This thread is in hub-format, so just know that the comments are more and more out of date the closer they are to the beginning. (they reference mechanics and cards that no longer exist). just rest assured that this first page will be continually updated. thanks :).
Storyline/Flavor:
Moag used to be the ideal plane: dense forests, glimmering seas, jagged mountains, golden meadows, even deadly bogs. civilization was in full swing. everything seemed to be going well. the plane was at peace, and progress was made. one day (ominous music), the tower of Moag (legendary land i think), which was at the center of the plane, suddenly crumbled. at first, many took notice, but nothing was done. over the next few months, mages began to notice gray where there was color, and felt their powers slowly draining. soon, armies arose, as the colors began to blame eachother for the catastrophe. in hiding, a colorless planeswalker, the first of his kind, realizes the implications of the disaster and begins to rally his forces. for the time being, they help the colors on one side or another, trying to stay out of notice.
Main plot (Rael and Jerryd, young planeswalkers who shared a single spark): the brothers were relatively weak (and young) planeswalkers, so they were scouring the multiverse to find a way to increase their power to rival that of others. their search lead them to moag, more specifically to the tower of moag. on the top floor, four identical chambers stood, each with a staff of great power. the brothers, seeing their opportunity, each ran to opposite chambers and grabbed a staff; Rael with the Staff of the North Chamber, and Jerryd with the South. as soon as the staffs were removed from their pedestals, the tower began to collapse. both brothers made it out alive, but in an act of pure greed, Jerryd used his staff on Rael, stealing his spark and planeswalking away. when Rael came to, he realized that his half of the spark, as well as his access to colored mana, were both gone. taking the staff of the north chamber in hand, he went off to attempt to recover his spark, knowing that his brother wouldn't be long in hiding.
Subplot (Inx the terminator): Inx used to be the ruler of the lost marsh in the south, but many years ago his head advisor, zazivex, staged a coup and threw him out. inx traveled the world in search of a way to get himself back into power. unable to find an answer to this problem, he turned his attention to the fields of summer, believing that he could corrupt the palace and wage a war on the lost marsh. after a long war, Inx was defeated and locked away underneath the tower of moag, but not without some gains. unknown to anyone but the demon, Gied, the grandson of the ruler of the fields, became corrupted and bound under inx's command. however, when Inx was locked away, this influence seemed to fade. now the prince of the palace, gied is once more under the newly-freed inx's control. while the fields of summer have no direct black influence for now, gied's (inx's) advice to his aging father is starting to bleed through.
Regions of Moag: WFields of Summer
The Fields of Summer is a large landmass in the south-east, bordering the saw-claw range to the south and the lost marsh to the north-east. known for its incredible healing properties, the planeswalker urza spent time in the fields of summer. mostly kithkin and aven, the residents are masterful clerics who spend their time healing, and soldiers that protect the border and the fields. some chosen few humans have been alowed to live in the fields of summer, but a constant strict border patrol keeps most who would sully the natural beauty out. the straightest pass is the one road travelers are allowed to walk. it leads directly from the border to the capital of the fields of summer, the eternal summer palace, which is located in the north eastern part of the fields of summer. there, travelers are healed and rejuvenated... if they have enough coin. lately, travelers returning from the fields of summer seem to have left something behind: their identity. whatever treatment they are recieving seems to heal more than just the body, it wipes the mind clean. what's more, these unlucky travelers are compelled to bring others to the fields of summer, to share in the healing.
RSaw-Claw Range
The Saw-Claw Range is a nearly impassible mountian range that occupies the north-eastern part of moag, bordering the fields of summer to the north and the frozen marsh to the south east. made up of crumbling canyons, frequent blizards and active volcanos, the saw-claw range is one of the deadlyiest places on moag. the Viashino and dwarves are the inhabitants of the saw-claw range, and their main classes are warrior and shaman. the "capital" of the saw-claw range is unofficially the Blood-Iron hall, supposedly located in the south-eastern part of the range, though it is nearly impossible to find. rumor has it that any adventurer able to make his way to the Blood-iron hall alive will be trained in the way of the warrior or the shaman arts by the greatest war teachers in the world. Recently, travelers able to escape the mountains alive bring back tales of an army massing in its large canyons, ready to attack. truth? who knows, but fear is certainly spreading.
B Lost Marsh
The Lost Marsh, named for those who disappear into the marsh and never find their way back, makes up the southern most area all the way east to west, bordering the fields of summer to the south-west and the seabound acadmey to the south-east. While the lost marsh has no peaceable inhabitants, spottings of shades hint toward a demonic civilization, though it has never been seen by intelligent eyes and brought back to civilization. Demons are thought to inhabit the lost marsh, with the ability to create shades from those who lost their way in the marsh and perished. recently, the shades have been coming further and further out of the swamp, to trick nearby humans and others into following them back into their deadly home.
BFrozen Marsh
A small land mass in the northern most area of Moag, the frozen marsh borders the Saw-claw range to the north-west, and the unending jungle to the north-east. The frozen marsh has recently begun moving, albeit slowly, north. as such, fissures have begun appearing in the snow-caked ground, whose depths are unknown. a great fissure, known simply as "world's end" ends the frozen marsh to the north, where the frozen marsh split off another land mass. at the northern most tip of the frozen marsh is the world's end keep, currently inhabited by vampires, and their nulls, with the major class assassin. as vampires have begun to realize the movement of their homeland is a reality, a mass exodus has begun, with vampires fleeing south to stay within the known world.
USeabound Academy
the Seabound academy is a relatively small landmass located in the south-west part of Moag, north-west of the lost marsh and south of the unending jungle. almost entirely a huge school, the seabound academy is made up of countless divisions of scholars, each following their own agenda. the main races in the seabound academy are veldalken and partially water bound merfolk, and the main classes are wizard and rouge. in the south-western most part of the Seabound academy there exists the submerged library, an immense library completely submerged in the sea. this library has slowly been drifting toward the lost marsh to the south, to the alarm of many scholars, who call for a joint effort to save the library from the demons in the marsh who undoubtedly desire the knowledge it contains. despite these calls the separate sects of the academy have become more and more suspicious of other sects, completely convinced that others are plotting their downfall, and refuse to assist the library. as suspicion of others runs rampant, formerly proud wizard schools turn to theft to stay one step ahead of competing schools.
GUnending Jungle
The unending jungle is a vast landmass in the north-west part of Moag, bordering the frozen marsh to the south-west and the seabound academy to the north. the main inhabitants of the unending jungle are elves and centaurs, and the main classes are the warrior and druid. the capital of the unending jungle, located in the dead center of the jungle, is the Living Castle, a moss-covered castle believed to be the point from which the whole forest grows. as the forest grows, it has come into contact with the other regions, who are doing all they can to stop the rampant growth.
1Central Moag
Located in the center of Moag, and bordered by all of the other regions, Central Moag is composed of modern citys, slums, and desolate deserted land criss-crossed with roads. the inhabitants of central moag mostly humans and a sampling of other races of those who have left their respective regions. what was the capital was centered on the tower of moag, but as of late has been abandoned. one day, reports come back that the tower has crumbled, and our story line starts.
Map:
mechanics/themes for set one:
Monochrome - ~ gets <effect> you control no non-<color> colored permanents.
on WUBRG cards. only has similar colored monochrome.
and the ability words/race/color for each color:
Red:Chain: as long as/if you have cast # or more spells this turn, has/do effect.
Races/classes: Viashino, Dwarves, Warriors, Shamans
Blue:Wisdom: as long/if you have # or more cards in hand, has/do effect
Races/classes: Vedalken, Merfolk, Wizards, Rogues
White:Transcend: as long as/if you have # or more life, has/do effect
Races/classes: Kithken, Aven, Clerics, Soldiers
Green:Landmass: as long as/if you control # or more lands, has/do effect
Races/classes: Elves, Centaurs, Druids, Warriors
Black:Attrition: as long as/if there are # or more creature cards total in all graveyards/in your graveyard, has/do effect
Races/classes: Demons, Shades, Vampires, Nulls, Assassins, Wizards
Without further ado, I'm pleased to present....
The Fall of Moag
Colorless (21)
Back-Alley Cutthroats 6
Creature — Human Rogue (C)
Deathtouch “They are savage, cunning, virulent, violent, even perhaps noble. In any other setting, they would be exalted for their ability. However, in Hodem, they are barely able to stay alive” — Diem
4/2
Desiccated Killer 4
Creature — Human Assassin (C)
When Desiccated Killer enters the battlefield, if you control a Swamp, target creature gets -2/-2 until end of turn. When the Tower fell, criminals who had killed hundreds suddenly grew nauseous at the sight of blood.
2/2
Exhausted Berserker 4
Creature — Human Warrior (C)
As long as you control a mountain, Exhausted Berserker has haste. When the Tower fell, those that gleefully ended lives suddenly found themselves unable to even lift a finger.
3/2
Forgotten Traitor 3
Creature — Human Nomad (U)
Whenever Forgotten Traitor becomes the target of a spell or ability from a colored source, sacrifice it. He doesn’t even remember who is perusing him, he only knows that he is a dead man if caught
3/4
Guardians of Hodem 2
Creature — Human Soldier (C)
Defender Hondem is the biggest city on Moag, yet surprisingly one of the most defenseless. These “guardians” are all that stand between me and victory. I’m not impressed.” — Inx
0/4
Hodem Berserkers 3
Creature — Human Barbarian (C)
Trample “Order is such a fickle thing. Most times, it ends up freeing that which it is meant to oppress.” — Zazivex
2/1
Hodem Outrider 1
Creature — Human Nomad (U)
Whenever damage is deal to Hodem Outrider, it deals that much damage to you. Banished for crimes he did not commit, he spends his days wandering, hoping to find some explanation for his suffering
2/1
Improvised Bolt 3
Instant (C)
Improvised Bolt costs 2 less to cast as long as you control a mountain.
Improvised Bolt deals 2 damage to target creature.
Improvised Ceasefire 3
Instant (C)
Improvised Ceasefire costs 2 less to cast as long as you control a plains.
Prevent all combat damage that would be dealt this turn.
Improvised Growth 4
Instant (C)
Improvised Growth costs 2 less to cast as long as you control a forest.
Target creature gets +3/+3 and has trample until end of turn.
Improvised Insight 5
Sorcery (C)
Improvised Insight costs 2 less to cast as long as you control an island.
Draw two cards.
Improvised Resurrection 3
Sorcery (C)
Improvised Resurrection costs 2 less to cast as long as you control a swamp.
Return target creature card from your graveyard to your hand.
Jailers of the Tower 6
Legendary Creature — Elemental (R)
3, T: Gain control of target creature with power less than or equal to the number of lands you control for as long as Jailers of the Tower remains tapped.
You may choose not to untap Jailers of the Tower during your untap step. Their one purpose: To impose upon the guilty the most horrible punishment there is — Time
3/3
Jerryd’s Touch 3
Enchantment — Aura (U)
Enchant Land
Enchanted land loses all land types, abilities, and has “T: Add 1 to your mana pool”. “He doesn’t want to just conquer us, our land, or even the whole plane. He wants to conquer magic itself” — Losk
Jerryd’s Wake 4
Enchantment (R)
If a nonbasic land or nonland source would produce colored mana, it produces that much colorless mana instead. “Though he is not here, I feel his presence. The very land I walk upon weeps in horror of what is to come.” — Rael
Lethargic Scholar 4
Creature — Human Wizard (C)
As long as you control an island, Lethargic Scholar has “T: Draw a card, then discard a card”. When the Tower fell, mages that used to study for days on end suddenly balked at the thought of picking up one more book.
2/1
Migrating Flock 5
Creature — Bird (C)
Flying “They know that if they bear any allegiance, they will be shot down upon sight. Being mundane is their best defense” — Mia-La
3/3
Rael the Lost 7
Legendary Creature — Human Artificer Wizard (M)
Basic lands you control have “T: Add 2 to your mana pool”. “Jerryd has robbed me of my share of our spark, my colored mana, and left me to die here. But he will come back. He knows I still live on.”
3/3
Sages of the Tower 5
Creature — Human Wizard (U)
At the beginning of your upkeep, you may Scry 1. Those gifted with future sight were commanded to serve at the tower, regardless of actual power. Before the Tower collapsed, not even one thought to stop Rael and Jerryd from removing the staffs in the first place.
1/2
Tired Shaman 4
Creature — Human Shaman (C)
As long as you control a forest, Tired Shaman gets +1/+1. When the Tower fell, those who relied on Nature for their survival suddenly were cut off from Her dwindling bounty.
3/2
Weary Knight 4
Creature — Human Knight (C)
As long as you control a plains, Weary Knight has vigilance When the Tower fell, those who were driven by duty suddenly lacked even the impulse to protect themselves.
2/3
White (33)
Bind in Bliss 1W
Enchantment — Aura (C)
Enchant Creature
Enchanted creature can’t attack or block.
Monochrome — As long as all colored permanents you control are white, the enchanted creature’s activated abilities can’t be played.
Blank Existance 3WW
Instant (R)
Exile all creatures target player controls, then return them to the battlefield.
Transcend — If you have 30 or more life, instead exile all creatures that player controls.
Blessed Dispersal 1W
Sorcery (C)
Destroy target enchantment.
You gain 5 life “Good can be found in all places, even contraband magics” — Diem
Champion’s Attendant 2W
Creature — Aven Cleric (U)
Flying
Protection from creatures
Transcend — As long as you have 25 or more life, Champion’s Attendant has Protection from spells.
1/1
Converted Soldier 1W
Creature — Human Soldier (C)
Protection from Black
Monochrome — As long as all colored permanents you control are white, Converted Soldier has lifelink. When the nectar sets in, nothing, not even one’s own betrayal, can remove its will
2/1
Crusading Squad 3W
Creature — Kithkin Soldier (C)
Flying
W: Crusading Squad gets +0/+1 until end of turn.
Monochrome — As long as all colored permanents you control are white, Crusading Squad has first strike.
2/3
Diem, Summer’s Ruler 3WW
Legendary Creature — Kithkin Soldier (R)
Prevent all combat damage that would be dealt to Diem.
Whenever Diem, Summer’s Ruler attacks, you may put a 1/1 white Kithkin soldier token onto the battlefield tapped and attacking.
2/2
Enlightened Veteran 3WW
Creature — Kithkin Soldier (U)
Vigilance
Transcend — As long as you have 25 or more life, Enlightened Veteran has first strike and gets +1/+2 What took others days to grasp took him years, but it was those years of struggle that made him strong.
3/5
Enlist the Commoners 3W
Sorcery (C)
Put three 1/1 White Human soldier tokens onto the battlefield.
Monochrome — If all colored permanents you control are white, those tokens have lifelink
Field Arbiter 4W
Creature — Kithkin Soldier (U)
As long as an opponent controls a black creature, Field Arbiter gets +1/+1
As long as an opponent controls a demon, Field Arbiter gets +1/+1 “Young one, we still remember the treacherous demons here. Just know that we are giving up our lives so you can have a few minutes to whimper before you die, as well”
3/3
Field Elite WW
Creature — Kithkin Knight (U)
Protection from Red
Lifelink Townsfolk welcome them into their homes, knowing that the field elite are personally responsible for upholding their way of life.
2/2
Field Guardian 1W
Creature — Kithkin Soldier (C)
Vigilance
Transcend — As long as you have 25 or more life, Field Guardian gets +1/+2 Our fields can make a maimed soldier battle ready in a matter of days
—Diem, Summer’s Ruler
1/2
Fragrance Burst 1W
Instant (C)
Prevent all combat damage that would be dealt this turn.
Transcend — If you have 25 or more life, instead prevent all damage that would be dealt this turn. Stopping an army is easy. Mages are harder, but even they can’t resist stopping to smell the flowers
Guaridans of the Gate 1W
Creature — Kithkin Cleric (C)
Mountainwalk
Lifelink They offer blessings to those in need as they pass though. Others don’t even make it to the gate.
1/2
Heavenly Ascension 2WWW
Enchantment (R)
At the beginning of your upkeep, you gain 1 life.
Transcend — At the beginning of each upkeep, if you have 40 or more life, you can’t lose the game and your opponents can’t win the game this turn.
Heavenly Removal 1W
Instant (U)
Exile target black permanent.
Transcend — If you have 30 or more life, exile target nonwhite nonland permanent instead. “Victory was all but mine. Suddenly, My feet were swept out from under me, and I was alone, hundreds of miles from victory” — Inx
Journey Through Summer 2W
Sorcery (C)
You gain 6 life.
Transcend — If you then have 25 or more life, draw a card. Revel in the warmth of Summer, which soothes the aching body and clears the mind
Miest Senta 2WW
Planeswalker — Miest (M)
Starting Loyalty: 4
+2: You gain 3 life
-3: Put target nonwhite creature on top of its owner’s library.
-7: Double your life total.
Nectar Bearers 3W
Creature — Kithken Cleric (C)
Vigilance
W, T: Prevent the next 2 damage that would be dealt to target creature or player this turn. “Of course, we can’t let our fields do all of the work. Thats where our nectar bearers come in” — Diem
2/4
Nectar Haulers 3WW
Creature — Beast (U)
3W, T: Put a +1/+1 counter on target white creature. “If you ever fight the Summer Army, be sure to take out the nectar haulers first. Your victory depends on it” — Telek, to his students
3/5
Order of the Solstice WW
Creature — Kithkin Cleric (R)
W: Each player gains 1 life. “Life without joy is like the fields without summer. Unlike others, however, we believe that joy belongs to all.”
1/2
Oust W
Sorcery (U)
Put target creature into its owner’s library second from the top. Its controller gains 3 life. “We can’t allow a drop of blood on our fields. But neither can we allow intruders on our land. Our mages found a convenient solution to these problems. Would you like to see it?” —Diem
Preemptive Strike 1W
Instant (C)
Creatures you control get +1/+1 until end of turn.
Monochrome — If all colored permanents you control are white, creatures you control have first strike until end of turn.
Soulbound Archer 3W
Creature — Kithkin Soldier Archer (U)
Reach; First strike
Whenever Soulbound Archer is dealt combat damage by a creature with flying, destroy Soulbound Archer and that creature. Once a soulbind has been created, the archer throws himself off the nearest wall, ensuring that the menace will never trouble the world again.
2/4
Summer Palace Guard 4W
Creature — Kithkin Soldier (C)
Lifelink; Defender
Summer Palace Guard can block any number of creatures. “This is the Summer Palace. You will know it well, as you will never be leaving it”
—Etia, Summer Palace Guard captain
3/4
Summer’s Bounty 2W
Enchantment (U)
Whenever you gain life, you may put a +1/+1 counter on a creature you control. What is joy, if it cannot be shared?
Summer’s Champion 3WWW
Legendary Creature — Kithkin Soldier Cleric (M)
Lifelink
Whenever you gain life, you may put that many +1/+1 counters on Summer’s Champion.
Transcend — As long as you have 40 or more life, Summer’s Champion is indestructible.
2/5
Summer’s Entrance 1W
Creature — Wall (C)
Defender
Whenever Summer’s Entrance blocks, you gain 2 life
Transcend — As long as you have 20 or more life, Summer’s Entrance gets +1/+1.
0/3
Summer’s Eve Healer 2W
Creature — Aven Cleric (R)
Flying
T: Prevent the next 4 damage that would be dealt to target creature or player this turn.
0/4
Summer’s Familiar 3WW
Creature — Bird (R)
Flying
Transcend—As long as you have 30 or more life, Summer’s Familiar has intimidate.
Whenever Summer’s Familiar deals combat damage to a player, you may pay WWWWW. If you do, double your life total.
1/1
Summer’s Pupil 2WW
Creature — Kithkin Soldier (U)
Transcend — As long as you have 25 or more life, Summer’s Pupil has “Whenever you gain life, you may put a +1/+1 counter on Summer’s Pupil”.
2/3
Summer’s Vanguard W
Creature — Kithkin Soldier (R)
First Strike “It is a noble calling. To be part of the vanguard is to know the champion personally, a privilege many would give their lives for” —Diem
2/1
Village Scrimmagers WW
Creature — Kithkin Soldier (C)
First strike
Transcend — As long as you have 25 or more life, Village Scrimmagers has vigilance After making sure that his town was safe from intruders, he was free to join the Summer army, confident that his town would be watched over in his absence.
1/2
Blue (33)
Academy Repressers 1UUU
Creature — Vedalken Wizard (R)
Activated abilities of nonblue colored permanents can’t be activated. Pyromancy is forbidden. As is shamanism, as is necromany, as is wizardry, as is healing, as is...
2/4
Academy Requisition U
Enchantment — Aura (C)
Enchant land
Enchanted land is an Island in addition to its other types.
2UU: Gain control of enchanted land for as long as you control Academy Requisition. “Our men’s frilinai team needs a bigger pool. Yours will do nicely.”
Academy Serpent 4UUUU
Creature — Serpent (U)
As you cast Academy Serpent, you may reveal any number of blue cards from your hand. If you do, Academy Serpent costs 1 less to cast for each card revealed this way.
Academy Serpent can’t attack unless the defending player controls an island.
7/7
Arcane Guardians 2U
Creature — Gargoyle (U)
Protection from green
Flying; Defender
Wisdom — As long as you have 6 or more cards in hand, Arcane Guardians has flash
2/3
Canopy Cobra 2U
Creature — Snake (C)
Forestwalk
Whenever Canopy Cobra deals combat damage to a player, you may draw a card. Descendants of an ill-fated laboratory experiment, the canopy cobras glide with effortless grace through the endless vines they now call home.
1/1
Cast Out 1UU
Instant (C)
Counter target spell.
Draw a card, then discard a card. “Your failure has enabled me to find the ideal success.”
Darina Decipona 3UU
Planeswalker — Darina (M)
Starting Loyalty: 2
+1: Draw a card
0: Return target blue instant card from your graveyard to your hand.
-9: Return all other permanents to their owner’s hands. You have no maximum hand size for the rest of the game
Enforced Deference U
Instant (C)
Tap target permanent.
Monochrome — If all colored permanents you control are blue, instead tap that permanent and it doesn’t untap during its controller’s next untap step.
Evaporate Landscape 1U
Instant (U)
Return target land to its owner’s hand.
Empty that land’s controller’s mana pool. When the wizard returned from his journey, he realized he couldn’t remember anything about it. His mind was as blank as when he had begun.
Expanding Repitoir UU
Enchantment (R)
Whenever you draw a card, you may put a lesson counter on Expanding Repitoir.
Your maximum hand size is increased by one for each lesson counter on Expanding Repitoir.
Remove X lesson counters from Expanding Repitoir: Draw a card. X is the number of cards in your hand. Play this ability only if you have at least one card in hand and only as a sorcery.
Infiltrator Initiate 1U
Creature — Vedalken Rogue (C)
Protection from red
Monochrome — As long as all colored permanents you control are blue, Infiltrator Initiate has shroud. “Ward your mind and body from base impulse. Thus you begin the journey to enlightenment.”
2/1
Knowledge Elemental 2UUU
Creature — Elemental (R)
Flying
Wisdom — As long as you have 6 or more cards in hand, Knowledge Elemental has Shroud and Flash.
Wisdom — As long as you have 8 or more cards in hand, Knowledge Elemental is unblockable.
3/4
Library Assistants 1UU
Creature — Vedalken Wizard (C)
Defender
Wisdom—As long as you have 7 or more cards in hand, you maximum hand size is increased by two.
1/3
Master of the Library 2UU
Creature — Vedalken Wizard (R)
Master of the Library can’t be countered.
Protection from Spells
T: Draw a card. I know every chant, every incantation, every countermagic. Who are you to deceive me?
0/1
Mia-La, Time Thief 2UUU
Legendary Creature — Merfolk Wizard Rogue (M)
Mia-La, Time Thief is unblockable.
Whenever Mia-La, Time Thief deals combat damage to a player, you may draw that many cards.
Wisdom — As long as you have 11 or more cards in hand, Mia-La, Time Thief has “Sacrifice Mia-La, Time Thief: Take two extra turns after this one. Until it is not your turn, you have no maximum hand size”.
2/2
Mia-La’s Meddling 3UU
Sorcery (R)
Wisdom — Search your library for up to X instant or sorcery cards, shuffle your library, put one into your hand and the rest on top of your library in any order, where X is the number of cards in your hand. “You won’t learn that spell for years. That is, unless I pinch time a little...”
Mia-La’s Pupil 2UU
Creature — Human Wizard (U)
Whenever Mia-La’s Pupil deals combat damage to a player, you may draw a card.
Wisdom — As long as you have 5 or more cards in hand, Mia-La’s Pupil is unblockable.
2/2
Mia-La’s Will UUU
Instant (R)
Wisdom — Tap up to X permanents, where X is the number of cards in your hand as you cast Mia-La’s Will. “Oh, you thought you would have your way? How quaint.” —Mia-La
Mist Elemental 2UU
Creature — Elemental (C)
Whenever Mist Elemental becomes blocked, you may untap it and remove it from combat.
Monochrome—As long as all colored permanents you control are blue, Mist Elemental has flying.
2/2
Ongoing Research 1UU
Enchantment (U)
Cumulative upkeep 1U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Draw a card at the beginning of your upkeep.
You have no maximum hand size.
Plunder Minds 3U
Sorcery (C)
Draw two cards.
Wisdom — If you then have 7 or more cards in hand, draw an additional card. “Ah, I understand it completely. But what’s this? A footnote?”
Presence of Mind UU
Instant (C)
Wisdom — Counter target spell if you have more cards in hand that that spell’s controller. “Your shortsightedness will be your downfall.”
Reality Shimmer 1U
Sorcery (C)
Return target nonland permanent to its owner’s hand.
Wisdom — If you then have more cards in hand than an opponent, draw a card. “Of all the things I’ve removed, this one is by far the stupidest”— Academy Janitor
Recal to Memory 2U
Instant (U)
Return target creature to its owner’s hand.
Wisdom — If you then have 5 or more cards in hand, you may return a blue instant or sorcery card from your graveyard to your hand.
Reduce U
Instant (C)
Target creature gets -4/-0 until end of turn.
Monochrome — If all colored permanents you control are blue, that creature becomes 0/1 until end of turn instead.
River Animator 1UU
Creature — Merfolk Wizard (U)
Flash
When River Animator enters the battlefield, target island you control becomes a 4/4 blue Elemental creature with flying and defender until end of turn.
1/1
River Guardian 1UU
Creature — Serpant (C)
Defender; Flash
River Guardian can block creatures with islandwalk and protection from blue as though they didn’t have those abilities.
Whenever River Guardian blocks, return it to its owner’s hand at end of combat.
1/6
Scatter 7U
Instant (R)
Wisdom — Scatter costs 1 less to cast for each card in your hand.
Counter target spell. “There are countless ways I could defeat you. Do you wish to know them all?”
Squall Caller 1U
Creature — Merfolk Wizard (C)
Monochrome — As long as all colored permanents you control are blue, Squall Caller has flying When squall callers are near by, always be prepared for rain. Or worse.
1/3
Tidings 3UU
Sorcery (U)
Draw 4 cards. “Happenings are all around us. I have learned more by simply listening than any other practice. I wish my fellow scholars could say the same” —Mia-La
Traveler Spirit UU
Creature — Spirit (U)
Traveler Spirit is unblockable and can’t block. “We owe them no favors, Nor do they owe us. We merely house them, on their journey, from one place to another” — Mia-La
2/3
Twist the Æther 1U
Instant (U)
Return target spell to its owner’s hand. (A spell is a card in the stack).
Draw a card. “Hmph. Whomever these blank-faced vermin are, they show no imagination at all” —Academy master
Voidveil 2U
Instant (C)
Target creature gains shroud and is unblockable until end of turn.
Wisdom — If you have 6 or more cards in hand, that creature also has “Whenever this creature deals damage to a player this turn, draw a card”. Filching secrets from rival academies can be a lucrative extracurricular for aspiring honors students — that is, if they don’t get caught.
Black (34)
Assassin Initiate 2B
Creature — Vampire Assassin (C)
Monochrome — As long as all colored permanents you control are black, Assassin Initiate has deathtouch. The first requirement is the kill. The second is to be able to digest the poison and live.
2/3
Bathe in Blood BB
Instant (C)
Creatures gain deathtouch until end of turn.
Monochrome — If all colored permanents you control are black, Instead creatures you control gain deathtouch until end of turn.
Brimming Coffers 1B
Sorcery (C)
Return target creature card from your graveyard to your hand.
Attrition — If there are then 4 or more creature cards in your graveyard, you may return an additional creature card from your graveyard to your hand.
Crack Open 3BB
Instant (U)
Choose one — Target player discards two cards, or destroy target nonblack creature. “Bodies, minds... Its all the same to me. Both have a hard outer shell, but hide delectable morsels inside” — Inx
Deathmark B
Sorcery (U)
Destroy target green or white creature. “Hope is contagious, but despair even more so. Utterly destroy one, and watch hundreds bend under your will.” —Zazivex, to his pupil
Demonic Enlistment 4B
Instant (U)
Put target creature card in a graveyard onto the battlefield under your control.
Attrition—If there are then 5 or more creature cards in all graveyards, put two +1/+1 counters on that creature.
Dian Nocenus 3BB
Planeswalker — Dian (M)
Starting Loyalty: 6
+2: Each player sacrifices a creature.
-2: Destroy target creature.
0: Until end of turn, Dian Nocenus becomes an X/X Demon creature with flying. X is the number of creature cards in all graveyards total. It’s still a planeswalker
First Blood B
Instant (C)
As an additional cost to cast First Blood, sacrifice a creature.
Target creature gets -X/-X, where X is the sacrificed creature’s converted mana cost. No pain, no gain
Fissure Sorcerer 4BB
Creature — Vampire Wizard (C)
Flying
Monochrome — As long as all colored permanents you control are black, Fissure Sorcerer gets +1/+1
4/3
Fissure Summoner 3BB
Creature — Vampire Wizard (R)
T, Pay 2 life, Sacrifice a permanent: Destroy target permanent. It can’t be regenerated. “The fissures have destroyed our very way of life. It seems only fitting that others experience the same” —Master of the Keep
4/3
Goliath Null 5B
Creature — Null (C)
Attrition — If there are 5 or more creature cards in all graveyards, Goliath Null gets +2/+2.
Sacrifice a creature: Goliath Null has trample until end of turn.
4/3
Infectious Death B
Enchantment — Aura (C)
Enchant creature
At the beginning of enchanted creature’s controller’s end step, put a -1/-1 counter on enchanted creature.
When enchanted creature is put into a graveyard, that creature’s controller chooses target creature Gradual Death could enchant. If he or she does, return Gradual Death to the battlefield under that player’s control attached to that creature.
Inhale Rot 2BB
Instant (C)
Choose target creature. If that creature is black, it gets +1/+1 for each swamp you control until end of turn. If that creature is nonblack, it gets -1/-1 for each swamp you control until end of turn.
Innocent Dead BB
Creature — Shade (R)
As long as Innocent Dead is in your graveyard, creatures you control have “Sacrifice this creature: Target player loses 1 life”. “The ability of one ‘noble’ act to inspire another just makes my day” — Inx
1/1
Inx, the Terminator 5BB
Legendary Creature — Demon Shade (M)
When Inx, the Terminator enters the battlefield, destroy target creature. It can’t be regenerated.
Intimidate
Inx, the Terminator gets +1/+1 for each creature card in a graveyard.
3/3
Inx’s Possession 4B
Sorcery (U)
Destroy two target creatures if they share a color.
Attrition— If there are 7 or more creature cards in all graveyards, instead destroy two target creatures. They can’t be regenerated “He has the arms of a demon”—Hedom slang for murderer
Mass Summons 3BB
Sorcery (U)
Put a 1/1 black shade creature token onto the battlefield for each creature card in your graveyard. “The weak; useless? I beg to differ” —Zazivex
Master of World’s End Keep 1BBB
Legendary Creature — Vampire Assassin (R)
Flying
B, Sacrifice a creature: Destroy target nonblack creature. Life is about survival. Show any weakness, any hint of compassion, and you will be brought down by those you love most.
3/2
Mind Fisure 1BBBB
Instant (R)
Target player discards a card for each creature card in your graveyard. “Some very skilled vampires have become able to create fissures in minds. It is a skill I would love to learn” —Zazivex
Necromancer’s Pact 1BBB
Enchantment (R)
You may cast creature cards in any graveyard by paying 2 life in addition to their other costs. The practice of necromancy is nothing if not sustainable.
Pale Stalker 1B
Creature — Null (C)
Plainswalk
B: Regenerate Pale Stalker Nulls are immune to cold, heat, and most importantly, kindness.
1/1
Possessed Vampire 3B
Creature — Demon Vampire Assassin (U)
Intimidate
Attrition — As long as 5 or more creature cards are in all graveyards, Possessed Vampire has “T: Target creature gets -1/-1 until end of turn”
3/2
Psychic Decay 3BB
Sorcery (C)
Target player discards two cards. For each green and/or white card discarded this way, that player loses 2 life.
Attrition — If 4 or more creature cards are then in all graveyards, that player discards an additional card.
Soul Swallow 3BB
Sorcery (C)
Destroy target creature, then you may return a creature card with power less than or equal to the destroyed creature’s power from your graveyard to your hand. Sied lost his lunch. Turns out that the soul moving in had already eaten.
Take Back Fear 3BB
Enchantment (U)
Black creatures you control have intimidate.
Attrition—As long as 5 or more creature cards are in all graveyards, creatures you control get +1/+0 “This world has forgotten what it is to fear. Let us remind them” —Inx
Terror of the Fields 5BB
Creature — Demon Wizard (R)
Protection from white
When Terror of the Fields enters the battlefield, target opponent chooses a number, then discards all but that many cards, and sacrifices that many permanents. Fall comes to the Fields, but only in its shadow
4/3
Vampire Mortivore 1BB
Creature — Vampire Wizard (U)
Deathtouch
Attrition—As long as 7 or more creature cards are in all graveyards, Vampire Mortivore has protection from nonblack creatures. Ancient, implacable, and very, very stiff in the knees.
2/3
Vile Shade 2BB
Creature — Shade (U)
Whenever Vile Shade attacks, you may have target opponent lose 2 life.
Attrition —As long as 5 or more creature cards are in all graveyards, Vile Shade has intimidate. “Killing is always in my benefit. The more skilled the dead, the deadlier the shade” —Zazivex
2/1
Wayward Shade 2BB
Creature — Shade (C)
Protection from Green
B: Wayward Shade gets +1/+1 until end of turn. “It is not from here. The very forest balks at its presence”—Losk
2/1
World’s End 7BBB
Sorcery (R)
Destroy all nonland permanents you don’t control.
Attrition—If there are then 10 or more creature cards in all graveyards, each other player discards his or her hand. Deep as the Abyss, and hungry for visitors.
World’s End Hunter 2BB
Creature — Vampire Assassin (C)
Deathtouch
Monochrome — As long as all colored permanents you control are black, World’s End Hunter has intimidate. One look, he’ll pass. Two looks, run fast.
—Hodem nursery rhyme
3/2
Zazivex, Swallower of Souls 4BBB
Legendary Creature — Demon (M)
At the beginning of your upkeep, sacrifice a creature other than Zazivex, Swallower of Souls. If you can’t, you lose 1 life and tap Zazivex, Swallower of Souls.
T: Destroy target creature; it can’t be regenerated
Attrition — As long as there are at least 20 creature cards total in all graveyards, Zazivex, Swallower of Souls has “Sacrifice five creatures, T: Target player loses the game.”
7/6
Zazivex’s Pupil 2BB
Creature — Demon Assassin (U)
Attrition — As long as there are 5 or more creature cards in all graveyards, Zazivex’s Pupil has deathtouch.
3/3
Zazivex’s Spy 1BB
Creature — Bat Rogue (C)
Attrition — As long as there are 3 or more creature cards in all graveyards, Zazivex’s Spy gets +0/+1 and has flying. “I’ve seen one once. I don’t remember anything else about that night, though...”—Miden, Hodem Guard
2/2
Red (33)
Academy Razer 1RR
Creature — Dwarf Shaman (U)
When Academy Razer enters the battlefield, you may have it deal 3 damage divided as you choose between any number of white and/or blue creatures
2/2
Ancestral Mastery RR
Enchantment (R)
Whenever you cast the second spell of a turn, you may put a lesson counter on Ancestral Mastery.
You may cast instant and sorcery spells from your graveyard by removing a lesson counter from Ancestral Mastery in addition to paying its other costs.
Avalanche Herder 1R
Creature — Dwarf Warrior (U)
Haste
Chain—As long as you have cast 3 or more spells this turn, Avalanche Herder gets +3/+3 and has trample.
1/1
Barbaric Flame 1R
Instant (C)
Barbaric Flame deals 4 damage to target creature. If that creature is white or blue, damage dealt by sources you control can’t be prevented this turn.
Barn Burning 1RR
Sorcery (C)
Destroy target land. If that land is nonbasic, add 1R to your mana pool. “Fire is a miraculous thing. It destroys all, but produces pure energy as a byproduct.” —Telek
Blood-Iron Invoker 1R
Creature — Viashino Shaman (C)
Chain — As long as you have cast a spell this turn, Blood-Iron Invoker has “T: Add R to your mana pool”. Invokers prowl the corridors of the Blood-Iron hall, determined to pick up tidbits of information pertaining to the skills of legends
2/1
Browbeat 2R
Sorcery (U)
Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards. “Given the choice between pain now and pain later, most choose later.” —Diem
Brute Force R
Instant (C)
Target creature gets +3/+3 until end of turn. “Strategy and planning only go so far. When you are backed into a corner, remember who you are, and where you come from.” —Telek, to his students
Bully 3R
Sorcery (U)
Untap target creature and gain control of it until end of turn. It gains haste until end of turn.
Chain—If you have cast 4 or more spells this turn, instead gain control of that creature and sacrifice it. Bully deals damage equal to the sacrificed creature’s power to target creature or player.
Chain Bolt R
Instant (C)
Chain— Chain Bolt deals damage equal to the number of spells you cast this turn to target creature or player.
Cinder Strike 2R
Sorcery (C)
Cinder Strike deals 4 damage to target player.
Monochrome—If all colored permanents you control are red, Cinder Strike costs 1 less to cast. “Anyone who believes that cinders are the least dangerous part of a fire clearly has never been hit in the face by them.” —Mia-La
Contagious Fury RR
Enchantment — Aura (U)
Enchant Creature
Enchanted creature attacks each turn if able.
R: Return Contagious Fury to its owner’s hand.
Disorderly Brawler 2R
Creature — Dwarf Warrior (C)
Haste, Protection from White
Chain—As long as you have cast a spell this turn, Disorderly Brawler has first strike Strategy? Peace? Bah! You’re taking all the fun out of fightin’!
2/1
Dwarven Helmsman R
Creature — Dwarf Warrior (C)
Islandwalk
Whenever you cast a spell, Dwarven Helmsman gets +1/+0 until end of turn. “I’ve been pilotin’ this here rig down avalanches all my life. I think I can handle a bit of rough water.”
1/1
Enraged Wyvern 3RR
Creature — Wyvern (C)
R: Enraged Wyvern gets +1/+0 until end of turn.
Monochrome—As long as all colored permanents you control are red, Enraged Wyvern has flying. “Ha ha! Look at you, dumb flightless lizard! Bet ya wish you could eat us now!”
“Um... Dak? He ain’t flightless no more.”
3/3
Finale Summons R
Sorcery (R)
Put a 3/1 Elemental creature token with trample and haste onto the battlefield for each spell you cast this turn.
You lose the game at end of turn.
Flame Blast XRR
Sorcery (C)
Flame Blast deals X damage to target creature or player.
Chain—If you have cast 3 or more spells this turn, Flame Blast can’t be countered and damage dealt by Flame Blast can’t be prevented.
Guardian of Blood-Iron Hall R
Creature — Dwarf Warrior (U)
Defender
Chain—As long as you have cast 3 or more spells this turn, Guardian of Blood-Iron Hall loses defender. “It is an easy job, but a boring one. We let them lose every once in a while to keep them interested.” —Telek
3/2
Harassing Invoker 1RR
Creature — Human Shaman (C)
T: Harassing Invoker deals 1 damage to target creature or player. “Snow can freeze. Magma can incinerate. Now we find that even the sun can burn one to death. It’s a wonder we’re not all dead yet.” —Dalma, Invoker Initiate
2/1
Kindred Infornost 1RR
Planeswalker — Kindred (M)
Starting Loyalty: 3
+1: You may cast target target red instant or sorcery spell in your graveyard this turn (You must pay its mana cost and other costs to cast it).
-2: Kindred Infornost deals X damage to target creature or player, where X is the number of spells you cast this turn.
-6: You may cast spells without paying their mana costs this turn.
Magma Sage 1RR
Creature — Dwarf Shaman (R)
Damage dealt by sources you control can’t be prevented. Fire is small, weak, and can be snuffed out. Magma is fire’s true ruler: strong, heavy, and a thousand times hotter.
2/3
Primal Infusion XR
Instant (U)
Target creature gets +X/+0 until end of turn.
Chain—If you have cast 3 or more spells this turn, draw a card.
Quest for the First Fire 1R
Sorcery (C)
Return target red instant or sorcery card from your graveyard to your hand.
Monochrome—If you control no nonred colored permanents, add R to your mana pool.
Saw-Claw Incarnate 4R
Creature — Elemental Beast (R)
Haste, Trample
Nonbasic lands are mountains “Mountains from hills, canyons from valleys. It’s hard to believe, but the Saw-Claw Range is spreading just as fast as the Unending Jungle.”—Losk
4/3
Saw-Claw Striker 1R
Creature — Viashino Warrior (C)
Monochrome — As long as all colored permanents you control are red, Saw-Claw Striker has first strike. Viashino clans are usually formed when some predator chases two or more Viashino into fleeing together. After all, nothing forges bonds stronger than immanent death.
2/1
Searing Lance 2RRR
Instant (U)
Searing Lance costs 1 less to cast for each spell you cast before it this turn.
Searing Lance deals 4 damage to target creature or player. The brutish shaman’s way of thinking
Shaman Apprentice 1RR
Creature — Dwarf Shaman (U)
Sacrifice Shaman Apprentice: You may cast target red instant or sorcery spell in your graveyard with converted mana cost less than or equal to Shaman Apprentice’s power without paying its mana cost.
Chain—As long as you have cast 4 or more spells this turn, Shaman Apprentice has “R: Shaman Apprentice gets +1/+0 until end of turn.
1/1
Telek, Master of War 2RRR
Legendary Creature — Viashino Warrior Shaman (M)
Haste; First Strike
Whenever you cast a spell, add RR to your mana pool.
Chain—As long as you have cast 5 or more spells this turn, Telek, Master of War gets +4/+4, has double strike, and has trample.
3/2
Telek’s Familiar 2RR
Creature — Bird (R)
Flying
Chain—As long as you have cast 2 or more spells this turn, Telek’s Familiar has Intimidate.
Whenever Telek’s Familiar deals combat damage to a player, you may cast a red instant or sorcery card from your graveyard without paying its mana cost.
1/1
Telek’s Fury RRRR
Sorcery (R)
Telek’s Fury deals 4 damage to up to X target creatures, where X is the number of spells you cast this turn “There are only two explanations for an eruption in the Saw-Claw Range. One is a volcano; very dangerous. If it is the other, you are going to wish it was a volcano.” —Losk
Telek’s Ingenuity RRR
Instant (R)
For each spell you cast this turn, you may return a red instant or sorcery card from your graveyard to your hand. Exile Telek’s Ingenuity. “The one reason Telek’s so hard to kill is he’s a natural survivor used to dealing with unnatural forces.”—Inx
Telek’s Pupil 2RR
Creature — Human Warrior (U)
First Strike
Chain—As long as you have cast 3 or more spells this turn, Telek’s Pupil has double strike.
3/1
Thunderfoot Herd 2RR
Creature — Beast (C)
Trample
Chain—As long as you have cast 3 or more spells this turn, Thunderfoot Herd has provoke “Learn from the Thunderfoot. It never ceases to fight. Neither should you.” —Telek, to his students
5/1
Green (33)
Baleful Fog 1GG
Instant (C)
Choose a color. Prevent all combat damage that creatures of the chosen color would deal this turn.
Landmass—If you control 5 or more lands, you may instead prevent all damage nongreen creatures would deal this turn.
Brutal Reclaimer 3GG
Creature — Centaur Warrior (C)
Trample
Whenever Brutal Reclaimer deals combat damage to a player, you may look at the top card of your library. If it’s a land card, you may put it onto the battlefield tapped.
4/3
Canopy Sloth 2GG
Creature — Bear (U)
Canopy Sloth can only be blocked by creatures with flying or reach.
Landmass—As long as you control 6 or more lands, Canopy Sloth has reach.
3/3
Caretaker of Olron 1GG
Creature — Elf Druid (R)
Lands you control can’t be the target of spells or abilities your opponents control.
Landmass—As long as you control 5 or more lands, Caretaker of Olron gets +3/+3 and has trample I have devoted my life to Olron. Now, I am repaid tenfold.
1/1
Centaur Wayfarer 3G
Creature — Centaur Druid (C)
Whenever Centaur Wayfarer deals combat damage to a player, you may search your library for a basic and card and put it onto the battlefield tapped. If you do, shuffle your library.
Landmass—As long as you control 6 or more lands, Centaur Wayfarer has Islandwalk He seeks to bring nature again to the places his elders have long surrendered.
2/2
Channeler of Wilds 3G
Creature — Elf Warrior (U)
Channeler of Wilds gets +1/+1 for each land in your graveyard.
Landmass—As long as you control 7 or more lands, Channeler of Wilds has “Sacrifice Channeler of Wilds: Return up to 3 basic land cards from your graveyard to your hand”.
2/2
Communal Knowledge 2G
Instant (R)
Until the beginning of your next end step, whenever an opponent draws a card, you may draw a card. “Do not be so arrogant, wizard. I know all that you know and then some”—Losk
Disassemble 3GG
Sorcery (U)
Destroy all artifacts and enchantments.
Landmass—If you control 6 or more lands, instead destroy all nongreen artifacts and enchantments.
Disciple of Olron 1G
Creature — Elf Druid (U)
T: You may put a basic land card from your hand onto the battlefield tapped.
Landmass—As long as you control 5 or more lands, Disciple of Olron has “T: Put a 0/1 Plant creature token onto the battlefield”
1/1
Explosive Vegetation 3G
Sorcery (U)
Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
Farseeker Sage 5GG
Creature — Elf Druid (R)
When Farseeker Sage enters the battlefield, reveal cards from the top of your library until you reveal a colored creature card. Put that card onto the battlefield, then put the rest of the revealed cards on the bottom of your library in any order.
2/4
Favor of the Forest 2G
Enchantment — Aura (C)
Enchant Creature
Enchanted creature gets +3/+3, is green in addition to its other colors, and is a plant in addition to its other creature types.
Fertilize 2G
Instant (C)
Destroy target artifact or enchantment. If you do, search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
Monochrome—If all colored permanents you control are green, you may put a basic land card from your hand onto the battlefield tapped.
Great Wurm 5G
Creature — Wurm (C) Wurms have been prowling Moag’s jungles since before the time of Urza. They survived him and the Phyrexians, Zazivex and Inx’s demonic civil war, and attempts by the Field folk to raze their home. Whether they survive Jerryd and Rael, however, is unknown
6/6
Growth Elemental GGGG
Creature — Elemental (R)
Growth Elemental’s power and toughness are each equal to the number of lands you control.
Trample
*/*
Harrow 2G
Instant (U)
As an additional cost to cast Harrow, sacrifice a land.
Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library. The Unending Jungle grows in leaps and bounds, swallowing land on its quest to cover the continent
Hodem Heretic GG
Creature — Human Druid (U)
Hodem Heretic can’t be the target of spells or abilities your opponents control. The journey to enlightenment begins with just a single step.
3/2
Illian Froceen GG
Planeswalker — Illian (M)
Starting Loyalty: 2
+1: Add one mana of any color to your mana pool.
-2: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
-6: Add one mana of any color to your mana pool and put a 0/1 green plant creature token onto the battlefield for each land you control
Jungle Reaper 4G
Creature — Centaur Warrior (U)
When Jungle Reaper enters the battlefield, choose one—Destroy target land; or search your library for a land card, put it onto the battlefield, then shuffle your library. He has the power to give—and to take.
3/3
Loam-Keeper’s Pact 3G
Enchantment (R)
You may play land cards from your graveyard.
Sacrifice a land: You gain 1 life. Life, by its very definition, prolongs itself indefinitely.
Losk, Unending Growth 3GGG
Legendary Creature — Centaur Druid Warrior (M)
Trample
Whenever Losk, Unending Growth deals combat damage to a player, you may search you library for a basic land card and put it onto the battlefield tapped. if you do, shuffle you library
Landmass — As long as you control 9 or more lands, creatures you control get +1/+1 for each land you control.
3/2
Losk’s Familiar 3GG
Creature — Giant Elemental (R)
Losk’s Familiar enters the battlefield with a +1/+1 counter for each Forest you control.
Whenever a Forest enters the battlefield under your control, put a +1/+1 counter on Losk’s Familiar.
Sacrifice a Forest: Search your library for up to two forest cards, and put them onto the battlefield tapped. Then shuffle your library. Activate this ability only once each turn and only as a sorcery.
0/0
Losk’s Pupil 1GG
Creature — Centaur Warior (U)
Trample
Landmass—As long as you control 5 or more lands, Losk’s Pupil gets +2/+2
2/2
Losk’s Spider GG
Creature — Spider (C)
Reach
Losk’s Spider gets +1/+0 for each creature with flying your opponents control.
Landmass—As long as you control 5 or more lands, Losk’s Spider has first strike.
0/2
Nurturer of Wilds G
Creature — Elf Druid (C)
T: Add G to your mana pool.
Landmass—As long as you control 4 or more lands, Nurturer of Wilds has “T: Add GG to your mana pool”. “Olron blesses us with so much that we need for life. It is only right that we repay him in kind.”
0/1
Olron’s Blessing 1G
Enchantment — Aura (C)
Enchant Land
Whenever enchanted land is tapped for mana, add G to your mana pool.
Monochrome—If all colored permanents you control are green, Olron’s Blessing and enchanted land have shroud.
Olron’s Claim 3G
Sorcery (C)
Landmass—If you control 5 or more lands as you cast Olron’s Claim, it costs 1 less to cast.
Search your library for a land card and put it onto the battlefield tapped.
Olron’s Summons 4GG
Sorcery (R)
Put three 0/1 green plant tokens onto the battlefield, then put two +1/+1 counters on each plant creature you control.
Sniper’s Quarry 1G
Sorcery (C)
Destroy target creature with flying. If that creature is blue or black, draw a card. The airspace above the Unending Jungle is surprisingly empty. It’s almost as if birds at birth know not to venture over its vast reach.
Take Back Life 3GG
Enchantment (U)
Green Creatures you control have trample.
Landmass—As long as you control 7 or more lands, creatures you control get +1/+0 “This world has forgotten how to truly live. We will show them”—Losk
Treetop Sniper G
Creature — Elf Warrior Archer (C)
Protection from Blue
Monochrome—As long as all colored permanents you control are green, Treetop Sniper has reach.
1/2
Unending Might 1GG
Sorcery (C)
Put two +1/+1 counters on target green creature.
Monochrome—If all colored permanents you control are green, put an additional +1/+1 counter on that creature. “All aren’t created equal. Nature plays favorites” —Mia-La
Waldgeist 3GG
Creature — Elemental (C)
Monochrome—As long as all colored permanents you control are green, Waldgeist has trample. “Waldgeists innately know the intentions of those they see, escorting those who would help the forest and barring those who wouldn’t from ever entering” —Losk
3/5
Artifact (18)
Absorption Dagger 1
Artifact — Equipment (C)
Equip 2
Equipped creature gets +2/+0.
T: Equipped creature becomes colorless, or the color or colors of your choice until end of turn.
Blood-Iron Totem 2
Artifact (C)
1, T: Add R to your mana pool.
R, T: Add RR to your mana pool. Even after centuries, it never fails to enrage all.
Flourishing Trinket 1
Artifact (U)
2, Sacrifice Flourishing Trinket: You may put a basic land card from you hand onto the battlefield tapped
Monochrome — As long as all colored permanents you control are green, Flourishing Trinket has “G, Sacrifice Flourishing Trinket: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library”.
Hodem Servant 2
Artifact Creature — Homunculus (C)
Hodem Servant costs 1 less to cast if you control a colorless creature.
1/2
Inspiring Trinket 1
Artifact (U)
3, Sacrifice Inspiring Trinket: Draw a card.
Monochrome — As long as all colored permanents you control are blue, Inspiring Trinket has “1U, sacrifice Inspiring Trinket: Draw 2 cards”.
Luminous Carin 2
Artifact (C)
1, T: Add W to your mana pool.
W, T: Add WW to your mana pool. Even after centuries, it never fails to brighten all.
Moss-Covered Monolinth 2
Artifact (C)
1, T: Add G to your mana pool.
G, T: Add GG to your mana pool. Even after centuries, it never fails to overcome all.
Prism Stone 3
Artifact — Equipment (U)
Equip 3
Equipped creature gets +1/+1 for each of its colors. “This amulet has great potential. Maybe not today or tomorrow, but soon. Very soon” —Rael
Reflective Shield 3
Artifact — Equipment (C)
Equip 1
Equipped creature gets +0/+2 and has shroud “See this? Shiny shield! Reflects magic and arrows the same! Did I mention it’s shiny?” —Horic, Hodem scalper
Remedying Trinket 1
Artifact (U)
2, Sacrifice Remedying Trinket: You gain 2 life.
Monochrome — As long as all colored permanents you control are white, Remedying Trinket has “W, Sacrifice Remedying Trinket: You gain 5 life”
Scorching Trinket 1
Artifact (U)
3, Sacrifice Scorching Trinket: Scorching Trinket deals 2 damage to target creature.
Monochrome — As long as all colored permanents you control are red, Scorching Trinket has “R, Sacrifice Scorching Trinket: Scorching Trinket deals 4 damage to target creature”.
Seabound Obelisk 2
Artifact (C)
1, T: Add U to your mana pool.
U, T: Add UU to your mana pool. Even after centuries, it never fails to enhance all.
Slaying Trinket 1
Artifact (U)
2, Sacrifice Slaying Trinket: Target creature gets -1/-1 until end of turn.
Monochrome — As long as all colored permanents you control are black, Slaying Trinket has “B, sacrifice Slaying Trinket: Destroy target nonblack creature”.
Staff of the East Chamber 4
Legendary Artifact (R)
T: Add 3 to your mana pool. Pulsating dully, it lays forgotten among rubble.
Staff of the North Chamber 4
Legendary Artifact (M)
When Staff of the North Chamber enters the battlefield, choose a color.
4, T: Choose target creature. If that creature is the chosen color, it gets +3/+3 until end of turn. If that creature is not the chosen color, it gets -3/-3 until end of turn. “Though the Staff of the South Chamber has allowed Jerryd to steal my spark, I do not regret my choice. This Staff will serve me well” — Rael
Staff of the West Chamber 4
Legendary Artifact (R)
T: Add two mana of any one color to your mana pool. Shimmering vibrantly, it lays forgotten among rubble.
Tower Guardian 5
Artifact Creature — Beast (C) In ages past, they guarded the tower, never moving a step. Now, with the tower gone, they roam Moag aimlessly, searching for commands.
4/3
Unearthed Headstone 2
Artifact (C)
1, T: Add B to your mana pool.
B, T: Add BB to your mana pool. Even after centuries, it never fails to corrupt all.
Land (21)
Deluged Atrium
Land (C)
Deluged Atrium enters the battlefield tapped.
T: Add U to your mana pool.
U, T, Sacrifice Deluged Atrium: Return target creature to its owner’s hand.
Hodem Baracks
Land (U)
T: Add 1 to your mana pool.
XX, T, Sacrifice Hodem Baracks: Put X 1/1 colorless human soldier creature tokens onto the battlefield.
Hodem Square
Land (C)
T: Add 1 to your mana pool.
T, Sacrifice Hodem Square: Add 2 to your mana pool. “The mood here is not one of anger or violence, but of hopelessness” — Rael
Moag Wilds
Land (C)
T: Add 1 to your mana pool.
T, Sacrifice Moag Wilds: Add one mana of any color to your mana pool.
Nectar Orchard
Land (C)
Nectar Orchard enters the battlefield tapped.
T: Add W to your mana pool.
W, T, Sacrifice Nectar Orchard: Target creature you control gains protection from the color of your choice until end of turn.
Olron, The World Tree
Legendary Land Creature — Forest Plant (M) (Olron, The World Tree isn’t a spell, it’s affected by summoning sickness, and it has T: Add G to your mana pool)
When Olron, The World Tree enters the battlefield, Sacrifice a forest.
Defender
2GG, T: Target land is a forest as long as it remains on the battlefield.
0/3
Rime-Riven Wastes
Land (C)
Rime-Riven Wastes enters the battlefield tapped.
T: Add B to your mana pool.
B, T, Sacrifice Rime-Riven Wastes: Draw one card. You lose 1 life.
Saw-Claw Caldera
Land (C)
Saw-Claw Caldera enters the battlefield tapped.
T: Add R to your mana pool.
R, T, Sacrifice Saw-Claw Caldera: Saw-Claw Caldera deals 2 damage to target creature.
Tower of Moag
Legendary Land (M)
T: Add 1 to your mana pool.
5, T, Sacrifice Tower of Moag: Choose one — Destroy target creature, or Tower of Moag deals 5 damage to target player, or draw three cards, or you gain 10 life, or search your library for up to two basic land cards and put them onto the battlefield tapped, then shuffle your library.
Underground Chambers
Land (R)
T: Add 1 to your mana pool.
5, T: Add WUBRG to your mana pool. “In my travels, I stumbled across a wondrous cavern, where all colors of mana live in harmony. Perhaps here I can learn how to recover my colored mana” — Rael
Verdant Tangle
Land (C)
Verdant Tangle enters the battlefield tapped.
T: Add G to your mana pool.
G, T, Sacrifice Verdant Tangle: Target creature gets +3/+3 until end of turn.
Plains
Basic Land — Plains (C)
Plains
Basic Land — Plains (C)
Island
Basic Land — Island (C)
Island
Basic Land — Island (C)
Swamp
Basic Land — Swamp (C)
Swamp
Basic Land — Swamp (C)
Mountain
Basic Land — Mountain (C)
Mountain
Basic Land — Mountain (C)
Forest
Basic Land — Forest (C)
Forest
Basic Land — Forest (C)
This Set is done. i'm leaving the thread open for a bit for comments about cards individually. the MSE zip file can be found here (top .zip).
I don't really like "Pentad". It seems like a cheated way to get multicolor matters onto your cards. The only card that's ever been multicolor because the card said so was Transguild Courier. Making that ability so common feels gimmicky.
Remember, my friend, the people looking at Custom Set Creation and Discussion just couldn't respect hard work, and can't review good sets. thats really sad :(.
You are not alone. Just look at my set for example, if I don't pm to people, I just don't get reviews. People here just couldn't review good work.
Wait, I didn't read the novels either, but didn't ravnica end after it was in peril? They fixed the schism-thing, all the ghosts were freed, Niv-Mizzet left, Dimir was Abolished, and the guilds wrote a new guild-pact that was an alliance not a magical bond.
As trancebam said, pentad seems a little gimmicky.
Colorvoke, as well, seems gimmicky. Also, "colorless" is not a color, it is a lack of color. So if i tapped a red and a colorless permanent, the colorvoked card would be red, not colorless.
Dependence seems a little pointless, punishing you for playing other cards. Plus, an ability that's only there to make another ability stronger isn't such a good idea.
Didn't read your cards, partially because of how they're formated. You should use MSE to make renders (even without the art, a render makes the card easier to read).
Or, format the rest of the cards like you did the first few.
The main problem with this set is that you kind of miss the point of color. Color is not like paint (well, sometimes it is), you can't just say a card is a certain color and make it work. At that point, you might as well use creature types (rebel and member, or something.) 5 colored cards should be 5 colored becayse they have all 5 colors, not because the card says so.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
You don't have to scrap the whole thing, but it may need some major adjustments. Don't expect it to be perfect you're first go anyway, I'm currently in development of a set and we've had to re-design it 3 or 4 times, and its still not that great. It depends on what parts of it you care about. If you care about the flavor, then try to redesign the mechanics so that its more ravnica-esch. If you care more about the mechanics, then I'd say scrap the ravnica idea and go to a new plane where the mechanics fit better.
For flavor, maybe try something on old ravnica. The ravnica cycle happens towards the end of the guild-pact's existence, so maybe you could try a guild-theme on the early ravnican days, where the guild were in an outright war. (lots of color hate etc.)
If you're trying for a colorless theme, how about a dying plane. The mana of the plane is slowly running out, and the creatures/spells are beginning to loose their color. If you go with colorless, make the cards actually cost no colored mana (like eldrazi). It saves you a line in the text box and makes more sense overall. Plus, you can make creatures that have a built in dependence to a color without putting it in their mana cost (i.e. activated abilities of colorless creatures with colored costs etc.)
also, im using MSE, but how do i do the renders so it comes out in the right formating?
Not sure what you mean by this. Basically once you have all the cards typed out you export them as pictures. Then you need to host them on some kind of picture hosting site (there are many that are free and easy to use. I personally use photo bucket). Then use the picture tool to make them appear in the post. Seems like a lot of work, but it doesn't take all too long, and being able to read the card as a card helps a lot.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
i don't know what im going to do. thinking about it, ravnica doesn't sound like such a good idea, as its a really hard set to live up to. hmmm.
btw, how do you close a thread?
I don't really like "Pentad". It seems like a cheated way to get multicolor matters onto your cards. The only card that's ever been multicolor because the card said so was Transguild Courier. Making that ability so common feels gimmicky.
Changeling started out as a one-off wacky card that did something never done before. And when a block that relied on creature types was developed, the ability on that one-off wacky card turned out to be exceptional glue to hold the block together and smooth it out.
This ability (though terrible in name), is the perfect glue for any color/multicolor-matters set.
Remember, my friend, the people looking at Custom Set Creation and Discussion just couldn't respect hard work, and can't review good sets. thats really sad :(.
You are not alone. Just look at my set for example, if I don't pm to people, I just don't get reviews. People here just couldn't review good work.
Throw a few hundreds cards at people at once and you're surprised no one puts the effort into sifting through them all and critiquing?
It's not an inability to review, it's not that your sets are necessarily good and thus incapable of being appreciated here, it's that people have a hard time swallowing a massive set all at once. It's an exceptional load of work to dump on the people here. Particularly when it's poorly sorted and formatted.
I usually just take a look at the set's mechanics and themes overall in those cases.
clear/Colorless cards represent the rebels' refusal to have anything in common with the former guilds, even though they might still need colored mana.
pentad/all colored cards represent the fusion of all of the guilds as one, even though they might not use all colors of mana
Interesting in that both concepts revolve around the same idea (state of color), but pull in opposite directions. Sets that have mechanical themes pulling in opposite directions tend to feel disjointed.
A way you could mitigate this is by splitting the large set into two moderately-sized ones, each one slanted to one concept or the other while sprinkling in cards that subtly assist the mirror concept (artifact creatures in the pentad set to help the clear set, gold and/or hybrid cards in the clear set to help the pentad set, etc). This would evoke the original Ravnica block as well, since it did much the same thing with its ten guilds.
convert X (Gain control of target creature with converted mana cost less than or equal to X. Untap it. It gains haste until end of turn.)
Convert (As you play this, you may pay target creature's mana cost. If you do, untap that creature and gain control of it as this resolves. It gains haste until end of turn.)
This small change lines the mechanic up with the set's overall theme of color/colorless mattering. Since your pentad theme in fact does not result in complex mana costs, this tweak of the keyword doesn't make it necessarily much stronger against the clear theme.
Also, the tweak allows the keyword to exist on other card types beyond creatures, which is always nice.
Colorvoke (When CARDNAME enters the battlefield, you may tap any number of non land permanents. If you do, CARDNAME becomes the colors of the tapped permanents or colorless if any colorless permanents are tapped this way. This effect doesn't end at end of turn.)
Honestly, I hate this mechanic. It's clunky, does little to nothing on its own, has memory issues, forces you to overextend and tap down to gain very little benefit, and I'm not even sure it works as you want it to.
You'd be better off scrapping it and just sprinkling a few color changing abilities throughout the set, Invasion-style.
<color> vengeance (whenever a <color> card is put into your graveyard, if CARDNAME is in your graveyard, you may cast CARDNAME for . if you do, exile CARDNAME when it resolves.)
I like the concept of this mechanic, but I'm not sure of the execution. I'm not a fan of multi-variable keyword, particularly when it results in multiple words in the keyword itself. It lacks elegance. I think this could be done as an ability word, especially if nothing in the set really cares about a vengeance cost being played (and I don't see much need of that anyway).
Vengeance - Whenever a(nother) color/colorless card is put into your graveyard, you may pay [MANA] to cast ~ from your graveyard.
I freed the mechanic up a little. The major change is the lack of an exile clause. I think, like Retrace, it's okay to allow multiple uses since you still have to pay a cost (presumably the vengeance cost wouldn't be a massive discount - it could in fact just be the card's original mana cost to further simplify the mechanic) since it takes you losing a card to cast this one. And Retrace let you control when the land when to the graveyard, so this is even 'worse' in that respect. The a(nother) is to leave open the possibility of various triggers (a white card triggering when you lose a green or blue card, a pentad card triggering off another pentad card, a colorless card triggering off a colored card, etc) to better smooth the set's themes.
Dependence <stuff> - (This card costs more to cast unless you control <stuff>)
Take it from Wizards, players don't like mechanics that feel like drawbacks. And the way this is phrased, it feels like a drawback. A player looking at dependence will think "Oh man, I'm being punished for not not playing with X!"
Instead, invert it.
Benefact - If you control (a green creature/white enchantment/pink heart/green clover/etc), ~ costs [MANA] less to play.
It still works as a pointer to playing with X but now it feels more like a reward for doing so and not a punishment for not playing with X. Though X in this case doesn't seem to be anything specific in your set, which is something you may want to avoid, particularly if your set has a strong theme. Mechanics should (unless they exist solely for smoothing and function) help to feed into the set's themes. Landfall plays into land matters, kicker rewarded players who played a lot of land, Domain rewarded players for committing to as many colors as they could, etc.
I feel like your mechanic in this case ought to reward one of the two main plays you seem to want. In this case, playing with all colors or playing with none. In that respect, the one mechanic can work very well to assist both types of play.
The one thing I don't get is the Guild/Rebel stuff in typelines. Tribal - Rebel makes sense, but Tribal - Guild feels quite wrong.
Thanks for the comments. was about to delete everything, but thought better of it.
This ability (though terrible in name), is the perfect glue for any color/multicolor-matters set.
yeah, i'm really really bad at naming stuff. pentad can change. thats really the reason why 99% of the cards have no name ;).
Particularly when it's poorly sorted and formatted.
if im working in MSE, how should i put the cards on here? right now im exporting it for MWS then just copy-pasting the text, but clearly that looks horrible.
A way you could mitigate this is by splitting the large set into two moderately-sized ones, each one slanted to one concept or the other while sprinkling in cards that subtly assist the mirror concept (artifact creatures in the pentad set to help the clear set, gold and/or hybrid cards in the clear set to help the pentad set, etc). This would evoke the original Ravnica block as well, since it did much the same thing with its ten guilds.
reason at first i didn't do that is because i thought it would mess with drafting. but then, you're right that that is how ravnica is layed out, so how did drafting work for ravnica? (get the feeling it worked really well)(was just getting into magic w/ release of ravnica.)
Colorvoke:
Honestly, I hate this mechanic. It's clunky, does little to nothing on its own, has memory issues, forces you to overextend and tap down to gain very little benefit, and I'm not even sure it works as you want it to.
honestly, you're right:embarrass:. i had an idea for this mechanic, but it got worse and worse as i tried to put it down on paper. Removed.
Convert:
Convert (As you play this, you may pay target creature's mana cost. If you do, untap that creature and gain control of it as this resolves. It gains haste until end of turn.)
i like the idea of paying the actual cost of the creature, but i wanted a way to limit it. a common card with convert shouldn't be able to take your baloth just because i have 6G.
vengeance:
Vengeance - Whenever a(nother) color/colorless card is put into your graveyard, you may pay [mana] to cast ~ from your graveyard.
original idea behind exile at resolving was to put vengeance on creatures who had some cast-effect. just too much text. deleting those. looking at your version, doesn't that still have two variables? a(nother) color/colorless is still a variable. hmmm.... ok, so if exile part is gone, we can just get rid of the mana cost, make it its real cost. only reason you would want to make the vengeance cheaper is because you dont (without some combo use) get to choose when a card of (color) is put into your grave. still, is there ever a bad time to draw a card or kill a creature? ok, so now only variable is color(s)/colorless. wait... maybe im not understanding a(nother). can you explain?
Dependence is now Benefact. Done.
i agree with you that tribal-guild doesn't make much sense, but i wanted something to.... actually... why did i do that? until i remember my reasoning, you're right.
one of the main things i'm trying to do is make it balanced. i really hate a set when you either play X or you lose. no if ands or buts.
Thanks a ton. :D:D:D
and seriously netn9, if you want people to review your work, review other people's work and they will return the favor. ;);)
Thanks for the comments. was about to delete everything, but thought better of it.
Naw, no reason for that. Posting cards, even if they elicit poor reviews, can help you get better. Constructive criticism and practice make all the difference.
yeah, i'm really really bad at naming stuff. pentad can change. thats really the reason why 99% of the cards have no name ;).
Meh, placeholder names are fine, I just didn't realize that's what was going on.
if im working in MSE, how should i put the cards on here? right now im exporting it for MWS then just copy-pasting the text, but clearly that looks horrible.
I'm pretty sure the MSE site now has an export template specifically for this forum. Check there or ask Pichoro in the MSE thread here in Magic Software. He's been working on the program for some time and is always a phenomenal help.
reason at first i didn't do that is because i thought it would mess with drafting. but then, you're right that that is how ravnica is layed out, so how did drafting work for ravnica? (get the feeling it worked really well)(was just getting into magic w/ release of ravnica.)
Generally you got pulled into a main guild with a splash of helpful compatible ones (like going Golgari with a splash of Gruul in pack 2 and Rakdoes in pack 3), but the real help was the number of non-guild cards in all colors that padded decks and didn't interfere with all the multicolor guild stuff.
In this case, say you 'released' the pentad set first. Place a few subtle cards to help a colorless theme but that don't clash with the pentad theme outright. Artifact creatures with colored activated abilities, a common land that produces colorless mana and has an activated ability that requires no color, a few cards with protection from colors (which colorless cards are strong against). Then, in set 2, a clear deck already has a few cards in the first set to help. In the second set, you just place a few helper cards for the pentad theme. A cycle of hybrid cards, a City of Brass-esque card, a really good land-searcher card in green (or an artifact, to fit both themes at once), etc.
The planted cards don't have to mention the other theme outright, but you can include simple cards that have a subtle slant one way or the other or at least make the opposite theme (from the set it's in) matter more.
Colorvoke:
honestly, you're right:embarrass:. i had an idea for this mechanic, but it got worse and worse as i tried to put it down on paper. Removed.
It happens. Sometimes mechanics start out filling a particular role in our heads, but they don't translate well into reality. But it's always good to find simple mechanics that perform a similar function. Have your cake and eat it, too.
Convert:
i like the idea of paying the actual cost of the creature, but i wanted a way to limit it. a common card with convert shouldn't be able to take your baloth just because i have 6G.
Why not? Paying for your card and then his? The mana cost incurred seems to be limit enough. You can only get what you can pay for, after all.
vengeance:
original idea behind exile at resolving was to put vengeance on creatures who had some cast-effect. just too much text. deleting those. looking at your version, doesn't that still have two variables? a(nother) color/colorless is still a variable. hmmm.... ok, so if exile part is gone, we can just get rid of the mana cost, make it its real cost. only reason you would want to make the vengeance cheaper is because you dont (without some combo use) get to choose when a card of (color) is put into your grave. still, is there ever a bad time to draw a card or kill a creature? ok, so now only variable is color(s)/colorless. wait... maybe im not understanding a(nother). can you explain?
Two variables in an effect at least looks more elegant. The keyword (or in this case, ability word) itself is streamline and the effect remains fairly simple. The problem with your version wasn't complexity of the mechanic itself, but in the phrasing of the keyword.
The a(nother) is for situations as follows:
A colorless burn spell with vengeance that triggers on colorless cards put in your graveyard would want the word 'another' to prevent the spell from triggering its own vengeance ability as it resolves. It was a way to allow multiple vengeance castings without making a card trigger itself.
On the flipside, a blue bounce spell triggering off a white card put in your graveyard with use the 'a' phrasing. "You may cast ~ for its vengeance cost when a white card is put into your graveyard."
The 'a(nother)' is just a stand in for the phrasing requirements of different uses of the mechanic.
Thanks a ton. :D:D:D
You're quite welcome. Critiquing the work of others is a way of honing our own skills, as well.
Changeling started out as a one-off wacky card that did something never done before. And when a block that relied on creature types was developed, the ability on that one-off wacky card turned out to be exceptional glue to hold the block together and smooth it out.
This ability (though terrible in name), is the perfect glue for any color/multicolor-matters set.
The difference here though is that Changeling was an ability that worked well with a theme that was already well established throughout the set.
Pentad, on the other hand, is where the only multicolor lies in this set (aside from the Remnants cycle, 10 cards, and those are hybrid). This set rewards you for playing multicolor cards, which is usually fine because multicolor is harder to play than monocolor, but then this set throws a keyword all over mono-color cards that makes them multicolor. From browsing through the cards, I see no reason to play anything other than a pentad deck, since that's where the majority of the benefit lies.
Keywords should enhance already prevalent themes. They shouldn't be what holds the set together. I would find it hilarious if Humble were reprinted in this set.
The difference here though is that Changeling was an ability that worked well with a theme that was already well established throughout the set.
Pentad, on the other hand, is where the only multicolor lies in this set (aside from the Remnants cycle, 10 cards, and those are hybrid). This set rewards you for playing multicolor cards, which is usually fine because multicolor is harder to play than monocolor, but then this set throws a keyword all over mono-color cards that makes them multicolor. From browsing through the cards, I see no reason to play anything other than a pentad deck, since that's where the majority of the benefit lies.
Keywords should enhance already prevalent themes. They shouldn't be what holds the set together. I would find it hilarious if Humble were reprinted in this set.
You're of course right, but I was speaking of the mechanic in a more abstract sense. Pentad in the abstract is great at smoothing out mechanics that make colors matter. Of course, the way the set exists now, the only cards that take advantage of colors mattering are pentad cards, for the most part. But with some adjustments, pentad and clear can both be used to great effect.
had a really good idea... makes pentad make sense, and adds to whole storyline thing. instead of having that storyline above (here)
as we left ravnica, it was on the brink of disaster. though i didn't read the novels for ravnica, i get the gist that the guilds were already at each other's throats. essentially, my storyline begins with some start of small conflict (maybe Rakdos insulted Razia's shoes, or Mormir vig commented on Borborygmos' IQ) that lead to the rapid forming of alliances (think beginning of WW1). the war never really got anywhere, as the alliances changed daily and the war made no progress. all the while, the "guildless" became more and more fed up with their situation. one day, (insert hero who has kick-A card here) decided to take a stand and challenge the guilds once and for all. (s)he gained recruits almost overnight, as the downtrodden flocked to his/her call. the guilds, however, payed little mind, focusing instead on their petty conflict, which was becoming more and more irrelivant with the rising power the rebels.
Finally, the guilds realized that their rule was about to become irrelivant, so they decided to put their struggles asside and become one to combat the rebels. That's where my set starts.
happen before the set, make these three stages the three sets. as in:
set 1) guilds at each other's throats for unknown reason. would feature:
Color Hosing (guilds really want to kill each other)
A few reprints from rav. maybe mechanics
Set 2) rebels emerge. would feature:
Convert (rebels convert populus)
Clear (obviously)
Vengeance
Set 3) guilds merge to combat rebels. would feature:
convert again
pentad (or whatever it becomes)
benefactor
few things to work out. vengeance and benifactor can switch or both be in both sets. either way, works out.
real thing to decide is which guilds are in the first set. one option is to get rid of all of the enemy colored guilds, under the justification that their diferences within the guild ripped them apart during the war. or, have a few (5?) alliances that are either like the shards (WGU or enemy colored alliances WBG. i think 5 different guilds/alliances are manageable, as the focus doesn't really have to be on them
And yes, you can cut and paste cards and keywords from one set file to another. The cut/copy/paste icons are right in the toolbar across the top of the program window.
My one suggestion is not to set this on ravnica. At this point it seems it seems like ravnica's just a cameo appearance, since this story has little to do with the actual ravnica story line.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
at this point your right. i can still do loose guilds in the first set and not have it be Ravnica right? any ideas for a plane to place this on (maybe one loosely mentioned in planechase or something) or a brand new plane?
How abour Ir? Home to Turri Island. Of all the "unknown" planes used in planechase, that seems the most "colorless"
Backstory:
Ir was once a paradise. Crystal blue seas, green landscapes, and world peace. Unfortunately, things aren't quite the same anymore. By some unknown means, the mana that fueled the land of Ir has disappeared, and what was once a vibrant world began to fade. Forests shriveled, volcanoes grew silent, the sea turned black and the ground gray. The once peaceful inhabitants began to fight over the little colored mana that was left.
Block Theme: Color/Colorless matters
Set 1 Flavor: Ir is running out of mana, and each color-aligned faction fights for what's left. Themes: Color "Tribal" & Color Hate
Each color gets many cards that boost their own color and hose all other colors. Colorless cards, show up in small numbers and act only as "changelings" which can get around hosing.
Set 2 Flavor: The colorless faction begins to rise to power, and the colors, while still at war, realize they may need to work together to protect the mana that's left. Theme: Ally color "Tribal," Color/Colorless hate
Colors now get cards that boost their own color as well as their two allied colors. The theme of colors hating enemy colors continues. Colorless cards now have a large role in the set, and both colorless and colored cards begin to hose each other.
Set 3 Flavor: With Ir's mana almost gone, the colored forces align to fight the enormous ranks of the colorless forces. Theme: Color vs. Colorless
Colorless cards now make up a majority of the set. Both colored and colorless cards continue to boost themselves and hose each other.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
This thread is in hub-format, so just know that the comments are more and more out of date the closer they are to the beginning. (they reference mechanics and cards that no longer exist). just rest assured that this first page will be continually updated. thanks :).
Storyline/Flavor:
Main plot (Rael and Jerryd, young planeswalkers who shared a single spark): the brothers were relatively weak (and young) planeswalkers, so they were scouring the multiverse to find a way to increase their power to rival that of others. their search lead them to moag, more specifically to the tower of moag. on the top floor, four identical chambers stood, each with a staff of great power. the brothers, seeing their opportunity, each ran to opposite chambers and grabbed a staff; Rael with the Staff of the North Chamber, and Jerryd with the South. as soon as the staffs were removed from their pedestals, the tower began to collapse. both brothers made it out alive, but in an act of pure greed, Jerryd used his staff on Rael, stealing his spark and planeswalking away. when Rael came to, he realized that his half of the spark, as well as his access to colored mana, were both gone. taking the staff of the north chamber in hand, he went off to attempt to recover his spark, knowing that his brother wouldn't be long in hiding.
Subplot (Inx the terminator): Inx used to be the ruler of the lost marsh in the south, but many years ago his head advisor, zazivex, staged a coup and threw him out. inx traveled the world in search of a way to get himself back into power. unable to find an answer to this problem, he turned his attention to the fields of summer, believing that he could corrupt the palace and wage a war on the lost marsh. after a long war, Inx was defeated and locked away underneath the tower of moag, but not without some gains. unknown to anyone but the demon, Gied, the grandson of the ruler of the fields, became corrupted and bound under inx's command. however, when Inx was locked away, this influence seemed to fade. now the prince of the palace, gied is once more under the newly-freed inx's control. while the fields of summer have no direct black influence for now, gied's (inx's) advice to his aging father is starting to bleed through.
Regions of Moag:
W Fields of Summer
mechanics/themes for set one:
on WUBRG cards. only has similar colored monochrome.
and the ability words/race/color for each color:
Red:Chain: as long as/if you have cast # or more spells this turn, has/do effect.
Races/classes: Viashino, Dwarves, Warriors, Shamans
Blue: Wisdom: as long/if you have # or more cards in hand, has/do effect
Races/classes: Vedalken, Merfolk, Wizards, Rogues
White: Transcend: as long as/if you have # or more life, has/do effect
Races/classes: Kithken, Aven, Clerics, Soldiers
Green: Landmass: as long as/if you control # or more lands, has/do effect
Races/classes: Elves, Centaurs, Druids, Warriors
Black: Attrition: as long as/if there are # or more creature cards total in all graveyards/in your graveyard, has/do effect
Races/classes: Demons, Shades, Vampires, Nulls, Assassins, Wizards
Without further ado, I'm pleased to present....
The Fall of Moag
Colorless (21)
Back-Alley Cutthroats 6
Creature — Human Rogue (C)
Deathtouch
“They are savage, cunning, virulent, violent, even perhaps noble. In any other setting, they would be exalted for their ability. However, in Hodem, they are barely able to stay alive” — Diem
4/2
Desiccated Killer 4
Creature — Human Assassin (C)
When Desiccated Killer enters the battlefield, if you control a Swamp, target creature gets -2/-2 until end of turn.
When the Tower fell, criminals who had killed hundreds suddenly grew nauseous at the sight of blood.
2/2
Exhausted Berserker 4
Creature — Human Warrior (C)
As long as you control a mountain, Exhausted Berserker has haste.
When the Tower fell, those that gleefully ended lives suddenly found themselves unable to even lift a finger.
3/2
Forgotten Traitor 3
Creature — Human Nomad (U)
Whenever Forgotten Traitor becomes the target of a spell or ability from a colored source, sacrifice it.
He doesn’t even remember who is perusing him, he only knows that he is a dead man if caught
3/4
Guardians of Hodem 2
Creature — Human Soldier (C)
Defender
Hondem is the biggest city on Moag, yet surprisingly one of the most defenseless. These “guardians” are all that stand between me and victory. I’m not impressed.” — Inx
0/4
Hodem Berserkers 3
Creature — Human Barbarian (C)
Trample
“Order is such a fickle thing. Most times, it ends up freeing that which it is meant to oppress.” — Zazivex
2/1
Hodem Outrider 1
Creature — Human Nomad (U)
Whenever damage is deal to Hodem Outrider, it deals that much damage to you.
Banished for crimes he did not commit, he spends his days wandering, hoping to find some explanation for his suffering
2/1
Improvised Bolt 3
Instant (C)
Improvised Bolt costs 2 less to cast as long as you control a mountain.
Improvised Bolt deals 2 damage to target creature.
Improvised Ceasefire 3
Instant (C)
Improvised Ceasefire costs 2 less to cast as long as you control a plains.
Prevent all combat damage that would be dealt this turn.
Improvised Growth 4
Instant (C)
Improvised Growth costs 2 less to cast as long as you control a forest.
Target creature gets +3/+3 and has trample until end of turn.
Improvised Insight 5
Sorcery (C)
Improvised Insight costs 2 less to cast as long as you control an island.
Draw two cards.
Improvised Resurrection 3
Sorcery (C)
Improvised Resurrection costs 2 less to cast as long as you control a swamp.
Return target creature card from your graveyard to your hand.
Jailers of the Tower 6
Legendary Creature — Elemental (R)
3, T: Gain control of target creature with power less than or equal to the number of lands you control for as long as Jailers of the Tower remains tapped.
You may choose not to untap Jailers of the Tower during your untap step.
Their one purpose: To impose upon the guilty the most horrible punishment there is — Time
3/3
Jerryd’s Touch 3
Enchantment — Aura (U)
Enchant Land
Enchanted land loses all land types, abilities, and has “T: Add 1 to your mana pool”.
“He doesn’t want to just conquer us, our land, or even the whole plane. He wants to conquer magic itself” — Losk
Jerryd’s Wake 4
Enchantment (R)
If a nonbasic land or nonland source would produce colored mana, it produces that much colorless mana instead.
“Though he is not here, I feel his presence. The very land I walk upon weeps in horror of what is to come.” — Rael
Lethargic Scholar 4
Creature — Human Wizard (C)
As long as you control an island, Lethargic Scholar has “T: Draw a card, then discard a card”.
When the Tower fell, mages that used to study for days on end suddenly balked at the thought of picking up one more book.
2/1
Migrating Flock 5
Creature — Bird (C)
Flying
“They know that if they bear any allegiance, they will be shot down upon sight. Being mundane is their best defense” — Mia-La
3/3
Rael the Lost 7
Legendary Creature — Human Artificer Wizard (M)
Basic lands you control have “T: Add 2 to your mana pool”.
“Jerryd has robbed me of my share of our spark, my colored mana, and left me to die here. But he will come back. He knows I still live on.”
3/3
Sages of the Tower 5
Creature — Human Wizard (U)
At the beginning of your upkeep, you may Scry 1.
Those gifted with future sight were commanded to serve at the tower, regardless of actual power. Before the Tower collapsed, not even one thought to stop Rael and Jerryd from removing the staffs in the first place.
1/2
Tired Shaman 4
Creature — Human Shaman (C)
As long as you control a forest, Tired Shaman gets +1/+1.
When the Tower fell, those who relied on Nature for their survival suddenly were cut off from Her dwindling bounty.
3/2
Weary Knight 4
Creature — Human Knight (C)
As long as you control a plains, Weary Knight has vigilance
When the Tower fell, those who were driven by duty suddenly lacked even the impulse to protect themselves.
2/3
White (33)
Enchantment — Aura (C)
Enchant Creature
Enchanted creature can’t attack or block.
Monochrome — As long as all colored permanents you control are white, the enchanted creature’s activated abilities can’t be played.
Blank Existance 3WW
Instant (R)
Exile all creatures target player controls, then return them to the battlefield.
Transcend — If you have 30 or more life, instead exile all creatures that player controls.
Blessed Dispersal 1W
Sorcery (C)
Destroy target enchantment.
You gain 5 life
“Good can be found in all places, even contraband magics” — Diem
Champion’s Attendant 2W
Creature — Aven Cleric (U)
Flying
Protection from creatures
Transcend — As long as you have 25 or more life, Champion’s Attendant has Protection from spells.
1/1
Converted Soldier 1W
Creature — Human Soldier (C)
Protection from Black
Monochrome — As long as all colored permanents you control are white, Converted Soldier has lifelink.
When the nectar sets in, nothing, not even one’s own betrayal, can remove its will
2/1
Crusading Squad 3W
Creature — Kithkin Soldier (C)
Flying
W: Crusading Squad gets +0/+1 until end of turn.
Monochrome — As long as all colored permanents you control are white, Crusading Squad has first strike.
2/3
Diem, Summer’s Ruler 3WW
Legendary Creature — Kithkin Soldier (R)
Prevent all combat damage that would be dealt to Diem.
Whenever Diem, Summer’s Ruler attacks, you may put a 1/1 white Kithkin soldier token onto the battlefield tapped and attacking.
2/2
Enlightened Veteran 3WW
Creature — Kithkin Soldier (U)
Vigilance
Transcend — As long as you have 25 or more life, Enlightened Veteran has first strike and gets +1/+2
What took others days to grasp took him years, but it was those years of struggle that made him strong.
3/5
Enlist the Commoners 3W
Sorcery (C)
Put three 1/1 White Human soldier tokens onto the battlefield.
Monochrome — If all colored permanents you control are white, those tokens have lifelink
Field Arbiter 4W
Creature — Kithkin Soldier (U)
As long as an opponent controls a black creature, Field Arbiter gets +1/+1
As long as an opponent controls a demon, Field Arbiter gets +1/+1
“Young one, we still remember the treacherous demons here. Just know that we are giving up our lives so you can have a few minutes to whimper before you die, as well”
3/3
Field Elite WW
Creature — Kithkin Knight (U)
Protection from Red
Lifelink
Townsfolk welcome them into their homes, knowing that the field elite are personally responsible for upholding their way of life.
2/2
Field Guardian 1W
Creature — Kithkin Soldier (C)
Vigilance
Transcend — As long as you have 25 or more life, Field Guardian gets +1/+2
Our fields can make a maimed soldier battle ready in a matter of days
—Diem, Summer’s Ruler
1/2
Fragrance Burst 1W
Instant (C)
Prevent all combat damage that would be dealt this turn.
Transcend — If you have 25 or more life, instead prevent all damage that would be dealt this turn.
Stopping an army is easy. Mages are harder, but even they can’t resist stopping to smell the flowers
Guaridans of the Gate 1W
Creature — Kithkin Cleric (C)
Mountainwalk
Lifelink
They offer blessings to those in need as they pass though. Others don’t even make it to the gate.
1/2
Heavenly Ascension 2WWW
Enchantment (R)
At the beginning of your upkeep, you gain 1 life.
Transcend — At the beginning of each upkeep, if you have 40 or more life, you can’t lose the game and your opponents can’t win the game this turn.
Heavenly Removal 1W
Instant (U)
Exile target black permanent.
Transcend — If you have 30 or more life, exile target nonwhite nonland permanent instead.
“Victory was all but mine. Suddenly, My feet were swept out from under me, and I was alone, hundreds of miles from victory” — Inx
Journey Through Summer 2W
Sorcery (C)
You gain 6 life.
Transcend — If you then have 25 or more life, draw a card.
Revel in the warmth of Summer, which soothes the aching body and clears the mind
Miest Senta 2WW
Planeswalker — Miest (M)
Starting Loyalty: 4
+2: You gain 3 life
-3: Put target nonwhite creature on top of its owner’s library.
-7: Double your life total.
Nectar Bearers 3W
Creature — Kithken Cleric (C)
Vigilance
W, T: Prevent the next 2 damage that would be dealt to target creature or player this turn.
“Of course, we can’t let our fields do all of the work. Thats where our nectar bearers come in” — Diem
2/4
Nectar Haulers 3WW
Creature — Beast (U)
3W, T: Put a +1/+1 counter on target white creature.
“If you ever fight the Summer Army, be sure to take out the nectar haulers first. Your victory depends on it” — Telek, to his students
3/5
Order of the Solstice WW
Creature — Kithkin Cleric (R)
W: Each player gains 1 life.
“Life without joy is like the fields without summer. Unlike others, however, we believe that joy belongs to all.”
1/2
Oust W
Sorcery (U)
Put target creature into its owner’s library second from the top. Its controller gains 3 life.
“We can’t allow a drop of blood on our fields. But neither can we allow intruders on our land. Our mages found a convenient solution to these problems. Would you like to see it?” —Diem
Preemptive Strike 1W
Instant (C)
Creatures you control get +1/+1 until end of turn.
Monochrome — If all colored permanents you control are white, creatures you control have first strike until end of turn.
Soulbound Archer 3W
Creature — Kithkin Soldier Archer (U)
Reach; First strike
Whenever Soulbound Archer is dealt combat damage by a creature with flying, destroy Soulbound Archer and that creature.
Once a soulbind has been created, the archer throws himself off the nearest wall, ensuring that the menace will never trouble the world again.
2/4
Summer Palace Guard 4W
Creature — Kithkin Soldier (C)
Lifelink; Defender
Summer Palace Guard can block any number of creatures.
“This is the Summer Palace. You will know it well, as you will never be leaving it”
—Etia, Summer Palace Guard captain
3/4
Summer’s Bounty 2W
Enchantment (U)
Whenever you gain life, you may put a +1/+1 counter on a creature you control.
What is joy, if it cannot be shared?
Summer’s Champion 3WWW
Legendary Creature — Kithkin Soldier Cleric (M)
Lifelink
Whenever you gain life, you may put that many +1/+1 counters on Summer’s Champion.
Transcend — As long as you have 40 or more life, Summer’s Champion is indestructible.
2/5
Summer’s Entrance 1W
Creature — Wall (C)
Defender
Whenever Summer’s Entrance blocks, you gain 2 life
Transcend — As long as you have 20 or more life, Summer’s Entrance gets +1/+1.
0/3
Summer’s Eve Healer 2W
Creature — Aven Cleric (R)
Flying
T: Prevent the next 4 damage that would be dealt to target creature or player this turn.
0/4
Summer’s Familiar 3WW
Creature — Bird (R)
Flying
Transcend—As long as you have 30 or more life, Summer’s Familiar has intimidate.
Whenever Summer’s Familiar deals combat damage to a player, you may pay WWWWW. If you do, double your life total.
1/1
Summer’s Pupil 2WW
Creature — Kithkin Soldier (U)
Transcend — As long as you have 25 or more life, Summer’s Pupil has “Whenever you gain life, you may put a +1/+1 counter on Summer’s Pupil”.
2/3
Summer’s Vanguard W
Creature — Kithkin Soldier (R)
First Strike
“It is a noble calling. To be part of the vanguard is to know the champion personally, a privilege many would give their lives for” —Diem
2/1
Village Scrimmagers WW
Creature — Kithkin Soldier (C)
First strike
Transcend — As long as you have 25 or more life, Village Scrimmagers has vigilance
After making sure that his town was safe from intruders, he was free to join the Summer army, confident that his town would be watched over in his absence.
1/2
Blue (33)
Creature — Vedalken Wizard (R)
Activated abilities of nonblue colored permanents can’t be activated.
Pyromancy is forbidden. As is shamanism, as is necromany, as is wizardry, as is healing, as is...
2/4
Academy Requisition U
Enchantment — Aura (C)
Enchant land
Enchanted land is an Island in addition to its other types.
2UU: Gain control of enchanted land for as long as you control Academy Requisition.
“Our men’s frilinai team needs a bigger pool. Yours will do nicely.”
Academy Serpent 4UUUU
Creature — Serpent (U)
As you cast Academy Serpent, you may reveal any number of blue cards from your hand. If you do, Academy Serpent costs 1 less to cast for each card revealed this way.
Academy Serpent can’t attack unless the defending player controls an island.
7/7
Arcane Guardians 2U
Creature — Gargoyle (U)
Protection from green
Flying; Defender
Wisdom — As long as you have 6 or more cards in hand, Arcane Guardians has flash
2/3
Canopy Cobra 2U
Creature — Snake (C)
Forestwalk
Whenever Canopy Cobra deals combat damage to a player, you may draw a card.
Descendants of an ill-fated laboratory experiment, the canopy cobras glide with effortless grace through the endless vines they now call home.
1/1
Cast Out 1UU
Instant (C)
Counter target spell.
Draw a card, then discard a card.
“Your failure has enabled me to find the ideal success.”
Darina Decipona 3UU
Planeswalker — Darina (M)
Starting Loyalty: 2
+1: Draw a card
0: Return target blue instant card from your graveyard to your hand.
-9: Return all other permanents to their owner’s hands. You have no maximum hand size for the rest of the game
Enforced Deference U
Instant (C)
Tap target permanent.
Monochrome — If all colored permanents you control are blue, instead tap that permanent and it doesn’t untap during its controller’s next untap step.
Evaporate Landscape 1U
Instant (U)
Return target land to its owner’s hand.
Empty that land’s controller’s mana pool.
When the wizard returned from his journey, he realized he couldn’t remember anything about it. His mind was as blank as when he had begun.
Expanding Repitoir UU
Enchantment (R)
Whenever you draw a card, you may put a lesson counter on Expanding Repitoir.
Your maximum hand size is increased by one for each lesson counter on Expanding Repitoir.
Remove X lesson counters from Expanding Repitoir: Draw a card. X is the number of cards in your hand. Play this ability only if you have at least one card in hand and only as a sorcery.
Infiltrator Initiate 1U
Creature — Vedalken Rogue (C)
Protection from red
Monochrome — As long as all colored permanents you control are blue, Infiltrator Initiate has shroud.
“Ward your mind and body from base impulse. Thus you begin the journey to enlightenment.”
2/1
Knowledge Elemental 2UUU
Creature — Elemental (R)
Flying
Wisdom — As long as you have 6 or more cards in hand, Knowledge Elemental has Shroud and Flash.
Wisdom — As long as you have 8 or more cards in hand, Knowledge Elemental is unblockable.
3/4
Library Assistants 1UU
Creature — Vedalken Wizard (C)
Defender
Wisdom—As long as you have 7 or more cards in hand, you maximum hand size is increased by two.
1/3
Master of the Library 2UU
Creature — Vedalken Wizard (R)
Master of the Library can’t be countered.
Protection from Spells
T: Draw a card.
I know every chant, every incantation, every countermagic. Who are you to deceive me?
0/1
Mia-La, Time Thief 2UUU
Legendary Creature — Merfolk Wizard Rogue (M)
Mia-La, Time Thief is unblockable.
Whenever Mia-La, Time Thief deals combat damage to a player, you may draw that many cards.
Wisdom — As long as you have 11 or more cards in hand, Mia-La, Time Thief has “Sacrifice Mia-La, Time Thief: Take two extra turns after this one. Until it is not your turn, you have no maximum hand size”.
2/2
Mia-La’s Meddling 3UU
Sorcery (R)
Wisdom — Search your library for up to X instant or sorcery cards, shuffle your library, put one into your hand and the rest on top of your library in any order, where X is the number of cards in your hand.
“You won’t learn that spell for years. That is, unless I pinch time a little...”
Mia-La’s Pupil 2UU
Creature — Human Wizard (U)
Whenever Mia-La’s Pupil deals combat damage to a player, you may draw a card.
Wisdom — As long as you have 5 or more cards in hand, Mia-La’s Pupil is unblockable.
2/2
Mia-La’s Will UUU
Instant (R)
Wisdom — Tap up to X permanents, where X is the number of cards in your hand as you cast Mia-La’s Will.
“Oh, you thought you would have your way? How quaint.” —Mia-La
Mist Elemental 2UU
Creature — Elemental (C)
Whenever Mist Elemental becomes blocked, you may untap it and remove it from combat.
Monochrome—As long as all colored permanents you control are blue, Mist Elemental has flying.
2/2
Ongoing Research 1UU
Enchantment (U)
Cumulative upkeep 1U (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Draw a card at the beginning of your upkeep.
You have no maximum hand size.
Plunder Minds 3U
Sorcery (C)
Draw two cards.
Wisdom — If you then have 7 or more cards in hand, draw an additional card.
“Ah, I understand it completely. But what’s this? A footnote?”
Presence of Mind UU
Instant (C)
Wisdom — Counter target spell if you have more cards in hand that that spell’s controller.
“Your shortsightedness will be your downfall.”
Reality Shimmer 1U
Sorcery (C)
Return target nonland permanent to its owner’s hand.
Wisdom — If you then have more cards in hand than an opponent, draw a card.
“Of all the things I’ve removed, this one is by far the stupidest”— Academy Janitor
Recal to Memory 2U
Instant (U)
Return target creature to its owner’s hand.
Wisdom — If you then have 5 or more cards in hand, you may return a blue instant or sorcery card from your graveyard to your hand.
Reduce U
Instant (C)
Target creature gets -4/-0 until end of turn.
Monochrome — If all colored permanents you control are blue, that creature becomes 0/1 until end of turn instead.
River Animator 1UU
Creature — Merfolk Wizard (U)
Flash
When River Animator enters the battlefield, target island you control becomes a 4/4 blue Elemental creature with flying and defender until end of turn.
1/1
River Guardian 1UU
Creature — Serpant (C)
Defender; Flash
River Guardian can block creatures with islandwalk and protection from blue as though they didn’t have those abilities.
Whenever River Guardian blocks, return it to its owner’s hand at end of combat.
1/6
Scatter 7U
Instant (R)
Wisdom — Scatter costs 1 less to cast for each card in your hand.
Counter target spell.
“There are countless ways I could defeat you. Do you wish to know them all?”
Squall Caller 1U
Creature — Merfolk Wizard (C)
Monochrome — As long as all colored permanents you control are blue, Squall Caller has flying
When squall callers are near by, always be prepared for rain. Or worse.
1/3
Tidings 3UU
Sorcery (U)
Draw 4 cards.
“Happenings are all around us. I have learned more by simply listening than any other practice. I wish my fellow scholars could say the same” —Mia-La
Traveler Spirit UU
Creature — Spirit (U)
Traveler Spirit is unblockable and can’t block.
“We owe them no favors, Nor do they owe us. We merely house them, on their journey, from one place to another” — Mia-La
2/3
Twist the Æther 1U
Instant (U)
Return target spell to its owner’s hand. (A spell is a card in the stack).
Draw a card.
“Hmph. Whomever these blank-faced vermin are, they show no imagination at all” —Academy master
Voidveil 2U
Instant (C)
Target creature gains shroud and is unblockable until end of turn.
Wisdom — If you have 6 or more cards in hand, that creature also has “Whenever this creature deals damage to a player this turn, draw a card”.
Filching secrets from rival academies can be a lucrative extracurricular for aspiring honors students — that is, if they don’t get caught.
Black (34)
Creature — Vampire Assassin (C)
Monochrome — As long as all colored permanents you control are black, Assassin Initiate has deathtouch.
The first requirement is the kill. The second is to be able to digest the poison and live.
2/3
Bathe in Blood BB
Instant (C)
Creatures gain deathtouch until end of turn.
Monochrome — If all colored permanents you control are black, Instead creatures you control gain deathtouch until end of turn.
Brimming Coffers 1B
Sorcery (C)
Return target creature card from your graveyard to your hand.
Attrition — If there are then 4 or more creature cards in your graveyard, you may return an additional creature card from your graveyard to your hand.
Crack Open 3BB
Instant (U)
Choose one — Target player discards two cards, or destroy target nonblack creature.
“Bodies, minds... Its all the same to me. Both have a hard outer shell, but hide delectable morsels inside” — Inx
Deathmark B
Sorcery (U)
Destroy target green or white creature.
“Hope is contagious, but despair even more so. Utterly destroy one, and watch hundreds bend under your will.” —Zazivex, to his pupil
Demonic Enlistment 4B
Instant (U)
Put target creature card in a graveyard onto the battlefield under your control.
Attrition—If there are then 5 or more creature cards in all graveyards, put two +1/+1 counters on that creature.
Dian Nocenus 3BB
Planeswalker — Dian (M)
Starting Loyalty: 6
+2: Each player sacrifices a creature.
-2: Destroy target creature.
0: Until end of turn, Dian Nocenus becomes an X/X Demon creature with flying. X is the number of creature cards in all graveyards total. It’s still a planeswalker
First Blood B
Instant (C)
As an additional cost to cast First Blood, sacrifice a creature.
Target creature gets -X/-X, where X is the sacrificed creature’s converted mana cost.
No pain, no gain
Fissure Sorcerer 4BB
Creature — Vampire Wizard (C)
Flying
Monochrome — As long as all colored permanents you control are black, Fissure Sorcerer gets +1/+1
4/3
Fissure Summoner 3BB
Creature — Vampire Wizard (R)
T, Pay 2 life, Sacrifice a permanent: Destroy target permanent. It can’t be regenerated.
“The fissures have destroyed our very way of life. It seems only fitting that others experience the same” —Master of the Keep
4/3
Goliath Null 5B
Creature — Null (C)
Attrition — If there are 5 or more creature cards in all graveyards, Goliath Null gets +2/+2.
Sacrifice a creature: Goliath Null has trample until end of turn.
4/3
Infectious Death B
Enchantment — Aura (C)
Enchant creature
At the beginning of enchanted creature’s controller’s end step, put a -1/-1 counter on enchanted creature.
When enchanted creature is put into a graveyard, that creature’s controller chooses target creature Gradual Death could enchant. If he or she does, return Gradual Death to the battlefield under that player’s control attached to that creature.
Inhale Rot 2BB
Instant (C)
Choose target creature. If that creature is black, it gets +1/+1 for each swamp you control until end of turn. If that creature is nonblack, it gets -1/-1 for each swamp you control until end of turn.
Innocent Dead BB
Creature — Shade (R)
As long as Innocent Dead is in your graveyard, creatures you control have “Sacrifice this creature: Target player loses 1 life”.
“The ability of one ‘noble’ act to inspire another just makes my day” — Inx
1/1
Inx, the Terminator 5BB
Legendary Creature — Demon Shade (M)
When Inx, the Terminator enters the battlefield, destroy target creature. It can’t be regenerated.
Intimidate
Inx, the Terminator gets +1/+1 for each creature card in a graveyard.
3/3
Inx’s Possession 4B
Sorcery (U)
Destroy two target creatures if they share a color.
Attrition— If there are 7 or more creature cards in all graveyards, instead destroy two target creatures. They can’t be regenerated
“He has the arms of a demon”—Hedom slang for murderer
Mass Summons 3BB
Sorcery (U)
Put a 1/1 black shade creature token onto the battlefield for each creature card in your graveyard.
“The weak; useless? I beg to differ” —Zazivex
Master of World’s End Keep 1BBB
Legendary Creature — Vampire Assassin (R)
Flying
B, Sacrifice a creature: Destroy target nonblack creature.
Life is about survival. Show any weakness, any hint of compassion, and you will be brought down by those you love most.
3/2
Mind Fisure 1BBBB
Instant (R)
Target player discards a card for each creature card in your graveyard.
“Some very skilled vampires have become able to create fissures in minds. It is a skill I would love to learn” —Zazivex
Necromancer’s Pact 1BBB
Enchantment (R)
You may cast creature cards in any graveyard by paying 2 life in addition to their other costs.
The practice of necromancy is nothing if not sustainable.
Pale Stalker 1B
Creature — Null (C)
Plainswalk
B: Regenerate Pale Stalker
Nulls are immune to cold, heat, and most importantly, kindness.
1/1
Possessed Vampire 3B
Creature — Demon Vampire Assassin (U)
Intimidate
Attrition — As long as 5 or more creature cards are in all graveyards, Possessed Vampire has “T: Target creature gets -1/-1 until end of turn”
3/2
Psychic Decay 3BB
Sorcery (C)
Target player discards two cards. For each green and/or white card discarded this way, that player loses 2 life.
Attrition — If 4 or more creature cards are then in all graveyards, that player discards an additional card.
Soul Swallow 3BB
Sorcery (C)
Destroy target creature, then you may return a creature card with power less than or equal to the destroyed creature’s power from your graveyard to your hand.
Sied lost his lunch. Turns out that the soul moving in had already eaten.
Take Back Fear 3BB
Enchantment (U)
Black creatures you control have intimidate.
Attrition—As long as 5 or more creature cards are in all graveyards, creatures you control get +1/+0
“This world has forgotten what it is to fear. Let us remind them” —Inx
Terror of the Fields 5BB
Creature — Demon Wizard (R)
Protection from white
When Terror of the Fields enters the battlefield, target opponent chooses a number, then discards all but that many cards, and sacrifices that many permanents.
Fall comes to the Fields, but only in its shadow
4/3
Vampire Mortivore 1BB
Creature — Vampire Wizard (U)
Deathtouch
Attrition—As long as 7 or more creature cards are in all graveyards, Vampire Mortivore has protection from nonblack creatures.
Ancient, implacable, and very, very stiff in the knees.
2/3
Vile Shade 2BB
Creature — Shade (U)
Whenever Vile Shade attacks, you may have target opponent lose 2 life.
Attrition —As long as 5 or more creature cards are in all graveyards, Vile Shade has intimidate.
“Killing is always in my benefit. The more skilled the dead, the deadlier the shade” —Zazivex
2/1
Wayward Shade 2BB
Creature — Shade (C)
Protection from Green
B: Wayward Shade gets +1/+1 until end of turn.
“It is not from here. The very forest balks at its presence”—Losk
2/1
World’s End 7BBB
Sorcery (R)
Destroy all nonland permanents you don’t control.
Attrition—If there are then 10 or more creature cards in all graveyards, each other player discards his or her hand.
Deep as the Abyss, and hungry for visitors.
World’s End Hunter 2BB
Creature — Vampire Assassin (C)
Deathtouch
Monochrome — As long as all colored permanents you control are black, World’s End Hunter has intimidate.
One look, he’ll pass. Two looks, run fast.
—Hodem nursery rhyme
3/2
Zazivex, Swallower of Souls 4BBB
Legendary Creature — Demon (M)
At the beginning of your upkeep, sacrifice a creature other than Zazivex, Swallower of Souls. If you can’t, you lose 1 life and tap Zazivex, Swallower of Souls.
T: Destroy target creature; it can’t be regenerated
Attrition — As long as there are at least 20 creature cards total in all graveyards, Zazivex, Swallower of Souls has “Sacrifice five creatures, T: Target player loses the game.”
7/6
Zazivex’s Pupil 2BB
Creature — Demon Assassin (U)
Attrition — As long as there are 5 or more creature cards in all graveyards, Zazivex’s Pupil has deathtouch.
3/3
Zazivex’s Spy 1BB
Creature — Bat Rogue (C)
Attrition — As long as there are 3 or more creature cards in all graveyards, Zazivex’s Spy gets +0/+1 and has flying.
“I’ve seen one once. I don’t remember anything else about that night, though...”—Miden, Hodem Guard
2/2
Red (33)
Creature — Dwarf Shaman (U)
When Academy Razer enters the battlefield, you may have it deal 3 damage divided as you choose between any number of white and/or blue creatures
2/2
Ancestral Mastery RR
Enchantment (R)
Whenever you cast the second spell of a turn, you may put a lesson counter on Ancestral Mastery.
You may cast instant and sorcery spells from your graveyard by removing a lesson counter from Ancestral Mastery in addition to paying its other costs.
Avalanche Herder 1R
Creature — Dwarf Warrior (U)
Haste
Chain—As long as you have cast 3 or more spells this turn, Avalanche Herder gets +3/+3 and has trample.
1/1
Barbaric Flame 1R
Instant (C)
Barbaric Flame deals 4 damage to target creature. If that creature is white or blue, damage dealt by sources you control can’t be prevented this turn.
Barn Burning 1RR
Sorcery (C)
Destroy target land. If that land is nonbasic, add 1R to your mana pool.
“Fire is a miraculous thing. It destroys all, but produces pure energy as a byproduct.” —Telek
Blood-Iron Invoker 1R
Creature — Viashino Shaman (C)
Chain — As long as you have cast a spell this turn, Blood-Iron Invoker has “T: Add R to your mana pool”.
Invokers prowl the corridors of the Blood-Iron hall, determined to pick up tidbits of information pertaining to the skills of legends
2/1
Browbeat 2R
Sorcery (U)
Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards.
“Given the choice between pain now and pain later, most choose later.” —Diem
Brute Force R
Instant (C)
Target creature gets +3/+3 until end of turn.
“Strategy and planning only go so far. When you are backed into a corner, remember who you are, and where you come from.” —Telek, to his students
Bully 3R
Sorcery (U)
Untap target creature and gain control of it until end of turn. It gains haste until end of turn.
Chain—If you have cast 4 or more spells this turn, instead gain control of that creature and sacrifice it. Bully deals damage equal to the sacrificed creature’s power to target creature or player.
Chain Bolt R
Instant (C)
Chain— Chain Bolt deals damage equal to the number of spells you cast this turn to target creature or player.
Cinder Strike 2R
Sorcery (C)
Cinder Strike deals 4 damage to target player.
Monochrome—If all colored permanents you control are red, Cinder Strike costs 1 less to cast.
“Anyone who believes that cinders are the least dangerous part of a fire clearly has never been hit in the face by them.” —Mia-La
Contagious Fury RR
Enchantment — Aura (U)
Enchant Creature
Enchanted creature attacks each turn if able.
R: Return Contagious Fury to its owner’s hand.
Disorderly Brawler 2R
Creature — Dwarf Warrior (C)
Haste, Protection from White
Chain—As long as you have cast a spell this turn, Disorderly Brawler has first strike
Strategy? Peace? Bah! You’re taking all the fun out of fightin’!
2/1
Dwarven Helmsman R
Creature — Dwarf Warrior (C)
Islandwalk
Whenever you cast a spell, Dwarven Helmsman gets +1/+0 until end of turn.
“I’ve been pilotin’ this here rig down avalanches all my life. I think I can handle a bit of rough water.”
1/1
Enraged Wyvern 3RR
Creature — Wyvern (C)
R: Enraged Wyvern gets +1/+0 until end of turn.
Monochrome—As long as all colored permanents you control are red, Enraged Wyvern has flying.
“Ha ha! Look at you, dumb flightless lizard! Bet ya wish you could eat us now!”
“Um... Dak? He ain’t flightless no more.”
3/3
Finale Summons R
Sorcery (R)
Put a 3/1 Elemental creature token with trample and haste onto the battlefield for each spell you cast this turn.
You lose the game at end of turn.
Flame Blast XRR
Sorcery (C)
Flame Blast deals X damage to target creature or player.
Chain—If you have cast 3 or more spells this turn, Flame Blast can’t be countered and damage dealt by Flame Blast can’t be prevented.
Guardian of Blood-Iron Hall R
Creature — Dwarf Warrior (U)
Defender
Chain—As long as you have cast 3 or more spells this turn, Guardian of Blood-Iron Hall loses defender.
“It is an easy job, but a boring one. We let them lose every once in a while to keep them interested.” —Telek
3/2
Harassing Invoker 1RR
Creature — Human Shaman (C)
T: Harassing Invoker deals 1 damage to target creature or player.
“Snow can freeze. Magma can incinerate. Now we find that even the sun can burn one to death. It’s a wonder we’re not all dead yet.” —Dalma, Invoker Initiate
2/1
Kindred Infornost 1RR
Planeswalker — Kindred (M)
Starting Loyalty: 3
+1: You may cast target target red instant or sorcery spell in your graveyard this turn (You must pay its mana cost and other costs to cast it).
-2: Kindred Infornost deals X damage to target creature or player, where X is the number of spells you cast this turn.
-6: You may cast spells without paying their mana costs this turn.
Magma Sage 1RR
Creature — Dwarf Shaman (R)
Damage dealt by sources you control can’t be prevented.
Fire is small, weak, and can be snuffed out. Magma is fire’s true ruler: strong, heavy, and a thousand times hotter.
2/3
Primal Infusion XR
Instant (U)
Target creature gets +X/+0 until end of turn.
Chain—If you have cast 3 or more spells this turn, draw a card.
Quest for the First Fire 1R
Sorcery (C)
Return target red instant or sorcery card from your graveyard to your hand.
Monochrome—If you control no nonred colored permanents, add R to your mana pool.
Saw-Claw Incarnate 4R
Creature — Elemental Beast (R)
Haste, Trample
Nonbasic lands are mountains
“Mountains from hills, canyons from valleys. It’s hard to believe, but the Saw-Claw Range is spreading just as fast as the Unending Jungle.”—Losk
4/3
Saw-Claw Striker 1R
Creature — Viashino Warrior (C)
Monochrome — As long as all colored permanents you control are red, Saw-Claw Striker has first strike.
Viashino clans are usually formed when some predator chases two or more Viashino into fleeing together. After all, nothing forges bonds stronger than immanent death.
2/1
Searing Lance 2RRR
Instant (U)
Searing Lance costs 1 less to cast for each spell you cast before it this turn.
Searing Lance deals 4 damage to target creature or player.
The brutish shaman’s way of thinking
Shaman Apprentice 1RR
Creature — Dwarf Shaman (U)
Sacrifice Shaman Apprentice: You may cast target red instant or sorcery spell in your graveyard with converted mana cost less than or equal to Shaman Apprentice’s power without paying its mana cost.
Chain—As long as you have cast 4 or more spells this turn, Shaman Apprentice has “R: Shaman Apprentice gets +1/+0 until end of turn.
1/1
Telek, Master of War 2RRR
Legendary Creature — Viashino Warrior Shaman (M)
Haste; First Strike
Whenever you cast a spell, add RR to your mana pool.
Chain—As long as you have cast 5 or more spells this turn, Telek, Master of War gets +4/+4, has double strike, and has trample.
3/2
Telek’s Familiar 2RR
Creature — Bird (R)
Flying
Chain—As long as you have cast 2 or more spells this turn, Telek’s Familiar has Intimidate.
Whenever Telek’s Familiar deals combat damage to a player, you may cast a red instant or sorcery card from your graveyard without paying its mana cost.
1/1
Telek’s Fury RRRR
Sorcery (R)
Telek’s Fury deals 4 damage to up to X target creatures, where X is the number of spells you cast this turn
“There are only two explanations for an eruption in the Saw-Claw Range. One is a volcano; very dangerous. If it is the other, you are going to wish it was a volcano.” —Losk
Telek’s Ingenuity RRR
Instant (R)
For each spell you cast this turn, you may return a red instant or sorcery card from your graveyard to your hand. Exile Telek’s Ingenuity.
“The one reason Telek’s so hard to kill is he’s a natural survivor used to dealing with unnatural forces.”—Inx
Telek’s Pupil 2RR
Creature — Human Warrior (U)
First Strike
Chain—As long as you have cast 3 or more spells this turn, Telek’s Pupil has double strike.
3/1
Thunderfoot Herd 2RR
Creature — Beast (C)
Trample
Chain—As long as you have cast 3 or more spells this turn, Thunderfoot Herd has provoke
“Learn from the Thunderfoot. It never ceases to fight. Neither should you.” —Telek, to his students
5/1
Green (33)
Instant (C)
Choose a color. Prevent all combat damage that creatures of the chosen color would deal this turn.
Landmass—If you control 5 or more lands, you may instead prevent all damage nongreen creatures would deal this turn.
Brutal Reclaimer 3GG
Creature — Centaur Warrior (C)
Trample
Whenever Brutal Reclaimer deals combat damage to a player, you may look at the top card of your library. If it’s a land card, you may put it onto the battlefield tapped.
4/3
Canopy Sloth 2GG
Creature — Bear (U)
Canopy Sloth can only be blocked by creatures with flying or reach.
Landmass—As long as you control 6 or more lands, Canopy Sloth has reach.
3/3
Caretaker of Olron 1GG
Creature — Elf Druid (R)
Lands you control can’t be the target of spells or abilities your opponents control.
Landmass—As long as you control 5 or more lands, Caretaker of Olron gets +3/+3 and has trample
I have devoted my life to Olron. Now, I am repaid tenfold.
1/1
Centaur Wayfarer 3G
Creature — Centaur Druid (C)
Whenever Centaur Wayfarer deals combat damage to a player, you may search your library for a basic and card and put it onto the battlefield tapped. If you do, shuffle your library.
Landmass—As long as you control 6 or more lands, Centaur Wayfarer has Islandwalk
He seeks to bring nature again to the places his elders have long surrendered.
2/2
Channeler of Wilds 3G
Creature — Elf Warrior (U)
Channeler of Wilds gets +1/+1 for each land in your graveyard.
Landmass—As long as you control 7 or more lands, Channeler of Wilds has “Sacrifice Channeler of Wilds: Return up to 3 basic land cards from your graveyard to your hand”.
2/2
Communal Knowledge 2G
Instant (R)
Until the beginning of your next end step, whenever an opponent draws a card, you may draw a card.
“Do not be so arrogant, wizard. I know all that you know and then some”—Losk
Disassemble 3GG
Sorcery (U)
Destroy all artifacts and enchantments.
Landmass—If you control 6 or more lands, instead destroy all nongreen artifacts and enchantments.
Disciple of Olron 1G
Creature — Elf Druid (U)
T: You may put a basic land card from your hand onto the battlefield tapped.
Landmass—As long as you control 5 or more lands, Disciple of Olron has “T: Put a 0/1 Plant creature token onto the battlefield”
1/1
Explosive Vegetation 3G
Sorcery (U)
Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
Farseeker Sage 5GG
Creature — Elf Druid (R)
When Farseeker Sage enters the battlefield, reveal cards from the top of your library until you reveal a colored creature card. Put that card onto the battlefield, then put the rest of the revealed cards on the bottom of your library in any order.
2/4
Favor of the Forest 2G
Enchantment — Aura (C)
Enchant Creature
Enchanted creature gets +3/+3, is green in addition to its other colors, and is a plant in addition to its other creature types.
Fertilize 2G
Instant (C)
Destroy target artifact or enchantment. If you do, search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
Monochrome—If all colored permanents you control are green, you may put a basic land card from your hand onto the battlefield tapped.
Great Wurm 5G
Creature — Wurm (C)
Wurms have been prowling Moag’s jungles since before the time of Urza. They survived him and the Phyrexians, Zazivex and Inx’s demonic civil war, and attempts by the Field folk to raze their home. Whether they survive Jerryd and Rael, however, is unknown
6/6
Growth Elemental GGGG
Creature — Elemental (R)
Growth Elemental’s power and toughness are each equal to the number of lands you control.
Trample
*/*
Harrow 2G
Instant (U)
As an additional cost to cast Harrow, sacrifice a land.
Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library.
The Unending Jungle grows in leaps and bounds, swallowing land on its quest to cover the continent
Hodem Heretic GG
Creature — Human Druid (U)
Hodem Heretic can’t be the target of spells or abilities your opponents control.
The journey to enlightenment begins with just a single step.
3/2
Illian Froceen GG
Planeswalker — Illian (M)
Starting Loyalty: 2
+1: Add one mana of any color to your mana pool.
-2: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
-6: Add one mana of any color to your mana pool and put a 0/1 green plant creature token onto the battlefield for each land you control
Jungle Reaper 4G
Creature — Centaur Warrior (U)
When Jungle Reaper enters the battlefield, choose one—Destroy target land; or search your library for a land card, put it onto the battlefield, then shuffle your library.
He has the power to give—and to take.
3/3
Loam-Keeper’s Pact 3G
Enchantment (R)
You may play land cards from your graveyard.
Sacrifice a land: You gain 1 life.
Life, by its very definition, prolongs itself indefinitely.
Losk, Unending Growth 3GGG
Legendary Creature — Centaur Druid Warrior (M)
Trample
Whenever Losk, Unending Growth deals combat damage to a player, you may search you library for a basic land card and put it onto the battlefield tapped. if you do, shuffle you library
Landmass — As long as you control 9 or more lands, creatures you control get +1/+1 for each land you control.
3/2
Losk’s Familiar 3GG
Creature — Giant Elemental (R)
Losk’s Familiar enters the battlefield with a +1/+1 counter for each Forest you control.
Whenever a Forest enters the battlefield under your control, put a +1/+1 counter on Losk’s Familiar.
Sacrifice a Forest: Search your library for up to two forest cards, and put them onto the battlefield tapped. Then shuffle your library. Activate this ability only once each turn and only as a sorcery.
0/0
Losk’s Pupil 1GG
Creature — Centaur Warior (U)
Trample
Landmass—As long as you control 5 or more lands, Losk’s Pupil gets +2/+2
2/2
Losk’s Spider GG
Creature — Spider (C)
Reach
Losk’s Spider gets +1/+0 for each creature with flying your opponents control.
Landmass—As long as you control 5 or more lands, Losk’s Spider has first strike.
0/2
Nurturer of Wilds G
Creature — Elf Druid (C)
T: Add G to your mana pool.
Landmass—As long as you control 4 or more lands, Nurturer of Wilds has “T: Add GG to your mana pool”.
“Olron blesses us with so much that we need for life. It is only right that we repay him in kind.”
0/1
Olron’s Blessing 1G
Enchantment — Aura (C)
Enchant Land
Whenever enchanted land is tapped for mana, add G to your mana pool.
Monochrome—If all colored permanents you control are green, Olron’s Blessing and enchanted land have shroud.
Olron’s Claim 3G
Sorcery (C)
Landmass—If you control 5 or more lands as you cast Olron’s Claim, it costs 1 less to cast.
Search your library for a land card and put it onto the battlefield tapped.
Olron’s Summons 4GG
Sorcery (R)
Put three 0/1 green plant tokens onto the battlefield, then put two +1/+1 counters on each plant creature you control.
Sniper’s Quarry 1G
Sorcery (C)
Destroy target creature with flying. If that creature is blue or black, draw a card.
The airspace above the Unending Jungle is surprisingly empty. It’s almost as if birds at birth know not to venture over its vast reach.
Take Back Life 3GG
Enchantment (U)
Green Creatures you control have trample.
Landmass—As long as you control 7 or more lands, creatures you control get +1/+0
“This world has forgotten how to truly live. We will show them”—Losk
Treetop Sniper G
Creature — Elf Warrior Archer (C)
Protection from Blue
Monochrome—As long as all colored permanents you control are green, Treetop Sniper has reach.
1/2
Unending Might 1GG
Sorcery (C)
Put two +1/+1 counters on target green creature.
Monochrome—If all colored permanents you control are green, put an additional +1/+1 counter on that creature.
“All aren’t created equal. Nature plays favorites” —Mia-La
Waldgeist 3GG
Creature — Elemental (C)
Monochrome—As long as all colored permanents you control are green, Waldgeist has trample.
“Waldgeists innately know the intentions of those they see, escorting those who would help the forest and barring those who wouldn’t from ever entering” —Losk
3/5
Artifact (18)
Artifact — Equipment (C)
Equip 2
Equipped creature gets +2/+0.
T: Equipped creature becomes colorless, or the color or colors of your choice until end of turn.
Blood-Iron Totem 2
Artifact (C)
1, T: Add R to your mana pool.
R, T: Add RR to your mana pool.
Even after centuries, it never fails to enrage all.
Flourishing Trinket 1
Artifact (U)
2, Sacrifice Flourishing Trinket: You may put a basic land card from you hand onto the battlefield tapped
Monochrome — As long as all colored permanents you control are green, Flourishing Trinket has “G, Sacrifice Flourishing Trinket: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library”.
Hodem Servant 2
Artifact Creature — Homunculus (C)
Hodem Servant costs 1 less to cast if you control a colorless creature.
1/2
Inspiring Trinket 1
Artifact (U)
3, Sacrifice Inspiring Trinket: Draw a card.
Monochrome — As long as all colored permanents you control are blue, Inspiring Trinket has “1U, sacrifice Inspiring Trinket: Draw 2 cards”.
Luminous Carin 2
Artifact (C)
1, T: Add W to your mana pool.
W, T: Add WW to your mana pool.
Even after centuries, it never fails to brighten all.
Moss-Covered Monolinth 2
Artifact (C)
1, T: Add G to your mana pool.
G, T: Add GG to your mana pool.
Even after centuries, it never fails to overcome all.
Prism Stone 3
Artifact — Equipment (U)
Equip 3
Equipped creature gets +1/+1 for each of its colors.
“This amulet has great potential. Maybe not today or tomorrow, but soon. Very soon” —Rael
Reflective Shield 3
Artifact — Equipment (C)
Equip 1
Equipped creature gets +0/+2 and has shroud
“See this? Shiny shield! Reflects magic and arrows the same! Did I mention it’s shiny?” —Horic, Hodem scalper
Remedying Trinket 1
Artifact (U)
2, Sacrifice Remedying Trinket: You gain 2 life.
Monochrome — As long as all colored permanents you control are white, Remedying Trinket has “W, Sacrifice Remedying Trinket: You gain 5 life”
Scorching Trinket 1
Artifact (U)
3, Sacrifice Scorching Trinket: Scorching Trinket deals 2 damage to target creature.
Monochrome — As long as all colored permanents you control are red, Scorching Trinket has “R, Sacrifice Scorching Trinket: Scorching Trinket deals 4 damage to target creature”.
Seabound Obelisk 2
Artifact (C)
1, T: Add U to your mana pool.
U, T: Add UU to your mana pool.
Even after centuries, it never fails to enhance all.
Slaying Trinket 1
Artifact (U)
2, Sacrifice Slaying Trinket: Target creature gets -1/-1 until end of turn.
Monochrome — As long as all colored permanents you control are black, Slaying Trinket has “B, sacrifice Slaying Trinket: Destroy target nonblack creature”.
Staff of the East Chamber 4
Legendary Artifact (R)
T: Add 3 to your mana pool.
Pulsating dully, it lays forgotten among rubble.
Staff of the North Chamber 4
Legendary Artifact (M)
When Staff of the North Chamber enters the battlefield, choose a color.
4, T: Choose target creature. If that creature is the chosen color, it gets +3/+3 until end of turn. If that creature is not the chosen color, it gets -3/-3 until end of turn.
“Though the Staff of the South Chamber has allowed Jerryd to steal my spark, I do not regret my choice. This Staff will serve me well” — Rael
Staff of the West Chamber 4
Legendary Artifact (R)
T: Add two mana of any one color to your mana pool.
Shimmering vibrantly, it lays forgotten among rubble.
Tower Guardian 5
Artifact Creature — Beast (C)
In ages past, they guarded the tower, never moving a step. Now, with the tower gone, they roam Moag aimlessly, searching for commands.
4/3
Unearthed Headstone 2
Artifact (C)
1, T: Add B to your mana pool.
B, T: Add BB to your mana pool.
Even after centuries, it never fails to corrupt all.
Land (21)
Land (C)
Deluged Atrium enters the battlefield tapped.
T: Add U to your mana pool.
U, T, Sacrifice Deluged Atrium: Return target creature to its owner’s hand.
Hodem Baracks
Land (U)
T: Add 1 to your mana pool.
XX, T, Sacrifice Hodem Baracks: Put X 1/1 colorless human soldier creature tokens onto the battlefield.
Hodem Square
Land (C)
T: Add 1 to your mana pool.
T, Sacrifice Hodem Square: Add 2 to your mana pool.
“The mood here is not one of anger or violence, but of hopelessness” — Rael
Moag Wilds
Land (C)
T: Add 1 to your mana pool.
T, Sacrifice Moag Wilds: Add one mana of any color to your mana pool.
Nectar Orchard
Land (C)
Nectar Orchard enters the battlefield tapped.
T: Add W to your mana pool.
W, T, Sacrifice Nectar Orchard: Target creature you control gains protection from the color of your choice until end of turn.
Olron, The World Tree
Legendary Land Creature — Forest Plant (M)
(Olron, The World Tree isn’t a spell, it’s affected by summoning sickness, and it has T: Add G to your mana pool)
When Olron, The World Tree enters the battlefield, Sacrifice a forest.
Defender
2GG, T: Target land is a forest as long as it remains on the battlefield.
0/3
Rime-Riven Wastes
Land (C)
Rime-Riven Wastes enters the battlefield tapped.
T: Add B to your mana pool.
B, T, Sacrifice Rime-Riven Wastes: Draw one card. You lose 1 life.
Saw-Claw Caldera
Land (C)
Saw-Claw Caldera enters the battlefield tapped.
T: Add R to your mana pool.
R, T, Sacrifice Saw-Claw Caldera: Saw-Claw Caldera deals 2 damage to target creature.
Tower of Moag
Legendary Land (M)
T: Add 1 to your mana pool.
5, T, Sacrifice Tower of Moag: Choose one — Destroy target creature, or Tower of Moag deals 5 damage to target player, or draw three cards, or you gain 10 life, or search your library for up to two basic land cards and put them onto the battlefield tapped, then shuffle your library.
Underground Chambers
Land (R)
T: Add 1 to your mana pool.
5, T: Add WUBRG to your mana pool.
“In my travels, I stumbled across a wondrous cavern, where all colors of mana live in harmony. Perhaps here I can learn how to recover my colored mana” — Rael
Verdant Tangle
Land (C)
Verdant Tangle enters the battlefield tapped.
T: Add G to your mana pool.
G, T, Sacrifice Verdant Tangle: Target creature gets +3/+3 until end of turn.
Plains
Basic Land — Plains (C)
Plains
Basic Land — Plains (C)
Island
Basic Land — Island (C)
Island
Basic Land — Island (C)
Swamp
Basic Land — Swamp (C)
Swamp
Basic Land — Swamp (C)
Mountain
Basic Land — Mountain (C)
Mountain
Basic Land — Mountain (C)
Forest
Basic Land — Forest (C)
Forest
Basic Land — Forest (C)
This Set is done. i'm leaving the thread open for a bit for comments about cards individually. the MSE zip file can be found here (top .zip).
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My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
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Remember, my friend, the people looking at Custom Set Creation and Discussion just couldn't respect hard work, and can't review good sets. thats really sad :(.
You are not alone. Just look at my set for example, if I don't pm to people, I just don't get reviews. People here just couldn't review good work.
As trancebam said, pentad seems a little gimmicky.
Colorvoke, as well, seems gimmicky. Also, "colorless" is not a color, it is a lack of color. So if i tapped a red and a colorless permanent, the colorvoked card would be red, not colorless.
Dependence seems a little pointless, punishing you for playing other cards. Plus, an ability that's only there to make another ability stronger isn't such a good idea.
Didn't read your cards, partially because of how they're formated. You should use MSE to make renders (even without the art, a render makes the card easier to read).
Or, format the rest of the cards like you did the first few.
The main problem with this set is that you kind of miss the point of color. Color is not like paint (well, sometimes it is), you can't just say a card is a certain color and make it work. At that point, you might as well use creature types (rebel and member, or something.) 5 colored cards should be 5 colored becayse they have all 5 colors, not because the card says so.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
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A Good Place to Start Designing
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For flavor, maybe try something on old ravnica. The ravnica cycle happens towards the end of the guild-pact's existence, so maybe you could try a guild-theme on the early ravnican days, where the guild were in an outright war. (lots of color hate etc.)
If you're trying for a colorless theme, how about a dying plane. The mana of the plane is slowly running out, and the creatures/spells are beginning to loose their color. If you go with colorless, make the cards actually cost no colored mana (like eldrazi). It saves you a line in the text box and makes more sense overall. Plus, you can make creatures that have a built in dependence to a color without putting it in their mana cost (i.e. activated abilities of colorless creatures with colored costs etc.)
Not sure what you mean by this. Basically once you have all the cards typed out you export them as pictures. Then you need to host them on some kind of picture hosting site (there are many that are free and easy to use. I personally use photo bucket). Then use the picture tool to make them appear in the post. Seems like a lot of work, but it doesn't take all too long, and being able to read the card as a card helps a lot.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
btw, how do you close a thread?
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Changeling started out as a one-off wacky card that did something never done before. And when a block that relied on creature types was developed, the ability on that one-off wacky card turned out to be exceptional glue to hold the block together and smooth it out.
This ability (though terrible in name), is the perfect glue for any color/multicolor-matters set.
Throw a few hundreds cards at people at once and you're surprised no one puts the effort into sifting through them all and critiquing?
It's not an inability to review, it's not that your sets are necessarily good and thus incapable of being appreciated here, it's that people have a hard time swallowing a massive set all at once. It's an exceptional load of work to dump on the people here. Particularly when it's poorly sorted and formatted.
I usually just take a look at the set's mechanics and themes overall in those cases.
Interesting in that both concepts revolve around the same idea (state of color), but pull in opposite directions. Sets that have mechanical themes pulling in opposite directions tend to feel disjointed.
A way you could mitigate this is by splitting the large set into two moderately-sized ones, each one slanted to one concept or the other while sprinkling in cards that subtly assist the mirror concept (artifact creatures in the pentad set to help the clear set, gold and/or hybrid cards in the clear set to help the pentad set, etc). This would evoke the original Ravnica block as well, since it did much the same thing with its ten guilds.
Convert (As you play this, you may pay target creature's mana cost. If you do, untap that creature and gain control of it as this resolves. It gains haste until end of turn.)
This small change lines the mechanic up with the set's overall theme of color/colorless mattering. Since your pentad theme in fact does not result in complex mana costs, this tweak of the keyword doesn't make it necessarily much stronger against the clear theme.
Also, the tweak allows the keyword to exist on other card types beyond creatures, which is always nice.
Honestly, I hate this mechanic. It's clunky, does little to nothing on its own, has memory issues, forces you to overextend and tap down to gain very little benefit, and I'm not even sure it works as you want it to.
You'd be better off scrapping it and just sprinkling a few color changing abilities throughout the set, Invasion-style.
I like the concept of this mechanic, but I'm not sure of the execution. I'm not a fan of multi-variable keyword, particularly when it results in multiple words in the keyword itself. It lacks elegance. I think this could be done as an ability word, especially if nothing in the set really cares about a vengeance cost being played (and I don't see much need of that anyway).
Vengeance - Whenever a(nother) color/colorless card is put into your graveyard, you may pay [MANA] to cast ~ from your graveyard.
I freed the mechanic up a little. The major change is the lack of an exile clause. I think, like Retrace, it's okay to allow multiple uses since you still have to pay a cost (presumably the vengeance cost wouldn't be a massive discount - it could in fact just be the card's original mana cost to further simplify the mechanic) since it takes you losing a card to cast this one. And Retrace let you control when the land when to the graveyard, so this is even 'worse' in that respect. The a(nother) is to leave open the possibility of various triggers (a white card triggering when you lose a green or blue card, a pentad card triggering off another pentad card, a colorless card triggering off a colored card, etc) to better smooth the set's themes.
Take it from Wizards, players don't like mechanics that feel like drawbacks. And the way this is phrased, it feels like a drawback. A player looking at dependence will think "Oh man, I'm being punished for not not playing with X!"
Instead, invert it.
Benefact - If you control (a green creature/white enchantment/pink heart/green clover/etc), ~ costs [MANA] less to play.
It still works as a pointer to playing with X but now it feels more like a reward for doing so and not a punishment for not playing with X. Though X in this case doesn't seem to be anything specific in your set, which is something you may want to avoid, particularly if your set has a strong theme. Mechanics should (unless they exist solely for smoothing and function) help to feed into the set's themes. Landfall plays into land matters, kicker rewarded players who played a lot of land, Domain rewarded players for committing to as many colors as they could, etc.
I feel like your mechanic in this case ought to reward one of the two main plays you seem to want. In this case, playing with all colors or playing with none. In that respect, the one mechanic can work very well to assist both types of play.
The one thing I don't get is the Guild/Rebel stuff in typelines. Tribal - Rebel makes sense, but Tribal - Guild feels quite wrong.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
yeah, i'm really really bad at naming stuff. pentad can change. thats really the reason why 99% of the cards have no name ;).
if im working in MSE, how should i put the cards on here? right now im exporting it for MWS then just copy-pasting the text, but clearly that looks horrible.
reason at first i didn't do that is because i thought it would mess with drafting. but then, you're right that that is how ravnica is layed out, so how did drafting work for ravnica? (get the feeling it worked really well)(was just getting into magic w/ release of ravnica.)
Colorvoke:
honestly, you're right:embarrass:. i had an idea for this mechanic, but it got worse and worse as i tried to put it down on paper. Removed.
Convert:
i like the idea of paying the actual cost of the creature, but i wanted a way to limit it. a common card with convert shouldn't be able to take your baloth just because i have 6G.
vengeance:
original idea behind exile at resolving was to put vengeance on creatures who had some cast-effect. just too much text. deleting those. looking at your version, doesn't that still have two variables? a(nother) color/colorless is still a variable. hmmm.... ok, so if exile part is gone, we can just get rid of the mana cost, make it its real cost. only reason you would want to make the vengeance cheaper is because you dont (without some combo use) get to choose when a card of (color) is put into your grave. still, is there ever a bad time to draw a card or kill a creature? ok, so now only variable is color(s)/colorless. wait... maybe im not understanding a(nother). can you explain?
Dependence is now Benefact. Done.
i agree with you that tribal-guild doesn't make much sense, but i wanted something to.... actually... why did i do that? until i remember my reasoning, you're right.
one of the main things i'm trying to do is make it balanced. i really hate a set when you either play X or you lose. no if ands or buts.
Thanks a ton. :D:D:D
and seriously netn9, if you want people to review your work, review other people's work and they will return the favor. ;);)
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Naw, no reason for that. Posting cards, even if they elicit poor reviews, can help you get better. Constructive criticism and practice make all the difference.
Meh, placeholder names are fine, I just didn't realize that's what was going on.
I'm pretty sure the MSE site now has an export template specifically for this forum. Check there or ask Pichoro in the MSE thread here in Magic Software. He's been working on the program for some time and is always a phenomenal help.
Generally you got pulled into a main guild with a splash of helpful compatible ones (like going Golgari with a splash of Gruul in pack 2 and Rakdoes in pack 3), but the real help was the number of non-guild cards in all colors that padded decks and didn't interfere with all the multicolor guild stuff.
In this case, say you 'released' the pentad set first. Place a few subtle cards to help a colorless theme but that don't clash with the pentad theme outright. Artifact creatures with colored activated abilities, a common land that produces colorless mana and has an activated ability that requires no color, a few cards with protection from colors (which colorless cards are strong against). Then, in set 2, a clear deck already has a few cards in the first set to help. In the second set, you just place a few helper cards for the pentad theme. A cycle of hybrid cards, a City of Brass-esque card, a really good land-searcher card in green (or an artifact, to fit both themes at once), etc.
The planted cards don't have to mention the other theme outright, but you can include simple cards that have a subtle slant one way or the other or at least make the opposite theme (from the set it's in) matter more.
It happens. Sometimes mechanics start out filling a particular role in our heads, but they don't translate well into reality. But it's always good to find simple mechanics that perform a similar function. Have your cake and eat it, too.
Why not? Paying for your card and then his? The mana cost incurred seems to be limit enough. You can only get what you can pay for, after all.
Two variables in an effect at least looks more elegant. The keyword (or in this case, ability word) itself is streamline and the effect remains fairly simple. The problem with your version wasn't complexity of the mechanic itself, but in the phrasing of the keyword.
The a(nother) is for situations as follows:
A colorless burn spell with vengeance that triggers on colorless cards put in your graveyard would want the word 'another' to prevent the spell from triggering its own vengeance ability as it resolves. It was a way to allow multiple vengeance castings without making a card trigger itself.
On the flipside, a blue bounce spell triggering off a white card put in your graveyard with use the 'a' phrasing. "You may cast ~ for its vengeance cost when a white card is put into your graveyard."
The 'a(nother)' is just a stand in for the phrasing requirements of different uses of the mechanic.
You're quite welcome. Critiquing the work of others is a way of honing our own skills, as well.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
The difference here though is that Changeling was an ability that worked well with a theme that was already well established throughout the set.
Pentad, on the other hand, is where the only multicolor lies in this set (aside from the Remnants cycle, 10 cards, and those are hybrid). This set rewards you for playing multicolor cards, which is usually fine because multicolor is harder to play than monocolor, but then this set throws a keyword all over mono-color cards that makes them multicolor. From browsing through the cards, I see no reason to play anything other than a pentad deck, since that's where the majority of the benefit lies.
Keywords should enhance already prevalent themes. They shouldn't be what holds the set together. I would find it hilarious if Humble were reprinted in this set.
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
Can't seem to find the MSE thread. even searched the site and nothing came up. guess i'll just hand-format until i find it.
can you move cards from one MSE set to another?
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In any case, it'd also be nice to know the current count of how many cards you have, and how many cards you plan to make.
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
You're of course right, but I was speaking of the mechanic in a more abstract sense. Pentad in the abstract is great at smoothing out mechanics that make colors matter. Of course, the way the set exists now, the only cards that take advantage of colors mattering are pentad cards, for the most part. But with some adjustments, pentad and clear can both be used to great effect.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Finally, the guilds realized that their rule was about to become irrelivant, so they decided to put their struggles asside and become one to combat the rebels. That's where my set starts.
set 1) guilds at each other's throats for unknown reason. would feature:
few things to work out. vengeance and benifactor can switch or both be in both sets. either way, works out.
real thing to decide is which guilds are in the first set. one option is to get rid of all of the enemy colored guilds, under the justification that their diferences within the guild ripped them apart during the war. or, have a few (5?) alliances that are either like the shards (WGU or enemy colored alliances WBG. i think 5 different guilds/alliances are manageable, as the focus doesn't really have to be on them
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The MSE Thread.
And yes, you can cut and paste cards and keywords from one set file to another. The cut/copy/paste icons are right in the toolbar across the top of the program window.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
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This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
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Backstory:
Ir was once a paradise. Crystal blue seas, green landscapes, and world peace. Unfortunately, things aren't quite the same anymore. By some unknown means, the mana that fueled the land of Ir has disappeared, and what was once a vibrant world began to fade. Forests shriveled, volcanoes grew silent, the sea turned black and the ground gray. The once peaceful inhabitants began to fight over the little colored mana that was left.
Block Theme: Color/Colorless matters
Set 1
Flavor: Ir is running out of mana, and each color-aligned faction fights for what's left.
Themes: Color "Tribal" & Color Hate
Each color gets many cards that boost their own color and hose all other colors. Colorless cards, show up in small numbers and act only as "changelings" which can get around hosing.
Set 2
Flavor: The colorless faction begins to rise to power, and the colors, while still at war, realize they may need to work together to protect the mana that's left.
Theme: Ally color "Tribal," Color/Colorless hate
Colors now get cards that boost their own color as well as their two allied colors. The theme of colors hating enemy colors continues. Colorless cards now have a large role in the set, and both colorless and colored cards begin to hose each other.
Set 3
Flavor: With Ir's mana almost gone, the colored forces align to fight the enormous ranks of the colorless forces.
Theme: Color vs. Colorless
Colorless cards now make up a majority of the set. Both colored and colorless cards continue to boost themselves and hose each other.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
UR Storm WUBRG Sunnyside Up W Death+Taxes BR 7->0:60 Discard
EDH
GU Vig RWU Zedruu BR Olivia
Play Magic online free with GCCG!
Download it here -- (My Username is ShinkyP)
Trade Thread: Here!
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing