Hello everyone and welcome to the fourth in my five-part series of spoiler threads for my Enemy Wedge set, Fracture. You've already seen Israfiel, Wujal and Valedon (which I'll be returning to soon for one last update and full shard reveal) and now it's time to take a trip to the somber BGW world of Amduat (ahm-DUE-aht].
After the shattering of one world into five, the demi-plane that would become known as Amduat was the most stable. Severed ties to the cold progress of blue and reckless spontaneity of red led to a world dominated by harmony. Life cycled into death which fed back into new life, communities and individuals existed in relative ease, light and dark had found a steady equilibrium. Amduat was about as steady and even as a plane often gets in the Multiverse, but then came the second Sundering.
Centuries after Amduat had parted ways from its brother and sister shards, a powerful necromancer named Shemure concocted a plot to not simply undo death to create minions but to command death itself and conquer his own mortality. To do so, he tapped into the Everflow, Amduat's unseen streams of spiritual energies (and revered home of the dead to many of Amduat's cultures) and squeezed. The violation was as disastrous as it was successful. Shemure had secured himself immortality, but his physical form was doomed to decay as it should have. Only his mastery of death magic and subsequent forays into life-preserving rituals have allowed him to escape the fate of being reduced to a barely-animated skeleton.
Amduat itself fared far worse. The Everflow was in its way the source of all life on the plane, its energies birthed the new souls inhabiting newly-created life. After Shemure's sacrilegious tampering with the natural order, the Everflow no longer supplied such energy and new life was rendered impossible. Societies soon panicked in light of the realization that this generation would be their last. Cities soon crumbled as desperate people tired to cope with the full reality of the situation.
It's been centuries since the Second Sundering. Some societies still stand, though many fell to dust and extinction. Life persists, resolutely holding on to existence in whatever way it can. Many turned to necromancy, some to spiritcalling and alchemy. But the world likely would have faded if not for the Canopan order of monks. A reclusive order of trolls, the Canopan order were the only ones to maintain their link with the Everflow. While others could still establish brief connections to the Everflow with powerful magic (connections useful for little beyond small bursts of spiritual energy and nothing near what it would take to preserve life), the trolls were blessed to have the same connection they had even prior to the Second Sundering. Their order was still able to procreate. They soon emerged from seclusion to proliferate their rituals for the preservation of life. Races gifted with such rituals still could not create new life, but they were able to renew what lives they still had, the benevolent reflection of Shemure's original act of depravity. The monks hope that through their teachings, the other races will one day be as worthy as they have been and will reestablish their link with the Everflow. Until that day, they act as Amduat's lifeline, nurturing a natural order that has been bent and misshapen by pride and ambition.
Amduat as a shard is deeply concerned about life and death. The living (creatures on the battlefield) will doggedly fight to maintain their lives and the dead (cards in your graveyard) are either tools to be used or precious fallen to be honored and revered. Either way, this is a shard that cares about what's in the 'yard. Some may want to abuse the dead and others may want to preserve and restore, but though the motivations differ, the methodology does not. As such, we arrive at the keyword mechanic for the set: Salvage.
Salvage <cost> (Put a creature card in your graveyard onto the bottom of your library. This creature gets +1/+1 and gains all abilities of that creature until end of turn. Salvage only as a sorcery.)
The dead are a source of both inspiration as well as power. Living denizens of Amduat use the dead to fuel their own self-serving ends or seek to honor the dead and preserve them for the future. Amduat has survived this long in part because of its willingness not to see death as an end, but as just another step of a larger cycle. Everything has its use and nothing is wasted because what little life remains on the plane is precious.
Apophisian Lackey2W
Creature — Thrull Cleric (C)
Salvage 1W(Put a creature card in your graveyard onto the bottom of your library. This creature gets +1/+1 and gains all abilities of that creature until end of turn. Salvage only as a sorcery.) Stitched together from rotted parts of the dead, the thrulls are always searching for better parts.
1/3
Amduat Archmage2B
Creature — Zombie Shaman (U) G, T: Regenerate target creature. W, T: Exile target card in a graveyard. “Immortality can be ours if we just choose to exploit the righteous path.”
2/2
Apophisian Necromancer1B
Creature — Human Shaman (C)
Salvage 1B(Put a creature card in your graveyard onto the bottom of your library. This creature gets +1/+1 and gains all abilities of that creature until end of turn. Salvage only as a sorcery.) “Every soul devoured brings me one step closer to ruling this dying world.”
2/1
Harvest of Secrets3BB
Enchantment (R)
Skip your draw step. B, Exile a creature card from your graveyard: Draw a card. “You see a place to rest the dead, I see a vast library waiting to be read.” -Keres, Apophisian necromancer
Shemure the Lich-King3BBB
Legendary Creature — Zombie Shaman (M)
At the beginning of your upkeep, sacrifice a creature unless you pay GW.
You may cast creature cards in your graveyard as though they were in your hand.
4/4
Pet of the Sur-Dryad5GG
Creature — Plant Zombie Hound (R)
Pet of the Sur-Dryad gets +4/+4 if you have no cards in your graveyard.
Salvage 3G(Put a creature card in your graveyard onto the bottom of your library. This creature gets +1/+1 and gains all abilities of that creature until end of turn. Salvage only as a sorcery.)
5/5
Canopan HopethreaderGW
Creature — Troll Monk (U)
Vigilance
Salvage 3(Put a creature card in your graveyard onto the bottom of your library. This creature gets +1/+1 and gains all abilities of that creature until end of turn. Salvage only as a sorcery.) “Birth may have abandoned you, but death can be evaded just as well.”
1/3
Summoner of the Everflow2GW
Creature — Troll Monk (R)
At the beginning of your upkeep, regenerate each creature you control. Though Shemure’s ambitious gambit severed the Everflow’s deep connection with the living ages ago, the Canopan monks found their link to the spiritual realm still intact. They have utilized it to preserve Amduat’s living inhabitants since.
3/3
Amduat CharmBGW
Instant (U)
Choose one — Return target creature card from a graveyard to play under your control; or shuffle all land cards in your graveyard into your library; or gain life equal to the number of cards in all graveyards. Amduat is a world where hope keeps alive what ambition nearly claimed.
Stir the SoulsBGW
Enchantment (R) X, Put the top X cards of your library into your graveyard: Gain X life. “The cycle of life and death has been shattered here, twisting upon itself in a vile parody of natural order. Nothing birthed in centuries and the dead doomed to never find rest. This world desires a return to balance.” -Mezoti Azaan
Obelisk of Amduat3
Artifact (U)
T: Add B, G or W to your mana pool. In the centuries before Canopan missionaries began to proliferate their civilization-saving life magics, desperate cultures sought the power of the obelisks to bring them life renewed.
Next time, I'll be taking a closer look at the Canopan monks and their splinter sect that has a different take on why their race alone is still able to procreate. I'll also talk a little about the nature of conflict in a world where each individual life is precious.
My biggest qualm with Salvage is that if the players forget what abilities the salvaged creature had (or worse, the players forget and then the library is shuffled), there's no way to legally check. Could the flavor be reworked to have exiling the dead creature cards as a cost instead? There's also the issue of grafting on multiple characteristic-defining static abilities (see Maro) in cross-block play.
My biggest qualm with Salvage is that if the players forget what abilities the salvaged creature had (or worse, the players forget and then the library is shuffled), there's no way to legally check.
I don't see that being too massive a problem since salvaging effects only last the turn and will likely only be done in small numbers in the precombat mainphase. I don't think memory issues are going to present a problem to the bulk of players until you salvage four plus cards, which isn't going to be a common occurrence.
The ability could be streamlined to only adopt keyword abilities, which I think streamlines most of the complexity away and with it the majority of memory issues inherent to the mechanic.
Could the flavor be reworked to have exiling the dead creature cards as a cost instead?
It could, but since the shard as a whole is going for a slow and steady perseverance/attrition feel, I don't think exiling resources (and cards in graveyards are very much a resource here, even beyond salvage) contributes to that. It does create and interesting tension within the shard but I think for the main ability of this wedge, it should closely promote the primary ideals the shard is working with - in this case, an attitude of wasting nothing and recycling everything to the utmost efficiency.
I'd rather alter the ability to copy a refined range of abilities than give up the recycling flavor/utility.
There's also the issue of grafting on multiple characteristic-defining static abilities (see Maro) in cross-block play.
The set has none, though I don't see that as a major problem since if I'm not mistaken, layers and the rules thereof makes this corner case a nonissue. If a creature with salvage adopts two or more characteristic-defining static abilities (say, a Maro and a Lhurgoyf), the most recent one is the one that takes precedent. Though, again, this is probably solved far more easily by just making keyworded abilities copied than reworking the mechanic as a whole.
The Canopan monks have served as Amduat's sole lifeline for many years now, their magic warding off a dismal end that should have occurred centuries ago. Once a race shunned and isolated because of their beastly appearance, societies that once ostracized the trolls are now deeply reliant on them for continued life. Canopan trolls are now celebrated visitors in every city, village and outpost, often treated with reverence reserved for deities. Rulers and nobles offer great troves of riches to monks arriving in their lands to rejuvenate their inhabitants, but the trolls accept no gifts of wealth. They preserve the world because that's what they believe they were chosen to do.
But a splinter sect has emerged within the order, a sect calling itself Sunfallow. Trolls of the Sunfallow sect believe that the Everflow chose the trolls and the trolls alone to survive the Second Sundering and that the other races were destined to perish. They feel that the benevolent acts of preservation carried out by the main Canopan order are sacrilege, that the monks are keeping alive those that ought to be long dead. The Sunfallow sect had been long reclusive but their quiet bitterness is now becoming far more vocal dissent to Amduat's status quo. A few enterprising trolls have decided to correct what they see as a further perversion of the natural order by attacking villages and outposts aided by Canopan monks. The Sunfallow believe killing those who would have been dead ages ago if not for their brethren is their divine duty and though they have yet to take on the well-defended cities, several smaller communities have already come under attack. Each new generation of trolls are becoming increasingly more questioning about which path is the correct one, and the Sunfallow's ranks are growing.
Absolute Preservation :2mana::symw::symw:
Enchantment (R)
At the beginning of your upkeep, you may put a stasis counter on target creature.
Creatures with stasis counters on them can’t attack or block and their activated abilities can’t be played.
Bridle of Souls :1mana::symw:
Enchantment (U)
Whenever a creature card leaves your graveyard, you may tap or untap target creature. “We must learn to control the other races of this world. As they march slowly to extinction, they will resist the idea of our kind inheriting this world.” -Menat, sunfallow chosen
Doubtless Devotee
Creature — Human Monk (C)
Defender
Whenever Doubtless Devotee blocks, gain 2 life. “They came to seek the hope of our magic, they stayed to defend it believing it will save them from an ignoble end. Fools, they only stave off the inevitable.” -Menat, sunfallow chosen
2/2
Canopan Warrior :2mana::symg::symg:
Creature — Troll Warrior (C)
:symg:: Regenerate Canopan Warrior. “Little embodies the preservation of valuable life better than the scaly hides of trolls.” -Mezoti Azaan
2/4
Reconstitute :2mana::symg:
Sorcery (U)
When Reconstitute is put into your graveyard from anywhere, you may shuffle your graveyard into your library.
Draw a card.
Sunfallow Troll :symb::symg::symw:
Creature — Troll Rogue (C)
Lifelink
:1mana:: Regenerate Sunfallow Troll. “Not every Canopan troll is a benevolent missionary. The Sunfallow sect believes that the other races lost the ability to procreate for a reason and that they alone were chosen to inhabit Amduat.” -Mezoti Azaan
3/3
Canopan Tomb
Land (U)
:symtap:: Add 1 to your mana pool.
:1mana:, :symtap:: Gain 2 life if you have three or more cards in your graveyard. The Canopan monks’ dramatic life magics have helped keep Amduat’s other species alive for centuries, but even their magic has limits.
I'm updating now with the full card list for Amduat. I did a major tweak on the salvage ability that I think cleans it up rather well.
Absolute Preservation :2mana::symw::symw:
Enchantment (R)
At the beginning of your upkeep, you may put a stasis counter on target creature.
Creatures with stasis counters on them can’t attack or block and their activated abilities can’t be played.
Anguished Souldrinker :2mana::symw::symw:
Creature — Spirit (U)
Lifelink “So desperate this world is to feel alive, the dead cling hopelessly to whatever scraps of that sensation they can steal from those who barely have enough to spare.” -Mezoti Azaan
3/2
Apophisian Lackey :2mana::symw:
Creature — Thrull Cleric (C)
Salvage :1mana::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.) Stitched together from rotted parts of the dead, the thrulls are always searching for better parts.
1/3
Bridle of Souls :1mana::symw:
Enchantment (U)
Whenever a creature card leaves your graveyard, you may tap or untap target creature. “We must learn to control the other races of this world. As they march slowly to extinction, they will resist the idea of our kind inheriting this world.” -Menat, sunfallow chosen
Doubtless Devotee
Creature — Human Monk (C)
Defender
Whenever Doubtless Devotee blocks, gain 2 life. “They came to seek the hope of our magic, they stayed to defend it believing it will save them from an ignoble end. Fools, they only stave off the inevitable.” -Menat, sunfallow chosen
2/2
Everflow Wanderer :4mana::symw:
Creature — Spirit (R)
Flying; defender
Whenever you salvage a creature card, Everflow Wanderer loses defender until end of turn.
Salvage :1mana::symw::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/8
Everseer Monk :2mana::symw:
Creature — Human Monk Cleric (C)
:1mana::symw:, Sacrifice Everseer Monk: Destroy target artifact or enchantment. “When life is so very precious, even the zealous refuse to throw it away for anything but issues of greatest importance.” -Mezoti Azaan
2/2
Hand of Consolation :symw::symw:
Creature — Avatar (R)
Flying
Whenever a creature card leaves a graveyard, put a +1/+1 counter on Hand of Consolation.
1/1
Keeper of Sokar :2mana::symw::symw:
Creature — Human Soldier (U)
Vigilance
Whenever a creature card in your graveyard becomes the target of a spell or ability, Keeper of Sokar gets +1/+2 until end of turn.
2/2
Lapse
Sorcery (U)
Shuffle target creature into its owner’s library. Its controller gains 5 life. “From the Everflow we were birthed and to the Everflow we will one day return. The passage need not be one we mourn.”
Lifeknitter :2mana::symw:
Creature — Human Cleric (C)
:symtap:: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Cycling :1mana::symw: (:1mana::symw:, Discard this card: Draw a card.)
1/1
Moonlit Wake :2mana::symw:
Enchantment (U)
Whenever a creature dies, you gain 1 life. “The long-eared stranger began appearing at our funerary rites several years ago, his silent prayers soothing the pain of another loss. Though not of our kind, he has become a welcome presence in times of mourning.” -Amon, Sokar priest
Nightcover Witch :1mana::symw::symw:
Creature — Hag Cleric (R)
Protection from black
Other creatures you control get +0/+3. Those that survive Amduat’s harsh nights have stories to tell, and powerful secrets to share.
1/4
Purge the Unworthy :1mana::symw:
Sorcery (C)
Exile target creature card in a graveyard. You gain 4 life. In a world where the dead get second chances, the pitscullers of Hekah judge who is worthy of those second chances.
Rising of the Elders :3mana::symw::symw:
Sorcery (R)
Put each creature card in a graveyard on the bottom of their owners’ libraries. You gain 1 life for each creature card put on the bottom of a library this way.
Tortured Soulguide :1mana::symw:
Creature — Human Cleric (U)
Whenever a creature card leaves your graveyard, you may gain 1 life. The dead of Sokar wait in repose for their spirits to be returned to them. Some will wait for an eternity for what will never return.
2/1
Ushabti Spiritcaller :3mana::symw:
Creature — Insect Cleric (C)
:1mana::symw:, Exile a creature card in your graveyard: Target creature gets +3/+3 and gains lifelink until end of turn. “Harnessing the energy of the dead to fill an empty husk is exactly the sort of depraved act one could expect from a race barely above clicks to communicate.” -Amon, Sokar priest
1/3
Void of Progress :2mana::symw:
Enchantment — Aura (C)
Enchant creature
You may cast Void of Progress from your graveyard as though it were in your hand.
Enchanted creature doesn’t untap during its controller’s untap step.
Amduat Archmage :2mana::symb:
Creature — Zombie Shaman (U)
:symg:, :symtap:: Regenerate target creature.
:symw:, :symtap:: Exile target card in a graveyard. “Immortality can be ours if we just choose to exploit the righteous path.”
2/2
Apophisian Necromancer :1mana::symb:
Creature — Human Shaman (C)
Salvage :1mana::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.) “Every soul devoured brings me one step closer to ruling this dying world.”
2/1
Blade of the Midlight Hive :2mana::symb::symb:
Creature — Insect Warrior Rogue (C)
First strike The crusted spires that litter Amduat’s landscape are but mere entrances to the vast hives hidden below. But each lonely spire is protected by footsoldiers each more sinister and merciless than the last.
3/1
Enemy of Repose :4mana::symb::symb:
Creature — Horror (R)
First strike
When Enemy of Repose is dealt damage, exile that many cards from any number of graveyards or lose that much life.
7/7
Fallen Hive-Guard :2mana::symb:
Creature — Insect Zombie Warrior (C)
Whenever Fallen Hive-Guard becomes blocked, sacrifice it at end of turn.
Cycling 2(:2mana:, Discard this card: Draw a card.)
3/1
Fleshcrafter Zombie :4mana::symb:
Creature — Zombie Shaman (U)
:1mana::symg:, :symtap:: Put a 1/1 black, green and white Thrull creature token into play. “Zombified beings lose most of what made them alive. All that remains are basic motor skills and vague memories of minor tasks. Under all that, however, lay traces of sentience; especially the desire for companionship.” -Mezoti Azaan
3/2
Grave Plundering :3mana::symb::symb::symb:
Sorcery (R)
Put all creature cards from target graveyard into play under your control. They gain haste until end of turn. At end of turn, exile them.
Harvest of Secrets :3mana::symb::symb:
Enchantment (R)
Skip your draw step.
:symb:, Exile a creature card from your graveyard: Draw a card. “You see a place to rest the dead, I see a vast library waiting to be read.” -Keres, Apophisian necromancer
Hekah Pitsculler :1mana::symb:
Creature — Human Shaman (C)
:3mana::symw:, :symtap:: Exile target creature card in a graveyard. You gain life equal to its toughness. “Pick through enough refuse, you eventually come upon things best not recovered.”
2/1
Legion of Athyr :2mana::symb::symb:
Creature — Troll Zombie Warrior (U)
Whenever a permanent is regenerated, Legion of Athyr gets +1/+0 until end of turn.
:1mana::symb:: Regenerate Legion of Athyr.
2/2
Lifekeeper Lich :3mana::symb:
Creature — Zombie Shaman (U)
Cycling :3mana::symb::symb: (:3mana::symb::symb:, Discard this card: Draw a card.)
Whenever you cycle Lifekeeper Lich, return target creature card in your graveyard to play.
3/1
Morbid Fascination :1mana::symb::symb:
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/+1 for each creature card in your graveyard.
Mortality’s Herald
Creature — Human Shaman (C)
:2mana::symb:, :symtap:, Sacrifice a black creature, a green creature, and a white creature: Search your library for a card named Mortality Tether and put it onto the battlefield. Then shuffle your library.
1/1
Muse of the Lich-King :3mana::symb::symb:
Creature — Zombie Shaman (R)
Whenever Muse of the Lich-King deals combat damage to an opponent, you may search your library for up to two creature cards and put them into your graveyard. Shuffle your library afterward.
Salvage :1mana::symb::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/2
Nomarch of the Dreadlands :2mana::symb::symb:
Creature — Human Shaman Lord (R)
Zombie, Skeleton, and Thrull creatures you control get +1/+1 and have lifelink. “He is a king of a rotted empire doomed to crumble within his own fragile lifespan. Threat? Ha! How can something so fleeting be a threat to the eternal?” -Shemure the Lich-King
3/2
Odious Wretch :2mana::symb:
Creature — Hag Rogue (C)
Whenever a creature is regenerated, each opponent loses 1 life. “For life to be given, it must be taken from another. The Lich-King learned of this balance when he broke this world.”
2/2
Resounding Fear :3mana::symb::symb:
Sorcery (R)
Return target creature, land or enchantment card in a graveyard to play under your control.
Cycling :5mana::symb::symg::symw: (:5mana::symb::symg::symw:, Discard this card: Draw a card.)
When you cycle Resounding Fear, choose creature, land or enchantment. Return all cards of the chosen type from a single graveyard to play under your control.
Roaming Ghastlord :1mana::symb::symb:
Creature — Spirit (U)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
Cycling :1mana::symb: (:1mana::symb:, Discard this card: Draw a card.)
2/1
Rotting Scrullhog :2mana::symb::symb:
Creature — Zombie Boar (U)
Salvage :2mana::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/1
Saturnine Creation :symb::symb:
Sorcery (U)
Exile any number of creature cards in your graveyard. For each card exiled this way, put two 1/1 black, green and white Thrull creature tokens into play.
Shemure the Lich-King :3mana::symb::symb::symb:
Legendary Creature — Zombie Shaman (M)
At the beginning of your upkeep, sacrifice a creature unless you pay GW.
You may cast creature cards in your graveyard as though they were in your hand.
4/4
Souldrinker's Concoction :1mana::symb::symb:
Enchantment (U)
:1mana::symb::symb:, Sacrifice a creature: Target opponent loses 3 life. You gain 3 life. The bitter, heady brew both blinds the senses and loosens the lifeforce, making it ripe for the picking.
Stale Brume :1mana::symb:
Enchantment (C)
Whenever a creature card leaves your graveyard, each opponent loses 1 life. No matter how strong the funerary incense, dig through enough corpse-pits and before long you’ll unleash the seeping stench of death.
Thrull Plaguebomb
Creature — Thrull Rogue (C)
:1mana::symb:, Sacrifice Thrull Plaguebomb: Target creature gets -1/-1 until end of turn. Its body is but a barely-living jar to contain the festering death within.
1/1
Tombsorrow Titan :5mana::symb:
Creature — Zombie Giant Shaman (U)
Tombsorrow Titan can’t block.
Salvage :3mana::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
5/3
Turn Back :3mana::symb:
Instant (C)
Target player loses life equal to the amount of life he or she gained this turn.
Draw a card.
Vizier's Footsoldier :3mana::symb:
Creature — Skeleton Soldier (C)
Salvage :2mana::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.) Ashes to gashes, bones to bust.
5/1
Voice of Oblivion :5mana::symb::symb:
Creature — Spirit (R)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
At the beginning of each upkeep, each player exiles a creature he or she controls.
4/6
Accorder of Vitality :3mana::symg:
Creature — Dryad Warrior (U)
Vigilance
:symg:, :symtap:: Target creature gets +2/+2 until end of turn. The Accorders fight an undying battle against death itself.
2/3
Bend the Chain
Enchantment — Aura (C)
Enchant permanent
Whenever a creature card leaves your graveyard, untap enchanted permanent.
Canopan Warrior :2mana::symg::symg:
Creature — Troll Warrior (C)
:symg:: Regenerate Canopan Warrior. “Little embodies the preservation of valuable life better than the scaly hides of trolls.” -Mezoti Azaan
2/4
Diligent Missionary
Creature — Human Monk (C) Though not able to become full disciples of the Canopan faith, many humans dedicated their lives to learning and proliferating the trolls’ rituals for preserving life as well as their attitudes for not wasting such precious gifts.
0/3
Eulogize the Unnatural :3mana::symg:
Instant (U)
Destroy target artifact or enchantment. Gain life equal to its converted mana cost. The unnatural makes for terrible mulch, but the dryads were left no room to complain.
Greenseether :2mana::symg:
Creature — Dryad Shaman (C)
:symtap:: Untap target creature or basic land.
Cycling :1mana::symg: (:1mana::symg:, Discard this card: Draw a card.)
1/1
Ground Seal :1mana::symg:
Enchantment (R)
When Ground Seal comes into play, draw a card.
Cards in graveyards can’t be the targets of spells or abilities.
Hive-Guard Awakening :2mana::symg::symg:
Enchantment (R)
Whenever a creature card leaves your graveyard, put two 1/1 green Insect Soldier creature tokens with provoke into play.
Hopethreader Chant :1mana::symg::symg:
Sorcery (C)
Gain 6 life.
Cycling (:symg:, Discard this card: Draw a card.) “May this life last long enough to one day beget another.”
Hunting Mossdog :2mana::symg:
Creature — Plant Hound (U)
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.) Not all the dryads’ seedlings are content to stand still and wait to be nourished.
3/1
Lichenwraith :2mana::symg::symg:
Creature — Plant Zombie (U)
Reach
:symg:: Regenerate Lichenwraith. The darkest orchards bear the bitterest fruits.
3/3
Pet of the Sur-Dryad :5mana::symg::symg:
Creature — Plant Zombie Hound (R)
Pet of the Sur-Dryad gets +4/+4 if you have no cards in your graveyard.
Salvage :3mana::symg: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
5/5
Reconstitute :2mana::symg:
Sorcery (U)
When Reconstitute is put into your graveyard from anywhere, you may shuffle your graveyard into your library.
Draw a card.
Restock :3mana::symg::symg:
Sorcery (R)
Return two target cards from your graveyard to your hand. Exile Restock. “The Scarabs unleashed a terrible screech and within moments, their fallen were back on their fight. This is not a fight we can win, my liege.” -General Pisiris of Apophis, at the last battle of Midlight Hive
Scargrove Warden :2mana::symg:
Creature — Human Shaman (C)
Salvage :1mana::symg: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
2/1
Sur-Dryad Loamcrafter :1mana::symg:
Creature — Dryad Shaman (C)
:symg:, Sacrifice Sur-Dryad Loamcrafter: Return a land card in your graveyard to the battlefield. “If I must give up what I have been blessed with to preserve that which blesses me, so be it.”
1/1
Thresher Titan :8mana::symg::symg::symg:
Creature — Wurm (R)
Trample
Whenever a creature dealt combat damage by Thresher Titan this turn would die, instead exile it and put a +1/+1 counter on Thresher Titan.
8/8
Canopan Hopethreader :symg::symw:
Creature — Troll Monk (U)
Vigilance
Salvage 3(Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.) “Birth may have abandoned you, but death can be evaded just as well.”
1/3
Mezoti Azaan :1mana::symg::symw:
Planeswalker — Mezoti (M)
+1: Target creature is indestructible until the beginning of your next upkeep.
+0: Put a 0/1 colorless Guardian creature token into play. Then put a +1/+1 counter on it.
-2: Double the number of counters on target permanent.
-8: You gain an emblem with “Prevent all damage that would be dealt to you.”
Parapet Highguard :symg::symw:
Creature — Human Archer (C)
Reach
:symw:, :symtap:: Parapet Highguard deals 1 damage to target attacking creature. “Graverobbers storm our funerary mounds, greedy not for the riches laid to honor the dead, but the flesh of the dead itself. Eliminate any who dare disturb the soil.” -Bazet, Sokar bowmaster
1/2
Summoner of the Everflow :2mana::symg::symw:
Creature — Troll Monk (R)
At the beginning of your upkeep, regenerate each creature you control. Though Shemure’s ambitious gambit severed the Everflow’s deep connection with the living ages ago, the Canopan monks found their link to the spiritual realm still intact. They have utilized it to preserve Amduat’s living inhabitants since.
3/3
Awakening Calm :2mana::symw::symb:
Instant (C)
Creatures you control get +1/+1 until end of turn for each creature card in your graveyard.
Draw a card.
Claw of the Midlight Hive :2mana::symw::symb:
Creature — Insect Rogue (U)
First strike
Salvage :symw::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
3/1
Joyless Oathmage :symw::symb:
Creature — Insect Cleric (C)
Whenever Joyless Oathmage becomes the target of a spell or ability, exile a card in your graveyard and gain 1 life. Kheper priests act as cleaners within the hive, cleaning out the dead and honoring their husks with somber ritual.
2/2
Subdue Necromancy :symw::symb:
Sorcery (R)
Exile all cards in target player’s graveyard. “When the enemy seeks to turn our fallen against us, leave them no ally to call upon.” -Amon, Sokar priest
Bargain of the Lichmaster :3mana::symb::symg:
Sorcery (R)
As long as Bargain of the Lichmaster is in your graveyard, you may cast spell cards in your graveyard as though they were in your hand.
Rotborne Shambler :3mana::symb::symg:
Creature — Elemental (C)
Rotborne Shambler gets +1/+1 for each creature card in your graveyard. Every loss a triumph, every disaster a banquet.
2/2
Snorting Scrullhog :2mana::symb::symg:
Creature — Zombie Boar (U)
:symb::symg:: Regenerate Snorting Scrullhog.
Salvage 3(Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/3
Witch of Fell Mound :1mana::symb::symg:
Creature — Hag Shaman (C)
:1mana:: Regenerate target creature you control. The hedge-mages can do little for the dead buried at Fell Mound, but for reasons none can discern, they do assist those who come to honor the lost.
2/1
Amduat Charm :symb::symg::symw:
Instant (U)
Choose one — Return target creature card from a graveyard to play under your control; or shuffle all land cards in your graveyard into your library; or gain life equal to the number of cards in all graveyards. Amduat is a world where hope keeps alive what ambition nearly claimed.
Emissary of the Hive-King :2mana::symb::symg::symw:
Creature — Insect Soldier (U)
Lifelink
Salvage :symb::symg::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
5/4
Hive-King Askabos :3mana::symb::symg::symw:
Legendary Creature — Insect Shaman (M)
Put the top three cards of your library into your graveyard: Hive-King Askabos gains deathtouch, trample and vigilance until end of turn.
Salvage :symb::symg::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/5
Hive-King's Attendant :1mana::symb::symg::symw:
Creature — Insect Advisor (R)
:symtap:: Return target creature card in your graveyard to play tapped. All damage that would be dealt to you this turn is dealt to that creature instead. “Without a Queen, it will be the Pawns that will protect our King.”
3/4
Mortality Tether :3mana::symb::symb::symg::symw:
Enchantment (M)
At the beginning of your upkeep, return a creature card from a graveyard to play with two +1/+1 counters on it. “Fear not of death. An end will one day come to you and I, but it will not be this day. In the meantime, we will be stronger for our journey.” -Mezoti Azaan
Stir the Souls :symb::symg::symw:
Enchantment (R) X, Put the top X cards of your library into your graveyard: Gain X life. “The cycle of life and death has been shattered here, twisting upon itself in a vile parody of natural order. Nothing birthed in centuries and the dead doomed to never find rest. This world desires a return to balance.” -Mezoti Azaan
Sunfallow Troll :symb::symg::symw:
Creature — Troll Rogue (C)
Lifelink
:1mana:: Regenerate Sunfallow Troll. “Not every Canopan troll is a benevolent missionary. The Sunfallow sect believes that the other races lost the ability to procreate for a reason and that they alone were chosen to inhabit Amduat.” -Mezoti Azaan
3/3
Book of the Lost
Artifact (R)
Whenever a creature card is put into your graveyard from anywhere, you may pay BGW. If you do, gain 3 life and draw a card.
Everflow Glaze
Artifact (U)
Creature cards in your graveyard have flying, first strike, trample, hexproof, lifelink and deathtouch.
Gravetender's Spade
Artifact (C)
:2mana:, :symtap:: Exile target card in a graveyard.
:2mana:, Sacrifice Gravetender’s Spade: Draw a card.
Lichmaster's Chalice
Artifact (R)
:symtap:, Sacrifice Lichmaster’s Chalice: Each player’s life total becomes equal to the number of creature cards in his or her graveyard.
Lifeknitter Satchel
Artifact (U)
:symb:, :symtap:: Regenerate target creature. It gets -1/-1 until end of turn.
:symg:, :symtap:: Regenerate target creature. It gets +1/+1 until end of turn.
:symw:, :symtap:: Regenerate target creature. You gain 2 life.
Midlight Shield
Artifact (U)
Whenever damage would be dealt by a creature, prevent that damage if a card that shares a name with that creature is in a graveyard.
Obelisk of Amduat
Artifact (U)
:symtap:: Add :symb:, or to your mana pool. In the centuries before Canopan missionaries began to proliferate their civilization-saving life magics, desperate cultures sought the power of the obelisks to bring them life renewed.
Amduat Panorama
Land (C)
:symtap:: Add 1 to your mana pool.
:1mana:, :symtap:, Sacrifice Amduat Panorama: Search your library for a basic Swamp, Forest or Plains card and put it into play tapped. Then shuffle your library. “Amduat’s grey skies shadow a world without hope, but brief rays of sunlight breaking through foreshadow hope yet to come.” -Mezoti Azaan
Canopan Tomb
Land (U)
:symtap:: Add 1 to your mana pool.
:1mana:, :symtap:: Gain 2 life if you have three or more cards in your graveyard. The Canopan monks’ dramatic life magics have helped keep Amduat’s other species alive for centuries, but even their magic has limits.
Gloomy Sepulcher
Land (U)
Gloomy Sepulcher comes into play tapped.
:symtap:: Add :symb:, or to your mana pool. Void of the joys true new life can bring, Amduat is a world in decay, kept alive only by the tenuous strands of life magic.
Grove of the Sur-Dryad
Land (U)
:symtap:: Add to your mana pool one mana of any color a land card in your graveyard could produce. As life on Amduat withers and dies only to be recycled, the dryads toil endlessly to cultivate and protect what little life remains in their groves.
Phamenoth, Shrine of the Everflow
Legendary Land (R)
:symtap:: Add 1 to your mana pool.
:symb::symg::symw:, :symtap:: Put target creature, land or enchantment card from your graveyard on top of your library.
Shrine at Fell Mound
Land (R)
:2mana:, :symtap:, Discard a creature card: For each colored mana symbol in that card’s mana cost, add one mana of that color to your mana pool. Activate this ability only any time you could cast an instant. (For example, if the card’s mana cost is :3mana::symw::symw::symb:, you add :symw::symw::symb: to your mana pool.)
His starting loyalty is 3. I debated on having him start at 2, but given that his abilities are all predominantly defensive in nature (and his + ability requires a creature to target or at least a loss in tempo by using his +0 to supply a dork to target next turn) and his ultimate will not win you the game (it in fact takes a great number of turns alternating his first three abilities to get Mezoti in a position to win a game on his own), I felt 3 wasn't a broken place to start.
I would suggest that Salvage work something like this:
GG: Salvage a creature card. ~ gets +1/+1 and has trample until end of turn.
where "Salvage" is defined as "place a card from your graveyard onto the bottom of your library."
Doing it this way eliminates memory issues and minimizes exile shenanigans, plus it prevents degenerate situations like the competing CDAs discussed above.
I would suggest that Salvage work something like this:
GG: Salvage a creature card. ~ gets +1/+1 and has trample until end of turn.
where "Salvage" is defined as "place a card from your graveyard onto the bottom of your library."
Doing it this way eliminates memory issues and minimizes exile shenanigans, plus it prevents degenerate situations like the competing CDAs discussed above.
And interesting alteration. It certainly cleans up a few things, but I'm not sure I like the shift from slow and adaptable (sorcery speed, but with the ability to grant the creature the best ability to suit a situation) to fast but rigid (fast enough to be a combat trick, but the bonus is static). I like the idea of parasitism meeting interdependency, it's a very black concept spun by white and green's philosophies. Your alteration feels like straight up parasitism without very much incentive to diversify. The feel I'm going for is honoring the dead and learning from them (nothing on Amduat is wasted; bodies are interned, souls are harvested for safekeeping or for fuel and memories are chronicled), your suggestion feels more like "eat dead, get stronger" which isn't a bad thing for black, but I don't think fits well with a BGW setting.
I think my exile until end of turn fix cleaned salvage up rather well. The cards remain accessible as long as they're relevant, which eliminates memory issues. And temporary exiling isn't too complex a thing to worry about it at common. And CDAs aren't much of an issue. They aren't present in the Limited setting and I think the rules are pretty straightforward about how they'd work in the rare instances of copying two in one turn. Sorcery speed also assists in keeping that simpler, I think.
After the shattering of one world into five, the demi-plane that would become known as Amduat was the most stable. Severed ties to the cold progress of blue and reckless spontaneity of red led to a world dominated by harmony. Life cycled into death which fed back into new life, communities and individuals existed in relative ease, light and dark had found a steady equilibrium. Amduat was about as steady and even as a plane often gets in the Multiverse, but then came the second Sundering.
Centuries after Amduat had parted ways from its brother and sister shards, a powerful necromancer named Shemure concocted a plot to not simply undo death to create minions but to command death itself and conquer his own mortality. To do so, he tapped into the Everflow, Amduat's unseen streams of spiritual energies (and revered home of the dead to many of Amduat's cultures) and squeezed. The violation was as disastrous as it was successful. Shemure had secured himself immortality, but his physical form was doomed to decay as it should have. Only his mastery of death magic and subsequent forays into life-preserving rituals have allowed him to escape the fate of being reduced to a barely-animated skeleton.
Amduat itself fared far worse. The Everflow was in its way the source of all life on the plane, its energies birthed the new souls inhabiting newly-created life. After Shemure's sacrilegious tampering with the natural order, the Everflow no longer supplied such energy and new life was rendered impossible. Societies soon panicked in light of the realization that this generation would be their last. Cities soon crumbled as desperate people tired to cope with the full reality of the situation.
It's been centuries since the Second Sundering. Some societies still stand, though many fell to dust and extinction. Life persists, resolutely holding on to existence in whatever way it can. Many turned to necromancy, some to spiritcalling and alchemy. But the world likely would have faded if not for the Canopan order of monks. A reclusive order of trolls, the Canopan order were the only ones to maintain their link with the Everflow. While others could still establish brief connections to the Everflow with powerful magic (connections useful for little beyond small bursts of spiritual energy and nothing near what it would take to preserve life), the trolls were blessed to have the same connection they had even prior to the Second Sundering. Their order was still able to procreate. They soon emerged from seclusion to proliferate their rituals for the preservation of life. Races gifted with such rituals still could not create new life, but they were able to renew what lives they still had, the benevolent reflection of Shemure's original act of depravity. The monks hope that through their teachings, the other races will one day be as worthy as they have been and will reestablish their link with the Everflow. Until that day, they act as Amduat's lifeline, nurturing a natural order that has been bent and misshapen by pride and ambition.
Amduat as a shard is deeply concerned about life and death. The living (creatures on the battlefield) will doggedly fight to maintain their lives and the dead (cards in your graveyard) are either tools to be used or precious fallen to be honored and revered. Either way, this is a shard that cares about what's in the 'yard. Some may want to abuse the dead and others may want to preserve and restore, but though the motivations differ, the methodology does not. As such, we arrive at the keyword mechanic for the set: Salvage.
Salvage <cost> (Put a creature card in your graveyard onto the bottom of your library. This creature gets +1/+1 and gains all abilities of that creature until end of turn. Salvage only as a sorcery.)
The dead are a source of both inspiration as well as power. Living denizens of Amduat use the dead to fuel their own self-serving ends or seek to honor the dead and preserve them for the future. Amduat has survived this long in part because of its willingness not to see death as an end, but as just another step of a larger cycle. Everything has its use and nothing is wasted because what little life remains on the plane is precious.
Apophisian Lackey 2W
Creature — Thrull Cleric (C)
Salvage 1W (Put a creature card in your graveyard onto the bottom of your library. This creature gets +1/+1 and gains all abilities of that creature until end of turn. Salvage only as a sorcery.)
Stitched together from rotted parts of the dead, the thrulls are always searching for better parts.
1/3
Amduat Archmage 2B
Creature — Zombie Shaman (U)
G, T: Regenerate target creature.
W, T: Exile target card in a graveyard.
“Immortality can be ours if we just choose to exploit the righteous path.”
2/2
Apophisian Necromancer 1B
Creature — Human Shaman (C)
Salvage 1B (Put a creature card in your graveyard onto the bottom of your library. This creature gets +1/+1 and gains all abilities of that creature until end of turn. Salvage only as a sorcery.)
“Every soul devoured brings me one step closer to ruling this dying world.”
2/1
Harvest of Secrets 3BB
Enchantment (R)
Skip your draw step.
B, Exile a creature card from your graveyard: Draw a card.
“You see a place to rest the dead, I see a vast library waiting to be read.” -Keres, Apophisian necromancer
Shemure the Lich-King 3BBB
Legendary Creature — Zombie Shaman (M)
At the beginning of your upkeep, sacrifice a creature unless you pay GW.
You may cast creature cards in your graveyard as though they were in your hand.
4/4
Pet of the Sur-Dryad 5GG
Creature — Plant Zombie Hound (R)
Pet of the Sur-Dryad gets +4/+4 if you have no cards in your graveyard.
Salvage 3G (Put a creature card in your graveyard onto the bottom of your library. This creature gets +1/+1 and gains all abilities of that creature until end of turn. Salvage only as a sorcery.)
5/5
Canopan Hopethreader GW
Creature — Troll Monk (U)
Vigilance
Salvage 3 (Put a creature card in your graveyard onto the bottom of your library. This creature gets +1/+1 and gains all abilities of that creature until end of turn. Salvage only as a sorcery.)
“Birth may have abandoned you, but death can be evaded just as well.”
1/3
Summoner of the Everflow 2GW
Creature — Troll Monk (R)
At the beginning of your upkeep, regenerate each creature you control.
Though Shemure’s ambitious gambit severed the Everflow’s deep connection with the living ages ago, the Canopan monks found their link to the spiritual realm still intact. They have utilized it to preserve Amduat’s living inhabitants since.
3/3
Amduat Charm BGW
Instant (U)
Choose one — Return target creature card from a graveyard to play under your control; or shuffle all land cards in your graveyard into your library; or gain life equal to the number of cards in all graveyards.
Amduat is a world where hope keeps alive what ambition nearly claimed.
Stir the Souls BGW
Enchantment (R)
X, Put the top X cards of your library into your graveyard: Gain X life.
“The cycle of life and death has been shattered here, twisting upon itself in a vile parody of natural order. Nothing birthed in centuries and the dead doomed to never find rest. This world desires a return to balance.” -Mezoti Azaan
Obelisk of Amduat 3
Artifact (U)
T: Add B, G or W to your mana pool.
In the centuries before Canopan missionaries began to proliferate their civilization-saving life magics, desperate cultures sought the power of the obelisks to bring them life renewed.
Next time, I'll be taking a closer look at the Canopan monks and their splinter sect that has a different take on why their race alone is still able to procreate. I'll also talk a little about the nature of conflict in a world where each individual life is precious.
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
Also, it's "draw step," not draw phase.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
I don't see that being too massive a problem since salvaging effects only last the turn and will likely only be done in small numbers in the precombat mainphase. I don't think memory issues are going to present a problem to the bulk of players until you salvage four plus cards, which isn't going to be a common occurrence.
The ability could be streamlined to only adopt keyword abilities, which I think streamlines most of the complexity away and with it the majority of memory issues inherent to the mechanic.
It could, but since the shard as a whole is going for a slow and steady perseverance/attrition feel, I don't think exiling resources (and cards in graveyards are very much a resource here, even beyond salvage) contributes to that. It does create and interesting tension within the shard but I think for the main ability of this wedge, it should closely promote the primary ideals the shard is working with - in this case, an attitude of wasting nothing and recycling everything to the utmost efficiency.
I'd rather alter the ability to copy a refined range of abilities than give up the recycling flavor/utility.
The set has none, though I don't see that as a major problem since if I'm not mistaken, layers and the rules thereof makes this corner case a nonissue. If a creature with salvage adopts two or more characteristic-defining static abilities (say, a Maro and a Lhurgoyf), the most recent one is the one that takes precedent. Though, again, this is probably solved far more easily by just making keyworded abilities copied than reworking the mechanic as a whole.
Ta.
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
But a splinter sect has emerged within the order, a sect calling itself Sunfallow. Trolls of the Sunfallow sect believe that the Everflow chose the trolls and the trolls alone to survive the Second Sundering and that the other races were destined to perish. They feel that the benevolent acts of preservation carried out by the main Canopan order are sacrilege, that the monks are keeping alive those that ought to be long dead. The Sunfallow sect had been long reclusive but their quiet bitterness is now becoming far more vocal dissent to Amduat's status quo. A few enterprising trolls have decided to correct what they see as a further perversion of the natural order by attacking villages and outposts aided by Canopan monks. The Sunfallow believe killing those who would have been dead ages ago if not for their brethren is their divine duty and though they have yet to take on the well-defended cities, several smaller communities have already come under attack. Each new generation of trolls are becoming increasingly more questioning about which path is the correct one, and the Sunfallow's ranks are growing.
Absolute Preservation :2mana::symw::symw:
Enchantment (R)
At the beginning of your upkeep, you may put a stasis counter on target creature.
Creatures with stasis counters on them can’t attack or block and their activated abilities can’t be played.
Bridle of Souls :1mana::symw:
Enchantment (U)
Whenever a creature card leaves your graveyard, you may tap or untap target creature.
“We must learn to control the other races of this world. As they march slowly to extinction, they will resist the idea of our kind inheriting this world.” -Menat, sunfallow chosen
Doubtless Devotee
Creature — Human Monk (C)
Defender
Whenever Doubtless Devotee blocks, gain 2 life.
“They came to seek the hope of our magic, they stayed to defend it believing it will save them from an ignoble end. Fools, they only stave off the inevitable.” -Menat, sunfallow chosen
2/2
Canopan Ministrations
Enchantment — Aura (U)
Enchant creature
:symg:: Regenerate enchanted creature.
:symg:: Attach Canopan Ministrations to target creature.
Canopan Warrior :2mana::symg::symg:
Creature — Troll Warrior (C)
:symg:: Regenerate Canopan Warrior.
“Little embodies the preservation of valuable life better than the scaly hides of trolls.” -Mezoti Azaan
2/4
Reconstitute :2mana::symg:
Sorcery (U)
When Reconstitute is put into your graveyard from anywhere, you may shuffle your graveyard into your library.
Draw a card.
Sunfallow Troll :symb::symg::symw:
Creature — Troll Rogue (C)
Lifelink
:1mana:: Regenerate Sunfallow Troll.
“Not every Canopan troll is a benevolent missionary. The Sunfallow sect believes that the other races lost the ability to procreate for a reason and that they alone were chosen to inhabit Amduat.” -Mezoti Azaan
3/3
Canopan Tomb
Land (U)
:symtap:: Add 1 to your mana pool.
:1mana:, :symtap:: Gain 2 life if you have three or more cards in your graveyard.
The Canopan monks’ dramatic life magics have helped keep Amduat’s other species alive for centuries, but even their magic has limits.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Enchantment (R)
At the beginning of your upkeep, you may put a stasis counter on target creature.
Creatures with stasis counters on them can’t attack or block and their activated abilities can’t be played.
Anguished Souldrinker :2mana::symw::symw:
Creature — Spirit (U)
Lifelink
“So desperate this world is to feel alive, the dead cling hopelessly to whatever scraps of that sensation they can steal from those who barely have enough to spare.” -Mezoti Azaan
3/2
Apophisian Lackey :2mana::symw:
Creature — Thrull Cleric (C)
Salvage :1mana::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
Stitched together from rotted parts of the dead, the thrulls are always searching for better parts.
1/3
Bridle of Souls :1mana::symw:
Enchantment (U)
Whenever a creature card leaves your graveyard, you may tap or untap target creature.
“We must learn to control the other races of this world. As they march slowly to extinction, they will resist the idea of our kind inheriting this world.” -Menat, sunfallow chosen
Doubtless Devotee
Creature — Human Monk (C)
Defender
Whenever Doubtless Devotee blocks, gain 2 life.
“They came to seek the hope of our magic, they stayed to defend it believing it will save them from an ignoble end. Fools, they only stave off the inevitable.” -Menat, sunfallow chosen
2/2
Everflow Wanderer :4mana::symw:
Creature — Spirit (R)
Flying; defender
Whenever you salvage a creature card, Everflow Wanderer loses defender until end of turn.
Salvage :1mana::symw::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/8
Everseer Monk :2mana::symw:
Creature — Human Monk Cleric (C)
:1mana::symw:, Sacrifice Everseer Monk: Destroy target artifact or enchantment.
“When life is so very precious, even the zealous refuse to throw it away for anything but issues of greatest importance.” -Mezoti Azaan
2/2
Hand of Consolation :symw::symw:
Creature — Avatar (R)
Flying
Whenever a creature card leaves a graveyard, put a +1/+1 counter on Hand of Consolation.
1/1
Keeper of Sokar :2mana::symw::symw:
Creature — Human Soldier (U)
Vigilance
Whenever a creature card in your graveyard becomes the target of a spell or ability, Keeper of Sokar gets +1/+2 until end of turn.
2/2
Lapse
Sorcery (U)
Shuffle target creature into its owner’s library. Its controller gains 5 life.
“From the Everflow we were birthed and to the Everflow we will one day return. The passage need not be one we mourn.”
Lifeknitter :2mana::symw:
Creature — Human Cleric (C)
:symtap:: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Cycling :1mana::symw: (:1mana::symw:, Discard this card: Draw a card.)
1/1
Moonlit Wake :2mana::symw:
Enchantment (U)
Whenever a creature dies, you gain 1 life.
“The long-eared stranger began appearing at our funerary rites several years ago, his silent prayers soothing the pain of another loss. Though not of our kind, he has become a welcome presence in times of mourning.” -Amon, Sokar priest
Nightcover Witch :1mana::symw::symw:
Creature — Hag Cleric (R)
Protection from black
Other creatures you control get +0/+3.
Those that survive Amduat’s harsh nights have stories to tell, and powerful secrets to share.
1/4
Purge the Unworthy :1mana::symw:
Sorcery (C)
Exile target creature card in a graveyard. You gain 4 life.
In a world where the dead get second chances, the pitscullers of Hekah judge who is worthy of those second chances.
Rising of the Elders :3mana::symw::symw:
Sorcery (R)
Put each creature card in a graveyard on the bottom of their owners’ libraries. You gain 1 life for each creature card put on the bottom of a library this way.
Tortured Soulguide :1mana::symw:
Creature — Human Cleric (U)
Whenever a creature card leaves your graveyard, you may gain 1 life.
The dead of Sokar wait in repose for their spirits to be returned to them. Some will wait for an eternity for what will never return.
2/1
Ushabti Spiritcaller :3mana::symw:
Creature — Insect Cleric (C)
:1mana::symw:, Exile a creature card in your graveyard: Target creature gets +3/+3 and gains lifelink until end of turn.
“Harnessing the energy of the dead to fill an empty husk is exactly the sort of depraved act one could expect from a race barely above clicks to communicate.” -Amon, Sokar priest
1/3
Void of Progress :2mana::symw:
Enchantment — Aura (C)
Enchant creature
You may cast Void of Progress from your graveyard as though it were in your hand.
Enchanted creature doesn’t untap during its controller’s untap step.
Creature — Zombie Shaman (U)
:symg:, :symtap:: Regenerate target creature.
:symw:, :symtap:: Exile target card in a graveyard.
“Immortality can be ours if we just choose to exploit the righteous path.”
2/2
Apophisian Necromancer :1mana::symb:
Creature — Human Shaman (C)
Salvage :1mana::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
“Every soul devoured brings me one step closer to ruling this dying world.”
2/1
Blade of the Midlight Hive :2mana::symb::symb:
Creature — Insect Warrior Rogue (C)
First strike
The crusted spires that litter Amduat’s landscape are but mere entrances to the vast hives hidden below. But each lonely spire is protected by footsoldiers each more sinister and merciless than the last.
3/1
Enemy of Repose :4mana::symb::symb:
Creature — Horror (R)
First strike
When Enemy of Repose is dealt damage, exile that many cards from any number of graveyards or lose that much life.
7/7
Fallen Hive-Guard :2mana::symb:
Creature — Insect Zombie Warrior (C)
Whenever Fallen Hive-Guard becomes blocked, sacrifice it at end of turn.
Cycling 2 (:2mana:, Discard this card: Draw a card.)
3/1
Fleshcrafter Zombie :4mana::symb:
Creature — Zombie Shaman (U)
:1mana::symg:, :symtap:: Put a 1/1 black, green and white Thrull creature token into play.
“Zombified beings lose most of what made them alive. All that remains are basic motor skills and vague memories of minor tasks. Under all that, however, lay traces of sentience; especially the desire for companionship.” -Mezoti Azaan
3/2
Grave Plundering :3mana::symb::symb::symb:
Sorcery (R)
Put all creature cards from target graveyard into play under your control. They gain haste until end of turn. At end of turn, exile them.
Harvest of Secrets :3mana::symb::symb:
Enchantment (R)
Skip your draw step.
:symb:, Exile a creature card from your graveyard: Draw a card.
“You see a place to rest the dead, I see a vast library waiting to be read.” -Keres, Apophisian necromancer
Hekah Pitsculler :1mana::symb:
Creature — Human Shaman (C)
:3mana::symw:, :symtap:: Exile target creature card in a graveyard. You gain life equal to its toughness.
“Pick through enough refuse, you eventually come upon things best not recovered.”
2/1
Legion of Athyr :2mana::symb::symb:
Creature — Troll Zombie Warrior (U)
Whenever a permanent is regenerated, Legion of Athyr gets +1/+0 until end of turn.
:1mana::symb:: Regenerate Legion of Athyr.
2/2
Lifekeeper Lich :3mana::symb:
Creature — Zombie Shaman (U)
Cycling :3mana::symb::symb: (:3mana::symb::symb:, Discard this card: Draw a card.)
Whenever you cycle Lifekeeper Lich, return target creature card in your graveyard to play.
3/1
Morbid Fascination :1mana::symb::symb:
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/+1 for each creature card in your graveyard.
Mortality’s Herald
Creature — Human Shaman (C)
:2mana::symb:, :symtap:, Sacrifice a black creature, a green creature, and a white creature: Search your library for a card named Mortality Tether and put it onto the battlefield. Then shuffle your library.
1/1
Muse of the Lich-King :3mana::symb::symb:
Creature — Zombie Shaman (R)
Whenever Muse of the Lich-King deals combat damage to an opponent, you may search your library for up to two creature cards and put them into your graveyard. Shuffle your library afterward.
Salvage :1mana::symb::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/2
Nomarch of the Dreadlands :2mana::symb::symb:
Creature — Human Shaman Lord (R)
Zombie, Skeleton, and Thrull creatures you control get +1/+1 and have lifelink.
“He is a king of a rotted empire doomed to crumble within his own fragile lifespan. Threat? Ha! How can something so fleeting be a threat to the eternal?” -Shemure the Lich-King
3/2
Odious Wretch :2mana::symb:
Creature — Hag Rogue (C)
Whenever a creature is regenerated, each opponent loses 1 life.
“For life to be given, it must be taken from another. The Lich-King learned of this balance when he broke this world.”
2/2
Resounding Fear :3mana::symb::symb:
Sorcery (R)
Return target creature, land or enchantment card in a graveyard to play under your control.
Cycling :5mana::symb::symg::symw: (:5mana::symb::symg::symw:, Discard this card: Draw a card.)
When you cycle Resounding Fear, choose creature, land or enchantment. Return all cards of the chosen type from a single graveyard to play under your control.
Roaming Ghastlord :1mana::symb::symb:
Creature — Spirit (U)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
Cycling :1mana::symb: (:1mana::symb:, Discard this card: Draw a card.)
2/1
Rotting Scrullhog :2mana::symb::symb:
Creature — Zombie Boar (U)
Salvage :2mana::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/1
Saturnine Creation :symb::symb:
Sorcery (U)
Exile any number of creature cards in your graveyard. For each card exiled this way, put two 1/1 black, green and white Thrull creature tokens into play.
Shemure the Lich-King :3mana::symb::symb::symb:
Legendary Creature — Zombie Shaman (M)
At the beginning of your upkeep, sacrifice a creature unless you pay GW.
You may cast creature cards in your graveyard as though they were in your hand.
4/4
Souldrinker's Concoction :1mana::symb::symb:
Enchantment (U)
:1mana::symb::symb:, Sacrifice a creature: Target opponent loses 3 life. You gain 3 life.
The bitter, heady brew both blinds the senses and loosens the lifeforce, making it ripe for the picking.
Stale Brume :1mana::symb:
Enchantment (C)
Whenever a creature card leaves your graveyard, each opponent loses 1 life.
No matter how strong the funerary incense, dig through enough corpse-pits and before long you’ll unleash the seeping stench of death.
Thrull Plaguebomb
Creature — Thrull Rogue (C)
:1mana::symb:, Sacrifice Thrull Plaguebomb: Target creature gets -1/-1 until end of turn.
Its body is but a barely-living jar to contain the festering death within.
1/1
Tombsorrow Titan :5mana::symb:
Creature — Zombie Giant Shaman (U)
Tombsorrow Titan can’t block.
Salvage :3mana::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
5/3
Turn Back :3mana::symb:
Instant (C)
Target player loses life equal to the amount of life he or she gained this turn.
Draw a card.
Vizier's Footsoldier :3mana::symb:
Creature — Skeleton Soldier (C)
Salvage :2mana::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
Ashes to gashes, bones to bust.
5/1
Voice of Oblivion :5mana::symb::symb:
Creature — Spirit (R)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
At the beginning of each upkeep, each player exiles a creature he or she controls.
4/6
Creature — Dryad Warrior (U)
Vigilance
:symg:, :symtap:: Target creature gets +2/+2 until end of turn.
The Accorders fight an undying battle against death itself.
2/3
Bend the Chain
Enchantment — Aura (C)
Enchant permanent
Whenever a creature card leaves your graveyard, untap enchanted permanent.
Canopan Ministrations
Enchantment — Aura (U)
Enchant creature
:symg:: Regenerate enchanted creature.
:symg:: Attach Canopan Ministrations to target creature.
Canopan Warrior :2mana::symg::symg:
Creature — Troll Warrior (C)
:symg:: Regenerate Canopan Warrior.
“Little embodies the preservation of valuable life better than the scaly hides of trolls.” -Mezoti Azaan
2/4
Diligent Missionary
Creature — Human Monk (C)
Though not able to become full disciples of the Canopan faith, many humans dedicated their lives to learning and proliferating the trolls’ rituals for preserving life as well as their attitudes for not wasting such precious gifts.
0/3
Eulogize the Unnatural :3mana::symg:
Instant (U)
Destroy target artifact or enchantment. Gain life equal to its converted mana cost.
The unnatural makes for terrible mulch, but the dryads were left no room to complain.
Greenseether :2mana::symg:
Creature — Dryad Shaman (C)
:symtap:: Untap target creature or basic land.
Cycling :1mana::symg: (:1mana::symg:, Discard this card: Draw a card.)
1/1
Ground Seal :1mana::symg:
Enchantment (R)
When Ground Seal comes into play, draw a card.
Cards in graveyards can’t be the targets of spells or abilities.
Hive-Guard Awakening :2mana::symg::symg:
Enchantment (R)
Whenever a creature card leaves your graveyard, put two 1/1 green Insect Soldier creature tokens with provoke into play.
Hopethreader Chant :1mana::symg::symg:
Sorcery (C)
Gain 6 life.
Cycling (:symg:, Discard this card: Draw a card.)
“May this life last long enough to one day beget another.”
Hunting Mossdog :2mana::symg:
Creature — Plant Hound (U)
Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)
Not all the dryads’ seedlings are content to stand still and wait to be nourished.
3/1
Lichenwraith :2mana::symg::symg:
Creature — Plant Zombie (U)
Reach
:symg:: Regenerate Lichenwraith.
The darkest orchards bear the bitterest fruits.
3/3
Pet of the Sur-Dryad :5mana::symg::symg:
Creature — Plant Zombie Hound (R)
Pet of the Sur-Dryad gets +4/+4 if you have no cards in your graveyard.
Salvage :3mana::symg: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
5/5
Reconstitute :2mana::symg:
Sorcery (U)
When Reconstitute is put into your graveyard from anywhere, you may shuffle your graveyard into your library.
Draw a card.
Restock :3mana::symg::symg:
Sorcery (R)
Return two target cards from your graveyard to your hand. Exile Restock.
“The Scarabs unleashed a terrible screech and within moments, their fallen were back on their fight. This is not a fight we can win, my liege.” -General Pisiris of Apophis, at the last battle of Midlight Hive
Scargrove Warden :2mana::symg:
Creature — Human Shaman (C)
Salvage :1mana::symg: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
2/1
Sur-Dryad Loamcrafter :1mana::symg:
Creature — Dryad Shaman (C)
:symg:, Sacrifice Sur-Dryad Loamcrafter: Return a land card in your graveyard to the battlefield.
“If I must give up what I have been blessed with to preserve that which blesses me, so be it.”
1/1
Thresher Titan :8mana::symg::symg::symg:
Creature — Wurm (R)
Trample
Whenever a creature dealt combat damage by Thresher Titan this turn would die, instead exile it and put a +1/+1 counter on Thresher Titan.
8/8
Creature — Troll Monk (U)
Vigilance
Salvage 3 (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
“Birth may have abandoned you, but death can be evaded just as well.”
1/3
Mezoti Azaan :1mana::symg::symw:
Planeswalker — Mezoti (M)
+1: Target creature is indestructible until the beginning of your next upkeep.
+0: Put a 0/1 colorless Guardian creature token into play. Then put a +1/+1 counter on it.
-2: Double the number of counters on target permanent.
-8: You gain an emblem with “Prevent all damage that would be dealt to you.”
Parapet Highguard :symg::symw:
Creature — Human Archer (C)
Reach
:symw:, :symtap:: Parapet Highguard deals 1 damage to target attacking creature.
“Graverobbers storm our funerary mounds, greedy not for the riches laid to honor the dead, but the flesh of the dead itself. Eliminate any who dare disturb the soil.” -Bazet, Sokar bowmaster
1/2
Summoner of the Everflow :2mana::symg::symw:
Creature — Troll Monk (R)
At the beginning of your upkeep, regenerate each creature you control.
Though Shemure’s ambitious gambit severed the Everflow’s deep connection with the living ages ago, the Canopan monks found their link to the spiritual realm still intact. They have utilized it to preserve Amduat’s living inhabitants since.
3/3
Awakening Calm :2mana::symw::symb:
Instant (C)
Creatures you control get +1/+1 until end of turn for each creature card in your graveyard.
Draw a card.
Claw of the Midlight Hive :2mana::symw::symb:
Creature — Insect Rogue (U)
First strike
Salvage :symw::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
3/1
Joyless Oathmage :symw::symb:
Creature — Insect Cleric (C)
Whenever Joyless Oathmage becomes the target of a spell or ability, exile a card in your graveyard and gain 1 life.
Kheper priests act as cleaners within the hive, cleaning out the dead and honoring their husks with somber ritual.
2/2
Subdue Necromancy :symw::symb:
Sorcery (R)
Exile all cards in target player’s graveyard.
“When the enemy seeks to turn our fallen against us, leave them no ally to call upon.” -Amon, Sokar priest
Bargain of the Lichmaster :3mana::symb::symg:
Sorcery (R)
As long as Bargain of the Lichmaster is in your graveyard, you may cast spell cards in your graveyard as though they were in your hand.
Rotborne Shambler :3mana::symb::symg:
Creature — Elemental (C)
Rotborne Shambler gets +1/+1 for each creature card in your graveyard.
Every loss a triumph, every disaster a banquet.
2/2
Snorting Scrullhog :2mana::symb::symg:
Creature — Zombie Boar (U)
:symb::symg:: Regenerate Snorting Scrullhog.
Salvage 3 (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/3
Witch of Fell Mound :1mana::symb::symg:
Creature — Hag Shaman (C)
:1mana:: Regenerate target creature you control.
The hedge-mages can do little for the dead buried at Fell Mound, but for reasons none can discern, they do assist those who come to honor the lost.
2/1
Amduat Charm :symb::symg::symw:
Instant (U)
Choose one — Return target creature card from a graveyard to play under your control; or shuffle all land cards in your graveyard into your library; or gain life equal to the number of cards in all graveyards.
Amduat is a world where hope keeps alive what ambition nearly claimed.
Emissary of the Hive-King :2mana::symb::symg::symw:
Creature — Insect Soldier (U)
Lifelink
Salvage :symb::symg::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
5/4
Hive-King Askabos :3mana::symb::symg::symw:
Legendary Creature — Insect Shaman (M)
Put the top three cards of your library into your graveyard: Hive-King Askabos gains deathtouch, trample and vigilance until end of turn.
Salvage :symb::symg::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/5
Hive-King's Attendant :1mana::symb::symg::symw:
Creature — Insect Advisor (R)
:symtap:: Return target creature card in your graveyard to play tapped. All damage that would be dealt to you this turn is dealt to that creature instead.
“Without a Queen, it will be the Pawns that will protect our King.”
3/4
Mortality Tether :3mana::symb::symb::symg::symw:
Enchantment (M)
At the beginning of your upkeep, return a creature card from a graveyard to play with two +1/+1 counters on it.
“Fear not of death. An end will one day come to you and I, but it will not be this day. In the meantime, we will be stronger for our journey.” -Mezoti Azaan
Stir the Souls :symb::symg::symw:
Enchantment (R)
X, Put the top X cards of your library into your graveyard: Gain X life.
“The cycle of life and death has been shattered here, twisting upon itself in a vile parody of natural order. Nothing birthed in centuries and the dead doomed to never find rest. This world desires a return to balance.” -Mezoti Azaan
Sunfallow Troll :symb::symg::symw:
Creature — Troll Rogue (C)
Lifelink
:1mana:: Regenerate Sunfallow Troll.
“Not every Canopan troll is a benevolent missionary. The Sunfallow sect believes that the other races lost the ability to procreate for a reason and that they alone were chosen to inhabit Amduat.” -Mezoti Azaan
3/3
Book of the Lost
Artifact (R)
Whenever a creature card is put into your graveyard from anywhere, you may pay BGW. If you do, gain 3 life and draw a card.
Everflow Glaze
Artifact (U)
Creature cards in your graveyard have flying, first strike, trample, hexproof, lifelink and deathtouch.
Gravetender's Spade
Artifact (C)
:2mana:, :symtap:: Exile target card in a graveyard.
:2mana:, Sacrifice Gravetender’s Spade: Draw a card.
Lichmaster's Chalice
Artifact (R)
:symtap:, Sacrifice Lichmaster’s Chalice: Each player’s life total becomes equal to the number of creature cards in his or her graveyard.
Lifeknitter Satchel
Artifact (U)
:symb:, :symtap:: Regenerate target creature. It gets -1/-1 until end of turn.
:symg:, :symtap:: Regenerate target creature. It gets +1/+1 until end of turn.
:symw:, :symtap:: Regenerate target creature. You gain 2 life.
Midlight Shield
Artifact (U)
Whenever damage would be dealt by a creature, prevent that damage if a card that shares a name with that creature is in a graveyard.
Obelisk of Amduat
Artifact (U)
:symtap:: Add :symb:, or to your mana pool.
In the centuries before Canopan missionaries began to proliferate their civilization-saving life magics, desperate cultures sought the power of the obelisks to bring them life renewed.
Amduat Panorama
Land (C)
:symtap:: Add 1 to your mana pool.
:1mana:, :symtap:, Sacrifice Amduat Panorama: Search your library for a basic Swamp, Forest or Plains card and put it into play tapped. Then shuffle your library.
“Amduat’s grey skies shadow a world without hope, but brief rays of sunlight breaking through foreshadow hope yet to come.” -Mezoti Azaan
Canopan Tomb
Land (U)
:symtap:: Add 1 to your mana pool.
:1mana:, :symtap:: Gain 2 life if you have three or more cards in your graveyard.
The Canopan monks’ dramatic life magics have helped keep Amduat’s other species alive for centuries, but even their magic has limits.
Gloomy Sepulcher
Land (U)
Gloomy Sepulcher comes into play tapped.
:symtap:: Add :symb:, or to your mana pool.
Void of the joys true new life can bring, Amduat is a world in decay, kept alive only by the tenuous strands of life magic.
Grove of the Sur-Dryad
Land (U)
:symtap:: Add to your mana pool one mana of any color a land card in your graveyard could produce.
As life on Amduat withers and dies only to be recycled, the dryads toil endlessly to cultivate and protect what little life remains in their groves.
Phamenoth, Shrine of the Everflow
Legendary Land (R)
:symtap:: Add 1 to your mana pool.
:symb::symg::symw:, :symtap:: Put target creature, land or enchantment card from your graveyard on top of your library.
Shrine at Fell Mound
Land (R)
:2mana:, :symtap:, Discard a creature card: For each colored mana symbol in that card’s mana cost, add one mana of that color to your mana pool. Activate this ability only any time you could cast an instant. (For example, if the card’s mana cost is :3mana::symw::symw::symb:, you add :symw::symw::symb: to your mana pool.)
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
Sorry, it somehow didn't translate over from MSE.
His starting loyalty is 3. I debated on having him start at 2, but given that his abilities are all predominantly defensive in nature (and his + ability requires a creature to target or at least a loss in tempo by using his +0 to supply a dork to target next turn) and his ultimate will not win you the game (it in fact takes a great number of turns alternating his first three abilities to get Mezoti in a position to win a game on his own), I felt 3 wasn't a broken place to start.
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
GG: Salvage a creature card. ~ gets +1/+1 and has trample until end of turn.
where "Salvage" is defined as "place a card from your graveyard onto the bottom of your library."
Doing it this way eliminates memory issues and minimizes exile shenanigans, plus it prevents degenerate situations like the competing CDAs discussed above.
And interesting alteration. It certainly cleans up a few things, but I'm not sure I like the shift from slow and adaptable (sorcery speed, but with the ability to grant the creature the best ability to suit a situation) to fast but rigid (fast enough to be a combat trick, but the bonus is static). I like the idea of parasitism meeting interdependency, it's a very black concept spun by white and green's philosophies. Your alteration feels like straight up parasitism without very much incentive to diversify. The feel I'm going for is honoring the dead and learning from them (nothing on Amduat is wasted; bodies are interned, souls are harvested for safekeeping or for fuel and memories are chronicled), your suggestion feels more like "eat dead, get stronger" which isn't a bad thing for black, but I don't think fits well with a BGW setting.
I think my exile until end of turn fix cleaned salvage up rather well. The cards remain accessible as long as they're relevant, which eliminates memory issues. And temporary exiling isn't too complex a thing to worry about it at common. And CDAs aren't much of an issue. They aren't present in the Limited setting and I think the rules are pretty straightforward about how they'd work in the rare instances of copying two in one turn. Sorcery speed also assists in keeping that simpler, I think.
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