Okay this time I spoilered it by color for easier reading.
New changes:
- Cards added
- Restback changed
World Description: Far, Far Away from the metal plane of Mirrodin, from the historical plane of Kamigawa, was a barren plane, filled with nothing but craters and lands. The planeswalkers Karn and Jeska decided that this world would be of much use had it not been empty. Thus they decided to make it into a rich, living planet. And they suceeded. Karn called it the "Plane of Law", where there are laws to maintain peace throughout the land.
However, as time passed, the laws eventually weakened and more people were able to become criminals. Guilds and Factions that once stood strong were split in half. Tha alliances between nations crumbled, as more greed entered the hearts of the leaders. Amidst all this chaos was one that was intriguing: The fall of GOITIX.
GOITIX was a once powerful faction. With only 49 members, they proved themselves battle-worthy by defeating legions of armies, fulfilling their lord’s wishes, an unseen yet powerful Spirit. Time passed, and after the Spirit left the world, it became unclear who would lead the GOITIX. Due to arguements, GOITIX was divided into groups, yet only two were big enough to assume the reins, the Flickers, and a mysterious group only known as the Council. Numerous small groups pledged their alliances to one of the two groups and both warred against each other. Thus, the GOITIX War had begun.
The block follows the story of Archer, a feared Samurai. Amidst all of these reside other powerful names capable of striking fear into anyone's hearts. this is their story.
Protagonist Colors:White and Red
Antagonist Colors: Black and Blue
Neutral: Green
Block Mechanics:
Sneak: Sneak X (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Restback – You have restback as long as you control 4 or more creatures that share a color.
WHITE:
White (8/22, 11/16, 7/16)
Aya, Songmistress
4W
Legendary Creature – Human Songmistress
Each creature you control gains “1W, T: Tap target creature. That creature doesn’t untap during its controllers next untap step.”
3/3
Rare
Angel of Faith
4WW
Creature – Angel
Flying
~ can only be blocked by white creatures.
4/4
Uncommon
Apprentice of Judgment
W
Creature – Human Wizard
1,T: Prevent the next 1 damage that would be dealt to target creature or player this turn. ~ doesn’t untap during your next untap step.
1/1
Common
Blessed Chant
WW
Instant
You gain 1 life for each white permanent in play.
Common
Brass Knight
WW
Creature – Knight
First Strike, Protection from green
2/2
Uncommon
Castle Wall
1W
Creature – Wall
Defender
Whenever ~ is dealt combat damage, you gain 1 life.
0/3
Common
Celestial Tutor
2W
Sorcery
As an additional cost to play ~, discard a white card from your hand.
Search your library for a white card, reveal that card and put that card in your hand. Then shuffle your library.
Uncommon
Cleansing Purity
3WW
Sorcery
Remove all enchantments from the game.
Rare
Defensive Outpost
2WW
Creature – Human Soldier
Defender
Whenever ~ blocks, you gain life equal to the number of blocking creatures.
2/4
Common
Disciple of Judgment
2WW
Creature – Human Cleric
Reveal your hand: Whenever you have seven or more white cards in your hand, flip ~.
2/2
----------------------------------------------------------------
Avatar of Judgment
Legendary Creature – Human Avatar
White creatures you control get +1/+2.
Whenever a white creature you control deals combat damage to a player, you may gain that much life.
3/5
Rare
Enlightenment
4WW
Enchantment
Whenever you gain seven or more life during a turn, you win the game.
Rare
Freezing in the Sun
2WW
Instant
If you control a Plains, tap all creatures. They don’t untap during their controller’s next untap step.
Sneak 1WW (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Uncommon
Judgment of Actions
4WW
Sorcery
When ~ comes into play, choose a color.
Destroy all creatures of the chosen color.
Rare
Lord of Law
3W
Creature – Human Avatar
Vigilance
~ power and toughness are each equal to the number of white creatures you control.
*/*
Uncommon
Mage of Peaceful Judgment
2W
Creature – Human Wizard
W,T: Prevent the next 3 damage that would be dealt to target creature or player this turn. ~ doesn’t untap during your next untap step.
2/2
Uncommon
Needles Below
1W
Instant
~ deals 1 damage to each attacking creature. Creatures that are put into a graveyard this way are removed from the game instead.
Uncommon
Pay the Price
4WW
Enchantment
At the beginning of each player’s upkeep, that player pays 1 for each permanent he or she controls. If he can’t, tap all permanents that player controls.
Rare
Praying Priests
3W
Creature – Human Priest
T: Prevent the next 2 damage that would be dealt to target creature or player this turn.
2/3
Common
Rally the Charge
4W
Instant
Two target creatures get +1/+1 until end of turn for each attacking white creature.
Uncommon
Seasoned Knight
3W
Creature – Human Knight
Restback - ~ gets +1/+2 and gains first strike. (You have Restback as long you control four or more creatures that share a color.)
3/3
Uncommon
Staff Swinger
W
Creature – Human Cleric
Whenever ~ deals combat damage to a player, you gain that much life.
1/1
Common
Standard Soldier
2W
Creature – Human Soldier
First Strike
2/3
Common
Steel Knight
WW
Creature – Human Knight
First Strike, Protection from Blue
2/2
Uncommon
Stopped by Reasoning
1WW
Enchant Creature
Enchanted creature can’t attack or block.
WW: Tap enchanted creature.
Common
Untold Judgment
4WW
Enchantment
At the beginning of each player’s upkeep, that player reveals cards from his library until he reveals a nonland card. That player gains life equal to that card’s converted mana cost. Destroy all permanents whose converted mana cost equals to the number of cards revealed this way.
Rare
Academy Wall
1U
Creature – Wall
Defender
Whenever ~ is dealt combat damage, draw a card.
0/3
Common
Apprentice of Wisdom
U
Creature – Human Wizard
1,T: Draw a card. ~ doesn’t untap during your next untap step.
1/1
Common
Consistency
4UU
Enchantment
Whenever the seventh spell of a turn is played, you win the game.
Rare
Disciple of Wisdom
2UU
Creature – Human Wizard
Reveal your hand: If you have seven or more blue cards in your hand, flip ~.
1/2
--------------------------------------------------------------
Avatar of Wisdom
Legendary Creature – Human Avatar
Blue creatures you control get +1/+1 and gain flying.
Whenever a blue creature you control deals combat damage to a player, you may draw a card.
2/3
Rare
Drown
2UU
Enchant Creature
~ can only enchant a nonblue creature.
Enchanted creature can’t attack or block, and doesn’t untap during its controller’s untap step.
Uncommon
Guelan, Son of Poetry
2UU
Legendary Creature – Human Wizard
~ comes into play tapped.
X1U, T: Search your library for up to X cards, and reveal them to your opponent. Your opponent chooses one of them. Put the chosen card in your hand and the rest on the bottom of your library in any order.
2/2
Rare
Hidden Vortex
UU
Sorcery
Return target nonblue permanent to its owner’s hand.
Sneak U (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Intelligent Familiar
1U
Creature – Drake
Flying
1U, Sacrifice ~: Search your library for a Wizard card, reveal that card and put it in your hand. Then shuffle your library.
1/1
Uncommon
Lord of Wisdom
3U
Creature – Human Avatar
Flying
~ power and toughness are each equal to the number of blue creatures you control.
*/*
Uncommon
Mage of Unknown Wisdom
2U
Creature – Human Wizard
U,T: Counter target spell unless its controller pays 3. ~ doesn’t untap during your next untap step.
2/2
Uncommon
Merfolk Pikemen
1U
Creature – Merfolk Warrior
2/1
Common
Physical Wizard
3U
Creature – Human Wizard
Restback - ~ gets +2/+2 and has flying. (You have Restback as long as you have four or more creatures that share the same color.)
2/2
Common
Reject
1UU
Instant
Return target permanent to its owner’s hand.
Draw a card.
Common
Rogue Wizard
2U
Creature – Human Wizard
2X, T: Look at the top X cards of your library.
1/2
Common
Search the Mind
1U
Instant
Look at the top five cards of your library. You may reveal a blue card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Common
Solid Deflection
1UU
Instant
Counter target nonblue spell.
Common
Studious Apprentice
1UU
Creature – Human Wizard
U: Draw a card. Play this ability only once each turn.
1/2
Common
The Time is Now
XU
Sorcery
Look at the top X cards of your opponent’s library. You may reveal one of those cards and put it into play under your control. Put the rest of the cards on top of your opponent’s library in any order.
Rare
Thought Boomer
2U
Creature – Illusion
Flying, First Strike
Your maximum hnad size is reduced by 4.
4/4
Rare
Unexpected Potential
3UU
Sorcery
Name a card. Reveal cards from the top of your library until you reveal the named card. Put that card in your hand, And put the revealed cards on the bottom of your library in any order.
Uncommon
Untold Wisdom
4UU
Enchantment
At the beginning of each player’s upkeep, that player reveals cards from his library until he reveals a nonland card. That player draws cards equal to the revealed card’s converted mana cost. That player also returns target permanent to it’s owner’s hand, unless it’s controller pays an amount of mana equal to the number of cards revealed this way.
Rare
Wise Tutor
2U
Sorcery
As an additional cost to play ~, discard a blue card from your hand.
Search your library for a blue card, reveal that card and put that card in your hand. Then shuffle your library.
Uncommon
BLACK:
Black (11/22, 8/16, 11/16)
Apprentice of Suffering
B
Creature – Human Wizard
1,T: Target creature gets –1/-1 until end of turn. ~ doesn’t untap during your next untap step.
1/1
Common
Archer, The Last Standing
3BB
Legendary Creature – Human Samurai
Bushido 2, Provoke
As long as there are no other creatures in play, ~ gets +2/+2.
1B,T: Destroy target creature. Play this ability if there are only two creatures in play.
3/4
Rare
Arising Coffins
3BB
Enchantment
At the beggining of each player’s upkeep, that player returns a creature from his or her graveyard into play. If that player can’t then he or she loses 3 life.
3, Sacrifice three black permanents: Destroy ~ . Any player may play this ability.
Rare
Arrogant Zombies
2B
Creature – Zombie
Provoke
2/2
Common
Blood Summon
B
Instant
Add BBB to your mana pool. Spend this mana only to play black spells.
Common
Corrupted Tutor
2B
Sorcery
As an additional cost to play ~, discard a black card from your hand.
Search your library for a black card, reveal that card and put that card in your hand. Then shuffle your library.
Uncommon
Cruelty
4BB
Enchantment
Whenever seven or more creatures go into a graveyard from play during one turn, you win the game.
Rare
Decaying Wall
1B
Creature – Wall
Defender
Whenever ~ is dealt combat damage, target creature gets –1/-1 until end of turn.
0/3
Common
Disciple of Suffering
2BB
Creature – Human Wizard
Reveal your hand: If you have seven or more black cards in your hand, flip ~.
----------------------------------------------------------------
Avatar of Suffering
Legendary Creature – Human Avatar
Black creatures you control get +2/+1 and gain fear.
Whenever a black creature you control deals combat damage to a player, you may have target creature get –1/-1 until end of turn.
4/3
Rare
Eaten by Locusts
1B
Instant
Destroy target creature with power 2 or less.
Common
Empty Promises
XBB
Sorcery
You draw X cards and you lose X life.
Uncommon
Gargoyle of the Night
2B
Creature – Gargoyle
Flying, Fear
Restback - ~ gets +2/+1. (You have Restback as long as you have four or more creatures that share a color.)
1/2
Common
Highway Assassin
3B
Creature – Human Assassin
Whenever ~ deals combat damage to a creature, destroy that creature at end of combat. It can’t be regenerated.
2/3
Common
Hired Bouncer
1B
Creature – Human Warrior
Trample
At the beginning of your upkeep, pay B or target opponent gains control of ~.
3/3
Uncommon
Jaime, Master of Torture
3BBB
Legendary Creature – Human Assassin
Fear
Pay X Life, T: All nonblack creatures get –X/-X until end of turn.
3/3
Rare
Jed, the Fallen Leader
4BBB
Legendary Creature – Human Warrior
Provoke
1B, Sacrifice a creature: ~ gets +4/+4 and gains flying until end of turn.
Whenever ~ deals combat damage to a player, put a 2/2 Zombie creature token into play.
3/6
Rare
Lord of Corruption
4BBB
Legendary Creature – Demon
Flying, Fear
At the beginning of your upkeep, sacrifice a creature.
1B: Target nonblack creature gets –1/-1 until end of turn.
9/9
Rare
Lord of Pain
3B
Creature – Human Avatar
Fear
~ power and toughness are each equal to the number of black creatures you control.
*/*
Uncommon
Mage of Agonizing Sufferings
2B
Creature – Human Wizard
B, Tap: Target creature gets –3/-3 until end of turn. ~ doesn’t untap during your next untap step.
2/2
Uncommon
Mind Eater
3B
Creature – Zombie Beast
Whenever ~ deals combat damage to a player, that player loses 2 life unless he or she discards a card from his or her hand.
Restback - ~ gets +2/+1 and has fear. (You have Restback as long as you have four or more creatures that share a color.)
3/3
Uncommon
Oath of Destruction
1BB
Enchantment
B, Sacrifice a creature: Destroy target creature. It can’t be regenerated.
Rare
One with the Dead
2BB
Enchant Creature
Enchanted creature gets +1/+1 for each creature in all graveyards.
Common
Permanent Banishing
BBB
Sorcery
Name a nonland, nonblack card. Search target player’s graveyard, hand, and library for all cards with that name and remove them from the game. Then that player shuffles his or her library.
Rare
Rotten Corpse
1BB
Creature – Zombie
Fear
Restback - ~ gets +2/+2, has fear, and has “At the beginning of your upkeep, pay 1 life or sacrifice ~.” (You have Restback as long as you have four or more creatures that share a color.)
2/2
Common
Sufferings from Beyond
2B
Instant
Destroy target nonblack creature. It can’t be regenerated.
Sneak 1B (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Summoned From the Grave
4B
Sorcery
Until end of turn, return all black creatures from all graveyards into play under your control. Remove them from the game at end of turn.
Sneak 3B (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Rare
Swarming Vermin
1BB
Creature – Rat
As long as there no cards in all graveyards, ~ gets +2/+2 and has fear.
T: Remove target card in a graveyard from the game.
2/2
Common
Untold Sufferings
4BB
Enchantment
At the beginning of each player’s upkeep, that player reveals cards from his library until he reveals a nonland card. That player chooses a creature in play and it gets –X/-X until end of turn, where X is equal to the revealed card’s converted mana cost. That player chooses a creature from any graveyard whose converted mana cost is equal to the number of cards revealed this way, and returns it to play under his control with a –1/-1 counter on it.
Rare
Vengeful Ninja
5B
Creature – Human Ninja
Ninjutsu 2B
Whenever ~ deals combat damage to a player, that player loses 1 life for each card named ~ in play.
3/4
Uncommon
Wasted Souls
3B
Enchantment
1BB: Put a 1/1 Spirit creature token with flying into play.
Uncommon
RED:
Red (15/22, 7/16, 9/16)
Apprentice of Flames
R
Creature – Human Wizard
1,T: ~ deals 1 damage to target creature or player. ~ doesn’t untap during your next untap step.
1/1
Common
Biker-Gang Bombers
2RR
Creature – Human Warrior
T: Destroy target nonmountain land. ~ doesn’t untap during your next untap step.
2/3
Uncommon
Biker-Gang Drunk
1R
Creature – Human Warrior
Haste, Bushido 1
Whenever a card with Biker-Gang in it’s name comes into play, return ~ to it’s owner’s hand.
2/1
Common
Biker-Gang General
3RR
Creature – Human Warrior
Haste, Bushido 1
Whenever ~ deals combat damage to a player, put a 1/1 red warrior token for each creature that dealt combat damage to a player this turn.
2/3
Rare
Biker-Gang Hitman
3R
Creature – Human Warrior
When ~ comes into play, it deals 3 damage to target nonred creature.
2/3
Common
Biker-Gang Lavamancer
2R
Creature – Human Wizard
First Strike
Whenever ~ becomes the target of a spell or ability, ~ gets +1/+2 until end of turn.
1/2
Uncommon
Biker-Gang Regular
2R
Creature – Human Warrior
~ gets +1/+1 for each card with Biker-Gang in their name.
2/2
Common
Biker-Gang Sniper
2R
Creature – Human Gunner
Haste
T: ~ Deals 2 damage to target creature and 1 damage to itself.
1/2
Common
Biker-Gang Trainees
1R
reature – Human Warrior
Haste, Bushido 1
1/1
Common
Booming Bruiser
5R
Creature – Beast
Whenever ~ becomes blocked, it deals 3 damage to target blocking creature.
3/4
Uncommon
Bumpy Ridges
Instant
2R
Up to three target creatures can’t block this turn.
Sneak 1R (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Burning in the Rain
3RR
Sorcery
Unless target player has ~ deal 8 damage to him or her, return each creature he or she controls to it’s owner’s hand.
Rare
Burning Needles
XR
Sorcery
~ deals 1 damage to each of X target creatures.
Common
Disciple of Flames
2RR
Creature – Human Shaman
Reveal your hand: If you have seven or more red cards in your hand, flip ~.
2/3
--------------------------------------------------------------
Avatar of Flames
Legendary Creature – Human Avatar
Red creatures you control get +2/+1 and gain first strike.
Whenever a red creature deals combat damage to a player, you may have it deal 1 damage to target creature.
4/4
Rare
Encouragement
3R
Instant
Target creature gets +1/+0 until end of turn for eah red creature you control.
Common
Engulfing Magma
5RR
Sorcery
~ deals 4 damage to each nonred creature and 3 damage to each player.
Rare
Expensive Betrayal
2RR
Instant
Until end of turn, gain control of target creature that an opponent controls. That creature gains haste until end of turn.
Sneak 2R (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Flaming Tutor
2R
Sorcery
As an additional cost to play ~, discard a red card from your hand.
Search your library for a red card, reveal that card and put that card in your hand. Then shuffle your library.
Uncommon
Flaming Wall
1R
Creature – Wall
Defender
Whenever ~ is dealt combat damage, ~ deals 1 damage to target creature.
0/3
Common
Hermit of the High Mountains
3R
Creature – Human Shaman
Haste
T: ~ deals 1 damage to target creature or player.
Whenver a creature is put into a graveyard from play, untap ~.
1/2
Rare
Hidden Anger
R
Instant
Target creature gets +3/+0 and gains haste until end of turn.
Common
Lava from Underneath
2R
Instant
~ deals 3 damage to target creature or player.
Sneak 1R (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Lord of Anger
3R
Creature – Human Avatar
First Strike
~ power and toughness are each equal to the number of red creatures you control.
*/*
Uncommon
Mage of Painful Flames
2R
Creature – Human Wizard
R, Tap: ~ deals 3 damage to target creature or player. ~ doesn’t untap during your next untap step.
2/2
Uncommon
Motivated Biker
2R
Creature – Human Warrior
Restback - ~ gets +2/+1 and has first strike. (You have Restback as long as you have four or more creatures that share a color.)
2/2
Common
Murderous Rage
1RR
Enchant Creature
Enchanted creature gets +3/+2, attacks each turn if able, and can’t block.
Uncommon
Revolving Sulfur
XRR
Sorcery
~ deals X damage to each creature withouth flying and to each player.
Rare
Rippling Fires
XR
Instant
~ deals X damage to target creature.
Common
Singe
4RR
Enchantment
Whenever you deal seven or more damage during a turn, you win the game.
Rare
Untold Flames
4RR
Enchantment
At the beginning of each player’s upkeep, that player reveals cards from his library until he reveals a nonland card. ~ deals damage to that player equal to the revealed card’s converted mana cost. ~ deals damage to one of that player’s creature at random equal to the number of cards revealed this way.
Rare
Wipeout
5RRR
Sorcery
Destroy all creatures, artifacts, and lands. Nonred permanents destroyed this way can’t be regenerated.
Rare
GREEN:
Green (11/22, 8/16, 8/16)
Angry Boars
3G
Creature – Boar
~ attacks each turn if able.
Whenever ~ deals combat damage to a player, that player gains control of ~.
4/4
Uncommon
Apprentice of Life
G
Creature – Human Wizard
1,T: Target creature gets +1/+1 until end of turn. ~ doesn’t untap during your next untap step.
1/1
Common
Boosted by Nature
3GG
Enchantment
Whenever you play a green spell, target creature gets +X/+X until end of turn, where X is that spell’s converted mana cost.
Rare
Contribute to the Land
2G
Enchantment
G, Sacrifice a creature: Search your library for a forest card and put that card in your hand. Then shuffle your library.
Rare
Crash
4GG
Enchantment
Whenever you play seven or more creature spells during a turn, you win the game.
Rare
Disciple of Life
2GG
Creature – Human Shaman
Reveal your hand: If you have seven or more green cards in your hand, flip ~.
3/3
---------------------------------------------------------------
Avatar of Life
Legendary Creature – Human Avatar
Green creatures you control get +2/+2 and gain trample.
Whenever a green creature you control deals combat damage to a player, you may put a 1/1 Insect creature token into play under your control.
5/4
Rare
Elvish Recaller
1GG
Creature – Elf Shaman
Wen ~ comes into play, you may return target instant or sorcery card from you graveyard to your hand.
2/1
Uncommon
Elvish Shaman
1GG
Creature – Elf Shaman
1G, T: Destroy target artifact. ~ doesn’t untap during your next untap step.
1/2
Uncommon
Encouraged Elf
4G
Creature - Elf Warrior
Restback - ~ gets +2/+1 and has trample. (You have Restback as long as you have four or more creatures that share a color.)
4/3
Common
Enforced by Soil
1G
Instant
Target creature gets +3/+3 until end of turn.
Sneak G (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Entity of the Land
XGG
Creature – Elemental
~ comes into play with X +1/+1 counters on it.
Restback - ~ has “At the beginning of your upkeep, you may move a +1/+1 counter from ~ to another creature you control.” (You have Restback as long as you control four or more creatures that share a color.)
0/2
Rare
Guardian of Nature
5GG
Creature – Angel
Flying
~ comes into play with a +1/+1 counter on it for each green creature you control.
1G: Regenerate target green creature.
0/1
Rare
Hunting Wolves
GG
Creature – Wolf
2/3
Common
Lifekeeper
1G
Creature – Elf Shaman
G: Regenerate target green creature other than ~.
1/2
Common
Living Tutor
2G
Sorcery
As an additional cost to play ~, discard a green card from your hand.
Search your library for a green card, reveal that card and put that card in your hand. Then shuffle your library.
Uncommon
Lord of Life
3G
Creature – Human Avatar
Trample
~ power and toughness are each equal to the number of green creatures you control.
*/*
Uncommon
Mage of Prosperous Life
2R
Creature – Human Wizard
G, Tap: Target creature gets +3/+3 until end of turn. ~ doesn’t untap during your next untap step.
2/2
Uncommon
Misguided Elephant
1G
Creature – Elephant
~ can’t attack or block unless you pay G.
3/3
Common
Natural Wall
1G
Creature – Wall
Defender
Whenever ~ is dealt combat damage, add G to your mana pool.
0/3
Common
Rainbow-Fruit Tree
G
Creature – Tree
T: Add one mana of any color to your mana pool. ~ doesn’t untap during your next untap step.
0/1
Uncommon
Ram, Emperor of Life
4GG
Legendary Creature – Human Wizard
Forests you control are 1/1 creatures that are still lands.
1GG: Each green creature you control other than ~ gets +1/+1 and gains trample until end of turn.
5/5
Rare
Rushing Hordes
XGG
Sorcery
Put X 1/1 green Insect tokens into play under your control.
Uncommon
Search the Beyond
2G
Instant
Search your library for two basic land cards, reveal them, and put one into play tapped and the other in your hand. Then shuffle your library.
Sneak 1G (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Spiking Branches
1GG
Instant
Destroy target creature with Flying.
Common
Untold Life
4GG
Enchantment
At the beginning of each player’s upkeep, that player reveals cards from his library until he reveals a nonland card. That player chooses a creature. That creature gets +X/+X until end of turn, where X is equal to the revealed cards converted mana cost. That player also puts Y 1/1 Green Insect tokens into play, where Y is the number of cards revealed this way.
Rare
Venomous Cobra
2G
Creature – Snake
Whenever ~ deals combat damage to a creature, destroy that creature at end of combat.
2/2
Common
Will of the Land
1GG
Sorcery
Destroy target land.
Sneak 1G (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
GOLD/ARTIFACTS/LANDS
Gold (1/1)
The Once Almighty
2WWUUBBRRGG
Legendary Creature – Spirit
When ~ comes into play, if you played it from your hand, you lose the game.
~ comes into play with X +1/+1 counters on it, where X is the number of permanents you control.
Remove a +1/+1 counter from ~: Put a 1/1 Spirit token into play.
Sacrifice a Spirit: Put 2 +1/+1 counters on ~. At end of turn, remove one of those counters.
0/0
Rare
Arifacts (2/4, 3/4)
Ball and Chain
3
Artifact – Equipment
Equiped creature gets +1/+2 and has “Unequip Ball and Chain, T: Equipped creature deals damage equal to its power to target creature or player.”
Equip 2
Uncommon
Barrier of Rejection
4
Artifact
2: Put a charge counter on ~
T: Counter target spell unless its controller pays 1 for each charge counter on ~.
Rare
Crafted Golem
5
Artifact Creature – Golem
T: Choose a color. ~ color becomes that color until end of turn,
3/4
Uncommon
Disturbing Portal
4
Artifact
X,T: Search your library for a creature card with converted mana cost X or less and put that card into play tapped. Then shuffle your library.
Rare
Hammer of Suffering
5
Artifact
At tghe beginning of your upkeep, ~ deals 2 damage to you.
Whenever a permanent comes into play, ~ deals 2 damage to that permanent’s controller.
Rare
Lands (2/4, 2/3)
Hall of the Once Almighty
Legendary Land
T: Add one mana of any color to your mana pool.
3WWUUBBRRGG, Sacrifice Hall of the Once Almighty: Search your library for a card named The Once Almighty, reveal that card, and put it into play. Then shuffle your library.
Rare
Recreated Paradise
Land
When ~ comes into play, you may pay X. If you do, ~ comes into play with X charge counters on it.
T: Add 1 to your mana pool.
T, Remove a charge counter from ~: Add one mana of any color to your mana pool.
Rare
Shifting Encampment
Land
T: Add 1 to your mana pool.
2,T: Choose a color. Creatures of the chosen color get +1/+1 until end of turn.
Uncommon
Shrine of the Corrupted
Land
1,T: Add B to your mana pool for each black permanent you control.
Uncommon
You really need to change the wording on Sneak. From your reminder text, I get no idea what it does. Use this:
Sneak [COST] ([COST]: Remove ~ from the game face down. At the beginning of your next upkeep, put ~ face-up onto the stack. When ~ resolves, remove it from the game instead of putting it into your graveyard. Play this ability only if ~ is in your hand.)
Now, I'd suggest getting rid of the RFG clause, as it doesn't seem to serve a purpose, and makes the ability that much more wordy.
The Once Almighty - Mana cost's pointless on this guy, just play him with a Tooth and Nail or, better, an Elvish Piper. Don't feel that your set needs a crazy 5-color card, though.
Hall of the Once Almight - Too good for a land, and the second ability will never get used.
New changes:
- Cards added
- Restback changed
World Description: Far, Far Away from the metal plane of Mirrodin, from the historical plane of Kamigawa, was a barren plane, filled with nothing but craters and lands. The planeswalkers Karn and Jeska decided that this world would be of much use had it not been empty. Thus they decided to make it into a rich, living planet. And they suceeded. Karn called it the "Plane of Law", where there are laws to maintain peace throughout the land.
However, as time passed, the laws eventually weakened and more people were able to become criminals. Guilds and Factions that once stood strong were split in half. Tha alliances between nations crumbled, as more greed entered the hearts of the leaders. Amidst all this chaos was one that was intriguing: The fall of GOITIX.
GOITIX was a once powerful faction. With only 49 members, they proved themselves battle-worthy by defeating legions of armies, fulfilling their lord’s wishes, an unseen yet powerful Spirit. Time passed, and after the Spirit left the world, it became unclear who would lead the GOITIX. Due to arguements, GOITIX was divided into groups, yet only two were big enough to assume the reins, the Flickers, and a mysterious group only known as the Council. Numerous small groups pledged their alliances to one of the two groups and both warred against each other. Thus, the GOITIX War had begun.
The block follows the story of Archer, a feared Samurai. Amidst all of these reside other powerful names capable of striking fear into anyone's hearts. this is their story.
Protagonist Colors:White and Red
Antagonist Colors: Black and Blue
Neutral: Green
Block Mechanics:
Sneak: Sneak X (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Restback – You have restback as long as you control 4 or more creatures that share a color.
WHITE:
White (8/22, 11/16, 7/16)
Aya, Songmistress
4W
Legendary Creature – Human Songmistress
Each creature you control gains “1W, T: Tap target creature. That creature doesn’t untap during its controllers next untap step.”
3/3
Rare
Angel of Faith
4WW
Creature – Angel
Flying
~ can only be blocked by white creatures.
4/4
Uncommon
Apprentice of Judgment
W
Creature – Human Wizard
1,T: Prevent the next 1 damage that would be dealt to target creature or player this turn. ~ doesn’t untap during your next untap step.
1/1
Common
Blessed Chant
WW
Instant
You gain 1 life for each white permanent in play.
Common
Brass Knight
WW
Creature – Knight
First Strike, Protection from green
2/2
Uncommon
Castle Wall
1W
Creature – Wall
Defender
Whenever ~ is dealt combat damage, you gain 1 life.
0/3
Common
Celestial Tutor
2W
Sorcery
As an additional cost to play ~, discard a white card from your hand.
Search your library for a white card, reveal that card and put that card in your hand. Then shuffle your library.
Uncommon
Cleansing Purity
3WW
Sorcery
Remove all enchantments from the game.
Rare
Defensive Outpost
2WW
Creature – Human Soldier
Defender
Whenever ~ blocks, you gain life equal to the number of blocking creatures.
2/4
Common
Disciple of Judgment
2WW
Creature – Human Cleric
Reveal your hand: Whenever you have seven or more white cards in your hand, flip ~.
2/2
----------------------------------------------------------------
Avatar of Judgment
Legendary Creature – Human Avatar
White creatures you control get +1/+2.
Whenever a white creature you control deals combat damage to a player, you may gain that much life.
3/5
Rare
Enlightenment
4WW
Enchantment
Whenever you gain seven or more life during a turn, you win the game.
Rare
Freezing in the Sun
2WW
Instant
If you control a Plains, tap all creatures. They don’t untap during their controller’s next untap step.
Sneak 1WW (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Uncommon
Judgment of Actions
4WW
Sorcery
When ~ comes into play, choose a color.
Destroy all creatures of the chosen color.
Rare
Lord of Law
3W
Creature – Human Avatar
Vigilance
~ power and toughness are each equal to the number of white creatures you control.
*/*
Uncommon
Mage of Peaceful Judgment
2W
Creature – Human Wizard
W,T: Prevent the next 3 damage that would be dealt to target creature or player this turn. ~ doesn’t untap during your next untap step.
2/2
Uncommon
Needles Below
1W
Instant
~ deals 1 damage to each attacking creature. Creatures that are put into a graveyard this way are removed from the game instead.
Uncommon
Pay the Price
4WW
Enchantment
At the beginning of each player’s upkeep, that player pays 1 for each permanent he or she controls. If he can’t, tap all permanents that player controls.
Rare
Praying Priests
3W
Creature – Human Priest
T: Prevent the next 2 damage that would be dealt to target creature or player this turn.
2/3
Common
Rally the Charge
4W
Instant
Two target creatures get +1/+1 until end of turn for each attacking white creature.
Uncommon
Seasoned Knight
3W
Creature – Human Knight
Restback - ~ gets +1/+2 and gains first strike. (You have Restback as long you control four or more creatures that share a color.)
3/3
Uncommon
Staff Swinger
W
Creature – Human Cleric
Whenever ~ deals combat damage to a player, you gain that much life.
1/1
Common
Standard Soldier
2W
Creature – Human Soldier
First Strike
2/3
Common
Steel Knight
WW
Creature – Human Knight
First Strike, Protection from Blue
2/2
Uncommon
Stopped by Reasoning
1WW
Enchant Creature
Enchanted creature can’t attack or block.
WW: Tap enchanted creature.
Common
Untold Judgment
4WW
Enchantment
At the beginning of each player’s upkeep, that player reveals cards from his library until he reveals a nonland card. That player gains life equal to that card’s converted mana cost. Destroy all permanents whose converted mana cost equals to the number of cards revealed this way.
Rare
Veteran Frontliners
5W
Creature – Human Samurai
Bushido 1
5/5
Uncommon
BLUE:
Blue (10/22, 6/16, 6/16)
Academy Wall
1U
Creature – Wall
Defender
Whenever ~ is dealt combat damage, draw a card.
0/3
Common
Apprentice of Wisdom
U
Creature – Human Wizard
1,T: Draw a card. ~ doesn’t untap during your next untap step.
1/1
Common
Consistency
4UU
Enchantment
Whenever the seventh spell of a turn is played, you win the game.
Rare
Disciple of Wisdom
2UU
Creature – Human Wizard
Reveal your hand: If you have seven or more blue cards in your hand, flip ~.
1/2
--------------------------------------------------------------
Avatar of Wisdom
Legendary Creature – Human Avatar
Blue creatures you control get +1/+1 and gain flying.
Whenever a blue creature you control deals combat damage to a player, you may draw a card.
2/3
Rare
Drown
2UU
Enchant Creature
~ can only enchant a nonblue creature.
Enchanted creature can’t attack or block, and doesn’t untap during its controller’s untap step.
Uncommon
Guelan, Son of Poetry
2UU
Legendary Creature – Human Wizard
~ comes into play tapped.
X1U, T: Search your library for up to X cards, and reveal them to your opponent. Your opponent chooses one of them. Put the chosen card in your hand and the rest on the bottom of your library in any order.
2/2
Rare
Hidden Vortex
UU
Sorcery
Return target nonblue permanent to its owner’s hand.
Sneak U (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Intelligent Familiar
1U
Creature – Drake
Flying
1U, Sacrifice ~: Search your library for a Wizard card, reveal that card and put it in your hand. Then shuffle your library.
1/1
Uncommon
Lord of Wisdom
3U
Creature – Human Avatar
Flying
~ power and toughness are each equal to the number of blue creatures you control.
*/*
Uncommon
Mage of Unknown Wisdom
2U
Creature – Human Wizard
U,T: Counter target spell unless its controller pays 3. ~ doesn’t untap during your next untap step.
2/2
Uncommon
Merfolk Pikemen
1U
Creature – Merfolk Warrior
2/1
Common
Physical Wizard
3U
Creature – Human Wizard
Restback - ~ gets +2/+2 and has flying. (You have Restback as long as you have four or more creatures that share the same color.)
2/2
Common
Reject
1UU
Instant
Return target permanent to its owner’s hand.
Draw a card.
Common
Rogue Wizard
2U
Creature – Human Wizard
2X, T: Look at the top X cards of your library.
1/2
Common
Search the Mind
1U
Instant
Look at the top five cards of your library. You may reveal a blue card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Common
Solid Deflection
1UU
Instant
Counter target nonblue spell.
Common
Studious Apprentice
1UU
Creature – Human Wizard
U: Draw a card. Play this ability only once each turn.
1/2
Common
The Time is Now
XU
Sorcery
Look at the top X cards of your opponent’s library. You may reveal one of those cards and put it into play under your control. Put the rest of the cards on top of your opponent’s library in any order.
Rare
Thought Boomer
2U
Creature – Illusion
Flying, First Strike
Your maximum hnad size is reduced by 4.
4/4
Rare
Unexpected Potential
3UU
Sorcery
Name a card. Reveal cards from the top of your library until you reveal the named card. Put that card in your hand, And put the revealed cards on the bottom of your library in any order.
Uncommon
Untold Wisdom
4UU
Enchantment
At the beginning of each player’s upkeep, that player reveals cards from his library until he reveals a nonland card. That player draws cards equal to the revealed card’s converted mana cost. That player also returns target permanent to it’s owner’s hand, unless it’s controller pays an amount of mana equal to the number of cards revealed this way.
Rare
Wise Tutor
2U
Sorcery
As an additional cost to play ~, discard a blue card from your hand.
Search your library for a blue card, reveal that card and put that card in your hand. Then shuffle your library.
Uncommon
BLACK:
Black (11/22, 8/16, 11/16)
Apprentice of Suffering
B
Creature – Human Wizard
1,T: Target creature gets –1/-1 until end of turn. ~ doesn’t untap during your next untap step.
1/1
Common
Archer, The Last Standing
3BB
Legendary Creature – Human Samurai
Bushido 2, Provoke
As long as there are no other creatures in play, ~ gets +2/+2.
1B,T: Destroy target creature. Play this ability if there are only two creatures in play.
3/4
Rare
Arising Coffins
3BB
Enchantment
At the beggining of each player’s upkeep, that player returns a creature from his or her graveyard into play. If that player can’t then he or she loses 3 life.
3, Sacrifice three black permanents: Destroy ~ . Any player may play this ability.
Rare
Arrogant Zombies
2B
Creature – Zombie
Provoke
2/2
Common
Blood Summon
B
Instant
Add BBB to your mana pool. Spend this mana only to play black spells.
Common
Corrupted Tutor
2B
Sorcery
As an additional cost to play ~, discard a black card from your hand.
Search your library for a black card, reveal that card and put that card in your hand. Then shuffle your library.
Uncommon
Cruelty
4BB
Enchantment
Whenever seven or more creatures go into a graveyard from play during one turn, you win the game.
Rare
Decaying Wall
1B
Creature – Wall
Defender
Whenever ~ is dealt combat damage, target creature gets –1/-1 until end of turn.
0/3
Common
Disciple of Suffering
2BB
Creature – Human Wizard
Reveal your hand: If you have seven or more black cards in your hand, flip ~.
----------------------------------------------------------------
Avatar of Suffering
Legendary Creature – Human Avatar
Black creatures you control get +2/+1 and gain fear.
Whenever a black creature you control deals combat damage to a player, you may have target creature get –1/-1 until end of turn.
4/3
Rare
Eaten by Locusts
1B
Instant
Destroy target creature with power 2 or less.
Common
Empty Promises
XBB
Sorcery
You draw X cards and you lose X life.
Uncommon
Gargoyle of the Night
2B
Creature – Gargoyle
Flying, Fear
Restback - ~ gets +2/+1. (You have Restback as long as you have four or more creatures that share a color.)
1/2
Common
Highway Assassin
3B
Creature – Human Assassin
Whenever ~ deals combat damage to a creature, destroy that creature at end of combat. It can’t be regenerated.
2/3
Common
Hired Bouncer
1B
Creature – Human Warrior
Trample
At the beginning of your upkeep, pay B or target opponent gains control of ~.
3/3
Uncommon
Jaime, Master of Torture
3BBB
Legendary Creature – Human Assassin
Fear
Pay X Life, T: All nonblack creatures get –X/-X until end of turn.
3/3
Rare
Jed, the Fallen Leader
4BBB
Legendary Creature – Human Warrior
Provoke
1B, Sacrifice a creature: ~ gets +4/+4 and gains flying until end of turn.
Whenever ~ deals combat damage to a player, put a 2/2 Zombie creature token into play.
3/6
Rare
Lord of Corruption
4BBB
Legendary Creature – Demon
Flying, Fear
At the beginning of your upkeep, sacrifice a creature.
1B: Target nonblack creature gets –1/-1 until end of turn.
9/9
Rare
Lord of Pain
3B
Creature – Human Avatar
Fear
~ power and toughness are each equal to the number of black creatures you control.
*/*
Uncommon
Mage of Agonizing Sufferings
2B
Creature – Human Wizard
B, Tap: Target creature gets –3/-3 until end of turn. ~ doesn’t untap during your next untap step.
2/2
Uncommon
Mind Eater
3B
Creature – Zombie Beast
Whenever ~ deals combat damage to a player, that player loses 2 life unless he or she discards a card from his or her hand.
Restback - ~ gets +2/+1 and has fear. (You have Restback as long as you have four or more creatures that share a color.)
3/3
Uncommon
Oath of Destruction
1BB
Enchantment
B, Sacrifice a creature: Destroy target creature. It can’t be regenerated.
Rare
One with the Dead
2BB
Enchant Creature
Enchanted creature gets +1/+1 for each creature in all graveyards.
Common
Permanent Banishing
BBB
Sorcery
Name a nonland, nonblack card. Search target player’s graveyard, hand, and library for all cards with that name and remove them from the game. Then that player shuffles his or her library.
Rare
Rotten Corpse
1BB
Creature – Zombie
Fear
Restback - ~ gets +2/+2, has fear, and has “At the beginning of your upkeep, pay 1 life or sacrifice ~.” (You have Restback as long as you have four or more creatures that share a color.)
2/2
Common
Sufferings from Beyond
2B
Instant
Destroy target nonblack creature. It can’t be regenerated.
Sneak 1B (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Summoned From the Grave
4B
Sorcery
Until end of turn, return all black creatures from all graveyards into play under your control. Remove them from the game at end of turn.
Sneak 3B (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Rare
Swarming Vermin
1BB
Creature – Rat
As long as there no cards in all graveyards, ~ gets +2/+2 and has fear.
T: Remove target card in a graveyard from the game.
2/2
Common
Untold Sufferings
4BB
Enchantment
At the beginning of each player’s upkeep, that player reveals cards from his library until he reveals a nonland card. That player chooses a creature in play and it gets –X/-X until end of turn, where X is equal to the revealed card’s converted mana cost. That player chooses a creature from any graveyard whose converted mana cost is equal to the number of cards revealed this way, and returns it to play under his control with a –1/-1 counter on it.
Rare
Vengeful Ninja
5B
Creature – Human Ninja
Ninjutsu 2B
Whenever ~ deals combat damage to a player, that player loses 1 life for each card named ~ in play.
3/4
Uncommon
Wasted Souls
3B
Enchantment
1BB: Put a 1/1 Spirit creature token with flying into play.
Uncommon
RED:
Red (15/22, 7/16, 9/16)
Apprentice of Flames
R
Creature – Human Wizard
1,T: ~ deals 1 damage to target creature or player. ~ doesn’t untap during your next untap step.
1/1
Common
Biker-Gang Bombers
2RR
Creature – Human Warrior
T: Destroy target nonmountain land. ~ doesn’t untap during your next untap step.
2/3
Uncommon
Biker-Gang Drunk
1R
Creature – Human Warrior
Haste, Bushido 1
Whenever a card with Biker-Gang in it’s name comes into play, return ~ to it’s owner’s hand.
2/1
Common
Biker-Gang General
3RR
Creature – Human Warrior
Haste, Bushido 1
Whenever ~ deals combat damage to a player, put a 1/1 red warrior token for each creature that dealt combat damage to a player this turn.
2/3
Rare
Biker-Gang Hitman
3R
Creature – Human Warrior
When ~ comes into play, it deals 3 damage to target nonred creature.
2/3
Common
Biker-Gang Lavamancer
2R
Creature – Human Wizard
First Strike
Whenever ~ becomes the target of a spell or ability, ~ gets +1/+2 until end of turn.
1/2
Uncommon
Biker-Gang Regular
2R
Creature – Human Warrior
~ gets +1/+1 for each card with Biker-Gang in their name.
2/2
Common
Biker-Gang Sniper
2R
Creature – Human Gunner
Haste
T: ~ Deals 2 damage to target creature and 1 damage to itself.
1/2
Common
Biker-Gang Trainees
1R
reature – Human Warrior
Haste, Bushido 1
1/1
Common
Booming Bruiser
5R
Creature – Beast
Whenever ~ becomes blocked, it deals 3 damage to target blocking creature.
3/4
Uncommon
Bumpy Ridges
Instant
2R
Up to three target creatures can’t block this turn.
Sneak 1R (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Burning in the Rain
3RR
Sorcery
Unless target player has ~ deal 8 damage to him or her, return each creature he or she controls to it’s owner’s hand.
Rare
Burning Needles
XR
Sorcery
~ deals 1 damage to each of X target creatures.
Common
Disciple of Flames
2RR
Creature – Human Shaman
Reveal your hand: If you have seven or more red cards in your hand, flip ~.
2/3
--------------------------------------------------------------
Avatar of Flames
Legendary Creature – Human Avatar
Red creatures you control get +2/+1 and gain first strike.
Whenever a red creature deals combat damage to a player, you may have it deal 1 damage to target creature.
4/4
Rare
Encouragement
3R
Instant
Target creature gets +1/+0 until end of turn for eah red creature you control.
Common
Engulfing Magma
5RR
Sorcery
~ deals 4 damage to each nonred creature and 3 damage to each player.
Rare
Expensive Betrayal
2RR
Instant
Until end of turn, gain control of target creature that an opponent controls. That creature gains haste until end of turn.
Sneak 2R (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Flaming Tutor
2R
Sorcery
As an additional cost to play ~, discard a red card from your hand.
Search your library for a red card, reveal that card and put that card in your hand. Then shuffle your library.
Uncommon
Flaming Wall
1R
Creature – Wall
Defender
Whenever ~ is dealt combat damage, ~ deals 1 damage to target creature.
0/3
Common
Hermit of the High Mountains
3R
Creature – Human Shaman
Haste
T: ~ deals 1 damage to target creature or player.
Whenver a creature is put into a graveyard from play, untap ~.
1/2
Rare
Hidden Anger
R
Instant
Target creature gets +3/+0 and gains haste until end of turn.
Common
Lava from Underneath
2R
Instant
~ deals 3 damage to target creature or player.
Sneak 1R (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Lord of Anger
3R
Creature – Human Avatar
First Strike
~ power and toughness are each equal to the number of red creatures you control.
*/*
Uncommon
Mage of Painful Flames
2R
Creature – Human Wizard
R, Tap: ~ deals 3 damage to target creature or player. ~ doesn’t untap during your next untap step.
2/2
Uncommon
Motivated Biker
2R
Creature – Human Warrior
Restback - ~ gets +2/+1 and has first strike. (You have Restback as long as you have four or more creatures that share a color.)
2/2
Common
Murderous Rage
1RR
Enchant Creature
Enchanted creature gets +3/+2, attacks each turn if able, and can’t block.
Uncommon
Revolving Sulfur
XRR
Sorcery
~ deals X damage to each creature withouth flying and to each player.
Rare
Rippling Fires
XR
Instant
~ deals X damage to target creature.
Common
Singe
4RR
Enchantment
Whenever you deal seven or more damage during a turn, you win the game.
Rare
Untold Flames
4RR
Enchantment
At the beginning of each player’s upkeep, that player reveals cards from his library until he reveals a nonland card. ~ deals damage to that player equal to the revealed card’s converted mana cost. ~ deals damage to one of that player’s creature at random equal to the number of cards revealed this way.
Rare
Wipeout
5RRR
Sorcery
Destroy all creatures, artifacts, and lands. Nonred permanents destroyed this way can’t be regenerated.
Rare
GREEN:
Green (11/22, 8/16, 8/16)
Angry Boars
3G
Creature – Boar
~ attacks each turn if able.
Whenever ~ deals combat damage to a player, that player gains control of ~.
4/4
Uncommon
Apprentice of Life
G
Creature – Human Wizard
1,T: Target creature gets +1/+1 until end of turn. ~ doesn’t untap during your next untap step.
1/1
Common
Boosted by Nature
3GG
Enchantment
Whenever you play a green spell, target creature gets +X/+X until end of turn, where X is that spell’s converted mana cost.
Rare
Contribute to the Land
2G
Enchantment
G, Sacrifice a creature: Search your library for a forest card and put that card in your hand. Then shuffle your library.
Rare
Crash
4GG
Enchantment
Whenever you play seven or more creature spells during a turn, you win the game.
Rare
Disciple of Life
2GG
Creature – Human Shaman
Reveal your hand: If you have seven or more green cards in your hand, flip ~.
3/3
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Avatar of Life
Legendary Creature – Human Avatar
Green creatures you control get +2/+2 and gain trample.
Whenever a green creature you control deals combat damage to a player, you may put a 1/1 Insect creature token into play under your control.
5/4
Rare
Elvish Recaller
1GG
Creature – Elf Shaman
Wen ~ comes into play, you may return target instant or sorcery card from you graveyard to your hand.
2/1
Uncommon
Elvish Shaman
1GG
Creature – Elf Shaman
1G, T: Destroy target artifact. ~ doesn’t untap during your next untap step.
1/2
Uncommon
Encouraged Elf
4G
Creature - Elf Warrior
Restback - ~ gets +2/+1 and has trample. (You have Restback as long as you have four or more creatures that share a color.)
4/3
Common
Enforced by Soil
1G
Instant
Target creature gets +3/+3 until end of turn.
Sneak G (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Entity of the Land
XGG
Creature – Elemental
~ comes into play with X +1/+1 counters on it.
Restback - ~ has “At the beginning of your upkeep, you may move a +1/+1 counter from ~ to another creature you control.” (You have Restback as long as you control four or more creatures that share a color.)
0/2
Rare
Guardian of Nature
5GG
Creature – Angel
Flying
~ comes into play with a +1/+1 counter on it for each green creature you control.
1G: Regenerate target green creature.
0/1
Rare
Hunting Wolves
GG
Creature – Wolf
2/3
Common
Lifekeeper
1G
Creature – Elf Shaman
G: Regenerate target green creature other than ~.
1/2
Common
Living Tutor
2G
Sorcery
As an additional cost to play ~, discard a green card from your hand.
Search your library for a green card, reveal that card and put that card in your hand. Then shuffle your library.
Uncommon
Lord of Life
3G
Creature – Human Avatar
Trample
~ power and toughness are each equal to the number of green creatures you control.
*/*
Uncommon
Mage of Prosperous Life
2R
Creature – Human Wizard
G, Tap: Target creature gets +3/+3 until end of turn. ~ doesn’t untap during your next untap step.
2/2
Uncommon
Misguided Elephant
1G
Creature – Elephant
~ can’t attack or block unless you pay G.
3/3
Common
Natural Wall
1G
Creature – Wall
Defender
Whenever ~ is dealt combat damage, add G to your mana pool.
0/3
Common
Rainbow-Fruit Tree
G
Creature – Tree
T: Add one mana of any color to your mana pool. ~ doesn’t untap during your next untap step.
0/1
Uncommon
Ram, Emperor of Life
4GG
Legendary Creature – Human Wizard
Forests you control are 1/1 creatures that are still lands.
1GG: Each green creature you control other than ~ gets +1/+1 and gains trample until end of turn.
5/5
Rare
Rushing Hordes
XGG
Sorcery
Put X 1/1 green Insect tokens into play under your control.
Uncommon
Search the Beyond
2G
Instant
Search your library for two basic land cards, reveal them, and put one into play tapped and the other in your hand. Then shuffle your library.
Sneak 1G (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
Spiking Branches
1GG
Instant
Destroy target creature with Flying.
Common
Untold Life
4GG
Enchantment
At the beginning of each player’s upkeep, that player reveals cards from his library until he reveals a nonland card. That player chooses a creature. That creature gets +X/+X until end of turn, where X is equal to the revealed cards converted mana cost. That player also puts Y 1/1 Green Insect tokens into play, where Y is the number of cards revealed this way.
Rare
Venomous Cobra
2G
Creature – Snake
Whenever ~ deals combat damage to a creature, destroy that creature at end of combat.
2/2
Common
Will of the Land
1GG
Sorcery
Destroy target land.
Sneak 1G (You may put this card face down for it’s sneak cost. At your next turn, flip this card and treat it as if it was in play. Remove it from the game after the spell resolves.)
Common
GOLD/ARTIFACTS/LANDS
Gold (1/1)
The Once Almighty
2WWUUBBRRGG
Legendary Creature – Spirit
When ~ comes into play, if you played it from your hand, you lose the game.
~ comes into play with X +1/+1 counters on it, where X is the number of permanents you control.
Remove a +1/+1 counter from ~: Put a 1/1 Spirit token into play.
Sacrifice a Spirit: Put 2 +1/+1 counters on ~. At end of turn, remove one of those counters.
0/0
Rare
Arifacts (2/4, 3/4)
Ball and Chain
3
Artifact – Equipment
Equiped creature gets +1/+2 and has “Unequip Ball and Chain, T: Equipped creature deals damage equal to its power to target creature or player.”
Equip 2
Uncommon
Barrier of Rejection
4
Artifact
2: Put a charge counter on ~
T: Counter target spell unless its controller pays 1 for each charge counter on ~.
Rare
Crafted Golem
5
Artifact Creature – Golem
T: Choose a color. ~ color becomes that color until end of turn,
3/4
Uncommon
Disturbing Portal
4
Artifact
X,T: Search your library for a creature card with converted mana cost X or less and put that card into play tapped. Then shuffle your library.
Rare
Hammer of Suffering
5
Artifact
At tghe beginning of your upkeep, ~ deals 2 damage to you.
Whenever a permanent comes into play, ~ deals 2 damage to that permanent’s controller.
Rare
Lands (2/4, 2/3)
Hall of the Once Almighty
Legendary Land
T: Add one mana of any color to your mana pool.
3WWUUBBRRGG, Sacrifice Hall of the Once Almighty: Search your library for a card named The Once Almighty, reveal that card, and put it into play. Then shuffle your library.
Rare
Recreated Paradise
Land
When ~ comes into play, you may pay X. If you do, ~ comes into play with X charge counters on it.
T: Add 1 to your mana pool.
T, Remove a charge counter from ~: Add one mana of any color to your mana pool.
Rare
Shifting Encampment
Land
T: Add 1 to your mana pool.
2,T: Choose a color. Creatures of the chosen color get +1/+1 until end of turn.
Uncommon
Shrine of the Corrupted
Land
1,T: Add B to your mana pool for each black permanent you control.
Uncommon
Comments on the set?
Sneak [COST] ([COST]: Remove ~ from the game face down. At the beginning of your next upkeep, put ~ face-up onto the stack. When ~ resolves, remove it from the game instead of putting it into your graveyard. Play this ability only if ~ is in your hand.)
Now, I'd suggest getting rid of the RFG clause, as it doesn't seem to serve a purpose, and makes the ability that much more wordy.
1G
Creature – Elephant
~ can’t attack or block unless you pay G.
3/3
Common
This should be at least GG.
Hall of the Once Almight - Too good for a land, and the second ability will never get used.
Ball and Chain is too good, it can be equipped to multiple creatures in one turn for insane damage.
Barrier of Rejection is WAY TOO GOOD. It allows any deck to counter spells, and after 1-2 turns, becomes nearly impossible to avoid.
Disturbing Portal seems deadly in a similar fasion to Tooth and Nail. It does mostly the same thing.
Shifting Encampment allows some decks to have inexpensive creature pumping. This should be reserved for white. Maybe the ability would be 1W?
Shrine of the Corrupted is INSANE. No, seriously. Cabal Coffers has nothing on this.
How about this:
Castle Guard 1W
Creature - Soldier
Defender
Whenever damage is dealt to or by Castle Guard, you gain that much life.
1/3
Becuase, after all, it's not in flavor for a brick wall to give you life.