of the mountains in the reaches lie the Eralan (RU) a race of Djinn. Born as children of the elements, they spend their time high above the mountains seeking answers to the sun's approach and calling upon their elemental brethren in the heavens who gift them with storms. Out of the inhabitants of this world they are the only ones who tend to keep extensive records or try to learn about the past or predict the future. They aren't as warmongering as the others, and if they do go to war, it is only for short-term gains that will advance their work.
Deep in the jungles between mountain peaks where rain collects, there lives a tribe called the Ulgorak (RG) a tribe of Goblins who believe in a rigid society where the weak are fed to the Wurms and the strong survive. The Goblins worship the Wurms as the epitome of strength, and call upon them in war as mounts or siege weapons. They fight for the sake of culling the weak and clearing the way for the strong to survive.
In the mountains there are dark lava-filled caverns that are filled with the Black Hand (RB), a race of Orcs that are the most vile and violent creatures ever seen. The Black Hand will invade and destroy without reason, they shed blood for the sake of bloodshed, and revel in the glory of battle. They are subjects of ancient demon lords who dwell deep within the earth, and will invoke their names in battle cries and blood rituals.
There is a fifth tribe, although small, called the Koshak (R), they are a race of Viashino who believe themselves descendants of ancient dragons. They live in ancient ruins found throughout the world and are prone to raiding villages for supplies or sacrifices to their dragon gods. They sew seeds of disorder in the world and preach that one day their gods will return and enslave the world, most of these threats go unheeded by the other races, who see them as pests.
Keywords
Ambush <Cost> ((<Cost>, return a blocking creature you control to its owner’s hand: Put ~ onto the battlefield blocking everything that creature was blocking.))
RW uses this keyword, it represents the sudden threats, ambushes, and defensive techniques that the Almadhi employ against their foes. It synergizes and plays well off of forced attacking, and plays contrast to the rushdown and careless play of other color sets.
Bloodshed (If a creature was dealt noncombat damage this turn, <effect>.)
The BR Tribe will be running with this keyword, it represents their disregard for the safety of themselves and others and synergizes well with sweepers of low damage. Various effects play off of this including spells and creatures.
Devour N (As this creature enters the battlefield, you may sacrifice any number of creatures. This permanent enters the battlefield with N +1/+1 counters on it for each creature sacrificed this way.)
Devour returns as the keyword for RG, the Goblins use it to represent their sacrifices to their Wurm lords and feed them. Its a powerful keyword that works well flavor-wise and game-wise.
Charge <Cost> (Whenever you cast a spell you may pay <cost>, if you do, put a +1/+1 counter on ~.)
Charge allows UR players to enhance their creatures turn after turn while simultaneously reacting to their foes and provides a potent mana dump.
Fanatical doesn't work as written. A triggered ability can't retroactively modify damage that was already dealt. It would have to be written like "If this creature would deal combat damage, instead you may have it deal twice as much combat damage. When it does, sacrifice it."
Relentless seems like it would be too powerful at N greater than 1 for common. A free +4/+4 bonus just for turning a guy sideways twice?
All of your keywords only appear on creatures and all of them have the function of making a creature deal more damage in combat. Is control nonexistent in this format? I get that this set's flavor theme of "war," but that doesn't mean the entire set mechanically has to revolve around bunches of small creatures running into each other. Molten Ravager, Figure of Destiny, and Mindclaw Shaman are examples of red cards that don't necessarily demand to be part of an aggressive strategy. A Cube that makes Mono Red Aggro one among many viable strategies is more interesting than a Cube that makes Mono Red Aggro the only viable strategy.
Ugh, hexproof. Welcome to blue being OP because it's the only color combination that has both evasion from ground armies and immunity to the format's eleventy billion targeted burn effects. (In addition to, well, blue being the OP color 90% of the time.)
How are you proposing to do a multicolor set with no dual lands? Unless you're going to have nonbasic lands with a basic land type that additionally tap for mana of a different color?
Fanatical doesn't work as written. A triggered ability can't retroactively modify damage that was already dealt. It would have to be written like "If this creature would deal combat damage, instead you may have it deal twice as much combat damage. When it does, sacrifice it."
Relentless seems like it would be too powerful at N greater than 1 for common. A free +4/+4 bonus just for turning a guy sideways twice?
All of your keywords only appear on creatures and all of them have the function of making a creature deal more damage in combat. Is control nonexistent in this format? I get that this set's flavor theme of "war," but that doesn't mean the entire set mechanically has to revolve around bunches of small creatures running into each other. Molten Ravager, Figure of Destiny, and Mindclaw Shaman are examples of red cards that don't necessarily demand to be part of an aggressive strategy. A Cube that makes Mono Red Aggro one among many viable strategies is more interesting than a Cube that makes Mono Red Aggro the only viable strategy.
Ugh, hexproof. Welcome to blue being OP because it's the only color combination that has both evasion from ground armies and immunity to the format's eleventy billion targeted burn effects. (In addition to, well, blue being the OP color 90% of the time.)
How are you proposing to do a multicolor set with no dual lands? Unless you're going to have nonbasic lands with a basic land type that additionally tap for mana of a different color?
Fanatical - The wording is incorrect, I figured it would be, I'll be adjusting it appropriately. The inspiration actually came from Furnace Scamp, which is one of the more interesting cards I like in standard and the idea of throwing away your creature for more burst is interesting.
Relentless - Relentless of 2 or higher won't exist until way higher in the CMC's, don't worry, as a Vampire player I understand how badly they can snowball out of control even if blocked. This is one I'll be paying heavy attention to balance with.
Non-Creature Keywords - I'm still looking into a non-creature keyword to blanket use, and I'm really considering Flashback and a few others. Its a matter of finding one that fits generally for about any of the colors as opposed to going with coming up with a unique one for each subset.
Control - Control still exists under UR and BR with some bits in the other colors appropriately, the set isn't entirely mono-red aggro. For example UR gets a counter that involves sacrificing a creature to counter a spell, BR gets solid removal, and WR will get some exile effects, GR gets its enchant/artifact combo removal as well. I'm going to try to keep it all balanced out in regards to having all the basic tools people are used to, they'll just be flavorfully red and have a nice mix of red in it.
Hexproof - I don't intend on having it much, if at all, in the set. Too many issues come up with so much burn. Although there will be sweepers so it might not be bad to have a tiny amount in there somewhere.
Dual Lands - There will be duals, the skeleton is only commons so far (I haven't gotten to counting/dividing uncommons etc. yet). The first set will either have an uncommon set of duals or a rare, and then I'd like to do a second set of duals in a later set when/if I get around to them.
As a note, I'm looking for ways to slow the block down a little if possible.
Considerations
-Strong Counters (although this could push blue too strongly)
-Land Destruction (although this makes mana screw even less fun)
-Sweeps (Lots of sweeps and solid removal could slow it down quite a bit)
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or simply for relentless he can have a higher number its just you need to add a backdrop for it for example whenever this creature attacks it deals 3 dmg to you, but it has relentless 3 or something, example.
Bloodrite Orc 1BR
Creature - Orc Common
Relentless 2
Haste
When Bloodrite Orc attacks pay 3 life or sacrifice Bloodrite Orc.
1/1
Or
Torturous Brute 3BR
Creature- Orc Berserker Rare
Relentless 3
At the beginning of your Upkeep Torturous brute deals damage equal to the number of +1/+1 counters on it to target creature you control. At the beginning of your next end step, torturous brute deals damage equal to the number of +1/+1 counters to target creature you don't control.
2/2
when i think of each tribe i would give certain creatures synergistic abilities that work with its base mechanic and abilities that are flavorful with the card itself, and the tribe its aligned to.
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\m/ Device \m/
Decks i'm currently running
Standard BUGW BUG Control (With a splash of white) WUG Midrange Lifegain
Modern
Death and Taxes
Legacy RG Valakut Lands WG Maverick R Burn
EDH G Azusa, Lost but Seeking
or simply for relentless he can have a higher number its just you need to add a backdrop for it for example whenever this creature attacks it deals 3 dmg to you, but it has relentless 3 or something, example.
Bloodrite Orc 1BR
Creature - Orc Common
Relentless 2
Haste
When Bloodrite Orc attacks pay 3 life or sacrifice Bloodrite Orc.
1/1
Or
Torturous Brute 3BR
Creature- Orc Berserker Rare
Relentless 3
At the beginning of your Upkeep Torturous brute deals damage equal to the number of +1/+1 counters on it to target creature you control. At the beginning of your next end step, torturous brute deals damage equal to the number of +1/+1 counters to target creature you don't control.
2/2
when i think of each tribe i would give certain creatures synergistic abilities that work with its base mechanic and abilities that are flavorful with the card itself, and the tribe its aligned to.
True, if I did higher relentless amounts it'd be with a drawback of some sort probably, but for the lower rarities its just easier to stick with Relentless 1, and 2 for higher CMC values.
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New Keyword:
Charge X (When you cast ~ you may pay X multiple times. If you do, ~ comes into play with that many +1/+1 counters on it. At the beginning of each upkeep, remove a +1/+1 counter from ~.)
Interaction examples: Djinn Stormblade1UR C
Creature - Djinn Warrior
Charge
If ~ has a +1/+1 counter on it, it has Haste.
3/1
Stormfire MagiUR C
Creature - Human Wizard
Charge UR
Whenever you cast an instant or sorcery, put a +1/+1 counter on ~.
1/1
Reservoir of Power
Enchantment
Charge :symur:.
At the beginning of your upkeep, instead of removing a +1/+1 counter from ~, you may move a +1/+1 counter from it and put it on a creature you control. When ~ has zero counters on it, sacrifice it.
Probably going to take Red's Pureblood keyword away for this set, just go with Viashino tribal bits in Red with lots of general good Red cards. Then bring Pureblood back later.
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Djinn Stormblade is a ridiculous common. Speaking as a longtime player of Pauper, that card is a silly lategame bomb.
What if it was a 2/1? 4 drop for a 3/2 haste effectively that weakens back to a 2/1 the following turn. Although the ability to supercharge him does cause issues..
Edit: As a note, reposting the common set shortly, there was a lot of differences between the skeleton and my MSE file, correcting them for repost.
I have had eye on this set for a while and the theme is really neat (most of the stuff I post I made like a month ago or so). I'm going throw some references/ideas which you can check upon (these would be the things I would be checking, but they're just suggestions). "Everything is red" -thing is a bit extreme, but it could be fun, right?
Check the Burst keyword inside the spoiler!
Okay, let's go over the things that I liked quickly:
2/1 for R, 3/1 First strike for RR. I like these, especially in a block where red is the boss. Chain Lightning - brilliant reprint.
Keywords:
Fanatical: Dunno, meh.
Relentless: Does really turn the game into aggro fest :S
Devour: Okay, maybe little uninspired.
Charge: Seems interesting enough.
About the flavor: The sun theme is little too white themed, no? I would like it if there would also be a red "sun" inside the plane/planet and the one in the sky and this would be attracting each other so that's why it's getting closer...
==========COLLECTION OF "STUFF"===============
Sets where to look inspiration (black focused):
Torment - tainted land cycle etc
New Phyrexia - Other colors imitating the dominant color ('loses 1 life' -tag on and so on).
Burst X(You may cast this spell for its burst cost. If you do, it has haste and it's sacrificed at the beginning of the end step.)
Could also bounce to hand like the Viashinos.
Cards with burst - some Sol Ring and Clone variants would seem nice.
Sac CharmR
Sorcery/Instant
As an additional cost to cast ~, sacrifice a permanent.
Choose one - Add RRR to your mana pool; or ~ deals 3 damage to target creature or player; or <some effect>?
Falling Spiral1RR
Sorcery
Target opponent chooses a permanent he or she controls at random and sacrifices it.
(3R? RRR? 2RR?)
Sucky Welder1R
Creature - <type> T, Sacrifice an artifact: Return target artifact card with converted mana cost less than (or equal) the sacrificed artifact's converted mana cost from (your/a) graveyard onto the battlefield (under your control).
1/1
Some CommandR
Instant
Cast ~ only before attackers are declared.
You choose if target creature attacks this turn and how it blocks.
I have lots of red cards I could submit if you're interested in seeing them (lot of them can be "weird" or piss on the color pie - some of them even on purpose).
Well the story of the sun is that the sun emits heavy red mana onto the world, and that's why the world is mostly barren, and everyone fights constantly. As I get further into the block it'll dive deeper into the history of the giants and the dragons, and why the sun is like that, there's a bit of backstory I'd like to do through cards though.
Tainted Land Cycle - I did have a cycle of these (without grey) I was going to put in at uncommon or common but decided against it. Mana fixing should be fine. I may still put them in in a later set.
Color Pie Bleed - Its something I'm /trying/ to avoid where possible, but sometimes its necessary. The idea of blood mana is something I was considering for a later set (IE: Phyrexian Mana basically).
Sulfuric Vortex - Vortex is cool but I'm trying my best to slow it down, consistent "every turn" damage to both players is one of the worst ways to go against that =P awesome card though. Worldfire - I love Worldfire, but if I put it in this set it'd have to be in some miniature version instead. I have plans for some solid board wipes so we'll see what comes of it. Grim Lavamancer - Grim is always an interesting choice, its on the consideration list. I'm worried about more direct damage, but the ability to burn graveyards is interesting, I may put something similar to him in RB at a higher rarity. Cinder Pyromancer - Pingers are on the maybeboard, there may be one or two, Cinder Pyromancer in an all red set though is a tad bit good Goblin Welder - Within the set itself (a vacuum) he wouldn't be that bad honestly, there aren't tons of artifacts, and definitely not tons of broken ones where recursion would cause issues. Trash for Treasure - I love this card actually, and I need more ways to recur artifacts and graveyard stuff within color. So this is probably definitely going in. Mass Hysteria - A little cheap for the effect, I was going to go with Fervor personally. Anger - Its on the reprint list Flame Slash - I need more DD to creatures only, so it was under consideration. Wild Guess - Forgot about it, more looting is pretty necessary. I'll look into more draw effects. Smoke - That IS an interesting card and does help with me wanting to slow things down.. I may look into a modified version of that.
Wheel of Fortune Varieties - Ways to refill hands are pretty important, will look into them in general. I may just end up printing a custom one. Chance Encounter - As much as I love this card, I'm going to avoid coin flips. War Elemental - I love this card and I planned on reprinting it as well =P Cryptborn Horror - His effect I might put on a new card and drop him to uncommon. Chaos Warp - Universal answers would be too potent for drafting honestly. I'd rather stick with more specific ones.
Flash - Its something I'm going to start giving Red more of in this set, I think Flash is very Red in its uses (its an impulsive jump at something) and there's a lot of fun design space with it.
Bounce to Hand - I'm doing a few of these, creatures that return to hand to avoid sorceries or do an ETB effect as well.
Flowstone Effects - I could do more of these, I could actually do more power/toughness swapping in general.
Paincast - Effects like this are ones I find interesting and I would like to do more.
Madness - I won't be bringing this back.
Redirects - I love redirect effects, Blue will be getting Swerve for instance, and there are some others I really like as well.
Kiki-Jiki - Ain't comin' back.
While Searching Library Effects - Its an interesting thing, but I'm not sure how many times Red will be searching their libraries, also I feel like it leads to stagnant or repetitive gameplay, which goes against Red.
Dexterity Cards - There's a reason these aren't made anymore =P
ETB Opponent Tapped Effects - I do like these, and I wanted to put Urabrask in in some form (probably as a new card with similar effects). Uphill Battle is an interesting one I could probably do.
Damage Redirection - You just gave me some interesting ideas for spells..
Mountain Based Stats - This I'd like to do in Mono-Red more, since it'd help players who draft mono-red.
=
Burst - Effectively its Lightning Ball on a stick, which I like. I may do something like that for the next set.
=
Sacrifice Charm - What about Infernal Plunge/Flash Lash/Destroy target artifact? The only thing is that since its a limited set, I'd like to go with more specific choices.
Falling Spiral - Simple, red, I like it.
Sucky Welder - That works
Some Command - I actually have Master Warcraft on the reprint list.
As I've said in the PM, the cards look very solid in general. I won't be going over every card saying "Ok. Good card. I'm ok with this card...", instead focus on the ones that I feel need work.
Bloodsand's Reckoning: Why doesn't this deal damage? Life loss isn't red. Again, I feel like this should be an uncommon.
Chain Lightning: This wouldn't be a common these days, but ok.
Harbinger of the Red: I feel like this should be an uncommon, unless you have a really strong tribal theme in the set.
Firevein: "multicolored creature". I guess this card makes sense in the context of the set.
Koshak Warpriest: Should say "Viashino creatures".
Viashino Bladescout: This is a perfect UR-card. Why is this monored?
Backblast: Can't attack is neither red or black. I think it should just say can't block this turn.
Bathe in Blood:
Black Hand Warlord: I see. But I don't like it. The interaction is so narrow and its really weird for a common. The first step I think should be to drop the "noncombat."
Deepcavern Troll: Seems a bit underpowered. I would give him haste and make the ability trigger at the end step = a good uncommon
Perdition Blast: The creatures won't die after Perdition Blast finished resolving, at which point it can't deal damage. You have to make this a trigger: "Whenever a creature dealt damage this way dies, it deals 1 damage to its controller."
Rage Explosion: "When enchanted creature attacks, its controller sacrifices it at the beginning of the next end step."
Slay: Why not just Terminate?
Geoshift: Then shuffle your library :tongue:. A bit weak.
Goblin Wurmbreeder: 1/1.
Gorger Wurm: Gorger Wurm is a 5/5.
Offer to the Wurms: This card is just red for the sake of being red because of the set. I don't like it.
As I've said in the PM, the cards look very solid in general. I won't be going over every card saying "Ok. Good card. I'm ok with this card...", instead focus on the ones that I feel need work.
Bloodsand's Reckoning: Why doesn't this deal damage? Life loss isn't red. Again, I feel like this should be an uncommon.
Chain Lightning: This wouldn't be a common these days, but ok.
Harbinger of the Red: I feel like this should be an uncommon, unless you have a really strong tribal theme in the set.
Firevein: "multicolored creature". I guess this card makes sense in the context of the set.
Koshak Warpriest: Should say "Viashino creatures".
Viashino Bladescout: This is a perfect UR-card. Why is this monored?
Backblast: Can't attack is neither red or black. I think it should just say can't block this turn.
Bathe in Blood:
Black Hand Warlord: I see. But I don't like it. The interaction is so narrow and its really weird for a common. The first step I think should be to drop the "noncombat."
Deepcavern Troll: Seems a bit underpowered. I would give him haste and make the ability trigger at the end step = a good uncommon
Perdition Blast: The creatures won't die after Perdition Blast finished resolving, at which point it can't deal damage. You have to make this a trigger: "Whenever a creature dealt damage this way dies, it deals 1 damage to its controller."
Rage Explosion: "When enchanted creature attacks, its controller sacrifices it at the beginning of the next end step."
Slay: Why not just Terminate?
Geoshift: Then shuffle your library :tongue:. A bit weak.
Goblin Wurmbreeder: 1/1.
Gorger Wurm: Gorger Wurm is a 5/5.
Offer to the Wurms: This card is just red for the sake of being red because of the set. I don't like it.
Bloodsand's Reckoning: Point taken, it shall deal damage. Simple oversight.
Chain Lightning: I kinda thought the same thing but I was trying not to rarity shift too much. It could go either way depending on how many shock-like effects I put in, for complexities sake its definitely uncommon, I have it at common mostly because I think it'll be a fun card to draft.
Harbinger of the Red: Bumping it to Uncommon I'd have no real issues with, I'm trying to make mono-red more tribal in how its played though, it'll depend on how I finish out the rare/uncommon sets.
Firevein: Thanks, missed the typo =P
Koshak Warpriest: Thanks again.
Viashino Bladescout: Its a reprint actually, I think it fits red (although typically Flash is more Blue/White, the combat trick aspect I think fits Red just fine).
Backblast: Can't attack sees slight usage in Red but typically its very specific (IE: Flyers can't attack you, Creatures with Counters can't). See: Kulrath Knight. Although it is a slight bend of the pie, I don't think its too bad off, but that's up for debate.
Bathe in Blood/Black Hand Warlord: Was playing with the potential of RB having a self-harm kinda feel, hence where it works with Black Hand Warlord. I could easily shift them around properly and look into changing that. The reason I didn't go with combat damage is it actually doesn't work at all. All combat damage resolves together, so having him buff on taking damage wouldn't buff the allied creatures. The idea was that you might bolt your own creature to buff the rest of yours or such.
Deepcavern Troll: Haha its a case of "I was afraid he'd be too good, so I nerfed him too hard", I'll look into tweaking him.
Perdition Blast: Fixed.
Rage Explosion: Fixed.
Slay: Was going with the Murder variant for the set (2.5 costed, multicolor makes 2 drop straight kill viable). Wanted to keep it relatively simple incase I decided to run regenerate (which wouldn't be often in this set anyway.) Although I could simply use Terminate since it shares rarity.
Geoshift: Forgot shuffle.. also it doesn't come in tapped.
Goblin Wurmbreeder: It was a long day..
Gorger Wurm: Apparently a really long day.
Offer to the Wurms: Green tends to care about toughness, Red moreso power. Sacrificing a creature for a gain is typically more Red but is shared with Green. I figured bending it more towards Red by making it care about Power would work out.
Wurm Food: Went with a lesser "Thatcher's Revolt" that could be used to feed Devour. I do see what you mean with the fact it could effectively be however.
As a note, massive thanks. These kinds of feedback are what I really needed to help balance things and fix potential issues.
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Balance
-Altar of the Red: Changed flavor text, changed to "Whenever a multicolored creature an opponent controls dies, put a blood counter on ~. Remove a blood counter from ~: Target creature gets +1/+0 until end of turn."
-Black Hand Assassin: Changed flavor text
-Bloodsand's Reckoning: Deals damage instead of life loss, bumped to Uncommon
-Brimstone Walker: Buffed to an 8/4
-Crackling Elemental: Decreased cost to 2UR
-Djinn Stormblade: Decreased cost to UR
-Embolden the Men: Typo fixed
-Geoshift: Added Shuffle clause
-Goblin Pruner: Changed to 2/1, RG cost
-Goblin Wurmbreeder: Typo fixed
-Gorger Wurm: Fixed power/toughness
-Harbinger of the Red: Bumped to Uncommon
-Koshak Firevein: Typo fixed
-Koshak Warpriest: Typo fixed
-Lavavent Scurrier: Dropped to RB, When Lavavent Scurrier dies, target opponent discards a card at random
-Perdition Blast: Bumped to Uncommon, wording fixed
-Rage Explosion: Wording fixed, enchanted creature gets -1/-1.
-Stormclouder Rager: Bumped to Uncommon
-Tablet of the Harbinger: Changed to T,R,Discard: Draw a card.
-Twinbolt: Cost changed to 1UR
-Unhindered Ferocity: Bumped to 2RG, and Uncommon
-Wurm Food: Dropped to (r/g)
Ideas
-Creature with Charge that has Trample if charged
-Creatures that do effects when they lose counters
-Creature that gains counters when other Charged creatures lose them
-Equipment Shield that gives Hexproof?
Backblast: Outside of that guy and some very old cards, black and red have zero "can't attack" effects. Besides, the card is already very powerful, it wouldn't hurt nerfing it a bit.
Bathe in Blood/Bloodhand's Warlord: The implementation of this "combo" is very clunky and doesn't feel natural. I would cut it.
Offer to the Wurms: Sometimes green cares about power, sometimes about toughness. That this cares about power doesn't make it red.
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Almahdi Dudes: Both not red. Maybe if the lifelinker was a 6/1 or so you could say he's red.
Ancient's Battlecry: This is also something I dislike. Just putting a new color on an already often used token type to justify its multicoloredness. This is often done on planeswalkers. You made this challenge of only red cards, now don't cheat the challenge
Archer of the Sands: Functional reprint of Stun Sniper?
Dune Watchman: I guess that's maybe red. He's not a card btw.
Embolden the Men: That's how it should be done!
Borrowed Time: Should cost 4.
Interruption: I think you're taking this whole "red does sacrifice stuff" a bit too far. Red sacrifices stuff to kill their opponents, not to outthink them. That's what black does.
Static Charge: You're overusing the "deal damage + tap." What you could do for example is what I did to make a blue lightning boltish-card (small color-pie-violation, but that was intended for flavor).
Typhoon BoltU
Instant (U)
Typhoon Bolt deals 3 damage to target creature. If that creature would die this turn, put it on top of its owner's library instead.
You could just do something like that for UR.
Twinbolt: Or what I just said with "return to hand:" Twin Bolt deals 2 damage to up to two target creatures. If a creature dealt damage this way would die this turn, return it to its owner's hand instead.
Bathe in Blood/Bloodhand's Warlord: See changes below, I kept the damage to your own creatures as its meant to be a risky drawback (you push a lot of creatures that may not have been within shock range into it).
Offer to the Wurms: Not even a little? I really like this card..
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Almahdi Dudes: There's 4, which two are you referring to? I'll try to redden-up the Lifelinker a bit, I was going with WR/RB having Lifelink in this set, but I need to make sure they're still red.
Ancient's Battlecry: Alright, if they weren't Spirits would it matter? or if they weren't Flying? Flying is primary in White/Blue and last in Green, and token creation is major in both colors. Just figured I'd go with it (since summoning angry spirits of the dead works). I could drop Flying for something else however.
Archer of the Sands: I did not know that Stun Sniper even existed o.O I was going with a nice ping/tap.
Dune Watchman: What do you mean exactly by he's not a card?
Borrowed Time: I seriously debated this for awhile this morning and went back and forth, I agree. 4 is solid for it.
Interruption: I was mostly trying to slow the block down so I went with a lot of sacrifice effects. Also was trying for a potent RU 2 CMC counter that hadn't been done before.
Static Charge: I'll try to avoid it and spread it out more, I didn't realize I had used it much, its a really simple thing for UR to have for its multi-cost for basic low end spells, sadly W/U both toy with tapping so I hadn't realized I had them both doing it. Mostly, when I did do it, it was done as an answer to having a lot of haste in the block.
Twinbolt: Its supposed to flavorfully be the striking of two targets, the bolt has a separate effect hit each. Also I can't say I'd want to place the creature I killed right back on top of their library (and I'd see that more as a WRU than RU, but it could work either way).
That the only 3dam-for-R spell is Chain Lightning makes me sad.
If you're doing an all red block, surely burn should be a viable archetype, yes?
Burn yes, but if Bolt was available it'd be a first pick for everyone and lead to crazy cheap burn. If Shock ends up not cutting it and I want more burn in the format, I'll toy with adding in Lightning Bolt instead. I do want burn to be playable, there's going to be more cards that support it as you get higher up especially.
As I said before, the hardest part about an all red block is making an enjoyable red-flavored experience without having matches end by turn 4-5 every game
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Burn yes, but if Bolt was available it'd be a first pick for everyone and lead to crazy cheap burn. If Shock ends up not cutting it and I want more burn in the format, I'll toy with adding in Lightning Bolt instead. I do want burn to be playable, there's going to be more cards that support it as you get higher up especially.
As I said before, the hardest part about an all red block is making an enjoyable red-flavored experience without having matches end by turn 4-5 every game
Well, I'd prefer Searing Spear or Incinerate to Shock frankly. Hell, even Magma Jet, just for the scry goodness, though that may be out of place here.
Another batch of changes Almadhi Warsage: Added "2R: Target creature must attack this turn if able." Ancient's Battlecry: Removed Flying, added Haste Borrowed Time: Cost changed to 2UR Backblast: Removed Can't Attack and Can't Block Black Hand Warlord: "Whenever a creature an opponent controls dies, creatures you control get +1/+0 until end of turn.", bump to Uncommon Dune Watchman: Changed to "Whenever Dune Watchman attacks or blocks" Deepcavern Troll: Changed to Relentless 2 (that's what he was supposed to be, don't know why he changed) bumped to Uncommon Elder of the Bloodsands: Buffed to 4/3
I'm a little disappointed by the keywords - they all seem to go into the same direction. All are creature keywords, all are growing the damage the creatures can inflict. It seems like you looked at only a small slice of red, while the playing field of an all red block appears to be something that could explore different aspects of red.
What reference for the power level should be used? I see for a 2/1 vanilla Goblin at common.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Code Names: Stop, Drop, and Roll
Set Sizes: Large, Small, Small
Theme: All Red Block (Mono, Hybrid, or Multi cards, all involve Red mana in some way)
Focus: Draft/Limited
The world is constantly bore down upon by a giant Red sun, this sun infuses the world with heavy red mana that powers and drives the inhabitants to impulse, recklessness, and passion. Each day it grows every closer to the world.
In this world four major factions fight over dominance of the world, they are in a nearly constant state of warfare.
In the deserts and wastelands lie the Almadhi (RW), they are an honorable and just people, who would gladly give their lives for the greater good. Their society is one of community, where survival and daily life are full of hardship. The Almadhi are also the most religious of the factions, they worship the ancient Giants, who walk among them as gods.
Above the peaks of the mountains in the reaches lie the Eralan (RU) a race of Djinn. Born as children of the elements, they spend their time high above the mountains seeking answers to the sun's approach and calling upon their elemental brethren in the heavens who gift them with storms. Out of the inhabitants of this world they are the only ones who tend to keep extensive records or try to learn about the past or predict the future. They aren't as warmongering as the others, and if they do go to war, it is only for short-term gains that will advance their work.
Deep in the jungles between mountain peaks where rain collects, there lives a tribe called the Ulgorak (RG) a tribe of Goblins who believe in a rigid society where the weak are fed to the Wurms and the strong survive. The Goblins worship the Wurms as the epitome of strength, and call upon them in war as mounts or siege weapons. They fight for the sake of culling the weak and clearing the way for the strong to survive.
In the mountains there are dark lava-filled caverns that are filled with the Black Hand (RB), a race of Orcs that are the most vile and violent creatures ever seen. The Black Hand will invade and destroy without reason, they shed blood for the sake of bloodshed, and revel in the glory of battle. They are subjects of ancient demon lords who dwell deep within the earth, and will invoke their names in battle cries and blood rituals.
There is a fifth tribe, although small, called the Koshak (R), they are a race of Viashino who believe themselves descendants of ancient dragons. They live in ancient ruins found throughout the world and are prone to raiding villages for supplies or sacrifices to their dragon gods. They sew seeds of disorder in the world and preach that one day their gods will return and enslave the world, most of these threats go unheeded by the other races, who see them as pests.
Image Spoiler: http://imgur.com/a/Sx1zM#148 (Updated 1/24/2013)
(Artwork attributed through Author Notes)
Text Spoiler: https://docs.google.com/spreadsheet/ccc?key=0ApPr023YHYR0dDJsem03NTRRZ1U3SWlFUVc5UGFZdHc#gid=4 (Updated 2/7/2013)
MSE Set Spoiler: (Trying to upload)
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Relentless seems like it would be too powerful at N greater than 1 for common. A free +4/+4 bonus just for turning a guy sideways twice?
All of your keywords only appear on creatures and all of them have the function of making a creature deal more damage in combat. Is control nonexistent in this format? I get that this set's flavor theme of "war," but that doesn't mean the entire set mechanically has to revolve around bunches of small creatures running into each other. Molten Ravager, Figure of Destiny, and Mindclaw Shaman are examples of red cards that don't necessarily demand to be part of an aggressive strategy. A Cube that makes Mono Red Aggro one among many viable strategies is more interesting than a Cube that makes Mono Red Aggro the only viable strategy.
Ugh, hexproof. Welcome to blue being OP because it's the only color combination that has both evasion from ground armies and immunity to the format's eleventy billion targeted burn effects. (In addition to, well, blue being the OP color 90% of the time.)
How are you proposing to do a multicolor set with no dual lands? Unless you're going to have nonbasic lands with a basic land type that additionally tap for mana of a different color?
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Fanatical - The wording is incorrect, I figured it would be, I'll be adjusting it appropriately. The inspiration actually came from Furnace Scamp, which is one of the more interesting cards I like in standard and the idea of throwing away your creature for more burst is interesting.
Relentless - Relentless of 2 or higher won't exist until way higher in the CMC's, don't worry, as a Vampire player I understand how badly they can snowball out of control even if blocked. This is one I'll be paying heavy attention to balance with.
Non-Creature Keywords - I'm still looking into a non-creature keyword to blanket use, and I'm really considering Flashback and a few others. Its a matter of finding one that fits generally for about any of the colors as opposed to going with coming up with a unique one for each subset.
Control - Control still exists under UR and BR with some bits in the other colors appropriately, the set isn't entirely mono-red aggro. For example UR gets a counter that involves sacrificing a creature to counter a spell, BR gets solid removal, and WR will get some exile effects, GR gets its enchant/artifact combo removal as well. I'm going to try to keep it all balanced out in regards to having all the basic tools people are used to, they'll just be flavorfully red and have a nice mix of red in it.
Hexproof - I don't intend on having it much, if at all, in the set. Too many issues come up with so much burn. Although there will be sweepers so it might not be bad to have a tiny amount in there somewhere.
Dual Lands - There will be duals, the skeleton is only commons so far (I haven't gotten to counting/dividing uncommons etc. yet). The first set will either have an uncommon set of duals or a rare, and then I'd like to do a second set of duals in a later set when/if I get around to them.
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Considerations
-Strong Counters (although this could push blue too strongly)
-Land Destruction (although this makes mana screw even less fun)
-Sweeps (Lots of sweeps and solid removal could slow it down quite a bit)
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Bloodrite Orc 1BR
Creature - Orc Common
Relentless 2
Haste
When Bloodrite Orc attacks pay 3 life or sacrifice Bloodrite Orc.
1/1
Or
Torturous Brute 3BR
Creature- Orc Berserker Rare
Relentless 3
At the beginning of your Upkeep Torturous brute deals damage equal to the number of +1/+1 counters on it to target creature you control. At the beginning of your next end step, torturous brute deals damage equal to the number of +1/+1 counters to target creature you don't control.
2/2
when i think of each tribe i would give certain creatures synergistic abilities that work with its base mechanic and abilities that are flavorful with the card itself, and the tribe its aligned to.
Decks i'm currently running
Standard
BUGW BUG Control (With a splash of white)
WUG Midrange Lifegain
Modern
Death and Taxes
Legacy
RG Valakut Lands
WG Maverick
R Burn
EDH
G Azusa, Lost but Seeking
True, if I did higher relentless amounts it'd be with a drawback of some sort probably, but for the lower rarities its just easier to stick with Relentless 1, and 2 for higher CMC values.
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Common skeleton posted, missing a lot of stuff.
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Charge X (When you cast ~ you may pay X multiple times. If you do, ~ comes into play with that many +1/+1 counters on it. At the beginning of each upkeep, remove a +1/+1 counter from ~.)
Interaction examples:
Djinn Stormblade 1UR C
Creature - Djinn Warrior
Charge
If ~ has a +1/+1 counter on it, it has Haste.
3/1
Stormfire Magi UR C
Creature - Human Wizard
Charge UR
Whenever you cast an instant or sorcery, put a +1/+1 counter on ~.
1/1
Reservoir of Power
Enchantment
Charge :symur:.
At the beginning of your upkeep, instead of removing a +1/+1 counter from ~, you may move a +1/+1 counter from it and put it on a creature you control. When ~ has zero counters on it, sacrifice it.
Probably going to take Red's Pureblood keyword away for this set, just go with Viashino tribal bits in Red with lots of general good Red cards. Then bring Pureblood back later.
RRR Khorenthos - The Red Block (Feedback needed!) RRR
What if it was a 2/1? 4 drop for a 3/2 haste effectively that weakens back to a 2/1 the following turn. Although the ability to supercharge him does cause issues..
Edit: As a note, reposting the common set shortly, there was a lot of differences between the skeleton and my MSE file, correcting them for repost.
RRR Khorenthos - The Red Block (Feedback needed!) RRR
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Considering shifting the charge enchant to Uncommon due to complexity.
Changed the wording of Fanatical to state you deal the damage to defending player rather than target player.
Also put an image album of the commons up.
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Well the story of the sun is that the sun emits heavy red mana onto the world, and that's why the world is mostly barren, and everyone fights constantly. As I get further into the block it'll dive deeper into the history of the giants and the dragons, and why the sun is like that, there's a bit of backstory I'd like to do through cards though.
Tainted Land Cycle - I did have a cycle of these (without grey) I was going to put in at uncommon or common but decided against it. Mana fixing should be fine. I may still put them in in a later set.
Color Pie Bleed - Its something I'm /trying/ to avoid where possible, but sometimes its necessary. The idea of blood mana is something I was considering for a later set (IE: Phyrexian Mana basically).
Sulfuric Vortex - Vortex is cool but I'm trying my best to slow it down, consistent "every turn" damage to both players is one of the worst ways to go against that =P awesome card though.
Worldfire - I love Worldfire, but if I put it in this set it'd have to be in some miniature version instead. I have plans for some solid board wipes so we'll see what comes of it.
Grim Lavamancer - Grim is always an interesting choice, its on the consideration list. I'm worried about more direct damage, but the ability to burn graveyards is interesting, I may put something similar to him in RB at a higher rarity.
Cinder Pyromancer - Pingers are on the maybeboard, there may be one or two, Cinder Pyromancer in an all red set though is a tad bit good
Goblin Welder - Within the set itself (a vacuum) he wouldn't be that bad honestly, there aren't tons of artifacts, and definitely not tons of broken ones where recursion would cause issues.
Trash for Treasure - I love this card actually, and I need more ways to recur artifacts and graveyard stuff within color. So this is probably definitely going in.
Mass Hysteria - A little cheap for the effect, I was going to go with Fervor personally.
Anger - Its on the reprint list
Flame Slash - I need more DD to creatures only, so it was under consideration.
Wild Guess - Forgot about it, more looting is pretty necessary. I'll look into more draw effects.
Smoke - That IS an interesting card and does help with me wanting to slow things down.. I may look into a modified version of that.
Wheel of Fortune Varieties - Ways to refill hands are pretty important, will look into them in general. I may just end up printing a custom one.
Chance Encounter - As much as I love this card, I'm going to avoid coin flips.
War Elemental - I love this card and I planned on reprinting it as well =P
Cryptborn Horror - His effect I might put on a new card and drop him to uncommon.
Chaos Warp - Universal answers would be too potent for drafting honestly. I'd rather stick with more specific ones.
Flash - Its something I'm going to start giving Red more of in this set, I think Flash is very Red in its uses (its an impulsive jump at something) and there's a lot of fun design space with it.
Bounce to Hand - I'm doing a few of these, creatures that return to hand to avoid sorceries or do an ETB effect as well.
Flowstone Effects - I could do more of these, I could actually do more power/toughness swapping in general.
Paincast - Effects like this are ones I find interesting and I would like to do more.
Madness - I won't be bringing this back.
Redirects - I love redirect effects, Blue will be getting Swerve for instance, and there are some others I really like as well.
Kiki-Jiki - Ain't comin' back.
While Searching Library Effects - Its an interesting thing, but I'm not sure how many times Red will be searching their libraries, also I feel like it leads to stagnant or repetitive gameplay, which goes against Red.
Dexterity Cards - There's a reason these aren't made anymore =P
ETB Opponent Tapped Effects - I do like these, and I wanted to put Urabrask in in some form (probably as a new card with similar effects). Uphill Battle is an interesting one I could probably do.
Damage Redirection - You just gave me some interesting ideas for spells..
Mountain Based Stats - This I'd like to do in Mono-Red more, since it'd help players who draft mono-red.
=
Burst - Effectively its Lightning Ball on a stick, which I like. I may do something like that for the next set.
=
Sacrifice Charm - What about Infernal Plunge/Flash Lash/Destroy target artifact? The only thing is that since its a limited set, I'd like to go with more specific choices.
Falling Spiral - Simple, red, I like it.
Sucky Welder - That works
Some Command - I actually have Master Warcraft on the reprint list.
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Risky Endeavor R
Sorcery C
As an additional cost to cast Risky Endeavor, discard a card at random.
Draw two cards.
RRR Khorenthos - The Red Block (Feedback needed!) RRR
As I've said in the PM, the cards look very solid in general. I won't be going over every card saying "Ok. Good card. I'm ok with this card...", instead focus on the ones that I feel need work.
Bloodsand's Reckoning: Why doesn't this deal damage? Life loss isn't red. Again, I feel like this should be an uncommon.
Chain Lightning: This wouldn't be a common these days, but ok.
Harbinger of the Red: I feel like this should be an uncommon, unless you have a really strong tribal theme in the set.
Firevein: "multicolored creature". I guess this card makes sense in the context of the set.
Koshak Warpriest: Should say "Viashino creatures".
Viashino Bladescout: This is a perfect UR-card. Why is this monored?
Backblast: Can't attack is neither red or black. I think it should just say can't block this turn.
Bathe in Blood:
Black Hand Warlord: I see. But I don't like it. The interaction is so narrow and its really weird for a common. The first step I think should be to drop the "noncombat."
Deepcavern Troll: Seems a bit underpowered. I would give him haste and make the ability trigger at the end step = a good uncommon
Perdition Blast: The creatures won't die after Perdition Blast finished resolving, at which point it can't deal damage. You have to make this a trigger: "Whenever a creature dealt damage this way dies, it deals 1 damage to its controller."
Rage Explosion: "When enchanted creature attacks, its controller sacrifices it at the beginning of the next end step."
Slay: Why not just Terminate?
Geoshift: Then shuffle your library :tongue:. A bit weak.
Goblin Wurmbreeder: 1/1.
Gorger Wurm: Gorger Wurm is a 5/5.
Offer to the Wurms: This card is just red for the sake of being red because of the set. I don't like it.
Wurm Food: Could cost :symrg:, no?
More later.
Welcome back!
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Bloodsand's Reckoning: Point taken, it shall deal damage. Simple oversight.
Chain Lightning: I kinda thought the same thing but I was trying not to rarity shift too much. It could go either way depending on how many shock-like effects I put in, for complexities sake its definitely uncommon, I have it at common mostly because I think it'll be a fun card to draft.
Harbinger of the Red: Bumping it to Uncommon I'd have no real issues with, I'm trying to make mono-red more tribal in how its played though, it'll depend on how I finish out the rare/uncommon sets.
Firevein: Thanks, missed the typo =P
Koshak Warpriest: Thanks again.
Viashino Bladescout: Its a reprint actually, I think it fits red (although typically Flash is more Blue/White, the combat trick aspect I think fits Red just fine).
Backblast: Can't attack sees slight usage in Red but typically its very specific (IE: Flyers can't attack you, Creatures with Counters can't). See: Kulrath Knight. Although it is a slight bend of the pie, I don't think its too bad off, but that's up for debate.
Bathe in Blood/Black Hand Warlord: Was playing with the potential of RB having a self-harm kinda feel, hence where it works with Black Hand Warlord. I could easily shift them around properly and look into changing that. The reason I didn't go with combat damage is it actually doesn't work at all. All combat damage resolves together, so having him buff on taking damage wouldn't buff the allied creatures. The idea was that you might bolt your own creature to buff the rest of yours or such.
Deepcavern Troll: Haha its a case of "I was afraid he'd be too good, so I nerfed him too hard", I'll look into tweaking him.
Perdition Blast: Fixed.
Rage Explosion: Fixed.
Slay: Was going with the Murder variant for the set (2.5 costed, multicolor makes 2 drop straight kill viable). Wanted to keep it relatively simple incase I decided to run regenerate (which wouldn't be often in this set anyway.) Although I could simply use Terminate since it shares rarity.
Geoshift: Forgot shuffle.. also it doesn't come in tapped.
Goblin Wurmbreeder: It was a long day..
Gorger Wurm: Apparently a really long day.
Offer to the Wurms: Green tends to care about toughness, Red moreso power. Sacrificing a creature for a gain is typically more Red but is shared with Green. I figured bending it more towards Red by making it care about Power would work out.
Wurm Food: Went with a lesser "Thatcher's Revolt" that could be used to feed Devour. I do see what you mean with the fact it could effectively be however.
As a note, massive thanks. These kinds of feedback are what I really needed to help balance things and fix potential issues.
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Balance
-Altar of the Red: Changed flavor text, changed to "Whenever a multicolored creature an opponent controls dies, put a blood counter on ~. Remove a blood counter from ~: Target creature gets +1/+0 until end of turn."
-Black Hand Assassin: Changed flavor text
-Bloodsand's Reckoning: Deals damage instead of life loss, bumped to Uncommon
-Brimstone Walker: Buffed to an 8/4
-Crackling Elemental: Decreased cost to 2UR
-Djinn Stormblade: Decreased cost to UR
-Embolden the Men: Typo fixed
-Geoshift: Added Shuffle clause
-Goblin Pruner: Changed to 2/1, RG cost
-Goblin Wurmbreeder: Typo fixed
-Gorger Wurm: Fixed power/toughness
-Harbinger of the Red: Bumped to Uncommon
-Koshak Firevein: Typo fixed
-Koshak Warpriest: Typo fixed
-Lavavent Scurrier: Dropped to RB, When Lavavent Scurrier dies, target opponent discards a card at random
-Perdition Blast: Bumped to Uncommon, wording fixed
-Rage Explosion: Wording fixed, enchanted creature gets -1/-1.
-Stormclouder Rager: Bumped to Uncommon
-Tablet of the Harbinger: Changed to T,R,Discard: Draw a card.
-Twinbolt: Cost changed to 1UR
-Unhindered Ferocity: Bumped to 2RG, and Uncommon
-Wurm Food: Dropped to (r/g)
Ideas
-Creature with Charge that has Trample if charged
-Creatures that do effects when they lose counters
-Creature that gains counters when other Charged creatures lose them
-Equipment Shield that gives Hexproof?
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Backblast: Outside of that guy and some very old cards, black and red have zero "can't attack" effects. Besides, the card is already very powerful, it wouldn't hurt nerfing it a bit.
Bathe in Blood/Bloodhand's Warlord: The implementation of this "combo" is very clunky and doesn't feel natural. I would cut it.
Offer to the Wurms: Sometimes green cares about power, sometimes about toughness. That this cares about power doesn't make it red.
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Almahdi Dudes: Both not red. Maybe if the lifelinker was a 6/1 or so you could say he's red.
Ancient's Battlecry: This is also something I dislike. Just putting a new color on an already often used token type to justify its multicoloredness. This is often done on planeswalkers. You made this challenge of only red cards, now don't cheat the challenge
Archer of the Sands: Functional reprint of Stun Sniper?
Dune Watchman: I guess that's maybe red. He's not a card btw.
Embolden the Men: That's how it should be done!
Borrowed Time: Should cost 4.
Interruption: I think you're taking this whole "red does sacrifice stuff" a bit too far. Red sacrifices stuff to kill their opponents, not to outthink them. That's what black does.
Static Charge: You're overusing the "deal damage + tap." What you could do for example is what I did to make a blue lightning boltish-card (small color-pie-violation, but that was intended for flavor).
Typhoon Bolt U
Instant (U)
Typhoon Bolt deals 3 damage to target creature. If that creature would die this turn, put it on top of its owner's library instead.
You could just do something like that for UR.
Twinbolt: Or what I just said with "return to hand:" Twin Bolt deals 2 damage to up to two target creatures. If a creature dealt damage this way would die this turn, return it to its owner's hand instead.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Bathe in Blood/Bloodhand's Warlord: See changes below, I kept the damage to your own creatures as its meant to be a risky drawback (you push a lot of creatures that may not have been within shock range into it).
Offer to the Wurms: Not even a little? I really like this card..
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Almahdi Dudes: There's 4, which two are you referring to? I'll try to redden-up the Lifelinker a bit, I was going with WR/RB having Lifelink in this set, but I need to make sure they're still red.
Ancient's Battlecry: Alright, if they weren't Spirits would it matter? or if they weren't Flying? Flying is primary in White/Blue and last in Green, and token creation is major in both colors. Just figured I'd go with it (since summoning angry spirits of the dead works). I could drop Flying for something else however.
Archer of the Sands: I did not know that Stun Sniper even existed o.O I was going with a nice ping/tap.
Dune Watchman: What do you mean exactly by he's not a card?
Borrowed Time: I seriously debated this for awhile this morning and went back and forth, I agree. 4 is solid for it.
Interruption: I was mostly trying to slow the block down so I went with a lot of sacrifice effects. Also was trying for a potent RU 2 CMC counter that hadn't been done before.
Static Charge: I'll try to avoid it and spread it out more, I didn't realize I had used it much, its a really simple thing for UR to have for its multi-cost for basic low end spells, sadly W/U both toy with tapping so I hadn't realized I had them both doing it. Mostly, when I did do it, it was done as an answer to having a lot of haste in the block.
Twinbolt: Its supposed to flavorfully be the striking of two targets, the bolt has a separate effect hit each. Also I can't say I'd want to place the creature I killed right back on top of their library (and I'd see that more as a WRU than RU, but it could work either way).
RRR Khorenthos - The Red Block (Feedback needed!) RRR
If you're doing an all red block, surely burn should be a viable archetype, yes?
Burn yes, but if Bolt was available it'd be a first pick for everyone and lead to crazy cheap burn. If Shock ends up not cutting it and I want more burn in the format, I'll toy with adding in Lightning Bolt instead. I do want burn to be playable, there's going to be more cards that support it as you get higher up especially.
As I said before, the hardest part about an all red block is making an enjoyable red-flavored experience without having matches end by turn 4-5 every game
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Well, I'd prefer Searing Spear or Incinerate to Shock frankly. Hell, even Magma Jet, just for the scry goodness, though that may be out of place here.
Searing Spear I may still put in, it was on the consideration list. With the bump up to UC I have some room to play around.
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Almadhi Warsage: Added "2R: Target creature must attack this turn if able."
Ancient's Battlecry: Removed Flying, added Haste
Borrowed Time: Cost changed to 2UR
Backblast: Removed Can't Attack and Can't Block
Black Hand Warlord: "Whenever a creature an opponent controls dies, creatures you control get +1/+0 until end of turn.", bump to Uncommon
Dune Watchman: Changed to "Whenever Dune Watchman attacks or blocks"
Deepcavern Troll: Changed to Relentless 2 (that's what he was supposed to be, don't know why he changed) bumped to Uncommon
Elder of the Bloodsands: Buffed to 4/3
RRR Khorenthos - The Red Block (Feedback needed!) RRR
What reference for the power level should be used? I see for a 2/1 vanilla Goblin at common.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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